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22:11DUMMIED
DUMMIED Picture code as I don't need it now, and it will be rewritten eventually anyway
22:02TEST
TEST Take XLIII
22:02FIXED
FIXED I ... think....
21:38BUG
BUG ?
21:34TEST
TEST XLII
21:34FIXED
FIXED Illegal pairs reference usage
21:34STUPIDITY
STUPIDITY Asshole!
21:18TEST
TEST Take XLI
21:17FIXED
FIXED Well case header in field "Header" has been fixed
21:17FUCKYOU
FUCKYOU Don't you just hate it that Lua has no specific order for keys in tables?
21:15TEST
TEST Take XL
21:15DEBUG
DEBUG I hope this debug line can tell me why
21:15BUG
BUG Now it makes a very idiotic claim... A number is suddenly not a number, eh?
21:12TEST
TEST Take XXXIX
21:11FIXED
FIXED I think I fixed that, but as I'm not sure, let's do another test, eh?
21:09BUG
BUG Now the system throws an index 0.... Not that odd since Lua (and thus NIL as well) start arrays at 1, but I need to look why index 0 is called at all!
21:07TEST
TEST XXXVIII
21:07DUMMIED
DUMMIED some more code that I no longer need and which is now causing other (non-existent) errors
21:05TEST
TEST Take XXXVII
21:05DUMMIED
DUMMIED I've dummied the code... I can retrieve it if needed, but this was no longer very useful, at all... I think it's even better if I leave this as much as possible to BoxText itself now....
21:04ANALYSIS
ANALYSIS This is getting to a point that things do not really make much sense anymore... Rather than trying to make sense out of it I think I'd better dummy all this.
20:59FIXED
FIXED At last.... Well this is only a part of the issue, as I still got a way to go here
20:58TEST
TEST XXXVI
20:58FUCKYOU
FUCKYOU Rebecca krijg toch allemaal de kol&egrav;re... val voor mijn part allemaal dood!
20:55TEST
TEST XXXV
20:55DONE
DONE AWFUL CODE STRAIGHT FROM THE BOILER ROOM OF HELL! I refuse to call this a "fix", but if it works, it works, and that's the only thing that REALLY matters!
20:54COCKROACH
COCKROACH And now the system starts talking bullcrap
20:51TEST
TEST Take XXXIV
20:51STATUS
STATUS This does not yet fix everything, but I'm on the road... at least....
20:51LINK
LINK I've linked this routine now to the Scenario loader....
20:49TECHNO
TECHNO I 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
CONFIG I've set up a portraits table in the TextBox class
20:47TECHNO
TECHNO The 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
FIXED Indeed, now the error changed indicating something more happened now
20:43TEST
TEST Take XXXIII
20:43FIXED
FIXED Well, I guess this will do a few things right then
20:43DEBUG
DEBUG Links to a non-existent file, eh?
20:41TEST
TEST Take XXXII
20:41DEBUG
DEBUG Done some extra debug lines, hopefully they'll answer a few questions
20:31HUH
HUH All subtables are .... empty
20:30TEST
TEST Take XXXI
20:29DEBUG
DEBUG And a debug line has to tell me why that came is done
20:29BUG
BUG It says the required tag is missing....
20:27STATUS
STATUS That did fix a lot, but I still got a LOOOOONG way to go!
20:25TEST
TEST Take XXX
20:25FIXED
FIXED 'nil' value
20:25TEST
TEST Case XXIX
20:23SASKIA
SASKIA Load the scenario script first, DUMMY!
20:17EXPERIMENT
EXPERIMENT Moving in... I think.... :-/
20:12TEST
TEST Scyndi Take XXVIII
20:12FIXED
FIXED I've added some Trims
20:01STATUS
STATUS Things are not yet the way they should be, but I'm closing in.... Good
19:57TEST
TEST Take XXVII
19:57TECHNO
TECHNO I 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
STATUS I'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
TEST Take XXVI
19:51LINK
LINK Let's redo that one
19:49TEST
TEST Take XXV
19:48LINK
LINK Let's link two variables together and see what'll happen
19:46HUH
HUH The outcome of that line exceeded my wildest expectations.... But not in a good way
19:45STUPIDITY
STUPIDITY Although, I think my mind is clearing up now... I think I know what's wrong.... Oh crap....
19:44DEBUG
DEBUG I've added an extra debug line which should give me some clarity on this matter, as this is rather fucking GGRRR!
19:42TEST
TEST Take XXIV
19:41DONE
DONE Added Trims, and hopefully that helps...
19:41CONFIRMED
CONFIRMED So that is indeed the case, eh?
19:40TEST
TEST Take XXIII
19:40DEBUG
DEBUG This line must confirm if that is true
19:40DEBUG
DEBUG If you ask me, the system is adding spaces.... again....
19:38TEST
TEST Take XXII
19:38EXPERIMENT
EXPERIMENT Quick swap-up
19:33BUG
BUG It sees the scenario tag for a file, in stead of the file.... That's not good, eh?
19:32TEST
TEST Take XXI
19:32FIXED
FIXED A few fixes in the BoxText linker
19:13TEST
TEST Brendor Take XX
19:13SOLVED
SOLVED Ah yeah, that last word "nil" bug, that I still can't get fixed....
19:09TEST
TEST Take XIX
19:09REMOVED
REMOVED needless comment
19:08TEST
TEST Take XVIII
19:08FIXED
FIXED LAURA JCR converted to BUBBLE JCR call
19:04STATUS
STATUS The news came so I had to break this off, but let's resume things now, shall we?
17:54TEST
TEST Take XVII
17:54REMOVED
REMOVED Some 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
FIXED Anyway, the main problem is fixed there
17:52FAILURE
FAILURE Still 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
TECHNO That still can't cause an "out of memory" though
17:51FIXED
FIXED I did find a missspelled variable
17:48MURPHY
MURPHY Still no good....
17:48SITE
SITE Added tag MURPHY
17:47STATUS
STATUS And 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
TEST Take XVI
17:46SOLVED
SOLVED I 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
HUH Right, 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
TEST Take XV
17:40HUH
HUH Ah... This happens during the call to the New Game... Maybe that explains something... yet... this is very very odd
17:39HUH
HUH The menu starts, and suddenly I get the "not enough memory" notice.... NOTHING can cause that to happen....
17:39TEST
TEST Take XIV
17:39EXPERIMENT
EXPERIMENT I've no idea what I'm doing... Since the engine refuses to give CORRECT data, I'm completely in the dark here
17:36TEST
TEST Take XIII
17:36EXPERIMENT
EXPERIMENT Irravonia ?
17:34TEST
TEST Take XII
17:34EXPERIMENT
EXPERIMENT Does this do the trick?
17:30TEST
TEST Take XI
17:30FIXED
FIXED MOAR parse errors
17:29TEST
TEST Take X
17:29FIXED
FIXED Parse error
17:28TEST
TEST IX
17:28LINK
LINK Linked that to BoxText
17:28NIL
NIL New gamevar substitution routine (I forgot about that)
17:18TEST
TEST Take VIII
17:18FIXED
FIXED MySplit is not just Split
17:17TEST
TEST Take VII
17:14DUMMIED
DUMMIED Temporary dummied code I won't need for the time being
17:14SITE
SITE Added tag DUMMIED
17:12TEST
TEST Take VI
17:12FIXED
FIXED NIL syntax is a bit more restrictive than Lua when it comes to direct table definitions
17:09TEST
TEST Take V
17:09REMOVED
REMOVED I 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
TEST Take IV
17:01FIXED
FIXED FOUND IT!
16:59TEST
TEST III (although this can't change anything, but actually it can't crash on anything either, so what's happening here?)
16:59COCKROACH
COCKROACH Hando Stillor For some odd reason a WHITELINE has an unknown identifier.... Odd....
16:55TEST
TEST Take II
16:53FIXED
FIXED A forgotten self
16:51TEST
TEST Eric Take I
16:51STATUS
STATUS Now 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
NIL And set up a function which should show all this....
16:49GENERATION
GENERATION Box generation based on the space the text in it needs
16:31GENERATION
GENERATION I'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
STUDY It'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
CONFIRMED All's well!
14:55FIXED
FIXED A few mistakes I made when linking this (I was too hasty).
14:54LINK
LINK I'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
CONFIRMED All's well
14:49TEST
TEST A quick checkup to make sure everything's right
14:29LINK
LINK I'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
GITHUB Up-to-date
0:54BACKUP
BACKUP Running
0:51FIXED
FIXED A bug shown by the screenshot... (the amber box next to the first box) has been fixed
0:50SCREENSHOT
0:49SITE
SITE Added tag SCREENSHOT
0:40NOTE
NOTE I REFUSE to call this a "fix"
0:40DONE
DONE Well, this is the ugly method, but at least it prevents cosmetic issues
0:39BUG
BUG Vertical alignment in text ignored?
0:34COSMETIC
COSMETIC Changed the vertical alignment of the points
0:30HUH
HUH It WAS the cause of all trouble???? WTF?
0:28FIXED
FIXED Forgotten "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
EXPERIMENT I wonder....
0:20POWERSHELL
POWERSHELL Now 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
TECHNO That error is NEVER right, but it means that something else went wrong... And what it is.... A needle in a haystack
0:17BUG
BUG Aziella "Not enough memory"
0:16NIL
NIL And used it to display the points
0:16NIL
NIL A "DarkText" library created
- = 2 Aug 2019 = -
23:59FIXED
FIXED Some 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
SITE Configuration changes to this DevLog!

Although you may initally not see any changes

23:46STATUS
STATUS Well, at least that part works now
23:44FIXED
FIXED A sense of "self"
23:43FIXED
FIXED Illegal object reference
23:41FIXED
FIXED Case error
23:41FIXED
FIXED I see.... I must make sure that NALA crashes out when assets are not found
23:32FIXED
FIXED Comma parse errors that came in this way.
23:32DONE
DONE Re-written as small part of code and see what happens
23:30INVESTIGATION
INVESTIGATION I wonder!
23:27FIXED
FIXED Variable misreference
23:24FIXED
FIXED Code typo
23:23FIXED
FIXED Case error
23:22FIXED
FIXED Easy fix, but still.... It was expected
23:21BUG
BUG "tag" unknown... I KNEW it!
23:21NOTE
NOTE I don't know why I'm sure they won't work,though....
23:20DONE
DONE I've set up the base model for the combat bars....
23:04STUDY
STUDY Done
22:17STATUS
STATUS Before 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
FONT Well, font is a great word, but the font engine will use it to show the HP, AP and VITALITY (if appliccable)
20:03STATUS
STATUS All bugs accounted for... Or at least... so it seems....
19:59FIXED
FIXED That stupid thing I do not wish to talk about!
19:59STUPIDITY
STUPIDITY Merya OPLETTEN!
19:53FIXED
FIXED Illegal call to NALA API
19:49FIXED
FIXED I think I fixed it... I just made the way tables are interally called in a crappy way that was bound to crash
19:41STATUS
STATUS As 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
TEST Another test coming up!
19:36C#
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
DEBUG So I've set a line that must tell me WHY it thinks that AP has a MaxCopy setting (which it hasn't).
19:32BUG
BUG There's bullshit going on about MaxCopy....
19:27DEBUG
DEBUG Another debug line required I'm afraid (I'm getting tired of this).
19:24TEST
TEST But what will happen next?
19:23FIXED
FIXED Case conflicts with the SuperGlobal.VarCommunicate property
18:53NIL
NIL I think I fixed the issue at hand, yet I cannot be sure, so another test is in order
18:50CONFIRMED
CONFIRMED Fix confirmed, however another bug yet remains, and that is a pretty odd one too
18:03FIXED
FIXED A 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
REMOVED A no longer needed debug line
17:55DEBUG
DEBUG Another debug line to be sure....
17:55COCKROACH
COCKROACH Hmmm.... closing in... I think
17:51FIXED
FIXED
17:51STUPIDITY
STUPIDITY Unfinished string
17:49DEBUG
DEBUG More debug lines added so I can (hopefully) pin this down a bit better
17:40TEST
TEST Let's test this out now
17:39NOTE
NOTE Furthermore, the max of AP is the same for all characters, however determined by level and chosen difficulty setting
17:38FIXED
FIXED AP is not a stat in Dyrt, but determined by level
17:34FIXED
FIXED Well That has also been fixed now!
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