Author Topic: Has anyone been able to mod Toolset?  (Read 8811 times)

Legacy_Ilerien

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Has anyone been able to mod Toolset?
« Reply #90 on: September 03, 2011, 10:47:22 am »


               I noticed odd compiler behavior with custom nwscript.nss. The compiler doesn't recognize custom constants from it if they don't start with underline character.
Here is an example module with modified nwscript.nss.
I enabled optimizations in .ini file.
               
               

               
            

Legacy_SkywingvL

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Has anyone been able to mod Toolset?
« Reply #91 on: September 08, 2011, 05:29:48 am »


               Investigating (sorry, was delayed for a bit with other things).  If this is a bug, I'll shoehorn a fix for it into the upcoming release.
               
               

               
            

Legacy_SkywingvL

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« Reply #92 on: September 08, 2011, 05:35:48 am »


               This appears to work locally for me - either it's an already fixed bug (I don't recognize it as one offhand), or there may be something else going on (are you trying to compile nwscript.nss itself?):

NWNScriptCompiler.exe -1aceov1.69 -r . x3_mod_def_enter.nss
NWNScriptCompiler - built Sep  4 2011 11:01:15
Copyright © 2008-2011 Skywing.
Portions copyright © 2003-2003, Edward T. Smith.
Portions copyright © 2003, The Open Knights Consortium.
Compiling: x3_mod_def_enter.NSS
Total Execution time = 31ms

This directory contains:

09/07/2011  09:31 PM             2,345 area001.are
09/07/2011  09:31 PM               392 area001.gic
09/07/2011  09:31 PM               724 area001.git
09/07/2011  09:31 PM             3,064 creaturepalcus.itp
09/07/2011  09:31 PM               732 doorpalcus.itp
09/07/2011  09:31 PM               680 encounterpalcus.itp
09/07/2011  09:31 PM             3,948 itempalcus.itp
09/07/2011  09:31 PM             1,978 module.ifo
09/03/2011  01:28 PM           550,247 nwntx_test.mod
09/03/2011  03:31 AM           100,491 nwntx_test.rar
09/07/2011  09:31 PM           499,802 nwscript.nss
09/07/2011  09:31 PM             1,324 placeablepalcus.itp
09/07/2011  09:31 PM             1,889 repute.fac
09/07/2011  09:31 PM               728 soundpalcus.itp
09/07/2011  09:31 PM               488 storepalcus.itp
09/07/2011  09:31 PM               876 triggerpalcus.itp
09/07/2011  09:31 PM               488 waypointpalcus.itp
09/07/2011  09:34 PM                82 x3_mod_def_enter.ncs
09/07/2011  09:34 PM               337 x3_mod_def_enter.ndb
09/07/2011  09:31 PM               232 x3_mod_def_enter.nss
               
               

               
            

Legacy_Ilerien

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Has anyone been able to mod Toolset?
« Reply #93 on: September 08, 2011, 01:36:39 pm »


               Forget all I said  '<img'>
Sorry for taking your time, Skywing, I dug deeplier into this problem and noticed that nwscript.nss wasn't reloaded while toolset opened a new module. E.g. I opened a module containing custom nwscript.nss,  compiled it successfully, then opened another module containing another custom nwscript.nss with different constants and got compilation errors. So it's much less important problem than I thought.
Thank you for your response.'<img'>
P. S. English isn't native language for me, sorry for possible mistakes...
               
               

               


                     Modifié par Ilerien, 08 septembre 2011 - 12:46 .
                     
                  


            

Legacy_SkywingvL

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Has anyone been able to mod Toolset?
« Reply #94 on: September 08, 2011, 08:41:25 pm »


               virusman: The toolset plugin could recreate its compiler context on module reload to dump the precompiled information gathered from nwscript.nss here, if you want to fix this.
               
               

               
            

Legacy_virusman

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« Reply #95 on: November 13, 2011, 09:47:58 pm »


               New plugin - NWNTX Optimizations

One day I got fed up with Toolset hangs, so I decided to optimize some of the ugliest pieces of Toolset code to handle areas with large number of objects and custom content.

* Toolset will use 256 MB of resource cache
* Implemented 2DA caching - areas will load faster
* Toolset no longer hangs (really!) when you select an object in a complex area. The object will not be highlighted in the left panel tree.

Note: this is a pre-release beta version. Although I've tested it on basic tasks, it may crash, hang or corrupt your module. So use at your own risk and back up your module before testing this plugin.
Any feedback and testing is greatly appreciated.

Complete NWNTX package with the new plugin:
http://data.virusman...-full-1.0.3.rar
               
               

               


                     Modifié par virusman, 14 novembre 2011 - 07:44 .
                     
                  


            

Legacy_virusman

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Has anyone been able to mod Toolset?
« Reply #96 on: November 13, 2011, 11:08:06 pm »


               
               
               

               


                     Modifié par virusman, 13 novembre 2011 - 11:08 .
                     
                  


            

Legacy_FunkySwerve

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Has anyone been able to mod Toolset?
« Reply #97 on: November 13, 2011, 11:51:30 pm »


               Sweet, thank you! Downloading now.

Funky
               
               

               
            

Legacy_OldTimeRadio

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Has anyone been able to mod Toolset?
« Reply #98 on: November 16, 2011, 07:09:34 pm »


               Wow, very cool!
               
               

               
            

Legacy_SkywingvL

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« Reply #99 on: November 19, 2011, 10:09:38 pm »


               Release 7 of the NWNScriptCompiler is available, including an updated NWNScriptCompilerDll.ndl module that plugs in to NWNTX.  You can grab the updated compiler module here: http://nwvault.ign.c...ns.Detail&id=99

---

Changelog:

Release 7:
----------

- Script programs that contain duplicate definitions for a function, and which
 supply empty bodies for such duplicate definitions now correctly trigger a
 function redefinition error (NSC1062).  Previously, these were incorrectly
 permitted (the standard compiler does not permit such constructs).

- Error and warning diagnostic messages that relate to duplicate identifier
 definitions now contain a source location pointer to the first definition of
 the conflicting identifier.

- Fixed a bug where the command line compiler did not report the number of
 errors across all scripts correctly in some circumstances.  The error
 message listing the total error count was showing an incorrect error count.
               
               

               
            

Legacy_MrZork

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Has anyone been able to mod Toolset?
« Reply #100 on: November 20, 2011, 03:47:46 pm »


               Thanks, guys. I just downloaded the updated toolset and am liking the improved performance. Very nice. '<img'>
               
               

               
            

Legacy_ShadowM

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Has anyone been able to mod Toolset?
« Reply #101 on: November 26, 2011, 07:51:34 pm »


               In the old compiler I get IDENTIFIER LIST FULL on one of my scripts, I know add a lot of includes and I can fix it, but in the new compiler I do not get this error can the new one handle more? So I do not have to worry? I pretty much work with your new setup exclusively now. '<img'>
               
               

               
            

Legacy_FunkySwerve

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« Reply #102 on: November 26, 2011, 10:03:04 pm »


               The new one can handle FAR more identifiers. That's actually one of the main reasons people would use it, or the PRC (Torlack) compiler, instead of the bioware compiler.

Funky
               
               

               
            

Legacy_ShadowM

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« Reply #103 on: November 26, 2011, 11:53:17 pm »


               Great, that what I was hoping. Thank you for the info.
               
               

               
            

Legacy_SkywingvL

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« Reply #104 on: November 27, 2011, 06:16:09 am »


               There is no hard limit other than available memory.  Performance may decrease based on the complexity of the scripts being compiled, however, so it's still worth spending a little bit of effort to reduce spurious includes.

If compatibility mode is enabled, then a warning is issued if you exceed one of the various identifier or scope limits intrinsic to the standard compiler.

The (basic) #ifdef support might help with better organizing your includes.