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21:38 | COSMETIC |  But the window should be bigger, though |
21:36 | DEBUG |  I've now configured NALA NOT to work full screen in debug builds of the engine |
21:34 | TEST |  I think I need to risk ANOTHER total hangup to find out |
21:32 | DEBUG |  let's see... :-/ |
21:31 | COCKROACH |  Now that made matters even worse somehow... Why? |
21:30 | TEST |  Of course and extra test to make sure... |
21:30 | FIXED |  Well, that has been fixed |
21:29 | STUPIDITY |  I am an idiot, hahahahahahahaha! |
21:29 | BUG |  But the main issue is still not fixed and I need to sort that one out! |
21:29 | FIXED |  And I fixed the bug that called the code that could make the system crash in the first place |
21:28 | CHECKED |  At least I rid my system of total hangups |
21:27 | SITE |  Added tag CHECKED |
20:15 | STUPIDITY |  I was looking in the wrong project.... mesa dumass! |
20:15 | SOLVED |  Because |
20:15 | SITE |  Added tag SOLVED |
20:14 | MYSTERY |  And now I wonder how my last code could disappear into nothingness |
20:13 | NALA |  rebuild |
20:11 | ENHANCEMENT |  I decided that now I was at it to enhance my Blue Screen Of Death a little bit... cosmetically ;) |
20:11 | SITE |  Added tag ENHANCEMENT |
20:07 | CONFIRMED |  At least that it does, and the error itself now also appears, which is good! |
20:06 | EXPERIMENT |  Let's hope this try {} catch will rule this out from happening again! |
20:03 | FAILURE |  Okay, whatever caused this, the error coming from it was so great it hung my entire system (thanks to the debugging algorithms Visual Studio uses... figures), but at least I could get another step closer to finding the cause of all evil |
19:56 | BUG |  This created a complete error though, and I wonder what the hell went wrong there... |
19:56 | DONE |  I've tried to set up a keyboard feature to browse through the pages |
19:43 | JUDGMENT |  BETTER! |
19:43 | COSMETIC |  y margin fine tuning |
19:43 | SITE |  Added tag COSMETIC |
19:41 | COCKROACH |  GRRR! |
19:41 | FIXED |  Siiiigh |
19:40 | REMOVED |  Another deprecrated .NEW instruction |
19:38 | NOTE |  (Please note, I mean my own Blue Screen of Death, and not Windows' Blue Screen of Death. I can use the term, since it's unofficial, and mine doesn't mimick Microsoft's). |
19:37 | BUG |  But there's always room for another BSOD |
19:37 | FIXED |  Which should now be fixed |
19:36 | BUG |  ALthough in stead I get a blue screen of death |
19:36 | DONE |  The menu items had to appear |
19:14 | GENERATION |  Okay, I've generated the license blocks... happy now? |
19:07 | NOTE |  But first I wanna eat! I'm hungry! |
19:07 | STATUS |  Next stop will be to put in the actual menu items |
19:05 | JUDGMENT |  I REFUSE to call this a fix, but at last the issue has become invisible now |
19:04 | CHEAT |  Let's put this line in then... :-/ |
19:01 | COCKROACH |  The MidScreen feature appears to keep bugging up |
18:55 | TEST |  And try the game then |
18:55 | POWERSHELL |  And re-run the build script |
18:55 | C# | Let's add this line to NALA |
18:55 | RESEARCH |  Ah, maybe this shines a proper light on stuff.... |
18:51 | JUDGMENT |  Hmmm, almost looks good enough to me, but why the lower resolution? |
18:50 | TEST |  Let's test this |
18:46 | NALA |  recompiled |
18:46 | CONFIG |  NALA configured to go full screen all the way now! |
18:46 | CONFIRMED |  Stuff works now |
18:24 | NALA |  It did require NALA to be recompiled, though.... |
18:23 | FIXED |  ret-conflict? |
18:22 | FONT |  Blitz Font added |
17:10 | NIL |  A quick library written that can do some neat stuff to BubbleID data |
16:34 | REMINDER |  I must not forget to change this in the TeddyBear editor and most notably the Kthura editor as well. |
16:33 | SITE |  Added tag REMINDER |
16:33 | FIXED |  I think I fixed that.... (At last) |
16:24 | JUDGMENT |  No effect |
16:06 | RESEARCH |  Well searching the internet did find me an article which may shine a light on this situation... I hope it is, but that has to be tested first... |
16:05 | SITE |  Added tag RESEARCH |
15:51 | FAILURE |  Now Microsoft's exposed as the ultimate ALPHA idiot! In stead of the fading effect the logo is supposed to have, the alpha is only taken to 50% in all pixels where transparency was needed at all, giving an extremely ugly effect.... DANG! |
15:49 | TEST |  And then I gotta test this again.... (sheesh!) |
15:49 | POWERSHELL |  And then back to my other powershell tab to rebuild the game itself |
15:48 | POWERSHELL |  So I go back to powershell to refire my NALA build script |
15:48 | FIXED |  Fixed that stupid action of mine.... (Geez) |
15:47 | STUPIDITY | I AM A STUPID COW! |
15:44 | TEST |  Let's try that again! |
15:44 | FIXED |  Done |
15:44 | POWERSHELL |  Well that's easy to fix |
15:44 | STUPIDITY |  forgot to rebuild NALA |
15:43 | BUG |  Blue screen, eh? |
15:43 | STUPIDITY |  Don't forget to save before calling the builder, dumbo! |
15:42 | NOTE |  Like I said, the original background cannot be resused due to it being bound to a certain screensize, and the new game using a variable screensize (which is a pity, as the original picture was beautiful) |
15:41 | ART |  Menu background |
15:31 | MYSTERY |  Odd... The system *is* set to perform alpha blending.... Are Microsoft programs really THIS rotten on this department? |
15:28 | BUG |  Not to mention that I'll need some ALPHABLENDING |
15:27 | DONE |  I've put the logo on the Main menu screen.... Some fine tuning may be required though |
15:22 | BUBBLE |  Adapted an internal NIL script (Graphics.nil) due to the new class 'new' handling |
15:11 | CONFIRMED |  The numbers on my screen confirm the fix |
15:11 | CONFIG |  Since everything was messed up, I've reset the auto-iconer, however I've changed the numbers to make Aziëlla appear first (as she was the only one of the playable characters who didn't yet show up) and after that everything will recycle from a clean go.... (Hopefully) |
15:07 | FIXED |  Okay, that's fixed then.... Yes, mesa cow! |
15:06 | STUPIDITY |  That was because I messed everything up... Yeah, I'm just an idiot.... |
15:05 | COCKROACH |  Nope, as the wrong picture shows.... Back to the drawing board then.... |
15:04 | TEST |  Does it work now? |
15:04 | BUG |  As you can see, the auto-icon which had to display Merya is broken.... |
14:57 | UPDATED |  Geany Syntax Highlighting |
14:57 | SITE |  Added tag UPDATED |
14:56 | NALA |  Updated to the new situation |
14:36 | FIXED |  I've come up with a solution for the .NEW() issue that came up causing a conflict with delegates |
12:37 | DONE |  Brute force class destruction (to prevent conflicts later) |
12:36 | FIXED |  Fixed the short term issues.... |
12:35 | BUG |  FUCK! That was pretty stupid.... I need to rethink a few things here.... And that may put the deprecation of .NEW() on hold.... But what happened makes perfect sense now, though.... :( |
11:51 | TEST |  Let's see what we get now.... :( |
11:50 | FIXED |  Fixed it! |
11:50 | STUPIDITY |  Ah, so that's is.... :( |
11:50 | MYSTERY |  And what kind of madness came up now??? |
11:46 | DEBUG |  A bit more info from NIL why it thinks what it thinks... |
11:46 | FIXED |  Misformed error |
11:42 | MYSTERY |  I wonder what is happening here... :-/ |
11:40 | BUG |  WHAT THE.... |
11:40 | FIXED |  Case error |
11:39 | FIXED |  Identifier conflict |
11:37 | TEST |  I need to check if this all works, though |
11:21 | DEBUG |  I've added a "secret" debug code that will take me into the debug console, however, this key combination will ONLY work in the development version!!! |
11:18 | NOTE |  Only NALA benefits now for me, but it takes only a recompile of the MonoGame engine to make MonoGame benefit here too, which is only one command from PowerShell for me. :) |
11:18 | BUBBLE |  I've been messing around in Bubble to make it easier to detect if keys are held or not |
11:17 | NIL |  As a matter of fact .NEW has been deprecated now |
11:16 | NIL |  Nil has been advanced making use use of that annoying .NEW() method no longer needed. |
9:59 | CONFIG |  Added "DEVELOPMENT" tag to the definitions file |
9:55 | NALA |  Will always run in full screen.... For these kinds of games... The better option.... |
- = 12 Jul 2019 = - |
22:59 | STATUS |  I'm getting really tired now, so I'm gonna call it a day... Despite the cockroaches I had to squash, I did make some progress.... There are still a lot of things to do... Both on the engine as on game preps, before we can really get onto the road, but the moment I'll post the guy with the gun as the start signal may come soon now.... |
22:57 | BUG |  I still need to find out why removed files are not removed from the list, but that's not a direct concern for Dyrt |
22:56 | BACKUP |  Is running |
22:54 | POWERSHELL |  I see that I forgot to add the script I use to compile NALA and add it to the bubble builder.... Well, I've taken care of that! |
22:52 | SITE |  Added tag POWERSHELL |
22:49 | MUSIC |  I've already aliased "Wouldn't it be" by Matt McFarland to be the music playing during the fights against the Order of Onyx... Just like in the original game. |
22:47 | DONE |  Undummied link to get the flow running |
22:47 | SITE |  Added tag DONE |
22:46 | BUBBLE |  Project file updated |
22:43 | ART |  Logo will be the same, and has been imported |
22:42 | SITE |  Added tag ART |
22:26 | GITHUB |  Pushed stuff |
22:22 | CHEAT |  I refuse to call this a fix, but I cheated a way to get issues with loading music "fixed" |
22:19 | SITE |  Added tag CHEAT |
22:06 | REMOVED |  Temp dummies |
22:01 | FIXED |  Anyway I fixed that! |
21:59 | STUPIDITY |  Because I gave the wrong parapemter to the debugger, but the code in general was unbugged |
21:59 | SITE |  Added tag STUPIDITY |
21:58 | BUG |  And now to figure out why the caption contains a function pointer in stead of a strng |
21:57 | NALA |  Rebuilt and repacked |
21:57 | FIXED |  Well At least that issue is out of the way.... |
21:52 | DEBUG |  Right, the cause of the error has been found... TQMG tries to pick into null for a JCR6 file... Question is now, how could that be null (as the scripts are read) |
20:42 | DEBUG |  Let's see what happens next |
20:38 | DEBUG |  Extra data error catcher |
20:37 | DEBUG |  I've build in extra capturing of the font loader... It does confirm an error takes place while the font is loading... Now to figure out why that happens. |
20:33 | MYSTERY |  Why was my devlog tool suddenly down? |
20:25 | BUG |  no music heard, but that's a later concern... I need tofind out why loading the font doesn't work |
20:23 | FIXED |  Invalid NIL declaration |
20:22 | FIXED |  Moar errors in stack |
20:21 | FIXED |  Error in stack library |
20:20 | BUG |  link error in music sub |
20:19 | CONFIRMED |  That's indeed the source of all evil.... |
20:18 | DEBUG |  It appears that loading the font is where it goes wrong |
20:12 | CONFIRMED |  At least it's now confirmed the translation process appears to go well |
19:53 | FIXED |  each error in NIL iteslf |
19:34 | COCKROACH |  Bugs in debug features are even worse than the bugs you place them in for |
19:34 | FIXED |  A parse error that came up when putting in #say |
19:26 | DEBUG |  I've placed a #say at the top of the init.nil script to make at least sure we got the tag where I can test it in code that works! |
19:25 | BUBBLE |  I've also set Bubble to link the log to this directive |
19:25 | NIL |  I've added a #say directive in NIL, and hopefully it can shine more light on stuff |
19:06 | DEBUG |  More investigation is in order! |
19:06 | MYSTERY |  And kaboom.... Starting this will crash everything |
19:04 | LINK |  Let's recover to chain to and see what the logs will show me |
19:03 | CONFIRMED |  Loader appears to work now.... Strangely enough |
19:03 | EXPERIMENT |  I'll remove all "delegate" keywords, and try again... That keyword is still a bit bugged within NIL and with var variables we can also do this |
19:00 | DEBUG |  Right! Then stuff DOES suddenly appear to be working..... No ignored CSays() and all the data appears to be fitting.... This should imply something goes horribly wrong in loading the main menu |
18:59 | DEBUG |  Let's see what happens if I dummy the flow loaders and chainers |
18:58 | MYSTERY |  What is happening here cannot be possible, and why? Because if it were possible, the commands that work should have been ignored as well, so this entire fuckshit simply doesn't make sense |
18:57 | MYSTERY |  In the INIT routine the CSay calls are ignored (for no reason), yet the call to the Main Menu script works, compilation errors are even thrown, but the code is after that stage ignored.... |
18:56 | MYSTERY |  NEITHER is the message that music is available, to make things even more odd! |
18:56 | MYSTERY |  This is completely odd! All CSay() calls are ignored when coming from the scripts in the game, however the ones in the internal libraries are NOT ignored.... |
18:45 | BUG |  Somehow even the calls from the init scrip appears ignored |
18:42 | BUG |  For some reason ALL code in MainMenu.nil is being ignored.... No telling why... |
18:41 | FIXED |  Non-Dirry support |
18:00 | BUG |  Hmmm, NALA ignores the regular callbacks... I wonder.... :-/ |
17:24 | FIXED |  Okay, that was an odd error, but it appears to be fixed... |
17:21 | FAILURE |  And now.... NOTHING HAPPENS AT ALL! Not even an error message! |
17:21 | FIXED |  Some forgotten crap |
16:16 | FAILURE |  Or is caching that powerful? |
16:15 | FIXED |  Well I guess that fixes the issue, but still..... :-/ |
16:15 | MYSTERY |  And suddenly it works, without changing one vital thing.... Technology never ceases to riddle me |
16:13 | SITE |  Added tag MYSTERY |
16:09 | COCKROACH |  Why does the fix take effect in the debug version, but is it ignored in the release build (impossible, but yet it happens). |
16:05 | DEBUG |  The debugging version of NALA did pick that bug up, so I fixed that in the process... It does not yet squash this cockroach! :( |
16:04 | FIXED |  Music configuration file |
15:58 | COCKROACH |  No effect! |
15:57 | SITE |  Added tag COCKROACH |
15:57 | EXPERIMENT |  Let's delete that entire folder, and try it again, shall we |
15:56 | SITE |  Added tag EXPERIMENT |
15:56 | FAILURE |  For some reason, the update to NALA (containing the last fix) does not end up in the build of the "game" (as you can't speak of a game yet).... I wonder why! |
14:08 | C# | Of course I need to recompile NALA now |
14:07 | FIXED |  NALA somehow didn't have the MapScriptAPI NIL Glue code not properly linked up |
12:59 | CHARACTER |  test |
12:59 | SITE |  Added tag CHARACTER |
12:57 | BUBBLE |  Updated project files |
12:56 | SITE |  Added tag BUBBLE |
12:35 | LINK |  Font linked to main menu (No visual effects yet, though). |
12:18 | GENERATION |  And I generated the new Anyway.nil |
12:13 | CONFIG |  A file "AlgemeneDefinities.nil" was created for the Anyway folder.... "Algemene Definities" means "General Definitions" in Dutch, but I chose the Dutch name, as the filename would that way start with an "A", and due to JCR6's tendency to automatically sort all files alphabetically, it would therefore always come on top of my generator.... Saves me TONS of trouble! |
12:06 | NOTE |  Since the background for the original Dyrt game was strictly set for a 800x600 display, it's not usable for this new version, where variable screen width is one of my formost concerns... Something tileable will therefore be desireable..... |
12:04 | CONVERT |  And converted into jfbf, of course. |
12:04 | FONT |  Abigail font imported into the new game |
11:57 | TECHNO |  jfbf = JCR font bundle file... NALA uses MonoGame, which is incompatible with ttf, so I had to come up with my own font system, see... |
11:56 | FONT |  St. Rachan's "scribish" font copied and converted into jfbf |
11:46 | SITE |  Added tag FONT |
11:42 | NOTE |  Nothing will work yet, though... For starters, the init script is not yet linked to the main menu, and second, the main menu currently only contains the base configuration, but actual action code |
11:42 | NIL |  I've been setting up the basis for the main menu |
10:27 | FIXED |  Overwrite error when overwriting modified dependencies |
8:59 | GITHUB |  Added project for combat routine... It will take awhile before it's actually being used though, as we are nowhere near getting into that part yet! |
8:57 | CONFIRMED |  Fix confirmed, however the first link to #1 and #2 will remain bugged, which has to do with the way the generator works. |
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