As part of my private build of Firestorm, I have added new library dependencies for something I am working on (adding metadata to snapshots).
This blog post details how I added them, and I present it in the hope that it may prove useful to others.
As part of my private build of Firestorm, I have added new library dependencies for something I am working on (adding metadata to snapshots).
This blog post details how I added them, and I present it in the hope that it may prove useful to others.
Last updated: 17-Dec-2018.
This page has has been continually updated since first published in February 2014. Every so often I republish it with a more recent publication date and redirect the old URL to here.
NOTE: This article assumes that you are a competent software developer who is comfortable with build environments and command windows. Most people will have no need to build their own version of Firestorm.
Back in September 2010 I wrote about the pain of compiling your own Viewer and of the efforts of my friends Mariana and Forestaurora to try to write tutorials on doing it. Fortunately, things have moved on enormously since then and now it is fairly easy to do a private build. A majority of the work is in setting up your build environment.
After encountering and solving a few “gotchas”, I have successfully built Firestorm under Windows 7 64-bit and also under Ubuntu 16.04 LTS 64-bit and Ubuntu 17.04 64-bit.
I thought it was worth noting down the “gotchas” I encountered, which is what this article is about. If it helps just one other person in short-cutting the issues I have had, then this article will have been worth writing.
As I mentioned in my article “Unencumbered by the trappings of real life” I consider Qarl’s Parametric Deformer project to be immensely important to Second Life.
I notice an update in the JIRA that is tracking this that Oz Linden has accepted Qarl’s latest v0.3 submission and committed it to the Official Viewer.
There seems to be a bit of friction between Oz and Qarl, but I think it’s encouraging news that, far from seeking to quash the Parametric Deformer, Linden Lab appear to be working with Qarl to bring us this important update.
Really interesting article. This is the kind of thing that I’d like to write, but I don’t have the ‘inside info’ to do so.
AOs – Animation Overriders – have been part and parcel of Second Life since not long after the dawn of time (or at least not long after someone figured out how to lose the duckwalk by one means or another).
Today, AOs are a fact of life in SL and come in many forms: some just handle the “basics” – walks, sits, stands; others combine functions, providing a one-stop solution for walks, sits, stands, dances, poofers and other little toys. Most run through scripted HUDs, some run via the client itself. Some handle just one set of animations, some can be configured with multiple sets of animations, driven by notecards; some even allow drag-and-drop. Beyond this there is a whole range of scripted attachments which may also contain a wide variety of animations, often for specialised use, but which also might contain walks, sits, and the like. Finally, and most…
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There has always been a blur between Second Life (SL) and real life (RL), with residents choosing how separate they want to keep the two.
However, it seems to me that Linden Lab (LL) are losing sight of what SL is meant to be. Or, if you prefer to rephrase that, they are moving SL in directions that are different from how they started out. And, increasingly, those changes are removing some of the choice residents have as to how separate the two remain.
For me, the clue is in the name “Second Life” – an alternative life, secondary and separate from your real one. But it seems that is becoming less and less the focus of SL, with residents being encouraged (and in some cases forced) to involve their RL more and more in their SL.
So when did this rot start to set in?
Some might say it started with Age Verification where you were required to provide some form of RL identification. This was probably the first time you were required to disclose your RL identity. Up until then, provided you didn’t have payment information on file and were using a free email address like Hotmail, Yahoo, etc., there was no link between your RL identity and your SL one.
Others might say it started when LL stopped the idea of a firstname & lastname and instead moved to having just a username and an optional Display Name. In many ways this weakened the separation between SL and RL – a username is just a login for a website or service. You were no longer creating an identity or character; you were just creating an account. Perhaps the distinction is subtle, but I think it is relevant and significant.
Others might say that it was the introduction of Viewer 2.0 and the different way in which it presented profiles, no longer calling the tabs “2nd Life” and “1st Life” but “Avatar” and “More Info”.
Or perhaps Viewer 2.0’s emphasis on voice chat, with text-based interaction being de-emphasised and harder to find in the User Interface.
But, for me, what really highlights the fundamental shift in attitude are the profiles at http://my.secondlife.com
One of the sections of your profile is called “Social Identities” where you are able to link with your Facebook, Flickr, LinkedIn, Plurk, Twitter and YouTube accounts.
Now I happen to know that Facebook and LinkedIn are adamant that you must use your real name and real identity to have an account with them. Yes, many SL residents do have a Facebook account for their Avatar but you are on borrowed time there – when Facebook get round to noticing they *will* delete that account.
So Linden Lab are encouraging you to link your SL account with RL services that only have relevance to your RL.
Of course, you could argue that just because LL allow you to do this it doesn’t mean you have to – and you would obviously be right. But I think it highlights a push by LL to make Second Life just another social media / social networking tool; a glorified 3D chatroom and messaging facility for the casual user, with the immersion and roleplay that many of us enjoy being of secondary importance. There is even talk of a reduced functionality internet browser-based Viewer to make SL “more accessible” to more people. And if that doesn’t sound foreboding to you, then it probably should do.
So one has to beg the question at what point Linden Lab should rename “Second Life” to “Augmented Life”?
Here are some links to the issue of Facebook deleting accounts of SL avatars
A friend recently IMed me with exactly that. And, to be fair, most of us have been there. But don’t panic, and all is not lost.
Likewise do not panic if you accidentally moved something. Or if you rezzed something and exceeded your prim count and half your house got returned to you instead (that happened to me once), or your landlady had a blonde moment and returned half your stuff (happened to me also).
Here are some handy hints on what you can do in each circumstance.
If you’ve moved something by accident the first thing you should do, if your Viewer supports it, is to hit Ctrl-Z which is the shortcut key for “undo”. Very often this will snap things back exactly as they were.
Phoenix and Firestorm both have this functionality, and doubtless many other Viewers do too.
However, this does not always work. So you will have to move it back manually. Now your first inclination will be to grab the object and start dragging it around but this is the worst thing you can do as, trust me, you will not get it back to exactly where it was. Oh, sure, it may be “good enough” and that’s fine. But then you wouldn’t be reading this if you were happy with just that. Besides, in the case of segments of a house it will not look right unless correct down to the smallest decimal point.
What you need to do it right-click on the object, select Edit, and then choose the Object tab. If you look at the screenshot above you can see what I mean. I was running Firestorm Viewer so if you’re using a different Viewer it might look slightly different.
If you look on that you’ll see all the numbers for the exact placement of the object. Now, with some rezzboxes (the box that rezzed your house) they add the exact position co-ordinates of when they were rezzed to the description field. So if that’s the case then you’re sorted as you can manually set them back to the correct value. They will very likely write the X, Y and Z values as , eg. <105.83778, 146.98111, 35.75515>
If not, you may be able to deduce the settings by looking at surrounding objects. This is often hard though.
One sure-fire way, albeit rather tedious, is to rezz a copy of the house (you may need to go to a sandbox if you have insufficient prims to do that) and examine the values of the offending segment and also those of an adjacent one, and with some very simple maths deduce the offset of one to the other. Then return to your proper house and apply the same offsets, thus returning the moved segment to its correct position. So if, for example, SegmentA is at 100,100,100 and Segment B is at 100,110,100 on the new house, and on the proper house SegmentA is at 200,200,100 then SegmentB should be at 200,210,100 because there is an offset of 10 on the Y co-ordinate.
I find that using a simple spreadsheet to do this helps enormously. If there is enough demand I could make one available.
Finally, prevention is better than cure. Once you have things back the way you want, be sure to lock the object. All this does is mean you can’t accidentally move it again until you unlock it; it’s just like the safety catch on a gun. You’ll find a tick box to lock & unlock objects on the same tab as all the numbers we’ve been looking at – it’s called “Locked”.
First thing to do is to find it in your inventory, and it will be in your Trash.
Note the name of the object, then right-click on it and choose “Restore” to undelete it. Do NOT click “Purge”!!
Then find the object again (searching for it by name if necessary) and see what menu options are available. On some Viewers there is the option to “Restore to last position”. Phoenix and Firestorm definitely have this, and I’m sure many other Viewers do too. If that is the case then use this option and you will very likely find the object restored to its correct place. However, I disclaim all responsibility if for some reason it doesn’t, especially if it is a no-copy item that disappears into the far blue yonder never to be seen again. You have been warned.
The other option is to just rezz the object in approximately the correct place and then use the techniques mentioned earlier for moved objects (although obviously not the first one to do with “Undo”)
First thing to do is to find it in your inventory, and it will be in your Lost & Found. Something worth bearing in mind is that if a large number of objects are returned to you, SL may package them up. You will find what looks like just one of your objects but it will have an icon that looks like a pile of building blocks rather than the normal icon for an object which is a box. Rezzing this will rezz all the returned objects inside the package, although possibly in the wrong place. But at least they will be rezzed in the correct relative positions to each other so it should be a case of calculating the offset to their correct position (as I outlined earlier) and then moving them.
However, if it is just one object, and not a package, then use the same technique as outlined above for deleted objects.
What I like the most about Third Party Viewers such as Imprudence and Phoenix is that they are developed by people who actually use Second Life and so have features that, whilst they may not grab the headlines, are genuinely useful. As an aside, I think it’s pretty clear that the developers at Linden Lab who developed Viewer 2.x don’t, but that’s not the subject of this entry.
This is a roundup of what I consider to be genuinely useful features. It’s by no means an extensive or all-inclusive list.
When viewing your profile, groups that you have hidden from public view are shown greyed out, giving you an idea of how your profile will appear to others.
When new IMs come in, the title bar of the ‘communicate’ menu updates to say how many are unread. My friend Mariana actually ported this to Phoenix and submitted it as a patch and it was rejected as the person who rejected it didn’t see it as being useful, which was a shame as I think it is.
You can suppress Group Chat for individual groups. This is just so useful for those busy groups where people just can’t STFU in group chat but you still want to receive group notices.
The client-side radar / Avatar List is very compact and hung off the bottom of the Mini-Map. I actually really like this as it is very compact and can be up all the time, unlike the Phoenix one which takes up too much screen space to be up all the time.
Intra-sim teleports even when there is a Landing Point
By this I mean teleports that take place within a sim, rather than when teleporting into a sim from another sim.
Sim Owners have long been able to set a Landing Point to dictate where you land when entering their sim. I can see the value of it, as it means people are forced to rez near a rules giver, or a prim notice, or a shop display, or the starting point on a tour, or whatever. But when you are already in a sim, is it still necessary? I don’t think so. In fact it is really, really annoying when you want to cam around a large shop (for example) and then TP to where your camera view is to get closer to a vendor board, or the like. Most Third Party Viewers allow you to double-click teleport, but often you fall foul of the Landing Point and get an unhelpful message saying you are unable to TP closer than where you are. Or, worse, you get zapped back to the Landing Point.
However, there is an option in Phoenix when using the LSL Client Bridge to use llMoveToTarget for double-click TPs and this zips you straight to where you double-click even if this sim has a Landing Point. It does this because llMoveToTarget is a script command used to move things around rather than a teleport as such, so isn’t restricted by the Landing Point rules. For me this is the killer feature as it is just so useful for enabling me to shop in a large store the way I want to.
Aspect ratios on textures
As I’ve blogged about before [link], Second Life stores pictures (textures) in squares, or rectangles made of squares, and unless the Aspect Ratio exactly matches that of the texture it’s going to be distorted. With most Viewers you have to stretch the texture till it looks right.
Phoenix adds a useful little drop-list at the bottom of a texture view to let you tell it what Aspect Ratio it should be. So for a 16:9 picture stored in a texture you can send it to a friend and, provided they are using Phoenix, tell them in IM “you’ll need to view that at 16:9”. They set the drop-list selection to 16:9 and ‘hey presto’ the picture looks right. Useful!
This one has been around since the Emerald days. When there is a picture in a Profile (wherever it appears) you can pop it out into its own window and view it actual size (which will be bigger than it is being displayed at in the Profile). Of course the Aspect Ratio may then be wrong and you might need to refer to the above and also my blog post on Profile pic aspect ratios [link]
Prim manipulation – cut & paste values
One for the builders and tinkerers amongst us. Phoenix has a really useful feature where you can copy the size, rotation, etc. of a prim and paste it to another. It saves you having to individually highlight and copy each value for x, y & z and paste it into the same box on another prim.
It’s easy to miss this feature, but if you look next to the values you’ll see little buttons marked “c” for copy and “p” for paste.
Prim manipulation – linked prims
Following on from the above, there are also useful buttons for linking / unlinking prims when editing parts of a linked prim set. There is also functionality for moving through a linked prim set.
Autocomplete for names in chat
Finally, a useful little feature for open chat. If you type part of someone’s name you can hit the tab key and Phoenix will try and complete if for you based on who is in chat range.
It’s a shame that Phoenix is now in a maintenance phase, with no planned new functionality, because I would love to see the features I mentioned for Imprudence brought into Phoenix. However, I have it on good authority from one of the Lead Developers that this is not going to happen.
A lot of people who have made their own picture for their Profile find that it appears squashed or stretched. There is a very good reason for this and it is fairly straightforward to work around. The aim of this post is to try to explain how.
Before I go any further though, do bear in mind that this whole tutorial is all to do with 1.x Series Viewers (ie. official Viewer up to 1.23.5 and most Third Party Viewers such as Imprudence, Phoenix, Emergence, and the like) since Linden Lab in their infinite (lack of) wisdom changed it for Viewer 2.
The key thing to remember with textures (which is the name Linden Lab uses to refer to anything that looks like a picture, which includes snapshots) is that they are always square or else rectangles made up of squares. And those squares are always powers of 2. So a texture can be 256×256 pixels, 512×512, 1024×1024, 512×1024, 512×256, etc. – you get the idea. The maximum size allowed in any one direction (in Second Life) is 1024.
If a picture does not fit into one of these combinations then it is stretched or squashed accordingly, and this is where the deformation comes from.
You would think that you should be able to just take a snapshot in-world and use it, however this is not the case because the Profile picture, and the picture used in the Picks section of your profile, have specific aspect ratios which are clearly defined by Linden Lab [link]. For your Profile pic this aspect is 4:3, and for a Profile Pick this is 16:9 (for 1.x Viewers. For 2.x Viewers LL changed it to 1:1 and 8:5/5:3 respectively. Don’t even get me started on why the Picks have two aspect ratios in the 2.x Viewer).
If you’re unsure what I mean by “aspect ratio” then please refer to [this link].
Unless you can somehow capture your in-world snapshot at something close to the correct ratio, then it’s not going to look right.
(I should note at this point that the RL pic in your profile has a 1:1 ratio, which since it is square is so trivially easy to do that I won’t mention it further)
So, how do you get it right? Well, provided you are happy to do a little bit of simple post-production then it is quite easy.
In order to do it you’ll need a photo editing application such as Photoshop, GIMP, Paint.net or even an online service like Picnik. All except Photoshop are free so don’t be worried if you don’t have one of them. I’ll leave it to you to choose what to use. I use GIMP myself, because it is almost as powerful as Photoshop but is free and Photoshop is very expensive. However, if you are a beginner then paint.net is a lot easier and more intuitive.
First you’ll need to take your snapshot in Second Life. Take a snapshot, but instead of saving it in-world, save it to your hard drive.
In v1.x viewers then this can easily be done with the Snapshot dialog, assessed with the “snapshot” button on the bottom toolbar (or the Ctrl-Alt-S keyboard shortcut if you’re using Windows). There is a radio button under ‘Snapshot destination’ at the top of the dialog, one option of which is “Save to your hard drive”.
You can also use “Snapshot to Disk” from the File menu.
Save the snapshot to somewhere that you can find it again shortly.
If you already have a snapshot in-world which you want to use then it is possible to save it locally and use it. Provided it has full permissions, you can open it and then choose “File -> Save Texture As” from the top menu (which is slightly counter-intuitive as you might reasonably expect it to be a menu on the window of the snapshot itself)
Now fire up your photo editing software and open the picture you just saved (regardless of which of the above two methods you used to create it).
Select the crop tool and fix the aspect ratio. In GIMP this is a checkbox on the crop tool and an edit box to specify the ratio. Your mileage my vary.
For a Profile pic you’ll want 4:3 and for a Pick you’ll want 16:9.
Don’t worry at this point what the final image size is because we will be resizing it.
Crop the picture to the correct ratio. It’s up to you how you want this to look, and it depends on your picture, but do remember that when someone looks at your profile the picture can look quite small. So, for your main profile pic at least, I find it is best to close crop and get your face quite dominant in the picture since your Profile picture is meant to be about you. However it’s entirely your call, of course.
Now, this is the important bit; the trick that this whole entry is about is coming up. You want to resize the picture so that it looks squashed, so that when SL uses it and stretches it, it regains its correct Aspect Ratio. Sneaky, huh?
You can do this in one step, but I like to do it in two steps as it makes more sense to me.
Resize your picture, preserving the aspect ratio. You’ll want to set the height of the picture to be either 512 or 1024 and let your software work out the width.
You’ll notice that the picture still looks right. Which is what we want.
Now the sneaky part – size the picture again but this time turn off keeping the correct aspect ratio. In GIMP this is a little icon of a chain between the height and width. Now set the width to be the same as the height. Do not change the height.
Your picture will now look squashed. Don’t worry, this is fine!
Save your picture – I’d recommend to a different filename.
Now, we need to get the picture back into SL as a texture.
Fire up your SL Viewer and, when ready, upload your edited picture (it’s under the File menu). It will cost you L$10 to do this. It’ll probably end up in the Textures folder of your Inventory.
Finally, edit your profile and drag the texture (ie. your uploaded picture) onto the appropriate picture box of the profile. Or, alternatively, double-click on the picture box and browse for it.
Hopefully your picture will look correct again – it will have been stretched out to the correct aspect ratio again. If it has not you’ve probably used the wrong ratio for the wrong box. Remember, for your main picture it should be 4:3 and for a Pick it should be 16:9
Also, bear in mind that it will only look right on 1.x Viewers since Viewer 2 uses different ratios.
That’s it! I hope that this was useful to you.
This post has been superseded. Click here for the updated post.
I’m sadly well aware that very few people read my blog and that even fewer have the technical ability or desire to build their own Viewer from the source code, but I know there are a handful and this is for them.
Firstly there is a LOT of pain. Lots of getting all the right libraries, support tools, resources and the like before you even begin to struggle with compilation errors.
Mariana Latynina is blogging about compiling under Linux64, and has tried several code bases including Phoenix
And Forestaurora is blogging about Phoenix under Windows
You can see from there quite how much work is involved in getting a compile done. Surely it has to be easier than that?
(Oh, and a ‘hi’ to Tonya as she’s probably the only person who will read this post and even then only because I’ll point her at it. LOL)
Update: The guys at Radegast have the right idea. Ok, it’s not a full Viewer, but even so it’s the kind of thing we’d like to see:
As I wander around Second Life at the moment, I’m keeping my eyes open for what viewers people seem to be using. Not in a clipboard and notebook way, just getting a feeling.
Before the Emerald scandal, an awful lot of people would have been using Emerald. In fact, up until the point it was blocked there were still a significant number of people using it.
Now that Emerald has been blocked, I was expecting to see a marked increase in the usage of Phoenix and Imprudence, with possibly the odd Emergence from people who don’t realise it is a dead-end choice.
Instead, I’m seeing a handful of Imprudence, the odd Phoenix and a handful of “LGG Proxy” (which I assume is Emergence). And, amazingly, I’m still seeing the odd Emerald (which surely shouldn’t be allowed?)
Everyone else displays no Viewer tag which either means they are using an Official Viewer or else have suppressed transmitting their tag. I know a number of friends who do the latter so this is obviously skewing my results.
I am left with the feeling that public confidence in Third Party Viewers has been severely knocked and people are returning to the Official Viewers in droves. I’d be interested in hearing other peoples’ comments on this.