Has anyone been able to mod Toolset?
#26
Posté 18 juin 2011 - 09:29
I ran the new toolset mod, and it pointed out a script error where I had a prototype for a function, that mismatched the declaration.
eg- One returned an int, and the actual function was a void.
#27
Posté 19 juin 2011 - 01:46
Karvon
#28
Posté 19 juin 2011 - 06:36
#29
Posté 19 juin 2011 - 11:35
I would recommend using this compiler instead of the original PRC compiler, as this compiler includes a number of bugfixes and additional compiler warning/errors that are not present in the (unmaintained) PRC build.ShadowM wrote...
Wow nice, I tested it out. Seem the outside PRC compiler a little faster. Great job. You all seem to bring out new stuff all the time. I just trying to keep up with it all. Thanks again
Modifié par SkywingvL, 20 juin 2011 - 02:10 .
#30
Posté 20 juin 2011 - 06:59
Funky
#31
Posté 20 juin 2011 - 11:00
Not sure whats going on, but
My module builds fine in both compilers. No errors.
However, when I build with the new extended toolset compiler, and go into game, a 'Traveller Charm' item I have, which acts as a multi-location recall stone, ceases to work.
But only some of the scripts.
When I build it again, using the default toolset, the scripts and the item, functions again.
Cant post the script contents, as I am at work.
I was just wondering if anyone noticed anything querky like that?
#32
Posté 20 juin 2011 - 11:02
The 16k Limit, is this a limit of the .mod filetype, or limitation imposed by toolset or nwnserver.exe etc
Is it possible to mod this?
It just seems that if we have already improved the compiler, why stop there.
#33
Posté 20 juin 2011 - 11:19
Baaleos wrote...
Hi guys,
Not sure whats going on, but
My module builds fine in both compilers. No errors.
However, when I build with the new extended toolset compiler, and go into game, a 'Traveller Charm' item I have, which acts as a multi-location recall stone, ceases to work.
But only some of the scripts.
When I build it again, using the default toolset, the scripts and the item, functions again.
Cant post the script contents, as I am at work.
I was just wondering if anyone noticed anything querky like that?
I noticed something similar too. One of my scripts seemed to get corrupted and have the entire contents of the module in it, so the size of the module would essentially double and some scripts would cease to function.
Compiling scripts with the compiler was not even necessary to recreate it, it seems to happen on module save every time for me. Almost like it's saving the .BackupMod in side the module proper or something.
Modifié par pope_leo, 20 juin 2011 - 01:17 .
#34
Posté 20 juin 2011 - 03:38
Sadly, I have to report a similiar situation. The problem was due to my own errors - but the compiler was compiling all my scripts without errors. So then, the change I was testing to a starting conditional script was not occurring. Even when I put in a simple debug line in the SC script saying "this script is firing" and did a full build on the module, the debug info didn't get sent when I tried testing it.
I eventually ended up going back to the default toolset .exe and compiler and found using that, there were a couple scripts that I had recently modified which had logic errors (like a parenthesis in the wrong spot, and so on). Once I fixed those and did a full build using the default toolset compiler, and then the old PrC compiler, my scripts worked as intended and the debug line fired as expected too.
Modifié par Thayan, 20 juin 2011 - 03:39 .
#35
Posté 20 juin 2011 - 04:49
Also, could you give building the scripts with the standalone compiler from the ASC distribution a shot? This will help us identify whether there is a problem with the toolset integration part or the compiler core.
Modifié par SkywingvL, 20 juin 2011 - 04:55 .
#36
Posté 21 juin 2011 - 07:04
Modifié par Lazarus Magni, 21 juin 2011 - 07:06 .
#37
Posté 21 juin 2011 - 01:26
Modifié par virusman, 21 juin 2011 - 01:28 .
#38
Posté 21 juin 2011 - 02:14
The author is called Virusman.....
HELLO!!!
WAKE UP AND SMELL THE COFFEE.....
Kidding.
Nothing from Virusman has ever set off my virus scanners. (YET).
#39
Posté 21 juin 2011 - 03:06
Funky
#40
Posté 21 juin 2011 - 04:27
The amount of people that use nwnx, imagine the DDOS attack he could accomplish if he used nwnx to Zombie all the Servers using it. Lol
CIA - Tango Down!!
Virusman - The man behind LulzSec!!
(Any libelous statements above are meant in jest - Disclaimer)
#41
Posté 21 juin 2011 - 08:25
Modifié par Lazarus Magni, 21 juin 2011 - 08:26 .
#42
Posté 24 juin 2011 - 03:11
Modifié par ShadowM, 24 juin 2011 - 03:15 .
#43
Posté 24 juin 2011 - 05:10
If you have a script that isn't working after compiling with the ASC or virusman's plugin, but compiles with the standard BioWare compiler (or silently fails to complete with the ASC or virusman's plugin), can you drop me a copy of the script and all its dependencies?
Unfortunately, if there is a problem here, so far there hasn't been sufficient actionable information to track it down.
#44
Posté 24 juin 2011 - 03:03
SkywingvL wrote...
The Advanced Script Compiler distribution supports NWN1 as well.
If you have a script that isn't working after compiling with the ASC or virusman's plugin, but compiles with the standard BioWare compiler (or silently fails to complete with the ASC or virusman's plugin), can you drop me a copy of the script and all its dependencies?
Unfortunately, if there is a problem here, so far there hasn't been sufficient actionable information to track it down.
sorry for the delay, for my part, the issue was with my own setup, not your plugin / compiler.
thanks!
#45
Posté 24 juin 2011 - 07:27
object oTarget = GetPCSpeaker();
void main()
{
AssignCommand(oTarget,ClearAllActions(TRUE));
AssignCommand(oTarget,ActionStartConversation(oTarget,"player_guide", TRUE, FALSE));
}
#46
Posté 24 juin 2011 - 08:46
Can you verify that if you build the script locally using the ASC's NWNScriptCompiler.exe that it functions as expected?
#47
Posté 24 juin 2011 - 09:18
I'll get back to you on a fix for the optimizer.
#48
Posté 24 juin 2011 - 09:24
#49
Posté 24 juin 2011 - 11:18
http://valera-ext.ny...CompilerDll.ndl
The optimizer bug (longstanding issue as far as I can tell) may cause incorrect code generation in cases where there is a global that is written to only during its initialization expression, and for which the initilization expression involves a function call, action service handler call, or intrinsic call.
I'll release an updated ASC build later to correct the code generation issue in the standalone compiler.
#50
Posté 25 juin 2011 - 02:54





Retour en haut







