VOCABULARY: my understanding of the following terms.  
 
VOCABULARY: my understanding of the following terms.  
     ARV:  Avatar Rendering Cost, a relative figure that provide indication as to the load an avatar represent.  
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     AIML: Artificial Intelligence Markup Language  is a specialised xml  with defined tag for conversational bot.
     Child Avatar: A number of mirror avatar creates in adjacent region. This is the mechanism by which the viewer is aware of the other adjacent regions.     
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    ARC:  Avatar Rendering Cost, a relative figure that provide indication as to the load an avatar represent.  
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     BENTO: Is the name given to the extended skeleton introduced in late 2016 with  106 new bones .
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    BULLET: Not a part of a gun,  but a physic engine adapted by Robert Adams for opensim.
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    C# : is the language supporting opensim. It is an object oriented microsoft programming language with extensive library. It can be run in linux using mono.
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    CACHE: Software component that stores data so future requests for that data can be served faster
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    CHILD AVATAR: A number of mirror avatar creates in adjacent region. This is the mechanism by which the viewer is aware of the other adjacent regions.  
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     CONSOLE: in opensim its the dos or linux running screen. This screen provide information and takes commands.
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    DATA:URL: is a string that can be use instead of URL that provide a web page or part of a web page content.
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    EMAIL: In opensim is the capablity to send/receive email from script from/to inworld objects.
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    FITTED: Fitted Mesh is a technique in which an avatar's collision bones are used to add further deformation detail to an avatar or clothing.
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    IM: in opensim is the abreviation letters for instant message a mean of private communication between avatar or between object and avatar.
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    IRC: Internet Relay Chat in the context of opensim can be use to allow script communication between object of different regions.
 
     GRID: One ore more simulator (SIM) supported by one or more robust.exe instance.  
 
     GRID: One ore more simulator (SIM) supported by one or more robust.exe instance.  
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    MESH: In virtual universe its an imported collada file that creates a 3 object instead of using sculpty or prims.
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    LOD:  Level of detail is the mechanism by which the scene object details are reduce with increasing distance.
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    LSLWIKI: Old script page that you can still access at http://lslwiki.digiworldz.com/
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    LANDING POINT: is a position define to assign a teleport landing location in your land. (See TELEHUD)
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    MRM : is the mini region module create by Adam Frisby to allow scripting in C#.
 
     MOP Media on prim: the possibility to present a web page content on the face of a prim.  
 
     MOP Media on prim: the possibility to present a web page content on the face of a prim.  
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    NPC: Abbreviation for Non Player Character.  The NPC is a bot, a computer controlled skim down player that you can rez in your world.
 
     OAR: Archiving file for region.  
 
     OAR: Archiving file for region.  
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    OPENSIM: short for opensimulator.
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            In a stand alone is the service server and simulator for the opensimulator process.
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            In the case of grid stand for simulator only.
 
     PARCEL a subdivision of a region minimum size is 4mx4m= 16 meter square
 
     PARCEL a subdivision of a region minimum size is 4mx4m= 16 meter square
     REGION a 256mx256m = 65,536 meters square area in opensim
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    PRIM: is the primitive building block of opensim virtual world . They can be created with in world building  tool .
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     REGION a 256mx256m = 65,536 meters square area in opensim.
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    ROBUST: this is the grid specialised server that will hold all the commun services as compare to opensim that in that case holds the simulator.
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    REZ; Stand for putting a new player, NPC , or  object in a region. 
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    REZ DATE: the day you register a new avatar and rezing him in a region of the grid.
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    RLV is the acronym for restrain love. This is a feature available in certain viewer that with client consent allow certain script controls.
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    SCULPTY : sculpty is a hack that permit  importing regular UV images maps specifically encoded for 3d object creation from RGB to XYZ conversion.
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    SEARCH : In general trying to find something, in opensim you can find avatar , location and objects. You can also search your inventory .
 
     SIMULATOR: also call SIM one opensim.exe instance running supporting one ore more region(s).
 
     SIMULATOR: also call SIM one opensim.exe instance running supporting one ore more region(s).
     STANDALONE: The simulator and the supporting  services are all run from one instance of opensim.exe  
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     STANDALONE: The simulator and the supporting  services are all run from one instance of opensim.exe
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    SLURL: Is a special kind of Uniform Resource Locator applicable to opensim viewers.
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    TELEHUD: is basically a marker(s) to assign a teleport location in your land.
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    TOS: Term of service. Under which condition are you proposing your services. In the case of opensim server or mainly simulator hosting services.
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    TUTORIAL: Short course presenting how to something. In opensim see http://profil.gimisa.ca for some tutorial I did.
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    UBODE: Is a physic engine improvement done by AJL Duarte  over the original ODE physic.
 
     VARREGION: a region with variable dimension. At time of writing limited to square values of multiples of regions (ex. 4x4 = 16 region area) .   
 
     VARREGION: a region with variable dimension. At time of writing limited to square values of multiples of regions (ex. 4x4 = 16 region area) .   
 
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    VIEWER REACH: is the distance define in the viewer reach window or preference that a user will perceive object.
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    VIRTUALBOX: A software to run virtual machine, that is a virtual machine running inside a real machine.
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    WIFI: In opensim its a C# http interface created by Diva Cantro more details here. http://opensimulator.org/wiki/Wifi 
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    XENGINE: The opensim module responsible for of the script LSL / OSL  language use in scripting inworld with opensim. 
 
   
 
   
 
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OAR.  
 
OAR.  
   −
<blockquote>I advocate the use of OAR for backup similarly to any other software file extension. I believe that creators in opensim shall be able to save their work as easily within their region as creating a document in word. For now you can do that with an object inworld and a opensim script command call osConsoleCommand(string command). That script command is high treat level as define in by opensim. Therefor it has to be authorize by simulator operator for parcel owner in the region simulator as follow:
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<blockquote>I advocate the use of OAR for backup similarly to any other software file extension. I believe that creators in opensim shall be able to save their work as easily as someone using  word or excel. Bring it back in aopensimulator.org.orgs easy.  OpenSim already allow that through the use of OAR. In  opensimulator.org JustinCC introduced OAR file extension and a mechanism to create (save)  and upload (load)  that file content inworld in any opensimulator . More can be read in http://opensimulator.org/wiki/OpenSim_Archives . That mechanism is available through operator console of the simulator. But not to the majority of creator whom normaly are hosted only and have no console access. I propose here a method to do that with a  script inworld to save the region content in OAR automatically. That script command is high treat level as define in opensim. Therefor the intervention of the simulator owner is necessary to allow the  function . The best is for operator to create an  object  and put the following script. The operator should  enable the  osConsoleCommand command for him in XENGINE script access control section of ini file. See here for detail http://opensimulator.org/wiki/OSSL_Enabling_Functions.  Using his UUID the simulator operator can enforce the treat level for osConsoleCommand  and rez the object for his guess to use while limiting its use to the script function. <br>
 
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What I propose is a  script to  automatically save an oar when the prim count change by more then 10 .OAR saving can also be initiated by touch :</blockquote>
Allow_osConsoleCommand = PARCEL_OWNER or UUID  
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You can also use the UUID of the simulator operator to enforce treat level and rez the object yourself for your guess to use.  
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This script will automatically save an oar when the prim count change by more then 10 .
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OAR saving can also be initiated by touch.
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Here is an exemple of the script for such an object. :</blockquote>
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     //gimisa@yahoo.fr 130502
 
     //gimisa@yahoo.fr 130502
 
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MOP.
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MOP updated 170412
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<blockquote>Media on prim can be very interesting. The way to add a media on the face of a prim is straightforward selecting a prim face in the build tool and then activating the media of choice in the texture tab media selector ( varies with viewer). Se tutorial in gimisa5 tutorial area for more detail and picture. You should display a picture of some kind ( you can use the same prim by texturing it) as default texture to illustrate to your visitor  that you are using media on prim.  Most viewer disable the auto play of media prim forcing user to  seek them for display. The advantage of Media on prim is that it has no impact server side since the viewer is handling the request via its internal browser. Please note that the view is asynchronous. Specialy if video it  meaning that what you see is not what other will see or hear on the same prim face. Just like if you are visiting the page by yourself on the web.  The web browser in viewer is Mozilla compatible with QTWebKit. Therefor it has NONE of the HTML5 capabilities. </blockquote>
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<blockquote>Media on prim can be very interesting. The way to add a media on the face of a prim is straightforward selecting a prim face in the build tool and then activating the media of choice in the texture tab media selector ( varies with viewer). Se tutorial in gimisa5 tutorial area for more detail and picture. You should display a picture of some kind ( you can use the same prim by texturing it) as default texture to illustrate to your visitor  that you are using media on prim.  Most viewer disable the auto play of media prim forcing user to  seek them for display. The advantage of Media on prim is that it has no impact server side since the viewer is handling the request via its internal browser. Please note that the view is asynchronous. Specially if video it  meaning that what you see is not what other will see or hear on the same prim face. Just like if you are visiting the page by yourself on the web.  The web browser in viewer was  Mozilla compatible with QTWebKit but has be change to chrome tool kit . Therefor it supports HTML5 tag as </audio> and </video> . The following HTML code to add has been updated for use with the codec supported by HTML5 </blockquote>
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<blockquote>I am  using MOP to overcome the sound limit in OpenSim. A sound file play in world is limited to 10 sec per file. One technic use to overcome that limit is to cut a longer sound file in 10 sec sections and to piggy back the set with a proper script . That has  a detrimental effect on your region cause of the bandwith required to send the sound file in this way. The sound is heard by all in the vicinity. </blockquote>
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<blockquote>I am  using MOP to overcome the sound limit in OpenSim. A sound file play in world is limited to 10 sec per file. One Technic use to overcome that limit is to cut a longer sound file in 10 sec sections and to piggy back the set with a proper script . That has  a detrimental effect on your region cause of the bandwidth required to send the sound file in this way. The advantage is that the  sound is heard by all avatar in the vicinity. </blockquote>.
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<blockquote>The way I use to do that is via MOP. The sound file can be built from any mixer software you like and can have any length. The trick is to convert it to swf (flash) so it can be compatible with any operating system (mac, window, linux ) . There is a number of online converter that will be fine for the job. The file need to be accessible to the web. That is a serious limitation to causal users unfortunately comment on the later as to how to do that direcly in opensim would be nice. Then you need a wrapper in the form of a standard web page with the following embed tag.  
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<blockquote>The way I do that is via MOP. The sound file can be built from any mixer software you like and can have any length. The trick is to convert it to swf (flash) so it can be compatible with any operating system (mac, window, linux ) . There is a number of online converter that will be fine for the job. The file need to be accessible to the web. That is a serious limitation to causal users unfortunately comment on the later as to how to do that direcly in opensim would be nice. For now the best is either to rely on hosting providers on the net or install something like tiny. Then you need a wrapper in the form of a standard web page with the following embed tag.  
 
     <embed src="http://locationOfYourSoundFile/Here.swf" width="100%" height="100%" type="application/x-shockwave-flash" loop="false" autostart="true" >
 
     <embed src="http://locationOfYourSoundFile/Here.swf" width="100%" height="100%" type="application/x-shockwave-flash" loop="false" autostart="true" >
    
</embed></blockquote>
 
</embed></blockquote>
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<blockquote>As a usefull alternate in case your user viewer does not support swf is to provid a hyperlink giver on touch of the prim pointing to the same web page. In this way a HTML5 code wrapper can be use in your web page as follow:</blockquote>
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<blockquote>As a useful alternate in case your user viewer does not support swf is to provide a hyperlink giver on touch of the prim pointing to the same web page. In this way a HTML5 code wrapper can be use in your web page as follow:</blockquote>
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<blockquote><audio controls autoplay>
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<blockquote><audio autoplay>
 
   <source. src="myOriginalFile.mp3" type="audio/mpeg">
 
   <source. src="myOriginalFile.mp3" type="audio/mpeg">
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  <source. src="myOriginalFile.ogg" type="audio/ogg">
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  <source. src="myOriginalFile.wav" type="audio/wave">
 
   <embed src="http://locationOfYourSoundFile/Here.swf" width="100%" height="100%" type="application/x-shockwave-flash" loop="false" autostart="true" >
 
   <embed src="http://locationOfYourSoundFile/Here.swf" width="100%" height="100%" type="application/x-shockwave-flash" loop="false" autostart="true" >
Sorry your viewer does not support flash (swf)
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Sorry your viewer does not support flash (swf) nor HTML5 tags please refer to https://community.secondlife.com/knowledgebase/english/how-to-use-adobe-flash-in-second-life-viewer-40-and-later-r1406/ for more details
 
</embed>
 
</embed>
 
</audio></blockquote>  
 
</audio></blockquote>  
 
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<blockquote>
<blockquote>You can get a demo of the effect of this trick by visiting 3d.gimisa.ca:9000 and search for gimisa4 region in map.   
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Using Data:url one could refer to  sound or media in general available from the web ,directly in a text string instead of having to host it in a web server of his own. One could go as far as reformatting the web page to his own liking and provide dynamic content via script using An exemple of that way of achieving this is available in gimisa5 store in the tool rack . More on that in DATA:URL .
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</blockquote>  
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<blockquote>A trick I am using to achieve synchronous MOP effect for visitors is to use scripts.  I clear the media on the prim face so it does not start when avatar come into vicinity. Then I use an event like touch  to create the media texture . Though the effect is not totally simultaneous test with friends has show that its close enough for use. A made a  firework display that is started on touch of the control panel that appears for all people standing in the area. You can get a demo of the effect of this trick by hypergrid visiting 3d.gimisa.ca:9000 and search for gimisa4 region in map.   
 
</blockquote>
 
</blockquote>
       
ARC.
 
ARC.
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<blockquote>ARC, Avatar Rendering Cost is an information the user should be sensitive too for a pleasant grid or hypergrid travel</blockquote>
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<blockquote>The load an avatar represent in being rendered is an interesting  figure to be considered by user. For local or hypergrid traveling the impact of the integration of avatar in the region sceen is more or less loosly represented by that figure. This relative amount can be use comparatively as a guide for the amount represented by the avatar in rendering effort.  In general the travelers should pack the avatar with as little as is needed to make a personality to minimise the load the region they are visiting. This is as much to have a pleasant experience for themselves as to help the experience of other by the same principles . They can put in their suitcase the travel avatar and the regular flashy model for convenience so they could switch while they traveling if they are in need to go to something more .</blockquote>
     −
<blockquote>A good tool to judge the weight of one avatar is to use the avatar rendering cost display available in vewers. When activated with shortcut key  ctl-alt-sht-C you are displayed a number over your head. When green that avatar is good to travel. Yellow is limited while  RED is no no. People should think about how much a traveling  avatar  has to transfer to the other grid (HG travel) server and how much information the region server has to handle to render the result they and other in the vicinity sees. This is all their texture, mesh and prim to be  added to their scripts compiled. The few second required to render  see a lot of activity both in the robust server and the region servers to acquired that information and create the rendering information for the avatar and its numerous  child avartars  to all the new region affected by the new arrival (max of 9). </blockquote>
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<blockquote>The load an avatar represent in being rendered is an interesting  figure to be considered by user. For local or hypergrid traveling the impact of the integration of avatar in the region scene is more or less loosely represented by that figure. This relative amount can be use comparatively as a guide for the amount represented by the avatar in rendering effort.  In general the travelers should pack the avatar with as little as is needed to make a personality to minimise the load the region they are visiting. This is as much to have a pleasant experience for themselves as to help the experience of other by the same principles . They can put in their suitcase the travel avatar and the regular flashy model for convenience so they could switch while they traveling if they are in need to go to something more .</blockquote>
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<blockquote>A good tool to judge the weight of one avatar is to use the avatar rendering cost display available in viewers. When activated with shortcut key  ctl-alt-sht-C you are displayed a number over your head as well as avatar surrounding you . When green the avatar is good to travel. Yellow is limited while  RED is no no. Its an interesting experience to make to remove part of an your avatar outfit and see the impact on that display. Good outfit part does show not only by the look they provide but also by the weight they represent for that results. </blockquote>
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<blockquote>People should think about how much a traveling  avatar  has to transfer to the other grid (HG travel) server and how much information the region server has to handle to render the result they and other in the vicinity sees. This is all their texture, mesh and prim to be  added to their scripts compiled. The few second required to render  see a lot of activity both in the robust server and the region servers. This time is spent to acquiring that information (prim scultp mesh shapes , textures, compiled scripts) . The result is use to create the rendering information for the avatar and its numerous  child avatars in the region and adjacent regions for the new arrival (max of 9). </blockquote>
    
  <blockquote>More about avatar rendering cost calculation and detail can be read on "http://wiki.secondlife.com/wiki/Avatar_Rendering_Cost" </blockquote>
 
  <blockquote>More about avatar rendering cost calculation and detail can be read on "http://wiki.secondlife.com/wiki/Avatar_Rendering_Cost" </blockquote>