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  1. ;; This is the main configuration file for OpenSimulator.
  2. ;; If it's named OpenSim.ini then it will be loaded by OpenSimulator.
  3. ;; If it's named OpenSim.ini.example then you will need to copy it to
  4. ;; OpenSim.ini first (if that file does not already exist)
  5. ;;
  6. ;; Once you have copied OpenSim.ini.example to OpenSim.ini you will at least
  7. ;; need to set the constants in the [Const] section and pick an architecture
  8. ;; in the [Architecture] section at the end of this file. The architecture
  9. ;; will require a suitable .ini file in the config-include directory, either
  10. ;; StandaloneCommon.ini or GridCommon.ini which you can copy and modify from the
  11. ;; available .example files.
  12. ;;
  13. ;; The settings in this file are in the form "<key> = <value>".  For example,
  14. ;; save_crashes = false in the [Startup] section below.
  15. ;;
  16. ;; All settings are initially commented out and the default value used, as
  17. ;; found in OpenSimDefaults.ini.  To change a setting, first uncomment it by
  18. ;; deleting the initial semicolon (;) and then change the value.  This will
  19. ;; override the value in OpenSimDefaults.ini
  20. ;;
  21. ;; If you want to find out what configuration OpenSimulator has finished with
  22. ;; once all the configuration files are loaded then type "config show" on the
  23. ;; region console command line.
  24. ;;
  25. ;;
  26. ;; NOTES FOR DEVELOPERS REGARDING THE FORMAT OF THIS FILE
  27. ;;
  28. ;; All leading white space is ignored, but preserved.
  29. ;;
  30. ;; Double semicolons denote a text comment
  31. ;;
  32. ;; ;# denotes a configuration directive description
  33. ;;    formatted as:
  34. ;;    {option} {depends on} {question to ask} {choices} default value
  35. ;;    Any text comments following the declaration, up to the next blank line.
  36. ;;    will be copied to the generated file (NOTE: generation is not yet
  37. ;;    implemented)
  38. ;;
  39. ;;    A * in the choices list will allow an empty entry.
  40. ;;    An empty question will set the default if the dependencies are
  41. ;;    satisfied.
  42. ;;
  43. ;; ;  denotes a commented out option.
  44. ;;    Any options added to OpenSim.ini.example should be initially commented
  45. ;;    out.
  46.  
  47.  
  48. [Const]
  49.     ; this section defines constants for grid services
  50.     ; to simplify other configuration files default settings
  51.  
  52.     ;# {BaseHostname} {} {BaseHostname} {"example.com" "127.0.0.1"} "127.0.0.1"
  53.     BaseHostname = "meine.sub..domain.de"
  54.  
  55.     ;# {BaseURL} {} {BaseURL} {"http://${Const|BaseHostname}} "http://${Const|BaseHostname}"
  56.     BaseURL = http://${Const|BaseHostname}
  57.  
  58.     ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
  59.     PublicPort = "8002"
  60.  
  61.     ;grid default private port 8003, not used in standalone
  62.     ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
  63.     ; port to access private grid services.
  64.     ; grids that run all their regions should deny access to this port
  65.     ; from outside their networks, using firewalls
  66.     PrivatePort = "8003"
  67.  
  68. [Startup]
  69.     ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
  70.     ;; Console prompt
  71.     ;; Certain special characters can be used to customize the prompt
  72.     ;; Currently, these are
  73.     ;; \R - substitute region name
  74.     ;; \\ - substitute \
  75.     ; ConsolePrompt = "Region (\R) "
  76.  
  77.     ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
  78.     ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
  79.     ; ConsoleHistoryFileEnabled = true
  80.  
  81.     ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
  82.     ;; The history file can be just a filename (relative to OpenSim's bin/ directory
  83.     ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
  84.     ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
  85.  
  86.     ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
  87.     ;; How many lines of command history should we keep? (default is 100)
  88.     ; ConsoleHistoryFileLines = 100
  89.  
  90.     ;# {ConsoleHistoryTimeStamp} {} {Time stamp commands in history file} {} false
  91.     ;; Time stamp commands in history file (default false)
  92.     ; ConsoleHistoryTimeStamp = false
  93.    
  94.     ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  95.     ;; Set this to true if you want to log crashes to disk
  96.     ;; this can be useful when submitting bug reports.
  97.     ;; However, this will only log crashes within OpenSimulator that cause the
  98.     ;; entire program to exit
  99.     ;; It will not log crashes caused by virtual machine failures, which
  100.     ;; includes mono and ODE failures.
  101.     ;; You will need to capture these native stack traces by recording the
  102.     ;; session log itself.
  103.     ; save_crashes = false
  104.  
  105.     ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  106.     ;; Directory to save crashes to if above is enabled
  107.     ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  108.     ; crash_dir = "crashes"
  109.  
  110.     ;# {PIDFile} {} {Path to PID file?} {}
  111.     ;; Place to create a PID file
  112.     ; PIDFile = "/tmp/OpenSim.exe.pid"
  113.  
  114.     ;# {RegistryLocation} {} {Addins Registry Location} {}
  115.     ; Set path to directory for addin registry if you want addins outside of bin.
  116.     ; Information about the registered repositories and installed plugins will
  117.     ; be stored here. The OpenSim.exe process must have R/W access to the location.
  118.     ; RegistryLocation = "."
  119.  
  120.     ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
  121.     ; Used by region module addins. You can set this to outside bin, so that addin
  122.     ; configurations will survive updates. The OpenSim.exe process must have R/W access
  123.     ; to the location.
  124.     ; ConfigDirectory = "."
  125.  
  126.     ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
  127.     ;; Determine where OpenSimulator looks for the files which tell it
  128.     ;; which regions to server
  129.     ;; Default is "filesystem"
  130.     ; region_info_source = "filesystem"
  131.     ; region_info_source = "web"
  132.  
  133.     ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
  134.     ;; Determines where the region XML files are stored if you are loading
  135.     ;; these from the filesystem.
  136.     ;; Defaults to bin/Regions in your OpenSimulator installation directory
  137.     ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  138.  
  139.     ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
  140.     ;; Determines the page from which regions xml is retrieved if you are
  141.     ;; loading these from the web.
  142.     ;; The XML here has the same format as it does on the filesystem
  143.     ;; (including the <Root> tag), except that everything is also enclosed
  144.     ;; in a <Regions> tag.
  145.     ; regionload_webserver_url = "http://example.com/regions.xml"
  146.  
  147.     ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  148.     ;; Allow the simulator to start up if there are no region configuration available
  149.     ;; from the selected region_info_source.
  150.     ; allow_regionless = false
  151.  
  152.     ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
  153.     ;; Minimum size for non-physical prims.  Affects resizing of existing
  154.     ;; prims.  This can be overridden in the region config file (as
  155.     ;; NonPhysicalPrimMin!).
  156.     ; NonPhysicalPrimMin = 0.001
  157.  
  158.     ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  159.     ;; Maximum size for non-physical prims.  Affects resizing of existing
  160.     ;; prims. This can be overridden in the region config file (as
  161.     ;; NonPhysicalPrimMax!).
  162.     ; NonPhysicalPrimMax = 256
  163.  
  164.     ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
  165.     ;; Minimum size where a prim can be physical.  Affects resizing of
  166.     ;; existing prims.  This can be overridden in the region config file.
  167.     ; PhysicalPrimMin = 0.01
  168.  
  169.     ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
  170.     ;; Maximum size where a prim can be physical.  Affects resizing of
  171.     ;; existing prims.  This can be overridden in the region config file.
  172.     ; PhysicalPrimMax = 64
  173.  
  174.     ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
  175.     ;; If a viewer attempts to rez a prim larger than the non-physical or
  176.     ;; physical prim max, clamp the dimensions to the appropriate maximum
  177.     ;; This can be overridden in the region config file.
  178.     ; ClampPrimSize = false
  179.  
  180.     ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
  181.     ;; Maximum number of prims allowable in a linkset. Affects creating new
  182.     ;; linksets. Ignored if less than or equal to zero.
  183.     ;; This can be overridden in the region config file.
  184.     ; LinksetPrims = 0
  185.  
  186.     ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  187.     ;; Allow scripts to keep running when they cross region boundaries, rather
  188.     ;; than being restarted.  State is reloaded on the destination region.
  189.     ;; This only applies when crossing to a region running in a different
  190.     ;; simulator.
  191.     ;; For crossings where the regions are on the same simulator the script is
  192.     ;; always kept running.
  193.     ; AllowScriptCrossing = true
  194.  
  195.     ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  196.     ;; Allow compiled script binary code to cross region boundaries.
  197.     ;; If you set this to "true", any region that can teleport to you can
  198.     ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  199.     ;; YOU HAVE BEEN WARNED!!!
  200.     ; TrustBinaries = false
  201.  
  202.     ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
  203.     ;; If you have only one region in an instance, or to avoid the many bugs
  204.     ;; that you can trigger in modules by restarting a region, set this to
  205.     ;; true to make the entire instance exit instead of restarting the region.
  206.     ;; This is meant to be used on systems where some external system like
  207.     ;; Monit will restart any instance that exits, thereby making the shutdown
  208.     ;; into a restart.
  209.     ; InworldRestartShutsDown = false
  210.  
  211.     ;; Persistence of changed objects happens during regular sweeps. The
  212.     ;; following control that behaviour to prevent frequently changing objects
  213.     ;; from heavily loading the region data store.
  214.     ;; If both of these values are set to zero then persistence of all changed
  215.     ;; objects will happen on every sweep.
  216.  
  217.     ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
  218.     ;; Objects will be considered for persistance in the next sweep when they
  219.     ;; have not changed for this number of seconds.
  220.     ; MinimumTimeBeforePersistenceConsidered = 60
  221.  
  222.     ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
  223.     ;; Objects will always be considered for persistance in the next sweep
  224.     ;; if the first change occurred this number of seconds ago.
  225.     ; MaximumTimeBeforePersistenceConsidered = 600
  226.  
  227.     ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  228.     ;; if you would like to allow prims to be physical and move by physics
  229.     ;; with the physical checkbox in the client set this to true.
  230.     ; physical_prim = true
  231.  
  232.     ;; Select a mesher here.
  233.     ;;
  234.     ;; Meshmerizer properly handles complex prims by using triangle meshes.
  235.     ;; Note that only the ODE physics engine currently deals with meshed
  236.     ;; prims in a satisfactory way.
  237.  
  238.     ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
  239.     ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  240.     ;; using the basic shapes that it supports.
  241.     ;; Usually this is only a box.
  242.     ;; Default is Meshmerizer
  243.     ; meshing = Meshmerizer
  244.     ; meshing = ZeroMesher
  245.     ;; select ubODEMeshmerizer only with ubOde physics engine
  246.     ; meshing = ubODEMeshmerizer
  247.  
  248.     ;; Choose one of the physics engines below
  249.     ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
  250.     ;; BulletSim is the default physics engine.  It provides the best performance and most functionality.
  251.     ;; BulletSim supports varregions.
  252.     ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
  253.     ;; It continues to provide a workable physics implementation.  It does not currently support varregions.
  254.     ;; basicphysics effectively does not model physics at all, making all objects phantom.
  255.     ;; Default is BulletSim
  256.     ; physics = OpenDynamicsEngine
  257.     ; physics = BulletSim
  258.     ; physics = basicphysics
  259.     ; physics = POS
  260.     ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
  261.     ; physics = ubODE
  262.  
  263.     ; ubODE and  OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit
  264.     ; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
  265.     ; edit the line ulimit -s 262144, and change this last value
  266.  
  267.     ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
  268.     ;; Default script engine to use (Xengine if all commented)
  269.     ; DefaultScriptEngine = "XEngine"
  270.     ;; ***DANGER***DANGER***
  271.     ;; experimental engine
  272.     ;; see section [YEngine} below
  273.     ; DefaultScriptEngine = "YEngine"
  274.    
  275.     ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
  276.     ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
  277.     ;; required
  278.     ; HttpProxy = "http://proxy.com:8080"
  279.  
  280.     ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
  281.     ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
  282.     ;; list of regular expressions for URLs that you don't want to go through
  283.     ;; the proxy.
  284.     ;; For example, servers inside your firewall.
  285.     ;; Separate patterns with a ';'
  286.     ; HttpProxyExceptions = ".mydomain.com;localhost"
  287.  
  288.     ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
  289.     ;; The email module requires some configuration. It needs an SMTP
  290.     ;; server to send mail through.
  291.     ; emailmodule = DefaultEmailModule
  292.  
  293.     ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
  294.     ;; SpawnPointRouting adjusts the landing for incoming avatars.
  295.     ;; "closest" will place the avatar at the SpawnPoint located in the closest
  296.     ;; available spot to the destination (typically map click/landmark).
  297.     ;; "random" will place the avatar on a randomly selected spawnpoint.
  298.     ;; "sequence" will place the avatar on the next sequential SpawnPoint.
  299.     ; SpawnPointRouting = closest
  300.  
  301.     ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
  302.     ;; TelehubAllowLandmark allows users with landmarks to override telehub
  303.     ;; routing and land at the landmark coordinates when set to true
  304.     ;; default is false
  305.     ; TelehubAllowLandmark = false
  306.  
  307.    
  308.     ;; SSL certificate validation options
  309.     ;; you can allow selfsigned certificates or no official CA with next option set to true
  310.     ;# {NoVerifyCertChain} {} {do not verify SSL Cert Chain} {true false} true
  311.     ; NoVerifyCertChain = true
  312.  
  313.     ;; you can also bypass the hostname or domain verification
  314.     ;# {NoVerifyCertHostname} {} {do not verify SSL Cert name versus peer name} {true false} true
  315.     ; NoVerifyCertHostname = true
  316.     ;; having both options true does provide encryption but with low security
  317.     ;; set both true if you don't care to use SSL, they are needed to contact regions or grids that do use it.
  318.    
  319. [AccessControl]
  320.     ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
  321.     ;; Bar (|) separated list of viewers which may gain access to the regions.
  322.     ;; One can use a substring of the viewer name to enable only certain
  323.     ;; versions
  324.     ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  325.     ;; - "Imprudence" has access
  326.     ;; - "Imprudence 1.3" has access
  327.     ;; - "Imprudence 1.3.1" has no access
  328.     ; AllowedClients = ""
  329.  
  330.     ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
  331.     ;; Bar (|) separated list of viewers which may not gain access to the regions.
  332.     ;; One can use a Substring of the viewer name to disable only certain
  333.     ;; versions
  334.     ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  335.     ;; - "Imprudence" has no access
  336.     ;; - "Imprudence 1.3" has no access
  337.     ;; - "Imprudence 1.3.1" has access
  338.     ;;
  339.     ; DeniedClients = ""
  340.  
  341.  
  342. [Map]
  343.     ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
  344.     ;; Map tile options.
  345.     ;; If true, then maptiles are generated using the MapImageModule below.
  346.     ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
  347.     ;; in individual region config file(s).  If you do not want to upload map tiles at all, then you will need
  348.     ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
  349.     ; GenerateMaptiles = true
  350.  
  351.     ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
  352.     ;; The module to use in order to generate map images.
  353.     ;; MapImageModule is the default.  Warp3DImageModule is an alternative experimental module that can
  354.     ;; generate better images.
  355.     ;MapImageModule = "MapImageModule"
  356.  
  357.     ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
  358.     ;; If desired, a running region can update the map tiles periodically
  359.     ;; to reflect building activity. This names no sense of you don't have
  360.     ;; prims on maptiles. Value is in seconds.
  361.     ; MaptileRefresh = 0
  362.  
  363.     ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
  364.     ;; If not generating maptiles, use this static texture asset ID
  365.     ;; This may be overridden on a per region basis in Regions.ini
  366.     ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  367.  
  368.     ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  369.     ;; Use terrain texture for maptiles if true, use shaded green if false
  370.     ; TextureOnMapTile = true
  371.  
  372.     ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  373.     ;; Draw objects on maptile.  This step might take a long time if you've
  374.     ;; got a large number of objects, so you can turn it off here if you'd like.
  375.     ; DrawPrimOnMapTile = true
  376.  
  377.     ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
  378.     ;; Texture the faces of the prims that are rendered on the map tiles.
  379.     ; TexturePrims = true
  380.  
  381.     ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
  382.     ;; Only texture prims that have a diagonal size greater than this number
  383.     ; TexturePrimSize = 48
  384.  
  385.     ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
  386.     ;; Attempt to render meshes and sculpties on the map.
  387.     ; RenderMeshes = false
  388.  
  389.     ;# {MapColorWater} {} {Water color for textured and shaded maps} {"#1D475F"}
  390.     ; MapColorWater = "#3399FF"
  391.  
  392.     ;# {MapColor1} {} {Terrain color 1 for textured maps} {"#A58976"}
  393.     ; MapColor1 = "#A58976"
  394.  
  395.     ;# {MapColor2} {} {Terrain color 2 for textured maps} {"#455931"}
  396.     ; MapColor2 = "#455931"
  397.  
  398.     ;# {MapColor3} {} {Terrain color 3 for textured maps} {"#A29A8D"}
  399.     ; MapColor3 = "#A29A8D"
  400.  
  401.     ;# {MapColor4} {} {Terrain color 4 for textured maps} {"#C8C8C8"}
  402.     ; MapColor4 = "#C8C8C8"
  403.  
  404.  
  405. [Permissions]
  406.     ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
  407.     ;; Permission modules to use, separated by comma.
  408.     ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
  409.     ; permissionmodules = DefaultPermissionsModule
  410.  
  411.     ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  412.     ;; These are the parameters for the default permissions module
  413.     ;;
  414.     ;; If set to false, then, in theory, the server never carries out
  415.     ;; permission checks (allowing anybody to copy
  416.     ;; any item, etc.  This may not yet be implemented uniformally.
  417.     ;; If set to true, then all permissions checks are carried out
  418.     ; serverside_object_permissions = true
  419.  
  420.     ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
  421.     ;; This allows users with a UserLevel of 200 or more to assume god
  422.     ;; powers in the regions in this simulator.
  423.     allow_grid_gods = false
  424.  
  425.     ;; This allows some control over permissions
  426.     ;; please note that this still doesn't duplicate SL, and is not intended to
  427.     ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
  428.     ;; Allow region owners to assume god powers in their regions
  429.     region_owner_is_god = true
  430.  
  431.     ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
  432.     ;; Allow region managers to assume god powers in regions they manage
  433.     ; region_manager_is_god = false
  434.  
  435.     ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
  436.     ;; More control over permissions
  437.     ;; This is definitely not SL!
  438.     ;; Provides a simple control for land owners to give build rights to
  439.     ;; specific avatars in publicly accessible parcels that disallow object
  440.     ;; creation in general.
  441.     ;; Owners specific avatars by adding them to the Access List of the parcel
  442.     ;; without having to use the Groups feature
  443.     ; simple_build_permissions = false
  444.  
  445.  
  446. [Estates]
  447.     ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
  448.     ; If these values are uncommented then they will be used to create a default estate as necessary.
  449.     ; New regions will be automatically assigned to that default estate.
  450.  
  451.     ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
  452.     ;; Name for the default estate
  453.     ; DefaultEstateName = My Estate
  454.  
  455.     ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
  456.     ;; Name for default estate owner
  457.     ; DefaultEstateOwnerName = FirstName LastName
  458.  
  459.  
  460.     ; ** Standalone Estate Settings **
  461.     ; The following parameters will only be used on a standalone system to
  462.     ; create an estate owner that does not already exist
  463.  
  464.     ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
  465.     ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
  466.     ;; UUID will be assigned. This is normally what you want
  467.     ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
  468.  
  469.     ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
  470.     ;; Email address for the default estate owner
  471.     ; DefaultEstateOwnerEMail = owner@domain.com
  472.  
  473.     ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
  474.     ;; Password for the default estate owner
  475.     ; DefaultEstateOwnerPassword = password
  476.  
  477. [SMTP]
  478.     ;; The SMTP server enabled the email module to send email to external
  479.     ;; destinations.
  480.  
  481.     ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
  482.     ;; Enable sending email via SMTP
  483.     ; enabled = false
  484.  
  485.     ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  486.     ; internal_object_host = lsl.opensim.local
  487.  
  488.     ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  489.     ; host_domain_header_from = "127.0.0.1"
  490.  
  491.     ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
  492.     ; email_pause_time = 20
  493.  
  494.     ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
  495.     ; email_max_size = 4096
  496.  
  497.     ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  498.     ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  499.  
  500.     ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  501.     ; SMTP_SERVER_PORT = 25
  502.  
  503.     ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  504.     ; SMTP_SERVER_LOGIN = ""
  505.  
  506.     ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  507.     ; SMTP_SERVER_PASSWORD = ""
  508.  
  509. [Network]
  510.     ;# {ConsoleUser} {} {User name for console account} {}
  511.     ;; Configure the remote console user here. This will not actually be used
  512.     ;; unless you use -console=rest at startup.
  513.     ; ConsoleUser = "Test"
  514.     ;# {ConsolePass} {} {Password for console account} {}
  515.     ; ConsolePass = "secret"
  516.     ;# {console_port} {} {Port for console connections} {} 0
  517.     ; console_port = 0
  518.  
  519.     ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  520.     ;; Simulator HTTP port. This is not the region port, but the port the
  521.     ;; entire simulator listens on. This port uses the TCP protocol, while
  522.     ;; the region ports use UDP.
  523.     ; http_listener_port = 9000
  524.  
  525.     ; optional main server secure http (ssl)
  526.     ; to use ssl you need a ssl certificate in PKCS12 format that validates the ExternalHostnames
  527.     ; or their domains
  528.     ; some viewers by default only accept certificates signed by a oficial CA
  529.     ; to use others like self signed certificates with those viewers,
  530.     ; their debug option NoVerifySSLCert needs to be set true, You need to inform users about this
  531.     ; the main unsecure port will still open for some services. this may change in future.
  532.    
  533.     ; set http_listener_ssl to enable main server ssl. it will replace unsecure port on most functions
  534.     ;# {http_listener_ssl}{} {enable main server ssl port)} {} false
  535.     ;http_listener_ssl = false
  536.    
  537.     ; Set port for main SSL connections
  538.     ;# {http_listener_sslport}{} {main server ssl port)} {} 9001
  539.     ;http_listener_sslport = 9001 ;
  540.    
  541.     ; currently if using ssl, regions ExternalHostName must the the same and equal to http_listener_cn
  542.     ; this may be removed in future
  543.     ;# {http_listener_cn}{} {main server ssl externalHostName)} {} ""
  544.     ;http_listener_cn = "myRegionsExternalHostName"
  545.  
  546.     ; the path for the certificate path
  547.     ;# {http_listener_cert_path}{} {main server ssl certificate file path)} {} ""
  548.     ;http_listener_cert_path = "mycert.p12"
  549.    
  550.     ;# {http_listener_cert_pass}{} {main server ssl certificate password)} {} ""
  551.     ;http_listener_cert_pass = "mycertpass" ; the cert passwork
  552.    
  553.     ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
  554.     ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
  555.     ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
  556.     ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
  557.     ; this HTTP calls can also use ssl see opensimDefaults.ini
  558.     ;
  559.     ; You can whitelist individual endpoints by IP or FQDN, e.g.
  560.     ;
  561.     ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
  562.     ;
  563.     ; You can specify multiple addresses by separating them with a bar.  For example,
  564.     ;
  565.     ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
  566.     ;
  567.     ; If an address if given without a port number then port 80 is assumed
  568.     ;
  569.     ; You can also specify a network range in CIDR notation to whitelist, e.g.
  570.     ;
  571.     ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
  572.     ;
  573.     ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
  574.     ; To specify an individual IP address use the /32 netmask
  575.     ;
  576.     ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
  577.     ;
  578.     ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
  579.  
  580.     ;# {HttpBodyMaxLenMAX} {} {Maximum bytes allowed for HTTP_BODY_MAXLENGTH} {} 16384
  581.     ;; By default, llHTTPRequest limits the response body to 2048 bytes.
  582.     ;; This limit can be extended using HTTP_BODY_MAXLENGTH to a maximum
  583.     ;; of HttpBodyMaxLenMAX bytes.
  584.     ;; Please be aware that the limit can be set to insanely high values,
  585.     ;; effectively removing any limitation. This will expose your sim to a
  586.     ;; known attack. It is not recommended to set this limit higher than
  587.     ;; the highest value that is actually needed by existing applications!
  588.     ;; 16384 is the SL compatible value.
  589.     ; HttpBodyMaxLenMAX=16384
  590.  
  591.     ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  592.     ;; Hostname to use in llRequestURL/llRequestSecureURL
  593.     ;; if not defined - llRequestURL/llRequestSecureURL are disabled
  594.     ExternalHostNameForLSL = ${Const|BaseHostname}
  595.  
  596.     ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  597.     ;; What is reported as the "X-Secondlife-Shard"
  598.     ;; Defaults to the user server url if not set
  599.     ;; The old default is "OpenSim", set here for compatibility
  600.     ;; The below is not commented for compatibility.
  601.     shard = "OpenSim"
  602.  
  603.     ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  604.     ;; What is reported as the "User-Agent" when using llHTTPRequest
  605.     ;; Defaults to not sent if not set here. See the notes section in the wiki
  606.     ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  607.     ;; " (Mozilla Compatible)" to the text where there are problems with a
  608.     ;; web server
  609.     ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  610.  
  611.     ;; The following 3 variables are for HTTP Basic Authentication for the Robust services.
  612.     ;; Use this if your central services in port 8003 need to be accessible on the Internet
  613.     ;; but you want to protect them from unauthorized access. The username and password
  614.     ;; here need to match the ones in the Robust service configuration.
  615.     ; AuthType = "BasicHttpAuthentication"
  616.     ; HttpAuthUsername = "some_username"
  617.     ; HttpAuthPassword = "some_password"
  618.     ;;
  619.     ;; Any of these 3 variables above can be overriden in any of the service sections.
  620.  
  621.  
  622. [XMLRPC]
  623.     ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
  624.     ;; If enabled and set to XmlRpcRouterModule, this will post an event,
  625.     ;; "xmlrpc_uri(string)" to the script concurrently with the first
  626.     ;; remote_data event. This will contain the fully qualified URI an
  627.     ;; external site needs to use to send XMLRPC requests to that script
  628.     ;;
  629.     ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
  630.     ;; will be registered with an external service via a configured uri
  631.     ;XmlRpcRouterModule = "XmlRpcRouterModule"
  632.  
  633.     ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
  634.     ;XmlRpcPort = 20800
  635.  
  636.     ;# {XmlRpcHubURI} {XmlRpcRouterModule} {URI for external service used to register xmlrpc channels created in the simulator. This depends on XmlRpcRouterModule being set to XmlRpcGridRouterModule} {} http://example.com
  637.     ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
  638.     ;; will use this address to register xmlrpc channels on the external
  639.     ;; service
  640.     ; XmlRpcHubURI = http://example.com
  641.  
  642.  
  643. [ClientStack.LindenUDP]
  644.     ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  645.     ;; relevant sections and override them here.
  646.     ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  647.     ;; with the next update!
  648.  
  649.     ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  650.     ;; Quash and remove any light properties from attachments not on the
  651.     ;; hands. This allows flashlights and lanterns to function, but kills
  652.     ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  653.     ;; will also be affected.
  654.     ;; This is especially important in artistic builds that depend on lights
  655.     ;; on the build for their appearance, since facelights will cause the
  656.     ;; building's lights to possibly not be rendered.
  657.     ; DisableFacelights = "false"
  658.  
  659.  
  660. [ClientStack.LindenCaps]
  661.     ;; For the long list of capabilities, see OpenSimDefaults.ini
  662.     ;; Here are the few ones you may want to change. Possible values
  663.     ;; are:
  664.     ;;   "" -- empty, capability disabled
  665.     ;;   "localhost" -- capability enabled and served by the simulator
  666.     ;;   "<url>" -- capability enabled and served by some other server
  667.     ;;
  668.     ; These are enabled by default to localhost. Change if you see fit.
  669.     Cap_GetTexture = "localhost"
  670.     Cap_GetMesh = "localhost"
  671.     Cap_AvatarPickerSearch = "localhost"
  672.     Cap_GetDisplayNames = "localhost"
  673.  
  674.  
  675. [SimulatorFeatures]
  676.     ;# {SearchServerURI} {} {URL of the search server} {}
  677.     ;; Optional. If given this serves the same purpose as the grid wide
  678.     ;; [LoginServices] SearchURL setting and will override that where
  679.     ;; supported by viewers.
  680.     ;SearchServerURI = "http://127.0.0.1:9000/"
  681.  
  682.     ;# {DestinationGuideURI} {} {URL of the destination guide} {}
  683.     ;; Optional. If given this serves the same purpose as the grid wide
  684.     ;; [LoginServices] DestinationGuide setting and will override that where
  685.     ;; supported by viewers.
  686.     ;DestinationGuideURI = "http://127.0.0.1:9000/guide"
  687.  
  688.  
  689. [Chat]
  690.     ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  691.     ;; Distance in meters that whispers should travel.
  692.     ; whisper_distance = 10
  693.  
  694.     ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
  695.     ;; Distance in meters that ordinary chat should travel.
  696.     ; say_distance = 20
  697.  
  698.     ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
  699.     ;; Distance in meters that shouts should travel.
  700.     ; shout_distance = 100
  701.  
  702.  
  703. [EntityTransfer]
  704.     ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
  705.     ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
  706.     ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
  707.     ;DisableInterRegionTeleportCancellation = false
  708.  
  709.     ;# {LandingPointBehavior} {} {How to honor landing points and telehubs for gods.} {LandingPointBehavior_OS LandingPointBehavior_SL} LandingPointBehavior_OS
  710.     ;; This option exists to control the behavior of teleporting gods into places that have landing points
  711.     ;; and telehubs. Historically, there has been a difference: OpenSim (OS) has honored landing points and telehubs even for
  712.     ;; avatars with god permissions; SL lets gods land wherever they want.
  713.     ;LandingPointBehavior = LandingPointBehavior_OS
  714.  
  715. [Messaging]
  716.     ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
  717.     ;; Module to handle offline messaging. The core module requires an external
  718.     ;; web service to do this. See OpenSim wiki.
  719.     ; OfflineMessageModule = OfflineMessageModule
  720.     ;; Or, alternatively, use this one, which works for both standalones and grids
  721.     OfflineMessageModule = "Offline Message Module V2"
  722.  
  723.     ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
  724.     ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
  725.     ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
  726.     OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
  727.  
  728.     ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
  729.     ;; For standalones, this is the storage dll.
  730.     ; StorageProvider = OpenSim.Data.MySQL.dll
  731.     StorageProvider = Offline Message Module V2:Offline Message Module V2
  732.  
  733.     ; Mute list handler
  734.     ;# {MuteListModule} {MuteListModule:MuteListModule} {} {} None
  735.     ; Disabled by default
  736.     MuteListModule = MuteListModule
  737.  
  738.     ;; Control whether group invites and notices are stored for offline users.
  739.     ;; Default is true.
  740.     ;; This applies to both core groups module.
  741.      ForwardOfflineGroupMessages = true
  742.  
  743.  
  744. [BulletSim]
  745.     ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
  746.     AvatarToAvatarCollisionsByDefault = true
  747.  
  748.  
  749. [ODEPhysicsSettings]
  750.     ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  751.     ;; Do we want to mesh sculpted prim to collide like they look?
  752.     ;; If you are seeing sculpt texture decode problems
  753.     ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  754.     ;; then you might want to try setting this to false.
  755.     ; mesh_sculpted_prim = true
  756.  
  757. [RemoteAdmin]
  758.     ;; This is the remote admin module, which uses XMLRPC requests to
  759.     ;; manage regions from a web interface.
  760.  
  761.     ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  762.     ; enabled = false
  763.  
  764.     ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  765.     ;; Set this to a nonzero value to have remote admin use a different port
  766.     ; port = 0
  767.  
  768.     ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  769.     ;; This password is required to make any XMLRPC call (should be set as
  770.     ;; the "password" parameter)
  771.     ; access_password = ""
  772.  
  773.     ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
  774.     ;; List the IP addresses allowed to call RemoteAdmin
  775.     ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  776.     ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  777.     ; access_ip_addresses =
  778.  
  779.     ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  780.     ;; set this variable to true if you want the create_region XmlRpc
  781.     ;; call to unconditionally enable voice on all parcels for a newly
  782.     ;; created region
  783.     ; create_region_enable_voice = false
  784.  
  785.     ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  786.     ;; set this variable to false if you want the create_region XmlRpc
  787.     ;; call to create all regions as private per default (can be
  788.     ;; overridden in the XmlRpc call)
  789.     ; create_region_public = false
  790.  
  791.     ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  792.     ;; enable only those methods you deem to be appropriate using a | delimited
  793.     ;; whitelist.
  794.     ;; For example:
  795.     ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  796.     ;; if this parameter is not specified but enabled = true, all methods
  797.     ;; will be available
  798.     ; enabled_methods = all
  799.  
  800.     ;; specify the default appearance for an avatar created through the remote
  801.     ;; admin interface
  802.     ;; This will only take effect is the file specified by the
  803.     ;; default_appearance setting below exists
  804.     ; default_male = Default Male
  805.     ; default_female = Default Female
  806.  
  807.     ;; Update appearance copies inventory items and wearables of default
  808.     ;; avatars. if this value is false, just worn assets are copied to the
  809.     ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  810.     ;; The receiver will wear the same items the default avatar did wear.
  811.     ; copy_folders = false
  812.  
  813.     ;; Path to default appearance XML file that specifies the look of the
  814.     ;; default avatars
  815.     ; default_appearance = default_appearance.xml
  816.  
  817.  
  818. [Wind]
  819.     ;# {enabled} {} {Enable wind module?} {true false} true
  820.     ;; Enables the wind module.
  821.     ; enabled = true
  822.  
  823.     ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  824.     ;; How often should wind be updated, as a function of world frames.
  825.     ;; Approximately 50 frames a second
  826.     ; wind_update_rate = 150
  827.  
  828.     ;; The Default Wind Plugin to load
  829.     ; wind_plugin = SimpleRandomWind
  830.  
  831.     ;; These settings are specific to the ConfigurableWind plugin
  832.     ;; To use ConfigurableWind as the default, simply change wind_plugin
  833.     ;; to ConfigurableWind and uncomment the following.
  834.     ; avg_strength = 5.0
  835.     ; avg_direction = 0.0
  836.     ; var_strength = 5.0
  837.     ; var_direction = 30.0
  838.     ; rate_change = 1.0
  839.  
  840.     ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  841.     ;; This setting is specific to the SimpleRandomWind plugin
  842.     ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  843.     ; strength = 1.0
  844.  
  845.  
  846. [LightShare]
  847.     ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
  848.     ;; This enables the transmission of Windlight scenes to supporting clients,
  849.     ;; such as the Meta7 viewer.
  850.     ;; It has no ill effect on viewers which do not support server-side
  851.     ;; windlight settings.
  852.     ; enable_windlight = false
  853.  
  854.  
  855. [Materials]
  856.     ;# {enable_materials} {} {Enable Materials support?} {true false} true
  857.     ;; This enables the use of Materials.
  858.     ; enable_materials = true
  859.     ; MaxMaterialsPerTransaction = 50
  860.  
  861. [DataSnapshot]
  862.     ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  863.     ;; The following set of configs pertains to search.
  864.     ;; Set index_sims to true to enable search engines to index your
  865.     ;; searchable data.
  866.     ;; If false, no data will be exposed, DataSnapshot module will be off,
  867.     ;; and you can ignore the rest of these search-related configs.
  868.     ; index_sims = false
  869.  
  870.     ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  871.     ;; The variable data_exposure controls what the regions expose:
  872.     ;;    minimum: exposes only things explicitly marked for search
  873.     ;;    all: exposes everything
  874.     ; data_exposure = minimum
  875.  
  876.     ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  877.     ;; If search is on, change this to your grid name; will be ignored for
  878.     ;; standalones
  879.     ; gridname = "OSGrid"
  880.  
  881.     ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  882.     ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  883.     ;; so that you see the initial changes fast.
  884.     ;; Later, you may want to increase this to 3600 (1 hour) or more
  885.     ; default_snapshot_period = 1200
  886.  
  887.     ;; This will be created in bin, if it doesn't exist already. It will hold
  888.     ;; the data snapshots.
  889.     ; snapshot_cache_directory = "DataSnapshot"
  890.  
  891.     ;; [Supported, but obsolete]
  892.     ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  893.     ; This semicolon-separated string serves to notify specific data services
  894.     ; about the existence of this sim. Uncomment if you want to index your
  895.     ; data with this and/or other search providers.
  896.     ; data_services="http://metaverseink.com/cgi-bin/register.py"
  897.  
  898.     ;; New way of specifying data services, one per service
  899.     ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
  900.  
  901. [Economy]
  902.     ; the economy module in use
  903.     ; To use other modules you need to override this setting
  904.     economymodule = BetaGridLikeMoneyModule
  905.  
  906.     ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
  907.     ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
  908.     ; There is no intention to implement anything further in core OpenSimulator.
  909.     ; This functionality has to be provided by third party modules.
  910.     ;CurrencyServer = "http://192.168.0.180/grid/xcurrency.php"
  911.     ;; Enables selling things for $0.  Default is true.
  912.     SellEnabled = true
  913.  
  914.     ;# {PriceUpload} {} {Price for uploading?} {} 0
  915.     ;; Money Unit fee to upload textures, animations etc.  Default is 0.
  916.     PriceUpload = 0
  917.  
  918.     ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
  919.     ;; Money Unit fee to create groups.  Default is 0.
  920.     PriceGroupCreate = 0
  921.  
  922. [YEngine]
  923.     ;; experimental engine
  924.     ;; ONLY SUPORTS ONE REGION PER INSTANCE at this point
  925.     ;; implements non preemptive microthreading, so fixing problems like llSleep or long events handlers
  926.     ;; but those will suffer from timeslicing, so will be slower.
  927.     ;; compiles LSL directly to IL, so only suports LSL scripting (no C# etc)
  928.     ;; shares the Xengine APIs like LSL, OSSL, etc.
  929.     ;; DANGER, do not use with HG, don't leave regions running alone with it.
  930.     ;; TPs or crossings to/from Xengine will full recompile scripts losing state.
  931.     ;; attachment scripts may misbehave, cars will stop on crossings, etc.
  932.     Enabled = false
  933.     ScriptStackSize = 256
  934.     ScriptHeapSize = 256
  935.     UseSourceHashCode = true
  936.     MinTimerInterval = 0.1
  937.     ;ScriptBasePath="ScriptEngines"
  938.  
  939. [XEngine]
  940.     ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
  941.     ;; Enable this engine in this OpenSim instance
  942.     ; Enabled = true
  943.  
  944.     ;; How many threads to keep alive even if nothing is happening
  945.     ; MinThreads = 2
  946.  
  947.     ;; How many threads to start at maximum load
  948.     ; MaxThreads = 100
  949.  
  950.     ;; Time a thread must be idle (in seconds) before it dies
  951.     ; IdleTimeout = 60
  952.  
  953.     ;; llSetTimerEvent minimum value. Default 0.5s, 0.05s whould be more resonable
  954.     ; MinTimerInterval = 0.5
  955.  
  956.     ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  957.     ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  958.     ;; "Highest")
  959.     ; Priority = "BelowNormal"
  960.  
  961.     ;; Maximum number of events to queue for a script (excluding timers)
  962.     ; MaxScriptEventQueue = 300
  963.  
  964.     ;; Stack size per script engine thread in bytes.
  965.     ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
  966.     ;; The trade-off may be increased memory usage by the script engine.
  967.     ; ThreadStackSize = 262144
  968.  
  969.     ;; Set this to true to load each script into a separate
  970.     ;; AppDomain.
  971.     ;;
  972.     ;; Setting this to false will load all script assemblies into the
  973.     ;; current AppDomain, which will significantly improve script loading times.
  974.     ;; It will also reduce initial per-script memory overhead.
  975.     ;;
  976.     ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
  977.     ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
  978.     ;; at this time some mono versions seem to have problems with the true option
  979.     ;; so default is now false until a fix is found, to simply life of less technical skilled users.
  980.     ;; this should only be a issue if regions stay alive for a long time with lots of scripts added or edited.
  981.      AppDomainLoading = false
  982.  
  983.     ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
  984.     ;; co-op will be more stable but this option is currently experimental.
  985.     ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
  986.     ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
  987.     ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
  988.     ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
  989.     ;; Current valid values are "abort" and "co-op"
  990.     ; ScriptStopStrategy = co-op
  991.  
  992.  
  993.     ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
  994.     ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  995.     ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  996.     ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  997.     ;; by scripts have changed.
  998.     ; DeleteScriptsOnStartup = true
  999.  
  1000.     ;# {CompactMemOnLoad} {} {compacts memory on each script load at startup?} {true false} false
  1001.     ;; forces calls to memory garbage collector before loading each script DLL during region startup.
  1002.     ;; Peak memory usage is reduced and region starts with a more compacted memory allocation.
  1003.     ;; But this costs a lot of time, so region load will take a lot longer.
  1004.     ;; it is more usefull if there are no previously compiled scripts DLLs (as with DeleteScriptsOnStartup = true)
  1005.     ;CompactMemOnLoad = false
  1006.  
  1007.     ;; Compile debug info (line numbers) into the script assemblies
  1008.     ; CompileWithDebugInformation = true
  1009.  
  1010.     ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
  1011.  
  1012.     ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
  1013.     ;; Time a script can spend in an event handler before it is interrupted
  1014.     ; EventLimit = 30
  1015.  
  1016.     ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
  1017.     ;; If a script overruns it's event limit, kill the script?
  1018.     ; KillTimedOutScripts = false
  1019.  
  1020.     ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
  1021.     ;; Sets the multiplier for the scripting delays
  1022.     ; ScriptDelayFactor = 1.0
  1023.  
  1024.     ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
  1025.     ;; The factor the 10 m distances limits are multiplied by
  1026.     ; ScriptDistanceLimitFactor = 1.0
  1027.  
  1028.     ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
  1029.     ;; Maximum length of notecard line read
  1030.     ;; Increasing this to large values potentially opens
  1031.     ;; up the system to malicious scripters
  1032.     ; NotecardLineReadCharsMax = 255
  1033.  
  1034.     ;# {SensorMaxRange} {} {Sensor range} {} 96.0
  1035.     ;; Sensor settings
  1036.     ; SensorMaxRange = 96.0
  1037.     ;# {SensorMaxResults} {} {Max sensor results returned?} {}
  1038.     ; SensorMaxResults = 16
  1039.  
  1040.     ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
  1041.     ;; Disable underground movement of prims (default true); set to
  1042.     ;; false to allow script controlled underground positioning of
  1043.     ;; prims
  1044.     ; DisableUndergroundMovement = true
  1045.  
  1046.     ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
  1047.     ;; Path to script engine assemblies
  1048.     ;; Default is ./bin/ScriptEngines
  1049.     ; ScriptEnginesPath = "ScriptEngines"
  1050.  
  1051. [OSSL]
  1052.     ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
  1053.     ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
  1054.     ;; If this INI file is not included, the OSSL functions are disabled.
  1055.     Include-osslEnable = "config-include/osslEnable.ini"
  1056.  
  1057.  
  1058. [MRM]
  1059.     ;; Enables the Mini Region Modules Script Engine.
  1060.     ; Enabled = false
  1061.  
  1062.     ;; Runs MRM in a Security Sandbox
  1063.     ;; WARNING: DISABLING IS A SECURITY RISK.
  1064.     ; Sandboxed = true
  1065.  
  1066.     ;; The level sandbox to use, adjust at your OWN RISK.
  1067.     ;; Valid values are:
  1068.     ;; *  FullTrust
  1069.     ;; *  SkipVerification
  1070.     ;; *  Execution
  1071.     ;; *  Nothing
  1072.     ;; *  LocalIntranet
  1073.     ;; *  Internet
  1074.     ;; *  Everything
  1075.     ; SandboxLevel = "Internet"
  1076.  
  1077.     ;; Only allow Region Owners to run MRMs
  1078.     ;; May represent a security risk if you disable this.
  1079.     ; OwnerOnly = true
  1080.  
  1081.  
  1082. [FreeSwitchVoice]
  1083.     ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  1084.     ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  1085.     ; Enabled = false
  1086.  
  1087.     ;; You need to load a local service for a standalone, and a remote service
  1088.     ;; for a grid region. Use one of the lines below, as appropriate
  1089.     ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  1090.     ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  1091.     ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  1092.  
  1093.     ;; If using a remote connector, specify the server URL
  1094.     ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  1095.  
  1096.  
  1097. [Groups]
  1098.     ;# {Enabled} {} {Enable groups?} {true false} false
  1099.     ;; Enables the groups module
  1100.     Enabled = true
  1101.  
  1102.     ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
  1103.     ;; Minimum user level required to create groups
  1104.     LevelGroupCreate = 0
  1105.  
  1106.     ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
  1107.     ;; The default module can use a PHP XmlRpc server from the Flotsam project at
  1108.     ;; http://code.google.com/p/flotsam/
  1109.     ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
  1110.     ; Module = Default
  1111.     ;; or... use Groups Module V2, which works for standalones and robust grids
  1112.     Module = "Groups Module V2"
  1113.  
  1114.     ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
  1115.     ;StorageProvider = OpenSim.Data.MySQL.dll
  1116.  
  1117.     ;# {ServicesConnectorModule} {Module:GroupsModule Module:Groups Module V2} {Service connector to use for groups} {XmlRpcGroupsServicesConnector SimianGroupsServicesConnector "Groups Local Service Connector" "Groups Remote Service Connector" "Groups HG Service Connector"} XmlRpcGroupsServicesConnector
  1118.     ;; Service connectors to the Groups Service as used in the GroupsModule.  Select one as follows:
  1119.     ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
  1120.     ;; -- for Simian Groups use SimianGroupsServicesConnector
  1121.     ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
  1122.     ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
  1123.     ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
  1124.     ;; Note that the quotes "" around the words are important!
  1125.     ;ServicesConnectorModule = XmlRpcGroupsServicesConnector
  1126.     ServicesConnectorModule = Groups Remote Service Connector
  1127.  
  1128.     ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
  1129.     ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
  1130.     LocalService = remote
  1131.  
  1132.     ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
  1133.     ;; Used for V2 in Remote only.
  1134.     ; SecretKey = ""
  1135.  
  1136.     ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
  1137.     ;; URI for the groups services of this grid
  1138.     ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  1139.     ;; or http://mygridserver.com:82/Grid/ for SimianGrid
  1140.     ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
  1141.     ;; Leave it commented for standalones, V2
  1142.     GroupsServerURI = ${Const|BaseURL}:${Const|PrivatePort}
  1143.     ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
  1144.     ;; Used for V2 in HG only. For example
  1145.     ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
  1146.     ;; If you have this set under [Startup], no need to set it here, leave it commented
  1147.     ; HomeURI = ""
  1148.  
  1149.     ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
  1150.     MessagingEnabled = true
  1151.  
  1152.     ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
  1153.     ; MessagingModule = GroupsMessagingModule
  1154.     ; or use "Groups Messaging Module V2" for Groups V2
  1155.     MessagingModule = "Groups Messaging Module V2"
  1156.  
  1157.     ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
  1158.     ;; Enable Group Notices
  1159.     NoticesEnabled = true
  1160.  
  1161.     ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
  1162.     ; Experimental option to only message online users rather than all users
  1163.     ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
  1164.     ; Applies Flotsam Group only. V2 has this always on, no other option
  1165.     MessageOnlineUsersOnly = true
  1166.  
  1167.     ;; This makes the Group module very chatty on the console.
  1168.     DebugEnabled = false
  1169.  
  1170.     ; This makes the Group Messaging module very chatty on the console.
  1171.     DebugMessagingEnabled = false
  1172.  
  1173.     ;; XmlRpc Security settings.  These must match those set on your backend
  1174.     ;; groups service if the service is using these keys
  1175.     ; XmlRpcServiceReadKey    = 1234
  1176.     ; XmlRpcServiceWriteKey   = 1234
  1177.  
  1178.  
  1179. [InterestManagement]
  1180.      ;; This section controls how state updates are prioritized for each client
  1181.      
  1182.      ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness SimpleAngularDistance} BestAvatarResponsiveness
  1183.      ;; Valid values are BestAvatarResponsiveness and SimpleAngularDistance
  1184.      ;; SimpleAngularDistance does use more cpu
  1185.      ; UpdatePrioritizationScheme = BestAvatarResponsiveness
  1186.  
  1187.     ;; ObjectsCullingByDistance, if true, don't send object updates if outside view range
  1188.     ;; currently viewers are also told to delete objects that leave view range
  1189.     ;; only avater position is considered, free camera may not see objects
  1190.     ;; does increase cpu load
  1191.     ; ObjectsCullingByDistance = false
  1192.  
  1193. [MediaOnAPrim]
  1194.     ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  1195.     ;; Enable media on a prim facilities
  1196.     ; Enabled = true
  1197.  
  1198.  
  1199. [NPC]
  1200.     ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
  1201.     ; Enabled = false
  1202.  
  1203.     ;; several options to control NPCs creation
  1204.  
  1205.     ;# {AllowNotOwned} {} {allow NPCs to be created not Owned} {true false} true
  1206.     ;; allow NPCs to be created not Owned {true false} default: true
  1207.     ; AllowNotOwned = true
  1208.  
  1209.     ;# {AllowSenseAsAvatar} {} {allow NPCs to set to be sensed as Avatars} {true false} true
  1210.     ;; allow NPCs to set to be sensed as Avatars {true false} default: true
  1211.     ; AllowSenseAsAvatar = true
  1212.  
  1213.     ;# {AllowCloneOtherAvatars} {} {allow NPCs to created cloning any avatar in region} {true false} true
  1214.     ;; allow NPCs to created cloning any avatar in region {true false} default: true
  1215.     ; AllowCloneOtherAvatars = true
  1216.  
  1217.     ;# {NoNPCGroup} {} {if true NPCs will have no group title, if false display "- NPC -"} {true false} true
  1218.     ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
  1219.     ; NoNPCGroup = true
  1220.  
  1221.  
  1222. [Terrain]
  1223.     ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
  1224.     ; InitialTerrain = "pinhead-island"
  1225.  
  1226. [LandManagement]
  1227.     ;; set this to false to not display parcel ban lines
  1228.     ;ShowParcelBansLines = true
  1229.  
  1230. [UserProfiles]
  1231.   ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
  1232.   ;; Set the value of the url to your UserProfilesService
  1233.   ;; If un-set / "" the module is disabled
  1234.   ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
  1235.  
  1236.   ;# {AllowUserProfileWebURLs} {} {allow user profiles web urls} {true false} true
  1237.   ;; set this to false to prevent your users to be sent to unknown
  1238.   ;; web sites by other users on their profiles
  1239.   ;AllowUserProfileWebURLs = true
  1240.  
  1241. [XBakes]
  1242.   ;# {URL} {} {Set URL for Baked texture service} {}
  1243.   ;; Sets the URL for the baked texture ROBUST service.
  1244.   ;; Disabled when unset.
  1245.   ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
  1246.  
  1247. ;;
  1248. ;; Optional module to highlight God names in the viewer.
  1249. ;; Uncomment and customize appropriately if you want this behavior.
  1250. ;;
  1251. ;[GodNames]
  1252. ;   Enabled = false
  1253. ;   FullNames = "Test User, Foo Bar"
  1254. ;   Surnames = "Kryztlsk"
  1255.  
  1256. [Architecture]
  1257.     ;# {Include-Architecture} {} {Choose one of the following architectures} {config-include/Standalone.ini config-include/StandaloneHypergrid.ini config-include/Grid.ini config-include/GridHypergrid.ini config-include/SimianGrid.ini config-include/HyperSimianGrid.ini} config-include/Standalone.ini
  1258.     ;; Uncomment one of the following includes as required.  For instance, to create a standalone OpenSim,
  1259.     ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  1260.     ;;
  1261.     ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  1262.     ;; that the referenced .ini file goes on to include.
  1263.     ;;
  1264.     ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  1265.     ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  1266.     ;; editing it to set the database and backend services that OpenSim will use.
  1267.     ;;
  1268.     ; Include-Architecture = "config-include/Standalone.ini"
  1269.     ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  1270.     ; Include-Architecture = "config-include/Grid.ini"
  1271.      Include-Architecture = "config-include/GridHypergrid.ini"
  1272.     ; Include-Architecture = "config-include/SimianGrid.ini"
  1273.     ; Include-Architecture = "config-include/HyperSimianGrid.ini"
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