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 |
19:38 | EXPERIMENT |  Quick swap-up |
19:33 | BUG |  It sees the scenario tag for a file, in stead of the file.... That's not good, eh? |
19:32 | TEST |  Take XXI |
19:32 | FIXED |  A few fixes in the BoxText linker |
19:13 | TEST |  Take XX |
19:13 | SOLVED |  Ah yeah, that last word "nil" bug, that I still can't get fixed.... |
19:09 | TEST |  Take XIX |
19:09 | REMOVED |  needless comment |
19:08 | TEST |  Take XVIII |
19:08 | FIXED |  LAURA JCR converted to BUBBLE JCR call |
19:04 | STATUS |  The news came so I had to break this off, but let's resume things now, shall we? |
17:54 | TEST |  Take XVII |
17:54 | REMOVED |  Some calls to harsh system routines that LAURA had, but NALA hasn't and which can only lead to very extremely terrible bugs, so I'm better of without them |
17:52 | FIXED |  Anyway, the main problem is fixed there |
17:52 | FAILURE |  Still the computer thought it did.... I must find out why the computer says "out of memory" when the entire notion is out of the question! |
17:51 | TECHNO |  That still can't cause an "out of memory" though |
17:51 | FIXED |  I did find a missspelled variable |
17:48 | MURPHY |  Still no good.... |
17:48 | SITE |  Added tag MURPHY |
17:47 | STATUS |  And I was hoping to play some more Lands of Lore before the News would begin... Of course, coding NEVER allows such a thing to happen.... |
17:47 | TEST |  Take XVI |
17:46 | SOLVED |  I think I found it.... NIL is not yet able to declare and assign a value unless it's constant... Why it came to out of memory in stead of throwing a PROPER error, that's beyond me, though.... |
17:45 | HUH |  Right, it's confirmed the substitutor code is to blame (yet it cannot cause this to happen, so I'm still in the dark here). |
17:45 | TEST |  Take XV |
17:40 | HUH |  Ah... This happens during the call to the New Game... Maybe that explains something... yet... this is very very odd |
17:39 | HUH |  The menu starts, and suddenly I get the "not enough memory" notice.... NOTHING can cause that to happen.... |
17:39 | TEST |  Take XIV |
17:39 | EXPERIMENT |  I've no idea what I'm doing... Since the engine refuses to give CORRECT data, I'm completely in the dark here |
17:36 | TEST |  Take XIII |
17:36 | EXPERIMENT |  ? |
17:34 | TEST |  Take XII |
17:34 | EXPERIMENT |  Does this do the trick? |
17:30 | TEST |  Take XI |
17:30 | FIXED |  MOAR parse errors |
17:29 | TEST |  Take X |
17:29 | FIXED |  Parse error |
17:28 | TEST |  IX |
17:28 | LINK |  Linked that to BoxText |
17:28 | NIL |  New gamevar substitution routine (I forgot about that) |
17:18 | TEST |  Take VIII |
17:18 | FIXED |  MySplit is not just Split |
17:17 | TEST |  Take VII |
17:14 | DUMMIED |  Temporary dummied code I won't need for the time being |
17:14 | SITE |  Added tag DUMMIED |
17:12 | TEST |  Take VI |
17:12 | FIXED |  NIL syntax is a bit more restrictive than Lua when it comes to direct table definitions |
17:09 | TEST |  Take V |
17:09 | REMOVED |  I removed a line I though I'd need, but as things went, I realized this line was only faulty.... I only forgot to remove it, this the NIL parser threw an error |
17:01 | TEST |  Take IV |
17:01 | FIXED |  FOUND IT! |
16:59 | TEST |  III (although this can't change anything, but actually it can't crash on anything either, so what's happening here?) |
16:59 | COCKROACH |  For some odd reason a WHITELINE has an unknown identifier.... Odd.... |
16:55 | TEST |  Take II |
16:53 | FIXED |  A forgotten self |
16:51 | TEST |  Take I |
16:51 | STATUS |  Now I need to put everything to the test, which can be hard as I cannot yet see the text being processed, so I must just guess stuff a little.... |
16:50 | NIL |  And set up a function which should show all this.... |
16:49 | GENERATION |  Box generation based on the space the text in it needs |
16:31 | GENERATION |  I've written a generation script (or rather revived the one I used for TFTREVAMPED and adepted it to NIL, to take full advantage of what NIL can do) that will do the end generation. This is important, as the system cannot know how big the screen is beforehand, so I cannot adept the text to this in my own data files. This script will calculate it all out and make it fully suited with your monitor. This is not yet fully done, as a few more things need to be done (as some LAURA references may still exist, and since LAURA is no longer being used....) |
16:27 | TODO | |
15:41 | STUDY |  It's a bit senseless having to re-invent the wheel all the time, so let's see how the TextBoxes are generated in The Fairy Tale REVAMPED! |
14:59 | CONFIRMED |  All's well! |
14:55 | FIXED |  A few mistakes I made when linking this (I was too hasty). |
14:54 | LINK |  I've now set up an auto-linking feature which allowed the BoxText to always perform the correct background rendering based on the current game situation. |
14:50 | CONFIRMED |  All's well |
14:49 | TEST |  A quick checkup to make sure everything's right |
14:29 | LINK |  I've restored the original link to the opening SASKIA script so I can start the opening scenario... The menu screen is not yet relevant, that will come once I get into the actual field gameplay (and when that one comes I'll first get into the savegame routine anyway). |
0:54 | GITHUB |  Up-to-date |
0:54 | BACKUP |  Running |
0:51 | FIXED |  A bug shown by the screenshot... (the amber box next to the first box) has been fixed |
0:50 | SCREENSHOT | |
0:49 | SITE |  Added tag SCREENSHOT |
0:40 | NOTE |  I REFUSE to call this a "fix" |
0:40 | DONE |  Well, this is the ugly method, but at least it prevents cosmetic issues |
0:39 | BUG |  Vertical alignment in text ignored? |
0:34 | COSMETIC |  Changed the vertical alignment of the points |
0:30 | HUH |  It WAS the cause of all trouble???? WTF? |
0:28 | FIXED |  Forgotten "end" command... Such a thing should NEVER give an out of memory error under any circumstances... However this means a group is not properly ended... Is that the reason why??? |
0:23 | EXPERIMENT |  I wonder.... |
0:20 | POWERSHELL |  Now I did forget to recompile NALA, and a new feature that's added to TQMG (which NALA uses) is required to make this work... That can however not be reason for an "out of memory" kind of error, but hey, it needs to be done anyway before I can fix anything, so here goes.... |
0:18 | TECHNO |  That error is NEVER right, but it means that something else went wrong... And what it is.... A needle in a haystack |
0:17 | BUG |  "Not enough memory" |
0:16 | NIL |  And used it to display the points |
0:16 | NIL |  A "DarkText" library created |
- = 2 Aug 2019 = - |
23:59 | FIXED |  Some images of Aziëlla are faulty tagged with alternate text "Scyndi".... This will not happen again, but existing occurances cannot be fixed at the present time, and even if I could... It's not worth my time to do so.... |
23:58 | SITE |  Configuration changes to this DevLog! Although you may initally not see any changes |
23:46 | STATUS |  Well, at least that part works now |
23:44 | FIXED |  A sense of "self" |
23:43 | FIXED |  Illegal object reference |
23:41 | FIXED |  Case error |
23:41 | FIXED |  I see.... I must make sure that NALA crashes out when assets are not found |
23:32 | FIXED |  Comma parse errors that came in this way. |
23:32 | DONE |  Re-written as small part of code and see what happens |
23:30 | INVESTIGATION |  I wonder! |
23:27 | FIXED |  Variable misreference |
23:24 | FIXED |  Code typo |
23:23 | FIXED |  Case error |
23:22 | FIXED |  Easy fix, but still.... It was expected |
23:21 | BUG |  "tag" unknown... I KNEW it! |
23:21 | NOTE |  I don't know why I'm sure they won't work,though.... |
23:20 | DONE |  I've set up the base model for the combat bars.... |
23:04 | STUDY |  Done |
22:17 | STATUS |  Before this can be applied a small study is needed... Nothing serious, as the font will work as normal, but I need to check out some things, first. |
22:15 | FONT |  Well, font is a great word, but the font engine will use it to show the HP, AP and VITALITY (if appliccable) |
20:03 | STATUS |  All bugs accounted for... Or at least... so it seems.... |
19:59 | FIXED |  That stupid thing I do not wish to talk about! |
19:59 | STUPIDITY | OPLETTEN! |
19:53 | FIXED |  Illegal call to NALA API |
19:49 | FIXED |  I think I fixed it... I just made the way tables are interally called in a crappy way that was bound to crash |
19:41 | STATUS |  As far as I can judge now, all stat parsing is now working the way it should.... This has not yet caused me the end of my total suffering, but at least progress was booked |
19:37 | TEST |  Another test coming up! |
19:36 | C# | I think that the MaxCopy value was null, and maybe that's what caused this error... I've put in an concstructor in the C# code that must make sure that if not set MaxCopy is just an empty string |
19:32 | DEBUG |  So I've set a line that must tell me WHY it thinks that AP has a MaxCopy setting (which it hasn't). |
19:32 | BUG |  There's bullshit going on about MaxCopy.... |
19:27 | DEBUG |  Another debug line required I'm afraid (I'm getting tired of this). |
19:24 | TEST |  But what will happen next? |
19:23 | FIXED |  Case conflicts with the SuperGlobal.VarCommunicate property |
18:53 | NIL |  I think I fixed the issue at hand, yet I cannot be sure, so another test is in order |
18:50 | CONFIRMED |  Fix confirmed, however another bug yet remains, and that is a pretty odd one too |
18:03 | FIXED |  A calculation notation fault in the underlying C# API that caused SUM and AVG scripts to return 0 always unless the last element has a higher value |
18:00 | REMOVED |  A no longer needed debug line |
17:55 | DEBUG |  Another debug line to be sure.... |
17:55 | COCKROACH |  Hmmm.... closing in... I think |
17:51 | FIXED | |
17:51 | STUPIDITY |  Unfinished string |
17:49 | DEBUG |  More debug lines added so I can (hopefully) pin this down a bit better |
17:40 | TEST |  Let's test this out now |
17:39 | NOTE |  Furthermore, the max of AP is the same for all characters, however determined by level and chosen difficulty setting |
17:38 | FIXED |  AP is not a stat in Dyrt, but determined by level |
17:34 | FIXED |  Well That has also been fixed now! |
17:33 | FUCKYOU |  GRRRR! |
17:30 | FIXED | |
17:28 | CONFIRMED |  that works |
17:27 | TEST |  Let's find out! |
17:27 | NALA |  Does, or doesn't it work? |
17:27 | POWERSHELL |  Recompile NALA |
17:26 | DONE |  Alright, I've set up a proper error throwing system for this, so if this happens again, a proper error should be immediately thrown, so we cannot keep on stacking up until a stack overflow exception is thrown by .NET |
17:23 | BUG |  Aha... A cyclic infinite loop eventually leading to a stack overflow.... I can fix that, but first let's build in some protection inside NALA to make sure this cannot happen again, and that a proper error message will be thrown. |
17:21 | VISUALSTUDIO |  Let's check this in VS itself, shall we? |
17:20 | RESULT |  Congratulations, NALA crashes completely! |
17:20 | TEST |  But lets run another test to have THAT ONE confirmed... |
17:19 | FIXED |  Illegal function call and I do think that is also what causes #20 to happen |
17:18 | DEBUG |  Let's see how the stat script looks.... (It's there were it appears to go wrong). |
17:16 | FIXED |  Case issues, but that is not what casues #20 to happen |
17:14 | DEBUG |  Let's see who this could happen, as I don't understand it anymore... :-/ |
17:14 | CLOSED | |
17:14 | BUG | |
17:06 | FIXED |  Another parse error |
17:05 | FIXED |  Forgotten "end" |
17:03 | FIXED |  I've recoded the SubCollecto generator, and this should fix the issue at hand! |
16:29 | FIXED |  A fix is a fix, but is it THE fix for #18.... Another test will tell me |
16:28 | NOTE |  Not sure if this fixed the issue at hand, but at least one reference to a static that is no static has been fixed |
16:21 | BUG |  Not completely good, but the error has changed, so the fix took effect.... Pity another bug popped up now 
Issued as #18 |
16:16 | FIXED |  Which is now fixed |
16:16 | STUPIDITY |  That is of course when you declare it at the wrong spot so it resets all the time |
16:15 | RESULT |  What shows is that the variable 'chklevel' is always 0, even though that should NOT be the case... |
16:14 | DEBUG |  Another checkup |
16:11 | DONE |  I've set in some more anti-whitespace-protection |
16:10 | FIXED |  And they replaced that for me... Good |
16:10 | DONE |  Bringing my scooter to a repairman as the battery was as good as dead |
13:12 | STATUS |  But I'll have to look into that later.... |
13:12 | COCKROACH |  Which despite all that still refuses to work |
13:12 | FIXED |  At least the corect data is now generated for the parser |
13:07 | STUPIDITY |  I forgot to save.... (oh crap!) |
12:52 | COCKROACH |  All Lua can make out of this table is {1} WTF????? |
12:45 | LUA |  Written a slower, yet more accurate routine, to read JCR lines.... Hopefully this will help to get things done properly |
11:58 | DEBUG |  MOAR debug crap |
11:53 | RESULT |  Well, the debug data shows indeed that the lines could not be parsed... As a matter of fact, I've NEVER seen such bullshit in debuglines as I did see here today. Further investigation is now required to find out how this bullcrap could come to be... |
11:49 | DEBUG |  I really have to do this... A break down debug line |
11:47 | MYSTERY |  At least it's been confirmed that the level data itself has been read..... 9009 of code could not have been the outcome by that debugline otherwise... |
11:46 | DEBUG |  Another line added to find out more, as I get the feeling something funny's going on here |
11:44 | INVESTIGATION |  It looks like the level stats are not even read at all... :-/ |
11:36 | DEBUG |  let's sort out this non-existent stat.... |
9:33 | FIXED |  Another issue |
9:26 | FIXED |  I think I fixed the trouble now.... |
9:22 | FIXED |  Parse errors |
9:14 | DEBUG |  Moar info then? |
9:14 | COCKROACH |  Nope..... |
9:10 | COCKROACH |  As the bug was NOT fixed despite my hopes.... :-/ |
9:10 | DEBUG |  Let's hope this little enhancement will find me answers |
9:05 | FIXED |  And I think I fixed the bug that bugged me before I went to sleep |
9:05 | DONE |  I've slept like a baby |
- = 1 Aug 2019 = - |
23:54 | STATUS |  Code still bugged, but I really must go to bed now... So that will be for tomorrow. |
23:49 | FIXED |  "nil" |
23:42 | STATUS |  I think I'm just getting tired :-/ |
23:42 | STUPIDITY |  MOAR stupidity |
23:39 | FIXED |  Bug in built in NALA line splitter |
23:32 | FIXED |  I fixed it now! |
23:32 | STUPIDITY |  You shouldn't type "==" in C# when you mean "is not".... In C# (and all other C variants) that is "!=" That action != clever! |
23:30 | TEST |  And let's see what it returns |
23:29 | DEBUG |  Now I wanna know what that "script" is, so I added that to the traceback shit! |
23:23 | COCKROACH |  The errors get stranger and stranger |
23:22 | CLOSED | |
23:05 | NOTE |  Trust me, if you have coded with either Lua or NIL long enough you surely want to "end" it all (DRUM FILL!) |
23:04 | FIXED |  Forgotten "end" |
22:56 | FIXED |  MOAR fixing... I think.... |
22:52 | FIXED |  I think I fixed the issue |
22:43 | TEST |  And Let's see if that actually fixes stuff |
22:42 | POWERSHELL |  Recompile NALA |
22:42 | NALA |  A bug inside NALA |
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