Monday, 8 February 2010
Blue Mars - New Features on the Horizon
Today the Avatar Reality Community Director, Glenn Sanders announced the current roadmap for Blue Mars. He said:
Rock
Many of our community members have requested new features and improvements to Blue Mars. We listen closely to your concrete suggestions. Then we incorporate as many of your ideas as possible and feasible in our roadmap strategy. In addition to suggestions from the community, we are planning a multitude of other enhancements to Blue Mars. Here's a sneak preview of a few of the items we are planning.
UI Improvements:
- Expanded Preferences for chat,
- Enhanced camera movement and controls
- Improved avatar movement
- Avatar name will be displayed above the avatar head.
- Right-click shows Avatar Name and UserID.
- Move the camera control icon out to the menu tray
Communications:
- Clickable hyperlinks in the Chat box
- Select and copiable text in the Chat box
- IM - instant messaging
Avatar Customization:
- New, improved avatar meshes
- Avatar Masks (new face shape and face skin for your avatar)
- Avatar Physiques (new body and face shape and skin for your avatar)
- Cloth editor: edit and upload Hair as an item for sale.
- Avatar tongue model/setup
- Mask and Physique editor
- Avatar attachments and animation rigs
- Animation workflow documentation
- More sliders for the Face Customization UI
Development Tools:
- Avatar Editor:
- Import custom avatar shapes and skins
- Test the imported mesh with standard animations and clothing
- Create displacement morphs (compared to the original mesh shape)Create normals for your custom mesh
- Export your mesh and skin as an item for upload and for sale.
- Allow JPG to be used for a texture to create items (the editors automatically convert it for you)
Places Browser, Downloads:
- Crash management for the Places Browser
- Download Manager for the Places Browser
- Download Manager with background download, notification, and City version checker
- Improved download and streaming of some items.
Developer MyPage:
- Expanded Real Estate Page
- Expanded dev MyPage with:
- Billing history
- Remember login email
- Commands to manage tenants
- Expanded Real Estate page:
- Check files
- Improved dev SDK installer with AR and NEWCO becoming optional installs
- Upload Block, shop, and items for sale.
Expanded User Mypage
- user MyPage with:
- BLU balance display
- Enhanced Friends List
- Messaging
Content, Residences:
- New City updates with a shops where you can purchase items.
- Residences, and residence management
Things are looking very good indeed.
Diary: 8th February 2010
Second Life to Close their Forums Today
Linden Labs have announced that their forums are due to be discontinued after the 8th February, despite howls of protest from the forum regulars.
The announcement was as follows:
The most active part of the forums, Resident Answers, has been replaced by a section of the Linden Blog, Second Life Answers. However, this is no substitute for Resident Answers as the Linden Blog makes it clear:
So, no discussions or conversation allowed in the replacement. Hmmm, and this after Linden Labs appointed their new Communications Manager, Wallace Linden, on the 14th January (although Wallace admitted my job is actually in the marketing department, not the community department). Of course, pointing people to Resident Answers will need to be amended, as after today there will be no Second Life Forums. Blue Linden made it even clearer:
So, where will the Resident Answers crowd move to? A recent poll gave these results:
The majority (apart from those who are having pie) appear to be headed to the SLU forum, run by Cristiano, with other sizeable chunks headed for slapt.me and secondcitizen. Although I think they will all eventually migrate to SLU, as slapt.me currently has only 26 topics in their Resident Answers section, and seems to be very lightly used, while secondcitizen has a horrible orange color scheme, which no-one in their right mind (and yes, I know, we are talking about the Resident Answers crowd here) could possibly put up with for more than a day or two.
Following the removal of all adult content to the Adult Continent, Zindra, and now the closure of the Forums, I think we can all see which direction Second Life is being steered in, and unfortunately the destination does not appear to include a large proportion of the current user base.
Rock
Linden Labs have announced that their forums are due to be discontinued after the 8th February, despite howls of protest from the forum regulars.
The announcement was as follows:
On Tuesday, February 9th we're transitioning our forums, from the vBulletin software we've been running for years to the integrated Clearspace software which can currently be found at http://blogs.secondlife.com. This transition will mean that new forum channels will be opened on Clearspace and the vBulletin forums will be closed and archived. We understand that the forum community might feel some angst during this transition, but hope that you will understand the necessity and advantages of such a move
The most active part of the forums, Resident Answers, has been replaced by a section of the Linden Blog, Second Life Answers. However, this is no substitute for Resident Answers as the Linden Blog makes it clear:
Second Life Answers is a basic question and answer style area. If your topic is really a discussion or conversation please feel free to go to the Second Life Forums and start a thread so the community can join in!
So, no discussions or conversation allowed in the replacement. Hmmm, and this after Linden Labs appointed their new Communications Manager, Wallace Linden, on the 14th January (although Wallace admitted my job is actually in the marketing department, not the community department). Of course, pointing people to Resident Answers will need to be amended, as after today there will be no Second Life Forums. Blue Linden made it even clearer:
We realise that some people just want the old forum software back. Unfortunately, that's not an option. We're not looking to replicate the old forum experience; we're looking to make something better, something that suits both existing community members and new ones, and we hope you'll join us in this effort by reporting bugs and making feature suggestions.
So, where will the Resident Answers crowd move to? A recent poll gave these results:
The majority (apart from those who are having pie) appear to be headed to the SLU forum, run by Cristiano, with other sizeable chunks headed for slapt.me and secondcitizen. Although I think they will all eventually migrate to SLU, as slapt.me currently has only 26 topics in their Resident Answers section, and seems to be very lightly used, while secondcitizen has a horrible orange color scheme, which no-one in their right mind (and yes, I know, we are talking about the Resident Answers crowd here) could possibly put up with for more than a day or two.
Following the removal of all adult content to the Adult Continent, Zindra, and now the closure of the Forums, I think we can all see which direction Second Life is being steered in, and unfortunately the destination does not appear to include a large proportion of the current user base.
Rock
Sunday, 7 February 2010
Digital DNA
Beautiful rainbow over the falls
One of the new cities added to the Blue Mars portfolio last week was Digital DNA, created by Angela Talamasca. This is the first city in Blue Mars to use the Voxel-created cave system in the terrain, and the first to use rainbows.
Intrigued by both its beauty and its unusual name I managed to catch up with Angela using Avatars United, to find out more about her first offering.
Interview with Angela Talamasca
Q. Can you tell me a little bit about yourself, were you in other virtual worlds before Blue Mars?
I have worked in the technology industry for three decades and have been following the development of virtual worlds for years [Angela's background is in Electrical/Electronic engineering, chip design, and crime scene analysis!]. My passion is artifical intelligence. Some years ago, I wrote a conversational AI that was debuted in dot net, but I was unhappy with the outcome, because it wasn't really intelligent. So, I ended up returning to school to study psychology and how we learn. AI is still definitely my primary focus but I am having fun playing catch up where graphics are concerned.
Beach scene made more realistic by the use of natural birds
Q. Do you have any Crysis Sandbox experience, or did you learn the Blue Mars editors from scratch?
I have no experience with cryengine. In fact, the first time I had actually heard of Cryengine was from the Blue Mars announcement, as I am not an FPS gamer. The short answer? Yes, I am definitely learning the Blue Mars editors from scratch.
Q. Was it all trial and error, or did you get any help from any of the other devs in Blue Mars?
This build was a mix of trial and error, lots of Google searches, watching "how to" Youtube videos, and of course, lots of help from the other Blue Mars developers.
Q. What do you think about the current level of tools and documentation for the Blue Mars editors?
I have mixed feelings about the tools. However it is important to recall, my background is on the hardware / coding side, as opposed to graphics. That being said, the tools are not intuitive for beginners and the lack of documentation is horrendous. The latter would be, by far, my biggest gripe. In that I end up spending a huge amount of time that could be better used for the build.
Q. Where did you get your idea from for Digital DNA? And how did you arrive at the name?
I would love to give you a catchy reason but in honesty, I chose it due to the real life crime scene recreations I was doing in SL, and it sort of stuck. [And the fireflies?] I created the fireflies because I kept getting lost. [What? In your own city?] Sad to say, yes. The fireflies were like a sort of Hansel and Gretel crumb idea so I wouldn't get lost so often. But don't pass on that tip! [Yeah, right :)]
There must be more to this toadstool than meets the eye...
Q. How long did the work take you from starting out with Digital DNA to get it ready for upload?
About a month. I downloaded the tools on the 18th of December and submitted the build on the 18th of January.
Q. Have you been surprised by all the positive feedback you have received?
In a way, yes. Simply because there's not really much to do. Nothing interactive, etcetera. And, in a way, no. While it is far from perfect at this point, I am very pleased with the way it is shaping up.
Q. What are the three most important things you would like to see introduced into the Blue Mars client?
Only three? [chuckle].
Okay, I would say avatar modification would be at the top of the list. Or at the very least, more choices. The very first thing people want to do when they enter a virtual world is to change their appearance.
Second in line would be search. I have friends who are using Blue Mars but unless I am here at the same time they are, there is no way to friend them, or to find them, much less keep in contact with them via this platform.
Which brings up the third thing. Communication. Open, friend, and group chats that extend beyond a single city. As well as logging and instant messaging. Voice would be great too, at some point.
Q. And the three most important things missing from the SDK?
Definitely a TOD trigger for the flowgraph editor, which comes standard with the Crysis cryengine.
There are also a number of items they provide in the basic sandbox that are missing textures. So, I would say they should either get rid of them, or provide the textures.
And finally, but certainly not least, is documentation. In fact, the lack documentation is by far the biggest frustration I have with respect to learning these tools. And while the Crymod portal has a variety of documents, tips, and even tutorial videos, those do not always apply to the Blue Mars implementation of that product.
Amazingly realistic cave system created with Voxels
Q. What are your future plans for Digital DNA?
I am really not sure yet, though it will have something to do with solving puzzles. Currently you really need to be able to fly to take in all of Digital DNA, but I am not just going to give that ability away, it will have to be earned! [can't wait!]
Thanks very much Angela
You're welcome : )
Saturday, 6 February 2010
VAT Raises Its Ugly Head Again
For those of you who have managed to read back to my very first blog post back in April 2008, you will know that the beginning of the end for me (commercially) in SL was when Linden Labs imposed VAT on its European customers, and although this was not the fault of Linden Labs, in the first instance, they did not handle the VAT issue, or their announcements, very well at all.
Background
It all started back in 2002 when the EU issued Council Directive 2002/38/EC, whose summary states:
This Directive was later amended by Council Directive 2006/138/EC of the 19th December 2006.
Basically a complaint had made by a European ISP that competing companies from the US, such as AOL, were not charging VAT to European customers for their electronically-supplied services, while European-based companies were having to charge VAT, and they wanted a level-playing field. The response from the EU was, via the above Directives, to require all companies based outside of the EU to gather VAT from their European-based customers, and remit the collected VAT back to Europe.
Linden Labs and the VAT Fiasco
The main problem with Linden Labs was not so much the Council Directive, which they had no control over, but rather their handling of it.
On the 27th Septemember 2007 Linden Labs informed their European customers by email that VAT would assessed from that date onwards, and would apply to:
So basically Linden Labs were aware of these EU regulations, had decided to absorb the VAT cost for their European customers to maintain a level-playing field for all residents engaged in commerce within SL, then one morning decided not to absorb them anymore. Of course, all the European residents who had been purchasing regions prior to this email announcement felt justly aggrieved, and many expressed sentiments in the SL forums that they would not have made these purchases had they known that Linden Labs had been absorbing VAT and might, at any time, rescind that policy and pass the costs onto their European customers.
Linden Labs should have informed their European customers as soon as Linden Labs was aware that VAT charges needed to be applied, and VAT payments from Linden Labs back to Europe needed to be paid, and should have made clear to residents THEN what their policy was going to be.
Aftermath and Sad Stories
Many Europeans pulled out of the Second Life land market. It was just too much to pay 19% more than a competing US-based land baron and compete on rental prices to prospective tenants.
Others formed partnerships and agreements with US-based friends, and transferred their land holdings to them, as they did not need to levy the VAT. This was good news for Linden Labs, as they received $100 for all transfers of land ownership, and there was less VAT accounting to be done.
However, horror stories began to emerge, and a particular one caught my eye today in the SLU forum.
Basically, Ciprian_Newall claims that he lost US$20,000 by transferring regions to a chap called Darwin Tomsen, (for the purpose of mitigating the VAT exposure) only for Darwin to sell 'Ciprian's' regions and not pay over any of the money! (However, see the Comments for a counter-statement).
The thread makes for quite interesting reading.
So what now for Blue Mars and other US Virtual Worlds?
The question now is what will be the policy of Avatar Reality (Blue Mars) and other Virtual Worlds run by companies outside of the EU regarding VAT charges on their European customers? Should they absorb it as LL did initially, or charge it from the outset and risk losing European customers who just cannot compete commercially within their virtual economies?
Currently, the Blue Mars Terms of Service state, in Section 7.1, Fees:
'applicable taxes' = VAT?
I hope Avatar Reality handles this issue in a more open and pragmatic way than Linden Labs, and see if they are able to absorb the VAT charges, when setting the post-pioneer prices, and enable all Blue Mars residents to compete equally within the virtual economy.
Rock
Background
It all started back in 2002 when the EU issued Council Directive 2002/38/EC, whose summary states:
The objective of this Directive is to create a level playing field for European Union (EU) businesses with regard to the indirect taxation of electronic commerce.
This Directive was later amended by Council Directive 2006/138/EC of the 19th December 2006.
Basically a complaint had made by a European ISP that competing companies from the US, such as AOL, were not charging VAT to European customers for their electronically-supplied services, while European-based companies were having to charge VAT, and they wanted a level-playing field. The response from the EU was, via the above Directives, to require all companies based outside of the EU to gather VAT from their European-based customers, and remit the collected VAT back to Europe.
Linden Labs and the VAT Fiasco
The main problem with Linden Labs was not so much the Council Directive, which they had no control over, but rather their handling of it.
On the 27th Septemember 2007 Linden Labs informed their European customers by email that VAT would assessed from that date onwards, and would apply to:
- Premium account registration
- Purchases from the Land Store
- Land use fees (tier)
- Private Region fees
- Land auctions
- LindeX transaction fees
So basically Linden Labs were aware of these EU regulations, had decided to absorb the VAT cost for their European customers to maintain a level-playing field for all residents engaged in commerce within SL, then one morning decided not to absorb them anymore. Of course, all the European residents who had been purchasing regions prior to this email announcement felt justly aggrieved, and many expressed sentiments in the SL forums that they would not have made these purchases had they known that Linden Labs had been absorbing VAT and might, at any time, rescind that policy and pass the costs onto their European customers.
Linden Labs should have informed their European customers as soon as Linden Labs was aware that VAT charges needed to be applied, and VAT payments from Linden Labs back to Europe needed to be paid, and should have made clear to residents THEN what their policy was going to be.
Aftermath and Sad Stories
Many Europeans pulled out of the Second Life land market. It was just too much to pay 19% more than a competing US-based land baron and compete on rental prices to prospective tenants.
Others formed partnerships and agreements with US-based friends, and transferred their land holdings to them, as they did not need to levy the VAT. This was good news for Linden Labs, as they received $100 for all transfers of land ownership, and there was less VAT accounting to be done.
However, horror stories began to emerge, and a particular one caught my eye today in the SLU forum.
Basically, Ciprian_Newall claims that he lost US$20,000 by transferring regions to a chap called Darwin Tomsen, (for the purpose of mitigating the VAT exposure) only for Darwin to sell 'Ciprian's' regions and not pay over any of the money! (However, see the Comments for a counter-statement).
The thread makes for quite interesting reading.
So what now for Blue Mars and other US Virtual Worlds?
The question now is what will be the policy of Avatar Reality (Blue Mars) and other Virtual Worlds run by companies outside of the EU regarding VAT charges on their European customers? Should they absorb it as LL did initially, or charge it from the outset and risk losing European customers who just cannot compete commercially within their virtual economies?
Currently, the Blue Mars Terms of Service state, in Section 7.1, Fees:
You agree to pay all fees or charges incurred by your Account, including applicable taxes, in accordance with these Terms of Service and the billing terms that are in effect at the time that the fee or charge becomes payable.
'applicable taxes' = VAT?
I hope Avatar Reality handles this issue in a more open and pragmatic way than Linden Labs, and see if they are able to absorb the VAT charges, when setting the post-pioneer prices, and enable all Blue Mars residents to compete equally within the virtual economy.
Rock
Thursday, 4 February 2010
Free Metaverse vs Patented Monopoly
I have been reading a recent article from Deva Canto, an Opensim dev, on her blog in which she makes a plea to developers who build on top of the Opensim platform not to patent their code or it will hinder the continued development of Opensim. She gives a warning too to those who take the open source code which a dedicated core of developers have been working on for a long time and use it for their own business ends and, while contributing nothing back, actually threaten the prospect of a free Metaverse.
She goes on to say,
We are seeing a growing number of grids based on Opensim who's developers take full advantage of the freely available source code. The core developers of Opensim have from the beginning had the goal of building the infrastructure of a free Metaverse for the benefit of private, educational and business interests alike. Everyone owns it. It is the virtual air we breath and just like polluters, there are people that would strangle the baby at birth for the sake of personal gain.
The dream is very clear; a Metaverse of immersive interconnected virtual worlds. Not walled-up monopolies like Second Life or the twenty or so other contenders for the virtual market. The aim is to have lots of small and large grids sharing a common resource on which to build a rich and diverse virtual super grid. Users will be able to grid-hop as easy as teleporting from one sim to another. The hope is for Common standards and methods to arise for names registering, search, money and copyright protection. The users will be able to hold their own property and wear it and use it where ever they go. All this is threatened by those who are effectively stealing and damaging what belongs to everyone.
Deva warns,
Not withstanding all this however, Opensim enjoys substantial, and growing support, and there are many new grids emerging built by people that heard the message given long ago by Linden Labs; A virtual world built by the residents and for the residents. OpenSim is not a walled garden. It is open and free and it will cost the individual a lot less to build and express their creativity. Those wannabe Grid Barons will only ever make it more restrictive and expensive for everyone and that's the author's opinion.
Gaga Gracious
She goes on to say,
one of two things will happen: either (1) what you patent is so important that it will be critically missing from the common infrastructure because of your patent, therefore the infrastructure will never happen; or (2) what you patent can be done in a different way, in which case that other way will make it to the common infrastructure, and your patent-based business will miss the point.
We are seeing a growing number of grids based on Opensim who's developers take full advantage of the freely available source code. The core developers of Opensim have from the beginning had the goal of building the infrastructure of a free Metaverse for the benefit of private, educational and business interests alike. Everyone owns it. It is the virtual air we breath and just like polluters, there are people that would strangle the baby at birth for the sake of personal gain.
The dream is very clear; a Metaverse of immersive interconnected virtual worlds. Not walled-up monopolies like Second Life or the twenty or so other contenders for the virtual market. The aim is to have lots of small and large grids sharing a common resource on which to build a rich and diverse virtual super grid. Users will be able to grid-hop as easy as teleporting from one sim to another. The hope is for Common standards and methods to arise for names registering, search, money and copyright protection. The users will be able to hold their own property and wear it and use it where ever they go. All this is threatened by those who are effectively stealing and damaging what belongs to everyone.
Deva warns,
you won't gain any friends among some of us core developers (me, at least). You're putting the whole effort in jeopardy. I can guarantee you that if something you patent is critical, I won't stop until I find another way of doing it that doesn't step over your patent.
Not withstanding all this however, Opensim enjoys substantial, and growing support, and there are many new grids emerging built by people that heard the message given long ago by Linden Labs; A virtual world built by the residents and for the residents. OpenSim is not a walled garden. It is open and free and it will cost the individual a lot less to build and express their creativity. Those wannabe Grid Barons will only ever make it more restrictive and expensive for everyone and that's the author's opinion.
Gaga Gracious
Wednesday, 3 February 2010
Latest Blue Mars Updates
Software Development Kit
The Blue Mars SDK has been updated,
Developer Blue Mars Client
A new update has been released for the Blue Mars Client, giving access to two new cities:


Rock
The Blue Mars SDK has been updated,
Developer Blue Mars Client
- Places Browser features have been brought up to date to synchronize with the current release of the non-developer Blue Mars client.
- Several changes and additions to the UI, avatar name display, and preferences are in place. These changes may be integrated into the non-developer Blue Mars client in a future update.
- Stability fixes.
- Bottom toolbar layout has been fixed for 32bit version of Windows 7. Other versions of Windows (including the 64bit version of Windows 7) were unaffected by this bug so you would not notice any changes.
- "Check Item/Cloth/City/etc in Blue Mars" menu item will now launch Blue Mars in a private mode. You will not be able to see other people logged into Blue Mars, nor will others be able to see you.
- ItemData.zip now use an improved compression method for reduced file size, to deal with the new 512KB upload size limit.
- Fixed a lighting bug which caused indoor light (Alt + 4) to survive the "File -> New" command
- Various bug and stability fixes
- Removed the geom path string from ARChair entity, in order to allow uploading of furniture items
- Now allows you to fill in the "input.dae" field on loading of existing cloth, even if the
input.dae file does not exist. This makes it easier to load, test and modify existing
cloth items. Also, set the "Step-by-step" flag to true, for the same purpose - less
clicks to attach and test existing cloth. - Cloth Editor can now correctly recognize pre-made non-cloth items, such as shoes.
- When creating a new city, you now have the option of creating a city from a template, as opposed to creating one completely from scratch. Please see the Wiki for details about this feature.
- Lua scripts now run inside a sandbox environment for security. This may have an effect on your current scripts. The complete description of the new restrictions in place can be found in the Wiki. Please contact us if you were relying on any of the removed functionality, so that we can come up with a way to make the feature available to you in a safe manner.
- The number of errors and warning messages in the sample data has been reduced. Our plan is to bring the startup errors/warnings to zero, and keep it that way in the future.
- Beach City
- Small Islands
- Taki (waterfall island)
- Golf Course 1
- Golf
- Preview (the old welcome area)
- Welcome Area (the new welcome area)
- Face Customisation
- Viewer (not sure about this, looks more like an item editor)
A new update has been released for the Blue Mars Client, giving access to two new cities:
Digital DNA
Dragon City
- 'NoTexture' in the edge of the Welcome Area is fixed.
- City installer recovers better from crashes and other unexpected terminations.
- Blank screen when trying to log back in after a crash has been fixed.
- Build information in the window title bar now says "client build" instead of "player build"
- Various stability fixes, particularly with the Flash UI overlay
Rock
Monday, 1 February 2010
Diary: 1st February 2010
Blue Mars Introduces the Script Center
On the 29th January Blue Mars introduced the Script Center.

The Center includes (so far):
Just Ignore and Let This one Die
Last week the the most incredible thread in the history of forum threads passed an unbelievable milestone. The eponymous and self-defeating thread, entitled 'Just Ignore and Let This one Die', passed the 100,000 posts mark in the Second Life Resident Answers forum. This thread covered every known aspect of Second Life, Real Life, Nostalgic Life, and every other type of Life imaginable.
The honour of the 100,000th post went to Gabriele Graves, with the inspiring "Lol, almost!" contribution. Our hearts should really go out to Maureen Boccaccio who thought she had it, and posted a nice graphic proclaiming the same, but was 1 early at the 99,999th position.
This thread has been viewed 911,239 times up to today, so there is another milestone coming with the 1,000,000th view. There should be a prize for that!
Correction
It has been pointed out by Maureen Boccaccio in the Comments to this Diary entry, that due to some posts in the thread being deleted the person that is currently at the 100,000th position was NOT the first to get there. That honour goes to Brann Georgia, and here is a screenshot capturing the event.
Avatars Disunited
Following the news earlier last week that Linden Labs had acquired the Facebook for Avatars, Avatars United, we were saddened to learn that within 24 hours of the announcement of the acquisition the new service began to break, with lost accounts, and people receiving emails intended for someone else. Didn't take The Lab long to break it, did it? :)
Sun withdraws Support from Project Wonderland
On January 27, 2010, Oracle announced that it had finalized its acquisition of Sun Microsystems, Inc. Two days later the first casualty of this acquisition was revealed with news emerging that development resources are no longer being applied to Project Wonderland. A core group of the Wonderland team have vowed to keep the project going, but I am getting my black suit pressed, just in case.
Rock
On the 29th January Blue Mars introduced the Script Center.
The Center includes (so far):
- Introductory Concepts: such as basic script example, Flash Huds, and Action Maps
- Complete Scripts: A Free camera example is provided
- Code Snippets: Lots of useful snippets here to solve common problems
Just Ignore and Let This one Die
Last week the the most incredible thread in the history of forum threads passed an unbelievable milestone. The eponymous and self-defeating thread, entitled 'Just Ignore and Let This one Die', passed the 100,000 posts mark in the Second Life Resident Answers forum. This thread covered every known aspect of Second Life, Real Life, Nostalgic Life, and every other type of Life imaginable.
The honour of the 100,000th post went to Gabriele Graves, with the inspiring "Lol, almost!" contribution. Our hearts should really go out to Maureen Boccaccio who thought she had it, and posted a nice graphic proclaiming the same, but was 1 early at the 99,999th position.
This thread has been viewed 911,239 times up to today, so there is another milestone coming with the 1,000,000th view. There should be a prize for that!
Correction
It has been pointed out by Maureen Boccaccio in the Comments to this Diary entry, that due to some posts in the thread being deleted the person that is currently at the 100,000th position was NOT the first to get there. That honour goes to Brann Georgia, and here is a screenshot capturing the event.
Avatars Disunited
Following the news earlier last week that Linden Labs had acquired the Facebook for Avatars, Avatars United, we were saddened to learn that within 24 hours of the announcement of the acquisition the new service began to break, with lost accounts, and people receiving emails intended for someone else. Didn't take The Lab long to break it, did it? :)
Sun withdraws Support from Project Wonderland
On January 27, 2010, Oracle announced that it had finalized its acquisition of Sun Microsystems, Inc. Two days later the first casualty of this acquisition was revealed with news emerging that development resources are no longer being applied to Project Wonderland. A core group of the Wonderland team have vowed to keep the project going, but I am getting my black suit pressed, just in case.
Rock
Sunday, 31 January 2010
Radegast and the A.L.I.C.E. bot
After meeting Rock in Blue Mars he invited me to write something for his blog so I chose something that has been capturing my interest of late. Radegast.
Radegast is a light weight text client that can connect to Second Life and Opensim grids. I have tried out a number of these clients but this one grabbed my attention because it is rock solid stable, packed with features quite apart from chat handling, and something extra which has proved to be a very useful tool. It has a plugin for the A.L.I.C.E. bot.
I was able to turn an avatar into an AI bot very easily which I thought might be useful on my Second Life sim as a greeter. More especially I wanted to program my bot to help and inform new arrivals. To this end I have to find the AIML files in the Radegast directory on my hard drive and edit them with what I want my bot to say. AIML script is actually a derivative of XML and is not hard to learn. Basically, I need to edit the definitions in the file's paterns (what the user might say) and templates (how the bot might respond). For example:
{category}
{pattern}
{/category}
I have read elsewhere that people have actually used the bot for other purposes and scripted LSL attachments to control the avatar which will be my next task. I would say the bot could do a lot more and certainly I would use it in my Opensim grid when I eventually set one up (maybe). In practice I found the bot can only respond to a visitor if they use the bot's name but if they IM the bot then it will engage in conversation without the name.
Given that Radegast is a light weight with no view of the 3D world, it certainly has more features than any others of this type I have seen. Here is a list:
- Chat (local, IM, group, friends conference and voice in version 1.12)
- Inventory (allows manipulation, deletion of the items, moving them around, sending to other people by dropping item on their profile)
- Ability to wear/take off clothes and attachments from the inventory
- Backup of all scripts and notecards from the inventory
- World map (very fast implementation using Google maps)
- Object finder - list objects nearby, sort them by distance, name, see details
- List of all avatars in a region (radar), and those within 300m in nearby regions
- Movement controls via arrow keys
- Support for activating gestures from the inventory
- Avatar appearance - others using 3D client will see you appear correctly, and will not be able to tell that you're using a text client
- Streaming music
The fact it has a plugins button opens it up to more tools and features. One I suggested on the forums could be an AIML editor so the bot definitions could be worked on directly in the client and tested but I don't expect that to happen anytime soon. I did actually speak to Grant, the creator of MakeAiml, via his forum and he said he was interested in making a plugin and will look into it. MakeAiml can be downloaded from http://makeaiml.aihub.org/tutorials.php. Radegast can also run the Looking Glass viewer from the tools menu if you download it. The client actually provides the chat and all the other features while Looking Glass renders the 3D world using Orge (see review of Orge elsewhere in this blog). Looking Glass is in alpha state and personally I see no use for it. For me Radegast's strong point is the bot which really doesn't need a full view of the world but it is interesting and yet another example of open source creativity in the free Metaverse community.
Images of Looking Glass with Radegast
Gaga Gracious
Saturday, 30 January 2010
New World Grid
After visiting InWorldz and Meta7 I though I might make a habit of calling in on a new grid once a week from now on, and reporting on what I find.
This week, the wanderer arrived at the New World Grid (NWG).
The first thing that struck me when I visited their website was that the site is bilingual, English and French.
NWG is owned by the non-profit organisation, Virtus Association, and the general theme of the grid is artistic and educational. The Virtual University of Edinburgh , VUE, has a region here.
During registration you can choose your avatar's first and last names, and select from one of five pre-made male avatars, or one of six pre-made female avatars. The Hippo viewer is the recommended download, but as I have Hippo already I checked its Grid list and the New World Grid was there.
NWG has no in-world economy, but has terrific freebies available. All the signs and notecards in the Welcome area were bilingual, and had lots of help available. On the day of my visit, 30th January 2010, NWG had 349 regions, 5409 registered accounts, and 630 unique logins over the last 30 days (as reported on the Hippo screen).
The News of the Day was an announcement that they were working on introducing Voice, Hypergrid, and Groups functionality.
When it comes to land in NWG you basically have three choices:
This week, the wanderer arrived at the New World Grid (NWG).
The first thing that struck me when I visited their website was that the site is bilingual, English and French.
NWG is owned by the non-profit organisation, Virtus Association, and the general theme of the grid is artistic and educational. The Virtual University of Edinburgh , VUE, has a region here.
During registration you can choose your avatar's first and last names, and select from one of five pre-made male avatars, or one of six pre-made female avatars. The Hippo viewer is the recommended download, but as I have Hippo already I checked its Grid list and the New World Grid was there.
NWG has no in-world economy, but has terrific freebies available. All the signs and notecards in the Welcome area were bilingual, and had lots of help available. On the day of my visit, 30th January 2010, NWG had 349 regions, 5409 registered accounts, and 630 unique logins over the last 30 days (as reported on the Hippo screen).
The News of the Day was an announcement that they were working on introducing Voice, Hypergrid, and Groups functionality.
When it comes to land in NWG you basically have three choices:
- You can join your own OpenSim regions or grid to the NWG, free of charge.
- You can buy or rent land on the Mainland or centrally hosted Islands, for a fee and tier, but at around 25% of SL prices.
- As much land as you need, centrally hosted, free, if the project fits within the charitable aims of Virtus, i.e. artistic or educational.
The default avatar size, which most people have never calibrated against the grid, makes them used to having an oversized shape, and that, coupled with the camera distance behind the avatars head, means that its actually very difficult to walk round a realistically reproduced dwelling.
I could see what he Christi meant. Rooms in SL are typically 10m x 10m, which is wholely unrealistic. He had a height measuring device there, and when I tried it on it told me that my height was 2.22m or 7ft 3in tall!
Now, for a virtul architect like Christi this posed many problems. He was trying to build an actual replica of Mount Grace, scaled correctly. But when he invited me to see inside a monk's cell I couldn't get in. I was just way too tall. And it was near impossible to look around inside, due to the camera distance behind the avatar.
Of course, Christi could employ fixes, such as making the walls around doorways phantom, so that tall avatars could walk through, and advising all who come to visit to switch to mouselook (first person) mode, so they could view the inside of small rooms. However, to Christi, this is compromising the whole experience, as he wants normally sized avatars to experience the environment and space (or lack of it) that the monks endured.
He asked if it was possible for the grids (and I think he meant by implication, the developers of OpenSim) to provide a standard Ruth height of 5 foot 9 instead of 6 foot 5, or whatever it is.
This could be somewhat problematic, as avatar heights have been oversized for so long now, both in Second Life and in OpenSim-based grids. Buildings, clothes and animations have been created to suit these heights, and many buildings and clothes have been ported from Second Life to the OpenSim-based grids, that it is now too late to introduce a new standard.
I would be interested in hearing other's views on this.
Rock
Friday, 29 January 2010
Linden Labs buys Avatars United
Today (29th January, 2010) M. Linden announced that Linden Labs had acquired Avatars United (AU) from Enemy Unknown AB of Stockholm, Sweden. And who is Avatars United, you might ask?
Think Facebook for inhabitants of 3D games and virtual worlds.
AU was the brainchild of three Swedish friends back in 2007, with Thor Olof Philogene as its CEO. It opened in Beta in early 2008, and two years on it is still in Beta.
Although primarily focussed on gamers AU caught the attention of Linden Labs who see synergy with their virtual world, Second Life.
M. Linden explained Linden labs wish to give Residents new and better ways to connect and share, through features like the following:
- Searchable profiles
- Friend and activity feeds
- Widgets and viral content
- Optional registration and sign-in using credentials from other properties (Facebook, Yahoo!, etc.)
- APIs that enable developers to create widgets, tools, and sites pulling from selected SL data feeds
Avatars United lets you make some of those connections that I'm talking about above. It's a great site. Check it out and add me, T Linden, and others to your friend list. As you do, you'll start to build an activity feed (similar to Facebook or Twitter) that keeps you in closer touch with the people you're connected to in Second Life. This is one of the most exciting things about the acquisition, this ability to reach my friends more easily, with more interesting information (and photos!), and in a more meaningful way. As we go, we'll be adding to these capabilities -- and because Avatars United provides developer APIs, anyone else can add to these capabilites as well.
What is not clear from this acquisition is what is going to happen to the existing members of AU that come from other games, such as World of Warcraft, and other virtual worlds, such as the Opensim-based grids, and Blue Mars.
Stay tuned...
Rock
Thursday, 28 January 2010
Apple Launches the iPad
Steve Jobs, Apple's chief executive finally broke the silence over the long anticipated new product offering from Apple, the iPad.
The incredible new touchscreen device was unveiled at an event in San Francisco.
The new device will cost between $499 and $829 in the US, and fills the gap between smartphones and laptops.
The iPad weighs in at 1.5 pounds for the Wi-Fi model, and 1.6 pounds for the Wi-Fi + 3G model. The size is 242.8mm x 189.7mm and is only 13.4mm thick.
The display is an impressive 1024 x 768 pixels, full touchscreen, and under the hood is a 1GHz Apple A4 custom-designed, high-performance, low-power system-on-a-chip. Memory comes in 16GB, 32GB and 64GB flash drives. The battery life is estimated at 10 hours while surfing the web on Wi-Fi, watching video, or listening to music.
To get an idea of what the iPad's all about, take a look at this video on the Apple Web site, introduced by product designer Jony Ive.
Rock
Tuesday, 26 January 2010
Commercial Virtual World Software: The Top 5
Back in December I looked at opensource/free or nearly free virtual world platforms and software. Since then I have been looking at commercial virtual world software to see what they offer, and how much they cost.
After much experimentation with demo versions I finally came up with my Top 5. I was hard pressed to pick a clear winner, as the feature sets varied somewhat, so I will just list the Top 5, in no particular order.
3DVIA Virtools 5
3DVIA Virtools 5 includes five key components: the Graphical User Interface to develop sophisticated applications by visually assembling objects and behaviors; the Behavior Engine to run interactive applications; the Render Engine to render graphics in real-time; the Virtools Scripting Language to create low-level specific functions without any C++ line; and the SDK to create custom behaviors.
The open-ended architecture of 3DVIA Virtools 5 supports a wide variety of 3D formats. 3D Content Capture plugins support most commonly used DCC software formats (3ds Max®, Maya®, XSI®, Lightwave®, Collada®) for importing/exporting 3D XML files, making real-time 3D technology easily available.
3DVIA Virtools 5 allows users to imagine, share and experience highly interactive 3D content. 3DVIA Virtools 5 Platform enables easy development of virtual experiences such as driving, shopping, product use, maintenance and marketing tests.
3DVIA Virtools 5 also extends the range of target environments for deploying 3D experiences: MicrosoftTM Windows® and AppleTM MacOS® computers, Wii and Xbox 360 game consoles, Intranets via Office and XE Players, Internet via the 3DVIA player, as well as immersive environments via the VR Library.
This broad scope highlights the diversity of potential deployment options and provides a large range of communities with a powerful solution to create andexperience life content.
Pricing is not generally published, and is only available on request, however I read in a forum that the cost was somewhere around $9000 plus over $3000 per year for subscription, but a free trial was available.
Download the 3DVIA Virtools 5 datasheet here.
Vizard
Vizard Virtual Reality Toolkit is everything you need to build interactive 3D content. Designed for rapid prototyping, Vizard gets you creating fast and provides the resources to deploy even the most challenging applications. With Vizard, even someone with no programming experience can leap into the world of interactive 3D content.
DX Studio is a complete integrated development environment for creating interactive 3D graphics. The system comprises of both a real-time 3D engine and a suite of editing tools.
DX Studio comes with a Freeware Version (installer is the same for all the different licenses), a Standard Version, and a Pro Version, and with non-commercial and commercial licenses. Prices range from $0 for the Freeware Version, up to $800+ for the Pro Version with a commercial license. Here are just some of the features.
Visual3D
Visual3D is a complete simulation and game development platform that integrates all of the necessary tools and technologies needed to build 3D applications into a single software product.
Visual3D's All-in-One Game Development Toolset enables rapid development of 3D interactive simulations, virtual worlds, and next generation games using C#, .NET and XNA.
With a powerful development API and comprehensive set of visual design tools that automate core design tasks, teams can complete their applications rapidly and cost effectively. With this power in hand, a growing list of leading professional game and simulation developers are using Visual3D.NET to get their applications done.
Visual3D has a Free Trial, available from here, while prices ranges from $175 per developer for the Indie Edition, to $495 per developer for the Pro Edition. Source code is also available, but are expensive.
More information on Visual3D's features are available here.
Real-time Scene Editing (Scene Design, Part 1) - Visual3D Game Engine from Visual3D Game Engine on Vimeo.
Quest3D
Demo movie
The new release is a giant leap forward in real-time 3D software development. High-end 3D software projects, such as 3D architecture visualizations, product and design presentations games and training simulators benefit from the newly supported technologies in Quest3D.
Rock
After much experimentation with demo versions I finally came up with my Top 5. I was hard pressed to pick a clear winner, as the feature sets varied somewhat, so I will just list the Top 5, in no particular order.
3DVIA Virtools 5
3DVIA Virtools 5 includes five key components: the Graphical User Interface to develop sophisticated applications by visually assembling objects and behaviors; the Behavior Engine to run interactive applications; the Render Engine to render graphics in real-time; the Virtools Scripting Language to create low-level specific functions without any C++ line; and the SDK to create custom behaviors.
The open-ended architecture of 3DVIA Virtools 5 supports a wide variety of 3D formats. 3D Content Capture plugins support most commonly used DCC software formats (3ds Max®, Maya®, XSI®, Lightwave®, Collada®) for importing/exporting 3D XML files, making real-time 3D technology easily available.
3DVIA Virtools 5 allows users to imagine, share and experience highly interactive 3D content. 3DVIA Virtools 5 Platform enables easy development of virtual experiences such as driving, shopping, product use, maintenance and marketing tests.
3DVIA Virtools 5 also extends the range of target environments for deploying 3D experiences: MicrosoftTM Windows® and AppleTM MacOS® computers, Wii and Xbox 360 game consoles, Intranets via Office and XE Players, Internet via the 3DVIA player, as well as immersive environments via the VR Library.
Pricing is not generally published, and is only available on request, however I read in a forum that the cost was somewhere around $9000 plus over $3000 per year for subscription, but a free trial was available.
Download the 3DVIA Virtools 5 datasheet here.
Vizard
Vizard Virtual Reality Toolkit is everything you need to build interactive 3D content. Designed for rapid prototyping, Vizard gets you creating fast and provides the resources to deploy even the most challenging applications. With Vizard, even someone with no programming experience can leap into the world of interactive 3D content.There are three editions of Vizard: the Vizard Lite Edition; the Vizard Development Edition; and the Vizard Enterprise Edition, ranging in price from $49 for the Lite version, up to $9,200 for a single commercial license.
Download the interactive demo here (10MB).
DX Studio
DX Studio is a complete integrated development environment for creating interactive 3D graphics. The system comprises of both a real-time 3D engine and a suite of editing tools.Using DX Studio you can build complete real-time interactive applications, simulations or games, for standalone use or for embedding in other Microsoft Office/Visual Studio applications.
DX Studio comes with a Freeware Version (installer is the same for all the different licenses), a Standard Version, and a Pro Version, and with non-commercial and commercial licenses. Prices range from $0 for the Freeware Version, up to $800+ for the Pro Version with a commercial license. Here are just some of the features.
Visual3D
Visual3D is a complete simulation and game development platform that integrates all of the necessary tools and technologies needed to build 3D applications into a single software product.
Visual3D's All-in-One Game Development Toolset enables rapid development of 3D interactive simulations, virtual worlds, and next generation games using C#, .NET and XNA.
With a powerful development API and comprehensive set of visual design tools that automate core design tasks, teams can complete their applications rapidly and cost effectively. With this power in hand, a growing list of leading professional game and simulation developers are using Visual3D.NET to get their applications done.
Visual3D has a Free Trial, available from here, while prices ranges from $175 per developer for the Indie Edition, to $495 per developer for the Pro Edition. Source code is also available, but are expensive.
More information on Visual3D's features are available here.
Real-time Scene Editing (Scene Design, Part 1) - Visual3D Game Engine from Visual3D Game Engine on Vimeo.
Quest3D
February 20 2008, Leiden, The Netherlands, version 4.0 of Quest3D® is now available from Quest3D resellers and the Quest3D website.
With the release of Quest3D 4.0, Act-3D™ B.V. lifts its flagship to an even higher quality level of real-time 3D application development. New functionality contains real-time support for COLLADA, Newton Game Dynamics, Advanced Weather Simulation, 3D GUI Support and a fully Object-Oriented development model.
Demo movieThe new release is a giant leap forward in real-time 3D software development. High-end 3D software projects, such as 3D architecture visualizations, product and design presentations games and training simulators benefit from the newly supported technologies in Quest3D.
There are three versions of Quest3D: the Creative Edition; the Power Edition; and the VR Edition. Pricing ranges from €1,249 to €9,999.
Quest3D has a demo version, available from here.
Rock
Sunday, 24 January 2010
United Nations Citizen: Is this for real?
Like many others I was intrigued when the first reports of a new virtual world, called United Nations Citizen (UNC), first appeared in mid January, especially when it appears to be built on the CryEngine2. Like many others I was dismayed to find it was more of a marketing tool than a virtual world after watching the promotional videos on their website.
However, the more I looked into UNC the more confused I became, then the more suspicious. Was this an elaborate hoax, or a scam, or was it for real?
The only official press release I could find was this, from Christy Wilson at the HeadsAndTails website. The release states that:
The webpage then gives three Links, to www.cisco.com, www.headsandtails.tv, and www.avatar2154.com (curiously, there was no link to the main UNC website). The above press release also gives the name of the new virtual world as United Nations Citizens (plural), while the official website of UNC gives their name as United Nations Citizen (singular).
On visiting the Cisco.com website I could find no mention of this collaboration with Equifax et al, nor any mention of United Nations Citizen. To be on the safe side, in case I missed something, I did a Google search on their entire website and this too failed to find any references whatsoever.
I then visited Avatar2154.com and found this to be a free parked webpage on GoDaddy.com. The whois for this site does not give a name for the registrant, but the address is stated to be Bonsall, California (UNC also state on their website that they are located in Bonsall).
Undeterred, I then visited the website of Equifax, the credit rating agency. Again, I could find no mention of this partnership with Cisco, and a Google search of their website confirmed what I had found, nothing. The UNC website gives this for the role of Equifax:
Data mining? Profiling opportunities?
I got the same result with Montage Systems, but I did have some luck with Faithful Friends TV. Their website did have a link back to the main United Nations Citizen website. However, the contact us link on their website brought up my Outlook Express with the To: field made out to christy@headsandtails.tv, yes, the same Christy Wilson at the source of the original press release at Heads and Tails TV. Full circle.
I then turned my attention to the 99th Annual National Retailers Federation Expo, after all, this is where UNC was unveiled. The Exhibitor list for this Expo does not list United Nations Citizen at all, nor does it list Faithful Friends, Heads and Tails TV, Montage Systems, nor Avatar2154. Cisco did have 5 booths at the Expo, but the notes did not mention United Nations Citizen, nor anything remotely connected with virtual worlds either.
UNC may be for real, but until I see an official press release from Cisco, I will continue to have my doubts.
Rock
However, the more I looked into UNC the more confused I became, then the more suspicious. Was this an elaborate hoax, or a scam, or was it for real?
The only official press release I could find was this, from Christy Wilson at the HeadsAndTails website. The release states that:
Cisco Systems and Equifax have partnered with Heads & Tails TV, Faithful Friends TV & Montage Systems, to create United Nations Citizens, a virtual living environment for consumers and businesses, unveiled today at the 99th Annual National Retailers Federation Expo in New York.
The webpage then gives three Links, to www.cisco.com, www.headsandtails.tv, and www.avatar2154.com (curiously, there was no link to the main UNC website). The above press release also gives the name of the new virtual world as United Nations Citizens (plural), while the official website of UNC gives their name as United Nations Citizen (singular).
On visiting the Cisco.com website I could find no mention of this collaboration with Equifax et al, nor any mention of United Nations Citizen. To be on the safe side, in case I missed something, I did a Google search on their entire website and this too failed to find any references whatsoever.
I then visited Avatar2154.com and found this to be a free parked webpage on GoDaddy.com. The whois for this site does not give a name for the registrant, but the address is stated to be Bonsall, California (UNC also state on their website that they are located in Bonsall).
Undeterred, I then visited the website of Equifax, the credit rating agency. Again, I could find no mention of this partnership with Cisco, and a Google search of their website confirmed what I had found, nothing. The UNC website gives this for the role of Equifax:
EquiFax provides the backend geo-targeting real-time data mining to ensure that content distributed matches the consumer demographics, psychographics and profiling opportunities only available in-world.
Data mining? Profiling opportunities?
I got the same result with Montage Systems, but I did have some luck with Faithful Friends TV. Their website did have a link back to the main United Nations Citizen website. However, the contact us link on their website brought up my Outlook Express with the To: field made out to christy@headsandtails.tv
I then turned my attention to the 99th Annual National Retailers Federation Expo, after all, this is where UNC was unveiled. The Exhibitor list for this Expo does not list United Nations Citizen at all, nor does it list Faithful Friends, Heads and Tails TV, Montage Systems, nor Avatar2154. Cisco did have 5 booths at the Expo, but the notes did not mention United Nations Citizen, nor anything remotely connected with virtual worlds either.
UNC may be for real, but until I see an official press release from Cisco, I will continue to have my doubts.
Rock
Saturday, 23 January 2010
Meta7: Interview and Preview
Continuing my tour of Virtual Worlds based on the OpenSim platform and derivatives, and that have an in-world currency and an economic system in place, I had the pleasure to meet up with an old acquaintance from my early OpenSim days, Sacha Magne, who (unknown to me) had started his own grid and who is known there as Laurent Meta, when on duty.
Unlike some OpenSim-based Virtual Worlds that come and go, Meta7 has a real company behind it, Magne Metaverse Research, LLC (MMR) which was founded in 2008 by Laurent (Meta).
Meta7, formerly known as K-Grid (see this blog article for the story on the change of name), has a professional-looking website, at http://www.meta7.com/. From the site you can Register a new account and set up your avatar name. There is no restriction on the lastname, as in Second Life, where you can only select from a list of available lastnames. In Meta7 you can have what you like.
Meta7 uses its own viewer, a customised version of the popular Emerald Viewer, which allows it to implement some very cool new features, such as LightShare (more on this later).
The website also has a forum, a wiki, and a link to the Meta7 IRC channel, which is also available inworld, and automatically connected when arriving at Help Island, allowing staff to greet newcomers and assist them.There is a Support Center to help with any bugs a resident may encounter, and there will soon be a Support Chat facility available for premium members.
Meta7 is not officially open for business yet, they wish to get the platform fully stable and feature rich before throwing their doors open, however they are open right now for preview, so I took the opportunity of going inworld and speaking to two of the proprietors, Laurent Meta and George Meta.
Interview with the Proprietors of Meta7
Q. Tell me something about the history of Meta7
Laurent Meta: I was looking to any alternative and found opensim, I had some freetime and gave opensim a hand. I made some small contributions and started testing that on my own PC. Then I asked friends to help me test things and discovered I needed to use a more powerfull system, so I rented a server for that and started a small development grid of just 2 or 3 regions. That was 2 years ago.
At that time, I had several sims in SL and was sad that I would not to be able to preserve them, so I decided to let other people backup / create their sims on my little grid, and it started slowly growing. During that time, we organised some events, like "The Milk and Cookies show", a radioshow in SL, but ported to our little grid, it was a good way to test it.
With time, the grid started to grow and eventually reached a size where I needed to make some decisions about stopping, or moving forward. I was alone to do all this at that time, but a few friends helped me and we took the road to Meta7.
Q. What are your goals and aims for Meta7?George Meta: I think one of the things that continue to worry new residents of virtual worlds is sustainability. Can a Grid or virtual world continue to function on a day to day to basis and well as fund investments into their technology? We are fully sustainable now and stagger our growth responsibily.
Laurent Meta: we invested a lot of real money to buy our servers, to put them in a datacenter. It's not a few hundreds dollars a year. We also aim not to follow others either, we much prefer to lead.
Q. Meta7 is based on the Opensim platform. Are you happy with this choice of platform?
Laurent Meta: Opensim is the only working platform, with its qualities and its faults. We have a team of four developers working hard on that platform to customise it.
Laurent Meta: We don't follow SL, we innovate. This region is using our latest inovation, LightShare, as an example. This feature has been requested in SL for years, but we accomplished it. Unlike 99% of the independent grids, we are really doing things. The first physical vehicle in opensim was coded by us. Our team has got some physics specialists, some well-known developers too, all of that make us unique.LightShare in action
[Rock: In SL you can customise all your sky and sea with those wonderful Windlight effects from the Environment Editor. However, only you see the changes you have made, everyone else does not. Wouldn't it be super cool if you could share your settings with everyone else who visits your region? Well folks, that is precisely what LightShare does! You can then do other cool stuff with this facility, such as slipping into a red haze when you get wounded in a fight, or even fading to grey or even black as your character dies. A very powerful feature]
Q. What is your stance on content theft, copybots, etc?
Laurent Meta: We have strict policies on that.
Q. I see you have your own viewer for Meta7. Will other viewers work, for example the Hippo Viewer?
Laurent Meta: All viewers work, but with some restriction. Only ours will allow Lightshare to work, for example. The source is availible for other viewers but we won't customised them.
George Meta: Our viewer is based on the Emerald viewer, but with modifications and special improvements made by our development team.
Q. What avatar choices are available to a new resident?
Laurent Meta: We will have premade avatars availble during account creation, with a choice of Male/female/furs.
George Meta: There are a male and female avatars currently available at Help Island for users to get started with until the premade avatar system is available during account creation.
Q. Meta7 has its own currency, the M$. Is this currency convertible out, as well as in?
Laurent Meta: Yes the currency is tradable. However, you can transfer $L here but you cannot do the opposite, it's against LL's TOS. We prefer paying back with PayPal, it's legal and risk-free.
Q. How many Regions does Meta7 currently have? How many residents?
George Meta: There are 1369 residents and just under 180 regions, however what's more impressive is our recurring percentage. Most of our users continue to login every 30 days. In our case, people come in, stay and come back again, that model helps build confidence in our project.
Q. Who are the Proprietors of Meta7? Are their RL identities a secret?
Laurent Meta: Our IDs are not secret, MMR is a registered corporation.
Q. How many staff does Meta7 have, apart from the Proprietors? What are the hours of operation?
George Meta: We have a staff of 6 people who work full time on the project as well as some outside developers. We can be reached nearly 24 hours a day for live help thru our IRC help portal and ticketing system.
Q. Is Meta7 funded solely by the proprietors, or do you have external sources of funding?
Laurent Meta: Our financial assets are solid, we invested more than US$30K on this project
George Meta: Financing is a non issue. We have very balanced books and continue to operate our grid in a responsible fiscal manner
Rock Vacirca: It is not so much the start-up costs I was referring to, it is the on-going costs. Do you think land sales and tier will cover your on-going costs, or will the proprietors have to supplement that, or will you look to external sourcs of revenue, advertising, for example?
George Meta: We aren't officially open yet, but we will allow the grid to grow at its own pace. We are fully confident our method of execution will allow the grid to achieve full fiscal balancing with land and tier.
Q. What specific features do you see that sets Meta7 apart from other opensim-based grids?
George Meta: Developing a stable platform is priority over profitability.
Rock Vacirca: ??
Laurent Meta: A really new script engine. We have two developers working on it. We also have sitting on prims, ground sitting and sitting on complex linksets. These are unique to our grid.
George Meta: IRC is one communication tool we effectively manage to communicate, another will be the launch of Metaverse Radio this spring. a Grid wide radio station that covers grid events, news, resident run podcasts, shows, and streaming radio. The community spirit is strong here.
Q. Is there anything else you would like to tell me that I have not already asked?
Laurent Meta: We are having a big live concert on the 30th January.George Meta: Help Island Public will be welcoming some excellent live music performers starting at 8pm UTC and continuing until 1am UTC. These are well known Second Life performers who see the value in expanding their fanbase into a new virtual world.
Many thanks guys, and good luck with your project. I look forward to the official opening.
Rock
Friday, 22 January 2010
Diary: 22nd January, 2010
Blue Mars Extends the MyPage Functionality
Both the developer and user MyPages have been recently updated.
The Developer MyPage now has the following additional features:
Both the developer and user MyPages have been recently updated.
The Developer MyPage now has the following additional features:
- Properties > City > Leased Cities > [Add Block] command: Instead of manually entering Block Name, uses the
Current attribute in level_editor.xml as Block name to be added to database.
- Properties > City > Blocks > [Re-Upload .BLD file] command added: Allows re-uploading of .BLD file for selected Block, as long as it is NOT leased out or being used by yourself.
- If you don't have any leased Blocks, the Properties > Block tab will not be active.
- Home > Account Info now shows "Company Code" under "Name". If you bought a City, it will show your company code (up to 6 letters).
- Administer > Company Members > [Add New Member]: Address, Phone, OS, Graphic Card, and CG Tool fields have been deleted from the [Add New Member] dialogue.
- Administer > Company Members > [Add New Member]: Displays an error message if you try to register an email address that is already registered as a Blue Mars Developer.
- Administer > Billing History: Displays various financial activity information.
The main improvements to the User Mypage are the functioning Friends tab, and the Inventory tab.
The Friends tab now shows which of your friends are currently online or offline. The Command button has yet to be implemented, but is likely to allow Instant Messaging and various other commands.
OSGrid Concurrency
The low concurrency on the OSGrid has me worried.
As I speak the number of avatars inworld is a paltry 74, spread over 4,023 regions. There were 14 in Lbsa Plaza, five more regions with just two avatars in them, and all the rest were a single avatar in a single region. Check the current distribution here.
This is not a particularly bad snapshot either, the daily published statistics show that the numbers of users online over the last 24 hours was between 40 and 85, i.e. between at worst 1 user per 100 regions, to at best 1 user per 47 regions, and I have seen this consistently over the last couple of weeks now.
That is sparse by any yardstick.
Rock
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