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Win 3D Editor coming soon (maybe)


Notus

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Thank you!!

 

This program is the Windows port of "Isaac's 3D BoA Editor for MacOSX".

 

List up bugs currently known.

When all bugs on the next list are fixed, I'll start beta.

 

Bug Fix count down - 0 left smile

Testing further.

On another System

- Win 2000

- Win 98

 

Fixed 1) Town mode crash

Crash on Item display

Research on DIB revealed that Bitmap of DIB does not have sequential address. Thus sequential access to the bitmap caused address violation.

 

Improved 2) 3D mode scroll performance

scroll (redraw) is much slower than Mac

 

--> Scroll speed on 1.3GHz Mobile Pentium is comparable (slightly slower) to 933MHz QuickSilver Mac.

 

Fixed 3) Tool palette icon replacement for realistic mode

 

Fixed 4) Tab key - 2D/3D mode swap

 

Fixed 5) "Option-Click" replacement -> "Right-Click"

 

Fixed 6) Dialog Button Behavior

A mouse click to dialog buttons responds on the mouse down, not the mouse up.

 

Fixed 7) Town: Corner Wall display in realistic mode failure

L-shape walls, NW, SW and NE (terrain number, 6, 7, 9, 42, 43, 45), weren't drawn correctly in the realistic mode.

 

Fixed 8) Import Town Bug

Sometimes the imported town has different size from the original, map data (terrain, floor, height and light) are messed up.

 

Fixed 9) "Outdoor: drawing mode failure after moving section" bug.

 

Finished 10) Implementation of "BoA DATA folder preference"

 

Extra:

Fixed E-1) Cause flicker when moving over outdoor section

Fixed E-2) Small markers moving about in town as if ghost.

Fixed E-3) Special encounter is drawn as a white block

Fixed E-4) Start on not outdoor but town mode, even if default is outdoor.

Fixed E-5) Blank terrain menu is displayed black square.

Fixed E-6) Start marker on every outdoor section

Fixed E-7) Sticky click after change outdoor dialog

 

Win3Dshot2.jpg

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Sorry everyone, I should postpone the start of beta testing until next weekend. Many other bug was found.

 

Fixed on build0028 a) Essential bug was found on the file I/O system.

Fixed B) On realistic mode, still crash occurs.

Fixed on build0028 c) To improve the scrolling speed, it is needed to rewrite the graphic system in many part, especially on accessing method to scenario data. It takes fair amount of work.

 

KernelKnowledge12,

Thank you for answering aliklik

If you want the current source code, I'll send it to you. It is developed on MS VC++ .NET 2003. Discussing on the problem of the current code will be useful to consider our new version. Or it's better to mount it on the CVS of SourceForge?

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Quote:
Originally written by Notus:

If you want the current source code, I'll send it to you. It is developed on MS VC++ .NET 2003. Discussing on the problem of the current code will be useful to consider our new version. Or it's better to mount it on the CVS of SourceForge?
I'd be in favor of putting it on SourceForge so anyone can look at it.

Also, the code will compile using GCC (Dev-C++), right?

Quote:
a) Essential bug was found on the file I/O system.
Please provide more information on this.

EDIT:
Perhaps we should put the screenshots on SourceForge. Any thoughts?

Notus, check your PMs.
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Quote:
I'd be in favor of putting it on SourceForge so anyone can look at it.
I'll send it to the CVS on SourceForge. Currently I use WinCVS on my local disk for development of this code. I tried to connect WinCVS to SourceForge once, but my effort for a several hours was in vain. I'll setup Tortoise and try again.

Quote:
Also, the code will compile using GCC (Dev-C++), right?
Umm.. Surely it is better to use GCC on our new version, according to the character of SourceForge, though currently I'm not using GCC on Windows. But in this program (the Windows port of Isaac's 3D editor), it takes more time to migrate to GCC now. I want to finish it ASAP, and start new version.

Quote:
"a) Essential bug was found on the file I/O system."
I missed the change I made on the main part of the file I/O affects entire file I/O system. I should rewrite all file I/O routine. Or go back to the Jeff's original on this part.
It may be better to go back on this version, and use the new one to the new editor. Jeff's code is far from standard C++, better C at most. I'm going to rewrite it to standard C++ manner, but it was inconsistent to the other part. Thus, rewrite it totally or accept Jeff's manner. I feel frustration to rewrite it totally always, so I want to finish it ASAP.

Quote:
Notus, check your PMs.
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Sorry for double post,

 

Sent the source code to CVS on SourceForge.

Win3DBoAEditor/source

 

Next zip file is PREVIEW of the current status of the application.

 

-- Deleted because of Beta test was started

 

WARNING:

This application is provided only for PREVIEW of Win 3D editor.

This version has so many bug including file write - Fixed on build0028

Don't use it to the actual work.

And BACKUP YOUR DATA before loading it to this application.

This preview version will work on Windows XP, but not on other System.

Actual release will work also on other System.

 

2D/3D swap - Tab key

Scroll on 3D mode will speed up on the release version.

 

Again, This is NOT beta testing, only PREVIEW

 

Have a fun !!

 

[EDIT]

Replaced the preview application to new one.

Build0032

- Back to Jeff's inheritanceless classes

- Replaced file I/O routines to Jeff's original (slightly modified)

- Fixed flicker on moving over outdoor section

- Fixed blank terrain palette

- Fixed start marker on every outdoor section

- Fixed Sticky click after change outdoor dialog

- Fixed Realistic mode crash

- Improved scroll speed

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Very nice.

 

Do you think there's any chance of fixing the speed issue with keyboard scrolling? In both this and the original Win Scenario Editor, clicking the N/S/W/E icons allows you to scroll around the map at a faster speed than using the numpad for no apparent reason. In the original editor, my older machines had speed issues on the 2D scrolling, and it also had the same mouse-is-faster-than-keyboard issue, too.

 

>>The only SF project I could find was boaedremake . ...?

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It's because the application is still on PREVIEW state.

When beta testing starts, it'll be posted to SourceForge.

Currently only source code is posted on SourceForge.

 

You can download PREVIEW version from the link on my previous post, four columns upper. Please read the warning before using it.

 

Replaced the preview version. Major bug was fixed.

 

[EDIT]

It takes almost one day that the CVS link appears on the list.

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Umm.. The CVS server replied "successfully" when I posted the last update.

 

The scroll (redraw) speed seems to be limited by line drawing. Realistic mode (it works now!!) is much faster than the ordinary 3D mode.

As Windows doesn't have screen buffer for redraw, we need make it by ourselves programatically.

 

[EDIT]

The reason should be "Clip region". In Realistic mode, only terrain near center is drawn. This feature works as some kind of "Clip region.

The all QD routines on Mac is controled by clip region, but on Windows, the custom DIB engine is not involved in clip region schema.

 

My previous guess, buffering using off-screen bitmap, is useful for preventing flicker, but it will reduce redraw speed.

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