Allows for data to be passed from a module to an updated version of the module creating a semi-persistant world. See the included README file for more info. New in version 1.8: - PC locations stored by system - Minor bug fixes - More sections added to readme file
This is a compilation of the old system into a single score. There were 11 that made this score of 7.81 then rounded to 8.
Posted by Graz'zt ( 07/24/02 13:18..xxx.xxx ) at 2002-07-24 13:18:00
Aye, I understand you CAN make it "specific", drako, but
it makes it difficult to establish a Local Variable like
SetLocalInt(GetPCSpeaker(),"haskilledthedragon",1), where
you don't have to code a Local variable for each instance.
But, it's not a big deal for me as a DM, because the
Local's for the module work fine for me I just want to
save the overall party progress when they are done with
the module(which PWUM does great). If you are working on
including SetPWUMLocalInt/Float/String/Location in your
next versions that would be awesome.
Now about the bug issue, I stated that I "believed" it to
be that due to the fact of me having 1.21 for a day or so
and not having problems with it, but as soon as I
implement PWUM single player is locked. All I have been
doing since I got the game is toolset so I'm constantly in
single player, windowing in and out of toolset and my
module as I playtest. I have heard of single player issues
with the game also for a while now and, yes, it could very
well be 1)patch 1.21, 2)bioware's single player, 3)or
PWUM. I was using the PWUM version before 1.8.
I think your code is great, and will use it in the future
if I can get single player to run(hehe I got to have
single to play test and play offline). I had an earlier
version and have downloaded PWUM version 1.8, so I'll give
it a spin. And, yes, has anyone else had this problem? I'd
love to be wrong and be able to implement this again
without losing single player. Which means it's bioware's
coding thats screwy...lmao...
Posted by drako_wolfheart ( ..xxx.xxx ) at 2002-07-24 07:44:00
Also, has anyone else had any problems running a Single
Player game after using the PWUM system? I have not heard
of this problem before and would like to know how much
effort I should put into finding the culprit causing it (if
it really does exist).
Posted by drako_wolfheart ( ..xxx.xxx ) at 2002-07-24 07:42:00
You can easily do this by Prepending the NPC or PC name to
the beginning of the variable name to make the value
unique. For example: JimBob_QuestDone AND Daryl_QuestDone
are two different variables but each represents a single
flag specific to a PC. JimBob may have completed the quest,
where as Daryl has not.
It has already been discussed (and reported to you the
public on the official boards topic for the PWUM) that
within the next two revisions a new set of PWUM functions
will be ready that allow you to set/get data ON a PC or
NPC. Behind the scenes of these new functions, the system
will *still* write data only to the UniversalMind, but will
automatically prepend a unique tag to distinguish for what
PC/NPC this variable is for.)
I find it hard to believe that the PWUM would prevent you
from running the game. You are aware that the latest patch
(1.21) has some serious issues that are almost identical to
the ones you explained? Anyway, if it is the PWUM system,
could you please send me an email with a detailed test
report with any findings you can dig up as to why when and
how this may be happening? Until I see the problems, I can
not fix them. I'm glad you brought them to me though.
Posted by Graz'zt ( 07/24/02 02:10..xxx.xxx ) at 2002-07-24 02:10:00
I have downloaded this and tested it. It works well for
what it is designed to do, although I have encountered a
nasty bug I believe to be associated with this PWUM(read
on). What I see is a way to establish Global Variables(not
Local since the SetPWUMInt/Float/String/Location have no
object). So I don't see anyway to establish persistent
Local Variables, the PWUM variables are applied to
everyone and everything(Global). However, it is useful on
ending modules and starting another and saving some of the
overall functions established in the previous module
(example: PC's killed the dragon now all the people
say "Thanks for killing the dragon.") But, it applies to
everyone in the module now whether they killed the dragon
or not because it's Global. So this is best used in a
DMClient application when you wish to apply variables to
all, not in a PW where Local Variables are the key to plot
and questing.
!WARNING!: After I imported this and began using this in
my modules, I could no longer load/start a single player
game. Regardless, if I loaded chapter one, my own module
or any module, it would freeze on "Unpacking Module".
However, if I started the same module(any module) in
multiplayer or dmclient it would load fine. It has never
done this before until the first test of PWUM. I then
uninstalled but kept the modules,characters, and games I
had. Reinstalled. Same thing. Copied my modules, then
uninstalled everything, including my modules, characters,
and games and reinstalled. Put my modules back in and
works fine. If you don't care about single player, then no
loss...
Posted by drako_wolfheart ( ..xxx.xxx ) at 2002-07-23 13:55:00
The PWUM System will shortly be moving to a site dedicated
to Persistent Worlds for NWN! I'll keep you informed on
when and where. It will have a section specifically for the
latest PWUM version and a forum where we can all discuss
any issues that may need to be addressed.
Also, I just wanted to thank everyone out there for
creating a demand for a system like the PWUM. All official
credits will be given in the readme file and if you feel
you should be included send me an email.
Posted by drako_wolfheart ( ..xxx.xxx ) at 2002-07-22 18:08:00
Just another note on porting the source code: seems it will
compile on just about anything including hardware other
than Intel and a lot of different OS's... Mac's OS X,
Sparc, BSD, heck even Commodore 64 (so I;ve been told)
would compile and run the log parser!
Posted by drako_wolfheart ( ..xxx.xxx ) at 2002-07-22 11:16:00
I'll have to find it again. I remember it being here at the
NWVault and it may be mentioned somewhere in the official
forums. Also, from what I remember it only hacked the crypt
tileset. The author may have updated it to work with all
tilesets by now, I'm not sure. Sorry I couldn't be of more
help.
Posted by zatar ( ..xxx.xxx ) at 2002-07-22 09:32:00
drako,
can you give an url for the hak pack you mentioned that
turns off the automap function?
thanks.
Posted by drako_wolfheart ( ..xxx.xxx ) at 2002-07-22 08:40:00
Woot!
Thanks to a source who wished to remain unnamed, I have
verified that the source code compiles fine for Linux!!!!!!
Yes, that's right! For all you penguin junkies out there,
you will have access to the source code, come version 2.0,
and should be able to compile the parser.
One thing to note: the current source code compiles for
Windows fine and for Linux if running on an x86 box. It is
not known if the source will compile for Linux running on
another machine platform such as Sparc (although I'm sure
it will given a few minor adjustments to the code).
Anyway, I'm sure this will make many of you happy!
Posted by drako_wolfheart ( ..xxx.xxx ) at 2002-07-21 14:08:00
-------
well seems like a good idea, but havent been able to get
it to work so far.
is it compatible with 1.20?
-------
It will work with version 1.20. The current build (1.6) has
several bugs that will be fixed in version 1.7.
Posted by Arcanius_NWH ( ..xxx.xxx ) at 2002-07-21 08:25:00
well seems like a good idea, but havent been able to get
it to work so far.
is it compatible with 1.20?
Posted by drako_wolfherat ( ..xxx.xxx ) at 2002-07-21 01:18:00
You bet! I'm going to release the source to the log parser
for version 2.0 which is only a few revisions away!
Posted by TwistedArch ( ..xxx.xxx ) at 2002-07-21 00:07:00
Great work! The ramifications of this are endless. I
havent used it yet, still busy scripting, but quick
question do you plan on making this open source? I've seen
amazing things come out of this community and I think any
project could benifit by being open source. :) Thanks
again.
Posted by DragonTayl ( ..xxx.xxx ) at 2002-07-19 15:03:00
Drako,
This may be the most incredible thing brought to NWN
outside the Bioware offices. Though I suspect that most
people who benefit from it will have no idea what it is or
even that it is working (the players in a PW), and it
certainly doesn't fall into the realm of "eye candy", there
are those of us out here who recognize what you've
accomplished here.
I plan to use this system myself. I doubt my programming
talent rivals yours, but should you want some help with
something, please let me know. It's the least we PW
builders can do to thank you.
DragonTayl.
Posted by drako_wolfheart ( ..xxx.xxx ) at 2002-07-19 11:38:00
A few things to look forward to in the future (thx to
madgnome):
1) Custom PWUM faction system
2) PC Location storage system
3) Scribe/Message system
Posted by indio ( 07/19/02 05:15..xxx.xxx ) at 2002-07-19 05:15:00
Nice manual, and what a godsend this could turn out to be.
Posted by elandys ( ..xxx.xxx ) at 2002-07-19 03:54:00
Color me stupid, but even though I downloaded this in the
past, I didn't get what it accomplished (and haven't played
with it yet). Can't wait to try it...
You must be Logged In to post comments in this section.