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Imputbox in NWN1

 
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Wart



Joined: 13 Jun 2012
Posts: 45

PostPosted: Wed Oct 17, 2012 9:04    Post subject: Imputbox in NWN1 Reply with quote

Is it possibile to create a nwnx plugin in order to display imput box in nwn where players can type text? (like the one in nwn2 for example)
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Wed Oct 17, 2012 11:05    Post subject: Reply with quote

if it is possible, it would need to be nwncx (Client Extender)

And it would require that the players have it installed on their machines.
So you wouldnt be able to have it solely on the server.
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Wart



Joined: 13 Jun 2012
Posts: 45

PostPosted: Wed Oct 17, 2012 23:55    Post subject: Reply with quote

Then i have to add another question.

IF it is possibile:

Is ti also possibile to detect the presence of NWNCX for each connected player?
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addicted2rpg



Joined: 01 Aug 2008
Posts: 106

PostPosted: Sun Oct 21, 2012 3:15    Post subject: Reply with quote

It is possible to detect the presence. You'll need a corresponding nwnx module to a client module. Basically have them talk on their own port. If the client doesn't pickup, then obviously its not installed.
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rebamarvin



Joined: 28 Jan 2014
Posts: 1

PostPosted: Tue Jan 28, 2014 13:36    Post subject: Reply with quote

In terms of converting the Linux NWNX plugins. What exactly is required?

My understanding so far is that the Linux NWN server executable is different from the Windows NWN server executable - this causes the memory addresses to be different which is why the Linux plugins don't work on Windows.

So to convert a plugin - would it just be a matter of decompiling the NWN Server executables, and finding the correct memory addresses and then updating the Linux source files, then compiling them into DLL's? It couldn't be that simple could it?

(I understand that there may be plugins that make linux system calls or rely on linux only libraries - these would take a bit more work of course but these should be the minority if they exist at all, right?)
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Squatting Monk



Joined: 28 Jun 2007
Posts: 76

PostPosted: Tue Jan 28, 2014 22:57    Post subject: Reply with quote

I don't know what's required, but I can say that you don't need to decompile anything. NWNX and all its associated plugins are open source.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Wed Jan 29, 2014 13:44    Post subject: Reply with quote

NWNX itself is open source, but it modifies the code of the game, and you have to reverse engineer the game to be able to do that.

rebamarvin - for the most part, yes. The hardest part in NWNX dev is finding the correct functions and offsets and debugging to make it work. There are some differences in memory layout, stack management, memory management, inlining, etc. between platforms, so you'd have to do most of that again on another platform. It's easier when you already know exactly what to look for, but still takes time.
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