| 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 |
| 00:52:41 | TEST |  Take MCXC |
| 00:52:38 | REMOVED |  How did that 9 in that use clause? |
| 00:51:42 | TEST |  Take MCLXXXIX |
| 00:51:39 | VOID |  MOAR! |
| 00:50:42 | TEST |  Take MCLXXXVIII |
| 00:50:42 | LAZY |  I know |
| 00:50:36 | LINK |  Vies Bah! |
| 00:50:31 | VOID |  More self |
| 00:48:59 | TEST |  Take MCLXXXVII |
| 00:48:58 | LINK |  Sys |
| 00:48:16 | TEST |  Take MCLXXXVI |
| 00:48:14 | FUCKYOU |  Self |
| 00:45:13 | DEBUG |   An extra run now to check the line number of the Scyndi code! |
| 00:44:41 | STATUS |  An UNRELATED error! Progress! |
| 00:43:29 | TEST |  Take MCLXXXV |
| 00:43:22 | FIXED | |
| 00:41:21 | TEST |  Take MCLXXXIV |
| 00:41:20 | FUCKYOU |  Whiner? |
| 00:41:17 | FUCKYOU |  This better? |
| 00:39:37 | DEBUG |  Take MCLXXXIII |
| 00:39:35 | FIXED |  Wrong ref |
| 00:36:38 | DEBUG |   Take MCLXXXII |
| 00:36:32 | FIXED |  I think.... |
| 00:33:58 | SOLVED |  The source of evil has been found though. |
| 00:33:20 | TEST | |
| 00:33:10 | DEBUG |  Manual update |
| 00:33:02 | DEBUG |  too many takes to count |
| 00:22:36 | HUH |  Take MCLVI |
| 00:22:34 | HUH |  The story is now really getting strange! |
| 00:15:30 | DEBUG |  Take MCLV |
| 00:15:27 | DEBUG |  I need to narrow it down even more, I guess |
| 00:13:06 | DEBUG |  it appears a segmentation fault occurs when the translation is being updated. Now THAT's odd! |
| 00:10:12 | DEBUG |  Take MCLIV |
| 00:10:03 | DEBUG |  I guess I need to narrow it down some more |
| 00:07:43 | DEBUG |  Take MCLIII |
| 00:07:37 | FIXED |  I think I fixed a case of a wrong variable, yet the response to that is still odd! |
| 00:04:52 | DEBUG |  Take MCLII |
| 00:04:48 | FUCKYOU |  ) too much in C++ code |
| 00:04:11 | DEBUG |  Take MCLI |
| 00:04:08 | FUCKYOU |   ; |
| 00:02:35 | TEST |  Take MCL |
| 00:02:33 | DEBUG |  More debug |
| - = 14 Jan 2025 = - |
| 23:59:29 | TEST |  Take MCXLIX |
| 23:59:23 | FIXED |  I think I fixed it... I cannot be sure, though! |
| 23:56:23 | TEST |  Take MCXLVIII |
| 23:56:21 | DEBUG |  Now the debug info obfuscates something, but I think I narrowed the thing down, that's the source of all evil |
| 23:53:13 | DEBUG |   Take MCXLVII |
| 23:53:10 | REPORT |  The info I get would almost imply that the for-loop having to find the identifier for the abstract was not executed at all. This needs further investigation! |
| 23:50:31 | REPORT |  By a stroke of magic it now provides more info.... Did it not compile before? |
| 23:49:15 | TEST |  Take MCXLVI |
| 23:49:14 | DEBUG |  Really, this is really getting insane! More code to narrow it down! |
| 23:46:08 | DEBUG |  Take MCXLV |
| 23:46:04 | DEBUG |  More debug code then |
| 23:45:59 | REPORT |  According to the report it doesn't even get to the actual handling. |
| 23:39:54 | TEST |  Take MCXLIV |
| 23:39:54 | FUCKYOU |  code typo |
| 23:39:21 | DEBUG |  Take MCXLIII |
| 23:39:17 | DEBUG |  Moar debug |
| 23:36:58 | REPORT |  Yup, the translation of the abstract is where it goes wrong. How did I know that? |
| 23:36:08 | SCYNDI |  Take MCXLII |
| 23:35:43 | CODE::BLOCKS |  Take MCXLI |
| 23:35:39 | FIXED |  ; |
| 23:34:26 | CODE::BLOCKS |  Take MCXL |
| 23:34:23 | DEBUG |  Harsh debug then |
| 23:29:16 | HUH |  Segmentation Fault - Well that one can cause me some headaches. |
| 23:28:41 | TEST |  Take MCXXXIX |
| 23:28:39 | FIXED |  code typo |
| 23:28:01 | TEST |  Take MCXXXVIII |
| 23:28:00 | LINK |  Graphics |
| 23:27:02 | TEST |  Take MCXXXVII |
| 23:27:01 | VOID |  Standard value boolean |
| 23:25:51 | SCYNDI |  Take MCXXXVI |
| 23:25:40 | LINK |  RPG2Stat |
| 23:25:12 | LINK |  InterVar |
| 23:24:19 | VOID |  := |
| 23:17:59 | SCYNDI |  Take MCXXXV |
| 23:17:50 | VOID |  := |
| 23:16:58 | SCYNDI |  Take MCXXXIV |
| 23:16:53 | CODEROT |  Replaced direct Neil references to direct Scyndi references |
| 23:16:33 | VOID |  I 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) |
| 23:14:56 | SCYNDI |  Take MCXXXIII |
| 23:14:50 | CODEROT |  not, static local voided, and Font Obtainer replaced. |
| 23:10:55 | 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. |
| 22:58:45 | SCYNDI |  Take MCXXXII |
| 22:58:30 | CODE::BLOCKS |  Take MCXXXI |
| 22:58:24 | VOID |   Da f.... |
| 22:47:53 | SCYNDI |  Take MCXXX |
| 22:47:51 | STATUS |  Right-o, now for the Scyndi test |
| 22:47:28 | CODE::BLOCKS |  Take MCXXIX |
| 22:47:21 | EXPERIMENT |  I do see a few fallthroughs that should not be there (I've always hated C and C++ and similar languages for that). |
| 22:44:08 | FAILURE |  Well, clearly it's not working.... Scyndi doesn't yet understand how to deal with an abstract at all. |
| 22:42:48 | SCYNDI |  Take MCXXVIII |
| 22:41:49 | CODE::BLOCKS |  The C++ compiler didn't send anymore. But how about building the game now? |
| 22:37:03 | CODE::BLOCKS |  Take MCXXVII |
| 22:37:00 | FUCKYOU |  Case sensitivity in C++ |
| 22:36:12 | CODE::BLOCKS |  Time to start compiling -> take MCXXVI |
| 22:20:17 | NOTE | |
| 22:13:09 | C++ |  Step Three, long abstract definitions SHOULD work now! (once again emphasis on SHOULD). |
| 22:01:30 | C++ |  Step two, short abstract definitions SHOULD now work! (emphasis on SHOULD). |
| 21:35:21 | C++ |  Step one, Scyndi reacts to the keyword Abstract |
| 21:12:30 | SCYNDI |  For starters the compiler has not yet been set up to deal with that. |
| 21:12:07 | LUA |  The Scyndi core code has been adapted to make abstracts and class extensions possible. There is however no way to test this.... YET! |
| 19:56:18 | NOTE |  I have a few ideas of how to cover this, but it will not be exactly easy. |
| 19:52:15 | TECHNO |  And now we have a problem as in the combat engine abstracts have been used, and that's a feature not yet supported in Scyndi. |
| 19:44:54 | TEST |  Take MCXXV |
| 19:44:50 | CODEROT |  Like always Code Rot will be my biggest enemy. Some occurences have been taken care of now |
| 19:10:11 | TEST |  Take MCXXIV |
| 19:10:10 | SCYNDI |  Simplest of all, but I needed at least one file converted. The rest comes later |
| 19:09:55 | SCYNDI |  ALG_Stage |
| 19:07:54 | SCYNDI |  Bundle renamed from NeilBundle to Scyndi Bundle |
| 19:05:51 | TEST |  Take MCXXIII |
| 19:05:48 | CONVERT |  Neil -> Scyndi: LoadCombat |
| 18:33:42 | TEST |  Take MCXXII |
| 18:33:37 | LINK |  No 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) |
| 18:31:03 | TEST |  Take MCXXI |
| 18:31:01 | LAZY |  State.LoadFlow |
| 18:23:28 | STATUS |  So far, so good! |
| 18:22:36 | TEST |  Take MCXX |
| 18:22:35 | DEBUG |  I'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. |
| 18:20:12 | REPORT |  Now I do need to get another method to the Flow faker class, but that was not what bothered me |
| 18:18:45 | TEST |  Take MCXIX |
| 18:18:37 | CODEROT |  Ah, just a silly coderot issue |
| 18:18:03 | HUH |  LinkedList does not have AddLast? That's a lie, but let me check more thoroughly |
| 18:16:00 | TEST |  Take MCXVIII |
| 18:15:59 | FIXED |  ??? |
| 18:10:16 | TEST |  Take MCXVII |
| 18:10:12 | SCRIPT |  Combat 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 |
| 16:32:08 | NOTE |  But that doesn't justify another take |
| 16:32:01 | FIXED |  Coloring issue |
| 16:30:47 | TEST |  Take MCXVI |
| 16:30:42 | COSMETIC |  Peace sign would be hidden behind wall |
| 16:28:25 | TEST |  Take MCXV |
| 16:28:23 | FIXED |  Monster wouldn't despawn from map (but ignore you from that moment on) |
| 16:25:06 | TEST |  Take MCXIV |
| 16:25:04 | FIXED |  Syntax error |
| 16:24:09 | TEST |  Take MCXIII |
| 16:24:06 | FIXED |  Namespace mistake |
| 16:23:33 | TEST |  Take MCXII |
| 16:23:32 | FUCKYOU |  s |
| 16:22:35 | TEST |  Take MCXI |
| 16:22:34 | FIXED |  Misspelled identifier |
| 16:21:47 | TEST |  Take MCX |
| 16:21:44 | LINK |  Graphics |
| 16:20:46 | TEST |  Take MCIX |
| 16:12:17 | SCRIPT |  I'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. |
| 15:32:43 | SYSTEM |  Hey! 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?) |
| 12:47:34 | CONFIRMED |   So far so good. Now I have a few other obligations to attend to. Be back soon! |
| 11:26:46 | TEST |  Take MCVIII |
| 11:26:44 | DEBUG |  VREDE |
| 10:43:27 | STUPIDITY |  Ah, yeah, the question I had in my last post is solved. I forgot about Briggs being there at level 20. Silly! |
| 10:42:05 | CONFIRMED |   For 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. |
| 10:39:26 | TEST |   Take MCVII |
| 10:39:23 | NOTE |  Before going to engagement in combat I need to check the activation radius once more |
| 01:40:20 | STATUS |  At last! |
| 01:37:42 | TEST |  Take MCVI |
| 01:37:37 | FIXED |   And GitHub seems to have fixed its servers too |
| 01:37:21 | FIXED |  I think I found the motherfucker |
| 01:29:24 | TEST |  Take MCV |
| 01:29:20 | FUCKYOU |   Harsh debug |
| 01:24:48 | TEST |  Take MCIV |
| 01:24:47 | FIXED |  Small fix in the setup |
| 01:20:23 | GITHUB |  Well the website works... Oh well... not my primary concern now... If you can see this message it means it must have been fixed. |
| 01:19:29 | FAILURE |  And I see the github server has some trouble. Error 500 and error 502. Both are server issues. |
| 01:18:48 | COCKROACH |  This is gonna be a long way to go! |
| 01:17:19 | TEST |  Take MCIII |
| 01:17:19 | STATUS |  I really don't know if that fixes all my trouble, but let's get ready to rumble, eh? |
| 01:16:50 | FIXED |  One operator was wrong |
| 01:12:38 | TEST |  Take MCII |
| 01:12:30 | 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! |
| 01:07:10 | DEBUG |  Take MCI |
| 01:07:05 | LINK |  Linked to the console |
| 01:05:07 | DEBUG | |
| 01:00:02 | INVESTIGATION |  and I guess I'll need to figure out why |
| 00:59:51 | BUG |  No response from ANY of them |
| 00:59:22 | TEST |  Take MC |
| 00:59:22 | FIXED |  Another one |
| 00:57:31 | TEST |  Take MXCIX |
| 00:57:30 | FIXED |  Two more |
| 00:56:43 | TEST |  Take MXCVIII |
| 00:56:41 | FIXED |  Missing object reference variable |
| 00:55:21 | TEST |  Take MXCVII |
| 00:55:21 | LINK |  Link |
| 00:54:47 | TEST |  Take MXCVI |
| 00:54:33 | SCRIPT |  The 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. |
| 00:39:53 | CONFIG |  More configuration done |
| 00:33:41 | TEST |  Take MXCV |
| 00:33:31 | FIXED |  Illegal function call |
| 00:32:06 | TEST |  Take MXCIV |
| 00:32:05 | FIXED |  Code typo |
| 00:31:30 | TEST |  Take MXCIII |
| 00:31:28 | LAZY |   Void a fucking idiocy |
| 00:30:06 | TEST |  Take MXCII |
| 00:30:02 | CONFIG |  the 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. |
| 00:20:38 | CONFIG |  BTW 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. |
| 00:19:02 | 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 = - |
| 21:51:38 | DATABASE |  Medals has been relinked to Star Story I |
| 19:54:36 | C++ |   and My Medal Studio is now translated from C# to C++. Good! |
| 19:54:06 | DONE |  House Of Cards has been reset for Medals. Other games will come later! |
| 19:31:28 | NOTE |  As a result, medal scores and medal rates will be different in all future updates of my games. Never forget that! |
| 19:31:02 | NOTE |  More fucking fuckshit is that the data was stored on my old hard drive. Fuck that! |
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