Archive for July, 2008
Second Life Diseases
July 28, 2008 8:55 pm
A very nice meme, started by Miss Eladrienne Laval - da steampunk kitty - on Plurk:
If Second Life had diseases, what would they be called?
My favs - either because I suffer(ed) from them, find them incredibly original, or both:
- PTDs - Pixel Transmitted Diseases.
- SLasthma - When so many people are IM’ing you, you can’t catch a breath.
- Perioprimtinitus - Prims stuck in the butt disease.
- De-primitation - When your prims just won’t rezz.
- Blingmania - The state of believing sparkling jewellery is a good good thing.
- Clackophobia - Unnatural fear of those accursed clicky-clacky shoes.
- BlindFaceLightitius - The compulsion to turn away for fear of being blinded by face lights.
Up to now undefined virtual Second Life diseases:
- SLamnesia
- SLagony
- SLTC
- SLurgy
- SLag
What diseases do you find typically Second Life - or Virtual Worlds? What SL caused disorder do you suffer from? Feel free to contribute definitions or newly discovered diseases to this list of virtual medical deficiencies, here in the comments, on Eladrienne Laval’s Plurk topic or on your own blogs. (But let me know where they are then! ;))
Tags: funny, meme, second life
Categories: Second Life
10 Comments »
Cao Fei’s RMB City Exhibition, who goes? =)
July 25, 2008 1:00 pm
Yeeey! Cao Fei, a Chinese artist famous for her RMB City design in Second Life, is displaying her work in the Serpentine Gallery in London.
So, we (some Rezzable folks) definitely need to go see! ;) We’ll be at the opening at 6PM UK time tonight. If you happen to be there too, don’t hesitate to come and say ‘Hi!’.
Update: met Malburns & took some photographs of the RMB City Exhibition, to be found on Flickr.
Reflecting on China’s recent urban and cultural explosion, the architecture of RMB City is an amalgam of Chinese icons, ancient and modern, from the panda to the Beijing National Stadium for the 2008 Summer Olympics. The installation in the Gallery’s lobby presents two- and three-dimensional visualisations of RMB City as well as computer access to a virtual viewing platform over the construction site, which features video updates of the construction process.
Cao Fei: RMB City opens to public Saturday 26 July and takes place at the Serpentine Gallery which is located at the Kensington Gardens, London and is opened daily from 10am until 6pm.
Tags: art, Cao Fei, real life, RMB City, second life, sl to rl
Categories: Art, Second Life
1 Comment »
Second Life web resources for July 16th 2008 through July 23rd 2008
July 24, 2008 1:30 am- Yolto.com: Metaforum ‘Play-Per-Post’ program announcement - Yolto is introducing a ‘play (pay?) per post’ program. It’s still kinda confusing to me, lot’s of steps to go through, amongst others registering with their service. Curious what comes from it. Did any of the SL bloggers try this already?
- Free LSL Particles System script generator. - A webpage that lets you choose tons of options for LSL particle scripts and then gets you the code to copy paste & compile inworld. For the scripting newbs amongst us. (or the lazy? ;))
- Dusan Writer’s Metaverse - Electric Sheep’s Virtual World: One of the Flock - Webflock, the Electronic Sheep’s mini-virtual world / 3d chatroom. I suppose this means they permanently gave up on Second Life? Or just exploring alternatives?
- Dusan Writer’s Metaverse - Google’s Lively: Content Creation Tools Beta - As all things Google, in beta. ;) (but closed beta this time) Interesting overview, I’m curious what the end results will be.
- Not Possible IRL: White Noise travels from Second Life to Google’s Lively and gets gray - First Second Life artist migrated to Lively? ;)
Categories: Links
1 Comment »
The Second Life User Interface Design Contest
July 23, 2008 3:27 amAs you all might know, Dusan Writer promised a worthwhile bounty - 800 000 LS - for the best theorical new “GUI” design for the Second Life client. Today together with Keystone Bouchard, Eristica Strangelove, Ordinal Malaprop and Dusan Writer and an impressive crowd I listened (and read) to 5 of the 6 presentations of the contestant. Woot! and Impressive! Obviously a lot of thoughts went into these designs, and each of it had some great ideas that Lindens could implement. Shall Lindens do so? I don’t know. But as Marc Linden recently stated: ‘We also launched a new initiative to completely redesign the viewer from top to bottom – recognizing that new users don’t need such a dizzying array of features, and experienced users, land and business owners and content creators need better tools that are more thoughtfully designed and organized for their needs. Everyone needs better inventory management and search is due for an overhaul. We hear you. We’re on it.’ Contestants are McCabe Maxsted, Rheta Shan, Jacek Antonelli, Damien Fate and Roy Cassini. Links to their entries you can find at Dusan Writer’s blog.
Some of the great suggestions that dazzled me:
- Getting rid of the taskbar below, using the sides of your screen more, to accommodate the mass that is using multimedia widescreen monitors and laptops.
- Making it possible to change perms on objects from within the inventory window, not needing to open properties for each and every object.
- Grouping all communication options in the lower left corner. (A constant throughout the UI design suggestions.)
- ‘Send to’ option in inventory window.
- Option to ‘favourite’ inventory objects, and sort to see only fav items.
- Sort by creator for inventory.
Features/ideas that were not mentioned in the presentations but that I would love to see added:
- Sort friends in groups, need be this information is stored locally.
- Option to ‘colour code favourite’ objects in inventory, sort objects by colour. Eg. Only show items that are annotated as blue, as they are work ones. Or green, as they are personal. Or pink as they are SLex related. Etc.
- Return a full functional record film/machinima recording function.
- Client functionality is skinnable. Content creators can in some way distrubute a viewer that is kept up to date by LL. Certain functions & menus can be disabled (eg. fly, rezz objects, chat, … compare it to the restraint life client), LM’s & objects added to library, arrival points set, windlight settings, etc. When the viewer needs to be updated, it keeps the information from that file about functionality. At any point a user can click ‘revert my viewer to the standard one’, or return to the presets, which can be multiple from different companies.
- Buying and selling L$ in general to be more prominent present in the Second Life UI.
What about you? What do you think about the entries, and what would you like to see changed in, added to or taken out of the Second Life client as we know it?
Tags: contest, second life client, user interface
Categories: Contests, Second Life
15 Comments »
Released by MIT Media Lab’s Eric Rosenbaum Scratch 4 Second Life, or shorty put S4SL is a new easy way to add behaviours and interactivity to your objects in Second Life. S4SL is based on Scratch, a graphical programming language that lets you construct programs by snapping together graphical blocks. With S4SL, you can snap together a few blocks to make your Second Life pet interact with you using chat commands, make your sculpture change size and colour, or make your house respond to your presence.
At this moment in time - as S4SL is still in alpha - options are limited: I wanted this object to de-rezz itself after a while, which was not a possibility. This - look below - seems like a whole lot of code for something simple - could be I’m doing something wrong -, but Scratch 4 Second Life is definitely something kewl, that will make content creation more accessible to the scripting-impaired like me. Why did Linden never bother with something like this?
To download Scratch for Second Life, you go to Eric Rosenbaum’s MIT page, for update information, feature requests and discussion, there is the S4SL Blog at Blogspot. More fun Scratch projects, games and animations over at MIT’s official Scratch page.
PS. You know I’m far from genius as it’s about scripting in LSL, but err… now we’re getting closer to Mono coming to the grids near you, will an LSL scratch be useful for a long time still? As Tenebrou Aimee Trescothick answered to Mr Tenebrou on Plurk when I asked about Mono and LSL compatibility: ‘Aren’t they going to phase out the old LSL VM at some point though?’ ‘”We have no plans to eliminate the LSL2 VM.” So … about a week after Mono goes live?’
// The code below was generated by
// SCRATCH FOR SECOND LIFE (S4SL)
// alpha release October 19, 2007
//
// by Eric Rosenbaum (ericr@media.mit.edu)
// MIT Media Lab
// Lifelong Kindergarten group
//
// S4SL is a modified version of Scratch,
// a graphical programming language for kids
// see scratch.mit.edu
//
//
// USER VARIABLES
//
//
// INTERNAL VARIABLES
//
vector home;
integer penState;
float penColor;
float color;
float ghost;
vector originalScale;
float sizePercent;
integer numAvatarsNearby;
vector nearestAvPosition;
key ownerKey;
vector ownerPosition;
//
// INTERNAL FUNCTIONS
//
// move(steps)
// move object a number of steps (meters) along its current heading
// forward is along the positive x axis
// if the pen is down, create a line segment along the path traveled
// the line is positioned by its center, which is placed halfway back along the path
move(float steps)
{
vector fwd = llRot2Fwd(llGetRot()) * steps;
llSetPos(llGetPos() + fwd);
if (penState == TRUE) {
if (llGetInventoryType("lineSegment") == INVENTORY_NONE) {
llSay(0, "Oops! To draw a line, my inventory needs a lineSegment. You can get one from the Scratch Inventory Box.");
} else {
integer randomID = llRound(llFrand(99999999));
llRezObject("lineSegment", llGetPos()-fwd/2, <0,0,0>, llGetRot(), randomID);
llSay(1, (string)randomID + “:set length:”+ (string)llFabs(steps));
llSay(1, (string)randomID + “:set color:” + (string)penColor);
}
}
}
// turnRight(float angle)
// turn angle degrees clockwise around the local z axis
turnRight(float angle)
{
angle *= -1;
rotation newRot = llEuler2Rot(<0,0,angle> * DEG_TO_RAD);
llSetRot(newRot*llGetRot());
}
// turnLeft(float angle)
// turn angle degrees counterclockwise around the local z axis
turnLeft(float angle)
{
rotation newRot = llEuler2Rot(<0,0,angle> * DEG_TO_RAD);
llSetRot(newRot*llGetRot());
}
//up(float steps)
//move up along the global z axis by steps meters
//does not leave a line segment
up(float steps)
{
llSetPos(llGetPos()+<0,0,steps>);
}
//down(float steps)
//move down along the global z axis by steps meters
//does not leave a line segment
down(float steps)
{
llSetPos(llGetPos()+<0,0,-1*steps>);
}
// turnPitch(float angle)
// turn angle degrees upward around the local y axis
turnPitch(float angle)
{
angle *= -1;
rotation newRot = llEuler2Rot(<0,angle,0> * DEG_TO_RAD);
llSetRot(newRot*llGetRot());
}
// float getHeading()
// return the current heading in the xy plane in degrees
float getHeading() {
return llRot2Angle(llGetRot())*RAD_TO_DEG;
}
// setHeading(float angle)
// set the heading in the xy plane in degrees
setHeading(float angle) {
vector newVec = <0, 0, angle*DEG_TO_RAD>;
rotation newRot = llEuler2Rot(newVec);
llSetRot(newRot);
}
// turnRoll(float angle)
// turn angle degrees clockwise around the local x axis
turnRoll(float angle)
{
rotation newRot = llEuler2Rot(
llSetRot(newRot*llGetRot());
}
// changePenColorBy(float num)
// change the pen color by an amount
changePenColorBy(float num)
{
penColor += num;
setPenColorTo(penColor);
}
// setPenColorTo(float num)
// set the pen to a particular color
setPenColorTo(float num)
{
penColor = (integer)num % 100;
}
// penDown()
// put the pen down, so that when the object moves it will draw
penDown() {
penState = TRUE;
}
// penUp()
// put the pen up, so that the object will not draw when it moves
penUp() {
penState = FALSE;
}
// clear()
// broadcast a message to nearby line segments that will cause them to
// delete themselves
clear() {
llSay(1, “clearLineSegments”);
}
// pointTowardNearestAv()
// turn to point toward the nearest avatar
pointTowardNearestAv()
{
vector myPos = llGetPos();
float xdiff = myPos.x - nearestAvPosition.x;
float ydiff = myPos.y - nearestAvPosition.y;
float angle = llAtan2(xdiff, ydiff) * RAD_TO_DEG;
setHeading(270 - angle);
}
// pointTowardOwner()
// turn to point toward the owner
pointTowardOwner()
{
vector myPos = llGetPos();
float xdiff = myPos.x - ownerPosition.x;
float ydiff = myPos.y - ownerPosition.y;
float angle = llAtan2(xdiff, ydiff) * RAD_TO_DEG;
setHeading(270 - angle);
}
// float distanceToNearestAv()
// returns the distance in meters to the nearest avatar
float distanceToNearestAv()
{
return llVecDist(llGetPos(), nearestAvPosition);
}
// float distanceToOwner()
// returns the distance in meters to the owner
float distanceToOwner()
{
return llVecDist(llGetPos(), ownerPosition);
}
// float randomMinToMax(float min, float max)
// returns a random number between min and max
integer randomMinToMax(float min, float max)
{
return llRound(llFrand(max - min) + min);
}
// say(string text)
// say the text on the public chat channel 0 so all nearby avatars and objects will hear it
say(string text)
{
llSay(0, text);
}
// broadcast(string message)
// say the message on channel 1. No avatars will hear it.
// all nearby objects will hear it.
broadcast(string message)
{
llSay(1, message);
}
// setText(string text)
// create opaque white floating text above the object
setText(string text)
{
llSetText(text, <1,1,1>, 1);
}
// vector hueToRGB(float h)
// take a color represented as a hue value between 1 and 100 and
// return an RGB vector representing the same color.
vector hueToRGB(float h)
{
integer i;
float f;
float p;
float q;
float t;
float r;
float g;
float b;
float s = 1;
float v = 1;
h *= 5; // sector 0 to 5
i = llFloor(h);
f = h - i; // factorial part of h
p = v * ( 1 - s );
q = v * ( 1 - s * f );
t = v * ( 1 - s * ( 1 - f ) );
if (i == 0) {
r = v;
g = t;
b = p;
} else if (i == 1) {
r = q;
g = v;
b = p;
} else if (i == 2) {
r = p;
g = v;
b = t;
} else if (i == 3) {
r = p;
g = q;
b = v;
} else if (i == 4) {
r = t;
g = p;
b = v;
} else {
r = v;
g = p;
b = q;
}
return
}
// setColor(float num)
// set the color of the object using a number between 1 and 100 representing a hue
setColor(float num)
{
color = (integer)num % 100;
llSetColor(hueToRGB(color / 100), ALL_SIDES);
if (llGetObjectName() == “Scratch Bug”) {
llSetLinkColor(2, hueToRGB(color / 100), ALL_SIDES);
} else {
//llSetLinkColor(LINK_SET, hueToRGB(color / 100), ALL_SIDES);
}
}
// changeColorBy(float num)
// change the hue of the object by a number
changeColorBy(float num)
{
float newColor = color + num;
if (newColor < 0) {
newColor = 0;
}
if (newColor > 100) {
newColor = 100;
}
setColor(newColor);
}
// setGhost(float num)
// set the ghost effect of the object to a value between 0 (opaque) and 100 (transparent)
setGhost(float num)
{
ghost = (integer)num % 101;
llSetAlpha(((100 - ghost) / 100), ALL_SIDES);
llSetLinkAlpha(LINK_SET, ((100 - ghost) / 100), ALL_SIDES);
}
// changeGhostBy(float num)
// change the ghost effect on an object by a number
changeGhostBy(float num)
{
setGhost(ghost + num);
}
// setSize(float newSize)
// set the size of the object to a percentage of its original size
setSize(float newSize)
{
sizePercent = newSize;
vector newScale = originalScale*(sizePercent/100);
llSetScale(newScale);
}
// changeSizeBy(float change)
// change the size of an object by a percentage of its original size
changeSizeBy(float change)
{
sizePercent += change;
vector newScale = originalScale*(sizePercent/100);
llSetScale(newScale);
}
// playSound(string snd)
// play a sound at full volume
// snd can be the name of a sound in the inventory of the object, or the
// UUID of a sound which exists somewhere else
playSound(string snd)
{
llPlaySound(snd, 1);
}
// playSoundNamed(string snd)
// play a sound at full volume
// snd can be the name of a sound in the inventory of the object, or the
// UUID of a sound which exists somewhere else
// this is the version for text input of the name of a sound in a scratch block
// so it checks the inventory and gives an error if the sound is missing
playSoundNamed(string snd)
{
if (llGetInventoryType(snd) == INVENTORY_NONE) {
llSay(0, “Oops! My inventory does not contain the sound ” + snd);
} else {
llPlaySound(snd, 1);
}
}
// wait(float secs)
// pause all execution of this script for some number of seconds
wait(float secs)
{
llSleep(secs);
}
// levelOut()
// remove the x and y rotation components, so that the object is
// level with respect to the ground
levelOut()
{
vector myVec = llRot2Euler(llGetRot());
vector newVec = <0, 0, myVec.z>;
rotation newRot = llEuler2Rot(newVec);
llSetRot(newRot);
}
// goHome()
// move the object back to its home position
// home is set the the position of the object when it is created,
// and can be set to a new position using setHomeHere()
goHome()
{
llSetPos(home);
//levelOut();
}
// setHomeHere()
// set the home position to the current position
setHomeHere()
{
home = llGetPos();
}
// startListening()
// listen for messages on both channel 0, the public channel,
// and channel 1, where broadcasts are sent
startListening()
{
llListen(0, “”, “”, “”);
llListen(1, “”, “”, “”);
}
// initInternal()
// do some setup for internal functions
// this includes setting various variables to their defaults
// clearing text on the object, and turning on
// the repeating sensor and timer events
initInternal()
{
setHomeHere();
penState = FALSE;
penColor = 0;
color = 0;
ghost = 0;
sizePercent = 100;
originalScale = llGetScale();
ownerKey = llGetOwner();
llSetText(”", <1,1,1>, 0);
llSensorRepeat(”", “”, AGENT, 96, PI, .1);
llSetTimerEvent(.1);
startListening();
}
initAll() {
initInternal();
}
touch1(){
say(”Vint rawkz!”);
wait(5);
say(”Really!!!”);
wait(5);
say(”What you mean you don’t agree?”);
wait(5);
say(”Well, then you cant haz my company!”);
}
default
{
state_entry()
{
initAll();
}
on_rez(integer start_param)
{
initAll();
}
sensor(integer n)
{
numAvatarsNearby = n;
nearestAvPosition = llDetectedPos(0);
integer i;
for (i=0; i
ownerPosition = llDetectedPos(i);
}
}
}
touch_start(integer n) {
touch1();
}
collision_start(integer n) {
}
listen(integer channel, string name, key id, string msg) {
}
timer() {
}
}
//
touch_start(integer n) {
touch1();
}
collision_start(integer n) {
}
listen(integer channel, string name, key id, string msg) {
}
timer() {
}
}
Tags: MIT, S4SL, scripting, second life
Categories: Second Life
5 Comments »
No flirting in Google Lively. Period.
July 16, 2008 6:57 amupdate: Google Lively is discontinued starting December 31, 2008
I tend to not always agree with Tiessa, but as she notices Lively is going to be so boring I can’t help but agree: “Our community standards prohibit sexually explicit images and rooms intended for sexual activity, even if virtual. When we become aware of ’sex rooms’ that violate or Terms of Service, we’ll work to remove them.” So: no private skyboxes in Lively, and no day never genitalia attachments for your avatar. No talking sexy even? “We don’t allow nudity, graphic sex acts, or sexually explicit material. This includes making sexual advances toward other users.“ I wonder if we may still compliment on the hawtness of eachother avatars in Google’s Lively. “When browsing or searching for rooms, some Lively citizens come upon these rooms as the top results, which can erode their Lively experience…Lively is intended to be a place for Lively citizens to connect with each other and express themselves freely and in a safe environment,” Google says. So sex erodes an experience? Hmmm. How many % of the searches on Google made by the average human are for pr0n (torrents) again? I see only two benefits for this:
- We now have a perfectly puritain 3D chatroom to ship those who complain about nipples to. ‘Yeeh, stop nagging, go and have a Lively!‘ is going to be my advice to those.
- We do not need to worry about importing our personal inventory into Lively one day, as 50% of those objects - skins, Xcite, sexy lingerie, sexgen beds equipped with poseballs, seating with poseballs, rugs with poseballs, animations, … - we own are illegal anyway.
Tiessa continues: What does that leave? “Hey, nice weather we’re having. What about those Mets?” “Let me show you this *awesome* hat I got!” To which everyone takes out and wears *the exact same hat*.
Zero differentiation on appearance, on action, on conversation. Oh, did I mention that it’s slower than SecondLife? I think I’ll stay with SecondLife where I can have all the sex, drugs, and rock and roll I desire. Even if I’m not allowed to show a nipple…
Tags: community guidelines, lively, metaverse, tiessa montgolfier
Categories: Vint Falken
10 Comments »
Second Life web resources for June 29th 2008 through July 14th 2008
July 15, 2008 1:30 am- Greenies Doormat Contest - Voting at Rezzable - Can’t choose which giant doormat to use at Greenies Lawn. Do you want to help us choose? ;)
- Go on on Flickr - Photo Sharing! - Moving Sculpture by Glyph Graves. Glyph Graves is currently showing an exhibition of sculpture at Russian Archipelago. Machinima by Ravenelle.
- Supercharged by Veyron - Veyron’s Piccie Present for Vint - Very fun photo-present from Miss Veyron. =D
- CodeBastardRedgrave.Com » Rouge sim opening 05/07/2008: You are invited - Miss Codie opens the Rouge sim. Definitely worth visit! ;)
- Orange Island - Blog Archive - Orange Island - Koinup Photo Contest: the winners - Congratulations to the winners: Miss Bella March, Raul Crimson, Tur and Monroe Snook. All darned deserved wins! ;)
Categories: Links
3 Comments »
‘the fourth fundamental circuit element in electrical engineering’, part of our future?
July 11, 2008 8:15 pmA very interesting press release from HP* today, which sounds perfect for - in a near, or far future - LL’s server parks:
HP today announced that researchers have proven the existence of what had previously been only theorized as the fourth fundamental circuit element in electrical engineering. This scientific advancement could make it possible to develop computer systems that have memories that do not forget, do not need to be booted up, consume far less power and associate information in a manner similar to that of the human brain.
This functionality could play a significant role as “cloud computing” becomes more prevalent. Cloud computing requires an IT infrastructure of hundreds of thousands of servers and storage systems. The memory and storage systems used by today’s cloud infrastructure require significant power to store, retrieve and protect the information of millions of web users worldwide.
Memristor-based memory and storage has the potential to lower power consumption and provide greater resiliency and reliability in the face of power interruptions to a data center. Another potential application of memristor technology could be the development of computer systems that remember and associate series of events in a manner similar to the way a human brain recognizes patterns. Artificial Intelligence Bots, someone? ;) This could substantially improve today’s facial recognition technology, enable security and privacy features that recognize a complex set of biometric features of an authorized person to access personal information, or enable an appliance to learn from experience.
More at the HP Press Release. Hattip to Mr. Zer0x Xenox zeroX! ;)
* Normally I strongly dislike HP, especially after they succeeded at ruining two of my OS’s with their crappy drivers + whatever they pack with that. If they make this work, I might forgive them for that! ;)
Tags: fourth fundamental circuit element, hardware, HP, press release
Categories: SL Web Resources
No Comments »
Help! SL Client Crash when any File Dialogue is opened. (on Vista)
July 9, 2008 3:14 pmAs shortly (I figured this was something that I could fix on my own) mentioned before, the new Acer can’t save snapshots to disk. Actually, it can’t open any file dialogue menu from within the Second Life client without enabled the ‘crash this client’ feature. Duplicating my JIRA issue ‘VWR-8106 Crash when any File Dialog is opened. RC & normal client, on Vista’ here, hoping someone can help me:
This is a Duplicate of Jira Issue VWR-7264 ‘Viewer crash (no error message) when attempting ANY asset upload’ assigned to ‘WorkingOnIt Linden’ (sorry!)
‘Hack’ fix: Xi Tuni suggests there: ‘Found a work around for this problem. Goto preferences to the tab communications, change path, from that moment on uploading and snapshot saving did work. I think the problem is related to the Vista SL communication. U have to do this everytime after login if want to upload and save to disk. Hope they can fix this or give us tip what todo in Vista. This works for me, but indeed, having to change the location of chat logs (I suggest to myself, switching between two set locations) on each login is a real pain, as I largely depend upon them.
File Dialogue crashes SL client
Using both normal client and RC, when attempting to open any file dialogue, this crashes the viewer, thus rendering the uploading of texture/animations and the saving of any snapshot to hard disk impossible. The latter is a showstopper for me. :(
Crash feature works with:
- File > upload image
- File > upload sound
- File > upload animations
- File > bulk upload
- File > Snapshot to disk
- File > Take Snapshot > enable ’save snapshot to hard disk’. The moment I press save, the client wants to show the file dialog and crashes.
Changing path is possible though, in Preference > Communication > Change Path. Changing the path here prevents the crash when trying to access file dialogue from File > menu. But you need to set a different path each time you reboot your client. Pfff.
Environment
CPU: Intel Pentium III/Pentium III Xeon (0.25 micron process) with external L2 cache (2494 MHz)
Memory: 3070 MB
OS Version: Microsoft Windows Vista Service Pack 1 (Build 6001)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 9650M GS/PCI/SSE2
OpenGL Version: 2.1.2
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.16480 (Mozilla GRE version 1.8.1.13_0000000000)
Packets Lost: 5/6102 (0.1%)
Solutions attempted, but did not help
- Make sure to run as Second Life Client as administrator
- Disable Vista Aero. Disable all shading on windows, transparency, … .
- Run with compatibility settings set to XP
I have only one word for this: Help!
This renders a laptop purchased especially for SL use completely useless to me. :(
Tags: hardware, jira, second life client, SOS
Categories: Second Life, Vint Falken
16 Comments »
SLanglife now collectors item
July 7, 2008 1:59 amFrom the mail:
We’re very sad to announce that our investor resigned from financing the magazine. In these circumstances we are forced to suspend magazine activity until we find a new investor.
We would like to warmly thank all of you for being with us for the last 6 months, both as our readers and the community visiting our island. Working for you was a great pleasure and an amazing adventure.
We would like to bid good-bye with you properly. That’s why we invite you for the last concert on SLang Life island - 10 July 2008 at 10 AM (SLT).
Thank you once again,
SL’ang Life team
Meh. :( I actually was a bit impressed with what they did, although sceptic about a ‘real life second life magazine’ in the beginning. In this case, it sucks to be right. I’ll cherish my copies forever! (I’ll be taking bids on them in the comments! ;))
Tags: real life, SLangLife
Categories: Second Life
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