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
23:49:14DEBUG
DEBUGReally, this is really getting insane! More code to narrow it down!
23:46:08DEBUG
DEBUGTake MCXLV
23:46:04DEBUG
DEBUGMore debug code then
23:45:59REPORT
REPORT According to the report it doesn't even get to the actual handling.
23:39:54TEST
TESTTake MCXLIV
23:39:54FUCKYOU
FUCKYOUcode typo
23:39:21DEBUG
DEBUGTake MCXLIII
23:39:17DEBUG
DEBUGMoar debug
23:36:58REPORT
REPORT Yup, the translation of the abstract is where it goes wrong. How did I know that?
23:36:08SCYNDI
SCYNDI Take MCXLII
23:35:43CODE::BLOCKS
CODE::BLOCKSTake MCXLI
23:35:39FIXED
FIXED;
23:34:26CODE::BLOCKS
CODE::BLOCKSTake MCXL
23:34:23DEBUG
DEBUGHarsh debug then
23:29:16HUH
HUHSegmentation Fault - Well that one can cause me some headaches.
23:28:41TEST
TESTTake MCXXXIX
23:28:39FIXED
FIXEDcode typo
23:28:01TEST
TESTTake MCXXXVIII
23:28:00LINK
LINKGraphics
23:27:02TEST
TESTTake MCXXXVII
23:27:01VOID
VOIDStandard value boolean
23:25:51SCYNDI
SCYNDI Dr. Sal’pr’dritaTake MCXXXVI
23:25:40LINK
LINKRPG2Stat
23:25:12LINK
LINKInterVar
23:24:19VOID
VOID:=
23:17:59SCYNDI
SCYNDI Take MCXXXV
23:17:50VOID
VOID:=
23:16:58SCYNDI
SCYNDI Take MCXXXIV
23:16:53CODEROT
CODEROT Replaced direct Neil references to direct Scyndi references
23:16:33VOID
VOIDI really have no idea why Scyndi throws an error if a get and set get mixed up... (If you place the get first and the set after that no trouble)
23:14:56SCYNDI
SCYNDI Take MCXXXIII
23:14:50CODEROT
CODEROT Xenobinot, static local voided, and Font Obtainer replaced.
23:10:55SCYNDI
SCYNDI Well at least I didn't get any complaints about abstracts anymore, but as there are more cases of code rot in this code, I cannot yet check any translations, so I'll have to focus on that first.
22:58:45SCYNDI
SCYNDI BriggsTake MCXXXII
22:58:30CODE::BLOCKS
CODE::BLOCKSTake MCXXXI
22:58:24VOID
VOIDExHuRUDa f....
22:47:53SCYNDI
SCYNDI Take MCXXX
22:47:51STATUS
STATUSRight-o, now for the Scyndi test
22:47:28CODE::BLOCKS
CODE::BLOCKSTake MCXXIX
22:47:21EXPERIMENT
EXPERIMENTI do see a few fallthroughs that should not be there (I've always hated C and C++ and similar languages for that).
22:44:08FAILURE
FAILUREWell, clearly it's not working.... Scyndi doesn't yet understand how to deal with an abstract at all.
22:42:48SCYNDI
SCYNDI ReggieTake MCXXVIII
22:41:49CODE::BLOCKS
CODE::BLOCKSThe C++ compiler didn't send anymore. But how about building the game now?
22:37:03CODE::BLOCKS
CODE::BLOCKSTake MCXXVII
22:37:00FUCKYOU
FUCKYOUCase sensitivity in C++
22:36:12CODE::BLOCKS
CODE::BLOCKSTime to start compiling -> take MCXXVI
22:20:17NOTE
NOTE RolfCrystal McLeen - Big alternateBasically in the way Scyndi currently is short definitions are easier and safer yet, to prevent code rot in converting Neil to Scyndi and with a few (uncertain) concepts I have in mind for possible future versions of Scyndi, it's better to keep the long versions supported.
22:13:09C++
C++Step Three, long abstract definitions SHOULD work now! (once again emphasis on SHOULD).
22:01:30C++
C++Step two, short abstract definitions SHOULD now work! (emphasis on SHOULD).
21:35:21C++
C++Step one, Scyndi reacts to the keyword Abstract
21:12:30SCYNDI
SCYNDI For starters the compiler has not yet been set up to deal with that.
21:12:07LUA
LUAThe Scyndi core code has been adapted to make abstracts and class extensions possible. There is however no way to test this.... YET!
19:56:18NOTE
NOTE I have a few ideas of how to cover this, but it will not be exactly easy.
19:52:15TECHNO
TECHNOAnd now we have a problem as in the combat engine abstracts have been used, and that's a feature not yet supported in Scyndi.
19:44:54TEST
TESTTake MCXXV
19:44:50CODEROT
CODEROT SueLike always Code Rot will be my biggest enemy. Some occurences have been taken care of now
19:10:11TEST
TESTTake MCXXIV
19:10:10SCYNDI
SCYNDI Simplest of all, but I needed at least one file converted. The rest comes later
19:09:55SCYNDI
SCYNDI ALG_Stage
19:07:54SCYNDI
SCYNDI Bundle renamed from NeilBundle to Scyndi Bundle
19:05:51TEST
TESTTake MCXXIII
19:05:48CONVERT
CONVERTNeil -> Scyndi: LoadCombat
18:33:42TEST
TESTTake MCXXII
18:33:37LINK
LINKNo longer link to the Neil Script but to the Scyndi script (which does not exist yet, so the next test will always show an error)
18:31:03TEST
TESTTake MCXXI
18:31:01LAZY
LAZYState.LoadFlow
18:23:28STATUS
STATUSSo far, so good!
18:22:36TEST
TESTTake MCXX
18:22:35DEBUG
DEBUGI've set (as safety pre-caution) invisible enemies to being unable to attack (this to make sure no bugs can occur. The Yaqirpa in particular uses a very ugly area system that can cause bugs like these. It was the very first dungeon ever designed with Kthura, and also with enemies in the field. Stuff like this was bound to happen.
18:20:12REPORT
REPORT Now I do need to get another method to the Flow faker class, but that was not what bothered me
18:18:45TEST
TESTTake MCXIX
18:18:37CODEROT
CODEROT XenobiAh, just a silly coderot issue
18:18:03HUH
HUHLinkedList does not have AddLast? That's a lie, but let me check more thoroughly
18:16:00TEST
TESTTake MCXVIII
18:15:59FIXED
FIXED???
18:10:16TEST
TESTTake MCXVII
18:10:12SCRIPT
SCRIPTCombat should now start. Or at least, the routines triggering combat to start have been linked. Errors are sure to come since the combat itself has not yet been scripted
16:32:08NOTE
NOTE But that doesn't justify another take
16:32:01FIXED
FIXEDColoring issue
16:30:47TEST
TESTTake MCXVI
16:30:42COSMETIC
COSMETICPeace sign would be hidden behind wall
16:28:25TEST
TESTTake MCXV
16:28:23FIXED
FIXEDMonster wouldn't despawn from map (but ignore you from that moment on)
16:25:06TEST
TESTTake MCXIV
16:25:04FIXED
FIXEDSyntax error
16:24:09TEST
TESTTake MCXIII
16:24:06FIXED
FIXEDNamespace mistake
16:23:33TEST
TESTTake MCXII
16:23:32FUCKYOU
FUCKYOUs
16:22:35TEST
TESTTake MCXI
16:22:34FIXED
FIXEDMisspelled identifier
16:21:47TEST
TESTTake MCX
16:21:44LINK
LINKGraphics
16:20:46TEST
TESTTake MCIX
16:12:17SCRIPT
SCRIPTI've scripted the enemies to call the function that will start the fight, it will deactivate all other foes, and even starts a 'peace' time in which you cannot be re-attacked. The length of this time is (of course) dependent on the chosen difficulty skill. The enemy will also be removed from the screen. The fight itself won't start yet, and only a debug message will appear. This is (of course) for obvious reasons. The starting of the combat is more delicate and comes when all other stuff works.
15:32:43SYSTEM
SYSTEMHey! RLWrap is a blessing. It makes Azor respond on the arrow keys the way it shoud and of which it was utterly ridiculous from the start no console app could do this (while on Windows all aps do that with the same code. So Windows *is* better than Linux on SOME departments, eh?)
12:47:34CONFIRMED
CONFIRMEDFoxySo far so good. Now I have a few other obligations to attend to. Be back soon!
11:26:46TEST
TESTTake MCVIII
11:26:44DEBUG
DEBUGVREDE
10:43:27STUPIDITY
STUPIDITYAh, yeah, the question I had in my last post is solved. I forgot about Briggs being there at level 20. Silly!
10:42:05CONFIRMED
CONFIRMEDFoxyFor green and pure green (the latter I wonder how they could end up on this man, actually), do seem to have their radiuses in order. Good.
10:39:26TEST
TESTDr. Sal’pr’dritaTake MCVII
10:39:23NOTE
NOTE Before going to engagement in combat I need to check the activation radius once more
01:40:20STATUS
STATUSAt last!
01:37:42TEST
TESTTake MCVI
01:37:37FIXED
FIXEDCrystalAnd GitHub seems to have fixed its servers too
01:37:21FIXED
FIXEDI think I found the motherfucker
01:29:24TEST
TESTTake MCV
01:29:20FUCKYOU
FUCKYOUAdmiral LovejoyHarsh debug
01:24:48TEST
TESTTake MCIV
01:24:47FIXED
FIXEDSmall fix in the setup
01:20:23GITHUB
GITHUBWell the website works... Oh well... not my primary concern now... If you can see this message it means it must have been fixed.
01:19:29FAILURE
FAILUREAnd I see the github server has some trouble. Error 500 and error 502. Both are server issues.
01:18:48COCKROACH
COCKROACHThis is gonna be a long way to go!
01:17:19TEST
TESTTake MCIII
01:17:19STATUS
STATUSI really don't know if that fixes all my trouble, but let's get ready to rumble, eh?
01:16:50FIXED
FIXEDOne operator was wrong
01:12:38TEST
TESTTake MCII
01:12:30REPORT
REPORT Logs show that that enemies DO get activated. As a matter of fact, they immediately return to their original positions, and that's odd!
01:07:10DEBUG
DEBUGTake MCI
01:07:05LINK
LINKLinked to the console
01:05:07DEBUG
DEBUGBakinaYirlA simple debug function
01:00:02INVESTIGATION
INVESTIGATIONand I guess I'll need to figure out why
00:59:51BUG
BUGNo response from ANY of them
00:59:22TEST
TESTTake MC
00:59:22FIXED
FIXEDAnother one
00:57:31TEST
TESTTake MXCIX
00:57:30FIXED
FIXEDTwo more
00:56:43TEST
TESTTake MXCVIII
00:56:41FIXED
FIXEDMissing object reference variable
00:55:21TEST
TESTTake MXCVII
00:55:21LINK
LINKLink
00:54:47TEST
TESTTake MXCVI
00:54:33SCRIPT
SCRIPTThe enemies should chase after you when you get too close to them, and return to their original position when getting too far away tfrom that position. They won't initiate combat yet, though.
00:39:53CONFIG
CONFIGMore configuration done
00:33:41TEST
TESTTake MXCV
00:33:31FIXED
FIXEDIllegal function call
00:32:06TEST
TESTTake MXCIV
00:32:05FIXED
FIXEDCode typo
00:31:30TEST
TESTTake MXCIII
00:31:28LAZY
LAZYThe GoddessVoid a fucking idiocy
00:30:06TEST
TESTTake MXCII
00:30:02CONFIG
CONFIGthe enemies in the field will now have their ranges set for when to chase and when to stop chasing. Please note, nothing visual will happen yet, it's just under the hood, but some debug messages do appear on the console.
00:20:38CONFIG
CONFIGBTW I have also configured jEdit properly for Scyndi already... yay. One very nasty point about jEdit is though that the keyboard input often goes away from it. A typical Linux only issue so far.
00:19:02STUDY
STUDY I did some study to AppImage. It does look a lot easier to understand than FlatPak, but more studies will be required to give it a true go. But I guess, I'll have to set my priorities where they belong.
- = 13 Jan 2025 = -
21:51:38DATABASE
DATABASEMedals has been relinked to Star Story I
19:54:36C++
C++ExHuRUand My Medal Studio is now translated from C# to C++. Good!
19:54:06DONE
DONEHouse Of Cards has been reset for Medals. Other games will come later!
19:31:28NOTE
NOTE As a result, medal scores and medal rates will be different in all future updates of my games. Never forget that!
19:31:02NOTE
NOTE More fucking fuckshit is that the data was stored on my old hard drive. Fuck that!
19:30:42C#
C#Dang! My medal studio application happens to be coded in C#
17:12:12OFFTOPIC
OFFTOPICI used to be a Mac user, and when Steve Jobbs died I somehow feared that Apple would take this route... and it turned out I was right.
17:11:36NOTE
NOTE Oh, and a Mac version is not planned at all! Since I don't pay tons of money to Apple as a "sign you can trust me" (read: that I am actually developing software that Apple can use to control you and that they in turn can control me), a Mac version is also out of the question. And no unless Apple changes that policy it ain't gonna happen.

(And if Apple wants to see me for this post, I will definitely not develop for Apple anymore). People who wish to try to port SCI to Mac are welcome to try (since the GPL license prohibits me from banning the practise), but there will NEVER be official support... well, unless Apple becomes the environement it used to be again. (MAGA, Make Apple Great Again).

17:05:48WINDOWS
WINDOWS Oh yeah, important to note is that for the time being, compiling for Windows will be impossible for me. Any fixes to the SCI engine or new features can therefore not take place on Windows. I hope I can resolve that quickly.
17:05:39SITE
SITEAdded tag WINDOWS
16:56:25CODE::BLOCKS
CODE::BLOCKSTake MXCI
16:56:19FIXED
FIXEDThat was to see if the butler ignore feature would be compiled. However a code typo was in my way
16:55:23CODE::BLOCKS
CODE::BLOCKSTake MXC
16:54:52ITCH.IO
ITCH.IOI've first make sure the builder is able to ignore Butler. This is important as I don't want stuff to be changed on itch.io while I'm still debugging stuff here.
16:42:33LINUX
LINUXThis is also why Linux is deemed so user unfriendly when compared to Mac and Windows.
16:42:03LINUX
LINUXWell, the builder can build windows apps fine, but in Linux things are more complicated. Linux applications are strongly reliant on dependencies and unfortunately it was impossible to make SCI any different from that perspective. I tried to read the flatpak tutorials, but this simple system is beyond the understanding of people with an intelligence that is not beyond the regular scale of a human being, so for now that's not a realistic option. There are several possibilities. Creating a quick app with needed .jcr files and a list of instructions of the required dependencies. Not really the most beautiful solution, but beautiful solutions do NOT exist in Linux. The system was designed to be as ugly as possible and I'm afraid I gotta deal with that fact. Another thing is to make SCI a dependency on its own, but then with the means I have now that will still require the dependencies SCI needs. Plus is that this way, having the data .JCR will suffice of all games made with SCI. Can also be a nice solution, actually. I can even fake the .KJCR files as if they were apps. This is dirty. All solutions require me to instruct you to go for dependencies, however. Configuring package managers for Linux is (and has always been) a downright disaster.
13:36:52CODE::BLOCKS
CODE::BLOCKSThat appears to be working.
13:36:41CODE::BLOCKS
CODE::BLOCKSTake MLXXXIX
13:36:37CODE::BLOCKS
CODE::BLOCKSThe map Data Generator, responsible for making sure the data the encounter manager needs, and for making sure the welcoming banners are properly linked to their respective maps has been set up as a Code::Blocks project.
10:22:14GITHUB
GITHUBOkay, I updated all crap here first.

A true coder can never resist.

09:25:29TODO
TODOBut first a shower... I'm just out of bed, and didn't yet take care of myself... Yeah, that's the life of a coder!
09:24:52STATUS
STATUSThe next step will be to make sure the MapData generator works in Linux
09:22:35CONFIRMED
CONFIRMEDIt works.
09:20:32TEST
TESTRolfYirlTake MLXXXVIII
09:20:31FIXED
FIXEDMissing return in Lua API... Well, that was easy... At least, I hope so!
09:19:11INVESTIGATION
INVESTIGATIONCrystalRight-o, I guess HideButLabel is the source of evil here.
09:15:54INVESTIGATION
INVESTIGATIONTake MLXXXVII
09:15:46DEBUG
DEBUGTrying to narrow things down more. At least it's prove the MapScript function has been called properly, but it appears to make some faulty API calls. At least that's my diagnosis so far.
09:13:33INVESTIGATION
INVESTIGATIONTake MLXXXVI
09:13:26MYSTERY
MYSTERYAdmiral JohnsonWendickaNow a segmentation fault pops up during the mapscript event. I do know that Interstate calls themselves should work. This was proven by the fact that House of Cards could work without any remarkable issues, and although Star Story tops House of Cards when it comes to InterState calls, it still relies on them.

I've added a few extra debug lines which should provide some clarity on this matter.

08:52:12TEST
TESTTake MLXXXV
08:52:04SOLVED
SOLVEDI think I solved the mystery. Statistician does support the use of a script function tied to a script. Apparently it was not set to a nullpointer by default
08:25:26HUH
HUHTake MLXXXIV
08:25:21HUH
HUHIt's gets even odder. It reads out the levels for the two girls, but on Briggs a segmentation fault. No reason can there be for such idiocy,but apparently the system THINKS there is.
08:20:11TEST
TESTTake MLXXXIII
08:20:09DEBUG
DEBUGNULL?
08:03:40TEST
TESTTake MLXXXII
08:03:38DEBUG
DEBUGWould getting the level really cause the segmentation fault?
07:57:31DEBUG
DEBUGTake MLXXXI
07:57:27DEBUG
DEBUGGetting party data is not where it goes wrong... Somewhere in the caluclation of the average party level there must be something, right?
07:54:13DEBUG
DEBUGTake MLXXX
07:54:05DEBUG
DEBUGKotaNarrowing down where the evil could be
07:52:26DEBUG
DEBUGTake MLXXIX
07:52:22DEBUG
DEBUGIt appears clear that things go wrong while scanning for enemies. I can however not find anything odd in the Statistician routine.
01:17:06FUCKYOU
FUCKYOUBut that's for another time!
01:16:59COCKROACH
COCKROACHThe Segmentation Fault remained, though...
01:16:24TEST
TESTTake MLXXVIII
01:16:23REPORT
REPORT Alright? Really? (How will the game fare now?)
01:15:34TEST
TESTTake MLXXVII
01:13:42COCKROACH
COCKROACHBelieve it not, but the same problem pops up... AGAIN!
01:13:03TEST
TESTWendickaTake MLXXVI
01:13:02REPORT
REPORT No errors, then now a build of the game
01:12:36CODE::BLOCKS
CODE::BLOCKSTake MLXXV
01:12:32VOID
VOIDMoar
01:12:27CODE::BLOCKS
CODE::BLOCKSTake MLXXIV
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