One of my tentative projects at the new build is to extend some of the monitoring and RL integration aspects. For a good while, I had a basic visitor log and activity log at the old SkyLounge build. Every evening, I'd get an email summary of every visitor and his interactions with the various elements of the build. Or, more often, an email telling me that nothing happened for yet another day. Just for the heck of it, I've continued this monitoring in SkyPod 4 (not that I expect many/any visitors).
Eventually, I started filtering out my own actions and mirroring these notices to a Twitter feed, using TwitterMail. Now, every time a visitor arrives, interacts with a scripted object, changes the holodeck program, watches the fireworks (or turns them on manually), takes an elevator, changes the radio station, or anything else I can think of, a message is sent to the public Twitter feed. This feed is, in turn, relayed to an object at SkyPod 4 via SL's built-in web-on-a-prim.
More recently, I've started monitoring that feed using If This, Then That (IFTTT), with an eye toward adding more channels for integration elsewhere. At present, I'm monitoring for a #VisitorCount hash tag, and pinging my phone via Pushover when a new (non-me) visitor arrives. We'll see how long that lasts. SL is an international community, and I'm not so interested in my visitors that I'm willing to be woken up at 4am local time to hear about them.
In any case, if you can think of any nifty SL-to-RL interactions that'd be worth playing with, please drop me a comment below.
Just a quick note: Plywood is now archived at my DeviantART page. Also included is comic-by-comic commentary about making the comic and about ancient SL history, by myself and by co-creator Monica Young. Might be worth a read!
I'm sure nobody is reading this anymore but I thought I'd mention it, just in case. The Plywood Webcomic page is shutting down at the end of the month. Read it while you can.
I've also hacked down what was up until recently the Tallest Eyesore in Second Life. That's right, Mo-Tech Tower - all four kilometers of it - is no more. My apologies to the half dozen squatters who logged in only to find themselves hanging unsupported a couple miles off the ground. Happy landings.
And, well, that's about it.
For those of you still making a go of it, enjoy your Second Life.
Edit:
As Octobriana (Oz) points out, Plywood is still available, substantially intact, at the Internet Archive (the Wayback Machine).
Every month or two, I get another email to the Plywood Webcomic address, from a misguided soul in an exotic foreign locale, wanting to buy or sell plywood. Usually, I just ignore them. I really should start telling them that we only trade in half meter cubes.
Just a quick note: the former Mo-Tech art gallery has now returned as the SkyLounge Gallery, located on level three of the SkyLounge. Drop by and take a look.
Well, this was a punch in the gut to go with my morning coffee. Evidently, Ordinal Malaprop, one of the most creative builders in SL, has decided to call it quits.
Miss Malaprop was never one for the dramatic flash builds. Instead, she focuses on the small and the elegant. And, of course, the fun. She has always been on my short list of SL personages I wanted to be when I grew up, back when I still had the SL spark. I can't say her work changed the face of the Grid (whatever that means), although some amazing things emerged from her corner Caledon from time to time. But she brought a much needed touch of class to the Grid.
It's heartbreaking to see another Second Life true believer disillusioned. I can't question her reasoning, especially after feeling the same way myself lately. (Not that I would presume to place myself anywhere within a few parsecs of her league.) Like most of the well-wishers on the blog, I find myself hoping she'll find a way back in, on her own new terms.
In the meantime, the Grid grinds on. New builders appear, and others leave. Today, the creativity and the elegance of that work takes a small, but lamentably significant, hit. Farewell Ordinal. Please find your way back soon.
Folks, I'm closing up shop in SL. Mo-Tech Industries is gone. If you've ever wanted a Mo-Tech Product, but couldn't afford one (which I would find astounding), well, feel free to drop in one last time. The entire Mo-Tech inventory is now available as freebies, for a limited time. Click the link up there at the right to get there.SkyLounge is still staying around, albeit without the tower to hold it up. Yes, that's right, Mo-Tech Tower, formerly SL's real tallest structure, is no more. Couldn't justify the tier just to keep the monument to my own ego around. Feel free to drop by the Lounge, though. The elevator still goes there. Look for the big green carpet and the SkyLounge sign on the ground in northeast Louise.
Addendum: I couldn't bear to part with the Tower, so it's back, albeit in a somewhat simplified form. I know that's a load off your mind. The shop is still gone, however. It's amazing how many prims were left over after getting rid of all the demo products and signage.
Here it is, 7:00 SLT on a Thursday night. In addition to the hundreds of other events, there are 20-some-odd live musicians performing on the grid as I type this. That's really quite amazing.
That's all. I'm going to pick one at random, kick back in the back row, and have a listen.
Addendum:
Ended up seeing Andreus Gustafson at the Sunset Jazz Club. He sings a mix of original and classic rock/alternative covers, does his own keyboards, and plays a mean guitar, to boot. The man puts on a great show... And he's the first and only person to have ever pronounced my name correctly on the first try! Go see him now. SO SAYETH MORI.
Haven't done much that is terribly blog-worthy lately, but I thought I'd take a moment to mention a few projects that have been keeping me busy lately. In my ongoing quest to fight off boredom whilst simultaneously paying my tier costs (been more successful with the former than the latter, to be sure), I've been dusting off a few shelved projects and getting them ready for sale.
I can't imagine why anyone but me would be interested in this, but the Garden of Mo is now on Twitter. Over the past couple of evenings, I've started wiring the various events and objects in my neck of the woods to send discreet little status message back to a centralized notifications server. The server then relays these exciting updates to the GardenOfMo Twitter feed via Twittermail for the world to see.
I don't know what, if anything, I'll do with this information. Probably nothing, aside from feeding my own curiosity about what goes on in Mo-Tech Tower when I'm not around. Better than hiding in the bushes with a pair of binoculars and a notebook, anyway.
While working the kinks out of my Fraps installation, I took a short video of the new dusk-til-dawn fireworks show at the Mo-Tech Tower SkyLounge (SLURL link). Definitely not a cinematic masterpiece, but it shows off the particle effects quite nicely. Music is courtesy of SomaFM's Space Station Soma stream.
Y'know, I really have a pretty impressive Friends list, filled with dozens of the old-school movers and shakers that helped make SL what it is today.
It's kind of a shame I never actually see or speak to any of them.
Feeling bored? Have a little time to kill? Then come by the Mo-Tech Tower SkyLounge (SLURL link) to see some fireworks!
Well, it's been a while, hasn't it? Slowly working my way back into SL again. We'll see where it goes. But first, a brief video interlude!
This blog is not officially dead yet, just in extended hiatus due to RL issues. Stay tuned! Or not!
Well, I haven't completely disappeared, although my SL time has been severely restricted due to RL work issues. On the other hand, I haven't done anything terribly blog-worthy, either.
I've done a little more work on Mo-Tech Tower, just for fun. This includes adding an automatic landing platform (pic courtesy of Caliburn Susanto) at the SkyLounge. Nothing terribly high tech, really, just a simple auto-rezzer. When an occupant of the Lounge presses the "open" button, or when an avatar (presumably in a vehicle, but not necessarily) approaches from the outside, a door will open on the north face and a network of four 10m circular docking platforms will appear hovering outside. They're not large enough for conventional aircraft (there's no landing strip), but they're perfect for small VTOL craft or, as Caliburn proved, balloons.
It's also ideal for SL's small but dedicated BASE jumping community. One could debate that four kilometers off the ground is not truly a BASE jump, since it's higher than most conventional parachute drops, but why split hairs? It's within 20 or 30 meters of the maximum altitude achievable by SL planes and drop ships (which would evaporate at 4,096 meters), anyway. I suppose if someone absolutely had to be higher, they could climb up to the avatar maximum (just shy of a million meters) using a flight assist. I'd think it'd be a very long, very boring drop down afterward, though.
Just to spite the new rules of the universe, I've also been tinkering off and on with methods of building above the 4,096 meter ceiling. So far, results are not encouraging. Near as I can tell, it's not merely a matter of placing the object root point below the ceiling. I tried multiple variants of room-on-a-stick, with the root below the line, and all of them were returned. Instead, it appears that it's either a matter of center-of-mass or geometric center (which may or may not be the same thing). Long, skinny protrusions anchored to large objects below the ceiling (like the spike on the top of the Tower, which is linked to the roof dome assembly) appear to work just fine. So do tiny objects linked to the end of such protrusions.
I've yet to try usefully large rooms linked to even larger below-ceiling bases, however, mostly because I didn't want to clutter the airspace around the newly installed landing pads with giant, invisible counterweights. In any case, given that any variant of a room anchored to a root point below the ceiling would be limited by the maximum linked distance (about 30 meters, give or take various tricks), it's all a pretty pointless endeavor. Best case, we're talking a small, lightly constructed room sitting at 4,125 meters or so. Aside from the dubious thrill of thumbing my nose at Havok 4, there's really not much incentive to continue.
Otherwise, I've been updating the Fist of Righteous Fury, one of Mo-Tech Industries' oldest products. Evidently, the Fist is the weapon of choice for The Outlaws, an SL biker gang. And one of its members asked if there was any chance of making a Foot of Righteous Fury for their use. Easy enough, given that the Fist uses the built in client animations, which includes punches and kicks. From there, I ended up adding all of the hand-to-hand attacks (left hook, right hook, and one-two combination punches, as well as the aforementioned kick), and cleaned up the status readouts on the dialog menu controls. That, and recoded some of the embarrassingly primitive, kludgey code from my earliest programming days. Now, I can say that it's only about two years behind the times, instead of three. I guess that's improvement?
So I wrote the following comment on this article in New World Notes. I made it as far as positioning my cursor over the "Post" button before I realized it's just pointless ranting of no particular insight or merit, and changed my mind. I think Hamlet (name dropping!) might be surprised at the number of times I've written comments like this on NWN, only to delete them un-posted in an effort to marginally improve the resulting average intellectual value of the discourse there. (If only everyone was so civically minded. You're welcome.) I'll leave the question of whether he'd care as an exercise for my loyal readers. In any case, this one amused me enough to copy-paste over here, instead of just zotting it outright. After all, this blog is primarily for my own amusement, anyway.... And nobody has any illusions about the intellectual value of the content here.
There really should be a stupidity fine charged to every TV or print media figure who makes the blindingly obvious and hackneyed "hyuk, hyuk, they should get a first life" comment. Maybe we could use the resultant profit stream to fund a money tree for the rare individuals who actually take the time to check SL out before speaking... Or fund a chain of educational islands with full-time paid press liaison staff, given the number of times I've seen it.
If nothing else, it just proves they haven't taken the minimal effort to install a client on their machine, or even do a quick Google or YouTube search, before shooting their mouths off. I mean, seriously, when is the last time you logged into SL for more than five minutes and DIDN'T see something sadly hilarious or deserving of such derision? (SL is like the web that way, come to think of it. Imagine that!) But all they can find is "Heh heh, they put 'life' in their name... I'll bet I can make a totally original 'get a life' comment that nobody on the entire planet ever, ever thought of before!"
We can take the derision, guys. SL is populated by some of the brightest, or at least the most tech-savvy, individuals in the world. By and large, we're well used to the knee-jerk put-them-in-their-place-before-they-become-our-bosses scorn that membership in such a group inspires. But please exercise the minimal intellectual horsepower required to be original about it!
Ahem. Well. Gonna climb down off this soapbox now, and crawl back into my parents basement where I reportedly belong.
I guess I'm late off the mark here, but I wanted to join the other mourners in expressing my condolences and outrage for the loss of a Second Life artistic landmark, Zero Point. I've been a fan of Sabine Stonebender's megalithic, psychedelic art for over a year now (practically forever in SL terms). Zero Point was always on the top of my list of beautiful and inspirational landmarks to pass on to newcomers, and I know I'm not alone in that. And now, due to some kind of administrative snafu, it's evaporated from the face of the grid. And yes, returned, even in coalesced form, pretty much means destroyed in cases like this. It's like kicking down a sandcastle, then handing the builder a bag of sand.
Now all that remains of the Point are our memories, and a few handfuls of pictures which don't come near to doing it justice. I'd always meant to go back and take better photos, myself, as all I seem to have is a single picture of one of the smaller and more obscure works tucked in an unregarded corner of her parcel. [Addendum: Actually, that was a Starax Stratosky, not one of Ms. Stonebender's works.] There always seems to be time for that kind of thing tomorrow, though, doesn't there?
While Ms. Stonebender is of course upset, she seems to view this as an opportunity to rebuild. I admire her optimism, and eagerly wait to see what will rise from the ashes. In the meantime, I suppose all we can do is wish her luck, check our billing information again (not that that would have helped Sabine), and look warily at our own comparatively feeble builds. Once again, we're reminded that our shared new world is built on shifting sand.
Just a quick update on the tinkering front. A while back, I decided to pare down the inventory in Mo-Tech industries, converting some older items to freebies, and taking others off the market altogether. (The latter group included poor sellers, as well as items broken by recent changes that I didn't feel were worth fixing.) This reorganization effort allowed me to consolidate two largish, unattractively empty floors into one nicely filled (but still not crowded) space. Somewhat better, from a marketing standpoint, and it doesn't require the use of an elevator to see the rest of my wares. I will never understand why it's so difficult to figure out you should press the big green or red buttons labeled "UP" or "DOWN" to go, well, up or down. Have these people never ridden elevators before? I suppose I should make explanatory signage, but it galls me to have to hit folks over the head with the obvious.
In any case, this left me with three floors (I had two empty floors for future expansion to begin with) in which to tinker. So, I'm proud to announce (somewhat belatedly) the somewhat grand-ish opening of Mo-Tech Gallery! At present, the Gallery is divided into three floors. The first floor contains screenshots, photo-shop manipulations, and other forms of 2D electronic graphic art (putting aside the black velvet Elvis and the dogs playing poker- they're just placeholders). This includes several works by my departed (from SL, not from life in general) friend, Laura Ingersoll, as well as some other works I've collected (or created) over the years. (Basically, the theme is "pictures I had in my inventory that I never got around to hanging" at this point.) Level two contains three dimensional works (currently centered around the theme "low prim things I had in my inventory"- already regretting tiering down), and features sculptures by MenuBar Memorial and Zero Ball, as well as others. Both floors are worth spending a few minutes to browse and admire.
Level three is the one I expect to see the most work on in the future. I've decided to turn it into a gallery of old or failed SL projects and experiments. I've often referred to Mo-Tech Tower as a monument to my own ego. Might as well continue with that theme! Mostly, though, I'm using it as a dumping ground for my old work, as an aid for my ongoing project of letting go of my SL past and gradual end to general laurels-resting. If I dump it there, I can forget about it and move on. Kind of a physical representation of closure, I suppose.
(Speaking of closure, Monica and I are working on a project to close the book on Plywood. Nothing too exciting- and no it's not more comics- but it should be interesting, anyway. I'll make one last post about that when it goes live.)
In any case, this gallery currently includes a mockup of the heli-bike designed for the still ongoing, if substantially neglected, bicycle integration project. (I need to get back to that one. It was kind of fun.) Also shown are a couple of pieces from Babel Two, and one of the versions of the particle contour mapper. Ultimately, I'm going to add samples of the other, more photogenic and/or interesting projects littering my "Projects-Experimental" folder. I'm also going to add a couple of rotating exhibits for some of the excellent props Monica Young/Chrestomanci Bard made for Plywood, as well. A ton of work went into those, and it seems a shame to let them disappear with nothing but photos to remain.
So, anyway, that's one of the things I've been messing with, off and on, for the past few weeks. In other news, I was thinking about SL years verses real-time years, and something occurred to me. Going by the movement of the sun in the virtual sky, an SL day is four hours long. So six SL days pass for every one RL day. That means, by my calculations, avatar Moriash turned 21 on around July 1 (give or take a day). And I didn't even take the poor fellow out for his first legal bender! (Of course, given some of the mind trips I've taken the poor fellow on during his formative years, I'm guessing he'd find mere booze pretty tame, anyway.) I'd say that my rez-day is also about the youngest (give or take a few RL months or SL years) that earns a modicum of respect solely based on longevity. Not ancient or venerable, by any means. But I've occasionally been referred to (if not deferred to) as one of the SL elders in many a group. And, yet, in many gatherings I still feel like a young tyro, a kid. Again, that slots in rather nicely with my calculated age. Still all-but-a-kid, but now with the figurative, metaphorical ability to buy booze for my younger friends. (Don't do that, folks. It's illegal. Unless you mean in SL, then knock yourself out.) Solely by virtue of my age and experience, there are quite a few things I can do, and even places I'm invited to go, that my younger cohorts cannot.
By my calculations, that pegs Steller Sunshine, Second Life's first resident, at the ripe old age of 38. And, depending on how you count it, few of the Linden av-family would be much into their forties. Mind you, this is only pointless numbers juggling, of limited use or meaning. Nonetheless, I find it somehow encouraging. Second Life is still a young world.
Then again, I suppose you could look at this another way. Most avatars won't live nearly as long as Ms. Sunshine. Statistically, the vast majority die off, as their typists get tired of SL, or otherwise move on, long before they reach their teens. Maybe this is more like the harshest days of the early American frontier, or perhaps even the middle ages, where a rare few live long enough to reach adulthood, and the village elders are only in their thirties. But I'm starting to hear the sounds of a tenuous, muddled analogy approaching dramatic tensile failure, so I guess I'll leave it at that. Still, food for thought. Maybe there's something to the 6-to-1 time ratio, in terms of the growth and development of avatars, and of SL in general.
Last night, I logged into Second Life discouraged and disheartened. If you've followed this weblog at all, you're no doubt tired of hearing about Mo-Tech Tower and the SkyLounge. This 4+ kilometer tall monument to my own ego was my pride and joy, and at one time I considered it one of my greater technical achievements. [Addendum: Okay, "pride and joy" is overstating things. But I really like it, anyway.] Stop me if you've heard this before, but up until very recently it was a serious pain in the rump to build anything above 768 meters. Beyond that, conventional object editing stops working (objects jump to 768 meters if you try to move them with the build tools). You can still rez objects in place, and have them remain indefinitely, though. So building at high altitudes requires a scripted system of automatic rezzing tools. Build the tower at ground level, tuck them in an automatic rezzer, and let it dump a copy for you at the right altitude. Worse, at one time any object left above 2000 meters would be returned or deleted every simulator reset (this actually changed a few months ago, not long after the advent of Havok 4 physics). So add the complication of scanning for simulator crashes and re-assembling any missing pieces automatically. Really quite a bit of work for a dubious architectural achievement, but I was pretty pleased with having one of the tallest (if not the tallest- it's hard to say for sure) structures in Second Life.
Well, as of a week or so ago, all of that changed. See, as of client version 1.20, objects can be moved and edited all the way up to 4096 meters, using the same build tools you'd use at ground level. Now everyone can build as high as they like, with no special technical jiggery-pokery required. And this is a good thing, really. Much more convenient for me, too. But, suddenly, Mo-Tech Tower isn't such a big deal anymore (if it ever was), and I'm left with the vague feeling that I used to be cool. "Waaay back in the old days, we couldn't just dump our houses wherever, all willy-nilly! If'n you wanted ta' build at the edge of the world then, by gum, you had ta' earn it! An' I had to walk all thuh way ta' ANWR ta' get my prims. Up hill! Both ways! You kids, git offa mah lawn!"
So that's where last night found me, logging in late in the evening to experiment with giant invisiprims and occlusion culling to see if I could build a screen to block out the view of all the new 4000 meter skyboxes I was certain I'd find on my doorstep by the end of the week. Depressing. But, as I flew up to my workshop, I received an e-mail from Jenn Hienrichs, founder of the SL Things to Do website. Apparently, Mo-Tech Tower was featured as the August 6, 2008 Thing to Do! As we chatted, Ms. Hienrichs dropped the landmark to the Things to Do group. (Which is eminently cool, by the way. Go. Join it now. So sayeth Mori.) Soon, the Tower was flooded with dozens of tell-tale green dots, all come to take a gander at the mighty Tower.
As more visitors than I'd ever seen at once flew up the elevator, I read the Things to Do write up, written by the well-traveled Caliburn Susanto. (As I later discovered, Mr. Susanto found the Tower over a year ago, on one of his frequent balloon trips across the grid.) The last line of his excellent article really struck home for me. I can't imagine a more flattering or inspiring epitaph for the project. "The Mo-Tech Tower is a landmark in Second Life and a tribute to the early builders and scripters who pushed the limits of the platform in their efforts to create unique content (or just do cool stuff!)." Needless to say, I was stunned.
That one line, whether my work actually deserved it or not, changed my whole outlook on Mo-Tech Tower. Sure, the achievement, such that it was, has been obviated now. Once, it was kind of clever. Now? No big deal. But that's not the end of it! How long can I rest on my dubious laurels, anyway? Maybe it's worth a plaque or something.
Well, I didn't have much to say about it this time (or anything else, lately- sorry about that), but I did participate in the 2008 Second Life Relay for Life this year. Not a whole lot of substance to add, really. The Relay fundraising volunteers put in an astounding effort, and raised over L$55 million for the American Cancer Society. That's over US$193,000!
My team, the Relay Raiders, pulled in over L$10 million, or about US$35,000. I wasn't able to participate as much as I would've liked this year, but between the proceeds from Mo-Tech Industries sales in-world and RL donations, I did manage to raise about L$169,000 (around US$640, over twice what I managed last year). Not too shabby, if I do say so myself! And, like last year, the Jail-an-Avatar event was a smashing success, raising a couple million Lindens between the five teams that participated. I only provided scripting and construction services for the jails, and technical support during the day-long event, but I'm still proud to have been a small part of it. All told, I think we can call this year's Relay a success.On a personal level, I didn't get to do as much with the whole treadmill stunt this year. I'd actually planned on skipping it altogether, due to RL conflicts on the day of the Relay, but ended up hopping on the contraption and joining in late for a few laps. Since it was something of a last minute impulse, I didn't even try to setup the webcam and such (like last year). Shown at right are photos of the mileage and time readouts for two sessions. The top one was taken at precisely 99:59 into it, just before the timer rolled over to zero. A few moments after, I took a misstep off the back of the treadmill and twisted the heck out of my ankle. Nothing too serious, but it pretty much put an end to walking for the next few hours. I ended up logging out in disgust, and getting some sleep instead.
The bottom picture was taken at the end of the Relay Raiders' victory lap, the following morning. By then, the swelling had gone down, so I decided to run the final lap on the treadmill. All told, I walked about seven real life miles, and approximately 26 in-world kilometers (give or take distance lost to lag and poor steering). Quite a bit less than last year, and less than I'd hoped, but enough to make the point... Whatever that might have been. I suppose it was kind of a neat thing to do, the first time, but I'm just as happy I didn't make a big deal out of it this year. It's too easy to cross over from fundraising publicity stunt to self-aggrandizement. And I already have a weblog for that!
Incidentally, I'd like to offer a nod of thanks to Moo Money over at Massively for featuring last year's promo walk video on the July 20 Cinemassively feature. It's nice to be remembered! Not that it matters overmuch, but the 23 miles mentioned was spread out over the actual '07 SLRFL event. (Yes, I was stupid. My blisters had blisters.) I have no idea how many miles I'd actually walked before that film was made. As part of my morning exercise routine, I did somewhere between 2.5 and 3 miles a day, every day, for at least the preceding four or five months. I suppose that adds up to quite a lot, even if it was done in hour-long chunks with a day's rest between. I know I made at least one pass down every road on the mainland continents at the time. One way into the record books, anyway.
I found myself with a few minutes to kill this evening, so I decided to drop by Harrison Hall and check out the Surrealism exhibit. Harrison Hall is part of the Librarium complex in Abitibi sim. It started out as a virtual library by friend and ex-neighbor, OmegaX Zapata. Since then, it's passed to Caledonian library enthusiast, JJ Drinkwater. It's also expanded to include multiple art exhibits, of both the 2D and 3D varieties. Well worth a visit next time you're looking to get some culture slung at you.