Author Topic: Has anyone been able to mod Toolset?  (Read 8812 times)

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #135 on: February 10, 2012, 09:06:53 pm »


               <donning barrister lenses...>

Thank you CtS :-) I do appreciate people who try to be helpful.

Technically, however, those instructions imply that whenever I "use NWNTX Loader.exe to launch the toolset, the compiler will be switched seamlessly". Er, I *could* assume that means the AdvancedScriptCompiler v8 (ASCv8) that he bundled with 1.0.5 would automatically update itself to ASCv10... ;-) Now, I understand that *actually* means the bundled ASCv8 will be used in place of the bioware compiler.

That wasn't, however, the *precise* instructions I was looking for.

Specifically, Skywing said:

You may use NWNScriptCompiler.ndl from the 'ToolsetPlugin' directory with NWNTX for NWN1. The standalone compiler EXE is also updated.

This confused me as there *is no* toolset/plugin directory with NwN1. I *think* he meant NWN2.

Eeriegeek and Wyldhunt assured me that simply overwriting the v8 NWNScriptCompilerDll.ndl with v10 was sufficient.
And it is :-)
Works like a charm.
So far.

<...and overlooking them>
               
               

               
            

Legacy_wyldhunt1

  • Sr. Member
  • ****
  • Posts: 443
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #136 on: February 10, 2012, 09:38:14 pm »


               I think the ToolsetPlugin diectory that he was refering to in that sentence may have been the ToolsetPlugin directory in the downloaded RAR. If I remember correctly, the RAR has a folder named ToolsetPlugin (For ease of use w/ NWN2) which contains the NWNScriptCompiler.ndl.

So, I translate that quote as

You may use NWNScriptCompiler.ndl from the 'ToolsetPlugin' directory in the RAR with NWNTX for NWN1. The standalone compiler EXE has also been updated.


               
               

               


                     Modifié par wyldhunt1, 10 février 2012 - 09:39 .
                     
                  


            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #137 on: February 11, 2012, 05:46:34 pm »


               <nods...>

Makes more sense than a typo on Skywing's part :-P
Confused me, it did. <we know>

<...considerately>
               
               

               
            

Legacy_Calvinthesneak

  • Hero Member
  • *****
  • Posts: 1159
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #138 on: February 12, 2012, 11:15:12 pm »


               Dunno if this is a problem on my end or the compiler.  I got this error opening an area, so probably nothing that Skywing/Virusman can control.


'Posted
               
               

               
            

Legacy_Cryolithic

  • Newbie
  • *
  • Posts: 7
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #139 on: February 13, 2012, 10:02:32 pm »


               Hmmm, this^^ name here seems familiar '<img'>
               
               

               
            

Legacy_The Amethyst Dragon

  • Hero Member
  • *****
  • Posts: 2981
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #140 on: February 14, 2012, 04:56:37 am »


               Just gotta say I'm liking the updated compiler.  When it gives me error messages, it give much more detailed information than the default script compiler, making it easier to track down and fix what I messed up.
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #141 on: February 14, 2012, 05:14:02 pm »


               seems that compiler uses linux newline would be possible to fix it so it does break lines even at windows? its a bit mess when there is more errors as new compiler doesnt report only one error '<img'>
               
               

               
            

Legacy_SkywingvL

  • Full Member
  • ***
  • Posts: 115
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #142 on: February 15, 2012, 07:19:15 am »


               The script compiler core itself is agnostic as to whether it is used with NWN1 or NWN2.

NWNScriptCompilerDll.ndl is the dynamic linked (DLL) version of the compiler core that I produce.  Both the Advanced Script Compiler NWN2 toolset plugin I produce, and NWNTX NWN1 toolset plugin which virusman produces, consume this compiler version for toolset integration.

When I release a new version of the compiler, it is typically in the form of a new Advanced Script Compiler bundle (including standalone (exe) version, and DLL version for the toolset plugins).  You can take NWNScriptCompilerDll.ndl from a new ASC release and drop it in for use with NWNTX to pick up the new compiler itself.  Typically, virusman will also package an updated NWNScriptCompilerDll.ndl into his NWNTX distribution, but the module is compatible with both the NWN2 and NWN1 toolset plugins.
               
               

               
            

Legacy_SkywingvL

  • Full Member
  • ***
  • Posts: 115
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #143 on: February 15, 2012, 07:20:25 am »


               

Calvinthesneak wrote...

Dunno if this is a problem on my end or the compiler. I got this error opening an area, so probably nothing that Skywing/Virusman can control.


'Posted


This is not an assertion from the compiler core itself.  Either it is an assertion in the NWN1 toolset itself (this would be my guess) or from within NWNTX.  It's probably something that virusman is best suited to look at as he is the most familiar with the NWN1 integration work that he's done.
               
               

               


                     Modifié par SkywingvL, 15 février 2012 - 07:33 .
                     
                  


            

Legacy_SkywingvL

  • Full Member
  • ***
  • Posts: 115
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #144 on: February 15, 2012, 07:23:02 am »


               

ShaDoOoW wrote...

seems that compiler uses linux newline would be possible to fix it so it does break lines even at windows? its a bit mess when there is more errors as new compiler doesnt report only one error '<img'>


The standalone (EXE) version of the compiler displays errors properly here.  That is a standard function of the console I/O functions.

If this is within NWNTX, it's probably best something for virusman to take a look at and reformat the line endings of the compiler core to be what the NWN1 toolset expects (whatever that happens to be for whatever GUI element is in used).  The compiler core puts a \\n at the end of message lines that it returns to the host program and that could be mapped to whatever is desired by the host program for its GUI purposes.
               
               

               


                     Modifié par SkywingvL, 15 février 2012 - 07:33 .
                     
                  


            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #145 on: April 10, 2012, 01:42:21 pm »


               have issues with the hak loading problem, haks sometimes wont properly re-load even after I restart toolset and anytime I want to edit creature/door I end up with access violation. Thats very annoying and I had to stop using the NWNTX because of that, often I need to switch between two modules and it always mess with haks, very bad...
               
               

               
            

Legacy_virusman

  • Sr. Member
  • ****
  • Posts: 448
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #146 on: April 12, 2012, 06:10:20 pm »


               NWNTX Optimizations plugin has always been in experimental state, with this exact limitation: do not load another module when NWNTX Optimizations is running. If you have to switch between modules frequently, either restart the toolset every time or do not use NWNTX Optimizations.
               
               

               


                     Modifié par virusman, 12 avril 2012 - 05:11 .
                     
                  


            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #147 on: May 13, 2012, 11:08:00 am »


               Best... thread... ever...

Just found this thread, installed the C++ libs, Virusman's 1.0.5 build, then SkywingvL's upgrade...

(just in case, rather than replacing stuff, i backed up everything...)

'Posted

Loaded NWNTX Toolset, and oped PW.mod...

First Impression: WOW! Areas load soooo much faster...

Second: And they save faster too!

Trying compile scripts...

'Posted

(heh, bet i know what that is...)

Tried subrace demo same results.

Tested a few simpler mods, compiled fine, tested great.

(Ok, no biggie, shayans pushes the limits, multiple authors, does database functions, flagsets and letoscript, kinda expected...)

Rolled back to Virusmans 1.0.5 and PW and Shayans both compiled perfectly.

Tested both vers on lots more demos, not a single error otherwise...

(so guess better gotta go back over shayan code, asap...)

Most important, is the end result, pw loads faster and it runs lots smoother, in addition to the toolset.

Final Impression: This makes the toolset work the way it should have all along. Well worth it!
               
               

               


                     Modifié par Carcerian, 13 mai 2012 - 11:26 .
                     
                  


            

Legacy_SkywingvL

  • Full Member
  • ***
  • Posts: 115
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #148 on: May 16, 2012, 05:04:33 am »


               Are you using a computer without support for SSE2 (i.e. Athlon XP or other very old processor)?
               
               

               
            

Legacy_Carcerian

  • Hero Member
  • *****
  • Posts: 1655
  • Karma: +0/-0
Has anyone been able to mod Toolset?
« Reply #149 on: May 17, 2012, 09:09:54 am »


               

SkywingvL wrote...

Are you using a computer without support for SSE2 (i.e. Athlon XP or other very old processor)?

Yes.

I've been testing this a lot since i posted, and SSE 3.0.6.9 b13 (Starry Night Build) is still the only system that makes it crash. (As previously mentioned, its a very complicated mod, so just it mentioned for the sake of debugging.)

Shayan's compiled fine with V-Man's 1.0.5 build, and as far as i can tell it seems to run much smoother now...

All in all, awesome work guys '<img'>
               
               

               


                     Modifié par Carcerian, 17 mai 2012 - 08:46 .