nyuuzyou/wikis huggingface dataset:
Movement Video Tutorials/de

Bewegung! Oder, wie Du Deinen Avatar dazu befähigst, in Second Life herumzukommen. Mach' weiter und schaue in die unten angeführte Liste der Unterthemen. 
Gibt es irgend etws, zu dem es WIRKLICH ein neues Videotutorial BRAUCHT? Sag' es Torley!
Zurück zu den Videotutorials.
==Laufen/Rennen==
* Aus der Serie Grundlagen: "Bewegen & Fliegen" 
<videoflash>EK2bczvyHoM</videoflash> 
(oder DOWNLOAD HIGH-QUALITY VERSION)
* Aus der Serie Quicktips: Erweiterte Kontrolle der Bewegungen
* Aus der Serie Tip der Woche, #24: Das Steuern in kleinen Räumen
* Aus der Serie Quicktips: Maussteuerung des Avatars - ein anderer Weg, um sich umher zu bewegen
* Aus der Reihe der Second Opinion Newsletter: Tips & Tricks #2 - der zweite Teil beschäftigt sich mit den wunderbaren Einsatzmöglichkeiten der Leertaste (das Video datiert auf den Dezember 2006 - ein Klassiker aus den Archiven)
* By Mike Lively at Northern Kentucky University: Grundlegendes zum Bewegen in Second Life für Dr. Corcoran's Kurs (03/2008)
==Fliegen==
* Aus der Serie Grundlagen: "Bewegen & Fliegen"
<videoflash>EK2bczvyHoM</videoflash>
(or DOWNLOAD HIGH-QUALITY VERSION)
* Aus der Serie Quicktips: Sofort hoch in den Himmel kommen (nicht wirklich fliegen, aber ein nützlicher Trick!)
* Aus der Serie Quicktips: Wie hoch kannst Du fliegen?
* By Mike Lively at Northern Kentucky University: Grundlegendes zum Bewegen in Second Life für Dr. Corcoran's Kurs (03/2008)
==Teleportieren==
* Aus der Serie Grundlagen: "Teleportieren & Landmarks":
<videoflash>HL5aqEERlrI</videoflash>
(or DOWNLOAD HIGH-QUALITY VERSION)
* Aus der Serie Tip der Woche, #23: Die Verwendung von SLURLs für einfaches Reisen
* Aus der Serie Tip der Woche, #24: Das Steuern in kleinen Räumen (das Material zu den Teleports ist am Schluss zu finden)
* Aus der Serie Quicktips: Verlauf der Teleportorts - neu im Viewer 1.19.1
==Vehicles==
* Aus der Serie Quicktips: Das Fahren eines Vehikels
==Space Navigator (3D Maus)==
Ab Second Life 1.20 ist die Kompatibilität dieser 3D Maus mit der inworld Erfahrung, einschliesslich Flycam optimiert worden. Torley präsentiert eine ganz spezielle Demo mit verschiedenen Realitäten gerade erst zwei Minuten nach Öffnen der Verpackung!
* Wie man anfängt
* Avatarsteuerung, Flycam, & Baumodi
* Erweiterte Anpassung
* Zusammenfassung, Knöpfe & mehr Tips
==Animationen==
* Aus der Serie Tip der Woche Wie man das Geräusch und die Animation beim Tippen abschaltet
==Anderes==
* En Garde!: Tutorial für ein strategisches Spiel um Eongrenzungen von Reiner Knizia (hochgeladen im Sept. 2007)
Movement Video Tutorials/es

Category:Articles for Spanish translation
Movement! Or, how to get your avatar around in Second Life. Get going and see the list of sub-topics below. 
Is there something that REALLY NEEDS a new Video Tutorial? Tell Torley!
Return to Video Tutorials.
==Walking/Running==
* From the Basics series: "Moving & Flying" 
<videoflash>EK2bczvyHoM</videoflash> 
(or DOWNLOAD HIGH-QUALITY VERSION)
* From the Quicktips series: Advanced Movement Controls
* From the Tip of the Week series, #24: Navigating in small spaces
* From the Quicktips series: Avatar Mouse Steering - a different way to move around
* From the Second Opinion newsletter series: Tips & Tricks #2 - the second item covers the wonderful uses of the Space Bar (video dates to Dec. 2006 - a classic from the Archives)
* By Mike Lively at Northern Kentucky University: Basic Movements in Second Life for Dr. Corcoran's Course (03/2008)
==Flying==
* From the Basics series: "Moving & Flying"
<videoflash>EK2bczvyHoM</videoflash>
(or DOWNLOAD HIGH-QUALITY VERSION)
* From the Quicktips series: Get High in the Sky Instantly (not actually flying, but a useful trick!)
* From the Quicktips series: How High Can You Fly?
* By Mike Lively at Northern Kentucky University: Basic Movements in Second Life for Dr. Corcoran's Course (03/2008)
==Teleporting==
* From the Basics series: "Teleporting & Landmarks":
<videoflash>HL5aqEERlrI</videoflash>
(or DOWNLOAD HIGH-QUALITY VERSION)
* From the Tip of the Week series, #23: Using SLURLs for easy travel
* From the Tip of the Week series, #24: Navigating in small spaces (the Teleport material is at the end)
* From the Quicktips series: Teleport Location History - new with Viewer 1.19.1
==Vehicles==
* From the Quicktips series: Driving a Vehicle
==Space Navigator (3D Mouse)==
As of Second Life 1.20, this 3D mouse has optimized compatibility with the inworld experience, including Flycam. Torley presents a special mixed-reality demo just minutes after opening the box!
* Getting started
* Avatar, Flycam, & Build modes
* Advanced customization
* Summary, buttons, & more tips
==Animations==
* From the Tip of the Week series: How to Turn Off the Standard Typing Animation and Sound
==Other==
* En Garde!: Tutorial for a strategic fencing game by Reiner Knizia (uploaded Sept. 2007)
Mulib

= Mulib =
Mulib is a REST web service framework built on top of eventlet.httpd. Httpd parses incoming HTTP request and generates the response; mulib takes care of locating the object which will handle the request (url traversal) and calling the appropriate callback method based on the method of the request. Code written using mulib looks like a series of subclasses of mu.Resource which override methods such as handle_get or handle_post, making it easy to implement web services.
The stacked traversal code also knows how to traverse python objects like dicts and lists. Using that style, it is possible to easily interact with compositional data structures through the Web.
* Example code: Mulib/Examples
* Subversion repository: http://svn.secondlife.com/svn/mulib/
* Trac page: http://svn.secondlife.com/trac/mulib
* Mailing list: https://lists.secondlife.com/cgi-bin/mailman/listinfo/eventletdev
== Documentation ==
Mulib/Documentation
== Releases ==
Name 	Date 	Zip	SVN
beta-1	Aug 24, 2007	 	
== Requirements ==
Mulib runs on Python version 2.3 or greater, with the following dependenceis:
* eventlet
* simplejson
== Limitations ==
* Mulib can expose native python objects via a RESTful interface, but it doesn't yet have any inbuilt access control, so being able to read the objects also means being able to write or delete them. However, this is only a problem if you choose to expose your objects in this way.
== License ==
Mulib is made available under the terms of the open source MIT license below.
MULIB 
Copyright (c) 2005-2006, Donovan Preston
Copyright (c) 2007, Linden Research, Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
	
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
	
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Multi-camera filming

Important considerations for making movies with multiple cameras (angles) in Second Life:
* All computers should use the same viewer-side settings for consistency:
** Graphics Preferences should be identical (or as close as possible) to match appearance
** WindLight setting should be the exact same. (We don't have a way to compensate for cloud motion so it's probably better to pick one with fixed clouds for continuity.)
** If desired, lip sync should be turned on for all recording computers. (It'd be weird to have an avatar visibly moving lips while talking in one shot but not another.)
* Recording tools should use the same timecode. For example, record audio at 44.1 kHz instead of one machine being at 44.1 kHz and another at 48 kHz. It's possible that even with this in place, events may drift out-of-sync: use a video editor with timestretching like Sony Vegas to compensate in the final footage.
Category:Machinima
Multi-displays Texture Cycler

==Features==
#Display all textures in sequence, distributed to all screens in the set.
#Internal delay between each screen, to give viewer some time to load
#Single script!
==Usage==
#Link all screens into a linkset, with another root prim separate from the screens.
#Name all the screens as DISPLAY#n, where n is a number, starting from 1, 2, 3, ...
#Put all textures into the root prim
#Put the script in last
#Texture will be displayed on Side#1 of the prim. Make sure it is faced right.
==Scripts==
float cycleTimer = 30;
list displays;
integer totalDisplays;
integer currentTexture = 0;
displayOff(integer link){
 llSetLinkPrimitiveParamsFast(link, [
 PRIM_COLOR, 1, <0,0,0>, 1,
 PRIM_TEXTURE, 1, TEXTURE_BLANK, <1,1,0>, <0,0,0>, 0
 ]);
}
displayOn(integer link, string name, key texture){
 llSetLinkPrimitiveParamsFast(link, [
 PRIM_COLOR, 1, <1,1,1>, 1,
 PRIM_TEXTURE, 1, texture, <1,1,0>, <0,0,0>, 0,
 PRIM_TEXT, name, <1,1,1>, 1
 ]);
}
showTextures(){
 integer count = llGetInventoryNumber(INVENTORY_TEXTURE);
 if(count < 1) return;
 
 integer i;
 for(i=0; i<totalDisplays; ++i){
 string textureName = llGetInventoryName(INVENTORY_TEXTURE, currentTexture);
 key textureKey = llGetInventoryKey(textureName);
 if(textureKey == NULL_KEY) textureKey = TEXTURE_BLANK;
 
 displayOn(llList2Integer(displays, i), textureName, textureKey);
 currentTexture = ++currentTexture % count;
 llSleep(0.5);
 }
}
default{
 state_entry(){
 // Scan for displays
 integer i = llGetNumberOfPrims();
 string name;
 integer num;
 for(; i>0; --i){
 if(llGetSubString((name = llGetLinkName(i)), 0, 7) == "DISPLAY#"){
 num = (integer)llGetSubString(name, 8, -1);
 // Force the ID into link list
 while(llGetListLength(displays) < num) displays += [0];
 displays = llListReplaceList(displays, [i], num - 1, num - 1);
 
 // Prepare display screen
 displayOff(i);
 } 
 }
 totalDisplays = llGetListLength(displays);
 if(totalDisplays < 1)
 llOwnerSay("ERROR: No target display found! Please name target prims as \"DISPLAY#1\", \"DISPLAY#2\", ..., \"DISPLAY#n\"");
 else llSetTimerEvent(cycleTimer);
 }
 timer(){
 showTextures();
 }
}
MultiSelect Test

Perform all the following tests in your main inventory window, a secondary inventory window, an object window, and texture picker
1) Select multiple items by Ctrl-clicking on each item in sequence and verify the following
* Ctrl-clicking an already-selected item deselects it
* The last selected item is highlighted with a white outline
* You cannot select an item that is a child of a selected folder 
2) Shift-click to extend from the current highlighted item to the item you clicked on
* Shift-click will not work from an item in one folder to an item in another
* Shift-click does not destroy current selection (after Ctrl-clicking multiple items) 
3) Right click on a multiple selection
* Verify that context menu opens up with generic options and all items work
** Open (clicking this opens tabbed preview window for all items)
** Properties (opens tabbed properties window for all items)
** Copy (copies multiple items)
** Paste (pastes to multiple destinations)
** Delete (deletes multiple items) 
* Context menu items disabled when any one item cannot perform operation
** For example, folders can't be copied 
4) Tabbed previews - verify the following
* Parent preview window is big enough for the largest child
* Contents scale properly with parent window
* Can "tear off" individual windows
* Closing or tearing off all child windows closes the parent window 
5) Drag and Drop
* Clicking on one item out of a multiple selection should not change selection until you release the mouse button
* Verify following drag and drop operations with multiple items selected:
** Moving objects/folders between folders
** Moving objects between inventory and object inventory
** Wearing clothing (multiple items, multiple folders with clothing)
** Dragging calling cards to IM window
** Dragging calling cards to group invitation window
** Activating gestures by dragging them onto your avatar 
* Verify that all other drag and drop operations only use the last item selected
** When hovering over target that accepts only one item, all items but the last selected one lose their highlight
Category:QA Portal
Category:Quality Assurance
MultipleObjectUpdate

==Message Layout==
{
	MultipleObjectUpdate Medium NotTrusted Zerocoded
	{
		AgentData		Single
		{	AgentID			LLUUID	}
		{	SessionID		LLUUID	}
	}
	{
		ObjectData		Variable 
		{	ObjectLocalID	U32		}
		{ Type			U8		}
		{	Data			Variable	1	}	
	}
}
==Usage and Notes==
Category:Messages
Multiple Domains

== Adding another Region Domain ==
This diagram shows how you can add another region domain to the grid. With this architecture it is quite straight forward but also imposes some questions about which region domain trusts which agent domain.
Zero says: what started as scaling exercise turns into distributed authority exercise
== Adding Another Agent Domain ==
Here another agent domain is added to the grid. It again creates questions such as whom to trust and how trust can be implemented.
== Adding a Organization Domain ==
An Organization Domain means basically that it is restricted in some form. In this case we have a company XYZ and it might allow only agents from their agent domain on the region domain.
The blue dotted line means that an agent can be linked to another agent (e.g. the more public agent from the SL Agent domain (== Linden Lab's grid)). This can mean the following:
* The company agent can access the inventory from the company agent domain and from the SL Agent Domain
* The company agent might be restricted in only being allowed to rez objects from the company agent domain's inventory on a region belonging to the company region domain
* The company agent might be allowed on th SL Region domain but might not be able to rez objects from agent domain of the company.
* The company agent might be allowed to wear the company badge on the SL Region domain though (or not).
So what we need here is a list of what should be restrictable and a means of how to define it.
== How to link domains ==
== How it might scale in both domain types ==
In these two diagrams one can see how it can then scale in the future. There are no central databases anymore and it allows for adding arbitrary agent and region domains. 
Of course it also allows for a complete separate grid, it just depends on permissions on what is allowed to connect to what.
== See also ==
* Proposed Architecture
* Agent Domain
* Region Domain
* Central Services
* Running at Home and Offline
Category:Architecture Working Group
Category:Grid_Interoperability
Multirezzer

==Description/Information==
Rezzes (Spawns) up to ten objects upon collision with a user. Each object can be a maximum of 10 meters away from the rez point on any plane.
To make the rezzings occur on something other than a collision, change collision_start on line 25 to touch_start or another acceptable command.
==Script==
vector velocity;
integer shot = FALSE; 
integer fade = FALSE;
float alpha = 1.0;
default
{
 state_entry()
 {
 llSetStatus(STATUS_DIE_AT_EDGE, TRUE);
 }
 
 on_rez(integer start_param)
 {
 llSetStatus(STATUS_DIE_AT_EDGE, TRUE);
 llSetBuoyancy(1.0);
 llCollisionSound("", 1.0); // Disable collision sounds
 velocity = llGetVel();
 float vmag;
 vmag = llVecMag(velocity);
 if (vmag > 0.1) shot = TRUE;
 llSetTimerEvent(0.0);
 }
 collision_start(integer num)
 {
 if (llDetectedType(0) & AGENT)
 {
 // llTriggerSound("frozen", 1.0);
 llRezObject(">:) invisible", llDetectedPos(0), ZERO_VECTOR, llGetRot(), 0);
 {
 integer i;
 for ( i=0; i<num; i++ ) {
 
 llRezObject( "Object", llGetPos()+<3,3,2>, <0,0,0>, <0,0,0,1>, i );
 llRezObject( "Object", llGetPos()+<-3,-3,2>, <0,0,0>, <0,0,0,1>, i );
 llRezObject( "Object", llGetPos()+<-3,3,2>, <0,0,0>, <0,0,0,1>, i );
 llRezObject( "Object", llGetPos()+<3,-3,2>, <0,0,0>, <0,0,0,1>, i );
 
 llRezObject( "Object", llGetPos()+<-8,0,2>, <0,0,0>, <0,0,0,1>, i );
 llRezObject( "Object", llGetPos()+<8,0,2>, <0,0,0>, <0,0,0,1>, i );
 llRezObject( "Object", llGetPos()+<0,-8,2>, <0,0,0>, <0,0,0,1>, i );
 llRezObject( "Object", llGetPos()+<0,8,2>, <0,0,0>, <0,0,0,1>, i );
 
 llRezObject( "Object", llGetPos()+<0,0,9>, <0,0,0>, <0,0,0,1>, i );
 llRezObject( "Object", llGetPos()+<0,0,-9>, <0,0,0>, <0,0,0,1>, i );
 integer i;
 }}
 }
 }
 
 timer()
 {
 if (!fade)
 {
 if (shot)
 {
 llDie(); 
 }
 } 
 else
 {
 llSetAlpha(alpha, -1);
 alpha = alpha * 0.95; 
 if (alpha < 0.1) 
 {
 llDie();
 } 
 }
 }
}
Music

This page is a catalog of Second Life Music resources.
For fairness, please maintain alphabetical order by parcel name or by the resident's first name.
== Live Performance ==
Performers:
* Mankind Tracer [secondlife:///app/group/56f656de-c210-db16-9c12-0b3a75626cf8/about group] web
Related groups:
* [secondlife:///app/group/15e3c7e2-bb1c-0af7-72f3-90f380869840/about Independent Musicians Group]
* [secondlife:///app/group/98e4c5af-1233-3695-80de-6aa5e32fa46a/about Jazz Enthusiasts]
* [secondlife:///app/group/19bfc5d3-00b1-2fc5-2fe1-b24b400e6571/about Live Music Enthusiasts]
* [secondlife:///app/group/7bdf489e-18dd-bfda-7408-9c493d8a0601/about Live Music Fans Artists Promoters]
* [secondlife:///app/group/b3c65e24-2251-c3f6-64eb-149db4d002b2/about Music Aficionados]
* [secondlife:///app/group/5297c759-ccc6-44a5-e9aa-dbc6ccdaae63/about Music Dynasty Ent]
* [secondlife:///app/group/e258cdf3-91fb-1611-996f-9f31d717fedd/about MUSIC, MUSIC MUSIC]
* [secondlife:///app/group/77359bb5-0938-0c14-47df-c46bf059c24c/about Second Life Music]
== Deejays ==
== Venues ==
== Other ==
Musik

Wenn du auf deinem Bildschirm unten ein kleines Feld siehst, auf dem "Music Control" steht, dann drücke einfach mal den Startknopf darin. Du solltest nun Musik hören (die du gerne auch wieder ausschalten darfst).
Wenn du kein kleines Fenster siehst, drück btte Strg+P und wähle die Karteikarte "Audio & Video". Dort musst du dann ein Häkchen setzen bei "Play Streaming Music" und "Play Streaming Video".
Jeder Landbesitzer hat die Möglichkeit, einen Musik-Stream und einen Video-Stream aus dem Internet in Second Life einzuspeisen. Dabei sind alle Streams möglich, die z.B. Winamp und Quicktime abspielen können.
Second Life verfügt auch über einen eigenen Radiostream ("Radio Linden"), den du auf http://66.221.51.119:9008/ emfangen kannst.
Wenn dir Land gehört und du einen eigenen Shoutcast-Server aufsetzen kannst, hast du die Möglichkeit sogar live etwas zu senden. Das nutzen manche Musiker in SL für Auftritte mit ihrem Avatar. Solche Events findest du über "Search" --> Karteikarte "Events" --> Kategorie "Live Music"
Ebenso gibt es viele DJs, die dank ihrer Server Musik in Clubs spielen und zwischendurch moderieren.
Ein bekannter Musiker in SL ist z.B. Paradise Popinjay, der auch ein paar Lieder über SL geschrieben hat: paradisepopinjay.com
Der Videostream wird vielfach für den Fernseher im eigenen Heim genutzt, aber es gibt auch große Kinos in SL.
Einige Grundstücke erlauben es dem Besucher über einen Radioapparat oder eine Jukebox (mit Skript!) den Stream selbst zu wählen.
Die Einstellungen des Streams nimmt der Landbesitzer vor, indem er im Menü "World" den Punkt "About Land" wählt. Dort gibt es die Karteikarte "Media", auf der die Streams festgelegt werden.
----
Es gibt auch einige Zeitungen für SL. Die größte ist der Metaverse Messenger. Du findest dort die Ausgaben als PDF zum download.
== Ersteller/Contributor ==
* Funaria Moose
Category:Text from In-world Notecards (German)
Mute

When you mute another Resident, you will not hear their voice, receive IMs from them, see any lines from them in Local Chat, hear any sounds they generate, nor see their particles. Any items offered by a muted object or Resident will be silently ignored (ie, you will not be notified, and you will not accept it). If avatar impostors is enabled, muted Residents and attached objects will be replaced by a gray avatar impostor.
You won't be able to receive messages or items from objects you've muted.
When a Resident is muted, all items owned by that Resident are automatically muted as well.
==How Do I Mute Someone?==
#Select View > Mute List from the menus at the top of the Second Life window.
#Click Mute resident.
#Type in the name of the person you want to mute, and click Find.
#Click on their name in the list, then click Select.
#You may now enter another name, or click Close.
==How Do I Mute Someone's Voice Chat?==
There are two ways to mute voice chat inworld:
===Using the Active Speakers window===
#Click the button with the little white word balloons next to the Talk button at the bottom of the Second Life window. The Active Speakers window opens.
#Select the name of the avatar you want to mute and click the Mute button.
===Using the Communicate window===
#Click the Communicate button at the bottom of the Second Life window. The Communicate window opens.
#Click the Local Chat tab at the bottom of the Communicate window.
#Click the << button to open the active speakers list.
#Select the name of the avatar you want to mute and select the Mute: Voice checkbox at the bottom of the active speakers list.
==How Do I Mute an Object?==
Mute the object by right-clicking on it and selecting More > More > Mute.
You can also mute an object by name from the Mute List.
When you know the name of the Resident who owns the offending object, you can also mute the Resident. This will result in the object beeing muted as well.
If you want to stop noisy sound generated by some object, you can use beacons as a clue to find it. Select the following settings in the View menu: 
* View > Beacons Always On
* View > Beacons > Sound Sources
* View > Beacons > Render Beacons
Objects that are making noise will be highlighted with a yellow beacon.
==Quick Tips on Muting==
* You can access the mute function quickly from the Chat History window.
* You can also mute a Resident in view quickly by right clicking on them and selecting Mute.
* Yet another method is to access their profile through a calling card, right-clicking on them or the Find window, and clicking the Mute button on their profile.
==Video Tutorial==
* Torley Linden's introduction to Mute
MuteListRequest

==Message Layout==
{
	MuteListRequest Low NotTrusted Unencoded
	{
		AgentData 		Single
		{ AgentID LLUUID 	}
		{	SessionID	LLUUID		}
	}
	{
		MuteData	Single
		{	MuteCRC		U32		}
	}
}
==Usage and Notes==
Category:Messages
Mute List

The Mute List file is provided to the viewer by the Second Life service, and contains a list of all the agents and objects muted by the resident logged in to the viewer session.
== Mute List Format ==
The mute list is a text file with the following format: 
 MuteType<space>MuteLLUUID<space>MuteName<pipe>
* MuteLLUUID is the LLUUID of the object or agent that is muted, and has a maximum length of 254 characters (although practically an LLUUID string is never longer than 36 characters).
* MuteName is the name of the object or agent that is muted, and has a maximum length of 254 characters.
* MuteType is one of the valid mute types.
== Mute Types ==
== See also ==
* Muting Objects and Agents
NUS Microcontinent

Nus (or A041) is a Microcontinent found at Coordinates 1000-1002/909-912, Grid Sector J9, Little Pacific Ocean, Estate Sea, West to Jeogeot. It is made of 12 sims. This place is owned by an university (a teen estate). Access to public is forbidden.
== See Also ==
Second Life Geography
List Of Microcontinents And Sim Clusters
Oceans