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3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
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
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #14
Thanks. The modification you made has been imported to the appropriate part on the Jeff's Windows version, including resources. Now converting Mac Carbon API to the equivalent Win API, preserving logic you made. Currently it is about 20% or so from the lines I converted to Windows. But the Graphics.cpp, the core part, remains still untouched.

--------------------
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 #14
Thanks. The modification you made has been imported to the appropriate part on the Jeff's Windows version, including resources. Now converting Mac Carbon API to the equivalent Win API, preserving logic you made. Currently it is about 20% or so from the lines I converted to Windows. But the Graphics.cpp, the core part, remains still untouched.

--------------------
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 #11
Hi Isaac,
Please wait a little more for the reorganized code. I found priority to port your excellent work to Windows. Windows users should be able to wait no more ;)
But the actual reason is that the Windows code doesn't immerse so much in Win API than Mac code does in Carbon API. It's suitable for the common code base.

I compared your 3D editor code with Jeff's original line by line (of course using file compare utility), and extracted the modification you made. It was almost 80-90 blocks, though some blocks contain only one line and others have a several hundreds lines.
Jeff's original BoA Editor for Win had already been ported to MS VC++.NET2003.
Now I can start the actual porting work. It may take a several weeks, but programmer's estimation is always uncertain as you know.

After the windows port, I'll return to the code reorganization for both platform.

[ Friday, January 07, 2005 11:13: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum
Warrior
Member # 5289
Profile #11
Hi Isaac,
Please wait a little more for the reorganized code. I found priority to port your excellent work to Windows. Windows users should be able to wait no more ;)
But the actual reason is that the Windows code doesn't immerse so much in Win API than Mac code does in Carbon API. It's suitable for the common code base.

I compared your 3D editor code with Jeff's original line by line (of course using file compare utility), and extracted the modification you made. It was almost 80-90 blocks, though some blocks contain only one line and others have a several hundreds lines.
Jeff's original BoA Editor for Win had already been ported to MS VC++.NET2003.
Now I can start the actual porting work. It may take a several weeks, but programmer's estimation is always uncertain as you know.

After the windows port, I'll return to the code reorganization for both platform.

[ Friday, January 07, 2005 11:13: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
3D Blades of Avernum Editor 1.0 for Mac OS X released! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #9
Dahak:
Thank you for testing the bug fixed version.
Checked all compiler warnings and detected these two bugs only.

Currently working on code reorganization and preparing for the Windows port.

--------------------
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 #9
Dahak:
Thank you for testing the bug fixed version.
Checked all compiler warnings and detected these two bugs only.

Currently working on code reorganization and preparing for the Windows port.

--------------------
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 #5
I found next minor bugs on "3D Blades of Avernum Editor 1.0 for Mac OS X"

Bug fix
a) handle_action() (EdFcns.c)
if(clean_up_from_scrolling())
return; // this line should be 'return are_done;'

This code is found twice in handle_action(), both should be fixed as above.
Fixed - This bug causes an occasional application quit triggered by scrolling to the other section on outdoor.
Just Dahak reported as "Scroll & Crash" in "Betatesters for 3D Blades of Avernum Editor!"

b) handle_ter_spot_press() (EdFcns.c)
short current_terrain_type; // this line should be deleted

This declaration shadows global variable of the same name, which is used in handle_keystroke()
Fixed - The keyboard shortcut (a-z key) for custom terrain selection set by "te_shortcut_key" works correctly.
This bug is also found in the original Jeff's code (v1.1)



Dahak,
Please check on "Scroll & Crash".
The fixed version is uploaded on
--- deleted ---
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.

As for MacOS 9 support, compiling it with CodeWarrior will give a simple solution.

[Edit] deleted the link

[ Sunday, January 02, 2005 17:00: 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
Warrior
Member # 5289
Profile #5
I found next minor bugs on "3D Blades of Avernum Editor 1.0 for Mac OS X"

Bug fix
a) handle_action() (EdFcns.c)
if(clean_up_from_scrolling())
return; // this line should be 'return are_done;'

This code is found twice in handle_action(), both should be fixed as above.
Fixed - This bug causes an occasional application quit triggered by scrolling to the other section on outdoor.
Just Dahak reported as "Scroll & Crash" in "Betatesters for 3D Blades of Avernum Editor!"

b) handle_ter_spot_press() (EdFcns.c)
short current_terrain_type; // this line should be deleted

This declaration shadows global variable of the same name, which is used in handle_keystroke()
Fixed - The keyboard shortcut (a-z key) for custom terrain selection set by "te_shortcut_key" works correctly.
This bug is also found in the original Jeff's code (v1.1)



Dahak,
Please check on "Scroll & Crash".
The fixed version is uploaded on
--- deleted ---
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.

As for MacOS 9 support, compiling it with CodeWarrior will give a simple solution.

[Edit] deleted the link

[ Sunday, January 02, 2005 17:00: 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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #141
Congratulation again!! Perfectly works.

--------------------
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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Warrior
Member # 5289
Profile #141
Congratulation again!! Perfectly works.

--------------------
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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #139
Yes, in the uploaded version, only "Bl A Editor.cpp" is changed. Any other file and compiler switch is not touched.
My environment is Xcode 1.5 and November2004GCCUpdater on MacOS X 10.3.6.

[ Tuesday, December 21, 2004 08:59: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Warrior
Member # 5289
Profile #139
Yes, in the uploaded version, only "Bl A Editor.cpp" is changed. Any other file and compiler switch is not touched.
My environment is Xcode 1.5 and November2004GCCUpdater on MacOS X 10.3.6.

[ Tuesday, December 21, 2004 08:59: Message edited by: Notus ]

--------------------
Project: BoA Editor Remake on SourceForge.net
supports "3D BoA Editor" (Mac and Win), and creates advanced BoA Editor.
Posts: 107 | Registered: Tuesday, December 14 2004 08:00
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #137
Hi Isaac,
I'm glad I can help you. I know this kind of bug is the most difficult one to find out by oneself, because one who made the change has no suspicion on that change. Most of bugs we are stuck have this character.

If you'll continue to develop the code, I can help you hereafter. But if you want to take a rest, I'll wait for you until you recover. I'll reorganize the code totally, but it takes...a several months. It may be easy to write it from scratch if we know the feature clearly, but the feature is the code itself.

Anyway, congratulation for ver1.0 !!

Hi Infineon,
The port to the Windows is almost impossible until the source is reorganized. In this code, Mac Carbon API is scattered here and there. Simple replacement to the equivalent Win API doesn't work. Jeff could do it because he knows the feature perfectly(?). One possible way is to extract the change Isaac made and apply it to the Windows version Jeff made. It is still hard work too.

--------------------
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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Warrior
Member # 5289
Profile #137
Hi Isaac,
I'm glad I can help you. I know this kind of bug is the most difficult one to find out by oneself, because one who made the change has no suspicion on that change. Most of bugs we are stuck have this character.

If you'll continue to develop the code, I can help you hereafter. But if you want to take a rest, I'll wait for you until you recover. I'll reorganize the code totally, but it takes...a several months. It may be easy to write it from scratch if we know the feature clearly, but the feature is the code itself.

Anyway, congratulation for ver1.0 !!

Hi Infineon,
The port to the Windows is almost impossible until the source is reorganized. In this code, Mac Carbon API is scattered here and there. Simple replacement to the equivalent Win API doesn't work. Jeff could do it because he knows the feature perfectly(?). One possible way is to extract the change Isaac made and apply it to the Windows version Jeff made. It is still hard work too.

--------------------
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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #133
Hi Dahak,
Thank you for testing the extra-terrain fixed version.
Unfortunately the scroll / crash error is not reproduced on my system. I think it may relate to the potential bugs that the compiler warnings suggest, because the reproduction is unstable.
Anyway, I’m now working to fix that potential bugs. After finishing it, I’ll ask you to check the scroll / crash error is fixed or not. It may take a several weeks because I can work on this program only on weekend.

--------------------
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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Warrior
Member # 5289
Profile #133
Hi Dahak,
Thank you for testing the extra-terrain fixed version.
Unfortunately the scroll / crash error is not reproduced on my system. I think it may relate to the potential bugs that the compiler warnings suggest, because the reproduction is unstable.
Anyway, I’m now working to fix that potential bugs. After finishing it, I’ll ask you to check the scroll / crash error is fixed or not. It may take a several weeks because I can work on this program only on weekend.

--------------------
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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #131
Thank you Kelandon,
The bug is caused because Isaac accidentally reversed the order of the event handler. What I've done is finding out this and recovering it to the Jeff's original on that part. Isaac might have some reason to do this and I want to know it. I'll wait him patiently.

If I could help him before he lost his interest on this excellent tool. I know a bug that cannot be fixed makes us exhaust so much. I hope this fix may make him recover his interest.

Until he responds, I'll look in the potential bugs that the compiler warning suggests. It'll take fair amount of time to fix them because it needs fully understanding Jeff's code. :(

--------------------
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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Warrior
Member # 5289
Profile #131
Thank you Kelandon,
The bug is caused because Isaac accidentally reversed the order of the event handler. What I've done is finding out this and recovering it to the Jeff's original on that part. Isaac might have some reason to do this and I want to know it. I'll wait him patiently.

If I could help him before he lost his interest on this excellent tool. I know a bug that cannot be fixed makes us exhaust so much. I hope this fix may make him recover his interest.

Until he responds, I'll look in the potential bugs that the compiler warning suggests. It'll take fair amount of time to fix them because it needs fully understanding Jeff's code. :(

--------------------
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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #129
First of all, sorry for double post.

I sent a message to Isaac, but he seems not to be aware of it. I know it's better for him to finalize it by himself, but old man is impatient. ;)

Dahak and Kelandon,
May I ask you to check the bug fix is effective or not on your system?
I checked it on my system, but I want to know it is good on other's.
I uploaded the modified file on the next URL.

---- deleted -----

This image file contains next two files
- 3D Blades of Avernum Editor v0.12b3 - modified editor execute file
- Bl A Editor.cpp - modified code

The modification is only the part I mentioned on my previous post.
This image file doesn't contain any other file that is necessary to run the 3D BoA editor, such as "3D Editor Graphics". So Isaac's original set, "3D Blades of Avernum Editor v0.12b2 for Mac" is needed to run it.

I'll delete this link when Isaac releases the fixed version. - deleted

[ Tuesday, December 21, 2004 12:01: 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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Warrior
Member # 5289
Profile #129
First of all, sorry for double post.

I sent a message to Isaac, but he seems not to be aware of it. I know it's better for him to finalize it by himself, but old man is impatient. ;)

Dahak and Kelandon,
May I ask you to check the bug fix is effective or not on your system?
I checked it on my system, but I want to know it is good on other's.
I uploaded the modified file on the next URL.

---- deleted -----

This image file contains next two files
- 3D Blades of Avernum Editor v0.12b3 - modified editor execute file
- Bl A Editor.cpp - modified code

The modification is only the part I mentioned on my previous post.
This image file doesn't contain any other file that is necessary to run the 3D BoA editor, such as "3D Editor Graphics". So Isaac's original set, "3D Blades of Avernum Editor v0.12b2 for Mac" is needed to run it.

I'll delete this link when Isaac releases the fixed version. - deleted

[ Tuesday, December 21, 2004 12:01: 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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #128
Huh, only ten years! I have programming experience of almost thirty years.
Anyway, the length of the experience is not a matter. Even if it is only one year, you can write it in better programming style.

a) Overuse of global variables
Most of them should be handled by subroutine parameters

b) Copy-Paste programming style
Make it a subroutine.

c) Improper subroutine size
His subroutine size is too large or too small. Large one should be divided to several subroutines. And many similar small subroutines should be combined using a parameter.

d) Magic numbers
Which one is comprehensive, "event.what != 23" and "event.what != kHighLevelEvent"

e) Ignoring compiler warning
Next warnings suggests potential bugs.

'yyy' might be used uninitialized in this function (occurrence 14)
assignment of negative value '-1' to 'unsigned char' (6)
comparison is always true (or false) (10)
too many arguments for format (1)
return-statement with no value (2)

[EDIT] typo

[ Wednesday, December 15, 2004 06:50: 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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Warrior
Member # 5289
Profile #128
Huh, only ten years! I have programming experience of almost thirty years.
Anyway, the length of the experience is not a matter. Even if it is only one year, you can write it in better programming style.

a) Overuse of global variables
Most of them should be handled by subroutine parameters

b) Copy-Paste programming style
Make it a subroutine.

c) Improper subroutine size
His subroutine size is too large or too small. Large one should be divided to several subroutines. And many similar small subroutines should be combined using a parameter.

d) Magic numbers
Which one is comprehensive, "event.what != 23" and "event.what != kHighLevelEvent"

e) Ignoring compiler warning
Next warnings suggests potential bugs.

'yyy' might be used uninitialized in this function (occurrence 14)
assignment of negative value '-1' to 'unsigned char' (6)
comparison is always true (or false) (10)
too many arguments for format (1)
return-statement with no value (2)

[EDIT] typo

[ Wednesday, December 15, 2004 06:50: 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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum Editor
Warrior
Member # 5289
Profile #126
Hello Isaac,

Thank you for the excellent tool.
I think I could figure out the cause of the trouble on the 3D BoA Editor v0.12b2, that Dahak and Kelandon pointed out.

On the event handler, Handle_One_Event() (Bl A Editor.cpp), the flag "mouse_button_held" is raised by Mouse_Pressed() when the town mode is on. This makes handle_action() activate within the same click.
Moreover, as the "event" is a global variable, "event.where" is converted by GlobalToLocal() twice. That is the reason the second drawing falls on another position.
The bug fix is as follows. Simply return to the original on this part.

void Handle_One_Event()
{
...
WaitNextEvent(everyEvent, &event, SLEEP_TICKS, MOUSE_REGION);

if ((mouse_button_held == TRUE) && (event.what != 23) && (FrontWindow() == mainPtr)) {
GlobalToLocal(&event.where);
handle_action(event.where,event);
}

switch (event.what)
{
case keyDown: case autoKey:
....
I respect you so much as you could decipher this spaghetti code. I always suffered headache during tracking this code with debugger. If JV could practice on coding technique a little more, his productivity would remarkably increase because he could do without spending so much time on bug fix. And we can play many more splendid games :)

[EDIT] Sorry, mistook v0.12b2 as v0.12b1

[ Tuesday, December 14, 2004 21:49: 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
Betatesters for 3D Blades of Avernum Editor! in Blades of Avernum
Warrior
Member # 5289
Profile #126
Hello Isaac,

Thank you for the excellent tool.
I think I could figure out the cause of the trouble on the 3D BoA Editor v0.12b2, that Dahak and Kelandon pointed out.

On the event handler, Handle_One_Event() (Bl A Editor.cpp), the flag "mouse_button_held" is raised by Mouse_Pressed() when the town mode is on. This makes handle_action() activate within the same click.
Moreover, as the "event" is a global variable, "event.where" is converted by GlobalToLocal() twice. That is the reason the second drawing falls on another position.
The bug fix is as follows. Simply return to the original on this part.

void Handle_One_Event()
{
...
WaitNextEvent(everyEvent, &event, SLEEP_TICKS, MOUSE_REGION);

if ((mouse_button_held == TRUE) && (event.what != 23) && (FrontWindow() == mainPtr)) {
GlobalToLocal(&event.where);
handle_action(event.where,event);
}

switch (event.what)
{
case keyDown: case autoKey:
....
I respect you so much as you could decipher this spaghetti code. I always suffered headache during tracking this code with debugger. If JV could practice on coding technique a little more, his productivity would remarkably increase because he could do without spending so much time on bug fix. And we can play many more splendid games :)

[EDIT] Sorry, mistook v0.12b2 as v0.12b1

[ Tuesday, December 14, 2004 21:49: Message edited by: Notus ]

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

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