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Firestorm Viewer Downloads For Second Life

OpenSIM versions of FS do not have Havok. That only matters if you're uploading mesh objects and need to specify the mesh physics properties, or if you need to manipulate the region navmesh for pathfinding. The terms of the Havok license prohibit its use anywhere but Second Life, so it's not present in OpenSim versions.


Firestorm Viewer is certified to be free of viruses and malware.

Current Release

Firestorm 5.1.7 (55786) Release

Firestorm 5.1.7 (55786) Release Notes

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

Windows

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

Mac

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

linux

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

Current Beta Release

Firestorm 6.0.1 (56538) Animesh Beta Release

Firestorm 6.0.1 (56538) Animesh Beta Release Notes

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

Windows

Version32/64-bitGridsHavokLevel of SupportDownload
Windows
64-bit Havok
64-bit only SL only X Beta Firestorm Beta 6.0.1.56538 64 bit Windows Setup.exe FIXME
SHA1 Checksum: FIXME
Windows
64-bit OpenSim
64-bit only SL and other grids Beta Firestorm Beta 6.0.1.56538OS 64 bit Windows Setup.exe FIXME
SHA1 Checksum: FIXME
Windows
32-bit Havok
32 and 64 SL only X Beta Firestorm Beta 6.0.1.56538 32 bit Windows setup.exe FIXME
SHA1 Checksum: FIXME
Windows
32-bit OpenSim
32 and 64 SL and other grids Beta Firestorm Beta 6.0.1.56538OS 32 bit Windows setup.exe FIXME
SHA1 Checksum: FIXME

Mac

Version32/64-bitGridsHavokLevel of SupportDownload
Mac
64-bit Havok
64-bit only SL only X Beta Firestorm Beta 6.0.1.56538 64 bit Intel Mac.dmg FIXME
SHA1 Checksum: FIXME
Mac
64-bit OpenSim
64-bit only SL and other grids Beta Firestorm Beta 6.0.1.56538OS 64 bit Intel Mac.dmg FIXME
SHA1 Checksum: FIXME
Mac
32-bit Havok
32 and 64 SL only X n/a n/a
Mac
32-bit OpenSim
32 and 64 SL and other grids n/a n/a

linux

Version32/64-bitGridsHavokLevel of SupportDownload
Linux
64-bit Havok
64-bit only SL only X n/a n/a
Linux
64-bit OpenSim
64-bit only SL and other grids Beta Firestorm Beta 6.0.1.56538OS 64 bit Linux.tar.bz2 FIXME
SHA1 Checksum: FIXME
Linux
32-bit Havok
32 and 64 SL only X n/a n/a
Linux
32-bit OpenSim
32 and 64 SL and other grids Beta Firestorm Beta 6.0.1.56538OS 32 bit Linux.tar.bz2 FIXME
SHA1 Checksum: FIXME

More information about the 64-bit builds can be found here.

Supported Operating Systems

Windows

  • Windows 7 SP1, 8.1 and 10 32bit and 64bit are supported.
    Earlier versions of windows are not supported.
  • Firestorm 5.1.7 & 6.0.1 will NOT even install on Windows XP.
  • Firestorm 5.1.7 & 6.0.1 may install on Windows Vista but is likely to be very unstable.
  • Windows 10 - Firestorm 5.1.7 & 6.0.1 are compatible with Windows 10.
    However, if you are running Windows 10 on a system with an older Intel graphics card which does not support Windows 10 - Intel HD 2000, Intel HD 3000 or anything marked as “No” for Windows 10 on this list,
    you will only be able to run the 32bit versions of Firestorm 5.1.7 & 6.0.1 even if you have a 64bit version of Windows 10.
    Please see this page for detailed instructions if you are running Windows 10 on an older unsupported Intel card and have problems running Firestorm 5.1.7 or 6.0.1.

Mac

  • Mac 10.9 or later OS X versions are supported.
  • MacOS Mojave 10.14 will run Firestorm 5.1.7. viewer and newer.
  • Mac PPC is not supported.
  • Firestorm 5.1.7 & 6.0.1 viewers will NOT run on Mac 10.6, 10.7 or 10.8.

Linux

  • We use Debian to build our Linux viewer. Any actively maintained, up-to-date Debian-based distribution should be able to run Firestorm. However, due to the variety of distributions and SL's small Linux user-base, we cannot provide testing and support beyond those systems that our own team use. Feel free to submit details of your success and/or failure to any Firestorm team member or to the Firestorm Jira.
  • Some additional libraries and/or packages may be needed; they are listed on this page.
  • Certain older unsupported hardware may not be able to support Firestorm.

Additional Downloads to Fix Problems

Windows

  • SLURLs not working in your browser, or choose to open with a different viewer (Windows)

Additional Downloads to Enhance User Experience

Flash

Firestorm 6.0.1, 5.1.7, 5.0.11, 5.0.7, 5.0.1 Release

  • Windows - Download in Firefox or Chrome to play Flash media inside Second Life.
    Choose the correct operating system under Step 1.
    Choose FP 32 for Opera & Chromium - PPAPI under Step 2.
    Install Flash.
  • Mac - Ensure that you have the most recent version of Flash for Safari installed. You an get this via the normal update process, or from Adobe.
    Choose the correct operating system under Step 1.
    Choose FP 32 for Safari and Firefox – NPAPI under Step 2.
    Install Flash.
  • Linux - You need to have the pepperflash plugin installed, which can be satisfied by installing Google Chrome.

Quicktime

Firestorm 6.0.1, 5.1.7, 5.0.11, 5.0.7, 5.0.1

  • Windows - Quicktime does not need to be installed to play media on Firestorm 5.0.1 or later.
  • Mac - Quicktime to play streaming videos. (iTunes is not needed)

GStreamer

for Linux only

  • Info for download to play streaming videos. (Please read page for info on installing GStreamer for your particular distribution.)

Growl

  • Growl for Windows– As of November 2018 this site is dead. Users who already have Growl installed can continue to use it for the time being. Windows users may be able to download a copy from its github release page.
  • Mac– This site will lead you to the Mac App Store for downloading. Please note the reviews and the update status of Growl before purchasing; Firestorm cannot guarantee its functionality.
  • Linux: Growl is implicit in libnotify, which should come already installed in most distros. However, if you are on a 64-bit linux, you may need to install the 32-bit version of libnotify. For ubuntu and similar (like mint), run the following command:
    sudo apt-get install libnotify4:i386

DirectX Runtime

Windows only

  • DX runtime April 2011 to help increase performance and stability. For all versions of Windows. Please refer to this page.

Video Drivers

Mac drivers are included with OS upgrades. However, to determine what card you have, select “About this Mac” from the Apple menu, then click “More Info”. Under Hardware select Graphics/Displays.

If you are not sure what type of video card you have, use GPU-Z found (win only) here. For linux, in a console use:
lspci | grep VGA

Nvidia Video Driver

  • Latest driverLast checked 15/12/2018 - Windows: 417.35 (2018.12.12) - Linux: 410.78 (2018.11.15)

ATI Video Driver

  • Latest driverLast checked 15/12/2018 - Windows: Adrenalin 2019 Edition 18.12.2 (12/13/2018) - Linux: 18.50 (12/13/2018)

Intel Video Driver

Source code


downloads - old revision restored (2018/10/02 12:16)

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Firestorm Viewer Downloads For Second Life

OpenSIM versions of FS do not have Havok. That only matters if you're uploading mesh objects and need to specify the mesh physics properties, or if you need to manipulate the region navmesh for pathfinding. The terms of the Havok license prohibit its use anywhere but Second Life, so it's not present in OpenSim versions.


Firestorm Viewer is certified to be free of viruses and malware.

Current Release

Firestorm 5.1.7 (55786) Release

Firestorm 5.1.7 (55786) Release Notes

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

Windows

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

Mac

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

linux

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

More information about the 64-bit builds can be found here.

Supported Operating Systems

Windows

  • Windows 7 SP1, 8.1 and 10 32bit and 64bit are supported.
    Earlier versions of windows are not supported.
  • Firestorm 5.1.7 will NOT even install on Windows XP.
  • Firestorm 5.1.7 may install on Windows Vista but is likely to be very unstable.
  • Windows 10 - Firestorm 5.1.7 is compatible with Windows 10.
    However, if you are running Windows 10 on a system with an older Intel graphics card which does not support Windows 10 - Intel HD 2000, Intel HD 3000 or anything marked as “No” for Windows 10 on this list,
    you will only be able to run the 32bit versions of Firestorm 5.1.7 even if you have a 64bit version of Windows 10.
    Please see this page for detailed instructions if you are running Windows 10 on an older unsupported Intel card and have problems running Firestorm 5.1.7.

Mac

  • Mac 10.9 or later OS X versions are supported.
  • macOS Mojave 10.14 will run Firestorm 5.1.7. viewer and newer
  • Mac PPC is not supported.
  • Firestorm 5.1.7 viewer will NOT run on Mac 10.6, 10.7 or 10.8.

Linux

  • We use Debian to build our Linux viewer. Any actively maintained, up-to-date Debian-based distribution should be able to run Firestorm. However, due to the variety of distributions and SL's small Linux user-base, we cannot provide testing and support beyond those systems that our own team use. Feel free to submit details of your success and/or failure to any Firestorm team member or to the Firestorm Jira.
  • Some additional libraries and/or packages may be needed; they are listed on this page.
  • Certain older unsupported hardware may not be able to support Firestorm.

Additional Downloads to Fix Problems

Windows

  • SLURLs not working in your browser, or choose to open with a different viewer (Windows)

Additional Downloads to Enhance User Experience

Flash

Firestorm 5.1.7, 5.0.11, 5.0.7, 5.0.1 Release

  • Windows - Download in Firefox or Chrome to play Flash media inside Second Life.
    Choose the correct operating system under Step 1.
    Choose FP 30 for Opera & Chromium - PPAPI under Step 2.
    Install Flash.
  • Mac - Ensure that you have the most recent version of Flash for Safari installed. You an get this via the normal update process, or from Adobe.
    Choose the correct operating system under Step 1.
    Choose FP 30 for Safari and Firefox – NPAPI under Step 2.
    Install Flash.
  • Linux - You need to have the pepperflash plugin installed, which can be satisfied by installing Google Chrome.

Quicktime

Firestorm 5.1.7, 5.0.11, 5.0.7, 5.0.1

  • Windows - Quicktime does not need to be installed to play media on Firestorm 5.0.1 or later.
  • Mac - Quicktime to play streaming videos. (iTunes is not needed)

GStreamer

for Linux only

  • Info for download to play streaming videos. (Please read page for info on installing GStreamer for your particular distribution.)

Growl

Linux has this already

  • Windows Download To get external notices about events when the viewer is minimized.
  • Mac Download To get external notices about events when the viewer is minimized.

DirectX Runtime

Windows only

  • DX runtime April 2011 to help increase performance and stability. For all versions of Windows. Please refer to this page.

Video Drivers

Mac drivers are included with OS upgrades. However, to determine what card you have, select “About this Mac” from the Apple menu, then click “More Info”. Under Hardware select Graphics/Displays.

If you are not sure what type of video card you have, use GPU-Z found (win only) here. For linux, in a console use:
lspci | grep VGA

Nvidia Video Driver

  • Latest driverLast checked 21/07/2018 - Windows: 398.36 (2018.6.26) - Linux: 390.77 (2018.7.16)

ATI Video Driver

Intel Video Driver

Source code

firestorm_change_log

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Firestorm Change Log

Firestorm Release Notes 6.0.1 (56538) Animesh Beta Release

Firestorm Release Notes 5.1.7 (55786) Release

Firestorm Release Notes 5.0.11 (53634) Release

Firestorm Release Notes 5.0.7 (52912) Release

Firestorm Release Notes 5.0.1 (52150) Bento Release

Firestorm Release Notes 4.7.9 (50527) Release

Firestorm Release Notes 4.7.7 (48706) Release

Firestorm Release Notes 4.7.5 (47975) Release

Firestorm Release Notes 4.7.3 (47323) Release

Firestorm Release Notes 4.7.1 (45325) Beta Release

Firestorm Release Notes 4.6.9 (42974) Hotfix Release

Firestorm Release Notes 4.6.9 (42969) Release

Firestorm Release Notes 4.6.7 (42398) Release

Firestorm Release Notes 4.6.5 (40833) Release

Firestorm Release Notes 4.6.1 (40478) Release

Firestorm Release Notes 4.5.1 (38838) Beta Release

Firestorm Release Notes 4.4.2 (34167) Server Side Appearance Update Release

Firestorm Release Notes 4.4.0 (33720) Server Side Appearance Capable Release

Firestorm Havok - Release Notes 4.3.1 (31155) Havok Release

Firestorm Havok Beta - Release Notes 4.3.0 (30936)

Firestorm Official - Release Notes 4.2.2 (29837) With Pathfinding Tools HOTFIX

Firestorm Official - Release Notes 4.2.1 (29803) With Pathfinding Tools

Firestorm Official - Release Notes 4.1.1 (28744)

Firestorm Official - Release Notes 4.0.1 (27000)

Firestorm Official - Release Notes 3.3.0 (24880)

Firestorm Official - Release Notes 3.2.2 (24336)/3.2.1 (24179)

Public Beta 3 - Mesh - Release Notes

Public Beta 2 Release Notes 7/5/2011

Public Beta Release Notes 6/14/2011

Preview 2 Release Notes 3/23/2011

Preview Release Notes 1/30/2011

firestorm_change_log_6.0.1.56538 - [Linden Lab New Features and Improvements]

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Firestorm Release Notes 6.0.1.56538 Animesh Beta Release


Firestorm 6.0.1.56538 Animesh Beta Downloads can be found HERE


New Features And Improvements In This Release

This page shows all changes since the 5.1.7.55786 Release.
If you are updating from an earlier version then 5.1.7, see HERE for previous release notes.

For a summary of all the major new features and improvements in this release, please
see Inara Pey's Firestorm 6.0.1 blog post FIXME.



Linden Lab New Features and Improvements




Lots and lots of Maintenance fixes

Too many to list them all here.
See the full change log for details.
Highlighted fixes are listed below.

FIXME


Firestorm New Features and Improvements


  • Merge up to Linden Lab viewer 5.1.6 FIXME code-base
    Firestorm 6.0.1 is fully merged up to the FIXME Linden code-base, plus some cherry picked fixes from upstream.
    Ansariel Hiller


RLVa Fixes and Improvements


Firestorm 6.0.1 is still using the RestrainedLove API: RLV v3.2.1 / RLVa v2.2.0.55786

Here are the full RLVa 2.2 Release Notes



Skinning And Translations


Translation updates and improvements

German - Ansariel Hiller
Polish - PanteraPolnocy Resident
Japanese - Hiroshi Kumaki
Italian - Sniper Siemens


Windlight



For Builders And Scripters



Audio



Communications





Inventory, Appearance, Avatar



User Interface



General



Performance and Stability Improvements



OpenSim New Features and Improvements



Known Issues

FIXME

Firestorm JIRA Link Details Official viewer bug? 1) New on 6.0.1?
FIRE-22968Sim surrounds no longer showing with new update to firestorm BUG-225295 No
FIRE-22746 Alpha masking with mask cutoff of 1 shows white lines in it BUG-225039 No
FIRE-22776 Web-page does not scroll using mousescroll in internal viewer browser BUG-216094 No
FIRE-22797 Unable to save 'postcard' snapshots to Twitter - will not connect BUG-225015 No
FIRE-22212 Dragging a folder of no copy items into object contents does not remove the no copy items from inventory view till relog BUG-203011 No
FIRE-22230 Gestures containing the “BigSmile” or “Open Mouth” built-in animation take way too long to load BUG-139305 No
FIRE-20848 Icecast & Shoutcast v2 audio streams drop out in-world BUG-41531 No
FIRE-19333 Legacy Profile 2nd Life Pic sometimes blurry and opens at 32×32 instead of full size N/A No
FIRE-18160 [CEF] Media volume control has no effect on media volume. Mac & Linux onlyBUG-11821 No
FIRE-17392 Counts of individual Roles are reported wrong in the Group info BUG-10804 No
FIRE-17101 Unable to see group members belonging to any group role in the Roles tab until you switch to the Members tab and back to Roles tab. BUG-10447 No
FIRE-16745 Standing up from Groundsit triggers walk/run BUG-10122 No
FIRE-15967 Avatar moved underground when adding accessories to worn items while in edit mode. While wearing deformer skeleton. BUG-8616 No
FIRE-15852 Some rigged mesh avatars are deformed on post-attachment fix viewers for self and all observers BUG-9010 No
FIRE-12520 Highlight transparent no longer highlights particles that use a texture containing alpha BUG-4731 No
FIRE-12496 On Materials enabled viewers, textures containing alpha display as full bright if basic shaders are disabled BUG-4709 No
FIRE-12213 Enabling Advanced Lighting Model in graphics preferences causes horizon to invert BUG-4430 No
FIRE-12072 Alpha masking is broken again on avatar clothing when ALM is enabled BUG-4357 No
FIRE-11929 Some prims have black moire-like patterns when ALM is enabled MAINT-3302 No
FIRE-11740 Mesh clothing with solid/sheer clothing combo pixelated
Mac only
MAINT-3238 No
FIRE-10883 Context Menu - The top of the right click menus are hidden No No
FIRE-10041 Rotating Objects flicker from a distance MAINT-2648 No
FIRE-7979 Changing from Ultra to Low with basic shaders disabled breaks much of the UI MAINT-3363 No

Change Log Since 5.1.7.55786 Release

FIXME

1)
Only publicly viewable issues are given as links

fs_voice - [By Operating System]

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Voice Issues

Please note: Viewers play a minor part in voice functionality. The bulk of voice support is given by the external application called SLVoice, which is made by the SL voice provider, Vivox. Voice failures are almost always due to one of the following reasons:

  • Your ISP is throttling or blocking the voice service;
  • failure of the Vivox service;
  • voice issues on the region you are on;
  • voice being throttled by bandwidth set incorrectly - please check it by following the instructions here;
  • voice hardware (mic, headset) not configured correctly in your operating system settings;
  • voice hardware not configured correctly in the viewer;
  • another application has your voice hardware in use (example, Skype);
  • your anti virus software has “mangled” the voice application; see steps on this page: here.

  • your firewall is blocking slvoice. Add slvoice to your firewall's exclusion/allow list.
Please go to Voice Echo Canyon when trying to get voice to work. If voice is working correctly for you, anything you say there will be echoed back to you. Once there, relog to last location.

Known Issues

Since 4.7.9, voice has not always connected to the voice servers. This is due to some coding issues that we inherited from the official SL viewer and that code's interaction with the latest voice files. The issue is documented on LL's Jira. A workaround is to disable and then re-enable voice. But if you're presented with the voice connection failure message that tells you “Voice communications will not be available”, you may need to disable voice and then relog before voice will try to reconnect.

Steps:

  • Go to Preferences → Sound & Media → Voice, and untick “Enable Voice.”
  • Relog.
  • Wait 10-20 seconds, or until the viewer has finished rezzing the scene.
  • Re-enable voice.

Version 5.1.7., voice crashes when turning on microphone. See BUG-225293 and FIRE-22940
Fixed on LL Viewer. Fix pending on FS viewer.
Note that the SLVoice executable in this viewer is not compatible with most older viewers; do not copy it into other viewers.http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/5.1.8.518593

Disable When Not in Use

Most voice connection issues happen when the viewer tries to connect to voice during the login process. The workaround is to disable voice before you log out, and then only enable it after logging in when you need it. You can toggle Voice from the Media Controls at the top of the viewer (not enabled by default for Vintage or Latency skins) by hovering over the speaker icon and then checking or unchecking the last checkbox, or by going to Preferences ⇒ Sound & Media ⇒ Voice and checking or unchecking the top option.

Ensure Headset Properly Connected

If you have issues hearing but not being heard, or vice versa, then make sure that your headset is properly connected to your computer. Unplug it, then plug it back in, making sure it is fully inserted.

And on a related note, if you plug your headset in while logged into SL, you will very likely have to relog to get it to be recognised.

Check Voice Settings in your Operating System

Due to the many different versions of each operating system (Windows, linux distros, Mac OSx's), it is very difficult to give specifics for each one. Nonetheless, make sure that your operating system is correctly configured for voice: that voice is going to your headset (or speakers, as you prefer), and that your mic is enabled and configured.

If you can hear people but cannot be heard, or vice versa, it is most likely a problem in this area.

A bit more specifically, for Windows and linux, check in Mixer that SLvoice is listed, and not muted. Check that input and output devices are correct. For Mac, look in the Sound Preference pane.

Check Voice Settings in the Viewer

  • Go to PreferencesSound & Media -> Sounds. Find the Voice Chat slider and make sure it is not all to the left. Try increasing the volume.
  • Make sure that Voice chat is enabled on that preferences tab.
  • go to PreferencesSound & Media -> Voice. Click on Audio Device Settings. For Input and Output, use the dropdowns to select your voice devices (headset, microphone, whatever you use). It is best not to leave these at Default.
  • Close Preferences and locate the Mic button on the button bar. Click the Lock checkbox then the actual button, and try speaking (hopefully, you went to Voice Echo Canyon so you can test).

Try Reinstalling Drivers

Try reinstalling the drivers for your sound card, if you have one. Sometimes, these drivers conflict with the sound component of graphics card drivers. Similarly, you may have success by reinstalling your graphics card driver.

If voice still does not work, then continue working through this page.

Voice Is Intermittent

If you find that voice cuts in and out, particularly right after a TP, and at the same time, you notice that things are not rezzing in for you very well (avatars, objects, etc), then the likely cause is that your router is being “overwhelmed” with texture transfers. So reboot your router/modem, and then your computer, and see if the problem is solved.

You can also try adjusting your bandwidth as explained here.

If that does not help, then proceed with the section below.

Voice Worked Fine but Suddenly Doesn't Work

Chances are good that the problem lies with the SL servers or the voice provider, Vivox. Still, there are things you can try:

  • May 2018: If you had a recent Windows update, see this page.
  • Open Preferences, and go to Sound & Media → Voice, and click Reset (circular arrow).
  • Shut down all applications that use, or can use, voice - like Skype, etc. Then relog.
  • What sometimes helps to get voice working is disabling voice in PreferencesSound & Media -> Voice, hitting Ok, waiting a minute and then enabling voice and click Ok. When these methods fail (assuming voice usually works for you) it is usually the Vivox voice servers that are the problem.
  • If this does not work at your current location, go to a region where other people are able to use voice at this time. One possibility is Firestorm Social, but any region where voice is known to be functioning is fine. Disable voice in PreferencesSound & Media -> Voice. Relog, using the last location selection on your login screen. Wait a couple of minutes. Reenable voice. Wait another couple of minutes (in other words, give the connection time to be established). If voice comes on, then the problem may have been the region you were in before. Was voice disabled there? If not, a region restart might solve the problem.
  • Go to Preferences → Network & Files -> Connection and reduce your bandwidth setting to 500 (if it is not already set there). Repeat the above step to toggle voice off and back on. See here for more information on setting your bandwidth properly, but bear in mind that lower levels than those calculated there may be necessary for troubleshooting purposes.
  • Log out of the viewer, then check Task Manager (or equivalent) and see if SLVoice is still running. If so, kill the process, restart the viewer and see if voice connects.
  • Try a relog, or even a reboot of the computer.
  • Sometimes device settings can reset, so check in PreferencesSound & Media -> Voice→ Audio Device Settings, to be sure that the input and output are set correctly.
  • 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.

Never Been Able to Get Voice to Work

  • Does your headset/microphone work outside of SL? ie when using Skype, Yahoo or MSN
  • Is your voice chat volume turned up and not muted?
  • Is the SLVoice.exe (simply SLVoice on Mac) that is in the Firestorm folder in the exceptions/allowed list for your firewall? If your firewall is turned off, turn it on and add the SLVoice.exe (or SLVoice) anyway.
    If your Firewall has SLVoice listed twice, then remove both instances, and allow it again. For Win10, make sure that SLVoice has Private unchecked, and Public checked. If you had these set differently, change them, then close the window, log out of SL, reboot.
  • Check the bandwidth you are actually getting and what you have set in Preferences → Network & Files → Connection. Please refer to this page for specifics.
  • Go to top menu, Advanced → Debug Settings, and in the window that opens, type: Cmdlinedisablevoice - then ensure this is set to FALSE. (Use Crtl-Alt-D to enable the Advanced menu, if it isn't.)

By Operating System

Windows

Some have issues with voice on Firestorm - specifically, “stuttering”, or SLVoice crashing when you unplug a USB device. The only work-around currently is to swap out the voice files.

  • To this end, download this file; save it to your hard drive. Make sure you do not have Firestorm running. Then extract the files to your Firestorm install folder. (For Firestorm 32-bit viewer, this is typically located at C:\Program Files\Firestorm on 32 bit Windows, and C:\Program Files (x86)\Firestorm on Windows 64-bit. For Firestorm 64-bit Viewer, this is typically located at C:\Program Files\Firestorm.) When prompted, allow the replacement of existing files.
Windows Vista and Windows 7

Try disabling compatibility mode, if enabled:

  • Locate your desktop shortcut for Firestorm (if you use the pinned application on the task bar, make sure you pin the Firestorm shortcut, not the running viewer)
  • Right click on the icon and select Properties
  • Select the Compatibility tab
  • Find “Run this program in compatibility mode for:” if it is set then disable this
  • Make sure “Run as Administrator” is enabled (if this is greyed out, then you're probably already running as administrator, so you can ignore this step).
  • Click Apply.
  • Now log back into the viewer, and see if voice works (do you have the white dot over your head?). If not, go to PreferencesSound & Media -> Voice and disable voice; wait a few moments, then re-enable. 1)

On Windows 7, if you find yourself being able to talk but not hear what others say, then a possible solution is to use the sound drivers from Vista. (This needs further confirmation.)

Mac

All Mac Operating Systems

If you are unable to connect to voice and you are also having problems with teleporting and/or loading your friends list, perhaps along with other things, then see the “Mac-specific” section of this page for instructions and more explanation.

Mojave (10.14.x) (but possibly could happen on others)

If you seem to have voice working (voice dots and green speech indicators show) but can't speak/hear, and your device doesn't show in PreferencesSound & Media -> Voice→ Audio Device Settings, you may be able to use your Mac Audio MIDI Setup to fix this.

  1. Go to your Mac Utilities folder and open Audio MIDI Setup.
  2. Look for your headset/mic in the list.
  3. If your device shows there, proceed:
  4. Click the + sign and choose “Create Multi-Output Device.”
  5. In the new Multi-Output Device that appears, select your headset/mic.
  6. If you have Firestorm open, relog so it can find the new Device.
  7. Go to PreferencesSound & Media -> Voice→ Audio Device Settings, and select your new “Multi-Output Device.”
  • This fix has not been extensively tested. Feedback and suggestions are welcome.
  • Thanks to user Zuzu Zong for the suggestion.
Mojave (10.14.x)

Check Mac System Prefs → Security & Privacy → Privacy → microphone.

Mountain Lion (10.8.x) Only

Some Mountain Lion users experience a problem with voice output, while input works fine (that is, you can hear but you can't speak). To fix this, open the voice preferences for your viewer (PreferencesSound & Media -> Voice in Firestorm). Click the device settings button and select “built-in microph” as the audio input device and click OK. Reopen Preferences and go back to the device settings button to ensure you're getting sound in on the mic.

linux

Every linux distro is different; and each distro may have more than one window manager to further complicate things. So tips can't be “absolute”; you will need to experiment and see what works for you. The following have been suggested by some as effective. But first….

In the Firestorm install directory, there's a text file (originally from LL) with tips on getting voice to work in linux. If you haven't read that, then you can try to see if it helps.

  • Make sure you have ALSA and/or FMODEX available. FMODEX is supplied with Firestorm, normally. If you look at Help → About Firestorm, you should see a line that resembles this:
    Audio Driver Version: OpenAL, version 1.1 ALSOFT 1.11.753 / OpenAL Community / OpenAL Soft: PulseAudio Software
    If that says “none” then you have no audio driver available to Firestorm and need to install one.
  • Edit the firestorm shell script and remove the #. That will force LL to use FMOD rather than ALSA. Some say this is how to get voice working.
#export LL_BAD_OPENAL_DRIVER=x
  • Some swear that the problem is PulseAudio, so you can try to remove that from your system. Be warned, however, that this could cause more problems than it solves. Make sure you remove only Pulse and not half the OS.
  • Be sure to have the correct devices select in Firestorm for voice:

    Preferences → Sound & Media → Voice → Audio Device Settings (button) … input and output may not work if left at default; they may need to go to a specific device like “ALSA Capture on [device name]”.

Below are results for selected linux distros, based on input from Phoenix and Firestorm users. This will be updated as more information becomes available.

  • ubuntu 18.04 / linux Mint 19 64-bit + FS64. You may need to install a few extra libs:2)
sudo apt-get install libidn11:i386 libuuid1:i386 libstdc++6:i386

Note: If you experience the issue where voice connects and you are not able to hear audio from people speaking, you might need to install the libasound2-plugins:i386 package (for Debian based systems). The reason for this is that libasound_module_pcm_pulse.so is required on some systems. For non debian systems, install the relevant package that will add the 32 bit version of the library to your system (this might be alsa-plugins-pulseaudio.i686 on RHEL based systems (CentOS, Fedora))

  • ubuntu 16.04 64 bit + FS64: The following command installs a few 32-bit libs and voice works after. Maybe you need fewer 32-bit libs but that needs further investigation.
    Apparently, arch requires these as well - or some of them - though the exact lib name may be different.
sudo apt-get install gstreamer0.10-pulseaudio:i386 libidn11:i386 libuuid1:i386 libstdc++6:i386
  • In the end you should have these libraries installed, in their 32 bit variant. The version numbers here are subject to change in later releases, but it should give you a good starting point on what to look for: ld-2.27.so libc-2.27.so libdl-2.27.so libgcc_s.so.1 libm-2.27.so libpthread-2.27.so libresolv-2.27.so librt-2.27.so libz.so.1.2.11 libXau.so.6.0.0 libasound.so.2.0.0 libcap.so.2.25 libdbus-1.so.3.19.6 libgcrypt.so.20.2.2 libgpg-error.so.0.24.2 libidn.so.12.6.0 liblz4.so.1.8.1 liblzma.so.5.2.3 libpulse.so.0.20.3 libstdc++.so.6.0.25 libsystemd.so.0.21.0 libuuid.so.1.3.0 libxcb.so.1.1.0 libpulsecommon-12.2.so
  • A new option is a debug setting, FSLinuxEnableWin32VoiceProxy, which when enabled will cause Firestorm to launch the Windows version of SLVoice.exe via WINE. To use this, you need to ensure that WINE is installed; install WINE with your package manager. An existing WINE profile/prefix is not needed, but will be used if present. Depending on your system, it may take several seconds before voice comes up.
    NOTES:
    * If you disable voice and then re-enable too quickly, WINE may not successfully restart and voice may fail to re-enable. If you get the warning that there was a problem connecting, you will need to relog before voice will re-enable. Thirty seconds between disable and enable should be enough.
    * There is a known related issue here
    * To speed up the initial loading of voice, use
    wine-preloader $HOME/path/to/firestorm/bin/win32/SLVoice.exe

    before launching Firestorm

1)
Incorporates suggestions from user Maverick Buccaneer.
2)
Thanks to Virtual Pawpad.

windows_edit_path_environment_variable.png

fs_compiling_firestorm_windows - Added troubleshooting section for Windows screwing up Autobuild

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Firestorm Windows Builds

This page describes all necessary steps to build the Firestorm viewer for Windows, using the updated build infrastructure introduced with Linden Lab's project Alex Ivy.

NOTE: This description is NOT valid for building versions of the viewer prior to the Alex Ivy merge (revision 54609)!
Please note that we do not give support for compiling the viewer on your own. However, there is a self-compilers group in Second Life that can be joined to ask questions related to compiling the viewer: Firestorm Self Compilers

Install required development tools

This is needed for compiling any viewer based on the Linden Lab open source code and only needs to be done once.

All installations are done with default settings (unless told explicitly) - if you change that, you're on your own!

Windows

  • Install Windows 10 Pro 64bit using your own product key
  • Alternatively: Install Windows 7 or 8.1 Pro 64bit

Microsoft Visual Studio 2013 Professional

  • Install Visual Studio 2013 Professional
  • Note: If you don't own a copy of Visual Studio 2013 Professional, you might consider installing the Community version (requires creating a Microsoft account if you do not already have one ) (If the download link for 2013 on visualstudio.com leads to a dead page even after logging in and out and back in again, try Googling “Visual Studio 2013 Community update 5 download” for a direct link. MS has recently changed things with accounts and the free subscriptions.)
    • Run the installer as Administrator (right click, “Run as administrator”)
    • Uncheck all the “Optional features to install:” - they are not required

DirectX SDK

  • Download and install DirectX SDK (June 2010)
    • Run the installer as Administrator (right click, “Run as administrator”)
    • At the Installation Options screen, set everything except the DirectX Headers and Libs to “This feature will not be installed”

Tortoise Hg

  • Download and install TortoiseHg 3.2.3 or newer (64bit)
    • Note: No option available to install as Administrator
    • Use default options (path, components etc.)
    • Add the following directory to your path:
      C:\Program Files\TortoiseHG

CMake

  • Download and install at least CMake 3.4.3 (32bit is only option)
    • Run the installer as Administrator (right click, “Run as administrator”)
    • At the “Install options” screen, select “Add CMake to the system PATH for all users”
    • For everything else, use the default options (path, etc.)
    • Make sure that the following directory was added to your path:
      C:\Program Files (x86)\CMake\bin

Cygwin

  • Download and install Cygwin 64 (64bit)
    • Run the installer as Administrator (right click, “Run as administrator”)
    • Use default options (path, components etc.) *until* you get to the “Select Packages” screen
    • Add additional packages:
      • Devel/patch
    • Use default options for everything else
    • Make sure that the following directory was added to your path.:
      C:\Cygwin64\bin

Python

  • Download and install the most recent version of Python 2.7 (32bit)
    • Linden Lab advises to use the 32bit version as the VMP requires it. However, Firestorm currently doesn't use VMP, so the 64bit version might work (use at own risk!)
    • Note: No option available to install as Administrator
    • Use default options (path, components etc.) until you get to the “Customize Python” screen
    • Change “Add python.exe to Path” to “Will be installed on local hard drive”
    • Add the Python installation dir to the system path:
      C:\Python27

Intermediate check

Confirm things are installed properly so far by opening a Cygwin terminal and enter:

cmake --version
hg --version
python --version

If they all report sensible values and not “Command not found” errors, then you are in good shape.

The Cygwin terminal is only needed for testing. All commands for actually building the viewer will be run from the Windows command shell.

Set up Autobuild and Python

  • Install Boostrip pip
    • Download (Save As) get-pip.py and copy to a temp folder
    • Open Windows Command Prompt
    • Switch to that temp folder and execute it:
      python get-pip.py
    • Pip will be installed
    • Add the following directory to your path:
      C:\Python27\Scripts
  • Install Autobuild
    • Open Windows Command Prompt and enter:
      pip install hg+https://bitbucket.org/lindenlab/autobuild-1.1#egg=autobuild
    • Autobuild will be installed. Earlier versions of Autobuild could be made to work by just putting the source files into your path correctly; this is no longer true - Autobuild must be installed as described here.
  • Set environment variable AUTOBUILD_VSVER to 120
  • Check Autobuild version to be 1.1.7 or higher:
    autobuild --version

NSIS (Unicode)

  • You must install the Unicode version here and not the one from the NSIS page
  • Not required unless you need to build an actual viewer installer for distribution, or change the NSIS installer package logic itself

Setup viewer build variables

In order to make it easier to build collections of related packages (such as the viewer and all the library packages that it imports) with the same compilation options, Autobuild expects a file of variable definitions. This can be set using the environmenat variable AUTOBUILD_VARIABLES_FILE.

  • Clone the build variables repository:
    hg clone https://hg.phoenixviewer.com/fs-build-variables <path-to-your-variables-file>
  • Set the environment variable AUTOBUILD_VARIABLES_FILE to
    <path-to-your-variables-file>\variables

Configure Visual Studio 2013 (optional)

  • Start the IDE
  • Navigate to Tools> Options> Projects and Solutions> Build and Run and set maximum number of parallel projects builds to 1.

Set up your source code tree

Plan your directory structure ahead of time. If you are going to be producing changes or patches you will be cloning a copy of an unaltered source code tree for every change or patch you make, so you might want to have all this work stored in its own directory. If you are a casual compiler and won't be producing any changes, you can use one directory. For this document, it is assumed that you created a folder c:\firestorm.

c:
cd \firestorm
hg clone https://hg.phoenixviewer.com/phoenix-firestorm-lgpl

This can take a bit, it's a rather large download.

Prepare third party libraries

Most third party libraries needed to build the viewer will be automatically downloaded for you and installed into the build directory within your source tree during compilation. Some need to be manually prepared and are not normally required when using an open source configuration (ReleaseFS_open).

FMOD Studio using Autobuild

If you want to use FMOD Studio to play sounds within the viewer, you will have to download your own copy. FMOD Studio can be downloaded here (requires creating an account to access the download section).

Make sure to download the FMOD Studio API and not the FMOD Studio Tool!
c:
cd \firestorm
hg clone https://bitbucket.org/Ansariel/3p-fmodstudio
  • After you have cloned the repository, copy the downloaded FMOD Studio installer file to C:\Firestorm
  • If you downloaded a different version of FMOD Studio that is currently used in the viewer, you will have to modify the file build-cmd.sh in the root of the repository. Right at the top, you find the version number of FMOD Studio you want to package (one short version without separator and one long version). Change these values to the version you downloaded:
FMOD_VERSION="11005"
FMOD_VERSION_PRETTY="1.10.05"

Continue on the Windows command line:

c:
cd \firestorm\3p-fmodstudio
autobuild build --all
autobuild package

While running the Autobuild build command, Windows might ask if you want to allow making changes to the computer. This is because of the FMOD Studio installer being executed. Allow these changes to be made.

Near the end of the output you will see the package name written and the md5 hash below it:

wrote C:\firestorm\3p-fmodstudio\fmodstudio-{version#}-windows-{build_id}.tar.bz2
md5 c3f696412ef74f1559c6d023efe3a087

where {version#} is the version of FMOD Studio (like 1.10.02) and {build_id} is an internal build id of the package.

cd \firestorm\phoenix-firestorm-lgpl
cp autobuild.xml my_autobuild.xml
set AUTOBUILD_CONFIG_FILE=my_autobuild.xml

Copy the FMOD Studio path and md5 value from the package process into this command:

autobuild installables edit fmodstudio platform=windows hash=<md5 value> url=file:///<fmodstudio path>

For example:

autobuild installables edit fmodstudio platform=windows hash=c3f696412ef74f1559c6d023efe3a087 url=file:///C:\firestorm\3p-fmodstudio\fmodstudio-1.10.02-windows-180191431.tar.bz2
Note: Having to copy autobuild.xml and modify the copy from within a cloned repository is a lot of work for every repository you make, but this is the only way to guarantee you pick up upstream changes to autobuild.xml and do not send up a modified autobuild.xml when you do an hg push.

Configuring the viewer

Open the Windows command prompt.

If you are building with FMOD Studio and have followed the previous FMOD Studio setup instructions AND you are now using a new terminal you will need to reset the environment variable first by entering

set AUTOBUILD_CONFIG_FILE=my_autobuild.xml

Then enter:

 c:
 cd \firestorm\phoenix-firestorm-lgpl
 autobuild configure -c ReleaseFS_open

This will configure Firestorm to be built with all defaults and without third party libraries.

Note: Configuring the viewer for the first time will take some time to download all the required third-party libraries. As of Autobuild 1.1, the download progress is hidden by default. If you want to watch the download progress, you can use the verbose option to display a more detailed output:
autobuild configure -v -c ReleaseFS_open

Configuration switches

There are a number of switches you can use to modify the configuration process. The name of each switch is followed by its type and then by the value you want to set.

  • -A <architecture> sets the target architecture, that is if you want to build a 32bit or 64bit viewer (32bit is default if omitted).
  • –fmodstudio controls if the FMOD Studio package is incorporated into the viewer. You must have performed the FMOD Studio installation steps in FMOD Studio using Autobuild for this to work.
  • –package makes sure all files are copied into viewers output directory. You won't be able to start your compiled viewer if you don't enable package or do 'compile' it in VS.
  • –chan <channel name> lets you define a custom channel name for the viewer
  • -LL_TESTS:BOOL=<bool> controls if the tests are compiled and run. There are quite a lot of them so excluding them is recommended unless you have some reason to need one or
    more of them.
TIP: OFF and NO are the same as FALSE; anything else is considered to be TRUE

Examples:

  • To build a 32bit viewer with FMOD Studio and to create an installer package, run this command in the Windows command window:
    autobuild configure -c ReleaseFS_open -- --fmodstudio --package --chan MyViewer -DLL_TESTS:BOOL=FALSE
  • To build a 64bit viewer without FMOD Studio and without installer package, run this command:
    autobuild configure -A 64 -c ReleaseFS_open -- --chan MyViewer -DLL_TESTS:BOOL=FALSE

Building the viewer

There are two ways to build the viewer: Via Windows command line or from within Visual Studio.

Building from the Windows command line

If you are building with FMOD Studio and have followed the previous FMOD Studio setup instructions AND you are now using a new terminal you will need to reset the environment variable with

set AUTOBUILD_CONFIG_FILE=my_autobuild.xml

Then run the Autobuild build command. Make sure you include the same architecture parameter you used while configuring the viewer:

autobuild build -A 64 -c ReleaseFS_open --no-configure

Now, sit back, read War and Peace, calculate PI to 50 places, tour the country, whatever you desire. Compiling will take quite a bit of time.

Building from within Visual Studio

Inside the Firestorm source folder, you will find a folder named build-vc120-<architecture>, with <architecture> either being 32 or 64, depending on what you chose during the configuration step. Inside the folder is the Visual Studio solution file for Firestorm, called Firestorm.sln.

  • Double-click Firestorm.sln to open the Firestorm solution in Visual Studio.
  • From the menu, choose Build → Build Solution
  • Wait until the build is finished

Parallel building of pre Alex Ivy viewers

Older versions of the viewer before the merge of Linden Lab's project Alex Ivy use Autobuild 1.0 that is incompatible with the build process as it is now. By default it is not possible to install two different versions of Autobuild on the same computer at the same time. Making use of virtualenv will overcome this problem, allowing simultaneous installations of Autobuild 1.0 and Autobuild 1.1 in two distinct “virtual” Python environments.

Install virtualenv

Install virtualenv by opening a Windows command prompt and enter:

pip install virtualenv

This requires the Boostrip pip already installed. After virtualenv has been installed, you can create virtual Python environments using the command

virtualenv <virtual-environment-name>

This will create the directory <virtual-environment-name> within the Python installation folder and add some required folders and files. Among these files is a batch file called activate.bat in the folder Scripts. To switch to the newly created virtual environment execute the activate.bat batch file. After switching to the virtual environment, your command prompt will be prepended by the name of the virtual environment.

In this example we will create a virtual environment called “Autobuild11”:

virtualenv Autobuild11
c:\Python27\Autobuild11\Scripts\Activate.bat

Your command prompt should look like this now:

(Autobuild11) C:\

After you switched to a particular virtual environment, you can now install as described in Set up Autobuild and Python.

Complete example:

virtualenv Autobuild11
c:\Python27\Autobuild11\Scripts\Activate.bat
pip install hg+https://bitbucket.org/lindenlab/autobuild-1.1#egg=autobuild

Configuring and building the viewer

Configuring and building the viewer from the Windows command line is basically identical as described in Building from the Windows command line with the difference that you now have to call the activate script first:

c:
\Python27\Autobuild11\Scripts\Activate.bat
cd \firestorm\phoenix-firestorm-lgpl
autobuild configure -c ReleaseFS_open -- --fmodstudio --package --chan MyViewer -DLL_TESTS:BOOL=FALSE
autobuild build -A 64 -c ReleaseFS_open --no-configure

If you plan to build the viewer from within Visual Studio, you will have to configure the viewer the same way as if you were to build from the Windows command line:

c:
\Python27\Autobuild11\Scripts\Activate.bat
cd \firestorm\phoenix-firestorm-lgpl
autobuild configure -c ReleaseFS_open -- --fmodstudio --package --chan MyViewer -DLL_TESTS:BOOL=FALSE

To be able to build from Visual Studio, you will have to set a Windows environment variable called VIRTUAL_ENV pointing at the virtual Python environment to use, in our example “C:\Python27\Autobuild11”. Now open the Firestorm Visual Studio solution to start Visual Studio and build the viewer.

NOTE: Setting the VIRTUAL_ENV environment variable only has an effect if building a version greater or equal than 53671! If you plan to build older versions of Firestorm, it is advised to install Autobuild 1.0 as the default Autobuild version and create a virtual environment for Autobuild 1.1!

Troubleshooting

SystemRootsystem32: unbound variable

When trying to execute the Autobuild build command, you might encounter an error similar to

../build.cmd.sh line 200: SystemRootsystem32: unbound variable

This error is caused by the order of the items in the Windows “path” environment variable. Autobuild exports all paths set in the “path” environment variable into Cygpath names and variables. Since these Windows “paths” can also contain variables like %SystemRoot% and they can also depend on each other, it is important to keep the dependency order intact. Example:

%SystemRoot%
%SystemRoot%\system32
%SystemRoot%\System32\Wbem

The following screenshot shows the correctly ordered paths containing variables and depending on each other.

profile_secondlife_tab

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Profiles - 2nd Life Tab

Here is a sample of what you will see when looking at a profile:

  • Name: Self explanatory.
  • UUID Key: This is the avatar's Universally unique identifier, a key which uniquely identifies this avatar from all others.
  • Online status: will show whether the avatar is online or offline.
  • Profile picture: On your own profile, clicking this will open a texture picker window, allowing you to select a new profile picture. If the profile is that of someone else, clicking the picture will cause the full sized image to open.
  • Born: Shows Month, day year and exact age.
    Example:
    08/27/2006 (4 years 9 months old; 1745 days)
  • Account Info: Indicates Resident status, and whether payment information is registered with LL.
  • Partner: If the avatar is partnered, the partner's name will be shown here.
  • Groups: Shows the list of publicly visible groups to which the avatar belongs.
    • Plus sign: (Only on profiles of others.) Clicking this will allow you to invite the person to a group.
  • About: A brief summary written by the avatar to describe him/herself.
  • Give Item: You can drag and drop an item into this space to offer it to another person.
  • Find on Map (button): This will be greyed out if not on your friends list; otherwise, this will open a map showing the avatar's current location in-world, if online.
  • Offer Teleport (button): Sends a teleport offer to the avatar; if accepted, the avatar will be brought to your current location.
  • Add Friend (button): Sends a request to the avatar offering friendship. If accepted, this results in them being listed on your Friends list and their calling card being added to your Calling Cards inventory folder.
  • Pay (button): Allows you to send L$ directly to the avatar.
  • Instant Message (button): Opens an instant message window for direct one-on-one communication.
  • Block (button): Blocks the avatar from communicating with you. Equivalent to the “Mute” button in Phoenix viewer.
  • Gear (button): Clicking this gives a menu:
    • Share: Selecting this, an IM window opens, and inventory items may be given to he other avatar by dragging them into it.
    • Call: starts a Voice call with the other person.
    • Add to Contact Set: opens the Add to Contact Set window when viewing another's profile.
    • Copy Name: Copies the avatar's name to the clipboard, for later pasting into a notecard or script or external document (paste with Ctrl-V).
    • Copy URI: Copies the URI for the avatar to the clipboard. This looks like:
      secondlife:///app/agent/989652fe-598c-4324-8712-1e8cede7cb97/about
    • Copy UUID: Similar to the above, but copies only the UUID; for example:
      989652fe-598c-4324-8712-1e8cede7cb97
    • Report: Select this if you wish to file an abuse report concerning the person whose profile you have open. This opens the Report Abuse window, with the avatar name already filed in.

Display Names

If you have a display name and wish to change it (or if you wish to set one for the first time), you will first need to have display anmes enabled in PreferencesGeneral: View Display Names. With that set, you will get a wrench icon on your profile, to the right of your user name. Click that to open the Change Display Name window.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.

toolbox_features_tab - [Animated Mesh]

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Toolbox Window - Edit/Build Mode - Features Tab

Features Tab - Edit/Build Mode

This page covers the Features 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, 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.
Most of the settings below can only be applied to individual prims; they will be disabled if you are editing a linked set.
Note that the overall properties of a linked set are the same as the properties of the root prim.

There are several groups of settings here, mostly unrelated to one another.

Animated Mesh

Animesh is a feature developed by Linden Lab that allows non-avatar objects to play animations like avatars do today.

Resources
Linden Lab blog post: Animesh is here!
Inara Pey's Animesh blog post
Animesh User Guide
Animesh Forum

Animesh LSL methods:

Flexible Path

Applicable to boxes, cylinders and prism types, this makes the prim flexible (usually known as a flexi prim). Such prims are usually path cut and hollowed. Flexible prims are commonly used in clothing attachments like capes, for flags and other wavy things. Flexible prims are automatically made phantom.

Flexible prim characteristics are as follows:

  • Softness: Controls the stiffness of the prim on a scale of 0 to 3, where 0 is the most stiff and 3 is the most soft.
  • Gravity: Controls how hard gravity pulls down on the prim. If you enter a negative value, gravity pulls the object upward instead.
  • Drag: Controls how much drag the atmosphere appears to exert on the prim when it's moved.
  • Wind: Controls how much this prim bends in response to the current region's wind.
  • Tension: Controls how much force is pulling the top of the prim away from its base.
  • Force X/Y/Z: Controls how much artificial force is applied on the prim, from different directions.

Physics

  • Physics Shape Type: Physics Shape type selects between different “physical” representations of the object. The physical representation is different to the visual representation. The latter is (perhaps obviously) what you see, whereas the physics shape is what you collide with. It is important in determining whether you walk through, around or over an item, and importantly, it pays a very key role in determining where an item drop/dragged into the viewer will actually be placed.
    There are 3 possible options, but not all are available to all objects and in some cases cannot be used in certain circumstances.
    • None: Physics type None is only available for child prims of a linkset. It disables the physics processing for these prims and crucially, removes their physics cost (see later) from the LI calculation.
    • Convex hull: A convex hull is a mathematical term, stop wait…come back…., seriously, it's ok. It just means “the shape I get if I cover this object in plastic wrap”. The convex hull is, therefore, an approximation of the shape of an object. It does not support holes on objects and a wall containing a doorway with a convex hull physics shape will not let you pass through. The plastic wrap analogy holds good for pretty much all such examples. Convex hull is available for all objects but can force a prim to cost more than 1LI. This is the default for Mesh.
    • Prim: This is without the doubt the most confusing name in the list. The “prim” physics shape is generally only seen on Meshes. It actually tells the region to use the objects custom physics shape, a dedicated shape that the creator of the object decided was a good and appropriate shape for the object. A “prim physics” shape allows the creator to specify exactly which parts of an object you can collide with and which parts you walk through, allowing them, for example, to open up doorways but keep windows impassable, if they so choose. Unfortunately, many creators are neglectful in this selection and the prim physics shape is often not very useful. The reason for the name is clearer when considering that this is the default mode for traditional prims and reflects a physical shape that matches the visible shape of the prim closely.
  • Material: (Only applies when the object is physical.) The notional real-life material that behaves most like this object. It affects the friction and bounce of an object in collisions, as well as the default sounds made. *Important: This has nothing whatsoever to do with the texturing “materials”.
  • Gravity: (Only applies when the object is physical.) Affects the way that an object interacts, 1.0 is earth standard gravity (i.e. 1g) a negative value will cause a physical object to rise.
  • Friction:
  • Density:
  • Bounciness: (Only applies when the object is physical.) These three override the defaults implied by the “Material”.

To the right of Physics Shape Type is an eye icon. Clicking this switches in and out of physics view. Physics view will show the object's physics shape in a colour that reflects the physics cost.
The physics cost is not normally used for prims, but becomes important if a prim is linked to a mesh, or has any modern feature such as a bump map applied to it. A low physics cost will be a passive blue, moving through a worrying orange to an angry red. If you plan to link a prim to a mesh or use any other modern feature it is worth checking this quickly to avoid your Land Impact (LI) from sky rocketing. See this blog post for more details.

Light

Cause the prim to emit light. In order to be able to see the light, you need to have Preferences→ Graphics → General→ Local Lights enabled.

  • Color: Click this to open a color picker, from which you can select the light color.
  • Intensity: Sets the initial brightness of the prim; the possible values are between 0 and 1.
  • Radius: Specifies how far the light travels, in meters. The maximum is 20m.
  • Falloff: Sets how quickly the light's Intensity fades as it travels to its outer Radius. Lower values are more gradual.

Projectors

For general information on projectors, please refer to this SL page.

When you have Advanced Lighting Model enabled (in PreferencesGraphics, then you can make use of projectors. In the Features tab of the edit window, you will see additional fields in the lower right.

  • Texture: This is the texture to project. Clicking it will open the Texture Picker.
  • FOV: The FOV setting defines the field of view of the projector, in radians. The field of view is the angular width of the cone of light projected. The possible range of values from 0.0 to 3.0 correspond to widths from 0 degrees to approx 172 degrees (almost a hemisphere of influence). Fidelity of shadows caused by a projector may degrade as the FOV becomes larger.
  • Focus: A projected texture appears blurrier the further the projection point is from the projector. The Focus value controls how attenuated this effect is. Positive values keep the projection sharper for farther distances, negative values make the projection start to blur at a closer range.
  • Ambiance: Ambiance adds a very blurred version of the projected image to all faces within the cone of influence, regardless of whether they are in shadow or facing away from the projector. The goal is to roughly simulate light influence being diffused in all directions by surfaces receiving a projected image. Thus it is acceptable that this be even brighter on faces facing away from the projector. The brightness of this effect is proportional to the Ambiance value.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.

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, None. 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.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.
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.

preferences_firestorm_tab

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Preferences - Firestorm

Extras Tab

  • Allow Remote Scripted Viewer Controls (aka RLVa or RestrainedLove API): Enables RLVa (Requires restart).
    Documentation on RLV is available here and here.
  • Always rez objects under the land group if possible: Many regions are set to only let objects be rezzed by group. When creating an object, the viewer will attempt to set the group of the object if the avatar is in the same group as set for the land. Note: This is not always possible due to circumstances beyond the viewer's control.
  • Create particle effects when scripts communicate: If this is enabled, when a script “chats”, the object containing the script will appear to generate swirling particles. Disable this option to turn that effect off.
  • Deactivate tracking beacon when reaching the targetted avatar (⇐ 3m): Normally, a tracking becon (such as one set via map will vanish once get get within 3m of it; with this disabled, the beacon will remain visible until clicked.
  • Disable Login Progress Screens: Disables the black login progress screen.
  • Disable Logout Progress Screens: Disables the black logout progress screen.
  • Enable progressive draw distance stepping: Enables PDD; the slider allows you to adjust the time in seconds between each draw distance increment.
  • Enable LSL-Client Bridge:

    Enables the Firestorm bridge. See this page for more on what the bridge is and what it does.
  • Flight Assist drop-down: The bridge can offer flight assist functionality, if this is enabled. Note that you should not wear any other scripted flight assist if you turn this on, as they will conflict. (Requires the bridge to be enabled.)
    Flight speed can be boosted; you can select by how much.
    Note that the SL flight height limit is now 5000m; below this, a flight assist is not required.

Protection Tab

  • Block left-click sitting on objects: Some objects are set such that a left click will result in sitting on them rather than touching; enable this if you want to avoid accidentally sitting on such objects. But note that this will prevent all left-click sitting; you will need to explicitly right click and select sit from the menu.
  • Allow scripts to show map UI (llMapDestination): Certain teleport systems open the map for teleporting when clicked. Enable this if you wish to allow this feature.
    If you find the world map unexpectedly opening for you at some locations, and re-opening if you shut it, disable this setting temporarily, until you leave that location.
  • Revoke Permissions: Removes an object's permission to animate or control your input. If this is not done, the object retains permission to animate your avatar indefinitely1):
    • Never (original behaviour): Objects will retain permission to always animate your avatar.
    • Revoke on SIT: Revokes permission when you sit on the object.
    • Revoke on STAND: Revokes permission when you stand up from sitting on the object.
    • Revoke on SIT and STAND: Revokes permission when you either sit or stand.
  • Texture Lag Protection:
    • Automatically hide large objects with high texture area: Enabling this will cause objects with large texture area to not be rendered. This can be used to combat griefing done via specific objects.
    • Threshold: Sets the threshold area to use; prims over this value will not be rendered. This may cause some normal objects to not display either.
  • Enable Spam Protection: These items allow you to protect yourself against various forms of spam, such as might be used in griefing attacks:
    • Enable Spam Protection even for objects owned by you: Above option must be enabled as well.
    • Max lines in a single message: this is the limit where the spam protection will start blocking messages from that source. ie. anything over this number of lines will be clocked.
    • Max events from same source: indicates the maximum number of events that can be recieved from a single source in 2 seconds before the source is blocked.
    • Sound play requests multiplier:
    • Sound preload requests multiplier:
    • Unblock all spam sources: will unblock anything that was blocked by the spam protection.
  • Confirm before paying. Threshold: Shows a confirmation dialog before paying sums over this value. To always show a confirmation, set the value to 0 (zero).

Avatar Tab

  • Amount that Avatar's head follows Mouse: Set both these sliders to zero if you do not want your avatar's head following the mouse cursor for unfocused mouse movement. They do not affect whether your head moves to look at something your camera is focused on.
    • Vertical range that avatar's head follows mouse: Controls how far or how little your head moves up and down to follow the movement of your mouse cursor.
    • Horizontal range that avatar's head follows mouse: Controls how far or how little your head moves left and right to follow the movement of your mouse cursor.
    • Disable random avatar eye movements: As the title suggests.
  • Selection beam particle effects:
    • Beam updates/sec: Controls how many particles the stream uses
    • Scale: Width of beam particle effect
  • Enable selection beam: Disable/enable the display of the particle beam
  • Send selection data to chat: (Formerly called SL Particle Chat). If enabled, selection start/stop information, and global position of an object being selected (edited) are sent on chat channel 9000.
  • LSL-Client Bridge external protocol integration:2)
    • Allow OpenCollar protocol to enable or disable the built in AO
    • Allow LockMeister protocol to enable or disable the built in AO

Windlight Tab

  • Automatically change environment to use region/parcel settings: If enabled, your WL settings will change if you TP into a region that has windlight region-level windlight settings. This is the same as top menu bar→ World → Environment Editor → Environment Settings→ Always use parcel/region settings.
  • Crossfade region environment sky presets changes made from quick prefs: Dynamically transitions sky settings.
  • Crossfade region environment water presets changes made from quick prefs: Dynamically changes water settings.

Firestorm WL Share

  • Use Firestorm Parcel Windlight sharing: Enables parcel level windlight sharing.
    • Auto apply WL settings from friend's land: If enabled the viewer will automatically see the windlight settings (no prompt) on a friends land if set.
    • Auto apply WL settings from my groups' land: If enabled the viewer will automatically see the windlight settings (no prompt) on group land if they are set.
    • Auto apply WL settings from any parcel: If enabled the viewer will automatically see the windlight settings (no prompt)on all parcels with it set by the owner.
    • Crossfade region environment changes for Parcel WL: Allows for dynamic changes between WL settings when a region with WL settings has parcels with their own, different, settings.
  • Crossfading duration: You can indicate how long the above crossfade transition effect should last.
  • Cloud Texture: You can select a different texture to be used to create Windlight clouds. Select from the drop down list. A relog is mostly likely required after changing.

Please refer to this page for more information on using Windlight with Firestorm.

Build 1 Tab

NOTE: For a video tutorial on setting custom default prim parameters, see here.

Default Object Size

Allows you to change parameters of your prim when it is first rezzed.

  • x/y/z Size: Sets the size, in meters, of the prim.

Settings

Default settings to use for newly created objects.

  • Phantom
  • Physical
  • Temporary
  • Material: Lets you choose the default material

Texture

Set default texture parameters for newly created objects.

  • Texture: Select the default texture to apply to newly created prims. Click to open the texture picker window.
  • Color: Click to open the color picker window, to select a default color.
  • Alpha: default transparency value.
  • Glow: Default value for glow.
  • Full Bright: whether full bright should be on by default or not.
  • Shiny: A drop down from which you can select the default shiny value.

Item Embedding

It is possible to automatically include an item into newly created prims.

  • Embed an item into new prims: Enable this to embed items.
    Then drag the desired item (for example, a landmark) into the space marked Drop an inventory item here. Once dropped, the space below will show the name of the item.

Default Creation Permissions Opens a window which allows you to select permissions to be applied, by default, to newly created items of different types. (Same as top menu, Build → Options → Set Default Permissions.))

Pivot Point

Allows you to change the pivot point of an object.

  • Show axis arrow on root prim position: Moves the axis from the center of the object to the center of the root.
  • Values are percent: When enabled the values are percentages.

Script Editor Font

  • Name of the font used in the LSL script editor
    • Monospace
    • Scripting
  • Size of the font used in the LSL script editor
    • Monospace
    • Scripting
    • Small
    • Medium
    • Large

LSL Preprocessor

  • Enable LSL Preprocessor: Enables the functionality offered by the LSL Preprocessor. This has a few additional options, if enabled:

Build 2 Tab

  • Enable highlighting of selected prims: Shows the yellow highlight on prims you select. Deselecting this can increase viewer performance when several prims are selected.
  • Highlight boundary of currently selected parcel: When editing an object, this will outline the containing parcel.
    • Show boundary up to maximum build height: When this is enabled, the highlight will be extended up to the max build height (currently 4096m).
  • Limit Select distance: Enable this is you wish to limit the distance at which you may select (edit) objects. To the right, you can specify the maximum distance, if this option is enabled.
  • Limit drag distance: If enabled, you won't be able to move objects over a distance greater than the limit set to the right. Disable to remove limits.
  • Constrain rotations to multiples of: Manual rotations will always “snap” to this number of degrees - when “snap to grid” is disabled.
  • Show unlink confirmation dialog if linkset has minimum: When unlinking a linkset, you will be asked for confirmation if there are this many, or more, linked items.
  • Use old “Set Object For Sale” behavior: Uses the old style for setting objects for sale. The new behavior safeguards against an object being purchased for the default 10L$ while you are setting the correct price. You click “For sale”, specify the price, then click Apply.
  • Save scripts edited from inventory as Mono: Allows you to set that scripts edited in inventory, will compile with Mono rather than LSL2.
  • Save textures from inventory to disk as PNG instead of TGA by default: Changes the default image save format, to save you having to change it manually.
  • Use Ctrl+mouse to grab and manipulate objects: If this is enabled, pressing Control while left clicking an object, will allow you to move it in-world.
  • Allow click-drag or click-scale (together with caps lock) of a texture face in build mode: If this is enabled, you will be able to click and drag - or scale- textures on a prim face. To do this, you need to be in Edit mode on the prim, enable Select Texture then click the prim face that you wish to modify.
  • Preview animations on own avatar during upload: If enabled, animations will be played in preview on your avatar when uploading them.
  • Enable extend script info details: Add Option to extend basic script info feature with various details useful for builders.

Uploads

This tab shows default Inventory folders for various types of uploads. In order to change a default upload folder, right click the desired folder in your Inventory window, and select Use as default for, then pick the upload type.

Reset default folders button resets all upload folders to default destinations.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.
1)
If you have either of the SIT options enabled, then sitting on a scripted item will result in a script error being generated as the script will not be able to animate you.
2)
See this page for more information.

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Mini-map

Mini-map

The mini-map gives you an overview of the region in which you are located. It shows the region and people and objects in it.

You can use your mouse scroll wheel to zoom in and out. Press and hold shift, then left click to pan the view around. If you click and drag the lower right corner, you can resize it.

The mouse cursor is a small cross hair, superimposed on a circle. The color, opacity and size of this circle can be changed, in PreferenceColors -> Minimap→ Pick Radius.

The mini map contains color coded symbols, as follows:

  • Yellow dot in the center: That's you!
  • Cone of light: This comes from the yellow dot; it shows which direction you're facing and your field of vision.
  • Yellow dots: Yellow dots represent nearby friends.
  • Grey dots: Grey dots represents residents that you have blocked/muted.
  • Blue dots: Blue dots represents Linden residents.
  • Green dots: Green dots represent other Residents of Second Life

NOTE: the colors of these dots may be changed in Preferences → Colors -> Minimap.

Avatar dots change shape depending on their height relative to yours:

  • Round dot: An avatar at about the same height as your camera viewpoint; for example, if you're standing next to them.
  • ^ - An avatar above your camera position. They may be flying, or in a very high building.
  • v - An avatar below your camera position. This may also show if the avatar is over 1,000m.
  • ǂ - Height over 1020m and that does not have a viewer object representation, usually meaning out of draw distance.
  • Dark gray blocks: These are objects owned by others.
  • Cyan blocks: These are objects you own in the area.
  • Fuchsia blocks: These are objects deeded to (owned by) a group you're in.
  • Pale Orange blocks: Scripted objects.
  • Dark orange: Temp on rez objects.
  • Red blocks: Physical objects.
  • Tiled dark blue: These are areas beyond your vision. You can see them by moving closer, or increase your draw distance in the Graphics tab of the Preferences window.
  • Red areas: The Mini-Map turns red if the Region is offline or your viewer has lost its connection.

Some of the above are not enabled by default. Right click the mini map, and enable as desired in the Show sub-menu.

If you mouse over an avatar symbol, you will get a hover tip showing the avatar's name and distance from you. Clicking the orange (i) allows you to view their profile.

Right clicking on the map opens a menu:

  • Zoom Close/Medium/Far/Default: A quick way to change the map zoom level.
  • Show: Shows a list of what you want to show on the minimap.
  • Rotate Map: Enabling this makes the map rotate, keeping your field of view directed upward. Otherwise, the map will be oriented North, and your field of view will change on the map as you move and turn.
  • Auto Center: If enabled, the minimap will keep your avatar at the center of the window.
  • Chat Distance Ring: If enabled, draws chat limit rings:
    • Show Whisper Distance Ring (10m, blue)
    • Show Chat Distance Ring (20m, yellow)
    • Show Shout Distance Ring (100m, red)
  • Place Profile: Opens the place profile window, showing information about the parcel.
  • World Map: Opens the world map for the region.

If you right click on an avatar, the menu will have more options:

  • Profile: Opens the person's profile. (Versions after 3.2.2 only.)
  • Cam: Allows you to cam on the avatar - assuming parcel privacy allows it. (Parcel privacy is set in About LandOptions)
  • Mark: Allows you to color the specific avatar's dot differently.
  • More options:
    • Add Friend: Offers friendship.
    • Add to Set: adds the person to a contact set.
    • Remove Friend: Remove the person from your friends list (if they are a friend).
    • IM: Start an IM conversation
    • Call: Initiates a voice call
    • Map: Shows the person on the world map, if they have granted you map rights.
    • Share: Allows you to share inventory items with the person.
    • Pay: Opens a pay window, so you can pay L$.
    • Offer teleport: Sends a teleport invite.
    • Request teleport: Sends a message asking that the person send you a teleport.
    • Teleport To: Directly teleport to the person.
    • Invite to Group: Allows you to send a group invitation.
    • Get Script Info: Gets information on the running scripts the person is wearing.
    • Block/Unblock: Blocks (mutes) the person - or reverses this.
    • Report: Opens the Abuse Report window.
    • Derender: Temporarily Derenders the person.
    • Derender + Blacklist: Permanent derender.
  • Start Tracking: Enables tracking avatars by drawing a beacon.
  • Stop Tracking: If you have a red beacon active, this will clear it.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.

snapshot

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Snapshots

Main Window

Snapshot Window

If you wish to take in-world snapshots, click the Snapshot button on the bottom button bar, or from the top menu bar, Avatar → Snapshot. 1) The Snapshot window gives options which allow you to control where to save, how large the image should be, and several others. They are explained below.

On the right is the snapshot preview area. This shows what part of your view will be included in the snapshot. Click Refresh, upper left, to refresh the preview.

If you click the « to the right of Refresh, the snapshot window changes orientation, becoming vertical with a smaller preview window. Click the » to revert to the default layout. This page describes the default, but the same principles apply to the vertical layout.

To the left of snapshot preview area, there are several options:

  • Capture section: you may select what you wish to take a snapshot of:
    • Colors or Depth: Colors speaks for itself. Depth creates a grey-scale image where objects close by are dark, while those further away are light. Such an image can be combined with the Color image in image postwork.
    • Interface: If enabled, this will include the viewer interface in the picture.
      • L$ Balance: Whether to include your on-screen L$ balance in the snapshot.
    • HUDs: If enabled, any HUDs you might be wearing will be included in the picture.
  • Freeze Frame: If you click this, the entire scene will freeze (except particles) allowing you to capture that perfect moment, and then spend time in getting exactly the right camera angle. Uncheck this to disable the “freeze”.
  • Auto-Refresh: If enabled, the preview window will be updated every time you move the camera. Causes noticeable client lag while enabled.
  • Filter: Allows you to apply some interesting effects to the image. If you are interested in the technical details behind filters, refer to this SL wiki page.

The buttons below allow you to select where the image should be saved.

Save to Disk

Snapshot to Disk

Select the size of the snapshot from the drop-down. You can do the entire current window, or chose from several pre-defined sizes, or use a custom size, which you can type in below. 2)

Below, select the image format. You can select one of: PNG, JPG or BMP. If you select JPG, you will also be able to select the quality. Lower quality results in smaller file sizes.

Save location and filename between sessions.

Click Save to save the image to your hard drive. Click the down arrow to change to Save As if you want to select a folder for the image, and/or change the name of it. Selection button returns to the main window.

Save to Inventory

Snapshot to Inventory

As above, you can select the size of the image to save to inventory. Note that sizes are constrained to square images, and powers of 2 (ie, 32×32, 64×64, 128×128, etc).

Click Save to upload the image to your inventory. Note that this will cost L$10, which you must have on your account. Selection button returns to the Main window.


Upload to Profile

Upload to Profile

This saves the snapshot to your web profile feed.

Again, you may specify the image size. Furthermore, you can also type in a caption for the image, and indicate whether the in-world location should be included once the image is posted.

Click Post to upload the image to your profile, or Cancel button (used in versions 4.7.1 and 4.7.3) or Selection button (used in version 4.7.5) to return to the main snapshot window.

Upload to Facebook

Upload to Facebook

Clicking this will open a new window with multiple tabs. The active tab will initially be the second, Photo, where you will see a small preview of the snapshot, and where you can type in a comment to include with the picture.

If you have not yet connected your Facebook account, click on the Status tab, then the Connect button. More info on connecting to Facebook can be found on this SL wiki page.

From the Status tab, you can also make text-only posts to Facebook. Simply type in the What's on your mind? field, then click Post.

The Check In tab allows you to post your current SL location to Facebook, including some text about it.

Friends will show your FB friends.

If you wish to disconnect from your FB account, go to the Status tab, and click the Disconnect button. To remove SL sharing from Facebook, go to the App Center, find the Firestorm application, mouse over the app, then click the “X” on the upper right of the field. Click Remove.


Upload to Twitter

Upload to Twitter

Click this will open a new window, with two tabs, the first of which, Compose, will be active.

If you have not yet connected to your Twitter account, click on the Account tab, then click the Connect button. You will need to authorize Firestorm to post to your Twitter feed. More info in this SL wiki page.

Once the account is connected, you can write tweets on the Compose tab. Just above the text area, on the right, you are shown how many characters remain available for your tweet. The #SecondLife hash tag is supplied, but you can erase that if you like. You may opt to include your SL location, and/or a photo. Doing so reduces the number of available characters for the tweet itself.

Below, you can select the size of the image to include (if you have opted to), and where to apply any image filters to it. a small preview is shown under this.

Click Tweet to post to your Twitter feed, Cancel if you have changed your mind.



Upload to Flickr

Upload to Flickr

Clicking this button opens a new window for Flickr upload, with two tabs.

If you have not yet connected to your Flickr account, will will need to do so before you can post pictures. So click on the Account Tab, then Connect to authorize Firestorm to post to your Flickr feed. Further details on this SL wiki page.

Once you have connected to your Flickr account, click on the Photo tab. As with other snapshot windows, you have a small preview, and can set the image size, and apply various types of image filter.

Below the preview, you can specify a title for the image, and give a description. Optionally, you can include the SL location, and supply tags for the image.

Lastly, you should select the appropriate rating for the image. Please be sure to do this or you may find your account being “frozen” till you correct any incorrectly rated images.

Click Upload to post the image to your Flickr feed.




Send via Email

Send via Email

Here, you can send pictures from SL directly to someone via email.

In the Message area, supply the name of the person you're sending to, the name of the sender (your SL user name is filled in, but you can change this), a subject line, and a message.

In the Settings tab, you can change the size of the image to be sent, and also select the image quality. (Images will be in JPG format.)

The Selection button will return to the main window.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.
1)
NOTE: You can also take quick snapshots by pressing Ctrl-` - this just asks for a location in which to save the picture, bypassing this window entirely.
2)
Note that giving a value which is larger that your actual screen resolution is not recommended; in some instances, this will result in artifacts appearing on the image.

autoreplace_settings

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Auto-Replace Settings

A tutorial video about auto-replace can be found here.

Auo-Replace Settings

Auto-replace now allows for the dynamic replacement of text with other text in notecards as well as in chat. This can be used from situations such as automatically correcting words you commonly mistype, to a full blown macro system.

Corrections and expansions occur when the space bar is pressed, so when “afk” is typed it is only expanded to ”(Away from Keyboard)” after a space is added.

Important: This feature does not work with non-letter and non-characters. For example, the autocorrection of a smiley like ”:)” cannot be transformed into ”???”, but one can transform “sm” into ”???”.

  • Enable Autocorrect: Enables the auto correction mechanism.
  • Import List..: Allows a list of entries that can be corrected by specifying an XML file from the computer. To get the correct formatting of the file, use the Export List function (described below) and modify it accordingly.
  • Export List: Exports the list of abbreviations so that they can be saved the computer. The format is XML.
  • New List: Create a new list of abbreviations.
  • Delete List: Removes the list of abbreviations.

Below these buttons is a list of, well, the lists you have defined. Lists have a priority: they are scanned in order, top down. This is you have an abbreviation defined in two or more lists, the first one found will be used. You an change the order of the lists with the up and down arrows to the right.

Then comes the contents of the highlighted list, shows as Keyword and Replacement.

  • Add: Allows you to add a new keyword/replacement pair.
  • Remove Entry: Removes an entry from a list.

Click on Save Changes to save any modifications made, Cancel to close the window without saving.

Adapting Auto-Correct to Auto-Replace

Firestorm versions 4.2.2 and earlier used a feature called “Auto-Correct” for expanding abbreviations and correcting misspelled words. Firestorm versions 4.3.0 and later use a rewritten version of the same thing, called “Auto-Replace.” Both Auto-Correct and Auto-Replace use xml files for storing changes and custom-made lists, but a saved Auto-Correct list will not be compatible with Auto-Replace without some small changes.

If you're not confident about working in the xml files, then please do not use this method; instead, rebuild your Auto-Corrects into Auto-Replaces through the viewer itself, as described in the section above. It is also recommended to make a copy of the file you're editing before you make changes, in case something goes wrong.

To adapt an Auto-Correct list to be compatible with Auto-Replace:

  • Open the Auto-Correct xml file.
  • Find the line that says: <key>author</key>
  • Change the word “author” to “name” (without the quotes).
  • Find the line that says: <key>data</key>
  • Change the word “data” to “replacements” (without the quotes).
  • Save the file.

Follow the instructions in the section above for importing the list to the viewer.

Additional note: A “Custom” Auto-Correct file from the old feature actually saves its own name as “You,” and if you don't change that name in the xml file, it will import with the name “You” (not “Custom”). This does not affect its function; it's just a name. But if you want it to be named something other than “You,” then include this other change before importing:

  • Find the line that says:<string>You</string>
  • Change the word “You” to whatever you prefer for it to be called.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.

preferences_colors_tab

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Preferences - Colors

Chat Color

Click on the color boxes to choose custom colors different types of chat text. Most are self-explanatory:

  • My text
  • Others
  • Objects - objects using llSay to chat
  • Friends
  • Linden - LL employees
  • Muted
  • System - Messages from LL
  • Errors
  • Objects IMs - objects using llInstantMessage to chat (the chat shows in local chat, not an IM window)
  • Owner - objects using llOwnerSay to chat
  • URLs - Color used for the domain part of a URL
  • URL Query part: Color used for the path/query component of a URL.
  • Direct - objects using llRegionSayTo to chat
  • Chat Headers Colors to use if chat headers are enabled - or rather, when V1-style headers are disabled in PreferencesChat -> Chat Windows:
    • Avatars
    • Objects
  • Beyond chat range diminish factor: The factor used to fade the chat as the speaker's distance increases.
  • Color IM/Group chat distinctly in console: Enable this if you want to set a different color for IM and group chat displayed in chat console (console is the lower left area of the screen, where local chat is shown).

Name Tags

You can color name tags separately, as follows:

  • My tag
  • Friends
  • Muted
  • Linden Lab
  • Match - if someone's display name matches their user name, this color will be used.
  • Mismatch - if a person's display name is different from the user name, use this color.
  • Color user names distinctly: If you enable this, you get another color box, which allows you to select a color for user names; display names will then use one of the colors above.
  • Color friend name tags distinctly: Apply the color setting above to friends.
  • Color (box): Here you can select the background color to be used for name tags.
    • Name Tag/Bubble Chat/Console Opacity: The farther left the slider, the more transparent the floater will be.
    • Name tag Z-Offset: Allows you to adjust the height of your name tag above your avatar. Handy for non human avatars, from tinies to large dragons, so the name isn't embedded in the avatar, or floating way above.
  • Show distance in name tag: If enabled, avatar distance from you is shown in the name tag.
  • Color name tags based on distance: If enabled, several mode color boxes are revealed, allowing you to select colors to be used to indicate how far people are from you (see this LL wiki page):
    • Chat range - 20m
    • Whisper range - 10m
    • Shout - 100m
    • Beyond shout range

Minimap

  • Background Opacity: Allows you to change the minimap background opacity.
  • Pick Radius: Here, you can vary the color, opacity and size of the “pick circle”, which is displayed under the mouse crosshair cursor.
  • Minimap dots: Select colors to use for people visible on the minimap:
    • Me
    • Others
    • Friends
    • Linden Lab
    • Muted
  • Display rings on the mini map indicating the whisper, say and shout chat ranges: Adds a ring on the minimap that shows local chat range. This reveals three color selectors, to set colors for:
    • Whisper range
    • Chat range
    • Shout range

Note: Other options concerning minimap are found under PreferencesMove & View -> Map & Minimap.

Miscellaneous

Various other color options, as follows:

  • Selection effects (particle beam)
  • Script Dialog F/B: Foreground and background colors for script dialog windows.
  • Floating Window Opacity: The farther left the slider, the more transparent the floater will be.
  • Console Opacity: Similar to above, but for chat console (the lower left area of the screen, where local chat is displayed).
  • Preferences Search Highlight Color: Color to use to highlight search results. Matches chat text color by default.
  • Area search beacon Color: Color to use to highlight area search crosshair beacon.
  • Always show script dialogs always on opaque background: If enabled, dialog windows generated by scripts will always have a fully opaque background.
  • Always show group notices always on opaque background: If enabled, group notice popups will always have a fully opaque background.
  • Override pie menu background color and opacity: Allows you to customize the color, opacity and Fade out of the pie menu. (The pie menu is enabled in PreferencesUser Interface -> General.)



See this page for documentation on Firestorm 5.1.7 (55786) and earlier.

preferences_display_tab

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Preferences - Graphics

NOTE: Photographers can access and change many of the settings quickly and conveniently via the Phototools Window.

General

  • Preset in use: Shows the name of the graphics preset in use.
  • Quality and speed: Allows you to adjust the graphics quality (lower is faster). Many options are changed based on this setting.
    • Reload Defaults: The circular arrow to the right of the Quality and speed slider (above) will revert all graphics settings to default values. Use this if you have made changes that have a negative impact on the veiwer and cannot remember what you changed.
  • Fullscreen Mode (requires restart): Enable this if you want to run Firestorm in full screen mode, as opposed to windowed.
  • Shaders:
    • Transparent water: Allows water to look transparent instead of opaque. Enable this (if it isn't already) if you exeprience glowing water while wearing rigged mesh.
    • Bump mapping and shiny: Enables the rendering of shiny and bump mapped surfaces.
    • Local Lights: Globally enables/disables local lights.
    • Basic shaders: Allows rendering of high-quality water, basic lighting, and other graphical effects.
    • Atmospheric shaders: Enables advanced atmospheric and lighting.
    • Advanced Lighting Model: Check this to allow shadows and other features to be enabled. Note that enabling this can cause instability and performance issues; click here for known specifics. For more how shadows behave, see this SL wiki page.
    • Ambient occlusion: Checking this enables more realistic shadows; the stability and performance note above also applies here.
  • Shadows:

    Lets you choose what light sources cause shadows; this is available only if the Advanced Lighting Model option above is enabled).
    • none
    • sun/moon
    • sun/moon and projectors
  • Avatar Shadows: controls whether and how avatars cast shadows. The higher the setting, the more client lag it will cause.
    • None
    • Simplified
    • Optimized
    • Complex
  • Water Reflections: Allows water to reflect terrain, objects, and avatars.
  • Point Lighting: Affects the number of rendered light sources when Advanced Lighting Model (above) is disabled. A viewer restart is needed if this setting is changed.
  • Draw distance:

    Affects how far out from your viewpoint objects will be rendered in the scene.
  • Max particle count: Sets the maximum number of particles you are able to see on your screen at once.
  • Maximum complexity: Controls at what point a visually complex avatar is shown as a jellydoll. 1) Current defaults are:
    • Low: 35,000
    • Low-Mid: 100,000
    • Mid: 200,000
    • Mid-High: 250,000
    • High: 300,000
    • High-Ultra: 350,000
    • Ultra: 350,000
  • Max # of non-imposter avatars: Sets the number of avatars that will be fully rendered. See Avatar impostors below.
  • Post process quality: Determines the resolution with which glow is rendered. A lower setting will cause glow to look slightly pixelated.
  • Avatar Physics: Affects the detail of avatar physics. Set to 0 to disable avatar physics entirely.
  • Level of Detail (LOD) Distance Factors:

    • Objects & Sculpts LOD: Determines the amount of detail the viewer will use in rendering object shapes; a lower setting causes objects to appear more angular and polygonal.
      Setting this higher than 4 via Debug Settings is not recommended. Please see here for details on why high values are not recommended.
    • Flexiprims: Determines the amount of detail the viewer will use in rendering flexible object shapes.
    • Trees: Determines the amount of detail the viewer will use in rendering (Linden) tree shapes.
    • Avatars: Determines the amount of detail the viewer will use in rendering avatar shapes.
    • Terrain: Determines the amount of detail the viewer will use in rendering terrain.
    • Sky: Controls the detail with which windlight skies are rendered. Higher values mean better quality but lower performance.
  • Avatar Rendering:
    • Avatar imposters: Allows far-away avatars to be subtly rendered as two-dimensional images in order to improve your frame rate in crowded areas.
    • Hardware skinning: This allows some aspects of avatar rendering to be handled by your graphics card to improve performance.
    • Avatar cloth: Allows the rendering of flexible cloth on avatar clothing, such as shirts and flared pants.
  • Terrain Detail: Choose the amount of terrain detail you would like to see. Setting this option to Low replaces the ground texture with a low-resolution ground texture.
    This option is not available (ie, it is greyed out) if Basic Shaders is enabled, in which case it is always set to High.
  • Presets: Three buttons which allow you to save, load or delete graphics settings presets.
    • To create a preset, set your graphics settings as you like. Click “Save” and give the preset a name.
    • To load a preset that you have created, click “Load” and choose the preset to load.
    • To delete one, click “Delete” and choose the preset to delete.
    • The presets can be accessed either from Preferences → Graphics → General or from the presets button in the upper right of the viewer, near the media and sound controls.

Hardware Settings

  • Anisotropic Filtering: Enables anisotropic filtering to improve texture quality. This setting may reduce your viewer's performance. For more information see this wikipedia page.
  • Enable OpenGL Vertex Buffer Objects: VBO on modern hardware gives a performance gain. However, older hardware often has poor implementation of VBOs and the viewer may become unstable when this is enabled. VBO is explained in depth here.
  • Enable Streamed VBOs: Allows the use of streamed VBO as well as static; only works if you have VBO enabled.
  • Enable Lossy Texture Compression: If this is enabled, texture compression will be enabled for rendering. This gives improved performance, and a smaller grapics memory footprint, at the cost of lower quality rendered textures. Textures are compressed by the video card before being stored into video memory. Given that compressed textures can often end up pixellated, it is not recommended that this be enabled unless you have little video memory. Ref: SL JIRA MAINT-708.
  • Antialiasing: Smoothes jagged edges. Renders a scene the number of multiple times that is actually shown and scales it down. Choose the level of antialiasing the viewer will use (requires restart).
  • Gamma: Use the Windlight Sky Editor's Scene Gamma control on the Atmosphere/Sun tab instead of this; currently functional only if Atmospheric Shaders are disabled.
  • Viewer Texture Memory Buffer (MB): This is the amount of graphics memory the viewer will use. By default, it is set to the size of your graphics card's memory.
    • 32bit versions only. This setting is hard limited to a maximum of 512MB. Lowering this value may resolve certain texture corruption and performance issues, but under normal circumstances you should not need to alter this setting.
    • 64bit versions only. This setting is hard limited based on the VRAM available with your graphics card. It is recommended you increase the slider to use the maximum available to prevent texture thrashing.
      • GPU 1GB = up to 768MB
      • GPU 2GB+ = up to 1024MB
      • GPU 4GB+ = up to 2048MB
  • Fog Distance Ratio: Determines how far away Second Life's fog effect begins. Lower values = closer fog. Only used when you have Atmospheric Shaders disabled. If Atmospheric Shaders are enabled, this effect is handled by the Distance Multiplier control in the Advanced Sky Editor.

Rendering

World Updating

  • Freeze updates to World (pause everything): This suspends rendering. Useful for picture taking, if you wish to capture a specific scene that might otherwise change while you are preparing.

Texture Rendering

  • Use HTTP for receiving textures: Uses the HTTP protocol to fetch textures as opposed to the older UDP. Always on, as it is required for SL.
  • Restrict maximum texture resolution to 512px (64bit only; requires restart) (default on 32bit already).
  • Max Texture Quality Level: If you have a poor connection, you may wish to reduce the level of texture detail. This can be set to Normal, Minimal or None.
    Naturally, setting this to anything other than Normal will result in textures displaying poorly, or not at all. Do not change unless absolutely necessary - for example, if you have a very poor connection but need to be online, and don't care if you can see textures or not.

Alpha Mask Rendering

These options control when alpha masking should be used in an attempt to mitigate the well known alpha sorting issue, in which prims behind other prims may appear to flicker in front. The two options are:

  • Render alpha masks when “Advanced Lighting Model” is not enabled
  • Render alpha masks when “Advanced Lighting Model” is enabled

Miscellaneous Rendering

  • Render Glow: If enabled, shows the glow effect on any prims that have it.
    • Strength: Controls the intensity of the glow effect. The default is 2.
  • Show avatars that haven't finished loading: Equivalent to the debug setting RenderUnloadedAvatar.
    Note that this is not a solution to a bake fail, as it doesn't actually fix anything; it merely forces the viewer to display whatever it happens to have managed to load. It is recommended that this be always left disabled.
  • Limit Framerate: Yield some time to the local host if a threshold framerate is reached. The framerate limit is set with the slider to the right.
  • Show the Scene as Wireframe: Enables wireframe display of everything. Note that this setting does not persist after a relog.
  • Enable Attached Lights (Face Lights): Enable this if you wish to see the affects of lights worn by avatars.
  • Render Attached Particles: Enable to see particles generated by worn attachments.
  • Time to delay while pre-caching before showing world: Allows the world to start caching before it is shown, at login.
  • Quality of the shadows: Adjusts the quality of shadows. Note that increasing this will significantly impact rendering speed (FPS).
  • Scale of Terrain Texture Rendering (requires restart): Indicates the scale of terrain textures, with lower values being more compressed textures.

Depth of Field

Depth of field simulates real life blurring that occurs when things are not in focus. For example, if you are taking a photo of a person, then typically, things in the background will be blurred; the futher away, the more blurred. If you shift your focus to a tree behind the person, then the person will, in turn, become blurred.

For more information, refer here.

You can adjust the following settings to mimic RL camera effects.

  • Depth of Field: Enabling this causes out-of-focus objects to be blurred, depending on distance.
    • Enable while in edit mode: Normally, DoF disables when you edit something; if you enable this, DoF will remain active.
  • Camera F Number: Controls maximum screen radius from which to sample from, to avoid graphics card In real world terms this is the aperture setting for the lens and the lower the value the shorter the depth of field will be. The same applies to SL.
    The default value is 9.00
  • Camera Focal Length mm: This tells the viewer what Focal Length/Lens Length to simulate for the DOF effect. Higher numbers produce a narrower depth of field.
    The default is 50.0
  • Camera FOV degs.: This tells the viewer what FOV you would like to simulate for the DOF effect. Higher values will produce a more narrow depth of field.
    The default is 60.00
  • Camera Aspect ratio: This is supposed to be aspect ratio of the camera you're modelling. For example, a 35mm camera has an aspect ratio of 3:2 (1.5). Second Life will use this as a frame of reference for how field of view and focal length must be adjusted depending on window size.
    Apparently, this currently has no effect.
    The default is 1.50
  • DOF Focus Transition Time: This sets the time in seconds it take to the viewer to change focus from one object.
    The default is 0.50
  • DOF Rendering Quality: This determines the quality of the DOF Effect. For non-photography uses '.25' is good. For setting up shots '.50' or '.70' is very nice. For shooting quality images '1.00' is best. Note that High values will slow down your FPS.
    The default is 0.70
Note: Normally, focus will be where ever you set it by alt left-click. However, you can have the focus follow the mouse cursor, even without having a 3D mouse installed.
  1. Go to the top menu, World → Photo & Video → Cameratools→ 3D Mouse, and enable 3D Mouse. (This setting does not survive a relog if you do not have a 3D mouse installed.)
  2. Enable Depth of Field and set values as described above.
  3. To have the focus under the mouse cursor, toggle FlyCam mode on (Advanced → Shortcuts → Joystick Flycam, or Alt-Shift-F).
    Note that alt left-click will now move your avatar rather than change camera focus. So for photos, it is best to set up your shot the usual way, then go into flycam right before taking the picture, which you can do with Snapshot to Disk, Ctrl-`.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.
1)
Refer to this SL wiki page for information on avatar complexity and jellydolls.

fs_menus

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Firestorm Top (Menu) Bar

Tip: clicking on the double lines will detach that menu, or sub menu, so it does not close automatically.

Avatar

  • Account: will prompt you to open your SL dashboard in a web browser
  • Marketplace Listings: Manage your SL marketplace listings.
  • Buy L$: opens the floater to let you buy L$
  • Inventory (Ctrl-I): opens your inventory
  • Favorite Wearables: opens your Favorite Wearables
  • Picks: opens the Picks and Classifieds window for creation and editing of picks and classified ads.
  • Experiences: opens the Experiences window.
  • Profile: opens your profile
  • Appearance: opens the appearance floater at My Outfits (will be greyed out if you are a cloud; see here if that has happened to you)
  • Choose an avatar: opens the Choose an Avatar window.
  • Movement: opens the movement sub menu where you can set
    • Sit down (Alt-Shift-S): will sit your avatar down (not available if already sitting)
    • Fly (Home): this toggles will turn on fly mode (not available if sitting)
    • Stop Flying (Home): this toggle will turn off fly mode.
    • Always Run (Ctrl-R): toggles run
    • Force Ground Sit (Ctrl Alt S): This forces your avatar into a ground sit regardless of where your avatar is.
    • Move Lock (Ctrl-Alt-P): When enabled, will lock your avatar in place so it cannot be pushed.
      You will not be able to move yourself either, unless you enable PreferencesMove & View -> Movement→ Lock and unlock position after stopping or starting movement.
    • Quickjump: If enabled, the viewer suppresses any pre-jump animation.
  • Move Controls: toggles the movement controls floater
  • Camera Controls: toggles the camera controls floater
  • Avatar Health: opens the Avatar Health sub menu
    • Stop avatar animations: used to stop animations acting on your avatar
    • Stop avatar animations & revoke permissions:
    • Undeform Avatar: Attempts to undeform your avatar, to recover its normal shape after deformation after the use of oversized avatars or griefer objects.
    • Force appearance update (Rebake)(Ctrl-Alt-R): rebakes your avatar's textures
    • Refresh Attachments: In cases where attachments are “ghosted”, it will attempt to reattach them. Ghosted attachments are those that shows attached to you but others don't see them.
    • Reset Default Male Avatar (Character Test): forces your avatar to the default male
    • Reset Default Female Avatar (Character Test): forces your avatar to the default female
    • Show Avatar Complexity Information: This shows complexity plus:
    • * Rank (how close the avatar is to your camera; the closest is 1, next closest is 2…);
    • * VisTris: recursively counts the number of triangles in every attachment at the current rendered LOD;
    • * EstMaxTris: represents the sum of the estimated triangle count for each attachment to the avatar; and
    • * attachment surface area in square meters.
    • Lag Meter: Opens the Lag Meter window.
    • Recreate LSL Bridge: creates a fresh copy of the LSL bridge
  • Snapshot (Ctrl-Shift-S): opens the snapshot floater
  • Money Tracker: Shows a list of who last paid you; see this page for more information.
  • Pose Stand…: Open the Pose Stand window; replicates the functionality of a pose stand.
  • Preferences (Ctrl-P): opens your preferences window
  • Toolbar Buttons: Opens the toolbar buttons window, allowing the button layout to be customized.
  • Show HUD Attachments (Alt-Shift+H): Shows all HUDs that you have attached
  • Show User Inferface (Alt+Shift+U): Shows the User Interface
  • Exit Firestorm (Ctrl-Q): Closes Firestorm

Comm

  • Online Status: opens the Online Status sub menu where you can set yourself to:
    • Away
    • Unavailable (Busy)
    • Auto-respond: (the auto-response messages are set in PreferencesPrivacy -> Autoresponse)
    • Autorespond to non-friends
    • Reject teleport offers and requests
    • Reject all group invites
    • Reject all friendship requests
  • Friends (Ctrl-Shift-F): opens the Friends tab in the contacts list.
  • Contacts (Ctrl-Alt-Shift-F): Opens or closes the contacts list.
  • Contact Sets (Ctrl-Alt-Shift-C): opens the Contact Sets window, to manage your own groups of contacts
  • Groups (Ctrl-Shift-G): opens the Groups tab in the contacts list.
  • Chat (Ctrl-H): opens the nearby chat tab in the Conversations window
  • People: Opens the people window.
  • Conversations (Ctrl-T): opens the Conversations window
  • Gestures (Ctrl-G): opens the Gestures window
  • Facebook…: opens the Post to Facebook window.
  • Twitter…: opens the Twitter window.
  • Flickr…: opens the Upload to Flickr window.
  • Voice Morphing:
  • Conversation Log: Opens the Conversation Log window.
  • Nearby Voice: opens nearby voice, aka active speakers
  • Block List: opens the people window → Block List

World

  • Resync Animations (Ctrl-S): Restarts animations within your view; this allows couples dances to be resynchronized.
  • Nearby Avatars (Ctrl-Shift-A): Opens the Nearby tab in the People window.
  • Radar: Opens the Radar window.
  • Teleport History (Alt-H): Opens the Places window, teleport history tab.
  • Places: Opens the Places window.
  • Destinations: Opens up Destination window.
  • Events: Opens the SL Events web page.
  • Mini-Map (Ctrl-Shift-M): Opens the Minimap
  • World Map (Ctrl-M): Opens the World Map
  • Region Tracker: Opens the Region Tracker window.
  • Landmark This Place: Creates a landmark of your current location
  • Location Profile: Opens the Places Profile window
  • Parcel Details: Opens the About Land window
  • Region Details: Opens the Region/Estate window
  • Set Home to Here: sets your home location to the point you are at; also saves a snapshot, which will be displayed when you log in to your home location.
  • Buy This Land: oOpens the Buy Land window (If you are on land that is not for sale, this will be greyed out)
  • Show Owned Land: Opens the Owned Land window
  • Show More: opens the Show More sub menu where you can chose to show
    • Ban Lines Enables or disables the ability to see ban lines around parcels to which you are not allowed access.
    • Beacons (Ctrl-Alt-shift-N) Hide/show beacons for some types of objects, like sound sources, particle sources, and so on.
    • Property Lines (Ctrl-Alt-Shift-P) Enables or disables showing lines at property boundaries.
    • Land Owners Colors land: Green is land owned by you, red is land owned by others, yellow is land for sale.
    • Coordinates: Shows your current coordinates in the menu bar
    • Parcel Permissions: Shows icons of your parcel rights
    • Advanced Menu (Ctrl-Alt-Shift-D): Hides/shows the Advanced Menu. This can also be done in PreferencesAdvanced.
  • Teleport Home (Ctrl-Shift-H): teleports you home
  • Sun Position: opens the Sun Position sub menu, where you can set the sun position to
    • Sunrise (Ctrl-Shift-U)
    • Midday (Ctrl-Shift-Y)
    • Sunset (Ctrl-Shift-N)
    • Midnight (Ctrl-Shift-X)
    • Estate Time
  • Environment Editor: (Photographers might prefer that fast access available in QuickPrefs or Phototools) This has these sub-menus:
    • Environment Settings: Opens the environment settings window.
    • Water Presets: has sub-menus to allow water presets to be created, edited, deleted.
    • Sky Presets: has sub-menus to allow sky presets to be created, edited, deleted.
    • Day Presets: has sub-menus to allow day presets to be created, edited, deleted.
  • Photo and Video: opens the submenu for
    • Phototools (Ctrl-Alt-P): opens the Phototools floater.
    • Cameratools (Ctrl-Alt-C): opens the Cameratools floater.
  • Area Search: Opens the Area Search window
  • Sound Explorer: Opens the Sound Explorer window.
  • Animation Explorer: Opens the Animation Explorer window.
  • Asset Blacklist: Opens the Asset Blacklist Window.
  • Avatar Render Settings: Opens the Avatar Render Settings window.
  • Always show Friends normally: This will show all friends as normally rendered avatar instead of a “jelly doll” image.
  • Show Friends only: This will temporarily derender all avatars except those on your friends list. If you leave PreferencesMove & View -> Teleports→ Keep 'Show Friends Only' enable after teleporting disabled, then this option will disable itself after teleport.

Build

  • Build (Ctrl-B): opens the Build/Edit window
  • Select Build Tool: opens the Build Tool sub menu where you can select
    • Focus Tool (Ctrl-1)
    • Move Tool (Ctrl-2)
    • Edit Tool (Ctrl-3)
    • Create Tool (Ctrl-4)
    • Land Tool (Ctrl-5)
  • Link (Ctrl-L): will link multiple prims
  • Unlink (Ctrl-Shift-L): will unlink prims in a linkset
  • Edit Linked Parts: allows you to edit individual prims in a linkset
  • Select Elements: opens the Select Elements sub menu where you can choose:
    • Select Next Part or Face (Ctrl-.)
    • Select Previous Part or Face (Ctrl-,)
    • Include Next Part or Face (Ctrl-Shift-.)
    • Include Previous Part or Face (Ctrl-Shift-,)
  • Focus on Selection (H): will focus your camera on an object you have selected
  • Zoom to Selection (Shift-H): will zoom your camera on an object you have selected
  • Object: opens the Object sub menu that allows you to:
    • Take: Takes the object back to inventory
    • Take Copy: Creates a copy of the object in inventory.
    • Duplicate (Ctrl-D): Creates a duplicate of the object next to the original object.
    • Edit Particles: Opens the Particle Editor.
    • Save Back to Object Contents If you drag the contents of an object directly onto the ground (rather than into your inventory first, then out onto the ground), and make changes to it, this function allows those changes to be saved back to the original object.
    • Return Object: Returns the object to the owner.
    • Save as:
      • Backup: Opens the Backup window, allowing you to save the object to your hard drive.
      • Collada: Opens the Collada Export window, which you can use to export the object as mesh.
  • Scripts: opens the Scripts sub menu where you can:
    • Show Script Warnings/Errors
    • Script Info (Counter): If the object is moddable, this will show script information for it.
    • Recompile Scripts (Mono)
    • Recompile Scripts (LSL)
    • Reset Scripts: this will only work if the object is moddable.
    • Set Scripts to Running
    • Set Scripts to Not Running
    • Remove Scripts from Selection: If the selected object is moddable, removes all scripts from it.
  • Pathfinding: Options concerning Pathfinding.
    • Region Objects: Opens the Region Objects window.
    • Characters: Opens the Pathfinding characters window.
    • View / Test: Opens the Pathfinding console.
    • Rebake Region: Rebakes the region NavMesh, if there are pending changes - assuming you have rights to do so and Pathfinding is enabled for the region; will by greyed out otherwise. This can also be done by clicking the Pathfinding icon in the top menu bar.
  • Options: opens the Options sub menu where you can:
    • Show Advanced Permissions: Refer to this SL Wiki page for more on Advanced (Debug) permissions.
    • Select Only My Objects
    • Select Only Movable Objects
    • Select Only Locked Objects
    • Select Only Copyable Objects
    • Select By Surrounding
    • Include Group-Owned Objects
    • Show Physics Shape When Editing
    • Show Selection Outlines (Ctrl-Alt-H)
    • Show Hidden Selection
    • Show Light Radius for Selection
    • Show Selection Beam
    • Snap to Grid (G)
    • Snap Object XY to Grid (Shift-X)
    • Use Selection for Grid (Shift-G)
    • Grid Options (Ctrl-Shift-B)
    • Set Default Permissions: Opens the Default Creation Permissions window.
  • Upload: opens the Upload sub menu which allows you to choose what to upload (Same as the Upload item in the Avatar Menu):
    • Image (L$10): Opens a file selector, then the image upload window.
    • Sound (L$10): Opens a file selector, the the sound upload window.
    • Animation (L$10): Opens a file selector, then the animation upload window
    • Mesh Model: Opens a file selector to upload a mesh model; see the SL wiki for more info.
    • Bulk (L$10 per file): Opens a file selector where you can select multiple image files for upload.
    • Import Linkset: Opens the Import window, to upload a previous exported object.
  • Undo (Ctrl Z): will undo the last changes made in the edit /build window
  • Redo (Ctrl Y): will redo the last changes made with the undo command

Content

  • Search (Ctrl-F): opens the Search window
  • SL Marketplace: prompts you to open the Marketplace web page
  • L$ Market Data: prompts you to open the L$ market Data web page
  • Script Library: prompts you to open the Script Library web page
  • Firestorm Blog: prompts you to open the Firestorm Viewer Home web page
  • Firestorm Flickr: prompts you to open the Firestorm Viewer Flickr web page
  • Firestorm YouTube: prompts you to open the Firestorm Viewer YouTube channel
  • Firestorm Twitter: prompts you to open the Firestorm Viewer Twitter web page
  • Firestorm Plurk: prompts you to open the Firestorm Viewer Plurk web page
  • Message of the day: this will show the message of the day in local chat. This also is shown during the login phase.

Help

RLVa

This menu is toggled from Advanced Menu (Ctrl-Alt-D) → RestrainedLove API (RLVa) or from Preferences → Firestorm → Extras → Allow Remote Scripted Viewer Controls (RLVa). This will require a restart of the viewer to show this menu.

  • Debug: Opens the Debug sub menu where you can enable:
    • Show Top-level RLVa Menu: Enables showing the RLVa menu in to menu bar. If disabled, RLVa menu will show in Advanced Menu.
    • Show Debug Messages: Used when debugging RLV scripts and also to know when something RLV is being done to you by either a person or object.
    • Hide Unset or Duplicate Messages
    • Show Assertion Failures
    • Hide Locked Layers
    • Hide Locked Attachments
    • Enable Legacy Naming
    • Enabled Shared Wear
    • Rename Shared Items on Wear
    • Locks: Opens the Active RLV Locks window
  • Allow OOC Chat: Allows Out Of Character (OOC) chat.
  • Allow Temporary Attachments
  • Forbid Give to #RLV
  • Show Filtered Chat
  • Wear Replaces Unlocked
  • Console: Opens the RLVa console window
  • Restrictions: Opens the Active RLV Restrictions window
  • Strings: Opens the RLVa Strings window

Advanced

Please use with caution

This menu is toggled via the Ctrl-Alt-D key sequence, or from PreferencesAdvanced

  • Rebake Textures (Ctrl+Alt+R): (same as Avatar→ Avatar health → Force Appearance Update).
  • Refresh Attachments:
  • Set UI Size to Default (Ctrl-Alt-Shift-R): Reverts any changes made in PreferencesUser Interface -> General→ UI scaling.
  • Set Window Size: Allows you to set the window size.
  • Limit Select Distance: Limits your select distance to about 50m.
  • Disable Camera Constraints: Allows camera to pass through solid objects.
  • High-res Snapshot: Enables high resolution snapshots.
  • Quiet Snapshots: Disables the snapshot sound and animation.
  • Performance Tools: Opens the Performance Tools sub menu where you can enable:
    • Lag Meter: Opens the Lag Meter window.
    • Statistics Bar (Ctrl-Shift-1): Displays the Statistics window (often called the “stats bar”).
    • Scene Load Statistics (Ctrl-Shift-2): Displays the Scene Load Statistics window with focus on object load and cache performance.
    • Show Avatar Complexity Information: Displays an indicator of client draw “cost” above each avatar (replaces Avatar Rendering Cost).
  • Highlighting and Visibility: Opens the Highlighting and Visibility sub menu where you can choose:
    • Cheesy Beacon: Animates the red world map beacon to make it look “cheesy” (enable it to see the effect).
    • Hide Particles (Ctrl Alt Shift =) : Disables rendering of particles. Another way of achieving this is to go to PreferencesGraphics -> General and setting Max particle count to zero - or doing the same in the Quick Preferences panel.
    • Hide Selected: Makes the currently selected (edited) object invisible, until they are no longer selected.
    • Highlight Transparent (Ctrl Alt T): Makes transparent objects visible by highlighting them:
      • Red: alpha blended textures,
      • Blue: alpha masked textures,
      • Green: invisiprims.
    • Show Mouselook Crosshairs
    • Hover Tips: Opens Hover Tips submenu
      • Show Tips (Ctrl-Shift-T): This allows you to set what hovertips, if any, you see (please check this first to enable hover tips)
      • Show Land Tooltips:
      • Show Tips On All Objects:
  • Rendering Types: Opens the Rendering Types sub menu, which allows types of things to be shown or hidden. By default, these are all enabled. Disabling some can be useful if you are trying to find a lost object.
    • Simple (Ctrl-Alt-Shift-1): Textures without alpha channels.
    • Alpha (Ctrl-Alt-Shift-2): Textures with alpha channels
    • Tree (Ctrl-Alt-Shift-3): Linden plants.
    • Avatars (Ctrl-Alt-Shift-4): Bodies and attachments but not name tags.
    • Surface Patch (Ctrl-Alt-Shift-5): Terrain/ground texture.
    • Sky (Ctrl-Alt-Shift-6): Entire sky including clouds and sun/moon.
    • Water (Ctrl-Alt-Shift-7): Water surface only, view when under water is still tinted.
    • Ground (Ctrl-Alt-Shift-8)
    • Volume (Ctrl-Alt-Shift-9): All objects except Linden plants.
    • Grass (Ctrl-Alt-Shift-0): Linden plants.
    • Clouds (Ctrl-Alt-Shift- -)
    • Particles (Ctrl-Alt-Shift-= )
    • Bump (Ctrl-Alt-Shift-\): Legacy bump map and shiny effects.
  • Rendering Features: Opens the Rendering Features sub menu:
    • UI (Ctrl-Alt-F1): Be VERY careful when using this, as the menu bar is hidden as well; make mental note of the key sequence so you can re-enable the UI when you need it.
    • Selected (Ctrl-Alt-F2): Display texture alignment crosshair boxes with “Select Face”.
    • Highlighted (Ctrl-Alt-F3)
    • Dynamic Textures (Ctrl-Alt-F4): Enable clothing and sculpt previews in texture upload floater.
    • Foot Shadows (Ctrl-Alt-F5)
    • Fog (Ctrl-Alt-F6)
    • Test FRInfo (Ctrl-Alt-F8)
    • Flexible Objects (Ctrl-Alt-F9): Enable/disable flexible prim effect.
  • RLVa: This menu option will show if you choose not to show RLVa menu in top menu bar. This will show RLVa submenus.
  • Media Streams Backup
    • Import Stream List XML: This will import the stream_list.xml file.
    • Export Stream List XML: This will export the media stream list from top menu → World Menu → Parcel DetailsSound tab to a file called stream_list.xml to a folder of your choosing
  • Use Plugin Read Thread: Uses a separate thread to read incoming messages from plugins. So in theory, this should give you a slight performance increase if you have a multicore processor and using the internal web browser or playing quicktime videos and so on.
  • Clear Group Cache: Clears group cache
  • Mouse Smoothing: Should help smooth mouse movement
  • Release Keys: Releases permissions taken by worn attachments.
  • Shortcuts: Opens the Shortcuts sub menu, showing some of the common keyboard shortcuts:
    • Search (Ctrl-F)
    • Show Advanced Menu-legacy shortcut (Ctrl-Alt-D)
    • DoubleClick Teleport (Ctrl-Shift-D)
    • Always Run (Ctrl-R)
    • Fly (Home)
    • Close Window (Ctrl-W)
    • Close All Windows (Ctrl-Shift-W)
    • Snapshot to Disk (Ctrl-`)
    • Mouselook (M)
    • Joystick Flycam (Alt-Shift-F)
    • Reset View (Esc)
    • Reset Camera Angles (Shift-Esc)
    • Look at Last Chatter (Ctrl-\)
    • Zoom In (Ctrl-0)
    • Zoom Default (Ctrl-9)
    • Zoom Out (Ctrl-8)
  • Fly Override (Ctrl-Alt-V): Allows flight in no fly areas - NOT recommended
  • RestrainedLove API: Enables/disables RLV (also in PreferencesFirestorm -> Extras→ Allow scripted viewer controls)
  • Show Debug Settings: Opens the debug menu window; use with caution.
  • Show Develop Menu (Ctrl-Alt-Q): Shows or hides the develop menu on the menu bar.

Developer

Please use with caution

This menu is toggled via the Ctrl-Alt-Q key sequence, or from PreferencesAdvanced

  • Consoles: Opens the Consoles sub menu. These should all be disabled in normal use. If you find your screen filling with “strange” graphs and data, check here to make sure all are off.
    • Texture Console (Ctrl-Shift-3):
    • Debug Console (Ctrl-Shift-4): Scroll activity log on the main viewer window.
    • Notifications Console (Ctrl-Shift-5): Trace dialogs, alerts, notifications.
    • Fast Timers (Ctrl-Shift-9): Shows tasks performed per frame.
    • Scene Statistics: Plot complexity of objects in view.
    • Scene Loading Monitor:
    • Region Debug Console Opens the Region Debug Console.
    • Region Info to Debug Console: Dumps region flags and stats to log
    • Group Info to Debug Console: Dumps summary of active group info to log.
    • Capabilities Info to Debug Console: Dumps capability names and URLs to log.
    • Camera: Camera and agent position/rotation overlaid on screen.
    • Wind: Region wind speed and heading is overlaid on screen.
    • FOV: Camera field of view angle overlaid on screen.
    • Badge (Ctrl-Alt-Shift-H) (This won't toggle off……)
  • Show Info: Opens the Show Info sub menu:
    • Show Time: Shows the time spent logged on in the lower right.
    • Show Upload Transaction: Gives a notification on upload, showing how much you were charged.
    • Show Texture Info: Shows texture information for the object under the cursor.
    • VRAM usage per object:
    • Show Avatar Render Info: Show load state and attachment weights for visible avatars.
    • Show Render Info: Displays information about the scene currently being rendered.
    • Show Matrices: OpenGL matrix info overlaid on screen.
    • Show Color Under Cursor: Shows the RGBA values for the color under the cursor, in the lower right.
    • Show Memory: Shows total viewer memory use overlaid on screen.
    • Show Updates to Objects (Ctrl-Alt-Shift-U): Displays “clouds” of different colors when objects update.
  • Force an Error: opens the Force an Error sub menu. Using any of these will probably crash you. Aimed at viewer developers.
    • Force Breakpoint (Ctrl-Alt-Shift-B)
    • Force LLError And Crash
    • Force Bad Memory Access
    • Force Infinite Loop
    • Force Driver Crash
    • Force Software Exception
    • Force Disconnect Viewer
    • Simulate a Memory Leak
  • Render Tests: opens the Render Tests sub menu:
    • Camera Offset
    • Randomize Framerate: Add a random duration sleep with each rendered frame.
    • Periodic Slow Frame: Sleep half a second every 10 frames.
    • Frame Test: Capture buffer and pause.
    • Frame Profile: Dump GL stats to log.
    • Benchmark:
  • Render Metadata: Opens the Render Metadata sub menu; these are normally all disabled:
    • Bounding Boxes
    • Avatar Hitboxes
    • Normals
    • Octree
    • Shadow Frusta
    • Physics Shapes
    • Occlusion
    • Render Batches
    • Update Type
    • Texture Anim
    • Texture Priority
    • Texture Area
    • Face Area
    • LOD Info
    • Build Queue
    • Lights
    • Particles
    • Collision Skeleton
    • Joints
    • Raycast
    • Wind Vectors
    • Render Complexity
    • Attachment Bytes
    • Sculpt
    • Texture Size
    • Texture Density
      • None
      • Current
      • Desired
      • Full
  • Rendering: Opens the Rendering sub menu
    • Axes: Draw XYZ axis display centered on avatar plus region origin marker.
    • Tangent Basis
    • Selected Texture Info Basis (Ctrl-Alt-Shift-T): Show size and alpha channel presence for faces selected in editor.
    • Selected Material Info (Ctrl-Alt-Shift-M):
    • Wireframe (Ctrl-Shift-R): Show object geometry.
    • Object-Object Occlusion (Ctrl-Shift-O): Optimization, skip rendering objects that are hidden behind others.
    • Advanced Lighting Model: Enable deferred rendering.
    • Debug GL: Enable extra OpenGL error checking.
    • Debug Pipeline: Subset of Debug GL.
    • Automatic Alpha Masks (deferred): Force alpha test instead of blend if texture has little transparency (when advanced lighting on).
    • Automatic Alpha Masks (non-deferred): Force alpha test instead of blend if texture has little transparency (when advanced lighting off).
    • Animation Textures: Allows texture to be animated per llSetTextureAnim.
    • Disable Textures: Stop fetching new textures from the network.
    • Derender all animesh: Removes all animesh from your scene.
    • Full Res Textures (dangerous): Disregard LOD and display all textures at full resolution. Increases network and memory use.
    • Render Attached Lights: Render local light sources on avatar attachments.
    • Render Attached Particles: Render particle systems emitted by avatar attachments.
    • Hover Glow Objects:
  • Network: Opens the Network sub menu:
    • Pause Agent: Stop avatar movement updates. Local turns and interpolated motion will still appear.
    • Enable Message Log: Dump every protocol message to log.
    • Disable Message Log: Stop protocol message dump.
    • Velocity Interpolate Objects: When enabled it allows smoothed object motion between updates and for llTargetOmega motion to work. When it's disabled, stops “rubber band” effect at cost of these features.
    • Ping Interpolate Object Positions: Factor ping time into interpolation.
    • Drop a Packet (Ctrl-Alt-L): Simulate loss of a data packet.
  • Dump Scripted Camera
  • Recorder: opens the Recorder sub menu. This is used to record, and then playback, a sequence of your actions. For example, you can record yourself walking round, then when you play it back, your avatar will repeat that exactly. Useful for machinima.
    • Start Playback
    • Stop Playback
    • Loop Playback
    • Start Record
    • Stop Record
  • World: Opens the World sub menu:
    • Sim Sun Override
    • Fixed Weather
    • Dump Region Object Cache: Send object cache statistics to log.
    • Dump Simulator Features to Nearby Chat
  • UI: Opens the UI sub menu:
    • Media Browser Test: Opens embedded browser with Viewer URI Name Space test page.
    • Region Restart Test:
    • Web Content Browser (Ctrl-Shift-Z): Opens the internal browser.
    • FB Connect Test: For checking Second Life ShareAPI.
    • Dump SelectMgr: Info about selected objects to log.
    • Dump Inventory: Inventory UUIDs and names to log.
    • Dump Timers: Function call stats to log.
    • Dump Focus Holder: What UI element has keyboard focus to log.
    • Print Selected Object Info (Ctrl-Shift-P): Object details to log.
    • Print Agent Info (Shift-P): Avatar name and camera to log.
    • Double-Click Auto-Pilot
    • Double-Click Teleport
    • Debug SelectMgr: If this and Limit Select Distance are active, dump auto deselects to log.
    • Debug Clicks: Mouse button changes with coordinates to log.
    • Debug Views: Identify UI elements on screen.
    • Debug Name Tooltips: Identify XUI source for UI element under cursor. (alias of Show XUI Names)
    • Debug Mouse Events: Info about what has mouse focus to log.
    • Debug Keys: Text entry field activity to log.
    • Debug Window Process: Low level info for main viewer window to log.
  • XUI: opens the XUI sub menu:
    • Reload Color Settings: Refresh from skin's colors.xml
    • Show Font Test: Open floater with type specimen.
    • Load from XML
    • Save to XML
    • Save XUI Names: Identify XUI source for UI element under cursor.
    • Show debugging info for views
    • XUI Preview Tool
    • Send Test IMs: Send dummy messages to test accounts.
    • Flush Names Caches: Clean avatar name cache.
  • Avatar: Opens the Avatar sub menu:
    • Grab Baked Textures
      • Iris
      • Head
      • Upper Body
      • Lower Body
      • Skirt
    • Character Tests
      • Appearance To XML: Saves your avatar shape to a file; opens a file picker to allow you to select the destination folder, and file name. Shapes exported this way can be re-imported in the Appearance window.
      • Toggle Character Geometry
      • Test Male: Shortcut to wear “Male Shape & Outfit” from inventory Library/Clothing.
      • Test Female: Shortcut to wear “Female Shape & Outfit” from inventory Library/Clothing.
      • Allow Select Avatar: Avatars can be selected and “moved” with object editor, local effect only, movements do not appear to others.
    • Animation Speed
      • All Animations 10% Faster
      • All Animations 10% Slower
      • Reset All Animations Speed
      • Slow Motions Animations
    • Force Params to Default: Clear and refresh tweakable appearance settings.
    • Animation Info: Text over avatars with running animations and priorities.
    • Show Look At: Shows look at crosshairs.
    • Show Point At: Show destination for selection beam as a red crosshair.
    • Debug Joint Updates: Rapid summary of updates to log.
    • Disable LOD: For avatar bodies.
    • Debug Character Vis: Dump avatar and attachment visibility to log.
    • Show Collision Skeleton: Show avatar's “collision volume” joints. Used with fitted mesh and touch/select. Not used with simulator physics.
    • Show Bones:
    • Display Agent Target: Crosshairs with avatar's actual and rendered positions.
    • Dump Attachments: Attachment points, UUIDs, positions, visibility to log.
    • Debug Avatar Textures (Ctrl-Alt-Shift-A): Shows component textures for own avatar.
    • Dump Local Textures (Alt-Shift-M): Avatar texture info to log.
    • Reload Avatar Cloud Particle:
  • Compress Images: Select a file and convert to .j2c, results to log.
  • Enable Visual Leak Detector:
  • Output Debug Minidump
  • Console Window on next Run: Opens a window on the next run of the viewer, which shows internal information as the viewer runs. Useful for developers' to debug the viewer. Otherwise, keep this disabled.
  • Set Logging level: This allows the level of detail of logging to be changed from the default (Info). The support team might request that you change this if attempting to diagnose a problem; otherwise, it should always be left at default.
    • Debug
    • Info
    • Warning
    • Error
    • None
  • Request Admin Status (Ctrl-Alt-G): Request privileges. Only works if you are a Linden.
  • Leave Admin Status (Ctrl-Alt-Shift-G)
  • Show Admin Menu

Searching

It is possible to search the menus for specific words or phrases, by typing into the search bar at the top. For example, typing in the word upload will result in matches on up to four top menu items: Avatar, Build, Advanced and Develop. In short, using search will filter out what is shown in the top menu bar, removing all items except those that contain what you searched for.

Matched items are highlighed in color (you can change the highlight color in Preferences → Colors -> Miscellaneous→ Preferences Search Highlight Color).

To clear the search, and have the Preferences window revert to its normal state, just click the 'x' at the far right end of the search field.

Menu search is enabled (or disabled) in Preferences -> Advanced→ Show Menu Search.

Graphics Presets

: Hovering your mouse over this symbol, or clicking it (depending on your preferences setting), it will open the Graphics Presets window. Please note that this symbol will only show if you have created a graphic preset in PreferencesGraphics -> General.


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.

fs_viewer_modes

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Firestorm Viewer Modes

At the Firestorm log in screen, next to the log In button, is a drop down menu, which allows you to select the default viewer mode. These can be one of:

  • Phoenix
  • Firestorm
  • Hybrid
  • Viewer 6
  • Latency
  • Text

This allows you to select the overall “look and feel” of the viewer. Text mode disables almost all rendering; it exists for those who need to get inworld on very low end computers.

NOTE: This will affect many settings but none that you have set yourself. In other words, if you log in with (for example) Phoenix mode, but then change one of the default settings to what would be Viewer 6 mode, that will remain set next time.

The table below lists settings and how they are set in the various modes.

Setting Firestorm Phoenix Hybrid Viewer 6
Show Home button no no no yes
Show location in top menu yes yes yes no
Show navigation bar no no no yes
Display how to leave mouselook no no no yes
Default skin Firestorm Grey Vintage Classic Metaharper Modern Starlight Original
WASD affects movement no no yes yes
Script dialogs always opaque yes yes no no
Script dialogs always top right yes yes yes no
Minimap shown in Radar panel no no yes yes
Use chat console for nearby chat yes yes yes no
Show pop-ups for group chat no no no yes
Show pop-ups for IM chat yes no no yes
Use chat headers no no yes yes
Use mini-icons in chat headers no no yes yes
Multiple chat windows no no yes yes
Use V1-style cursors yes yes no no
Color tags by viewer
(OpenSim only)
User defined User defined User defined Not based on viewer


See this page for documentation on Firestorm 5.1.7 (55786) and earlier.

fs_avatar_complexity_settings

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Avatar Complexity Settings

“Jellydolls” are a new anti-lag feature created by Linden Lab. You can use this feature to reduce your lag and to protect yourself against graphics-crashing devices worn by others.

For general information about Avatar Complexity (“jellydolls”), please see:

  • Torley Linden's short video tutorial:

This will give you a good overview of how jellydolls work and how they can help you. Don't try to find the settings the way Torley describes, since those are the official SL viewer settings! See the rest of this page for the Firestorm settings.

Please note: the official Second Life pages (above) describe how to find the settings in the official SL viewer. See the descriptions below for how to find them in Firestorm.

How to Adjust Who You See as Jellydolls

Avatar complexity slider

  • This determines which avatars will appear as jellydolls to you, based on their complexity.
  • Go to Preferences → Graphics → General → Maximum Complexity.
  • Note: Lowering this slider will decrease your lag and turn more avatars into jellydolls; raising the slider may lag you but more avatars will be fully visible.
  • Note: Moving this slider all the way to the right is not advised, as this sets this setting to “No Limit” — which means that no avatars will render as jellydolls to you, but you will be subject to lag and worn graphics crashers.
Note: Another factor plays into whether an avatar is rendered as a jelly doll: texture area. If the texture area on an avatar is above the default (1000^m2), then the avatar will render as a jelly doll even if it has a complexity less than your limit.

To turn specific avatars into jellydolls, or render them fully

  • Right click on the avatar's name tag and choose from the menu:
    • Render Normally – avatar will be affected by your complexity slider (above)
    • Do Not Render – avatar will be a jellydoll for you
    • Render Fully – avatar will be rendered fully even if over your complexity slider setting
  • In the pie menu, these options are under More → More → Render.

To render all your friends fully (not as jellydolls), no matter how complex they are

Go to the top menu bar> World menu and select Always show Friends normally.

To review avatars for whom you changed render settings

Go to the top menu bar> World menu and select Avatar Render Settings. Here you can change how avatars render for you. Refer to this page for details.

How to Adjust What Complexity Information You See on Screen

Show/hide avatar complexity information in name tags

  • Go to Preferences → General and set “Show Avatar Complexity,” “Only if too complex,” and “Show own complexity” as you wish.

Show/hide warning about your avatar being too complex for others to see you

  • This appears in the top right of your screen.
  • Go to Preferences → Notifications → Alerts, and move “Warn me if my avatar complexity may be too high” to the “Always show” box or to the “Never show” box, as you prefer.

Show/hide the display of your complexity changes

  • This appears in the top right of your screen when you change clothes/accessories.
  • Go to Preferences → Notifications → Alerts, and move “Warn me about my avatar complexity changes” to the “Always show” box or to the “Never show” box, as you prefer.

Additional complexity info in hover text

  • Go to Avatar menu → Avatar Health → Show Avatar Complexity Information
  • This shows complexity plus:
  • * Rank (how close the avatar is to your camera; the closest is 1, next closest is 2…);
  • * VisTris: recursively counts the number of triangles in every attachment at the current rendered LOD;
  • * EstMaxTris: represents the sum of the estimated triangle count for each attachment to the avatar; and
  • * attachment surface area in square meters.
  • Note: The height of this hovertext cannot be adjusted.

To see your own avatar complexity at any time

Go to Avatar → Appearance and look at the bottom right of the window.

How to find out the rendering weight of a specific item

Here are three ways to see an item's rendering weight:

  • Avatar → Appearance → Wearing tab (Ctrl+O); look in the righthand column for the number.
  • Wear the item and then remove it, noting the change to your avatar complexity in the upper right of the viewer.
  • Wear the item. Edit it → in the Build floater, click “more info” → and see the number listed for “Display.”

Default complexity settings

These are the default settings that determine the threshold at which you view avatars fully rendered or as jellydolls. They correspond with the “Quality and Speed” slider located in Preferences → Graphics → General. When the settings are left at these defaults, avatars whose complexity numbers are below these thresholds will be visible, while avatars with higher complexities will appear as jellydolls to you.

  • Low: 35,000
  • Low-Mid: 100,000
  • Mid: 200,000
  • Mid-High: 250,000
  • High: 300,000
  • High-Ultra: 350,000
  • Ultra: 350,000



See this page for documentation on Firestorm 5.1.7 (55786) and earlier.

fs_clean_reinstall_fr - [Etape 5. Supprimer l'Application]

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Comment Mettre Firestorm à Jour

Une réinstallation propre exige plus que supprimer le viewer installé et le réinstaller. Si vous vous contentez de faire cela, vous laisserez tous les fichiers de paramètres, et simplement réinstaller ne règlera donc aucun problème. Pour procéder à une véritable réinstallation propre vous devrez donc commencer par chercher et supprimer tous vos fichiers de paramètres et - peut-être - de cache.

Avant de Commencer

Etape 1. Sauvegardez vos journaux de chat (Recommandé)

Si vous gardez vos journaux de chat, ils sont sauvegardés par défaut dans le dosier qui porte votre nom dans votre dossier de paramètres. Avant de supprimer ce dossier, il vous faudra trouver les fichiers de chat et les déplacer. Voir ici pour toute information concernant la façon de trouver les journaux de chat. Vous devrez vous connecter avec chacun de vos comptes pour faire vos sauvegardes.

Etape 2. Sauvegarder vos paramètres (Recommandé)

C'est une mesure fortement conseillée juste au cas où un problème surviendrait et que vous perdiez ces paramètres ou que les fichiers se corrompent. Cela rend aussi la mise à jour ou la réinstallation du viewer beaucoup plus confortable et plus courte. La procédure et décrite ici. Il est recommandé de faire cette sauvegarde juste avant de réinstaller le viewer étant donné que certains fichiers (Historique de TP, cercles d'amis, etc. changent au jour le jour. Connectez-vous avec chacun de vos comptes pour effectuer cette sauvegarde.

Supprimez Votre Installation Actuelle

Etape 3. Supprimez vos paramètres

RAPPEL: Si vous voulez conserver vos journaux de chat et vos paramètres, n'oubliez pas les Etapes 1 et 2 avant de supprimer vos paramètres.

Les paramètres de Firestorm peuvent se corrompre, surtout si vous avez crashé récemment; il est possible que les fichiers n'aient aps été sauvegardés entièrement à la fermeture du viewer, et des informations iportantes sont alors perdues ou brouillées. Lorsque vous installez une version différente du viewer les paramètres de la version précédente peuvent ne pas être compatibles et peuvent être à la source de problèmes de fonctionnement.

Voici comment supprimer les anciens paramètres :

Méthode 1 : si vous pouvez démarrer Firestorm

  • Démarrez le viewer mais ne vous connectez pas
  • Cliquez le menu “Viewer” en haut de l'écran d'accueil, sélectionnez Préférences > Configuration > Dossiers.
  • Cliquez le bouton Ouvrir les paramètres
  • Fermer le viewer
  • Dans la fenêtre où s'affichent les fichiers, remontez d'un cran dans l'arborescence. Si vous voyez un dossier user_settings et un ou plusieurs dossiers portant le ou les noms de vos avatars, vous êtes au bon endroit.
  • Sélectionnez tout le contenu de ce dossier Firestorm et supprimez-le.

*Notez bien que le nom du dossier Firestorm veut varier légèrement en fonction de la version dont il s'agit.

Notez également que si vous avez installé la version 32-bit et la version 64-bit, vous ne devez supprimer que les paramètres de la version que vous avez démarré au début de cette étape. Il vous faudra répéter cette étape si vous voulez aussi supprimer les marapètres de l'autre version qui et toujours installée.

Etape 2: si vous ne pouvez PAS démarrer Firestorm

Il vous faudra utiliser votre explorateur de fichiers (Windows Explorer pour Windows, le Finder pour Mac…) poru trouver le dossier de paramètres. A son emplacement par défaut, le dossier est caché dans presque tous les systèmes d'exploitation. Pour le trouver, il vous faudra afficher les fichiers cachés. Voir cette page pour trouver votre dossier de paramètres.

Etape 4. Vider le Cache

Le cache ne doit être supprimé que lorsqu'il pose un problème spécifique, ou lorsqu'il y a eu dans le viewer des changements importants qui l'exigent (comme par exeple un changement dans le code KDU). Le viewer videra automatiquement le cache dans de telles circonstances, mais le faire manuellement est plus rapide.

Lorsque vous réinstaller une version antérieure de Firestorm vous devrez vider votre cache.

When downgrading, you should always clear the cache.

SI vous devez vider votre cache pour utiliser la version que vous allez installer, voir cette page.

Etape 5. Supprimer l'Application

Pour Windows

La meilleurs façon est d'utiliser le panneau de configuration. Si vous avez un dossier Firestorm dans votre menu Démarrer, il y a peut-être un lien de désinstallation à cet endroit (uniquement pour la version 32-bit).

Pour Mac

Naviguez jusqu'à vos Applications et supprimez l'App Firestorm.

Pour Linux

Le répertoire d'installation de FIrestorm se trouvera là où vous avez extrait l'archive de téléchargement. Habituellement il sera quelque part dans votre répertoire dédié (Home directory), comme ~/Phoenix-Firestorm_*. Supprimez ce dossier et tout ce qu'il contient.

Si vous avez utilisé le script d'installation à la racine (root), cherchez dans votre /répertoire opt. Vous devrez su root ou sudo rm pour supprimer le répertoire de Firestorm à cet endroit.

Install the New Version

Etape 6. Installer Firestorm

Après toutes ces étapes vous êtes prêt à installer Firestorm, ce qui s'effectue de la manière habituelle pour n'importe quel logiciel.

Téléchargez l'installeur: de la version actuelle sur la page Téléchargements. Pour toute version antérieurs, allez sur cette page

Pour Windows

Exécutez l'installeur que vous avez téléchargé. L'installeur 32-bit vous laissera choisir la destination du répertoire d'installation; l'installeur de la version 64-bit affiche la destination quand vous cliquez le bouton Options. L'installeur créera un raccourci bureau.

NB :L'installeur 32-bit propose de démarrer le viewer à la fin de l'installation, choisissez Non. Si vous choisisez Oui, des problèmes peuvent survenir, surtout si vous restaurez vos paramètre pendant cette session. Il vaut toujours mieux ouvrir le viewer à partir du raccourci bureau.

Pour Mac

Trouvez le fichier .dmg que vous avez téléchargé et faites un double clic dessus. Faites glisser l'icône de l'App Firestorm dans votre dossier Applications.

Pour Linux

Extrayez le tar.bz2 ou tar.xz que vous avez téléchargé dans le dossier que vous souhaitez et exécutez le script firestorm dans ce dossier pour le démarrer. Vous pouvez si vous le voulez créer un raccourci bureau de démarrage.

Etape 7. Connectez-vous

Une fois que le viewr est installé ou réinstallé, assurez-vous qu'il fonctionne normalement :

  • Connectez-vous dans un région calme (essayez Hippo Hollow, Aich ou Hatton). Ne changez aucun paramètre.
  • Testez les fonctions qui vous posaient un problème avec la version précédente, que vous ayez fait une simple mise à jour, une réinstallation, ou si vous êtes revenu à une version antérieure.
  • Si vous avez du vider votre cache à l'étape 4 ci-dessus, ouvrez votre inventaire et laissez-le charger entièrement.

Etape 8. Restaurez vos paramètres

Si vous voyez que le viewer fonctionne normalement, vous pouvez restaurer vos paramètres et vous reconnecter. Vous devrez vous connecter avec chacun de vos comptes SL (chaque alt) poru restaurer les paramètres liés à chaque compte.

Connectez-vous de nouveau. Si le viewer continnue de fonctionner comme il le devrait, vous pouvez ajuster les paramètres supplémentaires que vous voulez puis les sauvegarder.

Notez bien que certains paramètres ne sont pas restaurés comme les préférences graphiques. Ceci parce que certains réglage graphiques incorrects peuvent poser problème.

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