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NWN Toolset using Linux instalation


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28 réponses à ce sujet

#1
Elvard

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Hi there,
I've just tried Toolset in wine and it works much better than in VirtualBox. I think it's useless to have two instalations of NWN (one for linux and playing, one for windows and toolset), so I tried copy nwtoolset.exe and MSS32.DLL, it's working but sometimes it throws error.

So, finally, question is: Which files are required to run nwtoolset.exe in linux? As I said, NWN is installed properly and works fine.

Second question: Is there any way, how to run NWN with specified module directly? Calling Run module from Toolset doesn't work (of course), but I would like to run something like: ./nwn --module xxx ...

Thanks!

#2
henesua

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I'm also using a Linux distro (Ubuntu 12.04) and trying to run the toolset. I first tried Virtual Box running a WindowsXP guest, but everytime I open the toolset it complains about the lack of 3D graphics. I am using 3D Graphics acceleration on the WindowsXP VM. Even tried the crazy notion of installing the drivers in the Windows VM, but that didn't work either as it said it couldn't find the hardware.

So I am using Wine. I copied my Windows installation of NWN to my linux box and stuck it in my home directory then ran VMan's NWNTX from there to launch the toolset. It works, but I would prefer to use a VM.

Has anyone had success with Virtual Box on Ubuntu running the NWN Toolset?

#3
Nissa_Red

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The command line options for the client that I'm aware of are rather sparse.

There are many more available for the server.

Now, to answer your question more directly, you can automatically launch a module with :

1/ nwmain.exe +LoadNewModule <module> (without the mod extension)
-> sends you to the character gen screen

2/ nwmain.exe +TestNewModule <module> (without the mod extension)
-> sends you directly in game with the first character (bic file) it finds in your "localvault" folder sorted alphabetically

<module> has to be in the "modules" folder, of course.

I have no idea what "+LoadNewDDModule " does.

Modifié par Nissa_Red, 23 mars 2013 - 08:25 .


#4
henesua

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Nissa those look like windows commands, how do they work for Linux?

I couldn't get the comands you posted to work for me on Ubuntu.

#5
Nissa_Red

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My apologies. I should have read more carefully what you were after. It seems that some of them do for the server at least, but I could unfortunately not confirm whether the same options for the client on Windows also work on Linux.

Maybe would it be worth asking the question on the nwnx forums ? Sorry I can't offer better assistance.

#6
henesua

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yeah, i probably should. :)

my main question however is how others get the toolset to work. I want to get it working in VirtualBox, but the graphics are giving me troubles.

#7
henesua

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So my solution to this was to use wine for the toolset and linux for the rest. Rather than have two different directories I combined the two.

The process on Ubuntu 12.04:
Install NWN linux.
Install Wine
Then copy the NWNToolset and Utils and related stuff from a windows install, and put those in the directory housing the linux version of NWN.

#8
acomputerdood

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the toolset works under vmware.

#9
henesua

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I suspected as much, acomputerdood. Thanks for confirming. Is there a free version of VMWare?

Since you are using virtualization you may not have the experience, but I was wondering how (for linux - ubuntu) to create a desktop file that would launch the NWNTX Loader.exe in wine. I've been able to do this for photoshop and Axe's Killer TLK Editor, but not for the NWNTX Loader and can't figure out what I could be doing wrong.

One would think that
EXEC=wine [path to NWNTX Loader.exe]
would work.

But it isn't doing anything. Is there a problem here because the loader in turn points to another executable?

Incidentally I can double click in the GUI on NWNTX Loader to launch it in wine, AND I can use the wine command in the CLI to launch it.

#10
Rolo Kipp

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<wiping the blood from his hands...>

VMware Player

<...and pointing wordlessly>

#11
henesua

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Interesting. Thanks, Rolo.

I'm still interested in some help in getting help with my desktop file.
I'm curious as to why a command would work in the CLI but not from a desktop file.

#12
acomputerdood

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there's also vmware server (not ESX, though there are free licenses for that, too). server is EOL'd, but i'm sure you can still find a torrent of it somewhere. or maybe even on vmware.com if you look harder than i did.

that said, i'm not sure if it works under vmware server (or player). my earlier statement should have been "it works under vmware workstation". workstation generally has newer and better drivers for stuff.


as for wine, i've only dabbled in it. i assume you've seen the nwnx page:
http://www.nwnx.org/...39a72e9f7cf2be7

there's also a (very old) sample wine shortcut here:
http://home.roadrunn...toolset-43.html

#!/bin/sh
NWN=~nwn/ # Path to your NWN directory
export NWN
cd $NWN/nwedit
PATH=$NWN/nwedit/wine/bin:$PATH; export PATH
LD_LIBRARY_PATH=$NWN/nwedit/wine/lib; export LD_LIBRARY_PATH
WINEPREFIX=$HOME/.nwwine; export WINEPREFIX
wine nwtoolset.exe


a more general guide to shortcuts and games is here:
http://ubuntuforums....ad.php?t=462316

perhaps you're not setting your wine environment (WINEPREFIX)?


i'd have to play around with wine to learn more and be of more help.

#13
henesua

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No dice with VM Ware Player. The toolset works, but textures only show up in ultra low quality or not at all. I'm thinking I may need to reinstall a windows partition if I want to do NWN dev.

Other issues to work out:
So far on linux I haven't got sound working for NWN, and can't get Excimer's Combinulator working in wine (as I try to merge Project Q's 2das with mine).

Also as is probably obvious to others but which eluded me: I can't "test" my module with my setup since I have a linux player and a windows toolset. The windows toolset under wine errors out when trying to launch a test version of the game. Stupid of me to have not thought that through.

So my options are
- figure out how to tweak the graphics to work in VMPlayer,
- reinstall a windows partition and work like i used to (one OS for NWN, another for everything else)
- tweak all of this stuff to work properly in wine (create a parallel install of the windows version of NWN in the wine directory - and hope that I can use symlinks for all the data directories (hak, tlk, module etc...) so that I am not forced to maintain multiple copies of these resources.

#14
henesua

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ran into a new problem using wine.

Launch toolset using wine
open Arnheim (large module with scripts that probably require NWNTX and the script optimizer dlls)
open an area.
-- I notice that there is a blank part on the area's resource tree above "creatures"
otherwise the area is fine
make some changes
build module
- scripts start to compile and then I get an error message
"Access violation at adress 007C351C in module 'nwtoolset.exe'. Write of address 0000002E."
but the addresses are not always the same. The script in this module does appear to be the same.


Yet I can create a new module.
Import ERFs and no problem at all.
Wondering if this is Wine causing me problems or whether my modules got corrupted.

[edit]
i don't believe the file is corrupted as the same problem does not exist in vmware.
something odd here....

Modifié par henesua, 31 mars 2013 - 01:58 .


#15
acomputerdood

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i ran into only a fraction of the problems you're having when trying to set up my development environment.

not to sound like a cop out, but i gave up on the "everything on one system" solution. i have a 2nd dev workstation running windows that i rdp to use the toolset. then for testing, i start up a server and connect over my local network.

not telling you to give up, but..... :)

#16
henesua

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Yeah I hear you, but I really wanted all things NWN on Linux. With the setup I have I can still write code if anyone in the community needs help on a project, or I can work out a small module. Thats going to have to be good enough.

#17
painofdungeoneternal

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henesua wrote...

Nissa those look like windows commands, how do they work for Linux?

I couldn't get the comands you posted to work for me on Ubuntu.


They work the same on the mac ( via unix ) for those which are actually supported. Lot of them are not present though which is logical, if they are there to support the toolset, why add them if no toolset.

I am using that syntax to launch the single player game. Very limited support though if you are not using windows NWN1, the mac version of NWN1 has no toolset, ergo they also do not support those commands which should be coming from the toolset for launching modules with a test character. ( if you use a hex editor you can see the strings in the game for those commands in the windows exe and the mac app's executable ) This means I have decent options for NWN1 on PC only, NWN2 on PC with client extender ( which adds +connect parameter for NWN2), but for mac users the +connect only works for NWN1 and launching SP just does not work for NWN1 or NWN2.

Would actually like to be able to specify a character, and need to figure out how to load a saved game ( which might be another of those parameters )

Not sure on wine support yet, this seems like an entirely new set of problems - i think there are some since packaging tools, and by using symlinks and the like i imagine i could get one install working whether booted as windows or mac, and run it on mac as either the mac app or as the wine bottled app.

I am not sure I can set up a client extender or NWNCX for the mac, but i have a feeling this is needed to address the various parameter issues. It would allow other modifications too which would be helpful.

Modifié par painofdungeoneternal, 01 avril 2013 - 10:29 .


#18
meaglyn

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henesua wrote...

Yeah I hear you, but I really wanted all things NWN on Linux. With the setup I have I can still write code if anyone in the community needs help on a project, or I can work out a small module. Thats going to have to be good enough.

`

I never got wine to work completely either.  It doesn't crash but throws an error every time I close the script editor.
That doesn't leave me we enough of a warm fuzzy to really trust it, even though it seems to continue to run.

I have a bunch of tools cobbled together on Linux and I store the module files all in xml in git.  With a standalone compiler and conversation editor I can do quite a bit without being in windows. Just can't do anything involving
graphics. 

Why do you need to have one install? Are you disk space limited?  You can do a complete install on each side and then symlink the directories from the windows partition into the linux tree for hak,modules,localvault,  and so on. Then you have common all the important data files.  

It would be great it if did all work on Linux. At least the made the server and client :)

Cheers,
meaglyn

#19
henesua

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meaglyn wrote...
I have a bunch of tools cobbled together on Linux and I store the module files all in xml in git.


Very interesting. A bit advanced for someone like me, but Id be interested in learning how to do that. Do you do tutorials? :)

meaglyn wrote...
Why do you need to have one install?


I have two installs with the symlinking as you suggest. The reason for that was to keep the data files in one place. Its tedious to migrate all that crap around to every instance of NWN.

meaglyn wrote...
It would be great it if did all work on Linux. At least the made the server and client :)


Yes it would. I wiped my windows partition because I was sick of dealing with it on my laptop and I thought linux would be the complete solution. Alas not. At least I've taken the wise move of getting my personal data on linux.

#20
meaglyn

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henesua wrote...

meaglyn wrote...
I have a bunch of tools cobbled together on Linux and I store the module files all in xml in git.


Very interesting. A bit advanced for someone like me, but Id be interested in learning how to do that. Do you do tutorials? :)


We might be able to come up with something :)  It's really not that complicated. It uses the nwn2xml tools from the leto project, the erf utility and a bunch of shell scripts. As I started thinking about how to explain this I remembered a couple of issues I have not worked through yet. The first is that I haven't managed to build my own version of the tools. I'm relying on the old linux binaries that came with it. I'm going back down that road now.   The second is that
there area a couple of bugs I'd like to fix in these tools, but due to the first problem...

The benefits, I find, outweigh the issues. I can version control the changes to all the module data in a way that uses textual diffs not binary.

Let me spend some time trying to solve this issue. The answer may turn out to be a re-implementation of the xml tools using a more portable language than borland's Delphi objective pascal. I seem to recall finding a ruby library for gff file handling...

Cheers,
meaglyn

#21
painofdungeoneternal

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Perhaps elven's nwnlib? That should run on linux, and was designed to make the game formats go into a cvs as text.

#22
meaglyn

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Yep, that'd be the one. I'll have to check if the modpacker xml format it supports is the same as the one from nwn2xml. That would make it really nice. Probably too much to hope though. But still shouldn't be too hard to add support for a different xml format...

#23
henesua

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I'm coming back to this and trying a commercial project, CrossOver, based on Wine. I'll keep folkd posted. So far so good though.

#24
henesua

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CrossOver is working great for the toolset. None of the hiccups I had with Wine. I have not yet tried VirusMan's nwntx. I'll keep you all posted on that, but I suspect it won't be an issue.

[edit]
NWNTX works as do the utilities. Crossover rocks!

Modifié par henesua, 27 août 2013 - 02:59 .


#25
meaglyn

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henesua wrote...

CrossOver is working great for the toolset. None of the hiccups I had with Wine. I have not yet tried VirusMan's nwntx. I'll keep you all posted on that, but I suspect it won't be an issue.

[edit]
NWNTX works as do the utilities. Crossover rocks!


Very cool! Thanks for the update. Too bad they don't upstream all their enhancements to wine.