Posted in Second Life, tips, Viewers

Oh no! I deleted half my house! (and other disasters)


[NOTE: This is very out of date now that we no longer have prim link sets and most things are mesh instead]

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.

 

You moved something

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”.

 

You deleted something

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”)

 

You had something returned

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.

Posted in Fashion, Flickr, General, Opinion, Second Life, Viewer 2.x

Mesh

Slink Mesh Boots!!, originally uploaded by Nana Minuet.

I have to say I was getting very excited by Mesh, especially with the recent announcement that Phoenix is going to be supporting it (thanks to some dedicated work by Henri Beauchamp of the Cool Viewer).

These boots are a great case in point – imagine how wrong the knees would look in that pose if those were sculpt boots!

However, all is not as good as it seems; I’ve learned that the current implementation of Mesh is worse than useless, for clothes at least. It would seem that a mesh object attaches to your skeleton, not your “flesh”, and cannot be resized in-world. That means that if you are slim like the model in the above pics, those boots would look great. However, if you are any other size than her they won’t fit. Oh, sure, an alpha layer will mask out the bits of you that the boots cover but if you have bigger thighs than her you’re fresh out of luck.

One of the biggest benefits of Second Life is you can be who you want to be. You (or, rather, your avatar) can be exactly as you want it – it’s the overriding expression of your individuality and what makes Second Life so wonderful. But if Mesh clothing is going to force us all to resize our avatar to the clothing, rather than the clothing to the avatar, then this is a bad thing.

There is a JIRA running on this. It’s rather technical but the gist of it is “change Mesh to resize to your flesh not be fixed size and attached to your skeleton”.
See https://jira.secondlife.com/si/jira.issueviews:issue-html/SH-2374/SH-2374.html

Posted in Imprudence, Opinion, Phoenix / Firestorm, Second Life

Is Imprudence withering on the vine?

I like Imprudence. I’ve been using it for 3 months now and I feel very attached to it. But I think the time is approaching when I’m going to have to look to other Viewers, with Phoenix as a prime candidate.

Why is this? Well, one reason is that there is a show-stopper of a bug in v1.3.0 which is forcing me to continue to use an earlier Release Candidate (RC3) as it directly affects my photography.
Imprudence v1.3.0 was released in early October (ie. 2 months ago) and around a month ago this bug was fixed, along with Jacek commenting that it should provoke an immediate v1.3.1 due to the severity of it. However, this has not happened and I’m unwilling to adopt a beta release to get this fixed.

However, for me, the writing is on the wall for two very significant reasons. One is that there have been no releases at all for several weeks, not even Experimental releases, suggesting that the development team are spending all their time on Kokua (the new Viewer based on SL 2.x) at the expense of Imprudence. And the other is the thorny issue of Multiple Attachments.

The developers of Imprudence have always been quite bullish about multiple attachments, stating that they would not support Emerald’s “hacky” multiple attach point code, not even to properly render avatars being run by people using Phoenix (despite it being easily added to Imprudence by simply updating a single XML file as it turns out) because they were going to support the “proper” Multiple Attachments of SL 2.x by back-porting it.
Well, a couple of days ago a new version of Phoenix was released that supports just that, whilst Imprudence still does not.

This, to me, says that Phoenix is still actively being developed and supported and Imprudence is withering on the vine and is not. It also feels as rather an egg-on-face moment for Imprudence (in my humble opinion).

As I said, I really like Imprudence, but I feel like it is being left further and further behind by Phoenix and eventually I’m going to have to jump ship.

Sorry, Imprudence. It’s been nice knowing you.

Posted in Opinion, Privacy & identity, Second Life, Viewer 2.x

Privacy concerns with Viewer 2.0

[First posted 09-Mar-2010 here]

If you care about your privacy and identity then be sure to read and vote on this JIRA issue

In short, any Shared Media prim has the potential to get all sorts of information about you – IP Address, Operating System & version, language (gives a good idea of country), Client & version, all sorts.
Possible exploits are linking alts to mains, griefing, stalking, RL harassment, phishing, malware and viruses.

The JIRA entry and the subsequent comments have a lot more information. And this blog is also worth reading.

I’m kind of surprised how few people seem bothered by this.

Update: This blog comment highlights a very scarily plausible scenario for how a phishing attack could successfully compromise your SL account.