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
00:23:43TEST
TESTTake MX
00:23:43LINK
LINKJCR6
00:23:01TEST
TESTTake MIX
00:22:59LINK
LINKSys
00:20:04TEST
TESTTake MVIII
00:20:02FIXED
FIXEDlink 404
00:16:55TEST
TESTAdmiral JohnsonTake MVII
00:16:52DEBUG
DEBUGThe console data should tell me if this is loading properly (at least, for the time being)
00:02:57SCRIPT
SCRIPTData load. The enemies themselves should NOT yet appear on the map. This is all under-da-hood!
- = 10 Jan 2025 = -
23:47:30NOTE
NOTE That take was only needed to check a some debug data
23:47:07TECHNO
TECHNOKotatake
23:35:36TECHNO
TECHNOI see that (likely due to scripting bugs in the Kthura configuration at the time, and I never saw before) the spots where the enemies will appear are not tagged for the always still enemies. This is is not necesarily a problem, but I must keep it in mind. The data the data generator produces allows me to work around this. As a matter of fact, the game itself no longer needs those spots anymore, as the data generator covers this up now, and only that data counts now.
23:33:25NOTE
NOTE Now these banners are not my prime concern at this moment. The foes are.
23:32:58C++
C++The Data generator has been programmed to it to add these banners to the compiled Kthura files, if available.
23:32:18ART
ARTNew will be that in Star Story too banners will now appear when entering a dungeon for the first time. These banners have been created
18:31:04DEBUG
DEBUGAh, this was just a bug in the console output. The generated data is fine.
18:08:34DEBUG
DEBUGTake MVI
18:07:34DEBUG
DEBUGBut let's check what is stored in the maps
18:07:22BUG
BUGI don't like what console output shows me
18:07:00TEST
TESTTake MV
18:06:40KTHURA
KTHURAI've also transferred the "Under Attack" version of Excalibur so I can test this on two maps. Of course, this map is not yet accessible in runtime.
18:06:11C++
C++I've set the data generator to configure the foes more easily
12:38:29CONFIRMED
CONFIRMEDAll output data I got shows what I wanted to see. So far, so good!
12:36:12C++
C++Take MIV
12:36:10C++
C++I only forgot to put in if the enemy would chase you or not, and that has been done
12:32:32C++
C++Take MIII
12:32:29C++
C++I have made a data gatherer for enemies
10:15:49TECHNO
TECHNOA note is in order. There were 4 settings of enemies. VT, HZ, SS and AS. VT=Vertical Move, HZ=Horizontal move, SS=Stand Still, and AS=Always Still. This denoted their movement, and except for AS, these enemies would chase after you when you came close. Now some important things are to be taken in order. Constantly having to check these enemies led to slowdowns, and checking the distance requiring the Pythagorean Theorism was also a killer. So it pains me that I will have to remove their movement, I will still check if they chase after you or not. Checking the level of the enemy comparing it to yours will only be done while loading a new map, this too in order to save time. Please note that when loading a savegame, the enemies are reset so then the checkup also takes place. The distance check will now likely be done by area check rather than Pythagoras. Pythagoras is a more realistic approach and therefore better on all accounts, but if it slows down the game like that, it can be more of a chore than a help. Life's full of nasty choices, we don't wanna make, but sometimes... we have to.
10:09:01C++
C++Take MII (well, for good manner, let's count it as a take).
10:08:57C++
C++I've at least made the data builder detect all enemies, and that it does.
09:54:58NOTE
NOTE Thing is, though, that I also have a lot of other matters to take care of today. Oh well.
09:52:39STATUS
STATUSAstrilopupBriggsRight, that being said, now the time has come to set up the enemies, which I was planning to do from scratch. I can only hope Visual Studio will hold out long enough to get things on the roll.
09:50:01NOTE
NOTE No take for that one.
09:49:55COSMETIC
COSMETICCD time for mini messages halved
09:46:50TEST
TESTTake MI
09:46:48COSMETIC
COSMETICMini messages have been sped up a bit
09:46:36CODEROT
CODEROT Some old ImageFont properties replaced
09:41:12OFFTOPIC
OFFTOPICWow, take number 1000! And I'm still no further than the start of the prologue dungeon. Who could've imagined?
09:36:44TEST
TESTTake M
09:36:24CODEROT
CODEROT .GetData
00:38:31TEST
TESTTake CMXCIX
00:38:30CODEROT
CODEROT :upper()
00:36:56TEST
TESTTake CMXCVIII
00:36:55SCRIPT
SCRIPTAdaption of Give Item
00:14:32STATUS
STATUSWe're getting somewhere (at last!)
00:11:21TEST
TESTTake CMXCVII
00:11:17NOTE
NOTE I really need to sort out why the regular Split doesn't work the way it should
00:10:58VOID
VOIDMore cases like these
00:09:42TEST
TESTTake CMXCVI
00:09:40VOID
VOIDXSplit in stead of Split
00:06:54TEST
TESTTake CMXCV
00:06:52FIXED
FIXEDExHuRU.DATA.
00:05:28TEST
TESTTake CMXCIV
00:05:26FIXED
FIXEDXenobiSyntax error
00:05:00TEST
TESTTake CMXCIII
00:04:59SCRIPT
SCRIPTLet's see what will happen if I uppercase all checks
00:03:25MYSTERY
MYSTERYDr. Sal’pr’dritaLife's fully of mysteries, eh?
00:03:14HUH
HUHNot only now the items show, but the enemy spots do too...

The enemy spots were not yet converted, so I guess the compiler was suddenly fixed.

- = 09 Jan 2025 = -
23:59:39TEST
TESTTake CMXCII
23:59:39TECHNO
TECHNOOf course, a runtime test will have to tell me if this works
23:59:18C++
C++I've made the data builder convert the Item spots to exists prior to compiling the Kthura map.
23:58:48SOLVED
SOLVEDBriggsI see that the idiots as Microschoft did want to make things difficult about UNICODE. I need to see what the best approach is to void that issue when compiling with SCons. For now I could get the MapDataBuilder to compile in VS itself (suddenly stuf JUST WORKS).
23:46:29FAILURE
FAILUREFor some reason it won't compile with SCons but it DOES with VS. Odd, since both use the same compiler.
22:46:09VISUALSTUDIO
VISUALSTUDIOSecond time, no good either
22:45:34SYSTEM
SYSTEMDidn't start up... Good start... Not!
22:45:01SYSTEM
SYSTEMI guess it's rather a blessing Windows 10 updates stop, eh? :P
22:44:43SYSTEM
SYSTEMWish me luck though, as now I am required to run Visual Studio. An application that has not really be kind on me since the last update Windows did.
22:41:59BUG
BUGIn the meantime I can still conclude that my Kthura Compiled reader is still not really cooperative when it comes to custom items. I don't like that. However, as these items also bear a tag, I can can still convert them to exists. For the game that won't make a different as long as they as spot based objects and not area based. I could even use an obstacle (although that's not the best of ideas).
22:38:50FAILURE
FAILUREAt least I got some new hardware at the ready, the current planning is that things will be installed next Sunday. However, it's still a bit shaky how things will turn out. After that my main system will also be Linux, and what that will mean for my upcoming Windows releases is hard to tell at the present time. To be continued.
22:35:54SYSTEM
SYSTEMIt really looks like my computer has stabalized for the short term, but still 19 Blue Screens Of Death is a clear sign things are really getting out of control.

Not only that, but my file association linkups have gone completely busted, some apps don't work anymore and I need to minimize the programs I use. So all-in-all, things are still fucked.

- = 07 Jan 2025 = -
23:02:58STATUS
STATUSWell, at least the game can start up again, but I've been warned that the .exe file may be faulty. I hope I can however resume my work, but you understand that given the time right now, and me being full of rage, that this is not really an option. Unfortunately, my schedule is pretty full the rest of the week with other things requiring my attention. I also have a book to finish correcting. At least I can use my old mac for that one, but still.
21:43:58FUCKYOU
FUCKYOUMake that EIGHTEEN Blue Screens Of Death!
21:30:40FUCKYOU
FUCKYOUWell, my computer went through no less than SEVENTEEN Blue Screens of Death today! All because Windows insisted on an update! Fuck them all! I hope the system has stabalized by now! Like I said, an entire day WASTED!
18:00:26FAILURE
FAILUREWell, it appears that MicroSCHOFT has finally done it! They killed my PC completely, and it's very likely beyond every form of repair.

So fuck you MicroSCOFT!

17:26:40FUCKYOU
FUCKYOUI really hope that worst won't come to worst that I have to re-install VS completely or that my days as VS coder are definitely over due to not having a WORKING compiler available anymore.
17:22:41FUCKYOU
FUCKYOUReggieWell let's first run the update and see what happens. (sigh)
17:21:07FUCKYOU
FUCKYOUIn the end there are still internal compiler errors, and the story even goes worse. VS is even unable to find its own header files. How about that?
17:18:25FUCKYOU
FUCKYOUAh yeah, removing the .vs directory will lead VS to switch back to Debug config (and hence it couldn't find most of the headers, as I configured those directories only in the release config)
17:17:27FUCKYOU
FUCKYOUSeems like it.... At last!
17:17:10FUCKYOU
FUCKYOUFinally willing to compile now?
17:16:52FUCKYOU
FUCKYOUVS immediately crashes. Fuck you!
17:16:16STATUS
STATUSRolfAt last!
16:37:34FAILURE
FAILUREAnd now I wonder how much playtime I lost on Tomb Raider what I was playing to kill some time, while the cleanup operation took place. (GRR!)
16:33:02FAILURE
FAILUREThanks to the boys and girls at MicroSCHOFT I will likely waste A FULL DAY (which I could NOT afford this week), as another Blue Screen Of Death is now the reason that the entire cleanup operation got corrupted and cancelled as well, and that I have to start it all over! So FUCK YOU, MICROSCHOFT!
16:14:43STATUS
STATUSThe packing is running, but it can take awhile.... The corrupted file was not part of anything important anyway, so best to ignore that.
16:08:24STATUS
STATUSRolfAh, something is on the move
16:07:53REPORT
REPORT Oh wait.... I am just using rar to pack and remove all the .vs folders and something funny pops up
Cannot read contents of E:ProjectsApplicationsVisualStudiovs_templates.gitobjectsce.vs
The file or directory is corrupted and unreadable.
Well, what can I make out of THAT?
16:05:22NOTE
NOTE This operation can take a looooooooooooooooong time, so I guess I will have to wait before I can continue the project. Well, in the mean time I'll eat a bowl of griesmeelpap and perhaps I can play a little game or so.
16:02:27TECHNO
TECHNONo idea if this will work, but I did find out that when you delete the .vs folders you can quite often fix internal compiler errors that the C++ compiler in VS quite often frabricates. It's my guess some files in there easily get corrupted when a BSOD occurs, which, is of course, since VS is a microsoft product, very extremely ironic.
16:00:56STATUS
STATUSRestart done
15:56:50FUCKYOU
FUCKYOUI fear a complete system restart is in order as more crap is not functioning the way it should
15:56:31FUCKYOU
FUCKYOUSame outcome!
15:54:46FUCKYOU
FUCKYOUAGAIN!

Take CMXCI

15:54:24FUCKYOU
FUCKYOUInternal compiler error
15:51:57TEST
TESTTake CMXC
15:51:51VISUALSTUDIO
VISUALSTUDIORecompiling SCI
15:50:04KTHURA
KTHURAI've modified the compiled map loader a bit.
15:45:00RESULT
RESULT Still no good! I think I need to check how the compiled data is being loaded then.
15:42:27TEST
TESTTake CMLXXXIX
15:42:25TECHNO
TECHNOSueAs new data has been generated I need to do another run-time test
15:34:04TEST
TESTTake CMLXXXVIII
15:34:01ANALYSIS
ANALYSISWhat I can see in the logs and the hex dumps indicates no issues. No let's take a look in-game.
15:33:32RESULT
RESULT Well at least no crashes for no reason THIS time.
15:33:16VISUALSTUDIO
VISUALSTUDIOTake CMLXXXVII
15:26:09FAILURE
FAILUREMicroSCHOFT, THANKS FOR FUCKING EVERYTHING UP!
15:25:51FAILURE
FAILUREThere never any telling how things will work after a restart due to a BSOD, especially not when it came right after a system update.
15:25:10FAILURE
FAILUREAnd meanwhile it even crashes completely.
15:24:59FAILURE
FAILUREWithout any reason at all VS restarts stopping my debug
15:24:43VISUALSTUDIO
VISUALSTUDIOTake CMLXXXVI
15:24:37DEBUG
DEBUGA debug scan put in
15:18:31FAILURE
FAILUREXenobiCool.... Visual Studio crashes on searching a solutin
15:16:59REPORT
REPORT Not one but TWO issues show in the log. First, all tags are in caps, which is as I suspected. The other is that the items don't show, which could indicate that the Kthura compiler is still having trouble on that department. Since SCI has already been recompiled that couldn't be it, but the map databuilder which also houses the compiler could still have issues.
15:13:24TEST
TESTTake CMLXXXV
15:06:13REPORT
REPORT
15:03:29TEST
TESTTake CMLXXXIV
15:03:28DEBUG
DEBUGI have the feeling I know why this is, but I want to make sure and this debug line can help me to confirm that.
15:02:41RESULT
RESULT The log indicates that the random item generator isn't called at all.
15:00:04TEST
TESTTake CMLXXXIII
15:00:02DEBUG
DEBUGThere were a few dummied debug lines in the original code. Let's reactivate them (always good not to destroy such lines, eh?)
14:45:36INVESTIGATION
INVESTIGATIONOnce you've eliminated all the impossible, whatever remains, however impropable, must be the truth.

That taken in mind, I can at least rule out the absence of the required icons as an impossibility. But what next?

14:43:15RESULT
RESULT Well still no random treasures

(Although honesty requires me to note that I actually didn't even expect otherwise).

14:39:36TEST
TESTTake CMLXXXII
14:39:34NOTE
NOTE No clue if this will do anything, but we'll see
14:39:18ART
ARTCrystalBandage roll (new art)
14:39:10TRANSFER
TRANSFERFoxyAdhesive bandage
14:26:55RESULT
RESULT Well, enough crap there, so that should not be the problem.
14:25:50KTHURA
KTHURAPlease note, this is the oldest dungeon ever created with Kthura, and that was years ago, so you cannot blame me for not knowing the entire map anymore, mind you!
14:25:20SEARCH
SEARCHLet's first search through the Kthura map to find about a bit more about the map's integrity.
14:20:20INVESTIGATION
INVESTIGATIONI already noted that the random treasures do not appear. The big question was of course, why.

Quick investigation shows that the code is present. The question is of course if the icons are all present already. I need to sort that out.

13:27:37FAILURE
FAILUREThe day starts nicely with 2x BSOD. Cool! (Not!)
00:48:43STATUS
STATUSFor now I see what I wanted to see, and it's not very fruitful to continue right away.

The next step will be to make sure the random treasures and the monsters are in the field. Both can cause me a lot of trouble, so I guess it only makes sense to take some reas first, eh?

00:30:56TEST
TESTDr. Sal’pr’dritaTake CMLXXXI
00:30:55COSMETIC
COSMETICLet's alter Wendicka's next spell requirement a little.
00:27:57TEST
TESTTake CMLXXX
00:27:56CODEROT
CODEROT Function -> Property
00:26:22TEST
TESTFoxyTake CMLXXIX
00:26:21VOID
VOIDList issues
00:17:04TEST
TESTTake CMLXXVIII
00:17:01FIXED
FIXEDIt was not super handy, byt yeah, that debug line did save me!
00:13:28TEST
TESTTake CMLXXVII
00:13:27VOID
VOIDSigh!
00:08:54TEST
TESTTake CMLXXVI
00:08:53DEBUG
DEBUGI do not know why Wendicka in stead of UniWendicka is called for, but perhaps this little line can answer that question
00:00:56TEST
TESTTake CMLXXV
00:00:54FIXED
FIXEDAdmiral LovejoyDid I fix it?
- = 06 Jan 2025 = -
23:57:06DEBUG
DEBUGTake CMLXXIV
23:57:03FIXED
FIXEDCore syntax error
23:55:55DEBUG
DEBUGTake CMLXXIII
23:55:50DEBUG
DEBUGExtra info on errors. This should help me to locate some untracable errors a tiny bit easier
23:51:20TEST
TESTTake CMLXXII
23:51:18CODEROT
CODEROT array start issue
23:48:19TEST
TESTTake CMLXXI
23:48:18FIXED
FIXED.ini suffix
23:47:00TEST
TESTTake CMLXX
23:46:57FIXED
FIXEDNot good.... no .neil, but .lbc
23:46:01STATUS
STATUSAll compiler crap appears to be accounted for, but what will the run-time do?
23:45:19TEST
TESTTake CMLXIX
23:45:07FIXED
FIXEDSyntax error
23:43:50TEST
TESTTake CMLXVIII
23:43:48VOID
VOIDUnsupported intern function
23:42:05FIXED
FIXEDYirlWendicka Lovejoy - Big alternateVariable transfer mistake.

(Hello again, Wendicka. Back on the right side of the screen?)

23:40:44TEST
TESTTake CMLXVII
23:40:43FIXED
FIXEDWTF?
23:40:08TEST
TESTBakinaTake CMLXVI
23:40:07VOID
VOID?
23:39:19TEST
TESTTake CMLXV
23:39:17LINK
LINKSys
23:38:25TEST
TESTTake CMLXIV
23:38:25VOID
VOIDLoads of voids
23:38:21FIXED
FIXEDloads of fixes
23:36:04TEST
TESTTake CMLXIII
23:35:30LINK
LINKRPG2Stat
23:34:39TEST
TESTTake CMLXII
23:34:38FIXED
FIXEDScope error
23:33:46TEST
TESTTake CMLXI
23:29:10TEST
TESTTake CMLX
23:29:09EXPERIMENT
EXPERIMENTI doubt it will all work, but I gotta start somewhere, eh?
23:28:54DONE
DONEA lot
23:05:30EXPERIMENT
EXPERIMENTI hope this goes well. I have set up a system that will allow ONE value of either String, Number or Boolean type to be returned by an InterState call. All other types will be nil. I don't dare to guess what can happen this way, but let's hope for the best. It can spare me a lot of trouble with the item sub.
22:21:12STATUS
STATUSThere we go... next stop.... SubItems
22:20:25TEST
TESTTake CMLIX
22:19:57CODEROT
CODEROT Several cases of :upper()
21:51:54TEST
TESTTake CMLVIII
21:51:53FUCKYOU
FUCKYOUSys
21:45:47TEST
TESTTake CMLVII
21:45:46FIXED
FIXEDExHuRUAh, the move was never added due to a bad formed Boolean check
21:19:10BUG
BUGRight, at least the game doesn't crash, but I need to figure out why the abilities Wendicka already has don't show in her ability list.
21:17:37TEST
TESTTake CMLVI
21:17:30CODEROT
CODEROT The GoddessFINALLY, just a regular case of code rot. I never thought the moment would come I'd welcome that. MouseX() and MouseY() -> properties.
21:12:37TEST
TESTTake CMLV
21:12:35VOID
VOIDgv crap!
21:10:24TEST
TESTYirlWendickaTake CMLIV
21:10:23FUCKYOU
FUCKYOUSame story, different alias
21:08:53TEST
TESTTake CMLIII
21:08:40FUCKYOU
FUCKYOUAlias! Fuckie fuck! Not gonna get myself more instances of that fucking error as long as I don't have to!
21:06:51TEST
TESTTake CMLII
21:06:50FUCKYOU
FUCKYOUThis is REALLY getting annoying
21:05:50TEST
TESTRolfTake CMLI
21:05:49LINK
LINKFuck
21:04:42TEST
TESTTake CML
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