But for now I'm too tired... I cannot think clearly anymore, so it's better if I call it!
23:51
LINK
I've set a link to the BoxText library and the game. This has not yet been tested, and it must be very fragile as a result. I will have to set this out properly later
23:15
GENERATION
New Anyway.nil file generated
21:52
LINK
And a link established to the 'scenario' library, which will only be used in the BoxText routine (at least for now, as a few sub-events may also use this)
21:51
NIL
Skeleton for BoxText
21:32
DONE
I've converted the scenario library into NIL format and I've made it extensible for future engines
20:04
TODO
Spicing my chicken for my dinner tonight
18:59
STATUS
I'm taking a break now
18:59
BACKUP
Running
18:58
NOTE
(Of course since I don't have to set up any scenario any more, except for testing for typos, things are a bit easier on me).
18:57
STATUS
Of course I wasted an entire day on such an imbecile thing, but at least it works now... Next step will be the BoxText script, which will also be one hell of a job....
18:49
FIXED
GOTCHA!!!! Idiots
18:48
TEST
So here's that test!
18:48
STATUS
This should now be fixed, but I need to make another test to be 100% sure
18:47
FAILURE
Leave it the guys at MicroSCHOFT (not a typo, just look up the Dutch word "schoft") to make simple actions into a mess!
18:33
INVESTIGATION
I did deliberately place Brendor out of the prison walls to see if he'd appear, and he does.... So what is clear is that the objects are (for some reason) drawn in the wrong order... This would imply dominance maps being ignored, somehow
18:31
DEBUG
HARSH TEST!
18:28
INVESTIGATION
The textures ARE being loaded... The debug round did confirm that one!
18:25
DEBUG
Hopefully this debug line can provide me some answers, as I'm really getting clueless now...
18:23
COCKROACH
The crasher is NOT activated, meaning the textures in question ARE LOADED. But what goes wrong then?
18:20
DONE
In order to make sure I've made sure the game will crash out. I've done this by using delegates to make sure the EDITOR will not crash on things like these.
18:19
INVESTIGATION
My guess is something goes wrong with loading picture bundles
17:51
CONFIRMED
Indeed, the objects are loaded... Question is why they do not appear... :-/
17:47
FIXED
I guess I've to eat more fish... If it wasn't so revolting and expensive!
17:46
STUPIDITY
I KNEW that whatever it was, it had to be stupid!
17:44
COCKROACH
NIL VALUE!!! Not possible unless faulty script has been produced by the underlying API (which should in turn also not be possible, but let's check)
17:38
STATUS
If this game ever gets finished it'd be a disaster, eh?
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
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.
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!