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151 réponses à ce sujet

#126
virusman

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ElgarL gave me the sources of this modification, and I'll try to continue with this project.
Unfortunately, the project requires a lot of work to be ready for release (the whole thing has to be rewritten from machine code in Delphi to C/C++, there is no multiplayer PW support, etc.), so I'm not giving any promises.

#127
WebShaman

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Great stuff, Virusman! We are all behind you!

#128
SuperFly_2000

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 I'll be just far back so I can't see the code :pinched:
But yeah...naturally....if you can make ElgarL's vision come true here that would be VERY interesting :wizard:

Modifié par SuperFly_2000, 06 septembre 2011 - 09:52 .


#129
Lord Sullivan

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Good thing!

As far as multiplayer goes, the issue of hack loading is the character creation loading before
the module as opposed to single player where the module loads first and then you get the
character creation.

EDIT: Or am i thinking of another projet?

Modifié par Lord Sullivan, 06 septembre 2011 - 10:08 .


#130
virusman

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I hope I'll have some time to work on this stuff soon (we have very long holidays - Jan 1-10).
Custom base classes and spellbooks are probably not going to happen (this part requires several weeks of full-time work); I'll try to do custom client-server protocol extensions and hak/tlk preloading for character creation screen.

Modifié par virusman, 28 décembre 2011 - 08:46 .


#131
henesua

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Wow. Excellent stuff! I am very excited about the Hak preloading.

#132
Shadooow

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just a note: preloading a hak can be done already via patch-hak solution, that is nwnpatch.ini file

which should containt something like this:

[Patch]
PatchFile000=override
PatchFile001=pw_client

names points into same named haks in patch folder unless the patch folder is changed in nwnplayer.ini ...

#133
henesua

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Shadow, that doesn't look like a flexible solution as it does not use the module to determine which HAK to load. Or am I misunderstanding you?

#134
virusman

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Yes, nwnpatch is an alternative to override I've discovered a while ago, but it's only an override: it doesn't load module haks automatically and there is no way to load custom tlk.

#135
henesua

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Virusman, could you write a hook into the nwnpatch.ini that enables the module builder to specify which override to use on module launch?

I think the advantage of nwnpatch is that you can have multiple overrides with slightly different names, and then toggle between them. Unfortunately it looks like you have to change the text in that file, but if a module when launching could dynamically swap that text based on which module was loading the builder could specify which override folder their module should use.

Perhaps this is not very useful if you get the preloading of haks and tlk tables working, but it is a thought I had that would improve the usefulness of nwnpatch.

Modifié par henesua, 29 décembre 2011 - 03:44 .


#136
henesua

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The more I think about this patch the more excited I get. The ability to use HAKs and TLKs during character creation in multiplayer is HUGE.

Thank you for working on this.

#137
virusman

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Progress update:
I've implemented the protocol extensions, so the client knows the list of haks and tlk to load.
I'll have a working alpha version very soon.

#138
WebShaman

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Wow.

Really looking forwards to this!

#139
OldTimeRadio

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Thank you so much!  :)

#140
henesua

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+1. Thank you!

#141
Rolo Kipp

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<jumping on the bandwagon...>

+1 here, too :-)
(put up a project page and I'll like it, too ;-)

<...he fell off of, and hoping no one noticed>

Modifié par Rolo Kipp, 23 janvier 2012 - 06:36 .


#142
virusman

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NWNX Connect 1.0 (Testing version)

Here is the testing version. I'd really appreciate any feedback and comments.
Supported configuration is Linux server + Windows client. Server must be running NWNX 2.8 (although it may run on earlier versions, I haven't tested it on 2.7), Client requires NWNCX 0.2.x.
http://data.virusman...ect-1.0-pre.rar

Modifié par virusman, 23 janvier 2012 - 07:00 .


#143
wyldhunt1

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I'd love to help test it, but I run a Windows server.
Any plans on a Windows port?

#144
henesua

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Oh... it requires NWNX on the other end. Hmmmm.... this is pushing me closer to installing ubuntu on my NWN serving computer - and rewriting my mods to use NWNX.

So much work... so little time :)

Thank you though. If this is what it takes to make this happen, I'll jump.

#145
virusman

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There's no need to rewrite anything in your mod just to run it with NWNX. Just install NWNX and run - active plugins like Fixes or Connect will work without any modifications to the module.
Windows version may take a bit more time, but it is still in the plans, I'll return to it once Linux version is tested and released.

#146
henesua

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Heh.. would it be crazy to ask for a Mac version? Some of my players use the mac client. Is there a Mac version on NWNCX? Or is it just a matter for a technical mac user to make some minor adjustments and recompile the NWNCX project to run on a Mac?

#147
Rolo Kipp

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<groans theatrically...>

What Henesua said... =)
(edit: er, what H said about installing Ubuntu...)

Getting closer to getting that new laptop (one with a dual core, this creaky old thing goes ubuntu as soon as I'm sure NwN is working right on the new one) that'll let me develop my systems multi-player...
Until then, though... :-/

<...while tingling with delight>

Modifié par Rolo Kipp, 23 janvier 2012 - 08:24 .


#148
Shadooow

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Sorry, but I really don't understand all this excitement about automatic preloading haks/tlks. Any solution will always need external tools or executable that client needs to install and use.

While virusman's current solution needs NWNCX base, NWNCX connect probably visual DLLs and linux server ran with NWNX, you can achieve the same result with HEXA editing nwmain.exe where you can replace nwnpatch.ini and dialog.tlk with custom ones and then distribute it to your clients as if Im not wrong this is only usefull for PWs with custom content for character creation.

I dont doubt that virusman will improve this and enables showing custom base classes etc, but so far there isnt anything new actually.

Modifié par ShaDoOoW, 23 janvier 2012 - 08:33 .


#149
henesua

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Shadow... as far as I can tell, the nwnpatch.ini solution only solves the problem for one PW, or one multiplayer game. Thats no better than distributing an override folder as far as I can tell.

But readjusting the client to load the HAKs used by the module prior to character creation works for any PW or multiplayer module.

There is a big difference between the two.

#150
Rolo Kipp

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<gets a far away...>

I can't speak for anyone else, but I can tell you what gets *me* excited.

I have felt since before alpha that Bioware was missing a pretty awesome boat. They built an awful lot of flexibility into the engine and we have pushed it a lot. But the engine is still really limited at runtime. NwNX & CX extent that flexibility to runtime management of the game.

Currently, this is most applicable (perhaps *only* applicable) to PWs.

But NwNX has the potential for quite a bit more, including algorithm generated, infinite play-space.

This is a step in that direction. *Another* step in that direction.

Eventually, I envision a bundled engine base-package distributed rather like CEP or Q or CTP. It will be so useful, and used by enough diehards that it becomes a standard. And that base-package will allow 3rd party control of the NwN engine and allow it to use improved programming, multiple cores, more ram, better video cards, etc.

So, every time I see someone make a brick that can be used to build the NwN temple, I get excited :-)

<...look in his eyes>