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Has anyone been able to mod Toolset?


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#151
SkywingvL

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I don't plan on supporting non-SSE2 hardware by default; usage is extremely low and it penalizes performance for everyone else with modern hardware.

I've produced a one-off build that shouldn't require SSE2, although I have no mechanism to verify it and future builds will require SSE2.

http://valera-ext.ny...ols-NonSSE2.zip

You should consider upgrading to more modern hardware.

Modifié par SkywingvL, 17 mai 2012 - 05:32 .


#152
Carcerian

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Thx, ill let you know how it works. Your build worked on all other scripts, just didnt like shayans BTW..

#153
_Guile

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I don't know why people are still using Shayan's Subs with nwnx_funcs out there, truly makes no sense to me.. :D

I was able to write up & code 72 subs in like 2 days, no problem..

#154
Carcerian

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_Guile wrote...

I don't know why people are still using Shayan's Subs with nwnx_funcs out there, truly makes no sense to me.. :D

Ppl still use it cuz thier servers that have used it for years, and changing "midcampaign" would be tons of work..
Shayans does letoscript, has support for complex subrace evolution, faction systems, and lots of other nice extras...

_Guile wrote...

...I was able to write up & code 72 subs in like 2 days, no problem..

If you havnt yet, you should post those subs BTW (when ready), as Shayan's is certainly not for everyone and i know ppl would appreciate another subrace option :)

Modifié par Carcerian, 18 mai 2012 - 08:41 .


#155
Baaleos

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_Guile wrote...

I don't know why people are still using Shayan's Subs with nwnx_funcs out there, truly makes no sense to me.. :D

I was able to write up & code 72 subs in like 2 days, no problem..


I run a Shayan's Subrace Engine PW Server - updated to use nwnx_funcs

I agree - Letoscript is no longer necessary, now that funcs exists.
But the Subrace engine itself is highly intuitive, and allows for alot of expandability.

Im in the process of adding additional features.

Such as

Subrace Heartbeats (specific subraces have different heartbeats that do different things)
 - Imagine being able to create diseases that infect specific subraces. Code could go in here.

Subrace Death Events
 -  Some subraces should die in specific ways. Fire Elemental based subraces - burst into flames and explode.
-  Vampires in my PW are able to respawn in a Spectral Realm, which is a mirror duplicate of the area where they died - they need to kill x amount of spectral demons to return to the real world.

Subrace on Examine Events
  - Using nwnx_cool -  Certain Subraces can do specific things on examining objects.
      Eg - Increased Identify chance etc.


Making these systems are actually very easy, and is done basically by storing the name of the specific script for that specific subrace event as a local int on the module, and then call it on the appropriate event.

eg-

SetLocalString("GetModule(),"SUB_E_REST_"+IntToString(34),"vampire_rest");
34 being the subrace id for Vampire
Then in the rest script, we get the Subrace ID for the rester, and get the script from the LocalString on the module, if it exists, and Execute that script on the player.
Voila - we have just appended a new Subrace specific event, to the modules generic Rest Event.

If you are using nwnx_resman, you can then sign into your pw, test the script, and modify it, without needing to reload the module. (as long as you upload it to the module via the externalsources folder)


One criticism about Shayans Subrace engine, is that it uses alot of hex code - which actually limits the size of the integers it is capable of using.
Eg - I was trying to apply CEP2.3 Wings to a subrace, but because the int value for 3123 etc, didnt exist within the context of 00-FF, it meant that it wasnt do-able in native Shayans.
I had to refactor that bit of code, to use a mySQL Database - which technically wasnt requred, but did solve the problem.

#156
The Amethyst Dragon

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Added NWNTX (and axs' toolset modification) to builders secton of neverwinternights.info today. :)

#157
The Amethyst Dragon

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NWNTX suggestion:

Don't know if this is possible, but can NWNTX be modified to force the toolset to put wing and tail appearances in alphabetical order (like it automatically does with creature and placeable appearances in the drop-down menus)?

#158
virusman

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I haven't found a way to do this.

#159
Zarathustra217

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Another suggestion: would it be possible to enable working in directory mode? I'd really love to be able to set up SVN in a way that works intuitively.

#160
Baaleos

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eg - Downloading from the svn on ModLoad etc?

Sounds like quite a challenge to impliment, but if it worked, it would be interesting to use.

One of the larger delays of opening a module, is the extraction from mod, to the temp0 folder.
Change it to impliment an svn system instead would bypass that completely.
Infact - changing it so it uses svn update on modLoad, would speed it up faster, because technically, the only files it needs to download would be those that are different.
(I think we would need to be able to specify another folder path for temp0 though - so opening non-Svn'd modules doesnt wipe the temp.0 folder, forcing a fresh download.

In theory, it would be case of hooking the save functionality of the toolset.
so that instead of 'just' compiling into a mod file,
it also reads an ini file, for svn details,
and then calls command line svn on the temp0 directory to commit/add the files.
when complete, it then resumes with the compiling of the mod.

Opening the mod, would possibly be simpler.
Hook the Module Open button, instead of opening a mod, it triggers the svn command line to download/update the svn temp0 folder, and then when finished, it tells toolset that it has finished extraction, and that it can then use the temp0 folder - fooling it into thinking it extracted the files.

For someone able - it might not be as complex as I thought it was.

Modifié par Baaleos, 20 juin 2012 - 09:22 .


#161
henesua

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Is there a way to force the toolset to render the WOK mesh per the "renderaabb 1" console command. It would be great if we could turn this on or off at will.

#162
henesua

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I'm bumping the above request.

My goal is to see grass in the toolset, but figure it would be easier to have a toggle for rendering the WOK mesh in the same manner as the console command "renderaabb 1". Are either of these possible and of interest for a toolset haker to take on?

#163
virusman

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I've found the Aurora engine function that does this, but adding something to the Toolset GUI is much more complicated.

#164
henesua

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virusman... would it be possible to avoid the gui for now? For example, how about a toolset setting file that we could add a line to it prior to start up when we want this kind of rendering?

So for example, a text file that this special toolset hack reads. A line to the effect of "renderaabb=1" then forces the kind rendering that I want... wok mesh and non static objects only per the console command renderaabb. then when you want things to be back to normal you log out, and adjust the setting file.

Would that work?

This would save me an extraordinary amount of time as I've been mapping out an area by hand on graph paper from how it looks during play with that console command set, and then going back to the toolset and putting my triggers in. It was a rather painstaking process.

#165
virusman

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Sure, it would be easier to do.
I'm going on job interviews all week, though, so it may take a while.

#166
henesua

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That sounds promising. I can wait. Good luck with the interviews.

#167
henesua

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OK last bump on the above request for an INI setting that would turn on WOK rendering in the toolset. I'm hoping you have time for this, Virusman. If not, I understand and will let this drop.

#168
virusman

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http://data.virusman..._aabb-1.0.0.rar

Modifié par virusman, 27 septembre 2012 - 07:58 .


#169
henesua

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Oh ... My !

I'll test this out. Virusman, you've done me an enormous favor! Thank you.

#170
henesua

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Thank you so much, Virusman. This is an incredible help, saving me countless hours of painstaking work to get terrain effects from grass.

Before:
Posted Image

After:
Posted Image

#171
nwnsmith

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henesua, would you be willing to provide a legend on what the different colors mean?

#172
henesua

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I don't know exactly what the different colors mean as I am no WOK mesh expert. I've never made one. But I think many other tileset experts know.

However I've discerned the following:
Light Green - GRASS sprouts from that triangle
Dark Green - totally walkable (like totally!)
Teal - appears to be walkable water (I mean it is walkable water in that area above, but I don't know technically what it means)
Red - Not passable. (does not block line of sight?)
Yellow - Not passable (blocks line of sight?)

All that said... we need an expert in this house.

#173
Bannor Bloodfist

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Well, finally a reason for me to attempt to get NWNTX running on my system, never actually found a reason prior to this as I don't host games/pws so never could really use the extra bits.

As to the colors chosen... I would say that Virusman would be the only one that could answer that, as it appears differently inside of GMax or 3dsMax. I have also never seen two different "grass" types inside of 3ds. So, not real sure why you would have that here either. There is only "grass" = type 3, as an option in 3ds/Gmax. This is a single shade of green that displays inside of both programs. Dirt = 4, which always displays brown, etc. Water can have two shades, the light blue = walkable and dark blue = deep water/unwalkable.

Anyway, it appears that Virusman is using a slightly different color scheme, likely to help it show up a bit better with the underlying tile textures showng through.

#174
henesua

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Bannor, these colors are identical to those shown during game play if you enter the renderaabb=1 command.

#175
ShadowM

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ok I think I read somewhere here I think that we can edit the nwscript with this system. Am I correct? Well I tested it out I trying to add all the sizes of creatures to the game by changing the defined size constants in nwscript then in the creaturesize.2da, appearance.2da I do this in the constant so that there a less chance of script call to the function do not error, I sure they still be some I have to find. When I changed the constants I got a number of errors in the nwscript. I want to put them in proper order in the creaturesize.2da too.

2DA V2.0

    LABEL        ACATTACKMOD  STRREF
0   INVALID                 ****           ****
1   FINE                       8               ****
2   DIMINUTIVE         4                ****
3   TINY                       2               ****
4   SMALL                   1               ****
5   MEDIUM                0               ****
6   LARGE                 -1               ****
7   HUGE                   -2              ****
8   GARGANTUAN   -4              ****
9   COLOSSAL        -8               ****

Modifié par ShadowM, 29 septembre 2012 - 08:48 .