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;; This is the main configuration file for OpenSimulator.
;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
;; If it's named OpenSim.ini.example then you will need to copy it to
;; OpenSim.ini first (if that file does not already exist)
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;;
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;; If you are copying, then once you have copied OpenSim.ini.example to
;; OpenSim.ini you will need to pick an architecture in the [Architecture]
;; section at the end of this file.
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;;
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;; The settings in this file are in the form "<key> = <value>". For example,
;; save_crashes = false in the [Startup] section below.
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;;
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;; All settings are initially commented out and the default value used, as
;; found in OpenSimDefaults.ini. To change a setting, first uncomment it by
;; deleting the initial semicolon (;) and then change the value. This will
;; override the value in OpenSimDefaults.ini
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;;
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;; If you want to find out what configuration OpenSimulator has finished with
;; once all the configuration files are loaded then type "config show" on the
;; region console command line.
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;;
;;
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;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
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;;
;; All leading white space is ignored, but preserved.
;;
;; Double semicolons denote a text comment
;;
;; ;# denotes a configuration directive description
;; formatted as:
;; {option} {depends on} {question to ask} {choices} default value
;; Any text comments following the declaration, up to the next blank line.
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;; will be copied to the generated file (NOTE: generation is not yet
;; implemented)
;;
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;; A * in the choices list will allow an empty entry.
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;; An empty question will set the default if the dependencies are
;; satisfied.
;;
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;; ; denotes a commented out option.
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;; Any options added to OpenSim.ini.example should be initially commented
;; out.
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[Startup]
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;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
;; Console prompt
;; Certain special characters can be used to customize the prompt
;; Currently, these are
;; \R - substitute region name
;; \\ - substitute \
; ConsolePrompt = "Region (\R) "
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;# {save_crashes} {} {Save crashes to disk?} {true false} false
;; Set this to true if you want to log crashes to disk
;; this can be useful when submitting bug reports.
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;; However, this will only log crashes within OpenSimulator that cause the
;; entire program to exit
;; It will not log crashes caused by virtual machine failures, which
;; includes mono and ODE failures.
;; You will need to capture these native stack traces by recording the
;; session log itself.
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; save_crashes = false
;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
;; Directory to save crashes to if above is enabled
;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
; crash_dir = "crashes"
;# {PIDFile} {} {Path to PID file?} {}
;; Place to create a PID file
; PIDFile = "/tmp/my.pid"
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;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
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;; Determine where OpenSimulator looks for the files which tell it
;; which regions to server
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;; Default is "filesystem"
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; region_info_source = "filesystem"
; region_info_source = "web"
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;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
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;; 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\"
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;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
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;; 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";
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;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
;; Allow the simulator to start up if there are no region configuration available
;; from the selected region_info_source.
; allow_regionless = false
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;# {MaxPrimUndos} {} {Maximum number of undos avialable for position, rotation and scale changes of each prim} {} 20
;; Increasing the number of undos available number will increase memory usage.
MaxPrimUndos = 20
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;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
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;; Minimum size for non-physical prims. Affects resizing of existing
;; prims. This can be overriden in the region config file (as
;; NonPhysicalPrimMin!).
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; NonPhysicalPrimMin = 0.001
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;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
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;; Maximum size for non-physical prims. Affects resizing of existing
;; prims. This can be overriden in the region config file (as
;; NonPhysicalPrimMax!).
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; NonPhysicalPrimMax = 256
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;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10
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;; Maximum size where a prim can be physical. Affects resizing of
;; existing prims. This can be overriden in the region config file.
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; PhysicalPrimMin = 0.01
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;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10
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;; Maximum size where a prim can be physical. Affects resizing of
;; existing prims. This can be overriden in the region config file.
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; PhysicalPrimMax = 10
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;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
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;; If a viewer attempts to rez a prim larger than the non-physical or
;; physical prim max, clamp the dimensions to the appropriate maximum
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;; This can be overriden in the region config file.
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; ClampPrimSize = false
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;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
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;; Maximum number of prims allowable in a linkset. Affects creating new
;; linksets. Ignored if less than or equal to zero.
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;; This can be overriden in the region config file.
; LinksetPrims = 0
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;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
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;; Allow scripts to keep running when they cross region boundaries, rather
;; than being restarted. State is reloaded on the destination region.
;; This only applies when crossing to a region running in a different
;; simulator.
;; For crossings where the regions are on the same simulator the script is
;; always kept running.
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; AllowScriptCrossing = true
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;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
;; Allow compiled script binary code to cross region boundaries.
;; 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
;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content!)} {true false} false
;; Combine all contiguous regions into one large megaregion
;; Order your regions from South to North, West to East in your regions.ini
;; and then set this to true
;; Warning! Don't use this with regions that have existing content!,
;; This will likely break them
; CombineContiguousRegions = false
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;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
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;; If you have only one region in an instance, or to avoid the many bugs
;; that you can trigger in modules by restarting a region, set this to
;; true to make the entire instance exit instead of restarting the region.
;; This is meant to be used on systems where some external system like
;; Monit will restart any instance that exits, thereby making the shutdown
;; into a restart.
; InworldRestartShutsDown = false
;; 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.
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;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
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;; Objects will be considered for persistance in the next sweep when they
;; have not changed for this number of seconds.
; MinimumTimeBeforePersistenceConsidered = 60
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;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
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;; 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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;# {see_into_this_sim_from_neighbor} {} {Should avatars in neighbor sims see objects in this sim?} {true false} true
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;; Should avatars in neighbor sims see objects in this sim?
; see_into_this_sim_from_neighbor = true
;# {physical_prim} {} {Allow prims to be physical?} {true false} true
;; 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.
;;
;; Meshmerizer properly handles complex prims by using triangle meshes.
;; Note that only the ODE physics engine currently deals with meshed
;; prims in a satisfactory way.
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;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
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;; ZeroMesher is faster but leaves the physics engine to model the mesh
;; using the basic shapes that it supports.
;; Usually this is only a box.
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;; Default is Meshmerizer
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; meshing = Meshmerizer
; meshing = ZeroMesher
;; Choose one of the physics engines below
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;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} OpenDynamicsEngine
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;; OpenDynamicsEngine is by some distance the most developed physics engine
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;; BulletSim is incomplete and experimental but in active development
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;; basicphysics effectively does not model physics at all, making all
;; objects phantom
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;; Default is OpenDynamicsEngine
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; physics = OpenDynamicsEngine
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; physics = BulletSim
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; physics = basicphysics
; physics = POS
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;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
;; Permission modules to use, separated by comma.
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;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
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; permissionmodules = DefaultPermissionsModule
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;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
;; These are the parameters for the default permissions module
;;
;; 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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; serverside_object_permissions = true
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;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
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;; This allows users with a UserLevel of 200 or more to assume god
;; powers in the regions in this simulator.
; allow_grid_gods = false
;; This allows some control over permissions
;; please note that this still doesn't duplicate SL, and is not intended to
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;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
;; Allow region owners to assume god powers in their regions
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; region_owner_is_god = true
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;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
;; Allow region managers to assume god powers in regions they manage
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; region_manager_is_god = false
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;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
;; Allow parcel owners to assume god powers in their parcels
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; parcel_owner_is_god = true
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;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
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;; More control over permissions
;; This is definitely not SL!
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;; Provides a simple control for land owners to give build rights to
;; specific avatars in publicly accessible parcels that disallow object
;; creation in general.
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;; Owners specific avatars by adding them to the Access List of the parcel
;; without having to use the Groups feature
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; simple_build_permissions = false
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;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
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;; Default script engine to use. Currently, we only have XEngine
; DefaultScriptEngine = "XEngine"
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;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
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;; Map tile options. You can choose to generate no map tiles at all,
;; generate normal maptiles, or nominate an uploaded texture to
;; be the map tile
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; GenerateMaptiles = true
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;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
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;; If desired, a running region can update the map tiles periodically
;; to reflect building activity. This names no sense of you don't have
;; prims on maptiles. Value is in seconds.
; MaptileRefresh = 0
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;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
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;; If not generating maptiles, use this static texture asset ID
; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
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;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
;; Use terrain texture for maptiles if true, use shaded green if false
; TextureOnMapTile = true
;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
;; Draw objects on maptile. This step might take a long time if you've
;; got a large number of objects, so you can turn it off here if you'd like.
; DrawPrimOnMapTile = true
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;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
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;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
;; required
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; HttpProxy = "http://proxy.com:8080"
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;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
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;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
;; list of regular expressions for URLs that you don't want to go through
;; the proxy.
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;; For example, servers inside your firewall.
;; Separate patterns with a ';'
; HttpProxyExceptions = ".mydomain.com;localhost"
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;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
;; The email module requires some configuration. It needs an SMTP
;; server to send mail through.
; emailmodule = DefaultEmailModule
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;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
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;; SpawnPointRouting adjusts the landing for incoming avatars.
;; "closest" will place the avatar at the SpawnPoint located in the closest
;; available spot to the destination (typically map click/landmark).
;; "random" will place the avatar on a randomly selected spawnpoint;
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;; "sequence" will place the avatar on the next sequential SpawnPoint
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; SpawnPointRouting = closest
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;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
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;; TelehubAllowLandmark allows users with landmarks to override telehub
;; routing and land at the landmark coordinates when set to true
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;; default is false
; TelehubAllowLandmark = false
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;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
;; Bar (|) separated list of viewers which may gain access to the regions.
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;; One can use a substring of the viewer name to enable only certain
;; versions
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;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
;; - "Imprudence" has access
;; - "Imprudence 1.3" has access
;; - "Imprudence 1.3.1" has no access
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; AllowedViewerList =
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;# {BannedClients} {} {Bar (|) separated list of banned clients} {}
;# Bar (|) separated list of viewers which may not gain access to the regions.
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;; One can use a Substring of the viewer name to disable only certain
;; versions
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;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
;; - "Imprudence" has no access
;; - "Imprudence 1.3" has no access
;; - "Imprudence 1.3.1" has access
; BannedViewerList =
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[Estates]
; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
; If these values are uncommented then they will be used to create a default estate as necessary.
; New regions will be automatically assigned to that default estate.
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;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
;; Name for the default estate
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; DefaultEstateName = My Estate
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;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
;; Name for default estate owner
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; DefaultEstateOwnerName = FirstName LastName
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; ** Standalone Estate Settings **
; The following parameters will only be used on a standalone system to
; create an estate owner that does not already exist
;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
;; UUID will be assigned. This is normally what you want
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; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
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;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
;; Email address for the default estate owner
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; DefaultEstateOwnerEMail = owner@domain.com
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;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
;; Password for the default estate owner
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; DefaultEstateOwnerPassword = password
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[SMTP]
;; The SMTP server enabled the email module to send email to external
;; destinations.
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;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
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;; Enable sending email via SMTP
; enabled = false
;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
; internal_object_host = lsl.opensim.local
;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
; host_domain_header_from = "127.0.0.1"
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;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
; email_pause_time = 20
;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
; email_max_size = 4096
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;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
; SMTP_SERVER_HOSTNAME = "127.0.0.1"
;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
; SMTP_SERVER_PORT = 25
;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
; SMTP_SERVER_LOGIN = ""
;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
; SMTP_SERVER_PASSWORD = ""
[Network]
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;# {ConsoleUser} {} {User name for console account} {}
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;; Configure the remote console user here. This will not actually be used
;; unless you use -console=rest at startup.
; ConsoleUser = "Test"
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;# {ConsolePass} {} {Password for console account} {}
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; ConsolePass = "secret"
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;# {console_port} {} {Port for console connections} {} 0
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; console_port = 0
;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
;; Simulator HTTP port. This is not the region port, but the port the
;; entire simulator listens on. This port uses the TCP protocol, while
;; the region ports use UDP.
; http_listener_port = 9000
;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
;; Hostname to use in llRequestURL/llRequestSecureURL
;; if not defined - default machine name is being used
;; (on Windows this mean NETBIOS name - useably only inside local network)
; ExternalHostNameForLSL = "127.0.0.1"
;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
;; What is reported as the "X-Secondlife-Shard"
;; Defaults to the user server url if not set
;; The old default is "OpenSim", set here for compatibility
;; The below is not commented for compatibility.
shard = "OpenSim"
;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
;; 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]
;; See OpensSimDefaults.ini for the throttle options. You can copy the
;; relevant sections and override them here.
;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
;; with the next update!
;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
;; Quash and remove any light properties from attachments not on the
;; hands. This allows flashlights and lanterns to function, but kills
;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
;; will also be affected.
;; This is especially important in artistic builds that depend on lights
;; on the build for their appearance, since facelights will cause the
;; building's lights to possibly not be rendered.
; DisableFacelights = "false"
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[ClientStack.LindenCaps]
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;; For the long list of capabilities, see OpenSimDefaults.ini
;; Here are the few ones you may want to change. Possible values
;; are:
;; "" -- empty, capability disabled
;; "localhost" -- capability enabled and served by the simulator
;; "<url>" -- capability enabled and served by some other server
;;
; These are enabled by default to localhost. Change if you see fit.
Cap_GetTexture = "localhost"
Cap_GetMesh = "localhost"
; This is disabled by default. Change if you see fit. Note that
; serving this cap from the simulators may lead to poor performace.
Cap_WebFetchInventoryDescendents = ""
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[SimulatorFeatures]
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;# {MapImageServerURI} {} {URL for the map server} {}
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; Experimental new information sent in SimulatorFeatures cap for Kokua
; viewers
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; meant to override the MapImage and search server url given at login, and varying
; on a sim-basis.
; Viewers that don't understand it, will ignore it
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;MapImageServerURI = "http://127.0.0.1:9000/"
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;# {SearchServerURI} {} {URL of the search server} {}
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;SearchServerURI = "http://127.0.0.1:9000/"
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[Chat]
;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
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;; Distance in meters that whispers should travel.
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; whisper_distance = 10
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;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
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;; Distance in meters that ordinary chat should travel.
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; say_distance = 20
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;# {shout_distance} {Distance at which a shout is heard, in meters?} {} 100
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;; Distance in meters that shouts should travel.
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; shout_distance = 100
[Messaging]
;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule *}
;; Module to handle offline messaging. The core module requires an external
;; web service to do this. See OpenSim wiki.
; OfflineMessageModule = OfflineMessageModule
;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule} {URL of offline messaging service} {}
;; URL of web service for offline message storage
; OfflineMessageURL = http://yourserver/Offline.php
;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
;; Mute list handler (not yet implemented). MUST BE SET to allow offline
;; messages to work
; MuteListModule = MuteListModule
;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
;; URL of the web service that serves mute lists. Not currently used, but
;; must be set to allow offline messaging to work.
; MuteListURL = http://yourserver/Mute.php
;; Control whether group messages are forwarded to offline users.
;; Default is true.
;; This applies to the core groups module (Flotsam) only.
; ForwardOfflineGroupMessages = true
[ODEPhysicsSettings]
;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
;; Do we want to mesh sculpted prim to collide like they look?
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;; If you are seeing sculpt texture decode problems
;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
;; then you might want to try setting this to false.
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; mesh_sculpted_prim = true
;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
;; If you would like physics joints to be enabled through a special naming
;; convention in the client, set this to true.
;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
; use_NINJA_physics_joints = false
[RemoteAdmin]
;; This is the remote admin module, which uses XMLRPC requests to
;; manage regions from a web interface.
;# {enabled} {} {Enable the remote admin interface?} {true false} false
; enabled = false
;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
;; Set this to a nonzero value to have remote admin use a different port
; port = 0
;# {access_password} {enabled:true} {Password for the remote admin interface} {}
;; This password is required to make any XMLRPC call (should be set as
;; the "password" parameter)
; access_password = ""
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;# List the IP addresses allowed to call RemoteAdmin
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;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
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;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
; access_ip_addresses =
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;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
;; set this variable to true if you want the create_region XmlRpc
;; call to unconditionally enable voice on all parcels for a newly
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;; created region
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; create_region_enable_voice = false
;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
;; set this variable to false if you want the create_region XmlRpc
;; call to create all regions as private per default (can be
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;; overridden in the XmlRpc call)
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; create_region_public = false
;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
;; enable only those methods you deem to be appropriate using a | delimited
;; whitelist.
;; For example:
;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
;; if this parameter is not specified but enabled = true, all methods
;; will be available
; enabled_methods = all
;; specify the default appearance for an avatar created through the remote
;; admin interface
;; This will only take effect is the file specified by the
;; default_appearance setting below exists
; default_male = Default Male
; default_female = Default Female
;; Update appearance copies inventory items and wearables of default
;; avatars. if this value is false, just worn assets are copied to the
;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
;; The receiver will wear the same items the default avatar did wear.
; copy_folders = false
;; Path to default appearance XML file that specifies the look of the
;; default avatars
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; default_appearance = default_appearance.xml
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[Wind]
;# {enabled} {} {Enable wind module?} {true false} true
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;; Enables the wind module.
; enabled = true
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;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
;; How often should wind be updated, as a function of world frames.
;; Approximately 50 frames a second
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; wind_update_rate = 150
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;; 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
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; var_strength = 5.0
; var_direction = 30.0
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; rate_change = 1.0
;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
;; This setting is specific to the SimpleRandomWind plugin
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;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
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; strength = 1.0
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[LightShare]
;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
;; This enables the transmission of Windlight scenes to supporting clients,
;; such as the Meta7 viewer.
;; It has no ill effect on viewers which do not support server-side
;; windlight settings.
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; enable_windlight = false
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[DataSnapshot]
;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
;; 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
;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
;; The variable data_exposure controls what the regions expose:
;; minimum: exposes only things explicitly marked for search
;; all: exposes everything
; data_exposure = minimum
;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
;; If search is on, change this to your grid name; will be ignored for
;; standalones
; gridname = "OSGrid"
;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
;; 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"
;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
; 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"
[Economy]
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;# {SellEnabled} {} {Enable selling for 0?} {true false} true
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; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
; There is no intention to implement anything further in core OpenSimulator.
; This functionality has to be provided by third party modules.
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;; Enables selling things for $0. Default is true.
; SellEnabled = true
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;# {PriceUpload} {} {Price for uploading?} {} 0
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;; Money Unit fee to upload textures, animations etc. Default is 0.
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; PriceUpload = 0
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;# {PriceGroupCreate} {} {Fee for group creation} {} 0
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;; Money Unit fee to create groups. Default is 0.
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; PriceGroupCreate = 0
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[XEngine]
;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
;; 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
;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
;; "Highest")
; Priority = "BelowNormal"
;; Maximum number of events to queue for a script (excluding timers)
; MaxScriptEventQueue = 300
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;; Stack size per script engine thread in bytes.
;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
;; The trade-off may be increased memory usage by the script engine.
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; ThreadStackSize = 262144
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;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true
;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
;; by scripts have changed.
; DeleteScriptsOnStartup = true
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;; Set this to true (the default) to load each script into a separate
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;; AppDomain.
;;
;; Setting this to false will load all script assemblies into the
;; current AppDomain, which will significantly improve script loading times.
;; It will also reduce initial per-script memory overhead.
;;
;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
;; Some Windows users have also reported script loading problems when AppDomainLoading = false
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; AppDomainLoading = true
;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
;; Default language for scripts
; DefaultCompileLanguage = "lsl"
;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
;; List of allowed languages (lsl,vb,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 user of mod* functions. This allows a script to pass messages
;; to a region module via the modSendCommand() function
;; Default is false
; AllowMODFunctions = false
;# {AllowOSFunctions} {Enabled:true} {Allow OSFunctions? (DANGEROUS!)} {true false} false
;; Allow the use of os* functions (some are dangerous)
; AllowOSFunctions = false
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;# {AllowLightShareFunctions} {Enabled:true [LightShare]enable_windlight:true} {Allow LightShare functions?} {true false} true
; Allow the user of LightShare functions
; AllowLightShareFunctions = false
;# {OSFunctionThreatLevel} {Enabled:true AllowOSFunctions:true} {OSFunction threat level? (DANGEROUS!)} {None VeryLow Low Moderate High VeryHigh Severe} VeryLow
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;; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe
;; See http://opensimulator.org/wiki/Threat_level for more information on these levels.
;; We do not recommend that use set a general level above Low unless you have a high level of trust
;; in all the users that can run scripts in your simulator. It is safer to explicitly
;; allow certain types of user to run higher threat level OSSL functions, as detailed later on.
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OSFunctionThreatLevel = VeryLow
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; 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
; 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
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; Comma separated list of owner classes that allow the function for a particular class of owners. Choices are
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; - PARCEL_GROUP_MEMBER: allow if the object group is the same group as the parcel
; - PARCEL_OWNER: allow if the object owner is the parcel owner
; - ESTATE_MANAGER: allow if the object owner is an estate manager
; - ESTATE_OWNER: allow if the object owner is the estate owner
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; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bb, PARCEL_OWNER, ESTATE_OWNER>, ...
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; You can also use script creators as the uuid
; Creators_osSetRegionWaterHeight = <uuid>, ...
; If both Allow_ and Creators_ are given, effective permissions
; are the union of the two.
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;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
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;; Time a script can spend in an event handler before it is interrupted
; EventLimit = 30
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;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
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;; If a script overruns it's event limit, kill the script?
; KillTimedOutScripts = false
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;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
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;; Sets the multiplier for the scripting delays
; ScriptDelayFactor = 1.0
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;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
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;; The factor the 10 m distances limits are multiplied by
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; ScriptDistanceLimitFactor = 1.0
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;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
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;; Maximum length of notecard line read
;; Increasing this to large values potentially opens
;; up the system to malicious scripters
; NotecardLineReadCharsMax = 255
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;# {SensorMaxRange} {} {Sensor range} {} 96.0
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;; Sensor settings
; SensorMaxRange = 96.0
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;# {SensorMaxResults} {} {Max sensor results returned?} {}
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; SensorMaxResults = 16
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;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
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;; Disable underground movement of prims (default true); set to
;; false to allow script controlled underground positioning of
;; prims
; DisableUndergroundMovement = true
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;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
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;; Path to script engine assemblies
;; Default is ./bin/ScriptEngines
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; ScriptEnginesPath = "ScriptEngines"
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[MRM]
;; Enables the Mini Region Modules Script Engine.
; Enabled = false
;; Runs MRM in a Security Sandbox
;; WARNING: DISABLING IS A SECURITY RISK.
; Sandboxed = true
;; The level sandbox to use, adjust at your OWN RISK.
;; Valid values are:
;; * FullTrust
;; * SkipVerification
;; * Execution
;; * Nothing
;; * LocalIntranet
;; * Internet
;; * Everything
; SandboxLevel = "Internet"
;; Only allow Region Owners to run MRMs
;; May represent a security risk if you disable this.
; OwnerOnly = true
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[FreeSwitchVoice]
;; In order for this to work you need a functioning FreeSWITCH PBX set up.
;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
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; Enabled = false
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;; You need to load a local service for a standalone, and a remote service
;; for a grid region. Use one of the lines below, as appropriate
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;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
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; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
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;; If using a remote connector, specify the server URL
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; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
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[Groups]
;# {Enabled} {} {Enable groups?} {true false} false
;; Enables the groups module
; Enabled = false
;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {} Default
;; This is the current groups stub in Region.CoreModules.Avatar.Groups.
;; All the other settings below only really apply to the Flotsam/SimianGrid
;; GroupsModule.
;; This module can use a PHP XmlRpc server from the Flotsam project at
;; http://code.google.com/p/flotsam/
;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
; Module = Default
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;# {MessagingEnabled} {Module:GroupsModule} {Is groups messaging enabled?} {true false} true
; MessagingEnabled = true
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;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule} GroupsMessagingModule
; MessagingModule = GroupsMessagingModule
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;# {ServicesConnectorModule} {Module:GroupsModule} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector} XmlRpcGroupsServicesConnector
;; Service connectors to the Groups Service as used in the GroupsModule. Select one depending on
;; whether you're using a Flotsam XmlRpc backend or a SimianGrid backend
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; ServicesConnectorModule = XmlRpcGroupsServicesConnector
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;# {GroupsServerURI} {Module:GroupsModule} {Groups Server URI} {}
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;; URI for the groups services
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;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
;; or http://mygridserver.com:82/Grid/ for SimianGrid
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; GroupsServerURI = ""
;# {NoticesEnabled} {Module:GroupsModule} {Enable group notices?} {true false} true
;; Enable Group Notices
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; NoticesEnabled = true
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;; This makes the Groups modules very chatty on the console.
; DebugEnabled = false
;; XmlRpc Security settings. These must match those set on your backend
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;; groups service if the service is using these keys
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; XmlRpcServiceReadKey = 1234
; XmlRpcServiceWriteKey = 1234
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[InterestManagement]
;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
;; This section controls how state updates are prioritized for each client
;; Valid values are BestAvatarResponsiveness, Time, Distance,
;; SimpleAngularDistance, FrontBack
; UpdatePrioritizationScheme = BestAvatarResponsiveness
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[MediaOnAPrim]
;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
;; Enable media on a prim facilities
; Enabled = true;
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[NPC]
;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
; Enabled = false
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[Terrain]
;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
; InitialTerrain = "pinhead-island"
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[Architecture]
;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
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;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
;; uncomment Include-Architecture = "config-include/Standalone.ini"
;;
;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
;; that the referenced .ini file goes on to include.
;;
;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
;; editing it to set the database and backend services that OpenSim will use.
;;
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; Include-Architecture = "config-include/Standalone.ini"
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; Include-Architecture = "config-include/StandaloneHypergrid.ini"
; Include-Architecture = "config-include/Grid.ini"
; Include-Architecture = "config-include/GridHypergrid.ini"
; Include-Architecture = "config-include/SimianGrid.ini"
; Include-Architecture = "config-include/HyperSimianGrid.ini"