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 | ||
22:24 | STUPIDITY | Forgot to embed the NIL script |
22:20 | TEST | And Take II |
22:20 | POWERSHELL | And let's run the compile script again! |
22:20 | FIXED | Swap was not initized in NALA |
22:19 | BUG | Yup, I forgot something! |
22:16 | TEST | Take I (of the many I expect to follow) |
22:15 | LINK | And I've linked the savegame routine to the swap engine |
22:10 | EXPERIMENT | On the moment a new game starts the swap folder will be entirely cleaned (if needed), and a "ReadMe" file will be created (in order to test if everything works the way it should). |
21:49 | LINK | Swap classes linked to Save Game engine |
21:34 | TEST | Recompile of NALA was succesful, but it's too early to put things into action yet! |
21:33 | LINK | I've written the link code to allow NIL to communicate with the Swap handler that's now in NALA |
20:10 | TECHNO | Yes, this has to do with #33 |
20:10 | NOTE | I could NOT yet put it to the test though, so I can only HOPE it works |
20:10 | VISUALSTUDIO | I've set up an advanced swap system for NALA which only saves when data appears not modifed long enough to deem it no longer needed for the short term. This is also set up in order not to pay too heavily on SSD drives that are the standard these days. |
17:32 | DONE | Maybe this will stop that (as this can cause conflicts later on) |
17:29 | MYSTERY | What I do wonder is... why those decimals in what are supposed to be integers? Inventory['*CLEAR*']=1 Inventory['ITM_ANTIDOTE'] = 3.0 Inventory['ITM_APPLE'] = 6.0 |
17:27 | STATUS | all crashses accounted for, but now I need to know if everything works properly! |
17:23 | TEST | An that brings us to take VI |
17:23 | FIXED | And the call did indeed not return anything which should not have happened |
17:22 | FIXED | NALA was not properly set up for when a return failed |
17:20 | DEBUG | At least the system makes no bones about the fact that LuaGetString is the function to blame, but that is odd, since that function is also the function that did some important transfers before without issues, so I wonder what happened there |
17:16 | INVESTIGATION | In order to get stuff done in the debugging department, I now need to find out why NALA pops up an error generated by .NET |
17:03 | TODO | |
17:03 | VOID | Since this bug cannot be fixed as the cause is very old (Star Story also suffered here), I'll have to suffice with reset points, so you can at least "jiggle free", and that brings us to |
17:02 | BUG | |
16:14 | BUG | Now this is a bit odd! The error generated is generated by .NET (I recognized it's wording).Where exactly this goes wrong needs to be properly investigated, but for now let's suffice to say it doesn't work, but that I need to get some things done before I can start to fix this |
16:09 | TEST | Take V |
15:28 | STATUS | Time for a break, brb |
15:28 | FIXED | Invalid state load |
15:25 | TEST | Take IV |
15:25 | FIXED | Forgotten state references |
15:24 | STUPIDITY | Okay.... mesa too fast! |
15:22 | TEST | Take III |
15:22 | EXPERIMENT | Another function name then? |
15:22 | COCKROACH | At least the quickmetatable worked |
15:21 | TEST | Take II -- And let's try it again now! |
15:20 | GENERATION | New Anyway.nil generated |
15:20 | STUPIDITY | I know why that happened |
15:19 | HUH | Apparently the quickmetatable didn't make it properly through |
15:17 | CLOSED | Btw... I closed #3 |
15:13 | TEST | And NOW let's run take I |
15:13 | POWERSHELL | Oh wait, before that... Let's first rebuild NALA :-/ |
15:12 | TEST | So let's get this over with... Take I |
15:12 | NOTE | As the inventory screen is NOT present yet, all I can do to test things out is to simply run the game and save the game, and see what the savegame will contain... Thanks to my GJCR tool that's easy, but still :-/ |
15:06 | SASKIA | I've set the start script to make sure you start with some apples and antidotes.... The number depends on your difficulty setting. |
14:54 | STUPIDITY | However I went a bit too fast, I now realized, so this code ain't gonna work |
14:53 | LINK | And linked this to the savegame routine, which should now save the inventory |
14:53 | LINK | I've written the link code for this table |
14:38 | DONE | I've set up a quick meta table to use for the inventory, but it will not really be taken in use now, but at least the save game routine can be completed this way without any issues later |
14:03 | NOTE | If you counted well, you may see an initial error first, but then again, this devlog was NEVER too precise on things. |
14:02 | FIXED | a few config issues in this devlog |
13:55 | ENHANCEMENT | 'quickmeta' added to NIL |
10:19 | FIXED | One too many |
10:18 | FIXED | A few issues |
10:15 | FIXED | Code Typo |
10:13 | FIXED | SIGH! |
10:12 | FIXED | And fixed a crash in the process! |
10:12 | REMOVED | Faulty variable declaration, but then again, i didn't need that variable anyway |
10:09 | FIXED | Case+$ errors |
10:08 | MAP | the very first savespot has been placed (it only does NOTHING AT ALL YET!) |
10:03 | DONE | To start simple I've added the constant game time to the game |
- = 15 Aug 2019 = - | ||
23:31 | TEST | Does it work now? |
23:31 | VOID | For now I've voided this issue |
23:31 | MYSTERY | It's still beyond me why private elements are still so buggy |
23:28 | FIXED | The directory file was currupted.... So that was an easy fix, but still, odd |
23:25 | BUG | Nonsensical error |
23:23 | FIXED | I think I fixed the missing "Create new" slot |
23:07 | FIXED | The disappearing slot bug has been fixed |
23:06 | FUCKYOU | Apparently it DOES have the effect I wanted to see |
23:03 | FUCKYOU | Will it really work with ' in stead of "? |
23:00 | DONE | Attept to get rid of the unwanted leading spaces |
22:57 | FIXED | Yup! |
22:53 | SOLVED | I THINK I found the issue.... Not 100% sure, but hey, ya never know! |
22:48 | INVESTIGATION | Why does this happen? |
22:48 | BUG | Impossible bug |
22:29 | FUCKYOU | No property called "Kthura"??? |
22:28 | FIXED | What I did fix was a call to a removed variable I didn't need anymore, but I forgot to remove that call |
22:27 | HUH | And now the error is gone without a fix... Computers, don't even try to understand them |
22:24 | HUH | Wtf? |
22:19 | DONE | The field data and the actor position should be saved |
21:04 | STATUS | still a lot to do but at least we're closing in, eh? |
21:03 | CONFIRMED | My new RPG Char Viewer is not yet finished, but it can already make a full analysis of a save game file, and tell ya what? The data shown is the data I wanted to see! GOOD! |
20:46 | STATUS | Things are beginning to look good! |
20:43 | TEST | Well, I gotta try, I suppose |
20:43 | FIXED | I hope |
20:43 | FUCKYOU | A "not" where the opposite of "not" (for which the English language has no word.... WEL, you can better speak DUTCH people) (and now that "wel" is NO missspelling!) |
20:36 | DEBUG | An extra debug line to sort a few things out! |
20:32 | BUG | The RPG Database does save the global data, like links (which are none at this moment) and the current party members, but the individual data is not saved. |
20:30 | NOTE | this was a bug that also affected Aziella's Babbling Bubbles, although that game oddly enough didn't suffer from it :-/ |
20:30 | FIXED | Game ID not properly saved in savegame files |
20:25 | STATUS | No errors popped up... But that does not always mean stuff works the way it should |
20:23 | FIXED | Did I fix it? (Visuaul studio was playing tricks on me) |
20:10 | BUG | As the error I get now is downright odd! |
20:09 | VISUALSTUDIO | Let's take a closer look inthe debugger |
19:47 | FIXED | The %d issue should be fixed now |
19:44 | CONFIRMED | Game Variables have been properly saved, so that's cool! |
19:42 | FIXED | That issue's been fixed by the way |
19:42 | CONFIRMED | Some secret data that was now just open shows what I wanted to see... Well almost, but that was not the fault of that data file, so at least that's okay |
19:40 | BUG | well for starters... In stead of a number %d was the extension and everybody who's ever coded in C or languages based on that using C formatting know how that could happen, right? |
19:39 | STATUS | All I know now is that no errors pop up... But if that means stuff works... THAT is another story, and that needs to be investigated |
19:27 | TEST | Take VII |
19:27 | FIXED | Empty XTRA registry |
19:17 | TEST | Take VI |
19:17 | FIXED | config errors |
19:09 | TEST | Take V |
19:09 | FIXED | Code Typo |
18:56 | TEST | Take IV |
18:56 | FIXED | Forgotten #endregion in NALA |
18:49 | TEST | Take III |
18:49 | DONE | Some workouts |
18:41 | FIXED | Table style fix |
18:27 | NOTE | I wonder how many "imbecile" bugs I'll get along the way! |
18:27 | TEST | Take II |
18:27 | FIXED | Illegal Function Call! |
18:26 | TEST | Take I |
18:24 | UPDATED | |
18:24 | DONE | GameVars stored |
17:56 | STATUS | It's 6 o' clock and time for the news! |
17:48 | DONE | a few general preparations |
15:30 | STATUS | Of course, the real work hasn't yet even begun... Saving the actual data that should go in the savegame files |
15:29 | CONFIRMED | All's well now |
15:06 | TEST | Take SIX |
15:06 | FIXED | Tried to show empty character slots (resulting into a crash) |
15:04 | TEST | Take FIVE! |
15:04 | FIXED | And fixed a crash in the process! |
15:04 | REMOVED | an "s" somewhere in a string where it was NOT wanted! |
15:03 | TEST | Take FOUR! |
15:03 | FIXED | Declaration fault |
15:02 | FRUSTRATION | AAARGH! |
15:02 | TEST | Take THREE! |
15:02 | FIXED | More forgotten |
14:57 | TEST | Take TWO! |
14:57 | FIXED | Forgotten |
14:56 | TEST | SHOULD, so here goes... TAKE ONE! |
14:56 | DONE | The characters in the party and their respective levels should now show |
14:46 | FIXED | Directory integry |
14:18 | CLOSED | |
14:18 | CLOSED | |
11:42 | CONFIRMED | IT WORKS!!! |
11:41 | FIXED | Forgotten "end" |
11:40 | DONE | Scrolling with mouse |
11:15 | DONE | And the down arrow appears, but only when scrolling down is possible |
10:44 | COSMETIC | Arrow now in FULL COLOR and not greyed out a little (people could think it was disabled). |
10:41 | FIXED | I fixd that! |
10:41 | BUG | All wrong! The arrow appeared when scrolling was IMPOSSIBLE and not when POSSIBLE! :( |
10:40 | FIXED | Code typo |
10:38 | TEST | *SIGH* |
10:38 | FIXED | illegal field call |
10:38 | STUPIDITY | Imbecile |
10:37 | TEST | And let's do that AGAIN! |
10:36 | FIXED | Code typo |
10:36 | NOTE | It ONLY appears... Clicking it won't do anything right now! |
10:36 | DONE | Arrow up should appear if scrolling up is possible |
10:31 | DONE | An auto loader for the arrow icons |
10:01 | CONFIRMED | It works... AT LAST! |
10:00 | FIXED | I think I fixed that, but I hoped for an error that made SENSE! |
9:59 | FRUSTRATION | Great! A .NET error |
9:58 | FIXED | I think I fixed it this way, but let's see |
9:56 | SOLVED | The problem lied with that the "CREATE NEW GAME" slot was still created, but not shown (since I tested this in load game)... Should imply that in saving it works.... I now made sure that unless you are saving your game, that slot is just not created at all! |
9:51 | EXPERIMENT | On second thought, I think I got a better idea (if the data just thrown is true, it won't work, though, but let's try!) |
9:49 | DEBUG | Let's debug this out more properly, as the impossible looks to be happening now |
9:47 | RESULT | Am I really such a failure in math? |
9:45 | DEBUG | Let's answer a few questions with this debug line |
9:43 | FRUSTRATION | No more crashes... Nooooo, even better, NOTHING HAPPENS AT ALL! |
9:40 | FIXED | Should be fixed now, though! |
9:40 | COCKROACH | Down scrolling keeps crashing stuff |
9:40 | FRUSTRATION | GRRR! |
9:31 | DONE | Scrolling in the savegame menu should be possible now, but yet only with the keyboard |
- = 14 Aug 2019 = - | ||
23:51 | GITHUB | Updated! |
23:48 | BACKUP | Let's at least run the backup tool, shall we? |
23:47 | STATUS | Still so much what I wanna do, but I must allow myself some rest, as I am about to overwork myself |
23:46 | STATUS | AT LAST!!! |
23:44 | TEST | Take XV |
23:43 | FIXED | Which should fix a needless crash |
23:43 | DONE | Whiteline ignoring |
23:42 | TEST | Take XIV by now I think (I forgot to note some of them) |
23:41 | FIXED | HighID readout |
23:40 | FIXED | Wrong readouts of party members (not that you can see those now, though) |
23:40 | CONFIRMED | |
23:39 | FIXED | I think I fixed this, but not a chance in hell allowed this to a .NET error (as this was a simple 'nil'-value error). |
23:33 | FRUSTRATION | Maybe this tag is in order for that one! |
23:32 | SITE | Added tag FRUSTRATION |
23:31 | COCKROACH | AND ANOTHER .NET ERROR IN USER CODE!!! |
23:30 | FIXED | Unknown command |
23:29 | FIXED | AT LAST! |
23:25 | TEST | Take VIII |
23:25 | SOLVED | I think I solved it... Or at least... I hope so! |
23:24 | CONFIRMED | Whatever goes wrong it happens in the underlying API..... |
23:23 | TEST | Take VII |
23:22 | DEBUG | A few extra markers now |
23:21 | COCKROACH | Now this is getting annoying! |
23:17 | TEST | test again.... take VI |
23:17 | POWERSHELL | Rerun the compile script and |
23:17 | EXPERIMENT | Let's do it a bit differently |
23:14 | INVESTIGATION | "When you've eliminated all the impossible, whatever remians, however imporbable, must be the truth"... Since all else is impossible now, we are closing in on the truth |
23:14 | CONFIRMED | The CSay commands right after the loading command would have ben executed if it didn't go wrong in the loader, so that is pure progress! |
23:12 | INVESTIGATION | Furhter investigation is now in order! |
23:11 | DEBUG | The debug lines reveal that it goes wrong when it reads the file from the disk or at least somewhere there... |
23:06 | TEST | Take V |
23:06 | FIXED | Should be fixed |
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