henesua wrote...
The problem isn't only 2da files. Any resource which is part based or otherwise has numbering will collide with a similarly named part. Integrating Reforged Weapons with Project Q for example requires a bit of work - none of which involves 2da edits. Q's shields are another example, and anyone that has compiled a HAK of heads and clothing knows the renumbering game. And there is also the TGA - DDS thing which can lead to work. Phenotypes are a hybrid case: do you edit the 2da or do you edit the model names? Both?
Regardless I do catch your drift, _six. But I do not think you are too late with this idea. I wonder if a conversation between Pain and yourself could be fruitful in this regard.
2da's are the crux of the issue, that is what my work is aimed at for NWN2, the rest is just window dressing and trying to make a complete system so it's actually easy ( ie none of the actors know about all this, but by doing what they want to do, it implements all this ) ( oh and I also address custom.tlk as well in my system, and there can be tools to dynamically assemble 2da's and models for tilesets for example. )
This is mainly for NWN2 features, but I think could apply here as well.
A. Don't put 2da files in content haks, let each PW do them custom and provide preworked ones for PW's who can't.
B. Each PW has a 2da hak, which includes all their 2da's. These are dynamically created based on their chosen content, and they can add code to further tailor it, move rows, etc.
C. Each PW has a blocking 2da hak, which includes vanilla 2da's ( this assumes bics use 2da's in hak, which i think is an issue unless you use NWNCX, but it also removes the effects of all 2da files accidentally left in other haks. ) ( this assumes honest players using my system, if we could force this many exploits would be a lot harder )
D. Diff out the rows of each content, ( using the UPD format i developed or like elven did it, my system does this on the fly right now for NWN2 ), work out numbering to avoid conflicts - still this is manual. I have yet to do a blueprint/module tool to migrate 2da rows seamlessly, but there are perl solutions for this in NWN2 ( kivinen ). NWNlib probably can do this as well( by elven ). ( i need 2da and dialog files for each version of NWN1, 1.00 to 1.69, prolly have 1.68 and 1.69 now in my installed version and previous version, also need ones for each language if possible so this can be multilingual. )
E. Create a API service which indexes all content, and manifests to said content.
F. PW's or SP module authors subscribe to content, it makes a development setup just like we did on our old PW, teams can just subscribe to the same system, and can update the manifests, thus updating the team, or compilation, or send out bug fixes to PW's and SP end users.
G. Content is backed up from the vault, or dynamically pulled from it. Manifests provide instructions, options, and are followed to assemble a 2da hak, and all other needed haks. ( planning on editing the module to attach these dynamically as well ) SHA1 checksums monitor content.
H. Once completed on my end, source for the API, how I do things should be shared, so others can develop their own tools which are compatible ( ie NWNx plugins, NWNCX plugins for clients, websites listing content, tools to upload things to the vault and nexus, etc. ) - most of the core features will actually be running on the Vault Preservation Project server.
Note this is not just NWN1 I am doing this for, this is actually a larger project across NWN1 and NWN2, and thus should have far more talent aimed at helping it and debugging it, assuming I can get critical mass.
Modifié par painofdungeoneternal, 19 février 2013 - 04:57 .