<looking enormously pleased...>
wyldhunt1 wrote...
It sounds like you want to re-create what CoPaP did, except expand it to include single player (CoPaP was multi-player only).
What an intriguing and exciting post :-) <a link would have saved a few minutes searching, old man> Don't be churlish, bird.
I do indeed wish to do something very similar to what (as I understand it from the wiki) the
CoPaP did. (Happy, Bother? <seldom> Sheesh). In fact, during NwN alpha, when the
Gemworlds were organized, we had a sourceforge group whose purpose was (generally) to beta-test the blazes out of NwScript and (specifically) to set up the script standards for inter-server integration.
To find that someone has indeed gone in that direction thrills me :-) I *hate* re-inventing the wheel.
But that is part of the purpose of this thread, to find out what approaches have been made, and what limitations revealed and, in general, to tap into the collective wisdom of the community.
Re: single player, I want to make it *immaterial* if you play SP or MP. (hence the other thread about digital signatures, btw).
Where *I* am coming from, specifically, is the very selfish PoV of wanting to play in my own world with, now and then, some friends along for the ride. Often, that will be offline. Sometimes it will be online. And, if Amethyst(NwN) is anywhere near as popular as Amethyst(PnP), I'll want a PW core someday. They all need to mesh.
Here's the thing about the thing...
In order for it to have any chance of success, you need a few things.
Thing1: Every module must use the same haks or risk crashing players when they jump to new worlds.
...Thus: All Gemworlds must agree upon and use the same haks. Scripting for those haks can safely change. So, spell effects and such can be modified per worlds taste.
I *think* appearances can also be inconsistent between servers, though not between mods. As an example, I *believe* my Forester mod could use (a reserved number) the Gaian Avatar, without requiring other servers to have that appearance.
Thing2: There must be a universal way of transfering information between worlds.
... Thus, you must kludge.
Yup. That isn't really a stumbling block, at this point. The real stumbling block I'm having is multiple mod access to the same db. It'll be fine in if only one mod at a time is running, but if multiple server instances are running, as I understand it, the first mod locks the db until the mod exits. So running a regional mod with another, linked mod (sub-region or external region) means they can not share the db. Don't know how the NwNx works with MySQL, but I'm hoping it doesn't bogart the db.
If you hope to store all of the history and flavor from past experiences in a database, all players would need to install a database and NWNX in order to use any single player Gemworld.
On the face of it, yes. In practice, it depends a lot on the architecture of the framework we put together. Generally, I'd want to only communicate deltas, but they'd need to start with a baseline. OTOH, designing it to fail gracefully if the full and complete db is not available, use the small, bare-essentials included Bioware db, or do without. Likewise, if server is unavailable, drop to Sp mode (not the NwN integrated server-client, but a local server instance with limited resources).
Actually, that is pretty much the OT for this thread :-) Whether it was viable to spawn a local server rather than default to NwN SP. Shadow's answer was what I was looking for there. though, I'd be interested in other views, of course ;-)
While PW's often require databases in order to maintain the huge amounts of information required for such an undertaking, you would only need the information specific to a single character. In fact, not even all of that info. Just the stuff that would be interesting to use in future mods.
Yup. Big fan of exchanging deltas instead of complete re-iterations :-)
I'll throw this tid-bit of wisdom out for consideration:
Variables saved to items are saved in the bic file. Those variables will still be there the next time the character is loaded. Even in a single player game.
Yup. Now, if I could only save objects and structures... or pass through henchmen carrying objects... <sigh>
<...with the world>