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A new remake in Blades of Avernum Editor
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*Bump*
Beta-testers of the Mac version: I haven't heard from any of you in a while; which I assume to mean everything is well. If not, let me know, because I want to get the Mac version released publicly.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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quote:
. . . create a Windows 3D Editor that can be compiled on common IDEs
If you want to compile it yourself, get the newest version of Dev-C++.

quote:
A lot of the special node translation routines are not accurate representations of what the BoE Editor help file says about the nodes. Here customization can really help.
Which ones? From a cursory inspection of the BoE Editor docs and the BoA Editor code, I don't see any significant differences.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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Ephesos: I can't describe how happy I am that it's working again. That issue was driving me crazy because I couldn't figure out what to do about it. Apparently, waiting was the answer.

Dahak: Really? That's odd; I just ported VotD successfully using Jeff's editor, version 1.1. However, see the next point:

I think I've been able to solve, or at least work around the problem with porting BoE scenarios. I order to generate many of the files, the editor has to print out strings containing " characters. Obviously since these denote string constants in C code, you can't put one into a string constant. Jeff's solution was to use ~ characters instead, and have a piece of code that replaces them with " characters. The chunk of code was very short, simple, and logical, and I still can't understand why it wasn't working. But it wasn't. However, I realized that there is a very standard and obvious solution to the quotes-within-a-string problem: escape sequences. (There was much forehead smacking for not thinking of this sooner.) I initially wondered if there was some reason that these wouldn't work here, since they specifically hadn't been used, but they do work just like always, and I can now port VotD without the program crashing. /technical ramble.

Also, I've gotten the Windows editor running using Dev-C++, so I'm beginning the process of catching it up with the Mac version.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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Testers, I sent you the newest version.

Looking back over peoples' comments I noticed that they said the BoE import feature was broken, and I also find it to be. I haven't been able to fix it yet as the problem is somewhat unpredictable. It has to do with writing the quote characters in script files, but some of them write correctly while others just don't. I'll try to fix it, but since this isn't a feature most people are using very often and it can be done using the original editor, it won't be my highest priority.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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*bump*
So I've implemented a couple of final features:
-Added 'Change Town Size' function for changing the size of an existing town
-Made the 3D editing area the same size as in BoA itself
-Added a toggle to set whether height labels are displayed in all drawing modes when in 2D view mode, or just in height mode
Would those of you who tested before mind trying out (hopefully) one last version?

Assuming that all goes well in testing I will declare the Mac version ready and release it. Then I'll just have to find the right software to get the Windows version to compile so I can work on that. The Windows source code comes as a neatly set up project, does anyone know what IDE works with it?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Macintosh Blades of Avernum v1.2 Public Beta in Blades of Avernum Editor
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Yes, that's what I was referring to.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Who's Planning To Compete in the 1/10 Contest? in Blades of Avernum
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I have an entry in progress.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Macintosh Blades of Avernum v1.2 Public Beta in Blades of Avernum Editor
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Some of the icons still don't show up right for me either. Also, the open dialogs are still starting out in the Blades of Avernum (Universal) v1.2.app/Contents/MacOS folder. Does anyone else have this problem?

I am very happy, though, because the problem I had hated most is now gone: no more cpu time wastage. Thanks Jeff!

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Episode 3 Continued in General
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quote:
Niemand died.
Well, zrgnscrfl. I'd been doing so well; surviving to chapter 31. And now those pesky rats have my halbard, no doubt. This just doesn't seem to be my day.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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I'm afraid that this is probably not possible. There's no way to make BoA itself do much of anything, I could have the editor launch it, but nothing more; there's no conceivable way to make it load a party or a scenario.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A Statistically Happy New Year! in General
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I am surprised at myself. Nearly 10% of all of my posts to date were in the past month.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Exodus update in Blades of Avernum
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Summon shade at levels 1-3 summons creature with number s+119, where s is the spell level. This gives creatures 120-122, the shade, greater shade, and vengeful shade. At level 4 and higher the number of the creature summoned is s+173, giving the fierce shade and divine shade, then creature type 179, 180, 181, 182 (slith archmage), 183 (wyrm) and so on. So unless we want to never use creature types with numbers higher than 176 in our scenarios, we're going to have problems with summon shade.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A question of Avernum Engines in General
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quote:
I went with A4 for one simple reason: I now play all my Spidweb games on a Powerbook, without a keypad. Which means that any engine allowing me to effectively navigate with the mouse instead of the keyboard automatically wins on usability.
Interestingly that's the exact opposite of my reasoning. I can't stand the way that A4 makes me use the mouse so much when I'd rather use the keyboard. IN BoA I'm fond of rapidly typying 'maa' or 'mqabcdefgh' and so forth. I really don't feel that lacking a numberpad on my laptop is much of an issue, because I rarely want to move diagonally, so I don't mind having to use the mouse.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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Dahak: I really didn't change much. I made it so that when you scroll it doesn't waste time drawing the terrain buttons on the right side. That, and a couple of really minor tweaks that I've already forgotten the details of.

Ephesos: Right below the lines you found there should be a pair of stack traces. One should be labelled "Thread (0 or 1) Crashed" can you get me the numbered lines directly below that one?

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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Ok, so I've sent the three of you the newest version.

Kelandon: My computer is a 1.33 GHz G4 powerbook with 2 GB of RAM, but I also test everything on another computer, which is a 600 MHz G3 iMac with 384 MB of RAM. Both run 10.3.9.

Ephesos: I can't imagine why it's crashing on you. The problem it has cannot be the same as you were having with Graphic Adjuster since both Kelandon and Dahak have gotten it to run. Maybe to new version will fix things. I sure hope. Are you still using OS 10.2 or something? That shouldn't be a problem, but who knows. Also, could you check you crash logs to see if there's any information there? Try using Console to see if there's anything in "3D Blades of Avernum Editor.crash.log" under CrashReporter under ~/Library/Logs, and let me know what you find.

EDIT: Gah, why an I so slow to write posts? Somebody always gets in and post before I finish. . . Anyway, yes, i think it would be possible to make the height labels display in all modes.

[ Sunday, January 14, 2007 14:09: Message edited by: Niemand ]

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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I keep telling you, I didn't change that code! It's the same as it has been. In fact, I can hardly tell a difference between the two. However, I'll see what I can do to speed it up.

EDIT: So i've optimized the redrawing done when scrolling to a reasonable degree. Scrolling from one side of the Breeding Pit in Exodus now takes 3.40 seconds, while the original 3D editor takes 3.56 seconds. The difference isn't really significant, of course, but now the new editor is faster than the old. I can send you the newest version if you like, or we could wait until more changes have been accumulated.

[ Sunday, January 14, 2007 10:16: Message edited by: Niemand ]

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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quote:
It's not immediately obvious to me what more you're drawing on the screen than any previous version of the 3D Editor
Oops, that's not what I meant. I mean that that mode does more drawing and graphics manipulation than the other modes. For instance, calculating the locations of and then drawing all of the grid and rectangle lines in 3D. I may be able to improve things a bit, though, because it appears that when scrolling the editor unnecessarily redraws the entire window instead of just that section.

quote:
It would be best to show the current status when clicking on the button whether or not you are in height edit mode since it has its effects in terrain mode.
I agree, and I'll fix this.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Scripting Contest? in Blades of Avernum
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What might the nature of this contest be? Make a script to perform a specific or general task? Just make the cleverest and most impressive script possible? I think I would be interested, but I would want to know what to actually do!

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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Yeah, the slow view scrolling in 3D mode is annoying. I'll see if I can make any improvements, but I doubt it, there's a lot of stuff that has to be drawn on the screen and drawing is pretty much always slow. The fact that the editor depends on ancient Quickdraw doesn't help. I've found that the editor is a lot snappier when Blades of Avernum itself isn't running. It might have something to do with both of them using the same resource files or something, or it might just be the way the game hogs cpu time.

Dahak: Broken how? By my figuring, the button you're referring to is the auto hills toggle button, which works perfectly for me. It only shows that it's done something if you're in height editing mode though. I didn't alter any of this functionality from the way it was when I started.

Kelandon: Yes, I remember this issue. A quick check shows the game's view area to be ~500 by ~415 pixels, and the editor's to be ~460 by 460. Kernel Knowledge's dismissal of the possibility that this could be changed aside, I think it could be fixed. At one point I actually had a bug where the code that drew the tool buttons was having an overflow that made the editing view only a hundred pixels wide. So, I'm sure it can be done. I'll just have to dig into the code for the scroll buttons and main drawing to see if I can make it work right. Also, if possible I would like to make the view user resizable or at least have two different sizes. When checking what the player will see it's good to have a window the same size as the game uses, but when doing many editing tasks you want as large a view as possible.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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Those of you who were interested: I've sent you an email with the latest version. And Kelandon, your wish is my command. (I think) I've made the reload function reload the graphics library as well as the data script, so hopefully it'll do what you were looking for.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A question of Avernum Engines in General
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The fact that a creature's magic resistance in BoA is proportional to the square of its level doesn't help anything either.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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Happily, the existing Reload Scenario Script command already does this.

As a reminder, are there any Mac users who would test this new version out for me? I really need to know if the undo system is robust enough to stand up to significant amounts of normal editing, and I don't have enough time test it under realistic conditions (doing serious work on a scenario) myself.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Programming (Mac OS X) in General
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Take a look here . In particular you'll want to give the tutorial application a try. You can also view these page in XCode by open Help>Documentation, clicking Cocoa in the list on the left, and clicking on "Getting Started" CocoaDev Central is also a good website for learning basics.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
Programming (Mac OS X) in General
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Programming in Mac OS X doesn't require any expensive software at all! Apple's Developer Tools are awesome and free. You can get the newest available version here , though you'll want an older version if you are using 10.3 or earlier. You can get earlier versions and other useful stuff by signing up for a free Apple Developer Connection account.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00
A new remake in Blades of Avernum Editor
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Profile Homepage #41
i can only conclude that the newest availible source code is newer than the newest availible build, because it works in every version I have on my computer, all of which are derived from the code at Sourceforge. Point is, in the version I've got, it works. I will happily send you a copy so that you can try it for yourself.

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Überraschung des Dosenöffners!
"On guard, you musty sofa!"
Posts: 627 | Registered: Monday, March 7 2005 08:00

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