#SL Server News Week 3

Server roll outs have not been going that well this year. Tuesday a new roll was planed and started. It went well. Then Wednesday came and release channels were rolling out. The roll to Magnum went bad.

Blue Steel

Oskar says, ‘This is the code that’s been in a few RC’s this year. It is looking stable.’ This is the code that rolled to Blue Steel this week.

New LSL function: integer llSetRegionPos(vector position) –  The object with the script will move the root prim position to the given location. The position is any position within the region. If the position is below ground, it will be set to the ground level at that X,Y spot. The function has no delay or throttle.

  • Returns 1 if the object is successfully placed within 0.1 m of position.
  • Returns 0 and does not move the object if position is more than 10m off region or above 4096m.
  • Returns 0 and does not move the object if the object is dynamic (has physics enabled).
  • Returns 0 and does not move the object if the object can not move to position due to object entry rules, prim limits, bans, etc.

“frame_number” option added to llGetEnv() –  Returns an integer that represents the current ‘frame’ of the simulator. The function is generally only useful for specific debugging cases.

 

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Imprudence and Kokua Deciding…

Today a new post appeared on the Imprudence-Kokua Viewer site. It gives us some insight into what is going on with Imprudence & Kokua viewer development. From a users perspective it seems pretty well stalled to me. But, now we know what’s up and that some decision is going to be made. So, is this the end of Imprudence?

Imprudence

For a long time Imprudence was my viewer of choice for use on OSGrid. With the arrival of mesh that changed.

Imprudence was the viewer of choice for builders in OSGrid and Second Life. For many it still is. But, it is getting old and the team is going to have to decide if they can keep supporting it.

Kokua

This is the newer follow on to Imprudence. It allowed the team to regroup and start from a fresh beginning. It was said this would be a viewer for OpenSim and the Aurora branches of the OpenSim grids.

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OpenSim vs Second Life vs Minecraft

Hamlet in an article on New World Notes titled OpenSim Gaining Regions… But Not Gaining Many Users makes a point about user numbers for OpenSim. They are apparently decreasing while the region count is increasing.

OpenSim vs Second Life vs Minecraft

It is hard to know what is happening with user numbers in Second Life. From my empirical experience I would say they are growing because I meet so many new people now, but it is hard to find real numbers to back up that opinion. What I do think is coming clear is the nature of OpenSim and the reasons for the popularity of Second Life.

OpenSim

I have nine regions in OSGrid, an OpenSim world. I’ve had them for over year. In that time I’ve had probably 50 visitors, more or less. I have a count if I would bother to look it up.

As I write this there are 125 users in world now and about 3,300+ have logged in in the last 30 days.

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Restrained Love Viewer 2.8.3 Released

A new version of the RLViewer was released and announced by Marine Kelly. RLV is for those that enjoy dominance/submission play. So, it or feature sets form its code are popular with numerous role play regions in Second Life.

This is a special viewer and has features and foibles that are atypical to other viewers. The install is unique as is the use of the viewer. Enough so that videos have been made to show people how to install it and use its special features and toys made for it. The basic viewer is as easy to use as Linden Lab’s viewers.

You can read about the new features and fixes in this version in the RLV Blog.

Download and Install

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The download is a bit slow. It is 27mb so it’s not bad, two or three minutes. You can download the viewer from: Restrained Love Viewer Download. Pay attention to which version you download.

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#SL Mesh Deformer Worries

Worrying is generally pointless. However, the concerns that bring the worry can be important to consider. Such concerns have come up in a thread over on SLUniverse. The basic concern is what will the Deformer do to our existing mesh clothes? Since they are mostly expensive it would be good to have an answer.

This is Alpha

The Deformer is in the alpha stage. So, we don’t know what the final Deformer will make mesh clothes look like. We have found problems and it seems many feel we will need a flag to tell the deformer whether to deform or not. But, even that is undecided as some of the problems the flag would address can be handled in other ways.

There is also the thought that perhaps a slider setting the amount of deformation may be better. So, we could tell the Deformer to deform by 0% to 100% of its normal deformation.

With so much unknown, all we can do is make intelligent guesses and speculate.

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