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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158
15:43TEST
TEST Time to test "Follow me"!
15:41GITHUB
GITHUB Onyx:Kirana Shanda Aziella Merya Dernor Rebecca Scyndi Brendor Irravonia Eric Project set up True Abyss
15:16DONE
DONE My trip to the dentist today (my scooter is broken) on foot sapped me of my energy (the weather is killing me), so I needed a break....
14:05SCRIPT
SCRIPT "Follow Me"
1:19ABILITY
ABILITY Onyx:Kirana Frost Strike
0:06TEST
TEST Rebecca For now I'll have to test if the game itself works the way it should, other than this....
0:05NALA
NALA Recompiling
0:05EXPERIMENT
EXPERIMENT One can never be sure... It's all experimental.... So overtime I will find out....
0:02TECHNO
TECHNO And I also made a small update to TQMG about this....
0:00TECHNO
TECHNO Hmmmm.... Maybe I've found the solution.... This is interesting....
- = 21 Jul 2020 = -
23:53STATUS
STATUS I do have an idea that will at least make things take more time before another "Out of Memory" crash is due... It's clear the C# Garbage Collector is not operating the way it should... That or some hidden references untraceable to me appear to linger somewhere.
22:41COCKROACH
COCKROACH Irravonia Clearly the music is still a critical point and not properly unloaded when it should.... Since I got no other means to force C# to do it (I thought C#'s memory manager was more robust than this, but I clearly over-estimated it, after having worked with BlitzMax... To bad that compiler went down the drain).... I do have a few ideas.... This will not completely eradicate the issue, but at least give me more airspace to breathe....
22:23EXPERIMENT
EXPERIMENT And I may have tackled the "Wrong Target" bug that occurs if multiple moves are stacked to be learned
22:21SCRIPT
SCRIPT Empty "Follow Me" Script... I have to prevent crashes here!
22:14STATUS
STATUS Not much to test in the Black Prison, so that will be a quick go!
22:13CLOSED
22:12CONFIRMED
CONFIRMED FINALLY!
21:48FIXED
FIXED Did I got it now?
21:38TEST
TEST Take IV
21:38EXPERIMENT
EXPERIMENT I wonder
21:34DEBUG
DEBUG A few extra debug lines
21:33COCKROACH
COCKROACH This is getting more and more strange....
21:28TEST
TEST Take III
21:26EXPERIMENT
EXPERIMENT This time???
21:22TEST
TEST Take II
21:22FIXED
FIXED This time?
21:21COCKROACH
COCKROACH Apparently not!
21:16TEST
TEST Testing 1-2-3
21:16FIXED
FIXED I think I fixed #160
20:05CONFIRMED
CONFIRMED Zero Kelvin works now, though...
19:55FIXED
FIXED Scyndi Blockmap issue
19:36TEST
TEST Take IV
19:36COSMETIC
COSMETIC increase the speed of the thermometer
19:36FIXED
FIXED Graphic error
19:28TEST
TEST Take III
19:28FIXED
FIXED Illegal Function Call!
19:23TEST
TEST Take II
19:23FIXED
FIXED Not a group, Jeroen.... A MODULE!
19:23TEST
TEST Take I
16:16SPELLANI
SPELLANI Zero Kelvin
16:00ART
ART Termometer for Zero Kelvin
15:45FIXED
FIXED Cosmetic fix.... Jeracko Spin did leave some rotation traces
13:00FIXED
FIXED Will it work THIS time?
13:00COCKROACH
COCKROACH Fix ignored!
12:56TEST
TEST Take II
12:56FIXED
FIXED Wrong object readout
12:56STUPIDITY
STUPIDITY IDIOT!!!!
12:50TEST
TEST So let's go!
12:50NOTE
NOTE Now I cannot yet test this with Eric, but Kirana can help me!
12:49LINK
LINK Blizzard spellani linked to blizzard spell
12:48SPELLANI
SPELLANI Blizzard
12:40CHARACTER
CHARACTER Aziëlla will learn this ability when she reached Befindo Enchants Level 30 in the easy mode, 60 in the Casual Mode and 90 in the Hard Mode.
12:39ABILITY
ABILITY Purify
9:59FIXED
FIXED So yeah, I can deem this a fix
9:59VOID
VOID Better is when the entire switch menu doesn't even appear
9:57BUG
BUG Brendor Now Kirana can indeed not be switched, however when you still try that in combat the game crashes
9:57NOTE
NOTE I still got a few issues with Dernor's Will... Once I can fully confirm that works #70 can be closed, at last!
9:56UPDATED
9:56CLOSED
9:55CONFIRMED
CONFIRMED Kirana's will works
8:23NOTE
NOTE THe test will have to wait, though....
8:19VERIFIED
VERIFIED No aliases in the way, like when Shanda was being scripted
8:18SCRIPT
SCRIPT Kirana's Magic Charge (Kirana gains AP at the start of each turn)
8:10STATUS
STATUS Of course, this is gonna take awhile
8:08GAMEJOLT
GAMEJOLT And as we're on it then, let's put it out right, eh?
8:07POWERSHELL
POWERSHELL Written a quite script to update all crap on Game Jolt -- Since the release of the beta is slowly coming close (no "Land Ho" yet, but the moment for that is coming closer), it was handier that way
0:14STATUS
STATUS All Cool!
0:10TECHNO
TECHNO The most annoying bugs are often the most trivial ones, and mostly your code is swamped with those....
0:09FIXED
FIXED Almost there
0:04COSMETIC
COSMETIC And the burn sound will now sound on the right moment
0:04OPTIMIZATION
OPTIMIZATION Sped animation up
0:03JUDGMENT
JUDGMENT Almost there
- = 20 Jul 2020 = -
23:59FIXED
FIXED Extension error!
23:53FIXED
FIXED Missing "end"
23:46FIXED
FIXED Illegal Method Call
23:38FIXED
FIXED file on the wrong spot
23:33TEST
TEST Corona
23:33LINK
LINK Linked to the spell Corona
23:32SPELLANI
SPELLANI Corona
23:17NOTE
NOTE NO! This has nothing to do with a certain virus!
23:17TRANSFER
TRANSFER Irravonia Corona Art
22:39TEST
TEST Take II
22:39FIXED
FIXED Maybe this works better?
22:33TECHNO
TECHNO The code I used was very extremely DIRTY you know...
22:19STATUS
STATUS My next fight against Sheck-Lock will have to show if this all works the way it was intended
22:18LINK
LINK Linked to the action module
22:13FIXED
FIXED Characters replaced after being targeted will be purged out of the target chain when the action begin
22:09SCRIPT
SCRIPT Oh no, you don't!
21:23ABILITY
ABILITY Oh no, you don't!
21:05CONFIRMED
21:00TEST
TEST #155 - Take III
21:00FIXED
FIXED Referrence error
20:56TEST
TEST #155 - Take II
20:56FIXED
FIXED Forgotten End
20:53TEST
20:53MAPSCRIPT
19:34STATUS
STATUS After I had some rest I'm gonna look at #155
18:37TEST
TEST Well, let's see...
18:37NERF
NERF More chance for poison on Onyx members (except Jeracko who'll remain 100% immune).
18:36NERF
NERF Order of Onyx
18:29FIXED
FIXED Missing CANCELCOUNTER scenario in Dark Storage, which can cause Rondomo to crash the game
17:09TEST
TEST Let's see how things go... For now!
17:03FIXED
FIXED Merya skill crash on item conservation
16:55STATUS
STATUS At least I can continue to work things out outside of VisualStudio now!
16:54VOID
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...
15:09BUG
15:04TEST
TEST I gotta see if stuff works properly
12:32NOTE
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
12:17EXPERIMENT
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...
12:03VOID
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.... :-/
10:49COCKROACH
COCKROACH Still OUT OF MEMORY!
10:47NERF
NERF Kirana nerfed.... She killed my entire party in one blow, which I can never allow!
9:51TEST
TEST Take IV
9:50FIXED
FIXED Fixed some occurances
9:46BUG
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
9:20TEST
TEST And Take III can start... at last
9:20VISUALSTUDIO
VISUALSTUDIO Data in sync once more
9:16BACKUP
BACKUP No it still isn't done, yet!
9:15BACKUP
BACKUP The Backup is simply handling tons of data now, so that's the reason behind the lag
9:12GENERATION
GENERATION I need to re-run all builders, synchronizers and stuff to make sure everything is in order now!
9:12FAILURE
FAILURE Everything went lagging, so I cannot fully trust the game Data I Have
9:09VISUALSTUDIO
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...
9:07VISUALSTUDIO
VISUALSTUDIO Data Sync
9:06BITBUCKET
BITBUCKET Updated
9:06GITHUB
GITHUB Updated
9:01CLEANUP
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....
8:59NERF
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
SPELLANI 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
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