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Resource Manager Plugin
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Aedrielle



Joined: 30 May 2005
Posts: 7

PostPosted: Sun Sep 25, 2005 12:14    Post subject: Reply with quote

If items added to the merchant where deleted from module (moved to external resource), is a store able to generate them as well from there?
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Alosynth



Joined: 06 Jan 2005
Posts: 24

PostPosted: Wed Sep 28, 2005 4:21    Post subject: Reply with quote

Theorhetically, it should, (I think) though I've never tried.

I just looked at the what info is stored in the Merchants blueprint file for items. Its just the the items ResRef, some position info, and whether it is infinite or not. If an item loaded into a merchants inventory in the same way that CreateItem works, I can't see why it wouldn't work.

I'd be interested to hear any results from trying this. (or might even possibly give it a try myself sometime this week)
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Lanthar D'Alton



Joined: 10 Feb 2005
Posts: 100

PostPosted: Thu Feb 16, 2006 3:48    Post subject: Some questions for Papillon Reply with quote

Papillon wrote:

The Resource Manager v0.0.2 can now load many more types of resources from an external directory (I tried Items, Placeables, Creatures, Scripts, and a Dialog).


Is there a newer version than this incorporating the changes mentioned in your later posts?


Papillon wrote:

PS: and especially for Blacksting: Resource limit is now at 512 K Smile


What's that mean? Am I limited to 1/2 meg of files in the resource folders?

-Lanthar
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Blacksting



Joined: 03 Jan 2005
Posts: 107

PostPosted: Thu Feb 16, 2006 8:56    Post subject: Reply with quote

No the limit is for a single resource Lanthar.

I have added some very interesting additions to the resource plugin.

1) GFF editing: Any GFF file brought through can be edited by first calling a parameter set string before a CreateObject() function is called.

2) Support for Folders: ini setting Folders = 1 will allow the resource folder to be split up by extension.

3) Area Override: any of the .are, .gic, .git, .ifo files will be loaded from the Resource folder first. This means you can update areas without touching the mod file. If no file is found it takes it from the mod file. A reboot is necessary, however, for Resource changes to occur.

I have yet to release this. I will do so if there are interested parties.
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Lanthar D'Alton



Joined: 10 Feb 2005
Posts: 100

PostPosted: Wed Feb 22, 2006 7:25    Post subject: Interest Reply with quote

Sure, I'm interested Smile

-Lanthar
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Aedrielle



Joined: 30 May 2005
Posts: 7

PostPosted: Fri Jun 09, 2006 14:35    Post subject: Reply with quote

Is there or will be a working version for the newest patch?
My Windows server crashes while using resman.dll after updating to 1.67.
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Papillon
x-man


Joined: 28 Dec 2004
Posts: 1060
Location: Germany

PostPosted: Tue Jun 13, 2006 10:30    Post subject: Reply with quote

Oh really ? Does anybody else have this problem as well ?
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Papillon
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Aedrielle



Joined: 30 May 2005
Posts: 7

PostPosted: Tue Jun 13, 2006 20:17    Post subject: Reply with quote

Papillon wrote:
Oh really ?
Does it mean it shouldn't ?
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Blacksting



Joined: 03 Jan 2005
Posts: 107

PostPosted: Tue Jun 13, 2006 22:32    Post subject: Reply with quote

My resource plugin is working fine with 1.67 (although I have recompiled and changed it slightly.)
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Aedrielle



Joined: 30 May 2005
Posts: 7

PostPosted: Wed Jun 14, 2006 1:21    Post subject: Reply with quote

Mine generates an access violation now (unhandled exception in nwserver.exe - nwnx_resman.dll) at 0x07251984.

I'd be gratefull, if you would care to share your version.
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Papillon
x-man


Joined: 28 Dec 2004
Posts: 1060
Location: Germany

PostPosted: Wed Jun 14, 2006 10:44    Post subject: Reply with quote

Yes, please try Blackstings DLL. If his version works, I will try to update mine as well.
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Blacksting



Joined: 03 Jan 2005
Posts: 107

PostPosted: Wed Jun 14, 2006 21:49    Post subject: Reply with quote

http://members.cox.net/blacksting/NWN/nwnx_resman.dll

There are added functions to this dll (like resource folder support by extension) but it should be able to launch straight away.
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Aedrielle



Joined: 30 May 2005
Posts: 7

PostPosted: Thu Jun 15, 2006 1:29    Post subject: Reply with quote

Thanks a lot.

It did not help though, because the dll was not the cause after all (!).
I found the culprit - it was a missing door entry (changed in genericdoors.2da), invisible in the toolset, but still attached to the area file.

Both dll versions are working now.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Fri Jun 23, 2006 13:56    Post subject: Reply with quote

Blacksting, could you release the sources of your version of nwnx_resman?
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Heziva



Joined: 02 Jul 2006
Posts: 1

PostPosted: Sun Jul 02, 2006 12:15    Post subject: Reply with quote

BLacksting, can u make any mini documentation for u're dll plz?
I'd like to use it for my pw, but can u only say the changes from pap's version, and how to use it?

Thx a lot

- this plug is awesome, thx guys! Smile
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