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From: tiennou <tie...@gm...> - 2007-03-30 18:48:17
|
Le 30 mars 07 =C3=A0 20:21, Tito Dal Canton a =C3=A9crit : > I'm experiencing problems building your latest commit to trunk. You =20= > use > wxTextCtrl::ChangeValue, but I don't have it nor could find it in the > latest documentation. What's its purpose? Could you use something =20 > else? Strange, I got it there : http://wxwidgets.org/manuals/stable/=20 wx_wxtextctrl.html#wxtextctrlchangevalue I used this because http://wxwidgets.org/manuals/stable/=20 wx_wxtextctrl.html#wxtextctrlsetvalue is marked as deprecated... Feel free to change my code if you have a better way (or if you can't =20= use ChangeValue at all...) > Also wxFD_SAVE is undefined, but I haven't investigated about that =20 > yet. Hmm I think this is wx deprecating identifiers... I think you can =20 replace those with wxSAVE... > You should also remember to put those boring wxT's when calling > wxLogError, I get mad every time ;-). Sorry, I forget every time... What a pain to add those macros =20 everywhere. I'm wondering why I don't get any errors about them when =20 I build, whereas they drive you crazy... Bye tiennou= |
From: tiennou <tie...@gm...> - 2007-03-30 18:39:50
|
Le 30 mars 07 =C3=A0 19:44, Tito Dal Canton a =C3=A9crit : > I tried to build 0.3 on MacOS X, but failed. I can't really say =20 > Xcode is > my friend... > > The first problem I experienced was a strange duplication in source > compiling: each .cpp was being compiled twice. This resulted in an > infinity of multiply-defined symbols at linking. This happened because > the Xcode project is configured to build for "ppc" and =20 > "NATIVE_ARCH". Of > course I'm building on ppc; apparently Xcode isn't smart enough to > understand that it should build once, and panics. I guess you =20 > should put > "ppc" and "intel" instead. Can you do this and commit? Yes, you're right, I didn't thought of this when putting ppc $=20 (NATIVE_ARCH) in the settings. It should be $(NATIVE_ARCH) for Debug and ppc i386 for Release. I'll =20 change this... > After this correction building still failed because my wx is =20 > configured > as static linking only (as far as I remember). So I tried to replace > libwx_mac with libwx_mac_static in the ShapeFusion project. Xcode was > happier but still failed to build, complaining about a couple =20 > undefined > symbols. I couldn't solve this. I've set things such that you just need to put wx 2.6.3 sources next =20 to shapefusion... It's right I link with the shared wx, but you can change this by =20 checking the libwx_mac_static.a instead of the libwx_mac.dylib. Only =20 that static linking in Development makes a 140meg Shapefusion, which =20 hogs my computer at link time, so I prefered the dynamic way... I added a small script to copy the dylib to the Frameworks folder =20 automatically, this was the step I forgot. > I think I'll release regardless, but I'd feel better if you could fix > the first problem. I'm testing a full build (Development & Deployment) before I commit. =20 No problem, I just got prebinding disabled because wx overlaps with =20 Shapefusion... tiennou |
From: Tito D. C. <ti...@in...> - 2007-03-30 18:23:04
|
I'm experiencing problems building your latest commit to trunk. You use wxTextCtrl::ChangeValue, but I don't have it nor could find it in the latest documentation. What's its purpose? Could you use something else? Also wxFD_SAVE is undefined, but I haven't investigated about that yet. You should also remember to put those boring wxT's when calling wxLogError, I get mad every time ;-) Bye T -- Physics is reverse engineering |
From: Tito D. C. <ti...@da...> - 2007-03-30 17:44:20
|
I tried to build 0.3 on MacOS X, but failed. I can't really say Xcode is my friend... The first problem I experienced was a strange duplication in source compiling: each .cpp was being compiled twice. This resulted in an infinity of multiply-defined symbols at linking. This happened because the Xcode project is configured to build for "ppc" and "NATIVE_ARCH". Of course I'm building on ppc; apparently Xcode isn't smart enough to understand that it should build once, and panics. I guess you should put "ppc" and "intel" instead. Can you do this and commit? After this correction building still failed because my wx is configured as static linking only (as far as I remember). So I tried to replace libwx_mac with libwx_mac_static in the ShapeFusion project. Xcode was happier but still failed to build, complaining about a couple undefined symbols. I couldn't solve this. I think I'll release regardless, but I'd feel better if you could fix the first problem. Bye T -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-03-27 13:23:21
|
Le 27 mars 07 =C3=A0 15:17, ti...@da... a =C3=A9crit : >> so I want to ask you if you prefer a GUI that permits to >> edit every aspect of a sound file (Anvil), or one that >> hide some stuff from the file format, for the sake of >> "correctness". What do you think ? > Interesting question. I had similar one about some aspects > of shapes files, and chose to blindly allow complete > editing. > But then I realized that some things are really a waste of > user > attention (for example the bitmap column order flag). > The problem is: what if you open a broken sounds file which > has > different settings for both versions? Which version will you > present in the GUI? You may check for this and ask the user; > this could be a nice behaviour, since I guess there won't be > many broken sounds files around. In a later release we can > introduce a checkbox that allows separate editing, maybe > warning > the user about the badness of doing so. So I say, do like > Wail. I've started going that way. And I think the doc/view framework =20 enable multiple Views per Document, so we cand have a "Wail" and an =20 "Anvil"-like editor, wth no problem... tiennou |
From: <ti...@da...> - 2007-03-27 13:17:32
|
> so I want to ask you if you prefer a GUI that permits to > edit every aspect of a sound file (Anvil), or one that > hide some stuff from the file format, for the sake of > "correctness". What do you think ? Interesting question. I had similar one about some aspects of shapes files, and chose to blindly allow complete editing. But then I realized that some things are really a waste of user attention (for example the bitmap column order flag). The problem is: what if you open a broken sounds file which has different settings for both versions? Which version will you present in the GUI? You may check for this and ask the user; this could be a nice behaviour, since I guess there won't be many broken sounds files around. In a later release we can introduce a checkbox that allows separate editing, maybe warning the user about the badness of doing so. So I say, do like Wail. T |
From: <ti...@da...> - 2007-03-27 13:08:28
|
> Guess I can play middle man with this if you want... Send > me the whole source tree tar.gz (with .svn stuff and a > cmooti message) and I will commit from my account in the > meantime. It won't be necessary. I managed to build a hidden set of standard unix tools on university computers, svn included. That should make things easier. Bye T |
From: tiennou <tie...@gm...> - 2007-03-26 18:38:08
|
Hi ! I'm scratching my head on creating a well-fit GUI for the sound editor... I originally looked at Anvil, but followed your advice and looked at Wail (and I adit Wail's better...). But it has a main problem : Wail assumes sound flags are the same for both the 8-bit and 16-bit sounds, while in the file this is not the case (there is different flags for the 8/16 bit version). After a little thinking, I do agree that it is the sound file format that is strange (flags shouldn't be duplicated for the same sound class). I've never used any Marathon Sound editor (in a "professional" way I mean), so I want to ask you if you prefer a GUI that permits to edit every aspect of a sound file (Anvil), or one that hide some stuff from the file format, for the sake of "correctness". What do you think ? tiennou |
From: tiennou <tie...@gm...> - 2007-03-26 14:34:53
|
Le 26 mars 07 =C3=A0 14:40, ti...@da... a =C3=A9crit : > I've checked your frame indexes fix in 0.3. The code is > calling > > sel_seq->frame_indexes.clear(); > > and then using > > sel_seq->frame_indexes[i] > > which is bad. You should make a copy of the whole array and > pick values from that instead... Oops, you're right ! Didn't notice this, will fix ASAP. > > Damn, I have *a lot* of heavy changes to commit in trunk, > but I can connect no more to internet from my university > home. And computers at university don't have svn installed > either. This is bad... Guess I can play middle man with this if you want... Send me the =20 whole source tree tar.gz (with .svn stuff and a cmooti message) and I =20= will commit from my account in the meantime. tiennou |
From: <ti...@da...> - 2007-03-26 12:40:47
|
I've checked your frame indexes fix in 0.3. The code is calling sel_seq->frame_indexes.clear(); and then using sel_seq->frame_indexes[i] which is bad. You should make a copy of the whole array and pick values from that instead... Damn, I have *a lot* of heavy changes to commit in trunk, but I can connect no more to internet from my university home. And computers at university don't have svn installed either. This is bad... Bye T |
From: tiennou <tie...@gm...> - 2007-03-26 11:29:01
|
Le 24 mars 07 =C3=A0 16:48, Tito Dal Canton a =C3=A9crit : > I updated the Makefile and compiled on linux, no serious problems, =20 > just > wxT's missing around and headers to adjust. You can see what I'm =20 > getting > on > > altivec.fisica.indivia.net/first_shapefusion_sound_editor.jpg Thanks for this one, I will be able to tweak a little more my GUI. > Good work! The GUI needs a bit of cleanup but it's nice to see that > ShapeFusion can already handle sounds. Do you plan to allow for sound > playing? It would be quite useful. I don't know if the latest wx > supports raw sound play, but I know it can play wave files. So as a =20= > last > resort we could export the sound on-the-fly to /tmp/random_name.wav or > something like that and tell wx to play it ;-) That is something I wanted to do, but I haven't got time to dig into =20 this... I prefered to make importing/exporting first (because this is =20= much more useful), and take a look at playing sounds next... I did =20 think of saving to a temp file and plug this file in wxSound, but I =20 don't know... It needs testing. > Is this GUI layout similar to Wail? I'd make "Chance" a slider, maybe > turn "Sound class" into a list on the left (like collections in =20 > Shapes) > and maybe turn "Behaviour" to 3 checkboxes like "Sound source"... Actually, I've gotten Basilisk working, so I was able to launch Anvil =20= (this GUI is Anvil one, plus the sliders/chance, and one of the =20 flags). I didn't take a look at Wail though, but I will. I'm willing =20 to make a permutation inspector, as Aleph One Sound file handling got =20= a revamping, and I got code to read the System 7 sound headers. There are some strange things on sound files though, sometimes the 8-=20 bit/16-bit sounds are the same, so opening/saving with ShapeFusion =20 actually makes the file bigger... (This is why I want an inspector). =20 Also the fact that chance is an int, but there's an discrete enum for =20= its values, so I used a menu... tiennou |
From: Tito D. C. <ti...@da...> - 2007-03-25 11:58:58
|
I updated the Makefile and compiled on linux, no serious problems, just wxT's missing around and headers to adjust. You can see what I'm getting on altivec.fisica.indivia.net/first_shapefusion_sound_editor.jpg Good work! The GUI needs a bit of cleanup but it's nice to see that ShapeFusion can already handle sounds. Do you plan to allow for sound playing? It would be quite useful. I don't know if the latest wx supports raw sound play, but I know it can play wave files. So as a last resort we could export the sound on-the-fly to /tmp/random_name.wav or something like that and tell wx to play it ;-) Is this GUI layout similar to Wail? I'd make "Chance" a slider, maybe turn "Sound class" into a list on the left (like collections in Shapes) and maybe turn "Behaviour" to 3 checkboxes like "Sound source"... Personal taste, no priority. Keep on T -- Physics is reverse engineering |
From: Tito D. C. <ti...@da...> - 2007-03-24 10:45:13
|
On Fri, 2007-03-23 at 13:55 +0100, tiennou wrote: > In the frames editor, the Minimum Lightness field is out of the > window, but we can resize to put it inside... > In the Sequences editor, the text "Transfer mode" is drawn on the > Sequence type menu, and resizing make the separator between both > columns appear (but there is a leftover at the top...) The GUI fitted nicely the last time I tried on MacOS... Strange... > ARGL Major Bug ! Changing the Sequence type makes all frames index > -1 ! That's not really a bug, it's a FIXME. I'll introduce a more intelligent behaviour on 0.4. > For the rest, I've been able to add/delete bitmaps, sequences, frames > with no problem at all, saving colortable to Gimp/Photoshop (haven't > tried reading them though), but can't add them back (menu item grayed > out). Of course adding color tables is a TODO. > I've found a fix for the wxTreeCtrl bug. Do not add a root element at > window creation (ShapesEditor.cpp, line 143). Yep, it's more correct. Doesn't seem to cause problems on Linux. Fixed. > For a fix to the ° character, try replacing the lines 118-199 in > SequenceView by those. > char *deg = "¡"; > wxString deg2(deg, wxConvLocal); // FIXME doesn't work on OS X (draws > infinity char) Why should this work? I just get imaginary degrees ;-) I begin suspecting the problem is a MacOS wx bug. Could you look up the char code of the infinity and degree symbols on Mac? I'm curious. Bye T -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-03-23 13:08:49
|
-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 > I've tried to open such file with our editor and it works fine, though > it clearly ignores additional collections. OTOH trunk doesn't anymore... -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.5 (Darwin) iD8DBQFGA9FahK7DXaKIqT0RAiSzAJoDhcloHjqbprvD9U+rspOXheQfVgCeIGox NqmCeBEgUfBJ3DX8T8NA2zI= =yZr/ -----END PGP SIGNATURE----- |
From: tiennou <tie...@gm...> - 2007-03-23 13:02:54
|
Le 23 mars 07 à 13:28, Tito Dal Canton a écrit : > I've been contacted by an (italian!) shapefusion user who told me > about > Damage Inc, an old game based on a modified, closed source marathon > engine. I didn't know it before. Funny, I gave it a try a (long) time ago, it was good ;-) Graphics were not quite Marathon quality, but it was fun having a squad to control... > An interesting fact is that this > scenario uses an "extended" shapes format with more than 32 > collections. > I've tried to open such file with our editor and it works fine, though > it clearly ignores additional collections. > > So... > > Why not design an algorithm which tries to determine the number of > collections dynamically? It should be basically a variation of our > current way to detect shapes files. I'll experiment with that. I > see you > really had a good idea when switching to a std::vector for > collections ;-) I guess this can be done, I don't know how we handle the fact that there is additional collections to load. It seems strange to me that the shapes file format doesn't have it's own header indicating number of collection/version/tag as a sound file has... tiennou |
From: tiennou <tie...@gm...> - 2007-03-23 12:55:28
|
Sorry, made a mistake with GPGMail, I encrypted this one... Le 23 mars 07 =C3=A0 11:32, tiennou a =C3=A9crit : > Hi ! > > I'm getting into problems with linking with wx-2.6, so I can't =20 > release yet. I've modified the project file to use a wxWidgets =20 > source directory that would be placed next to ShapeFusion source =20 > directory, but I'm getting linker errors with the Deployment =20 > versions, both in pcc and i386 builds (ppc has more though...). =20 > I'll try fixing these today. > Never mind, I got it. It seems ppc compilation need to be done by =20 gcc-3.3 (not 4.0 as for intel). I'm testing it on my iBook right now, =20= and it works fine. I have some quirk with th GUI though : In the frames editor, the Minimum Lightness field is out of the =20 window, but we can resize to put it inside... In the Sequences editor, the text "Transfer mode" is drawn on the =20 Sequence type menu, and resizing make the separator between both =20 columns appear (but there is a leftover at the top...) The degree symbol is still a infinity... ARGL Major Bug ! Changing the Sequence type makes all frames index -1 ! I can also trigger a lockdown by pressing Cmd-O (to open a file). I =20 can have more info on this one... Yes actually pressing a key when no =20= file is loaded triggers an event in wxTreeCtrl, which asserts because =20= it's empty... For the rest, I've been able to add/delete bitmaps, sequences, frames =20= with no problem at all, saving colortable to Gimp/Photoshop (haven't =20 tried reading them though), but can't add them back (menu item grayed =20= out). If you could take a look at the Major Bug, I'll feel better about a =20 release ;-). I'll try fixing the GUI (degree symbol & alignment), and =20= try to find why the wxTreeCtrl trigger a crash... I've found a fix for the wxTreeCtrl bug. Do not add a root element at =20= window creation (ShapesEditor.cpp, line 143). For a fix to the =C2=B0 character, try replacing the lines 118-199 in =20= SequenceView by those. char *deg =3D "=C2=A1"; wxString deg2(deg, wxConvLocal); // FIXME doesn't = work on OS X =20 (draws infinity char) tiennou |
From: Tito D. C. <ti...@da...> - 2007-03-23 12:34:44
|
On Thu, 2007-03-22 at 12:03 +0100, tiennou wrote: > I just committed my work on Sound file handling. I'm getting a few > quirks here and there, and would like to know what you think about the > GUI. > I'm having a hard time with those damn sizers, and I have some > controls appearing in front of others. > There is a bug in loading chance value, because it's a 0 in every > sound of every sound file I open. > The pitch slider stuff doesn't work too. I'll update the Makefile and give it a check after 0.3 release. > On unrelated stuff : > I'm thinking about creating a class to handle Name stuff. I remember > that everytime a TC goes, there was a special hack to make Forge/Anvil > display the correct names. I would like to delegate this stuff to a > special class (maybe some .fusionscenario file, which creates links > between every Marathon file, and provide them with corresponding > names). I'm not sure I've understood the problem. Are you referring to sound/collection names? I had an idea about this some time ago: at boot ShapeFusion looks for a special file containing custom names. If it doesn't find it, it uses defaults. > (I think of this because I'm reluctant to create a 215-item array for > sound names...) A plist in the MacOS X application package? For linux we could place a text file in the usual /usr/share/shapefusion, though I'm reluctant about placing files around. I say go with the array for now :) T -- Physics is reverse engineering |
From: Tito D. C. <ti...@da...> - 2007-03-23 12:28:41
|
I've been contacted by an (italian!) shapefusion user who told me about Damage Inc, an old game based on a modified, closed source marathon engine. I didn't know it before. An interesting fact is that this scenario uses an "extended" shapes format with more than 32 collections. I've tried to open such file with our editor and it works fine, though it clearly ignores additional collections. So... Why not design an algorithm which tries to determine the number of collections dynamically? It should be basically a variation of our current way to detect shapes files. I'll experiment with that. I see you really had a good idea when switching to a std::vector for collections ;-) Bye T -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-03-23 10:33:03
|
Hi ! I'm getting into problems with linking with wx-2.6, so I can't release yet. I've modified the project file to use a wxWidgets source directory that would be placed next to ShapeFusion source directory, but I'm getting linker errors with the Deployment versions, both in pcc and i386 builds (ppc has more though...). I'll try fixing these today. tiennou |
From: tiennou <tie...@gm...> - 2007-03-22 20:07:40
|
Le 22 mars 07 =C3=A0 20:53, Tito Dal Canton a =C3=A9crit : > I've created new web pages for our little Marathon cause. Hope you =20 > like > them. You may provide three MacOS X screenshots (from 0.3) so I =20 > complete > the section. Should I add something? What's your complete name so I =20= > add > us as authors? Do you have a web site you want to link? OK, I'll try put them on SF via the shell (Never tried actually). My =20 complete name's Etienne Samson, and no, I have no website (yet). tiennou |
From: Tito D. C. <ti...@da...> - 2007-03-22 19:53:46
|
I've created new web pages for our little Marathon cause. Hope you like them. You may provide three MacOS X screenshots (from 0.3) so I complete the section. Should I add something? What's your complete name so I add us as authors? Do you have a web site you want to link? Bye T -- Physics is reverse engineering |
From: Tito D. C. <ti...@in...> - 2007-03-22 19:49:32
|
I've created new web pages for our little Marathon cause. Hope you like them. You may provide three MacOS X screenshots (from 0.3) so I complete the section. Should I add something? What's your complete name so I add us as authors? Do you have a web site you want to link? Bye T -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-03-22 11:04:46
|
I just committed my work on Sound file handling. I'm getting a few quirks here and there, and would like to know what you think about the GUI. I'm having a hard time with those damn sizers, and I have some controls appearing in front of others. There is a bug in loading chance value, because it's a 0 in every sound of every sound file I open. The pitch slider stuff doesn't work too. This is mostly unfinished stuff, no save support, no modification possible (yet), it's just a cute way of looking at a Sound file. On unrelated stuff : I'm thinking about creating a class to handle Name stuff. I remember that everytime a TC goes, there was a special hack to make Forge/ Anvil display the correct names. I would like to delegate this stuff to a special class (maybe some .fusionscenario file, which creates links between every Marathon file, and provide them with corresponding names). (I think of this because I'm reluctant to create a 215-item array for sound names...) tiennou |
From: Tito D. C. <ti...@da...> - 2007-03-22 10:20:24
|
On Thu, 2007-03-22 at 11:01 +0100, tiennou wrote: > I'm thinking about those fixed fields, and why we convert them to > floats/double, whereas AlephOne convert them to ints. Why can't we use > int too ? I think we could. I went with double (now float) because I thought it was more reasonable/correct. Since the minimum light intensity is presented in the GUI as a percentage, we could just scale the fixed value (taken as a plain int in the range [0,0x10000]) to [0,100]. I think we could do similar things for fixed fields in sounds. But it looks like a hack to me. BTW your fix backport is incomplete, the most important fix is in ShapesFrame::SaveObject (converting to float, using modff and roundf). T -- Physics is reverse engineering |
From: tiennou <tie...@gm...> - 2007-03-22 10:01:10
|
I'm thinking about those fixed fields, and why we convert them to floats/double, whereas AlephOne convert them to ints. Why can't we use int too ? tiennou |