Monday, September 22, 2008

NWN2 - 1.13 1409 Plugins Rebuilt

A small update but one I hope is useful to the community, on the assumption that anyone visits here. I spent about 5 minutes tonight updating the plugins for REPLUG to 1409 in Visual Studio C# 2008.

Updated to 1.13 1409

  • TreeCutter
  • M4C Land & Tree Generator
  • WeatherChanger
  • Resizer / Resizer_NP
  • ConversationEditor (only plugin)
  • TempCleaner
  • HotKeyPlugin
  • Align&Distribute
  • AreaCameraASDW
  • ToolsetUIEnhancer

You can grab the updated dlls here, though bear in mind I only updated them, I don't support or debug.

Tani no longer supports though she was good enough to ensure the source code was available. You can visit this vault page if you are after the source or to review her comments and instructions.

The Tree Randomiser plugin by Aokis (No Longer supported), can be found here. This plugin allows the builder to randomise trees, via different seeds and alter the X,Y & Z scales.

Sunday, September 21, 2008

Prefabia Restarted - #7

Ashes in my mouth

I have learnt, much to my dismay that just because you are performing backups, it does not mean you are storing what you think. I learnt this the hard way yesterday when I rebuilt my notebook, where my Prefabia work is stored. I thought that I had backed up my modules directory and on restoration realised I had made a copy of my NWN1 modules directory.
After cross checking and seeing what other copies I had, the penny dropped and I knew that Prefabia or at least the work to date was gone.

Looks like now I am about to recreate all of my work, though this time it should take under 5 hours, as I now know what I am doing and need not spend days researching how to do something.

Pyrrhic Victory

Before I manage to wipe my project, BTH cast an eye over it and proclaimed it rather nice but....
"The Trees need variation". I must agree that once I looked at my trees, they were all of the same seed and scale (XYZ). After some research I located a plugin by Aokis, the Tree Randomiser Plugin that allows you to randomise, seed, location and scale of trees. Unforntunately it was at 1.04 and no longer supported. After firing an email off to Aokis, he informed me that VCD had patched the Tree Randomizer Plugin and more importantly released the source. VCD on inspection was no longer supporting the plugin but at least I had the source to recompile.

Long story short, I managed to workout Tanis instructions on updating a plugin and after recompiling the code I now have a 1.13 working copy of the Tree Randomiser plugin. A victory of sorts, something to lesser the bitter taste in my mouth from wiping my own project.

Back to the Drawing board.

Tuesday, September 9, 2008

Prefabia Restarted - #6

I have been going a bit crazy trying to get walkmeshes and boats working, using Heed's Boardable Ships hak. So to give my mind a break and stop working in circles I thought for a laugh I would set up the persistence portion of Prefabia by adding a database behind the scenes.

I have settled on using MYSQL 5.0 and NWNX4 1.08, which after reading the basic instructions, were damn easy to set up and get running.

Excellent video how to on installing MYSQL on Vista http://www.sebastiansulinski.co.uk/web_design_tutorials/web_server/install_apache/install_apache.php?id=mysql


That was the easy part, the next problem was how do I get all the scripts and such working? NWNX4 forums are full of help if you need to set up the core database engine and plugins but be buggered if I could find anything to aid me in logging the cdkey, ip, coordinates on exit and so on, (stuff I consider core to running a PW).

My inital experiences in this space were the use of an excellent set of scripts and routines developed by Rowell called Rowell's Persistent World Toolkit. This set of scripts was awesome and allowed people with little to no experience on databases using NWNX4 to read write from their database, as soon as the rowell erf was loaded into the module. Sadly, he stopped supporting it, due to issues with NWN2 and Atari and so on. (it all got too hard and I can't blame him).

For a bit I thought WTF, I might as well pull his stuff to pieces and try to get it working on the NWNX4 1.08 version and NWN1.13 until....

I visited Rowell's PW site, Englington and noted he had it up and running and it was patched to the latest levels and the PW datbase was working. I hunted round on his site, looking for his email so I could send a question to him regarding his toolkit, until I stumbled over this thread..

http://www.hideyhole.org/engliton/index.php?name=PNphpBB2&file=viewtopic&t=2830&start=250

The thread listed the efforts of a person called Xildjian, how had decided to do what I was about to do and rework the scripts. Not only had they already reworked his scripts, they also went as far as to release their efforts to date. So far, I have tested this and it works a treat. Suddenly I have some pesistence in my Prefabia PW and effort has been minimal. Kudos to Rowell and Xildjian

Hi All, Below is a link to my attempt at getting Rowell's updates
working. Here is a list of the modifications I made:

1. Made use of NWN2 ability to send variables to a script from a
conversation.

2. Made the bank player specific instead of character
specific

Only active quests get added back into the journal when
a character logs on

Fixed some bugs I haven't tested everything
so there might still be errors, and I was using NWNX4 1.08 and NWN2 MoTB
(standalone server) to do my testing and
development.


Below is the URL to get the update.
I kept my files different from Rowell's so the files of interest are Xildjian_updates.erf and Xildjian_Test.mod.


I haven't changed any documentation from Rowell's so if you have a
question check the test mod.

http://myweb.cableone.net/sanaya/RowellsPWKit.rar

Enjoy!