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23:27 | OFFTOPIC | For some reason these kinds of videos work very relaxing..... The ride starts in Toulouse and ends in Paris... Enjoy! |
23:26 | STATUS | that all appears to be working |
23:21 | TEST | Let's see if this works (can't think of a reason not to, but as game development has done crazier things... a test is in order) |
23:21 | DONE | Right! |
23:19 | TECHNO | I may first copy these basis scripts for all features.... Saves me a lot of crash risks during later tests |
23:18 | FIXED | Yeah... it appears fixed.... As long as things don't turn back the way they were..... |
23:15 | TEST | Take IV |
23:14 | HUH | I bet these guys are dancing the mamushka for the one responsible for that |
23:12 | HUH | How does a variable I replaced to be the way it was before I replaced it? |
23:07 | DEBUG | Let's put in some squares that have to tell me something |
23:04 | JUDGMENT | Nope, nope definitely now.... And the crash message I got for clicking the quit button shows that it tried to open the "switch party member" feature, and that is definitely NOT the way it should be! |
23:01 | TEST | Take III |
23:01 | FIXED | But I was right something WAS wrong here |
23:00 | JUDGMENT | It wasn't as bad as I thought.... Which surprises me actually.... |
22:57 | TEST | Take II |
22:56 | NOTE | I say "I hope" as the behavior in general was pretty strange, so I am not quite sure the system understood me |
22:56 | FIXED | I hope |
22:55 | BUG | CLICK! Without clicking the system switches already... That's not good! |
22:48 | TEST | Let's go! |
22:48 | NOTE | Important note! Clicking any icon that is not the inventory or the abilities icon, will (for now) crash the game |
22:48 | DONE | Clicking the icons should be possible now |
22:44 | COSMETIC | Red red wine.... Oh wait, I ain't a member of UB40... I mean I changed the character name to red in the field menu |
22:39 | NOTE | As both Crystal as Briggs cannot yet get abilities all they'll get a black screen. In Crystal's case, she'll get her abilities once the event has passed she becomes a cyborg, and Briggs is only a guest character. Wendicka will already get access to her lightning spells, although as that part has not yet been scripted all she'll get for now is also a blank screen, but that will be filled out. |
22:29 | SCRIPT | A basis has been set up for the ability screen |
18:35 | DEBUG | I've turned off the "#use" debug line.... I no longer need it (at least not at the present time, and I can reactivated easily), and this saves me tons of needless debug output on my console |
18:08 | STATUS | Since this is as far as I can go now I'll move #25 back to "todo" in my Kaban overview |
18:06 | STATUS | All is fine as far as I can go right now... Only when I get into the combat routine and stuff I can really get into the deep of this |
18:01 | TEST | Take III |
18:01 | FIXED | Illegal object call |
17:57 | TEST | Take II |
17:57 | FIXED | Code typo |
17:48 | TEST | Well, does it work? |
17:47 | NOTE | At the present time I cannot make use happen, as no items are usable at the current time |
17:47 | DONE | the "Use" icon should appear now |
17:07 | ART | "Use" icon |
17:01 | STATUS | Hey, the open clip art library is BACK!!! AT LAST!!!!! |
17:00 | STATUS | At least! |
16:59 | CONFIRMED | It works! |
16:57 | TEST | Take V |
16:56 | FIXED | that should do it! |
16:56 | FIXED | That fixes a part of the problem, but the rest is easy now! |
16:50 | TEST | Take IV |
16:50 | SOLVED | Please? |
16:50 | FUCKYOU | Now this is getting REALLY REALLY annoying! |
16:47 | TEST | Take III will have to confirme this..... (I hope) |
16:46 | FIXED | An fixed it |
16:46 | SOLVED | I hope I found it |
16:46 | INVESTIGATION | Why? |
16:46 | COCKROACH | Still NOTHING HAPPENS |
16:43 | TEST | Take II |
16:43 | FIXED | Ah.... Formula error |
16:41 | HUH | NOTHING HAPPENS |
16:31 | TEST | Take I |
16:31 | SCRIPT | Trashing items should work now |
16:30 | UPDATED | Version numbers |
14:56 | STATUS | Time for a break |
14:56 | CONFIRMED | That works |
14:45 | TEST | Take II |
14:45 | FIXED | Code typo |
14:41 | TEST | I have trouble concentrating... But let's go! |
14:28 | TODO | Time to feed my cat, Kitty |
14:28 | DONE | Trashcan should appear |
14:26 | DONE | Trashcan load |
13:39 | SEARCH | Trashcan |
12:54 | STATUS | All appears to be well |
12:51 | TEST | Take II |
12:51 | VOID | .... |
12:46 | BUG | <SIIIIIIIIIGH!> |
12:38 | TEST | As I did need to do a bit of rescoping, I need to see if everything went well.... Let's say if no crashes happen I must asumme everything is alright |
12:16 | ENHANCEMENT | Inventory screen now able to deal with different situations.... (The ability screen, which I yet have to start on will also require this) |
2:17 | UPDATED | |
2:12 | STATUS | All issues accounted for |
2:08 | TEST | Take XVIII |
2:08 | FIXED | Okay, let's see now! |
2:08 | STUPIDITY | AHA! |
2:07 | HUH | That didn't help, I suppose |
2:04 | TEST | Take XVII |
2:03 | FIXED | I hope I fixed the empty socket issue |
1:48 | STATUS | Now before I call it.... Let's see if I can fix that empty socket issue |
1:48 | CONFIRMED | That works |
1:45 | TEST | Take XVI |
1:45 | FIXED | ??? |
1:35 | TEST | Take XV |
1:35 | FIXED | Right, I think I fixed the return fault issue (although that should have caused a crash due to a non-existent character, so I'm a bit confused here, but let's see what happens, next) |
1:30 | TEST | Take XIV |
1:30 | FIXED | ? |
1:28 | RESULT | CSAY>CallBack(FLOW_FIELDMENU)::Party.CallBack(1) Fatal Error! Error: [string "Script/Use/Anyway.NeilBundle/Dev.neil"]:51: bad argument #3 to 'SPRINTF' (number expected, got table) State: FLOW_FIELDMENU Da FUUUUUUUUUUUUUUCK! |
1:27 | TEST | Take XIII |
1:22 | DEBUG | Let's first find out if I can see why the item return doesn't work the way it's supposed to! |
1:22 | STATUS | ONE thing at the time |
1:20 | BUG | Clicking an empty socket crashes the game, and that's even wrose! |
1:20 | BUG | Item disappears when leaving the menu and is not returned |
1:17 | TEST | Take XII |
1:17 | FIXED | Class error |
1:14 | TEST | I'll count on - Take XI |
1:05 | DONE | Auto return item when leaving the field menu |
0:58 | TODO | Now I need to make sure that if people leave the field menu stuff is reset, as it may otherwise cause of pain (the savegame routine cannot pick this up, and I don't even plan to make it able to.... Too much risks) |
0:58 | STATUS | All bugs accounted for |
0:53 | TEST | Take X |
0:52 | FIXED | ???? |
0:52 | BUG | Replacement does not |
0:52 | NOTE | Empty slot works |
0:48 | TEST | Take IX |
0:47 | SOLVED | Part of the issue.... Which was merely a scoping thing |
0:46 | BUG | The log did show an important thing though.... The Placement routine is not even called at all at many times when it should be, which is to say... odd |
0:45 | FUCKYOU | Stupid " thing |
0:42 | TEST | Take VIII |
0:41 | DEBUG | An extra debug line now has to provide some answers, as this is getting stranger by the minute! |
0:40 | COCKROACH | Things are getting stranger and stranger! |
0:36 | TEST | Take VII |
0:36 | FIXED | Syntax error |
0:32 | TEST | Take VI |
0:32 | FORCE | let's try this |
0:12 | COCKROACH | But that's the only part that works |
0:11 | CONFIRMED | Placing an item in order to stack it up works |
0:08 | TEST | Take V |
0:08 | FIXED | And Fixed it |
0:08 | SOLVED | I think I found it |
0:08 | INVESTIGATION | Time to find out why that is! |
0:08 | COCKROACH | NOTHING HAPPENS AT ALL! |
- = 16 Oct 2020 = - | ||
23:52 | TEST | Take IV |
23:52 | FIXED | Syntax error |
23:48 | TEST | Take III |
23:48 | FIXED | I think I fixed the replacement... I cannot yet be sure if it's fixed, but I think I did |
23:46 | DONE | Empty sockets are not addressed separately under the hood, to at least force this to be done right |
23:45 | FIXED | Will one problem is fixed... Wrong variable read.... But is this the actual issue? |
23:44 | INVESTIGATION | Question is how this could happen |
23:43 | BUG | Placing them back, either for stacking up or for replacement or even on empty slots does not |
23:43 | CONFIRMED | Taking items from their sockets work |
23:42 | CONFIRMED | No inventory screen for Briggs works |
23:38 | TEST | Take II |
23:38 | FIXED | Unknown identifier |
23:35 | TEST | Take I |
23:35 | SECURITY | Briggs' inventory will not show at all, for security reasons |
23:35 | SCRIPT | Taking and placing items should be possible now |
20:26 | NOTE | This had to work anyway, and it's also handier this way, as this will help me to get the first random encounters tested and keep Wendicka's and Crystal's level a bit more up to par... Although the calculations will remain the same, it is not unthinkable some small balancing issues may still come on the way, so this is why |
20:24 | CONFIRMED | That works |
20:20 | TEST | Take II |
20:15 | STUPIDITY | Group module issue |
20:13 | TEST | Let's see |
20:12 | LINK | So that link is complete at least |
20:12 | SCRIPT | Stairyway down |
20:10 | CONFIRMED | All's well.... so far! |
20:09 | TEST | Take II |
20:08 | FIXED | Code typo leading into a syntax error |
20:07 | TEST | Let's at least test if no crashes pop up |
19:49 | NOTE | Nothing is activated, this is all under the hood, but without this code, I cannot get anything to work on this department, and it's a vital part of the item system |
19:48 | SCRIPT | Preparational scripts to make dragging items possible |
18:30 | FAILURE | Up until now it still seems impossible to find a SIMPLE and ADEQUATELY WRITTEN document in getting lzma to work in C++. |
17:22 | C++ | I did decide to try out if I can lzma to work... At least the library for VS2019 compiles, so that's a step in the good direction, right? |
2:48 | TEST | Take II |
2:47 | FIXED | Code typo |
2:47 | TEST | Take I |
2:47 | COSMETIC | DarkText effect on item amounts.... (It was too hard to read, but too important to be left unreadable) |
1:25 | DUMMIED | Oh yeah, I dummied the debug lines bringing me to this conclusion, as the amount of output I got was ridiculous (but unfortunately needed) |
1:23 | TEST | I do need to see if this actually fixes the issue, but I can't see why not! |
1:22 | FIXED | GOTCHA! The force passible processor used the width for both x as y generation.... It doesn't take high-mathematics to see that would never work at all |
1:16 | DEBUG | Some extra debug lines must give me some answers here |
0:37 | COCKROACH | I still need to find out why the blockmap builder is malfunctioning, though |
0:37 | FIXED | Well that takes care of that.... |
0:28 | TEST | Let's find out! |
0:28 | MYSTERY | Does this fix the player issue? |
0:26 | MYSTERY | The player itself doesn't even show.... Why not? |
0:13 | TEST | Well? |
0:12 | EXPERIMENT | I need to try this debug code |
- = 15 Oct 2020 = - | ||
23:45 | TEST | Okay? |
23:45 | DEBUG | More debug shit to sort this out |
23:25 | DONE | Made sure autoremapping can be set by the interpreter |
23:12 | DEBUG | Extra line to make sure everything is in order |
23:12 | COCKROACH | I really don't undestand why this is happening.... |
23:03 | TEST | Well? |
23:03 | MAP | I've made some changes to the map.... It is impossible now that the blockmap is still an issue, and when it's not the blockmap it must be something else.... That will be the next thing to sort out, eh? |
22:59 | COCKROACH | The blockmap issue after taking the stairs is still a mystery |
22:55 | TEST | Let's see |
22:54 | FORCE | Forcing things... And I really need to look to the color hander in the C++ version of Kthura |
22:52 | COCKROACH | STILL NO GOOD! |
22:51 | FORCE | I'll now force the new build to be redone entirely... This because the system refuses to take the changes to the Kthura map in it, like it should |
22:46 | TEST | Take X |
22:46 | VISUALSTUDIO | Compiling is in order |
22:46 | FIXED | Ah, this was due to a bug in my C++ code.... |
22:41 | CONFIRMED | Close.... But no cigar! |
22:38 | TEST | Take IX |
22:38 | FIXED | So I hope stuff is fixed now |
22:37 | SOLVED | I think I found it... Or at least, I did discover something that was not right.... Possibily the icon bar was drawn over this as a result blinding me for what was really happening? |
22:36 | DUMMIED | I've dummied this line as it does no longer seem needed, but the code denies the possibility of work denial, so I'm at a loss here |
22:32 | MYSTERY | This confirms that the read data is correct, however, that makes it all the more mysterious that stuff doesn't show |
22:31 | RESULT | CSAY>Check: UniWendicka; 01 > ADHBANDAGE:3 CSAY>Check: UniWendicka; 02 > :0 CSAY>Check: UniWendicka; 03 > :0 CSAY>Check: UniWendicka; 04 > :0 CSAY>Check: UniWendicka; 05 > :0 CSAY>Check: UniWendicka; 06 > :0 CSAY>Check: UniWendicka; 07 > :0 CSAY>Check: UniWendicka; 08 > :0 CSAY>Check: UniWendicka; 09 > :0 CSAY>Check: UniWendicka; 10 > :0 |
22:15 | DEBUG | Time to check the log |
22:12 | TEST | Take VIII |
22:12 | TEST | Well, I hope this test produces some results I can use to make things out, as this is getting REALLY frustrating |
22:02 | STUPIDITY | The COVID-19 proved unrefutably that Albert Einstein was right when he said this Sorry for blurring the readability of this blog, but really I guess the message is only clear this way.... Problem is that the people proving Einstein right are working for governments and health organisations, and that is just sad! |
21:58 | DEBUG | A debug line that I didn't wanna put in as it's gonna create TONS of output, has been added, as drastic problems as for drastic measures |
21:56 | CONFIRMED | What the logs do confirm though is that the autostacking for the same item, and seeking a new socket for a new item appear to be working |
21:55 | COCKROACH | Still no good in any account |
21:52 | NOTE | I'll keep it in mind that the last build may have been outdated (due to me also doing other things), so I'll try that again! |
21:49 | COCKROACH | No effect for any of the fixes |
21:00 | TEST | Take VII |
21:00 | FIXED | Not sure, I hope this fixes it all, but at least a coordinate issue is fixed |
20:34 | DEBUG | I will need to find out why the icons and number of items do not show in the inventory screen though |
20:33 | FIXED | The leading zero tags are only in the character creator.... That's been removed now, but savegames with before this fix will keep it in these three characters.... That is in Wendicka's and Crystal's cases only in their uniform versions as their normal versions will not have it anymore... As the game ignores these records, and the "broken" savegames only affecting MY memory and not yours, I don't have to do anything drastic to restart my game or anything |
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