View previous topic :: View next topic |
Author |
Message |
Cablefish
Joined: 19 Jul 2010 Posts: 3
|
Posted: Mon Jul 19, 2010 12:31 Post subject: No log files appear |
|
|
The NWWX2 program runs fine and keeps the server alive when i crash it. The ordinary server-log-files do appear in the reversed folder like described but no files appear anywhere. Neither in the "temp" folders NWNX2 creates.
So theres no way to me to confirm what I'm doing right or wrong which really prevents me from getting anywhere.
Furthermore it would appear that the database isn't loading right. But it's impossible for me to actually confirm that any of the plugins are working..,
I use Windows XP 64 bit and have NWN installed on my E:\games\nwn wich may or may not have something to do with it.
Does anyone have a clue as to what i may be doing wrong or will i need to provide more information. Cant really provide logfiles now
I'll show you my NWNX.ini file
Code: | ; NWNX2 configuration file
; These are the default values for NWNX2. Values specified on the command
; line take precedence.
[NWNX]
ServerPort = 5121
ModuleName = "freescape"
WatchdogProcess = yes
UpdateIntervalProcess = 5
WatchdogGamespy = no
UpdateIntervalGamespy = 20
GamespyRetries = 5
OldGamespyProtocol = no
RestartDelay = 5
[ODBC]
; Log file
MaxLogSize = 512 ; in KByte
LogLevel = 2 ; 0=nothing, 1=only errors, 2=everything
; Use these two settings for the SQLite internal database
source = e:\games\NWN\sqlite
file = sqlite.db
; Use these two settings for ODBC connections
;source = odbc
;dsn = nwn
; Use these five settings for MySQL connections
;source = mysql
;server = localhost
;user = nwn
;pwd = nwn
;db = nwn
; Set hookscorco to false if you want to disable hooking of
; StoreCampaignObject and RetrieveCampaignObject entirely
hookscorco = true
[PROFILER]
MaxLogSize = 512 ; in KByte
LogLevel = 1 ; 1=overall statistics, 2=full script callstack
[RESOURCEMANAGER]
MaxLogSize = 512 ; in KByte
LogLevel = 1 ; 0= nothing, 1=Resource Manager specific info, 2=list of all loaded resources
; Where Resource Manager loads the scripts from. Note the trailing backslash.
;SourcePath = scripts\chapter1\
SourcePath = e:\games\NWN\scripts\
[FIXES]
copy_vars = 0 # Copy local variables on stack split and on store transaction,
# fire OnDisturbed when you merge a stack from a placeable
compare_vars = 0 # If set to 1, items with different local vars don't stack
keep_hidden_in_conversation = 0 # If set to 1, creatures don't unhide when they start a conversation
hp_limit = -10 # Negative HP limit - values up to -127 are allowed |
|
|
Back to top |
|
|
Cablefish
Joined: 19 Jul 2010 Posts: 3
|
Posted: Mon Jul 19, 2010 17:06 Post subject: |
|
|
Okay i just manually browsed back to find the associated thread about it.
I downloaded the new MadCodeHook but it's restricted now for non-comercial-use. Do you have any plans on working arround this 64bit compatability issue at any point or should i go ahead and make a linux partion? |
|
Back to top |
|
|
Zebranky
Joined: 04 Jun 2006 Posts: 415
|
Posted: Mon Jul 19, 2010 23:09 Post subject: |
|
|
NWNX2 Windows 64-bit compatibility is unlikely to happen in a timeframe that wouldn't stall your project's development. Time for 32-bit Windows or a Linux install, yes. _________________ Win32 SVN builds: http://www.mercuric.net/nwn/nwnx/
<Fluffy-Kooshy> NWNx plugin is to this as nuclear warheads are to getting rid of fire ants.
<ThriWork> whenever I hear nwn extender, I think what does NWN need a penis extender for? |
|
Back to top |
|
|
Skywing
Joined: 03 Jan 2008 Posts: 321
|
Posted: Tue Jul 20, 2010 2:36 Post subject: |
|
|
As I recall, the main breakage with madCHook related to the initial DLL injection. I posted some relatively dependency-free dll injection code on the nwnx4 dev board that you could easily swap in if that's the case (for awhile I maintained a nwnx4 fork that used this instead of detours). |
|
Back to top |
|
|
|