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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113
14:15EXPERIMENT
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
14:11FIXED
FIXED At least I fixed the crash caused when a route failed
14:09CONFIRMED
CONFIRMED Dernor 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
FIXED One "null" reference in case of impossible walks
13:53DEBUG
DEBUG I've added a debug line which should give more confirmation about matters
13:47PYTHON
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
13:43RESULT
RESULT
13:38DEBUG
DEBUG Let's find out more about this matter
12:58CONFIRMED
CONFIRMED yeah, that did fix stuff, but not really in the way expected, so I still got a lot of work to do
12:54DONE
DONE Oh yeah, forgot to tell you, Kitty enjoyed her meal by now :P
12:53TEST
TEST Of course, i gotta test this.... :-/
12:53FIXED
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.
12:49SOLVED
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
12:39RESULT
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....
12:28FIXED
FIXED Oh, and I missed a C# parse error too... that also explains....
12:27TEST
TEST Let's do that again, then
12:27STUPIDITY
STUPIDITY Forgot to save my source code prior to calling the compiler
12:26HUH
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....
12:22TEST
TEST Let's test
12:22DEBUG
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?
12:16COCKROACH
COCKROACH Apparently, that was not the only thing that wasn't right
12:11TEST
TEST Of course, a little test will have to confirm I'm right or not....
12:11SOLVED
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
11:57INVESTIGATION
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!"
11:56CONFIRMED
CONFIRMED At least the "out of bounds" protection is operational... Now I gotta find out why little Irravonia doesn't walk, when instructed to....
11:52TEST
TEST In the meantime, I'll let my builder scripts do their work, so I can immediately start testing while Kitty is eating... ;)
11:51TODO
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....
11:50FIXED
FIXED Rebecca
11:49STUPIDITY
STUPIDITY The Dijkstra out-of-bounds protector needed a "return" command, since it was missing the code causing the error was still executed...
11:48COCKROACH
COCKROACH All fixes ignored???
11:45FIXED
FIXED A little NIL translation issue
11:44CONFIRMED
CONFIRMED Indeed, Dijkstra and Kthura were not in one mind when it came to how to use booleans for passible or impassible areas.... I made an extra routine in Kthura to make the reverse, but I also kept the original.... This to prevent compatibility issues with other stuff....
11:42NOTE
NOTE In the meantime my backup has finished so I can get back to "business as usual" mode
11:28FIXED
FIXED What I thought is true, Dijkstra did have an out-of-bounds protection during the route calculation, but not during the check of the starting and end coordinates.

If you request starting and ending coordinates outside the bouds of the blockmap, the path calculation will now always result into a failed empty route

11:19BUG
BUG

A few things are clear, though

  1. The coordinates are correctly adapted to the blockmap grid, so at least that is not the issue
  2. It is also clear that the protection for walking out of bounds is not really operative... The test program did make the route touch the edges (on purpose) to see if that would properly block things.... So I must fix Dijkstra itself to always reject out-of-bounds walking requests
  3. I do not know if Irravonia not walking is an actual failure in the route calculation, or the blockmap, but I think I got an idea on this though, as I think Dijkstra and blockmap have reversed meanings on True and False, but I need to verify that one
11:09DEBUG
DEBUG An extra debug line will have to provide me some information on the reason WHY!
11:06NOTE
NOTE This is a very common bug I had with the pathfinder in the original Dyrt as well, also when I was on Star Story, and my 63 fires of lung.... Only TFT REVAMPED didn't suffer here, but that was only because TFT REVAMPED and Star Story use the same engine, so the issue was fixed before that project began XD
11:05BUG
BUG Wherever I click NOTHING happens at all...
11:03TEST
TEST Take II
11:03FIXED
FIXED Illegal group call
11:01TEST
TEST Let's see what happens.. Take I
11:00LINK
LINK And now the command to make Irravonia actually walk has been given, meaning she should walk now to the location the player directs her to, *if* in fact she can reach it... Please note, due to the way the blockmap has been set up, Little Irravonia will keep herself to a 32x32 grid
10:44TEST
TEST So I can start my test anyway, as I don't wanna waste time waiting for my backupper to finish its job (and I really need to fix some issues with that tool asap).
10:43POWERSHELL
POWERSHELL Well luckily Powershell grants me a few quick commands to "void" that....
10:41FAILURE
FAILURE Unfortunately my backup tool got a bit stuck in the same window from where I run my building scripts... I hate it when that happens.... :-/
10:40TEST
TEST And let's see what that'll do!
10:40DEBUG
DEBUG For now I've limited myself to making sure the system understand where you want the hero to walk to
10:40DONE
DONE I've Made a "dummy" field... It does nothing yet, but at least this makes it easier on me to make 100% sure I can easily do alternate movements, like clickable objects, and that is very important for NPCs, savespots, signs and other things you can find in your everyday RPG dungeon or city.
10:39DONE
DONE I'll make a few worksouts in preparation to use Dijkstra though.... I got some time before I really must quit my session today
- = 10 Aug 2019 = -
23:01DONE
DONE I needed a little break! Since the walking around routine is also more complex than just setting up a Dijkstra calculation whenever the player clicks something (as there are also clickable objects in the field), this may be something that won't be done until after the weekend, but when I say such things, you never know...

You should all know by know how quickly I can change my mind when it comes to these things....

22:56TEST
TEST I did a test and no parse errors came up, which is so far a good thing
22:51STATUS
STATUS All i can do now is to make sure all parse errors are taken care of... As the game doesn't yet have any controles allowing you to move, the Dijkstra routines are not called or anything yet.
22:50TODO
TODO #27 (And it doesn't look important, as this causes under-the-hood-issues, the player may never see, but memory leaks (even when they are resolved as soon as the game ends) are always a bad thing)
22:41LINK
LINK Scyndi And the NIL link code has been created
22:35LINK
LINK Or rather a 3rd as a WalkToSpot was also there
22:34LINK
LINK The C# WalkToCoords has been written.... That is half of the contract
22:22TODO
TODO Of course, now I need to write the proper link code for Bubble, which is in this case for NALA
22:16KTHURA
KTHURA Moving in general and also in accordance with Dijkstra
21:13KTHURA
KTHURA Kthura is now able to calculate the route to walk over the Kthura Map, thanks to the underlying Dijkstra unit....
I must note though, that the route will be calculated, but the result will be ignored as I do not have th proper walking update stuff available yet.... (can't do all in once you know).
19:37NOTE
NOTE (This will require me to include Dijkstra also in the Kthura Map Editor source code, but that is a later concern).
19:36KTHURA
KTHURA I've now set the path finding variables to work with my own Dijkstra module
19:34LINK
LINK Dijkstra Has now been linked to NALA, so I can use it in Kthura
18:40CONFIRMED
CONFIRMED I'v deliberately created a track that was impossible to get from start from finish to see if this would indeed get a 0 path and a "false" for success rate... This happens to be the case
17:04STATUS
STATUS Time is however not on my side to actually attach this code to Kthura and to Bubble, but that doesn't matter right now... It works, and that's important ;)
16:56STUPIDITY
STUPIDITY And how come I never realized how simple this algorithm was..... :-/
16:56FIXED
FIXED I've been working things out on the Nodes parents, and NOW it works.... And both the demo map and the breakdown confirm that.... WOOOHOOOO!
16:52REMOVED
REMOVED .git folder form JCR6 in the test project
16:52BUG
BUG But seeing this mapped out, with a complete breakdown list, this no longer makes sense.... Some nodes have been correctly generated, yes, but been linked to the wrong parent....
16:35CONFIRMED
CONFIRMED I could not yet see the actual route, but.... What I did see was that the route was calculated to be 24 units long, and guess what, when I walk the route manually as a human, I come to the same calculation.... This could already be a good indication, the Dijkstra routine works....
16:33TEST
TEST Testing stuff
16:26LINK
LINK But as I'm now just in testing stuff, not gonna do that, and let's just add JCR6 so I can get this over with!
16:26NOTE
NOTE Perhaps I need to revise qstr, as I wonder why a quickstring routine needs JCR6 support ;_/
16:24FIXED
FIXED Error fixing
16:24VISUALSTUDIO
VISUALSTUDIO Quick Test Program set up
16:13NOTE
NOTE Incoming phone call delayed me
14:58TODO
TODO Before I can test this I need to write some test code though.....
14:58DONE
DONE Frankly speaking I SHOULD have set up a Dijkstra based pathfinder now, however if it's robuust or working at all.... I can't tell, so a test is in order.
13:51POWERSHELL
POWERSHELL Created empty Dijkstra.cs file
13:50STATUS
STATUS Brendor And with that I think I removed everything that can cause me some trouble
13:49REMOVED
REMOVED Quick form calls
13:49REMOVED
REMOVED Backups also not needed
13:48REMOVED
REMOVED I won't use GTK in these tests
13:48REMOVED
REMOVED Unneeded documents
13:48REMOVED
REMOVED So I removed at least the link the git-crap
13:47LINK
LINK Now I did link in the entire TrickyUnits folder, but I surely won't be needing that XD
13:46VISUALSTUDIO
VISUALSTUDIO For now I will focus on the pathfinder alone as a separate project.... If succesful I got my own pathfinder which I can later on also export to other languages, so there's a lot to win for me here :P
13:32STUDY
STUDY Wait a minute.... I think I can create a kind of Dijkstra based pathfinder myself now.... The step by step description I see now is the first one set up in a way that maks sense.... Perfect....
13:25GITHUB
GITHUB I've made a request in AnnSerba/A-star#1 ... This can prevent that I may have to remove the code Ann Serba provided has to be removed in the future, wasting a lot of my time in the process...
12:45STUDY
STUDY I've studied the pathfinder routine for C# I found... They do not look too difficult to understand and use, however they came without any license terms, and that could be a bit of a bummer. Now NALA has been released under a GPL license, but Kthura as a library has not been so, I really need to work this out in a way licenses cannot be an issue.
11:44DUMMIED
DUMMIED The debug line for faders.... I don't think I need that anymore, as it appears to be working
11:42JUDGMENT
JUDGMENT APpears to work
11:40TEST
TEST Let's try that again, shall we?
11:40FIXED
FIXED SASKIA typo
11:39SASKIA
SASKIA Of course, I gotta try if this all works
11:32ENHANCEMENT
ENHANCEMENT I've made it possible for the autoscroller to force being executed. This will allow me to make sure SASKIA scripts can force the camera to the correct position if needed
0:25VISUALSTUDIO
VISUALSTUDIO I've created a QuickNIL tool which can help me to make prototyping possible ;)
- = 9 Aug 2019 = -
23:13FIXED
FIXED Okay, I guess it was either the visible parameter or the alpha parameter, anyway, I altered them both, and that fixed the issue, case closed :P
23:09EXPERIMENT
EXPERIMENT Let's see....
22:44MYSTERY
MYSTERY It will still be a great mystery to sort out why Irravonia doesn't show.... Perhaps the core, perhaps the MonoGame driver.... It's always a bit of an issue
22:39TEST
TEST And take XXIX
22:39POWERSHELL
POWERSHELL Run build script
22:39DONE
DONE And the Kthura core will also copy the spawn points dominance value into the actor... That is very extremely important, and could also be the main reason why little Irravonia didn't appear
22:38DONE
DONE Made sure the SASKIA script will remap
22:28BUG
BUG Irravonia Almost there, but the autoscroll had to activate immediately and not after Irravonia speaking + Irravonia isn't seen.... The latter could just be a remap issue
22:25TEST
TEST Take XXVIII
22:24FIXED
FIXED Fine tuning
22:19TEST
TEST Take XXVII
22:19SOLVED
SOLVED Ah.... That explains.... I think
22:15HUH
HUH The error indicates something that is NOT right....
21:30TEST
TEST Take XXVI
21:30FIXED
FIXED Did I fix this?
21:25FUCKYOU
FUCKYOU It appears the leader isn't recognized for some odd reason
21:24TEST
TEST Take XXV
21:24DEBUG
DEBUG extra debug must confirm this and give more info
21:23HUH
HUH No frames loaded
21:16TEST
TEST Take XXVI
21:16DEBUG
DEBUG More info
21:13RESULT
RESULT
21:11FUCKYOU
FUCKYOU I hate the NIL bug that ignores the keyword "nil" when it's the final word of the line
21:11TEST
TEST And Take XXV
21:09TEST
TEST Take XXIII and XXIV
21:05FIXED
FIXED I keep forgetting that "each" requires the tables library, which is not loaded when internal scripts are being processed :(
21:04DEBUG
DEBUG Another vs sync and debug run, then ,eh?
20:56BUG
BUG Index out of array range, eh? (C# error).
20:52TEST
TEST Take XXII
20:52FIXED
FIXED At least I fixed another case error, so I guess that other fix is also a real fix
20:51FIXED
FIXED I think I fixed that.... (or not)
20:48TEST
TEST Take XXI
20:47EXPERIMENT
EXPERIMENT Eric Maybe this fixes it?
20:36SOLVED
SOLVED Right, the bug is that the picture file to be attached to the player sprite is never properly defined.... Good to know....
20:34TEST
TEST Take XX
20:32DEBUG
DEBUG Will this answer a few questions?
20:26TECHNO
TECHNO This all looks a bit obscure, so I hope I can get to the bottom of this...
At least I know that the texture loader is to blame
20:24RESULT
RESULT
20:24TEST
TEST Take XIX
20:22DEBUG
DEBUG I've added a way to traceback C# as I need to look at that....
20:16DONE
DONE Let's prepare for running in VisualStudio
19:45STATUS
STATUS I'm gonna need VisualStudio to nail this one... But since this is affecting the core of Kthura, I guess I'll need VisualStudio to fix all this anyway
19:43DEBUG
DEBUG I've added an extra line which must tell me
19:43UNDESIREABLE
UNDESIREABLE I need to sort out if older Kthura maps do fall through the garbage collector or not... Some information the debugger gave me, make me think not....
19:32TEST
TEST Take XVIII
19:32CONFIRMED
CONFIRMED It does appear to confirm this takes place in the kthura drawing algorithms, and that will make it a rough ride to pinpoint the source of the bug....
19:31FIXED
FIXED Of course you realize I fixed this now!
19:31STUPIDITY
STUPIDITY Stacking overflow due to bad C# overloading.... Yes, I'm a first class moron!
19:30FAILURE
FAILURE Not quite sure what is happening, but everything is freezing, even the music freezes... This is really really bad!
19:26TEST
TEST Take XVII
19:26DEBUG
DEBUG I've expanded some data... hopefully this gives some answers (I'm afraid not, but hey, whatever I can narrow down is good, right?)
19:22DEBUG
DEBUG Unfortunately the traceback information is too vague
19:16TECHNO
TECHNO This will be one of the harder errors to track down.... This information is too minimal to do something with, however the traceback can at least show me which call from NIL is responsible, and hopefully this can narrow down my options.
19:13BUG
BUG
19:07TEST
TEST Take XVI
19:07FIXED
FIXED I fixed that
19:07STUPIDITY
STUPIDITY Aziella SAKSKIA requires strings to be quoted! Just like normal NIL and Lua, dumbo!
19:03TEST
TEST Take XV
19:03FIXED
FIXED Well I fixed that
19:03STUPIDITY
STUPIDITY Because I forgot to set the "spot" parameter in the SASKIA Script
19:02COCKROACH
COCKROACH What I need to figure out is why the "spot" parameter is 'nil'....
19:00COSMETIC
COSMETIC And I made sure the mouse pointer wouldn't be darker in the field. Not that important, but hey I saw that this was not right, so why not set it right before I forget it! ;)
18:59STATUS
STATUS What I can at least tell is that the part without player actors appears to work again
18:55TEST
TEST Take XVI
18:55FIXED
FIXED Did I fix it now?
18:55FUCKYOU
FUCKYOU Oh, crap!
18:52TEST
TEST Take XV
18:52FIXED
FIXED I think I fixed it (hard to tell)
18:51BUG
BUG The game demands a player, which the prison can (initally) not give
18:47TEST
TEST Take XIV
18:47FIXED
FIXED Case errors
18:40TEST
TEST Take XIII
18:40FIXED
FIXED Or at least, I think so....
18:39BUG
BUG But to the Field flower....
18:39STATUS
STATUS Well the error I get now does at least no longer refer to the Kthura link code....
18:37OFFTOPIC
OFFTOPIC Well we get to take MCMLXXV or not?
18:36TEST
TEST Take XII
18:36FIXED
FIXED A leftover from old code
18:35BUG
BUG The trouble doesn't end there... of course
18:35CONFIRMED
CONFIRMED Well at least that one is fixed
18:32TEST
TEST Merya Take XI will tell!
18:32FIXED
FIXED Did I fix it?
18:32NOTE
NOTE Or not?
18:31BUG
BUG right "nil" appears to be the parent, which I actually already expected, but at least that's confirmed now.... This is gonna be some hell to debug, I'm afraid
18:28TEST
TEST Take X
18:28DEBUG
DEBUG Expanded error message so I can (hopefully) get a better view on what exactly goes wrong
18:27KTHURA
KTHURA Link script chunk properly named
17:08TODO
TODO A break... I need to clear my brain a little
17:07BUG
BUG "None or incorrect parent given!" Now this will be a best to debug
17:05TEST
TEST Take IX
17:05FIXED
FIXED Indexing error
17:04FUCKYOU
FUCKYOU GRRRRR!
17:03TEST
TEST Take VIII
17:02FIXED
FIXED A few random occuranaces
17:00TEST
TEST Take VII
17:00FIXED
FIXED So this time it DOES count as a fix
17:00CONFIRMED
CONFIRMED The "Unknown term" error that pops up thanks to this message confirmed my earlier statement... however this was a var I forgot to rename
16:57TEST
TEST VI
16:57NOTE
NOTE THAT is NOT a fix... something that ain't broken, can't be fixed.... At least I hope to prevent the false crash errors this way
16:56DONE
DONE I've wrote some voidance code which hopefully gets me around the (incorrect) dupe identifier error
16:52STATUS
STATUS It appears all link code errors have been accounted for
16:49TEST
TEST Take V
16:49FIXED
FIXED Bad function type
16:46STATUS
STATUS (And I've only just begun, I'm afraid).....
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113