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
21:08FIXED
FIXEDAh....
21:07COCKROACH
COCKROACHFix ignored????
21:06FIXED
FIXEDIllegal call call
21:05FIXED
FIXED Some issues in the LinkedList library
20:13LINK
LINKI've linked the clickable objects to walking to specific coordinates
10:58STATUS
STATUSAll mistakes accounted for!
10:53TEST
TESTTake IV
10:53FIXED
FIXEDCase error in linkup script
10:51TEST
TESTTake III
10:51FIXED
FIXEDScyndi MOAR of those
10:49TEST
TESTTake II
10:49FIXED
FIXEDForgotten '$' x2
10:43TEST
TESTSo let's get onto TAKE I, today
10:43STATUS
STATUSI could not really find the time to test and debug things out, yesterday
- = 27 Aug 2019 = -
22:56NIL
NILI've set up several things for NIL.... That project is running paralel with this game (it's being written in NIL after all, and NIL is still not fully mature).
20:17POWERSHELL
POWERSHELLGotta run my compilation script for that (of course)
20:17FIXED
FIXEDA parse error within NALA's C# source code
20:13TEST
TESTLet's put all this to the test!
20:13EXPERIMENT
EXPERIMENTI've altered the clickable compiler and HOPEFULLY this will produce better results (or at least results as none where there before).
20:02POWERSHELL
POWERSHELLAnd thus I had to recompile everything with my PS script!
20:02LINK
LINKAnd wrote the link code
20:02C#
C#Just like Int support is now there, so is String support
18:47NOTE
NOTEThe D programming language has triggered my attention.... This is not likely to have that much effect on this game (at least not yet), but it is something I wanna take a close look at.
18:44SOLVED
SOLVEDI think I know why this is, and THAT can be a bit bothersome to properly take care of....
18:29EXPERIMENT
EXPERIMENTLet's see if this fixes stuff
18:28BUG
BUGIt does not work... In fact the entire setup is completely ignored and behaves like I never put it in
18:25TEST
TESTLet's see if this works!
18:25FIXED
FIXEDForgotten '$'
18:25DONE
DONEClickable will trigger the reader (not yet do action)
17:55DONE
DONEClickables clicked detector
17:29STATUS
STATUSEverything I can check now works, And I also found in the logs what I wanted to see there!
17:19TEST
TESTTake IX
17:19POWERSHELL
POWERSHELLblah blah blah
17:19COCKROACH
COCKROACHANOTHER case error
17:15TEST
TESTBrendor Before I can move to take VIII
17:15POWERSHELL
POWERSHELLMust run the compilation script again :(
17:15FIXED
FIXEDCase error
17:12TEST
TESTAnd onto Take VII
17:11POWERSHELL
POWERSHELLRecompiling NALA
17:11FIXED
FIXEDBug in Kthura link code
17:08TEST
TESTTake VII
17:08FIXED
FIXEDUnlinker bug
17:07TEST
TESTTake VI
17:07FIXED
FIXEDFixed the crash in the process
17:07DONE
DONEadded that one in
17:07FUCKYOU
FUCKYOUNon-existent?
17:02COCKROACH
COCKROACHI guess I really MUST check the linked list source code!
17:02FUCKYOU
FUCKYOUGRRR!
17:01TEST
TESTTake V
17:01FIXED
FIXED? Clear in stead of ClearAll?
17:00TEST
TESTTake IV
17:00FIXED
FIXEDAnyway fixed it!
17:00STUPIDITY
STUPIDITYI was looking in the wrong function source!
17:00SOLVED
SOLVED!
16:53COCKROACH
COCKROACHNope!
16:47TEST
TESTTake III
16:47FIXED
FIXED???
16:47HUH
HUH?
16:44TEST
TESTTake II
16:44FIXED
FIXEDIrravonia Missing "self"
16:40TEST
TESTTake I
16:40STATUS
STATUSAs 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.
16:39NOTE
NOTEIt only lists them out for now... No actual clickables will respond
16:33NOTE
NOTEand for the time being it ignores everything else, but NPC characters will soon be added to this!
16:33SCRIPT
SCRIPTI've set up a "clickable" compiler which will now auto-detect savespots and traveler's emblems....
16:01POWERSHELL
POWERSHELLRan my compilation script
15:59NIL
NILQuick interation functions
15:59LINK
LINKLink code to link it to Lua/NIL
15:59C#
C#Tag lists
14:18LINK
LINKAnd link script for that written!
14:18C#
C#Layer list getter
12:43SCRIPT
SCRIPTI'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
12:43SITE
SITEAdded tag SCRIPT
10:43STATUS
STATUSWell, 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 = -
22:34KTHURA
KTHURAScripted Travel Emblems for Kthura
22:34KTHURA
KTHURAScripted Savespots for Kthura
22:15KTHURA
KTHURAExport now also connected to Dijkstra to prevent compilation issues
22:12KTHURA
KTHURAMost of the stuff should now be supported with NIL
21:03KTHURA
KTHURATrying to place any will lead to request being ignored (for now).
21:03KTHURA
KTHURAI've added the spots for Save Spot and Traveler's Emblem.....
20:48KTHURA
KTHURAThe editor now also has teh Dijkstra module in it... Not that the editor needs it, but the Kthura core doesn't know that.
20:47KTHURA
KTHURAAll I can check is that Kthura succesfully loads NIL
20:22KTHURA
KTHURANIL attached to Kthura, but that doesn't yet grant NIL support
20:06STATUS
STATUSFor 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.... ;)
11:48DONE
DONEEric Help support for equipped items
11:41COSMETIC
COSMETICFixed some coordinate issues
11:41HUH
HUHAnd suddenly it's back....
11:39HUH
HUHNo INIT.NIL?
11:35DONE
DONEEquipment should appear now
11:29DONE
DONEAdded the places where the equipment spots will come
11:24CLOSED
9:46CONFIRMED
CONFIRMEDMy RPG character viewer has confirmed this fix!
9:43TEST
TESTI need to test if #48 has indeed been fixed or not!
9:41REMOVED
REMOVEDI'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!
9:32FIXED
FIXEDThis SHOULD fix #48 ...
9:31ITEM
ITEMWooden beat necklace
9:19ITEM
ITEMCute red children's dress
0:36ITEM
ITEMMedicine
0:36FIXED
FIXEDAT LAST!
0:11FUCKYOU
FUCKYOUI'm getting tired of this cockroach!
0:07TEST
TESTLet's see
0:07NOTE
NOTEAlthough I think I've seen the light on this one
0:06COCKROACH
COCKROACHIt keeps refusing to get fixed
- = 25 Aug 2019 = -
23:44BUG
BUGAnd not only that, but it appears to want the help button to generate a tab, which shouldn't happen
23:44BUG
BUGBut now the help generation doesn't work
23:44FIXED
FIXEDThe error has been fixed
23:42INVESTIGATION
INVESTIGATIONIt would appear that the "with" command is not fully sophisticated enough for this... :-/
23:38BUG
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)

23:34ENHANCEMENT
ENHANCEMENTHovering over an item name should show help text *if* the autohelp's been turned on!
20:55ENHANCEMENT
ENHANCEMENTAziella I've made sure that only items of which you have at least 1, will appear
20:54CONFIRMED
CONFIRMEDAnd now it works!
20:53FIXED
FIXEDThen this should fix that
20:51INVESTIGATION
INVESTIGATIONMerya 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!
20:47HUH
HUHSomething suggests that IAA is somehow being re-loaded (without reason).
20:43HUH
HUHItem assigned, yet table remains empty.... ???
20:36DEBUG
DEBUGLet's investigate this even further!
20:34HUH
HUHEmpty inventory.... How odd!
20:32DEBUG
DEBUGLet's investigate why inventory only shows 0
13:29FIXED
FIXEDName bug confirmed.... I only need to find out why all numbers are 0
13:28FIXED
FIXED??
13:25HUH
HUHAll I see are empty tables????
13:19INVESTIGATION
INVESTIGATIONDebug line to provide more info on non-information!
13:19FIXED
FIXEDCoordinate fix
11:15STATUS
STATUSUnfortunately time's not on my side to sort that one out!
11:15STATUS
STATUSEverything 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!
11:11FIXED
FIXEDCode typo
11:10UNDESIREABLE
UNDESIREABLEOkay, Microsoft DID find a way to mess viewports up....
11:03VOID
VOIDLocal conflict
10:54VOID
VOIDI should have voided that one now!
10:54HUH
HUH????
10:52FIXED
FIXEDForgotten
10:50FIXED
FIXEDForgotten "end"
10:48DONE
DONEAte my breakfast
10:12TEST
TESTAnd let's try this all again!
10:12POWERSHELL
POWERSHELLMerya Running my NALA compilation script again
10:11FIXED
FIXEDVariable error
10:10FIXED
FIXEDFixed it!
10:04VISUALSTUDIO
VISUALSTUDIOLet's sync and see what the FUCK is happening here!
10:03HUH
HUHNow this error confuses me....
10:00DONE
DONEI'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 = -
23:48MEDICAL
MEDICALI'm feeling a bit better, but not as good as I should be
23:47STATUS
STATUSCalling a day
23:47BACKUP
BACKUPRunning
23:46BUG
23:45DATABASE
DATABASEI've added some equipment fields for the IAA database
23:45ITEM
ITEMtwig
22:51ABILITY
ABILITYTest
22:51SITE
SITEAdded tag ABILITY
22:49ITEM
ITEMAntidote
22:49ITEM
ITEMApple
22:46POWERSHELL
POWERSHELLruning compilation script!
22:46LINK
LINKNIL link code for viewports
22:37BUBBLE
BUBBLEBubble code written for viewport control
21:18C#
C#I've also added them to my TQMG class
21:17STUDY
STUDYViewports in XNA.... They work easier than I could have hoped for, and that will save me a LOT of trouble later!
17:08SITE
SITEAdded tag ITEM
- = 23 Aug 2019 = -
23:37STATUS
STATUSCalling it a day!
23:37BACKUP
BACKUPRunning
23:37CONFIG
CONFIGBackup tool
23:32DATABASE
DATABASEDernor I've set up the start to the IAA database.... Very important.... IAA = Items Actions Abilities.... I can't do without this database!
23:32SITE
SITEAdded tag DATABASE
21:58CLOSED
21:55DONE
DONEIt's all done now!
21:52COSMETIC
COSMETICLet's do a bit more fine tuning here
21:50FIXED
FIXEDHelp linking incorrect
21:48FIXED
FIXEDSome useless bugs
21:42TECHNO
TECHNOAs 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.
21:42DONE
DONEI've set up a quick library to show help text
19:52FIXED
FIXEDProperty error
19:51FIXED
FIXEDSelected character stops flashing
19:44LINK
LINKI'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!
15:53DONE
DONEI've tried to set up the skill bars
13:13DONE
DONEAdded more functionality to the field menu
12:49DONE
DONEseveral things.... Nothing big though, as I still need some rest!
- = 22 Aug 2019 = -
23:59TODO
11:55CONFIRMED
CONFIRMEDIt works
11:53FIXED
FIXEDI think I got them now!
11:49BUG
BUGWhich led to a compilation crash (of course).
11:49DONE
DONEI've set up the first item in the field menu
11:48STATUS
STATUSI'm still not well, but I will do a few things, but less than I'd normally do
- = 21 Aug 2019 = -
19:12STATUS
STATUSAnd unfortunately that's all for today!
19:12UPDATED
UPDATEDAnd ran my license + version updater
19:11FAILURE
FAILUREI also noticed my backup tool stuck.... I've set it back in motion
19:11MEDICAL
MEDICALHeadaches plague me, as well as the fact I still need to keep calm for today
- = 20 Aug 2019 = -
10:31MEDICAL
MEDICALUnfortunately 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 = -
21:50STATUS
STATUSRebecca AT LAST!
21:48FIXED
FIXEDBad font referrence!
21:48CONFIRMED
CONFIRMEDFix confirmed
21:45TEST
TESTSo I can fire up another test
21:45POWERSHELL
POWERSHELLRunning compile script
21:45BUG
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
21:38TEST
TESTAnd another test should gimme the answers....
21:38POWERSHELL
POWERSHELLRuning compiling script
21:38DEBUG
DEBUGAdded a try{}catch in Nala in the LuaGetInt() API as I got the feeling that's where it goes wrong....
21:24FUCKYOU
FUCKYOUOkay, I need a different var name... Happy now?
21:22DEBUG
DEBUGDirty debug lines, but let's see what they do
21:19INVESTIGATION
INVESTIGATIONWhatever the case, it's clear this is NOT happening during the construction stage (which was also very unlikely)
21:15DEBUG
DEBUGAdded many debugging lines, and hopefully one will come just before the big crash!
21:13COCKROACH
COCKROACHstill 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
21:11TEST
TESTLet's try this....
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