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NWNX Areas
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Fri Dec 03, 2010 19:08    Post subject: Reply with quote

NWNX Areas 0.3.2 (Linux)
http://nwn.virusman.ru/trac/nwnx2-linux/changeset/366/
http://data.virusman.ru/nwn/nwnx_areas-0.3.2-linux.rar
  • Added CNWSPlayerTURD cleanup to fix server crash happening when player enters a removed area
  • Fixed string handling in SetAreaName

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morikahn



Joined: 04 Aug 2006
Posts: 5

PostPosted: Mon Sep 12, 2011 13:31    Post subject: Reply with quote

Is there an updated windows plugin that includes mini-map fixes and the SetAreaName() function?
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morikahn



Joined: 04 Aug 2006
Posts: 5

PostPosted: Mon Sep 12, 2011 13:40    Post subject: Reply with quote

Ignore this. Appears Max Rocks is working on the windows port.
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Zunath



Joined: 06 Jul 2006
Posts: 183

PostPosted: Tue Oct 04, 2011 4:50    Post subject: Reply with quote

I'm still getting segmentation faults when a player enters a destroyed area. It also seems to happen if I make a copy, destroy that copy, and then make another copy of that area.

Not sure how much this helps but hopefully you'll be able to figure something out!
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maddogfargo



Joined: 03 Nov 2009
Posts: 49

PostPosted: Thu Dec 01, 2011 18:52    Post subject: Reply with quote

Been a while so just following up on this plugin. Is it working/stable for both linux and Windows?

I'm looking at this for a couple uses:

- Player Housing instances
- Custom 'Cutscene' type instances
- Maybe even explorable area instances allowing multiple parties of different levels to explore the same area but with each instance spawning level-apropriate foes for their group without interfering with another group

How well is it working and what are the caveats or limitations?

Thanks for all your hard work on this plugin. It's a GREAT idea!
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Fri Dec 02, 2011 8:27    Post subject: Reply with quote

There may be issues with area deletion, but other than that, it should be stable.
If you encounter any bugs or crashes, please let me know.
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maddogfargo



Joined: 03 Nov 2009
Posts: 49

PostPosted: Fri Dec 02, 2011 19:30    Post subject: Reply with quote

virusman wrote:
There may be issues with area deletion, but other than that, it should be stable.
If you encounter any bugs or crashes, please let me know.


What kind of issues are you still seeing with area deletion? Are fixes planned?

Until then, creating a new instance as-needed and letting it remain would still work. I will just need to script a way to track the instances created and whether they are still in use or available for the next group/person to use. I don't really see area deletion as a show stopper for my purposes.

Thanks. Smile
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PlasmaJohn



Joined: 04 Mar 2005
Posts: 70
Location: The Garage

PostPosted: Sat Aug 25, 2012 6:29    Post subject: Reply with quote

Was poking at this tonight... Is this supposed to load the .git file as well?

I built an area in a different module and exported the .are, .git and .gic resources. The area contains a couple placeables and a modified NPC. None of these show up. I've put the .git in both the /are subdir and the /git subdir of my ResMan install.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Sat Aug 25, 2012 22:50    Post subject: Reply with quote

in the windows release, I need to put the git, and gic and are in the

externalsources\are folder

but in addition, need to put the are in the externalsources folder too
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PlasmaJohn



Joined: 04 Mar 2005
Posts: 70
Location: The Garage

PostPosted: Sun Aug 26, 2012 21:26    Post subject: Reply with quote

Do your areas have the correct placeables and NPC's?
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Terra_777



Joined: 27 Jun 2008
Posts: 216
Location: Sweden

PostPosted: Sun Aug 26, 2012 21:37    Post subject: Reply with quote

Out of curiosity; does it work if you place it in the serverside override folder? Because if I'm not mistaken nwn checks the override by default.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Sun Aug 26, 2012 22:24    Post subject: Reply with quote

Yes, it should load the git file. Check if your filenames are lowecase.
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PlasmaJohn



Joined: 04 Mar 2005
Posts: 70
Location: The Garage

PostPosted: Mon Aug 27, 2012 0:05    Post subject: Reply with quote

*coughs* my ResMan plugin was a wee bit out of date. Everything's happy now.
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Mefisto



Joined: 20 Dec 2011
Posts: 4

PostPosted: Wed Apr 24, 2013 21:14    Post subject: Reply with quote

Works fine for me:

Code:
NWNX Areas version 0.3.2 for Linux.
(c) 2006-2010 by virusman (virusman@virusman.ru)
pServThis = 00000000
Creating area 'mf_test_test'
Loading area 'mf_test_test'
AreaID=00011E5A


with one exception... SetAreaName do nothing (no new name, no log).

I retrieve area object using function GetArea(oDM). Am I doing it wrong?
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farhorizon



Joined: 07 Dec 2012
Posts: 12

PostPosted: Wed Jan 21, 2015 8:39    Post subject: Reply with quote

axs wrote:


And second sometime when player enters created area (I think it's related with minimap update):
Code:
#0  0x0806ef39 in CNWSMessage::WriteGameObjUpdate_PlayerUpdate(CNWSPlayer *, CNWSPlayerLastUpdateObject *, CLastUpdateObject *, unsigned short) ()
#1  0x0806d113 in CNWSMessage::WriteGameObjUpdate_MajorGUIPanels(CNWSPlayer *) ()
#2  0x0806ba41 in CNWSMessage::SendServerToPlayerGameObjUpdate(CNWSPlayer *, unsigned long) ()
#3  0x0808036e in CNWSMessage::SendServerToPlayerGameObjUpdate(CNWSPlayer *) ()
#4  0x080a4b87 in CServerExoAppInternal::UpdateClientGameObjectsForPlayer(CNWSPlayer *, int, unsigned long long) ()
#5  0x080b0275 in CServerExoAppInternal::UpdateClientGameObjects(int) ()
#6  0x080a053e in CServerExoAppInternal::MainLoop(void) ()
#7  0x0804bbe7 in main ()


I had this issue as well & I think I've found the root cause and fixed it. It's only been patched for a day on my server, so I'm still looking for other cases I might have missed ..

https://github.com/NWNX/nwnx2-linux/pull/21

The key issue is that the minimap update only happens for players currently online. Players that have never logged in before are ok: they treat new dynamic areas the same as static areas when they login for the first time and get a fresh set of minimaps.

However, players that logged in and then logged out before the dynamic area was loaded will not get the minimap when they login again. If one of those players then enters the dynamic area that they missed loading, the server will crash due to the minimap not existing with the stack trace quoted at the top of this post.

I haven't ever read the nwnx code before two days ago, so there may be a number of ways to simplify my change. Hope this helps!
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