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 | ||
21:11 | COCKROACH | This is gonna be hard as no data's provided... hmmmm |
21:09 | TEST | And let's run a test to see more |
21:09 | INVESTIGATION | Added a few debug lines which should provide me with some answers |
19:16 | FAILURE | (Which now gets me a .NET error, btw) |
19:16 | STATUS | Suffice it to say that I'm doing loads of preparation of the field menu! |
19:15 | DONE | Lots of things and I really can't log it all anymore |
14:14 | STATUS | I'll deal with this stuff later! |
13:12 | COCKROACH | Fixed tons of stuff, but still it's not working the way it should |
12:32 | FUCKYOU | This 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! |
12:31 | ART | In 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.... |
12:30 | FAILURE | 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! |
12:18 | STATUS | FINALLY it looks good! |
12:16 | NOTE | (It's really terrible now, I tell ya) |
12:16 | FIXED | Countless of cockroaches |
11:42 | FIXED | issues with accolades |
11:38 | FIXED | _ too many removed |
11:35 | FIXED | Forgotten # |
11:20 | ART | I've extracted the original menu icon pictures from the original Dyrt project |
1:02 | STATUS | See ya! |
1:01 | STATUS | Calling it a day! |
1:01 | GITHUB | Updated |
1:00 | BACKUP | Running |
1:00 | CONFIG | Updated backup configuration |
0:57 | FIXED | Wrong variable type |
0:56 | HUH | An 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" |
0:45 | CONFIRMED | The bug does at least confirm the script is being loaded, but that's not good enough for me |
0:45 | FUCKYOU | Forgotten } in field menu |
0:43 | TEST | Another test is in order... |
0:43 | FIXED | Forgot to call ANyway.nil |
0:43 | FRUSTRATION | Patience, Jeroen... patience |
0:40 | FIXED | Var fix |
0:40 | FRUSTRATION | AAAARGH |
0:39 | FIXED | Removed obsolete ( which only crashed stuff anyway |
0:37 | LINK | code written to allow access to the field menu.... Question is... Will it work? |
0:26 | DONE | Hover detection in Char status bar |
0:22 | FIXED | Issues I had with Bressenham, with some help from a good friend |
- = 18 Aug 2019 = - | ||
23:24 | STATUS | So far so good.... No reaction yet when you click something, but hey, Rome wasn't built in one day either |
23:22 | TEST | Another one |
23:22 | STUPIDITY | Stupid me |
23:22 | FIXED | Unfinished variable definition |
23:16 | TEST | Another test |
23:16 | FIXED | Strings when interlinking states... not pure identifiers.... PIEMEL! |
23:09 | TEST | Let's run a small test |
23:08 | LINK | I've set up the code to go to the field menu (which is for now only a black screen) |
21:25 | GENERATION | New ANYWAY.NIL file |
21:08 | REMOVED | Call to a deprecated .NEW() call |
21:03 | EXPERIMENT | I did a few off-topic experiments with the Bressenham line algorithm |
12:46 | STATUS | For now a break, and I'm expecting a visitor soon too, so not much I can do now |
12:46 | NOTE | that was take VIII, if you cared |
12:45 | CONFIRMED | at least that seems to work |
12:44 | EXPERIMENT | Let's resort to dirty code straight from HELL! |
12:41 | COCKROACH | no errors thrown |
12:41 | TEST | test VII |
12:41 | INVESTIGATION | Added some assertions to be sure things go as intended |
12:40 | DONE | Both are done now |
12:22 | TODO | feed my cat |
12:22 | TODO | Visiting the rest room asap |
12:21 | BUG | I'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). |
12:13 | TEST | Take VI |
12:12 | FIXED | |
12:12 | STUPIDITY | I did it multiple times and I missed one |
12:11 | TEST | Take V |
12:11 | FIXED | |
12:11 | STUPIDITY | Wrong identifiers put in |
12:08 | TEST | And now I can run take IV to see if everything works in loading a game |
12:07 | FIXED | Savegame file's been fixed |
12:03 | FIXED | I had to redefine the exit spot on the map as it contained "Wind" as wind direction in stead of "West" |
12:00 | NOTE | That's why I won't count this is a test |
12:00 | TODO | I must create a new save game in order to get the damage that typo caused (Loader in stead of Leader) repaired |
11:59 | CONFIG | In 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. |
11:47 | NOTE | This 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! |
11:46 | FIXED | Serious code typo |
11:38 | TEST | Take III |
11:38 | FIXED | NIL linkup code to Kthura had some code typos |
11:35 | TEST | Take II |
11:20 | LAZY | Made two link up functions (otherwise I'd have to redo my savegame file) |
11:09 | TEST | Take I, as we are in a brand new session now ;) |
11:09 | POWERSHELL | Running compilation script |
11:08 | LINK | Link code written |
10:42 | KTHURA | Bubble API written |
10:37 | KTHURA | Can now spawn actors on a given coordinates and not just based on objects elsewhere on the map |
- = 17 Aug 2019 = - | ||
23:12 | STATUS | I'm tired now though, and I can't focus anymore so I'm afraid this will have to wait! |
23:11 | NOTE | Now I must enable actors to be spawned by coordinates... that functionality does not yet exist.... |
23:06 | STATUS | Still an error, but at least an error I WANTED to see :) |
23:04 | CONFIRMED | In PURE everything that has to be in caps is in caps |
23:00 | FIXED | Flow load error |
22:31 | TEST | I need to test if the fixes have their desired effect |
21:54 | FIXED | I 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 |
21:51 | STUPIDITY | I am an idiot and let's leave it at that! |
21:50 | HUH | Although the log confirms a few things I already expected, I wonder about that call to "PURE" as that should never have happened.... |
21:46 | TEST | Take MMMMMMMMMMMMMMMMMMMMDCCCCCCCCCCLXXXXXXXXVIIIIII, I think |
21:46 | FIXED | PLLLLEAAAAASE? |
21:45 | COCKROACH | GRRR! |
21:45 | FRUSTRATION | AAAARGH |
21:43 | TECHNO | If so, I'll have to start a new game in order to get things fixed, I'm afraid! |
21:43 | COCKROACH | I think we got ourselves a little "case error" |
21:36 | TEST | Another test |
21:36 | FIXED | But this MIGHT |
21:36 | STUPIDITY | Of course THAT wouldn't work |
21:31 | TEST | And Onto test (I missed a few... XII? XIII? XIV? Oh whatever!) |
21:30 | POWERSHELL | Running my NALA compilation script |
21:30 | LINK | and linked that to NIL |
21:30 | C# | Added a GetPure API |
21:27 | BUG | I forgot to work out a good loader for "Pure" data, eh? |
21:23 | FIXED | Fixed nul-swap-object in C# |
21:18 | BUG | But now I got another issue |
21:18 | CONFIRMED | Indeed it was there.... |
21:16 | NOTE | Whatever causes the infinite loop it's in the CORE department, and I think I know where |
21:15 | TEST | Take VIII Now in a protected debug environment |
21:15 | VISUALSTUDIO | Synced |
21:14 | BUG | NALA freezes when trying to load... Now this is odd and definitely requires furhter investigation |
21:12 | TEST | Take VII |
21:12 | FIXED | Filename was not yet given up in loading request |
21:10 | STATUS | At least all parse errors are accounted for... But I'm definitely not there yet! |
21:09 | TEST | Take VI |
21:09 | FIXED | Unfinished string |
20:52 | TEST | Take V |
20:51 | FIXED | Another parse error |
20:50 | TEST | Take IV |
20:50 | VOID | Well void is more like it than fixed |
20:50 | FIXED | I really should find out why "nil" is ignored when it's the last word of a line |
20:49 | TEST | Take III |
20:42 | FIXED | A parse error |
20:27 | FIXED | forgotten comma |
20:27 | FIXED | Forgotten class reference |
20:17 | TEST | Take I |
20:17 | DONE | Technically the loadgame routine's been written, but I don't expect it to work right away, but hey, nothing ever did |
17:13 | STATUS | And 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) |
17:12 | DONE | Some real-life business... You know the boring stuff |
16:16 | LINK | There 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! |
16:14 | LINK | I've linked the Swap extractor to the initiator, and to my save game manager |
16:11 | SOURCEFORGE | Same goes for sourceforge! |
16:11 | ITCH.IO | Yup, when ready the game will be published on itch.io too, but I merely created this tag now for later use only |
16:10 | SITE | Added tag SOURCEFORGE |
16:08 | SITE | Added tag ITCH.IO |
16:04 | DONE | Swap data extractor.... Once again, if nothing odd happens, I must assume this works |
15:58 | FIXED | Code typos |
15:52 | DONE | I'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.... |
13:57 | FIXED | Faulty pure data (this will require me to create a new save game before I can get to loading, though). |
13:47 | 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.... |
13:40 | STATUS | The 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 |
13:39 | CONFIRMED | that appears to be working |
13:27 | TEST | Another test |
13:27 | FIXED | Forgotten |
13:24 | 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 :) |
10:42 | DONE | After saving the save game menu should send you back to the game |
10:34 | UPDATED | |
10:34 | STATUS | All savegame data accounted for |
10:18 | TEST | Another one! |
10:18 | FIXED | Variable mistake |
10:15 | FIXED | Mispelled variable |
10:13 | VOID | I voided that for now, but something must be done about it! |
10:12 | BUG | something is definitely wrong with the ), as it keeps insisting to be a term rather than an operator |
10:09 | TEST | And let's see if it works |
10:08 | LINK | Linked to the savegame flow |
9:39 | LINK | And a quickmeta link table |
9:39 | DONE | Table Created which stores which abilities have been mastered. |
0:29 | GITHUB | I couldn't bear anymore to see the Field Menu project being empty so i created #41 to have at least one card thre :P |
0:26 | UPDATED | |
0:14 | NOTE | Important 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! |
0:08 | TEST | Take XIII |
0:08 | FIXED | Creation 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 |
0:02 | TEST | Take XII |
0:02 | DEBUG | Another chat line must give me some important answers (I hope) |
- = 16 Aug 2019 = - | ||
23:56 | TEST | Take XI |
23:55 | DEBUG | I've added a few "CHAT" lines, which hopefully gimme some answers |
23:49 | VISUALSTUDIO | Let's sync the pure debugging version once more, as this is getting annoying |
23:48 | RESULT | still no good, but at least no more crashes |
23:45 | TEST | Take X |
23:45 | FIXED | A LOT (read: Everything) was wrong in the definition department.... Hopefully not anymore |
23:38 | TEST | Take IX |
23:38 | DEBUG | Hopefully a try{}catch (I wanted to leave them out, but I got no choice) can get me an answer |
23:34 | RESULT | Kewl... a .NET user code error... Now THAT tells me a lot (NOT) |
23:32 | DEBUG | Let's see what a "SHOWSWAP" command will tell me! |
23:31 | DEBUG | 0 swap entries found, the outcome couldn't be clearer... The question is now how this could happen |
23:27 | TEST | Take VIII |
23:26 | DEBUG | Let's look into this with an extra debug console command! |
23:16 | BUG | I can also see that the swap dir was not created, but I know I know why that is... |
23:16 | REMOVED | Faulty named savegame file |
23:13 | CONFIRMED | I can confirm though that the inventory numbers are no longer written in decimals so that's good! |
23:13 | STATUS | Apparently NOT, since the only swap file created up until now does NOT appear in the savegame file |
23:11 | NOTE | (would be a new record in complex parts of the game). |
23:11 | RESULT | No more errors thrown, but does that mean it works? |
23:07 | TEST | Take VII will tell |
22:51 | FIXED | No guarantees, but this SHOULD fix the issue I was dealing with |
22:51 | NOTE | any swap action that is |
22:51 | DONE | The first time you take any action at all, the swap will be initized |
22:49 | STUPIDITY | I think I know why this happens... Say it, I'm a stupid cow! |
22:49 | RESULT | It goes wrong on the very first step... Clearing the swap data... Cool huh? |
22:48 | TEST | Take VI |
22:45 | DEBUG | Some debug lines must break down WHEN this happens, as only then can I even BEGIN to debug all this! |
22:39 | BUG | .NET error in user code... Somehow I KNEW this was gonna happen... |
22:34 | TEST | Take V |
22:34 | FIXED | Illegal Function call |
22:34 | TEST | Take IV |
22:32 | EXPERIMENT | I've added a line to NIL, and hopefully this can help crashing on whitelines in quickmeta scopes |
22:30 | HUH | ??? |
22:26 | TEST | Take III |
22:24 | POWERSHELL | Blah blah |
22:24 | FIXED | |
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 |