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Just a heads up, new update to Never launcher.


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#1
painofdungeoneternal

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Current Download link Download Never Launcher


Just posting here since so many people seem to not realize there are OTHER threads related to NWN2, which have some pretty cool features.

Never Launcher Prototype

All links in that thread have been updated.

The interface has the following tabs
  • Play - Allows launching the game- choice of client extender or not, and windowed or not, and supports NWN1 and NWN2 in this regard.
  • Log - To keep track, will be a place to put features later
  • Assemble - Merging content - still being developed but example mockup included, and i used this to assemble ALL the 2da's and tlk files on my PW.
  • Browse - lists games in SP and MP
  • Community - Buttons to open important sites
  • Build - Button to open toolset and important folders, and launch NWN Packer
  • Install - buttons to easily install features, block gamespy hosts lookup and adjust your cdkeys, and get a text file showing your current configuration.
  • Settings - Preferences and other buttons which i am testing go here, largely in early stages.

It also Includes updates to NWNx via the xp_fix plugin- This includes

  • Removing of the level cap, you can proceed up to level 40. If you want to hop on Dungeon Eternal X PW you will be able to have builds that are higher level than anywhere else until this plugin is adopted by other PW's. Already have players at level 32.
  • Uncanny Dodge Fix
  • Removing caps on ability scores and dodge ac ( this is aimed at barbarian rage mainly and does not seem to affect universally ). There is an ini file to turn this on and off.
  • Ability to block HIPS via scripting ( variables actually )
  • Ability to block Uncanny Dodge via scripting ( variables actually )
  • Ability to trigger a AOO via scripting

Modifié par painofdungeoneternal, 20 juin 2013 - 01:57 .


#2
Banshe

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Cool!

#3
manageri

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Woot, you actually have uncanny dodge completely fixed?

#4
painofdungeoneternal

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manageri wrote...

Woot, you actually have uncanny dodge completely fixed?


Well the credit should go to Arpl, i just did the last mile of taking what he figured it out and getting into a working plugin. ( my main work was convincing those who can do things on what would be most useful, and putting the pieces together )

I am more happy that it's controllable when its broken or not, suddenly those clerics in full plate can't use it all the time and must make some choices, and i am next going to be implementing that in the CSL library.

Modifié par painofdungeoneternal, 02 novembre 2011 - 12:52 .


#5
manageri

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Ok, so simply starting the game with the NeverLauncher is enough to enable the fix, and will it work for games already in progress?

#6
-Semper-

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custom camera settings, client extension, new scripting functions, numerous community updates, multiple core support - this is all... wow. i am speachless. this blows nwn2 sp up to a whole new level. thx! hopefully there's a fully working static camera in production :D

Modifié par -Semper-, 02 novembre 2011 - 06:43 .


#7
painofdungeoneternal

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No its a NWNx thing, so you have to run the game with the server program instead of the regular game. I got one specific feature working, but overall i have quite a bit left to do ( hence the term prototype in the linked thread ), but the nwnx plugins are finished, the remaining steps are related to getting these things usable in SP and not limited just to PWs which generally have much better methods for modding the game.

I am working on making it so you can easily do this setup and play a single player game, and for it to behave as far as you are concerned as a single player game. Right now it's mostly usable by PW's, but as i progress with that never launcher it will get easier and easier to set up a server, which is part of my goals, to make it so it's not any harder than turning on a light switch because my program is doing all the hard work for you besides hitting a button.

There are commands in NWNx to start saved games, modules and module directories, basically everything you are talking about. I am not finished with it, but the only missing step is editing the NWNx configuration file to specify the specific saved game, module or campaign desired. But except for the extra steps to set up the server ( which i am working on making just a button click ), yes you can continue a saved game or play a regular module using NWNx pretty much exactly like how it plays as a SP game. There are slight differences, but then it also will be snappier, load areas faster, and have features which take the options for module builders to the next level - well it makes this something you should call NWN3 because we can actually alter the source code of the server and fix things like uncanny dodge.

An important thing to understand is that technically the single player game has a distinct server running which is hidden from sight, which works just like the MP server except it only runs on the same core the game is on, and it does not allow others to join in on the game. So what i am doing is taking the fact that PW's have better tools, and most players have at least 2 cores, and some have 4 at this point, and working to move those features into SP gameplay in a way that does not change what SP games are like, and allows you to block broadcasting the game so others on the internet can find it.

Modifié par painofdungeoneternal, 02 novembre 2011 - 06:49 .


#8
manageri

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Sounds awesome, thanks for bringing this to our attention Pain.

#9
foil-

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-Semper- wrote...

custom camera settings, client extension, new scripting functions, numerous community updates, multiple core support - this is all... wow. i am speachless. this blows nwn2 sp up to a whole new level. thx! hopefully there's a fully working static camera in production :D


Sorry, when you say multiple core support, do you mean dual and quad processors are used in the game?  Excuse my ignorance, but am a little short on time now to investigate.

thx

#10
kamal_

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Foil, I tested neverlauncher when pain first released it. Iirc it had multitude support then, and it works. My understanding is pain is making the server (Single player uses a client/server too, just it's not obvious) run on a different core from the client. So maybe not quite as you are thinking of "multicore", but it's separating the client and server to their own individual cores instead of running them both on the same core as they would normally do. Iirc I saw a 50/50 load split between the two cores.

Short answer: yes, multicore, at least dual-core.

#11
painofdungeoneternal

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The cores is a pretty basic feature i am not adding, just making convenient. I always have started the game, flipped to the task manager and right clicked the nwn2 process and set it to have affinity to core 2. The feature i added is that when you hit play, it waits until the game starts and then sets the affinity to which ever core you've selected.

This means if you play on a beefy system with 4 cores, and are doing multiple things, you can assign it to a core which is not being used at all. Generally the OS seems to really prefer core 1, so my using core 2 seems to make the game snappier.

Now that being said - that is just single player. If you want to play a module which is a SP module, the only reason you cannot run it using the server program is the technical complexity of getting it all working. A PW admin can easily spend a day making a module work for his server, perhaps longer, setting up each ini file, configuring the database, etc. Imagine being able to do that in one click.

Then after you do that, the game opens, and instead of a menu you pick things from, you have the actual module open up directly, with your character sitting there. Since it did it for you it's transparent, and its not really multiplayer since i'll turn off it broadcasting the fact a game is available.

So you are on a quad core system, instead of running everything on one core, you have the game itself running on core 2 doing the graphics, and most of your OS running on core 1. The server itself which is responsible for running all those pesky scripts is on core 3, but that is just part of the situation here, not only is it on a new core, but it's got all the optimizations that skywing has done for PW's so they are more responsive over a connection which is of zero distance. ( Optimizations being replaced resource loading, replaced scripting engine, replaced networking layer, replaced pathfinding )

Then if you have an ambitious modder, he puts in mysql as well, and assigns it to core 4. Suddenly a bunch of lookups which were using 2da's are using a real database, campaign variables are being stored there as well and you are no longer using the painfully slow internal database. This is in many respects silly as mysql would use less than 1% of that processor, but it shows what can be done and there are a lot of involved functions which would be a lot faster if called from mysql. ( technically i could set up a mysql server on the public internet and players on a module could be logged as they do different things and compare how they did in the module with others playing that SP module, obviously the author would need consent. )

Frankly i am not doing this for multicore support, its because i want to have the features i have in NWNx available in Single player and i am not skilled enough yet to rewrite those plugins to work with the SP game, and besides i am not going to create something that competes with the client extender skywing has created. But the theory is that it will just run better and its already working very well for PWs now, there is no real difference between SP and MP except how those players prefer to use what they have been given. Right now i am severely limited in that i can add so many features to PW scripting which cannot be used in SP and everything i do is required to work for both PW and SP and MP players.

#12
Promethean 47

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Any ETA on horses being released pain?

#13
painofdungeoneternal

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That is a hellfire question really, the basics i just repurposed swimming to get working. I have a very basic early version horse he has let me use.

I have working scripts to mount and dismount in game, which work fine except for a momentary redraw issue. Right now it's a passive system implemented on equipping a special saddle item. However i stopped when i realized i really needed to implement this as feats soas to allow classes to right click on a horse and select ride, and then they would proceed to run over and mount said horse ( and i'd be able to sidestep that redraw issue ). Really the issue is less about horses than how it fits into the overall mechanics of the game.

I have gotten some of the features i wanted added to never launcher to implement this since its quite involved with lots of details that can go wrong i quickly realized i needed a tool to make this go faster. I made it so i can automate adding lines to 2da files. This allows me to spec things out and apply the needed changes to any set of 2da's. ( that is what the assemble tab is all about )

I am also looking at 4 horse handling specific classes of the samurai ( largely using the same rules as the ranger with feat trees ), barbarian horselord, "knight of the shield" and "Chevalier of the lance" ( which are the defensive knight protector of the weak and offensive specialist cavalier heavily influenced by pathfinder ) but have not gotten back to working on those, and its a new area of expertise for me to learn. But then it also dovetails with what i've got changed in the AI since the various knights challenges tend to restrict opponents behavior.

Ideally though i can get the NWNx stuff working better and implement horses as tails for those who who are on PW's or take advantage of the features i am setting up.

Modifié par painofdungeoneternal, 04 novembre 2011 - 08:52 .


#14
M. Rieder

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Hi Pain,

I'm getting close to finishing my current project and I am thinking of throwing some new gizmos on my computer to tweak NWN2. I was specifically thinking of the never launcher and the DM client. Do these two play well together?

#15
painofdungeoneternal

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Yes Never launcher does everything it does with or without starting as the DM version, in fact you just hit the DM button instead and it uses all the same features, in fact i just add -DMC to the launch command, otherwise it's the exact same as hitting Play. ( note that since it has the client extension by skywing, you sidestep a lot of issues as the DM if you check that box )

Make sure you get back to me what you like and don't like about the Launcher, i am doing major changes based on feedback, the camera configurations kevl helped me with for example made major improvements. ( a lot of what you see is me figuring out how it should work as much as how it does work and it's only by tailoring it to real users that this is going to succeed. )

#16
M. Rieder

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Sounds good. I'm looking forward to trying it. It will be several weeks since I am still working to get my current project out the door.

#17
MasterChanger

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Hi Pain,

Though nwn2server is able to host modules that are saved as directories, NeverLauncer doesn't seem to be able to do that. It only lists modules saved as .mod as far as I can tell. Could you look into expanding this feature?

Thanks for this great tool!

#18
painofdungeoneternal

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Yes i agree that is needed.

It actually requires you to edit the nwnx.ini files to change ANYTHING in the ini files related to nwnx. This is a feature not yet implemented yet and the module picker is actually another proof of concept that does not do anything. ( the feature to edit those ini files related to NWNx and the server is not even released yet ) Right now i use neverlauncher to run dungeoneternal in directory mode, so it does indeed work, but it's not yet automated and just me hand editing those files. ( the camera settings was actually proof of concept that editing ini files can be done dynamically, it's technically almost the same feature but a lot simpler than the server itself )

I have not yet released the version that lets you set all the nwnx settings, choose plugins, and choose your module, it will be able to do that as well and should be pretty transparent to the end user.

I am torn in the final configuration, since i have a listing of all the SP modules, PW modules via gamespy, and just launching the game -- i am hoping to find a easy to use method which can tie all that together.

Modifié par painofdungeoneternal, 07 février 2012 - 02:23 .


#19
MasterChanger

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Pain, I am having trouble using NeverLauncher to launch the game client.

I've tried setting the player folder to either my main MyDocs/NWN2 or one of my alternate directories. When I launch the game, I don't see any modules other than 0100_UninvitedGuests. The character vault in-game also shows as empty.

I've checked the directories and they definitely do have content in them.

I'm going in through the "Play" option. The player folder is set, NWN2 is selected, and the Client Extender is checked. I haven't set any other options.

Am I doing something wrong? Thank you!

#20
painofdungeoneternal

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Try just zapping it so it does not say anything at all, that should put it back to default setting so it does not even use -home to begin with. Are you using browse to select a folder to begin with or manually typing them in - would have to see the exact text copy pasted from that field?

That is just adding a command line parameter- this can get out of sorts if the nwn2.ini has settings for the various directories - it has options to override those as well. Only other thing i can think of that can be related.

#21
MasterChanger

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I erased the text in the "player folder" field and it loaded fine.

I had tried both pasting the path into that field and using the "player folder" button to navigate to the folder.

Clicking "show player folder" does successfully display the folder that I selected, so I don't know where the issue is.

Modifié par MasterChanger, 18 février 2012 - 10:23 .


#22
painofdungeoneternal

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Re-Implementing nwn2packer inside my app, mostly so i can adjust module resources and the like on the fly, but it also now works on both mac and windows ( and perhaps linux as well ). I like it's current interface, so really am just reproducing it so i can use it inside my app as needed to adjust module properties. Does not support it's advanced method of stripping files but just deletes certain files, nor does it support importing water. ( and it should support NWN1, even though i am still looking at the hak description and making that editable - but not sure how much those are even used outside of NWN1 as i've not seen that nwn2packer before ).

Posted Image

Shown is dragging Kaldor's OC makeover into the xp_craft hak a second time, which shows the given dialog to allow me to select what to replace.

Really did not like sitting there hitting replace on each and every file with nwn2packer, this allows you to just hit the check mark on a few of the files, hit the button to select all of them at once, then hit replace and it will just replace those which are checked. ( Could use some help on how it's worded. )

Also does a thumbnail image preview on tga file in the bottom left corner, need to figure out the dds format so i can preview those as well as it only supports TGA at this point. The other buttons also work properly, as does drag and drop.

Otherwise it works much like NWN2packer. Seems like it takes about 11 seconds to save a 250 meg hak, not sure how that compares to NWN2packer but i seem to remember nwn2packer not being very fast. Opening or Accessing the list inside the hak is almost instantaneous, as is retrieving single items. I hope I can optimize it's speed quite a bit more before this is final.

#23
MasterChanger

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Cool update, Pain! Is there a new download link, or is the link at the top of this page (that links to the other BSN page with the original DropBox link) still the place to go?

#24
kamal_

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MasterChanger wrote...

Cool update, Pain! Is there a new download link, or is the link at the top of this page (that links to the other BSN page with the original DropBox link) still the place to go?

The dropbox link is still the place to go, it has the packer built in.

#25
painofdungeoneternal

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It's still the old version which is available for use, i am still working on getting it good enough to go on the nexus or the vault, lot of polishing is still needed and kind of want to redo the interface again. Not really proud of enough to share it now, even though it is better than that previous version.

I have an integrated crash reporter now as well, which will send neverwinter crash logs to skywing, and never launcher crash logs to me ( via your email client ).

The current version has nwn2packer inside it, which is really only there to develop it. I am leaving that in if it's preferred by end users so if you drop that into the tools folder where it is now, it will keep using that. But by default i won't include that anymore.

I also have old versions of skywings projects there as well, I want my program to be able to detect this and download updates when he does a new version. But you should download his latest.

Modifié par painofdungeoneternal, 26 mai 2012 - 08:36 .