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Kallah Ramson

STSF Ad in SecondLife

26 posts in this topic

In the virtual world of Second Life I am building a STSF recruiting center. I've not listed it in the public search or anything so currently it's only visible to those who just happen to be flying by it. I want to make sure before I do anything else that there's not any reason I shouldn't be taking this upon my own initiative. It's a simple information center which links to the main STSF page.

 

Anyone who has SL can see what I've done here. http://slurl.com/secondlife/Ebirah/102/182/126/

It's nothing grand, simply has the logo and a picture or something for each sim. I want to have something giving the sim schedules and maybe a brief overview of simming. Also, a notecard giving info on each sim would be nice.

 

But anyways, general thoughts on this?

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Just an update:

 

In the almost 3 months since I made the little STSF info center in SecondLife I've had 35 clicks from 31 users on the link that brings up the STSF website. I don't know how that compares with linkthroughs from other sites to us but doesn't sound bad especially since I've advertised the info center nowhere else in SecondLife except the standard search feature. Currently the "traffic" meter for the info center is 34. I have never understood how they calculate that or what it really means.

 

The next step if anyone is interested in advertising in SecondLife is to rent a sign in some of the existing Star Trek fan areas. The Aeon Sandbox rents their signs for L$100 a week (that's about 40 cents at current exchange rates).

 

Again, any thoughts?

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Well, my first thought is "Thank you!" I have fumbled around with SL and brought A9 around to a few different Trek groups (SL Voyages, SL Starfleet, etc.) and it is a very interesting interface.

 

As far as putting up an ad (or many ads), I am not sure that STSF is what an SL citizen would be looking for, since it is completely text, no avatars or visual environments. Fee free to convince me otherwise, but I don't know if we will find anyone on SL who wants to sim in STSF.

 

I was originally thinking in the other direction, in fact, and getting a sim ship up and running inside SL. Unfortunately, I am not very good at building in SL and the pre-fab ships are both limited in their size and flexibility and expensive to purchase (along with the land to place it on). the final twist is that speed of SL, which can really bog down and become painful, even on a broadband connection.

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And plus, some of us dont even have a computer that can play second life (I know, ridicule me now). But it is an interesting idea. I have no clue what you can all do in SL, but I'd imagine that if you could get it to work, a STSF sim based there would be pretty freaking awesome.

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And plus, some of us dont even have a computer that can play second life (I know, ridicule me now). But it is an interesting idea. I have no clue what you can all do in SL, but I'd imagine that if you could get it to work, a STSF sim based there would be pretty freaking awesome.

Yes, that is what keeps me from abandoning this altogether. We already have a sim structure set up, so we wouldn't lack for exciting stories. Add to that an actual "Set" with "Actors" and it would be fantastic. Then again, the GMs would have to be expert SL builders in order to create Landing Party scenes and having NPCs would be very difficult. Yup, I'm divided on this.

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Wellll, I've been poking around SL for quite a while now, and it *IS* a pretty freaking cool interface. I've had thoughts too about having STSF sims inside of SL, but its like A9 said - some people wouldnt be able to use it, it would cost to create a set for a ship sim, plus monthly land fees.

 

It's something to think about though - the easiest thing to do STSF-wise ATM would be something like Red Star, since it would just need a bar-type setting, and there would be no need for NPCs.

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Then again, the GMs would have to be expert SL builders in order to create Landing Party scenes and having NPCs would be very difficult. Yup, I'm divided on this.

Other than what's already been said, the GMs would also have to plan nearly everything that happens in advance in order to have the right settings ready. One of the nice things about chat sims is that all we're limited by is our ability to describe what happens.

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I would definately be interested in seeing a sim on Second Life. I worked with it for a project last semester and I've seen it used to create some pretty incredible things. I don't know how the coding works in Second Life, but if it's something that's possible for people with limited experience to work with (and, without paying), I'd certainly like to help.

 

Or, if maybe implementing a sim would be too difficult (at least, for starters) we could build something like Red Star. We'd only need one or two rooms, though I suppose the more space the better. We could use the place to test how well the interface works with what we do, and, if it's successful, we could try a full-fledged sim. We might even attract a few visitors, who knows?

 

On another note, in the far, far future, the MMORPG Star Trek Online (if, as I believe has been rumored, is making a return) could be a possible place for a sim. Granted, the technological barrier would be even more extreme for those of us with older computers, but at least we wouldn't be starting from scratch as far as creating a game world is concerned. There may be some content/races/etc. that are lacking however, that could restrict the sims. This is an option I think I'd be really excited about, especially if the new developer decides to fix a lot of the poor (in my opinion) choices the original developers made.

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SL scripting isn't that hard. I've made a number of things and as long as I've got a bottle of Advil close by I can figure most of the coding out in time.

 

NPCs are nearly impossible without having a second computer to run a secondary account. What can be done is script an object to work like a puppet. You say something on a channel that can't be heard by everyone else, the object listens to that channel and simply repeats everything it hears. With that the GM can say something and it looks to everyone else the Computer, or Com, or whatever the object is named is talking.

 

As for computer being too slow there is one thing that can help. If you turn down the draw distance you can increase performance. Since most sets would be interior ship rooms you can turn the draw rate ALL the way down. With the latest viewer you can turn down a lot of other features. But yes, having a top of the line machine is needed for a headache free experience.

 

Land wouldn't have to be a problem. I have around 4600 square meters of land and am looking at another 1500. With what I have built now I can still set up a couple of "sets" I've built in the past.

 

As mentioned I've built a couple of sets before. Here's one. AegisCC_001Small.jpg It's what I envisioned the original Aegis command center looking like.

 

I do agree something like Red Star would be great. Just another place to socialize is always nice. And, if the sim was a starbase type (which would be easier since it would use less random sets and such) the social and sim aspects could be merged.

AegisCC_001Small.bmp

Edited by Kallah Ramson

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On another note, in the far, far future, the MMORPG Star Trek Online (if, as I believe has been rumored, is making a return) could be a possible place for a sim. Granted, the technological barrier would be even more extreme for those of us with older computers, but at least we wouldn't be starting from scratch as far as creating a game world is concerned. There may be some content/races/etc. that are lacking however, that could restrict the sims. This is an option I think I'd be really excited about, especially if the new developer decides to fix a lot of the poor (in my opinion) choices the original developers made.

 

This game is years away from any type of release if they have to recode the entire thing..... Perpetual wasn't even close to putting it into Beta testing....

 

Star Trek Online MMO switches to new developer

18 Comments by Scott Jon Siegel Jan 15th 2008 11:00AM

Filed under: PC, MMO, Business

 

P2 Entertainment -- formerly known as Perpetual Entertainment -- will no longer be developing the Star Trek Online MMO. Instead, the IP has been passed on to an as-yet-unnamed California-based studio, who will be continuing development while P2 refocuses on the casual games market.

 

WarCry reports that the unnamed studio will be receiving rights for the Star Trek IP, and the game's content, but will not have access to the code previously developed at P2. This will inevitably slow development of the MMO even further, as the new studio must start from scratch with the title's back-end.

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One of the nice things about chat sims is that all we're limited by is our ability to describe what happens.

 

LoAmi brings up a good point here. While I'm sure it would be ultimately doable if someone took the time and effort, creating sets for away teams, spots on the ship and other places would sure take some work. It would be hard to have a large crew like Excalibur, and other ships like it. With some ships now having 35-40+ members its easy enough to get lost in the chatroom, imagine having 30 people running around trying to do stuff on a ship. I think it would work best as a small sim, with all the major positions CO, XO, Helm, Ops, Tac and the departments with like an assistant for each department head.

 

You'd also have to have a fairly strict plot. I know some sims allow plots to change or have sidequests by players actions and such, but in SL you'd have to keep everyone on the set and on plot.

 

You know, now that I think of it...it would be easier to do a machinima Star Trek thing in SL then an actual sim.

 

Oh well, if anyone gets around to actually doing something like this I'd hop on.

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This game is years away from any type of release if they have to recode the entire thing..... Perpetual wasn't even close to putting it into Beta testing....

 

Maybe it'll be released along with Duke Nukem Forever.

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Lo'Ami's point about imagination is a VERY valid one. What we do now is write essentially a play or movie script in realtime, the changes are completely fluid. When we're just talking about it, that is completely doable. The limitations of a preordained set and characters limits that significantly.

 

I also think that the amount of time and dedication required to set up such an elaborate experience might be beyond a lot of people in our community (technological barriers notwithstanding!!!).

 

I think a consideration like this may be best saved till we see how technology, and people's online lifestyles change.

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Well...to be honest, I don't think Second Life would necessarily be more limiting. We wouldn't be able to script every location or scenario, however, if a plot required some sort of locale that had not been created yet, those involved could be moved into a neutral space (I'm thinking something resemblent of a holodeck when no programs are running). Then, it'd turn into what we essentially do day-to-day...roleplay via chat. Gradually the areas at our disposal would expand,

 

STSF is my only source of text-based roleplay experience, I usually roleplay in MMOs. There were lots of things about the MMO interface I wished were different, but we always found some way around the limiting factors to acheive a fun roleplaying experience.

 

I think you guys definately have valid points, but if the people who planned to participate went into this realizing it's not going to be like a holodeck experience, then I think it could be a fun experience, even if it didn't develop into something that was done regularly.

 

You know, now that I think of it...it would be easier to do a machinima Star Trek thing in SL then an actual sim
I like that idea. I think it'd be a cool way to do logs, to supply information for an upcoming plot, or to recap something that had happened recently in a more cinematic format.

 

WarCry reports that the unnamed studio will be receiving rights for the Star Trek IP, and the game's content, but will not have access to the code previously developed at P2. This will inevitably slow development of the MMO even further, as the new studio must start from scratch with the title's back-end.

 

I'm dissapointed we won't be seeing the MMO out until the end of the decade, but I think, ultimately, it's going to be better for the players. I've heard rumors that Cryptic is the unnamed studio. I didn't play much of City of Heroes/Villains, but at least they've put out one or two successful products.

Edited by Caelan Fletcher

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Geez...I have to go take a look at Second Life now. If anyone here goes thru the enormous trouble to build a full size version of Voyager or the Enterprise-D on SL, give me a call.

 

Then again...don't. I might end up just wandering around it all day like Barclay did in his holodeck Voyager and forget to go to work.

 

~Brian

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Then again...don't. I might end up just wandering around it all day like Barclay did in his holodeck Voyager and forget to go to work.

 

~Brian

 

:P That's exactly what happened to me.

 

 

I think trying to create something little for STSF in SL is doable, even if it is a mock-up of Redstar (as a test!), or something along the lines of a log or plot intro, like Caelan mentioned. I'd be more than willing to help set something up ;)

 

::looks to a "higher-up" for some kind of... "something"::

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Even though the idea of a sim with avatars sounds cool I still think we have a duty to text.

Text games. The final frontier. These are the adventures of STSF. Our mission. To sim where no one has simmed before!

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Since it's been a few weeks since I last saw the plot. First off.. please... please if you have not done so already, remove the banlines/block on the land below. I got stuck then catapulted out due to banlines below the sky build when I went to drop to the ground. >.< You might want to drop a teleport link for anyone who is grokking below. The banlines didn't exactly say "WELCOME!" if you know what I mean. :)

 

I'm not getting into the 'how it can be done' ramble again. Said it before and I have nothing new to contribute outside of I prefer to rent private simland. Moderate the plot with a security orb (With permissions for other group leaders to be able to do the same.) even remotely so I don't have to camp there. I've also built sets by stacking and skybuilding on relatively mid to small sized plots. (1500-2800 sq. m. and up) A trek sim generally focuses on internals of a ship. It is possible to make a good internal set without having to go 'all out' on the externals. Building the shell and general layout is not to difficult. It is the texturing and just how detailed one gets that makes a build difficult. Next time you are looking at other pre-fabs take a look at some of the 'shortcuts' people use to save on texturing and prims. There are rez scripts for placing specific linked parts or the builder can build and link it into sections for someone else to drop.

 

There is also the OpenSim Project for anyone who feels like dabbling in running a server without the costs of tier. It is not as comprehensive as far as live SL goes, though it is a good alternative. They are working on scripting and a seperate asset server, so should anyone be interested they can look into that project. With that project are a few other benefits. You do take on the cost of running the server but you no longer have to pay tier. You also can regulate registrations and content. Also you can set it up to let users choose their own names. The caveat is that it is not SL and the connection may be slower depending upon who you have for a host. (Note: Most ISPs will probably not be happy if you use it 'live' 24 hours a day on your home connection. Check your ISP's TOS regarding home servers.) You also would be the admin(s) of that server which removes the whole 'dealing with everyone else on the SL grid' aspect. Though you would have to make your own content ranging from uniforms to builds. You'll also be able to get several people into your sim/server without worrying about hitting any limits.

 

There is my .02 for someone to have...

Save it, keep it, toss it at someone, I don't care.

 

NPCs are nearly impossible without having a second computer to run a secondary account. What can be done is script an object to work like a puppet. You say something on a channel that can't be heard by everyone else, the object listens to that channel and simply repeats everything it hears. With that the GM can say something and it looks to everyone else the Computer, or Com, or whatever the object is named is talking.

 

That can be done on another channel so it does not interfere with regular chat for other users. I sometimes go around dressed as the huge bear and use a similar repeater script on a different channel to make the 'bear' talk. NPCs can be done by script or by bots. Bots add to the user count on the grid so it might not be as advised as a scripted NPC that could be turned on and off whenand/or as needed. Though I don't see why some people who cannot commit to full-time simming on that game wouldn't be able to take a NPC role with the GM(s) blessing.

 

Basic lsl is not too bad and there is also the scripting wiki for those looking to learn. There are also several free GPL scripts that can be modded and/or used.

Edited by Tyana

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Since it's been a few weeks since I last saw the plot. First off.. please... please if you have not done so already, remove the banlines/block on the land below. I got stuck then catapulted out due to banlines below the sky build when I went to drop to the ground. >.< You might want to drop a teleport link for anyone who is grokking below. The banlines didn't exactly say "WELCOME!" if you know what I mean. :)

 

Those are not my banlines, you dropped onto my neighbors plot.

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One quick question, is there an age limit to SL?

~Ali

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This is way off topic, but the SL user agreement specifies that you have to be at least 13 to use SL, and at least 18 to access the general area, or below 18 to access the teen area.

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This is way off topic, but the SL user agreement specifies that you have to be at least 13 to use SL, and at least 18 to access the general area, or below 18 to access the teen area.

 

Admit it Lo, when you go to a new cool site, you immediately look up their terms of agreement. Reading them is like a drug to you. :)

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haha. I am guessing the STSF recruiting is in the general area. wahh. I wonder if I should say I am 18 and then never use SL again..... Arrgg

~Ali

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This is way off topic, but the SL user agreement specifies that you have to be at least 13 to use SL, and at least 18 to access the general area, or below 18 to access the teen area.

 

That isn't to far off topic IMO. Hence the suggestion for those interested to look into the OpenSim Project where the age limits (TOS) would be set by the person running the server. No different than the TOS that applies in the chat and on these forums. That, and the appeal/lure from SL into an STSF run Open Sim environment would partially eliminate the 'niche' problem as far as simming differences go. ::shrug:: Amongst other SL main grid 'quirks' that SL users are aware of.

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New random update.

 

I've built a number of sets to play around with. At the STSF recruiting site there's a teleport up to the ship. It's still under construction but I've done enough to be happy to show it now. I've got a bridge, Conference room, sickbay, main engineering, lounge, and TR. I'm pondering what other areas to focus on next but mainly I need to do some decorating and work on scripts. Doors work but no TL or TR. I've got some temp bypasses for the TL and TR....but expect a nice drop when you try to TR off the ship, hehe.

 

Anyway, look around and such. Maybe some "test sims" can be run on it just to see how feasible our style of simming can be done in SL.

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