Re: [realXtend] Problem compiling Opensim-0.7.3 with ModRex
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] request: Tundra OpenGL win32 version (wine compatible)
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Taiga 0.2.0
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: packaging taiga wizard? (Re: [realXtend] Re: Ubuntu 10.04 - Taiga/opensim ModRex (BUILD Problems :())
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Ubuntu 10.04 - Taiga/opensim ModRex (BUILD Problems :()
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Ubuntu 10.04 - Taiga/opensim ModRex (BUILD Problems :()
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] -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Avatar collection
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. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Error: Taiga-0.2.0
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Error: Taiga-0.2.0
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Cannot log onto Taiga Server
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: I can't see other user's clothes.
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? -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] ModreX prebuild script
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] big region test: fly thru a single 1km * 1km region on opensim (not a megaregion) with Naali
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] big region test: fly thru a single 1km * 1km region on opensim (not a megaregion) with Naali
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Taiga 0.1.4 released
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] I can't upload
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. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: opensimulator 0.7 Question
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 ? -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http
Re: [realXtend] Taiga 0.1.2 - Nali 0.2.5 Connection problems
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. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Server version to use for development
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Server version to use for development
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Single Regions Backup - Restore
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Taiga 0.1.2 changing regions
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. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Taiga 0.1.2 and Windows server 2008R2 crashes
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Objects not receiving Shadows
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 ? -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Naali Taiga vs. RealXtend
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. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Naali 0.2.2 and Taiga 0.1.2 released
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Meshes won't delete
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. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtendhttp://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org --http://groups.google.com/group/realxtendhttp://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org --http://groups.google.com/group/realxtendhttp://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Error
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] -- http://groups.google.com/group/realxtend http://www.realxtend.org To unsubscribe, reply using remove me as the subject. -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Error
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. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org To unsubscribe, reply using remove me as the subject.
Re: [realXtend] Re: Object Linking Issue
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org To unsubscribe from this group, send email to realxtend+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- http://groups.google.com/group/realxtend http://www.realxtend.org To unsubscribe from this group, send email to realxtend+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- http://groups.google.com/group/realxtend http://www.realxtend.org To unsubscribe from this group, send email to realxtend+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
Re: [realXtend] Object Linking Issue
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org To unsubscribe from this group, send email to realxtend+ unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject. -- http://groups.google.com/group/realxtend http://www.realxtend.org To unsubscribe from this group, send email to realxtend+unsubscribegooglegroups.com or reply to this email with the words REMOVE ME as the subject.
Re: [realXtend] Re: Seems Development Website is Offline
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! -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Naali multiregion support research and other investigations
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 -- http://groups.google.com/group/realxtend-dev http://wiki.realxtend.org http://dev.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Realxtend/taiga server grid mode perspective for large projects?
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] voice
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Building Modrex
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 ? -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Moving naali svn
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Ogre scene import module
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Ogre scene import module
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Abridged summary of realxtend@googlegroups.com - 3 Messages in 1 Topic
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- Best regards, Jonne Nauha realXtend developer http://www.realxtend.org/ http://www.evocativi.com/ -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Error with SetNewMediaUrl of class MediaUrlChanger
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Setting ModreX region to OSGrid
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Avatar meshes dont appear on other clients
- [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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] RealXTend Voice Chat Help...
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] samplemediaurl.py script error
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 ? -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Avatar meshes dont appear on other clients
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
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 --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: on collision.. where can i get source code of RexDotMeshLoader ?
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 ? --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: Latest release, empty standalone, fails in avatarstorage module
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 --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: estimate for gridmode
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 --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: Building Taiga trunk updated wiki instructions
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
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 --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: stuck under original water height 20m
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 --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: opensim + modrex using simxtd on linux
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! --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: How to get collision mesh to be active in RealXtend?
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! --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: RealXtend server 0.5
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 --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: Entry coordinate of avatar
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. --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: Entry coordinate of avatar
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. --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] How to test Modrex
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 --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: collisions in modrex
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 --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: Modrex
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 --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: authentication server
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 --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: RealXtend Database Structures
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. --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: realxtend database
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 --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: Grab your modrex binaries here
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
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
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 --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend http://www.realxtend.org -~--~~~~--~~--~--~---
[realXtend] Re: Grab your modrex binaries here
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
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
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 --~--~-~--~~~---~--~~ 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?
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?
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. --~--~-~--~~~---~--~~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~--~~~~--~~--~--~---
[REX] Re: login problem
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
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
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 - --~--~-~--~~~---~--~~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~--~~~~--~~--~--~---
[REX] Re: state of modrex
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 - --~--~-~--~~~---~--~~ 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?
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 --~--~-~--~~~---~--~~ 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?
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? --~--~-~--~~~---~--~~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~--~~~~--~~--~--~---
[REX] Re: workaround for simloginchecker
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 - --~--~-~--~~~---~--~~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~--~~~~--~~--~--~---
[REX] Re: workaround for simloginchecker
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 --~--~-~--~~~---~--~~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~--~~~~--~~--~--~---
[REX] Re: building modrex
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. --~--~-~--~~~---~--~~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~--~~~~--~~--~--~---
[REX] Re: rexviewer settings with modrex
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 --~--~-~--~~~---~--~~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~--~~~~--~~--~--~---
[REX] Re: realXtend 0.4 - hundreds of bots
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 --~--~-~--~~~---~--~~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~--~~~~--~~--~--~---
[REX] Re: Database inconsistencies scripting problems
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. --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend -~--~~~~--~~--~--~---
[REX] Re: AD/AM for enterprise authentication?
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. --~--~-~--~~~---~--~~ http://groups.google.com/group/realxtend -~--~~~~--~~--~--~---