Search found 11 matches

by PlasmaJohn
Mon Feb 01, 2010 11:39 am
Forum: CoPaP: Development
Topic: Vaultster for Linux
Replies: 14
Views: 13705

http://www.nwnx.org/phpBB2/viewtopic.php?t=1513

LinuxVaultster-1.0.0 has been released.
by PlasmaJohn
Tue Jul 28, 2009 3:41 am
Forum: CoPaP: Development
Topic: Vaultster for Linux
Replies: 14
Views: 13705

But I am interested to know if this is interacting reliably with the Windows version currently in CoPaP. I did test against Win32 Vaultster. I'm fairly certain it's using the plugin binary I grabbed from Avlis prior to the FrankenCluster going dark. I was going to say latest from nwnx.org, but I'm ...
by PlasmaJohn
Mon Jul 20, 2009 8:59 am
Forum: CoPaP: Development
Topic: Vaultster for Linux
Replies: 14
Views: 13705

Vaultster for Linux

Dusts off the forum As many of you probably know, in the Spring Avlis migrated to Linux VM's on VMWare ESXi server. I'll fess up, I knew that the Linux version of the Vaultster plugin was completely out of date, and IIRC, wasn't compatible with Win32 Vaultster when it was released. I was about half...
by PlasmaJohn
Thu Jan 05, 2006 12:01 pm
Forum: Scripters and Coders' Forum
Topic: Magic Weapon Change for Gloves
Replies: 4
Views: 5850

A similar change was made in Spellhooking 1.7.3.1 which was released to the MC's recently. That or 1.7.3.2 (not yet out) will start showing up during the next few release cycles.
by PlasmaJohn
Mon Nov 08, 2004 9:04 am
Forum: CoPaP: General Discussion
Topic: AutoFail in 1.64
Replies: 36
Views: 23575

So instead of making autofail happen in 1 out of 20 times, we make it happen in 1 out of 30 or even 1 out of 100 times (fiddle to your hearts content here) This solution has been brought up before: don't remove the autofail, but make it less than that awesomely big 5%, which as said i way too much ...
by PlasmaJohn
Tue Sep 14, 2004 5:30 pm
Forum: CoPaP: Development
Topic: List of NWNX plugins needed to run a CoPaP World
Replies: 8
Views: 9470

teleri wrote:So the hashset is ported to linux? I am a bit confused now.
Hashset is partially ported, I didn't implement the iterator. Shouldn't be that hard to do for anybody familiar with STL. Or when I get around to it.

John
by PlasmaJohn
Tue Apr 20, 2004 1:11 am
Forum: CoPaP: General Discussion
Topic: Hmmm....
Replies: 9
Views: 6963

You got stock in Microsoft or somethin'? The straight answer: Not by choice, but I'm sure that one or more of the mutual funds and the index funds in my various 401k's do. Stupid investment, it's been flat since the DoJ case started. Anyway... (I had to think a bit how you got that impression...) N...
by PlasmaJohn
Mon Apr 19, 2004 8:09 pm
Forum: CoPaP: General Discussion
Topic: Hmmm....
Replies: 9
Views: 6963

Check the Bioware boards, they locked the thread about this in two posts with no explaination. Search on "ferrago", they've locked four threads :) I've been fomenting the one in the Linux forum -- let's just say I've got a vested interest :twisted: . The "this is a stupid rumor threa...
by PlasmaJohn
Sun Apr 18, 2004 1:19 pm
Forum: Builders' Forum
Topic: Area building: DOs and DON'Ts
Replies: 14
Views: 13862

You're taking his statement a little too far. If you're using 2x2 areas for exterior landscape, you're nuts. And I know Brick isn't crazy. He's my lead builder. ;) Furthermore, he knows about placeables and tile seams. Give him a little credit, and a little time to write up more. He did tell me he ...
by PlasmaJohn
Sat Apr 17, 2004 2:18 pm
Forum: General Discussion
Topic: Pay for Play?
Replies: 1
Views: 2399

Pay for Play?

A touchy subject for sure, I'm hoping it doesn't devolve into a flamewar though. I'd like to get a ServerOp/Builder perspective on this. I'd like to start a similar thread on Avlis' R&R forum for a player perspective. For a variety of reasons, but mostly the screwy licensing relationship between...
by PlasmaJohn
Sat Apr 17, 2004 12:55 pm
Forum: Builders' Forum
Topic: Area building: DOs and DON'Ts
Replies: 14
Views: 13862

Re: Area building: DOs and DON'Ts

DON'T ... Make your areas huge . If you want a journey to take a long time, make a bunch of small areas. You'll reduce load times and won't have to resort to grossly overexaggerated terrain features. And it's much easier to "fill up" an area without getting repetetive. ... Put in too many...