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Article - Karma, Dharma and Somesuch in Blades of Avernum
Shock Trooper
Member # 4557
Profile #5
quote:
Originally written by silver harloe:

but a "flag" is a bit. 0 or 1.
Only in computer engineering. In computer programming, "flag" means any variable that relates to a boolean value (although most programmers extend the meaning of the variable). This variable may be a bit, or even a 64 bit integer (though this would be stupid).
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #73
quote:
Originally written by Notus:


1. Using wxGlade, make an application with a wxFrame
2. Add menubar to wxFrame (Widget tab - "Has MenuBar" on wxFrame dialog).
3. Add next four menu item to "File" menu: "Load", "Town", "Outdoor", "Exit"
4. Add a panel to sizer slot
5. Generate C++ code

I'll do this and load it into a CVS repository of its own (named wxBoAEditor). If I have more time, I'll start working on 6.

quote:
Originally written by Kelandon:


If you can, incorporate the changes from Khoth's BetterEditor. They're small and simple but useful.

This shouldn't be too hard, but it will be a while.

EDIT:

Put a preliminary wxGlade File (app layout.wxg) in the Repository. Has the main frame and menu items.

EDIT:

Finished wxGlade file; code is not generated.

[ Thursday, February 24, 2005 15:30: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #73
quote:
Originally written by Notus:


1. Using wxGlade, make an application with a wxFrame
2. Add menubar to wxFrame (Widget tab - "Has MenuBar" on wxFrame dialog).
3. Add next four menu item to "File" menu: "Load", "Town", "Outdoor", "Exit"
4. Add a panel to sizer slot
5. Generate C++ code

I'll do this and load it into a CVS repository of its own (named wxBoAEditor). If I have more time, I'll start working on 6.

quote:
Originally written by Kelandon:


If you can, incorporate the changes from Khoth's BetterEditor. They're small and simple but useful.

This shouldn't be too hard, but it will be a while.

EDIT:

Put a preliminary wxGlade File (app layout.wxg) in the Repository. Has the main frame and menu items.

EDIT:

Finished wxGlade file; code is not generated.

[ Thursday, February 24, 2005 15:30: 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 #70
I've been thinking for a little while, and I have come up with an admittedly crude design for the modularization of this project.

Proposed Modularization:

kernel
structures
core game data.bas file dataalgorithmsscripting(*)
avernum script scripting
parserdebuggereditor scripting
virtual machineparser/compilerprimitivesgui
main menu
file, view, etc.views
terrain viewcore game data viewdialog based views
town data view, wandering view etc.toolbarspackage manager (*)database communications (*)This is by no means complete. I await any suggestions/thoughts on this.
(*) Items marked with this need much more consideration.

[ Wednesday, February 23, 2005 15:17: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #70
I've been thinking for a little while, and I have come up with an admittedly crude design for the modularization of this project.

Proposed Modularization:

kernel
structures
core game data.bas file dataalgorithmsscripting(*)
avernum script scripting
parserdebuggereditor scripting
virtual machineparser/compilerprimitivesgui
main menu
file, view, etc.views
terrain viewcore game data viewdialog based views
town data view, wandering view etc.toolbarspackage manager (*)database communications (*)This is by no means complete. I await any suggestions/thoughts on this.
(*) Items marked with this need much more consideration.

[ Wednesday, February 23, 2005 15:17: 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 #63
quote:
Originally written by Dastal:

If I may suggest something:
Make the editor a fairly basic framework. Perhaps the "base editory" would be even less functional then the current BoA Editor. Then, each imporvement could be worked in as a "module," "plugin" or "expansion."

This is the ultimate goal of the project. We are not starting by doing this, because it could lead to complications that will delay a release. Notus convinced me of this, and he will be able to better explain this approach.

As for plugins, we will by the end try to support a scripting engine that parallels straight C, since Avernum Script does too. For now, however, our goal is to help the BoA editors create scenarios in a simpler and easier way. Once this is achieved to an acceptable level, we'll try to significantly expand our editor.

Thank you for all your suggestions.

Also, from reading what you wrote, it seems as though you have some programming experience. If your willing to help on a programming level, please say so.

Also:

Your very last suggestion may be impossible, but we should be able to provide a similar feature by the end.

EDIT:

quote:
Originally written by Dahak:


One tiny little thing to be added that would be most useful. The default editor has a "Make all items NOT property" option, but no "Make all items property" option. This under the town menu.

This could be done fairly quickly, but there seems to be something wrong with SourceForge's CVS server. It might be a while before this gets fixed.

EDIT:
About five minutes after editing this post the first time, the CVS server started working. Second time something like this has happenend :confused: .

[ Monday, February 21, 2005 16:14: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #63
quote:
Originally written by Dastal:

If I may suggest something:
Make the editor a fairly basic framework. Perhaps the "base editory" would be even less functional then the current BoA Editor. Then, each imporvement could be worked in as a "module," "plugin" or "expansion."

This is the ultimate goal of the project. We are not starting by doing this, because it could lead to complications that will delay a release. Notus convinced me of this, and he will be able to better explain this approach.

As for plugins, we will by the end try to support a scripting engine that parallels straight C, since Avernum Script does too. For now, however, our goal is to help the BoA editors create scenarios in a simpler and easier way. Once this is achieved to an acceptable level, we'll try to significantly expand our editor.

Thank you for all your suggestions.

Also, from reading what you wrote, it seems as though you have some programming experience. If your willing to help on a programming level, please say so.

Also:

Your very last suggestion may be impossible, but we should be able to provide a similar feature by the end.

EDIT:

quote:
Originally written by Dahak:


One tiny little thing to be added that would be most useful. The default editor has a "Make all items NOT property" option, but no "Make all items property" option. This under the town menu.

This could be done fairly quickly, but there seems to be something wrong with SourceForge's CVS server. It might be a while before this gets fixed.

EDIT:
About five minutes after editing this post the first time, the CVS server started working. Second time something like this has happenend :confused: .

[ Monday, February 21, 2005 16:14: 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 #60
Notus -
I figured out what we were doing wrong with wxGlade. All controls must go on a sizer control. The notebook control went on the sizer that was automatically created by the wxFrame control, but since the notebook's pane did not have one, you couldn't put any controls on. To put controls on the notebook view, first add a sizer (there are two kinds of these.)
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #60
Notus -
I figured out what we were doing wrong with wxGlade. All controls must go on a sizer control. The notebook control went on the sizer that was automatically created by the wxFrame control, but since the notebook's pane did not have one, you couldn't put any controls on. To put controls on the notebook view, first add a sizer (there are two kinds of these.)
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #56
quote:
Originally written by Notus:


Umm.. this interface seems not to be intuitive. I'll make another plan.

Perhaps we should port the current code to wxWidgets first. Actually, I don't think we have to do this in order to use controls made through wxWidgets, but it would be cleaner.

As for the palette, I hope the code generators I found will help.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #56
quote:
Originally written by Notus:


Umm.. this interface seems not to be intuitive. I'll make another plan.

Perhaps we should port the current code to wxWidgets first. Actually, I don't think we have to do this in order to use controls made through wxWidgets, but it would be cleaner.

As for the palette, I hope the code generators I found will help.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #53
Sure, but it won't happen for some time. The new editor is still being discussed.

Concerning wxGlade:

I found two more IDE type programs that might help us.

wxhatch
FireGUI

[ Sunday, February 20, 2005 20:31: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #53
Sure, but it won't happen for some time. The new editor is still being discussed.

Concerning wxGlade:

I found two more IDE type programs that might help us.

wxhatch
FireGUI

[ Sunday, February 20, 2005 20:31: 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 #50
Awesome, but your links are messed up. The first goes to the file releases page and the second goes to the webpage.

As of now I think that's all we need, but I believe it is required to put Sourceforge's logo somewhere on the site. It should indicate that the site is hosted by SourceForge, and should link to SourceForge.net.

Any ideas for content are welcome.

EDIT: For clarity, I meant the links on your post. Sorry for any confusion.
EDIT: Nevermind about the links.

EDIT:
quote:
but I cannot figure out how to put other controls on notebook view.
Me neither. We'll probably have to do that part by hand, if we need it.

[ Sunday, February 20, 2005 20:15: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #50
Awesome, but your links are messed up. The first goes to the file releases page and the second goes to the webpage.

As of now I think that's all we need, but I believe it is required to put Sourceforge's logo somewhere on the site. It should indicate that the site is hosted by SourceForge, and should link to SourceForge.net.

Any ideas for content are welcome.

EDIT: For clarity, I meant the links on your post. Sorry for any confusion.
EDIT: Nevermind about the links.

EDIT:
quote:
but I cannot figure out how to put other controls on notebook view.
Me neither. We'll probably have to do that part by hand, if we need it.

[ Sunday, February 20, 2005 20:15: 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 #48
Umm, I think that was it.

Anyway you can always add to it later.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #48
Umm, I think that was it.

Anyway you can always add to it later.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #46
quote:
Originally written by Kelandon:


I don't know if that adds to the technical difficulty of programming, though.

It shouldn't. This type of functionality is handled by the framework's code. We shouldn't have to do any real programming.

quote:

EDIT: Also, for the life of me, I can't figure out how to send something to Sourceforge that actually shows up as the home page for the project. Can someone tell me what to enter in my "Connect to" field?

This might help.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #46
quote:
Originally written by Kelandon:


I don't know if that adds to the technical difficulty of programming, though.

It shouldn't. This type of functionality is handled by the framework's code. We shouldn't have to do any real programming.

quote:

EDIT: Also, for the life of me, I can't figure out how to send something to Sourceforge that actually shows up as the home page for the project. Can someone tell me what to enter in my "Connect to" field?

This might help.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #44
quote:
Originally written by Isaac:


I've been trying to install the Boost libraries.

You should ask the people at Boost through the Boost-Users mailing list. They should be able to solve your problem.

quote:

Module is like "Edit screen drawer (2D/3D)" "Menu command handler", "Outdoor resize command" "Scenario loader/saver"

Ahh. This makes more sense. Here are a few I can think of:

* New Town
* New Scenario (this might be part of the loader/saver)
* Tool palette
* Import Town/Outdoor
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #44
quote:
Originally written by Isaac:


I've been trying to install the Boost libraries.

You should ask the people at Boost through the Boost-Users mailing list. They should be able to solve your problem.

quote:

Module is like "Edit screen drawer (2D/3D)" "Menu command handler", "Outdoor resize command" "Scenario loader/saver"

Ahh. This makes more sense. Here are a few I can think of:

* New Town
* New Scenario (this might be part of the loader/saver)
* Tool palette
* Import Town/Outdoor
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #39
When you say module, do you mean function? If so, we can use global.h to create the list on SourceForge (forums), so we all (developers) can go in and edit it.

The list would be somewhat as follows:

Function Name:
var name
var name
.
.
.

Another function:
.
.
.

If I misinterpreted, please elaborate.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #39
When you say module, do you mean function? If so, we can use global.h to create the list on SourceForge (forums), so we all (developers) can go in and edit it.

The list would be somewhat as follows:

Function Name:
var name
var name
.
.
.

Another function:
.
.
.

If I misinterpreted, please elaborate.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #37
quote:
Originally written by Isaac:


EDIT: KernelKnowledge, could you remove that really long comment from your code, or break it into multiple lines? It's stretching the page.

Oops, . . . sorry bout that.

quote:
I propose to determine the interface of each module according to current editor's code. Of course, no need to copy current code as it is, where we can apply improvement.
Does this mean we're now reorganizing the code?

EDIT:

Just remembered something. wxWidgets used to have its app class be a global when the IMPLEMENT_APP(...) macro is invoked. They changed this for the exact reason outlined by Notus. While the error does not usually occur, its much safer and cleaner to just do it another way.

[ Saturday, February 19, 2005 16:23: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #37
quote:
Originally written by Isaac:


EDIT: KernelKnowledge, could you remove that really long comment from your code, or break it into multiple lines? It's stretching the page.

Oops, . . . sorry bout that.

quote:
I propose to determine the interface of each module according to current editor's code. Of course, no need to copy current code as it is, where we can apply improvement.
Does this mean we're now reorganizing the code?

EDIT:

Just remembered something. wxWidgets used to have its app class be a global when the IMPLEMENT_APP(...) macro is invoked. They changed this for the exact reason outlined by Notus. While the error does not usually occur, its much safer and cleaner to just do it another way.

[ Saturday, February 19, 2005 16:23: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00

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