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17:38 | FIXED | Code Typo |
17:35 | TEST | again.... |
17:35 | COCKROACH | F.U. |
17:34 | UNDESIREABLE | Why does Lua have loadstring and load... Makes NIL communication harder, ya know |
17:31 | DEBUG | And a command for the console to see the results... Now I wanna know what I get to see... :-/ |
17:31 | LINK | Linked to the script VMs |
17:31 | KTHURA | Easy to write anyway :P |
17:30 | NALA | I've added a Kthura Object counter |
15:16 | FIXED | Parameters wrongly received |
15:13 | STATUS | almost there... |
15:08 | TEST | AGAIN! |
15:07 | FIXED | |
15:07 | STUPIDITY | ANOTHER Code typo |
14:59 | FIXED | Anyway, it's been fixed, so let's try that again, shall we? |
14:58 | TECHNO | Typos in code are lethal, you know! |
14:58 | STUPIDITY | It seems fixed, but now I gotta deal with a TYPO! |
14:55 | FIXED | This should take care of it! |
14:50 | STUPIDITY | And this one is for ME! |
14:47 | DEBUG | Let's try { ... } catch this one, shall we? |
14:45 | FAILURE | Now that CLEARLY didn't work out the way it should |
14:38 | TEST | Testing .... |
14:38 | VISUALSTUDIO | Well let's compile and find out |
14:38 | C# | Hopefully the console is now able to handle it all |
13:33 | LINK | API Success bit now links into the Bubble console core.... It's there where the stuff has to be fully worked out, you know! |
13:27 | DEBUG | I've added the console command "HamAndJamAndSpamALot", as a reference to Monty Python indeed, but most of all to test if the console command interface works.. That is once it's fully written, but that will be the next step. |
11:28 | NOTE | I did want to save this for later, but this console is something I need to get some answers about why the actors do no appear in the prison cell |
11:27 | NALA | Preparations for debug console usage |
10:46 | NIL | I added the ".hasmember" secret property to classes... This will make it easier on me to track a few things, and most notably to get the console commands scriptable |
10:30 | INVESTIGATION | Some direct data scans show me the Kthura map is indeed in order... but why do the heroes then not appear? |
1:28 | ANALYSIS | Nothing I can find in the Kthura data indicates this possibility... :-/ |
1:24 | BUG | But why do the characters not appear then? |
1:24 | CONFIRMED | And that is the case |
1:23 | KTHURA | I move the prison bench a bit to see if the game reacts to that, as the actors are in the map... I checked it! |
0:41 | FIXED | The latter has been answered, and fixed |
0:40 | BUG | I also wonder why the debug screen does not pop up when asked for. |
0:40 | BUG | For starters the actors do not appear and they should've |
0:40 | STATUS | Well the map appears, but I'm not happy, meow.... |
0:35 | FIXED | Communication error between .NET and Lua |
0:30 | CONFIRMED | AT LAST!!! |
0:24 | FIXED | PLLLLLLEEEEEEAAAASE!!!! |
0:22 | COCKROACH | Man... It just DOESN'T want to work, eh? |
0:16 | COCKROACH | MORE WHITE SPACE CRAP! |
0:16 | STATUS | ALMOST.... THERE.... |
- = 27 Jul 2019 = - | ||
23:50 | TEST | Well another test |
23:45 | DONE | I refuse to call this a fix, but to ensure this doesn't happen again, I've made sure the Kthura API will trim all map requests..... Starting or ending file names with whitespaces is bad practise anyway, and this is also not the whitespace programming language. |
23:43 | SOLVED | Just as I thought.... JCR6 has trouble finding the resource, and once again unwanted whitespaces are the cause... I wonder why this happens all the time, but it's annoying the crap outta me! |
23:41 | EXPERIMENT | Maybe JCR6 itself is to blame, or that JCR6 cannot perform some faulty stuff... In any case, let's sort that one out, eh? |
23:39 | COCKROACH | But no difference (Not that it was to be expected)! |
23:37 | OFFTOPIC | I love my debug logs! |
23:37 | LINK | I've set some extra reference to the JCR reference, to make sure the texture JCR is not NULL... It has to be the same JCR as where the map themselves are stored now, anyway... |
23:33 | DEBUG | A null... But I already was that far... Let's take this on even further... :-/ |
23:29 | DEBUG | Let's see how a try {} catch scope will work out.... |
23:28 | COCKROACH | A .NET error.... Oh man, of all the trouble we could get into.... |
23:25 | FIXED | NOW it should work |
23:23 | STUPIDITY | I forgot to link the header file to the actual script... Now I MUST hurt myself REALLY REALLY BAD! |
23:20 | EXPERIMENT | A different DIRTY approach |
23:15 | EXPERIMENT | Let's see what happens now... :-/ |
23:13 | COCKROACH | |
23:10 | NOTE | Yeah I'm getting tired of that... You too? |
23:09 | FIXED | That issue should now be fixed for real |
23:09 | SOLVED | Ah, so that's why! |
23:08 | COCKROACH | But that didn't fix that bug... Now we got a REAL issue! |
23:03 | FIXED | No void, but another type for non-value returning functions! |
23:03 | STUPIDITY | Oh boohoohoo! Pay attention, Jeroen! |
23:01 | TEST | And let's see what happens next.... |
22:59 | FIXED | Forgotten "RETURN" instruction in the Kthura link script.... |
22:58 | STUPIDITY | LUL! |
22:56 | DONE | And the Kthura Map should appear on screen now even... |
22:56 | NIL | These callbacks are now there |
22:47 | REMOVED | Forced security error line |
22:46 | NOTE | This WILL lead to an error though as the Field flow does not yet have all needed callbacks.... details :P |
22:45 | LINK | The chain to the Field flow has been established, and not only that, I also made sure the NewGame flow will be flushed from the memory |
22:04 | STATUS | All errors accounted for! |
22:03 | CLOSED | Oh yeah, almost forgot I closed jpbubble/nil-isnt-lua#36 |
21:56 | HUH | Wait a minute....? |
21:53 | MYSTERY | For some reason the "new" request is seen as a "delegate" creation... Not possible to happen, but it happens... :-/ |
21:47 | FIXED | Case error |
21:45 | STUPIDITY | I guess I don't have my day today... Must be my brain is still hurt by the heath. |
21:45 | LINK | I had to link to link the API to the Lua state before calling the glue code |
21:40 | FIXED | "!" error |
21:37 | LINK | All the link code to get Kthura on the run should now be inplace (I hope) |
21:29 | FIXED | Well that should be fixed now! |
21:27 | CONFIRMED | The global-identifier-in-class bug's been fixed, though. |
21:26 | STUPIDITY | JEROEN! NOGMAALS JE BENT EEN RUND EN EEN STOM VARKEN! For forgetting to put the NIL script in the Bubble initiation code |
21:19 | TEST | Let's see.... |
21:19 | FIXED | Fixed for real now... I hope! |
21:19 | STUPIDITY | JEROEN! JE BENT EEN RUND EN EEN STOM VARKEN!!! |
21:19 | COCKROACH | Fix ignored, eh? |
21:18 | NOTE | That should fix jpbubble/NIL-isn-t-Lua#36, but I need to test stuff first before I close that issue |
21:16 | FIXED | And class members should now be able to have the same name as Lua globals |
21:16 | FIXED | Some odd issue with faulty "link" identifiers in classes within NIL |
19:59 | FIXED | AHA! Wrong EOLN setting |
19:58 | FAILURE | For some reason SASKIA is now spooking up NIL... File corruption? |
18:46 | FIXED | Link comma error |
18:42 | TEST | I need to run more tests to see where I was in this process |
18:42 | DONE | I had to take a long break.... |
14:02 | KTHURA | More Kthura link up code taken care of |
12:31 | DOCUMENTATION | NIL wiki updated |
12:01 | ENHANCEMENT | Link in NIL |
10:34 | CONFIRMED | Well, and that is indeed the way it goes.... |
10:25 | KTHURA | I've added the command which should load the Kthura map into the memory into the New Game script, however all I can do to test is run the script and see if no errors pop up. |
10:03 | KTHURA | API Linked into Bubble in the NALA engine |
9:50 | KTHURA | Remember Kthura is the map system which will be used, so without Kthura the dungeons and cities cannot be loaded, so this is pretty important. |
9:49 | KTHURA | Kthura Map Creation and Loading functions |
0:38 | STATUS | Calling it a day |
0:33 | UPDATED | License in source files |
0:31 | CLOSED | |
0:27 | TEST | I do need to see if this works the way it's intended, though |
0:27 | DONE | |
0:00 | BACKUP | In the meantime the backup too is running |
0:00 | STATUS | Well I finally reached the current "end" blockade without more errors... Cool! |
- = 26 Jul 2019 = - | ||
23:57 | NOTE | Perhaps I SHOULD consider a #if directive.... :-P |
23:56 | FIXED | New setup to get rid of function conflicts |
23:51 | STATUS | All parse errors in SASKIA accounted for |
23:51 | FAILURE | Did my Devlogger just crash? |
23:48 | FIXED | And placed a ) where it was missing and one should be placed |
23:46 | FIXED | And another (doh!) |
23:45 | FIXED | Removed a ) that was not supposed to be there! |
23:44 | FIXED | #end doesn't exist in NIL... #endpure does |
23:41 | FIXED | Another SASKIA parse error down the drain! |
23:38 | FIXED | missing "end" for function closure |
23:34 | FIXED | Well not really a fix, but at least not more crashes on that, but I really need to fix starting with . and : in NIL. |
20:47 | REMINDER | |
20:47 | TODO | |
20:14 | FIXED | Delegates not taken as type for class members |
20:11 | FIXED | Another wrong variable |
20:07 | FIXED | Wrong variable name |
20:05 | FIXED | MOAR fixes to SASKIA |
20:03 | LAZY | A lazy fix is still a fix |
20:01 | FIXED | Code Typo |
19:57 | FIXED | Anyway I fixed that! |
19:56 | STUPIDITY | LEARN HOW TO DEFINE DELEGATS, MORON! |
19:54 | FIXED | NILua conflict |
19:52 | FIXED | Nil value in SASKIA |
19:51 | COSMETIC | Loading message centering fix |
19:50 | FIXED | Case error |
17:42 | ART | |
17:27 | NOTE | the generated error was put in purpose to prevent other serious issues. |
17:27 | CONFIRMED | Everything works up to the point that the game's gotta start |
17:26 | FIXED | Case Error |
16:42 | NOTE | All startup issues accounted for... it seems... At least the game starts.... |
16:40 | FIXED | TWICE |
16:40 | FIXED | Missing ) |
16:38 | FIXED | Variable mismatch |
16:37 | FIXED | The code enhancement brought a little mistake.... I fixed it, though! |
16:32 | NOTE | (That is the plan at least, as I'm a bit forgetful on these things). |
16:32 | SITE | I've checked my live devlog for The Fairy Tale REVAMPED. As this Devlog was updated this year it will remain here a little bit longer. If I'm gonna transfer that project to my new NALA engine I see no need whatsover to use that old devlog... It may even work confusing too.... That being said, if it remains unupdated between now and 2021, this will be removed from the server by then |
16:29 | STUPIDITY | JCR6 ONLY accepts SLASHES for directories and not BACKSLASHES. JCR6 is a DECENT system.... Unlike the MicroSoft file system, :P |
16:25 | ENHANCEMENT | Code enhancement |
16:23 | DONE | I've made some changes to the MapScript glue code to prevent any further conflicts of stuff |
16:16 | NIL | Delegate return in classes |
16:15 | STUPIDITY | Aha.... Trying to return a value in a void.... DUMBO! |
16:05 | FIXED | NOW it seems that all errors in the NIL glue script have been fixed |
15:24 | NOTE | I KNEW a break would do me some good |
15:24 | FIXED | Lua Parse error |
14:57 | STATUS | Time for a break |
14:56 | POWERSHELL | I've set up a quick script that allows me to recompile and pack NALA from the project directory... THIS will save me a lot of needless windows and efforts in the future. |
14:52 | BUG | If I only knew what cases "nil" at the end of a line to be ignored.... :-/ |
14:51 | COCKROACH | Of course now we get parse errors from the translation.... URRRGH! |
14:47 | STATUS | All parse errors in RPG NIL script accounted for... (I think, as there can't be more at this point). |
14:46 | FIXED | Another parse error |
14:26 | FIXED | Poep! |
14:22 | FIXED | Code typo |
14:15 | FIXED | And more fixes done! |
13:57 | OFFTOPIC | NOW THIS MAY EXPLAIN WHY WINDOWS IS SO CRAPPY! |
13:46 | OFFTOPIC | At least I am not using COBOL |
13:45 | NOTE | For a real coder this all comes with the territory! |
13:44 | FIXED | ANother one fixed |
13:25 | NOTE | For a real coder this all comes with the territory! |
13:24 | FIXED | More fixes |
13:18 | NIL | I begin to like NIL more now :) |
13:18 | FIXED | Mispelled variable |
13:02 | FIXED | GUESS...... |
12:45 | FIXED | Another forgoten "self" |
12:41 | STUPIDITY | .... |
12:41 | FIXED | "set" properties are "void" types, Jeroen... They cannot return values.... |
12:34 | FIXED | Code Typo |
12:30 | FIXED | Non-declared variable |
12:21 | FIXED | A few more "self" issues |
12:11 | ACHIEVEMENT | Licesene to kill |
12:06 | FIXED | Fixed that! |
12:06 | STUPIDITY | IDIOT! You can't use "self" in a static function |
12:00 | FIXED | Forgotten a few "self" keywords |
11:56 | NOTE | This would bound to happen with this much untested code, but I couldn't test it much earlier anyway :( |
11:55 | FIXED | Another unclosed switch statement bug |
11:54 | FAILURE | Windows File Conflict |
11:54 | STATUS | Just a hunch, but I got the feeling tons of fixes will need to be done today.... |
11:50 | FIXED | Unclosed switch statement in NIL glue code for RPG database |
11:49 | FIXED | Fixed that one too |
11:44 | BUG | only to encounter another |
11:44 | FIXED | One version conflict |
11:23 | ACHIEVEMENT | Are you not entertained? |
11:13 | FIXED | Loads of parse errors |
11:11 | LINK | RPG API linked to main engine |
11:10 | BUG | Version conflict |
11:08 | TEST | I'll have to test if the game still works up to the point of selecting the difficulty setting |
- = 25 Jul 2019 = - | ||
23:54 | STATUS | That is all for later, though... I have some other challenge to face... Trying to get some sleep in a room that is by far to hot for that... But which is impossible too cool given the current weather situation.... Oh well |
23:53 | STATUS | Well for the game the time has come to complete the skill selection procedure, linking everything to the NewGame flow, getting ready to start the game at last! |
22:48 | OFFTOPIC | |
22:29 | BACKUP | Running |
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