BoA Editor Remake

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AuthorTopic: BoA Editor Remake
Shock Trooper
Member # 4557
Profile #50
Awesome, but your links are messed up. The first goes to the file releases page and the second goes to the webpage.

As of now I think that's all we need, but I believe it is required to put Sourceforge's logo somewhere on the site. It should indicate that the site is hosted by SourceForge, and should link to SourceForge.net.

Any ideas for content are welcome.

EDIT: For clarity, I meant the links on your post. Sorry for any confusion.
EDIT: Nevermind about the links.

EDIT:
quote:
but I cannot figure out how to put other controls on notebook view.
Me neither. We'll probably have to do that part by hand, if we need it.

[ Sunday, February 20, 2005 20:15: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Off With Their Heads
Member # 4045
Profile Homepage #51
Done.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Apprentice
Member # 5467
Profile #52
Is it possible to have a drag-and-drop feature for the terrain? Maybe a sepparate window for dialogue trees as well, where you can pull up any of the characters in your scenario and be able to add/edit new branches of conversation.
Posts: 3 | Registered: Wednesday, February 2 2005 08:00
Shock Trooper
Member # 4557
Profile #53
Sure, but it won't happen for some time. The new editor is still being discussed.

Concerning wxGlade:

I found two more IDE type programs that might help us.

wxhatch
FireGUI

[ Sunday, February 20, 2005 20:31: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Warrior
Member # 5289
Profile #54
Kelandon
Nice Top page.
Isn't it better to add Louvre to the link part?
quote:
And what makes an item "registered"?
The lower part of the palette works to "register/unregister" items.
When "register" button is pushed, selected item is registered to the "registered list".
Select one line of "registered list" and push "delete" button, then the item is removed form "registered list".

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

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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
Off With Their Heads
Member # 4045
Profile Homepage #55
Added.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Shock Trooper
Member # 4557
Profile #56
quote:
Originally written by Notus:


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

Perhaps we should port the current code to wxWidgets first. Actually, I don't think we have to do this in order to use controls made through wxWidgets, but it would be cleaner.

As for the palette, I hope the code generators I found will help.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Warrior
Member # 5289
Profile #57
quote:
Kelandon wrote
I happen to have a largish one, so it works for me to have a lot on the screen at once.
We plan to support larger resizable edit window for towns/outdoor. And multiple towns/outdoor edit windows are opened at the same time. You may need a second display. ;)

[ Sunday, February 20, 2005 23:54: Message edited by: Notus ]

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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
Warrior
Member # 5289
Profile #58
quote:
KernelKnowledge12 wrote
Perhaps we should port the current code to wxWidgets first.
We should absolutely port the current code to wxWidgets, so I proposed to modularize the current code.

But as for the user interface design, it isn't necessary to port the code right now. What we are doing now is a test to examine how easily user can realize the function we'll implement, from a picture of user interface.

I used "Interface Builder" on Xcode to draw the first plan, but it doesn't mean we use it for the actual code. I used "Interface Builder" as a picture drawing application. If I drew it on Windows, I would use Visual BASIC as a picture drawer.
I took care to use as many parts that wxWidgets has similar one as I can. Only exception is the icon display, Mac uses PICT and Win uses BMP.

quote:
KernelKnowledge12 wrote
I found two more IDE type programs that might help us.
wxhatch
FireGUI
OK, I'll try.

[ Monday, February 21, 2005 00:19: Message edited by: Notus ]

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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
Warrior
Member # 5289
Profile #59
Another palette design. I showed Mac version, Windows version will have also almost the same appearance.

Palette design plan 2
Four independent palettes for Floor, Terrain, Item and Creature. And another "My Palette", customizable palette.

IMAGE(http://homepage2.nifty.com/Notus/P2menu.jpg)

The appearance of Four independent palettes is as follows. This example shows "Item" palette, other palettes are similar to this palette. Only icon size is different.

IMAGE(http://homepage2.nifty.com/Notus/P2ItemPalette.jpg)

"My Palette" is customizable one. It can contain different type icons in one panel. To add an icon, drag the icon from each independent palette to this panel.

IMAGE(http://homepage2.nifty.com/Notus/P2MyPalette.jpg)

The explanation of palette function.

IMAGE(http://homepage2.nifty.com/Notus/P2ItemPaletteExp.jpg)

IMAGE(http://homepage2.nifty.com/Notus/P2MyPaletteExp.jpg)

Also you can import/export "My Collection", a setting of one panel, as a file to exchange it with other users.

[Edit]
Added "My Collection" feature.

[ Tuesday, March 01, 2005 02:21: Message edited by: Notus ]

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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
Shock Trooper
Member # 4557
Profile #60
Notus -
I figured out what we were doing wrong with wxGlade. All controls must go on a sizer control. The notebook control went on the sizer that was automatically created by the wxFrame control, but since the notebook's pane did not have one, you couldn't put any controls on. To put controls on the notebook view, first add a sizer (there are two kinds of these.)
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Infiltrator
Member # 148
Profile #61
One tiny little thing to be added that would be most useful. The default editor has a "Make all items NOT property" option, but no "Make all items property" option. This under the town menu.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Warrior
Member # 3610
Profile #62
If I may suggest something:
Make the editor a fairly basic framework. Perhaps the "base editory" would be even less functional then the current BoA Editor. Then, each imporvement could be worked in as a "module," "plugin" or "expansion." For the sake of simplicity, I'll just call them "plugins" for now.

So, you could have a plugin which modifies the terrain display window(s) to allow for switching between 3D and 2D editing.

I would aim for basic framework functionality of the following:
· Numeric pallettes for floors, terrains, and items
· On screen editing for hights
· Scallable editing are
· Menu access to all the current commands
· Communication pathways (vestigal)
· Scripting options (vestigal)
The two "vestigal" pieces would be built in for future plugins to use. For example, the whole copy/paste bit and the internet access to databases would use the communications pathways, while the scripting options could work through plugins to allow for in-line scripts of all sorts, as well as interfaces for new terrain and items editors.

Key plugins would then include:
· Button-selectible pallettes
· More pallettes for town options, and similar
· Echoing some menu items in pre-existing palletts
· A 3D editing option
· An in-line dialogue editor
· An in-line script editor
· An in-line object editor (ie new objects, floors, terrains, etc.)
· Communications with online databases
· In-line access to BoA for testing
Etc.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Shock Trooper
Member # 4557
Profile #63
quote:
Originally written by Dastal:

If I may suggest something:
Make the editor a fairly basic framework. Perhaps the "base editory" would be even less functional then the current BoA Editor. Then, each imporvement could be worked in as a "module," "plugin" or "expansion."

This is the ultimate goal of the project. We are not starting by doing this, because it could lead to complications that will delay a release. Notus convinced me of this, and he will be able to better explain this approach.

As for plugins, we will by the end try to support a scripting engine that parallels straight C, since Avernum Script does too. For now, however, our goal is to help the BoA editors create scenarios in a simpler and easier way. Once this is achieved to an acceptable level, we'll try to significantly expand our editor.

Thank you for all your suggestions.

Also, from reading what you wrote, it seems as though you have some programming experience. If your willing to help on a programming level, please say so.

Also:

Your very last suggestion may be impossible, but we should be able to provide a similar feature by the end.

EDIT:

quote:
Originally written by Dahak:


One tiny little thing to be added that would be most useful. The default editor has a "Make all items NOT property" option, but no "Make all items property" option. This under the town menu.

This could be done fairly quickly, but there seems to be something wrong with SourceForge's CVS server. It might be a while before this gets fixed.

EDIT:
About five minutes after editing this post the first time, the CVS server started working. Second time something like this has happenend :confused: .

[ Monday, February 21, 2005 16:14: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Warrior
Member # 3610
Profile #64
I have a tiny bit of scripting experience. I have some game-building experience, but mostly on the sound end of things. =) Sorry.
Posts: 129 | Registered: Tuesday, October 28 2003 08:00
Warrior
Member # 4202
Profile Homepage #65
Well I've gotten Boost installed (help I used).

The interfaces you've been proposing look good to me, though I couldn't say how useful they would be in practice without knowing what the rest of the interface will be.

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Creator of the 3D Blades of Avernum Editor for Mac. Get it at Ingenious Isaac's Illusion, my web page. Better yet, get Battle for Wesnoth, a wonderful free TBS game.
Posts: 192 | Registered: Sunday, April 4 2004 08:00
Apprentice
Member # 5512
Profile #66
hey i dont know if this is on your guys to do list or not, but this would be a great feature if you could figure out how to add it - a paintbrush for raising and lowering hights. That rectangle tool is, imho, really really annoying to use.

just my 2bit suggetions :)

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Gir! What did you do with the Guidance chip?

I took it out to make room for the CUPCAKE!!!!!
Posts: 30 | Registered: Thursday, February 17 2005 08:00
Off With Their Heads
Member # 4045
Profile Homepage #67
You do know that in the third mode (1st is floor, 2nd is terrain, 3rd is heights), you can click on a space to change its height, right?

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Apprentice
Member # 5512
Profile #68
:eek:

okay. i feel stupid now << >>

--------------------
Gir! What did you do with the Guidance chip?

I took it out to make room for the CUPCAKE!!!!!
Posts: 30 | Registered: Thursday, February 17 2005 08:00
Warrior
Member # 5289
Profile #69
Don't mind. We'll make more user-friednly interface, as you can realize it at a glance. ;)

--------------------
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
Shock Trooper
Member # 4557
Profile #70
I've been thinking for a little while, and I have come up with an admittedly crude design for the modularization of this project.

Proposed Modularization:

kernel
structures
core game data.bas file dataalgorithmsscripting(*)
avernum script scripting
parserdebuggereditor scripting
virtual machineparser/compilerprimitivesgui
main menu
file, view, etc.views
terrain viewcore game data viewdialog based views
town data view, wandering view etc.toolbarspackage manager (*)database communications (*)This is by no means complete. I await any suggestions/thoughts on this.
(*) Items marked with this need much more consideration.

[ Wednesday, February 23, 2005 15:17: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Warrior
Member # 5289
Profile #71
KernelKnowledge12,
quote:
This is by no means complete.
It's OK. We always make applications from the middle, neither top down nor bottom up.

There are many criteria to modularize the application.
In this case, our purpose of modularization is,
- Split down current 3D editor code and insert them into wxWidget framework.
- Isolate modules each other to remake them individually.

I think we will need to reconsider the classification of modules once more in the course of development. And it will be a form as you suggested.
But now, we need some work bench to test and makeup our objects.
Let's practice.
1. Using wxGlade, make an application with a wxFrame
2. Add menubar to wxFrame (Widget tab - "Has MenuBar" on wxFrame dialog).
3. Add next four menu item to "File" menu: "Load", "Town", "Outdoor", "Exit"
4. Add a panel to sizer slot
5. Generate C++ code

6. Isolate the basic data objects from global.h and Library.cpp and add them
7. Isolate void load_campaign() (Bl A Fileio.cpp) and bind it to "Load" menu.
Use fixed file path to avoid file load dialog.

I'll isolate 2D/3D graphic system and connect them to the panel view.

Tool palette
Next is the tool palette function of current 3D editor.

IMAGE(http://homepage2.nifty.com/Notus/ToolPalette3D.jpg)

From Bl A Editor.cpp
short overall_mode;
// 0 - 9 - different errain painting modes
// 10 - 29 - editing rectangle modes:
(0,0) T/O 0 "", "" neutral state, editing terrain/spaces with pencil
(1,0) T/O 1 "Paintbrush (large)", ""
(2,0) T/O 2 "Paintbrush (small)", ""
(3,0) T/O 3 "Spraycan (large)", ""
(4,0) T/O 4 "Spraycan (small)", ""
(5,0) T/O 20 "Set Height", "Select rectangle to set"
(6,0) T/O 11 "Fill rectangle (hollow)", "Select upper left corner"
(7,0) T/O 10 "Fill rectangle (solid)", "Select upper left corner"

(0,1) T/O large/small 3D Realistic mode toggle
(1,1) T/O floor - terrain - height toggle
(2,1) T/O Automatic hill toggle
(3,1) T/O 59 "Edit sign", "Select sign to edit"
(4,1) T/O 21 "Create room rectangle", "Select upper left corner"
(5,1) T/O 60 "Place 1st spawn point", ""
(6,1) O 22 "Create town entrance", "Select upper left corner"
(7,1) O 69 "Edit town entrance", ""

(0,2) T/O 19 "Place bounding walls", ""
(1,2) T/O 18 "Swap walls 1 <--> 2", "Select rectangle to set"
(2,2) T/O Change terrain randomly
(3,2) T 70 "Place Terrain Script", "Only in towns."
(4,2) T/O 2D/3D toggle
(5,2) T/O 16 "Create Special Encouter", "Select rectangle for encounter"
(6,2) T/O 49 "Erase Special Encouter", ""
(7,2) T/O 50 "Edit Special Encouter", ""

(0,3) T 40 "Select/edit placed object", "Select object to edit"
(1,3) T 41 "Delete an object", "Select object"
(2,3) T 57 "Place a Waypoint", "" Nav point
(3,3) T 58 "Delete Waypoint", "" Nav point
(4,3) T 30 "Place north entrance", "Select entrance location"
(5,3) T 31 "Place west entrance", "Select entrance location"
(6,3) T 32 "Place south entrance", "Select entrance location"
(7,3) T 33 "Place east entrance", "Select entrance location"

(0,4) T 61 "Make Spot Blocked", "Select location"
(1,4) T 62 "Place web", "Select location"
(2,4) T 63 "Place crate", "Select location"
(3,4) T 64 "Place barrel", "Select location"
(4,4) T 65 "Place fire barrier", "Select location"
(5,4) T 66 "Place force barrier", "Select location"
(6,4)
(7,4) T 67 "Clear space", "Select space to clear"

(0,5) T 68-0 "Place small blood stain", "Select stain location"
(1,5) T 68-1 "Place ave. blood stain", "Select stain location"
(2,5) T 68-2 "Place large blood stain", "Select stain location"
(3,5) T 68-3 "Place small slime pool", "Select slime location"
(4,5) T 68-4 "Place large slime pool", "Select slime location"
(5,5) T 68-5 "Place dried blood", "Select dried blood location"
(6,5) T 68-6 "Place bones", "Select bones location"
(7,5) T 68-7 "Place rocks", "Select rocks location"

[ Friday, February 25, 2005 09:21: Message edited by: Notus ]

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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
Off With Their Heads
Member # 4045
Profile Homepage #72
If you can, incorporate the changes from Khoth's BetterEditor. They're small and simple but useful.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Shock Trooper
Member # 4557
Profile #73
quote:
Originally written by Notus:


1. Using wxGlade, make an application with a wxFrame
2. Add menubar to wxFrame (Widget tab - "Has MenuBar" on wxFrame dialog).
3. Add next four menu item to "File" menu: "Load", "Town", "Outdoor", "Exit"
4. Add a panel to sizer slot
5. Generate C++ code

I'll do this and load it into a CVS repository of its own (named wxBoAEditor). If I have more time, I'll start working on 6.

quote:
Originally written by Kelandon:


If you can, incorporate the changes from Khoth's BetterEditor. They're small and simple but useful.

This shouldn't be too hard, but it will be a while.

EDIT:

Put a preliminary wxGlade File (app layout.wxg) in the Repository. Has the main frame and menu items.

EDIT:

Finished wxGlade file; code is not generated.

[ Thursday, February 24, 2005 15:30: Message edited by: KernelKnowledge12 ]
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Warrior
Member # 5289
Profile #74
Sent wxGlade setting file, wxTest000.wxg, to CVS
Change "Output path" on "Properties - <app>" and try 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

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