Friday, September 13, 2013

OpenSim Console Commands (and other things)

I decided to start my own list of OS Console commands. I then decided to add notes about some other things that it appears many other people are not aware of.

I find some that I hear about that are not well known that I particularly like. And others I often use.

So this is mainly a placeholder page for those. This page is not updated regularly and some commands may change over time.


  • show circuits - shows the original IP of folx and the client they are using with version
  • delete object outside - sometimes objects/primitives get stuck outside, this allows you to delete them easily...it even asks if you are sure you want to do this...kinda cool that
  • terrain fill 21 [##] - flattens the region chosen to the default land height...useful if you mess it up-))
  • terrain lower # - insert a number here # down to 20 which is level to the lowest underwater. Can be used in other regards of course
  • terrain flip y=# or x=# - changes the direction of the terrain and is quite useful. You can use x or y separately or together in different regards such as terrain flip x=90|y=90 to get different results...play with it
  • delete object creator <UUID> - deletes all of the person's objects/prims
  • alert <message> - sends a message to everyone in the simulator
  • alert <first> <last> <message> - sends a message to a particular avatar name...obviously:P
  • set water height # - sets the height simulator wide rather than single regions as viewer tools do
  • show borders - interesting view of things
  • set user level name - this does several things ex. set user level simona stick -200 bans the user from the simulator. ex. set user simona stick 200 confers god mode for that user. ex. set user simona stick 100 confers estate manager level powers [so I am told and it makes sense] ex. set user level simona stick -100 is a region ban or, mega-region ban. I am also told set user level simona stick 5 confers build only rights. I put even the ones I have not personally checked out yet as mostly placeholders for myself. The person who told me is very good with all this, so I assume they are true.
  • teleport user first-name last-name xx/xx/xx - works in megaregions also [case sensitive]
  • load iar [AvatarFirstName] [AvatarLastName] IAR-imports [YourAvatarPassword] [filename.iar] <enter>

  • OS8 - Entire Region objects manipulation
  • rotate scene 90 - Any number from 0 to 360 can be used for the degrees.
  • scale scene 0.5 - for example, shrinks every object on a region to half its original size.
  • translate scene 0, 0, 100 - you can also move everything over... for example, to move everything in a region 100 meters up in the air.

  • 1.31.15 I just read about some upcoming things and wanted to note this one to try out when I can. Will be in 0.8.1:
  • "wearables show” console command which shows an avatar’s wearables information (shape, hair, etc.). This is similar to the existing “attachments show” command which is also useful. Also added "wearables check" command to check that all assets required to display a wearable can be found.


I wanted to add in some useful chatbar commands. In some viewers this needs to be activated in preferences and I think some viewers also do not have them at all.
  • gtp = x y z [go to place]
  • flr = teleport to ground
  • gth = z [go to height]
  • tph = teleport home
  • rezplat = rez a special prim round platform under feet - I love this one-)
  • dd = draw distance [any number]
  • tp2cam = teleport to cam position - I like this one as it softly floats your avie to the ground.
  • tp2 = teleport to avatar [add their name] land on their head, it's fun!!




OpenSim Archives otherwise known as OARs are the compressed data of an entire region. They include almost all settings also; terrain, terrain textures, prims. etc. in the exact locations you had when saved.

You can also extract the OARs to be able to see [and use if desired] all the textures, the terrain itself, .xml files, ect.

First change the extension from OAR to TGZ. Download 7-Zip and then extract the file to it's own directory/folder. You will then see it extracted and broken down into several directories.

The texture format used is .jp2 and you will need a converter for this. I recommend IrfanView. Once installed you can view them and therefor save them for various uses.

The sounds are saved in .ogg format and my VLC player I already have installed worked perfectly to hear them.

The animations are also stored as .bvh files. I will not look into this now but it appears several programs including blender can open them and then I would imagine they can be further manipulated and/or saved which you could then import.

.lsl files are opened in a text viewer. Enjoy-)



Firestorm viewer interesting things we can do.

http://wiki.phoenixviewer.com/fs_zdrop_ztake_mtake

Zdrop

The Zdrop command transfers items from your inventory to a rezzed prim without the need to wait for the contents of the prim to load.

This is a much more reliable method for transfering large numbers of items into a prims contents then by dragging and dropping them in edit which often will see several items fail to transfer.

No-copy items are moved to the prim. All other items are copied.

Valid commands:

Zdrop on (rezzed prim UUID) (source inventory folder name)
Zdrop off
Typing zdrop into local chat will give further instructions.
Note: Type in zdrop not Zdrop.
To obtain the rezzed prim UUID, right click the prim → Edit → General tab → Copy Keys button

Example of use

To transfer all items from a folder in inventory with the name My Stuff to a prim with UUID 7f0ac3cf-31c6-1b76-2c95-399dd4c6d53e
Type the following into local chat: zdrop on 7f0ac3cf-31c6-1b76-2c95-399dd4c6d53e My Stuff

You will see the following confirmation in local chat (only you will see this):

Beginning Zdrop.
Verifying destination prim is present inworld…
Verifying folder location…
Found folder “My Stuff”.
Found prim “7f0ac3cf-31c6-1b76-2c95-399dd4c6d53e”.
Transferring inventory items from “My Stuff” to prim “7f0ac3cf-31c6-1b76-2c95-399dd4c6d53e”.
WARNING: No-copy items will be moved to the destination prim!
Do not have the prim selected while transfer is running to reduce the chances of “Inventory creation on in-world object failed.”
Use “Zdrop off” to stop the transfer
transferring (name of item1 in folder)
transferring (name of item2 in folder) etc
Completed transfer from “My Stuff” to “7f0ac3cf-31c6-1b76-2c95-399dd4c6d53e”.

All contents from your My Stuff folder have now been transfered to your prim - No-copy items were moved to the prim and all other items were copied.

If you wish to stop the transfer before it has completed, type zdrop off into local chat.



Someone recently mentioned this command line parameter:

--cooperative <ms to yield> milliseconds to yield per frame. Yield specified time to host on each frame.

So I found this:

http://wiki.secondlife.com/wiki/Viewer_parameters#Command_line on the matter.

This is another place such things are discussed:

http://wiki.secondlife.com/wiki/Debug_Settings

In essence these various parameters can affect how the viewer and/or your computer runs. They are added to the actual call for the .exe (for my use in the latest Firestorm viewer) found in the properties of my windows link to it.

--purge definitely does as expected. In that it forces a clear cache upon launching the viewer. It slows things down for me so I took it out, I would rather clear cache when I want to.

From Cinder Roxley, who, among other things, works on the https://alchemyviewer.org/

"--cooperative yields time to the OS every frame. Basically, left unchecked, the viewer will use as many resources as it can to run. --cooperative will not make the viewer run faster or better, it will usually run contrary to that. You will want to use it if your computer is overheating or other applications or the OS are underperforming while the viewer runs.

--noprobe has no performance advantage. It simply skips the hardware probe (graphics card detection) when the viewer launches. If you can start the viewer normally, you don't need this.

I may have mentioned it in connection with some question. It is not something I would ordinarily recommend paying any attention to. The 50 is 50 milliseconds and means that the viewer will yield (give up) 50 milliseconds of the time spent working on each frame to the host (the operating system that called the viewer).

This is a time-sharing matter. The yielded time is used to run other programs that, from the users standpoint, are running at the same time.

For example, I often have a browser open along with the viewer. If the browser were running too slowly to suit me when sharing with the viewer, I could adjust that parameter to give more time (say 100ms.). That extra time would come out of the time allocated to the viewer for its operations, so it might slow down the viewer. But if the SL processes (on the SL server) were taking lots of time, I would probably see no effect.

I think most of what we see as lag is on the server side and in that case you would see no benefit in the viewer from reducing the time allocated for time-sharing. You might see a slowing of the other processes going on "at the same time.

I have never done anything with this parameter and don't recommend bothering with it unless those other processes are too slow."

Fred Beckhusen has very good technical insights to performance issues, among many other things he does in OpenSim. He adds:

"I think that those who have a modern GPU should rarely see server lag in Opensim. Too few people around to see to cause it. Once the sim loads, everything is 100% in RAM, and it's pretty much your viewer/CPU at fault for that type of lag. Large textures will still kill your FPS and nothing you can do will fix that unless you get a really fast multi-core CPU, as the GPU isn't going to help once you go past 1 GiG of texture."



A friend asked me the other day how he could create parcels more easily when water and/or content is in the way.

Using Firestorm (I expect most viewers have this but I don't use them) go to the advanced tab and find "rendering types". In there you can see all sorts of things you can derender for this question as well as other uses.

I derender water when I am terraforming.

So you can play around with them to see what they do, they do not persist upon relogs and you can also, of course, render them back by checking the one you want.



I thought I had mentioned it in this blogpage but in any case, I use this but the link (someone just mentioned in g+) gives more options than I knew.

http://wiki.phoenixviewer.com/fs_windlight

5 comments:

  1. Those are very helpful Minthere. Some of those may be already set as default in the 7.6.rc1

    I keep latest standalone on my computer for testing and stuff and let my friends login.
    console command shortcuts are the back bone of the opensim.

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  2. no, these are available now in 75...76 has some new ones i need to look at still and will add the 2 that sound interesting when i do.

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  3. A nice list, they say is complete and updated:


    http://www.hypergrid.org/metropolis/wiki/en/index.php/ServerCommands

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  4. http://opensimulator.org/wiki/0.8_Release

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  5. http://minethere.blogspot.com/2015/02/how-to-create-offsim-object.html

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