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NWN Toolset Extender + Compiler plugin

 
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Sat Jun 18, 2011 1:50    Post subject: NWN Toolset Extender + Compiler plugin Reply with quote

NWN Toolset Extender 1.0.0 + Compiler plugin
Required CRT: http://www.microsoft.com/download/en/details.aspx?id=5555
Download: http://data.virusman.ru/nwn/nwntx-compiler-1.0.0.rar
Install: Just unpack the files to your NWN folder and use NWNTX Loader.exe to launch the Toolset. The compiler will be switched seamlessly.
Thanks a lot to Skywing for the help and for his compiler library.
Details: http://social.bioware.com/forum/1/topic/188/index/7645830
The sources will be on SVN in a few days.
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Lokey



Joined: 02 Jan 2005
Posts: 158

PostPosted: Sat Jun 18, 2011 4:20    Post subject: Reply with quote

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.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Sat Jun 18, 2011 10:44    Post subject: Reply with quote

New version with bugfixes and updated compiler dll:
http://data.virusman.ru/nwn/nwntx-compiler-1.0.1.rar
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Sat Jun 18, 2011 21:57    Post subject: Reply with quote

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.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Sun Jun 26, 2011 11:23    Post subject: Reply with quote

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.
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Lokey



Joined: 02 Jan 2005
Posts: 158

PostPosted: Tue Jun 28, 2011 11:50    Post subject: Reply with quote

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 Smile
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DM_Vecna



Joined: 10 Feb 2010
Posts: 37

PostPosted: Tue Jul 16, 2013 15:11    Post subject: Reply with quote

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
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Tue Jul 16, 2013 21:37    Post subject: Reply with quote

Try recompiling all scripts with Build Module.
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DM_Vecna



Joined: 10 Feb 2010
Posts: 37

PostPosted: Wed Jul 17, 2013 2:07    Post subject: Reply with quote

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.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Wed Jul 17, 2013 9:06    Post subject: Reply with quote

Are you using the latest version?
http://data.virusman.ru/nwn/nwntx-full-1.0.5.rar
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DM_Vecna



Joined: 10 Feb 2010
Posts: 37

PostPosted: Thu Jul 18, 2013 7:34    Post subject: Reply with quote

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.
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Sherincall



Joined: 14 Mar 2009
Posts: 7
Location: Santa Clara, CA

PostPosted: Tue Sep 09, 2014 22:18    Post subject: Reply with quote

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.
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MercurioGenesis



Joined: 18 Jan 2015
Posts: 1

PostPosted: Sun Jan 18, 2015 15:41    Post subject: Reply with quote

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...
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