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
21:04COCKROACH
COCKROACHFor some unexplainable reasons, the success is and remains "false"
20:56TEST
TESTTake VII
20:56TECHNO
TECHNOIn order to translate classes well, some "end" keywords are translated to } as classes are nothing more but enhanced tables in the Lua translation, and so that error came to be, as I forgot an "end" command on a crucial point, but as I did use a "#pure" tag this confused NIL and so this can happen... A very important reason why you should never use #pure in NIL unless you really know what you are doing!
20:55SOLVED
SOLVEDAh, now I got why the } error popped up while there wasn't any } nearby in that NIL script
20:47HUH
HUHWhat the.....
20:35TEST
TESTTake VI
20:35FIXED
FIXEDSyntax error (wasn't there prior to the building issue, while that false code was there, so that proves things are running now... Did that make sense?)
20:23TEST
TESTTake V
20:22NALA
NALARebuilding
20:22STUPIDITY
STUPIDITYAh, the NALA rebuild was not given in the build sequence, and that was in this case required.... Doh!
20:19TEST
TESTTake IV
20:19DEBUG
DEBUGLet's add another debug line as this is getting insane... Not a single reason exists why this can happen, and yet it happens.... So what excuse can the computer come up with?
20:11TEST
TESTI guess this is test III now?
20:11DEBUG
DEBUGan extra debug line
20:08COCKROACH
COCKROACHNow I wonder.....
20:00TEST
TESTAnd let's test as soon as that's done!
20:00NALA
NALARebuilding
20:00FIXED
FIXEDThis SHOULD be fixed now, but who knows
19:59TECHNO
TECHNOThe error can be traced back into the Kthura class for Bubble, so yes, fixing this requires me to recompile NALA
19:56TECHNO
TECHNOThat is indeed the case....
19:53COCKROACH
COCKROACHKewl ... The walk routine always comes to "false"... Did I set a void where it should be a book?
19:45TEST
TESTBut does it work?
19:45FIXED
FIXEDThis should be fixed now, however a test is in order!
19:42TECHNO
TECHNOIrravonia Yup, just as I thought.... The delegate attacher does not check the outcome of the boolean returned stating if the walk was succesful or not....

That was also the most logical reason for this to happen.

19:40CHECKED
CHECKEDBut at least I think I got one thing tackled
19:40INVESTIGATION
INVESTIGATIONIt should be noted that since this is complex code, making me have to dig through a source file of 912 lines long (and maybe even more files) this will take awhile to track down....
18:54GITHUB
GITHUBBug below issued as #87
18:53BITBUCKET
BITBUCKETUpdated
18:53GITHUB
GITHUBUpdated
18:27BUG
BUGWhen you walk to a clickable object out of the player's range, the player won't walk to in, and the event tied to it will run anyway. Now with the swords that revealed the bug, this is not a true issue as the spot should never have been blocked anyway (that is a bug on its own), but it allows me to debug this, as when things are out of range thanks to bugs or deliberate blockades this should not happen. Especially in Gagolton where bonuses are out of range while the city is still populated....
18:23CONFIRMED
CONFIRMEDThe bug with Rebecca and the swords has been fixed
18:18TEST
TESTOkay, now I can test this
18:15DONE
DONEReal life distraction
16:32FIXED
FIXED That should be fixed now.
16:12BUG
BUGFor Rebecca that didn't
16:12CONFIRMED
CONFIRMEDFOr Eric that worked
16:07TEST
TESTDoes it all work? Let's see!
16:07LINK
LINKAnd I wrote the link code that will link the swords to the scenario
16:07CHECKED
CHECKEDObject tag
16:03SCENARIO
SCENARIORight now, only Eric and Rebecca can respond, but later in the game you can re-enter this place (not that you have much reason to, though) and then the others can respond too, so I had to enter them already, although I can right now only test Eric and Rebecca.....
16:02SCENARIO
SCENARIOI've set up the scenario for the swords....
- = 21 Nov 2019 = -
23:16STATUS
STATUSWell, that issue took the best of my day, so I guess I'll need to call it... Tomorrow I hope I can configure the swords on the floor out, and do some more work on the rest of the dungeon, as this was a complete waste of time, but at least a very crucial bug has been fixed, and that counts for something.... right?
23:10GITHUB
GITHUBI hope all external repositories are up-to-date now
23:08CONFIRMED
CONFIRMEDTHAT was indeed the source of all "evil"
23:03TEST
TESTAnd then take L has to confirm my theory and fix this crap for once and for all!
23:03OFFTOPIC
OFFTOPICDid that make sense?
23:02NALA
NALAAs Dijkstra was compiled into Kthura which was compiled into NALA, I have to recompile NALA
23:02TEST
TESTOf course, now I need to test if my theory works
23:02SOLVED
SOLVEDEric I think I found the source of "all evil".... And if I'm right the bug was in my Dijkstra pathfinder.... It actually does not go from start to finish, but from finish to start.... That seems odd, but it was easier to backchain everything that way in the ending result.... And the position from where it had to start calculating the route did not take the passability of this start (read: end) position into account for possibilities, and so this could happen... I was already thinking in this direction, because when the impossibilities came past halfway the impossibility WAS taken into account.... I guess this sounds needlessly cryptic, but trust me, there's logic behind it....
22:56DEBUG
DEBUGBut I got a plan, but I need to check a few things, before I go for that!
22:56COCKROACH
COCKROACHWhich also goes for North
22:56COCKROACH
COCKROACHsame issue
22:51TEST
TESTTake K
22:51DEBUG
DEBUGNow to test left and right
22:51COCKROACH
COCKROACHthis also seems to happen with too far right....
22:48COCKROACH
COCKROACHfor some reason, the block lower is not recognized as such, but yet once passed in, it DOES count, sealing the player in... It's beyond me why this happens
22:47TEST
TESTTake J
22:41DEBUG
DEBUGI'm trying to trace where it goes wrong with this data
22:40MYSTERY
MYSTERYAnd suddenly I see the diagram I want.... And why... that's beyond me....
22:33COCKROACH
COCKROACHWTF!!!!
22:26TEST
TESTTake I
22:25EXPERIMENT
EXPERIMENTWait... I think I made a little mistake in scrolling (should not justify and entirely full screen)
22:25POWERSHELL
POWERSHELLLet's sync to my VS engine,as this is not gonna work....
22:12MYSTERY
MYSTERYClearly it seems the entire level as "blocked", meaning that it thinks that the entire area is blocked... That is not possible, as that would mean the hero wouldn't be able to walk in this area at all, and that is possible
22:03TEST
TESTTake H
22:03EXPERIMENT
EXPERIMENTSet up some class calls differently in the console command
21:57TEST
TESTTake G
21:57DEBUG
DEBUGI've added a field only debug console command which should show me the stuff I need to know... Well, if no bugs in this feature occur of course....
21:51NALA
NALAcompiling.... again!
21:51FIXED
FIXEDglobal/local issue
21:50NALA
NALAAziella Compiling
21:50FIXED
FIXEDSyntax error
21:50NOTE
NOTEAs this is a more complicated debug feature, the debugger itself can be bugged
21:49LINK
LINKAnd I've linked that to the main initator
21:48LINK
LINKLink API set up
21:28LINK
LINKPart of the linkups done.... This will allow NALA the get things done, but now to link everything to the internal console
21:14KTHURA
KTHURAI've set up the class in C# to make this happen.... Please note though that I did not yet link it entirely in the engine... That's always a thing in C#
20:50TECHNO
TECHNOSince I never had this bug acting upon me on this level, I'm a bit in the dark here... The BlitzMax version, which used the same mathematical formulas never gave me this trouble, so that is the hard thing here....
20:49INVESTIGATION
INVESTIGATIONI fear some VERY drastic measures are what it takes to get this particular bug fixed
20:45COCKROACH
COCKROACHDat hielp dus geen MOER!
20:37TEST
TESTAnd onto Take F
20:37NALA
NALARecompiling NALA
20:37EXPERIMENT
EXPERIMENTNo idea what'll happen, but I gotta try this
20:35KTHURA
KTHURAIn order to fix that I'll need to "hack" Kthura itself, and that will of course require me to recompile NALA as a whole when done
20:34COCKROACH
COCKROACHAlthough I think this is the same issue that caused me to suffer in Xenor Bushes at a few spots.... And I think the way the y-coordinate of actors is determined might be the "evil" here...
20:32COCKROACH
COCKROACHBut that doesn't explain the lack of movement
20:31FIXED
FIXEDThat fixes the fact that stuff won't show
20:22TEST
TESTTake E
20:22EXPERIMENT
EXPERIMENTI've set the tag once more on the map, as the data shown here can sometimes betray you.... Well at least in this particular case
20:21COCKROACH
COCKROACHAnd not only that, but it also doesn't allow me to leave once I'm in the hidden part, and I wonder why
20:20COCKROACH
COCKROACHShowing does not work, though
20:20CONFIRMED
CONFIRMEDthe top hider also works
20:19TEST
TESTTake D will tell be about the North
20:18BUG
BUGshowing does not
20:18STATUS
STATUSHiding appears to be working at least when entering from the south
20:15TEST
TESTTake C
20:00NOTE
NOTESomeday the moment will come that is no longer needed!
19:59NALA
NALAMerya But I need to rebuild NALA
19:59FIXED
FIXEDI fixed that
19:59SOLVED
SOLVEDI think I found it! Some values switched in the Kthura Bubble API!

19:58DEBUG
DEBUGExtra debug lines must shine some light upon this
19:36NOTE
NOTEAnd don't ask me why I said that in German (which is NOT my native language peeps... Contrary to popular (read: idiot) belief, Dutch is NOT a dialect of German....
19:35TODO
TODOIch denke dass ich eine Tasse Kaffee brauchen....
19:33COCKROACH
COCKROACHNothing happens :-/
19:27TEST
TESTTake B
19:27FIXED
FIXEDI hope
19:26BUG
BUGAnd the hide feature does not work in the bottom zone... WHY?
19:26FIXED
FIXEDMisnamed methods
19:20TEST
TESTTake A
19:20LINK
LINKLinked to the respective zones
19:20MAPSCRIPT
MAPSCRIPTHide and show the secret
19:06STATUS
STATUSNow to alter the mapscript
18:28NALA
NALAOf course, I can still compile NALA first (which I have to do anyway)
17:54STATUS
STATUSNow I need to adapt the mapscript, but as it's 6 o' clock now and time for the new, I guess that has to wait... ;)
17:53LINK
LINKwhich links it all together
17:53NIL
NILAnd written the NIL Code
17:25TECHNO
TECHNOEspecially since this is a feature I use a lot in order to hide secret passages.
17:25C#
C#I've put in a way to hide and show objects based on their label.... I just figured that doing this hard-core in the engine will make the game much faster
- = 20 Nov 2019 = -
23:02CONFIRMED
CONFIRMEDAnd NOW it all works
22:49TEST
TESTTake VII
22:49VOID
VOIDWhine
22:46TEST
TESTTake VI
22:45FIXED
FIXEDLink error
22:40TEST
TESTDernor Take V
22:39FIXED
FIXEDIllegal function call
22:35TEST
TESTTake IV
22:35FIXED
FIXEDCase Error
22:22TEST
TESTTake III
22:21LINK
LINKAnd linked everything together
22:21SCRIPT
SCRIPTNext/Prev routines
20:50CONFIRMED
CONFIRMEDThe linkup itself works, but the function making it happen was not yet completely worked out..... So that will be the next thing to cover
20:48TEST
TESTTake II
20:48DONE
DONEGetting myself distracted
20:12FIXED
FIXEDBad exit tag
20:10TEST
TESTTake I (Let's see)
19:33LINK
LINKI did link the left door to the next room, however if that works, I cannot yet tell....
19:29FIXED
FIXEDBlockmap issue in the entrance hall
18:51TEST
TESTTake F will show if that was succesful
18:49NOTE
NOTEAnd yes, it should change based on who you put in the lead
18:49LINK
LINKAnd I've linked his scenario to the character on the map
18:48SCENARIO
SCENARIOZack
17:56STATUS
STATUSBut it's (almost) 6 o' clock and (almost) time for the news...
17:56STATUS
STATUSZack's next
17:54CONFIRMED
CONFIRMEDAnd Irravonia DOES adept her speech based on who's talking to her! So far so good....
17:54STATUS
STATUSAll errors accounted for, and everything works the way it should
17:50TEST
TESTTake E
17:50FIXED
FIXED? Wrong group ?
17:49TEST
TESTTake D
17:48FIXED
FIXEDRebecca I should never read out an array like it were a function
17:46TEST
TESTBut some testing is required and I count on, as this is part of the same deal.... Take C
17:46SCRIPT
SCRIPTAnd due to this switching leaders should be possible now, and Irravonia should now also change her speech if Rebecca is the leader
17:44TECHNO
TECHNOAnd thus I can leave out a lot of needless code that only takes up memory and does not do a thing except for error catching
17:43LINK
LINKI've set up a small line which will constitute a link to an AltClick function when the user clicks a character portrait with the right mouse button, if such a function exists.... Meaning that if the function does not exist the link cannot be constituted and the system won't even try.
17:34CONFIRMED
CONFIRMEDThat works, although this was a kind of code that could (except for a few typos) hardly go wrong....
17:32TEST
TESTTake B
17:31FIXED
FIXEDCode typo
17:25TEST
TESTTake A
17:25NOTE
NOTEAs switching leader is not yet supported, Irravonia can technically only respond to Eric now, but her scenario to when Rebecca speaks to her, has already been written.... Saves me work once you can switch leaders, which is a good idea to get done next
17:23LINK
LINKI've linked her to the mapscript now, so now Irravonia should respond
17:21SCENARIO
SCENARIODernor Irravonia's replies to either Eric or Rebecca have been written.... I did these from scratch as given the current situation that was the easier way to go
17:10FIXED
FIXEDAnd been fixed!
17:10CONFIRMED
CONFIRMEDYAAAAY! The mystery has indeed been solved!
17:07TEST
TESTTake VI
17:07SOLVED
SOLVEDI think.... I think the system tries to look up stuff in the wrong layer.... After all this is the first actively multi-layer map in the game.... And also the first with multi-autoclickables, and since the Traveler's Emblem is not on the first floor, it could be the reason for crashing (and that is what it looks like) and it could also explain the (0,0) which are also not on the first floor....
17:03MYSTERY
MYSTERYLike expected that didn't solve the issue, however I can see that now the coordinates of NPC Irravonia and NPC Zack are in order now, this in contrast with the swords in room 002, which also act as an NPC, where (0,0) are the given coordinates which is incorrect (and cannot even be true), and the error remains also, and still on the case label too....
16:49TEST
TESTTake V
16:49EXPERIMENT
EXPERIMENTI think I found the issue, but that issue could NEVER produce that data, but if it works it works, so let's see
16:47BUG
BUGThen again, NIL is still a bit disasterous when it comes to the line number preserving....
16:47MYSTERY
MYSTERYthe line given in the traceback refers to a case check which makes the error impossible, as case labels can only contain constant pre-defined values, and can therefore not contact .NET (which based on the error message, did happen)....
16:45INVESTIGATION
INVESTIGATIONLet's first check that traceback
16:44HUH
HUH
= Compiling auto-clickables
= Clickables on Layer #001
= Converting object with tag SAVESPOT_RED_00001E0D8B into a clickable
= Converting object with tag SAVESPOT_GREEN_0034E04586 into a clickable
NPC Found on ( 512, 160) >> NPC_Irravonia
= Converting object with tag NPC_Irravonia into a clickable
NPC Found on ( 512, 160) >> NPC_Zack
= Converting object with tag NPC_Zack into a clickable
= Clickables on Layer #002
ERROR>Object reference not set to an instance of an object.
ERROR>Object reference not set to an instance of an object.
= Converting object with tag TRAVEL_ee411dc16de39f2d412e8d7619f55b4b into a clickable
ERROR>Object reference not set to an instance of an object.
ERROR>Object reference not set to an instance of an object.
ERROR>Object reference not set to an instance of an object.
ERROR>Object reference not set to an instance of an object.
NPC Found on ( 0, 0) >> NPC_Swords
= Converting object with tag NPC_Swords into a clickable
= Clickables on Layer #003
Makes even less sense, I tell ya
16:44HUH
HUHI don't understand what is happening... and to put it even stronger, the data I find in the logs do not even seem to make much sense here.... But let's get some things on the roll, starting with this traceback

16:23TEST
TESTTake IV
16:23DEBUG
DEBUGScyndi Some debug lines must give me some clarity
16:23FAILURE
FAILUREerror beyond my understand
16:19TEST
TESTTake III
16:19SOLVED
SOLVEDAh, found the one I missed
16:19COCKROACH
COCKROACHFix set, confirmed by my JCR6 viewer, yet ignored by the engine.... WTF?
16:13TEST
TESTTake II
16:13FIXED
FIXEDSystematic case error
16:10TEST
TESTTake I
16:09STATUS
STATUSAs the mapscript the autolinks created refer to do not yet exist errors will be thrown, however the kind of error DOES tell me if the autolinking itself works, from there I can work the scripts themselves out
16:07NALA
NALAScyndi Scorpio Extra functionality in the linking scripts was required here, so I'll have to recompile NALA to make sure the embedded scripts are functional again
16:01SCRIPT
SCRIPTI've automated the clickability of NPCs in the field...
10:27MAP
MAPAziella I've added room 002 to the Exam Ruins
9:27ANNOUNCEMENT
ANNOUNCEMENTTele2 Mobiel NOOIT MEER!
9:26ANNOUNCEMENT
ANNOUNCEMENTTele2 Mobiel NOOIT MEER!
- = 19 Nov 2019 = -
21:57TEST
TESTTake XXXVI
21:56COSMETIC
COSMETICThat makes that higher skill levels can be read...
21:56FIXED
FIXEDAlignment error
21:55CONFIRMED
CONFIRMEDFINALLY!
21:52TEST
TESTTake XXXV
21:52FIXED
FIXEDOutsider: Crystal McLeen Well?
21:51COCKROACH
COCKROACHAldarus I think I'm going to die
21:49TEST
TESTShanda Take XXXIV
21:49FIXED
FIXEDFixed now then.... preeeeeeaaaase?
21:48COCKROACH
COCKROACHNot quite!
21:46TEST
TESTBrendor Take XXXIII Let's see....
21:46FIXED
FIXEDAnd that should be fixed as well
21:46FIXED
FIXEDOkay... All serious bugs are fixed, but there is one cosmetic bug to be taken care of
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