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the_viewer_layout

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Firestorm Viewer Layout

The Top (Menu) Bar has up to 4 lines.

Top Row

Shows Viewer name, your name and version number

2nd Row

Avatar, Communicate, World, Build, Content, Help (displayed by default), Advanced and Develop (display is optional), Draw (draw distance, not on the Firestorm skins), Lindens, buy lindens, time, music note (start and stop music),play button (play or pause media) and volume controller (hover over it to open. At the bottom of the volume slider is a gear/sprocket. Click it to pull up the Master Media preferences.) The menus are all listed below.

Can now have your location shown in the top (menu) bar.

Right click any where on the top (menu) bar and you can enable and disable the following:

  • Show Navigation Bar & Favorites Bar
  • Show Search Bar
  • show Location in Top Menu

3rd Row

  • Arrows allow you to go back and forth between your current and previous location
  • Home icon will allow you to TP home
  • Land Shows you About Land
  • Sky is the Advanced Sky Editor
  • Location bar icon, (gives more info), name of the location, location rating, damage/health level, the star (add to LMs), Search bar, Arrow (gives full list of TP History)

With Navigation Bar enabled, right click and a popup will display with the following:

  • Show Coordinates
  • Parcel Properties
  • Add to Landmarks
  • Cut
  • Copy
  • Paste
  • Delete
  • Select All

4th Row

Favorites bar

  • Drag a LM to keep for easily accessible LMs of the most used LMs.
  • Right click on the favorites or the Menu row and you will get a popup that has 'Show Navigation bar, Show Favorites Bar, Show Mini-Location Bar'
  • From here you can enable or disable the Navigation Bar and Favorites bar.
  • If 'Show Mini-Location Bar' is enabled then the Navigation bar is disabled.

Left Button Bar

A number of buttons appear, by default, on the left margin of the screen, as shown here. These buttons are, by default:

See Changing the Button Layout below for information on how you can reorder and otherwise modify the layout and look of these buttons.

Bottom Button Bar

The tool bar resembles this:

Toolbar

Chat bar for nearby chat (at the moment cannot be minimized - there is a workaround so cursor doesn't have to be focused in chat bar).

Speech Bubble (with Dots)

Clicking this will hide or show the local chat bar.

Other Buttons

The following buttons appear in the bottom button bar, by default.

Other buttons are available, and may be added to any of the button bars.

Conversation Icons

When conversation is active, the person or groups icon will show in the lower right hand side. There is a small chat bubble will appear to show how many unread Conversations that you have. click on the chat bubble icon and next to each group tab, the number of unread conversations will be shown for that group.

  • For example: You have 5 conversations open. The chat bubble says you have 20 unread conversations. When you left click the chat bubble you see that 3 of them has numbers by them. One has 10, a second has 6 and the third has 4 for a total of 20 unread conversations.

Box (Gift) Icons

Located between the IM icons and the chat bubble Icon. When someone/something gives you something it will show up there. Click it to Accept, Discard, or Block (Mute).

Envelope (notification) icons

Shows the number of notifications that you have. Clicking on the icon brings up the list of notifications with a small burg about the notification. clicking on the notification will give you a popup with more detail and if there is an attachment you will accept the attachment from there just by clicking on the attachment itself.

Changing the Button Layout

You can customize the look of the buttons considerably. To do so, right click any button; a menu appears:

  • Remove this button: As the name suggests, it removes the button from the bar.
  • Toolbar buttons…: Opens the Toolbar Buttons window.
  • The next three options control how buttons are aligned to the right of the chat bar: Left, Center, Right. For vertically placed buttons, alignment can be Top, Middle, Bottom.
  • Icons and labels: Select this if you want buttons to have both icon and text labels.
  • Icons only: Select this if you prefer buttons to have icons only.
  • Labels only: Select this if you want buttons to have text labels only.
  • Autosize Buttons: Buttons will be as large as the contents.
  • Fixed Size Buttons: All buttons will be the same size.
  • Buttons Fill Bar: The buttons will fill the available space between the char bar and the right edge of the screen.
  • Locked: If you enable this, it will prevent you accidentally moving or removing buttons from the toolbar.

See this video for a tutorial.

Top (Menu) Bar

The Firestorm top (menu) bar is outlined on this page.


my_outfits_tab

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Editing Outfits in Firestorm

Icon to Open Appearance Panel

You an access the outfit window by going to the Avatar menu and clicking on Appearance, or by clicking the icon in the bottom button bar. This opens the appearance window, which allows you to view and edit outfits. Another way of accessing this window is to right click yourself and select Edit Outfit from the menu.

NOTE: A large number of saved outfits (say, 200 or more) can cause problems for some, resulting in freezes or crashes due to running out of memory. This applies in particular to adding more items to existing outfits, via Add More.

Appearance Window - Display View

View of All Outfits

  • Outfit name: At the top of the window is the name of the currently worn outfit - if any; otherwise “No Outfit” appears here. Note that No Outfit doesn't mean that nothing is worn - rather it can simply mean that you wore items manually for different folders, or by some means other than this window.
  • Screwdriver-Wrench Icon: This allows the currently worn outfit to be edited. This is described below.

This panel shows a gallery view of your outfits. Actions are available by right clicking on any image.

  • Wear - Add to Current Outfit: Adds the selected outfit to your avatar.
  • Take off - Remove from current outfit: Removes the items in this outfit from what your avatar is wearing.
  • Upload Photo: Upload a photo to use as the gallery image. Costs 10L. Photos cannot be larger than 256×256.
  • Select Photo: Select an existing texture from your inventory. Again, images cannot exceed 256×256.
  • Take a Snapshot: Take a snapshot in-world, with immediate upload to inventory. Cost is, as always, 10L.
  • Remove Photo: Removes the current photo associated with the outfit.
  • New clothes: Create a new clothing item to add to the outfit.
  • New Body Parts: Create new body parts to add to the outfit.
  • Edit Outfit: Go into edit outfit mode.
  • Rename Outfit: Change the name of the outfit.

All of these options are also available in the gear icon, on the bottom left.

Outfits Tab

This view displays your outfits, the ones located in your inventory, in the folder called Outfits. Outfit folders are listed alphabetically, and do not show “nesting” (ie, if you have folders within folders, that structure is not shown in this view.) Several things can be done in this view:

  • Small Arrow: clicking this will open the outfit to show all items in it. Clicking it again will close the outfit folder again.
  • Right Click - Folder: Right clicking an outfit name displays a small menu. With this, you may wear the outfit, replacing the one worn, wear it but adding to whatever you have worn, take it off (if it is currently worn); you can also rename or delete it.
  • Right Click - Item: If you right click on an item in an outfit folder, you can wear or detach it, get information about it (item profile), and so on.

Wearing Tab

Clicking on this tab gives a list of all currently worn items: clothing and attachments (including HUDs). Right clicking any one allows you to detach that item, or edit it (which opens an edit window), or to edit the entire outfit; this last is covered below.

  • Gear Icon: Below the outfit list view is a gear icon. This behaves differently, depending on whether you are in My Outfits view or Wearing view:
    • In My Outfits View: Many of the options are also available when right clicking folders or single items. But in addition, it is also possible to create new clothes or new body parts.
    • In Wearing View: Allows you to edit the outfit, or remove a worn item.
  • Send to clipboard: This button will copy the list of worn items to your clipboard; from there, it may be pasted into a notecard, or a text editor or blog post, with Ctrl-V (Cmd-V on a Mac).

Appearance Window - Edit Outfit View

If you click the screwdriver-wrench at the top of the window, you are taken to the Edit Outfit window. Here, you may add or remove items from the currently worn outfit.

The outfit window is organized into three tabs: Clothing, Attachments and Body Parts. If you mouse over a worn item, you will see two icons appear, on either side of the item:

  • X on the left: clicking that will remove the item from the outfit.
  • Screwdriver-Wrench on the right: if you click this, you will be able to edit the item directly - except for attachments.

On the clothing tab, below the list of worn clothing items, are types of items not currently worn. For example, if you are wearing a shirt shirt, then Shirt will not appear here; if instead you are not wearing a jacket layer, then it will be listed - and to the right, a Plus sign, which allows you to add a new clothing item of that specific type, from your inventory.

Beneath the list, is an Add More button. Clicking this splits the view in half, horizontally, as shown here. In this lower window, you can scroll to select items to add to the outfit. To the right of the (now pressed) Add More button is a drop down which you may use to filter the list below. Once you have found the desired item, click the Wear Item button below the window.

Below this button are two buttons that allow you to view the list in an inventory tree, or as a flat list.

When done, click the Add More button again.

At the bottom left is a gear icon; click this to create a new type of item (body part, clothing, physics, etc).

On the bottom left is a shopping cart icon; clicking this opens the SL marketplace in your web browser.

To save your modified outfit, click the Save button at the bottom of the window. Or, if you wish to save this with a new name, click the up arrow to the right and select Save As.

NOTE: Editing body parts is covered on a separate page.

Alternate Method

This isn't the only way to work with outfits in Firestorm. If you prefer, you can work with your inventory directly, by creating folders yourself in some other folder, and moving or copying items into it. You may also copy an item and then Paste Link, which is very useful if items are no copy.


If you do use this method, do not use the Outfits folder, as this should be managed only by the method described above, not manually. Use Clothing, or create a folder of your own.

One advantage of using this method is that you may structure your outfits by category. For example, you can create folders such as:

  • Casual
  • Formal
  • Fantasy

… and so on. And in each of those, create folders for single outfits. This method may be more tedious but it does give greater flexibility.

NOTE: Using this method breaks the built-in outfit system accessed via the Appearance window. So use one or the other, not both.

fs_edit_body_part

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Editing Shapes and Other Body Parts

This section deals with editing “system” body parts: shape, hair 1), eyes, skin. It does not deal with editing attachments.

It should be noted that an avatar must wear one of each of these body parts, and it cannot wear more than one at a time.

In order to access the editing window for body parts, you can do either of:

  • click on the Outfits button on the bottom button bar, click the Screwdriver-Wrench icon at the top to enter Edit mode, and then click the Body Parts tab.
  • Right click yourself and select Edit Shape from the menu.

NOTE: Editing a body part requires that the part be modifiable by you. If you purchased a shape, for example, the creator may have flagged it to be no modify for the next owner - that is, for you. In that case, you will be unable to change it. However, if you purchased as modifiable one or made you own, then you can edit it. The same holds for the other types of body part, of course.

Editing your Body Shape

Editing a Shape

At the top, you specify the sex of the shape, by selecting either the male or the female symbol. Right below this, the name of the shape is shown, and may be changed.

Underneath, the shape's height is displayed. SL operates in metric, so by default the hight is given in meters; you can click on feet to show that measurement, if you prefer.

There are a large number of aspects of a shape which can be edited. As a result, the shape edit window is organized into tabs. Scroll through the list of tabs using the left and right arrows at either end. The follows major body areas are listed:

  • Body: Overall body size and shape. Details are fine tuned in subsequent tabs.
  • Head: Overall head size and shape. Details are adjusted in subsequent tabs.
  • Eyes: Here you adjust details concerning the eyes, such as their size, distance apart, slant, depth relative to the face, and so on.
  • Ears: Details of ear size, shape, position on the head, ear lobes, etc.
  • Nose: Nose size, width, nose bridge shape, nostril size and flare, shape of the nose tip and other details.
  • Mouth: Width of the mouth, size of the lips, their thickness, upward or downward curve, position relative to the face, and other details.
  • Chin: Here you can modify aspect of the chin and jaw, like angle, shape, over/underbite, chin cleft, etc.
  • Torso: This allows you to vary the upper body, from the head down: neck thickness and length, arms length, torso length, and so on.
  • Legs: This tab allows you to change the shape from the waist down: leg length, width of the hips, size of the butt, the feet, etc.

In all cases, each aspect of the shape can be set anywhere between two extremes, by using the slider or by typing in a number in the box to the right of the slider. Values may be between 0 and 100. The two pictures give an approximate idea of what the two extremes look like as applied to your own shape.

If you are happy with the changes you have made, click the Save As button at the bottom. You will be prompted for a name for the new shape. It will be saved in the same folder as the original shape was located.

If instead you decide you don't like the changes made, click on Undo Changes; any modifications you made will be lost and the shape will revert to how it was.

Importing a Shape

You can also import a shape that was previosly saved. (Shape export can be done via the top menu, Develop→ Avatar → Character Tests → Appearance to XML. If Develop is not visible on the top menu, press Ctrl-Alt-Q to enable it.)

To import a shape, click the Import button at the lower right. A file picker window will open; use that to navigate to, and select, the shape you wish to import. The values will be read and replace the existing parameters for the shape you are currently wearing. Therefore, you will generally want to use Save As to save the imported shape in SL. The imported shape will be saved in the same folder as the shape you were editing.

Editing your Eyes

Editing your Eyes

This tab is much simpler than the one for your shape.

There is a texture box which shows your current eye texture. If you wish to change this, simply click the image; a texture picker will appear and you may select a new eye texture.

Below this are two sliders, one to set Eye color, the other for Eye Lightness. These allow you to achieve some truly unusual effects with even the most normal looking eye textures.

Editing your Skin

This tab has three texture areas; these are called: Head Tattoo, Upper Tattoo and Lower Tattoo. (This may seem unintuitive, but this was the original intent for the textures, and the naming has stuck.)

As with eyes, you can change any/all of these textures by clicking on them and then using the picker to select a new one.

Below are four tabs.

  • Skin Color: There are 3 controls here which allow the skin tone to be changed. These have little to no effect with most typical skins, which are opaque. However, some skins are made slightly transparent, so these controls can be used to alter the skin tone.
  • Face Detail: Several controls to vary aspects of the face. Once again, since most skins are opaque, these will have no effect.
  • Makeup: The controls here allow various changes to facial make and fingernail color. The same note on skins applies as before.
  • Body Detail: Body definition and freckles. And as before, these will have no effect on the majority of acquired skins.

Editing your Hair

Editing your Hair

Similarly to the previous tabs, this one starts with a hair texture. You can click on it to change it. A texture picker window appears, which you can use to select a different texture.

Below this are four tabs.

  • Color: The control here are used to tint the hair texture in various ways. If the hair texture is white, then varying the values of these controls will color the hair. If instead your texture is already the right color, set them all to zero.
  • Style: The controls here affect the shape and size of the hair - the hair style, in other words.
  • Eyebrows: These controls affect the size and shape of your eyebrows. Some will have no effect if you are using a regular purchased skin.
  • Facial: This group on controls affects facial hair: thickness and style.

How to Make a "Bald Base"

  • Use a fully transparent texture; there is one in the Library folder of your inventory: Library → Textures- > *Default Transparent Texture, or you may use one of your own.
  • In the Style tab, set all values to zero.
  • Click on Save As and give it a name you will remember easily.

Face Shaping Tip

In the first section above, shape editing was discussed. However, many overlook the fact that some other aspects of the shape of the face/head can be changed in the Hair section. Specifically…

  • Eyebrows: You can change the arc and other shape values here.
  • Facial: Some of the values here will affect the shape of the jaw and chin; it is possible to get a more square jaw than can be achieved by using the shape controls, for example.

Both of these work best with a bald base as described above. Thus no “system hair” is visible, and the changes only affect the shape of the head/face.

1)
Also frequently - and incorrectly - called a “bald base”; this because most users prefer to wear extra hair as an attachment, and keep the system hair reduced to nothing, ie bald.

fs_contact_sets

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Contact Sets

A tutorial video is available here.

Firestorm provides a way to organize your friends - and other people - into sets or categories, using your own criteria. Thus you can create sets of friends, colleagues, business contacts, and so on.

Such sets can be color-coded, and those colors can then be applied to chat, mini map, and so on.

Avatars can belong to one or more sets - or none at all.

Contact Sets allow you to add new contacts to your list, even if they are not on your friends list.

Adding contacts this way does not grant any rights or abilities that you would not already have. Anyone added this way who is not on your friends list will not be treated as a friend.

Adding people this way is merely a convenience for listing and easily accessing names and for having them stand out with the use of color.

The Contact Sets window is accessed from the top menu bar, Comm > Contact Sets, by pressing Ctrl-Alt-Shift-C, or by opening your Conversations window, Contacts tab, Contact Sets sub-tab. There is a Contact Sets button available for the Toolbar and it is also available as a tab in the People panel.

Your contact sets are stored locally on your computer as a .xml file, be sure to back them up before updating the viewer. The file is named settings_friends_groups.xml and can be found in the same location as your chat logs. This is in the same folder as the user settings folder. In the folder with that account name.

The Contact Sets Window Overview

Contact Sets

A sample of the Contact Sets window is shown here (names have been redacted for privacy).

  • Set dropdown: Shows the name of the currently selected contact set, if any.
  • Gear/sprocket Icon: This will only be accessible when a set is selected. Clicking it will open a window with the options for that set; see below.
  • + Icon: Click this to create a new set of contacts. A window will open, simply type the set name in then click “Create”.
  • Trash can Icon: Clicking this will delete the currently selected set. You cannot restore a deleted set, you would have to make it all over again.
  • Add button: Clicking this with a set selected will open a resident chooser that you can use to add people to that set.

Settings

This window allows you to customize the behavior of the contact list window, and how colors are applied. access it by clicking the small gear/sprocket icon to the right of the displayed set name.

  • Set Color: Clicking this brings up a color picker, from which you can select a color to assign to the set. This color will be used, optionally in other parts of the viewer like IMs, and so on.
  • Show notifications: This check-box will show online/offline notifications for members of the set.

Note that this is is in addition to the global settings in PreferencesNotifications -> People→ Notify me when my friends log in or out: As toasts / In nearby chat and console / In nearby chat only. If any of those are enabled, you will still get notifications for all friends; if disabled, then the settings here take precedence. You will choose whether to view the notifications as toast and/or chat in the settings below.

Global Settings

  • Default color for friends not in a set: This setting is not presently functional.
  • Online notifications:
    • Show Online Notices for ALL friends as toasts (uncheck to only show for certain Sets): Corresponds to Preferences → Notifications → People → Notify me when my friends log in or out.
    • Show Online Notices for ALL friends in nearby chat (uncheck to only show for certain Sets): Corresponds to Preferences > Notifications tab > People sub tab > Notify me when my friends log in or out … Log to nearby chat and console/In nearby chat only.
      Note that these are the same settings as in preferences. Changing it here also changes it in preferences.
    • Show Online Notices for certain Sets as toast.
    • Show Online Notices for certain Sets in nearby chat.
      These two will specify how you want to see notifications for this Set.

Custom colors

  • Color a friend's mini map icon based on their Contact Set: If enabled, this will use the color of the set the person belongs to for their mini map icon.
  • Color a friend's name tag based on their Contact Set: If enabled, this will use the color of the set the person belongs to for their on-screen name tag.
  • Color a friend's radar list entry based on their Contact Set: If enabled, this will use the color of the set the person belongs to for the radar view.
  • Color a friend's chat based on their Contact Set: If enabled, this will use the color of the set the person belongs to for their local chat and IMs.

If someone is assigned to more than one set, then the color of the smallest (ie most unique) set is used in the affected functions.

How to Define a New Set

Click on the + icon at the top, then type in the name of the set and click Create in the window that opens. Select the set from the dropdown list.

Now, go through your list of contacts and check each of those whom you wish to add to the new set. Note that you need to hold down CTRL while selecting multiple people for the same set. Then right-click any of those selected, and from the menu, select “Add to Set”, this opens a window where you can select a Set to add the contacts to.

The List

If you select a name on the list the other buttons to the right will become active:

  • Remove: Will remove that contact from the Set.
  • Profile: Opens that contacts profile.
  • IM: Opens an IM to that contact.
  • Teleport: Offers a teleport to that contact.
  • Set Alias: Allows you to set a “nickname” for that contact, visible only to you. This replaces their display name, only in your view.
  • Rem Alias: I you removed a contact's display name (see below) or given them an Alias (as described above), this option restores it.
  • Rem DN: Selecting this will “remove” the contact's display name - for you only. In other words, this affects what you see, not the contact's actual display name. Nor will anyone else notice the change.

If you right-click on any name, you get a menu with several options.

  • View Profile: Opens the contact's profile.
  • IM: Opens an IM window for the contact.
  • Offer Teleport: Offers a teleport to the selected contact.
  • Request Teleport: Requests a teleport from the selected contact.
  • View chat transcripts: This is presently not functional.
  • Add Friend: If you right click on a name that is not on your friends list this option will show, allowing you to offer friendship.
  • Add to Set: Opens a window where you can select a Set to add the contact to.
  • Remove Friend: Will remove that contact from your friends list.
  • Invite to group: Opens a window where you can select a group to invite the contact to.
  • Map: If your friend gave you map rights, this item will be enabled. If clicked, it will open the world map and show the person's current location.
  • Share: If you click this entry, an IM window opens; you can then drag and drop inventory items into it, to give them to the other person.
  • Pay: Opens a window, which you can use to pay the other person L$.
  • Block/Unblock: This mutes the other person, completely blocking them from contacting you. You will not see anything they type in local chat, nor get any IMs they might send, and all inventory offers made will be automatically declined.

Using a Set

Once you have one or more sets created, and contacts assigned to them, you can put them to use. If you select a set from the drop down at the top, you can then select all members of set (right click any contact then press Ctrl-A). At this point if you right click again, you have the options to start a conference call, and do a mass teleport.

NOTE: Using the contact sets features just described does not allow you to get around built-in SL limitations. Therefore, no matter how large a set, you cannot send a mass TP to more than 20 people at a time.

Using Multiple Sets

It is possible to assign friends to more than one set. Simply right click on their name and add to as many sets as apply.

fs_groups

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Managing Groups

Individual groups are managed via the Groups Panel. This can be accessed in various ways:

  • By using the People Icon on the bottom button bar;
  • By opening it from the Conversations window, Contacts → Groups tab;
  • from the list of groups in a profile

Multiple group panels may be opened.

The Groups Panel has four tabs; these will be discussed in the sections below.

General

Groups - General

This first tab has general information about the group.

  • Group Key: this shows the group's UUID - Universally unique identifier. To the right of this is a button, Copy URI, which copies the group's URI to your clipboard. A URI resembles a SURL, and may be used to send a link to others to suggest they join a group, for example. A URI resembles this:
    secondlife:///app/group/3a1be8d4-01f3-bc1a-2703-442f0cc8f2dd/about
  • Founder: shows the name of the person who created the group. Note that the group found might possibly no longer be the owner, or even a member of the group.
  • Icon and Charter: To the right of the group logo/icon is the group charter. This is generally used to explain, briefly, what the group is about, and give the group rules.
  • Copy Name: This button copies the group's name to your clipboard.
  • Membership List: the central portion of this tab contains the list of group members. The list has 3 columns, Member, Title (or group tag) and Status (which shows the date of last login). The list may be sorted by clicked the column titles. 5)
  • My Group Settings: Your specific settings for this group:
    • Show in my profile: If enabled, the group will shwo in your public profile; disable if you do not want it listed.
    • Receive Group notices: Enable if you want to get notices sent to the group.
    • Receive group instant messages: Disable this if you do not wish to receive group chat.
      NOTE: If you ever open the group chat to post in it, this setting will be enabled automatically; it is expected that if you post to a group chat, you want to see any replies made in it, so it will be “unmuted”.
    • Current title: this is a drop-down from you you may select your group title. The options here will depend on what role(s) you have in the group. In most cases, there will be only one selection available.
  • Group Setup: This section is only available if your group role allows you to make changes here. If so, you can flag the group to be listed in search, indicate whether the group is open enrolement or not, and whether there is a cost to join. The drop-down menu below this permits the group to be classified as “general” or “mature”.

At the bottom of the tab are 3 buttons, as follows:

  • Refresh: The circular arrow refreshes all the group information, including the full member list. Use this is you find that the information has not fully loaded.
  • Chat: Opens the group chat window.
  • Group Call: Initiate a group voice conference call.
  • Save: Saves any changes made. This is disabled if you didn't change anything. 6)

Members & Roles

Groups - Members and Roles

This tab gives access to the membership list and group roles. It is in turn divided into four tabs.

Members

The first section shows the list of group members 7). It is divided into 3 columns: name, donation and status. The donation column indicates whether the member has donated land to the group, and if so, the parcel size in sqm. Status shows the date of last login, or whether currently online. The list may be sorted by clicking any of the column headers.

If you click on a name, the middle and lower sections of the tab populate. More on those briefly.

Below the member list are two buttons, which will be activated only if your group role permits.

  • Invite: Click this is you wish to invite someone to the group. A selector window opens; click on Open Resident Chooser to open the Avatar Picker, type in all or part of the person's name, then click Go. Select from the results and click Select. Then select the role to which you wish to assign the person, and finally Send Invitations.
  • Eject: If you click this button, you will be able to eject the select person from the group (assuming you have the ability to do so). The person will be notified, as will group owners.
  • Ban Members(s): The highlighted group member(s) will be added to the list of banned accounts. Note that this does not ask for confirmation, so be careful when selecting name(s)! 8)
  • Export List: Exports the list of group members to a CSV file, which includes: user name, UUID and status.
    This is available only to users who are publically visible in the member list, to non-members. In other words, whose whose role has “Reveal memebrs” enabled.

The middle section of this tab lists the available group roles. The roles assigned to the currently selected group member will have a check mark. If you have the ability, you can change the role(s) for the person here, then save changes with the button at the bottom.

The bottom section allows you to override specific role settings for the selected group member - again, assuming your own group role allows it.

Roles

In this tab, you can view - and if your own role allows, modify - the group roles (titles) and associated abilities. The top section lists the role names, the title to be displayed as a tag and the count of members in that roles. This list may be sorted by clicking any column titles.

Below this are two buttons:

  • New Role: Allows a new role to be created. Note that a group can have at most 10 roles, including the two predefined ones, Owner and Everyone, which cannot be deleted or renamed.
  • Delete Role: Deletes the role selected in the list above.

Following this is a section where the details of the currently selected role can be edited: the name of the role, the title (which is shown as an avatar tag), an optional description of the role, and a check box, Reveal members; if enabled, then people in this role will be visible on the groups membership list to anyone viewing the group profile, including non-members.

Underneath this section is a list of avatars who are assigned to the currently selected role.

And lastly, there is the list of abilities associated with the role. Enable or disable as appropriate for the role.

Abilities

This third tab gives an overview of the previous two, from the perspective of abilities.

The top section lists all group abilities. Select one, and the sections below will list which group roles, and which group members, have the corresponding ability.

Banned Residents

This tab shows the list of currently banned people for the group. (Note that you can have up to 500 banned accounts.) The list shows the person's name, and the date banned.

To add new people to the list, click the Ban Resident(s) button; this opens a window allowing to to select people to add. To remove someone from the ban list, highlight the name, then click on Remove Ban(s).

Notices

Groups - Notices

The upper section of this tab displays recent notices sent to the group. The list is arranged in columns. The first indicates whether the notice has an attachment, and what kind. Then comes the notice title, followed by the sender and date sent. The list may be sorted by clicking any of the column titles.

The lower part of the tab allows a new notice to be created, if your group role has the ability to send notices. Click the + New Notice button to create a new one. (The circular arrow to the right refreshes the list of notices above.)

When creating a new notice, type in the notice title. This should be short but descriptive. This is followed by the body of the notice itself, which is limited to 512 characters.

If you wish to attach a landmark, object or notecard, you may drag it into the space provided, or click the Inventory button; select the item to attach from the picker window that opens. If you change your mind about the attachment (eg, you selected the wrong one), click the small trashcan icon.

To send the notice, click the Send button. To cancel it, simply click anything else.

Land / Assets

Groups = Land and L$

This tab gives information on land owned by the group, liabilities due (if any) and so on. (Note: If you wish to see a summary of parcels you own, go to the top menu bar→ World → Show Owned Land.)

The list at the top shows each parcel the group owns, the region where the parcel is located, the region type where the parcel is located, and size of the parcel.

Below this is a summary of the total contributions made by group members to the land, and then your own contributions. You can increase the land you contribute by typing in a value - up to the maximum shown underneath.

The Map button displays the select parcel on the World Map.

Then there are three tabs:

Planning

Shows the Linden dollar summary for the group along with the next stipend date.

Linden dollars earned by the group through group fees, plus land and object sales, appear in this summary and are disbursed on the next stipend date to group members who have been assigned a role that receives group dividends.

Details

Shows details of Linden dollars disbursed by the group since the previous stipend date.

Sales

Shows group land or object sales since the last stipend date.

5)
If you are not a member of the group, then the membership list may be incomplete, showing only the names of the group owner(s). The owners can control whether group members are visible to people who are not part of the group.
6)
Note: it is best to ensure that the group member list is fully loaded before saving any changes.
7)
Note that for large groups, the list can take some time to fully populate; some functions will not be available until it is completely loaded.
8)
Group bans have a few quirks. If you ban someone who is active in the group, the person will still be able to post to group chat, until they shut the window or relog. So the best thing to do is to first revoke chat rights via group moderator options, then add to the ban list.

firestorm_avatar_physics

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Firestorm Avatar Physics

What is it?

Firestorm Avatar Physics lets you customise how your Avatar's breasts, belly, and butt move in response to your movements.
This feature in Firestorm is the same feature that is in Linden Lab Viewer and allows personal customisation and the ability to easily share your settings with friends by passing each other physics layers.
You can see a video of this feature in action here.
Note: This was filmed on an early development version of Viewer 2, but the effect is the same.

How Do I Use It?

  • Note: Make sure you have the Avatar Physics Detail option in Avatar → Preferences → Graphics
    up high enough before you begin to edit
  • To add Avatar Physics to your avatar you must first make a Physics layer
  • Open inventory
  • Click the + button at the bottom left → New Clothes → New Physics
  • Wear this New Physics layer
  • Right click the Physics layer → Edit
  • Now you are ready to choose your settings

  • Note: If your avatar is male, you can only modify your belly and butt.
  • Playing a stationary walking animation or similar is a good way to test what your settings look like as you edit.
  • Choose your settings then click “Save” top left to save to the same layer you are wearing, “Save As” bottom left to save to a new layer which will automatically be worn or “Undo Changes” to roll back anything changed since the last save.
  • Exit Appearance.
  • You are now wearing an Avatar Physics item. As you dance or move around, your Avatar's breasts, belly, and butt will move around in the way you specified.
  • You can wear, take off, edit, and create physics items just like any other clothing item.

What Does Each Slider Do?

Bounce: Shaking vertically in response to your Avatar moving vertically.

Cleavage: Shaking side to side, but to the inside rather than to the outside, in response to your avatar moving forward and backwards.

Sway: Shaking side to side, but to the outside rather than to the inside, in response to your avatar moving side to side.

Max effect: Controls the maximum range of movement. If set to 0, the feature is off.
Think of this as a general amplifier of the “bounce” effect. The higher this slider, the higher the initial bounce impulse.
Firm when it's low, saggy when it's high.

Spring: Controls the speed of vibration.
A higher number means your body part will vibrate more quickly.
Think of this as a “centre spring”, it pulls the body part in question back to its neutral position.
If this value is low, the body part “swings” around the centre more. If it's high, there's not much bounce, rather a fast vibration. Gain: Controls the size of the effect when movement is triggered.
A higher number causes a larger effect.

Damping: Controls how long it takes for movement to stop after it's triggered.
A higher number causes the movement to stop sooner. This works directly against any bounce.
A good analogy here is High Damping: Corset, Medium Damping: Swimwear, No Damping: bare breasts.

Advanced Parameters

Breast/Belly/Butt Mass: Controls the modeled mass of the body part.
A higher number makes the body part look heavier. This parameter affects all the other parameters.

Breast/Belly/Butt Gravity: Controls the strength of the pull toward the ground.
A higher number means the pull is stronger.

Breast/Belly/Butt Drag: Controls the effect of air resistance.
A higher number increases the air resistance.

  • With drag turned to 100%, if you jump up, your butt will sag tremendously.
  • With drag turned to 0%, if you jump up, your butt may move down slightly.

Turning drag up is sort of like pretending that you're moving through jello, so as you move forward, your body parts refuse to come along with you (i.e. they 'drag behind'). “

Turning Avatar Physics Movement On And Off

  • If you don't want to see any Avatar Physics movement, including your own, you can disable it in your Viewer.
  • You can also lower the setting so it is less taxing on your computer.
  • The settings to control this are under Avatar → Preferences → Graphics.
Avatar Physics Slider

This controls the frequency of display updates for Avatar Physics:

  • To make Avatar Physics movement smooth, move the slider to a high setting.
  • To make Avatar Physics less taxing for your computer, move the slider to a lower setting.
    Avatar physics movement will be less smooth, and you will not see Avatar Physics movement of avatars who are far away.
    A lower setting decreases the update frequency, so Avatar Physics movement will be jerkier.
    A higher setting makes movement smoother but may decrease performance.
  • To turn off Avatar Physics completely, put the Avatar Physics Detail slider at its lowest setting.
    This only prevents your Viewer from showing you Avatar Physics movement. If you disable Avatar Physics in your Viewer but your Avatar is wearing a physics item, others can still see your Avatar Physics movement in their Viewers.
  • If you don't want others to see your Avatar Physics movement:
    • Don't wear a physics item, or
    • Wear a physics item, but set the slider for every Max Effect setting to 0.

Help! I can't get my Avatar to look the way I want. Can you suggest some settings?

Yes we can!

You can pick up ready made Avatar Physics Layers for free from our Marketplace store

Jiggle Like The Phoenix Team

Some members of the Phoenix Team have provided their own settings for you to experiment with.

Jessica Lyon

  • Avatar height: 1.87m (6'1)
  • Belly Bounce: 6, 10, 9, 48
  • Breast Bounce: 13, 15, 16, 49
  • Breast Cleavage: 2, 10, 10, 50
  • Breast sway: 8, 11, 10, 48
  • Butt Bounce: 10, 13, 17, 50
  • Butt Sway: 10, 11, 11, 50
  • Advanced: 16, 14, 16, 15, 15, 16, 10, 11, 10

Miro Collas O-Rim™ butt bounce for guys

  • Belly Bounce: 0, 0, 0, 0
  • Butt Bounce: 14, 17, 19, 83
  • Butt Sway: 11, 20, 15, 56
  • Advanced: 0, 0, 0, 0, 45, 47

Whirly Fizzle

  • Shape:
  • Height: 74
  • Breast Size: 69
  • Breast Buoyancy: 8
  • Breast Cleavage: 32
  • Hip Width: 73
  • Hip Length: 44
  • Butt size: 50
  • Belly Bounce: 5, 87, 30, 67
  • Breast Bounce: 19, 33, 45, 64
  • Breast Cleavage: 5, 28, 41, 53
  • Breast Sway: 8, 15, 17, 36
  • Butt Bounce: 7, 41, 12, 72
  • Butt Sway: 8, 34, 15, 50
  • Advanced: 12, 39, 9, 14, 6, 10, 10, 22, 61

Nisa Maverick

  • Shape:
  • Height: 6'3”
  • Breasts size: 75
  • Breast Buoyancy: 14
  • Breast cleavage: 21
  • Belly Bounce: 6, 10, 9, 48
  • Breast bounce: 35, 30, 30, 67
  • Breast Cleavage: 8, 25, 13, 61
  • Breast Sway: 10, 15, 35, 50
  • Butt Bounce: 25, 28, 25, 66
  • Butt Sway: 17, 20, 19, 60
  • Advanced: 13, 15, 13, 12, 8, 9, 13, 10, 11

Pudenta Magic

  • Shape:
  • Avatar height: 1.77m (5'9) including shoes
  • Breast size: 56
  • Breast Buoyancy: 31
  • Breast Cleavage: 24
  • Butt Size: 45
  • Belly Bounce: 14, 2, 4, 70
  • Breast Bounce: 8, 13, 16, 49
  • Breast Cleavage: 2, 8, 10, 50
  • Breast Sway: 8, 6, 10, 48
  • Butt Bounce: 12, 2, 5, 50
  • Butt Sway: 10, 9, 11, 50
  • Advanced: 13, 15, 8, 18, 16, 10, 12, 14, 15

Mobius Ryba

  • Shape:
  • Height: 21/1.76m
  • Breasts size: 15
  • Breast Buoyancy: 35
  • Breast Cleavage: 21
  • Belly Bounce: 2, 8, 7, 67
  • Breast Bounce: 3, 20, 16, 70
  • Breast Cleavage: 3, 10, 10, 72
  • Breast Sway: 3, 11, 10, 65
  • Butt Bounce: 4, 13, 17, 65
  • Butt Sway: 4, 11, 11, 62
  • Advanced: 16, 14, 16, 14, 15, 16, 10, 11, 10

Thea Brianna

  • Shape:
  • Avatar Height: 1.89m (6'2“)
  • Breast Size: 55
  • Breast Buoyancy: 43
  • Breast Cleavage: 20
  • Butt Size: 30
  • Hip Width: 60
  • Belly Bounce: 3, 10, 27, 10
  • Breast Bounce: 10, 11, 21, 45
  • Breast Cleavage: 5, 8, 7, 22
  • Breast Sway: 7, 6, 10, 32
  • Butt Bounce: 7, 10, 12, 32
  • Butt Sway: 6, 8, 9, 29
  • Advanced: 10, 10, 8, 9, 8, 9, 9, 5, 10

Zi Ree

  • Shape:
  • Height: 1.67m
  • Breasts Size: 72
  • Breast Buoyancy: 45
  • Breast Cleavage: 33
  • Belly Bounce: 0, 10, 9, 20
  • Breast Bounce: 25, 73, 23, 76
  • Breast Sway: 22, 16, 31, 67
  • Breast Cleavage: 17, 48, 33, 80
  • Butt Bounce: 22, 100, 0, 80
  • Butt Sway: 15, 27, 0, 20
  • Advanced: 19, 64, 42, 0, 0, 10, 39, 27, 20

Tonya Souther

  • Shape:
  • Avatar height: 7'2” (2.18 meters)
  • Breast Size: 85
  • Buoyancy: 26
  • Cleavage: 35
  • Butt Size: 35
  • Breasts Bounce: 33, 30, 30, 67
  • Breasts Cleavage: 3, 10, 10, 57
  • Breasts Sway: 10, 15, 35, 50
  • Belly Bounce: 6, 9, 9, 48
  • Butt Bounce: 25, 28, 25, 66
  • Butt Sway: 17, 20, 19, 60
  • Advanced: 18, 15, 16, 12, 8, 9, 13, 10, 11

Lette Ponnier

  • Shape:
  • Height: 1.96m (6'5“)
  • Breast Size: 63
  • Breast Buoyancy: 48
  • Breast Cleavage: 33
  • Hip Width: 54
  • Butt Size: 44
  • Belly Bounce: 6, 5, 5, 39
  • Breast Bounce: 19, 13, 19, 84
  • Breast Cleavage: 11, 11, 16, 79
  • Breast Sway: 5, 13, 6, 50
  • Butt Bounce: 6, 5, 5, 39
  • Butt Sway: 12, 11, 11, 70
  • Advanced: 16, 12, 16, 7, 7, 10, 10, 11, 12

Known Issues

If you stay logged in for long periods of time, avatar physics can get stuck. Please refer to this SL JIRA for more information.

fs_bridge

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The Firestorm LSL Bridge

The Firestorm client bridge is a scripted object that serves to enhance the user experience in ways that a viewer could not do otherwise.

If you are logging in with Firestorm for the first time, the bridge will be created automatically, and placed in a special folder in your inventory, called #Firestorm. The bridge will be named something like #Firestorm LSL Bridge v2.21 (the last numbers are the current version).

You do not need to log in to a parcel where you have build right, in order for the bridge to be created. However, the parcel must be script enabled for you or the bridge script will not be able to initialize.

If for any reason you need or wish to detach the bridge, you may do so; it will not reattach automatically. To get it back on, you may rewear it, or, using the top menu bar, go to Avatar → Avatar Health → Recreate LSL Bridge. This will “clean up” any old bridges and make a new one.

Note: The bridge will not detach when using wear or Replace Outfit.

The bridge uses HTTP to communicate, which is inherently more secure then listens.

The bridge is created using an object from the SL standard library, which is part of your default inventory. For this reason, hiding the library is disabled.

If you do not wish to use the FS bridge, and prefer not to have the Library shown, you can disable it by accessing Debug Settings from the Advanced menu, then typing in noinventoryLibrary and setting to TRUE.

Functions

Currently, the Firestorm bridge supports the following functions:

  • Flight Assist: The Firestorm bridge has a built-in flight assist. This may be enabled in Preferences → Firestorm → Extras → Enable Bridge Flight Assist. Note that if you enable this, you should not wear any scripted flight assist; using both will cause them to conflict, with undesired results.
  • Script Count: If you right click you avatar, or any object, and select “Script Info” from the context menu, Firestorm will output a line of information similar to this:
    [17:16] Script info: '[avatar name]': [22/22] running scripts. 1408Kb consumed for 0.015702ms of cpu time.
    This indicates how many scripts the object contains, how much memory they are using, and the script time.
  • Radar:Radar functions are assisted by the bridge, particularly when people are beyond your draw distance. Enable in Preferences → Chat -> Radar→ Enhance radar with LSL-client bridge.
  • Movelock: This function (in top menu, Avatar → Movement → Movelock) requires the bridge for it to function.

Other features are planned, but not yet implemented.

For known issues with the Firestorm bridge, and how to deal with them, please refer to this page.

move_lock

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Move Lock

Move Lock is a bridge-based feature that does exactly what its name says, it locks your avatar into a fixed position, preventing your avatar from being pushed or moved by other avatars or objects.

Using Move Lock

To turn Move Lock on or off:

  • Press Ctrl-Alt-P
  • Go to the Avatar menu→ Movement sub menu and click Move Lock

You will see “Movelock enabled” or “Movelock disabled” in Nearby Chat, and you will hear a sound

If Move Lock does not enable or disable, recreate your bridge: Avatar menu→ Avatar Health → Recreate LSL Bridge

You can control the Move Lock behavior in Firestorm 4.6.5 and newer via PreferencesMove & ViewMovement:

  • Always re-lock position after region changes > When enabled, Move Lock is disabled during teleport, then re-enabled it after you arrive. When disabled, Move Lock is not re-enabled after a teleport
  • Lock and unlock position after stopping or starting movement > When enabled, Move Lock is temporarily disabled when you manually move your avatar, and re-enabled when you stop moving. When disabled, you will be unable to move your avatar while Move Lock is enabled.

Also in PreferencesFirestormExtras, at the bottom, is Enable LSL-Client Bridge. This must be enabled in order to use Move Lock.


toolbox_general_tab

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The Toolbox Window


There is a tutorial video here.

Overview

Toolbox Window in Edit Mode

This section deals with using Firestorm to build, edit and terraform in SL. These functions are all handled from the same window, which will change appearance based on context, what you're doing. A sample of the build window is shown to the left, showing what it looks like when you enable build mode.

There are 5 operations that will cause this window - or a variant of it - to open:

  • Zoom: activated with Ctrl-1
  • Move: activated with Ctrl-2
  • Edit: activated with Ctrl-3
  • Build: activated with Ctrl-4, Ctrl-B, or the Build button (if enabled).
  • Terraform: activated with Ctrl-5

These functions can also be activated once the toolbox is open, by clicking the appropriate icon at the top.

Notice that at the bottom of the toolbox window, there is a narrow horizontal bar with an up arrow; if you click that, the toolbox collapses upward, hiding most details from view, but making more of the screen visible.

Zoom

The zoom functions are all in the upper potion of the window; the remainder is not used here.

There are 3 radio buttons and a slider:

  • Zoom: This allow you to focus your camera on a specific spot and zoom in or out. You can control the degree of zoom using the slider to the right of the buttons, or by left clicking the spot, then moving your mouse forward or back. Side-side motion on the mouse will rotate the camera round the selected spot.
  • Orbit: Rotates the camera around the selected spot on screen.
  • Pan: Move the camera laterally or front-back, but without zooming or rotating.

See this page for other ways to controls camera.

Move

The move functions are all in the upper portion of the window; the remainder is not used.

Note that object movement done this way is very imprecise. For greater precision, use edit mode, described below.

There are 3 radio buttons:

  • Move: Selecting this, then clicking on an object, will move the object horizontally, keeping its height fixed.
  • Lift: This is similar to the above, but also allows you to move the object up or down.
  • Spin: This selection allows you to rotate the object in any direction.

Note that 2 of these functions can be done without having to bring up the toolbox window:

  • Ctrl-Left-Click: is the same as Lift
  • Shift-Ctrl-Left-Click: is the same as Spin.

Edit

The upper portion of the toolbox window in Edit mode contains several radio buttons, check boxes and normal buttons which control edit behavior. The remainder of the window deals with object properties.

You may select more than one prim or object for editing. While in Edit mode, click on the first one, then press and hold the Shift key to select more. If you select one by mistake, simply click it again (while still holding the Shift key).
If you are selecting single prims as opposed to linked sets (objects), then the last selected prim is special, if you decide to link all the selected prims; it will become the root prim of the linked set.

Cube in Edit - Move mode

  • Move: When this is selected, a set of arrows is shown centered on the object. You can click and drag these to move the object in specific directions in 3D space. You will also notice triangles with 2 colors. These allow movement in two directions along a plane. The colors indicate the direction:
    • Red: movement along the global/local X axis
    • Green: movement along the global/local Y axis
    • Blue: movement along the global/local Z azis
  • Rotate: If you select this (or simply press the Ctrl key while in edit mode) the directional arrows turn into colored circles. Clicking any of the 3 circles allows you to rotate the object round the corresponding axis. Again, the colors correspond to the axis, as above. Clicking within the sphere bounded by the 3 circles allows for free rotation of the object.
  • Stretch: if you select this (or press Shift-Ctrl while in Edit mode), you will be able to resize the object in 3D. (NOTE: This is not available if the object is no modify!) You will see 8 white “handles”; you can click and drag any of these to stretch (resize) the object.
    If you are working with a single prim, you will also see 3 pairs of colored handles, which allow for resizing in specific directions. And again, the handle colors indicate the specific axis.
  • Select Face: Select this option then click on a prim face to select just that for editing. This is only useful for certain editing functions, such as texturing.
  • Align: This activates the prim alignment function. Use of this is best explained in this tutorial video by the tool's creator, Qarl Fizz.
  • Edit Linked: When you first enter edit mode, you will be editing entire objects. Selecting this allows you to edit individual prims in a linked set.
  • Stretch Both Sides: If this is enabled, stretching an object or prim will cause it to stretch in both directions (or all, depending on whether you are using a colored or a white handle to stretch). If this is disabled, the prim or object will stretch only in the direction of the handle you are using.
    NOTE: If you use the middle mouse button, rather than the left mouse button, when strteching, the function of this checkbox will be temporarily reversed. So for example, if you have it enabled, using the middle mouse button will behave as if the checkbox were disabled.
  • Stretch Textures: If this is enabled, then when you resize an object, textures will stretch with it. This is useful if you are resizing a prim with a photo on it, for example. If instead you are resizing, say, a floor, you may wish the texture to look the same as before, so you can disable the stretch here, preserving the repeats per m.
  • Snap: If enabled, then an object will snap to the edit grid when being moved or rotated. Clicking the arrow to the right will open a window with grid options.
  • Edit Axis at Root: Useful when editing linked set, this set the edit axis at the cenetr of the root prim, rather than at the geometric center of the object.
  • Show Highlight: If this is enabled, the object being edited will have a glowing outline, to visually distinguish it from non-edited objects. If the object is a linked set, all prims will have a blue outline, except for the root, which will have a yellow outline.

Then come four buttons:

  • Left/Right Arrows: If you are in Edit Linked mode (described above), and have selected a single link of a link set, these arrows cycle through the links in the link set. (Equivalent to using the Ctrl-. and Ctrl-, shortcuts.)
  • Link: If several objects are selected, and all are modifyable, then you may be able to link them into a single linked set (depending on linkability rules).
    Note: you can also link objects by pressing Ctrl-L.
  • Unlink: If one or more objects are selected, and are modifyable, then you can unlink them by clicking this.
    Note: you can also unlink objects by pressing Shift-Ctrl-L.

Finally, if you have one or more objects selected, you will see information indicating how many objects are selected, the total land impact 1) Also shown is the number of free prims remaining on the region. For details, click the “More Info” link, which opens the Object Weights window.

The remainder of the Edit window is divided into tabs. Each one is covered separately; click the links for more information:

Build

The toolbox window for Build mode is shown at the top of the page.

On the left of the upper section are a series of 16 icons, each representing a different type of basic prim that you can create. Most of these types can be changed one they have been created, in Edit mode.

To the right are a few options:

  • Keep Tool selected: Normally, when you create a new prim, you are then immediately switched into Edit mode. If you enable this, you will instead remain in Build mode so you can continue creating prims.
  • Copy selection: This is a very powerful feature which allows you to create a series of perfectly aligned prims, perfectly touching. Very useful for building floors and walls. To use it, first select a prim to copy from, in Edit mode. Then go into Build mode, enable this, and touch a face of the selected prim. A new prim will be created, adjacent to the face you touched, and it will be an exact copy of the originally selected one.
    This works not only with single prims, but also with linked sets. It will also work with objects not made by you, as long as the object is copyable for you.
    There are two sub-options here:
    • Center Copy: Creates the new object on the center of the object face upon which it is created.
    • Rotate Copy: Matches the rotation of the new object to the rotation of the object upon which it is created.

In Second Life, the term “rezzed” is frequently used; it has multiple meanings, depending on context. You can “rez an object”, which means either to create a new one, or to drag one out from your inventory. It is also used to refer to textures on objects or avatars which have fully rendered on screen: an object/avatar is “rezzed” when all textures appear properly; they are “not rezzed” when textures are blurry or missing entirely.

The rest of the window is essentially the same as for Edit mode; some fields will be unavailable, as they do not apply to a prim that doesn't yet exist. However, you can use the enabled fields, on the various tab, to indicate the exact properties of the prim you wish to create.

Note: select prim properties can have defaults set in Preferences→ Firestorm → Build 1.

Terraform

This tool is covered separately; please click here for more information.

1)
land impact is the “weight” of the object in prims; it may be different from the total number of prims if any part of the object is a mesh, a sculpted prim or a mega prim. See here for a well written explanation.

toolbox_general_tab_more

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Toolbox Window - Edit/Build Mode - General Tab

Edit Window - General Tab

This page covers the General tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Build mode, most of the fields will be greyed out, as not applicable. Similarly, in Edit mode, some fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Everything below applies to objects, or individual prims selected from a linked set using Edit Linked.
Note that the overall properties of a linked set are the same as the properties of the root prim.

The first portion of this tab contains basic information about the object:

  • Name: This will hold the name of the object. The name is limited to 63 characters.
  • Description: An optional description of the objects, maximum 127 characters.
  • Creator: Name of the avatar who created this object. This can never be changed.
  • Owner: Shows the name of the current owner of the object. If the objected is group owned (see below), this will show the group that owns it.
  • Last Owner: Name of the avatar that owned the object when it was previously rezzed in-world. In other words, if you buy an object, rez it out, take it, then re-rez it, this will show your name.
  • Group: The name of the group to which the object is set. 1)
    • Share: If you enable this, you are granting other group members the ability to manipulate the object: move, rotate, etc.
    • Deed: If you click this, the object will be deeded (donated) to the group it is set to. 2)
  • Click to: Here you can set the action that will occur when the object is left clicked. By default, this is Touch, but it can be any one of: Touch, Sit on, Buy, Pay, Open, Zoom. 3)
  • For Sale: Click this if you wish to set the object for sale. The other fields in this section then become applicable.
    Note that this describes the new Firestorm behavior incorporating seller protection; if you wish to revert to the older method, enable Preferences→ Firestorm → Build 2→ Use old “Set Object For Sale” behavior.)
    • Drop Down: Here you select exactly what you are selling: a copy of the object (only possible if the object is copyable for you), the contents of the object (rather than the object itself), or the original object (the owner will need to take it once bought).
    • Price: Specify the price of the item.
    • Apply: when you are happy with your choices, click this button and they will be applied. This gives you protection in that the item is not actually set for sale until this button is pressed, preventing others from perhaps purchasing a valuable item for the default 10L while you are still making changes.
  • Copy Keys: This copies the UUID(s) of the object to your clipboard. Clicking the button will copy the UUID of the root. Press and hold Shift while clicking to copy the UUIDs of all prims; this is a list of comma-separated UUIDs.
  • Show in Search: If you enable this, the object will be listed in SL search, and thus help others find it.
  • Permissions Permissions in SL are a somewhat complex topic. You are directed to the SL wiki on permissions for details.
    • Anyone:
      • Move: if this is enabled, anyone will be able to move the object.
      • Copy: if enable, anyone will be able to copy the object. This essentially makes it free to all. They can right click it and select Take Copy.
    • Next Owner: this sets the permissions the next owner of the object will have 4)
      • Modify: If enabled, the next owner will be able to modify the object.
      • Copy: If enabled, the next owner will be able to copy the object.
      • Transfer: If enabled, the next owner will be able to resell or give the object away.

And finally, the current pathfinding attributes are dissplayed at the bottom. These can only be changed via the Pathfinding Linksets window (top menu→ Build → Pathfinding → Linksets)).

If you are making an object for resale, then never set the next owner permissions on the object in your inventory; instead, rez it out, set the permissions on the rezzed object, then take it back into your inventory. This because next owner permissions do not take effect until the object is actually rezzed out. This is known, and is a server-side effect. For more information, see the section on the “slam bit” on this page.



^ Main Page - Next Tab >

1)
If you are renting land, the parcel may be set such that objects can only be rezzed by members of a specific group. In that case, you will need to activate that group (or take advantage of Preferences→ Firestorm → Extras→ Always rez objects under the land group if possible) before you rez an object. This will rez it with the correct group set. Also, on some parcels, objects which are not set to a given group are auto-returned after a specified period of time.
If you click the group name, you will be shown the group profile; if you click the wrench icon, you will get a selection box, from which you can pick another group.
2)
Some objects on group-owned land must be deeded in order to function, such as radios and TVs. But in most cases this is not needed; use with caution as reclaiming a deeded object can be problematic, depending on your group role.
Deeding, however, has the advantage that it imposes role restrictions set by the group owner; share alone does not. Nonetheless, do not deed objects unless you have to.
3)
The Pay option requires that a script be present in the object to handle the money event.
4)
Note that objects must be either copyable or transferrable; you cannot disable both. However there are ways to effectively make an object both no copy and no transfer, but they are beyond the scope of this text.

toolbox_texture_tab

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Toolbox Window - Edit/Build Mode - Texture Tab

Texture Tab - Edit/Build Mode

This page covers the Texture tab of the toolbox window in Edit and Build modes. This tab is shown in the image to the right. The upper section of this window is described here.

In Edit mode, fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Note that the overall properties of a linked set are the same as the properties of the root prim.

NOTE: All of the texture parameters described below apply to all selected faces of an object. If you have not selected any explicitly, then the entire object will be affected by any changes made.

  • Color Picker: Opens the color picker, which may be used to tint the object.
  • Transparency: This allows you to make the selected face(s) or object(s) partly transparent. The value is expressed as a percentage, with the maximum being 100% (totally transparent).
  • Glow: Causes the object to glow. Note that Glow does not imply light; Glow is a very different visual effect. Glow can vary from 0 (totally off) to 1.
  • Full Bright: Check to exclude selected faces from external lighting and shadow effects and render them at full, neutral brightness. Commonly used on screens displaying media and information signs. And often overused to ill-effect on plants and buildings.

Then there is a drop-down menu which allows you to select what kind of information the prim (or prim face) will show: a texture or media.

Materials

Seeing, and therefore editing, Materials requires that Advanced Lighting Model be enabled. This can be doen in PreferencesGraphics -> General.

Use this mode to apply standard textures to an object. Aside from that, you can also apply bump (normal) and shiny (specular) images for added effects1). This combination is known as materials.
The drop-down to the right allows you to select which of these three types of images you are working with. Depending on the current seelction, the options immediately below will vary.

  • Texture (diffuse)
    • Texture Picker: Opens a window from which you may select a new texture to be applied to the selected face(s) or object(s). This includes use of the local bitmap browser. You can also drag a texture from your inventory onto the square. See here for more information on the texture picker.
    • Alpha mode: If the texture has no alpha channel, this will be greyed out and set to None. Otherise, it can be set to one of the following2):
      • None: Alpha channel data is ignored.
      • Alpha Blending: The value is a degree of transparency (255 = opaque, 0 = fully transparent)
      • Alpha Masking: The value (0…255) is compared to the Alpha Cutoff parameter (below); if the pixel is greater than the cutoff, it is fully opaque; if not, it is fully transparent.
      • Emissive Mask: The value is used to encode how brightly the pixel appears in the absence of light (ambiance): 0 = no additional ambiance (default); 255 = full brightness.
    • Mask Cutoff: Used only when Alpha Mode is Alpha Masking (see description of that mode above).
  • Bumpiness (normal)3)
    • Texture Picker: Opens a window from which you may select a new texture to used as a bump (normal) map for the face.
      Or you can leave that blank and use one of the default bump maps from the drop-down to the right - or none.
  • Shininess (specular):4)
    • Texture Picker: Opens a window from which you may select a new texture to used for the texture shininess.
      Or you can leave that blank and use one of the old-style values (low, medium, high) - or none.
    • Glossiness: This controls the “glossiness”, or the roughness, of the reflected light on a surface. The lower this value is, the “rougher” the light reflectance is, while the higher the value the “sharper” the light reflectance is. When the normal map’s alpha channel is present, the specular exponent map contained in it is modulated by this parameter.
    • Environment: Modulates the intensity of the environment on the surface as a whole.
    • Color: Tints the light reflected from the object; this value is combined with any value from the color for the pixel as specified in the Specular Map, if any.

Texture Channel Encoding

How the renderer will treat each color value in a texture image channel.

ParameterRedGreenBlueAlpha
Diffuse MapRed Green Blue selectable; see alpha mode
Normal Map Normal X Axis Normal Y Axis Normal Z Axis Specular exponent
Specular MapRed Green Blue Environment intensity

Media

Media is usually applied to single faces of a prim, so before starting, select a specific face.

Click the Choose… button to select a media URL. The media settings window opens. Specify the URL to display and select other parameters as appropriate.

To change the URL, click the Choose… button again; to remove the media altogether, click the Remove button.

The Align button automatically stretches and aligns media to fit the face(s) it's displayed on. Align relies on the Size setting in Media Settings to determine the correct aspect ratio.

Mapping

The remainer of this tab of the Toolbox applies both to textures and media.

  • Mapping: How textures are mapped onto the object. A typical use for Planar is reducing distortion on angled surfaces. There is a Torley tutorial on planar mapping here.
  • Horizontal/Vertical Scale: Sets how many times the applied texture is repeated. Use Flip to reverse the texture's orientation.
  • Repeats / Meter: Sets how many times the texture is repeated per meter.
  • Rotation: Rotates the texture on the selected face(s) or object(s).
  • Horizontal/Vertical Offset: Shifts the center of the texture relative to the center of the face. Generally used to align textures across objects.
    Note that if you select a specific face, you can press and hold the Control key to manually drag the texture across the prim face.
  • Align planar faces: This can be used to align textures of different prim faces, a very handy tool. It requires that the faces have Planar texture alignment. Select all the faces, then click this box. The textures will align to the last face selected.
  • Synchronize materials: If you enable this, then any changes made while editing (for example) the bumpiness parameters will also be applied to the other two (etxture and shininess).

Then there are two buttons:

  • Copy button: Copies all the texture parameters for use on another face or object.
  • Paste button: Sets all textures parameters from values previously copied.



^ Main Page - < Previous Tab - Next Tab >

1)
For an introduction to materials, see this SL wiki page.
2)
Note that using any alpha mode other than Transparency may cause problems when rendered with viewers that do not yet support materials because they will be rendered as blended transparency.
3)
A normal map is an image whose color data encodes changes to the “normal” for each pixel on the surface. The normal is the direction that the pixel “faces” for the purpose of determining how it is illuminated by and reflects light sources (imagine that each pixel is turned on tiny pivots). The alpha channel of the Normal Map may contain a specular exponent value that is mutilplied by the “Glossiness” parameter. A higher alpha value will result in specular highlights that are brighter and tighter. Keep in mind these are OpenGL style normal maps, where bright green is up and bright red is right. For details on what a normal map is and for a sample normal map see here. See also the Texture Channel Encoding table.
4)
This encodes the color of the light reflected by each pixel on the surface. See the Texture Channel Encoding table. The Alpha channel value of the Specular Map encodes the environment intensity. A lower value in the alpha channel will diminish the impact of the environment map reflections on the surface of the object.

toolbox_contents_tab

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Toolbox Window - Edit/Build Mode - Content Tab

Edit Window - Content Tab

This page covers the Content tab of the toolbox window in Edit mode. This tab is shown in the image to the right. The upper section of this window is described here.

In Build mode, nothing here can be modified, as not applicable. In Edit mode, the fields will be unavailable if the object is not modifyable.

NOTE: The term “Object” is used to refer to a single unlinked prim, or to a linked set of prims.
Everything below applies to objects, or individual prims selected from a linked set using Edit Linked.
Note that the overall properties of a linked set are the same as the properties of the root prim. Also note that each prim in a linked set may have contents; you need to edit them individually to access the contents.

  • New Script: Creates a new LSL script called “New Script” in the Contents section of this tab.
  • Permissions: Opens the permissions window, which allows you to edit the next-owner permissions of everything in this object's inventory.
  • Refresh: Refreshes the list of the object's contents.
  • Reset Scripts: Resets any scripts in the object's contents (assuming the item in mod for you).
    Same as top menu→ Build → Scripts → Reset Scripts.

The rest of the window shows the inventory contents of the prim or object. If there are many items in the object, this list can take some time to populate.

You can right click each item to get a popup menu:

  • Open: Behaves according to the specific item type: For example, Open previews a notecard or LSL script for viewing or editing. Does nothing for certain items like clothes.
  • Properties: Opens the item's property profile over your inventory window. You can change properties here.
  • Rename: Renames the selected inventory item, if it is modifyable.
  • Delete: Deletes the selected inventory item. If the item is copyable, no confirmation is given and you can't undo.

IF the object is moddable for you, you can drag items from your own inventory into this panel to add items to the object's contents. Similarly, you can drag items out of the object, into your inventory. Items which are no copy will be removed from the object's inventory; otherwise, they will remain and you will get a copy.

Objects inherit the permissions of their contents. For example: if you have a fully permissive object (ie, copyable, transferable and modifyable) and you add a no copy item to its contents, then the object becomes no copy. Similarly, if you add a no modify item to the object, then the item will appear no modify when taken into your inventory; your inventory shows the acquired permissions due to the contents of the object.

^ Main Page - < Previous Tab - Next Tab >

fs_preprocessor

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Firestorm LSL Preprocessor

Overview

Developing scripts in LSL can be tedious, especially if you are creating scripts that use the same things over and over again, and you keep copying pieces of your older scripts to new creations. And even within one project, you often have to copy parts of your scripts into sub-scripts (example: link message numbers as identifiers for commands). Changing any of these numbers or updating and fixing bugs in older variants of the code might result in different versions of the same functions being used or in bugs found in older versions not being fixed in newer creations. The Firestorm LSL Preprocessor is a tool to help you circumvent a lot of these problems.

Adding and removing debugging statements is another thing with which the Preprocessor can be helpful. Usually you have debugging functions in the script to see if all is working fine, and you take them out before release. But this in itself creates new places for mistakes as well as the opportunity for some debugging output to remain in the script on release day because it was overlooked during final screening. Using the Firestorm LSL Preprocessor gives you a very simple way of making sure that no debug output is left in your final release.

Setup

To enable the LSL Preprocessor, open the Preferences panel (Ctrl-P), then Firestorm -> Build 1. Mark the checkbox “Enable LSL Preprocessor”. Enable or disable the Preprocessor options according to preference:

  • Script Optimizer
  • switch() statement
  • Lazy lists
  • #includes from local disk. This last enables the field below, Preprocessor include path. Click the Browse button to open a file picker, which allows you to select the folder where you store all your LSL include files.

How it Works

After setting up, you will see two tabs in your LSL editor: “Script” and “Preprocessed” (“Postprocessed” in older versions). The first is your active scripting window; the second shows the output of the Preprocessor, essentially the content that gets stored in the script. The processed script contains the entire source code of what you have written in a comment block at the beginning, and the processed output following this comment block. This ensures backwards compatibility with older versions of Firestorm and other viewers that do not support preprocessing at all.

NOTE: Since the LSL/Mono compiler gets the script after preprocessing, the line numbers in error messages refer to the processed script. So if you are getting compiler errors, be sure to look for the error in the “Preprocessed” tab rather than in your original script.

A Short Example

Create a file in your include folder with the name debug.lsl. Copy the following snippet into this file:

#ifdef DEBUG
debug(string text)
{
    llOwnerSay(text);
}
#else
#define debug(dummy)
#endif

Now create a new LSL script and copy the following code into the script editor:

#define DEBUG
#include "debug.lsl"
 
default
{
    state_entry()
    {
        debug("Debugging with the Firestorm LSL Preprocessor.");
    }
}

Save the script. You will see the “Debugging with the Firestorm LSL Preprocessor” message in your chat console. Now change the first line of the LSL script to:

#undef DEBUG

Save the script again. You will see that the debugging message is gone. This is a very handy way to enable and disable all debugging code in one single line. To understand what really happens, have a look at the “Preprocessed” tab. You can clearly see how the debug line will simply disappear, a lonely “;” the only trace of it having been there.

The Optimizer

Including files has one disadvantage though. You will get the complete contents of the file, if you need it or not. But the Firestorm LSL Preprocessor uses an optimizing technique, which only keeps the things you really used in your code and removes all global functions and variables you didn't reference in your script. This makes sure that your scripts don't get burdened with a lot of unused code.

You can enable or disable this functionality with PreferencesFirestorm -> Build→ Script optimizer.

Switch/case Addition

The Preprocessor also adds a set of new commands to the LSL editor which has been sorely missing until now: the switch/case construct known from many other languages. You can enable support for this construct with PreferencesFirestorm -> Build→ Switch() statement.

Alternately, you can include a USE_SWITCHES macro at the top of the script to enable this:

#define USE_SWITCHES

switch/case is a handy replacement for if(…) else if() chains. Additionally, switch/case supports “fallthrough” from one case to another, so you can chain up several cases with different conditions. A break statement is used to prevent fallthrough. The default case is used if none of the cases match the switch() condition.

Example:
default
{
    state_entry()
    {
        integer i;
        switch(i)
        {
            case 1:
            {
                llOwnerSay("1");
                // fallthrough to case 2
            }
            case 2:
            {
                llOwnerSay("1 or 2");
                // no fallthrough
                break;
            }
            case 3:
            {
                llOwnerSay("3");
                // fallthrough to default
            }
            default:
            {
                llOwnerSay("3 or default");
            }
        }
    }
}

Note that the colon ':' after default or case is not needed if a block (an opening curly brace { introducing a series of statements) comes immediately next. For example:

switch(x)
{
    case 1: // needs colon
    case 2  // colon optional as curly brace opens next
        {
            llOwnerSay("x is 1 or 2");
            break;
        }
    default  // colon optional as curly brace opens next
        {
            llOwnerSay("x is neither 1 nor 2");
        }
}

Lazy Lists Addition

Assigning values to list indexes is always a cumbersome thing to do in LSL (llListReplaceList() needed). Lazy Lists can help you a little by providing a way to just say:

myList[index]=value;

To obtain a list element, prefix it with a typecast. For example:

list a = [1, 3, "blah", <5.31, 131.7, 11.331>];
llOwnerSay((string)a[2]); // outputs: blah
llOwnerSay((string)((vector)a[3])); // outputs: <5.31000, 131.70000, 11.33100>
llOwnerSay(llList2CSV((list)a[1, 2])); // outputs: 3, blah

will be translated to:

list a = [1, 3, "blah", <5.31, 131.7, 11.331>];
llOwnerSay(llList2String(a, 2));
llOwnerSay((string)(llList2Vector(a, 3)));
llOwnerSay(llList2CSV(llList2List(a, 1, 2)));

The function that sets elements, lazy_list_set(), can be user-overriden. The prototype should be:

lazy_list_set(list target, integer index, list value)

With the current function, setting elements beyond the current list length makes the intermediate empty spaces be filled with integer zeros. That may not be desirable in some applications (e.g. another default value may be required), so overriding the function can be necessary.

You can enable or disable this functionality with PreferencesFirestorm -> Build→ Lazy lists, or with a macro in the script itself:

#define USE_LAZY_LISTS

Preprocessor Commands and Macros

The Preprocessor understands the following commands:

#define
#undef
#ifdef
#ifndef
#if
#elif
#else
#endif
#warning
#error
#include

There are a few more, but these are not really useful within LSL.

Additionally, you can use the following macros in your scripts to help with debugging and giving you other useful information:

  • __FILE__ - the full path to the script as it would appear in the include cache. The top script only uses its name.
  • __LINE__ - the line of the current script where it is expanded; this starts at line 0
  • __SHORTFILE__ - the name of the current script without full file path
  • __AGENTID__ - a string-encapsulated version of the agent's key who compiles the script
  • __AGENTKEY__ - same as above, legacy version
  • __AGENTIDRAW__ - a nonstring-encapsulated version of the agent's key who compiles the script
  • __AGENTNAME__ - a string-encapsulated version of the agent's full name who compiles the script
  • __ASSETID__ - a string-encapsulated version of the assetid of the current script; may return “NOT IN WORLD” or a nonstring-encapsulated null key in rare circumstances

Thanks to Zwagoth Klaar for this list. __FILE__ and __LINE__ come from the Boost::wave library.

#define

#define creates a case-sensitive macro which will be replaced while saving and compiling a script. This can be applied as simple constant numbers, strings, and even functions. What happens is a literal text replacement in the source code. Because of this, be careful with “;” inside your macros. These usually don't cause any harm; but within a one-line conditional, things can break in unexpected ways if it creates a “;;” in the end of a line, for example.

The following examples will give you an overview of what #define does. Have a look at the “Preprocessed” tab to see what the Preprocessor creates from the source.

Example 1:
#define CHANNEL 12345
llOwnerSay((string) CHANNEL); // CHANNEL will be replaced with the literal 12345 stated in the #define above

#define can also take parameters to apply to the replacement code:

Example 2:
#define OS(b,c) llOwnerSay(b+c)
 OS("Test","123"); // will expand to: llOwnerSay("Test"+"123")
Example 3: Making strings out of parameters
#define OS(a) llOwnerSay(#a)
OS(1234); // will expand to: llOwnerSay("1234");
Example 4: Using ## to concatenate parameters
#define OS(a,b) llOwnerSay((string) a##b)
OS(1234,5678); // will expand to: llOwnerSay((string) 12345678);
Example 5: Using \ to make multi-line macros
#define OS(a,b) if (a > 1) {\
  llOwnerSay((string)a);\
} else {\
  llOwnerSay((string)b);\
}
OS(1234,5678); // will expand to: if (1234 > 1) {  llOwnerSay((string)1234);} else {  llOwnerSay((string)5678);};

Single-line comments, \\, will cause undesired effects. Use multi-line comments instead, /* */.

#undef

Removes a macro previously set up with #define. If the macro was not made in the first place, nothing happens. This is a useful way to enable or disable parts of the source code for debugging. See #define above for an example on how to use it.

#ifdef and #ifndef, #else and #endif

This command is a part of conditional preprocessing in association with #else and #endif. #ifdef checks if a macro has been previously #defined. It doesn't matter if the macro has actually a value assigned to it. It just needs to be #defined. If it has, all of the code after #ifdef up to #endif or #else gets replaced into the code. #ifndef does the exact opposite. If a macro does not exist, the code goes into the Preprocessor.

Example:
#define OWNER_ONLY
...
#ifdef OWNER_ONLY
key var=llGetOwner();
#else
key var=llDetectedKey(0);
#endif

#if and #elif

These are also conditional preprocessing commands. They take a general condition and pass on the code to the Preprocessor if the condition evaluates to TRUE. They can also be used in conjunction with #else. #elif is the equivalent to else if.

Example:
#define DEBUGLEVEL 2
 
#if DEBUGLEVEL==1
llOwnerSay("Point reached");
#elif DEBUGLEVEL==2
llOwnerSay("Lots of more data here");
#else
llOwnerSay("Unknown debug level: "+(string) DEBUGLEVEL);
#endif

#warning and #error

These two commands show a string in the compiler window to warn you about certain problems or to halt compilation immediately due to a fatal error. Right now, both #warning and #error cause the compiler to stop. It is unclear yet if #warning will allow the compiler to continue to completion in the future.

NOTE: If one of these commands is hit by the Preprocessor, the script is NOT saved!

Example 1:
#warning This include file is obsolete!
Example 2:
#error This include file does not work anymore. Please update.

#include

This is probably the most powerful feature of the LSL Preprocessor. It includes whole source code files from your harddisk or from the same folder tree in your inventory into the script you are working on. A small example of this feature can be seen above.

#include takes a file name relative to the include path set up in PreferencesFirestorm -> Build→ Preprocessor include path. You can also include files inside of subfolders. If you are compiling your script from your inventory, the Preprocessor will search the inventory path you are working in, descending into any subfolders, to find the referenced include file. Unused functions and global variable declarations are removed by the Optimizer.

Relative paths, ./ and ../, may also be used. Useful for projects without requiring static top level folder names.

Examples:
#include "command_ids.lsl"
#include "general_functions.lsl"
#include "hud/layout.lsl"
#include "../generic_lib.lsl"
#include "./classes/lawmower.lsl"

NOTE: Be careful about including files from within #includes. You might #include a file twice, if you are not really keeping track, and this will lead to problems. This issue is usually addressed by using so-called “Include guards”. You basically have a conditional compile that sets a #define macro and checks if it's already there. If it's not, #include the contents of the file. If it was set, ignore the contents.

Example:
#ifndef SCRIPT_NAME_LSL
#define SCRIPT_NAME_LSL
your_script_starts_here()
{
}
#endif //SCRIPT_NAME_LSL

These #ifndef, #define and #endif commands make sure that the #include happens only once regardless of how often the file is actually referenced with #include.

Type Casting

There are some predefined macros in the preprocessor that allow you to use simpler type casting in LSL. For example:

  • integer(var) - expands to ((integer)(var))
  • float(var) - expands to ((float)(var))

Known Issues

  • Including a file from your hard drive containing a #endif as last line (without linebreak) will not produce a warning about not having a line break but rather a statement error
  • This can be fixed by adding a line break to the end of the file
  • “Enable Text Compress” will break your script! (At least in its current form. It may be fixed, or removed, in the future.)

start

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Firestorm Documentation

Downloads

Getting Help

Support

Classes

Firestorm User Guide

Basic Functions

Advanced Topics

Tutorials and Other Info

Firestorm Tutorial Videos

Firestorm Colour Scheme Tutorial

For Developers

Gateway Events

Other

Contact and Policies

firestorm_troubleshooting

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Troubleshooting and Quick Fixes - Firestorm Viewer

For basic information on how to get help, click here.
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.

Introduction

For an introduction to the basics of troubleshooting, please refer to this page.

Tutorials

Phoenix has some video tutorials on YouTube; you may want to visit and bookmark the Phoenix Viewer channel.

Crash/Login Issues

Web Feed, Audio, Video and Voice

Other

General

Lag and Network

Hardware

Operating System / Software

Windows
Mac
Linux

Griefing, Scams, Phishing

Other


fs_missing_inventory

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Missing Inventory

There are different kinds of problems with missing inventory that can take place; those that are controllable at the viewer or computer end are generally reversible. Problems caused by the Second Life asset server are not always fixable.

If items that you rezzed out in-world are missing, then refer to this page instead.

Method 1 - Basic Steps

  • First and very important: TP to a known low lag region to do any of the things listed below. Once there, reduce draw distance significantly, to reduce the load on your network connection. Stay there while working through this page. These locations are recommended:
    • Cyclops

      Do not stay at your current location; it may be the source of your problem.
  • If the number of items appears correct, but not everything is showing, reset your inventory filters. On most viewer skins, this means clicking the Gear menu at the bottom of your inventory and selecting “Reset Filters.” On Vintage skin (this is what you're using if you logged in with Phoenix Mode) or Ansastorm skin, click Inventory → Reset Filters in the inventory menu.
  • If you are looking for Marketplace items using Inventory search, and they are not showing, ensure that you have the Received items folder shown in inventory, rather than as a button: Preferences → User Interface → Interface Windows → Show the Received Items folder in normal inventory. Or, click the Received button to see what items are in there.
  • If a system folder is missing, you may have opted to hide empty system folders: Preferences → User Interface → Interface Windows → Hide empty system folders from inventory.
  • In your inventory, type letters into the search filter. It doesn't matter what letters; the purpose is to prod the search into finding more items. If the fetch stalls again, pick a different letter.
  • For any/all folders that appear to be missing inventory, try creating a new item, of the appropriate type, in the folder. So for example, if you appear to be missing things in the Clothing folder, right-click the folder name → New Clothes → New Shirt. Then relog.
  • Try clearing your inventory cache. Open Preferences -> Network & Files -> Directories, then click the Clear Inventory Cache button, then relog to Hippo Hollow or whichever low-lag location you chose.
    Note: If clearing inventory cache does not fix the problem the first time you try it, then it probably won't work on additional attempts, so don't keep doing it (though multiple relogs without cache clears may help).

Checking Your Connection

If your inventory is still not loading fully, then the issue may be a network or connection problem. General suggestions for problems that may be connection-related are:

  • If you are on a wireless connection and are able to wire it in, do so.
  • Reboot your router/modem, leaving it unplugged and unpowered for a minimum of two minutes before powering it back up again.
    • If you have access to a different connection, try connecting your computer to it temporarily.
  • If the inventory is still not fetching all the way, view our page on bandwidth and speedtests to make sure your bandwidth is set optimally in the viewer. Although it may seem counter-intuitive, we have found that lower bandwidth settings usually allow for more reliable inventory loading than higher settings.
  • 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.
  • Please download the official SL viewer, install it, log in on it and see if the items show up there. If they do, then to make sure that you aren't being misled by cached inventory on SL viewer, wipe inventory cache there as well, and then see if your inventory fully fetches. If it does, then the problem is probably either loading or caching in Firestorm, and you can follow the set of suggestions below under “Method 2: Inventory Copy from SL Viewer.”
    If the missing items do not show up on SL viewer either, then file a support ticket with SL for assistance, making sure to specify that you have the problem with SL viewer.

Back on Firestorm, if your inventory count still looks lower than it should be or stalls in the middle of fetching items, then:

  • If the above steps have not worked for you, continue on to the next step:

Method 2 - Inventory Copy from SL Viewer

Your UUID

Start by finding your avatar key while logged into Firestorm or another viewer that displays it - see the figure to the right; the UUID is highlighted in green.

It is a string of letters and numbers that appears in your legacy-style profile, though the exact location will vary because different skin options display it differently. If you use web profiles, you will need to switch into the legacy profile to find it. (In Firestorm, this is in Preferences -> User Interface -> Interface Windows→ Use web profiles by default.) You can return to the web profile style afterward. When you find your key, just copy it down somewhere.

Now you will need the latest release version of the SL viewer, so if you don't have it installed yet, download and install it. Then, log into the SL Viewer and get your inventory loaded in that viewer. This might work with any other viewer, as well, but the SL Viewer is the only one we've tested with. Once your inventory is loaded there, log out.

Locate your Second Life cache folder and your Firestorm cache folder on your hard drive. Our clearing cache page will help you locate where that is (just replace “Firestorm” with “SecondLife” in the path name. Don't clear either cache! Just use the paths shown to find the folders.

Note: You must be LOGGED OUT of both viewers before doing the next step.

In the Second Life cache folder, find the file named with your avatar key and ending in “inv.gz”. Drop or copy this file into your Firestorm cache folder. Allow it to replace the one there.

Log into Firestorm and check to see if your inventory is there.

Avoid clearing cache or you may need to do this process again.

Please note: Under normal circumstances, you should not share cache between viewers because it can cause other weird problems. This suggestion should not be read as an indication that setting your cache in different viewers to the same place would be useful. It won't be.

For additional ideas, also refer to the Second Life wiki page on Inventory Loss.

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Small Prims Vanish Even when Quite Close

You may find that parts of jewelry items or shoes might disappear even when you are viewing them from a relatively close range, and that the only way to get them to show up is to right-click and edit them. In most cases, this can be dealt with as follows:

1. Via preferences:

  • Top Menu Avatar → Preferences or Ctrl-P
  • Click on the Graphics tab
  • In the General tab, set Level of Detail (LOD) Distance Factors → Objects & Sculpts LOD to 2.

2. Via quick preferences (bottom button bar that has the phoenix logo in it):

  • Move LOD Factor slider to 2.

Now cam away from yourself then back and you should find that the small prims are rendering better. You can experiment with the LOD Factor values. Be aware that going too low will make large prims (especially sculpted prims) start to look very strange even from relatively close up, so don't go too low; 2 is the recommended minimum. The suggested range is 2 to 3. But as always, your mileage may vary.

For much more detail on this, please read this blog post.

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Crashing During Install or Startup

General

Firestorm Won't Start Up after a Recent Nvidia Update

Firestorm "Locks Up" on "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.

If this occurs, chances are good that some part of cache is corrupt. Deleting it should solve the problem.

  • Locate your cache folder. You will probably need to do this manually, if you are unable to log in. Use a file manager (like Windows Explorer for Windows system, Dolphin, or some such) to locate the cache folder. In its default location, the cache folder is hidden on most OSs. To find it, you will need to show hidden folders. Default cache locations are:
    • Windows 7, 8.1, and 10: press [Win] + [R] and type %localappdata%, then look for the Firestorm folder. (This method avoids having to un-hide folders.)
    • Mac: ~/Library/Caches/Firestorm
    • linux: ~/.firestorm/cache or ~/.firestorm_x64/cache
  • Delete the cache folder you located.
  • Log back into SL, to a quiet region (try Hippo Hollow, Aich or Hatton). Allow your inventory and cache to repopulate fully.

Windows only: If the above doesn't work, then click the speaker icon in the system tray, then touch the volume slider, just enough to change the volume slightly. It may be that the Windows sound system has stalled; this should “give it a kick”.

If the above fails, then try doing a full wipe of all settings.

Startup Crash with "Must Supply A Comment For Control ..."

This indicates that a debug setting (a control) is missing a comment. It is unclear which comment is missing, but the fix is to reinstall Firestorm using the Clean Install procedures.

Login Crash with a Private Pool Error

Ref. FIRE-12339

This is almost always caused by the MemoryPrivatePoolEnabled being set to TRUE. It should never be set to TRUE. But before you try to fix this, we could really use a copy of your crash logs to help us work on a fix. See here for steps to collect your crash logs, then attach those logs to FIRE-12339.

Then, do the following:

  • Make sure hidden files/folders are set to show - see here for steps.
  • Browse to your user_settings folder. This is located at -
    • Windows XP: C:\Documents and Settings\ [USERNAME] \Application Data\Firestorm\user_settings
    • Windows Vista, 7, or 8, 8.1, and 10: C:\Users\ [USERNAME] \AppData\Roaming\Firestorm\user_settings
    • Mac: User/Library/Application Support/Firestorm/user_settings
    • Linux: ~/.firestorm/user_settings
  • In the user_settings folder, find the file named “settings.xml”
  • Open settings.xml in a text editor - For Windows, Notepad++ is ideal for this
  • Search settings.xml for the term MemoryPrivatePoolEnabled
    You will see a block of text like so:
<key>MemoryPrivatePoolEnabled</key>
<map>
<key>Backup</key>
<boolean>0</boolean>
<key>Comment</key>
<string>Enable the private memory pool management</string>
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
<boolean>1</boolean>
</map>
  • Near the bottom there, change the “<boolean>1</boolean>” line just above </map> to “<boolean>0</boolean>”
  • Save changes to settings.xml and edit the text editor.
  • Login.
  • Profit.

Other Crash Situations

Issues outside of Firestorm can, and often do, result in viewer crashes….

  • Make sure your file system is not corrupt by running chkdsk or equivalent for your OS.
  • On Windows, ensure that your registry isn't messed up by running CCleaner or similar.
  • Reboot your PC and moder/router.
  • Ensure that video drivers are current, as well as your OS.
  • Do a Reinstall of Firestorm. Be sure to use a fresh download of the viewer; either clear your browser cache or use a different browser for the download.

By Operating System

Windows Specific

  • If the installer does not run at all, try the following steps (this solution was described for Vista SP1; it has not been confirmed for other Windows versions):
    • Right click the installer .exe
    • Click Properties
    • On the bottom of the general tab is a message “This file came from another computer and might be blocked to help protect this computer”
    • Click Unblock
    • Installer should run.
  • You may have corrupt registry information; refer to this page. This is especially common for those rolling back from Win10 to an older version of Windows.
  • If you crash at startup with an error like: “failed to initialise properly code (0x0150002)”, or you get an error that the “side-by-side” configuration is incorrect, or“Firestorm failed to start because the application configuration was incorrect. Reinstalling the application may correct the problem”, please download this and install it, as your system is likely incompatible with the Visual Studio C++ 2005 SDK DLLs: AppFix.exe
  • Open the Firestorm install folder and search for any files named .config - delete any you find.
  • Note that some anti-virus software will result in errors during installation; more information is here.
  • If you are using an ATI (AMD) graphics card, then please refer here for known problems with these cards.
    For nVidia issues, plese refer to this page.
Windows 10

If you are using Windows 10, and have an Intel 2000/3000 or older graphics card, please refer to this page if you cannot start Firestorm without crashing.

Windows Vista or Windows 7

If you crash during login, then try setting Firestorm to XP compatibility:

  • Locate your desktop shortcut for Firestorm
  • Right click on the icon and select Properties
  • Select the Compatibility tab
  • Check the “Run this program in compatibility mode for:” and select Windows XP from the drop down
  • Click Apply.

If you get a User Account Control security popup, then please see this page.

linux-specific

If you have just installed Firestorm on a linux system and it will not start, it is highly likely that you are missing some required libraries. You need to verify if this is the case.

You need to open Terminal and cd to the Firestorm install directory. If you are unsure how to locate it, use your linux file manager to find it first; it will help you locate the install directory. Useful shorcuts:

  • ~/ - is your home directory
  • ~/Desktop - is your desktop directory

so for example, from terminal, you would do something like this:

cd ~/Firestorm

Assuming that Firestorm is installed in the directory called Firestorm, in your home.

Once there, copy the following into Terminal:

LD_LIBRARY_PATH="./lib:${LD_LIBRARY_PATH}" ldd bin/do-not-directly-run-firestorm-bin | grep not\ found

This will spit out a list of libraries that are not found on your system. You will need to install these with your package manager.

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How to Clear Your settings

Why? Because here be dragons. And sometimes clearing your settings may be the best way to fix a weird problem. Keep in mind that settings are not cleared by uninstalling or installing new viewers.

If clearing settings solves your problem, then you might want to create a backup of your settings once you have restored them as you like them - and assuming that everything works. Click here for instructions.

If You Can Launch Firestorm

  • Click the 'Open Settings Folder' button
  • A window will popup. Keep this window open.
  • Log off of the viewer.
  • Delete everything you see inside the folder.
  • Navigate up one level to the folder above.
  • Now locate the folders which have the names of your avatar(s)
  • In each of these folders, locate the file settings_per_account.xml and delete it

If You Cannot Launch Firestorm

Assuming you are unable to log into the viewer, follow these steps.

  • Navigate to the folder that stores the application data for the viewer - if you do not see this folder, you may need to show hidden folders.
Firestorm 32-bit
Windows 7, 8.1 and 10C:\Users\[USERNAME]\AppData\Roaming\Firestorm
(or use the environment variable %APPDATA%)
Mac/Users/[YOUR USERNAME]/Library/Application Support/Firestorm 1)
Linux~/.firestorm
Firestorm 64-bit
Windows 7, 8.1 and 10C:\Users\[USERNAME]\AppData\Roaming\Firestorm_x64
(or use the environment variable %APPDATA%)
Mac/Users/[YOUR USERNAME]/Library/Application Support/Firestorm 2)
Linux~/.firestorm_x64
  • Find the folder named “user_settings” and navigate inside it
  • Delete everything
  • Now locate the folders which have the names of your avatar(s)
  • In each of these folders, locate the file settings_per_account.xml and delete it
1) , 2)
Fast way: Switch to Finder (desktop), hit Cmd-N to open a new finder window, then Cmd-Shift-G for Go to folder. Copy/paste this ~/Library/Application Support/Firestorm/ (including the tilde~)

fs_media

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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 that:
    • streaming music and/or media are enabled in PreferencesSound & Media -> Sounds;
    • volumes for music and media are not at minimum;
    • audio is configured correctly in your operating system (ie, 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 or other similar software);
    • You have not blocked the stream/video; check Preferences → Sound & Media → Media → Manage Media Sites.
    • 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 llceflib_host.
  • Relog and attempt video playback again
  • If it works, you will need to stop your firewall/virus protection from blocking the slplugin and/or llceflib_host 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 llceflib_host for each one.
  • If all of the above does not resolve the issue, you can try downloading the latest SL Viewer 2 viewer and replacing your Firestorm slplugin file with the one from Viewer 2.

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.

Flash

  • 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 “Flash game” (3rd column, 4th row).
      • 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

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.

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

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

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.

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.

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