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
0:24STATUS
STATUS Anyway, the scroll icons come later, as I want them to appear only if scrolling is possibe, and with only the "Create New Slot" bar, not much need for scrolling
0:23STATUS
STATUS Fortunately I don't have to get out of the house today anymore
0:23STATUS
STATUS It's raining here....
0:15BACKUP
BACKUP Running
0:15GITHUB
GITHUB Up-to-date
0:13STATUS
STATUS For now it shows what I want to see
0:09DONE
DONE Sidebar added
0:07NOTE
NOTE That is news worthy of hitting all the front papers, you know!
0:07STATUS
STATUS I saw what I wanted to see
0:04FIXED
FIXED Brendor So I fixed that!
0:04STUPIDITY
STUPIDITY ScrollY did indeed have to be static... Silly me
0:02NOTE
NOTE Yeah, what, did you listen to Eric Idle's advice? Always look on the bright side of life?
0:02BUG
BUG I did get an error, but it's no longer a .NET error, so progress was still booked after all
0:01STATUS
STATUS No more crashes.... so maaaaaybe.....
0:00NOTE
NOTE (I mean, praying to Microsoft DOES feel pretty awkward, you know).
- = 12 Aug 2019 = -
23:59NOTE
NOTE (and hopefully I don't have to pray).
23:59TEST
TEST Let's test this....
23:59STATUS
STATUS Well, with these kinds of errors ANYTHING is possible so then the sherlock holmes method, to elimitate all the impossible to come to the truth, won't work, you know....
23:58FIXED
FIXED ????
23:58STUPIDITY
STUPIDITY Oh wait, I think I found out what's wrong.... (I hope)
23:57COCKROACH
COCKROACH Guess.....
23:55TEST
TEST Let's see if stuff works properly now .... :-/
23:55NOTE
NOTE I guess Microsoft still operates deep back down, so I guess it's always a possibility anyway
23:55DONE
DONE I think I fixed the issue, but this should NEVER have resulted into a .NET user error.... :-/
23:53ANALYSIS
ANALYSIS When creating a box for the side bar it already goes wrong.... Oh odd, since that routine doesn't call .NET
23:49TEST
TEST Let's test once more!
23:49UNDESIREABLE
UNDESIREABLE It's sad this is what it takes
23:49DEBUG
DEBUG All steps broken down in CSAY statements
23:45COCKROACH
COCKROACH Apparently that was not it....
23:44TEST
TEST And let's test, to see what happens!
23:44POWERSHELL
POWERSHELL Running my compiling script... again
23:44TECHNO
TECHNO From what it looks like, this is because the 'exists' API had to look through a directory that doesn't exist, so it couldn't look up if a certain file was there either. Since this is the most likely error that can pop up in this process, I'll just throw a warning in the console, but let NALA move on....\nThe API will always return 'false' then, since if the directory doesn't exist, the file cannot exist either, eh?
23:40TECHNO
TECHNO that means "something is wrong and I am not in the mood to tell you what, asshole!"
23:39COCKROACH
COCKROACH ".NET error in user code"
23:38TEST
TEST Irravonia And antoher test coming up!
23:37FIXED
FIXED NIL callbacks only work if they are declared global... dummy!
23:31LINK
LINK I've at least linked the save game management flow to the debug console, so I can at least be sure that I can easily get out of the game!
23:30BUG
BUG And what I see is.... NOTHING AT ALL
23:27NIL
NIL Yeah, NIL can have a few cons, but they don't outweight the pros, or at least, not this one!
23:27FIXED
FIXED Forgotten declaration
23:25TEST
TEST Testing once more!
23:25FIXED
FIXED And another one
23:23FIXED
FIXED Code Typo
23:21FIXED
FIXED And now with a few quick "$" I could fix another error... This time maybe more work than intended, but in the future.....
23:15NALA
NALA Rebuilt NALA so the game should now support this too, and hopefully this'll save me some work
23:15CLOSED
22:59DONE
DONE Well that that does it for the with stuff.... yay!
22:33FIXED
FIXED For classes this now works for non-static methods.... Static methods (which are for me the most important, actually) are an issue, but I think I got a solution.... But that will take some effort
22:28FIXED
FIXED Right, with is now recursive and in groups this works too... Only classes are a bit of an eyesore, as "$" doesn't want to work in classes
22:12BUG
BUG Nope, groups don't work either...
22:10NIL
NIL The "with" keyword in NIL does at least work, however classes and groups should also take care of this, but that doesn't appear to happen. At least not in classes, I need to check groups though...
21:23ENHANCEMENT
ENHANCEMENT I've set the basic scope starter in NIL to see _G as the 'width' variable if no proper width has been set
21:20NOTE
NOTE I'm first gonna set something up as this has been annoying me for far too long, so I need to set it right!
21:18JCR6
JCR6 Forgot to note... I've added a few arrow arrow aliases for quicker access to a few features later in the game
21:17TEST
TEST Let's see now
21:17FIXED
FIXED File not found!!!! (404) :P
20:14STATUS
STATUS All direct parser issues accounted for, as far as I can see so far
20:11OFFTOPIC
OFFTOPIC (And I hope it'll work then, as I'm getting hungry)
20:11TEST
TEST Of course, another test iis in order....
20:11TECHNO
TECHNO Eric Having to modify the engine itself a lot is normal for such a brand new engine seeing its first real action...
As the game progresses, these kinds of issues will get less and less so I can focus on the content more and more.... In other words, nothing has happened that is out of the ordinairy, but annoying it surely is!
20:10NALA
NALA It is one that obligates me to recompile NALA.... AGAIN!
20:10FIXED
FIXED Code typo
20:07TEST
TEST And Time for another test
20:07NALA
NALA Recompiling NALA
20:07FIXED
FIXED Loni I think I found why a certain line which was merely a method call was seen as a delegate definition and even an invalid one too
19:59TEST
TEST Take... Wait... I forgot to count... Oh, crap!
19:59NALA
NALA So let's do that, and try again!
19:59FAILURE
FAILURE A few issues with the garbage collector pop up, but likely this is due to not yet re-compiling NALA
19:57TEST
TEST Another test
19:57FIXED
FIXED Group mixup
19:55DONE
DONE A basic setup for the interface has been done.... Point is due to lack of savegames, this is now hard to test, but at least I can do something... well I suppose...
19:18LINK
LINK So this makes the temporary link at least available, and functional
19:17DEBUG
DEBUG Command set up to activate the save game screen
19:14LINK
LINK Link up code to actually enter the SaveGame menu.... (Since no save spots exists now, this code is not yet accesible, duh!)
19:07LINK
LINK A link up code for loading the save game manager from the field... This will of course be needed when accessing save spots (although, mostly this load process already took place due to loading a savegame, but since you can also start a New Game, I may never assume this!)
18:59DONE
DONE A basic setup has been done to generate a slot to create a new file in.... This is all in preparational form, though so no big results can be expected.... YET!
17:50DONE
DONE Set up a checklist in #33, so I won't forget what data a save game file needs.
17:09ENHANCEMENT
ENHANCEMENT I've made it possible for the BUBBLE API to load text files in "lines" (Please note, it only takes Unix based text files with only LF based line ends, and files must be in full ASCII).
13:23STATUS
STATUS And so far for now
13:23CONVERT
CONVERT Both converted to PNG
13:19STATUS
STATUS They are both made in DPaint, so I got them in PCX format for now... This is however easily replaced
13:18ART
ART Arrow Down
13:18ART
ART Arrow Up
12:43STATUS
STATUS Aziella Well, a neutral tag this time.... An error did pop up, BUT, it could only do so, because no longer in use Kthura maps are INDEED disposed of! COOL!
12:39FIXED
FIXED MOAR Kthura case error fixings
12:37CONFIRMED
CONFIRMED The folder that I intend to use for "dynamic data" (save games, swap files and main config files) is correctly set
12:35FIXED
FIXED Kthura case error
12:34NOTE
NOTE I swear... I should make NIL classes case INsensitive :P
12:22FIXED
FIXED workdir issue
10:08STATUS
STATUS Although on second thought.... i do think it can wait... I've a better idea
10:07STATUS
STATUS I just realized that before I can get properly on the savegames I need to set the global config right. The global config will contain data that will always be in order no matter which savegame has been loaded... This file will allow the NG+ to start, or the True Abyss and what to put in the JukeBox and not to mention some vital data about the savegames themselves as well (not the content of the savegames, but some general data)
9:48NIL
NIL Skeleton for the save game interface
7:46ART
ART SaveSpot Red
7:46ART
ART SaveSpot Green
7:46ART
ART SaveSpot Blue
0:49STATUS
STATUS Well, later!
- = 11 Aug 2019 = -
23:34TODO
23:27CONFIRMED
CONFIRMED THAT WORKS!!!!
23:25DONE
DONE I've set the texture of the actor to update automatically... This should allow Irravonia to turn around in accordance of the direction she faces
23:09OPTIMIZATION
OPTIMIZATION I've worked out stuff a bit in the NIL glue code on actors... Hopefully this can prevent memory leaks in the future, but I cannot yet be sure
23:08SITE
SITE Added tag OPTIMIZATION
23:05STATUS
STATUS Right now Irravonia won't turn her face depending on the direction she goes... This is not a bug, this is simply because I did not yet put in the code required to make tha happen.
23:04FIXED
FIXED YAY! All issues fixed
22:23SOLVED
SOLVED I think I found the "evil".... A correction on the x-coord where it had to be the y-coord.... Could make perfect sense in the first go, since Kthura exit spots are (especially in my forest levels) rarely bound to the grid (something I often do for fun) :P And thus correction is needed, and the y coordinate is very low in the start position.....
21:57EXPERIMENT
EXPERIMENT I need to try this.....
21:52CLEANUP
CLEANUP I did remove some warnings from C#, but that will not do much
21:52SITE
SITE Added tag CLEANUP
21:46COCKROACH
COCKROACH No visible effect
21:40EXPERIMENT
EXPERIMENT Merya Let's see if this clears things up a little.... :-/
21:37BUG
BUG The first walk instructruction will however still cause the sprite to go haywire, however from that moment on things appear to work fine... I wonder why
21:36FIXED
FIXED I worked out the length property and yes, now it works as it should
21:32TEST
TEST Let's see what happens now....
21:32DEBUG
DEBUG 98% of these warnings are mostly crap, so you can't blame me for ignoring them most of the time, but on rare occasions, I guess they do serve a purpose, eh?
21:30DEBUG
DEBUG Hmmm... One warning I see in my compiler report might solve it all.... :-/
21:29DEBUG
DEBUG More crap added to narrow things down
21:13ANALYSIS
ANALYSIS The debug appears to confirm what I thought.... Immediately after the first node has been handled (which merely will confirm the point where the hero was already standing), the chain appears to be terminated... I need to sort out why this is
21:11RECOVERED
RECOVERED Well the broken message has been found, and like i thought... it had a non-ascii character, but I fixed that...
21:11SITE
SITE Added tag RECOVERED
21:11NALA
NALA Indeed, now it compiles.... Some warnings are thrown, but they don't matter in this case, and I should take care of them over time.... :-/
21:10NOTE
NOTE This devlog system does not allow non-ASCII character, so perhaps one snuck in somehow.... Likely the broken note was not important, but it should still be in my history
21:09HUH
HUH Little site issue, it seems?
21:03FIXED
FIXED Well, fixed... is a big word, but I took care of at least one warning
21:02FIXED
FIXED I did see a little parse error, and due to this the debugging code was not executed in my test before... The new version of NALA was never compiled so the old version did the work... Not very good, eh?
21:01STATUS
STATUS Right, back in the office
14:35STATUS
STATUS I'm afraid this is gonna take some VERY serious debugging sessions, but they will require a lot of time and focus.... Focus I have... time I have not, as I'm expecting someone to arrive any minute now.... But I could already do more than I expected, so, let's not complain.... too much....
14:30TEST
TEST Let's test it out!
14:30DEBUG
DEBUG I've added more debug lines which could shine a light (hopefully)
14:22DONE
DONE I did clean Kitty's litterbox, and I feel like I poisoned myself in the process.... Damn that thing reeks!
14:22COCKROACH
COCKROACH Now Irravonia doesn't walk at all.... I think a proper debug breakdown is now REALLY in order)
14:15FIXED
FIXED This should fix PART of the issue, but we can never be sure prior to a test, can we?
14:15EXPERIMENT
EXPERIMENT I've altered the Move values at the "WALKTO" routine, making sure they will be the same as the player position when the walking starts
14:11FIXED
FIXED At least I fixed the crash caused when a route failed
14:09CONFIRMED
CONFIRMED Dernor The values that my MYPOS commands gives, do seem to be in line with what Dijkstra throws me, so everything looks in order, but that does not come out in the way Irravonia walks... So something must be wrong with the way Kthura calculates back the values Dijkstra gives it into the actor... Which is odd at best....
13:59FIXED
FIXED One "null" reference in case of impossible walks
13:53DEBUG
DEBUG I've added a debug line which should give more confirmation about matters
13:47PYTHON
PYTHON I've made a quick calculation of the ending value, and at least that value appears to be in order.... The other walk values do also appear to make sense to me
13:43RESULT
RESULT
13:38DEBUG
DEBUG Let's find out more about this matter
12:58CONFIRMED
CONFIRMED yeah, that did fix stuff, but not really in the way expected, so I still got a lot of work to do
12:54DONE
DONE Oh yeah, forgot to tell you, Kitty enjoyed her meal by now :P
12:53TEST
TEST Of course, i gotta test this.... :-/
12:53FIXED
FIXED I think I fixed this issue.... Now all updates will happen AFTER the actors have moved, and my means of optimization ONLY if they have moved.
12:49SOLVED
SOLVED I think I solved the mystery... I think the automapper is to blame for this, which immediately activates on ANY sort of modification to any Kthura object during drawing, which is PRECISELY what the moving engine does.... Now having these remappings would only lead to slowdowns anyway, so I can best make sure they are turned off during the drawing iteration
12:39RESULT
RESULT The path was correctly generated, so the error does not lie there.... However, now I get an error of the most dubious kind, clearly thrown by .NET itself, and which should not be possible no matter how you put it.... I wonder how or where this error was caused....
12:28FIXED
FIXED Oh, and I missed a C# parse error too... that also explains....
12:27TEST
TEST Let's do that again, then
12:27STUPIDITY
STUPIDITY Forgot to save my source code prior to calling the compiler
12:26HUH
HUH Neither success nor failure are given... This would denote that the Dijkstra linkup code was not called.... That would be the only possibility left... however the earlier out-of-bounds errors given earlier denote that the request was done, and those errors are impossible without that call... I'm at a loss now....
12:22TEST
TEST Let's test
12:22DEBUG
DEBUG Let's narrow down the possibilities, after all when you eliminate all the impossible, whatever remains, however improbable, must be the truth, after all... This debug line can rule out 50% of the now open possible scenarios to the impossible, so only 50% that can be true will then remain.... That is a huge progression, doncha think?
12:16COCKROACH
COCKROACH Apparently, that was not the only thing that wasn't right
12:11TEST
TEST Of course, a little test will have to confirm I'm right or not....
12:11SOLVED
SOLVED I think I solved the issue why little Irravonia didn't walk.... Not only the "to" coords had to be adepted to the blockmap grid... The "from" coordinates had to be done so, as well
11:57INVESTIGATION
INVESTIGATION At least due to the earlier "out-of-bounds" errors thrown by Dijkstra, I can at least be rule out the possibility that Dijkstra wasn't called at all, and you know the saying: "When you eliminate all the impossible, whatever remains, however improbable, must be the truth!"
11:56CONFIRMED
CONFIRMED At least the "out of bounds" protection is operational... Now I gotta find out why little Irravonia doesn't walk, when instructed to....
11:52TEST
TEST In the meantime, I'll let my builder scripts do their work, so I can immediately start testing while Kitty is eating... ;)
11:51TODO
TODO Kitty (my cat) is begging me to fill her food bowl, so I guess I should do that.... It's about time too, so she has the right to do so....
11:50FIXED
FIXED Rebecca
11:49STUPIDITY
STUPIDITY The Dijkstra out-of-bounds protector needed a "return" command, since it was missing the code causing the error was still executed...
11:48COCKROACH
COCKROACH All fixes ignored???
11:45FIXED
FIXED A little NIL translation issue
11:44CONFIRMED
CONFIRMED Indeed, Dijkstra and Kthura were not in one mind when it came to how to use booleans for passible or impassible areas.... I made an extra routine in Kthura to make the reverse, but I also kept the original.... This to prevent compatibility issues with other stuff....
11:42NOTE
NOTE In the meantime my backup has finished so I can get back to "business as usual" mode
11:28FIXED
FIXED What I thought is true, Dijkstra did have an out-of-bounds protection during the route calculation, but not during the check of the starting and end coordinates.

If you request starting and ending coordinates outside the bouds of the blockmap, the path calculation will now always result into a failed empty route

11:19BUG
BUG

A few things are clear, though

  1. The coordinates are correctly adapted to the blockmap grid, so at least that is not the issue
  2. It is also clear that the protection for walking out of bounds is not really operative... The test program did make the route touch the edges (on purpose) to see if that would properly block things.... So I must fix Dijkstra itself to always reject out-of-bounds walking requests
  3. I do not know if Irravonia not walking is an actual failure in the route calculation, or the blockmap, but I think I got an idea on this though, as I think Dijkstra and blockmap have reversed meanings on True and False, but I need to verify that one
11:09DEBUG
DEBUG An extra debug line will have to provide me some information on the reason WHY!
11:06NOTE
NOTE This is a very common bug I had with the pathfinder in the original Dyrt as well, also when I was on Star Story, and my 63 fires of lung.... Only TFT REVAMPED didn't suffer here, but that was only because TFT REVAMPED and Star Story use the same engine, so the issue was fixed before that project began XD
11:05BUG
BUG Wherever I click NOTHING happens at all...
11:03TEST
TEST Take II
11:03FIXED
FIXED Illegal group call
11:01TEST
TEST Let's see what happens.. Take I
11:00LINK
LINK And now the command to make Irravonia actually walk has been given, meaning she should walk now to the location the player directs her to, *if* in fact she can reach it... Please note, due to the way the blockmap has been set up, Little Irravonia will keep herself to a 32x32 grid
10:44TEST
TEST So I can start my test anyway, as I don't wanna waste time waiting for my backupper to finish its job (and I really need to fix some issues with that tool asap).
10:43POWERSHELL
POWERSHELL Well luckily Powershell grants me a few quick commands to "void" that....
10:41FAILURE
FAILURE Unfortunately my backup tool got a bit stuck in the same window from where I run my building scripts... I hate it when that happens.... :-/
10:40TEST
TEST And let's see what that'll do!
10:40DEBUG
DEBUG For now I've limited myself to making sure the system understand where you want the hero to walk to
10:40DONE
DONE I've Made a "dummy" field... It does nothing yet, but at least this makes it easier on me to make 100% sure I can easily do alternate movements, like clickable objects, and that is very important for NPCs, savespots, signs and other things you can find in your everyday RPG dungeon or city.
10:39DONE
DONE I'll make a few worksouts in preparation to use Dijkstra though.... I got some time before I really must quit my session today
- = 10 Aug 2019 = -
23:01DONE
DONE I needed a little break! Since the walking around routine is also more complex than just setting up a Dijkstra calculation whenever the player clicks something (as there are also clickable objects in the field), this may be something that won't be done until after the weekend, but when I say such things, you never know...

You should all know by know how quickly I can change my mind when it comes to these things....

22:56TEST
TEST I did a test and no parse errors came up, which is so far a good thing
22:51STATUS
STATUS All i can do now is to make sure all parse errors are taken care of... As the game doesn't yet have any controles allowing you to move, the Dijkstra routines are not called or anything yet.
22:50TODO
TODO #27 (And it doesn't look important, as this causes under-the-hood-issues, the player may never see, but memory leaks (even when they are resolved as soon as the game ends) are always a bad thing)
22:41LINK
LINK Scyndi And the NIL link code has been created
22:35LINK
LINK Or rather a 3rd as a WalkToSpot was also there
22:34LINK
LINK The C# WalkToCoords has been written.... That is half of the contract
22:22TODO
TODO Of course, now I need to write the proper link code for Bubble, which is in this case for NALA
22:16KTHURA
KTHURA Moving in general and also in accordance with Dijkstra
21:13KTHURA
KTHURA Kthura is now able to calculate the route to walk over the Kthura Map, thanks to the underlying Dijkstra unit....
I must note though, that the route will be calculated, but the result will be ignored as I do not have th proper walking update stuff available yet.... (can't do all in once you know).
19:37NOTE
NOTE (This will require me to include Dijkstra also in the Kthura Map Editor source code, but that is a later concern).
19:36KTHURA
KTHURA I've now set the path finding variables to work with my own Dijkstra module
19:34LINK
LINK Dijkstra Has now been linked to NALA, so I can use it in Kthura
18:40CONFIRMED
CONFIRMED I'v deliberately created a track that was impossible to get from start from finish to see if this would indeed get a 0 path and a "false" for success rate... This happens to be the case
17:04STATUS
STATUS Time is however not on my side to actually attach this code to Kthura and to Bubble, but that doesn't matter right now... It works, and that's important ;)
16:56STUPIDITY
STUPIDITY And how come I never realized how simple this algorithm was..... :-/
16:56FIXED
FIXED I've been working things out on the Nodes parents, and NOW it works.... And both the demo map and the breakdown confirm that.... WOOOHOOOO!
16:52REMOVED
REMOVED .git folder form JCR6 in the test project
16:52BUG
BUG But seeing this mapped out, with a complete breakdown list, this no longer makes sense.... Some nodes have been correctly generated, yes, but been linked to the wrong parent....
16:35CONFIRMED
CONFIRMED I could not yet see the actual route, but.... What I did see was that the route was calculated to be 24 units long, and guess what, when I walk the route manually as a human, I come to the same calculation.... This could already be a good indication, the Dijkstra routine works....
16:33TEST
TEST Testing stuff
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