Profile for KernelKnowledge12
Field | Value |
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Displayed name | KernelKnowledge12 |
Member number | 4557 |
Title | Shock Trooper |
Postcount | 264 |
Homepage | |
Registered | Wednesday, June 16 2004 07:00 |
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Age Poll in General | |
Shock Trooper
Member # 4557
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written Saturday, January 29 2005 13:44
Profile
17. Hmm . . . I'm starting to notice a trend. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Random Question in General | |
Shock Trooper
Member # 4557
|
written Saturday, January 29 2005 13:37
Profile
m's provocation? I hope you set this. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Random Question in General | |
Shock Trooper
Member # 4557
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written Friday, January 28 2005 19:55
Profile
quote:Seems like something you should notice. [ Friday, January 28, 2005 19:56: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Random Question in General | |
Shock Trooper
Member # 4557
|
written Friday, January 28 2005 11:07
Profile
Don't know if this is what you're looking for, but: quote:This is only applicable to your situation if the program was something you wrote. If not, then what program were you running? [ Friday, January 28, 2005 11:08: 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
|
written Friday, January 28 2005 07:09
Profile
Isaac: I still need your SourceForge.net user name (UNIX username) so I can give you developer access to the project. If you want to give it to me, email it or pm it. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Friday, January 28 2005 07:09
Profile
Isaac: I still need your SourceForge.net user name (UNIX username) so I can give you developer access to the project. If you want to give it to me, email it or pm it. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Thursday, January 27 2005 18:17
Profile
The BoA Editor Remake Project has currently been accepted at SourceForge, and the site is currently ready for at least discussing the Project: Remake Site If you want to suggest a feature, offer help, etc., please do it at the above site. Kelandon: There is a chance we could use your help, but as of now, I do not know if the other two lead developers of this project (Isaac and Notus) are even aware of this project's acceptance. I'd like to wait for them before doing anything significant (including asking for help). Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Thursday, January 27 2005 18:17
Profile
The BoA Editor Remake Project has currently been accepted at SourceForge, and the site is currently ready for at least discussing the Project: Remake Site If you want to suggest a feature, offer help, etc., please do it at the above site. Kelandon: There is a chance we could use your help, but as of now, I do not know if the other two lead developers of this project (Isaac and Notus) are even aware of this project's acceptance. I'd like to wait for them before doing anything significant (including asking for help). Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Thursday, January 27 2005 13:48
Profile
The original code should be packaged with the editor. Look Here [ Thursday, January 27, 2005 13:52: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Thursday, January 27 2005 13:48
Profile
The original code should be packaged with the editor. Look Here [ Thursday, January 27, 2005 13:52: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
Root of all evil in General | |
Shock Trooper
Member # 4557
|
written Thursday, January 27 2005 11:55
Profile
quote:Ironically, its this kind of thinking that led to the Quantum Revolution. Doesn't mean I support it. [ Thursday, January 27, 2005 11:56: 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
|
written Thursday, January 27 2005 11:49
Profile
The project is almost underway, and we'll soon be officially asking for support. If anyone believes they may be of help, please say so, but keep in mind that something may not go as planned with SourceForge. Be sure to include how you intend to help. Also, anybody have any thoughts on what to name it? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Thursday, January 27 2005 11:49
Profile
The project is almost underway, and we'll soon be officially asking for support. If anyone believes they may be of help, please say so, but keep in mind that something may not go as planned with SourceForge. Be sure to include how you intend to help. Also, anybody have any thoughts on what to name it? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Wednesday, January 26 2005 11:50
Profile
As most of you know, a BoA Editor remake is in the works. JV was contacted for his thoughts on this. In the interests of gaining support for this project, here was his reply: quote: Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
BoA Editor Remake in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Wednesday, January 26 2005 11:50
Profile
As most of you know, a BoA Editor remake is in the works. JV was contacted for his thoughts on this. In the interests of gaining support for this project, here was his reply: quote: Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Wednesday, January 26 2005 10:45
Profile
quote:I'd like to get the project up first; we can then go looking for more participants. Right now we need to get organized. I pm'd Isaac, too, so when he replies I'll start the registration. If he doesn't by tomorrow, I'll have to send it in for registration (it takes SourceForge around two business days to review a proposal). Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Wednesday, January 26 2005 10:45
Profile
quote:I'd like to get the project up first; we can then go looking for more participants. Right now we need to get organized. I pm'd Isaac, too, so when he replies I'll start the registration. If he doesn't by tomorrow, I'll have to send it in for registration (it takes SourceForge around two business days to review a proposal). Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Wednesday, January 26 2005 09:16
Profile
quote:The reason I suggested OpenGL is because the code would be so much simpler, but if what you say is true we should probably go the original route. quote:I didn't mean to suggest expanding AvernumScript itself. I meant that we could put in a parser for AvernumScript and maybe turn our editor into a script editor also. quote:I'm not sure you understand me, so I'll try to be a little clearer. (If you do understand me, then I'm sorry for repeating myself.) The .bas files are all stored in Big-Endian. To test this, I downloaded (from spiderwebsoftware.com) a windows scenario and mac scenario and compared the .bas files and they were completely identical. Here is a quote from the editor's commenting (you've probably seen this): quote:If your already know this, then I'm not sure I understand why we should create a stand-alone converter. This would just require windows users to edit their scenario and convert to mac format before submitting. Doesn't make sense to me, then again I could be misinterpreting your idea. EDIT: Isaac, Notus, check your PMs. [ Wednesday, January 26, 2005 10:05: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Wednesday, January 26 2005 09:16
Profile
quote:The reason I suggested OpenGL is because the code would be so much simpler, but if what you say is true we should probably go the original route. quote:I didn't mean to suggest expanding AvernumScript itself. I meant that we could put in a parser for AvernumScript and maybe turn our editor into a script editor also. quote:I'm not sure you understand me, so I'll try to be a little clearer. (If you do understand me, then I'm sorry for repeating myself.) The .bas files are all stored in Big-Endian. To test this, I downloaded (from spiderwebsoftware.com) a windows scenario and mac scenario and compared the .bas files and they were completely identical. Here is a quote from the editor's commenting (you've probably seen this): quote:If your already know this, then I'm not sure I understand why we should create a stand-alone converter. This would just require windows users to edit their scenario and convert to mac format before submitting. Doesn't make sense to me, then again I could be misinterpreting your idea. EDIT: Isaac, Notus, check your PMs. [ Wednesday, January 26, 2005 10:05: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Wednesday, January 26 2005 05:55
Profile
quote:To check, I downloaded the mac version of Babysitting, and compared it to the windows version. The .bas files were completely identical. Also when I wrote my editor, I remember loading the .bas file (windows) without flipping, and getting a very screwy error. I believe the Editor does the check for endianness just in case it encounters something that may need to be flipped. quote:This is the main reason why I would favor focusing on graphics later. We need to get a generic system of editing the files first, then using that code to create views for the data. For OpenGL, we shouldn't need anything other than GLUT. Tile rendering in OpenGL is incredibly simple. Also I use the term OpenGL to cover the actual OpenGL library and lower-level libraries such as GLUT, GLu32 and GLaux as one entitity. My PICT reference meant basically that one of these lower-level libraries must have functions for loading PICTs, as they do for BMPs. [ Wednesday, January 26, 2005 05:57: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Wednesday, January 26 2005 05:55
Profile
quote:To check, I downloaded the mac version of Babysitting, and compared it to the windows version. The .bas files were completely identical. Also when I wrote my editor, I remember loading the .bas file (windows) without flipping, and getting a very screwy error. I believe the Editor does the check for endianness just in case it encounters something that may need to be flipped. quote:This is the main reason why I would favor focusing on graphics later. We need to get a generic system of editing the files first, then using that code to create views for the data. For OpenGL, we shouldn't need anything other than GLUT. Tile rendering in OpenGL is incredibly simple. Also I use the term OpenGL to cover the actual OpenGL library and lower-level libraries such as GLUT, GLu32 and GLaux as one entitity. My PICT reference meant basically that one of these lower-level libraries must have functions for loading PICTs, as they do for BMPs. [ Wednesday, January 26, 2005 05:57: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Tuesday, January 25 2005 12:17
Profile
quote:This is a serious problem. The code shouldn't be created as of now, but we should probably plan out how these wrappers will be coded. quote:[/b] I'm beginning to think we should use OpenGL for the bulk of image handling. Since it's cross-platform it might support PICT files, eliminating the first problem without any coding neccessary. If not, the work will at least be less than with wxWidgets alone. If we can find a good library, using OpenGL will significantly speed up our development and program. quote:This could be a bug in the original BoA Source code. If not I don't see how it would be a problem, especially if we write a new wxRect class. quote:[/b] The resource conversion utility is a good idea, but there is only one type of .bas file (at least according to the Jeff's comments.) This file type is stored in Big-Endian. The windows editor (and I'm assuming the windows BoA) loads the .bas file and converts the Big-Endian to Little-Endian through the flip functions. They are needed in the windows editor, and there is no way (that I can see) to take them out, although they can be made a little cleaner (I made these functions as I was learning how to use Phoenix, so they're done in Phoenix style): For this to work, each data type (like boat_record_type) would need a function: This function would take in a functor and apply it to all of the classes members. This way the flip functions get a little cleaner, and in case we need to do something to all the members in a class, all we have to do is call the object.for_each(...) function. Also I wrote the code pretty quickly, so I'm sure it can be improved. quote:[/b] Glad to hear it. quote:[/b] Isaac's right, we don't neccessarily need sound. And we could probably do it in another type of file, like wav files. quote:[/b] If you know any other libraries, please mention them. We may not need them for this project, but I'd still like to know of them. quote:You're right, it's not a priority, but I think I might be able to do it pretty quickly. Also we might want to expand it so we can add on a script editor to the actual editor. quote:Just thought I'd mention it. :) EDIT: I e-mailed JV concerning the liscensing issues. [ Wednesday, January 26, 2005 12:48: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Tuesday, January 25 2005 12:17
Profile
quote:This is a serious problem. The code shouldn't be created as of now, but we should probably plan out how these wrappers will be coded. quote:[/b] I'm beginning to think we should use OpenGL for the bulk of image handling. Since it's cross-platform it might support PICT files, eliminating the first problem without any coding neccessary. If not, the work will at least be less than with wxWidgets alone. If we can find a good library, using OpenGL will significantly speed up our development and program. quote:This could be a bug in the original BoA Source code. If not I don't see how it would be a problem, especially if we write a new wxRect class. quote:[/b] The resource conversion utility is a good idea, but there is only one type of .bas file (at least according to the Jeff's comments.) This file type is stored in Big-Endian. The windows editor (and I'm assuming the windows BoA) loads the .bas file and converts the Big-Endian to Little-Endian through the flip functions. They are needed in the windows editor, and there is no way (that I can see) to take them out, although they can be made a little cleaner (I made these functions as I was learning how to use Phoenix, so they're done in Phoenix style): For this to work, each data type (like boat_record_type) would need a function: This function would take in a functor and apply it to all of the classes members. This way the flip functions get a little cleaner, and in case we need to do something to all the members in a class, all we have to do is call the object.for_each(...) function. Also I wrote the code pretty quickly, so I'm sure it can be improved. quote:[/b] Glad to hear it. quote:[/b] Isaac's right, we don't neccessarily need sound. And we could probably do it in another type of file, like wav files. quote:[/b] If you know any other libraries, please mention them. We may not need them for this project, but I'd still like to know of them. quote:You're right, it's not a priority, but I think I might be able to do it pretty quickly. Also we might want to expand it so we can add on a script editor to the actual editor. quote:Just thought I'd mention it. :) EDIT: I e-mailed JV concerning the liscensing issues. [ Wednesday, January 26, 2005 12:48: Message edited by: KernelKnowledge12 ] Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor | |
Shock Trooper
Member # 4557
|
written Monday, January 24 2005 19:48
Profile
The first one is possible, but the rearranging part would most likely be a low priority. Same with the time-control. You'd have to ask Isaac about the other issue. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Monday, January 24 2005 19:48
Profile
The first one is possible, but the rearranging part would most likely be a low priority. Same with the time-control. You'd have to ask Isaac about the other issue. Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |