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Has anyone been able to mod Toolset?


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#176
Bannor Bloodfist

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henesua wrote...

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


Interesting, as I have not used that command in the past few years, so not at all familiar with what colors it displays...

However, I do remember that grass will not grow at all unless there are a minimum of "x" number of faces surrounding any single face that are all also set to grass.  That "x" number, which I can't remember, but I think it is maybe 3?  IE three faces in any direction away from the center of the one that grows?  Not positive on what that number actually is.  However, looking at the pic you provided, the number 3 doesn't seem to work in all directions, OR I am assuming that the lighter green is growing grass, when actually it is not?  Can't really tell from the image, you would have to tell me what you experience in game.

The yellow one for a type 2 face (obscuring, which blocks line of sight AND movement) confuses me, but a white color (which is what is displayed inside of max) would not display correctly in game anyway, so having yellow makes sense I guess.  As I previously mentioned, the light blue is what gets displayed in max for a shallow water type of face, so that makes sense in the pic you provided.

The red, is likely the purple that we see in max, which is a non-walkable, but NOT line of sight blocking and also lets arrows fly across etc.

I wonder if there is a .ini setting for that, although I would expect folks would already know what the colors mean if there was a .ini for that.  I think there IS a setting that can be changed in NWMax for that, but it is not easily accessible, and would NOT affect game play or toolset as it is only a setting for display inside of GMax/3dsMax.  I can't check any of this since I don't have NWN installed on this laptop, nor can I get it installed.  I also don't have 3ds installed here, although I sincerely wish I did... except I am stuck with this lousy touchpad for a mouse which is driving me absolutely insane... it is positioned right under space bar, which means when I am typing, my palms rest on it, and it keeps clicking buttons, opening/closing windows etc, driving me NUTZoid.

This is also a win7 laptop, in 64bit mode, so I would have great difficulty getting my copy of 3ds to install, and get the game/toolset to install... yes, I know it's possible, but I don't know all the hoops I have to jump through to get it to work, AND I don't have updated drivers for this lame vid card.  It was a great purchase for a NON-Gaming computer, but frustrating for me now.

#177
DM_Vecna

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Hello guys and gals. I am a little late to the party here and just started using this.

First off, great work! It was easy to install and displayed a marked improvement on opening and building times. I particularly like finding extra bugs and being able to compile include files with no void main :)

However, I may not be understanding something or doing something wrong. When I build my module after changed to a library file it does not seem to update.

An instance from my workflow:

if my include/library file has
int nNum = 1;

then I update that file to read
int nNum = 4

build the module

any files that draw from that include file will still see nNum as 1.

#178
virusman

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Are you sure you're recompiling all scripts as part of the build process? "Scripts" checkbox must be selected in the Build window.

#179
FunkySwerve

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Looks like NWNTX won't run script searches for me on my new install - I was trying to find a bic deletion routine to answer another post in this forum, and it blanked on me. I noticed that it was firing off a warning about a missing registry key, doubtless because I 'installed' by copying over my install from my last computer, just as I did with it from my previous one, to avoid the hassles with Win 7 installation, as described in the Self-Help forum thread. I tried it with the regular toolset, and it works, so either something else is at play, or NWNTX lost a bit of functionality/flexibility there. Looks like I have to figure how to regedit it back, again...>< Any help on that note would be keen, as I do registry edits once in a blue moon... :P

Funky

#180
FunkySwerve

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Scratch that, regular toolset now refuses to search as well, must be the registry key issue.

Funky

#181
dunahan_schwerterkueste_de

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I've got another problem with NWNTX... I downloaded Version 1.03 to 1.05 but all Versions seem to be infected by "TR/Bodegun.9728.1" Malware... My Avira Free Antivirus tells me, the NWNTX Loader is infected by it and whants to delete it. I can not start NWNTX with this loader, because of my Antivirus... Only if I deactivate the Antivirus, then it runs without problems.
I had downloaded also the sourcecode from Virusman's HP (link was posted far far away in this thread) but i could create an executeable version...
Does anyone has a solution for this or a work around?

#182
DM_Vecna

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Sorry for the six month delay in my answer here. :( I ended up just not using the compiler because I would not get it to work. But know I am in a position where the benefits really do make sense.

However I am still having an issue. Although I am compiling all my scripts when I build the module the game does not reflect any changes made with the compiler. I have the version from AD's download via the neverwinter.info site.

Can anyone else determine if their build actually reflects changes made or other trouble shooting that I might try?

My current NWNTX_compiler config file reads as follows
[Compiler]EnableOptimizations=1EnableExtensions=0


Thanks for the help

Modifié par DM_Vecna, 15 juillet 2013 - 10:42 .


#183
DM_Vecna

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Also to dun_jus;

Your anti-virus software is most likely giving you a false positive. those downloads are clean. I would look at either new anti-virus software or adding NWNTX to the allowable programs list (not sure how on that program). The only other option is to compile Virusman's source code which if you have to ask how to do it may not be a viable option.

#184
dunahan_schwerterkueste_de

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@ DM_Vecna: Thank you for your response.
To my limited knowlege to compile his code, I tried to change the permissions for this programm. It worked, so that was the usable opinion for me!
Thank you for the answer with these solutions :)

#185
DM_Vecna

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Here are some issues I am finding with the compiler.

If I write a fuction it should error but does not in the following circumstances.

object DoSomething()
{
return;
}
//mismatched data types

void DoSomething()
{
object oArea = GetArea();
object oArea = OBJECT_SELF;
}

not catching these simple mistakes are causing me woes. Any chance of adding this?

#186
Shadooow

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Am I the only one for who is the compiler printing errors on single line? Could this be fixed?

#187
henesua

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i get that as well, ShaDoOoW.

#188
Zarathustra217

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Ditto. I'm also getting errors compiling with the most recent version of SkywingvL's plugin.

#189
Shadooow

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Zarathustra217 wrote...

Ditto. I'm also getting errors compiling with the most recent version of SkywingvL's plugin.

yes and there is no link for older version, the only reason i used SkywingvL's version anyway was a problem that a PRC compiler didn't allowed declaring global structure with same variable name and same structure name aka struct spell spell; while Bioware compiler did.

Recently, henesua persuaded, bluffed and intimidated me to change this in the CP code and rename the structure to avoid this issue. Since then I reverted to the old PRC compiler instead, everything else works for me there and the settings is less complicated. Recommend the same.

#190
henesua

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ShaDoOoW wrote...

Recently, henesua persuaded, bluffed and intimidated me to change this in the CP code and rename the structure to avoid this issue.


:innocent:

#191
Zarathustra217

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Reverted to the previous version too - it's in the 1.05 toolset extender package if anyone's looking for it.

#192
TheOneBlackRider

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Many pages with many update links......
Just to be on the safe side: The latest (working) version is nwntx-full-1.0.5.rar (page 5) and even if my anti virus program reports a finding (which it does), it can be ignored?

#193
henesua

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yes. but you will also want the renderaabb plugin which i believe i linked you to earlier.

#194
TheOneBlackRider

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Thanks!
Just for others to more quickly follow that renderaabb-plugin:
http://data.virusman..._aabb-1.0.0.rar

#195
SkywingvL

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Release 15 of the Advanced Script Compiler posted.  New NWNScriptCompiler.exe (standalone command line compiler executable) and NWNScriptCompiler.ndl (for NWNTX users).

Download link here.

Release 15:
-----------
- Added -k option to standalone compiler to generate a pseudo-preprocessed
  version of script source text, annotated with originating line numbers and
  file names (useful for diagnosing problems with conflicting #includes).
- Fixed internal compiler assertion when printing out the error diagnostic
  for a duplicate default: block in a switch statement.
- The compiler was not previously issuing an error diagnostic if a duplicate
  case select value was supplied within a switch statement (longstanding bug
  dating back to nwnnsscomp).  This has been rectified with new error
  diagnostic NSC1089: Case value '<integer>' already used.  Previously, code
  for duplicate case blocks would be generated silently.

#196
Gorgon

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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.

Does someone still have a NonSSE2 version kicking around? Not a big deal, since I do most work on other machines, but I still use the stand-alone compiler on an old junker when I don't have access to them.

 

The speed jump on that overclocked XP-3200 box is amazing with nwntx by the way (literally 10x faster or more for opening large areas), and thanks so much for the aabb plug-in as well.