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
13:40NOTE
NOTEIt's hard to work when the cat is sitting in front of your screen.
13:39LINK
LINKAnd now from Party also fully established
13:19LINK
LINKCall back setup made for clicking party members in the character bar
- = 4 Oct 2020 = -
23:50STATUS
STATUSI only noticed that I have more trouble concentrating than I should have...

I have no clue why... All I can do is write for tomorrow to link the party bar at the bottom to the Field Menu

23:45NOTE
NOTERolf It's not yet linked to the interface
23:45LINK
LINKLink module setup
23:37TECHNO
TECHNONow the field menu will both act as a flow as as a sub.... This to make it possible for the combat menu to pop up some stuff, rather than to go to this menu entirely... This is not as hard as it seems, especially not now that I have an engine functioning better than NALA could on this depertment....
23:33NOTE
NOTEAnd not yet accessible at all, also
23:33NOTE
NOTEWhich is now only a blank screen linked to my debugging system
23:32SCRIPT
SCRIPTA basis has been set up for the field menu
23:24LUA
LUASmall Adaption done to Neil
21:22STATUS
STATUSBriggs Well this will do for now....
21:12CONFIRMED
CONFIRMEDWell! That works! I wonder why I had some mouse trouble on my debug scripts, though
20:34COCKROACH
COCKROACHThings are not working the way they should.
20:27TEST
TESTLet's see how this goes
20:27KTHURA
KTHURAScripted the enemy spots
20:19TEST
TESTLet's see if that's true
20:19KTHURA
KTHURAThe script should show me the spot for
20:15KTHURA
KTHURAEmpty script created.... I need that to see the markers for Random Treasures and monsters.... It's not that likely I'll change their setups, but still for debugging I must be able to see them properly.
11:49STATUS
STATUSTime is short today, so I cannot do much
1:39STATUS
STATUSNow I did say that I was thinking about the combat engine, but I think it would be more prudent to get onto the field menu first... And that menu may also cause me a lot of headaches... The inventory screen in particular....
1:38CONFIRMED
CONFIRMEDPFWEW!
1:34TEST
TESTTake XXXIII - And that should now be the final take.... I hope!
1:34DONE
DONEI've brought Briggs back
1:33DUMMIED
DUMMIEDDr. Sal’pr’drita And checkup stuff has been dummied as well
1:32DUMMIED
DUMMIEDWalkTo debug I no longer need
1:31CONFIRMED
CONFIRMEDAT LAST!
1:29TEST
TESTTake XXXII
1:29FIXED
FIXEDAHA! Type error on function declaration!
1:25TEST
TESTXenobi Wendicka Lovejoy - Big alternate Take XXXI
1:25FIXED
FIXEDSyntax error
1:22TEST
TESTTake XXX
1:21HUH
HUHDA FUCK!
1:19TEST
TESTTake XXIX
1:19DEBUG
DEBUGMore debug has to get me on track (I hope)
1:18FUCKYOU
FUCKYOUThis cannot be....
1:15TEST
TESTTake XXVIII
1:15STUPIDITY
STUPIDITYRolf Ah.... Wrong C-string-expression
1:12TEST
TESTTake XXVII
1:11FUCKYOU
FUCKYOUThe boolean variable just doesn't contain a value???
1:09TEST
TESTTake XXVI
1:09DEBUG
DEBUGForce What does this do?
1:09RESULT
DA FUUUUUUUCK!
1:09TEST
TESTTake XXV
1:06DEBUG
DEBUGI MUST know now!
0:51TEST
TESTTake XXIV
0:51EXPERIMENT
EXPERIMENTThis way then?
0:47TEST
TESTTake XXIII
0:47FIXED
FIXEDSyntax error
0:45TEST
TESTTake XXII
0:45EXPERIMENT
EXPERIMENTXenobi I wanna see what happens now... Crystal does walk to the correct position, but ONLY if the distance between her and Wendicka is less than 96 pixels (causing her to get no further walking instructions)
0:40TEST
TESTTake XXI
0:40NOTE
NOTEIt's getting late... Forgive me!
0:40FIXED
FIXEDIllegal Function Call
0:36TEST
TESTFoxy Take XX
0:36DEBUG
DEBUGDebugging the hard way then.... :-/
0:34COCKROACH
COCKROACHAnd now Crystal does NOTHING at all!
0:32TEST
TESTTake XIX
0:32EXPERIMENT
EXPERIMENTCrystal walks in all directions, except where she HAS to go.... Let's try to work this out with some extra routine and more debug crap, as I am still not sure what she's doing!
0:25TEST
TESTTake XVIII
0:25DEBUG
DEBUGMoar debug data must give me answers
0:23BUG
BUGCrystal does walk but doesn't seem to understand where to go to AT ALL!
0:20TEST
TESTTake XVII
0:20DUMMIED
DUMMIEDFoxy I've now dummied to protection code
0:19CONFIRMED
CONFIRMEDCrystal appears and so does Wendicka and Wendicka can even walk around
0:17DEBUG
DEBUGTemporarily I'll only spawn Crystal.... Briggs will be done if I can get Crystal to work
0:16VISUALSTUDIO
VISUALSTUDIOCompiling
0:16FIXED
FIXEDI hope
0:16DONE
DONEI've brought the ID numbers (which are always unique) into the dominance mapping
0:13NOTE
NOTEI think I got the solution to the invisble actor thing.... All values the dominance map bases itself on are the same for all three actors... This must have caused a conflict....
0:12CONFIRMED
CONFIRMEDThat at least brings Wendicka back
0:09DUMMIED
DUMMIEDTemporarily dummied all code, and now I wanna see what happens next!
0:07TEST
TESTTake XV
0:07EXPERIMENT
EXPERIMENTLet's fist turn off the follower.... Let's see how things turn out now
0:05TEST
TESTTake XIV
0:04EXPERIMENT
EXPERIMENTWill THIS work then?
- = 3 Oct 2020 = -
23:59TEST
TESTYirl Take XIV
23:59FORCE
FORCElet's force a few things through
23:54TEST
TESTTake XIII
23:53NOTE
NOTEYirl A few debug lines
23:50EXPERIMENT
EXPERIMENTWell?
23:44TEST
TESTTake XII
23:44NOTE
NOTEI do not know if this confusion caused the misery as it should not have hidden the leader, but hey, who knows
23:43FIXED
FIXEDThe leader tried to follow itself
23:39TEST
TESTDoes this new approach make any difference... Take X!
23:39BUG
BUGFor some reason, only Briggs appears, and Wendicka and Crystal are nowhere to be seen... Odd!
23:38DEBUG
DEBUGA different approach to prevent needlessly long logs
23:34TEST
TESTTake IX
23:34FIXED
FIXEDIllegal class usage
23:28TEST
TESTExHuRU Take VIII
23:28FIXED
FIXEDWrong type on declaration
23:26TEST
TESTTake VII
23:26FIXED
FIXEDIllegal Function call
23:23TEST
TESTTake VI
23:23LAZY
LAZYAlias
23:20TEST
TESTTake V
23:20FIXED
FIXEDCall to non-existent class members
23:17TEST
TESTTake IV
23:17DONE
DONEUpdate callback for MapScript activated
23:16STATUS
STATUSNothing happens... At least no parse errors, and that's worth a lot, but what next?
23:13TEST
TESTTake III
23:13NOTE
NOTEThis is remarkable as it implies no more compilation errors are there... Did I outdo myself, or is this merely the recipe for a bigger disaster than I can imagine?
23:13FIXED
FIXEDCrystal Unknown identifier in mapscript
23:11TEST
TESTTake II
23:11FIXED
FIXEDExHuRU False variable
23:09TEST
TESTTake I
23:08STATUS
STATUSOnly one way to find out, I suppose
23:08TECHNO
TECHNOHard to tell if this will work
23:08DONE
DONECorrect sprite should appear now
23:04TECHNO
TECHNOBecause this is the only dungeon in which I need that.
23:04NOTE
NOTEI do need to deal with the sprites, though, as this is not automated, as it is for the player sprites
23:01DONE
DONEI've set up the Yaqirpa's Follow-The-Leader system
22:58LINK
LINKLink functions
22:39LINK
LINKHasTag for MapLinking
22:28TODO
22:08STATUS
STATUSWendicka AT LAST!
22:06TEST
TESTAnd take VIII
22:06CHECKED
CHECKEDA few more checkups
22:05FIXED
FIXEDYup! And that's something I AWLAYS fall for!
22:05TECHNO
TECHNOBut I think I already know why that is!
22:04BUG
BUGScrolling up immediately goes to the top
22:02TEST
TESTLet's see!
20:25BACKUP
BACKUPI'll run the backup in the meantime in order not to let this time go to waste :)
20:25STATUS
STATUSHold the show.... I'm gonna watch TV first, as the show I wanted to see is about to begin
20:24TEST
TESTThe Goddess Take VII
20:24FIXED
FIXEDBut fixed I hope
20:24STUPIDITY
STUPIDITYWell that was stupid
20:24NOTE
NOTEI think I got it.... the check up was still within the for-loop, and thus executed multiple times
20:21TEST
TESTTake VI
20:21NOTE
NOTECrystal The system keeps bugging on me, but at least the scroller cannot pass 0 any more...
20:12TEST
TESTTake V
20:12TEST
TESTForce Hopefully this will work things out a little
20:12COCKROACH
COCKROACHI guess there's gonna be war about mouse events as this is certainly NOT working the way it should
20:11COCKROACH
COCKROACHWTF?
20:09TEST
TESTTake IV
20:09FIXED
FIXEDSyntax error
20:07TEST
TESTAstrilopup Take III
20:07TEST
TESTWell let's MAKE it right!
20:06FORCE
FORCEThis is NOT right!
20:03TEST
TESTTake II
20:02FIXED
FIXEDScrolling up != Scrolling down
19:58TEST
TESTTake I
19:58CHECKED
CHECKEDWell, if no silly cockroaches come along the way, I should have more than enough time to test this
19:57DONE
DONEThe Scroll buttons should work now
19:54CONFIRMED
CONFIRMEDWorks
19:51TEST
TESTTake II
19:51FIXED
FIXEDExtensions are required
19:49TEST
TESTLet's see now!
19:49DONE
DONESue The scroll icons should appear in the save screen accordingly
19:41LINK
LINKSavegame routine will pick them up
19:40TECHNO
TECHNOGiven the way Star Story has been written I do expect them only to be used in the savegame screen, but you never know where else they can be useful, so it's always a good thing to make them more general... They ain't that RAM eating, anyway.
19:39DONE
DONEI've put the icons for up and down into the main loader
19:37STUDY
STUDYUp and Down icons for scrolling
19:34NOTE
NOTEI do follow "Wie is de Mol?" is that limits my time!
19:34GITHUB
GITHUBWendicka I've moved #22 to "In Progress"
19:33CLOSED
19:31STATUS
STATUSIt works!
19:29TEST
TESTTake II
19:29FIXED
FIXEDSyntax error
19:27TEST
TESTTake I
19:27MAPSCRIPT
MAPSCRIPTBakina I've linked the save functions to the GoSave function.... cheap, yet effective and costs less RAM too
19:09CONFIRMED
CONFIRMEDIt works... I get the expected error
19:07TEST
TESTTake III
19:07VISUALSTUDIO
VISUALSTUDIOCompiling
19:07LINK
LINKSo that's been linked together
19:06NEIL
NEILGlue code
19:06C++
C++Okay it really WAS missing... Not any more
19:01BUG
BUGI do NOT believe THAT!
19:01HUH
HUHOh really?
18:59TEST
TESTTake II
18:59FIXED
FIXEDRight-o
18:59STUPIDITY
STUPIDITYForgotten declaration
18:59BUG
BUGKota Ah!
18:57TEST
TESTI wanna know if that works (if that does I'll get a crash as the event being linked to has not yet been created, but that's a later concern)
18:56DONE
DONEThis should also result into clickables doing their specific events if properly set
18:56DONE
DONEWalking check
17:14STATUS
STATUSI still need to take a break though.... I'll be back to work soon!
17:14DYRT
DYRTDyrt was giving me a few cockroaches, but we're back on track
14:57DYRT
DYRTToday I'll first get to test somet things in Dyrt... I may due to less time today not yet focus on the new dungeon, but I'll make sure everything's ready for the new dungeon to start... Since the combat engine is one of the next things in Star Story I'll need to be really able to focus on that, and then Dyrt may not be in a too complicated setup
0:45STATUS
STATUSThe Goddess And that will be it for now!
0:43GITHUB
GITHUBRepositories updated
0:40BACKUP
BACKUPRunning!
0:38SYSTEM
SYSTEMI guess some maintenance is also needed on my main drive
0:38TODO
0:35TODO
0:35TODO
0:31CLOSED
0:29DONE
DONEI've ensured that if the player arrives after a normal walk, a clickable event NEVER takes place
0:25CONFIRMED
CONFIRMEDSo far, so good!
0:23TEST
TESTTake XI
0:23FIXED
FIXEDI guess I needed to do this the long way around
0:21BUG
BUGHowever clicking them will now crash the game, though, and I need to find out why!
0:21CONFIRMED
CONFIRMEDAt least the clickables are listed now and no longer ignored
0:18TEST
TESTTake X
0:17FIXED
FIXEDError would pop up anyway, even when everything was right
0:17COCKROACH
COCKROACHHmmmm....
0:14TEST
TESTAdmiral Lovejoy Take IX
0:14FORCE
FORCELet's force things then
0:11COCKROACH
COCKROACHPerhaps this traceback can get me some answers, as this no longer makes any sense at all!
0:11RESULT
Error: [string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:100: Clickable::Create(NPC_SAVE1,YAQIRPA,816,function: 0000019158078E50,NPC_SAVE1,nil): Illegal function call!
State: FLOW_FIELD

stack traceback:
        [string "--[[?]] local Neil = Neil --[[ Neil Translati..."]:4: in function <[string "--[[?]] local Neil = Neil --[[ Neil Translati..."]:3>
        (...tail calls...)
        [string "Apollo_Panic"]:24: in function 'Apollo_Panic'
        [C]: in function 'error'
        [string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:100: in function <[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:84>
        (...tail calls...)
        [string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:122: in function <[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:113>
        (...tail calls...)
        [string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:215: in function <[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:173>
        (...tail calls...)
        [string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:336: in function <[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:334>
        [C]: in function 'xpcall'
        [string "--[[RawCall]]..."]:5: in main chunk
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