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
16:26LINK
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!
16:26NOTE
NOTE Perhaps I need to revise qstr, as I wonder why a quickstring routine needs JCR6 support ;_/
16:24FIXED
FIXED Error fixing
16:24VISUALSTUDIO
VISUALSTUDIO Quick Test Program set up
16:13NOTE
NOTE Incoming phone call delayed me
14:58TODO
TODO Before I can test this I need to write some test code though.....
14:58DONE
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.
13:51POWERSHELL
POWERSHELL Created empty Dijkstra.cs file
13:50STATUS
STATUS Brendor And with that I think I removed everything that can cause me some trouble
13:49REMOVED
REMOVED Quick form calls
13:49REMOVED
REMOVED Backups also not needed
13:48REMOVED
REMOVED I won't use GTK in these tests
13:48REMOVED
REMOVED Unneeded documents
13:48REMOVED
REMOVED So I removed at least the link the git-crap
13:47LINK
LINK Now I did link in the entire TrickyUnits folder, but I surely won't be needing that XD
13:46VISUALSTUDIO
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
13:32STUDY
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....
13:25GITHUB
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...
12:45STUDY
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.
11:44DUMMIED
DUMMIED The debug line for faders.... I don't think I need that anymore, as it appears to be working
11:42JUDGMENT
JUDGMENT APpears to work
11:40TEST
TEST Let's try that again, shall we?
11:40FIXED
FIXED SASKIA typo
11:39SASKIA
SASKIA Of course, I gotta try if this all works
11:32ENHANCEMENT
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
0:25VISUALSTUDIO
VISUALSTUDIO I've created a QuickNIL tool which can help me to make prototyping possible ;)
- = 9 Aug 2019 = -
23:13FIXED
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
23:09EXPERIMENT
EXPERIMENT Let's see....
22:44MYSTERY
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
22:39TEST
TEST And take XXIX
22:39POWERSHELL
POWERSHELL Run build script
22:39DONE
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
22:38DONE
DONE Made sure the SASKIA script will remap
22:28BUG
BUG Irravonia 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
22:25TEST
TEST Take XXVIII
22:24FIXED
FIXED Fine tuning
22:19TEST
TEST Take XXVII
22:19SOLVED
SOLVED Ah.... That explains.... I think
22:15HUH
HUH The error indicates something that is NOT right....
21:30TEST
TEST Take XXVI
21:30FIXED
FIXED Did I fix this?
21:25FUCKYOU
FUCKYOU It appears the leader isn't recognized for some odd reason
21:24TEST
TEST Take XXV
21:24DEBUG
DEBUG extra debug must confirm this and give more info
21:23HUH
HUH No frames loaded
21:16TEST
TEST Take XXVI
21:16DEBUG
DEBUG More info
21:13RESULT
RESULT
21:11FUCKYOU
FUCKYOU I hate the NIL bug that ignores the keyword "nil" when it's the final word of the line
21:11TEST
TEST And Take XXV
21:09TEST
TEST Take XXIII and XXIV
21:05FIXED
FIXED I keep forgetting that "each" requires the tables library, which is not loaded when internal scripts are being processed :(
21:04DEBUG
DEBUG Another vs sync and debug run, then ,eh?
20:56BUG
BUG Index out of array range, eh? (C# error).
20:52TEST
TEST Take XXII
20:52FIXED
FIXED At least I fixed another case error, so I guess that other fix is also a real fix
20:51FIXED
FIXED I think I fixed that.... (or not)
20:48TEST
TEST Take XXI
20:47EXPERIMENT
EXPERIMENT Eric Maybe this fixes it?
20:36SOLVED
SOLVED Right, the bug is that the picture file to be attached to the player sprite is never properly defined.... Good to know....
20:34TEST
TEST Take XX
20:32DEBUG
DEBUG Will this answer a few questions?
20:26TECHNO
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
20:24RESULT
RESULT
20:24TEST
TEST Take XIX
20:22DEBUG
DEBUG I've added a way to traceback C# as I need to look at that....
20:16DONE
DONE Let's prepare for running in VisualStudio
19:45STATUS
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
19:43DEBUG
DEBUG I've added an extra line which must tell me
19:43UNDESIREABLE
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....
19:32TEST
TEST Take XVIII
19:32CONFIRMED
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....
19:31FIXED
FIXED Of course you realize I fixed this now!
19:31STUPIDITY
STUPIDITY Stacking overflow due to bad C# overloading.... Yes, I'm a first class moron!
19:30FAILURE
FAILURE Not quite sure what is happening, but everything is freezing, even the music freezes... This is really really bad!
19:26TEST
TEST Take XVII
19:26DEBUG
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?)
19:22DEBUG
DEBUG Unfortunately the traceback information is too vague
19:16TECHNO
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.
19:13BUG
BUG
19:07TEST
TEST Take XVI
19:07FIXED
FIXED I fixed that
19:07STUPIDITY
STUPIDITY Aziella SAKSKIA requires strings to be quoted! Just like normal NIL and Lua, dumbo!
19:03TEST
TEST Take XV
19:03FIXED
FIXED Well I fixed that
19:03STUPIDITY
STUPIDITY Because I forgot to set the "spot" parameter in the SASKIA Script
19:02COCKROACH
COCKROACH What I need to figure out is why the "spot" parameter is 'nil'....
19:00COSMETIC
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! ;)
18:59STATUS
STATUS What I can at least tell is that the part without player actors appears to work again
18:55TEST
TEST Take XVI
18:55FIXED
FIXED Did I fix it now?
18:55FUCKYOU
FUCKYOU Oh, crap!
18:52TEST
TEST Take XV
18:52FIXED
FIXED I think I fixed it (hard to tell)
18:51BUG
BUG The game demands a player, which the prison can (initally) not give
18:47TEST
TEST Take XIV
18:47FIXED
FIXED Case errors
18:40TEST
TEST Take XIII
18:40FIXED
FIXED Or at least, I think so....
18:39BUG
BUG But to the Field flower....
18:39STATUS
STATUS Well the error I get now does at least no longer refer to the Kthura link code....
18:37OFFTOPIC
OFFTOPIC Well we get to take MCMLXXV or not?
18:36TEST
TEST Take XII
18:36FIXED
FIXED A leftover from old code
18:35BUG
BUG The trouble doesn't end there... of course
18:35CONFIRMED
CONFIRMED Well at least that one is fixed
18:32TEST
TEST Merya Take XI will tell!
18:32FIXED
FIXED Did I fix it?
18:32NOTE
NOTE Or not?
18:31BUG
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
18:28TEST
TEST Take X
18:28DEBUG
DEBUG Expanded error message so I can (hopefully) get a better view on what exactly goes wrong
18:27KTHURA
KTHURA Link script chunk properly named
17:08TODO
TODO A break... I need to clear my brain a little
17:07BUG
BUG "None or incorrect parent given!" Now this will be a best to debug
17:05TEST
TEST Take IX
17:05FIXED
FIXED Indexing error
17:04FUCKYOU
FUCKYOU GRRRRR!
17:03TEST
TEST Take VIII
17:02FIXED
FIXED A few random occuranaces
17:00TEST
TEST Take VII
17:00FIXED
FIXED So this time it DOES count as a fix
17:00CONFIRMED
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
16:57TEST
TEST VI
16:57NOTE
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
16:56DONE
DONE I've wrote some voidance code which hopefully gets me around the (incorrect) dupe identifier error
16:52STATUS
STATUS It appears all link code errors have been accounted for
16:49TEST
TEST Take V
16:49FIXED
FIXED Bad function type
16:46STATUS
STATUS (And I've only just begun, I'm afraid).....
16:45TEST
TEST Take IV
16:45FIXED
FIXED Dernor Another wrong variable
16:41TEST
TEST Take III
16:41FIXED
FIXED Right-o
16:38TEST
TEST And onto TAKE II
16:38NALA
NALA Recompiling
16:38FIXED
FIXED Yup... First issue coming in!
16:36TEST
TEST TAKE I (of the many I may require, I'm afraid, as this was pretty complicated)
16:36DONE
DONE Mesa Back
15:55FAILURE
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
15:55STATUS
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...
15:17NIL
NIL Automated updater for the actor texture
15:13TECHNO
TECHNO And I was glad I found this one in time, as the cockroaches this one could have caused are beyond imagination!
15:12FIXED
FIXED Code in the incorrect file moved to the correct one
15:11LINK
LINK And the linkup code has also been written
15:10C#
Texture configuration possible through the API now
14:42LINK
LINK Linkup code done
13:16C#
I've done the cores of getting and setting textures.... For now I'll only link this for the actors
13:04DONE
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!
12:56CLOSED
CLOSED #25 (I should have done that before)
12:54UPDATED
12:34STATUS
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....
12:33NIL
NIL Main code for "SpawnPlayer" has been set up... Well, most of it, as some important parts yet remain to be done...
9:24LINK
LINK Linking code for "SpawnPlayer"
0:38STATUS
STATUS A full workout will be done later, as I'm tired now
0:36ENHANCEMENT
ENHANCEMENT Rebecca 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 = -
23:57FIXED
FIXED So I rewrote that part
23:57NOTE
NOTE I realized that I did the entire actor table in NIL wrong
22:00REMOVED
REMOVED I've (for now) removed the pathfinder.... The chance was pretty big a different pathfinder would be used anyway....
21:59FAILURE
FAILURE II guess the compiler doesn't like me for this....
21:58LINK
LINK Glue code
21:58KTHURA
KTHURA X and Y catcher (for now specialized on Actors, but over time, regular objects must also be supported).
21:52FAILURE
FAILURE For some reason Go failed me on getting all I need :-/
21:43STUDY
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!

20:07LINK
LINK Spawn Link Code
20:03KTHURA
KTHURA Spawn
19:43LINK
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.
19:42NIL
NIL Basis set up for a NIL class for Kthura
18:28KTHURA
KTHURA For the sort term Actors will follow the obstacles, however, a lot more will need to be done on the longer term...
17:11KTHURA
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
16:23STATUS
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
16:05KTHURA
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
15:56JUDGMENT
JUDGMENT As far as I can currently judge everything works the way it should
15:53COSMETIC
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
15:53DONE
DONE The level numbers will now show (in Roman numbers) at the bottom of the character box
15:34NIL
NIL I've written a little NIL library which can convert arabic numbers into roman numbers
1:48GITHUB
GITHUB I've closed https://github.com/AnnSerba/A-star/ and I'll try out later if it's actually useful!
0:13TODO
TODO Investigate if there are good pathfinders for C#... Now that I think about it, there must be one....
0:13DONE
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 = -
20:13MEDICAL
MEDICAL My shoulder still hurts, but some well placed pain skiller rub helps me to deal with the pain
20:12STATUS
STATUS I need a break now....
20:09STATUS
STATUS Scyndi All fader issues accounted for!
20:04TEST
TEST Take XVII
20:04FIXED
FIXED Miscaluclation
20:01TEST
TEST Take XVI
20:01FIXED
FIXED Pure text faders did not come to the center of the screen... Now they will!
19:50TEST
TEST Take XV
19:49POWERSHELL
POWERSHELL Since this was a bug in NIL itself NALA will need to be rebuilt
19:49FIXED
FIXED Fixed that!
19:48RESULT
RESULT AHA! The decrementor counts up in stead of down.....
19:46TEST
TEST Take XIV
19:46FIXED
FIXED Format error
19:45TEST
TEST Take XIII
19:45FIXED
FIXED A few configuration errors
19:43TEST
TEST Take XII
19:43DEBUG
DEBUG I've added an extra (temp) line which hopefully gives me more answers
19:28CONFIRMED
CONFIRMED The Fader DOES take on stage 2
19:19TEST
TEST Take XI
19:19DEBUG
DEBUG Some debug lines must provide me with ANSWERS!
19:19BUG
BUG although the time the fader object remains on screen lasts forever.... Why?
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