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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 |
23:28 | FIXED |  I should have fixed that now, though |
23:27 | BUG |  Level up will crash the game |
23:25 | FIXED |  I may have fixed #76, but I need luck to see if that's true or not |
23:16 | COCKROACH |  Something I get so tired due to this |
23:16 | FIXED |  Syntax error |
23:15 | NOTE |  I'll only know if two of the same enemies appear without crashing the game... |
23:14 | EXPERIMENT |  I've set some things up and hopefully that will fix things up at last.... |
22:55 | SOLVED |  the mystery behind the crashes when compiling foes has been solved... Now I need a proper solution... :-/ |
22:51 | FIXED |  Illegal function call |
22:44 | NOTE |  And at this point it's pretty hard to test |
22:44 | DONE |  I've written the code to make characters level up, if they get to the required experience points.... This has not yet been tested |
21:22 | LINK |  Set it into the general asset loader |
21:21 | FAILURE |  Although a test did make the system go haywire, and I do not know why |
21:18 | AUDIO |  Recycled the "Level Up" sound from The Fairy Tale REVAMPED |
18:50 | COCKROACH | |
18:29 | COCKROACH |  And suddenly it comes back... But way does compiling FOE_1 work, and FOE_2 not work? Nothing can make this possible, since all procedures are the same... If one has a possibility not to work, same goes for the other! |
18:26 | CONFIRMED |  I can at least say that the corrupted savegames did appear to stop |
18:25 | HUH |  The crash mysteriously went away |
18:22 | EXPERIMENT |  I need to sort this out! |
18:22 | COCKROACH |  Oh crap! |
18:16 | FIXED |  Declaration error |
17:45 | TEST |  Let's Go! |
17:45 | DONE | #75 Although I must test if that all works the way it should |
16:50 | DONE |  Some "real life" stuff |
15:27 | POWERSHELL |  NALA compilation script |
15:26 | NALA |  Kill Character |
15:18 | NALA |  Each iterator for chars |
15:01 | FIXED | |
14:59 | NALA |  Loaded Character Listout |
11:35 | NOTE |  But before that I first wanna make sure the random encounter guage resets after combat, because this is very very frustrating... Can't do a movement without engaging into combat (and the system was meant to protect against that). |
11:34 | INVESTIGATION |  I think that my neglecting to clean up the FOE records from the RPG database is what causes that to happen. |
11:31 | FAILURE |  However I got myself a corrupted savegame, and I wonder if the combat routine has something to do with that, or if it's really a file that would have gotten corrupted anyway |
11:31 | CONFIRMED |  The Music issue has been fixed |
11:21 | TEST |  Take LVIII |
11:21 | FIXED |  Wrong var name |
11:21 | TEST |  Take LVII |
11:18 | EXPERIMENT |  Let's see if this fixes the music issue! |
3:03 | STATUS |  And I'll frustrate myself some more when I had some sleep |
3:03 | BITBUCKET |  all pushed |
3:03 | GITHUB |  All pushed |
2:54 | STATUS |  Music popper still bugged as popped music won't play, however that is a later concern |
2:50 | TEST |  Take LVI |
2:50 | FIXED |  I hope |
2:48 | COCKROACH |  Almost there... Now if only the music pop would work the way it should work... |
2:46 | TEST |  Take LV |
2:46 | FIXED |  I can only hope |
2:45 | COCKROACH | |
2:43 | TEST |  Take LIV |
2:43 | FIXED |  ANother cockroach? |
2:40 | TEST |  Ya never know, but let's see... Take LIII |
2:40 | FIXED |  Did I get that lie out? |
2:39 | COCKROACH |  Lying interface |
2:38 | TEST |  Take LII |
2:38 | FIXED |  Another cockroach... I think |
2:35 | TEST |  Take LI |
2:35 | FIXED |  Is that fixed now? |
2:35 | COCKROACH |  What is SASKIA whining about now? |
2:32 | TEST |  Take L |
2:32 | NOTE |  I HATE whining software... Giving errors when there are none! |
2:32 | VOID |  Let's see if I voided it all properly now |
2:31 | COCKROACH |  It would be a total disaster if I'd get some sleep tonight, that much is clear! |
2:30 | COCKROACH |  WTF? |
2:29 | TEST |  Take XLIX |
2:29 | FUCKYOU |  UUURGH! |
2:27 | TEST |  Take XLVIII |
2:26 | STUPIDITY |  Yeah that was pretty stupid indeed |
2:26 | FIXED |  The stack library... It was busted like hell.... And since it was not properly linked to at some points, I never noticed this... |
2:23 | REMOVED |  Deprecated 'new' definition |
2:21 | TEST |  Take XLVII |
2:20 | FIXED |  Music pushing and popping |
2:20 | FIXED |  Internal issue |
2:17 | TEST |  Let's see, Take XLVI |
2:17 | FIXED |  But I THINK I fixed that |
2:16 | BUG |  That crash is not! |
2:16 | JUDGMENT |  The timing appears perfect |
2:14 | TEST |  Take XLV |
2:14 | FIXED |  Syntax error |
2:12 | TEST |  Take XLIV |
2:12 | TEST |  Time to find out, eh? |
2:11 | MYSTERY |  But does that work? |
2:11 | SCRIPT |  Set the backchain to the field in motion |
2:08 | STUDY |  A few time things |
2:07 | CONFIG |  Time to keep victory screen on has been set to 9 seconds... Enough to make the victory tune (which is approx 7 or 8 seconds) sound in full |
2:06 | CONFIRMED |  FINALLY!!!! |
2:04 | NOTE |  It's late in the evening or extremely early in the morning so FORGIVE ME! |
2:04 | TEST |  Take XLIII |
2:04 | FIXED |  Set that right |
2:03 | STUPIDITY |  I see I've been using the wrong tags for the wrong stuff... Clever... NOT! |
2:00 | COCKROACH |  .NET (or rather NLua) still gives no more clarity |
1:59 | TEST |  Take XLII |
1:58 | VOID |  Crash on item drops... I need to do this more properly later |
1:55 | NOTE |  I hope I can pinpoint this soon since we're getting close to 2am |
1:54 | TEST |  Take XLI |
1:54 | EXPERIMENT |  I need to find out what causes this as nothing I have should make this possible and since the error message lacks any kind of specification I am walking in the dark here! |
1:50 | COCKROACH |  .NET error without further explanation... I always LOVE it when that happens (NOT!) |
1:49 | TEST |  Take XL |
1:48 | FIXED |  I hope |
1:48 | STUPIDITY |  Ah, so that's why |
1:48 | COCKROACH |  That didn't seem to do much |
1:46 | TEST |  XXXIX |
1:46 | FIXED | |
1:46 | SOLVED |  Tagging issue |
1:45 | BUG |  Music stops, but the victory tune does not play |
1:41 | TEST |  Take XXXVIII |
1:41 | DONE | |
1:36 | LINK |  Victory tune linked to loader |
1:29 | CONFIRMED |  Very well, that appears to be working now |
1:26 | TEST |  Let's see... Take XXXVII |
1:26 | FIXED |  And fixed it??? |
1:26 | SOLVED |  I think I solved that riddle |
1:21 | BUG |  The fact that the player menu still appears makes me think that this is NOT yet working the way it should |
1:18 | TEST |  Take XXXVI |
1:18 | FIXED |  Lack of self |
1:17 | TEST |  XXXV |
1:17 | VOID |  Allergy to negative numbers in direct declare + definition |
1:13 | TEST |  Take XXXIV |
1:13 | FIXED |  Dupe group name |
1:13 | FIXED |  Code placed in wrong group |
1:05 | TEST |  Take XXXIII |
1:05 | VOID |  If you really wanna go THAT way! |
1:03 | TEST |  Take XXXII |
1:03 | CHEAT |  Dirty code straight from HELL! |
1:00 | TEST |  Take XXXI |
1:00 | VOID |  What will this do? |
1:00 | COCKROACH |  Fix defeated |
0:58 | TEST |  Take XXX |
0:58 | VOID |  Wrote some code to void this issue |
0:57 | BUG |  Class field identifiers and the global identifiers still do not properly mix.... |
0:55 | TEST |  Take XXIX |
0:55 | SCRIPT |  Make "You Win!" appear |
0:55 | CONFIG |  Set things right |
0:51 | DONE |  Completed the daily challenges in solitaire, mahjong and jigsaw... Hey, I like those... :P |
0:51 | LINK |  Linked Victory class to the main call back... This will always cause the system to go to the victory stage whenever the enemy is defeated, regardless of which stage we are currentlyin |
0:48 | LINK |  Linked to the loader |
0:00 | ART |  "You Win!" |
- = 6 Nov 2019 = - |
23:51 | SKELETON |  class |
23:50 | GENERATION |  Anyway |
23:50 | DONE |  Created script for Victory |
23:44 | STATUS |  NOTHING to test yet! |
23:43 | SCRIPT |  Defeated |
23:36 | CONFIRMED |  That works |
23:35 | TEST |  Take XXVIII |
23:35 | FIXED |  Just one "i" |
23:32 | TEST |  Take XXVII |
23:32 | TECHNO |  That sounds pretty cryptic, I know |
23:32 | COSMETIC |  Once off gauge pointer NOT drawn until it's back |
23:30 | DONE |  Get dead characters off the time gauge |
23:25 | NOTE |  Please note that stuff is not yet done, but at least THIS part works.... |
23:25 | STATUS |  It all APPEARS to be working now |
23:23 | COSMETIC |  MOAR speed! |
23:22 | TEST |  Take XXVI |
23:22 | FIXED |  Illegal Function Call |
23:20 | TEST |  Take XXV |
23:20 | FIXED |  Call to wrong class |
23:20 | FIXED |  Speed in animation... It was now really bothering me |
23:16 | TEST |  Take XXIV |
23:16 | NOTE |  I'll get to speeding up the death animation later! |
23:16 | FIXED |  Invalid table reference |
23:15 | NOTE |  But at least it works, and that's worth a lot, already |
23:15 | UNDESIREABLE |  Enemy disappearance too slow |
23:10 | TEST |  Take XXIII |
23:10 | NALA |  Rebuilding |
23:10 | FIXED |  A link bug |
23:01 | TEST |  Take XXII |
23:01 | POWERSHELL |  So here oges.... |
23:01 | NALA |  Well.... yeah it has to happen... again... |
23:01 | FIXED |  Ah! |
23:00 | BUG |  Global var is nil??? |
22:59 | TEST |  Take XXI |
22:59 | STATUS |  And NOW we can try this for real |
22:59 | DUMMIED |  This force crash |
22:57 | CONFIRMED |  And now the forced crash DOES take place |
22:55 | TEST |  Take XX |
22:55 | EXPERIMENT |  Let's try this.... |
22:54 | COCKROACH |  The fact that the forced crash never takes place makes clear the required function is never executed |
22:52 | TEST |  Take XIX |
22:52 | DEBUG |  Force crash to see if the function that should be called is actually called at all, as it looks like it's not |
22:49 | COCKROACH |  All the hard work I did, though appears to be ignored, and I don't know why |
22:48 | STATUS |  Don't ask me what happened, but at least the crashes belong to the past |
22:47 | TEST |  Take XVIII |
22:47 | EXPERIMENT |  Not that I know what I'm doing, but here goes nothing! |
22:19 | TEST |  Take XVII |
22:18 | NOTE |  Some work, hopefully that will do something good |
22:16 | RESULT | [string "Trans: Trans: Link code RPG API"]:196: Requested character 'FOE_1' does not exist
stack traceback:
[string "Trans: Trans: Link code RPG API"]:196: in function <[string "Trans: Trans: Link code RPG API"]:191>
(...tail calls...)
[string "NIL"]:590: in field 'Char'
[string "Trans: Script/Use/Specif...b/Combat_Foes.nil"]:131: in field 'Compile'
[string "Trans: Script/Use/Specif...at_Start_Link.nil"]:97: in function 'LetsGetReadyToRumble'
[string "Let's get ready to rumble!"]:1: in main chunk |
22:03 | TEST |  And Text XVI |
22:03 | POWERSHELL |  So.... |
22:02 | NALA |  I must rebuild NALA |
22:02 | COCKROACH |  And yeah we got ourself a real cockroach |
22:02 | DEBUG |  I've put in some extra crap as I cannot debug this error |
21:57 | TEST |  Take XV |
21:57 | EXPERIMENT |  Let's see what happens |
21:57 | BUG |  This will be a nasty one, but I gotta try |
21:53 | TEST |  Take XIV |
21:53 | FIXED |  Which fixes a crash in the process |
21:53 | DONE |  DEATH redirection |
21:50 | UPDATED |  Lic/versions |
21:50 | UPDATED |  Readme.md |
21:47 | TEST |  Take XII |
21:47 | FIXED |  Missing fields in FOE class |
21:47 | TEST |  Take XII |
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