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
01:11:31VOID
VOIDHow many of these cases are there?
01:07:35TEST
TESTTake MLXXIII
01:07:33FUCKYOU
FUCKYOUCode typo
01:06:16TEST
TESTTake MLXXII
01:06:11VOID
VOIDAstrilopupAnother TrSPrintF fucker
00:03:38STATUS
STATUSI'll test later if this all works out the way it should
00:00:37FIXED
FIXEDOne API function in Kthura for SCI didn't return a value. I hope that fixes the Segmentation Fault
- = 12 Jan 2025 = -
23:58:34OFFTOPIC
OFFTOPICIn House of Cards things appear to be going well. That's good!
23:11:01OFFTOPIC
OFFTOPICTake MLXXI
23:10:58FAILURE
FAILURESegmentation Fault when loading a savegame. Well, that's a later concern. First some more testing on House Of Cards
22:54:31CONFIRMED
CONFIRMEDAt least no more errors from Scyndi
22:49:56COCKROACH
COCKROACHTake MLXX
22:49:51FUCKYOU
FUCKYOUI'm going crazy
22:47:25SCYNDI
SCYNDI Take MLXIX
22:47:20COCKROACH
COCKROACHIt never ends!
22:45:58TEST
TESTTake MLXVIII
22:45:55FIXED
FIXEDGenerated syntax errors in translations
22:42:53TEST
TESTTake MLXVII
22:42:51VOID
VOIDLaaaalalah!
22:41:13SCYNDI
SCYNDI Take MLXVI
22:41:08COCKROACH
COCKROACHThe GoddessDang! That was a hard one to find
22:33:32SCYNDI
SCYNDI Take MLXV
22:33:28COCKROACH
COCKROACHThey just keep on coming!
22:30:00SCYNDI
SCYNDI Take MLXIV
22:29:55FUCKYOU
FUCKYOUcode typo
22:29:32SCYNDI
SCYNDI Take MLXIII
22:29:29VOID
VOIDDid I find the most annoying source of evil now?
22:24:22SCYNDI
SCYNDI Take MLXII
22:24:19FIXED
FIXEDGRRR! Letter seen wrong!
22:23:40SCYNDI
SCYNDI Take MLXI
22:23:30VOID
VOIDAnother occurance of a TrSPrintF mess up
22:17:20SCYNDI
SCYNDI Take MLX
22:17:18FUCKYOU
FUCKYOUAnd NOW to resume the ACTUAL testing!
22:17:04FUCKYOU
FUCKYOUIt's about time.
22:15:58FUCKYOU
FUCKYOUTake MLIX
22:15:55FUCKYOU
FUCKYOU;
22:15:42FUCKYOU
FUCKYOUXenobiTake MLVIII
22:15:39FUCKYOU
FUCKYOUExHuRUGRRR!
22:14:55FUCKYOU
FUCKYOUTake MLVII
22:14:52FUCKYOU
FUCKYOUCode that may never fail, fails when touched by gcc
22:13:21FUCKYOU
FUCKYOUTake MLVI
22:11:46FUCKYOU
FUCKYOUBriggsWhen idiots declared code my not work... it never will!
22:04:31SCYNDI
SCYNDI Take MLV
22:04:26VOID
VOIDanother occurance voided
21:50:16SCYNDI
SCYNDI Take MLIV
21:48:38REMOVED
REMOVEDAstrilopupAnother TrSPrintF call removed.
21:41:05SCYNDI
SCYNDI Take MLIII
21:40:59FUCKYOU
FUCKYOUMore false alarms
21:39:40SCYNDI
SCYNDI Take MLII
21:39:31FIXED
FIXEDFalse alarms
21:38:09RESULT
RESULT It appears to be needed (sigh)
21:38:02DEBUG
DEBUGTake MLI
21:28:55DEBUG
DEBUGReggieI've added a warning in TrSPrintF when non-ASCII characters come past. I don't want to say any of those after all.
21:28:12FIXED
FIXEDOne important fix has been done to the SCI runtime, which caused a lot of Segmentation Faults in Linux. Lua API functions do require a return, and quite a lot had none.
21:27:12TECHNO
TECHNOThe Scyndi compiler did use TrSPrintF a lot, but it turns out to be allergic for strings, and this is a huge problem, as it's hard to find all occurances. In Windows things did turn out not too bad, but Linux is by far more sensitive, and that shows.
13:55:37SITE
SITEWell, well, well, it seems Azor has finally understood how to handle the CODE::BLOCKS tag (about time).
13:53:07NOTE
NOTE AstrilopupTo tell the truth, more takes took place, but it was too much (even for me) to note them all here.
13:51:50CODE::BLOCKS
CODE::BLOCKSTake MLI
13:48:25RECOVERED
RECOVEREDOnly a small part now I had to redo... I think!
13:42:34OFFTOPIC
OFFTOPICOkay, I never had any respect for the sheep-like behavior in the Linux community when it came to the "saint" status Linus Torvalds could get himself, but I must thank him properly, and the work he saved me now, really justifies no less than this.
13:39:30OFFTOPIC
OFFTOPICHe gave us GIT

13:36:11RECOVERED
RECOVEREDLinus Torvalds, my savior!

Thanks to git and all the crap already being in commits I could easily recover most of the crap I just did....

13:32:11STUPIDITY
STUPIDITYIt was ENTIRELY MY FAULT
13:32:01FAILURE
FAILUREReggieAn act of TOTAL STUPIDITY from my side makes that all I did so far has been lost, so I gotta start all over.
13:12:21FUCKYOU
FUCKYOUIcon works, styling doesn't... Oh well, I'll dig into that later!
13:11:49SITE
SITEThe icon and the layout for CODE::BLOCKS should now also work. Let's see.
13:10:46MYSTERY
MYSTERYSuddenly Azor DOES save the project dir it its global config... Miracles DO happen
13:08:09FAILURE
FAILUREand more stuff is not right, I see
13:06:58FAILURE
FAILUREI really need to sort out why Azor doesn't save the project directory in its global config
12:53:17CODE::BLOCKS
CODE::BLOCKSThings go well so far!
12:50:06CODE::BLOCKS
CODE::BLOCKSSeveral things added, but not nearly there YET!
12:29:21CODE::BLOCKS
CODE::BLOCKSI've looked a few things up about what to put in .gitignore for Code::Blocks and bin, obj, *.layout and *.depends was exactly what I thought, and what some sources also confirm, so here goes!
12:14:11CONFIRMED
CONFIRMEDAnd Gwendolyn works, by the way, so I can now get to focus on, tadaa.... SCI_Run
12:13:51NOTE
NOTE I'll see to it later that the CODE::BLOCKS tag gets its own icon is is styled like the rest
12:13:25CODE::BLOCKS
CODE::BLOCKSTake ML
12:13:19SITE
SITEAdded tag CODE::BLOCKS
12:13:10C++
C++Converting Gwendolyn into Code::Blocks and see what happens
01:45:40TECHNO
TECHNOI will investigate later what the right approach will be for my SDL2 based apps, such as the SCI_Run app, which is of course for the run-time of Scyndi games. I am thinking to make Gwendolyn my actual test case.

This because Gwendolyn is a lesser vital app, so less dangerous to mess up. When I got Gwendolyn well-covered, things should get easier. Code::Blocks does have a template for SDL2, and perhaps that can make my life a lot easier.

01:35:56TECHNO
TECHNONow if SCI_Build cannot find scyndi by itself it will ask for its location, but that's a later concern for when I actually get all this crap on the move.
01:35:10SCYNDI
SCYNDI Scyndi as now been compiled in Code::Blocks as well.
01:19:04TECHNO
TECHNOSueI have to note that the Scyndi compiler itself is NOT part of the SCI project. It's a dependency, so Scyndi will have to be compiled separately... Well, I think it won't be that much trouble.
01:17:05LINUX
LINUXSueWell, I couldn't resist... The SCI builder has been compiled for Linux.
00:21:00SYSTEM
SYSTEMI'm not gonna get SCI compiled for Linux today. (The SCI versions I have for Linux are HOPELESSLY outdated)
- = 11 Jan 2025 = -
23:37:08C++
C++I've converted Syldeyn into a Code::Blocks project. That went pretty well. So far.
23:34:59C++
C++I've been giving Code::Blocks a try.

Not as good Visual Studio all all stuff, but it is, certainly for the time being a very decent IDE, and it may also save me a lot of scons files, and it can rid me of MicroSCHOFT.

On Windows it never worked for me. On Linux it fortunately does.

19:51:38FAILURE
FAILUREIt looks like, this is gonna be a long run. I guess it's back to the command prompt (for now) when it comes to this one (sigh)
19:48:25FAILURE
FAILURE
fatal: Unable to create '/run/flatpak/doc/2e443796/Script/.git/index.lock': Permission denied
Fantastico
19:42:34LINUX
LINUXNot really happy... all it can do is browse... Let's try GitFriend
19:32:34LINUX
LINUXOf course, new system new apps. As for Github (or possible other repository sites), I am currently giving gitg a chance for a quick gui interface, to keep my repositories up to date.

This devlog (generated by Azor) can keep itself up-to-date automatically, but with my projects, that's not really how it works, so I need to make sure stuff's alright

19:28:15GITHUB
GITHUBWell, the misary Microschoft put me through there, has been solved... for now!
19:12:39CONFIG
CONFIGGit base configuration covered
19:11:35FIXED
FIXEDWell, the base config works, but it's not configuring Git I must worry about.

(Once you read this, consider it proof stuff works).

18:59:29NOTE
NOTE It will take some time before I can work on fully now, though. For starters, I will need to recompile a lot of crap before before I can work on, and not to mention that my current system is not yet up to par with applications in general.
18:58:06LINUX
LINUXAnd from now on Linux is also my main system. This also means that Linux will be the primary target of my work for now.
18:57:00SYSTEM
SYSTEMWell, the "surgery" on my PC has been completed.... Well, sort of.
14:34:50TEST
TESTTake MXLIX
14:34:48LAZY
LAZYDeprecated routine added as the coderot became unbearable and impossible to debug!
14:32:46TEST
TESTTake MXLVIII
14:32:43CONFIRMED
CONFIRMEDPart I works, now to load a savegame done after this, in order to make sure, the banner won't appear again, if it already did so before!
14:30:23TEST
TESTTake MXLVII
14:30:22FIXED
FIXEDCONCAT the Lua way, Jeroen. Not the C++ way and not the Pascal way! Okay?
14:29:10TEST
TESTTake MXLVI
14:29:08STUPIDITY
STUPIDITYVery bad, Jeroen! You know better than this!
14:27:26TEST
TESTTake MXLV
14:27:23LINK
LINKDone
14:25:43STUPIDITY
STUPIDITYI must trust on it that the loading and preparing works, but when not part of the DrawScreen routine, nothing will happen.
14:24:31TEST
TESTBakinaTake MXLIV
14:24:30FIXED
FIXEDReference mistake
14:23:07TEST
TESTTake MXLIII
14:23:06FIXED
FIXEDMissing reference
14:22:23TEST
TESTTake MXLII
14:22:22FIXED
FIXEDCode typo
14:21:25TEST
TESTTake MXLI
14:21:23COSMETIC
COSMETICWell, I was getting bored, so I implemented the "Welcome" sequence. Was easy to do (I hope), and although cosmetic, better now then when I really could spend my time on something important
13:18:58SYSTEM
SYSTEMThe next obvious step would of course be that the enemies would be chasing you if you get too close, but before I get to that, an important announcement is in order. My computer is as good as dead. For now it's stable enough that I could work on the game, but when you've had 19 BSODs on one day, you know it's only a matter of time before the system will bust.... AGAIN!

And what I did on the enemies so far was actually the EASY work.

A friend of mine will be getting to operate my computer (surgery, so to speak), and that makes me wonder if it's a good idea to continue now that I'll be getting into such a complex time consuming opreation of the game, when I'm now at a good spot to call it a day, and to continue later. Of course, it's also the question if things go right in the first go (nobody can tell) when it comes to the hardware replacement (which is, after all, always nasty business), so there's also no telling if there are any delays... And I don't want those in the middle of complex coding.

Long story short, I'll have to pause this project until I'm sure it's safe to move on.

13:09:10RESULT
RESULT Foxy
13:06:50TEST
TESTTake MXL
13:06:48FIXED
FIXEDCrystalBad return look up
13:05:23TEST
TESTTake MXXXIX
13:05:22SOLVED
SOLVEDDr. Sal’pr’dritaFuck you!
13:04:01FUCKYOU
FUCKYOUTake MXXXVIII
13:03:56FUCKYOU
FUCKYOUWould INTVALUE really return a string? (since when?)
13:01:10FUCKYOU
FUCKYOUTake MXXXVII
13:01:06FUCKYOU
FUCKYOUlet's fuck this out a little further, shall we?
12:52:05TEST
TESTTake MXXXVI
12:52:03DEBUG
DEBUGWTF?
12:50:34TEST
TESTTake MXXXV
12:50:27DEBUG
DEBUGWendicka Lovejoy - Big alternateMoaning about a string? Not possible at that point. An extra debug line should help me!
12:50:10TEST
TESTTake MXXXIV
12:50:09FIXED
FIXEDAdmiral LovejoyFixed it!
12:47:04SOLVED
SOLVEDFound it!
12:45:28HUH
HUHKotaYet the console log not only confirms it to be called, it also gives the parameter types that should NOT go with it!
12:43:50TEST
TESTTake MXXXIII
12:43:48HUH
HUHAn impossible error. The function throwing it should not even have been called at all.
12:35:22TEST
TESTTake MXXXII
12:35:21LINK
LINKGINIE
12:34:38TEST
TESTTake MXXXI
12:34:37HUH
HUHOh, well
12:34:32HUH
HUHDidn't I macro that one?
12:33:03TEST
TESTTake MXXX
12:32:42FIXED
FIXEDmisnaming
12:31:53TEST
TESTTake MXXIX
12:31:52STUPIDITY
STUPIDITYHow on earth did I get to numlevel?
12:31:03TEST
TESTTake MXXVIII
12:31:01FIXED
FIXEDDeclaration fault
12:29:53TEST
TESTBakinaTake MXXVII
12:29:52VOID
VOIDStatic->Static issue
12:28:45TEST
TESTTake MXXVI
12:28:42SCRIPT
SCRIPTEnemies should now turn green/ember/red depending on their level compared to yours. With Briggs with you, that will likely all be green.
12:17:27VOID
VOIDArrays starting at 1 in Lua, but on 0 in Scyndi. 0 it will be, so Scyndi's Len check will be used, and Lua can just do that.
11:31:33CONFIRMED
CONFIRMEDSo far, so good!
11:30:38TEST
TESTTake MXXV
11:30:36FIXED
FIXEDI totally messed that line up
11:29:08TEST
TESTTake MXXIV
11:26:46NOTE
NOTE ALL I can test now is if this compiles... nothing more. This is all UNDER THE HOOD code.
11:26:23SCRIPT
SCRIPTSet up routines that should color the enemies
10:59:15TEST
TESTReggieTake MXXIII
10:14:54CONFIG
CONFIGI've set the enemy's dominance on 20 by default for now, but it WILL be possible for the databuilder to adapt that if it turns out to be needed.
10:13:30CONFIRMED
CONFIRMEDNOW the enemies do appear (at last)
10:00:11TEST
TESTTake MXXII
09:59:50DEBUG
DEBUGMore information pour moi!
09:59:43FIXED
FIXED??
09:58:04INVESTIGATION
INVESTIGATIONWhy?
09:57:57BUG
BUGNo response at all!
09:56:03TEST
TESTTake MXXI
09:56:01FIXED
FIXED:= in stead of =
09:55:08TEST
TESTTake MXX
09:55:01FIXED
FIXEDThe GoddessProperty declaration syntax error (forgot the keyword GET)
09:53:16TEST
TESTTake MXIX
09:53:10DONE
DONEEnemy objects should appear on the map now, however they are NOT yet colored based on difficulty, nor ar they responsive to the player at all. Encounters will therefore NOT yet be triggered.
09:51:07SCRIPT
SCRIPTObject creation and link up
09:34:55TRANSFER
TRANSFEREncounter markers
09:00:02NOTE
NOTE Can't check that untill everything else has been done
08:59:47DONE
DONELabels
01:03:15STATUS
STATUSAnd so far the log to myself
01:03:06TODO
TODOI think the data generator also needs to put in the label and dominance information. Labels in particular.
01:02:26TODO
TODORecord destroyer, which also removes the enemy on the map (can't do this with the garbage collector as the enemy will be put on the map all the time).
01:01:44TODO
TODOCreate actor on map
01:01:28TODO
TODOChain the enemies to the foe records
01:01:08TODO
TODORead-Out levels.ini (needed to set the enemy's levels)
00:57:32NOTE
NOTE No way to test this until the moment comes the true comparing kicks in
00:56:22SCRIPT
SCRIPTAdmiral LovejoyAverage party level calculation
00:40:50VOID
VOIDTake MXVIII
00:40:46VOID
VOIDYirlPure Lua will always fall over the fact that arrays start with 1 in pure Lua. I needed to void that. Now the exact order in which foes are loaded doesn't really matter so it's not that much of an issue
00:38:49INVESTIGATION
INVESTIGATIONWhat's going on here?
00:38:42BUG
BUGGood, but not good enough! Only ONE foe gets actually listed.
00:34:46TEST
TESTRolfWendickaTake MXVII
00:34:44FIXED
FIXEDMissing static
00:33:46TEST
TESTTake MXVI
00:33:43FIXED
FIXEDWrong table
00:31:11TEST
TESTTake MXV
00:31:10COCKROACH
COCKROACHAnd this in particular must turn into a cockroach?
00:29:49TEST
TESTTake MXIV
00:29:48FUCKYOU
FUCKYOUI don't wanna talk about it!
00:28:43TEST
TESTTake MXIII
00:28:36FUCKYOU
FUCKYOUAdmiral JohnsonWorked too much with both C++ and Pascal for awhile, so forgot operators work a bit different here.
00:26:58TEST
TESTTake MXII
00:26:56VOID
VOID...
00:25:32TEST
TESTTake MXI
00:25:30LINK
LINKExtern
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