1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112
12:57BUG
BUG".NET error in user code"
12:56TEST
TESTRebecca Take THIRTEEN
12:56FIXED
FIXEDForgotten "$"
12:55FIXED
FIXEDForgotten "Hover."
12:46STATUS
STATUSALL NON-PRIMARY TEST ERRORS ACCOUNTED FOR!
12:31TEST
TESTTake TWELVE
12:31FIXED
FIXEDAt one place I placed too many "end"s, and at another too little... all resulting into an "unexpected static", but I guess I gotta love NIL for that, as those kinds of mistakes can give headaches to fix
12:27TEST
TESTTake ELEVEN!
12:27FIXED
FIXEDForgotten () in a void definition
12:25TODO
TODOTime to feed Kitty
12:23TEST
TESTTake TEN (and still that what I had to test, has NOT yet been tested)
12:22FIXED
FIXEDAnd that fixes another issue
12:22GENERATION
GENERATIONGenerated a new anyway.nil (I forgot about that)
12:20TEST
TESTTake NINE!
12:20FIXED
FIXEDAnd fixed an "unexpected static" in the process!
12:20REMOVED
REMOVEDOne "end" too many
12:18STATUS
STATUS(and then to think the primary thing didn't even yet come into play)
12:18TEST
TESTTake EIGHT!
12:18FIXED
FIXEDSame error, different line
12:10TEST
TESTTake SEVEN!
12:09FIXED
FIXEDIt's "sprintf" and not "sprint".... dummy!
12:09STATUS
STATUSAll 'field.h' errors accounted for?
12:07BUG
BUGis '$' not working well on group constructors?
12:03HUH
HUHNow what?
12:00NOTE
NOTEI 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
11:49TEST
TESTTake Six!
11:48FIXED
FIXEDMisformed function name
11:47TEST
TESTScyndi Take FIVE!
11:47COCKROACH
COCKROACHAAARGH!
11:47TEST
TESTTake FOUT
11:46HUH
HUH").." seen as unknown term? (NIL should never have recognized that as ONE term anyway)
11:45TEST
TESTTake THREE!
11:45FIXED
FIXEDIncorrect meta-table definition
11:41TEST
TESTTake TWO!
11:41FIXED
FIXEDMisformed string
11:39TEST
TESTTime for another testing round... Take ONE!
11:32DONE
DONEDirectory 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).
9:20FIXED
FIXEDthat should be fixed now
9:19BUG
BUGUnfortunately, the mouse pointer does not appear
9:19CONFIRMED
CONFIRMEDThat appears to be wroking
9:17COSMETIC
COSMETICAnd make sure you can see a "Hover" took place too...
9:17DONE
DONEI've put in the "Hover" system in the Save Game UI
0:25STATUS
STATUSThe next part will be saving itself, but I hope you'll forgive me that that won't be for today
0:24STATUS
STATUSAnyway, 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
0:23STATUS
STATUSFortunately I don't have to get out of the house today anymore
0:23STATUS
STATUSIt's raining here....
0:15BACKUP
BACKUPRunning
0:15GITHUB
GITHUBUp-to-date
0:13STATUS
STATUSFor now it shows what I want to see
0:09DONE
DONESidebar added
0:07NOTE
NOTEThat is news worthy of hitting all the front papers, you know!
0:07STATUS
STATUSI saw what I wanted to see
0:04FIXED
FIXEDBrendor So I fixed that!
0:04STUPIDITY
STUPIDITYScrollY did indeed have to be static... Silly me
0:02NOTE
NOTEYeah, what, did you listen to Eric Idle's advice? Always look on the bright side of life?
0:02BUG
BUGI did get an error, but it's no longer a .NET error, so progress was still booked after all
0:01STATUS
STATUSNo more crashes.... so maaaaaybe.....
0:00NOTE
NOTE(I mean, praying to Microsoft DOES feel pretty awkward, you know).
- = 12 Aug 2019 = -
23:59NOTE
NOTE(and hopefully I don't have to pray).
23:59TEST
TESTLet's test this....
23:59STATUS
STATUSWell, 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....
23:58FIXED
FIXED????
23:58STUPIDITY
STUPIDITYOh wait, I think I found out what's wrong.... (I hope)
23:57COCKROACH
COCKROACHGuess.....
23:55TEST
TESTLet's see if stuff works properly now .... :-/
23:55NOTE
NOTEI guess Microsoft still operates deep back down, so I guess it's always a possibility anyway
23:55DONE
DONEI think I fixed the issue, but this should NEVER have resulted into a .NET user error.... :-/
23:53ANALYSIS
ANALYSISWhen creating a box for the side bar it already goes wrong.... Oh odd, since that routine doesn't call .NET
23:49TEST
TESTLet's test once more!
23:49UNDESIREABLE
UNDESIREABLEIt's sad this is what it takes
23:49DEBUG
DEBUGAll steps broken down in CSAY statements
23:45COCKROACH
COCKROACHApparently that was not it....
23:44TEST
TESTAnd let's test, to see what happens!
23:44POWERSHELL
POWERSHELLRunning my compiling script... again
23:44TECHNO
TECHNOFrom 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?
23:40TECHNO
TECHNOthat means "something is wrong and I am not in the mood to tell you what, asshole!"
23:39COCKROACH
COCKROACH".NET error in user code"
23:38TEST
TESTIrravonia And antoher test coming up!
23:37FIXED
FIXEDNIL callbacks only work if they are declared global... dummy!
23:31LINK
LINKI'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!
23:30BUG
BUGAnd what I see is.... NOTHING AT ALL
23:27NIL
NILYeah, NIL can have a few cons, but they don't outweight the pros, or at least, not this one!
23:27FIXED
FIXEDForgotten declaration
23:25TEST
TESTTesting once more!
23:25FIXED
FIXEDAnd another one
23:23FIXED
FIXEDCode Typo
23:21FIXED
FIXEDAnd now with a few quick "$" I could fix another error... This time maybe more work than intended, but in the future.....
23:15NALA
NALARebuilt NALA so the game should now support this too, and hopefully this'll save me some work
23:15CLOSED
22:59DONE
DONEWell that that does it for the with stuff.... yay!
22:33FIXED
FIXEDFor classes this now works for non-static methods.... Static methods (which are for me the most important, actually) are an issue, but I think I got a solution.... But that will take some effort
22:28FIXED
FIXEDRight, with is now recursive and in groups this works too... Only classes are a bit of an eyesore, as "$" doesn't want to work in classes
22:12BUG
BUGNope, groups don't work either...
22:10NIL
NILThe "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...
21:23ENHANCEMENT
ENHANCEMENTI've set the basic scope starter in NIL to see _G as the 'width' variable if no proper width has been set
21:20NOTE
NOTEI'm first gonna set something up as this has been annoying me for far too long, so I need to set it right!
21:18JCR6
JCR6Forgot to note... I've added a few arrow arrow aliases for quicker access to a few features later in the game
21:17TEST
TESTLet's see now
21:17FIXED
FIXEDFile not found!!!! (404) :P
20:14STATUS
STATUSAll direct parser issues accounted for, as far as I can see so far
20:11OFFTOPIC
OFFTOPIC(And I hope it'll work then, as I'm getting hungry)
20:11TEST
TESTOf course, another test iis in order....
20:11TECHNO
TECHNOEric 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!
20:10NALA
NALAIt is one that obligates me to recompile NALA.... AGAIN!
20:10FIXED
FIXEDCode typo
20:07TEST
TESTAnd Time for another test
20:07NALA
NALARecompiling NALA
20:07FIXED
FIXEDLoni 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
19:59TEST
TESTTake... Wait... I forgot to count... Oh, crap!
19:59NALA
NALASo let's do that, and try again!
19:59FAILURE
FAILUREA few issues with the garbage collector pop up, but likely this is due to not yet re-compiling NALA
19:57TEST
TESTAnother test
19:57FIXED
FIXEDGroup mixup
19:55DONE
DONEA 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...
19:18LINK
LINKSo this makes the temporary link at least available, and functional
19:17DEBUG
DEBUGCommand set up to activate the save game screen
19:14LINK
LINKLink up code to actually enter the SaveGame menu.... (Since no save spots exists now, this code is not yet accesible, duh!)
19:07LINK
LINKA 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!)
18:59DONE
DONEA 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!
17:50DONE
DONESet up a checklist in #33, so I won't forget what data a save game file needs.
17:09ENHANCEMENT
ENHANCEMENTI'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).
13:23STATUS
STATUSAnd so far for now
13:23CONVERT
CONVERTBoth converted to PNG
13:19STATUS
STATUSThey are both made in DPaint, so I got them in PCX format for now... This is however easily replaced
13:18ART
ARTArrow Down
13:18ART
ARTArrow Up
12:43STATUS
STATUSAziella 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!
12:39FIXED
FIXEDMOAR Kthura case error fixings
12:37CONFIRMED
CONFIRMEDThe folder that I intend to use for "dynamic data" (save games, swap files and main config files) is correctly set
12:35FIXED
FIXEDKthura case error
12:34NOTE
NOTEI swear... I should make NIL classes case INsensitive :P
12:22FIXED
FIXEDworkdir issue
10:08STATUS
STATUSAlthough on second thought.... i do think it can wait... I've a better idea
10:07STATUS
STATUSI 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)
9:48NIL
NILSkeleton for the save game interface
7:46ART
ARTSaveSpot Red
7:46ART
ARTSaveSpot Green
7:46ART
ARTSaveSpot Blue
0:49STATUS
STATUSWell, later!
- = 11 Aug 2019 = -
23:34TODO
23:27CONFIRMED
CONFIRMEDTHAT WORKS!!!!
23:25DONE
DONEI've set the texture of the actor to update automatically... This should allow Irravonia to turn around in accordance of the direction she faces
23:09OPTIMIZATION
OPTIMIZATIONI'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
23:08SITE
SITEAdded tag OPTIMIZATION
23:05STATUS
STATUSRight 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.
23:04FIXED
FIXEDYAY! All issues fixed
22:23SOLVED
SOLVEDI 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.....
21:57EXPERIMENT
EXPERIMENTI need to try this.....
21:52CLEANUP
CLEANUPI did remove some warnings from C#, but that will not do much
21:52SITE
SITEAdded tag CLEANUP
21:46COCKROACH
COCKROACHNo visible effect
21:40EXPERIMENT
EXPERIMENTMerya Let's see if this clears things up a little.... :-/
21:37BUG
BUGThe 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
21:36FIXED
FIXEDI worked out the length property and yes, now it works as it should
21:32TEST
TESTLet's see what happens now....
21:32DEBUG
DEBUG98% 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?
21:30DEBUG
DEBUGHmmm... One warning I see in my compiler report might solve it all.... :-/
21:29DEBUG
DEBUGMore crap added to narrow things down
21:13ANALYSIS
ANALYSISThe 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
21:11RECOVERED
RECOVEREDWell the broken message has been found, and like i thought... it had a non-ascii character, but I fixed that...
21:11SITE
SITEAdded tag RECOVERED
21:11NALA
NALAIndeed, now it compiles.... Some warnings are thrown, but they don't matter in this case, and I should take care of them over time.... :-/
21:10NOTE
NOTEThis 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
21:09HUH
HUHLittle site issue, it seems?
21:03FIXED
FIXEDWell, fixed... is a big word, but I took care of at least one warning
21:02FIXED
FIXEDI 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?
21:01STATUS
STATUSRight, back in the office
14:35STATUS
STATUSI'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....
14:30TEST
TESTLet's test it out!
14:30DEBUG
DEBUGI've added more debug lines which could shine a light (hopefully)
14:22DONE
DONEI did clean Kitty's litterbox, and I feel like I poisoned myself in the process.... Damn that thing reeks!
14:22COCKROACH
COCKROACHNow Irravonia doesn't walk at all.... I think a proper debug breakdown is now REALLY in order)
14:15FIXED
FIXEDThis should fix PART of the issue, but we can never be sure prior to a test, can we?
14:15EXPERIMENT
EXPERIMENTI've altered the Move values at the "WALKTO" routine, making sure they will be the same as the player position when the walking starts
14:11FIXED
FIXEDAt least I fixed the crash caused when a route failed
14:09CONFIRMED
CONFIRMEDDernor 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....
13:59FIXED
FIXEDOne "null" reference in case of impossible walks
13:53DEBUG
DEBUGI've added a debug line which should give more confirmation about matters
13:47PYTHON
PYTHONI'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
13:43RESULT
RESULT
13:38DEBUG
DEBUGLet's find out more about this matter
12:58CONFIRMED
CONFIRMEDyeah, that did fix stuff, but not really in the way expected, so I still got a lot of work to do
12:54DONE
DONEOh yeah, forgot to tell you, Kitty enjoyed her meal by now :P
12:53TEST
TESTOf course, i gotta test this.... :-/
12:53FIXED
FIXEDI 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.
12:49SOLVED
SOLVEDI 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
12:39RESULT
RESULTThe 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....
12:28FIXED
FIXEDOh, and I missed a C# parse error too... that also explains....
12:27TEST
TESTLet's do that again, then
12:27STUPIDITY
STUPIDITYForgot to save my source code prior to calling the compiler
12:26HUH
HUHNeither 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....
12:22TEST
TESTLet's test
12:22DEBUG
DEBUGLet'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?
12:16COCKROACH
COCKROACHApparently, that was not the only thing that wasn't right
12:11TEST
TESTOf course, a little test will have to confirm I'm right or not....
12:11SOLVED
SOLVEDI 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
11:57INVESTIGATION
INVESTIGATIONAt 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!"
11:56CONFIRMED
CONFIRMEDAt least the "out of bounds" protection is operational... Now I gotta find out why little Irravonia doesn't walk, when instructed to....
11:52TEST
TESTIn the meantime, I'll let my builder scripts do their work, so I can immediately start testing while Kitty is eating... ;)
11:51TODO
TODOKitty (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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