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Notus

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  1. As Kelandon said, begindefineitem 506; // newly defined item should be changed to begindefineitem 445; // newly defined item Next line also should be changed. import = 445; // base item to modify Umm.. what is your base item? For example, to set it to based on Blessed Plate male(43), change this line to, import = 43; // base item to modify
  2. Quote: Originally written by hawk king: Quote: Originally written by Notus: [qb]Sorry, Please revise it as my previous post. i am sorry but what do you mean ? I edited the code just after I post it, because I found bugs on it. So, please revise it on your side too. You can find the edited code on my previous post.
  3. Sorry, Please revise it as my previous post.
  4. Like this begindefineitem 506; // newly defined item clear; import = 445; // base item to modify it_full_name = "draconian armor"; it_variety = 13; // Armor it_weapon_skill_used = 0; // Strength it_protection = 500; it_encumbrance = 5; it_floor_which_sheet = 506; // sheet number for icons it_floor_which_icon = 0; // number of icon in the sheet (zero base) it_inventory_icon = 1; // number of icon in the sheet (zero base) it_ability_1 = 11; // Assassination it_ability_str_1 = 20; it_ability_2 = 12; // Mage Spells it_ability_str_2 = 20; it_ability_3 = 1; // Strength it_ability_str_3 = 20; it_ability_4 = 16; // Tool Use it_ability_str_4 = 20; [EDIT] changed it_floor_which_icon and it_inventory_icon
  5. Also replace next lines. begindefineitem 506; // newly defined item ... import = 445; // base item to modify "Text Edit" is not suitable for script programming, because of smart quote. Download TextWrangler from BareBones
  6. Kelandon, Your expectation encourages us much. But please be patient. We started to code new editor actually just after we released Win 3D Editor a month ago. We are now coping to rebuild not only the user interface but the basic internal structure of the editor. This process is absolutely needed to make large enhancement to the editor, because 3D editor code doesn't have enough strength as the basement. This process is not exciting work for us and also users, because no new function is realized by it. But we know this effort is inevitable if we want to go far. I hope we can finish this stage in early April. KernelKnowledge12 Quote: Notus, could you do a quick check to see if the functions work? OK. I'll check it. Quote: It probably won't, however, be any better (if its not worse) than the old editor. - Split and customizable palette - Multiple and resizable edit windows for towns and outdoor - Simplified and comprehensive palette icons - Kohth's wall tool I think it's better than the original 3D editor in this stage.
  7. It's almost a month from last bug report. Does anyone find another bug? If nothing, we'll entitle the latest version (Bete test release3) to ver1.0. Of course, we'll support it after making it to ver1.0, like Mac version. But major feature change will be reflected to the new editor we are coding now.
  8. Quote: You have my permission to use whatever you need. Leave me your e-mail address, or e-mail me at steve(at)xixao3d(dot)com. I'll send the graphics files to you. Thanks, My address is notosaurai(AT)yahoo(DOT)co(DOT)jp As TSearch is a Win application, it never works on Mac OS. In principle, Win application never run on Mac OS, and vice versa. Emulation (and Java) is another thing.
  9. Hi xixao, You seem not to have Mac, I'll make a Mac app. for you. I found your application is so-called MemoryEditor. I have no experience making a memory editor on Mac, but I think I can make it using BSD debug call, ptrace() (Mac equivalent of read- writeProcessMemory()). Anyway, you need not to open your valuable information on the location of parameters to port your app. to Mac. These parameter locations should be different on Mac, though relative position of each parameter may be preserved. Because of this difference, we should start to search memory location for the parameters. It'll be a factor to prolong the porting process. What I need is your permission to make a Mac port using your graphics and dialog layout. I want to make the port outlook as similar as to the original. When I succeed to make a port, I'll send the app. and source code to you. If you'll want to distribute it, upload it on your web. I'll take care for bug fix and future update that you'll make to the original. But I'll never open publicly it by myself, either the application nor source code. [EDIT] How many users do use classic Mac, Mac OS9? Currently I have an development environment for Mac OSX only. I know SpineRaker is making a BoA scenario on a classic Mac. So I'm considering to get a compiler for classic Mac to port the 3D BoA editor to classic Mac. If a number of users also need xixao's app on classic Mac, I'll try to get a compiler more seriously.
  10. Hi xixao, Mac users want your excellent utilities. Which OS you use? I would like to help you to port your utilities to Mac. Please mail me. My address is notosaurai AT yahoo DOT co DOT jp
  11. Quote: oncerning heights, I think I recall your idea of the color map for editing heights. I believe this is a very good idea. Did you ever find out if it was implementable? I think I can. On 2D, simply change the square color according to height. On 3D, replace floor with color tile. a) Do we need to paint side walls with color on 3D? Do we need to display terrains, items and creatures on colored map mode? It makes the view too complicated. If the mode switch between normal and map mode is quick enough, simple color map may be preferable.
  12. Quote: Concerning how, could it be possible to replace the indexes in the tr_type's to pointers. It's OK. Preferable for display routine because pointers speed up the access to the terrain object than index. Index should be converted to pointer with terrain object array. Quote: The file io would have to be changed to convert these pointers to indexes, and the opposite for writing. This is a very simple procedure, Yes, we can add index as a member to the terrain object. Quote: but the hard part comes in when copying the rest of the original code. Any code that uses scen_data to index has to be changed to just use the pointer. This shouldn't be hard, but will take a long time. ".terrain[" (236 lines) and "->terrain[" (11 lines) Humm. fair amount. Auto hill formation 1) Hill formation procedure Please refer next link how to develop a scenario? written March 01, 2005 04:57 AM by Notus 2) cliff terrain a) Height difference between given square and surrounding eight square determines whether a cliff terrain is attached to the square or not. If any one of eight squares isn't one step higher than the square, the square doesn't have cliff terrain. 1 2 3 8 X 4 7 6 5 Scan each of eight squares. If it is one step higher than the square, give it a value H, otherwise give it L. Then we'll get the eighth paower of 2 = 256 cases. Type of cliff terrain (including convex or concave) is determined by the pattern of these eight squares. But in some cases, no terrain is attached. Ex. L L L H X H L L L We can reduce the case using symmetry. But maybe we use a table which has 256 elements for process speed. This algorithm is same as current method essentially. But we can prevent flaw by listing up all cases. Even if some bug would be found, we can easily specify the element which has bug.
  13. a) Find someone near by you who has MacOSX machine and ask to use it a bit of time. Find someone near by you who has Windows machine and ask to use it a bit of time. c) Give me the compiler for Classic Mac, CodeWorrier v8.5, and wait a week for 3D editor for Classic Mac Now 3D BoA Editor works both MacOSX and Windows(XP/2000/98SE). As the data file is common on both platform, find your friend who has Windows machine. You can download 3D BoA Editor from next link. Project: BoA Editor Remake on SourceForge.net Or send me your scenario (.bas file) you want to insert the map. I'll send back it. My mail is notosaurai _AT_ yahoo _DOT_ co _DOT_ jp [Edit] True workaround Make a town which TOWN NUMBER and SIZE is the same as the original town you want to import. In your case, town number 7 and large size. Then execute "import town". It will read the imported town correctly even on the original editor which has bug. The bug refers the size of the town on the scenario currently edited, not that of imported. So this workaround will work.
  14. Err.. 3D BoA editor has already been out both on Mac and Win. Win version is beta now, but we think we can make it version 1.0, because there is no error report for three weeks. Please download it from next link. Project: BoA Editor Remake on SourceForge.net We are making new editor reconstructing 3D editor now to add more functions, such as copy paste, and improve user interface. We hope our source code for new BoA editor will help JV to make Geneforge editor.
  15. Sorry, I should go back to my home town now. I'll return tomorrow. town's limit class scenario_data_type { ... unsigned char num_towns; ... // town data unsigned char town_size[200]; // 0 - large, 1 - medium, 2 - small unsigned char town_starts_hidden[200]; ... } num_towns counts the number of towns actually implemented in .bas file. The arrays, town_size[] and town_starts_hidden[], shows attribute of corresponding towns. If number of towns exceed 200, the towns which index is more than (and equal to) 200 cannot have these attributes. Thus, the maximum number of towns is 200.
  16. Why isn't it a good reason? Anyway, floor pattern or locator item/ability will provide a good assistance on alignment, even if you would solve the puzzle without FAQ or a walkthrough. Even on Mac that has the locator menu. Player can choose (s)he uses it or not.
  17. Windows BoA doesn't have the menu to indicate the location where the party stands on. How about making a pattern on the floor changing floor type? It'll help to count the coordinate mesh. For example, change floor type every five line or dot. Another approach is making a custom item which indicates coordinate on the text area. Code: 'your_scenario_name'data.txtbeginscendatascript;begindefineitem 450; clear; it_name = "Compass"; it_full_name = "GPS Compass"; it_variety = 21; it_floor_which_sheet = 1027; // from hour glass it_floor_which_icon = 1; it_inventory_icon = 1; it_ability_1 = 207; it_ability_str_1 = 10; // state number to be called it_value = 10; it_weight = 1; it_identified = 1;'your_scenario_name'.txtbeginscenarioscript;variables;string cood_string;body;....beginstate 10; // should be matched the state number defined in custom item clear_buffer(); append_string("("); append_number(char_loc_x(who_used_custom_item())); append_string(", "); append_number(char_loc_y(who_used_custom_item())); append_string(")"); get_buffer_text(cood_string); print_str(cood_string); break;
  18. Quote: Not in the Windows version. I guess Jeff wasn't as lazy when he created the Mac version of the editor. To be fair for JV, he did nothing on copy-paste of text on dialogs in either Mac or Win Editor. It's the difference of basic OS support or history. MacOS has defined copy-paste shortcut keys on its user interface guidline, and supports it on OS as default. But Windows did't specify key assignment, though it has API to support copy-paste. Mac has two "clipboards", internal clipboard (within application) and system clipboard (between application). As the internal clipboard is supported by default, Mac application can copy-paste within the application. But to interact with the system clipboard, we should implement a transfer procedure between system and internal clipboard when the application becomes front or background. Don't you have an experience when Photoshop becomes background, it asks "Do you want to convert large clipboard?" Quote: Funny -- I've never seen keyboard commands work when the menus are grayed out, but they do here. It's the result of sweat of programmers. Synchronization of "Edit" menu and clipboard owes to coding. To enable TRUE copy-paste on the dialogs on the current editor takes much time to implement, because it affects all dialogs and we should examine it. Please wait the new editor.
  19. The drawing method for the rectangle tool will be changed to that of ordinary drawing application. That is, a bound rectangle is actually drawn along with mouse movement by thin line. In 3D mode, a diamond shape is drawn. However, we know that the current method in which two diagonal corner points are selected has also several advantage. So, we may implement both methods so that user can select one of them from preference setting dialog. Certainly, some visual feedback indicating the start corner is desirable on current method as you suggest. We'll try to implement it. Thank you for suggestion
  20. Quote: 2) The save function is dependent upon the set_up_lights() function, which is an algorithm that works on terrains. I'd like to start a modularization of BoA-centric algorithms. I'll create two files, "algo_base.hpp" and "terrain_algo.hpp". Yes, set_up_lights() etc. should be moved to the command handler that calls the loader for modularization. Quote: Since my parser uses Spirit, which uses an excessive amount of template metaprogramming, it can be a strain on the compiler. To fix this I tried to put the actual functor definitions along with the parser's grammar definition in a .cpp file, so it won't compile every time the header is included. This, however, created linker errors that made no sense. Do you know of another way to solve this problem? Did you try clean build including pre-compiled header? Pre-compiled header and incremental link sometimes falls out of tune even in non-template C++ code. Delete pre-compiled header .pch and object files and execute recompile. If many compile errors appear after deleting pre-compiled header, compile switch is not set properly. "The strain on the compiler" may also be caused by the same reason. Tool and other palette design Appearance of Tool and other palette Most of the function of the original tool palette is divided into these palette. The explanation of palettes function. Can you imagine function of each button without next explanation? Context menu Context menu appears when user enters double click on the edit screen. Alternative way is Command (Apple)-click (Macintosh) or right mouse button click (Windows). * means that the command is effective to the selected area. Context menu for town edit screen -- Place bounding walls * -- Swap walls 1 <--> 2 * -- Create Area description * -- Edit Sign -- Edit Terrain Script -- Create Special Encounter * -- Edit Special Encouter -- Erase Special Encouter -- Edit placed object -- Delete object -- Delete Waypoint -- Set NY All * -- Reset NY All * Context menu for outdoor edit screen -- Place bounding walls * -- Swap walls 1 <--> 2 * -- Create Area description * -- Edit Sign -- Create town entrance * -- Edit Town Entrance -- Create Special Encounter * -- Edit Special Encouter -- Erase Special Encouter Check box on edit windows New editor can open several edit window for towns and outdoor at the same time. Each edit window has next display setting checkbox. -- 3D display toggles 2D/3D display -- Realistic (3D only) switch display to realistic mode -- Zoom out (2D only) display with small icon -- Height (2D only) display height number on each square <-- when height tool is selected, set to this mode automatically
  21. Quote: Also, I'd like to get a message when I place a monster where I can give it a script and personality. Umm.., it is case by case. For example, when you add town NPCs, you won't need to add a script to them. I'll consider on it for any smart method. Quote: As for the problems with heights, it's too hard to individually adjust each space that you want to change heights and then add the graphics, etc. 3D mode is powerful, but surely sometimes it becomes difficult to select objective squares, when north-west side (upper screen) is lower than front part. We will add next method for height adjustment. 1) Select objective squares with selection tool. As the selection is maintained between 2D/3D mode, you can confirm it on both view. Moreover, selected squares is added/reduced by shift-click. 2) Switch to Height tool with clicking Height tool icon. 3) Increase/decrease height of selected squares by arrow keys. Each push of an arrow key increases/decreases the height of selected squares by one. Anyway, a dedicated height display may be useful like ordinary map, in which the altitude is displayed as color scale. I'll consider that this map style display is implementalbe or not. Thank you for suggestion. Quote: Well, there's an auto-hills feature. It doesn't work very well except for relatively simple hills, though. Hill formation bores us most. We'll change it as follows. 1) Select squares to apply hill formation. You can select large area roughly including the target hill. The target hill is made by previous procedure. 2) Select one of the cliff terrain from terrain palette or "My palette". If no cliff terrain is selected, the editor applies the default type cliffs according to town/outdoor, surface/underground. 3) Push automatic hill button on the tool palette. The editor add appropriate cliff terrains to the appropriate square within selection automatically. Optional procedure 4) If you want to change a part of cliff terrains to another one, like snow-crowned mountains, select that squares. 5) Select one of the cliff terrain to change to. 6) Push automatic hill button. [Edit] We got a more obvious image of our new editor through this discussion. Thank you for helpful suggestions. And we'll hear your advice any time. If you feel some difficulty, or get some idea, please tell us. Discuss together how to resolve the difficulty or how to implement the idea.
  22. Quote: Tooltips for all those tiny buttons (you know, so a description of what it is pops up if you hover over it). Yes, popup hint will be implemented on each Tool Palette button. And we'll change tool icons to be easier to understand. Quote: Or just a better selection process for those in general. They don't seem to be grouped logically (I'd love to have all the non-weapon, no value junk tools in one place, all the undead in the same area, and so forth), and the menus are a pain to scroll through. We plan to make a customizable palette, My Palette, for floor/terrain/item/creature. I showed Mac version, Windows version will have also almost the same appearance. Palette design plan 2 written February 21, 2005 12:00 PM by Notus This palette can hold selected objects in the order you set. It can switch several panels for another category. So, you can make a panel titled "All star undeads". Also you can import/export "My Collection" as a file to exchange it with other users. Quote: I'd like to be able to type the name instead (I'm a keyboard person). On palette design plan2, floor/terrain/item/creature palette has a search function. When you enter the first several characters of the object name in the search field, it'll match the object.
  23. The first plan for the user command interface including Tool palette is almost finished. I'll concentrate implementation of the graphic system this week. Because of the entrance examination of our University, I couldn't take so much time last week. (Japanese school starts on April.) [Edit] KernelKnowledge12 Please retrieve the previous build (build0026) of Win 3D editor from CVS, and cut out the data loader part. That version worked fine as the loader to the data object, but I gave up it by another problem I told. We can use it on our new editor. Revise it by your new template style. Show me a good example of template implementation Retrieve procedure is, 1. In a new folder, execute "CVS Checkout...". 2. Select "Win3DBoAEditor/source" in Module tag. 3. Click Revision tag on the top of the TortoiseCVS dialog. 4. Check "Choose branch or tag" 5. Push "Update list.." button and connect CVS server to retrieve tags. 6. Now you get tag list on the pull-down menu, left of the push button. 7. Select "Build0026", the second one. 8. Push "OK" button at the bottom. 9. The connection to the CVS server retrieves the Build0026 version. Maybe next parts are useful. Bl A Fileio.cpp do_load_campaign(), load_outdoor(), load_town() CMemStream.h, CMemStream.cpp global.h and Library.cpp ReadDataFromStream(), WriteDataToStream() of each data object
  24. Thank you for straight answers. Quote: Difficulty in heights. Does this mean input method for heights, or hill formation with cliff terrain? Quote: Difficulty with walls. Quote: a better wall-placement system would be nice (as Khoth's BetterEditor was moving towards, I think). As Khoth allowed us to equip his smart wall tool in our new editor, we'll implement it. Thanks, Khoth. Quote: Pain switching between the three menus. Does this mean switch between "floor" - "terrain" - "height" mode? The icon for this switch is not easy to understand. Though the shortcut for this switch is assigned to "space bar", the explanation is buried in the other documents. We plan to remove this switch itself adding independent tools.
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