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I need something to do but i don't know what :D

HimmelweissHimmelweiss Member Posts: 72
edited February 2018 in Builders - Scripting
Hey there,

i am an programmer since over 2 decades, mostly C# & PHP, a little bit of c++ or Java here and there.
I am from germany and 38 years old (hey beamdog want to hire me btw.?), ok just kidding, it is too far away anyway and dunno if i could even deal with all the c++ code honestly, even after so many years programming.
You can't be good in everything :D

Anyways:
A few years ago i coded an NWN2 Player Housing Plugin/System for the Toolset with C# (with using the Legends Plugins as an base/template).
Was more or less just a test, nothing serious. Played arround with GUIs and stuff in NWN2, it was fun.
It was the only thing i ever published:
https://www.nexusmods.com/neverwinter2/mods/883

well and this:
https://www.nexusmods.com/neverwinter2/mods/884

But now i am here with NWN1, expecially since it will get a great boost and tons of updates in the future.
So it is very exciting for me to keep following this project.

Currently i just play arround with random systems and combining them and cleaning code for Persistent stuff with running NWNX.
Just to have a good Base PW modul and to relearn the NWN code.

Now i am just wondering, is there actually still something missing in the community when it comes to coding any kind of a system, for Persistent Worlds mostly?
Is there maybe anything so bad outdated that a new or improved system might be interesting?

Basically, i am just trying to find a long-term project for NWN1.
Maybe someone here has some great idea or even ideas!


NeverwinterWights

Comments

  • SherincallSherincall Member Posts: 387
    https://github.com/nwnxee/unified/issues - take your pick :)
    (Join the discord channel - https://discord.gg/qxXpxJ2 - for any questions or comments).

    Other interesting project in need of help: https://github.com/kmsheehan/nwn-tools - improving the compiler. Talk to @Glorwinger for details there.
    squattingmonk
  • NeverwinterWightsNeverwinterWights Member Posts: 339
    You could always just do what a bunch of us do. Start working on a PW or module, work on it for years, and never finish it. ;)
    squattingmonk
  • HimmelweissHimmelweiss Member Posts: 72
    @NeverwinterWights
    Haha, yeah, good point :p
    I mean, i definetly will play arround with an PW modul. But i may indeed never finish it :D

    @Sherincall
    That would be for sure interesting, but i would pretty much start as an "newbie" when it comes to NWNX & C++. I would have to dig through all the stuff first and figure out how things work and are connected.
    So i wouldn't be a great help at all i think.
    Well, i will think about it, i guess i will just check out the code first to see if i actually understand somewhat what's going on there.
    But if you want me to implement a bug that crashes all NWNX Servers on startup, sure, np, i can do that right on! :D

    I was more thinking about going with the easier route first, you know, maybe writing some system/mod that doesn't exist yet with nwscript :p

    NeverwinterWights
  • fkirenicusfkirenicus Member Posts: 331
    edited February 2018
    If you can do it: why not create a new, fool-proof henchman/companion system (full party control is dearly wished for in the community) that's easy for builders to use, and with which they create great new modules? :-)
    (I somehow doubt Beamdog will do it)
  • HimmelweissHimmelweiss Member Posts: 72
    edited February 2018
    Yeah, if beamdog decides to not implement it. Then it might be worth it to look for an solution there.
    I think with NWNX there are some possibilities to fully control atleast 1 henchman with some workarrounds and tricks but with some limitations, so.. meh, maybe not the best thing.

    An official solution would be for sure a lot more elegant.

    Balanor in this thread actually described it very well:
    https://forums.beamdog.com/discussion/67977/full-party-control/p2
    fkirenicus
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