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12:57 | BUG | ".NET error in user code" |
12:56 | TEST | Take THIRTEEN |
12:56 | FIXED | Forgotten "$" |
12:55 | FIXED | Forgotten "Hover." |
12:46 | STATUS | ALL NON-PRIMARY TEST ERRORS ACCOUNTED FOR! |
12:31 | TEST | Take TWELVE |
12:31 | FIXED | At one place I placed too many "end"s, and at another too little... all resulting into an "unexpected static", but I guess I gotta love NIL for that, as those kinds of mistakes can give headaches to fix |
12:27 | TEST | Take ELEVEN! |
12:27 | FIXED | Forgotten () in a void definition |
12:25 | TODO | Time to feed Kitty |
12:23 | TEST | Take TEN (and still that what I had to test, has NOT yet been tested) |
12:22 | FIXED | And that fixes another issue |
12:22 | GENERATION | Generated a new anyway.nil (I forgot about that) |
12:20 | TEST | Take NINE! |
12:20 | FIXED | And fixed an "unexpected static" in the process! |
12:20 | REMOVED | One "end" too many |
12:18 | STATUS | (and then to think the primary thing didn't even yet come into play) |
12:18 | TEST | Take EIGHT! |
12:18 | FIXED | Same error, different line |
12:10 | TEST | Take SEVEN! |
12:09 | FIXED | It's "sprintf" and not "sprint".... dummy! |
12:09 | STATUS | All 'field.h' errors accounted for? |
12:07 | BUG | is '$' not working well on group constructors? |
12:03 | HUH | Now what? |
12:00 | NOTE | I may soon have to rewrite This tool as it's an important debugging tool, but as I've always had issues getting lzma to work in BlitzMax, a complete rehaul to C# is needed, plus, that was what I was planning to do soon anyway :P |
11:49 | TEST | Take Six! |
11:48 | FIXED | Misformed function name |
11:47 | TEST | Take FIVE! |
11:47 | COCKROACH | AAARGH! |
11:47 | TEST | Take FOUT |
11:46 | HUH | ").." seen as unknown term? (NIL should never have recognized that as ONE term anyway) |
11:45 | TEST | Take THREE! |
11:45 | FIXED | Incorrect meta-table definition |
11:41 | TEST | Take TWO! |
11:41 | FIXED | Misformed string |
11:39 | TEST | Time for another testing round... Take ONE! |
11:32 | DONE | Directory data should be saved now (nothing more than that yet... it allows me to test the UI more fully once I fill more stuff in). |
9:20 | FIXED | that should be fixed now |
9:19 | BUG | Unfortunately, the mouse pointer does not appear |
9:19 | CONFIRMED | That appears to be wroking |
9:17 | COSMETIC | And make sure you can see a "Hover" took place too... |
9:17 | DONE | I've put in the "Hover" system in the Save Game UI |
0:25 | STATUS | The next part will be saving itself, but I hope you'll forgive me that that won't be for today |
0:24 | STATUS | Anyway, the scroll icons come later, as I want them to appear only if scrolling is possibe, and with only the "Create New Slot" bar, not much need for scrolling |
0:23 | STATUS | Fortunately I don't have to get out of the house today anymore |
0:23 | STATUS | It's raining here.... |
0:15 | BACKUP | Running |
0:15 | GITHUB | Up-to-date |
0:13 | STATUS | For now it shows what I want to see |
0:09 | DONE | Sidebar added |
0:07 | NOTE | That is news worthy of hitting all the front papers, you know! |
0:07 | STATUS | I saw what I wanted to see |
0:04 | FIXED | So I fixed that! |
0:04 | STUPIDITY | ScrollY did indeed have to be static... Silly me |
0:02 | NOTE | Yeah, what, did you listen to Eric Idle's advice? Always look on the bright side of life? |
0:02 | BUG | I did get an error, but it's no longer a .NET error, so progress was still booked after all |
0:01 | STATUS | No more crashes.... so maaaaaybe..... |
0:00 | NOTE | (I mean, praying to Microsoft DOES feel pretty awkward, you know). |
- = 12 Aug 2019 = - | ||
23:59 | NOTE | (and hopefully I don't have to pray). |
23:59 | TEST | Let's test this.... |
23:59 | STATUS | Well, with these kinds of errors ANYTHING is possible so then the sherlock holmes method, to elimitate all the impossible to come to the truth, won't work, you know.... |
23:58 | FIXED | ???? |
23:58 | STUPIDITY | Oh wait, I think I found out what's wrong.... (I hope) |
23:57 | COCKROACH | Guess..... |
23:55 | TEST | Let's see if stuff works properly now .... :-/ |
23:55 | NOTE | I guess Microsoft still operates deep back down, so I guess it's always a possibility anyway |
23:55 | DONE | I think I fixed the issue, but this should NEVER have resulted into a .NET user error.... :-/ |
23:53 | ANALYSIS | When creating a box for the side bar it already goes wrong.... Oh odd, since that routine doesn't call .NET |
23:49 | TEST | Let's test once more! |
23:49 | UNDESIREABLE | It's sad this is what it takes |
23:49 | DEBUG | All steps broken down in CSAY statements |
23:45 | COCKROACH | Apparently that was not it.... |
23:44 | TEST | And let's test, to see what happens! |
23:44 | POWERSHELL | Running my compiling script... again |
23:44 | TECHNO | From what it looks like, this is because the 'exists' API had to look through a directory that doesn't exist, so it couldn't look up if a certain file was there either. Since this is the most likely error that can pop up in this process, I'll just throw a warning in the console, but let NALA move on....\nThe API will always return 'false' then, since if the directory doesn't exist, the file cannot exist either, eh? |
23:40 | TECHNO | that means "something is wrong and I am not in the mood to tell you what, asshole!" |
23:39 | COCKROACH | ".NET error in user code" |
23:38 | TEST | And antoher test coming up! |
23:37 | FIXED | NIL callbacks only work if they are declared global... dummy! |
23:31 | LINK | I've at least linked the save game management flow to the debug console, so I can at least be sure that I can easily get out of the game! |
23:30 | BUG | And what I see is.... NOTHING AT ALL |
23:27 | NIL | Yeah, NIL can have a few cons, but they don't outweight the pros, or at least, not this one! |
23:27 | FIXED | Forgotten declaration |
23:25 | TEST | Testing once more! |
23:25 | FIXED | And another one |
23:23 | FIXED | Code Typo |
23:21 | FIXED | And now with a few quick "$" I could fix another error... This time maybe more work than intended, but in the future..... |
23:15 | NALA | Rebuilt NALA so the game should now support this too, and hopefully this'll save me some work |
23:15 | CLOSED | |
22:59 | DONE | Well that that does it for the with stuff.... yay! |
22:33 | FIXED | For classes this now works for non-static methods.... Static methods (which are for me the most important, actually) are an issue, but I think I got a solution.... But that will take some effort |
22:28 | FIXED | Right, with is now recursive and in groups this works too... Only classes are a bit of an eyesore, as "$" doesn't want to work in classes |
22:12 | BUG | Nope, groups don't work either... |
22:10 | NIL | The "with" keyword in NIL does at least work, however classes and groups should also take care of this, but that doesn't appear to happen. At least not in classes, I need to check groups though... |
21:23 | ENHANCEMENT | I've set the basic scope starter in NIL to see _G as the 'width' variable if no proper width has been set |
21:20 | NOTE | I'm first gonna set something up as this has been annoying me for far too long, so I need to set it right! |
21:18 | JCR6 | Forgot to note... I've added a few arrow arrow aliases for quicker access to a few features later in the game |
21:17 | TEST | Let's see now |
21:17 | FIXED | File not found!!!! (404) :P |
20:14 | STATUS | All direct parser issues accounted for, as far as I can see so far |
20:11 | OFFTOPIC | (And I hope it'll work then, as I'm getting hungry) |
20:11 | TEST | Of course, another test iis in order.... |
20:11 | TECHNO | Having to modify the engine itself a lot is normal for such a brand new engine seeing its first real action... As the game progresses, these kinds of issues will get less and less so I can focus on the content more and more.... In other words, nothing has happened that is out of the ordinairy, but annoying it surely is! |
20:10 | NALA | It is one that obligates me to recompile NALA.... AGAIN! |
20:10 | FIXED | Code typo |
20:07 | TEST | And Time for another test |
20:07 | NALA | Recompiling NALA |
20:07 | FIXED | I think I found why a certain line which was merely a method call was seen as a delegate definition and even an invalid one too |
19:59 | TEST | Take... Wait... I forgot to count... Oh, crap! |
19:59 | NALA | So let's do that, and try again! |
19:59 | FAILURE | A few issues with the garbage collector pop up, but likely this is due to not yet re-compiling NALA |
19:57 | TEST | Another test |
19:57 | FIXED | Group mixup |
19:55 | DONE | A basic setup for the interface has been done.... Point is due to lack of savegames, this is now hard to test, but at least I can do something... well I suppose... |
19:18 | LINK | So this makes the temporary link at least available, and functional |
19:17 | DEBUG | Command set up to activate the save game screen |
19:14 | LINK | Link up code to actually enter the SaveGame menu.... (Since no save spots exists now, this code is not yet accesible, duh!) |
19:07 | LINK | A link up code for loading the save game manager from the field... This will of course be needed when accessing save spots (although, mostly this load process already took place due to loading a savegame, but since you can also start a New Game, I may never assume this!) |
18:59 | DONE | A basic setup has been done to generate a slot to create a new file in.... This is all in preparational form, though so no big results can be expected.... YET! |
17:50 | DONE | Set up a checklist in #33, so I won't forget what data a save game file needs. |
17:09 | ENHANCEMENT | I've made it possible for the BUBBLE API to load text files in "lines" (Please note, it only takes Unix based text files with only LF based line ends, and files must be in full ASCII). |
13:23 | STATUS | And so far for now |
13:23 | CONVERT | Both converted to PNG |
13:19 | STATUS | They are both made in DPaint, so I got them in PCX format for now... This is however easily replaced |
13:18 | ART | Arrow Down |
13:18 | ART | Arrow Up |
12:43 | STATUS | Well, a neutral tag this time.... An error did pop up, BUT, it could only do so, because no longer in use Kthura maps are INDEED disposed of! COOL! |
12:39 | FIXED | MOAR Kthura case error fixings |
12:37 | CONFIRMED | The folder that I intend to use for "dynamic data" (save games, swap files and main config files) is correctly set |
12:35 | FIXED | Kthura case error |
12:34 | NOTE | I swear... I should make NIL classes case INsensitive :P |
12:22 | FIXED | workdir issue |
10:08 | STATUS | Although on second thought.... i do think it can wait... I've a better idea |
10:07 | STATUS | I just realized that before I can get properly on the savegames I need to set the global config right. The global config will contain data that will always be in order no matter which savegame has been loaded... This file will allow the NG+ to start, or the True Abyss and what to put in the JukeBox and not to mention some vital data about the savegames themselves as well (not the content of the savegames, but some general data) |
9:48 | NIL | Skeleton for the save game interface |
7:46 | ART | SaveSpot Red |
7:46 | ART | SaveSpot Green |
7:46 | ART | SaveSpot Blue |
0:49 | STATUS | Well, later! |
- = 11 Aug 2019 = - | ||
23:34 | TODO | |
23:27 | CONFIRMED | THAT WORKS!!!! |
23:25 | DONE | I've set the texture of the actor to update automatically... This should allow Irravonia to turn around in accordance of the direction she faces |
23:09 | OPTIMIZATION | I've worked out stuff a bit in the NIL glue code on actors... Hopefully this can prevent memory leaks in the future, but I cannot yet be sure |
23:08 | SITE | Added tag OPTIMIZATION |
23:05 | STATUS | Right now Irravonia won't turn her face depending on the direction she goes... This is not a bug, this is simply because I did not yet put in the code required to make tha happen. |
23:04 | FIXED | YAY! All issues fixed |
22:23 | SOLVED | I think I found the "evil".... A correction on the x-coord where it had to be the y-coord.... Could make perfect sense in the first go, since Kthura exit spots are (especially in my forest levels) rarely bound to the grid (something I often do for fun) :P And thus correction is needed, and the y coordinate is very low in the start position..... |
21:57 | EXPERIMENT | I need to try this..... |
21:52 | CLEANUP | I did remove some warnings from C#, but that will not do much |
21:52 | SITE | Added tag CLEANUP |
21:46 | COCKROACH | No visible effect |
21:40 | EXPERIMENT | Let's see if this clears things up a little.... :-/ |
21:37 | BUG | The first walk instructruction will however still cause the sprite to go haywire, however from that moment on things appear to work fine... I wonder why |
21:36 | FIXED | I worked out the length property and yes, now it works as it should |
21:32 | TEST | Let's see what happens now.... |
21:32 | DEBUG | 98% of these warnings are mostly crap, so you can't blame me for ignoring them most of the time, but on rare occasions, I guess they do serve a purpose, eh? |
21:30 | DEBUG | Hmmm... One warning I see in my compiler report might solve it all.... :-/ |
21:29 | DEBUG | More crap added to narrow things down |
21:13 | ANALYSIS | The debug appears to confirm what I thought.... Immediately after the first node has been handled (which merely will confirm the point where the hero was already standing), the chain appears to be terminated... I need to sort out why this is |
21:11 | RECOVERED | Well the broken message has been found, and like i thought... it had a non-ascii character, but I fixed that... |
21:11 | SITE | Added tag RECOVERED |
21:11 | NALA | Indeed, now it compiles.... Some warnings are thrown, but they don't matter in this case, and I should take care of them over time.... :-/ |
21:10 | NOTE | This devlog system does not allow non-ASCII character, so perhaps one snuck in somehow.... Likely the broken note was not important, but it should still be in my history |
21:09 | HUH | Little site issue, it seems? |
21:03 | FIXED | Well, fixed... is a big word, but I took care of at least one warning |
21:02 | FIXED | I did see a little parse error, and due to this the debugging code was not executed in my test before... The new version of NALA was never compiled so the old version did the work... Not very good, eh? |
21:01 | STATUS | Right, back in the office |
14:35 | STATUS | I'm afraid this is gonna take some VERY serious debugging sessions, but they will require a lot of time and focus.... Focus I have... time I have not, as I'm expecting someone to arrive any minute now.... But I could already do more than I expected, so, let's not complain.... too much.... |
14:30 | TEST | Let's test it out! |
14:30 | DEBUG | I've added more debug lines which could shine a light (hopefully) |
14:22 | DONE | I did clean Kitty's litterbox, and I feel like I poisoned myself in the process.... Damn that thing reeks! |
14:22 | COCKROACH | Now Irravonia doesn't walk at all.... I think a proper debug breakdown is now REALLY in order) |
14:15 | FIXED | This should fix PART of the issue, but we can never be sure prior to a test, can we? |
14:15 | EXPERIMENT | I've altered the Move values at the "WALKTO" routine, making sure they will be the same as the player position when the walking starts |
14:11 | FIXED | At least I fixed the crash caused when a route failed |
14:09 | CONFIRMED | The values that my MYPOS commands gives, do seem to be in line with what Dijkstra throws me, so everything looks in order, but that does not come out in the way Irravonia walks... So something must be wrong with the way Kthura calculates back the values Dijkstra gives it into the actor... Which is odd at best.... |
13:59 | FIXED | One "null" reference in case of impossible walks |
13:53 | DEBUG | I've added a debug line which should give more confirmation about matters |
13:47 | PYTHON | I've made a quick calculation of the ending value, and at least that value appears to be in order.... The other walk values do also appear to make sense to me |
13:43 | RESULT | |
13:38 | DEBUG | Let's find out more about this matter |
12:58 | CONFIRMED | yeah, that did fix stuff, but not really in the way expected, so I still got a lot of work to do |
12:54 | DONE | Oh yeah, forgot to tell you, Kitty enjoyed her meal by now :P |
12:53 | TEST | Of course, i gotta test this.... :-/ |
12:53 | FIXED | I think I fixed this issue.... Now all updates will happen AFTER the actors have moved, and my means of optimization ONLY if they have moved. |
12:49 | SOLVED | I think I solved the mystery... I think the automapper is to blame for this, which immediately activates on ANY sort of modification to any Kthura object during drawing, which is PRECISELY what the moving engine does.... Now having these remappings would only lead to slowdowns anyway, so I can best make sure they are turned off during the drawing iteration |
12:39 | RESULT | The path was correctly generated, so the error does not lie there.... However, now I get an error of the most dubious kind, clearly thrown by .NET itself, and which should not be possible no matter how you put it.... I wonder how or where this error was caused.... |
12:28 | FIXED | Oh, and I missed a C# parse error too... that also explains.... |
12:27 | TEST | Let's do that again, then |
12:27 | STUPIDITY | Forgot to save my source code prior to calling the compiler |
12:26 | HUH | Neither success nor failure are given... This would denote that the Dijkstra linkup code was not called.... That would be the only possibility left... however the earlier out-of-bounds errors given earlier denote that the request was done, and those errors are impossible without that call... I'm at a loss now.... |
12:22 | TEST | Let's test |
12:22 | DEBUG | Let's narrow down the possibilities, after all when you eliminate all the impossible, whatever remains, however improbable, must be the truth, after all... This debug line can rule out 50% of the now open possible scenarios to the impossible, so only 50% that can be true will then remain.... That is a huge progression, doncha think? |
12:16 | COCKROACH | Apparently, that was not the only thing that wasn't right |
12:11 | TEST | Of course, a little test will have to confirm I'm right or not.... |
12:11 | SOLVED | I think I solved the issue why little Irravonia didn't walk.... Not only the "to" coords had to be adepted to the blockmap grid... The "from" coordinates had to be done so, as well |
11:57 | INVESTIGATION | At least due to the earlier "out-of-bounds" errors thrown by Dijkstra, I can at least be rule out the possibility that Dijkstra wasn't called at all, and you know the saying: "When you eliminate all the impossible, whatever remains, however improbable, must be the truth!" |
11:56 | CONFIRMED | At least the "out of bounds" protection is operational... Now I gotta find out why little Irravonia doesn't walk, when instructed to.... |
11:52 | TEST | In the meantime, I'll let my builder scripts do their work, so I can immediately start testing while Kitty is eating... ;) |
11:51 | TODO | Kitty (my cat) is begging me to fill her food bowl, so I guess I should do that.... It's about time too, so she has the right to do so.... |
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