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3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #44
I agree to remake it from scratch and use a cross-platform framework.

I don't know so much about cross-platform frameworks, but I suppose it'll provide so-called application framework, like MacApp, PowerPlant and MFC. It'll reduce our labor on the event dispatch, mouse/keyboard handling, menu, dialog and components on the main window such as tool/item palettes. Do you have any recommendation on a cross-platform framework?

As for the file I/O, "port", endian conversion on the datafork is incomplete in most case. It doesn't care about resources. A standalone utility for cross-platform data converter is desirable.
Resource fork of Mac .cmg file will be temporally converted to .rsrc (Resource Manager-style resources) with StuffIt expander when a .sit file is expanded on Windows. This means we can make a data converter from Mac to Win using .sit file even on Windows.

In most of data classes, especially data saved in .bas file (scenario_data_type, outdoor_record_type, town_record_type, big_tr_type, ave_tr_type, tiny_tr_type) unsigned char is used. This reduces performance on the execution speed. Nowadays, PC has plenty of RAM. Saving a several hundred KByte memory is nonsense. These data types should be the natural size (int) for CPU. Even if we changes the data size, we only need dedicated serializing method for file I/O. Then we can freely add members to these classes. For example, adding two member variable, type and size, big_tr_type, ave_tr_type and tiny_tr_type are represented by one class. This will encapslate so many conditional branch on the source code.

On graphic routines, the problem is more serious. Even the basic data types are different on PC and Mac. Not only the size of data but the order of members.
Windows GDI defined in global.h Mac QuickDraw
typedef struct { typedef struct { struct Point {
LONG x; char x; short v;
LONG y; char y; short h;
} POINT, *PPOINT; } location; };

typedef struct _RECT { typedef struct { struct Rect {
LONG left; short top; short top;
LONG top; short left; short left;
LONG right; short bottom; short bottom;
LONG bottom; short right; short right;
} RECT, *PRECT; } macRECT; };
a) Use only common data types defined explicitly on the source code in most of routine, except a several wrapper routines for porting.
b) Do not use simple utility routines provided by the operating system, such as InflateRect(), PtInRect(). Make a compatible one on the source code.

[ Monday, January 24, 2005 04:49: 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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Warrior
Member # 5289
Profile #44
I agree to remake it from scratch and use a cross-platform framework.

I don't know so much about cross-platform frameworks, but I suppose it'll provide so-called application framework, like MacApp, PowerPlant and MFC. It'll reduce our labor on the event dispatch, mouse/keyboard handling, menu, dialog and components on the main window such as tool/item palettes. Do you have any recommendation on a cross-platform framework?

As for the file I/O, "port", endian conversion on the datafork is incomplete in most case. It doesn't care about resources. A standalone utility for cross-platform data converter is desirable.
Resource fork of Mac .cmg file will be temporally converted to .rsrc (Resource Manager-style resources) with StuffIt expander when a .sit file is expanded on Windows. This means we can make a data converter from Mac to Win using .sit file even on Windows.

In most of data classes, especially data saved in .bas file (scenario_data_type, outdoor_record_type, town_record_type, big_tr_type, ave_tr_type, tiny_tr_type) unsigned char is used. This reduces performance on the execution speed. Nowadays, PC has plenty of RAM. Saving a several hundred KByte memory is nonsense. These data types should be the natural size (int) for CPU. Even if we changes the data size, we only need dedicated serializing method for file I/O. Then we can freely add members to these classes. For example, adding two member variable, type and size, big_tr_type, ave_tr_type and tiny_tr_type are represented by one class. This will encapslate so many conditional branch on the source code.

On graphic routines, the problem is more serious. Even the basic data types are different on PC and Mac. Not only the size of data but the order of members.
Windows GDI defined in global.h Mac QuickDraw
typedef struct { typedef struct { struct Point {
LONG x; char x; short v;
LONG y; char y; short h;
} POINT, *PPOINT; } location; };

typedef struct _RECT { typedef struct { struct Rect {
LONG left; short top; short top;
LONG top; short left; short left;
LONG right; short bottom; short bottom;
LONG bottom; short right; short right;
} RECT, *PRECT; } macRECT; };
a) Use only common data types defined explicitly on the source code in most of routine, except a several wrapper routines for porting.
b) Do not use simple utility routines provided by the operating system, such as InflateRect(), PtInRect(). Make a compatible one on the source code.

[ Monday, January 24, 2005 04:49: 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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #42
KernelKnowledge12,

There are a several things we can contribute to the community
a) Porting Isaac's 3D editor to Windows and OS9 Mac
b) Bug fix on the 3D and original editor
c) Reorganize the source code or remake it from scratch
d) Add more smart functions to the editor

I'm working mainly on b) and a) now. Windows porting is about 70% complete.
Anyhow, I cannot imagine how to cooperate on the current source code.
We need more ordered source code to share our project. I remember you tried to remake it. Can you open it, as we discuss how to cooperate on it.

Dahak,
It was reproduced on my side.

"Outdoor: drawing mode failure after moving section" bug.
Just after scrolling to another section on outdoor, mouse drawing doesn't work correctly.
If there is no change on the previous section, the transition to the another section goes without save dialog. Just after the transition, mouse click to the edit screen results nothing. No drawing occurs.
If there is any change on the previous section, a save dialog appears on the transition. Just after the transition, moving mouse on the edit screen causes continuous drawing.
This bug occurs both on 2D and 3D mode.

I'll look into this bug, but please wait until next weekend. (It's Sunday evening now in Japan)

[ Sunday, January 23, 2005 00:21: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Warrior
Member # 5289
Profile #42
KernelKnowledge12,

There are a several things we can contribute to the community
a) Porting Isaac's 3D editor to Windows and OS9 Mac
b) Bug fix on the 3D and original editor
c) Reorganize the source code or remake it from scratch
d) Add more smart functions to the editor

I'm working mainly on b) and a) now. Windows porting is about 70% complete.
Anyhow, I cannot imagine how to cooperate on the current source code.
We need more ordered source code to share our project. I remember you tried to remake it. Can you open it, as we discuss how to cooperate on it.

Dahak,
It was reproduced on my side.

"Outdoor: drawing mode failure after moving section" bug.
Just after scrolling to another section on outdoor, mouse drawing doesn't work correctly.
If there is no change on the previous section, the transition to the another section goes without save dialog. Just after the transition, mouse click to the edit screen results nothing. No drawing occurs.
If there is any change on the previous section, a save dialog appears on the transition. Just after the transition, moving mouse on the edit screen causes continuous drawing.
This bug occurs both on 2D and 3D mode.

I'll look into this bug, but please wait until next weekend. (It's Sunday evening now in Japan)

[ Sunday, January 23, 2005 00:21: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #39
KernelKnowledge12,

I don't think we can get so many participants. It's almost torture to track down the source code, as you know.

Dahak,
quote:
Nevermind what I said about the corner walls.
Finally, it passed your strict test? Congratulation. :P

quote:
However, unless I click again (nothing happens!) the editor assumes I am holding down the mouse.
In which mode does it occur?
3D/Realistic or 2D
outdoor or town

--------------------
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 #39
KernelKnowledge12,

I don't think we can get so many participants. It's almost torture to track down the source code, as you know.

Dahak,
quote:
Nevermind what I said about the corner walls.
Finally, it passed your strict test? Congratulation. :P

quote:
However, unless I click again (nothing happens!) the editor assumes I am holding down the mouse.
In which mode does it occur?
3D/Realistic or 2D
outdoor or town

--------------------
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 #36
The fixed version is uploaded on here,

---- deleded -----

As usual, this file only includes the application itself and modified sources (v1.0.2b1-b3). To run this version, "3D Editor Graphics" included in Isaac's original version is needed. I'll delete this link when Isaac releases the fixed version.

------ note -------
3DBoAEditor_v1.0.2b3

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

Modified
Bl A Fileio.cpp import_boa_town()

Fixed "Town: Corner Wall display in realistic mode" problem
L-shape walls, NW, SW and NE (terrain number, 6, 7, 9, 42, 43, 45), weren't drawn correctly in the realistic mode. Their height of both wall were always 1 when one of a wall was cut away. Fixed this problem.

Modified
Graphics.cpp draw_terrain_3D()
EdParser.cpp load_core_scenario_data()

Added
EdParser.cpp patch_corescendata2()

Actually, the patch to EdParser.cpp is to correct the bug on corescendata2.txt ( see below ). This bug affects not only terrain 6, but terrain 7, 42 and 43. And because of this bug, NW corner wall display in realistic mode becomes odd.
It's better to fix this bug on corescendata2.txt itself, but it may cause unpredictable errors on the BoA Game. For this reason, correct them on EdParser.cpp.

corescendata2.txt
begindefineterrain 6; // nw wall
te_which_icon = 5;
te_ed_which_icon = 4;
te_cutaway_which_sheet = -1;
te_full_move_block = 0;
te_full_look_block = 0;
te_blocks_view_e = 0; // this line is needed
te_move_block_n = 1;
te_look_block_n = 1;
te_blocks_view_n = 1;
te_move_block_w = 1;
te_look_block_w = 1;
te_blocks_view_w = 1;

3DBoAEditor_v1.0.2b2
Withdrawn because of a bug.

3DBoAEditor_v1.0.2b1
"Dialog Button fix"
changed mouse click behavior on dialog buttons to prevent accidental click on the editor screen when the dialog is dismissed.

Modified
dlogtool.cpp: cd_process_click(), cd_process_keystroke(), cd_press_button()
global.h: prototype of cd_press_button()

Added
dlogtool.cpp: cd_process_mousetrack()
-------------------

[ Thursday, February 03, 2005 00:57: 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 #36
The fixed version is uploaded on here,

---- deleded -----

As usual, this file only includes the application itself and modified sources (v1.0.2b1-b3). To run this version, "3D Editor Graphics" included in Isaac's original version is needed. I'll delete this link when Isaac releases the fixed version.

------ note -------
3DBoAEditor_v1.0.2b3

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

Modified
Bl A Fileio.cpp import_boa_town()

Fixed "Town: Corner Wall display in realistic mode" problem
L-shape walls, NW, SW and NE (terrain number, 6, 7, 9, 42, 43, 45), weren't drawn correctly in the realistic mode. Their height of both wall were always 1 when one of a wall was cut away. Fixed this problem.

Modified
Graphics.cpp draw_terrain_3D()
EdParser.cpp load_core_scenario_data()

Added
EdParser.cpp patch_corescendata2()

Actually, the patch to EdParser.cpp is to correct the bug on corescendata2.txt ( see below ). This bug affects not only terrain 6, but terrain 7, 42 and 43. And because of this bug, NW corner wall display in realistic mode becomes odd.
It's better to fix this bug on corescendata2.txt itself, but it may cause unpredictable errors on the BoA Game. For this reason, correct them on EdParser.cpp.

corescendata2.txt
begindefineterrain 6; // nw wall
te_which_icon = 5;
te_ed_which_icon = 4;
te_cutaway_which_sheet = -1;
te_full_move_block = 0;
te_full_look_block = 0;
te_blocks_view_e = 0; // this line is needed
te_move_block_n = 1;
te_look_block_n = 1;
te_blocks_view_n = 1;
te_move_block_w = 1;
te_look_block_w = 1;
te_blocks_view_w = 1;

3DBoAEditor_v1.0.2b2
Withdrawn because of a bug.

3DBoAEditor_v1.0.2b1
"Dialog Button fix"
changed mouse click behavior on dialog buttons to prevent accidental click on the editor screen when the dialog is dismissed.

Modified
dlogtool.cpp: cd_process_click(), cd_process_keystroke(), cd_press_button()
global.h: prototype of cd_press_button()

Added
dlogtool.cpp: cd_process_mousetrack()
-------------------

[ Thursday, February 03, 2005 00:57: 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 #34
It reproduced on the Resistance Cave (#4) on APF. Once it is reproduced on the debugger, it can be traced ;)

[EDIT}
OK, I catch it. On import_boa_town() (Bl A Editor.cpp)
switch (scenario.town_size[which_town]) {
should be
switch (temp_scenario.town_size[which_town]) {

Dahak, you are very close to the cause, the culprit is the first line you've quoted!!

After checking no other cause, I'll post both fix.

[ Thursday, January 20, 2005 18:26: 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 #34
It reproduced on the Resistance Cave (#4) on APF. Once it is reproduced on the debugger, it can be traced ;)

[EDIT}
OK, I catch it. On import_boa_town() (Bl A Editor.cpp)
switch (scenario.town_size[which_town]) {
should be
switch (temp_scenario.town_size[which_town]) {

Dahak, you are very close to the cause, the culprit is the first line you've quoted!!

After checking no other cause, I'll post both fix.

[ Thursday, January 20, 2005 18:26: 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 #32
quote:
Case for the large towns seems incomplete.
It's OK. On the case for the large towns, the imported data is loaded directly to t_d. In other cases, the data is loaded to ave_t or tiny_t once and transfered to t_d. This handling is needed because the array sizes are different in two dimensional arrays, terrain, floor, height and lightning.

quote:
but all others released have trouble
I see, I'll check 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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Warrior
Member # 5289
Profile #32
quote:
Case for the large towns seems incomplete.
It's OK. On the case for the large towns, the imported data is loaded directly to t_d. In other cases, the data is loaded to ave_t or tiny_t once and transfered to t_d. This handling is needed because the array sizes are different in two dimensional arrays, terrain, floor, height and lightning.

quote:
but all others released have trouble
I see, I'll check 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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #30
"Import Town bug":

Dahak,
Can you specify exactly which town of which scenario causes this error?

I found one potential cause on import_boa_town() (Bl A Editor.cpp). This routine lacks kludge_correct_old_bad_data(), on the other hand the original, load_town(), has this routine. This explains imported terrain map may have illegal data, but the town size, height, floor and lighting map are irrelevant to this routine. Another cause should exist, but I cannot reproduce it.

"Town: Corner Wall display in realistic mode"
Finished fix and checking now. I'll post it afterward.

--------------------
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 #30
"Import Town bug":

Dahak,
Can you specify exactly which town of which scenario causes this error?

I found one potential cause on import_boa_town() (Bl A Editor.cpp). This routine lacks kludge_correct_old_bad_data(), on the other hand the original, load_town(), has this routine. This explains imported terrain map may have illegal data, but the town size, height, floor and lighting map are irrelevant to this routine. Another cause should exist, but I cannot reproduce it.

"Town: Corner Wall display in realistic mode"
Finished fix and checking now. I'll post it afterward.

--------------------
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 #26
Aaah... Sorry, check was not enough. I was too much in hurry to release the version, as I wanted to finish this problem in the last weekend. The bug I newly introduced doesn't hurt the data loaded, only messes up display.
Withdraw v1.0.2b2 and repost v1.0.2b1 until this newly introduced problem will be fixed, maybe in this weekend.

-- deleted --

The bug fix on "corescendata2.txt" is still effective for the NW corner wall display on v1.0.2b1.

[ Thursday, January 20, 2005 22:01: 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 #26
Aaah... Sorry, check was not enough. I was too much in hurry to release the version, as I wanted to finish this problem in the last weekend. The bug I newly introduced doesn't hurt the data loaded, only messes up display.
Withdraw v1.0.2b2 and repost v1.0.2b1 until this newly introduced problem will be fixed, maybe in this weekend.

-- deleted --

The bug fix on "corescendata2.txt" is still effective for the NW corner wall display on v1.0.2b1.

[ Thursday, January 20, 2005 22:01: 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 #24
Dahak,
Please check "Town: Corner Wall display in realistic mode" fix.
The fixed version is uploaded on --deleted because of another bug.
As usual, this file only includes the application itself and modified sources (both in v1.0.2b1 and b2). To run this version, "3D Editor Graphics" included in Isaac's original version is needed. I'll delete this link when Isaac releases the fixed version.

This problem was twofold.
a) A routine that handles cutaway (Graphics.cpp: draw_terrain_3D) sets height to 1 on both walls of L-angle shape.
b) A bug was found in Terrain #6 (NW angle wall) definition, on corescendata2.txt
But why BoA can display NW and SW wall correctly? Maybe it is fixed in the application.

------ note -------
3DBoAEditor_v1.0.2b2
Fixed "Town: Corner Wall display in realistic mode" problem
L-shape walls, NW, SW and NE (terrain number, 6, 7, 9, 42, 43, 45), weren't drawn correctly in the realistic mode. Their height of both wall were always 1 when one of a wall was cut away. Fixed this problem.

Modified
Graphics.cpp; draw_terrain_3D()

corescendata2.txt
begindefineterrain 6; // nw wall
te_which_icon = 5;
te_ed_which_icon = 4;
te_cutaway_which_sheet = -1;
te_full_move_block = 0;
te_full_look_block = 0;
te_blocks_view_e = 0; <-- add this line
te_move_block_n = 1;
te_look_block_n = 1;
te_blocks_view_n = 1;
te_move_block_w = 1;
te_look_block_w = 1;
te_blocks_view_w = 1;
-------------------

[Edit] typo

[ Thursday, January 20, 2005 13:15: 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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Warrior
Member # 5289
Profile #24
Dahak,
Please check "Town: Corner Wall display in realistic mode" fix.
The fixed version is uploaded on --deleted because of another bug.
As usual, this file only includes the application itself and modified sources (both in v1.0.2b1 and b2). To run this version, "3D Editor Graphics" included in Isaac's original version is needed. I'll delete this link when Isaac releases the fixed version.

This problem was twofold.
a) A routine that handles cutaway (Graphics.cpp: draw_terrain_3D) sets height to 1 on both walls of L-angle shape.
b) A bug was found in Terrain #6 (NW angle wall) definition, on corescendata2.txt
But why BoA can display NW and SW wall correctly? Maybe it is fixed in the application.

------ note -------
3DBoAEditor_v1.0.2b2
Fixed "Town: Corner Wall display in realistic mode" problem
L-shape walls, NW, SW and NE (terrain number, 6, 7, 9, 42, 43, 45), weren't drawn correctly in the realistic mode. Their height of both wall were always 1 when one of a wall was cut away. Fixed this problem.

Modified
Graphics.cpp; draw_terrain_3D()

corescendata2.txt
begindefineterrain 6; // nw wall
te_which_icon = 5;
te_ed_which_icon = 4;
te_cutaway_which_sheet = -1;
te_full_move_block = 0;
te_full_look_block = 0;
te_blocks_view_e = 0; <-- add this line
te_move_block_n = 1;
te_look_block_n = 1;
te_blocks_view_n = 1;
te_move_block_w = 1;
te_look_block_w = 1;
te_blocks_view_w = 1;
-------------------

[Edit] typo

[ Thursday, January 20, 2005 13:15: 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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #22
Umm.. Isn't it mouse hardware trouble? I remember you are using a note. Dust may be filled the gap between mouse button and the body. I checked the revised version on a Powerbook also, it worked as I intended. If you have an external mouse, or you can borrow it from your friend, please check it connecting another mouse.

"Town: Corner Wall display in realistic mode" problem
Thank you for your example. I realized it exactly. Silly me, I tried it on surface. I'll look in it this weekend.

[Edit] This problem appears both in dungeon and surface.

[ Sunday, January 16, 2005 07:16: 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 #22
Umm.. Isn't it mouse hardware trouble? I remember you are using a note. Dust may be filled the gap between mouse button and the body. I checked the revised version on a Powerbook also, it worked as I intended. If you have an external mouse, or you can borrow it from your friend, please check it connecting another mouse.

"Town: Corner Wall display in realistic mode" problem
Thank you for your example. I realized it exactly. Silly me, I tried it on surface. I'll look in it this weekend.

[Edit] This problem appears both in dungeon and surface.

[ Sunday, January 16, 2005 07:16: 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 #20
Dahak,
Please check "Dialog Button fix".
The fixed version is uploaded on
--- deleted ---

This file only includes the application itself and modified sources.
To run this version, "3D Editor Graphics" included in Isaac's original version is needed.
I'll delete this link when Isaac releases the fixed version.

------ note -------
3DBoAEditor_v1.0.2b1
changed mouse click behavior on dialog buttons to prevent accidental click on the editor screen when the dialog is dismissed.

Modified
dlogtool.cpp: cd_process_click(), cd_process_keystroke(), cd_press_button()
global.h: prototype of cd_press_button()

Added
dlogtool.cpp: cd_process_mousetrack()
-------------------

As for the "Town: Corner Wall display" problem, can you email a simple example to me?
My address is notosaurai_AT_yahoo.co.jp
Please replace _AT_ to @

[ Monday, January 17, 2005 00:51: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Warrior
Member # 5289
Profile #20
Dahak,
Please check "Dialog Button fix".
The fixed version is uploaded on
--- deleted ---

This file only includes the application itself and modified sources.
To run this version, "3D Editor Graphics" included in Isaac's original version is needed.
I'll delete this link when Isaac releases the fixed version.

------ note -------
3DBoAEditor_v1.0.2b1
changed mouse click behavior on dialog buttons to prevent accidental click on the editor screen when the dialog is dismissed.

Modified
dlogtool.cpp: cd_process_click(), cd_process_keystroke(), cd_press_button()
global.h: prototype of cd_press_button()

Added
dlogtool.cpp: cd_process_mousetrack()
-------------------

As for the "Town: Corner Wall display" problem, can you email a simple example to me?
My address is notosaurai_AT_yahoo.co.jp
Please replace _AT_ to @

[ Monday, January 17, 2005 00:51: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #18
Thank you for the precise description. ;)
As the handling routine of the dialog button is common to every dialog, this problem may be found on another dialog.

In other applications, you'll find the dialog button respond when you release the mouse button on the same button you clicked. You can cancel mouse click to a dialog button with moving out mouse cursor from the dialog button without releasing the mouse button. It's the ordinary dialog button response.

Nowadays, we never code the dialog button handler directly, because plenty of GUI gadget is provided by the system or other framework. But in old days, the age of SE30, we sometimes made it by ourselves.

--------------------
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 #18
Thank you for the precise description. ;)
As the handling routine of the dialog button is common to every dialog, this problem may be found on another dialog.

In other applications, you'll find the dialog button respond when you release the mouse button on the same button you clicked. You can cancel mouse click to a dialog button with moving out mouse cursor from the dialog button without releasing the mouse button. It's the ordinary dialog button response.

Nowadays, we never code the dialog button handler directly, because plenty of GUI gadget is provided by the system or other framework. But in old days, the age of SE30, we sometimes made it by ourselves.

--------------------
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 #16
Ya, a little vague. Please describe as follows.

Selecting "Outdoors" menu > "Load Different outdoor section", a confirming dialog with "Open", "Cancel" and "Save" button appears. In this dialog, clicking on the one of the button, such as "Cancel" dismisses the dialog immediately and draw a terrain to the edit screen just under the button. and so on.

It isn't reproduced on my system, but I found the mouse click to dialog buttons responds on the mouse down, not the mouse up. It is bad design for a dialog response. As the dialog code is Jeff's original, this problem should be found on both platform. I'll look in to change the dialog response to the ordinary one. It'll fix your problem.

[ Wednesday, January 12, 2005 17:45: 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

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