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Diffstat (limited to 'OpenSim/OpenSim.RegionServer/world/World.cs')
-rw-r--r--OpenSim/OpenSim.RegionServer/world/World.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/OpenSim.RegionServer/world/World.cs b/OpenSim/OpenSim.RegionServer/world/World.cs
index 22beb0e..ad1ce30 100644
--- a/OpenSim/OpenSim.RegionServer/world/World.cs
+++ b/OpenSim/OpenSim.RegionServer/world/World.cs
@@ -230,7 +230,7 @@ namespace OpenSim.world
230 OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Terrain tainted, saving."); 230 OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Terrain tainted, saving.");
231 localStorage.SaveMap(Terrain.getHeights1D()); 231 localStorage.SaveMap(Terrain.getHeights1D());
232 OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Rebuilding world map image."); 232 OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Rebuilding world map image.");
233 Terrain.exportImage("map_" + m_regInfo.RegionName + ".png", "defaultstripe.png"); 233 Terrain.exportImage("map_" + m_regInfo.RegionName.ToLower() + ".png", "defaultstripe.png");
234 OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Terrain saved, informing Physics."); 234 OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Terrain saved, informing Physics.");
235 phyScene.SetTerrain(Terrain.getHeights1D()); 235 phyScene.SetTerrain(Terrain.getHeights1D());
236 236
@@ -435,7 +435,7 @@ namespace OpenSim.world
435 } 435 }
436 catch (Exception e) 436 catch (Exception e)
437 { 437 {
438 Console.WriteLine("Unable to load default terrain (" + e.ToString() + "), procedurally generating instead..."); 438 Console.WriteLine("Unable to load default terrain, procedurally generating instead...");
439 Terrain.hills(); 439 Terrain.hills();
440 } 440 }
441 this.localStorage.SaveMap(this.Terrain.getHeights1D()); 441 this.localStorage.SaveMap(this.Terrain.getHeights1D());