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Macintosh editor updated. in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #8
On another note, does anyone not have support for OpenGL?

It appears wxWidgets isn't quite as usefull as I had hoped in the graphical arena, and I am contemplating using OpenGL for this part of the editor.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Macintosh editor updated. in Blades of Avernum
Shock Trooper
Member # 4557
Profile #8
On another note, does anyone not have support for OpenGL?

It appears wxWidgets isn't quite as usefull as I had hoped in the graphical arena, and I am contemplating using OpenGL for this part of the editor.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Macintosh editor updated. in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #1
Does anyone using the 3D Editor experience this problem?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Macintosh editor updated. in Blades of Avernum
Shock Trooper
Member # 4557
Profile #1
Does anyone using the 3D Editor experience this problem?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Newbie Alert!!! in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #20
Easy to change is somewhat of an understatement; I could change it in less than a minute, but for a change so small, I'd rather not make another release. I could, however, apply changes to the code and load it up to the CVS server if its really neccessary. Anyone who'd want to use the fix would have to build the application themselves (I'd include a Bakefile to make this as simple as possible).

Just so you know, the game itself might work differently than the editor. It might do the check itself, or it might just crash instead of displaying the item outside of the container, so it would probably be better to do what Kel said.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Newbie Alert!!! in Blades of Avernum
Shock Trooper
Member # 4557
Profile #20
Easy to change is somewhat of an understatement; I could change it in less than a minute, but for a change so small, I'd rather not make another release. I could, however, apply changes to the code and load it up to the CVS server if its really neccessary. Anyone who'd want to use the fix would have to build the application themselves (I'd include a Bakefile to make this as simple as possible).

Just so you know, the game itself might work differently than the editor. It might do the check itself, or it might just crash instead of displaying the item outside of the container, so it would probably be better to do what Kel said.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Newbie Alert!!! in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #17
Not in the current editor. You'd have to go in and change the editor's code, and I'd rather not create another release for something this small.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Newbie Alert!!! in Blades of Avernum
Shock Trooper
Member # 4557
Profile #17
Not in the current editor. You'd have to go in and change the editor's code, and I'd rather not create another release for something this small.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Newbie Alert!!! in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #15
Sorry if I confused you. Essentially clicking on the aforementioned phrase, does change the contained/not contained (hereafter referred to as C/NC) status of an item, but quickly after this, the contained status is changed back. I'll now try to explain why this is not exactly a bug.

An item can either be on the same space as a container or not. By default an item that is on the same space as a container has the status of "contained". An item that isn't on the same space as a container has the status of "not contained."

Now while an item that isn't with a container can't logically be contained in anything, an item that is on the same space as a container does not neccessarily have to be contained within it, hence the reason for the existence of the C/NC property. Or at least what I infer to be the reason.

When you click to change this property, what the editor does is first change it, then check to see if the said change is valid, in that the change does not defy logic. This check, however, does not take into account that an item in the same space as a container does not have to be contained. Whether this is intended or not I cannot say.

Now as to why the item's C/NC status is always changed back to its original status. When an item is created, its C/NC status is set to the aforementioned "default". When you try and change this, the check notices that its changed away from the "default" and changes it back.

Hope this clears things up.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Newbie Alert!!! in Blades of Avernum
Shock Trooper
Member # 4557
Profile #15
Sorry if I confused you. Essentially clicking on the aforementioned phrase, does change the contained/not contained (hereafter referred to as C/NC) status of an item, but quickly after this, the contained status is changed back. I'll now try to explain why this is not exactly a bug.

An item can either be on the same space as a container or not. By default an item that is on the same space as a container has the status of "contained". An item that isn't on the same space as a container has the status of "not contained."

Now while an item that isn't with a container can't logically be contained in anything, an item that is on the same space as a container does not neccessarily have to be contained within it, hence the reason for the existence of the C/NC property. Or at least what I infer to be the reason.

When you click to change this property, what the editor does is first change it, then check to see if the said change is valid, in that the change does not defy logic. This check, however, does not take into account that an item in the same space as a container does not have to be contained. Whether this is intended or not I cannot say.

Now as to why the item's C/NC status is always changed back to its original status. When an item is created, its C/NC status is set to the aforementioned "default". When you try and change this, the check notices that its changed away from the "default" and changes it back.

Hope this clears things up.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Newbie Alert!!! in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #13
This is another one of those confusing parts of the editor. Based on the code, clicking on the "Contained"/"Not Contained" text does change whether the object is contained. Afterwards the editor goes into the check_selected_item_number() function, which accroding to the commenting is called to ensure there are no errors in the selected item/creature/etc. This in turn calls a function (set_all_items_containment) that goes through each and every item in the current town, and checks whether the item is in the same spot with a container or not. If it is it's automatically set to contained, and if it's not, it's automatically set to "not contained".

I don't believe its a bug, but rather a forced limitation. It all depends on how an item would look when its Not Contained, yet on the same spot as a container.

Either way the new editor will have, what I hope, is an easier way to edit details such as that.

[ Tuesday, May 31, 2005 07:36: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Newbie Alert!!! in Blades of Avernum
Shock Trooper
Member # 4557
Profile #13
This is another one of those confusing parts of the editor. Based on the code, clicking on the "Contained"/"Not Contained" text does change whether the object is contained. Afterwards the editor goes into the check_selected_item_number() function, which accroding to the commenting is called to ensure there are no errors in the selected item/creature/etc. This in turn calls a function (set_all_items_containment) that goes through each and every item in the current town, and checks whether the item is in the same spot with a container or not. If it is it's automatically set to contained, and if it's not, it's automatically set to "not contained".

I don't believe its a bug, but rather a forced limitation. It all depends on how an item would look when its Not Contained, yet on the same spot as a container.

Either way the new editor will have, what I hope, is an easier way to edit details such as that.

[ Tuesday, May 31, 2005 07:36: 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 #128
The scripting editor would work like Dev-C++'s gui, though without the constant parsing it does. There won't be a drag and drop interface, but there will be a code completion utility. For example, you'd start writing a call to a function, and underneath it the function's declaration (in a yellow box) is shown, such as:

block_en
void block_entry( short do_blockage )

This is how it is done in VC++ and Dev-C++.

As for C++'s precompiler, here are a few simple examples:

if you wrote:
#define SOME_GUY_DEAD_SDF get_flag(10,1)everytime you wrote SOME_GUY_DEAD_SDF, the precompiler would replace it with get_flag(10,1).

if you wrote:
#define CHECK_SET_SDF( x, y, action) if (get_flag(x,y) == 0) { \
set_flag(x,y,1); \
action; \
}
, then this,
CHECK_SET_SDF( 1, 20, (
do_something(...);
) )
would become this:

if (get_flag(1,20) == 0) {
set_flag(1,20,1);
do_something(...);;
}
Also, you can say something like:

#ifndef DOING_THIS_PART
do this code
#else
do this code
#endif
for version compatibility. For advanced uses of the precompiler, look here.

All scripts using the precompiler would have to be run through the precompiler before it could be used in the game.

[ Tuesday, May 24, 2005 16:52: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #128
The scripting editor would work like Dev-C++'s gui, though without the constant parsing it does. There won't be a drag and drop interface, but there will be a code completion utility. For example, you'd start writing a call to a function, and underneath it the function's declaration (in a yellow box) is shown, such as:

block_en
void block_entry( short do_blockage )

This is how it is done in VC++ and Dev-C++.

As for C++'s precompiler, here are a few simple examples:

if you wrote:
#define SOME_GUY_DEAD_SDF get_flag(10,1)everytime you wrote SOME_GUY_DEAD_SDF, the precompiler would replace it with get_flag(10,1).

if you wrote:
#define CHECK_SET_SDF( x, y, action) if (get_flag(x,y) == 0) { \
set_flag(x,y,1); \
action; \
}
, then this,
CHECK_SET_SDF( 1, 20, (
do_something(...);
) )
would become this:

if (get_flag(1,20) == 0) {
set_flag(1,20,1);
do_something(...);;
}
Also, you can say something like:

#ifndef DOING_THIS_PART
do this code
#else
do this code
#endif
for version compatibility. For advanced uses of the precompiler, look here.

All scripts using the precompiler would have to be run through the precompiler before it could be used in the game.

[ Tuesday, May 24, 2005 16:52: 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 #126
I was thinking about making a tool that worked kind of like C++'s precompiler. It would lessen the need for a large amounts of notes, but it would create a dependence upon the utility. Good idea?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #126
I was thinking about making a tool that worked kind of like C++'s precompiler. It would lessen the need for a large amounts of notes, but it would create a dependence upon the utility. Good idea?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #124
I thought about doing something like this eventually, and its definitely, as most neccessary components, save the graphical ones, are already evident in the current remake's code. It'll probably be created as the script editor is created.

Concerning scripting, are there any things you find yourself doing over and over? Also how exactly do you use SDFs? Do you reserve certain SDFs for certain things in all your scenarios and does keeping track of these places get annoying?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #124
I thought about doing something like this eventually, and its definitely, as most neccessary components, save the graphical ones, are already evident in the current remake's code. It'll probably be created as the script editor is created.

Concerning scripting, are there any things you find yourself doing over and over? Also how exactly do you use SDFs? Do you reserve certain SDFs for certain things in all your scenarios and does keeping track of these places get annoying?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #122
quote:
Originally written by JadeWolf:

Will the alpha release be available for download? Because I really want a new, easier way for editing BOA so I can finish my scen.
The alpha release will not be meant for editing, its mainly just a base to build features (new and old) upon. These new features will most likely be added in July, as at that point I'll be done with the SATs and my finals.

quote:
Originally written by Kelandon:

I mean, BoA is hard and arduous to design in. No amount of utilities will make it easy, even if they make it easier.
In what ways (be very specific)? I may be able to help here.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #122
quote:
Originally written by JadeWolf:

Will the alpha release be available for download? Because I really want a new, easier way for editing BOA so I can finish my scen.
The alpha release will not be meant for editing, its mainly just a base to build features (new and old) upon. These new features will most likely be added in July, as at that point I'll be done with the SATs and my finals.

quote:
Originally written by Kelandon:

I mean, BoA is hard and arduous to design in. No amount of utilities will make it easy, even if they make it easier.
In what ways (be very specific)? I may be able to help here.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #118
"A bit crude" may be an understatement, but after the alpha release adding features shouldn't be too hard.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #118
"A bit crude" may be an understatement, but after the alpha release adding features shouldn't be too hard.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #116
Sorry for the lack of updates, but I thought people might be getting tired of them.

Anyway, I've been able to get back to work, and for now I seem to be the only developer working on this.

I'm currently working on the graphics code, and by the end of the week I should be able to start some runtime checking, as I have finished the overall reorganization of the old code. The current code in the CVS will build into a gui that loads all core data as well as the graphics library and is able to save/load .bas files. I'm hoping to have an alpha version released sometime in early June. After the alpha release, however, development (in terms of new features) may become very slow.

Any other questions are welcome.

[ Sunday, May 22, 2005 15:12: 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 #116
Sorry for the lack of updates, but I thought people might be getting tired of them.

Anyway, I've been able to get back to work, and for now I seem to be the only developer working on this.

I'm currently working on the graphics code, and by the end of the week I should be able to start some runtime checking, as I have finished the overall reorganization of the old code. The current code in the CVS will build into a gui that loads all core data as well as the graphics library and is able to save/load .bas files. I'm hoping to have an alpha version released sometime in early June. After the alpha release, however, development (in terms of new features) may become very slow.

Any other questions are welcome.

[ Sunday, May 22, 2005 15:12: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake - Info in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #5
I am not in charge of that.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00

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