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brauche Hilfe bei der xml Datei

Hallo,

wir sind ganz neu im OSGrid und wollen eine Region online stellen.

Kann uns jemand helfen, die default.xml Datei richtig zu konfigurieren?

Ich hoffe wir haben alles andere Richtig gemacht ^^

Gruß
Vivi

Hier noch ein paar Infos.
Wir haben einen V-Server von Host Europe mit Windows 2003.
Die OpenSim Software ist heruntergeladen von www.opensim.de
Die Version ist 0.5.9
 
uahh..

opensim.de ist ein eher mässig aktuelles deutsches Portal und hat mit opensim.org oder osgrid.org nix zu tuen. :)

0.5.9 ist STEINalt :)

Damit könnt ihr euch an kein grid mehr verbinden.

bitte die aktuelle von osgrig.org laden

Dann starten, dabei bekommt ihr wieder die Fragen wie vorher.

also - X/Y Koordinaten für osgrid parat haben.

eine Beschreibung zu dem Inhalt findet sich auch in meinem OpenSim Howto unter "OpenSim - Regionsdateien".

Wobei die Version von oben alles direkt richtig erstellt, wenn man die Fragen sorgfältigt beantwortet.

Grüzzi,
Ralf
 
Huhu Ralf,

die Sim ist online, allerdings ganz wo anders als wir wollten *lach

Nun müssen wir nur noch hinkommen :) Der erste TP klappte nicht und dort einloggen geht dort auch nicht :-(

schaun wir mal weiter

Vivi


ähm ich meine natürlich die Region :twisted:
 
Hallo,

an der richtigen Stelle ist die Region jetzt, aber keiner kann einen TP dorthin machen. Nur direktes einloggen ist möglich.

Victor
 
Ein Auszug der "default.xml" und "OpenSim.ini" wäre sehr nett, dann kann man besser sehen wo vielleicht der Fehler liegt.

mfg

Maik
 
Hallo Maik,

dann kopiere ich die Dateien mal hier rein:

Default.xml:

<Root>
<Config sim_UUID="e712df45-4930-44df-aaf4-61b87ca1201e" sim_name="PSSMG" sim_location_x="10036" sim_location_y="10003" internal_ip_address="92.51.137.161" internal_ip_port="9000" allow_alternate_ports="false" external_host_name="92.51.137.161" master_avatar_uuid="00000000-0000-0000-0000-000000000000" master_avatar_first="Victor" master_avatar_last="Clary" master_avatar_pass="XXXXXXXX" lastmap_uuid="c52ddb13-a864-451e-b2f2-bcbc8ac7f00f" lastmap_refresh="1231273106" />
</Root>


opensim.ini:

[Startup]
; Set this to true if you want to log crashes to disk
; this can be useful when submitting bug reports.
save_crashes = true

; Directory to save crashes to if above is enabled
; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
crash_dir = "crashes"

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

startup_console_commands_file = "startup_commands.txt"
shutdown_console_commands_file = "shutdown_commands.txt"

; To run a script every few minutes, set the script filename here
; timer_Script = "filename"

; ##
; ## CLIENTS
; ##

; Enables EventQueueGet Service.
EventQueue = true

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

; ##
; ## REGIONS
; ##

; Determine where OpenSimulator looks for the files which tell it which regions to server
; Defaults to "filesystem" if this setting isn't present
region_info_source = "filesystem"
; region_info_source = "web"

; Determines where the region XML files are stored if you are loading these from the filesystem.
; Defaults to bin/Regions in your OpenSimulator installation directory
; regionload_regionsdir="C:\somewhere\xmlfiles\"

; Determines the page from which regions xml is retrieved if you are loading these from the web
; The XML here has the same format as it does on the filesystem (including the <Root> tag),
; except that everything is also enclosed in a <Regions> tag.
; regionload_webserver_url = "http://example.com/regions.xml";

; Draw objects on maptile. This step might take a long time if you've got a huge amount of
; objects, so you can turn it off here if you'd like.
DrawPrimOnMapTile = true
; Use terrain texture for maptiles if true, use shaded green if false
TextureOnMapTile = false

; 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

; ##
; ## STORAGE
; ##

; *** Prim [libary:746c45044e]Kleinste Baueinheit eines [Objekt] in [SecondLife][/libary:746c45044e] 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=opensim;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.
;asset_database = "local"
asset_database = "grid"

; Persistence of changed objects happens during regular sweeps. The following control that behaviour to
; prevent frequently changing objects from heavily loading the region data store.
; If both of these values are set to zero then persistence of all changed objects will happen on every sweep.
;
; Objects will be considered for persistance in the next sweep when they have not changed for this number of seconds
MinimumTimeBeforePersistenceConsidered = 60
; Objects will always be considered for persistance in the next sweep if the first change occurred this number of seconds ago
MaximumTimeBeforePersistenceConsidered = 600

; Should avatars in neighbor sims see objects in this sim?
see_into_this_sim_from_neighbor = True

; ##
; ## PHYSICS
; ##

; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
physical_prim = 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"


[StandAlone]
accounts_authenticate = true
welcome_message = "Welcome to OpenSim"

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

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

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

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

dump_assets_to_file = false


[Network]
http_listener_port = 9000
remoting_listener_port = 8895
default_location_x = 1000
default_location_y = 1000

; ssl config: Experimental! The auto https config only really works definately on windows XP now
; you need a Cert Request/Signed pair installed in the MY store with the CN specified below
; you can use https on other platforms, but you'll need to configure the httpapi yourself for now
http_listener_ssl = false ; Also create a SSL server
http_listener_cn = "localhost" ; Use the cert with the common name
http_listener_sslport = 9001 ; Use this port for SSL connections
http_listener_ssl_cert = "" ; Currently unused, but will be used for OSHttpServer

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

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

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

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

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

; The MessagingServer is a companion of the UserServer. It uses
; user_send_key and user_recv_key, too
messaging_server_url = "http://127.0.0.1:8006"


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


[Chat]
whisper_distance = 10
say_distance = 30
shout_distance = 100


[ODEPhysicsSettings]
;##
;## World Settings
;##

;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s
world_gravityx = 0
world_gravityy = 0
world_gravityz = -9.8

; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
; reference: fps = (0.09375/ODE_STEPSIZE) * 1000;
world_stepsize = 0.020
world_internal_steps_without_collisions = 10

;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim
world_hashspace_size_low = -4
world_hashSpace_size_high = 128

;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim
meters_in_small_space = 29.9
small_hashspace_size_low = -4
small_hashspace_size_high = 66

; ##
; ## Contact properties. (the stuff that happens when things come in contact with each other)
; ##

; surface layer around geometries other geometries can sink into before generating a contact
world_contact_surface_layer = 0.001

; Filtering Collisions helps keep things stable physics wise, but sometimes
; it can be over zealous. If you notice bouncing, chances are it's being just
; that
filter_collisions = false

; Non Moving Terrain Contact (avatar isn't moving)
nm_terraincontact_friction = 255.0
nm_terraincontact_bounce = 0.1
nm_terraincontact_erp = 0.1025

; Moving Terrain Contact (avatar is moving)

m_terraincontact_friction = 75.0
m_terraincontact_bounce = 0.05
m_terrainContact_erp = 0.05025

; Moving Avatar [libary:746c45044e][Spielfigur] in [SecondLife], welche von einem [Spieler] gesteuert wird. In [SecondLife] kann ein [Avatar] jederzeit beliebig sein Aussehen und Geschlecht ändern.[/libary:746c45044e] to object Contact

m_avatarobjectcontact_friction = 75.0
m_avatarobjectcontact_bounce = 0.1

; Object to Object Contact and Non-Moving Avatar [libary:746c45044e][Spielfigur] in [SecondLife], welche von einem [Spieler] gesteuert wird. In [SecondLife] kann ein [Avatar] jederzeit beliebig sein Aussehen und Geschlecht ändern.[/libary:746c45044e] to object

objectcontact_friction = 250.0
objectcontact_bounce = 0.2

; ##
; ## Avatar [libary:746c45044e][Spielfigur] in [SecondLife], welche von einem [Spieler] gesteuert wird. In [SecondLife] kann ein [Avatar] jederzeit beliebig sein Aussehen und Geschlecht ändern.[/libary:746c45044e] 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

; ##
; ## Object options
; ##

; used in the mass calculation.
geometry_default_density = 10.000006836

; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
body_frames_auto_disable = 20

; used to control llMove2Target
body_pid_derivative = 35
body_pid_gain = 25

; amount of time a geom/body will try to cross a region border before it gets disabled
geom_crossing_faiures_before_outofbounds = 5

; start throttling the object updates if object comes in contact with 3 or more other objects
geom_contactpoints_start_throttling = 3

; send 1 update for every x updates below when throttled
geom_updates_before_throttled_update = 15

; Used for llSetStatus. How rigid the object rotation is held on the axis specified
body_motor_joint_maxforce_tensor_linux = 5
body_motor_joint_maxforce_tensor_win = 5

; ##
; ## Sculpted Prim [libary:746c45044e]Kleinste Baueinheit eines [Objekt] in [SecondLife][/libary:746c45044e] settings
; ##

; Do we want to mesh sculpted prim to collide like they look?
mesh_sculpted_prim = true

; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
mesh_lod = 32

; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
mesh_physical_lod = 16

; ##
; ## Physics logging settings - logfiles are saved to *.DIF files
; ##

;physics_logging = true
;; every n simulation iterations, the physics snapshot file is updated
;physics_logging_interval = 50
;; append to existing physics logfile, or overwrite existing logfiles?
;physics_logging_append_existing_logfile = true

; ##
; ## 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)
;use_NINJA_physics_joints = true


[RemoteAdmin]
enabled = false
access_password = unknown

; the create_region XmlRpc call uses region_file_template to generate
; the file name of newly create regions (if they are created
; persistent). the parameter available are:
; {0} - X location
; {1} - Y location
; {2} - region UUID
; {3} - region port
; {4} - region name with " ", ":", "/" mapped to "_"

region_file_template = "{0}x{1}-{2}.xml"

; we can limit the number of regions that XmlRpcCreateRegion will
;allow by setting this to a positive, non-0 number: as long as the
;number of regions is below region_limits, XmlRpcCreateRegion will
;succeed. setting region_limits to 0 disables the check.
;region_limits = 0


[RestPlugins]
; Change this to true to enable REST Plugins. This must be true if you wish to use
; REST Region or REST Asset and Inventory Plugins
enabled = false
god_key = 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
;nick = OpenSimBotNameProbablyMakeThisShorter
;channel = #the_irc_channel_you_want_to_connect_to
;port = 6667
;; channel to listen for configuration commands
;commands_enabled = false
;command_channel = 2777
;report_clients = true
;; relay private chat connections
;; relay_private_channels = true: will relay IRC chat from/to private in-world channels
;; relay_private_channel_out -- channel to send messages out to the IRC bridge
;; relay_private_channel_in -- channel to receive message from the IRC bridge
;; relay_chat = false: IRC bridge will not relay normal chat
;; access_password -- simple security device
;;
;; so, to just relay chat from an IRC channel to in-world region and vice versa:
;;
;; relay_private_channels = false
;; relay_chat = true
;;
;; to relay chat only to/from private in-world channels:
;;
;; relay_chat = false
;; relay_private_channels = true
;; relay_private_channel_in = 2226
;; relay_private_channel_out = 2225
;;
;; in this example, all chat coming in from IRC will be send out via
;; in-world channel 2226, and all chat from in-world channel 2225 will
;; be relayed to the IRC channel.
;;
;relay_private_channels = false
;relay_private_channel_in = 2226
;relay_private_channel_out = 2225
;relay_chat = true
;access_password = foobar

;fallback_region = name of "default" region
;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message
; must start with "PRIVMSG {0} : " or irc server will get upset
;for <bot>:<user in region> :<message>
;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}"
;for <bot>:<message> - <user of region> :
msgformat = "PRIVMSG {0} : {3} - {1} of {2}"
;for <bot>:<message> - from <user> :
;msgformat = "PRIVMSG {0} : {3} - from {1}"


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

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


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


[Voice]
; PLEASE NOTE that we don't have voice support in OpenSim quite yet - these configuration options are stubs
enabled = false
; This is not supported by the SLViewer right now and
; hardcoded within the SL [libary:746c45044e]Abkürzung für [Second Life][/libary:746c45044e] Viewer. Maybe it will be
; changed in future. :)
account_management_server = https://www.bhr.vivox.com/api2
; Global SIP Server for conference calls
sip_domain = testserver.com


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


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


[ScriptEngine.DotNetEngine]
Enabled = false

ScriptDelayFactor = 1.0
ScriptDistanceLimitFactor = 1.0


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

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

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

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

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

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

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

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

; When script is converted from LSL [libary:746c45044e]Abkürzung für [LindenScriptingLanguage], [Scriptsprache] in [SecondLife][/libary:746c45044e] to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folder
WriteScriptSourceToDebugFile=true

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

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


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

; Remove old scripts on next startup
CleanUpOldScriptsOnStartup=true


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

AllowGodFunctions = false

; Maximum number of llListen events we allow per script
; Set this to 0 to have no limit imposed.
max_listens_per_script = 64


[DataSnapshot]
; The following set of configs pertains to search.
; Set index_sims to true to enable search engines to index your searchable data
; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configs
index_sims = true
; The variable data_exposure controls what the regions expose:
; minimum: exposes only things explicitly marked for search
; all: exposes everything
data_exposure = 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

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

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

; 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

; This is the account Money goes to for fees. Remember, economy requires that money circulates somewhere... even if it's an upload fee
EconomyBaseAccount = 00000000-0000-0000-0000-000000000000

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

; Amount to give to user as a stipend
UserStipend = 1000

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

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

; We don't really know what the rest of these values do. These get sent to the client
; These taken from Agni at a Public Telehub. Change at your own risk.
ObjectCount = 0
PriceEnergyUnit = 100
PriceObjectClaim = 10
PricePublicObjectDecay = 4
PricePublicObjectDelete = 4
PriceParcelClaim = 1
PriceParcelClaimFactor = 1

PriceRentLight = 5
TeleportMinPrice = 2
TeleportPriceExponent = 2
EnergyEfficiency = 1
PriceObjectRent = 1
PriceObjectScaleFactor = 10
PriceParcelRent = 1


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


[XEngine]
; Enable this engine in this OpenSim instance
Enabled = true
; How many threads to keep alive even if nothing is happening
MinThreads = 2
; How many threads to start at maximum load
MaxThreads = 30
; Time a thread must be idle (in seconds) before it dies
IdleTimeout = 60
; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest")
Priority = "BelowNormal"
; Maximum number of events to queue for a script (excluding timers)
MaxScriptEventQueue = 300
; Stack size per thread created
ThreadStackSize = 262144
; Rate to poll for asynchronous command replies (ms)
AsyncLLCommandLoopms = 50
; Save the source of all compiled scripts
WriteScriptSourceToDebugFile = false
; Default language for scripts
DefaultCompileLanguage = lsl
; List of allowed languages (lsl,vb,js,cs)
; AllowedCompilers=lsl
; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk.
AllowedCompilers=lsl

; Compile debug info (line numbers) into the script assemblies
CompileWithDebugInformation = true
; Allow the use of os* functions (some are dangerous)
AllowOSFunctions = false
; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
OSFunctionThreatLevel = VeryLow
; Interval (s) between background save of script states
SaveInterval = 120
; Interval (s) between maintenance runs (0 = disable)
MaintenanceInterval = 10
; Time a script can spend in an event handler before it is interrupted
EventLimit = 30
; If a script overruns it's event limit, kill the script?
KillTimedOutScripts = false
; Sets the multiplier for the scripting delays
ScriptDelayFactor = 1.0
; The factor the 10 m distances llimits are multiplied by
ScriptDistanceLimitFactor = 1.0

; OS Functions enable/disable
; For each function, you can add one line, as shown
; The default for all functions allows them if below threat level

; true allows the use of the function unconditionally
; Allow_osSetRegionWaterHeight = true

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 [libary:746c45044e][Software], welche auf dem eigenen Rechner installiert wird. Der [SecondLife]-[Client] ist zum [spielen] erforderlich.[/libary:746c45044e] 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
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
economy = http://127.0.0.1:9000/

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

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

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

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

;These are the settings for the Open Grid [libary:746c45044e]Begriff für das [SecondLife] Server-Netzwerk[/libary:746c45044e] Protocol.. the Agent Domain, Region Domain, you know..
[OpenGridProtocol]
;On/true or Off/false
ogp_enabled=false

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


[Concierge]
; enable = true
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


Ausserdem haben wir alle Ports [libary:746c45044e][Ports] in einer [Firewall] verhindern [Hackerangriffe] welche ausserhalb des [Netzwerk]s über das Internet kommen.[/libary:746c45044e] freigegeben, die Ralf auf seiner HP angegeben hat.

Nur kommen wir jetzt nicht mehr rein um zu testen.
Hoffentlich liegts an osgrid.

Victor
 
Ich weiß nicht wie viel Bedeutung es hat aber ändere mal ich hab es zumind. so geändert.

Code:
[Network]
http_listener_port = 9000
remoting_listener_port = 8895
default_location_x = 1000
default_location_y = 1000

in
Code:
[Network]
http_listener_port = 9000
remoting_listener_port = 8895
default_location_x = 10036
default_location_y = 10003

und starte mal neu und dann sag uns nochmal die Rev.-Nummer

dazu einfach in die Console

Code:
show info

eingeben.

Dann würde mich die Fehlermeldung interessieren, dazu beendest du erstmal OpenSim, dann löscht du mal die "OpenSim.log" und startest OpenSim wieder, dann nimmst du einen Avatar und teleportierst dich aufs Land, am besten erstmal auf ein anderes Land und dann auf eurer Land.

Du kannst auch der Console entnehmen, ob ein Fehler auftaucht oder z.B. Denieds oder ob was fehlt sehen.

Ansonsten einmal komplett neuinstallieren, speichert euch aber die default.xml und OpenSim.ini, ladet euch von OpenSim die Version runter, oder direkt hier >>
Download << und einfach installieren, dann wenn noch nicht drauf installiert euch TortoiseSVN und geht dann auf euren "OpenSim"-Ordner dann Rechtsklick und auf SVN Update danach auf Ok und dann die OpenSim.exe ausführen, dann fragt er euch ein paar Dinge wie X und Y Koordinaten dort dann eure Koordinaten eingeben, 0.0.0.0 so lassen, Port auch Sim Owner eingeben etc. und dann ist das ding gestartet, dann einmal beenden, die OpenSim.ini aufmachen, ganz unten das verändern, also mit der OSgridUrl, wirst dann sehen was ich mein, dann halt default-Koordinaten noch ändern und abspeichern, dann die default.xml öffnen, dort die Koordinaten eingeben und ganz wichtig ist die sim_UUID mit dieser ersetzen "e712df45-4930-44df-aaf4-61b87ca1201e" sonst sagt er euch, das die Region schon besetzt ist.

So, mach das mal und berichte.
 
Maik,


wenn du mit den Startkoordinaten was erreichst gebe ich ein Bier aus:
http://opensimulator.org/wiki/OpenSim.ini

Die Installation ist frisch von gestern von osgrid bezogen (siehe oben).

Offenbar geht alles ausser Teleport.
dabei passiert bei region crossing ein Flug ins Nichts (was bei den neuen interregion comms eigentlich ein Bug ist)
und beim TP Versuch eine korrekte Meldung , dass der Kontakt zur Zielregion unmöglich ist.

Ich setzte hiermit eien Kiste Bier auf Firewall oder völligs aneinander Vorbeireden.

Ich glaube jedenfalls, dass für Newbies SVN, Bezug, richtige Auswahl (TRUNK!), compilieren usw nicht ganz zum Ziel führen wird... :)

-- off topic
Davon ab braucht warhaftig mehr Regions- und Landhosting um Leuten nen Einstieg anzubieten - und nicht jeder will sich mit dem Server beschäftigen. Das ist ja zumindest in Umsetzung. -- off topic aus

cu
Ralf
 

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