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Wassup! everyone thanks for welcoming me to the site
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Monday, October 31, 2016
New to the site :D
“Dear Halloween” Romero de la Luna reporting
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“Dear Halloween” Romero de la Luna reporting
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Sunday, October 30, 2016
Short Orquidea Denim MiniDress for Slink or Maitreya
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Hi Guys,
This is my first upload. I hope I did right.
I removed the pockets from the tga file as I didn't really like them
The dress is for Slink body but it works on Maitreya body too.
Here is the image.
Enjoy!
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Saturday, October 29, 2016
Kix HALLOWEEN SPOOKTACULAR - Oct 31st 12pm slt
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Kix HALLOWEEN SPOOKTACULAR - Oct 31st 12pm slt
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Friday, October 28, 2016
Bento Breakthrough: Fully Articulated Avatar Fingers
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Bento Breakthrough: Fully Articulated Avatar Fingers
Vista has recently released a beta version of their Bento ProHands. These hands are for females only but I’ve been told they are also working on a pair of male hands as well as Bento Animation Overriders. All of these Bento items from them will be taking advantage of the newly released Bento bones, giving us more options for smoother and life-like animations. I have done a little video showing how the fingers move in these beautiful Bento hands.
Much more here. I just want pics of Bento hands holding chopsticks while eating an actual bento.
Hat tip: Alicia Chenaux.
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Thursday, October 27, 2016
VR Devs Add Shield to Protect Against Virtual Harassment
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VR Devs Add Shield to Protect Against Virtual Harassment
When I wrote about reports of virtual harassment of women in VR last Tuesday, it garnered snarky responses from some male readers as below, eerily similar to comments which swarmed social media when the original blog post went up:
[I]t is actually ludicrous. Of course she hung around like the big attention whore she is thinking, wow I'm going to blog about this for sure!!!
Which is not a surprising reaction, because many men have been socialized to disregard a woman's perspective, especially on this subject. (See: This year's Presidential election.) Fortunately, as Kotaku's Cecilia D'Anastasio reports, the actual (and male) developers are not disregarding these reports, and adding virtual barriers to protect users from future harassment:
Schenker and Staton made an adjustment that converted their so-called “personal bubble” into a “superpower” that players can switch on and off. They’re calling it a “power gesture.” When players put their hands together, pull both Vive triggers and pull their hands apart, they can now emanate a force field that “dissolv[es] any nearby player from view, at least from your perspective.” You can’t see them and they can’t see you. It’s a pro-active approach to preventing sexual harassment in VR, which has been generating buzz among women trying out the new virtual worlds this technology has to offer. Feeling violated in an escapist space is jarring, since these worlds are intended for enjoyment and fun. When some players feel the harsher aspects of real life bleeding through, it can be damaging—both to their play experience and welfare. Belamire [the original blog writer] said she felt unsettled for a week after the incident.
That's a good first step, though as Cecilia notes, "VR developers who are working to meet the challenge of sexual harassment are, essentially, erasing the appearance of it." Appearances are important, but they structural problems beneath them don't easily go away.
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Fraud and intellectual property protection in Second Life– Camury Reporting...
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Fraud and intellectual property protection in Second Life– Camury Reporting...
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Wednesday, October 26, 2016
WATCH: New Sansar Demo With User-Made Content
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WATCH: New Sansar Demo With User-Made Content
Here's Linden Lab CEO Ebbe Altberg at a Wall Street Journal conference this week, showing off how we move content around in a Sansar living room with a VR rig. We've seen similar demos before, but perhaps new here is that he's doing this, he says, with user-generated content he "bought" in the Sansar market from one of the several hundred early users in there now. (I can see why one of them compares Sansar to Disneyland.)
My biggest concern isn't that, though, it's this:
Why does Linden Lab only demonstrate Sansar in relationship to expensive to buy and expensive-to-install VR rigs like the Vive and Oculus Rift which are currently owned by less than a million people?
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Linden Lab Offers Exclusive Sandboxes to Premium SLers
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Linden Lab Offers Exclusive Sandboxes to Premium SLers
With even famed sites like Insilico leaving Second Life while other private sims leave the grid at a rapid pace, Linden Lab needs new ways to shore up its revenue base and convert people to becoming monthly Premium subscribers. The latest benefit is a smart one -- more exclusive sandboxes:
First up, we’re proud to introduce 5 new Premium Sandboxes! Like other Premium sandboxes, these are only available to Premium members. We have allocated 4 new regions for cross server code testing, perfect for those multi-region experiences; the Blue Steel, Magnum, LeTigre and Second Life Main regions are each Premium sandboxes arranged directly adjacent to each other in a square... The fifth new region is called: Sandbox Premium Weapons Testing which, as the name suggests, is dedicated to testing your SL munitions! In the past, weapons testing was done in general sandboxes where it was prone to overcrowding, griefing and instability. It was very difficult to get testing done. Now we’ve opened up more space for Premium members to test their combat gear in a less disruptive environment.
Second Life's sandboxes have always been the best part of Second Life -- when they're not overrun with resource hogs and douchenozzles, that is. Adding more premium sandboxes to Premium accounts are a great way to create exclusive social spaces for established users.
And Zoolander approves of the sim names.
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A New Perspective on Second Life
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A New Perspective on Second Life
If pictures are worth a thousand words, 360 degree images must be worth millions. That’s why we decided to develop a feature called 360 Snapshots that will make it easy to capture and share 360º images from Second Life. Check out some of these samples!
Available now as a Project Viewer, this is a new way to capture these amazing images all in a single click. At the moment, you will need to host these images on a web server to view or share. Instructions on where to get the Project Viewer and how to help and provide feedback are on the wiki.
This great new feature is not yet complete; there are known issues with the image quality and we have not yet added support for directly sharing images from the Viewer - never fear, we're working on all of that. We’re sharing and hoping all of you will check this Viewer out and report any issues you may encounter. We can’t wait to see your 360 showcase!
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[ *Just BECAUSE* ] Mirage Dress - FatPack [RIGGED]
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Elu dere! Uploading another fancy dress from *Just BECAUSE*. This upload is the entire fatpack! In addition to all the normal textures i've included the bumpiness and shininess textures as well since the dress is materials enabled. As usual these meshes are all rigged and weighed!
--Contents;
Fitted mesh for:
Maitreya Lara
Belleza Venus 3.0
Belleza Isis
Belleza Freya
Slink Physique
Slink Hourglass
### GENERAL TIPS ###
- You'll save yourself texture upload fees if you copy the texture UUID ( filenames ) and import it using the Darkstorm Key tool.
- Do not forget to check "Include skin weights" in the mesh uploader options.
## ADDITIONAL INFO ##
- Remember to add the shininess and bumpiness textures(materials) to the dress as it makes it look even better.
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ENJOY!
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Tuesday, October 25, 2016
Fact Check: Yes, Second Life Stopped Growing Around 2006
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Fact Check: Yes, Second Life Stopped Growing Around 2006
My report on SL usage from 2007
Disappointing but not surprising: Some zealous Second Life enthusiasts (including some who currently have a paid marketing relationship with Linden Lab) are trying to dispute a passage from Wired UK reporter Rowland Manthorpe's great story on Sansar and High Fidelity, where he notes that Second Life hit a growth plateau pretty much a decade ago:
Then, in 2006, Second Life stopped growing. No matter how many people registered, the number of users remained stuck at around a million. In 2008, Rosedale stepped down. The following year he left the company altogether.
Rowland got this report from Philip Rosedale himself, and as I confirmed with him via e-mail, this is basically accurate. (If anything, Rowland is being over-generous to how large Second Life actually is*.) Back then, Linden Lab published lots of user stats, and by 2007, it was very obvious even outside the company that the stagnation had already started. Millions tried SL because of the excessive media coverage, but 99.5% would leave after/during the first try. As I wrote back then:
This despite explosive media attention in October, when the world was featured in two top rated television shows, The Office and CSI: New York. But despite estimates that these tie-ins lead to 100,000 or more additional sign-ups, most of whom were using a significantly improved version of the software, nearly all of those who came, left.
This ancient history wouldn't be worth re-hashing, except for one small problem: Sansar and High Fidelity seem dead-set on repeating the same mistakes which greatly helped contribute to that stagnation:
Specifically, both are developing a fully 3D interactive experience when very few people outside hardcore gamers are comfortable or familiar with using them. And then to make matters worse, both are developing an experience which for all intents and purposes looks and acts like a 3D game, but without all the game-like hooks, mechanics, and play features which made Minecraft a massive success. (On top of that, optimizing these experiences for premium VR hardware, making their potential market even smaller.) And so it seems we're heading for a similar fate in 2016 which should have been avoided in 2006. I'll write more on those topics soon, but meantime, I hope we don't keep trying to rewrite history -- especially when that makes us even more likely to repeat it.
Rowland strugging mightily with the faithful
* Since 2015, total Second Life usage has dropped to about 900,000 unique users a month, but that stat is somewhat misleading because historically, only 600,000 or so of those active users are regular, returning users -- with the rest new users who mostly churn out.
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Hello People
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hello there, i am new to this forum, it looks very interesting with a lot of things I joined second life on 2008 and i still find it an amazing project
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Some SLers Wonder If Insilico Could Have Been Saved
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Some SLers Wonder If Insilico Could Have Been Saved
With weeks left for the soon-to-evaporate landmark Second Life location, this melancholy (and curiously empty of avatars) tribute by Die Villa. Perhaps more poignant, some longtime SLers say Insilico could have been saved if it had been made more sustainable. As regular readers Rin and Rei put it:
Insilico closing is sad news because it was a nice looking place ... but it is also not surprising in some ways. It long ago become stale. No new, up to date products, the mall was always laggy (besides malls like this having long ago started to loose out to the more frequent fairs) and no one wanting to rent there anymore it seems. The people liked to go there for a look, but no one liked to stay and I can't see any way to recover the cost in such a situation ... unless someone with money to burn steps in to keep it up just for the pleasure to keep it...
In my experience Insilico was not the most welcoming of places. I get that the them was supposed to be a hard edged cyberpunk city, but after a couple of weeks of trying to get into some RP there, I gave up... Heck, I never was even able to rent an apartment there.
If that's the case on top of the incredible internal drama we know about, Insilico's demise isn't a total surprise.
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Open Mic Karaoke on McCoy Island 24/7
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Open Mic Karaoke on McCoy Island 24/7
At McCoy Island the stage is all yours! Bring your friends and display your talents! Just slap the info button and grab the note card from the Open Mic Board and run the show! Open mic / karaoke is available 24/7! Come be a star!
http://maps.secondlife.com/secondlife/McCoy%20Island/131/70/30
* retrieved from SL Events
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hello fam
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ex-sims player here, everyone there use to share their creations love what u guys do here! would love to learn too, in the spirit of giving and sharing!
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Monday, October 24, 2016
"We have adapted to technology's pace by slowing its impact." - Comment of the Week
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"We have adapted to technology's pace by slowing its impact." - Comment of the Week
Steve Jobs reviewing top smartphones of 2006
Really interesting thought by Pussycat Catnap, commenting on how wrong 2006 virtual reality forecasts turned out to be:
What is actually more interesting is how LITTLE has changed since 2006. I think we're hitting a point where even as the technology changes speed up - we've managed to consume it into our cultures in a manner now that keeps it from effecting real change at a pace faster than we have evolved to be able to handle. We have adapted to its pace, by slowing its impact. 2026... the only thing different will probably be another half hour added onto my commute in traffic.
That first part seems exactly right. 2006, we had smartphones and spent a lot of time on social media (maybe more MySpace than Facebook, but still), and we're still doing that. What fundamentally new, categorical technology shift has reached a mass market level since then?
Off the top of my head, I'd say that consumer-ready electric cars have crossed that point, where they've changed the direction of the car industry (and global policy around it) as a well. But other innovations? We already had self-driving cars back in 2006, they've just gotten better -- same thing with drones, same thing with "Internet of Things" devices, same with VR headsets, etc. etc. By contrast, thinking back to 1996, print newspapers were still a mass market industry, as were VHS cassettes, DVDs, and CDs -- all almost entirely gone now. So it seems like technology adoption has slowed since then, so maybe Ms. Catnap is right.
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What’s Happening Now in Second Life
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What’s Happening Now in Second Life
Hello Residents!
Available now are three very exciting new features that we’ve been working on for the past several months and are thrilled to announce!
New Sandbox Regions
First up, we’re proud to introduce 5 new Premium Sandboxes! Like other Premium sandboxes, these are only available to Premium members. We have allocated 4 new regions for cross server code testing, perfect for those multi-region experiences; the Blue Steel, Magnum, LeTigre and Second Life Main regions are each Premium sandboxes arranged directly adjacent to each other in a square. Because one is in the main simulator channel and one is in each Release Candidate (RC) channel, when we roll new RC versions of the simulator it will be easy to test differences and potential issues with region crossings.
The fifth new region is called: Sandbox Premium Weapons Testing which, as the name suggests, is dedicated to testing your SL munitions! In the past, weapons testing was done in general sandboxes where it was prone to overcrowding, griefing and instability. It was very difficult to get testing done. Now we’ve opened up more space for Premium members to test their combat gear in a less disruptive environment.
Portal Park 2.0
Next up is a brand new design for our hugely popular portal system! Last year we introduced the Portal Park in our 2015 Halloween Promo, which served as a hub for people to gather and access new destinations. Available now is a dual hub and spoke section that spans 2 regions. Now you have quick access to twice as many of the new destinations on the grid! There are two roads,the Red and Yellow brick roads that will take you to their own main hubs. From there, the spokes or pathways extend out and will lead you to teleport gates to the new experiences. Be sure to visit and revisit these parks as the destinations can be both seasonal and/or hints for what’s to come
LLSit
Finally, do you need a diabolical trap for your dungeon? Or, to strap avatars into the seat of a rollercoaster for their own safety? Or, perhaps just some basic crowd control to minimize disruptions during a townhall or event? Introducing the LLSit feature. These new LSL functions allow creators to force avatars onto sit targets as part of an Experience. Scripts can move avatars into specific prims, shuffle them between seats, and prevent them from getting out of their chair before it is safe. It is now also possible to prevent Residents from sitting where you don’t want them by setting a simple parameter on the prim. Whichever way you use this new capability we are looking forward to seeing what you create!
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OD DESIGNS -An in depth interview with Ortho Vargas - Dean Lawson reporting
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OD DESIGNS -An in depth interview with Ortho Vargas - Dean Lawson reporting
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Anyland: Virtual World for Vive With Prim-Based Building
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Anyland: Virtual World for Vive With Prim-Based Building
AnyLand is a new VR-based virtual world for Vive, and more than any other world I've seen -- even High Fidelity and certainly Sansar -- it evokes Second Life in its very earliest incarnation over a decade ago, when the creative space was open and abundant, and we all built quirky things of wonder with prims (i.e. building blocks). Created by indie developers Philipp Lenssen and Scott Lowe, it's a VR spinoff of their web-based Manyland, but the inspiration goes even farther back than that:
"Even before Manyland was released some years ago, we had the idea for Anyland," Philipp tells me. "Manyland being a 2D sandbox universe, and Anyland being the 3D sibling. At that point, we didn't know the wonderful virtual reality devices like the Vive would come along! Once we saw those headsets, and later hand motion controllers, we knew it would be perfect for it. Making 3D models with fluid hand tracking can be super intuitive, and virtual reality can be so incredibly immersive... So Anyland is our indie project of love to give people tools and a universe which is enjoyable, open, inspiring, and unpredictable."
Since launching over a week ago, he adds,the world has a few hundred early users. More about Anyland from Phillip below the break:
Is this a single shard world? If so, how many total users can it support?
"It's a single shared world which is however split into individual areas. These areas can have different editing rights the creator can assign to friends. An area can also be made public or private, among a few other settings. The areas can then be connected via scripted portals, and that could be anything, from being teleported after stepping on a certain ground, or touching a door, or eating a sandwich.
"In sibling project Manyland, each area is infinite, and we also have open build areas. This is fascinating in its own right, and has a couple of interesting challenges -- for instance, there was an Amsterdam appearing just next to Orc Town!
"We build the backend for scalability and will see how far it can be taken, and will likely tune and optimize as we go trying to support as many people as want to join. It's an ongoing process really."
nclick="window.open( this.href, '_blank', 'width=640,height=480,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no,left=0,top=0' ); return false">
How many avatars can interact and build together in the same local space?
"Many people can be in the whole universe together. The current per-area limit is 10, we may be able to set it higher in the future but in particular due to the high interactivity and voice chat among those people, we've set it to that number to not overflow our per-area transmissions. Thanks to portals, areas can be quite fluidly connected though... imagine being outside of a house, then entering the house, and both outside the house and inside can be up to currently 10 different people each."
What's the revenue model?
"Anyland is sold in the Steam store for $11.99. We don't have further plans beyond that for now, but if in the future there are extra needs for reasons of sustainability, we'll consider evolving something together with the community."
Will there be virtual currency?
"For conceptual reasons we don't have any plans for that at the moment, but let's see what the future brings. It all follows from our singletop priority: The happiness of everyone in Anyland, and Manyland."
More screenshots here. If I had a Vive to try it out, I surely would -- until then, hope new players share their reactions below!
Thanks to @AronKnight for the tip!
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Sunday, October 23, 2016
Saturday, October 22, 2016
Introductions
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Must write something it seems.. Well.. Hello world! Hello Forum!
Tiz I, Pikklop! Now what?
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Hello I'm Maris
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Hello Community,
I read here since a long time and found many help til now. Time to be a introduced member.
About me not much to say, I am Webdeisgner and always interested to learn how things work.
MP
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