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 |
22:38 | DONE |  And I think I've prevented it from happening again... At least in this particular instance. |
22:38 | FIXED |  I think I fixed some code typos |
22:33 | TEST |  RIght-o Let's fire up a test then.... Will nothing happen? Then I must take it as "good" If I got an error, then I guess something's not right.... Help me, Weniaria! |
22:30 | NOTE |  Please note that I can only trust on it that everything works the way it's intended if no crashes take place.... Other than that, I got nothing... |
22:30 | LINK |  I've linked the character data for Young Irravonia to the New Game initiator... |
21:39 | COSMETIC |  I made changes based on these calculations, and tell ya what it DOES look better |
21:38 | PYTHON | |
21:26 | FIXED |  Ah, it was nothing |
21:24 | COCKROACH |  HMMMMM..... |
21:20 | FIXED |  I have forgotten my self (that space is not a typo) |
21:18 | FIXED |  Code typo |
21:17 | FIXED |  Forgotten ) |
21:16 | FIXED |  Case Error |
21:15 | NIL |  Irravonia's face should now appear in the first box |
21:09 | DONE |  A quick linkup routine to quickly access BoxPics |
20:51 | TODO | |
20:43 | JCR6 |  Irravonia's portrait aliased for Young Irravonia... This is a dirty method and totally not friendly on the memory I know, but this was the easiest way to go and in the longer run also more efficient |
20:36 | SPOILER |  And Kirana too, also a playable character despite her being an important enemy. |
20:36 | ART |  Shanda has been done too as she is also playable |
20:34 | SITE |  Added tag SPOILER |
20:33 | ART |  And the other main heroes too |
20:30 | ART |  Brendor Main Potrait |
20:29 | ART |  Irravonia main portrait |
20:26 | FIXED |  Party member wrong tag |
19:43 | STATUS |  Time for a break! |
19:03 | FIXED |  Fixed tiling bug? |
18:58 | JUDGMENT |  Nope that didn't do anything |
18:57 | EXPERIMENT |  Swapping some parameters, and see what happens :-/ |
18:56 | CONFIRMED |  Well that fixes a part of the problem |
18:52 | FIXED |  So that's fixed |
18:52 | STUPIDITY |  Of coruse I should not forget that the back boxes need to be drawn as well... |
18:47 | COSMETIC |  Coordinate editting |
17:59 | DEBUG |  In game screensize checker |
17:54 | STUPIDITY |  it was stupid.. that suffices! |
17:54 | FIXED |  I don't wanna talk about it |
17:53 | FIXED |  A forgotten ) (sigh) |
17:50 | DEBUG |  This debug line should answer a few things.... |
17:48 | FIXED |  The width of each box should be fixed now.... |
17:48 | JUDGMENT |  there's a lot NOT right, but let's first get into a the coordinates of the boxes |
17:45 | FIXED |  Illegal function calls |
17:43 | STATUS |  I should be almost there now... At least when it comes to parse errors |
17:43 | FIXED |  Link errors |
17:30 | FIXED |  Code typo |
17:25 | FIXED |  I think I fixed the unclosed group |
17:20 | DONE |  Well let's get back to business |
16:55 | STATUS |  I'll sort this out later, first to the store to make sure I've enough bread to get through the upcoming days. |
16:55 | BUG |  A group scope not properly ended? |
16:48 | FIXED |  "." and ":" on arrays and function followup crashes fixed... well... sort of! |
16:41 | FIXED |  NIL didn't know the empower operator |
16:38 | DONE |  And again |
16:37 | DONE |  Not a fix, but a bug in NIL voided (for now). |
16:35 | TEST |  Another test! |
16:32 | FIXED |  And now that everything is properly embedded the error (which was also stupidity, first class) became visible, and it has been fixed. |
16:31 | POWERSHELL |  Running compile script |
16:31 | FIXED |  The embedding issue |
16:27 | SOLVED |  Something went wrong in embedding the SysFont after I relinked that, I see |
16:25 | MYSTERY |  The latter I understand least of all |
16:24 | STATUS |  The game does start, but the status bar does not show, and trying to open the debug console even ends the game abruptly |
16:22 | TEST |  And let's resume the test, shall we? |
16:22 | POWERSHELL |  Running the compilation script |
16:21 | STUPIDITY |  I did add a "lines" function to JCR6, but I shouldn't have forgotten I need to recompile NALA due to that! (sigh) |
16:20 | FIXED |  Another missing declaration |
16:19 | DONE |  Not really a fix, but worked around a bug that is still being nasty in NIL |
16:18 | FIXED |  Missing declaration |
16:17 | FIXED |  MOAR of those |
16:14 | FIXED |  Code typo |
16:13 | FIXED |  Forgoteen "self"s |
15:38 | DEBUG |  Not sure what I did to fix this, but mysteriously the computer has enough memory now (it was never clear why it hadn't in the first place) |
15:37 | DEBUG |  More #say tags must provide an answer |
15:35 | COCKROACH |  ? |
15:34 | JUDGMENT |  I wonder if qff is to blame... But I also wonder why it was imported in the first place |
15:27 | INVESTIGATION |  The code crashes almost immediately after the first #say marker... This is really odd |
15:27 | FIXED |  One code typo |
15:22 | DEBUG |  Placed in some #say markers so I can see what is happening |
15:19 | INVESTIGATION |  The error pops up while NIL is still translating the party sub |
15:18 | FAILURE |  "Out of memory"? |
15:17 | TEST |  Let's see what happens now |
15:17 | GENERATION |  Regenerated Anyway.nil |
15:17 | FIXED |  Conflict prevention |
15:14 | TEST |  No parse errors in the linker, but we're not there yet! |
15:13 | LINK |  Written the link code to make the bar always available from all sections of the game (where needed). |
12:34 | NIL |  Before I get onto the textboxes I've decide to do the boxes of the character bar which will always be below the screen first... Since these boxes will always have the same size and are not dependent on scenario data they are easier to script, and yet, the routine creating and drawing them is the same. So if they work on that bar, they'll work on the textboxes too, and then I only get to worry about the coordinates, and scenario parsing... The textboxes will then at least not go wrong, and that can be one issue to many at the time.... |
9:55 | NIL |  The textbox generator should be ready now, however, as always the case in these things... Testing is not yet possible :-/ |
9:48 | NIL |  I've tried to make cool "shade borders", however these can be terribly messed up... The downside is also that MonoGame has no line instruction. So I just just hope this'll work... :-/ |
9:15 | ACHIEVEMENT |  "The little girl would be missing her doll. We should return it!" |
8:58 | VISUALSTUDIO |  ITile |
8:53 | NIL |  Constructor set up for the boxes which can be used to display text in |
- = 31 Jul 2019 = - |
23:37 | NOTE |  Of course you realize a new backup is in order now.... :-/ |
23:36 | STATUS |  Due to my time being wasted on the OpenGL mysterious incompatibility issue, I could not move on to the BoxText routine as originally planned... I hope I'll be forgiven... |
23:28 | NOTE |  Leeroy Jenkins and over 9000 are now just kills achievements, as the original requirements were too obscure |
23:28 | ACHIEVEMENT |  It's over NINE THOUSAND |
23:25 | DONE | |
23:25 | FIXED |  It is! |
23:23 | TEST |  Let's see if the fix is real now.... :-/ |
23:22 | ACHIEVEMENT |  Leerooooooooooy Jennnnkins |
23:21 | SOLVED |  I think I got it! |
23:17 | DEBUG |  Let's expand the error message, shall we? |
23:13 | BUG |  The music stopper is declared absent.... that should not be possible so what is going on here? |
23:03 | NOTE |  Well on the bright side... With DirectX the communication with the Windows UI is now a lot better.... So I guess I have to take it or leave it... :-/ |
22:58 | FUCKYOU |  Yeah, if MonoGame didn't pop errors that were no issue, I would have done that this morning and not have suffered like this... GRRR! |
22:57 | DONE | #14 should have been taken care of now |
22:50 | NOTE |  (perhaps it was because this were pages 1300-1399... You know unlucky number... that this had to happen to me).... |
22:50 | STATUS |  And now I can FINALLY get back to setting right #14 what I actually wanted to have done in less than an hour... THANKS A LOT! |
22:47 | JUDGMENT |  Appears to be working.... |
22:47 | TEST |  Testing building script with the new engine build |
22:45 | REMOVED |  in order to prevent conflicts I've removed the original release folder (easy to recreate thanks to my builder) |
21:40 | FIXED |  AT LAST! |
21:25 | BUG |  MapScript doesn't produce results though, and I know there's metadata here! |
21:19 | FIXED |  Poor Lua code generator in Kthura data outline |
21:19 | TECHNO |  I know why the private was not accepted.... Due to a complicated metatable construction NIL was not able to understand that privates should be accessible, and there is by the way no way to fix that... at least not with the way NIL's been set up now.... |
21:18 | REMOVED |  ID in Kthura no longer private, but I did set it to readonly |
21:03 | HUH |  It works? |
21:02 | FAILURE |  But now I got the error that I tried to call a 'nil' value, and I wonder what's wrong here.... |
21:02 | FIXED |  Well I found out what's wrong |
20:58 | VISUALSTUDIO |  Let's run it again, shall we? |
20:58 | FUCKYOU |  true for a microschoft product VisualStudio crashed |
20:57 | EXPERIMENT |  Let's try a different road here |
20:56 | MYSTERY |  I don't see where it could possibly go wrong, though, so this is gonna be a though ride, since the system doesn't tell me anything... |
20:54 | FAILURE |  Exception thrown |
20:54 | TEST |  taking forever, I see |
20:54 | TEST |  seems not very good |
20:54 | TEST |  I'm waiting? |
20:53 | TEST |  Final step, the key table former |
20:53 | CONFIRMED |  THAT WORKED TOO!!!! |
20:52 | TEST |  And now with Data read-out link |
20:51 | CONFIRMED |  Very well, when I uncomment the Data definition link the game just starts up... good! |
20:51 | TEST |  Let's do this now STEP BY STEP, and see what'll happen.... |
20:50 | FIXED |  The menu runs again.... FINALLY! |
20:42 | FAILURE |  Of all the issues in the world.... I HAVE TO DEAL WITH WINDOW'S BEING OVER PROTECTIVE OVER FILES IN A "DIFFERENT (non-existent) PROCESS"!!! |
20:39 | COCKROACH |  And now a general error, without any form of information at all... I am really beyond furious now! |
20:38 | FIXED |  Okay, that's because of a code typo in the Kthura link script, but due to not everything being loaded at the time that results to an error that doesn't make it through... Somehow... |
20:35 | FAILURE |  And now nothing happens when I run the engine... |
20:35 | FIXED |  Well I fixed that |
20:30 | JUDGMENT |  Well, I got the Blue Screen of Death (which I took very very literally), but that at least indicates the engine runs at all... In OpenGL I didn't get that far. |
20:26 | VISUALSTUDIO |  Well I hope I got NALA working in DX now.... |
19:42 | FUCKYOU |  It simply DOESN'T want to work, eh? |
19:39 | ANALYSIS |  Doesn't seem to work the way it should... :-/ |
19:24 | VISUALSTUDIO |  Created a new template and let's see if I can copy all the linked C# code into it |
19:17 | RAR |  I'll first rar what I have to make sure this operation cannot cause me to lose everything! |
19:17 | SITE |  Added tag RAR |
19:16 | FUCKYOU |  And this, folks, is I mostly use my own engines, and don't want to be reliant on others, but unfortunately, I cannot do EVERYTHING myself :( |
19:15 | NOTE |  Aziëlla's Babbling Bubbles also uses OpenGL and refuses to work... The Kthura Map Editor is on DirectX, and was supposed to be swapped to OpenGL (which I never did due to fear of the same trouble I'll be about to face now), but at least that program works now.... |
19:14 | TECHNO |  The project file is actually what worries me most! |
19:13 | TECHNO |  The most obvious solution... At least for the short term would be to adapt NALA to work with OpenGL, but that may be easier said than done... But it's the only thing I can do to save this project... Luckily this won't require me to change any C# or NIL code, but it will be one hell of an operation to make sure that everything will be done accordingly in the solution and project files.... |
19:11 | INVESTIGATION |  Well I've created a quick OpenGL blank project where the same issue arises, and a quick DirectX project, and that one works.... It's clear the communication with OpenGL has become the eyesore here.... |
19:03 | FUCKYOU |  researching this it appears they are having trouble with OpenGL only... Should switching to DirectX really fix all this? (I hope that is not what's wrong here). |
18:54 | FUCKYOU |  It keeps insisting my graphics drivers are no good... That's bogus... It has always worked and the Kthura editor still works.... Did some behind my back updates take place I'm not aware of? |
18:49 | TEST |  Again no good? |
17:57 | SYSTEM |  All systems rebooted |
17:43 | SYSTEM |  I guess all that's left to do is reboot, and see what will happen then.... |
17:43 | SITE |  Added tag SYSTEM |
17:41 | FAILURE |  It's my guess the last crashes did (despite .NET being protected against it) lead to a serious memory leak |
17:39 | FUCKYOU |  Now it even claims it can't create a graphics device record |
17:36 | FAILURE |  Still nothing, eh? |
17:33 | TECHNO |  I guess I need to be more prune on what to allow in the init.nil and what not, as I guess it's über-fragile.... :-/ |
17:31 | NOTE |  Should never be the reason something like... well THIS is caused, but okay.... :-/ |
17:31 | FIXED |  Code Typo |
17:30 | FUCKYOU |  WTF is going on here? |
17:26 | FIXED |  Well At least I fixed that... :-/ |
17:24 | FUCKYOU |  Can a forgotten ) really cause an infinite loop crashing many programs? |
17:23 | SITE |  Added tag FUCKYOU |
17:19 | FAILURE |  WTF is going on here? |
17:15 | TEST |  And again! |
17:14 | POWERSHELL |  On da case! |
17:14 | STUPIDITY |  I must (of course) not forget to recompile NALA first |
17:13 | DEBUG |  Temporarily deactivated the SASKIA script |
17:12 | DEBUG |  I've also made an in-field command for that. |
17:11 | STATUS |  My prime target is now #14... The previous entries were to allow me to debug this more easily and check the data before I actually get into doing #14 itself |
17:05 | LINK |  Wrote the NIL link code |
16:18 | VISUALSTUDIO |  Kthura Meta Data manipulation routines written |
13:31 | TODO |  Give my brain some rest before I begin on the BoxText routine |
13:31 | CLOSED | |
13:31 | REMOVED |  All debug lines from SASKIA as they can spook up when being used in other people's projects |
13:27 | FIXED |  According to the data I now see in the debug log, all SASKIA bugs should be accounted for... |
13:20 | TEST |  And let's see what we get next! |
13:20 | DEBUG |  And the debug line is now formed accordingly... I hope! |
13:20 | STUDY |  In order to get well into this debugging, I did a bit of study! |
13:08 | EXPERIMENT |  Well, let's try this in stead then.... :-/ |
13:02 | FAILURE |  WTF is happening... |
13:01 | MYSTERY |  Something makes NALA take too much memory, but whatever it is that causes it.... Who knows.... |
12:56 | TEST |  Well let's test this again, to see if stuff works now.... |
12:09 | FAILURE |  Now I did get a crash message from GIMP, but I wonder if that was the source of all "evil" |
12:09 | FAILURE |  Something's wrong here... Everything froze |
12:05 | DEBUG |  let's gather some info here... :-/ |
11:58 | CONFIRMED |  The counter value the debugger returns confirms this! |
11:58 | TECHNO |  My hunch appears confirmed... Two sessions get into the memory in stead of one! |
11:55 | DEBUG |  Let's do this to find out or rule out |
11:52 | SOLVED |  Ah yeah, the start at position 2 is explained due to the OnLoad chunk containing one "end" instruction so that was at least NOT a bug! |
11:51 | SOLVED |  Indeed, I had to form the call in the boxtext routine differently, so that issue has been resolved.... Doesn't answer why it takes two instructions at once though..... |
11:48 | EXPERIMENT |  Or maybe..... |
11:47 | MYSTERY |  The clue is, everything works the way it should except for the fact that no results are produced... Can you still follow? |
11:41 | DEBUG |  More debugging lines as things do get stranger and stranger.... |
11:38 | DONE |  A little break, and boy I needed that! |
9:49 | COCKROACH |  Clearly... NOT! |
9:46 | DEBUG |  I've added a debug line to the boxtext linker... This line will indicateif the boxtext initiator was called at all! |
9:44 | DEBUG |  MOAR debug stuff to get to the bottom of this.... Are all commands skipped, or simply never executed? |
9:33 | FIXED |  Arrays in Lua are based on 1 ... not 0 |
9:32 | FIXED |  Fixed the SASKIA script... I think.... |
9:30 | TEST |  Let's test! |
9:29 | FIXED |  I think I fixed this now.... |
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 |