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 |
Recent posts
Pages
Author | Recent posts |
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3D Editor Crash in Blades of Avernum | |
Shock Trooper
Member # 4557
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written Saturday, July 23 2005 13:11
Profile
quote: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
|
written Saturday, July 23 2005 11:04
Profile
quote: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: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
|
written Saturday, July 23 2005 11:04
Profile
quote: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: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
|
written Friday, July 22 2005 16:50
Profile
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
|
written Friday, July 22 2005 16:50
Profile
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
|
written Friday, July 22 2005 16:38
Profile
Any other programs fail? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
3D Editor Crash in Blades of Avernum | |
Shock Trooper
Member # 4557
|
written Friday, July 22 2005 16:38
Profile
Any other programs fail? Posts: 264 | Registered: Wednesday, June 16 2004 07:00 |
PHP help here in General | |
Shock Trooper
Member # 4557
|
written Friday, July 22 2005 16:25
Profile
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
|
written Friday, July 22 2005 15:49
Profile
quote: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
|
written Friday, July 22 2005 15:49
Profile
quote: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
|
written Wednesday, July 20 2005 12:29
Profile
quote: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
|
written Wednesday, July 20 2005 12:29
Profile
quote: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
|
written Tuesday, July 19 2005 09:42
Profile
quote: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
|
written Tuesday, July 19 2005 09:42
Profile
quote: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
|
written Monday, July 18 2005 12:13
Profile
quote: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: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
|
written Monday, July 18 2005 12:13
Profile
quote: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: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
|
written Monday, July 18 2005 10:20
Profile
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
|
written Monday, July 18 2005 10:20
Profile
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
|
written Monday, July 18 2005 02:33
Profile
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
|
written Monday, July 18 2005 02:33
Profile
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
|
written Friday, July 8 2005 17:57
Profile
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
|
written Monday, June 27 2005 10:41
Profile
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: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
|
written Monday, June 27 2005 10:41
Profile
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: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
|
written Monday, June 27 2005 10:00
Profile
quote: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
|
written Monday, June 27 2005 10:00
Profile
quote: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 |