http://opensimulator.org/api.php?action=feedcontributions&user=Danx0r&feedformat=atomOpenSimulator - User contributions [en]2024-03-28T18:04:54ZUser contributionsMediaWiki 1.19.9http://opensimulator.org/wiki/HistoryHistory2009-01-09T04:34:48Z<p>Danx0r: /* More Beginning (April - June, 2007) */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
==Project History==<br />
<br />
The OpenSim project was founded in January 2007 by Darren Guard (also known as MW), who, like so many other people, saw the potential for an open source 3d Virtual Environments server that could be used for many different applications. Also like many others, Darren had watched many other attempts at open source virtual world servers fail, often due to the massive task of writing both a server and a client at the same time.<br />
<br />
Then in January 2007, the Second Life(tm) client was released as open source, and libsl (a BSD open source library for creating custom clients that could connect to Second Life(tm)), was reaching the point of being stable. So the idea of opensim was born, with the initial goal of creating a proof of concept server that the SL client could connect to and allow some basic functions. The idea was that over time the project scope would hopefully become much more than its humble beginnings. This has happened, with the current goal of developing a standard virtual world platform that any application could use as a framework. While we still maintain compatibility with the Second Life client, we have been working towards supporting several other clients. <br />
<br />
We celebrate OpenSim on Jan 29th. Please [[Second_Birthday|help us celebrate our birthday!]]<br />
<br />
----<br />
<br />
==Personal Memories==<br />
<br />
This page is still in need of info, if your name is MW, Adam or Sdague, please (for the sake of getting each person's individual experience) dont read any further. Alternatively, add your own remembrance of history as you remember it, or dictate to gryc on #opensim if you get a couple minutes.<br />
<br />
<br />
'''lbsa71'''<br />
<br />
"Me, I was working with SL integration for a web community and had been working with #libsl for a couple of months when MW came on that channel and said 'I have a prototype for an c# SL server, but before I publish it I need somebody to log onto it to see if it supports multiple clients' - and pounced on it; when I saw that first void region with a single prim and blood red sun on my client I realized that "this is epic. This is the future." The first thing I did was to refactor out the authentication so that I could logon with my web community credentials and the method 'CustomizeLoginResponse' (It's still in there) and would be greeted with 'Stefan, Welcome To The 3D Web' - also, the void region was filled with my web community friend list as dummy avatars. At about the same time came Gareth, then AdamZaius (Adam Frisby) and we were all rather excited when IBM entered, in the shape of sdague. We were all in agreement from the start that this was to be 'the Apache of 3D' - which we took to mean 'a modular general purpose platform' upon which developers would build '3D applications'; right around that time MW and I did the first big (it felt big at the time) rewrite called Zircon; this introduced the notion of the 'client stack' which meant we could support other protocols, and the 'Client API' which was supposed to be the base for creating private or shared 3D application user interface servers with opensim. The next big rewrite (We were big on rewrites back then) was 'Sugilite' which introduced the 'Scene' with it's entities and objects - and also marked a complete restructuring of the project into Framework, Region and Grid layers, as the project was meant to be used to 'brew your own' installations. As people started pouring in, the project grew, more people used it; from my perspective, this is now a baby that's grown into a teenager. I am very proud to have followed the project since the start, and I'm very proud of what we have achieved. Thru OpenSim, Let a thousand worlds bloom!" -- Stefan Andersson<br />
<br />
'''ckrinke'''<br />
<br />
"anecdotally speaking. My memory says: Once upon a time Mw posted to a libsecondlife forum (about 12/06) an innocent post saying "I have a little program that allows an avatar to login and chat. Does this interest anyone?". Others were interested and around 5/07 Deepgrid appeared one day. Co-incidentally, it was the day I showed up on #opensim. There was a sim, its name was "Mortville" and a half-dozen crazed programmers were jumping around on a little island, flying into the ground, all chat was showing up twice, IM crashed the sim, all objects were phantom, no trees, no nothing,but it was wondrous. Within a couple of weeks there were a dozen sims on Deepgrid.<br />
<br />
In July, OSGrid was created by Gareth. Personally, I had a sim (Bao) on Deepgrid and a sim (Yang) on OSGrid. Everyday was a race to update the sims by seeing if Linux would compile as the core was 90% Windows. Most of the time it did compile. And yes, svn started out as "r1". My first svn was around r600 or so.<br />
<br />
In 8/07, Gareth went to other things, and I took over OSGrid with about 245 users. 2 weeks later on the first software update, all the passwords were lost. After a while it was learned how to update reliably. Around 10/07, OpenLifeGrid appeared. We marched through r1000, r2000, and are now at r279x. Along the way various folks said " Wait a minute, we need to scope and specify this out. You are moving too fast, we need meetings. The response was then and is now. We are moving, please join us, it will evolve as it evolves."" -- Charles Krinke<br />
<br />
<cleanpage title=hide cats=hide /><br />
<br />
<br />
==The Beginning (January - March, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
<br />
==More Beginning (April - June, 2007)==<br />
<br />
here's a chat log from April 17, 2007. This is probably around the first time I was on IRC. During the next few months, I did quite a bit of work on getting ODE to do basic collision detection. There were other physics contributors of course, I'm just trying to help recall the timeline.<br />
<br />
I started doing checkins in August of '07. Before that I was submitting patches. At some point I contributed the bulk of POS physics, and then faded from the scene for a while.<br />
<br />
<pre><br />
<danx0r> there seems to be a ground contact issue -- my avatar is knee-deep<br />
in mud most of the time<br />
<Gareth> which physics engine?<br />
<danx0r> I logged onto your test sim<br />
<Gareth> ah<br />
<Gareth> that's basic physics<br />
<Gareth> someone needs to fix ODE<br />
<danx0r> ie no ODE?<br />
<danx0r> I know ODE a bit<br />
<danx0r> pyOde anyway<br />
<jhurliman> you have to plant grass. if there is only soil the avatar will<br />
sink in, you need a strong root system to hold the soil in place.<br />
<jhurliman> lol sorry<br />
<danx0r> heh<br />
<JCBrink> lol<br />
<danx0r> if only<br />
<lmmzowie> aynone else have r492 build fail on Mono?<br />
<danx0r> I've been doing ODE for almost a year now on dayjob<br />
<danx0r> the contact stuff can get messy<br />
<lmmzowie> bbl. http://pastebin.ca/445169<br />
* lmmzowie is now known as lmmaway<br />
<danx0r> there's no "keep upright" joint like in Havoc<br />
</pre><br />
<br />
ckrinke: I began a quest to understand bots when some land I sold on the maingrid sold in 30 seconds. During that quest, I studied libsecondlife and there was a reference to OpenSim so I logged onto the IRC channel one morning. There was this guy, saying "I'm turning DeepGrid on, anyone want to login?". I said I'm game and met half a dozen folks on "Mortville". Plywood boxen, no persistent storage, walking into the terrain, doubled chat and it was absolutely wondrous.<br />
<br />
A week later I had a sim and attached it to DeepGrid and I could build things. Of course, I could not walk on any prim as there were no collisions, but nonetheless if was fun and interesting to build and walk around my very own sim. At that point, I bought 3 books on C# and started studying.<br />
<br />
==Grids? Hmmm. (July - September, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Begins (October- December, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==The First Birthday (January - March, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Inventory? (April - June, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Begins (July - September, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Continues (October - December, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
<br />
<cleanpage title=hide cats=hide /></div>Danx0rhttp://opensimulator.org/wiki/HistoryHistory2009-01-09T04:26:59Z<p>Danx0r: /* More Beginning (April - June, 2007) */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
==Project History==<br />
<br />
The OpenSim project was founded in January 2007 by Darren Guard (also known as MW), who, like so many other people, saw the potential for an open source 3d Virtual Environments server that could be used for many different applications. Also like many others, Darren had watched many other attempts at open source virtual world servers fail, often due to the massive task of writing both a server and a client at the same time.<br />
<br />
Then in January 2007, the Second Life(tm) client was released as open source, and libsl (a BSD open source library for creating custom clients that could connect to Second Life(tm)), was reaching the point of being stable. So the idea of opensim was born, with the initial goal of creating a proof of concept server that the SL client could connect to and allow some basic functions. The idea was that over time the project scope would hopefully become much more than its humble beginnings. This has happened, with the current goal of developing a standard virtual world platform that any application could use as a framework. While we still maintain compatibility with the Second Life client, we have been working towards supporting several other clients. <br />
<br />
We celebrate OpenSim on Jan 29th. Please [[Second_Birthday|help us celebrate our birthday!]]<br />
<br />
----<br />
<br />
==Personal Memories==<br />
<br />
This page is still in need of info, if your name is MW, Adam or Sdague, please (for the sake of getting each person's individual experience) dont read any further. Alternatively, add your own remembrance of history as you remember it, or dictate to gryc on #opensim if you get a couple minutes.<br />
<br />
<br />
'''lbsa71'''<br />
<br />
"Me, I was working with SL integration for a web community and had been working with #libsl for a couple of months when MW came on that channel and said 'I have a prototype for an c# SL server, but before I publish it I need somebody to log onto it to see if it supports multiple clients' - and pounced on it; when I saw that first void region with a single prim and blood red sun on my client I realized that "this is epic. This is the future." The first thing I did was to refactor out the authentication so that I could logon with my web community credentials and the method 'CustomizeLoginResponse' (It's still in there) and would be greeted with 'Stefan, Welcome To The 3D Web' - also, the void region was filled with my web community friend list as dummy avatars. At about the same time came Gareth, then AdamZaius (Adam Frisby) and we were all rather excited when IBM entered, in the shape of sdague. We were all in agreement from the start that this was to be 'the Apache of 3D' - which we took to mean 'a modular general purpose platform' upon which developers would build '3D applications'; right around that time MW and I did the first big (it felt big at the time) rewrite called Zircon; this introduced the notion of the 'client stack' which meant we could support other protocols, and the 'Client API' which was supposed to be the base for creating private or shared 3D application user interface servers with opensim. The next big rewrite (We were big on rewrites back then) was 'Sugilite' which introduced the 'Scene' with it's entities and objects - and also marked a complete restructuring of the project into Framework, Region and Grid layers, as the project was meant to be used to 'brew your own' installations. As people started pouring in, the project grew, more people used it; from my perspective, this is now a baby that's grown into a teenager. I am very proud to have followed the project since the start, and I'm very proud of what we have achieved. Thru OpenSim, Let a thousand worlds bloom!" -- Stefan Andersson<br />
<br />
'''ckrinke'''<br />
<br />
"anecdotally speaking. My memory says: Once upon a time Mw posted to a libsecondlife forum (about 12/06) an innocent post saying "I have a little program that allows an avatar to login and chat. Does this interest anyone?". Others were interested and around 5/07 Deepgrid appeared one day. Co-incidentally, it was the day I showed up on #opensim. There was a sim, its name was "Mortville" and a half-dozen crazed programmers were jumping around on a little island, flying into the ground, all chat was showing up twice, IM crashed the sim, all objects were phantom, no trees, no nothing,but it was wondrous. Within a couple of weeks there were a dozen sims on Deepgrid.<br />
<br />
In July, OSGrid was created by Gareth. Personally, I had a sim (Bao) on Deepgrid and a sim (Yang) on OSGrid. Everyday was a race to update the sims by seeing if Linux would compile as the core was 90% Windows. Most of the time it did compile. And yes, svn started out as "r1". My first svn was around r600 or so.<br />
<br />
In 8/07, Gareth went to other things, and I took over OSGrid with about 245 users. 2 weeks later on the first software update, all the passwords were lost. After a while it was learned how to update reliably. Around 10/07, OpenLifeGrid appeared. We marched through r1000, r2000, and are now at r279x. Along the way various folks said " Wait a minute, we need to scope and specify this out. You are moving too fast, we need meetings. The response was then and is now. We are moving, please join us, it will evolve as it evolves."" -- Charles Krinke<br />
<br />
<cleanpage title=hide cats=hide /><br />
<br />
<br />
==The Beginning (January - March, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
<br />
==More Beginning (April - June, 2007)==<br />
<br />
here's a chat log from April 17, 2007. This is probably around the first time I was on IRC. During the next few months, I did quite a bit of work on getting ODE to do basic collision detection. There were other physics contributors of course, I'm just trying to help recall the timeline.<br />
<br />
<pre><br />
<danx0r> there seems to be a ground contact issue -- my avatar is knee-deep<br />
in mud most of the time<br />
<Gareth> which physics engine?<br />
<danx0r> I logged onto your test sim<br />
<Gareth> ah<br />
<Gareth> that's basic physics<br />
<Gareth> someone needs to fix ODE<br />
<danx0r> ie no ODE?<br />
<danx0r> I know ODE a bit<br />
<danx0r> pyOde anyway<br />
<jhurliman> you have to plant grass. if there is only soil the avatar will<br />
sink in, you need a strong root system to hold the soil in place.<br />
<jhurliman> lol sorry<br />
<danx0r> heh<br />
<JCBrink> lol<br />
<danx0r> if only<br />
<lmmzowie> aynone else have r492 build fail on Mono?<br />
<danx0r> I've been doing ODE for almost a year now on dayjob<br />
<danx0r> the contact stuff can get messy<br />
<lmmzowie> bbl. http://pastebin.ca/445169<br />
* lmmzowie is now known as lmmaway<br />
<danx0r> there's no "keep upright" joint like in Havoc<br />
</pre><br />
<br />
==Grids? Hmmm. (July - September, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Begins (October- December, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==The First Birthday (January - March, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Inventory? (April - June, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Begins (July - September, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Continues (October - December, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
<br />
<cleanpage title=hide cats=hide /></div>Danx0rhttp://opensimulator.org/wiki/HistoryHistory2009-01-09T04:26:36Z<p>Danx0r: /* More Beginning (April - June, 2007) */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
==Project History==<br />
<br />
The OpenSim project was founded in January 2007 by Darren Guard (also known as MW), who, like so many other people, saw the potential for an open source 3d Virtual Environments server that could be used for many different applications. Also like many others, Darren had watched many other attempts at open source virtual world servers fail, often due to the massive task of writing both a server and a client at the same time.<br />
<br />
Then in January 2007, the Second Life(tm) client was released as open source, and libsl (a BSD open source library for creating custom clients that could connect to Second Life(tm)), was reaching the point of being stable. So the idea of opensim was born, with the initial goal of creating a proof of concept server that the SL client could connect to and allow some basic functions. The idea was that over time the project scope would hopefully become much more than its humble beginnings. This has happened, with the current goal of developing a standard virtual world platform that any application could use as a framework. While we still maintain compatibility with the Second Life client, we have been working towards supporting several other clients. <br />
<br />
We celebrate OpenSim on Jan 29th. Please [[Second_Birthday|help us celebrate our birthday!]]<br />
<br />
----<br />
<br />
==Personal Memories==<br />
<br />
This page is still in need of info, if your name is MW, Adam or Sdague, please (for the sake of getting each person's individual experience) dont read any further. Alternatively, add your own remembrance of history as you remember it, or dictate to gryc on #opensim if you get a couple minutes.<br />
<br />
<br />
'''lbsa71'''<br />
<br />
"Me, I was working with SL integration for a web community and had been working with #libsl for a couple of months when MW came on that channel and said 'I have a prototype for an c# SL server, but before I publish it I need somebody to log onto it to see if it supports multiple clients' - and pounced on it; when I saw that first void region with a single prim and blood red sun on my client I realized that "this is epic. This is the future." The first thing I did was to refactor out the authentication so that I could logon with my web community credentials and the method 'CustomizeLoginResponse' (It's still in there) and would be greeted with 'Stefan, Welcome To The 3D Web' - also, the void region was filled with my web community friend list as dummy avatars. At about the same time came Gareth, then AdamZaius (Adam Frisby) and we were all rather excited when IBM entered, in the shape of sdague. We were all in agreement from the start that this was to be 'the Apache of 3D' - which we took to mean 'a modular general purpose platform' upon which developers would build '3D applications'; right around that time MW and I did the first big (it felt big at the time) rewrite called Zircon; this introduced the notion of the 'client stack' which meant we could support other protocols, and the 'Client API' which was supposed to be the base for creating private or shared 3D application user interface servers with opensim. The next big rewrite (We were big on rewrites back then) was 'Sugilite' which introduced the 'Scene' with it's entities and objects - and also marked a complete restructuring of the project into Framework, Region and Grid layers, as the project was meant to be used to 'brew your own' installations. As people started pouring in, the project grew, more people used it; from my perspective, this is now a baby that's grown into a teenager. I am very proud to have followed the project since the start, and I'm very proud of what we have achieved. Thru OpenSim, Let a thousand worlds bloom!" -- Stefan Andersson<br />
<br />
'''ckrinke'''<br />
<br />
"anecdotally speaking. My memory says: Once upon a time Mw posted to a libsecondlife forum (about 12/06) an innocent post saying "I have a little program that allows an avatar to login and chat. Does this interest anyone?". Others were interested and around 5/07 Deepgrid appeared one day. Co-incidentally, it was the day I showed up on #opensim. There was a sim, its name was "Mortville" and a half-dozen crazed programmers were jumping around on a little island, flying into the ground, all chat was showing up twice, IM crashed the sim, all objects were phantom, no trees, no nothing,but it was wondrous. Within a couple of weeks there were a dozen sims on Deepgrid.<br />
<br />
In July, OSGrid was created by Gareth. Personally, I had a sim (Bao) on Deepgrid and a sim (Yang) on OSGrid. Everyday was a race to update the sims by seeing if Linux would compile as the core was 90% Windows. Most of the time it did compile. And yes, svn started out as "r1". My first svn was around r600 or so.<br />
<br />
In 8/07, Gareth went to other things, and I took over OSGrid with about 245 users. 2 weeks later on the first software update, all the passwords were lost. After a while it was learned how to update reliably. Around 10/07, OpenLifeGrid appeared. We marched through r1000, r2000, and are now at r279x. Along the way various folks said " Wait a minute, we need to scope and specify this out. You are moving too fast, we need meetings. The response was then and is now. We are moving, please join us, it will evolve as it evolves."" -- Charles Krinke<br />
<br />
<cleanpage title=hide cats=hide /><br />
<br />
<br />
==The Beginning (January - March, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
<br />
==More Beginning (April - June, 2007)==<br />
<br />
here's a chat log from April 17, 2007. This is probably around the first time I was on IRC. During the next few months, I did quite a bit of work on getting ODE to do basic collision detection. There were other physics contributors of course, I'm just trying to help recall the timeline.<br />
<br />
<pre><br />
<danx0r> there seems to be a ground contact issue -- my avatar is knee-deep<br />
in mud most of the time<br />
<Gareth> which physics engine?<br />
<danx0r> I logged onto your test sim<br />
<Gareth> ah<br />
<Gareth> that's basic physics<Gareth> someone needs to fix ODE<br />
<danx0r> ie no ODE?<br />
<danx0r> I know ODE a bit<br />
<danx0r> pyOde anyway<br />
<jhurliman> you have to plant grass. if there is only soil the avatar will<br />
sink in, you need a strong root system to hold the soil in place.<br />
<jhurliman> lol sorry<br />
<danx0r> heh<br />
<JCBrink> lol<br />
<danx0r> if only<br />
<lmmzowie> aynone else have r492 build fail on Mono?<br />
<danx0r> I've been doing ODE for almost a year now on dayjob<br />
<danx0r> the contact stuff can get messy<br />
<lmmzowie> bbl. http://pastebin.ca/445169<br />
* lmmzowie is now known as lmmaway<br />
<danx0r> there's no "keep upright" joint like in Havoc<br />
</pre><br />
<br />
==Grids? Hmmm. (July - September, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Begins (October- December, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==The First Birthday (January - March, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Inventory? (April - June, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Begins (July - September, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Continues (October - December, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
<br />
<cleanpage title=hide cats=hide /></div>Danx0rhttp://opensimulator.org/wiki/HistoryHistory2009-01-09T04:24:44Z<p>Danx0r: /* More Beginning (April - June, 2007) */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
==Project History==<br />
<br />
The OpenSim project was founded in January 2007 by Darren Guard (also known as MW), who, like so many other people, saw the potential for an open source 3d Virtual Environments server that could be used for many different applications. Also like many others, Darren had watched many other attempts at open source virtual world servers fail, often due to the massive task of writing both a server and a client at the same time.<br />
<br />
Then in January 2007, the Second Life(tm) client was released as open source, and libsl (a BSD open source library for creating custom clients that could connect to Second Life(tm)), was reaching the point of being stable. So the idea of opensim was born, with the initial goal of creating a proof of concept server that the SL client could connect to and allow some basic functions. The idea was that over time the project scope would hopefully become much more than its humble beginnings. This has happened, with the current goal of developing a standard virtual world platform that any application could use as a framework. While we still maintain compatibility with the Second Life client, we have been working towards supporting several other clients. <br />
<br />
We celebrate OpenSim on Jan 29th. Please [[Second_Birthday|help us celebrate our birthday!]]<br />
<br />
----<br />
<br />
==Personal Memories==<br />
<br />
This page is still in need of info, if your name is MW, Adam or Sdague, please (for the sake of getting each person's individual experience) dont read any further. Alternatively, add your own remembrance of history as you remember it, or dictate to gryc on #opensim if you get a couple minutes.<br />
<br />
<br />
'''lbsa71'''<br />
<br />
"Me, I was working with SL integration for a web community and had been working with #libsl for a couple of months when MW came on that channel and said 'I have a prototype for an c# SL server, but before I publish it I need somebody to log onto it to see if it supports multiple clients' - and pounced on it; when I saw that first void region with a single prim and blood red sun on my client I realized that "this is epic. This is the future." The first thing I did was to refactor out the authentication so that I could logon with my web community credentials and the method 'CustomizeLoginResponse' (It's still in there) and would be greeted with 'Stefan, Welcome To The 3D Web' - also, the void region was filled with my web community friend list as dummy avatars. At about the same time came Gareth, then AdamZaius (Adam Frisby) and we were all rather excited when IBM entered, in the shape of sdague. We were all in agreement from the start that this was to be 'the Apache of 3D' - which we took to mean 'a modular general purpose platform' upon which developers would build '3D applications'; right around that time MW and I did the first big (it felt big at the time) rewrite called Zircon; this introduced the notion of the 'client stack' which meant we could support other protocols, and the 'Client API' which was supposed to be the base for creating private or shared 3D application user interface servers with opensim. The next big rewrite (We were big on rewrites back then) was 'Sugilite' which introduced the 'Scene' with it's entities and objects - and also marked a complete restructuring of the project into Framework, Region and Grid layers, as the project was meant to be used to 'brew your own' installations. As people started pouring in, the project grew, more people used it; from my perspective, this is now a baby that's grown into a teenager. I am very proud to have followed the project since the start, and I'm very proud of what we have achieved. Thru OpenSim, Let a thousand worlds bloom!" -- Stefan Andersson<br />
<br />
'''ckrinke'''<br />
<br />
"anecdotally speaking. My memory says: Once upon a time Mw posted to a libsecondlife forum (about 12/06) an innocent post saying "I have a little program that allows an avatar to login and chat. Does this interest anyone?". Others were interested and around 5/07 Deepgrid appeared one day. Co-incidentally, it was the day I showed up on #opensim. There was a sim, its name was "Mortville" and a half-dozen crazed programmers were jumping around on a little island, flying into the ground, all chat was showing up twice, IM crashed the sim, all objects were phantom, no trees, no nothing,but it was wondrous. Within a couple of weeks there were a dozen sims on Deepgrid.<br />
<br />
In July, OSGrid was created by Gareth. Personally, I had a sim (Bao) on Deepgrid and a sim (Yang) on OSGrid. Everyday was a race to update the sims by seeing if Linux would compile as the core was 90% Windows. Most of the time it did compile. And yes, svn started out as "r1". My first svn was around r600 or so.<br />
<br />
In 8/07, Gareth went to other things, and I took over OSGrid with about 245 users. 2 weeks later on the first software update, all the passwords were lost. After a while it was learned how to update reliably. Around 10/07, OpenLifeGrid appeared. We marched through r1000, r2000, and are now at r279x. Along the way various folks said " Wait a minute, we need to scope and specify this out. You are moving too fast, we need meetings. The response was then and is now. We are moving, please join us, it will evolve as it evolves."" -- Charles Krinke<br />
<br />
<cleanpage title=hide cats=hide /><br />
<br />
<br />
==The Beginning (January - March, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
<br />
==More Beginning (April - June, 2007)==<br />
<br />
here's a chat log from April 17, 2007. This is probably around the first time I was on IRC. During the next few months, I did quite a bit of work on getting ODE to do basic collision detection. There were other physics contributors of course, I'm just trying to help recall the timeline.<br />
<br />
<pre><br />
<Gareth> someone needs to fix ODE<br />
<danx0r> ie no ODE?<br />
<danx0r> I know ODE a bit<br />
<danx0r> pyOde anyway<br />
<jhurliman> you have to plant grass. if there is only soil the avatar will<br />
sink in, you need a strong root system to hold the soil in place.<br />
<jhurliman> lol sorry<br />
<danx0r> heh<br />
<JCBrink> lol<br />
<danx0r> if only<br />
<lmmzowie> aynone else have r492 build fail on Mono?<br />
<danx0r> I've been doing ODE for almost a year now on dayjob<br />
<danx0r> the contact stuff can get messy<br />
<lmmzowie> bbl. http://pastebin.ca/445169<br />
* lmmzowie is now known as lmmaway<br />
<danx0r> there's no "keep upright" joint like in Havoc<br />
</pre><br />
<br />
==Grids? Hmmm. (July - September, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Begins (October- December, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==The First Birthday (January - March, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Inventory? (April - June, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Begins (July - September, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Continues (October - December, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
<br />
<cleanpage title=hide cats=hide /></div>Danx0rhttp://opensimulator.org/wiki/HistoryHistory2009-01-09T04:22:35Z<p>Danx0r: /* More Beginning (April - June, 2007) */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
==Project History==<br />
<br />
The OpenSim project was founded in January 2007 by Darren Guard (also known as MW), who, like so many other people, saw the potential for an open source 3d Virtual Environments server that could be used for many different applications. Also like many others, Darren had watched many other attempts at open source virtual world servers fail, often due to the massive task of writing both a server and a client at the same time.<br />
<br />
Then in January 2007, the Second Life(tm) client was released as open source, and libsl (a BSD open source library for creating custom clients that could connect to Second Life(tm)), was reaching the point of being stable. So the idea of opensim was born, with the initial goal of creating a proof of concept server that the SL client could connect to and allow some basic functions. The idea was that over time the project scope would hopefully become much more than its humble beginnings. This has happened, with the current goal of developing a standard virtual world platform that any application could use as a framework. While we still maintain compatibility with the Second Life client, we have been working towards supporting several other clients. <br />
<br />
We celebrate OpenSim on Jan 29th. Please [[Second_Birthday|help us celebrate our birthday!]]<br />
<br />
----<br />
<br />
==Personal Memories==<br />
<br />
This page is still in need of info, if your name is MW, Adam or Sdague, please (for the sake of getting each person's individual experience) dont read any further. Alternatively, add your own remembrance of history as you remember it, or dictate to gryc on #opensim if you get a couple minutes.<br />
<br />
<br />
'''lbsa71'''<br />
<br />
"Me, I was working with SL integration for a web community and had been working with #libsl for a couple of months when MW came on that channel and said 'I have a prototype for an c# SL server, but before I publish it I need somebody to log onto it to see if it supports multiple clients' - and pounced on it; when I saw that first void region with a single prim and blood red sun on my client I realized that "this is epic. This is the future." The first thing I did was to refactor out the authentication so that I could logon with my web community credentials and the method 'CustomizeLoginResponse' (It's still in there) and would be greeted with 'Stefan, Welcome To The 3D Web' - also, the void region was filled with my web community friend list as dummy avatars. At about the same time came Gareth, then AdamZaius (Adam Frisby) and we were all rather excited when IBM entered, in the shape of sdague. We were all in agreement from the start that this was to be 'the Apache of 3D' - which we took to mean 'a modular general purpose platform' upon which developers would build '3D applications'; right around that time MW and I did the first big (it felt big at the time) rewrite called Zircon; this introduced the notion of the 'client stack' which meant we could support other protocols, and the 'Client API' which was supposed to be the base for creating private or shared 3D application user interface servers with opensim. The next big rewrite (We were big on rewrites back then) was 'Sugilite' which introduced the 'Scene' with it's entities and objects - and also marked a complete restructuring of the project into Framework, Region and Grid layers, as the project was meant to be used to 'brew your own' installations. As people started pouring in, the project grew, more people used it; from my perspective, this is now a baby that's grown into a teenager. I am very proud to have followed the project since the start, and I'm very proud of what we have achieved. Thru OpenSim, Let a thousand worlds bloom!" -- Stefan Andersson<br />
<br />
'''ckrinke'''<br />
<br />
"anecdotally speaking. My memory says: Once upon a time Mw posted to a libsecondlife forum (about 12/06) an innocent post saying "I have a little program that allows an avatar to login and chat. Does this interest anyone?". Others were interested and around 5/07 Deepgrid appeared one day. Co-incidentally, it was the day I showed up on #opensim. There was a sim, its name was "Mortville" and a half-dozen crazed programmers were jumping around on a little island, flying into the ground, all chat was showing up twice, IM crashed the sim, all objects were phantom, no trees, no nothing,but it was wondrous. Within a couple of weeks there were a dozen sims on Deepgrid.<br />
<br />
In July, OSGrid was created by Gareth. Personally, I had a sim (Bao) on Deepgrid and a sim (Yang) on OSGrid. Everyday was a race to update the sims by seeing if Linux would compile as the core was 90% Windows. Most of the time it did compile. And yes, svn started out as "r1". My first svn was around r600 or so.<br />
<br />
In 8/07, Gareth went to other things, and I took over OSGrid with about 245 users. 2 weeks later on the first software update, all the passwords were lost. After a while it was learned how to update reliably. Around 10/07, OpenLifeGrid appeared. We marched through r1000, r2000, and are now at r279x. Along the way various folks said " Wait a minute, we need to scope and specify this out. You are moving too fast, we need meetings. The response was then and is now. We are moving, please join us, it will evolve as it evolves."" -- Charles Krinke<br />
<br />
<cleanpage title=hide cats=hide /><br />
<br />
<br />
==The Beginning (January - March, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
<br />
==More Beginning (April - June, 2007)==<br />
<br />
here's a chat log from April 17, 2007. This is probably around the first time I was on IRC. During the next few months, I did quite a bit of work on getting ODE to do basic collision detection. There were other physics contributors of course, I'm just trying to help recall the timeline.<br />
<br />
<code><br />
<Gareth> someone needs to fix ODE<br />
<danx0r> ie no ODE?<br />
<danx0r> I know ODE a bit<br />
<danx0r> pyOde anyway<br />
<jhurliman> you have to plant grass. if there is only soil the avatar will<br />
sink in, you need a strong root system to hold the soil in place.<br />
<jhurliman> lol sorry<br />
<danx0r> heh<br />
<JCBrink> lol<br />
<danx0r> if only<br />
<lmmzowie> aynone else have r492 build fail on Mono?<br />
<danx0r> I've been doing ODE for almost a year now on dayjob<br />
<danx0r> the contact stuff can get messy<br />
<lmmzowie> bbl. http://pastebin.ca/445169<br />
* lmmzowie is now known as lmmaway<br />
<danx0r> there's no "keep upright" joint like in Havoc<br />
</code><br />
<br />
==Grids? Hmmm. (July - September, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Begins (October- December, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==The First Birthday (January - March, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Inventory? (April - June, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Begins (July - September, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Continues (October - December, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
<br />
<cleanpage title=hide cats=hide /></div>Danx0rhttp://opensimulator.org/wiki/HistoryHistory2009-01-09T04:22:06Z<p>Danx0r: /* More Beginning (April - June, 2007) */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
==Project History==<br />
<br />
The OpenSim project was founded in January 2007 by Darren Guard (also known as MW), who, like so many other people, saw the potential for an open source 3d Virtual Environments server that could be used for many different applications. Also like many others, Darren had watched many other attempts at open source virtual world servers fail, often due to the massive task of writing both a server and a client at the same time.<br />
<br />
Then in January 2007, the Second Life(tm) client was released as open source, and libsl (a BSD open source library for creating custom clients that could connect to Second Life(tm)), was reaching the point of being stable. So the idea of opensim was born, with the initial goal of creating a proof of concept server that the SL client could connect to and allow some basic functions. The idea was that over time the project scope would hopefully become much more than its humble beginnings. This has happened, with the current goal of developing a standard virtual world platform that any application could use as a framework. While we still maintain compatibility with the Second Life client, we have been working towards supporting several other clients. <br />
<br />
We celebrate OpenSim on Jan 29th. Please [[Second_Birthday|help us celebrate our birthday!]]<br />
<br />
----<br />
<br />
==Personal Memories==<br />
<br />
This page is still in need of info, if your name is MW, Adam or Sdague, please (for the sake of getting each person's individual experience) dont read any further. Alternatively, add your own remembrance of history as you remember it, or dictate to gryc on #opensim if you get a couple minutes.<br />
<br />
<br />
'''lbsa71'''<br />
<br />
"Me, I was working with SL integration for a web community and had been working with #libsl for a couple of months when MW came on that channel and said 'I have a prototype for an c# SL server, but before I publish it I need somebody to log onto it to see if it supports multiple clients' - and pounced on it; when I saw that first void region with a single prim and blood red sun on my client I realized that "this is epic. This is the future." The first thing I did was to refactor out the authentication so that I could logon with my web community credentials and the method 'CustomizeLoginResponse' (It's still in there) and would be greeted with 'Stefan, Welcome To The 3D Web' - also, the void region was filled with my web community friend list as dummy avatars. At about the same time came Gareth, then AdamZaius (Adam Frisby) and we were all rather excited when IBM entered, in the shape of sdague. We were all in agreement from the start that this was to be 'the Apache of 3D' - which we took to mean 'a modular general purpose platform' upon which developers would build '3D applications'; right around that time MW and I did the first big (it felt big at the time) rewrite called Zircon; this introduced the notion of the 'client stack' which meant we could support other protocols, and the 'Client API' which was supposed to be the base for creating private or shared 3D application user interface servers with opensim. The next big rewrite (We were big on rewrites back then) was 'Sugilite' which introduced the 'Scene' with it's entities and objects - and also marked a complete restructuring of the project into Framework, Region and Grid layers, as the project was meant to be used to 'brew your own' installations. As people started pouring in, the project grew, more people used it; from my perspective, this is now a baby that's grown into a teenager. I am very proud to have followed the project since the start, and I'm very proud of what we have achieved. Thru OpenSim, Let a thousand worlds bloom!" -- Stefan Andersson<br />
<br />
'''ckrinke'''<br />
<br />
"anecdotally speaking. My memory says: Once upon a time Mw posted to a libsecondlife forum (about 12/06) an innocent post saying "I have a little program that allows an avatar to login and chat. Does this interest anyone?". Others were interested and around 5/07 Deepgrid appeared one day. Co-incidentally, it was the day I showed up on #opensim. There was a sim, its name was "Mortville" and a half-dozen crazed programmers were jumping around on a little island, flying into the ground, all chat was showing up twice, IM crashed the sim, all objects were phantom, no trees, no nothing,but it was wondrous. Within a couple of weeks there were a dozen sims on Deepgrid.<br />
<br />
In July, OSGrid was created by Gareth. Personally, I had a sim (Bao) on Deepgrid and a sim (Yang) on OSGrid. Everyday was a race to update the sims by seeing if Linux would compile as the core was 90% Windows. Most of the time it did compile. And yes, svn started out as "r1". My first svn was around r600 or so.<br />
<br />
In 8/07, Gareth went to other things, and I took over OSGrid with about 245 users. 2 weeks later on the first software update, all the passwords were lost. After a while it was learned how to update reliably. Around 10/07, OpenLifeGrid appeared. We marched through r1000, r2000, and are now at r279x. Along the way various folks said " Wait a minute, we need to scope and specify this out. You are moving too fast, we need meetings. The response was then and is now. We are moving, please join us, it will evolve as it evolves."" -- Charles Krinke<br />
<br />
<cleanpage title=hide cats=hide /><br />
<br />
<br />
==The Beginning (January - March, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
<br />
==More Beginning (April - June, 2007)==<br />
<br />
here's a chat log from April 17, 2007. This is probably around the first time I was on IRC. During the next few months, I did quite a bit of work on getting ODE to do basic collision detection. There were other physics contributors of course, I'm just trying to help recall the timeline.<br />
<br />
<Gareth> someone needs to fix ODE<br />
<danx0r> ie no ODE?<br />
<danx0r> I know ODE a bit<br />
<danx0r> pyOde anyway<br />
<jhurliman> you have to plant grass. if there is only soil the avatar will<br />
sink in, you need a strong root system to hold the soil in place.<br />
<jhurliman> lol sorry<br />
<danx0r> heh<br />
<JCBrink> lol<br />
<danx0r> if only<br />
<lmmzowie> aynone else have r492 build fail on Mono?<br />
<danx0r> I've been doing ODE for almost a year now on dayjob<br />
<danx0r> the contact stuff can get messy<br />
<lmmzowie> bbl. http://pastebin.ca/445169<br />
* lmmzowie is now known as lmmaway<br />
<danx0r> there's no "keep upright" joint like in Havoc<br />
<br />
==Grids? Hmmm. (July - September, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Begins (October- December, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==The First Birthday (January - March, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Inventory? (April - June, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Begins (July - September, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Continues (October - December, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
<br />
<cleanpage title=hide cats=hide /></div>Danx0rhttp://opensimulator.org/wiki/HistoryHistory2009-01-09T04:21:05Z<p>Danx0r: /* More Beginning (April - June, 2007) */</p>
<hr />
<div>{{Template:Quicklinks}}<br />
==Project History==<br />
<br />
The OpenSim project was founded in January 2007 by Darren Guard (also known as MW), who, like so many other people, saw the potential for an open source 3d Virtual Environments server that could be used for many different applications. Also like many others, Darren had watched many other attempts at open source virtual world servers fail, often due to the massive task of writing both a server and a client at the same time.<br />
<br />
Then in January 2007, the Second Life(tm) client was released as open source, and libsl (a BSD open source library for creating custom clients that could connect to Second Life(tm)), was reaching the point of being stable. So the idea of opensim was born, with the initial goal of creating a proof of concept server that the SL client could connect to and allow some basic functions. The idea was that over time the project scope would hopefully become much more than its humble beginnings. This has happened, with the current goal of developing a standard virtual world platform that any application could use as a framework. While we still maintain compatibility with the Second Life client, we have been working towards supporting several other clients. <br />
<br />
We celebrate OpenSim on Jan 29th. Please [[Second_Birthday|help us celebrate our birthday!]]<br />
<br />
----<br />
<br />
==Personal Memories==<br />
<br />
This page is still in need of info, if your name is MW, Adam or Sdague, please (for the sake of getting each person's individual experience) dont read any further. Alternatively, add your own remembrance of history as you remember it, or dictate to gryc on #opensim if you get a couple minutes.<br />
<br />
<br />
'''lbsa71'''<br />
<br />
"Me, I was working with SL integration for a web community and had been working with #libsl for a couple of months when MW came on that channel and said 'I have a prototype for an c# SL server, but before I publish it I need somebody to log onto it to see if it supports multiple clients' - and pounced on it; when I saw that first void region with a single prim and blood red sun on my client I realized that "this is epic. This is the future." The first thing I did was to refactor out the authentication so that I could logon with my web community credentials and the method 'CustomizeLoginResponse' (It's still in there) and would be greeted with 'Stefan, Welcome To The 3D Web' - also, the void region was filled with my web community friend list as dummy avatars. At about the same time came Gareth, then AdamZaius (Adam Frisby) and we were all rather excited when IBM entered, in the shape of sdague. We were all in agreement from the start that this was to be 'the Apache of 3D' - which we took to mean 'a modular general purpose platform' upon which developers would build '3D applications'; right around that time MW and I did the first big (it felt big at the time) rewrite called Zircon; this introduced the notion of the 'client stack' which meant we could support other protocols, and the 'Client API' which was supposed to be the base for creating private or shared 3D application user interface servers with opensim. The next big rewrite (We were big on rewrites back then) was 'Sugilite' which introduced the 'Scene' with it's entities and objects - and also marked a complete restructuring of the project into Framework, Region and Grid layers, as the project was meant to be used to 'brew your own' installations. As people started pouring in, the project grew, more people used it; from my perspective, this is now a baby that's grown into a teenager. I am very proud to have followed the project since the start, and I'm very proud of what we have achieved. Thru OpenSim, Let a thousand worlds bloom!" -- Stefan Andersson<br />
<br />
'''ckrinke'''<br />
<br />
"anecdotally speaking. My memory says: Once upon a time Mw posted to a libsecondlife forum (about 12/06) an innocent post saying "I have a little program that allows an avatar to login and chat. Does this interest anyone?". Others were interested and around 5/07 Deepgrid appeared one day. Co-incidentally, it was the day I showed up on #opensim. There was a sim, its name was "Mortville" and a half-dozen crazed programmers were jumping around on a little island, flying into the ground, all chat was showing up twice, IM crashed the sim, all objects were phantom, no trees, no nothing,but it was wondrous. Within a couple of weeks there were a dozen sims on Deepgrid.<br />
<br />
In July, OSGrid was created by Gareth. Personally, I had a sim (Bao) on Deepgrid and a sim (Yang) on OSGrid. Everyday was a race to update the sims by seeing if Linux would compile as the core was 90% Windows. Most of the time it did compile. And yes, svn started out as "r1". My first svn was around r600 or so.<br />
<br />
In 8/07, Gareth went to other things, and I took over OSGrid with about 245 users. 2 weeks later on the first software update, all the passwords were lost. After a while it was learned how to update reliably. Around 10/07, OpenLifeGrid appeared. We marched through r1000, r2000, and are now at r279x. Along the way various folks said " Wait a minute, we need to scope and specify this out. You are moving too fast, we need meetings. The response was then and is now. We are moving, please join us, it will evolve as it evolves."" -- Charles Krinke<br />
<br />
<cleanpage title=hide cats=hide /><br />
<br />
<br />
==The Beginning (January - March, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
<br />
==More Beginning (April - June, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
here's a chat log from April 17, 2007. This is probably around the first time I was on IRC. During the next few months, I did the bulk of the work on getting ODE to do basic collision detection. There were other contributors of course, but I don't think Teravus came along until later in '07.<br />
<br />
<Gareth> someone needs to fix ODE<br />
<danx0r> ie no ODE?<br />
<danx0r> I know ODE a bit<br />
<danx0r> pyOde anyway<br />
<jhurliman> you have to plant grass. if there is only soil the avatar will<br />
sink in, you need a strong root system to hold the soil in place.<br />
<jhurliman> lol sorry<br />
<danx0r> heh<br />
<JCBrink> lol<br />
<danx0r> if only<br />
<lmmzowie> aynone else have r492 build fail on Mono?<br />
<danx0r> I've been doing ODE for almost a year now on dayjob<br />
<danx0r> the contact stuff can get messy<br />
<lmmzowie> bbl. http://pastebin.ca/445169<br />
* lmmzowie is now known as lmmaway<br />
<danx0r> there's no "keep upright" joint like in Havoc<br />
<br />
==Grids? Hmmm. (July - September, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Begins (October- December, 2007)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==The First Birthday (January - March, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Inventory? (April - June, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Begins (July - September, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
==Hype Continues (October - December, 2008)==<br />
<br />
We need some edits from folks who were here and remember this 3 month period.<br />
<br />
<br />
<cleanpage title=hide cats=hide /></div>Danx0rhttp://opensimulator.org/wiki/PhysicsEnginesPhysicsEngines2007-11-17T10:05:49Z<p>Danx0r: /* POS Plugin in OpenSim */</p>
<hr />
<div>There are several physics engines available for use in OpenSim. Currently, they are "basicphysics", "OpenDynamicsEngine", "RealPhysX" & "BulletX" (modified version). The plugin "basicphysics" is the default and can be seen in the <tt>OpenSim.ini</tt> file.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=OpenDynamicsEngine</tt> to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in <tt>OpenSim.ini</tt>.<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=RealPhysX</tt> if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=modified_BulletX</tt> to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.<br />
<br />
To conclude, basicphysics & OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX).<br />
<br />
As of 10/9/07, ODE has received the bulk of testing. It supports basic collision with box-shaped primitives as well as box prims with box-shaped hollows. Bullet supports box-shaped prims and appears stable; there has been little testing yet, and it is known to have issues with friction (you skate around on non-level surfaces). Physx has not been updated in quite a while.<br />
<br />
== Compiling ODE from source (Linux) ==<br />
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest OpenSim libraries source code (Ver. 0.9 as of Oct '07) from the SVN: http://opensimulator.org/svn/opensim-libs<br />
Switch to the ode directory and compile it as follows:<br />
<br />
./configure --enable-shared<br />
make -k<br />
<br />
(I used to suggest --with-trimesh=gimpact, but no longer. As of ODE 0.9, Opcode is the preferred and best-supported collision library)<br />
<br />
This should create a <tt>libode.a</tt> and <tt>lidode.so</tt> file in the <tt>src/ode</tt> subdirectory. Copy these two files to the opensim <tt>bin</tt> directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]<br />
<br />
== Compiling ODE from source (Windows) ==<br />
<br />
the standard distribution from ode.org has a build directory, in which you will find subdirs for several Microsoft compilers. <br />
<br />
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's. This can cause failure and confusion, so do the following:<br />
Right-click on ode in Solution Explorer, and select properties.<br />
under Configuration Properties/General, change "Use of MFC" to read "Use MFC in a Static Library"<br />
<br />
then compile as usual.<br />
<br />
== ODE Plugin in OpenSim ==<br />
Currently, the ODE Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Avies and (active)physical prim movement supported. <br />
<br />
The currently collision behavior is:<br />
* For avies, a capsule of .5m of radius and a length of .9m and 50Kg of mass<br />
* For prims, like a Box with a mass of a Box of = 0.5Kg/l = 0.5Kg/dm3 = 500Kg/m3.<br />
<br />
=== To-do list (next changes) ===<br />
* Tune all collisions<br />
* Introduce Prim Shape Type to have more than the box shape using the Meshmerizer tri-mesh generator<br />
* Fix bugs<br />
* Implement ''grab and throw''<br />
<br />
==== Known bugs ====<br />
* Ground Collisions: ''Certain ground terrain causes avatar to bounce into the air without warning''<br />
* Mis-aligned Terrain: ''The visible terrain is slightly mis-aligned against the heightmap. This causes the avatar to appear as if it's standing on empty space while slightly off of a hill and causes the avatar to appear as if it's knees are bent or feet in the terrain on the other side.''<br />
* Making avatar taller causes knee bending.<br />
<br />
== BulletX Plugin in OpenSim: Modified BulletX ==<br />
BulletX Plugin in OpenSim runs the modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)<br />
<br />
Currently, BulletX Plugin suports collisions Av2Av, Av2Prim and Prim2Prim. Prims and avies movement supported. By the way, collisions needs tunning. The currently collision's behavoir are:<br />
* For avies, like and sphere of 1m of radious and 50Kg of mass<br />
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).<br />
<br />
=== To-do list (next changes) ===<br />
* Tune collision<br />
* Introduce Prim Shape Type to have more than the box shape.<br />
* More than 1 region in a Sim and then more than 1 sim (grid)<br />
* Fix bugs<br />
==== Known bugs ====<br />
* Icy bug: ''an avatar acts like it is on ice and tends to drift off the edge of the sim after a while''<br />
* Crash on BulletX. You will find the next message in console sometimes: ''Overflow in AABB, object removed from simulation If you can reproduce this, please email bugs@continuousphysics.com Please include above information, your Platform, version of OS. Thanks.''<br />
* <del>Rotation doesn't seem to work</del><br><br />
<br />
== POS Plugin in OpenSim ==<br />
POS is Physics Of Simplicity. It is BasicPhysics with collisions.<br />
<br />
I took out my old wiki stuff because it was just plain wrong. The algorithm which is implemented in POS does <i>not</i> model the avatar as a sphere; rather, it models it as a rectilinear solid, same as the prims. However, collision detection is always done in the rotational frame of the prim, so depending on which prim you check against, the avatar is actually oriented differently.<br />
<br />
=== To-do list (next changes) ===<br />
* TODO<br />
<br />
==== Known bugs ====<br />
* TODO<br />
<br />
== Physics Testing Videos ==<br />
<br />
===<b>ODE</b>===<br />
* 360 Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847652/<br />
YouTube > http://www.youtube.com/watch?v=Y0olsWlTc0A<br />
* 180 Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_02.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847715/<br />
YouTube > http://www.youtube.com/watch?v=9lR_2H7VODU<br />
* 90 Prims (Sim Does Not Crash) [11/08/2007 rev.2308]<br><br />
Quicktime > http://www.nebadonizumi.com/vid/opensim/opensim_ODE_physics_test_03.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847731/<br />
YouTube > http://www.youtube.com/watch?v=t9ulYO8I26Q<br />
<br />
===<b>BulletX</b>===<br />
* 360 Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_01.mov<br />
Stage6 > http://stage6.divx.com/user/3dlibre/video/1847745/<br />
* 180 Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_02.mov<br />
* 90 Prims (Sim Crashes) [11/08/2007 rev.2308]<br><br />
QuickTime > http://www.nebadonizumi.com/vid/opensim/opensim_BulletX_physics_test_03.mov<br />
<br />
===<b>Second Life Havok 1</b>===<br />
* 360 Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLife_physics_test_01.mov<br />
<br />
===<b>Second Life Havok 4</b>===<br />
* 360 Prims [11/08/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_01.mov<br />
* 1000 Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_02.mov<br />
* 1000 Prims [11/09/2007]<br><br />
http://www.nebadonizumi.com/vid/opensim/SecondLifeBetaHavok_physics_test_03.mov</div>Danx0rhttp://opensimulator.org/wiki/PhysicsEnginesPhysicsEngines2007-10-09T00:46:25Z<p>Danx0r: /* To-do list (next changes) */</p>
<hr />
<div>There are several physics engines available for use in OpenSim. Currently, they are "basicphysics", "OpenDynamicsEngine", "RealPhysX" & "BulletX" (modified version). The plugin "basicphysics" is the default and can be seen in the <tt>OpenSim.ini</tt> file.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=OpenDynamicsEngine</tt> to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in <tt>OpenSim.ini</tt>.<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=RealPhysX</tt> if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=modified_BulletX</tt> to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.<br />
<br />
To conclude, basicphysics & OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX).<br />
<br />
As of 10/9/07, ODE has received the bulk of testing. It supports basic collision with box-shaped primitives as well as box prims with box-shaped hollows. Bullet supports box-shaped prims and appears stable; there has been little testing yet, and it is known to have issues with friction (you skate around on non-level surfaces). Physx has not been updated in quite a while.<br />
<br />
== Compiling ODE from source (Linux) ==<br />
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest source code (Ver. 0.9 as of Oct '07) from http://www.ode.org/.<br />
Unpack it, switch to the ode directory and compile it as follows:<br />
<br />
./configure --enable-shared<br />
make -k<br />
<br />
(I used to suggest --with-trimesh=gimpact, but no longer. As of ODE 0.9, Opcode is the preferred and best-supported collision library)<br />
<br />
This should create a <tt>libode.a</tt> and <tt>lidode.so</tt> file in the <tt>src/ode</tt> subdirectory. Copy these two files to the opensim <tt>bin</tt> directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]<br />
<br />
== Compiling ODE from source (Windows) ==<br />
<br />
the standard distribution from ode.org has a build directory, in which you will find subdirs for several Microsoft compilers. <br />
<br />
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's. This can cause failure and confusion, so do the following:<br />
Right-click on ode in Solution Explorer, and select properties.<br />
under Configuration Properties/General, change "Use of MFC" to read "Use MFC in a Static Library"<br />
<br />
then compile as usual.<br />
<br />
== Modified BulletX ==<br />
This is a modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)<br />
<br />
=== BulletX Plugin in OpenSim ===<br />
BulletX Plugin in OpenSim runs the modified version of BulletX. Currently, BulletX Plugin suports collisions Av2Av and Av2Prim. Prims won't move in an collision, but avies yes. By the way, collisions needs tunning. Prim2Prim collisions are currently not suported and prims are in a like non physical-state. The currently collision's behavoir are:<br />
* For avies, like and sphere of 1m of radious and 50Kg of mass<br />
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).<br />
<br />
==== To-do list (next changes) ====<br />
Near future:<br />
* ''Add '''orientation management''' of prims (it needs an upgrade of MonoXnaCompactMaths) (sent to be added)''<br />
* '''''Fix re-sizing''' (sent to be added, It's fixed but it's not elegant :S)''<br />
* ''Translate and implement the original '''HeightfieldTerrainShape Class''' of Bullet to BulletX (Modified) (sent to be added, btw it has some bugs)''<br />
<br />
[these three points have been addressed, right? in the last patch --danx0r]<br />
<br />
* Tune collisions<br />
Midle future/Long Term:<br />
* Introduce physical check so prims could collide and roll down the hill.<br />
* Introduce Prim Shape Type to have more than the box shape.</div>Danx0rhttp://opensimulator.org/wiki/PhysicsEnginesPhysicsEngines2007-10-09T00:44:57Z<p>Danx0r: </p>
<hr />
<div>There are several physics engines available for use in OpenSim. Currently, they are "basicphysics", "OpenDynamicsEngine", "RealPhysX" & "BulletX" (modified version). The plugin "basicphysics" is the default and can be seen in the <tt>OpenSim.ini</tt> file.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=OpenDynamicsEngine</tt> to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in <tt>OpenSim.ini</tt>.<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=RealPhysX</tt> if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=modified_BulletX</tt> to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.<br />
<br />
To conclude, basicphysics & OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX).<br />
<br />
As of 10/9/07, ODE has received the bulk of testing. It supports basic collision with box-shaped primitives as well as box prims with box-shaped hollows. Bullet supports box-shaped prims and appears stable; there has been little testing yet, and it is known to have issues with friction (you skate around on non-level surfaces). Physx has not been updated in quite a while.<br />
<br />
== Compiling ODE from source (Linux) ==<br />
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest source code (Ver. 0.9 as of Oct '07) from http://www.ode.org/.<br />
Unpack it, switch to the ode directory and compile it as follows:<br />
<br />
./configure --enable-shared<br />
make -k<br />
<br />
(I used to suggest --with-trimesh=gimpact, but no longer. As of ODE 0.9, Opcode is the preferred and best-supported collision library)<br />
<br />
This should create a <tt>libode.a</tt> and <tt>lidode.so</tt> file in the <tt>src/ode</tt> subdirectory. Copy these two files to the opensim <tt>bin</tt> directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]<br />
<br />
== Compiling ODE from source (Windows) ==<br />
<br />
the standard distribution from ode.org has a build directory, in which you will find subdirs for several Microsoft compilers. <br />
<br />
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's. This can cause failure and confusion, so do the following:<br />
Right-click on ode in Solution Explorer, and select properties.<br />
under Configuration Properties/General, change "Use of MFC" to read "Use MFC in a Static Library"<br />
<br />
then compile as usual.<br />
<br />
== Modified BulletX ==<br />
This is a modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)<br />
<br />
=== BulletX Plugin in OpenSim ===<br />
BulletX Plugin in OpenSim runs the modified version of BulletX. Currently, BulletX Plugin suports collisions Av2Av and Av2Prim. Prims won't move in an collision, but avies yes. By the way, collisions needs tunning. Prim2Prim collisions are currently not suported and prims are in a like non physical-state. The currently collision's behavoir are:<br />
* For avies, like and sphere of 1m of radious and 50Kg of mass<br />
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).<br />
<br />
==== To-do list (next changes) ====<br />
Near future:<br />
* ''Add '''orientation management''' of prims (it needs an upgrade of MonoXnaCompactMaths) (sent to be added)''<br />
* '''''Fix re-sizing''' (sent to be added, It's fixed but it's not elegant :S)''<br />
* ''Translate and implement the original '''HeightfieldTerrainShape Class''' of Bullet to BulletX (Modified) (sent to be added, btw it has some bugs)''<br />
* Tune collisions<br />
Midle future/Long Term:<br />
* Introduce physical check so prims could collide and roll down the hill.<br />
* Introduce Prim Shape Type to have more than the box shape.</div>Danx0rhttp://opensimulator.org/wiki/PhysicsEnginesPhysicsEngines2007-10-09T00:44:32Z<p>Danx0r: </p>
<hr />
<div>There are several physics engines available for use in OpenSim. Currently, they are "basicphysics", "OpenDynamicsEngine", "RealPhysX" & "BulletX" (modified version). The plugin "basicphysics" is the default and can be seen in the <tt>OpenSim.ini</tt> file.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=OpenDynamicsEngine</tt> to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in <tt>OpenSim.ini</tt>.<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=RealPhysX</tt> if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=modified_BulletX</tt> to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.<br />
<br />
To conclude, basicphysics & OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX). <br><br />
As of 10/9/07, ODE has received the bulk of testing. It supports basic collision with box-shaped primitives as well as box prims with box-shaped hollows. Bullet supports box-shaped prims and appears stable; there has been little testing yet, and it is known to have issues with friction (you skate around on non-level surfaces). Physx has not been updated in quite a while.<br />
<br />
== Compiling ODE from source (Linux) ==<br />
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest source code (Ver. 0.9 as of Oct '07) from http://www.ode.org/.<br />
Unpack it, switch to the ode directory and compile it as follows:<br />
<br />
./configure --enable-shared<br />
make -k<br />
<br />
(I used to suggest --with-trimesh=gimpact, but no longer. As of ODE 0.9, Opcode is the preferred and best-supported collision library)<br />
<br />
This should create a <tt>libode.a</tt> and <tt>lidode.so</tt> file in the <tt>src/ode</tt> subdirectory. Copy these two files to the opensim <tt>bin</tt> directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]<br />
<br />
== Compiling ODE from source (Windows) ==<br />
<br />
the standard distribution from ode.org has a build directory, in which you will find subdirs for several Microsoft compilers. <br />
<br />
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's. This can cause failure and confusion, so do the following:<br />
Right-click on ode in Solution Explorer, and select properties.<br />
under Configuration Properties/General, change "Use of MFC" to read "Use MFC in a Static Library"<br />
<br />
then compile as usual.<br />
<br />
== Modified BulletX ==<br />
This is a modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)<br />
<br />
=== BulletX Plugin in OpenSim ===<br />
BulletX Plugin in OpenSim runs the modified version of BulletX. Currently, BulletX Plugin suports collisions Av2Av and Av2Prim. Prims won't move in an collision, but avies yes. By the way, collisions needs tunning. Prim2Prim collisions are currently not suported and prims are in a like non physical-state. The currently collision's behavoir are:<br />
* For avies, like and sphere of 1m of radious and 50Kg of mass<br />
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).<br />
<br />
==== To-do list (next changes) ====<br />
Near future:<br />
* ''Add '''orientation management''' of prims (it needs an upgrade of MonoXnaCompactMaths) (sent to be added)''<br />
* '''''Fix re-sizing''' (sent to be added, It's fixed but it's not elegant :S)''<br />
* ''Translate and implement the original '''HeightfieldTerrainShape Class''' of Bullet to BulletX (Modified) (sent to be added, btw it has some bugs)''<br />
* Tune collisions<br />
Midle future/Long Term:<br />
* Introduce physical check so prims could collide and roll down the hill.<br />
* Introduce Prim Shape Type to have more than the box shape.</div>Danx0rhttp://opensimulator.org/wiki/PhysicsEnginesPhysicsEngines2007-10-09T00:44:00Z<p>Danx0r: </p>
<hr />
<div>There are several physics engines available for use in OpenSim. Currently, they are "basicphysics", "OpenDynamicsEngine", "RealPhysX" & "BulletX" (modified version). The plugin "basicphysics" is the default and can be seen in the <tt>OpenSim.ini</tt> file.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=OpenDynamicsEngine</tt> to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in <tt>OpenSim.ini</tt>.<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=RealPhysX</tt> if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=modified_BulletX</tt> to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.<br />
<br />
To conclude, basicphysics & OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX). As of 10/9/07, ODE has received the bulk of testing. It supports basic collision with box-shaped primitives as well as box prims with box-shaped hollows. Bullet supports box-shaped prims and appears stable; there has been little testing yet, and it is known to have issues with friction (you skate around on non-level surfaces). Physx has not been updated in quite a while.<br />
<br />
== Compiling ODE from source (Linux) ==<br />
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest source code (Ver. 0.9 as of Oct '07) from http://www.ode.org/.<br />
Unpack it, switch to the ode directory and compile it as follows:<br />
<br />
./configure --enable-shared<br />
make -k<br />
<br />
(I used to suggest --with-trimesh=gimpact, but no longer. As of ODE 0.9, Opcode is the preferred and best-supported collision library)<br />
<br />
This should create a <tt>libode.a</tt> and <tt>lidode.so</tt> file in the <tt>src/ode</tt> subdirectory. Copy these two files to the opensim <tt>bin</tt> directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]<br />
<br />
== Compiling ODE from source (Windows) ==<br />
<br />
the standard distribution from ode.org has a build directory, in which you will find subdirs for several Microsoft compilers. <br />
<br />
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's. This can cause failure and confusion, so do the following:<br />
Right-click on ode in Solution Explorer, and select properties.<br />
under Configuration Properties/General, change "Use of MFC" to read "Use MFC in a Static Library"<br />
<br />
then compile as usual.<br />
<br />
== Modified BulletX ==<br />
This is a modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)<br />
<br />
=== BulletX Plugin in OpenSim ===<br />
BulletX Plugin in OpenSim runs the modified version of BulletX. Currently, BulletX Plugin suports collisions Av2Av and Av2Prim. Prims won't move in an collision, but avies yes. By the way, collisions needs tunning. Prim2Prim collisions are currently not suported and prims are in a like non physical-state. The currently collision's behavoir are:<br />
* For avies, like and sphere of 1m of radious and 50Kg of mass<br />
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).<br />
<br />
==== To-do list (next changes) ====<br />
Near future:<br />
* ''Add '''orientation management''' of prims (it needs an upgrade of MonoXnaCompactMaths) (sent to be added)''<br />
* '''''Fix re-sizing''' (sent to be added, It's fixed but it's not elegant :S)''<br />
* ''Translate and implement the original '''HeightfieldTerrainShape Class''' of Bullet to BulletX (Modified) (sent to be added, btw it has some bugs)''<br />
* Tune collisions<br />
Midle future/Long Term:<br />
* Introduce physical check so prims could collide and roll down the hill.<br />
* Introduce Prim Shape Type to have more than the box shape.</div>Danx0rhttp://opensimulator.org/wiki/PhysicsEnginesPhysicsEngines2007-10-09T00:40:16Z<p>Danx0r: /* Compiling ODE from source (Linux) */</p>
<hr />
<div>There are several physics engines available for use in OpenSim. Currently, they are "basicphysics", "OpenDynamicsEngine", "RealPhysX" & "BulletX" (modified version). The plugin "basicphysics" is the default and can be seen in the <tt>OpenSim.ini</tt> file.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=OpenDynamicsEngine</tt> to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in <tt>OpenSim.ini</tt>.<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=RealPhysX</tt> if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=modified_BulletX</tt> to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.<br />
<br />
To conclude, basicphysics & OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX).<br />
<br />
== Compiling ODE from source (Linux) ==<br />
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest source code (Ver. 0.9 as of Oct '07) from http://www.ode.org/.<br />
Unpack it, switch to the ode directory and compile it as follows:<br />
<br />
./configure --enable-shared<br />
make -k<br />
<br />
(I used to suggest --with-trimesh=gimpact, but no longer. As of ODE 0.9, Opcode is the preferred and best-supported collision library)<br />
<br />
This should create a <tt>libode.a</tt> and <tt>lidode.so</tt> file in the <tt>src/ode</tt> subdirectory. Copy these two files to the opensim <tt>bin</tt> directory (after having backed up the original files there). [er, I don't think the .a file is necessary to put in bin!]<br />
<br />
== Compiling ODE from source (Windows) ==<br />
<br />
the standard distribution from ode.org has a build directory, in which you will find subdirs for several Microsoft compilers. <br />
<br />
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's. This can cause failure and confusion, so do the following:<br />
Right-click on ode in Solution Explorer, and select properties.<br />
under Configuration Properties/General, change "Use of MFC" to read "Use MFC in a Static Library"<br />
<br />
then compile as usual.<br />
<br />
== Modified BulletX ==<br />
This is a modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)<br />
<br />
=== BulletX Plugin in OpenSim ===<br />
BulletX Plugin in OpenSim runs the modified version of BulletX. Currently, BulletX Plugin suports collisions Av2Av and Av2Prim. Prims won't move in an collision, but avies yes. By the way, collisions needs tunning. Prim2Prim collisions are currently not suported and prims are in a like non physical-state. The currently collision's behavoir are:<br />
* For avies, like and sphere of 1m of radious and 50Kg of mass<br />
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).<br />
<br />
==== To-do list (next changes) ====<br />
Near future:<br />
* ''Add '''orientation management''' of prims (it needs an upgrade of MonoXnaCompactMaths) (sent to be added)''<br />
* '''''Fix re-sizing''' (sent to be added, It's fixed but it's not elegant :S)''<br />
* ''Translate and implement the original '''HeightfieldTerrainShape Class''' of Bullet to BulletX (Modified) (sent to be added, btw it has some bugs)''<br />
* Tune collisions<br />
Midle future/Long Term:<br />
* Introduce physical check so prims could collide and roll down the hill.<br />
* Introduce Prim Shape Type to have more than the box shape.</div>Danx0rhttp://opensimulator.org/wiki/PhysicsEnginesPhysicsEngines2007-10-09T00:39:15Z<p>Danx0r: /* Compiling ODE from source (Linux) */</p>
<hr />
<div>There are several physics engines available for use in OpenSim. Currently, they are "basicphysics", "OpenDynamicsEngine", "RealPhysX" & "BulletX" (modified version). The plugin "basicphysics" is the default and can be seen in the <tt>OpenSim.ini</tt> file.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=OpenDynamicsEngine</tt> to run the OpenDynamicsEngine (ODE) instead of basicphysics, or change the corresponding parameter in <tt>OpenSim.ini</tt>.<br />
<br />
* When starting OpenSim in Windows, one can add <tt>-physics=RealPhysX</tt> if one has the appropriate DLL's which are not shipped with OpenSim due to license constraints.<br />
<br />
* When starting OpenSim in either Windows or Linux, one can add <tt>-physics=modified_BulletX</tt> to run a modified version of the BulletX Physics Engine aka ''Modified BulletX''. See the next [[PhysicsEngines#Modified BulletX|information]] about details and progress.<br />
<br />
To conclude, basicphysics & OpenDynamicsEngine both are appropriate for Linux and in addition, RealPhysX is appropriate as an option for Windows if the supporting DLL's are available. Modified BulletX should be fine for Windows and Linux (not the original BulletX).<br />
<br />
== Compiling ODE from source (Linux) ==<br />
If you want to compile the OpenDynamicsEngine (ODE) by yourself, get the latest source code (Ver. 0.9 as of Oct '07) from http://www.ode.org/.<br />
Unpack it, switch to the ode directory and compile it as follows:<br />
<br />
./configure --enable-shared<br />
make -k<br />
<br />
(I used to suggest --with-trimesh=gimpact, but no longer. As of ODE 0.9, Opcode is the preferred and best-supported collision library)<br />
<br />
This should create a <tt>libode.a</tt> and <tt>lidode.so</tt> file in the <tt>src/ode</tt> subdirectory. Copy these two files to the opensim <tt>bin</tt> directory (after having backed up the original files there).<br />
<br />
== Compiling ODE from source (Windows) ==<br />
<br />
the standard distribution from ode.org has a build directory, in which you will find subdirs for several Microsoft compilers. <br />
<br />
The standard .sln files (at least for VS2005) compile ode.dll such that it depends on at least two Microsoft runtime dll's. This can cause failure and confusion, so do the following:<br />
Right-click on ode in Solution Explorer, and select properties.<br />
under Configuration Properties/General, change "Use of MFC" to read "Use MFC in a Static Library"<br />
<br />
then compile as usual.<br />
<br />
== Modified BulletX ==<br />
This is a modified version of BulletX. The original version of BulletX runs under and has code-dependencies with MS.XNA. The orginal BulletX can be found at [http://www.codeplex.com/xnadevru XNADev.ru]. The modified version removes all code dependencies with MS.XNA. On the other hand, it needs another library to work. This library is based on Mono.Xna and it's called MonoCompactMaths. The modified BulletX and the MonoXnaCompactMaths can be found on the svn of OpenSim. Because its code independency of MS.XNA, the modified BulletX should can be run under either MS.Net or Mono and, therefore, either Windows or Linux (obviously you can combine Windows + Mono)<br />
<br />
=== BulletX Plugin in OpenSim ===<br />
BulletX Plugin in OpenSim runs the modified version of BulletX. Currently, BulletX Plugin suports collisions Av2Av and Av2Prim. Prims won't move in an collision, but avies yes. By the way, collisions needs tunning. Prim2Prim collisions are currently not suported and prims are in a like non physical-state. The currently collision's behavoir are:<br />
* For avies, like and sphere of 1m of radious and 50Kg of mass<br />
* For prims, like a Box of the prim-size and a mass that it depends of its sizes. The mass it's the mass of Box of water with density = 1Kg/l = 1Kg/dm3 = 1000Kg/m3 (Be water my friend! :D).<br />
<br />
==== To-do list (next changes) ====<br />
Near future:<br />
* ''Add '''orientation management''' of prims (it needs an upgrade of MonoXnaCompactMaths) (sent to be added)''<br />
* '''''Fix re-sizing''' (sent to be added, It's fixed but it's not elegant :S)''<br />
* ''Translate and implement the original '''HeightfieldTerrainShape Class''' of Bullet to BulletX (Modified) (sent to be added, btw it has some bugs)''<br />
* Tune collisions<br />
Midle future/Long Term:<br />
* Introduce physical check so prims could collide and roll down the hill.<br />
* Introduce Prim Shape Type to have more than the box shape.</div>Danx0rhttp://opensimulator.org/wiki/OpenSimulator:0.5_Release_Target_DiscussionOpenSimulator:0.5 Release Target Discussion2007-09-28T02:57:12Z<p>Danx0r: /* Physics */</p>
<hr />
<div>==Suggested Goals==<br />
<br />
== Physics==<br />
<br />
* Support for at least one physics engine with basic collision detection<br />
<br />
* looks like hollow prims and some other simple shapes may be possible<br />
<br />
* ODE is furthest along at this point. Issues include overall stability and lack of multithreading<br />
<br />
* BulletX is being worked on<br />
<br />
* New physics interface design? (event driven)<br />
<br />
==New Backend Protocol (OGS 2)==<br />
<br />
<br/><br />
<br />
== As part of the new protocol, overhaul the "commsmanager"==<br />
<br />
*A lot of the functions currently in there, needs moving out. Like most of the Caps handling needs to be moved to the backend servers (possible with a dedicated Caps Manager server, like LL seem to have). <br />
<br />
*Inventory handling should move to a module. As should Xfer uploads.<br />
<br />
== Rewrite Asset Cache/Server==<br />
<br />
<br/><br />
<br />
== Improve the management of client updates==<br />
<br />
* Use a "interest list" for each connected client, so they only get updated about prims/objects that are in range (or they need to know about). <br />
<br />
* Combine objects (parts) into single packets, rather than sending a separate packet for each prim as currently happens.<br />
<br />
== Finish implementing the ll functions for scripting. ==<br />
<br />
<br/><br />
<br />
== Improve UDP network code (ClientStack) ==<br />
<br />
<br/><br />
<br />
== Clean up the IClientAPI interface ==<br />
<br />
<br/><br />
<br />
== Start to think more about security ? (most likely will not happen until a later version)==<br />
<br />
* Add security sinks in the "region to region" .Net remoting process. <br />
<br />
* Check for security wholes in scripting engine.<br />
<br />
== Tighter integration of DataStore into the core ==<br />
<br />
<br/></div>Danx0rhttp://opensimulator.org/wiki/Main_PageMain Page2007-09-18T11:09:07Z<p>Danx0r: /* OpenSim 0.4 Released! */</p>
<hr />
<div>[[Image:opensim_avatar.png|right]]<br />
<br />
OpenSim is a BSD Licensed Open Source project to develop a functioning virtual worlds server platform capable of supporting multiple clients and servers in a heterogeneous grid structure. OpenSim is written in C#, and can run under [http://www.mono-project.com/Main_Page Mono] or the Microsoft .NET runtimes.<br />
<br />
== Latest News ==<br />
<br />
=== OpenSim 0.4 Released! ===<br />
<br />
The OpenSim team is happy to announce the first alpha release of OpenSim, version 0.4. This release focuses on stand alone mode (with one or more regions). Some stuff works, a lot doesn't. If it breaks, you get to keep '''both''' pieces.<br />
<br />
Stuff that works:<br />
* standalone mode with one or more regions<br />
* basic physics (no object collisions)<br />
* persistence of users, prims, assets, and inventory via sqlite<br />
* basic building, custom texture uploads<br />
* avatar editing<br />
<br />
More advanced physics, in world scripting, grid mode, and support for other database backends are not supported in this release, though they may work from time to time before crashing with an earth shattering kaboom! All of these are under active development, and are being worked on for the 0.5 release.<br />
<br />
Source distributions in both .tar.gz and .zip can be found at the [http://dist.opensimulator.org/ OpenSim Downloads site].<br />
<br />
== Getting Started with OpenSim ==<br />
<br />
* [[OpenSim: Install]] (How to install the simulator software)<br />
* [[OpenSim: Configuration]] (How to configure the simulator for various modes)<br />
* [[OpenSim: Network settings]] (How to setup the network for the simulator)<br />
* [[OpenSim: Running]] (How to run standalone, local grid & public grid modes, and server side commands)<br />
* [[OpenSim: Connecting]] (How to connect to an OpenSim server)<br />
* [[FAQ]] (A set of Frequently Asked Questions)<br />
<br />
== OpenSim Development ==<br />
<br />
The [[Development Team|OpenSim Team]] is currently working towards the 0.4 release of OpenSim.<br />
<br />
'''Recent Changes'''<br />
<rss>http://cia.vc/stats/project/opensim/.rss|max=5|title=none</rss><br />
<br />
'''Handy Documentation'''<br />
* [[OpenSim: Testing]] (What is tested)<br />
* [[OpenSim: TechRef]] (A technical description of the simulator operation)<br />
* [[OpenSim: Grids]] (Known Public grids currently available)<br />
* [[Opensim: 0.4 Release Target Discussion]]<br />
* [[Opensim: 0.5 Release Target Discussion]]<br />
* [[OpenSim: Class Diagrams]]<br />
* [[OpenSim: Scripting]] (How to use scripts and what limitations apply)<br />
* [[PhysicsEngines]] (Options for physics engines in OpenSim)<br />
* [[MonoSqlite]] (How the database model currently works)<br />
* [[llFunction implementation status]] (What LSL commands has been implemented)<br />
* [[OpenSim.Region.ScriptEngine]] (How the ScriptEngine looks internally)<br />
* [[RegionModules]] (The various modules that are used in the RegionServer and how to write new ones)<br />
* [[OpenSim: Screenshots]] Various OpenSim Screenshots<br />
<br />
== Participating in the OpenSim Community ==<br />
<br />
OpenSim is an [http://en.wikipedia.org/wiki/Open_source open source] project. This means that it is developed by anyone who wants to participate. This could be you! We welcome testers and developers alike.<br />
<br />
If you ''need help'' or ''want to help'' the best way to get in touch is IRC (chat network). There is a lot of activity there every day.<br />
<br />
=== IRC ===<br />
* IRC on EFNet, channel #OpenSim. Download an IRC client like [http://www.xchat.org/ X-Chat] and go to EFNet (server irc.efnet.net), channel #OpenSim. If you already have an IRC client installed you can just follow [irc://irc.efnet.org/OpenSim this link].<br />
=== Email ===<br />
There are a number of mailing lists of interest to OpenSim users<br />
* [https://lists.berlios.de/mailman/listinfo/opensim-users opensim-users] - a user support forum for OpenSim<br />
* [https://lists.berlios.de/mailman/listinfo/opensim-dev opensim-dev] - development discussion of OpenSim<br />
* [https://lists.berlios.de/mailman/listinfo/opensim-commits opensim-commits] - an email list for svn commits<br />
<br />
=== Source Code ===<br />
* You can browse the source code for opensim at [http://opensimulator.org/cgi-bin/viewcvs.cgi OpenSim SVN browser]<br />
<br />
'''Anon Checkout'''<br />
svn co http://opensimulator.org/svn/opensim/trunk<br />
<br />
'''Developer Checkout'''<br />
svn co svn+ssh://USERNAME@opensimulator.org/var/svn/opensim/trunk<br />
<br />
=== Bugs ===<br />
* You can report bugs at the [http://bug.opensecondlife.org/ Mantis opensim bug tracker]</div>Danx0rhttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2007-09-12T15:19:58Z<p>Danx0r: /* Physics_nix */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
http://opensimulator.org/svn/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the '<tt>runprebuild.bat</tt>' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it <tt>ode.dll</tt> and put it in <tt>.\bin</tt>, replacing the stock <tt>ode.dll</tt>. You can also try building <tt>ode.dll</tt> from the latest version of the source (http://www.ode.org/; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the <tt>OpenSim.exe</tt> executable file in the <tt>bin</tt> directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "<tt>chmod 777 *</tt>" from the <tt>bin</tt> directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to the [Startup] section of <tt>OpenSim.ini</tt>. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OpenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co http://opensimulator.org/svn/opensim/trunk opensim<br />
<br />
Note: The <tt>libopenjpeg-libsl-...so</tt> is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org/, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Notes to Mac OS X users: <br />
<br />
* OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion.<br />
* You'll also need to install Mono.<br />
* The version of Mono in MacPorts (formerly DarwinPorts) seems to be out of date and produced compilation errors on my system. You may have better luck installing the newest package from http://www.mono-project.com/Downloads<br />
* Even with the newer version, there's a config problem with NAnt. There's a blog post here: http://bleepsoft.com/tyler/index.php?itemid=82 which explains how to fix the script (the blog post shows the path for 1.1.18 -- you'll need to replace this with 1.2.5 if you install the latest version from mono-project.com).<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim<br />
./runprebuild.sh<br />
nant<br />
<br />
If you encounter any errors while trying this, check the [[Troubleshooting]] page for help.<br />
<br />
==== Physics (Unix) ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a <i>libode.so not found</i> type of error, you will need to build libode from source.<br />
<br />
Remove <tt>libode.so</tt> from the <tt>./bin</tt> folder. (Note that subsequent svn updates may replace it again; best fix is to copy your built <tt>libode.so</tt> to <tt>bin</tt>). Do NOT remove <tt>ode.net.dll</tt>! Download the latest source packages from http://www.ode.org/. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
Make sure the configure script confirms these choices, and always compile with single precision (I believe that's the default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put <tt>libode.so</tt> in the proper place (usually <tt>/usr/local/lib</tt>), and it should be seen by opensim (<tt>ode.net.dll</tt>)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of <tt>OpenSim.ini</tt>. Same deal for other physics engines, when available.<br />
<br />
=Binary releases=<br />
<br />
Nightly builds, in tar-gzip format:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2007-09-12T15:19:20Z<p>Danx0r: /* Physics (2) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
http://opensimulator.org/svn/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the '<tt>runprebuild.bat</tt>' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it <tt>ode.dll</tt> and put it in <tt>.\bin</tt>, replacing the stock <tt>ode.dll</tt>. You can also try building <tt>ode.dll</tt> from the latest version of the source (http://www.ode.org/; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the <tt>OpenSim.exe</tt> executable file in the <tt>bin</tt> directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "<tt>chmod 777 *</tt>" from the <tt>bin</tt> directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to the [Startup] section of <tt>OpenSim.ini</tt>. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OpenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co http://opensimulator.org/svn/opensim/trunk opensim<br />
<br />
Note: The <tt>libopenjpeg-libsl-...so</tt> is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org/, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Notes to Mac OS X users: <br />
<br />
* OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion.<br />
* You'll also need to install Mono.<br />
* The version of Mono in MacPorts (formerly DarwinPorts) seems to be out of date and produced compilation errors on my system. You may have better luck installing the newest package from http://www.mono-project.com/Downloads<br />
* Even with the newer version, there's a config problem with NAnt. There's a blog post here: http://bleepsoft.com/tyler/index.php?itemid=82 which explains how to fix the script (the blog post shows the path for 1.1.18 -- you'll need to replace this with 1.2.5 if you install the latest version from mono-project.com).<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim<br />
./runprebuild.sh<br />
nant<br />
<br />
If you encounter any errors while trying this, check the [[Troubleshooting]] page for help.<br />
<br />
==== Physics_nix ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a <i>libode.so not found</i> type of error, you will need to build libode from source.<br />
<br />
Remove <tt>libode.so</tt> from the <tt>./bin</tt> folder. (Note that subsequent svn updates may replace it again; best fix is to copy your built <tt>libode.so</tt> to <tt>bin</tt>). Do NOT remove <tt>ode.net.dll</tt>! Download the latest source packages from http://www.ode.org/. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
Make sure the configure script confirms these choices, and always compile with single precision (I believe that's the default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put <tt>libode.so</tt> in the proper place (usually <tt>/usr/local/lib</tt>), and it should be seen by opensim (<tt>ode.net.dll</tt>)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of <tt>OpenSim.ini</tt>. Same deal for other physics engines, when available.<br />
<br />
=Binary releases=<br />
<br />
Nightly builds, in tar-gzip format:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2007-09-12T15:18:43Z<p>Danx0r: /* Physics */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
http://opensimulator.org/svn/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the '<tt>runprebuild.bat</tt>' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it <tt>ode.dll</tt> and put it in <tt>.\bin</tt>, replacing the stock <tt>ode.dll</tt>. You can also try building <tt>ode.dll</tt> from the latest version of the source (http://www.ode.org/; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the <tt>OpenSim.exe</tt> executable file in the <tt>bin</tt> directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "<tt>chmod 777 *</tt>" from the <tt>bin</tt> directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to the [Startup] section of <tt>OpenSim.ini</tt>. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OpenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co http://opensimulator.org/svn/opensim/trunk opensim<br />
<br />
Note: The <tt>libopenjpeg-libsl-...so</tt> is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org/, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Notes to Mac OS X users: <br />
<br />
* OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion.<br />
* You'll also need to install Mono.<br />
* The version of Mono in MacPorts (formerly DarwinPorts) seems to be out of date and produced compilation errors on my system. You may have better luck installing the newest package from http://www.mono-project.com/Downloads<br />
* Even with the newer version, there's a config problem with NAnt. There's a blog post here: http://bleepsoft.com/tyler/index.php?itemid=82 which explains how to fix the script (the blog post shows the path for 1.1.18 -- you'll need to replace this with 1.2.5 if you install the latest version from mono-project.com).<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim<br />
./runprebuild.sh<br />
nant<br />
<br />
If you encounter any errors while trying this, check the [[Troubleshooting]] page for help.<br />
<br />
==== Physics (2) ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a <i>libode.so not found</i> type of error, you will need to build libode from source.<br />
<br />
Remove <tt>libode.so</tt> from the <tt>./bin</tt> folder. (Note that subsequent svn updates may replace it again; best fix is to copy your built <tt>libode.so</tt> to <tt>bin</tt>). Do NOT remove <tt>ode.net.dll</tt>! Download the latest source packages from http://www.ode.org/. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
Make sure the configure script confirms these choices, and always compile with single precision (I believe that's the default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put <tt>libode.so</tt> in the proper place (usually <tt>/usr/local/lib</tt>), and it should be seen by opensim (<tt>ode.net.dll</tt>)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of <tt>OpenSim.ini</tt>. Same deal for other physics engines, when available.<br />
<br />
=Binary releases=<br />
<br />
Nightly builds, in tar-gzip format:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/User:Danx0rUser:Danx0r2007-09-12T02:48:52Z<p>Danx0r: New page: [http://www.squiggle.com biz page]<br> [http://www.danbmil.com home page]<br> [http://artiphys.blogspot.com blog]</p>
<hr />
<div>[http://www.squiggle.com biz page]<br><br />
[http://www.danbmil.com home page]<br><br />
[http://artiphys.blogspot.com blog]</div>Danx0rhttp://opensimulator.org/wiki/Development_TeamDevelopment Team2007-09-12T02:45:56Z<p>Danx0r: /* OpenSim Core Developers */</p>
<hr />
<div>== OpenSim Core Developers ==<br />
<br />
(please add in as much info as you like for your name)<br />
<br />
<table border="1" cellpadding="2" cellspacing="0"><br />
<tr><br />
<th>IRC Nick </th><br />
<th>Name</th><br />
<th>SL Avatar</th><br />
<th>Time Zone<br>(UTC)</th><br />
<th>Org</th><br />
<th>Areas of Interest</th><br />
</tr><br />
<tr><br />
<td>[[User:MW|MW]]</td><br />
<td>Michael Wright</td><br />
<td>Wright Juran</td><br />
<td>+0</td><br />
<td>&nbsp;</td><br />
<td>everything</td><br />
</tr><br />
<tr><br />
<td>[[User:AdamZaius|AdamZaius]]</td><br />
<td>Adam Frisby</td><br />
<td>&nbsp;</td><br />
<td>+10(?)</td><br />
<td>DeepThink Pty Ltd</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:MingChen|MingChen]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>+10</td><br />
<td>DeepThink Pty Ltd</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:lbsa71|lbsa71]]</td><br />
<td>Stefan Andersson</td><br />
<td>PierreJoseph Proudhon</td><br />
<td>+1</td><br />
<td>Tribal Media AB</td><br />
<td> 3D and Web Integration</td><br />
</tr><br />
<tr><br />
<td>[[User:SeanDague|sdague]]</td><br />
<td>Sean Dague</td><br />
<td>Neas Bade</td><br />
<td>-5</td><br />
<td>IBM</td><br />
<td>Database, Linux</td><br />
</tr><br />
<tr><br />
<td>[[User:babblefrog|babblefrog]]</td><br />
<td>Brian McBee</td><br />
<td>Dogen Coldstream</td><br />
<td>-8</td><br />
<td>Disorganized</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:Tedd|Tedd]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:danx0r|danx0r]]</td><br />
<td>Dan Miller</td><br />
<td>Albert Pascal</td><br />
<td>-8</td><br />
<td>squiggle.com</td><br />
<td>PHEEZIKS; everything</td><br />
</tr><br />
<tr><br />
<td>[[User:dalien|dalien]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
</table><br />
<br />
== Additional Developers/Testers/Contributors ==<br />
<br />
<table border="1" cellpadding="2" cellspacing="0"><br />
<tr><br />
<th>IRC Nick </th><br />
<th>Name</th><br />
<th>SL Avatar</th><br />
<th>Time Zone<br>(UTC)</th><br />
<th>Org</th><br />
<th>Areas of Interest</th><br />
</tr><br />
<tr><br />
<td>Gareth</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>BigFootAg</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>Darok</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>Ldvoipeng</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>idoru</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>ckrinke</td><br />
<td>Charles&nbsp;Krinke</td><br />
<td>Charlesk Bing</td><br />
<td>-7</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:Magi|Magi]]</td><br />
<td>Andy Agnew</td><br />
<td>Magi Merlin</td><br />
<td>+10</td><br />
<td>Spun Pty Ltd</td><br />
<td>3D Web Integration, Database stuff and playing with the odds and ends box.</td><br />
</tr><br />
<tr><br />
<td>john_</td><br />
<td>John&nbsp;Moyer</td><br />
<td>VAJohn&nbsp;GeekSquad or&nbsp;Matthew&nbsp;Kendal</td><br />
<td>-5</td><br />
<td>Best&nbsp;Buy/Geek&nbsp;Squad</td><br />
<td>&nbsp;</td><br />
</tr><br />
</table></div>Danx0rhttp://opensimulator.org/wiki/Development_TeamDevelopment Team2007-09-12T02:45:17Z<p>Danx0r: /* OpenSim Core Developers */</p>
<hr />
<div>== OpenSim Core Developers ==<br />
<br />
(please add in as much info as you like for your name)<br />
<br />
<table border="1" cellpadding="2" cellspacing="0"><br />
<tr><br />
<th>IRC Nick </th><br />
<th>Name</th><br />
<th>SL Avatar</th><br />
<th>Time Zone<br>(UTC)</th><br />
<th>Org</th><br />
<th>Areas of Interest</th><br />
</tr><br />
<tr><br />
<td>[[User:MW|MW]]</td><br />
<td>Michael Wright</td><br />
<td>Wright Juran</td><br />
<td>+0</td><br />
<td>&nbsp;</td><br />
<td>everything</td><br />
</tr><br />
<tr><br />
<td>[[User:AdamZaius|AdamZaius]]</td><br />
<td>Adam Frisby</td><br />
<td>&nbsp;</td><br />
<td>+10(?)</td><br />
<td>DeepThink Pty Ltd</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:MingChen|MingChen]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>+10</td><br />
<td>DeepThink Pty Ltd</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:lbsa71|lbsa71]]</td><br />
<td>Stefan Andersson</td><br />
<td>PierreJoseph Proudhon</td><br />
<td>+1</td><br />
<td>Tribal Media AB</td><br />
<td> 3D and Web Integration</td><br />
</tr><br />
<tr><br />
<td>[[User:SeanDague|sdague]]</td><br />
<td>Sean Dague</td><br />
<td>Neas Bade</td><br />
<td>-5</td><br />
<td>IBM</td><br />
<td>Database, Linux</td><br />
</tr><br />
<tr><br />
<td>[[User:babblefrog|babblefrog]]</td><br />
<td>Brian McBee</td><br />
<td>Dogen Coldstream</td><br />
<td>-8</td><br />
<td>Disorganized</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:Tedd|Tedd]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:danx0r|danx0r]]</td><br />
<td>Dan Miller</td><br />
<td>Albert Pascal</td><br />
<td>-8</td><br />
<td>squiggle.com</td><br />
<td>PHEEZIKS, everything</td><br />
</tr><br />
<tr><br />
<td>[[User:dalien|dalien]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
</table><br />
<br />
== Additional Developers/Testers/Contributors ==<br />
<br />
<table border="1" cellpadding="2" cellspacing="0"><br />
<tr><br />
<th>IRC Nick </th><br />
<th>Name</th><br />
<th>SL Avatar</th><br />
<th>Time Zone<br>(UTC)</th><br />
<th>Org</th><br />
<th>Areas of Interest</th><br />
</tr><br />
<tr><br />
<td>Gareth</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>BigFootAg</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>Darok</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>Ldvoipeng</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>idoru</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>ckrinke</td><br />
<td>Charles&nbsp;Krinke</td><br />
<td>Charlesk Bing</td><br />
<td>-7</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:Magi|Magi]]</td><br />
<td>Andy Agnew</td><br />
<td>Magi Merlin</td><br />
<td>+10</td><br />
<td>Spun Pty Ltd</td><br />
<td>3D Web Integration, Database stuff and playing with the odds and ends box.</td><br />
</tr><br />
<tr><br />
<td>john_</td><br />
<td>John&nbsp;Moyer</td><br />
<td>VAJohn&nbsp;GeekSquad or&nbsp;Matthew&nbsp;Kendal</td><br />
<td>-5</td><br />
<td>Best&nbsp;Buy/Geek&nbsp;Squad</td><br />
<td>&nbsp;</td><br />
</tr><br />
</table></div>Danx0rhttp://opensimulator.org/wiki/Development_TeamDevelopment Team2007-09-12T02:44:31Z<p>Danx0r: /* OpenSim Core Developers */</p>
<hr />
<div>== OpenSim Core Developers ==<br />
<br />
(please add in as much info as you like for your name)<br />
<br />
<table border="1" cellpadding="2" cellspacing="0"><br />
<tr><br />
<th>IRC Nick </th><br />
<th>Name</th><br />
<th>SL Avatar</th><br />
<th>Time Zone<br>(UTC)</th><br />
<th>Org</th><br />
<th>Areas of Interest</th><br />
</tr><br />
<tr><br />
<td>[[User:MW|MW]]</td><br />
<td>Michael Wright</td><br />
<td>Wright Juran</td><br />
<td>+0</td><br />
<td>&nbsp;</td><br />
<td>everything</td><br />
</tr><br />
<tr><br />
<td>[[User:AdamZaius|AdamZaius]]</td><br />
<td>Adam Frisby</td><br />
<td>&nbsp;</td><br />
<td>+10(?)</td><br />
<td>DeepThink Pty Ltd</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:MingChen|MingChen]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>+10</td><br />
<td>DeepThink Pty Ltd</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:lbsa71|lbsa71]]</td><br />
<td>Stefan Andersson</td><br />
<td>PierreJoseph Proudhon</td><br />
<td>+1</td><br />
<td>Tribal Media AB</td><br />
<td> 3D and Web Integration</td><br />
</tr><br />
<tr><br />
<td>[[User:SeanDague|sdague]]</td><br />
<td>Sean Dague</td><br />
<td>Neas Bade</td><br />
<td>-5</td><br />
<td>IBM</td><br />
<td>Database, Linux</td><br />
</tr><br />
<tr><br />
<td>[[User:babblefrog|babblefrog]]</td><br />
<td>Brian McBee</td><br />
<td>Dogen Coldstream</td><br />
<td>-8</td><br />
<td>Disorganized</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:Tedd|Tedd]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:danx0r|danx0r]]</td><br />
<td>Dan Miller</td><br />
<td>Albert Pascal</td><br />
<td>-8</td><br />
<td>squiggle.com</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:dalien|dalien]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
</table><br />
<br />
== Additional Developers/Testers/Contributors ==<br />
<br />
<table border="1" cellpadding="2" cellspacing="0"><br />
<tr><br />
<th>IRC Nick </th><br />
<th>Name</th><br />
<th>SL Avatar</th><br />
<th>Time Zone<br>(UTC)</th><br />
<th>Org</th><br />
<th>Areas of Interest</th><br />
</tr><br />
<tr><br />
<td>Gareth</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>BigFootAg</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>Darok</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>Ldvoipeng</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>idoru</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>ckrinke</td><br />
<td>Charles&nbsp;Krinke</td><br />
<td>Charlesk Bing</td><br />
<td>-7</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:Magi|Magi]]</td><br />
<td>Andy Agnew</td><br />
<td>Magi Merlin</td><br />
<td>+10</td><br />
<td>Spun Pty Ltd</td><br />
<td>3D Web Integration, Database stuff and playing with the odds and ends box.</td><br />
</tr><br />
<tr><br />
<td>john_</td><br />
<td>John&nbsp;Moyer</td><br />
<td>VAJohn&nbsp;GeekSquad or&nbsp;Matthew&nbsp;Kendal</td><br />
<td>-5</td><br />
<td>Best&nbsp;Buy/Geek&nbsp;Squad</td><br />
<td>&nbsp;</td><br />
</tr><br />
</table></div>Danx0rhttp://opensimulator.org/wiki/Development_TeamDevelopment Team2007-09-12T02:44:07Z<p>Danx0r: /* OpenSim Core Developers */</p>
<hr />
<div>== OpenSim Core Developers ==<br />
<br />
(please add in as much info as you like for your name)<br />
<br />
<table border="1" cellpadding="2" cellspacing="0"><br />
<tr><br />
<th>IRC Nick </th><br />
<th>Name</th><br />
<th>SL Avatar</th><br />
<th>Time Zone<br>(UTC)</th><br />
<th>Org</th><br />
<th>Areas of Interest</th><br />
</tr><br />
<tr><br />
<td>[[User:MW|MW]]</td><br />
<td>Michael Wright</td><br />
<td>Wright Juran</td><br />
<td>+0</td><br />
<td>&nbsp;</td><br />
<td>everything</td><br />
</tr><br />
<tr><br />
<td>[[User:AdamZaius|AdamZaius]]</td><br />
<td>Adam Frisby</td><br />
<td>&nbsp;</td><br />
<td>+10(?)</td><br />
<td>DeepThink Pty Ltd</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:MingChen|MingChen]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>+10</td><br />
<td>DeepThink Pty Ltd</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:lbsa71|lbsa71]]</td><br />
<td>Stefan Andersson</td><br />
<td>PierreJoseph Proudhon</td><br />
<td>+1</td><br />
<td>Tribal Media AB</td><br />
<td> 3D and Web Integration</td><br />
</tr><br />
<tr><br />
<td>[[User:SeanDague|sdague]]</td><br />
<td>Sean Dague</td><br />
<td>Neas Bade</td><br />
<td>-5</td><br />
<td>IBM</td><br />
<td>Database, Linux</td><br />
</tr><br />
<tr><br />
<td>[[User:babblefrog|babblefrog]]</td><br />
<td>Brian McBee</td><br />
<td>Dogen Coldstream</td><br />
<td>-8</td><br />
<td>Disorganized</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:Tedd|Tedd]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:danx0r|danx0r]]</td><br />
<td>Daniel B. Miller</td><br />
<td>Albert Pascal</td><br />
<td>-8</td><br />
<td>squiggle.com</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:dalien|dalien]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
</table><br />
<br />
== Additional Developers/Testers/Contributors ==<br />
<br />
<table border="1" cellpadding="2" cellspacing="0"><br />
<tr><br />
<th>IRC Nick </th><br />
<th>Name</th><br />
<th>SL Avatar</th><br />
<th>Time Zone<br>(UTC)</th><br />
<th>Org</th><br />
<th>Areas of Interest</th><br />
</tr><br />
<tr><br />
<td>Gareth</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>BigFootAg</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>Darok</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>Ldvoipeng</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>idoru</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>ckrinke</td><br />
<td>Charles&nbsp;Krinke</td><br />
<td>Charlesk Bing</td><br />
<td>-7</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:Magi|Magi]]</td><br />
<td>Andy Agnew</td><br />
<td>Magi Merlin</td><br />
<td>+10</td><br />
<td>Spun Pty Ltd</td><br />
<td>3D Web Integration, Database stuff and playing with the odds and ends box.</td><br />
</tr><br />
<tr><br />
<td>john_</td><br />
<td>John&nbsp;Moyer</td><br />
<td>VAJohn&nbsp;GeekSquad or&nbsp;Matthew&nbsp;Kendal</td><br />
<td>-5</td><br />
<td>Best&nbsp;Buy/Geek&nbsp;Squad</td><br />
<td>&nbsp;</td><br />
</tr><br />
</table></div>Danx0rhttp://opensimulator.org/wiki/Development_TeamDevelopment Team2007-09-12T02:42:12Z<p>Danx0r: /* OpenSim Core Developers */</p>
<hr />
<div>== OpenSim Core Developers ==<br />
<br />
(please add in as much info as you like for your name)<br />
<br />
<table border="1" cellpadding="2" cellspacing="0"><br />
<tr><br />
<th>IRC Nick </th><br />
<th>Name</th><br />
<th>SL Avatar</th><br />
<th>Time Zone<br>(UTC)</th><br />
<th>Org</th><br />
<th>Areas of Interest</th><br />
</tr><br />
<tr><br />
<td>[[User:MW|MW]]</td><br />
<td>Michael Wright</td><br />
<td>Wright Juran</td><br />
<td>+0</td><br />
<td>&nbsp;</td><br />
<td>everything</td><br />
</tr><br />
<tr><br />
<td>[[User:AdamZaius|AdamZaius]]</td><br />
<td>Adam Frisby</td><br />
<td>&nbsp;</td><br />
<td>+10(?)</td><br />
<td>DeepThink Pty Ltd</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:MingChen|MingChen]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>+10</td><br />
<td>DeepThink Pty Ltd</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:lbsa71|lbsa71]]</td><br />
<td>Stefan Andersson</td><br />
<td>PierreJoseph Proudhon</td><br />
<td>+1</td><br />
<td>Tribal Media AB</td><br />
<td> 3D and Web Integration</td><br />
</tr><br />
<tr><br />
<td>[[User:SeanDague|sdague]]</td><br />
<td>Sean Dague</td><br />
<td>Neas Bade</td><br />
<td>-5</td><br />
<td>IBM</td><br />
<td>Database, Linux</td><br />
</tr><br />
<tr><br />
<td>[[User:babblefrog|babblefrog]]</td><br />
<td>Brian McBee</td><br />
<td>Dogen Coldstream</td><br />
<td>-8</td><br />
<td>Disorganized</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:Tedd|Tedd]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:danx0r|danx0r]]</td><br />
<tdDaniel B. Miller</td><br />
<td>Albert Pascal</td><br />
<td>-8</td><br />
<td>squiggle.com</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:dalien|dalien]]</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
</table><br />
<br />
== Additional Developers/Testers/Contributors ==<br />
<br />
<table border="1" cellpadding="2" cellspacing="0"><br />
<tr><br />
<th>IRC Nick </th><br />
<th>Name</th><br />
<th>SL Avatar</th><br />
<th>Time Zone<br>(UTC)</th><br />
<th>Org</th><br />
<th>Areas of Interest</th><br />
</tr><br />
<tr><br />
<td>Gareth</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>BigFootAg</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>Darok</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>Ldvoipeng</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>idoru</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>ckrinke</td><br />
<td>Charles&nbsp;Krinke</td><br />
<td>Charlesk Bing</td><br />
<td>-7</td><br />
<td>&nbsp;</td><br />
<td>&nbsp;</td><br />
</tr><br />
<tr><br />
<td>[[User:Magi|Magi]]</td><br />
<td>Andy Agnew</td><br />
<td>Magi Merlin</td><br />
<td>+10</td><br />
<td>Spun Pty Ltd</td><br />
<td>3D Web Integration, Database stuff and playing with the odds and ends box.</td><br />
</tr><br />
<tr><br />
<td>john_</td><br />
<td>John&nbsp;Moyer</td><br />
<td>VAJohn&nbsp;GeekSquad or&nbsp;Matthew&nbsp;Kendal</td><br />
<td>-5</td><br />
<td>Best&nbsp;Buy/Geek&nbsp;Squad</td><br />
<td>&nbsp;</td><br />
</tr><br />
</table></div>Danx0rhttp://opensimulator.org/wiki/OpenSimulator:0.5_Release_Target_DiscussionOpenSimulator:0.5 Release Target Discussion2007-09-09T14:53:53Z<p>Danx0r: /* ODE/ Physics */</p>
<hr />
<div>==Suggested Goals==<br />
<br />
== Physics==<br />
<br />
* Support for at least one physics engine with basic collision detection<br />
<br />
* ODE is furthest along at this point. Issues include overall stability and lack of multithreading<br />
<br />
* BulletX is being worked on<br />
<br />
* New physics interface design? (event driven)<br />
<br />
==New Backend Protocol (OGS 2)==<br />
<br />
<br/><br />
<br />
== As part of the new protocol, overhaul the "commsmanager"==<br />
<br />
*A lot of the functions currently in there, needs moving out. Like most of the Caps handling needs to be moved to the backend servers (possible with a dedicated Caps Manager server, like LL seem to have). <br />
<br />
*Inventory handling should move to a module. As should Xfer uploads.<br />
<br />
== Rewrite Asset Cache/Server==<br />
<br />
<br/><br />
<br />
== Improve the management of client updates==<br />
<br />
* Use a "interest list" for each connected client, so they only get updated about prims/objects that are in range (or they need to know about). <br />
<br />
* Combine objects (parts) into single packets, rather than sending a separate packet for each prim as currently happens.<br />
<br />
== Finish implementing the ll functions for scripting. ==<br />
<br />
<br/><br />
<br />
== Improve UDP network code (ClientStack) ==<br />
<br />
<br/><br />
<br />
== Clean up the IClientAPI interface ==<br />
<br />
<br/><br />
<br />
== Start to think more about security ? (most likely will not happen until a later version)==<br />
<br />
* Add security sinks in the "region to region" .Net remoting process. <br />
<br />
* Check for security wholes in scripting engine.<br />
<br />
== Tighter integration of DataStore into the core ==<br />
<br />
<br/></div>Danx0rhttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2007-09-07T14:34:38Z<p>Danx0r: /* Binary releases */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the '<tt>runprebuild.bat</tt>' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it <tt>ode.dll</tt> and put it in <tt>.\bin</tt>, replacing the stock <tt>ode.dll</tt>. You can also try building <tt>ode.dll</tt> from the latest version of the source (http://www.ode.org/; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the <tt>OpenSim.exe</tt> executable file in the <tt>bin</tt> directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "<tt>chmod 777 *</tt>" from the <tt>bin</tt> directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to the [Startup] section of <tt>OpenSim.ini</tt>. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OpenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The <tt>libopenjpeg-libsl-...so</tt> is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org/, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion.<br />
<br />
=== Building (Mono) ===<br />
<br />
For revisions 1657 and above:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
Earlier revisions (before 1657) require you to rerun prebuild again after the first build, and then build again:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a <i>libode.so not found</i> type of error, you will need to build libode from source.<br />
<br />
Remove <tt>libode.so</tt> from the <tt>./bin</tt> folder. (Note that subsequent svn updates may replace it again; best fix is to copy your built <tt>libode.so</tt> to <tt>bin</tt>). Do NOT remove <tt>ode.net.dll</tt>! Download the latest source packages from http://www.ode.org/. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
Make sure the configure script confirms these choices, and always compile with single precision (I believe that's the default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put <tt>libode.so</tt> in the proper place (usually <tt>/usr/local/lib</tt>), and it should be seen by opensim (<tt>ode.net.dll</tt>)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of <tt>OpenSim.ini</tt>. Same deal for other physics engines, when available.<br />
<br />
=Binary releases=<br />
<br />
Nightly builds, in tar-gzip format:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/FAQFAQ2007-09-06T07:51:18Z<p>Danx0r: /* Are there test servers running OpenSim I can connect to? */</p>
<hr />
<div>A list of frequently asked questions. Please add anything you think is reasonable here.<br />
= Building OpenSim =<br />
<br />
=== I can't find any build files or solution files ===<br />
<br />
* If you're on windows, run prebuild.bat - on linux prebuild.sh<br />
<br />
=== VS2005 wont open the .sln file ===<br />
<br />
* Try running the VS2005 C#. You are probably running VS2005 C++. This is a C# project.<br />
<br />
= Running OpenSim =<br />
<br />
=== Running OpenSim.exe from a Cygwin shell has access denied for some dll's ===<br />
<br />
* Do a 'cd bin' followed by 'chmod a+x *' to make all dll files executable.<br />
<br />
=== I cannot start my sim ===<br />
<br />
* See [[OpenSim: Running]].<br />
<br />
= Configuring OpenSim =<br />
<br />
First, read [[OpenSim: Configuration]].<br />
<br />
=== Where can I get a new UUID for my sim config? ===<br />
<br />
Use 'uuidgen' or generate one on the [http://www.famkruithof.net/uuid/uuidgen uuidgen webpage].<br />
<br />
=== Can I run multiple regions with OpenSim? ===<br />
<br />
Yes. To do this add another xml file to bin/Regions. You need to create a new 'sim_UUID' (see above) and change the 'sim_name', 'internal_ip_port', 'sim_location_x' and 'sim_location_y' (and anything else you wish to change). Restart OpenSim.<br />
<br />
sim_location_x and sim_location_y should be in adjacent regions, then you will be able to run back and forth between regions.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== How do I enable prim storage? ===<br />
<br />
* In the OpenSim.ini file, change the storage_plugin so it points to OpenSim.DataStore.MonoSqlite.dll (storage_plugin = OpenSim.DataStore.MonoSqlite.dll).<br />
<br />
Note: you can specify the same database for all region.xml files, as information in the database is stored with the region.<br />
<br />
Currently, sqlite is the only database provider that works for prim storage, this will change in the future.<br />
<br />
=== There are a bunch of textures in the library, but they are all 0x0? What's wrong? ===<br />
To enable these extra textures for your use, you must delete your regionassets.yap file, and restart your sim. WARNING: IF YOU DO THIS, YOU WILL LOSE ANY ASSETS (textures, scripts, animations, etc) THAT YOU HAVE UPLOADED!<br />
<br />
=== What databases are supported in OpenSim? ===<br />
Right now the only database supported is sqlite. This is being done first to ensure all our persistent data is SQL friendly for storage, and because sqlite requires no user interaction to setup. The architexture for OpenSim specifically allows for different data store backends, and others will be created in the near future.<br />
<br />
=== Can I export all my prims, for safe keeping? ===<br />
<br />
Yes. From the console type <br />
save_xml yourbackupfile<br />
<br />
You can later load those prims with<br />
load_xml yourbackupfile<br />
<br />
This is also a good way to dump and clone prims from one OpenSim server to another.<br />
<br />
= Something Has Gone Wrong! =<br />
<br />
=== I get a timeout during region handshake ===<br />
<br />
* Do you have the correct IP in your Regions\* config file?<br />
* Do you have multiple interfaces on the server running OpenSim? OpenSim will not bind outgoing UDP packets to a specific IP, its default IP to reach you will be what the Region answers UDP with. If you have configured the region for another IP you will get a timeout during connect.<br />
<br />
=== I cannot connect to my OpenSim ===<br />
<br />
* See [[OpenSim: Connecting]].<br />
<br />
=== I connect but cannot move ===<br />
<br />
If the client connects but the avatar can only spin in place and not move, then the sim is not correctly configured. It completed the initial login function, but packets are not being exchanged between the client and the sim, probably due to a network configuration error on the sim.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== From time to time my Avatar seems to get stuck ===<br />
Right now there is a bottle neck when syncing prims off to the database. This will cause small (5 - 10 second) apparent hangs of the Avatar, but it will recover fine once the data is synced. It is a known issue based on legacy architecture of some of the data storage code. We hope this will be removed soon.<br />
<br />
=== I have problems with viewing the worldmap ===<br />
<br />
* This may happen when running OpenSim on a Linux server, both in grid or standalone mode.<br />
* Symptoms: when opening the worldmap window in the SL-viewer, the sims are not displayed grahically in the worldmap, the server console shows some error related to openjpeg, the current session freezes...<br />
* Reason: your svn source trunk has not the correct (or whatever...) libopenjpeg-libsl library.<br />
* Solution: get the newest code from libsecondlife (svn co svn://opensecondlife.org/libsl/trunk), 'make' manually in the subdir openjpeg-libsl, and copy the resulting libopenjpeg-libsl-2.1.2.0.so into your OpenSim .../bin subdir, overwriting the existing one.<br />
* Recompile & restart OpenSim.<br />
<br />
= Exceptions on the Console =<br />
This is a list of Exceptions that you may see on the console, what they mean, and if they are a problem.<br />
<br />
=== System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so ===<br />
Failed generating terrain map: System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so<br />
at (wrapper managed-to-native) OpenJPEGNet.OpenJPEG:LibslAllocDecoded OpenJPEGNet.OpenJPEG/LibslImage&)<br />
at OpenJPEGNet.OpenJPEG.Encode (System.Byte[] decoded, Int32 width, Int32 height, Int32 components, Boolean lossless) [0x00000]<br />
at OpenJPEGNet.OpenJPEG.EncodeFromImage (System.Drawing.Bitmap bitmap, Boolean lossless) [0x00000]<br />
at OpenSim.Region.Terrain.TerrainEngine.ExportJpegImage (System.String gradientmap) [0x00000]<br />
<br />
You are on Linux, and the native lib libopenjpeg-libsl-2.1.2.0.so is not compatible with your system for one of the following reasons:<br />
* You have an old processor (libopenjpeg has been compiled with optimizations)<br />
* You are running in 64bit mode (none of the native libs are built for 64bit)<br />
<br />
You can rebuild your own libopenjpeg from source, or run in a compatible environment.<br />
<br />
= OpenSim in the Wild =<br />
<br />
=== Are there test servers running OpenSim I can connect to? ===<br />
<br />
Yes. Check out http://www.deepgrid.com, http://osgrid.org<br />
<br />
There are also often many private servers up for testing. Hang out on the IRC channel (efnet #opensim), and troll for URI's.<br />
<br />
=== Can I teleport from the Linden Lab Second Life grid to my Sim? ===<br />
<br />
No, OpenSim islands cannot connect to the Linden Lab grid.<br />
<br />
= Terrain Tidbits =<br />
=== What programs can I use to create terrains for OpenSim? ===<br />
If you are after simple terrain files (jpg, gif, etc), you can use Photoshop or any number of freeware programs, like Gimp. If you want more complex terrains, you will need programs that output to standard 3d raw format (aka r32 or r64). L3DT and Terragen are two of the top commercial programs for this. (anyone know of a freeware one?), or you could, with some practice, use Blender. The free version of L3DT can make terrains up to 2048x2048 in size, or 8x8 regions.<br />
<br />
=== Where do I put the files for my terrains? ===<br />
This one is actually pretty simple, but first the 'hard' answer: anywhere in the PATH will work. Lost? yeah, I was too, so... just drop the file into the /bin directory (right where your opensim.exe file is).<br />
<br />
=== How do I change the terrain for a group of sims? ===<br />
First, the file must be in f32 (or f64?) format. This is done easliy with L3DT's export feature. (use the RAW format and set the oprions to Y flipped = true and at the bottom, change it to read 'float' instead of 'ushort'). It also needs to be a file that will cover each sim in a 256x256 layer (so, for 2x2 regions, you need a 512x512 file).<br />
<br />
Then, once you have it saved, on the OpenSim.exe console, type in:<br />
<br />
terrain load-tile f32 <filename> <image X> <image y> <bottomleftsim X> <bottomleftsim y><br />
<br />
For example, I run a square of 4 sims in a 2x2 pattern. I started my sim placement at 0, 0 and ended at 1, 1. my line reads:<br />
<br />
terrain load-tile f32 simalpha.raw 512 512 0 0<br />
<br />
Next, before you log in, you may want to go to type in:<br />
<br />
terrain multiply 0.4<br />
<br />
This should scale it down from the nearly 300 meters altitude I ran into to something a little more reasonable for the minimap.<br />
<br />
=== How do I load a terrain file on startup? ===<br />
Edit the file startup_commands.txt in the bin directory and add the above commands "terrain load-tile ..." and "terrain multiply ..." one per line.<br />
<br />
Terrain Tidbits brought to you by Tilde, with a few questions in IRC :) - [[User:Tildeampersand|Tilde]] 10:32, 15 August 2007 (PDT)<br />
<br />
= In World Questions =<br />
<br />
=== Does in world scripting work yet? ===<br />
<br />
Not yet, but there is a lot of work going on here. Please see [[LlFunction_implementation_status]] for the latest info.<br />
<br />
=== Why do I walk through objects? ===<br />
<br />
Basicphysics doesn't support collisions between objects (just between you and the ground). There is active work on other physics engines for OpenSim, but these are quite experimental at this point, so not considered supported.<br />
<br />
=== Can I edit my avatar? ===<br />
<br />
Yes, but you need to create a Shape, Hair, Shirt, and Pants first via the Inventory button. There are no defaults created for each user at this point.<br />
<br />
= Grid Mode =<br />
Note: Grid Mode isn't officially supported yet. As such, you are pretty much on your own if you are trying to get OpenSim up and running in Grid Mode.<br />
<br />
=== I start the sim and it doesn't connect to any grid ===<br />
<br />
When OpenSim is first started, it needs configuration.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== I start the OpenSim.Grid.UserServer.exe and it gives an error ===<br />
<br />
If this error is access denied for username@localhost, the mysql database is not set up.<br />
<br />
It will print some text and wait for input - either an enter to accept a default value, or another value you can supply.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== I want to run my own Local Grid but one or more servers fail to start ===<br />
<br />
* Be sure that you're able to start OpenSim.exe alone, in Standalone mode, and to be able to login.<br />
* Start the servers in the correct UGAS order and answer the questions as recommended (see [[OpenSim: Configuration]]).<br />
* Set all the external URI's to the correct IP: 127.0.0.1 if running on your local machine, or aaa.bbb.ccc.ddd if running on a remote server.<br />
* Check again all the *.xml configuration files for any wrong settings or typing errors...!<br />
* Don't forget to connect with your SL-viewer to port 8002 (Grid User-Server) instead of 9000 (Standalone OpenSim-Server).<br />
* Delete all *.xml and *.yap files in the bin directory if you want to run a full reconfiguration again.<br />
<br />
<br />
= How to ask for help =<br />
<br />
=== Before asking for help... ===<br />
<br />
* Search the wiki and web before asking for help.<br />
* Check your configuration files for any obvious defects.<br />
* Check that you're starting up the processes correctly.<br />
* See [[OpenSim: Install]].<br />
* See [[OpenSim: Configuration]].<br />
* See [[OpenSim: Running]].<br />
* See [[OpenSim: Connecting]].<br />
<br />
=== Asking in IRC ===<br />
<br />
IRC channels are #opensim-help, #opensim and #opensim-dev on EFNet. Approach them in that order :) Please be courteous and remember that the developers and anyone else assisting you are volunteers there.<br />
<br />
* Don't ask to ask, just ask.<br />
* Phrase your question in the form of a question.<br />
* Be specific.<br />
* Explain the problem.<br />
* Describe how to reproduce the problem.<br />
* If you need to paste configuration files or error messages, please paste to [http://pastebin.ca/ pastebin] then send the link in the IRC channel.<br />
<br />
=== After you get help ===<br />
<br />
* If no-one can help you, please submit a bug.<br />
* If someone does help you, please document the problem and fix on the wiki on this page.</div>Danx0rhttp://opensimulator.org/wiki/FAQFAQ2007-09-06T07:51:04Z<p>Danx0r: /* Are there test servers running OpenSim I can connect to? */</p>
<hr />
<div>A list of frequently asked questions. Please add anything you think is reasonable here.<br />
= Building OpenSim =<br />
<br />
=== I can't find any build files or solution files ===<br />
<br />
* If you're on windows, run prebuild.bat - on linux prebuild.sh<br />
<br />
=== VS2005 wont open the .sln file ===<br />
<br />
* Try running the VS2005 C#. You are probably running VS2005 C++. This is a C# project.<br />
<br />
= Running OpenSim =<br />
<br />
=== Running OpenSim.exe from a Cygwin shell has access denied for some dll's ===<br />
<br />
* Do a 'cd bin' followed by 'chmod a+x *' to make all dll files executable.<br />
<br />
=== I cannot start my sim ===<br />
<br />
* See [[OpenSim: Running]].<br />
<br />
= Configuring OpenSim =<br />
<br />
First, read [[OpenSim: Configuration]].<br />
<br />
=== Where can I get a new UUID for my sim config? ===<br />
<br />
Use 'uuidgen' or generate one on the [http://www.famkruithof.net/uuid/uuidgen uuidgen webpage].<br />
<br />
=== Can I run multiple regions with OpenSim? ===<br />
<br />
Yes. To do this add another xml file to bin/Regions. You need to create a new 'sim_UUID' (see above) and change the 'sim_name', 'internal_ip_port', 'sim_location_x' and 'sim_location_y' (and anything else you wish to change). Restart OpenSim.<br />
<br />
sim_location_x and sim_location_y should be in adjacent regions, then you will be able to run back and forth between regions.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== How do I enable prim storage? ===<br />
<br />
* In the OpenSim.ini file, change the storage_plugin so it points to OpenSim.DataStore.MonoSqlite.dll (storage_plugin = OpenSim.DataStore.MonoSqlite.dll).<br />
<br />
Note: you can specify the same database for all region.xml files, as information in the database is stored with the region.<br />
<br />
Currently, sqlite is the only database provider that works for prim storage, this will change in the future.<br />
<br />
=== There are a bunch of textures in the library, but they are all 0x0? What's wrong? ===<br />
To enable these extra textures for your use, you must delete your regionassets.yap file, and restart your sim. WARNING: IF YOU DO THIS, YOU WILL LOSE ANY ASSETS (textures, scripts, animations, etc) THAT YOU HAVE UPLOADED!<br />
<br />
=== What databases are supported in OpenSim? ===<br />
Right now the only database supported is sqlite. This is being done first to ensure all our persistent data is SQL friendly for storage, and because sqlite requires no user interaction to setup. The architexture for OpenSim specifically allows for different data store backends, and others will be created in the near future.<br />
<br />
=== Can I export all my prims, for safe keeping? ===<br />
<br />
Yes. From the console type <br />
save_xml yourbackupfile<br />
<br />
You can later load those prims with<br />
load_xml yourbackupfile<br />
<br />
This is also a good way to dump and clone prims from one OpenSim server to another.<br />
<br />
= Something Has Gone Wrong! =<br />
<br />
=== I get a timeout during region handshake ===<br />
<br />
* Do you have the correct IP in your Regions\* config file?<br />
* Do you have multiple interfaces on the server running OpenSim? OpenSim will not bind outgoing UDP packets to a specific IP, its default IP to reach you will be what the Region answers UDP with. If you have configured the region for another IP you will get a timeout during connect.<br />
<br />
=== I cannot connect to my OpenSim ===<br />
<br />
* See [[OpenSim: Connecting]].<br />
<br />
=== I connect but cannot move ===<br />
<br />
If the client connects but the avatar can only spin in place and not move, then the sim is not correctly configured. It completed the initial login function, but packets are not being exchanged between the client and the sim, probably due to a network configuration error on the sim.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== From time to time my Avatar seems to get stuck ===<br />
Right now there is a bottle neck when syncing prims off to the database. This will cause small (5 - 10 second) apparent hangs of the Avatar, but it will recover fine once the data is synced. It is a known issue based on legacy architecture of some of the data storage code. We hope this will be removed soon.<br />
<br />
=== I have problems with viewing the worldmap ===<br />
<br />
* This may happen when running OpenSim on a Linux server, both in grid or standalone mode.<br />
* Symptoms: when opening the worldmap window in the SL-viewer, the sims are not displayed grahically in the worldmap, the server console shows some error related to openjpeg, the current session freezes...<br />
* Reason: your svn source trunk has not the correct (or whatever...) libopenjpeg-libsl library.<br />
* Solution: get the newest code from libsecondlife (svn co svn://opensecondlife.org/libsl/trunk), 'make' manually in the subdir openjpeg-libsl, and copy the resulting libopenjpeg-libsl-2.1.2.0.so into your OpenSim .../bin subdir, overwriting the existing one.<br />
* Recompile & restart OpenSim.<br />
<br />
= Exceptions on the Console =<br />
This is a list of Exceptions that you may see on the console, what they mean, and if they are a problem.<br />
<br />
=== System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so ===<br />
Failed generating terrain map: System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so<br />
at (wrapper managed-to-native) OpenJPEGNet.OpenJPEG:LibslAllocDecoded OpenJPEGNet.OpenJPEG/LibslImage&)<br />
at OpenJPEGNet.OpenJPEG.Encode (System.Byte[] decoded, Int32 width, Int32 height, Int32 components, Boolean lossless) [0x00000]<br />
at OpenJPEGNet.OpenJPEG.EncodeFromImage (System.Drawing.Bitmap bitmap, Boolean lossless) [0x00000]<br />
at OpenSim.Region.Terrain.TerrainEngine.ExportJpegImage (System.String gradientmap) [0x00000]<br />
<br />
You are on Linux, and the native lib libopenjpeg-libsl-2.1.2.0.so is not compatible with your system for one of the following reasons:<br />
* You have an old processor (libopenjpeg has been compiled with optimizations)<br />
* You are running in 64bit mode (none of the native libs are built for 64bit)<br />
<br />
You can rebuild your own libopenjpeg from source, or run in a compatible environment.<br />
<br />
= OpenSim in the Wild =<br />
<br />
=== Are there test servers running OpenSim I can connect to? ===<br />
<br />
Yes. Check out http://www.deepgrid.com, http://osgrid.org<br />
<br />
There are also often many private servers up for testing. Hang out on the IRC channel (efnet #opensim) and troll for URI's.<br />
<br />
=== Can I teleport from the Linden Lab Second Life grid to my Sim? ===<br />
<br />
No, OpenSim islands cannot connect to the Linden Lab grid.<br />
<br />
= Terrain Tidbits =<br />
=== What programs can I use to create terrains for OpenSim? ===<br />
If you are after simple terrain files (jpg, gif, etc), you can use Photoshop or any number of freeware programs, like Gimp. If you want more complex terrains, you will need programs that output to standard 3d raw format (aka r32 or r64). L3DT and Terragen are two of the top commercial programs for this. (anyone know of a freeware one?), or you could, with some practice, use Blender. The free version of L3DT can make terrains up to 2048x2048 in size, or 8x8 regions.<br />
<br />
=== Where do I put the files for my terrains? ===<br />
This one is actually pretty simple, but first the 'hard' answer: anywhere in the PATH will work. Lost? yeah, I was too, so... just drop the file into the /bin directory (right where your opensim.exe file is).<br />
<br />
=== How do I change the terrain for a group of sims? ===<br />
First, the file must be in f32 (or f64?) format. This is done easliy with L3DT's export feature. (use the RAW format and set the oprions to Y flipped = true and at the bottom, change it to read 'float' instead of 'ushort'). It also needs to be a file that will cover each sim in a 256x256 layer (so, for 2x2 regions, you need a 512x512 file).<br />
<br />
Then, once you have it saved, on the OpenSim.exe console, type in:<br />
<br />
terrain load-tile f32 <filename> <image X> <image y> <bottomleftsim X> <bottomleftsim y><br />
<br />
For example, I run a square of 4 sims in a 2x2 pattern. I started my sim placement at 0, 0 and ended at 1, 1. my line reads:<br />
<br />
terrain load-tile f32 simalpha.raw 512 512 0 0<br />
<br />
Next, before you log in, you may want to go to type in:<br />
<br />
terrain multiply 0.4<br />
<br />
This should scale it down from the nearly 300 meters altitude I ran into to something a little more reasonable for the minimap.<br />
<br />
=== How do I load a terrain file on startup? ===<br />
Edit the file startup_commands.txt in the bin directory and add the above commands "terrain load-tile ..." and "terrain multiply ..." one per line.<br />
<br />
Terrain Tidbits brought to you by Tilde, with a few questions in IRC :) - [[User:Tildeampersand|Tilde]] 10:32, 15 August 2007 (PDT)<br />
<br />
= In World Questions =<br />
<br />
=== Does in world scripting work yet? ===<br />
<br />
Not yet, but there is a lot of work going on here. Please see [[LlFunction_implementation_status]] for the latest info.<br />
<br />
=== Why do I walk through objects? ===<br />
<br />
Basicphysics doesn't support collisions between objects (just between you and the ground). There is active work on other physics engines for OpenSim, but these are quite experimental at this point, so not considered supported.<br />
<br />
=== Can I edit my avatar? ===<br />
<br />
Yes, but you need to create a Shape, Hair, Shirt, and Pants first via the Inventory button. There are no defaults created for each user at this point.<br />
<br />
= Grid Mode =<br />
Note: Grid Mode isn't officially supported yet. As such, you are pretty much on your own if you are trying to get OpenSim up and running in Grid Mode.<br />
<br />
=== I start the sim and it doesn't connect to any grid ===<br />
<br />
When OpenSim is first started, it needs configuration.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== I start the OpenSim.Grid.UserServer.exe and it gives an error ===<br />
<br />
If this error is access denied for username@localhost, the mysql database is not set up.<br />
<br />
It will print some text and wait for input - either an enter to accept a default value, or another value you can supply.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== I want to run my own Local Grid but one or more servers fail to start ===<br />
<br />
* Be sure that you're able to start OpenSim.exe alone, in Standalone mode, and to be able to login.<br />
* Start the servers in the correct UGAS order and answer the questions as recommended (see [[OpenSim: Configuration]]).<br />
* Set all the external URI's to the correct IP: 127.0.0.1 if running on your local machine, or aaa.bbb.ccc.ddd if running on a remote server.<br />
* Check again all the *.xml configuration files for any wrong settings or typing errors...!<br />
* Don't forget to connect with your SL-viewer to port 8002 (Grid User-Server) instead of 9000 (Standalone OpenSim-Server).<br />
* Delete all *.xml and *.yap files in the bin directory if you want to run a full reconfiguration again.<br />
<br />
<br />
= How to ask for help =<br />
<br />
=== Before asking for help... ===<br />
<br />
* Search the wiki and web before asking for help.<br />
* Check your configuration files for any obvious defects.<br />
* Check that you're starting up the processes correctly.<br />
* See [[OpenSim: Install]].<br />
* See [[OpenSim: Configuration]].<br />
* See [[OpenSim: Running]].<br />
* See [[OpenSim: Connecting]].<br />
<br />
=== Asking in IRC ===<br />
<br />
IRC channels are #opensim-help, #opensim and #opensim-dev on EFNet. Approach them in that order :) Please be courteous and remember that the developers and anyone else assisting you are volunteers there.<br />
<br />
* Don't ask to ask, just ask.<br />
* Phrase your question in the form of a question.<br />
* Be specific.<br />
* Explain the problem.<br />
* Describe how to reproduce the problem.<br />
* If you need to paste configuration files or error messages, please paste to [http://pastebin.ca/ pastebin] then send the link in the IRC channel.<br />
<br />
=== After you get help ===<br />
<br />
* If no-one can help you, please submit a bug.<br />
* If someone does help you, please document the problem and fix on the wiki on this page.</div>Danx0rhttp://opensimulator.org/wiki/FAQFAQ2007-09-06T07:50:02Z<p>Danx0r: /* Are there test servers running OpenSim I can connect to? */</p>
<hr />
<div>A list of frequently asked questions. Please add anything you think is reasonable here.<br />
= Building OpenSim =<br />
<br />
=== I can't find any build files or solution files ===<br />
<br />
* If you're on windows, run prebuild.bat - on linux prebuild.sh<br />
<br />
=== VS2005 wont open the .sln file ===<br />
<br />
* Try running the VS2005 C#. You are probably running VS2005 C++. This is a C# project.<br />
<br />
= Running OpenSim =<br />
<br />
=== Running OpenSim.exe from a Cygwin shell has access denied for some dll's ===<br />
<br />
* Do a 'cd bin' followed by 'chmod a+x *' to make all dll files executable.<br />
<br />
=== I cannot start my sim ===<br />
<br />
* See [[OpenSim: Running]].<br />
<br />
= Configuring OpenSim =<br />
<br />
First, read [[OpenSim: Configuration]].<br />
<br />
=== Where can I get a new UUID for my sim config? ===<br />
<br />
Use 'uuidgen' or generate one on the [http://www.famkruithof.net/uuid/uuidgen uuidgen webpage].<br />
<br />
=== Can I run multiple regions with OpenSim? ===<br />
<br />
Yes. To do this add another xml file to bin/Regions. You need to create a new 'sim_UUID' (see above) and change the 'sim_name', 'internal_ip_port', 'sim_location_x' and 'sim_location_y' (and anything else you wish to change). Restart OpenSim.<br />
<br />
sim_location_x and sim_location_y should be in adjacent regions, then you will be able to run back and forth between regions.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== How do I enable prim storage? ===<br />
<br />
* In the OpenSim.ini file, change the storage_plugin so it points to OpenSim.DataStore.MonoSqlite.dll (storage_plugin = OpenSim.DataStore.MonoSqlite.dll).<br />
<br />
Note: you can specify the same database for all region.xml files, as information in the database is stored with the region.<br />
<br />
Currently, sqlite is the only database provider that works for prim storage, this will change in the future.<br />
<br />
=== There are a bunch of textures in the library, but they are all 0x0? What's wrong? ===<br />
To enable these extra textures for your use, you must delete your regionassets.yap file, and restart your sim. WARNING: IF YOU DO THIS, YOU WILL LOSE ANY ASSETS (textures, scripts, animations, etc) THAT YOU HAVE UPLOADED!<br />
<br />
=== What databases are supported in OpenSim? ===<br />
Right now the only database supported is sqlite. This is being done first to ensure all our persistent data is SQL friendly for storage, and because sqlite requires no user interaction to setup. The architexture for OpenSim specifically allows for different data store backends, and others will be created in the near future.<br />
<br />
=== Can I export all my prims, for safe keeping? ===<br />
<br />
Yes. From the console type <br />
save_xml yourbackupfile<br />
<br />
You can later load those prims with<br />
load_xml yourbackupfile<br />
<br />
This is also a good way to dump and clone prims from one OpenSim server to another.<br />
<br />
= Something Has Gone Wrong! =<br />
<br />
=== I get a timeout during region handshake ===<br />
<br />
* Do you have the correct IP in your Regions\* config file?<br />
* Do you have multiple interfaces on the server running OpenSim? OpenSim will not bind outgoing UDP packets to a specific IP, its default IP to reach you will be what the Region answers UDP with. If you have configured the region for another IP you will get a timeout during connect.<br />
<br />
=== I cannot connect to my OpenSim ===<br />
<br />
* See [[OpenSim: Connecting]].<br />
<br />
=== I connect but cannot move ===<br />
<br />
If the client connects but the avatar can only spin in place and not move, then the sim is not correctly configured. It completed the initial login function, but packets are not being exchanged between the client and the sim, probably due to a network configuration error on the sim.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== From time to time my Avatar seems to get stuck ===<br />
Right now there is a bottle neck when syncing prims off to the database. This will cause small (5 - 10 second) apparent hangs of the Avatar, but it will recover fine once the data is synced. It is a known issue based on legacy architecture of some of the data storage code. We hope this will be removed soon.<br />
<br />
=== I have problems with viewing the worldmap ===<br />
<br />
* This may happen when running OpenSim on a Linux server, both in grid or standalone mode.<br />
* Symptoms: when opening the worldmap window in the SL-viewer, the sims are not displayed grahically in the worldmap, the server console shows some error related to openjpeg, the current session freezes...<br />
* Reason: your svn source trunk has not the correct (or whatever...) libopenjpeg-libsl library.<br />
* Solution: get the newest code from libsecondlife (svn co svn://opensecondlife.org/libsl/trunk), 'make' manually in the subdir openjpeg-libsl, and copy the resulting libopenjpeg-libsl-2.1.2.0.so into your OpenSim .../bin subdir, overwriting the existing one.<br />
* Recompile & restart OpenSim.<br />
<br />
= Exceptions on the Console =<br />
This is a list of Exceptions that you may see on the console, what they mean, and if they are a problem.<br />
<br />
=== System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so ===<br />
Failed generating terrain map: System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so<br />
at (wrapper managed-to-native) OpenJPEGNet.OpenJPEG:LibslAllocDecoded OpenJPEGNet.OpenJPEG/LibslImage&)<br />
at OpenJPEGNet.OpenJPEG.Encode (System.Byte[] decoded, Int32 width, Int32 height, Int32 components, Boolean lossless) [0x00000]<br />
at OpenJPEGNet.OpenJPEG.EncodeFromImage (System.Drawing.Bitmap bitmap, Boolean lossless) [0x00000]<br />
at OpenSim.Region.Terrain.TerrainEngine.ExportJpegImage (System.String gradientmap) [0x00000]<br />
<br />
You are on Linux, and the native lib libopenjpeg-libsl-2.1.2.0.so is not compatible with your system for one of the following reasons:<br />
* You have an old processor (libopenjpeg has been compiled with optimizations)<br />
* You are running in 64bit mode (none of the native libs are built for 64bit)<br />
<br />
You can rebuild your own libopenjpeg from source, or run in a compatible environment.<br />
<br />
= OpenSim in the Wild =<br />
<br />
=== Are there test servers running OpenSim I can connect to? ===<br />
<br />
Yes. Check out http://www.deepgrid.com, http://osgrid.org<br />
<br />
=== Can I teleport from the Linden Lab Second Life grid to my Sim? ===<br />
<br />
No, OpenSim islands cannot connect to the Linden Lab grid.<br />
<br />
= Terrain Tidbits =<br />
=== What programs can I use to create terrains for OpenSim? ===<br />
If you are after simple terrain files (jpg, gif, etc), you can use Photoshop or any number of freeware programs, like Gimp. If you want more complex terrains, you will need programs that output to standard 3d raw format (aka r32 or r64). L3DT and Terragen are two of the top commercial programs for this. (anyone know of a freeware one?), or you could, with some practice, use Blender. The free version of L3DT can make terrains up to 2048x2048 in size, or 8x8 regions.<br />
<br />
=== Where do I put the files for my terrains? ===<br />
This one is actually pretty simple, but first the 'hard' answer: anywhere in the PATH will work. Lost? yeah, I was too, so... just drop the file into the /bin directory (right where your opensim.exe file is).<br />
<br />
=== How do I change the terrain for a group of sims? ===<br />
First, the file must be in f32 (or f64?) format. This is done easliy with L3DT's export feature. (use the RAW format and set the oprions to Y flipped = true and at the bottom, change it to read 'float' instead of 'ushort'). It also needs to be a file that will cover each sim in a 256x256 layer (so, for 2x2 regions, you need a 512x512 file).<br />
<br />
Then, once you have it saved, on the OpenSim.exe console, type in:<br />
<br />
terrain load-tile f32 <filename> <image X> <image y> <bottomleftsim X> <bottomleftsim y><br />
<br />
For example, I run a square of 4 sims in a 2x2 pattern. I started my sim placement at 0, 0 and ended at 1, 1. my line reads:<br />
<br />
terrain load-tile f32 simalpha.raw 512 512 0 0<br />
<br />
Next, before you log in, you may want to go to type in:<br />
<br />
terrain multiply 0.4<br />
<br />
This should scale it down from the nearly 300 meters altitude I ran into to something a little more reasonable for the minimap.<br />
<br />
=== How do I load a terrain file on startup? ===<br />
Edit the file startup_commands.txt in the bin directory and add the above commands "terrain load-tile ..." and "terrain multiply ..." one per line.<br />
<br />
Terrain Tidbits brought to you by Tilde, with a few questions in IRC :) - [[User:Tildeampersand|Tilde]] 10:32, 15 August 2007 (PDT)<br />
<br />
= In World Questions =<br />
<br />
=== Does in world scripting work yet? ===<br />
<br />
Not yet, but there is a lot of work going on here. Please see [[LlFunction_implementation_status]] for the latest info.<br />
<br />
=== Why do I walk through objects? ===<br />
<br />
Basicphysics doesn't support collisions between objects (just between you and the ground). There is active work on other physics engines for OpenSim, but these are quite experimental at this point, so not considered supported.<br />
<br />
=== Can I edit my avatar? ===<br />
<br />
Yes, but you need to create a Shape, Hair, Shirt, and Pants first via the Inventory button. There are no defaults created for each user at this point.<br />
<br />
= Grid Mode =<br />
Note: Grid Mode isn't officially supported yet. As such, you are pretty much on your own if you are trying to get OpenSim up and running in Grid Mode.<br />
<br />
=== I start the sim and it doesn't connect to any grid ===<br />
<br />
When OpenSim is first started, it needs configuration.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== I start the OpenSim.Grid.UserServer.exe and it gives an error ===<br />
<br />
If this error is access denied for username@localhost, the mysql database is not set up.<br />
<br />
It will print some text and wait for input - either an enter to accept a default value, or another value you can supply.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== I want to run my own Local Grid but one or more servers fail to start ===<br />
<br />
* Be sure that you're able to start OpenSim.exe alone, in Standalone mode, and to be able to login.<br />
* Start the servers in the correct UGAS order and answer the questions as recommended (see [[OpenSim: Configuration]]).<br />
* Set all the external URI's to the correct IP: 127.0.0.1 if running on your local machine, or aaa.bbb.ccc.ddd if running on a remote server.<br />
* Check again all the *.xml configuration files for any wrong settings or typing errors...!<br />
* Don't forget to connect with your SL-viewer to port 8002 (Grid User-Server) instead of 9000 (Standalone OpenSim-Server).<br />
* Delete all *.xml and *.yap files in the bin directory if you want to run a full reconfiguration again.<br />
<br />
<br />
= How to ask for help =<br />
<br />
=== Before asking for help... ===<br />
<br />
* Search the wiki and web before asking for help.<br />
* Check your configuration files for any obvious defects.<br />
* Check that you're starting up the processes correctly.<br />
* See [[OpenSim: Install]].<br />
* See [[OpenSim: Configuration]].<br />
* See [[OpenSim: Running]].<br />
* See [[OpenSim: Connecting]].<br />
<br />
=== Asking in IRC ===<br />
<br />
IRC channels are #opensim-help, #opensim and #opensim-dev on EFNet. Approach them in that order :) Please be courteous and remember that the developers and anyone else assisting you are volunteers there.<br />
<br />
* Don't ask to ask, just ask.<br />
* Phrase your question in the form of a question.<br />
* Be specific.<br />
* Explain the problem.<br />
* Describe how to reproduce the problem.<br />
* If you need to paste configuration files or error messages, please paste to [http://pastebin.ca/ pastebin] then send the link in the IRC channel.<br />
<br />
=== After you get help ===<br />
<br />
* If no-one can help you, please submit a bug.<br />
* If someone does help you, please document the problem and fix on the wiki on this page.</div>Danx0rhttp://opensimulator.org/wiki/FAQFAQ2007-09-06T07:49:34Z<p>Danx0r: /* Are there test servers running OpenSim I can connect to? */</p>
<hr />
<div>A list of frequently asked questions. Please add anything you think is reasonable here.<br />
= Building OpenSim =<br />
<br />
=== I can't find any build files or solution files ===<br />
<br />
* If you're on windows, run prebuild.bat - on linux prebuild.sh<br />
<br />
=== VS2005 wont open the .sln file ===<br />
<br />
* Try running the VS2005 C#. You are probably running VS2005 C++. This is a C# project.<br />
<br />
= Running OpenSim =<br />
<br />
=== Running OpenSim.exe from a Cygwin shell has access denied for some dll's ===<br />
<br />
* Do a 'cd bin' followed by 'chmod a+x *' to make all dll files executable.<br />
<br />
=== I cannot start my sim ===<br />
<br />
* See [[OpenSim: Running]].<br />
<br />
= Configuring OpenSim =<br />
<br />
First, read [[OpenSim: Configuration]].<br />
<br />
=== Where can I get a new UUID for my sim config? ===<br />
<br />
Use 'uuidgen' or generate one on the [http://www.famkruithof.net/uuid/uuidgen uuidgen webpage].<br />
<br />
=== Can I run multiple regions with OpenSim? ===<br />
<br />
Yes. To do this add another xml file to bin/Regions. You need to create a new 'sim_UUID' (see above) and change the 'sim_name', 'internal_ip_port', 'sim_location_x' and 'sim_location_y' (and anything else you wish to change). Restart OpenSim.<br />
<br />
sim_location_x and sim_location_y should be in adjacent regions, then you will be able to run back and forth between regions.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== How do I enable prim storage? ===<br />
<br />
* In the OpenSim.ini file, change the storage_plugin so it points to OpenSim.DataStore.MonoSqlite.dll (storage_plugin = OpenSim.DataStore.MonoSqlite.dll).<br />
<br />
Note: you can specify the same database for all region.xml files, as information in the database is stored with the region.<br />
<br />
Currently, sqlite is the only database provider that works for prim storage, this will change in the future.<br />
<br />
=== There are a bunch of textures in the library, but they are all 0x0? What's wrong? ===<br />
To enable these extra textures for your use, you must delete your regionassets.yap file, and restart your sim. WARNING: IF YOU DO THIS, YOU WILL LOSE ANY ASSETS (textures, scripts, animations, etc) THAT YOU HAVE UPLOADED!<br />
<br />
=== What databases are supported in OpenSim? ===<br />
Right now the only database supported is sqlite. This is being done first to ensure all our persistent data is SQL friendly for storage, and because sqlite requires no user interaction to setup. The architexture for OpenSim specifically allows for different data store backends, and others will be created in the near future.<br />
<br />
=== Can I export all my prims, for safe keeping? ===<br />
<br />
Yes. From the console type <br />
save_xml yourbackupfile<br />
<br />
You can later load those prims with<br />
load_xml yourbackupfile<br />
<br />
This is also a good way to dump and clone prims from one OpenSim server to another.<br />
<br />
= Something Has Gone Wrong! =<br />
<br />
=== I get a timeout during region handshake ===<br />
<br />
* Do you have the correct IP in your Regions\* config file?<br />
* Do you have multiple interfaces on the server running OpenSim? OpenSim will not bind outgoing UDP packets to a specific IP, its default IP to reach you will be what the Region answers UDP with. If you have configured the region for another IP you will get a timeout during connect.<br />
<br />
=== I cannot connect to my OpenSim ===<br />
<br />
* See [[OpenSim: Connecting]].<br />
<br />
=== I connect but cannot move ===<br />
<br />
If the client connects but the avatar can only spin in place and not move, then the sim is not correctly configured. It completed the initial login function, but packets are not being exchanged between the client and the sim, probably due to a network configuration error on the sim.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== From time to time my Avatar seems to get stuck ===<br />
Right now there is a bottle neck when syncing prims off to the database. This will cause small (5 - 10 second) apparent hangs of the Avatar, but it will recover fine once the data is synced. It is a known issue based on legacy architecture of some of the data storage code. We hope this will be removed soon.<br />
<br />
=== I have problems with viewing the worldmap ===<br />
<br />
* This may happen when running OpenSim on a Linux server, both in grid or standalone mode.<br />
* Symptoms: when opening the worldmap window in the SL-viewer, the sims are not displayed grahically in the worldmap, the server console shows some error related to openjpeg, the current session freezes...<br />
* Reason: your svn source trunk has not the correct (or whatever...) libopenjpeg-libsl library.<br />
* Solution: get the newest code from libsecondlife (svn co svn://opensecondlife.org/libsl/trunk), 'make' manually in the subdir openjpeg-libsl, and copy the resulting libopenjpeg-libsl-2.1.2.0.so into your OpenSim .../bin subdir, overwriting the existing one.<br />
* Recompile & restart OpenSim.<br />
<br />
= Exceptions on the Console =<br />
This is a list of Exceptions that you may see on the console, what they mean, and if they are a problem.<br />
<br />
=== System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so ===<br />
Failed generating terrain map: System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so<br />
at (wrapper managed-to-native) OpenJPEGNet.OpenJPEG:LibslAllocDecoded OpenJPEGNet.OpenJPEG/LibslImage&)<br />
at OpenJPEGNet.OpenJPEG.Encode (System.Byte[] decoded, Int32 width, Int32 height, Int32 components, Boolean lossless) [0x00000]<br />
at OpenJPEGNet.OpenJPEG.EncodeFromImage (System.Drawing.Bitmap bitmap, Boolean lossless) [0x00000]<br />
at OpenSim.Region.Terrain.TerrainEngine.ExportJpegImage (System.String gradientmap) [0x00000]<br />
<br />
You are on Linux, and the native lib libopenjpeg-libsl-2.1.2.0.so is not compatible with your system for one of the following reasons:<br />
* You have an old processor (libopenjpeg has been compiled with optimizations)<br />
* You are running in 64bit mode (none of the native libs are built for 64bit)<br />
<br />
You can rebuild your own libopenjpeg from source, or run in a compatible environment.<br />
<br />
= OpenSim in the Wild =<br />
<br />
=== Are there test servers running OpenSim I can connect to? ===<br />
<br />
Yes. Check out http://deepgrid.com, http://osgrid.org<br />
<br />
=== Can I teleport from the Linden Lab Second Life grid to my Sim? ===<br />
<br />
No, OpenSim islands cannot connect to the Linden Lab grid.<br />
<br />
= Terrain Tidbits =<br />
=== What programs can I use to create terrains for OpenSim? ===<br />
If you are after simple terrain files (jpg, gif, etc), you can use Photoshop or any number of freeware programs, like Gimp. If you want more complex terrains, you will need programs that output to standard 3d raw format (aka r32 or r64). L3DT and Terragen are two of the top commercial programs for this. (anyone know of a freeware one?), or you could, with some practice, use Blender. The free version of L3DT can make terrains up to 2048x2048 in size, or 8x8 regions.<br />
<br />
=== Where do I put the files for my terrains? ===<br />
This one is actually pretty simple, but first the 'hard' answer: anywhere in the PATH will work. Lost? yeah, I was too, so... just drop the file into the /bin directory (right where your opensim.exe file is).<br />
<br />
=== How do I change the terrain for a group of sims? ===<br />
First, the file must be in f32 (or f64?) format. This is done easliy with L3DT's export feature. (use the RAW format and set the oprions to Y flipped = true and at the bottom, change it to read 'float' instead of 'ushort'). It also needs to be a file that will cover each sim in a 256x256 layer (so, for 2x2 regions, you need a 512x512 file).<br />
<br />
Then, once you have it saved, on the OpenSim.exe console, type in:<br />
<br />
terrain load-tile f32 <filename> <image X> <image y> <bottomleftsim X> <bottomleftsim y><br />
<br />
For example, I run a square of 4 sims in a 2x2 pattern. I started my sim placement at 0, 0 and ended at 1, 1. my line reads:<br />
<br />
terrain load-tile f32 simalpha.raw 512 512 0 0<br />
<br />
Next, before you log in, you may want to go to type in:<br />
<br />
terrain multiply 0.4<br />
<br />
This should scale it down from the nearly 300 meters altitude I ran into to something a little more reasonable for the minimap.<br />
<br />
=== How do I load a terrain file on startup? ===<br />
Edit the file startup_commands.txt in the bin directory and add the above commands "terrain load-tile ..." and "terrain multiply ..." one per line.<br />
<br />
Terrain Tidbits brought to you by Tilde, with a few questions in IRC :) - [[User:Tildeampersand|Tilde]] 10:32, 15 August 2007 (PDT)<br />
<br />
= In World Questions =<br />
<br />
=== Does in world scripting work yet? ===<br />
<br />
Not yet, but there is a lot of work going on here. Please see [[LlFunction_implementation_status]] for the latest info.<br />
<br />
=== Why do I walk through objects? ===<br />
<br />
Basicphysics doesn't support collisions between objects (just between you and the ground). There is active work on other physics engines for OpenSim, but these are quite experimental at this point, so not considered supported.<br />
<br />
=== Can I edit my avatar? ===<br />
<br />
Yes, but you need to create a Shape, Hair, Shirt, and Pants first via the Inventory button. There are no defaults created for each user at this point.<br />
<br />
= Grid Mode =<br />
Note: Grid Mode isn't officially supported yet. As such, you are pretty much on your own if you are trying to get OpenSim up and running in Grid Mode.<br />
<br />
=== I start the sim and it doesn't connect to any grid ===<br />
<br />
When OpenSim is first started, it needs configuration.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== I start the OpenSim.Grid.UserServer.exe and it gives an error ===<br />
<br />
If this error is access denied for username@localhost, the mysql database is not set up.<br />
<br />
It will print some text and wait for input - either an enter to accept a default value, or another value you can supply.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== I want to run my own Local Grid but one or more servers fail to start ===<br />
<br />
* Be sure that you're able to start OpenSim.exe alone, in Standalone mode, and to be able to login.<br />
* Start the servers in the correct UGAS order and answer the questions as recommended (see [[OpenSim: Configuration]]).<br />
* Set all the external URI's to the correct IP: 127.0.0.1 if running on your local machine, or aaa.bbb.ccc.ddd if running on a remote server.<br />
* Check again all the *.xml configuration files for any wrong settings or typing errors...!<br />
* Don't forget to connect with your SL-viewer to port 8002 (Grid User-Server) instead of 9000 (Standalone OpenSim-Server).<br />
* Delete all *.xml and *.yap files in the bin directory if you want to run a full reconfiguration again.<br />
<br />
<br />
= How to ask for help =<br />
<br />
=== Before asking for help... ===<br />
<br />
* Search the wiki and web before asking for help.<br />
* Check your configuration files for any obvious defects.<br />
* Check that you're starting up the processes correctly.<br />
* See [[OpenSim: Install]].<br />
* See [[OpenSim: Configuration]].<br />
* See [[OpenSim: Running]].<br />
* See [[OpenSim: Connecting]].<br />
<br />
=== Asking in IRC ===<br />
<br />
IRC channels are #opensim-help, #opensim and #opensim-dev on EFNet. Approach them in that order :) Please be courteous and remember that the developers and anyone else assisting you are volunteers there.<br />
<br />
* Don't ask to ask, just ask.<br />
* Phrase your question in the form of a question.<br />
* Be specific.<br />
* Explain the problem.<br />
* Describe how to reproduce the problem.<br />
* If you need to paste configuration files or error messages, please paste to [http://pastebin.ca/ pastebin] then send the link in the IRC channel.<br />
<br />
=== After you get help ===<br />
<br />
* If no-one can help you, please submit a bug.<br />
* If someone does help you, please document the problem and fix on the wiki on this page.</div>Danx0rhttp://opensimulator.org/wiki/FAQFAQ2007-09-06T07:49:16Z<p>Danx0r: /* Are there test servers running OpenSim I can connect to? */</p>
<hr />
<div>A list of frequently asked questions. Please add anything you think is reasonable here.<br />
= Building OpenSim =<br />
<br />
=== I can't find any build files or solution files ===<br />
<br />
* If you're on windows, run prebuild.bat - on linux prebuild.sh<br />
<br />
=== VS2005 wont open the .sln file ===<br />
<br />
* Try running the VS2005 C#. You are probably running VS2005 C++. This is a C# project.<br />
<br />
= Running OpenSim =<br />
<br />
=== Running OpenSim.exe from a Cygwin shell has access denied for some dll's ===<br />
<br />
* Do a 'cd bin' followed by 'chmod a+x *' to make all dll files executable.<br />
<br />
=== I cannot start my sim ===<br />
<br />
* See [[OpenSim: Running]].<br />
<br />
= Configuring OpenSim =<br />
<br />
First, read [[OpenSim: Configuration]].<br />
<br />
=== Where can I get a new UUID for my sim config? ===<br />
<br />
Use 'uuidgen' or generate one on the [http://www.famkruithof.net/uuid/uuidgen uuidgen webpage].<br />
<br />
=== Can I run multiple regions with OpenSim? ===<br />
<br />
Yes. To do this add another xml file to bin/Regions. You need to create a new 'sim_UUID' (see above) and change the 'sim_name', 'internal_ip_port', 'sim_location_x' and 'sim_location_y' (and anything else you wish to change). Restart OpenSim.<br />
<br />
sim_location_x and sim_location_y should be in adjacent regions, then you will be able to run back and forth between regions.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== How do I enable prim storage? ===<br />
<br />
* In the OpenSim.ini file, change the storage_plugin so it points to OpenSim.DataStore.MonoSqlite.dll (storage_plugin = OpenSim.DataStore.MonoSqlite.dll).<br />
<br />
Note: you can specify the same database for all region.xml files, as information in the database is stored with the region.<br />
<br />
Currently, sqlite is the only database provider that works for prim storage, this will change in the future.<br />
<br />
=== There are a bunch of textures in the library, but they are all 0x0? What's wrong? ===<br />
To enable these extra textures for your use, you must delete your regionassets.yap file, and restart your sim. WARNING: IF YOU DO THIS, YOU WILL LOSE ANY ASSETS (textures, scripts, animations, etc) THAT YOU HAVE UPLOADED!<br />
<br />
=== What databases are supported in OpenSim? ===<br />
Right now the only database supported is sqlite. This is being done first to ensure all our persistent data is SQL friendly for storage, and because sqlite requires no user interaction to setup. The architexture for OpenSim specifically allows for different data store backends, and others will be created in the near future.<br />
<br />
=== Can I export all my prims, for safe keeping? ===<br />
<br />
Yes. From the console type <br />
save_xml yourbackupfile<br />
<br />
You can later load those prims with<br />
load_xml yourbackupfile<br />
<br />
This is also a good way to dump and clone prims from one OpenSim server to another.<br />
<br />
= Something Has Gone Wrong! =<br />
<br />
=== I get a timeout during region handshake ===<br />
<br />
* Do you have the correct IP in your Regions\* config file?<br />
* Do you have multiple interfaces on the server running OpenSim? OpenSim will not bind outgoing UDP packets to a specific IP, its default IP to reach you will be what the Region answers UDP with. If you have configured the region for another IP you will get a timeout during connect.<br />
<br />
=== I cannot connect to my OpenSim ===<br />
<br />
* See [[OpenSim: Connecting]].<br />
<br />
=== I connect but cannot move ===<br />
<br />
If the client connects but the avatar can only spin in place and not move, then the sim is not correctly configured. It completed the initial login function, but packets are not being exchanged between the client and the sim, probably due to a network configuration error on the sim.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== From time to time my Avatar seems to get stuck ===<br />
Right now there is a bottle neck when syncing prims off to the database. This will cause small (5 - 10 second) apparent hangs of the Avatar, but it will recover fine once the data is synced. It is a known issue based on legacy architecture of some of the data storage code. We hope this will be removed soon.<br />
<br />
=== I have problems with viewing the worldmap ===<br />
<br />
* This may happen when running OpenSim on a Linux server, both in grid or standalone mode.<br />
* Symptoms: when opening the worldmap window in the SL-viewer, the sims are not displayed grahically in the worldmap, the server console shows some error related to openjpeg, the current session freezes...<br />
* Reason: your svn source trunk has not the correct (or whatever...) libopenjpeg-libsl library.<br />
* Solution: get the newest code from libsecondlife (svn co svn://opensecondlife.org/libsl/trunk), 'make' manually in the subdir openjpeg-libsl, and copy the resulting libopenjpeg-libsl-2.1.2.0.so into your OpenSim .../bin subdir, overwriting the existing one.<br />
* Recompile & restart OpenSim.<br />
<br />
= Exceptions on the Console =<br />
This is a list of Exceptions that you may see on the console, what they mean, and if they are a problem.<br />
<br />
=== System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so ===<br />
Failed generating terrain map: System.DllNotFoundException: ./libopenjpeg-libsl-2.1.2.0.so<br />
at (wrapper managed-to-native) OpenJPEGNet.OpenJPEG:LibslAllocDecoded OpenJPEGNet.OpenJPEG/LibslImage&)<br />
at OpenJPEGNet.OpenJPEG.Encode (System.Byte[] decoded, Int32 width, Int32 height, Int32 components, Boolean lossless) [0x00000]<br />
at OpenJPEGNet.OpenJPEG.EncodeFromImage (System.Drawing.Bitmap bitmap, Boolean lossless) [0x00000]<br />
at OpenSim.Region.Terrain.TerrainEngine.ExportJpegImage (System.String gradientmap) [0x00000]<br />
<br />
You are on Linux, and the native lib libopenjpeg-libsl-2.1.2.0.so is not compatible with your system for one of the following reasons:<br />
* You have an old processor (libopenjpeg has been compiled with optimizations)<br />
* You are running in 64bit mode (none of the native libs are built for 64bit)<br />
<br />
You can rebuild your own libopenjpeg from source, or run in a compatible environment.<br />
<br />
= OpenSim in the Wild =<br />
<br />
=== Are there test servers running OpenSim I can connect to? ===<br />
<br />
Yes. Check out http://deepgid.com, http://osgrid.org<br />
<br />
=== Can I teleport from the Linden Lab Second Life grid to my Sim? ===<br />
<br />
No, OpenSim islands cannot connect to the Linden Lab grid.<br />
<br />
= Terrain Tidbits =<br />
=== What programs can I use to create terrains for OpenSim? ===<br />
If you are after simple terrain files (jpg, gif, etc), you can use Photoshop or any number of freeware programs, like Gimp. If you want more complex terrains, you will need programs that output to standard 3d raw format (aka r32 or r64). L3DT and Terragen are two of the top commercial programs for this. (anyone know of a freeware one?), or you could, with some practice, use Blender. The free version of L3DT can make terrains up to 2048x2048 in size, or 8x8 regions.<br />
<br />
=== Where do I put the files for my terrains? ===<br />
This one is actually pretty simple, but first the 'hard' answer: anywhere in the PATH will work. Lost? yeah, I was too, so... just drop the file into the /bin directory (right where your opensim.exe file is).<br />
<br />
=== How do I change the terrain for a group of sims? ===<br />
First, the file must be in f32 (or f64?) format. This is done easliy with L3DT's export feature. (use the RAW format and set the oprions to Y flipped = true and at the bottom, change it to read 'float' instead of 'ushort'). It also needs to be a file that will cover each sim in a 256x256 layer (so, for 2x2 regions, you need a 512x512 file).<br />
<br />
Then, once you have it saved, on the OpenSim.exe console, type in:<br />
<br />
terrain load-tile f32 <filename> <image X> <image y> <bottomleftsim X> <bottomleftsim y><br />
<br />
For example, I run a square of 4 sims in a 2x2 pattern. I started my sim placement at 0, 0 and ended at 1, 1. my line reads:<br />
<br />
terrain load-tile f32 simalpha.raw 512 512 0 0<br />
<br />
Next, before you log in, you may want to go to type in:<br />
<br />
terrain multiply 0.4<br />
<br />
This should scale it down from the nearly 300 meters altitude I ran into to something a little more reasonable for the minimap.<br />
<br />
=== How do I load a terrain file on startup? ===<br />
Edit the file startup_commands.txt in the bin directory and add the above commands "terrain load-tile ..." and "terrain multiply ..." one per line.<br />
<br />
Terrain Tidbits brought to you by Tilde, with a few questions in IRC :) - [[User:Tildeampersand|Tilde]] 10:32, 15 August 2007 (PDT)<br />
<br />
= In World Questions =<br />
<br />
=== Does in world scripting work yet? ===<br />
<br />
Not yet, but there is a lot of work going on here. Please see [[LlFunction_implementation_status]] for the latest info.<br />
<br />
=== Why do I walk through objects? ===<br />
<br />
Basicphysics doesn't support collisions between objects (just between you and the ground). There is active work on other physics engines for OpenSim, but these are quite experimental at this point, so not considered supported.<br />
<br />
=== Can I edit my avatar? ===<br />
<br />
Yes, but you need to create a Shape, Hair, Shirt, and Pants first via the Inventory button. There are no defaults created for each user at this point.<br />
<br />
= Grid Mode =<br />
Note: Grid Mode isn't officially supported yet. As such, you are pretty much on your own if you are trying to get OpenSim up and running in Grid Mode.<br />
<br />
=== I start the sim and it doesn't connect to any grid ===<br />
<br />
When OpenSim is first started, it needs configuration.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== I start the OpenSim.Grid.UserServer.exe and it gives an error ===<br />
<br />
If this error is access denied for username@localhost, the mysql database is not set up.<br />
<br />
It will print some text and wait for input - either an enter to accept a default value, or another value you can supply.<br />
<br />
* See [[OpenSim: Configuration]].<br />
<br />
=== I want to run my own Local Grid but one or more servers fail to start ===<br />
<br />
* Be sure that you're able to start OpenSim.exe alone, in Standalone mode, and to be able to login.<br />
* Start the servers in the correct UGAS order and answer the questions as recommended (see [[OpenSim: Configuration]]).<br />
* Set all the external URI's to the correct IP: 127.0.0.1 if running on your local machine, or aaa.bbb.ccc.ddd if running on a remote server.<br />
* Check again all the *.xml configuration files for any wrong settings or typing errors...!<br />
* Don't forget to connect with your SL-viewer to port 8002 (Grid User-Server) instead of 9000 (Standalone OpenSim-Server).<br />
* Delete all *.xml and *.yap files in the bin directory if you want to run a full reconfiguration again.<br />
<br />
<br />
= How to ask for help =<br />
<br />
=== Before asking for help... ===<br />
<br />
* Search the wiki and web before asking for help.<br />
* Check your configuration files for any obvious defects.<br />
* Check that you're starting up the processes correctly.<br />
* See [[OpenSim: Install]].<br />
* See [[OpenSim: Configuration]].<br />
* See [[OpenSim: Running]].<br />
* See [[OpenSim: Connecting]].<br />
<br />
=== Asking in IRC ===<br />
<br />
IRC channels are #opensim-help, #opensim and #opensim-dev on EFNet. Approach them in that order :) Please be courteous and remember that the developers and anyone else assisting you are volunteers there.<br />
<br />
* Don't ask to ask, just ask.<br />
* Phrase your question in the form of a question.<br />
* Be specific.<br />
* Explain the problem.<br />
* Describe how to reproduce the problem.<br />
* If you need to paste configuration files or error messages, please paste to [http://pastebin.ca/ pastebin] then send the link in the IRC channel.<br />
<br />
=== After you get help ===<br />
<br />
* If no-one can help you, please submit a bug.<br />
* If someone does help you, please document the problem and fix on the wiki on this page.</div>Danx0rhttp://opensimulator.org/wiki/OpenSimulator:0.5_Release_Target_DiscussionOpenSimulator:0.5 Release Target Discussion2007-09-05T20:12:02Z<p>Danx0r: </p>
<hr />
<div>I respectfully and self-servedly recommend ODE support as a core feature of 0.5.<br />
<br />
Even though there are still legitimate questions about ODE's stability, it works well enough already to get ppl excited. Most of the work for the core team will transport to any other physics plugin, ie bullet or physx.<br />
<br />
If there is still a strong desire to completely redesign the physics interface, let's bite the bullet and do it. A world without physics is like -- well, a world without photons!</div>Danx0rhttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2007-09-04T05:55:16Z<p>Danx0r: /* Running (Mono) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a <i>libode.so not found</i> type of error, you will need to build libode from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again; best fix is to copy your built libode.so to bin). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini. Same deal for other physics engines, when available.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/OpenSim:_InstallOpenSim: Install2007-09-04T05:55:16Z<p>Danx0r: /* Running (Mono) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a <i>libode.so not found</i> type of error, you will need to build libode from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again; best fix is to copy your built libode.so to bin). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini. Same deal for other physics engines, when available.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2007-09-04T05:53:53Z<p>Danx0r: /* Open Dynamics Engine (ODE) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a <i>libode.so not found</i> type of error, you will need to build libode from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again; best fix is to copy your built libode.so to bin). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/OpenSim:_InstallOpenSim: Install2007-09-04T05:53:53Z<p>Danx0r: /* Open Dynamics Engine (ODE) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a <i>libode.so not found</i> type of error, you will need to build libode from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again; best fix is to copy your built libode.so to bin). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2007-09-04T05:53:18Z<p>Danx0r: /* Open Dynamics Engine (ODE) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a <i>libode.so not found</i> type of error, you will need to build libode.so from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again; best fix is to copy your built libode.so to bin). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/OpenSim:_InstallOpenSim: Install2007-09-04T05:53:18Z<p>Danx0r: /* Open Dynamics Engine (ODE) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a <i>libode.so not found</i> type of error, you will need to build libode.so from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again; best fix is to copy your built libode.so to bin). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2007-09-04T05:52:35Z<p>Danx0r: /* Open Dynamics Engine (ODE) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a libode or ode.dll not found type of error, you will need to build libode.so from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again; best fix is to copy your built libode.so to bin). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/OpenSim:_InstallOpenSim: Install2007-09-04T05:52:35Z<p>Danx0r: /* Open Dynamics Engine (ODE) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a libode or ode.dll not found type of error, you will need to build libode.so from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again; best fix is to copy your built libode.so to bin). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2007-09-04T05:51:22Z<p>Danx0r: /* Open Dynamics Engine (ODE) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a libode or ode.dll not found type of error, you will need to build libode.so from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/OpenSim:_InstallOpenSim: Install2007-09-04T05:51:22Z<p>Danx0r: /* Open Dynamics Engine (ODE) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error (which can occur even though the dll is present!), try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a libode or ode.dll not found type of error, you will need to build libode.so from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2007-09-04T05:50:44Z<p>Danx0r: /* Open Dynamics Engine (ODE) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error, try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a libode or ode.dll not found type of error, you will need to build libode.so from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/OpenSim:_InstallOpenSim: Install2007-09-04T05:50:44Z<p>Danx0r: /* Open Dynamics Engine (ODE) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error, try using the debug version of the dll, available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a libode or ode.dll not found type of error, you will need to build libode.so from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2007-09-04T05:50:06Z<p>Danx0r: /* Open Dynamics Engine (ODE) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error, try using the debug version of the dll. The release version appears to crash on some CPU's (the error is usually "ode.dll not found", but it's misleading because the dll may still be there, but crashing.) The debug version is available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a libode or ode.dll not found type of error, you will need to build libode.so from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/OpenSim:_InstallOpenSim: Install2007-09-04T05:50:06Z<p>Danx0r: /* Open Dynamics Engine (ODE) */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an <i>ode.dll not found</i> type of error, try using the debug version of the dll. The release version appears to crash on some CPU's (the error is usually "ode.dll not found", but it's misleading because the dll may still be there, but crashing.) The debug version is available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a libode or ode.dll not found type of error, you will need to build libode.so from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2007-09-04T05:49:11Z<p>Danx0r: /* Installing from source */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an ode.dll not found type of error, try using the debug version of the dll. The release version appears to crash on some CPU's (the error is usually "ode.dll not found", but it's misleading because the dll may still be there, but crashing.) The debug version is available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a libode or ode.dll not found type of error, you will need to build libode.so from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/OpenSim:_InstallOpenSim: Install2007-09-04T05:49:11Z<p>Danx0r: /* Installing from source */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an ode.dll not found type of error, try using the debug version of the dll. The release version appears to crash on some CPU's (the error is usually "ode.dll not found", but it's misleading because the dll may still be there, but crashing.) The debug version is available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a libode or ode.dll not found type of error, you will need to build libode.so from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
to invoke ODE, add the option:<br />
-physics=OpenDynamicsEngine<br />
<br />
or add <code> physics = OpenDynamicsEngine </code> to the [Startup] section of opensim.ini.<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/Build_InstructionsBuild Instructions2007-09-04T05:46:11Z<p>Danx0r: /* Running */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an ode.dll not found type of error, try using the debug version of the dll. The release version appears to crash on some CPU's (the error is usually "ode.dll not found", but it's misleading because the dll may still be there, but crashing.) The debug version is available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim. You invoke ODE by running from the .\bin folder with the command line option:<br />
<br />
OpenSim.exe -physics=OpenDynamicsEngine <br />
or it can be added to opensim.ini under [Startup] as:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a libode or ode.dll not found type of error, you will need to build libode.so from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0rhttp://opensimulator.org/wiki/OpenSim:_InstallOpenSim: Install2007-09-04T05:46:11Z<p>Danx0r: /* Running */</p>
<hr />
<div>=Installing from source=<br />
<br />
==MS Windows==<br />
<br />
OpenSim requires either the .Net framework version 2.0, or the latest Mono. It also is compiled with the C# and not the C++ IDE for those who are using the no-cost Express Editions from MS.<br />
<br />
=== Subversion Repository ===<br />
<br />
1. Get the source code from the svn repository:<br />
<br />
svn://openmv.org/opensim/trunk<br />
<br />
=== Building ===<br />
<br />
2. In the top-level directory, run the 'runprebuild.bat' file. This will create both a VS2005 solution file, and a nant build file.<br />
<br />
3. Open the resulting sln file with visual studio, and build it there, or if you prefer to use nant, run nant in the same top-level directory. This will build the executables.<br />
<br />
If you don't care about physics (walking on prims, etc), ignore the rest of this section.<br />
<br />
==== Physics ====<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim.<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or an ode.dll not found type of error, try using the debug version of the dll. The release version appears to crash on some CPU's (the error is usually "ode.dll not found", but it's misleading because the dll may still be there, but crashing.) The debug version is available here:<br />
<br />
http://www.squiggle.com/opensim/ode-debug.dll <br><br />
<br />
Rename it ode.dll and put it in .\bin, replacing the stock ode.dll. You can also try building ode.dll from souce (ode.org, version 0.8; make sure to enable trimesh)<br />
<br />
=== Running ===<br />
<br />
Double-click on the OpenSim.exe executable file in the 'bin' directory. This will start up OpenSim in standalone mode.<br />
<br />
The debugger in VS2005 C# may be used to step through the code. For those that use a Cygwin shell, you may find that one or more dll's have permissions that cause problems running. Most find that a "chmod 777 *" from the bin directory solves this.<br />
<br />
Physics can be invoked by adding the appropriate line to opensim.ini, under [Startup]. For ODE, that would be:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
You can also add a command line option to a shortcut, or run from a command prompt with:<br />
<br />
-physics=OPenDynamicsEngine<br />
<br />
==Linux/Mac OS X==<br />
<br />
=== Subversion Repository ===<br />
<br />
To check out the latest revision:<br />
<br />
svn co svn://opensecondlife.org/opensim/trunk opensim.new/trunk<br />
<br />
Note: The libopenjpeg-libsl-...so is not really working. For this reason you should download the newest libsecondlife from http://www.libsecondlife.org, and build your own libopenjpeg library. If you use this instead of the SVN version, your sim will work fine.<br />
<br />
Note to Mac OS X users: OS X does not come packaged with subversion, so you will need to either install it or access the repository from a computer that does have subversion<br />
<br />
=== Building (Mono) ===<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
(Yes, you must rerun the prebuild again after the first build, and then build again!)<br />
<br />
Later revisions(1657 and above) no longer require you to build twice. Thus the procedure is simply as follows:<br />
<br />
cd opensim.new/trunk<br />
<br />
mono bin/Prebuild.exe /target nant<br />
nant -buildfile:OpenSim.build<br />
<br />
==== Physics ====<br />
<br />
If you want to implement collision-based physics, OpenDynamicsEngine (ODE) is the furthest along at the moment (9/07). It is not fully supported, but is starting to work somewhat reliably using a small number of regions per sim. You invoke ODE by running from the .\bin folder with the command line option:<br />
<br />
OpenSim.exe -physics=OpenDynamicsEngine <br />
or it can be added to opensim.ini under [Startup] as:<br />
<br />
physics = OpenDynamicsEngine<br />
<br />
===== Open Dynamics Engine (ODE) =====<br />
<br />
As installed from svn, ODE does not work on all platforms. If you get an ODE-related crash, and/or a libode or ode.dll not found type of error, you will need to build libode.so from source.<br />
<br />
Remove libode.so from the ./bin folder. (Note that subsequent svn updates may replace it again). Do NOT remove ode.net.dll! Download ode 0.8 source packages from ode.org. When compiling, make sure to use the following configure options:<br />
<br />
--with-trimesh=gimpact <br />
--enable-shared<br />
<br />
make sure the configure script confirms these choices, and always compile with single precision (I believe that's default). Try <code> make -k </code> if you get errors relating to drawstuff, test*, or openGL. <code> make install </code> should put libode.so in the proper place (usually /usr/local/lib), and it should be seen by opensim (ode.net.dll)<br />
<br />
=== Running (Mono) ===<br />
<br />
cd bin<br />
mono OpenSim.exe<br />
<br />
=Binary releases=<br />
<br />
nightly builds, presumably for Linux:<br />
<br />
http://ruth.petitbe.be/build/</div>Danx0r