Has anyone been able to mod Toolset?
#101
Posté 20 novembre 2011 - 03:47
#102
Posté 26 novembre 2011 - 07:51
#103
Posté 26 novembre 2011 - 10:03
Funky
#104
Posté 26 novembre 2011 - 11:53
#105
Posté 27 novembre 2011 - 06:16
If compatibility mode is enabled, then a warning is issued if you exceed one of the various identifier or scope limits intrinsic to the standard compiler.
The (basic) #ifdef support might help with better organizing your includes.
#106
Posté 27 novembre 2011 - 07:49
http://data.virusman...-full-1.0.4.rar
There is a known issue with 2DA caching: if you open a module with one set of haks, then open another module with another set of haks, Toolset will use cached 2DAs from the first module.
So if you're using this plugin, restart the Toolset before opening another module.
Modifié par virusman, 27 novembre 2011 - 07:52 .
#107
Posté 28 novembre 2011 - 01:56
btw: would be possible to allow set value greater than 50 into item charges field? I suspect it can handle 255, the 50 is only toolset limitation.
Modifié par ShaDoOoW, 28 novembre 2011 - 05:53 .
#108
Posté 28 novembre 2011 - 07:55
#109
Posté 28 novembre 2011 - 09:25
It has saved me literally dozens of hours already, by my estimation, over just the short period I've been testing. MUST HAVE.
Very nice work.
Funky
#110
Posté 09 décembre 2011 - 10:01
Release 8:
----------
- Fixed warning message NSC6019 sometimes showing an incorrect count for the
standard compiler's internal identifier limit.
- IR disassembly output (.ir and .ir-opt files in NWNScriptCompiler -d mode)
now includes the literal values of constant variables in the disassembly
text.
- The compiler no longer generates a second NSC6018 (unsupported pragma
directive ignored) for each line causing the warning to appear.
- Added support for enabling full extensions mode in the toolset compiler,
which requires the NWScript Accelerator plugin to be used server-side for
parameterized scripts to function.
- New warning NSC6021 issued in compatibility mode when a nested assigment
where the RHS expression being assigned is itself an assignment, e.g.
"a = b = c;", is encountered. This does not parse properly in the
standard compiler.
Modifié par SkywingvL, 09 décembre 2011 - 10:09 .
#111
Posté 12 décembre 2011 - 11:43
#112
Posté 13 décembre 2011 - 01:34
#113
Posté 13 décembre 2011 - 07:10
Go to your NWN\\logs folder (Not logs.0). Open the nwntx_optimizations.txt file and do a text search for appearances. See if it has any error messages. Mine doesn't cache appearances.2da and I've never had an issue (And appearances is nowhere in that log file). I assume your appearances.2da is cached and something odd is happening.
Is it only happening with certain custom appearances, all custom appearances, or every appearance in the toolset? If it's only a few, I'd be curious which line numbers they were in the appearances.2da. If they are the bottom rows, it may be that nwntx has some max line number or something that it can handle...
Anyway, I know almost nothing about nwntx. If you can give more of that kind of info, it may help Virusman though.
#114
Posté 13 décembre 2011 - 08:21
This is exactly the issue that was fixed in 1.0.5. Please check if you're running the latest version.Silvercloudjes wrote...
I'm havin an issue where in the standard bioware toolset I can see Custom monsters with their appearances, but when i click on the same custom monster in the nwntx it will show an empty field in the appearance box and the creature appears invisible. Any ideas or is this normal?
#115
Posté 14 décembre 2011 - 01:11
I've never heard of a more efficient virus in a santa hat. Not ever.
btw: Thanks for all the cool toys you've given us Virusman and SkywingvL. Very appreciated.
Modifié par wyldhunt1, 14 décembre 2011 - 01:13 .
#116
Posté 17 décembre 2011 - 06:31
wyldhunt1 wrote...
btw: Thanks for all the cool toys you've given us Virusman and SkywingvL. Very appreciated.
Hear! Hear! Much appreciated work.
#117
Posté 31 décembre 2011 - 07:34
I am curious if the changes have only been to the compiler. It seems that the toolset is a little quicker, more responsive as well. Am I imagining that?
[edit]
Another question: Must this modified toolset always be started from the loader? Or is that only on first launch?
The reason I ask is that the loader won't run from my start menu, and I prefer to launch all my programs from there.
Modifié par henesua, 01 janvier 2012 - 12:44 .
#118
Posté 01 janvier 2012 - 02:29
Toolset has to be started from the loader. You can edit the Toolset shortcut to point to the loader.
#119
Posté 01 janvier 2012 - 02:44
#120
Posté 07 janvier 2012 - 10:01
Modifié par wyldhunt1, 07 janvier 2012 - 10:04 .
#121
Posté 21 janvier 2012 - 06:22
Modifié par Borden Haelven, 21 janvier 2012 - 06:24 .
#122
Posté 21 janvier 2012 - 08:40
fky_loot_inc (78): string GetRandomResrefLootBeyondUltraRare(int nRaceBkSlots=1, int nCraftBkSlots=7);
fky_loot_inc (2717): string GetRandomResrefLootBeyondUltraRare(int nRaceBkSlots=1, int nCraftBkSlots=2) {
And again, thanks for your work on this incredible tool. Funky
#123
Posté 21 janvier 2012 - 09:15
However, because the standard compiler is silent about this sort of construct, there are standard scripts that will trigger the warning.
The observed behavior will be that the first declaration observed takes precedence in terms of the default values assigned.
Modifié par SkywingvL, 21 janvier 2012 - 09:15 .
#124
Posté 21 janvier 2012 - 09:23
Thank you very much.SkywingvL wrote...
I will look into adding a warning about this.
However, because the standard compiler is silent about this sort of construct, there are standard scripts that will trigger the warning.
The observed behavior will be that the first declaration observed takes precedence in terms of the default values assigned.
[Edit] I mis-read/spoke. We'd guessed, based on the behavior of the other compilers, that the implementation, rather than the declaration, was defaulted to, but it sounds like that isn't the case.
Thanks again,
Funky
Modifié par FunkySwerve, 21 janvier 2012 - 09:26 .
#125
Posté 21 janvier 2012 - 10:35





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