Well yea tis still an issue i guess.
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Well yea tis still an issue i guess.
We have been thinking of moving off VBF for a long time now, this has only brought the matter back up. Since I have some free time, I decided to do it. It is still an issue, yes, and I gave Jamie a PM yesterday, asking if we could have a database dump of the thread. But- I don't think its needed anymore. If you're fine with us keeping this giant piece of thread over here, we can simply link to it as reference.
What are your concerns?Quote:
Originally posted by PsyVision
Well yea tis still an issue i guess.
I have no problem with you keeping this thread here.Quote:
Originally posted by Sastraxi
We have been thinking of moving off VBF for a long time now, this has only brought the matter back up. Since I have some free time, I decided to do it. It is still an issue, yes, and I gave Jamie a PM yesterday, asking if we could have a database dump of the thread. But- I don't think its needed anymore. If you're fine with us keeping this giant piece of thread over here, we can simply link to it as reference.
Why is it still an issue?
I dunno, it just *seems* like it. Please, please tell me nothing's changed, because the privacy statement, even after that revision, still says they can redistribute your stuff without your permission.
Other than the "exclusive ownership" issue which is currently being fixed, and the prohibition against religious discussions, I don't think anything is any different than it ever was. I have responded on this same issue in a lot of places, so I apologize if you've heard me say this before, but the way I look at it is that if I post code in a public site like this, anyone can use my code in any way that they want. This particular forum and this thread is somewhat different than the General VB Questions forum for example because you guys are developing something that I assume you want to sell and you don't want anyone to steal your code. Even in your case however I don't think you need to worry because the new owners believe it is your code. Here is a post from the Moderators forum:Quote:
Originally posted by Sastraxi
I dunno, it just *seems* like it. Please, please tell me nothing's changed, because the privacy statement, even after that revision, still says they can redistribute your stuff without your permission.
And this one that appeared in Chit Chat from Brad JonesQuote:
...I see their point and will address it. We did not intend to take ownership of their posts. That's not right.
It's odd that this never came up before -- we have used it at CodeGuru where there are about 100,000 programmers who post code all the time.
It will be changed to nonexclusive -- which means they retain the right to use it however they wish.
Do I need to mention this somewhere? the AUP page should be updated within a day or two.
__________________
- Gus Venditto
-- editor-in-chief
--- internet.com and earthweb networks
Quote:
I'll address what seems to be a big issue:
Any code -- unless you sold it to VBWorld/VBForums -- is owned by the poster.
Excellent! Thank you for clearing all of it up!
Ah, hadnt heard about the change in the AUP. In my opinion, the biggest thing was the exclusivity, followed by the lack of notice =). I have no issues.
Maybe they have some dumb programmers at CodeGuru ;)
Z.
You're welcome. You now owe me 5% of any future profits ;)
*forks over nothing* Here ya go! =)Quote:
Originally posted by MartinLiss
You're welcome. You now owe me 5% of any future profits ;)
Z.
Glad thats cleared up :D
You can now bind keys to console commands. Nifty stuff =). I also have the bind function overloaded, so if you only provide a key, it will tell you what it is bound to.
Z.
Zaei, would you know, either via API or other means how i can create a form that has no caption bar/system menu, that is resizeable.
Doing this in VB is simple.
BUT!
when u do this u have to make Form.Caption = "" for it to work. this however makes no text apear on the button on the taskbar/start bar which is a right bummer.
Do u know how i can change the forms gradient ? i seen it somehwhere but lost it.
Psy: Has to do with the SetWindowLong API call I believe. And, you can subclass a form to do that (the resizing bit).
Sas, how would you do the Subclassing thing ? im looking into the SetWindowLong API now.
On fixed forms, I believe Windows just throws out the WM_RESIZE message. However, I believe that you can simply emulate what Windows is already doing by getting your own WndProc and using the WM_RESIZE event yourself. Look around on the boards and you'll find countless examples!
i dunno if itll work though. does a form that cant be resized get a size message ? coz when u move the cursor over the border u dont get the sizing arrows. and for the look im trying to get with my custom flat style caption bar and changed fonts i have to use it on 0 - None for border style. Its really annoying that i cant have the Caption set to something so i get text in the start bar and then the caption doesnt apear. i may know a way round it but ill av to look deep in to some code.
New function console function, "seq(string)". Simply takes a semicolon delimited string of console commands, and executes each in order.
=)
Z.
Working on getting the Selector working, using console functions... thats what Im up to =).
Igor, how comes the modelling? =). After i get things selectable and orderable, im going to see about writing an animated model converter and renderer thing, if youve got a model ready for me. Otherwise, Ill do i after I get pathing working.
Z.
I'm not really sure what's happened to Igor, he hasn't posted in a while. And unforunately I have no 3D modeller (that I know how to use well).
Its ok, the animated format wont be that hard, just a few little additions to the converter.
Z.
hey, it occured to me today that there should be some kind of Entity editor in the map editor ? no ? i mean for like special tile attributes or something ? like where minerals n things are that need to be harvested or whatever !?
Psy: I intend to create an external entity editor (for MODs) at one point. This will be able to add different entities, delete them, etc. When you create a map, you will be asked what MOD it will use. MODs can depend on other MODs, and so on and so forth. Thus, you needn't create an entity editor for inside the editor.
One more note: there will be two types of entities: Parent and Spawned entities. Parent entities will be the ones you can edit and delete in the external entity editor. Spawned entities will be the ones on the map, which point to a Parent entity, but can have any of their attributes changed (for example, you have a SWORDSMAN Parent, and you put a Spawned SWORDSMAN on the map. Now you can change his name, etc., without changing the Parent entity). I hope I'm making sense as I'm off sick today :(
so like the parent defines it and the spawned are the actual map ones ?
i wudda thought it whud go in the editor coz i wud make it a geenralk one where each has a list of attributes, u choose the attributes and the data and then apply them to the map.
I suppose we could have Mod Parent, Map Parent, and Spawn if you wanted, adding the entity editor to the map editor. So that the mod has the base class, the map can have its own type of this class, and the things on the map can be spawned off either Mod or Map Parent classes. Sounds good.
okay ill prob need u to explain that when ur a bit better coz to me it was like blah ???
heh, cud be just me.
Zaei any words on the matter ? ;)
:):)
No, I'm pretty sure it's me, because I'm sick and all and can't make sense even to myself. Anyway, here's how its going to be:There is a Modification to ToW (this is the Base Game in this case). Now, this mod contains entity data. (Say, a Swordsman, whose model is "swordsman.model", max health is 50, and name is "Swordsman") Now, the map inherits this entity when you set its parent modification to Base Game, and has access to Swordsman as well. Following me?Code:Mod -> Map -> Spawn
However, the map has no 'copy' of Swordsman. You can create a map entity that inherits everything from swordsman (and thus can be changed). For example it can have 80 max hp instead of 50. So, every instance of swordsman created on that map has 80 hp instead of 50.
But then, you can change the Spawn itself (just note that the spawn cant be a parent!). So, you can have a swordsman with 200 hp, and change his name to "Sastraxi" ;) :rolleyes:, and now you have a sort of 'hero' swordsman. You get it now?
hmmmm, i was thinking of slighly different things. like for instance u can create/edit entities on a general front within the editor and perhaps place stuff todo with the map and things that arent necessarily based upon the MOD.
eg a place where certain buildings are placed on a map in single player for a certain mission. then when the map is loaded the entities are parsed and acted upon accordingly.
swordsman things would be handled seperatly by the game itself no ?
or should we have both kind of things within the game
What I'm saying is that when you tell the map what its MOD is, it still has no entities. You must create an entity that completely inherits from the MOD entity. You can also create an entity that has nothing to do with the MOD entity!
Jesus! Im sorry, guys
I just disappeared into a great project in composing class, which I by the way just finished. A Movement for Choir, strings, trumpet and flute...
If anyone's interrested: http://www26.brinkster.com/larse/ChorSatz.mid
I have because of that and several other stupid reasons not been able to do what I was supposed to do
I'm so sorry, I feel that I am holding you back...
I'll keep in touch
Larse- I've been thinking and I want to have a nice, dark, brooding "classical" piece for the menu. I know you really shine when you do this kind of stuff, so can you do one? Thanks :)
I like it Igor! You are certainly better at this stuff then I am =).
You are not holding us back, take all the time you need =).
As to the modifications. Easy enough, the functionality is practically there already. The object template format is pretty simple, simply a list of attribute names, followed by the property value. I can modify this behavior so that if the attribute name is "inherits", it will search for a template of the value's name. If found, copy that data, and change anything that need to be changed or added, as per the inherited template. So, say you had a base template:
and an inherited template:Code:name Archer
max_hp 50
You would get a BigArcher template, with a max_hp of 100.Code:inherits Archer
name BigArcher
max_hp 100
I implemented key up/down console functions last night. If the key is bound to a command that starts with a +, when the key is released, the + is changed to a -, and the appropriate command is executed. Still working =).
Z.
Excellent! So I was actually making sense?! Odd ;)
ill try get the basics implemented into the editor tomorrow in school.
i have got closer to drawing on the non client (caption bar) part of the form to make my own caption bar.
Excellent, Psy =).
Hey, with these ad banners on VBF, maybe this transition could be good for us... maybe they will give us a banner ;)
Z.
I can not pull up you web site have you changed it
Hes right... thats no good =(.
Z
That's something I forgot to tell you... Apache was attempted to be installed today on the server. The server does not like Apache, but apparently the server likes hard disk errors. So, unfortunately, it's down until further notice.
Well, that sucks... Youve got backups of all the pages, righto? =)
Z.
Yuppers ;)