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13:40 | NOTE | It's hard to work when the cat is sitting in front of your screen. |
13:39 | LINK | And now from Party also fully established |
13:19 | LINK | Call back setup made for clicking party members in the character bar |
- = 4 Oct 2020 = - | ||
23:50 | STATUS | I 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 |
23:45 | NOTE | It's not yet linked to the interface |
23:45 | LINK | Link module setup |
23:37 | TECHNO | Now 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.... |
23:33 | NOTE | And not yet accessible at all, also |
23:33 | NOTE | Which is now only a blank screen linked to my debugging system |
23:32 | SCRIPT | A basis has been set up for the field menu |
23:24 | LUA | Small Adaption done to Neil |
21:22 | STATUS | Well this will do for now.... |
21:12 | CONFIRMED | Well! That works! I wonder why I had some mouse trouble on my debug scripts, though |
20:34 | COCKROACH | Things are not working the way they should. |
20:27 | TEST | Let's see how this goes |
20:27 | KTHURA | Scripted the enemy spots |
20:19 | TEST | Let's see if that's true |
20:19 | KTHURA | The script should show me the spot for |
20:15 | KTHURA | Empty 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. |
11:49 | STATUS | Time is short today, so I cannot do much |
1:39 | STATUS | Now 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.... |
1:38 | CONFIRMED | PFWEW! |
1:34 | TEST | Take XXXIII - And that should now be the final take.... I hope! |
1:34 | DONE | I've brought Briggs back |
1:33 | DUMMIED | And checkup stuff has been dummied as well |
1:32 | DUMMIED | WalkTo debug I no longer need |
1:31 | CONFIRMED | AT LAST! |
1:29 | TEST | Take XXXII |
1:29 | FIXED | AHA! Type error on function declaration! |
1:25 | TEST | Take XXXI |
1:25 | FIXED | Syntax error |
1:22 | TEST | Take XXX |
1:21 | HUH | DA FUCK! |
1:19 | TEST | Take XXIX |
1:19 | DEBUG | More debug has to get me on track (I hope) |
1:18 | FUCKYOU | This cannot be.... |
1:15 | TEST | Take XXVIII |
1:15 | STUPIDITY | Ah.... Wrong C-string-expression |
1:12 | TEST | Take XXVII |
1:11 | FUCKYOU | The boolean variable just doesn't contain a value??? |
1:09 | TEST | Take XXVI |
1:09 | DEBUG | Force What does this do? |
1:09 | RESULT | DA FUUUUUUUCK! |
1:09 | TEST | Take XXV |
1:06 | DEBUG | I MUST know now! |
0:51 | TEST | Take XXIV |
0:51 | EXPERIMENT | This way then? |
0:47 | TEST | Take XXIII |
0:47 | FIXED | Syntax error |
0:45 | TEST | Take XXII |
0:45 | EXPERIMENT | 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) |
0:40 | TEST | Take XXI |
0:40 | NOTE | It's getting late... Forgive me! |
0:40 | FIXED | Illegal Function Call |
0:36 | TEST | Take XX |
0:36 | DEBUG | Debugging the hard way then.... :-/ |
0:34 | COCKROACH | And now Crystal does NOTHING at all! |
0:32 | TEST | Take XIX |
0:32 | EXPERIMENT | Crystal 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! |
0:25 | TEST | Take XVIII |
0:25 | DEBUG | Moar debug data must give me answers |
0:23 | BUG | Crystal does walk but doesn't seem to understand where to go to AT ALL! |
0:20 | TEST | Take XVII |
0:20 | DUMMIED | I've now dummied to protection code |
0:19 | CONFIRMED | Crystal appears and so does Wendicka and Wendicka can even walk around |
0:17 | DEBUG | Temporarily I'll only spawn Crystal.... Briggs will be done if I can get Crystal to work |
0:16 | VISUALSTUDIO | Compiling |
0:16 | FIXED | I hope |
0:16 | DONE | I've brought the ID numbers (which are always unique) into the dominance mapping |
0:13 | NOTE | I 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.... |
0:12 | CONFIRMED | That at least brings Wendicka back |
0:09 | DUMMIED | Temporarily dummied all code, and now I wanna see what happens next! |
0:07 | TEST | Take XV |
0:07 | EXPERIMENT | Let's fist turn off the follower.... Let's see how things turn out now |
0:05 | TEST | Take XIV |
0:04 | EXPERIMENT | Will THIS work then? |
- = 3 Oct 2020 = - | ||
23:59 | TEST | Take XIV |
23:59 | FORCE | let's force a few things through |
23:54 | TEST | Take XIII |
23:53 | NOTE | A few debug lines |
23:50 | EXPERIMENT | Well? |
23:44 | TEST | Take XII |
23:44 | NOTE | I do not know if this confusion caused the misery as it should not have hidden the leader, but hey, who knows |
23:43 | FIXED | The leader tried to follow itself |
23:39 | TEST | Does this new approach make any difference... Take X! |
23:39 | BUG | For some reason, only Briggs appears, and Wendicka and Crystal are nowhere to be seen... Odd! |
23:38 | DEBUG | A different approach to prevent needlessly long logs |
23:34 | TEST | Take IX |
23:34 | FIXED | Illegal class usage |
23:28 | TEST | Take VIII |
23:28 | FIXED | Wrong type on declaration |
23:26 | TEST | Take VII |
23:26 | FIXED | Illegal Function call |
23:23 | TEST | Take VI |
23:23 | LAZY | Alias |
23:20 | TEST | Take V |
23:20 | FIXED | Call to non-existent class members |
23:17 | TEST | Take IV |
23:17 | DONE | Update callback for MapScript activated |
23:16 | STATUS | Nothing happens... At least no parse errors, and that's worth a lot, but what next? |
23:13 | TEST | Take III |
23:13 | NOTE | This 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? |
23:13 | FIXED | Unknown identifier in mapscript |
23:11 | TEST | Take II |
23:11 | FIXED | False variable |
23:09 | TEST | Take I |
23:08 | STATUS | Only one way to find out, I suppose |
23:08 | TECHNO | Hard to tell if this will work |
23:08 | DONE | Correct sprite should appear now |
23:04 | TECHNO | Because this is the only dungeon in which I need that. |
23:04 | NOTE | I do need to deal with the sprites, though, as this is not automated, as it is for the player sprites |
23:01 | DONE | I've set up the Yaqirpa's Follow-The-Leader system |
22:58 | LINK | Link functions |
22:39 | LINK | HasTag for MapLinking |
22:28 | TODO | |
22:08 | STATUS | AT LAST! |
22:06 | TEST | And take VIII |
22:06 | CHECKED | A few more checkups |
22:05 | FIXED | Yup! And that's something I AWLAYS fall for! |
22:05 | TECHNO | But I think I already know why that is! |
22:04 | BUG | Scrolling up immediately goes to the top |
22:02 | TEST | Let's see! |
20:25 | BACKUP | I'll run the backup in the meantime in order not to let this time go to waste :) |
20:25 | STATUS | Hold the show.... I'm gonna watch TV first, as the show I wanted to see is about to begin |
20:24 | TEST | Take VII |
20:24 | FIXED | But fixed I hope |
20:24 | STUPIDITY | Well that was stupid |
20:24 | NOTE | I think I got it.... the check up was still within the for-loop, and thus executed multiple times |
20:21 | TEST | Take VI |
20:21 | NOTE | The system keeps bugging on me, but at least the scroller cannot pass 0 any more... |
20:12 | TEST | Take V |
20:12 | TEST | Force Hopefully this will work things out a little |
20:12 | COCKROACH | I guess there's gonna be war about mouse events as this is certainly NOT working the way it should |
20:11 | COCKROACH | WTF? |
20:09 | TEST | Take IV |
20:09 | FIXED | Syntax error |
20:07 | TEST | Take III |
20:07 | TEST | Well let's MAKE it right! |
20:06 | FORCE | This is NOT right! |
20:03 | TEST | Take II |
20:02 | FIXED | Scrolling up != Scrolling down |
19:58 | TEST | Take I |
19:58 | CHECKED | Well, if no silly cockroaches come along the way, I should have more than enough time to test this |
19:57 | DONE | The Scroll buttons should work now |
19:54 | CONFIRMED | Works |
19:51 | TEST | Take II |
19:51 | FIXED | Extensions are required |
19:49 | TEST | Let's see now! |
19:49 | DONE | The scroll icons should appear in the save screen accordingly |
19:41 | LINK | Savegame routine will pick them up |
19:40 | TECHNO | Given 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. |
19:39 | DONE | I've put the icons for up and down into the main loader |
19:37 | STUDY | Up and Down icons for scrolling |
19:34 | NOTE | I do follow "Wie is de Mol?" is that limits my time! |
19:34 | GITHUB | I've moved #22 to "In Progress" |
19:33 | CLOSED | |
19:31 | STATUS | It works! |
19:29 | TEST | Take II |
19:29 | FIXED | Syntax error |
19:27 | TEST | Take I |
19:27 | MAPSCRIPT | I've linked the save functions to the GoSave function.... cheap, yet effective and costs less RAM too |
19:09 | CONFIRMED | It works... I get the expected error |
19:07 | TEST | Take III |
19:07 | VISUALSTUDIO | Compiling |
19:07 | LINK | So that's been linked together |
19:06 | NEIL | Glue code |
19:06 | C++ | Okay it really WAS missing... Not any more |
19:01 | BUG | I do NOT believe THAT! |
19:01 | HUH | Oh really? |
18:59 | TEST | Take II |
18:59 | FIXED | Right-o |
18:59 | STUPIDITY | Forgotten declaration |
18:59 | BUG | Ah! |
18:57 | TEST | I 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) |
18:56 | DONE | This should also result into clickables doing their specific events if properly set |
18:56 | DONE | Walking check |
17:14 | STATUS | I still need to take a break though.... I'll be back to work soon! |
17:14 | DYRT | Dyrt was giving me a few cockroaches, but we're back on track |
14:57 | DYRT | Today 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 |
0:45 | STATUS | And that will be it for now! |
0:43 | GITHUB | Repositories updated |
0:40 | BACKUP | Running! |
0:38 | SYSTEM | I guess some maintenance is also needed on my main drive |
0:38 | TODO | |
0:35 | TODO | |
0:35 | TODO | |
0:31 | CLOSED | |
0:29 | DONE | I've ensured that if the player arrives after a normal walk, a clickable event NEVER takes place |
0:25 | CONFIRMED | So far, so good! |
0:23 | TEST | Take XI |
0:23 | FIXED | I guess I needed to do this the long way around |
0:21 | BUG | However clicking them will now crash the game, though, and I need to find out why! |
0:21 | CONFIRMED | At least the clickables are listed now and no longer ignored |
0:18 | TEST | Take X |
0:17 | FIXED | Error would pop up anyway, even when everything was right |
0:17 | COCKROACH | Hmmmm.... |
0:14 | TEST | Take IX |
0:14 | FORCE | Let's force things then |
0:11 | COCKROACH | Perhaps this traceback can get me some answers, as this no longer makes any sense at all! |
0:11 | RESULT | 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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