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#51
ElgarL

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I've not found the saving/loading of spell slots functions yet (not really looked), but we are getting there. I'm currently stuck on one piece of a casting ability check. Everything else seems to work ok, but untill I sort this we can't be sure. I'll get there eventually, but this may take a few days to find and fix.

#52
Avonos the Rogue

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I know Acaos did some work on this for NWNExalt awhile back for Linux servers. Someone may have ported it over to windows by now. I'd check out the nwnx.org forums. There may be a wealth of information there for you.

Modifié par Avonos the Rogue, 18 octobre 2010 - 06:06 .


#53
ElgarL

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I have been meaning to look over at the NWNX forums, I should have before I started to reduce the amount of duplicate work. I just never seemed to get around to it.



Well, teh good news is teh castign bug is fixed, so just waiting to see xwarren to hand him a new beta. Bad news is only Anti-Paladin is not working correctly, so almost there.

#54
Kail Pendragon

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Simply amazing! Muchos kudos

#55
Calvinthesneak

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Avonos the Rogue wrote...

I know Acaos did some work on this for NWNExalt awhile back for Linux servers. Someone may have ported it over to windows by now. I'd check out the nwnx.org forums. There may be a wealth of information there for you.



I don't think anyone had anything done as of the end of August, I'd been looking at that sort of stuff, but that doesn't mean it was advertised.  Most of the functionality for NWNx seems to be developed for Linux.

#56
Grizzled Dwarflord

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Nice....but then I'm cut from the cloth of, "If it looks too good to be true, it is." Your reasoning and logic behind this premise is sound, yet...how, after 9 years and more, has no one thought of this before? I mean, I know why I didn't, but there are and have been minds far brighter than my own..... hmmm, yes, perhaps it is the way of things, accidental inventions and discoveries, how many centuries passed and how many apples hit the ground before we struck upon the notion of gravity....or at least put the principle to paper....

But back to more pressing matters: PRC aside (for that's a bridge we'll blow up when we come to it), to what extent will performance actually be hindered? It seems to me that this is nothing more than patch with a ghost exe that fakes the real exe into believing it's something that it's not, and then loads normally from there. And why is it that you seem so familiar to me? Do I owe you money?

Modifié par Grizzled Dwarflord, 20 octobre 2010 - 12:59 .


#57
Avonos the Rogue

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Calvin: yeah, I think it's pretty much just for Linux servers, unless you want to port it to windows. Whatever the case, Acaos and a few others did some plain amazing stuff for NWNx2. Definitely worth a look if you run a Linux server.

#58
Calvinthesneak

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Grizzled Dwarflord wrote...

Nice....but then I'm cut from the cloth of, "If it looks too good to be true, it is." Your reasoning and logic behind this premise is sound, yet...how, after 9 years and more, has no one thought of this before? I mean, I know why I didn't, but there are and have been minds far brighter than my own..... hmmm, yes, perhaps it is the way of things, accidental inventions and discoveries, how many centuries passed and how many apples hit the ground before we struck upon the notion of gravity....or at least put the principle to paper....

But back to more pressing matters: PRC aside (for that's a bridge we'll blow up when we come to it), to what extent will performance actually be hindered? It seems to me that this is nothing more than patch with a ghost exe that fakes the real exe into believing it's something that it's not, and then loads normally from there. And why is it that you seem so familiar to me? Do I owe you money?



Lots of people thought of this, but editing the exe was not a viable option while they were releasing regular patches.  Also I don't know if you've ever seen Assembly code (I'm just sorta learning to read it, let along program it).  Also it's probably not entirely legal to edit the exe, I don't know what the legaleese around that is.

As for the performance being hindered, only while it loads I suspect.  Stuff Elgar can answer for you better.  It's a bit more than a ghost, since it is going to include functionality that will change some of the basic hard coded limitations of the game.

#59
ElgarL

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Grizzled Dwarflord wrote...

Nice....but then I'm cut from the cloth of, "If it looks too good to be true, it is." Your reasoning and logic behind this premise is sound, yet...how, after 9 years and more, has no one thought of this before? I mean, I know why I didn't, but there are and have been minds far brighter than my own..... hmmm, yes, perhaps it is the way of things, accidental inventions and discoveries, how many centuries passed and how many apples hit the ground before we struck upon the notion of gravity....or at least put the principle to paper....

But back to more pressing matters: PRC aside (for that's a bridge we'll blow up when we come to it), to what extent will performance actually be hindered? It seems to me that this is nothing more than patch with a ghost exe that fakes the real exe into believing it's something that it's not, and then loads normally from there. And why is it that you seem so familiar to me? Do I owe you money?


The reason I've not done this before was partly due to Bioware still supporting the game, but also I'd never encountered the hard coded limitatiosn as I'd never used anything like the PRC before. Each of the Bioware patches altered the base code, thus rendering any patch I would have made invalid. Now that it's an unsupported game the code base is fixed.

The way this works is it hooks into the normal exe in over 100 different places, redircting the code to new code I've written to replace or modify many of the default functions. As this is all done in memory and it never actually alters the default binary as it sits on your hard disc it doesn't break any copyright or legal restrictions.

Performance should not be hit at all. No more than when using the PRC currently (slightly longer load time at the very start). When using the launcher for custom content rather than wrapped with the PRC you'll notice no difference in performace at all.

As to me being familiar, you may have come across me in one of the other projects I've been involved with. Most notably Asheron's Call.

#60
NorthWolf

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Very nice. I'm also glad to read that you're not sticking this exclusively in the realm of the PRC, since your project has such a large scope.



That being said, best of luck. Hopefully I'll see this around some time.

#61
FunkySwerve

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Avonos the Rogue wrote...

Calvin: yeah, I think it's pretty much just for Linux servers, unless you want to port it to windows. Whatever the case, Acaos and a few others did some plain amazing stuff for NWNx2. Definitely worth a look if you run a Linux server.

Amusingly, he'd actually planned to do exactly this. We already have 2 new base classes (favored soul and...hmm, forget) specced out. He hasn't yet, though, so this is pretty sweet. He's on haitus due to real life, at the moment, but he's done a lot of work with spell edits. We have bonus sorc/bard spellslot feats and some other nifty stuff, which I THINK is all doable with the public NWNX linux plugins - definitely take a look.

Nice work!

Funky

#62
Shadooow

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ElgarL wrote...

Performance should not be hit at all. No more than when using the PRC currently (slightly longer load time at the very start). When using the launcher for custom content rather than wrapped with the PRC you'll notice no difference in performace at all.


I would guess that it won't be any noticeable erformance for non-PRC game, which will be possible too. As for PRC, currently the loading at start its not "slightly" but heavy, but with this new client and some rework of how thing works now in PRC, it can be reduced to very short time.

This longer loading is because of reading 2da which are due to spells workaround veeery long. With this, these workaround are not needed anymore. Which is amazing.

#63
Builder_Anthony

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How many weeks till this is done?Eta of finish date is...............

#64
ElgarL

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Working working :)



At the moment the only thing holding up a release is 2da's and testing.

I'm currently unlocking weapon feats (weapon focus is done) so new weapon types can be added. Finally trident will have a full working set.


#65
Calvinthesneak

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*coughs and blushes* I'll get back to 2da's after next week, I have 3 midterms, been a little swamped.



And doesn't trident already have a working set as of 1.69?

#66
lucifer316

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this is beyond sweet

#67
ElgarL

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Calvinthesneak wrote...

*coughs and blushes* I'll get back to 2da's after next week, I have 3 midterms, been a little swamped.

And doesn't trident already have a working set as of 1.69?


They still missed 'Weapon Focus' on Trident in 1.69. They remembereed to add whip, but missed trident.

Just finished adding 'Weapon of Choice' to the set.

#68
WebShaman

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Does this mean that one can actually now use Weapon Feats for CEP Weapons, for example?




#69
ElgarL

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WebShaman wrote...

Does this mean that one can actually now use Weapon Feats for CEP Weapons, for example?


Any weapon added to Baseitems.2da can now have feats assigned for the following...
  • Weapon Focus
  • Epic Weapon Focus
  • Weapon Specialization
  • Epic Weapon Specialization
  • Improved Critical
  • Epic Overwhelming Critical
  • Epic Devistating Critical
  • Weapon of Choice


#70
Kail Pendragon

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Awesome

#71
Tyndrel

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Will it allow builders to make weapons finessable? Specifically I'd like to make a finessable quarterstaff for my Celtic project... world... thing!

#72
FunkySwerve

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@Elgar: The weapons thing has also already been done, and more. In case it saves you time reinventing the wheel...
http://www.nwnx.org/...opic.php?t=1175 . Source should be in the repo.

@WebShaman: the above-linked plugin has full CEP weapons feats, along with some cool new ones like Superior Focuses, and some NWN2 ones like Power Crit.

@Tyn: that plugin allows you to set finessabiliy. Our katanas are finessable, at present.

The big advantage to the plugin, which is unfortunately linux only, is, of course, no clientside exe. I'm certain we'd need one for the class stuff, though, so I eagerly await what Elgar is cooking up. If you have a chance, maybe you could add room for additional effects icons and side-by-side instances of the exe, from this one:
http://wiki.hgweb.or...lient_Changes   (see HG-modified client executable, near the bottom)

Best,
Funky

Modifié par FunkySwerve, 23 octobre 2010 - 11:49 .


#73
ElgarL

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I thought I had already added the increased effect icons patch, but looking at my source it's not there. I'll add a section to the ini so any custom hex edits can be added there and it will apply them at launch.



With my launcher you keep your original exe (just renamed). It still functions exactly as it did before if ran as is. If you run the launcher it patches in memory and adds all the bells and whistles.

#74
Calvinthesneak

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I got a dumb one to ask about, what about a fix so that when someone drops a party it doesn't cancel an action que?

#75
ElgarL

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Tyndrel wrote...

Will it allow builders to make weapons finessable? Specifically I'd like to make a finessable quarterstaff for my Celtic project... world... thing!


A quarterstaff is a Large weapon so shouldn't be finessable under any rule set :(