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16:26 | LINK |  But as I'm now just in testing stuff, not gonna do that, and let's just add JCR6 so I can get this over with! |
16:26 | NOTE |  Perhaps I need to revise qstr, as I wonder why a quickstring routine needs JCR6 support ;_/ |
16:24 | FIXED |  Error fixing |
16:24 | VISUALSTUDIO |  Quick Test Program set up |
16:13 | NOTE |  Incoming phone call delayed me |
14:58 | TODO |  Before I can test this I need to write some test code though..... |
14:58 | DONE |  Frankly speaking I SHOULD have set up a Dijkstra based pathfinder now, however if it's robuust or working at all.... I can't tell, so a test is in order. |
13:51 | POWERSHELL |  Created empty Dijkstra.cs file |
13:50 | STATUS |  And with that I think I removed everything that can cause me some trouble |
13:49 | REMOVED |  Quick form calls |
13:49 | REMOVED |  Backups also not needed |
13:48 | REMOVED |  I won't use GTK in these tests |
13:48 | REMOVED |  Unneeded documents |
13:48 | REMOVED |  So I removed at least the link the git-crap |
13:47 | LINK |  Now I did link in the entire TrickyUnits folder, but I surely won't be needing that XD |
13:46 | VISUALSTUDIO |  For now I will focus on the pathfinder alone as a separate project.... If succesful I got my own pathfinder which I can later on also export to other languages, so there's a lot to win for me here :P |
13:32 | STUDY |  Wait a minute.... I think I can create a kind of Dijkstra based pathfinder myself now.... The step by step description I see now is the first one set up in a way that maks sense.... Perfect.... |
13:25 | GITHUB |  I've made a request in AnnSerba/A-star#1 ... This can prevent that I may have to remove the code Ann Serba provided has to be removed in the future, wasting a lot of my time in the process... |
12:45 | STUDY |  I've studied the pathfinder routine for C# I found... They do not look too difficult to understand and use, however they came without any license terms, and that could be a bit of a bummer. Now NALA has been released under a GPL license, but Kthura as a library has not been so, I really need to work this out in a way licenses cannot be an issue. |
11:44 | DUMMIED |  The debug line for faders.... I don't think I need that anymore, as it appears to be working |
11:42 | JUDGMENT |  APpears to work |
11:40 | TEST |  Let's try that again, shall we? |
11:40 | FIXED |  SASKIA typo |
11:39 | SASKIA |  Of course, I gotta try if this all works |
11:32 | ENHANCEMENT |  I've made it possible for the autoscroller to force being executed. This will allow me to make sure SASKIA scripts can force the camera to the correct position if needed |
0:25 | VISUALSTUDIO |  I've created a QuickNIL tool which can help me to make prototyping possible ;) |
- = 9 Aug 2019 = - |
23:13 | FIXED |  Okay, I guess it was either the visible parameter or the alpha parameter, anyway, I altered them both, and that fixed the issue, case closed :P |
23:09 | EXPERIMENT |  Let's see.... |
22:44 | MYSTERY |  It will still be a great mystery to sort out why Irravonia doesn't show.... Perhaps the core, perhaps the MonoGame driver.... It's always a bit of an issue |
22:39 | TEST |  And take XXIX |
22:39 | POWERSHELL |  Run build script |
22:39 | DONE |  And the Kthura core will also copy the spawn points dominance value into the actor... That is very extremely important, and could also be the main reason why little Irravonia didn't appear |
22:38 | DONE |  Made sure the SASKIA script will remap |
22:28 | BUG |  Almost there, but the autoscroll had to activate immediately and not after Irravonia speaking + Irravonia isn't seen.... The latter could just be a remap issue |
22:25 | TEST |  Take XXVIII |
22:24 | FIXED |  Fine tuning |
22:19 | TEST |  Take XXVII |
22:19 | SOLVED |  Ah.... That explains.... I think |
22:15 | HUH |  The error indicates something that is NOT right.... |
21:30 | TEST |  Take XXVI |
21:30 | FIXED |  Did I fix this? |
21:25 | FUCKYOU |  It appears the leader isn't recognized for some odd reason |
21:24 | TEST |  Take XXV |
21:24 | DEBUG |  extra debug must confirm this and give more info |
21:23 | HUH |  No frames loaded |
21:16 | TEST |  Take XXVI |
21:16 | DEBUG |  More info |
21:13 | RESULT | |
21:11 | FUCKYOU |  I hate the NIL bug that ignores the keyword "nil" when it's the final word of the line |
21:11 | TEST |  And Take XXV |
21:09 | TEST |  Take XXIII and XXIV |
21:05 | FIXED |  I keep forgetting that "each" requires the tables library, which is not loaded when internal scripts are being processed :( |
21:04 | DEBUG |  Another vs sync and debug run, then ,eh? |
20:56 | BUG |  Index out of array range, eh? (C# error). |
20:52 | TEST |  Take XXII |
20:52 | FIXED |  At least I fixed another case error, so I guess that other fix is also a real fix |
20:51 | FIXED |  I think I fixed that.... (or not) |
20:48 | TEST |  Take XXI |
20:47 | EXPERIMENT |  Maybe this fixes it? |
20:36 | SOLVED |  Right, the bug is that the picture file to be attached to the player sprite is never properly defined.... Good to know.... |
20:34 | TEST |  Take XX |
20:32 | DEBUG |  Will this answer a few questions? |
20:26 | TECHNO |  This all looks a bit obscure, so I hope I can get to the bottom of this... At least I know that the texture loader is to blame |
20:24 | RESULT | |
20:24 | TEST |  Take XIX |
20:22 | DEBUG |  I've added a way to traceback C# as I need to look at that.... |
20:16 | DONE |  Let's prepare for running in VisualStudio |
19:45 | STATUS |  I'm gonna need VisualStudio to nail this one... But since this is affecting the core of Kthura, I guess I'll need VisualStudio to fix all this anyway |
19:43 | DEBUG |  I've added an extra line which must tell me |
19:43 | UNDESIREABLE |  I need to sort out if older Kthura maps do fall through the garbage collector or not... Some information the debugger gave me, make me think not.... |
19:32 | TEST |  Take XVIII |
19:32 | CONFIRMED |  It does appear to confirm this takes place in the kthura drawing algorithms, and that will make it a rough ride to pinpoint the source of the bug.... |
19:31 | FIXED |  Of course you realize I fixed this now! |
19:31 | STUPIDITY |  Stacking overflow due to bad C# overloading.... Yes, I'm a first class moron! |
19:30 | FAILURE |  Not quite sure what is happening, but everything is freezing, even the music freezes... This is really really bad! |
19:26 | TEST |  Take XVII |
19:26 | DEBUG |  I've expanded some data... hopefully this gives some answers (I'm afraid not, but hey, whatever I can narrow down is good, right?) |
19:22 | DEBUG |  Unfortunately the traceback information is too vague |
19:16 | TECHNO |  This will be one of the harder errors to track down.... This information is too minimal to do something with, however the traceback can at least show me which call from NIL is responsible, and hopefully this can narrow down my options. |
19:13 | BUG | |
19:07 | TEST |  Take XVI |
19:07 | FIXED |  I fixed that |
19:07 | STUPIDITY |  SAKSKIA requires strings to be quoted! Just like normal NIL and Lua, dumbo! |
19:03 | TEST |  Take XV |
19:03 | FIXED |  Well I fixed that |
19:03 | STUPIDITY |  Because I forgot to set the "spot" parameter in the SASKIA Script |
19:02 | COCKROACH |  What I need to figure out is why the "spot" parameter is 'nil'.... |
19:00 | COSMETIC |  And I made sure the mouse pointer wouldn't be darker in the field. Not that important, but hey I saw that this was not right, so why not set it right before I forget it! ;) |
18:59 | STATUS |  What I can at least tell is that the part without player actors appears to work again |
18:55 | TEST |  Take XVI |
18:55 | FIXED |  Did I fix it now? |
18:55 | FUCKYOU |  Oh, crap! |
18:52 | TEST |  Take XV |
18:52 | FIXED |  I think I fixed it (hard to tell) |
18:51 | BUG |  The game demands a player, which the prison can (initally) not give |
18:47 | TEST |  Take XIV |
18:47 | FIXED |  Case errors |
18:40 | TEST |  Take XIII |
18:40 | FIXED |  Or at least, I think so.... |
18:39 | BUG |  But to the Field flower.... |
18:39 | STATUS |  Well the error I get now does at least no longer refer to the Kthura link code.... |
18:37 | OFFTOPIC |  Well we get to take MCMLXXV or not? |
18:36 | TEST |  Take XII |
18:36 | FIXED |  A leftover from old code |
18:35 | BUG |  The trouble doesn't end there... of course |
18:35 | CONFIRMED |  Well at least that one is fixed |
18:32 | TEST |  Take XI will tell! |
18:32 | FIXED |  Did I fix it? |
18:32 | NOTE |  Or not? |
18:31 | BUG |  right "nil" appears to be the parent, which I actually already expected, but at least that's confirmed now.... This is gonna be some hell to debug, I'm afraid |
18:28 | TEST |  Take X |
18:28 | DEBUG |  Expanded error message so I can (hopefully) get a better view on what exactly goes wrong |
18:27 | KTHURA |  Link script chunk properly named |
17:08 | TODO |  A break... I need to clear my brain a little |
17:07 | BUG |  "None or incorrect parent given!" Now this will be a best to debug |
17:05 | TEST |  Take IX |
17:05 | FIXED |  Indexing error |
17:04 | FUCKYOU |  GRRRRR! |
17:03 | TEST |  Take VIII |
17:02 | FIXED |  A few random occuranaces |
17:00 | TEST |  Take VII |
17:00 | FIXED |  So this time it DOES count as a fix |
17:00 | CONFIRMED |  The "Unknown term" error that pops up thanks to this message confirmed my earlier statement... however this was a var I forgot to rename |
16:57 | TEST |  VI |
16:57 | NOTE |  THAT is NOT a fix... something that ain't broken, can't be fixed.... At least I hope to prevent the false crash errors this way |
16:56 | DONE |  I've wrote some voidance code which hopefully gets me around the (incorrect) dupe identifier error |
16:52 | STATUS |  It appears all link code errors have been accounted for |
16:49 | TEST |  Take V |
16:49 | FIXED |  Bad function type |
16:46 | STATUS |  (And I've only just begun, I'm afraid)..... |
16:45 | TEST |  Take IV |
16:45 | FIXED |  Another wrong variable |
16:41 | TEST |  Take III |
16:41 | FIXED |  Right-o |
16:38 | TEST |  And onto TAKE II |
16:38 | NALA |  Recompiling |
16:38 | FIXED |  Yup... First issue coming in! |
16:36 | TEST |  TAKE I (of the many I may require, I'm afraid, as this was pretty complicated) |
16:36 | DONE |  Mesa Back |
15:55 | FAILURE |  I only discovered that I ran out of bread, so I must make a run to the store first, to make sure I won't starve soon :P |
15:55 | STATUS |  I have no clue at all if this all works (I expect loads of bugs and cockroaches tbh), but this is the first moment on which testing is possible, at all... |
15:17 | NIL |  Automated updater for the actor texture |
15:13 | TECHNO |  And I was glad I found this one in time, as the cockroaches this one could have caused are beyond imagination! |
15:12 | FIXED |  Code in the incorrect file moved to the correct one |
15:11 | LINK |  And the linkup code has also been written |
15:10 | C# | Texture configuration possible through the API now |
14:42 | LINK |  Linkup code done |
13:16 | C# | I've done the cores of getting and setting textures.... For now I'll only link this for the actors |
13:04 | DONE |  I've set up the Leader property. This will be used now to determine whose sprites will appear as the Player Actor... VERRRRY important! |
12:56 | CLOSED | #25 (I should have done that before) |
12:54 | UPDATED | |
12:34 | STATUS |  This can take awhile, as this is hard, boring and totally unsatisfying work, but unfortunately, it must be done, or the game cannot work in any way.... |
12:33 | NIL |  Main code for "SpawnPlayer" has been set up... Well, most of it, as some important parts yet remain to be done... |
9:24 | LINK |  Linking code for "SpawnPlayer" |
0:38 | STATUS |  A full workout will be done later, as I'm tired now |
0:36 | ENHANCEMENT |  I've enhanceed the flow manager of BUBBLE with a way to transfer simplisstic data between states and flows without having to rely on superglobals |
- = 8 Aug 2019 = - |
23:57 | FIXED |  So I rewrote that part |
23:57 | NOTE |  I realized that I did the entire actor table in NIL wrong |
22:00 | REMOVED |  I've (for now) removed the pathfinder.... The chance was pretty big a different pathfinder would be used anyway.... |
21:59 | FAILURE |  II guess the compiler doesn't like me for this.... |
21:58 | LINK |  Glue code |
21:58 | KTHURA |  X and Y catcher (for now specialized on Actors, but over time, regular objects must also be supported). |
21:52 | FAILURE |  For some reason Go failed me on getting all I need :-/ |
21:43 | STUDY |  https://github.com/github/linguist Not that I understand it... Hey I only have above average intelligece... Don't expect too much of me! |
20:07 | LINK |  Spawn Link Code |
20:03 | KTHURA |  Spawn |
19:43 | LINK |  Please note, this class is fake... All it does is link with the C# Kthura API which will always do the real work, but this class will produce a) cleaner code, and b) can help me for when Bubble would ever be rewritten in a different setup, to maintain the code I already got. |
19:42 | NIL |  Basis set up for a NIL class for Kthura |
18:28 | KTHURA |  For the sort term Actors will follow the obstacles, however, a lot more will need to be done on the longer term... |
17:11 | KTHURA |  I did set up some basic declarations up so I can make things work.... I now need to have a proper look in how to actually do it all best, as this can be a little bit complicated here |
16:23 | STATUS |  Time is however not on my side, and I really want to do this right... Well due to a few other projects being on shelf I can do those first, as they require less work |
16:05 | KTHURA |  A quick view on the Kthura source I saw (just as expected) that actors are not yet supported.... So I'll need to put in support for them |
15:56 | JUDGMENT |  As far as I can currently judge everything works the way it should |
15:53 | COSMETIC |  Normally in white letters, when you got the level cap amber letters, when you are over the level cap (can happen to characters new to the party) in red, guest characters in skyblue |
15:53 | DONE |  The level numbers will now show (in Roman numbers) at the bottom of the character box |
15:34 | NIL |  I've written a little NIL library which can convert arabic numbers into roman numbers |
1:48 | GITHUB |  I've closed https://github.com/AnnSerba/A-star/ and I'll try out later if it's actually useful! |
0:13 | TODO |  Investigate if there are good pathfinders for C#... Now that I think about it, there must be one.... |
0:13 | DONE |  I did an attempt to convert the BlitzMax pathfinder I had to C#, but due to the high number of errors, I've (for now), set it to "None", so it won't compile for now... Time is not on my side now and don't know if this is the right way to go.... |
- = 7 Aug 2019 = - |
20:13 | MEDICAL |  My shoulder still hurts, but some well placed pain skiller rub helps me to deal with the pain |
20:12 | STATUS |  I need a break now.... |
20:09 | STATUS |  All fader issues accounted for! |
20:04 | TEST |  Take XVII |
20:04 | FIXED |  Miscaluclation |
20:01 | TEST |  Take XVI |
20:01 | FIXED |  Pure text faders did not come to the center of the screen... Now they will! |
19:50 | TEST |  Take XV |
19:49 | POWERSHELL |  Since this was a bug in NIL itself NALA will need to be rebuilt |
19:49 | FIXED |  Fixed that! |
19:48 | RESULT |  AHA! The decrementor counts up in stead of down..... |
19:46 | TEST |  Take XIV |
19:46 | FIXED |  Format error |
19:45 | TEST |  Take XIII |
19:45 | FIXED |  A few configuration errors |
19:43 | TEST |  Take XII |
19:43 | DEBUG |  I've added an extra (temp) line which hopefully gives me more answers |
19:28 | CONFIRMED |  The Fader DOES take on stage 2 |
19:19 | TEST |  Take XI |
19:19 | DEBUG |  Some debug lines must provide me with ANSWERS! |
19:19 | BUG |  although the time the fader object remains on screen lasts forever.... Why? |
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