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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158
13:35DONE
DONE Real life stuff
13:08TEST
TEST And into Take XV
13:08GENERATION
GENERATION Recompile all foes
13:08DONE
DONE Foe compiler should now also take care of generating a "Points" record for Foes holding their HP
13:05FIXED
FIXED Always HP and not Hp
13:01BUG
BUG But the crap is not yet completely over
13:01STATUS
STATUS At least no more parse errors
12:59TEST
TEST Take XIV
12:59VOID
VOID I've written some void code to get past all that, but I really need to find out what I can do to fix that nasty issue!
12:57HUH
HUH Dupe identifier my ass!
12:56TEST
TEST Take XIII
12:55FUCKYOU
FUCKYOU No force
12:55COCKROACH
COCKROACH WHAT THE????
12:53TEST
TEST Take XII
12:53FIXED
FIXED that issue
12:52STUPIDITY
STUPIDITY Oh, I made the same mistake TWICE.... Now I see
12:52COCKROACH
COCKROACH Fix ignored
12:50TEST
TEST Take XI
12:50FIXED
FIXED Case error in compiler
12:49TEST
TEST Take X
12:49FIXED
FIXED This crash in the process
12:49LAZY
LAZY Name link up
12:47FUCKYOU
FUCKYOU Do DAMN!
12:44TEST
TEST Take IX
12:44FIXED
FIXED Eric Fixed that too
12:44STUPIDITY
STUPIDITY AH!
12:42COCKROACH
COCKROACH NOW I don't believe the claim anymore
12:37TEST
TEST Take VIII
12:37FIXED
FIXED Directory error
12:36STUPIDITY
STUPIDITY Just as I suspected
12:36COCKROACH
COCKROACH Apparently not....
12:34TEST
TEST Take VII will show if this all went the way it should
12:34ART
ART Blue Slime
12:32ART
ART Goblin
12:28JCR6
JCR6 But my JCR viewer appears to confirm this claim
12:27STATUS
STATUS Ah yeah, it appears the enemy pictures are missing (or at least the system claims so, but it should be possible)
12:25TEST
TEST Take VI
12:25FIXED
FIXED Put in an empty Draw() method to make at least sure its abstract has been overridden
12:24FIXED
FIXED Replaced abstract GetTeamName
12:21TEST
TEST Take V
12:21GENERATION
GENERATION Recompiled all enemies
12:20FIXED
FIXED missint enter when there should be one
12:18CHECKED
CHECKED Script doesn't look like it, but, ya never know...
12:18TEST
TEST And Take IV will show you if it's NOT ignore this time...
12:17GENERATION
GENERATION And recompiled the foe scripts
12:17FIXED
FIXED I also fixed the missing name
12:15COCKROACH
COCKROACH Fix ignored???
12:13TEST
TEST Take III
12:12FIXED
FIXED Aziella That's been fixed
12:12BUG
BUG Translation misforming in compiler program
12:10TEST
TEST Take II
12:10FIXED
FIXED "Reg"
12:04TEST
TEST Take I
12:04STATUS
STATUS That's all done, so let's start testing
11:48STATUS
STATUS I first need to feed my cat and get to other real life issues, and after that it'll be testing time
11:47LINK
LINK I've linked the foe compiler to the start up script
11:27CONFIRMED
CONFIRMED Miracles DO happen....
11:27CONFIRMED
CONFIRMED Okay, there are really no parse errors...
11:27FIXED
FIXED Devlog issue
11:26NOTE
NOTE Oh, wait, I think I know what's happening.... Duh...
11:26FAILURE
FAILURE What the hell?
11:25TEST
TEST Take II to make really sure everything's alright!
11:25GENERATION
GENERATION Let's run Anyway to make sure everything is actually loaded at all
11:25STATUS
STATUS Well I'll be... none pop up
11:22TEST
TEST Take I
11:22STATUS
STATUS This has not yet been linked, but some parse errors should now definitely be visible if they are there....

So the current task at hand is to make sure they are all removed!

11:21DONE
DONE Compiler script set up
11:12STATUS
STATUS I guess the compilation of foes can now truely begin....
10:49BUG
BUG Why QuickNIL throws (nonsensical) errors for the quickmeta example is completely beyond me, tough.... But not really relevant at the present time, either....
10:48NIL
NIL Some more examples written
9:34FIXED
FIXED ???? False data in Blue Slime ???
9:17SECURITY
SECURITY A big checkup.... Needed every now and then....
1:23STATUS
STATUS See ya!
1:23STATUS
STATUS Merya It's 1:23am... It's time
1:23STATUS
STATUS Gonna call it
1:20VISUALSTUDIO
VISUALSTUDIO The statistics should've been compiled properly
1:13DONE
DONE Well let's say I made progress!
1:01BOSS
BOSS Recognizable by compiler now
0:48DONE
DONE AI module in compiler
0:45FIXED
FIXED And more shit fixed
0:45FIXED
0:35FIXED
FIXED Classes which extend fighter must be created with a tagname!
0:16GENERATION
GENERATION in order to make sure the foe compiler won't crash the game, I've regenerated anyway
0:11VISUALSTUDIO
VISUALSTUDIO Yeah, I decided to do the description too, and I am planning to give Merya a move which allows her to identify enemies...
0:06FIXED
FIXED THAT looks better already!
0:05BUG
BUG NOPE NOPE NOPE
foeret.Image = LoadImage("{val}")
0:05DONE
DONE ImageLoad
0:00UNDESIREABLE
UNDESIREABLE And Friday the 13th has begun... Hopefull that doesn't bring bad luck to this project :-/
- = 12 Sep 2019 = -
23:59STATUS
STATUS DANG!
23:59STATUS
STATUS I guess that with the image file all that is not RPG lib based is out of the way
23:58ANALYSIS
ANALYSIS let's see about the groupless data!
23:57NIL
NIL FoeTag -- Parameter for the in-game foe loader
23:56STATUS
STATUS Okay, now we get into the actual RPG module, and that can be a bit of an issue
23:55STATUS
STATUS Okay, let's see what's next.... :-/
23:55TECHNO
TECHNO It's not as hard as it looks, still it's a bit brain killing ;-/
23:54CONFIRMED
CONFIRMED So far it all works the way it was intended
23:54VISUALSTUDIO
VISUALSTUDIO Experience should be compiled now
23:49NOTE
NOTE Yeah, there I'll store how much EXP you earn for killing a monster
23:49NIL
NIL "Experience" field added
23:47REMINDER
REMINDER Dernor Yeah, I really must NOT forget that one, so this was pretty important ;)
23:47REMINDER
23:46BUG
BUG I see that "physical" is misspelled in the foe editor... I must not forget to fix that
23:46FIXED
FIXED that "fixes" the issue indeed
23:45VOID
VOID Dirty code straight from hell, but it's the easiest way to prevent tons of needless work!
23:43JUDGMENT
JUDGMENT Ah.... The fatal elements is not yet the way it should be I suppose, hahaha....
23:42VISUALSTUDIO
VISUALSTUDIO the default AI data will be properly compiled
23:41NIL
NIL Set up a class for foes
23:10STATUS
STATUS How sweet... Kitty seeks my attentions ;)
23:09DONE
DONE Also compile if target doesn't exist!
23:09GENERATION
GENERATION Combat dir generator
23:05NOTE
NOTE A "force" mode is there to do it anyway... Most of all brought in for if files got corrupted or anything!
23:05DONE
DONE I've set up a scanner which has to see if a foe file has been modified.... It's no use to regenerate even if nothing's changed!
23:04TECHNO
TECHNO This will save me some trouble in a later stage, trust me!
23:03VISUALSTUDIO
VISUALSTUDIO I'm setting up a quick way to do some pre-compiling on foes
22:54STUDY
STUDY Right... Now that I see how leafo did things on moonscript when it comes to linguist I guess it's easy... Just add NIL to the yaml script and dump in some sample code, and make a pull request... I feel a bit silly, but then again, the documentation (or lack thereof) did make things so easy on me...
21:57TECHNO
TECHNO Now I do not feel like copying GINI stuff into the game itself, although it can still be an option.... Well generated code seems to me like the most plausible way to go....
21:55STATUS
STATUS The next stup of evolution in this game will be.... The FOE compiler, and THAT is gonna be a challenge...
21:54OFFTOPIC
OFFTOPIC my IQ is only above average... I'm not beyond insanity, so don't expect too much of me....
21:54OFFTOPIC
OFFTOPIC Let's just say I'm too stupid for this....
21:45EXPERIMENT
EXPERIMENT I'm messing a bit with linguist, but the documentation (or rather lack thereof) is so fantastic I frankly have NO IDEA what I'm doing!
21:30GITHUB
GITHUB Also updated
21:30BACKUP
BACKUP Running, as I wanna make sure this remains here
21:30MYSTERY
MYSTERY Some things will never be solved by mankind.... Or at least so it seems!
21:27HUH
HUH And suddenly without any kind of explanation... it works....
21:25TEST
TEST Rebecca Take XXXII
21:25EXPERIMENT
EXPERIMENT Let's try.... :-/
21:23COCKROACH
COCKROACH If you eliminate all the impossible, whatever remains however impropable must be the truth.... The point is NOTHING remains after doing that, so the project is getting more and more in danger
21:22CONFIRMED
CONFIRMED GJCR confirmed that the picture files themselves are all in order (not a chance in Hell it would be otherwise, but at this point one can never be sure).
21:21RESULT
RESULT That too isn't it (couldn't be, but I must eliminate all the impossible to come to the truth)
21:19TEST
TEST Take XXXI
21:18DUMMIED
DUMMIED And let's set the party bar on mute
21:18RECOVERED
RECOVERED The arena
21:17RESULT
RESULT Okay, removing the Arena does indeed not make a difference... This confirms what I suspected that XNA's own (dreaded) layer system could not be the cause of all this
21:15TEST
TEST Take XXX
21:15HUH
HUH Oh... false start....
21:14TEST
TEST Take XXIX
21:14DUMMIED
DUMMIED Let's temporarily mute some code, and see what happens (shouldn't change anything, but at this point I'll try ANYTHING!).
21:12RESULT
RESULT Nothing spectecular happened... Wasn't to be expected (when there's nothing wrong, there's nothing to be fixed, but yet, the system DOES refuse to do what it has to do).
21:08TEST
TEST Take XXVIII
21:08STUPIDITY
STUPIDITY I can NEVER do quick stuff right in once!
21:06TEST
TEST Take XXVII
21:02POWERSHELL
POWERSHELL Running compilation script
21:02LAZY
LAZY Small adaption to NALA
21:00COCKROACH
COCKROACH However I don't see that on screen, so something MUST still be wrong...
21:00ANALYSIS
ANALYSIS All data produced is in order
20:57TEST
TEST Take XXVI
20:57EXPERIMENT
EXPERIMENT Hmmmm
20:54TEST
TEST Take XXV
20:53DEBUG
DEBUG DIRTY DEBUG STRAIGHT FROM HELL!
20:48ANALYSIS
ANALYSIS Scyndi Screen is big enough, so that ain't the issue
20:47TEST
TEST Take XXIV
20:47DEBUG
DEBUG Still no clue
20:44TEST
TEST Take XXIII
20:44DEBUG
DEBUG MOAR investigation
20:36TEST
TEST Take XXII
20:36HUH
HUH Let's try THIS!
20:36HUH
HUH Still no good?
20:35TEST
TEST Take XXI
20:35EXPERIMENT
EXPERIMENT I need to try this out, then
20:32HUH
HUH The error thrown STRONGLY suggests that the Y coordinate happens to be "nil"... That should not be possible, but if it is somehow, it would explain a few things.
20:30TEST
TEST Take XX
20:30DEBUG
DEBUG So an extra line should (hopefully) get me an answer
20:30ANALYSIS
ANALYSIS Data The data I see now do not show any odd things... At least nothing that should enable this to happen
20:11TEST
TEST However an extra take is needed due to this crash... Take XIX
20:11FIXED
FIXED Debugger
20:09COCKROACH
COCKROACH And the debugger crashes this crap as well!
20:09COCKROACH
COCKROACH Still the fighters do no appear
20:07TEST
TEST Take XVIII
20:07FIXED
FIXED Illegal function call
20:07FUCKYOU
FUCKYOU PAY ATTENTION, JEROEN!
20:05BUG
BUG
20:03TEST
TEST We're still in the same test flow so Take XVII
20:02FIXED
FIXED A lack of self
20:02VOID
VOID I think I voided the cockroach, and my presumption was correct also...
19:48TEST
TEST Brendor GO take XVI
19:48EXPERIMENT
EXPERIMENT Let's see if this gets me some answers
19:42RESULT
RESULT Table is empty... Not a chance in hell that should be possible but it is....
19:39NOTE
NOTE TODAY is not Friday the 13th.... TOMORROW is....
19:39TEST
TEST Take XV
19:39FIXED
FIXED AAAARGH! A parse error!
19:36TEST
TEST Take XIV
19:36COCKROACH
COCKROACH And extra debug line must tell me WHY the impossible becomes possible
19:32TEST
TEST Take XIII
19:32NOTE
NOTE (I hope)
19:32DEBUG
DEBUG And an extra debug line *may* be able to do just that...
19:32COCKROACH
COCKROACH As a matter of fact, it moans about nil values.... There is not a single way in which that should be possible, so this is something that must be sorted out
19:31COCKROACH
COCKROACH The error show that this is going to be very very complex!
19:29STATUS
STATUS I'm getting tired, you know!
19:28TEST
TEST Take XII
19:28FIXED
FIXED Constructor not properly set up!
19:24TEST
TEST Take XI
19:24FIXED
FIXED Typo?
19:09TEST
TEST And during take X I can see if this works and what data is about to be produced, as I'm curious now....
19:08DEBUG
DEBUG I can now view some data about my heroes (and later also about the foes)
19:07GENERATION
GENERATION New Anyway for combat
19:07NOTE
NOTE "Zorg" means "Care" in Dutch, and since it begins with a "Z" it's most likely to be imported last, which is vital!
19:07DEBUG
DEBUG Set up my "Zorg Centrum" for the combat routine
18:57COCKROACH
COCKROACH Now this is really going to be a VERY SERIOUS issue
18:54TEST
TEST Take IX
18:54FIXED
FIXED Irravonia Stack overflow
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