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Showing content with the highest reputation on 09/05/2020 in Posts

  1. 2 points
    Hello! Does anyone know if there is a mod that does give unique names to the dozens of datapads found in the game that use the generic "datapad" name? I find rather annoying that the player is forced to read the content to understand which one is which since there are often several generically named ones in the inventory at the same time. I might do the job myself if no one has done it already. Cheers!
  2. 2 points
    What's Taking So Long? CPUs and NCS Bytecode NWScript and NCS Control Structures Difficulties and Errors All of this was taken into account when I said I think I can get this done by the end of September. Just thought people might be interested in the gory details. Also, as I work on this I'm encountering what appears to be poorly coded scripts. For example: That last one is doesn't look right. May need to create a second WIP: the Script-Fixing Project. Sigh...
  3. 1 point
    Nah, it's not side effects I'm worried about, it's stuff like checking if an object is valid, and only doing something if so. Safe navigation. I don't remember any specific code I wrote where that might be a problem, but I can definitely imagine the possibility. I probably would've used && and it would be safe though. @DarthParametric and I observed in some tests that the compiler we have is definitely not the most up-to-date one, and it seems like it was the case with the one BioWare used as well because the game scripts are full of unused garbage included from header files that the same update to the NWN compiler was supposed to scrub out.
  4. 1 point
    I had to play from the start as I had no prior saves before going down, but after removing p_jolee001.utc the cutscene went back to normal and I could progress further. On the plus side I made my own companion tweaks which I will upload once I've finished the game.
  5. 1 point
    I would say fix it where possible. I can't imagine a situation where someone would purposefully write a condition with side effects as a secondary condition with the intent that short-circuit evaluation would be ignored, or more importantly, any situation where that would be needed. It's far more likely that there are scripts that are taking performance hit from the lack of short-circuit evaluation, and could potentially be causing bugs. The random loot in KOTOR 2 overflows the stack if you spawn too many items at once, for example. There could be more intensive operations, like in the AI, that could potentially be causing problems. Maybe that would even account for bugs such as creatures randomly not attacking in the middle of combat. I'm certainly worried I might've written code under the assumption that short-circuit evaluation would be obeyed. I suppose if that's true, I could invert the logic to use && in the meantime, since that does seem to short-circuit properly. I'm almost afraid to ask, but does NWScript have a goto statement? I haven't seen any example of it in code, or any reference to it, so I assume not. Oh, I hadn't seen this one before, but I've seen problems like it. It's understandable considering that not all the developers were computer scientists, and even designers like David Gaider and Chris Avellone did incidental scripting to take some of the burden off the programmers, but the downside to that is not everybody necessarily knew what they were doing. Plus the one you quoted looks like it might've been a copy/paste error, considering that it's only the last branch that's wrong. Stupid mistakes can happen to anyone.
  6. 1 point
    Just wanted to thank you for a very interesting and detailed examination of NWScript and how its flaws could actually hurt people creating new code without knowledge that sometimes it could turn into something wrong (the "OR" condition - it would be great if your decompiler could fix this). Thanks for all the hard work you're putting into this.
  7. 1 point
    After a long fight against the Korriban wastes module I finally finished the last BoSSR skybox: That leaves two mod skyboxes to do. I think those shouldn't take long but then again I thought the same of the skybox above... I'll keep you updated. In the meantime I also changed my mind and added some traffic to all Coruscant skyboxes: I'll do the same for Nar Shaddaa and probably Taris as well to better sell the cityscape of those planets.