Re: [realXtend] Problem compiling Opensim-0.7.3 with ModRex

2012-03-12 Thread Mikko Pallari
Hi,

The reason why ModreX won't compile with 0.7.3 is due to refactoring in
OpenSim. EventQueue has probably been moved to some place else in OpenSim's
source tree or removed completely in favor of other mechanism.

ModreX has not been maintained for some time now. Last update was about a
year ago.

The last version of OpenSim that was used is 0.7.0.2 if I remember
correctly. The branch os-0.7.0.2 (
https://github.com/mikkopa/ModreX/tree/os-0.7.0.2) was used with that.

I hope you can get further with 0.7.0.2. Let me know if you encounter any
more problems.

Cheers,

On 12 March 2012 13:05, Vaibhav Vaidya vaibhav.vaidy...@gmail.com wrote:

 Hi all,

 I am trying to compile Opensim-0.7.3 (
 http://opensimulator.org/wiki/Download) with ModRex (checked out using
 the command git clone git://github.com/mikkopa/ModreX.git ModreX). When
 compiling Opensim alone its getting compiled successfully but giving build
 errors with ModRex. I have resolved a few of them but got stuck with others.

 I am getting the following error in ModularRex module:

 The type or namespace name 'EventQueue' does not exist in the namespace
 'OpenSim.Region.CoreModules.Framework'

 Because of this it is giving five more errors saying :

 Metadata file 'F:\opensim-0.7.3-source\bin\ModularRex.dll' could not be
 found

 Anybody faced the similar problem, please help...
 Please suggest the Opensim version which works well with Modrex.

 Thanks,
 Vaibhav Vaidya

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Re: [realXtend] request: Tundra OpenGL win32 version (wine compatible)

2011-01-29 Thread Mikko Pallari
AFAIK you can disable DirectX from plugins.cfg by commenting out line
'Plugin=RenderSystem_Direct3D9'.

Cheers,
Mikko

On Sat, Jan 29, 2011 at 11:11 AM, HartsAntler goatman...@gmail.com wrote:

 Seems like it should be easy to reconfigure the windows build to have
 an option to use openGL instead of directx? Then we can run it under
 Wine on linux, good for testing and also could be simpler than trying
 to compile or package .debs.
 -brett

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[realXtend] Taiga 0.2.0

2011-01-21 Thread Mikko Pallari
Hi,

It has been a while since our last Taiga release. But I have good news for
you, here is a new one! This new release has amazing new features like: new
Entity-Component messages and storage (requires Naali 0.4.0 or later),
collision for all submeshes, enabled using collision meshes from URLs.

For a full feature list, see changelog at:
http://wiki.realxtend.org/index.php/Getting_Started_with_Taiga#Version_0.2.0_.2821.1.2011.29

Downloads are available at:
https://github.com/realXtend/taiga/downloads

Cheers,
Mikko

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Re: packaging taiga wizard? (Re: [realXtend] Re: Ubuntu 10.04 - Taiga/opensim ModRex (BUILD Problems :())

2010-12-15 Thread Mikko Pallari
Hi,

The first error you encountered is a bug in ModreX. This error only appears
when running with mono. This affects only the uploaded scenes db, so
simulator can be run without this.

Second error tells that asset cache is not configured for cablebeach, but
this is not fatal since it still can serve assets by storing them in memory
and requesting them from asset server on demand.

Error 3 happens probably because you don't have more regions than one in
1000,1000 coordinate. So since there are no regions in coordinate 1001-999,
it will fail to connect there. This isn't fatal unless you know that there
is a region in 1001-999 coordinate.

Cheers,
Mikko

On Wed, Dec 15, 2010 at 4:36 PM, CecilBergwin 
perfection...@blueyonder.co.uk wrote:

 Hello again.

 Well, managed to get even further now :) really appreciate you folks
 helping out. I can now Start all 4 *.exe's and login with a created
 user etc all good there, I'm yet to test a mesh/scene upload to see if
 all goes well but before I do that I though I'd mention the few errors
 I'm getting.


 Error 1
 [NHIBERNATE]: Mapping not valid: The following types may not be used
 as proxies:


 OgreSceneImporter.UploadSceneDB.RegionScene: method obj_address should
 be virtual
 OgreSceneImporter.UploadSceneDB.UploadScene: method obj_address should
 be virtual
 OgreSceneImporter.UploadSceneDB.SceneAsset: method obj_address should
 be virtual,   at

 NHibernate.Cfg.Configuration.Validate ()
 [0x0]
  at NHibernate.Cfg.Configuration.BuildSessionFactory ()
 [0x0]
  at OgreSceneImporter.UploadSceneDB.NHibernateManager..ctor
 (System.String connect, System.String store)

 [0x0]

 Error 2
 [CABLE BEACH WORLD]: Region TestWorld3D is online
 14:02:40 - [CABLE BEACH ASSETS]: Failed to locate an
 IImprovedAssetCache. Storage for local and temporary

 assets will be disabled
 14:02:40 - [SCENE]: Loading objects from datastore
 14:02:40 - [REGION DB]: Loaded 0 objects using 0 prims

 Error 3
  [INTERGRID]: Failed to inform neighbour 1001-999 that I'm here.
 14:02:48 - [LLUDPSERVER]: Starting the LLUDP server in synchronous
 mode

 Error 4
 [WATCHDOG]: Timeout detected for thread Heartbeat for region
 TestWorld3D . ThreadState=Running. Last tick

 was 5823ms ago


 Cheers
 Cecil

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Re: [realXtend] Re: Ubuntu 10.04 - Taiga/opensim ModRex (BUILD Problems :()

2010-12-14 Thread Mikko Pallari
Hi,

This is configuration related problem. Seems that the configurations for
ModreX are not in place. Check if modrex.ini existis in
bin/addon-modules/ModreX/config

Cheers,
Mikko

On Wed, Dec 15, 2010 at 4:04 AM, CecilBergwin 
perfection...@blueyonder.co.uk wrote:

 Hi Erno (and all), well followed exactly what you said (apart from
 wizard, as I have got used to doing it manual for now and had errors
 on that compile but thats another topic.

 SUCCESS on the BUILD, but when loading the 4th *.exe mono OpenSim.
 32BitLaunch.exe we get the following errors, and I am now wondering
 whether this is compile related or config ?, I notice the receiver is
 spelt wrong ? but I guess thats in the entire code section for that
 and none related as I'm sure you maybe be able to tell.

 End of error log is here - again many thanks as progress is actually
 moving for this Linux Server.


 OpenSim.Region.OptionalModules.World.MoneyModule.SampleMoneyModule,
 class

 OpenSim.Region.OptionalModules.World.MoneyModule.SampleMoneyModule
 00:44:02 - [CABLE BEACH MOD]: ModCableBeach initialized
 00:44:03 - [Serialiser]: Enabled, using save dir exports/
 00:44:03 - [AUTHORIZATION CONNECTOR]: Initialise
 00:44:03 - [NEIGHBOUR CONNECTOR]: Remote Neighbour connector enabled
 00:44:03 - [LAND CONNECTOR]: Local land connector enabled
 00:44:03 - [REST COMMS]: Enabling InterregionComms RESTComms module
 00:44:03 - [LOCAL GRID CONNECTOR]: LocalGridServicesConnector
 instantiated
 00:44:03 - [GRID SERVICE]: Starting...
 00:44:03 - [REMOTE GRID CONNECTOR]: Remote grid enabled
 OpenSim threw an exception:
 System.NullReferenceException: Object reference not set to an instance
 of an object
  at ModularRex.RexNetwork.AvatarUrlReciver.Initialise (IConfigSource
 source) [0x0]
  at

 OpenSim.ApplicationPlugins.RegionModulesController.RegionModulesControllerPlugin.Initialise

 (OpenSim.OpenSimBase openSim) [0x0]
  at OpenSim.ApplicationPluginInitialiser.Initialise (IPlugin plugin)
 [0x0]
  at OpenSim.Framework.PluginLoader`1[OpenSim.IApplicationPlugin].Load
 () [0x0]
  at OpenSim.Framework.PluginLoader`1[OpenSim.IApplicationPlugin].Load
 (System.String extpoint) [0x0]
  at OpenSim.OpenSimBase.LoadPlugins () [0x0]
  at OpenSim.OpenSimBase.StartupSpecific () [0x0]
  at OpenSim.OpenSim.StartupSpecific () [0x0]
  at OpenSim.Framework.Servers.BaseOpenSimServer.Startup () [0x0]
  at OpenSim.Application.Main (System.String[] args) [0x0]
  at OpenSim._32BitLaunch.Program.Main (System.String[] args)
 [0x0]

 Application will now terminate!



 Any ideas ?

 Thx

 Cecil Bergwin

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Re: [realXtend] Re: Ubuntu 10.04 - Taiga/opensim ModRex (BUILD Problems :()

2010-12-07 Thread Mikko Pallari
Hi,

The user server configurations are in UserServer_Config.xml.

I haven't myself tried building Taiga for some time now with Linux, but last
time when I did that, I used Ubuntu 9.10 with this instruction:
http://wiki.realxtend.org/index.php/Getting_Started_with_Taiga#Building_from_source

Have you gone through those steps? And also with OpenSim  ModreX combo,
have you tried building OpenSim before building ModreX?

Cheers,
Mikko

On Wed, Dec 8, 2010 at 4:55 AM, CecilBergwin perfection...@blueyonder.co.uk
 wrote:

 When I Use other versions i get these build errors but when loading
 the mono exe's  I can get to this error below, which I've changed all
 sql data what i can find in ini's its almost like its hard coded in a
 file i cant find for connection string.?


 02:53:09 - Launching UserServer...
 02:53:10 - [STARTUP]: Beginning startup processing
 02:53:10 - [STARTUP]: Version: OpenSim 0.6.9 (RC1)

 02:53:10 - [STARTUP]: Establishing data connection
 02:53:10 - [PLUGINS]: Initializing addin manager
 02:53:15 - [PLUGINS]: Loading extension point /OpenSim/UserData
 02:53:15 - [PLUGINS]: Trying plugin /OpenSim/UserData/MSSQLUserData
 02:53:15 - [PLUGINS]: Trying plugin /OpenSim/UserData/SQLiteUserData
 02:53:15 - [PLUGINS]: Trying plugin /OpenSim/UserData/MySQLUserData
 02:53:15 - [PLUGINS]: Plugin Loaded: OpenSim.Data.MySQL
 02:53:15 - [MYSQL]: Connection established

 Unhandled Exception: System.Exception: Error initialising MySql
 Database: MySql.Data.MySqlClient.MySqlException: Unable to connect to
 any of the specified MySQL hosts. --- System.Exception: Exception of
 type 'System.Exception' was thrown.
  at MySql.Data.MySqlClient.NativeDriver.Open () [0x0]
  --- End of inner exception stack trace ---
  at MySql.Data.MySqlClient.NativeDriver.Open () [0x0]
  at MySql.Data.MySqlClient.Driver.Create
 (MySql.Data.MySqlClient.MySqlConnectionStringBuilder settings)
 [0x0]
  at MySql.Data.MySqlClient.MySqlPool.CreateNewPooledConnection ()
 [0x0]
  at MySql.Data.MySqlClient.MySqlPool.GetPooledConnection ()
 [0x0]
  at MySql.Data.MySqlClient.MySqlPool.TryToGetDriver () [0x0]
  at OpenSim.Data.MySQL.MySQLManager.Initialise (System.String
 connect) [0x0]

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Re: [realXtend] Avatar collection

2010-12-01 Thread Mikko Pallari
Hi,

If you need extra avatars for Naali, they can be downloaded from here:
https://code.google.com/p/realxtend-naali/downloads/detail?name=Naali-ExtraAvatars.zip

Cheers,
Mikko

On Wed, Dec 1, 2010 at 7:27 PM, DiogoLuiz d1060.l...@gmail.com wrote:

 Hi,
  Where could I find some avatar collection?
 Thanks,
  Diogo Luiz.

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Re: [realXtend] Re: Error: Taiga-0.2.0

2010-11-09 Thread Mikko Pallari
Hi,

The configuration you posted is from OpenSim.ini, the configuration that
needs to be looked at is in OpenSim.Server.ini.

For the voice we have instructions in here:
http://wiki.realxtend.org/index.php/Mumble_usage_Instruction

Cheers,
Mikko

On Tue, Nov 9, 2010 at 7:45 PM, DiogoLuiz d1060.l...@gmail.com wrote:

 yes, please.
  http://pastebin.com/V03DhK6K
 Thanks,
  Diogo Luiz.
 If was possible, could you enable voice?

 On Nov 9, 4:19 am, Mikko Pallari mikko.pall...@evocativi.com wrote:
  Can you pastebin the OpenSim.Server.ini so we can identify the problem?
 
  Cheers,
  Mikko
 
  On Mon, Nov 8, 2010 at 1:38 PM, DiogoLuiz d1060.l...@gmail.com wrote:
   yes
 
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Re: [realXtend] Re: Error: Taiga-0.2.0

2010-11-08 Thread Mikko Pallari
Can you pastebin the OpenSim.Server.ini so we can identify the problem?

Cheers,
Mikko

On Mon, Nov 8, 2010 at 1:38 PM, DiogoLuiz d1060.l...@gmail.com wrote:

 yes

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Re: [realXtend] Cannot log onto Taiga Server

2010-11-02 Thread Mikko Pallari
Hi,

What error message did you receive? What information did you use on login?
Did the server console(s) tell any information about your login attempt?

You can use either realXtend accounts on login or OpenSim authentication.
The login URI should be in your local server http://127.0.0.1:8002/ unless
you have configured the server for external use.

Cheers,
Mikko

On Tue, Nov 2, 2010 at 10:22 AM, Yuki fuyu.s...@googlemail.com wrote:

 Hello everyone,

 I finally got all three servers (user, robust, message) and OpenSim
 running (via the start.bat from the Taiga 0.2.0 release), but now I am
 unable to connect to any world. I maybe forgot something, but does
 anybody know what the problem could be?

 Thank you for any help ^^
 Yuki

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Re: [realXtend] Re: I can't see other user's clothes.

2010-10-26 Thread Mikko Pallari
Are you using realXtend or OpenSim authentication? Avatar appearances don't
work with OpenSim authentication on OS+ModreX 0.5 and 0.42 client. With
realXtend authentication they work, but the avatar storage and
authentication server need to be configured properly.

Cheers,
Mikko

On Tue, Oct 26, 2010 at 10:32 PM, DiogoLuiz d1060.l...@gmail.com wrote:

 Help me... Please?

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Re: [realXtend] ModreX prebuild script

2010-10-21 Thread Mikko Pallari
The prebuild script is in root of OpenSim sources. It is called
runprebuild.bat in windows and runprebuild.sh in Linux.

Tell me if you still see this problem.

Cheers,
Mikko

On Thu, Oct 21, 2010 at 6:25 AM, Yuki fuyu.s...@googlemail.com wrote:

 Hello everyone,

 I'm trying to install the taiga server, hoping anyone could help me...
 while following the ModreX README, I'm now searching for the prebuild
 script. Where can I find it?
 I also tried to go on without it, but then I couldn't build the
 opensim.sln.
 I probably forgot something or did something wrong...

 Thanks for any help ^^
 yuki

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Re: [realXtend] big region test: fly thru a single 1km * 1km region on opensim (not a megaregion) with Naali

2010-10-08 Thread Mikko Pallari
On Fri, Oct 8, 2010 at 11:58 AM, Toni Alatalo ant...@kyperjokki.fi wrote:

 On pe, 2010-10-08 at 09:31 +0300, Mikko Pallari wrote:
  What changes did you do to use these big regions? If I remember
  correctly what we talked earlier, this requires to change RegionSize
  constant from OpenSim.Framework.Constants class. Is there now some
  configuration where to change this?

 No, it is still that constant. So I just said:
 -public const uint RegionSize = 256;
 +public const uint RegionSize = 1000;

 and rebuilt.

  It is true that not all of the ModreX features work on OpenSim 0.7.x,
  but meshes should be usable when changing to ModularRex client stack
  and connecting with OpenSim authentication.

 ooh this is awesome news to me! i was thinking of asking you today of
 the status of that.

 should also Entity-Component storage work? Naali has working terrain
 entities now, Jukka put an example to w.r.o:9000 earlier (i think
 removed now 'cause was so heavy at least for me). With those can put
 several terrain entities to one scene, they just load the heightmap from
 an asset (now a file for testing, an example is bundled with Naali).


The work on the new EC table and sync messages have been made in taiga-0.1
branch. I haven't yet merged those to master branch that follows OpenSim
master, because the work on ecsync is not yet finished.

I'm not sure how you would use terrain EC's with OpenSim, because AFAIK
there are is no entity in scene for the terrain; terrain doesn't have UUID.
But of course you could use meshes as terrain. Or maybe make a workaround
where the terrain EC would be added to some object in scene. Then again you
would need to make some server side modifications to make collision for
those ECs.

Cheers,
Mikko



 using that terrain EC you can fill a big region with suitably sized
 blocks of terrain. not having one huge terrain for the whole thing
 should make the rendering work ok, 'cause ogre knows to not draw the
 ones that are far or not in the view direction (has decent camera
 frustum culling).

 also without terrain a big region could be built just by using meshes
 for the land (if you need land, and are not making planets or space
 stations or blood cells :) .. but terrains are of course good too (big
 regions are easily interesting for geographic data and there it is nice
 to use existing heightmaps, and of course they are easily useful in
 general too).

 opensim physics is perhaps the only problematic point with this now? but
 for e.g. arch or geo vis it's not always needed. if ode is made to not
 crash, modrex rexode mesh support probably can work for the whole region
 too .. so can put a 1km*1km invisible low res collision mesh there for
 the terrain perhaps.

 ~Toni

  our plan has been to first test big regions and ensure that
  Naali
  doesn't have artificial region size limits before possibly
  looking into
  seamless continuous sl style multiregion support. i think for
  many
  applications single big regions suffice, but there are of
  course others
  where separate but for the user continous multiple regions are
  needed.
 
  ~Toni
 
 
  Cheers,
  Mikko
 
 
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Re: [realXtend] big region test: fly thru a single 1km * 1km region on opensim (not a megaregion) with Naali

2010-10-08 Thread Mikko Pallari
On Fri, Oct 8, 2010 at 1:23 PM, Toni Alatalo ant...@kyperjokki.fi wrote:

 Mikko Pallari kirjoitti:


should also Entity-Component storage work? Naali has working terrain
entities now, Jukka put an example to w.r.o:9000 earlier (i think

 The work on the new EC table and sync messages have been made in taiga-0.1
 branch. I haven't yet merged those to master branch that follows OpenSim
 master, because the work on ecsync is not yet finished.


 Also the old RexFreeData per-entity xml sync is fine for that. That's what
 is used on w.r.o:9000, right? It isn't much data, just the terrain size or
 so and a ref to the file with the terrain data (heightmap).


Yes, rexfreedata is currently used for storing ecs in w.r.o:9000. But I'll
probably update that today to have ec sync messages. Of course freedata
messages will still work, but I wouldn't recommend on using them.



  I'm not sure how you would use terrain EC's with OpenSim, because AFAIK
 there are is no entity in scene for the terrain; terrain doesn't have UUID.
 But of course you could use meshes as terrain. Or maybe make a workaround
 where the terrain EC would be added to some object


 It is not a workaround, it is the normal way with rex now I think that any
 entity can have a terrain component and it is (a part of) the terrain then
 :) So just an object somewhere with the terrain EC works as a terrain on the
 client side for that area.


With rex it is normal, but from OpenSim's perspective it isn't, so that is
way I said it is a workaround. Having those placeholder prims in world, and
setting those prims to invisible and phantom, just for sake of containing
terrain EC is a bit ugly. But yeah, same applies to all ECs that we have.

Cheers,
Mikko



  in scene. Then again you would need to make some server side modifications
 to make collision for those ECs.


 Yep, but we can test first without colls how the rendering works etc. Can
 of course test it against Tundra too, but I think it is interesting that
 this works with Opensim too.

  Mikko


 ~Toni

 using that terrain EC you can fill a big region with suitably sized
blocks of terrain. not having one huge terrain for the whole thing
should make the rendering work ok, 'cause ogre knows to not draw the
ones that are far or not in the view direction (has decent camera
frustum culling).

also without terrain a big region could be built just by using meshes
for the land (if you need land, and are not making planets or space
stations or blood cells :) .. but terrains are of course good too (big
regions are easily interesting for geographic data and there it is
nice
to use existing heightmaps, and of course they are easily useful in
general too).

opensim physics is perhaps the only problematic point with this
now? but
for e.g. arch or geo vis it's not always needed. if ode is made to not
crash, modrex rexode mesh support probably can work for the whole
region
too .. so can put a 1km*1km invisible low res collision mesh there for
the terrain perhaps.

~Toni

 our plan has been to first test big regions and ensure that
 Naali
 doesn't have artificial region size limits before possibly
 looking into
 seamless continuous sl style multiregion support. i
think for
 many
 applications single big regions suffice, but there are of
 course others
 where separate but for the user continous multiple
regions are
 needed.

 ~Toni


 Cheers,
 Mikko


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[realXtend] Taiga 0.1.4 released

2010-10-07 Thread Mikko Pallari
Hi,

Taiga version 0.1.4 is now tagged and bagged. Download yours from here:
http://github.com/realXtend/taiga/downloads

New release contains ogre scene import improvements, option to use null
storage for ModreX and option to load ogrescenes with console command. See
full changelog at:
http://wiki.realxtend.org/index.php/Getting_Started_with_Taiga#Changelog_and_HistoryAlso
see instructions how to use those new ogre scene importing tools:
http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Uploading_Scenes

Cheers,
Mikko

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Re: [realXtend] I can't upload

2010-09-03 Thread Mikko Pallari
42mb mesh is generally quite big, so that might be a problem. Usually we use
meshes that are around 1mb. What viewer version are you using, and also what
server? If you are using Taiga, then the problem is probably in your MySQL
connection. See this wiki page for more information:
http://wiki.realxtend.org/index.php/Getting_Started_with_Taiga#Frequently_Asked_Questions_About_Taiga

Cheers,
Mikko

On Thu, Sep 2, 2010 at 11:56 PM, DiogoLuiz d1060.l...@gmail.com wrote:

 I'm trying to upload a file from google sketchup, but I can't. I
 follow the tutorial and now I have a .mesh file, the size of this file
 is 42mb, but I need to use this.

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Re: [realXtend] Re: opensimulator 0.7 Question

2010-08-23 Thread Mikko Pallari
Hi,

*Andreas*: We have been mostly using Taiga on Windows so Linux build hasn't
always been up to date. First and third error you had has now been fixed to
Taiga develop branch. The second error you can fix by copying
NHibernate.*.dll from addon-modules/ModreX/ModularRex/bin/ to bin/

*Peter*: OpenSim 0.7 is not exactly the same thing as OpenSim master. The
master branch is development branch that will be eventually branched of to
0.7.1 branch. Since ModreX is still a bit far being ready for used with 0.7,
I haven't branched it of to be used with stable OpenSim version.

Cheers,
Mikko

On Sat, Aug 21, 2010 at 9:42 AM, Peter Steinlechner psteinlech...@gmail.com
 wrote:

 Hi Mikko

 thats great news, you mean opensim 0.7 with current master ?
 I have a funny issue with the current Taiga 0.1.2, maybe you have a hint
 where I could have made something wrong


 http://groups.google.com/group/realxtend/browse_thread/thread/6684f591ea7b4868

 cheers and happy weekend



 On Fri, Aug 20, 2010 at 7:28 PM, Andreas Schmeil 
 andreas.schm...@googlemail.com wrote:

 Hi Mikko,

 thanks for your quick reply.

 I had tried to compile Taiga before, but it did not work. Tried it
 again now, same build fail (see 1. below).

 Although this error sounds much less unresolvable than the missing
 constructor errors. So, is there any directive here I can add
 somewhere to make it work?

 Then I cleaned and tried building it without the EstateManagement
 addon - next addon build failed (see 2. below):

 And when I removed that addon, the next one failed to build (see 3.
 below). So I think my configuration simply might have a problem with
 building addons. Do I have to create any prebuild.xml files for the
 addons manually?

 Thanks so much for guiding me through this,
 Andreas


 1.
 [csc] /usr/lib/taiga/addon-modules/EstateManagement/Data/
 MySQL /
 MySQLRegionEstateData.cs(8,7): error CS0246: The type or namespace
 name `Estate
 ManagementModule' could not be found. Are you missing a using
 directive or an as sembly
 reference?
  [csc] Compilation failed: 1 error(s), 0 warnings

BUILD FAILED - 0 non-fatal error(s), 1 warning(s)

 2.
 [csc] /usr/lib/taiga/addon-modules/ModCableBeach/Modules/
 ServerConnectors/WebDAV/NHibernateManager.cs(6,7): error CS0246: The
 type or namespace name `NHibernate' could not be found. Are you
 missing a using directive or an assembly reference?

BUILD FAILED - 0 non-fatal error(s), 14 warning(s)

 3.
 [csc] /usr/lib/taiga/addon-modules/ModreX/ModularRex/WorldInventory/
 WorldInventoryModule.cs(12,7): error CS0246: The type or namespace
 name `WebDAVSharp' could not be found. Are you missing a using
 directive or an assembly reference?
  [csc] Compilation failed: 1 error(s), 0 warnings

BUILD FAILED - 0 non-fatal error(s), 1 warning(s)


 On Aug 19, 10:46 pm, Mikko Pallari mikko.pall...@evocativi.com
 wrote:
  Hi,
 
  OpenSim 0.7 is not yet fully supported by ModreX. I'm currently working
 on
  ModreX master branch to make it work with OpenSim current master.
 
  There are a couple of other branches of ModreX you might want to use.
 There
  is taiga-0.1 branch which works with our latest Taiga (
 http://github.com/realXtend/taiga). Taiga is based on SciSim version that
 is
  based on OpenSim 0.6.9. There is also a ModreX branch called
  os-0.6.9-post-fixes. This branch should work with OpenSim
 0.6.9-post-fixes
  branch.
 
  The Readme.txt file on bottom of the ModreX GitHub page is a bit
 outdated.
  I'll update that ASAP.
 
  Cheers,
  Mikko
 
  On Fri, Aug 20, 2010 at 4:28 AM, Andreas Schmeil 
 andreas.schm...@googlemail.com wrote:
   Hey there, I am also trying to build opensim 0.7 with modrex. I have
   tried different combinations ranging from opensim 0.6.8 to 0.7 and
   different downloads of the ModreX addon module. I can't get it to
   compile, for every combination I get a different error (no constructor
   that supports 15 arguments, no function that takes 12 arguments,
   etc).
 
   Could somebody point out which combination does really work?
   My last try was this:
   - Debian 5 (lenny)
   - Mono 2.4.3
   - Nant 0.85
   - OpenSim 0.7
   - ModreX checked out from SVN
 
   I followed the instructions at the bottom of this page:
  http://github.com/mikkopa/ModreX
 
   Thanks for any help and advise,
   Andreas
 
   On Aug 3, 5:21 am, pedro psteinlech...@gmail.com wrote:
I noticed that there are quite some changes in the opensimulator 0.7
build, has anybody allready had a chance to give it a try with the
modrex modules and noticed any impacts ?
 
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Re: [realXtend] Taiga 0.1.2 - Nali 0.2.5 Connection problems

2010-08-10 Thread Mikko Pallari
Have you set up where to connect?

With Taiga, default port for logins is 8002.

Cheers,
Mikko

On Wed, Aug 11, 2010 at 8:54 AM, ShortPieceOf String 
stringshortpiec...@googlemail.com wrote:

 After having some problems with the old Realxtend server/viewer (which
 I guess have now been abandoned) I thought I'd try out Taiga and Nali.

 I've set up all the required databases in MySql and all the servers
 (User, Opensim, Messaging etc) seem to be running ok.  The problem I
 am having is connecting.

 I created a new user in the UserServices window and am connecting with
 firstnamelastn...@127.0.0.1.

 If I use the OpenSim Authentication type,  the bottom of the Nali
 window just says Connecting to 127.0.0.1. with that white
 progress bar bouncing back and forth indefinitely. There are no error
 messages coming up in any of the server windows. With the
 Authentication type set to RealXtend I quickly get the message Failed
 to connect.

 I've also tried firstnamelastn...@192.168.1.100 which is my actual
 local IP address and that doesn't work either.

 I guess I'm doing something stupid.

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Re: [realXtend] Server version to use for development

2010-06-29 Thread Mikko Pallari
Hi,

The preferred version is latest Taiga (based on Scisim and OpenSim 0.6.9)
with ModreX branch taiga-0.1. But if you want to use OpenSim as your base,
then use OpenSim 0.6.9 with ModreX branch os-0.6.9-post-fixes. ModreX trunk
is currently broken with OpenSim master.

To build Taiga see these instructions:
http://wiki.realxtend.org/index.php/Getting_Started_with_Taiga#Building_from_source

Cheers,
Mikko

On Tue, Jun 29, 2010 at 10:15 AM, Pablo Martin cae...@doodo.org wrote:

 Hi!

 I'm trying to setup a recent version of opensim with the latest modrex.

 Is there any preferred version to use for development? (both for opensim
 and modrex).

 I didn't see any mentions on the webpage (well, I did but they look
 outdated) and modrex readme just points to a recent enough version of
 opensim, but doesn't specify which.

 I have tried several combinations, but so far none works perfectly as I
 would like.

 Greetings!

  Pablo



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Re: [realXtend] Server version to use for development

2010-06-29 Thread Mikko Pallari
On Tue, Jun 29, 2010 at 2:03 PM, Pablo Martin cae...@doodo.org wrote:

 On 29/06/10 09:22, Mikko Pallari wrote:
  Hi,
 
  The preferred version is latest Taiga (based on Scisim and OpenSim
  0.6.9) with ModreX branch taiga-0.1. But if you want to use OpenSim as
  your base, then use OpenSim 0.6.9 with ModreX
  branch os-0.6.9-post-fixes. ModreX trunk is currently broken with
  OpenSim master.

 I see... ok, I tried the preferred combination and could get it to work
 nicely without too much trouble :). Anyways, thinking about it.. what I
 really want is to follow with the modrex trunk, because that's where the
 latest advances in the ogre importer are. What opensim version should I
 use in this case?


Well, the trunk should follow the OpenSim master, but as told, unfortunately
we haven't had time to update that branch for some time. As we are currently
developing against the taiga-0.1 branch, latest ogre scene importer stuff
are there.



 So now I have a test server at http://delcorp.dyne.org with b2rex
 extensions. The issue I have is I don't see all the uploaded asset
 meshes properly (sometimes ones show, and sometimes others, but the more
 complex one seem to be less likely to appear), not sure where the
 problem is coming from... I think either a network reliability issue, or
 something with differring mono version on the server (i compiled on an
 ubuntu lucid, but installed on a debian stable with backports..).


I haven't yet had time to look at what does b2rex extension adds to ModreX
part, so can't say if it because of that. But if you are using the reaXtend
viewer 0.4x then the meshes won't show probably because of the UDP download
of assets. If you try to connect with Naali then it is able to download
assets with http.


 Greetings!

  p.


Cheers,
Mikko

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Re: [realXtend] Single Regions Backup - Restore

2010-06-29 Thread Mikko Pallari
On Tue, Jun 29, 2010 at 3:18 PM, Peter Steinlechner psteinlech...@gmail.com
 wrote:

 Hi all

 Is there a best way to backup and restore single regions in taiga server ?


Currently there is no easy way to backup single regions. Doing database
backup is the closest.


 I created an OAR of a region, but when loading it to a different region,
 the meshes where missing, but all container prims rezzed at the right place.


OARs don't save the Rex object properties data with them. This is why you
only see the placeholders. Adam Frisby is currently doing scene object
refactoring in OpenSim and by result of that we might have way to store also
the Rex object properties with OAR. This work however is not complete and
might take some time to stabilize.



 Cheers
 Peter


Cheers,
Mikko

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Re: [realXtend] Taiga 0.1.2 changing regions

2010-06-20 Thread Mikko Pallari
Use command show regions to view valid region names. If the region you are
changing to is not on the list then the change region command won't work.

Cheers,
Mikko

On Sat, Jun 19, 2010 at 7:32 PM, Peter Steinlechner psteinlech...@gmail.com
 wrote:

 Hi all

 I got a strange issue when i want to change the regions in the opensim
 console:

 Region (root) # change region TaigaSim02
 Couldn't select region TaigaSim02
 Currently selected region is root
 Region (root) #

 So i cant change the regions for uploading terrains for example. This just
 happens on my Win7 (64) Pro box, but not on my XP Pro box.

 Any hints are highly welcome.

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Re: [realXtend] Taiga 0.1.2 and Windows server 2008R2 crashes

2010-06-15 Thread Mikko Pallari
One way to figure out what is wrong is to start the server(s) from
commandline and see what error message it gives when crashing.

Cheers,
Mikko

On Sun, Jun 13, 2010 at 3:07 AM, Laurent Rathle lrat...@gmail.com wrote:

 Hello,

 Each time I try to launch Taiga on my Windows 2008R2 server 64bits, most of
 its servers crashes on startup (userserver, for example). Is it because of
 64bits ?

 Thank you

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Re: [realXtend] Objects not receiving Shadows

2010-05-27 Thread Mikko Pallari
Hi,

In Ogre material script you need to set variable: receive_shadows on

Cheers,
Mikko

On Wed, May 26, 2010 at 4:04 PM, pedro psteinlech...@gmail.com wrote:

 Hi all

 I just did a little test with some objects made in sketchup using the
 ogre exporter and noticed that parts with a texture asigned do receive
 shadows casted by other objects, while parts of the same model with
 asigned colors
 show the colors correctly, but dont receive shadows.

 Easy workaround for this could be to create textures for those colors

 Is there a fix for this to expect, or is it better to use the above
 mentioned workaround ?

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Re: [realXtend] Naali Taiga vs. RealXtend

2010-05-24 Thread Mikko Pallari
One practical difference with these two combinations that I noticed with
this project we are working on is loading speed and load reliability. With
Naali and Taiga every asset just comes very fast in matter of seconds rather
than minutes. And always every asset arrives. In few bits we needed to use
old 0.42 viewer to set few more exotic setting that are not yet supported by
Naali. Our jaws just dropped how slow everything loaded. Not all were loaded
at once, we needed to log in multiple times to get all assets.

So if you have lots of meshes, big textures etc in your world, Naali and
Taiga are definitely for you.

Cheers,
Mikko

2010/5/21 Antti Ilomäki antti.ilom...@gmail.com

 Hi

 The greatest difference is that the previous generation vieewrs were based
 on the Second Life viewer whereas Naali is an entirely new design built from
 scratch. There were a lot of things we wanted to do with the original viewer
 that would've required significant rewrites to the code and the GPL license
 of the Linden Lab code wasn't well liked by the open virtual worlds
 community so we decided to start from scratch.

 The work began in early 2009 and the first releases thought to be
 interesting for wider use (0.1 onwards) were released in early 2010.
 Currently Naali already does some things better than the previous generation
 viewer and although it doesn't have all the features yet, it's catching up
 pretty fast (just check out the changelogs to see the pace the devs are
 creating new features and fixes).

 Taiga is pretty much the same story, although the changes aren't as
 dramatic. It is still based on OpenSim (it's a good project and a solid
 platform for virtual worlds) and ModreX, the biggest differences to OpenSim
 plus ModreX is the Sciencesim-based OpenSim distribution and Cable Beach
 authentication / content delivery services that were added to the mix. Taiga
 and Naali are the currently developed versions. It is of course possible to
 deploy OS + ModreX servers based on newer OS versions, but there are few
 benefits compared to the full Taiga suite. Development on the old reX viewer
 has been on hold for a good while now and it is expected to be completely
 replaced by Naali in the near future.


 2010/5/21 mattdevlin mdevl...@uwo.ca

 Maybe I'm missing something, but what exactly is the benefit of using
 Naali and Taiga over the realXtend server and viewer? I've been using
 realXtend for maybe a year and it's great, but when I've dabbled in
 Naali (and it was only momentarily) it didn't seem to me that it was
 any better. If anyone could explain the differences it would be
 greatly appreciated.

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Re: [realXtend] Re: Naali 0.2.2 and Taiga 0.1.2 released

2010-05-21 Thread Mikko Pallari
On Fri, May 21, 2010 at 1:31 PM, Toni Alatalo ant...@kyperjokki.fi wrote:

 On pe, 2010-05-21 at 03:09 -0700, pedro wrote:
  I downloaded it and got the main issues with TP when i try to get to
  the next region i always end up with a black screen. Just having 2
 regions on that

 We just learned a couple of days ago that the current teleport impl in
 Naali is now made for when using the old rex auth only. To be improved..


This has been already fixed to Naali develop branch.


  Another issue seems to be region crossing, or flying over  the region
  borders -
  then my avatar usualy gets stuck and mostly likely the viewer crashes
  then.

 Using Naali?

 It doesn't have multiregion support at all. I guess what happens when
 encountering a region border on a server with multiple regions can be a
 bit undefined for now .. if the servers start doing a handover but the
 client doesn't know anything about it.


As Toni mentioned, multiple regions and region crossing are not implemented
yet. Current teleport implementation works so that it makes first logout and
then login to new destination. Until Naali can support multiple regions this
is only way we can change region.



 We should at least make it somehow not get stuck/crash, thanks for
 reporting.

 ~Toni


-Mikko



  On May 19, 4:27 pm, Antti Ilomäki antti.ilom...@gmail.com wrote:
   Hi everyone
  
   Taiga 0.1.2 and Naali 0.2.2 binaries are now out. First taste of Entity
 -
   Component editing, improved VoIP, bug fixes, improved performance,
 working
   media urls and teleport to other regions are just some of the
 highlights for
   the new Naali, while Taiga gets improvements to downlaods and the
 config
   wizard as well as several bug fixes. Download the latest versions here:
  
   Taiga server:http://github.com/realXtend/taiga/downloads
   Naali viewer:http://code.google.com/p/realxtend-naali/downloads/list
  
   Complete changelogs available here:
   Taiga:
 http://wiki.realxtend.org/index.php/Getting_Started_with_Taiga#Versio...
   Naali:
 http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Versio...
  
   Great thanks to everyone who has contributed code, bug reports and
 ideas for
   the new versions.
  
   --http://groups.google.com/group/realxtendhttp://www.realxtend.org
 


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Re: [realXtend] Re: Meshes won't delete

2010-05-17 Thread Mikko Pallari
Hi,

Naali's bug tracker is at: http://github.com/realXtend/naali/issues

If the bug appears also in 0.5 then it is probably a ModreX bug. Those bugs
can be reported to http://forge.opensimulator.org/gf/project/modrex/

AFAIK versions older than that (both viewer and server) are unmanaged, but
they also have trackers in sourceforge.

Cheers,
Mikko

On Mon, May 17, 2010 at 10:09 PM, Edwige Lelievre - ENER lab 
edwige.lelie...@gmail.com wrote:

 No problems Mikko, but it looks like the bug tracker is dedicated to
 Taiga. I had this problem with the realxtend server (0.5), so I am not
 sure it is relevant. Is there also a bug tracker for Naali, and the
 older versions ?

 Thanks !

 Edwige

 On 17 mai, 12:12, Mikko Pallari mikko.pall...@evocativi.com wrote:
  It would be really helpful if you could report this bug to our issue
 tracker
  (http://github.com/realXtend/taiga/issues) with all relevant version
  information and steps to reproduce.
 
  Thanks,
  Mikko
 
  On Sat, May 15, 2010 at 12:55 PM, Edwige Lelievre - ENER lab 
 
 
 
 
 
  edwige.lelie...@gmail.com wrote:
   I had the same problem, but found an easier solution : take the object
   in your inventory, then delete it from here. It should disappear
   properly. (I have this deletion problem only for object created by
   other character than the owner of the land)
 
   Something else you have to know : you have to shut down you server
   properly (using CloseStandaloneRexServer.bat is not proper at all) so
   when you want to take the server down, type shutdown in the
   OpenSim.exe console, then close manually authentification and avatar
   storage.
 
   Hope it helps :)
 
   Edwige
  www.armaghia.fr/DeltaLyrae6
 
   On 14 mai, 22:31, Jonne Nauha jonne.na...@evocativi.com wrote:
He means go to a mysql db browser (command line mysql login and
 editing
   or
use some gui tool) and go to opensim db (or grid db if you are
 running
latest taiga in grid mode). There open assets table and delete the
 row
   that
has the mesh id. This shouldnt be required, it should be enough that
 they
get deleted with a viewer. I saw this same behavior last week when i
 ran
   my
local taiga setup. I deleted some meshes with old viewer and they
 popped
back up (prolly after servers were restarted). Someone should take a
 look
   at
this whats going on, i guess its a server bug. Can you tell us what
   servers
are you using and what kind of setup (grid, standalone, used db).
 
Best regards,
Jonne Nauha
realXtend developer
 
   http://www.realxtend.org/http://www.evocativi.com/
 
On Fri, May 14, 2010 at 9:40 PM, mattdevlin mdevl...@uwo.ca wrote:
 I would do that if I knew which mysql to go into. I guess my new
 problem is they are all .dll files (am I correct?) and I apparently
 don't have anything to edit these with.
 
 On May 14, 1:53 pm, Gustavo Alberto Navarro Bilbao
 sombra.albe...@gmail.com wrote:
  When i've suffered the same problem, the only solution that works
 for
   me,
  was to get the uuid from the meshes, to find them in the mysql
 and to
 delete
  them there.
 
  Alberto
 
  2010/5/14 mattdevlin mdevl...@uwo.ca
 
   So I've got a bunch of meshes in my realxtend island, but I
 can't
   get
   some of them to permanently delete. I select them, delete them
 as
   I've
   deleted dozens of prims in the past, and sure enough they go
 away.
   The
   problem arises when I log off for the day and shut down the
 server,
   when I bring it back up the next day, these few deleted prims
 won't
   stay deleted, they just reappear.
 
   I also have a prim that every time I double click it in my
 object
   list, all of the coo-ordinates change, and seemingly randomly.
 I
   also
   can't delete this one even from my object list, it just won't
   leave.
 
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Re: [realXtend] Error

2010-04-12 Thread Mikko Pallari
Hi Mark,

Can you specify bit more about the configuration you are using? What version
of the server are you using? Are you using on Windows or Linux? And if on
Linux what Mono version?

Cheers,
Mikko

On Sat, Apr 10, 2010 at 10:30 AM, Mark320 Bellic snake2...@gmail.comwrote:

  [NHIBERNATE]: Mapping not valid: The following types may not be used
 as proxies:
 ModCableBeach.WebDAVProperty: method obj_address should be virtual
 ModCableBeach.WebDAVFile: method obj_address should be virtual
 ModCableBeach.WebDAVFolder: method obj_address should be virtual,   at
 NHibernate.Cfg.Configuration.Validate () [0x0]
  at NHibernate.Cfg.Configuration.BuildSessionFactory () [0x0]
  at WebDAVSharp.NHibernateStorage.NHibernateManager..ctor
 (System.String connect, System.String store) [0x0]

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Re: [realXtend] Error

2010-04-12 Thread Mikko Pallari
Yes, I'm aware that NHibernate was removed from OpenSim and it is not used
by any core plugin. However, it is used in ModCableBeach for saving
NHibernate properties and in ModreX for storing RexObjectProperties.

Cheers,
Mikko

On Mon, Apr 12, 2010 at 4:24 PM, Tara Desoto tarades...@gmail.com wrote:

 Nhibernate  appears  to be broken and removed from Opensim trunk...  A
 long term solution may potentially have to be found in this situation ...
 Here is the quote about it from what they were saying about it over in
 opensim ... I have my grid running on win server 08 r2 and nhibernate was
 touchy for me at first but I was able to get past it ..


 Opensim quote :::

 Hi folks.  Q: what is the state of NHibernate support these days?  I
 was thinking of hacking an OpenSim.Data.Hibernate assembly but it
 sounds like it's been done but has suffered bit-rot.  Is there
 interest in resurrecting/replacing it?  If so, where might I find the
 existing code?
 -Eric

 Hi,
 the cide used to be in trunk, but has been removed because it had no
 users and no maintainer. Recently, the data layer has changed to a
 dynamically adjustable table system, which is something NHibernate
 can not cope with. Therefore I don't see a way to make NH work
 again. However, as always, this is an open project and you're free
 to try. If you can make it work, patches are welcome.

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Re: [realXtend] Re: Object Linking Issue

2010-03-29 Thread Mikko Pallari
Hi Edwige,

Yes, this was a server problem. Unfortunately we haven't made any stable
release after that, but we're planning doing one quite soon.

Cheer,
Mikko

On Fri, Mar 26, 2010 at 7:58 PM, Edwige Lelievre - ENER lab 
edwige.lelie...@gmail.com wrote:

 Hi Mikko,

 So it was a problem on the server right ? Where can I find the correct
 version ? (I'm using a realxtend 0.5 server downloaded last week and
 still have the issue)

 Thanks :)

 On 26 mar, 10:25, Mikko Pallari mikko.pall...@evocativi.com wrote:
  Hi,
 
  We had an open ticket about object linking for some time, but I fixed
 this
  issue in beginning of February. The problem was that Rex properties were
 not
  saved for child prims.
 
  About volume collision on child prims I don't know. This might be a bug
 in
  OpenSim and also it might already been fixed.
 
  Cheers,
  Mikko
 
  On Thu, Mar 25, 2010 at 11:39 AM, Edwige Lelievre - ENER lab 
 
 
 
  edwige.lelie...@gmail.com wrote:
   Object linking is when you make an object child of another object.
   When you move the father, it moves the whole objects. (For instance,
   if doors are child of a house, when you move the house, the doors
   moves too) Needless to say it is very useful :)
   To link object, use ctrl + L , to unlink ctrl shift L
 
   But there are some bugs when parenting an object in Realxtend (I think
   it is more related to the server, I'm using rexserver 0.5)
 
   So : you parent two object, and it looks to work fine (a door with a
   house for instance)
   but, you reboot your server
   then, the door is still child of the house, but its 3d polygonal mesh
   and rex materials are gone !
 
   Did someone else noticed that ? Any idea of how to solve it ? :)
 
   Another little bug (but maybe it is related to opensim and not
   realxtend) : when an object is a child of another, the event
   collision_start doesn't work anymore (but it works in SL)
 
   Thanks !
 
   Edwige
  www.armaghia.fr
 
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Re: [realXtend] Object Linking Issue

2010-03-26 Thread Mikko Pallari
Hi,

We had an open ticket about object linking for some time, but I fixed this
issue in beginning of February. The problem was that Rex properties were not
saved for child prims.

About volume collision on child prims I don't know. This might be a bug in
OpenSim and also it might already been fixed.

Cheers,
Mikko

On Thu, Mar 25, 2010 at 11:39 AM, Edwige Lelievre - ENER lab 
edwige.lelie...@gmail.com wrote:

 Object linking is when you make an object child of another object.
 When you move the father, it moves the whole objects. (For instance,
 if doors are child of a house, when you move the house, the doors
 moves too) Needless to say it is very useful :)
 To link object, use ctrl + L , to unlink ctrl shift L

 But there are some bugs when parenting an object in Realxtend (I think
 it is more related to the server, I'm using rexserver 0.5)

 So : you parent two object, and it looks to work fine (a door with a
 house for instance)
 but, you reboot your server
 then, the door is still child of the house, but its 3d polygonal mesh
 and rex materials are gone !

 Did someone else noticed that ? Any idea of how to solve it ? :)

 Another little bug (but maybe it is related to opensim and not
 realxtend) : when an object is a child of another, the event
 collision_start doesn't work anymore (but it works in SL)

 Thanks !

 Edwige
 www.armaghia.fr



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Re: [realXtend] Re: Seems Development Website is Offline

2010-03-16 Thread Mikko Pallari
Can you please send urls to pages that still have dead links, so that we can
fix them. We have tried to change all old links to new ones, but I guess
that we missed some.

Cheers,
Mikko

On Mon, Mar 15, 2010 at 10:00 PM, LadyTia merrie...@gmail.com wrote:

 Thank you Alberto, seems some of the links need updated *smiles*

 On Mar 15, 3:33 pm, Gustavo Alberto Navarro Bilbao
 sombra.albe...@gmail.com wrote:
  Try from:
 http://www.realxtend.org/page.php?pg=newss=20100208(http://code.google.com/p/taiga-server/downloads/list)
 
  Alberto
 
  2010/3/15 Merrie Schonbach merrie...@gmail.com
 
   It appears the development website is off line so unable to download
 Taiga
 
   Thanks!
 
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Re: [realXtend] Re: Naali multiregion support research and other investigations

2010-02-17 Thread Mikko Pallari
Hi,

I have usually developed ModreX trunk against the OpenSim master branch in
git repository. However, this might be a bit out-of-date. Also we have few
branches of ModreX that have been stabilized against certain OpenSim
versions. For example branch modrex-0.1.2-rc has been stabilized against
OpenSim branch 0.6.7.

OpenSim 0.7 is a version that doesn't exist yet, but AFAIK the work in
progress is at OpenSim branch presence-refactor. Since it is still not
finished I haven't spent any time working with it, but this is the future of
OpenSim. It would be interesting to see how much stuff has changed in it and
what breaks in ModreX when using it.

Of course I can't dictate you what to do, but IMHO the best way that you
could help the project is to take OpenSim's presence-refactor branch, put
ModreX trunk on it and see what breaks. And like Adam told on the other
thread, in this OpenSim branch the user server is modular enough so that
additional login methods can be implemented for grid mode.

Cheers,
Mikko

On Tue, Feb 16, 2010 at 10:46 PM, Denis Tarasov dtaras...@gmail.com wrote:

 I have spent a few days, studing modrex and opensim sources and trying
 various combinations of modrex and opensim versions. I still don't
 understand what is the latest opensim version that currently works
 with modrex. Is is 0.6.7 or 0.6.8 or some intermidiate build? Or may
 be current modrex works only with ScienceSim variant? Also , it seems
 that OpenSim 0.7RC does not exists at the moment.

 I need help with understanding current state of things so we can start
 working. Something like take such and such modrex version and make it
 work with  opensim version ___ (preferable available now, not at some
 undefined future point)

 Denis




 On Feb 13, 9:56 pm, Mark Malewski mark.malew...@gmail.com wrote:
  Denis,
 
  Lasse  is beginning to work on some of the refactoring right now (for
  multi-region support).
 
  If you (and your 2-3 Russian developers) would like to help RealXtend
 with
  an OpenSim 0.7 Migration, help with updating ModRex and help with some of
  the refactoring, and also help with creating a ModRexAuth
  (login/authentication) module, that would really be fantastic.
 
  What we need done is:
 
  Modrex needs to be updated to work properly with OpenSim 0.7 RC.
 
  (You can talk to Mikko about this, and maybe work with him to create a
  modrex-rc0.3 branch that is fully compatible with the latest OpenSim
 0.7
  RC).
 
  Once Modrex is updated (to work with OpenSim 0.7 RC), then maybe you can
  help the Taiga team (talk to Antii) about getting Taiga updated to work
 with
  the latest OpenSim 0.7 RC + the updated ModRex-rc0.3.  It would be good
 to
  help Mikko with updating the ModRex module so that it works with the
 latest
  OpenSim 0.7 RC.
 
  Then help with any Taiga updates (so that it works with the latest
 OpenSim
  0.7 RC + latest ModRex 0.3 + latest Taiga), then begin writing a new
  ModRexAuth module (using the server hooks/ROBUST in OpenSim 0.7 RC).
  You
  can work together with Lasse, and Mikko on updating the ModRex module and
  maybe they can give you some guidance on creating a ModRexAuth module,
 and
  maybe some of the individuals from ScienceSim can come alongside and help
  you and your 2 developers, and maybe help integrate all their work back
 into
  RealXtend modules.
 
  This way we maintain a constant modular approach based on OpenSim core,
  and we're not using any hacks.  Maybe the ScienceSim group can help
  contribute their work directly back to RealXtend, and help us with
  maintaining the ReX modules, and keeping RealXtend up to date.
 
   Mark
 
  On Mon, Feb 8, 2010 at 6:00 AM, lasse.oo...@ludocraft.com wrote:
   Hi, I wrote some of my thoughts for the case we decide to not replace
 the
   internal Naali eventmanager altogether, but to refactor it.
 
  http://wiki.realxtend.org/index.php?title=Refactoring_of_Naali_intern.
 ..
 
   - Lasse / realXtend developer
 
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Re: [realXtend] Realxtend/taiga server grid mode perspective for large projects?

2010-02-01 Thread Mikko Pallari
On Mon, Feb 1, 2010 at 7:11 PM, Denis Tarasov dtaras...@gmail.com wrote:

 Dear All,

 We have an idea of developing university-based 3D educational/science
 portal using realxtend technology. We have done extensive testing on
 standalone configuration and found that  current feature set and
 stability is more or less adequate for our purposes.

 However we afraid that this solution would not scale up to many users
 in the future. Is it true that nor realxtend 0.5 nor taiga server set
 is not capable of running in grid mode? If yes, is there any
 perspectives for getting this feature working?


The main problem with this currently is that the User server in grid mode
does not support rex login. This could be hacked in, but we'd rather do it
properly. The proper way to implement this is as a dynamic module for user
server, but unfortunately user server doesn't yet support dynamic modules.

Other than that, there shouldn't be any blocking issues towards grid mode.
You can already setup grid where every region has ModularRex.dll as their
client stack, then users can use some of the realXtend features, but they
need to press Shift+R (in 0.4x viewer) to view the scene with OGRE
rendering.



 Could we help developing grid mode and other essential features? We
 can't provide any funds for the moment, but we have large server
 facility that we can provide for developers for testing purposes, we
 can run stress-tests with many users connecting simultaneously.

 Best regards,
 Denis Tarasov
 Joint Supercomputer Center, Kazan Branch,
 Russian Federation


Cheers,
Mikko



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Re: [realXtend] voice

2010-01-17 Thread Mikko Pallari
2010/1/16 Med medexpo...@gmail.com

 Dear Everybody,

 we have a big problem with voice settings. Our realxtend viewer cannot
 recognise Pc's sound device.
 Our viewer: 0.42
 Rex server 0.5
 We use MySQL, and for the voice chat server: FreeSwitch server.

 Any other clients(Hyppo-Snowglobe etc.) is working with the free
 switch server, but real xtend viewer does not support.


Yes, this is true. realXtend viewer doesn't support freeswitch, vivox or any
other sip based voip solution. Instead the 0.42 viewer uses it's own tcp and
speex based solution that is in the realXtend server.

Cheers,
Mikko


 We opened all necessary ports trought the firewall, and we don't thing
 it would be the problem.

 Our base settings from opensim.ini:

 [realXtend]
  ;this enables realXtend UDP ports and realXtend avatars
  enabled = true

  ;this enables the realXtend python module
  rex_python = true

  RexEventQueue = false

  ;first rex udp port to listen
  ;first region listens to port defined, additional regions increment
 the value by one
  ;eg. first region 7000, second 7001 etc.
  FirstPort = 7000

  ;Checking of the session hash can be disabled with this option.
  ;Note: if this is disabled users logging in are not really
 authenticated. Use with caution.
  CheckSessionHash = true

  ;this is configuration of realXtend voice module
  ;voice server uses TCP port
 voice_server_url = http://86.xxx.82.xx:8000;

  ;db_connectionstring = SQLiteDialect;SQLite20Driver;Data
 Source=RexObjects.db;Version=3
  ;db_connectionstring =
 MsSql2005Dialect;SqlClientDriver;Server=127.0.0.1;Initial
 Catalog=os_modrex;Persist Security Info=True;User Id=xxx;Password=xxx
 db_connectionstring = MySQLDialect;MySqlDataDriver;Data
 Source=localhost;Database=opensim;User ID=;Password=

  ;Upload permissions module options
  ;These options control who can upload assets to server
  ;If Money module is in use, it still check that if upload permission
 otherwise allow to upload
  UploadPermissionsEnabled=true  ;set this to true to enable
 permissions. default false
  DisableUploads=false  ;set this to true to disable asset uploading
 from all. default false

  ;With this property you can set maximum height that avatars can fly
 to in region.
  ;Zero when disabled
  FlightCeilingHeight = 0

  ;World library
  ; With this property the World Library can be enabled.
  ; World Library shows the assets in the world in library structure.
  ; Use of world library is not recommended for public worlds, but only
 to worlds that are private and in building phase.
  WorldLibrary = false

 We made a screenshoot about the real xtend client (voice settings).
 You can see it on http://www.addakezed.hu/zip/1.jpg
 As you see, the client does not support our soundcard(Realtek HDA).
 We tried realxtend on several Pc-s, and it was the same problem on
 them too.

 We would like to ask, some information or help for this subject.

 Thanks!

 Add a kezed team

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Re: [realXtend] Building Modrex

2010-01-04 Thread Mikko Pallari
The ModreX tutorial in OpenSim wiki is quite outdated at the moment and I
don't recommend of using that. Instead I would build ModreX itself from the
instruction in README.txt file inside ModreX trunk. Or I would build using
the Taiga build instructions.

I'm going to update the build instructions to realXtend wiki and also modify
the OpenSim wiki to point to that documentation.

Cheers,
Mikko

On Wed, Dec 30, 2009 at 1:12 PM, Ryan McDougall sempu...@gmail.com wrote:

 I'm not the ModreX maintainer here, but I did try building our
 internal version of the server called Taiga:
 http://wiki.realxtend.org/index.php/Getting_Started_with_Taiga, and
 the ModreX portion of the build appeared to complete without a hitch.

 I don't think that tutorial is correct. realXtend is not affiliated
 with simxtd.

 OpenSim now has a much simpler method of getting addon modules to
 work. I believe it's as simple as copying the ModreX directory into
 opensim/addon-modules, and copying some runtime files into
 opensim/bin. Further details can be found in the link above.

 Hopefully when mikkopa returns from holidays, he can update that
 documentation.

 Cheers,

 On Tue, Dec 29, 2009 at 5:20 PM, Laurent Rathle lrat...@gmail.com wrote:
 
  Hello,
 
  I'm trying to build modrex/opensim following this :
 
  http://opensimulator.org/wiki/ModRex
 
  It fails with this error :
 
  BUILD FAILED
 
  Could not find a '*.build' file in
 '/home/laurent/opensim/Modrex/modrex/ModularRex'
 
  For more information regarding the cause of the build failure, run the
 build again in debug mode.
 
  Try 'nant -help' for more information
  cp: ne peut évaluer `RexParts/RexPython/Resources/*': Aucun fichier ou
 dossier de ce type
  ./simxtd: line 41: ../../bin/OpenSim.ini.modrex: Aucun fichier ou dossier
 de ce type
 
  Is this tuto still accurate ?
 
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[realXtend] Moving naali svn

2009-12-23 Thread Mikko Pallari
Hi,

As was discussed earlier, we are moving our viewer svn from
dev.realxtend.org to google code project. New location of the source will be
at http://code.google.com/p/realxtend-naali/

The moving process is now around rev 800/2179 so it will take some time that
moving is finished. During this process, please do not commit any code to
either of the repositories.

All core devs mail me your account info which you want to use with the new
repository so I will add you.

Best regards,
Mikko Pallari

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[realXtend] Ogre scene import module

2009-12-17 Thread Mikko Pallari
Hi,

I wrote a quick tutorial how to use the new Ogre Scene Import module in
ModreX. Go and read it here:
http://realxtend.blogspot.com/2009/12/tutorial-to-import-scene-from-blender.html

Cheers,
Mikko

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Re: [realXtend] Ogre scene import module

2009-12-17 Thread Mikko Pallari
On Thu, Dec 17, 2009 at 2:17 PM, Jeroen van Veen j.veen...@gmail.comwrote:

 Hey Mikko,

 Great work! Do you think that this can be used with OAR/IAR as well? Like
 importing the ogrescene first, and then do an oar merge?


Yeah, I think that should work, although I haven't tested that. I think that
it should also work other way around: First do OAR/IAR import and then
import Ogre scene. The Ogre scene import doesn't remove any existing data
from scene.



 cheers,

 Jeroen


-Mikko



 Op donderdag 17 december 2009 11:32:38 schreef Mikko Pallari:
  Hi,
 
  I wrote a quick tutorial how to use the new Ogre Scene Import module in
  ModreX. Go and read it here:
 
 http://realxtend.blogspot.com/2009/12/tutorial-to-import-scene-from-blender
  .html
 
  Cheers,
  Mikko
 

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Re: [realXtend] Re: Abridged summary of realxtend@googlegroups.com - 3 Messages in 1 Topic

2009-12-14 Thread Mikko Pallari
Hi,

It seems that this is a bug in ModreX. I'll add this item to tracker and fix
it before next release.

Cheers,
Mikko

On Sun, Dec 13, 2009 at 12:16 AM, MasterJ djmat...@hotmail.com wrote:

 hello,

 Hmmm it's strange normaly each region have a new port for example ;
 region 1 port 7000
 region 2 port 7001
 etc
 and it's need to load them all but here i still use 9000 to 90XX

 best regards,

 MasterJ

 On 12 déc, 12:29, pedro psteinlech...@gmail.com wrote:
  Hi Jonne
 
  I checked about udp port 7000
  The first region connnects fine on that port, but the second region
  wants to use the
  same port somehow instead of incrementing.
 
  I tried to configure first port to 7001 and following and get the same
  error.
  So i suppose that modrex tries to bind twice to the same port.
 
  Is there a setting where this could be configured ?
 
  thanks
  Pedro
 
  On Dec 10, 7:34 pm, Gustavo Alberto Navarro Bilbao
 
  sombra.albe...@gmail.com wrote:
   Hi Jonne
 
   Wich way do you used to create the new region?. If you did a copy of
 the
   .ini file, get a new GUID fromhttp://
 www.guidgenerator.com/online-guid-generator.aspx, and put a new port
   and a new coordiantes,and have problems with that configuration ,
 Instead,
   you can try using the create region command in the opesim.exe
 console,
   usually works right.
 
   Alberto
 
   2009/12/9 Jonne Nauha jonne.na...@evocativi.com
 
Seems like modrex cannot bind the port 7000 on your machine. Are you
 sure
that is not in use and that modrex is not somehow trying to do that
 twice. I
guess perdo and the other guys who have gotten two regions up in one
 Taiga
sim could answer this on how they did it and if they have similar
 configs as
you.
 
On Thu, Dec 10, 2009 at 12:10 AM, Peter Steinlechner 
psteinlech...@gmail.com wrote:
 
I also tried to set up an additional region on taiga, but i get the
following error - pic
 
i used the following region.ini, based on
   http://opensimulator.org/wiki/Configuring_Regions
 
[MyTestRegion02]
RegionUUID = d74c8ce3-1450-468a-98b1-f57dbb4aa849
Location = 1000,1000
InternalAddress = 0.0.0.0
InternalPort = 9000
AllowAlternatePorts = False
ExternalHostName = 192.168.1.33
MasterAvatarFirstName = john
MasterAvatarLastName = doe
MasterAvatarSandboxPassword = test
 
[TestRegion03]
RegionUUID = 0022b0c1-0b45-4cae-af25-c4f6c41bd55c
Location = 1001,1000
InternalAddress = 0.0.0.0
InternalPort = 9001
AllowAlternatePorts = False
ExternalHostName = 192.168.1.33
MasterAvatarFirstName = john
MasterAvatarLastName = doe
MasterAvatarSandboxPassword = test
 
my first region starts up perfectly - but when loading the second
 region i
get the error
and the region doesnt load
 
On Mon, Dec 7, 2009 at 4:16 PM, realxtend@googlegroups.com wrote:
 
  Today's Topic Summary
 
Group:http://groups.google.com/group/realxtend/topics
 
   - Does Taiga support more of a
 region?#1257593f0cfec357_125757e9e83e9100_12569b67426ce11f_group_thread_0[3
 Updates]
 
  Topic: Does Taiga support more of a region?
 http://groups.google.com/group/realxtend/t/3bc794ce3b2d5f44
 
   Jonne Nauha jonne.na...@evocativi.com Dec 06 07:20PM +0200
 
   Taiga should support multiple regions. I think its mostly Naali
 that
   can't
   go from a region to another. And this grid mode is a bit to
 modrex
   too. So
   due to our viewer is not in the multi-region more...
 http://groups.google.com/group/realxtend/msg/8d7a0a54dec93e91
 
   Jonne Nauha jonne.na...@evocativi.com Dec 06 07:22PM +0200
 
   And this grid mode multiregion support is a bit new to modrex
 too was
   what I
   tried to say :) Mikko can maybe specify that a bit more whats
 the
   state
   there. - Jonne
 
   more...
 http://groups.google.com/group/realxtend/msg/dfe1225947f41bfc
 
   Gustavo Alberto Navarro Bilbao sombra.albe...@gmail.com Dec
 06
   08:05PM +0100
 
   Well. I've deleted region1,( after to delete all the assets),
 with
   the
   delete region command.
   After that, i've created a new region with another guid. Well, I
 can
   to do
   TP from region1 to more...
 http://groups.google.com/group/realxtend/msg/17bb197dd387e1c5
 
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Re: [realXtend] Error with SetNewMediaUrl of class MediaUrlChanger

2009-12-14 Thread Mikko Pallari
It would seem like that the variable MyMediaUrlPrim is null when the touch
event is triggered. And since the MyMediaUrlPrim is fetched from the scene
by id that is described in the RexPrimFreeData field, I would suspect that
the error is in there.

Cheers,
Mikko

On Mon, Dec 14, 2009 at 9:05 PM, Carlos carlos...@gmail.com wrote:

 I`m using the samplemediaurl.py script with a MediaUrlChanger like
 this:
 class MediaUrlChanger(rxactor.Actor):
def GetScriptClassName():
return samplemediaurl.MediaUrlChanger

def EventCreated(self):
super(self.__class__,self).EventCreated()
print samplemediaurl.MediaUrlChanger
self.MyMediaUrlPrim = None
self.MyMediaUrl = 
self.RefreshData()

def EventTouch(self,vAvatar):
self.RefreshData()

if(self.MyMediaUrlPrim != None):
   # self.MyMediaUrlPrim.SetNewMediaUrl(self.MyMediaUrl)
   self.MyMediaUrlPrim.SetNewMediaUrl(http://www.theURL.com;)
else:
print Target prim for mediaurl change not found

def RefreshData(self):
myfreedata = self.rexGetPrimFreeData()
paramlistlines = myfreedata.splitlines()

templocalid = self.GetPrimLocalIdFromUUID(paramlistlines[0])
self.MyMediaUrlPrim = self.MyWorld.GetActorByLocalID(str
 (templocalid))
self.MyMediaUrl = paramlistlines[1]
 
 The error message in the console when i run the script is:
 HandleEvent_TouchStart exceptions.SystemError Referencia a objeto no
 establecida como instancia de un objeto. traceback object at
 0x038C0E57
 Any ideas?
 Thanks
 Carlos Lorenzo

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[realXtend] Setting ModreX region to OSGrid

2009-12-10 Thread Mikko Pallari
Hi,

I just wrote a quick post to realXtend blog how to connect a ModreX region
to OSGrid and what to expect from it. Go and read it at
http://realxtend.blogspot.com/2009/12/modrex-region-in-osgrid.html

Cheers,
Mikko

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Re: [realXtend] Re: Avatar meshes dont appear on other clients

2009-12-10 Thread Mikko Pallari
 - [CableBeachFrontend] Could not find metadata for asset
 ----00
 00
 14:14:37 - HttpServer.HttpListener: Accepted connection from:
 127.0.0.1:1075
 14:14:37 - [OpenSimAssets] AssetMetadataFetch(): AssetID:
 ----, Resp
 onse: NotFound
 14:14:37 - [CableBeachFrontend] Could not find metadata for asset
 ----00
 00
 14:14:37 - HttpServer.HttpListener: Accepted connection from:
 127.0.0.1:1076
 14:14:37 - [OpenSimAssets] AssetMetadataFetch(): AssetID:
 ----, Resp
 onse: NotFound
 14:14:37 - [CableBeachFrontend] Could not find metadata for asset
 ----00
 00
 14:14:37 - HttpServer.HttpListener: Accepted connection from:
 127.0.0.1:1077
 14:14:37 - [OpenSimAssets] AssetMetadataFetch(): AssetID:
 ----, Resp
 onse: NotFound
 14:14:37 - [CableBeachFrontend] Could not find metadata for asset
 ----00
 00
 14:14:37 - HttpServer.HttpListener: Accepted connection from:
 127.0.0.1:1078
 14:14:37 - [OpenSimAssets] AssetMetadataFetch(): AssetID:
 ----, Resp
 onse: NotFound
 14:14:37 - [CableBeachFrontend] Could not find metadata for asset
 ----00
 00
 14:14:37 - HttpServer.HttpListener: Accepted connection from:
 127.0.0.1:1079
 14:14:37 - [OpenSimAssets] AssetMetadataFetch(): AssetID:
 ----, Resp
 onse: NotFound
 14:14:37 - [CableBeachFrontend] Could not find metadata for asset
 ----00
 00
 14:14:37 - HttpServer.HttpListener: Accepted connection from:
 127.0.0.1:1080
 14:14:37 - [OpenSimAssets] AssetMetadataFetch(): AssetID:
 ----, Resp
 onse: NotFound
 14:14:37 - [CableBeachFrontend] Could not find metadata for asset
 ----00
 00
 14:14:37 - HttpServer.HttpListener: Accepted connection from:
 127.0.0.1:1081
 14:14:37 - [OpenSimAssets] AssetMetadataFetch(): AssetID:
 ----, Resp
 onse: NotFound
 14:14:37 - [CableBeachFrontend] Could not find metadata for asset
 ----00
 00
 14:14:37 - HttpServer.HttpListener: Accepted connection from:
 127.0.0.1:1082
 14:14:37 - [OpenSimAssets] AssetMetadataFetch(): AssetID:
 ----, Resp
 onse: NotFound
 14:14:37 - [CableBeachFrontend] Could not find metadata for asset
 ----00
 00
 14:14:38 - HttpServer.HttpListener: Accepted connection from:
 192.168.1.33:1088
 14:14:38 - [OpenSimFilesystem] InventoryFetchFolderContents():
 FolderID: 9a2b30d6-5f71-49b1-ad89-fcd
 5237fa6fd, OwnerID: http://nbhp-0002:8002/users/mac.tac, Response:
 Success
 14:14:47 - HttpServer.HttpListener: Accepted connection from:
 127.0.0.1:1092
 14:14:47 - [OpenSimAssets] AssetMetadataFetch(): AssetID:
 c228d1cf-4b5d-4ba8-84f4-899a0796aa97, Resp
 onse: NotFound
 14:14:47 - [CableBeachFrontend] Could not find metadata for asset
 c228d1cf-4b5d-4ba8-84f4-899a0796aa
 97

 Hope this might be useful :-)

 On Dec 10, 7:55 am, Mikko Pallari mikko.pall...@evocativi.com wrote:
  Hi,
 
  What viewer and server versions do you use? Is there any error messages
 in
  avatar server console?
 
  Cheers,
  Mikko
 
  On Wed, Dec 9, 2009 at 11:43 PM, pedro psteinlech...@gmail.com wrote:
   I got three avatars at the same region
 
   avatar name - mesh
   --
   tic tac - robotmesh
   mac tac - snowman mesh
   toe tac - jack mesh
 
   login in as tic tac i see my avatar as robot - but mac tac still looks
   like jack
   login in as mac tac i see my avatar as snowman - but but tic tac still
   looks like jack
   login in as toe tac i see my avatar as jack - but but tic tac and mac
   tac still look like jack
 
   where could i have something wrong in the settings ?
 
   --
  http://groups.google.com/group/realxtend
  http://www.realxtend.org

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


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Re: [realXtend] RealXTend Voice Chat Help...

2009-12-10 Thread Mikko Pallari
Hi,

Skype implementation is different from the in world voice. Configuration
line that you were looking is for the in world voice. To enable skype, set
ClientView option to 0.4. The realXtend 0.4 series is the only one that
supports skype integration. I'm not the best person to tell how to set up
the skype in the client side, so I'll let someone from communications team
to tell this.

When using the in world voice you need to set the option voice_server_url
to your IP and port where you want it to listen to. These IP and port are
sent to other clients so they need to be accessible from their location.

Cheers,
Mikko

On Thu, Dec 10, 2009 at 3:18 PM, akaydin atesakay...@gmail.com wrote:

 Hello there,

 Can anyone please help me about activating the build-in voice chat
 module for Modrex? or at least direct me to some tutorials or web-
 pages which explain how to do it? No matter what I do I cannot
 activate the built in voice chat module. Though I have successfully
 activated Skype.

 Is there a switch in server and client .ini files for this? The only
 related part I see in the server config(.ini) file is the following:

 voice_server_url = http://127.0.0.1:8000;

 I have disabled my firewall for now so all ports are open. I've also
 changed parcel media configuration so that it now enables voice.

 Thanks for your consideration,

 Ates Akaydin

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 http://www.realxtend.org


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Re: [realXtend] samplemediaurl.py script error

2009-12-10 Thread Mikko Pallari
Hi,

it seems that there is a bug in that script. In class MediaUrlPrim in
function EventCreated when using method rexSetTextureMediaURL it requires
also a second argument. This argument is the refresh rate.

Current limitation at least in database for the free data field is 3000
characters.

Cheers,
Mikko

On Thu, Dec 10, 2009 at 5:21 PM, pedro psteinlech...@gmail.com wrote:

 Hi all

 when i use the samplemediaurl.py script from the tutorial pages in
 taiga 0.0.2 with viewer 0.42
 i get the following error in the opensim console

 Region (MyTestRegion02) # HandleEvent_TouchStart exceptions.TypeError
 rexSetTextureMediaURL() takes
 exactly 3 arguments (2 given) traceback object at 0x03E7F37C

 the script i used was:

 import rxactor
 import rxavatar
 import sys
 import clr

 asm = clr.LoadAssemblyByName('OpenSim.Region.ScriptEngine.Shared')
 Vector3 = asm.OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3

 class MediaUrlPrim(rxactor.Actor):
def GetScriptClassName():
return samplemediaurl.MediaUrlPrim

def EventCreated(self):
super(self.__class__,self).EventCreated()
print samplemediaurl.MediaUrl
self.rexSetTextureMediaURL(self.rexGetPrimFreeData())

def SetNewMediaUrl(self,newurl):
self.rexSetTextureMediaURL(newurl)


 class MediaUrlChanger(rxactor.Actor):
def GetScriptClassName():
return samplemediaurl.MediaUrlChanger

def EventCreated(self):
super(self.__class__,self).EventCreated()
print samplemediaurl.MediaUrlChanger
self.MyMediaUrlPrim = None
self.MyMediaUrl = 
self.RefreshData()

def EventTouch(self,vAvatar):
self.RefreshData()

if(self.MyMediaUrlPrim != None):
self.MyMediaUrlPrim.SetNewMediaUrl(self.MyMediaUrl)
else:
print Target prim for mediaurl change not found


def RefreshData(self):
myfreedata = self.rexGetPrimFreeData()
paramlistlines = myfreedata.splitlines()

templocalid = self.GetPrimLocalIdFromUUID(paramlistlines[0])
self.MyMediaUrlPrim = self.MyWorld.GetActorByLocalID(str
 (templocalid))
self.MyMediaUrl = paramlistlines[1]

 Another thing i noticed - the UUID of the MediaUrlPrim changes every
 time i log in again
 but even changing that entry in the Data tab i get the same error
 message as above

 Next Question that came up - is there a limit for the parameters in
 the Data tab ?

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 http://www.realxtend.org


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Re: [realXtend] Avatar meshes dont appear on other clients

2009-12-09 Thread Mikko Pallari
Hi,

What viewer and server versions do you use? Is there any error messages in
avatar server console?

Cheers,
Mikko

On Wed, Dec 9, 2009 at 11:43 PM, pedro psteinlech...@gmail.com wrote:

 I got three avatars at the same region

 avatar name - mesh
 --
 tic tac - robotmesh
 mac tac - snowman mesh
 toe tac - jack mesh

 login in as tic tac i see my avatar as robot - but mac tac still looks
 like jack
 login in as mac tac i see my avatar as snowman - but but tic tac still
 looks like jack
 login in as toe tac i see my avatar as jack - but but tic tac and mac
 tac still look like jack

 where could i have something wrong in the settings ?

 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

[realXtend] Re: RealXtend does not upload 3D objects

2009-11-17 Thread Mikko Pallari
On Tue, Nov 17, 2009 at 12:12 PM, Wimpie wjtroos...@gmail.com wrote:


 Hi,

 I try to use RealXtend to upload 3D objects from Cinema 4 D (via Oger)
 to Second Life.


AFAIK Ogre meshes can't be used in Second Life. To use these features server
needs to support these features. You can download realXtend server 0.5 from
here http://www.realxtend.org/page.php?pg=downloads


 After starting up RealXtend I get the options to upload image/sound or
 animation, but uploading of 3d objects (and particle scripts, flash
 animation etc ) remains grey. Who gives me a clue how to solve this
 problem?


Ogre particle scripts and flash animations are also not supported by SL
servers. Use realXtend server instead.


 Regards,

 Wim


Cheers,
Mikko



 


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[realXtend] Re: on collision.. where can i get source code of RexDotMeshLoader ?

2009-10-19 Thread Mikko Pallari
The code is LGPL and it is in ModreX SVN. Here is a webview of the source:
http://forge.opensimulator.org/gf/project/modrex/scmsvn/?action=browsepath=%2Ftrunk%2FRexDotMeshLoader%2F

And here is the svn access info:
http://forge.opensimulator.org/gf/project/modrex/scmsvn/?action=AccessInfo

Cheers,
Mikko

On Mon, Oct 19, 2009 at 11:32 AM, YanJun Lin pos...@gmail.com wrote:


  somebody help! i debug set collision in realxtend,  the out param
 tempIndexList still null after called

 DotMeshLoader.ReadDotMeshModel(vData, out tempVertexList, out
 tempIndexList, out tempBounds, out errorMessage);

 where can i get source code of RexDotMeshLoader (dll project)? is it
 open source ?
 


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[realXtend] Re: Latest release, empty standalone, fails in avatarstorage module

2009-10-14 Thread Mikko Pallari
Hi,
By looking at the log you posted it seems that the avatar storage is running
fine. And if you can't get the simulator running, could you post the log of
it.

Cheers,
Mikko

On Wed, Oct 14, 2009 at 2:21 AM, Doug Lundin doug.lun...@gmail.com wrote:

 Hi,

 I've just downloaded Download realXtend-server-0.5-empty-standalone.zip but
 can't get it running. I haven't made any configuration modifications and am
 using the latest viewer.

 I'm running this in Vista.

 The problem appears to be in the avatarstorage code and is found below:
 2009-10-13 17:18:41,631 DEBUG - AvatarStorage.RequestHandler [REQUEST
 HANDLER]: Loaded database dll IDataBaseHandler Interface
 2009-10-13 17:18:41,656 DEBUG - AvatarStorage.RequestHandler [REQUEST
 HANDLER]: Loaded authentication dll IAuthentication Interface
 2009-10-13 17:18:41,657 DEBUG - AvatarStorage.AvatarHttpServer [HTTPD]:
 AVATARSTORAGE: Attempting to load PersonalInventoryService.dll
 2009-10-13 17:18:41,671 DEBUG -
 OpenSim.Framework.Communications.InventoryServiceBase [AGENTINVENTORY]:
 Inventorystorage: Attempting to load PersonalInventory.SQLITE.dll
 2009-10-13 17:18:41,679 DEBUG - OpenSim.Data.SQLite.SQLiteInventoryStore
 [Inventory]: Sqlite - connecting: inventoryStore.db
 2009-10-13 17:18:41,715 DEBUG - OpenSim.Data.SQLite.SQLiteInventoryStore
 [DATASTORE]: Populated Inventory Folders Definitions
 2009-10-13 17:18:41,716 DEBUG - OpenSim.Data.SQLite.SQLiteInventoryStore
 [DATASTORE]: Populated Inventory Items Definitions
 2009-10-13 17:18:41,717 DEBUG -
 OpenSim.Framework.Communications.InventoryServiceBase [AGENTINVENTORY]:
 Added IInventoryData Interface
 2009-10-13 17:18:41,718 DEBUG -
 PersonalInventoryService.PersonalInventoryService [ASSET SERVER]:
 LoadDatabasePlugin: Attempting to load PersonalInventory.SQLITE.dll
 2009-10-13 17:18:41,721 DEBUG -
 PersonalInventoryService.PersonalInventoryService [ASSET SERVER]: Added
 SQLite Asset storage engine 1.0.0.0
 2009-10-13 17:18:41,724 DEBUG -
 OpenSim.Grid.AssetServer.GetAssetStreamHandler [REST]: In Get Request
 2009-10-13 17:18:41,725 DEBUG - AvatarStorage.AvatarHttpServer [HTTPD]:
 AVATARSTORAGE: Loaded personal inventory plugin
 2009-10-13 17:18:41,726 INFO  - AvatarStorage.HttpServerBase [HTTPD]:
 Starting up HTTP Server
 2009-10-13 17:18:41,727 INFO  - AvatarStorage.HttpServerBase [HTTPD]:
 Listening port: 1
 2009-10-13 17:18:41,727 INFO  - AvatarStorage.HttpServerBase [HTTPD]:
 Server address: 127.0.0.1
 2009-10-13 17:18:41,753 DEBUG - AvatarStorage.HttpServerBase [HTTPD]:
 Starting http listener
 2009-10-13 17:18:41,762 INFO  - AvatarStorage.Program [AVATARSTORAGE]: Type
 shutdown + Enter to quit
 2009-10-13 17:19:41,357 WARN  - AvatarStorage.RequestHandler [REQUEST
 HANDLER]: No generic xml found
 2009-10-13 17:19:41,366 DEBUG - AvatarStorage.RequestHandler [REQUEST
 HANDLER]: Icons found for ActionIconsRequest
 2009-10-13 17:19:41,372 WARN  - AvatarStorage.RequestHandler
 [REQUESTHANDLER]: error: queryFailed XmlRcp:False
 2009-10-13 17:20:11,270 INFO  - AvatarStorage.Program [AVATARSTORAGE]:
 Avatar storage is shutting down


 


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[realXtend] Re: estimate for gridmode

2009-10-14 Thread Mikko Pallari
Hi,
Yes I tested the grid mode with ModreX few weeks ago. It doesn't work well,
but it works. I even added one region to OSGrid for some time. To get region
to grid mode there are few simple steps to follow. First configure the
region to grid mode like you would do with stock OpenSim. Next change the
configuration in OpenSim.ini (and/or ModreX.ini in later revisions), set rex
event queue to false and enable the default event queue. Set also the
clientstack_plugin to ModreX.dll.

That should do the basic settings. Note that the realXtend authentication
doesn't work with grid mode, only the OpenSim auth. Also after logging in to
grid/region set up like this, you won't get the ogre rendering on by
default. You need to press shift+r to enable it. I've tested that ogre
meshes and particle scripts at least work in grid mode, but media urls does
not.

When I have time, I'm going to write more detailed instructions how to use
grid mode and why somethings are like they are. But until then, I hope this
helps.

Cheers,
Mikko

On Wed, Oct 14, 2009 at 9:51 AM, Ryan McDougall sempu...@gmail.com wrote:


 Mikka and Jonne and Tuco have been trying their best to track the
 latest OpenSim, so with limited success we are running a fairly modern
 OpenSim just fine.

 However the distinction should be made between ModreX and Taiga:

 ModreX is just a region module for OpenSim; reX Auth and Avatar are
 needed to run Legacy 0.5. Robust has no affect on this.

 Taiga is a suite that includes ModreX, OpenSim, and Cable Beach to
 replace Legacy 0.5; and is a break from Legacy series.

 Taiga is having problems with the latest Robust because Cable Beach is
 not yet up to date to the latest; currently our OpenSim is ScienceSim,
 manually patched by jhurliman. Hopefully this situation is temporary.

 As for grid mode for legacy series, Mikkopa would know the most, but I
 think he told me it now works well.

 Cheers,

 On Wed, Oct 14, 2009 at 9:39 AM, Jeroen van Veen j.veen...@gmail.com
 wrote:
  Hello,
 
  This question came along already a while ago, but I'm curious how far
 modrex
  is from supporting gridmode. The problem back then, seem to had to do
 with
  the userservice, not being modular enough? How is this now? Also i'm
 curious
  about how modrex and robust will fit together.
 
  thanks in advance,
 
  Jeroen
 
  
 

 


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[realXtend] Re: Building Taiga trunk updated wiki instructions

2009-10-14 Thread Mikko Pallari
Jonne fixed this in revision 125.
Cheers,
Mikko

On Tue, Oct 13, 2009 at 9:15 PM, Ro Gastel robertj...@cox.net wrote:


 ok fixed the ./runprebuild.sh one

 the svn checkout creates
 /Taiga/trunk/opensim/addon-modules/ModRex
 and the runprebuild.sh looks for
 /Taiga/trunk/opensim/addon-modules/ModreX

 one down :D

 The other issues still exist. I can compile the latest opensim 0.6.6
 and it works fine

 I get the same kind of error compiling openidprovider


 On Oct 13, 1:00 pm, Ro Gastel robertj...@cox.net wrote:
  Working on making a Linux Build tutorial for Taiga and i got this
  message on compile from the version you state below, wondering if you
  can help:
 
  My system:
  Linux desktop 2.6.28-15-generic #49-Ubuntu SMP Tue Aug 18 18:40:08 UTC
  2009 i686 GNU/Linux (ubuntu 9)
  Mono JIT compiler version 2.0.1
 
  running ./runprebuild.sh
  This seems to be there 
 
  Error:Scanning : addon-modules/.svn
  [!] Match returned no files: ./Properties/*.cs
  [!] Match path does not exist: Resources
  [!] Match path does not exist: Resources
  [!] Could not resolve Solution path: ./addon-modules/ModreX/ModularRex/
  RexFramework
  [!] Could not resolve Solution path: ./addon-modules/ModreX/ModularRex/
  NHibernate
  [!] Could not resolve Solution path: ./addon-modules/ModreX/
  ModularRex/
  [!] Could not resolve Solution path: ./addon-modules/ModreX/ModularRex/
  RexOdePlugin
  [!] Could not resolve Solution path: ./addon-modules/ModreX/ModularRex/
  lib/WebDAVSharp
  [!] Could not resolve Solution path: ./addon-modules/ModreX/ModularRex/
  WorldInventory
  [!] Could not resolve Solution path: ./addon-modules/ModreX/ModularRex/
  RexBot
  [!] Could not resolve Solution path: ./addon-modules/ModreX/ModularRex/
  Tools/MigrationTool
 
  on nant compile it ends with
 
  build:
 
   [echo] Build Directory is /home/rjohnson/Taiga/trunk/
  opensim/OpenSim/Grid/UserServer.Modules/bin/Debug
  [mkdir] Creating directory '/home/rjohnson/Taiga/trunk/
  opensim/OpenSim/Grid/UserServer.Modules/bin/Debug'.
[csc] Compiling 21 files to '/home/rjohnson/Taiga/
  trunk/opensim/OpenSim/Grid/UserServer.Modules/bin/Debug/
  OpenSim.Grid.UserServer.Modules.dll'.
[csc] ** (/usr/local/lib/pkgconfig/../../lib/mono/
  2.0/gmcs.exe:21604): WARNING **: The following assembly referenced
  from /home/rjohnson/Taiga/trunk/opensim/bin/DotNetOpenAuth.dll could
  not be loaded:
[csc]  Assembly:   System.IdentityModel
  (assemblyref_index=11)
[csc]  Version:3.0.0.0
[csc]  Public Key: b77a5c561934e089
[csc] The assembly was not found in the Global
  Assembly Cache, a path listed in the MONO_PATH environment variable,
  or in the location of the executing assembly (/home/rjohnson/Taiga/
  trunk/opensim/bin).
[csc] ** (/usr/local/lib/pkgconfig/../../lib/mono/
  2.0/gmcs.exe:21604): WARNING **: Could not load file or assembly
  'System.IdentityModel, Version=3.0.0.0, Culture=neutral,
  PublicKeyToken=b77a5c561934e089' or one of its dependencies.
[csc] ** (/usr/local/lib/pkgconfig/../../lib/mono/
  2.0/gmcs.exe:21604): WARNING **: Could not load file or assembly
  'System.IdentityModel, Version=3.0.0.0, Culture=neutral,
  PublicKeyToken=b77a5c561934e089' or one of its dependencies.
[csc] Unhandled Exception:
  System.Reflection.ReflectionTypeLoadException: The classes in the
  module cannot be loaded.
[csc]   at (wrapper managed-to-native)
  System.Reflection.Assembly:GetTypes (bool)
[csc]   at
  System.Reflection.Assembly.GetExportedTypes () [0x0]
[csc]   at
  Mono.CSharp.RootNamespace.ComputeNamespaces
  (System.Reflection.Assembly assembly) [0x0]
[csc]   at
  Mono.CSharp.RootNamespace.ComputeNamespaces () [0x0]
[csc]   at Mono.CSharp.Driver.LoadReferences ()
  [0x0]
[csc]   at Mono.CSharp.Driver.Compile () [0x0]
[csc]   at Mono.CSharp.Driver.Main (System.String[]
  args) [0x0]
 
  BUILD FAILED - 0 non-fatal error(s), 15 warning(s)
 
  /home/rjohnson/Taiga/trunk/opensim/OpenSim/Grid/
  UserServer.Modules/OpenSim.Grid.UserServer.Modules.dll.build(14,6):
  External Program Failed: /usr/local/lib/pkgconfig/../../
  lib/mono/2.0/gmcs.exe (return code was 1)
 
  Total time: 0.4 seconds.
 
  BUILD FAILED
 
  On Oct 7, 7:53 am, Jonne Nauha jonne.na...@evocativi.com wrote:
 
   Good afternoon mailing lists,
   As some has maybe notices the Taiga trunk build has been in pretty bad
 shape
   lately. This has now been fixed.
   Why Taiga build was broken:
   1. OpenSim moving to robust architecture. ModCableBeach was not fully
 up to
   date with these changes. This has now been fixed my John Hurliman
   

[realXtend] Re: Installing realxtend .5

2009-10-13 Thread Mikko Pallari
We don't have any massive new features, but mostly upgraded performance and
stability thanks to newer version of OpenSim. Here is a link to change log:
http://sourceforge.net/project/shownotes.php?release_id=693426

Cheers,
Mikko

On Tue, Oct 13, 2009 at 10:19 PM, Anu Mishra anuranj...@gmail.com wrote:

 Are there any new features with 0.5 that 0.4 didn't have?




 On 10/13/09, Antti Ilomäki antti.ilom...@gmail.com wrote:

 Thanks Tuco.

 2009/10/13 Tuco t...@ludocraft.com


 Now there's a new empty standalone version of the 0.5 servers
 available at
 http://www.realxtend.org/page.php?pg=downloads

 - Tuco / LudoCraft /
  realXtend project







 


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[realXtend] Re: stuck under original water height 20m

2009-09-15 Thread Mikko Pallari
On Tue, Sep 15, 2009 at 5:46 PM, rabbiwriter rabb...@klal-israel.nl wrote:


 Thanks for your reaction Ali, but in OpenSim.ini I have the following:


 ;With this property you can set maximum height that avatars can fly to
 in region.
  ;Zero when disabled
  FlightCeilingHeight = 0

 Is there someplace else where i can find the line
 'flight_ceiling_height=20.0' ?


First, which version are you using? 0.4x or 0.5?

If you are using 0.4x then the configuration can be found from
Regions/default.xml

__
Mikko Pallari
Lead programmer

Evocativi
www.evocativi.com
www.realxtend.org

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[realXtend] Re: opensim + modrex using simxtd on linux

2009-08-03 Thread Mikko Pallari

Yes, the ModreX trunk is a bit behind the OpenSim trunk. I'm currently fixing 
it to compile. ModreX 0.1 tag however is stable with opensim-0.6.5-postfixes 
branch.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org

-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Jeroen van Veen
Sent: 3. elokuuta 2009 12:01
To: realxtend@googlegroups.com
Subject: [realXtend] Re: opensim + modrex using simxtd on linux


I believe so. The opensim core changes so much, that modrex breaks alot. Taiga 
uses r9952, so better change the simxtd script like:
(on top)
osrev='9952'
(in getrexsim)
svn co -r $osrev http://opensimulator.org/svn/opensim/trunk $oshome/$simdir

Also i think authentication has changed, so that part of the script is 
redundant. Hope it works.

Jeroen

On Sunday 02 August 2009 22:29:58 AnthonyReisman wrote:
 Ok, I figured out the problem. I had another folder level in there
 (named trunk from the svn checkout) moving the files to the right
 level allowed the prebuild to run.
 Now I have a compilation error from nant.

  [echo] Build Directory is /home/Tony/rexsvr/simulator/
 modrex/ModularRex/bin/Debug
   [csc] Compiling 48 files to '/home/Tony/rexsvr/
 simulator/modrex/ModularRex/bin/Debug/ModularRex.dll'.
   [csc] /home/Tony/rexsvr/simulator/modrex/ModularRex/
 RexNetwork/CapsUpload.cs(58,18): warning CS0219: The variable
 `clientCaps' is assigned but its value is never used
   [csc] /home/Tony/rexsvr/simulator/modrex/ModularRex/
 RexNetwork/CapsUpload.cs(65,38): error CS1061: Type
 `OpenSim.Framework.Communications.CommunicationsManager' does not
 contain a definition for `HttpServer' and no extension method
 `HttpServer' of type
 `OpenSim.Framework.Communications.CommunicationsManager' could be
 found (are you missing a using directive or an assembly reference?)
   [csc] Compilation failed: 1 error(s), 1 warnings

 I also got warnings on something to do with nunit, but it didn't seem
 to care.
 Is this a problem with the versions?

 On Jul 26, 11:29 pm, Ryan McDougall sempu...@gmail.com wrote:
  Can you verify that opensim has been checked out and that
  ../../bin/Prebuild.exe exists?
 
  Cheers,
 
  On Sun, Jul 26, 2009 at 8:36 AM, AnthonyReismananthonyrbu...@gmail.com 
wrote:
   I tried following the instructions
   athttp://wiki.realxtend.org/index.php/ModRex_Linux, but when I get to
   the step of running:
   ./runprebuild.sh on the ModularRex portion I get the following.
  
   Cannot open assembly '../../bin/Prebuild.exe': No such file or
   directory.
   Cannot open assembly '../../bin/Prebuild.exe': No such file or
   directory.
   cp: cannot stat `ModularRex.build': No such file or directory
  
   On Jul 22, 5:42 am, Ryan McDougall sempu...@gmail.com wrote:
   On Tue, Jul 21, 2009 at 7:56 PM, Vladimir Camilo Mejia
  
   Vasquezvladimircamilome...@gmail.com wrote:
Hi, im ubuntu 9.04 x64 user
andhttp://opensimulator.org/wiki/ModRexjust dont work for me. May
you explain me how you did it? What viewer do you use? Naali on
wine?
   
I did change the oshome path to a different location before
starting  what it means?
   
Thanks.
  
   Hello,
  
   Can either of you either place a issue in the modrex issue
   tracker:http://forge.opensimulator.org/gf/project/modrex/tracker/
   and/or add a partial tutorial
   here:http://opensimulator.org/wiki/ModRexorhttp://wiki.realxtend.org/i
  ndex...
  
   Thanks!

 



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[realXtend] Re: How to get collision mesh to be active in RealXtend?

2009-07-14 Thread Mikko Pallari
First, confirm from OpenSim.ini that RexOdePlugin is in use.

Secondly, the collision mesh is applied only from the first submesh from the
.mesh-file. This means that if the mesh has multiple materials, the
collision is applied only to first one.

Cheers,
Mikko

On Tue, Jul 14, 2009 at 10:09 AM, 3dstyler dallas.har...@gmail.com wrote:


 When I add the collision mesh to the slot for it in Realextend and
 walk my avatar towards the inworld object .mesh file I just walk right
 through it .. any ideas what I'm doing wrong? Something I am not
 configuring right? Is there a certain way I need to be making the
 collision mesh? Or is there physics to install on the server? If
 so..what is the best to use?

 Anyone that can help me out it would be greatly appreciated!
 


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[realXtend] Re: RealXtend server 0.5

2009-06-30 Thread Mikko Pallari
Hi,

The 0.41 viewer is downloadable form 
www.realxtend.orghttp://www.realxtend.org. It has some bug fixes compared to 
0.40 (see: 
https://sourceforge.net/project/shownotes.php?group_id=220608release_id=693470 
). Also Naali is available as tech preview to download. More information about 
that in here: http://wiki.realxtend.org/index.php/Main_Page#Project_Corus

And as Ryan McDougall stated on the press release: Project Corus, version 
0.0.1, is considered Pre-Alpha software, meaning it is quite new, and there 
are many missing features and untidy areas of intensive development. We would 
like to use this announcement to invite interested software developers to check 
out our work, give us feedback, and maybe even join our community.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.comhttp://www.adminotech.com/
www.realxtend.orghttp://www.realxtend.org/

From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Gustavo Alberto Navarro Bilbao
Sent: 30. kesäkuuta 2009 16:46
To: realxtend@googlegroups.com
Subject: [realXtend] RealXtend server 0.5

Just ready to download and test it: 
http://www.realxtend.org/page.php?pg=downloads

Ejem, ¿and the NG viewer in some weeks perhaps ? ;-D


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[realXtend] Re: Entry coordinate of avatar

2009-06-03 Thread Mikko Pallari

Yes, EntryArea module is also present in ModreX.

save-oar and load-oar work with modrex, but afaik they don't support RealXtend 
object properties. That means that they don't support meshes, ogre particle 
scripts etc.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.comhttp://www.adminotech.com/
www.realxtend.orghttp://www.realxtend.org/

From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Jani Pirkola
Sent: 3. kesäkuuta 2009 11:37
To: realxtend@googlegroups.com
Subject: [realXtend] Re: Entry coordinate of avatar

Mikko,

do you use modrex for that (EntryArea)?

Also, does save-oar and load-oar work with modrex?

Best regards,
Jani
2009/6/3 Mikko Pallari 
mikko.pall...@adminotech.commailto:mikko.pall...@adminotech.com

You can use the EntryArea module. Just add the following configuration to your 
OpenSim.ini:

[EntryArea]
 ; Set entry area, where the users appear during login. Users spawn at random
 ; locations inside the cube, which is configured with the following parameters.
 ;
 enabled = True
 entry_area_min_x = 69
 entry_area_min_y = 129
 entry_area_min_z = 24
 entry_area_max_x = 71
 entry_area_max_y = 131
 entry_area_max_z = 26

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.comhttp://www.adminotech.com
www.realxtend.orghttp://www.realxtend.org

-Original Message-
From: realxtend@googlegroups.commailto:realxtend@googlegroups.com 
[mailto:realxtend@googlegroups.commailto:realxtend@googlegroups.com] On 
Behalf Of Anu
Sent: 3. kesäkuuta 2009 7:41
To: realXtend
Subject: [realXtend] Entry coordinate of avatar


Is there a way I can fix entry point of all avatars for a region. e.g.
I want all avatars to enter (70,130,25) when they login.







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http://www.realxtend.org
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[realXtend] Re: Entry coordinate of avatar

2009-06-02 Thread Mikko Pallari

You can use the EntryArea module. Just add the following configuration to your 
OpenSim.ini:

[EntryArea]
 ; Set entry area, where the users appear during login. Users spawn at random
 ; locations inside the cube, which is configured with the following parameters.
 ;
 enabled = True
 entry_area_min_x = 69
 entry_area_min_y = 129
 entry_area_min_z = 24
 entry_area_max_x = 71
 entry_area_max_y = 131
 entry_area_max_z = 26

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org

-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Anu
Sent: 3. kesäkuuta 2009 7:41
To: realXtend
Subject: [realXtend] Entry coordinate of avatar


Is there a way I can fix entry point of all avatars for a region. e.g.
I want all avatars to enter (70,130,25) when they login.




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[realXtend] How to test Modrex

2009-05-22 Thread Mikko Pallari

Hi,

I just built new binaries of ModreX and OpenSim. They can be downloaded from 
here: http://forge.opensimulator.org/gf/project/modrex/frs/

The ModreX+OpenSim package is based on OpenSim's 0.6.5-rc1 branch. This branch 
is considered quite stable and it is probably going to be the next stable 
OpenSim release.

I also added 0.5 release candidates of Authentication and Avatar Storage 
servers. Their biggest improvement is the NHibernate module which can support 
multiple databases.

Note that these builds are not meant for production, but early adopters are 
welcome to test it now. There will be bugs and I wish that you submit your 
ModreX bug reports to http://forge.opensimulator.org/gf/project/modrex/ and 
Authentication and Storage server bugs to: 
http://sourceforge.net/projects/realxtendserver/

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org

-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Toni Alatalo
Sent: 20. toukokuuta 2009 20:43
To: realxtend@googlegroups.com
Subject: [realXtend] Re: How to test Modrex


Mark Malewski kirjoitti:
 ModRex is still under heavy development at the moment, and it's still 
 in very early ALPHA stages.  Keyword is ALPHA.

well in fact we are now switching to use modrex in our own development, 
i.e. starting to do the ng viewer development against it. modrex should 
be basically ready to use now, and as you can use it with a more mature 
opensim than the one from where 0.4 was forked from, it may even already 
be more stable etc. that said, it's right we are just in the process of 
taking it to use for the different dev teams, so not that mature yet. 
that migration was progressing just yesterday and today, so very recent 
progress.

but getting into beta i would say, perhaps, and testing is encouraged.

that said, 0.4 works hassle free so if you're interest is in using, and 
not helping in the dev and testing, better indeed to stick with that.

 Mark

~Toni

 On Wed, May 20, 2009 at 9:28 AM, Edwige Lelievre - ENER lab 
 edwige.lelie...@gmail.com mailto:edwige.lelie...@gmail.com wrote:


 Hi everyone,

 I'm trying to test Modrex, but whatever I try, it's not working at
 all !

 I'm on windows xp, with admin rights.
 I run local server (0.4 version) with rex viewer (0.4 too) on my
 computer without any issue.

 This is what I tried :

 1/ I downloaded modrex-opensim-prealpha2009-04-27.zip
 I unzipped that. I placed a new OpenSim.ini at the root of the folder.
 I launched Authentication.exe and AvatarStorage.exe from my 0.4
 rexserver, then I launched OpenSim.exe
 I try to connect with Realxtend viewer with testu...@127.0.0.1
 mailto:testu...@127.0.0.1 and
 password test
 The error I get is : login failed requested method
 [login_to_simulator] not found

 2/ I used the same modrex file as in 1/
 But I use auth_0.5rc1.zip to get Authentication.exe and
 storage_0.5rc1.zip to get AvatarStorage.exe and launch them both, then
 I launched OpenSim.exe
 I try to connect with Realxtend viewer with testu...@127.0.0.1
 mailto:testu...@127.0.0.1 and
 password test
 The error I get is : unable to connect to authentification server


 3/ I used the opensim_modrex.zip file from Hispagrid (http://
 www.cybertechnews.org/?p=1290 http://www.cybertechnews.org/?p=1290)
 I launched Authentication.exe and AvatarStorage.exe then OpenSim.exe
 in the bin folder
 I try to connect with Realxtend viewer with testu...@127.0.0.1
 mailto:testu...@127.0.0.1 and
 password test
 The error I get is :
 You have been loggued out of realxtend : You have been disconnected
 from the region you were in.Please try to connect after a short while,
 or connect to another location
 And after clicking on ok and waiting for a while :
 Unable to connect. Login packet never received by login server

 Any help will be much appreciated ! :)

 Edwige




 




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[realXtend] Re: collisions in modrex

2009-05-15 Thread Mikko Pallari

Hi,

With ModreX you need to use RexOde. Set physics = RexOpenDynamicsEngine in 
OpenSim.ini.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of t...@mms-dresden.de
Sent: 15. toukokuuta 2009 12:06
To: realXtend
Subject: [realXtend] collisions in modrex


Hello,

after some difficulties with collision detection of my custom meshes
using the realxtend server, I solved the problem and all works fine.
As a next step, I wanted to try the same thing with an opensim server
with modrex extension. I downloaded the complete package (opensim
+modrex), changed to ODE Physics in the ini file and uploaded the same
meshes, that already worked with the rex server. But with modrex, I
can walk through the objects.
I tried zeromesher and meshmerizer, both without success.

What am I doing wrong?

- Thomas



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[realXtend] Re: Modrex

2009-05-14 Thread Mikko Pallari
Hi,

Which version of the ModreX did you use? Did you compile from source or
downloaded a release? Also information about your configuration and log can
help solving this problem.

Cheers,
Mikko

On Thu, May 14, 2009 at 11:32 PM, mindfields@gmail.com 
prakhar1j...@gmail.com wrote:


 Hi,


 I saw you posted a bug fix on g-forge for fixing the problem on object
 taken to inventory, rezzes back as bare prim. I tried working with the
 new modrex with this issue fixed. But it still dosent work on my
 computer. Do you have any suggestions for this ?


 -
 Prakhar

 Experimental Game Lab,
 Center for Reaearch in Computing and Arts
 University of California San Diego

 


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[realXtend] Re: authentication server

2009-05-07 Thread Mikko Pallari


To answer to your first question: When setting CheckSessionHash = false the 
simulator then doesn't confirm that the user is who he claims he is. So 
basically one could enter to simulator with other persons account with hacked 
viewer.

There is separate tracker for old realXtend servers at 
https://sourceforge.net/projects/realxtendserver/ 
But I already changed the server_ip_check to configurable this morning. The 
purpose of this feature was to prevent hostile servers using users account  
session hash to log in to other worlds.

As we are developing the rex-NG, we are investigating on other authentication 
methods and possibilities to store avatar information.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Paul Fishwick
Sent: 7. toukokuuta 2009 16:17
To: realxtend@googlegroups.com
Subject: [realXtend] authentication server


I see that Mikko has added a flag so that one can bypass the RealXtend
authentication server since apparently, there is a bug there. The 
authentication
fails when using an external IP from behind a router. Even
though setting this flag to false:

 CheckSessionHash = false


as per the updated config information in: 
http://wiki.realxtend.org/index.php/Configuring_ModRex,
this raises some questions. I post them here since apparently, they are 
not modrex-related
according to Mikko's tracker responses, and so I am not sure where else 
to post these
questions:

(1) By setting CheckSessionHash = false, does this mean that no 
authentication is occurring?
If there is a bug in authentication server, is there a separate tracker 
for that project?

(2) Would it be possible to link the username entered in the RealXtend 
viewer to the
default OpenSim authentication, thus nullifying the requirement to 
launch RealXtend
authentication as a separate service? While we are at it, it would also 
be nice if we didn't
have to launch a separate AvatarStorage server, and instead, any storage 
required through
the use of the RealXtend viewer could be handled through table storage 
in the opensim db.
I am just thinking of ways in which the connection between the RealXtend 
viewer and
OpenSim could be simplified. Having to launch 2 extra servers has always 
been an
awkward solution for modrex, which in theory, should be defined by an 
interface between
the RealXtend viewer and OpenSim.

-p

-- 
Paul Fishwick, PhD
Professor and Director, Digital Arts and Sciences Programs
University of Florida
Computer  Information Science and Eng. Dept.
Bldg. CSE, Room 301
P.O. Box 116120
Gainesville, FL 32611
Email: fishw...@cise.ufl.edu
Phone: (352) 392-1414
Fax: (352) 392-1220
Web: http://www.cise.ufl.edu/~fishwick




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[realXtend] Re: RealXtend Database Structures

2009-04-16 Thread Mikko Pallari

Some of the old server documentation is available at 
http://community.rexdeveloper.org/index.php?option=com_contentview=articleid=45Itemid=56


__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org

-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of cliffconway
Sent: 16. huhtikuuta 2009 12:07
To: realXtend@googlegroups.com
Subject: [realXtend] RealXtend Database Structures



Any one have any clues about finding information related to the database files 
used by realXtend.

I want to find out what is stored where and the use of various file structures.

Any information will be much appreciated.

Thanks in advance,
--
View this message in context: 
http://n2.nabble.com/RealXtend-Database-Structures-tp2642293p2642293.html
Sent from the realXtend mailing list mailing list archive at Nabble.com.




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[realXtend] Re: realxtend database

2009-03-24 Thread Mikko Pallari
To know how to change skybox, see skybox tutorial: 
http://wiki.realxtend.org/index.php/Content_Scripting_Python_Sky

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.comhttp://www.adminotech.com/
www.realxtend.orghttp://www.realxtend.org/

From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Jani Pirkola
Sent: 23. maaliskuuta 2009 22:58
To: realxtend@googlegroups.com
Subject: [realXtend] Re: realxtend database

Hi,

I think water is hardcoded, but you can make your terrain to be at a high level 
(use console command help to get the commands), which helps a bit. Here are 
some terrain commands and a file to download: 
http://www.cybertechnews.org/?p=1211
Secondly, you can add land mass around your central building area to make the 
sea further, see:  http://www.cybertechnews.org/?p=553

Then you can also fiddle with skybox to add distant mountains etc, but that I 
haven't tried myself. Anyone, how to change skybox? Where to get skybox files?

I don't see any problems with building directly to db, but am not sure as I 
haven't tried that. Be warned, though, that having a lots of prims will hit 
your framerate quite badly when compared to 3D meshes.

Best regards,
Jani
2009/3/23 mindfields@gmail.commailto:mindfields@gmail.com 
prakhar1j...@gmail.commailto:prakhar1j...@gmail.com

Hi all,


I have recently started working on realxtend. I would be thankful if
anyone can help me with the following :-

- Is there a way to remove water from the region.

- Has Anyone tried to modify the realxtend database so that you add
the prims and prims material and meshes outside realxtend into the
database. And next time when you run the server, you can see you added
prims in the viewer.


Prakhar
CRCA, UCSD




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[realXtend] Re: Grab your modrex binaries here

2009-03-24 Thread Mikko Pallari

Hi,

This and other pre-alpha releases are not intended for end users, but only for 
really advanced users who want to experiment before the official version. This 
was discussed previously in another thread [1].

To use binaries in release, first build OpenSim. After building OpenSim the 
binaries in the packet must to be placed in bin directory of OpenSim.

To build ModreX from the source is a different question. There are at least two 
different paths to build ModreX.

1) Run the prebuild under OpenSim, run the prebuild under ModularRex, open up 
the OpenSim solution, add the five (previously 3) projects to solution.

2) Run the prebuild under OpenSim, run nant, run the prebuild under ModularRex, 
run nant

And to answer to your last question, it seems that the login_to_simulator 
XMLRPC method is not overloaded properly. To ensure that it will be overloaded 
1) check that ModularRex.dll exists in your OpenSim's bin directory and that 2) 
enabled = true line exist under [realXtend] section in OpenSim.ini.


[1]: 
http://groups.google.com/group/realxtend/browse_thread/thread/7cd38488d8bdee0c

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Gustavo Alberto Navarro Bilbao
Sent: 23. maaliskuuta 2009 21:41
To: realxtend@googlegroups.com
Subject: [realXtend] Re: Grab your modrex binaries here


Mikko, I'm quite confused about how to use the binary you uploaded,
and I suppose some users too.
Where do you get? Replace the contents of the trunk? That means that
when creating the solution are no longer needed enter 3 projects to
the existing OpenSim solution to rebuild it?

I've done it, and recompiled without errors but I can't get
credentials from login XML.

The authentication server show CLIENT LOGGIN IN TO SIM:
testu...@http://127.0.0.1:9000

and the opensim show: [LOGIN END]: XMLRPC login_to_simulator login
mesage did not contain all the required data.

Sure than I made some, or a lot, of wrong process.

Thks



2009/3/23 Mikko Pallari mikko.pall...@adminotech.com:

 Ok, I have now uploaded the binaries of revision 99 to 
 http://forge.opensimulator.org/gf/project/modrex/frs/

 This release works with OpenSim revisions 8814 or greater.

 And although we have made progress from last month, it still has many known 
 and unknown bugs.

 __
 Mikko Pallari
 Server Technical Lead in RealXtend

 ADMINO technologies
 www.adminotech.com
 www.realxtend.org


 -Original Message-
 From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On 
 Behalf Of Gustavo Alberto Navarro Bilbao
 Sent: 23. maaliskuuta 2009 13:41
 To: realxtend@googlegroups.com
 Subject: [realXtend] Re: Grab your modrex binaries here

 I've just download the bianries, here, in another machine at my job's place, 
 and, just you can see in the capture attached to this post, all the services, 
 Authentication, storage and OpenSim, works without errors.


 I can start and test the viewer, with the 127.0.0.1 ip, but not with the 
 external ip, because the security's configuration of the proxy here, but the 
 conexion with the modrex works well.

 
 2009/3/23 Gustavo Alberto Navarro Bilbao alberto.navarro.bil...@gmail.com:
 Yes, I did, and in mine tests, in my local machine, works perfectly,
 without errors, compiled with the last opensim sources, the v 8822 for
 opensim and v. 99 for modrex like Paul says me, and with that the
 compilation with Visual 2008n was finished withoy errors.
 As I know, some testers had used this bianries without problems.

 ¿Somebody more tested it in XP?

 **
 

 2009/3/23 Mikko Pallari mikko.pall...@adminotech.com:

 The file is called: ModularRex.RexOdePlugin.dll

 __
 Mikko Pallari
 Server Technical Lead in RealXtend

 ADMINO technologies
 www.adminotech.com
 www.realxtend.org


 -Original Message-
 From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com]
 On Behalf Of Ralf Haifisch
 Sent: 23. maaliskuuta 2009 11:38
 To: realXtend
 Subject: [realXtend] Re: Grab your modrex binaries here


 oops...

 Alberto, you did build on Windows - according to
 http://opensimulator.org/wiki/ModRex
 ??

 Mikko, how should the file be called ?  maybe its just missplaced
 somehow ?
 Is it RexOpenDynamicsEngine.exe or .dll ??


 cheers,
 Ralf

 On 23 Mrz., 08:27, Mikko Pallari mikko.pall...@adminotech.com wrote:
 Hi,

 It seems that the zip file is missing the physics engine. It should be 
 located in bin/Physics.

 __
 Mikko Pallari
 Server Technical Lead in RealXtend

 ADMINO

[realXtend] Re: Grab your modrex binaries here

2009-03-24 Thread Mikko Pallari

Hi,

Unfortunately I didn't completly understood what you said, but yes, you should 
add that line to OpenSim.ini.

The configuration section in OpenSim.ini should look something like:
[realXtend]
enabled = true
db_connectionstring = SQLiteDialect; SQLite20Driver; Data 
Source=RexObjects.db, Version = 3
RexEventQueue = True

But the problem in hand seems to be something else. Error message you sent 
indicates that the OpenSim couldn't load the ModularRex.dll and threw a 
ReflectionTypeLoadException. Unfortunately the detailed description of the 
exception is in Spanish and I can't understand that.

After a quick search I found that ReflectionTypeLoadException is thrown if any 
of the classes in module cannot be loaded [1]. Which revision of the OpenSim 
are you running? ModreX requires to use revision 8814 or later?


[1]: 
http://msdn.microsoft.com/en-us/library/system.reflection.reflectiontypeloadexception.aspx

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Gustavo Alberto Navarro Bilbao
Sent: 24. maaliskuuta 2009 11:01
To: realxtend@googlegroups.com
Subject: [realXtend] Re: Grab your modrex binaries here

Hi again

The problems I found are:

After compiling a new opensim, compobar start and I can enter the region, 
proceed to add the line:
[realXtend]
db_connectionstring = SQLiteDialect; SQLite20Driver; Data Source = 
RexObjects.db, Version = 3

Binaries included in the bin folder, prompted replacement files, boot as usual  
autenficathion /storage/ opensim and then gives the error that attached to the 
post.

* If I replace the files in a newly downloaded version of opensim, before 
compiling and then compiling it also gives error.

Moreover, in a opensim.ini mode modrex, just as we realXtend section:
[realXtend]
db_connectionstring = SQLiteDialect; SQLite20Driver; Data Source = 
RexObjects.db, Version = 3

Because that, to do your recommendation of:

 2) enabled = true line exist under [realXtend] section in OpenSim.ini.

Should we add the corresponding lines in a opensim.ino of realXtend?

2009/3/24 Mikko Pallari mikko.pall...@adminotech.com:

 Hi,

 This and other pre-alpha releases are not intended for end users, but only 
 for really advanced users who want to experiment before the official version. 
 This was discussed previously in another thread [1].

 To use binaries in release, first build OpenSim. After building OpenSim the 
 binaries in the packet must to be placed in bin directory of OpenSim.

 To build ModreX from the source is a different question. There are at least 
 two different paths to build ModreX.

 1) Run the prebuild under OpenSim, run the prebuild under ModularRex, open up 
 the OpenSim solution, add the five (previously 3) projects to solution.

 2) Run the prebuild under OpenSim, run nant, run the prebuild under
 ModularRex, run nant

 And to answer to your last question, it seems that the login_to_simulator 
 XMLRPC method is not overloaded properly. To ensure that it will be 
 overloaded 1) check that ModularRex.dll exists in your OpenSim's bin 
 directory and that 2) enabled = true line exist under [realXtend] section 
 in OpenSim.ini.


 [1]:
 http://groups.google.com/group/realxtend/browse_thread/thread/7cd38488
 d8bdee0c

 __
 Mikko Pallari
 Server Technical Lead in RealXtend

 ADMINO technologies
 www.adminotech.com
 www.realxtend.org


 -Original Message-
 From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com]
 On Behalf Of Gustavo Alberto Navarro Bilbao
 Sent: 23. maaliskuuta 2009 21:41
 To: realxtend@googlegroups.com
 Subject: [realXtend] Re: Grab your modrex binaries here


 Mikko, I'm quite confused about how to use the binary you uploaded,
 and I suppose some users too.
 Where do you get? Replace the contents of the trunk? That means that
 when creating the solution are no longer needed enter 3 projects to
 the existing OpenSim solution to rebuild it?

 I've done it, and recompiled without errors but I can't get
 credentials from login XML.

 The authentication server show CLIENT LOGGIN IN TO SIM:
 testu...@http://127.0.0.1:9000

 and the opensim show: [LOGIN END]: XMLRPC login_to_simulator login
 mesage did not contain all the required data.

 Sure than I made some, or a lot, of wrong process.

 Thks

 //
 //

 2009/3/23 Mikko Pallari mikko.pall...@adminotech.com:

 Ok, I have now uploaded the binaries of revision 99 to
 http://forge.opensimulator.org/gf/project/modrex/frs/

 This release works with OpenSim revisions 8814 or greater.

 And although we have made progress from last month, it still has many known 
 and unknown bugs.

 __
 Mikko Pallari
 Server Technical Lead in RealXtend

 ADMINO

[realXtend] Re: Grab your modrex binaries here

2009-03-24 Thread Mikko Pallari

Hi,

I tested and confirmed this. The release binaries were built with MS VS 2008 
and that seems to have affected on running with mono. I changed the files in 
packet. The packet now contains mono builds of the dlls.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Laurent Rathle
Sent: 24. maaliskuuta 2009 14:10
To: realxtend@googlegroups.com
Subject: [realXtend] Re: Grab your modrex binaries here



Le 24 mars 09 à 08:40, Mikko Pallari a écrit :

 Hi,

 This and other pre-alpha releases are not intended for end users,
 but only for really advanced users who want to experiment before the
 official version. This was discussed previously in another thread [1].

 To use binaries in release, first build OpenSim. After building
 OpenSim the binaries in the packet must to be placed in bin
 directory of OpenSim.

I've tried this way and get a crash on startup :

** (OpenSim.exe:5994): WARNING **: Missing method
OpenSim
.Framework.Communications.CommunicationsManager::get_HttpServer() in
assembly /home/laurent/OpenSimModRex/trunk/bin/
OpenSim.Framework.Communications.dll, referenced in assembly /home/
laurent/OpenSimModRex/trunk/bin/ModularRex.dll
Stacktrace:

Segmentation fault

Ubuntu Hardy Heron 8.0.4


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http://www.realxtend.org
-~--~~~~--~~--~--~---



[realXtend] Re: Grab your modrex binaries here

2009-03-23 Thread Mikko Pallari

Hi,

It seems that the zip file is missing the physics engine. It should be located 
in bin/Physics.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Ralf Haifisch
Sent: 23. maaliskuuta 2009 0:53
To: realXtend
Subject: [realXtend] Re: Grab your modrex binaries here


trying to run it on Linux:

i had to reachive it ...  when i directly downloaded to linux the
files did include the path in their name and the folder where
empty ??  never seen that.  did download to windows , unzip , rezip
(standard zip on vista), upload to linux - all fine.


the i did unzip on linux and configure the store, auth and opensim for
my setting.
store and auth are cummin up well.

opensim dies with:

22:35:56 - [PHYSICS]: creating meshing engine ZeroMesher
22:35:56 - [PHYSICS]: couldn't find physicsEngine:
RexOpenDynamicsEngine
OpenSim threw an exception:
System.ArgumentException: couldn't find physicsEngine:
RexOpenDynamicsEngine
  at
OpenSim.Region.Physics.Manager.PhysicsPluginManager.GetPhysicsScene
(System.String physEngineName, System.String meshEngineName,
IConfigSource config, System.String regionName) [0x0]
  at OpenSim.Region.ClientStack.RegionApplicationBase.GetPhysicsScene
(System.String engine, System.String meshEngine, IConfigSource config,
System.String osSceneIdentifier) [0x0]
  at OpenSim.OpenSimBase.GetPhysicsScene (System.String
osSceneIdentifier) [0x0]
  at OpenSim.OpenSimBase.SetupScene (OpenSim.Framework.RegionInfo
regionInfo, Int32 proxyOffset, IConfigSource configSource,
IClientNetworkServer clientServer) [0x0]
  at OpenSim.OpenSimBase.CreateRegion (OpenSim.Framework.RegionInfo
regionInfo, Boolean portadd_flag, Boolean do_post_init, IScene
mscene) [0x0]
  at OpenSim.OpenSimBase.CreateRegion (OpenSim.Framework.RegionInfo
regionInfo, Boolean portadd_flag, IScene scene) [0x0]
  at
OpenSim.ApplicationPlugins.LoadRegions.LoadRegionsPlugin.PostInitialise
() [0x0]
  at OpenSim.OpenSimBase.StartupSpecific () [0x0]
  at OpenSim.OpenSim.StartupSpecific () [0x0]
  at OpenSim.Framework.Servers.BaseOpenSimServer.Startup () [0x0]
  at OpenSim.Application.Main (System.String[] args) [0x0]
  at OpenSim._32BitLaunch.Program.Main (System.String[] args)
[0x0]

Application will now terminate!


so - that is the same error i get on my own compilation.


where should i find RexOpenDynamicsEngine  ?

in the directory cotaining the opensim executables and config, the
only Rex* is  RexObjects.db.


next thing it thougth was, that i did miss something or something was
missing at the compile incrutions on opensimulator.org

i did unzip to a fresh directory and run the OpenSimulator.32Launch.

it dies with the error:

22:48:30 - [VOICECHAT]: Connection handler started...
22:48:30 - [NHIBERNATE]: Initializing NHibernateRexObjectData
OpenSim threw an exception:
System.DllNotFoundException: System.Data.SQLite.DLL
  at (wrapper managed-to-native)
System.Data.SQLite.UnsafeNativeMethods:sqlite3_open_interop (byte
[],intptr)
  at System.Data.SQLite.SQLite3.Open (System.String strFilename)
[0x0]
  at System.Data.SQLite.SQLiteConnection.Open () [0x0]
  at NHibernate.Connection.DriverConnectionProvider.GetConnection ()
[0x0]
  at OpenSim.Data.NHibernate.NHibernateManager.RunMigration
(System.String dialect, System.Reflection.Assembly assembly,
System.String store) [0x0]
  at OpenSim.Data.NHibernate.NHibernateManager..ctor (System.String
connect, System.String store, System.Reflection.Assembly assembly)
[0x0]
  at ModularRex.NHibernate.NHibernateRexAssetData.Initialise
(System.String connect) [0x0]
  at ModularRex.RexParts.ModRexMediaURL.PostInitialise () [0x0]
  at OpenSim.Region.Framework.ModuleLoader.PostInitialise ()
[0x0]
  at
OpenSim.ApplicationPlugins.LoadRegions.LoadRegionsPlugin.PostInitialise
() [0x0]
  at OpenSim.OpenSimBase.StartupSpecific () [0x0]
  at OpenSim.OpenSim.StartupSpecific () [0x0]
  at OpenSim.Framework.Servers.BaseOpenSimServer.Startup () [0x0]
  at OpenSim.Application.Main (System.String[] args) [0x0]
  at OpenSim._32BitLaunch.Program.Main (System.String[] args)
[0x0]

Application will now terminate!



i look into the OpnSim.ini , and the only rex found in the file is:

db_connectionstring = SQLiteDialect;SQLite20Driver;Data
Source=RexObjects.db;Version=3

i would expect more rex lines according to 
http://opensimulator.org/wiki/ModRex,
but have no clue what the SQLiteDialect  does mean ?!?


running:

Mono JIT compiler version 2.0.1 (tarball)
Copyright (C) 2002-2008 Novell, Inc and Contributors. www.mono-project.com
TLS:   __thread
GC:Included Boehm (with typed GC)
SIGSEGV:   altstack
Notifications: epoll
Architecture:  amd64
Disabled

[realXtend] Re: Grab your modrex binaries here

2009-03-23 Thread Mikko Pallari

Ok, I have now uploaded the binaries of revision 99 to 
http://forge.opensimulator.org/gf/project/modrex/frs/

This release works with OpenSim revisions 8814 or greater.

And although we have made progress from last month, it still has many known and 
unknown bugs.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Gustavo Alberto Navarro Bilbao
Sent: 23. maaliskuuta 2009 13:41
To: realxtend@googlegroups.com
Subject: [realXtend] Re: Grab your modrex binaries here

I've just download the bianries, here, in another machine at my job's place, 
and, just you can see in the capture attached to this post, all the services, 
Authentication, storage and OpenSim, works without errors.


I can start and test the viewer, with the 127.0.0.1 ip, but not with the 
external ip, because the security's configuration of the proxy here, but the 
conexion with the modrex works well.


2009/3/23 Gustavo Alberto Navarro Bilbao alberto.navarro.bil...@gmail.com:
 Yes, I did, and in mine tests, in my local machine, works perfectly,
 without errors, compiled with the last opensim sources, the v 8822 for
 opensim and v. 99 for modrex like Paul says me, and with that the
 compilation with Visual 2008n was finished withoy errors.
 As I know, some testers had used this bianries without problems.

 ¿Somebody more tested it in XP?

 **
 

 2009/3/23 Mikko Pallari mikko.pall...@adminotech.com:

 The file is called: ModularRex.RexOdePlugin.dll

 __
 Mikko Pallari
 Server Technical Lead in RealXtend

 ADMINO technologies
 www.adminotech.com
 www.realxtend.org


 -Original Message-
 From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com]
 On Behalf Of Ralf Haifisch
 Sent: 23. maaliskuuta 2009 11:38
 To: realXtend
 Subject: [realXtend] Re: Grab your modrex binaries here


 oops...

 Alberto, you did build on Windows - according to
 http://opensimulator.org/wiki/ModRex
 ??

 Mikko, how should the file be called ?  maybe its just missplaced
 somehow ?
 Is it RexOpenDynamicsEngine.exe or .dll ??


 cheers,
 Ralf

 On 23 Mrz., 08:27, Mikko Pallari mikko.pall...@adminotech.com wrote:
 Hi,

 It seems that the zip file is missing the physics engine. It should be 
 located in bin/Physics.

 __
 Mikko Pallari
 Server Technical Lead in RealXtend

 ADMINO technologieswww.adminotech.comwww.realxtend.org



 -Original Message-
 From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com]
 On Behalf Of Ralf Haifisch
 Sent: 23. maaliskuuta 2009 0:53
 To: realXtend
 Subject: [realXtend] Re: Grab your modrex binaries here

 trying to run it on Linux:

 i had to reachive it ...  when i directly downloaded to linux the
 files did include the path in their name and the folder where empty
 ??  never seen that.  did download to windows , unzip , rezip
 (standard zip on vista), upload to linux - all fine.

 the i did unzip on linux and configure the store, auth and opensim
 for my setting.
 store and auth are cummin up well.

 opensim dies with:

 22:35:56 - [PHYSICS]: creating meshing engine ZeroMesher
 22:35:56 - [PHYSICS]: couldn't find physicsEngine:
 RexOpenDynamicsEngine
 OpenSim threw an exception:
 System.ArgumentException: couldn't find physicsEngine:
 RexOpenDynamicsEngine
   at
 OpenSim.Region.Physics.Manager.PhysicsPluginManager.GetPhysicsScene
 (System.String physEngineName, System.String meshEngineName,
 IConfigSource config, System.String regionName) [0x0]
   at
 OpenSim.Region.ClientStack.RegionApplicationBase.GetPhysicsScene
 (System.String engine, System.String meshEngine, IConfigSource
 config, System.String osSceneIdentifier) [0x0]
   at OpenSim.OpenSimBase.GetPhysicsScene (System.String
 osSceneIdentifier) [0x0]
   at OpenSim.OpenSimBase.SetupScene (OpenSim.Framework.RegionInfo
 regionInfo, Int32 proxyOffset, IConfigSource configSource,
 IClientNetworkServer clientServer) [0x0]
   at OpenSim.OpenSimBase.CreateRegion (OpenSim.Framework.RegionInfo
 regionInfo, Boolean portadd_flag, Boolean do_post_init, IScene
 mscene) [0x0]
   at OpenSim.OpenSimBase.CreateRegion (OpenSim.Framework.RegionInfo
 regionInfo, Boolean portadd_flag, IScene scene) [0x0]
   at
 OpenSim.ApplicationPlugins.LoadRegions.LoadRegionsPlugin.PostInitial
 ise
 () [0x0]
   at OpenSim.OpenSimBase.StartupSpecific () [0x0]
   at OpenSim.OpenSim.StartupSpecific () [0x0]
   at OpenSim.Framework.Servers.BaseOpenSimServer.Startup () [0x0]
   at OpenSim.Application.Main (System.String[] args) [0x0]
   at OpenSim._32BitLaunch.Program.Main (System.String[] args)
 [0x0]

 Application will now terminate!

 so

[realXtend] RE: [REX] Re: facegen

2009-03-03 Thread Mikko Pallari

Hi,

This was handled before, but there was a case sensitivity issue. Should be 
fixed now.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Heikki Törmälä
Sent: 3. maaliskuuta 2009 8:30
To: realxtend@googlegroups.com
Subject: [REX] Re: facegen



 Based on Mateo's comments, I think these instructions need to be modified
 to include a 3.5 item under Use FaceGen Modeller...: Scale the
 photographs
 to be exactly 512x512.

 After doing this, facegen works, and I can create a Jack.mesh on the
 island
 with my face; however, I cannot change my own avatar's face because even
 though I can launch the Avatar Generator and pick my .mesh and face (which
 look fine in Avatar Generator), an Export yields the following in
 modrex:

 [REXCLIENT]: Unhandled GenericMessage (rexappearance) { }
Does it work if you do a log out / log in after exporting? Iirc the viewer
sends the rexappearance message after exporting to tell the server the
avatar has changed, and so that the server can tell all the clients,
including your own. Might be it's not handled yet in rexmod.

- Heikki




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http://groups.google.com/group/realxtend
http://www.realxtend.org
-~--~~~~--~~--~--~---



RE: RealXtend Server 0.62 - Was: Re: [REX] Re: What is the status of ModRex?

2009-02-18 Thread Mikko Pallari

Hi,

The readme file is indeed a bit outdated. The purpose of this physics plugin is 
to add collision mesh support, raycast and volume collisions. Tuco has been 
mostly working on physics stuff, so he can inform you about the state of 
raycast and volume collisions. Collision meshes should however work.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Paul Fishwick
Sent: 18. helmikuuta 2009 14:05
To: realxtend@googlegroups.com
Subject: Re: RealXtend Server 0.62 - Was: Re: [REX] Re: What is the status of 
ModRex?


The sum total of all knowledge of how to make modrex is documented
in: http://opensimulator.org/wiki/ModRex

However, I noted in this release that there is the following folder: Physics
containing ModularRexOdePlugin.dll and RexDotMeshLoader.dll. There
was no communication or readme file indicating that these needed to be
built. Should I update the procedure on the above web page? I am not
sure what these modules do - when I add them to the Physics folder
under opensim\bin\physics, I don't see any changes. Is a new setting in
opensim.ini required?

-p

Mikko Pallari wrote:
 I made a release of the ModRex to the OpenSim forge. See: 
 http://forge.opensimulator.org/gf/project/modrex/frs/

 And as mentioned in release notes: This is prealpha release. It may break. It 
 may trash your sim. This release shouldn't be used for production.

 __
 Mikko Pallari
 Server Technical Lead in RealXtend

 ADMINO technologies
 www.adminotech.com
 www.realxtend.org


 -Original Message-
 From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On 
 Behalf Of Ryan McDougall
 Sent: 18. helmikuuta 2009 11:31
 To: realxtend@googlegroups.com
 Subject: Re: RealXtend Server 0.62 - Was: Re: [REX] Re: What is the status of 
 ModRex?


 On Wed, Feb 18, 2009 at 9:51 AM, Lc lcc1...@gmail.com wrote:

 We all know the actual limits of modrex.
 What do we want is a build we can start working on :

 creating contents
 validating toolchains
 make good documentations

 The goal is not testing all the bells and wistles but starting working
 seriously on that product and I won't spend a week to understand why
 monodevelop crash as soon as i load osim+modrex


 I think the problem is: if you can't debug why monodevelop crashes,
 how will you debug it when ModreX crashes?

 Cheers,


 Sm


 On Wed, Feb 18, 2009 at 8:42 AM, Mikko Pallari
 mikko.pall...@adminotech.com wrote:

 Hi,

 As Ryan said, ModRex is not yet ready for wider testing. It is still very
 Alpha.

 To clarify the state of ModRex I quote Adam Frisbys blog
 (http://www.adamfrisby.com/blog/2009/01/modrex-02a-now-in-svn/): Please
 remember, this is alpha software. Not like OpenSim 'it sort of kinda works'
 alpha, but really early code. It may break. It may trash your sim. It may
 kill small children.

 Although this was from about a month ago and we have made progress since
 that, I still think that this applies.

 One of the biggest missing features is multi region support. This means:
 no hyper grid, no grid mode, not more than one region in sim etc.

 __
 Mikko Pallari
 Server Technical Lead in RealXtend

 ADMINO technologies
 www.adminotech.com
 www.realxtend.org


 -Original Message-
 From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On
 Behalf Of doeko.cass...@gmail.com
 Sent: 17. helmikuuta 2009 21:03
 To: realXtend
 Subject: Re: RealXtend Server 0.62 - Was: Re: [REX] Re: What is the status
 of ModRex?


 On 17 feb, 19:10, Ryan McDougall sempu...@gmail.com wrote:

 On Tue, Feb 17, 2009 at 6:14 PM, Mark Malewski mark.malew...@gmail.com
 wrote:
 I don't think there is any case of wanting 100% done. I have been
 working on open source for my entire professional career, and I
 understand release early, release often. However I also understand
 that at this point reX is alpha software, and alpha software isn't
 meant for users yet. It's meant for people with the stomach for
 downloading from SVN, compiling it themselves, and helping with bug
 reports. The source is freely available, and building it isn't very
 difficult compared to any other project in an alpha status.

 I see where you are coming from, and I partially agree. However, there
 is an amount of users that, I think, has enough technical
 understanding to set things up and could contribute bug reports.
 However, they don't have the technical knowhow to do a full compile,
 or simply not the amount of time required to figure out how to do it
 due to lack of experience. I know I am one of those people.

 I do not quite see what the problem is with just releasing an alpha
 binary with a huge warning sign HEY, THIS IS NOT FINISHED!. Same way
 opensim does it.

 The way I understand the status of ModRex is currently

RE: RealXtend Server 0.62 - Was: Re: [REX] Re: What is the status of ModRex?

2009-02-17 Thread Mikko Pallari

Hi,

As Ryan said, ModRex is not yet ready for wider testing. It is still very Alpha.

To clarify the state of ModRex I quote Adam Frisbys blog 
(http://www.adamfrisby.com/blog/2009/01/modrex-02a-now-in-svn/): Please 
remember, this is alpha software. Not like OpenSim 'it sort of kinda works' 
alpha, but really early code. It may break. It may trash your sim. It may kill 
small children.

Although this was from about a month ago and we have made progress since that, 
I still think that this applies.

One of the biggest missing features is multi region support. This means: no 
hyper grid, no grid mode, not more than one region in sim etc.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of doeko.cass...@gmail.com
Sent: 17. helmikuuta 2009 21:03
To: realXtend
Subject: Re: RealXtend Server 0.62 - Was: Re: [REX] Re: What is the status of 
ModRex?


On 17 feb, 19:10, Ryan McDougall sempu...@gmail.com wrote:
 On Tue, Feb 17, 2009 at 6:14 PM, Mark Malewski mark.malew...@gmail.com 
 wrote:
 I don't think there is any case of wanting 100% done. I have been
 working on open source for my entire professional career, and I
 understand release early, release often. However I also understand
 that at this point reX is alpha software, and alpha software isn't
 meant for users yet. It's meant for people with the stomach for
 downloading from SVN, compiling it themselves, and helping with bug
 reports. The source is freely available, and building it isn't very
 difficult compared to any other project in an alpha status.

I see where you are coming from, and I partially agree. However, there
is an amount of users that, I think, has enough technical
understanding to set things up and could contribute bug reports.
However, they don't have the technical knowhow to do a full compile,
or simply not the amount of time required to figure out how to do it
due to lack of experience. I know I am one of those people.

I do not quite see what the problem is with just releasing an alpha
binary with a huge warning sign HEY, THIS IS NOT FINISHED!. Same way
opensim does it.

The way I understand the status of ModRex is currently, is that it
lacks a number of features that it needs to be considered featureful
enough by the REX team to be ocnsidered beta. However, in my opinion,
the stuff that needs to work for it to be worthwhile to release for
many people, in my opinion is simply:
1) not crash every 2 minutes
2) accept .mesh files (and collission meshes etc).
(optional) 3) hopefully be compatible with future modrex releases

It already does this and far more. So, why not release a preliminary
binary for this community of pro users (as I'll call it...) to help
out.

As long as you keep the download info fairly obscure (i.e. not put it
on the download page but make it clear to everyone who looks for it
where or from whom to get it), I do not see how this could harm
RealXtend.

Thanks, I hope you understand my point of view.


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this list: http://groups.google.com/group/realxtend
realXtend home page: http://www.realxtend.org/
-~--~~~~--~~--~--~---



[REX] Re: login problem

2009-02-03 Thread Mikko Pallari


Have you tried this tutorial: 
http://rexdeveloper.org/wiki/index.php?title=Setting_up_Servers_for_Network_Use


__
Mikko Pallari

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of zeshu
Sent: 4. helmikuuta 2009 9:42
To: realXtend
Subject: [REX] login problem


I build up a server now i am trying to connect that server.But i am
getting the following error

Unable to connect to Authentication Server Received no response from
http://nextechlife.com:10001;

I am doing this work in the TOL department.F-Secures Anti virus is
also installed here.


--~--~-~--~~~---~--~~
this list: http://groups.google.com/group/realxtend
realXtend home page: http://www.realxtend.org/
-~--~~~~--~~--~--~---



[REX] Re: state of modrex

2009-01-23 Thread Mikko Pallari

Hi,

The branch is now merged back to trunk. ModRex is now separated in to three 
modules: ModularRex.dll, ModularRex.RexFramework.dll and 
ModularRex.NHibernate.dll.

The NHibernate module handles the saving of all Rex specific data of the 
objects, which mesh is in use, materials etc. The NHibernate module currently 
supports only MsSql for saving to database. Unfortunately we have our hand full 
of work, so it is not our top priority yet to support other databases.

But to support MySQL or SQLite is quite simple, just make migration file for 
that database and place that under NHibernate/Resources/SQLiteDialect or 
NHibernate/Resources/MySQLDialect depending for which database the file is. We 
would greatly appreciate if anyone was volunteering to write those migration 
files.

To configure ModRex to use MsSql put the following two lines to OpenSim.ini:
[realXtend]
db_connectionstring = 
MsSql2005Dialect;SqlClientDriver;Server=YOURSERVER\SQLEXPRESS;Initial 
Catalog=yourdatabasename;Persist Security Info=True;User 
Id=username;Password=password

__
Mikko Pallari

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Gustavo Alberto Navarro Bilbao
Sent: 22. tammikuuta 2009 20:22
To: realxtend@googlegroups.com
Subject: [REX] Re: state of modrex


ja,ja. SVN detected than my language was spanish and automatic
translated the mesage to:Acceso Anónimo a Subversion (SVN)

Este proyecto permite realizar checkouts anónimos de su código fuente.
Use el comando que aparece debajo e ingrese 'anónimo' como nombre de
usuario y deje la contraseña en blanco para realizar el checkout del
código.

svn checkout http://forge.opensimulator.org/svn/modrex;

and, of course anonimo wasn't recognized like login ;-D
Thks, starting to test.


2009/1/22 Mikko Pallari mikko.pall...@adminotech.com:

 Access information for svn is on this page: 
 http://forge.opensimulator.org/gf/project/modrex/scmsvn/?action=AccessInfo

 And there it states: This project allows anonymous checkouts of its source 
 code. Use the command below and use 'anonymous' as the username and a blank 
 password to checkout the code.

 __
 Mikko Pallari
 Server Technical Lead in RealXtend

 ADMINO technologies
 www.adminotech.com
 www.realxtend.org


 -Original Message-
 From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On 
 Behalf Of Gustavo Alberto Navarro Bilbao
 Sent: 22. tammikuuta 2009 15:52
 To: realxtend@googlegroups.com
 Subject: [REX] Re: state of modrex


 A question, because I don't know what I am doing badly. When I tried
 to download the sources from SVN , and ask me fot login and password,
 it do not recognize anonimo like user and the blank password.

 2009/1/22 Ryan McDougall sempu...@gmail.com:

 There is also this page:
 http://rexdeveloper.org/wiki/index.php?title=Features_supported_currently

 Which we will keep updated.

 Cheers,

 On Thu, Jan 22, 2009 at 3:24 PM, Mikko Pallari
 mikko.pall...@adminotech.com wrote:

 Hi Paul,

 The UDP listener problem is now fixed in branch '0.2-alpha' at ModRex. Let 
 me know if you have any more problems. I haven't yet tried to solve that 
 other bug you reported. Compiling ModRex is now a bit more complicated than 
 before, but there is more information about that in readme-file. Also the 
 prebuild.xml doesn't exist in the branch.

 __
 Mikko Pallari
 Server Technical Lead in RealXtend

 ADMINO technologies
 www.adminotech.com
 www.realxtend.org


 -Original Message-
 From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On 
 Behalf Of metaphorz
 Sent: 15. joulukuuta 2008 22:05
 To: realXtend
 Subject: [REX] Re: state of modrex


 Thanks - I plan on creating a tutorial
 page on the opensim wiki on how to, but the realx team
 may be working out some kinks with modrex right based on
 bug reports...something is not quite going right in the networking...
 When this is done, and I can verify inside-of-the-router
 and outside-of-the-router logins to multiple
 regions, I'll do the wiki.

 Compiling the code is not bad -- just check it out using SVN
 (I use TortoiseSVN on Windows XP), fix the references and
 then build.

 -p

 On Dec 15, 2:45 pm, MasterJ djmat...@hotmail.com wrote:
 I personally follow all steps you done i'm interessing too to compile
 and test modrex so if you write a tons of message that's for me
 excellent reference ;).
 Actually i'm lost on compilation but i do some mistake so ... herm
 it's my fault ^^



 metaphorz wrote:
  Sorry for the slew of messages: I just wanted to let the modrex team
  know the current testing state before I sign off. For reference, I
  will refer to
  my internal-IP as 192.168.1.100 (router-assigned IP) and the
  external-IP as the IP I get when I go to a what

[REX] Re: state of modrex

2009-01-22 Thread Mikko Pallari

Hi Paul,

The UDP listener problem is now fixed in branch '0.2-alpha' at ModRex. Let me 
know if you have any more problems. I haven't yet tried to solve that other bug 
you reported. Compiling ModRex is now a bit more complicated than before, but 
there is more information about that in readme-file. Also the prebuild.xml 
doesn't exist in the branch.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of metaphorz
Sent: 15. joulukuuta 2008 22:05
To: realXtend
Subject: [REX] Re: state of modrex


Thanks - I plan on creating a tutorial
page on the opensim wiki on how to, but the realx team
may be working out some kinks with modrex right based on
bug reports...something is not quite going right in the networking...
When this is done, and I can verify inside-of-the-router
and outside-of-the-router logins to multiple
regions, I'll do the wiki.

Compiling the code is not bad -- just check it out using SVN
(I use TortoiseSVN on Windows XP), fix the references and
then build.

-p

On Dec 15, 2:45 pm, MasterJ djmat...@hotmail.com wrote:
 I personally follow all steps you done i'm interessing too to compile
 and test modrex so if you write a tons of message that's for me
 excellent reference ;).
 Actually i'm lost on compilation but i do some mistake so ... herm
 it's my fault ^^



 metaphorz wrote:
  Sorry for the slew of messages: I just wanted to let the modrex team
  know the current testing state before I sign off. For reference, I
  will refer to
  my internal-IP as 192.168.1.100 (router-assigned IP) and the
  external-IP as the IP I get when I go to a what is my ip? service.

  (1) If *all* Http settings (xml files) are set consistently to
  external-IP, where
  the URI is needed, opensim.exe crashes at about the point just after
  the point where port 7000 (UDP) is being opened.

  (2) If the only change to (1) is setting external_host_name to
 my internal-IP in the default.xml file in regions\, then
  opensim.exe
 finishes successfully, and I can log into my single region;
  however,
 I am unable to log into this region from another computer (ie..
  from
 192.168.1.102 for example).

  For comparison, when I perform (1) in opensim (without
  rexmodular.dll),
  opensim.exe does not crash and works fine from behind the router or
  outside of it.  There appears to be some sort of networking bug, but
  alas,
  I am not sure what it is. I'll try the next incarnation of rexmodular
  when
  developed. The more than one region problem that I identified
  earlier
  may well be related to this one.

  -p- Hide quoted text -

 - Show quoted text -


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realXtend home page: http://www.realxtend.org/
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[REX] Re: state of modrex

2009-01-22 Thread Mikko Pallari

Access information for svn is on this page: 
http://forge.opensimulator.org/gf/project/modrex/scmsvn/?action=AccessInfo

And there it states: This project allows anonymous checkouts of its source 
code. Use the command below and use 'anonymous' as the username and a blank 
password to checkout the code.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Gustavo Alberto Navarro Bilbao
Sent: 22. tammikuuta 2009 15:52
To: realxtend@googlegroups.com
Subject: [REX] Re: state of modrex


A question, because I don't know what I am doing badly. When I tried
to download the sources from SVN , and ask me fot login and password,
it do not recognize anonimo like user and the blank password.

2009/1/22 Ryan McDougall sempu...@gmail.com:

 There is also this page:
 http://rexdeveloper.org/wiki/index.php?title=Features_supported_currently

 Which we will keep updated.

 Cheers,

 On Thu, Jan 22, 2009 at 3:24 PM, Mikko Pallari
 mikko.pall...@adminotech.com wrote:

 Hi Paul,

 The UDP listener problem is now fixed in branch '0.2-alpha' at ModRex. Let 
 me know if you have any more problems. I haven't yet tried to solve that 
 other bug you reported. Compiling ModRex is now a bit more complicated than 
 before, but there is more information about that in readme-file. Also the 
 prebuild.xml doesn't exist in the branch.

 __
 Mikko Pallari
 Server Technical Lead in RealXtend

 ADMINO technologies
 www.adminotech.com
 www.realxtend.org


 -Original Message-
 From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On 
 Behalf Of metaphorz
 Sent: 15. joulukuuta 2008 22:05
 To: realXtend
 Subject: [REX] Re: state of modrex


 Thanks - I plan on creating a tutorial
 page on the opensim wiki on how to, but the realx team
 may be working out some kinks with modrex right based on
 bug reports...something is not quite going right in the networking...
 When this is done, and I can verify inside-of-the-router
 and outside-of-the-router logins to multiple
 regions, I'll do the wiki.

 Compiling the code is not bad -- just check it out using SVN
 (I use TortoiseSVN on Windows XP), fix the references and
 then build.

 -p

 On Dec 15, 2:45 pm, MasterJ djmat...@hotmail.com wrote:
 I personally follow all steps you done i'm interessing too to compile
 and test modrex so if you write a tons of message that's for me
 excellent reference ;).
 Actually i'm lost on compilation but i do some mistake so ... herm
 it's my fault ^^



 metaphorz wrote:
  Sorry for the slew of messages: I just wanted to let the modrex team
  know the current testing state before I sign off. For reference, I
  will refer to
  my internal-IP as 192.168.1.100 (router-assigned IP) and the
  external-IP as the IP I get when I go to a what is my ip? service.

  (1) If *all* Http settings (xml files) are set consistently to
  external-IP, where
  the URI is needed, opensim.exe crashes at about the point just after
  the point where port 7000 (UDP) is being opened.

  (2) If the only change to (1) is setting external_host_name to
 my internal-IP in the default.xml file in regions\, then
  opensim.exe
 finishes successfully, and I can log into my single region;
  however,
 I am unable to log into this region from another computer (ie..
  from
 192.168.1.102 for example).

  For comparison, when I perform (1) in opensim (without
  rexmodular.dll),
  opensim.exe does not crash and works fine from behind the router or
  outside of it.  There appears to be some sort of networking bug, but
  alas,
  I am not sure what it is. I'll try the next incarnation of rexmodular
  when
  developed. The more than one region problem that I identified
  earlier
  may well be related to this one.

  -p- Hide quoted text -

 - Show quoted text -


 


 




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this list: http://groups.google.com/group/realxtend
realXtend home page: http://www.realxtend.org/
-~--~~~~--~~--~--~---



[REX] Re: Can anyone supply me a patched 0.4 viewer?

2008-12-23 Thread Mikko Pallari
This is indeed a bug in ModRex. ModRex users don't have inventory yet in
OpenSim, so they are unable to use any inventory items.

Cheers,
Mikko

On Fri, Dec 19, 2008 at 5:31 PM, metaphorz metaph...@gmail.com wrote:



 Just a note...tried this with modrex and tried to Upload 3D model
 and then
 selected one of the meshes one gets with the OGRE demo (i.e., the
 models
 directory contents.. such as ninja.mesh or ogrehead.mesh). if you
 think this
 could be a modrex bug, let me know and i'll log there.

 the result in the opensim console window is:

 10:23:09 - [AGENT INVENTORY]: Received request to create inventory
 item sphere i
 n folder 87a92c4a-9369-4431-ec14-6a9990fd86ed
 10:23:09 - [CACHE]: Caching 29ff02ea-da18-9041-b88f-991c2e79ba84 for
 24 hours fr
 om last access
 10:23:09 - [ASSET TRANSACTIONS]: Could not find user 1f4eacfe-5fe2-
 afb9-c402-770
 810dbe5f1 for inventory item creation

 Region (root) # :
 show users

 Agents connected: 1

 Firstname   LastnameAgent ID
 Root/Child
 Region
 Rex Useraka testu...@metaphorz.webhop.org:100011f4eacfe-5fe2-
 afb9-c402-7
 70810dbe5f1 Root   OpenSim Test

 On Dec 19, 3:54 am, Lasse Öörni loo...@gmail.com wrote:
  There is now a realxtendviewer_0.4_fix.zip package at the sourceforge
  page, which contains a realxtend.exe built from latest trunk revision.
 
  http://sourceforge.net/projects/realxtendviewer
 
  - Lasse / realXtend developer
 


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this list: http://groups.google.com/group/realxtend
realXtend home page: http://www.realxtend.org/
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[REX] Re: Can anyone supply me a patched 0.4 viewer?

2008-12-18 Thread Mikko Pallari

Correct. Lasse stated that yesterday.

__
Mikko Pallari

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of Ryan McDougall
Sent: 18. joulukuuta 2008 19:52
To: realxtend@googlegroups.com
Subject: [REX] Re: Can anyone supply me a patched 0.4 viewer?


On Thu, Dec 18, 2008 at 5:17 PM, Peter Quirk peter_qu...@hotmail.com wrote:

 As noted in earlier posts, there's a bad bug in the 0.4 viewer which
 prevents the uploading of many meshes which loaded correctly in the
 0.31 viewer. I reported the bug on sourceforge, it has been fixed
 (i.e. someone in the dev team built a working viewer), but no one on
 the dev team has responded by publishing the patched viewer. I've
 tried unsuccessfully so far to recompile the viewer.

 If there's someone out there who has managed to compile the viewer,
 would they mind sharing it?

 Thanks,
 -- Peter

This fix is in SVN correct, and that is public correct?



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this list: http://groups.google.com/group/realxtend
realXtend home page: http://www.realxtend.org/
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[REX] Re: workaround for simloginchecker

2008-12-15 Thread Mikko Pallari
ModRex has its own tracker:
http://forge.opensimulator.org/gf/project/modrex/tracker/

Cheers,

On Mon, Dec 15, 2008 at 2:49 PM, metaphorz metaph...@gmail.com wrote:


  tell me which of the
 two bug tracking groups is appropriate for modrex: Viewer
 or server? I'll basically cut and paste under an appropriate
 subject header

 On Dec 15, 7:21 am, Ryan McDougall sempu...@gmail.com wrote:
  When one is as busy as we are, it becomes rather difficult to track
  individual problems over several emails.
 
  Have you opened a bug that describes your problem(s) precisely and in
  detail. It would make it much easier to concentrate our very sparse
  resources.
 
  Cheers,
 
 
 
  On Mon, Dec 15, 2008 at 2:06 PM, metaphorz metaph...@gmail.com wrote:
 
   Authentication with opensim+modrex is not a problem - the problems
   lie elsewhere (see past posts).
   -p
 
   On Dec 12, 11:20 am, metaphorz metaph...@gmail.com wrote:
   Is there any way to trick the simloginchecker when running the server
   and viewer behind a router (192.168.1.1)? Assume my domain name for my
   system is:  mydomain.org (I got it, and it works fine from
   dyndns.com).
   Perhaps, a local DNS can be set up? I am running Windows XP.
 
   09:40:32 - [HTTPD]: Starting up HTTP Server
   09:40:32 - Enter help for a list of commands
   09:40:32 - Authentication# :
   09:40:32 - [HTTPD]: Starting http listener
   09:41:02 - [LOGIN]: Authenticating Test User
   09:41:02 - ---
   09:41:02 - CLIENT LOGGIN IN TO SIM: testu...@mydomain.org:9000
   09:41:02 - ---
   09:41:02 - [SimLoginChecker]: Failed to authenticate sim from
   192.168.1.1:1565 a
   ddress corresponding to uid is mydomain.org
   09:41:02 - [SimLoginChecker]: No corresponding dns addresses found
   09:41:02 - [LOGIN]: server_ip_check failed- Hide quoted text -
 
  - Show quoted text -
 


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this list: http://groups.google.com/group/realxtend
realXtend home page: http://www.realxtend.org/
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[REX] Re: workaround for simloginchecker

2008-12-14 Thread Mikko Pallari

Local DNS entrys can be set to hosts file under: C:\Windows\System32\drivers\etc

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com
www.realxtend.org


-Original Message-
From: realxtend@googlegroups.com [mailto:realxt...@googlegroups.com] On Behalf 
Of metaphorz
Sent: 12. joulukuuta 2008 18:21
To: realXtend
Subject: [REX] workaround for simloginchecker


Is there any way to trick the simloginchecker when running the server
and viewer behind a router (192.168.1.1)? Assume my domain name for my
system is:  mydomain.org (I got it, and it works fine from
dyndns.com).
Perhaps, a local DNS can be set up? I am running Windows XP.

09:40:32 - [HTTPD]: Starting up HTTP Server
09:40:32 - Enter help for a list of commands
09:40:32 - Authentication# :
09:40:32 - [HTTPD]: Starting http listener
09:41:02 - [LOGIN]: Authenticating Test User
09:41:02 - ---
09:41:02 - CLIENT LOGGIN IN TO SIM: testu...@mydomain.org:9000
09:41:02 - ---
09:41:02 - [SimLoginChecker]: Failed to authenticate sim from
192.168.1.1:1565 a
ddress corresponding to uid is mydomain.org
09:41:02 - [SimLoginChecker]: No corresponding dns addresses found
09:41:02 - [LOGIN]: server_ip_check failed




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this list: http://groups.google.com/group/realxtend
realXtend home page: http://www.realxtend.org/
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[REX] Re: building modrex

2008-12-13 Thread Mikko Pallari
Hi,

Checkout opensim as usual. Create a directory there for example ModRex,
checkout ModRex svn to there. The project file looks for the references from
../../bin directory. So now it can find its references from OpenSims bin.

To compile both opensim and modrex at same time. Run prebuild2008.bat and
open the solution. After opening right-click from the solution three and
choose add existing project. Browse to modrex solution file and choose it.
Now you can compile and run them both just by hitting F5.

I hope this helps.

We are not going to place assebly references to modrex project since all of
them are already in opensim and opensim is evolving everyday. If we are
going to use same assebly that is only used in ModRex then ofcorse we are
going to include that in svn.

Making the prebuild.xml hasen't been our priority, but were welcoming anyone
who wants to make it. It would be greatly appreciated.

Cheers,

On Fri, Dec 12, 2008 at 6:19 PM, metaphorz metaph...@gmail.com wrote:


 Given Mikko's suggestion of trying modrex:

 ModRex is currently work in progress and it is still missing lots
 of features.
 The ModRex project can be found from
 http://forge.opensimulator.org/gf/project/modrex/
 Paul, to use some of the finished features you must built the
 project above and put the ModRex.dll to OpenSim-folder.

 I thought I'd at least try and see what it looked like. Source
 checkout using SVN
 with user anonymous worked fine, but then there are no assembly
 reference
 dlls. I guess I can locate these manually, but is there an easier way?
 Just trying
 to build the solution (VC#2008) results in the usual errors. With
 opensim, they
 include the required shared libaries. Help welcome.

 Suggest that you might  put in the dlls and use a prebuild2008.bat and
 compile.bat
 as per the opensim build approach. Might be easier on people who wish
 to play around
 with the source.

 


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this list: http://groups.google.com/group/realxtend
realXtend home page: http://www.realxtend.org/
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[REX] Re: rexviewer settings with modrex

2008-12-13 Thread Mikko Pallari
ModRex replaces to OpenSims login_to_simulator XMLRpc method and thus
requires to use rex authentication.

1. Create user to your authentication server
2. Use that account to login. For example
usern...@your-authentication-server-ip
3. Connect to: your-opensim-ip/your-opensim-domainname:portnumber. If no
portnumber is defined uses port 9000 as default.

Cheers,
Mikko

On Fri, Dec 12, 2008 at 8:48 PM, metaphorz metaph...@gmail.com wrote:


 In anticipation of a successful modrex.dll installation, some basic
 viewer connection questions --I couldn't find answers to these in
 web docs.

 Assuming that one uses opensim authentication with the new
 region module (modrex.dll), would the correct viewer values be
 as follows?

  1) Username:  First Name+Last Name
 (i.e., if my opensim region supports Test User, then I would
 login
 as Testuser

  2) password: password for (1)

  3) Connect To: Given an external configuration allowing others to log
 in
from outside as well as allowing me to log in from behind the
 router,
this would be: external IP OR external host-name.

  Please let me know if these are the correct assumptions after
 building
 modrex

 -p

 


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this list: http://groups.google.com/group/realxtend
realXtend home page: http://www.realxtend.org/
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[REX] Re: realXtend 0.4 - hundreds of bots

2008-12-11 Thread Mikko Pallari
The bots used are server side bots controlled by python script. So using them 
with OpenSim is not possible at the moment. I'm currently porting rex python 
module to ModRex, so when the work in that area is done the bots can be used 
with OpenSim.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.comhttp://www.adminotech.com/
www.realxtend.orghttp://www.realxtend.org/

From: realxtend@googlegroups.com [mailto:[EMAIL PROTECTED] On Behalf Of Mariusz 
Nowostawski
Sent: 11. joulukuuta 2008 12:38
To: realxtend@googlegroups.com
Subject: [REX] Re: realXtend 0.4 - hundreds of bots

Awesome. Sounds like a great improvement. Is it possible to use the rexbots to 
stress test the vanilla OpenSim servers too? Or it only works with the rex 
addons?

I and University of Otago conduct stress tests on OpenSim with the use of 
various hardware and various number of real SL clients. We can easily crank up 
to 100 real clients connected to a server, and stress test various performance 
indicators. We have not used bots as such, although now we are working on 
improving and fully automating some of the tests so that we can bootstrap and 
tests more than 100 clients at once.

Have you done comparisons (say, with 20 bots and 20 real Rex clients) to see 
what sort of differences are between using one or the other for testing? I'd be 
really interested to see your tests and comparisons like that.

--
cheers
Mariusz

On Wed, Dec 10, 2008 at 3:53 AM, Tuco [EMAIL PROTECTED]mailto:[EMAIL 
PROTECTED] wrote:

Hiya,

I just updated rexdeveloper.orghttp://rexdeveloper.org with this news about 
0.4 optimizations
 bots, including a nice new youtube video:

realXtend 0.4 which was released a week ago includes a significant
optimization regarding avatar movement packets. The number of packets
has been reduced, the size of them made smaller and more movement
updates are combined into one packet from multiple avatars. With this
optimization and the new rexbots, we have been able to have over 300
bots on our LAN servers.

Check out http://community.rexdeveloper.org  for the video.

- Tuco / LudoCraft
 realXtend project




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[REX] Re: Database inconsistencies scripting problems

2008-10-01 Thread Mikko Pallari

Developers are currently using the bug trackers in Sourceforge:
http://sourceforge.net/tracker/?group_id=221755atid=1053603
http://sourceforge.net/tracker/?group_id=220608atid=1050821

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.com

From: realxtend@googlegroups.com [EMAIL PROTECTED] On Behalf Of Ryan McDougall 
[EMAIL PROTECTED]
Sent: 02 October 2008 05:00
To: realxtend@googlegroups.com
Subject: [REX] Re: Database inconsistencies  scripting problems

We should have a public bug tracking system. Preferably the same one
as the internal bug tracking system.

Cheers,

On Wed, Oct 1, 2008 at 2:46 AM, Jani Pirkola [EMAIL PROTECTED] wrote:
 Thanks for findings; Antti, please take these as bugs to your team's
 backlog.
 Jani

 2008/9/30 Peter_Quirk [EMAIL PROTECTED]

 As usual, I'm not sure where to post certain types of problems, so I
 posted this problem initially in the server forum at
 http://www.rexdeveloper.org/forum/viewtopic.php?f=3t=105. Any
 suggestions on how to proceed will be much appreciated.



 




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http://groups.google.com/group/realxtend
-~--~~~~--~~--~--~---



[REX] Re: AD/AM for enterprise authentication?

2008-09-25 Thread Mikko Pallari
Whatever the solution is, we can't send the password as plain text. That would 
create a huge security issue.

__
Mikko Pallari
Server Technical Lead in RealXtend

ADMINO technologies
www.adminotech.comhttp://www.adminotech.com/
www.realxtend.orghttp://www.realxtend.org/

From: realxtend@googlegroups.com [mailto:[EMAIL PROTECTED] On Behalf Of Jani 
Pirkola
Sent: 25. syyskuuta 2008 0:15
To: realxtend@googlegroups.com
Subject: [REX] Re: AD/AM for enterprise authentication?

MattiK,

can you figure out how to solve this one? We need to do it anyway so why not do 
it as soon as possible to help John to help us.

Best regards,
Jani
2008/9/25 Hurliman, John [EMAIL PROTECTED]mailto:[EMAIL PROTECTED]

I started work on a simulator LDAP authentication module (it is surprisingly 
simple using the .NET/Mono libraries), but ran into an issue. The client 
currently sends MD5 hashes of passwords instead of the plaintext password, and 
you must feed the plaintext password to the .NET library to do a proper bind. 
Even if a different LDAP library was used (or a new one written) it would still 
require a client modification to get the passwords in a different format. Worse 
still, there are several different authentication mechanisms depending on how 
your AD/OpenLDAP/etc admin has configured the service. The client would need to 
do an exchange with the login server to agree on a supported hashing format, or 
send the password in plaintext. I'm not in any position to do client 
modifications so I put this project on hold. If I'm missing something obvious 
or you discover a workaround please let me know and I can resume working on 
this.



John



From: realxtend@googlegroups.commailto:realxtend@googlegroups.com 
[mailto:realxtend@googlegroups.commailto:realxtend@googlegroups.com] On 
Behalf Of Jani Pirkola
Sent: Thursday, September 18, 2008 3:22 AM
To: realxtend@googlegroups.commailto:realxtend@googlegroups.com

Subject: Re: AD/AM for enterprise authentication?



Peter,


thanks for bringing this up, it helps us to prioritize tasks when we know which 
ones are actually wanted. We already had this on our list so that we will 
hopefully enable AD for realXtend during this year.
G2 Proto, do you think you and your group could contribute some help to this 
task?

Best regards,
Jani

2008/9/18 Peter_Quirk [EMAIL PROTECTED]mailto:[EMAIL PROTECTED]

Active Directory / Application Mode looks very appropriate for
leveraging enterprise SSO services from Active Directory while
maintaining the application-specific information about a user's avatar
identity. Pluggable authentication systems like this will greatly
simplify realXtend's adoption for enterprise use. Information on AD/AM
is available at 
http://www.microsoft.com/windowsserver2003/techinfo/overview/adam.mspx.









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