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Town Importation Error in Blades of Avernum Editor
Warrior
Member # 5289
Profile #2
The origianl BoA Editor (Mac v1.1, Win 1.0.3) has a bug on "Import town" function. This bug was fixed on 3D BoA Editor on both platform.

--------------------
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
Town Importation Error in Blades of Avernum
Warrior
Member # 5289
Profile #2
The origianl BoA Editor (Mac v1.1, Win 1.0.3) has a bug on "Import town" function. This bug was fixed on 3D BoA Editor on both platform.

--------------------
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 #57
quote:
Kelandon wrote
I happen to have a largish one, so it works for me to have a lot on the screen at once.
We plan to support larger resizable edit window for towns/outdoor. And multiple towns/outdoor edit windows are opened at the same time. You may need a second display. ;)

[ Sunday, February 20, 2005 23:54: 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 #57
quote:
Kelandon wrote
I happen to have a largish one, so it works for me to have a lot on the screen at once.
We plan to support larger resizable edit window for towns/outdoor. And multiple towns/outdoor edit windows are opened at the same time. You may need a second display. ;)

[ Sunday, February 20, 2005 23:54: 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 #54
Kelandon
Nice Top page.
Isn't it better to add Louvre to the link part?
quote:
And what makes an item "registered"?
The lower part of the palette works to "register/unregister" items.
When "register" button is pushed, selected item is registered to the "registered list".
Select one line of "registered list" and push "delete" button, then the item is removed form "registered list".

Umm.. this interface seems not to be intuitive. I'll make another plan.

--------------------
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 #54
Kelandon
Nice Top page.
Isn't it better to add Louvre to the link part?
quote:
And what makes an item "registered"?
The lower part of the palette works to "register/unregister" items.
When "register" button is pushed, selected item is registered to the "registered list".
Select one line of "registered list" and push "delete" button, then the item is removed form "registered list".

Umm.. this interface seems not to be intuitive. I'll make another plan.

--------------------
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 #43
Isaac,
boost package is distributed on FINK, but over CVS.

http://fink.sourceforge.net/pdb/package.php/boost1.32

"xml_grammar" compilation problem may be irrelevant with phyton.

Kelandon,

quote:
Will we be able to have more than one palette open at once (terrains in one palette, a second palette with floors selected, a third right underneath them that has items)?
In this design, only one palette is displayed at once and the contents is switched by the top tab, as I felt screen is filled with palettes. But if it is better to display all palettes at once, I'll try to reduce the palette window size.

"registered" is added to reduce items displayed on the icon display area. Ordinarily, entire items are displayed on this area, but when "registered only" is checked, only selected items that are registered on the registered item list are displayed on it.

--------------------
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 #43
Isaac,
boost package is distributed on FINK, but over CVS.

http://fink.sourceforge.net/pdb/package.php/boost1.32

"xml_grammar" compilation problem may be irrelevant with phyton.

Kelandon,

quote:
Will we be able to have more than one palette open at once (terrains in one palette, a second palette with floors selected, a third right underneath them that has items)?
In this design, only one palette is displayed at once and the contents is switched by the top tab, as I felt screen is filled with palettes. But if it is better to display all palettes at once, I'll try to reduce the palette window size.

"registered" is added to reduce items displayed on the icon display area. Ordinarily, entire items are displayed on this area, but when "registered only" is checked, only selected items that are registered on the registered item list are displayed on it.

--------------------
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 #40
Sorry for confused term.
Module is like "Edit screen drawer (2D/3D)" "Menu command handler", "Outdoor resize command" "Scenario loader/saver"

Next picture is prototype layout for Floor/Terrain/Item Creature Palette (Mac version). Drawn using "Interface Builder" on Xcode, not wxGlade.

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

IMAGE(http://homepage2.nifty.com/Notus/palette2.jpg)

[ Sunday, February 20, 2005 06:43: 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 #40
Sorry for confused term.
Module is like "Edit screen drawer (2D/3D)" "Menu command handler", "Outdoor resize command" "Scenario loader/saver"

Next picture is prototype layout for Floor/Terrain/Item Creature Palette (Mac version). Drawn using "Interface Builder" on Xcode, not wxGlade.

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

IMAGE(http://homepage2.nifty.com/Notus/palette2.jpg)

[ Sunday, February 20, 2005 06:43: 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 #38
quote:
Does this mean we're now reorganizing the code?
Partially. Only module name (function) and its interface.
Determine module function - module name, and its interface. If you list up module name, I'll list up their interface from current editor code.
When the list is accomplished, discuss on interface.

wxGlade is not bad, but not so good. It worked both on Mac and Win, but I cannot figure out how to put other controls on notebook view.

--------------------
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 #38
quote:
Does this mean we're now reorganizing the code?
Partially. Only module name (function) and its interface.
Determine module function - module name, and its interface. If you list up module name, I'll list up their interface from current editor code.
When the list is accomplished, discuss on interface.

wxGlade is not bad, but not so good. It worked both on Mac and Win, but I cannot figure out how to put other controls on notebook view.

--------------------
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 #36
initialization of global (static) objects
More precisely, the initialization fails on next condition.
a) The given class derives from a base class.
b) The base class has "virtual" function.
If we cannot use "virtual" function, there is no meaning to use inheritance in these basic data objects.

Not only the problem on initialization, next behavior also causes problems.
In this condition, sizeof( 'given class' ) increases by 4 bytes, the pointer to vtable, in most compiler. Xcode, VC++, DevC++ are not exception. Moreover, &'object' points this hidden pointer, not the first member of the class.
This behavior affects the file loader/saver directly because it uses sizeof operator as the data size, and address of the object as buffer for read/write.

It may be solved by forcing compiler to use static binding in all cases. But this setting may be incompatible to application framework.

Modularization
One of the reason we feel the editor code is cluttered is that each module is not established well. Especially, global variables have double meaning, data holding object and interface of each module. The global variables I counted up before as the graphic system buffer, are actually a part of the "interface" of the graphic system.
I propose to determine the interface of each module according to current editor's code. Of course, no need to copy current code as it is, where we can apply improvement.

[ Saturday, February 19, 2005 04:53: 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 #36
initialization of global (static) objects
More precisely, the initialization fails on next condition.
a) The given class derives from a base class.
b) The base class has "virtual" function.
If we cannot use "virtual" function, there is no meaning to use inheritance in these basic data objects.

Not only the problem on initialization, next behavior also causes problems.
In this condition, sizeof( 'given class' ) increases by 4 bytes, the pointer to vtable, in most compiler. Xcode, VC++, DevC++ are not exception. Moreover, &'object' points this hidden pointer, not the first member of the class.
This behavior affects the file loader/saver directly because it uses sizeof operator as the data size, and address of the object as buffer for read/write.

It may be solved by forcing compiler to use static binding in all cases. But this setting may be incompatible to application framework.

Modularization
One of the reason we feel the editor code is cluttered is that each module is not established well. Especially, global variables have double meaning, data holding object and interface of each module. The global variables I counted up before as the graphic system buffer, are actually a part of the "interface" of the graphic system.
I propose to determine the interface of each module according to current editor's code. Of course, no need to copy current code as it is, where we can apply improvement.

[ Saturday, February 19, 2005 04:53: 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 #29
Clip file
Even the clip file should include custom graphics, custom terrain script, custom item script, etc. Thumbnail and creator's name, comment also are desirable. Graphics need to be converted according to the platform. To solve these subjects, fair amount of effort will be needed, but it will be fruitful. Clip file implementation will provide the basis of unification on graphics editor and script editor as you suggested. It's the final goal.
But now, we should concentrate on graphics editor. Go step by step.

Basic data classes
quote:
Is this really neccessary with the use of inheritance? Can't we use inheritance without changing the global variables to pointers, or am I missing something?
As these basic data have a common character that is loaded from and saved to .bas file, we will probably make a superclass on these classes to handle streaming on them. If we make a superclass, these data objects cannot be declared as global (static) variables because of inheritance. They should be generated by new operator dynamically. This means we must access them through pointers.

The initialization of static variables occurs on early phase of loading of an execute file. But in that phase, inheritance chain and RTTI are not established yet. Thus a static object that has inheritance aren't initialized properly.

Graphic system buffer
Graphic system buffer holds all of basic data to draw current view (window). If a town is the top window, it holds such as,

scenario.start_in_what_town

town.wall_1_sheet
town.wall_2_sheet
town.ter_scripts[]
town.start_locs[]
...
t_d.floor[][]
t_d.terrain[][]
t_d.height[][]
t_d.lighting[][]

maybe 40kbytes or so.
The contents of graphic system buffer should be swapped when another town/outdoor window takes the top view, or on update event to redraw another town/outdoor.
It takes only several msec to swap the contents of graphic system buffer.

GUI builder
quote:
I was thinking about wxDev-Cpp, and I'm not too sure we should use it, since:
I found wxglade as a candidate but not examined so much yet.

[ Friday, February 18, 2005 02:44: 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 #29
Clip file
Even the clip file should include custom graphics, custom terrain script, custom item script, etc. Thumbnail and creator's name, comment also are desirable. Graphics need to be converted according to the platform. To solve these subjects, fair amount of effort will be needed, but it will be fruitful. Clip file implementation will provide the basis of unification on graphics editor and script editor as you suggested. It's the final goal.
But now, we should concentrate on graphics editor. Go step by step.

Basic data classes
quote:
Is this really neccessary with the use of inheritance? Can't we use inheritance without changing the global variables to pointers, or am I missing something?
As these basic data have a common character that is loaded from and saved to .bas file, we will probably make a superclass on these classes to handle streaming on them. If we make a superclass, these data objects cannot be declared as global (static) variables because of inheritance. They should be generated by new operator dynamically. This means we must access them through pointers.

The initialization of static variables occurs on early phase of loading of an execute file. But in that phase, inheritance chain and RTTI are not established yet. Thus a static object that has inheritance aren't initialized properly.

Graphic system buffer
Graphic system buffer holds all of basic data to draw current view (window). If a town is the top window, it holds such as,

scenario.start_in_what_town

town.wall_1_sheet
town.wall_2_sheet
town.ter_scripts[]
town.start_locs[]
...
t_d.floor[][]
t_d.terrain[][]
t_d.height[][]
t_d.lighting[][]

maybe 40kbytes or so.
The contents of graphic system buffer should be swapped when another town/outdoor window takes the top view, or on update event to redraw another town/outdoor.
It takes only several msec to swap the contents of graphic system buffer.

GUI builder
quote:
I was thinking about wxDev-Cpp, and I'm not too sure we should use it, since:
I found wxglade as a candidate but not examined so much yet.

[ Friday, February 18, 2005 02:44: 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 #27
Social role of Copy/Paste
As the next step of Copy/Paste, I considered "clip file". "Clip file" is a file data whose content is selected on the Copy procedure. After copying a part of the edit screen, save the copied data to "clip file" instead of pasting it. This "clip file" is used to exchange "landscape parts".

These small landscape parts are uploaded to a sever like the louvre, and everyone can use it by the courtesy of the original creator.

This story will be the positive reason to support Copy/Paste.

Floating paste
Floating paste is realized on the graphic system buffer.
a) We need a buffer between the graphic system and the actual objects to maintain the scroll (redraw) speed.
During the development of Win 3D editor, I tried to convert global (static) definition of the basic data to pointer expression of the objects, such as

- original
outdoor_record_type current_terrain;
current_terrain.height[]

- pointer expression
outdoor_record_type* current_terrain;
current_terrain->height[]

This conversion reduced scroll (redraw) speed to half.
The reason is as follows.
- Compiler generates indirect access to the memory on the pointer expression, and direct access on the original expression. Indirect access is much slower than direct access.
- 300-400 lines of these expression exists on "Graphics.cpp". Moreover, most of them are in loop.

To maintain the scroll speed, we should keep direct access to the data memory in the graphic system. But static expression of the data extremely limits the object function, as it doesn't allow even inheritance. Thus we need a data buffer between data objects and the graphic system.

b) "Floating paste" is a visual effect. The actual objects is not changed until the position is determined by user. Thus it is proper to implement using graphic system buffer.

No Data Padding
Previously, I promised to investigate on the existence of padding on recorded data (.bas file). Next is the result.

a) Manual calculation
Calculate bytes size of each data structure (class) manually using Excel, assuming no padding between members of structure. The result was as follows.

scenario_data_type 7480
outdoor_record_type 12892
town_record_type 16346
big_tr_type 20480
ave_tr_type 11520
tiny_tr_type 5120

b) sizeof operator
The figures returned by sizeof operator to above structures perfectly correspond to above figures on Xcode, MSVC++.NET2003 and DevC++

c) Actual file size
The .bas file size made by the original BoA Editor (Win v1.0.3, Mac v1.1) is 48238 bytes, for one outdoor sector and one average size town. This figure matches next sum of above sizes.
scenario_data_type + outdoor_record_type + town_record_type + ave_tr_type

From these facts, I conclude there is no padding within the recorded data. And we can safely use sizeof operator on these structures as the recorded data size on these compilers (IDE). But I don't recommend to use sizeof operator. Use above constant instead. Constant is compiler independent.

[EDIT]
My Email is recovered. So I could send reply via Email, but the discussion on Copy/Paste should be open. And the information on data padding may be useful for other developers.

[ Thursday, February 17, 2005 02:45: 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 #27
Social role of Copy/Paste
As the next step of Copy/Paste, I considered "clip file". "Clip file" is a file data whose content is selected on the Copy procedure. After copying a part of the edit screen, save the copied data to "clip file" instead of pasting it. This "clip file" is used to exchange "landscape parts".

These small landscape parts are uploaded to a sever like the louvre, and everyone can use it by the courtesy of the original creator.

This story will be the positive reason to support Copy/Paste.

Floating paste
Floating paste is realized on the graphic system buffer.
a) We need a buffer between the graphic system and the actual objects to maintain the scroll (redraw) speed.
During the development of Win 3D editor, I tried to convert global (static) definition of the basic data to pointer expression of the objects, such as

- original
outdoor_record_type current_terrain;
current_terrain.height[]

- pointer expression
outdoor_record_type* current_terrain;
current_terrain->height[]

This conversion reduced scroll (redraw) speed to half.
The reason is as follows.
- Compiler generates indirect access to the memory on the pointer expression, and direct access on the original expression. Indirect access is much slower than direct access.
- 300-400 lines of these expression exists on "Graphics.cpp". Moreover, most of them are in loop.

To maintain the scroll speed, we should keep direct access to the data memory in the graphic system. But static expression of the data extremely limits the object function, as it doesn't allow even inheritance. Thus we need a data buffer between data objects and the graphic system.

b) "Floating paste" is a visual effect. The actual objects is not changed until the position is determined by user. Thus it is proper to implement using graphic system buffer.

No Data Padding
Previously, I promised to investigate on the existence of padding on recorded data (.bas file). Next is the result.

a) Manual calculation
Calculate bytes size of each data structure (class) manually using Excel, assuming no padding between members of structure. The result was as follows.

scenario_data_type 7480
outdoor_record_type 12892
town_record_type 16346
big_tr_type 20480
ave_tr_type 11520
tiny_tr_type 5120

b) sizeof operator
The figures returned by sizeof operator to above structures perfectly correspond to above figures on Xcode, MSVC++.NET2003 and DevC++

c) Actual file size
The .bas file size made by the original BoA Editor (Win v1.0.3, Mac v1.1) is 48238 bytes, for one outdoor sector and one average size town. This figure matches next sum of above sizes.
scenario_data_type + outdoor_record_type + town_record_type + ave_tr_type

From these facts, I conclude there is no padding within the recorded data. And we can safely use sizeof operator on these structures as the recorded data size on these compilers (IDE). But I don't recommend to use sizeof operator. Use above constant instead. Constant is compiler independent.

[EDIT]
My Email is recovered. So I could send reply via Email, but the discussion on Copy/Paste should be open. And the information on data padding may be useful for other developers.

[ Thursday, February 17, 2005 02:45: 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 #23
quote:
Will this be added to the current 3D Editor (Dev-C++ Project)?
Yes, for this purpose we prepared a test bench. I'll write a code for mouse tracker to draw selection rectangle on 2D and 3D.

Not only the selection phase, the paste phase also needs some consideration. On the paste phase, the pasted object is appeared in "floating" state on the screen until the position is determined. If the height information is included in the selected object, we should implement an user interface to adjust height too.

Umm, if we can manage to realize this function, it'll be the most frequently used tool on rapid scene making and scene retouch. Copy/Paste function may bring another copyright problem, but the community will reach to some consensus.

[ Tuesday, February 15, 2005 22:56: 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
BoA Editor Remake in Blades of Avernum
Warrior
Member # 5289
Profile #23
quote:
Will this be added to the current 3D Editor (Dev-C++ Project)?
Yes, for this purpose we prepared a test bench. I'll write a code for mouse tracker to draw selection rectangle on 2D and 3D.

Not only the selection phase, the paste phase also needs some consideration. On the paste phase, the pasted object is appeared in "floating" state on the screen until the position is determined. If the height information is included in the selected object, we should implement an user interface to adjust height too.

Umm, if we can manage to realize this function, it'll be the most frequently used tool on rapid scene making and scene retouch. Copy/Paste function may bring another copyright problem, but the community will reach to some consensus.

[ Tuesday, February 15, 2005 22:56: 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
Floor Bug in Blades of Avernum Editor
Warrior
Member # 5289
Profile #9
quote:
There is a version of the 3d editor for Windows now.
Now both 3D Editor, Mac and Win, are supported on
Project: BoA Editor Remake on SourceForge.net

Current version 3D BoA Editor for MacOSX v1.0.2b5 February 14, 20053D BoA Editor for Windows Beta test release3 February 13, 2005Both 3D editor are updated recently. Check out now!! (Advertise mode)
[EDIT]
The Windows version is implemented as equivalent to Mac version as possible. The major difference is next key binding. Windows keyboard doesn't have option key.

Realistic mode toggle
Mac Option-TAB
Win Control-TAB

View centering
Mac Option-click
Win Right mouse button

[ Tuesday, February 15, 2005 19:45: 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
Floor Bug in Blades of Avernum
Warrior
Member # 5289
Profile #9
quote:
There is a version of the 3d editor for Windows now.
Now both 3D Editor, Mac and Win, are supported on
Project: BoA Editor Remake on SourceForge.net

Current version 3D BoA Editor for MacOSX v1.0.2b5 February 14, 20053D BoA Editor for Windows Beta test release3 February 13, 2005Both 3D editor are updated recently. Check out now!! (Advertise mode)
[EDIT]
The Windows version is implemented as equivalent to Mac version as possible. The major difference is next key binding. Windows keyboard doesn't have option key.

Realistic mode toggle
Mac Option-TAB
Win Control-TAB

View centering
Mac Option-click
Win Right mouse button

[ Tuesday, February 15, 2005 19:45: 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 #21
Thanks,
I got a hard disk and will repair my Mac this evening. Maybe I can use E-mail tomorrow.
I received your E-mail. Mail log was on the data partition, and was salvaged successfully. Even if I didn't, mail server must hold it.

--------------------
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 #21
Thanks,
I got a hard disk and will repair my Mac this evening. Maybe I can use E-mail tomorrow.
I received your E-mail. Mail log was on the data partition, and was salvaged successfully. Even if I didn't, mail server must hold it.

--------------------
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 #19
KernelKnowledge12, Isaac
Hard disk crashed on my Mac. Salvaged data partition but System partition is totally damaged. :( I must get another Hard disk.
I cannot send/receive E-mail for a few days. Sorry for your inconvenience.

--------------------
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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