Second life firestorm
Second life firestorm
Firestorm для Second Life
Актуальная версия Firestorm
Чтобы ничто не могло омрачить ваш игровой процесс, рекомендуется обновить свой Фаершторм до новой версии. Стоит отметить, что с работой данного вьювера могут также возникать некоторые проблемы после обновлений.
Решение возможных проблем после обновления
Ручная очистка кэша Firestorm
Зайдите в «настройки», откройте вкладку «сеть», а затем «файлы». Напротив поля «расположение кэша» нажмите кнопку «открыть». Перед вами откроется окно проводника согласно тому, где у вас того, где у вас расположен кэш.
Затем вам необходимо закрыть Фаерштом и удалить содержимое, которое отображается, с папками включительно.
В том случае, если вы не можете открыть клиент для просмотра пути расположения папок кэша в «настройках», ниже приведена картинка, где показаны стандартные расположения папок кэша.
Примечание: обратите внимание на то, что в некоторых ОС данные папки могут быть срыты по умолчанию. Поэтому вам потребуется показать скрытые папки, чтобы найти нужные вам.
Установка Фаершторм «Секонд Лайф»
Установка Firestorm осуществляется в значительной степени так же, как и любое другое устройство на вашем компьютере. Чтобы скачать и установить Firestorm для «Секонд Лайф», перейдите по ссылке ниже и запустите загруженную программу. Установщик создаст ярлык на рабочем столе.
Примечание:
При установке на 32-разрядную Windows программа установки предложит вам запустить программу просмотра. Вам необходимо выбрать отрицательный ответ. Если вы выберите «да», то, как правило, возникают проблемы при восстановлении в ходе данной сессии. Ярлык является предпочтительным способом запуска клиента.
Совместимость Firestorm 4.7.7 с Windows
Windows Vista 32bit SP2 и Vista 64bit SP2 или более поздние версии.
Более ранние версии Windows не поддерживаются.
Также Firestorm 4.7.7 совместим с ОС Windows 10.
Не пытайтесь устанавливать Firestorm 4.7.7 на Windows XP.
Third Party Viewer Directory/Firestorm
Description
Firestorm is a community development project headed by The Phoenix Firestorm Project Incorporated as an alternative viewer for Second Life. Our primary goal is to improve the user experience with new features while extending usability, functionality and flexibility of the Viewer 3 code base. Our secondary goal is to lessen the learning curve for users migrating from older V1 viewers, while still being easily accessible to users of Linden Lab’s latest viewer offerings. We package contributions from various community developers along with code from Linden Lab and of course ourselves to bring you a quality, feature-rich viewer experience backed up by a large volunteer support team available 24/7 in various languages. More information on support can be found from our website. Documentation here http://wiki.phoenixviewer.com/doku.php?id=firestorm and Tutorial Videos here http://youtube.com/user/PhoenixViewerSL
Feature list
Above and beyond the standard V2 features like multi attachments/tattoo layers/av physics, Media on a prim, shadow capability.. etc.
Disclaimer: Linden Lab makes no representations or warranties regarding any of the listed viewers or developers. These third-party viewers are not affiliated with or overseen by Linden Lab. Please take reasonable precautions, including virus scanning, before installing and using any of the listed viewers.
Firestorm v5.0.11
By Oct Oyen,
January 26, 2018 in Second Life Viewer
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Chaser Zaks
January 26, 2018
SLPlugin is responsible for running various parts of the viewer such as CEF(Chromium Embedded Framework, which runs the web browser and MOAP), parcel video stream playback, and parcel audio stream pla
Chic Aeon
January 31, 2018
So I just did a test and I am patting myself on the back and ChinRey will be glad. This is me at 40 meters away or more from my finished work on my building pad at LOD1 And with t
Anna Nova
January 26, 2018
Yeah, yeah, yeah, but isn’t it the MOST fantastic upgrade ever? The LOD and Physics additions that Beq made to the editor have been needed since mesh was introduced, and now we have them! Anyone
Виртуальные миры, Second Life и другие
Вьювер Firestorm теперь №1 во «второй жизни»
Потрясающая, удивительная и фантастическая новость. Впервые и совершенно неожиданно альтернативный клиент-вьювер для виртуального мира Firestorm стал наиболее популярным приложением для Second Life.
В настоящее время Firestorm стал более распространённым не только по сравнению со своим «старшим братом» Phoenix, но и по сравнению с официальным ЛинденЛабовским вьювером. Об этом представитель Linden Lab по имени Oz Linden и поздравил команду разработчиков Firestorm в открытом письме от 04 сентября, вольный перевод которого представлен ниже.
Кроме этого команда разработчиков Firestorm открыла свой остров-сим для поддержки вьювера inworld (т.е. внутри мира Second Life), о чём также будет рассказано ниже в этой новости.
Текст письма Oz Linden (вольный перевод):
«От имени Linden Lab, я хотел бы поздравить команду просмотрщика Firestorm. На прошлой неделе Firestorm взял на # 1 месте в списке вьюверов для Second Life в условиях общего времени использования, опережая своего старшего двоюродного брата, Phoenix. Пользователи Phoenix все еще имеет небольшое преимущество в числе сеансов, но сессии Firestorm-пользователей в среднем значительно дольше, что в свою очередь может быть отчасти из-за своей значительно более высокой стабильности.
Команда Firestorm долго и упорно работали, чтобы поддерживать пользователей, которые хотят видеть во вьювере последние разработки Linden Lab и дополнительные возможности, которые Вы предоставили, и это достижение является одним из тех, чем могут гордиться все. Спасибо!»
Многие рядовые пользователи Second Life присоединяются к поздравлениям и попадаются даже такие комментарии, например:
«LL должна благодарить свою счастливую звезду за Firestorm. Некоторые из нас не могут работать на официальном вьювере. Мы бы бросили SL в настоящее время, если бы не было Firestorm.»
«Linden нужно просто нанять их (команду Firestorm) уже.»
И ещё одна приятная новость от команды Firestorm. Начиная с 25 августа 2012 года открыт для свободного посещения официальный остров-сим технической поддержки вьювера Firestorm.
Регион Firestorm используется для тех, кто нуждается в помощи по всем вопросам использовапния этого вьювера. На регионе размещены наглядные пошаговые руководства по виртуальному миру Second Life и по вьюверу Firestorm.
User:Toy Wylie/Firestorm/RLV Quick Setup
Contents
How to set up Restrained Love (RLVa)
To use the Restrained Love features built in to Firestorm you need to follow a few simple steps:
After this you have to restart Firestorm to get RLVa working. Additionally you usually need to get a so-called Relay. This is an attachment you wear that enables objects in-world to interact with your viewer. These Relays are usually free of charge and come as HUDs or pieces of jewelry you wear. It’s recommended to get a «Multi Relay», so you can be controlled by more than one device at the same time.
If you also want to enable traps and toys to put folders into your inventory, you need go through a few additional steps:
Now you should be able to accept inventory from traps and toys, which will automatically be moved into the #RLV folder tree.
How to use the (nostrip) tag in RLV
Users of RLV enabled viewers often run into the problem that devices can take off certain attachments or clothing layers, destroying the look of their avatar. For example, RLV devices that offer shoes to be taken off also detach left and right foot attachments. For certain avatar types that use prim attachments for their feet, this destroys the overall look. You can fix this issue by using locking scripts that prevent the respective attachment from being taken off, but this has a couple of disadvantages:
The solution is using the (nostrip) tag. Adding this tag to the nam of an item or a folder instructs the RLV system to ignore these items when a detach or remove clothes command is sent. For this to work you must have the items in your #RLV folder tree. Together with the leading period «.» this can be used to make avatar folders that contain the bare minimum necessary to make up your look. The «.» makes sure this folder will not show up in a device’s shared outfit list.
Single Item Lock
To prevent a single item from being taken off by RLV devices, simply add the tag (nostrip) to the name, separated by a blank space:
Female Hair will become Female Hair (nostrip)
If the item is no modify you can put it into a folder by itself and add the (nostrip) tag to the folder.
Multiple Item Lock
To have your complete avatar safe from RLV devices, you can make a folder for it and add all parts of your avatar that are essential for its look. Then give it a name that has a «.» as first character (to hide it from RLV shared outfit devices) contains the (nostrip) tag at the end:
.Female Fox Avatar (nostrip)
This will make sure that no important parts of your avatar will be taken off, all other parts still can be removed as usual.
Downloads
Contents
Linden Lab Viewers
The following viewer is available on the official Downloads page:
Second Life Viewer (a.k.a. the official Viewer, regular Viewer, official viewer etc.)
Official Alternate Viewers
When Linden Lab viewer projects are nearing release they will often initially release a Project Viewer, and subsequently a Release Candidate Viewer (marked as ‘Release’) as they are nearing formal release. Occasionally a Beta Viewer may also be released for a particular project.
Linden Lab Official:Alternate Viewers All the various official alternate viewers are listed here. Development Viewer Features and fixes that are still warm from the creative fires of development.
Old Releases
The Release Notes pages for many past versions contain links to the corresponding downloads. Note that some of these may be blocked from accessing the Second Life Grid because of their lack of support for new features.
Warning: Past Viewer versions might have known security issues, can be partially or fully incompatible to current server versions and obviously will be lacking newer features. Use them at your own risk. |
Third Party Directory Viewers
Warning: The viewers listed here are not developed nor distributed by Linden Lab. Being listed here means only that the developers of the viewer have represented that they comply with the Policy on Third-Party Viewers and the Second Life Terms of Service. You are responsible for evaluating whether you want to use and share information with them. |
Using third party viewers
You may connect to Second Life using software released by a third-party developer. Linden Lab provides a Policy on Third-Party Viewers to promote a positive and predictable experience for all Second Life Residents. Beware of third-party viewers that are not in the Viewer Directory: they have either declined to self-certify their compliance with Linden Lab policies or been refused for noncompliance with the policies.
Active Full Viewers
These viewers are projects that are updated regularly to track new developments in the Linden Lab viewer, and implement a full graphical environment.
The primary goal of Black Dragon is to enhance and refine the visuals of Second Life as well as having unique design approaches and features.
Kokua aims to be the viewer of choice for RLV users who want Marine Kelley’s original implementation with more bells and whistles than Marine’s own viewer.
Subset Viewers
These viewers omit some aspects of the full viewer functionality.
For developers: how to apply to list a viewer in this directory
Reporting policy violations
If you believe that you have direct evidence that any third party viewer (whether listed in the Third Party Viewer Directory or not) may be in violation of the Second Life Terms of Service or the Policy on Third Party Viewers, you can file a violation report to be investigated.
Other Third Party Viewers
Important: The following viewers have either not applied for or have been denied listings in the Third Party Viewer Directory. |
Whether or not a viewer developer chooses to self-certify by applying for listing in the directory, all viewers connecting to Second Life must comply with the Policy on Third-Party Viewers; listing in the directory is not a requirement.
Note to authors: If you make a viewer available make sure to include platform, version numbers and dates.
Name | Type | First release | Latest Release | Status | W [1] | M [1] | L [1] | i [1] |
---|---|---|---|---|---|---|---|---|
#AjaxLife | Text | 2008-09-15 | Inactive | X | X | X | X | |
#Cool VL Viewer | Graphic | 2007-11-16 | 2022-08-27 | Active | X | X | X | |
#Combat Cubed | Graphic | 2010-06-16 | Inactive | X | ||||
#Hippo OpenSim Viewer | Graphic | 2010-04-24 | Inactive | X | X | |||
#MetaPay for iPhone and iPod Touch | Text | X | ||||||
#Milk Release Client | Graphic | 2010-01-20 | Inactive | X | X | |||
#omvviewer-light | Text | 2009-08-25 | Retired | X | X | |||
#Rainbow Viewer / Cool Viewer | Graphic | 2011-07-10 | Inactive | X | X | X | ||
#RealXtend Edition | Graphic | 2008-07-28 | Inactive | X | ||||
#SLiteChat | Text | 2011-04-21 | Inactive | X | X | X | ||
#TEKSTUFF Viewers | Graphic | 2010-04-20 | ? | X | ||||
#Whisper (SlXSLChat) | Text | 2010-05-09 | ? | X | X | X |
Graphical Viewers
Cool VL Viewer
This viewer was created and is maintained by Henri Beauchamp (This viewer was formerly known as the «Cool SL Viewer» and its first public release was v1.18.4.3, released on 2007-11-16). It combines elements of several of the other viewers, as well as extra features, bug fixes and extra patches, all very carefully tested.
It puts emphasis on high UI coherency from one version to the other (meaning no bad surprise for «old timers») while staying in sync with Linden Lab’s official viewer features, high stability and reliability, and a high reactivity to new patches and bug fixes provided by the Open Source community.
The Cool VL Viewer is TPV policy compliant. Please see its TPV TOS.
Version and timestamp
Hippo OpenSim Viewer
The Hippo OpenSim Viewer is a modified Second Life viewer, targeted at OpenSim users. It allows building up to a height of 10,000 meters, scaling prims up to 256 x 256 x 256 meters and other exciting features. More specific OpenSim features are under development. The last developer blog commented: Releasing Hippo OpenSim Viewer Version 0.6.3. This release adds a Windows uninstaller and small changes to comply to the Linden Lab Policy on Third-Party Viewers.
Availability Is currently available for Linux and Windows.
Version and timestamp
Meerkat
Version and timestamp
Nicholaz Edition
These are Windows viewer based on SL builds with a focus on stability, usability and performance (see Installation.txt for homebrew disclaimer). Mac and Linux variants are available through other open sourcers (links on the website).
Version and timestamp
Onrez Viewer
The Onrez viewer was made by the Onrez company in connection with a Second Life themed story on the high tech forensics based TV show «CSI: New York».
Comment The source code for this viewer is closed source.
Version and timestamp
Rainbow Viewer / Cool Viewer
Based on the offical SecondLife sourcecode licensed under GPL2, this speedy Metaverse Client can connect you to a huge variety of exciting Virtual Worlds! It incorporates a lot of improved, new, up- and backported features and fixes that make the fast and rock stable RV/CV the client of choice for many users.
This viewer includes many patches and changes from a lot of different people and sources which I am very grateful to be able to use. Credits are given to everyone I know, in case I missed someone I sincerely apologize.
Rainbow / Cool are TPV compliant.
Thanks to Henri Beauchamp who laid the foundation for this viewer with his Cool SL Viewer. Special thanks to Winter Ventura for the Cool Viewer logo and Jacek Antonelli and Peter Stindberg for the Rainbow Viewer logo :). And to all the others who helped and supported me, especially the people involved and behind Imprudence!
Some incomprehensive list of features
A major improvement is an up-to-date OpenGL implementation that especially helps users plagued by ATI’s Catalyst drivers but also leads to measurable improvements of overall graphics performance by 30. 100% compared to the official viewer; depending on your system. Rainbow Viewer features the current user interface whereas Cool Viewer spots the leaner cleaner and more configurable legacy UI. It’s all about choice :).
Version and timestamp
RealXtend Edition
The realXtend viewer is a heavily modified version of the Linden Lab’s Second Life client by a partnership of two Finnish companies, ADMINO technologies and LudoCraft.
The successor to the realXtend viewer is Naali (release 0.4.0 on 21st January 2011, download from http://code.google.com/p/realxtend-naali/downloads/list).
Version and timestamp
Combat Cubed
This client is aimed mostly at the SL Military, but sports quite a few interesting improvements that make it worth taking a look at.
Originally known as Vertical Life.
Version and timestamp
TEKSTUFF Viewers
The TEKSTUFF viewers are created to enable Youtube movies on TEKSTUFF media screens inside Second Life. The TEKSTUFF viewers are slight modifications of already available viewers like the regular SL 1.23.5 viewer and the Emerald 1634 viewer. Apart from that, the Emerald based viewer is fixed so it can be used in Opensim grids as well.
Version and timestamp
Text-Only Viewers
AjaxLife
Description Browser based Second Life client, created by Katharine Berry. The only web-browser client which made it a lifeline for residents who could not use a full graphical viewer, or who could not download other text-only clients because of limitations such as corporate firewalls.
(No longer working)
Version and timestamp
omvviewer-light
A Text client for the 3D Metaverse
Description omvviewer-light is a text client for the 3D Metaverse including SecondLife, written from Scratch (but using the libomv library for protocol handling). It’s GUI is created in Gtk# which is cross-platform making this the only current Text client that is still active and cross platform. Tested on Linux (32/64 bit) and Windows (not 64-bit windows).
Version and timestamp
Whisper (SlXSLChat)
A light-weight yet feature rich text-only Second Life client
Description Whisper is a text-only Second Life client that comes in two parts. The client is written in Java (so it can run on many platforms). The client connects to a «transport», which is written in C# and uses LibOpenMetaVerse. The idea behind this architecture is that if you don’t like the client, you can write your own and not have to worry about implementing the Second Life protocol yourself. The entire project is open source and published under the GPLv3 licence.
Version and timestamp
SLeek
First text only viewer ever, mentioned for completeness, not actively maintained anymore. MetaBolt is based on SLeek.
SLiteChat
A Lite IM/Chat Text-only Client for Second Life
Description SLiteChat (pronounced «slight-chat») is a completely open source text-only IM/chat client for use with Second Life. Use it to talk to your friends without having to load up all of those heavy graphic goodies. Useful for those at work times.
MetaPay for iPhone and iPod Touch
Send L$ with a simple to use and free iPhone App.
MetaPay is a simple and fun way to send Linden Dollars from your iPhone and iPod touch for FREE! Out with friends and want to pay your part of the tab but have no cash? Use MetaPay to send L$ to your friends in Second Life® instead. Or use it to send L$ for any in-world use without firing up the full Second Life® client.
Firestorm 6.5.3: performance and photos (and more!)
On Monday, March 21st, 2022, the Firestorm team released version 6.5.3 of their viewer. |
This is a significant update to Firestorm, containing major new elements aimed at helping to improve viewer performance / the user experience. As such, these elements for the major focus for the notes below.
As per usual, it also brings Firestorm closer to the current official SL release viewer by including a number of updates and capabilities previously released by LL. Again, from an end-user perspective, one of the most noticeable of this is likely to the incorporation of the 360º snapshot capability, which is also looked at in detail below.
Also as per usual, Firestorm 6.5.3 includes additional fixes and updates directly from the Firestorm team to also improve the user experience. Not all of these are covered in the notes below, and readers are referred to the official release notes alongside of this article.
Installation
Splash Screen Update
Whilst not strictly part of the 6.5.3 release, having been prototyped with and added to the 6.4.21 release, Firestorm now has a new splash / log-in screen. It incorporates elements familiar to Firestorm users and also to users of viewers that use splash screens more closely modelled on Lab’s own.
In all, the “new” Splash screen can be split into five elements:
The updated Firestorm splash screen (click for full size)
Linden Lab Viewer Parity
This release brings Firestorm up to parity with the official viewer release 6.5.2, and so includes updates seen in the following official viewer releases:
More Robust Encryption of Login Credentials
Note: this update is not in any way related to multi-factor authentication in the viewer, which is currently in RC testing in the official viewer.
360º Snapshots
Linden Lab’s 360º snapshot capability allows you to capture of 360º degree panoramic images of environment around your avatar / camera position (if freecamming). The images are automatically processed by the viewer so that they can be uploaded to most platforms supporting 360º panoramic images (e.g. Flickr, Meta), and for embedding into blogs that support 360º images (such as WordPress).
Within Firestorm, the capability can be accessed in one of three ways (Firestorm have disabled the shortcut option of CTRL-ALT-SHIFT-S, as this combination is bound to opening the viewer’s Debug settings):
Taking an image comprises a few simple steps:
Note: if you change the image quality, you must also click Create 360 button to update the preview AND image capture process to the new image quality, before clicking Save As… once more.
Further information on the capability can be found in the following blog posts :
Improve Graphics Speed (Experimental)
Overview (please read!)
This is a new UI floater Developed by Beq Janus. It brings together a range of viewer graphics options and is intended to help keep you better informed of the viewer’s performance in terms of frame rates, rendering, etc.), and make your own adjustments to suit the environment you’re in. It is also intended to help users be better informed about viewer performance.
The floater comprises three core elements:
This section is intended to provide an overview to the new floater, and offer general notes on the various options and their use. When reading it, please remember:
Accessing the Floater
The Improve Graphics Speed floater can be accessed in two ways:
The various options and panel displays are examined in the sections below.
Frame / Performance Summary
Located at the top of the floater, this comprises:
Auto Tune
Auto Tune is a means by which the viewer can be set to make “snapshot” or “continuous” adjustments to try to maintain the selected frame rate (FPS). It comprises two elements:
Both of these are examined in more detail below.
Auto Tune Preferences
A series of additional options that allow you to fine-tune the Auto Tune capability.
Additional Improve Graphics Speed Floater Panels
Four further panels can be displayed in the Improve Graphics Speed floater by clicking on one of the four main buttons displayed below the Summary / Auto Tune.
These four panels can be used entirely independently of Auto Tune, allowing you to make on-the-fly changes to your viewer settings in order to manually adjust viewer performance, and those options that are supported by the viewer’s Graphics Presets capability can be saved as presets, if required.
However, do note that if you opt to employ Auto Tune continuously, settings made within these panels may well be dynamically overridden as the viewer attempts to maintain the minimum frame rate you have defined for Auto Tune.
Graphics Settings
Avatars Nearby
This panel lists all the avatars your viewer is currently rendering, and presents the time is takes to render them in microseconds (µs – a millionth of a second) and their Avatar Rendering Cost (ARC), a measurement that is at best questionable, hence why microseconds are used as a more reliable measure.
Avatars Nearby: note there are options at the bottom of the panel that are self-explanatory and not expanded upon further in this article
There are five key informational elements within this panel, as shown in the image above:
Why Use Render Time as a Metric?
ARC has been the “traditional” means of assessing the render impact of avatars; however, it has significant flaws. Firestorm instead uses microseconds which, although while also somewhat imperfect, is actually a better means of determining the “real” cost of rendering avatars, allowing us to take more appropriate action to lessen their impact on the performance of your viewer.
To best understand the difference between render time and ARC, look at the Avatars Nearby image above:
As noted there are benefits and limitations to using render time as a metric. These might be summarised as:
Your Avatar Complexity
This panel provides a breakdown of your avatar’s attachments and their render time / cost. It comprises four main elements:
In particular, this panel can be used with Avatars Nearby to directly adjust how your avatar may be impacting other people’s experience.
For example: suppose in Avatar Nearby, your avatar is listed as having one of the highest render times, and you would rather reduce it to help other people’s experience, you can use Your Avatar Complexity to determine which of your attachments is contributing the most to that time and then take steps to remove it or replace it from inventory with an item that has a lower render time.
Your Active HUDs
In Summary
Further Information
For further information on the Graphics Speed floater and on avatar-related performance issues, please refer to the following Firestorm wiki page and blog posts by Beq Janus:
Menu Updates
The following updates have been made to the Firestorm menus:
Avatar Menu – Avatar Rendering
The options for selecting how other avatars are rendered via the right-click Avatar menu / Pie menu have changed.
Preferences Updates
Linux Updates
The Linux version of Firestorm has received some love, courtesy of Nicky. Updates include:
Firestorm 6.4.13 release
On Monday March 15th, 2021, the Firestorm team released version 6.4.13 of their viewer. |
Installation
Linden Lab Derived Updates
This release brings Firestorm up to parity with the Lab’s 6.4.12.555248 Dawa Maintenance RC, which focused on bug fixes. This viewer became the Lab’s default viewer on February 1st, 2021.
Menu Updates
Avatar Menu: Recreate LSL Bridge
If you encounter issues with the Firestorm Bridge, you can now recreate it via Avatar → Avatar Health → Recreate LSL Bridge.
Note: you must be on a script-enabled region / parcel for this to work.
World Menu: Bulk Windlight Import to EEP
World Menu: Asset Blacklist Sound Button
The Asset Blacklist floater now includes a Play Sound button. When a sound item you’re added to the list is highlighted, the button will be enabled and can be used to hear the sound in question.
Build Menu: Mesh Uploader
The Mesh Uploader now includes a new tab: Preview Settings.
Mesh Uploader Preview Settings
Preferences Updates
Move & View: Avatar Rotation Speed
User Interface: Use Small Camera Window
With the introduction of Camera Presets, the standard camera floater was revised to include buttons for setting and using the Presets capability. However, some have found this revised floater intrusive.
When checked, Preferences → User Interface → Interface Windows → Use Small Camera Window will replace the revised camera floater with the “old” pre-Camera Preset camera floater. Unchecking the option will display the revised window floater once more.
User Interface: Time Format
Camera / Phototools Updates
The snapshot capabilities for Firestorm 6.4.13 gets two updates for depth of field (DOF). These capabilities can be found both within the menu system and on Preferences.
Depth of Field Focus Follows Camera
Those who use the viewer’s flycam capabilities via a space Navigator or similar 3D mouse will know that when enabled, the viewer’s DOF focus will automatically follow the mouse pointer. When in third person view, however, depth of field remains locked on the point of focus when DOF was enabled.
With this option, it is now possible to have the DOF focus follow your mouse around the screen when in third-person view, just like flycamming. It can be enabled in two ways:
Depth of Field Focus Lock
New to Firestorm 6.4.13, and related to the above, is the ability to lock depth of field (DOF) on the current focus point, as defined by the position of the mouse pointer. When enabled after setting the DOF focus, the Depth of Field Focus Lock allows you to move the camera position without losing the specified focus.
DOF Focus Lock can be enabled in two ways:
Both Depth of Field Focus Follows Pointer and Depth of Field Focus Lock are demonstrated in the video below (via Whirly Fizzle).
Inventory Updates
Inventory Permission Filters
Object Contents Counter
The Build / Edit floater Contents tab now includes a count of the total number of items contained in an object.
Chat Improvements
Private Channel Automatic Re-Direct
How often have you felt a complete banana for typing a private hat channel command (e.g. “/8 chat command”) into an IM session only to see it show up?
Firestorm will now detect these inputs and automatically direct them to the private chat channel.
Group URL Functions
Additional options have been added when you right-click on a Group URL in chat:
RLV RLVa Updates
Other Updates of Note
General Observations
A fairly light update from Firestorm, but one that brings it closer to the official viewer somewhat. I’d personally have liked to see it pushed back just a little longer to see the Lab’s Jelly Dolls improvements included, given its potential for performance improvements for those on lower-end systems (and allowing for outstanding colour decisions); but c’est la vie – hopefully this will be with us in three months time.
In terms of performance, I’ve found 6.4.13 runs as well on my hardware at the same frame rates as 6.4.12, which is what I’d expect given the nature of the update. As a photographer, I like the DOF updates, and will probably be grateful for the private channel chat automatics re-direct!
As to the rest – I leave that to you!
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Published by Inara Pey
Eclectic virtual world blogger with a focus on Second Life, VR, virtual environments and technology. View all posts by Inara Pey
37 thoughts on “ Firestorm 6.4.13 release ”
It’s a shame about there not being performance improvements. Right now I’m stuck on 6.3.9 because the sim I generally hang out on is complex enough to have places where 15-20fps isn’t abnormal on that, 6.4.12 reduced that to around 7fps, which is unusable.
I just hope the Firestorm team either fix it before the 3 version rule kills 6.3.9 or else suspends the rule until the performance issues are fixed.
“Performance issues” can be a somewhat subjective term due to external influences. For example: you’re seeing a degradation in viewer-side fps since 6.4.12. However, I’ve found little to no difference between 6.3.9, 6.4.12 and 6.4.13 outside of the more general issues people are reporting and which are not confined to Firestorm – such as slower texture / mesh loading when entering uncached regions. This tends to make it hard to determine what might be going on and where without more information being passed to support teams on what is being experienced together with when & and where.
As such, and assuming you haven’t already, all I can do is suggest you file bug reports with Firestorm specific to your experiences (such as side-by-side comparisons taken at the same location with the same settings, etc), as doing so might help pinpoint particular problems.
It’s really odd, because this basically the #1 complaint about Firestorm at the moment. A sizable proportion of the people who use the sim I hang out in are refusing to upgrade, others are switching to Kokua, which used to be slower than Firestorm and is now roughly equal, it’s all over every commenting thread about Firestorm, and yet… no official acknowledgement and no pressure from journalists. And that scares me because it suggests nothing is going to happen.
I… don’t know what to say about you not seeing any difference at all between 6.3.9 and 6.4.12. Even the Firestorm defenders I know in the groups I’m in are acknowledging FPS drops have happened, they’re just saying that it’s still usable to them because of their specific hardware.
Do I want to submit a Jira ticket? Urgh. This means finding a sim that shows the problems at worst (easily done), going to it when it’s empty (harder, I mean, it is often, but not for extended periods of time), then wiping Firestorm, installing a clean 6.3.9, log in, waiting 5-10 minutes to ensure textures are loaded, snapshot, quit, wipe Firestorm, install clean 6.4.12, wait 5-10 minutes, snap shot, quit, wipe Firestorm, install clean 6.4.13, snapshot, quit, then repeat the same process on my Ubuntu machine which has the exact same problem that apparently doesn’t exist.
And then what’s the result likely to be? I don’t want to sound mean and maybe Firestorm’s developers are better than average but my personal experience of filing Jira tickets is you immediately get a DUPLICATE against a vaguely related bug that isn’t actually the same, or a WONTFIX because people are blaming hardware or something else. Even if that’s not true, you can probably guess why most of us get a lump in our chests about the mere idea of putting in the work to do a full bug report.
So… I’m not saying I won’t, but right now it’s not on the top of my list. I’m just concerned that this isn’t an issue being taken seriously. If it’s not fixed, and if they ban 6.3.9… well, I won’t be going to the latest version, I’ll tell you that. Perhaps someone else will step in, or perhaps our communities will rebuild themselves somewhere else.
Broadly speaking, I’ve always found FS produces lower FPS than other 6.x TPVs & the official viewer, so I’m not surprised people switching find they generally get higher fps. Similarly, in terms of Linux vs Windows, Linux has always tended to run the viewer at higher local fps.
My own experience is based on visiting multiple regions for the purposes of photography every week and with each iteration of FS. I generally find my fps ranges from the mid-teens through mid-to-high 20’s with Shadows enabled, and low 20s through high 30s / mid-40s with shadows disabled. The only real exceptions I find to these rates are regions that have high concentrations of mesh coupled with a lot of unique textures, where fps can drop to single digits with Shadows enabled.
Texture and mesh loading do seem to be slower in general – but on first time loads, that could be the result of increased interaction times between the viewer, the simulator and the CDN delivery service as a result of the AWS move (and I should stress I have no empirical evidence this is the case, I’m just spitballing). I’ve also tended to find texture loads seem to be slower even when cached (and which can affect initial fps when arriving in a location I have cached – such as our home island), but both of these are different to pure FPS drops.
For what it’s worth, just did the tests above under Windows. Of course, some people were logging in or moving around, but I waited 5 minutes each time and looked for the fastest frame rate (which was also a consistent rate, the fastest wasn’t unusual.) Each was a clean re-install, uninstalled old version, deleted files in AppData/*/Firestorm*, installed, ran, loaded back up settings, restarted, ran, entered SL, sat on same tire on same tree and hit ESC to reset the view, opened the same windows (People, Chat), and waited five minutes to ensure textures were loaded and confirmed Firestorm wasn’t complaining that it was still loading textures by clicking on the lag status thingie in the top right.
The choice of location was decided by the fact I know it isn’t terribly fast but is an area I hang out in.
6.4.13 11.8fps max
6.4.12 11.3fps max
6.3.9 19.8fps max
How on Earth has nobody close to the Firestorm team not noticed this?
Oh and apparently in order to log this under Jira I need to now need to get permission from someone in SL. Great. So I will log it, I will submit the ticket, I’m just feeling depressed and like nothing will happen if I do. But at least someone will have logged the issue.
If you contact Willow Wilder or Anastasia Horngold as per this web page, they should get you set-up fairly rapidly. If you need help with filing a bug report – although the firestorm format is slightly different to LL’s, I have a tutorial (for the LL system) here. However, the main thing to do is provide as much info as possible, and if you can include Help > About info from your viewer, so much the better.
I know it’s easy to feel that nothing will be done (and again, bearing in mind outside influences, some things can be really hard to diagnose even when they appear straightforward) – but the key thing is, if an issue isn’t logged, then no-one is going to look at it; if it gets logged, then at least you know it will end up under someone’s nose.
Thanks, I’ve submitted a bug, I may see if I can add more tests using Firestorm on Ubuntu so they can at least rule out that it’s a weird bug confined to my PC.
Alas as I feared it was a waste of my time. Only two people in the team responded. One criticized me for my choice of benchmarking location because apparently locations of that type are slow (and that relates to Firestorm getting slower in the same sim HOW exactly?), as well as making a ton of other unrelated observations. The other asked questions that were answered in the damned bug report.
I wasted several hours in total getting benchmarks of Firestorm 6.3.9 vs 6.4.12 and 6.4.13 proving there was a problem, and then more comparing SecondLife 6.3.7 to 6.4.13 to confirm it was unrelated to anything LL had done (surprised me, but EEP apparently has nothing directly to do with the slow down.)
And then silence. A ton of benchmarks proving there’s a problem, no change to ticket, no independent tests, nothing, nada, zilch, after a ton of unhelpful and patronizing comments that I struggled to make a polite response to.
This is why people don’t report bugs via the “official channels.”
The performance issues are real and aren’t limited to Firestorm. It’s connected to LL’s implementation of EEP and has been a recurring theme of complaints since it was released as beta. It’s not uncommon for people to complain of 50+% drops in frame rates. I personally see 20%-50% drops in frame rates between 6.3.9 and 6.4.12/13 depending on the region I’m in on the same hardware. Hardware that is only a single generation old, and has no trouble with 70+ FPS on the average sim without EEP. It reads to me like LL only tested their changes on narrow ranges of hardware and have ignored the community feedback on wider ranges of hardware. This is not an uncommon occurrence in the gaming industry. Many games ship with excellent support for Nvidia OR AMD but if you have the other vendor, your experience is awful and usually remains so. If and when 6.3.9 becomes nonviable as a client, I’m moving to Henri’s Cool VL which has a dual lighting pipeline and I can optionally turn on EEP should I ever become that masochistic.
Filling FS’s Jira with bug reports for a Linden problem isn’t going to help, and LL isn’t listening to the bug reports they’re getting about EEP’s performance impacts. Workarounds like Henri’s are the only solution.
Yes, there are issues around performance in general, some of which are related to EEP, others to the manner in which the water plane is rendered (and which are not restricted purely to Firestorm). However, those aside, Firestorm has generally tended to offer a lower FPS for many when compared to other viewers quite independently of these issues.
As far as the performance drops some have seen WRT Firestorm + EEP, these are not common to everyone – I see around a 5-8% difference between FS 6.3.9 and 6.4.12, for example, which is not that far %age-wise, from the degree of difference I saw between the official viewer with and without EEP. But again, I’m on a mature mid-range system which doesn’t seem to suffer as much as some with more recent hardware appear to experience (which has actually caused me to hesitate around upgrading my PC, as I don’t want to spend ££s and find it’s only giving me a slight poke upwards in performance).
“Filling FS’s Jira with bug reports for a Linden problem isn’t going to help, and LL isn’t listening to the bug reports they’re getting about EEP’s performance impacts”
– Actually not entirely accurate. Bugs identified by FS users and seen to be related to the core LL code tend to ralyed to LL as dedicated reports via members of the FS team – hence why certain “FS bugs” share a LL BUG number. Also, LL have actually been addressing EEP bugs – hence why both the love Me Render 4 and 5 viewers from the Lab include EEP fixes. It’s just that LL no longer see EEP as an “independent” rendering project.
Obviously more testing is needed, but I repeated the same tests I sent to Firestorm’s JIRA (https://jira.firestormviewer.org/browse/FIRE-30842) with the LL client, and LL actually got a little faster after the EEP update. Kokua hasn’t shown any signs of a slow down either (a large number of friends have switched to Kokua because they believe it’s now a little faster than Firestorm) So my guess is this has nothing directly to do with EEP. It may be indirectly connected – for all I know Firestorm’s pre-EEP code that they replaced may have been hand optimized by the Firestorm crew, but it’s not LL’s fault if the Firestorm developers haven’t done the same optimizations for the new EEP versions.
I have a suggestion to FS team: make a kind of “Light version” of FS viewer,focused more in performance for regular users( keeping the complete version named as “Pro version”). I bet most of FS users are not interested in the zillions of features this viewer has…These features and options obviously made this viewer pretty heavy and slow.Let’s be honest, how many people you know are used to the complex tools FS has?Ask to your friends if they don’t agree with me.But of course SL viewer it’s a shame,and a lighter version of FS could be nice ( I hope some people of FS team read my text, because I tried to put it in the FS site but it seems not publishing it).
There are already multiple “lighter” viewers with better performance available, and each with their own particular aims: Kokua (with the highest cadence of updates allowing to to keep pace with the official viewer & with the approach of pulling-in popular / beneficial changes/additions from FS and others), Catzip, Kirsten’s Viewer, Restrained Love, and Alchemy all sitting in the same camp of v6.x viewers with Firestorm. All have their own pros and cons (Alchemy is particularly lagging behind the official viewer code at the moment, for example), and their own emphasis (Catznip offers a mix of additional capabilities + under-the-hood improvements; Alchemy and Kirsten’s perhaps lean more towards performance / rendering improvements; Restrained Love keeps pretty close to the core official viewer code but with RLV integration).
And of course, there is a “hybrid” Black Dragon, and for v1.x fans, Cool VL and Singularity, all again with their own emphasis and pros/cons (although Singu again lags in terms of “full” releases), and the SL viewer itself – which cannot be discounted: it offers generally better performance than FS and with the lab’s code contribution policy, actually includes a reasonable range of options.
Thus, with all of these options available, why should the FS team create a headache for themselves in trying to work out what a “FS lite” viewer should include, what audience it should address (new users? builders? shoppers? photographers?, etc)., then trying to manage two different viewer code sets through update, QA, testing and release cycles whilst also dealing with inevitable demands / complaints from users due to the “lite” version not offering the functionality they feel it should?
The problem I have with the LL viewer is unacceptable amounts of texture thrashing. I believe it’s because LL has stuck with their small limit of 512 MB of texture memory, despite the fact that many of us have video cards with multiple gigabytes of RAM. Most TPVs have increased the limit.
Texture VRAM can only be increased where the system / GPU has the memory available. Many SL users are actually on systems with lower-end GPUs (with a total of perhaps only 1 GB of VRAM) or on systems with shared memory for graphics which is capped; as such LL have felt obliged to stick with settings that suit the published minimum specs for accessing SL (which arguably could themselves do with a more realistic overhaul), hence the 512 MB cap.
That said, there has been discussions of late at various CCUG and TPVD meetings about LL potentially making the amount of VRAM an adjustable setting so as to cater for more up-to-date systems with those multiple GBs of VRAM, so we may at some point see a change.
It is true that Texture VRAM is (sorta) based upon what the GPU has available with AMD and Nvidia cards, but I’ve noticed, and confirmed by checking the source, that the viewer is hardcoded to use a maximum of half a gig for Intel integrated graphics, despite the latter being expandable to pretty much whatever you want. It may be hard for Firestorm (and LL, because I think this originates in LL’s code) to determine how much RAM is available for Intel GPUs, but realistically they need to find a way to let the user override the 512M default, even if it’s setting an environment variable ensuring it’s only users who know what they’re doing who increase it.
I tried to go back to the SL viewer after many, many, many years on Firestorm, but still none of the, even most rudimentary, features that I love FS for. You would think. It was FAST, but not faster enough to be worth it (like, really, NO Area Search? No wonder some friends still use ancient 3rd party search tools). But, it only read my Intel integrated graphics and not my Nvidia graphics card with 2GB VRAM, so stuck at unbearable 512 texture memory. Not just sim textures, but many objects wouldn’t rez. So no deal…looking into other viewers so I don’t have to endure an even slower FS, but I have a feeling the “slow” might be a fine tradeoff.
I did notice that the SL viewer set my bandwidth at 3,000kb, which seemed very high per the old calculation, so I set FS to that (from 1800, with a warning) and it really helped. I also changed a few Nvidia settings and FS graphics and it’s faster now.
I know it’s much easier said then done, and probably would need of remade viewer from scratch, but making Firestrom to use all of available CPU cores and not just 2 of them would really boost FPS. cause now none of the viewers utilities a lot of high end CPU and GPU power that your pc got.
The lack of multi-threading in the viewer code has been the subject of much discussion at assorted discussions with the lab. As you note, it is a lot easier said than done, and would likely require a massive overhaul of the viewer code, something potentially based handled by the Lab were it to be tackled at all.
And the result of those many discussions with the Lab apparently is that the Lab is satisfied with general performance of their viewer / graphic engine and the quality of life of their subscribers.
Not entirely accurate. Even without a total overhaul of the viewer, the Lab actually is working a range of performance / rendering improvements. Right now, for example, despite being relatively static from frame to frame the viewer re-draws the entire visible UI alongside of the world scene each and every frame, which is obviously an intensive process. So Euclid Linden is currently working to separate out the UI so it can be re-drawn in its own thread and at a more suitable frequency that every single frame. While it may occasionally have a small impact on UI responsiveness in some instances, it should result is a general improvement in rendering per frame.
Similarly, LL are actively engaged in overhauling aspects of viewer caching to improvement general performance. Admittedly, the first deployment of this work – the Simple Cache viewer – didn’t go as planned, but this doesn’t mean the work has stopped. Also on the horizon is a shift away from using OpenGL as the rendering API and to something more recent for both Windows and Mac. However, a significant issue here is that a fairly substantial number of SL users (estimated from stats gathered to be around 20-25% of all Windows users) are accessing SL on systems actually incapable of running a more recent API such as Vulkan. like it or not, this is something LL simply cannot ignore, and thus are trying to have to work around.
So saying they are “satisfied … with the quality of life of their subscribers” doesn’t really reflect the fact that in some respects, they are hamstrung by the choices of their subscribers in terms of client hardware and expectations around it.
Part of the problem
Oh that’s some interesting information,Thank you. Was that information available to general public? cause i don’t think I’ve seen it before
Currently, the best way to follow updates – when available – is to either attend the bi-monthly Content Creation UG meetings, or read the summaries I post in this blog (Under SL > Users Groups & Viewer > User Group Meetings in the menu). The latter refer to all of the Lab’s acknowledged projects as and when they provide info / an update.
I would like “51” but it crashes for me quite reliably (every time) as it closes. (EXC_BAD_ACCESS (SIGSEGV)) Fixed it finally by uninstalling it. I have to skip about every 4th Mac update.
Other Mac users have reported a similar experience via channels such as Twitter. I’ve no idea if a bug report has been raised or not. If you could do so, even if a duplicate, it could be helpful.
I did file a Jira. They must not be doing much Mac beta, I have tried this on three Macs with identical results, but I not been able to hunt down the solution.
Thanks for filing the bug report – hopefully it will prompt further investigation.
There can only be as much Mac beta testing as there are Mac beta testers willing to do so. Last Mac preview version was downloaded 24 times – less than the Linux version. Feel free to join the beta testers if you want to help to improve the result.
Will do — if I can figure out how to join. But your comment explains a lot, beta testing on 24 random Macs is clearly not a formula for success. My Mac uses external video, relatively rare, but unlikely the issue, but one never knows.
I’m chiming in here following Connie’s comments – I agree with her assessment. I tested the 6.4.12 on two different pc with similar outcome. Constant crashes. I had to roll back the upgrade to the older version of 6.3.9 because I kept crashing while in the middle of a Madpea hunt that required me teleporting from sim to sim in rapid successions. And one of my pc is a fairly powerful gaming computer. Firestorm chat-help kept asking me to do correctives that did not solve the problem. However when I opted to do roll back to the previous version – everything fixed itself. In keeping with Connie’s comments – I was hopeful that this new version would have addressed the problem. Since no mention of this issue is in the release notes, I’ll skip this new upgrade and wait for the next installment. As stated, I am usually teleporting in rapid succession doing hunts from sim to sim, this may cause an overload on the fps.
Just an FYI – there is currently a reported issue with rapid teleporting causing crashes (or disconnects), and also a reported problem for some where teleporting back to a region previously visited can also result in a disconnect. The report on the latter issue is BUG-229871. Either may have exacerbated your problems.
that bug report appears to be closed although the teleport issue persists.
Yes, BUG reports are for reference purposes – they do get closed as issues appear to be resolved; however, a closed report does not necessarily indicate that all root causes of a related group of issues have been resolved; there may be additional issues that can cause similar problems. With the likes of Teleport issues, group chat, etc., where the resolution lies with the Lab, the best way to see how core issues are resolved / outstanding is to monitor the SL jira to see if specific issues you’ve encountered is reported there (Firestorm generally manually clone such issues from their Jira to the official jira) and check to see what else has been reported by way of similar issues.
There’s also my weekly SUG meeting updates, which will report on issues where and when they are raised at those meetings, and so tend to be more up-to-date.
The photo tools and depth of field updates look exciting!
Unfortunately will have to wait on this version since I can no longer select my joystick. It shows up in the newly formatted dropdown list (Move & View > Movement > Joystick Configuration) but it is impossible to select any joystick other than “none”. Previous version it worked as a checkbox – not as elegant, but it did work. Using Linux (like Ubuntu) – not sure if the same issue would occur in the Windows version.
No idea. My SpaceNav is detected OK and works as previously – but I am on Windows. Your best course of action is to contact Firestorm support.
The worst thing about the new version is that you reduced the amount of windlight settings available in the viewer. There were a lot of interesting settings that we have lost. Shame!
There are over 200 EEP settings available for use in the viewer – all viewers in fact – as imported from windlight for Linden Lab by Firestorm’s Whirly Fizzle. You can find them in inventory > Library > Environments and can drag-and-drop them into your Settings folder as you wish, and edit / amend / use them from there.
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Find out more about me by reading my interview with Strawberry Linden:
Second life firestorm
This is my Firestorm viewer VR mod project for Second life and OpenSim.
Latest release ported to latest Firestorm version by humbletim.
In this version the openvr_api.dll is already included in the installation directory.
The source code of the VR section is still the same as in 6.3.3
For more information’s see
Release version 6.3.3 notes:
Added a new way to configure VR settings via menu.
HMD view offsets now the rotation of the avatar camera (Flying cam is easier to use).
Small image quality improvement.
VR driver can now be initialized and shut down on the fly.
Some improvements on the controller positioning.
Source changes reduced to editing only llviewerdisplay.cpp and adding 2 files to the project.
Install the Firestorm VR Mod viewer.
( THIS STEP HAS TO BE DONE FOR 6.3.3 VERSION ONLY. HUMBLETIM´S VERSION DOES THAT VIA INSTALLER )
Make sure you choose a different installation directory then your standard FS viewer. ( Humbletim´s v ersion does that already. )
( THIS STEP HAS TO BE DONE FOR 6.3.3 VERSION. HUMBLETIM´S VERSION DOES THAT VIA INSTALLER )
Put the openvr_api.dll contained in this zip file in to the freshly installed firestorm folder where the firestorm exe is located.
If Advanced Lighting Model in Graphic settings is not enabled on start, Enable it and restart Firestorm.
if that does not help.
Create a profile for the viewer in your graphic card settings and enable FXAA.
Second life only supports FXAA. Other types of Anti-aliasing can be disabled.
Start Steam VR
Start the Firestorm VR Mod viewer.
Press CTRL+TAB to load or unload the SteamVR driver.
Press TAB key to enable and disable VR mode.
Press F5 to open the settings menu, you should see a text menu in the middle of the screen.
Press F6 to increase the selected value.
Press F7 to decrease the selected value.
Press F5 again to switch to the next menu entry.
By pressing F5 on the last menu entry the menu will close and save the the settings in a config file which is located in
«C:\Users\your_user_name\AppData\Roaming» and can be edited directly.Pressing TAB also reloads the config file.
The settings menu works only when VR mode is enabled.
Hold F3 to see some debug info.
Moving the mouse to the corners or the sides will shift the screen to this direction so menus can be accessed.
In the camera floater 2 buttons has been added to offset the HMD’s base rotation.
This mod works best while sitting and using mouse and keyboard
WindowsMixedReality users may need to press windows key + Y to unlock the mouse when the HMD is worn.
If your Hardware can not maintain constand 90 FPS i suggest to enable motion reprojection in your HMD.
in WindowsMixedReality it can be done by uncommenting «motionReprojectionMode» : «auto», in the config file located at «C:\Program Files (x86)\Steam\steamapps\common\MixedRealityVRDriver\resources\settings\default.vrsettings».
This will make the HMD interpolate between frames and create a smoother experience.
Vive and Oculus should have similar functionalities which can be accessed from SteamVR settings.
For Vive it is called Motion Smoothing.
I also encountered some avatars with old linden body’s that were deformed.
I am not sure if it is my machine or it is a bug in the viewer build i have.
The version of Firestorm viewer on which Firestorm VR Mod is based
supports Bakes on Mesh [BoM] in both Second Life and OpenSim. Most of
the time this will work fine, but if you use extended BoM features
please don’t use this viewer to log directly into a grid/region known
to run on older OpenSim 0.8.* server code.
VR controller support.
In game keyboard
Offseting camera rotation with HMD’s rotation while flying cam is enabled.
Rendering to a bigger texture then screen size ( Will improve the quality )
Third Party Viewer Directory
Warning: The viewers listed here are not developed nor distributed by Linden Lab. Being listed here means only that the developers of the viewer have represented that they comply with the Policy on Third-Party Viewers and the Second Life Terms of Service. You are responsible for evaluating whether you want to use and share information with them. |
Contents
Using third party viewers
You may connect to Second Life using software released by a third-party developer. Linden Lab provides a Policy on Third-Party Viewers to promote a positive and predictable experience for all Second Life Residents. Beware of third-party viewers that are not in the Viewer Directory: they have either declined to self-certify their compliance with Linden Lab policies or been refused for noncompliance with the policies.
Active Full Viewers
These viewers are projects that are updated regularly to track new developments in the Linden Lab viewer, and implement a full graphical environment.
The primary goal of Black Dragon is to enhance and refine the visuals of Second Life as well as having unique design approaches and features.
Kokua aims to be the viewer of choice for RLV users who want Marine Kelley’s original implementation with more bells and whistles than Marine’s own viewer.
Subset Viewers
These viewers omit some aspects of the full viewer functionality.
For developers: how to apply to list a viewer in this directory
Reporting policy violations
If you believe that you have direct evidence that any third party viewer (whether listed in the Third Party Viewer Directory or not) may be in violation of the Second Life Terms of Service or the Policy on Third Party Viewers, you can file a violation report to be investigated.
Firestorm 6.3.2: welcome to Bakes on Mesh
On Monday, September 30th, 2019, Firestorm released version 6.3.2.58052 of their viewer. |
This release features the awaited support for Linden Lab’s Bakes on Mesh capability, together with a number of Lab-derived updates and updates from the Firestorm Team.
Please note that this update is for Second Life only – see below for more.
As per usual, this article provides an overview of the more visible updates in the release. Please refer to the release notes for a full list of updates and all associated credits. Also, note that this update means that version 5.1.7.55786 will be blocked from logging in to the Second Life grid in the near future – check the Firestorm blog for updates.
Why No OpenSim Version?
Jessica Lyon, project lead for Firestorm, recently blogged on the situation regarding OpenSim, and some of the steps the team are having to reverse as well as to take in order to offer some level of support for OpenSim unless they can obtain an OpenSim developer to assist with the viewer. For details see OpenSim the Good, The Bad and the Ugly.
At that time, Jessica had been hoping to provide OpenSim support “as is” with future releases of Firestorm – and had planned this to be the case with this release. However, a major issue was found with this release that could result in OpenSim regions crashing.
This will take time to resolve – hence no OpenSim version with this release. Instead, Firestorm will continue to offer version 6.0.2.56680 for OpenSim users. As the 6.3.2.58052 release installs separately to 6.0.2.56680, both versions can be run side-by-side on the same computer for those wishing to access both Second Life and OpenSim.
The Usual Before We Begin
As per my usual preamble:
Again, please refer to the Firestorm 6.3.2 release notes for details of specific Lab-derived fixes for this release.
Lab Derived Updates
The version of Firestorm brings the viewer to parity with the Linden Lab 6.3.1 code base, with some cherry-picked updates from upstream release candidate versions.
Bakes on Mesh
Simply put, Bakes on Mesh (BoM) allows system clothing layers as used with the “classic” Second Life system avatar – skins, tattoos, underwear, shirt and jacket layers – to be applied to mesh bodies and heads, and without (necessarily) the need for additional applier systems.
The system requires mesh bodies and heads to be “BoM enabled” – and many creators have already updated their products, or are in the process of updating their products to support Bakes on Mesh. In addition, some applier makers are producing applier systems that leverage Bakes on Mesh to apply wearables to mesh bodies and heads – although these may be limited in some respects due to differences between how skin textures and mesh bodies are made).
Through Bakes on Mesh, Linden Lab hopes:
Note that Bakes on Mesh support is required to both use the BoM capability and to correctly view mesh avatars using BoM.
For more detailed information on Bakes on Mesh, please refer to the following links:
Creator-related BoM documentation:
Informative Bakes on Mesh blog post:
In addition, Firestorm has created their own Bakes on Mesh wiki.
External Note Card Editor
Note cards can now be edited using an external editor. Firestorm has adopted this as follows:
Notes:
Other Lab Updates of Note
Firestorm Updates
Link to Discord
Notes:
To link you SL and Discord accounts:
Avatar, Appearance and Inventory
Attachment auto-refresh: Firestorm 6.3.2.58052 adds a timer for automatically refreshing attachments when an attempt is made to kill them after a teleport / region change. It is designed to help resolve issues where your attachments are invisible to observers after a teleport or region change, and provides the same functionality as the manual Avatar → Avatar Health → Refresh Attachments (Alt-Shift-R).
Optionally, if the debug setting FSExperimentalLostAttachmentsFixReport is set to TRUE, Firestorm reports attachments that were attempted to get detached during a teleport or region crossing to nearby chat, followed by reporting “Refreshing attachments…” to nearby chat when the auto-refresh starts.
Profile Links to Force Appearance Change: it has been possible for users to put obfuscated links (e.g. “Photo of me in RL”) in their profile floater that, when clicked by another user, would replace outfit with one of the default outfits from the inventory library.
With this update, such links will no longer work, and the obfuscated link will display as “Wear Inventory Folder”. This matches a similar fix included in the Linden Lab Legacy Profiles folder. See also: FIRE-24262.
Fixes:
General Updates of Note
Feedback
I actually don’t have a lot to report; I’ve been using the Bakes on Mesh betas for some time, and found the BoM functionality works fine after some early hiccups. One or two of the early beta gave some crashes for me, but the 6.3.2.58051/58052 versions (the latter including a minor update from 58051) have between them been stable – although I’ve only had the 58052 version installed for the time it has taken me to write this review.
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Second Life Viewer Tips + Firestorm
I’ve been attempting to do more video/machinima in Second Life™. I also make tutorials from time to time that can be improved by the use of video. And just the other day read Jo Yardley’s Comparing the official Second Life viewer with Firestorm. While reading I realized both she and I need to know more about our alternate viewers. She uses the Firestorm viewer as her main viewer. I tend to use the SL Viewer more than Firestorm. I am switching back and forth between the two more often these days. The Photo Tools in Firestorm are the enticement that draws me to Firestorm.
Server-Scripting UG 2014-39
I am more familiar with the SL Viewer. But, I have used Phoenix or Firestorm off and on since the great viewer purge… when Emerald was excommunicated.
If you do machinima you want to kill chat and notices. Depending on the type of video you plan to make you may want to still have the user interface showing, like tutorials. Both viewers have a load of chat settings. A big difference is Firestorm puts most them out in the User Interface (UI) where users can more easily get to them and remember where and what they are.
The philosophies behind the two viewers are different. The Lindens try to make the SL Viewer easy to learn, which to the Lindens means in some measure fewer UI controls. The Firestorm Viewer is a power users viewer and the team tries to give more power and control to the user, which means exposing more viewer settings.
The result is the SL Viewer has many hidden settings. You can look at the Second Life Viewer Debug Settings to find a list of the settings. There are 40 or 50 settings related just to chat.
The Firestorm Viewer has a similar list here: Firestorm Viewer Debug Settings. It is a larger and more complex list. The list is broken into Global and Users settings and there are sub groupings; Phoenix Mode, Firestorm Mode, SL Viewer Mode, Hybrid Mode, and Latency Mode. …yeah it is a bit more complex learning Firestorm.
The SL Viewer’s Debug Settings list shows 36 settings for chat. However, Firestorm’s Debug Settings list shows about 117. Quite a difference. Plus Firestorm has another 10 or so settings that are user specific. Those are more about how chat is logged than what appears on screen.
For machinima it is the on-screen appearance that we want to control. To simply remove all UI chrome, notices, and all chat press Ctrl-Alt-F1 (it is the same in both viewer: FS & SL). There is a menu control to do the same (Advanced->Rendering Features->UI), but once off there is no way to see the menu to turn the UI back on. You WILL need the keyboard shortcut.
For combat and video tutorials we want to control screen pop ups that require a click and foul time/speed critical play. We still need our UI and HUD’s. In most viewers whatever the SL Viewer can do third party viewers can do. With the SL Viewer problem pop up notices can be stopped: Me->Preferences->Notifications and change any of the 8 notification types listed.
For making video tutorials you need settings similar to those one would use for combat play. Of course the tutorial subject can influence what is needed. For more control the Debug Settings provide finer control. They may also make your use of the viewer nicer.
The blue settings in the accordion above are those that affect visibility of nearby and group chat and notices. Those are generally available in the Preference panels. You can find most of these settings in Firestorm’s Preferences->Chat. The SL Viewer provides access to the commonly used ones in Preferences->Chat too, but the majority of the settings listed are only accessible via the Debug Settings.
With Firestorm you can get the viewer setup the way you like it for everyday use and then save your settings. You can then tweak your chat settings to work as you want them to for a specific purpose. Then save those settings under a different name, otherwise the ‘save’ overwrites your previous settings. That will let you change back and forth. The annoying gotcha in the process is having to relog after loading saved settings to get the newly loaded settings working.
The SL Viewer has no settings-save feature. You can however accomplish the same thing by making a copy of the viewer’s settings.xml file and renaming it. You have to do this after you close the viewer. When you have your collection of settings files you then copy them over the viewer’s settings.xml file so the viewer will use the altered settings on next launch. Pretty tedious, but doable. Firestorm definitely has the SL Viewer beat on this point.
One of the points Jo was complaining about is there is no control to turn off Group Notices. So, whenever someone sends a group notice it will pop up on you screen, which could spoil a video. The feature can be turned off using the Debug Setting EnableGroupChatPopups. Top menu->Advanced (Ctrl-Alt-D to open Advanced, if it is not showing)->Show Debug Settings. Type in the name and the panel updates with choices as you type.
Jo Also ran into the problem of settings changes not sticking. If you change settings and the viewer crashes, there is a good chance those settings will be lost. There is also the problem of invisible crashes, which happen when you are exiting the viewer. You may not even notice the viewer crashed, but the settings changes can be lost.
The fix is to open the viewer, make any changes and close the viewer. By being on a short time you reduce the impact of memory leaks and the chance of crashing on exist. That’s probably too much work for one or two changes. But, some past versions of the viewers almost always crashed on exit, so this was the only way to get settings changes to save. We never know when we may see that problem again.
Jo goes on to list other advantages to using Firestorm over the SL Viewer. For anyone that is a power user the Firestorm viewer offers a lot. I think for someone just starting out, it can be a bit overwhelming. But, the Firestorm people give classes, so it may not be that bad.
Whichever viewer you chose, you now have the information you need to make the screen appear pretty much as you want.
Firestorm Quickprefs
Asked by Fritigern Gothly,
June 25, 2020
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Fritigern Gothly
Fritigern Gothly
So. I have successfully been adding a few useful things to my quick preferences in Firestorm, but one much desired control eludes me.
I want to be able to toggle Avatar Complexity Info on my quickprefs panel but can not find the debug setting for that. Can anyone shed some light on this?
Firestorm 6.3.9 (58205) so the most current one at the moment that I write this.
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Firestorm is one hell of a memory hog
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Dakota Linden
December 4, 2018
Whirly Fizzle
December 4, 2018
You shouldn’t really post that on this public forum. How do you know that viewer doesn’t phone home the users login info or is riddled with malware or a keylogger? I would advise against anyone
Whirly Fizzle
December 15, 2019
You’re running a 32bit viewer here on 32bit Windows, so of course the 32bit viewer is going to use much less RAM. 32-bit programs can only address a maximum of 4GB of memory in a 64-bit OS and can onl
Jo Yardley’s Second Life
The adventures of a virtual time traveler
Comparing the official Second Life viewer with Firestorm
23 Tuesday Sep 2014
I’ve been in Second Life for over 5 years and for almost all of that time I’ve been using alternative third party viewers.
Only recently, when trying the Oculus Rift, I tried the official Linden Lab viewer again and it made me remember why I never use it.
Nevertheless I felt it was about time I compared the two to see if and why I am sticking with Firestorm.
Please take note though, this is a very personal choice, I will judge both viewers by the way I use them for Second Life, you may not need the tools that I find essential.
And also remember that I haven’t used the official viewer in a long time, so I may just not realise that some of the options I am missing are actually there but I just can’t find them.
I first need to install an update, unfortunately that keeps crashing, can’t write some file or another, so I’ll have to skip that.
One of the first things that annoys me about the official viewer is the group chat messages that start bombarding me.
I am a member of about 40 groups, some of them use group chat a lot, so the second I log on, the window pops up with all sorts of chatter I am not that interested in.
Especially when I was trying the Oculus, the last thing I wanted to see was all these windows opening, it wasn’t easy to close them and I even had to remove the headset to do that in some cases.
And if you crash or just want to log on for a short moment, this becomes even more annoying.
In both viewers you can uncheck “receive group notices” but Firestorm also allows me to turn off group chat, which I’ve done with almost all of my groups.
Finally some peace and quiet!
As a builder to me the Firestorm building tools are very important, without them things would be a lot more difficult.
Some of these are missing in the Linden Lab viewer.
For instance, Firestorm allows me to copy the grid position of a prim, size, rotation and the texture settings.
Imagine if you accidently delete a building or even half a city, no problem.
I have copied the exact grid location and put that in the description of the building, so all I have to do is take it from my trash, rez it and put it back in the same position.
Of course I could just manually copy and paste these settings one by one, or even write them down somewhere, but that is just a lot of extra work.
In Firestorm all it takes is a click.
And when you’re very busy building something huge and complicated you sometimes need to copy and paste these settings all the time.
To me this has become a much loved and often used tool that I would miss, a lot, if I returned to the Linden Lab Viewer.
What I also miss is the little Firestorm window that gives you some of the more important settings for easy access.
There are some things you need to change regularly, for instance your draw distance when SL becomes a bit laggy or when you teleport into a very busy sim.
In stead of having to go into your preferences and graphics settings, it’s just handy to have that button right there on your screen, I know, I’m just lazy.
The only option I miss here at the moment is the shadow one, turning that on and off quickly would be great because it has a huge effect on performance but its also one you want to use a lot when making pictures.
But after mentioning this here on my blog, my readers informed me that I could edit this Quick Preferences menu myself and add or remove whatever I wanted, how brilliant is that!
I keep crashing, not sure why.
Every time I start SL again, I get bothered by group chat messages again… ironically enough its usually the Firestorm group chat that pop ups the most.
As a sim owner and manager I have to keep an eye on what is happening, even when I am in my skybox workshop far away.
In the LL viewer I can not see that far, the only name that pop up on my radar is my own.
I can’t see who is in the city in the region next door, if any of these people are potential grievers, if they are following the sim’s dress code, etc.
Even when I teleport into the city, only the person nearby shows up on my list.
There are 4 people here, I don’t know who the 2 others are, if they have been here before, if they are trouble makers, if they are wearing 1920s clothes, nothing.
After looking around with my camera for a long time I find the visitors, turns out one of them is waving a gun around, against the sim’s rules.
In Firestorm I would have been able to see every single person in my region and the ones next door and with a simple double click on their name in the radar my camera focuses on them.
While staying in my skybox workshop I can still keep an eye on what is happening in the sim, I don’t have to stop working to go and check what is going on.
Another thing I really miss in the LL viewer are the contact sets.
These allow you to keep track of your contacts but also of people not on your friends list.
I know, I know, this is all sounding a lot like 1984 Big Brother NSA you’re being watched club day, but if you have to manage a busy community and want to keep people safe from grievers and if you promise them that you will try and keep people out who insist on ruining the 1920s experience by running around in latex miniskirts and with dragon wings, you need to keep an eye on things.
The contact sets allow me to put people in categories and colour their radar name accordingly.
For instance, someone who has been trouble, could be coloured red, people who have been in Berlin before and who have put on the 1920s clothes orange, fellow sim managers blue, etc.
By looking at the name list and even the dots on my radar I can see right away if there is someone who could potentially cause trouble, if another sim manager is there to keep an eye on things, if someone is visiting who has never been before and who might like some assistance, etc, etc.
These are a few of the tools that I find essential, they may have no use to you at all, but I wouldn’t want to go without them and that is why I am staying with Firestorm.
In the end Firestorm just gives me more options, more freedom to use SL in a way I like.
Why do you use Firestorm or do you prefer the official Linden Lab viewer?
Or perhaps you use a different viewer altogether?
Share your thoughts in the comments section!
My beloved radar, showing Orange dots (outfit checked avatars) ad a Green dot (first time visitor)
Firestorm 6.0.2: Animesh release
On Sunday, February 17th, 2019, Firestorm release version 6.0.2.56680 of their viewer, marking the official release of Animesh support within Firestorm. |
This release is essentially a follow-on to the Animesh Early Access release made in December 2018.
As I covered this in Firestorm 6.0.1: Animesh Early Access, aside from highlighting some of the more user-visible updates in that release, this article provides information on those updates specific to Firestorm 6.0.2.
Please use the table of contents above right to jump to any specific topic of interest. Full details of all changes, and contributor credits can be found in the official release notes.
The Usual Before We Begin
As per my usual preamble:
Notable Firestorm 6.0.1 Updates
Animesh
For a detailed overview, see my Firestorm Animesh notes.
Animesh allows the avatar skeleton to be applied to any suitable rigged mesh object, which can then in turn be animated using suitable scripts and animations contained within the object’s Contents. This opens up a whole range of opportunities for content creators and animators to provide things like independently moveable pets / creatures, and animated scenery features.
The best way to get started with Animesh is to use the available resources. These include:
Firestorm Animesh Additions
Other Notable 6.0.1 Updates
Additional updates in the Firestorm 6.0.1 pre-release worth noting are:
Linden Lab Derived Updates in Firestorm 6.0.2
This version brings Firestorm up to parity with Linden Lab release viewers through to release version 6.0.1.522263 (formerly the Spotykach RC viewer, promoted on December 13th, 2019. Major updates in that release include:
Firestorm 6.0.2 Updates
Appearance and Inventory
Inventory: Delete Links: the Replace Links inventory option now includes the ability to delete all links to an object:
Build Updates
UI Updates
RLVa Updates
Firestorm is still using RestrainedLove API: RLV v3.2.1 / RLVa v2.2.0.56680.
@setgroup Throttle
With Firestorm 6.0.2 @setgroup is throttled to one (unowned) call every 60 seconds across all objects. An object a @setgroup lock may bypass this throttle once, to allow @setgroup=n,setgroup:[;]=force to succeed regardless of any/other objects’ command history.
This will break all animated group tag cyclers introduced after the @setgtoup feature was added to Firestorm 5.1.7. However, it has been introduced at Linden Lab’s request due to the performance issues multiple frequent @setgroup calls were causing (each call generates a database write). Further, Linden Lab will shortly be introducing a server-side throttle to active group changes and group role changes, and so @setgroup will be broken in any viewer using it.
Please do not blame Firestorm or any other TPV using @setgroup for this change. There is nothing that can be done about it, given the forthcoming server-side throttle. We did attempt to contact all the sellers of these group title animators on the Marketplace many weeks ago to warn them that the feature had to be removed & sadly only one creator removed their listing.
Other RLVa Changes
Other Updates of Note
Feedback
Not a major update, unless you skipped the 6.0.1 early access. As with that release, the core element for 6.0.2 is Animesh, together with the revised mesh uploader for content creators.
Performance-wise, I’ve found Firestorm 6.0.2 to be equitable to Firestorm 6.0.1. Other than this, not a lot to report.
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Published by Inara Pey
Eclectic virtual world blogger with a focus on Second Life, VR, virtual environments and technology. View all posts by Inara Pey
8 thoughts on “ Firestorm 6.0.2: Animesh release ”
As an aside… I’ve always wondered…
Is there a simple reason why Firestorm and Linden Lab’s SL viewers continue to be developed in parallel? It seems apparent from the rate of progress that LL’s resources for Second Life’s development are limited. So would it not make sense to pool resources on the viewer?
I understand that Firestorm is open source and developed by volunteers, but open source projects can be managed by companies.
As far as I know (probably not accurate) the main differences are that Firestorm supports RLV, and Firestorm independently added Region Windlight (which I heard Linden Lab is now developing an official version of).
Might a reason for not wanting to merge the products be that LL is opposed to ‘officially’ condoning the RLV functionality, given that it is largely used for adult purposes?
I don’t think I know anyone who routinely uses the LL Second Life viewer so it seems like a huge amount of effort spent on something just used by newbies. Maybe I’m wrong about that and the official viewer is used much more widely than I thought.
This is a simple question with a quite complicated answer I’ll do my best to boil down to key points.
The first thing to remember is that the Lab’s viewer code is open source, and probably makes up about 80-90% of the code seen in all TPVs. While there are additions to some viewers that come by way of code written entirely outside of LL (RLV and RLVa being the most obvious examples), much of the “extra” stuff seen in TPVs is in fact the result of changes made to the code supplied by LL.
These changes can take a number of forms. Some might simply be a “tidying-up” of UI elements; some might be a complete UI re-write; many – but by no means all – are a case of taking capabilities buried within Debug Settings in the LL code and exposing them through UI elements, or combining multiple existing capabilities in the viewer more logically through a UI element (e.g. Firestorm’s Phototools or the “machinima panels” found in other TPVs).
Doing this allows TPVs to meet the needs of a wide range of more “specialised” users in Second Life, while Linden Lab can remain focused on providing core viewer code maintenance and adding features and capabilities that can benefit everyone using SL, regardless of any special interests they may have – Adult game, role-play, machinima, etc.
That said, given the viewer is open source, the way is always open to for working on TPVs to contribute their code back to LL for possible incorporation into the official viewer. The re-working of the mesh uploader seen in Firestorm 6.0.1/6.0.2, for example, has been contributed to LL by Beq Janus. Similarly, the developer of the Black Dragon viewer has contributed an animation poser system to from that viewer to LL.
Thus, by having a broad ecosystem of viewers allows SL users to be presented with a wider choice of options, rather than being forced to accept a “one size fits all” of viewer which could end up so convoluted and UI heavy in trying to please everyone, it is universally hated to one degree or another.
There are also other more practical reasons for something like Firestorm not “pooling” with LL – such as matters of employment, etc. (There’s also the complication of OpenSim support, but I’m deliberately ignoring that here.)
Also, I’d tend to dispute LL’s resources being “limited” vis the viewer: their rate of viewer output far exceeds most other TPVs. As a rule of thumb, they tend to have at least one viewer release a month, and always have a number of viewers at release candidate or project status. Again, this is where they are carrying a good deal of the load: LL carry out the heavily lifting of QA testing and initial user exposure of the core viewer code and new features they add to it, allowing TPVs to focus more on how core updates produced by the Lab might impact on the work they’ve done to expose existing capabilities, or in providing capabilities to meet the needs of specific groups of users.
In terms of users, it is true that Firestorm is the most popular viewer in SL – but the Lab’s viewer remains the second most popular.
Thank you for your detailed reply. That makes a lot of sense! I didn’t know the LL viewer was also open source, so yes of course Firestorm must be branched off that codebase. And also it’s great that they can contribute back with improvements and features for possible incorporation into the official viewer (I know a fair bit about development so understand how this works with git pull requests for example).
Regarding LL’s updates – yes I suppose the viewer itself does indeed get lots of updates. I was thinking more about progress on the platform in general (maybe more the server side of things). Seems there are some things that are not quite right long term but which people just accept. Maybe being new I notice them more. But that’s totally off-topic 🙂
Server-side, there is a lot going on under the hood and out-of-sight of users, notably the upgrade to the underpinning server operating system and in the work preparing for (and actually making) the transition of all the SL services over to cloud infrastructure. This has led to a slow-down in more visible development of capabilities and updates to the simulators.
Yes, I know about the cloud migration. I noticed – I think – that assets are already on S3. I don’t doubt for a moment the technical team is extremely dedicated and busy – I know how difficult it is to maintain any application long term, not least one this complicated! And moving servers while live… Nail-biting at the best of times 🙂
1. Singularity had the ability to show the LI of a particular mesh part in “Edit Linked” this needs to be implemented.
2. Singularity had the ability to show ONE highlighted folder in a separate inventory window. This needs to be implemented.
3. Firestorms Search – sucks. Once the item or items are found, you cant hit escape and have it drill to that items folder. All it does is un-collapse your entire inventory again and you end up scrolling trying to find the item you highlighted. This could be cured with #2.
4. Singularity Correctly reports link number. Firestorm doesn’t, at least not without a re-rez of the item. They can do all this stuff with that old ass viewer it would be nice if Firestorm could too.
Unfortunately, I can only review what a viewer provides, as I’m not part of the Firestorm team (or part of any other viewer team). This being the case, the best way to put forward proposals for potentially improving a viewer is directly to the team responsible, as that way ideas are far more likely to be seen by the relevant people (not everyone reads blogs like this 🙂 ).
For Firestorm in particular, suggestions can be submitted as feature requests via their Jira.
Re: the Left-click None option allowing transparent prims / mesh to be clicked-through– my understanding is that this option was added in response to the feature request in Lab BUG-216339, as a way of preventing child prims within a linkset from being clickable when the root prim contains scripting with Touch events. Since upgrading to Firestorm 6.0.2, neither my partner nor I can reproduce the behavior described in your post– transparent prims or mesh set to left-click none continue to prevent click-throughs just as they always have. Is there confirmation that click-through is now the expected behavior? Are we just missing something dreadfully obvious?
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Find out more about me by reading my interview with Strawberry Linden:
Firestorm vs the LL Viewer
By cykarushb,
January 28, 2018 in Second Life Viewer
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Beq Janus
Graphs are always useful to convey a message, but what it really shows is that the viewer used 6GB RAM and released it when terminated. It doesn’t tell you whether that footprint is too big or not. It
Chic Aeon
January 29, 2018
Solar Legion
November 22, 2018
You have had it explained to you repeatedly and yet you refuse to listen, let alone understand. I’ll make it simple for you. There is no reason at all to dedicate more than two gigabytes o
Oribos 9.1 Content Update
Six months after the release of Oribos, we are now ready to announce the next content update: patch 9.1 Chains of Domination!
The update will be released on our server on Monday, July 4th, and won’t require you to do anything: since our client is already in 9.1.5, you already have everything that’s needed. Cool, right?
On top of that, Boris will also come back on that same date for a full week in all of our realms! Get a free boost that includes some gear to jump straight into the action with some friends!
This update includes a lot of new content as every new patch does, so you better be ready!
2 New zones: Korthia and Desmotaeron with their questline, rares, treasures, reputations, weeklies, dailies & more! A new 10-boss raid: Sanctum of Domination An 8-boss Megadungeon: Tazavesh, the Veiled Market A new World Boss: Mor’geth, Tormentor of the Damned Additional Torghast content & rewards A new season for Mythic with upgraded rewards and a new seasonal affix: Tormented A new season for PVP with adaptable gear & new rewards 40 additional Renown levels, Covenant campaign continuation Flying in the Shadowlands Many new collectibles and secrets
This looks pretty complete: regardless of what you enjoy best rest assured we got you covered!
But we’ve only scratched the surface, let’s dive into each of those to give you a better idea of what awaits you in a few days!
NB: Since the release of Oribos we already have every class balance change of patch 9.1.5 applied. Therefore no changes are to expect in that area (which includes PVP talents, class buffs / nerfs, etc). On top of that, we will also reset all currencies: conquest, honor, and valor.
NB: To unlock this questline, you will have to complete the 2nd chapter of your Covenant campaign first.
A formerly closed zone of the Maw: Desmotaeron will now be available as well! Tied to Korthia, you will alternate back and forth between the two.
Now that you know how to access Korthia, let’s see what you can actually do there. By the way, were you tired of walking? You will finally be able to ride all mounts inside the Maw and Korthia!
Keeper’s Respite is the main hub inside Korthia, where the majority of the NPCs are, preparing their stand against the Jailer. You will find here an obelisk that leads to Oribos and a flight path to the Maw, as well as an innkeeper, a mailbox, a repair NPC and a stable master for your convenience. This place is also home to the 2 new factions of the patch: Death’s Advance & The Archivists’ Codex.
Death’s Advance is the main faction of Chains of Domination, unlocked after completing the 2nd chapter of the campaign. Completing Korthia’s dailies and weekly quest will count towards this reputation, but so will many activities in the Maw: Covenant assaults, Tormentors of Torghast events, and the Desmotaeron weekly World Quest to name a few! By earning reputation and gathering Stygia you will then be able to purchase 220 ilvl gear, armor tints, flying mounts as well as Season 2 sockets! For a more detailed explanation of this new faction, you can head here.
The Archivists’ Codex is the secondary faction, unlocked by completing its dedicated questline which starts by looting Researching Korthian Relics in Korthia. Mainly concerned about knowledge preservation, the best way to farm this reputation is by obtaining Korthian relics, most notably from rare mobs and treasures across the zone but also through 20 quests scattered all around Korthia. In doing so you will advance in ranks which will, in turn, unlock various rewards at the vendor: Season 2 sockets, conduits, and ilvl upgraders to name a few, a great way to catch up your alts! For a complete overview of this faction, you can read this guide.
Shaping Fate, a Weekly Quest asking you to do various activities: daily quests, looting Treasures and Rares in Korthia and the Maw, or complete any of the new Maw events from the patch for many rewards, including a Korthite Crystal.
28 Rares populate Korthia and the Desmotaeron area in the Maw, each looting Reservoir Anima (for your Covenant), Cataloged Research (for The Archivists’ Codex), and a chance for gear and conduit! Many Treasures can also be found all around those 2 zones, containing gear tokens, conduits, Cataloged Research, and more! If you want to know every location and details about rares and treasures you can follow this guide.
The Maw also gets additional events in this patch: Twice a week a Covenant will strike a specific area of the Maw, starting an assault. Once you’ve completed its 4 related quests asking for various tasks in the area you will receive a cache full of rewards! For more details on assaults, head here.
Kel’Thuzad will sometimes send his lieutenants from Torghast to attack certain areas, which will be announced in-game. This will fill that part of the map with mobs specific to the lieutenant’s original wing. By killing them a Tormentor of Torghast will finally spawn which loots various things when slain.
Also worth noting: after completing the 3rd chapter of the storyline, the eye of the Jailer mechanic will be removed which means your strolls will no longer be time-gated. Convenient!
Mor’geth, Tormentor of the Damned, a new World Boss in the Desmotaeron looting 233 ilvl gear!
Flying is now easy to obtain: no need for grinding! You will unlock it account-wide once you’ve completed the 4th chapter of the Campaign, released 2 weeks after the patch. This will allow you to fly in all four Covenant zones of Bastion, Maldraxxus, Ardenweald, and Revendreth but not in Oribos or the Maw!
Legendaries now have 2 additional ranks! To upgrade or create a rank 5 or 6 legendary base you will need a Vestige of Origins, crafted with Korthite Crystals! You’ll get them by doing dailies and the weekly quest, and in some treasures!
As you can see, you will have a lot on your plate! Many achievements have been added related to activities in Korthia and the Maw, to keep you busy for a while. Don’t think about skipping the rest though: many other additions in the patch want you to read about them so keep scrolling!
Our favorite tower has also received many changes and new features in Chains of Domination, to keep it entertaining and attractive!
The Box of Many Things is a new talent system specific to Torghast that will grant you different perks, in order to counter the impact of Torments! To unlock those perks you will need to obtain Tower Knowledge in your runs: the higher the layer, and the better your score the more you will get! This currency has a season cap that increases weekly, allowing for an easy catch-up on alts. If you’re looking for a guide, we suggest this one.
Renown can now be obtained in Torghast to give your characters another means to catch up!
Soul Ash is now a lot easier to obtain, as all drop values have been increased. A new currency, Soul Cinders, has been added for layer 8 and above runs, which is needed to upgrade to Rank 5 (249ilvl) and Rank 6 (262ilvl) Legendaries!
Adamant Vaults are 2 additional floors you can access when completing a layer 9 run with a «flawless» score. In there you will find new enemies, tricks, and traps waiting for you, alongside unique bosses on the 7th floor! Defeating him will grant additional Tower Knowledge but the main perk comes from that floor’s Broker which sells unique transmogs! For more information regarding Adamant Vaults, please head here.
RAID: SANCTUM OF DOMINATION
Sylvanas Windrunner has been an antagonist for a while now, and if the prospect of defeating her personally puts a smile on your face then Sanctum of Domination is the raid for you! It features new unique features, which you can read about below the generic coverage.
Located in Desmotaeron (the Maw), this is a 10-boss encounter, subdivided into 4 wings (Sylvanas the final boss being in her own wing). The first one will be available right away in LFR (213 ilvl), NM (226 ilvl) and HM (239 ilvl) difficulties, comprised of 3 fights:
Tarragrue Eye of the Jailer The Nine And 7 more waiting in the next wings:
Soulrender Dormazain Remnant of Ner’Zhul Painsmith Raznal Guardian of the First Ones Fatescribe Roh-Kalo Kel’Thuzad Sylvanas Windrunner You get the idea, just like we did with Castle Nathria we’re gonna release this raid wing by wing at an accelerated schedule: every 2 to 3 weeks tops. This ensures we have enough time to fix any issues while keeping a good pace of release from a player’s perspective: an efficient compromise!
You can therefore expect the 2nd one to be released before the end of July. Once all wings are released we’ll wait a couple more weeks and release the full Mythic difficulty on all bosses.
One last thing to mention is the Great Vault, whose «Raid» Category is now gonna be filled by Sanctum Bosses defeats, and not Castle Nathria ones anymore!
As you can see a lot of power-ups are linked to the raid, now more than ever with those new Domination Shards & Sockets! So get your guild together and get ready by reading the full guild here!
Speaking of Mythic : new major patch, new season!
You know the drill, dungeons have seen their difficulty increase as every mob and boss received health and damage buffs to accommodate for the higher ilvl obtainable. Rewards for Season 2 will follow this chart, which also displays Season 1 values so you can compare them:
A new seasonal affix takes over Prideful for every key of level 10 or above: Tormented.
If you played on BFA you most likely remember ‘Awakened’ which Tormented took inspiration on:
4 Lieutenants will be present in each dungeon. Whenever one is defeated, you get an Anima Power just like in Torghast! You can choose not to kill them, but for each lieutenant still alive the final boss of the dungeon will receive an aura making the fight harder!
This makes it clear that killing those lieutenants is better: but it also takes more time so the call will be yours depending on the key level, your composition, and how well it can handle additional buffs on that dungeon’s final boss.
NB: You will no longer be able to upgrade dungeon items from season 1 using Valor, as their ilvl values are now different.
NEW PVP SEASON: UNCHAINED GLADIATOR
Adepts of PVP rest at ease, a new season also begins for you: the Unchained Gladiator one!
Aside from the obvious ilvl reward increase that comes with this 2nd season, there is one notable change introduced in this patch: Every PVP item will see its ilvl scale up when engaged in PVP combat (World, Arena, Battlegrounds), unrated gear scaling more (between 17 and 36 ilvl increase) than rated gear (13 ilvl increase).
We’re pretty excited to release this new patch 6 months only after Oribos was unveiled on Firestorm: it comes with a lot of new content and changes to existing systems designed to make your journey in the Shadowlands more interesting, rewarding, and satisfying!
Our developers and staff members will be there to make sure appearing issues get fixed in a heartbeat: keeping you entertained is what we thrive in!
Mark your calendars, and we’ll see each other on July 4th, ready to roll! In the meantime study the guides, but don’t hesitate to ask the community or staff members for help and guidance. And remember that your favorite cow Boris will also be returning, a great opportunity to introduce some friends to Firestorm!
See you in a few days on Oribos for the release of the 9.1: Chains of Domination patch!
The Firestorm Team
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Nalates Urriah
Firestorm 6.0.1 Beta Released to Public
Firestorm Beta 6.0.1 is out in public beta form. This version adds support for animesh. If you don’t keep up with ‘in development projects’ and are wondering what animesh is, the Firestorm 6.0.1 announcement explains. It provides links to sample animesh, sandboxes, and the documentation.
Firestorm Beta 6.0.1 Dec 2018
The 6.0.1 download is fast, the install easy and in a sperate folder. This allows you to have 5.0.7 or 5.1.7 and 6.0.1 Beta installed. You can then use either.
This version has lots of bugs fixes including Vivox voice and some improvements to some user-tools.
Performance…
5.1.7 – Porch w/Sun-Shadow-Projector @ 256m DD – 42± FPS
6.0.1 Beta – Ground level on my porch: 73± FPS*
5.1.7 – Skybox Green Room 1500m Elv – 100± FPS
6.0.1 Beta – Skybox Green Room 1500m Elv – 152± FPS
5.1.7 – Neisonia Safe Hub w/25 Avatars – 19-30± FPS
6.0.1 Beta – Neisonia Safe Hub w/28 Avatars – 30-45± FPS
*My neighbor has changed, again. The current build may improve my FPS. But, not likely this much.
This version does seem to have higher FPS. After flying my helicopter for 30 or 40 minutes I did crash. But, it is too soon to decide if 6.0.1 is more or less stable.
Using the viewer today I find it is SLOW in most use. At the Sever-Scripting UG meeting, I ran 13-25 FPS with 29 people around. Earlier playing in Amazon River I also had low FPS with only a couple of avatars around, 15-25. So, I am undecided if the viewer is faster or actually slower.
Time to full texture render seems about the same.
Firestorm VR Mod 6.4.12
Firestorm VR Mod 6.5.3.65659 was released on 30th March 2022 and created using “GitHub Actions” (GHA) thanks to @humbletim. The user instructions are identical to Firestorm VR Mod 6.4.12 as described below.
Firestorm VR Mod is a version of the popular Firestorm Viewer for Second Life and OpenSimulator with modifications to provide VR capabilities for VR Head Mounted Displays (HMDs) via SteamVR. Firestorm VR Mod is now available from https://github.com/humbletim/firestorm-gha/releases (Assets)
For Firestorm VR Mod community support use the Discord Discussion Channel:
P373R-WORKSHOP by p373r_kappler [Invite]
Table of Contents | |||
Usage | Black Edges | Black Display | SteamVR Popup |
Default View | Settings | FPS Advice | Fn Keys |
Xbox | 3D SpaceNav | Source | VRLand Test |
Firestorm 6.4.12.62831 includes support for EEP (the Environmental Enhancement Project), support for the Chrome Embedded Framework Live Video Streaming, and various improvements for OpenSim support.
Peter Kappler maintains “P373R VR Mod” source code modifications to allow the Firestorm Viewer to work with VR headsets at https://gsgrid.de/firestorm-vr-mod/ – go there to download his latest viewer add on modification source code and for his usage information, advice on trouble shooting, etc.
@humbletim has created an automated scripted build system initiated by @thoys using GitHub Actions (GHA) which merges Peter Kappler’s VR Mod code additions into stock Firestorm and which can autobuild a release executable version. See https://github.com/humbletim/firestorm-gha/.
Download the release installer from the “Assets” list at the bottom of the entry for the latest version available at Releases.
VR Mode instructions are available via prompts in the viewer or via information on https://gsgrid.de/firestorm-vr-mod/. In short…
For issues on some specific headsets you might wish to try the Firestorm VR Mod Discord Channel: P373R-WORKSHOP by p373r_kappler [Invite]. Peter Kappler also offers the following advice…
Firestorm VR Mod shifts the display in VR mode to an edge if the mouse or pointer is placed towards an edge or corner of the viewer window. This is to allow easier access to menus, user interface buttons and HUDs. It can be confusing though if you enter VR mode and find that part of the view is black. It is usually because the mouse is placed towards a corner or edge. Just move the mouse back to the centre of the screen and the full VR view should appear.
This was an issue in earlier versions and is mostly resolved now… but it can still occur with some headsets. In case you encounter issues with a black HMD display… Peter Kappler suggests the following:
When you switch to VR mode (after activating VR with Ctrl+TAB and using TAB), you may see a “Next Up… Firestorm” message or a SteamVR popup screen to “Reset the View” and “Quit SteamVR”. This has been observed to occur on the first run of a newly installed viewer. It can usually be dismissed with your controller if that is active, but if not the screen may continue to show the popup in VR mode in the HMD. Try another round of ctrl+TAB and TAB or if that does not work try stopping and restarting the viewer to clear this. These glitches may be more to do with legacy OpenVR + the latest SteamVR updates rather than Firestorm or VR Mod code changes.
If your camera viewpoint appears to be wrong… type ESC or Shift + ESC a few times. That should reset your camera view. You could also try CTRL + 9, which does the same thing.
Firestorm VR Mod installs into its own folder and uses its own user Settings directory so that the VR Mod viewer can be installed alongside the standard Firestorm viewer. Note that if you want to import existing Firestorm accounts/settings you have to manually copy them over between AppData/Roaming/Firestorm_x64 and AppData/Roaming/FirestormVR_x64 folders.
As usual, Ctrl+TAB initially sets up SteamVR (and HMD support as needed), TAB is used to toggle VR mode on or off, F5 lets you select and step through the various VR HMD or user specific settings for IPD, texture shift to register the left and right eye images, and focal distance to change depth perception, etc. F6/F7 are used to increment and decrement each setting selection.
Peter Kappler suggested the following process to establish suitable settings for your HMD:
If you see a lot of hover tips showing under the mouse it could be that the debug setting “ShowHoverTips” is set to TRUE (the default) which may show something constantly under the mouse even for inert unscripted objects. You can turn that off via Debug Settings or via Preferences > User Interface > 3D World > Show Hover Tips. Via that same preferences panel, you might alternatively prefer to lengthen the delay before hover tips are activated.
In VR Mode it may be useful to show local nearby chat in “bubbles” over each avatar’s head. This can be done via Preferences > Chat.
You do need to ensure you have a good frame rate to have a comfortable VR experience. The Firestorm VR Mod Viewer will not work well if the Second Life/OpenSim region you visit cannot normally be displayed in 2D with a decent frame rate. In VR mode you can assume you will get 50% or less of the frame rate that shows on the 2D normal screen. At low frame rates bad flickering or texture tearing will occur in VR mode. My suggestion is to look at the frame rate (in Firestorm it is displayed in the upper right hand corner of the viewer) and to adjust the graphics settings (especially draw distance, shadows and quality sliders) until you have around 100fps (and definitely more than 50fps) and then try VR.
To improve frame rate (FPS) you might opt to set shadows to “None”, Water reflections to “None: Opaque” and use a reasonably low draw distance appropriate to the scene. Also close viewer UI windows and tools and detach any HUDs you are not actively using.
Firestorm 6.5.3 and later includes an “Improve Graphics Speed” performance tool and facilities to autotune the FPS which may be helpful. See advice on FPS improvement and the new “Performance Floater” and “FPS Autotune” capabilities in Beq Janus’s Blog Post (21-Mar-2022).
Peter Kappler also suggested: Particles… a fireplace is going to eat 20 to 30 fps! So turn them off for VR.
In some situations the rendering of Linden Water, the water surface and its effects, can significantly reduce frame rates. In an environment that makes sense, such as a meeting room, disabling Linden Water can boost frame rates. Do that via Advanced (Ctrl+Alt+D) > Rendering Types > Water (or keyboard shortcut Ctrl+Shift+Alt+7).
Tips from David Rowe for using the CtrlAltStudio VR Viewer (which is no longer maintained) may also be relevant:
You will probably find the controls are under or over sensitive, or some buttons and triggers don’t do what you expect. See this blog post and the image here (click for a larger version) for some suggestions as to how to amend the settings…
https://hugsalot.wordpress.com/2012/12/03/joystick-settings-for-firestorm-with-xbox-360-controller/
You might want to enter “-1” rather than axis “5” as an indication that axis is not mapped. With the setup suggested the “A” button toggles between the normal avatar view and “FlyCam” mode allowing you to move the camera separately to the avatar.
As with all versions of Firestorm, the viewer supports other forms of “joystick”. One is the 3Dconnexion SpaceNavigator (aka SpaceMouse) which is a “3D mouse” supporting both avatar motion and by clicking the left hand button the separate “FlyCam” camera control.
My recommendation is to install the SpaceNavigator just by plugging it into Windows and receiving default Windows drivers for the device. I do not install any special SpaceNavigator drivers as suggested on the Second Life Wiki, some of which are incompatible with Second Life viewers.
This version of Firestorm VR Mod 6.4.12.62831 is based on the Firestorm source code at Commit r63477:5b44308aee43 (Wed, 02 Dec 2020 21:32:05). Firestorm source is available at https://vcs.firestormviewer.org/phoenix-firestorm. Look under “Commits” and select the branch for Firestorm_6.4.12 (link here).
With Firestorm VR Mod Peter Kappler uses a coding approach which injects VR capabilities into the Firestorm Viewer to make the mod easier to maintain in future and for others to repeat or adapt. The source is available from his web page at https://gsgrid.de/firestorm-vr-mod/ [Local Copy].
Impressively, the source is written in a way that it requires only some editing in the llviewerdisplay.cpp and adding 2 files to the project. All changes are marked with #####P373R##### comments. Peter also included the openvr header and lib files you will need in the rar. For information about the rest of the files you will need, read how to compile Firestorm at https://wiki.firestormviewer.org/fs_compiling_firestorm.
Note that the VR Mod source remains stable since version 6.3.3 with no changes are needed for insertion into Firestorm 6.4.12.
The GitHub Actions (GHA) source by @HumbleTim used to combine Firestorm source and Peter Kappler’s P373R VR Mod addons and build it using Visual Studio 2019 is available via https://github.com/humbletim/firestorm-gha.
VRLand on OSGrid is a metrics area for performance testing and to establish virtual field of view in your headset.
You can also pick up a VR Headset attachment for your avatar in OpenSim on the OSGrid VRLand region. Or in Second Life pick up the VR HMD on the Second Life Marketplace. The 3D models of the Oculus Rift were provided for free use by William Burke (MannyLectro) and imported to OpenSim by Michael Cerquoni (Nebadon Izumi) and Second Life by Ai Austin.
Downloads
Contents
Linden Lab Viewers
The following viewer is available on the official Downloads page:
Second Life Viewer (a.k.a. the official Viewer, regular Viewer, official viewer etc.)
Official Alternate Viewers
When Linden Lab viewer projects are nearing release they will often initially release a Project Viewer, and subsequently a Release Candidate Viewer (marked as ‘Release’) as they are nearing formal release. Occasionally a Beta Viewer may also be released for a particular project.
Linden Lab Official:Alternate Viewers All the various official alternate viewers are listed here. Development Viewer Features and fixes that are still warm from the creative fires of development.
Old Releases
The Release Notes pages for many past versions contain links to the corresponding downloads. Note that some of these may be blocked from accessing the Second Life Grid because of their lack of support for new features.
Warning: Past Viewer versions might have known security issues, can be partially or fully incompatible to current server versions and obviously will be lacking newer features. Use them at your own risk. |
Third Party Directory Viewers
Warning: The viewers listed here are not developed nor distributed by Linden Lab. Being listed here means only that the developers of the viewer have represented that they comply with the Policy on Third-Party Viewers and the Second Life Terms of Service. You are responsible for evaluating whether you want to use and share information with them. |
Using third party viewers
You may connect to Second Life using software released by a third-party developer. Linden Lab provides a Policy on Third-Party Viewers to promote a positive and predictable experience for all Second Life Residents. Beware of third-party viewers that are not in the Viewer Directory: they have either declined to self-certify their compliance with Linden Lab policies or been refused for noncompliance with the policies.
Active Full Viewers
These viewers are projects that are updated regularly to track new developments in the Linden Lab viewer, and implement a full graphical environment.
The primary goal of Black Dragon is to enhance and refine the visuals of Second Life as well as having unique design approaches and features.
Kokua aims to be the viewer of choice for RLV users who want Marine Kelley’s original implementation with more bells and whistles than Marine’s own viewer.
Subset Viewers
These viewers omit some aspects of the full viewer functionality.
For developers: how to apply to list a viewer in this directory
Reporting policy violations
If you believe that you have direct evidence that any third party viewer (whether listed in the Third Party Viewer Directory or not) may be in violation of the Second Life Terms of Service or the Policy on Third Party Viewers, you can file a violation report to be investigated.
Other Third Party Viewers
Important: The following viewers have either not applied for or have been denied listings in the Third Party Viewer Directory. |
Whether or not a viewer developer chooses to self-certify by applying for listing in the directory, all viewers connecting to Second Life must comply with the Policy on Third-Party Viewers; listing in the directory is not a requirement.
Note to authors: If you make a viewer available make sure to include platform, version numbers and dates.
Name | Type | First release | Latest Release | Status | W [1] | M [1] | L [1] | i [1] |
---|---|---|---|---|---|---|---|---|
#AjaxLife | Text | 2008-09-15 | Inactive | X | X | X | X | |
#Cool VL Viewer | Graphic | 2007-11-16 | 2022-08-27 | Active | X | X | X | |
#Combat Cubed | Graphic | 2010-06-16 | Inactive | X | ||||
#Hippo OpenSim Viewer | Graphic | 2010-04-24 | Inactive | X | X | |||
#MetaPay for iPhone and iPod Touch | Text | X | ||||||
#Milk Release Client | Graphic | 2010-01-20 | Inactive | X | X | |||
#omvviewer-light | Text | 2009-08-25 | Retired | X | X | |||
#Rainbow Viewer / Cool Viewer | Graphic | 2011-07-10 | Inactive | X | X | X | ||
#RealXtend Edition | Graphic | 2008-07-28 | Inactive | X | ||||
#SLiteChat | Text | 2011-04-21 | Inactive | X | X | X | ||
#TEKSTUFF Viewers | Graphic | 2010-04-20 | ? | X | ||||
#Whisper (SlXSLChat) | Text | 2010-05-09 | ? | X | X | X |
Graphical Viewers
Cool VL Viewer
This viewer was created and is maintained by Henri Beauchamp (This viewer was formerly known as the «Cool SL Viewer» and its first public release was v1.18.4.3, released on 2007-11-16). It combines elements of several of the other viewers, as well as extra features, bug fixes and extra patches, all very carefully tested.
It puts emphasis on high UI coherency from one version to the other (meaning no bad surprise for «old timers») while staying in sync with Linden Lab’s official viewer features, high stability and reliability, and a high reactivity to new patches and bug fixes provided by the Open Source community.
The Cool VL Viewer is TPV policy compliant. Please see its TPV TOS.
Version and timestamp
Hippo OpenSim Viewer
The Hippo OpenSim Viewer is a modified Second Life viewer, targeted at OpenSim users. It allows building up to a height of 10,000 meters, scaling prims up to 256 x 256 x 256 meters and other exciting features. More specific OpenSim features are under development. The last developer blog commented: Releasing Hippo OpenSim Viewer Version 0.6.3. This release adds a Windows uninstaller and small changes to comply to the Linden Lab Policy on Third-Party Viewers.
Availability Is currently available for Linux and Windows.
Version and timestamp
Meerkat
Version and timestamp
Nicholaz Edition
These are Windows viewer based on SL builds with a focus on stability, usability and performance (see Installation.txt for homebrew disclaimer). Mac and Linux variants are available through other open sourcers (links on the website).
Version and timestamp
Onrez Viewer
The Onrez viewer was made by the Onrez company in connection with a Second Life themed story on the high tech forensics based TV show «CSI: New York».
Comment The source code for this viewer is closed source.
Version and timestamp
Rainbow Viewer / Cool Viewer
Based on the offical SecondLife sourcecode licensed under GPL2, this speedy Metaverse Client can connect you to a huge variety of exciting Virtual Worlds! It incorporates a lot of improved, new, up- and backported features and fixes that make the fast and rock stable RV/CV the client of choice for many users.
This viewer includes many patches and changes from a lot of different people and sources which I am very grateful to be able to use. Credits are given to everyone I know, in case I missed someone I sincerely apologize.
Rainbow / Cool are TPV compliant.
Thanks to Henri Beauchamp who laid the foundation for this viewer with his Cool SL Viewer. Special thanks to Winter Ventura for the Cool Viewer logo and Jacek Antonelli and Peter Stindberg for the Rainbow Viewer logo :). And to all the others who helped and supported me, especially the people involved and behind Imprudence!
Some incomprehensive list of features
A major improvement is an up-to-date OpenGL implementation that especially helps users plagued by ATI’s Catalyst drivers but also leads to measurable improvements of overall graphics performance by 30. 100% compared to the official viewer; depending on your system. Rainbow Viewer features the current user interface whereas Cool Viewer spots the leaner cleaner and more configurable legacy UI. It’s all about choice :).
Version and timestamp
RealXtend Edition
The realXtend viewer is a heavily modified version of the Linden Lab’s Second Life client by a partnership of two Finnish companies, ADMINO technologies and LudoCraft.
The successor to the realXtend viewer is Naali (release 0.4.0 on 21st January 2011, download from http://code.google.com/p/realxtend-naali/downloads/list).
Version and timestamp
Combat Cubed
This client is aimed mostly at the SL Military, but sports quite a few interesting improvements that make it worth taking a look at.
Originally known as Vertical Life.
Version and timestamp
TEKSTUFF Viewers
The TEKSTUFF viewers are created to enable Youtube movies on TEKSTUFF media screens inside Second Life. The TEKSTUFF viewers are slight modifications of already available viewers like the regular SL 1.23.5 viewer and the Emerald 1634 viewer. Apart from that, the Emerald based viewer is fixed so it can be used in Opensim grids as well.
Version and timestamp
Text-Only Viewers
AjaxLife
Description Browser based Second Life client, created by Katharine Berry. The only web-browser client which made it a lifeline for residents who could not use a full graphical viewer, or who could not download other text-only clients because of limitations such as corporate firewalls.
(No longer working)
Version and timestamp
omvviewer-light
A Text client for the 3D Metaverse
Description omvviewer-light is a text client for the 3D Metaverse including SecondLife, written from Scratch (but using the libomv library for protocol handling). It’s GUI is created in Gtk# which is cross-platform making this the only current Text client that is still active and cross platform. Tested on Linux (32/64 bit) and Windows (not 64-bit windows).
Version and timestamp
Whisper (SlXSLChat)
A light-weight yet feature rich text-only Second Life client
Description Whisper is a text-only Second Life client that comes in two parts. The client is written in Java (so it can run on many platforms). The client connects to a «transport», which is written in C# and uses LibOpenMetaVerse. The idea behind this architecture is that if you don’t like the client, you can write your own and not have to worry about implementing the Second Life protocol yourself. The entire project is open source and published under the GPLv3 licence.
Version and timestamp
SLeek
First text only viewer ever, mentioned for completeness, not actively maintained anymore. MetaBolt is based on SLeek.
SLiteChat
A Lite IM/Chat Text-only Client for Second Life
Description SLiteChat (pronounced «slight-chat») is a completely open source text-only IM/chat client for use with Second Life. Use it to talk to your friends without having to load up all of those heavy graphic goodies. Useful for those at work times.
MetaPay for iPhone and iPod Touch
Send L$ with a simple to use and free iPhone App.
MetaPay is a simple and fun way to send Linden Dollars from your iPhone and iPod touch for FREE! Out with friends and want to pay your part of the tab but have no cash? Use MetaPay to send L$ to your friends in Second Life® instead. Or use it to send L$ for any in-world use without firing up the full Second Life® client.
FireStorm Viewer
Member
Enjoy!
The Firestorm Team
eighthdwarf Checchinato
aka Gem
We are releasing Linden Lab’s Animesh feature in Firestorm as a public beta right now, because we want to get Animesh out to you as quickly as possible! Animesh content is starting to appear in SL and will grow on the Marketplace, but you will not see it correctly unless you are on this update. We still intend to make some tweaks, optimizations and Firestorm-specific changes for the full release (hopefully in January), but meanwhile this update is as stable and bug-free as any full release we’ve done in the past.
Being built on beta channel, it will NOT overwrite your currently installed release of Firestorm. Instead, it will install next to it, and (for Windows) will give you a new “Firestorm-Beta” start menu and desktop icon. This allows you to switch back and forth to your existing installation of Firestorm if you wish. This beta also shares your settings, so there will be no need to do settings from scratch, but it will wipe your cache each time you switch back and forth. (There really should be no reason to switch back and forth.)
Animesh allows content creators to animate mesh objects with the same smooth motion as you see in avatars, using the same kind of animations! This version of Firestorm allows you to SEE animesh content. If you are not on an Animesh-ready viewer and come across someone wearing Animesh content, they will be horribly deformed in your view.
You can view and get sample Animesh here:
Khamon
Folk Harpist
eighthdwarf Checchinato
aka Gem
eighthdwarf Checchinato
aka Gem
That’s right! It’s finally out!
Firestorm v 6.0.2.56680 with full Animesh support is in the wild!
This release carries everything that was in the BETA plus various fixes, enhancements, improvements etc.
Even better, venture over to Inara Pey’s blog where she does a more in-depth review. Also check out her post about the public beta since it is just as relevant to this release.
Please note: We WILL be applying a block to version 5.0.7 AND the Animesh public beta in 3 weeks time. This block will not impact OpenSim.
Also note that LL ‘may’ be removing UDP asset fetch server side support sometime in the near future which will deprecate 5.0.7 anyways.
eighthdwarf Checchinato
aka Gem
Firestorm update 6.2.4.57588—for Second Life grid ONLY!
It’s been a while—5 months, in fact! (So much for our quarterly release schedule.) We’ve been holding off publishing an update in hopes of including Linden Lab’s EEP and/or BOM projects, but it’s been a long time and we feel what we already have to offer is plenty worth the update.
So, what’s inside? Oh, so much!
From Linden Lab we have EAM (Estate Access Management) tools, which are fantastic; LMR (Love Me Render), which contains countless rendering-bug fixes, features and improvements; and of course everything else LL have published since Animesh.
We also have some new features and improvements of our own, of course, including the ability to apply a texture using just the texture UUID; RLVa fixes; a KDU update; an FMOD studio update; skinning improvements; translations; features for builders and scripters; and improvements to communications, navigation, inventory, appearance, and avatar… OMG, TOO MUCH TO LIST!
For full release notes see THIS PAGE (which poor Whirly has slaved over for days): https://wiki.firestormviewer.org/firestorm_change_log_6.2.4.57588
For a more in-depth summary, though, have a visit to Inara Pey’s page, where she always has a great run-down on changes: https://modemworld.me/?p=86972
This update means that version 5.0.11.53634 will be blocked from logging in to the Second Life grid in 3 weeks.
We sincerely hope you enjoy the update, and expect you will!
Spirits Rising
Voice of Reason/Quite Blunt
Well, here’s hoping the AUR repo gets a proper update between the two soon.
Yure4u Sosa
Active member
Myficals
Yure4u Sosa
Active member
eighthdwarf Checchinato
aka Gem
New Firestorm Update, as per Jessica Lyon:
The Bakes on Mesh release from Firestorm has been long awaited; apologies for that. This should be considered by all in SL a MAJOR UPDATE, and it is important that all our SL users upgrade to it. This update contains a lot of rendering-related changes from Linden Lab, without which you WILL be running into avatars that look badly broken to you. Even if you don’t intend to use or purchase anything with BoM, you will still need to be able to see BoM items in your viewer. Please take the update. I can assure you we have put this through a rigorous QA process; it’s a great build!
Major updates from LL in this update include:
– Bakes on Mesh! See the primer from Inara, the announcement from Linden Lab, and the LL Knowledge Base.
– Love Me Render! See the post from Linden Lab on these rendering updates.
– Umeshu, a group of bug fixes, tweaks and improvements.
– Edit notecards from an external editor.
– Ability to duplicate group roles.
Firestorm goodies!
There are a few new FS-specific features in this release as well like ability to sit on objects from Area search, New Discord Rich Presence, Ghosted attachments now automatically fix themselves after tp, but as usual there are too many to list here. The RELEASE NOTES can be read here, and I highly encourage you to have a read of Inara Pey’s summary. She is always very thorough and we are grateful for her efforts!
OPENSIM USERS: PLEASE READ!
This build can not be offered to Opensim as it is right now.
In my previous blog post I said we would provide an “as-is” download of this release for Opensim. However, I have been informed that this update will actually cause Opensim regions to crash upon login. Unfortunately, by the time we made the decision to reverse the split we were too far into our QA process to test or make changes & fixes. This is why the “as-is” was mentioned. Because of the severity of the issue (crashing regions is about as bad as it gets) and having no time to fix it, I am forced to go back on my word on this one.
We will continue to host Firestorm 6.0.2.56680 on our downloads page in the Opensim section until we are able to remedy the major issues. The SL version of this update will install separately, so you can use the 6.3.2 update for SL and continue to run 6.0.2 for Opensim.
As part of our 3-version rule, we will be blocking version 5.1.7.55786 from accessing Second Life grid as of October 21st (3 weeks). It will continue to function for Opensim.
Jessica Lyon and the Firestorm Team.
Member
Member
as per The Phoenix Firestorm Project:
Firestorm DUAL Release for Second Life AND OpenSim grids!
OpenSim users please read the information further down this page, as it applies specifically to OpenSim grids.
First, let’s get this out of the way. This update does NOT contain LL’s Environmental Enhancement Project (EEP). Unfortunately, we were too far into our QA process when LL released EEP and didn’t want to start testing over for it. However, we are working hard to release EEP very soon.
FIRESTORM VIEWER FOR SECOND LIFE
Firestorm Viewer 6.3.9.58205 brings us to parity with LL’s 6.3.8 release viewer, including the upcoming Premium Enhancements. Given that it’s been over 7 months since our last release, this one comes with a LOT of changes, bug fixes and improvements. Below is a list of just a few key things we feel folks will appreciate. For a more thorough list, please see our release notes here: RELEASE NOTES.
We also highly encourage you to have a read through Inara Pey’s detailed summary here: Firestorm 6.3.9: housekeeping matters
VIEWER BLOCKS: Firestorm versions 6.0.2 for Second Life and 6.0.2 for OpenSim will both be blocked from logging into the Second Life grid in 3 weeks time. 6.0.2 for OpenSim will not be blocked from accessing Opensim Grids.
FIRESTORM VIEWER FOR OPENSIM
As many of our OpenSim users know, we went through a difficult phase while trying to decide how to move forward for our OpenSim users. Beq Janus has been a godsend in resolving this and has really stepped up to the plate. She has been working closely with many key people in the OpenSim community and has done a boatload of work to fix new and longstanding compatibility issues between the Firestorm viewer and OpenSim grids themselves. Kudos, Beq! GREAT JOB!
Firestorm SL/OS Version Parity!
The big news is that this update brings our OpenSim offering back in line with our SL releases. Moving forward, we hope to be releasing OpenSim versions in sync with SL releases. OpenSim users have been waiting a LONG time for an update from us that’s directed at them. We’re really happy to be able to finally provide it!
Not intended for Second Life…
While the OpenSim version should work within Second Life, we no longer test it against SL, and we want to discourage you from using it for SL. Why? As we move forward, the code divergence, changes and switches will increase between the two platforms, leaving the possibility of compatibility issues within SL. Because of this, if you are in SL on the OpenSim version, and you request support from us, you can expect our support team to ask you to log in with the SL-only version to reproduce your issue.
You should ONLY use the OpenSim version in SL if you frequently switch between OpenSim and SL. If you do not use OpenSim, please do not install the OpenSim version of Firestorm. The SL version is for SL.
Speaking of compatibility…
This update has been tested against the 0.9x core OS server code, and we can only say for certain that things work as intended on 0.9x grids. Since we cannot maintain compatibility against all versions of OpenSim, we can offer no assurances on other server versions or variants.
BOM for OpenSim!
Above and beyond the plethora of bug and compatibility fixes, this version brings Bakes on Mesh to OpenSim! We have given special attention to backwards compatibility with older OpenSim versions. If your grid does not support BOM, things shouldn’t break.
In Summary
The key OpenSim message is that this update brings OpenSim back in line with the SL release. BOM support has been added, with special attention to back-compatibility with older OpenSim versions. This version is tested primarily against the 0.9x core OS release. That’s all that I think is worth highlighting. Using the OS viewer in SL will work, but you will be expected to retest on the SL version when investigating any issues either via Jira or our Firestorm support groups.
firestormviewer.org
Основные сведения:
Безопасность для детей:
Анализ данных firestormviewer.org показал, что у этого домена средний рейтинг Alexa и это обычный ресурс со средним уровнем посещаемости (не более 265 тыс. в месяц). Лидирующую позицию по доле трафика занимает США (39,3%), а владельцем домена является Proxy Protection LLC.
Firestorm is to Virtual Worlds what Firefox and Google Chrome are to the Internet. We develop and distribute an open source viewer for accessing Virtual Worlds.. The views expressed in these blogs belong to the authors and are not necessarily those of the Phoeni.
Дата последней проверки:
11 Августа 2022
Наиболее популярные страницы домена:
Firestorm is to Virtual Worlds what Firefox and Google Chrome are to the Internet. We develop and distribute an open source viewer for accessing Virtual Worlds.
Firestorm 4.6.1.40478 released to the wild! This release has been a long time coming and took an enormous amount of work to get out to you in its stable state. It contains a lot of new features, loads.
We arrive once again at that time to update your version of the ever popular Firestorm Viewer. Most notably this version brings Firestorm up to LL’s version 3.7.8 with Project Interesting. With whi.
Firestorm Viewer for Second Life «>
This is not the latest version of Firestorm Viewer for Second Life available.
All Checks are Passing
3 Passing Tests
Validation Testing Passed
Verification Testing Passed
Scan Testing Successful:
No detections found in any package files
Deployment Method: Individual Install, Upgrade, & Uninstall
To install Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
To upgrade Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
To uninstall Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
Deployment Method:
📝 NOTE: This applies to both open source and commercial editions of Chocolatey.
1. Enter Your Internal Repository Url
2. Setup Your Environment
1. Ensure you are set for organizational deployment
2. Get the package into your environment
Download the package:
3. Copy Your Script
Add this to a PowerShell script or use a Batch script with tools and in places where you are calling directly to Chocolatey. If you are integrating, keep in mind enhanced exit codes.
If you do use a PowerShell script, use the following to ensure bad exit codes are shown as failures:
Requires cChoco DSC Resource. See docs at https://github.com/chocolatey/cChoco.
Requires Puppet Chocolatey Provider module. See docs at https://forge.puppet.com/puppetlabs/chocolatey.
See infrastructure management matrix for Chocolatey configuration elements and examples.
Private CDN cached downloads available for licensed customers. Never experience 404 breakages again! Learn more.
This package was approved by moderator flcdrg on 06 Oct 2019.
Firestorm now has separate downloads for Second Life and Open Simulator grids. Please choose which platform you wish to log into for the appropriate viewer. More info about this change HERE
The Phoenix Firestorm Project is currently active in developing the Firestorm Viewer, the successor to the now discontinued Phoenix Viewer. Firestorm Viewer is based on the Linden Lab V3 LGPL code base and has an enormous number of features, options and interface customization choices, including a look similar to its predecessor Phoenix Viewer. Firestorm is developed for Windows, Linux and Mac OS X operating systems.
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Firestorm Viewer 5.0.1 Released
I got it ( 10:00 AM PST/SLT ). The install does not overwrite any of my settings files. Scroll to the bottom.
The Changes
The main feature is of course Project Bento support. Jessica reports that 8,000± people had already downloaded the Preview version of Firestorm Bento. They have been saying it is faster and crashes less. I’m hoping so.
This version gets the Visual Outfits Browser. That is the new page in Inventory that allows you to associate a picture with your outfit. In the Linden version if you take a picture and upload it for inventory, you pay L$10.
This feature was released in the Linden viewer September 19, at least that is when I posted the release article. (Link) I am looking forward to seeing what the FS Team has done with the feature or whether they just poked it in as is.
There are many other new features.
With this release, Firestorm changes their version numbering to match Linden numbering. Only the first two digits match the Linden viewer numbering. FS will update those numbers as they bring their viewer to parity with the Linden version.
This may seem like Firestorm is giving up the ‘cutting edge’ position in viewer-dom with this version numbering change. Sort of… but, that idea ignores that Firestorm keeps adding features the Linden viewer does not have. So, who is ahead? I’m not sure it matters.
If I have to say… I think it is clear the Lab is ahead on big tech and ‘big’ feature advances. Think Bento. But, Firestorm released their Bento version a week after the Lab. That is pretty close behind but, it is still behind.
However, Firestorm is ahead in providing what users want. I will qualify that to say ‘what POWER users want.’ They change things with each release to solve the problems brought to support and/or filed as JIRA’s. Plus, they change things to fit their ideas of better. In some cases, ‘better’ may be debatable. But, the intent is clear.
I don’t have hard data but, I believe Firestorm generally has a more stable viewer, one that crashes less. Version 4.7.9 didn’t live up to that rep in my opinion. But, several versions have definitely outperformed the Linden viewer. I have hopes for 5.0.1 being one of those versions.
The change from QT to VLC is going to more completely break many of the video devices in SL (TV etc.) That should move more people to update those things.
The update to add Bento support will increase the adoption rate for Bento mesh and animations. We will see new heads and hands popping up. Plus, I am hoping Grendel’s starts moving to Bento creations. I still have my Grendel’s dragon. I even wore it a few weeks ago.
Getting the Download
To navigate the Firestorm site and get to the download link requires a few requests to the server. You can navigate all of those in an overloaded site using Google’s view saved copy. Until you get to the actual download. So, you can avoid adding to the request load the server has to handle by going directly to the download. That link connects to the Windows 64-bit OpenSim version 5.0.1. It is for SL and OS. It omits the Havok plugin needed for displaying the Pathfinding Nav-mesh, I haven’t used that in a couple of years. So, no problem.
Using the link saves the server having to respond to 4+/- requests and download those pages. Good luck.
PS 01:40 PM PST/SLT: Whirly says they have set up mirrors for downloading the viewer:
Firestorm 4.7.9.50527: “I see jelly people!”
Monday, August 8th saw Firestorm release version 4.7.9.50527 of their viewer. Coming a little over four months since the last release, 4.7.9 brings with it a lot of important changes from the Lab – perhaps most visible Avatar Complexity and graphics pre-sets – as well as a large number of nips, tucks, fixes and improvements from the Firestorm team and open source / TPV contributors.
As per my usual MO, what follows is not an in-depth review of the release, but rather an overview, highlighting some of the more significant / interesting changes, updates and fixes, which I feel will be of most interest to users.
For full details of all changes, and all due credits to contributors, etc., please refer to the official release notes.
When installing this release, uninstall the existing version and then install the new 4.7.9 release – no need for a clean install.
Available Downloads
Prior to getting stuck into the details, please note that with this release:
Firestorm is and will continue to be available as a 64-bit non-Havok (“OpenSim”) version for OS X and in both 32-bit and 64-bit non-Havok (“OpenSim”) versions for Linux. These versions can obviously be used with Second Life, and are available for the 4.7.9.50527 release.
This means it is unlikely there will be any Firestorm Havok support for either Max OS X or linux until Linden Lab release the 64-bit versions of the Havok library alongside their own upcoming 64-bit viewers. In the meantime, the Firestorm team offer their apologies for any inconvenience caused, and ask that those on either OS X or Linux who require Havok functionality (e.g. for mesh uploads reliant on Havok physics or for pathfinding purposes) to briefly switch to the LL viewer.
Log-in Credentials Display Update
The first noticeable aspect in this release is the log-in credentials area at the bottom of the splash / log-in screen have been revised, offering a slightly more Viewer 4 style look and bringing all the options together alongside of a single, obvious log-in button.
Note that if you prefer the old login screen layout, you can set the debug setting FSUseLegacyLoginPanel to TRUE.
Another change with this update is that opening Preferences from the log-in screen should no longer cause splash screen layout problems, thus fixing FIRE-17518.
Lab Derived Updates
Firestorm 4.7.9 brings the viewer up to parity with the Lab’s 4.0.6 code base, and so includes the Avatar Complexity (aka “Jelly Dolls”) and graphics presets, as noted above, and includes many maintenance fixes, things like Voice updates and the most recent HTTP updates.
Avatar Complexity – or “Why is everyone I’m looking at an odd colour?”
Avatars can often be the biggest single rendering load on our computers. Hence why the bottom falls out of your viewer performance in a crowded place. Avatar Complexity is a means to offset this impact by allowing you to set a “complexity limit” for avatar rendering. Any avatar (including their attachments) exceeding this limit will be rendered as a solid colour – a “Jelly Doll” – putting a lot less load on your computer. You can adjust the limit according to your needs, and you can also override the setting for individual avatars around you. Do note as well that the setting only applies to other avatars in your view; your own avatar will always be rendered fully.
When first installed, a viewer with Avatar Complexity will set a default limit for you based on your current viewer graphics settings. Hence why you might see a lot of solid colour avatars around you when logging-on for the first time with Firestorm 4.7.9. These default limits are:
You can adjust you Maximum Complexity setting at any time in Firestorm in one of two ways either via Preferences > Graphics or via your Quick Preferences.
In both cases, moving the Max(imum) Complexity slider to the right increases your threshold, allowing more avatars around you to be fully rendered, while moving it to the left decreases your threshold, increasing the number of avatars liable to be rendered as solid colours.
Note that you can set the Max(imum) Complexity slider to No Limit (all the way to the right). However, this isn’t recommended simply because it leaves your viewer vulnerable to any graphics crashers some inconsiderates still occasionally try to use. It’s far better to simply set your viewer to a high limit (e.g. 350,000) if you don’t want to be bothered by seeing Jelly Dolls
Displaying Avatar Complexity Information
You can display Avatar Complexity information for all avatars (including your own) in Firestorm in one of two ways, depending on your preference (or both can be active at the same time, if you so wish):
Other points of note with Avatar Complexity:
Graphic Presets or “What’s that monitor screen icon in the top right corner of the viewer?”
Graphics Presets allows you to save and restore different sets of graphics settings within the viewer. The idea being that users can then switch between these different pre-sets according to circumstance to help with viewer performance. So you might have one with all the performance-hitting options enabled for when you’re taking photos, and another with many of them turned off, as they’re not really needed (e.g. for shopping or clubbing, etc.). You can then swap back and forth between them as needed via a drop-down options list and without any need to relog.
There is no limit to the number of presets you can create, and any you no longer require can be easily deleted.
To create a new preset: go to Preferences > Graphics and set your viewer according to the needs of the preset you are defining (e.g. set draw distance, lighting options, LOD options, avatar rendering etc., etc. When done, click on Presets: Save at the bottom right of the Preferences tab. Enter a suitable name for the preset in the dialogue box and click Save again (note, you can also use this option to update an existing preset with new values – just select the preset name from the drop-down list).
To delete a preset: go to Preferences > Graphics and click Preset: Delete at the bottom right of the Preferences tab. Use the drop-down list in the displayed dialogue box to select the required preset and click Delete. note that a confirmation isn’t requested.
To Load a preset: you can load a preset via the Preferences > Graphics and use the Presets: Load button at the bottom right of the Preferences tab. However, a quicker way is to use the Graphics Presets icon (aka “the TV screen icon”.
When the mouse is hovered over this icon, a list of all saved pre-sets you have created is displayed, a tick appearing alongside the one currently being used. Clicking on any other pre-set will immediately apply it. In addition, this panel also has a button which will open the viewer’s graphics settings in Preferences.
Note that any Graphics Presets you create can also be saved / restored via the Firestorm Back-up capability.
Voice Updates
Firestorm 4.7.9 includes multiple Voice improvements from Vivox by way the Linden Lab, including fixes for SLVoice process continuing to run after logging out; Voice quality issues; Voice remaining connected after teleporting to another region (requiring s re-log to fix); Voice crashing on a USB device change – see the release notes for a full list of fixes. See also Voice on Linux, below).
Under-the-Hood HTTP Changes (aka Coroutines)
This version of Firestorm includes the latest HTTP changes from the Lab. While invisible in normal viewer operations, these new HTTP capabilities provide improved performance and stability, and allows the viewer a greater degree of control and management over the numbers and types of HTTP requests that can be simultaneously outstanding.
The changes impact all aspects of the viewer which use simulator capabilities, and should result in fewer problems with high volume operations like loading inventory whilst also taking a load off of the region simulator (allowing it to get on with the job of simulating). The affected SL operations include, but are not limited to:
In addition the updates from these changes remove a considerable amount of deprecated and unused code from the viewer. Those interested in the minutiae of these changes, please refer to the Lab’s video presentation on them.
Other Notable Updates from the Lab
Many updates and fixes, including:
Preferences Updates
In addition to the preferences updates for Avatar Complexity and graphics presets, Firestorm 4.7.9 also has the following updates the the Preferences floater and tabs:
User Interface > 2D Overlay: now has two additional Pie Menu sub-options:
In addition, the Apply button has been removed from the Preferences floater as it was incompatible with the graphics presets feature. Preferences should now change as soon as the setting is altered, and closing the Preferences window using the OK button will save all changes.
Voice on Linux
Vivox are no longer updating the SLVoice package for Linux. In addition, as previously reported in my weekly SL project updates, on-going improvement to Voice by both Linden Lab and Vivox mean that in the future, older versions of SL Voice will cease working.
The recommendation for those on Linux going forward is to run the 32 bit Windows SLVoice executable using Wine. To facilitate this, Firestorm have added a new debug setting:
RLVa Updates
RLVa is updated to version 3.1.4 (RLV) / 2.0.3.50479 (RLV) of the API, with many changes, fixes and updates. Highlights include:
Given the size of the update, however, please refer to the RLVa 2.0 release notes for specific information, as well as the Firestorm 4.7.9 release notes.
Other Updates of Note
Under-the-Hood Updates
OpenSim Improvements and Fixes
General Observations
This has been a major update for the Firestorm team, largely as a result of the HTTP coroutine updates. Most people will hopefully be aware of the most visible updates in the viewer – Avatar Complexity and graphics presets. But just in case, I’ve covered them at length here to save cross-referencing other posts.
The additions that Firestorm have made to Avatar Complexity are particularly nice – and it would be good if, were it contributed, the aspect of having right-click rendering options (“Normal”, “full”, “Do Not”) persistent across log-ins found its way into the official viewer. I also like the alternate information display options Firestorm provide through Preferences.
In terms of running the viewer, I’ve had no noteworthy issues with 4.7.9 (although a couple of early 4.7.8 pre-releases were a bit – bouncy – on my PC!). I have noticed a general improvement of around 10 fps in my average FPS (if there is such a beast as “average” for anywhere in SL for any system); quite possibly the first real boost I’ve seen in Firestorm in a good while.
Firestorm «NO DC»?
Asked by lomemori,
March 22, 2021
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lomemori
lomemori
Hello, I just wanted to know why «NO DC» is appearing on the left top viewer. Ctrl+Alt+F1 and Alt+Shift+H won’t make it disappear, does anybody know what it is and how to turn it off?
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ZoHa Islands – Second Life Real Estate Management Since 2007 – Land For Sale – Land For Rent
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Thank you to ZoHa Islands and it’s many staff and associates, for all of the excellent customer service you provide and your outstanding skill for making your customers truly feel number one.
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Firestorm Viewer: Adding your AO to the Viewer and reducing server side lag.
The Firestorm viewer has a built-in AO (Animation Overrider). This makes the use of scripted AOs unnecessary, which in turn reduces the amount of scripts you wear, and so server-side lag.
Without an AO, the avatar will use basic default Linden-defined animations.
The Firestorm client AO replaces the usual scripted AO by duplicating its functions, without the script overhead.
1) First a brief explanation of the terms as they are used here.
AO: Animation Override or Animation Overrider. Generally, a scripted attachment worn as a HUD, containing animations and notecards which, along with the scripts, animate the avatar while it is in certain states, such as standing, walking, flying, etc.
Animation Set: The collection of animations which, taken together, make up any given AO.
Animation Group: One or more animations which serve to replace a single animation state. Examples of animation groups include stands, sits, walks, etc. All of the animation groups, together, make up an animation set.
2) Understanding your AO Menus
The AO is activated by clicking on the right side of the button labeled AO; it will show a check mark when enabled.. To disable it simply click on the checkmark. You can also type “cao on” and “cao off” in local chat.
If you are using the Vintage skin the AO is activated by clicking on the AO button on the right side of the bottom toolbar.
Clicking the AO button opens the AO window. On the Vintage skin click the arrow on the right side of the AO button.
The mini AO window gives quick and easy access to a few basic functions, such as moving from one stand animation to another, toggling sit overrides and loading a new set of animations.
This small window has a wrench icon; clicking that opens the AO window to its largest size, allowing full control of the AO.
Basic functions of the AO can be accomplished via the mini AO view
Currently loaded animation set: Referring to the image above, the currently loaded set is named TPWtest.
By clicking the small down arrow, you can easily select another set (if others are available, of course).
The wrench icon expands the mini window to full size for greater control; more about the wrench icon shortly..
The two arrows switch to the previous and next animation in the current group, respectively.
The “Sit” checkbox indicates whether the AO should override sit animations that are part of scripted furniture.
If this is enabled, the AO will try to force the use of whatever sit animation you have in the animation set; if disabled, then the animation in the furniture will be used.
Note: Animation priority will always have precedence; if the animation in the furniture has higher priority than the one in your animation set, it will be used regardless of how you have this checkbox set.
Animation priority is set at upload and cannot be changed afterward, not even by the creator – unless the creator uploads again and sets a different priority.
For greater control over the AO, click the Wrench icon; this will open the AO window to maximum size.
The Current animation set is shown in the top drop-down. Clicking the down arrow beside it allows for the selection of an alternate animation set (if you have others available, of course).
The check mark to the right of the animation set name will activate the animation set. Click this if you have picked a new one.
Default: check this if you wish to make the current animation set the default when you start Firestorm.
Override sits: Does the same thing as the Sits checkbox described above.
Be Smart: If this is enabled, the AO will try to determine whether the furniture being sat on has an animation; if it determines that it does, it will disable the sit in the AO, so the one in the furniture will be used instead.
Disable Stands in Mouselook: If this is checked, the AO will disable stand animations when mouselook is entered. This is useful for combat situations, for example.
+ Button: Click this button to manually define a new animation set.
Trash: To delete the current animation set, click this button.
Animation Group: With this drop down you can select an animation group, such as Standing, Walking, Running, etc. Having selected one, you can then change the order in which animations are played, by using ….
Up/Down Arrows: moves the currently selected animation up or down in the list, thus changing the order in which the animations are played in the animation group.
Trash: Clicking this will delete the currently selected animation from the animation group. This will NOT delete the animation itself, but just the reference to it, from the group.
Cycle: Enabling this will cause a different animation to be played, from the selected group, at each “cycle time” interval.
Randomize order: Enabling this causes the animations in the selected group to be played in random order.
Cycle time: Indicates how long an animation should play before the next one begins.
Reload: Forces the AO to reload the configuration of the current animation set.
Left/Right Arrows: Skips to the previous/next animation in the current animation group. These are the same arrows seen in the mini AO view, described previously.
Down Arrow: The arrow in the bottom right corner collapses the full AO window into the mini view, which was already described.
3) Preparing to load the AO
If you own a scripted AO, the type worn as a HUD attachment, you can get the animations and notecard to transfer to the client AO quite easily. You can use one of two methods to do so.
Method 1
Follow these steps if you are in a location where you can build; it requires the ability to rez out.
This is the method you need to use if the animations in the AO are no copy.
Rez a cube on the ground.
If you are wearing the scripted AO, detach it.
Cam in to the cube you made, then drag the AO onto it. HUDs are normally very small when rezzed in-world, and can be hard to see if you are not cammed in.
Right click the AO you rezzed out and select Open. A window opens which will list the contents of the AO; once this has fully populated, click Copy to Inventory.
This will result in the creation of a folder in your inventory, containing everything in the AO: scripts, animations and notecards.
If the AO is copyable, you can now delete it; otherwise, take it back into your inventory. Then delete the cube.
Locate the folder that was created in the step above. This folder can be dragged to another folder where it is out of the way but still available, like the Animations folder, for example.
Please do NOT put them on the Firestorm #AO folder in your inventory.
Method 2
You can follow these steps if you are unable to rez the AO out in-world, for whatever reason.
Locate the Animations folder in your inventory – it is at the top. Right Click the folder name, and select New Folder.
Type in a name for the folder – for example, give it the name of the AO you are transferring.
Make sure the AO HUD is worn; right click it and select Edit.
Click on the Content tab.
Once the AO contents are all displayed, select all items: click on the top one, then use the scroller to scroll to the bottom, press and hold Shift, and click on the last item.
Drag all the items into the folder you created in your inventory.
Close the edit window.
4) Loading the AO
There are two methods for loading the AO. You can either use a notecard that is in the ZHAO II format, or do it manually. The manual method requires no notecard, just animations.
Multiple AOs can be loaded, and you can switch from one to another simply by selecting the set within the Firestorm AO.
Using the notecard method
The notecard must be in standard ZHAO II format. Most AO creators support this format so you should not run into issues.
However, it must be noted that some major vendors have extended the ZHAO II format, and thus their AO notecard will need to be edited before it can be used in the Firestorm AO. Similarly, older AOs which use the old ZHAO format will have to be converted.
Unlike Phoenix, the animations and notecard do not need to be placed in a special predefined folder. However, they do need to be together in the same place.
Please do NOT put them on the Firestorm #AO folder in your inventory.
Once imported, the Firestorm client AO creates a new special folder: #Firestorm → #AO. This folder is protected – meaning it cannot be deleted, nor items removed from it under normal circumstances.
Therefore, avoid dragging items into it. Should you do so by mistake, please click here to see how to fix this.
Inside that are several more folders, containing links to the original animations.
So do not delete the original animations used or the AO will “break”.
As noted above, the Firestorm AO supports notecards in the standard ZHAO II format.
Notice how the animation state is in brackets, followed by each name of the animation separated with a pipe character “|”. Lines should not be longer than 255 characters.
In the sample NC, the animations in the Standing group have been broken up into several lines so they are shorter and easier to read.
It is best to delete any/all lines containing comments, before loading into the client AO. Comment lines usually start with a # character.
Locate the notecard which defines the AO that you got by one of the two methods described previously.
Open the Firestorm AO to maximum, then drag the AO notecard onto the Firestorm AO window.
The notecard is parsed and if all goes well, you have finished transferring the AO.
Select options to apply, like whether this will be the default animation set, whether to override sits, etc.
Creating an AO Manually
There is no need to have a prepared AO with a notecard to create an AO in Firestorm; you can “roll your own” if you have animations to use.
You can use the animations from a scripted AO, just use one of the above methods for getting them out of your present AO.
You should have the AO window at maximum size.
Click the + button near the top right corner to create a new animation set. You will be prompted to supply a name for it.
A new, blank animation set is created; make sure it is showing in the list of animation sets. You can now begin to fill. It starts with the Standing group selected.
In your inventory, select the animation(s) to be used as stands. Drag them from your inventory onto the AO window. (Note that it is faster to drag them all in at once rather than one by one.) The AO processes, then you can continue.
Once you have dropped all the stands in, you can switch to another animation group, like Walking. Again, select and drag the animations from your inventory onto the AO.
Repeat this for all groups for which you have animations.
Select options to apply, like whether this will be the default animation set, whether to override sits, etc.
5) AO-Related Options
There is one option related to the Firestorm AO in preferences.
Turn avatar around when walking backward: in Preferences → Move and View → Firestorm. If enabled, when you press the down arrow to walk backward, your avatar will turn to face the camera. If disabled, then your avatar will walk backward.
The Firestorm client AO information is stored in your inventory and thus usable from any computer you log in on, just like a regular HUD based AO.
We have a video of our Firestorm AO class available for you to watch anytime at:
The following Firestorm AO videos are available for you to watch.
Even though they are based on the old version we strongly suggest watching them as they do show how to load the AO.
ИГРАТЬ
БЕСПЛАТНО!
Обновление контента 9.1 Oribos!
Подробнее о патче на официальных источниках можно прочесть здесь!
С момента выхода Oribos прошло шесть месяцев, и наконец, мы готовы представить вам следующее обновление контента: патч 9.1 «Цепи господства»!
Это обновление будет выпущено на нашем сервере в понедельник, 4 Июля. С вашей стороны никаких дополнительных действий не потребуется, поскольку наш клиент имеет версию 9.1.5. У вас уже есть всё необходимое. Это очень круто, согласитесь?
Кроме того, в этот же день к нам вернётся Борис на целую неделю на все наши игровые сервера! Получите бесплатное усиление персонажа, которое включает в себя снаряжение, дабы сразу же отправиться в бой совестно с вашими друзьями!
Это обновление включает в себя огромное количество нового контента, как и каждый новый патч, поэтому будьте готовы!
Абсолютно новая зона: Кортия со своей собственной сюжетной линией, редкими существами, сокровищами, репутацией, недельными и ежедневными заданиями, а также множеством других вещей; Новый рейд с 10 боссами: Святилище Господства; Мегаподземелье с 8 боссами: Тайный рынок Тазавеш; Новый Мировой Босс: Мор’гет, Мучитель проклятых; Обновление Торгаста: новые испытания и награды; Новый сезон для режима Эпохальный с улучшенными наградами и новым сезонным модификатором: Истязающий; Новый PvP с адаптируемым снаряжением и обновлёнными наградами; 40 дополнительных уровней Известности, продолжение кампании ковенанта; Полёты в Shadowlands; Множество новых тайн и различных предметов для коллекций. В целом всё выглядит довольно сносным и готовым, в независимости от того, что вам нравится больше всего, будьте уверены, мы позаботились обо всём.
Однако это лишь малая крупица всего, давайте окунемся в каждую из этих тем, дабы дать вам более полное представление о том, что же вас будет ждать через несколько дней!
Это было сделано для того, чтобы дать преимущество игрокам, которые посвящают время PvP, улучшая своё снаряжение, в отличие от тех, кто получает снаряжение с Рейдов / Эпохальных подземелий. Тем не менее, новые эффекты от Осколков Господства из рейда будут работать и в PvP!
Наши разработчики и сотрудники будут рядом, дабы убедиться, что возникающие проблемы будут исправлены в кратчайшие сроки.
Запомните эту дату: 4 Июля, мы встретим с вами обновление именно в этот день! А пока изучайте гайды, и, конечно, при возникновении каких-либо проблем, не стесняйтесь обращаться за помощью к другим игрокам, или сотрудникам проекта. И помните, что ваш любимый НПЦ Борис тоже вернётся, это отличная возможность познакомить друзей с нашим проектом!
До скорых встреч через несколько дней на Oribos для встречи патча 9.1: Цепи господства!
С ув. команда Firestorm
Firestorm Viewer for Second Life «>
This is not the latest version of Firestorm Viewer for Second Life available.
All Checks are Passing
3 Passing Tests
Validation Testing Passed
Verification Testing Passed
Scan Testing Successful:
No detections found in any package files
Deployment Method: Individual Install, Upgrade, & Uninstall
To install Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
To upgrade Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
To uninstall Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
Deployment Method:
📝 NOTE: This applies to both open source and commercial editions of Chocolatey.
1. Enter Your Internal Repository Url
2. Setup Your Environment
1. Ensure you are set for organizational deployment
2. Get the package into your environment
Download the package:
3. Copy Your Script
Add this to a PowerShell script or use a Batch script with tools and in places where you are calling directly to Chocolatey. If you are integrating, keep in mind enhanced exit codes.
If you do use a PowerShell script, use the following to ensure bad exit codes are shown as failures:
Requires cChoco DSC Resource. See docs at https://github.com/chocolatey/cChoco.
Requires Puppet Chocolatey Provider module. See docs at https://forge.puppet.com/puppetlabs/chocolatey.
See infrastructure management matrix for Chocolatey configuration elements and examples.
Private CDN cached downloads available for licensed customers. Never experience 404 breakages again! Learn more.
This package was approved by moderator TheCakeIsNaOH on 19 Mar 2021.
Firestorm now has separate downloads for Second Life and Open Simulator grids. Please choose which platform you wish to log into for the appropriate viewer. More info about this change HERE
The Phoenix Firestorm Project is currently active in developing the Firestorm Viewer, the successor to the now discontinued Phoenix Viewer. Firestorm Viewer is based on the Linden Lab V3 LGPL code base and has an enormous number of features, options and interface customization choices, including a look similar to its predecessor Phoenix Viewer. Firestorm is developed for Windows, Linux and Mac OS X operating systems.
Log in or click on link to see number of positives.
In cases where actual malware is found, the packages are subject to removal. Software sometimes has false positives. Moderators do not necessarily validate the safety of the underlying software, only that a package retrieves software from the official distribution point and/or validate embedded software against official distribution point (where distribution rights allow redistribution).
Chocolatey Pro provides runtime protection from possible malware.
Add to Builder | Version | Downloads | Last Updated | Status |
---|---|---|---|---|
Firestorm Viewer for Second Life 6.5.6 | 71 | Tuesday, July 26, 2022 | Approved | |
Firestorm Viewer for Second Life 6.5.3 | 131 | Tuesday, April 12, 2022 | Approved | |
Firestorm Viewer for Second Life 6.4.21 | 120 | Saturday, February 19, 2022 | Approved | |
Firestorm Viewer for Second Life 6.4.13 | 331 | Saturday, March 20, 2021 | Approved | |
Firestorm Viewer for Second Life 6.4.12.20210315 | 100 | Monday, March 15, 2021 | Approved | |
Firestorm Viewer for Second Life 6.3.9 | 345 | Tuesday, June 2, 2020 | Approved | |
Firestorm Viewer for Second Life 6.3.2 | 254 | Tuesday, October 1, 2019 | Approved | |
Firestorm Viewer for Second Life 6.2.4 | 179 | Thursday, August 22, 2019 | Approved |
John-Nagle/firestorm-mods
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README.md
Temporary repository for some modifications to the Firestorm virtual world viewer
The sources for Firestorm are maintained elsewhere. This is temporary storage for some fixes under development. The changes are intended to work around some problems in the simulator by adding some sanity checks to the viewer for motion that crosses sim boundaries. In time, these should be merged back into the mainstream. The first version of these changes went into Firestorm in late 2018, and a new version is under development in 2020.
For Ubuntu 16.04 LTS:
Those instructions almost work. But it’s necessary to add the two «export» statements below to force the use of GCC 4.8. GCC 5.x will not work because the binaries are incompatible with some pre-compiled libraries provided. The only problem seems to be in a Boost function for some Perl-type regular expression matcher.
Firestorm Viewer for Second Life «>
This is not the latest version of Firestorm Viewer for Second Life available.
All Checks are Passing
3 Passing Tests
Validation Testing Passed
Verification Testing Passed
Scan Testing Successful:
No detections found in any package files
Deployment Method: Individual Install, Upgrade, & Uninstall
To install Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
To upgrade Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
To uninstall Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
Deployment Method:
📝 NOTE: This applies to both open source and commercial editions of Chocolatey.
1. Enter Your Internal Repository Url
2. Setup Your Environment
1. Ensure you are set for organizational deployment
2. Get the package into your environment
Download the package:
3. Copy Your Script
Add this to a PowerShell script or use a Batch script with tools and in places where you are calling directly to Chocolatey. If you are integrating, keep in mind enhanced exit codes.
If you do use a PowerShell script, use the following to ensure bad exit codes are shown as failures:
Requires cChoco DSC Resource. See docs at https://github.com/chocolatey/cChoco.
Requires Puppet Chocolatey Provider module. See docs at https://forge.puppet.com/puppetlabs/chocolatey.
See infrastructure management matrix for Chocolatey configuration elements and examples.
Private CDN cached downloads available for licensed customers. Never experience 404 breakages again! Learn more.
This package was approved by moderator Pauby on 05 Jun 2020.
Firestorm now has separate downloads for Second Life and Open Simulator grids. Please choose which platform you wish to log into for the appropriate viewer. More info about this change HERE
The Phoenix Firestorm Project is currently active in developing the Firestorm Viewer, the successor to the now discontinued Phoenix Viewer. Firestorm Viewer is based on the Linden Lab V3 LGPL code base and has an enormous number of features, options and interface customization choices, including a look similar to its predecessor Phoenix Viewer. Firestorm is developed for Windows, Linux and Mac OS X operating systems.
Compiling the Firestorm Viewer
Last updated 22-Mar-2022
Extended instructions, tips, and ‘gotchas’ on how to compile and build Firestorm, a third-party Open Source viewer for use with Second Life by Linden Lab.
Includes both Firestorm for Windows and also Firestorm for Ubuntu Linux.
First published in February 2014, and regularly updated ever since.
NOTE: This article assumes that you are a competent software developer who is comfortable with C++ build environments and command consoles. Most people will have no need to build their own version of Firestorm from the source code.
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 both Windows and Ubuntu linux (various versions for both).
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.
Although this article is primarily about compiling Firestorm, it could prove useful for other third-party viewers too, although your mileage may vary.
Update: It’s worth noting that I originally wrote this page whilst the Firestorm build instructions were out of date and full of inaccuracies and omissions, and during that time this page was quite useful. However, now that they have been brought up to date my page is possibly a little less useful for Windows builds as the instructions are now very good and straightforward, however there is still some extra useful information here and I go into more detail on some things than the official build instructions do.
Setting up the build environment
This covers the sections in the Firestorm build instructions to do with setting up the build environment.
Setting up your build environment is something you only need to do once. I will cover Windows and then Linux.
Windows
The follow section applies only to Windows builds.
The Firestorm build instructions are currently very accurate and straightforward, and currently there are not many gotchas.
The notes in this section will take you up to the “Prepare third party libraries” part of the Firestorm build instructions. You should then stop, and read on below here before continuing.
Specifically, you should not do the bit on FModStudio until you have read my notes further down.
C++ Compiler
The build system now uses Microsoft Visual Studio 2017 (VC15), and the Firestorm build instructions have been updated to reflect this.
Prior to the switch to Visual Studio 2017, it was possible to have multiple versions of Visual Studio installed, and I used to use VS2013 for compilation and VS2019 as the IDE. However, this seems to no longer work and autobuild gets confused if you have more than one version of Visual Studio installed. In the end I had to uninstall all versions of Visual Studio apart from VS2017.
It is absolutely fine to use the Community Edition of Visual Studio 2017, since it specifically and explicitly allows you to use it free of charge for Open Source projects. It’s not immediately obvious where to get it though, and requires a little digging around the Microsoft website, but it is currently available from Microsoft (note: requires creating a free account) or from TechSpot (unverified source).
Cygwin
Do not install the GCC compiler, or make, or CMake. If you do then I have found that Firestorm won’t compile because it picks up Cygwin’s version of CMake rather than the one it needs, and they were not compatible with each other at the original time of writing. I don’t know if this has since been fixed.
Python and pip
Prior to v6.5.3
For builds prior to v6.5.3, Python 2.7 was in use, and the build instructions said to download get-pip.py from https://bootstrap.pypa.io/get-pip.py but that link is to a version that requires Python3.
Instead you should download it from https://bootstrap.pypa.io/2.7/get-pip.py as that is the version for Python 2.7
v6.5.3 onwards
You should just be able to follow the build instructions now.
Linux (Ubuntu)
There were several versions of the build instructions for compiling Firestorm under Linux. They were all subtly different, however it looks like they have now been standardised into one definitive page (at last!)
I used these build instructions and, as recommended, I initially used Ubuntu 18.04 LTS (64-bit) running as a Virtual Machine (VM) under VirtualBox.
I subsequently also did successful builds with Ubuntu 20.04 LTS on bare metal and 20.04 LTS under Windows Subsystem for Linux (WSL2)
The following headings refer to the equivalent headings in the Firestorm build instructions for Linux…
Create your source tree
No notes on this. You can just do this.
Install Required Packages
Prior to v6.5.3
For builds prior to v6.5.3, Python 2.7 was in use and you should omit “python-pip” as this will install an incorrect version of pip that does not have support for Python 2.7 and instead substitute it for “python” (so that python gets installed)
Now we download and install the correct version of pip
v6.5.3 onwards
You should just be able to follow the build instructions “as is”.
CMake
The Firestorm build instructions say to build CMake from source, but this takes ages. Instead you could get a pre-build binary by following the instructions at https://apt.kitware.com
Install Autobuild
You can do this section “as is”.
Download the Source Code
You can go ahead and do this, but before cloning FModStudio read on below, and then we’ll continue further on down.
Building the libraries
This applies to both Windows and Linux.
Most of the libraries that are required by a Viewer are pulled in automatically by autobuild, with the exception of FModStudio and KDU.
FModStudio is the library that the Viewers use to play sounds. If you don’t have this library linked in, your Viewer will behave as if you have muted all sounds. The build instructions detail how to build this library, but do not tell you how to link it in. I will shortly mention how.
KDU (Kakadu) is a library that is to do with rendering JPEG2000 images. Unlike FModStudio, the build instructions do not say how to build this, but there is a mention that if you want to use it you must license it yourself and build it yourself. Currently a personal non-commercial license is US$250 which rules it out for me. Fortunately you do not need it as without it the Viewer just uses the OpenJPEG library instead which, although not as fast as KDU, is free.
The trouble is that the predefined build configurations have a bit of an “all or nothing” approach. If you build with ReleaseFS then it tries to link both FMod and KDU, and fails because KDU is missing. If you build with ReleaseFS_open then it uses neither and you are left with a muted Viewer, and also lacking Havok support. I’ll explain how to resolve this issue later on.
As mentioned above, it is not feasible to build KDU but it can be omitted.
FModStudio
FModStudio is supported in Firestorm v5.1.1 onwards. Older versions used FModEx, and I have now removed my notes on that (although you may still be able to find it on the Wayback Machine).
You will need to go to the FMod website and login (you’ll need to create an account if you don’t already have one) and then you can download FModStudio from the download area. Be sure to download the FMOD Engine (a.k.a. the FMOD Studio API), not the FMOD Studio Tool.
Select the appropriate version from the droplist, and download the version appropriate for your operating system. For Windows, download the Windows version (not the Windows 10 UWP version).
Copy it to the 3p-fmodstudio directory that was created when you were following the build instructions.
Edit the file build-cmd.sh and change the 3rd line from
This is very important, as otherwise the script will try to download the package from the internet, and will fail (possibly with “curl: (7) Failed to connect to 192.168.1.115” or “curl: (28) Connection timed out after 300305 milliseconds“, followed by “ERROR: building configuration“).
The Windows build instructions, as they currently stand at the time of writing, don’t result in a 64-bit version of FModStudio, and cause a build error when building the 64-bit Windows version of Firestorm, so I would suggest adding the -A 64 build option as follows:
As mentioned in the build instructions, note down the “wrote” and “md5” output values as you will need them later.
Build parameters
I mentioned earlier on that the predefined build parameters are rather “all or nothing”. But it’s easy to work round this.
Since there is no build parameter for “do not use KDU” we compile with the ReleaseFS_open target (since this does not include KDU) and then use the build parameters to add back in what we want.
First we want to include FModStudio in order to get sound, so we include the switch --fmodstudio
Then, because doing an OpenSim build disables the Havok physics engine, we add --no-opensim to fix that.
For 64-bit builds we add -A 64
Finally, the build system lets you enable Advanced Vector Extensions (AVX), an explanation of which is beyond the scope of this article.
To enable AVX you add --avx to the configure command or for AVX2 you add --avx2 instead. The build will barf if you try to use both.
CAUTION:
Choose carefully whether or not to enable AVX or AVX2, because if you run the resulting build on a CPU that does not support it then it will crash on startup.
Performing a build
Windows
(add in any other flags like --avx etc. that you wish, but read my caution on the use of --avx that I mentioned earlier)
MY_CHANNEL is the name of your private build, eg. AwesomeSauce, which would result in a version of Firestorm that identifies itself as “Firestorm-AwesomeSauce”. If you omit this, it will use the name of your computer, prefixed by “private-“.
Do not use spaces or punctuation!
GUID1 and GUID2 are generated by, for example, the Visual Studio GUID Generator. Make sure to always use the same GUIDs per channel. They identify the installation for upgrades and installation.
GUIDs should be in registry format, but without the curly braces, eg. FC4F6A13-04BF-4613-983A-0E6864FF44B0
Note: You should use different GUIDs for GUID1 and GUID2
This should then build a 64-bit version of Firestorm for Windows that has sound.
You can either run the resulting executable directly for testing purposes, or else run the installer in order to install it properly.
NOTE:
I have a few batch files that I use, which make things more convenient for me.
Firstly I have a batch file that creates my_autobuild.xml for me.
update_autobuild.bat
That copies the file, and then updates it with my FModStudio information that I mentioned earlier.
Then I have a batch file that does the configure step (I actually have several of these, that build with AVX, without AVX, and build ‘Release with debug info’ for debugging).
config_ReleaseFS_open_64-bit_NoAVX.bat
(Note: my GUIDs have been obfuscated with ‘*’ characters. Obviously you would substitute this for your own GUIDs)
And finally a batch file that does the actual build. Doing it this way slightly speeds up doing iterative compilation as it allows you to cut out the configuration step when doing subsequent builds.
build_ReleaseFS_open_64-bit.bat
Linux
The values of md5 and wrote are the values output when you built FModStudio.
(Note the four slashes. The first three are for file:/// and then the fourth is the start of the path)
MY_CHANNEL is the name of your private build, eg. AwesomeSauce, which would result in a version of Firestorm that identifies itself as “Firestorm-AwesomeSauce”. If you omit this, it will use the name of your computer, prefixed by “private-“.
Do not use spaces or punctuation!
This should then build a 64-bit version of Firestorm for Linux that has sound and targets Second Life (but not OpenSim).
As with the Windows version above, I have several shell scripts that speed things up for me.
update_autobuild.sh
config_ReleaseFS_open_64-bit_NoAVX.sh
build_ReleaseFS_open_64-bit.sh
Building the release viewer instead
All of the above instructions are for building the latest “bleeding edge” developer code from the trunk of the repository. However, if you want to play it safe and build the latest release branch, then it is possible to do so.
Under Mercurial, you needed a different URL but since the move to git, the release branch is an actual branch so just switch your local repo to that.
Summary
My build instructions result in a private build of Firestorm for Second Life that uses OpenJPEG but also links in FModStudio, giving a Firestorm that connects fine to Second Life and has sound. Exactly what I want. The lack of KDU doesn’t make it noticeably slower for me, although your mileage may vary.
Although the above looks a little daunting, most of the work is in setting up your build environment, and it’s not as bad as it looks.
One slightly annoying aspect of switching between the installed Firestorm and the private build one, is that it seems to clear my cache. That means that every time I switch between them, I rezz as a cloud and have to wait ages for my inventory to load. I haven’t found a way round this yet, although I’m sure one exists. In the meantime it’s something to be aware of.
Anyway, I hope that this post has been useful to someone.
Links and Further Reading
Get source and compile – Official Second Life Viewer build instructions from Linden Lab
Compiling Firestorm Viewer – a top-level page for all platforms
Firestorm Windows build instructions – build instructions tailored for Windows builds.
Firestorm Linux build instructions – build instructions tailored for Linux builds
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Author: beccapet
35 thoughts on “ Compiling the Firestorm Viewer ”
What advantage would I gain with a personal build? Can I tweak options and remove limits in debug settings if I build my own? Can I completely remove features I don’t use? Will that “break” the build. If I remove features do I gain some performance? How do we make the custom tweaks? Are there tutorials available for Noobs?
The main advantage is being able to apply your own code changes. On my personal build, you don’t slump when you go AFK, don’t go AFK when minimised, and snapshots to disk are named with the date and time in the filename.
To make changes, you need to be proficient in the C++ programming language. There are many tutorials around, but it is not a beginners programming language and the learning curve would be pretty steep.
Well that’s me out of the loop then unless there are people who do “requests” for a build with the specific features you want. Would that be matter of deleting code rather than “additions” in most cases? Is that easier?
To be honest, there would be no advantage in removing stuff. For a start, it would be hard for you to know what to remove without breaking something. And the end result wouldn’t give you any advantage as it would be compiled without Kakadu.
Best bet would be to put a Feature Request in to the Firestorm team if there is a specific feature you want.
My request would be to remove features I don’t need actually. I’m guess that would be a performance gain since the V1 UI seems to be faster than V3 UI. If you remove anything to do with features that are using bandwidth would help (chat and any media or audio for example?).
You’d probably need to take that up with one of the Third Party Viewer teams such as Firestorm, Kokua, Niram, etc.
Hello Becca, just wanted to let you know how to go about grabbing FMOD Ex for windows (Or any platform, really). All you have to do is sign up on fmod.com and contact support at support@fmod.com asking for access to the FMOD Ex downloads. They will ask you what you want to use it for, or you can blatantly specify in your request email as I did. They got back to me within a few days. You can then find your downloads at https://fmod.com/download under the “FMOD Ex” tab, category “FMOD Ex API”. Hope this helps!
That’s awesome. Thanks!
I didn’t use Cygwin’s build environment. I suspect you have installed the full development tools of Cygwin and you are picking up the Cygwin version of cmake and autobuild, rather than the Linden Labs’ / Phoenix Firestorm one. I mentioned this as a “gotcha” in the Cygwin section.
If it’s not that then I’m afraid I don’t know. 🙁
I’m using LL’s autobuild. Are you saying there’s a version of it for firestorm instead? Cygwin is not conflicting as far as I’m aware, just that pass is not a command that exists on my system. Maybe I can just rewrite it to accomplish the same thing without pass. Or rename the files myself.
No, I don’t think there is a specific version of autobuild from Firestorm – I’m pretty sure it uses the LL version. It does sound like it is picking up something it should not though. I didn’t experience the issue that you are having and I don’t know how to resolve it I’m afraid. 🙁
Glad you got it sorted, and thank you for the update!
I’ve updated the article with the new info in these comments – specifically on getting the FModEx libraries and also on the caveat about autobuild. Thank you so much for taking the time to share – I really appreciate it. ♥
I’m using Windows 7 64 bit, and that free Community edition of VS2013 also I’m using python 2.7.14 and just to make sure I checked python version in Command Prompt by typing: python –version and that shows Python 2.7.14 it’s all fine but why I’m getting python issues?
Updating…. I could fix that by running commands through the Cygwin64 terminal instead of Command Prompt windows, I got same error related to python though but that came up near the end of the process compilation, so if someone is having same issues try to compile on Cygwin64 terminal! Thanks.
Hmmm. That’s odd. I don’t get that issue. Have you set up the build environment correctly as per the FS build instructions?
Also, have you upgraded your autobuild to the LL version? NickyD’s version is no longer compatible.
Hi beccapet, I figured out that the way to fix all those issues is by running the Cygwin64 terminal from the C:\cygwin64\bin\mintty directory I was running by the C:\cygwin64\Cygwin so I still got that python issues, anyway runnin by the mintty file I could get a successfully build! Everything working fine, no error logs, but when I used the http://hg.phoenixviewer.com/phoenix-firestorm-lgpl/ repository I couldn’t run my build after finished I got an error related to settings xml etc,. but using http://hg.phoenixviewer.com/phoenix-firestorm-release/ repository instead so that works just fine for me, and my autobuild version is 1.1.7 I guess it’s up to date isn’t it?
I’m afraid I don’t know what you are doing different then. I’ve got this to compile fine on a clean install of Win7 Pro by just following the build instructions, so you must have missed something.
Hi beccapet, I will ask you something which is not related to this topic. I’ve been searching for a chatbot lsl script but I couldn’t find a good one, by searching on google I just find Racter script and others based on notecards which is deprecated. Long time ago I had a chatbot script that was based on machine learning which is pretty good, that was basically 3 scripts, 1 for the main engine and the rest as memory extensions, you know where to find something like that? Perhaps you have something similar to share?
Sorry, no, I don’t.
Hi beccapet, third party libraries such as kdu, fmodex, fmodstudio are preset in the autobuild.xml right? So I wonder how to set new ones, either through autobuild.xml or VS2013, is it possible? I tried some c++ external libraries by importing dependencies to VS2013 Firestorm.sln project, but it failed to compile, you have a tutorial for this?
Hi. I have actually done this for my private build, but did it using the CMake files.
Ultimately I would like to work out how to do it with autobuild.xml which is why I have never blogged about it.
Thank you beccapet, using CMake files it seems a workaround for me, even though I’m not familiar with CMake but I guess it has something to do with CMakeLists.txt, by looking into \firestorm\phoenix-firestorm-lgpl there’re a lot of CMakeLists.txt though, which one should I edit? Is the following commands a proper use for it: INCLUDE_DIRECTORIES for header location and LINK_DIRECTORIES + TARGET_LINK_LIBRARIES for libraries? How did you manage to do such a thing?
I’ve just added a new blog article which goes into more detail on what you need to do to add new dependencies.
Как установить средство просмотра Firestorm для Second Life?
Вы можете установить mkvtoolnix;
Затем используйте mkvmerge из установки в аудио и видео mux в контейнер mkv из командной строки.
Существует также инструмент Gui, mkvtoolnix-gui, который является интерфейсом для mkvtoolnix.
Пример для файла мультиплексированного видео, input-video.mkv со звуком файл soundfile.mp3, создающий новый мультиплексированный mkv-файл с именем output-with-sound.mkv, выполните следующие действия в каталоге, в котором у вас есть видео без звука и аудиофайла:
Подробнее примеры, включая синхронизацию здесь: http://www.bunkus.org/videotools/mkvtoolnix/doc/mkvmerge.html
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Установить последнюю версию SecondLife Firestorm Viewer для Ubuntu 14.04 LTS;
После того, как вы загрузите сжатый файл последнего обновления Firestorm с веб-сайта firestorm, извлеките загруженную сжатую папку из папки «downloads»
Если вы хотите установить Firestorm на рабочем столе,
Откройте окно терминала и перейдите к извлеченной папке Должен выглядеть примерно так:
Затем в этом же окне терминала запустите ‘./firestorm ‘для запуска «Firestorm viewer»
Это должно поместить значок «Firestorm Icon» на боковой панели. Если вы хотите «закрепить» этот значок запуска программы, настало время его закрепить. Значок Firestorm на панели инструментов «Launcher», щелкните правой кнопкой мыши и выберите «Заблокировать» значок запуска в этом месте.
Firestorm vs the LL Viewer
By cykarushb,
January 28, 2018 in Second Life Viewer
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Beq Janus
Graphs are always useful to convey a message, but what it really shows is that the viewer used 6GB RAM and released it when terminated. It doesn’t tell you whether that footprint is too big or not. It
Chic Aeon
January 29, 2018
Solar Legion
November 22, 2018
You have had it explained to you repeatedly and yet you refuse to listen, let alone understand. I’ll make it simple for you. There is no reason at all to dedicate more than two gigabytes o
Second Life Viewer
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Открытый исходный код Бесплатно Linux Windows Mac
Firestorm Viewer
Проект Firestorm является средством просмотра Second Life и OpenSimulator, а также преемником уже снятого с производства приложения Phoenix Viewer. Firestorm Viewer основан на кодовой базе LGPL Linden Lab V3 и обладает огромным количеством функций, …
Открытый исходный код Бесплатно Web Linux Windows Mac
Catznip Second Life Viewer
Бесплатно Web Linux Windows Mac
Kokua / Imprudence
Открытый исходный код Бесплатно Web Linux Windows Mac
UKanDo Viewer
UKanDo является зрителем для Second Life. Его дополнительные функции включают в себя: Параметры альфа и невидимых текстур Расширенные опции сборки с новым Floater для меню сборки и Build / Edit floater Зона поиска объектов (капитальный ремонт) Auto …
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Что в данном списке?
Альтернативные программы для Second Life Viewer для Web, Android, iPhone, Windows, iPad и т.п. Фильтруйте по типу лицензии, чтобы получить список бесплатных программ или с открытым исходным кодом. Список содержит 5 приложений схожих с Second Life Viewer.
Firestorm is one hell of a memory hog
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Dakota Linden
December 4, 2018
Whirly Fizzle
December 4, 2018
You shouldn’t really post that on this public forum. How do you know that viewer doesn’t phone home the users login info or is riddled with malware or a keylogger? I would advise against anyone
Whirly Fizzle
December 15, 2019
You’re running a 32bit viewer here on 32bit Windows, so of course the 32bit viewer is going to use much less RAM. 32-bit programs can only address a maximum of 4GB of memory in a 64-bit OS and can onl
Firestorm Viewer for Second Life «>
This is not the latest version of Firestorm Viewer for Second Life available.
All Checks are Passing
3 Passing Tests
Validation Testing Passed
Verification Testing Passed
Scan Testing Successful:
No detections found in any package files
Deployment Method: Individual Install, Upgrade, & Uninstall
To install Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
To upgrade Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
To uninstall Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
Deployment Method:
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1. Enter Your Internal Repository Url
2. Setup Your Environment
1. Ensure you are set for organizational deployment
2. Get the package into your environment
Download the package:
3. Copy Your Script
Add this to a PowerShell script or use a Batch script with tools and in places where you are calling directly to Chocolatey. If you are integrating, keep in mind enhanced exit codes.
If you do use a PowerShell script, use the following to ensure bad exit codes are shown as failures:
Requires cChoco DSC Resource. See docs at https://github.com/chocolatey/cChoco.
Requires Puppet Chocolatey Provider module. See docs at https://forge.puppet.com/puppetlabs/chocolatey.
See infrastructure management matrix for Chocolatey configuration elements and examples.
Private CDN cached downloads available for licensed customers. Never experience 404 breakages again! Learn more.
This package was approved by moderator gep13 on 26 Aug 2019.
Firestorm now has separate downloads for Second Life and Open Simulator grids. Please choose which platform you wish to log into for the appropriate viewer. More info about this change HERE
The Phoenix Firestorm Project is currently active in developing the Firestorm Viewer, the successor to the now discontinued Phoenix Viewer. Firestorm Viewer is based on the Linden Lab V3 LGPL code base and has an enormous number of features, options and interface customization choices, including a look similar to its predecessor Phoenix Viewer. Firestorm is developed for Windows, Linux and Mac OS X operating systems.
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Second Life: Forced Firestorm Experience?
No one likes having things forced on them… well… some people are into that sort of consenting adult thing. But, is that really forcing without permission?
Back on topic, recently a Firestorm user was complaining about the Firestorm Experience. The bitch was; why do I have this experience in my viewer that I never asked for?
Jessical Lyon, Firestorm Team leader, replied: (link)
So the Firestorm experience is a land scope experience which is set on only in the Firestorm Community Gateway regions. This is because new residents need to have accepted the experience in order to exit the Orientation Island, otherwise they get stuck there, log off and never come back into Second Life.
Once we have the new RegAPI from LL new sign ups will automatically have their experience enabled as well, so as to make their first time experience seamless.
The Firestorm experience is being used two ways. First, and most used to help residents get from place to place on the region, which is llTeleportAgent. We use this to make it easier for them to teleport around the regions as well as teleport out to other helpful gateways. Exp Key is great for this since we don’t have to confuse new residents with landmarks and make them have to dig through inventory to find them.
The second place we use the experience is to attach a parachute to their avatars if they use the Sky Lift for skydiving, and to attach the CrowleyCorp Golf hud so residents can play golf.
Probably you are not aware of how experience keys work and what their limitations are, but I’ll let you do your own research on that since you have clearly already made up your mind that we are evil people. So I’ll just close with this final statement.
The Firestorm experience only works over Firestorm land and once you leave the Firestorm regions you can revoke the Firestorm Experience without any trouble. Finally, I would suggest that if you fear we will harm you in some way, that the best thing for you do do is not return to our gateway regions.
Thanks for your concerns and complaints.
Have a wonderful day!
Jessica Lyon
Project Manager
The Phoenix Firestorm Project, Inc.
The term experience in this case is a created experience that uses the Experience Tools features added some months ago. The creator of an experience has to get a key from Linden Lab and use it to compile scripts that run the gadgets used in the experience. The key allows scripts to do things regular scripts can’t. Thus a potential for abuse. The key identifies the experience and script owner so they can be held responsible for any abuse of users.
It also allows us the ability to grant permission to specific experience creators and specific experiences and do it just once. So, I could grant permission to an Edelfabrik or Blueberry clothing store experience that might attach a HUD to allow me to try on demos in store without cluttering up my inventory. Also, they would not need to use clunky demo tags because on leaving the region the clothes would poof away. Their HUD would attach automatically when I enter the region, until such a time as I remove the experience’s permission.
Jessica is talking about the Firestorm Experience that is a land related experience that is tied to their community gateway. It isn’t a grid-wide experience. That means the experience can only do its thing when you are regions where the experience is enabled.
All of the experiences made with the new Experience Tools features require you accept the experience and grant it permission to operate on your avatar. Sort of like granting an animation permission to animate your avatar. But, it remembers the permission status from secession to secession and for all scripts and animations that are part of the same experience.
There does seem to be an exception to that ‘you can revoke permission’ rule. Seems in gateway areas the Lindens have made it impossible to revoke permission of gateway related experiences. I am guessing this is a noobs can mess up anything safeguard.
But Jessica points out in a following post that the experience can ONLY work when on Firestorm gateway lands. So, it isn’t like it is forced on anyone not going though the intro process.
Why do the uninformed so often go all Chicken Little on us.
Now you know what’s up with gateway experiences for noobs.
Firestorm Viewer for Second Life «>
This is not the latest version of Firestorm Viewer for Second Life available.
This Package Contains an Exempted Check
Not All Tests Have Passed
Validation Testing Passed
Verification Testing Exemption:
Scan Testing Successful:
No detections found in any package files
Deployment Method: Individual Install, Upgrade, & Uninstall
To install Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
To upgrade Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
To uninstall Firestorm Viewer for Second Life, run the following command from the command line or from PowerShell:
Deployment Method:
📝 NOTE: This applies to both open source and commercial editions of Chocolatey.
1. Enter Your Internal Repository Url
2. Setup Your Environment
1. Ensure you are set for organizational deployment
2. Get the package into your environment
Download the package:
3. Copy Your Script
Add this to a PowerShell script or use a Batch script with tools and in places where you are calling directly to Chocolatey. If you are integrating, keep in mind enhanced exit codes.
If you do use a PowerShell script, use the following to ensure bad exit codes are shown as failures:
Requires cChoco DSC Resource. See docs at https://github.com/chocolatey/cChoco.
Requires Puppet Chocolatey Provider module. See docs at https://forge.puppet.com/puppetlabs/chocolatey.
See infrastructure management matrix for Chocolatey configuration elements and examples.
Private CDN cached downloads available for licensed customers. Never experience 404 breakages again! Learn more.
This package was approved by moderator gep13 on 18 Apr 2022.
Firestorm now has separate downloads for Second Life and Open Simulator grids. Please choose which platform you wish to log into for the appropriate viewer. More info about this change HERE
The Phoenix Firestorm Project is currently active in developing the Firestorm Viewer, the successor to the now discontinued Phoenix Viewer. Firestorm Viewer is based on the Linden Lab V3 LGPL code base and has an enormous number of features, options and interface customization choices, including a look similar to its predecessor Phoenix Viewer. Firestorm is developed for Windows, Linux and Mac OS X operating systems.
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In cases where actual malware is found, the packages are subject to removal. Software sometimes has false positives. Moderators do not necessarily validate the safety of the underlying software, only that a package retrieves software from the official distribution point and/or validate embedded software against official distribution point (where distribution rights allow redistribution).
Chocolatey Pro provides runtime protection from possible malware.
Add to Builder | Version | Downloads | Last Updated | Status |
---|---|---|---|---|
Firestorm Viewer for Second Life 6.5.6 | 71 | Tuesday, July 26, 2022 | Approved | |
Firestorm Viewer for Second Life 6.5.3 | 131 | Tuesday, April 12, 2022 | Approved | |
Firestorm Viewer for Second Life 6.4.21 | 120 | Saturday, February 19, 2022 | Approved | |
Firestorm Viewer for Second Life 6.4.13 | 331 | Saturday, March 20, 2021 | Approved | |
Firestorm Viewer for Second Life 6.4.12.20210315 | 100 | Monday, March 15, 2021 | Approved | |
Firestorm Viewer for Second Life 6.3.9 | 345 | Tuesday, June 2, 2020 | Approved | |
Firestorm Viewer for Second Life 6.3.2 | 254 | Tuesday, October 1, 2019 | Approved | |
Firestorm Viewer for Second Life 6.2.4 | 179 | Thursday, August 22, 2019 | Approved |
Firestorm vs the LL Viewer
By cykarushb,
January 28, 2018 in Second Life Viewer
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Beq Janus
Graphs are always useful to convey a message, but what it really shows is that the viewer used 6GB RAM and released it when terminated. It doesn’t tell you whether that footprint is too big or not. It
Chic Aeon
January 29, 2018
Solar Legion
November 22, 2018
You have had it explained to you repeatedly and yet you refuse to listen, let alone understand. I’ll make it simple for you. There is no reason at all to dedicate more than two gigabytes o
Changes to Firestorm
Asked by Rhia Janick,
July 21, 2018
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Question
Rhia Janick
Rhia Janick
I recently had a firestorm issue and decided to change reset my settings. I would usually always limit my MaxFPS because I felt it worked a little better on my laptop. However, when I went to go reset it its no longer found as a setting to change under debug settings. Is there anything else I can do to either limit the framerate lower than 15 or just have it run a little lighter on my MAC laptop? It took me a really long time to figure out settings that worked so I’m saddened things are no longer set like they used to. Thanks
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Firestorm is one hell of a memory hog
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Dakota Linden
December 4, 2018
Whirly Fizzle
December 4, 2018
You shouldn’t really post that on this public forum. How do you know that viewer doesn’t phone home the users login info or is riddled with malware or a keylogger? I would advise against anyone
Whirly Fizzle
December 15, 2019
You’re running a 32bit viewer here on 32bit Windows, so of course the 32bit viewer is going to use much less RAM. 32-bit programs can only address a maximum of 4GB of memory in a 64-bit OS and can onl
Firestorm Viewer Stuck On Loading World
Asked by GuanaDaredso1982,
February 16, 2019
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GuanaDaredso1982
GuanaDaredso1982
I’m on a Lenovo Flex611IGM laptop/tablet running Windows 10 and as recent as last night (February 15, 2019 to be exact), I started experiencing login issues where the status bar in Firestorm Viewer sticks on Loading World. I don’t know how to fix this. Any ideas? Here are my specs:
CPU: Intel(R) Celeron(R) N4000 CPU @ 1.10GHz (1094.4 MHz)
Memory: 3918 MB
OS Version: Microsoft Windows 10 64-bit (Build 17763.316)
Graphics Card Vendor: Intel
Graphics Card: Intel(R) UHD Graphics 600
RestrainedLove API: (disabled)
libcurl Version: libcurl/7.54.1 OpenSSL/1.0.2l zlib/1.2.8 nghttp2/1.25.0
J2C Decoder Version: KDU v7.10.5
Audio Driver Version: FMOD Studio 1.10.09
Dullahan: 1.1.1080 / CEF: 3.3325.1750.gaabe4c4 / Chromium: 65.0.3325.146
LibVLC Version: 2.2.8
Voice Server Version: Not Connected
Settings mode: Firestorm
Viewer Skin: Firestorm (CtrlAltStudio)
Window size: 1366×689 px
Font Used: Deja Vu (96 dpi)
Font Size Adjustment: 0 pt
UI Scaling: 1.25
Draw distance: 64 m
Bandwidth: 500 kbit/s
LOD factor: 1.5
Render quality: Low (1/7)
Advanced Lighting Model: No
Texture memory: 768 MB (1)
VFS (cache) creation time (UTC): unknown
How do I install the Firestorm viewer for Second Life?
I am new to Ubuntu and trying to set everything up. I am VERY bad at doing that at the moment. In fact, I asked another question here only a few hours ago. Anyways, I am trying to get the Firestorm Viewer for Second Life. I followed instruction given here: http://michaelferrie.blogspot.com/2012_04_01_archive.html and came up with these end results:
So, still no Firestorm. Can anyone help.
2 Answers 2
If you have a 64Bit Linux, use the «kokua viewer 64 Bit» from imprudence coders. firestorm has Problems with Music Streaming.
To Install the latest SecondLife Firestorm Viewer For Ubuntu 14.04 LTS;
Once you download the Firestorm latest update compressed file from the firestorm web site, ‘extract’ the downloaded compressed folder from the “downloads” folder into your «User or Home” folder or desktop as you prefer.
If you wish to install Firestorm on your desktop menus;
Open a Terminal window, and navigate to the extracted folder. Should look something like this:
run: the command, ‘./etc/refresh_desktop_app_entry.sh’ to install it from the command line in the terminal window. NOTE: only include the syntax between the two (‘) marks.
Then in this same terminal window, run ‘./firestorm’ to launch “Firestorm viewer”
This should place the “Firestorm Icon” on your side bar. If you wish to “pin” that program launch icon, now is the time to pin it. To pin the Firestorm icon to the “Launcher” tool bar, right click, and choose to “Lock” the start up icon to that location.
By cunomar,
November 18, 2021 in Second Life Viewer
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Ansariel Hiller
November 18, 2021
Rowan Amore
November 19, 2021
The OP was given the info on how to uninstall any other existing files in the 1st response.
cunomar
November 19, 2021
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Second Life: Firestorm & Linden Viewers
For the past few weeks I’ve been using Firestorm 4.7.9.50527 and Linden 4.1.2 and 5.0.0.320160 (Bento). These versions are much better than the pre-September versions that were out. I suppose some of the improvement is my change to a newer computer with 32GB of RAM. But, I still crash.
When black cats prowl …
This version of Firestorm is much better than the previous version. I have found that if I am online for more than an hour I will likely crash on exit. This means if I change any Preferences, I need to relog after making the change or backup the settings (recommended). When FS crashes it does not save the settings so, changes in the session are lost.
I don’t always notice a crash on exit. But, I do when I see a notice that the viewer crashed and wants to send a crash report. It seems to me FS is better about catching those crash-on-exit fails. Or maybe FS is just more in my face about it.
If I start taking pictures I am way more likely to crash to my desktop, on Firestorm and Linden. The viewer just poofs.
My Linden viewer is set to just send crash reports. No pop up begging to send the report. So, I am way less likely to notice a crash-on-exit using this viewer. Plus, I change my settings less often when using the Linden viewer. I tend to use the Linden viewer for shopping, some exploring, and Bento meetings (which I video – Channel).
But, using the viewer for over an hour and taking pictures will crash it, poof.
So, while I am happier with these newer versions of the viewer and WAY happier with my new machine, the viewers do crash. That is a real pain at times.
For instance, N-Core was having a big sale… SHOES… this past weekend, 50% off. Saturday the region was swamped. That is when the viewer, in this case Linden 4.1.2, decided to poof. I had been trying to get in for over an hour. So…. GRRRRrrrrr!
But, I did make it back in on relog. Whew! Still it is a pain to deal with crashes. (I did get some great boots.)
Fortunately crash rates have been pushed down and the Lindens and third parties work on the crash-problems. I don’t know which has the better crash rate, fewer. So, remember to relog before you start doing something for which a crash would be a significant problem.
I’ve also notice the time to rez things and avatars after a crash goes way up. On the new machine I am getting used to a region rendering in a minute of less. So, when a region and the avatars in it take 5 minutes to render, it is annoying.
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Firestorm now has separate downloads for Second Life and Open Simulator grids. Please choose which platform you wish to log into for the appropriate viewer. More info about this change HERE
The Phoenix Firestorm Project is currently active in developing the Firestorm Viewer, the successor to the now discontinued Phoenix Viewer. Firestorm Viewer is based on the Linden Lab V3 LGPL code base and has an enormous number of features, options and interface customization choices, including a look similar to its predecessor Phoenix Viewer. Firestorm is developed for Windows, Linux and Mac OS X operating systems.
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Add to Builder | Version | Downloads | Last Updated | Status |
---|---|---|---|---|
Firestorm Viewer for Second Life 6.5.6 | 71 | Tuesday, July 26, 2022 | Approved | |
Firestorm Viewer for Second Life 6.5.3 | 131 | Tuesday, April 12, 2022 | Approved | |
Firestorm Viewer for Second Life 6.4.21 | 120 | Saturday, February 19, 2022 | Approved | |
Firestorm Viewer for Second Life 6.4.13 | 331 | Saturday, March 20, 2021 | Approved | |
Firestorm Viewer for Second Life 6.4.12.20210315 | 100 | Monday, March 15, 2021 | Approved | |
Firestorm Viewer for Second Life 6.3.9 | 345 | Tuesday, June 2, 2020 | Approved | |
Firestorm Viewer for Second Life 6.3.2 | 254 | Tuesday, October 1, 2019 | Approved | |
Firestorm Viewer for Second Life 6.2.4 | 179 | Thursday, August 22, 2019 | Approved |
firestorm will not open
Asked by Ecoli Gynoid,
September 14, 2019
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Ecoli Gynoid
Ecoli Gynoid
Yesterday I upgraded my MacBook Pro with version 10.14.6 and now when I try to open firestorm, I put in my user name and password and hit click and the icon and program just disappears. It does not load and does not even show up in the finder. I can start over by opening the firestorm icon, but it does the same thing every time. Even if I change the landing location. I have reinstalled firestorm and have logged in from a different computer. So all that remains is to assume that the latest mac os upgrades are blocking firestorm. Any advice? Has anyone else had this issue.
(additional comment) In an effort to isolate the problem, I downloaded «secondlife viewer» and it works fine. Except I have never used it and it will take time to learn the new layouts and commands. I much prefer figuring out the issue with firestorm. ty
Edited September 14, 2019 by Ecoli Gynoid
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Firestorm 4.6.1: Firestorm full-on
Update: Shortly after release, Jessica Lyon dropped me a note to say the Vivox files didn’t actually make it to the release, but will now be made available via a separate download.
On Wednesday March 12th, the Firestorm team released Firestorm 4.6.1.40478, bringing with it a lot of features, fixes, updates and enhancements.
The complete list of changes, together with attributions, can be found in the release notes, and I refer readers to that document for specifics on contributors, FIRE JIRA, etc. The following is intended as an overview of some of the more major / interesting changes to be found in the release.
The first thing to note with this release is that it is, with the exception of the Linux 64-bit version (which is beta), a full release, not a beta or alpha or anything else.
So, if you’ve been avoiding trying 4.5.1 because it was a beta release, now is the time to consider updating. Do make sure when doing so that you take a look at the Firestorm 4.5.1 release notes, which provide a lot of information on that release as well which will of benefit to you as you gain familiarity with 4.6.1. You can also read my review of the 4.5.1 release here.
Downloading – a Reminder
This will be the first release of Firestorm following changes at Google forcing Firestorm to discontinue using Google’s download service (see the Download Server section of my Feb 15th FS meeting transcript for an explanation). This means that all Firestorm downloads starting with this release are via the team’s own download server.
As this is the only server the team has at their disposal for downloading the viewer, you may experience some delay / issues when attempting to download the viewer due to the volume of downloads the server is handling, particularly during the period following the release announcement. Should this occur, the Firestorm team request a little patience, and if you can, to consider re-trying a little later.
Installation
As always, a completely clean install of the viewer is recommended.
Windows 64-bit Installer
Those who have previously installed the windows 64-bit version will be aware that the installer could be painfully slow. With this release, the Windows 64-bit installer has been overhauled, and should be appreciably faster, and also includes some additional tweaks:
Viewer and Installer Blocks
The release of 4.6.1 means that all versions of Firestorm prior to 4.4.2 will be blocked from accessing Second Life in around a week’s time. Additionally, and in reference to the Windows version of Firestorm, note that:
Updates from the Lab
This release brings Firestorm to parity with many of the Lab’s more recent updates, highlights of which include:
Request Teleport
A feature contributed to the SL viewer by Jonathan Yap, Request Teleport allows users to pass a request to others asking that they be teleported to their location.
I covered the capability when it first appeared in an SL project viewer in September 2013, so in brief:
Note that Request Teleport is not a replacement for Firestorm’s “teleport to” capability, which remains unchanged.
SL Share and Facebook
SL Share is a means by which those who have no issue with linking their SL account with their Facebook account can do so and send messages, photos, etc. to their Facebook account.
This was a feature released by Linden Lab again in September 2013, and I provided an overview at that time. however, it is probably worth repeating a couple of core points:
Region Restart Updates
The region restart updates comprise two main elements:
Note that both the new format notification and the camera shaking can be disabled / enabled as follows:
In addition, teleports to regions which are in the final 60 seconds before a restart will be prevented and the viewer will display a message in the format: “The region you’re trying to enter is about to shut down”.
Phototools
Phototools is updated to version 1.2, bringing with it a lot of enhancements, including:
Details on the Phototools floater can be found here.
In addition, William Weaver, who first developed Phototools, has produced a series of video tutorials on using the floaters, the latest of which is provided below, which also looks at some of the most recent updates:
Contact Sets
Contact Sets, which allows Firestorm users to group their friends / contacts into groups or categories (friends, business contacts, members of s specific RP group, etc.), has been completely revised with this latest release of Firestorm.
Contact Sets now form an additional tab in the Conversations / Contacts floater, and as well as the familiar means of accessing it (via the Contact Sets toolbar button, or by Comm > Contact Sets or by pressing CTRL-ALT-SHIFT-C), it can now be displayed by any of the following methods, and then clicking on the Contact Sets tab:
The new layout is tidier and more integrated into the Firestorm UI, although a couple of options – such as the Rolodex functionality – are no longer present. New buttons provide a more intuitive approach to managing Contact Sets, and include the able to display friends and contacts using their Display Names or even set your own aliases for them (only visible in your Contacts Sets tab).
An overview and instructions on using the new Contact Sets can be found here.
Animation Explorer
Firestorm 4.6.1 now includes the Animation Explorer from Phoenix. This can be accessed from the menu bar via World > Animation Explorer, and lists the animations which are (or were) active on you avatar.
The Firestorm Animation Explorer (image courtesy of the Firestorm team)
When open, the left-side pane of the floater lists the current / previously active animations. Clicking on a listed animation will display it in the right-side pane on a “Ruth” avatar model, which can be zooming in / out on and rotated using the mouse. At the bottom of this pane are a number of buttons and a check box:
Avatar Shape Export / Import
A shape is exported to XML via the Develop menu (Ctrl-Alt-Q) > Avatar > Character Tests > Appearance to XML.
Shapes can be re-imported via the Import button on the Edit Shape floater.This opens a file picker window, allowing you to navigate to the folder in which the required shape has been saved and then import it into Firestorm.
When importing a shape, please note that it will replace the existing parameters for the shape you are currently wearing, and will be saved on exiting Edit Shape.
If you wish to retain the original shape, make sure you use the Save As button at the bottom of the floater, opposite the Import button, before you import a shape.
If you do forget to save your original shape to a new file name before importing a shape and replacing it, you can use Undo Changes to revert to your original shape. You can then use Save As to create a copy of it in your inventory, prior to re-importing your new shape.
Mini-map Updates
The mini-map gets a series of updates, comprising:
Documentation on the Mini-map can be found here.
Mouselook Tweaks
Mouselook gets a number of tweaks with the 4.6.1 release, which are mainly aimed at combat enthusiasts and which have been developed from Exodus. These include:
Group Members List Export
OpenSim New Features and Improvements
Other Updates of Note
Again, the above barely scratches the surface of the updates, and is intended to act as a series of pointers – please refer to the release notes for the full list of updates and changes.
Feedback
I’ve been running the Firestorm 4.6.1 (and before it the 4.5.2 pre-release) versions throughout the beta and smoke test phases in preparation for this release, and have found the viewer to be exceptionally stable, and with a performance easily equitable to the performance I experienced with Firestorm 4.5.1.
Installation-wise, the work carried out by Nicky Dasmijn on the 64-bit Windows installer pays off in spades – the updated installer is fast and tidy, and is generally done before I can even get to the study door on my way to make a cup of coffee, whereas previously I could not only go make the coffee but be back at my desk and half-way through sipping it by the time the old Win 64-bit installer was done…
Features-wise, this release packs a heck of a lot into it, and there should be more than enough to keep everyone happy – although it does mean that reviews such as this tend to be rather ad-hoc, simply because there is too much to cover in a single article! As such, the easiest way to get to grips with everything is to read through the release notes, and give the viewer a go.
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Published by Inara Pey
Eclectic virtual world blogger with a focus on Second Life, VR, virtual environments and technology. View all posts by Inara Pey
35 thoughts on “ Firestorm 4.6.1: Firestorm full-on ”
I’ve poked Oz about RenderSpecularExponent (one of the two specular highlight settings that were removed from the Phototools floater) and hope to have feedback from him soon. Although it’s a strictly local effect, it can help produce some interesting SL photos without the need for post-processing. Let’s see…
Wow. Just wow.
A developer who uses the service/product is worth a hundred that don’t.
These guys GET IT!
Just want to say that the “tracker markers” is not how the feature was intended, in Exodus it will only show you arrows for people are behind or beside you, not in front of you. Firestorm’s makes an effective “see through walls hack” which is hard to express how bad that is for fair combat.
Thanks for that. I confess to being unfamiliar with the capability.
Unfortunately it wasn’t reported earlier, so it’s too late to change it for this release. It is already changed for the next release, so it will function the same way as in Exodus.
Thanks Inara for this report:)
Thanks for the great writeup Inara.
There are some really useful features in this release that are most welcome (group list export…. it’s about time!) but also some changes that I’m not wild about – key combinations for camera movements for example, are deeply embedded in muscle memory for me, as well as being able to simply press the up cursor key to repeat chat commands.
However, all in all, a step forward from the firestorm team.
“Added variable region size for OpenSim, not Aurora Sim only”
Now this is realy good news!
Where would be the right place on the web to ask if the 64 bit Win version includes SL Havok support or not?
64-bit versions are currently without Havok support.
thank You for the great job! there are years I use only Firestorm. only a question? if I switch to the 64bit version i can backup the settings from the 32bit 4.4.2 version and restore them in the 4.6.1 64bit version? thank You in advance 🙂
Thanks Inara, and thanks to Jess and the team for keeping it going. If I had to rely on the official viewer I’d have left SL aeons ago.
My beach sand is now a different color, they look more like rocks now. And more importantly I don’t seem to be able to edit or rez megaprims. IS this a setting somewhere or is this new browser trying to kill the use of megaprims. If I want to stay with older one, how long to I have before it is killed from working? thanks
I’ve no explanation for sand changing colour, if you mean the default terrain sand colours. It’s not something I’ve witnessed myself.Are you perhaps running with some of the more advanced graphics setting senabled / under a different windlight?
In terms of editing megaprims, it’s hard to say without more information – and given the fact I’m not a viewer support expert! However, do you mean natively-rezzed prims (which can be up to 64x64x64m), or those supplied “pre-cut” in various packs available in-world and on the Marketplace? If the latter, you may simply be encountering issues with cutting and sizing which are common to such prims (such as trying to stretch a mega and seeing it snap back to 10x10x0.5 or something), which occur as a result of them being created via an exploit in the system. I’m certainly not aware of anything that would block the rezzing of anything on land where you have rezzing rights, mega or otherwise.
However, the best place to ask Firestorm-specific questions is via the in-world official Firestorm Support group, or by visiting the Phoenix Firestorm support island and asking volunteer support staff there (just ring the ring if no-one is there, and hopefully someone will contact you).
In terms of blocking older versions, I understand from Jessica Lyon that any blocking of older versions will occur in about a week or so, to allow people time to download and run a more recent version. I believe, although have not had a definitive answer on this, that versions older than 4.4.1 will be blocked. Again, the best place to keep an eye out for this is the Firestorm blog, although I’ll certainly have an updated once any block does come into effect.
I have a laptop with Windows 7 64 bit — should i be using the Firestorm 64 bit or can I use either version?
Alicia, to make sure you saw this earlier topic — for Second Life,the 64 bit windows version does not have quite all the capability that the 32 bit version does. (That may not matter to you.) That’s not easily clear on Firestorm site.
As far as I’m aware, the only difference between the 64-bit version and the 32-bit version is that the latter has full Havok support, and the 64-bit version doesn’t. This should only be a major issue if someone is developing pathfinding solutions. The difference is also made clear in the release notes.
Outside of this, there should be no difference in viewer capabilities between the two versions.
Pffft. Still get continual “Textures discarded … ” and crash, frequent “ERROR: llrender/llvertexbuffer.cpp(XXXX) : LLVertexBuffer::mapVertexBuffer: memory allocation for vertex data failed” crashes, and screen lockups, all of this malarkey has been continual since the advent of SSB and the change-over to v4.xx of FS. Also, any time an avatar made of mesh or loaded down with mesh walks into my camera view down I go. NONE of the fixes given/suggested work (have tried endlessly to no avail; even changed to a better video card) so don’t bother repeating any of them — deaf ears here. It’s the viewer. So all these little cutesy bells and whistles are just meaningless fluff, not necessary to actually enjoy SL when you can’t even stay logged in for more than 10 min at a time. And forget my long-time picture taking hobby — one hi-res picture and crashola. Again, I say … pfffft.
Yeah it really is a PITA. Worst bug in Phoenix ever.
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Firestorm Viewer 4.7.9-50527 Released
Earlier today I was thinking Firestorm would release soon and it was later in the day, Monday. The announcement is here: Firestorm Release 4.7.9-50527. Inara has her coverage here: Firestorm 4.7.9.50527: “I see jelly people!”
A Peek Under the Hood
Mac and Linux users lose the Havok add-on features for Pathfinding and mesh uploading. Inara has more details on that subject.
This brings Firestorm on par with the Lab’s version 4.0.6, the current main viewer. But, we may see a new Linden version promoted this or next week. Firestorm is scheduled for its next release in 3 months.
Speed
This version looks to have a faster render. Where I was getting 22FPS I am getting 41FPS. I’ll have to use it for a bit before I can tell how it is doing with memory use and crashing.
Avatar Complexity
The Linden viewer added Avatar Complexity Information (ACI) a couple of versions back. Now Firestorm adds the feature. I expect Firestorm’s to be better. But, I won’t know for some time. I did learn that the Firestorm version of ACI normal, full, and don’t render an avatar persists across logins. Not something that is in the Linden viewer. One has to select those avatars each session.
The idea is to provide users information about how difficult their avatar is to render, meaning how much it slows your and others viewers. We have seen for some time that moving into an area with lots of avatars slows the viewer. Often to speeds making the viewer unusable.
When trying on demos we get a note flashed on screen about how much an item increases our avatar’s complexity. We also get a notice about how many other people are refusing to render our avatar. Since we can control how complex an avatar we want to render, others can too. The viewer gives us feedback on how many people have a setting we exceed.
Human nature being what it is, I expect and the Lindens think this will cause people to reduce their complexity. The whole purpose is to get designers to build more efficient items for SL. We have seen Land Impact values do that for things. Now we have an incentive for clothes and other attachments.
You can set your viewer to show an individual’s ACI in floating text that appears over the avatars head. I use it to see my ACI as I put together outfits. I write the value into the outfit name.
To see that info you need the Advanced menu item showing (Ctrl-Alt-D) then Performance->Show avatar complexity information. This will display 3 values; complexity, rank, and square meters. The value is not a sticky value. If you want to see it, you have to turn it on each session.
Firestorm adds some handy features not in the Linden viewer. You’ll find the controls for them in Preferences->General. One feature is to show your complexity in your name tag. I think only you can see the value this setting causes to display. But, you can also turn on complexity for other avatars, meaning they choose to see yours also. These all appear in the name tags.
An interesting choice is to show just the complexity values that exceed the complexity limit you have set. I like this one because I want to know how complex the avatar is that has gone all JellyDoll. If it is often just little bit then I might tweak my setting up a bit. Unfortunately those that go over my 150k limit are significantly over the limit.
Doing a clean install I did find my limit was set to unlimited. With a GTX560 I wasn’t expecting that. So, I recommend checking this value after you update.
Graphics Presets
This is also an add-on from the Linden viewer. Inara has images on how to create and use Presets.
Bug Fixes and Other Stuff
There are a load of Linden and Firestorm fixes. A number of User Interface changes and fixes. Read the release notes and Inara’s write up for details.
RLVa Updates
The RLV section has been updated. There are new commands for programs and fixes to #RLV folder controls.
Firestorm slow, HELP!
Asked by AyaNovellaAki,
February 17, 2017
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Rolig Loon
Rolig Loon
You are probably reaching the limits of what that machine is capable of doing. The HP ProBook 6440b is a mid-range notebook for business use, not for gaming. It only has 2 GB of mamory and it has an integrated graphics chip, not a graphics card. You’re never going to get more than mediocre performance in SL with a machine like that. In the time that you have been gone, SL has added new features and all of the viewers have become more sophisticated. There’s a lot more mesh for your graphics chip to render too. That means SL is expecting more out of your computer than it used to, so it’s no surprise that you’re finding more lag. All you can do is
turn down the Quality slider in Preferences
New World Notes
The Internet’s longest-running metaverse news and culture site. From Wagner James Au, author of «The Making of Second Life»
Tuesday, August 13, 2019
How to Use the VR Version Of Second Life For Firestorm & Steam VR
Austin Tate has a very useful, in-depth tutorial for installing and running Peter Kappler’s VR version of the Firestorm viewer for Second Life (which I blogged earlier this year), with bonus points for a how-to on installing an XBox One/360 controller to run with the Oculus Rift installation.
While Second Life isn’t social VR per se, it remains the largest, content rich social virtual world space with (relatively) high end graphics that can be explored in a VR rig.
As you might expect, Austin tells me/warns me that graphics performance does take a hit in virtual reality:
«Of course it depends on the framerate that can be achieved in the region and with the graphics settings,» as he puts it. «I just
posted some tests with Firestorm VR 6.0.1 in VR mode compared to Firestorm 6.0.2 (no VR) with same scene, same settings, etc. It looks to me like framerate is only down 25% or less in VR. I will be doing a much more careful comparison in the coming days for a separate blog post.» So follow his blog here.
Average Second Life frame rate is about 30-60 FPS with a good PC rig and in a well-optimized, lightly populated sim, so a 25% degradation is pretty substantial. For instance, adds Austin: «I had a mainland region Houseboat on a very busy Second Life region that barely achieves 10 FPS in normal views, and that definitely did not work in VR, it flickers very badly.» But seems like performance would still be decent enough to explore a sim like Drune IV during off-peak hours.
Firestorm 5.1.7: back up to speed
On Tuesday, July 24th, 2018, the Firestorm team announced the release of Firestorm 5.1.7.55786. Coming somewhat later than had been hoped, it incorporates some significant updates from recent Lab viewer releases, together with updates from, and contributed to, the Firestorm team, plus the inevitable bag of bug fixes as well. |
In keeping with my usual approach to Firestorm releases, what follows is an overview of the release, highlighting some of the more significant changes I feel will be of most interest to users.
Please use the table of contents on the right to jump to any specific topic of interest. Full details of all changes, and contributor credits can be found in the official release notes.
The Usual “Before We Begin” Bit
As per my usual preamble:
Core Updates
Major Lab Derived Updates
This is a summary of the main updates derived from Linden lab’s core viewer code.
Additional Lab-Derived Updates
This update also includes:
See the Firestorm Change Log for a full list of Lab and Firestorm fixes.
Firestorm Updates and Additions
User Interface: New Features and Updates
Menu Updates
Preferences Updates
New Toolbar Buttons
Panels and Floaters
Favorite Wearables
The Favorite Wearables panel can be used to list frequently used items (e.g. HUDs, attachments) in a floater so they can be quickly attached or removed as needed. This can help with performance, as you can conveniently detach attachments you’re not using and remove their simulator script overhead, or take off HUDs you’re not using, to remove their texture memory use, then quickly re-attach them when needed without having to locate them in Inventory.
The panel has its own toolbar button for quick access., or can be opened via the Avatar menu > Favorite Wearables.
To add items to the panel:
To attach an item listed in the panel, simply right-click on it to display a menu comprising the familiar Add, Wear, Attach to and Attach to HUD (for HUDs) options. This menu also allows you to view the object’s profile, or use Show Original to open your Inventory and highlight the original version.
Right-clicking on an attached item (shown in a different colour in the panel) will display a menu with options to edit the attachment (opens the Build panel), detach it, open its profile or locate the original in inventory.
In addition, the panel includes a search bar that will cause the panel to only display items which fully or partially match the text typed into it, and a drop-down list of sort options.
Time-Based Parcel Bans
Firestorm 5.1.7. 55786 adds the ability to ban avatars from a parcel for a specified amount of time between 1 and 8,766 hours (approximately 1 year), with 0 being “forever”.
Experimental Region Crossing Code
As I’ve reported in several of my SL products updates, Joe Magarac (animats) has spent several months investigating viewer-side region crossing issues – notably the “half unsit” issue that can result in a loss of the vehicle (see BUG-214653 / FIRE-21915).
In sort, when making a region crossing, the current simulator must effectively “detach” all avatars from a vehicle and package them and all their attachments (including the sate of all scripts they are running) ready to hand over to the next region. The same has to be done with the vehicle as well. The receiving simulator then must unpack all of this information and put vehicle and avatars all back together in the same state as they were in the previous region, and moving in a manner the user(s) would expect.
By default, while all this is going on, the viewer continues to render vehicle and occupants as if they are still moving, but the user has no control over the vehicle. Then when the receiving simulator has unpacked everything and put it back together, it sends any update to the viewer on where the vehicle actually is, which can result in the vehicle appearing to “rubber band”, etc.
All of this requires a lot of simulator / simulator and simulator(s) / viewer communications – which can go wrong / get out of sequence and so on, resulting in issues (and even vehicle “loss” / return, with the avatars dumped on the ground / under the sea.
Firestorm implements an experimental code set based on contribution from Joe which adds two new settings to Preferences > Move & View > Movement:
Stop is designed to prevent issues of mus-communication and the potential full / partial unseating of avatars from a vehicle, and the possible loss / return of the vehicle to inventory.
Both options have advantages and disadvantages:
Other Updates / Improvements of Note:
Feedback
A complex update with a multitude of fixes and a lot of new features for people to try. I’ve been driving the Firestorm 5.1.5, 5.1.6 and 5.1.7 pre-releases and beta versions for the last several months, and 5.1.7.55786 has proven the most stable and reliable. In addition, and where my own computer is concerned, it has afforded another slight boost in average FPS, plus it and a recent update to my video capture software means I’m having a lot more success with video recording with Firestorm than has previously been the case.
In practical terms, the time-based parcel ban is liable to be popular with many, as (I would hope) the Favorite Wearables (even if I have kept wanting to spell “favorite” the UK English way!). I’ve been using this for my set of preferred HUDs, which I don’t require the whole time, and like it a lot.
I suspect the Predict / Stop options for region crossings are liable to be the subject of much debate. However, the important thing to remember is that if you fly / drive / boat / sail, you can use whichever option best suits you. One thing I have noted from my own perspective, is that the pauses associated with Stop tend to last a second or so longer than the loss of control experienced with Predict. Of course, YMMV.
«Login failed» message when tring to login using Firestorm
Asked by MrJokerrrr,
May 1, 2018
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MrJokerrrr
MrJokerrrr
Hi is anyone else having login issues when logging in using Firestorm? I keep getting «Login failed. Despite our best efforts, something unexpected has gone wrong. Please check https://secondlife—status,statuspage to see if there is a known problem with the service.» I checked the grid status and it seems as though everything is fine and working well.
Edited May 1, 2018 by MrJokerrrr
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Phoenix Firestorm Viewer for Second Life/OpenGrid
PPA description
The Phoenix Firestorm Project is currently active in developing the Firestorm Viewer, the successor to the now discontinued Phoenix Viewer. Firestorm Viewer is based on the Linden Lab V3 LGPL code base and has an enormous number of features, options and interface customization choices, including a look similar to its predecessor Phoenix Viewer. Firestorm is developed for Windows, Linux and Mac OS X operating systems.
This is a PPA for Ubuntu builds.
Adding this PPA to your system
You can update your system with unsupported packages from this untrusted PPA by adding ppa:phoenix-firestorm/ppa to your system’s Software Sources. (Read about installing)
This PPA can be added to your system manually by copying the lines below and adding them to your system’s software sources.
For questions and bugs with software in this PPA please contact Firestorm Viewer.
3Dconnexion Forum
Second Life, Firestorm Viewer support
Moderator: Moderators
Second Life, Firestorm Viewer support
Post by sheriblonde18 » Mon Mar 21, 2016 8:19 pm
How do I set up the Space Navigator?
Re: Second Life, Firestorm Viewer support
Post by Tehrasha » Mon Mar 21, 2016 8:45 pm
Re: Second Life, Firestorm Viewer support
Post by sheriblonde18 » Wed Mar 23, 2016 7:50 pm
Re: Second Life, Firestorm Viewer support
Post by Kayjay » Sat Mar 26, 2016 8:18 pm
I use SpacemousePro Wireless with Firestorm 4.7.7, this fix will do for the Navigator too but it’s messy and you have to dig into a WIndows a little, follow this link
http://wiki.secondlife.com/wiki/Joystick_Flycam
If you are using 32 bit windows it will still work but the folder that joysticktemplate.xml is in has 32 at the end of it’s name rather than 64, obvious really but best I mention it.
Read the rest of the instructions carefully, it’s actually quite easy to do, you probably won’t be able to disable the 3Dconnexion KMJ Emulator so just leave it and in mine the other one to find was called HID-compliant game controller just right click and select properties thenin the box thatopens select the details tab then drop the Property bar, it will probably be labelled Device Description, a long list will open, choose the second option from the top, Hardware ID’s and the top line should match the number quoted to look for.Once you’re happy you’ve found it disable the driver on the Driver tab and you’re done with the messy bit.Next open up Firestorm go to Prefs\MoveandView\Movements\Joystick Configuration and set the rest of the details shown in the posting after that you should be good to go.
I also reduce the speed to minimum in the Spacemouse software properties page to make control of the av a little slower and smoother.
Re: Second Life, Firestorm Viewer support
Post by sheriblonde18 » Mon Aug 29, 2016 10:29 am
Thanks so much for your help, But I still have not gotten the 3Dconnexion navigator working.
I’m unsure about how to disable the Human Interfaces Device>3Dconnexion KMJ Emulator
Device Manager>Human Interfaces Device>3Dconnexion KMJ Emulator>Properties>Details>Property>Hardware IDs>
What do I do with this? How do I use this to disable the KMJ Emulator?
I’m on Windows 10 Pro (anniversay edition update installed)
I use firestorm 4.7.9
Re: Second Life, Firestorm Viewer support
Post by sheriblonde18 » Mon Aug 29, 2016 10:44 am
Firestorm 6.2.4: EAM and paving the way
On Monday, July 15th, 2019, Firestorm released version 6.2.4.57588 of their viewer. |
However please note that this release is for Second Life only.
Essentially a maintenance update, Firestorm 6.2.4.57588 brings the viewer up to parity with the official viewer, adding a range of fixes, improvements and updates from both Linden Lab and via the Firestorm team. The major new feature for this update is the Estate Access Management options.
As such, this release paves the way for Firestorm to be able to adopt the Lab’s Bakes On Mesh and Environment Enhancement Project, once these have in turn been released by Linden Lab.
As per usual, this article provides an overview of the more visible updates in the release. Please refer to the release notes for a full list of updates and all associated credits. Also, note that this update means that version 5.0.11.53634 will be blocked from logging in to the Second Life grid in about three weeks.
A small personal note: my apologies to Firestorm users who may have been directed to this post by the Firestorm team’s release announcement or the Firestorm 6.2.457588 release notes and were unable to find it. My ISP suffered a major (8+ hour) outage some 90 minutes before the release was made, preventing me from uploading and posting this overview.
Why A Second Life Only Release?
As noted above, Firestorm 6.2.4.57588 is for Second Life only. This is because Firestorm are changing how they support Second Life and OpenSim grids. You can read the full details in the official Firestorm blog post Second Life and OpenSim are No Longer Joined at the Hip, but in short, and in the future:
Note that at the time of writing, the OpenSim download page points to Firestorm 6.0.2.56680, which still works on both SL and OpenSim, and will use the same settings folders as 6.2.4. This will change with the next Firestorm update.
The Usual Before We Begin
As per my usual preamble:
Lab Derived Updates
Please refer to the Firestorm 6.2.4 release notes for details of specific Lab-derived fixes for this release.
Estate Access Management (EAM)
It has long been the case that the lists for managing access to a region / estate have been crammed into the General tab of the Region / Estate floater (World > Region / Estate or ALT-R). This has made the management of these lists – particularly the Banned list – difficult when reaching large numbers.
The Estate Access Management (EAM) project was introduced by Linden Lab to address the various shortfalls with the presentation of these list, through both back-end changes and a refactoring of the Region / Estate floater. Firestorm release 6.2.4.57588 includes the updated viewer UI, allowing estate owners and officers to make use of the improved tools.
In particular, the EAM moves the access control elements of the Region / Estate viewer away from the General tab and into their own dedicated tab (show below).
In terms of adding or removing names and groups, the new Access sub-tabs work in much the same way as the list boxes in previous releases. However, with the new design, additional functionality is added to some of the lists:
Firestorm Updates
Menus
Preferences
Inventory and Appearance
World Map
Building And Scripting
Other Updates of Note
Feedback
On the surface, this might seem a small update in terms of new features and / or updates. However, there are a lot of fixes and improvements that may not immediately be apparent to all users. In particular, and as noted, paves the way for Firestorm to be in a position to merge and release the upcoming Bakes and Mesh and Environment Enhancement Projects after they have been released by Linden Lab, and without too much of a delay between the official releases and Firestorm updating.
From a Windows user’s perspective, I’ve been using the various updates to Firestorm 6.2.4 during the beta and preview releases and have encountered no significant issues. Performance has (for me) been on a par with the 6.0.2 release, and I’ve not seen anything to give me cause for concern.
Источники:
- http://wiki.secondlife.com/wiki/Third_Party_Viewer_Directory/Firestorm
- http://community.secondlife.com/forums/topic/417420-firestorm-v5011/
- http://toroks.ru/sl-news/308-firestorm
- http://wiki.secondlife.com/wiki/User:Toy_Wylie/Firestorm/RLV_Quick_Setup
- http://wiki.secondlife.com/wiki/Downloads
- http://modemworld.me/2022/03/22/firestorm-6-5-3-performance-and-photos-and-more/
- http://modemworld.me/2021/03/16/firestorm-6-4-13-release/
- http://gsgrid.de/firestorm-vr-mod/
- http://wiki.secondlife.com/wiki/Third_Party_Viewer_Directory
- http://modemworld.me/2019/10/01/firestorm-6-3-2-welcome-to-bakes-on-mesh/
- http://blog.nalates.net/2014/09/26/second-life-viewer-tips-firestorm/
- http://community.secondlife.com/forums/topic/456965-firestorm-quickprefs/
- http://community.secondlife.com/forums/topic/428425-firestorm-is-one-hell-of-a-memory-hog/page/3/
- http://joyardley.wordpress.com/2014/09/23/comparing-the-official-second-life-viewer-with-firestorm/
- http://modemworld.me/2019/02/18/firestorm-6-0-2-animesh-release/
- http://community.secondlife.com/forums/topic/417556-firestorm-vs-the-ll-viewer/
- http://firestorm-servers.com/en/welcome
- http://blog.nalates.net/2018/12/19/firestorm-6-0-1-beta-released-to-public/
- http://blog.inf.ed.ac.uk/atate/2020/12/11/firestorm-vr-mod-6-4-12/
- http://wiki.secondlife.com/w/index.php?title=Downloads
- http://www.virtualverse.one/forums/threads/firestorm-viewer.587/
- http://sites.reformal.ru/firestormviewer.org
- http://community.chocolatey.org/packages/firestorm-secondlife/6.3.2
- http://blog.nalates.net/2016/12/14/firestorm-viewer-5-0-1-released/2/
- http://modemworld.me/2016/08/09/firestorm-4-7-9-50527-i-see-jelly-people/
- http://community.secondlife.com/forums/topic/469654-firestorm-no-dc/
- http://blog.zoha-islands.com/firestorm-viewer-adding-your-ao-to-the-viewer-and-reducing-server-side-lag/
- http://firestorm-servers.com/ru
- http://community.chocolatey.org/packages/firestorm-secondlife/6.4.12.20210315
- http://github.com/John-Nagle/firestorm-mods
- http://community.chocolatey.org/packages/firestorm-secondlife/6.3.9
- http://beccapet.com/2019/02/01/compiling-the-firestorm-viewer/
- http://askubuntu.ru/questions/10160/kak-ustanovit-sredstvo-prosmotra-firez-torm-dlya-z-econd-life
- http://community.secondlife.com/forums/topic/417556-firestorm-vs-the-ll-viewer/page/6/
- http://progsoft.net/ru/software/second-life-viewer
- http://community.secondlife.com/forums/topic/428425-firestorm-is-one-hell-of-a-memory-hog/
- http://community.chocolatey.org/packages/firestorm-secondlife/6.2.4
- http://blog.nalates.net/2016/03/31/second-life-forced-firestorm-experience/
- http://community.chocolatey.org/packages/firestorm-secondlife/6.5.3
- http://community.secondlife.com/forums/topic/417556-firestorm-vs-the-ll-viewer/page/2/
- http://community.secondlife.com/forums/topic/425280-changes-to-firestorm/
- http://community.secondlife.com/forums/topic/428425-firestorm-is-one-hell-of-a-memory-hog/page/2/
- http://community.secondlife.com/forums/topic/433245-firestorm-viewer-stuck-on-loading-world/
- http://askubuntu.com/questions/155289/how-do-i-install-the-firestorm-viewer-for-second-life
- http://community.secondlife.com/forums/topic/479655-completely-ersased-firestorm-from-my-computer-i-thought/
- http://blog.nalates.net/2016/10/17/second-life-firestorm-linden-viewers/
- http://community.chocolatey.org/packages/firestorm-secondlife/6.4.13
- http://community.secondlife.com/forums/topic/442903-firestorm-will-not-open/
- http://modemworld.me/2014/03/13/firestorm-4-6-1-firestorm-full-on/
- http://blog.nalates.net/2016/08/09/firestorm-viewer-4-7-9-50527-released/
- http://community.secondlife.com/forums/topic/399705-firestorm-slow-help/
- http://nwn.blogs.com/nwn/2019/08/second-life-firestorm-vr-tutorial.html
- http://modemworld.me/2018/07/25/firestorm-5-1-7-back-up-to-speed/
- http://community.secondlife.com/forums/topic/421907-login-failed-message-when-tring-to-login-using-firestorm/
- http://launchpad.net/~phoenix-firestorm/+archive/ubuntu/ppa
- http://forum.3dconnexion.com/viewtopic.php?t=15996
- http://modemworld.me/2019/07/16/firestorm-6-2-4-eam-and-paving-the-way/
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