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20:29 | FIXED | cosmetic issue |
20:29 | FIXED | blockmap issue |
20:22 | TEST | Take VI - And this time I gotta save my data |
20:22 | COCKROACH | Still no good from the inventory though |
20:22 | CONFIRMED | Which confirms that the stairway itself works |
20:21 | FIXED | Bad reference for showfloor event |
20:18 | TEST | Take V |
20:18 | NOTE | I had some bad luck with my items this time (none spawned) so let's give this another go |
20:17 | FIXED | I think I fixed the stairway up |
20:14 | TEST | Take IV |
20:14 | FIXED | I think I fixed this, although I must note, that some stuff has been found also by my viewer, which I didn't yet find in my code, however, that's a later concern, as I think where to look that up |
20:12 | SOLVED | A lot of data mismatches are give by my viewer.... Doesn't look too hard to fix, yet it can be time consuming |
20:09 | FAILURE | Apparently, my scripts still connect to an outdated version.... All I should do is compile again, but still... |
20:08 | DEBUG | For debug's sake I've create a new savegame and let's see what RPGCHAR has to say about this |
20:04 | TEST | Take III |
20:04 | FIXED | The latter, so it seems |
20:03 | BUG | And information by debugger not complete somehow.... Does this explain the bug, or is the debugger bugged? |
20:03 | BUG | Stairway ignored |
19:55 | SCRIPT | I've activated the first stairway up (it won't work work for the way down, though) |
19:37 | TEST | Take II - Let's see what debug data pops up |
19:33 | DEBUG | Let's add this line to find out more |
19:31 | INVESTIGATION | I need to find out why |
19:31 | BUG | The items do NOT appear in the inventory screen |
19:25 | FIXED | Tagging mistake |
19:21 | TEST | A test is in order now, though |
19:21 | NOTE | You cannot yet use them or anything, Rome wasn't built in one day either.... |
19:21 | DONE | I've set the inventory screen to show the items you've collected so far |
9:33 | MEDICAL | I feel terrible.... I've become victim of stress due to human stupidity |
9:32 | FIXED | |
1:18 | STATUS | But FIRST I need to get some rest.... It's past midnight and I'm exhausted! |
1:17 | BUG | |
1:16 | FUCKYOU | What the hell? |
1:15 | TEST | Take XXXVIII |
1:14 | FIXED | I think I fixed the "always overstock" bug |
1:05 | GITHUB | I've issued that as #38 |
0:58 | JUDGMENT | Not fully happy but for now it has to do |
0:52 | TEST | Take XXXVII |
0:52 | FIXED | I think I fixed it |
0:51 | JUDGMENT | Nope, nope, nope, definitely not! |
0:48 | TEST | Take XXXVII |
0:48 | FIXED | I think I fixed the y-position |
0:47 | STATUS | The reason for the overstock notice will be sorted out leter.... I first need to figure out why the y coordinate of the message is faulty |
0:41 | TEST | Take XXXVI |
0:41 | FIXED | Illegal function reference |
0:38 | TEST | Take XXXV |
0:38 | FIXED | Are they all accounted for now? |
0:35 | TEST | Take XXXIV |
0:35 | FIXED | more of them x2 |
0:32 | TEST | Take XXXIII |
0:32 | FIXED | Field issue? |
0:31 | STATUS | Making progress.... SLOWLY |
0:28 | TEST | Take XXXII |
0:27 | MYSTERY | I do not know why the system maos about the NeedEXP member.... I didn't ask for it |
0:27 | FIXED | Illegal function call |
0:22 | TEST | Take XXXI |
0:22 | VOID | Well. let see what this does |
- = 14 Oct 2020 = - | ||
23:20 | STATUS | I really need a break now, but hopefully the way to void this issue is soon there.... |
22:59 | CONFIRMED | The logs indicate that strategy works.... |
22:56 | TEST | Take XXX |
22:55 | EXPERIMENT | Let's try the different way then |
22:54 | COCKROACH | To no avail |
22:53 | TEST | Take XXIX |
22:53 | FIXED | Code typo |
22:52 | TEST | Take XXVIII |
22:52 | EXPERIMENT | I've done a different approach, but I got alternative features ready. I will need to see what happens next! |
22:52 | NOTE | The code renders this impossible, so where in the world this goes wrong..... Joost mag het weten! |
22:40 | STATUS | I really need to put a scroller in my log system..... |
22:39 | HUH | This does shine a light on things... The data is stored in the item exit points, but not in the item objects themselves..... |
22:37 | TEST | Take XXVII |
22:37 | VOID | Actors will be voided from any further tests |
22:37 | NOTE | the tester appears alleric to actors, but that is not really a concern |
22:33 | TEST | Take XXVI |
22:33 | DEBUG | More crap |
22:27 | TEST | Take XXV |
22:27 | VISUALSTUDIO | Let's get this into the main crap then |
22:25 | TEST | Take XXIV |
22:25 | DEBUG | Let's see |
22:24 | NOTE | This is not really possible.... The previous error did prove a string was succesfully received |
22:23 | COCKROACH | A complete crash? |
22:22 | TEST | Take XXIII |
22:22 | FIXED | Illegal function return |
22:21 | TEST | Take XXII |
22:21 | FIXED | Fuck you! |
22:19 | TEST | Take XXI |
22:19 | FIXED | Glue code typo |
22:05 | TEST | Take XX |
22:05 | SCRIPT | Debug script expanded |
22:01 | VISUALSTUDIO | Compiling |
22:01 | NEIL | Put in Neil Glue |
22:00 | APOLLO | Put in API |
21:56 | KTHURA | Debug property added |
21:53 | RESULT | The lie is complete.... Under no circumstances could the data produced by the logs be what they pretend to be.... I really need to sort this one out! |
21:48 | TEST | Take XIX |
21:48 | DEBUG | Extra debug - This must confirm the lie completely |
21:44 | TEST | Take XVIII |
21:44 | FIXED | Glue isse |
21:32 | TEST | Take XVII |
21:32 | STATUS | Should only confirm the computer is lying though |
21:31 | FIXED | Ah, a small debug issue..... |
21:26 | TEST | Take XVI |
21:26 | EXPERIMENT | Let's try a different approach here! |
21:25 | HUH | So the object is NOT properly tagged.... yet the clickable engine finds it, and so does TagMapper (the game would function at all if it didn't), so that result is a lie... Question is... Why does this happen? |
21:21 | TEST | Take XV |
21:20 | NOTE | That doesn't fix this cockroach, but should at least allow me to debug |
21:20 | FIXED | Neil glue missing a member |
21:20 | HUH | ??? |
21:15 | TEST | Take XIV |
21:15 | DEBUG | let's see... MOAR data required |
21:12 | DEBUG | The log shows that the data is empty indeed... Not possible since an earlier scan already proved it to be full.... so wtf happened here? |
21:08 | TEST | Take XIII |
21:08 | DEBUG | An extra debug line added, as I cannot yet rule out that the Item object itself is to blame (shouldn't be, but hey, nothing is certain now) |
21:06 | FUCKYOU | I take that as a fix ignored |
21:03 | TEST | Take XII (that does not yet fix the 'overstocking' but at least I can see if the 'nameless item' bug is fixed or not) |
21:03 | FIXED | Another stupid error? |
20:55 | BUG | The next lie also comes in.... An item without a tagname |
20:44 | BUG | I heard the buzzer so that should indicate an overstocking, which is with empty inventories impossible, so what that happens needs to be sorted out, but first I need to see if this initial issue is fixed or not! |
20:44 | FIXED | Non-existent members fixed? |
20:33 | TEST | Take XI |
20:33 | VOID | Perhaps this should do it! |
20:32 | CONFIRMED | Indeed it didn't |
20:27 | TEST | Take X |
20:27 | TECHNO | This cannot fix the problem as a whole, as the error itself refers to "nil" and not to a string containing a wrong value, but as crazier things have happened, perhaps I should still give this another go |
20:26 | FIXED | At least I fixed a part of the problem |
20:21 | FUCKYOU | The log confirms the lie, but also confirms another issue |
20:13 | TEST | Take IX |
20:13 | INVESTIGATION | So now to find out why the lie pops up |
20:12 | BUG | Computer lies.... No NIL value can be there |
20:06 | TEST | Take VIII |
20:06 | FIXED | Whatever |
20:02 | TEST | Take VII |
20:02 | FIXED | I hope.... |
20:02 | COCKROACH | But the issues are not yet solved |
20:02 | STATUS | No more compilation errors |
19:58 | TEST | Take VI |
19:58 | FUCKYOU | Whiner! |
19:55 | TEST | Take V |
19:55 | FIXED | ANother index error managed to sneak past me! |
19:52 | TEST | Take IV |
19:52 | FIXED | Identifier trouble |
19:48 | TEST | Take III |
19:48 | FIXED | #use error (another one) |
19:45 | TEST | Take II |
19:45 | FIXED | Illegal field index |
19:45 | FIXED | #use error |
19:41 | TEST | Take I |
19:35 | STATUS | Well, that makes I'm ready to get the test on the roll |
19:35 | TECHNO | should be obvious, but you do need to tell the computer EVERYTHING! |
19:34 | DONE | If an item is succesfully picked up it will now also disappear from the map |
19:33 | STATUS | One more thing to do |
19:33 | LINK | That links eveything together |
19:33 | DONE | Set up picking up treasure from map |
19:25 | DONE | Shorting thing... Really needed to get things done |
19:24 | STATUS | And now to the actual function I was planning to get done! |
19:23 | LINK | Put into the main routine |
19:10 | STATUS | Not there yet! |
19:10 | DONE | Draw Mini Messages |
18:58 | SCRIPT | Base class Mini Messages |
18:11 | NOTE | I will need some other things.... The minimessage system will now have to be put in place |
18:06 | SECURITY | I made sure the routine doesn't work on Briggs.... When walking around in the Yaqirpa this wouldn't be a problemm but in combat the same routine will be used, and then stuff could happen.... |
18:05 | STATUS | Now I can make it possible that items are being picked up |
18:02 | REMINDER | |
18:01 | LINK | Link code added |
17:41 | SCRIPT | A routine which can add items to somebody's personal inventory has now been made |
17:09 | NOTE | I will remove the support for "key items" in Star Story. Why? Because the system has always been bugged from the start, that's why! And the key you need in the Yaqirpa is also the only key-item you'll ever get... It's just easy to make a quick script handle the key separately... no problem! |
17:04 | PLAN | I have decided also that before I start on the combat system I'm first going to see if I can link the lzma library into JCR6 in C++. I really hate missing that.... |
17:04 | STUDY | I did need a quick study on the inventory system |
- = 10 Oct 2020 = - | ||
23:28 | STATUS | From here I can start setting up the inventory system for real, but I'm not sure if it's wise to start on that one tonight.... |
23:14 | CONFIRMED | FINALLY! |
23:11 | TEST | Take XXXIX |
23:10 | VISUALSTUDIO | recompiling |
23:10 | FIXED | Yup.... The parameter read-out from the scripter was faulty |
23:10 | RESULT | I get the same values for the x and y check.... I checked the C++ code, and the variables there appear to be in order... that is in the Core of Kthura.... I do need to check the API code still, as C++ can still be where the evil lies |
23:07 | TEST | Take XXXVIII (inside visual studio this time) |
23:07 | STATUS | I'm really mad now, can you tell? |
23:07 | DEBUG | Now a core debug note! |
23:00 | TEST | Take XXXVII |
23:00 | VISUALSTUDIO | I must compile.... AGAIN! |
23:00 | KTHURA | It was a core error so |
23:00 | FIXED | And fixed it! |
23:00 | SOLVED | I think I found it! |
22:59 | FUCKYOU | To make things even stranger, the data shown in my log indicates all must be well.... I don't follow.... |
22:51 | TEST | Take XXXVI |
22:51 | STATUS | No errors this time |
22:50 | VISUALSTUDIO | Recompiling |
22:50 | FAILURE | It seems I didn't notice C++ threw me tons of errors |
22:46 | TEST | Take XXXV |
22:45 | FIXED | Glue syntax error |
22:42 | TEST | Take XXXIV |
22:42 | DEBUG | Debug command adapted |
22:40 | LINK | And that should link it all |
22:40 | VISUALSTUDIO | COmpiling |
22:40 | NEIL | glue |
22:18 | C++ | API function |
22:16 | C++ | Debug function added |
22:09 | COCKROACH | Some more debug crap is now definitely in order |
22:06 | TEST | Take XXXIII |
21:56 | CHECKED | It is NOT likely, that the script is to blame.... |
20:27 | STATUS | However I'm out of time for now, but this deserves more investigation |
20:26 | MYSTERY | The outcome of this test point to a core error in the C++ code of Kthura, and that is pretty serious. A click far away from the savespot yet leading me to the savespot out of the blue even calling the save screen makes a lot clear |
20:22 | TEST | Take XXXII |
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