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	<title>NewMedia On the Go &#187; LSL</title>
	<atom:link href="http://newmediaonthego.com/blog/category/software/lsl/feed/" rel="self" type="application/rss+xml" />
	<link>http://newmediaonthego.com/blog</link>
	<description>a tech blog mostly about electronic publishing and virtual worlds</description>
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		<title>Virtual Progress</title>
		<link>http://newmediaonthego.com/blog/2008/05/18/virtual-progress/</link>
		<comments>http://newmediaonthego.com/blog/2008/05/18/virtual-progress/#comments</comments>
		<pubDate>Sun, 18 May 2008 07:31:03 +0000</pubDate>
		<dc:creator>Katherine W. Prawl</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Archives]]></category>
		<category><![CDATA[Avatar]]></category>
		<category><![CDATA[Format]]></category>
		<category><![CDATA[LSL]]></category>
		<category><![CDATA[MacOS X]]></category>
		<category><![CDATA[OSGrid]]></category>
		<category><![CDATA[Open Source]]></category>
		<category><![CDATA[OpenLife]]></category>
		<category><![CDATA[OpenSIM]]></category>
		<category><![CDATA[SecondLife]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[Virtual Machine]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[WindowsXP]]></category>

		<guid isPermaLink="false">http://newmediaonthego.com/blog/?p=70</guid>
		<description><![CDATA[Since my last post here, a lot has been accomplished.
Last time I wrote, I was downloading the OpenSim server software to my external hard disk via SVN. That went well, but I have to admit that the instructions for compiling and running it on MacOS 1.5 were so daunting that I deferred that until after [...]]]></description>
			<content:encoded><![CDATA[<p>Since my last post here, a lot has been accomplished.</p>
<p>Last time I wrote, I was downloading the OpenSim server software to my external hard disk via <a href="http://subversion.tigris.org/">SVN</a>. That went well, but I have to admit that the <a href="http://opensimulator.org/wiki/OpenSim_Build_Instructions">instructions for compiling and running it on MacOS 1.5</a> were so daunting that I deferred that until after I&#8217;d tried out the binary under <em>WindowsXP</em>.</p>
<p>It worked! I installed and ran the binary version of the open source server on <em>WinXP</em>, which was installed on a virtual machine running in <a href="http://www.parallels.com/en/products/desktop/">Parallels Desktop for Mac</a> on my <a href="http://docs.info.apple.com/article.html?artnum=301724">early 2006 20&#8243; Intel Core Duo iMac</a>, and while I couldn&#8217;t do much except look around with the camera tools (since I had not configured any of the other servers &#8212; asset, inventory and avatar databases), it was quite a thrill to know that I could have my own little world running on even a laptop unconnected to the internet if I wished. (The reason I use an external disk for my virtual machines is so I can access them using my husband&#8217;s <a href="http://www.apple.com/macbookpro/specs.html">17&#8243; MacBook Pro</a> or any other Mac with <em>Parallels Desktop</em> installed.)  I logged in using a copy of the SecondLife viewer, just editing the target definition in the shortcut&#8217;s general properties window, and using the default login ID and password of &#8220;Test User&#8221; and &#8220;Password&#8221;.  The target I specified in Properties, of course, was the localhost URI, http://127.0.0.1 plus the designated port, in this case &#8220;:9000&#8243;.</p>
<h3>Other VW Developments</h3>
<p>In an already-running OpenSim grid (<a href="http://openlifegrid.com">OpenLife</a>), a week or two ago I met the person who started that system, Sakai OpenLife (OL name). It was interesting chatting with him, and he gave me a tip I&#8217;ve followed up on for porting content among VWs. He said many people have had good luck with <a href="http://secondinventory.com">Second Inventory</a>, an application that creates a backup on your own hard disk of objects, textures, bodyparts, etc. as long as you have full permissions for those assets. I discovered that there is a multi-avatar version available, so while it&#8217;s a bit pricey (29 Euros, vs 14 Euros for the single-avatar version), I went ahead and bought it. It does indeed work as promised, although it is a bit slow to copy a large inventory since the &#8220;folder copy&#8221; function isn&#8217;t yet enabled and items must be backed up and restored one at a time. Folder actions are promised for the next version, though.</p>
<p>I ran a few tests, and I was able to back up and &#8220;restore&#8221; copies of simple and linked objects from both my primary and alt accounts in <a href="http://secondlife.com">SecondLife</a> to accounts in <em>Open Life</em> and <a href="http://www.osgrid.org">OS Grid</a>. It isn&#8217;t perfect; embedded scripts don&#8217;t always make it, and when they do they must be recompiled since not all LSL functions are available in the OpenSim VWs yet, and animations also don&#8217;t seem to come across when embedded in an object. Presumably those might be uploaded and added to objects if one has the <a href="http://en.wikipedia.org/wiki/List_of_motion_and_gesture_file_formats#BVA_and_BVH_file_formats">.bvh files</a> for them, though. My coffee mugs came through with their handles and &#8220;coffee&#8221; intact and didn&#8217;t require relinking, but the &#8220;drink&#8221; animation and script aren&#8217;t there, and the little &#8220;ring&#8221; piece used for the rim of the cup wasn&#8217;t linked. I just threw away the rings since they aren&#8217;t critical, and copied the particle steam script I used in SL, recompiled it and added it to the &#8220;steam&#8221; prim, but I haven&#8217;t done anything about the animation yet.</p>
<p>Interestingly, once I had the backups made, I could restore inventory items from my SL alt account as well as my main account to either SecondLife or another VW with impunity. The owner&#8217;s name didn&#8217;t make any difference to the software. When an asset is &#8220;restored&#8221; to an inventory, whether it came from that account or not, the owners name becomes that of the account that it&#8217;s being restored to, not the source inventory owner&#8217;s. There is certainly some potential for mischief here, especially since I was also able to &#8220;back up&#8221; some full-permission assets that I did not create, and when they were restored my avatar&#8217;s name showed up as the creator.</p>
<h3>Copyrights and DMCA Issues</h3>
<p>The ability to &#8220;rebrand&#8221; items that I owned full permission copies of, but had not created, made me wonder what the attitude of some of the content creators in SecondLife were toward these brave new virtual worlds. Would I be able to legally use copies of fulll-perms textures I&#8217;d bought in SecondLife in other worlds? I sent that question to one of the texture store owners I&#8217;ve patronized extensively, LilyBeth Filth, owner of <em>Textures-R-Us</em>. Predictably, she said, &#8220;No.&#8221; Here&#8217;s a direct quote from her IM, which I think explains her reasoning and the problem very well:</p>
<blockquote><p>Hi, Our User License does not allow customers to use them in any other virtual world including SL open source clients. The reason for this is because they would be uploaded in your name and not that of the creator. In time people will share these textures with friends (as they always have) and before we know it people are selling work created by the original artist but uploaded by other people and it creates a nightmare of a DMCA issue. We create &#038; sell textures for SL only. Sorry. LillyBeth 2008/5/17</p></blockquote>
<p>So, it sounds like there could well be a whole new round of rights issues to hash out, even when the dream of a mostly seamless metaverse becomes a reality. The technology is not the only thing that needs to be mastered.</p>



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		<title>Extending LSL</title>
		<link>http://newmediaonthego.com/blog/2008/04/15/extending-lsl/</link>
		<comments>http://newmediaonthego.com/blog/2008/04/15/extending-lsl/#comments</comments>
		<pubDate>Tue, 15 Apr 2008 08:46:08 +0000</pubDate>
		<dc:creator>Katherine W. Prawl</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Darkstar]]></category>
		<category><![CDATA[Debian]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[LSL]]></category>
		<category><![CDATA[Linux]]></category>
		<category><![CDATA[Models]]></category>
		<category><![CDATA[OSGrid]]></category>
		<category><![CDATA[OpenSIM]]></category>
		<category><![CDATA[SecondLife]]></category>
		<category><![CDATA[Virtual Worlds]]></category>
		<category><![CDATA[Wonderland]]></category>

		<guid isPermaLink="false">http://newmediaonthego.com/blog/?p=63</guid>
		<description><![CDATA[LSL, or Linden Scripting Language, was originated by Linden Lab, the creators and owners of SecondLife&#8482;. It is remarkably easy to use, and can allow &#8220;residents&#8221; of SecondLife and OpenSim based virtual worlds to do many marvelous things in these 3D environments. (OpenSim is the open source version of SecondLife&#8217;s server software.)
One of the things [...]]]></description>
			<content:encoded><![CDATA[<p>LSL, or Linden Scripting Language, was originated by <a href="http://lindenlab.com">Linden Lab</a>, the creators and owners of <a href="http://secondlife.com">SecondLife</a>&trade;. It is remarkably easy to use, and can allow &#8220;residents&#8221; of <em>SecondLife</em> and <a href="http://opensimulator.org">OpenSim</a> based virtual worlds to do many marvelous things in these 3D environments. (OpenSim is the open source version of SecondLife&#8217;s server software.)</p>
<p>One of the things people have been clamoring for in <em>SecondLife</em> for as long as I can remember (back to about July 2005, when I first rezzed into that world) is &#8220;Web on a Prim&#8221;. A <em>prim</em> is a primitive object, like a representation of a 3D cube or sphere or cylinder. These are the building blocks out of which all the incredible representations of physical objects are made in 3D virtual worlds. By combining them, twisting and resizing them, &#8220;painting&#8221; them with textures, linking them together and embedding little scripts in them, all the wonders of the grid are made manifest.</p>
<p>All, that is, except for a functioning Web browser that an avatar can share with others in the world. The latest version of the <em>SecondLife</em> viewer, the client software that enables one to enter these virtual worlds, offers at last a rudimentary Web viewer, but it can only display a single page with no live links. Hypertext without hyperlinks is almost useless, but of course it is a step in the right direction, and better than anything that preceeded it.</p>
<p>In one of the derivative VWs I&#8217;ve joined recently, though, they have taken LSL a step further. As well as implementing most of the commands from that scripting language, a few home-grown functions are added. One specifically enlarges the ability to display Web pages on primative objects, chosen by anyone in the world, not just  someone who has control of the media on the land parcel where the object exists as is presently the case in <em>SecondLife</em>.  For the geeks among us (you know who you are), this function is called <code>osSetDynamicTextureURL()</code> and it allows a &#8220;voice&#8221; command to be used to surf to any given URL. Where native Linden LSL commands follow the convention of having their names preceeded by &#8220;ll&#8221; (two lower-case letter Ls), as in <code>llSetText()</code>, the OpenSim scripters have used <code>os[Function name]</code> to identify those that are not from Linden Lab.  I&#8217;ve tried out an object that uses a script with this function, and it works quite well. However, when I tried to make my own Web display object using a copy of the script I found in the user&#8217;s forum on the <a href="http://osgrid.org">OSGrid.org website</a>, it did not work; I don&#8217;t know why. Perhaps the copy has a typo I&#8217;m not proficient enough to spot, or maybe the grid was just being a bit unstable at that moment. It is still alpha software, after all.</p>
<p>Still, even if I couldn&#8217;t make my own Web display (yet!), the fact that LSL is being extended in OpenSim grids is very encouraging.</p>
<p>Also encouraging is the fact that I heard from a friend tonight that a mutual acquaintance is also planning to install <a href="">Sun Microsystem&#8217;s open source Darkstar server</a> to run a <a href="https://lg3d-wonderland.dev.java.net/">Project Wonderland</a> region on his own computer, as I hope to do soon. This is becoming the favorite indoor sport of the really extreme VW addicts on the block! I&#8217;m one step closer now, since I finally located the package I need to install <a href="http://java.sun.com/javase/6/">Java6 SDK</a> on Debian Linux, a requirement for running <em>Darkstar</em>.</p>



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