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New 3D Editor Release in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #0
For Mac Users:

v1.0.2b6 -
(Thanks to Khoth for building it, and thanks to Linthar for testing it.)

Fixes the bug in OS X 10.4 that makes the program crash after closing a dialog box.

For Both Windows and Mac Users:

v1.0.2b6/Windows beta test release4 -

Fixes the Contained/Not Contained bug. Now an item that is on the same spot as a container does not neccessarily have to be contained.

Get it here.

Concerning the Remake (for programmers):

The project organization has been changed a little. The cross platform/non-gui elements of the remake have been extracted and put into a static library in the CVS module: BoALib. It's not complete, but it should help anyone who wants to create editing tools. Also, a bakefile is included in the CVS release.

[ Sunday, June 19, 2005 15:04: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
New 3D Editor Release in Blades of Avernum
Shock Trooper
Member # 4557
Profile #0
For Mac Users:

v1.0.2b6 -
(Thanks to Khoth for building it, and thanks to Linthar for testing it.)

Fixes the bug in OS X 10.4 that makes the program crash after closing a dialog box.

For Both Windows and Mac Users:

v1.0.2b6/Windows beta test release4 -

Fixes the Contained/Not Contained bug. Now an item that is on the same spot as a container does not neccessarily have to be contained.

Get it here.

Concerning the Remake (for programmers):

The project organization has been changed a little. The cross platform/non-gui elements of the remake have been extracted and put into a static library in the CVS module: BoALib. It's not complete, but it should help anyone who wants to create editing tools. Also, a bakefile is included in the CVS release.

[ Sunday, June 19, 2005 15:04: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Need someone with a Mac in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #9
Email sent.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Need someone with a Mac in Blades of Avernum
Shock Trooper
Member # 4557
Profile #9
Email sent.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Need someone with a Mac in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #7
Do you need me to email you the source, or can you access the CVS? (For reference, the CVS module is called Mac3DBoAEDitor.)

EDIT:

Are you willing to load it onto SourceForge also?

[ Friday, June 17, 2005 02:15: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Need someone with a Mac in Blades of Avernum
Shock Trooper
Member # 4557
Profile #7
Do you need me to email you the source, or can you access the CVS? (For reference, the CVS module is called Mac3DBoAEDitor.)

EDIT:

Are you willing to load it onto SourceForge also?

[ Friday, June 17, 2005 02:15: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Assembling code in General
Shock Trooper
Member # 4557
Profile #12
quote:
Originally written by 2984:


Who here is a professional/free-lance programmer and can write Assembler? Are there any?

Not sure I can call myself a professional or free-lance programmer, but I can write x86 assembly if I had reference at hand (like NASM's).

quote:
Originally wirtten by Zeviz:

there are only a few hundred people in the entire world who are working on internal design of databases. I am guessing similar numbers for compiler design.

I don't know about database design, but I'd say there are quite a few more people working on compiler design, mainly due to GCC. Either way I don't know why anyone would want to learn assembly on purpose. I learned it (or what I know of it) by looking into compiler design, although I'm not sure it helped me any. Good to know, though.

On a side note, I thought most hardware wasn't written directly in assembly, rather in HDLs such as Verilog. Is this wrong?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Need someone with a Mac in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #5
XCode Download:
Here

Apple Compiler Tools:
Here

Be warned, the XCode download is pretty big. You may want to just download GCC for OS X. The second link is supposed to get you there (that's what GCC's website says), but I can't seem to find exactly where the actual download is.

[ Thursday, June 16, 2005 10:55: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Need someone with a Mac in Blades of Avernum
Shock Trooper
Member # 4557
Profile #5
XCode Download:
Here

Apple Compiler Tools:
Here

Be warned, the XCode download is pretty big. You may want to just download GCC for OS X. The second link is supposed to get you there (that's what GCC's website says), but I can't seem to find exactly where the actual download is.

[ Thursday, June 16, 2005 10:55: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Need someone with a Mac in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #2
If you have Mac OS X 10.3 or greater you should have XCode (a C++ compiler) on your computer. If not you can download it at apple.com (though this will take a while). Either way, XCode is the compiler that the Mac 3D Editor's code was originally and is compiled on. Also XCode uses gcc, so you can use that as an alternative.

I PM'd my email address to you, so just email me if you need me to email the source code. (Don't download the SourceForge release of the code, use the code from the CVS Server).

Also, just so you know, as I don't have a Mac I don't know for sure if the bug fix will work, so make sure to check, although I'm pretty sure it'll fix it. (The bug I'm talking about is the bug mentioned in the Mac Editor Updated topic.)

Thanks again.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Need someone with a Mac in Blades of Avernum
Shock Trooper
Member # 4557
Profile #2
If you have Mac OS X 10.3 or greater you should have XCode (a C++ compiler) on your computer. If not you can download it at apple.com (though this will take a while). Either way, XCode is the compiler that the Mac 3D Editor's code was originally and is compiled on. Also XCode uses gcc, so you can use that as an alternative.

I PM'd my email address to you, so just email me if you need me to email the source code. (Don't download the SourceForge release of the code, use the code from the CVS Server).

Also, just so you know, as I don't have a Mac I don't know for sure if the bug fix will work, so make sure to check, although I'm pretty sure it'll fix it. (The bug I'm talking about is the bug mentioned in the Mac Editor Updated topic.)

Thanks again.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Need someone with a Mac in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #0
As of now, I am the only developer who's working on the 3D Editor/Remake, but unfortunately I am a PC-user, which means I cannot create Mac binaries. So I need someone who can to build the sourcecode and give me back the zip/sit file, so I can load it up onto Sourceforge, or load it themselves, if they have the time and are able to. No coding would be involved, but coding experience is definately neccessary.

Can anyone help out?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Need someone with a Mac in Blades of Avernum
Shock Trooper
Member # 4557
Profile #0
As of now, I am the only developer who's working on the 3D Editor/Remake, but unfortunately I am a PC-user, which means I cannot create Mac binaries. So I need someone who can to build the sourcecode and give me back the zip/sit file, so I can load it up onto Sourceforge, or load it themselves, if they have the time and are able to. No coding would be involved, but coding experience is definately neccessary.

Can anyone help out?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Macintosh editor updated. in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #16
I think I found the bug, but I can't actually test it, since I don't have a Mac, which means you'll have to help me out. First things first, can you build the code yourself? If not PM me your email address or email me through sourceforge, so I can give you some instructions.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Macintosh editor updated. in Blades of Avernum
Shock Trooper
Member # 4557
Profile #16
I think I found the bug, but I can't actually test it, since I don't have a Mac, which means you'll have to help me out. First things first, can you build the code yourself? If not PM me your email address or email me through sourceforge, so I can give you some instructions.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Macintosh editor updated. in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #15
This is incredibly usefull!! I'll see if I can fix it, but I won't be able to actually build it into a program, so I'll probably have to ask someone to do this.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Macintosh editor updated. in Blades of Avernum
Shock Trooper
Member # 4557
Profile #15
This is incredibly usefull!! I'll see if I can fix it, but I won't be able to actually build it into a program, so I'll probably have to ask someone to do this.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Macintosh editor updated. in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #13
You might be the first person using the editor and 10.4 together.

I don't have a Mac, and as of now it seems safe to say that I'm the only person working with any of the editors' source code, so I may not be able to help too much, but I'll do what I can.

Did you get an error message or did it just crash? What were you doing right before it crashed? Did you just hit 'Ok" on a dialog button, and the program crashed? If so, try doing some other things that require a dialog box and tell me if they cause the program to crash too.

[ Wednesday, June 15, 2005 05:04: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Macintosh editor updated. in Blades of Avernum
Shock Trooper
Member # 4557
Profile #13
You might be the first person using the editor and 10.4 together.

I don't have a Mac, and as of now it seems safe to say that I'm the only person working with any of the editors' source code, so I may not be able to help too much, but I'll do what I can.

Did you get an error message or did it just crash? What were you doing right before it crashed? Did you just hit 'Ok" on a dialog button, and the program crashed? If so, try doing some other things that require a dialog box and tell me if they cause the program to crash too.

[ Wednesday, June 15, 2005 05:04: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Macintosh editor updated. in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #11
Linthar -
What version of the 3D editor are you using? I looked at Jeff's/Isaac's code and they are near identical. Either Jeff didn't make the change where he said he did, or either Notus or Isaac made the change already.

[ Wednesday, June 15, 2005 02:49: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Macintosh editor updated. in Blades of Avernum
Shock Trooper
Member # 4557
Profile #11
Linthar -
What version of the 3D editor are you using? I looked at Jeff's/Isaac's code and they are near identical. Either Jeff didn't make the change where he said he did, or either Notus or Isaac made the change already.

[ Wednesday, June 15, 2005 02:49: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Macintosh editor updated. in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #10
I'll fix it as soon as I can, and hopefully there'll be a release for download tomorrow.

EDIT:

(Nevermind)

[ Tuesday, June 14, 2005 10:08: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Macintosh editor updated. in Blades of Avernum
Shock Trooper
Member # 4557
Profile #10
I'll fix it as soon as I can, and hopefully there'll be a release for download tomorrow.

EDIT:

(Nevermind)

[ Tuesday, June 14, 2005 10:08: 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
Profile #129
Its been a while since I've given an update, and soon I won't be able to devote much time to this project, as I have up 'till now, so I thought I'd give one. Due to several odd problems, of which I can't seem to find work arounds, I thought it best to switch from wxWidgets to NGL. This should make things easier, and allow for a better interface. Because of this change, the program's alpha release won't be for quite a while. Also, since I'll only be able to work on the project for a few hours a week, progress will be slow.

To show that progress has been made, I put up a screenshot on sourceforge of what the editor looks like currently (using wxWidgets), here.
The screenshot is of a partially working 2D view. The code for drawing the 2D view is fine, and the problems are due to the loading of textures, but NGL should help in this area.

Also, if anyone believes they can help and is willing to help, please say so here on these forums (or fora as I believe the correct term was pointed out to be), or email me through sourceforge.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #129
Its been a while since I've given an update, and soon I won't be able to devote much time to this project, as I have up 'till now, so I thought I'd give one. Due to several odd problems, of which I can't seem to find work arounds, I thought it best to switch from wxWidgets to NGL. This should make things easier, and allow for a better interface. Because of this change, the program's alpha release won't be for quite a while. Also, since I'll only be able to work on the project for a few hours a week, progress will be slow.

To show that progress has been made, I put up a screenshot on sourceforge of what the editor looks like currently (using wxWidgets), here.
The screenshot is of a partially working 2D view. The code for drawing the 2D view is fine, and the problems are due to the loading of textures, but NGL should help in this area.

Also, if anyone believes they can help and is willing to help, please say so here on these forums (or fora as I believe the correct term was pointed out to be), or email me through sourceforge.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00

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