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fs_intel_fix_32bit

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How to Replace Your Firestorm.exe in Windows 10

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Firestorm is unable to run because your video card drivers did not install properly or are out of date, or are for unsupported hardware.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.

Note: This fix is only available for 32-bit versions of Firestorm.
Even if you have a 64-bit version of Windows 10, and usually use the 64-bit version of Firestorm, you will still need to use the 32-bit viewer.
The fix is not required for 6.2.4, 6.0.2 and 5.1.7 (5.1.7 available as an option).
There is no fix that will work with the 64-bit version.
Important: Do NOT run in Compatibility mode.
Uninstall any 64bit versions of Firestorm.
Download and install a 32bit version of Firestorm; you will be replacing one file, not the entire install. Downloads
  1. Verify that your graphics card is one of the affected versions. You can find a table of affected versions here: Graphics Drivers Supported Operating Systems, but most frequently we have seen Intel HD 2000 and Intel HD 3000. You should be able to verify your graphics in the system info of your computer.
  2. Below, select the zip file that is correct for your download, either the 32-bit Havok version or the 32-bit OpenSim version, and download it to your computer. You will need to unzip the file and save it on your computer in a location you will remember.
  3. On your computer, open File Explorer. (If it isn't on your taskbar you may need to use the search to find it.) When you open it, select the View tab at the top of the page and check the box on the right hand side that says File Name Extensions.
  4. In File Explorer, navigate to This PC then Local Disk (C:) (or the location you normally download Firestorm, if it differs) and then navigate to Program Files (x86). Open Program Files (x86), locate the Firestorm folder, and open it. In the Firestorm folder, locate the Firestorm-Release.exe file and delete it.
  5. Replace it with the Firestorm.exe file that was in the zipped folder you downloaded from the web site.

You should now be able to run Firestorm on your PC.

Downloads - Firestorm 5.1.7

Other Information

Click here to update your graphic drivers: Intel Downloads

Click here to contact Intel Support: Intel Support

Note: When using this workaround your Help–> About Firestorm panel will show your OS as Windows 8 rather than Windows 10.


See this page for documentation on Firestorm 6.0.2 (56680) and earlier.

phototools_menu_floater_new - created

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Phototools

This is a powerful set of tools for SL photographers and machinima makers. It combines a large number of settings from many places, into a single, multi-tabbed window.

This is accessed via a button on the button bar. If you do not have the button visible, right click any button on the button bar, and select Toolbar Buttons; the Toolbar Buttons window opens. Locate the Phototools button there, and drag it onto any of the button bars (bottom, left or right). Alternately, you can access via top menu, World → Photo and Video → Phototools.

NOTE: If an input field has a 'D' button to the right, click this to restore the default value.

WL (WindLight)

Phototools - WL

This tab controls many windlight features.

Windlight Settings

  • Basic Shaders: This should always be left on, unless you have a very low end computer or specifically need it disabled for some other reason.
  • Enable Atmospheric Shaders: Enables full Windlight features. This needs to be on to take full advantage of the settings on this tab.
    If this is greyed out, make sure you have Basic Shaders enabled (bottom of the tab).
  • Use Region Windlight: Force the use of the region's windlight settings.
    Same as top menu, World→ Environment Editor → Environment Settings → Use region settings.
  • WL Sky: A drop down menu from which you can select a different Windlight sky preset. Much like the one available in the QuickPrefs window.
  • WL Water: You can select a different preset to apply to water.
  • Day Cycle: Here you can select from one of several different day cycles. These use winlight settings that are different from the default.

Below these is a time of day slider. However, this slider will revert to Windlight Sky to Default. Currently, to change the time of day for a specific sky preset, you need to edit the preset.

  • Quick Windlights: An easy way to select default time of day. Same as going to the top menu -> World→ Sun Position.

Water Reflection Settings

  • Type: This drop down allows you to select what water will reflect. Note that the more you enable, the lower the viewer performance (ie, the higher the client lag).
    This setting can also be accessed via PreferencesGraphics -> General.
  • Resolution: Select the quality of water reflections. Note that anything above “Good” requires that Lighting and Shadows be enabled in the Light tab. If you change setting here, then toggle the Basic Shaders setting off, then back on, for the change to take effect.
    As above, increasing quality results in lower performance.
  • Transparent Water: If disabled, water will always be opaque.

Light

Lights and Shadows Settings

Phototools - Light

  • Enable Lighting and Shadows: This allows a variety of additional features, beyond shadows, to be enabled and used, such as Depth of Field.
    This can also be accessed via PreferencesGraphics -> General→ Lighting and Shadows.
  • Enable All Local Lights: Enables light sources other than sun/moon.
    This can also be accessed via PreferencesGraphics -> General→ Local Lights.
    • Enable attached Lights (Face Lights): With this on, you will also see local lights which are attached to avatars.
      Normally, this option would be accessed via the top menu -> Develop→ Rendering → Render Attached Lights.
  • Shadow Types: Select what types of shadows you want to be cast. Point light (lights that do not have the projection feature enabled) will always create a sense of shadows, yet they will not cast them upon any surface. It is important to note that regardless of the setting you choose here, textures projected from projection lights will still be enabled.
  • Shd. Res (Shadow Resolution): This determines the quality of the shadows. It also is very demanding of computer resources. It is a good idea to leave this setting as LOW as possible when you are not shooting. When you are shooting, set it to 1.0 while preparing your shot. When you are ready to take your shot, slowly raise the slider bar to the right. You need to be careful of your framerate while you raise this setting. It is helpful to turn on the Statistics Bar (under Aids) when you do this for the first few times so you can be familiar with the level of shadows that works best with your system.
    NOTE: Setting this too high or moving it too fast will cause viewer crashes.
  • Shd Clarity: This is a VERY important setting. It essentially determines how clear the Sun/Moon shadows are drawn overall. This setting should be set first before adjusting the setting below. With the value of 'Shd. Res' above set to 1.0, slide the value for 'Shd. Clarity' until the sharpest possible result is achieved.
    Please note, the clarity of shadows is directly related to the position of the camera and Sun/Moon. Every time you move either the camera or the Sun/Moon, it is best to adjust this value again. In addition, in order to make adjusting this value easier, it is helpful to set 'Shd. Blur' to 0.0 first.
  • Shd. Blur (Shadow Blur): The higher the number, the softer the shadow edges. Set to '0' for the sharpest shadows possible. This setting is directly related to the one below it as well. It allows you to set the overall possible amount of shadow blur. If set to 4.00, you can use Shadows Soften to adjust the shadow blur independent of the ambient occlusion. PLEASE NOTE: Ambient Occlusion must be enabled for this setting to work.
  • Shd. Soften: Controls the softening effect of Sun/Moon shadows. One simple way to set this value for your specific needs is to first set the 'Shd. Blur' value above to around 3.0. Then the slider here to soften the AO to your liking. Please note, a value of 0.0 will effectively turn off all Sun/Moon shadows. In addition, this has no effect of shadows the caused by projector lights.
  • Blur. Dist. (Blur Distance): This will determine the point at which the shadows will begin to blur relative to the camera. The lower the value the closer the point of shadow blur will begin.
    PLEASE NOTE: Ambient Oclussion must be enabled for this setting to work.
  • FOV Cutoff: This determines the Field Of View cutoff at which the viewer will switch between ortho instead of perspective projection. If you are getting shadows that are 'jaggedy' try adjusting this setting for improvement. Also, adjusting the XYZ values for the debug setting RenderShadowSplitExponent can be very helpful.
  • Show Bounding Boxes for All Lights in Scene: Will show wireframe boxes for all lights within a scene.
  • Show Light Radius for Selection: Shows the circular light casting of any selected light(s).

Ambient Occlusion

  • Enable Ambient Occlusion: Ambient Occlusion adds shading to all objects. It is most effective when the Effect and AO Soften settings below are used. It can add a high level of realism to the image. This is especially true when images are made at resolutions of 2048 pixels or above. For further details, see here.
    This can also be accessed via PreferencesGraphics -> General→ Ambient Occlusion.
  • Scale: Controls the sampling region; larger regions are more accurate. It can be helpful to set these values high and then add a bit of shadow blur to soften their effect.
  • Max Scale: Controls the maximum screen radius from which to sample from, to avoid graphics card cache misses and associated large performance penalty. It can be helpful to set these values high and then add a bit of shadow blur to soften their effect.
  • Factor: Scaling factor for the effect (larger is darker). It can be helpful to set these values high and then add a bit of shadow blur to soften their effect.
  • Effect: Controls the overall darkening effect of Ambient Occlusion. The default value of 0.8 produces an almost imperceptible effect. Values of 0.0 and below provide a more realistic result. Please note that the Ambient Occlusion produces a noise like effect and this can be softened using the 'AO Soften' controls below. In addition, the standard mesh avatar can look less than appealing with high Effect values due to the low quality geometry of the avatar. Please Note: The lowest value you can set in the slider is 0, while in the spinner you can enter negative values of up to -10000.
  • AO Soften: Controls the softening of the Ambient Occlusion effect. One simple way to set this value for your specific needs is to first set the 'Shd. Blur' value above to around 4.0. Then the slider here to soften the AO to your liking. Please note, a value of 0.0 will effectively turn off Ambient Occlusion rendering.

Dof / Glow

Phototools - DoF/Glow

Depth of Field

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.

Many of the settings below are also found in PreferencesGraphics -> Depth of Field.

  • Enable Depth of Field (DOF): Turns on the DoF feature. This function requires that Shadows and Local lights both be enabled in the Light tab.
  • Show the Current FOV of Viewer Screen: This will show you the vertical field of view for the camera. In SL is possible to change the lens length just like in RL. The smaller the FOV the longer the camera lens. A 50mm lens has a FOV of 27.0 degrees. To adjust the FOV use the zoom slider bar below.
    Please see here for a table showing the relationship between FOV and Lens Focal Length (mm).
    Rember to disable this before taking pictures, or it will show in them.
  • View angle: In real world terms this is a Zoom feature. This will change the field of view in you viewer window. It is the same as hitting Ctrl + 0 or Ctrl+8.
    NOTE: This will not function if you have flycam enabled (3D SpaceNavigator).
  • FOV (Field of View): This tells the viewer what FOV you would like to simulate for the DOF effect. Higher values will produce a more narrow depth of field.
  • f-number: Controls maximum screen radius from which to sample from. In real world terms this is the aperture setting for the lens and the lower the value the shorter the depth of field will be. The same applies to SL.
  • Foc Length (Focal Length mm): This tells the viewer what Focal Length/Lens Length to simulate for the DOF effect. Higher numbers produce a narrower depth of field.
  • Foc Time (Focus Time): This sets the time in seconds it take to the viewer to change focus from one object.
  • CoC (Circle of Confusion): This is an important setting. It determines the strength of the blur itself. It does not change the depth of field, it adjusts how much those objects outside of it will be blurry. (This number can be negative, for some “odd” effects.)
  • Resolution: This determines the quality of the DOF Effect. For non-photography uses '.25' is good. For setting up shots '.50' or '.70' is very nice. For shooting quality images '1.00' is best. Note that High values will slow down your FPS.
  • Aspect Ratio: This is supposed to be aspect ratio of the camera you're modelling. For example, a 35mm camera has an aspect ratio of 3:2 (1.5). Second Life will use this as a frame of reference for how field of view and focal length must be adjusted depending on window size.
    Apparently, this currently has no effect.

Glow Settings

  • Quality: This will determine the quality of the glow effect, higher is better. There is little visual difference between 8 and 10.
  • Iterations: The basic setting for how strong the glow will be. Equivalent to PreferencesGraphics -> Rendering→ Render Glow - Strength.
  • Strength: Additive strength of glow. Very low values are needed to see this effect. Start low.
  • Luminance: Minimum luminance intensity necessary to consider an object bright enough to automatically glow.
  • Warmth: Amount of warmth extraction to use (versus luminance extraction). 0 = lum, 1.0 = warmth.
    Often has little or no effect.
  • Width: Glow sample size. Higher = wider and softer glow, but eventually it will become more pixelated.
  • Alpha: Basically how bright the glow is allowed to get.

Gen (General Render Settings)

Phototools - General Rendering

Many of these settings are also available via PreferencesGraphics -> General.

  • Draw Dist.: This sets the furthest distance the viewer will draw anything. High values will slow your FPS.
  • Avi Count: Maximum number of non-impostor avatars to render in a scene. Very helpful for situations where many avatars are slowing your FPS.
  • Avi Detail: Sets the render quality of the avatars. Higher is better quality.
  • Avi Physics: Controls level of detail of avatar physics (such as chest physics). Higher is better.
  • Particle Cnt.: Sets the maximum number of particles to render.
  • Terr. Scale: Sets the quality of the default Linden Labs ground (terrain) texture. Requires a restart if changed.
  • Terrain Qal: Sets the quality of terrain. High numbers mean more detailed terrain in the distance.
  • Obj. Detail: Controls the detail of prims. Higher values produce greater detail for objects.
  • Flexiprims: Controls level of detail of flexible objects. Higher means more detail.
  • Tree Detail: Controls level of detail of vegetation. Higher numbers produce greater detail.
  • Sky Detail: Controls vertex detail on the WindLight sky. Lower numbers will give better performance and less than lovely skies.
  • Vig. Amount: Amount of vignette to apply. Please refer to this page for more info on the vignette feature.
  • Vig. Power: Power of the vignette.
  • Vig. Multiply: Multiply factor.
  • Enable Draw Distance: If you disable this feature, the viewer will render past your set draw distance, but only if you then reduce draw distance. In other words, this setting will not provide limitless draw distance.1)
  • Dynamically adjust level of detail: This enables the feature that allows the viewer to dynamically adjust the level of detail in scene as you move further away from objects. It helps improve performance, it also can reduce the quality of the objects in the scene.
  • Render only Objects Visible to the Camera: This allows the viewer only to process/draw those objects that are within the camera field of view and not hidden behind anything else. Usually this is a performance booster. Sometimes it can actually reduce performance especially when the scene/sim has few objects. Toggle to see if it helps or not.
  • Anisotropic Filtering: Enables anisotropic filtering to improve texture quality. This setting may reduce your viewer's performance. For more information see this wikipedia page.
  • Render Particles Attached to other Avatars: Enables the viewer to render any and all particles attached to/coming from other avatars.
  • Anti-aliasing: Determines how sharp and smooth the edges of objects will be. On top level graphics cards, higher values have virtually no performance impact. On lower graphics cards, higher values can slow performance significantly.
  • Texture Bumpiness: Controls the strength and resolution of normal and bump maps. You must toggle to check box below for changes to take effect.

(Interface) Aids

Phototools - Aids

Interface Aids

The settings here are, as the name suggests, user interface aids. Some of the options are normally only accessible via the Advanced or Develop menus.

  • Show Bounding Boxed for All Lights in Scene: Displays colored bounding boxes around all objects in your view which emit light.
  • Show Light Radius for Selected Light(s): If you enable this, and then edit one or more objects which emit light, an orange shpere will show, indicating the radius for the light(s).
  • Show Bounding Boxes for Objects in the Scene: Displays colored bounding boxes around all objects in your view.
  • Show the Statistics Bar: Opens the Stats bar, where you can get detailed info about viewer and region performance.
  • Show Detailed Camera Position Data: Display camera info in the lower right of the screen, in white text.
  • Show Detail Texture Loading Information: Shows details about texture load and texture memory use, in the upper portion of the screen.
  • Show RGB-I Color Values Under Cursor: Displays the Red, Green, Blue and Alpha values for whatever is under your mouse cursor. Note that the color of the light affects the color of objects; if you are trying to match colors, make sure you sure a pure white WL setting.
  • Hightlight Transparent Objects in Red: Any objects with transparency will be highlighted. Can also be activated with Ctrl-Alt-T.
  • Show the Scene as Wireframe: Switches the view to wireframe display mode; disable to switch back.
  • Show the HUD attached to your avatar: If this is disabled, any worn HUDs will not be visible. Useful for doing screen capture.
  • Slow-mo Your Avatar: Makes your movements go in slow motion (visible to you only).
  • Force Appearance Update: Rebakes your avatar; useful in cases of bake fail.
  • Set Window Viewer Size: Change the size of the viewer window.
  • Show Debug Settings Menu: Opens the Debug Settings window.

Quick Stats

This portion of the window gives a partial view of rendering statstics. It is a subset of the information shown in the Stats bar.

  • Frames Per Second:The number of times per second your computer is redrawing (or refreshing) what's on the screen. Higher values mean a smoother experience.
  • Bandwidth: How much data is being transferred between your computer and the Second Life world. This number varies wildly depending on what bandwidth settings you've used, where you are inworld, what's going on, and whether you're still loading some things (objects/textures/etc) that are in your field of view. If bandwidth is 0kbps, something may be wrong (you may be partially disconnected).
  • KTris Drawn per Frame: Computer-generated 3D objects are built out of triangles (the basic geometric shape). This is a count of the number of triangles, or “tris”, in each frame of the current scene.
  • KTris Drawn per Sec: This is a count of the number of triangles ('tris') drawn every second.
  • Total Objects: The number of objects currently in view, which includes: prims, avatars, terrain patches, trees, particle groups, and water patches.
  • New Objects: The number of objects being downloaded per second.
  • Texture Count: The number of unique textures loaded by the viewer.

Cam

Phototools - Camera

Many of the settings here duplicate those found in the Phototools Camera window. However, there are also some here which are not present in that window.

3D Mouse (Joystick) Settings

Some of the more requently needed settings from the Joytsick settings window, accessed from PreferencesMove & View -> Movement.

  • Left/Right: Adjusts the sensitivity of the Left/Right movement. If you find it difficult to move with precision, use lower scale values.
  • Up/Down: Adjusts the sensitivity of the Up/Down movement.
  • In/Out: Adjusts the sensitivity of the In/Out movement.
  • Pitch: Adjusts the sensitivity of the Tilt movement.
  • Yaw: Adjusts the sensitivity of the Spin movement.
  • Roll: Adjusts the sensitivity of the Roll movement.
  • Zoom Speed: Adjusts the sensitivity of the Zoom speed.
  • Feathering: Setting the slider all the way to the right will make the camera very rigid, giving complete control to the joystick. Setting the slider all the way to the left will make the camera very fluid like the camera weighs a lot; good for fly-by shots, not good for framing.
  • Zoom Axis Mapping: Controls which mouse axis the zooming function is mapped to (set to work with).
  • Enable 3D Mouse: This turns on the 3D Mouse.
  • Enable Zoom Control: In order for the zooming control to work, you must set the 'Zoom Mapping' above to '4'.
  • Enable Auto Levelling: When enabled, the camera will always remain level.
  • Use the 3D Mouse to move the avatar: The mouse will move your avatar.
  • Use the 3D Mouse to move objects (building): Uses the 3D mouse to move objects when building and editing.
  • Show the Current FOV of Viewer Screen: This will show you the vertical field of view for the camera. In SL is possible to change the lens length just like in RL. The smaller the FOV the longer the camera lens. A 50mm lens has a FOV of 27.0 degrees. To adjust the FOV use the zoom slider bar below.
    Please see here for a table showing the relationship between FOV and Lens Focal Length (mm).
    Rember to disable this before taking pictures, or it will show in them.
  • Show Detailed Camera Position Data: Display camera info in the lower right of the screen, in white text.

Viewer Camera Menu Settings

This tab is, in turn, divided into 3 sub tabs, as follows:

Camera Movement
  • View Angle: In real world terms this is a Zoom feature. This will change the field of view in you viewer window. It is the same as hitting Ctrl + 0 or Ctrl+8.
    NOTE: This will not function if you have flycam enabled (3D SpacenNavigator).
  • Zoom Speed: Controls how fast/slow the camera will zoom in and out. Higher values produce slower and smother zoom.
  • Camera Lag: Amount camera lags behind avatar motion (0 = none, 30 = avatar velocity).
  • Camera Offset: Controls how far the camera is offset/distance from the default point of view.
  • Cam. Smoothing: Controls how smoothly the camera starts and stops. Higher values produce smoother (and somewhat slower) movement.
Mouse
  • Mouse Sensitivity: Controls responsiveness of mouse when in mouselook mode.
  • Display avatar & attachments in mouselook: Display avatar and attachments below neck while in mouselook. Default is OFF.
  • Smooth Mouselook Movements: Smooths out motion of mouse when in mouselook mode.
Misc Settings
  • Clicking your avatar keeps camera position: Normally, clicking on your avatar resets the camera position. This option removes this behavior.
  • Reset camera position after teleport: Normally, the camera position gets reset when teleporting (within a region). This option prevents this behavior.
  • Disable minimum camera zoom distance: Disable the constraint on the closest distance the camera is allowed to get to an object.
  • Allow the camera to move w/o constraints: Ignores the 'push' the simulator applies to your camera to keep it out of objects.
    Requires a restart to take effect.
  • Reset camera position on avatar movement: If this is disabled and you move your avatar, the camera will not follow it.
1)
For example, set draw distance to 96, and move your cam upward so you have a long view. Wait for everything to rez in. Uncheck “Enable Draw distance”. Wait. Observe no change. Now set draw distance to 128, more items rez in, to about 128m. Once everything has rezzed in, set draw distance back to 96. Note there is no change to what you can see; items further away are still visible. Now uncheck “Enable draw distance”. Items beyond 96 now vanish.

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Region Details - Access

This tab deals primarily with access to the region/estate you own or manage. If the estate comprises several regions, changes made will optionally be applied to all regions.

Estate Managers

  • The estate/region owner may specify up to 15 avatars who can manage the estate on their behalf. Only the owner can add/remove people here. Estate rights gives a great deal of power, so be very careful before granting such rights to anyone. Clicking the “Name” bar will sort your Managers by name in ascending or descending order.

Region Details - Access > Estate Managers Tab

Allowed

  • Here you can specify individuals who will always have access to the estate/region. (Note that allowed avatars can still be banned at parcel level.)
  • The search bar allows you to search for a particular name in the Allowed List.
  • Clicking Copy will copy the list of Avatar Names to your clipboard.
  • Add will open the Resident Chooser window
  • Remove will delete the currently select name from your list. You may remove names in bulk by batch selecting the names in the list.

Region Details - Access > Allowed Tab

Allowed groups

  • Here you can specify up to 63 groups whose members are always allowed to access the region.
  • The search bar allows you to search for a particular name in the Allowed List.
  • Clicking Copy will copy the list of Group Names to your clipboard.
  • Clicking Add will open the Groups Selector.
  • Remove will delete the currently select Group from your list. You may remove Groups in bulk by batch selecting them in the list.

Region Details - Access > Allowed Groups Tab

Banned Residents

  • If you wish to prevent specific avatars from accessing the region then you can add them here. Up to 500 avatars can be listed at any time.
  • Clicking any one of the column headers will sort into ascending or descending order
  • The search bar allows you to search for a particular name in the Banned List.
  • Clicking Copy will copy the list of avatar names to your clipboard.
  • Add will open the Resident Chooser window.
  • Remove will delete the currently select name from your list. You may remove names in bulk by batch-selecting the names in the list.

Region Details - Access >Banned Tab

panel_region_estate_tab - old revision restored (2019/07/15 23:52)

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Region Details - Estate Tab

Region Details - Estate Tab

This tab deals primarily with access control to the region/estate you own or manage. If the estate comprises several regions, changes made will optionally be applied to all regions.

The top lines are informative: the name of the estate and the estate owner.

The next section concerns broad access rights and options:

  • Allow only residents and groups listed on the Access tab: If enabled, then only residents who are specifically added into the Allowed list on the Access tab are permitted access. If this is unchecked, then any resident may access the region/estate - unless excluded in the Banned list in the Access Tab. Blocking access this way overrides any parcel access controls that might be set.
  • Anyone can visit: This is enabled if the option above is disabled - and vice versa.
    • Must be 18+: If enabled, only residents who have verified that they are adults, on the SL website, will be allowed access. Note that this is a parcel-level setting, and is not the same as the Adult setting, which is estate-level. It is possible to have Adult access without being age verified.
    • Must have payment Info on File: If this is enabled, only residents who have payment information on file with LL will be allowed access to the parcel.
  • Parcel owners can be more restrictive: Enabling this permits parcel owners on the estate, to have more restrictive access settings. If this is off, then they will not be able to limit access more than what is specified in this panel.
  • Allow Voice Chat: If enabled, resident will be able to use local voice chat; otherwise this will not be available (thought private voice IM will be).
  • Allow Direct Teleport: Lets Residents teleport to specific locations within your estate's regions. If you want to force visitors to arrive at a specific area in the estate, disable this and use a telehub. If this is enabled, parcels can still set landing points

Finally, two buttons:

  • Send Message to Estate: Allows a message to be broadcast to the entire estate.
  • Kick Resident from Estate: Opens the Avatar Selector to allow you to select someone to be expelled from the region/estate. Note: This doesn't automatically add the person to the list of banned users.


See this page for documentation on Firestorm 6.0.2 (56680) and earlier.

fs_older_downloads

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Firestorm - Older Releases

Firestorm 6.0.2 (56680) Animesh Release

Firestorm 6.0.2 (56680) Animesh Release Notes

“n/a” in the table below means “not available”; see the boxed note above.

Windows

Version32/64-bitGridsHavokLevel of SupportDownload
Windows
64-bit Havok
64-bit only SL only X Full Release Firestorm Release 6.0.2.56680 64 bit Windows Setup.exe
MD5 Checksum: 8379a8f1c3718c559a49730bf19c1f03
Windows
64-bit OpenSim
64-bit only SL and other grids Full Release Firestorm Release 6.0.2.56680OS 64 bit Windows Setup.exe
MD5 Checksum: 08a67070083a1399997db2aaa102d8df
Windows
32-bit Havok
32 and 64 SL only X Full Release Firestorm Release 6.0.2.56680 32 bit Windows setup.exe
MD5 Checksum: eeff3311b8de3ea5520f0b874c31f59f
Windows
32-bit OpenSim
32 and 64 SL and other grids Full Release Firestorm Release 6.0.2.56680OS 32 bit Windows setup.exe
MD5 Checksum: 9ddaac654820a5168c1f4bed4603fc6b

Mac

Version32/64-bitGridsHavokLevel of SupportDownload
Mac
64-bit Havok
64-bit only SL only X Full Release Firestorm Release 6.0.2.56680 64 bit Intel Mac.dmg
MD5 Checksum: bbaa09e46bc325c42ac854083c3ce634
Mac
64-bit OpenSim
64-bit only SL and other grids Full Release Firestorm Release 6.0.2.56680OS 64 bit Intel Mac.dmg
MD5 Checksum: 5c152ac11982c01b25edcadef26e9366
Mac
32-bit Havok
32 and 64 SL only X n/a n/a
Mac
32-bit OpenSim
32 and 64 SL and other grids n/a n/a

linux

Version32/64-bitGridsHavokLevel of SupportDownload
Linux
64-bit Havok
64-bit only SL only X n/a n/a
Linux
64-bit OpenSim
64-bit only SL and other grids Full Release Firestorm Release 6.0.2.56680OS 64 bit Linux.tar.bz2
MD5 Checksum: c11857b11dbb4a4accfc785529d63451
Linux
32-bit Havok
32 and 64 SL only X n/a n/a
Linux
32-bit OpenSim
32 and 64 SL and other grids Full Release Firestorm Release 6.0.2.56680OS 32 bit Linux.tar.bz2
MD5 Checksum: 9e20172f32789f68671c0be8bcdd8315

Firestorm 5.1.7 (55786) Release

“n/a” in the table below means “not available”; see the boxed note above.

Windows

Version32/64-bitGridsHavokLevel of SupportDownload
Windows
64-bit Havok
64-bit only SL only X Full release Firestorm 5.1.7.55786 64 bit Windows Setup.exe
SHA1 Checksum: 4B1825A91EF9DBE52620D633FA247298BE287799
Windows
64-bit OpenSim
64-bit only SL and other grids Full release Firestorm 5.1.7.55786OS 64 bit Windows Setup.exe
SHA1 Checksum: 0CB57C547315978BAAA3B3CA8CB45F689821712E
Windows
32-bit Havok
32 and 64 SL only X Full release Firestorm 5.1.7.55786 32 bit Windows setup.exe
SHA1 Checksum: DD7E88AD355D44C9E4E442C8949178CFE3025A62
Windows
32-bit OpenSim
32 and 64 SL and other grids Full release Firestorm 5.1.7.55786OS 32 bit Windows setup.exe
SHA1 Checksum: DCF353EB42D2865ED92A5516FEA551B88BF68AD2

Mac

Version32/64-bitGridsHavokLevel of SupportDownload
Mac
64-bit Havok
64-bit only SL only X Full release Firestorm 5.1.7.55786 64 bit Intel Mac.dmg
SHA1 Checksum: A7D4A742CC12875E9D54B11CCCEA345E79D9525D
Mac
64-bit OpenSim
64-bit only SL and other grids Full release Firestorm 5.1.7.55786OS 64 bit Intel Mac.dmg
SHA1 Checksum: 48B990D62A37C7731B35A90628CBD90E7F887461
Mac
32-bit Havok
32 and 64 SL only X n/a n/a
Mac
32-bit OpenSim
32 and 64 SL and other grids n/a n/a

linux

Version32/64-bitGridsHavokLevel of SupportDownload
Linux
64-bit Havok
64-bit only SL only X n/a n/a
Linux
64-bit OpenSim
64-bit only SL and other grids Full Release Firestorm 5.1.7.55786OS 64 bit Linux.tar.bz2
SHA1 Checksum: D4566FE18A3B06355216C0E3DCE484B04F5DB9C8
Linux
32-bit Havok
32 and 64 SL only X n/a n/a
Linux
32-bit OpenSim
32 and 64 SL and other grids Full release Firestorm 5.1.7.55786OS 32 bit Linux.tar.bz2
SHA1 Checksum: 224EF25880E235D37DF69FC3DB54BCD9B1B82CCF

fs_panel_region_environment_tab_fr - [Menu World -> Region Details -> Onglet Environment]

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Region Details - Environment Tab

Dans cet onglet, vous pouvez configurer un ciel et une eau personnalisés pour la région : “Region Windlight”. Ce réglage est distinct de celui de “parcel Windlight”.

Il existe deux options principales :

  • Use Second Life Default: Utilise le ciel et l'eau windlight de SL par défaut pour la région.
  • Use the following settings:
    • Water Settings: Sélectionnez un pré-réglage d'eau à partir du menu déroulant.
    • Sky/Day Cycle: Vous pouvez sélectionner un ciel fixe à partir du menu déroulant, ou un pré-réglage de cycle jour/nuit.

Lorsque vous avez sélectionné une des options ci-dessus, cliquez “Apply” pour changer les paramètres de la région.

fs_media - [TV and Videos Are Not in Sync between 2 or More People Watching]

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Music and Media Issues

This section covers issues related to audio, video and some aspects of search.

General

  • For situations where you cannot hear audio, be it streaming music, or the audio from a movie/video, the first thing to do is check the following:
    • Windows users: see this page.
    • Make sure streaming music and/or media are enabled in PreferencesSound & Media -> Sounds.
    • In the same place, check that volumes for music and media are not at minimum.
    • Make sure audio is configured correctly in your operating system (i.e., Windows, linux, OSX), that sound is going to the correct device (i.e., speakers or headset), and so on. This may require you to adjust settings in your sound mixer, volume mixer, and/or other similar software.
    • Confirm that you have not blocked the stream/video: open Preferences → Sound & Media → Media → Manage Media Sites and see if the problem URL is listed there; if so, remove it.
    • For streaming music, test the music URL in your external web browser, to make sure that the URL actually works.
  • If you have plugged in a USB sound device, you may need to relog so that the viewer can use it.
  • HTTP fetching may be overloading your router; please try the suggestions given here; if they do not help, revert the changes made then return to this page and continue.

Videos or Music Don't Play at All

  • Relog Firestorm and open the Search window
  • Go to your computer processes and look for “slplugin.exe”
    • For Windows users, go to Task Manager → Processes Tab
    • For Mac users, go to Activity Monitor → My Processes (usually by default, but you can check top right drop down)
    • For Linux users, go to Command Terminal, and type “ps aux”
    • You may see four instances of the slplugin running (that is normal behavior)
    • If you do not see any instances of slplugin running, that is the cause of media failing
  • If slplugin is not running, disable all firewall and virus protection (including anti-virus software and windows or other operating system firewalls). Do this check also for dullahan_host.exe.
  • Relog and attempt video playback again
  • If it works, you will need to stop your firewall/virus protection from blocking the slplugin and/or dullahan_host.exe files by granting appropriate permissions in your firewall/virus protection software
  • NOTE: If you have several viewers installed, you will have to allow to each one access through your firewall, as well as to SLPlugin and dullahan_host.exe for each one.
  • If all of the above does not resolve the issue, you can try downloading the latest SL Viewer and replacing your Firestorm slplugin file with the one from SL Viewer.

Videos Are Not Playing, or Black/Blank Search Page

  • In Preferences → Sound & Media → Sounds, make sure the “Enabled” checkbox to the right of the “Media” slider is checked
    (For audio, check “Streaming Music”)
  • In Preferences → Sound & Media → Media, check “Allow inworld scripts to play media”
  • In Preferences → Network & Files -> Connection, make sure the Maximum Number of Web Browser Windows dropdown is set to Five, Ten or Unlimited
  • Make sure the issue is not with the specific television you are using, by attempting to view videos on a television that plays video normally for other Firestorm users.
  • Make sure that “Enable plugins” is ticked in Preferences → Network & Files -> Connection, else the external media plugin can not be executed, and you may see a message saying: Adobe Flash Player or an HTML5 supported browser is required for video playback.

TV and Videos Are Not in Sync Between 2 or More People Watching

In-world videos (on TVs and Prim Media, a.k.a. Media-on-a-Prim) are independent streams from the source to each person watching. The only way to synchronize them is for each person to click Play at the exact same time, and even then the streams can get out of sync depending on lag, connection, buffering, and other network & computer issues.

If you have Parcel Media rights, Parcel Media is an alternative. Like a music stream, it will generally be sync'd for everyone watching (World menu > Parcel Details > Media tab). Click the ? at the top of the Media tab page or see here for more information on how to configure Parcel Media.

Embedded MP4

Embedded MP4s no longer are supported by Second Life. Consult your TV maker to determine if they use this format. Refer to BUG-224979, as well as this blog post.

Flash

The Flash plugin is not installed with Firestorm; you have to install it yourself. However, you need specific plugin versions:

  • Windows users:
    • In order to play Flash format videos (e.g., YouTube videos), you must have the Opera & Chromium version of the Adobe Flash plugin installed. Unless you already have this specific version of Flash installed already, you will need to get the Opera & Chromium Flash plugin from Adobe.
  • Linux users
    • You need to have the pepperflash plugin installed, which can be satisfied by installing pepperflashplugin-nonfree for Chromium
  • Mac users
    • Mac users currently need the Safari & Firefox version of Adobe Flash plugin installed. Download it from Adobe.
  • All users: Test your Flash
    • To make sure you have successfully installed the correct version of Flash and that it is working, use the in-world Flash game to test it.
      • Open the Developer menu: CTRL-Alt-Q. (Close this after testing; it's best not to leave this menu open.)
      • Then type CTRL-SHIFT-Z to open the internal browser.
      • Once the browser loads, click the Home icon in the upper left of the browser window.
      • Click the Media tab, at top.
      • Click “Flash game.”
      • A bubble-shooter game should load.
  • NOTE: If you experience graphics driver crashes on nVidia cards when viewing Flash media (for example Youtube) both in-world and on a website and/or severe drops in your GPU clock mhz on any card then you will need to disable hardware acceleration on Flash Player. To do this, go to Youtube and Pick any video. Right click the video play area to bring up the options and follow the instructions here.

QuickTime

QuickTime is no longer needed for Windows users (and never was for linux users). Mac users, however, still need to have it.

YouTube

  • If YouTube videos suddenly will not play, and you just get a white screen, go to PreferencesPrivacy -> General, and click on Clear History, then try again.
  • See also the Flash section, above.

I Hear No Music or Sound from Movies

Go to PreferencesSound & Media -> Sounds and make sure the volume sliders for streaming music and media are not all to the left and that there is no mute symbol (red no entry sign) on the speaker icon next to those. Make sure the Master Volume is not all to the left.

Check that Sound Source rolloff distance (Media tab) is correct; set back to default, if you changed it (5m and 30 respectively for min and max).

I Hear No In-world Sounds Apart From Streaming Music and Voice

1) Check viewer settings

  • Go to PreferencesSound & Media -> Sounds and check that you have the Sounds and UI sliders up high enough and that there is no mute symbol (red no entry sign) on the speaker icon next to those.

2) Check your audio drivers

  • Look in Help menu → About Firestorm for the line that begins with “Audio Driver Version.” If that line says “Undefined,” reboot your computer and see if the Audio Driver Version appears.
  • If this doesn't help:

Audio "Skipping"

Go to the top menu bar→ Advanced → Use Plugin Read Thread, and disable it, if it is enabled - or vice versa. (If you cannot see Advanced on the top menu, press Ctrl-Alt-D.)

If that doesn't help, first ensure that you have your bandwidth set correctly. Also, test the audio stream in your regular media player, and/or try a different audio stream in-world.

Audio "Fading"

If the music volume fades as you cam around or edit objects, check the sound equalization settings in your operating system. For example, this may be caused by “Loudness equalization” being enabled in your speaker properties on Windows 7. (Refer to http://jira.phoenixviewer.com/browse/FIRE-19885.)

"You have requested a file download which is not supported within Firestorm" error message

This error is due to Flash not being installed, or not installed correctly. See above.

"No media plugin was found to handle the 'text/html' mime type" error message

There are two possible causes:

  • Flash is not installed, or is not installed correctly. See Flash, above.
  • Your antivirus has deleted or mangled the plugin. See Antivirus Whitelisting for instructions on how to fix this.

By Operating System

Windows

If using a VEA4 TV, you get a “File could not be found” error, disable the IPv6 protocol in the Windows network adapter. Note that this is not recommended, but apparently is the only way to get this brand of TV to work.

If sound eventually cuts out on your computer while using Firestorm and the only way to get it back is to log off Firestorm, disable Audio Enhancement via the steps shown here. Another possibility is Loudness equalization; reference this JIRA.

Windows 10: If Firestorm sound disappears or lowers too far when using other voice/phone applications (such as Skype), right click your Sound icon → Sounds → Communications tab. Set this tab to “Do nothing.” NOTE: this will affect other applications on your computer, not just Firestorm.

Refer to this page for all Win10 issues.

Mac

Please ensure that you have the most recent version of Flash for Safari installed. You can get this via the normal update process, or from Adobe.

For streaming music on OS X 10.9 Mavericks, please refer to this page.

For users on Sierra, there are reports of media features (such as MOAP, TVs, web search, and web profiles) working more slowly. Ref. BUG-40552.

linux

Both the 32-bit and 64-bit versions of Firestorm for Linux require 32-bit libraries to function. See this page for a link to your Linux flavor to verify you have all the needed audio-related packages installed and to troubleshoot stream issues.


See this page for documentation on Firestorm 5.0.11 (53634) and earlier.

firestorm_classes

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²(

Firestorm Classes

These classes are based on our official Firestorm release and are conducted in text except when otherwise noted. There's no need to talk, but you may want to be able to hear. We also usually have help available to answer questions in text. This schedule is subject to change.

Note that it is best if you are on Firestorm for the classes.

Locations are indicated in the far right column as follows:

Class times and days change regularly. Classes may be held any day of the week, with start times from 8am to 7pm SLT. Nonetheless, if the class times are still inconvenient you may prefer to watch recorded versions of some of these classes on YouTube.

Unscheduled classes may also be held on an impromptu basis. If this happens, a notice will be sent in Firestorm Support English. secondlife:///app/group/3a1be8d4-01f3-bc1a-2703-442f0cc8f2dd/about

*All times SLT*

Thur 11 Jul 11 Am – Reporting Bugs, Requesting Features (TEXT ONLY)
Learn how to communicate effectively with our devs to make the changes to Firestorm you want or need.
FS
Fri 12 Jul 1 Pm Am – Avatar Complexity and Graphics Presets (TEXT ONLY)
Learn how to boost performance with av complexity and improve usability with the presets.
FS
Sat 13 Jul 2 Am – Firestorm Skins (TEXT ONLY)
This class covers the differences among Firestorm's many skin options, including the Vintage Classic and Colorable User Interface skins.
FS
Sun 14 Jul 3 Pm – Animation Overrider (TEXT ONLY)
On Firestorm, you can save scripts and HUD space by running your AO animations through the viewer. Learn how to set up and get the most out of this feature.
FS
Mon 15 Jul 2 Pm – Basic Troubleshooting (TEXT ONLY)
An introduction to basic methods to start locating problems. Focused on Firestorm but some parts are non-viewer-specific.
FS
Tue 16 Jul 9 Am – Backing up Settings and Logs (TEXT ONLY)
This class covers how to save your settings and chat logs on your computer. Recommended to take this before the Clean Install class.
FS
Wed 17 Jul 2 Pm – Contact Sets (TEXT ONLY)
There is a cool feature called Contact Sets that lets you organize your Contact List. We'll cover how to set them up and use this epic feature.
FS
Thur 18 Jul 1 Pm – Introduction to Firestorm and the Wiki (TEXT ONLY)
This class gives you an overview of the Firestorm Viewer and of our greatest informational resource, our Wiki, including search tips.
FS
Fri 19 Jul 1 Pm – Clean Install (TEXT ONLY)
Learn how to correctly and quickly perform this most fundamental and important of tasks. Recommended to take Settings Backup class first.
FS
Sat 20 Jul 2 Am – Menus 1 (TEXT ONLY)
We will be covering the menus on the top bar, from Avatar through Help.
FS
Sun 21 Jul 3 Pm – Menus 2 (TEXT ONLY)
We will cover the Advanced and Develop menus in the top bar.
FS
Mon 22 Jul 2 Pm – Odds & Ends 1 (TEXT ONLY)
This class covers some of Firestorm's handiest features, like Inventory, Radar, and some hard-to-find gems.
FS
Tue 23 Jul 1 Pm – Odds & Ends 2(TEXT ONLY)
Learn about fun and useful items like how to use Autocorrect, using the Command Line for a number of tools, and more.
FS
Wed 24 Jul 2 Pm – Preferences Set 1 (TEXT ONLY)
We will cover some of the Firestorm preferences (General, Chat, Privacy), based on our current release.
FS
Thur 25 Jul 2 Pm – Preferences Set 2 (TEXT ONLY)
We will cover some of the Firestorm preferences (Graphics, Network & Cache), based on our current release.
FS
Fri 26 Jul 3 Pm Preferences Set 3 (TEXT ONLY)
We will cover some of the Firestorm preferences (Move & View, Advanced, Firestorm), based on our current release.
FS
Sat 27 Jul 2 Am – QuickPrefs Customization + Lag (TEXT ONLY)
Two mini-classes in one. One discusses the causes of lag in SL. The other explains how to customize your Quick Preferences.
FS
Sun 28Jul 7 Pm – Preferences Set 4 (TEXT ONLY)
We will cover some of the Firestorm preferences (Colors, Skins, Notifications, User Interface, Sounds and Media).
FS

dual_graphics_systems - ↷ Page name changed from laptop_dual_graphics to dual_graphics_systems

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Computers with Dual Graphics

If your computer has an Intel CPU and also has either an AMD or Nvidia graphics system, it may have the ability to switch between the Integrated Intel graphics or power savings, or the AMD/Nvidia for performance. But sometimes Firestorm isn't automatically configured to use the high performance graphics.

You can confirm this issue by looking at Help → About Firestorm and checking the name of the graphics card listed. If it says Intel, follow the steps below:

  • Log out of Firestorm

Nvidia

  • Right click desktop and select NVIDIA Control Panel
  • Down the left side, select Manage 3D settings
  • Click the Program Settings tab
  • Click the Add button
  • If you have already launched Firestorm, it will be among the programs listed. Click on it, then click Add Selected Program at the bottom
  • If not listed, click Browse
    • Navigate to the viewer installation folder:
      C:\Program Files (x86)\Firestorm-Release\Firestorm-Release.exe for the 32-bit Havok
      C:\Program Files (x86)\FirestormOS-Release\FirestormOS-Release.exe for the 32-bit OpenSim
      C:\Program Files\Firestorm_Releasex64\Firestorm-bin.exe for the 64-bit
    • Click on the Firestorm application and then click Open
  • In the dropdown below the program, choose High Performance NVIDIA processor
  • If you have both a 32-bit and 64-bit Firestorm installed, repeat the above step to add the other version.
  • Click Apply, then close the NVIDIA Control Panel
  • Open your viewer and go to Help → About Firestorm. Verify that the graphics card listed is the Nvidia card.

AMD

  • Right click anywhere on the Desktop and select Configure Switchable Graphics
  • If you have opened Firestorm at least once, it will appear in the Recent Applications tab
  • If not listed, click Browse
    • Navigate to the viewer installation folder:
      C:\Program Files (x86)\Firestorm-Release\Firestorm-Release.exe for the 32-bit Havok
      C:\Program Files (x86)\FirestormOS-Release\FirestormOS-Release.exe for the 32-bit OpenSim
      C:\Program Files\Firestorm_Releasex64\Firestorm-bin.exe for the 64-bit
    • Double click on the Firestorm application
  • If you have both a 32-bit and 64-bit Firestorm installed, repeat the above step to add the other version.
  • Once Firestorm is listed in the AMD Control Center, click the button at the right to change it to High Performance
  • Click Apply at the bottom and close the control center
  • Open your viewer and go to Help → About Firestorm. Verify that the graphics card listed is the AMD card.

laptop_dual_graphics - created

firestorm_troubleshooting

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Troubleshooting Problems

For basic information on how to get help, click here.
For an introduction to the basics of troubleshooting, please refer to this page.
This page covers issues and problems which you might encounter with Firestorm; for topics concerning how to use the viewer, you are instead directed to the main Firestorm documentation page.
The topics here are divided into issues which are directly related to the viewer, and those which are really SL issues or bugs.
Should this not be helpful, then please contact support. The best place to get fast help is in one of the in-world groups. Otherwise, you may contact any of our support team. We will do our best to assist you.
If you believe you have found a genuine bug - or have a feature request, then you can file a JIRA.

Crash/Login/Launch Issues

Web Feed, Audio, Video and Voice

Viewer Interface (Viewer Windows, Information Displays)

Visual Problems with Items In-World

Behavior of Items In-World

Avatar Movement

Other

fs_intel_issues - ↷ Links adapted because of a move operation

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Intel Issues

Windows 10 and Intel Stuck at Initializing VFS

If you have Intel Graphics HD, Intel Graphics HD2500 and Intel Graphics HD4000, and are using the 64bit version of Firestorm 5.0.7 or later, on Windows 10, refer to this page.

Viewer freezes while "Loading world..."

If you have Intel HD 530, Intel HD 620 or Intel HD 630, and Windows 10 – This is an Intel driver issue.
The fix is to roll back to driver 24.20.100.6025.
Direct download Legacy Intel® Graphics Driver for Windows® 10 Version: 24.20.100.6025
Manual update How to manually update Intel Drivers
(Ref. BUG-225655.)

Outdated Driver Error

If you are on Windows 10, and get an error such as this:

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

First, make sure your drivers are fully updated

If this does not help, then refer to our fix for outdated Intel graphics.

If you are on Windows 10, and get this error:

Load Library failed with error 1114, Dynamic Link Library (DLL) initiation routine failed

Check first for switchable graphics card: Dual Graphics Issues
If you have Intel graphics only, then use the instructions on this page: Intel Fix 32-bit.

Viewer Screen Is Too Large, Top Menu Bar Is Missing, and Click Area Is Too Low

This is a known issue with recent Intel graphics drivers, affecting other graphics applications besides SL viewers.

  • Many people have received this graphics driver update without realizing it.
  • The problem sometimes appears after a crash.
  • Many users on HP laptops with OEM drivers are having this problem, although it is also affecting others.

What to do:

  • Try rolling back to a previous driver that worked for you.
  1. Method 1 See How to Roll Back Your Driver to a Previous Version for instructions. If the Roll Back Driver button is grayed out; see
  • If you are unable to rollback to older drivers, contact your laptop manufacturer for support. Here's a list of sites if you need it Computer Manufacturer Support Websites Explain the issue, and tell them you need Windows Graphics Driver Version: 21.20.0016.4627, OpenGL Version: 4.2.0 - Build 21.20.16.4627 which is the last known non-buggy driver.
  • Some users have reported that the following newer driver fixes the problem: Intel® Graphics Driver for Windows* [15.46] Version: 15.46.05.4771 (Latest) Date: 8/23/2017. Download from https://downloadcenter.intel.com. This driver may or may not be available to you depending on your computer.
  • Workaround: Run the viewer in Full Screen Mode. Preferences → Graphics → General → Fullscreen Mode, then relog.

More information: Please refer to FIRE-21264 for more information and to report any additional details about the issue.

Graphics Issues After Win10 Update

If you start experiencing graphics issues after a Win10 update, such as driver crashes, or simply very poor performance, the first thing to try is a full computer reboot.

If that doesn't help, reinstall your graphics card driver from the card maker's website, not from Windows. That is, from nVidia, AMD, or Intel.

If you have Intel HD 2000 or 3000 graphics, refer to this page.

Laptop dual graphics issues

If your laptop has an Intel CPU and also has either an AMD or Nvidia graphics system, it may have the ability to switch between the Integrated Intel graphics (for power savings) and the AMD/Nvidia (for performance). But sometimes Firestorm isn't automatically configured to use the high-performance graphics.

You can confirm this issue by looking at Help → About Firestorm and checking the name of the graphics card listed. If it says Intel, please follow the steps on this page.

Intel 500 Series & Flickering

Screen is Flashing on certain Graphics Settings

This mysterious flashing problem has been reported numerous times now and after some investigation we believe we finally have a repro for what's causing the issue. We do not yet know the specifics of exactly which systems are affected.

Typically the issue arises when Worn Rigged Mesh is in view and has at least one texture containing alpha and set to alpha blend mode. Alpha masking and emissive mask do not reproduce the problem.

We have also verified that this reproduces using the Official LL Viewer.

The Following Table shows which systems and drivers we have tested and whether they reproduce the Flashing Issue.

Graphics CardDriverOperating SystemRepoduced
Intel(R) HD Graphics 530 10.18.0015.4271 Windows 10 64-bit (Build 10240) Yes
Intel(R) HD Graphics 530 10.18.0015.4279 Microsoft Windows 10 64-bit (Build 10240) Yes
Intel(R) HD Graphics 520 10.18.0015.4293 Microsoft Windows 10 64-bit (Build 10586) Yes
Intel(R) HD Graphics 520 10.18.0015.4248 Microsoft Windows 10 64-bit (Build 10240) Yes
Intel(R) HD Graphics 520 10.18.0015.4279 Microsoft Windows 10 64-bit (Build 10240) Yes
Intel(R) HD Graphics 520 20.19.0015.4300 Microsoft Windows 10 64-bit (Build 10586) Yes
Intel(R) HD Graphics 530 20.19.0015.4352Microsoft Windows 10 64-bit (Build 10586) NO This Driver does NOT reproduce the issue

The Driver Version linked in the above table (DRIVER VERSION: 15.40.14.64.4352 & 15.40.14.32.4352) Has not reproduced the issue for us and is the Driver we recommend that you download direct from Intel.

If you receive the following Message when installing the Intel Driver:

The driver being installed is not validated for this computer. Please obtain the appropriate driver from the computer manufacturer.
This is an indication that you have an OEM Driver installed by the manufacturer. This Leaves you with two options:
  • Check the website (or contact support) of your specific PC manufacturer and check for updates.
  • Uninstall the OEM Driver and install the Intel Driver direct from Intel. This method is carried out At Your Own Risk
Temporary Work Around

If decide to wait for an update from your computer manufacturer, or are simply uncertain about removing an installed driver, the following steps may help to make things more tolerable for you until your drivers are updated.

  • If ALM is disabled the flashing will always reproduce unless Hardware skinning is disabled.
  • If ALM is enabled the flashing will only reproduce when the avatar wearing the alpha blended rigged mesh is standing in Linden water.
    • If Hardware Skinning is disabled, the flashing stops in this case too.

Note: If you install the recommended driver above and still experience issues please read the related jira FIRE-17290 and add your details to the comments. Instructions for using the Jira can be found HERE

fs_very_laggy - ↷ Links adapted because of a move operation

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Why Am I So Laggy?

And that is indeed a million dollar question! Lag is pervasive in SL, and there is no such thing as a “lag free SIM” - except one that is completely empty.

Before this can be answered, it is first vital to understand what lag is exactly, so please refer to this page for an explanation of the 3 forms of lag.

If you find yourself being badly lagged, there are things you can do to reduce the effects of two of the three types: client and network. You can only reduce server side lag if you own or rent the parcel or region being affected by it.

Reducing Client Side Lag

This is the most common of lag you will experience in SL. And you can do a great deal about it, without requiring that others do anything, and most of it simply entails reducing your graphics settings. Try these one at a time; sometimes just one or two will be enough to make things significantly better. Also, they are not given in order: in different situations, some will be better solutions than others.

Graphics settings changes that may help:

  • Set your graphics to Low: PreferencesGraphics -> General→ Quality and speed.
  • Ensure that anisotropic filtering and anti-aliasing are both disabled: Preferences → Graphics → Hardware Settings tab.
  • Reduce your draw distance.
  • Reduce the maximum number of non-impostor avatars (this makes drawing of distant avatars much faster): Preferences → Graphics → General.
  • Reduce your Maximum Complexity value (this renders more complex avatars as “jellydolls”).
  • Disable atmospheric shaders (which serves to drastically reduce how much your computer has to render, as the sky alone is very graphics-intensive).
  • You can derender everyone except friends via top menu, World → Show Friends only. (Remember to re-enable, then TP out and back.)
  • If need be, inhibit the rendering of all avatars: Advanced → Rendering Types → Avatar.
  • Alternately, you can derender avatars one by one, by right clicking on them and selecting Derender.
  • You can also derender objects, the same way.
  • If there are many particle effects around you, turn particles off: Advanced → Rendering Types → Hide Particles.

These things will reduce the “quality” of your SL experience, but they may be required if you find that your movement is badly impaired by client side lag.

System issues to check:

  • If you have a dual graphic card laptop then see here.
  • Make sure your anti-virus software is not scanning the viewer cache folders; this has been known to have a huge impact on viewer performance. Whatever anti-virus you use, Whitelist the viewer and the cache folder to prevent this from happening. Webroot is known to cause serious problems; see this special Webroot page.
  • If you use Windows, try disabling SuperFetch, and see if that helps. More info here and here.

Windows 10: Check to see if your computer is downloading updates in the background or running defragging operations.

  • To check for defragging:
    1. Open File Explorer
    2. Right click a drive (for instance, C:) and select Properties
    3. Click the “Tools” tab
    4. Click the “Optimise” button
    5. A window will opening showing if a defrag is in action
  • To check for background updating:
    1. (instructions to come)

If you own or rent a home, or a public venue, there are things you can do to reduce client lag for yourself and others without overly sacrificing the “feel” of the location. For example:

  • Use small textures on all structures, 512×512 or smaller.
  • Avoid using prims that change textures if possible; if you need them, again, try to keep the textures small.
  • Avoid using textures with alpha channels if none are needed (a solid brick wall texture doesn't need an alpha channel).
  • Make enclosed spaces that do not give too large a view of the exterior, especially the sky.
  • Use particles and animated textures sparingly.

Reducing Network Lag

Another common cause of lag is your network connection. You may even have a high speed connection, but if you have set your bandwidth too low or too high in Firestorm, you will be causing lag for yourself.

Determining the optimal value for bandwidth in Firestorm is explained on on this page.

Other things that are known to affect connection speeds are firewalls and anti-virus software. So if you still experience network-related lag, you can try disabling these, temporarily, and seeing if things improve. If they do, then you may want to consider replacing firewall and/or anti-virus software.

In SL, you can reduce bandwidth usage (and thus network lag), by looking for and identifying items which cause frequent updates between client (the viewer) and SL servers. Many objects cause such updates; some you will need or want to keep, but you may be able to eliminate others.

To get a visual indication of what objects cause updates, go to top menu, Develop → Show info → Show Updates to Objects. (Press Ctrl-Alt-Q to enable Develop on the top menu, if it isn't.) This will enable colored trails above objects that are updating. Each color has a different meaning1):

  • Red: Indicates a full update, such as the creation of a prim. This is a relatively large data packet sent to your computer. If you see objects that are showing a constant stream of red, they're contending for your bandwidth, which may cause other things in the area (like textures) to load slower. If the object is made up of many pieces, the packet is larger.
  • Blue: Indicates a partial update, such as a change of position or color for a prim. These are always smaller than full updates. However, the same rules apply as for the full updates. If you are creating content, it's a good habit to make sure it's not updating many times per second. Changing colors, textures, shape, or particle parameters several times per second causes partial updates that contend for your bandwidth.
  • Green: Indicates an ending update, such as the deletion of a prim. If this packet gets lost on the way from the server to your computer, the object becomes a “ghost” – your viewer still renders it, but you can walk through it, and when you edit it, the Creator field is blank because the object no longer exists on the server.

You can disable showing of updates by unchecking the setting mentioned above: Develop → Show info → Show Updates.

Objects that update are generally (but not always) scripted. However, many scripted objects do not constantly generate updates. For example, a scripted chair that is not in use, is “idle”. It does nothing, and therefore isn't generating netwrok traffic.

NOTE: Some effects are in-world only; they cause things to change visually but are handled entirely by the client, thus do not create any network (or region) lag. These include: particles, texture animation, client-side rotation.

Reducing Server Lag

If you own or rent a parcel or region, then there are many things you can do to help reduce server lag. Here is a partial, incomplete list:

  • Remove all unnecessary scripts.
  • Remove all items that rez temporary objects (temp rez creates a lot of lag on a SIM).
  • If you host events, consider providing seating for avatars and ask them to make use of it.
  • Similarly, for events, request that attendees detach scripted attachments before they arrive (NOTE: asking people to reduce their ARC, or complexity, does not alleviate server lag in a noticeable way).
  • For large parcels, provide easy ways for people to teleport about, saving them walking (avatars moving creates physics lag).

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Firestorm Documentation

Firestorm Gateway - For New Residents

Joining Second Life

You can join SecondLife via the web page given here:

If you want to invite friends to join, then please do share the link above with them.

The Firestorm Gateway

The Team

In-World Locations

We also offer classes on how to use the viewer. See this page for the schedule and in-world locations.

Getting Help

Please refer to this page for the many ways in which you can get help with using Firestorm.

Involvement

Firestorm Beta Testing

Firestorm Gateway for New Residents

The Firestorm Gateway is a Community Gateway for new residents coming into Second Life where we provide a safe and welcoming learning environment. Help is freely given for users on any viewer by our Helper volunteers.

New Helper Applicants are required to go through a process that includes filling out an application (which requires some knowledge of the Gateway regions) and following through a series of steps and training. The final step would be an interview with the Gateway HR Manager at which time both sides would discuss and determine if being a volunteer helper is right for you. You will receive your HUD and follow with a 30 day probation period.

Previous Gateway Helpers that have left the team for any reason: If you have been gone longer than 6 months or more you will need to start the process over again and reapply. If you have been gone for 3 - 6 months, you will need to contact the Gateway HR Manager about coming back. If you are accepted back this will likely include a brief interview and a retake of part of your helper training. If you have been gone under 3 months and are accepted back, you can begin as a helper again after reading through any changes that have been made in your absence.

Applications for Helper at the Firestorm Gateway are in the Social Building at Firestorm Social Island. Look for the little red mail box, the box with applications is beside it. Applications can be dropped in that mail box when completed.

Firestorm Support and Quality Assurance


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