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919 réponses à ce sujet

#901
Shadooow

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As I was worried, there are new issues with nwncx_patch because of my yesterday's incident.

 

Posting hotfix version.

- fixed creating a spellcasters in a mulltiplayer server which was not sending haks via nwnx_patch to the client

- fixed crash when opening spellbook

- added spell uses/spell slots update for spellcasters based on str/dex/con ability



#902
Shadooow

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New nwnx_patch and nwncx_patch development update, current version is v18d, link for download

 

changelog:

 

v18c
plugin bugfixes:
- fix for nwnx_patch feature to allow str/con/dex based spellcasters that resulted in losing spelluses upon login
- fixed automatic toggling off combat mode when moving via keyboard
new fixes and features:
- allowed custom spellcaster classes to level up with feats that has spell-level requirements like Empower Spell
- fixed losing spellslots and spelluses upon login when ELC is enabled

 

v18d
plugin bugfixes:
- fixed few crash issues in plugin code
new fixes and features:
- fixed losing spelluses upon login/load with multiple items with charisma ability bonus


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#903
Cursed Eclipse

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There is a version of nwnx_patch plugin for linux ?

#904
Shadooow

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There is a version of nwnx_patch plugin for linux ?

Yes but thats the version from 1.71 more info in nwn©x_patch documentation which will point you here to the jd28 source

 

As for newer version, I have no plans to learn linux and code my plugin for this platform. Some linux-only plugins contains some of the nwnx_patch functionalities already. And linux plugin developers will most probably port some of my fixes/features in their own plugins so... Maybe jd28 can port it someday.


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#905
Cursed Eclipse

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@ShadoOow I would like to report that some feats of nwnx_patch (eg; the fix to circle kick) are not available in any other plugin available for linux.

#906
henesua

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I'm curious how we download the developer resources. You used to have them as a separate download. I was looking for them, and could not find them.



#907
Shadooow

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I'm curious how we download the developer resources. You used to have them as a separate download. I was looking for them, and could not find them.

they are in inside the 1.72 beta archive


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#908
henesua

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thanks.



#909
Shadooow

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Another small but important update for nwncx_patch and nwnx_patch plugins:

 

v 1.19 download

- fixed 2 new crash issues in the plugin code

- fixed automatic toggling off combat mode when moving via keyboard and when attack action ends
- possessed creatures that aren't familiars or animal companions will be able to use placeables (only levers and such, nothing with inventory)
- support for custom base classes alignment settings - alignment selection is now reading values from 2da, where previously it was hardcoded

 

It should be much more stable now. Its possible there will be more crashes, but currently its running on a private PW and its running stable for several days. At this moment I think its ready to be considered final version as is.

 

Anyway, one note to the dynamic alignment selection. It does allow to change alignment of standard vanilla classes, however there are some side effects:

 

Pre-set alignment. Each vanilla class has a preset alignment which is hardcoded. Thats the default value that will be selected when you open the alignment selection window. Problem is, there is no way to "calculate" this default value by any means. Therefore I didn't change this. Vanilla classes will have still same default values (ie. chaotic neutral for barbar, chaotic good for bard and true neutral for druid) and custom classes will have no default value highlighted. This means that even if you change the vanilla class alignment for your purposes, it still show player chaotic good for bard even if chaotic good is disabled by your change and whats worse player will be able to click OK and go away with chaotic good.

 

Paladin special. Selecting paladin will skip the alignment selection (since he can choose only 1 option so that option is set automatically). So even if you change paladin alignment selection, it will still set Lawful good and skip it. Its possible to go back and select another value, but again it allows to select wrong alignment in case you want to completely rewrite the class into something else.

 

I am not exactly interested in changing this. Just to make it dynamic was painful process itself and these issues can be solved via scripting where you can change character alignment after login.

 

As for using placeables while possessed: the inability to open container placeable by possessed character is default restriction. I am not sure its wise to try ignore it. Is this feature really needed?



#910
virusman

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Are sources available for NWNCX/NWNX Patch?



#911
Shadooow

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Are sources available for NWNCX/NWNX Patch?

nwnx_patch source



#912
virusman

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Thanks. Is there a repo with NWNCX plugin as well?



#913
Shadooow

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Thanks. Is there a repo with NWNCX plugin as well?

I don't have repo for nwncx_patch. Got my own reasons, send me PM what do you need the source for and I might send it to you.



#914
virusman

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NWNCX itself is licensed under GPL and requires sources for derived works to be available if they're released publicly. Is there any specific reason why nwncx_patch is closed source?



#915
Shadooow

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NWNCX itself is licensed under GPL and requires sources for derived works to be available if they're released publicly. Is there any specific reason why nwncx_patch is closed source?

yea tell that to Mavrixio...

 

I am not interested to see forks of my plugin. I already did the mistake of sending the source to one guy who claimed he will help me. Instead he used my source for his own purposes and never heard about him anymore.

 

Not to mention there are security risks - its possible to create expl0its by changing my code. You should be aware of this.



#916
tryguy

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Hey, Shadooow (and virusman, if you're reading this)

 

I think you're doing some pretty good work with the NWNX/NWNCX patches. I'm not in a position to start using the functionality it allows just yet, but I imagine I will in the future.

 

But, I had a question. So, I know these patches rely on having virusman's NWNX/NWNCX as well. So, I have nwnx-2.7-beta4-win32-full.rar  and nwncx-0.2.9.rar installed. They're about the latest distributions I could find. They're pretty old now, and there's hardly any documentation about them as to what all the plugins are for. But, I think I scraped together enough to answer some questions about them I had.

 

Currently, for nwncx-0.2.9.rar, I use nwncx_disablems.dll, nwncx_serverlist.dll. And I found your windows version of nwncx_connect.dll on neverwintervault, so I'm using that instead of the old one that came with the archive. I'm hoping it's more compatible with the unofficial fix that's for nwnx_connect.dll you did too, so that's why I went with that. But there's another file that I'm not sure about. And that's my question.

 

So, about nwncx_tweaks.dll, does it do anything the patch doesn't? Do I need both, or do I really only need the core and the patch? Or what? I guess there's no harm in having it there, but I was wondering about it.

 

Umm, and that's about it. I'm currently going through all the nwnx plugins to see what could be useful to a windows-user. It's good that you compiled those connect ones for windows users.

 

Anyway, back to searching through old docs and threads and things.



#917
Shadooow

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Hey, Shadooow (and virusman, if you're reading this)

 

I think you're doing some pretty good work with the NWNX/NWNCX patches. I'm not in a position to start using the functionality it allows just yet, but I imagine I will in the future.

 

But, I had a question. So, I know these patches rely on having virusman's NWNX/NWNCX as well. So, I have nwnx-2.7-beta4-win32-full.rar  and nwncx-0.2.9.rar installed. They're about the latest distributions I could find. They're pretty old now, and there's hardly any documentation about them as to what all the plugins are for. But, I think I scraped together enough to answer some questions about them I had.

 

Currently, for nwncx-0.2.9.rar, I use nwncx_disablems.dll, nwncx_serverlist.dll. And I found your windows version of nwncx_connect.dll on neverwintervault, so I'm using that instead of the old one that came with the archive. I'm hoping it's more compatible with the unofficial fix that's for nwnx_connect.dll you did too, so that's why I went with that. But there's another file that I'm not sure about. And that's my question.

 

So, about nwncx_tweaks.dll, does it do anything the patch doesn't? Do I need both, or do I really only need the core and the patch? Or what? I guess there's no harm in having it there, but I was wondering about it.

 

Umm, and that's about it. I'm currently going through all the nwnx plugins to see what could be useful to a windows-user. It's good that you compiled those connect ones for windows users.

 

Anyway, back to searching through old docs and threads and things.

nwncx_disablems - fixes the hang out when trying to connect into multiplayer

nwncx_serverlist - populates server lists? idk doesn't work for me anyway

nwncx_tweaks - some additional custom content features that are utiized by some servers like Aenea (possibility to add new beam types etc.), I am not aware of any other server using it

nwncx_connect - solves hak preloading

 

note nwncx_patch has hak preloading ffeature built in too, however its made in way so having both nwncx plugins won't be problem so you don't have to worry



#918
virusman

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yea tell that to Mavrixio...

 

I am not interested to see forks of my plugin. I already did the mistake of sending the source to one guy who claimed he will help me. Instead he used my source for his own purposes and never heard about him anymore.

 

Not to mention there are security risks - its possible to create expl0its by changing my code. You should be aware of this.

Well, nwncx_patch took code from nwncx_connect and that caused conflicts between plugins even though there was a way to make them work together. How is it different from forking? Now users with nwncx_patch will have problems when we update NWNCX and add new features to it. Just as people who relied on NWN-FF had problems a few years ago because it was never released in source form and could not be maintained.

I appreciate your work with the patch and tweaks you made, but NWNX is built on openness and collaboration: everyone can learn from the existing work, release their own, and propose and contribute changes back to the project for the community to benefit from it. I wouldn't even come to the NWNX project and learn C/C++, reverse engineering, assembly, etc. if it was closed-source software developed by a single author in the first place.

So, are you willing to share the full sources for nwncx_patch with anyone?
 
What kind of security risks are you referring to? How are there more possible exploits with nwncx_patch than NWNCX or NWN itself? Does that mean nwncx_patch can be exploited?

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#919
virusman

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tryguy, please read readme.txt file from NWNCX release package, it should answer most of your questions.



#920
Shadooow

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Well, nwncx_patch took code from nwncx_connect and that caused conflicts between plugins even though there was a way to make them work together. How is it different from forking? Now users with nwncx_patch will have problems when we update NWNCX and add new features to it. Just as people who relied on NWN-FF had problems a few years ago because it was never released in source form and could not be maintained.

First of all. I did not want to "steal" that code or rather functionality from that plugin, but I had no other choice. I could not rely on different plugin that was not included in nwncx core package. Second, No, when I realised I have to do this to enable another functionalities I needed I made it in a way it will not cause conflicts together. At least if we are talking about nwncx_patch and nwncx_connect.

 

nwnx_patch is sending value 200 where nwnx_connect is sending 100. This means player can have both nwncx_connect and nwncx_patch and it will work flawlessly. Servers using nwnx_connect will be handled by nwncx_connect, servers using nwnx_patch will be handled by nwncx_patch.

 

What makes conflicts is nwnx_connect + nwnx_patch. If nwnx_connect is present on nwserver installation, it will prevent nwnx_patch to hook same function and therefore nwnx_patch hak-sending and other related functionalities will not work. Builder will therefore lose functionalities of nwnx_patch and that can be solved by removing nwnx_connect.

 

 

What kind of security risks are you referring to? How are there more possible exploits with nwncx_patch than NWNCX or NWN itself? Does that mean nwncx_patch can be exploited?

Yes it can be exploited. New features such as enabling custom content base class alows player to select prestige class as 1st class with 2da edit. I am aware of this but I don't care. Same exploit can be achieved by other known method anyway.

 

But this is not what I meant.

 

I was able to abuse one of my hooks to create brand new exploit. You know, server does not have sanity checks for things client doesn't allow, so if you enable it you can use it in multiplayer. All player would need to create this exploit was to understand my code and modify it.

 

 

So, are you willing to share the full sources for nwncx_patch with anyone?

No, I will share my source only with peoples who want to help with my plugin and only with condition they will keep it for themselves.

 

I don't agree in way how is nwncx designed and while I use its plugin structure I use it only because I don't want to create fork and split community between 2 launchers.

 

I shared client symbols with trusted ppls and I belive that they are now accessable to every serious nwnx developer. And my plugin can be used by anyone. I think my approach is still better than all these server-specific plugins which have their source public but its useless to regular builder with no c++/nwnx programming skills.