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 |
10:34 | 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 |
23:03 | FUCKYOU |  Will it really work with ' in stead of "? |
23:00 | DONE |  Attept to get rid of the unwanted leading spaces |
22:57 | FIXED |  Yup! |
22:53 | SOLVED |  I THINK I found the issue.... Not 100% sure, but hey, ya never know! |
22:48 | INVESTIGATION |  Why does this happen? |
22:48 | BUG |  Impossible bug |
22:29 | FUCKYOU |  No property called "Kthura"??? |
22:28 | FIXED |  What I did fix was a call to a removed variable I didn't need anymore, but I forgot to remove that call |
22:27 | HUH |  And now the error is gone without a fix... Computers, don't even try to understand them |
22:24 | HUH |  Wtf? |
22:19 | DONE |  The field data and the actor position should be saved |
21:04 | STATUS |  still a lot to do but at least we're closing in, eh? |
21:03 | 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! |
20:46 | STATUS |  Things are beginning to look good! |
20:43 | TEST |  Well, I gotta try, I suppose |
20:43 | FIXED |  I hope |
20:43 | 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!) |
20:36 | DEBUG |  An extra debug line to sort a few things out! |
20:32 | 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. |
20:30 | NOTE |  this was a bug that also affected Aziella's Babbling Bubbles, although that game oddly enough didn't suffer from it :-/ |
20:30 | FIXED |  Game ID not properly saved in savegame files |
20:25 | STATUS |  No errors popped up... But that does not always mean stuff works the way it should |
20:23 | FIXED |  Did I fix it? (Visuaul studio was playing tricks on me) |
20:10 | BUG |  As the error I get now is downright odd! |
20:09 | VISUALSTUDIO |  Let's take a closer look inthe debugger |
19:47 | FIXED |  The %d issue should be fixed now |
19:44 | CONFIRMED |  Game Variables have been properly saved, so that's cool! |
19:42 | FIXED |  That issue's been fixed by the way |
19:42 | 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 |
19:40 | 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? |
19:39 | 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 |
19:27 | TEST |  Take VII |
19:27 | FIXED |  Empty XTRA registry |
19:17 | TEST |  Take VI |
19:17 | FIXED |  config errors |
19:09 | TEST |  Take V |
19:09 | FIXED |  Code Typo |
18:56 | TEST |  Take IV |
18:56 | FIXED |  Forgotten #endregion in NALA |
18:49 | TEST |  Take III |
18:49 | DONE |  Some workouts |
18:41 | FIXED |  Table style fix |
18:27 | NOTE |  I wonder how many "imbecile" bugs I'll get along the way! |
18:27 | TEST |  Take II |
18:27 | FIXED |  Illegal Function Call! |
18:26 | TEST |  Take I |
18:24 | UPDATED | |
18:24 | DONE |  GameVars stored |
17:56 | STATUS |  It's 6 o' clock and time for the news! |
17:48 | DONE |  a few general preparations |
15:30 | STATUS |  Of course, the real work hasn't yet even begun... Saving the actual data that should go in the savegame files |
15:29 | CONFIRMED |  All's well now |
15:06 | TEST |  Take SIX |
15:06 | FIXED |  Tried to show empty character slots (resulting into a crash) |
15:04 | TEST |  Take FIVE! |
15:04 | FIXED |  And fixed a crash in the process! |
15:04 | REMOVED |  an "s" somewhere in a string where it was NOT wanted! |
15:03 | TEST |  Take FOUR! |
15:03 | FIXED |  Declaration fault |
15:02 | FRUSTRATION |  AAARGH! |
15:02 | TEST |  Take THREE! |
15:02 | FIXED |  More forgotten |
14:57 | TEST |  Take TWO! |
14:57 | FIXED |  Forgotten |
14:56 | TEST |  SHOULD, so here goes... TAKE ONE! |
14:56 | DONE |  The characters in the party and their respective levels should now show |
14:46 | FIXED |  Directory integry |
14:18 | CLOSED | |
14:18 | CLOSED | |
11:42 | CONFIRMED |  IT WORKS!!! |
11:41 | FIXED |  Forgotten "end" |
11:40 | DONE |  Scrolling with mouse |
11:15 | DONE |  And the down arrow appears, but only when scrolling down is possible |
10:44 | COSMETIC |  Arrow now in FULL COLOR and not greyed out a little (people could think it was disabled). |
10:41 | FIXED |  I fixd that! |
10:41 | BUG |  All wrong! The arrow appeared when scrolling was IMPOSSIBLE and not when POSSIBLE! :( |
10:40 | FIXED |  Code typo |
10:38 | TEST |  *SIGH* |
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