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3D Editor Crash in Blades of Avernum
Shock Trooper
Member # 4557
Profile #13
quote:
Originally written by Kelandon:


EDIT 2: It appears that my computer has some sort of serious internal error. Thanks guys, but I don't think we can solve it here.

If you ever do find out what the problem is, could you post it? It seems odd that an internal error would only affect BoA/Editor.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
3D Editor Crash in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #10
quote:
A corrupted preference file seems the next obvious suggestion.
The editor does not use this file, but it does need the graphics from BoA. According to the crash data, the editor stopped upon entering the function load_sound(), which is incredibly odd, and suggests that OS X, did something wrong. Did BoA or the original editor give data when it crashed?

quote:
Originally written by Kelandon:

The original editor does not work either.

I have Xcode, but I have very little idea how to use it. With detailed instructions, I could build the source, but I wouldn't know how to do it myself.

The last thing I did with the editor was check the demo's version of VoDT. I chose not to save anything. It was working fine at that point.

I've never used XCode, but from the tutorials on apple.com it seems pretty easy to use.

Here's the Quick Tour Guide:
http://developer.apple.com/documentation/DeveloperTools/Conceptual/XcodeQuickTour/ index.html

First you should get a copy of the Mac editor's source. I can email it to you if you can't access it from the CVS server. I'm not sure, but I think the XCode project file is in the editor, so if it is, open it. If not, you'll have to create it. After that you should just have to compile/build it. All of this should be in the first section of the quick tour guide.

After you successfully build it once, we can figure out exactly where the editor stopped working.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
3D Editor Crash in Blades of Avernum
Shock Trooper
Member # 4557
Profile #10
quote:
A corrupted preference file seems the next obvious suggestion.
The editor does not use this file, but it does need the graphics from BoA. According to the crash data, the editor stopped upon entering the function load_sound(), which is incredibly odd, and suggests that OS X, did something wrong. Did BoA or the original editor give data when it crashed?

quote:
Originally written by Kelandon:

The original editor does not work either.

I have Xcode, but I have very little idea how to use it. With detailed instructions, I could build the source, but I wouldn't know how to do it myself.

The last thing I did with the editor was check the demo's version of VoDT. I chose not to save anything. It was working fine at that point.

I've never used XCode, but from the tutorials on apple.com it seems pretty easy to use.

Here's the Quick Tour Guide:
http://developer.apple.com/documentation/DeveloperTools/Conceptual/XcodeQuickTour/ index.html

First you should get a copy of the Mac editor's source. I can email it to you if you can't access it from the CVS server. I'm not sure, but I think the XCode project file is in the editor, so if it is, open it. If not, you'll have to create it. After that you should just have to compile/build it. All of this should be in the first section of the quick tour guide.

After you successfully build it once, we can figure out exactly where the editor stopped working.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
3D Editor Crash in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #5
Do you have the original editor? If so check if that works. (It shouldn't.)

Other than this, I'm pretty much at a loss. If both BoA and the editor don't work the problem is either with the files they share or any calls to Carbon they share. If no other programs (except those relevent to BoA) fail, then the problem should be with the files they share.

Can you build the source to the Editor?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
3D Editor Crash in Blades of Avernum
Shock Trooper
Member # 4557
Profile #5
Do you have the original editor? If so check if that works. (It shouldn't.)

Other than this, I'm pretty much at a loss. If both BoA and the editor don't work the problem is either with the files they share or any calls to Carbon they share. If no other programs (except those relevent to BoA) fail, then the problem should be with the files they share.

Can you build the source to the Editor?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
3D Editor Crash in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #3
Any other programs fail?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
3D Editor Crash in Blades of Avernum
Shock Trooper
Member # 4557
Profile #3
Any other programs fail?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
PHP help here in General
Shock Trooper
Member # 4557
Profile #3
From you're other posts I assume you know C++ already right? From what I know of PHP (which isn't much), its much simpler than C++. You should be able to learn it fairly easily through a few tutorials.

Here's one:
http://www.w3schools.com/php/default.asp

You should note, however, that PHP sucks.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
3D Editor Crash in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #1
quote:
Originally written by Kelandon:


EDIT: And oddly enough, no version of the 3D Editor will open. They all do the same thing.

EDIT 2: What the heck? BoA won't open either. Gah, time to try re-downloading that.

EDIT 3: I did download a demo of BoA and install it to check if VoDT had been fixed, which seem related. It was installed in a completely different folder, and I'm not opening that copy, though.

Sounds like a corrupted resource file, although I could definitely be wrong. Check if the demo of BoA works.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
3D Editor Crash in Blades of Avernum
Shock Trooper
Member # 4557
Profile #1
quote:
Originally written by Kelandon:


EDIT: And oddly enough, no version of the 3D Editor will open. They all do the same thing.

EDIT 2: What the heck? BoA won't open either. Gah, time to try re-downloading that.

EDIT 3: I did download a demo of BoA and install it to check if VoDT had been fixed, which seem related. It was installed in a completely different folder, and I'm not opening that copy, though.

Sounds like a corrupted resource file, although I could definitely be wrong. Check if the demo of BoA works.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Fences in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #1
quote:
Originally written by Venom:


1. Edit the BoA Editor code to recognize fences as walls (I am assuming it is hardwired into the source code to fill in the corner gaps for walls, as I can find no reference to this in the script).

The editor mimics BoA, so doing this won't help. It may make it look correct in the Editor, but it won't in BoA. You'll have to do something else.

[ Wednesday, July 20, 2005 12:33: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Fences in Blades of Avernum
Shock Trooper
Member # 4557
Profile #1
quote:
Originally written by Venom:


1. Edit the BoA Editor code to recognize fences as walls (I am assuming it is hardwired into the source code to fill in the corner gaps for walls, as I can find no reference to this in the script).

The editor mimics BoA, so doing this won't help. It may make it look correct in the Editor, but it won't in BoA. You'll have to do something else.

[ Wednesday, July 20, 2005 12:33: 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 #138
quote:
Originally written by Kelandon:

I wish there was something I could do to help, but I doubt there is. I don't know the first thing about C code, and while I've been meaning to learn, I don't have any books or anything, and I'm guessing that what you're doing is a bit too advanced for a beginner anyway.
The scripting engine I'm creating right now that will allow for editing a .BAS file through scripting will use C, so if you plan to use this feature you'll have to learn.

Here's a very good tutorial on C/C++ that should be as good as any book:

http://www.cplusplus.com/doc/tutorial/index.html

Also, if you have any questions, I'd be happy to answer.

EDIT:

Oh, please list all the bugs/issues with the current editor that you notice. There's a chance I can fix them all at once.

[ Tuesday, July 19, 2005 09:44: 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 #138
quote:
Originally written by Kelandon:

I wish there was something I could do to help, but I doubt there is. I don't know the first thing about C code, and while I've been meaning to learn, I don't have any books or anything, and I'm guessing that what you're doing is a bit too advanced for a beginner anyway.
The scripting engine I'm creating right now that will allow for editing a .BAS file through scripting will use C, so if you plan to use this feature you'll have to learn.

Here's a very good tutorial on C/C++ that should be as good as any book:

http://www.cplusplus.com/doc/tutorial/index.html

Also, if you have any questions, I'd be happy to answer.

EDIT:

Oh, please list all the bugs/issues with the current editor that you notice. There's a chance I can fix them all at once.

[ Tuesday, July 19, 2005 09:44: 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 #136
quote:
Originally written by Overwhelming:

Is that scripting accessible to other programmers? And non-programmers? Anyway, that sounds really interesting. It makes me imagine your editor remake as a customizable editor, where the scripts would be the plugins.
This is the basic idea, except there will be no way to add menu items, buttons etc. to the actual GUI through scripting. People can write scripts and run them through the editor as if they were running a program through the command line.

A script will essentially be a C source file since C is what Avernum Script is based on. There will be a main function that can take any amount of arguments, which, when the script is invoked, will be treated as command line arguments. People can use every part of C except: pointers, references (everything is passed by reference), structs, and dynamic arrays (with the exception of strings). There is one global variable, the .BAS file. Of the supported primitive types, there will be the following:

bool,
int,
location,
rect,
town,
item,
creature,
field,
terrain_script,
outdoor,
wandering,
boat,
horse,
storage_shortcut,
string,
terrain

Details on these primitives and other elements of scripting will be supplied in the documentation.

EDIT:
quote:

everything is passed by reference
Nevermind about this. Variables can be passed by reference if specified.

[ Monday, July 18, 2005 19:17: 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 #136
quote:
Originally written by Overwhelming:

Is that scripting accessible to other programmers? And non-programmers? Anyway, that sounds really interesting. It makes me imagine your editor remake as a customizable editor, where the scripts would be the plugins.
This is the basic idea, except there will be no way to add menu items, buttons etc. to the actual GUI through scripting. People can write scripts and run them through the editor as if they were running a program through the command line.

A script will essentially be a C source file since C is what Avernum Script is based on. There will be a main function that can take any amount of arguments, which, when the script is invoked, will be treated as command line arguments. People can use every part of C except: pointers, references (everything is passed by reference), structs, and dynamic arrays (with the exception of strings). There is one global variable, the .BAS file. Of the supported primitive types, there will be the following:

bool,
int,
location,
rect,
town,
item,
creature,
field,
terrain_script,
outdoor,
wandering,
boat,
horse,
storage_shortcut,
string,
terrain

Details on these primitives and other elements of scripting will be supplied in the documentation.

EDIT:
quote:

everything is passed by reference
Nevermind about this. Variables can be passed by reference if specified.

[ Monday, July 18, 2005 19:17: 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 #134
Not too sure how I can answer that. Here's essentially what's left to do before an alpha release:
Finish the editing part of the editor (about 45% - 55% done)
Technical Details:Add bas_file "registers"Put in inline "accessors"Create grammar that creates bytecodeCreate main application loop and releaseChange the graphic sheet handling part of the GUI code to accomodate both BoA's style and OpenGL's styleLink the editing part of the remake to the GUI, i.e. add menu items, a text box console, toolbox, etc.The good thing about the program I'm working on right now is that it should allow for a quick change from alpha release (of the remake) to beta release, since many editing features can be scripted. For example, it should be possible to turn Khoth's Wall Drawing Tool into a script, and therefore avoid going through the trouble of adding it directly to the code.
As for when this should be completed, I can't say. I hope this helps.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #134
Not too sure how I can answer that. Here's essentially what's left to do before an alpha release:
Finish the editing part of the editor (about 45% - 55% done)
Technical Details:Add bas_file "registers"Put in inline "accessors"Create grammar that creates bytecodeCreate main application loop and releaseChange the graphic sheet handling part of the GUI code to accomodate both BoA's style and OpenGL's styleLink the editing part of the remake to the GUI, i.e. add menu items, a text box console, toolbox, etc.The good thing about the program I'm working on right now is that it should allow for a quick change from alpha release (of the remake) to beta release, since many editing features can be scripted. For example, it should be possible to turn Khoth's Wall Drawing Tool into a script, and therefore avoid going through the trouble of adding it directly to the code.
As for when this should be completed, I can't say. I hope this helps.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #131
Well, after working on the GUI aspect of the remake, certain, more baneful parts of BoA's design started to show, and I quickly developed an intense migraine, so I started working on the actual editing part of the, umm, editor. This is essentially going to be (at first) in the form of a command line application that allows for directly editing/browsing a .BAS file. It will also contain a scripting engine to automate editing scenarios. While this probably won't be too much use to most people, it'll be the "shell" component of the remake. I've got the basic design down, and since this is a command line application, it shouldn't take too long to get a compiled version.

Also, I've recently revamped the BoALib part of the entire project. It's cleaner and better geared towards C++ rather than C.

As for the bug I described awhile earlier, I found a way around it that should be enough, though it may annoy some Windows users.

Questions/Remarks/Suggestions are welcome.

[ Monday, July 18, 2005 02:34: 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 #131
Well, after working on the GUI aspect of the remake, certain, more baneful parts of BoA's design started to show, and I quickly developed an intense migraine, so I started working on the actual editing part of the, umm, editor. This is essentially going to be (at first) in the form of a command line application that allows for directly editing/browsing a .BAS file. It will also contain a scripting engine to automate editing scenarios. While this probably won't be too much use to most people, it'll be the "shell" component of the remake. I've got the basic design down, and since this is a command line application, it shouldn't take too long to get a compiled version.

Also, I've recently revamped the BoALib part of the entire project. It's cleaner and better geared towards C++ rather than C.

As for the bug I described awhile earlier, I found a way around it that should be enough, though it may annoy some Windows users.

Questions/Remarks/Suggestions are welcome.

[ Monday, July 18, 2005 02:34: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
C GUI? in General
Shock Trooper
Member # 4557
Profile #2
It's most definitely possible, but not usually done. To create a GUI, in C, you'll need to familiarize yourself with your OS's native API. For Windows this is the WinAPI, for OS X its the Carbon API. The references for these can be found on msdn.microsoft.com, and for Carbon API somewhere in apple.com.

To my knowledge, most if not all GUIs are now written in C++ (rather than C). The only GUI I know of that's been written in C is the Original/3D BoA Editor, and if you look at its code you'll realize why people use C++. I would suggest learning a bit of C++ first, and then looking into GUI frameworks, as this will greatly simplify your programming.

[ Friday, July 08, 2005 18:23: 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
Shock Trooper
Member # 4557
Profile #31
Windows or OS X?

Is scrolling in 3D terrain too slow? If so this has been noted (on windows), but probably won't be fixed.

If it's something else, say what exactly is slow.

EDIT:

Actually for scrolling through terrain, you can press shift and click the scrolling buttons to go faster.

quote:

It just occured to me I don't have the 3Dwinreadme.pdf.

Somehow this did not end up in the release file. Its there now.

[ Monday, June 27, 2005 11:29: 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 #31
Windows or OS X?

Is scrolling in 3D terrain too slow? If so this has been noted (on windows), but probably won't be fixed.

If it's something else, say what exactly is slow.

EDIT:

Actually for scrolling through terrain, you can press shift and click the scrolling buttons to go faster.

quote:

It just occured to me I don't have the 3Dwinreadme.pdf.

Somehow this did not end up in the release file. Its there now.

[ Monday, June 27, 2005 11:29: 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
Shock Trooper
Member # 4557
Profile #29
quote:
Originally written by Thralni:


I soon discovered that the files were exactle the same, so I just copied all the files of the scenario editor with the 3D view over the other files.

This is not necessary. The 3D Editor should work from any location on your hard drive.

Try redownloading the editor, and running it. Don't copy over anything.

[ Monday, June 27, 2005 10:02: 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 #29
quote:
Originally written by Thralni:


I soon discovered that the files were exactle the same, so I just copied all the files of the scenario editor with the 3D view over the other files.

This is not necessary. The 3D Editor should work from any location on your hard drive.

Try redownloading the editor, and running it. Don't copy over anything.

[ Monday, June 27, 2005 10:02: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00

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