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[Startup]
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; Set this to true if you want to log crashes to disk
; this can be useful when submitting bug reports.
save_crashes = false
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; Directory to save crashes to if above is enabled
; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
crash_dir = "crashes"
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; Place to create a PID file
; PIDFile = "/tmp/my.pid"
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; Http proxy support for llHTTPRequest and dynamic texture loading
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; Set HttpProxy to the URL for your proxy server if you would like
; to proxy llHTTPRequests through a firewall
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; HttpProxy = "http://proxy.com"
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; 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 ';'
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; HttpProxyExceptions = ".mydomain.com;localhost"
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; 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
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 = false
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; Region crossing
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AllowScriptCrossing = false
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; 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
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; ##
; ## 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=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.
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; asset_database can be default, local or grid. This controls where assets (textures, scripts, etc.) are stored for your region
;
; If set to default, then
; In standalone mode the local database based asset service will be used
; In grid mode the grid asset service will be used for asset storage
; This is probably the setting that you want.
;
; If set to local then the local database based asset service will be used in standalone and grid modes
; If set to grid then the grid based asset service will be used in standalone and grid modes
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; All other values will cause a search for a matching assembly that contains an asset server client.
; See also: AssetCache
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asset_database = "default"
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; 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
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; 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"
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; 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
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; Default is false
serverside_object_permissions = false
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allow_grid_gods = false
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; 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
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; 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
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; 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
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; ##
; ## SCRIPT ENGINE
; ##
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;DefaultScriptEngine = "ScriptEngine.DotNetEngine"
DefaultScriptEngine = "XEngine"
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; ##
; ## WORLD MAP
; ##
;WorldMapModule = "WorldMap"
;MapImageModule = "MapImageModule"
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; ##
; ## Customized Cache Implementation
; ##
;
; The AssetCache value allows the name of an alternative caching
; implementation to be specified. This can normally be omitted.
; This value corresponds to the provider value associated with the
; intended cache implementation plugin.
; See also: asset_database
; AssetCache = "OpenSim.Framework.Communications.Cache.AssetCache"
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; ##
; ## EMAIL MODULE
; ##
;emailmodule = DefaultEmailModule
[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
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[Communications]
;InterregionComms = "LocalComms"
InterregionComms = "RESTComms"
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[StandAlone]
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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=****;"
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; 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"
; Specifies the location and filename of the inventory library assets control file. The path can be relative or absolute
; Setting is optional. Default is ./assets/AssetSets.xml
;AssetSetsXMLFile="./assets/AssetSets.xml"
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dump_assets_to_file = false
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[Network]
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http_listener_port = 9000
default_location_x = 1000
default_location_y = 1000
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; 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
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; Uncomment below to enable llRemoteData/remote channels
; remoteDataPort = 20800
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grid_server_url = "http://127.0.0.1:8001"
grid_send_key = "null"
grid_recv_key = "null"
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user_server_url = "http://127.0.0.1:8002"
user_send_key = "null"
user_recv_key = "null"
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asset_server_url = "http://127.0.0.1:8003"
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inventory_server_url = "http://127.0.0.1:8004"
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; 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"
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; 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"
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; 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)"
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[ClientStack.LindenUDP]
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; 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;
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[Chat]
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; Controls whether the chat module is enabled. Default is true.
enabled = true;
; Distance in meters that whispers should travel. Default is 10m
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whisper_distance = 10
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; Distance in meters that ordinary chat should travel. Default is 30m
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say_distance = 30
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; Distance in meters that shouts should travel. Default is 100m
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shout_distance = 100
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[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
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[ODEPhysicsSettings]
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;##
;## World Settings
;##
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;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
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; 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
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;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
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;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
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; ##
; ## Contact properties. (the stuff that happens when things come in contact with each other)
; ##
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; surface layer around geometries other geometries can sink into before generating a contact
world_contact_surface_layer = 0.001
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; 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
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filter_collisions = false
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; Non Moving Terrain Contact (avatar isn't moving)
nm_terraincontact_friction = 255.0
nm_terraincontact_bounce = 0.1
nm_terraincontact_erp = 0.1025
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; Moving Terrain Contact (avatar is moving)
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m_terraincontact_friction = 75.0
m_terraincontact_bounce = 0.05
m_terrainContact_erp = 0.05025
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; Moving Avatar to object Contact
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m_avatarobjectcontact_friction = 75.0
m_avatarobjectcontact_bounce = 0.1
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; Object to Object Contact and Non-Moving Avatar to object
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objectcontact_friction = 250.0
objectcontact_bounce = 0.2
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; ##
; ## Avatar Control
; ##
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; PID Controller Settings. These affect the math that causes the avatar to reach the
; desired velocity
; See http://en.wikipedia.org/wiki/PID_controller
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av_pid_derivative_linux = 2200.0
av_pid_proportional_linux = 900.0;
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av_pid_derivative_win = 2200.0
av_pid_proportional_win = 900.0;
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;girth of the avatar. Adds radius to the height also
av_capsule_radius = 0.37
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; Max force permissible to use to keep the avatar standing up straight
av_capsule_standup_tensor_win = 550000
av_capsule_standup_tensor_linux = 550000
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; used to calculate mass of avatar.
; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
; av_density * AVvolume;
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av_density = 80
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; use this value to cut 52% of the height the sim gives us
av_height_fudge_factor = 0.52
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; Movement. Smaller is faster.
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; speed of movement with Always Run off
av_movement_divisor_walk = 1.3
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; speed of movement with Always Run on
av_movement_divisor_run = 0.8
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; When the avatar flies, it will be moved up by this amount off the ground (in meters)
minimum_ground_flight_offset = 3.0
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; ##
; ## Object options
; ##
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; used in the mass calculation.
geometry_default_density = 10.000006836
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; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
body_frames_auto_disable = 20
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; used to control llMove2Target
body_pid_derivative = 35
body_pid_gain = 25
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; amount of time a geom/body will try to cross a region border before it gets disabled
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geom_crossing_failures_before_outofbounds = 5
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; start throttling the object updates if object comes in contact with 3 or more other objects
geom_contactpoints_start_throttling = 3
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; send 1 update for every x updates below when throttled
geom_updates_before_throttled_update = 15
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; 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
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; ##
; ## Sculpted Prim settings
; ##
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; Do we want to mesh sculpted prim to collide like they look?
mesh_sculpted_prim = true
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; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
mesh_lod = 32
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; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
mesh_physical_lod = 16
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; ##
; ## Physics logging settings - logfiles are saved to *.DIF files
; ##
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;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
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2008-12-26 12:58:02 +00:00
; ##
; ## 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
2008-06-27 18:18:44 +00:00
2008-04-15 14:18:37 +00:00
[RemoteAdmin]
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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
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;succeed. setting region_limit to 0 disables the check.
;region_limit = 0
2008-11-13 17:22:18 +00:00
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enabled_methods = all
; 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
2008-05-14 19:13:54 +00:00
[RestPlugins]
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; 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
2008-05-14 19:13:54 +00:00
2008-06-02 18:18:20 +00:00
2008-05-14 19:13:54 +00:00
[RestRegionPlugin]
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; Change this to true to enable the REST Region Plugin
enabled = false
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2008-09-05 23:15:52 +00:00
[RestHandler]
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; 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
2008-06-27 18:18:44 +00:00
2008-11-13 18:52:16 +00:00
2007-11-11 09:19:21 +00:00
; 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]
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;enabled = true ; you need to set this otherwise it won't connect
;server = name.of.irc.server.on.the.net
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;; user password - only use this if the server requires one
;password = mypass
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;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}"
2008-09-04 15:34:09 +00:00
;[CMS]
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;enabled = true
;channel = 345
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[Voice]
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; 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 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
2008-03-31 18:41:24 +00:00
2008-06-02 18:18:20 +00:00
2008-04-15 14:24:15 +00:00
[AsteriskVoice]
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; 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
2008-04-15 14:24:15 +00:00
2008-06-02 18:18:20 +00:00
2007-11-11 09:19:21 +00:00
; Uncomment the following to control the progression of daytime
; in the Sim. The defaults are what is shown below
;[Sun]
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; 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
2008-02-01 20:12:25 +00:00
2008-02-02 00:09:55 +00:00
2008-02-01 20:12:25 +00:00
[ScriptEngine.DotNetEngine]
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Enabled = true
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)
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; Default is false
AllowOSFunctions = false
2008-11-13 17:22:18 +00:00
2009-01-30 21:04:23 +00:00
; Threat level to allow if os functions are enabled
; One of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
; Default is VeryLow
OSFunctionThreatLevel = VeryLow
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; 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 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
2008-02-02 02:35:56 +00:00
2008-02-18 03:14:31 +00:00
[LL-Functions]
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; Set the following to true to allow administrator owned scripts to execute console commands
AllowosConsoleCommand=false
2008-04-07 13:50:05 +00:00
2008-11-13 17:22:18 +00:00
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
2008-06-06 21:39:42 +00:00
2008-05-08 13:41:10 +00:00
2008-04-07 13:50:05 +00:00
[DataSnapshot]
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; 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://metaverseink.com/cgi-bin/register.py"
2008-04-10 09:36:55 +00:00
2008-06-02 18:18:20 +00:00
2008-04-10 09:36:55 +00:00
[Economy]
2008-11-13 17:22:18 +00:00
; 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://192.168.1.127/currency.php"
; In grid mode, this is the land XMLRPC server. Leave blank for normal functionality
LandServer = ""
;"http://192.168.1.127/landtool.php"
; 45000 is the highest value that the sim could possibly report because of protocol constraints
ObjectCapacity = 45000
; 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
2008-04-17 13:20:06 +00:00
2008-06-02 18:18:20 +00:00
2008-04-17 13:20:06 +00:00
[SVN]
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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
2008-05-30 12:27:06 +00:00
[XEngine]
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; 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)
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 = 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
2008-11-17 04:23:03 +00:00
; The default for all functions allows them if below threat level
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2008-11-17 04:23:03 +00:00
; true allows the use of the function unconditionally
2008-11-13 17:22:18 +00:00
; Allow_osSetRegionWaterHeight = 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
2008-08-01 21:09:33 +00:00
2008-12-09 13:24:01 +00:00
; 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
2008-08-01 21:09:33 +00:00
[GridInfo]
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; 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
2008-08-01 21:09:33 +00:00
2008-11-13 17:22:18 +00:00
; login uri: for grid this is the user server URI
login = http://127.0.0.1:9000/
2008-08-01 21:09:33 +00:00
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; long grid name: the long name of your grid
gridname = "the lost continent of hippo"
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; short grid name: the short name of your grid
gridnick = "hippogrid"
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; 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
2008-08-04 12:47:57 +00:00
2008-11-13 17:22:18 +00:00
; 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/
2008-08-04 12:47:57 +00:00
2008-11-13 17:22:18 +00:00
; web page of grid: optional: page providing further information about your grid
about = http://127.0.0.1/about/
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2008-11-13 17:22:18 +00:00
; account creation: optional: page providing further information about obtaining
; a user account on your grid
register = http://127.0.0.1/register
2008-08-04 12:47:57 +00:00
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; help: optional: page providing further assistance for users of your grid
help = http://127.0.0.1/help
2008-08-04 12:47:57 +00:00
2008-11-13 17:22:18 +00:00
; password help: optional: page providing password assistance for users of your grid
password = http://127.0.0.1/password
2008-08-01 21:09:33 +00:00
2008-11-13 17:22:18 +00:00
;These are the settings for the Open Grid Protocol.. the Agent Domain, Region Domain, you know..
[OpenGridProtocol]
;On/true or Off/false
ogp_enabled=false
2008-08-25 07:35:17 +00:00
2008-11-13 17:22:18 +00:00
;Name Prefix/suffix when using OGP
ogp_firstname_prefix=""
ogp_lastname_suffix="_EXTERNAL"
2008-09-05 16:54:31 +00:00
2008-09-30 16:16:20 +00:00
[Concierge]
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; Enable concierge module
; Default is false
2008-11-13 17:22:18 +00:00
enabled = false
2008-09-30 16:20:11 +00:00
2008-11-13 17:22:18 +00:00
; name of the concierge
whoami = "jeeves"
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2008-11-13 17:22:18 +00:00
; password for updating the welcome message templates via XmlRpc
password = SECRET
2008-10-23 10:21:03 +00:00
2008-11-13 17:22:18 +00:00
; regex specifying for which regions concierge service is desired; if
; empty, then for all
regions = "^MeetingSpace-"
2008-10-21 18:05:03 +00:00
2008-11-13 17:22:18 +00:00
; 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)
2008-10-21 18:05:03 +00:00
2008-11-13 17:22:18 +00:00
welcomes = /path/to/welcome/template/directory
2009-01-26 21:34:44 +00:00
; 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
2009-01-30 21:04:23 +00:00
broker = "http://broker.place.com/{1}"
2009-02-02 06:04:03 +00:00
[Trees]
; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying
active_trees = false
; Density of tree population
2009-02-02 17:27:23 +00:00
tree_density = 1000.0
2009-02-11 14:35:07 +00:00
[RegionReady]
; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled
enabled = false
; Channel on which to signal region readiness through a message
; formatted as follows: "{0|1},n,[oar error]"
; - the first number indicating whether the OAR file loaded ok (1 == ok, 0 == error)
; - the second number indicates how many scrips failed to compile
; - "oar error" if supplied, provides the error message from the OAR load
channel_notify = -800
2009-03-04 22:14:40 +00:00
[MRM]
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Enabled = false ; Enables the Mini Region Modules Script Engine. WARNING: SECURITY RISK.