Author Topic: Has anyone been able to mod Toolset?  (Read 8807 times)

Legacy_virusman

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Has anyone been able to mod Toolset?
« Reply #60 on: June 26, 2011, 12:25:31 pm »


               This change is not trivial, in fact replacing the compiler is much easier task because it doesn't involve UI.
               
               

               
            

Legacy_ShadowM

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Has anyone been able to mod Toolset?
« Reply #61 on: June 27, 2011, 10:10:03 pm »


               Sorry for not reporting back sooner, but everything seem to be working great from my testing. The new system is great. Thank you SkywingvL and virusman for putting this out and fixing everything. '<img'>
               
               

               
            

Legacy_Karvon

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« Reply #62 on: June 28, 2011, 01:20:01 am »


               Yes, indeed.  This sort of work often goes unappreciated by most, as players don't directly see the results like they do with most new CC.

Regards

Karvon
               
               

               
            

Legacy_SkywingvL

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Has anyone been able to mod Toolset?
« Reply #63 on: June 28, 2011, 02:30:21 am »


               New compiler DLL: http://valera-ext.ny...CompilerDll.ndl

Changes include:

- The 'const' qualifier is now forbidden with struct declarations (compliance improvement)
- Compilation performance in extensions mode is significantly improved relative to the previous build that introduced preprocessor conditional comilation support
- Overall compliation performance for larger scripts is slightly improved due to some tweaks to the compiler's symbol hash table.
               
               

               
            

Legacy_ShadowM

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Has anyone been able to mod Toolset?
« Reply #64 on: June 28, 2011, 03:03:48 am »


               Full compile no errors, no error so far testing in game. Wow nice, around twice as fast as bioware compiler now. '<img'> Around 25 seconds full compile with yours and around 50 with bioware base.  Thanks.
               
               

               
            

Legacy_FunkySwerve

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Has anyone been able to mod Toolset?
« Reply #65 on: June 28, 2011, 03:45:53 am »


               

SkywingvL wrote...

New compiler DLL: http://valera-ext.ny...CompilerDll.ndl

Changes include:

- The 'const' qualifier is now forbidden with struct declarations (compliance improvement)
- Compilation performance in extensions mode is significantly improved relative to the previous build that introduced preprocessor conditional comilation support
- Overall compliation performance for larger scripts is slightly improved due to some tweaks to the compiler's symbol hash table.

Does this build include the #pragma defaulting functionality as well? I haven't seen you mention it outside of pms. We're still running error-free, by the way. '<img'>

Thanks,
Funky
               
               

               
            

Legacy_SkywingvL

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Has anyone been able to mod Toolset?
« Reply #66 on: June 28, 2011, 04:08:57 am »


               Yes, it does.  It's up to the toolset plugin to ask to enable it (but I believe the NWN1 plugin does).
               
               

               


                     Modifié par SkywingvL, 28 juin 2011 - 03:09 .
                     
                  


            

Legacy_Sylrae

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« Reply #67 on: July 08, 2011, 01:08:52 am »


               Hmm.

When I try to run it I get "MSVCS100.dll is not a windows image". (Running on XP Pro SP3)
               
               

               
            

Legacy_Karvon

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« Reply #68 on: July 13, 2011, 02:28:31 am »


               This was working for me, till today '<img'>   I'm now getting an error message when I try to run it...

"Windows can not access the specified device, path or file. You may not have the appropriate permissions to access the item."

Grrr

Karvon
               
               

               
            

Legacy_SkywingvL

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« Reply #69 on: July 15, 2011, 12:22:52 am »


               Have you made any configuration changes to your computer since it last worked?
               
               

               
            

Legacy_Karvon

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« Reply #70 on: July 18, 2011, 03:54:19 am »


               Did some routine monthly sw updates, but nothing really significant that I remember.  I've checked thru my various security programs logs thinking maybe one of them might be the culprit, some sorta false virus/trojan problem, but didn't see anything noted.

I tried redownloading and reinstalling the program a couple of times, but that didn't make any difference.

Quite puzzling to me.

Karvon
               
               

               
            

Legacy_Thayan

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« Reply #71 on: July 18, 2011, 06:02:44 am »


               SkywingvL, I apologize for never getting back to you in regard to my issue. I banged my head against a wall for ages and I think I have figure out what the problem is/was with my issue.

Say you have a simple script -

#include "test_inc"
int StartingConditional()
{
  object oPC = GetPCSpeaker())))))))))))));
  return TRUE;
}

And the test_inc script looks like this:

void TestFunction(object oPC)
{
  //whatever this function does, etc, etc
}

/*IMPORTANT: Make sure you end this script with comments that start with the forward slash-asterisk at the end of it, but don't close it!!!!

If there is a /* at the end of the include, but no */ to close it up, it will allow the obviously messed up script above to compile without a problem! I'm not a coder or scripter by trade, so I assume just having a /* is not recommended practice. But it appears that was causing all of my scripts using this 'bad' include to compile without errors, when really they were not compiling at all. I'm not sure if it is something you can fix, but I just wanted to let you know.

Thanks - and again, this kicks butt!
               
               

               


                     Modifié par Thayan, 18 juillet 2011 - 05:07 .
                     
                  


            

Baaleos

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Has anyone been able to mod Toolset?
« Reply #72 on: July 18, 2011, 11:12:13 am »


               Im happy to say the latest version of the NWNTX Compiler is not leaving scripts out now.

It even caught a problem that the normal bioware debugger wasnt helping me out with much.


I had declared

void FunctionName(int arg1,int arg2);


and then called it via

object = FunctionName(int arg1,int arg2);


and having the definition as

object FunctionName(int arg1, int arg2)
{


}




When run in the bioware compiler, it returned a non-helpful message of

Unknown identifier ()

with no line number.


With the new compiler, it told me the line number, and function causing the problem.
               
               

               


                     Modifié par Baaleos, 18 juillet 2011 - 10:13 .
                     
                  


            

Legacy_SkywingvL

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« Reply #73 on: July 18, 2011, 04:42:12 pm »


               

Thayan wrote...

SkywingvL, I apologize for never getting back to you in regard to my issue. I banged my head against a wall for ages and I think I have figure out what the problem is/was with my issue.

Say you have a simple script -


#include "test_inc"
int StartingConditional()
{
  object oPC = GetPCSpeaker())))))))))))));
  return TRUE;
}

And the test_inc script looks like this:

void TestFunction(object oPC)
{
  //whatever this function does, etc, etc
}

/*IMPORTANT: Make sure you end this script with comments that start with the forward slash-asterisk at the end of it, but don't close it!!!!

If there is a /* at the end of the include, but no */ to close it up, it will allow the obviously messed up script above to compile without a problem! I'm not a coder or scripter by trade, so I assume just having a /* is not recommended practice. But it appears that was causing all of my scripts using this 'bad' include to compile without errors, when really they were not compiling at all. I'm not sure if it is something you can fix, but I just wanted to let you know.

Thanks - and again, this kicks butt!


You should get a warning if you have an unmatched comment at the end of the translation unit.  Perhaps virusman can chime in on how warning-only notifications are communicated to the user with the NWN1 toolset integration.
               
               

               
            

Legacy_virusman

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« Reply #74 on: July 18, 2011, 06:05:21 pm »


               All warnings go to logs/nwntx_compiler.txt