Saturday, September 24, 2016

Path for me.

Well, didn't like the new VS. Going to work in Code::Blocks to start with.

For my reference. I have decided to rewrite the code overall. Meaning. I am starting a whole new project starting TDD. Then as I go I will follow the old code and rewrite it under tests  since trying to put tests around code that doesn't compile really doesn't work.

Also when I get to the game code will migrate it off windows to cross platform base so will compile for more machines.

When I get to it I will also have to figure out what to do for multi-player since parts are not supported now. But that is later.

Tuesday, February 2, 2016

Slow. It is a wonder at how chappy I coded the first time. Translating, updating, and trying to write good code this time. Will be working on some side stuff just to get in the swing of how to code proper again, as I relearn what I knew years ago about this Q3 stuff. Amazing how fast it leaves your mind.

Tuesday, January 26, 2016

Still have issue getting it to compile under VS2015. I see three options. 1. Install and go back to VS6.0 2. Install and go back to VS2012 3. Stay with VS2015 and rework code. I am looking at doing option three. I will write tests based on the current code and write new code to make those tests pass. Results should be code that is functionally the same as old code, but compiles under VS2015. Let's see how this works for just the Q3.

Monday, January 4, 2016

So I installed VS2015 on my machine. Took forever to install. Then last night I figure I have some time to program some. But guess what. VS2015 doesn't install C++ in the standard install. Thus I had to go in and do an update install to put C++ and git into the IDE. Three hours later, it still wasn't done updating, so programming day was a waste.

Wednesday, December 30, 2015

It has been align while since I have last posted on here. A few computer crashes, lost data, but looking at getting back to this. I am not sure of the path I am going to take. I have to redo most likely the work again. But I have legacy code to guide me some. So I will be working on the whole code base this time. So it will be really slow. Time as always is short so will only have a few hours a week to do this. Time to organize my thoughts and get back to this thing.

Tuesday, June 14, 2011

Encrypt

Got the basic one running now.  Will have to add 8 bit support and transparency support.

Monday, June 13, 2011

Encoder

Got a base level Encoder done.  It takes a BMP and turns it into a compressed image for the Q3.

Almost

Well, got most of the RLE done. Just a couple more little things to go.

Should be able to get the new splash page for SFC:CE done today.  Shhh.

RLE

Gawd, how did I do the RLE encoding the first.time I  programmed it almost a year and a half ago.  Grrr, couldn't get back off my dead machine.

Friday, May 6, 2011

my bad

Well, they do it the same. Had a minor brain fart and was looking for the assets in a stupid way, used FCA_ when should have used just FCA some of the assets use FCA as the end of the name, other it has an appended ending that uses the underscore

Thursday, May 5, 2011

something I didn't expect

They have a difference in how they show the ships between OP and EAW. I had figured they would have used all the same data section. But it seems they use a smaller set of pieces.

So back to a sector editor and dig and find out how many chunks are used for each ship, at the short glance I took it looks like they don't use any other race specific pieces, just the original ones for the base race. Will know more in a few hours as I did through the Q3 and some other files I have.

Monday, May 2, 2011

whats done so far

Just a little on what I have been doing, but haven't really posted about.

As I am a programmer from way back (and my skills are still that old) alot of what I have been doing is getting caught up in tech. I was a good DOS/CLI programmer back in the '80s but 20 years of not programming really takes a toll on your skills.

So back then I didn't have to wprry about buttons or graphic interfaces much. Thus alot of what I have been working on is getting down how to do that. I have really hated the windows way of doing alot of it, disliked every GUI package I have tried (about five so far). So have been working on my own GUI package.

I have had about 6 iterations of programs since the Q3 image one, but as they are very boring looking, and each one has looked the same (just changing and adding how the buttons and such are worked), I haven't had alot to say about it. But each of those steps included alot of web searching and reading to get alittle more knowledge on this stuff.

But now I am at the step of getting a dynamic GUI part done. So we can pick a shield image and drag it to the right spot on the ship UI. I haven't gotten an image I can drag yet, but soon (hopefully soon).

I am going to start to build the actual editor base now, and work on some of the layout of the buttons and such, basicly up the right side, choice of race for the editing, and on the bottom will be the palette of shields and hardpoints to add to the images. Click on one, and it will be dropped in the top corner, you then drag it where you want it. (the plan at least)

Well, more later.

Sunday, May 1, 2011

got basic functors

Alright, got the basic functors running so I can attack a function to a button. It will evolve into scripting attached later.

Now to fight with my vector problems (or come up with a new way of doing a dynamic set). Make a few button icons, add an image manager that will use both the Q3 and bmp images and I might be close.

Sunday, April 24, 2011

Amt Gard

Took a needed break today, and almost broke myself. Did some fighting with a local group and pounded on each other with foam padded swords and such. Pulled a few muscles (haven't done alot of action in the last few years). Will kill going to work tonight.

wow, sorry for the time

Flood time is now almost over here. River is starting to go back down. Only about 30 feet more to drop. (river is normally about 15-18 feet deep, got to almost 50 this year, third highest, and four below the flood that took out my town) Wasn't really any danger to my area, but around us highways were under water and messes up the normal life for awhile.

Now, still working on an editor, had so many ideas, they sprang out more and it bogged down. But back to working on it, got a few buttons in the UI working. now to get images for them. Also working on getting a font that will work in the UI (graphic systems just don't like the old printf function).

I have been looking in to adding the actual SFC fonts into the editor, so working on the functions that will use those. (would also mean maybe an editor later that would make the fonts).

I also decided to hardcode alot of this editor. I was working on a design that would be able to edit ships, the other UI elements, throw in a ship and fighter editor function to round it out (see why it bogged down). So it will expand to that as I work on it (maybe even throw in an editor for campaigns so you don't have to run through a billion gl files).

but ship UI is where I am heading. Got it so I can put buttons out, and images. Now working on the movable images, and a good way to store what is being done so it is organized in memory so writing it out will be easier.

then will need a small utility to link the output of this editor to the Q3 itself. The head guys want control over what goes into the Q3 so we can have a standardized file. This way we can also QC what is being added and put the stamp of approval on it.

I have alot to learn yet, before major edits of the game ui might be changed and added (like new weapons and systems from the UI stand point, but it is coming along).

Thursday, March 31, 2011

starting up a UI class structure

running how to run the UI for an editor in my head. So starting on building a class hierarchy to control it. I haven't liked any of the premade ones I have come across, they are not transferable to different projects very well. They all want to take over the whole program, and dictate how you do you program under them.

I want one that will be a simple add-on to the SDL framework, that works under it, not take over the whole thing. So working on a simple base class that all other elements will come from, and a control that will display and check what input was done. Then react to that input. It is going to be a semi-persistant immediate mode GUI. It will follow the IMGUI style, but with some persistance but without a complicated callback system.

Instead of the normal IMGUI where the program checks and reacts right away to the input as it draws out the GUI, it will run through all the GUI elements, then do a direct call on the element that has the focus. Doing this so I can have drag-n-drop. If everything stayed in one place a standard IMGUI would work fine.

Tuesday, March 29, 2011

Still hate, but better

Still have my strong dislike for vectors (and alot of STL in general). But found out what was the problem. It just didn't like the way I defined it (location of the define). Got past that part, now on to other weirdness.

Monday, March 28, 2011

Still hate vectors

Some reason just one of the vectors I am working with, says it is multiple defined. I can't find it as it is only defined in one .h file, and only referenced in the corresponding .cpp file. No one else knows of it.

Grrrrr.

Off to read some docs, and maybe redo the bad boy in a different way. (maybe write my own vector, no not really).

aarrrghhhh

I HATE frak'n vectors.