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nwmain hack request

 
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Sun Jun 06, 2010 3:25    Post subject: nwmain hack request Reply with quote

I was wondering if anyone could make a simple hack to nwmain.exe which would change the way the override folder is handled.

Right now, there is soo many great overrides, like NWNCQ or icon sets, or creature override sets. But the more overrides player have the bigger chaos he has in override folder. There is no way to make clean there. Of course there are some simple programs which can rename some folder to override and then launch nwn but thats not very nice solution.

So I came with idea - override folder itself would work as top override. Then there would be either hak files or folder with some content. All of these folders/hak would be load together as second override with lower priority.

Then override folder would be no more messy and remove/update and even complete together some override content would be easy and simple.

Anyone sharing my opinion and able to make it? Would be very grateful Smile.
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axs



Joined: 11 Feb 2005
Posts: 76

PostPosted: Sun Jun 06, 2010 5:16    Post subject: Reply with quote

Yeah, I done it for my server.
But it's more some kind of extender. (Windows and Linux)

Current features are:
- Effect icons limit raised to 254
- Camera distance increased
- Camera minimal angle changed
- Fog distance increased

- New base classes are unlocked during character creation
- New races also use incantation voice
- Override directory changed to (ServerName)/override
- dialog.tlk file changed to (ServerName)/dialog.tlk

Also server specific:
- Learn scroll icon also enabled for Assassin
- Added new Save vs. Type combat log messages (Petrifaction, Paralize and more)
- Removed "Epic spell menu" radial button
- Removed "Jump all Players" radial button

- And self update, in future also auto resources update.


First four features are taken from HG modified executable, camera and fog are ported to linux by me.

I have plans to release sources, but when it will be fully ready, now it's "little" mess.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Sun Jun 06, 2010 5:40    Post subject: Reply with quote

Awesome, btw whats the default effect icon number cap? I had problems adding new, see my topic in nwnx_structs.
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axs



Joined: 11 Feb 2005
Posts: 76

PostPosted: Sun Jun 06, 2010 5:48    Post subject: Reply with quote

It's equal to orginal effecticons.2da icons number, 130. So you can only replace not used icons.
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peachykeen



Joined: 13 Feb 2010
Posts: 15
Location: MD, US

PostPosted: Mon Jun 21, 2010 21:55    Post subject: Re: nwmain hack request Reply with quote

ShaDoOoW wrote:

So I came with idea - override folder itself would work as top override. Then there would be either hak files or folder with some content. All of these folders/hak would be load together as second override with lower priority.

Over-rides, in some cases, should be first priority, then the original hak folders second. The term "override" itself implies they should override any other files, so it would only make sense to have them come first. That's just a minor aesthetic detail, though.

Being able to make this work, at least in a very basic manner, is a single function hook and maybe 5 minutes of work. Essentially, you'd hook CreateFileA (which Windows uses to open a file) and, if it fails, try again using the override folder + the original filename. I actually have code similar to it, except it's designed to check your My Documents\My Games\NWN\Saves for any saved games (working on a full per-user addon).
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Mon Jun 21, 2010 22:53    Post subject: Reply with quote

http://nwn.bioware.com/forums/myviewtopic.html?topic=659212&forum=48
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Mon Jun 21, 2010 23:59    Post subject: Reply with quote

virusman wrote:
http://nwn.bioware.com/forums/myviewtopic.html?topic=659212&forum=48
This isn't new for me but thanks.

Patch do not suit me because it has higher priority than module.
override < module < patch-hak < hak (not sure if hak > patch-hak)
making any work with scripts/palettes more difficult.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Tue Aug 31, 2010 22:29    Post subject: Reply with quote

Thread resurrection.

I'm working on "Community Patch 1.70" and I'm seeking for anyone who can fix some annoying client-side bugs and limitations in nwn client in nwmain.exe.

I have already added effect icons upper limit pointed by acaos and I would like to add these:
- 255 spell limit crash
- epic spell radial menu crash
- enable custom base classes in initial character creation

If anyone would be able to help with this, please contact me.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 584

PostPosted: Thu Dec 15, 2011 11:56    Post subject: Reply with quote

axs provided me a custom nwn executable that hooks nwmain and do some stuff, basically what I needed when I started this thread, however he seems to be gone and one of the feature, replacing dialog.tlk with own dialog doesn't work. Everything else does but this makes all text to disappear.

Does anyone know correct memory location for dialog.tlk position? Or can someone show me how to find out?

The program currently uses these locations:
0x0040ed84
0x006085F2
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Valgav



Joined: 28 Aug 2010
Posts: 53

PostPosted: Tue Aug 14, 2012 15:38    Post subject: Reply with quote

Thread resurrection!

I'm working on the server for polish community and I need that hack, especially:

- Override directory changed to (ServerName)/override
- dialog.tlk file changed to (ServerName)/dialog.tlk

I found on my hard drive some kind of extender for old polish server(probably the one made by axs) but I'm asm newbie.

Guys could you help me with configuration for my server?

Link refers to that extender:

http://dl.dropbox.com/u/55654302/Chult-Data.zip
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virusman



Joined: 30 Jan 2005
Posts: 1020
Location: Russia

PostPosted: Tue Aug 14, 2012 22:24    Post subject: Reply with quote

Try NWNX Connect instead. It preloads everything automatically.
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Valgav



Joined: 28 Aug 2010
Posts: 53

PostPosted: Wed Aug 15, 2012 13:54    Post subject: Reply with quote

It's linux only and I'm very attached to windows funcs OnPLayerLeaving event. So it isn't really a solution.
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