BoA Editor Remake

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AuthorTopic: BoA Editor Remake
Infiltrator
Member # 5567
Profile Homepage #0
I was wondering how the project was coming on? Because I'm pretty impatient for it, to make a scenario because the current editor is a bit too unsupportable in some ways. Any news?

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Posts: 576 | Registered: Wednesday, March 2 2005 08:00
Guardian
Member # 6670
Profile Homepage #1
If you are talking about the 3D editor, it is already done for both Mac & Windows (Windows might still be a beta, but it works fine for me).

Find it here .

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IF I EVER BECOME AN EVIL OVERLORD:
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Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Lifecrafter
Member # 6700
Profile Homepage #2
While we're on the topic of porting utilities...

Is anyone porting the dialogue editor to windows?

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Posts: 735 | Registered: Monday, January 16 2006 08:00
Shock Trooper
Member # 4557
Profile #3
quote:
Originally written by Ashbywolf and Imbanophobia 5567:

I was wondering how the project was coming on?
As of now the current goal is to get past some of wxWidgets' more cumbersome details, and create a more concrete connection between the gui and algorithms, meaning the more redundant parts of creating a gui are almost complete.

Technical Details:

The sub-project BoALib (renamed remembrance, after the Avernum month) is more or less complete, in that its design is done. Several algorithms are missing, but it should be useful to anyone who wants to create a utility that manipulates/manages .BAS files. The current file release (v1.0.0) does not contain a readme, which I will have to put in sooner or later. The CVS version (v1.0.2) contains a fix for the generate_sight_map functor, and makes numeric_mask easier to use.

The gui sub-project is now named suncome (cvsroot/boaedremake/boaedremake/suncome in the CVS repository). I have added a utility to get past wxWidgets' cumbersome interface that includes a small event handling DSEL, mostly completed. The view concept is next.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Warrior
Member # 5274
Profile #4
Thanks for persevering. Are you the only one working on this?

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Posts: 107 | Registered: Thursday, December 9 2004 08:00
Shock Trooper
Member # 4557
Profile #5
Yes.
Posts: 264 | Registered: Wednesday, June 16 2004 07:00
Off With Their Heads
Member # 4045
Profile Homepage #6
Just in case I haven't said it enough yet, here it is again: the single most important thing that you can do is create a release of any kind. You can continue to tinker forever, but we're all waiting for a better editor in the meantime.

I do understand that it takes a long time. I just want this to come out some time before Pyg.

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Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Shock Trooper
Member # 3377
Profile #7
There's a dialogue editor?
Posts: 356 | Registered: Saturday, August 23 2003 07:00
Off With Their Heads
Member # 4045
Profile Homepage #8
Yes.

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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
Guardian
Member # 6670
Profile Homepage #9
By premonition:
quote:
There's a dialogue editor?
Sigh. Once again, I'm waiting for the Windows version to come out.

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IF I EVER BECOME AN EVIL OVERLORD:
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Posts: 1509 | Registered: Tuesday, January 10 2006 08:00
Shaper
Member # 3442
Profile Homepage #10
quote:
Originally written by Dintiradan:

Sigh. Once again, I'm waiting for the Windows version to come out.

I'm not. I don't find writing dialogue too bad...

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Posts: 2864 | Registered: Monday, September 8 2003 07:00
Shaper
Member # 32
Profile #11
Are the basic crop terrains supposed to switch when going from 2d to 3d mode?

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Lt. Sullust
Cogito Ergo Sum
Polaris
Posts: 2462 | Registered: Wednesday, October 3 2001 07:00
...b10010b...
Member # 869
Profile Homepage #12
There was a dialogue editor written in Java at some point, but it was somewhat awkward and I don't believe it's available any more.

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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Off With Their Heads
Member # 4045
Profile Homepage #13
quote:
Originally written by Lt. Sullust:

Are the basic crop terrains supposed to switch when going from 2d to 3d mode?
I don't know what you're talking about, so I'm going to guess that most others don't, either.

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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 # 3377
Profile #14
Thanks, Kel. :)
Posts: 356 | Registered: Saturday, August 23 2003 07:00
Shaper
Member # 32
Profile #15
Maybe it's just my perspective. When I place the surface crop base(the alternating brown streaks) in 2d mode then switch to 3d mode the streaks seem to rotate 90 degrees, thus switching to the other streak pattern.

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Lt. Sullust
Cogito Ergo Sum
Polaris
Posts: 2462 | Registered: Wednesday, October 3 2001 07:00
Off With Their Heads
Member # 4045
Profile Homepage #16
That's odd. You're right. There's a problem in corescendata. For floors 85 and 86, fl_ed_which_icon is reversed.

I'll put that here.

[ Friday, March 10, 2006 14:24: Message edited by: Kelandon ]

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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