Re: [Opensim-dev] Looking for paid simple viewer customization services

2013-10-24 Thread drWhiet
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.



   

 Photo
 Olivier BATTINI
Gérant | CEO
virrea EURL  14, bd Renaudet - 65000 Tarbes
Mobile : 06 64 33 29 25
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Re: [Opensim-dev] Media on a Prim MOAP

2013-10-23 Thread drWhiet
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 

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[Opensim-dev] Media on a Prim MOAP

2013-10-23 Thread drWhiet
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
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Re: [Opensim-dev] Missing God Mode / Maptiles [ 0.8.0 Dev (Opensim Distribution) 31246ec 2013-10-05 ]

2013-10-12 Thread drWhiet
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  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 


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[Opensim-dev] Missing God Mode / Maptiles [ 0.8.0 Dev (Opensim Distribution) 31246ec 2013-10-05 ]

2013-10-11 Thread drWhiet
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
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Re: [Opensim-dev] Save Scripts trigger a Viewer Message which must be Ok' ed

2013-06-11 Thread drWhiet
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  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

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[Opensim-dev] Save Scripts trigger a Viewer Message which must be Ok' ed

2013-06-10 Thread drWhiet
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

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Re: [Opensim-dev] Avination's Physics vs. BulletSim

2013-02-11 Thread drWhiet
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
> 
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[Opensim-dev] Avination's Physics vs. BulletSim

2013-02-11 Thread drWhiet
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

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[Opensim-dev] Voxelfarm / Procedural Rendering

2012-12-14 Thread drWhiet
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


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Re: [Opensim-dev] BulletSim testing

2012-11-08 Thread drWhiet

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.
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Re: [Opensim-dev] [Windows] possible intresting registery setting.

2012-11-05 Thread drWhiet

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..



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Re: [Opensim-dev] OpenSim analytics

2012-04-20 Thread drwhiet
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:   stanley@det.nsw.edu.au

w:   www.plane.edu.au
t: @planejourney


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Re: [Opensim-dev] teleport scripts with osteleportagent need to bemanually reset to work when region restarts

2012-03-29 Thread drwhiet
i had this issue a long time ago ; Here is a link to the osgrid forum 
http://forums.osgrid.org/viewtopic.php?f=5

&t=2861&hilit=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





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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
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Re: [Opensim-dev] Loading mesh in Opensim

2012-03-15 Thread drwhiet
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
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Re: [Opensim-dev] OpenSimulator / Hyper Grids / Region Statistics

2012-02-20 Thread drwhiet

Hi@all .. 
who is/feels "responsible" for the Hypergrid implementation ? 

I have an idea in regards to the last "flame war" for the opensim region
count 
currently going on on the internets.. Wouldn`t it be a good idea to have a 
true/false option in the openism.ini to e.g let your (Hyper)Grid add +1 to a
counter 
somewhere, so "we" could get figures for how many Grids and regions are
online at the moment .. ? 

This could be refinded by e.g. the numbers of regions running on this grid
etc, so people 
really interested in a broader view or need to make decision "to go opensim
or not" get a better overview ?

just a thought, 
best regards,
Wordfromthe Wise


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Re: [Opensim-dev] Proposal: cache compiled scripts across serverrestarts

2011-06-20 Thread drwhiet


Melanie, TY for clarifying this. 

;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary
script code? (DANGEROUS!)} {true false} false
;; Allow compiled script binary code to cross region boundaries.
;; If you set this to "true", any region that can teleport to you can
;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
;; YOU HAVE BEEN WARNED!!!
; TrustBinaries = false

One question .. What could be that arbitrary binary code if someone has e.g.
only some OSL commands 
like Allow_osCauseHealing or Allow_osCauseDamage enabled ? Or can bad C
scripts (or whatever language llowed) be executed ?
I would really love to speedup TP`s ..

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: Sonntag, 19. Juni 2011 14:38
An: opensim-dev@lists.berlios.de
Betreff: Re: [Opensim-dev] Proposal: cache compiled scripts across
serverrestarts

In fact, there is an option, "trust_binaries", which causes the compiled
assemblies to be transferred. This greatly speeds up sim crossing and
teleporting because it eliminates the need for asset fetches to obtain the
script source as well as the time needed to compile.

Melanie

On 19 Jun 2011, at 13:10, Oren Hurvitz  wrote:

> What is the option that stops old scripts from being deleted? Having 
> such an option would solve my problem. I looked at 
> Compiler.ReadConfig(), and it seems to call DeleteOldFile() 
> unconditionally. (Well, it checks the "in_startup" variable, but 
> that's always True the first time.)
> 
> Regarding script transfer between regions: why is that a problem? Are 
> the compiled assemblies being transferred? I had assumed only the 
> source code and script state would need to be transferred.
> 
> Oren
> 
> --
> View this message in context: 
> http://opensim-dev.2196679.n2.nabble.com/Proposal-cache-compiled-scrip
> ts-across-server-restarts-tp6492514p6492687.html
> Sent from the opensim-dev mailing list archive at Nabble.com.
> ___
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> 
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Re: [Opensim-dev] [Opensim-users] Turning gravity on for one object [ Was: Phantom and Physical Prim (to Mantis or not) ]

2011-05-17 Thread drwhiet




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 

Re: [Opensim-dev] [Opensim-users] Turning gravity on for one object [ Was: Phantom and Physical Prim (to Mantis or not) ]

2011-05-17 Thread drwhiet


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.


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Re: [Opensim-dev] Phantom and Physical Prim (to Mantis or not)

2011-05-08 Thread drwhiet




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] Phantom and Physical Prim (to Mantis or not)

2011-05-08 Thread drwhiet


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 


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[Opensim-dev] Phantom and Physical Prim (to Mantis or not)

2011-05-04 Thread drwhiet


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


 


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Re: [Opensim-dev] ReactionGrid Inc. files for US Patent

2011-02-02 Thread drWhiet
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  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 <
 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-paten
t.html

Regards, Marcus


On Wed, Feb 2, 2011 at 10:24 PM, Michael Cerquoni <
 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 <
 manup...@gmail.com>
> wrote:
>>
>> Hi everyone,
>>
>> just saw this posting. Thx to Pathfinder.
>>
>>

http://www.microsoft.com/casestudies/Case_Study_Detail.aspx?CaseStudyID=4000
004150
>>
>> Regards,
>> Marcus
>> ___
>> Opensim-dev mailing list
>>   Opensim-dev@lists.berlios.de
>>  
https://lists.berlios.de/mailman/listinfo/opensim-dev
>
>
>
> --
> Michael Emory Cerquoni - Nebadon Izumi @  
http://osgrid.org
>
> ___
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>  
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>



--

  http://www.marbleisle.com
Mobile: +49 1577 422 

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Re: [Opensim-dev] Hi OpenSim developers

2010-08-17 Thread drwhiet
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
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Re: [Opensim-dev] [Opensim-users] Shutdown options / Updated Wiki

2010-08-11 Thread drwhiet
But i must admit that this page needed an update .. So i edited
the 2 sections (General Server Commands and User Server Commands)
to reflect the newest functions of 0.6.9 ..  (didnt knew about the monitor
report :-) ) ...
 
hope all of you can live with those updates ... if you find errors , Edit
the Wiki 
for yourself or let me know ..
 
best regards
Wordfromthe Wise
 


  _  



Von: opensim-users-boun...@lists.berlios.de
[mailto:opensim-users-boun...@lists.berlios.de] Im Auftrag von
drwh...@spacefriends.de
Gesendet: Mittwoch, 11. August 2010 19:37
An: opensim-us...@lists.berlios.de
Betreff: Re: [Opensim-users] Shutdown options



 
No .. that is the best source :-) or the console itself ..
just type in help ...
and btw. ALERT is the first command on the wiki .. 
 
regards

  _  

Von: opensim-users-boun...@lists.berlios.de
[mailto:opensim-users-boun...@lists.berlios.de] Im Auftrag von Damon
Hindermann
Gesendet: Mittwoch, 11. August 2010 19:27
An: opensim-us...@lists.berlios.de
Betreff: Re: [Opensim-users] Shutdown options


Ah!  So alert is a command and does exist.  Is there a better place that has
a list of server commands than opensimulator.org/wiki/Server_Commands?

  _  

From: opensim-users-boun...@lists.berlios.de
[mailto:opensim-users-boun...@lists.berlios.de] On Behalf Of
drwh...@spacefriends.de
Sent: Wednesday, August 11, 2010 9:58 AM
To: opensim-us...@lists.berlios.de
Subject: Re: [Opensim-users] Shutdown options


You could create a e.g Close.txt file in the \bin Directory and add acommand
like

alert general this Region is Shutting down now !!! Please Move your prims
out of Here now
Backup
shutdown

And call it from the console with the
command-script Close.txt command ..

Best regards
Wordfromthe Wise


Am 11.08.2010 um 17:36 schrieb "Damon Hindermann" :



Hi All,
 
I've been looking over the server commands and I don't see something to
either communicate to all the users in the regions or on the server or a way
to set a shutdown timer.  I want to be able to warn people in the regions on
my server that I will be restarting the server.
 
Is there a way to do that that I'm missing or has it not been implemented
yet?  Is this a grid thing or an opensim server thing?

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Re: [Opensim-dev] CHANGED_REGION_START

2010-07-22 Thread drwhiet
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.
> 
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Re: [Opensim-dev] CHANGED_REGION_START

2010-07-21 Thread drwhiet

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.
> 
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Re: [Opensim-dev] OpenSim - What's Taking so long

2010-07-08 Thread drwhiet
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.
 
  
 
Drew
 
 
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Re: [Opensim-dev] SL viewer 2

2010-05-17 Thread drwhiet
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

 

 

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