Moved!
Whaaaaat?
I moved my blog AGAIN?
You're going to have to update all your bookmarks and RSS readers?
That's insane!
Whaaaaat?
I moved my blog AGAIN?
You're going to have to update all your bookmarks and RSS readers?
That's insane!
Posted by
J
at
12:01 AM
Like many of the other people who have already responded, I've been burnt out on some particular part of SL at once time or another. And I know for certain that I have felt burnt out while in SL. But I'm not sure if I was burnt out on SL, or burnt out about something else while I happened to be in SL.
You see, I'm a creature of change, and I have to move from project to project quickly or I become bored and apathetic—not just with that one project, but with other things in my life, too. So if I get burnt out on something in RL, my mood tends to carry over into SL, and vice versa. As I've come to know this about myself over the years, I have been careful to monitor my mood, identify anything that is bothering me, and make a change to fix it.
I can distinctly remember, when I was merely a wee newblet crawling my way around the Grid as I drew sustenance from the Shelter, that I had concerns that I was spending too much time in SL. Like many other new Residents, I got hooked, and wanted to spend as much time as possible exploring this marvelous new world! I knew that if I kept it up, I would burn out and get sick of SL.
When I (inevitably) started to get tired of SL, and couldn't think of anything to do, I cut back on the hours I was spending in SL, and paid more attention to the things that interested me in RL.
I have, from time to time since then, noticed myself spending too much time in SL. When that happens, I take a little bit of time off, or just cut back my hours for a while. So far, I've always come back to SL, and always found it more enjoyable and interesting than it had seemed before.
Posted by
J
at
7:28 PM
Labels: not-a-meme 0 comments
The question for consideration this round:
Have you ever burned out on Second Life?
By "burn out", I mean "experience fatigue, frustration, or apathy resulting from prolonged stress, overwork, or intense activity."
Basically, have you ever just got sick and tired from too much SL? What happened? How did you deal with it?
I'll post my own response soon.
Posted by
J
at
6:43 PM
Labels: not-a-meme 4 comments
This afternoon at 3PM PST, I'm giving a 1-hour lecture and demo at the Shelter in Swinside! The topic is prim attributes—you know, things like Twist and Taper and Hole Size
Everybody should come at get some learnin' in their brains about prim attributes! I offer my knowledges to you for free!
And then you should stick around after the class, because at 4:30PM is the überfun Building Shelter contest, hosted by our favorite commodity, Coal Nelson! With the power of prim attributes unleashed, you can be sure that there will be some cool builds today!
P.S. I'm going to try to think up a Not-A-Meme challenge for folks today. Stay tuned!
Posted by
J
at
2:23 PM
Mera poses the challenge: Tell us what you like most about Second Life.
Dolmere wrote in his response to the challenge:
I still remember Mera exclaiming something like "I love this place. It's good to know that the skills I have spent my life learning are appreciated somewhere".That reflects much of the appeal of Second Life to me: the sense of efficacy and satisfaction that I derive from it. The things that I love are things that matter in Second Life. And I love what things matter in Second Life.
Posted by
J
at
12:28 AM
Labels: musings, not-a-meme 2 comments
Mera demands: Tell us what you like most about Second Life.
Oooh, that's a toughie. Well, after thinking it over for a while, I decided that what I like most about Second Life is...
TEH BLING, BABY!. AWWWW YAEH!!!1
TEH PEOAPLE, BAYBEE!. AWWWW YAEH!!!!!!11!1
Posted by
J
at
11:27 PM
Labels: not-a-meme, silly 1 comments
If I were to name two locations in Second Life to show a new Resident, what would they be?
Well, if I'm going to be giving a newbie the ultra-premium tour de luxe of Second Life, that newbie is probably a clever one, bursting with raw creative will!! I want to expose that Resident to the amazing possibilities in Second Life, and get them started on the path to supreme excellence!
First stop: Jopsy Pendragon's Particle Laboratory!
Posted by
J
at
9:11 PM
Labels: not-a-meme 1 comments
What a super idea! I've got the YAYZERAMA HANDS too now!!
Features like this (and other cool things, too!) could be added to the viewer client, 'specially now that it's open source, but so many features require just a little bit of help from the server to do it properly.
For example, right now there's no good way for the sim to remember "This prim has a saturation of 0.5 on all its sides" and tell that to everybody that comes by, so there isn't any way to share the desaturated goodness with anyone else! (Maybe you could store some cryptic data in the prim's name or description for other special viewers to notice, but that would be a dirty, dirty hack. Yuck!)
Sure, we could tug on the Linden programmers' shirt tails every time there's a new client-side feature we'd like the sim to store a little bit of data for. But, even if they were just twiddling their thumbs all day and waiting for something to do, there would never be enough time to add something for every feature that someone thinks up. (Plus they'd have to do a grid-wide update every 15 minutes.)
A better way would be to give each prim a little pocket where it can hold some arbitrary data to give to viewers that see it. There would be a hard limit on the size of the data (maybe 1k, or 5k), and it would be completely up to the viewer software to decide what to do with it. And of course, scripts would have to be able to read and write this data!
Ideally, objects and prims in SL should be sent as XML, kinda like this:
<primitiveThen the scripts could do something like this:
name="My Awesome Prim"
description="The best prim ever made."
shape="torus"
texture_uuid="top: [uuid], bottom: [uuid]"
contents="[first_item_uuid], [second_item_uuid]"
size="8m 2m 2m"
skew="80%"
awesomeness="23.5" />
if( llGetAttribute( "shape" ) == "torus" )Or if we had a decent scripting language, like ruby, it would be like this:
{
llSetAttribute( "awesomeness", "infinity" );
}
if self.shape == "torus"And if you had a special viewer client that was programmed to understand the "awesomeness" attribute, the client could do something cool like write "This prim is so awesome!!" on your screen with a big squiggly arrow pointing to it.
self.awesomeness = "infinity"
end
Posted by
Jacek
at
5:55 PM
Labels: feature, ossviewer 1 comments
Another post? It's like a post overload!
I've set up a local subversion (svn) repository to manage the viewer source code as I make revisions, allowing me to easily save old versions, view what I've changed, and revert to the older version if something bad happens. It's not accessible over the internet (at least not yet), which means that it is of very limited usefulness to other people. But hey, I know how fun it is to read about what other people are doing that doesn't really affect me personally, so now my readers (I think I have some of those? Maybe I'm thinking of lemurs.) can enjoy the same luxury.
Here's the plan for repository layout:
Posted by
J
at
11:02 PM
Labels: ossviewer 1 comments
Not to toot my own horn in public, but one of my images for the UI Abstraction Photo Contest won first prize! I thought that was pretty neat. It was this one:
Posted by
J
at
6:51 PM
Labels: art 2 comments
You know that really loud and annoying typing sound? The one that plays whenever anybody starts to chat? The one that used to ruin in-world live music events? The one you muted all sound effects to get rid of?
Yeah, you know the one. Well guess what: you can replace it with the sound effect of your choice, or just get rid of it entirely. You don't even have to change any code in the viewer source; we could have done this all along. (Which really rubs salt in the wound, doesn't it?)
Here's how:
<!--Sound file for starting to type a chat message (uuid for sound asset)-->This only changes what you hear from your own client, which means everyone else will hear whatever they set. And best of all, you won't hear typing from other avatars, either! Now that's music to my ears!
<UISndTyping value=""/>
Posted by
J
at
5:03 PM
Labels: howto 0 comments
Minor news bulletin: I compiled the latest viewer source and successfully connected to the grid today. I'm not sure exactly why it worked this time, but there are a few major possibilities:
Posted by
J
at
4:58 PM
Labels: ossviewer 0 comments
You may have read about the next contest at the Photography Studio in Grignano. I've submitted two images to the contest, which you can view below!
Both entries are based on a set of snapshots I did of one scene; every snapshot in the set was of the same scene from the same angle, but with different settings. The stark difference between the images below is the product of experimenting with how the many snapshots were layered and combined. The series is entitled "Welcome".
Click each image to view a larger size.
Posted by
J
at
5:23 PM
Labels: art 2 comments
I've compiled the vanilla viewer 3 times so far, twice as "release" and once as "releasefordownload". I've also connected to the Grid (Agni) several times, but each time the connection was apparently interrupted or died or was deauthorized soon after log-in.
Movement, teleportation, profile viewing, map viewing, and who knows what else were non-operational. The Friends list seemed to work, and I tried to send a couple IMs to my online friends, but they were not received. L$ balance was blank, and some menu options were disabled (specifically "Appearance" and "Upload ____"). My avatar was invisible except for a few attachments attachments, and no in-world objects were visible. The terrain was visible, however.
There were several varieties of suspicious/interesting messages which flooded the console at various times.
The first variety looked like this:
I think it is reporting on the download and decoding of texture files from jpeg2000 format. Some time after the log-in process began, an increasing amount show up like this:[INFO] tile 1 of 1
[INFO] - tiers-1 took 1.032843 s
[INFO] - dwt took 2.815572 s
[INFO] - tile decoded in 4.792272 s
If I try to move or fly, I get messages like this:[INFO] tile 1 of 1
[ERROR] tcd_decode: incomplete bistream
[INFO] - tiers-1 took 0.117982 s
[INFO] - dwt took 0.406939 s
[INFO] - tile decoded in 0.736888 s
[ERROR] read error
If I try other things, I get the same message, but with "AgentUpdate" replaced with other message names, like "ViewerEffect" or "TeleportLandmarkRequest" or "AgentPause" or "LogoutRequest".2007-01-11T23:22:44Z WARNING: sendMessage - Trying to send AgentUpdate on unknown circuit 72.5.13.29:13004
On the plus side: except for not being able to log in or do much of anything, it works great! ...2007-01-13T23:04:01Z INFO: START MESSAGE LOG SUMMARY
2007-01-13T23:04:01Z Run time: 591.330 seconds
2007-01-13T23:04:01Z Incoming:
2007-01-13T23:04:01Z Total bytes received: 78004 ( 1.06 kbits per second)
2007-01-13T23:04:01Z Total packets received: 403 ( 0.68 packets per second)
2007-01-13T23:04:01Z Average packet size: 194 bytes
2007-01-13T23:04:01Z Total reliable packets: 24 ( 5.94%)
2007-01-13T23:04:01Z Total compressed packets: 71 (17.57%)
2007-01-13T23:04:01Z Total compression savings: 8097 bytes
2007-01-13T23:04:01Z Avg comp packet savings: 112 ( 1.38 : 1)
2007-01-13T23:04:01Z Avg overall comp savings: 20 ( 1.10 : 1)
2007-01-13T23:04:01Z
2007-01-13T23:04:01Z Outgoing:
2007-01-13T23:04:01Z Total bytes sent: 2000 ( 0.03 kbits per second)
2007-01-13T23:04:01Z Total packets sent: 437 ( 0.74 packets per second)
2007-01-13T23:04:01Z Average packet size: 5 bytes
2007-01-13T23:04:01Z Total reliable packets: 71 (16.21%)
2007-01-13T23:04:01Z Total compressed packets: 14 ( 3.20%)
2007-01-13T23:04:01Z Total compression savings: 244 bytes
2007-01-13T23:04:01Z Avg comp packet savings: 16 ( 1.22 : 1)
2007-01-13T23:04:01Z Avg overall comp savings: 0 ( 1.12 : 1)
2007-01-13T23:04:01Z
2007-01-13T23:04:01Z SendPacket failures: 0
2007-01-13T23:04:01Z Dropped packets: 10
2007-01-13T23:04:01Z Resent packets: 34
2007-01-13T23:04:01Z Failed reliable resends: 42
2007-01-13T23:04:01Z Off-circuit rejected packets: 267
2007-01-13T23:04:01Z On-circuit invalid packets: 0
2007-01-13T23:04:01Z
2007-01-13T23:04:01Z Decoding:
2007-01-13T23:04:01Z Message Count Time Max Avg
2007-01-13T23:04:01Z END MESSAGE LOG SUMMARY
Posted by
J
at
5:13 PM
Labels: ossviewer 1 comments
Just brainstorming features (large and small) that would be both possible and desirable to add to the Second Life viewer client. Things which would require server changes don't fit here, only things which can be accomplished by changing the client only. I'm also focusing only on new features for this post; I might make another post of bugs that should be fixed.
Posted by
J
at
7:42 PM
Labels: feature, ossviewer 2 comments
I've dived head-first into the client source code. For the moment, I'm just orienting myself, poking my head around to see what goes where, building up a mental map of how the pieces fit.
An obvious next step is to attempt a compile of the viewer as-provided, before making any changes. That way, if something doesn't work, I will know that at least it used to work, so something I did broke it.
I'm also familiarizing myself with Linden Lab's issue tracker, wiki, mailing list, etc.—all the new stuff that appeared. I'll probably see if there are any little bugs in the issue tracker that I can fix.
In the meantime, I'm noting areas of the source code that interest me, so that I can focus and specialize in them. At the moment, improving the user interface seems to be where I get my kicks. The things I noted in my exploration of XUI as being impossible without access to the source code are now, of course, possible.
Lots of new toys to play with.
Posted by
J
at
7:11 PM
Labels: ossviewer 1 comments
This is quite simply the most important SL news ever. Don't I seem excited? Well, I am. You could say I am cautiously optimistic.
Linden Lab has put a lot of thought and planning into this move, as evidenced by the info-laden open source page and new wiki. I can only hope they know what they are doing.
Yes, part of me worries about the negative effects we will almost certainly see in the near future. This has the potential to be much worse than the CopyBot scare, and with good reason—this turns the Grid upside-down. The assumptions that had been in place are now defenestrated, and business models will have to adapt, and adapt fast. Except for scripters and sex workers, there is no SL market I can think of that will not have to fundamentally rearrange itself.
Honestly, Linden Lab should have given an announcement several days prior to the source code release, to give time for preparation. I would not be surprised if many content providers close down temporarily, until they decide what to do.
We will probably see theft and panic. Temporary economic instability. But people will adapt. New business models will emerge. And most importantly, new tools will be created to improve Second Life.
Let's have hope for the future. The next few days will be rough as vendors panic, but things will calm down. Later, probably within a week, some new tool will be released to exploit some security hole, and more people will panic. But things will calm down again.
And then we'll see some really neat stuff. The kind of stuff that restores your faith in humanity.
That's how I see it, anyway. Time will tell.
Posted by
J
at
4:49 PM
Labels: ossviewer 1 comments
Jacek has a background in the fine arts, graphic design, 3d computer animation, and computer programming—and a curiosity in just about every other area known to mankind.