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what did i do wrong ? in Blades of Avernum Editor
Warrior
Member # 5289
Profile #15
As Kelandon said,
begindefineitem 506; // newly defined item
should be changed to
begindefineitem 445; // newly defined item

Next line also should be changed.
import = 445; // base item to modify

Umm.. what is your base item?
For example, to set it to based on Blessed Plate male(43), change this line to,
import = 43; // base item to modify

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
what did i do wrong ? in Blades of Avernum
Warrior
Member # 5289
Profile #15
As Kelandon said,
begindefineitem 506; // newly defined item
should be changed to
begindefineitem 445; // newly defined item

Next line also should be changed.
import = 445; // base item to modify

Umm.. what is your base item?
For example, to set it to based on Blessed Plate male(43), change this line to,
import = 43; // base item to modify

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
what did i do wrong ? in Blades of Avernum Editor
Warrior
Member # 5289
Profile #12
quote:
Originally written by hawk king:

[quote=Notus]
[qb]Sorry,
Please revise it as my previous post.

i am sorry but what do you mean ?
[/quote]I edited the code just after I post it, because I found bugs on it. So, please revise it on your side too. You can find the edited code on my previous post.

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
what did i do wrong ? in Blades of Avernum
Warrior
Member # 5289
Profile #12
quote:
Originally written by hawk king:

[quote=Notus]
[qb]Sorry,
Please revise it as my previous post.

i am sorry but what do you mean ?
[/quote]I edited the code just after I post it, because I found bugs on it. So, please revise it on your side too. You can find the edited code on my previous post.

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
what did i do wrong ? in Blades of Avernum Editor
Warrior
Member # 5289
Profile #9
Sorry,
Please revise it as my previous post.

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
what did i do wrong ? in Blades of Avernum
Warrior
Member # 5289
Profile #9
Sorry,
Please revise it as my previous post.

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
what did i do wrong ? in Blades of Avernum Editor
Warrior
Member # 5289
Profile #7
Like this ;)

begindefineitem 506; // newly defined item
clear;
import = 445; // base item to modify
it_full_name = "draconian armor";
it_variety = 13; // Armor
it_weapon_skill_used = 0; // Strength
it_protection = 500;
it_encumbrance = 5;
it_floor_which_sheet = 506; // sheet number for icons
it_floor_which_icon = 0; // number of icon in the sheet (zero base)
it_inventory_icon = 1; // number of icon in the sheet (zero base)
it_ability_1 = 11; // Assassination
it_ability_str_1 = 20;
it_ability_2 = 12; // Mage Spells
it_ability_str_2 = 20;
it_ability_3 = 1; // Strength
it_ability_str_3 = 20;
it_ability_4 = 16; // Tool Use
it_ability_str_4 = 20;

[EDIT]
changed it_floor_which_icon and it_inventory_icon

[ Tuesday, March 22, 2005 20:12: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
what did i do wrong ? in Blades of Avernum
Warrior
Member # 5289
Profile #7
Like this ;)

begindefineitem 506; // newly defined item
clear;
import = 445; // base item to modify
it_full_name = "draconian armor";
it_variety = 13; // Armor
it_weapon_skill_used = 0; // Strength
it_protection = 500;
it_encumbrance = 5;
it_floor_which_sheet = 506; // sheet number for icons
it_floor_which_icon = 0; // number of icon in the sheet (zero base)
it_inventory_icon = 1; // number of icon in the sheet (zero base)
it_ability_1 = 11; // Assassination
it_ability_str_1 = 20;
it_ability_2 = 12; // Mage Spells
it_ability_str_2 = 20;
it_ability_3 = 1; // Strength
it_ability_str_3 = 20;
it_ability_4 = 16; // Tool Use
it_ability_str_4 = 20;

[EDIT]
changed it_floor_which_icon and it_inventory_icon

[ Tuesday, March 22, 2005 20:12: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
what did i do wrong ? in Blades of Avernum Editor
Warrior
Member # 5289
Profile #5
Also replace next lines.

begindefineitem 506; // newly defined item
...
import = 445; // base item to modify

"Text Edit" is not suitable for script programming, because of smart quote.
Download TextWrangler from BareBones

[ Tuesday, March 22, 2005 19:59: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
what did i do wrong ? in Blades of Avernum
Warrior
Member # 5289
Profile #5
Also replace next lines.

begindefineitem 506; // newly defined item
...
import = 445; // base item to modify

"Text Edit" is not suitable for script programming, because of smart quote.
Download TextWrangler from BareBones

[ Tuesday, March 22, 2005 19:59: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
BoA Editor Remake in Blades of Avernum Editor
Warrior
Member # 5289
Profile #108
Kelandon,
Your expectation encourages us much. But please be patient.

We started to code new editor actually just after we released Win 3D Editor a month ago.
We are now coping to rebuild not only the user interface but the basic internal structure of the editor. This process is absolutely needed to make large enhancement to the editor, because 3D editor code doesn't have enough strength as the basement. This process is not exciting work for us and also users, because no new function is realized by it. But we know this effort is inevitable if we want to go far.
I hope we can finish this stage in early April.

KernelKnowledge12
quote:
Notus, could you do a quick check to see if the functions work?

OK. I'll check it.

quote:
It probably won't, however, be any better (if its not worse) than the old editor.
- Split and customizable palette
- Multiple and resizable edit windows for towns and outdoor
- Simplified and comprehensive palette icons
- Kohth's wall tool

I think it's better than the original 3D editor in this stage.

[ Tuesday, March 15, 2005 14:21: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
BoA Editor Remake in Blades of Avernum
Warrior
Member # 5289
Profile #108
Kelandon,
Your expectation encourages us much. But please be patient.

We started to code new editor actually just after we released Win 3D Editor a month ago.
We are now coping to rebuild not only the user interface but the basic internal structure of the editor. This process is absolutely needed to make large enhancement to the editor, because 3D editor code doesn't have enough strength as the basement. This process is not exciting work for us and also users, because no new function is realized by it. But we know this effort is inevitable if we want to go far.
I hope we can finish this stage in early April.

KernelKnowledge12
quote:
Notus, could you do a quick check to see if the functions work?

OK. I'll check it.

quote:
It probably won't, however, be any better (if its not worse) than the old editor.
- Split and customizable palette
- Multiple and resizable edit windows for towns and outdoor
- Simplified and comprehensive palette icons
- Kohth's wall tool

I think it's better than the original 3D editor in this stage.

[ Tuesday, March 15, 2005 14:21: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
Beta call for Win 3D BoA Editor in Blades of Avernum Editor
Warrior
Member # 5289
Profile #19
It's almost a month from last bug report. Does anyone find another bug? If nothing, we'll entitle the latest version (Bete test release3) to ver1.0.

Of course, we'll support it after making it to ver1.0, like Mac version. But major feature change will be reflected to the new editor we are coding now.

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
Beta call for Win 3D BoA Editor in Blades of Avernum
Warrior
Member # 5289
Profile #19
It's almost a month from last bug report. Does anyone find another bug? If nothing, we'll entitle the latest version (Bete test release3) to ver1.0.

Of course, we'll support it after making it to ver1.0, like Mac version. But major feature change will be reflected to the new editor we are coding now.

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
Humanoid Species In Mythology in General
Warrior
Member # 5289
Profile #14
From Japanese old tales and pictures
(Sorry, text on next links include only Japanese. Please enjoy pictures. )

Oni

Kappa
- monster living in water

Tengu

[ Sunday, March 13, 2005 19:26: Message edited by: Notus ]

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Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
A3 Trainer Released! in The Avernum Trilogy
Warrior
Member # 5289
Profile #27
quote:
You have my permission to use whatever you need. Leave me your e-mail address, or e-mail me at steve(at)xixao3d(dot)com. I'll send the graphics files to you.
Thanks, My address is
notosaurai(AT)yahoo(DOT)co(DOT)jp

As TSearch is a Win application, it never works on Mac OS.
In principle, Win application never run on Mac OS, and vice versa.
Emulation (and Java) is another thing.

[ Sunday, March 13, 2005 12:51: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
A3 Trainer Released! in The Avernum Trilogy
Warrior
Member # 5289
Profile #25
Hi xixao,

You seem not to have Mac, I'll make a Mac app. for you.
I found your application is so-called MemoryEditor. I have no experience making a memory editor on Mac, but I think I can make it using BSD debug call, ptrace() (Mac equivalent of read- writeProcessMemory()).

Anyway, you need not to open your valuable information on the location of parameters to port your app. to Mac. These parameter locations should be different on Mac, though relative position of each parameter may be preserved. Because of this difference, we should start to search memory location for the parameters. It'll be a factor to prolong the porting process.

What I need is your permission to make a Mac port using your graphics and dialog layout. I want to make the port outlook as similar as to the original.

When I succeed to make a port, I'll send the app. and source code to you. If you'll want to distribute it, upload it on your web. I'll take care for bug fix and future update that you'll make to the original. But I'll never open publicly it by myself, either the application nor source code.

[EDIT]
How many users do use classic Mac, Mac OS9?
Currently I have an development environment for Mac OSX only. I know SpineRaker is making a BoA scenario on a classic Mac. So I'm considering to get a compiler for classic Mac to port the 3D BoA editor to classic Mac. If a number of users also need xixao's app on classic Mac, I'll try to get a compiler more seriously.

[ Sunday, March 13, 2005 11:14: Message edited by: Notus ]

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Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
The item list for the Avernum 2 character editor. in The Avernum Trilogy
Warrior
Member # 5289
Profile #15
Look into gforscen.txt in Script folder of GF2.

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Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
Which OS you use? in Blades of Avernum
Warrior
Member # 5289
Profile #11
Ok, I'll contact to xixao.

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
A3 Trainer Released! in The Avernum Trilogy
Warrior
Member # 5289
Profile #6
Hi xixao,
Mac users want your excellent utilities.
Which OS you use?

I would like to help you to port your utilities to Mac. Please mail me. My address is
notosaurai AT yahoo DOT co DOT jp

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
BoA Editor Remake in Blades of Avernum Editor
Warrior
Member # 5289
Profile #103
quote:
oncerning heights, I think I recall your idea of the color map for editing heights. I believe this is a very good idea. Did you ever find out if it was implementable?
I think I can.
On 2D, simply change the square color according to height.
On 3D, replace floor with color tile.
a) Do we need to paint side walls with color on 3D?
b) Do we need to display terrains, items and creatures on colored map mode?
It makes the view too complicated. If the mode switch between normal and map mode is quick enough, simple color map may be preferable.

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
BoA Editor Remake in Blades of Avernum
Warrior
Member # 5289
Profile #103
quote:
oncerning heights, I think I recall your idea of the color map for editing heights. I believe this is a very good idea. Did you ever find out if it was implementable?
I think I can.
On 2D, simply change the square color according to height.
On 3D, replace floor with color tile.
a) Do we need to paint side walls with color on 3D?
b) Do we need to display terrains, items and creatures on colored map mode?
It makes the view too complicated. If the mode switch between normal and map mode is quick enough, simple color map may be preferable.

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
BoA Editor Remake in Blades of Avernum Editor
Warrior
Member # 5289
Profile #101
quote:
Concerning how, could it be possible to replace the indexes in the tr_type's to pointers.
It's OK. Preferable for display routine because pointers speed up the access to the terrain object than index. Index should be converted to pointer with terrain object array.

quote:
The file io would have to be changed to convert these pointers to indexes, and the opposite for writing. This is a very simple procedure,
Yes, we can add index as a member to the terrain object.

quote:
but the hard part comes in when copying the rest of the original code. Any code that uses scen_data to index has to be changed to just use the pointer. This shouldn't be hard, but will take a long time.
".terrain[" (236 lines) and "->terrain[" (11 lines)
Humm. fair amount.

Auto hill formation
1) Hill formation procedure
Please refer next link
how to develop a scenario?
written March 01, 2005 04:57 AM by Notus

2) cliff terrain
a) Height difference between given square and surrounding eight square determines whether a cliff terrain is attached to the square or not. If any one of eight squares isn't one step higher than the square, the square doesn't have cliff terrain.
1 2 3
8 X 4
7 6 5

Scan each of eight squares. If it is one step higher than the square, give it a value H, otherwise give it L. Then we'll get the eighth paower of 2 = 256 cases.

b) Type of cliff terrain (including convex or concave) is determined by the pattern of these eight squares.
But in some cases, no terrain is attached. Ex.
L L L
H X H
L L L

We can reduce the case using symmetry. But maybe we use a table which has 256 elements for process speed. This algorithm is same as current method essentially. But we can prevent flaw by listing up all cases. Even if some bug would be found, we can easily specify the element which has bug.

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
BoA Editor Remake in Blades of Avernum
Warrior
Member # 5289
Profile #101
quote:
Concerning how, could it be possible to replace the indexes in the tr_type's to pointers.
It's OK. Preferable for display routine because pointers speed up the access to the terrain object than index. Index should be converted to pointer with terrain object array.

quote:
The file io would have to be changed to convert these pointers to indexes, and the opposite for writing. This is a very simple procedure,
Yes, we can add index as a member to the terrain object.

quote:
but the hard part comes in when copying the rest of the original code. Any code that uses scen_data to index has to be changed to just use the pointer. This shouldn't be hard, but will take a long time.
".terrain[" (236 lines) and "->terrain[" (11 lines)
Humm. fair amount.

Auto hill formation
1) Hill formation procedure
Please refer next link
how to develop a scenario?
written March 01, 2005 04:57 AM by Notus

2) cliff terrain
a) Height difference between given square and surrounding eight square determines whether a cliff terrain is attached to the square or not. If any one of eight squares isn't one step higher than the square, the square doesn't have cliff terrain.
1 2 3
8 X 4
7 6 5

Scan each of eight squares. If it is one step higher than the square, give it a value H, otherwise give it L. Then we'll get the eighth paower of 2 = 256 cases.

b) Type of cliff terrain (including convex or concave) is determined by the pattern of these eight squares.
But in some cases, no terrain is attached. Ex.
L L L
H X H
L L L

We can reduce the case using symmetry. But maybe we use a table which has 256 elements for process speed. This algorithm is same as current method essentially. But we can prevent flaw by listing up all cases. Even if some bug would be found, we can easily specify the element which has bug.

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
Which OS you use? in Blades of Avernum
Warrior
Member # 5289
Profile #9
quote:
magoicochea wrote:
I'd like to develop some utilities in Delphi and the problem is that they are going to be Windows only.
I'll help you when you'll port your utility to Mac.

Code your idea on your favorite development environment that you know well. Programming (includes scripting) is difficult work because we should always make decisions on matters we don't know well. If we know everything, no beta test is needed.

Therefore, no need to increase unknown factors using a development environment you don't know well. Porting will be easier after you fix your idea on your first release.

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00

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