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
21:11COCKROACH
COCKROACHThis is gonna be hard as no data's provided... hmmmm
21:09TEST
TESTAnd let's run a test to see more
21:09INVESTIGATION
INVESTIGATIONAdded a few debug lines which should provide me with some answers
19:16FAILURE
FAILURE(Which now gets me a .NET error, btw)
19:16STATUS
STATUSSuffice it to say that I'm doing loads of preparation of the field menu!
19:15DONE
DONELots of things and I really can't log it all anymore
14:14STATUS
STATUSI'll deal with this stuff later!
13:12COCKROACH
COCKROACHFixed tons of stuff, but still it's not working the way it should
12:32FUCKYOU
FUCKYOUThis is one of the few reasons I regret not being on Mac, but perhaps I should quickly set up a corner in house where I can do this kind of stuff... fucking crap!
12:31ART
ARTIn any case thanks to Paint I could quickly make a help icon.... And I guess I really gotta make a pixel art program myself someday....
12:30FAILURE
FAILUREScyndi I have to use PAINT (of all the graphic software out there), because NO DECENT PIXEL ART PROGRAM EXISTS FOR WINDOWS!!! This is really beyond terrible!
12:18STATUS
STATUSFINALLY it looks good!
12:16NOTE
NOTE(It's really terrible now, I tell ya)
12:16FIXED
FIXEDCountless of cockroaches
11:42FIXED
FIXEDissues with accolades
11:38FIXED
FIXED_ too many removed
11:35FIXED
FIXEDForgotten #
11:20ART
ARTI've extracted the original menu icon pictures from the original Dyrt project
1:02STATUS
STATUSSee ya!
1:01STATUS
STATUSCalling it a day!
1:01GITHUB
GITHUBUpdated
1:00BACKUP
BACKUPRunning
1:00CONFIG
CONFIGUpdated backup configuration
0:57FIXED
FIXEDWrong variable type
0:56HUH
HUHAn error which was a clear lie keeps persisting, and by solely adding a whiteline and removing it the error gets magically "fixed"... (I knew the error was a lie in the first place, so how else could happen). In Dutch we say "Joost mag het weten"
0:45CONFIRMED
CONFIRMEDThe bug does at least confirm the script is being loaded, but that's not good enough for me
0:45FUCKYOU
FUCKYOUForgotten } in field menu
0:43TEST
TESTAnother test is in order...
0:43FIXED
FIXEDForgot to call ANyway.nil
0:43FRUSTRATION
FRUSTRATIONPatience, Jeroen... patience
0:40FIXED
FIXEDVar fix
0:40FRUSTRATION
FRUSTRATIONAAAARGH
0:39FIXED
FIXEDRemoved obsolete ( which only crashed stuff anyway
0:37LINK
LINKcode written to allow access to the field menu.... Question is... Will it work?
0:26DONE
DONEHover detection in Char status bar
0:22FIXED
FIXEDBrendor Issues I had with Bressenham, with some help from a good friend
- = 18 Aug 2019 = -
23:24STATUS
STATUSSo far so good.... No reaction yet when you click something, but hey, Rome wasn't built in one day either
23:22TEST
TESTAnother one
23:22STUPIDITY
STUPIDITYStupid me
23:22FIXED
FIXEDUnfinished variable definition
23:16TEST
TESTAnother test
23:16FIXED
FIXEDStrings when interlinking states... not pure identifiers.... PIEMEL!
23:09TEST
TESTLet's run a small test
23:08LINK
LINKI've set up the code to go to the field menu (which is for now only a black screen)
21:25GENERATION
GENERATIONNew ANYWAY.NIL file
21:08REMOVED
REMOVEDCall to a deprecated .NEW() call
21:03EXPERIMENT
EXPERIMENTI did a few off-topic experiments with the Bressenham line algorithm
12:46STATUS
STATUSFor now a break, and I'm expecting a visitor soon too, so not much I can do now
12:46NOTE
NOTEthat was take VIII, if you cared
12:45CONFIRMED
CONFIRMEDat least that seems to work
12:44EXPERIMENT
EXPERIMENTLet's resort to dirty code straight from HELL!
12:41COCKROACH
COCKROACHno errors thrown
12:41TEST
TESTtest VII
12:41INVESTIGATION
INVESTIGATIONAdded some assertions to be sure things go as intended
12:40DONE
DONEBoth are done now
12:22TODO
TODOfeed my cat
12:22TODO
TODOVisiting the rest room asap
12:21BUG
BUGI'll get to this later, but the Game Variables are not loaded.... I also wonder if the inventory and the Mastered abilities are (I doubt it, actually).
12:13TEST
TESTTake VI
12:12FIXED
FIXED
12:12STUPIDITY
STUPIDITYIrravonia I did it multiple times and I missed one
12:11TEST
TESTTake V
12:11FIXED
FIXED
12:11STUPIDITY
STUPIDITYWrong identifiers put in
12:08TEST
TESTAnd now I can run take IV to see if everything works in loading a game
12:07FIXED
FIXEDSavegame file's been fixed
12:03FIXED
FIXEDI had to redefine the exit spot on the map as it contained "Wind" as wind direction in stead of "West"
12:00NOTE
NOTEThat's why I won't count this is a test
12:00TODO
TODOI must create a new save game in order to get the damage that typo caused (Loader in stead of Leader) repaired
11:59CONFIG
CONFIGIn easy mode you'll start the game with 900 shilders start money. In the casual mode that will be 45 shilders and in the hard mode only 3 shilders.
11:47NOTE
NOTEThis bug was easy to fix (I only had to change 1 letter of code), but the damage the bug caused is that great that I have to re-create my savegame file!
11:46FIXED
FIXEDSerious code typo
11:38TEST
TESTTake III
11:38FIXED
FIXEDNIL linkup code to Kthura had some code typos
11:35TEST
TESTTake II
11:20LAZY
LAZYMade two link up functions (otherwise I'd have to redo my savegame file)
11:09TEST
TESTTake I, as we are in a brand new session now ;)
11:09POWERSHELL
POWERSHELLRunning compilation script
11:08LINK
LINKLink code written
10:42KTHURA
KTHURABubble API written
10:37KTHURA
KTHURACan now spawn actors on a given coordinates and not just based on objects elsewhere on the map
- = 17 Aug 2019 = -
23:12STATUS
STATUSI'm tired now though, and I can't focus anymore so I'm afraid this will have to wait!
23:11NOTE
NOTENow I must enable actors to be spawned by coordinates... that functionality does not yet exist....
23:06STATUS
STATUSStill an error, but at least an error I WANTED to see :)
23:04CONFIRMED
CONFIRMEDIn PURE everything that has to be in caps is in caps
23:00FIXED
FIXEDEric Flow load error
22:31TEST
TESTI need to test if the fixes have their desired effect
21:54FIXED
FIXEDI think I fixed that all, my savegame is broken and beyond fixing, so I need to run a new game in order to test this
21:51STUPIDITY
STUPIDITYI am an idiot and let's leave it at that!
21:50HUH
HUHAlthough the log confirms a few things I already expected, I wonder about that call to "PURE" as that should never have happened....
21:46TEST
TESTTake MMMMMMMMMMMMMMMMMMMMDCCCCCCCCCCLXXXXXXXXVIIIIII, I think
21:46FIXED
FIXEDPLLLLEAAAAASE?
21:45COCKROACH
COCKROACHGRRR!
21:45FRUSTRATION
FRUSTRATIONAAAARGH
21:43TECHNO
TECHNOIf so, I'll have to start a new game in order to get things fixed, I'm afraid!
21:43COCKROACH
COCKROACHI think we got ourselves a little "case error"
21:36TEST
TESTAnother test
21:36FIXED
FIXEDBut this MIGHT
21:36STUPIDITY
STUPIDITYOf course THAT wouldn't work
21:31TEST
TESTAnd Onto test (I missed a few... XII? XIII? XIV? Oh whatever!)
21:30POWERSHELL
POWERSHELLRunning my NALA compilation script
21:30LINK
LINKand linked that to NIL
21:30C#
C#Added a GetPure API
21:27BUG
BUGI forgot to work out a good loader for "Pure" data, eh?
21:23FIXED
FIXEDFixed nul-swap-object in C#
21:18BUG
BUGBut now I got another issue
21:18CONFIRMED
CONFIRMEDIndeed it was there....
21:16NOTE
NOTEWhatever causes the infinite loop it's in the CORE department, and I think I know where
21:15TEST
TESTTake VIII Now in a protected debug environment
21:15VISUALSTUDIO
VISUALSTUDIOSynced
21:14BUG
BUGAziella NALA freezes when trying to load... Now this is odd and definitely requires furhter investigation
21:12TEST
TESTTake VII
21:12FIXED
FIXEDFilename was not yet given up in loading request
21:10STATUS
STATUSAt least all parse errors are accounted for... But I'm definitely not there yet!
21:09TEST
TESTTake VI
21:09FIXED
FIXEDUnfinished string
20:52TEST
TESTTake V
20:51FIXED
FIXEDAnother parse error
20:50TEST
TESTTake IV
20:50VOID
VOIDWell void is more like it than fixed
20:50FIXED
FIXEDI really should find out why "nil" is ignored when it's the last word of a line
20:49TEST
TESTTake III
20:42FIXED
FIXEDA parse error
20:27FIXED
FIXEDforgotten comma
20:27FIXED
FIXEDForgotten class reference
20:17TEST
TESTTake I
20:17DONE
DONETechnically the loadgame routine's been written, but I don't expect it to work right away, but hey, nothing ever did
17:13STATUS
STATUSAnd I'll take some rest now... After that rest I'll get into some specific stuff, as I have only worked on the core loaders now, but there is some non-core-data too, which must be loaded (core = data handled by NALA itself and not by NIL)
17:12DONE
DONESome real-life business... You know the boring stuff
16:16LINK
LINKThere was nothing to do with the RPG loader, only to link it into the save game core code of NALA, which I've hereby done!
16:14LINK
LINKI've linked the Swap extractor to the initiator, and to my save game manager
16:11SOURCEFORGE
SOURCEFORGESame goes for sourceforge!
16:11ITCH.IO
ITCH.IOYup, when ready the game will be published on itch.io too, but I merely created this tag now for later use only
16:10SITE
SITEAdded tag SOURCEFORGE
16:08SITE
SITEAdded tag ITCH.IO
16:04DONE
DONEMerya Swap data extractor.... Once again, if nothing odd happens, I must assume this works
15:58FIXED
FIXEDCode typos
15:52DONE
DONEI've set up the verification check.... As long as it doesn't do anything crazy, all I can do is assume it works as planned....
13:57FIXED
FIXEDFaulty pure data (this will require me to create a new save game before I can get to loading, though).
13:47C#
C#Well... Let's say that I made sure that "PURE" will be ignored as well as all stuff in the directory "XTRA"... Both have been reserved now in all BUBBLE projects, which includes NALA....
13:40STATUS
STATUSThe good news is that the game itself is ready to deal with game loading... The bad news is that NALA is not, so we're in a bit of a fix here, I guess :P
13:39CONFIRMED
CONFIRMEDthat appears to be working
13:27TEST
TESTAnother test
13:27FIXED
FIXEDForgotten
13:24DONE
DONE"Load" can be activated now, however as the load routine only contains an error() command now, it will throw an error, but at least I can test contact :)
10:42DONE
DONEAfter saving the save game menu should send you back to the game
10:34UPDATED
10:34STATUS
STATUSAll savegame data accounted for
10:18TEST
TESTAnother one!
10:18FIXED
FIXEDVariable mistake
10:15FIXED
FIXEDMispelled variable
10:13VOID
VOIDI voided that for now, but something must be done about it!
10:12BUG
BUGsomething is definitely wrong with the ), as it keeps insisting to be a term rather than an operator
10:09TEST
TESTAnd let's see if it works
10:08LINK
LINKLinked to the savegame flow
9:39LINK
LINKAnd a quickmeta link table
9:39DONE
DONETable Created which stores which abilities have been mastered.
0:29GITHUB
GITHUBI couldn't bear anymore to see the Field Menu project being empty so i created #41 to have at least one card thre :P
0:26UPDATED
0:14NOTE
NOTEImportant to note is that the test swap did not yet get set to the disc... This is most likely due to time issues and not yet being enough swap files... Nothing to be alarmed about. I will need to see how things will hold out on the longer run, and I simply cannot test that yet!
0:08TEST
TESTDernor Take XIII
0:08FIXED
FIXEDCreation had to count as a modification as well, this was not properly seen and thus the data was not written to the disk when it had to be done
0:02TEST
TESTTake XII
0:02DEBUG
DEBUGAnother chat line must give me some important answers (I hope)
- = 16 Aug 2019 = -
23:56TEST
TESTTake XI
23:55DEBUG
DEBUGI've added a few "CHAT" lines, which hopefully gimme some answers
23:49VISUALSTUDIO
VISUALSTUDIOLet's sync the pure debugging version once more, as this is getting annoying
23:48RESULT
RESULTstill no good, but at least no more crashes
23:45TEST
TESTTake X
23:45FIXED
FIXEDA LOT (read: Everything) was wrong in the definition department.... Hopefully not anymore
23:38TEST
TESTTake IX
23:38DEBUG
DEBUGHopefully a try{}catch (I wanted to leave them out, but I got no choice) can get me an answer
23:34RESULT
RESULTKewl... a .NET user code error... Now THAT tells me a lot (NOT)
23:32DEBUG
DEBUGLet's see what a "SHOWSWAP" command will tell me!
23:31DEBUG
DEBUG0 swap entries found, the outcome couldn't be clearer... The question is now how this could happen
23:27TEST
TESTTake VIII
23:26DEBUG
DEBUGLet's look into this with an extra debug console command!
23:16BUG
BUGI can also see that the swap dir was not created, but I know I know why that is...
23:16REMOVED
REMOVEDFaulty named savegame file
23:13CONFIRMED
CONFIRMEDI can confirm though that the inventory numbers are no longer written in decimals so that's good!
23:13STATUS
STATUSApparently NOT, since the only swap file created up until now does NOT appear in the savegame file
23:11NOTE
NOTE(would be a new record in complex parts of the game).
23:11RESULT
RESULTNo more errors thrown, but does that mean it works?
23:07TEST
TESTTake VII will tell
22:51FIXED
FIXEDNo guarantees, but this SHOULD fix the issue I was dealing with
22:51NOTE
NOTERebecca any swap action that is
22:51DONE
DONEThe first time you take any action at all, the swap will be initized
22:49STUPIDITY
STUPIDITYI think I know why this happens... Say it, I'm a stupid cow!
22:49RESULT
RESULTIt goes wrong on the very first step... Clearing the swap data... Cool huh?
22:48TEST
TESTTake VI
22:45DEBUG
DEBUGSome debug lines must break down WHEN this happens, as only then can I even BEGIN to debug all this!
22:39BUG
BUG.NET error in user code... Somehow I KNEW this was gonna happen...
22:34TEST
TESTTake V
22:34FIXED
FIXEDIllegal Function call
22:34TEST
TESTTake IV
22:32EXPERIMENT
EXPERIMENTI've added a line to NIL, and hopefully this can help crashing on whitelines in quickmeta scopes
22:30HUH
HUH???
22:26TEST
TESTTake III
22:24POWERSHELL
POWERSHELLBlah blah
22:24FIXED
FIXED
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