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23:38 | FIXED |  file on the wrong spot |
23:33 | TEST |  Corona |
23:33 | LINK |  Linked to the spell Corona |
23:32 | SPELLANI |  Corona |
23:17 | NOTE |  NO! This has nothing to do with a certain virus! |
23:17 | TRANSFER |  Corona Art |
22:39 | TEST |  Take II |
22:39 | FIXED |  Maybe this works better? |
22:33 | TECHNO |  The code I used was very extremely DIRTY you know... |
22:19 | STATUS |  My next fight against Sheck-Lock will have to show if this all works the way it was intended |
22:18 | LINK |  Linked to the action module |
22:13 | FIXED |  Characters replaced after being targeted will be purged out of the target chain when the action begin |
22:09 | SCRIPT |  Oh no, you don't! |
21:23 | ABILITY |  Oh no, you don't! |
21:05 | CONFIRMED | |
21:00 | TEST | |
21:00 | FIXED |  Referrence error |
20:56 | TEST | |
20:56 | FIXED |  Forgotten End |
20:53 | TEST | |
20:53 | MAPSCRIPT | |
19:34 | STATUS |  After I had some rest I'm gonna look at #155 |
18:37 | TEST |  Well, let's see... |
18:37 | NERF |  More chance for poison on Onyx members (except Jeracko who'll remain 100% immune). |
18:36 | NERF |  Order of Onyx |
18:29 | FIXED |  Missing CANCELCOUNTER scenario in Dark Storage, which can cause Rondomo to crash the game |
17:09 | TEST |  Let's see how things go... For now! |
17:03 | FIXED |  Merya skill crash on item conservation |
16:55 | STATUS |  At least I can continue to work things out outside of VisualStudio now! |
16:54 | VOID |  I REFUSE to call the crash on savegame issue fixed.... At least I prevented it from happening again... I hope for a more elegant solution in the future... |
15:09 | BUG | |
15:04 | TEST |  I gotta see if stuff works properly |
12:32 | NOTE |  Important to note is that this approach does NOT allow me to center or align to the right... Hopefully that's only a small price to pay |
12:17 | EXPERIMENT |  I'm doing a little experiment on real-time text... The way I had was very demanding on .NET's memory management, and may even be the reason behind the slowdowns I was experiencing, particularly in combat... |
12:03 | VOID |  I think this will have to do, and I guess I'm reliant on Igor Pavlov to get this issue fixed... But since Igor Pavlov has like better things to do, I'll have to take it the way it is.... :-/ |
10:49 | COCKROACH |  Still OUT OF MEMORY! |
10:47 | NERF |  Kirana nerfed.... She killed my entire party in one blow, which I can never allow! |
9:51 | TEST |  Take IV |
9:50 | FIXED |  Fixed some occurances |
9:46 | BUG |  The many peaks in VisualStudio's RAM usage graphic made me fear that lzma was STILL being used somewhere, down there.... And using a JCR6 file viewer actually confirmed that |
9:20 | TEST |  And Take III can start... at last |
9:20 | VISUALSTUDIO |  Data in sync once more |
9:16 | BACKUP |  No it still isn't done, yet! |
9:15 | BACKUP |  The Backup is simply handling tons of data now, so that's the reason behind the lag |
9:12 | GENERATION |  I need to re-run all builders, synchronizers and stuff to make sure everything is in order now! |
9:12 | FAILURE |  Everything went lagging, so I cannot fully trust the game Data I Have |
9:09 | VISUALSTUDIO |  I will finish the test of Kirana's section and Rondomo's section, hopefully in one go, through the VisualStudio debug mode, and I'll save as much as possible to make sure the "Out of Memory" error won't occur now... |
9:07 | VISUALSTUDIO |  Data Sync |
9:06 | BITBUCKET |  Updated |
9:06 | GITHUB |  Updated |
9:01 | CLEANUP |  I made a rehaul of the complete IAA folder.... A lot of junk couldbe living there over time, and deleting and regenerating was the only thing I could do to make sure all shit was gone there.... |
8:59 | NERF |  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 :) |
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 | |
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 | |
- = 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 |
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