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BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #91
This is not an error, just an example of how primitive the editor is. In the new editor, this will not be a problem, but chances are it won't be fixed in the old editor.

I am also curious as to how you managed to copy text within the application. I checked the code, and I couldn't find anything that would account for such a feature. Of course, I only looked in the Windows code.

[ Thursday, March 03, 2005 18:02: 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 #91
This is not an error, just an example of how primitive the editor is. In the new editor, this will not be a problem, but chances are it won't be fixed in the old editor.

I am also curious as to how you managed to copy text within the application. I checked the code, and I couldn't find anything that would account for such a feature. Of course, I only looked in the Windows code.

[ Thursday, March 03, 2005 18:02: 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 #87
Your designs look great :) !

As for my code, it might be awhile. I was able to write the parser quickly because a few storms closed the school systems for quite a while. I just finished a few metafunctions for the terrain classes (tiny_tr_type,ave_tr_type,big_tr_type), and I've commented a few of the files. I haven't loaded the metafunctions onto the CVS server yet, but I will soon.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #87
Your designs look great :) !

As for my code, it might be awhile. I was able to write the parser quickly because a few storms closed the school systems for quite a while. I just finished a few metafunctions for the terrain classes (tiny_tr_type,ave_tr_type,big_tr_type), and I've commented a few of the files. I haven't loaded the metafunctions onto the CVS server yet, but I will soon.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #85
quote:
Originally written by Notus:


Please retrieve the previous build (build0026) of Win 3D editor from CVS, and cut out the data loader part. That version worked fine as the loader to the data object, but I gave up it by another problem I told. We can use it on our new editor. Revise it by your new template style. Show me a good example of template implementation ;)

I've looked at the save/load functions, and I have a few ideas. (I'll go ahead and do them, but I won't load it onto SourceForge until I get your approval. Actually I loaded some stuff before I read this, but this shouldn't be a problem.)

1) First, I'd like to change it to use fstream, and Spirit's file_iterator.
2) The save function is dependent upon the set_up_lights() function, which is an algorithm that works on terrains. I'd like to start a modularization of BoA-centric algorithms. I'll create two files, "algo_base.hpp" and "terrain_algo.hpp".
3) The save/load functions are dependent on global data, and so cannot be extended to any other use. I'd like to change their declarations to:

save_campaign( const char* __original, const char* __to );
load_campaign( const char* __from );

Concerning my parser:

Since my parser uses Spirit, which uses an excessive amount of template metaprogramming, it can be a strain on the compiler. To fix this I tried to put the actual functor definitions along with the parser's grammar definition in a .cpp file, so it won't compile every time the header is included. This, however, created linker errors that made no sense. Do you know of another way to solve this problem?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #85
quote:
Originally written by Notus:


Please retrieve the previous build (build0026) of Win 3D editor from CVS, and cut out the data loader part. That version worked fine as the loader to the data object, but I gave up it by another problem I told. We can use it on our new editor. Revise it by your new template style. Show me a good example of template implementation ;)

I've looked at the save/load functions, and I have a few ideas. (I'll go ahead and do them, but I won't load it onto SourceForge until I get your approval. Actually I loaded some stuff before I read this, but this shouldn't be a problem.)

1) First, I'd like to change it to use fstream, and Spirit's file_iterator.
2) The save function is dependent upon the set_up_lights() function, which is an algorithm that works on terrains. I'd like to start a modularization of BoA-centric algorithms. I'll create two files, "algo_base.hpp" and "terrain_algo.hpp".
3) The save/load functions are dependent on global data, and so cannot be extended to any other use. I'd like to change their declarations to:

save_campaign( const char* __original, const char* __to );
load_campaign( const char* __from );

Concerning my parser:

Since my parser uses Spirit, which uses an excessive amount of template metaprogramming, it can be a strain on the compiler. To fix this I tried to put the actual functor definitions along with the parser's grammar definition in a .cpp file, so it won't compile every time the header is included. This, however, created linker errors that made no sense. Do you know of another way to solve this problem?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #82
The data that fills the scen_data object in the Editor is held in the scripts "corescendata.txt" and "corescendata2.txt". My parser parses these scripts and loads the data, much more efficiently than the one in the old editor. It also must load a specific scenario's own scenario data script before editing the towns, outdoor sects, etc.

EDIT:

If you want to know what a parser is in general, then it is a utility that reads scripts, and checks them. Its just programming lingo for script checker (Alint is a parser).

EDIT:

Actually, a parser can read/check any type of grammar. They're usually made for scripting languages/programming languages.

[ Monday, February 28, 2005 18:45: 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 #82
The data that fills the scen_data object in the Editor is held in the scripts "corescendata.txt" and "corescendata2.txt". My parser parses these scripts and loads the data, much more efficiently than the one in the old editor. It also must load a specific scenario's own scenario data script before editing the towns, outdoor sects, etc.

EDIT:

If you want to know what a parser is in general, then it is a utility that reads scripts, and checks them. Its just programming lingo for script checker (Alint is a parser).

EDIT:

Actually, a parser can read/check any type of grammar. They're usually made for scripting languages/programming languages.

[ Monday, February 28, 2005 18:45: 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 #80
Sorry about the double post, but the topic's pretty old, and I wanted those involved to notice the thread is still alive.

The new parser is loaded onto the CVS, and the functions that are meant to parse are changed to use it. It is not yet commented to any significant degree.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum
Shock Trooper
Member # 4557
Profile #80
Sorry about the double post, but the topic's pretty old, and I wanted those involved to notice the thread is still alive.

The new parser is loaded onto the CVS, and the functions that are meant to parse are changed to use it. It is not yet commented to any significant degree.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Missing Sounds Petition in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #16
Will he be using a scripting engine for A4?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Missing Sounds Petition in Blades of Avernum
Shock Trooper
Member # 4557
Profile #16
Will he be using a scripting engine for A4?
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Missing Sounds Petition in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #14
quote:
Originally written by Solomon Strokes:


Would it be possible to allow for CUSTOM sounds? Ya know, like .wav files taking their own sound slots?

(I really want to make music as town incidental noises!)

From what I understand of the game's engine, it is possible, but would mean a change in the engine, specifically the scripting engine. JV most likely would not do this. At least not right away.

BoA is the first game in the avernum series that makes use of a scripting engine. Since JV is planning to create Avernum 4, he will most likely use this scripting engine to make it. He will also (as he did with every other game) improve the engine. If he allows for custom sounds, I'd think he'd do it here, and then I guess with enough support from the community, he might apply those changes to BoA.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Missing Sounds Petition in Blades of Avernum
Shock Trooper
Member # 4557
Profile #14
quote:
Originally written by Solomon Strokes:


Would it be possible to allow for CUSTOM sounds? Ya know, like .wav files taking their own sound slots?

(I really want to make music as town incidental noises!)

From what I understand of the game's engine, it is possible, but would mean a change in the engine, specifically the scripting engine. JV most likely would not do this. At least not right away.

BoA is the first game in the avernum series that makes use of a scripting engine. Since JV is planning to create Avernum 4, he will most likely use this scripting engine to make it. He will also (as he did with every other game) improve the engine. If he allows for custom sounds, I'd think he'd do it here, and then I guess with enough support from the community, he might apply those changes to BoA.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Graphic Requests... in Blades of Avernum
Shock Trooper
Member # 4557
Profile #34
Overwhelming refused to remove Kelandon's works after being asked several times. Eventually he did and his site still exists as a result, but this is irrelevent.

DreamGuy is, presumably, not the author of any of these graphics. His opinion holds no weight unless the authors also feel it neccessary to complain. As I see it a law means nothing and has no ramifications (legal or otherwise) unless it is accepted by some party and most importantly, invoked.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Missing Sounds Petition in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #4
Me too.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Missing Sounds Petition in Blades of Avernum
Shock Trooper
Member # 4557
Profile #4
Me too.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
BoA Editor Remake in Blades of Avernum Editor
Shock Trooper
Member # 4557
Profile #79
quote:
Originally written by Notus:

Anyway, we don't use the code generated by wxGlade as it is. I think it is a "customizable example maker". After we know how to code, editing code on the text editor is easier than setting parameters on wxGlade GUI. For example, we can add menu items faster on a text editor.
We should still use the generated code as a template for our own code, it should be pretty organized.

Coding using wxWidgets is very, very, very simple. Because there was no real IDE for so long, the makers of wxWidgets created code that did most of the work itself. For example, you create a wxFrame by using the new operator, but it deletes itself upon its closing or the application quitting.

EDIT:

Created a parser that does scenario data script parsing using Boost.Spirit. It compiles, but is untested. If it works, it will drastically speed up development.

It was loaded into the CVS repository under the file names: "avs_parser.hpp" and "avs_parser.cpp".

EDIT:

Forgot about a few undefined functions in the parser. I'll finish those now.

EDIT:

Hmmm, its going to take more time than I thought. I had to put = operators for that game_data.hpp classes and put some other stuff into avs_parser.hpp. Hopefully this was all the extraneous stuff I have to code.

EDIT:

Finished the parser. Its still inefficient, but several times more efficient and much cleaner than the original. I'll test it now, and when it works completely, I'll put more comments in.

EDIT:

Nope, doesn't work, but I know why. If I can't fix it soon, I'll load the original script parser.

[ Friday, February 25, 2005 19:31: 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 #79
quote:
Originally written by Notus:

Anyway, we don't use the code generated by wxGlade as it is. I think it is a "customizable example maker". After we know how to code, editing code on the text editor is easier than setting parameters on wxGlade GUI. For example, we can add menu items faster on a text editor.
We should still use the generated code as a template for our own code, it should be pretty organized.

Coding using wxWidgets is very, very, very simple. Because there was no real IDE for so long, the makers of wxWidgets created code that did most of the work itself. For example, you create a wxFrame by using the new operator, but it deletes itself upon its closing or the application quitting.

EDIT:

Created a parser that does scenario data script parsing using Boost.Spirit. It compiles, but is untested. If it works, it will drastically speed up development.

It was loaded into the CVS repository under the file names: "avs_parser.hpp" and "avs_parser.cpp".

EDIT:

Forgot about a few undefined functions in the parser. I'll finish those now.

EDIT:

Hmmm, its going to take more time than I thought. I had to put = operators for that game_data.hpp classes and put some other stuff into avs_parser.hpp. Hopefully this was all the extraneous stuff I have to code.

EDIT:

Finished the parser. Its still inefficient, but several times more efficient and much cleaner than the original. I'll test it now, and when it works completely, I'll put more comments in.

EDIT:

Nope, doesn't work, but I know why. If I can't fix it soon, I'll load the original script parser.

[ Friday, February 25, 2005 19:31: 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 #77
I meant just that I didn't put the generated code from my .wxg file onto the CVS server. Thought it should wait until the layout is finished.

EDIT:

All the classes (excluding those having to do with scripting) are on the CVS server. The scripting classes should be done next.

[ Thursday, February 24, 2005 18:38: 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 #77
I meant just that I didn't put the generated code from my .wxg file onto the CVS server. Thought it should wait until the layout is finished.

EDIT:

All the classes (excluding those having to do with scripting) are on the CVS server. The scripting classes should be done next.

[ Thursday, February 24, 2005 18:38: 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 #75
Done putting the structures in global.h into new files. Will load them onto the CVS a little later.

EDIT:
quote:
Sent wxGlade setting file, wxTest000.wxg, to CVS

Ummm, I already made one, and its basically the same as yours (no status bar). It has all the menu items from the old editor, though.

[ Thursday, February 24, 2005 18:20: 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 #75
Done putting the structures in global.h into new files. Will load them onto the CVS a little later.

EDIT:
quote:
Sent wxGlade setting file, wxTest000.wxg, to CVS

Ummm, I already made one, and its basically the same as yours (no status bar). It has all the menu items from the old editor, though.

[ Thursday, February 24, 2005 18:20: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Article - Karma, Dharma and Somesuch in Blades of Avernum
Shock Trooper
Member # 4557
Profile #9
Oh well. Bad programming makes the world go 'round :P .
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Article - Karma, Dharma and Somesuch in Blades of Avernum
Shock Trooper
Member # 4557
Profile #7
Hmmm, I should really start reading a whole topic before I reply.

I believe I misinterpreted what you were pointing out. If your talking about BoA's usage of the term Stuff Done Flag, and what they are actually used as, then you're right. Although its been years since I've played BoE, I believe this program was truer to the flag term, but in migrating to the use of Avernum Script, the SDFs turned into an array of global variables.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00

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