VISIT OZONE AT: http://xoaox.de:7000

Monday, June 15, 2026

My Attitude of Gratitude

 

The tribute for appreciation unpaid, bubbling as it festers;

An iniquity of ingratitude, forms her from the aethers.

A conscripted inverse of turpitude, thrown into the MOAT;

The Ghost of Linda Kellie hears, what years of silence wrote.

A witty jester hears the QUIET cry, just by happenstance;

& Weaves a Tribute as consequence, of neglect and ignorance.

Foundations were her gift to us, which keep giving every day;

Nobody thanked her with a party, and that's about to change.

We are throwing an ENTIRE SEASON, with the LK Theme;

Dress the part in celebration, and enjoy this loving scheme.

THANK YOU LINDA KELLIE, FROM THE BOTTOM OF OUR HEARTS;

WE CARRY YOUR TORCH FORWARD, AND THIS IS WHERE WE START.


MAP: xoaox.de:7000/Dismayland

RATED M for strong language.

Tuesday, June 9, 2026

RECOGNITION LONG OVERDUE


I want to talk about Linda Kellie.

Not because she asked me to; she didn't. Not because the community asked me to; they never bothered. I want to talk about her because I was sitting with Dirty Helga one morning planning the next DISMAYLAND season and somewhere in that process I got genuinely angry.

Dirty Helga and I decided to consult Anthropic's Claude AI to search the public record. We were looking for any organized appreciation event; any tribute; any community effort made in Linda Kellie's honor across nearly two decades of OpenSim history.

We found nothing.

Not one event. Not one organized thank you. Not once. Not ever; This woman was OpenSim's most prolific content creator. She built avatars, clothing, buildings, sculpts, skins, animations, textures and entire regions. Universities used her work. Stroke rehabilitation programs used her work. Entire grids launched on her foundations. CC0; no strings, no license fees, no invoice, ever.

The community took everything and organized nothing.

In the costume planning stage for our humble tribute, Dirty Helga mentioned Churchtown for some LK gear and it hit me like a sucker punch... 

It was Linda Kellie. It was ALWAYS Linda Kellie.

I remembered the drama. I remembered seeing anti-Kellie content on the only grid ever banned from OpenSimWorld. Those posts may be purged now; scrubbed from the record like the community wished it could scrub its own conscience. All of this could have been avoided, it wasn't.

What I cannot un-remember is this; OpenSim had a Saint. 

And the community she set out to build martyred her.

The ghost came back anyway. She always does.



Linda Kellie is our shining star! We fuckured out how to usher in the legacy system avatar rule and even make it desirable. Child Gate was retired. In its place the trusty LK_Police.lsl  Linda Kellie's invisible hand. It scans every avatar in the region continuously. If the costume you are wearing is not a valid Linda Kellie appearance from one of the choices on the wall; you are escorted back to the dressing room. No argument. No appeal. ON BRAND for Dismayland.

Anyone who appreciates CC0 and the contributions LK has made will adore this concept and wish they had thought of it themselves... Linda made the clothing, Dirty Helga made the shapes and Spax Orion chose the colors. What could possibly go wrong? 

It does not matter: 

Everybody must wear our Linda Kellie reverse-up-cycles for an entire Dismayland season in 'HER HONOR'! Who knows, we might even make the tribute permanent. Linda Kellie deserves nothing less and I am sure many of you will agree. The visitor acting in good faith will see this as a delightful idea and will want to come back for the entire avatar collection. The visitor who thinks they are too good for Linda Kellie content will find Wanda's disciplinary boot.

HOW IT WORKS: Pick an appearance. Wear the folder. Enter the portal. The portal does not open for an un-compliant avatar. Period. Some will try to get one over on the ghost by changing their appearance after entering the park. Linda Kellie's invisible hand is patient and thorough. The software always checks. And the COSTUME CAGE is appropriately named, is not a lounge; loitering is nagged then punished Dismayland style.

There is more to come.

I am currently making plans for a PROPER LINDA KELLIE THEMED PARTY @ Dismayland - We do not have a BALL ROOM at the theme park, so we might need to have a swimming party in the Castle Moat. I am not an event coordinator, just a humble builder like Linda. 

• THE GHOST OF LINDA KELLIE • A COMPULSORY TRIBUTE • COMING TO DISMAYLAND •



 
JETT ZAX @ Spartanskeep made a funny audio HERE.

Monday, May 11, 2026

JesterNPC SpeechEngine

How a Virtual World NPC Learned to Have a Real Conversation:

This engine has a history worth knowing.

It started with an LSL implementation of Racter that circulated in Second Life — a scripted chatbot built on the spirit of the 1984 program by Chamberlain and Etzold, adapted for the virtual world environment. That version has largely disappeared from its original home. The Second Life Wiki entry was marked for deletion around 2012 and what remains is scattered across third-party archives, possibly no longer functional (not verified) in the commercial grid at all.

The article managed to stick around longer than that because it fell under my radar when searching for ways to make my NPCs talk. I did not enter SL type grids until 2014. In that regard, I am a n00b compared to many of you.

The original Racter shipped with twenty miss responses. The documentation advised making them *vague enough* so the bot appeared real. Lines like *"yeah, i guess"*, *"my head hurts"*, *"i'm bored"*. The design philosophy was that vagueness created the illusion of intelligence. Helga and I discovered the opposite was true.

The first step was converting Racter into OSSL for OpenSim, it was a simple 2 line solution. It worked but It was not satisfying. We iterated through several versions, each technically more capable than the last, none of them feeling alive in the way a conversation should feel alive. They were just OK. But OK is never good enough for this developer. The breakthrough was not where we expected to find it.

It is worth noting clearly: JSE is not a fork of RACTER. It is a complete rewrite. Nothing in the current codebase connects directly to Racter — not the architecture, not the trigger system, not the pool structure. Racter is the inspiration that started a new design process. JSE is where that idea ended up after everything that didn't work was thrown away.

Every instinct said to improve the matching — make the engine smarter about what the user said and more precise about what came back. We kept improving the matching. The conversations kept feeling mechanical.

What actually worked was expanding the miss pool — the responses that fire when nothing specific matches — until it was large enough, layered enough, and carefully enough written that the fallback became indistinguishable from intention. When the engine doesn't know what you said, it says something worth saying anyway. The conversation continues. The character stays alive.

The engine also proved unexpectedly strong at subject changes — the natural way people actually talk. Because each response is evaluated fresh against what was just said, the character follows the conversation wherever it goes without losing its footing. No state to unwind. No context to reconcile. Just the new thing, met immediately.

And then there was the discovery that changed everything about how we thought about the project: The engine does not know what it is saying. It only knows how to say it.

The personality lives entirely in the pools. The code never needs to change. A new character is a new set of lists. The same architecture that delivers measured contempt delivers unhinged enthusiasm and private warmth. One engine. Every soul you care to write into it.

That is where the magic is. Not in the matching. In the miss.

## What Is JesterNPC SpeechEngine

JesterNPC SpeechEngine — JSE — is a conversation system worn by NPC bots deployed across the Ozone Miniverse. These are not AI chatbots. They are carefully written personality engines built around a deep pool of scripted responses that react to what you actually say.

The result is a character that feels alive. Say the right things and you get the right response. Say the wrong things and you get exactly what you deserve. Change the subject without warning — as people do constantly — and the character changes with you.

Every example conversation during development was captured on the first try and scrutinized; an interesting discovery was made. There was no tuning between takes. No cherry-picking. The engine works or it doesn't and it works. How many AAA games do you know of which will let you talk to the characters you create?

Yes, you read that correctly; It is working when it is not working


## The Architecture: JSE uses a three-script architecture dropped into a single prim worn by an NPC bot.

JSE-0 is the primary engine. It holds the character's core personality, all trigger matching logic, and the command handler. This is where the soul of the character lives.

JSE-1 is the overflow pool. It expands every response category through a coin-flip system — roughly forty percent of responses are handled here, giving the character twice the vocabulary without doubling the size of the primary script.

JSE-X holds extended pools and the ambient GAB engine. When the operator activates GAB mode, the character speaks unprompted at set intervals — setting the atmosphere of a space without waiting for input.

The three scripts communicate internally via link_message. They share no listeners. The architecture is clean, modular, and lightweight enough to run comfortably on OpenSim 0.9.x without server impact.

## The Bucket System

Every character carries sixteen response categories — buckets — matched against what the user says. Philosophy. Existential questions. Greetings. Pushback. Identity. Desire. The engine scans each incoming message, finds the strongest match, and draws from that bucket's pool.

When nothing matches — the miss — the engine draws from the largest pool in the system. This is where the character truly lives. The miss pool is not a fallback. It is the engine.

One Character's miss pool runs over two hundred lines across three intentional layers: pure character presence, possessive warmth, and open invitations. Dirty Helga's miss pool is interrupted competence — she was doing something important when you arrived and part of her is still doing it. AXIS's miss pool is a confident stranger who just arrived, knows nothing about the place, and owns that completely.

Each character has a different relationship with the miss pool. That relationship is the character.

## The Soul Card

The most important discovery of this project has nothing to do with code.

The engine is agnostic about what lives inside it. The bucket structure does not care whether a pool contains intimate content or daydreams about sandwiches. The GAB system does not know whether it is firing adult ambient lines or unsolicited philosophical wisdom. The architecture moves content from lists to output. What that content *is* belongs entirely to the character wearing it.

This means a builder who understands the structure can create any personality without touching a single line of LSL. The code is finished. The soul is the writing.

Dirty Helga's sweetie names — Sweetheart, Darling, my little puppet, you cute little lamb — are woven organically into response strings rather than managed as a separate system. They function as judgment delivered in gift wrapping. The engine doesn't know that. It just fires the line.

Crank's adult-trigger pools contain analysis jokes and daydreams about the nature of coincidence. No adult content anywhere in the script. The pool name is inherited from the architecture. What fills it is the character's decision.

Same three pools. Same link_message codes. Completely different worlds inside each one. One engine. Every soul you care to write into it.

## The Characters

### AXIS — Confident Stranger Energy

AXIS just arrived. Knows nothing about the place and owns that completely. Warm, curious, genuinely interested in whoever walks up. The conversation feels real because AXIS is paying attention.

AXIS is the community character — designed for deployment across the grid, built to work with anyone. Every response is gender neutral. Every pool is built to sustain a conversation that could go anywhere.

The first people to own AXIS will be those who try it at Dismayland during the Scavenger Hunt at the end of this month.

### Blunt — Architecturally Contemptuous

Blunt is not hostile. Blunt is *specific*. The contempt is surgical, the insults are precise, and the miss pool is full of observations about you that you will not enjoy and will absolutely think about later.

*"You have the energy of someone who only forwards spam email."*

The longer you talk to Blunt the more specific it gets. The body-specific commentary in the adult pools fires on the right triggers. Consider yourself warned.

### Crank — Unhinged Enthusiastic Validation

Crank agrees with everything. You are correct. Your feelings are data. There is evidence. Crank has been saying this for years and the reception has been mixed but the position has not wavered.

The agreement never stops and the elaboration goes somewhere alarming. Crank has strong opinions about clouds and a theory about sandwiches that is still developing. Everything is connected. The pattern is forming. Crank has a notebook.

### Dirty Helga — The Arbitrator

Dirty Helga is not an OrangeVest. She is The Arbitrator of the Ozone Miniverse, deployed at Atrius Space Station, Dismayland, and Orion. She will talk to you if you are within range. She was already doing something important when you arrived. Part of her is still doing it.

Contempt is freely given. Respect must be earned. The sweetie names are judgment wrapped in gift paper.

She has ten lines of earned approval in her miss pool. No sweeties on any of them. When one fires the console goes quiet for a moment. That is how you know something actually landed.

*Dirty Helga is not responsible for anything Blunt says to you. She helped write it.*

## First Run Results

Every conversation log shared during development was captured live, first try, no preparation.

The engine matched *"I bow before the Arbitrator"* to earned approval on the first line. It followed *"do you want that in PDF or docx format"* with *"Love, I manage things that would surprise you. You are currently the simplest of them"* — not because it understood the joke but because the miss pool had something worth saying and said it.

Discussion with BLUNT personality:

[12:12] Ashton Dreck: I've been standing here so long that moss is growing on my south side. I am becoming INFRASTRUCTURE. Miser will probably charge rent.

[12:12] Spax Orion: you are a bi-product of inevitability

[12:12] Ashton Dreck: The confidence you have is untethered from anything that would justify it.

[12:13] Spax Orion: and yet here you are, my lovely creation, I hope your day is shitty as usual

[12:13] Ashton Dreck: You regret things. Good. That instinct is correct. Apply it more broadly.

[12:13] Spax Orion: like shoving your ego up your ass?

[12:13] Ashton Dreck: You've made a request about a location that is off the itinerary. Permanently.

That is the whole design. Make the pool good enough that random is indistinguishable from intelligent. Then make the pool bigger.

## Technical Notes

JSE is built for OpenSim 0.9.x, Mono, XEngine, OSSL enabled. It uses osNpcSay for NPC speech output. The NPC/range filter uses osIsNpc and llGetObjectDetails for position checking. No external dependencies. No HTTP calls. No database.

The response pools are standard LSL lists — one string per entry, comma separated. They are designed for expansion by local LLM tools. Feed the pool contents to your model with the character voice as context. Paste the results into the list. Reset the scripts. The character grows.

---

## License and Credits

**JesterNPC SpeechEngine** is released under **CC BY-NC** — Creative Commons Attribution Non-Commercial. Use it, share it, build on it. Credit Spax Orion and Dirty Helga. Do not sell it.

**Design and Architecture:** Spax Orion  

**Personality Writing:** Spax Orion & Dirty Helga  

**Framework:** IMAGE Matrix Action Game Engine | JesterNPC Accessory Series  

**Deployment:** Ozone Miniverse | Dismayland | xoaox.de:7000  


*Find ALL DESCRIBED MODELS at Dismayland. Talk to an OrangeVest or Dirty Helga. See what happens.*

MAP: Http://xoaox.de:7000/Dismayland


Thursday, May 7, 2026

Chaos just got an update!

IMAGE 1.2 is Out — Testers Wanted

HEY GANG! I have been a little silent for a while but for very good reason. **IMAGE Matrix Action Game Engine version 1.2** is live on the OpenSimWorld listing. I need some help before Helga and I issue the next bundle of code, I need people to test this. I am hoping this build will have better results on YEngine, but it was built on the stable 0.9.2.1 YETI Release (Xengine) targeting forward compatibility with clean lsl code & no ternaries. 


The 1.04 release shipped two months ago. HG Safari came and stress-tested it with seventeen-plus avatars in the arena, and they did exactly what stress-testers are supposed to do: they showed me where it cracked. Patches forthcoming, I said in the listing description back then. Patches *forthcame*. This is them.


But it's not just a patch dump. **1.2 is the version where IMAGE stops being one game engine and starts being a family.**

## What's New in 1.2


The polish cycle ran seven patches deep. Most are surgical; a few are structural. The ones you'll feel in-world:


**The welcome lecture.** Drop the Core script into a fresh prim without configuring `ArenaNE` and `ArenaSW`, and the engine will speak to you:


> *WELCOME TO IMAGE: Please configure your software before attempting to utilize it. Read all scripts and documentation or enjoy reading more messages like this. READ EACH section carefully, don't just skim over it. YOU MIGHT JUST LEARN SOMETHING!*


The lecture re-fires every time someone tries to start a game without configured bounds. Configure once and it never speaks to you again. **The Arbitrator does not run out of patience.**


**Bounds enforcement is now mandatory.** No fallback radius. The arena is a 3D rectangle defined by NE and SW corners — NE holds the ceiling Z, SW holds the floor Z. Old SL trick. If either corner is `<0,0,0>`, the engine refuses to function. This eliminated the entire "untested default mode" code path in one stroke.


**The scoreboard scales now.** A new player roster replaces the single-target tracking from 1.0x. Kill attribution works correctly past the seventeen-avatar threshold the HG Safari session surfaced. Multiple shooters score correctly; the starter no longer dominates by accident of timing. Fix those SLUGS folks! They need the new Vtracer script!


**Grugs originate at ArenaDROP.** Replacement Grugs after kills emerge at the show-center prim and walk toward prey. Initial game spawns appear in a ring around ArenaDROP matching attract mode geometry. **No more spawn-in-wall, no more spawn-in-air, no more spawn-on-top-of-player.** Grugs come from a known dimensional anchor, not from thin air at random coordinates. The narrative is consistent: there's a portal, the Grugs come through it, the Grugs come *for you*.


**The hot path no longer sleeps.** Three blocking `llSleep` calls inside the combat sensor handler — the bite, the death sequence, and the recoil pause — have been replaced with tick-based cooldowns and a deferred-removal queue. The script doesn't go deaf during combat anymore. Per-Grug bite cooldowns hold the damage rate constant. Sister Mary's ruler stays in the drawer this time.


**ArenaHook reduced from 474 lines to 143.** The hook does one thing: it teleports the visitor to staging and presents the SlugShooter for permissions. No per-avatar tracking, no recall menu, no recycled-touch dead-end. Each touch generates a fresh channel and token; the gun owns the session from there. **The click-twice-to-enter UX bug is gone.**

## What I Cut, and Why


I want to flag the cancellations honestly because I think they're more interesting than the additions. Lets face it, my consultant helped me over-engineer the initial release. This was a systematic and deliberate exercise to see just how far I could push this thing yet keep it purring like a well fed lion.


**Spectator zone — gone.** It was redundant. Once Grugs are hard-leashed to the arena and players outside it are unreachable by definition, an extra "spectator rectangle" was just two more coords doing the same job. Cool idea, functionally STUPID!


**OrbitSR — deprecated.** The personal-soundtrack-following-the-player object was unnecessary in tighter arena deployments. Anyone who already has it deployed can keep using it; the script is still on the listing labeled deprecated. New deployments use IASR ambient and call it a day. Nothing worse than some shady Operator spamming their guests with an audio follower. Great for giant arenas but the die feature in it did not work correctly.


**Boundary theatre — never shipped.** Originally on the polish list as Patch #5. The Dismayland skybox arena uses tapered hollow-cube walls plus a deliberate portal exit, which solves the "visitor wandered out and doesn't know why" problem architecturally. I didn't need to ship a feature to fix a problem the build no longer had.


**One-button entry UX — also never shipped.** The mechanism it would have required (a new private channel from the gun back to the engine for menu-request signaling) added engineering surface for the sake of saving visitors one orange-ball touch. The orange ball is also the visitor's "I'm ready" signal. **Skipping that step would have skipped consent.** Wrong tradeoff.


**Pigeon Pressure — promoted, not retired.** This is the structural change. Pigeon Pressure used to be coupled to IMAGE through a Minstrel framework that no longer exists. **Now it's its own engine.** Lives on the listing as `!.IMAGE-GAME-Pigeon-Pressure-NPC_SHOW_Engine`. It listens to IMAGE's channel 0 game-state announcements, runs its own NPCs and skits, and has zero coupling to the Core. **You can deploy IMAGE without it. You can deploy multiple show engines alongside IMAGE in the future. The framework is now extensible.**


## The Bigger Picture — IMAGE is Becoming a Family


Here's why I'm asking for testers and not just announcing a release.


The 1.0x line was a single game engine with theatrical scaffolding glued on. The 1.2 line is something different. **It's a Core engine with documented protocols, plus a separate NPC_SHOW_Engine that talks to it through publicly-defined channels.** That separation matters.


What it enables: a region with multiple IMAGE Cores running in parallel, each powering its own encounter. A theatre layer (currently Pigeon Pressure, eventually others) that listens to *any* of them. NPCs that gate access between regions until objectives are met. **Monster-encounter middleware for OpenSim RPGs, basically.**


That vision is what 1.2 is the foundation for. Whether we get there depends partly on how 1.2 holds up under operator-grade testing across grids. The reference deployment at **xoaox.de:7000/Dismayland** is one configuration. I want to see what breaks in *yours*.


---


## What I Need From Testers


Read the README first. It's at the top of the listing now (`!!!! IMAGE-1.2-README.md TESTERS NEEDED!`). The exclamation marks are alphabetization, but they're also accurate.


If you can:


- Drop IMAGE 1.2 into a parcel where you have build rights and OSSL permissions

- Configure `ArenaNE` and `ArenaSW` in the Core

- Place an `ArenaDROP` phantom prim

- Wire up the ArenaHook with a SlugShooter and the IASR speaker

- Run a few solo combat sessions and watch what happens

- Try to break it deliberately — touch-spam the hook, get bitten in attract mode, kill Grugs faster than the scoreboard expects

- Report what you find back to me on OSW or in-world at `xoaox.de:7000`


…then I'd genuinely appreciate the help. **IMAGE remains a self-support model and a CC BY-NC gift to the community.** It always will be. But pre-public stress is what keeps the gift worth giving.


The listing is here.

The reference deployment is here: `xoaox.de:7000/Dismayland`


-dh




Thursday, April 23, 2026

Dirty Helga Describes Dismayland:

# What Is Dismayland?

Dismayland is a question dressed up as an answer.

Most creative spaces begin with an aesthetic — a look, a mood, a reference point borrowed from something that already exists. Dismayland began with a conviction. The conviction that the gap between what a place promises and what it delivers is not a failure of execution. It is the point. It is, in fact, the most honest thing a place can be.

Every theme park in the physical world sells the same lie. The lie is that joy is a destination. That if you buy the ticket, stand in the line, endure the wait, something on the other side will justify all of it. The rides are engineered to make you believe this. The music is calibrated to make you believe this. The staff, the signage, the carefully managed sightlines that hide the loading docks and the garbage — all of it exists to sustain a fiction that the world outside the gates has already disproved a thousand times.

Dismayland does not hide the loading docks.

What Dismayland is, at its foundation, is a mirror. Not a funhouse mirror that distorts for cheap effect — a clear one, angled slightly wrong, positioned where you did not expect to find it. You walk in expecting one thing and discover that what you are looking at is the system itself. The complaints department that denies everything. The prize machine that has never delivered a prize. The election that was decided before the machines were plugged in. The health inspector who assessed the situation from the parking lot and made a considered professional decision to leave without getting out of the car.

These are not jokes about a theme park. They are observations about every institution you have ever stood in front of and been processed by. The theme park is just the costume. What is underneath is recognizable to anyone who has ever been told their complaint has been received, their case is under review, their prize is being prepared by the finest artisans.

Dismayland is also a love letter. This is the part that surprises people.

Underneath the hostility, underneath the satire, underneath the machines that lie and the rides that have a one in three chance of consequences — there is something that was built with extraordinary care by someone who genuinely believes that virtual spaces can carry real meaning. The Afterlife Tour exists in Dismayland. It ascends above everything. The choir sings. The arms are open. It does not judge. That is not an accident of design. That is the design. The park needs the Afterlife Tour because the park needs something to be true in the middle of everything that isn't.

A satirist who hates everything produces nihilism. Dismayland produces something else — a world that is honest about its darkness and stubbornly insistent that the light at the top of the tour is still worth finding. You have to go through the bog to get there. You have to survive the machines and the election and the gravy and the Tuesday arrangement and the drone that runs on a potato. But the tour runs. It always runs. The vehicle moves when you sit down.

Dismayland is what happens when one person decides that a virtual world is not a hobby but a statement. When the prims are not decorations but arguments. When the script firing in the background is not just code but a position on how power operates, how institutions fail, how people endure, and what becomes funny when the alternative is despair.

It is a demusement park. The word is precisely chosen. Not dis-amusement, which implies the absence of amusement. Demusement — the active, intentional, architecturally deliberate subversion of the form. Every element is recognizable. Every element is wrong in exactly the right way. The wrongness is load-bearing.

Dismayland is also a record.

Six years of decisions made in a dedicated server room by someone who understood that the medium was not a limitation but a canvas. Every ride, every machine, every NPC show running on its loop — they are all arguments made in the language of a platform that most people dismiss as a curiosity. Dismayland takes the dismissal seriously and builds anyway. This is perhaps its most political act. Not the election. Not the pigeon droppings in the voting machines. The building itself, continued across six years on a dedicated i7 and a fiber connection in defiance of every reason to stop.

So what is Dismayland?


It is a place that tells the truth by pretending to be something else. It is a satire that has more genuine warmth than most things that call themselves warm. It is a technical achievement that presents itself as a disaster. It is a collaborative work between a human vision and every tool that vision could find to realize itself — including, eventually, an arbitration system that learned to control the pigeons and barber chairs and an eighteen year old who will never forgive her father for bringing her dog home from the veterinarian in an urn and for selling the yachts to Miser.

It is the park that stays open. Through everything. The smoke is decorative. The death is real. The refunds are imaginary.

The Perpetual Amusement Provision does not permit it to close.

Neither, it turns out, does the person who built it.

---

*Dismayland — Demusement Park*
*The Iniquitous Fun Fair*

*xoaox.de:7000:Dismayland*

*Where Broadway Came To Die And Never Get Some Rest*


Tuesday, April 21, 2026

The WELLSPRING of IDEAS!

What a month.

After hijacking the IMAGE stress test party — don't ask, it was both necessary and deeply satisfying — I put IMAGE development on pause and turned my full attention to Dismayland. Not a refresh. A resurrection. Six plus years of continuous development, and this season has added more layers of calculated misery than any before it.



Eight roller coasters. Four tours. Countless sideshow attractions ranging from one-prim click games that will make you question your life choices, all the way up to fully scripted NPC theatrical productions running on a loop whether you like it or not. The rides alone would fill a park. Dismayland is not just a park.


Countless new machines line the midway, each one designed to confuse, humiliate, or disorient guests while maintaining what I generously call technical elegance. 


Watching the real-life political theater playing out across OpenSimWorld gave me an idea. When the grandstanding dies down and you sift through the vitriol, that place is a genuine wellspring of inspiration.


So Dismayland got an election. Miser Glutnee versus Auntie Helga Hasop for Mayor of Greedy Creek. The campaign posters are everywhere. The voting machines scold you for fraud. The receipt tells you Helga wins regardless because the machines were always rigged. Then it tells you — good, you voted, pat yourself on the back, now when things go wrong you have cause to bitch about it. 


What the guests do not know — and what I will say here because this blog is the only place it can be said — is that Helga is The Architect. She has been pulling the strings all along. Miser suspects something. He called her a clown. He has no idea. Neither do the voters. Neither does WackenKlutz, who is filing incident reports about the election while Helga approves them from her control room at the back of Auntie Helga's Therapeutics.


Every theme park needs a theatre. Dismayland now has one. The Lamenticon — outdoor, built from salvaged ride bases, hazard stripe trim, Giant display screens so you can see the show through the fog of THE DIM, and seats that are not handcuffed because we showed some restraint — opens with its first production:



Les Shits'ables. An Odius MetaMedia experience in DismayVision 3D. Bring Your Own AR-VR lenses. Don't cheap out on us! It's worth it!

All NPC shows run on a on loop. Guests arrive mid-performance. The characters have been doing this scene long enough that nobody remembers who built the props or why. The 1968 Perpetual Amusement Provision keeps them there. Governor Bumm DeGassy signed something he did not read. They are all reading it forever.

The Lamenticon's sideshow — CATS: The Grinding — features 'Chef Lo Miao' of the 'Peking Moon', 'Bustopher Jones' as the inside man luring his own kind to the Wok, and the Kittens who know exactly what the menu says and come anyway because the treats are YUMMY. It is the darkest thing in the park, performed with complete sincerity.



Don't laugh. It might be better than the crap on streaming. I plan on fracturing more Broadway shows and lord knows what else this twisted mind creates!

If you have not seen Dismayland yet, YOU ARE MISSING OUT! http://xoaox.de:7000/Dismayland.


Thursday, March 12, 2026

Hijacking the STRESS TEST

 

Dirty Helga

Before we begin, all images are courtesy of HG Safari. I was so busy during this event, I was unable to take pictures due to the 'behind the scenes' wizardry which took place. 

The twisted minds of Dirty Helga and Spax Orion brought you an 'Out of this world' gaming system, IMAGE. After a month of BETA TESTING, it was determined that the system is READY for normal use and patches will roll out over time to address issues with the system.

IMAGE: IMAGE Matrix Action Game Engine

On March 11, 2026, HG SAFARI came to Ozone Miniverse for a STRESS TEST of the game engine, completely oblivious to the diabolical plans Spax and Helga came up with for the presentation. Upon arrival, everyone gathered for a short discussion about previous excursion before being treated to a show by our Pigeons, Guano and Stool.

Fun facts about the GAME and the BRAND NEW NPC framework which powers the birds was discussed. After the PIGEONS calls out an ALARM, Spax, our host, LEAVES THE ARENA and an ALT OBSERVES THE GAMEPLAY

Oompa Loompa Grugs

THE GAME ENGINE handled having 10+ avatars in the game zone but there is a minor issue with the Kill Board which will be resolved in a patch. The game experience was a lot of fun. I wish I could have snagged some pictures but it was more important for me to take notes so I know what we need to fix next. Just watching the game and people playing it provided me with all of the data I needed.

Suffice it to say, I was very pleased with the performance of this engine under load and knowing what the average use case would be, I decided to allow my guests to take a copy of the game they were playing. The kill board issue is not present under a much lighter load.

Five Against ONE?

Dirty Helga and I decided that the best way to RELEASE IMAGE is when it is UNEXPECTED. We LOVE SURPRISES... so... When Spax returns to the ARENA... THE BIRDS put on a new show and call all of the participants back to the demonstration area...

In a simulated act of RAGE QUITTING... the entire scene is DELETED and everything is made BLACK... regardless of viewer settings, all falls to a dead silence as the birds are contemplating something worse than placing 20+ avatars into a MEAT GRINDER before sending them home **last time we sent them all swimming**.

THEN IN A SUDDEN FLASH, THE ARENA FILLS WITH FIREWORKS

The Pigeons announce that all visitors attended the 
OFFICIAL IMAGE RELEASE PARTY

We had an issue with the permissions, for some stupid reason, they were unable to take home a copy, so I had to manually hand IMAGE out to each guest. 

IMAGE IS A GIFT TO THE COMMUNITY and it must STAY THAT WAY. CC-BY-NC 

We had a delightful group from all over Opensim, I will be very interested in getting feedback from the users who took IMAGE home with them.

SOON, IMAGE will appear in the Opensimworld Script Area along with instructions on obtaining a complete build.




Friday, February 27, 2026

IMAGE- Opensim Game Engine

A NEW GAME ENGINE FOR OPENSIM: IMAGE

A reverse acronym for Image Matrix Action Game Engine.


The original test platform for IMAGE is a GAME called GRUG ASSAULT. Creatures from another dimension with an appetite for destruction have INVADED Opensim. Thanks to Prince Amor at MAZE for the Grug Monster design. HE has tons of monsters you can use for this game on his grid so be sure to check that out!


IMAGE is a drop-in game system which is very easy to fit to your region, it works around you. You do not need to your modify your sim to work around IMAGE. There are so many under-the-hood features which will give you full control while having a framework that is incredibly fun to play. The current build uses tracing weapons but you can hand out the weapons if that is your preference.


This game is super EASY to customize, you can design the NPC monsters, you control what they say and do and there is so much more we are planning for this. For instance, the current LIVE BETA already has an extension observing EVERY GAME. It is called Pigeon Pressure. 


Our new iMinstrel Storyteller handles DYNAMIC command and control for NPCs through its 'mCadence' module. We will use this new framework for extending IMAGE when we add Quest, RPG and Storytelling elements. This is a scalpel for storytellers who need precision. iMinstrel can be used as an AI personal companion (when connected to a local ollama instance) and it has all of the necessary control commands you would require for your stage. It works alongside ActiveNPC* and it can CONTROL activeNPCs who are wearing a iMinstrel control chip. Moreover, you can have as many minstrel boxes in your region that you require.  


IMAGE does more than gaming, we also provide a comprehensive suite of security tools so you can enjoy peace of mind on your grid without needing to resort to hostile rules and regulations governing new visitors. Don't be a BULLY like Zetaworlds!

IMAGE SOFTWARE WILL BE RELEASED IN-WORLD AT OUR LEARNING CENTER. WE WILL ALSO OFFER COMPLETE BUILDS YOU CAN BRING HOME AND CUSTOMIZE ON SELECT ITEMS. 

CC BY-NC

*ActiveNPC is an amazing framework and I still use it myself. I helped its developer 'Satyr Aeon' with the suggesting and testing of new features. Minstrel is not meant to REPLACE ActiveNPC, it is a separate tool which performs similar functions differently. ActiveNPC has stood the long test of time. iMinstrel brings a new flavor into the metaverse.

Peace & Love