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 | ||
20:20 | BUG | link error in music sub |
20:19 | CONFIRMED | That's indeed the source of all evil.... |
20:18 | DEBUG | It appears that loading the font is where it goes wrong |
20:12 | CONFIRMED | At least it's now confirmed the translation process appears to go well |
19:53 | FIXED | each error in NIL iteslf |
19:34 | COCKROACH | Bugs in debug features are even worse than the bugs you place them in for |
19:34 | FIXED | A parse error that came up when putting in #say |
19:26 | DEBUG | I've placed a #say at the top of the init.nil script to make at least sure we got the tag where I can test it in code that works! |
19:25 | BUBBLE | I've also set Bubble to link the log to this directive |
19:25 | NIL | I've added a #say directive in NIL, and hopefully it can shine more light on stuff |
19:06 | DEBUG | More investigation is in order! |
19:06 | MYSTERY | And kaboom.... Starting this will crash everything |
19:04 | LINK | Let's recover to chain to and see what the logs will show me |
19:03 | CONFIRMED | Loader appears to work now.... Strangely enough |
19:03 | EXPERIMENT | I'll remove all "delegate" keywords, and try again... That keyword is still a bit bugged within NIL and with var variables we can also do this |
19:00 | DEBUG | Right! Then stuff DOES suddenly appear to be working..... No ignored CSays() and all the data appears to be fitting.... This should imply something goes horribly wrong in loading the main menu |
18:59 | DEBUG | Let's see what happens if I dummy the flow loaders and chainers |
18:58 | MYSTERY | What is happening here cannot be possible, and why? Because if it were possible, the commands that work should have been ignored as well, so this entire fuckshit simply doesn't make sense |
18:57 | MYSTERY | In the INIT routine the CSay calls are ignored (for no reason), yet the call to the Main Menu script works, compilation errors are even thrown, but the code is after that stage ignored.... |
18:56 | MYSTERY | NEITHER is the message that music is available, to make things even more odd! |
18:56 | MYSTERY | This is completely odd! All CSay() calls are ignored when coming from the scripts in the game, however the ones in the internal libraries are NOT ignored.... |
18:45 | BUG | Somehow even the calls from the init scrip appears ignored |
18:42 | BUG | For some reason ALL code in MainMenu.nil is being ignored.... No telling why... |
18:41 | FIXED | Non-Dirry support |
18:00 | BUG | Hmmm, NALA ignores the regular callbacks... I wonder.... :-/ |
17:24 | FIXED | Okay, that was an odd error, but it appears to be fixed... |
17:21 | FAILURE | And now.... NOTHING HAPPENS AT ALL! Not even an error message! |
17:21 | FIXED | Some forgotten crap |
16:16 | FAILURE | Or is caching that powerful? |
16:15 | FIXED | Well I guess that fixes the issue, but still..... :-/ |
16:15 | MYSTERY | And suddenly it works, without changing one vital thing.... Technology never ceases to riddle me |
16:13 | SITE | Added tag MYSTERY |
16:09 | COCKROACH | Why does the fix take effect in the debug version, but is it ignored in the release build (impossible, but yet it happens). |
16:05 | DEBUG | The debugging version of NALA did pick that bug up, so I fixed that in the process... It does not yet squash this cockroach! :( |
16:04 | FIXED | Music configuration file |
15:58 | COCKROACH | No effect! |
15:57 | SITE | Added tag COCKROACH |
15:57 | EXPERIMENT | Let's delete that entire folder, and try it again, shall we |
15:56 | SITE | Added tag EXPERIMENT |
15:56 | FAILURE | For some reason, the update to NALA (containing the last fix) does not end up in the build of the "game" (as you can't speak of a game yet).... I wonder why! |
14:08 | C# | Of course I need to recompile NALA now |
14:07 | FIXED | NALA somehow didn't have the MapScriptAPI NIL Glue code not properly linked up |
12:59 | CHARACTER | test |
12:59 | SITE | Added tag CHARACTER |
12:57 | BUBBLE | Updated project files |
12:56 | SITE | Added tag BUBBLE |
12:35 | LINK | Font linked to main menu (No visual effects yet, though). |
12:18 | GENERATION | And I generated the new Anyway.nil |
12:13 | CONFIG | A file "AlgemeneDefinities.nil" was created for the Anyway folder.... "Algemene Definities" means "General Definitions" in Dutch, but I chose the Dutch name, as the filename would that way start with an "A", and due to JCR6's tendency to automatically sort all files alphabetically, it would therefore always come on top of my generator.... Saves me TONS of trouble! |
12:06 | NOTE | Since the background for the original Dyrt game was strictly set for a 800x600 display, it's not usable for this new version, where variable screen width is one of my formost concerns... Something tileable will therefore be desireable..... |
12:04 | CONVERT | And converted into jfbf, of course. |
12:04 | FONT | Abigail font imported into the new game |
11:57 | TECHNO | jfbf = JCR font bundle file... NALA uses MonoGame, which is incompatible with ttf, so I had to come up with my own font system, see... |
11:56 | FONT | St. Rachan's "scribish" font copied and converted into jfbf |
11:46 | SITE | Added tag FONT |
11:42 | NOTE | Nothing will work yet, though... For starters, the init script is not yet linked to the main menu, and second, the main menu currently only contains the base configuration, but actual action code |
11:42 | NIL | I've been setting up the basis for the main menu |
10:27 | FIXED | Overwrite error when overwriting modified dependencies |
8:59 | GITHUB | Added project for combat routine... It will take awhile before it's actually being used though, as we are nowhere near getting into that part yet! |
8:57 | CONFIRMED | |
8:56 | TEST | |
8:56 | FIXED | Should be fixed now! |
8:56 | BUG | Github linking failure |
8:54 | TODO | |
8:54 | GITHUB | I made a checklist and issued it as #1... There's nothing on it, right now... The content comes later! |
8:53 | GITHUB | Linked this devlog to github |
8:53 | SITE | Added tag GITHUB |
8:45 | MUSIC | Aliasing done for "Wilkommen" by Widzy, which will, just as in the original game, serve as background music in the main menu |
8:39 | LINK | All the link code for the music routine has been written now |
0:11 | STATUS | Gotta go to bed now... Catch ya later! |
0:11 | SITE | Added tag STATUS |
0:08 | BACKUP | Running |
- = 11 Jul 2019 = - | ||
23:32 | NOTE | I know that was lazy... I don't need you to tell me! |
23:32 | REMOVED | I've decided to remove the first creation note from this DevLog... Since the bug causing it to be invisible (as a matter of fact, for some reason it just doesn't create any output, just an empty item, while in the tool everything looks ok) is not worth my time to fix, but that empty item still being annoying, it was the better ride |
23:31 | SITE | Added tag REMOVED |
23:30 | TECHNO | I must note though that the music script imports an untested stack library for NIL. I really hope it works as intended or else I'm in trouble |
23:29 | CONFIRMED | And the anway-generator did pick up the link script well |
23:29 | SITE | Added tag CONFIRMED |
23:29 | LINK | Link script written |
23:28 | NIL | Basis for music script |
23:27 | FIXED | Some wrongly placed icons |
23:26 | GENERATION | Generated the first version of anyway.nil |
23:25 | SITE | Added tag GENERATION |
23:24 | SITE | Added tag LINK |
23:23 | GO | Made an "ANYWAY.NIL" generator in Go... This will help me to easily update the Anyway.nil file... Only downside is... it needs all updated stuff in the JCR file (was the quickest way to go) |
22:27 | SITE | Added tag GO |
20:41 | C# | Now the documentation to get syntax highlight well on the road is ... well... POOR at best... I did manage to put something up, but the result is a complete mess up, not to mention that the example code is inefficient at best... It's better than nothing I suppose, but some work is definitely to be done here.... :-/ |
17:33 | C# | In order to get my NIL work done a little bit better I am experimenting on "Void".... A simple IDE, with little functionality, but at least more suitable to edit NIL files until people can help me to set something "good" up. |
- = 10 Jul 2019 = - | ||
21:17 | FAILURE | No matter how fast your computer is... failing browsers will be there, right? |
21:16 | SITE | Added tag FAILURE |
21:10 | TEDDYBEAR | of course the same notice as for Kthura applies.... |
21:02 | NALA | NALA now has the TeddyBear classes and the empty skeleton code to build the API upon... Way to go |
19:38 | SITE | Added tag TEDDYBEAR |
19:37 | TECHNO | Well in the end that will all be done in C# and with the help for NLua and NIL be linked into NIL/Lua... It will take some effort to do this right, though... |
19:36 | TODO | The same skeleton will also have to be set up for TeddyBear |
19:36 | SITE | Added tag TODO |
19:33 | KTHURA | For the time being Kthura won't be used, so we won't see that much of this code being evolved, but hey, ya gotta start somewhere ;) |
19:31 | C# | Skeleton code to allow Kthura to be linked to NALA |
19:30 | SITE | Added tag KTHURA |
18:13 | SITE | More icons of this devlog |
18:04 | SITE | Added tag DEBUG |
18:01 | FIXED | Fix on devlog |
17:58 | FIXED | Fixed a few issues I had with the devlog |
17:54 | BACKUP | Running |
17:54 | CONFIG | Reconfiguring backup tool |
17:54 | SITE | Added tag BACKUP |
17:47 | SITE | Techno and Config have their icons now... The rest comes later :) |
17:45 | CONFIG | Site-tagged entries will be darker, so they aren't so prominent as they used to be |
17:41 | NOTE | Not worth my time to fix, but still... :-/ |
17:41 | BUG | I wonder why the first entry is invisible, though |
17:41 | CONFIG | Right, the devlog now can generate the page you can see! |
17:39 | OFFTOPIC | I always wondered why "judgment" and not "judgement" is the correct spelling.... Beats me |
17:39 | SITE | Added tag OFFTOPIC |
17:39 | JUDGMENT | That appears to be the case |
17:39 | SITE | Added tag JUDGMENT |
17:38 | TEST | I'm also listening to the music now to make sure all files are properly converted |
17:38 | TEST | Although the end result does show what I wanted to see... Good! |
17:37 | BUG | Although some errors pop up when changes are made... I need to sort that out! |
17:36 | TEST | I've tested how the builder handles the music dependency, and that appears to be doing just fine |
17:35 | SITE | Added tag TEST |
17:35 | TECHNO | (Yeah, depending on the kind of config, it WILL affect this entire devlog, even the early entries). |
17:34 | CONFIG | I've also done some extra configuration for this Devlog, more of that will come over time. |
17:34 | SITE | Added tag CONFIG |
17:33 | TECHNO | (Unless you want to save more than you need causing too much hardware operations, and a cosmetic feature like that, isn't worth that). |
17:33 | TECHNO | It may seem that the intervals are sometimes not quite correct. If you notice that, you are correct! This is due to the way this devlog has been written.... It does not take deleted entries into account, and sometimes in system failures the counters reset to the last save... Unavoidable.... |
17:32 | SITE | The heroes will now pop into this devlog at fixed intervals |
17:14 | SITE | Some more configuration for this devlog |
17:08 | TECHNO | JCR6 contains linkup features to turn everything into one being resource, even though it's divided over multiple files. This allows me to only build that what I need, which will (especially as far as the music is concerned) save me a lot of time, and also allow me to easily create a version without music. The original Dyrt (back then still in JCR5) already took advantage of this. |
17:06 | SITE | Added tag TECHNO |
17:06 | JCR6 | Separate JCR6 file created for the music.... |
17:06 | SITE | Added tag JCR6 |
17:05 | MUSIC | Currently playing all music to test if the conversion was succesful |
17:05 | CONVERT | Converted all music into WAV... It's the only format I can safely support at the moment (in the original Dyrt, all files were in OGG format). |
17:04 | SITE | Added tag MUSIC |
17:04 | SITE | Added tag CONVERT |
17:03 | NIL | A few basic empty scripts have been created... For now they only serve to exist. Later on they will contain the actual code. |
17:03 | NOTE | (This is also why I did not yet show the picture of the sharting shot already). |
17:02 | C# | The NALA engine in which this is going to happen is in its basis stage... It can not yet even do half it must be able to do to get this show on the road, but hey at least we got a basis right. |
16:58 | SITE | Added tag NALA |
16:58 | SITE | Added tag NIL |
16:58 | SITE | Added tag C# |
16:58 | NOTE | Still a lot to be done, and this DevLog may even produce a lot of errors... Doesn't matter right now, in the end it'll work ;) |
16:57 | NOTE | It seems didn't go really smoothly, but in the end it still appears to be working, and it's the result that counts... right? |
16:56 | SITE | Added tag NOTE |
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 |