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Opening multiple scripts


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41 réponses à ce sujet

#26
Morbane

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kevL wrote...

Can you collapse the output window by pressing Esc ?


alt+F8 does that - but i split the screen horizontally to allow scrolling and the output does not get in the way that way

if you notice there is a little "1" just above the output that is the lower split - i left it showing to illustrate that capability

Modifié par Morbane, 20 novembre 2013 - 09:32 .


#27
Morbane

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Image IPB

Image IPB

Modifié par Morbane, 20 novembre 2013 - 10:06 .


#28
Morbane

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kevL

could you post a link to Skywing's thread that lists all of his command codes?

i cant seem to find it [bashes the search box to get a better picture]

#29
Morbane

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oh - ya.....

PN2 lets you open as many scripts as you can keep track of - in tabs or separate instances of PN2

tabs are my favourite ;)

#30
kevL

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this? If you want 'help' just open a command shell (dos window) and run the exe w/ no paramaters. i don't think you'll find comprehensive/ easily understandable explanations anywhere tho

I asked Sky a few questions in that thread and he gave helpful advice, perhaps the most important is that there are defaults set for the usual directories.


--
btw, here's a little trick

put a copy of nwscript.nss in your override dir, then set up another hotkey with these params:

-ago -i .;"C:\\Documents and Settings\\<user>\\My Documents\\Neverwinter Nights 2\\override" -v1.69 %f


then as long as your script does NOT have any #includes (outside the .nss dir itself), the ASC doesn't need to unzip & load game resources and compiles take ~0.01 sec

i use F10 for scripts with external includes, F9 for insta-compile! Menu hint: "ASC - noLoad"

#31
kevL

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i just decided to put nwscript.nss in the same dir as ASC.exe ( the root of F: )

that keeps them together and shortens the params to

-ago -i .;F: -v1.69 %f

and a compile just took 63ms.

Modifié par kevL, 20 novembre 2013 - 10:12 .


#32
Morbane

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yes thanks - i know most of it is just geek-fluff but now i can look it over

great idea with having the alt exe for nwscript.nss!!

#33
kevL

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hey, looks like you're using an outdated version:

NWNScriptCompiler - built Mar 3 2013 20:59:09

#34
Morbane

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if i use ;F will the ASC recognise the dir (wherever it is) where the ASC.exe is?

#35
Morbane

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kevL wrote...

hey, looks like you're using an outdated version:

NWNScriptCompiler - built Mar 3 2013 20:59:09


ah! easily fixed - didnt even look at the version!?

thats how long ive been using it without updating :)

Modifié par Morbane, 20 novembre 2013 - 10:26 .


#36
Morbane

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with your ;F param

compiled my example script in 32ms :)

which is a one liner... but still compare that to 2.5 secs

#37
kevL

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i barely notice it and wonder if it's even done anything ;)

stuff : the asc always recognizes the dir where itself is... but if you mean will the asc automatically find nwscript.nss if the two are in the same dir, no i just tried that :\\

here's what " -i " means:

- include this directory for source files like nwscript.nss and #includes.

So " -i . " means "look for resources in the current directory" (the current directory is passed to ASC as an editor's parameter; eg, my editor uses " %p " for "current path of .nss file", typically spec'd in the editor as "Start in ..." )

multiple directories are specified by separating them with semi-colons

-i .;F:

- look in current dir; and look in dir "F:" (which ofc is the root of the F-drive)


" . " is an old dos value, meaning current dir; " .. " means the directory one level higher.

#38
Morbane

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all good kevL -

provides much better error reporting - did a test and the nssclc failed with 1 error related to either having no include or an incomplete include - and ASC reported 6 errors related to the same things - all of which i was able to identify easily.

sapientCrow - let us know if you manage with all this, aye?

#39
Morbane

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@kevL

I'm having problems with ASC finding a working parameter for managing this:

then as long as your script does NOT have any #includes (outside the .nss dir itself), the ASC doesn't need to unzip & load game resources and compiles take ~0.01 sec

the ASC does not seem to be finding and unpacking game resources - so it is not able to compile scripts dependent on includes from the stock resources.

im not sure but i thought it was working but the above tests were dependent on directory friendly includes not stock ones.

any help would be appreciated :)

#40
kevL

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dash L

" -l " ( in my " -aglo " eg. ) Load base game resources even if -m isn't supplied (slow), so that "in-box" standard includes can be resolved.

or

" -m " [-m resref] ->

" resref " Resource name of module to load (without extension). Note that loading a module is potentially slow.


But i'm guessing it's not finding an installdir or homedir:

" -h " homedir - Per-user NWN2 home directory (i.e. Documents\\NWN2). (Use doublequotes around yer path if it has any spaces)
eg. -h C:\\LookhereforNwN2install

" -n " installdir - Per-machine NWN2 install directory. (Ditto, but for install folder)


And my favorite:

" -i pathspec;pathspec;pathspec;pathspec " - Semicolon separated list of directories to search additional includes.

Modifié par kevL, 03 décembre 2013 - 10:43 .


#41
Morbane

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bah - now i get a list of parameters with a -1 exit

im not gonna fuss over it anymore - for me nssclc is fine - they built the game with identical resources - and ive built with it this far without issue.

but hey, thanks kevL appreciate it nonetheless

#42
kevL

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ah well