Since the release, you must have noticed that if you want to join a multiplayer game apart from the OC, you need to download files that are specific to the module you want to join.
Of course, it is neither unbearable nor complicated nonetheless still frustrating when, after the creation of your nice and new character, you are about to join but can't because of the necessity to download files.
You are just booted out from the module. Even sometimes, you are ready to play with some of your friends but you realise that, at the moment you try to join, some files have been modified and for that reason, you can no longer join the module. So you need to go to the website of the module, find the file, donwload them and put them in the right folder.
In order to overcome this annoyance, Lyncya team (RP module in developpement), more specifically our coder Amphiprion, worked on that. And he has finally created an universal connexion client.
"What's that ?" could you ask me. This tool will allow builders to list their module by putting modules files (those necessary for the player to connect). This communautary program will allow the player to get any files from any modules that are using this connexion client.
Indeed, the client lists all modules that have subscrided in this register and the player has only to chose the one he is interested in and to click on "Launch". The client will download the last version files (hak, pwc, trx, xml) and put them in the right place, according to the configuration on the web site.
We want to emphazise on the fact that, it is not at all a module list aimed at describing modules to visitors. It is mainly a technical tool intended to the builders. Presently, there is enough modules description list.
The only information the player will get by looking at the module list is if his favorite module is using the client. It's up to him if he desired to download and use that client.
The client load less than 500ko and is installed/uninstalled properly, withtout leaving trace (files, folders..)
We commit ourself to update this program in order to better adapte it to all the users expectations (players and builders). Thus, we invite you to come and tell your ideas or anything that would concern this program, on the lyncya forum : (look at link in the end)
You will also find at this adress, a complete documentation of the connexion client.
To conclude, you must know that we are very reactiv and that we will update it when necessary. All that, once more thanks to Amphiprion, our national coder that we have confined in a carton box with some holes to breath. He is only fed with yoghourt, peanut (hazelnuts are too big for the holes) and spaghetti. Thus, there is no risk for him to escape.
So ?! Isn't life beautiful ?
www.nwn2mu.com
Thank you for your attention, good game et see you soon on Lyncya forum
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Bonjour � tous les joueurs et concepteurs de NeverWinter Nights 2.
Suite � la sortie du jeu et la mise en ligne des premiers modules, vous avez tr�s certainement constat� qu�il est d�sormais n�cessaire, pour jouer, de t�l�charger certains fichiers propres au module de destination.
Certes, cela n�est ni insurmontable ni compliqu�, mais reste n�anmoins frustrant quand � la fin de la cr�ation de votre tout beau tout nouveau personnage, vous vous lancez pour d�buter l�aventure et que l�� Mis�re!
Vous voil� tout bonnement �ject� du serveur. Parfois m�me, vous vous appr�tez � rejoindre votre module favori, pr�t � jouer avec vos copains, quand vous vous rendez compte que certains fichiers du module ont �t� modifi� et que de ce fait, vous �tes puni de connexion! Vous obligeant � repousser votre rendez vous, le temps d�une mise � jour de vos dossiers.
Afin de palier � ces d�sagr�ments mineurs mais aga�ants, l��quipe de Lyncya (module RP en d�veloppement), enfin surtout notre scripteur de g�nie, j�ai nomm� Amphiprion, s�est attel� � la t�che. Il a con�u ce client de connexion universel.
K�sakosstrucla me direz vous. Et bien cet outil permettra aux concepteurs de modules de r�pertorier leurs oeuvres en y pla�ant les fichiers propri�taires (relatifs aux modules). Ce programme communautaire permettra en quelques clics de r�cup�rer (et de placer aux bons endroits) les fichiers n�cessaires � la connexion sur TOUS les modules que les conc�pteurs auront jug� bon de r�pertorier sur ce client de connexion.
En effet le client liste tous les serveurs inscrits sur le registre, le joueur n'ayant alors qu'� choisir celui qui lui convient le mieux dans la liste et de cliquer sur "Lancer". Le client t�l�chargera la derni�re version des fichiers personnalis�s (hak, pwx, trx, xml, etc...) et les mettra aux bons endroits d'apr�s la configuration du concepteur sur le site.
Nous pr�cisons au passage que ce n'est en aucun cas un annuaire de modules ou tout un chacun pourra venir pr�senter le sien aux visiteurs. C'est principalement un outil technique destin� aux concepteurs. Ce dernier devra cr�er et r�gler son serveur sur le site. Les joueurs s'y rendant n'obtiendront aucune information sur le serveur en lui m�me, pas m�me un lien vers le site ou forum de ce serveur. Il y a suffisement d'annuaires int�ressants en ligne Wink
La seule information qu'un joueur obtiendra en consultant la liste des serveurs sera de constater si son serveur favori utilise le client.
Charge � lui de t�l�charger et d'installer le client et simplement de choisir un serveur dans la liste.
Le client p�se moins de 500ko et s'installe/d�sinstalle sans laisser de trace(raccourci/fichier).
Nous nous engageons � faire �voluer ce programme, afin de mieux r�pondre aux attentes de tous ses utilisateurs (joueurs comme concepteurs). A ce propos, nous vous invitons � venir soumettre vos brillantes id�es, ainsi que vos demandes ou autres conseils sur le forum de Lyncya : (cf lien tout en bas)
Vous trouverez �galement � cette adresse un mode d�emploi complet du client de connexion.
Pour finir, sachez que nous sommes tr�s r�actifs et que nous �voluerons en temps r�el. Cela encore une fois gr�ce � notre Amphiprion national, scripteur de notre module, que nous avons enferm� dans une boite en carton affubl�e de quelques trous lui permettant de respirer. Il se nourrit actuellement de yaourts (� la paille), de cacahu�tes (noix et noisettes �tant trop grosses pour les trous) et de spaghetti n�5. Ainsi, aucun risque qu�il ne se sauve.
Alors ?! Elle est pas belle la vie ?
www.nwn2mu.com
Merci de votre attention, bon jeu � tous et � bient�t sur le forum de Lyncya
Posted by Carter_DC at 2007-09-07 08:10:09 Voted 10.00 on 09/07/07
I totally forgot to vote for this. But the fact is i use it for my pw and i kinda wonder how i could have done without it..
This is trully a must have !
Easy to configure for pw onwers and easy to use for player.
And a special point for your 666th download ! Congratulations !
no matter what flag i have up when i goto install the installer is in some language other than english and when i install buy guessing what button does what the lawncher for the game doesn't seem to be in english, i'm a new developer for the game, and would love to use this service when i have a complete game to release...
once downloaded the file is in all french language? and yes I clicked on the flag first. is there really an english version? this sounds very useful and I would like to try it out but I cant read/speak french.
this version fix a bug introduced by the 1.3.2 for non french nwn2 games.
Posted by Lyncya at 2007-01-18 01:06:05 Voted 10.00
Hi, everybody
The Lyncya team announce the availability of the 1.3.2 client version. We received needs from module creator, to backup the standard "dialog.tlk" and "dialogF.tlk", and restore this two files, once the game session finish. This modules needed to override this files.
By the same way, when the game session is ended, the CurrentGUI of the nwn.ini file is restored to "default".
So, since the 1.3.2 client, you must always use it to launch a module manager by the Nwn2MU serveur.
this client download each files in the zip that are different to the client.
So if you change the pwc, the pwc will be extracted from the zip. The use of TRX instead of PWC can reduce the impact of the modifications.
Hi,
Only files are patched when the client don't have the requested version.
For the UI conflict problem, if the module creators follow the rules, it's impossible to have conflicts:
1) have the module UI in it's own directory (not in default)
2) all modification of the NWN2 standard UI, must be done in a renamed file (never modify a nwn2 xml and let his name unchanged) and put it in the module ui directory (not in default) and then update ingameui.ini
with this two rules, it's impossibile to have conflicts.
Will this overwrite existing files in the user's ui or override directories? If so, will it first give the user an option not to do so? Or will it back up the old files first?
I'm worried about the situations such as two modules with conflicting UI mods. If both mods are MP and listed here, then this tool will help a lot. Otherwise, the user might not be happy with the results.... _________________________ Big Inventory Icons and Character Info Link
Readable Books Link
Less Obtrusive Spell Buffs Link
Posted by Qkrch at 2007-01-07 13:06:09 Voted 10.00 on 01/07/07
Try it today before posted on vault
Awesome tool, it downloads all files needed for a server just making a simple click, hak, pwc, music files....everything you need to join a server fast.
Just submit your files URLs into NWN2mu.com and players will update their files without a problem. and you can have your own pw updater UI!!!
Believe it or not.... MUST HAVE!!!
Thanks again to the developers!! It makes nwn easier!
10! _________________________ The Ancient NWN Spanish Community Link
Academy for Modding Excellence Link
The Everfire Forge, a weapon for your hero Link
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10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone