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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 |
11:59 | CONFIG |  In easy mode you'll start the game with 900 shilders start money. In the casual mode that will be 45 shilders and in the hard mode only 3 shilders. |
11:47 | NOTE |  This bug was easy to fix (I only had to change 1 letter of code), but the damage the bug caused is that great that I have to re-create my savegame file! |
11:46 | FIXED |  Serious code typo |
11:38 | TEST |  Take III |
11:38 | FIXED |  NIL linkup code to Kthura had some code typos |
11:35 | TEST |  Take II |
11:20 | LAZY |  Made two link up functions (otherwise I'd have to redo my savegame file) |
11:09 | TEST |  Take I, as we are in a brand new session now ;) |
11:09 | POWERSHELL |  Running compilation script |
11:08 | LINK |  Link code written |
10:42 | KTHURA |  Bubble API written |
10:37 | KTHURA |  Can now spawn actors on a given coordinates and not just based on objects elsewhere on the map |
- = 17 Aug 2019 = - |
23:12 | STATUS |  I'm tired now though, and I can't focus anymore so I'm afraid this will have to wait! |
23:11 | NOTE |  Now I must enable actors to be spawned by coordinates... that functionality does not yet exist.... |
23:06 | STATUS |  Still an error, but at least an error I WANTED to see :) |
23:04 | CONFIRMED |  In PURE everything that has to be in caps is in caps |
23:00 | FIXED |  Flow load error |
22:31 | TEST |  I need to test if the fixes have their desired effect |
21:54 | FIXED |  I think I fixed that all, my savegame is broken and beyond fixing, so I need to run a new game in order to test this |
21:51 | STUPIDITY |  I am an idiot and let's leave it at that! |
21:50 | HUH |  Although the log confirms a few things I already expected, I wonder about that call to "PURE" as that should never have happened.... |
21:46 | TEST |  Take MMMMMMMMMMMMMMMMMMMMDCCCCCCCCCCLXXXXXXXXVIIIIII, I think |
21:46 | FIXED |  PLLLLEAAAAASE? |
21:45 | COCKROACH |  GRRR! |
21:45 | FRUSTRATION |  AAAARGH |
21:43 | TECHNO |  If so, I'll have to start a new game in order to get things fixed, I'm afraid! |
21:43 | COCKROACH |  I think we got ourselves a little "case error" |
21:36 | TEST |  Another test |
21:36 | FIXED |  But this MIGHT |
21:36 | STUPIDITY |  Of course THAT wouldn't work |
21:31 | TEST |  And Onto test (I missed a few... XII? XIII? XIV? Oh whatever!) |
21:30 | POWERSHELL |  Running my NALA compilation script |
21:30 | LINK |  and linked that to NIL |
21:30 | C# | Added a GetPure API |
21:27 | BUG |  I forgot to work out a good loader for "Pure" data, eh? |
21:23 | FIXED |  Fixed nul-swap-object in C# |
21:18 | BUG |  But now I got another issue |
21:18 | CONFIRMED |  Indeed it was there.... |
21:16 | NOTE |  Whatever causes the infinite loop it's in the CORE department, and I think I know where |
21:15 | TEST |  Take VIII Now in a protected debug environment |
21:15 | VISUALSTUDIO |  Synced |
21:14 | BUG |  NALA freezes when trying to load... Now this is odd and definitely requires furhter investigation |
21:12 | TEST |  Take VII |
21:12 | FIXED |  Filename was not yet given up in loading request |
21:10 | STATUS |  At least all parse errors are accounted for... But I'm definitely not there yet! |
21:09 | TEST |  Take VI |
21:09 | FIXED |  Unfinished string |
20:52 | TEST |  Take V |
20:51 | FIXED |  Another parse error |
20:50 | TEST |  Take IV |
20:50 | VOID |  Well void is more like it than fixed |
20:50 | FIXED |  I really should find out why "nil" is ignored when it's the last word of a line |
20:49 | TEST |  Take III |
20:42 | FIXED |  A parse error |
20:27 | FIXED |  forgotten comma |
20:27 | FIXED |  Forgotten class reference |
20:17 | TEST |  Take I |
20:17 | DONE |  Technically the loadgame routine's been written, but I don't expect it to work right away, but hey, nothing ever did |
17:13 | STATUS |  And I'll take some rest now... After that rest I'll get into some specific stuff, as I have only worked on the core loaders now, but there is some non-core-data too, which must be loaded (core = data handled by NALA itself and not by NIL) |
17:12 | DONE |  Some real-life business... You know the boring stuff |
16:16 | LINK |  There was nothing to do with the RPG loader, only to link it into the save game core code of NALA, which I've hereby done! |
16:14 | LINK |  I've linked the Swap extractor to the initiator, and to my save game manager |
16:11 | SOURCEFORGE |  Same goes for sourceforge! |
16:11 | ITCH.IO |  Yup, when ready the game will be published on itch.io too, but I merely created this tag now for later use only |
16:10 | SITE |  Added tag SOURCEFORGE |
16:08 | SITE |  Added tag ITCH.IO |
16:04 | DONE |  Swap data extractor.... Once again, if nothing odd happens, I must assume this works |
15:58 | FIXED |  Code typos |
15:52 | DONE |  I've set up the verification check.... As long as it doesn't do anything crazy, all I can do is assume it works as planned.... |
13:57 | FIXED |  Faulty pure data (this will require me to create a new save game before I can get to loading, though). |
13:47 | C# | Well... Let's say that I made sure that "PURE" will be ignored as well as all stuff in the directory "XTRA"... Both have been reserved now in all BUBBLE projects, which includes NALA.... |
13:40 | STATUS |  The good news is that the game itself is ready to deal with game loading... The bad news is that NALA is not, so we're in a bit of a fix here, I guess :P |
13:39 | CONFIRMED |  that appears to be working |
13:27 | TEST |  Another test |
13:27 | FIXED |  Forgotten |
13:24 | DONE |  "Load" can be activated now, however as the load routine only contains an error() command now, it will throw an error, but at least I can test contact :) |
10:42 | DONE |  After saving the save game menu should send you back to the game |
10:34 | UPDATED | |
10:34 | STATUS |  All savegame data accounted for |
10:18 | TEST |  Another one! |
10:18 | FIXED |  Variable mistake |
10:15 | FIXED |  Mispelled variable |
10:13 | VOID |  I voided that for now, but something must be done about it! |
10:12 | BUG |  something is definitely wrong with the ), as it keeps insisting to be a term rather than an operator |
10:09 | TEST |  And let's see if it works |
10:08 | LINK |  Linked to the savegame flow |
9:39 | LINK |  And a quickmeta link table |
9:39 | DONE |  Table Created which stores which abilities have been mastered. |
0:29 | GITHUB |  I couldn't bear anymore to see the Field Menu project being empty so i created #41 to have at least one card thre :P |
0:26 | UPDATED | |
0:14 | NOTE |  Important to note is that the test swap did not yet get set to the disc... This is most likely due to time issues and not yet being enough swap files... Nothing to be alarmed about. I will need to see how things will hold out on the longer run, and I simply cannot test that yet! |
0:08 | TEST |  Take XIII |
0:08 | FIXED |  Creation had to count as a modification as well, this was not properly seen and thus the data was not written to the disk when it had to be done |
0:02 | TEST |  Take XII |
0:02 | DEBUG |  Another chat line must give me some important answers (I hope) |
- = 16 Aug 2019 = - |
23:56 | TEST |  Take XI |
23:55 | DEBUG |  I've added a few "CHAT" lines, which hopefully gimme some answers |
23:49 | VISUALSTUDIO |  Let's sync the pure debugging version once more, as this is getting annoying |
23:48 | RESULT |  still no good, but at least no more crashes |
23:45 | TEST |  Take X |
23:45 | FIXED |  A LOT (read: Everything) was wrong in the definition department.... Hopefully not anymore |
23:38 | TEST |  Take IX |
23:38 | DEBUG |  Hopefully a try{}catch (I wanted to leave them out, but I got no choice) can get me an answer |
23:34 | RESULT |  Kewl... a .NET user code error... Now THAT tells me a lot (NOT) |
23:32 | DEBUG |  Let's see what a "SHOWSWAP" command will tell me! |
23:31 | DEBUG |  0 swap entries found, the outcome couldn't be clearer... The question is now how this could happen |
23:27 | TEST |  Take VIII |
23:26 | DEBUG |  Let's look into this with an extra debug console command! |
23:16 | BUG |  I can also see that the swap dir was not created, but I know I know why that is... |
23:16 | REMOVED |  Faulty named savegame file |
23:13 | CONFIRMED |  I can confirm though that the inventory numbers are no longer written in decimals so that's good! |
23:13 | STATUS |  Apparently NOT, since the only swap file created up until now does NOT appear in the savegame file |
23:11 | NOTE |  (would be a new record in complex parts of the game). |
23:11 | RESULT |  No more errors thrown, but does that mean it works? |
23:07 | TEST |  Take VII will tell |
22:51 | FIXED |  No guarantees, but this SHOULD fix the issue I was dealing with |
22:51 | NOTE |  any swap action that is |
22:51 | DONE |  The first time you take any action at all, the swap will be initized |
22:49 | STUPIDITY |  I think I know why this happens... Say it, I'm a stupid cow! |
22:49 | RESULT |  It goes wrong on the very first step... Clearing the swap data... Cool huh? |
22:48 | TEST |  Take VI |
22:45 | DEBUG |  Some debug lines must break down WHEN this happens, as only then can I even BEGIN to debug all this! |
22:39 | BUG |  .NET error in user code... Somehow I KNEW this was gonna happen... |
22:34 | TEST |  Take V |
22:34 | FIXED |  Illegal Function call |
22:34 | TEST |  Take IV |
22:32 | EXPERIMENT |  I've added a line to NIL, and hopefully this can help crashing on whitelines in quickmeta scopes |
22:30 | HUH |  ??? |
22:26 | TEST |  Take III |
22:24 | POWERSHELL |  Blah blah |
22:24 | FIXED | |
22:24 | STUPIDITY |  Forgot to embed the NIL script |
22:20 | TEST |  And Take II |
22:20 | POWERSHELL |  And let's run the compile script again! |
22:20 | FIXED |  Swap was not initized in NALA |
22:19 | BUG |  Yup, I forgot something! |
22:16 | TEST |  Take I (of the many I expect to follow) |
22:15 | LINK |  And I've linked the savegame routine to the swap engine |
22:10 | EXPERIMENT |  On the moment a new game starts the swap folder will be entirely cleaned (if needed), and a "ReadMe" file will be created (in order to test if everything works the way it should). |
21:49 | LINK |  Swap classes linked to Save Game engine |
21:34 | TEST |  Recompile of NALA was succesful, but it's too early to put things into action yet! |
21:33 | LINK |  I've written the link code to allow NIL to communicate with the Swap handler that's now in NALA |
20:10 | TECHNO |  Yes, this has to do with #33 |
20:10 | NOTE |  I could NOT yet put it to the test though, so I can only HOPE it works |
20:10 | VISUALSTUDIO |  I've set up an advanced swap system for NALA which only saves when data appears not modifed long enough to deem it no longer needed for the short term. This is also set up in order not to pay too heavily on SSD drives that are the standard these days. |
17:32 | DONE |  Maybe this will stop that (as this can cause conflicts later on) |
17:29 | MYSTERY |  What I do wonder is... why those decimals in what are supposed to be integers? Inventory['*CLEAR*']=1
Inventory['ITM_ANTIDOTE'] = 3.0
Inventory['ITM_APPLE'] = 6.0
|
17:27 | STATUS |  all crashses accounted for, but now I need to know if everything works properly! |
17:23 | TEST |  An that brings us to take VI |
17:23 | FIXED |  And the call did indeed not return anything which should not have happened |
17:22 | FIXED |  NALA was not properly set up for when a return failed |
17:20 | DEBUG |  At least the system makes no bones about the fact that LuaGetString is the function to blame, but that is odd, since that function is also the function that did some important transfers before without issues, so I wonder what happened there |
17:16 | INVESTIGATION |  In order to get stuff done in the debugging department, I now need to find out why NALA pops up an error generated by .NET |
17:03 | TODO | |
17:03 | VOID |  Since this bug cannot be fixed as the cause is very old (Star Story also suffered here), I'll have to suffice with reset points, so you can at least "jiggle free", and that brings us to |
17:02 | BUG | |
16:14 | BUG |  Now this is a bit odd! The error generated is generated by .NET (I recognized it's wording).Where exactly this goes wrong needs to be properly investigated, but for now let's suffice to say it doesn't work, but that I need to get some things done before I can start to fix this |
16:09 | TEST |  Take V |
15:28 | STATUS |  Time for a break, brb |
15:28 | FIXED |  Invalid state load |
15:25 | TEST |  Take IV |
15:25 | FIXED |  Forgotten state references |
15:24 | STUPIDITY |  Okay.... mesa too fast! |
15:22 | TEST |  Take III |
15:22 | EXPERIMENT |  Another function name then? |
15:22 | COCKROACH |  At least the quickmetatable worked |
15:21 | TEST |  Take II -- And let's try it again now! |
15:20 | GENERATION |  New Anyway.nil generated |
15:20 | STUPIDITY |  I know why that happened |
15:19 | HUH |  Apparently the quickmetatable didn't make it properly through |
15:17 | CLOSED |  Btw... I closed #3 |
15:13 | TEST |  And NOW let's run take I |
15:13 | POWERSHELL |  Oh wait, before that... Let's first rebuild NALA :-/ |
15:12 | TEST |  So let's get this over with... Take I |
15:12 | NOTE |  As the inventory screen is NOT present yet, all I can do to test things out is to simply run the game and save the game, and see what the savegame will contain... Thanks to my GJCR tool that's easy, but still :-/ |
15:06 | SASKIA |  I've set the start script to make sure you start with some apples and antidotes.... The number depends on your difficulty setting. |
14:54 | STUPIDITY |  However I went a bit too fast, I now realized, so this code ain't gonna work |
14:53 | LINK |  And linked this to the savegame routine, which should now save the inventory |
14:53 | LINK |  I've written the link code for this table |
14:38 | DONE |  I've set up a quick meta table to use for the inventory, but it will not really be taken in use now, but at least the save game routine can be completed this way without any issues later |
14:03 | NOTE |  If you counted well, you may see an initial error first, but then again, this devlog was NEVER too precise on things. |
14:02 | FIXED |  a few config issues in this devlog |
13:55 | ENHANCEMENT |  'quickmeta' added to NIL |
10:19 | FIXED |  One too many |
10:18 | FIXED |  A few issues |
10:15 | FIXED |  Code Typo |
10:13 | FIXED |  SIGH! |
10:12 | FIXED |  And fixed a crash in the process! |
10:12 | REMOVED |  Faulty variable declaration, but then again, i didn't need that variable anyway |
10:09 | FIXED |  Case+$ errors |
10:08 | MAP |  the very first savespot has been placed (it only does NOTHING AT ALL YET!) |
10:03 | DONE |  To start simple I've added the constant game time to the game |
- = 15 Aug 2019 = - |
23:31 | TEST |  Does it work now? |
23:31 | VOID |  For now I've voided this issue |
23:31 | MYSTERY |  It's still beyond me why private elements are still so buggy |
23:28 | FIXED |  The directory file was currupted.... So that was an easy fix, but still, odd |
23:25 | BUG |  Nonsensical error |
23:23 | FIXED |  I think I fixed the missing "Create new" slot |
23:07 | FIXED |  The disappearing slot bug has been fixed |
23:06 | FUCKYOU |  Apparently it DOES have the effect I wanted to see |
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