OpenSim.ini.example 55 KB

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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. [Const]
  47. ; For a grid these will usually be the externally accessible IP/DNS
  48. ; name and use default public port 8002 and default private port 8003
  49. ; For a standalone this will usually be the externally accessible IP/DNS
  50. ; name and use default public port 9000. The private port is not used
  51. ; in the configuration for a standalone.
  52. ;# {BaseURL} {} {BaseURL} {"http://example.com" "http://127.0.0.1"} "http://127.0.0.1"
  53. BaseURL = http://127.0.0.1
  54. ;# {PublicPort} {} {PublicPort} {8002 9000} "8002"
  55. PublicPort = "8002"
  56. ;# {PrivatePort} {} {PrivatePort} {8003} "8003"
  57. PrivatePort = "8003"
  58. [Startup]
  59. ;# {ConsolePrompt} {} {ConsolePrompt} {} "Region (\R) "
  60. ;; Console prompt
  61. ;; Certain special characters can be used to customize the prompt
  62. ;; Currently, these are
  63. ;; \R - substitute region name
  64. ;; \\ - substitute \
  65. ; ConsolePrompt = "Region (\R) "
  66. ;# {ConsoleHistoryFileEnabled} {} {Save console commands to a history file?} {true false} true
  67. ;; Console commands can be saved to a file, so the command history persists after a restart. (default is false)
  68. ; ConsoleHistoryFileEnabled = true
  69. ;# {ConsoleHistoryFile} {} {Filename in which to save history} {} OpenSimConsoleHistory.txt
  70. ;; The history file can be just a filename (relative to OpenSim's bin/ directory
  71. ;; or it can be a full path to somewhere else. (default is OpenSimConsoleHistory.txt in bin/)
  72. ; ConsoleHistoryFile = "OpenSimConsoleHistory.txt"
  73. ;# {ConsoleHistoryFileLines} {} {How many lines of history to save?} {} 100
  74. ;; How many lines of command history should we keep? (default is 100)
  75. ; ConsoleHistoryFileLines = 100
  76. ;# {save_crashes} {} {Save crashes to disk?} {true false} false
  77. ;; Set this to true if you want to log crashes to disk
  78. ;; this can be useful when submitting bug reports.
  79. ;; However, this will only log crashes within OpenSimulator that cause the
  80. ;; entire program to exit
  81. ;; It will not log crashes caused by virtual machine failures, which
  82. ;; includes mono and ODE failures.
  83. ;; You will need to capture these native stack traces by recording the
  84. ;; session log itself.
  85. ; save_crashes = false
  86. ;# {crash_dir} {save_crashes:true} {Directory to save crashes to?} {} crashes
  87. ;; Directory to save crashes to if above is enabled
  88. ;; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
  89. ; crash_dir = "crashes"
  90. ;# {PIDFile} {} {Path to PID file?} {}
  91. ;; Place to create a PID file
  92. ; PIDFile = "/tmp/OpenSim.exe.pid"
  93. ;# {RegistryLocation} {} {Addins Registry Location} {}
  94. ; Set path to directory for addin registry if you want addins outside of bin.
  95. ; Information about the registered repositories and installed plugins will
  96. ; be stored here. The OpenSim.exe process must have R/W access to the location.
  97. ; RegistryLocation = "."
  98. ;# {ConfigDirectory} {} {Set path to directory for modular ini files} {}
  99. ; Used by region module addins. You can set this to outside bin, so that addin
  100. ; configurations will survive updates. The OpenSim.exe process must have R/W access
  101. ; to the location.
  102. ; ConfigDirectory = "."
  103. ;# {region_info_source} {} {Where to load region from?} {filesystem web} filesystem
  104. ;; Determine where OpenSimulator looks for the files which tell it
  105. ;; which regions to server
  106. ;; Default is "filesystem"
  107. ; region_info_source = "filesystem"
  108. ; region_info_source = "web"
  109. ;# {regionload_regionsdir} {region_info_source} {Location of file?} {} Regions
  110. ;; Determines where the region XML files are stored if you are loading
  111. ;; these from the filesystem.
  112. ;; Defaults to bin/Regions in your OpenSimulator installation directory
  113. ; regionload_regionsdir="C:\somewhere\xmlfiles\"
  114. ;# {regionload_webserver_url} {region_info_source} {URL to load region from?} {}
  115. ;; Determines the page from which regions xml is retrieved if you are
  116. ;; loading these from the web.
  117. ;; The XML here has the same format as it does on the filesystem
  118. ;; (including the <Root> tag), except that everything is also enclosed
  119. ;; in a <Regions> tag.
  120. ; regionload_webserver_url = "http://example.com/regions.xml";
  121. ;# {allow_regionless} {} {Allow simulator to start up with no regions configured.} {true false} false
  122. ;; Allow the simulator to start up if there are no region configuration available
  123. ;; from the selected region_info_source.
  124. ; allow_regionless = false
  125. ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.001
  126. ;; Minimum size for non-physical prims. Affects resizing of existing
  127. ;; prims. This can be overridden in the region config file (as
  128. ;; NonPhysicalPrimMin!).
  129. ; NonPhysicalPrimMin = 0.001
  130. ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256
  131. ;; Maximum size for non-physical prims. Affects resizing of existing
  132. ;; prims. This can be overridden in the region config file (as
  133. ;; NonPhysicalPrimMax!).
  134. ; NonPhysicalPrimMax = 256
  135. ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 0.01
  136. ;; Minimum size where a prim can be physical. Affects resizing of
  137. ;; existing prims. This can be overridden in the region config file.
  138. ; PhysicalPrimMin = 0.01
  139. ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 64
  140. ;; Maximum size where a prim can be physical. Affects resizing of
  141. ;; existing prims. This can be overridden in the region config file.
  142. ; PhysicalPrimMax = 64
  143. ;# {ClampPrimSize} {} {Clamp viewer rezzed prims to max sizes?} {true false} false
  144. ;; If a viewer attempts to rez a prim larger than the non-physical or
  145. ;; physical prim max, clamp the dimensions to the appropriate maximum
  146. ;; This can be overridden in the region config file.
  147. ; ClampPrimSize = false
  148. ;# {LinksetPrims} {} {Max prims an object will hold?} {} 0
  149. ;; Maximum number of prims allowable in a linkset. Affects creating new
  150. ;; linksets. Ignored if less than or equal to zero.
  151. ;; This can be overridden in the region config file.
  152. ; LinksetPrims = 0
  153. ;# {AllowScriptCrossing} {} {Allow scripts to cross into this region} {true false} true
  154. ;; Allow scripts to keep running when they cross region boundaries, rather
  155. ;; than being restarted. State is reloaded on the destination region.
  156. ;; This only applies when crossing to a region running in a different
  157. ;; simulator.
  158. ;; For crossings where the regions are on the same simulator the script is
  159. ;; always kept running.
  160. ; AllowScriptCrossing = true
  161. ;# {TrustBinaries} {AllowScriptCrossing:true} {Accept compiled binary script code? (DANGEROUS!)} {true false} false
  162. ;; Allow compiled script binary code to cross region boundaries.
  163. ;; If you set this to "true", any region that can teleport to you can
  164. ;; inject ARBITRARY BINARY CODE into your system. Use at your own risk.
  165. ;; YOU HAVE BEEN WARNED!!!
  166. ; TrustBinaries = false
  167. ;# {CombineContiguousRegions} {} {Create megaregions where possible? (Do not use with existing content or varregions!)} {true false} false
  168. ;; Combine all contiguous regions into one large megaregion
  169. ;; Order your regions from South to North, West to East in your regions.ini
  170. ;; and then set this to true
  171. ;; Warning! Don't use this with regions that have existing content!,
  172. ;; This will likely break them
  173. ;; Also, this setting should be set to false for varregions as they are proper larger single regions rather than combined smaller regions.
  174. ; CombineContiguousRegions = false
  175. ;# {InworldRestartShutsDown} {} {Shutdown instance on region restart?} {true false} false
  176. ;; If you have only one region in an instance, or to avoid the many bugs
  177. ;; that you can trigger in modules by restarting a region, set this to
  178. ;; true to make the entire instance exit instead of restarting the region.
  179. ;; This is meant to be used on systems where some external system like
  180. ;; Monit will restart any instance that exits, thereby making the shutdown
  181. ;; into a restart.
  182. ; InworldRestartShutsDown = false
  183. ;; Persistence of changed objects happens during regular sweeps. The
  184. ;; following control that behaviour to prevent frequently changing objects
  185. ;; from heavily loading the region data store.
  186. ;; If both of these values are set to zero then persistence of all changed
  187. ;; objects will happen on every sweep.
  188. ;# {MinimumTimeBeforePersistenceConsidered} {} {Time before un-changed object may be persisted} {} 60
  189. ;; Objects will be considered for persistance in the next sweep when they
  190. ;; have not changed for this number of seconds.
  191. ; MinimumTimeBeforePersistenceConsidered = 60
  192. ;# {MaximumTimeBeforePersistenceConsidered} {} {Time before changed objects may be persisted?} {} 600
  193. ;; Objects will always be considered for persistance in the next sweep
  194. ;; if the first change occurred this number of seconds ago.
  195. ; MaximumTimeBeforePersistenceConsidered = 600
  196. ;# {physical_prim} {} {Allow prims to be physical?} {true false} true
  197. ;; if you would like to allow prims to be physical and move by physics
  198. ;; with the physical checkbox in the client set this to true.
  199. ; physical_prim = true
  200. ;; Select a mesher here.
  201. ;;
  202. ;; Meshmerizer properly handles complex prims by using triangle meshes.
  203. ;; Note that only the ODE physics engine currently deals with meshed
  204. ;; prims in a satisfactory way.
  205. ;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
  206. ;; ZeroMesher is faster but leaves the physics engine to model the mesh
  207. ;; using the basic shapes that it supports.
  208. ;; Usually this is only a box.
  209. ;; Default is Meshmerizer
  210. ; meshing = Meshmerizer
  211. ; meshing = ZeroMesher
  212. ;; select ubODEMeshmerizer only with ubOde physics engine
  213. ; meshing = ubODEMeshmerizer
  214. ;; Choose one of the physics engines below
  215. ;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
  216. ;; BulletSim is the default physics engine. It provides the best performance and most functionality.
  217. ;; BulletSim supports varregions.
  218. ;; OpenDynamicsEngine was the previous default physics engine in OpenSimulator 0.7.6.1 and before.
  219. ;; It continues to provide a workable physics implementation. It does not currently support varregions.
  220. ;; basicphysics effectively does not model physics at all, making all objects phantom.
  221. ;; Default is BulletSim
  222. ; physics = OpenDynamicsEngine
  223. ; physics = BulletSim
  224. ; physics = basicphysics
  225. ; physics = POS
  226. ;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
  227. ; physics = ubODE
  228. ;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
  229. ;; Default script engine to use. Currently, we only have XEngine
  230. ; DefaultScriptEngine = "XEngine"
  231. ;# {HttpProxy} {} {Proxy URL for llHTTPRequest and dynamic texture loading} {} http://proxy.com:8080
  232. ;; Http proxy setting for llHTTPRequest and dynamic texture loading, if
  233. ;; required
  234. ; HttpProxy = "http://proxy.com:8080"
  235. ;# {HttpProxyExceptions} {HttpProxy} {Set of regular expressions defining URL that should not be proxied} {}
  236. ;; If you're using HttpProxy, then you can set HttpProxyExceptions to a
  237. ;; list of regular expressions for URLs that you don't want to go through
  238. ;; the proxy.
  239. ;; For example, servers inside your firewall.
  240. ;; Separate patterns with a ';'
  241. ; HttpProxyExceptions = ".mydomain.com;localhost"
  242. ;# {emailmodule} {} {Provide llEmail and llGetNextEmail functionality? (requires SMTP server)} {true false} false
  243. ;; The email module requires some configuration. It needs an SMTP
  244. ;; server to send mail through.
  245. ; emailmodule = DefaultEmailModule
  246. ;# {SpawnPointRouting} {} {Set routing method for Telehub Spawnpoints} {closest random sequence} closest
  247. ;; SpawnPointRouting adjusts the landing for incoming avatars.
  248. ;; "closest" will place the avatar at the SpawnPoint located in the closest
  249. ;; available spot to the destination (typically map click/landmark).
  250. ;; "random" will place the avatar on a randomly selected spawnpoint;
  251. ;; "sequence" will place the avatar on the next sequential SpawnPoint
  252. ; SpawnPointRouting = closest
  253. ;# {TelehubAllowLandmark} {} {Allow users with landmarks to override telehub routing} {true false} false
  254. ;; TelehubAllowLandmark allows users with landmarks to override telehub
  255. ;; routing and land at the landmark coordinates when set to true
  256. ;; default is false
  257. ; TelehubAllowLandmark = false
  258. [AccessControl]
  259. ;# {AllowedClients} {} {Bar (|) separated list of allowed clients} {}
  260. ;; Bar (|) separated list of viewers which may gain access to the regions.
  261. ;; One can use a substring of the viewer name to enable only certain
  262. ;; versions
  263. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  264. ;; - "Imprudence" has access
  265. ;; - "Imprudence 1.3" has access
  266. ;; - "Imprudence 1.3.1" has no access
  267. ; AllowedClients = ""
  268. ;# {DeniedClients} {} {Bar (|) separated list of denied clients} {}
  269. ;; Bar (|) separated list of viewers which may not gain access to the regions.
  270. ;; One can use a Substring of the viewer name to disable only certain
  271. ;; versions
  272. ;; Example: Agent uses the viewer "Imprudence 1.3.2.0"
  273. ;; - "Imprudence" has no access
  274. ;; - "Imprudence 1.3" has no access
  275. ;; - "Imprudence 1.3.1" has access
  276. ;;
  277. ; DeniedClients = ""
  278. [Map]
  279. ;# {GenerateMaptiles} {} {Generate map tiles?} {true false} true
  280. ;; Map tile options.
  281. ;; If true, then maptiles are generated using the MapImageModule below.
  282. ;; If false then the texture referenced by MaptileStaticUUID is used instead, which can also be overridden
  283. ;; in individual region config file(s). If you do not want to upload map tiles at all, then you will need
  284. ;; both to set this to false and comment out the [Modules] MapImageServiceModule setting in config-include/
  285. ; GenerateMaptiles = true
  286. ;# {MapImageModule} {} {The map image module to use} {MapImageModule Warp3DImageModule} MapImageModule
  287. ;; The module to use in order to generate map images.
  288. ;; MapImageModule is the default. Warp3DImageModule is an alternative experimental module that can
  289. ;; generate better images.
  290. ;MapImageModule = "MapImageModule"
  291. ;# {MaptileRefresh} {GenerateMaptiles} {Maptile refresh period?} {} 0
  292. ;; If desired, a running region can update the map tiles periodically
  293. ;; to reflect building activity. This names no sense of you don't have
  294. ;; prims on maptiles. Value is in seconds.
  295. ; MaptileRefresh = 0
  296. ;# {MaptileStaticUUID} {} {Asset ID for static map texture} {} 00000000-0000-0000-0000-000000000000
  297. ;; If not generating maptiles, use this static texture asset ID
  298. ;; This may be overridden on a per region basis in Regions.ini
  299. ; MaptileStaticUUID = "00000000-0000-0000-0000-000000000000"
  300. ;# {TextureOnMapTile} {} {Use terrain textures for map tiles?} {true false} true
  301. ;; Use terrain texture for maptiles if true, use shaded green if false
  302. ; TextureOnMapTile = true
  303. ;# {DrawPrimOnMapTile} {} {Draw prim shapes on map tiles?} {true false} false
  304. ;; Draw objects on maptile. This step might take a long time if you've
  305. ;; got a large number of objects, so you can turn it off here if you'd like.
  306. ; DrawPrimOnMapTile = true
  307. ;# {TexturePrims} {} {Texture prims on map tiles?} {true false} true
  308. ;; Texture the faces of the prims that are rendered on the map tiles.
  309. ; TexturePrims = true
  310. ;# {TexturePrimSize} {} {Size of prims to texture faces?} {} 48
  311. ;; Only texture prims that have a diagonal size greater than this number
  312. ; TexturePrimSize = 48
  313. ;# {RenderMeshes} {} {Render meshes and sculpties on map tiles?} {true false} false
  314. ;; Attempt to render meshes and sculpties on the map
  315. ; RenderMeshes = false;
  316. [Permissions]
  317. ;# {permissionmodules} {} {Permission modules to use (may specify multiple modules, separated by comma} {} DefaultPermissionsModule
  318. ;; Permission modules to use, separated by comma.
  319. ;; Possible modules are DefaultPermissionsModule, PrimLimitsModule
  320. ; permissionmodules = DefaultPermissionsModule
  321. ;# {serverside_object_permissions} {permissionmodules:DefaultPermissionsModule} {Activate permission handling by the sim?} {true false} true
  322. ;; These are the parameters for the default permissions module
  323. ;;
  324. ;; If set to false, then, in theory, the server never carries out
  325. ;; permission checks (allowing anybody to copy
  326. ;; any item, etc. This may not yet be implemented uniformally.
  327. ;; If set to true, then all permissions checks are carried out
  328. ; serverside_object_permissions = true
  329. ;# {allow_grid_gods} {} {Allow grid gods?} {true false} false
  330. ;; This allows users with a UserLevel of 200 or more to assume god
  331. ;; powers in the regions in this simulator.
  332. ; allow_grid_gods = false
  333. ;; This allows some control over permissions
  334. ;; please note that this still doesn't duplicate SL, and is not intended to
  335. ;# {region_owner_is_god} {} {Allow region owner gods} {true false} true
  336. ;; Allow region owners to assume god powers in their regions
  337. ; region_owner_is_god = true
  338. ;# {region_manager_is_god} {} {Allow region manager gods} {true false} false
  339. ;; Allow region managers to assume god powers in regions they manage
  340. ; region_manager_is_god = false
  341. ;# {parcel_owner_is_god} {} {Allow parcel owner gods} {true false} true
  342. ;; Allow parcel owners to assume god powers in their parcels
  343. ; parcel_owner_is_god = true
  344. ;# {simple_build_permissions} {} {Allow building in parcel by access list (no groups)} {true false} false
  345. ;; More control over permissions
  346. ;; This is definitely not SL!
  347. ;; Provides a simple control for land owners to give build rights to
  348. ;; specific avatars in publicly accessible parcels that disallow object
  349. ;; creation in general.
  350. ;; Owners specific avatars by adding them to the Access List of the parcel
  351. ;; without having to use the Groups feature
  352. ; simple_build_permissions = false
  353. [Estates]
  354. ; If these values are commented out then the user will be asked for estate details when required (this is the normal case).
  355. ; If these values are uncommented then they will be used to create a default estate as necessary.
  356. ; New regions will be automatically assigned to that default estate.
  357. ;# {DefaultEstateName} {} {Default name for estate?} {} My Estate
  358. ;; Name for the default estate
  359. ; DefaultEstateName = My Estate
  360. ;# {DefaultEstateOwnerName} {} {Default estate owner name?} {} FirstName LastName
  361. ;; Name for default estate owner
  362. ; DefaultEstateOwnerName = FirstName LastName
  363. ; ** Standalone Estate Settings **
  364. ; The following parameters will only be used on a standalone system to
  365. ; create an estate owner that does not already exist
  366. ;# {DefaultEstateOwnerUUID} {} {Default estate owner UUID?} {} 00000000-0000-0000-0000-000000000000
  367. ;; If DefaultEstateOwnerUUID is left at UUID.Zero (as below) then a random
  368. ;; UUID will be assigned. This is normally what you want
  369. ; DefaultEstateOwnerUUID = 00000000-0000-0000-0000-000000000000
  370. ;# {DefaultEstateOwnerEMail} {} {Default estate owner email?} {}
  371. ;; Email address for the default estate owner
  372. ; DefaultEstateOwnerEMail = [email protected]
  373. ;# {DefaultEstateOwnerPassword} {} {Default estate owner password} {}
  374. ;; Password for the default estate owner
  375. ; DefaultEstateOwnerPassword = password
  376. [SMTP]
  377. ;; The SMTP server enabled the email module to send email to external
  378. ;; destinations.
  379. ;# {enabled} {[Startup]emailmodule:DefaultEmailModule} {Enable SMTP service?} {true false} false
  380. ;; Enable sending email via SMTP
  381. ; enabled = false
  382. ;# {internal_object_host} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Host name to treat as internal (object to object) email?} {} lsl.opensim.local
  383. ; internal_object_host = lsl.opensim.local
  384. ;# {host_domain_header_from} {[Startup]emailmodule:DefaultEmailModule enabled:true} {From address to use in the sent email header?} {} 127.0.0.1
  385. ; host_domain_header_from = "127.0.0.1"
  386. ;# {email_pause_time} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Period in seconds to delay after an email is sent.} {} 20
  387. ; email_pause_time = 20
  388. ;# {email_max_size} {[Startup]emailmodule:DefaultEmailModule enabled:true} {Maximum total size of email in bytes.} {} 4096
  389. ; email_max_size = 4096
  390. ;# {SMTP_SERVER_HOSTNAME} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {} 127.0.0.1
  391. ; SMTP_SERVER_HOSTNAME = "127.0.0.1"
  392. ;# {SMTP_SERVER_PORT} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server name?} {SMTP server port?} {} 25
  393. ; SMTP_SERVER_PORT = 25
  394. ;# {SMTP_SERVER_LOGIN} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server user name?} {}
  395. ; SMTP_SERVER_LOGIN = ""
  396. ;# {SMTP_SERVER_PASSWORD} {[Startup]emailmodule:DefaultEmailModule enabled:true} {SMTP server password} {}
  397. ; SMTP_SERVER_PASSWORD = ""
  398. [Network]
  399. ;# {ConsoleUser} {} {User name for console account} {}
  400. ;; Configure the remote console user here. This will not actually be used
  401. ;; unless you use -console=rest at startup.
  402. ; ConsoleUser = "Test"
  403. ;# {ConsolePass} {} {Password for console account} {}
  404. ; ConsolePass = "secret"
  405. ;# {console_port} {} {Port for console connections} {} 0
  406. ; console_port = 0
  407. ;# {http_listener_port} {} {TCP Port for this simulator to listen on? (This must be unique to the simulator!)} {} 9000
  408. ;; Simulator HTTP port. This is not the region port, but the port the
  409. ;; entire simulator listens on. This port uses the TCP protocol, while
  410. ;; the region ports use UDP.
  411. ; http_listener_port = 9000
  412. ; By default, OpenSimulator does not allow scripts to make HTTP calls to addresses on the simulator's LAN.
  413. ; See the OutboundDisallowForUserScripts parameter in OpenSimDefaults.ini for more information on this filter.
  414. ; If you need to allow scripts to make some LAN calls use the OutboundDisallowForUserScriptsExcept parameter below.
  415. ; We recommend that you do not override OutboundDisallowForUserScripts directly unless you are very sure about what you're doing.
  416. ;
  417. ; You can whitelist individual endpoints by IP or FQDN, e.g.
  418. ;
  419. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003
  420. ;
  421. ; You can specify multiple addresses by separating them with a bar. For example,
  422. ;
  423. ; OutboundDisallowForUserScriptsExcept = 192.168.1.3:8003|myinternalserver:8000
  424. ;
  425. ; If an address if given without a port number then port 80 is assumed
  426. ;
  427. ; You can also specify a network range in CIDR notation to whitelist, e.g.
  428. ;
  429. ; OutboundDisallowForUserScriptsExcept = 192.168.1.0/24
  430. ;
  431. ; to whitelist all ports on addresses 192.168.1.0 to 192.168.1.255
  432. ; To specify an individual IP address use the /32 netmask
  433. ;
  434. ; OutboundDisallowForUserScriptsExcept = 192.168.1.2/32
  435. ;
  436. ; See http://en.wikipedia.org/wiki/Classless_Inter-Domain_Routing#CIDR_notation for more information on CIDR notation
  437. ;# {ExternalHostNameForLSL} {} {Hostname to use for HTTP-IN URLs. This should be reachable from the internet.} {}
  438. ;; Hostname to use in llRequestURL/llRequestSecureURL
  439. ;; if not defined - default machine name is being used
  440. ;; (on Windows this mean NETBIOS name - useably only inside local network)
  441. ; ExternalHostNameForLSL = "127.0.0.1"
  442. ;# {shard} {} {Name to use for X-Secondlife-Shard header? (press enter if unsure)} {} OpenSim
  443. ;; What is reported as the "X-Secondlife-Shard"
  444. ;; Defaults to the user server url if not set
  445. ;; The old default is "OpenSim", set here for compatibility
  446. ;; The below is not commented for compatibility.
  447. shard = "OpenSim"
  448. ;# {user_agent} {} {User agent to report to web servers?} {} OpenSim LSL (Mozilla Compatible)
  449. ;; What is reported as the "User-Agent" when using llHTTPRequest
  450. ;; Defaults to not sent if not set here. See the notes section in the wiki
  451. ;; at http://wiki.secondlife.com/wiki/LlHTTPRequest for comments on adding
  452. ;; " (Mozilla Compatible)" to the text where there are problems with a
  453. ;; web server
  454. ; user_agent = "OpenSim LSL (Mozilla Compatible)"
  455. ;; The follow 3 variables are for HTTP Basic Authentication for the Robust services.
  456. ;; Use this if your central services in port 8003 need to be accessible on the Internet
  457. ;; but you want to protect them from unauthorized access. The username and password
  458. ;; here need to match the ones in the Robust service configuration.
  459. ; AuthType = "BasicHttpAuthentication"
  460. ; HttpAuthUsername = "some_username"
  461. ; HttpAuthPassword = "some_password"
  462. ;;
  463. ;; Any of these 3 variables above can be overriden in any of the service sections.
  464. [XMLRPC]
  465. ;# {XmlRpcRouterModule} {} {Module used to route incoming llRemoteData calls} {XmlRpcRouterModule XmlRpcGridRouterModule} XmlRpcRouterModule
  466. ;; If enabled and set to XmlRpcRouterModule, this will post an event,
  467. ;; "xmlrpc_uri(string)" to the script concurrently with the first
  468. ;; remote_data event. This will contain the fully qualified URI an
  469. ;; external site needs to use to send XMLRPC requests to that script
  470. ;;
  471. ;; If enabled and set to XmlRpcGridRouterModule, newly created channels
  472. ;; will be registered with an external service via a configured uri
  473. ;XmlRpcRouterModule = "XmlRpcRouterModule"
  474. ;# {XmlRpcPort} {} {Port for incoming llRemoteData xmlrpc calls} {} 20800
  475. ;XmlRpcPort = 20800
  476. ;# {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
  477. ;; If XmlRpcRouterModule is set to XmlRpcGridRouterModule, the simulator
  478. ;; will use this address to register xmlrpc channels on the external
  479. ;; service
  480. ; XmlRpcHubURI = http://example.com
  481. [ClientStack.LindenUDP]
  482. ;; See OpensSimDefaults.ini for the throttle options. You can copy the
  483. ;; relevant sections and override them here.
  484. ;; DO NOT MODIFY OpenSimDefaults.ini, as your changes would be lost
  485. ;; with the next update!
  486. ;# {DisableFacelights} {} {Stop facelights from working?} {true false} false
  487. ;; Quash and remove any light properties from attachments not on the
  488. ;; hands. This allows flashlights and lanterns to function, but kills
  489. ;; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
  490. ;; will also be affected.
  491. ;; This is especially important in artistic builds that depend on lights
  492. ;; on the build for their appearance, since facelights will cause the
  493. ;; building's lights to possibly not be rendered.
  494. ; DisableFacelights = "false"
  495. [ClientStack.LindenCaps]
  496. ;; For the long list of capabilities, see OpenSimDefaults.ini
  497. ;; Here are the few ones you may want to change. Possible values
  498. ;; are:
  499. ;; "" -- empty, capability disabled
  500. ;; "localhost" -- capability enabled and served by the simulator
  501. ;; "<url>" -- capability enabled and served by some other server
  502. ;;
  503. ; These are enabled by default to localhost. Change if you see fit.
  504. Cap_GetTexture = "localhost"
  505. Cap_GetMesh = "localhost"
  506. Cap_AvatarPickerSearch = "localhost"
  507. Cap_GetDisplayNames = "localhost"
  508. [SimulatorFeatures]
  509. ;# {SearchServerURI} {} {URL of the search server} {}
  510. ;; Optional. If given this serves the same purpose as the grid wide
  511. ;; [LoginServices] SearchURL setting and will override that where
  512. ;; supported by viewers.
  513. ;SearchServerURI = "http://127.0.0.1:9000/"
  514. ;# {DestinationGuideURI} {} {URL of the destination guide} {}
  515. ;; Optional. If given this serves the same purpose as the grid wide
  516. ;; [LoginServices] DestinationGuide setting and will override that where
  517. ;; supported by viewers.
  518. ;DestinationGuideURI = "http://127.0.0.1:9000/guide"
  519. [Chat]
  520. ;# {whisper_distance} {} {Distance at which a whisper is heard, in meters?} {} 10
  521. ;; Distance in meters that whispers should travel.
  522. ; whisper_distance = 10
  523. ;# {say_distance} {} {Distance at which normal chat is heard, in meters?} {} 20
  524. ;; Distance in meters that ordinary chat should travel.
  525. ; say_distance = 20
  526. ;# {shout_distance} {} {Distance at which a shout is heard, in meters?} {} 100
  527. ;; Distance in meters that shouts should travel.
  528. ; shout_distance = 100
  529. [EntityTransfer]
  530. ;# {DisableInterRegionTeleportCancellation} {} {Determine whether the cancel button is shown at all during teleports.} {false true} false
  531. ;; This option exists because cancelling at certain points can result in an unuseable session (frozen avatar, etc.)
  532. ;; Disabling cancellation can be okay in small closed grids where all teleports are highly likely to suceed.
  533. ;DisableInterRegionTeleportCancellation = false
  534. [Messaging]
  535. ;# {OfflineMessageModule} {} {Module to use for offline message storage} {OfflineMessageModule "Offline Message Module V2" *}
  536. ;; Module to handle offline messaging. The core module requires an external
  537. ;; web service to do this. See OpenSim wiki.
  538. ; OfflineMessageModule = OfflineMessageModule
  539. ;; Or, alternatively, use this one, which works for both standalones and grids
  540. ; OfflineMessageModule = "Offline Message Module V2"
  541. ;# {OfflineMessageURL} {OfflineMessageModule:OfflineMessageModule Offline Message Module V2:Offline Message Module V2} {URL of offline messaging service} {}
  542. ;; URL of web service for offline message storage. Leave it commented if your service is local to the sim.
  543. ; OfflineMessageURL = ${Const|BaseURL}/Offline.php
  544. ; OfflineMessageURL = ${Const|BaseURL}:${Const|PrivatePort}
  545. ;# {StorageProvider} {Offline Message Module V2:Offline Message Module V2} {DLL that provides the storage interface} {OpenSim.Data.MySQL.dll}
  546. ;; For standalones, this is the storage dll.
  547. ; StorageProvider = OpenSim.Data.MySQL.dll
  548. ;# {MuteListModule} {OfflineMessageModule:OfflineMessageModule} {} {} MuteListModule
  549. ;; Mute list handler (not yet implemented). MUST BE SET to allow offline
  550. ;; messages to work
  551. ; MuteListModule = MuteListModule
  552. ;# {MuteListURL} {OfflineMessageModule:OfflineMessageModule} {} {} http://yourserver/Mute.php
  553. ;; URL of the web service that serves mute lists. Not currently used, but
  554. ;; must be set to allow offline messaging to work.
  555. ; MuteListURL = http://yourserver/Mute.php
  556. ;; Control whether group invites and notices are stored for offline users.
  557. ;; Default is true.
  558. ;; This applies to both core groups module.
  559. ; ForwardOfflineGroupMessages = true
  560. [BulletSim]
  561. ;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
  562. AvatarToAvatarCollisionsByDefault = true
  563. [ODEPhysicsSettings]
  564. ;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
  565. ;; Do we want to mesh sculpted prim to collide like they look?
  566. ;; If you are seeing sculpt texture decode problems
  567. ;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
  568. ;; then you might want to try setting this to false.
  569. ; mesh_sculpted_prim = true
  570. ;# {use_NINJA_physics_joints} {[Startup]physics:OpenDynamicsEngine} {Use jointed (NINJA) physics?} {true false} false
  571. ;; If you would like physics joints to be enabled through a special naming
  572. ;; convention in the client, set this to true.
  573. ;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
  574. ; use_NINJA_physics_joints = false
  575. [RemoteAdmin]
  576. ;; This is the remote admin module, which uses XMLRPC requests to
  577. ;; manage regions from a web interface.
  578. ;# {enabled} {} {Enable the remote admin interface?} {true false} false
  579. ; enabled = false
  580. ;# {port} {enabled:true} {Port to use for the remote admin interface? (0 = default)} {} 0
  581. ;; Set this to a nonzero value to have remote admin use a different port
  582. ; port = 0
  583. ;# {access_password} {enabled:true} {Password for the remote admin interface} {}
  584. ;; This password is required to make any XMLRPC call (should be set as
  585. ;; the "password" parameter)
  586. ; access_password = ""
  587. ;# {access_ip_addresses} {enabled:true} {List the IP addresses allowed to call RemoteAdmin?} {}
  588. ;; List the IP addresses allowed to call RemoteAdmin
  589. ;; If access_ip_addresses isn't set, then all IP addresses can access RemoteAdmin.
  590. ;; access_ip_addresses = 0.0.0.0, 0.0.0.0 ...
  591. ; access_ip_addresses =
  592. ;# {create_region_enable_voice} {enabled:true} {Enable voice for newly created regions?} {true false} false
  593. ;; set this variable to true if you want the create_region XmlRpc
  594. ;; call to unconditionally enable voice on all parcels for a newly
  595. ;; created region
  596. ; create_region_enable_voice = false
  597. ;# {create_region_public} {enabled:true} {Make newly created regions public?} {true false} false
  598. ;; set this variable to false if you want the create_region XmlRpc
  599. ;; call to create all regions as private per default (can be
  600. ;; overridden in the XmlRpc call)
  601. ; create_region_public = false
  602. ;# {enabled_methods} {enabled:true} {List of methods to allow, separated by |} {} all
  603. ;; enable only those methods you deem to be appropriate using a | delimited
  604. ;; whitelist.
  605. ;; For example:
  606. ;; enabled_methods = admin_broadcast|admin_save_oar|admin_save_xml
  607. ;; if this parameter is not specified but enabled = true, all methods
  608. ;; will be available
  609. ; enabled_methods = all
  610. ;; specify the default appearance for an avatar created through the remote
  611. ;; admin interface
  612. ;; This will only take effect is the file specified by the
  613. ;; default_appearance setting below exists
  614. ; default_male = Default Male
  615. ; default_female = Default Female
  616. ;; Update appearance copies inventory items and wearables of default
  617. ;; avatars. if this value is false, just worn assets are copied to the
  618. ;; Clothes folder; if true, all Clothes and Bodyparts subfolders are copied.
  619. ;; The receiver will wear the same items the default avatar did wear.
  620. ; copy_folders = false
  621. ;; Path to default appearance XML file that specifies the look of the
  622. ;; default avatars
  623. ; default_appearance = default_appearance.xml
  624. [Wind]
  625. ;# {enabled} {} {Enable wind module?} {true false} true
  626. ;; Enables the wind module.
  627. ; enabled = true
  628. ;# {wind_update_rate} {enabled:true} {Wind update rate in frames?} {} 150
  629. ;; How often should wind be updated, as a function of world frames.
  630. ;; Approximately 50 frames a second
  631. ; wind_update_rate = 150
  632. ;; The Default Wind Plugin to load
  633. ; wind_plugin = SimpleRandomWind
  634. ;; These settings are specific to the ConfigurableWind plugin
  635. ;; To use ConfigurableWind as the default, simply change wind_plugin
  636. ;; to ConfigurableWind and uncomment the following.
  637. ; avg_strength = 5.0
  638. ; avg_direction = 0.0
  639. ; var_strength = 5.0
  640. ; var_direction = 30.0
  641. ; rate_change = 1.0
  642. ;# {strength} {enabled:true wind_plugin:SimpleRandomWind} {Wind strength?} {} 1.0
  643. ;; This setting is specific to the SimpleRandomWind plugin
  644. ;; Adjusts wind strength. 0.0 = no wind, 1.0 = normal wind.
  645. ; strength = 1.0
  646. [LightShare]
  647. ;# {enable_windlight} {} {Enable LightShare technology?} {true false} false
  648. ;; This enables the transmission of Windlight scenes to supporting clients,
  649. ;; such as the Meta7 viewer.
  650. ;; It has no ill effect on viewers which do not support server-side
  651. ;; windlight settings.
  652. ; enable_windlight = false
  653. [Materials]
  654. ;# {enable_materials} {} {Enable Materials support?} {true false} true
  655. ;; This enables the use of Materials.
  656. ; enable_materials = true
  657. ; MaxMaterialsPerTransaction = 50
  658. [DataSnapshot]
  659. ;# {index_sims} {} {Enable data snapshotting (search)?} {true false} false
  660. ;; The following set of configs pertains to search.
  661. ;; Set index_sims to true to enable search engines to index your
  662. ;; searchable data.
  663. ;; If false, no data will be exposed, DataSnapshot module will be off,
  664. ;; and you can ignore the rest of these search-related configs.
  665. ; index_sims = false
  666. ;# {data_exposure} {index_sims:true} {How much data should be exposed?} {minimum all} minimum
  667. ;; The variable data_exposure controls what the regions expose:
  668. ;; minimum: exposes only things explicitly marked for search
  669. ;; all: exposes everything
  670. ; data_exposure = minimum
  671. ;# {gridname} {index_sims:true} {Enter the name fo your grid} {} OSGrid
  672. ;; If search is on, change this to your grid name; will be ignored for
  673. ;; standalones
  674. ; gridname = "OSGrid"
  675. ;# {default_snapshot_period} {index_sims:true} {Period between data snapshots?} {} 1200
  676. ;; Period between data snapshots, in seconds. 20 minutes, for starters,
  677. ;; so that you see the initial changes fast.
  678. ;; Later, you may want to increase this to 3600 (1 hour) or more
  679. ; default_snapshot_period = 1200
  680. ;; This will be created in bin, if it doesn't exist already. It will hold
  681. ;; the data snapshots.
  682. ; snapshot_cache_directory = "DataSnapshot"
  683. ;; [Supported, but obsolete]
  684. ;# {data_services} {index_sims:true} {Data service URLs to register with?} {} http://metaverseink.com/cgi-bin/register.py
  685. ; This semicolon-separated string serves to notify specific data services
  686. ; about the existence of this sim. Uncomment if you want to index your
  687. ; data with this and/or other search providers.
  688. ; data_services="http://metaverseink.com/cgi-bin/register.py"
  689. ;; New way of specifying data services, one per service
  690. ;DATA_SRV_MISearch = "http://metaverseink.com/cgi-bin/register.py"
  691. [Economy]
  692. ;# {SellEnabled} {} {Enable selling for 0?} {true false} true
  693. ; The default economy module only implements just enough to allow free actions (transfer of objects, etc).
  694. ; There is no intention to implement anything further in core OpenSimulator.
  695. ; This functionality has to be provided by third party modules.
  696. ;; Enables selling things for $0. Default is true.
  697. ; SellEnabled = true
  698. ;# {PriceUpload} {} {Price for uploading?} {} 0
  699. ;; Money Unit fee to upload textures, animations etc. Default is 0.
  700. ; PriceUpload = 0
  701. ;# {PriceGroupCreate} {} {Fee for group creation} {} 0
  702. ;; Money Unit fee to create groups. Default is 0.
  703. ; PriceGroupCreate = 0
  704. [XEngine]
  705. ;# {Enabled} {} {Enable the XEngine scripting engine?} {true false} true
  706. ;; Enable this engine in this OpenSim instance
  707. ; Enabled = true
  708. ;; How many threads to keep alive even if nothing is happening
  709. ; MinThreads = 2
  710. ;; How many threads to start at maximum load
  711. ; MaxThreads = 100
  712. ;; Time a thread must be idle (in seconds) before it dies
  713. ; IdleTimeout = 60
  714. ;# {Priority} {Enabled:true} {Priority for script engine threads?} {Lowest BelowNormal Normal AboveNormal Highest} BelowNormal
  715. ;; Thread priority ("Lowest", "BelowNormal", "Normal", "AboveNormal",
  716. ;; "Highest")
  717. ; Priority = "BelowNormal"
  718. ;; Maximum number of events to queue for a script (excluding timers)
  719. ; MaxScriptEventQueue = 300
  720. ;; Stack size per script engine thread in bytes.
  721. ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it).
  722. ;; The trade-off may be increased memory usage by the script engine.
  723. ; ThreadStackSize = 262144
  724. ;; Set this to true (the default) to load each script into a separate
  725. ;; AppDomain.
  726. ;;
  727. ;; Setting this to false will load all script assemblies into the
  728. ;; current AppDomain, which will significantly improve script loading times.
  729. ;; It will also reduce initial per-script memory overhead.
  730. ;;
  731. ;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
  732. ;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
  733. ;; Some Windows users have also reported script loading problems when AppDomainLoading = false
  734. ; AppDomainLoading = true
  735. ;; Controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
  736. ;; co-op will be more stable but this option is currently experimental.
  737. ;; If moving from co-op to abort, existing script DLLs will need to be recompiled.
  738. ;; This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
  739. ;; or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
  740. ;; One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
  741. ;; Current valid values are "abort" and "co-op"
  742. ; ScriptStopStrategy = abort
  743. ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} {true false} true
  744. ;; Controls whether previously compiled scripts DLLs are deleted on sim restart. If you set this to false
  745. ;; then startup will be considerably faster since scripts won't need to be recompiled. However, then it becomes your responsibility to delete the
  746. ;; compiled scripts if you're recompiling OpenSim from source code and internal interfaces used
  747. ;; by scripts have changed.
  748. ; DeleteScriptsOnStartup = true
  749. ;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
  750. ;; Default language for scripts
  751. ; DefaultCompileLanguage = "lsl"
  752. ;# {AllowedCompilers} {Enabled:true} {Languages to allow (comma separated)?} {} lsl
  753. ;; List of allowed languages (lsl,vb,cs)
  754. ;; AllowedCompilers=lsl,cs,vb
  755. ;; *warning*, non lsl languages have access to static methods such as
  756. ;; System.IO.File. Enable at your own risk.
  757. ; AllowedCompilers = "lsl"
  758. ;; Compile debug info (line numbers) into the script assemblies
  759. ; CompileWithDebugInformation = true
  760. ; ==== Settings for MOD and OSSL functions have been moved to the [OSSL] section
  761. ;# {EventLimit} {} {Amount of time a script can spend in an event handler} {} 30
  762. ;; Time a script can spend in an event handler before it is interrupted
  763. ; EventLimit = 30
  764. ;# {KillTimedOutScripts} {} {Kill script in case of event time overruns?} {true false} false
  765. ;; If a script overruns it's event limit, kill the script?
  766. ; KillTimedOutScripts = false
  767. ;# {ScriptDelayFactor} {} {Multiplier for scripting delays} {} 1.0
  768. ;; Sets the multiplier for the scripting delays
  769. ; ScriptDelayFactor = 1.0
  770. ;# {ScriptDistanceLimitFactor} {} {Multiplier for 10.0m distance limits?} {}
  771. ;; The factor the 10 m distances limits are multiplied by
  772. ; ScriptDistanceLimitFactor = 1.0
  773. ;# {NotecardLineReadCharsMax} {} {Maximum length of notecard line?} {} 255
  774. ;; Maximum length of notecard line read
  775. ;; Increasing this to large values potentially opens
  776. ;; up the system to malicious scripters
  777. ; NotecardLineReadCharsMax = 255
  778. ;# {SensorMaxRange} {} {Sensor range} {} 96.0
  779. ;; Sensor settings
  780. ; SensorMaxRange = 96.0
  781. ;# {SensorMaxResults} {} {Max sensor results returned?} {}
  782. ; SensorMaxResults = 16
  783. ;# {DisableUndergroundMovement} {} {Disable underground movement of prims} {true false} true
  784. ;; Disable underground movement of prims (default true); set to
  785. ;; false to allow script controlled underground positioning of
  786. ;; prims
  787. ; DisableUndergroundMovement = true
  788. ;# {ScriptEnginesPath} {} {Path to script assemblies} {} ScriptEngines
  789. ;; Path to script engine assemblies
  790. ;; Default is ./bin/ScriptEngines
  791. ; ScriptEnginesPath = "ScriptEngines"
  792. [OSSL]
  793. ;# {Include-osslEnable} {} {Include file for enabling and permissions for OSSL functions} {}
  794. ;; Optionally include file to enable OSSL functions and set permissions on who can use which.
  795. ;; If this INI file is not included, the OSSL functions are disabled.
  796. Include-osslEnable = "config-include/osslEnable.ini"
  797. [MRM]
  798. ;; Enables the Mini Region Modules Script Engine.
  799. ; Enabled = false
  800. ;; Runs MRM in a Security Sandbox
  801. ;; WARNING: DISABLING IS A SECURITY RISK.
  802. ; Sandboxed = true
  803. ;; The level sandbox to use, adjust at your OWN RISK.
  804. ;; Valid values are:
  805. ;; * FullTrust
  806. ;; * SkipVerification
  807. ;; * Execution
  808. ;; * Nothing
  809. ;; * LocalIntranet
  810. ;; * Internet
  811. ;; * Everything
  812. ; SandboxLevel = "Internet"
  813. ;; Only allow Region Owners to run MRMs
  814. ;; May represent a security risk if you disable this.
  815. ; OwnerOnly = true
  816. [FreeSwitchVoice]
  817. ;; In order for this to work you need a functioning FreeSWITCH PBX set up.
  818. ;; Configuration details at http://opensimulator.org/wiki/Freeswitch_Module
  819. ; Enabled = false
  820. ;; You need to load a local service for a standalone, and a remote service
  821. ;; for a grid region. Use one of the lines below, as appropriate
  822. ;; If you're using Freeswitch on a standalone then you will also need to configure the [FreeswitchService] section in config-include/StandaloneCommon.ini
  823. ; LocalServiceModule = OpenSim.Services.FreeswitchService.dll:FreeswitchService
  824. ; LocalServiceModule = OpenSim.Services.Connectors.dll:RemoteFreeswitchConnector
  825. ;; If using a remote connector, specify the server URL
  826. ; FreeswitchServiceURL = http://my.grid.server:8004/fsapi
  827. [Groups]
  828. ;# {Enabled} {} {Enable groups?} {true false} false
  829. ;; Enables the groups module
  830. ; Enabled = false
  831. ;# {LevelGroupCreate} {Enabled:true} {User level for creating groups} {} 0
  832. ;; Minimum user level required to create groups
  833. ; LevelGroupCreate = 0
  834. ;# {Module} {Enabled:true} {Groups module to use? (Use GroupsModule to use Flotsam/Simian)} {Default "Groups Module V2"} Default
  835. ;; The default module can use a PHP XmlRpc server from the Flotsam project at
  836. ;; http://code.google.com/p/flotsam/
  837. ;; or from the SimianGrid project at http://code.google.com/p/openmetaverse
  838. ; Module = Default
  839. ;; or... use Groups Module V2, which works for standalones and robust grids
  840. ; Module = "Groups Module V2"
  841. ;# {StorageProvider} {Module:Groups Module V2} {The DLL that provides the storage for V2} {OpenSim.Data.MySQL.dll}
  842. ; StorageProvider = OpenSim.Data.MySQL.dll
  843. ;# {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
  844. ;; Service connectors to the Groups Service as used in the GroupsModule. Select one as follows:
  845. ;; -- for Flotsam Groups use XmlRpcGroupsServicesConnector
  846. ;; -- for Simian Groups use SimianGroupsServicesConnector
  847. ;; -- for V2 Groups, standalone, non-HG use "Groups Local Service Connector"
  848. ;; -- for V2 Groups, grided sim, non-HG use "Groups Remote Service Connector"
  849. ;; -- for V2 Groups, HG, both standalone and grided sim, use "Groups HG Service Connector"
  850. ;; Note that the quotes "" around the words are important!
  851. ; ServicesConnectorModule = XmlRpcGroupsServicesConnector
  852. ;# {LocalService} {ServicesConnectorModule:Groups HG Service Connector} {Is the group service in this process or elsewhere?} {local remote} local
  853. ;; Used for V2 in HG only. If standalone, set this to local; if grided sim, set this to remote
  854. ; LocalService = local
  855. ;# {SecretKey} {ServicesConnectorModule:Groups Remote Service Connector} {Secret key between sim and remote group service} {} ""
  856. ;; Used for V2 in Remote only.
  857. ; SecretKey = ""
  858. ;# {GroupsServerURI} {Module:GroupsModule (ServicesConnectorModule:Groups Remote Service Connector or (ServicesConnectorModule:Groups HG Service Connector and LocalService:remote))} {Groups Server URI} {}
  859. ;; URI for the groups services of this grid
  860. ;; e.g. http://yourxmlrpcserver.com/xmlrpc.php for Flotsam XmlRpc
  861. ;; or http://mygridserver.com:82/Grid/ for SimianGrid
  862. ;; or ${Const|BaseURL}:${Const|PrivatePort} for robust, V2
  863. ;; Leave it commented for standalones, V2
  864. ; GroupsServerURI = ""
  865. ;# {HomeURI} {ServicesConnectorModule:Groups HG Service Connector} {What's the home address of this world?} {}
  866. ;; Used for V2 in HG only. For example
  867. ;; http://mygridserver.com:9000 or http://mygridserver.com:8002
  868. ;; If you have this set under [Startup], no need to set it here, leave it commented
  869. ; HomeURI = ""
  870. ;# {MessagingEnabled} {Module:GroupsModule Module:Groups Module V2} {Is groups messaging enabled?} {true false} true
  871. ; MessagingEnabled = true
  872. ;# {MessagingModule} {MessagingEnabled:true} {Module to use for groups messaging} {GroupsMessagingModule "Groups Messaging Module V2"} GroupsMessagingModule
  873. ; MessagingModule = GroupsMessagingModule
  874. ; or use "Groups Messaging Module V2" for Groups V2
  875. ; MessagingModule = "Groups Messaging Module V2"
  876. ;# {NoticesEnabled} {Module:GroupsModule Module:Groups Module V2} {Enable group notices?} {true false} true
  877. ;; Enable Group Notices
  878. ; NoticesEnabled = true
  879. ;# {MessageOnlineUsersOnly} {Module:GroupsModule Module} {Message online users only?} {true false} false
  880. ; Experimental option to only message online users rather than all users
  881. ; Should make large groups with few online members messaging faster, as the expense of more calls to presence service
  882. ; Applies Flotsam Group only. V2 has this always on, no other option
  883. ; MessageOnlineUsersOnly = false
  884. ;; This makes the Group module very chatty on the console.
  885. ; DebugEnabled = false
  886. ; This makes the Group Messaging module very chatty on the console.
  887. ; DebugMessagingEnabled = false
  888. ;; XmlRpc Security settings. These must match those set on your backend
  889. ;; groups service if the service is using these keys
  890. ; XmlRpcServiceReadKey = 1234
  891. ; XmlRpcServiceWriteKey = 1234
  892. [InterestManagement]
  893. ;# {UpdatePrioritizationScheme} {} {Update prioritization scheme?} {BestAvatarResponsiveness Time Distance SimpleAngularDistance FrontBack} BestAvatarResponsiveness
  894. ;; This section controls how state updates are prioritized for each client
  895. ;; Valid values are BestAvatarResponsiveness, Time, Distance,
  896. ;; SimpleAngularDistance, FrontBack
  897. ; UpdatePrioritizationScheme = BestAvatarResponsiveness
  898. [MediaOnAPrim]
  899. ;# {Enabled} {} {Enable Media-on-a-Prim (MOAP)} {true false} true
  900. ;; Enable media on a prim facilities
  901. ; Enabled = true;
  902. [NPC]
  903. ;# {Enabled} {} {Enable Non Player Character (NPC) facilities} {true false} false
  904. ; Enabled = false
  905. ;; several options to control NPCs creation
  906. ;; allow NPCs to be created not Owned {true false} default: true
  907. ; AllowNotOwned = false
  908. ;; allow NPCs to set to be sensed as Avatars {true false} default: true
  909. ; AllowSenseAsAvatar = false
  910. ;; allow NPCs to created cloning any avatar in region {true false} default: true
  911. ; AllowCloneOtherAvatars = false
  912. ;; if true NPCs will have no group title, if false display "- NPC -" for easy identification {true false} default: true
  913. ; NoNPCGroup = false
  914. [Terrain]
  915. ;# {InitialTerrain} {} {Initial terrain type} {pinhead-island flat} pinhead-island
  916. ; InitialTerrain = "pinhead-island"
  917. [UserProfiles]
  918. ;# {ProfileServiceURL} {} {Set url to UserProfilesService} {}
  919. ;; Set the value of the url to your UserProfilesService
  920. ;; If un-set / "" the module is disabled
  921. ;; ProfileServiceURL = ${Const|BaseURL}:${Const|PublicPort}
  922. [XBakes]
  923. ;# {URL} {} {Set URL for Baked texture service} {}
  924. ;; Sets the URL for the baked texture ROBUST service.
  925. ;; Disabled when unset.
  926. ;; URL = ${Const|BaseURL}:${Const|PrivatePort}
  927. ;;
  928. ;; Optional module to highlight God names in the viewer.
  929. ;; Uncomment and customize appropriately if you want this behavior.
  930. ;;
  931. ;[GodNames]
  932. ; Enabled = false
  933. ; FullNames = "Test User, Foo Bar"
  934. ; Surnames = "Kryztlsk"
  935. [Architecture]
  936. ;# {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
  937. ;; Uncomment one of the following includes as required. For instance, to create a standalone OpenSim,
  938. ;; uncomment Include-Architecture = "config-include/Standalone.ini"
  939. ;;
  940. ;; Then you will need to copy and edit the corresponding *Common.example file in config-include/
  941. ;; that the referenced .ini file goes on to include.
  942. ;;
  943. ;; For instance, if you chose "config-include/Standalone.ini" then you will need to copy
  944. ;; "config-include/StandaloneCommon.ini.example" to "config-include/StandaloneCommon.ini" before
  945. ;; editing it to set the database and backend services that OpenSim will use.
  946. ;;
  947. ; Include-Architecture = "config-include/Standalone.ini"
  948. ; Include-Architecture = "config-include/StandaloneHypergrid.ini"
  949. ; Include-Architecture = "config-include/Grid.ini"
  950. ; Include-Architecture = "config-include/GridHypergrid.ini"
  951. ; Include-Architecture = "config-include/SimianGrid.ini"
  952. ; Include-Architecture = "config-include/HyperSimianGrid.ini"