[Startup]; emailmodule = DefaultEmailModule; Set this to true if you are connecting your OpenSimulator regions to a grid; Set this to false if you are running OpenSimulator in standalone modegridmode = Truehypergrid = TrueEventQueue = true; ##; ## REGIONS; ##; Determine where OpenSimulator looks for the files which tell it which regions to server; Defaults to "filesystem" if this setting isn't presentregion_info_source = "filesystem"; region_info_source = "web"; Determines where the region XML files are stored if you are loading these from the filesystem. ; Defaults to bin/Regions in your OpenSimulator installation directory; regionload_regionsdir="C:\somewhere\xmlfiles\"; Determines the page from which regions xml is retrieved if you are loading these from the web; The XML here has the same format as it does on the filesystem (including the <Root> tag), ; except that everything is also enclosed in a <Regions> tag.; regionload_webserver_url = "http://example.com/regions.xml";; Draw objects on maptile. This step might take a long time if you've got a huge amount of ; objects, so you can turn it off here if you'd like.DrawPrimOnMapTile = trueTextureOnMapTile = True; ##; ## STORAGE; ##; *** Prim Storage - only leave one storage_plugin uncommented ***; --- Null stores nothing - effectively disabling persistence:;storage_plugin = "OpenSim.Data.Null.dll"; --- To use sqlite as region storage:; storage_plugin = "OpenSim.Data.SQLite.dll"; storage_connection_string="URI=file:OpenSim.db,version=3";; --- To use MySQL storage, supply your own connectionstring (this is only an example):; note that the supplied account needs create privilegies if you want it to auto-create needed tables.storage_plugin="OpenSim.Data.MySQL.dll"storage_connection_string="Data Source=localhost;Database=opensim;User ID=root;Password=*****;";; turn on experimental storage of prim inventories in the region database; Prim inventory storage is now turned on by default; However, this option remains in case it needs to be disabled; More details of the current state of this can be found at;; http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence;; storage_prim_inventories = true; secure_inventory_server = true; Select whether you want to use local or grid asset storage.;; If you're running in standalone, you definitely want local, since there is no grid (hence this is redundant, and should; really be eliminated). The database itself is defined in asset_plugin below;; If you're running a region server connecting to a grid, you probably want grid mode, since this will use the ; grid asset server. If you select local in grid mode, then you will use a database as specified in asset_plugin to store assets; locally. This will mean you won't be able to take items using your assets to other people's regions.;asset_database = "local"asset_database = "grid"; Should avatars in neighbor sims see objects in this sim?see_into_this_sim_from_neighbor = True; ##; ## PHYSICS; ##; Select a mesher here. ZeroMesher is save and fast.; ZeroMesher also means that the physics engine models the physics of prims; sticking to the basic shapes the engine does support. Usually this is only a box.; Meshmerizer gives a better handling of complex prims by using triangle meshes.; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way; ;meshing = ZeroMeshermeshing = Meshmerizer; Choose one of the physics engines below;physics = basicphysics;physics = POSphysics = OpenDynamicsEngine;physics = modified_BulletXstartup_console_commands_file = "startup_commands.txt";shutdown_console_commands_file = "shutdown_commands.txt";permissionmodules = "DefaultPermissionsModule"serverside_object_permissions = True; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.physical_prim = true; To run a script every few minutes, set the script filename here; timer_Script = "filename"; ##; ## ScriptEngine; ##DefaultScriptEngine = "XEngine"; These are region modules loaded into each region to provide script support; Scripts may be everything from LSL or C# scripts put in prims to whole game systems that controls the whole grid.; You can load multiple modules by separating them with a coma.;; Example:;script_engine = OpenSim.Region.ScriptEngine.DotNetEngine.dll,OpenSim.Region.ScriptEngine.RemoteServer.dll;; This is the current and most stable ScriptEngine:; script_engine = "OpenSim.Region.ScriptEngine.DotNetEngine.dll"; This is the new XEngine (experimental); script_engine = "OpenSim.Region.ScriptEngine.XEngine.dll";Experimental remote ScriptServer plugin (does not currently work):;script_engine = "OpenSim.Region.ScriptEngine.RemoteServer.dll"; ##; ## World Map; ##WorldMapModule = "WorldMap"WorldMapModule = "HGWorldMapModule"MapImageModule = "MapImageModule"[StandAlone]accounts_authenticate = Falsewelcome_message = "Benvenuto all Hyperblog - Cyberlandia Network Italiano 3D"; Asset database providerasset_plugin = "OpenSim.Data.SQLite.dll"; asset_plugin = "OpenSim.Data.MySQL.dll" ; for mysql; asset_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate; the Asset DB source. This only works for sqlite and nhibernate for now; Asset Source SQLite Exampe; asset_source = "URI=file:Asset.db,version=3"; Asset Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING); asset_source = "SQLiteDialect;SqliteClientDriver;URI=file:Asset.db,version=3"; Inventory database providerinventory_plugin = "OpenSim.Data.SQLite.dll"; inventory_plugin = "OpenSim.Data.MySQL.dll"; inventory_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate; Inventory Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING); inventory_source = "SQLiteDialect;SqliteClientDriver;URI=file:Inventory.db,version=3"; User Data Database provideruserDatabase_plugin = "OpenSim.Data.SQLite.dll"; userDatabase_plugin = "OpenSim.Data.MySQL.dll"; userDatabase_plugin = "OpenSim.Data.NHibernate.dll" ; for nhibernate; User Source NHibernate Example (DIALECT;DRIVER;CONNECTSTRING); user_source = "SQLiteDialect;SqliteClientDriver;URI=file:User.db,version=3"dump_assets_to_file = falseLibrariesXMLFile="./inventory/Libraries.xml"[Network]http_listener_port = 9000remoting_listener_port = 8895default_location_x = 7000default_location_y = 7000; secure_inventory_server = true; Uncomment below to enable llRemoteData/remote channels; remoteDataPort = 20800grid_server_url = "http://grid.cyberlandia.net:8001"; grid_send_key = "null"; grid_recv_key = "null"user_server_url = "http://grid.cyberlandia.net:8002"; user_send_key = "null"; user_recv_key = "null"asset_server_url = "http://grid.cyberlandia.net:8003"inventory_server_url = "http://grid.cyberlandia.net:8004"messaging_server_url = "http://grid.cyberlandia.net:8006"shard = "OpenSim"[Chat]enabled = truewhisper_distance = 10say_distance = 30shout_distance = 100[Messaging] ; Control which region module is used for instant messaging. ; Default is InstantMessageModule (this is the name of the core IM module as well as the setting) InstantMessageModule = InstantMessageModule MessageTransferModule = MessageTransferModule OfflineMessageModule = OfflineMessageModule OfflineMessageURL = http://www.cyberlandia.net/offline.php MuteListModule = MuteListModule MuteListURL = http://www.cyberlandia.net/mute.php; [Messaging]; InstantMessageModule = PSInstantMessageModule[Parallel Selves Message Bridge] enabled = false target_system_name = Cyberlandia target_system_uri = http://grid.cyberlandia.net:8002[ClientStack.LindenUDP] ; This is the multiplier applied to all client throttles for outgoing UDP network data ; If it is set to 1, then we obey the throttle settings as given to us by the client. If it is set to 3, for example, then we ; multiply that setting by 3 (e.g. if the client gives us a setting of 250 kilobits per second then we ; will actually push down data at a maximum rate of 750 kilobits per second). ; ; In principle, setting a multiplier greater than 1 will allow data to be pushed down to a client much faster ; than its UI allows the setting to go. This may be okay in some situations, such as standalone OpenSim ; applications on a LAN. However, the greater the multipler, the higher the risk of packet drop, resulting ; in symptoms such as missing terrain or objects. A much better solution is to change the client UI to allow ; higher network bandwidth settings directly, though this isn't always possible. ; ; Currently this setting is 2 by default because we currently send much more texture data than is strictly ; necessary. A setting of 1 could result in slow texture transfer. This will be fixed when the transfer ; of textures at different levels of quality is improved. ; ; Pre r7113, this setting was not exposed but was effectively 8. You may want to try this if you encounter ; unexpected difficulties client_throttle_multiplier = 2;[ODEPhysicsSettings] ;## ;## World Settings ;## ;Gravity. Feel like falling up? change world_gravityz to 9.8 instead of -9.8. m/s world_gravityx = 0 world_gravityy = 0 world_gravityz = -9.8 ; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically) ; reference: fps = (0.09375/ODE_STEPSIZE) * 1000; world_stepsize = 0.020 world_internal_steps_without_collisions = 10 ;World Space settings. Affects memory consumption vs Collider CPU time for avatar and physical prim world_hashspace_size_low = -4 world_hashSpace_size_high = 128 ;Dynamic space settings Affects memory consumption vs Collider CPU time for static prim meters_in_small_space = 29.9 small_hashspace_size_low = -4 small_hashspace_size_high = 66 ; ## ; ## Contact properties. (the stuff that happens when things come in contact with each other) ; ## ; surface layer around geometries other geometries can sink into before generating a contact world_contact_surface_layer = 0.001 ; Filtering Collisions helps keep things stable physics wise, but sometimes ; it can be over zealous. If you notice bouncing, chances are it's being just ; that filter_collisions = true ; Non Moving Terrain Contact (avatar isn't moving) nm_terraincontact_friction = 255.0 nm_terraincontact_bounce = 0.1 nm_terraincontact_erp = 0.1025 ; Moving Terrain Contact (avatar is moving) m_terraincontact_friction = 75.0 m_terraincontact_bounce = 0.05 m_terrainContact_erp = 0.05025 ; Moving Avatar to object Contact m_avatarobjectcontact_friction = 75.0 m_avatarobjectcontact_bounce = 0.1 ; Object to Object Contact and Non-Moving Avatar to object objectcontact_friction = 250.0 objectcontact_bounce = 0.2 ; ## ; ## Avatar Control ; ## ; PID Controller Settings. These affect the math that causes the avatar to reach the ; desired velocity ; See http://en.wikipedia.org/wiki/PID_controller av_pid_derivative_linux = 2200.0 av_pid_proportional_linux = 900.0; av_pid_derivative_win = 2200.0 av_pid_proportional_win = 900.0; ;girth of the avatar. Adds radius to the height also av_capsule_radius = 0.37 ; Max force permissible to use to keep the avatar standing up straight av_capsule_standup_tensor_win = 550000 av_capsule_standup_tensor_linux = 550000 ; used to calculate mass of avatar. ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH); ; av_density * AVvolume; av_density = 80 ; use this value to cut 52% of the height the sim gives us av_height_fudge_factor = 0.52 ; Movement. Smaller is faster. ; speed of movement with Always Run off av_movement_divisor_walk = 1.3 ; speed of movement with Always Run on av_movement_divisor_run = 0.8 ; ## ; ## Object options ; ## ; used in the mass calculation. geometry_default_density = 10.000006836 ; amount of ODE steps where object is non moving for ODE to automatically put it to sleep body_frames_auto_disable = 20 ; used to control llMove2Target body_pid_derivative = 35 body_pid_gain = 25 ; amount of time a geom/body will try to cross a region border before it gets disabled geom_crossing_faiures_before_outofbounds = 5 ; start throttling the object updates if object comes in contact with 3 or more other objects geom_contactpoints_start_throttling = 3 ; send 1 update for every x updates below when throttled geom_updates_before_throttled_update = 15 ; Used for llSetStatus. How rigid the object rotation is held on the axis specified body_motor_joint_maxforce_tensor_linux = 5 body_motor_joint_maxforce_tensor_win = 5 ; ## ; ## Sculpted Prim settings ; ## ; Do we want to mesh sculpted prim to collide like they look? mesh_sculpted_prim = true ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies mesh_lod = 32 ; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies mesh_physical_lod = 16 ; ## ; ## Physics logging settings - logfiles are saved to *.DIF files ; ## ;physics_logging = true ;; every n simulation iterations, the physics snapshot file is updated ;physics_logging_interval = 50 ;; append to existing physics logfile, or overwrite existing logfiles? ;physics_logging_append_existing_logfile = true use_NINJA_physics_joints = true[RemoteAdmin]enabled = falseaccess_password = unknown[RestPlugins]enabled = falsepassword = unknownprefix = /admin[RestRegionPlugin]enabled = false; Uncomment the following for IRC bridge; experimental, so if it breaks... keep both parts... yada yada; also, not good error detection when it fails;[IRC];enabled = true ; you need to set this otherwise it won't connect;server = name.of.irc.server.on.the.net;nick = OpenSimBotNameProbablyMakeThisShorter;channel = #the_irc_channel_you_want_to_connect_to;port = 6667;fallback_region = name of "default" region;MSGformat fields : 0=botnick, 1=user, 2=region, 3=message; must start with "PRIVMSG {0} : " or irc server will get upset;for <bot>:<user in region> :<message>;msgformat = "PRIVMSG {0} :<{1} in {2}>: {3}";for <bot>:<message> - <user of region> :msgformat = "PRIVMSG {0} : {3} - {1} of {2}";for <bot>:<message> - from <user> :;msgformat = "PRIVMSG {0} : {3} - from {1}"[ScriptEngine.DotNetEngine];Enabled = False; These settings are specific to DotNetEngine script engine; Other script engines based on OpenSim.Region.ScriptEngine.Common.dll will have almost identical settings, but in another section of this config file.;; When a script receives an event the event is queued.; Any free thread will start executing this event. One script can only have one event executed simultaneously.; If you have only one thread, and one script has a loop or does a lot of work, then no other scripts can run at the same time.; Same if you have 10 threads, then only 10 scripts can be run simultaneously. ; But because most scripts exit after their task, the threads are free to go on to the next script.; Refresh ScriptEngine config options (these settings) every xx seconds; 0 = Do not refresh; Set it to number of seconds between refresh, for example 30.; Will allow you to change ScriptEngine settings while server is running just by using "CONFIG SET" on console; For example to increase or decrease number of threads: CONFIG SET NumberOfScriptThreads 10; NOTE! Disabled for now. Feature does not work.RefreshConfig=0; Number of threads to use for script event execution; Threads are shared across all regionsNumberOfScriptThreads=2; Script event execution thread priority inside application.; Valid values: Lowest, BelowNormal, Normal, AboveNormal, HighestScriptThreadPriority=BelowNormal; How long MAX should a script event be allowed to run (per event execution)?; Do not set this too low (like 50ms) as there are some time wasted in simply executing a function; There is also a small speed penalty for every kill that is madeMaxEventExecutionTimeMs=5000; Should we enable the max script event execution thread to look for scripts that exceed their timeslice?EnforceMaxEventExecutionTime=true; Should we stop the script completely when time exceeds?; This is useful if you have a high <MaxEventExecutionTimeMs> and want to deactivate scripts that go wrong; Note that for example physics engine can slow down the system and make scripts spend more timeDeactivateScriptOnTimeout=false; If no scripts have executed in this pass how long should we sleep before checking again; Impact:; Too low and you will waste lots of CPU; Too high and people touching object or similar will have to wait up to this amount of time before script respondingSleepTimeIfNoScriptExecutionMs=50; AppDomains are used for two things:; * Security: Scripts inside AppDomains are limited in permissions. ; * Script unloading: When a script is deactivated it can not be unloaded. Only whole AppDomains can be unloaded.; AppDomains are therefore only unloaded once ALL active scripts inside it has been deactivated (removed from prims).; Each AppDomain has some memory overhead. But leaving dead scripts in memory also has memory overhead.ScriptsPerAppDomain=1; MaintenanceLoop; How often to run maintenance loop; Maintenance loop is doing: script compile/load, script unload, reload config, adjust running config and enforce max execution timeMaintenanceLoopms=50; How many maintenanceloops between each of these.; (if 2 then function will be executed every MaintenanceLoopms*2 ms); Script loading/unloading; How long load/unload thread should sleep if there is nothing to do; Higher value makes it respond slower when scripts are added/removed from prims; But once active it will process all in queue before sleeping againMaintenanceLoopTicks_ScriptLoadUnload=1; Other tasks; check if we need to reload config, adjust running config and enforce max execution timeMaintenanceLoopTicks_Other=10; Maximum number of items in load/unload queue before we start rejecting loads; Note that we will only be rejecting load. Unloads will still be able to queue.LoadUnloadMaxQueueSize=100; Maximum number of (LSL) events that can be queued before new events are ignored.EventExecutionMaxQueueSize=300; Async LL command sleep; If no async LL commands are waiting, how long should thread sleep before checking again; Async LL commands are LSL-commands that causes an event to be fired back with resultAsyncLLCommandLoopms=50; When script is converted from LSL to C#, or just plain compiled, a copy of the script source will be put in the ScriptEngine folderWriteScriptSourceToDebugFile=true; Specify default script compiler; If you do not specify //cs, //vb, //js or //lsl tag as the first characters of your script then the default compiler will be chosen; Valid languages are: lsl, cs, js and vbDefaultCompileLanguage=lsl; Specify what compilers are allowed to be used; Note vb only works on Windows for now (Mono lacks VB compile support); Valid languages are: lsl, cs, js and vbAllowedCompilers=lsl,cs,js,vb; Compile scripts with debugging; Probably a thousand times slower, but gives you a line number when something goes wrong.CompileWithDebugInformation=true; Remove old scripts on next startupCleanUpOldScriptsOnStartup=true[LL-Functions]; Set the following to true to allow administrator owned scripts to execute console commandsAllowosConsoleCommand=falseAllowGodFunctions = false; Maximum number of llListen events we allow per script; Set this to 0 to have no limit imposed.max_listens_per_script = 64[DataSnapshot]; The following set of configs pertains to search.; Set index_sims to true to enable search engines to index your searchable data; If false, no data will be exposed, DataSnapshot module will be off, and you can ignore the rest of these search-related configsindex_sims = False; If search is on, change this to your grid name; will be ignored for standalonesgridname = "Cyberlandia"; Period between data snapshots, in seconds. 20 minutes, for starters, so that you see the initial changes fast.; Later, you may want to increase this to 3600 (1 hour) or moredefault_snapshot_period = 1200; This will be created in bin, if it doesn't exist already. It will hold the data snapshots.snapshot_cache_directory = "DataSnapshot"; This semicolon-separated string serves to notify specific data services; about the existence of this sim.data_services="http://metaverseink.com/cgi-bin/register.py"[Search]SearchURL = http://grid.cyberlandia.net/query.php[Economy]SellEnabled = true; These economy values get used in the BetaGridLikeMoneyModule. - This module is for demonstration only -; In grid mode, use this currency XMLRPC server. Leave blank for normal functionalityCurrencyServer = "http://www.cyberlandia.net/currency.php"; "http://192.168.1.127/currency.php"; In grid mode, this is the land XMLRPC server. Leave blank for normal functionalityLandServer = "www.cyberlandia.net/landtool.php"; "http://grid.cyberlandia.net/landtool.php"; 45000 is the highest value that the sim could possibly report because of protocol constraintsObjectCapacity = 45000; Money Unit fee to upload textures, animations etcPriceUpload = 0; Money Unit fee to create groupsPriceGroupCreate = 0; This is the account Money goes to for fees. Remember, economy requires that money circulates somewhere... even if it's an upload fee; This is the type of user that will pay fees. ; Set this to 2 for users, estate managers and Estate Owners; Set this to 1 for Users and Estate Managers; Set this to 0 for Users only. ; -1 disablesUserLevelPaysFees = 1; Amount to give to user as a stipendUserStipend = 0; When a user gets low on money units and logs off, then logs back on, issue a new stipend if they have less money units then this ; amount. Be aware that the account money isn't stored anywhere so users will get a stipend if you restart the simulatorIssueStipendWhenClientIsBelowAmount = 10; If this is true, the simulator will remember account balances until the simulator is shutdown or restarted.KeepMoneyAcrossLogins = true; We don't really know what the rest of these values do. These get sent to the client; These taken from Agni at a Public Telehub. Change at your own risk.ObjectCount = 0PriceEnergyUnit = 100PriceObjectClaim = 10PricePublicObjectDecay = 4PricePublicObjectDelete = 4PriceParcelClaim = 1PriceParcelClaimFactor = 1PriceRentLight = 5TeleportMinPrice = 2TeleportPriceExponent = 2EnergyEfficiency = 1PriceObjectRent = 1PriceObjectScaleFactor = 10PriceParcelRent = 1[SVN]Enabled = falseDirectory = SVNmodule\repoURL = "svn://your.repo.here/"Username = "user"Password = "password"ImportOnStartup = falseAutosave = falseAutoSavePeriod = 15 ; Number of minutes between autosave backups[XEngine] ; Enable this engine in this OpenSim instance Enabled = true ; How many threads to keep alive even if nothing is happening MinThreads = 2 ; How many threads to start at maximum load MaxThreads = 20 ; Time a thread must be idle (in seconds) before it dies IdleTimeout = 60 ; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal", "Highest") Priority = "BelowNormal" ; Maximum number of events to queue for a script (excluding timers) MaxScriptEventQueue = 300 ; Stack size per thread created ThreadStackSize = 262144 ; Rate to poll for asynchronous command replies (ms) AsyncLLCommandLoopms = 50 ; Save the source of all compiled scripts WriteScriptSourceToDebugFile = false ; Default language for scripts DefaultCompileLanguage = lsl ; List of allowed languages (lsl,vb,js,cs) ; AllowedCompilers=lsl,cs. ; *warning*, non lsl languages have access to static methods such as System.IO.File. Enable at your own risk. AllowedCompilers=lsl ; Compile debug info (line numbers) into the script assemblies CompileWithDebugInformation = true ; Allow the use of os* functions (some are dangerous) AllowOSFunctions = True ; Threat level to allow, one of None, VeryLow, Low, Moderate, High, VeryHigh, Severe OSFunctionThreatLevel = Severe ; Interval (s) between background save of script states SaveInterval = 120 ; Interval (s) between maintenance runs (0 = disable) MaintenanceInterval = 10 ; Time a script can spend in an event handler before it is interrupted EventLimit = 30 ; If a script overruns it's event limit, kill the script? KillTimedOutScripts = false ; Sets the multiplier for the scripting delays ScriptDelayFactor = 1.0 ; The factor the 10 m distances llimits are multiplied by ScriptDistanceLimitFactor = 1.0 ; OS Functions enable/disable ; For each function, you can add one line, as shown ; The default for all functions allows them if below threat level Allow_osGetSimulatorVersion = true ; true allows the use of the function unconditionally ; Allow_osSetRegionWaterHeight = true ; false disables the function completely ; Allow_osSetRegionWaterHeight = false ; Comma separated list of UUIDS allows the function for that list of UUIDS ; Allow_osSetRegionWaterHeight = 888760cb-a3cf-43ac-8ea4-8732fd3ee2bbAllow_osSetDynamicTextureURL = trueAllow_osTeleportAgent = true[SMTP]enabled = false; host_domain_header_from = grid.cyberlandia.net ; SMTP_SERVER_HOSTNAME = localhost; SMTP_SERVER_PORT = 25; SMTP_SERVER_LOGIN = <login for smtp server>; SMTP_SERVER_PASSWORD = <password for smtp server>[OpenGridProtocol];On/true or Off/falseogp_enabled=false;Name Prefix/suffix when using OGPogp_firstname_prefix=""ogp_lastname_suffix="_Ospite"[Groups] Enabled = true ; This is the current groups stub in Region.CoreModules.Avatar.Groups ; Module = Default ; The PHP code for the server is available from the Flotsam project for you to deploy ; to your own server. The Flotsam project is located at http://code.google.com/p/flotsam/ ; Module = XmlRpcGroups XmlRpcServiceURL = http://grid.cyberlandia.net/groups/xmlrpc.php ; XmlRpcServiceReadKey = chiedi_a_carlos ; XmlRpcServiceWriteKey = chiedi_a_carlos XmlRpcServiceReadKey = 755Bbcyber XmlRpcServiceWriteKey = 426Bbcyber XmlRpcMessagingEnabled = true XmlRpcNoticesEnabled = true ; This makes the XmlRpcGroups modules very chatty on the console. ;XmlRpcDebugEnabled = true ; Disables HTTP Keep-Alive for Groups Module HTTP Requests, work around for ; a problem discovered on some Windows based region servers. Only disable ; if you see a large number (dozens) of the following Exceptions: ; System.Net.WebException: The request was aborted: The request was canceled. ; ; XmlRpcDisableKeepAlive = false[Wind] ; Enables the wind module. Default is true enabled = true ; How often should wind be updated, as a function of world frames. Approximately 50 frames a second wind_update_rate = 150 ; The Default Wind Plugin to load wind_plugin = SimpleRandomWind ; These settings are specific to the ConfigurableWind plugin ; To use ConfigurableWind as the default, simply change wind_plugin to ConfigurableWind and uncomment the following. ; avg_strength = 5.0 ; avg_direction = 0.0 ; var_strength = 0.0 ; var_direction = 0.0 ; rate_change = 1.0 ; This setting is specific to the SimpleRandomWind plugin ; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind. Default is 1.0 strength = 1.0[Cloud] ; Enable this to generate classic particle clouds above the sim. ; default is disabled - turn it on here enabled = true ; Density of cloud cover 0.0 to 1.0 Defult 0.5 density = 0.5 ; update interval for the cloud cover data returned by llCloud(). ; default is 1000 cloud_update_rate = 1000[Trees] ; Enable this to allow the tree module to manage your sim trees, including growing, reproducing and dying ; default is false active_trees = true ; Density of tree population tree_density = 1000.0[RegionReady] ; Enable this module to get notified once all items and scripts in the region have been completely loaded and compiled ; default is false enabled = false ; Channel on which to signal region readiness through a message ; formatted as follows: "{server_startup|oar_file_load},{0|1},n,[oar error]" ; - the first field indicating whether this is an initial server startup ; - the second field is a number indicating whether the OAR file loaded ok (1 == ok, 0 == error) ; - the third field is a number indicating how many scripts failed to compile ; - "oar error" if supplied, provides the error message from the OAR load channel_notify = -800[MRM] ; Enables the Mini Region Modules Script Engine. WARNING: SECURITY RISK. ; default is false Enabled = false [Hypergrid] ; Keep it false for now. Making it true requires the use of a special client in order to access inventory safemode = false[PacketPool] ; Enables the experimental packet pool. Yes, we've been here before. ;RecyclePackets = true; ;RecycleDataBlocks = true;[LLClient] ; Resend packets markes as reliable until they are received ;ReliableIsImportant = false ; Maximum number of times to resend packets marked reliable ;MaxReliableResends = 3 ; Configures how ObjectUpdates are compressed. ;TerseUpdatesPerPacket=10 ;FullUpdatesPerPacket=14 ;TerseUpdateRate=10 ;FullUpdateRate=14 ;PacketMTU = 1400[Architecture] ; Choose exactly one and only one of the architectures below. ;Include-Standalone = "config-include/Standalone.ini" ;Include-HGStandalone = "config-include/StandaloneHypergrid.ini" ;Include-Grid = "config-include/Grid.ini" Include-Hypergrid = "config-include/GridHypergrid.ini" ; Then choose ; config-include/StandaloneCommon.ini.example (if you're in standlone) OR ; config-include/GridCommon.ini.example (if you're connected to a grid) ; Copy to your own .ini there (without .example extension) and edit it ; to customize your data[FreeSwitchVoice]enabled = true;FreeSwitch server is going to contact us and ask us all;sorts of things.freeswitch_server_user = freeswitchfreeswitch_server_pass = passwordfreeswitch_api_prefix = /api;The IP address of your opensim voice regionfreeswitch_service_server = 91.121.207.31;the port your region is running onfreeswitch_service_port = 9000;your freewitch IP addressfreeswitch_realm = 91.121.207.31freeswitch_sip_proxy = 91.121.207.31:5060freeswitch_attempt_stun = falsefreeswitch_stun_server = 91.121.207.31freeswitch_echo_server = 91.121.207.31freeswitch_echo_port = 50505freeswitch_well_known_ip = 91.121.207.31freeswitch_default_timeout = 5000freeswitch_subscribe_retry = 120