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BoA Editor Remake - Info in Blades of Avernum
Shock Trooper
Member # 4557
Profile #5
I am not in charge of that.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake - Info in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #3
quote:
Originally written by Kelandon:

I am told that the main coders on this project are all quite busy at the moment, so it will be a while before we see anything. I'd expect some results to happen this summer.
Notus and I are very busy at the moment, although I will be free to code in about two-three weeks. Isaac did not plan to be a main developer, and will most likely help more when the graphics code gets ported. If the original graphics code does not surprise me with any other examples of bad code, there should be an early alpha release by the beginning of summer. At this point it should be like the original editor (with a 3D view), but with a palette for picking creatures/items/terrains/floors. After this, I'll try to create a better porting utility so some more BoE scenarios can be ported, though this may not be possible. Also I will take a lot of time to comment my code, so others may become interested to lend a hand.

Just so it is known, I'll be pretty busy over the Summer with several projects, so progress may be a little slow. I am not aware of the other developers' plans for the summer, so this is mainly conjecture.

Any other questions/suggestions are welcome, and thanks to Kel for answering Jadewolf.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake - Info in Blades of Avernum
Shock Trooper
Member # 4557
Profile #3
quote:
Originally written by Kelandon:

I am told that the main coders on this project are all quite busy at the moment, so it will be a while before we see anything. I'd expect some results to happen this summer.
Notus and I are very busy at the moment, although I will be free to code in about two-three weeks. Isaac did not plan to be a main developer, and will most likely help more when the graphics code gets ported. If the original graphics code does not surprise me with any other examples of bad code, there should be an early alpha release by the beginning of summer. At this point it should be like the original editor (with a 3D view), but with a palette for picking creatures/items/terrains/floors. After this, I'll try to create a better porting utility so some more BoE scenarios can be ported, though this may not be possible. Also I will take a lot of time to comment my code, so others may become interested to lend a hand.

Just so it is known, I'll be pretty busy over the Summer with several projects, so progress may be a little slow. I am not aware of the other developers' plans for the summer, so this is mainly conjecture.

Any other questions/suggestions are welcome, and thanks to Kel for answering Jadewolf.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BBEdit?? in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #4
As far as I know the BoA Editor Remake is the only project doing this. It is maintained by Notus, Isaac and I. Kelandon is the webmaster for this project. As for progress, well, there probably won't be much for a while. I won't be able to do any serious coding until after the AP Tests, and Notus is also busy, at least for the moment.

The script editor will be implemented much later, and for the moment I'd suggest you download Alint by Khoth, if you don't have it already.

If you need anymore information, or have any other suggestions, I'd be more than happy to hear them.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BBEdit?? in Blades of Avernum
Shock Trooper
Member # 4557
Profile #4
As far as I know the BoA Editor Remake is the only project doing this. It is maintained by Notus, Isaac and I. Kelandon is the webmaster for this project. As for progress, well, there probably won't be much for a while. I won't be able to do any serious coding until after the AP Tests, and Notus is also busy, at least for the moment.

The script editor will be implemented much later, and for the moment I'd suggest you download Alint by Khoth, if you don't have it already.

If you need anymore information, or have any other suggestions, I'd be more than happy to hear them.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Creature Icon Adjustment in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #11
As far as I can remember, Isaac got his tinting code directly from Jeff, so it is most likely BoA's lighting system that is messing with the redness of your slith. I don't know this for sure, so Isaac's probably the only one who could really give an answer for this.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Creature Icon Adjustment in Blades of Avernum
Shock Trooper
Member # 4557
Profile #11
As far as I can remember, Isaac got his tinting code directly from Jeff, so it is most likely BoA's lighting system that is messing with the redness of your slith. I don't know this for sure, so Isaac's probably the only one who could really give an answer for this.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #114
I was checking my code, and I came across an odd error that I could not trace at all. After about two days of tedious debugging, I found three bugs in the BoA Editor itself that will cause unpredictable effects if fixed.

The errors are primarily in the locs_to_dir function. This is indirectly called by the set_up_lights() function, and so has immediate ramifications on every scenario's lighting. I believe I know the basic algorithm used, so I'll correct these bugs, and see how the lighting changes.

The main problem with this bug is, that I don't really know if this was a just a mistake or was intended to be wrong, so I don't know if I should correct it. I guess I'll just experiment with one town in a scenario, and if it looks okay, ask the community which type of lighting to keep.

Also, on a side note, I think I've noticed a possibility for very limited lighting effects, but I really haven't thought it through.

EDIT: Nope, those weren't bugs, just how BoA displays maps. Either way, there's still something wrong with the algorithm, and I think I've found it.

As for lighting effects, there's a definite possibility, but it will be limited to night time.

[ Thursday, April 07, 2005 14:13: 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 #114
I was checking my code, and I came across an odd error that I could not trace at all. After about two days of tedious debugging, I found three bugs in the BoA Editor itself that will cause unpredictable effects if fixed.

The errors are primarily in the locs_to_dir function. This is indirectly called by the set_up_lights() function, and so has immediate ramifications on every scenario's lighting. I believe I know the basic algorithm used, so I'll correct these bugs, and see how the lighting changes.

The main problem with this bug is, that I don't really know if this was a just a mistake or was intended to be wrong, so I don't know if I should correct it. I guess I'll just experiment with one town in a scenario, and if it looks okay, ask the community which type of lighting to keep.

Also, on a side note, I think I've noticed a possibility for very limited lighting effects, but I really haven't thought it through.

EDIT: Nope, those weren't bugs, just how BoA displays maps. Either way, there's still something wrong with the algorithm, and I think I've found it.

As for lighting effects, there's a definite possibility, but it will be limited to night time.

[ Thursday, April 07, 2005 14:13: 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 #113
I think there's one for PC. I can't remember who wrote it or where to get it, but I believe the information is in Kel's Designer FAQ.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #113
I think there's one for PC. I can't remember who wrote it or where to get it, but I believe the information is in Kel's Designer FAQ.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #111
Its been awhile since I've been able to work on this, but I've finally gotten some time.

I completely redesigned the terrain classes. Instead of containing four separate arrays, they contain one multi_array (courtesy of Boost) of tiles. I rewrote the outdoor_record_type and town_record_type to hold the terrains. For the sake of simplicity, both structs use the same type of terrain, even though the outdoor's has no need for lighting.

Also, the town_record_type struct holds the terrain class, but does not read/write it unless a special read_terrain/write_terrain function is called.

I wrote a better file i/o system, and cleaned up the algorithms. After I test my changes, I'll load it into the CVS.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #111
Its been awhile since I've been able to work on this, but I've finally gotten some time.

I completely redesigned the terrain classes. Instead of containing four separate arrays, they contain one multi_array (courtesy of Boost) of tiles. I rewrote the outdoor_record_type and town_record_type to hold the terrains. For the sake of simplicity, both structs use the same type of terrain, even though the outdoor's has no need for lighting.

Also, the town_record_type struct holds the terrain class, but does not read/write it unless a special read_terrain/write_terrain function is called.

I wrote a better file i/o system, and cleaned up the algorithms. After I test my changes, I'll load it into the CVS.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Custom Sounds for PC in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #1
The default sounds for the PC version of BoA are held in the application itself. As has been said before, to add sounds one would have to hack into the application and add these sounds. I can't do it, but there are those who can. Either way I strongly advise you not to do it. I think Notus gave a good explanation as to why.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Custom Sounds for PC in Blades of Avernum
Shock Trooper
Member # 4557
Profile #1
The default sounds for the PC version of BoA are held in the application itself. As has been said before, to add sounds one would have to hack into the application and add these sounds. I can't do it, but there are those who can. Either way I strongly advise you not to do it. I think Notus gave a good explanation as to why.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #110
I started thinking and the file i/o code I wrote was a temporary solution at best. Thought up a better way to implement it and I wrote the code. I'll test it tomorrow, and start rewriting some of the algorithms in the old code.

Also, I tried compiling my code on a different machine, and got some funky results. Turns out Spirit had a bug in its "intersection.hpp". (It didn't affect my computer since I used code straight from Spirit's CVS repository). If anyone's having trouble compiling the code, they should get this file ("intersection.hpp") from Spirit's CVS and put it in the correct place.

EDIT:

I came across an incredibly annoying problem that I have encountered time and time again in my efforts to port this code. The differing classes used to represent the terrain classes are used too frequently for a secular design to work, so I've decided to create an ambivalent class to represent all terrain types. It will be, physically, the same as the big_tr_type, but it will also have its own internal variable that tells what size it should act as. For efficiency, the iterators should be used whenever possible.

This should solve most, if not all, of my problems.

For convenience, here's a quick synopsis:

struct _tr_type {
terrain_type_type* terrain[64][64];
floor_type_type* floor[64][64];
unsigned char* height[64][64];
unsigned char* lighting[64][64];

size_t _size; // can be any number less than 64. hmm, I might templatize it so the max number can be greater than 64.
};

[ Wednesday, March 23, 2005 11:53: 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 #110
I started thinking and the file i/o code I wrote was a temporary solution at best. Thought up a better way to implement it and I wrote the code. I'll test it tomorrow, and start rewriting some of the algorithms in the old code.

Also, I tried compiling my code on a different machine, and got some funky results. Turns out Spirit had a bug in its "intersection.hpp". (It didn't affect my computer since I used code straight from Spirit's CVS repository). If anyone's having trouble compiling the code, they should get this file ("intersection.hpp") from Spirit's CVS and put it in the correct place.

EDIT:

I came across an incredibly annoying problem that I have encountered time and time again in my efforts to port this code. The differing classes used to represent the terrain classes are used too frequently for a secular design to work, so I've decided to create an ambivalent class to represent all terrain types. It will be, physically, the same as the big_tr_type, but it will also have its own internal variable that tells what size it should act as. For efficiency, the iterators should be used whenever possible.

This should solve most, if not all, of my problems.

For convenience, here's a quick synopsis:

struct _tr_type {
terrain_type_type* terrain[64][64];
floor_type_type* floor[64][64];
unsigned char* height[64][64];
unsigned char* lighting[64][64];

size_t _size; // can be any number less than 64. hmm, I might templatize it so the max number can be greater than 64.
};

[ Wednesday, March 23, 2005 11:53: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Forum Header Updated in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #3
Works for me. ;)
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Forum Header Updated in Blades of Avernum
Shock Trooper
Member # 4557
Profile #3
Works for me. ;)
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Forum Header Updated in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #1
Would a link to the Editor's Remake, suffice as useful?

For convenicence, here is the link:
http://boaedremake.sourceforge.net
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Forum Header Updated in Blades of Avernum
Shock Trooper
Member # 4557
Profile #1
Would a link to the Editor's Remake, suffice as useful?

For convenicence, here is the link:
http://boaedremake.sourceforge.net
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Which OS you use? in Blades of Avernum
Shock Trooper
Member # 4557
Profile #17
I am a Windows user. Windows sucks.

The Mac OS, specifically OS X, is much more secure, much easier to use (especially in terms with networking), and is open source (at least its core is). I would reccomend it over windows any day, although if you currently own a PC, it might be better to wait 'till it gets ported to PC (x86).
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #107
quote:
Originally written by Kelandon:

Would it be possible to summarize the status of the project as of right now?
Well, so far, the remake project has just begun. The first step in this is to port the current editor to the wxWidgets framework. This is currently what we're working on. Unfortunately, since the original code was so dependant on global variables, this will take a little longer than expected.

Specifically the loading of the game's core data and the loading/saving of .BAS files are supported in the unfinished port. This may not seem like much, but these are the core components to the editor (new and old).

I believe Notus has already created a User Interface prototype, and by now, he should be able to start putting the editor's views (3D view, 2D view, Realistic view) in. Then we'll have to put in the tool/graphics palette, and at this point we should have a rudimentary program that allows for editing. It probably won't, however, be any better (if its not worse) than the old editor. If this version is released, it will be a very early alpha release.

This is pretty far off, so I'd rather not do any speculation for the future course of this project.

If you have any more questions, I'd be more than happy to answer.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #107
quote:
Originally written by Kelandon:

Would it be possible to summarize the status of the project as of right now?
Well, so far, the remake project has just begun. The first step in this is to port the current editor to the wxWidgets framework. This is currently what we're working on. Unfortunately, since the original code was so dependant on global variables, this will take a little longer than expected.

Specifically the loading of the game's core data and the loading/saving of .BAS files are supported in the unfinished port. This may not seem like much, but these are the core components to the editor (new and old).

I believe Notus has already created a User Interface prototype, and by now, he should be able to start putting the editor's views (3D view, 2D view, Realistic view) in. Then we'll have to put in the tool/graphics palette, and at this point we should have a rudimentary program that allows for editing. It probably won't, however, be any better (if its not worse) than the old editor. If this version is released, it will be a very early alpha release.

This is pretty far off, so I'd rather not do any speculation for the future course of this project.

If you have any more questions, I'd be more than happy to answer.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #105
I finished testing the I/O functions, and I'm fairly sure they work completely. To test them, I used the load_campaign function to load a scenario. I then saved it to a new file, and opened the new file in the editor. The new file worked just as the old one.

There was, however an oddity when I tried another test. Instead of loading the file in the old editor, I compared the two files, byte by byte. According to this method, the current town was not saved correctly. This makes no sense as it was loaded fine in the old editor.

Notus, could you do a quick check to see if the functions work?

Also, I won't be able to do too much coding for a little while. I'll be able to do some, but not a lot.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00

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