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#51
Shadooow

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Squatting Monk wrote...

There's also lots of useful third-party systems (NWNX, anyone?) that have either minimal documentation or house their documentation on private, unmaintained sites. Adding and expanding this stuff on the Lexicon will go a long way toward making sure it's still available and useful for years to come.

But, again, this type of stuff needs to be clearly separated from the standard NWN content. Side projects a la WikiProject would be nifty if there's enough people that want to work on a particular area. In the meantime, information about non-standard NWScript should probably be confined to user pages.

Seems I missed your post. I think that this would be highly appreciated by manys. I can help with documenting all of that, if you create the "framework". Make the categories etc. The plugin list would be nice, there could be informations what plugins are outdated, what are their current version, where to download them, what is the NWNX2.ini settings - all I can provide. Then a category for each plugin so we could start adding function pages to that?

#52
Squatting Monk

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Before we go ahead with it and jump in and writing new articles, we might wanna nail down some guidelines. I added an article in the project namespace with what I think are some good policies. Thoughts?

In any event, I think it's good to start small. Let's add as much usable info to the main NWNX page as possible and then break off chunks into subpages as needed. Sound good?

Modifié par Squatting Monk, 02 décembre 2012 - 06:22 .


#53
Shadooow

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Squatting Monk wrote...

Sound good?

Definitely. Good work.

#54
CaveGnome

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Hello all,

I found that the last 1.69 Lexicon version (net live and Vault download) lacks details on the 8 new tilesets added with the 1.69 Bioware update.

There is nothing on the "TILESET_RESREF_* Constant Group" table about:

Barrows interior, Castle exterior rural, Castle interior 2, City interior 2, Fort interior, Sea caves, Steamworks, Tropical. Data on the constant names and string values would be helpful i think ;-)


Edit:
Found this. Not sure it's 100% correct. But well, better than nothing...

Re-Edit:
to paraphrase Squatting Monk:
Tilesets added by the 1.67 and 1.69 patches do not have constants defined that match their values, so...

DESCRIPTION             STRING VALUE           STRREF
Barrows Interior            tbw01                        111467
Castle Exterior Rural     tno01                         111470
Castle Interior 2            tni02                          111469
City Interior 2               tni01                           111468
Fort Interior                  twc03                         111472
Sea Caves                     tdt01                          110680
Steamworks                  tsw01                         111471
Tropical                           ttz01                          110586

Modifié par CaveGnome, 21 octobre 2013 - 06:28 .


#55
henesua

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 CaveGnome, where are you going online for this? The Lexicon is now a Wiki and so you can update it if you create a login for yourself.

#56
CaveGnome

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henesua wrote...

 CaveGnome, where are you going online for this? The Lexicon is now a Wiki and so you can update it if you create a login for yourself.


Yes, this is the Lexicon i was refering to (tested the 1.69 offline version too). I know that i can edit the wiki, but prefer someone more knowledgeable in these matters check / confirm the issue first.

Modifié par CaveGnome, 19 octobre 2013 - 02:45 .


#57
henesua

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Ah, OK. Then I think the best way to do it is to post that to the Talk page of the Wiki. That way everything is at hand for someone working on it (and this will show up in the recent edits of the Wiki), and thus can be dealt with immediately by someone with the expertise and inclination.

#58
Squatting Monk

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I'll try to verify these values when I get home from work and then update the article. Thanks, Cave.

Henesua is right. Anytime you see that something is out of date, feel free to either change it yourself or post on the talk page for the article. Posting here is good for getting my attention (though I also try to keep up with recent edits), but posting on the talk page has the added benefit of making the information readily available to anyone else who needs it.

#59
Squatting Monk

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Hmm... these constants aren't in the game that I can see. Did you find them in a file somewhere, or are you just assuming the new tilesets ought to have constants like the others?

#60
CaveGnome

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Squatting Monk wrote...

Hmm... these constants aren't in the game that I can see. Did you find them in a file somewhere, or are you just assuming the new tilesets ought to have constants like the others?


The only part i am reasonably sure is the "string value" and "strref" (tested Tropical and castle exterior rural with GetTilesetResRef()) and used NwnExplorer to find what i could). The constant part is a compilation of info i found with Omnibus and some educated guess but was unable to verify. I tried to parse some Nwn system files searching the constants with no success, but i am not a master searcher / hacker ;-) and as i don't know of a script instruction returning the constant names it was difficult to experiment. Was hoping someone with better skills could verify them, if not, perhaps we should replace these names with "UNKNOWN" entrys.

Modifié par CaveGnome, 19 octobre 2013 - 12:46 .


#61
WhiZard

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There are many functions that have valid values outside of their constant group. The "constant" column in 2das is just an identification aid for human readers and the actual label in that column is not used (if you look carefully through all the 2das you'll see a number of entries where the entry in the constant column is not the exact lettering of the constant the game actually uses).

For the valid values without constants there could be a number of approaches. For example, in the NWNwiki article for SAVING_THROW_TYPE_* I added an unlabeled row for the value used in the saving throw label "vs. paralysis". The table was already in numerical order, so adding in this label in the last row maintained order as well giving further documentation. This approach would not work for POLYMORPH_TYPE_* constants as there are so many of them that alphabetical order makes more sense than numeric order. Nevertheless, there are many (roughly 30%) missing constants for polymorphs. This type of data is not best merged with the rest, though I have not come up with a good feasible way of presenting it.

EDIT:  If you are looking within the game for something to corroborate these values, use NWNEXPLORER to look under 1.69 -> INFORMATION FILES -> *.set

Modifié par WhiZard, 19 octobre 2013 - 02:14 .


#62
Squatting Monk

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CaveGnome wrote...

I tried to parse some Nwn system files searching the constants with no success, but i am not a master searcher / hacker ;-) and as i don't know of a script instruction returning the constant names it was difficult to experiment.

If you look to the right side of the script editor window, there's a searchable list of functions. Above it, there's a button to switch to constants. Click that, and you can see all constants available to your script.

Some constants are defined within include scripts, but the TILESET_RESREF_* group is globally available (i.e., it's defined in nwscript.nss and so can be accessed by any script without having to include any files). 

Was hoping someone with better skills could verify them, if not, perhaps we should replace these names with "UNKNOWN" entrys.

The constants aren't unknown; there's just no constants matching those values. However, I'll add an addendum to the article noting the values referring to the tilesets not represented by constants.

Modifié par Squatting Monk, 19 octobre 2013 - 08:53 .


#63
Squatting Monk

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Okay. I've updated the article to reflect the values not covered by constants.

#64
CaveGnome

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Squatting Monk wrote...

Okay. I've updated the article to reflect the values not covered by constants.


Great! Thanks for that :-)

#65
Zarathustra217

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I can't seem to be allowed to register a login on the wiki - what must I do? :(

#66
Squatting Monk

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New account creation was set to admin-only due to botspam. Message me with your preferred username and I'll set you up.

#67
Zarathustra217

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Squatting Monk wrote...

New account creation was set to admin-only due to botspam. Message me with your preferred username and I'll set you up.


Splendid, thanks!

#68
Squatting Monk

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Shadooow and Proleric have both been promoted to admin status on the wiki. If I'm ever absent or slow to respond, feel free to direct requests to them (for issues with the website itself, though, continue to contact acomputerdood). Thanks to both of these fellows for stepping up to ensure this great resource does not fall by the wayside.


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#69
acomputerdood

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as for the dump, i went looking into it again and i'm thinking more and more that i never set it up.  i thought there was an extension to generate dumps on the fly, but i think it's more of a cron job / direct link kind of thing.

 

it's not an automated system (so in no way is this an ideal situation), but i created a manual html dump of the lexicon's wiki pages.  this snapshot can be downloaded from:

 

http://www.nwnlexico...14.09.30.tar.gz

 

i also have dumps of the wiki database (again, a manual process) that i keep for my own peace of mind.  i imagine other people would be interested in archiving them as well?


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#70
henesua

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Wanted to highlight this thread for new comers to scripting. The NWN Lexicon is the best place to go to find info about scripting. If you have a question about something, or need a tutorial, the lexicon wiki should be your first stop.


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