; the dropped scene, you might wanna install Tundra to C:\Tundra or something
> to not have non-admin run issues that few people are having here.
>
> Let us know how it goes.
>
> Best regards,
> Jonne Nauha
> Adminotech developer
>
>
>
> On Wed, Oct 12, 2011 at 1
On Oct 12, 2011, at 11:53 AM, Daniele Zanni wrote:
> I am new here. I was trying during these days the realXtend Tundra
> environment (2.1.1). Anyhow, launching the Avatar demo I get a Error:
> TypeError: Result of expression 'scene.EmitEntityCreatedRaw' [undefined]
> Error: ()@local://avatarappl
o and we
> propably will in some future release. In the meanwhile if windows is giving
> you a hard time you can try to install to eg root of C:\ as its the not
> governed by windows as program files might be. Again I dont really remember
> how XP works that well and the rex devs dont re
said i dont know how XP really works in
yep, i just meant that is good to do as instructed in this thread, use some
other dir (e.g. d:\myproject\ ) for data. then AFAIK don't need admin rights.
> Jonne Nauha
~Toni
> On Tue, Oct 11, 2011 at 9:42 AM, Toni Alatalo wrote:
> On Oct 1
XP.
i actually always test at least releases with XP at home (on an ancient celeron
laptop with integrated intel gfx -- my measure for 'if it runs here, it runs
everwhere' .. and tundra does :)
> Jonne Nauha
~Toni
> On Tue, Oct 11, 2011 at 8:42 AM, Toni Alatalo wrote:
>
On Oct 11, 2011, at 6:11 AM, Evan wrote:
> In CMD I do: Tundra.exe --headless --server --ogrecapturetopwindow
> I run the client from Start Menu and connect to 127.0.0.1:2345 and I
> get the black screen, no problem.
> I then take my .txml file (at E:\RealXtend\OgreMeshTests\) and drag
> and drop
On Oct 10, 2011, at 12:16 PM, Carlos wrote:
> Please, could you help me about how can I log the chat messages in
> centralized database?
Are you talking about the simple js chat app in Tundra demo scenes?
With that you can either just add your db saving code straight there, or make
another scrip
On Oct 5, 2011, at 10:10 AM, Jonne Nauha wrote:
> Yes uninstall the drivers, they have been a big issue with many people, that
> parameter there should help on it too. Maybe try first with the param if you
> are using the wacom still so you dont need to uninstall :) You can add the
> param to yo
On Oct 3, 2011, at 7:28 PM, Jonne Nauha wrote:
> Scripting API has changed a little bit but nothing too big. Eg. raycasting
> has been moved to scene.ogre.RayCast(..) from renderer.Raycast(..) and some
> other functions have been possibly moved/renamed. This will be mostly trivial
> search and r
On Sep 29, 2011, at 1:11 AM, nilmarasalgado wrote:
> It tried to run the Tri http://realxtend.wordpress.com/ the link.
> Press F1 to see the connection status. The connection was ok, but the
> following message appeared:
This is probably because you are using Tundra 1, whereas Admino's hosting
se
mat or
> Tundra1 format?
That has been 2.0.0 since the release of that.
We are now preparing 2.1.0, more info about that in a few days. It doesn't
change the scene format, is more about internal and networking improvements.
> - Hui
-Toni
>
> On Thu, Sep 22, 2011 at 9:19
ra exporter have expwrimental
Blender live connection, though. And b2ogre can write txml. Could read it too
.. But usually we have the original blend anyway already.
> - Hui
-Toni
>
> On Thu, Sep 22, 2011 at 4:56 AM, Toni Alatalo wrote:
>
> On Sep 22, 2011, at 11:29 AM,
yX et.al. running beautifully on 2.0pre (where that screenshot came
> from too). Haven't had time to get 2.0 working with my own scene (that the
> .pre was happy with) yet, so can't speak for that release.
>
> On Thursday September 22 2011 07:18:01 Toni Alatalo wrote:
> >
On Sep 21, 2011, at 6:15 PM, Ali Kämäräinen wrote:
> For me it seems that the Physics scene is not fully ported. I have terrain,
> boxes, and simple water plane (not Hydrax) and no sky, but the terrain is
> below the water plane. I'm running the HEAD of LudoCraft/Tundra, but I think
> the case i
** No python scripts in startup config
> Warning: D3D9 : WARNING - disabling VSync in windowed mode can cause timing
> issues at lower frame rates, turn VSync on if you observe this problem.
> Logged in successfully
> Set asset storage "Scene" as the default storage
>
On Sep 20, 2011, at 8:17 PM, hui ning wrote:
> Ali, thanks! It works right now. Are there any other scenes that have been
> ported to 2.0?
The Physics one. It also has SkyX configured, don't remember if uses HydraX for
water or just a plane (have just my phone now so can't check).
Hopefully
On Sep 20, 2011, at 3:34 AM, hui wrote:
> if I tried to login into the local server, I got a black screen. What
> happened here? Please help,
> Tundra.exe --config server-headless.xml --server --headless
It worked correctly?
Emptyness is black, and if you don't have anything in your scene, nothin
On Mon, 2011-09-12 at 17:12 -0700, Warren wrote:
> I have attempted to do a new install of Tundra 2.0 (8/31) release. We
> are configuring a second server for some experimenting. The installer
> fails after attempting to install the VC package and complains of
> "prerequisites" which are not instal
On Sat, 2011-09-10 at 21:27 +1000, chatpakorn prasertsung wrote:
> Still I have some question for this issue
> I don’t know how to control the dark shade on the object
> I mean
> -I use EC_ EnvironmentLight (caelum) to control the light direction
> and time of the day.
> -I can use light to li
On Sep 2, 2011, at 7:04 AM, Lance wrote:
> We are just seeking a web viewer.
> The latest post said server should update for WebSockets.
> Does it has a schedule?
> Very thanks for reply.
It works currently with stable Chrome (and perhaps Firefox with a little
porting)
-- the update is needed for
On Thu, 2011-09-01 at 16:05 -0700, glenalec wrote:
> Opening the Scene editor shows only the camera in there. The scene I
> opened on is not present (scene was set up and running on 2.0pre).
i encountered a similar problem earlier today, submitted a bug:
https://github.com/realXtend/naali/issues/4
On Wed, 2011-08-31 at 20:35 -0700, chatpakorn prasertsung wrote:
> next one is about the lighting systems in tundra.
> Im not sure where I can adjust it.
It is basically the same as with Ogre and similar game graphics engines
usually, there's a few different things:
A) individual lights, by addin
Is available from http://code.google.com/p/realxtend-naali/downloads/list
Works at least on OS X 10.6, possibly not on older versions. Using as a
client/viewer just works when you open the app.
If you want to run in server mode, need to use the terminal and go inside the
.app dir to get to run
On Sun, 2011-08-28 at 00:38 +1000, chatpakorn prasertsung wrote:
> yes, I do install wacom tablet
> surprisingly, after i uninstalled it, ... now it work.
Great to hear! A weird problem that we must track down.
> so how can I start from now ?
As your interest in the first post was just to se
On Thu, 2011-08-25 at 15:26 +0300, Toni Alatalo wrote:
> > It currently works only in stable Chrome, version 13. We'll look at
> > Firefox support next.
> > Client is at http://www.realxtend.org/webnaali/ws3dclient.html
> screenshot, http://dl.dropbox.com/u/3157753/rex/we
> On Thu, 2011-08-25 at 15:06 -0700, nilmarasalgado wrote:
>> On the site http://realxtend.wordpress.com/ tried to do a test on the
>> link http://login.realxtend.org/, but did not connect.
>> I click the START button, try to connect, but soon returns to the
> Please try again tomorrow or so when t
On Thu, 2011-08-25 at 15:06 -0700, nilmarasalgado wrote:
> Good afternoon :o)
>
> On the site http://realxtend.wordpress.com/ tried to do a test on the
> link http://login.realxtend.org/, but did not connect.
> I click the START button, try to connect, but soon returns to the
> START button. :o(
On Aug 25, 2011, at 10:22 AM, Toni Alatalo wrote:
> WebNaali demo with actual client functionality is up.
> It currently works only in stable Chrome, version 13. We'll look at Firefox
> support next.
> Client is at http://www.realxtend.org/webnaali/ws3dclient.html
Some peop
WebNaali demo with actual client functionality is up.
It currently works only in stable Chrome, version 13. We'll look at Firefox
support next.
Client is at http://www.realxtend.org/webnaali/ws3dclient.html
It doesn't have progress bars, and it takes long for the scene to download with
the text
On Fri, 2011-08-05 at 11:06 -0700, ilikia wrote:
> I suspect that your graphics card and/or cpu might not be powerful
> enough. Tundra won't run on my Asus netbook, or even on an old desktop
> computer with AMD AthlonXP and ATI 9555 (128 Mb own memory) that I
> have. Runs without problems in this l
Hi,
as mentioned before, we've been working on a browser based (WebGL + WebSockets)
realXtend client -- WebNaali. Rauli started it a year ago and got the basics
working by the end of the year, and during the past months he has upgraded &
improved it.
There's finally a demo/test on-line:
http
On Mon, 2011-08-08 at 20:55 +1000, Glenn Alexander wrote:
> At one point, I got (iirc the Win7 install at work) connected to a sample
> world I now can't find - had boats and some deer wandering about - the moving
> animal scripts worked fine. It was almost all in white and grey - a few
> colour
On Mon, 2011-08-08 at 03:26 -0700, glenalec wrote:
> Oops, that was meant to be in the 2.0 discussion.
Ah, possibly those are in the chiru place too, perhaps those guys will
tell us soon.
> I have had a little play with the 1.0.7 binaries and was able to
> create a little 6-object world with terr
On Mon, 2011-08-08 at 02:57 -0700, glenalec wrote:
> I noticed mention of an auto-compiler hanging off the repository in
> the ubuntu build doc. Does that output anywhere I can grab a download
yes, iirc some chiru.cie.fi web place but also i don't know the exact
location now
however, the .debs fo
On Aug 5, 2011, at 12:50 AM, nilmarasalgado wrote:
> I am accessing the site: http://users.realxtend.net/Register.aspx, but
> fails when I try to make the connection record. I want to test the
> experimental authentication service.
The current login portal at www.realxtend.org is for anonymous usa
Load testing of Intel's new Distributed Scene Graph on ScienceSim today, 7 in
the evening Finnish time.
Los Angeles (U.S.A. - California)
09:00:00PDT UTC-7 hours
Oulu (Finland)
19:00:00EESTUTC+3 hours
Corresponding UTC (GMT)
Wednesday, 3 August 2011, 16:00:00
On Aug 2, 2011, at 1:29 PM, ilikia wrote:
> All right, figured out the metatype thingy. Added this to
> TundraWrapper.cpp before my functions:
> int id = qRegisterMetaType("float3");
> Now they work.
Great!
> If you want my code, just tell me where to paste it.
If you wanna learn GIT, you can ma
On Jul 23, 2011, at 5:06 AM, Jonne Nauha wrote:
> The python side is now missing the modulemanager.py implementation (the
> circuits one), but that seemed to be full of legacy things as well. I think
> we will see how we implement that in the new things. I guess many people
> liked doing those C
On Jul 25, 2011, at 9:05 AM, ilikia wrote:
> Yep, the 1.08 works. Too bad they're going to terminate it. For 2.0,
> most of the scenes have to rewritten. Even a few simple scenes I have
Terminating sounds a bit harsh, as it's not going anywhere and you can keep
using it happily for now .. it is t
On Fri, 2011-07-15 at 04:03 -0700, ilikia wrote:
> By the way, there seems to be no PythonQt at all in Tundra2... More or
> less all I do in 1.* is based on that... Seems like I'm going to
> have to start from scratch.
No it's not going anywhere, is just not included in Jukka's build.
Nothing wi
On Thu, 2011-07-14 at 10:38 -0700, ilikia wrote:
> Many thanks again Ali. But what about PythonScriptModule? Probably
> something analogous?
To make it compile, yes.
To make it actually work for e.g. moving objects in the 3d scene, a bit
of porting is needed as 2.0 proposes a new math library, w
On Tue, 2011-07-12 at 10:50 -0700, MasterJ wrote:
> for sure i wait impatiently the release for save my work i have
> played like crazy yesterday and when i have finished i just realise
> again it was the preview haha.
There is nothing wrong with that preview release for actual use, you can
save
On Wed, 2011-07-06 at 13:23 -0400, Bill wrote:
> And I'm just a little confused.. This is Tundra 2.0 Preview? I haven't
> been able to get version One to work yet? Has anyone been able to get
> the first version to work because I'm feeling like a true idiot here.
yes, the 1.* releases work, have
on the both
sides .. for example the Pong demo/test I made so that first made the
whole scene in Blender, made a little game logic there with the Blender
game engine GUI to get to test how the physics behaved, and when the
collisions seemed fine exported it to reX.
> elegant general solution. Can
On Tue, 2011-07-05 at 05:47 -0700, Peter Quirk wrote:
> I think viewability is a big security issue. It plagued Second Life
> because people could move their camera into places that their avatars
> couldn't go, invading the privacy of others. In a previous job I tried
> to get my employer to use Se
On Mon, 2011-07-04 at 20:36 +0300, Jonne Nauha wrote:
> I don't know who should be maintaining the current wiki. Our web pages
Adminotech (but not Jonne :) was doing it earlier, and I guess are the
only ones that can bring it back up so that we could at least move the
relevant parts of content ove
etween them .. or some sort of map of area selection
menu?
I'm sure you'll encounter also other areas in need of improvement when
put students to implement apps in py over Tundra or something (is that
the plan, do you use py in teaching programming or something?) .. I
don't know wh
Jul 1, 2011 at 10:17 AM, Toni Alatalo wrote:
> Completed the first step yesterday actually, the signal now has the user
> connection as a parameter so you can treat different users differently.
void Scene::SceneManager::AboutToModifyEntity (
ChangeRequest * req,
UserConn
On Thu, 2011-06-30 at 16:42 -0700, sellman wrote:
> Wondering
> Will permissions/security be added to Tundra in upcoming
> releases?
Perfect timing!
If you look on the -dev list, and recent commits, you'll see that we
agreed on the design for it a couple of weeks ago, and I have since
im
On Wed, 2011-06-22 at 19:27 -0700, Peter Quirk wrote:
> inventory. Meshes would be just as handy if you had the same kind of
> access to basic meshes through a toolbox or menu. Something like the
right - some earlier talks have concluded the same.
we kind of have that, as you can drag&drop meshes
On Tue, 2011-06-21 at 11:35 +0200, Jeroen van Veen wrote:
> I was wondering whether the same primtools would become available as they
> were
> in Taiga?
If someone enables them, yes. If not, not.
Would be quite straightforward to write a new EC_Prim (as an alternative
to EC_Mesh and EC_Particle
(just forwarding from -dev to users list, in case some Fedora user is not on
-dev)
On the Linux side we've had Ubuntu packages, and a nice build script, for a
while -- but now there are finally Fedora RPMs available too (now 64bit). Those
are least tested so far, so if there are Fedora people o
On Fri, 2011-06-10 at 21:36 -0700, sutida rattasampan wrote:
> 1. Sync data from website to my virtual world (my website is already
> have user management module, form for insert,update,delete)
> - Create user : when admin create user in website, then data (userid,
> firstname, lastname, hashpasswo
On Thu, 2011-05-26 at 09:22 +0800, yaoyansi wrote:
> Does Naali0.4 support physics simulation? If it does, how to enable
> the physics simulation in Naali0.4?
> For example, I hope a cube can fall on to the ground automaticly .
Yes, in the sense that it doesn't know anything about it and lets
Ope
On Sat, 2011-05-28 at 02:54 -0700, sutida rattasampan wrote:
> Now I'm using
> - Taiga server 0.2.0
> - Naali viewer : 0.3.4.1
> And I want to implement my own virtual world as area of E-learning,
> users are able to enter my world, then they perform learning activities.
Have you tried out the pub
On May 28, 2011, at 11:39 AM, ilikia wrote:
> I build my .blend files incorrectly? If I render my models in Blender,
> all textures are there.
Not everything that works in the Blender non-realtime still image / movie
rendering works in realtime / game engine rendering. By far.
Better test is to
> > Can I obtain a more precise simulation result with Bullet than with
> > > ODE, at the same time Taiga will cost much more computing resources?
> >
> > > Another problem is, I have found some qt phonon code, but how can I
> > > use its corresponding func
On Wed, 2011-05-25 at 05:10 -0700, flair chopin wrote:
> Dear all, could you tell me how can I run a physics simulation in Naali
> +Taiga?
I find it easier on Tundra, i.e. when the Naali code is used as
standalone or as a server as well. Several of the bundled demos feature
that, in the scenes dir
On May 18, 2011, at 5:07 AM, yaoyansi wrote:
> Thanks for your reply, Toni.
> But after I add the EC_3dCanvasSource to the object , I can't find the url ui
> on the pannel at all.
It's the 'source' attribute.
Lasse wrote that originally, and I think he had the idea that it could later
support
On May 17, 2011, at 3:10 PM, yaoyansi wrote:
> I use Naali0.4 viewer, and I want to play a video or show a web page on an
> object.
> Is it supported in Naali0.4? But I can't find any UI for this.
Yes, it is supported.
Add a EC_3dCanvasSource using the Component editor in build mode.
There's a
On May 15, 2011, at 3:46 AM, Toni Alatalo wrote:
> ACM Multimedia has a yearly contest for open source applications and they
> asked us to submit.
> One of the required things in the submission is an introductory article: "A
> 4-page max paper including an overview of the ope
Hi,
ACM Multimedia has a yearly contest for open source applications and they asked
us to submit.
One of the required things in the submission is an introductory article: "A
4-page max paper including an overview of the open-source software package, its
description, applications, intended audi
On Sat, 2011-05-14 at 02:11 +0300, Toni Alatalo wrote:
> We'll make some sort of a news announcement / blog post to the new site with
> this info tomorrow
ok the post is there now, on the frontpage and
http://realxtend.wordpress.com/2011/05/14/simple-world-authoring-tools/
feel free
e, just drag and drop the
> image file to the scene, it will automatically make a picture frame
> and pick it up for carrying. You can also drag and drop power point
Ah, I didn't even realize that drag&drop is extended there to do the
picture frame + carrying biz -- goodie, gotta tes
Hi,
the public demo server has some new quite nice creation tools, as those who
have visited there may have noticed. I made a couple little videos now to intro
their use.
a) a simple way to add web page views, or e.g. images from the web or from your
local drive. with easy means to place them
On Tue, 2011-05-03 at 09:41 -0400, Matthew Fulmer wrote:
> On Tue, May 03, 2011 at 12:12:10PM +0300, Toni Alatalo wrote:
> > I'm curious about most simple ways of building, simpler than
> > prims -- for example there was some nice rapid design tool
> > made with browsers
tested that it works in Tundra too,
and we know from other places that is possible to call the rex scene stuff from
the web browser code, when it runs inside there.
~Toni
>
> On Tue, May 3, 2011 at 2:03 PM, Toni Alatalo wrote:
> On May 3, 2011, at 2:55 PM, Peter Steinlechner wrote:
&
b ui, but instead of webgl, it would
create the molecules in the rex scene .. so it would be shared among all
participants, and a part of a bigger scene. anyone wanna try?-)
> Pedro
~Toni
> On Tue, May 3, 2011 at 11:12 AM, Toni Alatalo wrote:
> On May 3, 2011, at 3:10 AM, Peter Quirk
On May 3, 2011, at 3:10 AM, Peter Quirk wrote:
> What about touch events for specific faces,
> or being able to distinguish between the front and back (or outside
> and inside) of an object representing a door?
This is supported, at least so that the raycast function in renderer returns
not only
http://www.perey.com/ARStandards/third-international-ar-standards-meeting/
"In order to support the developing community, the Open Geospatial Consortium
(OGC) is hosting the third International AR Standards meeting in conjunction
with the OGC TC meetings in Taiwan on June 15 and 16, 2011."
I fi
nload that - so
> the smaller the model. the faster it loads.
> Probably it might be better if you split that 40MB model into several smaller
> parts
>
> Cheers
> Pedro
>
>
> On Fri, Apr 29, 2011 at 9:47 PM, ingenierofelipeurrego
> wrote:
> But is possi
On Apr 29, 2011, at 10:31 PM, ingenierofelipeurrego wrote:
> Hi all, please let me know what is actual process for import model
> sketchup to taiga latest realese.
It may have not changed since
http://peterquirk.wordpress.com/2008/12/22/tutorial-using-the-streamlined-tool-chain-for-importing-sket
On Apr 20, 2011, at 1:05 AM, Toni Alatalo wrote:
> http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Mac links
> to Naali 0.3.4.1 and Tundra 1.0 preview (the original december preview)
> versions.
> There's also a much newer Tundra 1.0.3 build which works prett
Great news ;)
>
>
> On 27 avr, 15:05, Toni Alatalo
> wrote:
> On Wed, 2011-04-27 at 08:59 +0300, Toni
> Alatalo wrote:
> > Th
On Wed, 2011-04-27 at 08:59 +0300, Toni Alatalo wrote:
> There is one stupidity though that currently requires a workaround. Idea is
> that you can just run server.exe and start drag&dropping your models there.
> But currently that would make it copy all the models to the same direc
On Apr 26, 2011, at 8:58 PM, Niina Štšetnikova wrote:
>> To test it, easiest now is to install the latest Tundra release and run
>> the demos. More information about that is in recent
>> newshttp://www.realxtend.org/page.php?pg=news&s=20110415and in the
>> work-in-progress doc
>> athttp://wiki.re
On Mon, 2011-04-25 at 06:54 -0700, Niina Štšetnikova wrote:
> I'm trying to register and according this instuction
> http://www.realxtend.org/page.php?pg=instructions i should point my
> web browser to http://users.realxtend.net/Register.aspx. But this link
> doesnt work. How can I register?
I'm s
On Tue, 2011-04-19 at 12:56 -0700, Tinsel Silvera wrote:
> Are there still plans for realXtend for Mac users. Any timeframe of
> when it will be released?
There's a couple test builds, I did announce them a couple of months
ago?
http://wiki.realxtend.org/index.php/Getting_Started_with_Naali#Mac l
On Mon, 2011-04-18 at 12:18 +0800, yaoyansi wrote:
> Hi all,
> I follow this guid
> (http://wiki.realxtend.org/index.php/Building_Naali_from_source_trunk) to
> build
> naali,and check out the source code from github.
> When I compile OgreRenderingModule project, it complains the following errors
but some ideas
-- like supporting the normal division into rooms/areas that MMOs do,
and I've been learning and keeping track of the Sirikata Meru and that
Intel scalability work too.
~Toni
> On Apr 15, 7:15 am, Toni Alatalo wrote:
> > Let's all go so we'll get good test re
Begin forwarded message:
> From: "Lake, Dan"
> Date: April 19, 2011 12:21:55 AM GMT+03:00
> To: "scisim-disc...@googlegroups.com" ,
> "opensim-...@lists.berlios.de" , Michael
> Cerquoni
> Subject: [scisim-discuss] Rescheduled: Network testing on ScienceSim
> Reply-To: scisim-disc...@googlegrou
Let's all go so we'll get good test results about scalability! Don't
know if Naali/Tundra works well enough on those regions, will be fun to
try too, but using some other viewer if not.
Whether is best to use that OpenSim tech for scaling for large events
(potentially thousands of AVs in single p
On Wed, 2011-04-13 at 17:52 -0500, john felipe urrego mejia wrote:
> Hi, please let me know how delete scene uploaded by console
Only a) the part that was imported from a certain dotscene file, or b)
clearing the whole opensim scene?
a) is afaik not implemented for the old console command - it wo
On Sun, 2011-04-10 at 18:15 +0800, yaoyansi wrote:
> I have already close windows firewall on the test server.
> Shoud I open special ports on gate for public login ?
Yes.
I don't know which, though, but googling for 'opensim public access' or
so should give nice tutorials .. is a really common t
Hi, i can execute in port 6060, all normally ports of opensim
> standalone and gridmode is occuped, then
>
> server.exe --starserver 6060
>
> login URI in naali is IP:6060
>
> Tnks
>
>
>
On Apr 4, 2011, at 7:43 PM, Jonne Nauha wrote:
> The end result is that tundra will be getting something like "tundra://
> server.com:6028/?username=jonne&avatarurl=&protocol=udp" and
ah, so that url generated in an external browser, but locally in javascript so
password wouldn't be communicated
mejia
> wrote:
>> Hi, i can execute in port 6060, all normally ports of opensim standalone and
>> gridmode is occuped, then
>>
>> server.exe --starserver 6060
>>
>> login URI in naali is IP:6060
>>
>> Tnks
>>
>> 2011/4/2 Toni Alatal
On Apr 1, 2011, at 6:58 PM, john felipe urrego mejia wrote:
> Hi, please tell me how tundra and install a specific port, so as only the
> server and client on the authentic me
sorry, forgot to reply this earlier. specifying the port for the server is
currently a command line parameter only, ther
On Mar 28, 2011, at 7:30 PM, john felipe urrego mejia wrote:
> which is more stable 1.0.3 or 1.0.4.1
1.0.4.1 i think, at least fixes the material/texture loading problem that 1.0.3
had with http assets.
~Toni
>
> 2011/3/28 Toni Alatalo
> On Mar 28, 2011, at 7:22 PM, john felipe
atar, you can only use the free
camera there .. but creation tools work the same.
~Toni
> 2011/3/28 Toni Alatalo
> On Mar 28, 2011, at 5:41 PM, john felipe urrego mejia wrote:
>> Hi what diference between taiga 020 and tunda 103
>
> Taiga uses Opensimulator as the server, whe
lly need separate client&server to view a scene, but can run the
server so that it is a viewer as well. This is how that screenshot was made -
tested viewing the scene on a mac in such a standalone mode.
> tnks
~Toni
>
> 2011/3/28 Toni Alatalo
> good news!
>
> '353/353
good news!
'353/353 entities created succesfully' says import of lvm-full.txml from scene
struct in mac!
screenshot: http://i.imgur.com/Xwz5l.png
only visual diff is that those dot like highlight things are somehow bigger in
the water plane than on windows, and iirc on linux it looks the same a
On Mar 26, 2011, at 12:21 PM, Macho Che wrote:
> there're still some errors when I built the modrex with opensim (0.7.0.2),
> need to modify some lines of code.
you are using the branch where Mikko P. earlier made modrex work with some 0.7,
right? i don't know what 0.7 it was exactly.
did you m
On Tue, 2010-11-02 at 13:45 -0500, john felipe urrego mejia wrote:
> Hi, i interested in develop or download, if exist, a realese to
> realxtend taiga and naali in portable version.
Do you mean for portable devices, like phones and tablets? N900 works
and some Meego things were tested last year, w
On Tue, 2011-03-22 at 11:55 -0500, john felipe urrego mejia wrote:
> Hi, please give me info about crash OpenSim.Grid.MessagingServer.exe
> and OpenSim.32BitLaunch.exe in Taiga-0.2.0
I don't have any info about that yet - if you post the log with the
crash message and possible errors it gives, the
t;
> On Mar 25, 2:09 pm, Toni Alatalo wrote:
>> On Mon, 2011-03-21 at 15:53 +0100, Peter Steinlechner wrote:
>>> You have to look under tools and scenes to upload meshes with naali
>>
>> Yep, the old way (both in the old rexviewer and in Naali) of adding
>> sing
li, very different with the old
> realxtend viewer, right? and I also cannot find some functions
> which are displayed in the help file. Maybe the different
> versions of Naali all have some big changes?
>
>
>
> On
On Thu, 2011-03-17 at 14:21 +, Jeroen van Veen wrote:
> I like the idea of mirrored worlds as well. With opensim i tried to mimick
> this once, by overlaying a region on top of an openstreetmap
> tile(osmaps/hwios
> mapper), at a zoomlevel that matched the actual in-world size as much as
R
On Thu, 2011-03-24 at 17:13 +0200, Jonne Nauha wrote:
> We provide the windows installer, for other platforms you can access
> the tundra1.0.4 tag in our github.
Other platforms are coming: CIE has set up a system to package debs
automatically, and some test debs are up at
http://chiru.cie.fi/bui
g Linden meshes may be a good option too. Naali is
better if you need other reX features too, like customizable UI and control
logic scripting etc.
~Toni
> On Mon, Mar 21, 2011 at 3:29 PM, Toni Alatalo wrote:
> On Mar 18, 2011, at 5:05 PM, Macho Che wrote:
>> Compiled the ModreX mod
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