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 | ||
20:00 | TEST | Take V |
20:00 | FUCKYOU | ..... |
19:56 | TEST | Take V |
19:56 | FIXED | Return error |
19:52 | TEST | Take IV |
19:52 | FIXED | Code Typo |
19:48 | TEST | Take III |
19:47 | FIXED | Forgotten "end" |
19:44 | TEST | Take II |
19:44 | FIXED | Syntax error |
19:32 | TEST | Take I |
19:32 | NOTE | (whish me luck) |
19:32 | STATUS | Well, during the test of the Dark Storage I will see if the Inferno spells gets animated the way it should.... |
19:24 | LINK | Linked to the actions causing an inferno |
19:21 | SPELLANI | Inferno |
16:18 | TEST | Take V |
16:18 | EXPERIMENT | Not sure, but here goes... |
15:38 | TEST | Take IV |
15:38 | EXPERIMENT | Not sure about the projectile stuff though |
15:36 | CONFIRMED | No money no message system works |
15:36 | TEST | Take III |
15:24 | DEBUG | I hope this debug line can shine a light on matters |
15:23 | COCKROACH | Fix ignored! |
15:10 | FIXED | Take II |
15:10 | ENHANCEMENT | If nothing is dropped, even no money, don't chaching and don't prompt it either! |
15:07 | FIXED | I hope I fixed that! |
15:05 | BUG | Well first time this stuff was used, so let's be kind here.... But the calculation of the way the projectile should go is..... ES ACHE I TEA! |
14:57 | TEST | So here goes.... Take I, and let's see where this takes me :) |
14:56 | DONE | Good! |
14:51 | STATUS | Okay, a quick snack first.... |
14:51 | LINK | And that should link it all together #111 |
14:50 | ABILITY | Adepted ability #111 |
14:50 | STATUS | I'M NOT THERE YET!!! |
14:49 | SCRIPT | Done |
14:44 | STATUS | Of course, now to script it all together.... Which should be easy, but let's see how stuff pops out, eh? |
14:39 | TRANSFER | "Pew" sound for #111 |
14:21 | EXPERIMENT | Since "Out of Memory" errors still seem to occur, I've set NALA to force the Garbage Collector to react immediately when Audio objects are released. Most smaller audio objects are pre-loaded and never unloaded anyway, but the music is the different story, and the music appears the big evil here.... Don't come whining to me talking about bad code (amateur), as I am more concerned about Out of Memory errors than a bit of a lag due to pre-mature garbage collection. Apparently I overesitmated the C# garbage collection system, as it only appears to take the number of allocations and releases in mind to activate the garbage collector, but not the ammount of data... So that's why I took this measure |
14:03 | TRANSFER | Laser Projectile Art - for #111 |
13:43 | CLOSED | |
13:42 | TEST | Tested floor 1-6 science facility |
12:04 | BACKUP | The full backup is still running, which was to be expected.... |
12:03 | BACKUP | Quick Backup completed |
11:12 | CONFIRMED | All kids disappear accordingly |
10:58 | TEST | I'll have to test this, but my system lags, so I hope I can get it done! |
10:58 | MAPSCRIPT | The boys were more complicated, but I think I got them! |
10:58 | SASKIA | The girls should be taken care off |
10:47 | STATUS | Working on #153 |
9:58 | NOTE | At this moment the system lags like crazy, but that's only natural when running 2 backups in once |
9:56 | COCKROACH | It appears some harsher measures are required to deal with the non-disappearing kids |
9:48 | TEST | Well, let's test shall we? |
9:48 | LINK | Achievement "C'est la vie" linked to the proper event |
9:45 | BACKUP | But I've also done a "Total Redo" backup... The latter is bound to take more than one day, but will at least be fully up-to-date! |
9:44 | BACKUP | First in quick backup setting |
9:44 | BACKUP | And with the notice that the backup was outdated, let's immediately make a new one! |
9:41 | RECOVERED | The Identify text was lost... So I had to recover that... that is, rewrite it from scratch |
9:29 | FAILURE | And I also see the scenario database inmy backup was outdated.... URGH! |
9:29 | FAILURE | A bug damaged the scenario database |
9:08 | LINK | Linked the two together |
9:07 | GAMEJOLT | Trophy |
9:07 | ACHIEVEMENT | C'est la vie! |
8:55 | CONFIRMED | IT WORKS!!!! |
8:46 | TEST | So let's do it! |
8:46 | EXPERIMENT | I've tried to cover #88 , but I really cannot tell if it works, so I gotta test that |
8:08 | FIXED | BlockMap issue in the south section of Rayal Palace, and Scharum's chamber |
8:05 | STATUS | I've been bothered by #88 for a LOOOOONG time now, so I wanna take care of that today |
8:03 | BUG | Issued #213 |
- = 18 Jul 2020 = - | ||
23:50 | MYSTERY | I cannot recollect what happened in anyway... Of course, this can also be a general hardware communication failure in the underlying OS... I hope it was that, as then it's not an error on my side, but we'll have to see.... |
23:17 | FAILURE | .NET error during saving.... Not a clue what the fuck happened there.... But I guess I gotta find out.... |
22:44 | FIXED | I think I found the "evil".... |
22:43 | MYSTERY | NOW this is getting mysterious..... |
22:26 | DEBUG | Some hardcore debug as things are only getting stranger here! |
22:14 | FIXED | .NET error? |
22:09 | INVESTIGATION | It's not yet "elementairy", but I think I'm closing in, my dear Watson! |
22:08 | DEBUG | I've added some more debug crap to make sure about that.... |
22:08 | COCKROACH | This is gonna be a rough one.... I do see instances I don't want, and I'm sure the C# garbage collector refuses to release the music because of that.... |
21:57 | TEST | I need to test this all out! |
21:51 | DEBUG | More debug.... |
21:51 | NOTE | I can indeed confirm that instances are not being released.... I do not know why |
21:49 | EXPERIMENT | I've tried to set a few things up here.... This is pretty complicated stuff |
21:38 | COCKROACH | For some reason the released music data lingers |
20:36 | TEST | Moar testing |
20:36 | FIXED | BlockMap issue |
20:28 | BUG | I don't know why moves on 1 foe target the caster when learning... This should not happen, but for some odd reason it does... The source code does not deem this possible, though.... |
20:25 | FIXED | Fixed it! |
20:24 | BUG | Why this is shown... Not a clue, but let's find out! |
20:12 | TEST | Let's verify that! |
20:11 | FIXED | THIS should fix the music stack error |
20:04 | INVESTIGATION | A few extra debug lines might enlighten me on that course |
20:02 | BUG | Pushing and popping music doesn't work |
19:51 | BUG | Aziëlla is a bit bugged now, and the time has come to find out why.... |
18:22 | TEST | Let's test Frundarmon's mansion.... |
17:54 | FIXED | #158 - Although I cannot yet test this! |
16:56 | CONFIRMED | What the logs show me now looks hopeful |
16:52 | TEST | Take V |
16:52 | FIXED | All cool? |
16:49 | TEST | Take IV |
16:49 | FIXED | Nil indexed error |
16:49 | TEST | Take III |
16:42 | FIXED | And also something as trivial as a code typo |
16:40 | TEST | Take II |
16:40 | FIXED | Of course I had to encounter something as trivial as a case error along the way |
16:37 | TEST | I need to pull all this to the test of course |
16:36 | NIL | Made a quick new music handler from scratch (well I only used the old code to make sure all functions are covered or the game could crash needlessly)... This one is by far less advanced, but should at least make sure that audio buffers are released (if not then they are hard-cover overwritten by C# itself, and at the mercy of the C# garbage collector, which is a lot safer than the one in Lua, I tell ya). |
16:25 | CONFIRMED | It appears I was correct... Not a single release call is being made, and that is.... BOTHERSOME at best... |
16:16 | INVESTIGATION | And let's see what happens now.... |
16:16 | NALA | Recompiling |
16:15 | DEBUG | AUDIOMEM debug command added |
16:07 | C# | I've added an extra command which should help me on debugging |
16:04 | DEBUG | I've set up more text, as this is getting suspicious..... Hopefully this will enlighten me more.... |
16:00 | DEBUG | The logs do make painfully clear that not a single people of audio is released when it should be done.... |
15:53 | FIXED | Debug bug (yeah, debugging *IS* harder than coding!) |
15:42 | TEST | Take III |
15:42 | NALA | And once again I must recompile NALA (sigh) |
15:42 | FIXED | lack of self |
15:36 | TEST | And onto take II |
15:36 | NALA | Recompiling |
15:36 | FIXED | NALA link up script error |
15:33 | TEST | I'll have to run a quick test to see what happens under the hood (I love my logs) |
15:24 | TODO | But first, I need to eat something... Due to my illness I could not eat so well, so I'm starving now! |
15:22 | TECHNO | If worst comes to worst I can write a simpler approach for the music routine... I do not prefer this, but hey, it's always better than tons of "Out of Memory" errors.... |
15:18 | NOTE | It should be noted that NIL relies on Lua when it comes to garbage collecting, and Lua's garbage collector is bugged on a few points, requiring a Lua coder to be extra alert on a few things, and when using a kind of shell language like NIL this can be more of an issue... Especially when the instances that have to be removed have to trigger the garbage collector in C#... Now the C# garbage collector does appear to work perfectly (as far as I can tell so far), but since Lua doesn't send the unlink command (which it should) because the records in question are not being unlinked, we got a problem... Of course, what I deem possible is because the data handled by Lua itself is pretty little and Lua may think the time is not right to release, as Lua cannot know how much data it has resposibility for.... I guess that's the flaw of using scripting languages with underlying APIs..... |
15:15 | NALA | I need to recompile NALA now |
15:14 | DEBUG | I've added some extra lines to the Audio manager which (hopefully) tell me a bit more.... |
15:07 | GENERATION | This requires me to regenerate the "Anyway" lists |
15:06 | SCRIPT | Set up an alternate print lib... This one will therefore catch system messages set up by the audio manager inside |
14:31 | GAMEJOLT | |
14:11 | OFFTOPIC | DAMN! This is cool! |
14:09 | STUDY | I did some study for things I'll need to know later when I shape Neil |
13:47 | MEDICAL | I began with another headache... It LOOKS like it's under control now... But know knows.... |
0:04 | TEST | Let's see |
0:04 | DEBUG | Let's see.... |
- = 17 Jul 2020 = - | ||
23:48 | TEST | Let's see.... |
23:45 | EXPERIMENT | I do not know if this fixes stuff... Time will have to tell... |
23:36 | BUG | The logs now clearly indicate that once loaded the music is NEVER unloaded, and so it keeps stacking up until an out of memory is inevitable.... I wonder why.... |
23:07 | TEST | Take V |
23:07 | NALA | I did make a small update to the NALA internal scripts for that, so I need to rcompile that... |
23:06 | NOTE | Now I can directly see this was in the music routine... Which is a memory eater... I had the feeling the muisc buffers were not properly released after usage... This could explain a lot... I've set up a destructor that should forcefully clean up stuff, and I made sure the debug logs will send confirmation when this actually happens |
22:59 | FAILURE | Out of memory thrown.... |
22:16 | TEST | Take IV |
22:16 | FIXED | Bug in Merya's item conserve |
22:01 | TEST | Take III |
22:01 | FIXED | Code typo |
21:41 | TEST | Take II |
21:40 | FIXED | SFX ended up in the wrong folder |
21:36 | TEST | During the test of the Purple Forest I'll have to find out if this all works |
21:27 | LINK | Linked to the respective abilities |
21:26 | SPELLANI | Spark |
21:24 | CONVERT | Convereted to WAVE |
21:23 | TRANSFER | Sound for Spark |
21:19 | TRANSFER | Art for Spark |
21:16 | NEIL | A few more things done about Neil |
17:35 | NEIL | I did a few updates to Neil, but my head is killing at this moment, so there was not much I could do :( |
9:07 | MEDICAL | I'm far from good, I must say.... I've had a rough night... I hope I can still get a few things done today, though. |
- = 16 Jul 2020 = - | ||
21:26 | MEDICAL | I feel terrible.... So I must leave it at that... unfortunately |
21:25 | BOOST | More AP gain from "Focus" for Rebecca... This to compensate that the move would otherwise be useless compared to Guard |
21:15 | FIXED | Rebecca party not properly set up |
20:45 | TEST | Again! |
20:44 | FIXED | Fixing another issue |
20:44 | LINK | And I linked Rebecca's part |
20:44 | FIXED | I hope I fixed a cosmetic issue in the castle by night |
20:44 | STUPIDITY | I forgot to link Rebecca's part directly to the choose group routine |
20:30 | NEIL | I did however first do some work on Neil |
20:30 | STATUS | Lots of real life stuff on my way |
20:29 | FUCKYOU | What's that? Updating the system without my consent? |
- = 15 Jul 2020 = - | ||
21:06 | TEST | Take III |
21:06 | VOID | Did I get rid of this fucking issue? |
20:59 | TEST | Take II |
20:59 | VOID | I hope I voided this |
20:20 | BUG | Crash after fight with Boss Salamander |
19:49 | FIXED | Blockmap issue with a hookspot for Scyndi in Botanica |
19:49 | CONFIRMED | #129 Dernor DOES charm all flowers.... I cannot yet check if all moves are working accordingly, yet |
19:48 | UPDATED | |
19:16 | OFFTOPIC | |
17:26 | FIXED | Fixed? |
17:24 | HUH | nil? |
16:54 | STATUS | Real life stuff |
15:29 | STATUS | I'm now gonna test the Madhouse... None of the currently open issues have good testing possibilities at the present time, so all I can do is move on until I reach a good point! |
15:23 | NEIL | A start has been made with the Neil project. I may (also to break things up for me a little) work on that some more as time goes... |
15:23 | SITE | Added tag NEIL |
12:49 | TEST | Take II |
12:49 | FIXED | Syntax error |
12:45 | TEST | Now I do, of course, have to test if everything is really working.... or not.... |
12:42 | FIXED | Gauge refill too quick in infinite encounter dungeons |
12:40 | ENHANCEMENT | When targeting somebody for whom the spell/item/action/ability was NOT intended the name will be displayed in red |
12:40 | FIXED | #154 -- Although a little test to see if that fix fully does what it has to is in order! |
12:39 | FIXED | When immune identify said absorb.... Now immune is really immune and absorb is really absorb |
9:50 | FIXED | Failed element scan in identify |
9:49 | FIXED | Max HP set to that of last enemy analyzed before when using identify on bosses in stead of ???? |
9:40 | STATUS | Although I can test if "Identify" will keep the HP secret on bosses |
9:39 | STATUS | The next test would be Yasathar's Temple.... As this is more a scenario hub than a true dungeon, even though it does contain a boss enemy, I think testing new features here, is not a good idea. |
0:18 | CLOSED | |
- = 14 Jul 2020 = - | ||
22:55 | TEST | Another test (sigh!) |
22:55 | FIXED | Name doesn't show |
22:47 | TEST | Well, are we there yet!? |
22:46 | FIXED | "Extremely Weak" always |
22:36 | DEBUG | Time to debug this out! |
22:26 | TEST | Again! |
22:26 | DONE | Different approach |
22:23 | FAILURE | Non-existent error |
22:19 | TEST | Identify |
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