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Zebranky
Joined: 04 Jun 2006 Posts: 415
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Posted: Thu Sep 10, 2009 3:47 Post subject: |
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See http://www.nwnx.org/phpBB2/viewtopic.php?t=1104 for the Subversion repository URL and the command(s) to access it. If you need more help, that's the place to ask. _________________ Win32 SVN builds: http://www.mercuric.net/nwn/nwnx/
<Fluffy-Kooshy> NWNx plugin is to this as nuclear warheads are to getting rid of fire ants.
<ThriWork> whenever I hear nwn extender, I think what does NWN need a penis extender for? |
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Tiamas
Joined: 10 Sep 2009 Posts: 3
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Posted: Thu Sep 10, 2009 8:33 Post subject: |
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Ah, great, thanks |
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DragonWR12LB
Joined: 12 Nov 2008 Posts: 5
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Posted: Tue Oct 27, 2009 7:49 Post subject: |
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Is there anyway to get it so those in the DM client can see the levels and classes while those on the player client still can't with this plugin? |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Wed Nov 04, 2009 16:09 Post subject: probably not |
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Probably not - the DM Client is more a less identical to the Normal Game Client.
While I believe it is 'possible' to do, by someone with alot of knowledge, I do however believe it might be complicated.
Its been said that a numeric value is sent to the server to say whether or not the player is a dm, player or admin etc, it would require c++ coding to make a method/function which reads this number, and decides on which hook to use.
Eg - Use original Code - Send Levels, etc
- Use new code - do not send levels or portraits etc.
I probably made this sound easier than it actually is.
Taking into consideration, that the nwnx dlls actually re-write portions of the nwnserver process as it is in memory, its not as easy as just writing the method/function, as you essentially would have to write the dll, to put the method/function into the servers process itself, and then program the dll, to program the server to know when to use what instance of the playerlist disabling code. etc.
I think it would be exceptionally complicated.
I currently use the playerlist disabling code, and then have my own online status page. Gives you control over the playerlist if you make it yourself. |
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Zebranky
Joined: 04 Jun 2006 Posts: 415
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Posted: Wed Nov 04, 2009 18:30 Post subject: |
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I did some research right after the question was asked, and found the location of the DM flag in memory (at the CNetLayerInternal level). The question now is how to get the "ID" of the connection from the player list hook context. Oh... idea! *dives into the debugger* _________________ Win32 SVN builds: http://www.mercuric.net/nwn/nwnx/
<Fluffy-Kooshy> NWNx plugin is to this as nuclear warheads are to getting rid of fire ants.
<ThriWork> whenever I hear nwn extender, I think what does NWN need a penis extender for? |
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drake127
Joined: 26 Jan 2010 Posts: 28
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Posted: Sun Mar 28, 2010 0:41 Post subject: |
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Hello, would it be possible to still show playerlist in game but disable whether he is seen or not (by Friendly, Neutral, Hostile flag) and do not show what likeness he has set for you (smiling/not smiling incon)? |
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