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Background Music in Blades of Avernum
Warrior
Member # 5289
Profile #25
Thank you PoD person.

quote:
PoD person wrote:
From what I understood from one of those rebuilt editor threads (and it wasn't much, mind you), custom sounds for windows would require screwing with the BoA app itself, as opposed to the ancillary files.
That's right. The sound resource should be pushed into the BoA application itself on Windows.

So, the option for Windows custom sound are
a) Distribute customized BoA application.
b) Distribute custom sounds as .wav file and users customize BoA application by themselves.

a) is illegal. b) is not user-friendly.
Thus I proposed in my last post that I'll ask JV to support custom sound formally on the BoA application on both platform, and show him the code to support custom sound.

Umm.. but from your information, it takes long time (or forever?) for JV to calm down. And he won't like that we touch his application so much. Then we should take b) option. I'll consider on some utility to make the procedure easy. He may overlook just replacing sound resources.

--------------------
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
Background Music in Blades of Avernum
Warrior
Member # 5289
Profile #18
quote:
PoD person wrote:
Or, are you, perhaps, going to get Notus to make you a customized BoA app? In which case, naughty TM, but still go ahead.
I won't make a customized Win BoA app installed a replaced sound. :P
We can't distribute the BoA app even if it is customized.

quote:
Dahak wrote:
You will have to use the'snd' resource, and it is bloated.
'snd ' resource itself is limited to 16 KBytes per one resource ID. Even if he replaced all sounds with full length custom sounds, it will be only 2.8 MBytes.
(The reason I use single quote around 'snd ' is to show it includes space after snd. Mac resource name should be always four character)

Anyway, the modification to support TRUE custom sound is not so much on the source code.
For Mac, the modification will be several lines or a single figure that limits the resource ID (depends on error handling).
For Win, the modification will be within ten lines, setup parameters and call PlaySound().
I hope JV to update BoA application. I'll contact with him on this after Mac GF3 is out.

--------------------
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
How strange...bug perhaps?? in Blades of Avernum Editor
Warrior
Member # 5289
Profile #4
a) Find someone near by you who has MacOSX machine and ask to use it a bit of time.
b) Find someone near by you who has Windows machine and ask to use it a bit of time.
c) Give me the compiler for Classic Mac, CodeWorrier v8.5, and wait a week for 3D editor for Classic Mac ;)

Now 3D BoA Editor works both MacOSX and Windows(XP/2000/98SE). As the data file is common on both platform, find your friend who has Windows machine.
You can download 3D BoA Editor from next link.

Project: BoA Editor Remake on SourceForge.net

Or send me your scenario (.bas file) you want to insert the map. I'll send back it.
My mail is notosaurai _AT_ yahoo _DOT_ co _DOT_ jp

[Edit] True workaround
Make a town which TOWN NUMBER and SIZE is the same as the original town you want to import. In your case, town number 7 and large size. Then execute "import town".
It will read the imported town correctly even on the original editor which has bug.
The bug refers the size of the town on the scenario currently edited, not that of imported. So this workaround will work.

[ Monday, March 07, 2005 19:58: 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
How strange...bug perhaps?? in Blades of Avernum
Warrior
Member # 5289
Profile #4
a) Find someone near by you who has MacOSX machine and ask to use it a bit of time.
b) Find someone near by you who has Windows machine and ask to use it a bit of time.
c) Give me the compiler for Classic Mac, CodeWorrier v8.5, and wait a week for 3D editor for Classic Mac ;)

Now 3D BoA Editor works both MacOSX and Windows(XP/2000/98SE). As the data file is common on both platform, find your friend who has Windows machine.
You can download 3D BoA Editor from next link.

Project: BoA Editor Remake on SourceForge.net

Or send me your scenario (.bas file) you want to insert the map. I'll send back it.
My mail is notosaurai _AT_ yahoo _DOT_ co _DOT_ jp

[Edit] True workaround
Make a town which TOWN NUMBER and SIZE is the same as the original town you want to import. In your case, town number 7 and large size. Then execute "import town".
It will read the imported town correctly even on the original editor which has bug.
The bug refers the size of the town on the scenario currently edited, not that of imported. So this workaround will work.

[ Monday, March 07, 2005 19:58: 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
Blades of Geneforge in Geneforge Series
Warrior
Member # 5289
Profile #28
Err.. 3D BoA editor has already been out both on Mac and Win. Win version is beta now, but we think we can make it version 1.0, because there is no error report for three weeks.
Please download it from next link.

Project: BoA Editor Remake on SourceForge.net

We are making new editor reconstructing 3D editor now to add more functions, such as copy paste, and improve user interface.
We hope our source code for new BoA editor will help JV to make Geneforge editor.

[ Monday, March 07, 2005 10:17: 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
Blades of Geneforge in Geneforge 2
Warrior
Member # 5289
Profile #28
Err.. 3D BoA editor has already been out both on Mac and Win. Win version is beta now, but we think we can make it version 1.0, because there is no error report for three weeks.
Please download it from next link.

Project: BoA Editor Remake on SourceForge.net

We are making new editor reconstructing 3D editor now to add more functions, such as copy paste, and improve user interface.
We hope our source code for new BoA editor will help JV to make Geneforge editor.

[ Monday, March 07, 2005 10:17: 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 #97
Sorry, I should go back to my home town now. I'll return tomorrow.

town's limit

class scenario_data_type {
...
unsigned char num_towns;
...
// town data
unsigned char town_size[200]; // 0 - large, 1 - medium, 2 - small
unsigned char town_starts_hidden[200];
...
}

num_towns counts the number of towns actually implemented in .bas file.
The arrays, town_size[] and town_starts_hidden[], shows attribute of corresponding towns. If number of towns exceed 200, the towns which index is more than (and equal to) 200 cannot have these attributes. Thus, the maximum number of towns is 200.

[ Monday, March 07, 2005 09:37: 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 #97
Sorry, I should go back to my home town now. I'll return tomorrow.

town's limit

class scenario_data_type {
...
unsigned char num_towns;
...
// town data
unsigned char town_size[200]; // 0 - large, 1 - medium, 2 - small
unsigned char town_starts_hidden[200];
...
}

num_towns counts the number of towns actually implemented in .bas file.
The arrays, town_size[] and town_starts_hidden[], shows attribute of corresponding towns. If number of towns exceed 200, the towns which index is more than (and equal to) 200 cannot have these attributes. Thus, the maximum number of towns is 200.

[ Monday, March 07, 2005 09:37: 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
Linear Scenarios v. Non-Linear Scenarios: The doctrine of time = money in Blades of Avernum
Warrior
Member # 5289
Profile #24
quote:
Out of curiosity, what is the max number of towns the BoA engine can really handle?
It's 200. And it isn't expandable. If this figure changed, .bas file falls in out of order.

class scenario_data_type {
...
// town data
unsigned char town_size[200]; // 0 - large, 1 - medium, 2 - small
unsigned char town_starts_hidden[200];

quote:
My feeling is that it is the Blades engine itself that is limiting, not really the editor, at least in this sense.
Also from my impression, if the limitation is lower than A1-A3, it isn't intentional. JV is too lazy to do such a thing. His programing style is copy-paste basically.

And I wonder why silver harloe used the editor. He is a programmer, he can write Java and Perl code.
If the BoE scenario could be converted 60%-70% to BoA scenario, A1-3 is more compatible. He could try to make an automatic converter using the editor code.

Anyway, I have no interest to make the A1-3 converter.

[ Saturday, March 05, 2005 13:56: 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
Linear Scenarios v. Non-Linear Scenarios: The doctrine of time = money in Blades of Avernum
Warrior
Member # 5289
Profile #21
silver harloe wrote:
quote:
The editor is (purposefully) limited in various arrays to prevent it. So I can't provide a full game in the Avernum universe.
Personally, I want to know in which item he found limitation.
Surely the editor limits many items. For instance, the editor limits the number of outdoor sections up to 100, but BoA application accepts more. I tried it with 20x20 section, and it worked on BoA application.
If the limitation is only on the editor and BoA application accepts more, I can fit it to the true limitation on the editor.

--------------------
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
Display partie's location in Blades of Avernum Editor
Warrior
Member # 5289
Profile #8
Why isn't it a good reason?
Anyway, floor pattern or locator item/ability will provide a good assistance on alignment, even if you would solve the puzzle without FAQ or a walkthrough. Even on Mac that has the locator menu.
Player can choose (s)he uses it or not.

--------------------
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
Display partie's location in Blades of Avernum
Warrior
Member # 5289
Profile #8
Why isn't it a good reason?
Anyway, floor pattern or locator item/ability will provide a good assistance on alignment, even if you would solve the puzzle without FAQ or a walkthrough. Even on Mac that has the locator menu.
Player can choose (s)he uses it or not.

--------------------
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
Display partie's location in Blades of Avernum Editor
Warrior
Member # 5289
Profile #0
Windows BoA doesn't have the menu to indicate the location where the party stands on.

How about making a pattern on the floor changing floor type? It'll help to count the coordinate mesh. For example, change floor type every five line or dot.

IMAGE(http://homepage2.nifty.com/Notus/FloorPattern.jpg)

Another approach is making a custom item which indicates coordinate on the text area.

'your_scenario_name'data.txt
beginscendatascript;
begindefineitem 450;
clear;
it_name = "Compass";
it_full_name = "GPS Compass";
it_variety = 21;
it_floor_which_sheet = 1027; // from hour glass
it_floor_which_icon = 1;
it_inventory_icon = 1;
it_ability_1 = 207;
it_ability_str_1 = 10; // state number to be called
it_value = 10;
it_weight = 1;
it_identified = 1;


'your_scenario_name'.txt
beginscenarioscript;
variables;
string cood_string;
body;
....
beginstate 10; // should be matched the state number defined in custom item
clear_buffer();
append_string("(");
append_number(char_loc_x(who_used_custom_item()));
append_string(", ");
append_number(char_loc_y(who_used_custom_item()));
append_string(")");
get_buffer_text(cood_string);
print_str(cood_string);
break;


[ Friday, March 04, 2005 08:13: 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
Display partie's location in Blades of Avernum
Warrior
Member # 5289
Profile #0
Windows BoA doesn't have the menu to indicate the location where the party stands on.

How about making a pattern on the floor changing floor type? It'll help to count the coordinate mesh. For example, change floor type every five line or dot.

IMAGE(http://homepage2.nifty.com/Notus/FloorPattern.jpg)

Another approach is making a custom item which indicates coordinate on the text area.

'your_scenario_name'data.txt
beginscendatascript;
begindefineitem 450;
clear;
it_name = "Compass";
it_full_name = "GPS Compass";
it_variety = 21;
it_floor_which_sheet = 1027; // from hour glass
it_floor_which_icon = 1;
it_inventory_icon = 1;
it_ability_1 = 207;
it_ability_str_1 = 10; // state number to be called
it_value = 10;
it_weight = 1;
it_identified = 1;


'your_scenario_name'.txt
beginscenarioscript;
variables;
string cood_string;
body;
....
beginstate 10; // should be matched the state number defined in custom item
clear_buffer();
append_string("(");
append_number(char_loc_x(who_used_custom_item()));
append_string(", ");
append_number(char_loc_y(who_used_custom_item()));
append_string(")");
get_buffer_text(cood_string);
print_str(cood_string);
break;


[ Friday, March 04, 2005 08:13: 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 #95
quote:
Not in the Windows version. I guess Jeff wasn't as lazy when he created the Mac version of the editor.
To be fair for JV, he did nothing on copy-paste of text on dialogs in either Mac or Win Editor. It's the difference of basic OS support or history.
MacOS has defined copy-paste shortcut keys on its user interface guidline, and supports it on OS as default. But Windows did't specify key assignment, though it has API to support copy-paste.

Mac has two "clipboards", internal clipboard (within application) and system clipboard (between application). As the internal clipboard is supported by default, Mac application can copy-paste within the application. But to interact with the system clipboard, we should implement a transfer procedure between system and internal clipboard when the application becomes front or background.
Don't you have an experience when Photoshop becomes background, it asks "Do you want to convert large clipboard?"

quote:
Funny -- I've never seen keyboard commands work when the menus are grayed out, but they do here.
It's the result of sweat of programmers. Synchronization of "Edit" menu and clipboard owes to coding.

To enable TRUE copy-paste on the dialogs on the current editor takes much time to implement, because it affects all dialogs and we should examine it. Please wait the new editor.

[ Friday, March 04, 2005 12:40: 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 #95
quote:
Not in the Windows version. I guess Jeff wasn't as lazy when he created the Mac version of the editor.
To be fair for JV, he did nothing on copy-paste of text on dialogs in either Mac or Win Editor. It's the difference of basic OS support or history.
MacOS has defined copy-paste shortcut keys on its user interface guidline, and supports it on OS as default. But Windows did't specify key assignment, though it has API to support copy-paste.

Mac has two "clipboards", internal clipboard (within application) and system clipboard (between application). As the internal clipboard is supported by default, Mac application can copy-paste within the application. But to interact with the system clipboard, we should implement a transfer procedure between system and internal clipboard when the application becomes front or background.
Don't you have an experience when Photoshop becomes background, it asks "Do you want to convert large clipboard?"

quote:
Funny -- I've never seen keyboard commands work when the menus are grayed out, but they do here.
It's the result of sweat of programmers. Synchronization of "Edit" menu and clipboard owes to coding.

To enable TRUE copy-paste on the dialogs on the current editor takes much time to implement, because it affects all dialogs and we should examine it. Please wait the new editor.

[ Friday, March 04, 2005 12:40: 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
how to develop a scenario? in Blades of Avernum Editor
Warrior
Member # 5289
Profile #17
The drawing method for the rectangle tool will be changed to that of ordinary drawing application. That is, a bound rectangle is actually drawn along with mouse movement by thin line. In 3D mode, a diamond shape is drawn.

However, we know that the current method in which two diagonal corner points are selected has also several advantage. So, we may implement both methods so that user can select one of them from preference setting dialog.

Certainly, some visual feedback indicating the start corner is desirable on current method as you suggest. We'll try to implement it. Thank you for suggestion ;)

--------------------
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
how to develop a scenario? in Blades of Avernum
Warrior
Member # 5289
Profile #17
The drawing method for the rectangle tool will be changed to that of ordinary drawing application. That is, a bound rectangle is actually drawn along with mouse movement by thin line. In 3D mode, a diamond shape is drawn.

However, we know that the current method in which two diagonal corner points are selected has also several advantage. So, we may implement both methods so that user can select one of them from preference setting dialog.

Certainly, some visual feedback indicating the start corner is desirable on current method as you suggest. We'll try to implement it. Thank you for suggestion ;)

--------------------
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 #86
quote:
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".
Yes, set_up_lights() etc. should be moved to the command handler that calls the loader for modularization.

quote:
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?
Did you try clean build including pre-compiled header? Pre-compiled header and incremental link sometimes falls out of tune even in non-template C++ code. Delete pre-compiled header .pch and object files and execute recompile. If many compile errors appear after deleting pre-compiled header, compile switch is not set properly.
"The strain on the compiler" may also be caused by the same reason.

Tool and other palette design
Appearance of Tool and other palette
Most of the function of the original tool palette is divided into these palette.

IMAGE(http://homepage2.nifty.com/Notus/ToolPalettePlan1.png)

The explanation of palettes function. Can you imagine function of each button without next explanation?

IMAGE(http://homepage2.nifty.com/Notus/ToolPaletteExp.png)

Context menu
Context menu appears when user enters double click on the edit screen. Alternative way is Command (Apple)-click (Macintosh) or right mouse button click (Windows).
* means that the command is effective to the selected area.

Context menu for town edit screen
-- Place bounding walls *
-- Swap walls 1 <--> 2 *
-- Create Area description *
-- Edit Sign
-- Edit Terrain Script
-- Create Special Encounter *
-- Edit Special Encouter
-- Erase Special Encouter
-- Edit placed object
-- Delete object
-- Delete Waypoint
-- Set NY All *
-- Reset NY All *

Context menu for outdoor edit screen
-- Place bounding walls *
-- Swap walls 1 <--> 2 *
-- Create Area description *
-- Edit Sign
-- Create town entrance *
-- Edit Town Entrance
-- Create Special Encounter *
-- Edit Special Encouter
-- Erase Special Encouter

Check box on edit windows
New editor can open several edit window for towns and outdoor at the same time. Each edit window has next display setting checkbox.

-- 3D display toggles 2D/3D display
-- Realistic (3D only) switch display to realistic mode
-- Zoom out (2D only) display with small icon
-- Height (2D only) display height number on each square <-- when height tool is selected, set to this mode automatically

[ Wednesday, March 02, 2005 02:39: 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 #86
quote:
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".
Yes, set_up_lights() etc. should be moved to the command handler that calls the loader for modularization.

quote:
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?
Did you try clean build including pre-compiled header? Pre-compiled header and incremental link sometimes falls out of tune even in non-template C++ code. Delete pre-compiled header .pch and object files and execute recompile. If many compile errors appear after deleting pre-compiled header, compile switch is not set properly.
"The strain on the compiler" may also be caused by the same reason.

Tool and other palette design
Appearance of Tool and other palette
Most of the function of the original tool palette is divided into these palette.

IMAGE(http://homepage2.nifty.com/Notus/ToolPalettePlan1.png)

The explanation of palettes function. Can you imagine function of each button without next explanation?

IMAGE(http://homepage2.nifty.com/Notus/ToolPaletteExp.png)

Context menu
Context menu appears when user enters double click on the edit screen. Alternative way is Command (Apple)-click (Macintosh) or right mouse button click (Windows).
* means that the command is effective to the selected area.

Context menu for town edit screen
-- Place bounding walls *
-- Swap walls 1 <--> 2 *
-- Create Area description *
-- Edit Sign
-- Edit Terrain Script
-- Create Special Encounter *
-- Edit Special Encouter
-- Erase Special Encouter
-- Edit placed object
-- Delete object
-- Delete Waypoint
-- Set NY All *
-- Reset NY All *

Context menu for outdoor edit screen
-- Place bounding walls *
-- Swap walls 1 <--> 2 *
-- Create Area description *
-- Edit Sign
-- Create town entrance *
-- Edit Town Entrance
-- Create Special Encounter *
-- Edit Special Encouter
-- Erase Special Encouter

Check box on edit windows
New editor can open several edit window for towns and outdoor at the same time. Each edit window has next display setting checkbox.

-- 3D display toggles 2D/3D display
-- Realistic (3D only) switch display to realistic mode
-- Zoom out (2D only) display with small icon
-- Height (2D only) display height number on each square <-- when height tool is selected, set to this mode automatically

[ Wednesday, March 02, 2005 02:39: 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
how to develop a scenario? in Blades of Avernum Editor
Warrior
Member # 5289
Profile #15
quote:
Also, I'd like to get a message when I place a monster where I can give it a script and personality.
Umm.., it is case by case. For example, when you add town NPCs, you won't need to add a script to them. I'll consider on it for any smart method.

quote:
As for the problems with heights, it's too hard to individually adjust each space that you want to change heights and then add the graphics, etc.
3D mode is powerful, but surely sometimes it becomes difficult to select objective squares, when north-west side (upper screen) is lower than front part.
We will add next method for height adjustment.
1) Select objective squares with selection tool. As the selection is maintained between 2D/3D mode, you can confirm it on both view. Moreover, selected squares is added/reduced by shift-click.
2) Switch to Height tool with clicking Height tool icon.
3) Increase/decrease height of selected squares by arrow keys. Each push of an arrow key increases/decreases the height of selected squares by one.

Anyway, a dedicated height display may be useful like ordinary map, in which the altitude is displayed as color scale. I'll consider that this map style display is implementalbe or not.
Thank you for suggestion.

quote:
Well, there's an auto-hills feature. It doesn't work very well except for relatively simple hills, though.
Hill formation bores us most. We'll change it as follows.
1) Select squares to apply hill formation. You can select large area roughly including the target hill. The target hill is made by previous procedure.
2) Select one of the cliff terrain from terrain palette or "My palette". If no cliff terrain is selected, the editor applies the default type cliffs according to town/outdoor, surface/underground.
3) Push automatic hill button on the tool palette. The editor add appropriate cliff terrains to the appropriate square within selection automatically.

Optional procedure
4) If you want to change a part of cliff terrains to another one, like snow-crowned mountains, select that squares.
5) Select one of the cliff terrain to change to.
6) Push automatic hill button.

[Edit]
We got a more obvious image of our new editor through this discussion. Thank you for helpful suggestions.
And we'll hear your advice any time. If you feel some difficulty, or get some idea, please tell us. Discuss together how to resolve the difficulty or how to implement the idea.

[ Tuesday, March 01, 2005 06:23: 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
how to develop a scenario? in Blades of Avernum
Warrior
Member # 5289
Profile #15
quote:
Also, I'd like to get a message when I place a monster where I can give it a script and personality.
Umm.., it is case by case. For example, when you add town NPCs, you won't need to add a script to them. I'll consider on it for any smart method.

quote:
As for the problems with heights, it's too hard to individually adjust each space that you want to change heights and then add the graphics, etc.
3D mode is powerful, but surely sometimes it becomes difficult to select objective squares, when north-west side (upper screen) is lower than front part.
We will add next method for height adjustment.
1) Select objective squares with selection tool. As the selection is maintained between 2D/3D mode, you can confirm it on both view. Moreover, selected squares is added/reduced by shift-click.
2) Switch to Height tool with clicking Height tool icon.
3) Increase/decrease height of selected squares by arrow keys. Each push of an arrow key increases/decreases the height of selected squares by one.

Anyway, a dedicated height display may be useful like ordinary map, in which the altitude is displayed as color scale. I'll consider that this map style display is implementalbe or not.
Thank you for suggestion.

quote:
Well, there's an auto-hills feature. It doesn't work very well except for relatively simple hills, though.
Hill formation bores us most. We'll change it as follows.
1) Select squares to apply hill formation. You can select large area roughly including the target hill. The target hill is made by previous procedure.
2) Select one of the cliff terrain from terrain palette or "My palette". If no cliff terrain is selected, the editor applies the default type cliffs according to town/outdoor, surface/underground.
3) Push automatic hill button on the tool palette. The editor add appropriate cliff terrains to the appropriate square within selection automatically.

Optional procedure
4) If you want to change a part of cliff terrains to another one, like snow-crowned mountains, select that squares.
5) Select one of the cliff terrain to change to.
6) Push automatic hill button.

[Edit]
We got a more obvious image of our new editor through this discussion. Thank you for helpful suggestions.
And we'll hear your advice any time. If you feel some difficulty, or get some idea, please tell us. Discuss together how to resolve the difficulty or how to implement the idea.

[ Tuesday, March 01, 2005 06:23: 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
how to develop a scenario? in Blades of Avernum Editor
Warrior
Member # 5289
Profile #12
quote:
Tooltips for all those tiny buttons (you know, so a description of what it is pops up if you hover over it).
Yes, popup hint will be implemented on each Tool Palette button.
And we'll change tool icons to be easier to understand.

quote:
Or just a better selection process for those in general. They don't seem to be grouped logically (I'd love to have all the non-weapon, no value junk tools in one place, all the undead in the same area, and so forth), and the menus are a pain to scroll through.
We plan to make a customizable palette, My Palette, for floor/terrain/item/creature. I showed Mac version, Windows version will have also almost the same appearance.
Palette design plan 2
written February 21, 2005 12:00 PM by Notus

This palette can hold selected objects in the order you set. It can switch several panels for another category. So, you can make a panel titled "All star undeads". Also you can import/export "My Collection" as a file to exchange it with other users.

quote:
I'd like to be able to type the name instead (I'm a keyboard person).
On palette design plan2, floor/terrain/item/creature palette has a search function. When you enter the first several characters of the object name in the search field, it'll match the object.

[ Tuesday, March 01, 2005 02:34: 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
how to develop a scenario? in Blades of Avernum
Warrior
Member # 5289
Profile #12
quote:
Tooltips for all those tiny buttons (you know, so a description of what it is pops up if you hover over it).
Yes, popup hint will be implemented on each Tool Palette button.
And we'll change tool icons to be easier to understand.

quote:
Or just a better selection process for those in general. They don't seem to be grouped logically (I'd love to have all the non-weapon, no value junk tools in one place, all the undead in the same area, and so forth), and the menus are a pain to scroll through.
We plan to make a customizable palette, My Palette, for floor/terrain/item/creature. I showed Mac version, Windows version will have also almost the same appearance.
Palette design plan 2
written February 21, 2005 12:00 PM by Notus

This palette can hold selected objects in the order you set. It can switch several panels for another category. So, you can make a panel titled "All star undeads". Also you can import/export "My Collection" as a file to exchange it with other users.

quote:
I'd like to be able to type the name instead (I'm a keyboard person).
On palette design plan2, floor/terrain/item/creature palette has a search function. When you enter the first several characters of the object name in the search field, it'll match the object.

[ Tuesday, March 01, 2005 02:34: 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 #84
The first plan for the user command interface including Tool palette is almost finished. I'll concentrate implementation of the graphic system this week.
Because of the entrance examination of our University, I couldn't take so much time last week. (Japanese school starts on April.)

[Edit]
KernelKnowledge12
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 ;)

Retrieve procedure is,
1. In a new folder, execute "CVS Checkout...".
2. Select "Win3DBoAEditor/source" in Module tag.
3. Click Revision tag on the top of the TortoiseCVS dialog.
4. Check "Choose branch or tag"
5. Push "Update list.." button and connect CVS server to retrieve tags.
6. Now you get tag list on the pull-down menu, left of the push button.
7. Select "Build0026", the second one.
8. Push "OK" button at the bottom.
9. The connection to the CVS server retrieves the Build0026 version.

Maybe next parts are useful.
Bl A Fileio.cpp
do_load_campaign(), load_outdoor(), load_town()

CMemStream.h, CMemStream.cpp

global.h and Library.cpp
ReadDataFromStream(), WriteDataToStream() of each data object

[ Tuesday, March 01, 2005 09:49: 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

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