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Linux nwnx-plugins/ports by dumbo:ODBC2, ResMan, Chat plugin
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virusman



Joined: 30 Jan 2005
Posts: 1007
Location: Russia

PostPosted: Fri Jun 23, 2006 14:05    Post subject: Linux nwnx-plugins/ports by dumbo:ODBC2, ResMan, Chat plugin Reply with quote

Well, since some posts on this forum were lost, I'll just repost an important link.
You can find some linux nwnx-plugins here:
http://dumbo.nm.ru/
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dumbo



Joined: 21 Aug 2005
Posts: 21

PostPosted: Tue Aug 08, 2006 17:15    Post subject: chat 0.1.6 Reply with quote

bug fixed:
when a "/w " or "/s " command is typed (note the space) the chat plugin causes nwserver to crash (thx 2 Cawila)

key added:
if you want process messages from all creatures(for exmpl - catch DM messages while he possess someone), add to ini-file:
processnpc=1
or
SetLocalString( oObj, "NWNX!CHAT!LOGNPC", "1" );
in script.
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FunkySwerve



Joined: 02 Jun 2005
Posts: 377

PostPosted: Wed Aug 09, 2006 5:59    Post subject: Reply with quote

Woot! I knew it had to have something to do with server traffic (ie one of those tending to get entered soon rather than later with many players on!
*dances a jig, and downloads the new plugin* Thanks dumbo!
Funky
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Mikel of Avalon



Joined: 29 Dec 2004
Posts: 72
Location: Germany

PostPosted: Wed Aug 09, 2006 13:05    Post subject: Reply with quote

Great work - maybe i will try it out on my little server Wink

For your attention dumbo: maybe you can update your odbc2 plugin to use the same password parameter from the nwnx2.ini file (odbc2 section) as the windows version does - means a change from pass= to pwd= or make a note for linux users to use the other keyword in the ini file.

At the first install (mysql used) with the wrong parameter the plugin can't started correctly. After query all the source scripts i noticed the little difference - so i changed the ini parameter. A change to the plugin would be a better way, but i don't want break anything in the source...

grateful, Mikel
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Mikel of Avalon

Kalandur - Die vergessene Welt
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virusman



Joined: 30 Jan 2005
Posts: 1007
Location: Russia

PostPosted: Thu Aug 10, 2006 17:59    Post subject: Reply with quote

Mikel of Avalon wrote:
Great work - maybe i will try it out on my little server Wink

For your attention dumbo: maybe you can update your odbc2 plugin to use the same password parameter from the nwnx2.ini file (odbc2 section) as the windows version does - means a change from pass= to pwd= or make a note for linux users to use the other keyword in the ini file.

At the first install (mysql used) with the wrong parameter the plugin can't started correctly. After query all the source scripts i noticed the little difference - so i changed the ini parameter. A change to the plugin would be a better way, but i don't want break anything in the source...

grateful, Mikel
Fixed. Smile
http://dumbo.nm.ru/nwnx_odmbc_scorco_linux_v0.3.rar
0.3 - 10.08.2006
----
* The plugin now uses "pass" or "pwd" config key for password
* RCO uses its own result set, so you can do something like that:
SQLExec("SELECT id, stackable, stacksize FROM ax_bank_items WHERE cid="+IntToString(nID));
while(SQLFetch())
{
sItemID = SQLGet(1);
bStackable = StringToInt(SQLGet(2));
SQLSCORCOExec("SELECT data FROM ax_bank_items WHERE id="+sItemID);
oTmp = SQLRetrieveObject(lLoc, OBJECT_SELF);
...
}
without breaking the main loop.
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EPOlson



Joined: 22 Jul 2006
Posts: 8

PostPosted: Wed Aug 16, 2006 21:30    Post subject: Re: chat 0.1.6 Reply with quote

dumbo wrote:

key added:
if you want process messages from all creatures(for exmpl - catch DM messages while he possess someone), add to ini-file:
processnpc=1
or
SetLocalString( oObj, "NWNX!CHAT!LOGNPC", "1" );
in script.

Dumbo is psychic! I was wondering about this just last week. Thank you, you are great!
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FunkySwerve



Joined: 02 Jun 2005
Posts: 377

PostPosted: Fri Aug 18, 2006 2:24    Post subject: Reply with quote

Just got the new version up and running on my servers, and it works beautifully! Dumbo, you are the best!
Funky
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EPOlson



Joined: 22 Jul 2006
Posts: 8

PostPosted: Fri Aug 18, 2006 7:24    Post subject: Reply with quote

FunkySwerve wrote:
Just got the new version up and running on my servers, and it works beautifully! Dumbo, you are the best!
Funky
Yep.
I got the "processnpc=1" to work perfectly.
I must be missing something with the
SetLocalString( oObj, "NWNX!CHAT!LOGNPC", "1" );
Is oObj anything special? I tried with GetModule() at the end of dmb_ChatInit() and it didn't seem to work.
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virusman



Joined: 30 Jan 2005
Posts: 1007
Location: Russia

PostPosted: Fri Aug 18, 2006 9:14    Post subject: Reply with quote

EPOlson wrote:
I must be missing something with the
SetLocalString( oObj, "NWNX!CHAT!LOGNPC", "1" );
Is oObj anything special? I tried with GetModule() at the end of dmb_ChatInit() and it didn't seem to work.
No, oObj can be any object (maybe, even OBJECT_INVALID).
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dumbo



Joined: 21 Aug 2005
Posts: 21

PostPosted: Fri Aug 18, 2006 10:12    Post subject: Reply with quote

EPOlson wrote:
SetLocalString( oObj, "NWNX!CHAT!LOGNPC", "1" );
Is oObj anything special? I tried with GetModule() at the end of dmb_ChatInit() and it didn't seem to work.

hmm... very strange. afair, GetModule() can't return OBJECT_INVALID, coz it always return 0(if we look from inside).

ps. btw, most of your praises must fly to virusman Smile
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FunkySwerve



Joined: 02 Jun 2005
Posts: 377

PostPosted: Fri Aug 18, 2006 16:41    Post subject: Reply with quote

dumbo wrote:
EPOlson wrote:
SetLocalString( oObj, "NWNX!CHAT!LOGNPC", "1" );
Is oObj anything special? I tried with GetModule() at the end of dmb_ChatInit() and it didn't seem to work.

hmm... very strange. afair, GetModule() can't return OBJECT_INVALID, coz it always return 0(if we look from inside).

I tried this with the Module as well and got nothing. Had to be in the ini, which was unfortunate because I was hoping to add it as a switch in the SIMTools configuration script. My assumption, which I was going to test this morning, was that the variable had to be set on the npc themself, though I did think that was a bit odd.

Quote:

ps. btw, most of your praises must fly to virusman Smile


Naw, I'm waiting till he lets me reroute text to the chatlog instead of the combat log before declaring him a genius. Razz J/k. Thanks, virusman, for whatever role you played in this.

Funky
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virusman



Joined: 30 Jan 2005
Posts: 1007
Location: Russia

PostPosted: Sat Aug 19, 2006 3:45    Post subject: Reply with quote

FunkySwerve wrote:
dumbo wrote:
EPOlson wrote:
SetLocalString( oObj, "NWNX!CHAT!LOGNPC", "1" );
Is oObj anything special? I tried with GetModule() at the end of dmb_ChatInit() and it didn't seem to work.

hmm... very strange. afair, GetModule() can't return OBJECT_INVALID, coz it always return 0(if we look from inside).

I tried this with the Module as well and got nothing. Had to be in the ini, which was unfortunate because I was hoping to add it as a switch in the SIMTools configuration script. My assumption, which I was going to test this morning, was that the variable had to be set on the npc themself, though I did think that was a bit odd.
It worked on my server.
SetLocalString(GetModule(),"NWNX!CHAT!LOGNPC","1");
dumbo wrote:

ps. btw, most of your praises must fly to virusman Smile
I deserve only half of the credit. Smile
FunkySwerve wrote:

Naw, I'm waiting till he lets me reroute text to the chatlog instead of the combat log before declaring him a genius. Razz J/k.
Very Happy
Rerouting some server messages to another window is impossible (without modifications of client binary). The only option is to send private messages from NPC/server to player, so it'll show in the chat window.
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virusman



Joined: 30 Jan 2005
Posts: 1007
Location: Russia

PostPosted: Sat Aug 19, 2006 19:19    Post subject: Reply with quote

http://data.virusman.ru/nwn/nwnx_talk.jpg
Very Happy
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EPOlson



Joined: 22 Jul 2006
Posts: 8

PostPosted: Sat Aug 19, 2006 22:58    Post subject: Reply with quote

That gives me some ideas..... Thanks.
I might need some NPCs with names like "Translation"

BTW, I double checked and did the SetLocalString( oObj, "NWNX!CHAT!LOGNPC", "1" ); on every object entering an area Smile
It still only seems to get activated from the .ini file. (windows version)
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FunkySwerve



Joined: 02 Jun 2005
Posts: 377

PostPosted: Sun Aug 20, 2006 10:46    Post subject: Reply with quote

I just tested it again also. Setting it in modload, on the module, has no effect. It had to be in the ini before it would work. This was on the windows version, with and without the local string set via script.

As for the npcs sending messages, Im not understanding how you are specifying the channels. Are uyou having invisib;le NPCs SpeakString? And for the server messages SpeakString also? The SendMessage command just goes straight to the combat log for me.
Thanks;
Funky
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