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Sili
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Mac Users

Post by Sili » Fri Jun 09, 2006 2:38 pm

I know we have a half dozen or so mac users here. Anyone know of a way to direct connect to an Avlis server the way pc users can with a .bat file? Completely skipping gamespy.

the nwn mac forums returned nothing unless it's called something different which is likely.
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Post by SplankNon » Fri Jun 09, 2006 4:30 pm

I wouldn't mind knowing that. But I have no clue...
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Manuel the White
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Post by Manuel the White » Fri Jun 09, 2006 5:05 pm

It really depends on whether Macsoft made the .app capable of accepting command line arguments the way the .exe does on Windows. Since Mac OS X is a Unix/BSD based OS, you can create a shell script that calls the .app file and pass the connection info to it. Whether or not the .app file was built to accept and act upon those arguments, I don't know.

In windows, your command is:

Code: Select all

C:\NeverwinterNights\NWN\nwmain.exe +connect avlis.blackdagger.net:5121

In Unix, it would be something like (I added the quotes due to spaces but they may not be needed):

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"/Applications/Neverwinter Nights/Neverwinter Nights.app" +connect avlis.blackdagger.net:5121

So, create a file called connect_mikona.sh with Terminal and use contents:

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#!/bin/sh
"/Applications/Neverwinter Nights/Neverwinter Nights.app" +connect avlis.blackdagger.net:5121

Then make sure the file is set to be exectable. From the Terminal command line:

Code: Select all

chmod 755 connect_mikona.sh
Now I'm just wonering if it can be called from the GUI instead of the Terminal. Maybe if you created the file on your desktop it would be visible and therefore could be double clicked? Course, all of this is moot if it doesn't parse command line arguments.
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Post by Sili » Fri Jun 09, 2006 5:12 pm

Sweet Manuel, I'll give this a shot next week.
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Post by p0m » Fri Jun 09, 2006 10:54 pm

Hrm. I hate to burst bubbles here, but the linux version of the client has never supported any command line switches other than -dmc, so it's probably unlikely the Mac client does.

This is probably one thing the community will fix hopefully after 1.68.
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