Other question : is there a way to immediately quit a NPC, and/or, possessing another just after that ?
To possess is just on just on one key, but depossessing is not.
Announcing the NWN2 Client Extension (client crash fixes + enhancements + multiplayer server browser)
Débuté par
SkywingvL
, juil. 13 2010 06:03
#76
Posté 05 mars 2012 - 07:20
#77
Posté 14 mars 2012 - 05:16
You can CTRL-Right click empty ground in the CE Area Map window to unpossess.
#78
Posté 23 mars 2012 - 03:22
Thank you.
But it does not feat to me because i don't use this map, too big for me.
But it does not feat to me because i don't use this map, too big for me.
#79
Posté 21 avril 2012 - 05:59
Not sure if this is the best place to contact Skywing, but I have some problem, apparently related to this program. Let's see if I can explain it:
When I use the Client Extender, one of my characters in a PW has some wonky movement. I click on a point and he starts moving, but after a step or so, he slightly pauses, turning back and forth, and then continues moving normally. Not a game-breaking bug, but pretty annoying since it always happens.
Starting the game without the Client Extender seems to solve the issue, but I'd like to know if I can avoid the problem while using it. I have other three characters in that PW that move perfectly fine, with or without the Client.
When I use the Client Extender, one of my characters in a PW has some wonky movement. I click on a point and he starts moving, but after a step or so, he slightly pauses, turning back and forth, and then continues moving normally. Not a game-breaking bug, but pretty annoying since it always happens.
Starting the game without the Client Extender seems to solve the issue, but I'd like to know if I can avoid the problem while using it. I have other three characters in that PW that move perfectly fine, with or without the Client.
Modifié par Arkalezth, 21 avril 2012 - 06:29 .
#80
Posté 21 avril 2012 - 10:44
Likely a side effect of movement prediction to improve responsiveness on laggy servers.
Try using the /mpredict command and seeing if this makes the behavior close to your liking.
If so, create an autocmds.txt file (as per the "Automatic Command Sending" section in the CE documentation) and put /mpredict in the file (on its own line). That will change the default for new sessions going forward.
Try using the /mpredict command and seeing if this makes the behavior close to your liking.
If so, create an autocmds.txt file (as per the "Automatic Command Sending" section in the CE documentation) and put /mpredict in the file (on its own line). That will change the default for new sessions going forward.
#81
Posté 22 avril 2012 - 12:16
Need to add that to never launcher ( creation of autocmds.txt file with it filled out properly for end users ).
#82
Posté 22 avril 2012 - 12:41
Thanks, that solved it. But creating that file will disable that feature entirely, right? Since I only have that issue with one of my characters, I may skip that part and just make the change manually when I play him, and leave it on with the rest.
#83
Posté 22 avril 2012 - 08:42
Yes, it would turn it off by default. You can always toggle it by typing /mpredict manually (regardless of whether or not you put /mpredict into autocmds.txt).
If you really want. you could consider doing something along the lines of making multiple NWN2 "home" directories and using several shortcuts to nwlauncher.exe/nwn2main.exe, with the -home argument, in order to maintain several configuration "profiles".
If you really want. you could consider doing something along the lines of making multiple NWN2 "home" directories and using several shortcuts to nwlauncher.exe/nwn2main.exe, with the -home argument, in order to maintain several configuration "profiles".
#84
Posté 23 avril 2012 - 01:14
For now, I think I'll just leave it on by default and change manually when playing that character. It's not the one I use the most anyway, and it's just a word. But thanks for the suggestion.
#85
Posté 23 avril 2012 - 05:25
Hey Skywing.
I am trying to use the new set target command, but can't seem to get it to work.
I load the game using nwlauncher, and it seems to run ok. I then have a GUI set to execute a server script on a target, and the script should change the target from the current target to the PC, using your script.
It sends the message ok, with the hex string, but then nothing happens.
I am using windows 8, if it helps.
I am trying to use the new set target command, but can't seem to get it to work.
I load the game using nwlauncher, and it seems to run ok. I then have a GUI set to execute a server script on a target, and the script should change the target from the current target to the PC, using your script.
It sends the message ok, with the hex string, but then nothing happens.
I am using windows 8, if it helps.
#86
Posté 23 avril 2012 - 05:54
I assume that you're using the latest Client Extension version.
Can you show what script code you have to generate the command?
Windows 8 should be fully supported, so that shouldn't be an issue.
Can you show what script code you have to generate the command?
Windows 8 should be fully supported, so that shouldn't be an issue.
#87
Posté 24 avril 2012 - 02:35
I have modified the target_enemy gui to fire the following script OnAdd: (script is called gui_hotkey)
void main(string sGUI)
{
object oSelf = OBJECT_SELF;
SendMessageToPC(oSelf, "SCliExt14" + ObjectToString(oSelf));
}
There really isnt anything special to get in the way.
The only other possibility is that the client extension isnt actually applying even though it thinks it does, OR it IS applying, but my nwn2main.exe could have been virus modified or something - but surely that would give an error?
Is there a way to check if the client extension is running in game?
void main(string sGUI)
{
object oSelf = OBJECT_SELF;
SendMessageToPC(oSelf, "SCliExt14" + ObjectToString(oSelf));
}
There really isnt anything special to get in the way.
The only other possibility is that the client extension isnt actually applying even though it thinks it does, OR it IS applying, but my nwn2main.exe could have been virus modified or something - but surely that would give an error?
Is there a way to check if the client extension is running in game?
#88
Posté 24 avril 2012 - 09:53
While I'm at it, if I could make a feature request...
If you could put in a call for the app to check if "NWN2MAINORIGINAL.EXE" is present, run that instead of NWN2MAIN.EXE.
This way, I can rename NWLAUNCHER to NWN2MAIN.EXE, and have the toolset auto run the NWNX client when testing modules.
If you could put in a call for the app to check if "NWN2MAINORIGINAL.EXE" is present, run that instead of NWN2MAIN.EXE.
This way, I can rename NWLAUNCHER to NWN2MAIN.EXE, and have the toolset auto run the NWNX client when testing modules.
#89
Posté 24 avril 2012 - 01:36
Another thing that could be related to the Client Extension, since I've only noticed it when using it, is that the "loot all" button in containers doesn't always work properly. If there are several items inside, sometimes only one is picked. Any fix for this?
#90
Posté 25 avril 2012 - 06:30
When I try the /cast command, nothing happens. It says "unknown input command"... so I am gonna guess that the client extension, whilst appearing to run fine through nwlauncher, is not applied.
The only difference between now and when I had it running before was an upgrade from win7 to win8.
The only difference between now and when I had it running before was an upgrade from win7 to win8.
#91
Posté 25 avril 2012 - 05:31
Ok, everything is now working as it should after a fresh reinstall. Not sure what was wrong.
Ah well, whatever.
I would still like the toolset auto launch request though, it would save me a HEAP of time.
Thanks for all of your hard work skywing. You are a legend!
Ah well, whatever.
I would still like the toolset auto launch request though, it would save me a HEAP of time.
Thanks for all of your hard work skywing. You are a legend!
#92
Posté 29 avril 2012 - 11:35
So... any answer to my question, even if just a "no"?
#93
Posté 16 mai 2012 - 04:12
I'll see about adding the redirected nwn2main.exe support in for next release.
Modifié par SkywingvL, 16 mai 2012 - 04:15 .
#94
Posté 16 mai 2012 - 11:04
Err... is that in reply to my post, or unrelated?
To add to my issue: I've recently played a single player module and I didn't have the described problem there, just online.
To add to my issue: I've recently played a single player module and I didn't have the described problem there, just online.
#95
Posté 16 mai 2012 - 03:08
Which world? Sounds like a bug on the PW to me.
#96
Posté 16 mai 2012 - 03:29
Saw it happen on Dammendrech and Dalelands Beyond, the only ones I've played lately. Specially noticeable in the latter, since the former is low on loot.
Seems to work fine without the Client Extension.
Seems to work fine without the Client Extension.
Modifié par Arkalezth, 16 mai 2012 - 03:30 .
#97
Posté 16 mai 2012 - 05:20
I haven't had reports of this happening other than yours. Can you try and narrow this down to a repro that I could locally investigate?
#98
Posté 16 mai 2012 - 06:13
Not sure what you mean.SkywingvL wrote...
Can you try and narrow this down to a repro that I could locally investigate?
#99
Posté 16 mai 2012 - 07:59
Ark,
Sky needs a set of steps so that he can reproduce what's happening on his home machine -- without those steps it's just another needle in a haystack
Sky needs a set of steps so that he can reproduce what's happening on his home machine -- without those steps it's just another needle in a haystack
#100
Posté 16 mai 2012 - 10:16
Ok, well, it's just what I described. Find a container (either a chest or similar, or an enemy's remains) with several items inside. Click on "loot all", or "take all", however the button is called.
All items should be taken from the container and placed in the inventory, but in my case, only a single item is taken, the rest remain in the container. To put it simple, I "loot one", instead of "loot all".
All items should be taken from the container and placed in the inventory, but in my case, only a single item is taken, the rest remain in the container. To put it simple, I "loot one", instead of "loot all".





Retour en haut







