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    posted a message on Galaxy++ editor

    @SBeier: Go

    There, the new version seems to work much better :). Another question, why did you decide to use a custom shader/fx for the dialogs? You would be able to basically do the same thing with solely a SpriteBatch. Or perhaps you're using them both combined? Sorry if I aquestion you too much :P

    I'll report back for other bugs/feedback later, if I come across any, as usual.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    Out of curiosity, why did you pick XNA 3.1 over 4.0? You're using .NET 4.0 anyways. As far as I know, XNA 4.0 has much better support when it comes to fonts, for instance.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    I should be very much able to run 3.0 shaders. Despire it being abit over 2 years old by now, it does have directx 10.1 support. http://www.amd.com/us/products/notebook/graphics/ati-mobility-hd-4000/hd-4600/Pages/hd-4600-specs.aspx

    Yeah, looking at that, I do even have shader model 4.1, so whether your downgrade or not will work, I'm not sure. The flaw all along could lie in xna incompatibility I suppose.

    Looking at msdn, I suppose you use the HiDef profile, if your current shader model is v3.0. Swapping that to reach would set it to shader model 2.0, but I suppose that is what you said you are going to test :>. Though, I have been using the HiDef profile before without problems, so I don't know either.

    Edit: Does not seem to exist for XNA 3.1

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    Yeah, it's a fresh dialog. I did get the xna framework 3.1 redistributablable too, so it does load the assembly properly.

    One thing I noticed now when trying again (still the same as before, malfunctioning) is that I can see the cursor changing when it hovers over the "dialog", so I know it's there, and I can move it around as well.

    Here's some additional info of what I can see:

    • If I add a title, the text is visible
    • if I change the border type to HorizontalBorder, the dialog gets visible (but obviously wrongly composed). But no other image type works for me. The same seems to be with items.
    • The texture browser seems to work fine. It previews the available dds-files, but as before, it doesn't draw if I change to any of them (except with HorizontalBorder).

    Suggestions, by the way:

    • Remove the border option for dialogs specifically. There is no such option for those.
    • Add image support later for .tga, .jpg .png and .bmp. Kast time I checked, those are possible to use instead of .dds (.dds is well more favorable though).

    The scaling was not realted to the dialogs and items themselves having a scaling option, but more for the scaling of the entire designer surface scaling the dialogs and items accordingly, just like starcraft 2 does.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    @SBeier: Go

    I'm not entirely sure everyone needs to install the entire xna game studio for it. Installing only the redistributable for XNA 3.1 seems to have been sufficient (for me) to allow the assembly to load.

    Now for something else, it appears that even if I can start it, the dialog don't appear after I have created it. In fact, no dialog component is, so I wonder what that's all about. http://dl.dropbox.com/u/2757798/IMG_04122011_012638.png

    ---

    A bug regarding your library feature by the way. Say I take one of your libraries and use, doubleclicking the same library file several times will let it pop up as multiple tabs.

    ---

    If you like, since I did start with working on a dialog designer for you before, I could see if there's something you can use for yours. I'm mainly thinking scaling of dialogs and blendstates for dialog items (lighten, darken, additive etc). There might be some problems though with the latter one, since I was using xna 4.0 and not xna 3.1. But it's your call ofcourse, just letting you know that I have some things that could save you some time :)

    Posted in: Third Party Tools
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    posted a message on New youtube?

    @Hookah604: Go

    They update it regularly with new features, only it seems that everyone is so oblivious about it (hence I don't buy the whining from so many people, and that they whine without giving constructive criticism like the major part of youtube, it's not going to yield any effect either). I've been running Cosmic Panda (the youtube beta) for about a half a year. It wasn't that hard to find it either, as all you had to do was to scroll down the youtube page where you see the nationality and language setting and press "Try something new!".

    http://www.youtube.com/testtube (cosmic panda does now do nothing however, since it's already rolled out).

    I can agree that some things are slightly annoying (like not being able to remove subscriptions you've watched), but eventually, it's mostly about learning a new interface. And even probably, they will continue to improve it.

    @DuckyTheDuck I imagine why they removed the 5star rating, after all, that scoring level isn't all very constructive. Either you like something, or you don't, or you simply don't rate at all. The 5 star rating also needs to take into consideration of other factors, which could make the searching algorithm and similar to become too inaccurate. It all depends on the algoritm though, I guess.

    Posted in: Off-Topic
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    posted a message on For-Loop

    Interesting discovery. I wonder if gui code is also translating its for-loops to galaxy for-loops, or if they are still using 'while'.

    Posted in: Galaxy Scripting
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    posted a message on Galaxy++ editor

    Well, it stopped behaving errorenous, as I'm using the code now:P

    I'll report back if it gets buggy again, and post what.

    Speaking of unused, if you have a struct only providing static variables, then the compiler will show that as a warning, that the struct isn't used. And well, it's right I suppose, since the static fields are just global variables (but still). Would this be fixed or alternatively, allow a static identifier allowed before struct declarating? I'd see potential in that, say if you would like to have a monostate class/struct.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    Interesting, well, yeah so far I'm agreeing, testing that code, it behaves just like you said.

    But it is still weird, since neither of my options was checked to remove code, yet it did. The time it didn't was when it was actually used the code in a Trigger or Initializer, and at other cases when it used any blizzard-declared function.

    My programming design choices have been to declare a struct, put everything inside the struct (fields, properties, members, methods), and then call a static init method from an Initializer. Could all that stuffing of the struct be related as well?

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    Alright, another bug:

    In the options, it seems that the checkboxes under "Unused declarations" is giving the opposite result you want.

    Looking at the generated mapscript, checking "Remove unused methods/fields/structs" will not remove code, while unchecking will have code removed.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    Hi!

    Another error (I think)

    I had this scenario:

    struct Foo
    {
        static const int A = 2;
        static const int B = 3;
        
        byte[A][B] bars;
        
    }
    

    It results in two compiler errors for both the constants - I can't use them inside the struct if they also are declared inside the struct. However, since they are static, that error should not occur.

    Regards

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    Right, although, I'd rather see it return -1 or something. Then again, the consequence would be that it would probably yield a "array index out of bounds" later, so, I guess never mind. It might just be confusing for the developer to interpret its meaning.

    Another bug, and this is the code I have:

    const fixed DeltaTime = 0.0625;
    
    Trigger GameLoop
    {
        events
        {
            TriggerAddEventMapInit(GameLoop);
        }
        
        actions
        {
            while (true)
            {
                SomeUpdate();   
                Wait(DeltaTime, c_timeGame);
            }
        }
    }
    

    It says that DeltaTime isn't used, and when I doubleclick the warning, it displays an error dialog box: "Could not open file".

    Edit: More errors. Assume this:

    struct[1] Foo
    {
        static Foo* Subject;
    
        int i;
    
        void SomeMethod()
        {
             i = 0;
        }
    }
    

    Crashes the editor, but if I place the Foo*as a global variable, or if "i = 0;" is commented out, it wont crash.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor
    if(i == Foo_index)
            {
                UIDisplayMessage(PlayerGroupAll(), c_messageAreaDebug, StringToText("Galaxy++ Error: Unable to allocate more than 5 dynamic Foo types."));
                IntToString(1/0);
            }
    

    Why the division by zero (autogenerated from struct pointer allocation)?

    Edit: Another minor irritating bug: It seems that when you compile sometimes, the current active/selected/used tab is switched to another.

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    @SBeier: Go

    I got that, now that wasn't my overall bug report. There's still an inconsistency where grayed out items do not match the enabled/disabled option. ;)

    Posted in: Third Party Tools
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    posted a message on Galaxy++ editor

    Nope, they are static, I can enable/disable the readonly mapscript, and further on any folder or file I like through the editor.

    (*Below, when I say enabled state, I'm referring to the checkbox "enabled" which appears when you rightclick on an item. I suspect it should all in all be directly be linked to the text being grayed or not as well, but that may not be the case.)

    Perhaps the answer is lying when you compile (the first time or so). I decided to create a new project again just for testing. What I see after compiling are folders being grayed out, without actually being disabled (or well folders that were empty gets grayed out, and disabled, with the contrast to being in a disabled state before but with black text). And enabling them sets their font back to black, but it doesn't change the enabled state (perhaps since they are folders?). At first, the Ouput is also locked, and I can't enable/disable those, but then after some messing around with the other, it goes possible.

    Oh, another note, it's perhaps when folders are not containing any files that they can be tampered with. I'm not exactly sure what order I am doing things, but I hope it gives you any ideas of the problem.

    Posted in: Third Party Tools
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