Author Topic: Coming to a screen near you soon!  (Read 4724 times)

Legacy_henesua

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« Reply #135 on: January 23, 2012, 02:22:41 am »


               The more I think about this patch the more excited I get. The ability to use HAKs and TLKs during character creation in multiplayer is HUGE.

Thank you for working on this.
               
               

               
            

Legacy_virusman

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« Reply #136 on: January 23, 2012, 01:34:08 pm »


               Progress update:
I've implemented the protocol extensions, so the client knows the list of haks and tlk to load.
I'll have a working alpha version very soon.
               
               

               
            

Legacy_WebShaman

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« Reply #137 on: January 23, 2012, 06:10:55 pm »


               Wow.

Really looking forwards to this!
               
               

               
            

Legacy_OldTimeRadio

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« Reply #138 on: January 23, 2012, 06:18:17 pm »


               Thank you so much!  '<img'>
               
               

               
            

Legacy_henesua

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« Reply #139 on: January 23, 2012, 06:30:35 pm »


               +1. Thank you!
               
               

               
            

Legacy_Rolo Kipp

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« Reply #140 on: January 23, 2012, 06:36:13 pm »


               <jumping on the bandwagon...>

+1 here, too :-)
(put up a project page and I'll like it, too ;-)

<...he fell off of, and hoping no one noticed>
               
               

               


                     Modifié par Rolo Kipp, 23 janvier 2012 - 06:36 .
                     
                  


            

Legacy_virusman

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« Reply #141 on: January 23, 2012, 06:58:30 pm »


               NWNX Connect 1.0 (Testing version)

Here is the testing version. I'd really appreciate any feedback and comments.
Supported configuration is Linux server + Windows client. Server must be running NWNX 2.8 (although it may run on earlier versions, I haven't tested it on 2.7), Client requires NWNCX 0.2.x.
http://data.virusman...ect-1.0-pre.rar
               
               

               


                     Modifié par virusman, 23 janvier 2012 - 07:00 .
                     
                  


            

Legacy_wyldhunt1

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« Reply #142 on: January 23, 2012, 07:12:09 pm »


               I'd love to help test it, but I run a Windows server.
Any plans on a Windows port?
               
               

               
            

Legacy_henesua

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« Reply #143 on: January 23, 2012, 07:54:30 pm »


               Oh... it requires NWNX on the other end. Hmmmm.... this is pushing me closer to installing ubuntu on my NWN serving computer - and rewriting my mods to use NWNX.

So much work... so little time '<img'>

Thank you though. If this is what it takes to make this happen, I'll jump.
               
               

               
            

Legacy_virusman

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« Reply #144 on: January 23, 2012, 08:10:33 pm »


               There's no need to rewrite anything in your mod just to run it with NWNX. Just install NWNX and run - active plugins like Fixes or Connect will work without any modifications to the module.
Windows version may take a bit more time, but it is still in the plans, I'll return to it once Linux version is tested and released.
               
               

               
            

Legacy_henesua

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« Reply #145 on: January 23, 2012, 08:20:35 pm »


               Heh.. would it be crazy to ask for a Mac version? Some of my players use the mac client.  Is there a Mac version on NWNCX? Or is it just a matter for a technical mac user to make some minor adjustments and recompile the NWNCX project to run on a Mac?
               
               

               
            

Legacy_Rolo Kipp

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« Reply #146 on: January 23, 2012, 08:22:28 pm »


               <groans theatrically...>

What Henesua said... =)
(edit: er, what H said about installing Ubuntu...)

Getting closer to getting that new laptop (one with a dual core, this creaky old thing goes ubuntu as soon as I'm sure NwN is working right on the new one) that'll let me develop my systems multi-player...
Until then, though... :-/

<...while tingling with delight>
               
               

               


                     Modifié par Rolo Kipp, 23 janvier 2012 - 08:24 .
                     
                  


            

Legacy_Shadooow

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« Reply #147 on: January 23, 2012, 08:33:06 pm »


               Sorry, but I really don't understand all this excitement about automatic preloading haks/tlks. Any solution will always need external tools or executable that client needs to install and use.

While virusman's current solution needs NWNCX base, NWNCX connect probably visual DLLs and linux server ran with NWNX, you can achieve the same result with HEXA editing nwmain.exe where you can replace nwnpatch.ini and dialog.tlk with custom ones and then distribute it to your clients as if Im not wrong this is only usefull for PWs with custom content for character creation.

I dont doubt that virusman will improve this and enables showing custom base classes etc, but so far there isnt anything new actually.
               
               

               


                     Modifié par ShaDoOoW, 23 janvier 2012 - 08:33 .
                     
                  


            

Legacy_henesua

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« Reply #148 on: January 23, 2012, 09:13:23 pm »


               Shadow... as far as I can tell, the nwnpatch.ini solution only solves the problem for one PW, or one multiplayer game. Thats no better than distributing an override folder as far as I can tell.

But readjusting the client to load the HAKs used by the module prior to character creation works for any PW or multiplayer module.

There is a big difference between the two.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #149 on: January 23, 2012, 09:14:37 pm »


               <gets a far away...>

I can't speak for anyone else, but I can tell you what gets *me* excited.

I have felt since before alpha that Bioware was missing a pretty awesome boat. They built an awful lot of flexibility into the engine and we have pushed it a lot. But the engine is still really limited at runtime. NwNX & CX extent that flexibility to runtime management of the game.

Currently, this is most applicable (perhaps *only* applicable) to PWs.

But NwNX has the potential for quite a bit more, including algorithm generated, infinite play-space.

This is a step in that direction. *Another* step in that direction.

Eventually, I envision a bundled engine base-package distributed rather like CEP or Q or CTP. It will be so useful, and used by enough diehards that it becomes a standard. And that base-package will allow 3rd party control of the NwN engine and allow it to use improved programming, multiple cores, more ram, better video cards, etc.

So, every time I see someone make a brick that can be used to build the NwN temple, I get excited :-)

<...look in his eyes>