Thanks to Dirk got it working (voice enabled) but FreeSwitch keeps giving me
diff errors.. Will try with the users-list of FS to solve it, thanks to all
2010/5/18 Dirk Krause dirk.kra...@pixelpark.com
I uploaded the 5.1 versions here:
http://drop.io/biu1lqd
-- Dirk
-Ursprüngliche
Hello.
I have added voxel terrain to OpenSim and am now prevented from testing
my changes due to issues with the flotsam asset cache, which still
requires the ITerrainModule interface that my fork no longer provides.
I suspect there are many other changes I need to make in external add-in
Hi,
the flotsam cache source code it part of the OpenSim tree. However,
I'm a bit concerned that you are not providing ITerrainModule, as
any terrain module should.
Why would you break compatibility in such a way?
Melanie
Rob Nelson wrote:
Hello.
I have added voxel terrain to OpenSim and
Hi again,
on reviewing the ITerrainModule interface, I am absolutely certain
that you should provide that interface. It was put there for a
reason, and is used by active code that requires it to be provided
by a module.
LSL as well as some console and remote admin commands depend on it.
Melanie
I'm aware of that, but voxels are not a heightmap. They're 3D points
defining the shape of the land mass, allowing for overhangs and floating
chunks of land. Where one would ask for a floating point height at (x,y)
with a heightmap, one would have to ask if point (x,y,z) is solid.
Compatibility
Hi,
I gather that you do understand that this will then be a full fork.
I would guess that there is no chance to integrate this in core
unless ITerrainModule is provided in such a way that OpenSim can
load either your voxel terrain module, or a heightmap module.
Invalidating the heightmap mode
I understand. As a viewer developer, my code would be forfeit anyway.
I already consider it a full fork due to the massive amount of changes
I'm adding to the backend, storage (I've had to create a brand new file
format for storing the voxels, and heightmap loaders are useless except
for
We have done similar applications by having a .Net web service for the robot
(using the client library) and then remote system (such as your mobile
phone) calling that in order to move the robot.
Regards,
Olli
-Original Message-
From: opensim-dev-boun...@lists.berlios.de
Hi Crista/Diva (or anyone - maybe Rob?),
is there any known issue with the Diva distro and Freeswitch? We are
trying to get this to run for some time now without success.
In the OpenSim-In-A-Box the Freeswitch to OpenSim connection works with
another version flawlessly; if we try this with the
From all that's been said here, FreeSwitch seems to be really hard to
get going. I never tried it.
As far as I know, there's nothing inherently prohibitive in using
Freeswitch with the hg-standalone in d2. You will need to add the
[FreeSwitchVoice] configuration to MyWorld.ini, and make sure
I have added voxel terrain to OpenSim and am now prevented from testing
my changes due to issues with the flotsam asset cache, which still
requires the ITerrainModule interface
I won't really speak as to whether or not you should include the
ITerrainModule, except to mention that it could
I only know that I was getting an ITerrainModule doesn't exist
exception last night, and it was while loading FlotsamAssetCache. I
believe it ended up being in one of the dependencies, or perhaps the
CoreModules XML add-in file, I can't remember. It runs perfectly now
(aside from the fact that I
Alex Reatov wrote:
Hello,
The AssetLoader uploads all pre-defined assets to the database on each
startup, unless the feature is disabled in the config file. The
proposed change is to keep in the DB a dummy asset with a timestamp in
it, attempt to read that asset in AssetLoader, then load only
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