What's New with Second Life: 1.10.0 Preview
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Milo Linden
Quality Assurance
Join date: 22 Mar 2006
Posts: 140
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04-13-2006 21:16
What's New with Second Life: 1.10.0 Preview* 1.10.0 is now in preview, below are the key points of the new features, be sure to read the Release Notes as well. Preview download here: http://secondlife.com/community/preview.php *New Features: * *Hardware Lighting* 1.10.0 includes all new hardware lighting system has been completely reworked, and not only is it faster, but a lot more flexible too. Key Points of Hardware Lighting: * Any primitive in Second Life may be turned into a light, with options to control the lighting type * You will be able to customize your lighting settings in preferences, includes low-performance settings for slower machines * Everything in-world (objects, avatars, and terrain) is lit by sun or moon and up to six nearby light sources * "All Lights + Shadows" is available only to high-performance systems More tips on the new lighting: /16/e1/100128/1.html#post987267<http://forums.secondlife.com/forumdisplay.php?f=16> *Flexible Objects* 1.10.0 introduces a whole new twist on object types -- flexibility! This new type of object is only applicable to certain prim types, but should allow far-reaching creativity in objects behavior - bring out your capes and tails! Key Points of Flexible Objects: * Cube, prism and cylinder primitive types can now be made flexible as a client-side effect and can be responsive to gravity and wind * Objects that are flexible cannot be physical and are always phantom * Use of these is currently limited to preserve frame rate as they increase amount of client-side processing Want to learn more about flexible objects? /16/1a/100115/1.html#post987212 *Occlusion Culling* Currently, when you are inside a building in Second Life, the rest of the world is still streaming in around you, even though you are unable to see it. Occlusion culling helps improve frame rate by not rendering those objects which are hidden from your view. You can toggle occlusion culling on and off by using CTRL-SHIFT-o. Don't worry -- windows or other transparent surfaces will still be rendered! *Other 1.10.0 Features* * *Auto-Renew Classifieds*: New setting allows in-world classified ads to be auto-renewed, which prevents re-listing hassles and saves time for classified users. * *"Click Action"*: The new "Click Action" setting for objects allows a builder to set the action in the build tools to various presets: Touch (default), Sit, Buy, Pay, or Open. * *Estate Tool Tweak*: updated functionality for the Top Scripts/Top Colliders dialog to allow estate owners to return or disable offending objects * *Mac* *Binary*: Universal binary installer for Mac clients is now standard and the minimum required Mac version for Second Life is now 10.3.9. *New LSL Functions* * *llHTTPRequest*: New LSL call & event to support HTTP access from external scripts * *llGetParcelFlags*: New LSL call returns any parcel flags to determine what the settings are on a particular parcel. There were also several different bug fixes made, please see the release notes for further description. https://secondlife.com/tiki/tiki-index.php?page=Preview+Release+Notes
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
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04-14-2006 01:15
Other things you forgot to mention or didn't mention specifically/explicitly enough: Preferences- Graphics
- Light Detail
- Sun and moon only
- Nearby local lights (HW only)
- All local lights (SW)
- All local lights (+ shadows) - Is this all SOFTWARE local lights or all HARDWARE and THEN software? the release notes aren't clear on it. If so, it should be renamed to "All local lights (HW+SW+shadows)" or something.
Enable Vertex Shaders (new) Terrain Detail: Medium (removed) Object Editor- Can no longer edit prim parameters (now also physical, temporary, phantom, and material type--but why??? STUPID!) on multiple prims ("Select only one object to edit prim parameters."--which is a bit misleading since an object and prim are NOT the same thing; better wording would be "Select only one prim to edit its parameters."

- Box/Cylinder/Prism: "Taper" X(+/-)/Y(+/-); replaces "Top Size" X/Y (both +only)
- "Features" tab: "Flexible Path" and "Light" options ("Light" material type on "Object" tab removed)
- "Texture" tab: "Full Bright" and "Transparency" moved to right of texture/color thumbnails. "Mapping" moved to where "Transparency" was.
This is the kind of details the release notes need to have, LL. The same detail you gave to light should also be given to every other new/changed function like flex prims, taper, etc.
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MadamG Zagato
means business
Join date: 17 Sep 2005
Posts: 1,402
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04-14-2006 07:19
Can't seem to get in from my work PC, laptop or home PC. It logs me into the preview, I see a flash of SL, the it closes and does a crash log.
Nice.
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Blueman Steele
Registered User
Join date: 28 Dec 2004
Posts: 1,038
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04-14-2006 08:51
wow, no restart to change lighting.
Made a flag, great fun editing it WHILE it was flopping around in the wind.
So will this be the new lag (CPU load?) I noticed that being around many soft prims does dig into CPU use on a slower computer.
Overall it seems a great addition to SL, but please.. no more squids.
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MadamG Zagato
means business
Join date: 17 Sep 2005
Posts: 1,402
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04-14-2006 11:05
k I had to reboot to get SIVA running. Works great now. nice job with the lighting! But.... there doesn't seem to be any way to script it. So now you cannot turn lights on and off using a script as in a button or via chat? That's really odd. So now anyone who has a product that uses scripted lighting like all the houses and the cars with headlights and all the lamps etc will not have this feature. It's completely broken in 1.9!! Let me say it again. ANYONE OBJECTS THAT USE SCRIPTED LIGHTING ARE BROKEN IN V1.9! Rephrase? All those street lights and such won't come on because there's no way to script them. So when we turn lights on, they are just on all the time? Here's an idea. Why don't you FINISH the damn thing before releasing it to us. It's nice that you are anxious to show us these new savvy features. But you know good and well that SL content relies heavily on being able to script these new features. - So you are basically giving us a nicely wrapped gift, with no way of opening it!
- A cow that has no milk!
- A Cup of iced tea with no ice!
- A computer with no hard drive!
Please, PLEASE do not release this without giving us the means of scripting the lights!!! I predict a lot of angry ppl will be picketing outside of LL Headquarters.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
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04-14-2006 21:22
MadamG, while I agree with your intent, you have to realize this IS a preview version and hasn't been released as final. It would be expected that lights should be scriptable but, as yet, they aren't and there's no word if they will be. Perhaps a Linden would care to comment on that functionality?
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MadamG Zagato
means business
Join date: 17 Sep 2005
Posts: 1,402
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04-14-2006 21:34
Point completely taken. I just think that if they are working on it or intend to release new lighting functions for LSL, they should at least have a little courtesy to let us all instead of leading us to believe that it's just going to be this way...prim by prim lighting. Honestly, I have enough faith in LL to believe that they will be releasing LSL functions prior to or with the new rollout. But I was told in Live Help to make the suggestion in the forums "Feature Suggestions" was a very scary thought. If it has to go to feature suggestions, then we might not see it for another year or so. LOL
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
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04-14-2006 21:44
Which Linden, if any, told you to make the suggestion in Feature Suggestions? I bet it was a liasion (who aren't always in the know--especially with preview feaures). Milo Linden seems to be THE liasion to talk to, however. (But I'd rather talk to non-liasion Lindens--specifically Steve, Andrew, James, Cory, etc--the actual devs). Incidentally, Yadweb Linden (dev who worked on flex prims) commented on scripting flex prims (but nothing about lights) in this thread.
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Sarah Golem
Registered User
Join date: 20 Oct 2005
Posts: 19
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Computer Loves to Crash on 1.9!
04-15-2006 18:43
Everytime I log in my computer just without warning restarts its self and it blows my internet out for 2 minutes ive tried 3 times same results!
I CANT EVEN ENJOY 1.9!!!!!!
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Calix Metropolitan
Registered User
Join date: 10 May 2005
Posts: 212
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04-15-2006 18:52
From: MadamG Zagato I predict a lot of angry ppl will be picketing outside of LL Headquarters.
Next predict Hilary Clinton as the next President of the USA and I will really start laughing.
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Snakekiss Noir
japanese designer
Join date: 9 Dec 2003
Posts: 334
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scripted lights
04-19-2006 16:14
Hmm this will ruin business for many of us including me who sell specially scripted lights.. will scripted lights be supported still... the overall benefit of this seems good as I and many many others cannot use local lighting since V1.7 and the world now seems dark.
What will happen with the lights i sell which not only use scriptted on/off but also exude glow in a specific shade scripted?
answers LL please
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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04-19-2006 18:03
From: Eep Quirk Which Linden, if any, told you to make the suggestion in Feature Suggestions? I bet it was a liasion (who aren't always in the know--especially with preview feaures). Milo Linden seems to be THE liasion to talk to, however. (But I'd rather talk to non-liasion Lindens--specifically Steve, Andrew, James, Cory, etc--the actual devs). Incidentally, Yadweb Linden (dev who worked on flex prims) commented on scripting flex prims (but nothing about lights) in this thread. Milo does QA too--we're so versatile! Don't go by titles alone (it's why I don't have a formal title, hehe). Steve knows lotsa schtuff about graphics like the new lighting system. I will ask him to take a look here re: scripting lighting.
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Steve Linden
Linden Lab Employee
Join date: 31 Dec 1969
Posts: 23
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04-20-2006 10:10
Relax everyone.
1. Scripting for lights will be in the next preview release. They use the llSetPrimitiveParams call with the following format (official documentation will be available soon):
llSetPrimitiveParams([PRIM_POINT_LIGHT, bool Enable, vector Color, float Intensity, float Radius, float Falloff]);
2. I do apologize for breaking the old scripts but it could not be helped. We did take pains to make sure that old scripts still make the old lights fully bright (or not), they just don't cast light any more. Keep in mind that less than 1% of the residents currently have local lighting enabled, so the behavior won't be changed for the majority of the residents.
3. I will make sure this is in the documentation, but in case anyone is eager to start writing scripts now, it is much cheaper to change the Intensity and Falloff values of a light than the Enabled state or Radius, so the best way to turn a light on/off is to set its Intensity to 1/0.
The next preview release should be available this evening (Thursday, 4/20).
Enjoy.
-Steve
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Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
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04-20-2006 14:15
From: Steve Linden 2. I do apologize for breaking the old scripts but it could not be helped. We did take pains to make sure that old scripts still make the old lights fully bright (or not), they just don't cast light any more. Keep in mind that less than 1% of the residents currently have local lighting enabled, so the behavior won't be changed for the majority of the residents.
Currently less then 1% use local lighting because its been borked. As soon as 1.9.1 is released to the main grid expect that number to jump up considerably so I can understand why people are upset about their scripts being broken.
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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04-21-2006 03:51
Why can't the current lighting script calls just make a light with some default settings that mimic what local lighting used to look like? It won't be tweakable, but the new options will do that. It would be like a 'quick light' which means you don't need to pass in extra settings if you don't use them. It would also make the new lighting a bigger hit, because as it is now if you turn the option on in the main grid, you're not going to see a whole lot, but if old local lighting prims are updated, then you'll quickly start seeing the difference 
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Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
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04-22-2006 19:41
From: Ron Overdrive Currently less then 1% use local lighting because its been borked. As soon as 1.9.1 is released to the main grid expect that number to jump up considerably so I can understand why people are upset about their scripts being broken. The hardware lighting system replaces the flawed local lighting system.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
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04-30-2006 02:08
From: Steve Linden 1. Scripting for lights will be in the next preview release. They use the llSetPrimitiveParams call with the following format (official documentation will be available soon): llSetPrimitiveParams([PRIM_POINT_LIGHT, bool Enable, vector Color, float Intensity, float Radius, float Falloff]); 2. I do apologize for breaking the old scripts but it could not be helped. We did take pains to make sure that old scripts still make the old lights fully bright (or not), they just don't cast light any more. Keep in mind that less than 1% of the residents currently have local lighting enabled, so the behavior won't be changed for the majority of the residents. Unfortunately, more than just making lights bright/dark has changed. See below. From: Steve Linden 3. I will make sure this is in the documentation, but in case anyone is eager to start writing scripts now, it is much cheaper to change the Intensity and Falloff values of a light than the Enabled state or Radius, so the best way to turn a light on/off is to set its Intensity to 1/0. Why is it "cheaper"  ?) to change the intensity/falloff values vs. its enabled state or radius (note the proper uncapitalized versions of those words)? How about some built-in effects like blink, flicker, fade, pulse, etc ( like Active Worlds has) instead of forcing us to update llSetPrimitiveParams and having to deal with the stupid .2-second delay? I tried to do a flicker effect but the .2-second delay makes it too slow and not random enough. :/ Previously, I was using llSetColor (no delay!) to change the light color (via prim color)'s brightness but that no longer works since light color is now separate from prim color. If you don't want to add specific, undelayed, client-side-only light effects, can you at least add a llSetLightColor function or something with NO delay? old way (2 random scripted delays): llSetColor(<randColor,randColor,randColor>,ALL_SIDES); llSleep(llFrand(.5)); float randColor1 = llFrand(.1)+.15; llSetColor(<randColor1,randColor1,randColor1>,ALL_SIDES); llSleep(llFrand(.01)); new way (2 fixed .2-second delays and 1 random scripted delay): llSetPrimitiveParams([PRIM_POINT_LIGHT,1,<1,1,1>,1,20,llFrand(2)]); llSleep(llFrand(.01)); llSetPrimitiveParams([PRIM_POINT_LIGHT,1,<1,1,1>,1,20,llFrand(2)]);
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kerunix Flan
Registered User
Join date: 3 Sep 2005
Posts: 393
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05-02-2006 03:33
PRIM_POINT_LIGHT ? mmmm Now i can't wait for PRIM_CONE_LIGHT  So i'll have my spotlight being a lot more realistic than my textured phantom prims  That's the first thing i tried of course, my automated spotlight. It wasn't as i expected but i can deal with the actual (preview) lightning system. I hope to see the LSL function soon, and... trust me, i'll do a lot of test  I'm back on the club furniture business ! yay !!
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Monkey Edge
Registered User
Join date: 23 Apr 2005
Posts: 69
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05-02-2006 16:17
just a tought, but as yo usaid earilier about the tail thing, how is that to be done if physics cant be dne while an object has a flexable path, and when you turn off flexable path it goes back to normal, and as mentioned before there needs to be a way to script this stuff, so yea lindens hopefully this will be in the full version
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Lovepeace Languish
Registered User
Join date: 13 Sep 2005
Posts: 19
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05-03-2006 11:32
* *Estate Tool Tweak*: updated functionality for the Top Scripts/Top Colliders dialog to allow estate owners to return or disable offending objects
I own a mainland sim, and I feel like a second class owner, why can't we mainland sim owners have the same benefits as people who have islands? Is it all that difficult to just let the same programaing appy to use? And for that matter, why should you have to own a whole sim, why can't the same program be applied to any parcel or fraction of land you own if you have renters and want to see who is causing all the lag. I really feel it is unfair, we pay the same monthy payment, or proportinately if they own less than a full sim, but we don't have all the benefits other people do. When do we mainland people and other land owners, get some of these new and useful features? How difficult can it be, the program is there, just plug it in to our land!
Lovepeace Languish
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Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
Posts: 4,107
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05-03-2006 12:05
Just got on the Preview Grid last night/this morning. All I can say is Oooooo!! pretty!!! Even with the settings cranked as high as I could go I still managed a decent 30-38 FPS. 
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Shaun Wallaby
Registered User
Join date: 30 Mar 2005
Posts: 7
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05-03-2006 15:00
I played with the flexible prims and found out they don't do a good complex tail. Found out the prims remain independant when linked when moved. A friend of mine even tried to make a dragon tail with it. He found out his spikes don't interact with the flexible prim in the link. Right now it looks to me the flexible prims do a good one prim tail.
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Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
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05-03-2006 15:01
From: Tod69 Talamasca Just got on the Preview Grid last night/this morning. All I can say is Oooooo!! pretty!!! Even with the settings cranked as high as I could go I still managed a decent 30-38 FPS.  Lucky you... I get a LOT less than I even manage on the main grid... and need to turn everything off to even move.
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kerunix Flan
Registered User
Join date: 3 Sep 2005
Posts: 393
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05-04-2006 06:10
From: Siobhan Taylor Lucky you... I get a LOT less than I even manage on the main grid... and need to turn everything off to even move. But on the maingrid there isn't the oclusion feature... yet  . i did some test in some well chosen land... normal : 7FPS i rez a big wall in front of me (oclusion) : around 30-35FPS you can use the statistic window to see how many ktris are drawn before and after occlusion. It work well 
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Vector Spaight
Registered User
Join date: 4 May 2005
Posts: 32
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all objects shiny now?
05-05-2006 19:06
Is it just me, or was the option to turn shiny objects off removed?
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