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sweetcornminer
Joined: 28 Nov 2006 Posts: 4
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Posted: Mon Apr 02, 2007 21:34 Post subject: |
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Then again, if they are simply replacements for GetPersistentInt etc then I won't be using em.
I prefer to write my own MYSQL, especially considering my database format |
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xaltos
Joined: 03 Jun 2006 Posts: 31 Location: Germany
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Posted: Tue Apr 03, 2007 18:23 Post subject: |
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The answer is already in Papillon post. (3rd one)
The functions do nothing !!!
They do nothing until you write a fitting NWNx4 plug-in that catch the call of the function and execute some own code. _________________ xaltos
NWN2_Audolo |
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Papillon x-man
Joined: 28 Dec 2004 Posts: 1060 Location: Germany
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Posted: Sat Apr 07, 2007 11:17 Post subject: |
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Btw, in the meantime I hooked NWNXGetString and it works fine. I still use the madcodehook library to get the NWNX DLL into the server process, but the actual hooking works without it (i.e. I do it myself).
The new script functions are meant to support the basic types one would likely need for communication with NWNX plugins. The parameters of those functions are based on what I used in the past, with some additional parameter thrown in for good measure. They are mostly placeholders, that can be used by the plugin author for whatever he deems necessary.
Unfortunately, there is a small messup with the "assembly markers" that OE put in for me. I got NWNXGetString two times, probably because somebody forgot to replace the G with an S _________________ Papillon |
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Grinning Fool
Joined: 12 Feb 2005 Posts: 264
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Posted: Sun Apr 08, 2007 0:12 Post subject: |
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Papillon wrote: | Btw, in the meantime I hooked NWNXGetString and it works fine. I still use the madcodehook library to get the NWNX DLL into the server process, but the actual hooking works without it (i.e. I do it myself).
The new script functions are meant to support the basic types one would likely need for communication with NWNX plugins. The parameters of those functions are based on what I used in the past, with some additional parameter thrown in for good measure. They are mostly placeholders, that can be used by the plugin author for whatever he deems necessary.
Unfortunately, there is a small messup with the "assembly markers" that OE put in for me. I got NWNXGetString two times, probably because somebody forgot to replace the G with an S |
Hmm -- do you think they got that info early enough in beta to correct it before final? _________________ 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: Mon Apr 09, 2007 22:32 Post subject: |
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No, it was too late. I wonder why a change like that would break stuff, but I'm not argueing with them right now. It should be fixed in 1.06.
In the meantime, I might just hardcode the function pointers for use with 1.05. _________________ Papillon |
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earlsignet
Joined: 16 Apr 2007 Posts: 6
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Posted: Tue Apr 17, 2007 21:42 Post subject: |
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Papillon,
The final version of the 1.05 patch is now out...again. In this new final version were they able to correct the mistake you mentioned?
Are the hooking functions still present?
If they didnt fix it, will you still be working on a new release soon to for 1.05 or will you be waiting till the hooks are fixed in the 1.06 patch? |
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Papillon x-man
Joined: 28 Dec 2004 Posts: 1060 Location: Germany
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Posted: Tue Apr 17, 2007 21:49 Post subject: |
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I'll hardcode the locations for 1.05, since waiting for 1.06 is not really an option. I haven't looked yet, but I am pretty sure that the mistake will only be fixed in 1.06. _________________ Papillon |
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earlsignet
Joined: 16 Apr 2007 Posts: 6
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Posted: Tue Apr 17, 2007 23:00 Post subject: |
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Thanks for letting me know.
Do you have any eta on the next version or is it still up in the air?
I was just wandering, do tho hooks that they have placed in there for you have any benifit to module builders? If so, could you give me an example if you have a chance.
Thanks. |
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abraxas77
Joined: 17 Nov 2006 Posts: 15
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Posted: Wed Apr 18, 2007 23:39 Post subject: |
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I can't answer your eta question, but I can answer the second one.
Module builders will benefit from the nwnx plugins that use the new hooks. In other words, the new hook functions provide no direct benefits to module builders. However, plugin developers will able to do much more with these hooks ... which, in turn, will likely make life easier for scripters and module builders--potential for more functionality with less mess. _________________ aka. twp_andrew
:: Lead Script Design :: The World of Paladium II ::
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Grinning Fool
Joined: 12 Feb 2005 Posts: 264
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Posted: Thu Apr 19, 2007 0:38 Post subject: |
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abraxas77 wrote: | I can't answer your eta question, but I can answer the second one.
Module builders will benefit from the nwnx plugins that use the new hooks. In other words, the new hook functions provide no direct benefits to module builders. However, plugin developers will able to do much more with these hooks ... which, in turn, will likely make life easier for scripters and module builders--potential for more functionality with less mess. |
Yep; not only that, but even existing basic operations for things like mysql or [ahem] the hashet plugin will be able to run more efficiently once they're updated to take advantage of the new hooks. _________________ 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: Sat Apr 21, 2007 11:42 Post subject: |
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There is no fixed eta yet.
The second answer has already been answered, thanks guys. _________________ Papillon |
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