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NWNX_Patch
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Tue Jul 25, 2017 17:53    Post subject: Reply with quote

Just found out I completely screwed the server functions into client updates.

Probably none of the recent functions that forces to update values on client (if he is in area) will not work correctly.

EDIT: function SetAreaColor will be removed and reworked into two functions so if you use it wait for bit longer it will get changed completely...
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Wed Jul 26, 2017 1:24    Post subject: Reply with quote

NWNCX_Patch and NWNX_Patch v1.26

DOWNLOAD

Fixes:
- fixed functions requiring client to update area
EDIT: - setting no rest flag will now work also for players inside area automatically

New custom functions:
int NWNXPatch_GetAreaAmbientColor(object oArea, int nType);
void NWNXPatch_SetAreaAmbientColor(object oArea, int nType, int nColor);
int NWNXPatch_GetAreaDiffuseColor(object oArea, int nType);
void NWNXPatch_SetAreaDiffuseColor(object oArea, int nType, int nColor);
int NWNXPatch_GetAreaShadowsEnabled(object oArea, int nType);
void NWNXPatch_SetAreaShadowsEnabled(object oArea, int nType, int bShadowsEnabled);
int NWNXPatch_GetAreaChanceOfLightning(object oArea);
void NWNXPatch_SetAreaChanceOfLightning(object oArea, int nChance);
int NWNXPatch_GetAreaSpotModifier(object oArea);
void NWNXPatch_SetAreaSpotModifier(object oArea, int nModifier);
int NWNXPatch_GetAreaListenModifier(object oArea);
void NWNXPatch_SetAreaAreaListenModifier(object oArea, int nModifier);

Notes:
I tested only Get/Set ambient and diffuse, dont be suprised it other functions wont work properly.

I removed GetAreaColor and SetAreaColor and replaced them with new functions Get/SetAreaAmbient/DiffuseColor as I found out fog color can be changed using vanilla functions. I also made it so these functions share parameters with SetFogColor function. This means the functions accepts the constants FOG_COLOR_*. These constants are not representing all color choices though, see NWN Lexicon, the info on SetFogColor apply to new functions as well.

I can add function to change fog clip distance and shadow opacity only if I knew what this actually do.

EDIT: just noticed the typo in last function name. This will get changed next tim to the "SetAreaListenModifier".
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Last edited by ShaDoOoW on Wed Jul 26, 2017 17:18; edited 1 time in total
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Antegate



Joined: 20 Apr 2012
Posts: 100

PostPosted: Wed Jul 26, 2017 5:25    Post subject: Reply with quote

Thanks much)

Quote:
EDIT: just noticed the typo in last function name. This will get changed next tim to the "SetAreaListenModifier".

Smile)
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Wed Jul 26, 2017 7:15    Post subject: Reply with quote

NWNXPatch_SetCurrentHitPoints not working in multiplayer.
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Antegate



Joined: 20 Apr 2012
Posts: 100

PostPosted: Wed Jul 26, 2017 11:45    Post subject: Reply with quote

Quote:
int NWNXPatch_GetAreaAmbientColor(object oArea, int nType);
void NWNXPatch_SetAreaAmbientColor(object oArea, int nType, int nColor);
int NWNXPatch_GetAreaDiffuseColor(object oArea, int nType);
void NWNXPatch_SetAreaDiffuseColor(object oArea, int nType, int nColor);
int NWNXPatch_GetAreaShadowsEnabled(object oArea, int nType);
int NWNXPatch_GetAreaChanceOfLightning(object oArea);
void NWNXPatch_SetAreaChanceOfLightning(object oArea, int nChance);
int NWNXPatch_GetAreaSpotModifier(object oArea);
int NWNXPatch_GetAreaListenModifier(object oArea);

is working
Quote:
void NWNXPatch_SetAreaAreaListenModifier(object oArea, int nModifier);
void NWNXPatch_SetAreaSpotModifier(object oArea, int nModifier);

is working. Is this displayed in the hero's properties?

Quote:

void NWNXPatch_SetAreaShadowsEnabled(object oArea, int nType, int bShadowsEnabled);

Not working. Does nothing.


Last edited by Antegate on Wed Jul 26, 2017 11:58; edited 1 time in total
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Antegate



Joined: 20 Apr 2012
Posts: 100

PostPosted: Wed Jul 26, 2017 11:50    Post subject: Reply with quote

Quote:
fog clip distance

Hero's range of visibility. He sees the tiles until he conceals the fog (FOG_TYPE_SUN / FOG_TYPE_MOON)

Quote:
shadow opacity

Shadow distance visibility
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Wed Jul 26, 2017 13:32    Post subject: Reply with quote

Antegate wrote:

void NWNXPatch_SetAreaAreaListenModifier(object oArea, int nModifier);
void NWNXPatch_SetAreaSpotModifier(object oArea, int nModifier);

is working. Is this displayed in the hero's properties?

no its hidden value completely
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Last edited by ShaDoOoW on Wed Jul 26, 2017 14:41; edited 1 time in total
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Wed Jul 26, 2017 14:40    Post subject: Reply with quote

Valbor wrote:
NWNXPatch_SetCurrentHitPoints not working in multiplayer.

Tested it in both single and multiplayer and works. Check out nwnx_patch log, if there is some error message on the function. Also note function only allows to set hitpoints below MAX HP. What number are you trying to set? I tried 1, worked.
Antegate wrote:
void NWNXPatch_SetAreaShadowsEnabled(object oArea, int nType, int bShadowsEnabled);

Not working. Does nothing.

Works for me properly in both client and server. nType must be 0/1/2 ie. FOG_TYPE_* constants and bShadowsEnabled must be 0 or 1. And if its multiplayer, client needs to run nwncx_patch.

Check for nwnx_patch.txt/nwncx_patch.txt for errors.
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Antegate



Joined: 20 Apr 2012
Posts: 100

PostPosted: Wed Jul 26, 2017 14:57    Post subject: Reply with quote

Quote:
Works for me properly in both client and server. nType must be 0/1/2 ie. FOG_TYPE_* constants and bShadowsEnabled must be 0 or 1. And if its multiplayer, client needs to run nwncx_patch.

Check for nwnx_patch.txt/nwncx_patch.txt for errors.

yes, is working.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Wed Jul 26, 2017 16:30    Post subject: Reply with quote

I am taking requests for more new functions. Maybe its also time to "steal" functions from other plugins, which I did so far only if I needed said function for my softcoded scripts.

Also, managed to make HighlightObject(oPlayer, oObject) which will highlight specific object for specific PC (like if you pressed TAB ingame but for 1 object only).
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Antegate



Joined: 20 Apr 2012
Posts: 100

PostPosted: Wed Jul 26, 2017 16:47    Post subject: Reply with quote

Quote:
HighlightObject(oPlayer, oObject)

cool Smile
Is it possible to turn off the highlighting altogether?

Quote:
I am taking requests for more new functions.

What about those queries about the events of the Journal and the Group?
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Wed Jul 26, 2017 16:55    Post subject: Reply with quote

Antegate wrote:
Quote:
HighlightObject(oPlayer, oObject)

cool Smile
Is it possible to turn off the highlighting altogether?

Quote:
I am taking requests for more new functions.

What about those queries about the events of the Journal and the Group?

Yes I think thats possible to do. But it will work only with nwncx_patch so any player who would want to avoid being unable to highlight all objects would just need to play game without plugin. But now there is verifyclientrunningnwncx which should help in those cases.

Those are events not functions Smile.
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Antegate



Joined: 20 Apr 2012
Posts: 100

PostPosted: Wed Jul 26, 2017 17:17    Post subject: Reply with quote

Quote:
Yes I think thats possible to do. But it will work only with nwncx_patch so any player who would want to avoid being unable to highlight all objects would just need to play game without plugin. But now there is verifyclientrunningnwncx which should help in those cases.

Add this feature?

Quote:
Those are events not functions

sorrow... (T_T)


Is it possible to import improvements for the RetrieveCampaignObject function?
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Valbor



Joined: 26 Dec 2016
Posts: 145

PostPosted: Wed Jul 26, 2017 17:25    Post subject: Reply with quote

ShaDoOoW wrote:
Valbor wrote:
NWNXPatch_SetCurrentHitPoints not working in multiplayer.

Tested it in both single and multiplayer and works. Check out nwnx_patch log, if there is some error message on the function. Also note function only allows to set hitpoints below MAX HP. What number are you trying to set? I tried 1, worked.

NWNXFuncs_SetCurrentHitPoints(oPC, GetMaxHitPoints(oPC));
NWNXPatch_SetCurrentHitPoints(oPC, GetMaxHitPoints(oPC));
Well I used both of these functions when NWNXFuncs_SetCurrentHitPoints; restored HP, but your NWNXPatch_SetCurrentHitPoints not restored, and if you have it working properly, maybe it's my problem perhaps due to the fact that i use 2 different plugin?
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Wed Jul 26, 2017 18:35    Post subject: Reply with quote

Antegate wrote:

Add this feature?

Is it possible to import improvements for the RetrieveCampaignObject function?

Yes I want to definitely add this. I already made it work. The only question is how should this be done.
- ini option in nwnplayer.ini ?
- variable on module ?

As for RetrieveCampaignObject, I am afraid this won't be in my abilities for now as the code for linux is a mess and I don't even understand it. Try request it in windows odbc plugin thread, maybe virusman will update it.
Valbor wrote:
NWNXFuncs_SetCurrentHitPoints(oPC, GetMaxHitPoints(oPC));
NWNXPatch_SetCurrentHitPoints(oPC, GetMaxHitPoints(oPC));
Well I used both of these functions when NWNXFuncs_SetCurrentHitPoints; restored HP, but your NWNXPatch_SetCurrentHitPoints not restored, and if you have it working properly, maybe it's my problem perhaps due to the fact that i use 2 different plugin?

Seems I was only testing with value 1 which worked, trying to set GetMaxHitpoints() failed because the function is trying to avoid errors and won't let you set hitpoints higher than max hitpoints. Unfortunately setting hitpoints for creature needs to calculate constitution bonus in it. I checked nwnx_funcs and this plugin is doing it the same way but without any sanity checks, so I think I just remove the check for max hitpoints and its done.
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