Re: [Opensim-dev] Online HyperGrid Link list for OpenSim's 2ndbirthday

2009-01-15 Thread Brianna
We will have a Hypergrid exhibit at the Birthday weekend Event, setup assisted 
by Diva.
http://simzee.com/birthday_party.html

I would have no problem in leaving that region alive after the Event as a 
OSGrid active tutorial. Tho the Wiki is clear re 4096 , I agree a see it will 
help.

Bri Hasp
  - Original Message - 
  From: Lc 
  To: opensim-dev@lists.berlios.de 
  Sent: Thursday, January 15, 2009 11:57 AM
  Subject: Re: [Opensim-dev] Online HyperGrid Link list for OpenSim's 
2ndbirthday


  due to a viewer bug, all the HyperJump should be within the 4000,4000 range

  maybe it will be nice to create some kind of "hypergrid" area common on all 
the grids, somethinkg like a reserved area for hyperjump

  sm


  On Thu, Jan 15, 2009 at 8:45 PM, Ai Austin  
wrote:

At 19:19 15/01/2009, MW  wrote:
>I've just added some very initial support for reading Hypergrid link
>data from xml files, that includes support for the xml files being
>on a webserver.
>
>The xml file has a format like:
>
>
>
>  
>
>
>
>
>
>  
>  
>...
>  
>  ...
>
>
>And to make a region load it and create the links, you use the
>console command:  link-region  []


Nice...
Suggestion... that if the Regions folder includes such a content in a
file that the link-region is done at startup.

P.S. When you start up with -hypergrid=true... in gridmode does the
default region, [1000,1000] in our case, always act as the location
to which others link if they link-region to your Grid.,.. and do you
specify http://myserver:9000  (assuming 9000 is where the [1000,1000
or region you want to allow links to is placed) or
http://musyserver:80023 - i.e. the GRID normal login?  I assume its
just the port of the REGION to link to so 9000.


If you are in Grid mode, can anyone link to any region hey know they
port number for... or can you say which is the hypergrid jump in
region (say a welcome island).

By the way, my Hypergrid is set up, and I have linked a couple of
regiosn that have advertised jum in points within 4096 regions of my
own regions based on [1000,1000] I can see the regions on teh HG Map,
but wqhen i try teleport I get errors, which IO pklan to note for
Mantis soon... as soon as I can get time to investigate the situation
that is.  I belieev I have all MY firewall ports open for my regions
and the UGAIM services I am running on 8002...8006, etc.  If anyone
KNOWS what the possible issue isd let me know and save me some time :-)

Anyone got a reliable hyperghid running within 4096,4096 of 1000,1000
I can use for tests and maybe see some error logs at youir end?

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Re: [Opensim-dev] A Online HyperGrid Link list for OpenSim's 2ndbirthday

2009-01-16 Thread Brianna
I changed the scope of what we were building for a Birthday event and deleted 
Hypergrid work. 
Yours will be perfect, please drop the info so we can place a teleporter - web 
link for our guests to your show n tell for Hypergrid. Thanks MW

  - Original Message - 
  From: MW 
  To: opensim-dev@lists.berlios.de 
  Sent: Friday, January 16, 2009 5:31 AM
  Subject: Re: [Opensim-dev] A Online HyperGrid Link list for OpenSim's 
2ndbirthday


  I think this is a great idea, but the questions that come to mind, are: how 
is the mapping handled for these sub lists and how does a user say that they 
don't want these sub lists on their map. I think the number of options required 
could be quite high and think its something that needs some thought before any 
attempt to add these functions is made.

  Dahlia Trimble  wrote:
It might also be interesting if there could be some sort of p2p transfer of 
hypergrid links, where a web site might send a list of seed regions, and as a 
link were made of each of those regions, another exchange could occur where 
each party exchanges a list of public regions. That way a larger grid could 
configure itself and individual regions could join in without requiring an 
update to a central web site.


On Thu, Jan 15, 2009 at 8:11 AM, MW  wrote:

  I've just added some very initial support for reading Hypergrid link data 
from xml files, that includes support for the xml files being on a webserver.

  The xml file has a format like:


   ... 
 ...
  And to make a region load it and create the links, you use the console 
command:  link-region  []

  The excludeList parameter is so that certain links in those xml files are 
ignored.

  With the format: excludeList[;]. 

  The main thinking for this is so that a single list for a certain 
group/event could be created. Then everyone interested in it, just adds their 
own region data to the list. 

  But so they can also point their own region at that list, they just add 
the section name they used to the exclude list, so that it doesn't try to link 
to itself.

  If we can find a way of having a xml file on a webserver that people can 
add new entries to (maybe through a form script). Then I think it would be a 
good idea to have such a list for OpenSim's 2nd birthday.

  Although this idea really needs some sort of automapping or at least 
better configuration of the map locations that the regions are placed at. 

  I think if everyone just agrees that a certain area on the map [so say 
x,y - x+25, y+25] is reserved for link regions, that it is workable for now. 


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Re: [Opensim-dev] 27 LSL functions left

2009-01-17 Thread Brianna
On completed functions, what appears to be constantly ignored are other area 
changes or errors that will break what was a working function. This consumes a 
great deal of time thinking of new methods for an equivalent and to me defeats 
the purpose of a function. The number of functions in that category is not 
trivial. A few of us have considered creating a script to test all as a 
harbinger.

Bri
(The sailboat is not a vehicle)

  - Original Message - 
  From: J Ross Nicoll 
  To: opensim-dev@lists.berlios.de 
  Sent: Saturday, January 17, 2009 10:51 AM
  Subject: Re: [Opensim-dev] 27 LSL functions left


  Absolutely agreed on the compatibility. There will be implementation quirks 
worth matching, but I think in most cases code can be made to work on both OS 
and SL easily enough, and will be more reliable for the thought put into it.


  If anyone has BSD licensed (because I'm not getting into reading code that 
might cause trouble later) code which uses entirely implemented functions, but 
doesn't work in only one of OS/SL, feel free to e-mail it to me with 
instructions and I'll fix it, give a good reason why it can't/shouldn't be 
fixed, or take that back...


  On 17 Jan 2009, at 02:41, Charles Krinke wrote:


The vehicle functions are stubs and could use a little attention. That is, 
llSetVehicleType, llSetVehicledoubleParam, llSetVehicleFloatParam, 
llSetVehicleVectorParam, llSetVehicleRotationParam, llSetVehicleFlags & 
llRemoveVehicleFlags.

I dont think it is that crucial to have complete secondlife compatibility 
at this point. I rather think it is more important to get enough functionality 
so that folks can use scripts at all.

We can have all those wonderful discussions about compatibility as soon as 
we have all the functions implemented. And I expect that discussion and the 
resulting patches to go on for some time.

Charles





From: "Frisby, Adam" 
To: "opensim-dev@lists.berlios.de" 
Sent: Friday, January 16, 2009 6:31:51 PM
Subject: Re: [Opensim-dev] 27 LSL functions left


Big congratulations to everyone who has contributed, I had no idea it was 
this close. Do we have a list of functions which only have a partial 
implementation and need more work?


Regards,


Adam


From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Charles Krinke
Sent: Friday, 16 January 2009 4:14 PM
To: opensim-dev
Subject: [Opensim-dev] 27 LSL functions left


There are 27 LSL functions with no implementation left, and they are:

llRotTarget, llRotTargetRemove, llLoopSoundMaster, llLoopSoundSlave, 
llPlaySoundSlave, llLookAt, llStopLookAt, llCollisionFilter, llAttachToAvatar, 
llDetachFromAvatar, llRotLookAt, llPointAt, llStopPointAt, llGodLikeRezObject, 
llPassTouches, llSetDamage, llTextBox, llPassCollisions, llGetCenterOfMass, 
llEdgeOfWorld, llSetSoundQueueing, llTriggerSoundLimited, llGroundRepel, 
llRemoteDataSetRegion & llSetInventoryPermMask.

We started with Tedd's vision a bit over a year ago and 300 functions are 
implemented, that is a great job to all who contributed. 

The end is in sight, and patches to partially or completely implement one 
or more of these functions would be greatly appreciated by all.

Charles
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Re: [Opensim-dev] 27 LSL functions left

2009-01-17 Thread Brianna
As to the SL compatibility, at this point in development running back to SL to 
test is a handy tool. That also is a reason to get flow control statements 
completed.
Our next meeting we will see what we can concoct as a suggestion besides 
whining.
Bri
(The sailboat is not a vehicle)



  - Original Message - 
  From: Charles Krinke 
  To: opensim-dev@lists.berlios.de 
  Sent: Saturday, January 17, 2009 1:34 PM
  Subject: Re: [Opensim-dev] 27 LSL functions left


  Dear Bri:

  Can you offer some suggestions as to what you might propose as we move 
forward? If I get your drift, you are addressing what many call "regression", 
and that is important also. One of the thoughts I had on that subject was a 
series of sims with scripts running 24/7 demonstrating the various functions 
that folks could log in and see they were working after each update. At least 
that is what we have been doing on the plazas for some time. 

  Perhaps you have some additional insight that could let us close the loop?

  Charles

  p.s. I know a sailboat is not a vehicle and making sure the force, mass, 
torque functions keep working is also important.




--
  From: Brianna 
  To: opensim-dev@lists.berlios.de
  Sent: Saturday, January 17, 2009 1:00:36 PM
  Subject: Re: [Opensim-dev] 27 LSL functions left


  On completed functions, what appears to be constantly ignored are other area 
changes or errors that will break what was a working function. This consumes a 
great deal of time thinking of new methods for an equivalent and to me defeats 
the purpose of a function. The number of functions in that category is not 
trivial. A few of us have considered creating a script to test all as a 
harbinger.

  Bri
  (The sailboat is not a vehicle)

- Original Message - 
From: J Ross Nicoll 
To: opensim-dev@lists.berlios.de 
Sent: Saturday, January 17, 2009 10:51 AM
Subject: Re: [Opensim-dev] 27 LSL functions left


Absolutely agreed on the compatibility. There will be implementation quirks 
worth matching, but I think in most cases code can be made to work on both OS 
and SL easily enough, and will be more reliable for the thought put into it.


If anyone has BSD licensed (because I'm not getting into reading code that 
might cause trouble later) code which uses entirely implemented functions, but 
doesn't work in only one of OS/SL, feel free to e-mail it to me with 
instructions and I'll fix it, give a good reason why it can't/shouldn't be 
fixed, or take that back...


On 17 Jan 2009, at 02:41, Charles Krinke wrote:


  The vehicle functions are stubs and could use a little attention. That 
is, llSetVehicleType, llSetVehicledoubleParam, llSetVehicleFloatParam, 
llSetVehicleVectorParam, llSetVehicleRotationParam, llSetVehicleFlags & 
llRemoveVehicleFlags.

  I dont think it is that crucial to have complete secondlife compatibility 
at this point. I rather think it is more important to get enough functionality 
so that folks can use scripts at all.

  We can have all those wonderful discussions about compatibility as soon 
as we have all the functions implemented. And I expect that discussion and the 
resulting patches to go on for some time.

  Charles




--
  From: "Frisby, Adam" 
  To: "opensim-dev@lists.berlios.de" 
  Sent: Friday, January 16, 2009 6:31:51 PM
  Subject: Re: [Opensim-dev] 27 LSL functions left


  Big congratulations to everyone who has contributed, I had no idea it was 
this close. Do we have a list of functions which only have a partial 
implementation and need more work?


  Regards,


  Adam


  From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Charles Krinke
  Sent: Friday, 16 January 2009 4:14 PM
  To: opensim-dev
  Subject: [Opensim-dev] 27 LSL functions left


  There are 27 LSL functions with no implementation left, and they are:

  llRotTarget, llRotTargetRemove, llLoopSoundMaster, llLoopSoundSlave, 
llPlaySoundSlave, llLookAt, llStopLookAt, llCollisionFilter, llAttachToAvatar, 
llDetachFromAvatar, llRotLookAt, llPointAt, llStopPointAt, llGodLikeRezObject, 
llPassTouches, llSetDamage, llTextBox, llPassCollisions, llGetCenterOfMass, 
llEdgeOfWorld, llSetSoundQueueing, llTriggerSoundLimited, llGroundRepel, 
llRemoteDataSetRegion & llSetInventoryPermMask.

  We started with Tedd's vision a bit over a year ago and 300 functions are 
implemented, that is a great job to all who contributed. 

  The end is in sight, and patches to partially or completely implement one 
or more of these functions would be greatly appreciated by all.

  Charles
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Re: [Opensim-dev] 27 LSL functions left

2009-01-17 Thread Brianna
Charles,

No criticism received. What I want to pursue is a broader test set. Owen often 
constructs bizarre looking objects that only exist for test. From his kicked 
ball cross, strange linked swing set to our vendor that sells you a blank box. 
They exist only to test functions. We were thrilled to see the WP style 
teleporter healed (TP's were fixed). We need a better answer for content 
creators that can't understand why last weeks objects no longer work.

Bri
(The sailboat is not a vehicle)
  - Original Message - 
  From: Charles Krinke 
  To: opensim-dev@lists.berlios.de 
  Sent: Saturday, January 17, 2009 2:25 PM
  Subject: Re: [Opensim-dev] 27 LSL functions left




  Dear Bri:

  I was certainly not criticizing you. I was just trying to figure out how to 
best move forward. We are all volunteers and the trick is always to figure out 
how to leverage all of our efforts to help each other move forward. One of the 
ideas I had was to have a set of scripts running on a set of known regions that 
folks could go and see were working and obtain the source from a web site. 
Another related part of that same idea was to update regions and have a set of 
scripts that one can easily check on with a login after region update.

  That is one of the purposes of the fountain, html-on-a-prim and a couple of 
the other demonstrations at Wright Plaza.

  So, perhaps some similar idea might help you and your group.

  Charles





--
  From: Brianna 
  To: opensim-dev@lists.berlios.de
  Sent: Saturday, January 17, 2009 1:53:43 PM
  Subject: Re: [Opensim-dev] 27 LSL functions left


  As to the SL compatibility, at this point in development running back to SL 
to test is a handy tool. That also is a reason to get flow control statements 
completed.
  Our next meeting we will see what we can concoct as a suggestion besides 
whining.
  Bri
  (The sailboat is not a vehicle)



- Original Message - 
From: Charles Krinke 
To: opensim-dev@lists.berlios.de 
Sent: Saturday, January 17, 2009 1:34 PM
Subject: Re: [Opensim-dev] 27 LSL functions left


Dear Bri:

Can you offer some suggestions as to what you might propose as we move 
forward? If I get your drift, you are addressing what many call "regression", 
and that is important also. One of the thoughts I had on that subject was a 
series of sims with scripts running 24/7 demonstrating the various functions 
that folks could log in and see they were working after each update. At least 
that is what we have been doing on the plazas for some time. 

Perhaps you have some additional insight that could let us close the loop?

Charles

p.s. I know a sailboat is not a vehicle and making sure the force, mass, 
torque functions keep working is also important.




--------
From: Brianna 
To: opensim-dev@lists.berlios.de
Sent: Saturday, January 17, 2009 1:00:36 PM
Subject: Re: [Opensim-dev] 27 LSL functions left


On completed functions, what appears to be constantly ignored are other 
area changes or errors that will break what was a working function. This 
consumes a great deal of time thinking of new methods for an equivalent and to 
me defeats the purpose of a function. The number of functions in that category 
is not trivial. A few of us have considered creating a script to test all as a 
harbinger.

Bri
(The sailboat is not a vehicle)

  - Original Message - 
  From: J Ross Nicoll 
  To: opensim-dev@lists.berlios.de 
  Sent: Saturday, January 17, 2009 10:51 AM
  Subject: Re: [Opensim-dev] 27 LSL functions left


  Absolutely agreed on the compatibility. There will be implementation 
quirks worth matching, but I think in most cases code can be made to work on 
both OS and SL easily enough, and will be more reliable for the thought put 
into it.


  If anyone has BSD licensed (because I'm not getting into reading code 
that might cause trouble later) code which uses entirely implemented functions, 
but doesn't work in only one of OS/SL, feel free to e-mail it to me with 
instructions and I'll fix it, give a good reason why it can't/shouldn't be 
fixed, or take that back...


  On 17 Jan 2009, at 02:41, Charles Krinke wrote:


The vehicle functions are stubs and could use a little attention. That 
is, llSetVehicleType, llSetVehicledoubleParam, llSetVehicleFloatParam, 
llSetVehicleVectorParam, llSetVehicleRotationParam, llSetVehicleFlags & 
llRemoveVehicleFlags.

I dont think it is that crucial to have complete secondlife 
compatibility at this point. I rather think it is more important to get enough 
functionality so that folks can use scripts at all.

We can have all those wonderful discussions about compatibility as soon 
as we have

Re: [Opensim-dev] Land Plot - change of owner

2009-01-23 Thread Brianna
I have done that many times on OSGrid. 
My procedure (right or wrong) 
I set to a specific Av.. for buy 1, never tried a buy 0.
My purpose is typically for perms.


- Original Message - 
From: "Ai Austin" 
To: 
Sent: Friday, January 23, 2009 2:48 AM
Subject: [Opensim-dev] Land Plot - change of owner


> Am I correct in thinking that there is no way yet to change the owner 
> of plots made in opensim regions?
> 
> I tried setting the land for sale afor zero as a means of transfer, 
> and that goes as far as indicating its set ready to buy, but any 
> attempt to but by the indicated owner ends up checking with a linden 
> labs land server I think.
> 
> Sakai suggested manually editing the Owner UUID of the "land" table 
> in the database.  That would be okay fr a small setup... but can 
> someone confirm that this would be a safe way to do it, and there are 
> no dependencies across other data base information?
> 
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Re: [Opensim-dev] [Opensim-users] Please UCI, help our basic tutorial!‏

2009-01-24 Thread Brianna
For the birthday event we have two node regions enabled on OSGrid.. Z-Event at 
1010 1010 for 1000 centered. It is built with flags, Hypernaut T shirts and 
'maps' to Francoland. 

Night Song at 10006 10008 'maps' to Ellis, Orion has been very cooperative with 
gifts and Hypernuat click onward to Germany.

We will add New World,  Olish Newman, this weekend and another well built node 
this coming week.

Bri
  - Original Message - 
  From: Cristina Videira Lopes 
  To: amer...@dmu.com ; opensim-dev@lists.berlios.de 
  Sent: Saturday, January 24, 2009 3:52 PM
  Subject: Re: [Opensim-dev] [Opensim-users] Please UCI, help our basic 
tutorial!‏


  [changing from -users to -dev, due to not being able to access outgoing email 
for my opensim-users account]

  Americo Damasceno wrote: 
Thanks, Diva.
 
I will use the "ucigrid04.nacs.uci.edu 9003". Like the central point 
(128,128)  that I will define in the tutorial like the "official arriving point 
for a world" was  "under water"  I have created something like an 
"hypernaut-port" having an OpenSim flag.  You can see it   at:

  Thanks, Americo. Those two gateways right now are open for editing by anyone. 
I want to keep it open like that, and I appreciate nice content like the one 
you placed there. However, everyone please keep in mind that those regions are 
common ground for hypernauts, and they belong to the University of California; 
don't clutter them, be tasteful, and please don't remove/change anything of 
what's already there without asking for permission. I will go without technical 
permissions, and relying on social common sense, for as long as it's 
sustainable.

  (One thing that's clear is that these completely open environments will need 
a much better support for history recording, i.e. who did what to which 
objects, sort of like a wiki history page)


Any thing more, Diva. Can you tell us  the configuration of the server and 
of the communication line ?


  They are linux machines, dual-core with 4M of RAM. I don't remember the exact 
number for the bandwidth but it's some huge number -- the machines are in the 
university network.

  Crista / Diva




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Re: [Opensim-dev] A Online HyperGrid Link list forOpenSim's 2ndbirthday

2009-01-26 Thread Brianna
I have had a few region/grid owners hint that HG is too complex to setup for 
our Birthday.
!!WRONG!!
I find is is very easy to enable, fast and reliable in use. 
Though I prefer to use a scripted TP with osfunction to the map, either method 
is simple.
Show off your hard work, for the virtual tourists.

If I can, anyone can.
  - Original Message - 
  From: Diva Canto 
  To: opensim-dev@lists.berlios.de 
  Sent: Friday, January 16, 2009 9:14 AM
  Subject: Re: [Opensim-dev] A Online HyperGrid Link list forOpenSim's 
2ndbirthday


  These are all great ideas. The only problem is whether someone will be able 
to pull this off in time for the celebrations. I might take on this, except 
that I have another trip coming up, and I'd rather spend my OpenSim-time until 
then making sure that TPs are rock solid; so I don't think I'll have time to do 
this.

  The next best thing is this list:
  http://opensimulator.org/wiki/Hypergrid#Public_Hypergrid_Nodes

  People can add their node info there; and everyone else can add that info to 
their startup_commands or whatever other link-region means they use.

  In the UCI Grid, for example, I already have several of those nodes on the 
Map; I will add all of them as they show up on that list. And i'll also add any 
others that are not there but that show up on this other list:
  http://opensimulator.org/wiki/Second_Birthday

  So, unless someone pulls something automated soon, plan B is to do it 
manually.

  MW wrote: 
well I wasn't planning/hoping to be the one who hosted this list myself. 

I was hoping that someone in the community would make a simple website and 
host it. 

I guess if no one else takes it up, then I'll have to see.

Brianna  wrote: 
  I changed the scope of what we were building for a Birthday event and 
deleted Hypergrid work. 
  Yours will be perfect, please drop the info so we can place a teleporter 
- web link for our guests to your show n tell for Hypergrid. Thanks MW

- Original Message - 
From: MW 
To: opensim-dev@lists.berlios.de 
Sent: Friday, January 16, 2009 5:31 AM
Subject: Re: [Opensim-dev] A Online HyperGrid Link list for OpenSim's 
2ndbirthday


I think this is a great idea, but the questions that come to mind, are: 
how is the mapping handled for these sub lists and how does a user say that 
they don't want these sub lists on their map. I think the number of options 
required could be quite high and think its something that needs some thought 
before any attempt to add these functions is made.

Dahlia Trimble  wrote: 
  It might also be interesting if there could be some sort of p2p 
transfer of hypergrid links, where a web site might send a list of seed 
regions, and as a link were made of each of those regions, another exchange 
could occur where each party exchanges a list of public regions. That way a 
larger grid could configure itself and individual regions could join in without 
requiring an update to a central web site.


  On Thu, Jan 15, 2009 at 8:11 AM, MW  wrote:

I've just added some very initial support for reading Hypergrid 
link data from xml files, that includes support for the xml files being on a 
webserver.

The xml file has a format like:




  
   
   
   

   
   

 
  
   ...
 

 ...

And to make a region load it and create the links, you use the 
console command:  link-region  []

The excludeList parameter is so that certain links in those xml 
files are ignored.

With the format: excludeList[;]. 

The main thinking for this is so that a single list for a certain 
group/event could be created. Then everyone interested in it, just adds their 
own region data to the list. 

But so they can also point their own region at that list, they just 
add the section name they used to the exclude list, so that it doesn't try to 
link to itself.

If we can find a way of having a xml file on a webserver that 
people can add new entries to (maybe through a form script). Then I think it 
would be a good idea to have such a list for OpenSim's 2nd birthday.

Although this idea really needs some sort of automapping or at 
least better configuration of the map locations that the regions are placed at. 

I think if everyone just agrees that a certain area on the map [so 
say x,y - x+25, y+25] is reserved for link regions, that it is workable for 
now. 

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Re: [Opensim-dev] [Opensim-users] hypergrid teleports andnon-hypergrid simulators

2009-02-02 Thread Brianna
There is no need to waste grid positions just to enable HG maps.

What worked for us at the Birthday Event was to create a dual purpose region 
for HG and sailing practice. To the normal instance it appeared as a 100% water 
region and from the HG enabled it was a voyage to Ellis Island. With an 
osFunction TP it was a click and arrive, yet to another Avatar, a region to 
learn to sail.

Bri
the sailboat is not a vehicle

- Original Message - 
From: "Cristina Videira Lopes" 
To: 
Sent: Sunday, February 01, 2009 4:05 AM
Subject: Re: [Opensim-dev] [Opensim-users] hypergrid teleports andnon-hypergrid 
simulators


> Mic Bowman wrote:
>> we have two simulators with one region each running with hypergrid
>> turned on. we want "foreign" users to go through one of the gateways
>> to get into our grid. i know that the users can freely teleport around
>> our grid once they have hypergrid teleported to a gateway region. what
>> are the *expected* capabilities for that kind of users once the leave
>> the hypergrid enabled region and move around the rest of our grid?
>>
>>   
> [Sorry, moving this again to -dev, because I can't access my outgoing 
> server on the other account while I'm traveling]
> 
> Here's what happens. Foreign users carry around information about their 
> servers (user, inventory, home region, etc) that is stored on their 
> run-time profile cached in the regions. When they go from an HG region 
> to another HG region, that information is passed on via the message 
> expect_hg_user, which only HG regions understand. When they go from an 
> HG region to a non-HG region, the receiving region doesn't understand 
> that message, so it knows nothing about those servers for the foreign 
> user. If the TP is far enough away, the profile is removed from the 
> departing HG region (as normal for all TPs), so the user's servers info 
> is permanently lost for the rest of the session. Even if the user comes 
> back to the HG region, the information has been lost.
> 
> Without that information the foreign user cannot: access inventory 
> (except for the items that are cached in the viewer), go back home, etc...
> 
> So jumping from an HG region to a non-HG region on the same grid is ok, 
> in the sense that it doesn't crash anything, and that the user's agent 
> is is able to interact with the world, but that user becomes impaired in 
> many ways. The user is still able to chat, build & move things (if 
> allowed), TP around, etc. It's just the interaction with his/her home 
> servers that is impaired.
> 
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Re: [Opensim-dev] [Opensim-users] hypergrid teleports andnon-hypergrid simulators

2009-02-02 Thread Brianna
What we plan to do at our next Regatta is use an Amazon cloud for the event and 
HG to it. We ran yesterday's regatta on an EC2 instance and it had excellent 
xscript performance. This will further accomplish total removal of neighbor 
region laggy influences and superior load handling.

It has been reported that LL's Blake Sea opening event, yesterday, was a 
technical disaster and our OSG vastly out performed them... ty dev team
Bri
the sailboat is not a vehicle


  - Original Message - 
  From: "Cristina Videira Lopes" 
  To: 
  Sent: Sunday, February 01, 2009 4:05 AM
  Subject: Re: [Opensim-dev] [Opensim-users] hypergrid teleports 
andnon-hypergrid simulators


  > Mic Bowman wrote:
  >> we have two simulators with one region each running with hypergrid
  >> turned on. we want "foreign" users to go through one of the gateways
  >> to get into our grid. i know that the users can freely teleport around
  >> our grid once they have hypergrid teleported to a gateway region. what
  >> are the *expected* capabilities for that kind of users once the leave
  >> the hypergrid enabled region and move around the rest of our grid?
  >>
  >>   
  > [Sorry, moving this again to -dev, because I can't access my outgoing 
  > server on the other account while I'm traveling]
  > 
  > Here's what happens. Foreign users carry around information about their 
  > servers (user, inventory, home region, etc) that is stored on their 
  > run-time profile cached in the regions. When they go from an HG region 
  > to another HG region, that information is passed on via the message 
  > expect_hg_user, which only HG regions understand. When they go from an 
  > HG region to a non-HG region, the receiving region doesn't understand 
  > that message, so it knows nothing about those servers for the foreign 
  > user. If the TP is far enough away, the profile is removed from the 
  > departing HG region (as normal for all TPs), so the user's servers info 
  > is permanently lost for the rest of the session. Even if the user comes 
  > back to the HG region, the information has been lost.
  > 
  > Without that information the foreign user cannot: access inventory 
  > (except for the items that are cached in the viewer), go back home, etc...
  > 
  > So jumping from an HG region to a non-HG region on the same grid is ok, 
  > in the sense that it doesn't crash anything, and that the user's agent 
  > is is able to interact with the world, but that user becomes impaired in 
  > many ways. The user is still able to chat, build & move things (if 
  > allowed), TP around, etc. It's just the interaction with his/her home 
  > servers that is impaired.
  > 
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Re: [Opensim-dev] Ini file(s) loading

2009-03-07 Thread Brianna
I prefer to see a 'wizard' quick interview startup like MySql for Win has 
incorporated. I believe that approach is user friendly and less prone to 
error than editing OpenSim.ini or the suggested multi ini's. One box check 
for OSGrid would save many edits in Network, as an example. Those of us that 
do this everyday are often not considerate to how formidable to a new user 
OpenSim appears. After a day or so of comfort then editing ini.example to 
fine tune will make for a happy camper and a hell of a lot less questions in 
game or IRC.

- Original Message - 
From: "Dave Coyle" 
To: 
Sent: Saturday, March 07, 2009 3:07 PM
Subject: Re: [Opensim-dev] Ini file(s) loading


> On 2009-03-07 10:02:55 -0500, jeffa...@gmail.com wrote:
>> For a binary release, I think having only user-editable config/*.ini
>> files would make the most sense.  But maybe how we handle .ini files
>> in SVN is necessarily more complicated.
>
> For packaged binaries, at least in the Linux world, config files are
> going to have to be moved elsewhere during the packaging process
> anyway, so where they're located in the SVN repo and whether they're
> called *.ini or *.ini.example is largely irrelevant... for producing
> official/official-like distro packages, anyway.
>
> -Coyle
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Re: [Opensim-dev] Ini file(s) loading

2009-03-11 Thread Brianna
Sane values are desperately needed. I deal with many new users every week, in 
game and on forums. Most are x-pat SL content creators that are on top of that 
side but get hyper confused with an OpenSim binary. Many will tough it out and 
get an instance started but too many give up in frustration. 

Lately my improved technique is to have them fetch the OpenSim.ini from OSGrid 
dl, that at least gets past the first hurdles sanely. Or if standalone, use 
that .ini with very minimal edit.

I suggest anyone here open ini.example and look at it from a new user semi 
technical viewpoint.

  - Original Message - 
  From: Dahlia Trimble 
  To: opensim-dev@lists.berlios.de 
  Sent: Tuesday, March 10, 2009 11:21 PM
  Subject: Re: [Opensim-dev] Ini file(s) loading


  Is there any reason why we wouldn't want to update the defaults in the code 
to sane values?


  On Fri, Mar 6, 2009 at 1:57 AM, Melanie  wrote:

We did that because the hardcoded defaults won't work anymore. They
are different fromt he OpenSim.ini.example values.
However, my proposal provides a sane mechanism to provide external
defaults, while not requiring user action at all.

Melanie


Frisby, Adam wrote:
> I did wonder why we started forcing users to have an opensim.ini. The 
previous 'use defaults' made more sense to me.
>
> Adam
>
>> -Original Message-
>> From: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-
>> boun...@lists.berlios.de] On Behalf Of Jeff Ames
>> Sent: Thursday, 5 March 2009 7:20 PM
>> To: opensim-dev@lists.berlios.de
>> Subject: Re: [Opensim-dev] Ini file(s) loading
>>
>> Melanie wrote:
>> > read [the config directory] first
>> > then read the inimaster
>> > then read the inifile
>>
>> If I understand this correctly, the config/*.ini files would be
>> essentially read-only, and all local changes would be made to the
>> inimaster or OpenSim.ini.  But then OpenSim.ini is not broken up, and
>> it may be confusing to users why there are two sets of config files.
>>
>> Is this just due to OpenSim's current behavior of requiring an .ini
>> file to be present?  Currently the default values for all settings
>> exist in the code itself and in the .ini.example file (itself an
>> unfortunate duplication, but that's another topic).  Instead of
>> requiring that an .ini be present, we could simply use the default
>> values in the code if there is no .ini.  This would also have the
>> pleasant side effect of matching the behavior when an empty .ini file
>> is present.
>>
>> Then we could break up and move OpenSim.ini.example entirely to
>> config/*.ini.example files, and when the user wants to change a value,
>> create foo.ini based on foo.ini.example (copying the whole file if
>> they want everything, or only adding the options they want to
>> explicitly set).
>>
>> Then I guees the load order would be:
>>  - read inimaster (if present)
>>  - read config/*.ini (if present)
>>  - use defaults in code for anything not set
>>
>> I think this would also avoid the merging problem, if users only add
>> options they're explicitly setting to the *.ini files.  It would also
>> remove the annoyance of having to copy the .ini.example file over
>> every time on a new install.
>>
>> Jeff
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Re: [Opensim-dev] Round 2: Config changes preview

2009-03-14 Thread Brianna
Blue,

For my simulators and instances I could care less what final structure is 
decided as long as bin/OpenSim.ini overrides all. For my 5 servers, a mixed 
bag of Linux and Win, I like most have my own scripts to configure each 
instance and won't change unless forced by upgrade.
My comments about a 'wizard' and simplicity was from a new user getting 
started aspect.


- Original Message - 
From: "Mister Blue" 
To: 
Sent: Saturday, March 14, 2009 10:46 AM
Subject: Re: [Opensim-dev] Round 2: Config changes preview


I would like to hear from people running a large configuration of
simulators and regions -- how do they want configuration?

For our installation, we use a --inimaster on each simulator
invocation to set up site wide settings (physics engine, etc) and then
each simulator has an very small OpenSim.ini file in it's bin
directory to set simulator specific configuration. We also have
scripts that 'hide' the OpenSim.ini file in the Regions directory
because that is a directory of information that you save when you
upgrade the binaries.

It's nice to have the defaults around so you know what you can tune,
but it is of no use to a running simulator.

I would prefer a directory of default ini files (a directory so the
installation of a module can easily add a new set of parameters) and
then a single ini file that the simulator reads which overrides any of
the defaults. That would make administration easier since you would
know what you have change from the defaults. Also, ideally, the
overriding ini file should be in a 'user' directory -- not in the main
bin directory so one could upgrade the binaries by just slamming the
contents of a bin directory from a build on top of it.

Some more two cents.

-- mb

On Sat, Mar 14, 2009 at 6:52 AM, Stefan Andersson  
wrote:
> Some random thoughts;
>
> Our config files serves three purposes, as it seems
> a) specifying default values (though why on earth these are ever different
> from the hardcoded defaults escapes me)
> b) specifying user overriding values
> c) documenting available settings and their use
> d) pushing changing defaults from the svn to installed instances
>
> I think we need to address these concerns separately.
>
> As I understand it, the config dir is so that we can
> a) split humongous default config files into smaller ones
> b) to be able to 'drop' module default config files into an installation
> without having to merge them into one big ini.
>
> I think the settings can be split thrice;
> 1) Stuff that _must_ be reconfigured per installation : ip number, shared
> ports and stuff like that. (All users, should need no expertise)
> 2) Stuff that _can_ be reconfigured per installation. (Special 
> installation
> cases, needs some knowledge)
> 3) Stuff that _seldom_ needs tampering. (Advanced user, special
> installation)
>
> I would suggest we break free of the current mindset and think about how
> 1) could be solved differently.
>
> Maybe we should say "either supply these settings on the command line, or
> create an OpenSim.ini file, look at OpenSim.ini.example for an example"
>
> Most users would probably go a long way just by specifying the 1) params 
> on
> the command line.
>
> Of course, the created OpenSim.ini should need to be a bare minimum, and
> would probably need to change very seldom.
>
> Best regards,
> Stefan Andersson
> Tribal Media AB
>
>
>
>
>> Date: Sat, 14 Mar 2009 04:25:25 -0700
>> From: aerow...@gmail.com
>> To: opensim-dev@lists.berlios.de
>> CC: opensim-us...@lists.berlios.de
>> Subject: Re: [Opensim-dev] Round 2: Config changes preview
>>
>> because many people run their servers from inside their bin/
>> directory, and if it's named OpenSim.ini then any changes that are
>> made to that file will get overwritten (not just overridden) at the
>> next svn update.
>>
>> That's why it was renamed to OpenSim.ini.example -- originally, it was
>> set to OpenSim.ini, and that problem was pretty much the number one
>> support issue at that time.
>>
>> -Kyle H
>>
>> On Fri, Mar 13, 2009 at 5:00 PM, Paul Fishwick 
>> wrote:
>> > Justin Clark-Casey wrote:
>> >> To get OpenSim to run at all, the user still has to copy
>> >> OpenSim.ini.example to OpenSim.ini (though it should be
>> >> possible to override this if config is supplied over the network).
>> >
>> > This may be a silly question, but is there some reason why we keep on
>> > suggesting
>> > that people copy OpenSim.ini.example to OpenSim.ini? Why not just make
>> > OpenSim.ini what happens to be in OpenSim.ini.example?
>> >
>> > -p
>> >
>> >
>> > Paul Fishwick, PhD
>> > Professor and Director, Digital Arts and Sciences Programs
>> > University of Florida
>> > Computer & Information Science and Eng. Dept.
>> > Bldg. CSE, Room 301
>> > P.O. Box 116120
>> > Gainesville, FL 32611
>> > Email: fishw...@cise.ufl.edu
>> > Phone: (352) 392-1414
>> > Fax: (352) 392-1220
>> > Web: http://www.cise.ufl.edu/~fishwick
>> >
>> > ___
>>

Re: [Opensim-dev] RFC: Ways of creating profiles for creators who will never log in

2009-03-26 Thread Brianna
In the process of making this short HyperGrid YouTube...
http://www.youtube.com/watch?v=Lz-x7jn2hws&feature=channel_page
I notice more HG nodes understandability shutting the doors to scripted 
objects for security reasons. It would be great to have a 'passport' scheme 
that would allow travel with boats and ballooning in the future days from 
known Grid citizens.


- Original Message - 
From: "Diva Canto" 
To: 
Sent: Thursday, March 26, 2009 3:09 PM
Subject: Re: [Opensim-dev] RFC: Ways of creating profiles for creators who 
will never log in


> Whatever you decided to do (option 3 seems the cleanest), this will
> probably also be used in the Hypergrid, to keep track of foreign users.
> I need that! :-)
>
> Justin Clark-Casey wrote:
>> Hello,
>>
>> For Inventory Archives I plan to preserve item creator information.  When 
>> the archive is loaded I would like to recreate
>> these profiles where possible/necessary (grid operators can choose not to 
>> allow this and that will be the default, I
>> expect).
>>
>> However, unless an item creator has an account on the OpenSim to which 
>> the archive is loaded, they shouldn't be able to
>> login to that instance.
>>
>> So far I've thought of 3 ways to create a profile without automatically 
>> allowing login.
>>
>>
>> (1)  Create a normal user account but set the password to something 
>> random.
>>
>> PROS
>> * Doesn't require any changes to what we have today
>>
>> CONS
>> * Creates user accounts which are never intended to be used for login
>> * No way to distinguish archive created accounts from legitimate accounts
>> ~
>>
>> (2)  Add a 'ProfileOnly' flag to the Users table
>>
>> PROS
>> * Minimal changes to what we have today
>> * Makes it clear that an entries has been created for its profile only, 
>> which can be used as a flag to disallow logins
>>
>> CONS
>> * Creates user accounts where many details will be irrelevant unless item 
>> creators then get accounts on the instance.
>> * Complicates administration tasks (e.g. create user).
>> ~
>>
>> (3)  Separate the current 'users' table into 'userprofiles' and 'users' 
>> tables.
>>
>> 'userprofiles' will largely contain all the metadata about a user that 
>> you can see in the profile on the Linden Labs
>> Second Life client today (name, about, interests, 1st life, etc.).
>>
>> 'users' will contain the data associated with a particular account 
>> (passwordHash, passwordSalt, homeRegion,
>> homeLocationX, etc.)
>>
>> PROS
>> * Makes it possible to create user profiles without creating user 
>> accounts.
>> * Makes it possible to have somewhat separate profile and authentication 
>> plugins allow mix & match.  However, the reuse
>> of avatar name as the login identifier makes things a bit awkward.
>> * Simplifies database understandability - the only people in the 'users' 
>> table are those with actual accounts, though on
>> the other hand this does create 2 tables instead of 1.
>>
>> CONS
>> * Short term adjustment pain for systems accessing OpenSim's databases 
>> directly
>> * Complicates administration tasks (e.g. create user).
>> 
>>
>> I suspect that archiving isn't the only potential use for this 
>> functionality.  For instance, the Hypergrid may also find
>> it useful to preserve user information when a user rezzes an object on a 
>> foreign system.
>>
>> Of the above approaches, I prefer (3) over (2) since it seems to me to be 
>> the better long term approach even if there is
>> some short term pain.  I'm don't think that (1) is a good option.
>>
>> I've reproduced most of text at 
>> http://opensimulator.org/wiki/Creating_profiles_not_used_for_login for 
>> reference.
>>
>> Comments?
>>
>>
>
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Re: [Opensim-dev] The essence of "grid"

2009-04-16 Thread Brianna
"opensim should have a very simple region based password system"

Sounds like a re-invented 1996 Palace Chat, based on rooms. I can't 
visualize Bank of America using opensim for transactions. So the security 
should fit the threat of loss vs the inconvenience to users mobility.
If such a system comes into being, please map in red so to avoid those 
grids.

- Original Message - 
From: "DZO" 
To: 
Sent: Thursday, April 16, 2009 3:41 AM
Subject: Re: [Opensim-dev] The essence of "grid"


>I like to think of opensim as the VW version of Apache.
>
> I think something that is confusing us is that moving from region to 
> region
> in opensim is pratically seemless, and the joins between the regions 
> almost
> invisible. IE when walking from one region to another, you can see the new
> region appearing on the horizon, as if its just a continuation of the 
> region
> you are in.
>
> In apache you can also move between sites / pages, but the change is much
> more visible, you have to actually click on a link and move away from your
> current page, its obvious that you have gone from one area to another, 
> more
> so when moving between sites.
>
> Both opensim regions and apache(internet) sites allow you to move between
> content hosted by different people and/or on different servers. I believe
> THIS is the area where the confusion comes in. In the conventional 
> internet
> we don't mind typing a zillion passwords because we can obviously see that
> the pages are different. But in opensim it would seem strange to type in a
> password just to be able to take an extra step on the road you are already
> on.
>
> Personal opinion:
> - I don't believe centralising user profiles and managing permissions from
> there is a good idea for an open source project.
> - I do believe, as I have mentioned earlier, that opensim should have a 
> very
> simple region based password system and the client should be allowed to
> manage multiple passwords such as a messenger or email application. This
> would divide the task of security up between components in an equal and
> logical way.
>
> So opensim would allow grids and regions to ask for passwords from 
> different
> user server components, and the client software would allow the creation 
> of
> a user profile with multiple saved passwords.
>
> This would not break anything as it stands as it would be possible to set 
> a
> region security to "grid" so anyone allowed to used the grid would also be
> able to use the regions, however, a region owner would be able to restrict
> useage in their own region and take ownership of their own user base, 
> while
> managing their own hardware and content useage. This would facilitate 
> social
> groups, business interests, and various other applications for the VW.
>
> In my view:
> Grid: Hosting company
> Region: Web page (perhaps only using the hosting company to link to a
> private server)
>
>
>
>
>
>
> -Original Message-
> From: opensim-dev-boun...@lists.berlios.de
> [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of
> opensim-dev-requ...@lists.berlios.de
> Sent: 16 April 2009 01:01
> To: opensim-dev@lists.berlios.de
> Subject: Opensim-dev Digest, Vol 20, Issue 51
>
> Send Opensim-dev mailing list submissions to
> opensim-dev@lists.berlios.de
>
> To subscribe or unsubscribe via the World Wide Web, visit
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> When replying, please edit your Subject line so it is more specific than
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>
> Today's Topics:
>
>   1. Re: The essence of "grid" (Thomas Grimshaw)
>   2. Re: The essence of "grid" (Diva Canto)
>   3. Re: The essence of "grid" (Charles Krinke)
>
>
> --
>
> Message: 1
> Date: Wed, 15 Apr 2009 22:41:57 +0100
> From: Thomas Grimshaw 
> Subject: Re: [Opensim-dev] The essence of "grid"
> To: opensim-dev@lists.berlios.de
> Message-ID: <49e654a5.5080...@streamsense.net>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> Charles Krinke wrote:
>> At this point, the only way to stop a region from attaching to an
>> OpenSim grid is to put a fake entry into the regions table.
> Or.. change the password?
>
>
> --
>
> Message: 2
> Date: Wed, 15 Apr 2009 14:50:28 -0700
> From: Diva Canto 
> Subject: Re: [Opensim-dev] The essence of "grid"
> To: opensim-dev@lists.berlios.de
> Message-ID: <49e656a4.1030...@metaverseink.com>
> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>
> I think we already have an understanding of what is needed for securing
>  users from malicious hosts: client-side control, that's all. Client has
> direct control over user agents, user's inventory, IM, social network, 
> etc.
> The regions stay out of

Re: [Opensim-dev] HUGE ASSET CACHE

2009-05-31 Thread Brianna
No Cigar for me.. thrashed my HD a while, was filling my test (7000 prims) 
server disk fast and made lotsa noise.
thanks though for the try
so far .. the best cache is no cache :(

- Original Message - 
From: "Michael Cortez" 
To: 
Sent: Sunday, May 31, 2009 8:12 AM
Subject: Re: [Opensim-dev] HUGE ASSET CACHE


> Dan wrote:
>> Is it possible to configure a huge disk asset-cache for region servers?
> A disk cache is currently being tested.
>
> No guarantees, warranties, express or implied but the test patch is
> available at
>
> http://code.google.com/p/flotsam/downloads/list
>
> This is just something I threw together in a couple minutes of coding as
> a proof of concept for a file cache.  There is no limiting or expiration
> mechanism, and as such is not appropriate for production use.  If
> testing proves that it's useful, then I'll submit to mantis for
> inclusion in OpenSim SVN.
>
> --
> Michael Cortez
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Re: [Opensim-dev] HUGE ASSET CACHE (THANKS!!!)

2009-06-05 Thread Brianna
+1 :) and thank you
  - Original Message - 
  From: Dan 
  To: opensim-dev@lists.berlios.de 
  Sent: Friday, June 05, 2009 9:13 AM
  Subject: [Opensim-dev] HUGE ASSET CACHE (THANKS!!!)


  Mr. Cortez, let me thank you for your File Cache System; it is amazing!

  After only a few hours +95% of all assets are coming from the cache and not 
being pulled down from the internet. This had made regions run much faster and 
save a ton of bandwidth.

  If this were deployed grid-wide it would reduce the strain on any asset 
server by orders of magnitude.

  Thanks again, and I hope this becomes part of the main branch ASAP rather 
than just a patch.

  +++ AMAZING!!!

  > Date: Sun, 31 May 2009 08:12:30 -0700
  > From: Michael Cortez 
  > Subject: Re: [Opensim-dev] HUGE ASSET CACHE
  > To: opensim-dev@lists.berlios.de
  > Message-ID: <4a229e5e.2020...@gmail.com>
  > Content-Type: text/plain; charset=ISO-8859-1; format=flowed
  >
  > Dan wrote:
  > > Is it possible to configure a huge disk asset-cache for region servers?
  > A disk cache is currently being tested.
  >
  > No guarantees, warranties, express or implied but the test patch is
  > available at
  >
  > http://code.google.com/p/flotsam/downloads/list
  >
  > This is just something I threw together in a couple minutes of coding as
  > a proof of concept for a file cache.  There is no limiting or expiration
  > mechanism, and as such is not appropriate for production use.  If
  > testing proves that it's useful, then I'll submit to mantis for
  > inclusion in OpenSim SVN.
  >
  > --
  > Michael Cortez
  >
  > > Date: Sat, 30 May 2009 20:54:21 -0400
  > > From: Dan 
  > > Subject: [Opensim-dev] HUGE ASSET CACHE
  > > To: opensim-dev@lists.berlios.de
  > > Message-ID:
  > >   <4ded3e640905301754g1277b055m7db78d48e4ccc...@mail.gmail.com
  > >
  > > is it possible to configure a huge disk asset-cache for region servers?
  > >
  > > Disk space is cheap these days and I'm sure most could devote a few
  > > gigabytes to store most if not all of its assets.
  > >
  > > This should speed up most simulators correct?
  > > Especially if it were to cache all those J2K decoded textures?
  > > Wouldn't it be better to cache those to a local harddrive rather than
  > > downloading and decoding them each and every time?
  > >
  > > Wouldn't this also drastically reduce the strain on the asset server if 
each
  > > simulator had cached all its assets on a local cache file?
  > > And also drastically reduce the bandwidth needed to run regions once the
  > > cache was full?


  -- 
  Why is Common Sense so Uncommon?



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Re: [Opensim-dev] Kudos MW

2009-06-30 Thread Brianna
I agree with your kudos due.. my observation is my Suse servers are within 80% 
of my Net servers on a performance measure. How memory leaks, I have yet to 
determine with mono and the r9950+ 

Huggers to Y'all

  - Original Message - 
  From: James Stallings II 
  To: opensim-dev@lists.berlios.de 
  Sent: Monday, June 29, 2009 8:04 AM
  Subject: [Opensim-dev] Kudos MW


  Greetings, List,

  Just wanted to take the opportunity to give the OpenSim dev team a robust pat 
on the back, an attaboy, a wtg peeps, a standing ovation, and most importantly 
the heartfelt thanks and admiration  of myself and my colleagues on the OSGrid 
management team, for the work reflected in the last 50 or so svn revisions; not 
to take anything away from the 9900 or so prior revs *winks* but these last 50 
or so include some that have positively impact performance and stability in 
profound ways.



  Some that come immediately to mind as contributing to the improvement:

  r9951: MW 
  Removed the List m_forceList from ScenePresence, as there wasn't 
any need for a list, as only the last entry in it was acted on. So it now has a 
single NewForce m_nextVelocity , which is updated (rather than a
  NewForce object being created every AgentUpdate). So as well as cutting out 
all the adds and clearing of the list, it also removes the creation of upto 
100+ new objects per second per avatar.


  r9934: Dr Scofield for Allan Webb

  After noticing on several occasions that the thread counts
  we see when running OpenSIm were bordering on the astronomical
  I decided to seriously investigate.

  After much poking I discovered that the problem is actually very
  simple. The XEngine secition of the example ini says that the
  timeout for an iden thread is in seconds, and an example value
  of 60 is specified. In fact, this is actually resulting in a 60mS
  idle timeout, which is not normally enough for a smart thread
  to survive. I have added a multiplier to the XEngine constructor
  so that the number now matches the published behavior.


  r9925-9938: Dr Scofield

  MUCH work to streamline and optimize packet-handling code

  r9924: Dr Scofield for Alan Webb 

  Nice patch to streamline and optimize texture processing

  ...and many more :)

  We have seen available memory on our linux plaza boxes go from ~380MB as of 
~r9940 to a little over 1GB since updating to r9952. 

  There's still a few problems - Lbsa Plaza was not accepting logins this 
morning, but it was still running - and that after a dozen hours straight of 
high-traffic uptime. This is a serious improvement, as we have been seeing sim 
crashes there on a nearly hourly basis in recent times.

  Thanks Y'all :D

  Keep up the good fight :D

  Cheers!

  James
  aka Hiro_P/daTwitch/Hiro Protagonist

  -- 
  ===
  http://osgrid.org
  http://del.icio.us/SPQR
  http://twitter.com/jstallings2
  http://www.linkedin.com/pub/5/770/a49




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Re: [Opensim-dev] Warning w/ ODE & llTargetOmega

2009-07-10 Thread Brianna
Suffice it to say, llTargetOmega was semi promised to be implemented 6 months 
ago and with fixes to well documented issues. Doesn't work yet. 

  - Original Message - 
  From: Nebadon Izumi 
  To: opensim-dev@lists.berlios.de 
  Sent: Friday, July 10, 2009 9:34 AM
  Subject: Re: [Opensim-dev] Warning w/ ODE & llTargetOmega


  Apparently if you don't set Phantom Manually with lltargetomega, the flag is 
not actually set  and ODE might be interpreting as such.

  Neb 

  On Fri, Jul 10, 2009 at 2:36 AM, Melanie  wrote:

What does Ode do  with llTargetOmega? Unless the object is physical,
llTargetOmega is a clientside effect and should not cause any
physics updates.

Melanie


Frisby, Adam wrote:
> Just a warning folks
>
> I just spent a week trying to figure out why LBSA Plaza was lagging all 
of a sudden - apparently llTargetOmega can cause ODE to progressively run 
slower and slower. Setting the object in question to phantom instantly fixed 
the problem.
>
> This might be of use to anyone else who notices a similar condition 
whereby the sim CPU progressively increases over time.
>
> Adam
>
>
>

> 
>
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Re: [Opensim-dev] Minimum OpenSim mono version now 2.4? (was Re:[Opensim-commits] r10113 - trunk)

2009-08-04 Thread Brianna
For stability in the attic ... I have a hosted standalone OpenSim with .Net 
Framework that has been rock solid for 208 days, that choice is available.
  - Original Message - 
  From: Impalah 
  To: opensim-dev@lists.berlios.de 
  Sent: Tuesday, August 04, 2009 2:27 AM
  Subject: Re: [Opensim-dev] Minimum OpenSim mono version now 2.4? (was 
Re:[Opensim-commits] r10113 - trunk)


  Please allow me to be cynic but... For using/developing for/testing trunk 
Opensim versions I am forced to tweak my stable and well patched Linux and to 
include an unstable mono version which I have no guarantee about everything 
will work (maybe with 2.4, maybe with 2.5, maybe with future 2.9)...

  Too much unstability in the basement, even for an "alpha code" project, I 
think.

  When will be available a stable version for testing the new things (beyond 
0.6.*)? Actually I have "fear of the trunk" and I am limited to old 0.6 
versions for developing utilities... quite frustrating.

  Greetings




  2009/8/4 Nebadon Izumi 

Ive written these instructions for compiling mono from SVN and the Daily 
tarball for mono 2.5 if it helps anyone..

Daily Tarbal : http://www.osgrid.org/forums/viewtopic.php?f=14&t=1334
Trunk SVN : http://www.osgrid.org/forums/viewtopic.php?f=14&t=539

while opensim runs well on mono 2.4 it runs a lot better on 2.5 trunk.




On Mon, Aug 3, 2009 at 1:21 PM, Ideia Boa  wrote:

  I've these instructions for building mono  2.4 from sources on Ubuntu, 
very helpful: http://blog.ruski.co.za/page/Install-Mono-on-Ubuntu.aspx

  Ideia Boa
  WorldSimTerra

  orion hax wrote: 
The repos only have 2.0.1 for ubuntu but it will compile 2.4 just fine 
from tar and SVN.


On Mon, Aug 3, 2009 at 2:09 PM, Christophe, Jean-Charles Narbonne 
 wrote:

  Also there are repositorys with mono for ubuntu or opensuse, (I use 
Opensuse for my server but on my desktop I tryed upgrade mono from jauty repos, 
there was no other dependences than mono and it worked well for desktop apps...)

  Reguards 



  On Mon, Aug 3, 2009 at 8:32 PM, Teravus Ovares  
wrote:

Whoops, scratch that..  opensim-libs, not opensim-dev :)

-Teravus


On Mon, Aug 3, 2009 at 2:31 PM, Teravus Ovares 
wrote:
> The HttpServer makes use of 2.4 specific things.It's in
> OpenSim-dev, if you can compile it with less requirements, by all
> means.
>
> Regards
>
> Teravus
>
> On Mon, Aug 3, 2009 at 1:44 PM, Justin
> Clark-Casey wrote:
>> Hi Teravus.  I take it this means that mono 2.0.1 is no longer 
usable with trunk?  This is somewhat inconvenient since
>> Ubuntu and OpenSUSE still ship mono 2.0.1 in their distros 
(though both will include 2.4 in the next release).  But if
>> mono 2.0.1 is now unusable then that's just how it is.
>>
>> I'm also not sure if mono 2.4 still has the 'mini-trampoline' 
assertion VM termination when many scripts are being
>> loaded on initial startup (this problem isn't present in mono 
2.0.1).
>>
>> tera...@opensimulator.org wrote:
>>> Author: teravus
>>> Date: 2009-08-01 11:59:34 -0700 (Sat, 01 Aug 2009)
>>> New Revision: 10113
>>>
>>> Modified:
>>>trunk/README.txt
>>> Log:
>>> * Update ReadMe.txt to reflect feedback by testers
>>>
>>> Modified: trunk/README.txt
>>> 
===
>>> --- trunk/README.txt  2009-08-01 14:26:00 UTC (rev 10112)
>>> +++ trunk/README.txt  2009-08-01 18:59:34 UTC (rev 10113)
>>> @@ -25,7 +25,7 @@
>>>  == Installation on Linux ==
>>>
>>>  Prereqs:
>>> - * Mono >= 2.0.1 (>= 2.4.2 is better)
>>> + * Mono >= 2.4 (>= 2.4.2 is better)
>>>   * Nant >= 0.86beta
>>>   * sqlite3 or mysql 5.x (you'll need a backend database)
>>>
>>>
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>>>
>>
>> --
>> justincc
>> Justin Clark-Casey
>> http://justincc.wordpress.com
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Re: [Opensim-dev] Minimum OpenSim mono version now 2.4? (wasRe:[Opensim-commits] r10113 - trunk)

2009-08-04 Thread Brianna
Not to provoke religious wars..
I completely agree with your Win experience on LAMP. 

However, with OpenSim the performance, stability and tolerance gap is large . 

On a fashion CAD project I am using 2008 R2/VS2010/.Net 4 and the ‘way behind’ 
gap to Linux/Mono is equivalent to a hardware generation. 

IMHO Linux/mono dependency could well be the Achilles' heel on OpenSim 
progress. 

Love Penguins too.

  - Original Message - 
  From: Impalah 
  To: opensim-dev@lists.berlios.de 
  Sent: Tuesday, August 04, 2009 4:07 AM
  Subject: Re: [Opensim-dev] Minimum OpenSim mono version now 2.4? 
(wasRe:[Opensim-commits] r10113 - trunk)


  Maybe for standalone and hypergrid, but Windows/.NET is not an option for me 
when my servers have to be published to the whole world.

  Call me paranoid but I don't trust in Windows for any kind of server. The 
experience (or maybe torture) in my everyday job with  Windows servers is that 
they are intrinsically unsecure and have poor performance (unless you have a 
bunch of € to spend in hardware).

  My fear is "well, I update my servers now, no problem, everything is all 
right", and 2 months later someone of the core team decided that "a new thing 
from mono 3.4 is needed" and again I have to "run forward" with the mono 
versions of my servers. 2 months later, the same, and again, and again...

  I know that is alpha, open source, collaborative and with an "as-is" license, 
but, seriously, it doesn't mean chaos. I am really frustrated, overall when I 
read a message in the list with something like "update to version XXX".

  But this is only my "user" and "utilities developer" point of view. I rarely 
develop for opensim core, but I use opensim for developing applications...

  Greetings






  2009/8/4 Brianna 

For stability in the attic ... I have a hosted standalone OpenSim with .Net 
Framework that has been rock solid for 208 days, that choice is available.
  - Original Message - 
  From: Impalah 
  To: opensim-dev@lists.berlios.de 
  Sent: Tuesday, August 04, 2009 2:27 AM
  Subject: Re: [Opensim-dev] Minimum OpenSim mono version now 2.4? (was 
Re:[Opensim-commits] r10113 - trunk)


  Please allow me to be cynic but... For using/developing for/testing trunk 
Opensim versions I am forced to tweak my stable and well patched Linux and to 
include an unstable mono version which I have no guarantee about everything 
will work (maybe with 2.4, maybe with 2.5, maybe with future 2.9)...

  Too much unstability in the basement, even for an "alpha code" project, I 
think.

  When will be available a stable version for testing the new things 
(beyond 0.6.*)? Actually I have "fear of the trunk" and I am limited to old 0.6 
versions for developing utilities... quite frustrating.

  Greetings




  2009/8/4 Nebadon Izumi 

Ive written these instructions for compiling mono from SVN and the 
Daily tarball for mono 2.5 if it helps anyone..

Daily Tarbal : http://www.osgrid.org/forums/viewtopic.php?f=14&t=1334
Trunk SVN : http://www.osgrid.org/forums/viewtopic.php?f=14&t=539

while opensim runs well on mono 2.4 it runs a lot better on 2.5 trunk. 




On Mon, Aug 3, 2009 at 1:21 PM, Ideia Boa  wrote:

  I've these instructions for building mono  2.4 from sources on 
Ubuntu, very helpful: http://blog.ruski.co.za/page/Install-Mono-on-Ubuntu.aspx

  Ideia Boa
  WorldSimTerra

  orion hax wrote: 
The repos only have 2.0.1 for ubuntu but it will compile 2.4 just 
fine from tar and SVN.


On Mon, Aug 3, 2009 at 2:09 PM, Christophe, Jean-Charles Narbonne 
 wrote:

  Also there are repositorys with mono for ubuntu or opensuse, (I 
use Opensuse for my server but on my desktop I tryed upgrade mono from jauty 
repos, there was no other dependences than mono and it worked well for desktop 
apps...)

  Reguards 



  On Mon, Aug 3, 2009 at 8:32 PM, Teravus Ovares 
 wrote:

Whoops, scratch that..  opensim-libs, not opensim-dev :)

-Teravus


On Mon, Aug 3, 2009 at 2:31 PM, Teravus 
Ovares wrote:
> The HttpServer makes use of 2.4 specific things.It's in
> OpenSim-dev, if you can compile it with less requirements, by 
all
> means.
>
> Regards
>
> Teravus
>
> On Mon, Aug 3, 2009 at 1:44 PM, Justin
> Clark-Casey wrote:
>> Hi Teravus.  I take it this means that mono 2.0.1 is no 
longer usable with trunk?  This is somewhat inconvenient since
>> Ubuntu and OpenSUSE still s

Re: [Opensim-dev] SL viewer 2 testing

2010-08-03 Thread Brianna
I am not sure this mail list is the ideal for the depth of this subject.
I have a hosted standalone small Mega with HG using the moap branch and find 
very mixed user results. 
My client 2 of choice is the Kirsten K20 build 30 viewer, far improved over 
LL's offering. 
Personally I experience a visual eye candy treat with dynamic shadows in all 
it's glory. however some guests see black  which baffles me based on the 
hardware they are using.. Nebadon for one.
The 'tease' is a virtual video production server beyond any inexpensively 
available for education and music videos.


From: Olli Aro 
Sent: Tuesday, August 03, 2010 6:40 AM
To: opensim-dev@lists.berlios.de 
Subject: [Opensim-dev] SL viewer 2 testing


Hi all,

 

Have been playing around with SL viewer 2 and the latest OpenSim version(well 
moap branch actually) the last couple of days. While it seems to be mostly 
working fine there are couple of snags I have noticed. Thought will start a 
mailing list thread in order to collect them. Maybe other people can add on 
this and then we will have a full picture on how far we are for compatibility?

 

So here we go:

 

1)  World map is not working - It seems like the map tiles are named ok but 
the images are coming from somewhere else. The small map is working ok.

2)  In the build menu there are options for trees and grass. These options 
seem to loose textures.

3)  It seems that the moap web texture does not persist if the server is 
restarted. 

 

Have not noticed anything else so far but will add to this list if come across 
anything.

 

Regards,

 

Olli 

 

 






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Re: [Opensim-dev] Hi OpenSim developers

2010-08-17 Thread Brianna
I never could understand why opensim avoids Havok, clearly superior to ODE for 
vehicles.

"Non-Commercial Games & Applications Free to experiment With the free download 
of Havok PhysicsT, Havok AnimationT, and Havok BehaviorT for the PC, you can 
develop and distribute your free PC Game or free PC application for no direct 
or indirect commercial value provided the Havok libraries are compiled and 
distributed with your application or game in an integral, non-separable way. 
Post your game on the web, share it with friends, link it to your on-line 
resume. There's no charge because the license fee has been covered by Intel 
under a commercial agreement with Havok."

Bri


From: Michael Cerquoni 
Sent: Tuesday, August 17, 2010 5:57 PM
To: opensim-dev@lists.berlios.de 
Subject: Re: [Opensim-dev] Hi OpenSim developers


its LSL, the scripts are inside the vehicle in various prims, you are going to 
have to disect it to inspect all the scripts, and no this vehicle will not work 
in Realxtend, to be honest i do not know the status of physics in Realxtend at 
this point, and its unlikely python script has the ability to interact with the 
physics engine if they are using the stock opensim physics (ODE), you would 
have to ask that group directly.


On Tue, Aug 17, 2010 at 4:57 PM, Rustam Rakhimov  wrote:

  thank's 


  I appreciate your answers, and I guess I cannot find source code here yet :)


  but can I ask one more last question related with car development. How the 
developer mad it, I mean did he use LSL scripting for this or he use some other 
stuffs. So I'm wondering because in case of RealXtend python also can be used.


  If there is other way how to develop that kind of stuffs (such a car, ship 
and plane), can anybody tell me please how it's impossible and is there any 
reference for that ?


  for example how do you think how that racer was made ?


  thank you in advance (Sorry may be my questions too basic for you guys 
because i'm just beginner in this area)

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Re: [Opensim-dev] Hi OpenSim developers

2010-08-17 Thread Brianna
Assume as a choice as the others are now. If Win only .. so what




From: Michael Cerquoni 
Sent: Tuesday, August 17, 2010 7:20 PM
To: opensim-dev@lists.berlios.de 
Subject: Re: [Opensim-dev] Hi OpenSim developers


The problem with havok is the Free version is binary only, no source code and 
also windows 32 bit only.  Its highly unlikely we could make the free binary do 
exactly what we need, also we can not distribute it because opensim is used for 
commercial purposes, and this could cause problems for organizations using it.


On Tue, Aug 17, 2010 at 7:18 PM, Brianna  wrote:

  I never could understand why opensim avoids Havok, clearly superior to ODE 
for vehicles.

  "Non-Commercial Games & Applications Free to experiment With the free 
download of Havok Physics™, Havok Animation™, and Havok Behavior™ for the PC, 
you can develop and distribute your free PC Game or free PC application for no 
direct or indirect commercial value provided the Havok libraries are compiled 
and distributed with your application or game in an integral, non-separable 
way. Post your game on the web, share it with friends, link it to your on-line 
resume. There’s no charge because the license fee has been covered by Intel 
under a commercial agreement with Havok."

  Bri


  From: Michael Cerquoni 
  Sent: Tuesday, August 17, 2010 5:57 PM
  To: opensim-dev@lists.berlios.de 
  Subject: Re: [Opensim-dev] Hi OpenSim developers


  its LSL, the scripts are inside the vehicle in various prims, you are going 
to have to disect it to inspect all the scripts, and no this vehicle will not 
work in Realxtend, to be honest i do not know the status of physics in 
Realxtend at this point, and its unlikely python script has the ability to 
interact with the physics engine if they are using the stock opensim physics 
(ODE), you would have to ask that group directly.


  On Tue, Aug 17, 2010 at 4:57 PM, Rustam Rakhimov  wrote:

thank's 


I appreciate your answers, and I guess I cannot find source code here yet :)


but can I ask one more last question related with car development. How the 
developer mad it, I mean did he use LSL scripting for this or he use some other 
stuffs. So I'm wondering because in case of RealXtend python also can be used.


If there is other way how to develop that kind of stuffs (such a car, ship 
and plane), can anybody tell me please how it's impossible and is there any 
reference for that ?


for example how do you think how that racer was made ?


thank you in advance (Sorry may be my questions too basic for you guys 
because i'm just beginner in this area)

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Re: [Opensim-dev] Super easy question

2010-08-20 Thread Brianna
OpenSim is a peach and OSGrid  is fruit salad.

If a given script works in OSGrid it IS running in OpenSim. Instance admin 
controls not grid admin.

My best vehicle does not use any vehicle functions and has improved with 0.7 
mega regions. This has not changed in years.

Brianna





From: Karen Palen 
Sent: Thursday, August 19, 2010 9:03 PM
To: opensim-dev@lists.berlios.de 
Subject: Re: [Opensim-dev] Super easy question


Sadly there is no super easy answer to your question 

The latest version of OpenSim is 0.7.0.1 while OSGrid runs OpenSim 0.6.9 which 
will account for some of the differences.

In addition, many of the LSL/OS commands are enabled or disabled at install 
time for a particular meta world. Exactly which ones depends on the grid/world 
administrators.

If you are running your own standalone grid (I suggest Diva's distro) then you 
can enable everything, but there are valid reasons for not doing so on a public 
grid!

I believe there is a group on OSGrid who are working on the problem of vehicle 
motion, try a Google search.

I managed to get the Caledon National Railway (a public domain package) working 
on my own private grid using OS V0.6.6, but I have no idea if it will still 
work with V 0.7.x

Karen


On Thu, Aug 19, 2010 at 5:05 PM, Rustam Rakhimov  wrote:

  Hi everyone 


  I have a super easy question


  what is main difference between OpenSim and OSGrid


  and why vehicle script working in OSGrid and not running in OpenSim


  ???


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Re: [Opensim-dev] Super easy question

2010-08-20 Thread Brianna
I will peruse the OSGrid script forum this weekend and post where needed.
this mail list is not the place.
Bri


From: Karen Palen 
Sent: Friday, August 20, 2010 6:46 AM
To: opensim-dev@lists.berlios.de 
Subject: Re: [Opensim-dev] Super easy question


There are many of us who would be interested in a working vehicle script if you 
care to share it!

Karen


On Fri, Aug 20, 2010 at 5:05 AM, Rustam Rakhimov  wrote:

  Oh 


  can u give me your vehicle or at least give some hint how to make that kind 
of vehicle ??


  please 

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Re: [Opensim-dev] Super easy question

2010-08-20 Thread Brianna
I got this reply re Havok...a snip

The SDK is designed to enable independent game studios to execute their 
creative visions using Havok's premium, developer-preferred middleware 
technology, the Independent Developer Program helps studios minimize the 
overall risk and high cost associated with internal creation of the tools and 
technologies required to power today's sophisticated video and PC games. 
Havok's Independent Developer Program will give developers access to the 
company's full suite of cutting-edge, award-winning products and technologies 
including: Havok AnimationT, Havok AIT, Havok BehaviorT, Havok ClothT, Havok 
DestructionT and Havok PhysicsT. Havok's modular suite of tools puts power in 
the hands of creators, empowering them to reach new standards of believability 
and interactivity in video games. All of Havok's software tools are fully 
multithreaded and cross-platform optimized. It's a shame, incorrect information 
about us is passed around.
C++ is not the norm these days. Given that great indie games are more 2d & 
flash, or 3d & xna/c#. it's a good starting point for handling a lot of low 
level system things like arrays, serialization, file loading etc, never mind 
the physics. SDL + Havok + Directx/OpenGL is a fast track to getting the back 
end of an indie game up and running quick. You can, get the Havok-7 SDK for 
free using the "Intel-funded, binary-only libs versions of Havok Physics, Havok 
Animation and Havok's Content Tools for the PC." They can be found on site, and 
there's no charge for these so long as you're giving your game away for free, 
actually <$10, or are a non-profit.
Bri


From: Jor3l Boa 
Sent: Friday, August 20, 2010 10:36 AM
To: opensim-dev@lists.berlios.de 
Subject: Re: [Opensim-dev] Super easy question


I had to use llMoveToTarget and other physical functions in order to get a 
vehicle working, not with Vehicle params.. since OS uses a diff engine [SL uses 
havok] is hard to get something working from SL


2010/8/20 Brianna 

  I will peruse the OSGrid script forum this weekend and post where needed.
  this mail list is not the place.
  Bri


  From: Karen Palen 
  Sent: Friday, August 20, 2010 6:46 AM
  To: opensim-dev@lists.berlios.de 
  Subject: Re: [Opensim-dev] Super easy question


  There are many of us who would be interested in a working vehicle script if 
you care to share it!

  Karen


  On Fri, Aug 20, 2010 at 5:05 AM, Rustam Rakhimov  wrote:

Oh 


can u give me your vehicle or at least give some hint how to make that kind 
of vehicle ??


please 

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Re: [Opensim-dev] Super easy question

2010-08-20 Thread Brianna

Diva,
So I  understand the OpenSim structure.
The physics engine integration is SDK civilized, so to speak,  and does not 
require source libraries?

The commercial restriction and Net only are not issues in my planned intent.

Thanks,
Bri

--
From: 
Sent: Friday, August 20, 2010 11:38 AM
To: 
Subject: Re: [Opensim-dev] Super easy question


This person could really use some help with writing in English...

Apart from that, Havok is not an option for the stock OpenSim 
distribution, because (1) it's not multi-platform; and (2) its use in 
commercial uses of OpenSim is not free.


There's nothing preventing anyone -- core devs, non-core devs and users 
included -- from plugging in Havok into OpenSim and distribute that. But 
as the stock OpenSim distribution goes, it's a no go for the 2 reasons 
mentioned above.


Brianna wrote:

I got this reply re Havok...a snip
 The SDK is designed to enable independent game studios to execute their 
creative visions using Havok’s premium, developer-preferred middleware 
technology, the Independent Developer Program helps studios minimize the 
overall risk and high cost associated with internal creation of the tools 
and technologies required to power today’s sophisticated video and PC 
games. Havok’s Independent Developer Program will give developers access 
to the company’s full suite of cutting-edge, award-winning products and 
technologies including: Havok Animation™, Havok AI™, Havok Behavior™, 
Havok Cloth™, Havok Destruction™ and Havok Physics™. Havok’s modular 
suite of tools puts power in the hands of creators, empowering them to 
reach new standards of believability and interactivity in video games. 
All of Havok’s software tools are fully multithreaded and cross-platform 
optimized. It's a shame, incorrect information about us is passed around.
C++ is not the norm these days. Given that great indie games are more 2d 
& flash, or 3d & xna/c#. it’s a good starting point for handling a lot of 
low level system things like arrays, serialization, file loading etc, 
never mind the physics. SDL + Havok + Directx/OpenGL is a fast track to 
getting the back end of an indie game up and running quick. You can, get 
the Havok-7 SDK for free using the “Intel-funded, binary-only libs 
versions of Havok Physics, Havok Animation and Havok’s Content Tools for 
the PC.” They can be found on site, and there’s no charge for these so 
long as you’re giving your game away for free, actually <$10, or are a 
non-profit.

Bri

*From:* Jor3l Boa <mailto:jo...@foravatars.com>
*Sent:* Friday, August 20, 2010 10:36 AM
*To:* opensim-dev@lists.berlios.de <mailto:opensim-dev@lists.berlios.de>
*Subject:* Re: [Opensim-dev] Super easy question

I had to use llMoveToTarget and other physical functions in order to get 
a vehicle working, not with Vehicle params.. since OS uses a diff engine 
[SL uses havok] is hard to get something working from SL


2010/8/20 Brianna mailto:wwwe...@gmail.com>>

I will peruse the OSGrid script forum this weekend and post where
needed.
this mail list is not the place.
Bri

*From:* Karen Palen <mailto:karenpale...@gmail.com>
*Sent:* Friday, August 20, 2010 6:46 AM
*To:* opensim-dev@lists.berlios.de
<mailto:opensim-dev@lists.berlios.de>
*Subject:* Re: [Opensim-dev] Super easy question

There are many of us who would be interested in a working vehicle
script if you care to share it!

Karen

On Fri, Aug 20, 2010 at 5:05 AM, Rustam Rakhimov
mailto:rusyas...@gmail.com>> wrote:

Oh

can u give me your vehicle or at least give some hint how to
make that kind of vehicle ??

please 

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Re: [Opensim-dev] Avatar appearance using SL viewer 2

2010-08-23 Thread Brianna
Hi,

No persistence issue, I use a TPV for eye candy - shadowing features. 
(r13672,standalone instance, Win7/nVidia295)
http://www.kirstensviewer.com/Blog
The S20 - v33 is an improved viewer2 experience to LL's.

Bri


From: Olli Aro 
Sent: Monday, August 23, 2010 4:36 AM
To: opensim-dev@lists.berlios.de 
Subject: [Opensim-dev] Avatar appearance using SL viewer 2


Hi all,

 

Been testing more with SL viewer 2 against the latest version of OpenSim and am 
having problems with the avatar appearance changes persisting. For example 
after a server restart the following might happen:

 

1)  The avatar reverts back to a female shape

2)  The avatar might not be wearing some of the body parts or clothes on 
the next login

3)  Also couple of times some of the body parts or clothes have completely 
disappeared from the inventory

 

Anyone else experiencing problems like this? I have tested with only with 
standalone configurations so far.

 

Regards,

 

Olli

 

 






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Re: [Opensim-dev] Welcome, Avatar!

2010-08-23 Thread Brianna

To give all a morning smile..
an impromptu poll I just did in SL

Hi, to you what is OpenSim, a definition?
[9:15]  Sommer Shepherd: A different grid
[9:16]  Dizsa Zuta: an ubber grid based on openlife software, osgrid and 
3rdrock are members
[9:17]  Tasha Kostolany: well -- I think of -- Free and open for development 
(or nearly free, or a lot more free than sl will ever be)
[9:20]  Georgia Roberson: its one of those silly lil sims that LL sell ain't 
it


Scary perceptions with some :)

--
From: 
Sent: Monday, August 23, 2010 9:04 AM
To: 
Subject: Re: [Opensim-dev] Welcome, Avatar!

The license that Adam gave to his SVG image has a couple of exemptions 
that are quite appropriate. Attribution is only required if the image is 
used outside the context of the OpenSimulator project; within the context 
of the project, attribution is not required. That's the license I gave to 
mine too. I suggest everyone uses those exemptions.


Justin Clark-Casey wrote:

On 23/08/10 16:54, d...@metaverseink.com wrote:

For those who wish to contribute more of these images, here are some
guidelines:

- Unless your intent is to provide raw material for others to modify
(like the SVG image, for example) do not make the ready-to-use logos
big. The "Powered by OpenSimulator" logos should be DISCRETE. The one I
made is 114x27, that should give an idea for what *I* mean by discrete.
But don't take it from me. Have a look at "Powered by Apache" logos out
there; that should give you an idea of what common sense suggests for
these kinds of logos.

- You need to include a license for the image(s) you upload and link
from that page. Images without licenses will b removed from that page.


Hi Diva.  Could we require that this license be Creative Commons Zero?

http://creativecommons.org/publicdomain/zero/1.0/

The other creative commons licenses require attribution to the original 
author.  I don't think that this is appropriate for community-contributed 
opensim logos.  Of course, there's nothing to stop people attributing if 
they want to do that, just that they're not forced to do it by the 
license terms.




Thanks.
Crista

d...@metaverseink.com wrote:

Hi,

I created a page for OpenSimulator graphics:
http://opensimulator.org/wiki/OpenSim_Graphics

If you create variations of this art, and wish to make it publicly
available for others to use, please add it there in a similar manner
to the ones already there.

Thanks.
Crista


Jeroen van Veen wrote:

Do you have the same icon with an opaque background as well?

Jeroen

On Saturday 21 August 2010 17:15:39 Rich White wrote:

Here is a chicklet icon perhaps to get the ball rolling:
http://twitpic.com/2gue0y




On Sat, Aug 21, 2010 at 9:47 AM,  wrote:

P.S. For people who want to give credit to the project, the
"correct" way
of expressing it is
"Powered by OpenSim".
At some point it would be nice to have a logo with those words in 
it.

Examples:
http://www.google.com/images?q=powered+by+apache&oe=utf-8&rls=org.mozilla

:en-US:official&client=firefox-a&um=1&ie=UTF-8&source=univ&ei=5eVvTPSNMYK

2sAPu2cCXAg&sa=X&oi=image_result_group&ct=title&resnum=1&ved=0CCIQsAQwAA&

biw=1306&bih=933
http://www.google.com/images?um=1&hl=en&client=firefox-a&rls=org.mozilla

%3Aen-US%3Aofficial&biw=1306&bih=933&tbs=isch%3A1&sa=1&q=powered+by+CentO

S&aq=f&aqi=g1&aql=&oq=&gs_rfai=

d...@metaverseink.com wrote:

-1 on this.
I'm generally reluctant in using the term "OpenSim" for anything
other
than the name of this project. It's bad enough that bloggers and 
the

public keep confusing the project with its uses, let's not give any
more suggestions in that direction. OpenSim is the infrastructure
project, not its uses. The users of OpenSim are the world 
operators,

not the people who login to these worlds.

In other words, when people login to an OpenSim-based world they
are not
"logging in to OpenSim"; they are logging in to a world that 
someone

runs based on OpenSim. This may seem like an insignificant
distinction,
but it's not, it's huge.

So let's leave it with the generic message that is has now. The
config
var is there for people to customize it.

Ai Austin wrote:

In a recent commit by Justin he suggested that if a change was
made to
the default viewer welcome message, it would be useful to get the
thoughts of others first. I do appreciate that most folks will 
alter

the string anyway, but it is useful out of the box to have useful
messages. And I had suggested a change to help differentiate
things a
bit in an immediately visible form at the user end, and to brand 
the
system in the default. Can I suggest this change and see what 
others

think?

Opensim.ini.example "Welcome to OpenSim"
Robust.ini.example "Welcome to OpenSim Grid"
Robust.HG.ini.example "Welcome to OpenSim Hypergrid"

This would have the nice effect of differentiating which
[Architecture]
is being used immediately.
___
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Re: [Opensim-dev] Welcome, Avatar!

2010-08-23 Thread Brianna
As a community, SL sailors have the project clearly defined. I did not poll 
them.
The reason is education to that group by individuals like James Stallings.. 
he includes presentation graphics and an open QA .

--
From: 
Sent: Monday, August 23, 2010 10:02 AM
To: 
Subject: Re: [Opensim-dev] Welcome, Avatar!


Yep. We know that.
Even people on this list who ask "really simple questions" seem to be 
utterly confused.


I blame this situation on us, as a community. We have been uber-sloppy on 
conveying what the OpenSimulator project is. We have an uphill battle on 
people's perception, because most people who hear about OpenSim hear it in 
the context of Second Life, which is a *service* provided by a company. So 
immediately their perception is "OpenSim is a grid like Second Life" and 
"OpenSim project is a competitor of Linden Lab" sort of like another Blue 
Mars thingy but with the added advantage of using the SL viewer.


Worse, people who decide to install and run an OpenSimulator world, and 
subscribe to this and the -users list, often don't realize what they are 
doing. They think that somehow they are like what estate managers are in 
Second Life, but with more power, and therefore they look at the 
OpenSimulator project as the engineering arm of an integrated effort.


Unless we are relentless in fighting this perception, and in making 
OpenSimulator-world operators take *ownership* of what they're doing, 
we're never going to get the message right. And the fight starts with us, 
with what each one of us in this small community near the development 
kernel is conveying to our end-users and to the people we talk to. Small 
details like the graphic elements of our public presence, the welcome 
message, etc. that's what establishes or blurs the relationship between 
each of us and the OpenSimulator project.


Brianna wrote:

To give all a morning smile..
an impromptu poll I just did in SL

Hi, to you what is OpenSim, a definition?
[9:15]  Sommer Shepherd: A different grid
[9:16]  Dizsa Zuta: an ubber grid based on openlife software, osgrid and 
3rdrock are members
[9:17]  Tasha Kostolany: well -- I think of -- Free and open for 
development (or nearly free, or a lot more free than sl will ever be)
[9:20]  Georgia Roberson: its one of those silly lil sims that LL sell 
ain't it


Scary perceptions with some :)

--
From: 
Sent: Monday, August 23, 2010 9:04 AM
To: 
Subject: Re: [Opensim-dev] Welcome, Avatar!

The license that Adam gave to his SVG image has a couple of exemptions 
that are quite appropriate. Attribution is only required if the image is 
used outside the context of the OpenSimulator project; within the 
context of the project, attribution is not required. That's the license 
I gave to mine too. I suggest everyone uses those exemptions.


Justin Clark-Casey wrote:

On 23/08/10 16:54, d...@metaverseink.com wrote:

For those who wish to contribute more of these images, here are some
guidelines:

- Unless your intent is to provide raw material for others to modify
(like the SVG image, for example) do not make the ready-to-use logos
big. The "Powered by OpenSimulator" logos should be DISCRETE. The one 
I
made is 114x27, that should give an idea for what *I* mean by 
discrete.
But don't take it from me. Have a look at "Powered by Apache" logos 
out

there; that should give you an idea of what common sense suggests for
these kinds of logos.

- You need to include a license for the image(s) you upload and link
from that page. Images without licenses will b removed from that page.


Hi Diva.  Could we require that this license be Creative Commons Zero?

http://creativecommons.org/publicdomain/zero/1.0/

The other creative commons licenses require attribution to the original 
author.  I don't think that this is appropriate for 
community-contributed opensim logos.  Of course, there's nothing to 
stop people attributing if they want to do that, just that they're not 
forced to do it by the license terms.




Thanks.
Crista

d...@metaverseink.com wrote:

Hi,

I created a page for OpenSimulator graphics:
http://opensimulator.org/wiki/OpenSim_Graphics

If you create variations of this art, and wish to make it publicly
available for others to use, please add it there in a similar manner
to the ones already there.

Thanks.
Crista


Jeroen van Veen wrote:

Do you have the same icon with an opaque background as well?

Jeroen

On Saturday 21 August 2010 17:15:39 Rich White wrote:

Here is a chicklet icon perhaps to get the ball rolling:
http://twitpic.com/2gue0y




On Sat, Aug 21, 2010 at 9:47 AM,  wrote:

P.S. For people who want to give credit to the project, the
"correct" way
of expressing it is
"Powered by OpenSim".
At some point it would be nice to have a logo with those words i

Re: [Opensim-dev] Confusion regarding initial OpenSimulatorconfiguration.

2010-09-19 Thread Brianna

Very nice that there is an interest in facilitating the noob.
I had the occasion to test this script for a content creator interested in 
having a classic standalone local.


She was tossed out on the initial run because like most was using Win7-64.
A quick IM to double click OpenSim.32BitLaunch.exe solved it and all went 
well.


I will take this opportunity to also throw a kudo to the Diva D2 project for 
it's support of these goals.


--
From: "Teravus Ovares" 
Sent: Sunday, September 19, 2010 12:43 AM
To: ; "opensim-dev" 

Subject: [Opensim-dev] Confusion regarding initial 
OpenSimulatorconfiguration.



Hey there

In an effort to make OpenSimulator slightly easier to set up for the
first time with new users.

For new users of OpenSimulator, it's a big hurdle to have to rename
two files and un-comment the architecture that they want in
OpenSim.ini.   Many new users simply want to double click on
OpenSim.exe and be done.

So, to make life a little bit easier for them, I wrote a small console
application to do that first step for you defaulting to
localhost/Standalone mode.   After this program completes, you still
have to configure your first region's IP addresses, ports and things
like normal when OpenSim.exe starts up for the first time..   This
just covers the very first step.

You can get the program here:
http://teravus.wmcv.com/googletester/OpenSimQuickConfigureStandalone.zip

To use the program, download OpenSimulator and place the program that
is inside the zip file in your opensim folder (It works in both the
opensim and opensim/bin folders..  so take your pick).

When you run it, it'll ask if you want to continue, check for all of
the files it needs and then make the changes.If you already have
OpenSim.ini or StandaloneCommon.ini it asks you if you'd like to
overwrite them.

You can then Compile OpenSimulator if you hadn't done that first and
run OpenSim.exe

This is the most basic configuration change that's required to get
OpenSimulator starting up the first time.  It's only Standalone mode
and Localhost mode.  If you'd like to do anything more advanced like
hypergrid or megaregions..  or grid-mode, you'll still need to get a
good understanding of the configuration files to do so.   As usual,
the OpenSimulator developers highly recommend that you read the
configuration files and see what you're getting yourself into with the
default configuration set.

The source code for the application is extremely simple.I posted
it to pastebin here: http://pastebin.com/AGktahBj

Hopefully this helps people get over that first hurdle.


Regards

Teravus
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Re: [Opensim-dev] Confusion regarding initialOpenSimulatorconfiguration.

2010-09-21 Thread Brianna
Perhaps a sanity check should be made for this very common issue that causes 
new people to chase their tails. Most virtual world users will more than 
likely will be on a machine factory configured with Win7-64, certainly true 
of Dell and HP.  After the OpenSim.exe door is slammed on startup the log is 
of little or no value for a crash clue.

--
From: "Teravus Ovares" 
Sent: Monday, September 20, 2010 8:33 PM
To: 
Subject: Re: [Opensim-dev] Confusion regarding 
initialOpenSimulatorconfiguration.



I tweaked Quick Standalone Configuration tool once more, so that it
appends just under the [Architecture] header instead of at the bottom
of the file.This should prevent it from breaking if someone adds
another section under [Architecture] in OpenSim.ini in the future.

It also mentions that they should run OpenSim.exe or
OpenSim.32BitLaunch.exe, respectively, when it's done (thanks for the
note Brianna).

Updated Code: http://pastebin.com/gZFZcu9G

The zip file is updated also.   Still the same location:
http://teravus.wmcv.com/googletester/OpenSimQuickConfigureStandalone.zip

Regards

Teravus




On Sun, Sep 19, 2010 at 1:33 PM, Brianna  wrote:

Very nice that there is an interest in facilitating the noob.
I had the occasion to test this script for a content creator interested 
in

having a classic standalone local.

She was tossed out on the initial run because like most was using 
Win7-64.

A quick IM to double click OpenSim.32BitLaunch.exe solved it and all went
well.

I will take this opportunity to also throw a kudo to the Diva D2 project 
for

it's support of these goals.

--
From: "Teravus Ovares" 
Sent: Sunday, September 19, 2010 12:43 AM
To: ; "opensim-dev"

Subject: [Opensim-dev] Confusion regarding initial
OpenSimulatorconfiguration.


Hey there

In an effort to make OpenSimulator slightly easier to set up for the
first time with new users.

For new users of OpenSimulator, it's a big hurdle to have to rename
two files and un-comment the architecture that they want in
OpenSim.ini.   Many new users simply want to double click on
OpenSim.exe and be done.

So, to make life a little bit easier for them, I wrote a small console
application to do that first step for you defaulting to
localhost/Standalone mode.   After this program completes, you still
have to configure your first region's IP addresses, ports and things
like normal when OpenSim.exe starts up for the first time..   This
just covers the very first step.

You can get the program here:
http://teravus.wmcv.com/googletester/OpenSimQuickConfigureStandalone.zip

To use the program, download OpenSimulator and place the program that
is inside the zip file in your opensim folder (It works in both the
opensim and opensim/bin folders..  so take your pick).

When you run it, it'll ask if you want to continue, check for all of
the files it needs and then make the changes.If you already have
OpenSim.ini or StandaloneCommon.ini it asks you if you'd like to
overwrite them.

You can then Compile OpenSimulator if you hadn't done that first and
run OpenSim.exe

This is the most basic configuration change that's required to get
OpenSimulator starting up the first time.  It's only Standalone mode
and Localhost mode.  If you'd like to do anything more advanced like
hypergrid or megaregions..  or grid-mode, you'll still need to get a
good understanding of the configuration files to do so.   As usual,
the OpenSimulator developers highly recommend that you read the
configuration files and see what you're getting yourself into with the
default configuration set.

The source code for the application is extremely simple.I posted
it to pastebin here: http://pastebin.com/AGktahBj

Hopefully this helps people get over that first hurdle.


Regards

Teravus
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Re: [Opensim-dev] [opensim 0005007]: Some scripts require installing more than the default mono release

2010-09-27 Thread Brianna
Karen; my view is to avoid any Linux distro for OpenSim, tried them all. I 
have an active CentOS LAMP server for years but concluded that mono is the drag 
anchor to stable ease of use with OpenSim. My current Net D2 and Net OSG 
servers allow me to concentrate on content and VW fun. I can leave it for days 
and find it at the ready without distro scavenger hunts for mono versions or 
pieces. I will go as far as to state there are as many forum/blog words around 
about distro tweaking for OpenSim as there are about it's features and content. 
No religious war declaration intended :)


From: Karen Palen 
Sent: Sunday, September 26, 2010 8:22 PM
To: opensim-dev@lists.berlios.de 
Subject: Re: [Opensim-dev] [opensim 0005007]: Some scripts require installing 
more than the default mono release


Oh yes I *DID* update the wiki to reflect this - sigh.


On Sun, Sep 26, 2010 at 8:19 PM, Karen Palen  wrote:

  Since this is the real world, perhaps that could be added in the "hints to 
the non-genius beginner somewhere?"

  Not every new user has years of experience at this!

  As for IRC, I have yet to manage to make it connect at all. Totally due to 
some grievous deficiency in my character I am sure.

  Karen 



  On Sun, Sep 26, 2010 at 6:29 PM, Melanie  wrote:

Hi,

first off, it's not a change in mono. It's a change in how
distributions package mono. It means that the Debian packagers seem
to be at fault.

Mono is monolithic, you can NOT break it up into a mono-runtime and
mono-develop or mono-complete package. Mono contains the CodeDom
methods and some of the methods DO call the compiler, which is
assumed to be there.

Not including the compiler cripples mono and the packagers need to
be slapped around with a large trout, and more than just a bit.

OpenSim will always need mono-complete, or whatever the name is that
the packagers give the package that contains the compiler and libraries.

OpenSim compiles scripts programmatically, on a crippled system,
e.g. one without a compiler, this will NOT work.

This is not OpenSim's fault.

As for IRC, you join the appropriate channel and ask your question.

Don't say "Hi". Don't ask "Can I ask a question?". Don't ask "Are
there any devs here?". Don't expect a reply to any of those.

So, ask your question. Then stay online and wait. Most of us log
IRC, or stay logged in 14/7. We scroll back to look for questions
and answer them. Of course, this can be 10 hours later. We won't
bother answering a question if the asker has left since then. We
also don't answer irrelevant, inappropriate or misplaced questions.

Ask user questions in #OpenSim. Do not ask them in #OpenSim-dev,
they will be ignored there.

Easy, isn't it?

You can't expect to come in, ask a question, get an answer, and log
out. If you're not willing or able to stay logged in to IRC until
there is an answer for you, we have this mailing list.


Melanie

Karen Palen wrote:
> Please don't shoot the messenger.
>
> I have forwarded this to the http://thehypergates.com people for comment.
>
> As a minimum it would seem that the OpenSim documentation needs to be
> updated to reflect this change in mono.
>
> I happen to be doing a lot of LSL script coding right now, so I will try 
the
> various scripts on a "clean" install (all of my machines have the full
> dev/debug mono normally) and report specific scripts/LSL functions that
> appear to require the extra capabilities.
>
> BTW I have not been able to get a response on IRC and have not taken the
> time to figure out the problem. In the past IRC has not been very useful 
for
> this kind of problem.
>
> Karen
>
> On Sun, Sep 26, 2010 at 6:06 PM, Melanie  wrote:
>
>> No, but the IRC or this list are right place for it , NOT Mantis. If
>> it's not a coding error, it doesn't belong in Mantis.
>>
>> I can't access that website so I can't get the script in question.
>>
>> However, it is understood that you MUST be running OpenSim on a
>> machine that is capable of compiling it. GMCS is part of Mono and
>> it's needed to compile scripts.
>>
>> If a distro has cut Mono down into a user and a developer package,
>> you MUST have the developer package. This is because scripts are
>> compiled to normal assemblies, and the CodeDom tools do this by
>> calling the external gmcs.exe. If that is not there, scripts will
>> not work.
>>
>> If a distro makes distinctions there, it's that distro that is at
>> fault, not OpenSim.
>>
>> Therefore, the place for that is IRC or here, not Mantis.
>>
>> I have stopped answering "support" type questions in Mantis tickets
>> because it gets abused as a forum. OpenSim has no forum. It has a
>> mailing list.
>>
>> Melanie
>>
>> Karen Pal

Re: [Opensim-dev] Any objections to shipping a "Ruth" to maintain the out-of-the-box OpenSim download experience?

2010-10-23 Thread Brianna

?.02 worth,

When Avatars table gets dorked re-ruthing is a must or delete the account 
and listen to the moaning . Would be nice if the user had a 'ruth me' 
button.
A default dressed action would be a bad move. D2 has it right, default 
choices but not behavior.


-Original Message- 
From: Melanie

Sent: Saturday, October 23, 2010 1:21 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Any objections to shipping a "Ruth" to maintain 
the out-of-the-box OpenSim download experience?


Hi,

first off, we need the "ruth", not just for new users, but also for
re-ruthing in the case of stuck attachments, etc. An avatar without
any clothing resources simply can't be a cloud.
Also, that would take care of viewers that don't send all of the
items, or don't send them late.

There already is a functionality to create user appearances and
inventories in RemoteAdmin.

I'm -1 on making a default appearance a default behavior, because
all grids have web interfaces that do this, and adding this as a
default would break them.

As a configurable option, of course, I'm all for it. It would have
to be a function of either the user server or the login server to
trigger it, and the code itself would need to reside in the
inventory server.

Melanie

Rob Nelson wrote:

I would be more for allowing grid owners and users to select a default
"skeleton" inventory.  I don't know if this is still done, but it used
to be that when one logged into SL the first time, it asked if you
wanted to be male or female, and gave you a default avatar from the
Library based on that choice.  This allowed LL to include a newbie
introduction HUD that guided users through the process of learning the
controls of SL.  Other grids may wish to have that functionality.

What I propose is having a Library/Clothing/Defaults/ folder, each
containing a folder with a default avatar and, optionally, a 96x96px
preview texture.  Then, when a viewer first connects, they can select
from these default avatars.  So on one grid, a selection of Male/Female
humans and robots is available, whereas on a primarily furry grid, a
selection of default furry avs can be selected.  These folders can be
set up via a config file.

However, for the short-term, and for compatibility with non-TPV viewers,
the following outfit folders need to be accessible so they can load
their initial outfits:

const std::string MALE_OUTFIT_FOLDER = "Male Shape & Outfit";
const std::string FEMALE_OUTFIT_FOLDER = "Female Shape & Outfit";

Hope this helps.

Rob Nelson

On 10/22/2010 5:52 PM, Justin Clark-Casey wrote:

Hi folks,

As we know, Linden Viewer 1 contains a default avatar - "Ruth" - that
is used if no body parts are worn.  This means that a new user in a
fresh OpenSim standalone always starts off with some avatar.

However, Linden Viewer 2 doesn't contain a default avatar.  Thus, a
new user appears as mist until they create and wear all four body
parts (shape, skin, hair, eyes).  And even then, they're naked until
they were both upper and lower clothing.  This has already caused some
confusion for new OpenSim server users.

Are there objections to bundling a "Ruth" with OpenSim to maintain the
newbie OpenSim server experience?  This avatar would closely replicate
Ruth in order to avoid favoring any particular application or content
creator.  The option to create the default body part/clothing could be
turned off by default, only being turned on in OpenSim binary download
packages.



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Re: [Opensim-dev] Refactoring of defaults between OpenSimDefaults.ini and OpenSim.ini.example

2010-12-10 Thread Brianna
?I prefer the MySQL ini approach and taking the informative aspect to a Wiki 
page. 
Helping nOObs improved dramatically after OSG started their download site long 
ago.

There are just too many scattered about these days to do any tuning without 
residual typo or remove problems.
I will soon change my instances to only allow 1, without comments, ala D2. 

Ciao
Bri

From: Fleep Tuque 
Sent: Friday, December 10, 2010 5:41 AM
To: opensim-dev@lists.berlios.de 
Subject: Re: [Opensim-dev] Refactoring of defaults between OpenSimDefaults.ini 
and OpenSim.ini.example

I don't know if it's helpful to have a very non-technical user perspective, but 
as someone quite new to OpenSim, I actually found it reassuring that all the 
settings I MIGHT want to change were all in one place.  As I have learned more 
and gotten more comfortable with how the system works, I've then gone back and 
played with additional settings in the OpenSim.ini file. 

If it improves something technically then by all means change it, but from my 
perspective, it's actually a good thing to have a single place to look for 
where I might have goofed up a setting, or where I might change the 
functionality of my sims.  Even the settings I have no intention of messing 
with now, it's good to know they are there and that I COULD change them down 
the road if I want to.   It's pretty educational for us n00bs.  =)

Sincerely,

- Chris/Fleep


Chris M. Collins (SL: Fleep Tuque)
Project Manager, UC Second Life 
Second Life Ambassador, Ohio Learning Network 
UCit Instructional & Research Computing
University of Cincinnati 
406E Zimmer Hall
PO Box 210088
Cincinnati, OH 45221-0088
(513)556-3018
chris.coll...@uc.edu

UC Second Life:   http://homepages.uc.edu/secondlife
OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php




On Fri, Dec 10, 2010 at 6:06 AM, Melanie  wrote:

  Hi,

  the startup elements are frequently altered, as many people running
  small grids want limits like SL to make the economic model work.

  Same for the script crossing/binaries ones, grids turn them on, HG
  and standalones turn them off.

  Wind adn Trees, i'm with you there, they're not really used a lot,
  although supposedly sailors use the wind module.

  The LindenUDP settings, ODE settings and script engine settings have
  already been stripped down, maybe they need another looking at. I
  agree on LightShare.

  Economy is important, as most people want to be able to use the sell
  mechanism to transfer object and land owenrship, but on legal advice
  it is off by default. Pretty much everyone needs it.

  Melanie


  Ai Austin wrote:
  > I wonder if some of the following items which I assume would rarely
  > be changed by most users could be shifted also form
  > OpenSim.ini.example to OpenSimDefaults.ini?  Do the core devs have a
  > view on this to get a good split ahead of a 0.7.1 release?
  >
  > [Startup] some elements like meshing, physics, NonPhysicalPrimMax,
  > PhysicalPrimMax, AllowScriptCrossing, TrustBinaries, various
  > persistence related settings, DefaultScriptEngine, etc.  Probably
  > quite a few there, leaving just the ones m,ost likely to be altered
  > by non-experts.
  >
  > [Wind]
  >
  > [Trees]
  >
  > [ClientStack.LindenUDP]
  >
  > [ODEPhysicsSettings]
  >
  > [Economy]
  >
  > [XEngine] some options - leaving the AllowOSFunctions,
  > AllowLightShareFunctions and OSFunctionThreatLevel in
  > OpenSim.ini.example perhaps
  >
  > Conversley, maybe [LightShare]section should be moved from
  > OpenSimDefaults.ini to OpenSim.example.ini (espec if
  > AllowLightShareFunctions remains in OpenSim.ini.example as both will
  > be required to make that functionality work I think.
  >
  >
  >
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  >
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Re: [Opensim-dev] Phantom and Physical Prim (to Mantis or not)

2011-05-08 Thread Brianna
I run  0.7.1 DEV  with UnsafeQueueUserWorkItem on my hosted Win 2003 and R2 
servers with no RED text issues.
My choice over SmartThreadPool is more perception than measured performance, 
which also runs.


I went nuts a few days back with versioning on the update from RC2 which was 
explained later by JCC :)
You can try a cleanup and reload Net Framework, see what goes, certainly 
isn't the core.



-Original Message- 
From: Melanie

Sent: Sunday, May 08, 2011 2:10 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Phantom and Physical Prim (to Mantis or not)

The LSL Async handler and the async packet processing method and
enable are not related. The effect will be nil.

Melanie

On 08/05/2011 23:09, drwh...@spacefriends.de wrote:





sorry , 04-26-2011 works with out issues (0.7.1 DEV) so the email would 
read

like this:

Dear Dev-List,

I just upgraded my osgrid regions to the latest osgrid recommended 0.7.2 
DEV

( 2011-05-07 ) and since than (and the 2011-04-26 recomended before) i
receive a lot of red
errors in the console

" Timeout detected for thread "AsyncLSLCmdHandlerThread"
And also the CPU load is very high ..

What are the possible drawbacks of setting async_packet_handling = true to
false in opensim.ini ?

(i have currently set it to false, otherwise i would not be able to run
newer versions).
Will it help prevent this error (besides lowering the red spew), or is it
Counterproductive ?

Also i found this in opensim.ini:

; UnsafeQueueUserWorkItem has been benchmarked with better
; performance on .NET/Windows
async_call_method = SmartThreadPool

Should i also try changing this setting or is it a better idea to MANTIS
this error .. ?
all MANTIS about this is older stuff (open, unresolved or in regards to
hypergates and llparse functions in scripts)..

I am on windows 64 bit and never had problems so far .. 04-26-2011 works
with out issues (0.7.1 DEV)
But i cant get on 7.2 DEV :-) which would be bad :-)


any help is highly appreciated,

Wordfromthe Wise



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Re: [Opensim-dev] Opensim: Linux vs. Windows

2011-09-15 Thread Brianna
shiver with mission-critical words :) will address as closest to;
These days you will have fewest problems with a quality .Net windows server 
running a D2 version.
First chose a host more than the OS, IMO
Cari.net fits that role and is familiar with OpenSim. There are others.

From: Levi Martson 
Sent: Thursday, September 15, 2011 2:24 PM
To: Opensim Dev ; Opensim Users 
Subject: [Opensim-dev] Opensim: Linux vs. Windows

Hi folks, I'm looking for some input on what you think is a better OS to run 
mission-critical OpenSim instances on: Windows or Linux. I currently run on 
Windows, but I'm starting to run mission-critical instances, and if Linux is 
better than I want to move to that. Any thoughts?

Thanks,
Levi



Levi Martson
Immersive Education Initiative: http://ImmersiveEducation.org
Immersive Education Forums: http://ImmersiveEducation.org/forums





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Re: [Opensim-dev] Will an SSD drive make OS any faster?

2011-09-17 Thread Brianna
Remembering back before OpenSim had a cache it was HD speed sensitive. As much 
can be gained by good tuning of the Flotsam cache. 
I have found a SSD on the viewer does help its performance.

From: Dahlia Trimble 
Sent: Saturday, September 17, 2011 12:41 AM
To: opensim-dev@lists.berlios.de 
Subject: Re: [Opensim-dev] Will an SSD drive make OS any faster?

Once it's started and the regions have loaded, OpenSim is mostly memory 
resident. One exeption is the local asset cache which may be frequently 
accessed when new users arrive in a region and assets are delivered to them 
(textures, etc.). This is often mitigated by each user's viewer cache (assuming 
they visit the region frequently). I suspect if you have a region with many 
unique textures and very many first time or infrequent visitors, you might see 
an improvement by having your asset cache reside on a high-speed storage 
device. Otherwise I'm not sure it would be of much benefit at all over lower 
cost mass-storage options.

Grid services and databases may benefit from higher speed storage if your user 
base is sufficiently large and active.



On Fri, Sep 16, 2011 at 11:46 AM, David Kaplan  
wrote:

  I'm getting ready to build a box specifically to run bunch of HG OS regions. 
The box will likely have no other purpose. It's not going to be expensive... 
I'm basically going to pour my money into a nice quad core CPU and RAM. But, I 
wanted to know if anyone here has any experience running OS using a high speed 
drive such as Seagate's Cheetah or SSDs. I'm really interested to hear if 
anyone has any experience with SSDs as they seem to be the fastest in terms of 
retrieval and storage.

  My theory is that OS is read/write intensive. Would a regular 7200 RPM drive 
create a bottleneck? If so, would and SSD drive help?

  TYIA!

  David Kaplan
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Re: [Opensim-dev] Upload Collada Meshes to OpenSim 0.7.1.1

2011-10-07 Thread Brianna
You will need 7.2 RC and use LL viewer 3. The published SL mesh import 
instructions are valid.
I use the 2011.3 Autodesk COLLADA exporter to a Collada 1.4 file and import to 
OSGrid.

Regards
Bri

From: Levi Martson 
Sent: Friday, October 07, 2011 8:12 AM
To: Opensim Dev ; Opensim Users 
Subject: [Opensim-dev] Upload Collada Meshes to OpenSim 0.7.1.1

Does Opensim 0.7.1.1 support Collada (.DAE) meshes, and how do you go about 
uploading them to the server?

Thanks,
Levi



Levi Martson
Immersive Education Initiative: http://ImmersiveEducation.org
Immersive Education Forums: http://ImmersiveEducation.org/forums





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Re: [Opensim-dev] Remove check for IsGod in some OSSL functions

2012-04-13 Thread Brianna
I always found Opensim “quirky” to be forced to create an unneeded parcel in a 
region just to place a teleport prim/script for an event.
Even though it is my instance and my money that’s paying the server hosting, I 
am forced to comply with someone’s opinion of dangerous.
Perhaps one day there will be an ini switch to allow me as Owner to act as 
dangerous as I want or need.


From: Fleep Tuque 
Sent: Friday, April 13, 2012 6:59 AM
To: opensim-dev@lists.berlios.de 
Subject: Re: [Opensim-dev] Remove check for IsGod in some OSSL functions

On Fri, Apr 13, 2012 at 9:48 AM, Melanie  wrote:


  This allows for finer grained control. Please understand that estate
  owners may be significantly different from estate managers, for
  instance in the case of a mainland.

Hmm, even in the case of mainland in Second Life, the Estate Owner (Guvnor 
Linden) has access to same permissions as Estate Managers.  Can you describe a 
use case where the Estate Owner can't do something an Estate Manager can?  I 
really can't think of any..

- Chris/Fleep

Chris M. Collins (SL/OS: Fleep Tuque)
Center for Simulations & Virtual Environments Research (UCSIM)
UCIT Instructional & Research Computing
University of Cincinnati
406A Zimmer Hall
315 College Drive
PO BOX 210088
Cincinnati, OH 45221-0088
chris.coll...@uc.edu
(513) 556-3018

http://ucsim.uc.edu



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Re: [Opensim-dev] Remove check for IsGod in some OSSL functions

2012-04-13 Thread Brianna
true in concept Bo, however I recently helped a region owner in OsGrid, who 
believed the TP script was broken and had spent hours because he was not 
aware of the odd undocumented permission.
His parcel owner was on holiday so that created a needless delay in fixing a 
simple issue.


-Original Message- 
From: Bo

Sent: Friday, April 13, 2012 9:25 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Remove check for IsGod in some OSSL functions

Well OS has so many uses and purposes that i am glad to see someone have all
these options in their heads and watch usability of the code for as many
purposes as possible.

Bo

On Friday 13 of April 2012 18:07:57 Brianna wrote:

I always found Opensim “quirky” to be forced to create an unneeded parcel
in a region just to place a teleport prim/script for an event. Even though
it is my instance and my money that’s paying the server hosting, I am
forced to comply with someone’s opinion of dangerous. Perhaps one day
there will be an ini switch to allow me as Owner to act as dangerous as I
want or need.


From: Fleep Tuque
Sent: Friday, April 13, 2012 6:59 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Remove check for IsGod in some OSSL functions

On Fri, Apr 13, 2012 at 9:48 AM, Melanie  wrote:


  This allows for finer grained control. Please understand that estate
  owners may be significantly different from estate managers, for
  instance in the case of a mainland.

Hmm, even in the case of mainland in Second Life, the Estate Owner (Guvnor
Linden) has access to same permissions as Estate Managers.  Can you
describe a use case where the Estate Owner can't do something an Estate
Manager can?  I really can't think of any..

- Chris/Fleep

Chris M. Collins (SL/OS: Fleep Tuque)
Center for Simulations & Virtual Environments Research (UCSIM)
UCIT Instructional & Research Computing
University of Cincinnati
406A Zimmer Hall
315 College Drive
PO BOX 210088
Cincinnati, OH 45221-0088
chris.coll...@uc.edu
(513) 556-3018

http://ucsim.uc.edu


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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-06 Thread Brianna
let me remind you OpenSim is not SL.. as such start with a fresh script 
using X and ODE.
over the past years I have seen most vehicle types duplicated by the vehicle 
creators with and without the vehicle functions.

to call the difference a bug is not addressing the solutions.

good luck

-Original Message- 
From: Kevin Cozens

Sent: Wednesday, June 06, 2012 9:24 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Questions about Vehicle scripting calls

On 12-06-05 07:46 PM, Mike Higgins wrote:

I am in the process of testing the OpenSim vehicle scripting calls and
trying to find out what works and what can be worked around.

[snip]

Instead of submitting 1000 line vehicle scripts that do not work, I am
writing small 10-line scripts that demonstrate a particular problem.



Issue 0006040  is
particularly interesting because if my hypothesis is correct, the linear
 motor direction is being actively projected onto the global XY plane. I
 cannot get an airplane to glide up, or a balloon to rise using the
linear motor.


I'm somewhat interested in vehicle scripting as some of the issues may be
related to other movement related issues I have when I try to make some
fireworks. It would also be good to have fixed so I could use my flying
sleigh at Christmas time. :-)

I have a fireworks script from SL. It seems to be almost working. The
problem I see is that when the main script tries to launch the firework
projectile, the vertical velocity requested in the llRezObject call is
ignored. The projectile moves slightly in the X and Y directions a small
amount (less than expected), then explodes. The lack of vertical motion
sounds similar to the problem mentioned above with vehicle scripts.

--
Cheers!

Kevin.

http://www.ve3syb.ca/   |"Nerds make the shiny things that distract
Owner of Elecraft K2 #2172  | the mouth-breathers, and that's why we're
| powerful!"
#include  | --Chris Hardwick
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Re: [Opensim-dev] Questions about Vehicle scripting calls

2012-06-06 Thread Brianna
I might add that in OpenSim vehicles features such as total instance wind 
control and mega-regions afford an environment superior to SL. 
These and others, not available in SL, dictate a fresh approach rather than 
importing ancient scripts.

:)

From: Mike Higgins 
Sent: Tuesday, June 05, 2012 4:46 PM
To: opensim-dev@lists.berlios.de 
Subject: [Opensim-dev] Questions about Vehicle scripting calls

I was talking to Justin Clark-Casey at the OpenSim developers meeting this 
morning, and he suggested that the mailing lists would be the easiest way to 
have a conversation about vehicle physics on OpenSim. Justin you there? Is this 
where you meant? Anyone else want to talk about vehicle scripting in OpenSim?

I am in the process of testing the OpenSim vehicle scripting calls and 
trying to find out what works and what can be worked around. I am submitting 
mantis reports when I think I see a true bug, issue numbers 0006039 and 0006040 
for starters. Instead of submitting 1000 line vehicle scripts that do not work, 
I am writing small 10-line scripts that demonstrate a particular problem. 

Issue 0006040 is particularly interesting because if my hypothesis is 
correct, the linear motor direction is being actively projected onto the global 
XY plane. I cannot get an airplane to glide up, or a balloon to rise using the 
linear motor. (Hover height works with balloons, but not the linear motor even 
with hover height disabled). The interesting thing about this is that my 
hypothesis suggests that there is extra code doing this projection onto the XY 
plane. I checked the vehicle flags and there isn't one that should force this 
extra projection into the calculations. Vehicle type balloon is supposed to 
have all the flags removed, but just to be sure I used the remove call to clear 
them all. The linear motor still cannot go up. Can someone familiar with the 
code look at the linear motor and tell me why this is happening and if there is 
a way to disable it?  (I tried turning flags like VEHICLE_FLAG_NO_DEFLECTION_UP 
on to see if this flag was inverted, and if it applied to the motor instead of 
deflection, but no luck).

The fun thing is that I can write one kind of vehicle that works well -- 
assuming this bug is there. I built a vehicle that has the linear motor set to 
<0,0,20>, pointing straight up. When the vehicle is perfectly horizontal, the 
projection of this motor onto XY is <0,0,0> and the vehicle does nothing. But 
then when you tilt the vehicle in any direction, the projection of the linear 
motor on XY becomes non-zero and causes it to start moving in the direction of 
tilt. This feels a lot like an RL helicopter, so I used the control keys to 
pitch down/up to move forward/backwards, added yaw left and right, and used 
page-up/down to increase/decrease the hover height. I put it in a hacked 
together helicopter build and it is a lot of fun!

I'm looking for work-arounds for the current vehicle routine behaviors. One 
work-around for an airplane is to turn on hover height, check the airplane 
speed and pitch once a second in timer(), calculate what altitude the plane 
should get to in the next second, and set hover height to that altitude. The 
things we do to get stuff working!







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Re: [Opensim-dev] Whats best way to get more debug info on linux mono.

2012-10-02 Thread Brianna
Decided to run a train test .. Icy-Bridge 16gb running around a region 
edge.. on 0.7.5 dev / Suse 12.2 beta  64
CPU load averages: 0.00 (1 mins) , 0.01 (5 mins) , 0.05 (15 mins)  as 
seen, is a near no load CPU wise.


if you'd like a few Vehicles --> sailboats, cars or waypoint items (train) 
for Bullet... do chase me or Kitto.


Bri Hasp

-Original Message- 
From: Adams, Robert

Sent: Tuesday, October 02, 2012 8:36 AM
To: ri...@rigutech.nl ; opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Whats best way to get more debug info on linux 
mono.


I'm working on the new Bullet based physics engine for OpenSim. I want to 
make it work for vehicles and a good stress test is something I could use.


Could you send me an email and we can see if there is some way to set up a 
test environment.


Thanks.

-- ra

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of R.Gunther

Sent: Monday, October 01, 2012 3:57 PM
To: opensim-dev@lists.berlios.de
Subject: [Opensim-dev] Whats best way to get more debug info on linux mono.

Well i switched back to linux.
But my train is crashing the sim regulair sofar in 24 hours with stacktrace.
My train is a good stresstest. grin.

Maby i can get more intressting data for the devs.
Only need to keep a bit simple to get the data.

Useing opensuse.
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Re: [Opensim-dev] can't load opensimulator within VS 2012 Windows 8

2013-04-06 Thread Brianna

I run Win8 64 on my laptop and have no OpenSim issues.
(Stardock OS patch - Microsoft Visual Studio Express 2010 Beta 2.)

-Original Message- 
From: OpenSimFan

Sent: Saturday, April 06, 2013 5:43 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] can't load opensimulator within VS 2012 Windows 8

same result:





-
_
Keep up the good work.!!! - OpenSimFan
My Opensim/Second Life Blog
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(Dutch, basic hardware/software help  windows, Mac, Linux)
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View this message in context: 
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