Re: [Opensim-users] Varregion works :) but physics need update ...

2014-08-19 Thread Dutch Glory

ODE still works great for normal  265x265 regions I don't think it should be 
removed from git master yet until bulletsim is fully tested and all small bugs 
are fixed  



Verzonden via Yahoo Mail op Android

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Re: [Opensim-users] Googlebot trying OpenSim /agent/uuid ?

2014-08-19 Thread Ai Austin
Or perhaps the robots.txt should really just by default not want any 
Google indexing at server level...


# go away
User-agent: *
Disallow: /

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[Opensim-users] How do you use osForceAttachToOtherAvatarFromInventory and other OSSL functions with NPC's

2014-08-19 Thread Thomas Ringate
List,

I found a post and a response to the post from Justin that suggests the several 
OSSL functions on “attachments” will work for NPC’s.
http://opensim-users.2152040.n2.nabble.com/Dynamically-attaching-objects-to-NPCs-td7579601.html
I have tried several variations to using these OSSL functions and they all work 
fine to put an attachment on an avatar.
I have not been successful at putting an attachment on an NPC.
I chose to test with the osForceAttachToOtherAvatarFromInventory function.
I tested with both “owned” and “un-owned” NPC’s.

Here is an edited email I sent to Justin who asked I ask this question here on 
the list.

 I read in a post you made sometime ago where you implied you could use the 
 OSSL function osForceAttachToAvatarFromInventory and
 the other OSSL commands as well.
 The original post suggested a way to attach using an lsl function which I 
 have not yet tried. Your suggestion was to use the OSSL functions.
 I have tried doing the following:
 create a box and place the script below in it.
 create another box named “testbox”, and put it in the first box along with 
 the script.
 I have then tried using “box 1” in these ways.
 - place it on the ground and touch it
 - wear it and touch it
 - wear it and clone myself, and then touch it on my cloned NPC.
 None of these will attach the “testbox” to the NPC.
 They all attach it to my real avatar.
 Did attaching an object to an NPC work in the past?  Is it broken in the 
 release OSGrid put out Aug. 16, 2014?
 Tom Ringate

 Here is the script:
 //XEngine:lsl
 string name = NPC Mate test box ;
 string version = V2.2;
 list avatars = [];
 key victim = aaefe00e-724a-4346-83df-92fa615b009f;
 /* NPC Genie - id - V2.2
 * Licensed under the GPLv2, with the additional requirement that these 
 scripts remain full perms.
 *
 */
 /*** FUNCTIONS ***/
 /*** CODE ***/
 default
 {
  state_entry()
  {
  if(!llGetAttached()) llSetObjectName(name + version);
  else llSetObjectName(llKey2Name(llGetOwner()));
  }
  touch_start(integer iNum)
  {
  llSay(0,You touched me.);
  avatars = osGetAvatarList(); // get list of avatars on region
  llSay(0, Avatars in this sim (without the owner):  + 
 llList2CSV(avatars));
  victim = llList2Key(avatars,0);
  if(osIsNpc(victim)  == TRUE)
  {
  llSay(0, Victim is Genie:  + victim);
 osForceAttachToOtherAvatarFromInventory(victim, testbox, ATTACH_PELVIS);
  }
  else
  {
  victim = llGetOwner();
  llSay(0, Victim is Avatar:  + victim);
 osForceAttachToAvatarFromInventory(testbox, ATTACH_PELVIS);
  }
 //llSleep(5);
 //osForceDropAttachment();
  }
  on_rez(integer iParam)
  {
  llResetScript();
  }
 }
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[Opensim-users] Varregion works :) but physics need update ...

2014-08-19 Thread André Verwijs

R.Gunther schreef op 19-8-2014 om 13:48:
Want to make a note because i think its not enabled by default, put 
bulletsim in  its own thread.

you can do that by adding under [bulletsim] in opensim.ini

UseSeparatePhysicsThread = true

that seems to improve things to.


   ok : ) thanks for tip

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[Opensim-users] Varregion works :) but physics need update ...

2014-08-19 Thread Andre Verwijs


 i will try and let know how it went...









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possible...


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[Opensim-users] Tuesday Developer Office Hours Meeting

2014-08-19 Thread Michael Emory Cerquoni
The meeting has been moved to the OSCC grid while Wright Plaza is
unavailable, if you wish to attend the Developer meeting you can hypergrid
to the following address

http://cc.opensimulator.org:8002 Staff Zone 1

-- 
Michael Emory Cerquoni
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[Opensim-users] Varregion works :) but physics need update ...

2014-08-19 Thread Andre Verwijs





Want to make a note because i think its not enabled by default, put
bulletsim in  its own thread.
you can do that by adding under [bulletsim] in opensim.ini

UseSeparatePhysicsThread = true

that seems to improve things to.


this also in OpenSimDefault.ini ...  :)


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Re: [Opensim-users] Varregion works :) but physics need update ...

2014-08-19 Thread Thomas Ringate

Isn't this dependent on your specific distribution of opensim?
My understanding is that opensim first loads opensimdefault.ini, then loads 
opensim.ini, then loads grid.ini, and then loads gridcommon.ini


There is nothing wrong with the same parameter being defined in every one of 
those files, and each can have a different setting.  The one that will be in 
effect is the last one loaded.


So, lets say there is a parameter of:
PARM1  = never in opensimdefault.ini
PARM1  = occasionally in opensim.ini
PARM1  = somtimes in grid.ini
PARM1  = always in gridcommon.ini

The final setting of PARM1 will be always since that is the last value it 
was set to.


It makes sense to put your modifications into the last file loaded to make 
sure some other file does not change it on you.
You could add an include of your special modification to gridcommon.ini and 
call it mychanges.ini and put that file in some directory totally safe from 
updates.
Just remember the includes position in the file is where you statements will 
reside.  In the setting a values make sure the same parameter is not set 
after your include.

For me I put all my modifications at the end of gridcommon.ini

I could be all wet, but this has worked for me ever since I started doing 
programming.  I doubt opensim uses any values until after it finishes 
loading them .




-Original Message- 
From: Andre Verwijs

Sent: Tuesday, August 19, 2014 4:54 PM
To: opensim-users@opensimulator.org
Subject: Re: [Opensim-users] Varregion works :) but physics need update ...



R.Gunther schreef op 19-8-2014 om 22:31:

Why ? because opensimdefault.ini can be changed. and opensim.ini is not
getting overwritten default by other.
Depends maby on the packadge you use.



true, i always keep a backup so i don't lose anything...  :)
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Re: [Opensim-users] Varregion works :) but physics need update ...

2014-08-19 Thread Justin Clark-Casey
This is the case.  We say not to change things directly in OpenSimDefaults.ini because that can change between releases, 
sometimes changing parameters to make OpenSimulator work better or resolve other issues.  Hence, it's safer to override 
things in OpenSim.ini.  There are a few more details about this at [1].


[1] 
http://opensimulator.org/wiki/Configuring_Simulator_Parameters#Changing_Simulator_Settings

On 19/08/14 22:13, Thomas Ringate wrote:

Isn't this dependent on your specific distribution of opensim?
My understanding is that opensim first loads opensimdefault.ini, then loads 
opensim.ini, then loads grid.ini, and then
loads gridcommon.ini

There is nothing wrong with the same parameter being defined in every one of 
those files, and each can have a different
setting.  The one that will be in effect is the last one loaded.

So, lets say there is a parameter of:
PARM1  = never in opensimdefault.ini
PARM1  = occasionally in opensim.ini
PARM1  = somtimes in grid.ini
PARM1  = always in gridcommon.ini

The final setting of PARM1 will be always since that is the last value it was 
set to.

It makes sense to put your modifications into the last file loaded to make sure 
some other file does not change it on you.
You could add an include of your special modification to gridcommon.ini and 
call it mychanges.ini and put that file in
some directory totally safe from updates.
Just remember the includes position in the file is where you statements will 
reside.  In the setting a values make sure
the same parameter is not set after your include.
For me I put all my modifications at the end of gridcommon.ini

I could be all wet, but this has worked for me ever since I started doing 
programming.  I doubt opensim uses any values
until after it finishes loading them .



-Original Message- From: Andre Verwijs
Sent: Tuesday, August 19, 2014 4:54 PM
To: opensim-users@opensimulator.org
Subject: Re: [Opensim-users] Varregion works :) but physics need update ...



R.Gunther schreef op 19-8-2014 om 22:31:

Why ? because opensimdefault.ini can be changed. and opensim.ini is not
getting overwritten default by other.
Depends maby on the packadge you use.



true, i always keep a backup so i don't lose anything...  :)
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Re: [Opensim-users] How do you use osForceAttachToOtherAvatarFromInventory and other OSSL functions with NPC's

2014-08-19 Thread Justin Clark-Casey

Yeah, I did suggest that originally but I see now that it can't work.

All those osForceAttachment* commands assume that the receiving avatar has an inventory.  However, NPCs currently have 
no notion of inventory, so none of that stuff will work for them.


The cloning of the avatar doesn't suffer this because the code was written to avoid the inventory requirement.  The same 
could most probably be done for these force commands but it would require some non-trivial changes.  It doesn't require 
the NPC to have any notion of scene but it would require that the code operate by attaching objects directly instead of 
requesting that they are attached from an inventory item (on attaching, 'normal' avatars get an item in their inventory 
for the attachment).


On 19/08/14 16:21, Thomas Ringate wrote:

List,
I found a post and a response to the post from Justin that suggests the several 
OSSL functions on “attachments” will
work for NPC’s.
http://opensim-users.2152040.n2.nabble.com/Dynamically-attaching-objects-to-NPCs-td7579601.html
I have tried several variations to using these OSSL functions and they all work 
fine to put an attachment on an avatar.
I have not been successful at putting an attachment on an NPC.
I chose to test with the osForceAttachToOtherAvatarFromInventory function.
I tested with both “owned” and “un-owned” NPC’s.
Here is an edited email I sent to Justin who asked I ask this question here on 
the list.
  I read in a post you made sometime ago where you implied you could use the 
OSSL function
osForceAttachToAvatarFromInventory and
  the other OSSL commands as well.
  The original post suggested a way to attach using an lsl function which I 
have not yet tried. Your suggestion was to
use the OSSL functions.
  I have tried doing the following:
  create a box and place the script below in it.
  create another box named “testbox”, and put it in the first box along with 
the script.
  I have then tried using “box 1” in these ways.
  - place it on the ground and touch it
  - wear it and touch it
  - wear it and clone myself, and then touch it on my cloned NPC.
  None of these will attach the “testbox” to the NPC.
  They all attach it to my real avatar.
  Did attaching an object to an NPC work in the past?  Is it broken in the 
release OSGrid put out Aug. 16, 2014?
  Tom Ringate

  Here is the script:
  //XEngine:lsl
  string name = NPC Mate test box ;
  string version = V2.2;
  list avatars = [];
  key victim = aaefe00e-724a-4346-83df-92fa615b009f;
  /* NPC Genie - id - V2.2
  * Licensed under the GPLv2, with the additional requirement that these scripts remain 
full perms.
  *
  */
  /*** FUNCTIONS ***/
  /*** CODE ***/
  default
  {
  state_entry()
  {
  if(!llGetAttached()) llSetObjectName(name + version);
   else llSetObjectName(llKey2Name(llGetOwner()));
  }
   touch_start(integer iNum)
  {
   llSay(0,You touched me.);
  avatars = osGetAvatarList(); // get list of avatars on region
   llSay(0, Avatars in this sim (without the owner):  + 
llList2CSV(avatars));
  victim = llList2Key(avatars,0);
  if(osIsNpc(victim)  == TRUE)
  {
  llSay(0, Victim is Genie:  + victim);
  osForceAttachToOtherAvatarFromInventory(victim, testbox, ATTACH_PELVIS);
  }
  else
  {
  victim = llGetOwner();
  llSay(0, Victim is Avatar:  + victim);
  osForceAttachToAvatarFromInventory(testbox, ATTACH_PELVIS);
  }
  //llSleep(5);
  // osForceDropAttachment();
  }
   on_rez(integer iParam)
  {
  llResetScript();
   }
  }


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Re: [Opensim-users] How do you use osForceAttachToOtherAvatarFromInventory and other OSSL functions with NPC's

2014-08-19 Thread Thomas Ringate
Thanks for the clarification.  I did notice I got the item in my inventory 
every time I tested with myself.  That is a pain because you get lots of 
duplicate things in your inventory playing around with that.


Maybe a future OSSL function to attach to NPC could be considered at some 
point.  It would be really nice for an NPC to be able to pick up something 
take it to some point and set it down.  Like a maid setting a table for 
dinner.


-Original Message- 
From: Justin Clark-Casey

Sent: Tuesday, August 19, 2014 7:19 PM
To: opensim-users@opensimulator.org
Subject: Re: [Opensim-users] How do you use 
osForceAttachToOtherAvatarFromInventory and other OSSL functions with NPC's


Yeah, I did suggest that originally but I see now that it can't work.

All those osForceAttachment* commands assume that the receiving avatar has 
an inventory.  However, NPCs currently have

no notion of inventory, so none of that stuff will work for them.

The cloning of the avatar doesn't suffer this because the code was written 
to avoid the inventory requirement.  The same
could most probably be done for these force commands but it would require 
some non-trivial changes.  It doesn't require
the NPC to have any notion of scene but it would require that the code 
operate by attaching objects directly instead of
requesting that they are attached from an inventory item (on attaching, 
'normal' avatars get an item in their inventory

for the attachment).

On 19/08/14 16:21, Thomas Ringate wrote:

List,
I found a post and a response to the post from Justin that suggests the 
several OSSL functions on “attachments” will

work for NPC’s.
http://opensim-users.2152040.n2.nabble.com/Dynamically-attaching-objects-to-NPCs-td7579601.html
I have tried several variations to using these OSSL functions and they all 
work fine to put an attachment on an avatar.

I have not been successful at putting an attachment on an NPC.
I chose to test with the osForceAttachToOtherAvatarFromInventory function.
I tested with both “owned” and “un-owned” NPC’s.
Here is an edited email I sent to Justin who asked I ask this question 
here on the list.
  I read in a post you made sometime ago where you implied you could use 
the OSSL function

osForceAttachToAvatarFromInventory and
  the other OSSL commands as well.
  The original post suggested a way to attach using an lsl function which 
I have not yet tried. Your suggestion was to

use the OSSL functions.
  I have tried doing the following:
  create a box and place the script below in it.
  create another box named “testbox”, and put it in the first box along 
with the script.

  I have then tried using “box 1” in these ways.
  - place it on the ground and touch it
  - wear it and touch it
  - wear it and clone myself, and then touch it on my cloned NPC.
  None of these will attach the “testbox” to the NPC.
  They all attach it to my real avatar.
  Did attaching an object to an NPC work in the past?  Is it broken in 
the release OSGrid put out Aug. 16, 2014?

  Tom Ringate

  Here is the script:
  //XEngine:lsl
  string name = NPC Mate test box ;
  string version = V2.2;
  list avatars = [];
  key victim = aaefe00e-724a-4346-83df-92fa615b009f;
  /* NPC Genie - id - V2.2
  * Licensed under the GPLv2, with the additional requirement that these 
scripts remain full perms.

  *
  */
  /*** FUNCTIONS ***/
  /*** CODE ***/
  default
  {
  state_entry()
  {
  if(!llGetAttached()) llSetObjectName(name + version);
   else llSetObjectName(llKey2Name(llGetOwner()));
  }
   touch_start(integer iNum)
  {
   llSay(0,You touched me.);
  avatars = osGetAvatarList(); // get list of avatars on region
   llSay(0, Avatars in this sim (without the owner):  + 
llList2CSV(avatars));

  victim = llList2Key(avatars,0);
  if(osIsNpc(victim)  == TRUE)
  {
  llSay(0, Victim is Genie:  + victim);
  osForceAttachToOtherAvatarFromInventory(victim, testbox, 
ATTACH_PELVIS);

  }
  else
  {
  victim = llGetOwner();
  llSay(0, Victim is Avatar:  + victim);
  osForceAttachToAvatarFromInventory(testbox, ATTACH_PELVIS);
  }
  //llSleep(5);
  // osForceDropAttachment();
  }
   on_rez(integer iParam)
  {
  llResetScript();
   }
  }


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