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Search found 11 matches
nwnx.org Forum Index
Author Message
  Topic: Time Module and the Game Clock
Moonunit921

Replies: 10
Views: 13518

PostForum: Scripts and Modules   Posted: Wed Jun 14, 2006 21:06   Subject: Time Module and the Game Clock
Nope, Windows XP, German version (which is really wierd when viewing the desktop through a client, and I don't speak German Razz)
  Topic: Time Module and the Game Clock
Moonunit921

Replies: 10
Views: 13518

PostForum: Scripts and Modules   Posted: Wed Jun 14, 2006 3:59   Subject: Time Module and the Game Clock
System resources, CPU 1-2% tops (empty), spikes up to about 20% every couple of minutes for a sec or two. Profiler gets ruthlessly torn apart by FluffyAmoeba on a regular basis to track down any lag ...
  Topic: Time Module and the Game Clock
Moonunit921

Replies: 10
Views: 13518

PostForum: Scripts and Modules   Posted: Tue Jun 13, 2006 21:38   Subject: Time Module and the Game Clock
PRC 2.2c - HB scripts built in. Changing to 3.0d too, and it only gets worse I'm told. I have a pseudoHB saveloc using NWNX, NESS planned for impelentation, and that's it. Other than that, there's ...
  Topic: Time Module and the Game Clock
Moonunit921

Replies: 10
Views: 13518

PostForum: Scripts and Modules   Posted: Tue Jun 13, 2006 11:53   Subject: Time Module and the Game Clock
What had me thinking it wasn't the mod is that it works fine on two other servers. Maybe the machine in question can't handle the overhead, thus causing the clock to be low-priority-skipped?
  Topic: Time Module and the Game Clock
Moonunit921

Replies: 10
Views: 13518

PostForum: Scripts and Modules   Posted: Tue Jun 13, 2006 2:35   Subject: Time Module and the Game Clock
Heh, we've already gone through the Bioforums, and tried that fix. We figure it's something with the host (it's not the mod for sure) and thought that forcing the game clock to advance might be a sol ...
  Topic: Time Module and the Game Clock
Moonunit921

Replies: 10
Views: 13518

PostForum: Scripts and Modules   Posted: Sun Jun 11, 2006 17:09   Subject: Time Module and the Game Clock
I'm having a problem with the game clock not advancing, or advancing at a staggered rate. I'd like to use the time module to advance the game clock if possible - can this be done, and if so, how? An ...
  Topic: Help requested for new windows plugin - Killserver
Moonunit921

Replies: 6
Views: 10497

PostForum: Windows development   Posted: Sun Nov 13, 2005 17:55   Subject: Help requested for new windows plugin - Killserver
Have you solved this problem yet?
  Topic: Function idea: Shutdown server
Moonunit921

Replies: 76
Views: 110660

PostForum: General Discussion   Posted: Sat Nov 12, 2005 0:58   Subject: Function idea: Shutdown server
I'm wondering if Asmodae was able to get the plugin to work, or anyone duplicate that idea? It seems like the way to go. I'd love to have an auto reset as well so I don't have to do it by hand, but ...
  Topic: Persistent Merchants
Moonunit921

Replies: 9
Views: 13890

PostForum: General Discussion   Posted: Wed Oct 19, 2005 12:01   Subject: Persistent Merchants
Has anyone developed a way to use APS to persistently track a merchant's inventory yet?
  Topic: Limit on SetPersistentLocations?
Moonunit921

Replies: 4
Views: 7987

PostForum: Scripts and Modules   Posted: Sun Sep 18, 2005 13:39   Subject: Limit on SetPersistentLocations?
Great, those hints helped me sort it out. Thanks folks!
  Topic: Limit on SetPersistentLocations?
Moonunit921

Replies: 4
Views: 7987

PostForum: Scripts and Modules   Posted: Tue Sep 13, 2005 23:11   Subject: Limit on SetPersistentLocations?
I'm trying to set three different persistent locations on a PC - once per mintue (as per one of the threads below), on resting, and on death. I'm using different string sVarName variables (CurLoc, Re ...
 
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