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lylver
Joined: 25 Sep 2006 Posts: 3 Location: France
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Posted: Mon Sep 25, 2006 17:48 Post subject: |
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I know Zantigui and Mostal as leader of the french neverwinternights2 community site where I contribute in Babel project also.
As an advanced user (nwnx2 & nwn-ff), perhaps I'll be implied in the translation.
Already now, I can say that we are enthousiast about the project.
NWNX4 will be used, as early as possible, on our "Lodoss Nwn2" project and also, as far as I know, in then "Tryhades Nwn2" project.
So you'll get feed back if documentation lacks I think. |
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caloup
Joined: 29 Sep 2006 Posts: 59 Location: albi (france)
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Posted: Fri Sep 29, 2006 20:42 Post subject: french documentation |
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Quote: | Well, the point is, there must be an english documentation before someone can translate it I really hope someone is up to this task |
Quote: | why not..if I could help you.... |
He don't say no...He just want an english documentation first...
But i just want to say that a lot of french like the job you have done. And we are waiting with impatience you're next job on nwnx4...
Send me a mail if you made a french documentation...Thank you ! |
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j_dunn
Joined: 03 Nov 2006 Posts: 3
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Posted: Fri Nov 03, 2006 0:38 Post subject: |
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Hey Paps... I'll help you out with the Docs if you like. I am starting up NWMush again to port it over to NWN2/NWNX^4, and figured I would write a journal on how I did everything to help people out, so I guess I can use that idea instead and make it into documentation for setting up, configuring, and working with NWNX instead using examples from my own tools if you like. Just drop me a note or let me know if you want the help.
-J_Dunn |
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Papillon x-man
Joined: 28 Dec 2004 Posts: 1060 Location: Germany
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Posted: Fri Nov 03, 2006 23:28 Post subject: |
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Your offer is seriously appreciated
What type of systems (database, plugins, and so on) are you going to set up ? _________________ Papillon |
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j_dunn
Joined: 03 Nov 2006 Posts: 3
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Posted: Sat Nov 04, 2006 8:22 Post subject: |
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Well I still need to play around with the toolset to see what the scripting limitations are compared to NwN, but before I shut down the NWMush program back with NWN it was pretty in depth DB... Basically the whole purpose of the project is to take the features/capabilities of something like the TinyMU* line of servers and implement them into NWN persistant worlds. Basically it boiled down to only having to use the toolset for building the heavily static parts of the world (basically anything that could not be put into the game via a script command like terrain tiles), and having wands/widgets instead that allowed realtime building of the world from within the game client itself (i.e. setting up NPC's, waypoints, decorating the areas, etc.) so you could leave the server running 24/7 and only have to shut down and update to add the new empty areas.
Basically the short of how it worked is thus:
1. Server starts up with all of the areas being empty at launch.
2. When a player enters a "zone"/"Area" the server checked to see if anyone was present in the zone/area.
3. If someone was not in there it referenced the DB table for that area and then ran a loop for the number of entries which essentially spawned all of the placeables, NPCs, etc. for that area as the player was loading in using the create commands.
4. When the last person left the area it then destroyed all of the objects in the area essentially shutting it down until someone re-entered the area.
Had it working with dynamic area linking, storage, etc. etc... And due to the DB/scripting requirements it basically required a full on complete DB structure for everything from User accounts, to item storage/vaults, and the like... Actually that is one reason I loved NWNX so much when it first came out as simply giving access to SQL DB's and the simple ability to pass SQL calls directly from the engine totally expanded what could be done with the game. I'm kind of hoping the scripting capabilities of NWN2 is just as plentiful (kind of worried about if we can drop placeables as easily as now it appears they may have to be "baked" into the level) as setting up a NWNX server like that could dramatically lower the size of the areas as everything is essentially kept in the DB.... Especially since apparently you can now use buildings as placeables, but again I don't know the scripting limitations... This weekend I'm going to get around to firing up the toolset for more than piddling around and try testing by simply using a wand with a create script on it and see if I can drop buildings on the fly, and see if I can't get doors to do the same or not....
Anyways sorry for the long convoluted post, it's late here, I'm tired, and the idea of getting back into the NWMush project is actually getting me fired up again. Quit it last time because after 2 months of working straight on it with no assistance (other than various PWs lobbing their ideas at me) kinda burned me out... But that's neither here nor there, and the community has grown quite abit since then. But if you want just let me know what you are looking for and I am sure I can work it in. As I said my project is basically just a barebones system/toolkit to help ease development of PWs and it's going to require everything from the most basic account DB table functions up to item/placeable storage and the like. |
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Papillon x-man
Joined: 28 Dec 2004 Posts: 1060 Location: Germany
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Posted: Sat Nov 04, 2006 23:08 Post subject: |
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From an NWNX perspective, this sounds like a relatively basic setup, since you are using the main program and a DB plugin only. The fact that you are creating complex data structures in the database is interesting. Maybe you could also write something about the tools you are using ? Not a full documentation, just some pointers to downloads or howtos would be of help for new users.
I guess what an average newcomers wants to know is:
1) What can I do with NWNX and how does it work (architecture) ?
2) How do I install a database ?
3) How do I use the database (initial table setup, querying data)
4) How do scripts interact with the database ?
5) What other plugins are there (in the future, that is)
I could give some inputs on those points, if required. _________________ Papillon |
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Papillon x-man
Joined: 28 Dec 2004 Posts: 1060 Location: Germany
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Posted: Sun Nov 19, 2006 12:27 Post subject: |
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Here is a small example for a plugin documentation: NWNX Timer docs.
It's short, but I think it contains enough information. Something like this would be the minimum for each NWNX plugin. _________________ Papillon |
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j_dunn
Joined: 03 Nov 2006 Posts: 3
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Posted: Mon Nov 20, 2006 22:28 Post subject: |
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Pap, sorry I haven't been back here since my last post. Daughter destroyed the computer at home the next day and I just got a new one last Friday. Getting NWNX4 tonight and I'll see what I can whip up. I take it that it is pretty much still identical to NWNX in terms of the "basic" calls? Regardless I'll get it tonight when I get home and see what I can do...
As for the tools... I'm not really using anything "special" just Access from work to get into the DB itself and set up the various tables and cells, everything else is purely from NWNX/NWN/SQL from within the scripts calls. |
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Carter_DC
Joined: 25 Nov 2006 Posts: 23 Location: France
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Posted: Sat Nov 25, 2006 1:41 Post subject: |
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Actually, i wasn't able to find anywhere a proper step-by-step installation process.
So i wrote it, here : http://www.neverwinternights2.fr/modules/newbb/viewtopic.php?topic_id=1361&start=20#forumpost10580
unfortunately, it's written in french... and i could've translated it, but it's a bit late and..whatever...
I guess my felows of neverwintenights2.fr will translate it (if it's somewhat accurate) and submit it up here for approval.
and "more" unfortunalety, i just discovered that pap wanted something a bit more specific....
Quote: | 1) What can I do with NWNX and how does it work (architecture) ?
2) How do I install a database ?
3) How do I use the database (initial table setup, querying data)
4) How do scripts interact with the database ?
5) What other plugins are there (in the future, that is) |
so i'll try and write something that fits your needs. though i'm only using MySQL and the database-related-fonctionnalities of nwnx.
[/quote] |
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Papillon x-man
Joined: 28 Dec 2004 Posts: 1060 Location: Germany
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Posted: Sat Nov 25, 2006 11:56 Post subject: |
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Hey, great! My french is limited, but this sounds already very good!
One suggestion: You do not need to copy the contents of the ZIP package into the NWN2 folder. Actually, the idea is to create one ore more NWNX4 directories somewhere, and start the controller from there. This way, you can have multiple installations of NWNX with different settings. Later on, you will be able to start multiple servers with that.
The installation process will become simpler, when the nwnx installer is ready. I think if you would like to invest more time, it would be wise to spend it on points 2) and 3). Of course, only 2) can be written right now, since the table setup (which will be done be the demo module for the SQL plugins) is not ready yet.
If you guys could come up with an english version, I'd happily post it on the nwnx.org website. _________________ Papillon |
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La_Crampe
Joined: 08 Jun 2006 Posts: 6
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Posted: Mon Nov 27, 2006 22:49 Post subject: |
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I cannot help much with scripting but here my contribution.
Translated the Carter_DC tutorial.
Quote: | How to get database support using NWNX4
Step 1 - Database Server
You need a database server (Currently, only SQLite and MySQL are supported by NWNX4
Refer to tutorial section to know how to setup a database server.
Step 2 - Download NWNX4 - http://www.nwnx.org/index.php?id=nwnx4
This Pack contain the following files :
a. NWNX4_Controler.exe - This program will launch the nwnserver
b. Two dll's used to "hook" nwn2 and NWNX4_Controler (madChook.dll et NWNX4_Hook.dll)
c. Three dll's for plugins
1. xp_mysql.dll : plugin for MySQL
2. xp_sqlite.dll : plugin for SQLite
3. xp_time.dll : plugin for timer
d. Three .ini Files
1. nwnx.ini : NWNX4 Settings
2. xp_mysl.ini : MySQL Settings
3. xp_sqlite.ini : SQLite Settings
e. Three .erf Files containing "include" scripts
1. nwnx_include.erf : Contain "include" script for advanced usage of NWNX Plugins.
2. nwnx_time.erf : Contain "include" script with "timer" functions.
3. sql_include.erf ; Contain "include" script with functions to access database.
Step 3 - Extract Files
a. Copy the files with the following extensions into your NWN2 folder :
.exe
.dll
.ini
b. Create a shortcut of "NWNX4_Controller.exe", open properties, then shortcut. In the "Target" field add " -interactive " after the program path.
Step 4 - Files configurations (.ini)
a. nwnx.ini
nwn2 = NWN2 Installation Path
parameters = -module "Insert the name of your module here, without the quotations mark"
ex :
nwn2 = D:\Jeux\NWN2
parameters = -module Test_nwnX
It seem that NWNX is able to find the module (.mod) no matter if it was saved in the Module folder of the NWN2 installation location or in the "Neverwinter Nights 2" automatically created "My Documents".
b. xp_mysql.ini
class = SQL
server = localhost (if your database is on the same PC than NWN2, otherwise you must enter the IP of the PC who run the Database)
user = myusername (You must enter a valid username with the previously created MySQL Databate server)
password = mypassword (You must enter your password)
schema = mynwndatabase (You must enter the name of your newly created Database)
c) xp_sqlite.ini
Sorry...I havent used/tested SQLite.
At this point, you should be able to launch your module via the NWNX4_Controler.
If you see a DOS windows and the classic NWServer, its a good start.
Step 5 - The erf's
Import the erf you need into your Module.
Thats it!!
Take note that it work fine on Windows 2000 Pro sp4 |
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Papillon x-man
Joined: 28 Dec 2004 Posts: 1060 Location: Germany
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Posted: Tue Nov 28, 2006 9:15 Post subject: |
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Thanks, I'll make some small edits and will post it soon ! _________________ Papillon |
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caloup
Joined: 29 Sep 2006 Posts: 59 Location: albi (france)
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Posted: Tue Nov 28, 2006 18:27 Post subject: tutorial |
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I'll work with carter to do a tutorial, basically in french but our team (Babel) on neverwinternights2.fr will probably translate it into an english version...
The summary would be something like that :
Quote: |
I. Présentation
I.1. NWNX4 à quoi ça sert ?
I.2. NWNX4 comment ça marche ?
II. Databases ?
II.1. Installation de MySQL
II.1.1. Téléchargemnt.
II.1.2. Installation.
II.1.3. Lancement et Test.
II.1.4. Administration.
II.2. Interface Graphique et Accès Distant.
II.2.1. Installation d’un server Apache
II.2.2. Installation de PHP.
II.2.3.Installation de phpMyAdmin.
II.3. Préparation à l’utilisation de NWNX4.
II.3.1. La Base de données.
II.3.2. Un utilisateur.
III. Installation et lancement de NWNX4.
III.1. Contenu du Pack (Prototype v1.05).
III.2. Installation.
III.3. Paramétrage.
III.4. Importation.
IV. Utilisation des fonctionnalités relatives aux bases de données.
IV.1. Les tables crées par NWNX4.
IV.2. Le script sql_include.
IV.3. Utilisations.
V. Plugins.
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for you :
Quote: |
I. Présentation
I.1. What can we do with NWNX4 ?
I.2. NWNX4, how does it work ?
II. Databases ?
II.1. Installation of MySQL
II.1.1. Downloading.
II.1.2. Installation.
II.1.3. Launch and Test.
II.1.4. Administration.
II.2. Graphical Interface and distant Access.
II.2.1. Installation of an Apache server
II.2.2. Installation of PHP.
II.2.3.Installation of phpMyAdmin.
II.3. What to do for using MySQL with NWNX4.
II.3.1. The database.
II.3.2. User.
III. Installation and launching of NWNX4.
III.1. What is inside the Pack (Prototype v1.05).
III.2. Installation.
III.3. Setting.
III.4. Importation.
IV. Using functions for database.
IV.1. Tables created by NWNX4.
IV.2. sql_include script
IV.3. How to use NWNX4.
V. Plugins.
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We're thinking about a "HowTo - using NWNX4 function in NWN2" with some examples...
Just, actually i'm writting parts II.1 and II.2... |
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Grinning Fool
Joined: 12 Feb 2005 Posts: 264
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Posted: Tue Nov 28, 2006 20:16 Post subject: |
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Quote: | II.2. Graphical Interface and distant Access.
II.2.1. Installation of an Apache server
II.2.2. Installation of PHP.
II.2.3.Installation of phpMyAdmin |
Is that really relevant to NWNX? If I were a newb, I would see that and think I had to install all of it just to use NWNX.
Remember, most people will be content to use the Set/GetPersistent functions of the database without really expanding into the full power of what an RDBMS can do. It'll be all they really need for what they want to do. If they want to get into tools used to create and maintain database, creating new tables, etc, it may be a bit beyond the scope of a 'how to use NWNX' document. (Or possibly as an appendix?) _________________ Khalidine, a NWN2 persistent world
Looking for volunteers. |
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Papillon x-man
Joined: 28 Dec 2004 Posts: 1060 Location: Germany
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Posted: Tue Nov 28, 2006 22:42 Post subject: |
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Yeah, this could be a bit daunting to new users. It would have to be very clear to them what is required to get NWNX up, and what is optional. You could split it into two documents:
first: "basic setup"
Quote: | I. Présentation
I.1. What can we do with NWNX4 ?
I.2. NWNX4, how does it work ?
II. Databases ?
II.1. Installation of MySQL
II.1.1. Downloading.
II.1.2. Installation.
II.1.3. Launch and Test.
II.1.4. Administration. (Mysql admin und query browser)
III. Installation and launching of NWNX4.
III.1. What is inside the Pack (Prototype v1.05).
III.2. Installation.
III.3. Setting.
III.4. Importation.
IV. Using functions for database.
IV.1. Tables created by NWNX4.
IV.2. sql_include script
IV.3. How to use NWNX4.
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and second: "avanced topics"
Quote: | II.2. Graphical Interface and distant Access.
II.2.1. Installation of an Apache server
II.2.2. Installation of PHP.
II.2.3.Installation of phpMyAdmin.
II.3. What to do for using MySQL with NWNX4.
II.3.1. The database.
II.3.2. User. |
_________________ Papillon |
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