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Latest builds, always fresh

 
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elven



Joined: 28 Jul 2006
Posts: 259
Location: Germany

PostPosted: Thu Jun 02, 2011 17:34    Post subject: Latest builds, always fresh Reply with quote

To fulfill everyone's untested-code crazycraze, there is now a Continuous Integration project live that will always deliver freshly-baked binaries as soon as changes are committed (and said changes actually build without falling over!).

The job homepage is here: nwnx2-linux

You can get the latest successfully-built artifacts of your favourite NWN extender by clicking on "Last Successful Artifacts" and browsing at your leisure (including downloading everything packed up in a zip).


Last edited by elven on Mon May 06, 2013 11:59; edited 5 times in total
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elven



Joined: 28 Jul 2006
Posts: 259
Location: Germany

PostPosted: Sun Aug 07, 2011 12:32    Post subject: Reply with quote

Here's a small sh script to update all plugins at once, without manually downloading the zip.

1) Create a directory, inside your nwserver root, named nwnx2-linux

2) Create a script named update.sh inside that directory, with these contents:
Code:

#!/bin/sh

set +e
rm -r archive *.so
set -e

wget -q -Ozip 'http://ci.swordcoast.net/job/nwnx2-linux/lastSuccessfulBuild/artifact/*zip*/archive.zip'

unzip -o -q zip

find archive -type f -name \*.so -exec mv -v {} . \;

rm -r zip archive


3) If you run it once, you should see all .so files inside it. Go one dir up to your nwserver root and symlink all relevant .so files:
Code:

ln -s nwnx2-linux/nwnx2.so .
ln -s nwnx2-linux/nwnx_odbc_mysql_static.so nwnx_odbc.so
ln -s nwnx2-linux/nwnx_funcs.so .
...


4) Please note that if you are using any database plugin, you NEED TO LINK/RENAME it to nwnx_odbc.so or it will not work.

5) You're done. To update to the newest plugins, just run update.sh again.


Last edited by elven on Tue Apr 09, 2013 12:47; edited 1 time in total
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Ravine



Joined: 26 Jul 2006
Posts: 105

PostPosted: Thu Apr 19, 2012 19:14    Post subject: Reply with quote

Hi!

I'm trying to catch up with the core-2.8. I tried to rush-install it, and didn't went well Smile

First problem was the mysql plugin -> after renaming, it's working yeah.

Second, the resetplugin. After renaming the nwnx_reset.so to nwnx_resetplugin.so, it's working.

Thirdly, what is that 'optimization' plugin? Cannot find any info. Also, can't find any docs about netoverride, bindoverride, openoverride extensions. As i know, netoverride should do some distinctions between players behind NAT, but it fails for me (simply denied the enter for the second player from the same IP address).

thx

EDITed.
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elven



Joined: 28 Jul 2006
Posts: 259
Location: Germany

PostPosted: Wed Apr 25, 2012 16:01    Post subject: Reply with quote

Hi,

thanks for the feedback. I've opened a new issue ticket regarding the nwnx_reset thing - the include file should point to nwnx!reset after all.

Regarding optimizations I'm sure virusman can say something useful. Here is the source to what it does. From what I can tell, it improves the main loop tick behaviour w.r.t. server load but I have not seen it working in action myself.
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virusman



Joined: 30 Jan 2005
Posts: 1017
Location: Russia

PostPosted: Wed Apr 25, 2012 20:48    Post subject: Reply with quote

NWNX Optimizations is an experimental plugin that may increase server performance by 20% in background load and up to several times (eliminating lag) in certain situations.
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elven



Joined: 28 Jul 2006
Posts: 259
Location: Germany

PostPosted: Mon May 06, 2013 12:00    Post subject: Reply with quote

FYI, after the move to github, there isn't trunk and core-2.8 anymore. So I had to update the script above to point to the new URL and path scheme - and so do you.
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metagamer



Joined: 30 Nov 2014
Posts: 20

PostPosted: Sun Jan 03, 2016 0:23    Post subject: Reply with quote

Hello everybody,

first of all I want to thank you for the effort and for the incredible developments of NWNX which allow us to make NWN better everyday.

I am trying to build nwnx_levels.
I downloaded and compiled nwnx_levels from brench ta2.
Unfortunately, I am not able to compile all the plugins because I have problems with solstice plugin.


Code:
/usr/bin/ld: cannot find -lluajit-5.1
collect2: error: ld returned 1 exit status
make[2]: *** [compiled/nwnx_solstice.so] Error 1
make[1]: *** [plugins/solstice/CMakeFiles/solstice.dir/all] Error 2


I found the possibility to download the plugins already compiled but, unluckly, there is no nwnx_levels. Then I tried to add nwnx_levels.so that I compiled with the files pre-compiled.

First. I have different issues with pre-compiled plugins. Some of them are now working. For example:

Code:
ERROR: dlopen: ./nwnx_ruby.so: libruby.so.2.1: cannot open shared object file: No such file or directory


or

Code:
* Searching for signatures...
* Loading modules...
SPELLS plugin registered.
HASHSET plugin registered.
OPTIMIZATIONS plugin registered.
EVENTS plugin registered.
WEAPONS plugin registered.
STRUCTS plugin registered.
AREAS plugin registered.
TWEAKS plugin registered.
RESET plugin registered.
CONNECT plugin registered.
FUNCS plugin registered.
MNX plugin registered.
PROFILER plugin registered.
FUNCTIONS plugin registered.
FIXES plugin registered.
RESMAN plugin registered.
ERROR: dlopen: ./nwnx_levels.so: ./nwnx_levels.so: undefined symbol: C2DA__GetCExoStringEntry




Somebody has some ideas that could help me?

Thanks a lot,
metagamer
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leo_x



Joined: 25 Aug 2010
Posts: 75

PostPosted: Sun Jan 03, 2016 0:32    Post subject: Reply with quote

Hey there,

You can edit the CMakeList.txt in that ta2 repo like so:

Code:

set(dont_build_plugins
   solstice
   ...
)


Where ... is all the other stuff that's already in there. I can also build it and send you a link to a library if that's easiest.

I'm afraid a lot of that stuff isn't very user friendly. If there's anyway I can help you out let me know.

It might be better to start a new thread since all this is not in the main source repository and could confuse others.
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Last edited by leo_x on Sun Jan 03, 2016 0:53; edited 1 time in total
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metagamer



Joined: 30 Nov 2014
Posts: 20

PostPosted: Sun Jan 03, 2016 0:39    Post subject: Reply with quote

leo_x wrote:
Hey there,

You can edit the CMakeList.txt in that ta2 repo like so:

Code:

set(dont_build_plugins
   solstice
   ...
)


Where ... is all the other stuff that's already in there. I can also build it and send you a link to a library if that's easiest.

I'm afraid a lot of that stuff isn't very user friendly. If there's anyway I can help you out let me know.


Thanks a lot.
I solved the problem downloading and installing by source Luajit

Code:
git clone http://luajit.org/git/luajit-2.0.git


then

Code:
make
make install


All the plugins have been compiled.
However, when I try to use nwnstartup, I get this error:

Code:
./nwserver: symbol lookup error: ./nwnx2.so: undefined symbol: o_esp


EDIT:Compiled again. I got other errors but the previous ones are solved.
Let you know.
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