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Zunath
Joined: 06 Jul 2006 Posts: 183
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Posted: Thu Jun 03, 2010 23:29 Post subject: |
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Just letting you know - we updated our server to your latest version because we were experiencing crashes when DMs logged on after players (but not before, for some reason).
After the update though, we're experiencing crashes when new players log in, every time. I think it has to do with one or more of the following:
NWNXFuncs_SetAbilityScore
NWNXFuncs_SetHitPointsByLevel
NWNXFuncs_SetSkill
NWNXFuncs_SetClassByPosition
NWNXFuncs_AddFeat
NWNXFuncs_RemoveAllFeats
NWNXFuncs_RemoveAllSpells
I know this doesn't really narrow it down much but I'll keep trying stuff and let you know if I find anything.
EDIT: I updated the plugin on the server but left the code in the module the same as it was from version 0.61 I think it was and I'm not experiencing any crashes. On my test server though, the code and the plugin are updated and logging in crashes the server. |
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MaxRock
Joined: 24 Jan 2008 Posts: 196
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Posted: Fri Jun 04, 2010 2:09 Post subject: |
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Zunath wrote: |
.
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EDIT: I updated the plugin on the server but left the code in the module the same as it was from version 0.61 I think it was and I'm not experiencing any crashes. On my test server though, the code and the plugin are updated and logging in crashes the server. |
Set the debug level to 3 in nwnx.ini
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[FUNCS]
debugLevel=3
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That way the log file (nwnx_funcs.txt) will show the last command trying to be executed which should be the culprit. |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Tue Jun 08, 2010 13:09 Post subject: Simple Request |
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Oh, I got one..
Any chance of getting SetTag working again?
Currently the only method of Setting a Tag of an object is to create a duplicate of it, and have the duplicate have a new tag from birth.
The original source is in the old nwnx_functions however it was never updated, and I dont think the SetTag works.
Also - I was wondering if anyone had any technical inside info on what is more efficient.
A method which gets an object by its ObjectToString string id. (eg - via using nwnx_funcs)
or
GetObjectByTag()
Im just wondering which one is best. If the object id used with nwnx can go straight to an object, then it may potentially be better with loops etc, than Tags, tags after all, can be identical, OID cannot. |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Wed Jun 09, 2010 16:40 Post subject: Would love these |
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// Display timing bar for creature and run sScript after delay
void StartTimingBar(object oCreature, int nSeconds, string sScript);
// Hide timing bar and run sScript if specified
void StopTimingBar(object oCreature, string sScript="");
These would be useful in so many ways.
Mining, Gathering skillsets
or in my case, Cocoon system for leveling up. (Enter a Cocoon Phase for certain duration, and emerge with new leveled up stats.) |
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MaxRock
Joined: 24 Jan 2008 Posts: 196
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Posted: Fri Jun 11, 2010 0:23 Post subject: |
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Added a few new functions
Code: |
v 0.0.8
Finally managed to hook and override functions (hence the version jump)
Added:
NWNXFuncs_SetCustomTrapGeometry
NWNXFuncs_GetTrapGeometry
NWNXFuncs_RotateCustomTrapGeometry
(hope I didn't miss the part where this is already possible :-/)
NWNXFuncs_GetSurfaceMaterial
NWNXFuncs_SetDebugLevel
NWNXFuncs_StartTimingbar
NWNXFuncs_StopTimingbar
NWNX.INI
New switch: HOOK_CustomTrapGeometry=[1|0]
Defaults to 0 (not hooked) if not found in the ini file (Needs to be 1 to use the new CustomTrapGeometry functionality)
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Fri Jun 11, 2010 0:25 Post subject: Hehe |
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Cant wait to test these.
Just out of curiosity, what sort of things does the NWNXFuncs_GetSurfaceMaterial return.
Eg where can I get a list of the possible return values? |
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axs
Joined: 11 Feb 2005 Posts: 76
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Posted: Fri Jun 11, 2010 0:32 Post subject: |
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Value is walkmash material ID, if tile is done with good practice, values are very accurate (fe bioware desert is not, return DIRT).
Posible surfaces are in surfacemat.2da
Code: | 0 NotDefined
1 Dirt
2 Obscuring
3 Grass
4 Stone
5 Wood
6 Water
7 Nonwalk
8 Transparent
9 Carpet
10 Metal
11 Puddles
12 Swamp
13 Mud
14 Leaves
15 Lava
16 BottomlessPit
17 DeepWater
18 Door
19 Snow
20 Sand
21 Barebones
22 StoneBridge |
Last edited by axs on Fri Jun 11, 2010 0:42; edited 1 time in total |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Fri Jun 11, 2010 0:33 Post subject: thx |
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Thx axs,
Already having ideas about how I can make Water deadly to my vampire players. Lol |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Sat Jun 12, 2010 2:14 Post subject: Change Area Scripts? |
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I notice that there are methods there that change creatures heartbeat and perception scripts etc.
Would these work on Areas too, or even the module?
I have ideas about Zone Events, and the ability to programatically change a module or areas heartbeat script and then revert back could be invaluable. |
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xardex
Joined: 02 Mar 2010 Posts: 40
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Posted: Sun Jun 13, 2010 2:41 Post subject: |
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Am I able to modify characters (.bic files) with this without booting the clients? (On the fly)
Im currently using a huge pile of letoscript that I dont understand that much about, though it works... But I cant add to it easily.
Is modifying bic files with this easier then with letoscript?
(I am tired and its late, I didnt read any but the first and last page of this topic)
EDIT
This does work with Vista 64bit, right? |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Sun Jun 13, 2010 2:43 Post subject: Yes |
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Yes, this allows modifications to be done to Characters, and NPCs, without requiring a boot.
Infact, this offers alot more than that.
The ability to programatically send npcs to limbo etc, as well as bring up timer bars on screen to pause player gameplay etc, as well as visual effects that only one person can see.
Its possibly one of the best gameplay related releases for the windows platform.
ODBC and Chat being other great releases too.
Funcs is a mix and mash of everything good.
As far as I know -NO to xp64 or vista64.
64Bit OS's are not compatible with the MADCHook.dll I think, and if the dev were to make one that is, it would require special working being done on all the released dll's. |
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Skywing
Joined: 03 Jan 2008 Posts: 321
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Posted: Sun Jun 13, 2010 2:51 Post subject: |
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The changes necessary to support a 32-bit program under 64-bit Windows for the hook library would be trivial. You could also switch to Detours, which isn't written in such a way as it would break under 32-bit apps running in 64-bit Windows. |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Sun Jun 13, 2010 2:52 Post subject: |
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in any case...
someone needs to do it. |
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Gryphyn
Joined: 20 Jan 2005 Posts: 431
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Posted: Sun Jun 13, 2010 4:39 Post subject: |
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Skywing wrote: | The changes necessary to support a 32-bit program under 64-bit Windows for the hook library would be trivial. You could also switch to Detours, which isn't written in such a way as it would break under 32-bit apps running in 64-bit Windows. |
You could also try EasyHook...
From all accounts it's an improvement on Detours. even comes with useful doco. |
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ArielT
Joined: 26 Jan 2010 Posts: 30
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Posted: Sun Jun 13, 2010 7:41 Post subject: |
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It works for Windows 7 64-bit... It just crashes when people log out. |
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