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3D Editor not working in Blades of Avernum
Shock Trooper
Member # 4557
Profile #10
IMAGE(http://adweek.blogs.com/photos/uncategorized/coke_can1.jpg)

Bah! Take it and leave me be!
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
3D Editor not working in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #8
If you don't mind, could you email it to kernelknowledge (at) users (dot) sourceforge (dot) net, so I can load it onto SourceForge. Thank you for your help.

EDIT:

Nevermind.

EDIT:

The correct version should be on SourceForge, but it contains no documentation, as I was too lazy to download Stuffit again.

[ Thursday, December 29, 2005 23:12: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
3D Editor not working in Blades of Avernum
Shock Trooper
Member # 4557
Profile #8
If you don't mind, could you email it to kernelknowledge (at) users (dot) sourceforge (dot) net, so I can load it onto SourceForge. Thank you for your help.

EDIT:

Nevermind.

EDIT:

The correct version should be on SourceForge, but it contains no documentation, as I was too lazy to download Stuffit again.

[ Thursday, December 29, 2005 23:12: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
3D Editor not working in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #4
This bug was fixed in the latest version. Taking this combined with what TM experienced in the importing of towns is leading me to believe that there is something wrong with the current file release on Sourceforge. Since I don't have a Mac I can't tell for sure. Could someone else with OS X 10.4 redownload the latest version of the editor and see if it works?

Oh, and just to make sure its the same bug, Nicothodes, try using the About option in the Help menu and see if the program crashes.

Also, just in case this bug doesn't get fixed quickly, you should know the original editor on Spiderweb's website should work.

[ Thursday, December 29, 2005 18:39: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
3D Editor not working in Blades of Avernum
Shock Trooper
Member # 4557
Profile #4
This bug was fixed in the latest version. Taking this combined with what TM experienced in the importing of towns is leading me to believe that there is something wrong with the current file release on Sourceforge. Since I don't have a Mac I can't tell for sure. Could someone else with OS X 10.4 redownload the latest version of the editor and see if it works?

Oh, and just to make sure its the same bug, Nicothodes, try using the About option in the Help menu and see if the program crashes.

Also, just in case this bug doesn't get fixed quickly, you should know the original editor on Spiderweb's website should work.

[ Thursday, December 29, 2005 18:39: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #154
quote:
Where do we stand with regard to a release? I mean, is there still a lot left to do?
After I finish reimplementing Boost.Multi-Array, I'll go back to work on the gui. The big thing to do here is create an editing interface that works as independently of specific details as possible. As in, escaping an interface that requires separate town, outdoor and scenario menus. I should have a bit more time in about a week or two. Al my college application should be in by then.

quote:
For those less erudite in code, could you explain what all of the things really do for the designer?
Not much, if anything. Those changes are for better, easier-to-write code.

quote:

It seems that KernalKnowledge12 is mostly optimising routines already present - by using a better implementation of them.
I'm not optimising anything. Just conceptualizing someone else's code. Jeff wrote code that was meant to be finished, not changed. I am trying to make sure my code, at the very least, lasts.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #154
quote:
Where do we stand with regard to a release? I mean, is there still a lot left to do?
After I finish reimplementing Boost.Multi-Array, I'll go back to work on the gui. The big thing to do here is create an editing interface that works as independently of specific details as possible. As in, escaping an interface that requires separate town, outdoor and scenario menus. I should have a bit more time in about a week or two. Al my college application should be in by then.

quote:
For those less erudite in code, could you explain what all of the things really do for the designer?
Not much, if anything. Those changes are for better, easier-to-write code.

quote:

It seems that KernalKnowledge12 is mostly optimising routines already present - by using a better implementation of them.
I'm not optimising anything. Just conceptualizing someone else's code. Jeff wrote code that was meant to be finished, not changed. I am trying to make sure my code, at the very least, lasts.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #150
Most of what I did was fairly technical, but here it is:

- Created the set_vector<...> concept. Jeff seems to primarily depend on C-style arrays in all of his programming. The arrays are essentially filled with a set number of objects that may or may not be valid. Handling arrays like this is cumbersome and not especially good style, but since the .BAS file format uses this, I had to put a mask over such arrays that manages such arrays like C-style arrays but is implemented as an STL-like dynamic array. That mask being set_vector.

- Created the paired_container<...> concept. In addition to using C-arrays, Jeff did not deem it necessary to group certain arrays that should have been grouped. For example, for signs Jeff used an array for the signs' locations, and a separate array for the signs' text. This created the managing of one array into the managing two arrays. To simplify the handling of such paired concepts, without over-complicating the file i/o, the paired_container<...> concept was created. It essentially holds two separate containers, so they may be serialized separately, but handles them as one.

- Created a Red-Black Ternary Search Tree to use as the new editor's graphic library. The graphic library will use a char type of int, and will use the graphic_id_type as the key to individual graphics. Graphics will be loaded as individual tiles, and adjusted accordingly upon loading.

- Created a N-ary tree that should be useful in any future scripting programs.

- Cleaned up the mechanism used for serialization.
Works somewhat like Spirit's symbol_inserter. This should make switching to Boost.Serialization a bit easier.

- TODO:

- Re-implement Boost.Multiarray using the BGL, to support freer insertion and iteration and to clean up any terrain related algorithms.

This is all I can think up at the moment.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #150
Most of what I did was fairly technical, but here it is:

- Created the set_vector<...> concept. Jeff seems to primarily depend on C-style arrays in all of his programming. The arrays are essentially filled with a set number of objects that may or may not be valid. Handling arrays like this is cumbersome and not especially good style, but since the .BAS file format uses this, I had to put a mask over such arrays that manages such arrays like C-style arrays but is implemented as an STL-like dynamic array. That mask being set_vector.

- Created the paired_container<...> concept. In addition to using C-arrays, Jeff did not deem it necessary to group certain arrays that should have been grouped. For example, for signs Jeff used an array for the signs' locations, and a separate array for the signs' text. This created the managing of one array into the managing two arrays. To simplify the handling of such paired concepts, without over-complicating the file i/o, the paired_container<...> concept was created. It essentially holds two separate containers, so they may be serialized separately, but handles them as one.

- Created a Red-Black Ternary Search Tree to use as the new editor's graphic library. The graphic library will use a char type of int, and will use the graphic_id_type as the key to individual graphics. Graphics will be loaded as individual tiles, and adjusted accordingly upon loading.

- Created a N-ary tree that should be useful in any future scripting programs.

- Cleaned up the mechanism used for serialization.
Works somewhat like Spirit's symbol_inserter. This should make switching to Boost.Serialization a bit easier.

- TODO:

- Re-implement Boost.Multiarray using the BGL, to support freer insertion and iteration and to clean up any terrain related algorithms.

This is all I can think up at the moment.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
It's the A2Template! in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #88
The code is fine, so there shouldn't be any problems. Unless you're not using the latest version of the 3D Editor, I cannot explain the error.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
It's the A2Template! in Blades of Avernum
Shock Trooper
Member # 4557
Profile #88
The code is fine, so there shouldn't be any problems. Unless you're not using the latest version of the 3D Editor, I cannot explain the error.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Do we have a future? in Blades of Avernum
Shock Trooper
Member # 4557
Profile #13
quote:
Originally written by *i:

one could call within the editor itself.
That could get ugly. Better to make it standalone.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
It's the A2Template! in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #86
quote:
Originally written by Thuryl:

Ah, the Large Town Importation Corruption Bug. I coulda sworn that a recent version of the 3D Editor fixed that.
This bug was fixed by Notus:
http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic;f=18;t=00057 7;p=2#000036

Either there's a new bug, or something's wrong with the build. Are you using OS X or Windows?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
It's the A2Template! in Blades of Avernum
Shock Trooper
Member # 4557
Profile #86
quote:
Originally written by Thuryl:

Ah, the Large Town Importation Corruption Bug. I coulda sworn that a recent version of the 3D Editor fixed that.
This bug was fixed by Notus:
http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic;f=18;t=00057 7;p=2#000036

Either there's a new bug, or something's wrong with the build. Are you using OS X or Windows?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
variables in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #6
quote:
Originally written by Niemand:


I have never seen a reserved variable use error, I just discovered that my script was behaving oddly, so be careful and test thoroughly.

If this is a serious problem, you should use a generic prefix for some variables.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
variables in Blades of Avernum
Shock Trooper
Member # 4557
Profile #6
quote:
Originally written by Niemand:


I have never seen a reserved variable use error, I just discovered that my script was behaving oddly, so be careful and test thoroughly.

If this is a serious problem, you should use a generic prefix for some variables.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
INTJ? ESFP? in General
Shock Trooper
Member # 4557
Profile #37
I - 67
N - 44
T - 38
P - 78
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Editing the editor? in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #6
I'll build it when I get the chance, which will probably be when I can get at the code. Sourceforge seems to be down at the moment.

EDIT:

Built it. Just need to know where to send it.

[ Monday, December 05, 2005 15:19: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Editing the editor? in Blades of Avernum
Shock Trooper
Member # 4557
Profile #6
I'll build it when I get the chance, which will probably be when I can get at the code. Sourceforge seems to be down at the moment.

EDIT:

Built it. Just need to know where to send it.

[ Monday, December 05, 2005 15:19: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Editing the editor? in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #4
If you want to remove the sound from the editor, just take out all the sound related code (mostly in sound.cpp) before compiling. You don't have to remove the resources, but you can if you want to. Just edit the resource file before compiling.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Editing the editor? in Blades of Avernum
Shock Trooper
Member # 4557
Profile #4
If you want to remove the sound from the editor, just take out all the sound related code (mostly in sound.cpp) before compiling. You don't have to remove the resources, but you can if you want to. Just edit the resource file before compiling.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Horses in scenarios in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #8
I checked, and the changes I made to a .BAS file had absolutely no effect. That chunk of the file format seems to be utterly useless, which should allow me to simplify my code a bit.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Horses in scenarios in Blades of Avernum
Shock Trooper
Member # 4557
Profile #8
I checked, and the changes I made to a .BAS file had absolutely no effect. That chunk of the file format seems to be utterly useless, which should allow me to simplify my code a bit.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Horses in scenarios in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #7
I'll do it, but I won't be able to for a day or two. While I wasn't looking my laptop stopped working, as I can't get it to turn on. Right now I'm salvaging the hard drive to get at the code I hadn't yet committed to the CVS server. After that I'll check.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Horses in scenarios in Blades of Avernum
Shock Trooper
Member # 4557
Profile #7
I'll do it, but I won't be able to for a day or two. While I wasn't looking my laptop stopped working, as I can't get it to turn on. Right now I'm salvaging the hard drive to get at the code I hadn't yet committed to the CVS server. After that I'll check.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00

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