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21:08 | FIXED | Ah.... |
21:07 | COCKROACH | Fix ignored???? |
21:06 | FIXED | Illegal call call |
21:05 | FIXED | Some issues in the LinkedList library |
20:13 | LINK | I've linked the clickable objects to walking to specific coordinates |
10:58 | STATUS | All mistakes accounted for! |
10:53 | TEST | Take IV |
10:53 | FIXED | Case error in linkup script |
10:51 | TEST | Take III |
10:51 | FIXED | MOAR of those |
10:49 | TEST | Take II |
10:49 | FIXED | Forgotten '$' x2 |
10:43 | TEST | So let's get onto TAKE I, today |
10:43 | STATUS | I could not really find the time to test and debug things out, yesterday |
- = 27 Aug 2019 = - | ||
22:56 | NIL | I've set up several things for NIL.... That project is running paralel with this game (it's being written in NIL after all, and NIL is still not fully mature). |
20:17 | POWERSHELL | Gotta run my compilation script for that (of course) |
20:17 | FIXED | A parse error within NALA's C# source code |
20:13 | TEST | Let's put all this to the test! |
20:13 | EXPERIMENT | I've altered the clickable compiler and HOPEFULLY this will produce better results (or at least results as none where there before). |
20:02 | POWERSHELL | And thus I had to recompile everything with my PS script! |
20:02 | LINK | And wrote the link code |
20:02 | C# | Just like Int support is now there, so is String support |
18:47 | NOTE | The D programming language has triggered my attention.... This is not likely to have that much effect on this game (at least not yet), but it is something I wanna take a close look at. |
18:44 | SOLVED | I think I know why this is, and THAT can be a bit bothersome to properly take care of.... |
18:29 | EXPERIMENT | Let's see if this fixes stuff |
18:28 | BUG | It does not work... In fact the entire setup is completely ignored and behaves like I never put it in |
18:25 | TEST | Let's see if this works! |
18:25 | FIXED | Forgotten '$' |
18:25 | DONE | Clickable will trigger the reader (not yet do action) |
17:55 | DONE | Clickables clicked detector |
17:29 | STATUS | Everything I can check now works, And I also found in the logs what I wanted to see there! |
17:19 | TEST | Take IX |
17:19 | POWERSHELL | blah blah blah |
17:19 | COCKROACH | ANOTHER case error |
17:15 | TEST | Before I can move to take VIII |
17:15 | POWERSHELL | Must run the compilation script again :( |
17:15 | FIXED | Case error |
17:12 | TEST | And onto Take VII |
17:11 | POWERSHELL | Recompiling NALA |
17:11 | FIXED | Bug in Kthura link code |
17:08 | TEST | Take VII |
17:08 | FIXED | Unlinker bug |
17:07 | TEST | Take VI |
17:07 | FIXED | Fixed the crash in the process |
17:07 | DONE | added that one in |
17:07 | FUCKYOU | Non-existent? |
17:02 | COCKROACH | I guess I really MUST check the linked list source code! |
17:02 | FUCKYOU | GRRR! |
17:01 | TEST | Take V |
17:01 | FIXED | ? Clear in stead of ClearAll? |
17:00 | TEST | Take IV |
17:00 | FIXED | Anyway fixed it! |
17:00 | STUPIDITY | I was looking in the wrong function source! |
17:00 | SOLVED | ! |
16:53 | COCKROACH | Nope! |
16:47 | TEST | Take III |
16:47 | FIXED | ??? |
16:47 | HUH | ? |
16:44 | TEST | Take II |
16:44 | FIXED | Missing "self" |
16:40 | TEST | Take I |
16:40 | STATUS | As such all I can test is if no errors pop up, however I've set my constructor to log its activity so I can keep track of things. |
16:39 | NOTE | It only lists them out for now... No actual clickables will respond |
16:33 | NOTE | and for the time being it ignores everything else, but NPC characters will soon be added to this! |
16:33 | SCRIPT | I've set up a "clickable" compiler which will now auto-detect savespots and traveler's emblems.... |
16:01 | POWERSHELL | Ran my compilation script |
15:59 | NIL | Quick interation functions |
15:59 | LINK | Link code to link it to Lua/NIL |
15:59 | C# | Tag lists |
14:18 | LINK | And link script for that written! |
14:18 | C# | Layer list getter |
12:43 | SCRIPT | I've set up a clas for that clickable objects in the field.... It's not yet been said it works already, as I only created the container... Not the script that actually uses this container :P |
12:43 | SITE | Added tag SCRIPT |
10:43 | STATUS | Well, I will need to set a few things right... Both the savespots as the traveler's emblems are to be clickable objects on the map.... I've done this countless times before, but that doesn't mean it's easy to do... |
- = 26 Aug 2019 = - | ||
22:34 | KTHURA | Scripted Travel Emblems for Kthura |
22:34 | KTHURA | Scripted Savespots for Kthura |
22:15 | KTHURA | Export now also connected to Dijkstra to prevent compilation issues |
22:12 | KTHURA | Most of the stuff should now be supported with NIL |
21:03 | KTHURA | Trying to place any will lead to request being ignored (for now). |
21:03 | KTHURA | I've added the spots for Save Spot and Traveler's Emblem..... |
20:48 | KTHURA | The editor now also has teh Dijkstra module in it... Not that the editor needs it, but the Kthura core doesn't know that. |
20:47 | KTHURA | All I can check is that Kthura succesfully loads NIL |
20:22 | KTHURA | NIL attached to Kthura, but that doesn't yet grant NIL support |
20:06 | STATUS | For the next steps I need to focus more on the field, and now I must see if Kthura is currently able to handle scripts.... Also, I want to see if Kthura can be altered to accept these scripts written in NIL as well... This can be quite a challenge, but should in the end work out for the best.... ;) |
11:48 | DONE | Help support for equipped items |
11:41 | COSMETIC | Fixed some coordinate issues |
11:41 | HUH | And suddenly it's back.... |
11:39 | HUH | No INIT.NIL? |
11:35 | DONE | Equipment should appear now |
11:29 | DONE | Added the places where the equipment spots will come |
11:24 | CLOSED | |
9:46 | CONFIRMED | My RPG character viewer has confirmed this fix! |
9:43 | TEST | I need to test if #48 has indeed been fixed or not! |
9:41 | REMOVED | I've removed the old Save Game Directory file.... All current savegames are faulty anyway.... This does not remove the savegame files themselves, but that really doesn't matter, because they will as I'll make more progress all be overwritten anyway, as I always make tons of savegames during the development process, in order to have a good way to fall back on older savegames in the case of bugs ruining the entire game play at the later point.... And as the game can't access them this way anyway until a new save has been created with the directory pointing to it... It really doesn't matter! |
9:32 | FIXED | This SHOULD fix #48 ... |
9:31 | ITEM | Wooden beat necklace |
9:19 | ITEM | Cute red children's dress |
0:36 | ITEM | Medicine |
0:36 | FIXED | AT LAST! |
0:11 | FUCKYOU | I'm getting tired of this cockroach! |
0:07 | TEST | Let's see |
0:07 | NOTE | Although I think I've seen the light on this one |
0:06 | COCKROACH | It keeps refusing to get fixed |
- = 25 Aug 2019 = - | ||
23:44 | BUG | And not only that, but it appears to want the help button to generate a tab, which shouldn't happen |
23:44 | BUG | But now the help generation doesn't work |
23:44 | FIXED | The error has been fixed |
23:42 | INVESTIGATION | It would appear that the "with" command is not fully sophisticated enough for this... :-/ |
23:38 | BUG | I get an error message which simply doesn't make any sense! ("Unknown term This would imply there's a lonely out there, but I do not see it) |
23:34 | ENHANCEMENT | Hovering over an item name should show help text *if* the autohelp's been turned on! |
20:55 | ENHANCEMENT | I've made sure that only items of which you have at least 1, will appear |
20:54 | CONFIRMED | And now it works! |
20:53 | FIXED | Then this should fix that |
20:51 | INVESTIGATION | The longs appear to confirm this thought.... Now if you eliminate all the impossible... whatever remains, however improbable must be the truth. And this truth is that IAA is loaded, and compiled twice deleting the inventory in the process... The logs also suggest this happens during the loading of the mastered abilities, so that is something to seek out! |
20:47 | HUH | Something suggests that IAA is somehow being re-loaded (without reason). |
20:43 | HUH | Item assigned, yet table remains empty.... ??? |
20:36 | DEBUG | Let's investigate this even further! |
20:34 | HUH | Empty inventory.... How odd! |
20:32 | DEBUG | Let's investigate why inventory only shows 0 |
13:29 | FIXED | Name bug confirmed.... I only need to find out why all numbers are 0 |
13:28 | FIXED | ?? |
13:25 | HUH | All I see are empty tables???? |
13:19 | INVESTIGATION | Debug line to provide more info on non-information! |
13:19 | FIXED | Coordinate fix |
11:15 | STATUS | Unfortunately time's not on my side to sort that one out! |
11:15 | STATUS | Everything is NOT working as it should, except for ONE thing! The system DOES detect the existence of two items, but the name is not given, neither is the number given just deemed 0).... I wonder WTF is going on here! |
11:11 | FIXED | Code typo |
11:10 | UNDESIREABLE | Okay, Microsoft DID find a way to mess viewports up.... |
11:03 | VOID | Local conflict |
10:54 | VOID | I should have voided that one now! |
10:54 | HUH | ???? |
10:52 | FIXED | Forgotten |
10:50 | FIXED | Forgotten "end" |
10:48 | DONE | Ate my breakfast |
10:12 | TEST | And let's try this all again! |
10:12 | POWERSHELL | Running my NALA compilation script again |
10:11 | FIXED | Variable error |
10:10 | FIXED | Fixed it! |
10:04 | VISUALSTUDIO | Let's sync and see what the FUCK is happening here! |
10:03 | HUH | Now this error confuses me.... |
10:00 | DONE | I've set up a base for the inventory... Items cannot yet be selected, nor will any help be given about them, nor can you scroll in the item list yet |
- = 24 Aug 2019 = - | ||
23:48 | MEDICAL | I'm feeling a bit better, but not as good as I should be |
23:47 | STATUS | Calling a day |
23:47 | BACKUP | Running |
23:46 | BUG | |
23:45 | DATABASE | I've added some equipment fields for the IAA database |
23:45 | ITEM | twig |
22:51 | ABILITY | Test |
22:51 | SITE | Added tag ABILITY |
22:49 | ITEM | Antidote |
22:49 | ITEM | Apple |
22:46 | POWERSHELL | runing compilation script! |
22:46 | LINK | NIL link code for viewports |
22:37 | BUBBLE | Bubble code written for viewport control |
21:18 | C# | I've also added them to my TQMG class |
21:17 | STUDY | Viewports in XNA.... They work easier than I could have hoped for, and that will save me a LOT of trouble later! |
17:08 | SITE | Added tag ITEM |
- = 23 Aug 2019 = - | ||
23:37 | STATUS | Calling it a day! |
23:37 | BACKUP | Running |
23:37 | CONFIG | Backup tool |
23:32 | DATABASE | I've set up the start to the IAA database.... Very important.... IAA = Items Actions Abilities.... I can't do without this database! |
23:32 | SITE | Added tag DATABASE |
21:58 | CLOSED | |
21:55 | DONE | It's all done now! |
21:52 | COSMETIC | Let's do a bit more fine tuning here |
21:50 | FIXED | Help linking incorrect |
21:48 | FIXED | Some useless bugs |
21:42 | TECHNO | As this lib is small and too much hassle to create a state for, I decided to always leave it pure. It will only be used by two flows anyway..... This contrary to the party sub. |
21:42 | DONE | I've set up a quick library to show help text |
19:52 | FIXED | Property error |
19:51 | FIXED | Selected character stops flashing |
19:44 | LINK | I've written the link script which allows you to go back to the field from the menu. In later situations similar setups will definitely be used! |
15:53 | DONE | I've tried to set up the skill bars |
13:13 | DONE | Added more functionality to the field menu |
12:49 | DONE | several things.... Nothing big though, as I still need some rest! |
- = 22 Aug 2019 = - | ||
23:59 | TODO | |
11:55 | CONFIRMED | It works |
11:53 | FIXED | I think I got them now! |
11:49 | BUG | Which led to a compilation crash (of course). |
11:49 | DONE | I've set up the first item in the field menu |
11:48 | STATUS | I'm still not well, but I will do a few things, but less than I'd normally do |
- = 21 Aug 2019 = - | ||
19:12 | STATUS | And unfortunately that's all for today! |
19:12 | UPDATED | And ran my license + version updater |
19:11 | FAILURE | I also noticed my backup tool stuck.... I've set it back in motion |
19:11 | MEDICAL | Headaches plague me, as well as the fact I still need to keep calm for today |
- = 20 Aug 2019 = - | ||
10:31 | MEDICAL | Unfortunately I'm having a bit of a burn-out now.... I still have some finishing touches to make to the RPG Char viewer, and I might do a few of them, other than that I'll suspend all activities on the game until I've got some rest. Hopefully I can get back to work in a few days, but likely I'll need a week or so.... I'll be back soon |
- = 19 Aug 2019 = - | ||
21:50 | STATUS | AT LAST! |
21:48 | FIXED | Bad font referrence! |
21:48 | CONFIRMED | Fix confirmed |
21:45 | TEST | So I can fire up another test |
21:45 | POWERSHELL | Running compile script |
21:45 | BUG | "Specified cast is not valid"... This is a C# error, and I've looked it up.... Google is your friend when you are a coder... I hope the answer I found will fix this issue |
21:38 | TEST | And another test should gimme the answers.... |
21:38 | POWERSHELL | Runing compiling script |
21:38 | DEBUG | Added a try{}catch in Nala in the LuaGetInt() API as I got the feeling that's where it goes wrong.... |
21:24 | FUCKYOU | Okay, I need a different var name... Happy now? |
21:22 | DEBUG | Dirty debug lines, but let's see what they do |
21:19 | INVESTIGATION | Whatever the case, it's clear this is NOT happening during the construction stage (which was also very unlikely) |
21:15 | DEBUG | Added many debugging lines, and hopefully one will come just before the big crash! |
21:13 | COCKROACH | still no good.... This is gonna give me a hard time, as now there are millions of possibilities that can the be the truth, so now I must find which impossibilities I can eliminate |
21:11 | TEST | Let's try this.... |
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