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Running your own OS Grid Sim
(07-11-2010, 03:47 PM)clarksonbinder Wrote:

[To see links please register here]

(07-11-2010, 11:37 AM)Cabal Wrote:

[To see links please register here]

Yup! Migrated over to mysql... fucking joke to do. I was expecting to have to build tables and such. You don't have to do jack shit!

Yeah MySql is very easy to set up once you figure out the tutorials.

Don't forget the grab some of the MySql maintenance tools though - MySql Administrator works nicely on Ubuntu but needs a little figuring out.


Do you really want to know how I figured BOTH of these things out? :@

It took TWO months to reload everything from XML files ...

i'm having some serious problems w/ mysql i can't get the opensim.ini file right for some reason. the opensimserver app always crashes when i start it
(07-14-2010, 06:46 AM)kelzcool Wrote:

[To see links please register here]

(07-11-2010, 03:47 PM)clarksonbinder Wrote:

[To see links please register here]

(07-11-2010, 11:37 AM)Cabal Wrote:

[To see links please register here]

Yup! Migrated over to mysql... fucking joke to do. I was expecting to have to build tables and such. You don't have to do jack shit!

Yeah MySql is very easy to set up once you figure out the tutorials.

Don't forget the grab some of the MySql maintenance tools though - MySql Administrator works nicely on Ubuntu but needs a little figuring out.


Do you really want to know how I figured BOTH of these things out? :@

It took TWO months to reload everything from XML files ...

i'm having some serious problems w/ mysql i can't get the opensim.ini file right for some reason. the opensimserver app always crashes when i start it

Ok, Are you running your own private grid or are you connecting to another grid like osgrid? or are you trying to run an offline sim?

If you are trying to get it working with OSGrid follow these steps.

Make a database in mysql for your sim.
If you dont know how to use mysql from command prompt then use mysqladmin

Make a database user for your new sim database.
Grant this new user full rights over your sim database.

Open OpenSim.ini in a text editor

Search for STORAGE

the block that looks like this:

storage_plugin = "OpenSim.Data.SQLite.dll"

; --- To use MySQL storage, supply your own connection string (this is only an example):
; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
; -->>> There are multiple connection strings defined in several places in this file. Check it carefully!
;storage_connection_string="Data Source=localhost;Database=osgriddbname;User ID=dbusername;Password=dbuserpassword;";

Change it to this:

;storage_plugin = "OpenSim.Data.SQLite.dll"

; --- To use MySQL storage, supply your own connection string (this is only an example):
; note that the supplied account needs create privilegies if you want it to auto-create needed tables.
; -->>> There are multiple connection strings defined in several places in this file. Check it carefully!
storage_connection_string="Data Source=localhost;Database=osgriddbname;User ID=dbusername;Password=dbuserpassword;";

replace the words osgriddbname with your sim database name
replace dbusername with your sim database user's name
replace dbuserpassword with your sim database user's password

That is all you have to do to use mysql with an OSGrid sim.
[Image: 25iys6u.png]
(07-11-2010, 01:09 AM)Cabal Wrote:

[To see links please register here]

Ok. GOing to post my Regions.ini as well as a screencap of my router/modem setup. Tell me what you think.


[Sim name]
RegionUUID = bd08e732-XXXX-XXXX-XXXX-de88be66b62f
Location = XXXX,XXXXX
InternalAddress =
InternalPort = 9000
AllowAlternatePorts = False
ExternalHostName =

See the attachment. I've tried leaving the internaladdress blank with the, changing it to the other IP's... so on. Note firewall is disabled. All ports from 8000-8010 and 9000-9010 are forwarded for both UDP/TCP.

I've even tried setting my terminal address of as a DMZ host. No go.

Thoughts anyone?

I'm starting to think that MAYBE, if I pull out my old linksys router and put that between the modem and my terminal I may have better luck with loopback, but I doubt it.

I have the same problem with my Linksys. Its supposed to port forward but I have never been able to get it to work with Dyndns Loopback. Looking for a new router.
i'm just trying to run an offline sim
for an offline sim, there should be an included OpenSim.ini.example file in the opensim folder. Open this with a text editor. Copy it all and replace the OpenSim.ini with it. This is a "default" offline sim setting which uses the sqlite database.

Now to convert this to mysql database.

search thru your new ini you just copied for mysql

change each block you find just like I showed in my last post.

There should be entries for storage, inventory, user database,

also make sure the server urls and keys look like this for offline sim and the keys in the region.ini also say null (or change to whatever you want but make them match in both OpenSim.ini and Region.ini)

grid_server_url = ""
grid_send_key = "null"
grid_recv_key = "null"

user_server_url = ""
user_send_key = "null"
user_recv_key = "null"

asset_server_url = ""

inventory_server_url = ""

; The MessagingServer is a companion of the UserServer. It uses
; user_send_key and user_recv_key, too
messaging_server_url = ""

in case you have no included OpenSim.ini.example just copy this code and replace your ini with it.

    ; Set this to true if you want to log crashes to disk
    ; this can be useful when submitting bug reports.
    save_crashes = false

    ; Directory to save crashes to if above is enabled
    ; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
    crash_dir = "crashes"

    ; Place to create a PID file
    ; PIDFile = "/tmp/"

    ; Http proxy support for llHTTPRequest and dynamic texture loading
    ; Set HttpProxy to the URL for your proxy server if you would like
    ; to proxy llHTTPRequests through a firewall
    ; HttpProxy = ""
    ; Set HttpProxyExceptions to a list of regular expressions for
    ; URLs that you don't want going through the proxy such as servers
    ; inside your firewall, separate patterns with a ';'
    ; HttpProxyExceptions = ";localhost"

    ; Set this to true if you are connecting your regions to a grid
    ; Set this to false if you are running in standalone mode
    gridmode = false

    ; Set this to true if you want Hypergrid functionality
    hypergrid = false

    startup_console_commands_file = "startup_commands.txt"
    shutdown_console_commands_file = "shutdown_commands.txt"

    ; To run a script every few minutes, set the script filename here
    ; timer_Script = "filename"

    ; ##
    ; ## SYSTEM
    ; ##

    ; Sets the method that OpenSim will use to fire asynchronous
    ; events. Valid values are UnsafeQueueUserWorkItem,
    ; QueueUserWorkItem, BeginInvoke, SmartThreadPool, and Thread.
    ; SmartThreadPool is reported to work well on Mono/Linux, but
    ; UnsafeQueueUserWorkItem has been benchmarked with better
    ; performance on .NET/Windows
    async_call_method = SmartThreadPool

    ; There are several operations on large collections (such as
    ; the current avatar list) that can be run synchronously or
    ; in parallel. Running in parallel should increase performance
    ; on a multi-core system, but will make debugging more
    ; difficult if something deadlocks or times out
    use_async_when_possible = false

    ; Max threads to allocate on the FireAndForget thread pool
    ; when running with the SmartThreadPool option above
    MaxPoolThreads = 15

    ; ##
    ; ## CLIENTS
    ; ##

    ; Enables EventQueueGet Service.
    EventQueue = true

    ; Set this to the DLL containing the client stack to use.

    ; ##
    ; ## REGIONS
    ; ##

    ; Determine where OpenSimulator looks for the files which tell it which regions to server
    ; Defaults to "filesystem" if this setting isn't present
    region_info_source = "filesystem"
    ; region_info_source = "web"

    ; Determines where the region XML files are stored if you are loading these from the filesystem.
    ; Defaults to bin/Regions in your OpenSimulator installation directory
    ; regionload_regionsdir="C:\somewhere\xmlfiles\"

    ; Determines the page from which regions xml is retrieved if you are loading these from the web
    ; The XML here has the same format as it does on the filesystem (including the <Root> tag),
    ; except that everything is also enclosed in a <Regions> tag.
    ; regionload_webserver_url = "";

    ; Draw objects on maptile.  This step might take a long time if you've got a large number of
    ; objects, so you can turn it off here if you'd like.
    DrawPrimOnMapTile = true
    ; Use terrain texture for maptiles if true, use shaded green if false
    TextureOnMapTile = false

    ; Maximum total size, and maximum size where a prim can be physical
    NonPhysicalPrimMax = 256
    PhysicalPrimMax = 10 ; (I think this was moved to the Regions.ini!)
    ClampPrimSize = false

    ; Region crossing
    AllowScriptCrossing = false
    ; If you set this to "true", any region that can teleport to you can
    ; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
    TrustBinaries = false

    ; How many prims to send to each avatar in the scene on each Update()
    ; MaxPrimsPerFrame = 200

    ; Combine all contiguous regions into one large region
    ; Order your regions from South to North, West to East in your regions.ini and then set this to true
    ; Warning!  Don't use this with regions that have existing content!, This will likely break them
    CombineContiguousRegions = false

    ; If you have only one region in an instance, or to avoid the many bugs
    ; that you can trigger in modules by restarting a region, set this to
    ; true to make the entire instance exit instead of restarting the region.
    ; This is meant to be used on systems where some external system like
    ; Monit will restart any instance that exits, thereby making the shutdown
    ; into a restart.
    ;InworldRestartShutsDown = false

    ; ##
    ; ## STORAGE
    ; ##

    ; *** Prim Storage - only leave one storage_plugin uncommented ***
    ; --- Null stores nothing - effectively disabling persistence:
    ;storage_plugin = "OpenSim.Data.Null.dll"

    ; --- To use sqlite as region storage:
    ; NOTE: SQLite and OpenSim are not functioning properly with Mono 2.4.3 or greater.
    ; If you are using Mono you probably should be using MySQL
    storage_plugin = "OpenSim.Data.SQLite.dll"

    ; --- To use MySQL storage, supply your own connection string (this is only an example):
    ;     note that the supplied account needs create privilegies if you want it to auto-create needed tables.
    ; -->>> There are multiple connection strings defined in several places in this file. Check it carefully!
    ; storage_plugin="OpenSim.Data.MySQL.dll"
    ; storage_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";
    ; If you want to use a different database/server for estate data, then
    ; uncomment and change this connect string. Defaults to the above if not set
    ; estate_connection_string="Data Source=localhost;Database=opensim;User ID=opensim;Password=*****;";

    ; Select whether you want to use local or grid asset storage.
    ; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should
    ; really be eliminated).  The database itself is defined in asset_plugin below
    ; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the
    ; grid asset server.  If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets
    ; locally.  This will mean you won't be able to take items using your assets to other people's regions.

    ; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
    ; prevent frequently changing objects from heavily loading the region data store.
    ; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
    ; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
    MinimumTimeBeforePersistenceConsidered = 60
    ; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
    MaximumTimeBeforePersistenceConsidered = 600

    ; Should avatars in neighbor sims see objects in this sim?
    see_into_this_sim_from_neighbor = true

    ; ##
    ; ## PHYSICS
    ; ##

    ; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
    physical_prim = true

    ; Select a mesher here.
    ; Meshmerizer properly handles complex prims by using triangle meshes.
    ; Note that only the ODE physics engine currently deals with meshed prims in a satisfactory way
    ; ZeroMesher is faster but leaves the physics engine to model the mesh using the basic shapes that it supports
    ; Usually this is only a box

    meshing = Meshmerizer
    ;meshing = ZeroMesher

    ; Choose one of the physics engines below
    ; OpenDynamicsEngine is by some distance the most developed physics engine
    ; basicphysics effectively does not model physics at all, making all objects phantom

    physics = OpenDynamicsEngine
    ;physics = basicphysics
    ;physics = POS
    ;physics = modified_BulletX

    ; ##
    ; ##

    ;permissionmodules = "DefaultPermissionsModule"

    ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
    ; any item, etc.  This may not yet be implemented uniformally.
    ; If set to true, then all permissions checks are carried out
    ; Default is false
    serverside_object_permissions = false

    allow_grid_gods = false

    ; This allows somne control over permissions
    ; please note that this still doesn't duplicate SL, and is not intended to
    ;region_owner_is_god = true
    ;region_manager_is_god = false
    ;parcel_owner_is_god = true

    ; Control user types that are allowed to create new scripts
    ; Only enforced if serviceside_object_permissions is true
    ; Current possible values are
    ;     all - anyone can create scripts (subject to normal permissions)
    ;     gods - only administrators can create scripts (as long as allow_grid_gods is true)
    ; Default value is all
    ; allowed_script_creators = all

    ; Control user types that are allowed to edit (save) scripts
    ; Only enforced if serviceside_object_permissions is true
    ; Current possible values are
    ;     all - anyone can edit scripts (subject to normal permissions)
    ;     gods - only administrators can edit scripts (as long as allow_grid_gods is true)
    ; Default value is all
    ; allowed_script_editors = all

    ; ##
    ; ##

    DefaultScriptEngine = "XEngine"

    ; ##
    ; ## WORLD MAP
    ; ##

    ;WorldMapModule = "WorldMap"
    ;MapImageModule = "MapImageModule"

    ; ##
    ; ##

    ;emailmodule = DefaultEmailModule

    ; ##
    ; ##

    ; If enabled, enableFlySlow will change the primary fly state to
    ; FLYSLOW, and the "always run" state will be the regular fly.

    enableflyslow = false

    ; PreJump is an additional animation state, but it probably
    ; won't look right until the physics engine supports it
    ; (i.e delays takeoff for a moment)

    ; This is commented so it will come on automatically once it's
    ; supported.

    ; enableprejump = true

    ; Simulator Stats URI
    ; Enable JSON simulator data by setting a URI name (case sensitive)
    ; Stats_URI = "jsonSimStats"

    ; Make OpenSim start all regions woth logins disabled. They will need
    ; to be enabled from the console if this is set
    ; StartDisabled = false



    ;InterregionComms = "LocalComms"
    InterregionComms = "RESTComms"

    ; If this is set to true then OpenSim only allows in users who already have accounts.
    ; An account can be created using the "create user" console command.
    ; If this is set to false then an account is automatically created for a user who logs in
    ; Therefore, any user can log into any account.  If accounts_authenticate is later switched to
    ; true then the passwords will need to be reset (using the "reset user password" console command) since
    ; automatically created accounts have their password set to the string "test".
    ; This setting applies to standalone mode only, not grid or other modes.  Default is true.
    accounts_authenticate = true

    welcome_message = "Welcome to OpenSimulator"

    ; Inventory database provider
    inventory_plugin = "OpenSim.Data.SQLite.dll"
    ; inventory_plugin = "OpenSim.Data.MySQL.dll"

    ; Inventory source SQLite example
    inventory_source = "URI=file:inventoryStore.db,version=3"
    ; Inventory Source MySQL example
    ;inventory_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"

    ; User Data Database provider
    ; Multiple providers can be specified by separating them with commas (whitespace is unimportant)
    ; If multiple providers are specified then if a profile is requested, each is queried until one
    ; provides a valid profile, or until all providers have been queried.
    ; Unfortunately the order of querying is currently undefined (it may not be the order in which
    ; providers are specified here).  This needs to be fixed
    userDatabase_plugin = "OpenSim.Data.SQLite.dll"
    ; userDatabase_plugin = "OpenSim.Data.MySQL.dll"

    ; User source SQLite example
    user_source = "URI=file:userprofiles.db,version=3"
    ; User Source MySQL example
    ;user_source = "Data Source=localhost;Database=opensim;User ID=opensim;Password=****;"

    ; Specifies the location and filename of the default inventory library control file.  The path can be relative or absolute
    ; Default is ./inventory/Libraries.xml

    ConsoleUser = "Test"
    ConsolePass = "secret"
    http_listener_port = 9000
    console_port = 0
    default_location_x = 1000
    default_location_y = 1000

    ; ssl config: Experimental!  The auto https config only really works definately on windows XP now
    ; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
    ; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
    http_listener_ssl = false ; Also create a SSL server
    http_listener_cn = "localhost" ; Use the cert with the common name
    http_listener_sslport = 9001 ; Use this port for SSL connections
    http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer

    ; Hostname to use in llRequestURL/llRequestSecureURL
    ; if not defined - default machine name is being used
    ; (on Windows this mean NETBIOS name - useably only inside local network)
    ; ExternalHostNameForLSL=
    ; Uncomment below to enable llRemoteData/remote channels
    ; remoteDataPort = 20800

    grid_server_url = ""
    grid_send_key = "null"
    grid_recv_key = "null"

    user_server_url = ""
    user_send_key = "null"
    user_recv_key = "null"

    asset_server_url = ""

    inventory_server_url = ""

    ; The MessagingServer is a companion of the UserServer. It uses
    ; user_send_key and user_recv_key, too
    messaging_server_url = ""

    ; What is reported as the "X-Secondlife-Shard"
    ; Defaults to the user server url if not set
    ; The old default is "OpenSim", set here fro compatibility
    shard = "OpenSim"

    ; What is reported as the "User-Agent" when using llHTTPRequest
    ; Defaults to not sent if not set here. See the notes section in the wiki at
    ; for comments on adding
    ; " (Mozilla Compatible)" to the text where there are problems with a web server
    ;user_agent = "OpenSim LSL (Mozilla Compatible)"

    ; Set this to true to process incoming packets asynchronously. Networking is
    ; already separated from packet handling with a queue, so this will only
    ; affect whether networking internals such as packet decoding and
    ; acknowledgement accounting are done synchronously or asynchronously
    ;async_packet_handling = false

    ; The client socket receive buffer size determines how many
    ; incoming requests we can process; the default on .NET is 8192
    ; which is about 2 4k-sized UDP datagrams. On mono this is
    ; whatever the underlying operating system has as default; for
    ; example, ubuntu 8.04 or SLES11 have about 111k, which is about
    ; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
    ; do "sysctl net.core.rmem_default" to find out what your system
    ; uses a default socket receive buffer size.
    ; client_socket_rcvbuf_size allows you to specify the receive
    ; buffer size LLUDPServer should use. NOTE: this will be limited
    ; by the system's settings for the maximum client receive buffer
    ; size (on linux systems you can set that with "sysctl -w
    ; net.core.rmem_max=X")
    ;client_socket_rcvbuf_size = 8388608

    ; Maximum outbound bytes per second for a single scene. This can be used to
    ; throttle total outbound UDP traffic for a simulator. The default value is
    ; 0, meaning no throttling at the scene level. The example given here is
    ; 20 megabits
    ;scene_throttle_max_bps = 2621440

    ; Maximum bits per second to send to any single client. This will override
    ; the user's viewer preference settings. The default value is 0, meaning no
    ; aggregate throttling on clients (only per-category throttling). The
    ; example given here is 1.5 megabits
    ;client_throttle_max_bps = 196608

    ; Per-client bytes per second rates for the various throttle categories.
    ; These are default values that will be overriden by clients
    ;resend_default = 12500
    ;land_default = 1000
    ;wind_default = 1000
    ;cloud_default = 1000
    ;task_default = 1000
    ;texture_default = 1000
    ;asset_default = 1000
    ;state_default = 1000

    ; Per-client maximum burst rates in bytes per second for the various
    ; throttle categories. These are default values that will be overriden by
    ; clients
    ;resend_limit = 18750
    ;land_limit = 29750
    ;wind_limit = 18750
    ;cloud_limit = 18750
    ;task_limit = 18750
    ;texture_limit = 55750
    ;asset_limit = 27500
    ;state_limit = 37000

    ; Configures how ObjectUpdates are aggregated. These numbers
    ; do not literally mean how many updates will be put in each
    ; packet that goes over the wire, as packets are
    ; automatically split on a 1400 byte boundary. These control
    ; the balance between responsiveness of interest list updates
    ; and total throughput. Higher numbers will ensure more full-
    ; sized packets and faster sending of data, but more delay in
    ; updating interest lists
    ;PrimTerseUpdatesPerPacket = 25
    ;AvatarTerseUpdatesPerPacket = 10
    ;PrimFullUpdatesPerPacket = 100

    ; TextureSendLimit determines how many packets will be put on
    ; the outgoing queue each cycle. Like the settings above, this
    ; is a balance between responsiveness to priority updates and
    ; total throughput. Higher numbers will give a better
    ; throughput at the cost of reduced responsiveness to client
    ; priority changes or transfer aborts
    ;TextureSendLimit = 20

    ; Controls whether the chat module is enabled.  Default is true.
    enabled = true;

    ; Distance in meters that whispers should travel.  Default is 10m
    whisper_distance = 10

    ; Distance in meters that ordinary chat should travel.  Default is 30m
    say_distance = 30

    ; Distance in meters that shouts should travel.  Default is 100m
    shout_distance = 100

    ; Control which region module is used for instant messaging.
    ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting)
    InstantMessageModule = InstantMessageModule
    ; MessageTransferModule = MessageTransferModule
    ; OfflineMessageModule = OfflineMessageModule
    ; OfflineMessageURL = http://yourserver/Offline.php
    ; MuteListModule = MuteListModule
    ; MuteListURL = http://yourserver/Mute.php

    ; Control whether group messages are forwarded to offline users.  Default is true.
    ; ForwardOfflineGroupMessages = true

    ;## World Settings

    ;Gravity.  Feel like falling up?  change world_gravityz to 9.8 instead of -9.8.  m/s
    world_gravityx = 0
    world_gravityy = 0
    world_gravityz = -9.8

    ; World Step size. (warning these are dangerous.  Changing these will probably cause your scene to explode dramatically)
    ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
    world_stepsize = 0.020
    world_internal_steps_without_collisions = 10

    ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
    world_hashspace_size_low = -4
    world_hashSpace_size_high = 128

    ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
    meters_in_small_space = 29.9
    small_hashspace_size_low = -4
    small_hashspace_size_high = 66

    ; ##
    ; ## Contact properties. (the stuff that happens when things come in contact with each other)
    ; ##

    ; surface layer around geometries other geometries can sink into before generating a contact
    world_contact_surface_layer = 0.001

    ; Filtering collisions helps keep things stable physics wise, but sometimes
    ; it can be overzealous.  If you notice bouncing, chances are it's that.
    filter_collisions = false

    ; Non Moving Terrain Contact (avatar isn't moving)
    nm_terraincontact_friction = 255.0
    nm_terraincontact_bounce = 0.1
    nm_terraincontact_erp = 0.1025

    ; Moving Terrain Contact (avatar is moving)
    m_terraincontact_friction = 75.0
    m_terraincontact_bounce = 0.05
    m_terrainContact_erp = 0.05025

    ; Moving Avatar to object Contact
    m_avatarobjectcontact_friction = 75.0
    m_avatarobjectcontact_bounce = 0.1

    ; Object to Object Contact and Non-Moving Avatar to object
    objectcontact_friction = 250.0
    objectcontact_bounce = 0.2

    ; ##
    ; ## Avatar Control
    ; ##

    ; PID Controller Settings. These affect the math that causes the avatar to reach the
    ; desired velocity
    ; See

    av_pid_derivative_linux = 2200.0
    av_pid_proportional_linux = 900.0;

    av_pid_derivative_win = 2200.0
    av_pid_proportional_win = 900.0;

    ;girth of the avatar.  Adds radius to the height also
    av_capsule_radius = 0.37

    ; Max force permissible to use to keep the avatar standing up straight
    av_capsule_standup_tensor_win = 550000
    av_capsule_standup_tensor_linux = 550000

    ; specifies if the capsule should be tilted (=true; old compatibility mode)
    ; or straight up-and-down (=false; better and more consistent physics behavior)
    av_capsule_tilted = false

    ; used to calculate mass of avatar.
    ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
    ; av_density * AVvolume;
    av_density = 80

    ; use this value to cut 52% of the height the sim gives us
    av_height_fudge_factor = 0.52

    ; Movement.  Smaller is faster.

    ; speed of movement with Always Run off
    av_movement_divisor_walk = 1.3

    ; speed of movement with Always Run on
    av_movement_divisor_run = 0.8

    ; When the avatar flies, it will be moved up by this amount off the ground (in meters)
    minimum_ground_flight_offset = 3.0

    ; ##
    ; ## Object options
    ; ##

    ; used in the mass calculation.
    geometry_default_density = 10.000006836

    ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
    body_frames_auto_disable = 20

    ; used to control llMove2Target
    body_pid_derivative = 35
    body_pid_gain = 25

    ; maximum number of contact points to generate per collision
    contacts_per_collision = 80

    ; amount of time a geom/body will try to cross a region border before it gets disabled
    geom_crossing_failures_before_outofbounds = 5

    ; start throttling the object updates if object comes in contact with 3 or more other objects
    geom_contactpoints_start_throttling = 3

    ; send 1 update for every x updates below when throttled
    geom_updates_before_throttled_update = 15

    ; Used for llSetStatus.  How rigid the object rotation is held on the axis specified
    body_motor_joint_maxforce_tensor_linux = 5
    body_motor_joint_maxforce_tensor_win = 5

    ; Maximum mass an object can be before it is clamped
    maximum_mass_object = 10000.01

    ; ##
    ; ## Sculpted Prim settings
    ; ##

    ; Do we want to mesh sculpted prim to collide like they look?
    mesh_sculpted_prim = true

    ; number^2 non-physical level of detail of the sculpt texture.  32x32 - 1024 verticies
    mesh_lod = 32

    ; number^2 physical level of detail of the sculpt texture.  16x16 - 256 verticies
    mesh_physical_lod = 16

    ; ##
    ; ## Physics logging settings - logfiles are saved to *.DIF files
    ; ##

    ; default is false
    ;physics_logging = true
    ;; every n simulation iterations, the physics snapshot file is updated
    ;physics_logging_interval = 50
    ;; append to existing physics logfile, or overwrite existing logfiles?
    ;physics_logging_append_existing_logfile = true

    ; ##
    ; ## Joint support
    ; ##

    ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
    ; (see NINJA Physics documentation,
    ; default is false
    ;use_NINJA_physics_joints = true

    ; ##
    ; ## additional meshing options
    ; ##

    ; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
    ; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
    ; true. Note that this will increase memory usage and region startup time. Default is false.
    ;force_simple_prim_meshing = true

    enabled = false
    access_password = unknown

    ; set this variable to true if you want the create_region XmlRpc
    ; call to unconditionally enable voice on all parcels for a newly
    ; created region [default: false]

    create_region_enable_voice = false

    ; set this variable to false if you want the create_region XmlRpc
    ; call to create all regions as private per default (can be
    ; overridden in the XmlRpc call) [default: true]

    create_region_public = false

    ; the create_region XmlRpc call uses region_file_template to generate
    ; the file name of newly create regions (if they are created
    ; persistent). the parameter available are:
    ;     {0} - X location
    ;     {1} - Y location
    ;     {2} - region UUID
    ;     {3} - region port
    ;     {4} - region name with " ", ":", "/" mapped to  "_"

    region_file_template = "{0}x{1}-{2}.xml"

    ; we can limit the number of regions that XmlRpcCreateRegion will
    ; allow by setting this to a positive, non-0 number: as long as the
    ; number of regions is below region_limits, XmlRpcCreateRegion will
    ; succeed. setting region_limit to 0 disables the check.
    ; default is 0
    ;region_limit = 0

    ; enable only those methods you deem to be appropriate using a | delimited whitelist
    ; for example, enabled_methods = admin_broadcast|admin_region_query|admin_save_oar|admin_save_xml
    ; if this parameter is not specified but enabled = true, all methods will be available
    enabled_methods = all

    ; Change this to true to enable REST Plugins. This must be true if you wish to use
    ; REST Region or REST Asset and Inventory Plugins
    enabled = false
    god_key = SECRET
    prefix = /admin

    ; Change this to true to enable the REST Region Plugin
    enabled = false

    ; Change this to true to enable the REST Asset and Inventory Plugin
    enabled = false
    authenticate = true
    secured = true
    extended-escape = true
    realm = OpenSim REST
    dump-asset = false
    path-fill = true
    dump-line-size = 32
    flush-on-error = true

; Uncomment the following for IRC bridge
; experimental, so if it breaks... keep both parts... yada yada
; also, not good error detection when it fails
    ;enabled = true ; you need to set this otherwise it won't connect
    ;server  =
    ;; user password - only use this if the server requires one
    ;password = mypass
    ;nick    = OpenSimBotNameProbablyMakeThisShorter
    ;channel = #the_irc_channel_you_want_to_connect_to
    ;user    = "USER OpenSimBot 8 * :I'm an OpenSim to IRC bot"
    ;port = 6667
    ;; channel to listen for configuration commands
    ;commands_enabled = false
    ;command_channel = 2777
    ;report_clients = true
    ;; relay private chat connections
    ;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
    ;; relay_private_channel_out -- channel to send messages out to the IRC bridge
    ;; relay_private_channel_in -- channel to receive message from the IRC bridge
    ;; relay_chat = false: IRC bridge will not relay normal chat
    ;; access_password -- simple security device
    ;; so, to just relay chat from an IRC channel to in-world region and vice versa:
    ;;     relay_private_channels = false
    ;;     relay_chat = true
    ;; to relay chat only to/from private in-world channels:
    ;;     relay_chat = false
    ;;     relay_private_channels = true
    ;;     relay_private_channel_in = 2226
    ;;     relay_private_channel_out = 2225
    ;; in this example, all chat coming in from IRC will be send out via
    ;; in-world channel 2226, and all chat from in-world channel 2225 will
    ;; be relayed to the IRC channel.
    ;relay_private_channels = false
    ;relay_private_channel_in = 2226
    ;relay_private_channel_out = 2225
    ;relay_chat = true
    ;access_password = foobar

    ;;fallback_region = name of "default" region
    ;;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
    ;; must start with "PRIVMSG {0} : " or irc server will get upset
    ;;for <bot>:<user in region> :<message>
    ;;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
    ;;for <bot>:<message> - <user of region> :
    ;msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
    ;;for <bot>:<message> - from <user> :
    ;;msgformat = "PRIVMSG {0} : {3} - from {1}"

    ;; exclude_list allows you to stop the IRC connector from announcing the
    ;;arrival and departure of certain users. For example: admins, bots.

    ;exclude_list=User 1,User 2,User 3

    ;enabled = true
    ;channel = 345

; Uncomment the following to control the progression of daytime
; in the Sim.  The defaults are what is shown below
    ; number of wall clock hours for an opensim day.  24.0 would mean realtime
    ;day_length = 4
    ; Year length in days
    ;year_length = 60
    ; Day to Night Ratio
    ;day_night_offset = 0.45
    ; send a Sun update every update_interval # of frames.  A lower number will
    ; make for smoother sun transition at the cost of network
    ;update_interval = 100

    ; Enables the wind module.  Default is true
    enabled = true

    ; How often should wind be updated, as a function of world frames.  Approximately 50 frames a second
    wind_update_rate = 150

    ; The Default Wind Plugin to load
    wind_plugin = SimpleRandomWind

    ; These settings are specific to the ConfigurableWind plugin
    ; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following.
    ; avg_strength  = 5.0
    ; avg_direction = 0.0
    ; var_strength  = 0.0
    ; var_direction = 0.0
    ; rate_change   = 1.0

    ; This setting is specific to the SimpleRandomWind plugin
    ; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.  Default is 1.0
    strength = 1.0

    ; Enable this to generate classic particle clouds above the sim.
    ; default is disabled - turn it on here
    enabled = false

    ; Density of cloud cover 0.0 to 1.0 Defult 0.5
    density = 0.5

    ; update interval for the cloud cover data returned by llCloud().
    ; default is 1000
    cloud_update_rate = 1000

    ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
    ; default is false
    active_trees = false

    ; Density of tree population
    tree_density = 1000.0


    ; the font to use for rendering text (default: Arial)
    ; font_name = "Arial"

    ; Set the following to true to allow administrator owned scripts to execute console commands
    ; currently unused
    ; AllowosConsoleCommand=false

    AllowGodFunctions = false

    ; Maximum number of llListen events we allow per script
    ; Set this to 0 to have no limit imposed.
    max_listens_per_script = 64

    ; The following set of configs pertains to search.
    ; Set index_sims to true to enable search engines to index your searchable data
    ; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
    ; default is false
    index_sims = false

    ; The variable data_exposure controls what the regions expose:
    ;    minimum: exposes only things explicitly marked for search
    ;    all: exposes everything
    data_exposure = minimum

    ; If search is on, change this to your grid name; will be ignored for standalones
    gridname = "OSGrid"

    ; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.
    ; Later, you may want to increase this to 3600 (1 hour) or more
    default_snapshot_period = 1200

    ; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.
    snapshot_cache_directory = "DataSnapshot"

    ; This semicolon-separated string serves to notify specific data services about the existence
    ; of this sim. Uncomment if you want to index your data with this and/or other search providers.

    ; These economy values get used in the BetaGridLikeMoneyModule.  - This module is for demonstration only -

    ; Enables selling things for $0
    SellEnabled = "false"

    ; 45000 is the highest value that the sim could possibly report because of protocol constraints
    ObjectCapacity = 45000

    ; Money Unit fee to upload textures, animations etc
    PriceUpload = 0

    ; Money Unit fee to create groups
    PriceGroupCreate = 0

    ; We don't really know what the rest of these values do.  These get sent to the client
    ; These taken from Agni at a Public Telehub.  Change at your own risk.
    ObjectCount = 0
    PriceEnergyUnit = 100
    PriceObjectClaim = 10
    PricePublicObjectDecay = 4
    PricePublicObjectDelete = 4
    PriceParcelClaim = 1
    PriceParcelClaimFactor = 1

    PriceRentLight = 5
    TeleportMinPrice = 2
    TeleportPriceExponent = 2
    EnergyEfficiency = 1
    PriceObjectRent = 1
    PriceObjectScaleFactor = 10
    PriceParcelRent = 1

    Enabled = false
    Directory = SVNmodule\repo
    URL = "svn://"
    Username = "user"
    Password = "password"
    ImportOnStartup = false
    Autosave = false
    AutoSavePeriod = 15 ; Number of minutes between autosave backups

    ; Enable this engine in this OpenSim instance
    Enabled = true

    ; How many threads to keep alive even if nothing is happening
    MinThreads = 2

    ; How many threads to start at maximum load
    MaxThreads = 100

    ; Time a thread must be idle (in seconds) before it dies
    IdleTimeout = 60

    ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
    Priority = "BelowNormal"

    ; Maximum number of events to queue for a script (excluding timers)
    MaxScriptEventQueue = 300

    ; Stack size per thread created
    ThreadStackSize = 262144

    ; Set this to true (the default) to load each script into a separate
    ; AppDomain. Setting this to false will load all script assemblies into the
    ; current AppDomain, which will reduce the per-script overhead at the
    ; expense of reduced security and the inability to garbage collect the
    ; script assemblies
    AppDomainLoading = true

    ; Rate to poll for asynchronous command replies (ms)
    ; currently unused
    ;AsyncLLCommandLoopms = 50

    ; Save the source of all compiled scripts
    WriteScriptSourceToDebugFile = false

    ; Default language for scripts
    DefaultCompileLanguage = lsl

    ; List of allowed languages (lsl,vb,js,cs)
    ; AllowedCompilers=lsl,cs,js,vb.
    ; *warning*, non lsl languages have access to static methods such as System.IO.File.  Enable at your own risk.

    ; Compile debug info (line numbers) into the script assemblies
    CompileWithDebugInformation = true

    ; Allow the user of mod* functions.  This allows a script to pass messages
    ; to a region module via the modSendCommand() function
    ; Default is false
    AllowMODFunctions = false

    ; Allow the use of os* functions (some are dangerous)
    AllowOSFunctions = false

    ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
    OSFunctionThreatLevel = VeryLow

    ; Interval (s) between background save of script states
    SaveInterval = 120

    ; Interval (s) between maintenance runs (0 = disable)
    MaintenanceInterval = 10

    ; Time a script can spend in an event handler before it is interrupted
    EventLimit = 30

    ; If a script overruns it's event limit, kill the script?
    KillTimedOutScripts = false

    ; Sets the multiplier for the scripting delays
    ScriptDelayFactor = 1.0

    ; The factor the 10 m distances llimits are multiplied by
    ScriptDistanceLimitFactor = 1.0

    ; Maximum length of notecard line read
    ; Increasing this to large values potentially opens
    ; up the system to malicious scripters
    ; NotecardLineReadCharsMax = 255

    ; Sensor settings
    SensorMaxRange = 96.0
    SensorMaxResults = 16

    ; OS Functions enable/disable
    ; For each function, you can add one line, as shown
    ; The default for all functions allows them if below threat level

    ; true allows the use of the function unconditionally
    ; Allow_osSetRegionWaterHeight = true

    ; false disables the function completely
    ; Allow_osSetRegionWaterHeight = false

    ; Comma separated list of UUIDS allows the function for that list of UUIDS
    ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb

    ; Allow for llCreateLink and llBreakLink to work without asking for permission
    ; only enable this in a trusted environment otherwise you may be subject to hijacking
    ; AutomaticLinkPermission = false

    ; Disable underground movement of prims (default true); set to
    ; false to allow script controlled underground positioning of
    ; prims
    ; DisableUndergroundMovement = true

    ; These settings are used to return information on a get_grid_info call.
    ; Client launcher scripts and third-party clients make use of this to
    ; autoconfigure the client and to provide a nice user experience. If you
    ; want to facilitate that, you should configure the settings here according
    ; to your grid or standalone setup.
    ; See

    ; login uri: for grid this is the user server URI
    login =

    ; long grid name: the long name of your grid
    gridname = "the lost continent of hippo"

    ; short grid name: the short name of your grid
    gridnick = "hippogrid"

    ; login page: optional: if it exists it will be used to tell the client to use
    ;                       this as splash page
    ; currently unused
    ;welcome =

    ; helper uri: optional: if it exists if will be used to tell the client to use
    ;                       this for all economy related things
    ; currently unused
    ;economy =

    ; web page of grid: optional: page providing further information about your grid
    ; currently unused
    ;about =

    ; account creation: optional: page providing further information about obtaining
    ;                             a user account on your grid
    ; currently unused
    ;register =

    ; help: optional: page providing further assistance for users of your grid
    ; currently unused
    ;help =

    ; password help: optional: page providing password assistance for users of your grid
    ; currently unused
    ;password =

    ;These are the settings for the Open Grid Protocol..  the Agent Domain, Region Domain,   you know..
    ;On/true or Off/false

    ;Name Prefix/suffix when using OGP

    ; Enable concierge module
    ; Default is false
    enabled = false

    ; name of the concierge
    whoami = "jeeves"

    ; password for updating the welcome message templates via XmlRpc
    password = SECRET

    ; regex specifying for which regions concierge service is desired; if
    ; empty, then for all
    regions = "^MeetingSpace-"

    ; for each region that matches the regions regexp you can provide
    ; (optionally) a welcome template using format substitution:
    ; {0} is replaced with the name of the avatar entering the region
    ; {1} is replaced with the name of the region
    ; {2} is replaced with the name of the concierge (whoami variable above)

    welcomes = /path/to/welcome/template/directory

    ; Concierge can send attendee lists to an event broker whenever an
    ; avatar enters or leaves a concierged region. the URL is subject
    ; to format substitution:
    ; {0} is replaced with the region's name
    ; {1} is replaced with the region's UUID
    broker = "{1}"

    ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
    ; default is false
    enabled = false

    ; Channel on which to signal region readiness through a message
    ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]"
    ; - the first field indicating whether this is an initial server startup
    ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
    ; - the third field is a number indicating how many scripts failed to compile
    ; - "oar error" if supplied, provides the error message from the OAR load
    channel_notify = -800

    ; Enables the Mini Region Modules Script Engine.
    ; default is false
    Enabled = false

    ; Runs MRM in a Security Sandbox
    Sandboxed = true

    ; The level sandbox to use, adjust at your OWN RISK.
    ; Valid values are:
    ; *  FullTrust
    ; *  SkipVerification
    ; *  Execution
    ; *  Nothing
    ; *  LocalIntranet
    ; *  Internet
    ; *  Everything
    SandboxLevel = "Internet"

    ; Only allow Region Owners to run MRMs
    ; May represent a security risk if you disable this.
    OwnerOnly = true

    ; Keep it false for now. Making it true requires the use of a special client in order to access inventory
    safemode = false

    ; The VivoxVoice module will allow you to provide voice on your
    ; region(s). It uses the same voice technology as the LL grid and
    ; works with recent LL clients (we have tested, so
    ; anything later ought to be fine as well).
    ; For this to work you need to obtain an admin account from Vivox
    ; that allows you to create voice accounts and region channels.

    enabled = false

    ; vivox voice server
    vivox_server =

    ; vivox SIP URI
    vivox_sip_uri =

    ; vivox admin user name
    vivox_admin_user = DeepThroat

    ; vivox admin password
    vivox_admin_password = VoiceG4te

    ; channel type: "channel" or "positional"
    ; - positional: spatial sound (default)
    ; - channel: normal "conference call", no spatial sound
    ;vivox_channel_type = positional

    ; channel characteristics (unless you know what you are doing, i'd
    ; leave them as they are --- now you WILL muck around with them,
    ; huh? sigh)

    ; channel distance model:
    ; 0 - no attenuation
    ; 1 - inverse distance attenuation
    ; 2 - linear attenuation (default)
    ; 3 - exponential attenuation
    ;vivox_channel_distance_model = 2

    ; channel mode:
    ; - "open" (default)
    ; - "lecture"
    ; - "presentation"
    ; - "auditorium"
    ;vivox_channel_mode = "open"

    ; channel roll off: rate of attenuation
    ; - a value between 1.0 and 4.0, default is 2.0
    ;vivox_channel_roll_off = 2.0

    ; channel max range: distance at which channel is silent
    ; - a value between 0 and 160, default is 80
    ;vivox_channel_max_range = 80

    ; channel clamping distance: distance before attenuation applies
    ; - a value between 0 and 160, default is 10
    ;vivox_channel_clamping_distance = 10

    ; In order for this to work you need a functioning freeswitch pbx set
    ; up.  Configuration for that will be posted in the wiki soon.
    enabled = false
    ;FreeSwitch server is going to contact us and ask us all
    ;sorts of things.
    freeswitch_server_user = freeswitch
    freeswitch_server_pass = password
    freeswitch_api_prefix = /api
    ; this is the IP of your sim
    freeswitch_service_server = ip.address.of.your.sim
    ;freeswitch_service_port = 80
    ; this should be the same port the region listens on
    freeswitch_service_port = 9000
    freeswitch_realm = ip.address.of.freeswitch.server
    freeswitch_sip_proxy = ip.address.of.freeswitch.server:5060
    freeswitch_attempt_stun = false
    freeswitch_stun_server = ip.address.of.freeswitch.server
    freeswitch_echo_server = ip.address.of.freeswitch.server
    freeswitch_echo_port = 50505
    freeswitch_well_known_ip = ip.address.of.freeswitch.server

    ;Type the address of your http server here, hostname is allowed.  This is provided so you can specify a hostname
    ;This is used by client for account verification.  By default, it's the same as the freeswitch service server.

    ;opensim_well_known_http_address = Address_Of_your_SIM_HTTP_Server_Hostname_Allowed

    freeswitch_default_timeout = 5000
    freeswitch_subscribe_retry = 120
    ; freeswitch_password_reset_url =

    Enabled = false

    ; This is the current groups stub in Region.CoreModules.Avatar.Groups
    Module  = Default

    ; The PHP code for the server is available from the Flotsam project for you to deploy
    ; to your own server.  The Flotsam project is located at
    ;Module  = GroupsModule

    ; Enable Group Notices
    ;NoticesEnabled   = true

    ; This makes the Groups modules very chatty on the console.
    DebugEnabled     = false

    ; Specify which messaging module to use for groups messaging and if it's enabled
    ;MessagingModule = GroupsMessagingModule
    ;MessagingEnabled = true

    ; Service connector to Groups Service [Select One] ServicesConnectorModule

    ; XmlRpc Service Connector to the Flotsam XmlRpc Groups Service settings
    ;ServicesConnectorModule = XmlRpcGroupsServicesConnector
    ;GroupsServerURI        =

    ; XmlRpc Service Settings
    ;XmlRpcServiceReadKey    = 1234
    ;XmlRpcServiceWriteKey   = 1234

    ; Disables HTTP Keep-Alive for XmlRpcGroupsServicesConnector HTTP Requests,
    ; this is a work around fora problem discovered on some Windows based region servers.
    ; Only disable keep alive if you see a large number (dozens) of the following Exceptions:
    ; System.Net.WebException: The request was aborted: The request was canceled.
    ; XmlRpcDisableKeepAlive = false

    ; Enables the experimental packet pool. Yes, we've been here before.
    ;RecyclePackets = true;
    ;RecycleDataBlocks = true;

     ; This section controls how state updates are prioritized for each client
     ; Valid values are Time, Distance, SimpleAngularDistance, and FrontBack
     UpdatePrioritizationScheme = FrontBack
     ReprioritizationEnabled = true
     ReprioritizationInterval = 2000.0
     RootReprioritizationDistance = 10.0
     ChildReprioritizationDistance = 20.0

; View region statistics via a web page
; See
; Use a web browser and type in the "Login URI" + "/SStats/"
; For example-
; enabled=false

;; These are defaults that are overwritten below in [Architecture].
;; These defaults allow OpenSim to work out of the box with
;; zero configuration
    ;; default standalone, overridable in StandaloneCommon.ini
    StorageProvider = "OpenSim.Data.SQLite.dll"

    DefaultAssetLoader = "OpenSim.Framework.AssetLoader.Filesystem.dll"
    AssetLoaderArgs = "assets/AssetSets.xml"

    ; Disable this to prevent the default asset set from being inserted into the
    ; asset store each time the region starts
    AssetLoaderEnabled = true

    ;; default standalone, overridable in StandaloneCommon.ini
    StorageProvider = "OpenSim.Data.Null.dll:NullRegionData"

    ;; The following is the configuration section for the new style services
    ; Choose exactly one and only one of the architectures below.

    Include-Standalone    = "config-include/Standalone.ini"
    ;Include-HGStandalone = "config-include/StandaloneHypergrid.ini"
    ;Include-Grid         = "config-include/Grid.ini"
    ;Include-HGGrid       = "config-include/GridHypergrid.ini"

    ; Then choose
    ; config-include/StandaloneCommon.ini.example (if you're in standlone) OR
    ; config-include/GridCommon.ini.example (if you're connected to a grid)
    ; Copy to your own .ini there (without .example extension) and edit it
    ; to customize your data

    ;; The below pulls in optional module config files
    Include-modules = "addon-modules/*/config/*.ini"

    ; ##
    ; ## Scripting XMLRPC mapper
    ; ##

    ; If enabled, this will post an event, "xmlrpc_uri(string)" to the
    ; script concurrently with the first remote_data event.
    ; This will contain the fully qualified URI an external site needs
    ; to use to send XMLRPC requests to that script

    ;XmlRpcRouterModule = "XmlRpcRouterModule"
    ;XmlRpcPort = 20800
[Image: 25iys6u.png]
thx alot xD. i finally got things to act right, but now opensim is telling me it can't find a profile. how do i create a profile for my offline sim?
Nice very nice pic and post
I also had problems connecting my localsim to osgrid. I could get it to register on the big grid and even see the map tile but I couldn't teleport in and I couldn't log in to it from my own machine. Some kind of bullshit loopback problem.
Now it is so snarled up it won't work locally because I've hacked it so much I can't get it back to the way it was before.
Unfortunately it's on a mac and none of the opensim devs know what the problem is.

I've got a standalone running on a windows box on a virtual machine but I can't tunnel in from my mac to it so I can't restore any of my copied stuff to my local sim either. All in all I've learned a shitload more about the inner workings of mac os x (unix!) than I ever wanted to but I'm no further forward.

At some point later I'm going to pay to have a sim hosted on the brasilian site at fifteen bucks a month that is connected live to osgrid much in the same way that the goon area is. But before I do that I want to get either inertia or keimo's version of ascent compiled successfully on windows so I can restore my shit to my standalone.
(09-27-2010, 02:59 PM)jtron Wrote:

[To see links please register here]

Now it is so snarled up it won't work locally because I've hacked it so much I can't get it back to the way it was before.
Unfortunately it's on a mac and none of the opensim devs know what the problem is.

Sounds like time to download either a fresh copy of the OSGrid binaries or the latest Diva distro and start over!

If you don't want to connect up as part of OSGrid then the Diva distro is definitely the way to go!

At the minimum it will give you a solid place to start.

Need I add - make a backup once you get things working?

If all else fails make a zip or rar of the entire opensim directory tree and put it away somewhere.
also these commands come in handy

save iar

load iar

save oar

load oar

just type them into server console for usage example.

iar is for saving inventories to disk and oar is for saving regions to disk

they are saved into the opensim server folder

here is one example

save iar firstname lastname / password inventory.iar

this will save an iar file for firstname lastname

/ means to save entire inventory

inventory.iar will be the file name it is saved to

load iar firstname lastname / password inventory.iar

will load the saved iar to a folder in your main inventory tree.

here are some links to help.

[To see links please register here]

[To see links please register here]

you can use these to transfer stuff to another avatar on same opensim grid, or on another grid.

completly stores everything, textures and all. if your inventoryis large it can take quite a while but its complete storage to disk with one command. ^^

one note, when saving inventory or inventory folder/folders it is best to add the .iar to the save name so there is no problems when it comes time for you to load it to an avatar.
[Image: 25iys6u.png]

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