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 |
23:22:24 | TEST |  Take DCCLXXXIII |
23:22:22 | DUMMIED |  GRRR! |
23:21:33 | TEST |  Take DCCLXXXII |
23:21:29 | EXPERIMENT |  We'll see what'll happen, but I do not think the header is gonna load |
23:11:45 | TEST |  Take DCCLXXXI |
23:11:43 | FUCKYOU |  I must resort to disgusting code straight from the most dirty cesspool |
23:07:31 | TEST |  Take DCCLXXX |
23:07:27 | FIXED |   Code typo |
23:06:37 | TEST |   Take DCCLXXIX |
23:06:35 | FIXED |  That should also fix the nil value I'm facing now |
23:06:23 | CONVERT |  Scroll value save and load |
22:57:06 | TEST |  Take DCCLXXVIII |
22:57:04 | NOTE |  It's likely no usable savegame file can be created yet, but that doesn't matter. I need to sort out how the UI hangs out first anyway. |
22:55:20 | LINK |  Set up to the SaveGame Flow properly set |
22:37:11 | STATUS |  First a tiny break |
22:36:58 | STATUS |  The next step will be to get the SaveGame routine on the move, and once that works, a lot of trouble can be taken out of my hands. |
22:36:18 | CONFIRMED |  FINALLY! |
22:34:47 | TEST |  Take DCCLXXVII |
22:34:21 | VOID |  ??? |
22:30:02 | TEST |   Take DCCLXXVI |
22:30:00 | FIXED |  ???? |
22:25:10 | TEST |  Take DCCLXXV |
22:25:09 | DEBUG |  Let's see what the fuck is wrong here |
22:17:15 | TEST |  Take DCCLXXIV |
22:17:13 | FIXED |  Ternary error |
22:14:56 | TEST |  Take DCCLXXIII |
22:14:52 | VOID |   Should not be needed, but I think this should solve that issue. Well, somehow, I think |
22:11:13 | REPORT | Activated clickable: NPC_SAVE1(0816,1152) - Trying to walk to (0816,1152) It *is* as I suspected. |
22:09:14 | TEST |  Take DCCLXXII |
22:09:13 | HUH |  ??? |
22:07:09 | TEST |  Take DCCLXXI |
22:07:06 | DEBUG |  The log indicates that the position the player is sent to when activating a clickable is the same position as the clickable object itself, which is not always a good idea |
22:03:52 | TEST |   Take DCCLXX |
22:03:49 | DEBUG |  Clickables once again ignored. Or are they? |
22:00:03 | TEST |  Take DCCLXIX |
22:00:02 | COSMETIC |  The number of HP, AP and Level, are not in DarkText for better readability over the gauges |
21:59:35 | FIXED |  Code typo |
21:56:15 | TEST |  Take DCCLXVIII |
21:55:49 | CODEROT |  Walking to Clickable |
21:20:48 | FUCKYOU |  I guess that works... somehow |
21:18:58 | FUCKYOU |  Take DCCLXVII |
21:18:55 | FUCKYOU |  Let's try something else |
21:17:23 | EXPERIMENT |  Take DCCLXVI |
21:17:20 | EXPERIMENT |  Well? |
21:14:33 | DEBUG |  Extra debug line to get more clarity |
21:10:49 | HUH |  ERROR> Kthura error: Object doesn't exist Object ID:#969 Da fuck? |
21:07:18 | LAZY |  Take DCCLXV |
21:07:14 | LAZY |  Fix.... Well... sort of! |
21:05:23 | HUH |  Fucking things up on purpose, cause them to.... work? Well, it works now, but I really don't understand this. |
21:00:19 | TEST |  Take DCCLXIV |
21:00:17 | DEBUG |   Hardcore working, and this can cause some crashes, but if so, I can finally get a few things on the road. |
20:50:43 | TEST |  Take DCCLXIII |
20:50:41 | DEBUG |  Layer not right? Why not? |
20:49:12 | TEST |  Take DCCLXII |
20:49:11 | DEBUG |  Layer Check in debug |
20:46:27 | TEST |  Take DCCLXI |
20:46:01 | DEBUG |  Let's draw this one more out, shall we? |
20:43:10 | CONFIRMED | |
20:40:35 | TEST |  Take DCCLX |
20:40:33 | DEBUG |  Take DCCLIX |
20:40:30 | DEBUG |  Let's first find out why the clickables are ignored. Are they properly generated? |
20:36:38 | STATUS |   the enemies do indeed not appear YET. After all, they are not yet generated at all. That comes later! |
20:32:25 | CONFIRMED |  At least all tutorials appear to work. |
20:32:09 | BUG |  And entering the field where the Astrilopups could be overheard even cases a C-Stack-Overflow |
20:31:08 | BUG |  The save book is being ignored. I need to sort out why |
20:29:40 | HUH |  How did my pull request get closed? I never gave GitHub permission to do that! |
20:28:04 | TEST |  Take DCCLVIII |
20:28:01 | SCENARIO |  I had to rename a scenario file, due to the little update I did to the Yaqirpa Kthura File Name |
20:21:17 | TEST |  Take DCCLVII |
20:21:13 | C++ |  That should take care of it! |
20:21:06 | HUH |  Case issue? |
20:18:24 | DEBUG |  Take DCCLVI |
20:18:16 | C++ |   I made the error message more precise so I can get some clarifications |
20:17:55 | HUH |  Not for the FIELD flow, but for the FIELD flow? What kind of bullcrap is that? |
20:13:42 | TEST |  Take DCCLV |
20:13:40 | CODEROT |  Ah yeah, I just copied the code from Luna's Father, but the linkups are different here |
20:12:29 | TEST |  Take DCCLIV |
20:12:26 | DEBUG |  Two debug console features added |
19:40:33 | TEST |  Take DCCLIII |
19:40:31 | DONE |  Map.ObjWalkTo |
19:40:19 | DONE |   Put my food on the stove. It's 7:40pm and I haven't yet eaten my dinner. |
19:36:17 | TEST |  Take DCCLII |
19:36:12 | CODEROT |  :upper doesn't work anymore |
19:34:31 | TEST |  Take DCCLI |
19:34:29 | LINK |  Fuck You! |
19:32:29 | TEST |  Take DCCL |
19:32:24 | FUCKYOU |  Map.Leader |
19:27:05 | TEST |  Take DCCXLIX |
19:24:46 | CODEROT |  CurLayer will haunt me a long time, I guess! |
19:22:31 | TEST |   Take DCCXLVIII |
19:22:26 | CODEROT |  MouseX and MouseY function -> property |
19:19:16 | TEST |  Take DCCXLVII |
19:18:50 | SCRIPT |  Read-out of stats |
19:14:09 | STATUS |  We're getting somewhere, but there's still a LOOOOOONG way to go 
|
19:11:24 | TEST |  Take DCCXLVI |
19:11:22 | VOID |  Another void? |
19:11:13 | TEST |  Take DCCXLV |
19:11:13 | VOID |  := |
19:06:52 | TEST |  Take DCCXLIV |
19:00:16 | C++ |  Compiling |
19:00:10 | FIXED |  HideButLabel faulty? |
19:00:00 | VOID |  Huh? |
18:58:05 | TEST |  Take DCCXLIII |
18:58:02 | FIXED |  Bad extern |
18:54:09 | TEST |  Take DCCXLII |
18:54:05 | STUPIDITY |  Missing Return instruction |
18:49:17 | TEST |  Take DCCXLI |
18:49:13 | CODEROT |  Another array suffered from the start on 0 in stead of 1 |
18:46:16 | TEST |  Take DCCXL |
18:46:14 | FIXED |  The bug occurred because Crystal is now on index 1, since arrays did start on 1 in the Apollo engine, but had to start on 0 in this one |
18:27:02 | TEST |  Take DCCXXXIX |
18:26:54 | FIXED |  A bug on multiple aliases when writing in the debug .jql files (enters are essential here) |
18:20:07 | HUH |   Take DCCXXXVIII |
18:20:02 | JCR6 |  Alias fuck |
18:19:57 | HUH |  What the fuck? |
18:09:12 | TEST |  Take DCCXXXVII |
18:09:10 | DONE |  RPGChar.ALL |
18:01:31 | FIXED |  Party positions |
17:57:43 | TEST |  Take DCCXXXVI |
17:57:40 | CODEROT |  MouseX and MouseY are now properties, but the status bar checker did not see that as such |
17:53:12 | TEST |  Take DCCXXXV |
17:53:11 | FUCKYOU |  ObjSet |
17:51:55 | TEST |  Take DCCXXXIV |
17:51:53 | FUCKYOU |  Fuck a duck....... |
17:50:43 | TEST |  Take DCCXXXIII |
17:50:41 | DONE |  ObjInt, ObjBool, ObjStr... None of them needed, but they do prevent code rot |
17:47:01 | FUCKYOU |   Take DCCXXXII |
17:46:58 | FUCKYOU |  SpawnXY |
17:44:50 | TEST |  Take DCCXXXI |
17:44:49 | LINK |  Map.HasTag |
17:42:36 | TEST |  Take DCCXXX |
17:42:33 | DONE |  Show Player added to Map |
17:39:52 | TEST |   Take DCCXXIX |
17:39:33 | DONE |  Well, that is all set up now... I think |
16:50:05 | STATUS |  Although present in the Kthura link up (since Luna's Father also uses that crap), I need a break now! |
16:49:43 | NOTE |  HideButLabel not in Map class.... |
16:48:25 | TEST |   Take DCCXXVIII |
16:48:24 | FIXED |  bad call by MapScript script caller |
16:45:59 | TEST |  Take DCCXXVII |
16:45:58 | VOID |  I really should make sure self in properties refers to the instance and not the the class as a whole, unless the property is static |
16:35:55 | TEST |  Take DCCXXVI |
16:35:47 | DONE |   Map.LoadedMap |
16:34:04 | TEST |  Take DCCXXV |
16:34:02 | DONE |  Readout for player has been done |
16:27:41 | TEST |  Take DCCXXIV |
16:27:39 | VOID |  Class or global fuckup |
16:16:57 | TEST |  Take DCCXXIII |
16:16:45 | C++ |  NotMovingThan0 added to the SCI API |
16:13:56 | TEST |  Take DCCXXII |
16:13:55 | FUCKYOU |  Another one |
16:10:39 | TEST |  Take DCCXXI |
16:10:37 | FUCKYOU |  Code typo |
16:09:39 | TEST |   Take DCCXX |
16:09:38 | FIXED |  I hope... |
16:05:14 | TEST |  Take DCCXIX |
16:05:13 | DEBUG |  I wonder how the tag can be an empty string |
16:01:55 | TEST |  Take DCCXVIII |
16:01:54 | DEBUG |   ??? |
15:58:37 | TEST |  Take DCCXVII |
15:58:34 | LINK |  Kthura |
15:57:36 | TEST |  Take DCCXVI |
15:57:33 | CODEROT |  Kthura calls on an undesirable way |
15:53:13 | TEST |  Take DCCXV |
15:53:11 | FIXED |  A few typos that magically made their way in |
15:51:26 | TEST |  Take DCCXIV |
15:51:25 | VOID |  I think I voided the issue causing Wendicka, Crystal and Briggs not to move to the transporter pads |
15:45:07 | TEST |  Take DCCXIII |
15:45:04 | SCYNDI |  MapScript QuickMeta |
15:41:14 | SOLVED |  The source of evil has been found |
15:38:42 | DEBUG |  Take DCCXII |
15:38:39 | DEBUG |  More debug lineup |
15:36:26 | DEBUG |  nil was given for a function referrence. Now THAT's rich! |
15:34:55 | TEST |  Take DCCXI |
15:34:50 | DEBUG |  A search for clickables went terribly wrong. I hope I can fix this, otherwise, I'll have to put this into the generator, which I don't want. |
15:29:20 | TEST |   Take DCCX |
15:29:01 | VOID |  AllowQuitSave will now only throw a debug message, but otherwise be ignored. |
15:25:06 | TEST |  Take DCCIX |
15:25:04 | FUCKYOU |  Prevention caused more than it prevented |
15:21:26 | TEST |   Take DCCVIII |
15:21:25 | FUCKYOU |  Fuck you! |
15:19:56 | TEST |  Take DCCVII |
15:19:52 | LINK |  Another InterVar link was required for that, though |
15:12:09 | TEST |   Take DCCVI |
15:12:06 | VOID |  Autoscroll definitions in the old style will only lead to the risk of memory leaks, so a new set up has been done. |
14:59:00 | TEST |  Take DCCV |
14:58:57 | SOLVED |  I think I found the source of evil |
14:48:28 | DEBUG |  Take DCCIV |
14:48:24 | DEBUG |  Still not sure what causes this error, but I have set the init routine to do more crap. I hope this will help me a bit |
14:07:03 | OFFTOPIC |  Debugging it twice as hard as writing the code in the first place, as such, when you write your code as cleverly as possible, you are, by default, not clever enough to debug it. Thanks Kerninghan, for rubbing that one in! |
14:05:54 | STATUS | AT LAST!!! |
14:04:35 | FUCKYOU |  Take DCCIII |
14:04:27 | FUCKYOU |   It really seems I found the source of all evil now! |
14:00:25 | TEST |  Take DCCII |
14:00:23 | COCKROACH |  Syntax error |
13:59:06 | TEST |  Take DCCI |
13:59:05 | FUCKYOU |  scope error |
13:52:06 | TEST |  Take DCC |
13:52:04 | COCKROACH |  More work out to see why the impossible becomes possible |
13:47:09 | DEBUG |  Take DCXCIX |
13:46:01 | FUCKYOU |  I see that ain't gonna work... sigh |
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