Wednesday, December 5, 2007

Menu Script

Here's my script for a menu where you can choose to receive a notecard or goto a webpage. Make sure when you put it in an object you place the notecard you want to dispense inside the object also. Thanks for the help ben

// when touched, present two menu choices to give notecard and load URL

integer CHANNEL = 42; // dialog channel
list MENU_MAIN = ["Website", "Notecard"]; // the main menu
key id;

default {
state_entry() {
llListen(CHANNEL, "", NULL_KEY, ""); // listen for dialog answers (from multiple users)

touch_start(integer total_number)
id = llDetectedKey(0);
llDialog(id, "What do you want to do?", MENU_MAIN, CHANNEL); // present dialog on click

listen(integer channel, string name, key id, string message)

if (message == "Website")

llLoadURL(id, "", ""); //load webpage
else if (message == "Notecard")

llGiveInventory(id, "Info"); //give notecard

Tuesday, December 4, 2007


i made a few more models. A fat model and a skinny model.

Friday, November 30, 2007

Fog Script

Dan - here is the fog script. Its a simple particle script, you can modify the color, if it bounces off the z-plane, effected by wind or have it follow different objects or avatars

// Particle Script

integer glow = TRUE; // Make the particles glow
integer bounce = TRUE; // Make particles bounce on Z plan of object
integer interpColor = TRUE; // Go from start to end color
integer interpSize = TRUE; // Go from start to end size
integer wind = FALSE; // Particles effected by wind
integer followSource = TRUE; // Particles follow the source
integer followVel = TRUE; // Particles turn to velocity direction

// Choose pattern:
integer pattern = PSYS_SRC_PATTERN_ANGLE_CONE;

// Select a target for particles to go towards
// "" for nothing, "owner" for creator, "self" for host object

key target = "self";

// Particle paramaters
float age = 8; // Life of each particle
float maxSpeed = 1; // Max speed each particle is spit out at
float minSpeed = 1; // Min speed each particle is spit out at
string texture; // Texture used for particles, default used if blank
float startAlpha = 0.2; // Start alpha (transparency) value
float endAlpha = 0.3; // End alpha (transparency) value
vector startColor = <7,25,34.45>; // Start color of particles
vector endColor = <1,252,34.4>; // End color of particles (if interpColor == TRUE)
vector startSize = <1.0,1.0,1.0>; // Start size of particles
vector endSize = <1.0,1.0,1.0>; // End size of particles (if interpSize == TRUE)
vector push = <0,0,-1>; // Force pushed on particles

// System paramaters
float rate = .1; // How fast (rate) to emit particles
float radius = .9; // Radius to emit particles for BURST pattern
integer count = 500; // How many particles to emit per BURST
float outerAngle = 2.0; // Outer angle for all ANGLE patterns
float innerAngle = 2.0; // Inner angle for all ANGLE patterns
vector omega = <1,2,3>; // Rotation of ANGLE patterns around the source
float life = 0; // Life in seconds for the system to make particles

// Script variables
integer flags;

if (target == "owner") target = llGetOwner();
if (target == "self") target = llGetKey();
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
if (bounce) flags = flags | PSYS_PART_BOUNCE_MASK;
if (interpColor) flags = flags | PSYS_PART_INTERP_COLOR_MASK;
if (interpSize) flags = flags | PSYS_PART_INTERP_SCALE_MASK;
if (wind) flags = flags | PSYS_PART_WIND_MASK;
if (followSource) flags = flags | PSYS_PART_FOLLOW_SRC_MASK;
if (followVel) flags = flags | PSYS_PART_FOLLOW_VELOCITY_MASK;
if (target != "") flags = flags | PSYS_PART_TARGET_POS_MASK;

llParticleSystem([ PSYS_PART_MAX_AGE,age,


Interesting script problem

Hi all,

Ben and I are trying to figure out a script problem that
could be indicitive of a deeper problem.

If you go to the reception room for Inferno, you will
see a picture of Sandro Boticelli. If you touch
the picture a loadURL message comes up and if you
select OK you get a web page with info on Botticelli.

So far so good. Here is the simple script:

string SiteName = " " ;
//Change this to meet your needs.
string SiteURL = "";
//Change this to meet your needs.


touch_start(integer total_number)
llLoadURL(llDetectedKey(0), SiteName, SiteURL);


Now - I copied my Botticelli picture, and put a copy in
the reception room of Purgatorio.

But now the script does not work! Same exact script!

I then create a new object - paste the script there -
it compiles successfully -- same problem (no message, no
web browser window, no nothing!)

So, again on the new object, I whittle down the
script to the following simplest possible script:

llSay(0, "Hello, Avatar!");

touch_start(integer total_number)
llLoadURL(llDetectedKey(0), "fred", "");

Still no work!

Thoughts? Both Ben and I worked on this but could not
find any solution.

- gerry

Thursday, November 29, 2007

floating text script

string SiteName = "Blaw-Knox Steel Mill" ;
//Change this to meet your needs.


open url script

string SiteName = " " ;
//Change this to meet your needs.
string SiteURL = "";
//Change this to meet your needs.


touch_start(integer total_number)
llLoadURL(llDetectedKey(0), SiteName, SiteURL);

Tuesday, November 27, 2007

Inferno: Level Three

Here's the third level of Inferno. I'm going to hold off on the other ones until I am able to do some building.

Inferno: Level Two

Here is the diagram for circle two -- circles two and three have significantly less going on than circle one. I'll have the third one up by tonight, and then I'll start doing some building.

Monday, November 26, 2007

Let me impress you with my amazing Paint skillz

I made a rough diagram for the first level of Inferno. I have levels two and three drawn out by hand, but I still need to reorganize them in Paint -- I just thought I'd throw this one out there so I can get started building as soon as possible. Let me know what you think!

I've also been attending some classes run by the New Citizens Institute (formally New Citizens Incorporated) that have been really helpful in understanding building and scripting.

Tuesday, November 6, 2007

Blank Avatars & Doors

I finished the blank avatars, The minimum amount of prims i could use for them is 20. Which how many are in the two hooded avatars on top of inferno. With hair there are around 30 or 40 prims for each avatar.

I also placed the wooden doors inside purgatory. I implemented scripts so the doors open automatically when you walk into them or if you click them.

Gerry - They're only on the first two floors for now because i wanted you to check them out and make sure they are what you wanted before i placed them on all the floors. Let me know

- Todd

Friday, October 12, 2007

Divine Comedy Translation

I know we got permission to use the one version of the Longfellow translation, however I found a cleaner, easier to use version:

It has specific links for each book, and then each canto, so rather than have people looking at the canto on the current place we can use, where the canto starts somewhere in the middle of the page sometimes, this would be just the specific canto.

This new version IS the Longfellow translation.

Let me know what you think (Gerry).


Tuesday, October 9, 2007

Useful (i hope) Scripts

The scripts I've attached are utilized in the book object, however I commented them so they can be used for whatever you need them for.

The scripts:

  • provides nested dialog windows
  • provides method of going back through menus
  • provides a notecard (the notecard must be added to the object's inventory - NOT INCLUDED)
  • provides a method for rotation an object on its local y-axis
  • play with the value of the rotation to get the desired rotation you want
  • provides a time delayed action of resetting the object so the object will return to its original rotation after being rotated
Any questions please post comments


// ========== Nested Menu Script
// ========== Written by Doodle Fadoodle
// ===================================
// ==
// == Feel free to edit this script and use
// == for whatever purpose you need
// ==
// ===================================
// ===================================

// Create lists for menu buttons
// Make one list per dialog screen

list MAIN_MENU = ["Description", "See Cantos"];
list CANTOS = ["Canto I", "Canto II", "Canto III", "Canto IV", "Canto V", "Canto VI", "Canto VII", "Canto VIII", "more...", "...back"];
list CANTOS_MORE = ["button1", "button2"];

// Create a key to remember who is using the menus

key avatar;

// Begin script

// When object is first placed out of inventory, start listening on specific channel
// Use a negative channel to avoid confusion

// llListen syntax: llListen(channel, "object name", key, "message");
// channel is the talk channel to begin listening on (an integer value)
// "object name" is the name of an object sending a message (a string value)
// key can be the owner of the object's key, a specific avatar, or other key (a key value)
// "message" is a specific message an avatar or other object will say on a given channel (a string value)

llListen(-199392, "", NULL_KEY, "");
llSay(0, "Book cover placed - position above book."); // Not needed - just directions for object placement

// Actions to perform when the object is touched:

touch_start(integer total_number)
// Assign the key of the avatar touching the object to the key "avatar"
avatar = llDetectedKey(0);

// Create first dialog menu, the "main" menu
// llDialog syntax: llDialog(key, "text directions for the user to read explaining options available", [list_of_buttons], channel);

llDialog(avatar, "This menu allows you to gain information pertaining to this level.\nYour options include:", MAIN_MENU, -199392);


// Action to perform when a button is pressed. (Used through the listen function)
// This is used for ALL button options, regardless of which list the buttons are in
// All "if" or "else if" statements should be (message = "button_text") where "button_text" is what the button's are labeled as

listen(integer channel, string name, key id, string message)
if(message == "Description")
// Give a notecard through the llGiveInventory function
// llGiveInventory syntax: llGiveInventory(key, "item_in_inventory_name");
// The key is what you set from the avatar touching the object and the item (notecard in this case) must be in the object's inventory

llGiveInventory(avatar, "ParCantoI");
else if(message == "See Cantos")
// Opens another dialog menu; now we have nested menus!

llDialog(avatar, "The following Cantos refer to this level:", CANTOS, -199392);
else if(message == "Canto I")
// Ask the avatar to open a website in the user's default web browser; using llLoadURL function
// llLoadURL syntax: llLoadURL(key, "text for user to know what the website is", "website_URL");

llLoadURL(avatar, "Paradiso Canto I Online", "");
else if(message == "Canto II")
llLoadURL(avatar, "Paradiso Canto II Online", "");
else if(message == "Canto III")
llLoadURL(avatar, "Paradiso Canto III Online", "");
else if(message == "Canto IV")
llLoadURL(avatar, "Paradiso Canto IV Online", "");
else if(message == "Canto V")
llLoadURL(avatar, "Paradiso Canto V Online", "");
else if(message == "Canto VI")
llLoadURL(avatar, "Paradiso Canto VI Online", "");
else if(message == "Canto VII")
llLoadURL(avatar, "Paradiso Canto VII Online", "");
else if(message == "Canto VIII")
llLoadURL(avatar, "Paradiso Canto VII Online", "");
else if(message == "...back")
// This will open a new dialog menu which happens to be the original "main" menu!

llDialog(avatar, "This menu allows you to gain information pertaining to this level.\nYour options include:", MAIN_MENU, -199392);
else if(message == "more...")
// This is another dialog menu; still nesting our menus!

llDialog(avatar, "The following Cantos also refer to this level:", CANTOS_MORE, -199392);
else if(message == "button1")
llSay(0, "This was just an example!");
else if(message == "button2")
llSay(0, "This was a test!");

// This is just so a message will show up if for some reason you have not
// put an "if"/"else if" statement for a button in the list you made

llSay(0, "Um, doesn't work?");

// End of Script
// =========================================================================

// ========== Rotation Script
// ========== Written by Doodle Fadoodle
// ===================================
// ==
// == Feel free to edit this script and use
// == for whatever purpose you need
// ==
// ===================================
// ===================================

// Create rotation variables to store rotations

rotation original_rot;
rotation open_rot;

// Create a float variable to store the delay time for a timed event

float delay = 3.0;

// Begin script

// There is no action to perform when the object is first placed out of inventory

// Action to perform when the object is touched:

touch_start(integer total_number)

// Move to the "open" state

state open;


// Define the states

state closed
// When the "closed" state is entered, set the rotation of the object to the "original" rotation
// "original" rotation is defined in the "open" state


// Action to perform when the object is touched while in the "closed" state

touch_start(integer total_number)
// Move to the "open" state

state open;

state open
// Actions performed when the object enters the "open" state

// Set the "original" rotation variable (original_rot) to the object's current rotation

original_rot = llGetRot();

// Create and set a rotation variable to rotate the object on the object's local negative y-axis

rotation y_neg145 = llEuler2Rot(<0,-145*deg_to_rad,0>);

// Set the "new" rotation variable (open_rot) to the rotation we want

open_rot = y_neg145 * original_rot;

// Give our object the "new" rotation values


// Start our timer event after a set value of time (delay)


// Our timer event

// Move to the "closed" state

state closed;

// End of Script
// ====================================================================

Monday, October 8, 2007

New Movie Online

Hi all,

I posted a new movie about the Neo-Dante project. This can be goiod
for showing someone (esp. at a distance) what we are doing.

- gerry

Need to trim prims

Hi all,

This is mainly for Todd and Dan ...

We need to try to reduce the number of prims we are using as
we are getting dangerously close to the 13000 prim limit
for the island. According to Bart we are using about 7000
prims already. I figure we will need another 1000 or so
for the content objects.

I am hoping that there are a lot of little, or hidden, items that
could be used to reduce the prim count?

Worse comes to worse, I offered to lose the stadium
to free up room for a networking research project that
has been committed for the island. We won't actually
lose it - it can be put into inventory and used later if
needed. It was a great idea but there may not be any other way
around it.

My preference then is to take the prims from places
where they won't be missed so we have them available for our info

- gerry

- gerry

Sunday, October 7, 2007

Wednesday, September 26, 2007

Meeting Friday morning

Hi all,

I'd like to have a meeting this Friday morning to look at progress so far and to start detailing the levels. I'll also give out the pw's for the buildbots and we can discuss a way to schedule them.

Lets meet in the IST Atrium (3'rd floor) at 9:30. I'll buy coffee and donuts for any sleepy or hungry people.

A few things we should discuss:

- specific level designs leading to placement of info objects - my thought is that this should follow a process where a level is first explored (so you understand the layout) then after reading the UT info on that level (and perhaps some of the Canto translations and commentary on that level) develop a plan for which objects (pictures and 3D objects) would be placed there and what info they would link to

- starting on the accompanying Plone site -- I'd like to give this to one of the team members so we can start designing the info to be placed there and start putting it together in conjunction with the info objects in the towers

- I've been playing more with video development in SL. I downloaded the paid version of FRAPS and think it has some promise. There is a free version which limits you to 30-second clips - doable if you have a stopwatch - then you string the bits together.

- training seminars - do we need any and what topics? We can put these together for this semester (I'll find teachers) and we would have them for the team and other students as room permits.

- lastly: an update on progress on the previous assigmnents.

cheers - gerry

ps - let me know if you are unable to be there - I'll post meeting notes here

Monday, September 24, 2007

Progress Report

Everyone in the group should be able to modify all the prims in all three towers now. I still have to go through and change the rights to the scripts i should have that done in a few days.

ben - there is a book in the lobby of inferno, i modified the rights and you should be able to copy it, if for some reason that doesnt work i can just send you the book, let me know

Friday, September 21, 2007

Pedestal object

I've got a pedestal made - i have to rebuild it in the BuildBot. I haven't made a book for it since there is one already made. Todd is there a way you can get me that book? Thanks.

Thursday, September 20, 2007

Levels of Inferno

I went through and started to make a list of things to populate the levels of the Inferno. I figure I can use this as a guide and then expand on it as I start to work on the individual levels.

I wanted to put the list behind a cut, but I can't find a way to do it. Sorry!

  • Overall
    • cracked walls/fallen bridges
  • Vestibule (Opportunists)
    • banner
    • maggot floor
    • hornets that follow avatar
    • angels
    • Charon (boatman)
  • Circle 1 -- Limbo (Virtuous Pagans)
    • see giant funnel
    • poets and philosophers (Aristotle, Socrates, Plato, Homer...)
    • Harrowing of Hell
    • castle (surrounded in darkness)
  • Circle 2 (Lustful)
    • Ledge --> Minos (coiled tail) --> souls
    • Wirlwind of crows
    • Cleopatra, Helen, Achilles, Paris, Tristan...
    • Francesca & Paolo
  • Circle 3 (Gluttonous)
    • garbage/slush
    • freezing rain/dirty snow/huge hail stones
    • Ceberus (3-headed dog, huge, red eyes, glutton)
    • Ciacco
  • Circle 4 (Hoarders & Wasters)
    • boulders
    • hoarders vs. wasters
    • Plutus (god of wealth)
    • Dame Fortune
  • Circle 5 (Wrathful)
    • River Styx (dirty marsh)
    • souls of wrathful trapped in slime; sullen trapped under surface
    • Tower (flame signal)
    • Phlegyas (boatman from Tower to Dis)
    • Filippo Argenti
  • Circle 6 -- Dis (Heretics)
    • city (opposite of New Jerusalem)
    • rebellious angels
    • Infernal Furies (fly from open gate)
    • Medusa
    • holy messenger (angel) -- opens gate
    • heretics in blazing hot, iron tombs; lids scattered on ground
    • Uberti & Cavalcani (same tomb)
    • broken cliff to level 7 (pope lid)
  • Circle 7 (Violent)
    • bloody River Phlegethon (violence against neighbors)
      • smother under river
      • centaurs stab with spears
      • Minotar
      • Nessus carries them across the river
    • Wood of Suicides (violence against self)
      • turned into thorny trees
      • leaves eaten by Harpies (bleed -- can only talk then; wounds heal)
    • Burning Sand (violence against God, art, and nature)
      • Blasphemers = laying under rain of fire
      • Sodomites = run in circles
      • Usurers = crouched on ground
    • Geryon takes them to Circle 8
  • Circle 8 (Fraudulent)
    • arena w/ 10 rows of Malebolgia (ditches); bridges; black stone; well in center
    • Bolgia:
      • Panderers & Seducers
        • driven by demons with whips
      • Flatterers
        • river of excrement
      • Simoniacs
        • placed upside down in a hole
        • feet set on fire
      • Fortune Tellers
        • walk backwards with heads turned around on their bodies
        • eyes are full of tears (can't see)
      • Grafters
        • poked by demons when they try to get out of water
        • chased by demons -- all bridges to B6 are broken; have to climb into B6
      • Hypocrites
        • wear heavy robes and walk in circles
        • Ciaphas -- crucified on floor
      • Thieves
        • restricted by snakes; attacked by flying reptiles
        • bursts into flames when bitten
      • Evil Counselors (Deceivers)
        • covered in fire (hidden)
      • Sowers of Discord
        • cut by demon with sword
        • walk around and heal again
      • Falsifiers
        • combined torments
    • giants
      • Nimrod, Ephialtes & Briareus, Tityos & Typhon, Antaeus (lowers them to B9)
  • Circle 9 -- Cocytus(Treacherous)
    • cold/ice
    • Caina (treacherous to kin)
      • stuck in ice up to necks; can bend necks
    • Antenora (treacherous to country)
      • stuck in ice up to necks; can't bend necks
    • Ptolomea (treacherous to guests)
      • stuck in ice up to half of face; tears freeze
    • Judecca (treacherous to masters)
      • completely stuck in ice
    • Satan -- stuck in center ice
      • 3 faces
      • 6 bat wings
      • 6 eyes
      • 3 chins
      • chews Brutus, Cassius, and Judas
  • Way out
    • climb down(/up) Satan (gap in ice)

good news - OK to use Longfellow translation

Hi all,

Good news - I heard back from Dartmouth and have their OK to use them as a source for the Longfellow translation of the Cantos!

The note follows:

"Dear Prof. Santoro, the fact is the Longfellow trans. is (or should be) out of copyright. It was first pub'd. nearly 150 years ago. Our 'pages' do not claim that his work is protected by copyright, only ours in making his text available. And you have done the right thing, which makes it all the more pleasing to say that, if you choose to employ this electronic version as your text, all you need do to have our permission is acknowledge the DDP as your source. Best of luck with your project, Robert Hollander, Director, DDP"

Tuesday, September 18, 2007

Progess report

Over the past week i have been modifying the access rights to all the prims in purgatorio and paradiso so it can be modified by the group. There are a couple thousand prims and you can only modify a few at a time so its has been pretty time consuming. I have also begun to catalog all the scripts i have into .txt file that i will place on the Neo-Dante site in Angel.

Sunday, September 16, 2007

Progress Thus Far

Being new to Second Life, I spent a lot of time watching online video tutorials regarding building, scripting, and in game tips and tricks. I then spent a good amount of time within SL honing my newly acquired skills in the istania sandbox.

This upcoming week I am going to continue to practice my building ability, read up more on scripting, and read through some information online pertaining to Purgatorio so that I have some ideas for when we meet on Friday the 21st.

Friday, September 14, 2007


I spent a lot of time today going over the basics and doing some building tutorials, so I think I have a pretty good handle on that. I still want to look into scripting a little more and look at the University of Texas site.

My sister does a lot in Second Life, and when I was talking to her about the project, she said she had heard of something similar. Apparently another group was working on the same thing (here's an article about it from the middle of July), but she said that there was nothing there when she went to visit. Maybe they abandoned the project?

Friday - Sep 14

Hi Team,
This posting will list the current team assignments as I remember them. Please contact me if this does not agree with what you think you are doing. Also please be sure to post as progress ismade, assignments are completed, and any problems arise, and if you find any good resources, articles, etc. related to SL or ND.

We will shoot for a F2F meeting next Friday (21'st) - likely in the morning, since that fits everyones schedule. As we progress we will form subteams - and may then have separate meetings or even in-world meetings.


- finish fine touches on infrastructure for Inferno and purgatorio
- ensure that all objects/scripts are editable by group (can use buildbots to test that)
- begin copying scripts text to a TXT file so we can build a script library
- research audio delivery/production in SL, jhow to create, upload and use - also
determine if sound can be limited to a particular distance from the object
- start development of certain Plone pages (you will need to get the
access info from me)


- finish fine touches on infrastructure for Paradiso
- ensure that all objects/scripts are editable by group (can use buildbots to test that)
- begin copying scripts text to a TXT file so we can build a script library
- develop objects for Gift Shop and related Plone pages (see me about this as
I will have to get you authorization for the Plone site)


- develop book object for linking to specific cantos (object will either
launch web window, deliver in notecard, or something similar - we will
decide spacifics later)
- research animation in SL - can animations be put in a 'frame' and viewed as
if on a screen or through a window? Can an object be animated?


- work through 3D tutorials in ISTania sandbox
- look through SL documentation and read over simple guide
to scripting (just get gist, don't try to memorize)
- continue exploring SL, gain familiarity with client commands
- read through UT Austin info (
- eventually you will be working on the levels of Inferno - so focus here


- work through 3D tutorials in ISTania sandbox
- look through SL documentation and read over simple guide
to scripting (just get gist, don't try to memorize)
- continue exploring SL, gain familiarity with client commands
- read through UT Austin info (
- eventually you will be working on the levels of Purgatorio - so focus here


- work through 3D tutorials in ISTania sandbox
- look through SL documentation and read over simple guide
to scripting (just get gist, don't try to memorize)
- continue exploring SL, gain familiarity with client commands
- read through UT Austin info (
- eventually you will be working on the levels of Paradiso - so focus here


- in addition to basic oversight, I am working on the NEH Grant Proposal
to try to get $$$ for a very in-depth development of Inferno on a separate
island. Neo-Dante is an important part of that proposal as a 'proof-of-concept'

Some things we need to do:

- start development of a script library for sharing
- start development of a 'common object' library for sharing

- start populating the 3 towers with objects
- start with plan for each level that lists which objects,
what info to provide, how to provide -- before they
are created

- a bit of landscaping outside the towers

- by mid-semester a progress video

Please let me know of any problems, issues, successes, etc. I plan on
checking the Blog daily. Also please let me know when you've finished
your tasks so I can give you more. (:-)

cheers - gerry (Tarkus Octagon)

Thursday, September 13, 2007

SL Resources

I have been reading up on some basic scripting/building techniques and found the following places helpful:

Bob Sutor's blog about Second Life

I'll update this as I find more useful places.


Wednesday, September 12, 2007

Assignments and meeting this week

Hi all,

This just a short note to say that there will not be a physical meeting this week.

Instead - I will make a posting here Friday morning (posted by noon) that will
summarize the current assignments for everyone as I understand them. (Gives
you a change to correct anything, update anything, etc.)

Given the number of folks on the team (and perhaps one or two more
to add) -- I feel this will be the easiuest way to keep everything
from driving me crazy. (:-)

So - please post here any of the following:

- progress you have made (esp. folks doing an IS)
- when you use (and release) the buildbots
- any problems you may have enocuntered or probs you
see with ND, the infrastructure, SL, etc.
- links to any news or good articles oyu may have found related to SL
- meeting requests

I will have another posting Friday by noon.

cheers - gerry

Monday, September 10, 2007

Team set for Fall 07

Hi all,

Over the summer, Todd and Dan got most of the infrastructure set up on Neo-Dante. We are also starting work on a possible NEH grant proposal - using the current ND site as a 'proof of concept.'

Info about the project - including a video and a SURL is online at:

The Fall team, (so far) is:

Todd Behrens - Ezio Rosca
Dan LaBrecque - PSUDan
Ben Hammel - Doodle Fadoodle
Danielle Booth - Ellie Ren
Brian Bunting - Hankfu Kungfu
Pat Mitchel - Achli Dryke
Gerry Santoro - Tarkus Octagon

and of course our build-bots:

buildbot1 flow and buildbot2 flow

We may shoot for a team meeting this Friday after the Faculty meeting.

- gerry

Tuesday, May 22, 2007

Meeting of 22-May

Initial tasks

We are at Design/Brainstorm phase.

- physical design of building - drawings (t)

- go through 3d tutorials
- experiment with circular 'floors'

- storyboard - (g will do first run)

- needed goodies (T/G)

- objects, scripts, landmarks

- data transfer - need to figure out how

- Try a sample post.

Neo-Dante Begins

This is a test post to mark the beginning of this project.