Re: [Opensim-dev] Looking for paid simple viewer customization services
Whynot ask the Singularity Guys themselfs ? http://www.singularityviewer.org/contact best regards, Wordfromthe Wise _ Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Olivier BATTINI Gesendet: Donnerstag, 24. Oktober 2013 18:27 An: opensim-dev@lists.berlios.de Betreff: [Opensim-dev] Looking for paid simple viewer customization services Dear everyone, I apologize if this kind of subject does not really belong to OpenSim mailing lists, but it's difficult to get an answer on this subject. I already asked to some viewer developers, but to no avail. I'm looking for paid simple viewer customization services, that is : a simple rebranding of a viewer for Windows, Mac and Linux platforms. The viewer would be based on Singularity. Does anyone offer this kind of paid services ? It's really urgent, as my customer is institutional. Thank you very much for your time, Best regards, Olivier BATTINI. http://virrea.fr/images/virrea_mail_sig.png Photo http://olivierbattini.fr/wp-content/uploads/2012/12/Olivier-CERN-2-50x50.jp g Olivier BATTINI Gérant | CEO virrea EURL 14, bd Renaudet - 65000 Tarbes Mobile : 06 64 33 29 25 site web http://www.virrea.fr/ | carte https://maps.google.fr/maps?q=14+Boulevard+Pierre+Renaudet+65000+Tarbeshl= frie=UTF8ll=43.245029,0.081408spn=0.001702,0.004128sll=43.243124,0.08653 9sspn=0.013615,0.033023t=hhnear=14+Boulevard+Pierre+Renaudet,+65000+Tarbe s,+Hautes-Pyr%C3%A9n%C3%A9es,+Midi-Pyr%C3%A9n%C3%A9esz=19iwloc=A | email mailto:innovat...@virrea.fr ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
[Opensim-dev] Media on a Prim MOAP
Hi Dear Devs, Mayby i asked it before (can not find any reference for it) but is there a possibility to set a Webpage via MOAP (Media on a Prim) by script ? All the script snippets found on the inet seems to work in SL but not in Opensim. What would be a basic script for displaying Webpages by script. When i set the Webpage manually on the Prim it works but i can not find a way to do this with scripts (lsl or OSSL). Any help would be appreciated. Best regards, Wordfromthe Wise ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] Media on a Prim MOAP
OK, i found out that this script snippet works, BUT ONLY after i clicked the specific face of the prim default { state_entry() { integer status; status = llSetPrimMediaParams(2, [ PRIM_MEDIA_CONTROLS, PRIM_MEDIA_CONTROLS_STANDARD, PRIM_MEDIA_CURRENT_URL, http://opensimulator.org/wiki/Media_On_A_Prim;, PRIM_MEDIA_HOME_URL, http://opensimulator.org/wiki/Media_On_A_Prim;, PRIM_MEDIA_AUTO_PLAY, TRUE, PRIM_MEDIA_AUTO_LOOP, TRUE //PRIM_MEDIA_FIRST_CLICK_INTERACT, TRUE ] ); } } Even when setting PRIM_MEDIA_FIRST_CLICK_INTERACT, FALSE it needs a click to show the Webpage. (as of the SL Wiki http://wiki.secondlife.com/wiki/LlSetPrimMediaParams PRIM_MEDIA_FIRST_CLICK_INTERACT the flag does not appear to work) Also PRIM_MEDIA_AUTO_PLAY, TRUE and PRIM_MEDIA_AUTO_LOOP, TRUE does not make any difference. Anything i missed ? _ Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von drWhiet Gesendet: Mittwoch, 23. Oktober 2013 10:58 An: opensim-dev@lists.berlios.de Betreff: [Opensim-dev] Media on a Prim MOAP Hi Dear Devs, Mayby i asked it before (can not find any reference for it) but is there a possibility to set a Webpage via MOAP (Media on a Prim) by script ? All the script snippets found on the inet seems to work in SL but not in Opensim. What would be a basic script for displaying Webpages by script. When i set the Webpage manually on the Prim it works but i can not find a way to do this with scripts (lsl or OSSL). Any help would be appreciated. Best regards, Wordfromthe Wise ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] Missing God Mode / Maptiles [ 0.8.0 Dev (Opensim Distribution) 31246ec 2013-10-05 ]
Dear Neb, tahank you soo much ; while tailoring the opensim.ini to the new values i relly forgot to add the [Permissions] and [Map] Header ; /me so stupid ... best regards, Word _ Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Michael Emory Cerquoni Gesendet: Samstag, 12. Oktober 2013 00:12 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] Missing God Mode / Maptiles [ 0.8.0 Dev (Opensim Distribution) 31246ec 2013-10-05 ] It has been moved to the [Permissions] section please compare against the new OpenSim.ini.example you will need to update your ini files. On Fri, Oct 11, 2013 at 5:50 PM, drWhiet drwh...@spacefriends.de wrote: Dear Devs, since i have installed the 0.8.0 Dev (Opensim Distribution) 31246ec 2013-10-05 i miss a feature i had before and i need. In the opensim.ini i use(d) the following settings allow_grid_gods = true region_owner_is_god = true region_manager_is_god = true parcel_owner_is_god = true Only i, as the owner can enter User level 2000+ (or the God mode). My colleague which is added as Estate Manager can not assume God Mode. I also think that something is wrong with the MapImageModule = Warp3DImageModule But cabt figure out whats wrong ; Maptiles are looking and prims are shown on the maptiles although i set DrawPrimOnMapTile = false (All on Windows 2008 Server 64 bit) Anybody elese experience/heard of these issues. Best regards, Wordfromthe Wise ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev -- Michael Emory Cerquoni ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
[Opensim-dev] Missing God Mode / Maptiles [ 0.8.0 Dev (Opensim Distribution) 31246ec 2013-10-05 ]
Dear Devs, since i have installed the 0.8.0 Dev (Opensim Distribution) 31246ec 2013-10-05 i miss a feature i had before and i need. In the opensim.ini i use(d) the following settings allow_grid_gods = true region_owner_is_god = true region_manager_is_god = true parcel_owner_is_god = true Only i, as the owner can enter User level 2000+ (or the God mode). My colleague which is added as Estate Manager can not assume God Mode. I also think that something is wrong with the MapImageModule = Warp3DImageModule But cabt figure out whats wrong ; Maptiles are looking and prims are shown on the maptiles although i set DrawPrimOnMapTile = false (All on Windows 2008 Server 64 bit) Anybody elese experience/heard of these issues. Best regards, Wordfromthe Wise ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] Save Scripts trigger a Viewer Message which must be Ok' ed
I have tracked down the error. It starts with the May 25 Release of the OSGRID distributions. I have just filed a Mantis about this behaviour. http://opensimulator.org/mantis/view.php?id=6673 best regards, Wordfromthe Wise _ Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Nebadon Izumi Gesendet: Dienstag, 11. Juni 2013 19:31 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] Save Scripts trigger a Viewer Message which must be Ok' ed if you have a specific version that this behavior does not occur in it would make tracking down the break if there is one much easier. I suggest filing a mantis bug report if you can find a version this does not occur in. On Mon, Jun 10, 2013 at 5:15 PM, drWhiet drwh...@spacefriends.de wrote: Hi all .. since using the latest (2 or 3) osgrid distributions i noticed that after saving scripts i get a sliding down window on top right that asks me to OK that save ! This is really anoying, as i am forced to click OK for each script saved .. I am using Singularity but even older versions of Singularity and other viewers trigger this strange behaviour .. Is this a Opensim thing (e.g. a .ini setting) or is this a Viewer thing ? Any ideas ? Thank you in advance .. Wordfromthe Wise Here is a screenshot of the message: http://imageshack.us/a/img12/6238/scriptsave.gif ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev -- Michael Emory Cerquoni ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
[Opensim-dev] Save Scripts trigger a Viewer Message which must be Ok' ed
Hi all .. since using the latest (2 or 3) osgrid distributions i noticed that after saving scripts i get a sliding down window on top right that asks me to OK that save ! This is really anoying, as i am forced to click OK for each script saved .. I am using Singularity but even older versions of Singularity and other viewers trigger this strange behaviour .. Is this a Opensim thing (e.g. a .ini setting) or is this a Viewer thing ? Any ideas ? Thank you in advance .. Wordfromthe Wise Here is a screenshot of the message: http://imageshack.us/a/img12/6238/scriptsave.gif ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
[Opensim-dev] Avination's Physics vs. BulletSim
Hi all, I just wonder how Avinations decision to contribute their physics back to opensim affects the development of BulletSim. Will both exist next to each other ? Mayby Adam can say something about this ? Best regards, Wordfromthe Wise ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] Avination's Physics vs. BulletSim
My question was (as i do not really understand the differences between the 2 physics engines) how, or if, the Avination part of the physics engine mayby affects your work on Bulletsim. So, if all is ok or the avination part is only the glue between the 2 engines i am fine .. Just wanted to understand and mayby tell this to the people if they ask me .. Best regards Wordfromthe Wise -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Adams, Robert Gesendet: Montag, 11. Februar 2013 22:19 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] Avination's Physics vs. BulletSim I'm not totally sure the context for this. There are many pieces involved in physics. The last addition by Avination was the plumbing connecting the physics parameter dialogs in the viewer to the SceneObjectPart and eventually to the PhysicsActor. This included protocol, client stack and SOP code to get the friction that is set in the viewer dialog all the way to the physics engine. Since these additions, BulletSim has been updated to use the user set friction, etc values. So, the changes made BulletSim even better and makes overall OpenSimulator better. -- ra -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Montag, 11. Februar 2013 17:06 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] Avination's Physics vs. BulletSim Hi, Avination has not donated the entire physics system but has donated the glue that enables Bullet to work in the same Framework that has been tried and tested in Avination, thereby reducing the need for duplicated effort. This code donation is not competing with Bullet, it is supporting it. Melanie On 11/02/2013 17:01, drWhiet wrote: Hi all, I just wonder how Avinations decision to contribute their physics back to opensim affects the development of BulletSim. Will both exist next to each other ? Mayby Adam can say something about this ? Best regards, Wordfromthe Wise ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
[Opensim-dev] Voxelfarm / Procedural Rendering
FYI : http://voxelfarm.com/vfweb/index.html They state on their website : Easy to use: Get full source code Keep your current workflow Keep your current engine As i am only a user an no Dev, mayby one of you would like to read or contact them .. In the Videos this looks cool; Imaging mixing this with opensim and the imagination of all Opensim Users. Best regards, Wordfromthe Wise ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] BulletSim testing
Some great videos for this can be found here : http://opensimulator.org/mantis/view.php?id=6409 ( BulletSim Tori Chain / double anchor point chain / BulletSim Tori Chain Scaled up to 115 physical links) View this message in context: http://opensim-dev.2196679.n2.nabble.com/BulletSim-testing-tp7578304p7578308 .html best regards, Wordfromthe Wise (exited) -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von R.Gunther Gesendet: Donnerstag, 8. November 2012 14:39 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] BulletSim testing Why blog, this mailinglist works much better. On 2012-11-08 05:32, OpenSimFan wrote: maybe create a blog to explain things, and for users to share idea's... - _ Keep up the good work.!!! - OpenSimFan My Opensim/Second Life Blog http://verwijs.wordpress.com (Dutch, basic hardware/software help windows, Mac, Linux) http://verwijs-pc.nl My Twitter Page: http://twitter.com/OpenSimFan My Facebook page (be my friend, please ) http://www.facebook.com/andre.verwijs -- View this message in context: http://opensim-dev.2196679.n2.nabble.com/BulletSim-testing-tp7578304p7 578308.html Sent from the opensim-dev mailing list archive at Nabble.com. ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] [Windows] possible intresting registery setting.
i am testing (on your recommendation) the option #4 from the /kb/823764 and let you know if there is a difference best regards, Wordfromthe Wise -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von R.Gunther Gesendet: Montag, 5. November 2012 21:41 An: opensim-dev@lists.berlios.de Betreff: [Opensim-dev] [Windows] possible intresting registery setting. Mijn sims zijn nu 4 dagen up met een aangepaste registery setting in windows. Het lijkt hier voor mijn gevoel even wat soepeler te lopen. Ik he aan windows7 de volgende key toegevoegt. NonBlockingSendSpecialBuffering Its also available for other windows version, only location is slightly different in registery. So, am curious what others think. Here are some Microsoft KB articles http://support.microsoft.com/kb/126967 http://support.microsoft.com/kb/823764 ALso because this, is opensim useing the push bit for tcp ? DOnt useing the p[ush bit can give some problems with tcp, That maby explains why this setting works better for me ? Keep testing here.. ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] OpenSim analytics
On my regions i use the webstats module ; it writes such information to the LocalUserStatistics.db file in the opensim folder. It is enabled by adding the following section in your opensim.ini [WebStats] ;; View region statistics via a web page ;; See http://opensimulator.org/wiki/FAQ#Region_Statistics_on_a_Web_Page ;; Use a web browser and type in the Login URI + /SStats/ ;; For example- http://127.0.0.1:9000/SStats/ enabled=true You can than view those infos by pointing your browser to your ip.adress (e.g. http://your.ip.adress./SStats/ ) I have my region infos in a Frameset - http://spacefriends.de/osgrid.htm As i have connected my regions to the OSGRID i do not know if those infos are also written when one is running his own Grid (Robust) .. best regards, Wordfromthe Wise _ Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Stanley Yip Gesendet: Freitag, 20. April 2012 08:48 An: opensim-dev@lists.berlios.de Betreff: [Opensim-dev] OpenSim analytics Hi everyone, Where do I start in terms of OpenSim analytics? For the region we have at my work place we are looking at tracking data such as avatar numbers, visit times, visit duration. Are there server side modules that integrate with Google Analytics? Keen to hear from the collective wisdom of the list. Thanks in advance! s Stanley Yip Learning Media Developer Gameplay, PLANE Digital Education Revolution p: 02 9806 1165 m: 0412 663 662 e: mailto:stanley@det.nsw.edu.au stanley@det.nsw.edu.au w: http://www.plane.edu.au/ www.plane.edu.au t: @planejourney ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] teleport scripts with osteleportagent need to bemanually reset to work when region restarts
i had this issue a long time ago ; Here is a link to the osgrid forum http://forums.osgrid.org/viewtopic.php?f=5 http://forums.osgrid.org/viewtopic.php?f=5t=2861hilit=region+start t=2861hilit=region+start and the corresponding Opensim Mantis (closed) about this .. http://opensimulator.org/mantis/view.php?id=5146 for e.g. Region started / Region Restarted / Canged Shape / Changed Color and more events but since 0-7.* up to 0.7.4 i can not confirm this behaviour and have working TP Scripts and collistion start (volumedetect) etc scripts on my regions. best regards Wordfromthe Wise _ Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Gudule Lapointe Gesendet: Donnerstag, 29. März 2012 22:05 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] teleport scripts with osteleportagent need to bemanually reset to work when region restarts I use plenty of teleports, and hopefully I never had to restart them manually. The change number I check is 256 and not 255 But it's probably better to use the constant name instead, to avoid confusion... http://wiki.secondlife.com/wiki/CHANGED_REGION_START -- http://www.speculoos.net/ secondlife://speculoos.net:8002/ Speculoos, the belgian cookie-flavored metaverse Le 29 mars 2012 à 21:34, Salahzar Stenvaag a écrit : Hi, I programmed a teleport which uses osTeleportAgent when touched or collistion start (volumedetect), and it works correctly, but whenever region restarts it MUST be reset manually to work correctly. I also added change() event checking for 255 changed value to resetscript when region restart is detected but it seems not working. Version used is 0.7.3-post fixes. Do you observe in your sims the same behaviour? I noticed that many scripts need to be reset after a while otherwise they are not working :( Since I'm seeing that recently scripting had a real improvement in OpenSim it is a pity that we don't have a way to be sure they are correctly working . I keep telling people that they need to restart scripts in opensim whenever they notice strange behaviours, and this appeared true for many cases... I'm now seeing that starting from 0.7.3 version is possible to stop / show / start all scripts maybe it is possible to reset all scripts? Thanks for feedback, salahzar ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] Loading mesh in Opensim
I am successfully using the Phoenix Firestrm viewer since some weeks now and just yesterday i tried the ZEN Viewer .. The ZEN Viewer Link can be found on the osgrid download pages http://www.osgrid.org/index.php/downloads or directly from the zen-viewer Bitbucket site https://bitbucket.org/Zena_Juran/zen-viewer .. Phoenix Firestorm can be found here http://www.phoenixviewer.com/ The Zen-Viewer has the Grid Manager activated by default .. The Grid Manager for Firestorm must be enabled in the preference after installation PREFERENCES / ADVANCED / ALLOW LOGIN TO OTHER GRIDS ... In both viewers the model upload can be found on the bottom of your inventory ( + SIGN / Upload Model) Both viewers do not support Windlight/Lightshare but have Shadow and Ambient Occlusion and a build in particle editor best regards Wordfromthe Wise _ Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Vaibhav Vaidya Gesendet: Mittwoch, 14. März 2012 17:41 An: opensim-dev@lists.berlios.de Betreff: [Opensim-dev] Loading mesh in Opensim Hiii all, I am working on latest Opensim version (0.7.3). I want to create my own scene. I want to upload collada mesh (.dae format). How to load mesh to the server? What Client should be used for this purpose?? Please help me with this.. ~ Vaibhav Vaidya ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] [Opensim-users] Turning gravity on for one object [ Was: Phantom and Physical Prim (to Mantis or not) ]
Hi, as Mike pointed out it is true that flexi prims can not be physical even in SL .. BUT for phantom prims it still must be possible to set them physical. Therefore i have just added following Mantis on this issue: http://opensimulator.org/mantis/view.php?id=5487 I also crosspost this to Opensim-Dev to get some GridGod/Developer attention .. Please PhysixxsGod(s) help us on this issue .. Best regards, and thank you Mike for clarifing (and Simon for asking and pushing me to file that Mantis) Wordfromthe Wise -Ursprüngliche Nachricht- Von: opensim-users-boun...@lists.berlios.de [mailto:opensim-users-boun...@lists.berlios.de] Im Auftrag von Mike Chase Gesendet: Dienstag, 17. Mai 2011 18:53 An: opensim-us...@lists.berlios.de Betreff: Re: [Opensim-users] Turning gravity on for one object I've already replied to a seperate message about this. Flexi's are client side while physics (such as it is in OpenSIM) is managed in the simulator. This is consistent with SL which operates the same way. And as long as we're dependant on an SL viewer I expect it will stay that way. The Lightsource prim attribute works because its not tied into physics in any way. A physical object can still give off light. Mike -Ursprüngliche Nachricht- Von: opensim-users-boun...@lists.berlios.de [mailto:opensim-users-boun...@lists.berlios.de] Im Auftrag von Mike Chase Gesendet: Dienstag, 17. Mai 2011 18:49 An: opensim-us...@lists.berlios.de Betreff: Re: [Opensim-users] Turning gravity on for one object Umm, this is completely consistent with SL. A flexible object is always phantom and cannot be physical. Flexies are managed by the client whereas physical prims are managed in the simulator. If you creat a prim in SL and click on flexible path then it will be made phantom and physical is grey-ed out. It might be nice to have a combination like this but I think its outside the scope of whats possible with SL compatible viewers. Mike -Ursprüngliche Nachricht- Von: opensim-users-boun...@lists.berlios.de [mailto:opensim-users-boun...@lists.berlios.de] Im Auftrag von Simon Slavin Gesendet: Dienstag, 17. Mai 2011 17:27 An: opensim-us...@lists.berlios.de Betreff: Re: [Opensim-users] Turning gravity on for one object That was it. Thanks. Also, if you do set them to be flexible it automatically makes them phantom. Weird. Simon. -Ursprüngliche Nachricht- Von: opensim-users-boun...@lists.berlios.de [mailto:opensim-users-boun...@lists.berlios.de] Im Auftrag von drwh...@spacefriends.de Gesendet: Dienstag, 17. Mai 2011 16:58 An: opensim-us...@lists.berlios.de Betreff: Re: [Opensim-users] Turning gravity on for one object Hi, if you are talking about making objects physical, i have (bad news) for you. I ran into the same issue. Currently physical objects in Opensim CAN NOT BE PHANTOM or FLEXIBLE I have talked about this issue with JustinCC and, as this behaviour is different to SL, he suggest, i could/should file a MANTIS on this. The 'flexible part' was just discovered by me some nights ago so i have not yet file a MANTIS , but i will do it withing the next hours (when i return home from work) There are a lot of situations where you need a object to be phantom or flexible AND physical. In my case my tentacle creatures have to be moved by a movetotarget script as it looks much better than the llSetpos function. Also if physical objects hit each other the movetotarget stops working as it can not 'make its way' through non phantom objects around the region. i will reply to this post when i filed the MANTIS, and please let me know if you where talking about physical objects by saying i want gravity to effect it best regards Wordfromthe Wise -Ursprüngliche Nachricht- Von: opensim-users-boun...@lists.berlios.de [mailto:opensim-users-boun...@lists.berlios.de] Im Auftrag von Simon Slavin Gesendet: Dienstag, 17. Mai 2011 16:19 An: opensim-us...@lists.berlios.de Betreff: [Opensim-users] Turning gravity on for one object Most of my stuff I want to remain where it is, even if that's in air. But there's something I want to get knocked around when things knock into it, and I want gravity to effect it. So I look at Built dialog Features tab Flexible path but the tickbox is dimmed: I can't tick it. Why not ? I can tick the 'Light' one below it and that operates as expected. Simon. ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] [Opensim-users] Turning gravity on for one object [ Was: Phantom and Physical Prim (to Mantis or not) ]
isn`t ground the limit ? falling off ok, but e.g. a big cube would hardly fall off .. admitted it could .. But what if i dont want to live in a region where physical objects always bumb against each other and stop moving. I heard this feature was used before 'viewer built in object scanners' where born. they used scripts to let 'fall down' some prims and they report collisions and priminfos. I know this was/is not the best thing to do ; but possible .. And llMoveToTarget looks much smoother than llSetpos .. Anyhow, for further discussion about this we should use opensim-users to keep the clouds away from the developers and let the sunshine in here .. Let this be decided by the PhysicGods, regards Word -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Mike Chase Gesendet: Dienstag, 17. Mai 2011 21:08 An: opensim-us...@lists.berlios.de Cc: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] [Opensim-users] Turning gravity on for one object [ Was: Phantom and Physical Prim (to Mantis or not) ] I'd expect if you could make a prim phantom *and* phsical it would basically fall off the SIM. That is, since its affected by gravity but does not register collisions nothing stops it from falling through the ground. So I guess I still dont see a case where phantom *and* physical make sense... Mike On Tue, 2011-05-17 at 20:53 +0200, drwh...@spacefriends.de wrote: Hi, as Mike pointed out it is true that flexi prims can not be physical even in SL .. BUT for phantom prims it still must be possible to set them physical. Therefore i have just added following Mantis on this issue: http://opensimulator.org/mantis/view.php?id=5487 I also crosspost this to Opensim-Dev to get some GridGod/Developer attention .. Please PhysixxsGod(s) help us on this issue .. Best regards, and thank you Mike for clarifing (and Simon for asking and pushing me to file that Mantis) Wordfromthe Wise -Ursprüngliche Nachricht- Von: opensim-users-boun...@lists.berlios.de [mailto:opensim-users-boun...@lists.berlios.de] Im Auftrag von Mike Chase Gesendet: Dienstag, 17. Mai 2011 18:53 An: opensim-us...@lists.berlios.de Betreff: Re: [Opensim-users] Turning gravity on for one object I've already replied to a seperate message about this. Flexi's are client side while physics (such as it is in OpenSIM) is managed in the simulator. This is consistent with SL which operates the same way. And as long as we're dependant on an SL viewer I expect it will stay that way. The Lightsource prim attribute works because its not tied into physics in any way. A physical object can still give off light. Mike -Ursprüngliche Nachricht- Von: opensim-users-boun...@lists.berlios.de [mailto:opensim-users-boun...@lists.berlios.de] Im Auftrag von Mike Chase Gesendet: Dienstag, 17. Mai 2011 18:49 An: opensim-us...@lists.berlios.de Betreff: Re: [Opensim-users] Turning gravity on for one object Umm, this is completely consistent with SL. A flexible object is always phantom and cannot be physical. Flexies are managed by the client whereas physical prims are managed in the simulator. If you creat a prim in SL and click on flexible path then it will be made phantom and physical is grey-ed out. It might be nice to have a combination like this but I think its outside the scope of whats possible with SL compatible viewers. Mike -Ursprüngliche Nachricht- Von: opensim-users-boun...@lists.berlios.de [mailto:opensim-users-boun...@lists.berlios.de] Im Auftrag von Simon Slavin Gesendet: Dienstag, 17. Mai 2011 17:27 An: opensim-us...@lists.berlios.de Betreff: Re: [Opensim-users] Turning gravity on for one object That was it. Thanks. Also, if you do set them to be flexible it automatically makes them phantom. Weird. Simon. -Ursprüngliche Nachricht- Von: opensim-users-boun...@lists.berlios.de [mailto:opensim-users-boun...@lists.berlios.de] Im Auftrag von drwh...@spacefriends.de Gesendet: Dienstag, 17. Mai 2011 16:58 An: opensim-us...@lists.berlios.de Betreff: Re: [Opensim-users] Turning gravity on for one object Hi, if you are talking about making objects physical, i have (bad news) for you. I ran into the same issue. Currently physical objects in Opensim CAN NOT BE PHANTOM or FLEXIBLE I have talked about this issue with JustinCC and, as this behaviour is different to SL, he suggest, i could/should file a MANTIS on this. The 'flexible part' was just discovered by me some nights ago so i have not yet file a MANTIS , but i will do it withing the next hours (when i return home from work) There are a lot of situations where you need a object to be phantom or flexible AND physical. In my case my tentacle creatures have to be moved by a movetotarget script as it looks much better than the llSetpos function. Also
Re: [Opensim-dev] Phantom and Physical Prim (to Mantis or not)
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, but now this release and as well in the second last recommended of osgrid ( 04-26-2011) i have these issues .. any help is highly appreciated, Wordfromthe Wise ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] Phantom and Physical Prim (to Mantis or not)
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 ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
[Opensim-dev] Phantom and Physical Prim (to Mantis or not)
Hello List, I would like your opinion on following : In SL it is possible to set a Prim Physical and Phantom which results in a Prim rezzed above ground falls down and i can walk through it. - On opensim (osgrid) this prim just stays up in the air and can not be moved although the hand icon is visible. So is this worth a MANTIS or is it a feature (as seen from the physixxs side of virtual life) ? And yes i know, physical things hould be somehow 'nonphantom' to do 'physics' or 'sense' something, but for e.g. moving prims around by script and not having its x,y,z axis changed on collision with other prims would be very usefull. best regards, Wordfromthe Wise ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] ReactionGrid Inc. files for US Patent
Secondlie@Twitter: BREAKING NEWS: ReactionGrid Inc. files for it's first US Patent regarding virtual worlds: a genetically-engineered breedable drama llama. _ Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Shaun Erickson Gesendet: Mittwoch, 2. Februar 2011 22:42 An: opensim-dev@lists.berlios.de Cc: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] ReactionGrid Inc. files for US Patent I run all my OpenSim code on OpenSUSE 11.3 in VMs under VMware ESXi on multiple hosts. I certainly hope they aren't trying to patent such an idea as virtualizing OpenSim, as I know I would not stop nor would I pay royalties. There must be more to this than it seems on the face of it, that we just haven't seen yet, is my guess. -ste On Feb 2, 2011, at 4:32 PM, Mark Malewski mark.malew...@gmail.com wrote: Now that's TRULY absurd... They're claiming to be the FIRST to use virtualization to host OpenSim? That's absurd. Every single instance of OpenSim that I have running is hosted in either VMWare, VirtualBox, or Hyper-V. (Depending on the type of server, and whether it's Linux or Windows based). Nothing but hogwash... and false/absurd patent claims. On Wed, Feb 2, 2011 at 3:28 PM, Marcus Alexander Link mailto:manup...@gmail.com manup...@gmail.com wrote: Sorry, that was the wrong link. Here ist the correct one: http://reactiongrid.blogspot.com/2011/02/reactiongrid-inc-files-for-us-pate nt.html http://reactiongrid.blogspot.com/2011/02/reactiongrid-inc-files-for-us-paten t.html Regards, Marcus On Wed, Feb 2, 2011 at 10:24 PM, Michael Cerquoni mailto:nebadon2...@gmail.com nebadon2...@gmail.com wrote: This article seems to make no mention of a Patent filing. The word Patent is not mentioned even once. On Wed, Feb 2, 2011 at 2:13 PM, Marcus Alexander Link mailto:manup...@gmail.com manup...@gmail.com wrote: Hi everyone, just saw this posting. Thx to Pathfinder. http://www.microsoft.com/casestudies/Case_Study_Detail.aspx?CaseStudyID=400 0004150 http://www.microsoft.com/casestudies/Case_Study_Detail.aspx?CaseStudyID=4000 004150 Regards, Marcus ___ Opensim-dev mailing list mailto:Opensim-dev@lists.berlios.de Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev https://lists.berlios.de/mailman/listinfo/opensim-dev -- Michael Emory Cerquoni - Nebadon Izumi @ http://osgrid.org http://osgrid.org ___ Opensim-dev mailing list mailto:Opensim-dev@lists.berlios.de Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev https://lists.berlios.de/mailman/listinfo/opensim-dev -- http://www.marbleisle.com http://www.marbleisle.com Mobile: +49 1577 422 ___ Opensim-dev mailing list mailto:Opensim-dev@lists.berlios.de Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] Hi OpenSim developers
Nebadon Izumi (one of the Grid Gods on OSGRID) has build a Racer, but as i understand physics in OPENSIM in general is not like in SL (now) ... It is available on Wright Plaza ( 39,161,22) in the second Floor .. Updated to Version OKC Racer KIT V0.180X ( 0.180X (06/15/2010) Enhancements by Revolution Smythe reduced the amount of updates sent by keys, improves overall vehicle performance.) Revolution Smythe is one of the Physics Masters ... best regards Wordfromthe Wise _ Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Rustam Rakhimov Gesendet: Dienstag, 17. August 2010 09:29 An: opensim-dev@lists.berlios.de Betreff: [Opensim-dev] Hi OpenSim developers Hi OpenSim developers and not developers I want to ask you question about vehicles As I know vehicles got some problem in OpenSim isn't it ? so is there any news about Vehicles in Opensim. I want it to run some car script on OpenSim please help anyone thanks in advance !!! Rustam ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] CHANGED_REGION_START
As many people living in a Non Hexadecimal World .. What is ((intChange 0x400) || (intChange 0x100)) is this the else if (change 256) // that bit is set during a region restart Regards Word ?! -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von drwh...@spacefriends.de Gesendet: Donnerstag, 22. Juli 2010 00:24 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] CHANGED_REGION_START If two honored developer argue .. i throw in a script i always use .. There is this story (on oSGRID) that this else if (change 256) bit is set during a region restart default { state_entry() { // do something } changed(integer change) // something changed, take action { if(change CHANGED_OWNER) { // do something } else if (change 256) // that bit is set during a region restart { llResetScript(); } } on_rez(integer total_number) { llResetScript(); } touch_start(integer total_number) { // do something } } best regards Wordfromthe Wise -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 21. Juli 2010 23:59 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] CHANGED_REGION_START it's implemented as CHANGED_REGION_RESTART. Melanie Justin Clark-Casey wrote: On 20/07/10 22:09, Siann Beck wrote: Is this supported in OpenSim; that is, is the changed() event triggered for it? I know the constant is not defined, but putting the literal value, my handler is still not working. http://wiki.secondlife.com/wiki/CHANGED_REGION_START It isn't yet implemented as far as I can see. I'm not sure how complex it would be to implement - it could be quite easy (perhaps just have the script engine fire the event if it loads a script during region or startup) or there might be some technical complexity. ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] CHANGED_REGION_START
If two honored developer argue .. i throw in a script i always use .. There is this story (on oSGRID) that this else if (change 256) bit is set during a region restart default { state_entry() { // do something } changed(integer change) // something changed, take action { if(change CHANGED_OWNER) { // do something } else if (change 256) // that bit is set during a region restart { llResetScript(); } } on_rez(integer total_number) { llResetScript(); } touch_start(integer total_number) { // do something } } best regards Wordfromthe Wise -Ursprüngliche Nachricht- Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Melanie Gesendet: Mittwoch, 21. Juli 2010 23:59 An: opensim-dev@lists.berlios.de Betreff: Re: [Opensim-dev] CHANGED_REGION_START it's implemented as CHANGED_REGION_RESTART. Melanie Justin Clark-Casey wrote: On 20/07/10 22:09, Siann Beck wrote: Is this supported in OpenSim; that is, is the changed() event triggered for it? I know the constant is not defined, but putting the literal value, my handler is still not working. http://wiki.secondlife.com/wiki/CHANGED_REGION_START It isn't yet implemented as far as I can see. I'm not sure how complex it would be to implement - it could be quite easy (perhaps just have the script engine fire the event if it loads a script during region or startup) or there might be some technical complexity. ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] OpenSim - What's Taking so long
Hi Drew, i was thinking the same just 1 month ago. I directly contacted Nebadon one of the Devs (on OSGRID) about spending some money for the physics engine. He told me that Funds are always welcome and told me to ask the physics guru Revolution Smythe. I had some nice conversation but as Nebadon said in the mail to this list, most developers are also busy in the RL. But if you like we, together can mail Offlist and see what we can do on this issue. best regards Wordfromthe Wise _ Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Drew Hart Gesendet: Donnerstag, 8. Juli 2010 16:38 An: opensim-dev@lists.berlios.de Betreff: [Opensim-dev] OpenSim - What's Taking so long Okay, that was my catchy title that in no way means any disrespect. I love OpenSim, have used it for years, tell everyone I meet about it and am a huge fan and supporter. Recently a question was asked about a roadmap and progress. I would like to expand on that. OpenSim has now been around for a while - like years. Yet I can't really use it for clients. So here is my question. As a non-coder, how can others help. For example, I would gladly donate some decent money if there were a coordinated fundraising event and a plan to hire a couple of full-time, very qualified developers to really move this along. Please, please, please don't take this the wrong way. This is NOT a criticism. I know this is done by volunteers and I know that this is more ambitious than Second Life, but have we looked at other solutions to move the process along. I think there are a lot of people like me who would contribute. But, and I stress this. Me donating say $1,000 by myself isn't going to do anything. We would need a serious fundraising drive, and specific and talented people that we could hire full-time as consultants/coders to really move this along. I would imagine I am not the first to suggest this. But every day I see this awesome product I want to use, yet it seems months or years away from stable wide-spread use. There are now several web sites that help in fundraising. I am sure many of you read about the NYU students that raised several hundred thousand dollars in a short time so they could spend their summer coding a Facebook clone (sort of). Now if 4 undergrads can get that kind of money for a Facebook clone, why hasn't OpenSim tried something similar. These fundraising sites are hot right now - let's take advantage of them! Please read: http://www.nytimes.com/2010/05/12/nyregion/12about.html The article was written before they raised much more money. http://community.nytimes.com/comments/www.nytimes.com/2010/05/12/nyregion/1 2about.html?scp=3sq=nyu%20programmersst=cse Drew ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev
Re: [Opensim-dev] SL viewer 2
maby this helps ? http://justincc.org/blog/2010/02/25/a-word-of-caution-when-trying-second-lif e-viewer-2-beta-with-current-opensim/ besides that i do not like the viewer , but the (web)features in it are great .. best regards Wordfromthe Wise _ Von: opensim-dev-boun...@lists.berlios.de [mailto:opensim-dev-boun...@lists.berlios.de] Im Auftrag von Olli Aro Gesendet: Montag, 17. Mai 2010 15:30 An: opensim-dev@lists.berlios.de Betreff: [Opensim-dev] SL viewer 2 Hi all, What is people's view on the current status of SL viewer 2.0 compatibility with OpenSim? Is someone currently working on this and how is that development going? Regards, Olli ___ Opensim-dev mailing list Opensim-dev@lists.berlios.de https://lists.berlios.de/mailman/listinfo/opensim-dev