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
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.
I've linked Dernor's will to the main combat routines
17:52
NOTE
The Game Jolt servers are still messed up, and due to that I cannot put in the achievement for Dernor's will power, as my builder requires this to be linked immediately to Game Jolt, but without the Game Jolt Trophy no Trophy ID, and thus not possible...
17:51
CHARACTER
I've Scripted Dernor's Willpower.... However, it has not yet been linked to the main combat program
17:13
FAILURE
This is not something I can do anything about, and I hope this won't spook up with my work
8:16
FIXED
POssibility of inifinite loop on Irravonia's elemental ward first time
1:02
GAMEJOLT
Alpha Update
1:02
BACKUP
Running
0:54
STATUS
Well that settles it for now!
- = 13 Jul 2020 = -
23:57
BOOST
Random Treasures in the Naked Rocks Caves
23:42
ENHANCEMENT
Irraovnia will never ward the same element twice in a row
23:38
NERF
fuck you!
23:30
NERF
Croc
23:19
TEST
Take VII
23:19
MYSTERY
And perhaps Fox and Scully can find out how that comma got there
23:19
FIXED
Fixed the crash in the process
23:19
REMOVED
Removed that mysterious comma
23:18
MYSTERY
I guess it's magic
23:18
MYSTERY
Mysteriously a comma pops up in my code that was never allowed to be there, and which I never put there....