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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134
10:34STATUS
STATUS All savegame data accounted for
10:18TEST
TEST Another one!
10:18FIXED
FIXED Variable mistake
10:15FIXED
FIXED Mispelled variable
10:13VOID
VOID I voided that for now, but something must be done about it!
10:12BUG
BUG something is definitely wrong with the ), as it keeps insisting to be a term rather than an operator
10:09TEST
TEST And let's see if it works
10:08LINK
LINK Linked to the savegame flow
9:39LINK
LINK And a quickmeta link table
9:39DONE
DONE Table Created which stores which abilities have been mastered.
0:29GITHUB
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
0:26UPDATED
0:14NOTE
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!
0:08TEST
TEST Dernor Take XIII
0:08FIXED
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
0:02TEST
TEST Take XII
0:02DEBUG
DEBUG Another chat line must give me some important answers (I hope)
- = 16 Aug 2019 = -
23:56TEST
TEST Take XI
23:55DEBUG
DEBUG I've added a few "CHAT" lines, which hopefully gimme some answers
23:49VISUALSTUDIO
VISUALSTUDIO Let's sync the pure debugging version once more, as this is getting annoying
23:48RESULT
RESULT still no good, but at least no more crashes
23:45TEST
TEST Take X
23:45FIXED
FIXED A LOT (read: Everything) was wrong in the definition department.... Hopefully not anymore
23:38TEST
TEST Take IX
23:38DEBUG
DEBUG Hopefully a try{}catch (I wanted to leave them out, but I got no choice) can get me an answer
23:34RESULT
RESULT Kewl... a .NET user code error... Now THAT tells me a lot (NOT)
23:32DEBUG
DEBUG Let's see what a "SHOWSWAP" command will tell me!
23:31DEBUG
DEBUG 0 swap entries found, the outcome couldn't be clearer... The question is now how this could happen
23:27TEST
TEST Take VIII
23:26DEBUG
DEBUG Let's look into this with an extra debug console command!
23:16BUG
BUG I can also see that the swap dir was not created, but I know I know why that is...
23:16REMOVED
REMOVED Faulty named savegame file
23:13CONFIRMED
CONFIRMED I can confirm though that the inventory numbers are no longer written in decimals so that's good!
23:13STATUS
STATUS Apparently NOT, since the only swap file created up until now does NOT appear in the savegame file
23:11NOTE
NOTE (would be a new record in complex parts of the game).
23:11RESULT
RESULT No more errors thrown, but does that mean it works?
23:07TEST
TEST Take VII will tell
22:51FIXED
FIXED No guarantees, but this SHOULD fix the issue I was dealing with
22:51NOTE
NOTE Rebecca any swap action that is
22:51DONE
DONE The first time you take any action at all, the swap will be initized
22:49STUPIDITY
STUPIDITY I think I know why this happens... Say it, I'm a stupid cow!
22:49RESULT
RESULT It goes wrong on the very first step... Clearing the swap data... Cool huh?
22:48TEST
TEST Take VI
22:45DEBUG
DEBUG Some debug lines must break down WHEN this happens, as only then can I even BEGIN to debug all this!
22:39BUG
BUG .NET error in user code... Somehow I KNEW this was gonna happen...
22:34TEST
TEST Take V
22:34FIXED
FIXED Illegal Function call
22:34TEST
TEST Take IV
22:32EXPERIMENT
EXPERIMENT I've added a line to NIL, and hopefully this can help crashing on whitelines in quickmeta scopes
22:30HUH
HUH ???
22:26TEST
TEST Take III
22:24POWERSHELL
POWERSHELL Blah blah
22:24FIXED
FIXED
22:24STUPIDITY
STUPIDITY Forgot to embed the NIL script
22:20TEST
TEST And Take II
22:20POWERSHELL
POWERSHELL And let's run the compile script again!
22:20FIXED
FIXED Swap was not initized in NALA
22:19BUG
BUG Yup, I forgot something!
22:16TEST
TEST Take I (of the many I expect to follow)
22:15LINK
LINK And I've linked the savegame routine to the swap engine
22:10EXPERIMENT
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).
21:49LINK
LINK Swap classes linked to Save Game engine
21:34TEST
TEST Recompile of NALA was succesful, but it's too early to put things into action yet!
21:33LINK
LINK Scyndi I've written the link code to allow NIL to communicate with the Swap handler that's now in NALA
20:10TECHNO
TECHNO Yes, this has to do with #33
20:10NOTE
NOTE I could NOT yet put it to the test though, so I can only HOPE it works
20:10VISUALSTUDIO
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.
17:32DONE
DONE Maybe this will stop that (as this can cause conflicts later on)
17:29MYSTERY
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
17:27STATUS
STATUS all crashses accounted for, but now I need to know if everything works properly!
17:23TEST
TEST An that brings us to take VI
17:23FIXED
FIXED And the call did indeed not return anything which should not have happened
17:22FIXED
FIXED NALA was not properly set up for when a return failed
17:20DEBUG
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
17:16INVESTIGATION
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
17:03TODO
17:03VOID
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
17:02BUG
16:14BUG
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
16:09TEST
TEST Take V
15:28STATUS
STATUS Time for a break, brb
15:28FIXED
FIXED Invalid state load
15:25TEST
TEST Take IV
15:25FIXED
FIXED Forgotten state references
15:24STUPIDITY
STUPIDITY Okay.... mesa too fast!
15:22TEST
TEST Take III
15:22EXPERIMENT
EXPERIMENT Another function name then?
15:22COCKROACH
COCKROACH At least the quickmetatable worked
15:21TEST
TEST Brendor Take II -- And let's try it again now!
15:20GENERATION
GENERATION New Anyway.nil generated
15:20STUPIDITY
STUPIDITY I know why that happened
15:19HUH
HUH Apparently the quickmetatable didn't make it properly through
15:17CLOSED
CLOSED Btw... I closed #3
15:13TEST
TEST And NOW let's run take I
15:13POWERSHELL
POWERSHELL Oh wait, before that... Let's first rebuild NALA :-/
15:12TEST
TEST So let's get this over with... Take I
15:12NOTE
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 :-/
15:06SASKIA
SASKIA I've set the start script to make sure you start with some apples and antidotes.... The number depends on your difficulty setting.
14:54STUPIDITY
STUPIDITY However I went a bit too fast, I now realized, so this code ain't gonna work
14:53LINK
LINK And linked this to the savegame routine, which should now save the inventory
14:53LINK
LINK I've written the link code for this table
14:38DONE
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
14:03NOTE
NOTE If you counted well, you may see an initial error first, but then again, this devlog was NEVER too precise on things.
14:02FIXED
FIXED a few config issues in this devlog
13:55ENHANCEMENT
ENHANCEMENT 'quickmeta' added to NIL
10:19FIXED
FIXED One too many
10:18FIXED
FIXED A few issues
10:15FIXED
FIXED Code Typo
10:13FIXED
FIXED SIGH!
10:12FIXED
FIXED And fixed a crash in the process!
10:12REMOVED
REMOVED Faulty variable declaration, but then again, i didn't need that variable anyway
10:09FIXED
FIXED Case+$ errors
10:08MAP
MAP the very first savespot has been placed (it only does NOTHING AT ALL YET!)
10:03DONE
DONE To start simple I've added the constant game time to the game
- = 15 Aug 2019 = -
23:31TEST
TEST Does it work now?
23:31VOID
VOID For now I've voided this issue
23:31MYSTERY
MYSTERY It's still beyond me why private elements are still so buggy
23:28FIXED
FIXED The directory file was currupted.... So that was an easy fix, but still, odd
23:25BUG
BUG Nonsensical error
23:23FIXED
FIXED I think I fixed the missing "Create new" slot
23:07FIXED
FIXED The disappearing slot bug has been fixed
23:06FUCKYOU
FUCKYOU Apparently it DOES have the effect I wanted to see
23:03FUCKYOU
FUCKYOU Will it really work with ' in stead of "?
23:00DONE
DONE Irravonia Attept to get rid of the unwanted leading spaces
22:57FIXED
FIXED Yup!
22:53SOLVED
SOLVED I THINK I found the issue.... Not 100% sure, but hey, ya never know!
22:48INVESTIGATION
INVESTIGATION Why does this happen?
22:48BUG
BUG Impossible bug
22:29FUCKYOU
FUCKYOU No property called "Kthura"???
22:28FIXED
FIXED What I did fix was a call to a removed variable I didn't need anymore, but I forgot to remove that call
22:27HUH
HUH And now the error is gone without a fix... Computers, don't even try to understand them
22:24HUH
HUH Wtf?
22:19DONE
DONE The field data and the actor position should be saved
21:04STATUS
STATUS still a lot to do but at least we're closing in, eh?
21:03CONFIRMED
CONFIRMED My new RPG Char Viewer is not yet finished, but it can already make a full analysis of a save game file, and tell ya what? The data shown is the data I wanted to see! GOOD!
20:46STATUS
STATUS Things are beginning to look good!
20:43TEST
TEST Well, I gotta try, I suppose
20:43FIXED
FIXED I hope
20:43FUCKYOU
FUCKYOU A "not" where the opposite of "not" (for which the English language has no word.... WEL, you can better speak DUTCH people) (and now that "wel" is NO missspelling!)
20:36DEBUG
DEBUG An extra debug line to sort a few things out!
20:32BUG
BUG The RPG Database does save the global data, like links (which are none at this moment) and the current party members, but the individual data is not saved.
20:30NOTE
NOTE this was a bug that also affected Aziella's Babbling Bubbles, although that game oddly enough didn't suffer from it :-/
20:30FIXED
FIXED Game ID not properly saved in savegame files
20:25STATUS
STATUS No errors popped up... But that does not always mean stuff works the way it should
20:23FIXED
FIXED Did I fix it? (Visuaul studio was playing tricks on me)
20:10BUG
BUG As the error I get now is downright odd!
20:09VISUALSTUDIO
VISUALSTUDIO Let's take a closer look inthe debugger
19:47FIXED
FIXED The %d issue should be fixed now
19:44CONFIRMED
CONFIRMED Eric Game Variables have been properly saved, so that's cool!
19:42FIXED
FIXED That issue's been fixed by the way
19:42CONFIRMED
CONFIRMED Some secret data that was now just open shows what I wanted to see... Well almost, but that was not the fault of that data file, so at least that's okay
19:40BUG
BUG well for starters... In stead of a number %d was the extension and everybody who's ever coded in C or languages based on that using C formatting know how that could happen, right?
19:39STATUS
STATUS All I know now is that no errors pop up... But if that means stuff works... THAT is another story, and that needs to be investigated
19:27TEST
TEST Take VII
19:27FIXED
FIXED Empty XTRA registry
19:17TEST
TEST Take VI
19:17FIXED
FIXED config errors
19:09TEST
TEST Take V
19:09FIXED
FIXED Code Typo
18:56TEST
TEST Take IV
18:56FIXED
FIXED Forgotten #endregion in NALA
18:49TEST
TEST Take III
18:49DONE
DONE Some workouts
18:41FIXED
FIXED Table style fix
18:27NOTE
NOTE I wonder how many "imbecile" bugs I'll get along the way!
18:27TEST
TEST Take II
18:27FIXED
FIXED Illegal Function Call!
18:26TEST
TEST Take I
18:24UPDATED
18:24DONE
DONE GameVars stored
17:56STATUS
STATUS It's 6 o' clock and time for the news!
17:48DONE
DONE a few general preparations
15:30STATUS
STATUS Aziella Of course, the real work hasn't yet even begun... Saving the actual data that should go in the savegame files
15:29CONFIRMED
CONFIRMED All's well now
15:06TEST
TEST Take SIX
15:06FIXED
FIXED Tried to show empty character slots (resulting into a crash)
15:04TEST
TEST Take FIVE!
15:04FIXED
FIXED And fixed a crash in the process!
15:04REMOVED
REMOVED an "s" somewhere in a string where it was NOT wanted!
15:03TEST
TEST Take FOUR!
15:03FIXED
FIXED Declaration fault
15:02FRUSTRATION
FRUSTRATION AAARGH!
15:02TEST
TEST Dernor Take THREE!
15:02FIXED
FIXED More forgotten
14:57TEST
TEST Take TWO!
14:57FIXED
FIXED Forgotten
14:56TEST
TEST SHOULD, so here goes... TAKE ONE!
14:56DONE
DONE The characters in the party and their respective levels should now show
14:46FIXED
FIXED Directory integry
14:18CLOSED
14:18CLOSED
11:42CONFIRMED
CONFIRMED IT WORKS!!!
11:41FIXED
FIXED Forgotten "end"
11:40DONE
DONE Scrolling with mouse
11:15DONE
DONE And the down arrow appears, but only when scrolling down is possible
10:44COSMETIC
COSMETIC Arrow now in FULL COLOR and not greyed out a little (people could think it was disabled).
10:41FIXED
FIXED I fixd that!
10:41BUG
BUG Merya All wrong! The arrow appeared when scrolling was IMPOSSIBLE and not when POSSIBLE! :(
10:40FIXED
FIXED Aziella Code typo
10:38TEST
TEST *SIGH*
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