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
17:17KTHURA
KTHURA I've enhanced the texture selector, but does it work the way it should?
17:06CONFIRMED
CONFIRMED But indeed as expected no crashes at all!
17:06FIXED
FIXED Missing "#endregion"
17:06TEST
TEST Let's check if the system indeed doesn't crash (which I deem unlikely, but hey, you never know).
17:05LINK
LINK I've linked this class to the Kthura editor core..... This will not have any visual effect, so all I can test now is the absence of crashes... When the Texture List stage is being set up I can actually get to showing the effect of my labor
17:01KTHURA
KTHURA I've set up a class which can quicky scan if textures are used or not.... Please note it does not COUNT how many times they are used (although this is also easily possible to implement if I need that), it only scans if it's used at all or not!
16:35STATUS
STATUS Before I really move on with the game, I'll first get some work done on Kthura.... First of all the animations do not work yet, but there's also a bit of a frustration of mine that this project is getting more and more texture to work with, and since most textures are used multiple times I often waste loads of time with trying to find them back.... The latter will require me to work out the editor some more, but the former too, so my full focus will be in VIsual Studio today....
- = 22 Nov 2019 = -
23:32STATUS
STATUS Well, the situation is for now like this.... I'll first try to get the automated animation feature in Kthura to work. This update would even lead to a new release of Kthura. After that I'll get furhter on the Exam Ruins....
22:00KTHURA
KTHURA Clearly not... Or at least the editor is not as the system appears pretty strange going with that animation speed in general
21:56NOTE
NOTE It's possible the current version of Kthura in C# doesn't support animations yet, however the upcoming edits will tell
21:55TRANSFER
TRANSFER I've transferred the candle and the torch from Sixty-Three First of Lung into this game
21:43ART
ART And adepted them for good uses within Kthura
21:39ART
ART I've made the walls of the exams ruins into diagonal wall form
21:36SEARCH
SEARCH Found it!
21:34NOTE
NOTE Note to self Area on the right side of the map's "ring" will be area 004 and 005 will therefore be the way to the "puzzle" chamber
21:34MAP
MAP A part has been done for area 003
21:26SEARCH
SEARCH I've set up a search for an app I wrote in the past, and which could help me now... I really hope I have a working .exe of that given the current state of the BlitzMax compiler and me not having enough time to recode it in C# at the present time
21:25SITE
SITE Added tag SEARCH
21:21PLAN
21:20CONFIRMED
CONFIRMED GOT THAT MOTHERFUCKER AT LAST!!!
21:11TEST
TEST Take IX
21:11FUCKYOU
FUCKYOU and wasted a lot of time in the process so such a simple thing....
21:11FIXED
FIXED And therefore I think I fixed this issue
21:11SOLVED
SOLVED I think I found the motherfucker hiding in my code
21:05TEST
TEST Before I can move to Take VIII
21:05NALA
NALA Brendor Must rebuild NALA for that
21:04EXPERIMENT
EXPERIMENT I've set things a bit differently, and maybe this can enforce a few things, as these are always a bit nasty situations, especially in a multi state system such as NALA... This rules out the possibility of a VM conflict as that might be what is to blame
21:04COCKROACH
COCKROACH For some unexplainable reasons, the success is and remains "false"
20:56TEST
TEST Take VII
20:56TECHNO
TECHNO In 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
SOLVED Ah, now I got why the } error popped up while there wasn't any } nearby in that NIL script
20:47HUH
HUH What the.....
20:35TEST
TEST Take VI
20:35FIXED
FIXED Syntax 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
TEST Take V
20:22NALA
NALA Rebuilding
20:22STUPIDITY
STUPIDITY Ah, the NALA rebuild was not given in the build sequence, and that was in this case required.... Doh!
20:19TEST
TEST Take IV
20:19DEBUG
DEBUG Let'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
TEST I guess this is test III now?
20:11DEBUG
DEBUG an extra debug line
20:08COCKROACH
COCKROACH Now I wonder.....
20:00TEST
TEST And let's test as soon as that's done!
20:00NALA
NALA Rebuilding
20:00FIXED
FIXED This SHOULD be fixed now, but who knows
19:59TECHNO
TECHNO The error can be traced back into the Kthura class for Bubble, so yes, fixing this requires me to recompile NALA
19:56TECHNO
TECHNO That is indeed the case....
19:53COCKROACH
COCKROACH Kewl ... The walk routine always comes to "false"... Did I set a void where it should be a book?
19:45TEST
TEST But does it work?
19:45FIXED
FIXED This should be fixed now, however a test is in order!
19:42TECHNO
TECHNO Irravonia 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
CHECKED But at least I think I got one thing tackled
19:40INVESTIGATION
INVESTIGATION It 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
GITHUB Bug below issued as #87
18:53BITBUCKET
BITBUCKET Updated
18:53GITHUB
GITHUB Updated
18:27BUG
BUG When 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
CONFIRMED The bug with Rebecca and the swords has been fixed
18:18TEST
TEST Okay, now I can test this
18:15DONE
DONE Real life distraction
16:32FIXED
FIXED That should be fixed now.
16:12BUG
BUG For Rebecca that didn't
16:12CONFIRMED
CONFIRMED FOr Eric that worked
16:07TEST
TEST Does it all work? Let's see!
16:07LINK
LINK And I wrote the link code that will link the swords to the scenario
16:07CHECKED
CHECKED Object tag
16:03SCENARIO
SCENARIO Right 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
SCENARIO I've set up the scenario for the swords....
- = 21 Nov 2019 = -
23:16STATUS
STATUS Well, 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
GITHUB I hope all external repositories are up-to-date now
23:08CONFIRMED
CONFIRMED THAT was indeed the source of all "evil"
23:03TEST
TEST And then take L has to confirm my theory and fix this crap for once and for all!
23:03OFFTOPIC
OFFTOPIC Did that make sense?
23:02NALA
NALA As Dijkstra was compiled into Kthura which was compiled into NALA, I have to recompile NALA
23:02TEST
TEST Of course, now I need to test if my theory works
23:02SOLVED
SOLVED Eric 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
DEBUG But I got a plan, but I need to check a few things, before I go for that!
22:56COCKROACH
COCKROACH Which also goes for North
22:56COCKROACH
COCKROACH same issue
22:51TEST
TEST Take K
22:51DEBUG
DEBUG Now to test left and right
22:51COCKROACH
COCKROACH this also seems to happen with too far right....
22:48COCKROACH
COCKROACH for 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
TEST Take J
22:41DEBUG
DEBUG I'm trying to trace where it goes wrong with this data
22:40MYSTERY
MYSTERY And suddenly I see the diagram I want.... And why... that's beyond me....
22:33COCKROACH
COCKROACH WTF!!!!
22:26TEST
TEST Take I
22:25EXPERIMENT
EXPERIMENT Wait... I think I made a little mistake in scrolling (should not justify and entirely full screen)
22:25POWERSHELL
POWERSHELL Let's sync to my VS engine,as this is not gonna work....
22:12MYSTERY
MYSTERY Clearly 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
TEST Take H
22:03EXPERIMENT
EXPERIMENT Set up some class calls differently in the console command
21:57TEST
TEST Take G
21:57DEBUG
DEBUG I'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
NALA compiling.... again!
21:51FIXED
FIXED global/local issue
21:50NALA
NALA Aziella Compiling
21:50FIXED
FIXED Syntax error
21:50NOTE
NOTE As this is a more complicated debug feature, the debugger itself can be bugged
21:49LINK
LINK And I've linked that to the main initator
21:48LINK
LINK Link API set up
21:28LINK
LINK Part of the linkups done.... This will allow NALA the get things done, but now to link everything to the internal console
21:14KTHURA
KTHURA I'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
TECHNO Since 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
INVESTIGATION I fear some VERY drastic measures are what it takes to get this particular bug fixed
20:45COCKROACH
COCKROACH Dat hielp dus geen MOER!
20:37TEST
TEST And onto Take F
20:37NALA
NALA Recompiling NALA
20:37EXPERIMENT
EXPERIMENT No idea what'll happen, but I gotta try this
20:35KTHURA
KTHURA In 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
COCKROACH Although 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
COCKROACH But that doesn't explain the lack of movement
20:31FIXED
FIXED That fixes the fact that stuff won't show
20:22TEST
TEST Take E
20:22EXPERIMENT
EXPERIMENT I'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
COCKROACH And 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
COCKROACH Showing does not work, though
20:20CONFIRMED
CONFIRMED the top hider also works
20:19TEST
TEST Take D will tell be about the North
20:18BUG
BUG showing does not
20:18STATUS
STATUS Hiding appears to be working at least when entering from the south
20:15TEST
TEST Take C
20:00NOTE
NOTE Someday the moment will come that is no longer needed!
19:59NALA
NALA Merya But I need to rebuild NALA
19:59FIXED
FIXED I fixed that
19:59SOLVED
SOLVED I think I found it! Some values switched in the Kthura Bubble API!

19:58DEBUG
DEBUG Extra debug lines must shine some light upon this
19:36NOTE
NOTE And 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
TODO Ich denke dass ich eine Tasse Kaffee brauchen....
19:33COCKROACH
COCKROACH Nothing happens :-/
19:27TEST
TEST Take B
19:27FIXED
FIXED I hope
19:26BUG
BUG And the hide feature does not work in the bottom zone... WHY?
19:26FIXED
FIXED Misnamed methods
19:20TEST
TEST Take A
19:20LINK
LINK Linked to the respective zones
19:20MAPSCRIPT
MAPSCRIPT Hide and show the secret
19:06STATUS
STATUS Now to alter the mapscript
18:28NALA
NALA Of course, I can still compile NALA first (which I have to do anyway)
17:54STATUS
STATUS Now 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
LINK which links it all together
17:53NIL
NIL And written the NIL Code
17:25TECHNO
TECHNO Especially since this is a feature I use a lot in order to hide secret passages.
17:25C#
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
CONFIRMED And NOW it all works
22:49TEST
TEST Take VII
22:49VOID
VOID Whine
22:46TEST
TEST Take VI
22:45FIXED
FIXED Link error
22:40TEST
TEST Dernor Take V
22:39FIXED
FIXED Illegal function call
22:35TEST
TEST Take IV
22:35FIXED
FIXED Case Error
22:22TEST
TEST Take III
22:21LINK
LINK And linked everything together
22:21SCRIPT
SCRIPT Next/Prev routines
20:50CONFIRMED
CONFIRMED The 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
TEST Take II
20:48DONE
DONE Getting myself distracted
20:12FIXED
FIXED Bad exit tag
20:10TEST
TEST Take I (Let's see)
19:33LINK
LINK I did link the left door to the next room, however if that works, I cannot yet tell....
19:29FIXED
FIXED Blockmap issue in the entrance hall
18:51TEST
TEST Take F will show if that was succesful
18:49NOTE
NOTE And yes, it should change based on who you put in the lead
18:49LINK
LINK And I've linked his scenario to the character on the map
18:48SCENARIO
SCENARIO Zack
17:56STATUS
STATUS But it's (almost) 6 o' clock and (almost) time for the news...
17:56STATUS
STATUS Zack's next
17:54CONFIRMED
CONFIRMED And Irravonia DOES adept her speech based on who's talking to her! So far so good....
17:54STATUS
STATUS All errors accounted for, and everything works the way it should
17:50TEST
TEST Take E
17:50FIXED
FIXED ? Wrong group ?
17:49TEST
TEST Take D
17:48FIXED
FIXED Rebecca I should never read out an array like it were a function
17:46TEST
TEST But some testing is required and I count on, as this is part of the same deal.... Take C
17:46SCRIPT
SCRIPT And due to this switching leaders should be possible now, and Irravonia should now also change her speech if Rebecca is the leader
17:44TECHNO
TECHNO And 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
LINK I'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
CONFIRMED That works, although this was a kind of code that could (except for a few typos) hardly go wrong....
17:32TEST
TEST Take B
17:31FIXED
FIXED Code typo
17:25TEST
TEST Take A
17:25NOTE
NOTE As 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
LINK I've linked her to the mapscript now, so now Irravonia should respond
17:21SCENARIO
SCENARIO Dernor 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
FIXED And been fixed!
17:10CONFIRMED
CONFIRMED YAAAAY! The mystery has indeed been solved!
17:07TEST
TEST Take VI
17:07SOLVED
SOLVED I 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
MYSTERY Like 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
TEST Take V
16:49EXPERIMENT
EXPERIMENT I 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
BUG Then again, NIL is still a bit disasterous when it comes to the line number preserving....
16:47MYSTERY
MYSTERY the 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
INVESTIGATION Let'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
HUH I 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
TEST Take IV
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