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Win 3D Editor coming soon (maybe) in Blades of Avernum Editor
Warrior
Member # 5289
Profile #7
quote:
I'd be in favor of putting it on SourceForge so anyone can look at it.
I'll send it to the CVS on SourceForge. Currently I use WinCVS on my local disk for development of this code. I tried to connect WinCVS to SourceForge once, but my effort for a several hours was in vain. I'll setup Tortoise and try again.

quote:
Also, the code will compile using GCC (Dev-C++), right?
Umm.. Surely it is better to use GCC on our new version, according to the character of SourceForge, though currently I'm not using GCC on Windows. But in this program (the Windows port of Isaac's 3D editor), it takes more time to migrate to GCC now. I want to finish it ASAP, and start new version.

quote:
"a) Essential bug was found on the file I/O system."
I missed the change I made on the main part of the file I/O affects entire file I/O system. I should rewrite all file I/O routine. Or go back to the Jeff's original on this part.
It may be better to go back on this version, and use the new one to the new editor. Jeff's code is far from standard C++, better C at most. I'm going to rewrite it to standard C++ manner, but it was inconsistent to the other part. Thus, rewrite it totally or accept Jeff's manner. I feel frustration to rewrite it totally always, so I want to finish it ASAP.

quote:
Notus, check your PMs.
Sent reply via Email

[ Sunday, February 06, 2005 23:15: 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
Win 3D Editor coming soon (maybe) in Blades of Avernum
Warrior
Member # 5289
Profile #7
quote:
I'd be in favor of putting it on SourceForge so anyone can look at it.
I'll send it to the CVS on SourceForge. Currently I use WinCVS on my local disk for development of this code. I tried to connect WinCVS to SourceForge once, but my effort for a several hours was in vain. I'll setup Tortoise and try again.

quote:
Also, the code will compile using GCC (Dev-C++), right?
Umm.. Surely it is better to use GCC on our new version, according to the character of SourceForge, though currently I'm not using GCC on Windows. But in this program (the Windows port of Isaac's 3D editor), it takes more time to migrate to GCC now. I want to finish it ASAP, and start new version.

quote:
"a) Essential bug was found on the file I/O system."
I missed the change I made on the main part of the file I/O affects entire file I/O system. I should rewrite all file I/O routine. Or go back to the Jeff's original on this part.
It may be better to go back on this version, and use the new one to the new editor. Jeff's code is far from standard C++, better C at most. I'm going to rewrite it to standard C++ manner, but it was inconsistent to the other part. Thus, rewrite it totally or accept Jeff's manner. I feel frustration to rewrite it totally always, so I want to finish it ASAP.

quote:
Notus, check your PMs.
Sent reply via Email

[ Sunday, February 06, 2005 23:15: 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
Win 3D Editor coming soon (maybe) in Blades of Avernum Editor
Warrior
Member # 5289
Profile #5
Sorry everyone, I should postpone the start of beta testing until next weekend. Many other bug was found.

Fixed on build0028 a) Essential bug was found on the file I/O system.
Fixed b) On realistic mode, still crash occurs.
Fixed on build0028 c) To improve the scrolling speed, it is needed to rewrite the graphic system in many part, especially on accessing method to scenario data. It takes fair amount of work.

KernelKnowledge12,
Thank you for answering aliklik
If you want the current source code, I'll send it to you. It is developed on MS VC++ .NET 2003. Discussing on the problem of the current code will be useful to consider our new version. Or it's better to mount it on the CVS of SourceForge?

[ Tuesday, February 08, 2005 09:11: 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
Win 3D Editor coming soon (maybe) in Blades of Avernum
Warrior
Member # 5289
Profile #5
Sorry everyone, I should postpone the start of beta testing until next weekend. Many other bug was found.

Fixed on build0028 a) Essential bug was found on the file I/O system.
Fixed b) On realistic mode, still crash occurs.
Fixed on build0028 c) To improve the scrolling speed, it is needed to rewrite the graphic system in many part, especially on accessing method to scenario data. It takes fair amount of work.

KernelKnowledge12,
Thank you for answering aliklik
If you want the current source code, I'll send it to you. It is developed on MS VC++ .NET 2003. Discussing on the problem of the current code will be useful to consider our new version. Or it's better to mount it on the CVS of SourceForge?

[ Tuesday, February 08, 2005 09:11: 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
Win 3D Editor coming soon (maybe) in Blades of Avernum Editor
Warrior
Member # 5289
Profile #2
Thank you!!

This program is the Windows port of "Isaac's 3D BoA Editor for MacOSX".

List up bugs currently known.
When all bugs on the next list are fixed, I'll start beta.

Bug Fix count down - 0 left :)
Testing further.
On another System
- Win 2000
- Win 98

Fixed 1) Town mode crash
Crash on Item display
Research on DIB revealed that Bitmap of DIB does not have sequential address. Thus sequential access to the bitmap caused address violation.

Improved 2) 3D mode scroll performance
scroll (redraw) is much slower than Mac

--> Scroll speed on 1.3GHz Mobile Pentium is comparable (slightly slower) to 933MHz QuickSilver Mac.

Fixed 3) Tool palette icon replacement for realistic mode

Fixed 4) Tab key - 2D/3D mode swap

Fixed 5) "Option-Click" replacement -> "Right-Click"

Fixed 6) Dialog Button Behavior
A mouse click to dialog buttons responds on the mouse down, not the mouse up.

Fixed 7) Town: Corner Wall display in realistic mode failure
L-shape walls, NW, SW and NE (terrain number, 6, 7, 9, 42, 43, 45), weren't drawn correctly in the realistic mode.

Fixed 8) Import Town Bug
Sometimes the imported town has different size from the original, map data (terrain, floor, height and light) are messed up.

Fixed 9) "Outdoor: drawing mode failure after moving section" bug.

Finished 10) Implementation of "BoA DATA folder preference"

Extra:
Fixed E-1) Cause flicker when moving over outdoor section
Fixed E-2) Small markers moving about in town as if ghost.
Fixed E-3) Special encounter is drawn as a white block
Fixed E-4) Start on not outdoor but town mode, even if default is outdoor.
Fixed E-5) Blank terrain menu is displayed black square.
Fixed E-6) Start marker on every outdoor section
Fixed E-7) Sticky click after change outdoor dialog

IMAGE(http://homepage2.nifty.com/Notus/Win3Dshot2.jpg)

[ Wednesday, February 09, 2005 00:58: 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
Win 3D Editor coming soon (maybe) in Blades of Avernum
Warrior
Member # 5289
Profile #2
Thank you!!

This program is the Windows port of "Isaac's 3D BoA Editor for MacOSX".

List up bugs currently known.
When all bugs on the next list are fixed, I'll start beta.

Bug Fix count down - 0 left :)
Testing further.
On another System
- Win 2000
- Win 98

Fixed 1) Town mode crash
Crash on Item display
Research on DIB revealed that Bitmap of DIB does not have sequential address. Thus sequential access to the bitmap caused address violation.

Improved 2) 3D mode scroll performance
scroll (redraw) is much slower than Mac

--> Scroll speed on 1.3GHz Mobile Pentium is comparable (slightly slower) to 933MHz QuickSilver Mac.

Fixed 3) Tool palette icon replacement for realistic mode

Fixed 4) Tab key - 2D/3D mode swap

Fixed 5) "Option-Click" replacement -> "Right-Click"

Fixed 6) Dialog Button Behavior
A mouse click to dialog buttons responds on the mouse down, not the mouse up.

Fixed 7) Town: Corner Wall display in realistic mode failure
L-shape walls, NW, SW and NE (terrain number, 6, 7, 9, 42, 43, 45), weren't drawn correctly in the realistic mode.

Fixed 8) Import Town Bug
Sometimes the imported town has different size from the original, map data (terrain, floor, height and light) are messed up.

Fixed 9) "Outdoor: drawing mode failure after moving section" bug.

Finished 10) Implementation of "BoA DATA folder preference"

Extra:
Fixed E-1) Cause flicker when moving over outdoor section
Fixed E-2) Small markers moving about in town as if ghost.
Fixed E-3) Special encounter is drawn as a white block
Fixed E-4) Start on not outdoor but town mode, even if default is outdoor.
Fixed E-5) Blank terrain menu is displayed black square.
Fixed E-6) Start marker on every outdoor section
Fixed E-7) Sticky click after change outdoor dialog

IMAGE(http://homepage2.nifty.com/Notus/Win3Dshot2.jpg)

[ Wednesday, February 09, 2005 00:58: 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
Win 3D Editor coming soon (maybe) in Blades of Avernum Editor
Warrior
Member # 5289
Profile #0
Finally, outdoor part was finished, but...town mode still has crash :(
Please be patient.

IMAGE(http://homepage2.nifty.com/Notus/Win3DShot.jpg)

[EDIT]
Wow, tool palette icon isn't changed!? Umm...another bug :(

[ Friday, February 04, 2005 10:00: 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
Win 3D Editor coming soon (maybe) in Blades of Avernum
Warrior
Member # 5289
Profile #0
Finally, outdoor part was finished, but...town mode still has crash :(
Please be patient.

IMAGE(http://homepage2.nifty.com/Notus/Win3DShot.jpg)

[EDIT]
Wow, tool palette icon isn't changed!? Umm...another bug :(

[ Friday, February 04, 2005 10:00: 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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #70
quote:
Just an ADT with virtual functions and no pure virtual functions (I don't like pure virtual functions. They tend to make the code messier.).
All classes having to do with the game, such as item_record_type, and boat_record_type would derive from this object. No objects having to do with the GUI, or objects such as standalone functors would derive from it. The for_each function is just an example of a function that would increase how generic the overall code is, and therefore make extraneous algorithms easier for others to write. I just wanted to make sure there were no arguments for the ADT.
It sounds like only a problem of taste. If you like it, do it.
Iteraters such as for_each function can be realized as a stack object when we need it. But it can be a virtual function. I don't have any taste on this. Either will do.

quote:
Its not neccessarily the size I'm worried about. Loading all of the .bas file into the memory limits extensibility. I was thinking we could give the program an Multiple Document Interface. By doing this the way I said, or something of the like, the user can work on more than one project at once. Also saving/loading would be done much faster, as only one chunk of the file needs to be loaded.
Hmmm, this sounded better in my head. Perhaps I'm not considering something?
I also consider on the muti-document editing, because it's Copy/Paste requirement. We should handle multiple documents at the same time to realize copy/paste between two scenarios.
Loading all the data into the memory doesn't limit extensibility, except on the memory size. In most of application framework, document class is used to handle multiple documents. In the BoA Editor, a document class will own all scenario data class derived from one scenario data file (.bas). When we expand the feature, the document class will also own extra script data class. It is common concept.
I think splitting data between memory and disk introduces another complexity, though the data should be handled as a whole.
As for disk I/O, surely it'll increase the loading time but it was within 1-2 sec for the largest zakhazi.bas. On the Windows version of 3D Editor, I’ve already rewritten to load whole scenario on memory temporarily.
And saving time will be faster than the original method. To save town/outdoor, first make a copy of whole scenario replacing the edited town/outdoor. Then delete the original and rename the new data. That is, whole scenario data is scanned on the disk to save a town/outdoor. This is a prfered method for data safety. If the whole scenario is loaded on memory, no need to scan it on the disk.

[ Thursday, February 03, 2005 23:47: 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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Warrior
Member # 5289
Profile #70
quote:
Just an ADT with virtual functions and no pure virtual functions (I don't like pure virtual functions. They tend to make the code messier.).
All classes having to do with the game, such as item_record_type, and boat_record_type would derive from this object. No objects having to do with the GUI, or objects such as standalone functors would derive from it. The for_each function is just an example of a function that would increase how generic the overall code is, and therefore make extraneous algorithms easier for others to write. I just wanted to make sure there were no arguments for the ADT.
It sounds like only a problem of taste. If you like it, do it.
Iteraters such as for_each function can be realized as a stack object when we need it. But it can be a virtual function. I don't have any taste on this. Either will do.

quote:
Its not neccessarily the size I'm worried about. Loading all of the .bas file into the memory limits extensibility. I was thinking we could give the program an Multiple Document Interface. By doing this the way I said, or something of the like, the user can work on more than one project at once. Also saving/loading would be done much faster, as only one chunk of the file needs to be loaded.
Hmmm, this sounded better in my head. Perhaps I'm not considering something?
I also consider on the muti-document editing, because it's Copy/Paste requirement. We should handle multiple documents at the same time to realize copy/paste between two scenarios.
Loading all the data into the memory doesn't limit extensibility, except on the memory size. In most of application framework, document class is used to handle multiple documents. In the BoA Editor, a document class will own all scenario data class derived from one scenario data file (.bas). When we expand the feature, the document class will also own extra script data class. It is common concept.
I think splitting data between memory and disk introduces another complexity, though the data should be handled as a whole.
As for disk I/O, surely it'll increase the loading time but it was within 1-2 sec for the largest zakhazi.bas. On the Windows version of 3D Editor, I’ve already rewritten to load whole scenario on memory temporarily.
And saving time will be faster than the original method. To save town/outdoor, first make a copy of whole scenario replacing the edited town/outdoor. Then delete the original and rename the new data. That is, whole scenario data is scanned on the disk to save a town/outdoor. This is a prfered method for data safety. If the whole scenario is loaded on memory, no need to scan it on the disk.

[ Thursday, February 03, 2005 23:47: 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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #68
quote:
1) Is the idea of separating the project into a GUI and a "kernel" a good one, or will it create problems I'm not thinking of?
I agree to divide it to GUI and “others”.
To share a project, we must divide it in some way. I think there are two point to consider.
a) Actual code structure
b) How we are good at in that area.
We can make groups of code such as GUI, File I/O, Data manipulation, Graphics. But objects work interactively in many way. The grouping on the code structure is not so strict. In many cases, it depends on only our decision which object (group) a given member or method should belong to.
Hence, we can start on the part we want to write at the beginning. After we make an amount of code, we should reconsider on the interaction of objects we made. There are so many blank we should fill.

quote:
2) Notus, you said something about changing the BoA structures' (such as boat_record_type) data members to ints. Is this correct?
The data structure on the original editor is based on how they are recorded on the disk. In the disk I/O method, these structures are written or read as a whole block.
Though this method is simple for disk I/O, this method restricts object’s function so much. It cannot be even inherited from super object because inheritance adds an extra invisible pointer to the class structure and increase bytes size of the class structure.
Another restriction is the data type of class members. To reduce the data size on the disk, in most case one byte type (unsigned char) is used. But on 32 (or 64) bit CPU, one byte type is not efficient on the processing speed, because it should be expanded to “natural” size to feed to the arithmetic unit in CPU. And also, on memory, CPU cannot access to odd address directly. On 32 bit bus, memory is accessed by 4 bytes unit.
Thus, one byte type is inefficient on the 32 or 64 bit CPU.
Disk I/O doesn’t occur so much. On the other hand, data manipulation is the main part of the code. Hence, I propose to use “int” type as the member type on the “internal” data structure, and make a converter for disk I/O.
It surely increases the memory usage, but it is only a several mega bytes at most. Nowadays, a several mega bytes are small part of the whole memory, a hundredth or so even on the old Win95 machine.

quote:
3) I believe all objects having directly to do with BoA's non-visual data should derive directly from an unnamed class that has virtual functions such as for_each( _FunctorT __f ). Comments?
Umm, I cannot understand what you mean. Please elaborate more.

quote:
4) For loading towns/outdoor sects from a .bas file, should we create town/outdoor sect structures that keep track of what file they came from, so they can save/load to/from the file without reallocation?
I think that whole data (all towns and all outdoors) from a scenario should be expanded on the memory at the same time.
It will release us from allocation problem on disk I/O every time we handle the town/outdoor data. And also the reallocation becomes so easy, only we prepare index array to convert the order on the memory to that on the disk.

Next is the data size of .bas data
perfect.bas 468K
stealth.bas 752k
babysitting.bas 168k
Canopy.bas 684k
caveofnoreturn.bas 284k
chapmans.bas 168k
diplomacywiththedead.bas 552k
emeraldmountain.bas 142k
partymaker.bas 48k
zakhazi.bas 812k
valleydy.bas 776k
zakhazi.bas is the largest but only 812k bytes. If it is expanded by using "int" type, by four, only 3 Mbytes as a whole. If someone makes a huge scenario in the future, I cannot imagine it is over ten times larger than zakhazi.bas.

--------------------
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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Warrior
Member # 5289
Profile #68
quote:
1) Is the idea of separating the project into a GUI and a "kernel" a good one, or will it create problems I'm not thinking of?
I agree to divide it to GUI and “others”.
To share a project, we must divide it in some way. I think there are two point to consider.
a) Actual code structure
b) How we are good at in that area.
We can make groups of code such as GUI, File I/O, Data manipulation, Graphics. But objects work interactively in many way. The grouping on the code structure is not so strict. In many cases, it depends on only our decision which object (group) a given member or method should belong to.
Hence, we can start on the part we want to write at the beginning. After we make an amount of code, we should reconsider on the interaction of objects we made. There are so many blank we should fill.

quote:
2) Notus, you said something about changing the BoA structures' (such as boat_record_type) data members to ints. Is this correct?
The data structure on the original editor is based on how they are recorded on the disk. In the disk I/O method, these structures are written or read as a whole block.
Though this method is simple for disk I/O, this method restricts object’s function so much. It cannot be even inherited from super object because inheritance adds an extra invisible pointer to the class structure and increase bytes size of the class structure.
Another restriction is the data type of class members. To reduce the data size on the disk, in most case one byte type (unsigned char) is used. But on 32 (or 64) bit CPU, one byte type is not efficient on the processing speed, because it should be expanded to “natural” size to feed to the arithmetic unit in CPU. And also, on memory, CPU cannot access to odd address directly. On 32 bit bus, memory is accessed by 4 bytes unit.
Thus, one byte type is inefficient on the 32 or 64 bit CPU.
Disk I/O doesn’t occur so much. On the other hand, data manipulation is the main part of the code. Hence, I propose to use “int” type as the member type on the “internal” data structure, and make a converter for disk I/O.
It surely increases the memory usage, but it is only a several mega bytes at most. Nowadays, a several mega bytes are small part of the whole memory, a hundredth or so even on the old Win95 machine.

quote:
3) I believe all objects having directly to do with BoA's non-visual data should derive directly from an unnamed class that has virtual functions such as for_each( _FunctorT __f ). Comments?
Umm, I cannot understand what you mean. Please elaborate more.

quote:
4) For loading towns/outdoor sects from a .bas file, should we create town/outdoor sect structures that keep track of what file they came from, so they can save/load to/from the file without reallocation?
I think that whole data (all towns and all outdoors) from a scenario should be expanded on the memory at the same time.
It will release us from allocation problem on disk I/O every time we handle the town/outdoor data. And also the reallocation becomes so easy, only we prepare index array to convert the order on the memory to that on the disk.

Next is the data size of .bas data
perfect.bas 468K
stealth.bas 752k
babysitting.bas 168k
Canopy.bas 684k
caveofnoreturn.bas 284k
chapmans.bas 168k
diplomacywiththedead.bas 552k
emeraldmountain.bas 142k
partymaker.bas 48k
zakhazi.bas 812k
valleydy.bas 776k
zakhazi.bas is the largest but only 812k bytes. If it is expanded by using "int" type, by four, only 3 Mbytes as a whole. If someone makes a huge scenario in the future, I cannot imagine it is over ten times larger than zakhazi.bas.

--------------------
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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #66
The latest bug fix of 3D Blades of Avernum Editor is available from

"Project: BoA Editor Remake" on SourceForge
http://sourceforge.net/project/showfiles.php?group_id=129871

---------------- note ---------------
3D Blades of Avernum Editor for MacOSX v1.0.2b4

For users,
a) Fixed "Outdoor: drawing mode failure after moving section" bug.
Just after scrolling to another section on outdoor, mouse drawing didn't work correctly. And sometimes it caused the 3D Editor crash. This bug occurred both on 2D and 3D mode. This bug was fixed.

b) You can place the 3D Editor anywhere on the disk. The first time the 3D Editor runs, it asks you where is the "Blades of Avernum Files" folder and memorizes it in its preference.
Another tips: If you start the 3D Editor just under the "Blades of Avernum Files" folder, it doesn't ask you the place of the folder, and simply starts. But it surely memorizes the place of the folder. Then you can move the 3D Editor anywhere.

c) "3D Editor Graphics" file is included within the application itself. No need to place it on the same folder as a separate file.

d) 3D Editor stability was improved. However, don't take it as "bug free". It means bugs are also reproduced stably. This is important for us programmers to fix the bug.

For Programmers,
a) Fixed "Outdoor: drawing mode failure after moving section" bug.
EdFcns.cpp
Added: check_scroller(), check_scroller_2D(), check_scroller_3D(), process_scroll_click(), handle_scroll(), handle_tenKey()
Modified: clean_up_from_scrolling()
global.h:
modified clean_up_from_scrolling() parameter

b) Preference for "Blades of Avernum Files" folder was added. It makes debug session more easy, as build and debug connects seamlessly.

c) The application was adapted to the File Package structure. All resources are included within the application file package.

d) Entire resources are moved to data-fork resource file to fit to the CVS system on SourceForge.

e) The source code was cleaned up a little.
e-1) All warnings are gone.
e-2) Most of unused variables, both local and global, are removed.
e-3) Local variables which shadow global variables, are renamed.

-------------- end of note ------------

Kernelknowledge,
Thank you for organizing our effort on making BoA editors and finding the best place to support our project. Without your proposal and quickness, we might still work inconsistently.
It takes a while for me to adapt myself to SourceForge system (Mac client for CVS is worst :( ). But Mac version has been almost finished, and Windows version will be released soon. Please wait a little more.

[ Thursday, February 03, 2005 21:42: 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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Warrior
Member # 5289
Profile #66
The latest bug fix of 3D Blades of Avernum Editor is available from

"Project: BoA Editor Remake" on SourceForge
http://sourceforge.net/project/showfiles.php?group_id=129871

---------------- note ---------------
3D Blades of Avernum Editor for MacOSX v1.0.2b4

For users,
a) Fixed "Outdoor: drawing mode failure after moving section" bug.
Just after scrolling to another section on outdoor, mouse drawing didn't work correctly. And sometimes it caused the 3D Editor crash. This bug occurred both on 2D and 3D mode. This bug was fixed.

b) You can place the 3D Editor anywhere on the disk. The first time the 3D Editor runs, it asks you where is the "Blades of Avernum Files" folder and memorizes it in its preference.
Another tips: If you start the 3D Editor just under the "Blades of Avernum Files" folder, it doesn't ask you the place of the folder, and simply starts. But it surely memorizes the place of the folder. Then you can move the 3D Editor anywhere.

c) "3D Editor Graphics" file is included within the application itself. No need to place it on the same folder as a separate file.

d) 3D Editor stability was improved. However, don't take it as "bug free". It means bugs are also reproduced stably. This is important for us programmers to fix the bug.

For Programmers,
a) Fixed "Outdoor: drawing mode failure after moving section" bug.
EdFcns.cpp
Added: check_scroller(), check_scroller_2D(), check_scroller_3D(), process_scroll_click(), handle_scroll(), handle_tenKey()
Modified: clean_up_from_scrolling()
global.h:
modified clean_up_from_scrolling() parameter

b) Preference for "Blades of Avernum Files" folder was added. It makes debug session more easy, as build and debug connects seamlessly.

c) The application was adapted to the File Package structure. All resources are included within the application file package.

d) Entire resources are moved to data-fork resource file to fit to the CVS system on SourceForge.

e) The source code was cleaned up a little.
e-1) All warnings are gone.
e-2) Most of unused variables, both local and global, are removed.
e-3) Local variables which shadow global variables, are renamed.

-------------- end of note ------------

Kernelknowledge,
Thank you for organizing our effort on making BoA editors and finding the best place to support our project. Without your proposal and quickness, we might still work inconsistently.
It takes a while for me to adapt myself to SourceForge system (Mac client for CVS is worst :( ). But Mac version has been almost finished, and Windows version will be released soon. Please wait a little more.

[ Thursday, February 03, 2005 21:42: 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 #15
Isaac,

Can we support your 3D BoA Editor on SourceForge?
I'm now coding another bug fix, v1.0.2b4, patch for "Outdoor: drawing mode failure after moving section" bug.

May I issue the Windows port of your 3D BoA Editor to SourceForge?
It entered to debug phase finally. Though there are still a several bugs I know (and maybe tons of bugs I don't know), I hope I can start beta test on next weekend.

PS
MacOSX and Xcode are CVS savvy.

Setup guidance
Version Control with CVS on Mac OS X
http://developer.apple.com/internet/opensource/cvsoverview.html
Introduction to Xcode Source Control Management
http://developer.apple.com/documentation/DeveloperTools/Conceptual/Xcode_SCM/Int roduction.html

Client for MacOS
MacCVS
http://cvsgui.sourceforge.net/download.html
MacCVSClient
http://www.heilancoo.net/MacCVSClient/

[ Sunday, January 30, 2005 18:19: 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 #15
Isaac,

Can we support your 3D BoA Editor on SourceForge?
I'm now coding another bug fix, v1.0.2b4, patch for "Outdoor: drawing mode failure after moving section" bug.

May I issue the Windows port of your 3D BoA Editor to SourceForge?
It entered to debug phase finally. Though there are still a several bugs I know (and maybe tons of bugs I don't know), I hope I can start beta test on next weekend.

PS
MacOSX and Xcode are CVS savvy.

Setup guidance
Version Control with CVS on Mac OS X
http://developer.apple.com/internet/opensource/cvsoverview.html
Introduction to Xcode Source Control Management
http://developer.apple.com/documentation/DeveloperTools/Conceptual/Xcode_SCM/Int roduction.html

Client for MacOS
MacCVS
http://cvsgui.sourceforge.net/download.html
MacCVSClient
http://www.heilancoo.net/MacCVSClient/

[ Sunday, January 30, 2005 18:19: 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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #65
KernelKnowledge12,

I sent my real name and contact to you over PM for SourceForge registration.
You should open Jeff's reply at least. It'll encourage other people who thinks of similar project.

--------------------
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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Warrior
Member # 5289
Profile #65
KernelKnowledge12,

I sent my real name and contact to you over PM for SourceForge registration.
You should open Jeff's reply at least. It'll encourage other people who thinks of similar project.

--------------------
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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #63
quote:
If your already know this, then I'm not sure I understand why we should create a stand-alone converter. This would just require windows users to edit their scenario and convert to mac format before submitting. Doesn't make sense to me, then again I could be misinterpreting your idea.
Hmm.. You are right. I also examined the original code on both platform, and found the editor makes Mac format .bas file even on Windows as the first blank one. When the "Worrior's grove" is used as a template, It's format is Mac type on both platform.
Anyway, thank you for correcting me. I've examined only loader/saver part, but initializer.

Well, then the stand-alone converter should convert only the resources (graphic and sound).

[EDIT]
KernelKnowledge12,
I read your PM. I agree to it totally.
Why don't you open the proposal on the board?
We need more participant.

[ Wednesday, January 26, 2005 10:38: 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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Warrior
Member # 5289
Profile #63
quote:
If your already know this, then I'm not sure I understand why we should create a stand-alone converter. This would just require windows users to edit their scenario and convert to mac format before submitting. Doesn't make sense to me, then again I could be misinterpreting your idea.
Hmm.. You are right. I also examined the original code on both platform, and found the editor makes Mac format .bas file even on Windows as the first blank one. When the "Worrior's grove" is used as a template, It's format is Mac type on both platform.
Anyway, thank you for correcting me. I've examined only loader/saver part, but initializer.

Well, then the stand-alone converter should convert only the resources (graphic and sound).

[EDIT]
KernelKnowledge12,
I read your PM. I agree to it totally.
Why don't you open the proposal on the board?
We need more participant.

[ Wednesday, January 26, 2005 10:38: 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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #61
quote:
If you know any other libraries, please mention them. We may not need them for this project, but I'd still like to know of them.
http://home.pacbell.net/atai/guitool/

OpenGL
As for the OpenGL, I feel it's overkill.
a) 2D graphic is plain. Isaac has already established 3D graphic algorithm. Do we need any other graphic method to display the map data?
b) BoA accepts only BMP on Windows and PICT on Mac. Why the editor alone should accept another graphic data format?
c) OpenGL only replaces drawing layer. It corresponds 20-30% of the current graphic code. Most of the code is dedicated to modeling.
d) It's too heavy for low-end machine. Some users have complaint it's slow even in current 2D/3D editor.

Scripting
We cannot expand AvernumScript. It's already fixed except little improvement in future. Script parser is used to make our editor scriptable. Hence we should consider which script language the editor would be adapted to.

Data format of Mac and Windows
The difference on .bas is only next two point.
a) "signature" Mac: 0x61d70721 Win: 0xc73d0235
b) Endian of the multi-byte data.
It's possible to handle it on a stand-alone converter.

The point is not how we can use the smart tools, but how we can provide smart tools. First, Consider what kind of functions the editor should equip, the means to realize it is latter.

[EDIT]
I wrote AvernumScript is fixed. It's true, but we can make "Preprocessor" or even "template" handling on it.

[ Wednesday, January 26, 2005 09:14: 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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Warrior
Member # 5289
Profile #61
quote:
If you know any other libraries, please mention them. We may not need them for this project, but I'd still like to know of them.
http://home.pacbell.net/atai/guitool/

OpenGL
As for the OpenGL, I feel it's overkill.
a) 2D graphic is plain. Isaac has already established 3D graphic algorithm. Do we need any other graphic method to display the map data?
b) BoA accepts only BMP on Windows and PICT on Mac. Why the editor alone should accept another graphic data format?
c) OpenGL only replaces drawing layer. It corresponds 20-30% of the current graphic code. Most of the code is dedicated to modeling.
d) It's too heavy for low-end machine. Some users have complaint it's slow even in current 2D/3D editor.

Scripting
We cannot expand AvernumScript. It's already fixed except little improvement in future. Script parser is used to make our editor scriptable. Hence we should consider which script language the editor would be adapted to.

Data format of Mac and Windows
The difference on .bas is only next two point.
a) "signature" Mac: 0x61d70721 Win: 0xc73d0235
b) Endian of the multi-byte data.
It's possible to handle it on a stand-alone converter.

The point is not how we can use the smart tools, but how we can provide smart tools. First, Consider what kind of functions the editor should equip, the means to realize it is latter.

[EDIT]
I wrote AvernumScript is fixed. It's true, but we can make "Preprocessor" or even "template" handling on it.

[ Wednesday, January 26, 2005 09:14: 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 Bahssikava in Blades of Avernum
Warrior
Member # 5289
Profile #91
I don't know why the editor cannot delete the original "slithhome.bas", if it is not set to read only.
But at that point, the new data file is made as "slithhome.bat" (wow, what an extension). The editor is going to delete the original(*.bas) and rename new data(*.bat) to *.bas
Thus, move the original "slithhome.bas" elsewhere and rename "slithhome.bat" to "slithhome.bas" manually.
Preserve the original "slithhome.bas" until you are sure you could successfully make the revised one.

--------------------
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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #55
KernelKnowledge12,

wxWidget seems well in most function as an application framework. It'll be helpful to make GUI. Unfortunately its graphic function requires considerable effort to fit to the editor code in Mac side. Also a several work around is needed on Windows.

a) As wxBitmap and wxDC doesn't support PICT, we need to make another wrapper class over these class.
b) It can't enlarge or reduce bitmaps, this function should be implemented.
c) wxRect is defined as {x, y, width, height}. On the other hand, Rect (RECT) is defined as {top, left, bottom, right}. Rewriting Rect (RECT) to wxRect will introduce many bugs.
Also wxRect::Inside() returns true when given point is on whole boundary. PtInRect() (in both platform) returns true when given point hits top or left boundary, but it returns false when it hits bottom or right boundary.
You'll find Isaac's code is filled with Rect operation.
quote:
Not too sure why this would be needed. Please elaborate.
Most of published and under-development scenarios use custom graphics for floor, terrain, creatures, items and introduction pictures. These graphics needs conversion to be ported to another platform. This conversion involves data format, file format and file name (resource ID) changes. It can be automated by a custom utility. If this utility also supports endian conversion on data (.bas) file, there is no need to implement the "flip blah" function to the editor.
And scenario designers are released from conversion, because users can convert the scenario. Also storage size in archive sites can be reduced to half.
quote:
The gui will be mostly cross-platform, but will have to use different graphic loading files due to the different resource files inherent in BoA.
Actually making GUI will be easy work with wxWidget. Only Tool/Item Palettes needs a little effort. Oh, I forgot about sound. wxWidget doesn't support 'snd ' resource.

The graphic (.bmp or PICT) loader method is included in the bitmap class, as this class possesses all data, target file name (resource ID), decompression and the picture itself. wxImage has wxBMPHandler and wxImage::LoadFile() accepts .bmp on Windows. But it doesn't support PICT on Mac, we need to make up them.

Mac support on wxWidget (wxMac) is still behind Win and Linux support, as they said in their Web site. However, wxWidget seems better than other cross-platform frameworks among non-commercials. I think this selection is proper at this moment.

Boost.Spirit seems to fit to the editor as a script parser. Anyhow, the script parser part of the current code is well packaged. It is surely better to rewrite it for maintenance, but it's not urgent.

Phoenix is certainly some framework, but it isn't application framework. Currently It doesn't have functions to support GUI.

Isaac,
Don't complain ;) It's because we respect your work. And we cannot update your web site.
I agree the mechanism such as SourceForge will save our time and effort.
Does SourceForge accept the Editor's license ?

Dahak and Kelandon,
Thank you for many suggestion.
I feel Copy/Paste function is definitely needed, too. And also Undo.
Customizable palette is the idea brought to me when I touched this editor first.
Independent floor, terrain, monster and item palettes would be neat.
To realize these feature, we are collaborating now.
But I think I should finish Windows port of Isaac's 3D editor first.

--------------------
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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Warrior
Member # 5289
Profile #55
KernelKnowledge12,

wxWidget seems well in most function as an application framework. It'll be helpful to make GUI. Unfortunately its graphic function requires considerable effort to fit to the editor code in Mac side. Also a several work around is needed on Windows.

a) As wxBitmap and wxDC doesn't support PICT, we need to make another wrapper class over these class.
b) It can't enlarge or reduce bitmaps, this function should be implemented.
c) wxRect is defined as {x, y, width, height}. On the other hand, Rect (RECT) is defined as {top, left, bottom, right}. Rewriting Rect (RECT) to wxRect will introduce many bugs.
Also wxRect::Inside() returns true when given point is on whole boundary. PtInRect() (in both platform) returns true when given point hits top or left boundary, but it returns false when it hits bottom or right boundary.
You'll find Isaac's code is filled with Rect operation.
quote:
Not too sure why this would be needed. Please elaborate.
Most of published and under-development scenarios use custom graphics for floor, terrain, creatures, items and introduction pictures. These graphics needs conversion to be ported to another platform. This conversion involves data format, file format and file name (resource ID) changes. It can be automated by a custom utility. If this utility also supports endian conversion on data (.bas) file, there is no need to implement the "flip blah" function to the editor.
And scenario designers are released from conversion, because users can convert the scenario. Also storage size in archive sites can be reduced to half.
quote:
The gui will be mostly cross-platform, but will have to use different graphic loading files due to the different resource files inherent in BoA.
Actually making GUI will be easy work with wxWidget. Only Tool/Item Palettes needs a little effort. Oh, I forgot about sound. wxWidget doesn't support 'snd ' resource.

The graphic (.bmp or PICT) loader method is included in the bitmap class, as this class possesses all data, target file name (resource ID), decompression and the picture itself. wxImage has wxBMPHandler and wxImage::LoadFile() accepts .bmp on Windows. But it doesn't support PICT on Mac, we need to make up them.

Mac support on wxWidget (wxMac) is still behind Win and Linux support, as they said in their Web site. However, wxWidget seems better than other cross-platform frameworks among non-commercials. I think this selection is proper at this moment.

Boost.Spirit seems to fit to the editor as a script parser. Anyhow, the script parser part of the current code is well packaged. It is surely better to rewrite it for maintenance, but it's not urgent.

Phoenix is certainly some framework, but it isn't application framework. Currently It doesn't have functions to support GUI.

Isaac,
Don't complain ;) It's because we respect your work. And we cannot update your web site.
I agree the mechanism such as SourceForge will save our time and effort.
Does SourceForge accept the Editor's license ?

Dahak and Kelandon,
Thank you for many suggestion.
I feel Copy/Paste function is definitely needed, too. And also Undo.
Customizable palette is the idea brought to me when I touched this editor first.
Independent floor, terrain, monster and item palettes would be neat.
To realize these feature, we are collaborating now.
But I think I should finish Windows port of Isaac's 3D editor first.

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