As a "reward" though the points you need to gain a level will also increase... haha!
8:37
BOOST
More skill exp for using abilities
8:16
FIXED
Hyper weakened you in stead of strengthening you
8:10
NALA
Recompiling NALA
7:51
C#
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....
0:47
INVESTIGATION
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 = -
23:53
COCKROACH
This should take of those "Auto" crashes
23:50
COCKROACH
A crash totally unrelated to the memory issues ruins everything.... AGAIN!
22:55
TEST
Take II
22:55
TECHNO
This fix did require me to restart the game, also destroying what I set up so far on things... Oh well....
22:54
FIXED
Blockmap issue
22:54
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)....
22:47
BRAINSTORM
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)...
22:27
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....
22:08
COCKROACH
It's still a complete mystery why "Out of Memory" exceptions are thrown after making multiple savegames, though....
20:51
FIXED
No audio
20:45
TEST
Take IX
20:45
NALA
recompile to make sure
20:45
FIXED
? Nala version conflict ?
20:37
TEST
Take VIII
20:37
STATUS
At least all parse errors have been accounted for.... Which counts for something!
20:36
FIXED
Inferno had only 1 flame.... Now that's 20 till 50
20:26
TEST
Take VII
20:26
NEIL
And this is one of the reasons why I began the Neil project... In order to get rid of issues like THOSE!
20:26
FIXED
Case error!
20:22
TEST
Let's go... again.... Take VI
20:04
FIXED
Declaration error
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 :)
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
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....
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
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