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
14:06TECHNO
TECHNO Yes, when this works, it affects all those projects I put in that issue, either directly or indirectly....
14:06TODO
TODO I've decided to do the Traveler's emblems next... issued it as #52
14:01CLOSED
13:56CLOSED
13:56CLOSED
13:53CONFIRMED
CONFIRMED All clear
13:31DONE
DONE And the savegame ball colors will respond accordingly.... Difficulty settings matter here!
13:30LINK
LINK And so the savegame manager should be linked to the savespots now
13:11COCKROACH
COCKROACH Rebecca Just as I feared.... If cockroaches are there, the impossible cannot be eliminated anymore....
13:09TEST
TEST Of course I want confirmation....
13:08SOLVED
SOLVED Anyway case solved, I think
13:08NOTE
NOTE And now I'm glad this game isn't being writtin in Python, Boo or Godot
13:08STUPIDITY
STUPIDITY Right... I forgot to properly scope things out
13:04HUH
HUH The debug data indicated the delegate attached is simply ignored... Not not it's not called, but it's also not cleared up, which makes it even crazier
13:00DEBUG
DEBUG More debug data needed!
12:55INVESTIGATION
INVESTIGATION More investigations to be done
12:55RESULT
RESULT Delegate created, but not detected
12:50INVESTIGATION
INVESTIGATION Still investigating
12:08DEBUG
DEBUG Some more debug lines will have to clear this one up, eh?
12:04BUG
BUG The log however indicates nothing happens, and I wonder why!
12:04LINK
LINK I've set up some link code to chain clickable objects to their respective events
- = 29 Aug 2019 = -
23:11DONE
DONE I've set up some advanced array and map libraries for NIL.... These can help me to work more effectively on some accounts, although I gotta confess that they were developed a bit late... :P
16:21STATUS
STATUS So far real life stuff has been in my way of getting anything done today
- = 28 Aug 2019 = -
22:40CONFIRMED
CONFIRMED And that works!
22:39DONE
DONE In the main menu "Quit" will actually quit the program!
22:38STATUS
STATUS I hope I can soon start to link these auto-clickables to their respective automated events
21:10STATUS
STATUS It works.... Although Young Irravonia will only walk to the correct coordinates.... Any actions which have to follow up are not yet present
21:08FIXED
FIXED Ah....
21:07COCKROACH
COCKROACH Fix ignored????
21:06FIXED
FIXED Illegal call call
21:05FIXED
FIXED Some issues in the LinkedList library
20:13LINK
LINK I've linked the clickable objects to walking to specific coordinates
10:58STATUS
STATUS All mistakes accounted for!
10:53TEST
TEST Take IV
10:53FIXED
FIXED Case error in linkup script
10:51TEST
TEST Take III
10:51FIXED
FIXED Scyndi MOAR of those
10:49TEST
TEST Take II
10:49FIXED
FIXED Forgotten '$' x2
10:43TEST
TEST So let's get onto TAKE I, today
10:43STATUS
STATUS I could not really find the time to test and debug things out, yesterday
- = 27 Aug 2019 = -
22:56NIL
NIL I've set up several things for NIL.... That project is running paralel with this game (it's being written in NIL after all, and NIL is still not fully mature).
20:17POWERSHELL
POWERSHELL Gotta run my compilation script for that (of course)
20:17FIXED
FIXED A parse error within NALA's C# source code
20:13TEST
TEST Let's put all this to the test!
20:13EXPERIMENT
EXPERIMENT I've altered the clickable compiler and HOPEFULLY this will produce better results (or at least results as none where there before).
20:02POWERSHELL
POWERSHELL And thus I had to recompile everything with my PS script!
20:02LINK
LINK And wrote the link code
20:02C#
Just like Int support is now there, so is String support
18:47NOTE
NOTE The D programming language has triggered my attention.... This is not likely to have that much effect on this game (at least not yet), but it is something I wanna take a close look at.
18:44SOLVED
SOLVED I think I know why this is, and THAT can be a bit bothersome to properly take care of....
18:29EXPERIMENT
EXPERIMENT Let's see if this fixes stuff
18:28BUG
BUG It does not work... In fact the entire setup is completely ignored and behaves like I never put it in
18:25TEST
TEST Let's see if this works!
18:25FIXED
FIXED Forgotten '$'
18:25DONE
DONE Clickable will trigger the reader (not yet do action)
17:55DONE
DONE Clickables clicked detector
17:29STATUS
STATUS Everything I can check now works, And I also found in the logs what I wanted to see there!
17:19TEST
TEST Take IX
17:19POWERSHELL
POWERSHELL blah blah blah
17:19COCKROACH
COCKROACH ANOTHER case error
17:15TEST
TEST Brendor Before I can move to take VIII
17:15POWERSHELL
POWERSHELL Must run the compilation script again :(
17:15FIXED
FIXED Case error
17:12TEST
TEST And onto Take VII
17:11POWERSHELL
POWERSHELL Recompiling NALA
17:11FIXED
FIXED Bug in Kthura link code
17:08TEST
TEST Take VII
17:08FIXED
FIXED Unlinker bug
17:07TEST
TEST Take VI
17:07FIXED
FIXED Fixed the crash in the process
17:07DONE
DONE added that one in
17:07FUCKYOU
FUCKYOU Non-existent?
17:02COCKROACH
COCKROACH I guess I really MUST check the linked list source code!
17:02FUCKYOU
FUCKYOU GRRR!
17:01TEST
TEST Take V
17:01FIXED
FIXED ? Clear in stead of ClearAll?
17:00TEST
TEST Take IV
17:00FIXED
FIXED Anyway fixed it!
17:00STUPIDITY
STUPIDITY I was looking in the wrong function source!
17:00SOLVED
SOLVED !
16:53COCKROACH
COCKROACH Nope!
16:47TEST
TEST Take III
16:47FIXED
FIXED ???
16:47HUH
HUH ?
16:44TEST
TEST Take II
16:44FIXED
FIXED Irravonia Missing "self"
16:40TEST
TEST Take I
16:40STATUS
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.
16:39NOTE
NOTE It only lists them out for now... No actual clickables will respond
16:33NOTE
NOTE and for the time being it ignores everything else, but NPC characters will soon be added to this!
16:33SCRIPT
SCRIPT I've set up a "clickable" compiler which will now auto-detect savespots and traveler's emblems....
16:01POWERSHELL
POWERSHELL Ran my compilation script
15:59NIL
NIL Quick interation functions
15:59LINK
LINK Link code to link it to Lua/NIL
15:59C#
Tag lists
14:18LINK
LINK And link script for that written!
14:18C#
Layer list getter
12:43SCRIPT
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
12:43SITE
SITE Added tag SCRIPT
10:43STATUS
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 = -
22:34KTHURA
KTHURA Scripted Travel Emblems for Kthura
22:34KTHURA
KTHURA Scripted Savespots for Kthura
22:15KTHURA
KTHURA Export now also connected to Dijkstra to prevent compilation issues
22:12KTHURA
KTHURA Most of the stuff should now be supported with NIL
21:03KTHURA
KTHURA Trying to place any will lead to request being ignored (for now).
21:03KTHURA
KTHURA I've added the spots for Save Spot and Traveler's Emblem.....
20:48KTHURA
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.
20:47KTHURA
KTHURA All I can check is that Kthura succesfully loads NIL
20:22KTHURA
KTHURA NIL attached to Kthura, but that doesn't yet grant NIL support
20:06STATUS
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.... ;)
11:48DONE
DONE Eric Help support for equipped items
11:41COSMETIC
COSMETIC Fixed some coordinate issues
11:41HUH
HUH And suddenly it's back....
11:39HUH
HUH No INIT.NIL?
11:35DONE
DONE Equipment should appear now
11:29DONE
DONE Added the places where the equipment spots will come
11:24CLOSED
9:46CONFIRMED
CONFIRMED My RPG character viewer has confirmed this fix!
9:43TEST
TEST I need to test if #48 has indeed been fixed or not!
9:41REMOVED
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!
9:32FIXED
FIXED This SHOULD fix #48 ...
9:31ITEM
ITEM Wooden beat necklace
9:19ITEM
ITEM Cute red children's dress
0:36ITEM
ITEM Medicine
0:36FIXED
FIXED AT LAST!
0:11FUCKYOU
FUCKYOU I'm getting tired of this cockroach!
0:07TEST
TEST Let's see
0:07NOTE
NOTE Although I think I've seen the light on this one
0:06COCKROACH
COCKROACH It keeps refusing to get fixed
- = 25 Aug 2019 = -
23:44BUG
BUG And not only that, but it appears to want the help button to generate a tab, which shouldn't happen
23:44BUG
BUG But now the help generation doesn't work
23:44FIXED
FIXED The error has been fixed
23:42INVESTIGATION
INVESTIGATION It 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
ENHANCEMENT Hovering over an item name should show help text *if* the autohelp's been turned on!
20:55ENHANCEMENT
ENHANCEMENT Aziella I've made sure that only items of which you have at least 1, will appear
20:54CONFIRMED
CONFIRMED And now it works!
20:53FIXED
FIXED Then this should fix that
20:51INVESTIGATION
INVESTIGATION Merya 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
HUH Something suggests that IAA is somehow being re-loaded (without reason).
20:43HUH
HUH Item assigned, yet table remains empty.... ???
20:36DEBUG
DEBUG Let's investigate this even further!
20:34HUH
HUH Empty inventory.... How odd!
20:32DEBUG
DEBUG Let's investigate why inventory only shows 0
13:29FIXED
FIXED Name bug confirmed.... I only need to find out why all numbers are 0
13:28FIXED
FIXED ??
13:25HUH
HUH All I see are empty tables????
13:19INVESTIGATION
INVESTIGATION Debug line to provide more info on non-information!
13:19FIXED
FIXED Coordinate fix
11:15STATUS
STATUS Unfortunately time's not on my side to sort that one out!
11:15STATUS
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!
11:11FIXED
FIXED Code typo
11:10UNDESIREABLE
UNDESIREABLE Okay, Microsoft DID find a way to mess viewports up....
11:03VOID
VOID Local conflict
10:54VOID
VOID I should have voided that one now!
10:54HUH
HUH ????
10:52FIXED
FIXED Forgotten
10:50FIXED
FIXED Forgotten "end"
10:48DONE
DONE Ate my breakfast
10:12TEST
TEST And let's try this all again!
10:12POWERSHELL
POWERSHELL Merya Running my NALA compilation script again
10:11FIXED
FIXED Variable error
10:10FIXED
FIXED Fixed it!
10:04VISUALSTUDIO
VISUALSTUDIO Let's sync and see what the FUCK is happening here!
10:03HUH
HUH Now this error confuses me....
10:00DONE
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 = -
23:48MEDICAL
MEDICAL I'm feeling a bit better, but not as good as I should be
23:47STATUS
STATUS Calling a day
23:47BACKUP
BACKUP Running
23:46BUG
23:45DATABASE
DATABASE I've added some equipment fields for the IAA database
23:45ITEM
ITEM twig
22:51ABILITY
ABILITY Test
22:51SITE
SITE Added tag ABILITY
22:49ITEM
ITEM Antidote
22:49ITEM
ITEM Apple
22:46POWERSHELL
POWERSHELL runing compilation script!
22:46LINK
LINK NIL link code for viewports
22:37BUBBLE
BUBBLE Bubble code written for viewport control
21:18C#
I've also added them to my TQMG class
21:17STUDY
STUDY Viewports in XNA.... They work easier than I could have hoped for, and that will save me a LOT of trouble later!
17:08SITE
SITE Added tag ITEM
- = 23 Aug 2019 = -
23:37STATUS
STATUS Calling it a day!
23:37BACKUP
BACKUP Running
23:37CONFIG
CONFIG Backup tool
23:32DATABASE
DATABASE Dernor 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
SITE Added tag DATABASE
21:58CLOSED
21:55DONE
DONE It's all done now!
21:52COSMETIC
COSMETIC Let's do a bit more fine tuning here
21:50FIXED
FIXED Help linking incorrect
21:48FIXED
FIXED Some useless bugs
21:42TECHNO
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.
21:42DONE
DONE I've set up a quick library to show help text
19:52FIXED
FIXED Property error
19:51FIXED
FIXED Selected character stops flashing
19:44LINK
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!
15:53DONE
DONE I've tried to set up the skill bars
13:13DONE
DONE Added more functionality to the field menu
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