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Open Dynamics Engine probleme bei Opensim

Mario Lane

Nutzer
Wenn ich bei meinen Sim`s die Open Dynamics Engine aktiviere, dann ist alles incl. land phantom und der avatar fällt durch.

Es geht derzeit nur mit POS Engiene. wo kann ich den Fehler suchen und diesen beheben? Installiert ist die aktuellste Version vom Osgrid.org. das ganze läuft auf einem Server mit FedoraCore 3



über nen tip... würd ich mich freun

Code:
[Startup]
    ; Set this to true if you are connecting your OpenSimulator regions to a grid
    ; Set this to false if you are running OpenSimulator in standalone mode
    gridmode = true

    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"

    ; ##
    ; ## CLIENTS
    ; ##

    ; Enables EventQueueGet Service.
    EventQueue = true

    ; Set this to the DLL containig the client stack to use.
    clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"

    ; ##
    ; ## 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 = "http://example.com/regions.xml";

    ; Draw objects on maptile.   This step might take a long time if you've got a huge amount 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 = true

    ; Maximum total size, and maximum size where a prim can be physical
    NonPhysicalPrimMax = 256
    PhysicalPrimMax = 10
    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.
    ; YOU HAVE BEEN WARNED!!!
    TrustBinaries = false

    ; ##
    ; ## STORAGE
    ; ##

    ; ***  [url=http://wiki.slinfo.de/wakka.php?wakka=HomePage/Glossar/Prim]Prim[/url] [libary]Kleinste Baueinheit eines [Objekt] in [SecondLife][/libary] 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:
    ;storage_plugin = "OpenSim.Data.SQLite.dll"
    ;storage_connection_string="URI=file:OpenSim.db,version=3";

    ; --- To use MySQL storage, supply your own connectionstring (this is only an example):
    ;     note that the supplied account needs create privilegies if you want it to auto-create needed tables.
     storage_plugin="OpenSim.Data.MySQL.dll"
     storage_connection_string="Data Source=vs3092090.vserver.de;Database=opensim;User ID=opensim;Password=xxxxxx;";
    ; 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.
    ;asset_database = "local"
    asset_database = "grid"

    ; 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 = false

    ; Select a mesher here. ZeroMesher is save and fast.
    ; ZeroMesher also means that the physics engine models the physics of prims
    ; sticking to the basic shapes the engine does support. Usually this is only a box.
    ; Meshmerizer gives a better handling of complex prims by using triangle meshes.
    ; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
    ;
    ;meshing = ZeroMesher
    meshing = Meshmerizer

    ; Choose one of the physics engines below
    ;physics = basicphysics
    ;physics = POS
    physics = OpenDynamicsEngine
    ;physics = modified_BulletX

    ; ##
    ; ## PERMISSIONS
    ; ##

    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 = true

    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
    ;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 = gods

    ; ##
    ; ## SCRIPT ENGINE
    ; ##

    DefaultScriptEngine = "ScriptEngine.DotNetEngine"
    ;DefaultScriptEngine = "XEngine"

    ; ##
    ; ## WORLD MAP
    ; ##

    WorldMapModule = "WorldMap"
    MapImageModule = "MapImageModule"


[StandAlone]
    accounts_authenticate = true
    welcome_message = "Welcome to German Fun Zone"

    ; Asset database provider
    ; asset_plugin = "OpenSim.Data.SQLite.dll"
    asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql
    ; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate

    ; the Asset DB source.  This only works for sqlite, mysql, and nhibernate for now
    ; Asset Source SQLite example
    ; asset_source = "URI=file:Asset.db,version=3"
    ; Asset Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
    ; asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3"
    ; Asset Source MySQL example
    asset_source = "Data Source=vs3092090.vserver.de;Database=opensim;User ID=opensim;Password=xxxxxx;"

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

    ; Inventory Source NHibernate example (DIALECT;DRIVER;CONNECTSTRING)
    ; inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3"
    ; Inventory Source MySQL example
    inventory_source = "Data Source=vs3092090.vserver.de;Database=opensim;User ID=opensim;Password=xxxxxx;"


    ; 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"
    ; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate

    ; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING)
    ; user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3"
    ; User Source MySQL example
    user_source = "Data Source=vs3092090.vserver.de;Database=opensim;User ID=opensim;Password=xxxxxx;"

    dump_assets_to_file = false


[Network]
    http_listener_port = 9000
    remoting_listener_port = 8895
    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

    ; Uncomment below to enable llRemoteData/remote channels
    ; remoteDataPort = 20800

    grid_server_url = "http://osgrid.org:8001"
    grid_send_key = "1234"
    grid_recv_key = "1234"

    user_server_url = "http://osgrid.org:8002"
    user_send_key = "1234"
    user_recv_key = "1234"

    asset_server_url = "http://osgrid.org:8003"

    inventory_server_url = "http://osgrid.org:8004"

    ; The MessagingServer is a companion of the UserServer. It uses
    ; user_send_key and user_recv_key, too
    messaging_server_url = "http://osgrid.org:8006"


[ClientStack.LindenUDP]
    ; This is the multiplier applied to all client throttles for outgoing UDP network data
    ; If it is set to 1, then we obey the throttle settings as given to us by the client.  If it is set to 3, for example, then we
    ; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we
    ; will actually push down data at a maximum rate of 750 kilobits per second).
    ;
    ; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster
    ; than its UI allows the setting to go.  This may be okay in some situations, such as standalone OpenSim
    ; applications on a LAN.  However, the greater the multipler, the higher the risk of packet drop, resulting
    ; in symptoms such as missing terrain or objects.  A much better solution is to change the client UI to allow
    ; higher network bandwidth settings directly, though this isn't always possible.
    ;
    ; Currently this setting is 2 by default because we currently send much more texture data than is strictly
    ; necessary.  A setting of 1 could result in slow texture transfer.  This will be fixed when the transfer
    ; of textures at different levels of quality is improved.
    ;
    ; Pre r7113, this setting was not exposed but was effectively 8.  You may want to try this if you encounter
    ; unexpected difficulties
    client_throttle_multiplier = 4;


[Chat]
    whisper_distance = 10
    say_distance = 60
    shout_distance = 100


[ODEPhysicsSettings]
    ;##
    ;## 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 over zealous.  If you notice bouncing, chances are it's being just
    ; 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  [url=http://wiki.slinfo.de/wakka.php?wakka=HomePage/Glossar/Avatar]Avatar[/url] [libary][Spielfigur] in [SecondLife], welche von einem [Spieler] gesteuert wird. In [SecondLife] kann ein [Avatar] jederzeit beliebig sein Aussehen und Geschlecht ändern.[/libary] to object Contact

    m_avatarobjectcontact_friction = 75.0
    m_avatarobjectcontact_bounce = 0.1

    ; Object to Object Contact and Non-Moving  [url=http://wiki.slinfo.de/wakka.php?wakka=HomePage/Glossar/Avatar]Avatar[/url] [libary][Spielfigur] in [SecondLife], welche von einem [Spieler] gesteuert wird. In [SecondLife] kann ein [Avatar] jederzeit beliebig sein Aussehen und Geschlecht ändern.[/libary] to object

    objectcontact_friction = 250.0
    objectcontact_bounce = 0.2

    ; ##
    ; ##  [url=http://wiki.slinfo.de/wakka.php?wakka=HomePage/Glossar/Avatar]Avatar[/url] [libary][Spielfigur] in [SecondLife], welche von einem [Spieler] gesteuert wird. In [SecondLife] kann ein [Avatar] jederzeit beliebig sein Aussehen und Geschlecht ändern.[/libary] Control
    ; ##

    ; PID Controller Settings. These affect the math that causes the avatar to reach the
    ; desired velocity
    ; See [url]http://en.wikipedia.org/wiki/PID_controller[/url]

    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

    ; 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

    ; ##
    ; ## 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

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

    ; ##
    ; ## Sculpted  [url=http://wiki.slinfo.de/wakka.php?wakka=HomePage/Glossar/Prim]Prim[/url] [libary]Kleinste Baueinheit eines [Objekt] in [SecondLife][/libary] 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
    ; ##

    ;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


[RemoteAdmin]
    enabled = false
    access_password = unknown

    ; 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_limits to 0 disables the check.
    ;region_limits = 0


[RestPlugins]
    ; 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 = 10340
    prefix = /admin


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


[RestHandler]
  ; 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
;[IRC]
    ;enabled = true ; you need to set this otherwise it won't connect
    ;server  = name.of.irc.server.on.the.net
    ;nick    = OpenSimBotNameProbablyMakeThisShorter
    ;channel = #the_irc_channel_you_want_to_connect_to
    ;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}"


; work-in-progress IRCBridge capabable of supporting multiple IRC channels
; [XIRC]
    ; enabled = false

    ; Uncomment the following for experiment in world versioning
    ; support.  This is so experimental at this point that I'm not going
    ; to explain it further, you'll need to read the source code


;[CMS]
    ;enabled = true
    ;channel = 345


[Voice]
    ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
    enabled = false
    ; This is not supported by the SLViewer right now and
    ; hardcoded within the  [url=http://wiki.slinfo.de/wakka.php?wakka=HomePage/Glossar/SecondLife]SL[/url] [libary]Abkürzung für [Second Life][/libary] Viewer. Maybe it will be
    ; changed in future. :-)
    account_management_server = [url]https://www.bhr.vivox.com/api2[/url]
    ; Global SIP Server for conference calls
    sip_domain = testserver.com


[AsteriskVoice]
    ; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
    enabled = false
    ; SIP account server domain
    sip_domain = testserver.com
    ; SIP conf server domain
    conf_domain = testserver.com
    ; URL of the asterisk opensim frontend
    asterisk_frontend = [url]http://testserver.com:49153/[/url]
    ; password for the asterisk frontend XmlRpc calls
    asterisk_password = bah-humbug
    ; timeout for XmlRpc calls to asterisk front end (in ms)
    asterisk_timeout = 3000
    ; salt for asterisk nonces
    asterisk_salt = paluempalum


; Uncomment the following to control the progression of daytime
; in the Sim.  The defaults are what is shown below
;[Sun]
    ; number of wall clock hours for an opensim day.  24.0 would mean realtime
    day_length = 6
    ; 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


[ScriptEngine.DotNetEngine]
    Enabled = true

    ScriptDelayFactor = 1.0
    ScriptDistanceLimitFactor = 1.0


    ;
    ; These settings are specific to DotNetEngine script engine
    ; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.
    ;

    ; When a script receives an event the event is queued.
    ; Any free thread will start executing this event. One script can only have one event executed simultaneously.
    ; If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time.
    ; Same if you have 10 threads, then only 10 scripts can be run simultaneously.
    ; But because most scripts exit after their task, the threads are free to go on to the next script.

    ; Refresh ScriptEngine config options (these settings) every xx seconds
    ; 0 = Do not refresh
    ; Set it to number of seconds between refresh, for example 30.
    ; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console
    ; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10
    ; NOTE! Disabled for now. Feature does not work.
    RefreshConfig=0

    ; Number of threads to use for script event execution
    ; Threads are shared across all regions
    NumberOfScriptThreads=8

    ; Script event execution thread priority inside application.
    ; Valid values: Lowest, BelowNormal, Normal, AboveNormal, Highest
    ScriptThreadPriority=BelowNormal

    ; How long MAX should a script event be allowed to run (per event execution)?
    ; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function
    ; There is also a small speed penalty for every kill that is made
    MaxEventExecutionTimeMs=5000

    ; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?
    EnforceMaxEventExecutionTime=true

    ; Should we stop the script completely when time exceeds?
    ; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong
    ; Note that for example physics engine can slow down the system and make scripts spend more time
    DeactivateScriptOnTimeout=true

    ; If no scripts have executed in this pass how long should we sleep before checking again
    ; Impact:
    ; Too low and you will waste lots of CPU
    ; Too high and people touching object or similar will have to wait up to this amount of time before script responding
    SleepTimeIfNoScriptExecutionMs=50

    ; AppDomains are used for two things:
    ; * Security: Scripts inside AppDomains are limited in permissions.
    ; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.
    ;                     AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).
    ; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.
    ScriptsPerAppDomain=1

    ; MaintenanceLoop
    ; How often to run maintenance loop
    ; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution time
    MaintenanceLoopms=50

    ; How many maintenanceloops between each of these.
    ; (if 2 then function will be executed every MaintenanceLoopms*2 ms)
    ; Script loading/unloading

    ; How long load/unload thread should sleep if there is nothing to do
    ; Higher value makes it respond slower when scripts are added/removed from prims
    ; But once active it will process all in queue before sleeping again
    MaintenanceLoopTicks_ScriptLoadUnload=1

    ; Other tasks
    ; check if we need to reload config, adjust running config and enforce max execution time
    MaintenanceLoopTicks_Other=10

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

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

    ; Maximum number of items in load/unload queue before we start rejecting loads
    ; Note that we will only be rejecting load. Unloads will still be able to queue.
    LoadUnloadMaxQueueSize=100

    ; Maximum number of (LSL) events that can be queued before new events are ignored.
    EventExecutionMaxQueueSize=300

    ; Async LL command sleep
    ; If no async LL commands are waiting, how long should thread sleep before checking again
    ; Async LL commands are LSL-commands that causes an event to be fired back with result
    AsyncLLCommandLoopms=50

    ; When script is converted from  [url=http://wiki.slinfo.de/wakka.php?wakka=HomePage/Glossar/LSL]LSL[/url] [libary]Abkürzung für [LindenScriptingLanguage], [Scriptsprache] in [SecondLife][/libary] to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder
    WriteScriptSourceToDebugFile=true

    ; Specify default script compiler
    ; If you do not specify //cs, //vb, //js or //lsl tag as the first characters of your script then the default compiler will be chosen
    ; Valid languages are: lsl, cs, js and vb
    DefaultCompileLanguage=lsl

    ; Specify what compilers are allowed to be used
    ; Note vb only works on Windows for now (Mono lacks VB compile support)
    ; Valid languages are: lsl, cs, js and vb
    ; AllowedCompilers=lsl,cs,js,vb.  *warning*, non lsl languages have access to static methods such as System.IO.File.  Enable at your own risk.
    AllowedCompilers=lsl


    ; Compile scripts with debugging
    ; Probably a thousand times slower, but gives you a line number when something goes wrong.
    CompileWithDebugInformation=true

    ; Remove old scripts on next startup
    CleanUpOldScriptsOnStartup=true


[LL-Functions]
    ; Set the following to true to allow administrator owned scripts to execute console commands
    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


[DataSnapshot]
    ; 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
    index_sims = true
    ; The variable data_exposure controls what the regions expose:
    ;    minimum: exposes only things explicitly marked for search
    ;    all: exposes everything
    data_exposure = all
    ; If search is on, change this to your grid name; will be ignored for standalones
    gridname = "Germania"
    ; 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.
    ;data_services="http://metaverseink.com/cgi-bin/register.py"


[Economy]
    ; These economy values get used in the BetaGridLikeMoneyModule.  - This module is for demonstration only -
    ; In grid mode, use this currency XMLRPC server.  Leave blank for normal functionality
    CurrencyServer = ""
    ; "http://192.168.1.127/currency.php"

    ; In grid mode, this is the land XMLRPC server. Leave blank for normal functionality
    LandServer = ""
    ;"http://192.168.1.127/landtool.php"

    ; 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

    ; This is the account Money goes to for fees.  Remember, economy requires that money circulates somewhere... even if it's an upload fee
    EconomyBaseAccount = 27b2ce10-9d8e-4bdb-96cf-11b591d6c64e

    ; This is the type of user that will pay fees.
    ; Set this to 2 for users, estate managers and Estate Owners
    ; Set this to 1 for Users and Estate Managers
    ; Set this to 0 for Users only.
    ; -1 disables
    UserLevelPaysFees = 0

    ; Amount to give to user as a stipend
    UserStipend = 10000

    ; When a user gets low on money units and logs off, then logs back on, issue a new stipend if they have less money units then this
    ; amount. Be aware that the account money isn't stored anywhere so users will get a stipend if you restart the simulator
    IssueStipendWhenClientIsBelowAmount = 10

    ; If this is true, the simulator will remember account balances until the simulator is shutdown or restarted.
    KeepMoneyAcrossLogins = true

    ; 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


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


[XEngine]
    ; 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
    ; Rate to poll for asynchronous command replies (ms)
    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.
    AllowedCompilers=lsl

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

    ; 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


[GridInfo]
    ; These settings are used to return information on a get_grid_info call.
    ;  [url=http://wiki.slinfo.de/wakka.php?wakka=HomePage/Glossar/Client]Client[/url] [libary][Software], welche auf dem eigenen Rechner installiert wird. Der [SecondLife]-[Client] ist zum [spielen] erforderlich.[/libary] 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 [url]http://opensimulator.org/wiki/GridInfo[/url]

    ; login uri: for grid this is the user server URI
    login = [url]http://127.0.0.1:9000/[/url]

    ; long grid name: the long name of your grid
    gridname = "German Fun Zone"

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


    ; login page: optional: if it exists it will be used to tell the client to use
    ;                       this as splash page
    welcome = [url]http://127.0.0.1/welcome[/url]

    ; helper uri: optional: if it exists if will be used to tell the client to use
    ;                       this for all economy related things
    economy = [url]http://127.0.0.1:9000/[/url]

    ; web page of grid: optional: page providing further information about your grid
    about = [url]http://127.0.0.1/about/[/url]

    ; account creation: optional: page providing further information about obtaining
    ;                             a user account on your grid
    register = [url]http://127.0.0.1/register[/url]

    ; help: optional: page providing further assistance for users of your grid
    help = [url]http://127.0.0.1/help[/url]

    ; password help: optional: page providing password assistance for users of your grid
    password = [url]http://127.0.0.1/password[/url]

    ;These are the settings for the Open  [url=http://wiki.slinfo.de/wakka.php?wakka=HomePage/Glossar/Grid]Grid[/url] [libary]Begriff für das [SecondLife] Server-Netzwerk[/libary] Protocol..  the Agent Domain, Region Domain,   you know..
    [OpenGridProtocol]
    ;On/true or Off/false
    ogp_enabled=true

    ;Name Prefix/suffix when using OGP
    ogp_firstname_prefix="Mario"
    ogp_lastname_suffix="Lane"


[Concierge]
    ;enable = true
    ;enabled = false

    ; name of the concierge
    ;whoami = ""

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

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

    ; 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


Code:
Open Life 1.20.6 (14) May 24 2008 09:33:38 (KirstensOpenLife R14)

Sie befinden sich in 2565243.7, 2556047.5, 28.7 in German Fun Zone located at static-ip-xxxxxxxxxxxxxx.de (xxx.xxx.xxx.xxx:9001)
OpenSimulator Server  0.6.1.7880  (OS Fedora Core release 3 (Heidelberg)
Kernel \r ) ChilTasks:True PhysPrim:False

CPU: Intel Core 2 Series Processor (1795 MHz)
Memory: 2047 MB
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 8600M GS/PCI/SSE2
OpenGL Version: 2.1.1
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.20680 (Mozilla GRE version 1.8.1.13_0000000000)
Packets Lost: 2/19242 (0.0%)
 
mit der download libode.so startet Opensim. Der Parameter in der Opensim.ini ist auch geändert, allerdings ist immer noch alles phantom, so das der Avatar überall durchfällt.
Bei genau der gleichen Installation auf z.b. Debian tritt dieser Fehler nicht auf. ich vermute das es etwas mit fedora core 3 zu tun hat?
 
da bräuchten wir eher die Auskunft eines Linux-Spezi - das sind ja Abhängigkeiten und haben mit opensim selber eher nix zu tuen.

Wenn ichs recht entsinne wurde öfter empfohlen die ganzen Abhängigkeiten vom scrtach neu zu kompilieren (MONO usw)...

Weshalb ich weniger abenteuerbegeisterten auch immer zum Windows rate


die phys prims hattest du umgestellt, gell ? Wenngleich das nach Beschriftung keinen Zusammen haben sollte...


cu
Ralf
(der soeben 20 Regionen auf Suse ins Leben gebracht hat..)
 
Hi,

der unterschied zwischen der debian und der fedora kann eigenlich nur irendwelche mono-libs sein.

Prüf doch mal ob du alle libs du du bei debian installietz hast auch unter fedora hast.

folgende pakete sind bei mir installiert:

Code:
ii  libmono-accessibility1.0-cil        1.9.1+dfsg-4          Mono Accessibility library
ii  libmono-accessibility2.0-cil        1.9.1+dfsg-4          Mono Accessibility library
ii  libmono-corlib1.0-cil               1.9.1+dfsg-4          Mono core library (1.0)
ii  libmono-corlib2.0-cil               1.9.1+dfsg-4          Mono core library (2.0)
ii  libmono-data-tds1.0-cil             1.9.1+dfsg-4          Mono Data library
ii  libmono-data-tds2.0-cil             1.9.1+dfsg-4          Mono Data Library
ii  libmono-dev                         1.9.1+dfsg-4          libraries for the Mono JIT - Development fil
ii  libmono-i18n2.0-cil                 1.9.1+dfsg-4          Mono I18N libraries (2.0)
ii  libmono-microsoft-build2.0-cil      1.9.1+dfsg-4          Mono Microsoft.Build libraries
ii  libmono-microsoft8.0-cil            1.9.1+dfsg-4          Mono Microsoft libraries
ii  libmono-mozilla0.2-cil              1.9.1+dfsg-4          Mono Mozilla library
ii  libmono-oracle2.0-cil               1.9.1+dfsg-4          Mono Oracle library
ii  libmono-peapi2.0-cil                1.9.1+dfsg-4          Mono PEAPI library
ii  libmono-security1.0-cil             1.9.1+dfsg-4          Mono Security library
ii  libmono-security2.0-cil             1.9.1+dfsg-4          Mono Security library
ii  libmono-sharpzip0.84-cil            1.9.1+dfsg-4          Mono SharpZipLib library
ii  libmono-sharpzip2.84-cil            1.9.1+dfsg-4          Mono SharpZipLib library
ii  libmono-sqlite2.0-cil               1.9.1+dfsg-4          Mono Sqlite library
ii  libmono-system-data1.0-cil          1.9.1+dfsg-4          Mono System.Data library
ii  libmono-system-data2.0-cil          1.9.1+dfsg-4          Mono System.Data Library
ii  libmono-system-runtime2.0-cil       1.9.1+dfsg-4          Mono System.Runtime Library
ii  libmono-system-web1.0-cil           1.9.1+dfsg-4          Mono System.Web library
ii  libmono-system-web2.0-cil           1.9.1+dfsg-4          Mono System.Web Library
ii  libmono-system1.0-cil               1.9.1+dfsg-4          Mono System libraries (1.0)
ii  libmono-system2.0-cil               1.9.1+dfsg-4          Mono System libraries (2.0)
ii  libmono-winforms1.0-cil             1.9.1+dfsg-4          Mono System.Windows.Forms library
ii  libmono-winforms2.0-cil             1.9.1+dfsg-4          Mono System.Windows.Forms library
ii  libmono0                            1.9.1+dfsg-4          libraries for the Mono JIT
ii  libmono1.0-cil                      1.9.1+dfsg-4          Mono libraries (1.0)
ii  libmono2.0-cil                      1.9.1+dfsg-4          Mono libraries (2.0)
ii  mono-common                         1.9.1+dfsg-4          common files for Mono
ii  mono-gac                            1.9.1+dfsg-4          Mono GAC tool
ii  mono-gmcs                           1.9.1+dfsg-4          Mono C# 2.0 and C# 3.0 compiler for CLI 2.0
ii  mono-jit                            1.9.1+dfsg-4          fast CLI JIT/AOT compiler for Mono
ii  mono-runtime                        1.9.1+dfsg-4          Mono runtime
ii  mono-utils                          1.9.1+dfsg-4          Mono utilities

aus historischen grunden auch 1.0er versionen.

gruss BD
 

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