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Opensim Server per Internet anderen verfügbar machen

Hi. ich habe einen lokalen Server, der von aussen per Domain erreichbar sein sollte, was er aber nicht ist.
ich wollte meine SIM erstmal im kleinen Kreis testen und scheitere.
Folgende Ports habe ich freigeschaltet:
udp + tcp 8001, 8002, 8003, 8004, 8006, 8895, 9000, 9001, 2743, 2359,
und 80 tcp

Ich hab das gestern mal mit Akira probiert, aber sie konnte sich nicht einloggen. :(

Das Log meldet:
Code:
009-07-20 20:18:01,281 INFO  - OpenSim.Framework.Communications.Services.LoginService [LOGIN BEGIN]: XMLRPC Received login request message from user 'Akira' 'Sonoda'
2009-07-20 20:18:01,281 DEBUG - OpenSim.Framework.Communications.Services.LoginService [LOGIN]: XMLRPC Client is Meerkat Release 0.1.3.66, start location is last
2009-07-20 20:18:01,281 INFO  - OpenSim.Client.Linden.LLStandaloneLoginService [LOGIN]: Authorising user (no actual password check)
2009-07-20 20:18:01,328 ERROR - OpenSim.Framework.Communications.Services.LoginService [LOGIN]: Sending user to default region 1099511628032000 instead
2009-07-20 20:18:01,484 INFO  - OpenSim.Client.Linden.LLStandaloneLoginService [LOGIN]: Telling araland1 @ 1000,1000 (http://127.0.0.1:9000) to prepare for client connection
2009-07-20 20:18:01,484 WARN  - OpenSim.Data.MySQL.MySQLUserData [USER DB] No appearance found for user 543b6a2c-e05f-494e-9d47-42397000d202
2009-07-20 20:18:01,484 WARN  - OpenSim.Client.Linden.LLStandaloneLoginService [INTER]: Appearance not found for Akira Sonoda. Creating default.
2009-07-20 20:18:01,500 INFO  - OpenSim.Region.Framework.Scenes.Scene [CONNECTION BEGIN]: Region araland1 told of incoming root agent Akira Sonoda 543b6a2c-e05f-494e-9d47-42397000d202 (circuit code 2061423803)
2009-07-20 20:18:01,500 DEBUG - OpenSim.Framework.Communications.UserManagerBase [USER AUTH]: Verifying session c9d038e7-0adb-a28f-8c74-523e3b85ab4a for 543b6a2c-e05f-494e-9d47-42397000d202; current  session c9d038e7-0adb-a28f-8c74-523e3b85ab4a
2009-07-20 20:18:01,500 DEBUG - OpenSim.Region.Framework.Scenes.Scene [CONNECTION BEGIN]: User authentication returned True
2009-07-20 20:18:01,500 INFO  - OpenSim.Region.Framework.Scenes.Scene [CONNECTION BEGIN]: Region araland1 authenticated and authorized incoming root agent Akira Sonoda 543b6a2c-e05f-494e-9d47-42397000d202 (circuit code 2061423803)
2009-07-20 20:18:01,515 DEBUG - OpenSim.Framework.Communications.Capabilities.Caps [CAPS]: Registered seed capability /CAPS/72e178d6-1de6-45fe-9e8d-392b729af22a0000/ for 543b6a2c-e05f-494e-9d47-42397000d202
2009-07-20 20:18:01,515 INFO  - OpenSim.Region.CoreModules.Avatar.ObjectCaps.ObjectAdd [OBJECTADD]: /CAPS/OA/b37de76e-4cb3-45e0-ae0c-5ef67302bc24/
2009-07-20 20:18:01,515 DEBUG - OpenSim.Region.CoreModules.Framework.EventQueue.EventQueueGetModule [EVENTQUEUE]: Adding new queue for agent 543b6a2c-e05f-494e-9d47-42397000d202 in region araland1
2009-07-20 20:18:01,531 DEBUG - OpenSim.Framework.Communications.Services.LoginService [LOGIN END]: XMLRPC Authentication of user Akira Sonoda successful.  Sending response to client.

Weiß wer was ich falsch mache?
 
Genau weiß ich nicht was du falsch gemacht hast, aber eventuell kommen wir dem Problem auf die schliche.

Hast du in der OpenSim.ini deine IP - Adresse eingetragen, also nicht die lokale 127.0.0.1 sondern die "externe"?
Standalone oder Gridmode?
 
Genau weiß ich nicht was du falsch gemacht hast, aber eventuell kommen wir dem Problem auf die schliche.

Hast du in der OpenSim.ini deine IP - Adresse eingetragen, also nicht die lokale 127.0.0.1 sondern die "externe"?
Standalone oder Gridmode?


beim durchlesen...der *ini...nein hab ich nicht *kleinlaut* okay probiere ich mal aus....

noch standalone
 
Mir eigentlich egal, mir wäre aber lieber wenn du das per pastebin - Type, paste, share. machst, dann können andere vielleicht sich das auch anschauen.

Mich würde erstmal interessieren, welche Version du hast..

version steht oben 0.65
ini kommt hier
Code:
[Startup]
    ; 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
    ; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
    crash_dir = "crashes"

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

    ; 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 = "http://proxy.com"
    ; 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 = ".mydomain.com;localhost"

    ; 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 = false
    
    ; Set this to true if you want this OpenSimulator to run the 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"

    ; ##
    ; ## 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 = true

    ; 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

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

    ; ##
    ; ## 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:
    ;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=localhost;Database=opensim;User ID=root;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. 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 = all

    ; ##
    ; ## SCRIPT ENGINE
    ; ##

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

    ; ##
    ; ## WORLD MAP
    ; ##

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

    ; ##
    ; ## 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"

    ; ##
    ; ## EMAIL MODULE
    ; ##

    ;emailmodule = DefaultEmailModule

    ; ##
    ; ## ANIMATIONS
    ; ##

    ; 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"


[SMTP]
    enabled=false

    ;enabled=true
    ;internal_object_host=lsl.opensim.local
    ;host_domain_header_from=127.0.0.1
    ;SMTP_SERVER_HOSTNAME=127.0.0.1
    ;SMTP_SERVER_PORT=25
    ;SMTP_SERVER_LOGIN=foo
    ;SMTP_SERVER_PASSWORD=bar


[Communications]
    ;InterregionComms = "LocalComms"
    InterregionComms = "RESTComms"


[StandAlone]
    accounts_authenticate = true
    welcome_message = "Willkommen zu Hause"

    ; 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 SQLite example
    ;inventory_source = "URI=file:inventoryStore.db,version=3"
    ; 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=localhost;Database=opensim;User ID=root;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"
    ; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate

    ; User source SQLite example
    ;user_source = "URI=file:userprofiles.db,version=3"
    ; 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=localhost;Database=opensim;User ID=root;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
    LibrariesXMLFile="./inventory/Libraries.xml"
    
[Network]
    http_listener_port = 9000
    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://metaversum.dynalias.org:8001"
    grid_send_key = "null"
    grid_recv_key = "null"
    ;grid_server_url = "http://osgrid.org:8001"
    ;grid_send_key = "1234"
    ;grid_recv_key = "1234"

    user_server_url = "http://metaversum.dynalias.org:8002"
    user_send_key = "null"
    user_recv_key = "null"
    ;user_server_url = "http://osgrid.org:8002"
    ;user_send_key = "1234"
    ;user_recv_key = "1234"

    asset_server_url = "http://metaversum.dynalias.org:8003"
    ;asset_server_url = "http://assets.osgrid.org:8003"

    inventory_server_url = "http://metaversum.dynalias.org:8004"
    ;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://metaversum.dynalias.org:8006"
    ;messaging_server_url = "http://osgrid.org:8006"

    ; 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
    ; http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
    ; " (Mozilla Compatible)" to the text where there are problems with a web server
    ;user_agent = "OpenSim LSL (Mozilla Compatible)"


[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 = 2;


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

    ; Distance in meters that whispers should travel.  Default is 10m
    whisper_distance = 100

    ; Distance in meters that ordinary chat should travel.  Default is 30m
    say_distance = 300

    ; Distance in meters that shouts should travel.  Default is 100m
    shout_distance = 1000


[Messaging]
    ; 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://osgrid.org/offline.php
    ;MuteListModule = MuteListModule
    ;MuteListURL = http://osgrid.org/mute.php


[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 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 http://en.wikipedia.org/wiki/PID_controller

    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

    ; 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

    ; 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

    ; ##
    ; ## 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, http://opensimulator.org/wiki/NINJA_Physics)
    ; 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



[RemoteAdmin]
    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
   

[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 = SECRET
    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
    ;; 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}"

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

; 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 = 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


[Wind]
    ; 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

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

    ; 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

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

    ; Density of tree population
    tree_density = 1000.0


[ScriptEngine.DotNetEngine]
    Enabled = true

    ScriptDelayFactor = 1.0
    ScriptDistanceLimitFactor = 1.0

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

    ;
    ; 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=2

    ; 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=false

    ; 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)
    ; Default is false
    AllowOSFunctions = false

    ; Threat level to allow if os functions are enabled
    ; One of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
    ; Default is VeryLow
    OSFunctionThreatLevel = VeryLow

    ; 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
    ; currently unused
    ; AsyncLLCommandLoopms=50

    ; When script is converted from LSL to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder
    WriteScriptSourceToDebugFile=false

    ; 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
    ; currently unused
    ;CleanUpOldScriptsOnStartup=true


[LL-Functions]
    ; 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


[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 = 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.
    ;data_services="http://osgrid.org/search/register.php"

[Search]
    ;SearchURL = http://osgrid.org/search/query.php

[WebStats]
    enabled = false


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

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

    ; 45000 is the highest value that the sim could possibly report because of protocol constraints
    ObjectCapacity = 15000

    ; 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


[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)
    ; 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.
    AllowedCompilers=lsl

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

    ; 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 = 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
    Allow_osGetSimulatorVersion = 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


[GridInfo]
    ; 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 http://opensimulator.org/wiki/GridInfo

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

    ; 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 = http://127.0.0.1/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 = http://127.0.0.1:9000/

    ; web page of grid: optional: page providing further information about your grid
    ; currently unused
    ;about = http://127.0.0.1/about/

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

    ; help: optional: page providing further assistance for users of your grid
    ; currently unused
    ;help = http://127.0.0.1/help

    ; password help: optional: page providing password assistance for users of your grid
    ; currently unused
    ;password = http://127.0.0.1/password


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

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


[Concierge]
    ; 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 = "http://broker.place.com/{1}"


[RegionReady]
    ; 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


[MRM]
    ; Enables the Mini Region Modules Script Engine. WARNING: SECURITY RISK.
    ; default is false
    Enabled = false 

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

[FreeSwitchVoice]
    ; 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 =  


[Groups]

    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 http://code.google.com/p/flotsam/
    ;
    Module  = XmlRpcGroups

    XmlRpcServiceURL       = http://osgrid.org/alpha/groups2/xmlrpc.php
    ;XmlRpcServiceReadKey  = 1234
    ;XmlRpcServiceWriteKey = 1234
	
    XmlRpcMessagingEnabled = true
    XmlRpcNoticesEnabled   = true
	
    ; This makes the XmlRpcGroups modules very chatty on the console.
    XmlRpcDebugEnabled     = true

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

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

[LLClient]
    ; Resend packets markes as reliable until they are received
    ReliableIsImportant = false

    ; Maximum number of times to resend packets marked reliable
    MaxReliableResends = 3

	; Configures how ObjectUpdates are compressed.
	;TerseUpdatesPerPacket=10
	;FullUpdatesPerPacket=14
	;TerseUpdateRate=10
	;FullUpdateRate=14

    PacketMTU = 1400
    

;;
;; These are defatuls that are overwritten below in [Architecture].
;; These defaults allow OpenSim to work out of the box with
;; zero configuration
;;
[DatabaseService]
;;    StorageProvider = "OpenSim.Data.SQLite.dll"
    StorageProvider = "OpenSim.Data.MySQL.dll"

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



    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;; The following is the configuration section for the new style services
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[Architecture]
	; Choose exactly one and only one of the architectures below.
	
	Include-Standalone    = "config-include/Standalone.ini"
	;Include-HGStandalone = "config-include/StandaloneHypergrid.ini"
	; chg for standalone
	;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
 
danke Maik....ohne Deine Hilfe hätte ichs nit geschafft.

ich schreib das mal alles auf, für den Fall der Fälle für den nexten.
 
Hallo zusammen,

da das Thema für mich auch demnächst ansteht, wäre es praktisch die Lösung hier zu posten.
Standalone läuft, meine Version ist 0.6.6-release. Danke.

Grüße Euch alle
Paul
 
btw. mein fehler war das ich in der *ini
Code:
http_listener_port = 9000
http_listener_sslport = 9001
diese ports kpl übersehen hatte
und in meiner regions/default.xml 9000 natürlich eingetragen war.
als ich den port auf 9002 gestellt + den im NAT freigegeben hatte lief alles.

ja der teufel steckt manchmal im detail.
 

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