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April 1, 2003 Volume 1, Number 6:
Wedding Bells: Second Life Residents Tie the Knot in Style
The Game In the Game: Super Lag Ball
Featured Resident: Xavier VonLenard
Events and Contests: Something for Everyone
Ultimate Avatar Customization: New Fashion Design Templates
What's Old Is New: Forward Into the Past!
Closing and Legal -- The (Mighty) Fine Print





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Wedding Bells: Second Life Residents Tie the Knot in Style

Yes, people have been married before in other online worlds. So why is this one so special? Two reasons:

1. It wasn't just a wedding -- it was an event. A huge event, with a chapel specially built for the occasion, guests dressed to the nines (in clothes they designed), a bridal gown (designed by the bride) that any woman would be proud to wear, and so much more.

2. It was totally unique -- done by and for Second Life residents, without any help or prompting from Linden Lab staff. We supply the world, the tools and the freedom, and our residents continue to create amazing places and events that all members of the Second Life community can enjoy.

The wedding was a splendid affair. Shebang Sunshine (featured in last month's newsletter) presided over a formal ceremony uniting bride Lynnix Muse and groom Charlie Omega.

Lynnix walked up the aisle in a traditional white gown with a flowing train and non-traditional orbiting pixies (small angelic critters that followed and hovered around the bride). Charlie looked dapper in his black tux, shades and Mohawk.

The caterer, appropriately named Jean Cook, provided a delicious spread including deviled eggs, roasted turkey, fresh fruit, desserts, and more, on a table beautifully decorated with multi-colored flowers. The cake was a triple-decker delight, complete with bride and groom dolls on top.

The ceremony was held in the Outlands in a chapel that was built specifically for the occasion. Attendees sat in silence as the bride and groom exchanged their vows. The wedding music played, but was nearly drowned out by the sound of dozens of snapshots.

In attendance were Bel Muse, George Busch, Thai Greenacre, Valfaroth Grimm, Kerstin Taylor, Maxen Underthorn, Tracy Kato, feniks Stone, Sleeper Guillaume, Xavier VonLenard and a number of other witnesses and well-wishers. Most of the attendees created special outfits for the ceremony.

Thanks -- and congratulations -- go out to the happy couple and all the participants who created this event. Everyone can look forward to many more spectacular social events in the future -- all it takes is a little creativity and a few friends. (Don't tell anyone, but there are already rumors of another wedding in the planning stages.)

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When Second Life residents decide to do something, they do it big. Our first wedding included a custom-built chapel, special occasion clothing and a delightful catering spread.




The catering spread, with cake and gifts.




Bride and Groom before the ceremony.




Guests in formal attire.


The Game In the Game: Super Lag Ball

We're often asked, "So, is Second Life a game? " And we generally answer something like, "Yes, no, maybe, sometimes."

In our more lucid moments, we explain that Second Life itself isn't a game, but a world, an environment -- where you can play games if you choose.

Furthermore, if you want to play a game that doesn't exist in Second Life, just do it. We supply the tools and support, you supply the creativity.

One instance of a great recently built team game is Super Lag Ball (Federal 60,140). Teams compete on a series of platforms and catwalks, using strength, skill and strategy (along with their weapons of choice) to hold off the other team, capture the ball and return it to their "home" platform.

Since it's in a No Fly zone, if you get knocked off a platform or catwalk, you have to ride an elevator back up, leaving your team short-handed until your return.

Super Lag Ball is only the beginning. Because of the potential for scripting, games with ever-more-advanced weapons (imaging floating shields that block your enemies and even their projectile weapons) will be popping up all over the world, and existing games like Super Lag Ball will continually evolve and expand to become even more competitive and more fun. The SL team is all too delighted to stand by and watch as our residents work their scripting wizardry and grow Second Life into a world where they want to live -- and play.

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Teams compete on high, dangerous platforms in a variant of Capture the Flag.




Players battle for the ball.


Featured Resident: Xavier VonLenard

Xavier VonLenard is a prime example of a resident who is exploring the wide range of possibilities in the Second Life building tools and scripting language.

He started with the simple gun script that comes with the default Popgun that everyone has in their inventory, did a little experimenting, asked for help here and there when he had questions, and built himself some sophisticated weapons and weapons systems.

His biggest weapons system consists of four cannons controlled by a combat computer that protect his home island (in the Outlands) from invaders. He's also made a well-crafted M-16 and an Avatar-Tracking device.

In addition to weapons, he has also created many other things worthy of note, including a speedboat (featured on the G4 Media TV show, "Portal"), a music box, a house boat, a Jacuzzi with bubbles, a rose that blooms, an animated pirate flag, and a castle chandelier with flames on the candles.

A quick Q&A with Xavier VonLenard:

Second Life: What inspired you to make weapons?

Xavier: I moved to the Outlands (a damage-enabled area of the world) and decided I would rather be safe than sorry.

Second Life: How long did it take you to learn the Second Life 3-D modeling tools?

Xavier: I was able to use them the first day to start creating what I wanted; however, I still find myself saying, "Wow, I didn't know you could do that."

Second Life: How long did it take you to learn enough of the scripting language to make the weapons?

Xavier: I know C++, so I was able to start playing with the language right away. It was mostly a matter of looking at the existing scripts (like for the Popgun) and playing around. When I needed help, someone was there. BuhBuhCuh Fairchild helped me with bullet trajectory calculations.

Second Life: What is your favorite creation?

Xavier: I'd have to say the music box.

Second Life: Any words of wisdom for others who want to follow in your footsteps?

Xavier: The guns are just for fun, the true power in this game come from the friendships you will create with others. Find someone who has the strength you lack and hang around. You will get much more accomplished and will find the company enjoyable.

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Xavier VonLenard with a few of his deadly creations.


Events and Contests: Something for Everyone

Looking for something to do in Second Life? No problem. There are many events happening every day. Typical events include Linden-sponsored events and contests like: trivia, name-that-cartoon and best/weirdest snapshot contests, treasure hunts, open houses, newcomer socials and more. Add to that events and contests that residents host on their own, ranging from comedy contests to animal creation shows to the wedding mentioned in the lead story above, and you've got a full social calendar. And don't forget the various in-world building and scripting classes that help new residents learn the finer points of creation in Second Life.

In addition to daily events, we also have special holiday-inspired events. Last month, in celebration of Valentine's Day we had contestants come in pairs -- and in costume -- for the Greatest Lovers Contest. Our winners, of course, were: Peanut Butter and Jelly!

To find events like these, or advertise your own, visit the Event Calendar on the Second Life Website. (It's on the Community menu.)

Beta testers: check the forums for more information on the upcoming St. Paddy's Day festivities, which will include appropriate music, plus a limerick contest, costume contest and much more.

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Who else could possibly win the Second Life Valentine's Day Greatest Lovers Contest? Photo by Sinatra Cartier.


Ultimate Avatar Customization: New Fashion Design Templates
Second Life has amazingly powerful and easy-to-use avatar customization built right into the viewer. All you have to do is click a few buttons and slide a few sliders to make your avatar an original work of art that's a worthy in-world representative for you. And with our attachment capabilities, almost anything is possible, from jewelry to glowing cigarettes to six-shooters -- even complete chicken suits..

But for those Second Life residents who really want to push the envelope of avatar customization, we've got a special treat: templates to help create clothing and skin textures that will map onto your avatar so things like buttons, pockets and tattoos will display in the right places.

Beta testers can log in and get the templates -- complete with instructions -- from the Downloads section of the Second Life Website (www.secondlife.com). Using the templates requires knowledge (and a copy) of a high-end graphics program like Adobe® PhotoShop® or JASC® PaintShop Pro® and involves using layers and alpha channels.

Just a reminder: in Second Life, there's no extra charge for additional clothing, outfits or even complete "looks." You can change your avatar's clothing, size and shape whenever you want, as often as you want. Many residents keep multiple outfits (including face and body shapes) ready in their Inventories so they can instantly change for special occasions, or whenever the mood strikes.

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With the new templates, there's no limit to the kinds of clothing you can create.


What's Old Is New: Forward Into the Past!

Those of you who've received the last couple of newsletters will notice that we no longer email the graphics-intensive version of this newsletter.

At the request of our subscribers (thanks for the feedback!), we've returned to emailing out plain text. But the complete graphical version of the newsletter, complete with screenshots, can be viewed on our Website.

We hope you appreciate the simplicity and the faster download.

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Closing and Legal -- The (Mighty) Fine Print

We hope you liked this newsletter. We'll do our best to make it both useful and entertaining. We welcome your comments, suggestions and story ideas. Send them to: newsletter@lindenlab.com.

Copyright 2003, Linden Lab. All rights reserved.

You may forward this newsletter to friends, as long as you send the whole thing, including the copyright notice.

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Newsletter Archive

May 15 , 2004 Volume 1, Number 12
Oct. 22, 2003 Volume 1, Number 11
Sept. 9, 2003 Volume 1, Number 10
Aug. 5, 2003 Volume 1, Number 9
Jul. 9, 2003 Volume 1, Number 8
Apr. 24, 2003 Volume 1, Number 7
Apr. 1, 2003 Volume 1, Number 6
© 2004 Linden Research, Inc. All Rights Reserved