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
20:00TEST
TESTTake V
20:00FUCKYOU
FUCKYOU.....
19:56TEST
TESTMerya Take V
19:56FIXED
FIXEDReturn error
19:52TEST
TESTTake IV
19:52FIXED
FIXEDCode Typo
19:48TEST
TESTTake III
19:47FIXED
FIXEDForgotten "end"
19:44TEST
TESTTake II
19:44FIXED
FIXEDSyntax error
19:32TEST
TESTTake I
19:32NOTE
NOTE(whish me luck)
19:32STATUS
STATUSWell, during the test of the Dark Storage I will see if the Inferno spells gets animated the way it should....
19:24LINK
LINKLinked to the actions causing an inferno
19:21SPELLANI
Inferno
16:18TEST
TESTTake V
16:18EXPERIMENT
EXPERIMENTNot sure, but here goes...
15:38TEST
TESTTake IV
15:38EXPERIMENT
EXPERIMENTNot sure about the projectile stuff though
15:36CONFIRMED
CONFIRMEDNo money no message system works
15:36TEST
TESTTake III
15:24DEBUG
DEBUGI hope this debug line can shine a light on matters
15:23COCKROACH
COCKROACHFix ignored!
15:10FIXED
FIXEDTake II
15:10ENHANCEMENT
ENHANCEMENTIf nothing is dropped, even no money, don't chaching and don't prompt it either!
15:07FIXED
FIXEDI hope I fixed that!
15:05BUG
BUGWell 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!
14:57TEST
TESTDernor So here goes.... Take I, and let's see where this takes me :)
14:56DONE
DONEGood!
14:51STATUS
STATUSOkay, a quick snack first....
14:51LINK
LINKAnd that should link it all together #111
14:50ABILITY
ABILITYAdepted ability #111
14:50STATUS
STATUSI'M NOT THERE YET!!!
14:49SCRIPT
SCRIPTDone
14:44STATUS
STATUSOf course, now to script it all together.... Which should be easy, but let's see how stuff pops out, eh?
14:39TRANSFER
TRANSFER"Pew" sound for #111
14:21EXPERIMENT
EXPERIMENTSince "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

14:03TRANSFER
TRANSFERLaser Projectile Art - for #111
13:43CLOSED
13:42TEST
TESTTested floor 1-6 science facility
12:04BACKUP
BACKUPThe full backup is still running, which was to be expected....
12:03BACKUP
BACKUPQuick Backup completed
11:12CONFIRMED
CONFIRMEDAll kids disappear accordingly
10:58TEST
TESTI'll have to test this, but my system lags, so I hope I can get it done!
10:58MAPSCRIPT
MAPSCRIPTThe boys were more complicated, but I think I got them!
10:58SASKIA
SASKIAThe girls should be taken care off
10:47STATUS
STATUS Working on #153
9:58NOTE
NOTEAt this moment the system lags like crazy, but that's only natural when running 2 backups in once
9:56COCKROACH
COCKROACHIt appears some harsher measures are required to deal with the non-disappearing kids
9:48TEST
TESTWell, let's test shall we?
9:48LINK
LINKAchievement "C'est la vie" linked to the proper event
9:45BACKUP
BACKUPBut 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!
9:44BACKUP
BACKUPRebecca First in quick backup setting
9:44BACKUP
BACKUPAnd with the notice that the backup was outdated, let's immediately make a new one!
9:41RECOVERED
RECOVEREDThe Identify text was lost... So I had to recover that... that is, rewrite it from scratch
9:29FAILURE
FAILUREAnd I also see the scenario database inmy backup was outdated.... URGH!
9:29FAILURE
FAILUREA bug damaged the scenario database
9:08LINK
LINKLinked the two together
9:07GAMEJOLT
GAMEJOLTTrophy
9:07ACHIEVEMENT
ACHIEVEMENTC'est la vie!
8:55CONFIRMED
CONFIRMEDIT WORKS!!!!
8:46TEST
TESTSo let's do it!
8:46EXPERIMENT
EXPERIMENTI've tried to cover #88 , but I really cannot tell if it works, so I gotta test that
8:08FIXED
FIXEDBlockMap issue in the south section of Rayal Palace, and Scharum's chamber
8:05STATUS
STATUSI've been bothered by #88 for a LOOOOONG time now, so I wanna take care of that today
8:03BUG
BUGIssued #213
- = 18 Jul 2020 = -
23:50MYSTERY
MYSTERYI 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....
23:17FAILURE
FAILURE.NET error during saving.... Not a clue what the fuck happened there.... But I guess I gotta find out....
22:44FIXED
FIXEDI think I found the "evil"....
22:43MYSTERY
MYSTERYNOW this is getting mysterious.....
22:26DEBUG
DEBUGSome hardcore debug as things are only getting stranger here!
22:14FIXED
FIXED.NET error?
22:09INVESTIGATION
INVESTIGATIONIt's not yet "elementairy", but I think I'm closing in, my dear Watson!
22:08DEBUG
DEBUGI've added some more debug crap to make sure about that....
22:08COCKROACH
COCKROACHThis 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....
21:57TEST
TESTI need to test this all out!
21:51DEBUG
DEBUGMore debug....
21:51NOTE
NOTEScyndi I can indeed confirm that instances are not being released.... I do not know why
21:49EXPERIMENT
EXPERIMENTI've tried to set a few things up here.... This is pretty complicated stuff
21:38COCKROACH
COCKROACHFor some reason the released music data lingers
20:36TEST
TESTMoar testing
20:36FIXED
FIXEDBlockMap issue
20:28BUG
BUGI 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....
20:25FIXED
FIXEDFixed it!
20:24BUG
BUG Why this is shown... Not a clue, but let's find out!
20:12TEST
TESTLet's verify that!
20:11FIXED
FIXEDTHIS should fix the music stack error
20:04INVESTIGATION
INVESTIGATIONA few extra debug lines might enlighten me on that course
20:02BUG
BUGPushing and popping music doesn't work
19:51BUG
BUGAziëlla is a bit bugged now, and the time has come to find out why....
18:22TEST
TESTLet's test Frundarmon's mansion....
17:54FIXED
FIXEDScyndi Scorpio #158 - Although I cannot yet test this!
16:56CONFIRMED
CONFIRMEDWhat the logs show me now looks hopeful
16:52TEST
TESTTake V
16:52FIXED
FIXEDAll cool?
16:49TEST
TESTTake IV
16:49FIXED
FIXEDNil indexed error
16:49TEST
TESTTake III
16:42FIXED
FIXEDAnd also something as trivial as a code typo
16:40TEST
TESTTake II
16:40FIXED
FIXEDOf course I had to encounter something as trivial as a case error along the way
16:37TEST
TESTI need to pull all this to the test of course
16:36NIL
NILBrendor 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).
16:25CONFIRMED
CONFIRMEDIt appears I was correct... Not a single release call is being made, and that is.... BOTHERSOME at best...
16:16INVESTIGATION
INVESTIGATIONAnd let's see what happens now....
16:16NALA
NALARecompiling
16:15DEBUG
DEBUGAUDIOMEM debug command added
16:07C#
C#I've added an extra command which should help me on debugging
16:04DEBUG
DEBUGI've set up more text, as this is getting suspicious..... Hopefully this will enlighten me more....
16:00DEBUG
DEBUGThe logs do make painfully clear that not a single people of audio is released when it should be done....
15:53FIXED
FIXEDDebug bug (yeah, debugging *IS* harder than coding!)
15:42TEST
TESTTake III
15:42NALA
NALAAnd once again I must recompile NALA (sigh)
15:42FIXED
FIXEDlack of self
15:36TEST
TESTAnd onto take II
15:36NALA
NALARecompiling
15:36FIXED
FIXEDNALA link up script error
15:33TEST
TESTI'll have to run a quick test to see what happens under the hood (I love my logs)
15:24TODO
TODOBut first, I need to eat something... Due to my illness I could not eat so well, so I'm starving now!
15:22TECHNO
TECHNOIf 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....
15:18NOTE
NOTEIt 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.....
15:15NALA
NALAI need to recompile NALA now
15:14DEBUG
DEBUGI've added some extra lines to the Audio manager which (hopefully) tell me a bit more....
15:07GENERATION
GENERATIONThis requires me to regenerate the "Anyway" lists
15:06SCRIPT
SCRIPTSet up an alternate print lib... This one will therefore catch system messages set up by the audio manager inside
14:31GAMEJOLT
14:11OFFTOPIC
OFFTOPIC

DAMN! This is cool!

14:09STUDY
STUDYIrravonia I did some study for things I'll need to know later when I shape Neil
13:47MEDICAL
MEDICALI began with another headache... It LOOKS like it's under control now... But know knows....
0:04TEST
TESTLet's see
0:04DEBUG
DEBUGLet's see....
- = 17 Jul 2020 = -
23:48TEST
TESTLet's see....
23:45EXPERIMENT
EXPERIMENTI do not know if this fixes stuff... Time will have to tell...
23:36BUG
BUGThe 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....
23:07TEST
TESTTake V
23:07NALA
NALAOrder of Onyx: Aldarus I did make a small update to the NALA internal scripts for that, so I need to rcompile that...
23:06NOTE
NOTENow 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
22:59FAILURE
FAILUREOut of memory thrown....
22:16TEST
TESTTake IV
22:16FIXED
FIXEDBug in Merya's item conserve
22:01TEST
TESTTake III
22:01FIXED
FIXEDCode typo
21:41TEST
TESTTake II
21:40FIXED
FIXEDSFX ended up in the wrong folder
21:36TEST
TESTDuring the test of the Purple Forest I'll have to find out if this all works
21:27LINK
LINKLinked to the respective abilities
21:26SPELLANI
Spark
21:24CONVERT
CONVERTConvereted to WAVE
21:23TRANSFER
TRANSFERSound for Spark
21:19TRANSFER
TRANSFERArt for Spark
21:16NEIL
NEILA few more things done about Neil
17:35NEIL
NEILI did a few updates to Neil, but my head is killing at this moment, so there was not much I could do :(
9:07MEDICAL
MEDICALEric 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 = -
21:26MEDICAL
MEDICALI feel terrible.... So I must leave it at that... unfortunately
21:25BOOST
BOOSTMore AP gain from "Focus" for Rebecca... This to compensate that the move would otherwise be useless compared to Guard
21:15FIXED
FIXEDRebecca party not properly set up
20:45TEST
TESTAgain!
20:44FIXED
FIXEDFixing another issue
20:44LINK
LINKAnd I linked Rebecca's part
20:44FIXED
FIXEDI hope I fixed a cosmetic issue in the castle by night
20:44STUPIDITY
STUPIDITYI forgot to link Rebecca's part directly to the choose group routine
20:30NEIL
NEILI did however first do some work on Neil
20:30STATUS
STATUSLots of real life stuff on my way
20:29FUCKYOU
FUCKYOUWhat's that? Updating the system without my consent?
- = 15 Jul 2020 = -
21:06TEST
TESTTake III
21:06VOID
VOIDDid I get rid of this fucking issue?
20:59TEST
TESTTake II
20:59VOID
VOIDI hope I voided this
20:20BUG
BUGCrash after fight with Boss Salamander
19:49FIXED
FIXEDBlockmap issue with a hookspot for Scyndi in Botanica
19:49CONFIRMED
CONFIRMED#129 Dernor DOES charm all flowers.... I cannot yet check if all moves are working accordingly, yet
19:48UPDATED
19:16OFFTOPIC
17:26FIXED
FIXEDFixed?
17:24HUH
HUHnil?
16:54STATUS
STATUSReal life stuff
15:29STATUS
STATUSI'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!
15:23NEIL
NEILIrravonia 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...
15:23SITE
SITEAdded tag NEIL
12:49TEST
TESTAziella Take II
12:49FIXED
FIXEDSyntax error
12:45TEST
TESTNow I do, of course, have to test if everything is really working.... or not....
12:42FIXED
FIXEDGauge refill too quick in infinite encounter dungeons
12:40ENHANCEMENT
ENHANCEMENTWhen targeting somebody for whom the spell/item/action/ability was NOT intended the name will be displayed in red
12:40FIXED
FIXED#154 -- Although a little test to see if that fix fully does what it has to is in order!
12:39FIXED
FIXEDWhen immune identify said absorb.... Now immune is really immune and absorb is really absorb
9:50FIXED
FIXEDFailed element scan in identify
9:49FIXED
FIXEDMax HP set to that of last enemy analyzed before when using identify on bosses in stead of ????
9:40STATUS
STATUSAlthough I can test if "Identify" will keep the HP secret on bosses
9:39STATUS
STATUSThe 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.
0:18CLOSED
- = 14 Jul 2020 = -
22:55TEST
TESTAnother test (sigh!)
22:55FIXED
FIXEDName doesn't show
22:47TEST
TESTWell, are we there yet!?
22:46FIXED
FIXED"Extremely Weak" always
22:36DEBUG
DEBUGTime to debug this out!
22:26TEST
TESTAgain!
22:26DONE
DONEDifferent approach
22:23FAILURE
FAILURENon-existent error
22:19TEST
TESTIdentify
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