

Firestorm Release Notes 6.2.4 (57588) Release
Firestorm Release Notes 6.0.2.(56680) Animesh Release
Firestorm Release Notes 6.0.1 (56538) Animesh Beta Release
Firestorm Release Notes 5.1.7 (55786) Release
Firestorm Release Notes 5.0.11 (53634) Release
Firestorm Release Notes 5.0.7 (52912) Release
Firestorm Release Notes 5.0.1 (52150) Bento Release
Firestorm Release Notes 4.7.9 (50527) Release
Firestorm Release Notes 4.7.7 (48706) Release
Firestorm Release Notes 4.7.5 (47975) Release
Firestorm Release Notes 4.7.3 (47323) Release
Firestorm Release Notes 4.7.1 (45325) Beta Release
Firestorm Release Notes 4.6.9 (42974) Hotfix Release
Firestorm Release Notes 4.6.9 (42969) Release
Firestorm Release Notes 4.6.7 (42398) Release
Firestorm Release Notes 4.6.5 (40833) Release
Firestorm Release Notes 4.6.1 (40478) Release
Firestorm Release Notes 4.5.1 (38838) Beta Release
Firestorm Release Notes 4.4.2 (34167) Server Side Appearance Update Release
Firestorm Release Notes 4.4.0 (33720) Server Side Appearance Capable Release
Firestorm Havok - Release Notes 4.3.1 (31155) Havok Release
Firestorm Havok Beta - Release Notes 4.3.0 (30936)
Firestorm Official - Release Notes 4.2.2 (29837) With Pathfinding Tools HOTFIX
Firestorm Official - Release Notes 4.2.1 (29803) With Pathfinding Tools
Firestorm Official - Release Notes 4.1.1 (28744)
Firestorm Official - Release Notes 4.0.1 (27000)
Firestorm Official - Release Notes 3.3.0 (24880)
Firestorm Official - Release Notes 3.2.2 (24336)/3.2.1 (24179)
Public Beta 3 - Mesh - Release Notes
Public Beta 2 Release Notes 7/5/2011
Public Beta Release Notes 6/14/2011
Windows 10 updates since March 2017 have resulted in users experiencing stalling or crashing at “initializing VFS”.
Firestorm addresses this issue, but you must do this additional step once you have installed the 64bit version:
1. While logged out of Firestorm.
2. Right click the desktop shortcut for the 64bit Firestorm → Properties → Shortcut tab.
3. In the “Target” text box, go to the end of the text, *add a space* and then add this exact text to the end: --noprobe
"C:\Program Files\Firestorm-Releasex64\FirestormOS-Releasex64.exe" --set InstallLanguage en --noprobe
4. Click “OK” to apply to save changes and launch Firestorm using the Desktop shortcut. (Note that if you use the pinned application on your task bar, make sure you pin the shortcut, not the running viewer.)
For reference, see:
https://jira.phoenixviewer.com/browse/FIRE-21109
[Windows 64bit] Windows 10 - Stuck on “Initializing VFS” after KB4015217 on Intel HD, Intel HD 2500 & Intel HD 4000 cards on 64bit viewers only.
Reminder to check directly with the Intel website for the most up to date drivers. https://downloadcenter.intel.com/
If you have certain Intel HD graphics, and have upgraded your PC to Windows 10, your graphics card will not be fully supported by Intel. If you have this issue, you will be unable to log in. You will get the following error dialog box:
Firestorm is unable to run because your video card drivers did not install properly or are out of date, or are for unsupported hardware. Please make sure you have the latest video card drivers, and even if you do have the latest, try reinstalling them. If you continue to receive this message, contact the Second Life Support Portal
This is not a function of the viewer, but instead is a function of the drivers provided by Intel for your computer. However, we have developed a workaround that should help most users with this issue continue to have the ability to use the Firestorm viewer.
You should now be able to run Firestorm on your PC.
Click here to contact Intel Support: Intel Support
If you have certain Intel HD graphics, and have upgraded your PC to Windows 10, your graphics card will not be fully supported by Intel. If you have this issue, you will be unable to log in. You will get the following error dialog box:
Firestorm is unable to run because your video card drivers did not install properly or are out of date, or are for unsupported hardware. Please make sure you have the latest video card drivers, and even if you do have the latest, try reinstalling them. If you continue to receive this message, contact the Second Life Support Portal
This is not a function of the viewer, but instead is a function of the drivers provided by Intel for your computer. However, we have developed a workaround that should help most users with this issue continue to have the ability to use the Firestorm viewer.
You should now be able to run Firestorm on your PC.
Click here to contact Intel Support: Intel Support
Here you can enable/disable saving chat logs, as well as add timestamps and/or dates. Chat log locations are defined in Preferences→ Network & Files -> Directories.
“Look At” refers to crosshairs which show where an avatar's camera is focused (normally, by Alt-Clicking on something). It doesn't necessarily mean that the person is looking at that point, however, since the camera view can be moved after focusing by means of the camera controls.
The fields here allow you to customize autoresponse messages, to be sent when your have some of the autorespond modes set from the top menu, Comm → Online Status.
Shadows:
Lets you choose what light sources cause shadows; this is available only if the Advanced Lighting Model option above is enabled.These options control when alpha masking should be used in an attempt to mitigate the well known alpha sorting issue, in which prims behind other prims may appear to flicker in front. The two options are:
Depth of field simulates real life blurring that occurs when things are not in focus. For example, if you are taking a photo of a person, then typically, things in the background will be blurred; the futher away, the more blurred. If you shift your focus to a tree behind the person, then the person will, in turn, become blurred.
For more information, refer here.
You can adjust the following settings to mimic RL camera effects.
Here, you can enable/disable three special shortcuts:
Each of the above can, optionally, play an alert sound, which you can change by specifying your own sound clip UUID. You an hear the sound by clicking the button labelled 'P', or revert the sound to the default by clicking the 'D'.
Note that the names shown by radar, in the nearby chat window, can be clicked to open a profile.
Note: Because Group Chats are prevented from appearing when either When Receive Group Notices is disabled, Disable Group Chat As Well or Disable All Group Chats are enabled (see above), no alerts are triggered.
See this page for a tutorial video.
All of the commands below can be changed from the supplied defaults.
There are a few other commands which are not shown here (and therefore cannot be changed). These include:
This window is normally accessed via the Texture tab of the Edit window, but also from any location that allows textures to be selected.
The texture picker allows you to select a texture to apply to an object (among other things) - assuming the object is modifyable for you. If not, then you will not be able to do anything with this window.
The large square will display the current texture for the object. If the objects has multiples textures, then the box will display this (in text). This warns you so that you do not inadvertently change textures you did not intend to change.
Below this is the size of the currently displayed texture, in pixels.
The Default button will apply the standard plywood texture (shown in the image to the right).
The Blank button will apply a blank white texture.
Transparent applies the standard transparent (invisible) texture.
None Removes the texture entirely. This is not used on objects, but it is useful, for example, to remove a profile picture, or the image associated with a parcel.
Apply UUID Enter the UUID of a texture into the field and click Apply UUID to apply that texture to the object. When editing, this field will only display the UUID of textures which exist in your own inventory.
The Apply now checkbox will immediately apply any changed texture to the object, so that you may preview it.
On the right side are two radio buttons: Inventory and Local. These allow you to use textures from your inventory, or directly from your hard drive.
The folder list shows your inventory folders, and the textures they contain. You can use this to select a new texture to apply. Another way of selecting a texture is to drag it from your inventory window into the large box at the top left.
A third way to select a texture is to use the dropper icon, which is below the large texture square. You can then click on any texture on any in-world object and, providing that you have that texture in your inventory, it will be used by the texture picker. This is a very handy and rapid way of selecting textures while building.
Once you have finished, Click Ok to apply any changes made, or Cancel to revert to the original texture.
In this view, you can access a list of textures (images) that are on your hard drive. This allows you to preview how a texture will look, prior to uploading it. It is an alternative to using temporary uploads.
NOTE: An applied local texture will be visible only to you, and only until you relog. You can get around others not seeing local textures by uploading the image to a picture sharing site (eg, Dropbox, Photobucket, Flickr, Imgur, etc) and then using media on a prim to display it in-world. You can also work on beta grid, where uploads do not affect your SL L$ balance.
This view has a few buttons, and below that, a list of the textures you have already added.
Some use scripted systems to apply temp textures for testing, such as on various mesh body parts, but since a local texture doesn't shown in inventory, you can't get the UUID to add to the script. Solution: Surprisingly, llGetTexture can actually get a UUID for the local texture when it is applied to a prim, and llSetTexture can apply it.
There are several volume sliders available here so you can customize the levels for each. Note that the master volume slider affects ALL volume.
You can enable/disable Streaming music, Media (video) and Voice Chat from the the check boxes to the right of their respective volume sliders. For issues getting audio or media working, refer to this page.
Here, you can change sounds played when specific “events” happen (for example, the sound played when you get a new IM). You can also chose to disable (or re-enable) sounds on a case by case basis.
To change a sound, locate the “event” you are interested in (example: Taking Snapshot), then paste in the UUID of the sound you wish to use. To obtain the UUID of a sound in your inventory, right click on it and select Copy UUID.
Note that the sound clip needs to be full permissions in order for you to be able to obtain the UUID.)
If you wish to restore the default value, click the D button to the right of the UUID.
The drop down to the far right of each line allows you to enable or disable each sound.
See here for a video describing this.
This tab continues the previous one, with more “event” alert sounds you can change.
This tab continues the previous one, with even more “event” alert sounds you can change.
NOTE: For a video tutorial on backup and restore, see here.
If you've ever run into the situation where the fix for a problem is to clear your settings, you face a not insignificant task of redoing all those settings. It can be frustrating, especially if original problem doesn't go away.
What if you had a known-good backup of your settings? Then you could clear out the current ones and just pop in your good set. Easy.
IMPORTANT: Don't use backups for a different viewer. They're not compatible with each other.
With Firestorm, you can back up most settings directly from the viewer itself, via Preferences→ Backup. You may wish to backup to a thumb drive, for additional protection.
This will back up all global settings, and the settings for the account you logged in with. If you have multiple accounts, with different per-account settings, you should do the above for each account.
Note: All settings are backed up, regardless of which checkboxes are selected. You can restore selectively.
Settings backup will store all settings for the account you are logged in with, be they global settings (that is, those that affect all accounts on a given computer), or “per account” settings. If you run multiple accounts and wish to have a backup of its “per account” settings, you will need to log in with each one and do a backup.
It follows that you can backup settings from one account and restore to another, but this will only restore global settings, since the “per account” settings refer to a different account.
“Per account” Settings are backed up to a folder with that account's avatar name, inside the backup folder you specify.
Enable LSL-Client Bridge:
Enables the Firestorm bridge. See this page for more on what the bridge is and what it does.Please refer to this page for more information on using Windlight with Firestorm.
NOTE: For a video tutorial on setting custom default prim parameters, see here.
Allows you to change parameters of your prim when it is first rezzed.
Default settings to use for newly created objects.
Set default texture parameters for newly created objects.
It is possible to automatically include an item into newly created prims.
Default Creation Permissions Opens a window which allows you to select permissions to be applied, by default, to newly created items of different types. (Same as top menu, Build → Options → Set Default Permissions.))
Allows you to change the pivot point of an object.
This tab shows default Inventory folders for various types of uploads. In order to change a default upload folder, right click the desired folder in your Inventory window, and select Use as default for, then pick the upload type.
Reset default folders button resets all upload folders to default destinations.
This window is used to customize the layout of the on-screen buttons. The window is accessed by right clicking any of these buttons.
You can drag and drop buttons to and from this window, from the tool bars. Tool bars exist on both sides of the screen, and at the bottom.
The buttons will be displayed according to each toolbar's settings: icons, text labels, or both.
The following toolbar buttons are available:
Below are these three buttons:
See this video for a tutorial.
This window is accessed from the About Land→ General tab. It gives a detailed list of all scripted objects and their script memory consumption, for all parcels you can edit in the region. This is similar to the information given in World → Region Details→ Debug→ Get Top Scripts, though it provides fewer options and functions.
The information you see depends on your rights to the parcel you're inspecting:
The window has two tabs.
The top gives some basic information about the region and script usage in it:
Below this is a list of scripted objects, with information about each - presented in column format:
You can click on any column header to sort the list.
Below this are 3 buttons:
The General Tab shows basic information about the current parcel. It can be accessed by first clicking the parcel's name in the top-bar of the client. The general tab also allows parcel owners to customize various essential aspects of their land.
There are buttons at the bottom of the window:
This window opens when you select Get Top Colliders or Get Top Scripts from the Region Details→ Debug Tab. It will show either objects experiencing collisions or information for scripted objects on the region. This can help potentially problematic physical or scripted objects, which might be generating high region/server lag.
NOTES:
Click on column titles to sort them in ascending or descending order. The columns are:
Other fields and buttons on this window are:
From http://wiki.secondlife.com/wiki/Viewerhelp:Top_Colliders_and_Top_Scripts
This window opens when you select, from the top menu bar, Avatar → Upload → Import Linkset, or Build → Upload → Import Linkset.
It allows you to import objects which you have previously exported. For more general information on exporting and importing, see here.
First click on the Choose File button, which opens the file picker window so you can browse to the file you wish to import.
Once the file has been selected, you can specify import options:
Click the Import button to start the import. The object will be created near you - unless you are importing an attachment, in which case it will automatically attach once created.