Sinfar's Source Code

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Mavrixio
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Sinfar's Source Code

Postby Mavrixio » Mon Nov 27, 2017 9:21 am

https://github.com/NWNMavrixio/Sinfar-NWNX

No, I am not "throwing" anything away. Sinfar is still my community but in the light of a new game client that Sinfar can't officially support for now, why not help making 1.69 servers thrive. There will also be a "NWN:EE" compatibility plugin added soon.

At the same time, many of you already have access, but here's where you can find "ERFs" that are public, even if you are not a builder:
https://nwn.sinfar.net/erf_list.php
An "ERF" is like a small part of Sinfar module which is made of ~300 of them.
So for example this one contains all spells: https://nwn.sinfar.net/erf_list.php?sea ... h_value=45 ... So you can what a spell do exactly and you can't complain anymore that "Mav keep changing stuff", just click the history button and check.

The Icelord
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Re: Sinfar's Source Code

Postby The Icelord » Mon Nov 27, 2017 9:50 am

Ohhhh thanks! I'd love to have a snoop around in some of that code. :)

serenity
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Re: Sinfar's Source Code

Postby serenity » Mon Nov 27, 2017 9:57 am

This is really nice to see, a little competition is always healthy. Not that I think anyone will be able to duplicate the incredibly sophisticated development and support environment behind Sinfar.

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Anamorphose
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Re: Sinfar's Source Code

Postby Anamorphose » Mon Nov 27, 2017 1:18 pm

Thank you a lot for that, really ! :)
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Admin/DM/Builder/Writer of the French RP social world of the biginning of Arche Terre : http://archeterre.roleplaylife.net (Thank you to be host by Mavrixio and to have the chance to use the works of the Sinfar team)

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Koritha
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Re: Sinfar's Source Code

Postby Koritha » Mon Nov 27, 2017 1:51 pm

Nice. Very generous of you, Mav.
I have this image in my head of Beamdog shifting through said code to see what else they can pad their release with to try and entice more people to part with their money. :D
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Xordac
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Re: Sinfar's Source Code

Postby Xordac » Mon Nov 27, 2017 2:13 pm

Thanks Mav, this is a very bold an generous gesture from Mav to keep the community together. From a server admin stand point it is a no brainier to move to the sinfar code which is more advanced and Mav will try to keep compatibility with NWN:EE as long as they do not make it completely impossible for him to do so.
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Platinum_Dragon
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Re: Sinfar's Source Code

Postby Platinum_Dragon » Mon Nov 27, 2017 8:44 pm

Eventually the hood would need to be lifted on this beast to give it a tune up and with the eventual release of NWN:EE... sharing with the community to gather ideas and support for the here and now while also looking toward supporting the NWN:EE client is a good thing to do.

Cheers Mav

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Re: Sinfar's Source Code

Postby thecoldesttouch » Sun Feb 04, 2018 4:42 am

Saying "hench" is missing when I'm trying to add haks. Just trying to mess around a bit out of curiosity. I don't see it on the erf list.

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Mavrixio
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Re: Sinfar's Source Code

Postby Mavrixio » Sun Feb 04, 2018 3:05 pm

This is just a reference, it is not made to be usable alone It has lots of dependencies that are not public, but if you are a Sinfar builder or Sinfar Side server builder (https://forum.sinfar.net/viewtopic.php?f=2&t=11752) you can use those blueprint, run or call functions in the scripts listed.


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