Neverwinter Nights 2

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AGhost-7

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AGhost7

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About this mod

Compile utility for Neverwinter Nights 2 with file watching and (limited) parallelization.

Requirements
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The idea for this project was to create a tool which would make it easier to integrate Skywing's Advanced NwnScript compiler with any text editor or IDE.

Currently, this manages to detect file changes and tell the compiler to recompile. It also is able to notice if the file is an include, and then proceeds to find the files which depend on that include, all the way until it finds the mains and StartingConditional files which depended on that modified file, to then compile those specific files. The program also manages to batch compile in parallel to a limited extent.


Requirements

This application requires Skywing's Advanced Script Compiler, which can be found here:
http://neverwintervault.org/project/nwn2/other/tool/advanced-script-compiler-nwn2

Commands

  • watch <directory> will restart the watcher and will check for changes and recompile the files if needed. Argument may be quoted if there are spaces in the path given.
  • clear will remove all watches to directories that currently exist.
  • exit will end all watches and exit the application.
  • all will compile the entire contents of directories which are under watch.
  • chars will display the count for the first character in the watched directory. This is just a facility for setting up the multi-processs compilation.
  • chars-recommend <processes> goes even further than the chars command by recommending a specific combination to use for splitting the load across multiple processes. Result is automatically sent to the clipboard so you can just paste it in your configuration file.

Setup

All you really need to do is configure using the provided application.conf file. Details can be found inside that file. After that, simply run the application through the command shell.
It is strongly recommended that you extract all game scripts into a directory and include it for compilation instead of telling the compiler to load all game files. Doing so will speed up compilation time as the compiler won't have to unzip the script files in the data folder every time you modify a file.