Second Life: New Features

Today, about noon, the Lindens posted: What’s Happening Now in Second Life. The list is:

  1. Five new premium sandboxes
  2. Portal Park 2.0
  3. LLSit

A much-needed sandbox is (quoting):

The fifth new region is called: Sandbox Premium Weapons Testing which, as the name suggests, is dedicated to testing your SL munitions! In the past, weapons testing was done in general sandboxes where it was prone to overcrowding, griefing and instability. It was very difficult to get testing done. Now we’ve opened up more space for Premium members to test their combat gear in a less disruptive environment.

Portal Park II Oct 2016

Portal Park II Oct 2016

The other 4 sandboxes are 3 running RC server packages, one running the main package and they are adjacent to each other. These allow quick testing of items in all 4 versions of the server software running in the main grid.

Second Life Portal Park is an in-world Destination Guide.  This is a fun place to wonder around.

LLSit is a new scripting feature I’ve been writing about for the last couple of weeks. It rolled to the main grid last week.

 

Second Life Tutorial: RLV, Mesh, and Folders – How it works, How to Use

What RLV is…

RLV = Restrained Love Viewer, formerly Restrained Life Viewer. But Linden Lab® thought that use of the word Life in the name infringed on or put at risk their Second Life™ trademark. So, they pushed on those developing RLV and it changed.

RLV in the Adult Hub

RLV training in the Adult Hub

What RLV is, is a set of tools built into a viewer that extends what we can do with Second Life™. The RLV capable viewers have a way for users to program/control each other’s viewers. Just as the Lab’s Advanced Experience Tools (AET) allow a programmer to; attach a HUD to your viewer, teleport your avatar, and do other things without the normal user interaction. So too, RLV allows a programmer to do similar things with your viewer and avatar. The difference between AET and RLV is in the flavor and amount of control the user gives  to a third party.  Continue reading

Ghost Town Screw Ups

This time I’ll warn you up front, the title is a deliberately ambiguous headline.

Ghost Town Welcome Sign

Ghost Town Welcome Sign

We have lots of interesting Second Life™ promotions stuff going on. Firestorm is asking for people to submit photos: Share your photos this weekend to promote Second Life. The photos will go in the Firestorm Gateway section of Flickr. Canary Beck is moderating the photo pool. It has 4,678 images as I write this.

CAUTION: SPOILER AHEAD!

Continue reading

Second Life: The Conspiracy to STOP Ghost Town

As I scan through the posts in the Second Life™ blogosphere I find more and more articles are about places. The blogosphere is becoming a tour guide. It seems Second Life is fashion and tourism. Fashion makes money, tourism doesn’t.

Ghost Town?

Ghost Town?

Whatever the case, Inara has an article on Ghost Town. But, her story is not about tourism. Ghost Town is a training area in the Firestorm Team’s regions designed as a game by MadPea. The area opens today (12/19) at 14:00 SLT or 2 PM SLT/PST. They will have entertainment from various people/groups. They are expecting the 4 regions to handle about 200 people.  Continue reading

Second Life Guilds and Clans

Massively Over Powered usually has a lot of short articles. But, now and then they have a longer one with interesting information. This title gave me a sense of conceptual discord: Guild Chat: Creating A Solo-Friendly MMO Guild. Playing solo in an MMOG? There is a point? Well, they make a good point.

Heroes of Our Time

Heroes of Our Time

We have a number of RPG’s with combat that have factions, teams, coalitions, clans, tribes, houses, or some other designation for a group of players working together. The basic play types of; fighter, defender, and healer common to most combat games is present in Second Life™. Those that win in combat, organize the types and work together.

A problem comes up when players with limited time and random availability want to play in MMORPG’s. For these people it is difficult to be a team player and they often tend to play solo. Massively is pointing out that solo players with time limits and unpredictable schedules out number what we call the serious gamers that can spend hours in-game and can have a regular gaming schedule. So, games wanting more players could pick up this demographic by providing support for them.

What an idea…