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BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #34
quote:
Originally written by Isaac:

What do you mean, "virtual inheritance"? Like 'class derived : virtual base'? If so, I don't know a lot about that, or what difference it makes. If you mean virtual functions, those shouldn't be a problem.
Here's an example of virtual inheritance (although you probably have the idea already):
class base {
virtual void do_thing() = 0;
};

class derived_A : public base {
virtual void do_thing() { cout << "A's do thing" << endl; }
};

class derived_B : public base {
virtual void do_thing() { cout << "B's do thing" << endl; }
};

int main(...) {
base* p = NULL;
derived_A a;
derived_B b;
p = &a;
p->do_thing();
p = &b;
p->do_thing();
return 0;
}
The output from this should be:
A's do thing
B's do thing

This is dependent on the RTTI (Run-Time Type Information) of a program, which Notus says (and he's probably right) is created after the globals are loaded.

quote:
It would probably be useful to look at something like that, since I don't even know quite what is legal to do with templates in C++, and learning just that wouldn't be all that useful by itself either.
Template metaprogramming is amazingly simple to write. (Reading it however will warp your brain, as it did mine :P .) The main thing you'll want to keep in mind is what Koenig calls the Fundamental Theorem of Software Engineering:

"We can solve any problem by introducing an extra level of indirection."
- Butler Lampson

This is applicable in all programming, but especially so in template metaprogramming, since the majority of the latter is run at compile-time.

Boost has a quick start tutorial which should be pretty self-explanatory, and if you have any questions I'd be more than willing to answer (assuming I know the answer).

EDIT:

Was messing with some code, and I ran into an error I cannot explain in my class_base class. It worked fine, and then I had to reinstall my compiler (keep in mind my code was never changed). Now I get an error equivalent to the following:

class A {
public:
void do_thing(){};
};

class B : protected A {
public:
using A::do_thing;
};

int main(...) {
B b;
b.do_thing() // --> error, function is not available in this context. Because B derives from A using protected,
// do_thing is protected, but since there is a using A::do_thing in a public spot, it should be (and was) considered public
}
Something happened to my compiler (Dev-C++) when I reinstalled it that causes this annoying, incorrect and limiting error. Does anyone know how I could remedy this problem?

[ Saturday, February 19, 2005 15:33: 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 #34
quote:
Originally written by Isaac:

What do you mean, "virtual inheritance"? Like 'class derived : virtual base'? If so, I don't know a lot about that, or what difference it makes. If you mean virtual functions, those shouldn't be a problem.
Here's an example of virtual inheritance (although you probably have the idea already):
class base {
virtual void do_thing() = 0;
};

class derived_A : public base {
virtual void do_thing() { cout << "A's do thing" << endl; }
};

class derived_B : public base {
virtual void do_thing() { cout << "B's do thing" << endl; }
};

int main(...) {
base* p = NULL;
derived_A a;
derived_B b;
p = &a;
p->do_thing();
p = &b;
p->do_thing();
return 0;
}
The output from this should be:
A's do thing
B's do thing

This is dependent on the RTTI (Run-Time Type Information) of a program, which Notus says (and he's probably right) is created after the globals are loaded.

quote:
It would probably be useful to look at something like that, since I don't even know quite what is legal to do with templates in C++, and learning just that wouldn't be all that useful by itself either.
Template metaprogramming is amazingly simple to write. (Reading it however will warp your brain, as it did mine :P .) The main thing you'll want to keep in mind is what Koenig calls the Fundamental Theorem of Software Engineering:

"We can solve any problem by introducing an extra level of indirection."
- Butler Lampson

This is applicable in all programming, but especially so in template metaprogramming, since the majority of the latter is run at compile-time.

Boost has a quick start tutorial which should be pretty self-explanatory, and if you have any questions I'd be more than willing to answer (assuming I know the answer).

EDIT:

Was messing with some code, and I ran into an error I cannot explain in my class_base class. It worked fine, and then I had to reinstall my compiler (keep in mind my code was never changed). Now I get an error equivalent to the following:

class A {
public:
void do_thing(){};
};

class B : protected A {
public:
using A::do_thing;
};

int main(...) {
B b;
b.do_thing() // --> error, function is not available in this context. Because B derives from A using protected,
// do_thing is protected, but since there is a using A::do_thing in a public spot, it should be (and was) considered public
}
Something happened to my compiler (Dev-C++) when I reinstalled it that causes this annoying, incorrect and limiting error. Does anyone know how I could remedy this problem?

[ Saturday, February 19, 2005 15:33: 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 #32
quote:
Originally written by Isaac:

Really? I thought whatever you're talking about was handled fine, and the main problem with static variables was the order they get initialized in relation to each other. Sure, statically declared variables can't have their type determined polymorphically, but so what? You don't want to determine their type at runtime do you? Polymorphism != inheritance.
It is true that polymorphism is not inheritance, but polymorphism is needed in virtual inheritance, which is what we are trying to implement.

quote:
Originally written by Notus:

[b]
The initialization of static variables occurs on early phase of loading of an execute file. But in that phase, inheritance chain and RTTI are not established yet. Thus a static object that has inheritance aren't initialized properly.
[/b]

Is this something that can be controlled by the compiler?

Just had a thought on globals. We could create a struct such as game_struct, which would have as data members all globals, and all global functions as member functions (everything would be public). The game_struct would be declared in the main(...) function, and all code in the main function would call functions through this object. Doing this in the current code would be a waste of time, but for future reference would this at all work, or would the invisible this pointer that is passed to the internal functions of the struct slow things down?

quote:
[b]
Also, if the STL is amazing, then boost::mpl is at least doubly amazing.
[/b]

What's even more amazing is that the MPL is only a very small part of what can be done with templates. Read the book "C++ Template Metaprogramming" by David Abrahams and Aleksey Gurtovoy (I am currently reading this).

Note: If that last part is considered advertising, I apologize.

[ Friday, February 18, 2005 14:24: 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 #32
quote:
Originally written by Isaac:

Really? I thought whatever you're talking about was handled fine, and the main problem with static variables was the order they get initialized in relation to each other. Sure, statically declared variables can't have their type determined polymorphically, but so what? You don't want to determine their type at runtime do you? Polymorphism != inheritance.
It is true that polymorphism is not inheritance, but polymorphism is needed in virtual inheritance, which is what we are trying to implement.

quote:
Originally written by Notus:

[b]
The initialization of static variables occurs on early phase of loading of an execute file. But in that phase, inheritance chain and RTTI are not established yet. Thus a static object that has inheritance aren't initialized properly.
[/b]

Is this something that can be controlled by the compiler?

Just had a thought on globals. We could create a struct such as game_struct, which would have as data members all globals, and all global functions as member functions (everything would be public). The game_struct would be declared in the main(...) function, and all code in the main function would call functions through this object. Doing this in the current code would be a waste of time, but for future reference would this at all work, or would the invisible this pointer that is passed to the internal functions of the struct slow things down?

quote:
[b]
Also, if the STL is amazing, then boost::mpl is at least doubly amazing.
[/b]

What's even more amazing is that the MPL is only a very small part of what can be done with templates. Read the book "C++ Template Metaprogramming" by David Abrahams and Aleksey Gurtovoy (I am currently reading this).

Note: If that last part is considered advertising, I apologize.

[ Friday, February 18, 2005 14:24: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Town Importation Error in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #1
Which editor are you using, what version, and what platform?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Town Importation Error in Blades of Avernum
Shock Trooper
Member # 4557
Profile #1
Which editor are you using, what version, and what platform?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Order of SpiderWeb's Games in General
Shock Trooper
Member # 4557
Profile #6
Captain Obvious is no match for . . .

IMAGE(http://logo.cafepress.com/9/557421.111199.jpg)
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #30
quote:
Originally written by Notus:


Even the clip file should include custom graphics, custom terrain script, custom item script, etc. Thumbnail and creator's name, comment also are desirable. Graphics need to be converted according to the platform.

If we do this, maybe we should create a sort of package manager, similar to that featured in Dev-C++.

quote:
As these basic data have a common character that is loaded from and saved to .bas file, we will probably make a superclass on these classes to handle streaming on them. If we make a superclass, these data objects cannot be declared as global (static) variables because of inheritance. They should be generated by new operator dynamically. This means we must access them through pointers.

The initialization of static variables occurs on early phase of loading of an execute file. But in that phase, inheritance chain and RTTI are not established yet. Thus a static object that has inheritance aren't initialized properly.

Would implementing the wxWidget's App class speed thinks up to any extent? (The globals would be encapsulated in the app class.)

quote:

Graphic system buffer
Graphic system buffer holds all of basic data to draw current view (window). If a town is the top window, it holds such as,

scenario.start_in_what_town

maybe 40kbytes or so.

As I recall, the code loads images into memory temporarily to draw them. It then releases them. Would it speed things up to load these files at runtime, and hold these (by pointers or other means) in the definition types (creature_record_type, item_record_type, etc.)?

Other than this, should we get started on the buffer class?

quote:

I found wxglade as a candidate but not examined so much yet.

I looked at it. Its a standalone metaprogram that is capable of generating C++ code based on a form design. It should work fine.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #30
quote:
Originally written by Notus:


Even the clip file should include custom graphics, custom terrain script, custom item script, etc. Thumbnail and creator's name, comment also are desirable. Graphics need to be converted according to the platform.

If we do this, maybe we should create a sort of package manager, similar to that featured in Dev-C++.

quote:
As these basic data have a common character that is loaded from and saved to .bas file, we will probably make a superclass on these classes to handle streaming on them. If we make a superclass, these data objects cannot be declared as global (static) variables because of inheritance. They should be generated by new operator dynamically. This means we must access them through pointers.

The initialization of static variables occurs on early phase of loading of an execute file. But in that phase, inheritance chain and RTTI are not established yet. Thus a static object that has inheritance aren't initialized properly.

Would implementing the wxWidget's App class speed thinks up to any extent? (The globals would be encapsulated in the app class.)

quote:

Graphic system buffer
Graphic system buffer holds all of basic data to draw current view (window). If a town is the top window, it holds such as,

scenario.start_in_what_town

maybe 40kbytes or so.

As I recall, the code loads images into memory temporarily to draw them. It then releases them. Would it speed things up to load these files at runtime, and hold these (by pointers or other means) in the definition types (creature_record_type, item_record_type, etc.)?

Other than this, should we get started on the buffer class?

quote:

I found wxglade as a candidate but not examined so much yet.

I looked at it. Its a standalone metaprogram that is capable of generating C++ code based on a form design. It should work fine.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #28
quote:
Originally written by Notus:


As the next step of Copy/Paste, I considered "clip file". "Clip file" is a file data whose content is selected on the Copy procedure. After copying a part of the edit screen, save the copied data to "clip file" instead of pasting it. This "clip file" is used to exchange "landscape parts".

These small landscape parts are uploaded to a sever like the louvre, and everyone can use it by the courtesy of the original creator.

Well, this is just brilliant! I never even considered this! Perhaps we can extend this (if we make this) to make the editor behave as a link to a database full of maps/custom graphics/scripts etc.

quote:
Originally written by Notus:


Floating paste is realized on the graphic system buffer.
a) We need a buffer between the graphic system and the actual objects to maintain the scroll (redraw) speed.
During the development of Win 3D editor, I tried to convert global (static) definition of the basic data to pointer expression of the objects

Is this really neccessary with the use of inheritance? Can't we use inheritance without changing the global variables to pointers, or am I missing something?

quote:
Originally written by Notus:


Thus we need a data buffer between data objects and the graphic system.

I am a little confused by this notion. What exactly would the buffer do?

quote:

From these facts, I conclude there is no padding within the recorded data. And we can safely use sizeof operator on these structures as the recorded data size on these compilers (IDE). But I don't recommend to use sizeof operator. Use above constant instead. Constant is compiler independent.

I think I may be able to automate the constant size, using my class_base class. I developed it enough so that it automatically creates the default constructor, copy constructor, get/set functions, assignment operator and i/o routines given a class' "schematic". (The schematic is just a type sequence such as boost::vector< int, int, bool ... >.) I know this does not have too much to do with the application design, but it will make development much faster and easier. Look at the boa_primitives.hpp file in the CVS to see how its implemented.

I'll put a static const size_t that tells the size of class that ignores any evident inheritance.

Note:

I was thinking about wxDev-Cpp, and I'm not too sure we should use it, since:

a) It is based off of Dev-C++, not an actual plugin, although it says it is.

b) It uses a slightly older version of Dev-C++.

c) We don't really need it, since we should be able to do the code itself.

Do you have any opinions on this matter?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #28
quote:
Originally written by Notus:


As the next step of Copy/Paste, I considered "clip file". "Clip file" is a file data whose content is selected on the Copy procedure. After copying a part of the edit screen, save the copied data to "clip file" instead of pasting it. This "clip file" is used to exchange "landscape parts".

These small landscape parts are uploaded to a sever like the louvre, and everyone can use it by the courtesy of the original creator.

Well, this is just brilliant! I never even considered this! Perhaps we can extend this (if we make this) to make the editor behave as a link to a database full of maps/custom graphics/scripts etc.

quote:
Originally written by Notus:


Floating paste is realized on the graphic system buffer.
a) We need a buffer between the graphic system and the actual objects to maintain the scroll (redraw) speed.
During the development of Win 3D editor, I tried to convert global (static) definition of the basic data to pointer expression of the objects

Is this really neccessary with the use of inheritance? Can't we use inheritance without changing the global variables to pointers, or am I missing something?

quote:
Originally written by Notus:


Thus we need a data buffer between data objects and the graphic system.

I am a little confused by this notion. What exactly would the buffer do?

quote:

From these facts, I conclude there is no padding within the recorded data. And we can safely use sizeof operator on these structures as the recorded data size on these compilers (IDE). But I don't recommend to use sizeof operator. Use above constant instead. Constant is compiler independent.

I think I may be able to automate the constant size, using my class_base class. I developed it enough so that it automatically creates the default constructor, copy constructor, get/set functions, assignment operator and i/o routines given a class' "schematic". (The schematic is just a type sequence such as boost::vector< int, int, bool ... >.) I know this does not have too much to do with the application design, but it will make development much faster and easier. Look at the boa_primitives.hpp file in the CVS to see how its implemented.

I'll put a static const size_t that tells the size of class that ignores any evident inheritance.

Note:

I was thinking about wxDev-Cpp, and I'm not too sure we should use it, since:

a) It is based off of Dev-C++, not an actual plugin, although it says it is.

b) It uses a slightly older version of Dev-C++.

c) We don't really need it, since we should be able to do the code itself.

Do you have any opinions on this matter?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #26
quote:
Originally written by Notus:

[QUOTE]
Not only the selection phase, the paste phase also needs some consideration. On the paste phase, the pasted object is appeared in "floating" state on the screen until the position is determined. If the height information is included in the selected object, we should implement an user interface to adjust height too.

The "floating" state is needed, but by using Jeff's code this could get complicated. We should think of height in pasting later. Putting paste functions that copy just the terrain should be our first priority. Then we should try and put a paste function that copies the height. What we can do afterwards is place a "Paste Special" menu item to handle any other type of pasting.

quote:

Copy/Paste function may bring another copyright problem, but the community will reach to some consensus.

This'll only make it easier to violate copyright. Seeing as how the community seems ready to rip violaters limb from limb, I doubt the copy/paste function will really affect the desire to copy someone else's work.

If anyone has any comments on this please post them.

EDIT:

Concerning the "floating" terrain, perahaps we should implement a layering system. This wouldn't have to much to do with actual terrain design, except that people could work on several pieces of terrain without having to actually change the terrain.

[ Wednesday, February 16, 2005 12:09: 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 #26
quote:
Originally written by Notus:

[QUOTE]
Not only the selection phase, the paste phase also needs some consideration. On the paste phase, the pasted object is appeared in "floating" state on the screen until the position is determined. If the height information is included in the selected object, we should implement an user interface to adjust height too.

The "floating" state is needed, but by using Jeff's code this could get complicated. We should think of height in pasting later. Putting paste functions that copy just the terrain should be our first priority. Then we should try and put a paste function that copies the height. What we can do afterwards is place a "Paste Special" menu item to handle any other type of pasting.

quote:

Copy/Paste function may bring another copyright problem, but the community will reach to some consensus.

This'll only make it easier to violate copyright. Seeing as how the community seems ready to rip violaters limb from limb, I doubt the copy/paste function will really affect the desire to copy someone else's work.

If anyone has any comments on this please post them.

EDIT:

Concerning the "floating" terrain, perahaps we should implement a layering system. This wouldn't have to much to do with actual terrain design, except that people could work on several pieces of terrain without having to actually change the terrain.

[ Wednesday, February 16, 2005 12:09: 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 #22
quote:
Originally written by Notus:

Thanks,
I got a hard disk and will repair my Mac this evening. Maybe I can use E-mail tomorrow.
I received your E-mail. Mail log was on the data partition, and was salvaged successfully. Even if I didn't, mail server must hold it.

Awesome. Concerning the idea of the copy/paste idea, I think we should just go ahead with the square selection. We can improve it later (My emails contain a suggestion for that). Will this be added to the current 3D Editor (Dev-C++ Project)?

Also if you don't know by now, Isaac has joined the discussions concerning the planning of the application. He also has suggestions on the improvement of selection.

[ Tuesday, February 15, 2005 18:58: 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 #22
quote:
Originally written by Notus:

Thanks,
I got a hard disk and will repair my Mac this evening. Maybe I can use E-mail tomorrow.
I received your E-mail. Mail log was on the data partition, and was salvaged successfully. Even if I didn't, mail server must hold it.

Awesome. Concerning the idea of the copy/paste idea, I think we should just go ahead with the square selection. We can improve it later (My emails contain a suggestion for that). Will this be added to the current 3D Editor (Dev-C++ Project)?

Also if you don't know by now, Isaac has joined the discussions concerning the planning of the application. He also has suggestions on the improvement of selection.

[ Tuesday, February 15, 2005 18:58: 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 #20
quote:
Originally written by Notus:

KernelKnowledge12, Isaac
Hard disk crashed on my Mac. Salvaged data partition but System partition is totally damaged. :( I must get another Hard disk.
I cannot send/receive E-mail for a few days. Sorry for your inconvenience.

Sorry to hear that :( . Can you still PM? Also, did you get the last two emails I sent you? If not, I can send them to you through PM, or just post them on the board.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #20
quote:
Originally written by Notus:

KernelKnowledge12, Isaac
Hard disk crashed on my Mac. Salvaged data partition but System partition is totally damaged. :( I must get another Hard disk.
I cannot send/receive E-mail for a few days. Sorry for your inconvenience.

Sorry to hear that :( . Can you still PM? Also, did you get the last two emails I sent you? If not, I can send them to you through PM, or just post them on the board.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #18
quote:
Originally written by Isaac:

I found a cross-platform C++ library that uses OpenGL: http://plib.sourceforge.net/ . I'm not sure how good it would be to use, but the abilities that it claims to have seem good.
Looks okay. Not as powerfull as others I've seen, but much easier to use. Here are some other libraries.

As for using OpenGL in the Remake, its pretty much been decided that this would complicate matters. This does not mean that the idea is dead as wxWidgets does have support for OpenGL.

Isaac - Check your PMs.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #18
quote:
Originally written by Isaac:

I found a cross-platform C++ library that uses OpenGL: http://plib.sourceforge.net/ . I'm not sure how good it would be to use, but the abilities that it claims to have seem good.
Looks okay. Not as powerfull as others I've seen, but much easier to use. Here are some other libraries.

As for using OpenGL in the Remake, its pretty much been decided that this would complicate matters. This does not mean that the idea is dead as wxWidgets does have support for OpenGL.

Isaac - Check your PMs.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Beta call for Win 3D BoA Editor in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #13
Was messing around, and I think I found a bug. I was editing a town and changed of the terrain of the very edge of the town. Instead of drawing the new terrain in just that one spot, it draws the terrain in the spot, and in a line that proceeds from that spot and goes out of the town. Not a serious bug, but a bug nonetheless.

EDIT:
I checked, and this happens in all modes. May not be a bug.

EDIT 3:
I checked in the game. Its not a bug.

Notus -
Do you get emails from the SourceForge Bug Tracking System?

quote:
(at least) one more problem, though. scrolling in the normal 3d-mode is fine (the speed, i mean), but it's way too fast on the 'in-game-3d-mode'. that mode is almost useless as of now.
Worked fine for me, so others might not experience this problem. Would a timer slow it in all cases?

EDIT 2:
I uploaded the Dev-C++ version of the project into a module called DevBoA3DEditor. The warnings issued by MingW are gone (commented out in case their removal results in problems).

[ Friday, February 11, 2005 12:45: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Beta call for Win 3D BoA Editor in Blades of Avernum
Shock Trooper
Member # 4557
Profile #13
Was messing around, and I think I found a bug. I was editing a town and changed of the terrain of the very edge of the town. Instead of drawing the new terrain in just that one spot, it draws the terrain in the spot, and in a line that proceeds from that spot and goes out of the town. Not a serious bug, but a bug nonetheless.

EDIT:
I checked, and this happens in all modes. May not be a bug.

EDIT 3:
I checked in the game. Its not a bug.

Notus -
Do you get emails from the SourceForge Bug Tracking System?

quote:
(at least) one more problem, though. scrolling in the normal 3d-mode is fine (the speed, i mean), but it's way too fast on the 'in-game-3d-mode'. that mode is almost useless as of now.
Worked fine for me, so others might not experience this problem. Would a timer slow it in all cases?

EDIT 2:
I uploaded the Dev-C++ version of the project into a module called DevBoA3DEditor. The warnings issued by MingW are gone (commented out in case their removal results in problems).

[ Friday, February 11, 2005 12:45: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Beta call for Win 3D BoA Editor in Blades of Avernum Editor
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Profile #9
Oops, guess I was too lazy to look through the code :P .
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Beta call for Win 3D BoA Editor in Blades of Avernum
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Oops, guess I was too lazy to look through the code :P .
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Beta call for Win 3D BoA Editor in Blades of Avernum Editor
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Profile #6
Notus, I just recently downloaded the code for this particular project and tried to compile it using Dev-C++. The compiler reported an incomplete list of warnings that numbered in the dozens. If you are not already aware of this, I thought I'd tell you, as these could be the reasons for certain bugs.

I'll go ahead and fix as many as I can, but I won't upload it to the CVS until I get it to build and am certain it does not cause any more bugs.

EDIT:

Got rid of all the warnings brought up by MingW, and I found out how to fix the error posted on SourceForge. This is not in the current build, nor in the CVS Repository.

EDIT 2:

quote:
i check the 'start with surface terrain' button, the outdoors are then fine. but when i go and edit the town, it's cave floored!
Couldn't understand what you meant at first, but I think I do now. If I'm understanding you right, this is not a bug. The start with surface button only applies to outdoors. When you create a town there is a separate button that you need to press in order for said town to be on the surface. Kind of odd, but there you go.

[ Thursday, February 10, 2005 19:27: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Beta call for Win 3D BoA Editor in Blades of Avernum
Shock Trooper
Member # 4557
Profile #6
Notus, I just recently downloaded the code for this particular project and tried to compile it using Dev-C++. The compiler reported an incomplete list of warnings that numbered in the dozens. If you are not already aware of this, I thought I'd tell you, as these could be the reasons for certain bugs.

I'll go ahead and fix as many as I can, but I won't upload it to the CVS until I get it to build and am certain it does not cause any more bugs.

EDIT:

Got rid of all the warnings brought up by MingW, and I found out how to fix the error posted on SourceForge. This is not in the current build, nor in the CVS Repository.

EDIT 2:

quote:
i check the 'start with surface terrain' button, the outdoors are then fine. but when i go and edit the town, it's cave floored!
Couldn't understand what you meant at first, but I think I do now. If I'm understanding you right, this is not a bug. The start with surface button only applies to outdoors. When you create a town there is a separate button that you need to press in order for said town to be on the surface. Kind of odd, but there you go.

[ Thursday, February 10, 2005 19:27: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00

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