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nwnx_funcs for windows
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Zunath



Joined: 06 Jul 2006
Posts: 183

PostPosted: Thu Jun 03, 2010 23:29    Post subject: Reply with quote

Just letting you know - we updated our server to your latest version because we were experiencing crashes when DMs logged on after players (but not before, for some reason).

After the update though, we're experiencing crashes when new players log in, every time. I think it has to do with one or more of the following:

NWNXFuncs_SetAbilityScore
NWNXFuncs_SetHitPointsByLevel
NWNXFuncs_SetSkill
NWNXFuncs_SetClassByPosition
NWNXFuncs_AddFeat
NWNXFuncs_RemoveAllFeats
NWNXFuncs_RemoveAllSpells

I know this doesn't really narrow it down much but I'll keep trying stuff and let you know if I find anything.


EDIT: I updated the plugin on the server but left the code in the module the same as it was from version 0.61 I think it was and I'm not experiencing any crashes. On my test server though, the code and the plugin are updated and logging in crashes the server.
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MaxRock



Joined: 24 Jan 2008
Posts: 196

PostPosted: Fri Jun 04, 2010 2:09    Post subject: Reply with quote

Zunath wrote:

.
.
.
EDIT: I updated the plugin on the server but left the code in the module the same as it was from version 0.61 I think it was and I'm not experiencing any crashes. On my test server though, the code and the plugin are updated and logging in crashes the server.


Set the debug level to 3 in nwnx.ini
Code:

[FUNCS]
debugLevel=3

That way the log file (nwnx_funcs.txt) will show the last command trying to be executed which should be the culprit.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Tue Jun 08, 2010 13:09    Post subject: Simple Request Reply with quote

Oh, I got one..

Any chance of getting SetTag working again?


Currently the only method of Setting a Tag of an object is to create a duplicate of it, and have the duplicate have a new tag from birth.

The original source is in the old nwnx_functions however it was never updated, and I dont think the SetTag works.


Also - I was wondering if anyone had any technical inside info on what is more efficient.

A method which gets an object by its ObjectToString string id. (eg - via using nwnx_funcs)

or

GetObjectByTag()


Im just wondering which one is best. If the object id used with nwnx can go straight to an object, then it may potentially be better with loops etc, than Tags, tags after all, can be identical, OID cannot.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Wed Jun 09, 2010 16:40    Post subject: Would love these Reply with quote

// Display timing bar for creature and run sScript after delay
void StartTimingBar(object oCreature, int nSeconds, string sScript);

// Hide timing bar and run sScript if specified
void StopTimingBar(object oCreature, string sScript="");


These would be useful in so many ways.

Mining, Gathering skillsets

or in my case, Cocoon system for leveling up. (Enter a Cocoon Phase for certain duration, and emerge with new leveled up stats.)
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MaxRock



Joined: 24 Jan 2008
Posts: 196

PostPosted: Fri Jun 11, 2010 0:23    Post subject: Reply with quote

Added a few new functions

Code:

v 0.0.8
   Finally managed to hook and override functions (hence the version jump)
   
   Added:
      NWNXFuncs_SetCustomTrapGeometry
      NWNXFuncs_GetTrapGeometry
      NWNXFuncs_RotateCustomTrapGeometry
         (hope I didn't miss the part where this is already possible :-/)
      
      NWNXFuncs_GetSurfaceMaterial
      NWNXFuncs_SetDebugLevel
      NWNXFuncs_StartTimingbar
      NWNXFuncs_StopTimingbar

   NWNX.INI      
       New switch: HOOK_CustomTrapGeometry=[1|0]
         Defaults to 0 (not hooked) if not found in the ini file (Needs to be 1 to use the new CustomTrapGeometry functionality)
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Fri Jun 11, 2010 0:25    Post subject: Hehe Reply with quote

Cant wait to test these.

Just out of curiosity, what sort of things does the NWNXFuncs_GetSurfaceMaterial return.


Eg where can I get a list of the possible return values?
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axs



Joined: 11 Feb 2005
Posts: 76

PostPosted: Fri Jun 11, 2010 0:32    Post subject: Reply with quote

Value is walkmash material ID, if tile is done with good practice, values are very accurate (fe bioware desert is not, return DIRT).

Posible surfaces are in surfacemat.2da

Code:
0          NotDefined   
1          Dirt         
2          Obscuring   
3          Grass       
4          Stone       
5          Wood         
6          Water       
7          Nonwalk     
8          Transparent 
9          Carpet       
10         Metal       
11         Puddles     
12         Swamp       
13         Mud         
14         Leaves       
15         Lava         
16         BottomlessPit
17         DeepWater   
18         Door         
19         Snow         
20         Sand         
21         Barebones   
22         StoneBridge


Last edited by axs on Fri Jun 11, 2010 0:42; edited 1 time in total
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Fri Jun 11, 2010 0:33    Post subject: thx Reply with quote

Thx axs,

Already having ideas about how I can make Water deadly to my vampire players. Lol
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Sat Jun 12, 2010 2:14    Post subject: Change Area Scripts? Reply with quote

I notice that there are methods there that change creatures heartbeat and perception scripts etc.

Would these work on Areas too, or even the module?

I have ideas about Zone Events, and the ability to programatically change a module or areas heartbeat script and then revert back could be invaluable.
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xardex



Joined: 02 Mar 2010
Posts: 40

PostPosted: Sun Jun 13, 2010 2:41    Post subject: Reply with quote

Am I able to modify characters (.bic files) with this without booting the clients? (On the fly)


Im currently using a huge pile of letoscript that I dont understand that much about, though it works... But I cant add to it easily.

Is modifying bic files with this easier then with letoscript?


(I am tired and its late, I didnt read any but the first and last page of this topic)


EDIT

This does work with Vista 64bit, right?
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Sun Jun 13, 2010 2:43    Post subject: Yes Reply with quote

Yes, this allows modifications to be done to Characters, and NPCs, without requiring a boot.

Infact, this offers alot more than that.

The ability to programatically send npcs to limbo etc, as well as bring up timer bars on screen to pause player gameplay etc, as well as visual effects that only one person can see.

Its possibly one of the best gameplay related releases for the windows platform.

ODBC and Chat being other great releases too.

Funcs is a mix and mash of everything good.

As far as I know -NO to xp64 or vista64.

64Bit OS's are not compatible with the MADCHook.dll I think, and if the dev were to make one that is, it would require special working being done on all the released dll's.
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Skywing



Joined: 03 Jan 2008
Posts: 321

PostPosted: Sun Jun 13, 2010 2:51    Post subject: Reply with quote

The changes necessary to support a 32-bit program under 64-bit Windows for the hook library would be trivial. You could also switch to Detours, which isn't written in such a way as it would break under 32-bit apps running in 64-bit Windows.
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Sun Jun 13, 2010 2:52    Post subject: Reply with quote

in any case...
someone needs to do it.
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Gryphyn



Joined: 20 Jan 2005
Posts: 431

PostPosted: Sun Jun 13, 2010 4:39    Post subject: Reply with quote

Skywing wrote:
The changes necessary to support a 32-bit program under 64-bit Windows for the hook library would be trivial. You could also switch to Detours, which isn't written in such a way as it would break under 32-bit apps running in 64-bit Windows.

You could also try EasyHook...
From all accounts it's an improvement on Detours. even comes with useful doco.
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ArielT



Joined: 26 Jan 2010
Posts: 30

PostPosted: Sun Jun 13, 2010 7:41    Post subject: Reply with quote

It works for Windows 7 64-bit... It just crashes when people log out.
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