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
20:51TEST
TESTTake XXXIV
20:51STATUS
STATUSThis does not yet fix everything, but I'm on the road... at least....
20:51LINK
LINKI've linked this routine now to the Scenario loader....
20:49TECHNO
TECHNOI see I prepared a 'fake' GALE class to take care of the previous issue, but as I had so much to do and no way to test it, I forgot about it... Good that I see it now ;)
20:49CONFIG
CONFIGI've set up a portraits table in the TextBox class
20:47TECHNO
TECHNOThe error at hand is a result of the fact that the scenario loader tries to load pictures over GALE, which was the Lua API engine used in LAURA and LAURA II. This is not compatible with BUBBLE and thus also not with NALA, and therefore that error... So at least we got something that is completely normal....
20:45FIXED
FIXEDIndeed, now the error changed indicating something more happened now
20:43TEST
TESTTake XXXIII
20:43FIXED
FIXEDWell, I guess this will do a few things right then
20:43DEBUG
DEBUGLinks to a non-existent file, eh?
20:41TEST
TESTTake XXXII
20:41DEBUG
DEBUGDone some extra debug lines, hopefully they'll answer a few questions
20:31HUH
HUHAll subtables are .... empty
20:30TEST
TESTTake XXXI
20:29DEBUG
DEBUGAnd a debug line has to tell me why that came is done
20:29BUG
BUGIt says the required tag is missing....
20:27STATUS
STATUSThat did fix a lot, but I still got a LOOOOONG way to go!
20:25TEST
TESTTake XXX
20:25FIXED
FIXED'nil' value
20:25TEST
TESTCase XXIX
20:23SASKIA
SASKIALoad the scenario script first, DUMMY!
20:17EXPERIMENT
EXPERIMENTMoving in... I think.... :-/
20:12TEST
TESTScyndi Take XXVIII
20:12FIXED
FIXEDI've added some Trims
20:01STATUS
STATUSThings are not yet the way they should be, but I'm closing in.... Good
19:57TEST
TESTTake XXVII
19:57TECHNO
TECHNOI did mention that space appear to be added when two VMs communicate with each other... I wonder why, but I should make note of it....
19:56STATUS
STATUSI'm sure it's not yet 100% right, but hopefully things are more on my side now
19:54STUPIDITY
STUPIDITY

%s was placed, but not in the required sprintf setups as was needed

19:51TEST
TESTTake XXVI
19:51LINK
LINKLet's redo that one
19:49TEST
TESTTake XXV
19:48LINK
LINKLet's link two variables together and see what'll happen
19:46HUH
HUHThe outcome of that line exceeded my wildest expectations.... But not in a good way
19:45STUPIDITY
STUPIDITYAlthough, I think my mind is clearing up now... I think I know what's wrong.... Oh crap....
19:44DEBUG
DEBUGI've added an extra debug line which should give me some clarity on this matter, as this is rather fucking GGRRR!
19:42TEST
TESTTake XXIV
19:41DONE
DONEAdded Trims, and hopefully that helps...
19:41CONFIRMED
CONFIRMEDSo that is indeed the case, eh?
19:40TEST
TESTTake XXIII
19:40DEBUG
DEBUGThis line must confirm if that is true
19:40DEBUG
DEBUGIf you ask me, the system is adding spaces.... again....
19:38TEST
TESTTake XXII
19:38EXPERIMENT
EXPERIMENTQuick swap-up
19:33BUG
BUGIt sees the scenario tag for a file, in stead of the file.... That's not good, eh?
19:32TEST
TESTTake XXI
19:32FIXED
FIXEDA few fixes in the BoxText linker
19:13TEST
TESTBrendor Take XX
19:13SOLVED
SOLVEDAh yeah, that last word "nil" bug, that I still can't get fixed....
19:09TEST
TESTTake XIX
19:09REMOVED
REMOVEDneedless comment
19:08TEST
TESTTake XVIII
19:08FIXED
FIXEDLAURA JCR converted to BUBBLE JCR call
19:04STATUS
STATUSThe news came so I had to break this off, but let's resume things now, shall we?
17:54TEST
TESTTake XVII
17:54REMOVED
REMOVEDSome calls to harsh system routines that LAURA had, but NALA hasn't and which can only lead to very extremely terrible bugs, so I'm better of without them
17:52FIXED
FIXEDAnyway, the main problem is fixed there
17:52FAILURE
FAILUREStill the computer thought it did.... I must find out why the computer says "out of memory" when the entire notion is out of the question!
17:51TECHNO
TECHNOThat still can't cause an "out of memory" though
17:51FIXED
FIXEDI did find a missspelled variable
17:48MURPHY
MURPHYStill no good....
17:48SITE
SITEAdded tag MURPHY
17:47STATUS
STATUSAnd I was hoping to play some more Lands of Lore before the News would begin... Of course, coding NEVER allows such a thing to happen....
17:47TEST
TESTTake XVI
17:46SOLVED
SOLVEDI think I found it.... NIL is not yet able to declare and assign a value unless it's constant... Why it came to out of memory in stead of throwing a PROPER error, that's beyond me, though....
17:45HUH
HUHRight, it's confirmed the substitutor code is to blame (yet it cannot cause this to happen, so I'm still in the dark here).
17:45TEST
TESTTake XV
17:40HUH
HUHAh... This happens during the call to the New Game... Maybe that explains something... yet... this is very very odd
17:39HUH
HUHThe menu starts, and suddenly I get the "not enough memory" notice.... NOTHING can cause that to happen....
17:39TEST
TESTTake XIV
17:39EXPERIMENT
EXPERIMENTI've no idea what I'm doing... Since the engine refuses to give CORRECT data, I'm completely in the dark here
17:36TEST
TESTTake XIII
17:36EXPERIMENT
EXPERIMENTIrravonia ?
17:34TEST
TESTTake XII
17:34EXPERIMENT
EXPERIMENTDoes this do the trick?
17:30TEST
TESTTake XI
17:30FIXED
FIXEDMOAR parse errors
17:29TEST
TESTTake X
17:29FIXED
FIXEDParse error
17:28TEST
TESTIX
17:28LINK
LINKLinked that to BoxText
17:28NIL
NILNew gamevar substitution routine (I forgot about that)
17:18TEST
TESTTake VIII
17:18FIXED
FIXEDMySplit is not just Split
17:17TEST
TESTTake VII
17:14DUMMIED
DUMMIEDTemporary dummied code I won't need for the time being
17:14SITE
SITEAdded tag DUMMIED
17:12TEST
TESTTake VI
17:12FIXED
FIXEDNIL syntax is a bit more restrictive than Lua when it comes to direct table definitions
17:09TEST
TESTTake V
17:09REMOVED
REMOVEDI removed a line I though I'd need, but as things went, I realized this line was only faulty.... I only forgot to remove it, this the NIL parser threw an error
17:01TEST
TESTTake IV
17:01FIXED
FIXEDFOUND IT!
16:59TEST
TESTIII (although this can't change anything, but actually it can't crash on anything either, so what's happening here?)
16:59COCKROACH
COCKROACHHando Stillor For some odd reason a WHITELINE has an unknown identifier.... Odd....
16:55TEST
TESTTake II
16:53FIXED
FIXEDA forgotten self
16:51TEST
TESTEric Take I
16:51STATUS
STATUSNow I need to put everything to the test, which can be hard as I cannot yet see the text being processed, so I must just guess stuff a little....
16:50NIL
NILAnd set up a function which should show all this....
16:49GENERATION
GENERATIONBox generation based on the space the text in it needs
16:31GENERATION
GENERATIONI've written a generation script (or rather revived the one I used for TFTREVAMPED and adepted it to NIL, to take full advantage of what NIL can do) that will do the end generation. This is important, as the system cannot know how big the screen is beforehand, so I cannot adept the text to this in my own data files. This script will calculate it all out and make it fully suited with your monitor.
This is not yet fully done, as a few more things need to be done (as some LAURA references may still exist, and since LAURA is no longer being used....)
16:27TODO
15:41STUDY
STUDYIt's a bit senseless having to re-invent the wheel all the time, so let's see how the TextBoxes are generated in The Fairy Tale REVAMPED!
14:59CONFIRMED
CONFIRMEDAll's well!
14:55FIXED
FIXEDA few mistakes I made when linking this (I was too hasty).
14:54LINK
LINKI've now set up an auto-linking feature which allowed the BoxText to always perform the correct background rendering based on the current game situation.
14:50CONFIRMED
CONFIRMEDAll's well
14:49TEST
TESTA quick checkup to make sure everything's right
14:29LINK
LINKI've restored the original link to the opening SASKIA script so I can start the opening scenario... The menu screen is not yet relevant, that will come once I get into the actual field gameplay (and when that one comes I'll first get into the savegame routine anyway).
0:54GITHUB
GITHUBUp-to-date
0:54BACKUP
BACKUPRunning
0:51FIXED
FIXEDA bug shown by the screenshot... (the amber box next to the first box) has been fixed
0:50SCREENSHOT
0:49SITE
SITEAdded tag SCREENSHOT
0:40NOTE
NOTEI REFUSE to call this a "fix"
0:40DONE
DONEWell, this is the ugly method, but at least it prevents cosmetic issues
0:39BUG
BUGVertical alignment in text ignored?
0:34COSMETIC
COSMETICChanged the vertical alignment of the points
0:30HUH
HUHIt WAS the cause of all trouble???? WTF?
0:28FIXED
FIXEDForgotten "end" command... Such a thing should NEVER give an out of memory error under any circumstances... However this means a group is not properly ended... Is that the reason why???
0:23EXPERIMENT
EXPERIMENTI wonder....
0:20POWERSHELL
POWERSHELLNow I did forget to recompile NALA, and a new feature that's added to TQMG (which NALA uses) is required to make this work... That can however not be reason for an "out of memory" kind of error, but hey, it needs to be done anyway before I can fix anything, so here goes....
0:18TECHNO
TECHNOThat error is NEVER right, but it means that something else went wrong... And what it is.... A needle in a haystack
0:17BUG
BUGAziella "Not enough memory"
0:16NIL
NILAnd used it to display the points
0:16NIL
NILA "DarkText" library created
- = 2 Aug 2019 = -
23:59FIXED
FIXEDSome images of Aziëlla are faulty tagged with alternate text "Scyndi".... This will not happen again, but existing occurances cannot be fixed at the present time, and even if I could... It's not worth my time to do so....
23:58SITE
SITEConfiguration changes to this DevLog!

Although you may initally not see any changes

23:46STATUS
STATUSWell, at least that part works now
23:44FIXED
FIXEDA sense of "self"
23:43FIXED
FIXEDIllegal object reference
23:41FIXED
FIXEDCase error
23:41FIXED
FIXEDI see.... I must make sure that NALA crashes out when assets are not found
23:32FIXED
FIXEDComma parse errors that came in this way.
23:32DONE
DONERe-written as small part of code and see what happens
23:30INVESTIGATION
INVESTIGATIONI wonder!
23:27FIXED
FIXEDVariable misreference
23:24FIXED
FIXEDCode typo
23:23FIXED
FIXEDCase error
23:22FIXED
FIXEDEasy fix, but still.... It was expected
23:21BUG
BUG"tag" unknown... I KNEW it!
23:21NOTE
NOTEI don't know why I'm sure they won't work,though....
23:20DONE
DONEI've set up the base model for the combat bars....
23:04STUDY
STUDYDone
22:17STATUS
STATUSBefore this can be applied a small study is needed... Nothing serious, as the font will work as normal, but I need to check out some things, first.
22:15FONT
FONTWell, font is a great word, but the font engine will use it to show the HP, AP and VITALITY (if appliccable)
20:03STATUS
STATUSAll bugs accounted for... Or at least... so it seems....
19:59FIXED
FIXEDThat stupid thing I do not wish to talk about!
19:59STUPIDITY
STUPIDITYMerya OPLETTEN!
19:53FIXED
FIXEDIllegal call to NALA API
19:49FIXED
FIXEDI think I fixed it... I just made the way tables are interally called in a crappy way that was bound to crash
19:41STATUS
STATUSAs far as I can judge now, all stat parsing is now working the way it should.... This has not yet caused me the end of my total suffering, but at least progress was booked
19:37TEST
TESTAnother test coming up!
19:36C#
C#I think that the MaxCopy value was null, and maybe that's what caused this error... I've put in an concstructor in the C# code that must make sure that if not set MaxCopy is just an empty string
19:32DEBUG
DEBUGSo I've set a line that must tell me WHY it thinks that AP has a MaxCopy setting (which it hasn't).
19:32BUG
BUGThere's bullshit going on about MaxCopy....
19:27DEBUG
DEBUGAnother debug line required I'm afraid (I'm getting tired of this).
19:24TEST
TESTBut what will happen next?
19:23FIXED
FIXEDCase conflicts with the SuperGlobal.VarCommunicate property
18:53NIL
NILI think I fixed the issue at hand, yet I cannot be sure, so another test is in order
18:50CONFIRMED
CONFIRMEDFix confirmed, however another bug yet remains, and that is a pretty odd one too
18:03FIXED
FIXEDA calculation notation fault in the underlying C# API that caused SUM and AVG scripts to return 0 always unless the last element has a higher value
18:00REMOVED
REMOVEDA no longer needed debug line
17:55DEBUG
DEBUGAnother debug line to be sure....
17:55COCKROACH
COCKROACHHmmm.... closing in... I think
17:51FIXED
FIXED
17:51STUPIDITY
STUPIDITYUnfinished string
17:49DEBUG
DEBUGMore debug lines added so I can (hopefully) pin this down a bit better
17:40TEST
TESTLet's test this out now
17:39NOTE
NOTEFurthermore, the max of AP is the same for all characters, however determined by level and chosen difficulty setting
17:38FIXED
FIXEDAP is not a stat in Dyrt, but determined by level
17:34FIXED
FIXEDWell That has also been fixed now!
17:33FUCKYOU
FUCKYOUGRRRR!
17:30FIXED
FIXEDDernor Dernor The cause of the cyclic error should now also be fixed
17:28CONFIRMED
CONFIRMEDthat works
17:27TEST
TESTLet's find out!
17:27NALA
NALADoes, or doesn't it work?
17:27POWERSHELL
POWERSHELLRecompile NALA
17:26DONE
DONEAlright, I've set up a proper error throwing system for this, so if this happens again, a proper error should be immediately thrown, so we cannot keep on stacking up until a stack overflow exception is thrown by .NET
17:23BUG
BUGAha... A cyclic infinite loop eventually leading to a stack overflow.... I can fix that, but first let's build in some protection inside NALA to make sure this cannot happen again, and that a proper error message will be thrown.
17:21VISUALSTUDIO
VISUALSTUDIOLet's check this in VS itself, shall we?
17:20RESULT
RESULTCongratulations, NALA crashes completely!
17:20TEST
TESTBut lets run another test to have THAT ONE confirmed...
17:19FIXED
FIXEDIllegal function call and I do think that is also what causes #20 to happen
17:18DEBUG
DEBUGLet's see how the stat script looks.... (It's there were it appears to go wrong).
17:16FIXED
FIXEDCase issues, but that is not what casues #20 to happen
17:14DEBUG
DEBUGScyndi Let's see who this could happen, as I don't understand it anymore... :-/
17:14CLOSED
17:14BUG
17:06FIXED
FIXEDAnother parse error
17:05FIXED
FIXEDForgotten "end"
17:03FIXED
FIXEDI've recoded the SubCollecto generator, and this should fix the issue at hand!
16:29FIXED
FIXEDA fix is a fix, but is it THE fix for #18.... Another test will tell me
16:28NOTE
NOTENot sure if this fixed the issue at hand, but at least one reference to a static that is no static has been fixed
16:21BUG
BUGNot completely good, but the error has changed, so the fix took effect.... Pity another bug popped up now

Issued as #18

16:16FIXED
FIXEDWhich is now fixed
16:16STUPIDITY
STUPIDITYThat is of course when you declare it at the wrong spot so it resets all the time
16:15RESULT
RESULTWhat shows is that the variable 'chklevel' is always 0, even though that should NOT be the case...
16:14DEBUG
DEBUGRebecca Another checkup
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