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
20:20BUG
BUGRebecca link error in music sub
20:19CONFIRMED
CONFIRMEDThat's indeed the source of all evil....
20:18DEBUG
DEBUGIt appears that loading the font is where it goes wrong
20:12CONFIRMED
CONFIRMEDAt least it's now confirmed the translation process appears to go well
19:53FIXED
FIXEDeach error in NIL iteslf
19:34COCKROACH
COCKROACHBugs in debug features are even worse than the bugs you place them in for
19:34FIXED
FIXEDA parse error that came up when putting in #say
19:26DEBUG
DEBUGI'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!
19:25BUBBLE
BUBBLEI've also set Bubble to link the log to this directive
19:25NIL
NILI've added a #say directive in NIL, and hopefully it can shine more light on stuff
19:06DEBUG
DEBUGMore investigation is in order!
19:06MYSTERY
MYSTERYAnd kaboom.... Starting this will crash everything
19:04LINK
LINKLet's recover to chain to and see what the logs will show me
19:03CONFIRMED
CONFIRMEDLoader appears to work now.... Strangely enough
19:03EXPERIMENT
EXPERIMENTI'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
19:00DEBUG
DEBUGRight! 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
18:59DEBUG
DEBUGLet's see what happens if I dummy the flow loaders and chainers
18:58MYSTERY
MYSTERYWhat 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
18:57MYSTERY
MYSTERYIn 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....
18:56MYSTERY
MYSTERYNEITHER is the message that music is available, to make things even more odd!
18:56MYSTERY
MYSTERYThis 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....
18:45BUG
BUGSomehow even the calls from the init scrip appears ignored
18:42BUG
BUGFor some reason ALL code in MainMenu.nil is being ignored.... No telling why...
18:41FIXED
FIXEDNon-Dirry support
18:00BUG
BUGHmmm, NALA ignores the regular callbacks... I wonder.... :-/
17:24FIXED
FIXEDScyndi Okay, that was an odd error, but it appears to be fixed...
17:21FAILURE
FAILUREAnd now.... NOTHING HAPPENS AT ALL! Not even an error message!
17:21FIXED
FIXEDSome forgotten crap
16:16FAILURE
FAILUREOr is caching that powerful?
16:15FIXED
FIXEDWell I guess that fixes the issue, but still..... :-/
16:15MYSTERY
MYSTERYAnd suddenly it works, without changing one vital thing.... Technology never ceases to riddle me
16:13SITE
SITEAdded tag MYSTERY
16:09COCKROACH
COCKROACHWhy does the fix take effect in the debug version, but is it ignored in the release build (impossible, but yet it happens).
16:05DEBUG
DEBUGThe debugging version of NALA did pick that bug up, so I fixed that in the process... It does not yet squash this cockroach! :(
16:04FIXED
FIXEDMusic configuration file
15:58COCKROACH
COCKROACHNo effect!
15:57SITE
SITEAdded tag COCKROACH
15:57EXPERIMENT
EXPERIMENTLet's delete that entire folder, and try it again, shall we
15:56SITE
SITEAdded tag EXPERIMENT
15:56FAILURE
FAILUREFor 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!
14:08C#
C#Of course I need to recompile NALA now
14:07FIXED
FIXEDNALA somehow didn't have the MapScriptAPI NIL Glue code not properly linked up
12:59CHARACTER
CHARACTERtest
12:59SITE
SITEAdded tag CHARACTER
12:57BUBBLE
BUBBLEUpdated project files
12:56SITE
SITEAdded tag BUBBLE
12:35LINK
LINKFont linked to main menu

(No visual effects yet, though).

12:18GENERATION
GENERATIONAnd I generated the new Anyway.nil
12:13CONFIG
CONFIGA 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!

12:06NOTE
NOTESince 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.....
12:04CONVERT
CONVERTBrendor And converted into jfbf, of course.
12:04FONT
FONTAbigail font imported into the new game
11:57TECHNO
TECHNOjfbf = JCR font bundle file... NALA uses MonoGame, which is incompatible with ttf, so I had to come up with my own font system, see...
11:56FONT
FONTSt. Rachan's "scribish" font copied and converted into jfbf
11:46SITE
SITEAdded tag FONT
11:42NOTE
NOTENothing 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
11:42NIL
NILI've been setting up the basis for the main menu
10:27FIXED
FIXEDOverwrite error when overwriting modified dependencies
8:59GITHUB
GITHUBAdded 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!
8:57CONFIRMED
CONFIRMEDFix confirmed, however the first link to #1 and #2 will remain bugged, which has to do with the way the generator works.
8:56TEST
8:56FIXED
FIXEDShould be fixed now!
8:56BUG
BUGGithub linking failure
8:54TODO
8:54GITHUB
GITHUBI made a checklist and issued it as #1... There's nothing on it, right now... The content comes later!
8:53GITHUB
GITHUBLinked this devlog to github
8:53SITE
SITEAdded tag GITHUB
8:45MUSIC
MUSICAliasing done for "Wilkommen" by Widzy, which will, just as in the original game, serve as background music in the main menu
8:39LINK
LINKAll the link code for the music routine has been written now
0:11STATUS
STATUSGotta go to bed now... Catch ya later!
0:11SITE
SITEAdded tag STATUS
0:08BACKUP
BACKUPRunning
- = 11 Jul 2019 = -
23:32NOTE
NOTEI know that was lazy... I don't need you to tell me!
23:32REMOVED
REMOVEDI'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
23:31SITE
SITEAdded tag REMOVED
23:30TECHNO
TECHNOIrravonia 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
23:29CONFIRMED
CONFIRMEDAnd the anway-generator did pick up the link script well
23:29SITE
SITEAdded tag CONFIRMED
23:29LINK
LINKLink script written
23:28NIL
NILBasis for music script
23:27FIXED
FIXEDSome wrongly placed icons
23:26GENERATION
GENERATIONGenerated the first version of anyway.nil
23:25SITE
SITEAdded tag GENERATION
23:24SITE
SITEAdded tag LINK
23:23GO
GOMade 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)
22:27SITE
SITEAdded tag GO
20:41C#
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.... :-/
17:33C#
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 = -
21:17FAILURE
FAILURENo matter how fast your computer is... failing browsers will be there, right?
21:16SITE
SITEAdded tag FAILURE
21:10TEDDYBEAR
TEDDYBEARof course the same notice as for Kthura applies....
21:02NALA
NALANALA now has the TeddyBear classes and the empty skeleton code to build the API upon... Way to go
19:38SITE
SITEAdded tag TEDDYBEAR
19:37TECHNO
TECHNOWell 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...
19:36TODO
TODOThe same skeleton will also have to be set up for TeddyBear
19:36SITE
SITEAdded tag TODO
19:33KTHURA
KTHURAFor 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 ;)
19:31C#
C#Skeleton code to allow Kthura to be linked to NALA
19:30SITE
SITEAdded tag KTHURA
18:13SITE
SITEMore icons of this devlog
18:04SITE
SITEEric Added tag DEBUG
18:01FIXED
FIXEDFix on devlog
17:58FIXED
FIXEDFixed a few issues I had with the devlog
17:54BACKUP
BACKUPRunning
17:54CONFIG
CONFIGReconfiguring backup tool
17:54SITE
SITEAdded tag BACKUP
17:47SITE
SITETechno and Config have their icons now... The rest comes later :)
17:45CONFIG
CONFIGSite-tagged entries will be darker, so they aren't so prominent as they used to be
17:41NOTE
NOTENot worth my time to fix, but still... :-/
17:41BUG
BUGI wonder why the first entry is invisible, though
17:41CONFIG
CONFIGRight, the devlog now can generate the page you can see!
17:39OFFTOPIC
OFFTOPICI always wondered why "judgment" and not "judgement" is the correct spelling.... Beats me
17:39SITE
SITEAdded tag OFFTOPIC
17:39JUDGMENT
JUDGMENTThat appears to be the case
17:39SITE
SITEAdded tag JUDGMENT
17:38TEST
TESTI'm also listening to the music now to make sure all files are properly converted
17:38TEST
TESTAlthough the end result does show what I wanted to see... Good!
17:37BUG
BUGAlthough some errors pop up when changes are made... I need to sort that out!
17:36TEST
TESTI've tested how the builder handles the music dependency, and that appears to be doing just fine
17:35SITE
SITEAdded tag TEST
17:35TECHNO
TECHNO(Yeah, depending on the kind of config, it WILL affect this entire devlog, even the early entries).
17:34CONFIG
CONFIGI've also done some extra configuration for this Devlog, more of that will come over time.
17:34SITE
SITEAdded tag CONFIG
17:33TECHNO
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).
17:33TECHNO
TECHNOIt 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....
17:32SITE
SITEThe heroes will now pop into this devlog at fixed intervals
17:14SITE
SITESome more configuration for this devlog
17:08TECHNO
TECHNOJCR6 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.
17:06SITE
SITEAdded tag TECHNO
17:06JCR6
JCR6Separate JCR6 file created for the music....
17:06SITE
SITEAdded tag JCR6
17:05MUSIC
MUSICCurrently playing all music to test if the conversion was succesful
17:05CONVERT
CONVERTConverted 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).
17:04SITE
SITEAdded tag MUSIC
17:04SITE
SITEAdded tag CONVERT
17:03NIL
NILA few basic empty scripts have been created... For now they only serve to exist. Later on they will contain the actual code.
17:03NOTE
NOTE(This is also why I did not yet show the picture of the sharting shot already).
17:02C#
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.
16:58SITE
SITEAdded tag NALA
16:58SITE
SITEAdded tag NIL
16:58SITE
SITEAdded tag C#
16:58NOTE
NOTEStill 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 ;)
16:57NOTE
NOTEIt seems didn't go really smoothly, but in the end it still appears to be working, and it's the result that counts... right?
16:56SITE
SITEAdded tag NOTE
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