You probably want the Object Update packet, you can find a description here:
http://wiki.secondlife.com/wiki/ObjectUpdate
A listing of other messages can be found at:
http://wiki.secondlife.com/wiki/Category:Messages
On Tue, Sep 29, 2009 at 9:27 PM, Shun-Yun Hu s...@csie.ncu.edu.tw wrote:
Hi, Mark
Rei will work with the latest stock OpenSim. SL Avatars however are
not (yet) supported, so you will only be able to see a default avatar,
but other than that, there shouldn't be any problems. It will also
work with ROBUST just fine.
Zaki
On Wed, Sep 30, 2009 at 4:07 PM, Mark Malewski
You need .NET 3.5 installed. Grab it from Windows Update.
Adam
From: opensim-users-boun...@lists.berlios.de
[mailto:opensim-users-boun...@lists.berlios.de] On Behalf Of Huan Dau
Sent: Wednesday, 30 September 2009 7:08 AM
To: opensim-dev@lists.berlios.de; opensim-us...@lists.berlios.de
Subject:
It works with vanilla but from my understanding not ModRex; the meshes are
handled as Irrlicht meshes if I understand correctly. Synchronising these mesh
standards (in both rex 3diov) might be a good idea methinks.
... then if we can get someone to adjust the full viewer, we'd have somewhat of
On Wed, Sep 30, 2009 at 7:07 PM, Frisby, Adam a...@deepthink.com.au wrote:
It works with vanilla but from my understanding not ModRex; the meshes are
handled as Irrlicht meshes if I understand correctly. Synchronising these
mesh standards (in both rex 3diov) might be a good idea methinks.
*Adam,
**… then if we can get someone to adjust the full viewer, we’d have **
somewhat of a standard on our hands.*
See, now that's what I'm talking about! Me likey the idea of standards!
;-)
I'd really like to see some form standardization, so that viewers can work
on each of the various
What opensim forks are you talking about? I don't know of any, so please
point me to one.
Mark Malewski wrote:
*/
Adam,
/**/… then if we can get someone to adjust the full viewer, we’d have /*
*/ somewhat of a standard on our hands./*
See, now that's what I'm talking about! Me
I'd personally rather see a standard that was *not* tied to a particular
game or rendering engine.
On Wed, Sep 30, 2009 at 9:15 AM, Ryan McDougall sempu...@gmail.com wrote:
On Wed, Sep 30, 2009 at 7:07 PM, Frisby, Adam a...@deepthink.com.au
wrote:
It works with vanilla but from my
Yes that was kinda implied, but I can go one step further:
There is only one format not tied to a particular engine[1], COLLADA,
as that's it's main design goal. However since it's not the most
binary efficient format, there are questions about how suitable it is
for real-time use.
Sirikata is
On Wed, Sep 30, 2009 at 10:51 AM, Ryan McDougall sempu...@gmail.com wrote:
[1] I guess there is VRML/X3D, but they appear to have died for a reason?
X3D + JavaScript is what drives Vivaty (as in Vivaty.com). I dont expect
it's going to go very far (I did some work with it). The co-author
TribalServer fell into disrepair I believe, but MW LBSA donated their unique
features into a Forge project at least 6 months ago. (look for 'Tribal' in the
projects list).
3Di is just OpenSim + a support contract + some extra modules for the 3D models
and analytics. I believe 3Di runs fairly
VRML suffers from filesize issues too however; and frankly I've never been
impressed by what it can support as a format.
Don't look to it if you want to do things like shader based materials; which
are essential for the gaming/entertainment side.
Adam
From:
Adam/Ryan,
* I agree with this completely. I'd love to see modrex modified to*
* handle Rei (and a suitable name-change is also no problem).
*
*If 3Di releases their specs, or someone reverse engineers what they're
doing, and wraps it up in a proposal that *increases* standardization,
we might be
Adam, thank-you for the response. You seem to know quite well what all the
various groups are working on. ;-)
* So, I don’t think there are any major forks anymore – *
* 3Di would be it if anything, and they aren’t that much of one.*
Ok, this is good to know. It was hard keeping track of
Mark Malewski wrote:
It would just be nice to get everything integrated back into core (or as
OpenSim modules).
This would be terrible. We're going in the opposite direction, which is
to have a minimal core and let people do their own extensions as they
wish, hopefully replacing the heck out
This is not really a development question, but i will answer it anyway, it
looks to me like you have the wrong IP's in your configuration, 127.0.0.1 is
localhost only meaning no one outside of the localhost can connect to these
boxes. check your configs and make sure tehy are using a accessibly IP
Tribal Server/TribalNet wasn't actually a fork, it was a just a set of extra
modules. Some of them were replacements for standard modules included with
opensim, while others were complete custom. The control panel was a two part
thing, one being a Launcher panel which basically started the
Diva,
* It would just be nice to get everything integrated back into core (or as
OpenSim modules).
*
*This would be terrible. *
Diva, please explain WHY would having a working OpenSim distro be terrible?
Having something that actually works is terrible? In my opinion, just
the opposite is
tl; dr.
Adam
From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Mark Malewski
Sent: Wednesday, 30 September 2009 3:45 PM
To: d...@metaverseink.com; opensim-dev@lists.berlios.de
Subject: [Opensim-dev] OpenSim 0.7 Release Candidate with ALL
Holdit!
OpenSim is NOT A PRODUCT. OpenSim is a BASE other people can make a
product out of. So, OpenSim aims to include as little as possible,
distros are the ones who will put it together and relicense it as
they see fit.
OpenSim Core is not a maker of distros. We are not a product
company.
On Thu, Oct 01, 2009 at 12:51:49AM +0200, Melanie wrote:
OpenSim Core is not a maker of distros. We are not a product
company. We are a loose association of people who share an interest.
We don't _want_ to make a product, because we can't support a
product. We make bits and pieces and let
There's only a handful of those at best (diva, osgrid, new world grid,
realXtend,...). But it's probably really not a bad idea.
I think what Diva is doing (the 'Diva Distribution') is exactly where things
should be heading.
Adam
-Original Message-
From:
There aren't really any products based on opensim yet.
Not even RealXtend, which (my apologies to the RealXtend folks) was never
all THAT popular to begin with.
Let me state this once and perfectly clearly for the laymen and Phd.s alike:
OpenSim is Alpha software. That software is a platform.
This is a topic I wanted to bring up for a while, which I think is an important
part of Opensim that may need to be tweaked. In my opinion Opensims
configuration files are too many and too complex, and this makes it difficult
to maintain your settings especially for newer users. There's too
That would make things more complicated for the average user, who
can't reliably copy parts of one text file to another.
They would also again have to read the entire file to find the
settings they need to change.
config-include was a great boon on the way to simplicity, and it is
the
Mark's comment wasn't very well organized or thought out. It was basically
just an explosion of his frustration with OpenSim.
But that doesn't mean that he doesn't have a few good points hidden in
there.
I believe that looking at most other software projects in the world, you
would find that
In short, we added the config-include so the modules that ppl can
download and compile themselves don't need to be in the large
OpenSim.ini file
At this moment, there's talk about a new development that might give
the user the possibility to create their own OpenSim.ini file just by
answering
What are your thoughts about implementing PAL into OpenSim?
The Physics Abstraction Layer http://pal.sourceforge.net/ (*PAL*)
provides a unified interface to a number of different physics engines. This
enables the use of multiple physics engines within one application. It is
not just a
Actually, that is the plan - for 1.0b.
On Wed, Sep 30, 2009 at 7:36 PM, Mark Malewski mark.malew...@gmail.comwrote:
* My thoughts are simple every 4-6 months lockdown all of the
refactoring and recoding stuff get things stable and then do a formal**
release get
something that works out
Right, but any decent framework/platform that has any expectation of being used
designs in the open and publishes a roadmap for the changes planned so that
people that do wish to productize around it can plan and do so without huge
hassles. They don't just throw shit up on a wall and see what
There actually is a design and roadmap. I know, I've seen it. Again, this is
an alpha project - so the design and roadmap morphs, disappears, gets
rewritten, and is sometimes even hidden.
While I have no particular desire to discourage anyone for using opensim, I
dont recall any of us ever saying
OpenSim already has an abstraction layer for physics engines, and several
engines have been interfaced already. ODE is probably the most complete
implementation. There are also some implementations that exist outside of
core, most notably the Mica N-body simulation on forge.
We're watching PAL
On Wed, Sep 30, 2009 at 06:23:56PM -0700, Dahlia Trimble wrote:
We're watching PAL and may consider it when we find it to be sufficient for
use with OpenSim. Another factor to consider is the majority of OpenSim
developers are unpaid volunteers and it's difficult to find people who have
the
There are four people I know of who have done fairly substantial work with
OpenSim's physics engines:
- MW (wrote the original interfaces)
- Teravus (made ODE 'not suck' ... as much)
- Jeff Ames (wrote the MICA one)
- Leon Zhu (works for me, did some substantial
Hello,
Looking at the git branches on the server, many of them are rather
old. Do we really want to keep all of them?
The dates listed are the date of the last commit to the branch.
Releases / post-fixes, presumably want to keep:
origin/0.6.0-stable Dec 18 2008
Or, in perhaps less than accurate but more colloquial terms: a taint is a
signal to the physics engine that an object in the scene has been modified
by something outside of the context of the physics engine, and the physics
engine should take some action on that object when computing the next
Thanks to Toni and Dahlia!
They're quite helpful, we'll look into those docs and see how to apply them.
SY
On Wed, Sep 30, 2009 at 4:22 PM, Dahlia Trimble dahliatrim...@gmail.comwrote:
You probably want the Object Update packet, you can find a description
here:
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