The 5 real blunders of Philip Rosedale's virtual career [Second Life]

Despite a silver-tongued PR team capable of spinning any irrelevant Second Life happening into a New York Times story, former Linden Lab CEO Philip Rosedale couldn't save himself from the downside of the virtual hype cycle. His "life's work" has become a punchline. Here are the five mistakes that added up to cost Rosedale his job.


· The big empty. Linden Lab makes money from land sales, a business model which all but guaranteed vast tracts without users. That, in turn, worked against Rosedale's dreams of attracting advertisers.
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Second Life Virtual World Expands 44% in Q2

Linden Lab is pleased to announce results for Second Life the second Quarter. Land mass grew over 44%.  The total number of regions owned by residents increased 44.2% over Q1 to just over 1.5 billion square meters.  Our growth was due to the popularity of our newly launched “Openspace” land product along with a change in pricing to make the purchase of land more accessible to first time buyers.  “Openspace” regions are full 65,000 square meter regions with an upfront fee of $250 and a recurring monthly fee of $75.  We decreased the price for full regions by 40% to $1000 upfront (the recurring monthly fee remains $295).  We also launched a new Land Store that instantly provisions new regions.  Pricing changes plus a dramatically improved purchase experience fueled land sales in the quarter.  On the other hand, premium subscriptions have remained flat since we decreased the stipend to L$ 300 per week in the second quarter of 2007.  Prior to that the premium account essentially provided residents with a way to purchase L$ at a discounted rate.  Because land represents nearly 8x more revenue to us than premium accounts, our focus has been on the launching of new land products rather than on enhancing the premium subscription. User Hours grew by 8.5% while peak concurrency grew modestly.  Resident user hours grew approximately 6% from an annualized rate of just under 350 million user hours in Q1 to over 380 million user hours in Q2. Peak concurrent users grew modestly from Q1 to Q2 to just under 67,000 users.  Significant outages in April prevented this number from growing as fast as it otherwise might. However, uptime improved dramatically in May and June – see the grid status page – so we're expecting to see continued growth in Q3. User-to-User Transactions grew over 14%.  Total user-to-user transactions, a measure of the gross domestic product in Second Life, grew 14.3% during the quarter from an annualized rate of $300 million in Q1 to $338 million in Q2.  Resident spending remained a healthy $0.87 per user hour. Volume on the Lindex grew 5%.  Volume on the LindeX, our virtual currency exchange where users can buy and sell our inworld currency, grew 5% to an annual rate of $108 million.  The total value of all the Linden Dollars in circulation grew 8.6% over Q1 to $19.7 million in Q2 with the exchange rate remaining steady against USD at approximately L$ 267 to one USD. The number of “profitable” inworld businesses grew by 9%:  Taking advantage of the growth in the economy, the number of inworld businesses with Positive Monthly Linden Flow, a measure of profitability, grew to 59,000 in June.   Meta Linden has posted the full data for June in a Google Spreadsheet here.  We have made some modifications to the format to make them easier to review. [lien] [EN]

Havok™4 Beta Preview Update with 8 fixes (2008-03-27) - RC3 of the new Second Life Simulator

64 Responses to “Havok™4 Beta Preview Update with 8 fixes (2008-03-27) - RC3 of the new Second LifeSimulator” · 1 Sofia Westwick Says: March 27th, 2008 at 3:46 PM Woot! you got the SVC-1520 floating avatar in the Fix! Thanks Andrew! and whoever else worked on that! · 2 Shaun Banshee Says: March 27th, 2008 at 3:49 PM I can never seem to log into H4 servers · 3 Chaos Says: March 27th, 2008 at 3:56 PM We really need to increase the default 10m size prim limit, this will not only reduce lag but make for better builds. using 1680 10m prims to cover a sim in just flooring is not really ideal for lag/combat or physics lag (due to moving from one surface to another) · 4 Shaun Banshee Says: March 27th, 2008 at 3:59 PM @ 3 Chaos If you really must, find an open-sourced mega prim, although personally I don’t think people should use them · 5 Sean Heying Says: March 27th, 2008 at 4:04 PM using an infinite or 64kM megaprim to replace the island ocean with sand is a trick I have used in a few regions myself. I am pleased that they will stay, it really helps the feel of the build being able to do this. Thanks! · 6 Malifico Bade Says: March 27th, 2008 at 4:06 PM 26 Sidewinder Linden Says: March 26th, 2008 at 6:48 PM @24 Malificio: Could you write up the specifics (maybe with a landmark so we can find the object(s) ) and send it to me inworld so we can take a look? Thanks, Sidewinder I can’t do that because im on TG and can’t view you in-world O: But the sim is Civitas, i normally cleanup the physical prims.. but it’s still bothersome =X · 7 Brandon Shinobu Says: March 27th, 2008 at 4:11 PM Hmm, Sidewinder, in looking into the tools to help prevent misuse, you may want to consider that some people (including myself) use megaprims which normally would overhang on a parcel, but instead we cut them down in varous ways usually using prim torture so that they are much smaller. Will the tools take this into account? Also in cases where there is an agreement between two parcel owners that it’s “ok” for the prim to overhang a bit. It might be good to instead allow the option to return a large prim overhanging one’s property (while not actually on it counting against one’s prim limit), instead of forcing prims to be within parcel boundaries. This allows for more flexibility, and I would think make the transition much smoother, since I’m certain more people than myself have prims that may creep over the parcel’s edge. In my case I acquired my neighbors’ permission to do so. · 8 Stephen Zenith Says: March 27th, 2008 at 4:11 PM I agree with Chaos - if we’re going to sanction the use of prims larger than 10×10x10m, we should by allowed to create arbitrary sizes and shapes bigger than that, rather than being restricted to the few currently available. · 9 Danball Tureaud Says: March 27th, 2008 at 4:15 PM Ack! Someone forgot to close a bold tag! · 10 Ceera Murakami Says: March 27th, 2008 at 4:17 PM No, no no… Relaxing the megaprim limit to 64K Meters is a critical mistake. What possible legitimate use can there be for a single prim that streaches as long as 250 SIMS??? (64 K Meters is 250 times 256 Meters) Even a single 100 x 100 M megaprim can blot out a quarter of the mini-map, making it virtually worthless for every resident in the area. So WHY would you permit a prim that could wipe out the ENTIRE mini-map in 250 sims??? Or in 62,500 sims, if it was 64 K M on a side??? There is absoloutely NO valid reason that I can imagine for a megaprim that is more than 256 M x 256M in size. Anything larger crosses sim boundries and is absolutely CERTAIN to screw up other sims or at the very least to overlap other people’s parcels. A person might make use of a 750 M diameter sphere as an artificial skydome, but that would extend into all 8 sims surrounding the one it was in. PLEASE reconsider that choice. · 11 Argent Stonecutter Says: March 27th, 2008 at 4:19 PM I think there’s probably a lot of support inside LL for larger prims (correct me if I’m wrong, Sidewinder), but anything beyond cleaning up the existing megaprim situation is going to have to wait until after Havok 4 is deployed. That should be next week, according to other blog entries, so it should be OK to hold off on discussion until mid-April. · 12 Argent Stonecutter Says: March 27th, 2008 at 4:20 PM Ceera@10: this is for private islands, where they want to give a whole region a “skybox”. · 13 Ceera Murakami Says: March 27th, 2008 at 4:22 PM @Sean in post #5. Tell me, did you personally purchase and pay for all 62,500 of the sims that your 64KM megaprim plane overlaps? What do the neighboring sims see? I somehow doubt that your megaprim fails to render in all those neighboring sims. I’d certainly like to visit a sim where you have done this, so I can see for myself what the impact is. · 14 les Says: March 27th, 2008 at 4:22 PM Whao! 64km. That’s one big #*#$ prim! Will prims over 256m be forced phantom? Thanks for being so in tune guys. Good luck bringing it home! · 15 Aminom Marvin Says: March 27th, 2008 at 4:25 PM The support for megaprims among builders is HUGE. Some things simply cannot be created by any other way: for example with very novel sculpt use. Now that you are fixing megaprims with Havoc4 (and getting them to work even better!) it would be a great time to allow us users to create megaprims. There is simply no reason not to do so. Eliminate the server-side checks and instead have a client-side check that can be disabled via the “advanced” or “client” menus. It would be similar to “disable camera constraints” except be “disable prim size constraints That should prevent accidental misuse by newcomers. If not, you could have megaprims be set via script to make it available but not _too_ available · 16 Ceera Murakami Says: March 27th, 2008 at 4:26 PM Argent @12: So, you’re saying that if I tossed up a 64 KM x 64 KM megaprim on a private sim, that the other private sims that are only two or three sims away on the grid see nothing at all? Or do the sims that use such huge prims have to take themselves entirely off the map to prevent their overlaps from appearing in their neighbor’s areas? I’ve seen what a 100 x 100 megaprim does to the mini-map in a sim. It isn’t pretty. I can’t imagine what it would be like if someone several islands away dropped one of those monsters in my vacinity. · 17 Aminom Marvin Says: March 27th, 2008 at 4:27 PM Ceera Murakami (post 13): he isn’t talking about using it on mainland. He is talking about using it for a private island one entirely owns, to make sand in the surrounding void water regions. · 18 Aminom Marvin Says: March 27th, 2008 at 4:29 PM Ceera: also yes, if there is one sim, then a gap, then another sim, then EVERYTHING on one sim is invisible to the other. This includes megaprims, but also if you set render distance to 512 meters and try to look at the island, you will see nothing. · 19 Mina Dawn Says: March 27th, 2008 at 4:31 PM Where can we find Linden Labs’ policy on Megaprims? As in, who can use them, where they can be used, and what sizes? · 20 Chilko Tardis Says: March 27th, 2008 at 4:35 PM Posted to: http://teenslblog.com/2008/03/restrictions-on-megaprims-to-be-relaxed-with-havok4 Good move! An increase of the normal prim size would rule! · 21 Drako Nagorski Says: March 27th, 2008 at 4:36 PM I know this isnt relative, but i got a couple suggestions for future projects: 1) NO MORE SCULPTIES! Just have a new asset that imports 3d-max and other similar filetypes. have them show up in SL exactly how they do in the program they were made in. more faces = more faces here. 2)climbing! its quite annoying to have to fly up surfaces, so have a climbing animation where the avatar attaches to an object and can walk around on it (angle 45 degrees) kinda like linking the avi to the object. use the E key to climb up a surface or attach to it (or a new key somewhere… you have 26 to use :P) (think about it, being able to walk around on a space ship thats barrel rolling :P) · 22 Darien Caldwell Says: March 27th, 2008 at 4:37 PM Can anyone provide a SURL to a region using a 64k megaprim? I really have a hard time understanding the usage. · 23 Ceera Murakami Says: March 27th, 2008 at 4:38 PM Aminom@18: Well… OK… I’ve developed a few “stands by itself” sims, as well as plenty where the private sims owned by one person touched edge to edge with sims owned by someone else. I had assumed that in those “one island on its own” sims, the other nearby sims had elected not to be seen by their neighbors. I suppose that if a gap of one or more sims, or a corner to corner contact, is sufficent in itself to render the sims invisible and intangible from each other, it may be more tolerable than I had thought. But as I said, there’s plenty of sims that are private sims, but which are NOT seperated by gaps like that, and are not all owned by the same parcel owner. I would hope that in any instance where the entire contiguous block of touching sims is not owned by the owner of the outsized prim, these would still be banned, just like they should be on the Mainland. · 24 Sean Heying Says: March 27th, 2008 at 4:39 PM @ Ceera in 13 and others…. When you use a 64kM megaprim the action on the minimap and on surrounding SIMs is different to what you think. First. when you are a private island and have no connecting islands there is no overlap into other SIMs, the grid map in terms of islands is not contiguous, what you rez on one island will not be seen in others… there is INFINATE space between islands. I have an infinate megaprim out now, please look at your minimap and see if you can see it. Look outside your house for it. It is isolated to the SIM I put it in. In terms of minimap, when you have a prim that large you hollow out the centre to place it over the island, it dissapears off the minimap, totally invisible. · 25 Helion Dragonash Says: March 27th, 2008 at 4:43 PM I would like to see mega prims have th ability to be hollowed out and not still me physcal, with a 10m prim you can hollow them out and walk through them, you cant do this with mega prims and it would greatly assist in building on sims if that were possible. · 26 Sidewinder Linden Says: March 27th, 2008 at 4:43 PM @3 Chaos: Large flooring is one of the uses of existing megaprims and part of the reason that we are continuing to allow them to exist. /Sidewinder · 27 Sidewinder Linden Says: March 27th, 2008 at 4:44 PM @6 Malifico: Thanks - I’m TG cleared and will take a look as soon as possible. /Sidewinder · 28 Sidewinder Linden Says: March 27th, 2008 at 4:46 PM @7 Brandon: None of the work to define such tools has started, other than discussions over time. If you have a proposal, please feel free to send me a notecard and I’ll forward it. This is not something that has any timeline or priority set, but something that was talked about as part of the rationale for this position… /Sidewinder · 29 Sidewinder Linden Says: March 27th, 2008 at 4:48 PM @10 Ceera: There is no current upper limit that I am aware of on megaprim size. There are cases where extremely large prims are used for artificial horizons. As I said in the blog post, the tools to implement a hard cut to a lower size are already built and may be implemented in one deploy cycle, so we are going to watch to see how this goes and make some determination later on. /Sidewinder · 30 Sidewinder Linden Says: March 27th, 2008 at 4:49 PM @14 Les: We have decided to not implement a “phantom over this size” algorithm at this time. What we have done is to implement *some* cap on size that we believe will not interfere with existing builds as a starting point, with the hooks in place to something more substantial going forward. /Sidewinder · 31 Urantia Jewell Says: March 27th, 2008 at 4:52 PM @25 Helion, Havok4 has made it possible to hollow a non-phantom megaprim and walk/fly through it. I’ve tested this and it works but only in Havok4 enabled regions. · 32 Sean Heying Says: March 27th, 2008 at 4:52 PM @ 25 Helion Hollowed out megaprims in Havok4 work, you can set them to non-phantom and stand inside them. Two prim houses are now possible. · 33 Sidewinder Linden Says: March 27th, 2008 at 4:55 PM To All: Megaprim “policy”? This is somewhat of a misnomer to me. Here are the established points you might want to consider: 1) What people do and build in Second Life is governed by the Terms Of Service. These are posted on the web site. Violations of the TOS may be reported using the abuse reporting tools in the viewer. If someone builds a structure that is believed to violate the terms of service (never mind whether it is built with one megaprim or a large linked set of small prims), it can be reported, and if it is found to be in violation of the TOS, the governance team will address the issue as they see appropriate. I do not believe that there is a need for a megaprim policy past this statement, as it encapsulates both the freedom to be creative in Second Life and the limits described in the TOS that govern acceptable behavior. 2) This is a stabliity project, and not a features project. “Repeat after me” There will be no new megaprim manipulation or editing tools delivered as part of the Havok4 update project. 3) Any new features in this area would need to be part of some future initiative. Any such enhancements have not be discussed, designed and are not on the current roadmap. 4) These statements do not say that we will do something in this area. They do not say that we won’t do something in this area. These statements clarify that the future on this is unknown, and that any build tool capability enhancements are explicitly not part of this project. I hope that this helps to clarify how the megaprim question fits into the larger picture of Second Life. Regards, Sidewinder · 34 Tiny Mind Says: March 27th, 2008 at 4:57 PM Wow! So you are saying that finally I will not slowly ’sink’ down to ground-level while floating in an H4 Sim even while wearing umpteen “Flying Assistant” objects like before? Well, there’s a first. TM… Mark of Excellence. · 35 Hal Says: March 27th, 2008 at 5:08 PM So we have to suffer ridiculously large megaprims so that a few builds don’t have to remove one large prim and replace it with 4, 8 or maybe 16 smaller ones? The poor things, what a hardship that would be for them… We certainly need megaprims to stay, but 64km ones, that’s crazy! · 36 Andrew Fenn Says: March 27th, 2008 at 5:08 PM I think you’re missing the bigger issue here in that there are insufficient tools to control landscape and atmosphere in a region. If content creators had the right tools we wouldn’t need big prims for skyboxes. Prims shouldn’t be used for skyboxes or water. There is obviously a problem here that’s not getting solved. This is a virtual world but why are you restricting it to real life conditions? You could get rid of a whole lot of space issues by adding portals and allowing people to have their own instances inside one. In other words, a world within a box. · 37 you thoughts please... Says: March 27th, 2008 at 5:16 PM A feature that would be of great use would be to enable a “ghost function” to prims. As many are aware, currently when a moving prim is focussed on by the client, the camera follows it, another example would be where vendor boxes, tip jars etc are visible but not accesable due to the presence of a prim in front(regardless of its alpha, phantom state, touch state etc) Some prims such as club lighting beams cause massive confusion to camera views, having a simple check box in edit(LSL activation in time….) would be a massive upgrade and I expect relatively simple to implement. 10×10x10m is also like building with famous brand interlocking plastic toy blocks, scale and perspective in SL are underestimated factors(take the awesome greenies for example), allow prims over 10m to be dropped and edited and prepare to be amazed. Many of the larger builds that employ the megaprims are rather crude due to the limits on editing these objects and the small collection of primitive megaprim shapes/sizes to choose from(eg 20×20x60m cylinder) Cheers. · 38 IAm Zabelin Says: March 27th, 2008 at 5:22 PM Although I find megaprims extremely useful due to their efficiency, personally I question using an ‘infinite’ size megaprim … no matter how the grid (currently) resolves it I consider that irresponsible. · 39 Gwyneth Llewelyn Says: March 27th, 2008 at 5:39 PM Wow, this is an unexpected turn of events, and I applaud the decision, even knowing perfectly well how megaprims are so often used by griefers on the mainland. Still, griefing is a social issue that should be dealt with social mechanisms, not technical tools. Once the mainland gets outsourced to some organisation that can take good care of it, the griefing problem is solved · 40 Whisper Says: March 27th, 2008 at 5:42 PM Not all builders support megaprims. Those who do are just more whiney and vocal than the majority. · 41 Sidewinder Linden Says: March 27th, 2008 at 5:58 PM @35 Hal: There was no limit before… Now there is one… It can be adjusted easily… /Sidewinder · 42 Darek Deluca Says: March 27th, 2008 at 5:58 PM Thank you for allowing large mega prims. I use many, including the 64k for horizon effects. (No, i don’t affect other sims, no other sims beside me). However!, You have to consider 1 thing. Come up with a way to Edit/Delete them if you make them hollow, lol, i had to get Linden help when i made a 1024×1024x100 hollow. You can’t reach it anymore! (I put a Listen/die script in it the next time.) And it would be nice to be able to go above 10m or at least make some more sizes for mega prims. Alot of us would LOVE 20m & 30 meter spheres!! · 43 Sidewinder Linden Says: March 27th, 2008 at 6:03 PM @42 Darek: Interesting suggestions as future possibilities… No new features for manipulating or creating megaprims will ship as part of this project /Sidewinder · 44 Ryu Darragh Says: March 27th, 2008 at 6:10 PM That’s what the Jira “New Feature Request” is for, folks So, go forth and Jira “New Feature Request: Edit Limits to be extended to 256.000m (256) and 4096.000m (4096) ” ! I, for one, would not be unhappy to see the size of new “large” prims capped at 256m. · 45 Ryu Darragh Says: March 27th, 2008 at 6:12 PM Grr.. silly comments parser.. it deleted my brackets “New Feature Request: Edit Limits to be extended to 256.000m (256, size) and 4096.000m (4096, height) ” ! · 46 Isablan Neva Says: March 27th, 2008 at 6:21 PM So, just for laughs…an actual Havok4 question: Sidewinder, is there a “loose” schedule for full deployment on the grid? · 47 badb0y dagger Says: March 27th, 2008 at 6:23 PM WOW are u kinding me!!! LLs are gonna have a maintenance work this coming Saturday, 29 March, 4:00 a.m. - 6:00 a.m. Pacific time DA DAY OF MY WEDDING!!! wow not only did yall mess up my friends list,my invtory, and my media player u r now gonna mess up my wedding wow THANK YOU VERY MUCH LL U GUYS R DA BEST · 48 Argent Stonecutter Says: March 27th, 2008 at 6:27 PM Tiny@34: if you sink while hovering in a Havok 4 sim using the latest version of my Flight Feather or Cyberflight, let me know. · 49 Sean Heying Says: March 27th, 2008 at 6:45 PM Yay, the sliding smaller avatar issue is finally tested as 100% nailed as far as I am concerned. The molasses problem still is unreproducible, but given Sidewinders previously asked question about if I were in his shoes, and knowing the way people love to complain, would I deploy… I would. It’s rare as in twice in an 10 hour day and it’s short lived. I am glad the swimmer is still being looked at, this is pretty important to us Kids. The end of blitz orbits attacks is getting closer day by day \o/ @ Argent, where can we pick up flight feathers? I have been handing out an old one for a long time to newbs and would love to update the one I give em. @ badb0y, it’s only phone support and I am sure that your wedding day will be perfect. May you find every happiness. · 50 Kraelen Redgrave Says: March 27th, 2008 at 7:05 PM I currently have a large round house. The round part consists of an elevated floor and a roof with windows around most of the sides. I had to use 8 tapered cubes for the roof, 7 for the floor, and 11 cubes for the windows, for a grand total of 26 prims. If I could have used 20*20*20M prims I could have cut that down to 5 prims. For legitimate rational builds surely larger prims would be beneficial, and in many cases increase performance. Perhaps allowing everyone to build upto 32*32*32 prims would be a nice starting point, until you work out the finer details of exactly what everyone needs. · 51 Kraelen Redgrave Says: March 27th, 2008 at 7:12 PM @50 Sorry, correction: that should have been 16 for the roof and 15 for the floor, 11 for the windows, giving a total of 42 prims… It’s 2:12 AM here… I’m tired · 52 Vincent Nacon Says: March 27th, 2008 at 7:19 PM 64km? O_o 512m is all I’d ask for but geez…. I mean sweet! Now I’m having mad mad ideas with the new scale limit. · 53 Feynt Mistral Says: March 27th, 2008 at 9:00 PM @21 Drako I’ve discussed the reason behind sculpties with Qarl, and he said he would have liked to have put in a real model format, but they can’t be streamed. The sculpted prim technique is something he had come across in previous work, so he knew how to do it for SL, and the framework to stream sculpted prim maps is in place already (streaming textures). There are reportedly a few groups working on a streaming model format, but nothing is concrete at the moment. I myself know of a theoretical way to transmit an OBJ format model across the network, but it’s possible that it’d still be unfeasibly large and take an unreasonable amount of time. A single model with 1024 verts can be rather large, much larger than a simple 32×32 pixel texture, when you take into account each face is represented by 3 sets of vertices (9 numbers in total), there’s normals for each vertex, UV coordinates, etc. As for the theoretical 64k prim limit, all I can say is woah. I’d have to agree with the other folks decrying this in that it’s too much freedom. I would accept that as a viable size if Andrew’s previous suggestion on steadfast build restrictions onto parcels you don’t own were put into place. I believe he suggested that if you tried to build a prim bigger than the parcel, Havok4 could treat the edges of the parcel as a solid wall and prevent the prim from passing it. Likewise if you put down an object that extended onto another person’s property it would nudge it back onto yours. In this case, if someone tried putting down a 64k prim on the mainland in their 512m^2 parcel, Havok should say, “to hell with that” and return it. · 54 Whisper Says: March 27th, 2008 at 9:04 PM mmm not sure what has happened on the main grid in balance, but the airplane script i’ve been working on for 4 weeks has now started to do some strange things. Have you guys been playing with llSetVehicleFloatParam( VEHICLE_BUOYANCY, param ) ? My plane now flys up much more easily, in fact almost unstoppable. · 55 Argos Hawks Says: March 27th, 2008 at 9:19 PM THANK YOU! I’m thrilled that you stopped for a minute, logged in, and actually looked around to see how people were using something before dropping the axe on it. Everytime a megaprim debate pops up, people talk about replacing the sky with a giant sphere on private islands that doesn’t affect any other region. I’m also thrilled that Havok 4 is coming along so well and hope to see it gridwide soon. Along with giving us a rough idea of when we may see Havok 4 on the grid, can you give us an estimate on when we might see a Mono early adopter program? People are trying to plan how to manage their sims and estate expansion, and knowing some estimates for major milestones would be greatly appreciated. · 56 Whisper Says: March 27th, 2008 at 9:20 PM turned out to be an attachment i was wearing whew! · 57 Whisper Says: March 27th, 2008 at 9:22 PM @53 sounds like a plan. · 58 Darling Brody Says: March 27th, 2008 at 9:44 PM Something very anoying about the current Havok4 Implementation of mega prims is that the size is not locked. So if you accedently alter it, the prim shrinks back to a 10×10. It was much better when the size parametors were locked to avoid accedently turning your region sized floor into a bath mat sized prim. - hay I am an IoW dragon, 10×10 is a bathmat for me Darling · 59 Sidewinder Linden Says: March 27th, 2008 at 10:14 PM @53 Feynt and others: I believe there is no limit on size in the current release simulator (might get corrected tomorrow but I’m pretty sure this is true…), so why all the fuss about “the limit is too large”. This is just a stop-gap to have some limit, where one did not exist before… It is easy to reduce an upper bound if it turns out in practice to be too large. From what I understand, “huge mega” griefing is not a large problem source in the current version, so why would it magically get worse with the new simulator. If it does turn out to be an issue, it’s really easy to clamp later - although remember - the current thinking is that with reasonable administrative controls this limit becomes essentially unneeded. /Sidewinder · 60 Joe Moudeira Says: March 28th, 2008 at 12:28 AM I would really like (all) the huge prims to stay. There are alot of people that own island sims, who would not bother anyone ever with these prims. I’ve experimented alot with the largest ones, and really cool things can be done with them….one can create a land that looks endlessly big by using the largest size. Why restrict people from using them and creating nice content with this? At least on islands people should have freedom to use these · 61 PJ Gibbs Says: March 28th, 2008 at 4:05 AM “there are a few in this list that were fixed without jira tracking #'s…” You know, to follow ITIL best practices, and to make your own lives easier in the long run, you really should bring an end to that practice… Just a word of advice from a 3rd line support professional… =) · 62 Sidewinder Linden Says: March 28th, 2008 at 7:08 AM @61 PJ: You’ll notice there are actually none in that category… the caveat was there from a few that had been done this way a while back and I’ve been copying and pasting the text /Sidewinder · 63 Sascha Says: March 28th, 2008 at 8:55 AM WEll i have a strange problem here on my havok, rotating objects are just stopping to rotate after some time, since they aren’t made by me i have to take them back to inv and rez again. Guess it has to do something with energy?? · 64 Belos Seiling Says: March 28th, 2008 at 9:00 AM I’ll be looking forward to editable megaprims, so that I - and many other residents - may be able to have nice buildings to a reduced number of prims. It is not easy to build a nice house floor or a wall with a megaprim 1 meter thick. With this possibility the surplus prim count can be used to enhance the surroundings of the buildings. More trees and flowers. We value free expression. However, stuff that's off-topic, abusive, or otherwise busts the rules will be removed without comment. Name (required) Mail (will not be published) (required) Website Need help? Please visit our Support Page. [lien] [EN]

Calling All Cultures to the Second Life 5th Birthday Celebration

48 Responses to “Calling All Cultures to the Second Life 5th BirthdayCelebration” · 1 U M Says: May 20th, 2008 at 6:20 PM HAPPY BIRTHDAY DAY SECOND LIFE! U sagi M usashi · 2 Marianne McCann Says: May 20th, 2008 at 6:39 PM As someone who had a hand in the 3rd and 4th birthday… count me in! I’ll dig up some photo links as well, as I have a number of them on Snapzilla. · 3 Crunch Underwood Says: May 20th, 2008 at 6:49 PM happy birthday SL looking forward to this one anyone want to form a furry steampunk group and make an exhibit? wooden cogs, steaming tree’s, balloons made from leaves. you know you want too -Crunch · 4 Ener Hax Says: May 20th, 2008 at 7:06 PM happy birthday Second Life! Yaya, what an awesome place and to many more birthdays. hmm tp Crunch, Furry steampunk? I am intrigued and go about a third of the time as a furry. I have a tall steampunk building and am wondering about making it like it has been “lost” to the forest? Vines, decay and organic debris, trees, weeds, make shift nests and dens? flickr.com/photos/iliveisl/2425772968/ · 5 Dusty Linden Says: May 20th, 2008 at 7:09 PM @1 UM– Yes, Happy Birthday indeed– You’ve all made a wonderful world and there’s a lot to be proud of in here. @2 Marianne, we’d love to see your photos! Please Please! And @1 Crunch– I think the fur needs to be on the cogs, no? Looking forward to some awesome builds and a chance to inspire each other even more. · 6 Kathmandu Gilman Says: May 20th, 2008 at 7:14 PM I…. I… learned a new word today. Teledildonics? My horizon has stretch marks now from this totally unexpected widening. All I can say is…. frickin’ sweet! · 7 hugsalot Says: May 20th, 2008 at 7:39 PM I’m only 4 years old. :o) · 8 That's just me... Says: May 20th, 2008 at 7:40 PM /me reads Second Life “came out of Alpha” on June 23rd 2003. Happy fifth Beta year nevertheless! Can’t wait till it comes out of beta. =) · 9 Montana Corleone Says: May 20th, 2008 at 8:03 PM “Teleporting and movement: We have a heavily loaded database that makes teleporting slow and often delays the movement of attachments to new locations, causing a number of different problems and interruptions. We are going to redesign to fix problems with this process, and are increasing the capacity of the hardware. Securing in-world Content: We are adding tools and changing the system to reduce the chance that content can be lost or damaged. Inventory: Because SL allows unrestricted inventory sizes, our database for these assets is also heavily loaded. We are redesigning these systems to scale better.” Philip Linden, 13th October 2004 http://blog.secondlife.com/2004/10/13/forecast-for-next-few-months-bugs-and-scaling/ Another birthday, same old unfixed problems… · 10 Jayden B Says: May 20th, 2008 at 8:09 PM Pity no-one apart from regulars to this blog will know about this post as Katt Linden, in her infinate wisdom, set up a system where the “vast majority” of people will never see this message. · 11 Second Life Celebra 5 años de Vida Tecnolives Says: May 20th, 2008 at 8:09 PM [...] Via: Oficial Second Life Blog [...] · 12 Vittorio Beerbaum Says: May 20th, 2008 at 8:19 PM The application doesn’t work when u click “submit”. · 13 Elvis Orbit Says: May 20th, 2008 at 8:20 PM Happy Birthday Second Life! · 14 Vittorio Beerbaum Says: May 20th, 2008 at 8:27 PM Some tips for who’s trying to fill the form: apparently it doesn’t work with IE7 (use FireFox instead). You need to use your inworld name on “contact” (not your email) since it checks the UUID. · 15 Crap Mariner Says: May 20th, 2008 at 8:43 PM Submitting info for Podcasters. · 16 Subghoul Epsilon Says: May 20th, 2008 at 9:12 PM Did I miss an announcement or blgo entry or something? 5 days seems like awfully short notice. I guess the 4th year b-day should have been on everyone’s calendars already · 17 Desmond Shang Says: May 20th, 2008 at 9:46 PM We’ll be there, as we have been in the past! The form was a bit wonky, I had to submit it as ’solo’ under the name of the leader of the birthday effort, one Mr Vivito Volare - but that’s us! Desmond Shang Independent State of Caledon! · 18 Dusty Linden Says: May 20th, 2008 at 10:11 PM @ 16, Subghoul, that’s a good point, and I’m not sure how that cutoff date was set. But I can talk to the team to see if they can lengthen that deadline. We’ll get back to you on that. Same with the form, we’ll see if we can get the resident who created it to take a look at it and give us some hints (remember, this is a resident-created event). Vittorio and Desmond– the builder of the form has a link on there where you can report errors to him, so maybe we can get that fine-tuned with your input. By the way, some of you may have noticed my name connected with both the Birthday Celebration and with the recent Day of Remembrance. Linden Lab has tasked me with being their point person on Linden-sponsored, Resident-created events. So, you’ll also see my name popping up on upcoming events like Burning Life and the Winter Festival, I’ll be trying to keep you all informed on upcoming plans for those, too. · 19 WADE1 Jya Says: May 20th, 2008 at 10:27 PM Wow… second life is 5 years old already? Congrats… lets hope for many more happy birthdays to come for this young & growing world!! · 20 Katt Linden Says: May 21st, 2008 at 12:00 AM It looks like it will be a great Second Life Birthday Celebration. What fun, for those of you who have been involved in the Celebration before, to see what you wish to do the same or differently than you did then. What did you like best about previous Second Life Birthday Celebrations? What did you enjoy doing and seeing there, what’s most fun? What are you thinking of building or doing for the Celebration? Do you plan to attend? Since it’ll last a whole week, it’ll be fun for me to see what people enjoy most, what they talk about and bring their friends back to visit, what cool things you all will build…. · 21 Verdana Klaar Says: May 21st, 2008 at 12:26 AM May be i will build a cake. · 22 djaya Says: May 21st, 2008 at 1:02 AM WooooT Happy birthday (or should I call rez day) Looking forward to enter. Xoxo · 23 The AvaStar Says: May 21st, 2008 at 1:19 AM The AvaStar be providing all the coverage of the great event - and will be throwing a big birthday bash as well! Looking forward to the 10th birthday already! The AvaStar Team · 24 isadorafiddlesticks Says: May 21st, 2008 at 1:33 AM ooh sounds like a great community project! · 25 Jessica Hultcrantz Says: May 21st, 2008 at 2:34 AM Really? ALL cultures? Now this will be interesting as there are many that might look very strange at eachother… Sounds kind of fun though. Btw… @8 & @9 … spot on ! · 26 Teen Second Life 5th Birthday Celebrations - Update 1 « Daniel Voyager’s Blog Says: May 21st, 2008 at 2:34 AM [...] http://blog.secondlife.com/2008/05/20/calling-all-cultures-to-the-second-life-5th-birthday-celebrati... [...] · 27 alf lednev Says: May 21st, 2008 at 2:40 AM “Each year, on the date that Second Life came out of beta (June 23rd 2003), ” Its out of beta?????????????????????? Funny whenever it collapses on itself ,we get told its cutting edge beta stuff. If after 5 years the basics aren’t right, I guess a party is a good idea, moving deckchairs on the Titanic. Supppose you can have your cake and eat it to in a virtual world. The truth is what you make up. · 28 Xen Akula Says: May 21st, 2008 at 3:20 AM Wow, this blog post has been up for over nine hours and only 30 entries. I think that says a lot. I think it says that quite a few people are fed up and/or have given up. That’s simply my opinion, which I am entitled to, so kma, in advance all you brown nosing fanboys. By the way, I have not given up, but I am starting to get plenty fed up. Please get these grid issues to where they are at least tolerable…PLEASE! · 29 karah Says: May 21st, 2008 at 3:39 AM I really wish we could have been given more notice. I have been doing one 400 m2 build about our area in SL and had months of advance notice. Not just the build for this, but even the “apply before the 25th” as the relevant ppl in that org are really busy in this thing called RL right now. I can not expect them to drop everything and deal with something I think is neat. That being said though, overall this sounds like a wonderful idea. Just keep in mind that most people need *MUCH* more advance notice next time! · 30 Verdana Klaar Says: May 21st, 2008 at 3:39 AM Fed up Xen ? You must have been building too many cakes. Have a 12 prims giant hot-dog instead ? · 31 Ann Otoole Says: May 21st, 2008 at 4:45 AM Insufficient time to formulate anything serious. Who is running this anyway? The last bday was fantastic and was clearly well planned and orchestrated. did someone forget their own bday this time? With such short time for planning this looks like maybe the people that knew it was going on maybe let their pals and business associates know in advance so they would be ready. Why not slam it shut and start over and do it right? · 32 Raul Crimson Says: May 21st, 2008 at 5:07 AM As every year, happy birthday SL! Last birthday celebration was great in some ways, i met wondeful ppl there and was really interesting, but in the other side, the sim performance was quite poor. Hope this year will be better. · 33 Sean Heying Says: May 21st, 2008 at 5:36 AM hah, you know those little coloured identicons… the ones that are unique to every person and help “out” people who run more than one identity… Katt Linden and Dusty Linden are identical. Sock Puppets. · 34 Dekka Raymaker Says: May 21st, 2008 at 6:07 AM @33 hehehe · 35 U M Says: May 21st, 2008 at 6:15 AM omg! it is · 36 What a joke Says: May 21st, 2008 at 6:22 AM What’s there to celebrate? Really. Why should we celebrate SL that has only brought us frustration and worries. · 37 GC Continental Says: May 21st, 2008 at 6:24 AM LOL @ #6 … it was only my second month, 9/06, that I was introduced to that word, and I was *strongly* urged to get into that field ;P Life and love. I’d like to do an exhibit on “change” and how my subculture has changed in the time I’ve been here. SL has done incredible wonders to RL, torn it to shreds, rebuilt it, taught me things that would have taken me decades to figure out on my own, and given me an outlet for my “programming jones” in the process. Honestly, I rarely ever have a serious complaint with all the inworld issues.. what I’ve learned, what I’ve gained, is something Hamlet never put in his book, and has far, far out-valued any detrimental effects to my bank account. The hell I’ve been though has been worth it. Happy Rez Day, SL. · 38 GC Continental Says: May 21st, 2008 at 6:26 AM @ #36: read my #37. That’s why. · 39 Marx Dudek Says: May 21st, 2008 at 6:47 AM @36 - We all complain, but if you’re really that unhappy, I’m sure there are other things you could be doing. If you haven’t had a *single* good moment in SL recently: * Log out * Go outside * Get some fresh air * Read a book · 40 Universal Infinity Says: May 21st, 2008 at 6:52 AM Sean - I’ve seen so many different icons for my own user name when posting comments here that your assertion is ridiculous. It goes by IP address iteration, not by unique user. Otherwise my own identifier would be identical in each and every comment I have ever made. Kindly try a bit harder to find whatever it is you are looking for. Better yet: go back to whatever it is you used to do before complaining and looking for some flimsy item to hold up as evidence to your own theories. · 41 Toy LaFollette Says: May 21st, 2008 at 7:03 AM never attended a LL b’day and wont again. I been here since the first one. Peeked at it simply said OMG what a fweakin mess and left to never return. So, Katt take your pom poms to it but remember pom poms fix nothing. · 42 Second Life 5th Birthday Is For The Residents « Common.Sensible Says: May 21st, 2008 at 7:07 AM [...] Calling All Cultures to the Second Life 5th Birthday Celebration Blogged with the Flock Browser [...] · 43 Ann Otoole Says: May 21st, 2008 at 7:16 AM why argue about the little icon thing when you can make your own little icon at gravatar dot com. Tried to mention it but the comment got filtered out probably because it had a url in it. · 44 Ari Blackthorne™ (Patent Pending) Says: May 21st, 2008 at 7:20 AM Yes, it’s a simple explanation that Katt and Dusty are using the same computer terminal to post to the blog. LOL @ Montana and all the other nay-sayers… one comment: You’re still here, though, aren’t you? Might as well celebrate the good parts. Because if there weren’t any, there would only be the bad parts. And the good parts outweigh the bad parts, else you wouldn’t be here. So, stay positive! =D · 45 Ann Otoole Says: May 21st, 2008 at 7:35 AM What ever happened to the SL4B time capsule? · 46 Ron Crimson Says: May 21st, 2008 at 7:51 AM *hi-fives Ari @ 44* · 47 Ron Crimson Says: May 21st, 2008 at 7:53 AM Ann: it accidentally got sent back in time, just before the millennium. Someone discovered it and promptly had the idea to create the Second Life grid… and the first-ever prims to be used for building came out of that capsule. You see, all the things that ended up being put into it came from it in the first place. A paradox is a beautiful thing, isn’t it? · 48 SignpostMarv Martin Says: May 21st, 2008 at 8:14 AM Ann Otoole What ever happened to the SL4B time capsule? Will Webb has *all* the time capsules from SL Birthday events and will be producing a display similar to the one from last year’s event, where content from previous years is rezzed on display alongside the time capsule for next year’s event. We value free expression. However, stuff that's off-topic, abusive, or otherwise busts the rules will be removed without comment. Name (required) Mail (will not be published) (required) Website Need help? Please visit our Support Page. [lien] [EN]

Second Life 1.22 Server Update - Tue 5/27 - Thu 5/29

50 Responses to “Second Life 1.22 Server Update - Tue 5/27 - Thu5/29” · 1 Ron Crimson Says: May 27th, 2008 at 4:39 PM Ah, perfect, thanks. We were all waiting for this post to be made. Can’t wait for the detailed list of fixes, esp. the Havok4 ones. Hmm, are hugs going to be working properly again? · 2 Marcus Antonelli Says: May 27th, 2008 at 4:58 PM Hugs have always worked for me, except for the usual alignment problem. What was wrong with them? Marcus · 3 Elendir Axon Says: May 27th, 2008 at 5:02 PM * Changes to eliminate storage wasted by single-use, temporary assets. (Helps our asset server!) I assume this means something like objects that are used once are eliminated from the asset server? If not some clarification please. · 4 Zena Juran Says: May 27th, 2008 at 5:04 PM HIyas JOshua, thanx for the update. Any word on openspace performance issues? · 5 Charlton Roffo Says: May 27th, 2008 at 5:34 PM Why cant I login to the beta grid somone please lend me a hand it says login failed unable to complete your request at this time what does this mean!! · 6 Tiny Mind Says: May 27th, 2008 at 5:36 PM And please explain more about the ‘Sound Throttling.’ Does that mean the usual ’screamer’ objects lose their sound levels? Inquiring Tiny-Minds want to know. · 7 Second Life Italia Blog » Blog Archive » Rolling Restart tra mercoledì e giovedì per aggiornamento dei server Says: May 27th, 2008 at 5:44 PM [...]  Second Life 1.22 Server Update - Tue 5/27 - Thu 5/29 [...] · 8 Thordain Curtis Says: May 27th, 2008 at 5:48 PM I’m also quite interested in some more detailed info regarding the sound throttling and temp asset changes. · 9 Mech Gears Says: May 27th, 2008 at 5:50 PM to #3 * Changes to eliminate storage wasted by single-use, temporary assets. unless I’m mistaken this refers to ‘objects we never really SEE, temporaries created and then distroied when say a transaction takes place · 10 Christos Atlantis Says: May 27th, 2008 at 5:52 PM What are the text encoded problems in search? · 11 Marianne McCann Says: May 27th, 2008 at 6:24 PM /me hopes “Hugs” is one of the H4 fixes. I’m gettin tired of floating when I try to hug someone. · 12 Darien Caldwell Says: May 27th, 2008 at 6:25 PM Actually the Temporary, Single Use Asset they mean are attachments. The item is rezzed from inventory, assigned a UUID, and promptly destroyed when you detach the attachment. There has been some discussion about it in the SLDev mailing list recently. Sounds like a good list of fixes. Will be interested to see what the H4 items are. · 13 Charlton Roffo Says: May 27th, 2008 at 6:26 PM Anyone know why the beta grid wont let me log in? · 14 Xavier Felwitch Says: May 27th, 2008 at 6:47 PM @13 charlton 2 things could be up…. either they are patching/doing maintanance stuff or if you have joined after jan 2008 and your profile is not copied accross yet. · 15 Jahar Aabye Says: May 27th, 2008 at 6:54 PM @6 Tiny No, I don’t think it refers to the Screamer Boxes (although you might want to check out http://jira.secondlife.com/browse/SVC-1462 for a potential fix for those). The sound throttling is to prevent a specific nasty little exploit that fortunately didn’t get very far before it’s getting patched. In worst-case scenarios it could have resulted in DoS-style attacks. · 16 march Says: May 27th, 2008 at 6:55 PM >* More specific IM-to-Email subject line: “Second Life - has sent you a message” >* Corrected text encoding issues in classifieds. how about SVC-42 ? https://jira.secondlife.com/browse/SVC-412 >Include “Content-Type: text/plain; charset=UTF-8″ header in the messages forwarded from second life. · 17 Ron Crimson Says: May 27th, 2008 at 6:58 PM Marcus @ 2: I’d love to know which hug attachment you use… mine is part of something called the MultiTool (not to be confused with MystiTool), a fairly basic, freebie all-in-one hug/kiss/find attachment. Anyway, the problem since Havok4 came to be is that one of the avatars participating in the hug often (not always) keeps jumping and tripping, trying to walk closer to the other avatar, while the hug animation is playing. o_O · 18 WarKirby Magoijiro Says: May 27th, 2008 at 7:40 PM Sound playback throttling? We’re going to need some more information on this one. I have a lot of scripts that play sounds multiple times simultaneously to boost volume. I hope this isn’t going to break anything. Also, where are the group chat moderation changes. We were promised the ability to mute group chat for 1.19 . Where is it? And where is tradeable windlight skies. The ability to set a default sky, etc. Windlight is still unfinished at this stage. Lastly, what’s with the version number inflation. We’ve gone from 1.19 to 1.22 rather fast, compared to how long we had 1.18. This release doesn’t seem to introduce any specific widely hailed features, or massive changes. Nor is there a mandatory viewer download, as far as I can see. Why doesit deserve an increment of the second digit ? · 19 Winter Ventura Says: May 27th, 2008 at 7:42 PM STOP ADDING FEATURES AND FIX THE HUGS /me giggles. · 20 Winter Ventura Says: May 27th, 2008 at 7:43 PM Seriously… Looking forward to a smooooooth deploy.. Can’t wait to see the list of fixes. · 21 Montana Corleone Says: May 27th, 2008 at 8:56 PM My hugs are working, but then I have a new one, Havok 4 compatible, but older huggers others have still seem to be working fine. What isn’t are Babbler and gTranslator are not. And 2 times out of three now money never loads, constant Loading… message, which was a bug that went away ages ago. And you promised to revert the step height that makes us go into falling mode at the top of stairs and moving over low objects. It also means irritatingly you have to fly over many store steps as they are now too high to walk up. PROTIP: Next time you change a parameter like that that has been out there and used for years, lease give some more warnings and publicity about it or just plain don’t do it! Let’s hope you don’t have to roll this one back… · 22 Wyald Woolley Says: May 27th, 2008 at 8:58 PM While we are talking about fixes on the grid, tell me please what is the difference between “Closed”, “Resolved” and “All-Clear”? Is there some kind of meaning to all these different terms, or is it just whatever comes to mind at the moment? Regarding hugs: I know that it makes a difference depending on which hug a person is using whether it works really well or is a joke instead of a tender moment. Can anyone recommend a hug by a specific designer that really works well, post-Havik4 ? · 23 Ron Crimson Says: May 27th, 2008 at 9:01 PM Yeah, Montana, out with it! What’s this new hugger ya usin’? · 24 Your Conscience Says: May 27th, 2008 at 9:18 PM “VWR-6267: Can now log into “last location when last location is above 768m” Thank you! Thank you! Thank you! · 25 Your Conscience Says: May 27th, 2008 at 9:21 PM @18 Warkirby This is a server update, not a viewer update. · 26 Your Conscience Says: May 27th, 2008 at 9:23 PM I’d also like more information on the sound throttling though. The current LSL sound functions need a workover because they are far too weak. There needs to be some way of boosting volume. Otherwise we all have whispering jets and heavy machinery. Sometimes we _want_ audible sound. · 27 Your Conscience Says: May 27th, 2008 at 9:24 PM @19 Winter If you fix the hugs, Winter will give you one! · 28 Allen Kerensky Says: May 27th, 2008 at 9:56 PM Well.. this seems ominous… 45 minutes after the region restart, a second restart comes through? The second restart, and the region has been down a lot longer than the 20 minutes max advertised. Hitting about 45 minutes down at this point. Scared for tomorrow. · 29 Allen Kerensky Says: May 27th, 2008 at 9:58 PM Ah… all I had to do was post a blog comment and it came up. Interesting… · 30 Soy N Says: May 27th, 2008 at 10:10 PM Keep up the good work Sidewinder! Your (and your team’s) work is much appreciated! Thank you! · 31 Dajobu Ling Says: May 27th, 2008 at 10:14 PM VWR-6267 - Thanks! That one’s been a real pain. Glad to hear more implementations of bug catchers and database pain-relievers. I hope they work well! Keep the fixes coming! : ) · 32 Errafel Eccleston Says: May 27th, 2008 at 10:37 PM Regular sound objects (even using tricks to play louder) would not behave in the same way as the exploit does, so I wouldn’t worry too much. Of course, what the fix actually entails remains to be seen. · 33 Jabba Gruppman Says: May 28th, 2008 at 12:12 AM Great news - every bug killed is a good news What comes into my mind when thinking about server side bug fixes: As I am German I often answer to IMs by writing a reply email to a IM forwarded by email when I’m not online inworld. It is annoying that I cannot use German umlauts in those reply emails as they are returned with an error. If answering without German umlauts all is fine - using one of the German umlaut chars ä, ö, ü, Ä, Ö, Ü, ß, I get an error reply only. It would be very great to have this fixed one time as we German as able to use all umlauts inworld too. Maybe this is a good place to bringt this to attention again Besides this: Keep on the good work. At least the asset server runs noticably smoother now Seems you did a few steps in the right direction - Thank you! · 34 Wallace McAllister Says: May 28th, 2008 at 1:32 AM **DEV-14646: Added higher resolution simulator performance tracking and logging to use in investigation of cyclic time dilation issues Excellent!! I am hoping this will help in assisting in the TD spikes that are happening in so many sims, particularly the OS Sims. I know this has thrown a huge unexplained monkey wrench for many sims owners who have anxiously looking for this bug to be resolved. · 35 Dekka Raymaker Says: May 28th, 2008 at 1:51 AM What about fix for the RC so that Mac users can actually log on? · 36 Pepper Haas Says: May 28th, 2008 at 2:00 AM Eversince the bad asset trouble in april, I have an earring missing from database. It’s there but when I try to wear it, it says, missing from database. Every copy I have in my inventory, including the original item, returns that message. Then I found a set in a prim I had inworld, at one of my sales locations, so I took the earrings out of it — and get the exact same message, object missing from database. I don’t even get how that’s possible, how an object can disappear from a prim inside a prim, inworld. Yes, I did clear cache. And I solved my problem by making a left earring into the right earring so now it’s a set again. But I wonder what else is going to turn up missing even from prims I have inworld? · 37 Suzan Says: May 28th, 2008 at 2:15 AM VWR-6267: Can now log into “last location when last location is above 768m Thanks for this!!!! No more crash landing… · 38 la le lu Says: May 28th, 2008 at 4:27 AM what did you changed here?? DEV_14452: Grey goo fence enhanced · 39 WarKirby Magoijiro Says: May 28th, 2008 at 4:51 AM With the list of physics changes up now, I’m seeing a notable absence. When will we get a fix for avatars sinking slowly while hovering ? · 40 Universal Infinity Says: May 28th, 2008 at 4:52 AM Pepper - your earring is in the backup system. Next time wait half an hour and then try rezzing it again. · 41 Tristin Mikazuki Says: May 28th, 2008 at 5:08 AM Can we get % done on this one also? and a time started · 42 Tristin Mikazuki Says: May 28th, 2008 at 5:49 AM I’m guessing the blogs are now longer on PST??? If not what time zone are they on lol · 43 Prospero Linden Says: May 28th, 2008 at 6:19 AM Whoops. Forgot about the round Earth. I’ll update the timestamp for PST instead of the time zone where I am…. · 44 Twisted Laws Says: May 28th, 2008 at 7:11 AM hmmm… getting regular crashes of latest release candidate client in Sandbox Goguen since server updated, was working fine before update…. · 45 Ron Crimson Says: May 28th, 2008 at 7:12 AM LOL Prospero, just because the Second Life world is flat doesn’t mean… …Um, it IS flat, right? *shifty eyes* · 46 Elvis Orbit Says: May 28th, 2008 at 7:25 AM Just got this update on one of my regions and set home at 1500 meters whoot! Great Job! · 47 Blabla2 Eponym Says: May 28th, 2008 at 7:34 AM Jumping has been edited, it is now slower and less high. I actually enjoyed being able to jump higher. Especially in the C:SI(Katana fighting) community this is pretty welcome. Now that it’s less high isn’t such a problem. but that it’s slower at initiation is kind of annoying. · 48 Prospero Linden Says: May 28th, 2008 at 7:34 AM Ron : it’s flat for now, but I have evil plans to introduce support for full Riemannian geometry to model curved spacetime…. · 49 Chalice Yao Says: May 28th, 2008 at 7:59 AM No, the sound playback throttling will not affect existing content, if they did the fix right. It targets content where the sound playback makes no sense, to put it that way. · 50 Argent Stonecutter Says: May 28th, 2008 at 8:17 AM Prospero@48: Riemannian geometry is a pain in the locus. I’ve found that a 2-toroidal manifold bounded only in the 3rd dimension works extremely well for virtual worlds, since there are no local singularities. Would it be possible to get estates that are completely connected in X and Y? They would be particularly useful for games subgrids. We value free expression. However, stuff that's off-topic, abusive, or otherwise busts the rules will be removed without comment. Name (required) Mail (will not be published) (required) Website Need help? Please visit our Support Page. [lien] [EN]

Second Life 1.20 Viewer is Available Today!

112 Responses to “Second Life 1.20 Viewer is AvailableToday!” · 1 Ron Crimson Says: July 24th, 2008 at 10:19 AM OMG OMG OMG YAYAYAYAYAY WOOOHOHOHO AWESOMEEEEEE !!!!!!!!!! · 2 moo Says: July 24th, 2008 at 10:21 AM moo! · 3 TC Says: July 24th, 2008 at 10:24 AM Yay, now i can release my partner from his little cage below the 768 line! Thanks viewer Lindens, I hope you all get a few minutes’ rest before the next round. · 4 space colony necromon VI Says: July 24th, 2008 at 10:26 AM finally, i havent upgraded for months, cant wait to see! · 5 BlueWall Says: July 24th, 2008 at 10:27 AM WOOT! Nice series of RC’s Congratulations - Good Job! · 6 Zai Lynch Says: July 24th, 2008 at 10:28 AM “20% improvement in total crash rate” That means we got 20% more crashes now? (^_^) Sorry, I couldn’t resist I’m sure the viewer rawks! · 7 Argent Stonecutter Says: July 24th, 2008 at 10:30 AM You need a 1.19.2 with the 768 meter building limit removed… no other changes from 1.19.1… since 1.20 won’t run on Panther and you can’t use full Havok 4 functionality on 1.19.1. · 8 Alyx Sands Says: July 24th, 2008 at 10:32 AM Zai, you’re evil! *throws watermelon* I’ve been testing all the 1.20 RCs and haven’t used the 1.19 viewer for months now (don’t like running around with invisiskirts)- looking forward to 1.20 as the official viewer! · 9 les Says: July 24th, 2008 at 10:35 AM The RC is the only viewer that runs out of memory for me. If that is solved with… Fixed: VWR-6800 then this viewer wins! · 10 Brandon Catteneo Says: July 24th, 2008 at 10:35 AM Good job! A special thanks for SpaceNav support - what an excellent product that is. For anyone not using a SpaceNav, I highly recommend getting one. The entire user experience is enhanced. For instance, you can navigate an entire sim without moving your av using flycam mode. And that’s just one example. Moving, building, driving/flying, and even combat are much improved. Also, if you get one you may want to join the group “3DConnexion Space Cadets”. · 11 Renegade Gray Says: July 24th, 2008 at 10:40 AM Great job, cant wait for mono. · 12 Moll Dean Says: July 24th, 2008 at 10:42 AM wow! Good work guys… And the next viewer upgrade will bring the mono, right? Thanks there… · 13 Jessica Hultcrantz Says: July 24th, 2008 at 10:44 AM “As your login splash screen may have already told you, an optional viewer upgrade is available today…” The login screen has been nagging about updates for WEEKS! LL check the cgi that versionchecks the viewers, it’s malfunctioning with 3rd-party viewers. · 14 Jen Shikami Says: July 24th, 2008 at 10:45 AM Yeah, what Moll said — Mono? I’m overly excited about this. Meanwhile, thanks for this release! · 15 Ron Crimson Says: July 24th, 2008 at 10:48 AM Mono is a *server* update, not a new viewer… it’ll be rolled out with version 1.24 of the simulators on the grid, assuming of course (you knew this was coming, right?) they ever manage to get 1.23 off the ground. · 16 Second Life 1.20 Viewer Kick-Ass « Common.Sensible Says: July 24th, 2008 at 10:51 AM [...] - an ghostly apparition in the form of an animated, glowing fog. So for everyone who uses this viewer, no more ruths. Okay, the new Ruth is totally wicked and I want to be a permanent ruth! How do I [...] · 17 Marianne McCann Says: July 24th, 2008 at 10:53 AM Excellent! Been using the RC for some time, and have found it to get better an better. More like this, LL! · 18 JetZep Zabelin Says: July 24th, 2008 at 10:53 AM No wonder everyone has been so happy! =P · 19 Andy Enfield Says: July 24th, 2008 at 10:54 AM Excellent job, well done guys! · 20 Sedary Raymaker Says: July 24th, 2008 at 11:05 AM @15: Mono is a *server* update, not a new viewer… Well……you need a Mono-enabled viewer to compile scripts for the new VM, but yeah. And there’s not much point in releasing a mainstream Mono viewer before the server has been upgraded, and many reasons not to. · 21 Zi Ree Says: July 24th, 2008 at 11:09 AM I think it’s funny that every fresh install of the viewer tells me, my system didn’t meet the minimum requirements. I chuckle, open the preferences and pull the slider to Ultra anyway. Because it works · 22 TheTree Says: July 24th, 2008 at 11:10 AM I’ve been using the RC for months, now it’s called the main viewer? cool! · 23 Lindal Kidd Says: July 24th, 2008 at 11:11 AM Well done, LL. The elusive TP bug seems to be fixed, and the skirt bug, and many memory-related crashes. Space Navigator rocks! The skinnable UI rocks, too. This is the best viewer update in the year I’ve been in SL. · 24 Soap Clawtooth Says: July 24th, 2008 at 11:12 AM Looks like VWR-954 didn’t get fixed… :/ · 25 Sarwat Miles Says: July 24th, 2008 at 11:17 AM yay finally, i have been waiting for this for so long thank you · 26 Bagracer Bergson Says: July 24th, 2008 at 11:18 AM where do i find the functionality of the missing tools tab? does that mean we can no longer reset scripts, or use the take/take copy when multiple prims are selected? · 27 Dekka Raymaker Says: July 24th, 2008 at 11:22 AM @ 26 click object, select edit, tools tab magically appears · 28 Belle Shepherd Says: July 24th, 2008 at 11:23 AM I’m hesitant to upgrade as I’ve experienced problems with RC1.20 and always gone back to 1.19. Is 1.19 available somewhere if I have to go back to it? · 29 Dekka Raymaker Says: July 24th, 2008 at 11:28 AM @ 28 save a copy of it! It’s taking over an hour to download the Mac version, usually takes 15 minutes max? · 30 Ann Otoole Says: July 24th, 2008 at 11:29 AM Gratz on the rollout! · 31 Osprey Therian Says: July 24th, 2008 at 11:31 AM “Fixed: VWR-6350: Word “Flycam” appears in Flycam Mode and does not disappear with UI” Thank you very much · 32 Ramzi Linden Says: July 24th, 2008 at 11:32 AM @28 Belle- I’ve listed the previous 1.19.1 download links on the Welcome Page, near the bottom section: https://wiki.secondlife.com/wiki/10_Things_You_Want_to_Know_in_Your_new_1.20_Viewer#Where_can_I_get_the_previous_viewer_1.19.1.3F · 33 Jozzy Philbin Says: July 24th, 2008 at 11:38 AM The lag on my Mac is all but gone! Yayyy!!! · 34 Renee Faulds Says: July 24th, 2008 at 11:38 AM As a RL Nvidia dealer you can easily locate your drivers here http://www.nvidia.com/Download/Find.aspx · 35 Frank Northmead Says: July 24th, 2008 at 11:47 AM Congrats on the viewer release, I am looking forward to the next series of RC’s with even better stability and fewer memory leaks. · 36 Matto Destiny Says: July 24th, 2008 at 11:48 AM Great work LL everything seems brighter and crispy to me since the RC14 and all works great at time of writting this. Just 1 thing i am still seeing Green Glows instead of avi’s??. Keep up the good work :)) · 37 Ric Mollor Says: July 24th, 2008 at 11:50 AM Are the NakedLife viewer ‘enhancements’ included? · 38 Meade Paravane Says: July 24th, 2008 at 11:53 AM ‘Grats, Ramzi!! Any news on when 1.20 will turn mandatory? · 39 Net Antwerp Says: July 24th, 2008 at 11:54 AM Client still crashes while trying to take snapshots with the “Constrain Proportions” checkbox ticked. some of the issues mentioned in VWR-6240 is present in this release. Only noticeable if you take snapshots of water, or take object matte snapshots (high resolution). · 40 Darien Caldwell Says: July 24th, 2008 at 11:55 AM I’ve been using the 1.20 RC series since the early versions. I can say The viewer has come a *long* way in the 14 RCs that have resulted. If you tried it early on and were frustrated, give it another go, I think you will be quite pleased. It fixes so many long time issues, you won’t regret it. And if for some reason you do, you can always change back. · 41 Jacek Antonelli Says: July 24th, 2008 at 12:01 PM Yay! Congrats to everyone (Lindens and Hippos) who contributed to 1.20! By the way, is there a list of changes (if any) between 1.20.14 and 1.20.15? · 42 Prairie Kawashima Says: July 24th, 2008 at 12:13 PM Thank you for fixing the invisiskirt bug! · 43 Jen Shikami Says: July 24th, 2008 at 12:14 PM RE: Mono, yeah, I know it needs both the client AND the server to work. I’m just asking, in typical overexcited yappy-dog fashion! Meanwhile the feature and bug-fix list for THIS version is really impressive! Can’t wait to try it! · 44 Ramzi Linden Says: July 24th, 2008 at 12:20 PM @38 Meade- Thanks for the question- At this time, we have no intention to make 1.20 a mandatory viewer. @41 Jacek- The only code change from RC14 to Viewer 1.20.15 was the one-line fix to VWR-6350: eliminate the Word “Flycam”. That, plus re-writing the Release Notes in a comprehensive list. · 45 Tan Tantalus Says: July 24th, 2008 at 12:23 PM I am finding the new viewer release a lot more smooth than the previous version (even the release candidate). Well done and I look forward to it getting even better. · 46 Bob Bunderfeld Says: July 24th, 2008 at 12:40 PM Well, gee, let me be the party-pooper and ask the question. What went wrong this weeks implementation of 1.23? What are employee’s changing so they won’t have another week of rolling-restarts and reverts? The new viewer is great, as long as the long waited Memory Leaks are finished, but I’ll wait on Nicholaz to tell me that, he at least seems to understand your product better then your employee’s. So come on M, Uncle Philip, Aunty Robin, Joshua, Prosper, someone at Linden Lab give action to the words, “OPEN COMMUNICATION” that Linden Lab so declared over a year ago. · 47 paula sani Says: July 24th, 2008 at 12:42 PM Why is IM logging permanetly on in this version even when I turn it off in preferences? · 48 Rado Arado Says: July 24th, 2008 at 1:07 PM With llLordURL, it is regrettable to stop opening the media browser of viwer. 1.19 So although problem it was not. · 49 Belle Shepherd Says: July 24th, 2008 at 1:10 PM Thanks Ramzi! · 50 ChatNoir Moonsoo Says: July 24th, 2008 at 1:12 PM One weird thing running 1.20 and the latest RC side-by-side: in the current viewer textures appear way darker than in the RC, especially ground textures (all custom-settings in Graphics the same). · 51 Cummere Mayo Says: July 24th, 2008 at 1:12 PM WELL DONE! · 52 McCabe Maxsted Says: July 24th, 2008 at 1:19 PM w00t, finally release! I’m glad to see it’s made it As always, older viewer versions can be downloaded at: http://wiki.secondlife.com/wiki/Old_versions · 53 Constance Zapedzki Says: July 24th, 2008 at 1:23 PM Woo-hoo! I too must congratulate the L’s on a job well done here. Early RCs had me crashing, sending my reports, and scuttling back to 1.19, but the improvements in 1.20 were so good and just kept getting better, it was harder to go back each time. Especially once I bought a 3D “mouse” thingy. Of the last 3 versions, only 1.20.13 could be considered remotely “crashy”, but 20.12 was and 20.14 has been a stable, enjoyable experience. And I’m one who used to be on mod viewers only. · 54 Zena Juran Says: July 24th, 2008 at 1:43 PM I downloaded 1.20.15 from the official site and installed it. On the login screen at the bottom right, the viewer is listed as the “Cool SL Viewer 1.20.15″. Anyone else getting this? I do like Henri’s work in Linux but I didn’t know he contributed to the Win version. · 55 Loydin Tripp Says: July 24th, 2008 at 1:44 PM In the release notes… “** Support for PNG textures” I wish a little more time was taken writing the release notes. SL already imports PNG, what does this mean? · 56 McCabe Maxsted Says: July 24th, 2008 at 2:01 PM @54 This is because he’s using a different channel version, and the viewer uses the last setting file you used regardless of what version you’re running. So if you’ve been using Henri’s viewer, and switch to SL’s, you’ll still be using Henri’s settings file. · 57 Loosey Says: July 24th, 2008 at 2:05 PM I’ve been using the RC 1.20.x all through it’s developments and each one has got better and better, but this new final release 1.20.15 has removed the word ‘flycam’ appearing in the bottom right corner of my screen when in flycam mode with a SpaceNavigator mouse. I was aware of a open JIRA for this with the video/Machinima makers wanting it to be removable item on the UI as it was spoiling the look of their videos. However, to remove it as a feature completely is NOT a fix…..Now I don’t have any idea of what mode I’m in and it’s making the switch between modes while building a complete guess (often a wrong one). Alot of builders are going to be wanting this feature put back in some way. Put a ‘flymode’ icon on the UI for SpaceNavigator users….(off screen to keep the Machinima makers happy). · 58 Argent Stonecutter Says: July 24th, 2008 at 2:26 PM The fix that I suggested for the flycam should only have removed it when you hid the UI. I guess they did something else. · 59 Daniel Voyager - TSL - Says: July 24th, 2008 at 2:29 PM Wow. nice work LL. I love this wiki page you set up to: http://wiki.secondlife.com/wiki/10_Things_You_Want_to_Know_in_Your_new_1.20_Viewer · 60 Dazz Anvil Says: July 24th, 2008 at 2:36 PM Frankly I’d rather see gray nekkid ruths. Is there a way to turn the cotton ball people feature off? · 61 Matthew Dowd Says: July 24th, 2008 at 2:45 PM Unfortunately, you seem to have totally ignored that the hiding of the tools menu is both illogical and unpopular (104 votes to revert this change brings it into the top 25 viewer issues! and no one has commented in favour of this change). Please change it back - this should have been reverted before 1.20 came out of RC http://jira.secondlife.com/browse/VWR-6328 Matthew · 62 Aimhigh Seelowe Says: July 24th, 2008 at 2:56 PM HolllYYY hanna. This is sweeeeet. · 63 Ilana Debevec Says: July 24th, 2008 at 3:03 PM @61 Matthew, you don’t ‘ignore’ what dosen’t need fixing. Press the ‘build’ button on the bottom of your screen. There’s your TOOL MENU. Problem solved. · 64 Loosey Says: July 24th, 2008 at 3:13 PM @58 Yep, the ‘Flycam’ status on the bottom right corner of the screen is gone completely, regardless of the UI being visibile or not. Unless there is some hidden option, perhaps in ‘debug settings’ or similar to turn the feature back on….it would appear to have been removed completely as a feature… to please the Machinima makers. I agree it should have moved off screen or linked to UI visibility, but now it’s just gone, MIA, whereabouts unknown. LL, it’s not just movie makers who use the Spacenavigator, some of us actually need the ‘Flycam’ status to be visible. I’m also suffering with the other annoying SpaceNavigator bug that makes the camera orbit out 100’s metres into the air if you close an ‘Edit’ window while in ‘Flycam’ mode. (JIRA bug VWR-7592, please vote on it Now I really have no idea if I’m in ‘Flycam’ mode or not when I’m building/editing projects in SL and it’s really annoying to have my cam orbited out everytime I close an ‘Edit’ window and not know if I’m still in ‘Flycam’ mode or not. I’m ditching final release 1.20.15 the lack of the on screen ‘flycam’ status is definitely a showstopper for me · 65 Cotytto Bonetto Says: July 24th, 2008 at 3:16 PM @60 Dazz - you can get your very own grey naked ruth avatar at my workshop in Tikka (Free torch included) seriously - Kewl that it’s all done! Way to go Gang! · 66 Kira Says: July 24th, 2008 at 3:31 PM Awsome! at last i can go back to using the main viewer! Been using the RC cuse 1.20 was just to cool not to use. One question when i start up the splash screen it looks like two screens apear then the splash screen opens. · 67 Argent Stonecutter Says: July 24th, 2008 at 3:39 PM Ilana@63: the “build” button is only available when you’re in a land where you can build. There’s lots of tools in the Tools menu that you need in no-build zones. · 68 Matthew Dowd Says: July 24th, 2008 at 3:45 PM @63 Ilana, please read the jira entry before commenting. For instance, the build button is not available if you on no build land, but many of the options in the Tools menu (e.g. changing the selection options) are still applicable when on no build land! One work around to this, is to use the short cut key to option the Build toos - but if I can’t remember the short cut key, I can look it up in the Tools menu, but to get the Tools menu I need to remember the shortcut key, errm. - in any case why introduce a change which immediately requires workarounds! Moreover what *is* the point of having entries in the Tool menu to open the Build dialog if you can’t get the Tools menu unless the Build dialog is already open. I could go on but this is all in the jira. To summarise, hiding the tools menu makes no sense, offers no advantages, makes part of the UI totally illogical and make things more awkward for people who build in SL. Matthew · 69 Angsty Rossini Says: July 24th, 2008 at 4:00 PM I would like to add my suport to Matthew’s request to return the Tools menu. It is very frustrating and annoying for builders to have to these un-necessary and un-wanted workarounds - just to build! WHY??? What was the JIRA number requestingthe Tool menu item to be removed? How many people voted for removing this functionality? Who decided to remove the Tool menu from being visible, and what were their reasons? What exactly is the benefit, or advantage to making building MORE difficult for people? As I said, what was the JIRA number requesting its removal?? Angsty (builder) · 70 A. Malaprop Says: July 24th, 2008 at 4:04 PM *sigh* I wish you’d really fixed the new camera problem in the RCs, or just not instituted whatever it is that caused it. I had to stop trying the RCs due to it making me ill, and it’s now in the new release viewer. Why the soft responsiveness? · 71 Dexter Rowlands Says: July 24th, 2008 at 4:06 PM I downloaded the new version and my environment still won’t change from night to day, yet it will on the release candidtate. Doesn’t make sense. · 72 Matthew Dowd Says: July 24th, 2008 at 4:09 PM @70 in Preferences under Input and Camera there are three sliders - Camera Follow Distance, Camera Transition Time and Camera Smoothing. Does tweaking these solve your problem? Matthew · 73 Satori Taringa Says: July 24th, 2008 at 4:12 PM nice try, but something needs to be rebuilt. this official version is page faulting like hell when there’s plenty of free memory and no textures downloading. the previous RCs did not have this behaviour. · 74 Dexter Rowlands Says: July 24th, 2008 at 4:17 PM Nope, it didn’t help. It’s as if I’m stuck at permanment “mid-day” on here. I really don’t get why it works on the RC but not on the official one. I’m totally confused. · 75 Ciaran Laval Says: July 24th, 2008 at 4:45 PM I don’t know if it’s the new client yet or my PC playing funny but I keep crashing with errors about the video driver not responding, however it’s only affecting SL. · 76 Amphithetre Andalso Says: July 24th, 2008 at 4:48 PM Am I the only one with issues with the new client? It does not work for me at all, please see my forum post here: http://forums.secondlife.com/showthread.php?p=2083236#post2083236 · 77 Ramzi Linden Says: July 24th, 2008 at 4:51 PM @55 Loydin- I apologize that was unclear in the Release Notes. That bullet point is underneath the top line “An improved architecture for the user interface (UI) which now supports…”. What this means is, that icons & art assets that are used by the User Interface (stored in C:\SecondLife\skins\default\textures) were previously restricted to TGA or J2C format. These textures can now be replaced with PNG format. This opens up future functionality for improving the UI. I have updated the Release Notes in the wiki, thanks for the tip. · 78 Indeterminate Schism Says: July 24th, 2008 at 5:03 PM Anyone found a use for Glare (I mean Glow) values over 0.1 other than whiting-out the area yet? · 79 Ramzi Linden Says: July 24th, 2008 at 5:04 PM @70- I think you are referring to VWR-7126 on the camera issue? That problem in the camera code still needs further investigation, and the fix may be large enough that it requires development outside of the Release Candidate cycle. Or was it another bug you are experiencing? · 80 Tarran Aeon Says: July 24th, 2008 at 5:07 PM So in snapshot or preview window no checker board background for alpha textures, sorry. I don’t want to spend one of my weekends learning how to navigate the p-jira, to set up a issue tracker viewer bug report. that means I guess I’m a tard. I cant see if its white or alpha. No one else sees this? I do… seen it sence 20.10 RC viewer · 81 Lulu Pink Says: July 24th, 2008 at 5:21 PM Did you fix the jumping cam bug when a prim is close to the avis back in this final 1.20 release??? AWESOME !!!! Using the RC and just now the 1.20.15…. and it seems gone for the first time… GREAT… keep doing GOOD things, too · 82 Ciaran Laval Says: July 24th, 2008 at 5:32 PM Ok where can I get the previous viewer from, not 1.19, the previous 1.20, this viewer keeps having an issue with my graphics card, the previous 1.20 viewer didn’t. · 83 Cristine Grut Says: July 24th, 2008 at 5:44 PM Avatares is not visualized and appears white clouds! · 84 DhouZhang Fhang Says: July 24th, 2008 at 6:15 PM oh gee …. how long until the “skirt bug” (vwr-277 evolves and raises it’s ugly little head again? Everytime you guys fix this bug, it doesn’t take long until it evolves and re-appears and then i’m back to wearing jeans again. · 85 Ghosty Kips Says: July 24th, 2008 at 6:33 PM Stop All Animations is no longer in the Tools menu? Why? That was a really useful item. · 86 Charles Gemini Says: July 24th, 2008 at 7:06 PM This viewer is highly inferior compared to the last one. Hasn’t LL learned yet about their fancy new features sometimes making things worse? This supposedly smoother avatar interface now makes it so it takes 10-20 seconds to re-center the avatar if you turn your head, making it very hard to tp into somewhere and move around with any degree of efficiency. It might be prettier or less jumpy-looking but point of fact, it makes it more difficult to move around and get things done as quickly. And what the hell was the point of making the camera controls just as swimmy, so that when I move the camera point up, it pivots like I’m turning my head or something? I don’t get the point of that at all. I’ve been an SL user for nearly 2 years and this is my first post on the SL blog, so I’m not some complainer or nit-picker, but c’mon guys, you can do better than this. Your “update” is a throw-back. · 87 Neko Says: July 24th, 2008 at 8:10 PM @ 85 Ghosty Kips Stop animations is under the world menu now. Prolly moved there because the tools menu is hidden when the edit window is closed. · 88 Shadoe Landman Says: July 24th, 2008 at 8:51 PM Followed the link to update your driver. Aw, the newest driver is older than the one I have. They haven’t updated since 2005 for my card. Time to invest in a new one! *nervously trying out new viewer* · 89 Maggie Darwin Says: July 24th, 2008 at 9:28 PM 1.20.15 seems to be crashing a *lot* on sim crossings. · 90 Moll Dean Says: July 24th, 2008 at 10:06 PM To Ramzi Linden I wrote before in another post, but I would like to say again about the high level importance of a LIGHT VIEWER The LIGHT VIEWER is a optional viewer designed to all those who don’t have a powerful machine (normal graphic card, laptops, old PC) and, also, to those that will not use SL to build things. So, the LIGHT VIEWER, don’t have advanced menu, builders tools, Windlight, Voice and some adjustments to make this the most basic viewer as possible. Please, Ramzi Linden and LL, I know there are many works scheduled, but this is very important to bring back dozen of hundred user that got confused to use SL, got too much crashes or even wasn’t able to run the viewer on their machines… We need more real people inside because milions of camp/copy-bots do not buy stuffs. Aslo (my last request), if all premium users have 512m of land, you should give them the parcel and one default house. A place where they can rez their stuffs, change clothes, invite friends and have some privacy. For all those time I am here I saw that I have a right to own this 512sqm, but I could find any and LL do not give me. So, where I can have it? Why by defauld I don’t have it? · 91 Ron Crimson Says: July 24th, 2008 at 10:23 PM Sedary@20: you’re right, absolutely agree. Good point about the viewer vs. server update for Mono. Ric@37: … WHAT? o_O C’mon, voyeurism is hardly an enhancement. o_O Net@39: agreed, there are still issues with hi-res snapshots… but for now they can be worked around, thank goodness. Bob@46: I thought I asked you to zip it. YAWN. X-( paula@47: are you changing the I log setting before you log in? Try to set it while you’re in-world as some of the settings are only saved when you’re “live,” or so I found… Loydin@55: good question - my GUESS is that while SL was always able to *import* PNG images, apparently now it offers support for storing textures *on the server* in PNG format, or in other words: lossless compression. Hmm, might be related to small textures? (I really don’t know) EDIT: nvm, Ramzi answered it. Kira@66, you said “One question when i start up the splash screen it looks like two screens apear then the splash screen opens.” So what’s the question? @68, @69 and others: I’ve never been bothered much by the hidden Tools menu but you got my sympathy..it would be a good idea to have it back permanently. In the meantime, for those who need an easy way to bring it up even when in no-build areas, just hit CTRL-3 to open a “blank” Edit window. Now repeat after me: CTRL-3, CTRL-3, CTRL-3…. @70: The soft camera responsiveness can be reduced/disabled in preferences - Torley just made a QuickTip about that too, have a look. It’s not a problem if you can solve it *grin* Dexter@74: Just a hunch… but since the main viewer and RC have separate folders where Windlight settings (including days (including the DEFAULT day)) are stored, could it be that the default day in your main viewer was somehow altered and that’s why you’re stuck in daytime? Might be worth looking at.Ciaran@82: all of the “previous 1.20 viewers” were RCs but this is the new MAIN viewer. Since they can be installed side by side, you should still have the RC on your computer if you want to go back to it. @83: That’s a feature, read the changelogs @86: You might want to invest less energy in complaining and more in informing yourself about changes. Again, the camera smoothing is ADJUSTABLE via the preferences and you can disable it completely, too. See Torley’s latest QuickTips. ^_^ Whew, this was a fun post to write. Now I’ma head for some SL lovin’ · 92 Ron Crimson Says: July 24th, 2008 at 10:25 PM @90: why not make a feature request in the JIRA? As for the 512sqm plot - I don’t remember for sure right now but I think that’s only for premium members, and even then it only means you can own up to 512sqm of mainland *without* incurring any tier fees on top of your membership fee. You’ll still have to go out there and actually *buy* the land. Default house? Hmm… Inventory -> Library? · 93 Moll Dean Says: July 24th, 2008 at 11:18 PM #92 Rom Yes, I am premium member and you are right. That is the way thing are today. What I meant is that it is very rare to find a Linden Lab land where I can buy the 512sqm and live there for all my premium live without tier. But I am proposing that we should have not only the tier free, but also the land and a default house. thanks for the comment · 94 Ron Crimson Says: July 25th, 2008 at 1:13 AM I’m not sure I’m understanding you correctly - but as long as you buy a 512sqm plot *on the mainland*, LL won’t charge you any tier fees beyond the premium membership fee. As for the land itself being free, they USED to have a program where you could buy “First Land” for a ridiculously low price, but ppl abused it to the effect of snapping up tons of parcels and reselling them at normal price, so the First Land program was canned. Default house? I did mention the inventory library, right? · 95 Thohi Torok Says: July 25th, 2008 at 2:18 AM I’m just gonna be a tard like so many others and offer a small complaint here, in the comments, rather than in the Jira where it belongs. I’m tired, sorry.. For reasons beyond my comprehension my windows are repositioned with each relog. I like to keep my inventory, IM and chat windows neatly positioned around the edges of my screen, but every time I log in now, they’ve been moved inward toward the centre of the screen, and I have to draw them back where I want them. As you can well imagine, this is quite annoying. So, is there a workaround I’m missing, or is this something that should be included in a future fix? That said, so far (with only a few hours on the new viewer) I’m liking it. Great that my hud-elements are no longer blurred out when looking at something glowy, and _great_ to be able to open people’s profiles by just touching their names in the chat. And I’m sure all the other changes are sweet too, but I haven’t encountered them yet :3 Keep up the good work! · 96 Soap Clawtooth Says: July 25th, 2008 at 2:52 AM @Ramzi. Why didn’t you take up the advice some of us gave you about making the flycam text a floater, same as ‘release keys?’ Taking the text away all together proves to be irritating because in High Lag areas pressing your flycam button doesn’t always cause it to go into flycam mode first time, and without any indicator you end up walking into someting/off something/into someone. Also, when will the flashing textues problem be fixed for imac? · 97 nikita Says: July 25th, 2008 at 3:02 AM shorty after downloading the 1.20 my nvidea 8600 card crashed,never did that with the 1.19,only had the 1.20 for about 2 hrs and problems are happening,one message says ” a problem with your video card caused windows to stop working correctly” I think i’m going back to the 1.19 · 98 Georgette Whitfield Says: July 25th, 2008 at 3:03 AM Woot! So long, Ruth. See ya, wouldn’t want to be ya! · 99 Evangeline Biedermann Says: July 25th, 2008 at 3:22 AM Curious about the latest viewer and to see if anything had changed ..i teleported to my home island with scripted items attached and on landing still find that my HUD attachments, i.e. AO, Mystitool and TE HUD are disfunctional, cannot be de- and reattached and make a relog necessary - i clear cache, log out and relog everytime i teleport ..after relog, some prim attachments are missing. As i am not discouraged to spend my money inworld for any of these items, and my premium is being debited without fail for this service.. i expect that i get to enjoy the service w’out resorting to reduce my game experience. i have filed a JIRA on this and keep posting comments on this fault every time an upgrade has been made.. yet this is the final viewer.. i’m disappointed to say the least!! I won’t even start on the annoying bouncing camera ..camera going out of control and locking in wild spinning cycles ..and the fact that on ‘recommended settings’ ..i still have to rebake textures every few minutes as my skin and system textures turn either black or represent my HUD attachments ..sculpted prims around my home turn to a multicolour glow ..as i said ..i’m disappointed · 100 Moll Dean Says: July 25th, 2008 at 3:31 AM #94 Ron Yes, you mentioned Inventory > Library. Indeed. Well, I guess you got my point. There is no land avaible to all premiun user. They give you free tier but no land. And yes, it means that this “first land” program is on stay-by for now. In general, I am pointing to a mass type of users that would longer if you could offer a very light viewer, few fuctions and already rezzed house/parcel. That is more about conception of how SL will be among us. Thanks again for the comment · 101 Jayden B Says: July 25th, 2008 at 3:40 AM I can definitely confirm removing the debug memory allocation test in the idle loop increases frame rates by 2fps. I wonder why it was left in. But still, thanks to the release team for a decent release process, not rushed for once. Thanks also to the inventory team for returning so many of my lost items…. Wear a HUD (AO for example), drop it. add an animation or change a notecard, wear it from the ground not from taking and attaching, then crash without logging out and it poofs…. your no parent folder got all these back · 102 Ciaran Laval Says: July 25th, 2008 at 3:41 AM @97 Nikita that’s very similar to the problem I’m getting, my video card stops responding but I’ve been using the previous versions of 1.20 without this problem, it’s just this latest incarnation that is causing the problem. · 103 Jayden B Says: July 25th, 2008 at 3:48 AM @ 99, Evangeline: Your huds or prim attachments not working and not able to be detached is not the viewer, its a Havok4 thing. http://jira.secondlife.com/browse/SVC-1517 The camera can be fixed to 1.19 and before action with Edit > Preferences > Input & Camers > Smooting to 0 · 104 sp Says: July 25th, 2008 at 3:57 AM Yay! I no longer have to worry about the sporadic crashes I was getting in the RC. Now it crashes every time I quit. · 105 nikita Says: July 25th, 2008 at 4:20 AM @102 Ciaran the 1.19 ran flawlessly for me,never crashed,almost no failed teleports to speak of,i guess what bothers me most is i had a laptop that barely handled sl,it was about 8 months old,so i went out and bought one especially for sl,cost $1500,i wanted everything that i needed to run sl ,it had been flawless until i downloaded the 1.20 and now my nividea 8600 crashes with the 1.20.i have gone back to the old reliable 1.19 I have tried some of the past RC 1.20 but i always seemed to have to go back to 1.19 for good performance · 106 Velvety Avro Says: July 25th, 2008 at 4:44 AM I downloaded this viewer and still cannot see my skirts when I wear them…I can see them when I go into alter appearance but when that closes they are gone…..I dont understand why and thought that, that was one of the bugs fixed? Hmmmmmm….maybe next time · 107 Ciaran Laval Says: July 25th, 2008 at 4:59 AM @105 Nikita, I’ve been to the Nvidia site and updated my drivers and it seemed to work better although it’s too soon to tell for sure. · 108 Shire Pony Says: July 25th, 2008 at 6:16 AM My heart is heavy now that I can no longer quip about the endless series of release candidates Good job getting this one to Gold guys. Now comes the really juicy stuff when we get started on the mono release! Hopefully there will be a work around for the “black water” glitch. · 109 Cincia Singh Says: July 25th, 2008 at 6:34 AM I downloaded and installed the new 1.20 main viewer (I’ve run each and every RC of the 1.20 cycle). I was online last night for 4 hours without a crash, I can see my skirts, everyone else can see my skirts, no viewer twitch or delays, no failed TP’s, no lost inventory, so I applaud the team who wrote this viewer and I’m eagerly awaiting the next RC because I am, and always will be, just itching to get the latest and greatest. · 110 nikita Says: July 25th, 2008 at 6:40 AM @107 Ciaran thats one of the first things i did,check for card updates,it said mine was up to date,thanks so much for the input · 111 Marcus Says: July 25th, 2008 at 6:42 AM Great ! Search and the group box in the profile have been changed to black texts on white backround ! That makes it impossible for me as a visually challenged person to read it. · 112 Lina Pussycat Says: July 25th, 2008 at 7:00 AM There appears to still be a memory leak that causes a stack-heap collision in the actual client itself… other then that the client is good. The clients memory usage in general keeps climbing at times sometimes to high and then other times it just goes back down…. Aside from causing a stack heap collision it appears to be causing the client to pause every few minutes…. We value free expression. However, stuff that's off-topic, abusive, or otherwise busts the rules will be removed without comment. Name (required) Mail (will not be published) (required) Website Need help? Please visit our Support Page. [lien] [EN]

The Future of the Second Life Mainland

This is a post about the Mainland, and more specifically, about an exciting and necessary change of direction we’re taking. I’m also going to talk about why we think the Mainland is important, what we feel the issues are and some of the ways that we intend to transform it for those of you that live or spend time there. This won’t be a short read, so grab a drink, make yourself comfortable and join me after the cut.. We have come a long way since those first 16 or so regions appeared back in 2003. These days we have inworld parties that are larger than the original mainland. At nearly 5000 regions the Mainland represents around 327 square kilometers of virtual land. If those regions were placed end to end, that is almost 800 miles to drive through and in terms of area the Mainland is now bigger than Malta. The Mainland is important, it has a history, it has roots. Many of you had your first experience of Second Life on the Mainland, you may have bought your first parcel, accidentally attached that first prim to your head, or added that first name to your Friends list there. These are the largest contiguous land masses we have, each of them incredibly creative and dynamic in their own ways and home to some wonderful communities. All of the Mainland Residents deserve as good an experience as we can provide. It has always been a diverse and exciting place to have your inworld home, but in recent times it has also become a challenging and frustrating one. We have long had a policy of noninterference, instead applying the Terms of Service and Community Standards via abuse reporting. This made sense during the pioneer period of early adopters and rapid growth, but to echo Mitch Kapor’s recent speech at the Second Life birthday event, as our audience widens we have to take a more active part in guiding their experience. Unfortunately with the wonderful freedoms and creativity the Mainland offers have also come substantial problems that are unique to this area of the grid and so the time for change is now. As Estate Manager for the Mainland continents, Linden Lab needs to become more involved. Much more. We have to actively work to provide the best experience for our customers just as the many wonderful private estate owners do for theirs. You can expect to see Linden Lab proactively resourcing, planning and taking action to better support the many mainlanders on our estate; we have a responsibility to our tenants and we take this role very seriously. We feel that this change is critically important and feedback from you tells us that you agree. This change has actually been coming for a while. You can see the early signs of this new commitment, with projects such as the Dept of Public Works and the more rapid recycling of abandoned land. Both initiatives will continue to grow. The problems on the Mainland are many and sometimes complex. We have Mainland land values that are less stable than we would like so we need to be more open, earlier, about how we intend to manage supply and what metrics we care about when making those decisions. We need to help you to understand why we make the decisions that we do. I’ll be blogging much more about that topic soon. We need to address issues regarding highly fragmented regions and areas of problem terrain, especially coastline. And then there is advertising.. It is hard to talk about the Mainland without talking about the issue of advertising inworld; it is, without question, one of the biggest issues we face. Through office hours, emails and notecards we have been gathering feedback from all sides of this issue ever since the initial change of policy earlier this year. That change helped but it didn’t go nearly far enough. Current policy allows adverts which ruin the view and depress land values for nearby Residents which is just not acceptable. We need to professionalize all aspects of advertising inworld. This includes our relationship with the advertisers, the conditions under which advertising (especially by large networks) is controlled and the guidelines that we wish advertisers to adhere to. In many ways this is no different to how real life cities approach this problem, and our principal drive here will be on improving the quality of experience for our Residents. You can expect a much more thorough explanation of how we intend to handle advertising very soon but rest assured that this will change, because it has to. Whilst many Residents love the ever changing aspect of the Mainland, for some Residents living there is just too dynamic and too unpredictable. We intend to provide more choice in the kinds of new Mainland continents that we make available because just as our customer base is very diverse, so are their land needs. To meet those diverse needs we plan to create different areas with different covenants in place that are actively enforced by Linden Lab; basically this means Zoning. This may include commercial areas, or residential only, or areas with no advertising. We hope to be talking more about how this will happen towards the end of the quarter. Governor Linden owns a very substantial amount of land, and there is a lot we can do to make these parcels more attractive for the Residents living alongside. Obviously that will be a fairly long term project due to the high numbers of parcels involved. I should probably wrap up at this point, before this post becomes a novel. But I’d like to get much more feedback on this post than the blog comments would allow, and also be sure that Residents in all timezones get a chance to give their views. So we have created a specific Forum area which should be available a few minutes after this posting goes out; so please take a look and let us know your thoughts there. To reiterate, comments are disabled for this post because we’d like your feedback on the forums please. [lien] [EN]

Connecting Second Life to Real Life

9 Responses to “Connecting Second Life to RealLife” · 1 wow Says: September 3rd, 2008 at 5:25 PM Just wow! A blog entry at last · 2 Uccello Poultry Says: September 3rd, 2008 at 5:28 PM This sounds awesome! Thanks. I look forward to seeing SLim™ in action. · 3 Argos Hawks Says: September 3rd, 2008 at 5:34 PM You had an opportunity to allow web based messages to get into SL, but instead you have to install an additional piece of software? I would bet that a very large number of the people that need the ability to send messages while not in SL need it because they aren’t allowed to install software on their work computers. Giving us an ability to send a message through the website will allow us to respond quickly to customers when a problem arises while we continue to hold down the day jobs that pay for SL. · 4 Explain Yourself Says: September 3rd, 2008 at 5:37 PM Fine…but just explain how you went wrong the past week and how you plan to be better. Is there a future for sl or not. Do you understand reliability? Do you understand statistics? Do you understand the importance of consumer satisfaction? Do you think sl has a future if it does not have any people who know how to effectively communicate with customers? Speak up! · 5 Argent Stonecutter Says: September 3rd, 2008 at 5:43 PM “While the Second Life viewer will still serve as the primary inworld communication engine, SLim is capable of running on any computer” I still have a couple of Sparcstation 1+ and 2 desktops running OpenBSD, will it run on those? Or, to be more precise, do you have some more information about this application beyond the press release? What platforms will it actually run on? What firewalls will it operate through? And what happened to the XMPP gateway idea? · 6 Chrysala Desideri Says: September 3rd, 2008 at 5:44 PM so it’s an IM client? you’ll be on lists but agent will not rez inworld? would you rez inworld as a ruthcloud? how about inventory operations? could it be used as a nerfed bot for automated activities like group invites, resends of products and the like? in sum, will there be any worldly interaction possible with it beyond chat/IM/voice? sounds interesting anyway, waiting to hear more. · 7 Anthony Hocken Says: September 3rd, 2008 at 5:53 PM A version for iPhone/iPod Touch would be nice if anyone is feeling ambitious. · 8 Ariel Moonsoo Says: September 3rd, 2008 at 5:54 PM Will the SLim protocol specifications be released to the Open Source community? I currently use a multi-protocol IM client, and if I were to take advantage of the SLim protocol, I would prefer not to have another application running with a different interface to deal with. I echo Argent Stonecutter’s question about what happened to the XMPP gateway idea, as my multi-protocol IM client of choice supports XMPP connections, and it would make the functionality available now, rather than having to build a plugin for the client to support the new protocol, or wait for the support to be added to the client. · 9 Pyrii Says: September 3rd, 2008 at 5:57 PM This client is a serious dissapointment. It works OUTSIDE of the Second Life grid, and requires your friends to use a special client and have voice chat turned on. It also equires a separate account with VIVOX and works REALLY slowly (Just like normal for VIVOX then =) This isn’t even close to the client that everyone wanted, which was a client that interacted with the main grid like SLeek. Anyway, for anyone pondering what the client is like, Tateru went ahead and took a look at the new client: http://www.massively.com/2008/09/03/hands-on-the-second-life-slim-client-is-here/ I fear there is something very wrong going on in Linden-Land We value free expression. However, stuff that's off-topic, abusive, or otherwise busts the rules will be removed without comment. Name (required) Mail (will not be published) (required) Website Need help? Please visit our Support Page. [lien] [EN]

Frank Ambrose: Updates on the Second Life Grid

26 Responses to “Frank Ambrose: Updates on the Second LifeGrid” · 1 summerseale Says: September 12th, 2008 at 3:14 PM “By way of introduction, I'm a recent hire here at the Lab, having joined to lead our global technology team. Specifically I'll be focused on grid infrastructure and our stability initiatives.” /me hands Frank a waterproof parka and football pads. “Welcome, and here is your standard equipment which you’ll be needing starting today.” · 2 Toy LaFollette Says: September 12th, 2008 at 3:19 PM does this mean LL will now give free CD’s in each bag of groceries? BTW thanx for deleting my prior post, I was quite serious. · 3 Kyder Ling Says: September 12th, 2008 at 3:20 PM Guys, I think he meant AOL as in when AOL was the only real contender when it came to Internet like when their population and usage increased radically. I sure would rather have a guy from AOL than say, net Zero… >_>; · 4 RSS SL Blog: Frank Ambrose: Updates on the Second Life Grid - SLUniverse Forums Says: September 12th, 2008 at 3:21 PM [...] SL Blog: Frank Ambrose: Updates on the Second Life Grid Hello, I’m Frank Ambrose, the Senior VP of Global Technology, and I’d like to take this opportunity to let you know about some of the work we’re doing on the Second Life Grid. By way of introduction, I’m a recent hire here at the Lab, having joined to lead our global technology team. Specifically I’ll be [...] More… [...] · 5 MONEY-PYRAMID.COM Says: September 12th, 2008 at 3:21 PM Thats coming alot from a person that came from a failing company…. Can you save this company to not go in the way of AOL went? When we log on SL next time will it say: YOU GOT MAIL! · 6 mrcvp207 Says: September 12th, 2008 at 3:21 PM Will the wider stability plan of Second Life require us to also upgrade our videocards? · 7 Porsupah Ree Says: September 12th, 2008 at 3:21 PM Welcome! Thanks for the introduction. I do hope, within the limits of normal commercial confidentiality, you’ll bring us updates that, at times, are of a technical nature. After all, there’s no shortage of geeks amongst the SL populace, and I know I find it fascinating to learn more about what underlies the grid, and just what can and does go wrong, from a technical perspective. The seldom-accessed assets certainly sounds like a promising avenue. Can you share any stats on what sort of numbers/percentages of assets have lain unused for, say, a year or more? · 8 Aminom Marvin Says: September 12th, 2008 at 3:34 PM This has been the blog post I have been waiting for: a talk about what components of SL need improvement and why they fail, what needs to be done and will be done, and what is happening short and long term. While this post talks in broad generals, it tells enough to get a feel for the focus of LL in these areas. Frank, you sound like a man of action, and, if the results follow your words, will be invaluable to LL. Good luck! · 9 Ashelyn Dryke Says: September 12th, 2008 at 3:49 PM As long as the asset servers stop frakking up and load the entire inventory, and as long as textures load faster, then I’ll be quite happy.. >.> · 10 Rusalka Writer Says: September 12th, 2008 at 3:52 PM Welcome and good luck. One observation: while transparency is good, invisibility is better. I came to the blog today after a crash, to check the status and see if it was worth trying again. It has been a bad few days in SL. I don’t feel much better being told all the major restarts, upgrades, and meltdowns that are going on at LL. I would feel much better if all that were going on without completely borking the grid and demolishing my business for several days. I hope your experience with building railroads while the train is bearing down on you will help! · 11 Ordinal Malaprop Says: September 12th, 2008 at 4:00 PM While I do, really, honestly, love these announcements by people embracing the Laboratory, and love to see all of their ideas of how they are going to Fix The Grid - really, it is very refreshing - I seem to be feeling a little… ennui, now. Perhaps older residents could advise me, if there are any left. Is this something that rises on one’s third birthday, three years of seeing the exact same promises? In any case: please wake me when things work. I have a little sign around my neck, it is quite obvious. · 12 JZ Says: September 12th, 2008 at 4:03 PM Well, i am a 4 year believer in Secondlife and I tip my hat to you Frank. Let’s hope something positve DOES come from this undertaking. Lord knows many believers are wishing that this virtual world can be as stable as the RL. Well dream and belive anyways. Good Luck!! You’ll need it :)) · 13 Jessica Hultcrantz Says: September 12th, 2008 at 4:10 PM Whatever about old compaines…. As long as things actually gets done and the promises of a more stable grid gets reality instead of just promises, then it’s the right way finally… And please, don’t stay silent and wish us all a happy day with the standard phrase “thank you for your patience” ™ Keep us updated with good technical postings thank you! · 14 nika talaj Says: September 12th, 2008 at 4:12 PM Thank you for the initial posting, Frank, hopefully the first of many. And glad to see this hire finally made; LL certainly has been searching for a while! Whatever one may think of AOL and MCI’s service offerings, certainly they have massively scaled networks, and that’s what’s relevant to this hire. I think your hire also represents a significant investment in stability by LL; I cannot imagine that your compensation package is modest. Also, applause for the committment to move away from VPNs … long overdue, for all the reasons you cite. And more. Welcome! · 15 BlckCobra Shikami Says: September 12th, 2008 at 4:12 PM After the horrible time from february till july, august was quite promising and things seemed more stable again. But last week has proven that it was just a short break and we are facing a lot of unhappy customers who lost things and lost all faith in LL support and technics and come to us merchants for help (most even don’t bother anymore to submit a ticket because they are tired of the standard responses). It’s crucial for the future of SL that those problems get addressed. It’s frustrating for everyone to deal with those problems. Many merchants spend their online time with replacements and sorting out fraudulent replacement requests because we don’t have any chance to verify those things. LL support tells us merchants not to replace things and at the same time tells customers to ask the merchant for a replacement. This is a horrible situation for many of us. It’s really time for LL to grab the keyboard and redesign certain aspects of the assert, database and communication system to make it a reliable environment. We are talking about a system where people spend a lot of real US$ and EUR not a simple fun game for a few bucks. I wish you and all of us lots of luck and success for the next steps towards more stability and reliability. /me hands you a bullet proof vest Cobra · 16 Ciaran Laval Says: September 12th, 2008 at 4:15 PM I’m a tad concerned as to why you’re Frank Ambrose rather than Frank Linden, although we cry out for the Lindens to be Frank, this appears to be a shift in culture. Scalability is a big issue here, a very important part of that is group limits and yet I see no mention of that. We’re in an age of social networking frenzy, the group limits are a serious setback. · 17 Aquarius Paravane Says: September 12th, 2008 at 4:49 PM Welcome Frank and thanks for the post and your commitment to server stability. Server stability was greatly improved until a week ago. It would be good to get an explanation of what actually caused the recent outages. It would be better still to see somebody step up and give an equal degree of commitment to fixing the client stability issues that have continued for over a year. Client stability has wrecked user experience on certain platforms which experience the client randomly freezing every few minutes, or crashing randomly every few minutes or crashing the computer it’s running on several times a day when the computer would otherwise run for weeks without being shut down. Regarding assets, the last attempt to clean up “unused” assets resulted in textures and scripts that were in use in products being deleted permanently and irrevocably. Please provide some assurance that this won’t happen again, and explain how assets that have been offloaded will still be accessible when called upon. Texture loading already takes a stupidly long time on some platforms and there is no way to demand that some particular texture be loaded ahead of all the others, for example by clicking on it. It would also be good to get a commitment to preventing content theft while allowing content creators to move their own creations to and from other 3D platforms. If you get these major issues out of the way then you can actually start to work on improving user experience. · 18 Sindy Tsure Says: September 12th, 2008 at 4:55 PM Welcome to the fun, Frank! I’m also curious why you’re not Frank Linden… You’ve got a “{insert wiki link}” still in there, which I think is supposed to go to http://wiki.secondlife.com/wiki/Service_Disruptions#Linden_Network . Maybe. Like others, I’m supportive and glad to hear what you’ve said but it’s sorta stuff we’ve heard before. Hopefully, improved (and expanded) communications will give us more insight into what’s happening. People who can’t make office hours don’t get to hear a lot of it… Can I have a bear? · 19 Vivienne Graves Says: September 12th, 2008 at 5:00 PM @16: What makes you think increasing group limits is workable when with the current limits, five out of ten large group IM sessions fail and in order to reduce database load the time group notices are archived has been reduced from one month to two weeks, OR the most recent 200 notices (where it was unlimited)? Those two things in themselves are pretty clear indicators of why increasing group limits just isn’t technically feasible at the moment; hopefully, when the underlying network and database issues have been addressed, it will be, but now is not the time to expect it. · 20 Ciaran Laval Says: September 12th, 2008 at 5:10 PM @19 They’re not workable, yet they’re crucial to the operation, hence why I asked why there’s no mention of them, · 21 Relic Starbrook Says: September 12th, 2008 at 5:12 PM Welcome Frank! Thank you for your leadership and actions toward a more stable grid! · 22 Relic Starbrook Says: September 12th, 2008 at 5:15 PM @ 20 I would be willing to pay for more groups (pass me a bucket of 25 more…for a reasonable price) · 23 Paddy Wright Says: September 12th, 2008 at 5:15 PM @15 Cobra I am indeed one of those customers who lost a relatively valuable item during the recent 6 days of turmoil. I thank Cobra for being patient and allowing me a ‘goodwill’ replacement. (the products he/she sells are brilliant) I agree that technical instability more than anything else could wreck SL and its economy faster than any other factor. Consumers will loose faith, in the face of growing and more competent competition. I therefore welcome Frank and his teams initiatives and sincerely wish him well. · 24 Ann Otoole Says: September 12th, 2008 at 5:24 PM So will you be implmenting a true transaction based architecture with a enterprise scale transaction manager along the lines of Tuxedo? So whenever the database or network fails to respond in a time window the transaction is safely rolled back? I.e.; no further failed L$ transactions resulting in loss of money, no further loss of assets on rez or teleport, etc. And how do you intend to stop assets from mysteriously vanishing from the account’s inventory? What measures are in place to log all access to the database that does not happen as a course of normal middleware transactions? Will you provide us with a third tier of inventory for long term asset storage so we can move items off to the slower access compressed archive area? This could help a lot if we could intentionally migrate assets to the “long term parking lot”. Will you add an indicator to the UI that shows when the grid is not feeling well so we don’t have to rely on grid wide blue messages? There is a lot of work to be done but the most important part is a transaction manager that can set an indicator in the UI when the failure rate goes out of tolerance. Nothing like a little +/- 3 standard deviation programming to help stability. · 25 Christos Atlantis Says: September 12th, 2008 at 6:06 PM Hello frank, welcome to grid. I had writen a long harse letter about grid stability and SL, but decided not to post it here, please test your codes before you need 10 days to deploy them and please stop making versions that half the world does not have the computers to run, all of us at SL have lost alot of friends to SL improvement and alot of us have lost business to those improvements. I do hope your job is really about SL stability, true stability not buy the new computer to get stability. Again welcome and I hope you do make a diffrence because so far the SL experience has been mainly unstable. · 26 Renee Faulds Says: September 12th, 2008 at 6:08 PM Glad to hear more promises and good luck. If you would have waited 2 more months to announce this it would have been exactly “one year” ago Phillip said the ‘exact’ same thing. We value free expression. However, stuff that's off-topic, abusive, or otherwise busts the rules will be removed without comment. Name (required) Mail (will not be published) (required) Website Need help? Please visit our Support Page. [lien] [EN]

Stories from Second Life: How Languagelab gave language learning a new lease on life

One Response to “Stories from Second Life: How Languagelab gave language learning a new lease onlife” · 1 Katt Linden Says: November 26th, 2008 at 7:32 PM The Question: Who would you suggest? “This is the second installment of “Stories from Second Life,” an occasional series of profiles of the people behind Second Life innovations, and the tangible benefits that these individuals and their businesses have brought to both the virtual and the real worlds. “It goes without saying that we'd love to feature more of these profiles, so we can continue to highlight the infinite number of ways the Second Life community is innovating. Is there a hidden gem that you feel is worth the spotlight? If so, please comment in the Forum thread….” [ http://forums.secondlife.com/showthread.php?p=2235863#post2235863 ] Who would you suggest? Who of the “…people behind Second Life innovations, and the tangible benefits that these individuals and their businesses have brought to both the virtual and the real worlds….” you think would be ideal subjects for one of the “Stories from Second Life”? [lien] [EN]

Havok™4 Beta Preview Update with 10 fixes (2008-03-26) - RC2 of the new Second Life Simulator

38 Responses to “Havok™4 Beta Preview Update with 10 fixes (2008-03-26) - RC2 of the new Second LifeSimulator” · 1 Ari Blackthorne Says: March 26th, 2008 at 2:06 PM Grrrr - these update notices kill me! LOL I put in my ticket to join the Havok Early Adopter program for my Sim a *MONTH* ago! I see these notices and start biting my nails again wondering who’s dropping the ball. Concierge has never taken more than two-weeks for me before now. LOL Thanks for the update! · 2 Cheshyr Pontchartrain Says: March 26th, 2008 at 2:19 PM Ok, I’m confused. Aren’t these the same fixes described in last week’s Havok4 patch? What I don’t see is any mention of the real changes. For instance, after today’s restart, one of my scripts crashed with an out of memory error. This isn’t Linden Lab’s fault of course, but I was pleasantly surprised by the new error message: [script:–emDash Main 2.50–]: Script run-time error [script:–emDash Main 2.50–]: Stack-Heap Collision Kudos for whomever snuck that patch in. It’s long overdue. · 3 Blake Sachs Says: March 26th, 2008 at 2:22 PM Don’t worry so much about breaking a bit of old content. There will be the usual whining, but I for one prefer more reliable physics and improved region stability. In cases where it’s due to technical limits, well that’s unfortunate, but I wouldn’t have any bad afterthoughts about breaking things that relied on known bugs or deprecated features, I’m surprised you’ve been so sensible regarding these things XD Still, it’s cool how this is marching forward. · 4 Sidewinder Linden Says: March 26th, 2008 at 2:24 PM @1 Ari: I’ll check - I know they’ve been swamped… /Sidewinder · 5 Sidewinder Linden Says: March 26th, 2008 at 2:26 PM @2 Cheshyr: These are the same fixes, but that last blog post refers to the deploy of this update to the Beta Preview. It was put there for extended testing before being rolled out to the Early Adopter regions on Second Life. If you will send me some specifics about the script that you are seeing a problem with I will be happy to have it looked at. A copy on a notecard in world, or IM me so I can drop by to take a look, is all it will take to get help. /Sidewinder · 6 Zi Ree Says: March 26th, 2008 at 2:27 PM The sliding issue is fixed, thanks! But the swimmer keeps me in a falling animation instead of swimming. I can demonstrate in world, if you need an example. Keep up the great work! Zi · 7 Stephen Zenith Says: March 26th, 2008 at 2:39 PM Heh heh, my comment in an earlier blog post about Havok being a ™ got deleted, yet somebody obviously read it · 8 Prodigal Maeterlinck Says: March 26th, 2008 at 2:50 PM Don’t get too anxious to get involved, you might get burned. The physics become active on ALL prims, whether physics enabled or not, making it impossible to monitor and test if you have extensive construction. And they do NOT keep a permenant backup for your sim before putting it on beta software. So if they’re unable to respond to a rollback request due to lack of time or the support system going down, you’re screwed. · 9 Sidewinder Linden Says: March 26th, 2008 at 3:08 PM @8 Prodigal: The Early Adopter program is a beta program, and has been explained that way from the start. If you are interested in testing an entire region off of Second Life in a way that cannot affect your Second Life region I would be happy to place a copy of the Beta Preview grid. We do keep simstates of the regions, and can do a state rollback if something ends up problematic as a result of the update, and I have personally been involved in a few of these cases earlier in the process. With that all said, a beta is a beta, and yes there are risks. That is why this beta program has been run completely opt-in from the start. Sidewinder · 10 Sidewinder Linden Says: March 26th, 2008 at 3:08 PM @7 Stephen: Yes I did read it /Sidewinder · 11 Felony Fabre Says: March 26th, 2008 at 3:22 PM Like Ari, I put my request in some time ago. I understand that they are busy, but an acknowledgement of having received the ticket would have been nice. Sometimes it’s the little things that matter … · 12 Vittorio Beerbaum Says: March 26th, 2008 at 3:27 PM I’ve noticed something (or maybe i were dreaming…), and that’s pretty strange none noticed a so important news (so i assume again i were dreaming…). In one of the previous blog entries about the rolling restarted (normal regions), at the end of the comment: “Early adopters region with H4…. will be not affected…” there were a more extensive comment saying: “…because we are planning for another upgrade that will introduce havok4 to the whole grid” (it does mean, finally H4 will be deploied). Now that comment disappeared… changed mind? …or (yeah) i were really dreaming? · 13 Ron Crimson Says: March 26th, 2008 at 3:32 PM Maybe Havok4 is ready for a release version but there’s going to continue to be a Havok4 *beta* which will stay ahead of the curve, further fixing small remaining bugs and tweaking things? Besides, I guess that’ll eventually be the next stage where Havok4’s NEW features are starting to be exploited and put into use for SL. True, or am I right? · 14 Michi Lumin Says: March 26th, 2008 at 3:35 PM Sidewinder, Any chance that mainland regions may be able to beta-test this at any point? We’ve been a Havok4 beta test region on the Beta grid for a LONG LONG time now, we have requested Early Adopter status if at all possible quite a while ago. We’re not a vehicle sim, we’re high traffic, have been around since 2003, and have been testing all sorts of things since 2003… Maybe it’d be possible finally to get this in Lusk? We could *really* do with the reduction of physics based crashes, for one. If not, (I really feel we’re a responsible enough region to do this!) - any ETA on rollout to main? · 15 Wildefire Walcott Says: March 26th, 2008 at 4:14 PM Sidewinder, does this fix the scripted dingaling lag issue? · 16 Darien Caldwell Says: March 26th, 2008 at 4:17 PM @15, yes, it does, that is “DEV-12231: Repeated calls to set_task_scale() with no changes to the scale value no longer create excessive simulator overhead” · 17 Gaius Goodliffe Says: March 26th, 2008 at 4:32 PM @12: Hah! Someone mentioned a comment to that effect at the last Havok4 office hours, and I couldn’t find it when I went to go look for it. The comment made at the office hours was that the blog comment had been possibly premature, so my guess is it was edited back out. So, no you weren’t dreaming. And it wasn’t so much a changed mind at LL as the fact that the release of Havok4 to the whole grid will go ahead barring unforeseen problems cropping up at this point, but the odds of an unforeseen problem cropping up at this point are, although low, still high enough to make comments like that one perilous. It may happen every bit as quickly as they’re hoping, in fact it probably will, but there’s enough chance that it won’t that they shouldn’t make any statements as definite as that one was. · 18 Kelly Linden Says: March 26th, 2008 at 4:34 PM @2 Cheshyr: I got really annoyed trying to figure out what script was crashing on me when I was trying to track down a havok bug. It is showing the object name too right? (your paste didn’t have it but I thought it was ‘object_name [script: script_name]’) · 19 Vincent Nacon Says: March 26th, 2008 at 4:35 PM Still waiting for that mass issue on small-complex-cut prims to be fixed. · 20 Sidewinder Linden Says: March 26th, 2008 at 4:42 PM @13 Ron: Once this version is integrated with release an is “the release simulator” it will be one and the same. There has been discussion of leading releases on the Beta Preview grid to check things there before deploy, but that is not finalized, and actually in some cases would not be the right thing to do (for instance a critical function fix or a security exploit resolution). This is being discussed internally in an on-going way. /Sidewinder · 21 Sidewinder Linden Says: March 26th, 2008 at 4:43 PM @14 Michi: Mainland regions will not be included in the beta process because there is no resident region owner, and thus cannot really be “opt in” in a meaningful way. Sidewinder · 22 Sidewinder Linden Says: March 26th, 2008 at 4:49 PM @18 Vincent: Which mass issue are you referring to? Is this a jira’d item? /Sidewinder · 23 Havok 4 to be deployed grid-wide soon? at Daikon Forge Says: March 26th, 2008 at 6:13 PM […] because the announcement of the rollout was "possibly premature", and Darien is obviously not the only person to have […] · 24 Malifico Bade Says: March 26th, 2008 at 6:23 PM You guys should really try and fix a glitch i’ve been getting on my sim i manage, objects that are physical are not being picked up by autoreturn. · 25 Michi Lumin Says: March 26th, 2008 at 6:45 PM Sidewinder — Even if we (really) own all but 196m2 that’s owned by an abandoned lifer account that hasn’t logged on since 2004 and has nothing on it? (That really is the case with Perry in our situation.) · 26 Sidewinder Linden Says: March 26th, 2008 at 6:48 PM @24 Malificio: Could you write up the specifics (maybe with a landmark so we can find the object(s) ) and send it to me inworld so we can take a look? Thanks, Sidewinder · 27 Michi Lumin Says: March 26th, 2008 at 6:53 PM I take that back… 144m2, not 196m2. · 28 badb0y dagger Says: March 26th, 2008 at 9:29 PM Wats been up with SL this game is soo messed up any more everything in my invtory is scwerd i got stuff in it i never seen b4 and keep losen object that i put down on my land, my friends list is messed up it keep sayn that some people are still loadn and it wont let me give them modify right and thay cant give it to me, my media player for veidos is not workn lik omg lol , wat are doing LL yall slackn on fixn da game . · 29 Sean Heying Says: March 26th, 2008 at 9:40 PM Sidewinder, in the 1.19.2 Server Release I saw the message “Our current plan is to have another server deploy next week to roll out version 1.19.3. Server 1.19.3 will bring Havok4 to all of Second Life” at the bottom. That was subsequently removed fromt he post after about 3 people had pinged back. Is Havok4 slated for release in server 1.19.3 next week? There is still quite a bit of testing to do on the RC2 in terms of sliding and I have seen the swimmer does not yet work and there is still that weird sleeping state the sim goes into where you find it very slow to walk (not lag, but like walking through molasses) Can you please refute or confirm this release date. · 30 Sascha Says: March 27th, 2008 at 1:34 AM Wasn’t the (waiting) bug for the land group supposed to be fixed already (same as VWR-882)? · 31 belinda1 aeon Says: March 27th, 2008 at 2:26 AM Hi… Can a help you… A I’m my Avatar is abb may appear frozzen..A I’m can not the Game.. Thanks for the Help Belinda Baaden…. · 32 Elvis Orbit Says: March 27th, 2008 at 2:43 AM New Havok™4 Update on my regions working nicely. Great work! · 33 glow Raymaker Says: March 27th, 2008 at 3:13 AM Its amazing how well 18.5(3) {Havoc 2} runs despite all the improvements that are supposed to have been introduced since then with havoc 4. Including the later releases ive tried and run screaming from since then! Moral of the story is that: less havoc is less stressfull! · 34 Vincent Nacon Says: March 27th, 2008 at 7:36 AM @Sidewinder Linden: Well it wasn’t JIRAed yet (doing that now) but Les White and I had been mentioning it at your Havok 4 meeting a few times. Les gave you a folder of cutted prims with strange mass issue. Here’s the full report. https://jira.secondlife.com/browse/SVC-1923 · 35 Vincent Nacon Says: March 27th, 2008 at 7:37 AM @33Glow Raymaker: We’re on Havok 1…. there’s no Havok 2 on Second Life. · 36 Sidewinder Linden Says: March 27th, 2008 at 7:42 AM @29 Sean: The reports I have gotten suggest that the sliding problems have been resolved. I received a separate write-up yesterday with step by step instructions for how to reproduce swimmer problem behavior that we have not seen and we will look at that. I have no idea what behavior you are reporting with regards to simulator sleeping state that is slow like molasses but not lag would be. Please contact me in-world to discuss the simulator issue you have described. This is the first I have heard you comment on such a problem, and it does not sound like we will get to the bottom of the simulator issue you have described in this format. (This could readily be caused by some other parts of the system, if I’m guessing correctly about what you are seeing, but we need to talk in some detail and perhaps do some tests to fully understand the issue.) Regards, Sidewinder · 37 Sidewinder Linden Says: March 27th, 2008 at 7:43 AM @30 Sascha: VWR bugs are related to the viewer, and not the simulator (server) portions of the system. This blog post is about a simulator update for a beta early adopter program. /Sidewinder · 38 Sidewinder Linden Says: March 27th, 2008 at 7:45 AM @34 Vincent: Would have been nice to see this jira a while ago We’ll look at this and see what is possible. Thanks, Sidewinder We value free expression. However, stuff that's off-topic, abusive, or otherwise busts the rules will be removed without comment. Name (required) Mail (will not be published) (required) Website Need help? Please visit our Support Page. [lien] [EN]

584 Havok™4 Early Adopter regions updated with 8 fixes (2008-03-28) - RC3 of the new Second Life Simulator

41 Responses to “584 Havok™4 Early Adopter regions updated with 8 fixes (2008-03-28) - RC3 of the new Second LifeSimulator” · 1 Darien Caldwell Says: March 28th, 2008 at 7:00 PM hmm, the releases are getting faster and faster. That’s a good sign. Go Team H4! · 2 Gwyneth Llewelyn Says: March 28th, 2008 at 7:35 PM I wonder if you’re interested in getting some extra Not-So-Early-Adopters If so, can you place a short notice on where to subscribe to it? I’ve tried out several of the Havok™4 sims and I’m definitely very very happy with the results. · 3 Corsi Mousehold Says: March 28th, 2008 at 7:48 PM Thanks SW!!! Anything more we can do on our end hon..let us know. · 4 Peter Lameth Says: March 28th, 2008 at 8:02 PM Gwyn i dont think their accepting anymore people but u can try theirs nothing to lose, u need to goto support and you’ll find it in Land and Region Issues -> Region Change -> Havok4 Early Adopter Program · 5 Vittorio Beerbaum Says: March 28th, 2008 at 8:22 PM Hi Gwyneth, i think the gridwide deployment is so just around the corner that you’ll be more than “not so early.. adopter”… but something like: “a day before adopter”. For the rest, probably (as expected) H4 is one of the biggest improvement to the grid from an year or so, it introduces much more stability to the server than anything else in a year. I were expecting “new possibilities”, and well you have plenty, but the much important point here is that the “things” already done, doesn’t stress the server anymore (and i’m trying heavy scripts that would lag/crash a h1 sim within minutes). · 6 Sidewinder Linden Says: March 28th, 2008 at 8:31 PM Wow.. this quiet after a deploy… I wonder if that means it’s working well enough to take the next step /Sidewinder · 7 Daten Thielt Says: March 28th, 2008 at 8:44 PM Not to well unfortunatly, seems that setting a landing point and making it so they go there is no longer working, ill submit a jira for it in the monrning · 8 Atashi Toshihiko Says: March 28th, 2008 at 8:48 PM A short while after the deploy I went and took a wander through my havoc4 sim. All looked good, except I was hit by another long ‘molasses-moment’ The only additional info I have to offer right now is when standing still, the random performance drops tend to be short; when you are walking or otherwise moving, that seems to draw out the duration of the slow moment, up into the 10 - 20 second range. It is only the very, very rare ones that are 30 seconds or over, I think. Nonetheless, it is troubling, I think. At any rate, keep up the great work Sidewinder & the rest of the h4 team! · 9 les Says: March 28th, 2008 at 8:50 PM take the step! you’re killing me! much love · 10 Ceejay Writer Says: March 28th, 2008 at 8:50 PM Sidewinder! Tis very quiet indeed. For me, it’s just been one long damn week of work-hell. Gonna crawl into SL in a little while and see about having some fun. Hope all your recent fixes stay more stable than my brain is! · 11 Docetti Rozen Says: March 28th, 2008 at 9:05 PM Hola…..;) · 12 Buckaroo Mu Says: March 28th, 2008 at 9:11 PM I think you guys were so wrapped up in the asset problems you forgot to announce the new RC of the viewer · 13 Sean Heying Says: March 28th, 2008 at 9:24 PM Woot, this is a great release candidate…. The swimmer is still very broken in that the falling animation is played and never stopped, but not enough reason to hold up a release! (the result is quite comical with my falling animation: http://img413.imageshack.us/img413/6391/swimmer001qv8.jpg where I float upside down like tied to a fishing line.) The molasses issue didn’t happen all day yesterday or today, maybe RC2 has cleaned it up. I will keep watching. All my test vehicles work nicely. The only gotcha I can see happening when you get to release is the behavior of megaprims when they are resized. I can see some housewives painting their prefab houses accidentally resizing a megaprim can having it snap to 10×10. The old behavior where it jumped back to size was preferable. · 14 U M Says: March 28th, 2008 at 9:26 PM wonder! its working great!!!!!!!!! · 15 Cheshyr Pontchartrain Says: March 28th, 2008 at 9:27 PM The problem I demonstrated where vehicles lose the ability to steer after a prim change is still present. I don’t see it in this fix list, so this is just a reminder; not a new bug report. Andrew Linden has a copy of the affected vehicle, as does Sidewinder I think. · 16 Sidewinder Linden Says: March 28th, 2008 at 9:35 PM @7 Daten: “seems that setting a landing point and making it so they go there is no longer working” Do you happen to know if this is also broken in the Havok1-based simulaor? We merged with 1.19.2 just prior to this deploy and have not, as far as I know, touched that part of the code for our physics work. This is just to establish which team should handle resolution of this issue. Thanks, Sidewinder P.S. We’ll test both anyway if you’re not sure, but if you have also seen this on a Havok1-based simulator after the 1.19.2 deploy it should go to a different place for resolution. · 17 Jayme Llewellyn Says: March 28th, 2008 at 9:41 PM I downloaded the lastest release client yesterday and played today for about 3 hours and experienced four crashes, poor rez time and some lag. Until Linden Labs upgrade the main grid and anything that hasn’t been upgraded for five years, and until you get rid of the bot’s and the bot farms, Sidewinder, you will continue to have problems with the game. · 18 Atashi Toshihiko Says: March 28th, 2008 at 9:42 PM Hmm I spoke too soon - I’m having problems with vehicles… one that used to fly and hover in havoc4 (and havoc1 of course) now can’t get airborne… has something changed with mass or buoyancy? · 19 Jayme Llewellyn Says: March 28th, 2008 at 9:43 PM Just a note on my last comment ….. bells and whistles are fine and dandy, but all they are is just another paint-job to cover up the gaping cracks in the foundations. fix the foundations (grid, game engine) and you’ll find that more than half of the current problems will disappear. Even if it means shutting down SL for a week - do it. Us regular “old timers” won’t mind. · 20 Sidewinder Linden Says: March 28th, 2008 at 9:45 PM @15 Cheshyr: I thought I remembered this being resolved, and It turns out this bug was closed as “won’t resolve” internally, since the issue is based on a code anomaly in Havok1 that has been fixed in Havok4. For more information please see this jira: http://jira.secondlife.com/browse/SVC-1880 “Some vehicles turn very slowly in Havok4″. /Sidewinder · 21 Tarius Auxarmes Says: March 28th, 2008 at 9:53 PM I usually dont comment, but I completely agree with Jayme, fixing the core foundation of SL will certainly fix alot of things and it wouldnt hurt bringing more people in. · 22 Sidewinder Linden Says: March 28th, 2008 at 9:58 PM @19 Jayme and 21 Tarius: There are other teams working on viewer stability and grid stability. This project addresses another cornerstone of system stability - that of the simulator itself. The simulator is not the whole system, by any means, but it’s instabilities have limited what people can do with Second Life, and this new version has already been shown to noticeably reduce simulator crash rate. It is a piece in the puzzle of overall grid stability and I believe is exactly the kind of work that you are advocating. /Sidewinder · 23 MR Little Says: March 28th, 2008 at 10:04 PM @ 17,91 Jayme @21 Tarius errr… havok 4 IS fixing the core foundation · 24 LegsLover Lusch Says: March 28th, 2008 at 10:21 PM Hey’up everyone, I just reformatted my puter and downloaded the 1.19.0.5 sl version, and it’s absolutely crap. All controlls and interfaces are the old version, half my inventory is missing, graphics are all over the place, I can’t anything and I’m mad as a bee stuck in a fat womans panties,lol. Where’s the windlight version, where can I get it? · 25 LegsLover Lusch Says: March 28th, 2008 at 10:22 PM that was can’t rez anything,lol · 26 Your Conscience Says: March 28th, 2008 at 10:37 PM @7 (Daten) Make sure that your estate allows you to set the landing point. Even though you may own land on an estate, if the etate manager has a landing point set, then it will automatically override anything you try to set on your own land. This has been my experience in H4. · 27 Sera Galbraith Says: March 28th, 2008 at 10:56 PM LegsLover - you want the Release Candidate. It’s up to 1.19.1 (3) or (4) I think. It’s on the Test Software page and it’s got Windlight. Cheers. · 28 Sean Heying Says: March 28th, 2008 at 11:00 PM The molasses problem, in one of its forms as I see it, is reproducable as SVC-1937. · 29 Jayme Llewellyn Says: March 28th, 2008 at 11:19 PM Mr Little …. apparently not. Because people are still crashing. If you read my original post in this thread and then Sidewinder’s comment, the grid stability is another thing altogether. Please be sure to read all threads correctly in the future. · 30 Sean Heying Says: March 29th, 2008 at 12:35 AM Jayme.. Havok4 will go towards removing alot of crash vector and also towards improving lag and performance in regions once implemented. Concrete testing performed by us early adopters has proced this to be one of the most important stability initiatives Linden Lab has taken. MT Little is right. · 31 Aminom Marvin Says: March 29th, 2008 at 1:32 AM Jayme Llewellyn: please speak to yourself. Trying to speak for a group of people (such as old timers) is an attempt to inflate one’s argument. I myself DO mind if SL was taken offline for a week. It would break me financially as I make a living off of SL and pay the rent with it. There are many other people in such situations as well. Also, what good would taking SL offline for a week do? It wouldn’t shift resources towards coding- liaisons and support people probably don’t know the intricacies of coding SL. They couldn’t test anything, as they wouldn’t have a normal use load to see how stuff runs. There is no rational reason for thinking that a week or a month etc of off-line time would magically fix things- it is just an irrational argument I’ve heard time and time again. · 32 Sean Heying Says: March 29th, 2008 at 3:33 AM /me winks at Sidewinder…. you know… now would be a perfect tme to get the client RC team to plug in the patch for builds up to 4096M so that we early adopters can test it before you take Havok live. · 33 Mini Pinion Says: March 29th, 2008 at 4:15 AM Still no fix for the slow-walk through holding spacebar being broken in the H4 sims? .. I really can’t believe there’s still only one vote (mine) on the Jira issue (SVC-1786). It really IS a pain positioning yourself properly, without the ability to walk at a slow speed · 34 Elvis Orbit Says: March 29th, 2008 at 5:27 AM This is a great update! All working fine hereon my region. I spent 6 hours building a Shinto Shrine on my sim worked great. As well been on all day RC 3 No crashes nothing. Very smooth and stable for me. Thanks for this Havok™4 update. It’s getting close! · 35 Sidewinder Linden Says: March 29th, 2008 at 6:18 AM @29 Jayne: There are several causes of crashes, and grid stability is not “an entirely different thing” from the work being done in this project. This simulator update reduces one significant cause of crashes - the crashes that happen when a whole region crashes and throws all avatars on the region off at once. Viewer crashes cause individual crashes, where one avatar at a time crashes. Both of these are important areas to resolve and both related to system stability. There are other areas of the system that do not directly cause crashes but can improve reliability and are being addressed. Regards, Sidewinder · 36 elena Says: March 29th, 2008 at 6:54 AM great job · 37 RTW Blackburn Says: March 29th, 2008 at 8:07 AM I agree with Aminom Marvin. I can’t speak for SL specifically but I am involved with scientific software services mostly in cheminformatics. The best place to find stability issues is in the Real World. No test frame they could possibly create to test issues will work as well as it being live users are the best bug finders. The biggest problem however is bug reports. People need to report them in great detail and preferably with a formula or process for reproducing the issue repeatably. Something as complex as SL, this may be unrealistic. But good/user beta testers, are a key. LL might consider paying their beta testers a few Lindens as incentives to write better detailed bug reports. Really good beta testers are hard to find. Regards, RTW · 38 Sidewinder Linden Says: March 29th, 2008 at 8:08 AM I have one report of a hover-script vehicle not behaving correctly (actually because of a bug fix we did - the script it was based on relied on the buggy behavior apparently). Are others seeing issues with any hover vehicles? Thanks, Sidewinder · 39 Argent Stonecutter Says: March 29th, 2008 at 8:13 AM Sidewinder: what are you supposed to do to clear llTargetOmega() for physical objects now? · 40 Vic Says: March 29th, 2008 at 8:23 AM Where can I get a list of H4 sims? I’d love to get over to one and try it out, or find out if I’m now sitting on one because I’m having a REALLY bad time right now :/ · 41 Ari Blackthorne Says: March 29th, 2008 at 8:55 AM @ Gwyneth Llewelyn You put in a support ticket - under Estate - changes - Havok Early Adopter. However, I put my request in more than a month a go. I suspect Concierge (they are the ones who handle this) is swamped. So even if you put in the rquest now, it’s likely they won’t get to you in a ‘timely’ fashion and the grid will have moved to it by that time. I’ve resigned myself to assuming that’s what will happen for me, though I do hold out a little hope they’ll still get to me before them. We value free expression. However, stuff that's off-topic, abusive, or otherwise busts the rules will be removed without comment. Name (required) Mail (will not be published) (required) Website Need help? Please visit our Support Page. [lien] [EN]

[updated] Second Life Day of Remembrance is April 17

Second Life Day of Remembrance, April 17th, 6 am to 11 pm SLT Big Easy  Have you ever lost an in-world friend? As years pass in Second Life, more residents will have the sad experience of logging in to find that someone they know and love in-world has passed away in Real Life. Resident Katt Kongo recently lost a dear friend, SL resident Ginny Talamasca. In response, Katt conceived of a new community event that would commemorate the life, spirit, and creativity of all the residents who have left us.  April 17, Ginny’s birthday, marks the beginning of the yearly ‘Day of Remembrance’ in Second Life. The event is organized around the New Orleans tradition of the Jazz Funeral and the Second Line.  Rather than a sad, solemn affair, a New Orleans funeral celebrates life with music and parading. Our parade will depart from historic Jackson Square and crash joyously through the Big Easy region four times–so that Residents in all time zones can participate.  Participate! Linden Lab has donated two regions to the effort, but in the best SL tradition, this is a completely Resident-created event. If the Day of Remembrance speaks to you, please join in the effort.  All levels of participation are open! · Are you a builder or scripter? Volunteer to help script some cool actions in our awesome memorial temple. · If you are a musician or DJ (especially if you speak Jazziiness) who would like to perform on the main stage, get in touch! The rest of you mark you calendars for the 17th– come by and join in the “second line” of the parade. Second liners spin parasols, twirl hankies, play various instruments and carry pictures of the dearly departed, all to a Jazzy beat. For more information, please visit this web page to learn details about volunteer opportunities and the event schedule. Let’s send our loved ones off in style. [lien] [EN]

Second Life Economy Grows 15% from Q4 to Q1

The Second Life economy does not appear to be affected by the slowing economy of the United States. User to User Transactions.  Total user to user transactions, a measure of the gross domestic product in Second Life, grew from an annualized rate of $261 million in Q4 to just over $300 million in Q1.  The economy has grown 33.6% since the low point after the gambling ban. User Hours and Concurrency.  Resident user hours also grew 15% from an annualized rate of 304 million hours in Q4 to just under 350 million user hours in Q1.  Residents spent an average of $0.88 per user hour in Q4 and $0.87 per user hour in Q1.  Peak concurrent users grew 13.8% from 58,399 in Q4 to 66,468 in Q1. Lindex Volume and Money Supply.  Taking advantage of the growth in the economy, the number of inworld businesses with Positive Monthly Linden Flow, a measure of profitability, grew 11% from December to 57,888 in March.  Volume on the LindeX, our virtual currency exchange where users can buy and sell the inworld currency between each other, grew even faster.  LindeX volume of $103.2 million was 17.8% higher than the volume in Q4.  Residents bought and sold just under $0.29 and just under $0.30 worth of Linden Dollars on the LindeX per hour of usage in Q4 and Q1 respectively.  The value of all the Linden Dollars in circulation grew 16.3% over Q4 to $18.2 million in Q1.  The exchange rate remained steady against the USD at approximately L$ 270 to one USD. Land Mass.  The total number of regions owned by residents increased 11.1% over Q4 to just over 15,000 regions.  That's the equivalent of of just under 1 billion square meters of space.  Residents spent an average of approximately 2,000 hours per region of space per month in both quarters with a slight uptick in Q1. Meta Linden has posted the full data for March in a Google Spreadsheet here. While we hope to provide accurate and useful information, please note that we do not guarantee the accuracy of any information; and we expressly disclaim all warranties and limit liabilities as more fully described in the Terms of Service posted at http://secondlife.com/corporate/tos.php.   [lien] [EN]

Second Life Day of Remembrance: Today, 17 April

Update: Join us TODAY for the The Day of Remembrance, a new community event commemorating the life, spirit, and creativity of all the residents who have left us.  · Join the Parade! Come by at 5:00 pm or 11:00 pm · Upcoming Music at the Main Stage, hourly from 1:00 pm to 12:00 pm midnight — 24 Hours — April 17, until 11:59 pm SLT — 24 Hours !!     At the Big Easy region, http://slurl.com/secondlife/Big%20Easy/212/238/26 Have you ever lost an in-world friend? As years pass in Second Life, more residents will have the sad experience of logging in to find that someone they know and love in-world has passed away in Real Life. The Day of Remembrance is a new community event commemorating the life, spirit, and creativity of all the residents who have left us. The event is organized around the tradition of the Jazz Funeral in the city of New Orleans, Louisiana, USA. When someone dies, all their friends gather for a parade in their honor. They play loud Jazz music as they move through the streets of the old town, carrying parasols and pictures of their friend. It is a time to celebrate the life of the dearly departed, as well as to mourn their passing. Our parade will depart from historic Jackson Square and crash joyously through the Big Easy region four times today– so that residents in all time zones can participate. We will have an interactive memorial garden and temple, and 24 hours of truly great music on the main stage. Participate! Parade: Join the Parade! Come by at 5:00 pm or 11:00 pm and join in the “second line” of the parade. Second liners spin parasols, twirl hankies, play various instruments and carry pictures of the dearly departed, all to a Jazzy beat. Parade starts at Big Easy http://slurl.com/secondlife/Big%20Easy/212/238/26 Interactive Installations: Help build a temple and raise money to benefit the American Cancer Society’s Relay for Life. By touching the building materials, and making a donation, the temple will build itself before our eyes. Walk in the Memorial Garden, where you can plant a flower for a resident who has died in Real Life. Meditate in the Memorial temple, where you can light a candle for anyone you wish to remember. The Remembrance Team invites you all to join the rest of our community for this special event.   Main Stage: Upcoming Music Performances! 01:00 pm   Mak Marjeta 02:00 pm   ChangHigh Trinity Sister Fireshow 03:00 pm   Kipling Writer 04:00 pm   Lonnie Knight 05:00 pm   DJ Jaysen Katscher 06:00 pm   Winston Ackland 07:00 pm   TallGuy Kidd 08:00 pm   Kaklick Martin 09:00 pm   DJ Madame Maracas 11:00 pm   DJ Sean Clancy (already finished performance 12:00 am   DJ HarleyMC Homewood 01:00 am   DJ Gaidion Priestman 02:00 am   DJ sarcophilus Halderman 04:00 am   junivers Stockholm 04:30 am   DJ Wolves Nakamura 06:00 am   DJ Zeenat Mumfuzz 07:00 am   SongsIWrite.com 08:00 am   DJ Ricken Flow 09:00 am   Kourosh Eusebio 10:00 am   Jaynine Scarborough 12:00 pm   Foxyflwr Cure   [lien] [EN]