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NWNX_Patch
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Prodavec



Joined: 06 Jun 2017
Posts: 6

PostPosted: Tue May 15, 2018 3:39    Post subject: Reply with quote

NEVERMIND. I have no idea what happened, but the game fixed by itself somehow. The information below is not actual anymore.

My game crashes constantly with latest nwncx.dll on loading save game with Darkness over Daggerford that I played on previous versions of NWN(C)X.

Removing nwncx_patch.dll "fixes" the problem.

Save game:
http://www.filedropper.com/000036-ench1dod

Logs:
http://www.filedropper.com/prodavecnwncxcrashlogs

1. Community Patch 1.72 RC3
2. CEP 2.65

List of all binaries:

EXEs
    nwconfig.exe
    nwloader.exe
    nwmain.exe
    nwn.exe
    NWNCX_Loader.exe
    NWNX2.exe
    nwserver.exe
    nwtoolset.exe
    nwupdate.exe
    uninstall.exe


DLLs
    binkw32.dll
    goggame.dll
    libbinkw32.dll
    madCHook.dll
    Mss32.dll
    NWNCX.dll
    nwncx_connect.dll
    nwncx_disablems.dll
    nwncx_dmtest.dll
    nwncx_patch.dll
    nwncx_serverlist.dll
    nwncx_tweaks.dll
    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
    nwnx-module.dll
    Patchw32.dll


Game is started by using NWNCX_Loader.exe


Last edited by Prodavec on Tue May 15, 2018 20:27; edited 1 time in total
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 573

PostPosted: Tue May 15, 2018 16:13    Post subject: Reply with quote

as long the crash is not caused by nwncx_patch.dll or nwnx_patch.dll (or any other nwnx_something.dll I created) I cannot help with this
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Prodavec



Joined: 06 Jun 2017
Posts: 6

PostPosted: Tue May 15, 2018 20:23    Post subject: Reply with quote

Well. The problem still exists. I have recorded the video to demonstrate what happens to my game.

u2b link:
https://youtu.be/YftLbwVGz5E

As you can see, after removing nwncx_patch.dll crashes gone.

Last save game (named "jumping_kobolds") is official SoU passthrough.
I'm open to provide any additional information/help to you (run debug build of your binaries , etc.)

PS I even can't start new Original Campaign from scratch
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Valbor



Joined: 26 Dec 2016
Posts: 140

PostPosted: Tue May 15, 2018 23:10    Post subject: Reply with quote

what does this error mean in the second line? in logs.0 --> nwnx file
Code:

* Loading plugins...
* Error: can not find creation function in nwnx_patch.dll
* NWNX2 activated.
* Library PATCH!SWITCH does not exist.* NWNX2 shutting down...
* NWNX2 shutdown successfull.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 573

PostPosted: Wed May 16, 2018 14:31    Post subject: Reply with quote

Valbor wrote:
what does this error mean in the second line? in logs.0 --> nwnx file
Code:

* Loading plugins...
* Error: can not find creation function in nwnx_patch.dll
* NWNX2 activated.
* Library PATCH!SWITCH does not exist.* NWNX2 shutting down...
* NWNX2 shutdown successfull.

The error means that my plugin doesn't use NWNX API. It has no meaning.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 573

PostPosted: Wed May 16, 2018 15:46    Post subject: Reply with quote

NWNX_Patch v1.34a

DOWNLOAD

Just a quick fix for the crash when loading game. The issue was also present in nwnx_patch so update both.
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 573

PostPosted: Wed May 16, 2018 17:21    Post subject: Reply with quote

Valbor wrote:

If you have the time and the desire to look, maybe you can find the cause reason of my misfortune.

Ok, found the cause. I stole a code for free/allocation from Terra and it should be working for now.

DOWNLOAD

This still needs more testing I hope you help with that, let me know if it still crashes.
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Valbor



Joined: 26 Dec 2016
Posts: 140

PostPosted: Wed May 16, 2018 17:56    Post subject: Reply with quote

Thanks
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Prodavec



Joined: 06 Jun 2017
Posts: 6

PostPosted: Wed May 16, 2018 18:21    Post subject: Reply with quote

ShaDoOoW wrote:
quick fix for the crash when loading game.

It works!
I can't believe that you have made it in so much short time.
Unfortunately there are no "likes" on this forum.
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Valbor



Joined: 26 Dec 2016
Posts: 140

PostPosted: Fri May 18, 2018 9:08    Post subject: Reply with quote

ShaDoOoW wrote:
Valbor wrote:

If you have the time and the desire to look, maybe you can find the cause reason of my misfortune.

Ok, found the cause. I stole a code for free/allocation from Terra and it should be working for now.

DOWNLOAD

This still needs more testing I hope you help with that, let me know if it still crashes.


can't download this fix Sad could you give it out again?
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DarkSet



Joined: 06 Jun 2016
Posts: 95

PostPosted: Fri May 18, 2018 13:38    Post subject: Reply with quote

I can. Either it was a temporary issue or you have a problems with google access.
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Valbor



Joined: 26 Dec 2016
Posts: 140

PostPosted: Mon May 21, 2018 19:24    Post subject: Reply with quote

70_ec_poison object i cannot find for check GetCommunityPatchVersion()
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ShaDoOoW



Joined: 20 Aug 2005
Posts: 573

PostPosted: Mon May 21, 2018 20:07    Post subject: Reply with quote

Valbor wrote:
70_ec_poison object i cannot find for check GetCommunityPatchVersion()


Seems the function for checking CPP version has bad logic inside.

This should fix it:

Code:
int GetCommunityPatchVersion()
{
int nVersion = GetLocalInt(GetModule(),"GetCommunityPatchVersion()");
 if(nVersion) return nVersion;
object oTest = CreateObject(OBJECT_TYPE_ITEM,"70_it_scrwarcry",GetStartingLocation());
 if(oTest == OBJECT_INVALID) nVersion = -1;//all versions of CPP has 70_it_scrwarcry if its missing, CPP is not installed
 else
 {
 DestroyObject(oTest);
 oTest = CreateObject(OBJECT_TYPE_PLACEABLE,"70_ec_poison",GetStartingLocation());
  if(oTest != OBJECT_INVALID)
  {
  DestroyObject(oTest);
  nVersion = 171;//only 1.71 has 70_ec_poison, this file was removed from 1.72
  }
  else
  {
  oTest = CreateObject(OBJECT_TYPE_ITEM,"70_ip_14",GetStartingLocation());
   if(oTest != OBJECT_INVALID)
   {
   DestroyObject(oTest);
   nVersion = 172;//70_ip_14 exists only in 1.72
   }
   else nVersion = 170;//if all other checks failed it must be 1.70
  }
 }
SetLocalInt(GetModule(),"GetCommunityPatchVersion()",nVersion);
return nVersion;
}

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ShaDoOoW



Joined: 20 Aug 2005
Posts: 573

PostPosted: Thu May 24, 2018 12:10    Post subject: Reply with quote

NWNCX_Patch and NWNX_Patch v1.35

DOWNLOAD

Package contains additional files, documentation (still outdated), include scripts, softcoded scripts. Scripts are up-to-date, some libraries contains not yet published code from community patch project (70_inc_spells namely now allows to cast cheat spell just by ExecuteScript), and I fixed the function GetCommunityPatchVersion which was incorrectly returning 170 under 172. 2DAs haven't been changed.

Fixes to the plugin:
- fixed 2 memory leaks that could cause crashing in client/server when loading game/shutting down
- fixed issue where lowering max hit points didn't updated current hitpoints

Revisited fixes/features:
- NWNXPatch_EffectttackIncreaseUncapped will now support also nModifierType parameter, ie it will be possible to apply +20 uncapped AB for offhand/mainhand/unarmed/creatureweapon only

New fixes and features:
- revamped the nwn engine code for immunities from feats, what this means is that SetImmunityOverride will now be able to override immunity from feats

New custom functions:
- NWNXPatch_EffectAbilityIncreaseUncapped
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DarkSet



Joined: 06 Jun 2016
Posts: 95

PostPosted: Thu May 24, 2018 15:42    Post subject: Reply with quote

Great, thanks.

Have a question about this uncapped functions:
if we have cap for abilities set to 24, and char has +24 to STR added on him and I apply +6 STR with NWNXPatch_EffectAbilityIncreaseUncapped, so char has +30 STR now
and then he unequipped item with +10 STR, and now his STR is +20
and then he equips this item again - will it add +10 STR and so again give +30 in total or it will add only +4 to STR as there is only 4 leaft to +24 cap, and effect from item is not NWNXPatch_EffectAbilityIncreaseUncapped function?

Same question for attack uncapped function.

And one more for attack uncapped - increasing offhand attack does not affect main hand attack if there is no offhand weapon and left hand if occupied by shield or two handed weapon?
Especially two handed weapon as it couns as occupying both hands.

So the case here: if I create a feat increasing off-hand attack by 4 and give this attack with uncapped function - I want to be sure it will apply only if there is off-hand weapon and will not be applied in any other case. I can handle it by adding bonus only on offhand wapon equip and remove on unequip, but it would be much easier to just add bonus on char enter if he has a feat.
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