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Fireboar
Joined: 17 Feb 2008 Posts: 323
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Fri Apr 10, 2009 20:03 Post subject: |
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Yes, it's just assembler written in C. And I didn't have any symbols back then, so I had to guess the purpose of every function. |
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Ne0nx3r0
Joined: 29 Nov 2006 Posts: 36
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Posted: Fri Apr 17, 2009 1:45 Post subject: |
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<3
and awesome comic. |
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Ne0nx3r0
Joined: 29 Nov 2006 Posts: 36
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Posted: Sun Apr 19, 2009 3:06 Post subject: |
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I dunno if I'm doing the right thing wrong, or the wrong thing right, but I get:
Code: | nwserver:home/nwserver/nwnx2-linux/trunk/plugins/names# make
g++ -mcpu=i386 -I.. -c -o CCustomNames.o CCustomNames.cpp
`-mcpu=' is deprecated. Use `-mtune=' or '-march=' instead.
CCustomNames.cpp: In member function âvoid CPlayerNames::DeleteByObjectID(dword)â:
CCustomNames.cpp:92: error: âmemcpyâ was not declared in this scope
CCustomNames.cpp: In member function âvoid CCustomNames::DeletePlayer(dword)â:
CCustomNames.cpp:170: error: âmemcpyâ was not declared in this scope
make: *** [CCustomNames.o] Error 1
nwserver:home/nwserver/nwnx2-linux/trunk/plugins/names# |
when trying to run make. I tried including <cstring> in CCustomNames.cpp, and still end up with:
Code: | nwserver:/home/nwserver/nwnx2-linux/trunk/plugins/names# make
make: *** No rule to make target `../NWNXBase.o', needed by `nwnx_names.so'. Stop. |
.. and a few pages of depreciated warnings that I didn't catch, but I can't find NWNXBase.o, and honestly I don't know how to make it from NWNXBase.h/cpp.
Is there something obvious I'm missing here?
**edit***
Looks like I got it, I just copied the files ./install.sh makes while it's running and used those to compile it... We'll see how this works out though O.o |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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kucik
Joined: 11 Feb 2009 Posts: 19 Location: Czech Republic
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Posted: Thu Apr 23, 2009 18:02 Post subject: |
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I thing there is a bit mistake, beacause in
names/NWNXNames.h is:
Code: | #include "../NWNXBase.h"
#include "../gline.h" |
but in Makefile on line 14 is:
So if I put names into plugins directory, I'll get
Code: | NWNXNames.h:23:25: error: ../NWNXBase.h: No such file or directory
NWNXNames.h:24:22: error: ../gline.h: No such file or directory |
So I need to place names/ into trunk/ and change
NWNXDIR = ../..
to
NWNXDIR = ..
or change lines 23 and 24 to
Code: | #include "../../NWNXBase.h"
#include "../../gline.h" |
in header and let names in plugins/
(Or make better haeder and Makefile )
I'm looking forward to test this plugin. Thanks for Your great job. |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Ne0nx3r0
Joined: 29 Nov 2006 Posts: 36
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Posted: Mon Dec 07, 2009 22:57 Post subject: |
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I toyed with this a while back, but I wanted to ask before I try to implement anything... Can you set the name of an area for players (really all players would see the same name ideally) with this? I saw "SetDynamicName(object oPlayer, object oObject, string sName);", but it's difficult enough for me to tinker in compiling with Linux so before I get lost in it I wanted to double check and see if it is functional.
Even if the names have to be set for each player, that's still usable, I could always setup some reference point for when players login. |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Tue Dec 08, 2009 16:32 Post subject: |
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Ne0nx3r0 wrote: | I toyed with this a while back, but I wanted to ask before I try to implement anything... Can you set the name of an area for players (really all players would see the same name ideally) with this? I saw "SetDynamicName(object oPlayer, object oObject, string sName);", but it's difficult enough for me to tinker in compiling with Linux so before I get lost in it I wanted to double check and see if it is functional. | Yes, technically it's possible to change the name of any object for a player using this hook, but I'm not sure if the current implementation allows it. It may require some modifications to the plugin code. |
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Ne0nx3r0
Joined: 29 Nov 2006 Posts: 36
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Posted: Wed Dec 09, 2009 2:55 Post subject: |
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virusman wrote: | Yes, technically it's possible to change the name of any object for a player using this hook, but I'm not sure if the current implementation allows it. It may require some modifications to the plugin code. |
No matter how I toy with this I can't seem to get it to work... I compiled it alright, and I don't see any errors in bash or the logs, but nothing else seems to happen either. I was playing around with the areas plugin, and that works fine, but I can't even seem to set the name of an item with this one.
Do you have an example script I could reference to test with? Just to make sure I'm not misunderstanding how to implement this in nwscript. |
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Ne0nx3r0
Joined: 29 Nov 2006 Posts: 36
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Posted: Thu Dec 24, 2009 2:18 Post subject: |
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*whimper* |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Posted: Fri Jan 08, 2010 21:54 Post subject: |
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I've enabled this system on my PW, so it's improving very fast. When I implement persistent storage for names, I'll release it as a package. _________________ In Soviet Russia, NWN plays you! |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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Ne0nx3r0
Joined: 29 Nov 2006 Posts: 36
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Posted: Sat Jan 09, 2010 17:25 Post subject: |
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Am I missing something as to where this function comes from?
Code: | SetNamesEnabled(oPC); |
I still can't get it to work, but to make it compile I've had to add
Code: | 182: [b]const[/b] char *GetServerFuncName(dword Addr) |
Seemed harmless, but I've yet to make it work once. It looks like a lot of improvements though. |
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virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
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