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Resource Manager Plugin
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maddogfargo



Joined: 03 Nov 2009
Posts: 49

PostPosted: Mon Dec 21, 2009 20:14    Post subject: Reply with quote

MaxRock wrote:
Goddard wrote:
How are they going to run there scripts to test them without the dm_runscript command with resman?


It's definitly possible to run scripts as a player. Simtools does it. Even without nwnx it's possible by utilizing the OnChat event to parse the string and then do ExecuteScript(...) if the right combination is encountered; e.g: ~rs myscript


Probably stating the obvious, but you'd want to be sure to limit this in some way. I believe SIMtools has a built in 'DM list' so you probably need to use that so that only a privileged player on the 'list' can fire off scripts on demand.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Sun Feb 27, 2011 13:45    Post subject: Reply with quote

Seems there is issue with saving a game while this plugin enabled. The nwserver crashes in such attempt. I narrowed it down to single plugin, so Im pretty sure it is resman causing this issue, if I disable it I am able to save my module.

However it worked with empty module and also with Almraiven (SP with few haks), so it must be resource specific? Anyone else experienced this issue?

Technical info:
OS: Win XP 32bit
Resman version: 0.0.2.0 (11.10.2007)
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Lazarus Magni



Joined: 15 Jun 2011
Posts: 30

PostPosted: Sat Jul 02, 2011 2:17    Post subject: Reply with quote

I wonder if someone here might be able to help me get this set up for my PW? I am interested in this as FunkySwerve suggested this might be a way to solve my problem with DM client crashing on log in due to overloaded pallet.

Specifically I am wondering in what format the resources in the external folder need to be? Is it a mod file, erf, or the resource specific types like .uti, .nss, ect?
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Baaleos



Joined: 02 Sep 2007
Posts: 830

PostPosted: Wed Jul 06, 2011 11:29    Post subject: Reply with quote

To my knowledge, it accepts the file types that you would normally see inside the temp0 folder in your module directory, while having the module open in toolset.

eg -
ncs, itp, are, git, uti etc

It will accept nss, but nss wont do anything, since they are uncompiled, and the game does not do runtime compiling.

So, for scripts, make sure to add them as ncs.
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Lazarus Magni



Joined: 15 Jun 2011
Posts: 30

PostPosted: Wed Jul 06, 2011 22:32    Post subject: Reply with quote

Exellent Baaleos, thank you for the info. So I just drop the dll in the root folder like all the other plugins, drop the resources I want to put in there in some other folder, and then modify the nwnx.ini to point to the correct folder with the resources as per the example ini? Sounds too good to be true, I am definitely going to give this a try.
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Lazarus Magni



Joined: 15 Jun 2011
Posts: 30

PostPosted: Tue Jul 12, 2011 3:53    Post subject: Reply with quote

Indeed it turns out this worked beautifully for me. Thank you very much nwnx team!
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Aradan Kir



Joined: 23 Aug 2011
Posts: 8

PostPosted: Tue Aug 23, 2011 13:01    Post subject: Reply with quote

Just playing around with this - looks really handy. Is there any way of getting the server to use the folder scripts as a priority over scripts already in the mod - ie if a script is in the folder AND the mod, the folder one gets used instead of the mod one?

That would be brilliant - able to change existing mod scripts on the fly.
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Tue Aug 23, 2011 16:14    Post subject: Reply with quote

It is already implemented in Linux version. Windows hasn't been updated for a while.
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Aradan Kir



Joined: 23 Aug 2011
Posts: 8

PostPosted: Tue Aug 23, 2011 22:21    Post subject: Reply with quote

virusman wrote:
It is already implemented in Linux version. Windows hasn't been updated for a while.


Ok, perhaps slightly off-topic, but are there any additional benefits to switching from a Windows based server to a Linux one?
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Sethan



Joined: 04 Oct 2008
Posts: 47

PostPosted: Wed Aug 24, 2011 5:23    Post subject: Reply with quote

Aradan Kir wrote:
virusman wrote:
It is already implemented in Linux version. Windows hasn't been updated for a while.


Ok, perhaps slightly off-topic, but are there any additional benefits to switching from a Windows based server to a Linux one?


Linux servers seem to be more stable and also to allow higher player counts without crashing.

Unfortunately the available NWNX plugins are different between Linux and Windows, each offering some things not available on the other. Some plugins are available on one and not the other, and even where the same plugin is available for both, functionality often differs.

I don't believe anyone has made a list of what specific functionality is present on only one side or the other.

Personally I run Windows servers because that is what I know how to support if they break.
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Aradan Kir



Joined: 23 Aug 2011
Posts: 8

PostPosted: Tue Sep 06, 2011 16:05    Post subject: Reply with quote

Been using this for a couple of weeks now, and just wanted to say THANK YOU!

Wow - the hours I've saved in testing scripts has been uncountable.

Shame the windows one doesn't override the in-built ones, but we're getting around that.

Anyway ... thanks to everyone involved with getting this working Very Happy
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maddogfargo



Joined: 03 Nov 2009
Posts: 49

PostPosted: Tue Dec 06, 2011 2:59    Post subject: Reply with quote

Aradan Kir wrote:
virusman wrote:
It is already implemented in Linux version. Windows hasn't been updated for a while.


Ok, perhaps slightly off-topic, but are there any additional benefits to switching from a Windows based server to a Linux one?


Not really.

My server is Windows based, running 6-8 mods, 4-20 players total on and off, and has been up 24x7 longer than I can recall...probably well over a year.

The only real issue's I've had this past year were with a router that died.

The one advantage I can see to using Linux is that the 3rd party develpment for things like NWNx and NWNeXalt seems to be more active on the linux side. But they have been so good about releasing Windows versions as well that this has been a non-issue for me.
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ronchese



Joined: 30 Dec 2007
Posts: 30

PostPosted: Sat Sep 15, 2012 23:40    Post subject: Windows version Reply with quote

Hey, does anyone have the Blacksting (Windows version)? Can't find it to download.
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Lazarus Magni



Joined: 15 Jun 2011
Posts: 30

PostPosted: Thu Dec 12, 2013 22:53    Post subject: Resman Clarification Reply with quote

We have been using this for a while, and I believe it has been working great. But I am just looking for some clarification to ensure I am using it right, and to explore it's further potential.

It should be obvious from the forum, but will go ahead and state we are using the Windows version of this plugin that is linked in the main downloads page.

So first off, I am a little confused about some of what I have read such as:

MaxRock wrote:
You also have to have subfolders for the different kinds of resources (at least with the latest resman version)

e.g.
scripts\HOTW Resources\ncs - all the scripts (.ncs files) go in here
scripts\HOTW Resources\uti - all the items (.uti files) go in here

in general you need a subfolder for each file extension (resource type), with a few exceptions: area files (.are, .gic, .git) go into the \are folder and the non-compiled scripts (.nss) don't really have to go anywhere.


Currently we have all the resources we are using resman for all in one folder. Do I need to create specific sub folders, and point to them in the ini? It's been over 2 years now, and I have never noticed an issue with them being all in one folder, but perhaps it has just gone un-noticed.

Currently we have these files in the resman (external) folder: utd, ute, uti, utm, uts, utt and utw.

I know for sure the uti are called correctly from resman.

I am also interested what else we could put in here? I have read some about scripts, but apparently only ncs are safe to put in from what I gather? Is this correct?

What about are, gic, git? And dlg?

Lastly (for now) is it true that nss can be put in resman, however if they are modified versions of original game files, they won't override the originals? In other words any changes made to them will no longer apply?

Thanks,
Laz
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Prodavec



Joined: 06 Jun 2017
Posts: 7

PostPosted: Sat Jun 10, 2017 15:23    Post subject: Re: Resman Clarification Reply with quote

My dedicated server crashes when I load savegame.

My game configuration:

  • Neverwinter Nights Diamond Edition v1.69
  • Neverwinter Nights Community Patch 1.72 beta 15 (2017-05-30)
  • NWNX 2.7 beta 4 and NWNCX 0.2.9
  • NWNX_Patch and NWNCX_Patch plugins v1.22 (included in community patch 1.72 beta 15)
  • Community Expansion Pack 2.62


Plugins:

  • nwnx_areas.dll
  • nwnx_chat.dll
  • nwnx_fixes.dll
  • nwnx_functions.dll
  • nwnx_hashset.dll
  • nwnx_odbc.dll
  • nwnx_patch.dll
  • nwnx_profiler.dll
  • nwnx_resman.dll
  • nwnx_time.dll


Savegame saved in Listenserver mode playing Original Campaign. nwnx_resman.dll is 100% working because I can execute nwnx.ncs in scripts\ folder via console and get feedback message "Hello from external script!". But for some reason that savegame can't be loaded by the server while nwnx_resman.dll plugin is active (inside the NWN root directory).

Windows Error Reporting subsystem:
Quote:

Problem signature:
Problem Event Name: APPCRASH
Application Name: nwserver.exe
Application Version: 1.6.9.0
Application Timestamp: 486cfaee
Fault Module Name: nwnx_resman.dll
Fault Module Version: 0.0.2.0
Fault Module Timestamp: 429986d2
Exception Code: c0000005
Exception Offset: 00001984
OS Version: 6.1.7601.2.1.0.256.4
Locale ID: 1049
Additional Information 1: 6419
Additional Information 2: 64196f3ebcfdb366a0a360abddf368d0
Additional Information 3: c492
Additional Information 4: c49276ebfc367f32e7f32136088840f8


nwserverError1.txt is empty (has zero size)
nwserverLog1.txt:
Quote:

[Sat Jun 10 16:16:19] Loading Module: _TestModule
[Sat Jun 10 16:16:19]---- Server Options ----
Max Players: 6
Char Levels: (1-40)
Player Password: NO
DM Login Enabled: NO
Server Admin Login Enabled: NO
Post Game To Internet: NO
Game Type: Story
Difficulty: 3
PVP Setting: FULL
Vault: SERVER
Only One Party: NO
Enforce Legal Characters: YES
Item Level Restrictions: NO
Player pausing: ENABLED
Auto Save: Enabled
Saving Characters in Saved Game
---- End Server Options ----
[Sat Jun 10 16:16:25] Loading Module: 000033 - srv_3\Chapter One


nwnx.txt:
Quote:

NWN Extender V.2.7-beta4
(c) 2004 by Ingmar Stieger (Papillon) and Jeroen Broekhuizen
(c) 2007-2008 by virusman
visit us at http://www.nwnx.org

* Loading plugins...
* Plugin areas is loaded.
* Plugin chat is loaded.
* Plugin fixes is loaded.
* Plugin functions is loaded.
* Plugin hashset is loaded.
* Plugin odbc is loaded.
* Plugin patch is loaded.
* Plugin profiler is loaded.
* Plugin resman is loaded.
* Plugin time is loaded.
* NWNX2 activated.
* NWNX2 shutting down...
* NWNX2 shutdown successfull.


nwnx_areas.txt:
Quote:

NWNX Areas version 0.2.3 for Windows.
(c) 2006-2009 by virusman (virusman@virusman.ru)


nwnx_chat.txt:
Quote:

NWNX Chat version 0.3.4 for Windows.
(c) 2005-2006 by dumbo (dumbo@nm.ru)
(c) 2006-2008 virusman (virusman@virusman.ru)
! ChatProc hooked at 43ca00.
! RunProc located at 5bf9d0.
! GetIDProc located at 452f70.


nwnx_fixes.txt:
Quote:

NWNX Fixes V.1.0.5 for Windows
(c) by virusman, 2007-2009
visit us at http://www.nwnx.org

* Module loaded successfully.


nwnx_odbc.txt:
Quote:

NWNX ODBC2 plugin V.0.9.2.5
(c) 2005 by Ingmar Stieger (Papillon) and Jeroen Broekhuizen
visit us at http://www.nwnx.org

o Logfile maximum size limit is: 524288 bytes
o Log level: Everything will be logged.
o Using SQLite connection.
o Hooking SCO....hooked at 5d5830
o Hooking RCO....hooked at 5d5710
o Connect successful.
o Disconnecting from database.


nwnx_patch.txt:
Quote:

Community Patch Patch plugin by Shadooow v 1.22 (Server Edition)

o Disabling limitation in CopyItemAndModify function.
o Increasing limit in SetItemCharges function to 100.
o Softcoding Quivering Palm ability.
o Sofcoding Assassin's Death Attack OnHit ability.
o Fixing Improved sneak attack issue.
o Sofcoding Devastating Critical ability.
o Detaching sneak attack immunity from critical hit immunity.
o Softcoding healer's kit.
o Patching automatic combat mode canceling.
o Enabling spontaneous casting for other classes.
o Patching mind immunity.
o Patching speed calculation.
o Patching 255 spellslots crash.
o Enabling custom spellcasting #7.
o Enabling custom spellcasting #13a.
o Enabling custom spellcasting #13b.
o Enabling custom spellcasting #14.
o Enabling custom spellcasting #18a.
o Enabling custom spellcasting #18b.
o Enabling custom spellcasting #18c.
o Enabling custom spellcasting #18d.
o Enabling custom spellcasting #21.
o Enabling custom spellcasting #22a.
o Enabling custom spellcasting #22b.
o Enabling custom spellcasting #22c.
o Enabling custom spellcasting #23.
o Enabling custom spellcasting #domains6.
o Enabling custom spellcasting #domains7.
o Enabling custom spellcasting #domains8.
o Enabling custom spellcasting #domains9.
o Enabling custom spellcasting #domains10.
o Enabling custom spellcasting #domains11.
o Enabling custom spellcasting #domains12.
o Enabling custom spellcasting #domains15.
o Enabling custom spellcasting #domains16.
o Enabling custom spellcasting #domains17.
o Sending hak-list to client patched succesfully.
o LoadModuleFinish function patched succesfully.
o GetWeaponFinesse function patched succesfully.
o GetWeaponFocus function patched succesfully.
o GetWeaponImprovedCritical function patched succesfully.
o GetWeaponsSpec patched succesfully.
o GetEpicWeaponFocus function patched succesfully.
o GetEpicWeaponSpecialization function patched succesfully.
o GetEpicWeaponOverwhelmingCritical function patched succesfully.
o GetEpicWeaponDevastatingCritical function patched succesfully.
o GetIsWeaponOfChoice function patched succesfully.
o GetUseMonkAttackTables function patched succesfully.
o UnarmedDamageDice calculation patched succesfully.
o Tumble AC patched succesfully.
o Monk abilities in polymorph patched succesfully.
o Ki critical offhand bug patched succesfully.
o GetCurrentAttackWeapon function patched succesfully.
o Attack of opportunity patched succesfully.
o Circle kick patched succesfully.
o Double equip exploit patched succesfully.
o Animal companion summoning patched succesfully.
o Familiar summoning patched succesfully.
o Possessing function #1 patched succesfully.
o Possessing function #2 patched succesfully.
o Possessing function #3 patched succesfully.
o Possessing function #4 patched succesfully.
o Possessing function #6 patched succesfully.
o Possessing function #7 patched succesfully.
o CanUseItem function patched succesfully.
o Use items in polymorph patched succesfully.
o GetEffectImmunity function patched succesfully.
o Itemproperty ability decrease patched succesfully.
o Curse ability decrease patched succesfully.
o Effect damage shield versus alignment patched succesfully.
o Deflect arrow weapon size bug patched succesfully.
o ApplyHolyAvenger function patched succesfully.
o Holy avenger weapon enhancement bug patched succesfully.
o ToggleMode function patched succesfully.
o Flurry of blows modification patched succesfully.
o Disarm feat softcoding patched succesfully.
o Spell Resistance override patched succesfully.
o ApplyEffectToObject extension patched succesfully.
o OnClientLeave extension patched succesfully.
o Disallow New Characters server option patched succesfully.
o Effect caster level bug patched succesfully.
o Spontaneous casters spell uses correction. patched succesfully.
o Fixed losing spellslots/spelluses upon login from Great Ability feats. patched succesfully.
o Fixed losing spelluses upon login from multiple items with charisma bonus. patched succesfully.
o OnHitSpellCast bug patched succesfully.
o Buying with full inventory bug patched succesfully.
o Fixed combat info update after level down patched succesfully.
o Support for spontaneous non-learner custom spellcaster class. patched succesfully.
o Boomerang item property patched succesfully.
o Defensive stance not canceling properly patched succesfully.
o Defensive Stance feat softcoding patched succesfully.
o Crash exploit no#1 patched succesfully.
o Crash exploit no#2 patched succesfully.
o Item level restriction patched succesfully.
o Party actions canceling patched succesfully.
o Flying creatures immunity to traps feature patched succesfully.
o Favored Enemy calculation patched succesfully.
o Pickpocket skill softcoding patched succesfully.
o Learn scroll sofcoding patched succesfully.
o Sight of Gruumsh +2bonus to reflex. patched succesfully.
o Sight of Gruumsh +2bonus to fortitude. patched succesfully.
o Sight of Gruumsh +2bonus to will. patched succesfully.
o Enabling combat round modifications. patched succesfully.
o Enabling attack of opportunity modifications. patched succesfully.
o Enabling GetIsAttackSneakAttack function. patched succesfully.
o Enabling custom spellcasters #1 patched succesfully.
o Enabling custom spellcasters #2 patched succesfully.
o Enabling custom spellcasters #3b patched succesfully.
o Enabling custom spellcasters #3c patched succesfully.
o Enabling custom spellcasters #4 patched succesfully.
o Enabling custom spellcasters #5 patched succesfully.
o Enabling custom spellcasters #6 patched succesfully.
o Enabling custom spellcasters #7 patched succesfully.
o Enabling custom spellcasters #8 patched succesfully.
o Hooking neccessary functions to fix spell slots in polymorph:
o OnApplyPolymorph function patched succesfully.
o OnRemovePolymorph function patched succesfully.
o ApplyBonusSpellOfLevel function patched succesfully.
o RemoveBonusSpellOfLevel function patched succesfully.
o UpdateAttributtesOnEffect function patched succesfully.
o SetNumberMemorizedSpellSlots function patched succesfully.
o Hooking neccessary functions to fix spell slots in polymorph: SUCCESS.


nwnx_profiler.txt:
Quote:

NWNX Profiler V.1.62
(c) 2005 by Ingmar Stieger (papillon@nwnx.org)
(c) 2008 by virusman (virusman@virusman.ru)
visit us at http://www.nwnx.org

* Updated entries are marked with a * symbol
* Logfile maximum size limit is: 524288 bytes
* Log level: Only overall statistics will be logged.
* RunScript hooked (symbol: >).
* Cross area pathfinding hooked (symbol: @)
* Tile pathfinding hooked (symbol: $)

Current statistics
-----------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------
Elapsed time : 73043 msec
Runtime delta : 0 msec
Total cumulative runtime : 0 msec
Total number of scriptcalls : 0


nwnx_resman.txt:
Quote:

NWNX Resource Manager V.0.0.2.0
(c) 2005 by Ingmar Stieger (papillon@nwnx.org)
visit us at http://www.nwnx.org

* Resource source path is: scripts\
* Logfile maximum size limit is: 524288 bytes
* Log level: Resource Manager specific info will be logged.
* RetrieveResEntry hooked at 416e30.
* DemandRes hooked at 416a30.


nwnx_time.txt:
Quote:

NWNX Time plugin V.1.0.
(c) 2005 by Earandel Senessa and Ingmar Stieger (Papillon)
visit us at http://www.nwnx.org

o Performance counter frequency: 3914189 (1/s)
o Shutting down


Savegame: https://drive.google.com/open?id=0B4jTKwKMCuxDTWpmaXBMWHA1SEE
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