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  • in reply to: Random #4485

    So I just came across this obscure piece of equipment: https://breadbot.com/

    Pretty awesome and would be fun to watch in action but I’ve never seen one before! Not even in our tourist districts where you would expect to see them!

    Speaking of, I haven’t played tourist in a while 😛

    in reply to: MWEdit #4477

    Common/conapp.h and Common/conapp.cpp can be removed as the CConsoleApp isn’t used anywhere in the project. Unless, that is, we decide to split Common/ out into a separate library. At the very least, I can remove it from the build script.

    Okay, PR updated for when you’re able to review it 🙂

    in reply to: Films & TV Shows #4461

    I was watching them on Tubi but can’t seem to find them now in their library so they may have left the service the other day even though I didn’t see a notice.

    Looks like plenty of services have Space Mutiny so I’ll plan to watch it sometime during the week.. With taglines like that, you can’t go wrong! 😛

    Can’t get Sympathy for the Devil but I can get The Atomic Cafe. Definitely looks worth watching 😛

    in reply to: MWEdit #4445

    This is in Common so they’re not game support. All of the game support is in the esm directory. Ah, I’ve got it: it’s a leftover file that isn’t actually used. It doesn’t show up anywhere else. Will remove it now. It’ll break the Meson build file so I’ll go ahead and update the pull request.

    Out of interest, here’s the grep result:

    $ grep --recursive --line-number ObjArray
    Common/Contain/ObjArray.h:7: * Defines the template class TObjArray which defines a class to hold an
    Common/Contain/ObjArray.h:21: * Begin Class TObjArray Definition
    Common/Contain/ObjArray.h:27:template <class CObjType> class TObjArray {
    Common/Contain/ObjArray.h:39:	TObjArray(const int MaxSize = 0, const int GrowSize = -1);
    Common/Contain/ObjArray.h:40:	virtual ~TObjArray() {
    Common/Contain/ObjArray.h:190: * Class TObjArray Constructor - TObjArray (MaxSize);
    Common/Contain/ObjArray.h:196:template <class CObjType> TObjArray<CObjType>::TObjArray(const int MaxSize, const int GrowSize) :
    Common/Contain/ObjArray.h:198:	//DEFINE_FUNCTION("TObjArray::TObjArray()");
    Common/Contain/ObjArray.h:203: * Template TObjArray Method - void Destroy (void);
    Common/Contain/ObjArray.h:207:void TObjArray<CObjType>::Destroy() {
    Common/Contain/ObjArray.h:208:	//DEFINE_FUNCTION("TObjArray::Destroy()");
    Common/Contain/ObjArray.h:214: * Class TObjArray Method - CObjType* AddNew (void);
    Common/Contain/ObjArray.h:220:CObjType *TObjArray<CObjType>::AddNew() {
    Common/Contain/ObjArray.h:231: * Class TObjArray Method - void DeleteElement (pString);
    Common/Contain/ObjArray.h:237:void TObjArray<CObjType>::DeleteElement(CObjType *pObject) {
    Common/Contain/ObjArray.h:251: * Class TObjArray Method - void DeleteElement (Index);
    Common/Contain/ObjArray.h:257:void TObjArray<CObjType>::DeleteElement(const int Index) {
    Common/Contain/ObjArray.h:258:	DEFINE_FUNCTION("TObjArray::DeleteElement()");
    Common/Contain/ObjArray.h:275: * Template TObjArray Method - void DeleteElements_Priv (void);
    Common/Contain/ObjArray.h:281:void TObjArray<CObjType>::DeleteElements_Priv() {
    Common/Contain/ObjArray.h:282:	DEFINE_FUNCTION("TObjArray::DeleteElements_Priv()");
    Common/Contain/ObjArray.h:298: * Template TObjArray Method - void SetMaxElements (MaxSize);
    Common/Contain/ObjArray.h:304:void TObjArray<CObjType>::SetMaxElements(const int MaxSize) {
    Common/Contain/ObjArray.h:305:	//DEFINE_FUNCTION("TObjArray::SetMaxElements()");
    Common/Contain/ObjArray.cpp:7: * Contains test procedures for the TObjArray template.
    Common/Contain/ObjArray.cpp:20:DEFINE_FILE("ObjArray.cpp");
    Common/Contain/ObjArray.cpp:28:TObjArray<long> m_LongArray;
    Common/Contain/ObjArray.cpp:29:TObjArray<fixedstring> m_StringArray;
    grep: .git/index: binary file matches
    meson.build:9:              'Common/Contain/ObjArray.cpp',
    $ grep --recursive --line-number objarray
    Common/Contain/ObjArray.cpp:12:#include "objarray.h"

    There are likely others but the build errors will help us track them down!

    Edit:

    Okay, pull request has been updated with those files removed 🙂

    It’s also part of the previous task item of removing as much of Common as we can 🙂

    Still unsure about PQSORT_CMPFUNC. It’s used in Common/dl_base.h and Common/dl_base.cpp so we definitely need to figure out where that’s coming from. It’s definitely not defined in the project per the grep result. Maybe it’s from an obscure Windows file?

    $ git grep --recursive --line-number PQSORT_CMPFUNC
    Common/Contain/PtrArray.h:45:   PQSORT_CMPFUNC m_pCmpFunc; /* Pointer to a user supplied compare function */
    Common/Contain/PtrArray.h:89:   int FindFastFunc(PQSORT_CMPFUNC pCompareFunc, void *pElement2);
    Common/Contain/PtrArray.h:91:   int FindBSearch(PQSORT_CMPFUNC_ORIG pCompareFunc, void *pElement2);
    Common/Contain/PtrArray.h:152:  void SetCompareFunc(PQSORT_CMPFUNC pFunction) {
    Common/Contain/PtrArray.h:526:int TPtrArray<TArrayPtr>::FindFastFunc(PQSORT_CMPFUNC pCompareFunc, void *pElement2) {
    Common/Contain/PtrArray.h:610:int TPtrArray<TArrayPtr>::FindBSearch(PQSORT_CMPFUNC_ORIG pCompareFunc, void *pElement) {
    Common/Contain/temarray.h:44:   PQSORT_CMPFUNC m_pCmpFunc; /* Pointer to a user supplied compare function */
    Common/Contain/temarray.h:117:  void SetCompareFunc(PQSORT_CMPFUNC pFunction) {
    Common/dl_base.cpp:28:PQSORT_CMPFUNC l_QSortCmpFunc = NULL;
    Common/dl_base.cpp:135:           PQSORT_CMPFUNC pCmpFunc,
    Common/dl_base.h:265:typedef int (_cdecl *PQSORT_CMPFUNC)(const void *pElem1,
    Common/dl_base.h:268:typedef int (_cdecl *PQSORT_CMPFUNC_ORIG)(const void *pElem1, const void *pElem2);
    Common/dl_base.h:423:           PQSORT_CMPFUNC pCmpFunc,
    Common/dl_base.h:444:extern PQSORT_CMPFUNC l_QSortCmpFunc;

    It could potentially be the function pointer in dl_base. I’m not well versed on them, though, so I can’t tell if it’s defining a type with PQSORT_CMPFUNC as the name or using it. Comparing it to the new qsort implementation, that’s what it looks like it’s doing. qsort is used in PtrArray, which is used extensively in the esm directory. From the search, qsort is really only used in PtrArray so we may be able to move it over there to help with organization.

    Looks like we’ve got that mystery solved, at least 🙂

    in reply to: Hardware Relics #4444

    Didn’t get any hits so I’ll have to check other message boards 🙁

    in reply to: MWEdit #4440

    So, I’m trying to work on some of the includes this morning but having a little bit of trouble. Some of the symbols don’t come up in a search result and aren’t in defined in the project, even though they are used. So far, these are the problem ones:
    CObjType and PQSORT_CMPFUNC. I’m sure there are others but those are the ones that I’ve found first. The first one looks like it’s from the MFC due to the naming convention but it doesn’t appear in an Internet search. The second one, I haven’t the foggiest idea where it would be from. Any ideas? I may open a new issue so that we can start logging the unknown symbols.

    Edit:

    Got a new task item up: https://github.com/Walrus-Tech/MWEdit/issues/33. I’ll be adding symbols to it as I find them and we can use it to track everything down.

    in reply to: Films & TV Shows #4439

    As we know, I’m quite fond of older films with low scores. I find them a lot of fun! 😛

    Been watching some of the old, pre-Loony Tunes rebrand shorts lately. They’re pretty good! Don’t make much sense, however. 😛

    in reply to: MWEdit #4430

    No problem! Whenever you get to it! I’ll move on to other tasks in the meantime that don’t require the build script and won’t conflict 🙂

    It’ll still require VS to build (at least for now; VS should be optional long term in favor of letting you build using a variety of compilers) but Meson does make management a whole lot simpler. Instead of having build recipes for each compiler, needing to modify all of them whenever we change something project related, we can just edit the build script. When running it, it’ll spit out a recipe for whatever system we’re using and then run the recipe. It also lets us manage configuration. It works similarly to how we used CMake in the past. 🙂

    in reply to: MWEdit #4418

    Okay, all of the source files have been added to the build script. Next, I need to add in the commands for the Windows resource compiler (will toss it in a system conditional at some point; may do that later after I get the basic script working). Then I need to add in the rest of the files to the bundle command to copy over all of the files necessary for the program to properly run. Finally, I’ll need to go through the VS project file to see if I need to set any other settings.

    Once things are confirmed to work, I can look at adding Meson support to the CI script.

    Okay, got the basics done. I think. Here’s the pull request: https://github.com/Walrus-Tech/MWEdit/pull/32

    Please test it! Including the install command. If it works, we can go ahead and remove the other VS project files. It’ll also help with future organization and a lot of other things 🙂

    Default build type is debug so you may want to set it to release on meson setup using meson setup --buildtype release if you don’t to see the built-in debug messages 😛 All up to you!

    Edit:

    Missed a directory on the install command. Will fix that tomorrow but you can go ahead and test the building, at least. 🙂

    in reply to: MWEdit #4415

    Working on the build script now. Slow going as I need to add all of the source files to the list. Once I’ve gotten the basics down, I’ll want some testing done in VS to see if things work before merging it into master and letting the CI do its thing since it’s hard to test things right now on Linux. It’ll be easier for me to test things once everything is set up properly for me to use MinGW. But, right now, I’m mostly doing things blind. Hopefully I’ll have something for you in a few days, depending on how long it takes to figure everything out and to add all the source files.

    I’m going to start with Meson so you’ll want to grab the Windows installation 🙂

    in reply to: Films & TV Shows #4414

    Corman’s films are always fun! Need to watch Little Shop of Horrors again (in black and white, of course!). It’s been too long since I’ve seen it.

    Haven’t really turned the TV on in a couple of weeks, just been reading a lot. Not sure what’ll be on next but I’ve been itching for Space Mutiny. It’s always a fun one!

    in reply to: MWEdit #4412

    That’s due to the generated code that translates from the resource files to the code itself. Essentially, the GUI is set up in the resource files and then mapped to each class via the compiler at build time. It’s on the list to be taken care of at some point as it makes it hard to work with.

    COpenPluginDlg is making a new window that’s essentially a list view, populating it with files in the current directory. Essentially, it’s implementing a basic file manager. It’s working as it was designed to but the design is very much in question. If we were to use CFileDialog instead, we could scrap the majority of the class and simply have it pass the file name (may be OFN instead, not sure) to the file pointer (whatever that happens to be, I don’t see it in the class that’s in question) after the user selects the file. At least, that’s the idea on the surface. It’ll probably make more sense after we get all of the GUI code where it belongs. Of course, the GUI code details don’t make sense to me yet. I’m mostly an algorithms person 😛

    For reference, here’s the issue I set up for it: https://github.com/Walrus-Tech/MWEdit/issues/31

    And which header files are the MFC GUI classes in? Microsoft’s API reference doesn’t mention anything about that.

    And no hurry on the tool-chain! I’m still working on basic cleanup clean up tasks 🙂

    And been talking things over with other folks and the general consensus is that Meson is probably worth trying so I’ll add it to the list!

    in reply to: Random #4407

    Used books are fun. Each one has a history to it. Sometimes you’ll find little love notes in the margins. Other times you’ll find some notes regarding what 8 tracks someone planned to get while other times you get to see how popular they were in various libraries.

    in reply to: MWEdit #4399

    Will look at the settings! What’s the point of having team members if they can’t actually work on the project, after all?

    Should be these files:
    https://github.com/Walrus-Tech/MWEdit/blob/dev/project/OpenPluginDlg.h
    https://github.com/Walrus-Tech/MWEdit/blob/dev/project/OpenPluginDlg.cpp

    It searches in the same directory the program is in, which is far from ideal

    Edit:

    It extends CDialog instead of CFileDialog: https://learn.microsoft.com/en-us/cpp/mfc/reference/cfiledialog-class?view=msvc-170

    So we’ll need to rewrite the class. Probably best to just forgo the custom class and simply apply the filters? Would be much cleaner. It’ll change down the road as the GUI toolkit is changed to support other systems, though. There’s also a note about upgrading from older versions of Windows. Would it be better to wait until we do the swap or should we try and fix things up first? Going to be difficult either way as I’m not a GUI person 😛

    in reply to: Hardware Relics #4397
    On Spastic Hamburger said

    So I recently came across a couple of places that do restorations of vintage turntables:

    No complaints here but I still may reach out to them at some point to see what they offer. No harm in that, at least!

    Finally getting around to looking into this so I put out some feelers the other day on Reddit. Unfortunately, I haven’t been able to get any responses yet

    in reply to: MWEdit #4395

    Okay, the old project files have been removed locally (the upgrade log, old solution file in Backup/, and MWEdit.vcproj). They’ll be in the next push 🙂

    Been trying to get better at adding labels for organization but it’s not something I’m good at keeping up with…. 😛

    Out of curiosity, are you able to add/remove labels for issues and pull requests? You should be able to but, if not, I’ll check the settings. 🙂

    Now that I have a better understanding of the project after spending months diving through everything, I may try to take another stab at the build script soon as it’ll help significantly with a lot of the cleanup, management, and organization tasks. GitHub Actions doesn’t have native support for Meson so that’s another thing to figure out if Meson is chosen. Lots to learn!

    Edit:

    The open dialogue needs fixing. It doesn’t open a File Chooser dialogue so you’re unable to select files from anywhere and are limited to wherever MWEdit is set to search for files

    in reply to: MWEdit #4391

    It groups things by record sub-type so it does some custom categorization. It’s pretty basic, though, so we may be able to remove it once we restructure the directory (after the build script is written). The older vcproj file can be removed as it’s already been put through the upgrade process to vcxproj, correct?

    MWEdit precompiled headers extensively (most headers are set up this way in the project files). This can be changed as they’re not part of a header-only library. I’ll open a new issue for it.

    Edit:

    https://github.com/Walrus-Tech/MWEdit/issues/30

    One of these days, we’ll get to going through the thread and copying the rest of the stuff into the issue tracker…. 😛

    in reply to: MWEdit #4386

    Corrected the file names of the few files that needed it to be consistent. There are others that don’t follow the patterns as well that I may change too as I’m being a little nit picky 😛

    This shouldn’t affect the Windows build but we’ll still want to adjust the file names in the build file all the same at some point.

    Edit:

    Okay, the project files have been updated.

    I may clean out some of the older project files that are no longer needed. What do the filters files do in VS? Do they need to stay?

    in reply to: Duplicate Bubble Notification Woes #4384

    Ugh. Yeah, definitely worth reporting to BuddyPress.

    Been taking a bit of a break this week after finishing that pass last weekend. I’ll probably get back to work in a couple of days 🙂

    in reply to: Software: On & Off the Web #4379

    Yep! A few weeks ago, I merged mhahn123’s final edits to the master list upstream that he never copied over into the main repository. The program will still work (and will remain available to download), it just isn’t receiving updates and the last edits to the master list are from 2021. I wasn’t able to get in contact with mhahn123 so I made the decision to go ahead and archive everything. At some point, I may take some of my long term plans and use them elsewhere. 🙂

    Another factor in the decision was that folks weren’t submitting new entries and changes to the GitHub API broke the plugin submitter (we got a bunch of crickets when we tried to update it years ago). A bit hard to keep the list up to date.

    Cool! Can’t tell you how many times I’ve tried to play an old game just to have it look like garbage on account of it wanting to run fullscreen. 😛

    Honestly missed that event :/ Good to see them back 🙂

    Still haven’t gotten the remaster but I probably will eventually. I’ve probably got X4 and CD Projeck Red games on the list first, though. Been wanting to play them for years!

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