View previous topic :: View next topic |
Author |
Message |
virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
|
|
Back to top |
|
|
Lokey
Joined: 02 Jan 2005 Posts: 158
|
Posted: Sat Jun 18, 2011 4:20 Post subject: |
|
|
On 1.21ish WINE here. Winetricks for the msxml version to install the runtime resulted in a dead link.
Launcher works, provides feedback that makes sense. _________________ Neversummer PW NWNx powered mayhem |
|
Back to top |
|
|
virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
|
|
Back to top |
|
|
virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
|
Posted: Sat Jun 18, 2011 21:57 Post subject: |
|
|
Lokey wrote: | On 1.21ish WINE here. Winetricks for the msxml version to install the runtime resulted in a dead link.
Launcher works, provides feedback that makes sense. | Try unpacking just the msvcr100.dll and copying it to the same folder. _________________ In Soviet Russia, NWN plays you! |
|
Back to top |
|
|
virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
|
Posted: Sun Jun 26, 2011 11:23 Post subject: |
|
|
New release!
NWNTX Compiler 1.0.2
http://data.virusman.ru/nwn/nwntx-compiler-1.0.2.rar
Added an ini file to enable/disable compiler optimizations and extensions.
Also, the compiler now generates debug data if it's enabled in nwtoolset.ini.
New compiler dll and msvcr100.dll are bundled with the package. _________________ In Soviet Russia, NWN plays you! |
|
Back to top |
|
|
Lokey
Joined: 02 Jan 2005 Posts: 158
|
Posted: Tue Jun 28, 2011 11:50 Post subject: |
|
|
Loaded previously, now
Code: | $ wine 'NWNTX Loader.exe'
Trying to load PE image for unsupported architecture (AMD-64)
err:module:import_dll Loading library MSVCR100.dll (which is needed by L"C:\\Program Files\\nwn\\NWNTX Loader.exe") failed (error c000007b).
err:module:LdrInitializeThunk Main exe initialization for L"C:\\Program Files\\nwn\\NWNTX Loader.exe" failed, status c0000135 |
I guess grain of salt here, my WINE is a bit old |
|
Back to top |
|
|
DM_Vecna
Joined: 10 Feb 2010 Posts: 37
|
Posted: Tue Jul 16, 2013 15:11 Post subject: |
|
|
Hello
I have been experiencing an issue with this compiler. When I compile my scripts I can see that it is finding any errors but when I launch the game none of the changes are effected. Even a simple debug line will fail to show up. It is looking at the old version before I adjusted anything in the toolset. Can any users see if they are getting a different result. Or if SkywingL or Virusman are available maybe they could look into this?
I am on Windows 7
Thanks |
|
Back to top |
|
|
virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
|
Posted: Tue Jul 16, 2013 21:37 Post subject: |
|
|
Try recompiling all scripts with Build Module. _________________ In Soviet Russia, NWN plays you! |
|
Back to top |
|
|
DM_Vecna
Joined: 10 Feb 2010 Posts: 37
|
Posted: Wed Jul 17, 2013 2:07 Post subject: |
|
|
Thanks for the response Virusman. But maybe I'm missing something. That is how I always try to compile them.
After I lunch nwntx loader, I make changes then build the module with the compile scripts box checked. The. I save the module and close the toolset. Am I missing anything? I see the scripts being checked as I would with the default toolset but then no changes happen in game. |
|
Back to top |
|
|
virusman
Joined: 30 Jan 2005 Posts: 1020 Location: Russia
|
|
Back to top |
|
|
DM_Vecna
Joined: 10 Feb 2010 Posts: 37
|
Posted: Thu Jul 18, 2013 7:34 Post subject: |
|
|
Thanks for the support. I am continuing to debug this issue. I am on the current build and I discovered I can get some other modules to build just not my player world. I will try to establish what is going on with that module.
There are some scripts that are not compiling due to errors. I will remove those first and see if it makes a difference. Other than that I am at a loss. I dont want to try and cut up my module to see what is causing the issue. But I will poke around. |
|
Back to top |
|
|
Sherincall
Joined: 14 Mar 2009 Posts: 7 Location: Santa Clara, CA
|
Posted: Tue Sep 09, 2014 22:18 Post subject: |
|
|
Sorry for thread necromancy, not sure if there is a more active place to post this..
Anyway, small feature request - specify the module to be loaded through the command line. This way we could associate .mod files with the toolset loader. The original toolset has this feature already, so you could probably just forward the argument.
And thanks again, this is a handy little tool. _________________ Shadows and Silver |
|
Back to top |
|
|
MercurioGenesis
Joined: 18 Jan 2015 Posts: 1
|
Posted: Sun Jan 18, 2015 15:41 Post subject: |
|
|
I have a functions script that just stores a group of functions. I accidentally included it in itself (#include "script_name"), thus creating a circular reference. An error was displayed, I clicked 'Ok', and then corrected the issue.
Now any script that points to that functions script will not compile and debug properly. I can type nonsense in and it will still compile successfully.
I have compiled the scripts individually, used the Build option, exported and re-imported the scripts, deleted and remade the script - the error persists.
Anyone know of a fix?
Edit : A bit of investigation later, and it appears that the NCS file is not being generated, for a spell script that references the 'broken' library, in //modules/temp0 after a build. This suggests there is a compilation error (somewhere!) but it is not being reported.
Edit 2 : Fix found. One of my structs had some comments at the end that were not closed with a */. Of all the things to go wrong... |
|
Back to top |
|
|
|