Kokua 3.5.2 is released.

Kokua 3.5.2 is released.

Release highlights:

Code base to Linden Lab (LL) viewer-release 3.5.2
Opensim Lightshare imported from Firestorm / Cinder Roxley by tx Oh.
Opensim maptile texture size increased to 1024×1024 by tx Oh.
Disable Build Constraints feature edge case failure corrections.
Linux 64 bit boost and colladadom libraries rebuilt. Driven by LL’s boost version 1.52 re-factor.

A detailed change log is here.

Downloads.

Kokua 3.5.1 is released.

Kokua 3.5.1 is released. If you track version numbers you will notice this version, Kokua-3.5.1, is less than the one used for development. Kokua-3.5.2 will stay as the development version. Linden Lab Server Side Baking is in play with this release. For OpenSim users, Disable Build Constrains has been added under the Advanced menu. This feature is aimed at region operators who also build things so that the maximum prim limit can be set high in the simulator configuration and then be the prim size constraint controller. In the viewer the lower limit is zero so if the simulator limit were lowered from its present 0.001 meters very small prims are also possible. This allows large and small objects that can be transferred by the IAR/OAR procedures. For OpemSim script writers OpenSim Scripting Language (OSSL) hover text is in the viewer. This was ported from the work of Cinder Roxley of Firestorm and based on licensing we collectively owe her a beer. Likes and dislikes can be reported in comments to this post. Bugs need to be reported in our redmine bug tracker.
Downloads request have to be routed through a central wiki page because of TPV disclaimer requirements.

Please download from here.

Detailed change log is here.

Kokua added to Linden Lab Third Party Viewer list.

On Tuesday April 24, 2013 we received notice that Kokua was now an approved Third Party Viewer. The Kokua TPV page is linked here : Kokua added to Linden Lab Third Party Viewer list.

Imprudence experimental release 1.4.0.3 exp 0.

By: onefang rejected

Finally there is movement from the Imprudence developers with the release an experimental build called “Imprudence 1.4.0.3 exp 0″. There will be additional experimental releases based on progress and time to make them. Work continues toward a beta 3 release soon, followed by the usual release candidates, then an actual full release of Imprudence 1.4.0.

A quick summary of the changes -

Many bug fixes since the last 1.4.0 beta 2 release (see the source code commit log for details), thanks to Armin Weatherwax, Beeks, Jacek Antonelli, McCabe Maxstead, Nicky Perian, and onefang.

Ported inventory category capability from LL, thanks to Henri Beauchamp and Armin Weatherwax.

Converted to the ISS installer for Windows, thanks to McCabe Maxstead.

The removal of the translate feature (it used a Google service that was withdrawn by Google).

Added Linux build scripts (they almost work for Cygwin to, still working on that).

Simplified the build process a little, and made it more consistent.

Changed the storage methods for users passwords to patch up security a little. NOTICE – this may cause problems if you move back and forth between viewer versions. Recommend backup of your old grid_info.xml file. Storage of grid_info.xml varies depending on OS and other things. Blame onefang.

Fixed building under Mac OS X, thanks to Mimika Oh, Nemurimasu Neiro, and to team member Kentron Katana for building this experimental.

Fixed building under gcc 4.5.2, thanks to Lord Drakeo.

Added a MOAP radar, thanks to Robin Cornelius (full MOAP support coming soon).

Updated the grid list to match Kokua, thanks to Nicky Perian.

Various code and build system clean ups, thanks to the Imprudence team.

Apologies if I missed any thanks, it’s been a long time.

You can download binaries and source code from -

Linux 32 bit

Linux 64 bit

Mac OS X Intel

Windows 32 bit

Source tarball

Source repository (commit for this release)

Kokua Beta 3.5.1 is available for testing.

Kokua Beta 3.5.1 is available for testing. This has Server Side Avatar Baking (SSAB) merged into the recently released released Kokua-3.5.0. A recent question; “What does this mean for Opensim users?” and at the time the answer was hopefully it will be invisible to users. However, as Linden Lab (LL) worked SSAB they found and corrected a few client side baking bugs that had carry over to SSAB. Now the answer is hopefully improved avatar baking. Subjectively, it appears that first time res takes a little longer on non-SSAB regions. Downloads are on bitbucket.

Kokua 3.5.0 is released.

Kokua 3.5.0 is released. If you track version numbers you will notice this version, Kokua-3.5.0, is less than the one used for development. Kokua-3.5.1 will stay as the development version and have Server Side Avatar Baking merged in. Communications Hub User Interface (CHUI) is a significant feature provided by the Linden Lab folks. Kokua main menu is changed to File Edit View and the camera floater reduced in size similar to Teapot Viewer. If any menu functionally is lost, please comment or file a bug report. With input from Light Drake the OpenAL Soft audio library has been updated. Nicky Dasjin provided a much needed patch to allow compiler optimization of the Linux 64 Bit version. Likes and dislikes can be reported in comments to this post. Bugs need to be reported in our redmine bug tracker.
Downloads: Windows Linux 32 Bit Linux 64 Bit
Detailed change log is here.

Kokua-3.5.1 (CHUI) crash fix

A crash to desktop is corrected. Additionally, a merge to LL viewer-development is applied to rule out upstream code correcting the crash.

This crash occurred when a user received an instant message (IM) with the conversations floater closed. A quick flash of the incoming IM notification would occur but, the Chat button inside the toolbar would not flash. When the user pressed the Chat button the viewer would crash.

Updated downloads are available here.

For additional detail see the redmine tracker issue.

Kokua-3.5.1 Merge of Communications Hub User Interface (CHUI) is complete and made available for testing.

Merge of Communications Hub User Interface (CHUI) is complete and made available for testing. This is an experimental viewer so, please review our testing best practices here. Please give this viewer as much use as possible with attention to recently added client AO and windlight capabilities. Also, regression testing of media and sound streaming is needed. Likes and dislikes can be reported in the comments to this post. Bugs need to be reported in our redmine bug tracker. Downloads are on bitbucket.

Kokua-3.4.5.25935 is available. Update: Downloads now have Windlight settings.

Downloads are updated with Windlight settings
The code base is up to date with Linden Lab (LL) viewer-release 3.4.5.
Viewer animation override (AO) has been ported from Teapot and Firestorm viewers. Thanks to Tank Master for some firestorm smoke lifting and Key Gruin, Marcus Llewellyn, and Nebadon from OsGrid for testing. For those interested in additional information about use of the AO; there an excellent you tube video class from Firestorm here.

We have added to the grid selection default drop down list the following:
Island Oasis http://www.islandoasis.biz/
Virtual Highway http://virtualhighway.us/vhweb/
VIRT you http://virtyou.com/en/

Downloads for this version:

Windows
Linux 64
Linux 32

Invisible avatar instructions using Kokua on Opensim grid simulators.

Secondlife servers provide a default Invisible Avatar as inventory item Library->Body Parts->Alpha Masks->Invisible Avatar. On Secondlife it is easy to use this invisible avatar alpha mask with a rigged mesh avatar to make the underlying mesh visible.
OpenSim does not provide this in its OpenSim Library. There are iar files that can be used to import the invisible avatar to an avatar’s inventory however, this requires access to the OpenSim server console. If there are procedures to perform a client import of an iar file someone please comment. Following the procedure below results in an Invisible Avatar Alpha Mask in your inventory.

Adding an alpha layer when none exists in the avatars inventory.
Right click and select Appearance.
Select Edit Outfit.
In the drop down next to Add More… button Select Alpha.
Since there are no alpha layers in inventory Loading… will be present.
Towards the bottom there is a bar with a gear icon. Notice two text lines icons. The one next to the gear is grayed out. This is for a full inventory display and the selected one next to it is for a filtered display of Alpha masks.
Select the grayed out text lines icon. The entire inventory is now present.
Right click on the Body Parts folder.
Arrow down to new clothes and another menu list will be present.
Select New Alpha Mask.
New Alpha object is now present in the Clothing folder.
Right click and wear the New Alpha. The New Alpha has no alpha mask selected so, there is no change to the avatar.
Cursor up to the upper part of the Edit Outfit panel and under the Body Parts folder select the worn New Alpha.
Select the wrench icon and the Editing Alpha Mask panel will activate.
Enable all five default alpha mask with the check marks next to the alpha texture thumbnail graphics.
The avatar is now invisible. Attachments will still be present.
Select Save As. Name it.
Close out the Edit Outfit panel.
The only thing left visible of the avatar should be a name tag and attachments.
Invisible Avatar may be worn to expose rigged mesh avatars and then taken off as desired.

Note: This procedure could be avoided completely if Opensimulator project provided the Invisible Avatar in its OpenSim Library.
Comments to improve this procedure are welcome.