Re: [Opensim-users] Varregion works :) but physics need update ...
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 ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
Re: [Opensim-users] Googlebot trying OpenSim /agent/uuid ?
Or perhaps the robots.txt should really just by default not want any Google indexing at server level... # go away User-agent: * Disallow: / ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
[Opensim-users] How do you use osForceAttachToOtherAvatarFromInventory and other OSSL functions with NPC's
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(); } } ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
[Opensim-users] Varregion works :) but physics need update ...
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 ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
[Opensim-users] Varregion works :) but physics need update ...
i will try and let know how it went... _ Thank you for reading this message, I will send a reply As soon as possible... _ My Twitter Page (follow me please) http://twitter.com/OpenSimFan My Facebook page (Become my friend please...:) ) http://www.facebook.com/andre.verwijs My Google+ page (Follow me please...:) ) https://plus.google.com/111310545842863442992 .. ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
[Opensim-users] Tuesday Developer Office Hours Meeting
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 ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
[Opensim-users] Varregion works :) but physics need update ...
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 ... :) ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
Re: [Opensim-users] Varregion works :) but physics need update ...
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... :) ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
Re: [Opensim-users] Varregion works :) but physics need update ...
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... :) ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users -- Justin Clark-Casey (justincc) OSVW Consulting http://justincc.org http://twitter.com/justincc ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
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(); } } ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users -- Justin Clark-Casey (justincc) OSVW Consulting http://justincc.org http://twitter.com/justincc ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
Re: [Opensim-users] How do you use osForceAttachToOtherAvatarFromInventory and other OSSL functions with NPC's
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(); } } ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users -- Justin Clark-Casey (justincc) OSVW Consulting http://justincc.org http://twitter.com/justincc ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users ___ Opensim-users mailing list Opensim-users@opensimulator.org http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users