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 | ||
16:11 | DONE | I've set in some more anti-whitespace-protection |
16:10 | FIXED | And they replaced that for me... Good |
16:10 | DONE | Bringing my scooter to a repairman as the battery was as good as dead |
13:12 | STATUS | But I'll have to look into that later.... |
13:12 | COCKROACH | Which despite all that still refuses to work |
13:12 | FIXED | At least the corect data is now generated for the parser |
13:07 | STUPIDITY | I forgot to save.... (oh crap!) |
12:52 | COCKROACH | All Lua can make out of this table is {1} WTF????? |
12:45 | LUA | Written a slower, yet more accurate routine, to read JCR lines.... Hopefully this will help to get things done properly |
11:58 | DEBUG | MOAR debug crap |
11:53 | RESULT | Well, the debug data shows indeed that the lines could not be parsed... As a matter of fact, I've NEVER seen such bullshit in debuglines as I did see here today. Further investigation is now required to find out how this bullcrap could come to be... |
11:49 | DEBUG | I really have to do this... A break down debug line |
11:47 | MYSTERY | At least it's been confirmed that the level data itself has been read..... 9009 of code could not have been the outcome by that debugline otherwise... |
11:46 | DEBUG | Another line added to find out more, as I get the feeling something funny's going on here |
11:44 | INVESTIGATION | It looks like the level stats are not even read at all... :-/ |
11:36 | DEBUG | let's sort out this non-existent stat.... |
9:33 | FIXED | Another issue |
9:26 | FIXED | I think I fixed the trouble now.... |
9:22 | FIXED | Parse errors |
9:14 | DEBUG | Moar info then? |
9:14 | COCKROACH | Nope..... |
9:10 | COCKROACH | As the bug was NOT fixed despite my hopes.... :-/ |
9:10 | DEBUG | Let's hope this little enhancement will find me answers |
9:05 | FIXED | And I think I fixed the bug that bugged me before I went to sleep |
9:05 | DONE | I've slept like a baby |
- = 1 Aug 2019 = - | ||
23:54 | STATUS | Code still bugged, but I really must go to bed now... So that will be for tomorrow. |
23:49 | FIXED | "nil" |
23:42 | STATUS | I think I'm just getting tired :-/ |
23:42 | STUPIDITY | MOAR stupidity |
23:39 | FIXED | Bug in built in NALA line splitter |
23:32 | FIXED | I fixed it now! |
23:32 | STUPIDITY | You shouldn't type "==" in C# when you mean "is not".... In C# (and all other C variants) that is "!=" That action != clever! |
23:30 | TEST | And let's see what it returns |
23:29 | DEBUG | Now I wanna know what that "script" is, so I added that to the traceback shit! |
23:23 | COCKROACH | The errors get stranger and stranger |
23:22 | CLOSED | |
23:05 | NOTE | Trust me, if you have coded with either Lua or NIL long enough you surely want to "end" it all (DRUM FILL!) |
23:04 | FIXED | Forgotten "end" |
22:56 | FIXED | MOAR fixing... I think.... |
22:52 | FIXED | I think I fixed the issue |
22:43 | TEST | And Let's see if that actually fixes stuff |
22:42 | POWERSHELL | Recompile NALA |
22:42 | NALA | A bug inside NALA |
22:38 | DONE | And I think I've prevented it from happening again... At least in this particular instance. |
22:38 | FIXED | I think I fixed some code typos |
22:33 | TEST | RIght-o Let's fire up a test then.... Will nothing happen? Then I must take it as "good" If I got an error, then I guess something's not right.... Help me, Weniaria! |
22:30 | NOTE | Please note that I can only trust on it that everything works the way it's intended if no crashes take place.... Other than that, I got nothing... |
22:30 | LINK | I've linked the character data for Young Irravonia to the New Game initiator... |
21:39 | COSMETIC | I made changes based on these calculations, and tell ya what it DOES look better |
21:38 | PYTHON | I made a few recalculations hoping I can make things look esthetically better. |
21:26 | FIXED | Ah, it was nothing |
21:24 | COCKROACH | HMMMMM..... |
21:20 | FIXED | I have forgotten my self (that space is not a typo) |
21:18 | FIXED | Code typo |
21:17 | FIXED | Forgotten ) |
21:16 | FIXED | Case Error |
21:15 | NIL | Irravonia's face should now appear in the first box |
21:09 | DONE | A quick linkup routine to quickly access BoxPics |
20:51 | TODO | |
20:43 | JCR6 | Irravonia's portrait aliased for Young Irravonia... This is a dirty method and totally not friendly on the memory I know, but this was the easiest way to go and in the longer run also more efficient |
20:36 | SPOILER | And Kirana too, also a playable character despite her being an important enemy. |
20:36 | ART | Shanda has been done too as she is also playable |
20:34 | SITE | Added tag SPOILER |
20:33 | ART | And the other main heroes too |
20:30 | ART | Brendor Main Potrait |
20:29 | ART | Irravonia main portrait |
20:26 | FIXED | Party member wrong tag |
19:43 | STATUS | Time for a break! |
19:03 | FIXED | Fixed tiling bug? |
18:58 | JUDGMENT | Nope that didn't do anything |
18:57 | EXPERIMENT | Swapping some parameters, and see what happens :-/ |
18:56 | CONFIRMED | Well that fixes a part of the problem |
18:52 | FIXED | So that's fixed |
18:52 | STUPIDITY | Of coruse I should not forget that the back boxes need to be drawn as well... |
18:47 | COSMETIC | Coordinate editting |
17:59 | DEBUG | In game screensize checker |
17:54 | STUPIDITY | it was stupid.. that suffices! |
17:54 | FIXED | I don't wanna talk about it |
17:53 | FIXED | A forgotten ) (sigh) |
17:50 | DEBUG | This debug line should answer a few things.... |
17:48 | FIXED | The width of each box should be fixed now.... |
17:48 | JUDGMENT | there's a lot NOT right, but let's first get into a the coordinates of the boxes |
17:45 | FIXED | Illegal function calls |
17:43 | STATUS | I should be almost there now... At least when it comes to parse errors |
17:43 | FIXED | Link errors |
17:30 | FIXED | Code typo |
17:25 | FIXED | I think I fixed the unclosed group |
17:20 | DONE | Well let's get back to business |
16:55 | STATUS | I'll sort this out later, first to the store to make sure I've enough bread to get through the upcoming days. |
16:55 | BUG | A group scope not properly ended? |
16:48 | FIXED | "." and ":" on arrays and function followup crashes fixed... well... sort of! |
16:41 | FIXED | NIL didn't know the empower operator |
16:38 | DONE | And again |
16:37 | DONE | Not a fix, but a bug in NIL voided (for now). |
16:35 | TEST | Another test! |
16:32 | FIXED | And now that everything is properly embedded the error (which was also stupidity, first class) became visible, and it has been fixed. |
16:31 | POWERSHELL | Running compile script |
16:31 | FIXED | The embedding issue |
16:27 | SOLVED | Something went wrong in embedding the SysFont after I relinked that, I see |
16:25 | MYSTERY | The latter I understand least of all |
16:24 | STATUS | The game does start, but the status bar does not show, and trying to open the debug console even ends the game abruptly |
16:22 | TEST | And let's resume the test, shall we? |
16:22 | POWERSHELL | Running the compilation script |
16:21 | STUPIDITY | I did add a "lines" function to JCR6, but I shouldn't have forgotten I need to recompile NALA due to that! (sigh) |
16:20 | FIXED | Another missing declaration |
16:19 | DONE | Not really a fix, but worked around a bug that is still being nasty in NIL |
16:18 | FIXED | Missing declaration |
16:17 | FIXED | MOAR of those |
16:14 | FIXED | Code typo |
16:13 | FIXED | Forgoteen "self"s |
15:38 | DEBUG | Not sure what I did to fix this, but mysteriously the computer has enough memory now (it was never clear why it hadn't in the first place) |
15:37 | DEBUG | More #say tags must provide an answer |
15:35 | COCKROACH | ? |
15:34 | JUDGMENT | I wonder if qff is to blame... But I also wonder why it was imported in the first place |
15:27 | INVESTIGATION | The code crashes almost immediately after the first #say marker... This is really odd |
15:27 | FIXED | One code typo |
15:22 | DEBUG | Placed in some #say markers so I can see what is happening |
15:19 | INVESTIGATION | The error pops up while NIL is still translating the party sub |
15:18 | FAILURE | "Out of memory"? |
15:17 | TEST | Let's see what happens now |
15:17 | GENERATION | Regenerated Anyway.nil |
15:17 | FIXED | Conflict prevention |
15:14 | TEST | No parse errors in the linker, but we're not there yet! |
15:13 | LINK | Written the link code to make the bar always available from all sections of the game (where needed). |
12:34 | NIL | Before I get onto the textboxes I've decide to do the boxes of the character bar which will always be below the screen first... Since these boxes will always have the same size and are not dependent on scenario data they are easier to script, and yet, the routine creating and drawing them is the same. So if they work on that bar, they'll work on the textboxes too, and then I only get to worry about the coordinates, and scenario parsing... The textboxes will then at least not go wrong, and that can be one issue to many at the time.... |
9:55 | NIL | The textbox generator should be ready now, however, as always the case in these things... Testing is not yet possible :-/ |
9:48 | NIL | I've tried to make cool "shade borders", however these can be terribly messed up... The downside is also that MonoGame has no line instruction. So I just just hope this'll work... :-/ |
9:15 | ACHIEVEMENT | "The little girl would be missing her doll. We should return it!" |
8:58 | VISUALSTUDIO | ITile |
8:53 | NIL | Constructor set up for the boxes which can be used to display text in |
- = 31 Jul 2019 = - | ||
23:37 | NOTE | Of course you realize a new backup is in order now.... :-/ |
23:36 | STATUS | Due to my time being wasted on the OpenGL mysterious incompatibility issue, I could not move on to the BoxText routine as originally planned... I hope I'll be forgiven... |
23:28 | NOTE | Leeroy Jenkins and over 9000 are now just kills achievements, as the original requirements were too obscure |
23:28 | ACHIEVEMENT | It's over NINE THOUSAND |
23:25 | DONE | |
23:25 | FIXED | It is! |
23:23 | TEST | Let's see if the fix is real now.... :-/ |
23:22 | ACHIEVEMENT | Leerooooooooooy Jennnnkins |
23:21 | SOLVED | I think I got it! |
23:17 | DEBUG | Let's expand the error message, shall we? |
23:13 | BUG | The music stopper is declared absent.... that should not be possible so what is going on here? |
23:03 | NOTE | Well on the bright side... With DirectX the communication with the Windows UI is now a lot better.... So I guess I have to take it or leave it... :-/ |
22:58 | FUCKYOU | Yeah, if MonoGame didn't pop errors that were no issue, I would have done that this morning and not have suffered like this... GRRR! |
22:57 | DONE | #14 should have been taken care of now |
22:50 | NOTE | (perhaps it was because this were pages 1300-1399... You know unlucky number... that this had to happen to me).... |
22:50 | STATUS | And now I can FINALLY get back to setting right #14 what I actually wanted to have done in less than an hour... THANKS A LOT! |
22:47 | JUDGMENT | Appears to be working.... |
22:47 | TEST | Testing building script with the new engine build |
22:45 | REMOVED | in order to prevent conflicts I've removed the original release folder (easy to recreate thanks to my builder) |
21:40 | FIXED | AT LAST! |
21:25 | BUG | MapScript doesn't produce results though, and I know there's metadata here! |
21:19 | FIXED | Poor Lua code generator in Kthura data outline |
21:19 | TECHNO | I know why the private was not accepted.... Due to a complicated metatable construction NIL was not able to understand that privates should be accessible, and there is by the way no way to fix that... at least not with the way NIL's been set up now.... |
21:18 | REMOVED | ID in Kthura no longer private, but I did set it to readonly |
21:03 | HUH | It works? |
21:02 | FAILURE | But now I got the error that I tried to call a 'nil' value, and I wonder what's wrong here.... |
21:02 | FIXED | Well I found out what's wrong |
20:58 | VISUALSTUDIO | Let's run it again, shall we? |
20:58 | FUCKYOU | true for a microschoft product VisualStudio crashed |
20:57 | EXPERIMENT | Let's try a different road here |
20:56 | MYSTERY | I don't see where it could possibly go wrong, though, so this is gonna be a though ride, since the system doesn't tell me anything... |
20:54 | FAILURE | Exception thrown |
20:54 | TEST | taking forever, I see |
20:54 | TEST | seems not very good |
20:54 | TEST | I'm waiting? |
20:53 | TEST | Final step, the key table former |
20:53 | CONFIRMED | THAT WORKED TOO!!!! |
20:52 | TEST | And now with Data read-out link |
20:51 | CONFIRMED | Very well, when I uncomment the Data definition link the game just starts up... good! |
20:51 | TEST | Let's do this now STEP BY STEP, and see what'll happen.... |
20:50 | FIXED | The menu runs again.... FINALLY! |
20:42 | FAILURE | Of all the issues in the world.... I HAVE TO DEAL WITH WINDOW'S BEING OVER PROTECTIVE OVER FILES IN A "DIFFERENT (non-existent) PROCESS"!!! |
20:39 | COCKROACH | And now a general error, without any form of information at all... I am really beyond furious now! |
20:38 | FIXED | Okay, that's because of a code typo in the Kthura link script, but due to not everything being loaded at the time that results to an error that doesn't make it through... Somehow... |
20:35 | FAILURE | And now nothing happens when I run the engine... |
20:35 | FIXED | Well I fixed that |
20:30 | JUDGMENT | Well, I got the Blue Screen of Death (which I took very very literally), but that at least indicates the engine runs at all... In OpenGL I didn't get that far. |
20:26 | VISUALSTUDIO | Well I hope I got NALA working in DX now.... |
19:42 | FUCKYOU | It simply DOESN'T want to work, eh? |
19:39 | ANALYSIS | Doesn't seem to work the way it should... :-/ |
19:24 | VISUALSTUDIO | Created a new template and let's see if I can copy all the linked C# code into it |
19:17 | RAR | I'll first rar what I have to make sure this operation cannot cause me to lose everything! |
19:17 | SITE | Added tag RAR |
19:16 | FUCKYOU | And this, folks, is I mostly use my own engines, and don't want to be reliant on others, but unfortunately, I cannot do EVERYTHING myself :( |
19:15 | NOTE | Aziëlla's Babbling Bubbles also uses OpenGL and refuses to work... The Kthura Map Editor is on DirectX, and was supposed to be swapped to OpenGL (which I never did due to fear of the same trouble I'll be about to face now), but at least that program works now.... |
19:14 | TECHNO | The project file is actually what worries me most! |
19:13 | TECHNO | The most obvious solution... At least for the short term would be to adapt NALA to work with OpenGL, but that may be easier said than done... But it's the only thing I can do to save this project... Luckily this won't require me to change any C# or NIL code, but it will be one hell of an operation to make sure that everything will be done accordingly in the solution and project files.... |
19:11 | INVESTIGATION | Well I've created a quick OpenGL blank project where the same issue arises, and a quick DirectX project, and that one works.... It's clear the communication with OpenGL has become the eyesore here.... |
19:03 | FUCKYOU | researching this it appears they are having trouble with OpenGL only... Should switching to DirectX really fix all this? (I hope that is not what's wrong here). |
18:54 | FUCKYOU | It keeps insisting my graphics drivers are no good... That's bogus... It has always worked and the Kthura editor still works.... Did some behind my back updates take place I'm not aware of? |
18:49 | TEST | Again no good? |
17:57 | SYSTEM | All systems rebooted |
17:43 | SYSTEM | I guess all that's left to do is reboot, and see what will happen then.... |
17:43 | SITE | Added tag SYSTEM |
17:41 | FAILURE | It's my guess the last crashes did (despite .NET being protected against it) lead to a serious memory leak |
17:39 | FUCKYOU | Now it even claims it can't create a graphics device record |
17:36 | FAILURE | Still nothing, eh? |
17:33 | TECHNO | I guess I need to be more prune on what to allow in the init.nil and what not, as I guess it's über-fragile.... :-/ |
17:31 | NOTE | Should never be the reason something like... well THIS is caused, but okay.... :-/ |
17:31 | FIXED | Code Typo |
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 |