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
8:59NERF
NERF As a "reward" though the points you need to gain a level will also increase... haha!
8:37BOOST
BOOST More skill exp for using abilities
8:16FIXED
FIXED Hyper weakened you in stead of strengthening you
8:10NALA
NALA Recompiling NALA
7:51C#
Aziella It pains me, but it's clear I had no other choice. For the time being I've set the savegame feature not to pack at all.

Savegames that are still packed will still be readable, since they are simply JCR files, JCR6 will auto-detect any packing. and unpack accordingl. The lzma unpacker is not the problem... the packer is.... Like I said before lzma is notorious for being very RAM unfriendly when packing, but not when unpacking....

0:47INVESTIGATION
INVESTIGATION Merya Well, so it seems it *WAS* the lzma compression routine after all that causes me to suffer.... The debug report VisualStudio gave out couldn't be more clear on that matter.... Now meddling with the existing lzma module seems like a bad idea to me, so I'm afraid the best I can do is... accept that I'll have to use non-compression for savegames...
- = 19 Jul 2020 = -
23:53COCKROACH
COCKROACH This should take of those "Auto" crashes
23:50COCKROACH
COCKROACH A crash totally unrelated to the memory issues ruins everything.... AGAIN!
22:55TEST
TEST Take II
22:55TECHNO
TECHNO This fix did require me to restart the game, also destroying what I set up so far on things... Oh well....
22:54FIXED
FIXED Blockmap issue
22:54TECHNO
TECHNO It would leave me with two options... either I force the garbage collector to activate after every damn entry saved (I don't like that, but hey, if that is what it takes).... or I strip the lzma compression from the savegames (that would by the way also fasten the savegames)....
22:47BRAINSTORM
I'm wondering if the fact that the save game routine uses the lzma compression method to pack all data that lives in the savegame file is what causes it to collapse.... lzma is notorious for it's huge use of memory usage during packing (and needing almost none during unpacking)...
22:27VISUALSTUDIO
VISUALSTUDIO Let's sync this in visual studio and see what will happen if I play on there, as this is really getting on my nerves, and if this doesn't get fixed, the project will be a failure and after all this work... I don't wanna risk that....
22:08COCKROACH
COCKROACH Eric It's still a complete mystery why "Out of Memory" exceptions are thrown after making multiple savegames, though....
20:51FIXED
FIXED No audio
20:45TEST
TEST Take IX
20:45NALA
NALA recompile to make sure
20:45FIXED
FIXED ? Nala version conflict ?
20:37TEST
TEST Take VIII
20:37STATUS
STATUS At least all parse errors have been accounted for.... Which counts for something!
20:36FIXED
FIXED Inferno had only 1 flame.... Now that's 20 till 50
20:26TEST
TEST Take VII
20:26NEIL
NEIL And this is one of the reasons why I began the Neil project... In order to get rid of issues like THOSE!
20:26FIXED
FIXED Case error!
20:22TEST
TEST Let's go... again.... Take VI
20:04FIXED
FIXED Declaration error
20:00TEST
TEST Take V
20:00FUCKYOU
FUCKYOU .....
19:56TEST
TEST Merya Take V
19:56FIXED
FIXED Return error
19:52TEST
TEST Take IV
19:52FIXED
FIXED Code Typo
19:48TEST
TEST Take III
19:47FIXED
FIXED Forgotten "end"
19:44TEST
TEST Take II
19:44FIXED
FIXED Syntax error
19:32TEST
TEST Take I
19:32NOTE
NOTE (whish me luck)
19:32STATUS
STATUS Well, during the test of the Dark Storage I will see if the Inferno spells gets animated the way it should....
19:24LINK
LINK Linked to the actions causing an inferno
19:21SPELLANI
Inferno
16:18TEST
TEST Take V
16:18EXPERIMENT
EXPERIMENT Not sure, but here goes...
15:38TEST
TEST Take IV
15:38EXPERIMENT
EXPERIMENT Not sure about the projectile stuff though
15:36CONFIRMED
CONFIRMED No money no message system works
15:36TEST
TEST Take III
15:24DEBUG
DEBUG I hope this debug line can shine a light on matters
15:23COCKROACH
COCKROACH Fix ignored!
15:10FIXED
FIXED Take II
15:10ENHANCEMENT
ENHANCEMENT If nothing is dropped, even no money, don't chaching and don't prompt it either!
15:07FIXED
FIXED I hope I fixed that!
15:05BUG
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!
14:57TEST
TEST Dernor So here goes.... Take I, and let's see where this takes me :)
14:56DONE
DONE Good!
14:51STATUS
STATUS Okay, a quick snack first....
14:51LINK
LINK And that should link it all together #111
14:50ABILITY
ABILITY Adepted ability #111
14:50STATUS
STATUS I'M NOT THERE YET!!!
14:49SCRIPT
SCRIPT Done
14:44STATUS
STATUS Of 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
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

14:03TRANSFER
TRANSFER Laser Projectile Art - for #111
13:43CLOSED
13:42TEST
TEST Tested floor 1-6 science facility
12:04BACKUP
BACKUP The full backup is still running, which was to be expected....
12:03BACKUP
BACKUP Quick Backup completed
11:12CONFIRMED
CONFIRMED All kids disappear accordingly
10:58TEST
TEST I'll have to test this, but my system lags, so I hope I can get it done!
10:58MAPSCRIPT
MAPSCRIPT The boys were more complicated, but I think I got them!
10:58SASKIA
SASKIA The girls should be taken care off
10:47STATUS
STATUS Working on #153
9:58NOTE
NOTE At this moment the system lags like crazy, but that's only natural when running 2 backups in once
9:56COCKROACH
COCKROACH It appears some harsher measures are required to deal with the non-disappearing kids
9:48TEST
TEST Well, let's test shall we?
9:48LINK
LINK Achievement "C'est la vie" linked to the proper event
9:45BACKUP
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!
9:44BACKUP
BACKUP Rebecca First in quick backup setting
9:44BACKUP
BACKUP And with the notice that the backup was outdated, let's immediately make a new one!
9:41RECOVERED
RECOVERED The Identify text was lost... So I had to recover that... that is, rewrite it from scratch
9:29FAILURE
FAILURE And I also see the scenario database inmy backup was outdated.... URGH!
9:29FAILURE
FAILURE A bug damaged the scenario database
9:08LINK
LINK Linked the two together
9:07GAMEJOLT
GAMEJOLT Trophy
9:07ACHIEVEMENT
ACHIEVEMENT C'est la vie!
8:55CONFIRMED
CONFIRMED IT WORKS!!!!
8:46TEST
TEST So let's do it!
8:46EXPERIMENT
EXPERIMENT I've tried to cover #88 , but I really cannot tell if it works, so I gotta test that
8:08FIXED
FIXED BlockMap issue in the south section of Rayal Palace, and Scharum's chamber
8:05STATUS
STATUS I've been bothered by #88 for a LOOOOONG time now, so I wanna take care of that today
8:03BUG
BUG Issued #213
- = 18 Jul 2020 = -
23:50MYSTERY
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....
23:17FAILURE
FAILURE .NET error during saving.... Not a clue what the fuck happened there.... But I guess I gotta find out....
22:44FIXED
FIXED I think I found the "evil"....
22:43MYSTERY
MYSTERY NOW this is getting mysterious.....
22:26DEBUG
DEBUG Some hardcore debug as things are only getting stranger here!
22:14FIXED
FIXED .NET error?
22:09INVESTIGATION
INVESTIGATION It's not yet "elementairy", but I think I'm closing in, my dear Watson!
22:08DEBUG
DEBUG I've added some more debug crap to make sure about that....
22:08COCKROACH
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....
21:57TEST
TEST I need to test this all out!
21:51DEBUG
DEBUG More debug....
21:51NOTE
NOTE Scyndi I can indeed confirm that instances are not being released.... I do not know why
21:49EXPERIMENT
EXPERIMENT I've tried to set a few things up here.... This is pretty complicated stuff
21:38COCKROACH
COCKROACH For some reason the released music data lingers
20:36TEST
TEST Moar testing
20:36FIXED
FIXED BlockMap issue
20:28BUG
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....
20:25FIXED
FIXED Fixed it!
20:24BUG
BUG Why this is shown... Not a clue, but let's find out!
20:12TEST
TEST Let's verify that!
20:11FIXED
FIXED THIS should fix the music stack error
20:04INVESTIGATION
INVESTIGATION A few extra debug lines might enlighten me on that course
20:02BUG
BUG Pushing and popping music doesn't work
19:51BUG
BUG Aziëlla is a bit bugged now, and the time has come to find out why....
18:22TEST
TEST Let's test Frundarmon's mansion....
17:54FIXED
FIXED Scyndi Scorpio #158 - Although I cannot yet test this!
16:56CONFIRMED
CONFIRMED What the logs show me now looks hopeful
16:52TEST
TEST Take V
16:52FIXED
FIXED All cool?
16:49TEST
TEST Take IV
16:49FIXED
FIXED Nil indexed error
16:49TEST
TEST Take III
16:42FIXED
FIXED And also something as trivial as a code typo
16:40TEST
TEST Take II
16:40FIXED
FIXED Of course I had to encounter something as trivial as a case error along the way
16:37TEST
TEST I need to pull all this to the test of course
16:36NIL
NIL Brendor 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
CONFIRMED It appears I was correct... Not a single release call is being made, and that is.... BOTHERSOME at best...
16:16INVESTIGATION
INVESTIGATION And let's see what happens now....
16:16NALA
NALA Recompiling
16:15DEBUG
DEBUG AUDIOMEM debug command added
16:07C#
I've added an extra command which should help me on debugging
16:04DEBUG
DEBUG I've set up more text, as this is getting suspicious..... Hopefully this will enlighten me more....
16:00DEBUG
DEBUG The logs do make painfully clear that not a single people of audio is released when it should be done....
15:53FIXED
FIXED Debug bug (yeah, debugging *IS* harder than coding!)
15:42TEST
TEST Take III
15:42NALA
NALA And once again I must recompile NALA (sigh)
15:42FIXED
FIXED lack of self
15:36TEST
TEST And onto take II
15:36NALA
NALA Recompiling
15:36FIXED
FIXED NALA link up script error
15:33TEST
TEST I'll have to run a quick test to see what happens under the hood (I love my logs)
15:24TODO
TODO But first, I need to eat something... Due to my illness I could not eat so well, so I'm starving now!
15:22TECHNO
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....
15:18NOTE
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.....
15:15NALA
NALA I need to recompile NALA now
15:14DEBUG
DEBUG I've added some extra lines to the Audio manager which (hopefully) tell me a bit more....
15:07GENERATION
GENERATION This requires me to regenerate the "Anyway" lists
15:06SCRIPT
SCRIPT Set 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
STUDY Irravonia I did some study for things I'll need to know later when I shape Neil
13:47MEDICAL
MEDICAL I began with another headache... It LOOKS like it's under control now... But know knows....
0:04TEST
TEST Let's see
0:04DEBUG
DEBUG Let's see....
- = 17 Jul 2020 = -
23:48TEST
TEST Let's see....
23:45EXPERIMENT
EXPERIMENT I do not know if this fixes stuff... Time will have to tell...
23:36BUG
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....
23:07TEST
TEST Take V
23:07NALA
NALA Order of Onyx: Aldarus I did make a small update to the NALA internal scripts for that, so I need to rcompile that...
23:06NOTE
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
22:59FAILURE
FAILURE Out of memory thrown....
22:16TEST
TEST Take IV
22:16FIXED
FIXED Bug in Merya's item conserve
22:01TEST
TEST Take III
22:01FIXED
FIXED Code typo
21:41TEST
TEST Take II
21:40FIXED
FIXED SFX ended up in the wrong folder
21:36TEST
TEST During the test of the Purple Forest I'll have to find out if this all works
21:27LINK
LINK Linked to the respective abilities
21:26SPELLANI
Spark
21:24CONVERT
CONVERT Convereted to WAVE
21:23TRANSFER
TRANSFER Sound for Spark
21:19TRANSFER
TRANSFER Art for Spark
21:16NEIL
NEIL A few more things done about Neil
17:35NEIL
NEIL I did a few updates to Neil, but my head is killing at this moment, so there was not much I could do :(
9:07MEDICAL
MEDICAL Eric 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
MEDICAL I feel terrible.... So I must leave it at that... unfortunately
21:25BOOST
BOOST More AP gain from "Focus" for Rebecca... This to compensate that the move would otherwise be useless compared to Guard
21:15FIXED
FIXED Rebecca party not properly set up
20:45TEST
TEST Again!
20:44FIXED
FIXED Fixing another issue
20:44LINK
LINK And I linked Rebecca's part
20:44FIXED
FIXED I hope I fixed a cosmetic issue in the castle by night
20:44STUPIDITY
STUPIDITY I forgot to link Rebecca's part directly to the choose group routine
20:30NEIL
NEIL I did however first do some work on Neil
20:30STATUS
STATUS Lots of real life stuff on my way
20:29FUCKYOU
FUCKYOU What's that? Updating the system without my consent?
- = 15 Jul 2020 = -
21:06TEST
TEST Take III
21:06VOID
VOID Did I get rid of this fucking issue?
20:59TEST
TEST Take II
20:59VOID
VOID I hope I voided this
20:20BUG
BUG Crash after fight with Boss Salamander
19:49FIXED
FIXED Blockmap 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
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