According to Canonical, all you have to do is add a copy to their "launchpad" repository - I am sure there is more to it than that, and I will look into it ASAP (like after Sept 6 :-) )<br><br>If it is BSD/GPL licensed (i.e. unrestricted distribution) then you can add it to the "Community Maintained (universe) list and 99% of Ubuntu users will get it as an optional distribution. AFIK Imprudence satisfies this criteria, but it is always good to double check.<br>
<br>"Community" stuff simply appears in the Synaptic handler and the user's "Ubuntu Software Center" together with the 30K+ packages there.<br><br>Karen<br><br><div class="gmail_quote">On Sat, Aug 28, 2010 at 11:18 AM, Toni Alatalo <span dir="ltr"><<a href="mailto:antont@kyperjokki.fi">antont@kyperjokki.fi</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class="im">On la, 2010-08-28 at 09:35 -0700, Karen Palen wrote:<br>
> Now that I am retired (read busier than ever!) I do all my software<br>
> under Linux - mostly Python of C++ - unless I am "hacking" some pre<br>
<br>
</div>BTW besides c++ written modules, you can also write new functionality to<br>
Naali in Python as well. In fact some of the default features, like the<br>
3d manipulators to move objects in-world, are written in py. That is for<br>
trusted code that can do anything with the scene and the operating<br>
system, like c++. We then use Javascript for untrusted code from the net<br>
so can soon load e.g. custom camera contol code from the world you login<br>
to etc. like it works on the web.<br>
<br>
> I am inspired to wonder how had this would be to add the deb to a1<br>
<div class="im">> repository and make it really easy to install?<br>
<br>
</div>I hope easy, and I hope it eventually makes it to the distributions<br>
etc :)<br>
<div class="im"><br>
> The link to my demo is: <a href="http://mars-simulator.hobby-site.org:9000/wifi" target="_blank">http://mars-simulator.hobby-site.org:9000/wifi</a><br>
<br>
</div>Thanks for info, will check out!<br>
<div><div></div><div class="h5"><br>
> Karen<br>
<br>
~Toni<br>
<br>
><br>
> On Sat, Aug 28, 2010 at 7:14 AM, Toni Alatalo <<a href="mailto:antont@kyperjokki.fi">antont@kyperjokki.fi</a>><br>
> wrote:<br>
> On la, 2010-08-28 at 06:21 -0700, Karen Palen wrote:<br>
> > After sending this I decided to check the RealXtend web site<br>
> - its<br>
> > still claims to be Windows only, but I see from your Wiki<br>
> that you now<br>
> > have a Ubuntu .deb file!<br>
> > Call this a need to update the main web site :-)<br>
><br>
><br>
> Yep, we uploaded the .debs yesterday evening so not all info<br>
> is<br>
> up-to-date yet elsewhere :) Some of the devs, like me, have<br>
> done viewer<br>
> dev mostly on Linux since last February or so, so it's quite<br>
> mature, and<br>
> we have a buildbot that verifies linux compile after every<br>
> commit .. but<br>
> didn't get around to do release packages untill Jonne managed<br>
> this week.<br>
><br>
> Glad you noticed, and please do report if you'll try - this is<br>
> all still<br>
> pretty early stuff.<br>
><br>
> > Karen<br>
><br>
> ~Toni<br>
><br>
><br>
> ><br>
> > On Sat, Aug 28, 2010 at 6:13 AM, Karen Palen<br>
> <<a href="mailto:karenpalensl@gmail.com">karenpalensl@gmail.com</a>><br>
> > wrote:<br>
> > Well there are a couple of reasons why not, most of<br>
> all is<br>
> > that I am involved with a bunch of RL things that<br>
> take most of<br>
> > my time. The time I do get to spend here I have been<br>
> using to<br>
> > bring up my own sim under V0.7.x<br>
> ><br>
> > Last time I looked the realXtend stuff (including<br>
> the<br>
> > viewers) was Windows only and I use Linux almost<br>
> exclusively<br>
> > for my software development now. One of the very few<br>
> > exceptions is a Win 7 partition devoted to Poser<br>
> Pro.<br>
> ><br>
> > It was Adam's stuff that I was referring to with the<br>
> OS<br>
> > "hooks" - I have no idea about the specifics though.<br>
> ><br>
> > From what I have been seeing with the current Linden<br>
> > Lab/Second Life drama(s) I sure wouldn't count on<br>
> Second Life<br>
> > to do much of anything for a long time!<br>
> ><br>
> > I monitor a web site that specializes in<br>
> "restrcited" stocks<br>
> > like Linden Lab and I notice that they haven't even<br>
> posted a<br>
> > bid on that stock since March. Even for a pre-IPO<br>
> stock that<br>
> > is a very long time without any buyers - there is<br>
> almost<br>
> > always someone willing to buy at a steep enough<br>
> discount. This<br>
> > leads me to believe that the Linden Lab situation of<br>
> far worse<br>
> > than anyone is admitting.<br>
> ><br>
> > All of that being said, I do hope to get involved<br>
> with your<br>
> > efforts (and maybe do some Linux/Ubuntu related<br>
> support :-) )<br>
> > once other things settle down a little.<br>
> ><br>
> > Karen<br>
> ><br>
> ><br>
> ><br>
> > On Sat, Aug 28, 2010 at 4:52 AM, Toni Alatalo<br>
> > <<a href="mailto:antont@kyperjokki.fi">antont@kyperjokki.fi</a>> wrote:<br>
> > On la, 2010-08-28 at 02:23 -0700, Karen<br>
> Palen wrote:<br>
> > > As a long time Poser enthusiast with 14Gb<br>
> of Poser<br>
> > based models, I<br>
> > > count myself as one of those eagerly<br>
> awaiting mesh<br>
> > support!<br>
> ><br>
> ><br>
> > This begs the question - why not give the<br>
> existing<br>
> > opensource tech for<br>
> > opensim & meshes a try then?<br>
> ><br>
> > You don't have to even install the rex<br>
> module to your<br>
> > server if wan't to<br>
> > try, 'cause the default realXtend test world<br>
> at<br>
> > <a href="http://world.realxtend.org:9000" target="_blank">world.realxtend.org:9000</a><br>
> > is configured with auth off and allows<br>
> building, so<br>
> > works as a sandbox.<br>
> > We also had a rex-enabled region on osgrid<br>
> at a point,<br>
> > perhaps should<br>
> > put it back on so you can just teleport.<br>
> ><br>
> > I've experienced that testing out and doing<br>
> things,<br>
> > like putting some of<br>
> > your favourite meshes to a scene so that can<br>
> walk<br>
> > around them, perhaps<br>
> > attach some fun LSL to them etc., gives you<br>
> more ideas<br>
> > of what can do<br>
> > etc., so can be useful even if you don't up<br>
> ending<br>
> > that tech for<br>
> > production. BTW in rex you can also use<br>
> skeletal<br>
> > animations in normal<br>
> > meshes in the scene (not just avatars).<br>
> ><br>
> > > Many of the "hooks" have been added to OS<br>
> V0.7.xx,<br>
> > but there is still<br>
> > > work to be done.<br>
> ><br>
> ><br>
> > What do you mean? I haven't noticed, apart<br>
> from Adam's<br>
> > SOG/SOP refactor<br>
> > in that branch which is partly about<br>
> changing the<br>
> > internals so that<br>
> > things like prims and meshes can be<br>
> implemented in<br>
> > modules (ModMesh,<br>
> > ModPrim etc. that add those components and<br>
> can be<br>
> > configured on/off<br>
> > etc).<br>
> ><br>
> > Sure it'll probably be great when Linden<br>
> finally comes<br>
> > out of the closet<br>
> > with their LLMesh support. I've personally<br>
> been quite<br>
> > surprised that<br>
> > it's been taking so long, after they started<br>
> on it 1,5<br>
> > years ago and<br>
> > showing screenshots a year ago and people<br>
> saying in<br>
> > early Feb this year<br>
> > that it'd be out of the private testing in<br>
> late Feb<br>
> > etc. But I guess<br>
> > things are not so easy when you have a world<br>
> to run<br>
> > with lots of people<br>
> > using it etc.<br>
> ><br>
> > So am curious if there's something stopping<br>
> you now,<br>
> > and we can help if<br>
> > there are questions or quirks along the<br>
> road.<br>
> ><br>
> > > Karen<br>
> ><br>
> > ~Toni<br>
> ><br>
> > BTW: after we introduced the mesh support<br>
> 2,5 years<br>
> > ago, we haven't been<br>
> > just sitting on our hands but done some<br>
> other<br>
> > things .. like full scene<br>
> > export from blender & max & maya and<br>
> friends, a new<br>
> > modular viewer with<br>
> > a customizable UI, support for adding your<br>
> own client<br>
> > side features in<br>
> > plugins, and now finally support for<br>
> arbitary data in<br>
> > scene entities<br>
> > that is synched between the server & all<br>
> clients so<br>
> > custom functionality<br>
> > can use it all over .. we'll now improve the<br>
> APIs and<br>
> > make new demos<br>
> > during the rest of the year so can show<br>
> something<br>
> > fun :)<br>
> ><br>
> > It is all developed in the open, no behind<br>
> closed<br>
> > doors dev or private<br>
> > betas, and is open for suggestions and<br>
> contributions<br>
> > etc .. so please<br>
> > feel free to try and welcome to participate!<br>
> ><br>
> > > On Fri, Aug 27, 2010 at 6:53 PM, peter<br>
> host<br>
> > <<a href="mailto:virtualregions@gmail.com">virtualregions@gmail.com</a>><br>
> > > wrote:<br>
> > ><br>
> > > All in all, it's a pain in the<br>
> A.., and good<br>
> > support for<br>
> > > Meshes are<br>
> > > one of the most users-awaited<br>
> features in<br>
> > OS/SL<br>
> > ><br>
> > ><br>
> > ><br>
> > ><br>
> ><br>
> ><br>
> > ><br>
> _______________________________________________<br>
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> > ><br>
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</div></div></blockquote></div><br>