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Just a heads up, new update to Never launcher.


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#26
Ranger Solo

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This is just mind blowing here. Thank you all for this level of neverending updating and fixes.

Solo

#27
painofdungeoneternal

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Another update

This is still a beta. ( too much ambition on my part perhaps )

This is kind of me just wanting to put up what i have so far, would like to get feed back as to how usable it is, what things should be touched or hidden just to get it to a 1.0 version.

Current Download link Download Never Launcher

Listing this off the top of my head, probably forgetting a few things.

  • Supports Single Player, Multiplayer, NWN1, NWN2, Mac, PC, NWNCX, NWN2 client extender ( last 2 need to be added by player )
  • I removed NWNx, and NWNCX and NWN2 Client Extender from the contents - don't want to distribute old versions but it still supports these. ( working on this auto-installing as needed which is close to release.).
  • Check box to allow game folder modification, or ini modification ( and this is separate - if ini is in game folder it is based on just the ini button, the game folder only affects vault content being installed and other mods such as NWNCX, also this does not affect the various installers from microsoft or the other buttons which obviously run code to affect your system ) This is probably not 100% blocking all touching of folders yet, but is aimed to keep things inside my apps folder.
  • Launching MP works for NWN2 with NWN2 client extension. ( it is a feature added by that which i am using ) Launching SP works to a degree, still do not have campaigns or saved games dealt with.
  • NWNCX and NWN2 Client Extender if available will be used
  • Integration with Skywings API, listing modules and direct connect. Third known working method of posting servers to the API directly besides the NWN2 Client Extension, and hosts file edit. ( Mainly an issue for NWN1 ) Check box to add any PW's you join to the API when you direct connect ( thus crowdsourcing this, also can take a list of ip's in your clipboard and add them enmasse.
  • Vault API, simple rest api - so simple it works in browsers ( Safari for example has a very nice view for this sort of data ) Does JSON, XML, update, delete, modify, create. Will be hooked up to the new vault. This is all the data which backed up from the old vault, note this is open so if someone else wants to build an anything using this speak up and i can give you some enough to use, or adjust things to work with what you are doing. This is going to be hooked up to the new vault soas to allow any adjustments to the API, or the new vault are automatically synced. ( yet they are separate so losing one won't mean losing all )
  • Single player lists all modules on the vault, with a button to view the vault web page. Everything listed is also backed up on a separate REST server if and when the vault goes down there will be no worries.
  • Vault scraper will download content sequentially from the vault, capture any entered values, and transfer them to the new vault api. ( this is how the SP listings are there ) Note that everything is backed up, but not everything has had a checksum run on it or is listed in the API which I need soas to do my installer. Checking all boxes except "Update" will only deal with content which needs processing - but also note that it will use up all your bandwidth ( i got a warning email ). You can also use this to obtain a copy of the vault contents, and everyone in the community can help ensure the vault backup is up to date as it's a manual process.
  • JSON format for vault listings, mainly for the SP list, can be opened, saved and edited. ( Going to use this for a central management system so you can upload to Nexus, Vault, new vault, etc, please comment on fields, values, etc., this is still very rough and mainly check boxes but you can see more if you examine the saved text. )
  • Self updater, when i do a new version i put that on the API, and it downloads it.

Next goals
  • Downloading and installation of content from the vault, version control. ( lot of this is done for individual cases, but need to rework it so it scales up much faster, will need to reindex all the files in more depth )
  • Redo in app memory lists so they use SQLite, allowing searching and sorting. ( syncing just changed entries periodically )
  • Parsing the NWN1 and NWN2 server communication messages to get the listing of each required haks. ( just got the gzip/zlib compression installed to support this )
  • A NWNx plugin to allow PW's to integrate with the vault ( basically soas to correlate your PW's vault rating with the API by skywing, and to make the new vaults listings based on what is actually up, events going on, this is not required but prevents a lot of guess work as to which vault entry is which actual server. For NWN1 this is going to greatly help with PW's not using CEP, and it's supposed to be used in addition to other methods ( if you use another system, this just gives players another option and is mainly to allow a PW to control their presence in my listings and on the vault without having to do as much work )
  • Discuss with Nexus integration with that site ( so much for sending a PM anymore :) )

Modifié par painofdungeoneternal, 20 juin 2013 - 03:24 .


#28
siesses

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Can this help me with creating a server? I just bought the game (even though i had the original one) on GOG to play with a friend but my server does not show up on nwnlist.com nor the ingame server browser. Says "refusing netlayer window handoff for loopback connection" in the CE console.

Can anyone help?

Or do i need anything else to open a server which shows up on the nwnlist.com ? Maybe i'm triyng to open a server on the old gamespy servers and thats' why it does not work.

Modifié par siesses, 20 juin 2013 - 08:15 .


#29
painofdungeoneternal

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You can use this to list your server with our community made replacement ( not developed or run by me, the NWN2 Client Extender I am assuming you are using ). Its the direct connect button.

However you will have to open ports on your router which i imagine is your issue here (http:\\\\www.portforward.com has info on how to do this ) also more nwn2 specific http://nwn2.wikia.co...i/Starting_a_PW ( this for pre-autodownloader, you can skip most of it except the portion that describes your router and just host via the main app, my app has buttons for setting up a pw to run as a service, but it's been a while since i tested them and that is far more advanced, i also omitted the NWNx files in this release which you'd really need for that. )

The public port on gamespy is not usable inside your home network ( inside addresses are 192.168.1.2 to 192.168.1.254 or so ). If you are on your own machine, you can direct connect to your own server to 127.0.0.1, or use your actual LAN ip address. ( if 127.0.0.1 works then you know it's a router or firewall issue, and if you are using the CE, it probably will add your server just because you did that. )

Other people will have to direct connect to your router's ip address ( and you have to add a port forward route from your outside address to your 192.168.1.* address )

If you hit the button "Update - Configure Game" on my app, it has another button that says "Get System Specs" which will list your actual LAN ip address, and your public internet ip address.

#30
siesses

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So the reason for the game to not show up on the server broswer is cause the game is not portforwarded? When i open a server it says it says it connects to 127.0.0.1. Why does it do that when i open an online server or am i doing something wrong? "Attempting to find server 127.0.0.1:5121 server found attempting to log in" and the game start but no one can join me. Here is a picture of the console. http://i167.photobuc...zpsaba0de1f.png



I an play the game via lan or by using a program called Tunngle.

Modifié par siesses, 20 juin 2013 - 10:33 .


#31
painofdungeoneternal

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You need to open a forwarding to your server from internet to lan - better info is on portforward.com

To show up, it has to be reachable from the internet, and then it lists your "public" address which is translated by your router to your "private" address.

You won't use the "public" address because you are "inside" and need to go directly to the server. ( the public address is actually only on the other side of your router by the modem, it's only used by people on the outside coming in. )

Tunngle might do port forwarding for you, it would be a good idea to set up your router yourself though.

#32
siesses

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Not sure if i still understand. I just used my IP adress and could do the portforward thing, so i portforwarded 5120 (or what ever it was can't remember now) and 5300. Still it says "connecting to 127.0.0.1 and i can't find my server on nwn list T___T Sure lan via tunngle works but i want it to work properly!

This might be to go over the line but dont you have skype or some kind of direct chat that you might care to help me get this working? 

look at that picture and other things i updated in my previous post also!

Modifié par siesses, 20 juin 2013 - 10:38 .


#33
painofdungeoneternal

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there is a technical support section for answering questions like yours. ( i am a developing a program here, your questions are unrelated to that for the most part and should be in their own topic so they can actually be found by others)

You can also use the nwncr channel in irc ( look for the sticky )

#34
QlippothVI

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Just wanted to say this thing is awesome!