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0:06TEST
TESTTake VIII
0:03UNDESIREABLE
UNDESIREABLEIt may slow down the loading a bit, but who cares... I doubt anybody will notice that millisecond of time loss
0:02FORCE
FORCENot really good for a beauty contest, but I guess it will get the job done... at least... I hope so
0:00NOTE
NOTEI guess the multi-value return is to blame here... Something Neil cannot really handle right
0:00RESULT
Astrilopup
 Clickable::Create(NPC_SAVE1,YAQIRPA,816,function: 00000240DDD86D20,NPC_SAVE1,nil): Illegal function call!
- = 2 Oct 2020 = -
23:56TEST
TESTTake VII
23:55DEBUG
DEBUGError line added.... If not right, error!
23:55NOTE
NOTEI have the feeling the system didn't really understand what I was getting at here
23:52INVESTIGATION
INVESTIGATIONAdmiral Johnson It's making less and less sense now, but at least I got a lead now... well, sort of!
23:51BUG
BUGWell, I'll be, the constructor for clickables must dump a message in the log and doesn't do that... which means that it hasn't been called...
23:49TEST
TESTAnd let's see now, Take VI
23:49DEBUG
DEBUGAnd another
23:48DEBUG
DEBUGExtra debug line
23:47HUH
HUHNo clickables? And yet the automator says it found one.... This is interesting....
23:45TEST
TESTTake V
23:44FIXED
FIXEDIllegal class usage
23:43TEST
TESTAnd See what this checker lists
23:42DEBUG
DEBUGLet's first make a checker for all clickables
23:29INVESTIGATION
INVESTIGATIONElementary.... We do need to investigate why!
23:28BUG
BUGClickables appear to be ignored
23:28STATUS
STATUSBriggs Walking normally still works
23:26TEST
TESTTake III
23:26FUCKYOU
FUCKYOUGRRR!
23:24TEST
TESTTake II
23:24FIXED
FIXEDAh, declaration issue
23:23HUH
HUH"CLay" unknown identifier? That can't be!
23:21TEST
TESTLet's see then...
23:21NOTE
NOTEI can test if Wendicka does respond to this, though
23:20NOTE
NOTEThe events tied to this do not yet work
23:18DONE
DONESue Clicking clickables should make Wendicka walk to them now
22:49STATUS
STATUSBefore I get onto the other things, let's get the savebook to work first, and maybe I can also get onto scrolling
22:03FIXED
FIXEDPlayer invisible after entering great hall
22:00MAPSCRIPT
MAPSCRIPTDr. Sal’pr’drita Great Hall

And tutorial about foes

21:35CONFIRMED
CONFIRMEDNot really up for the beauty contest, but at least it works....
21:26FORCE
FORCEI didn't want to do this, but I guess a "ForcePassible" has to bring the solution now, or this will take forever!
21:21TEST
TESTQuick test!
21:21KTHURA
KTHURAObstacles have always been a kind of an issue in Kthura as far as the BlockMap is concerned... Nowadays I even stopped using them in connection with the blockmap and I use zones in stead now to make sure the BlockMap is properly generated.... Of course, since this was the first dungeon ever created with Kthura, I was back then not fully aware of its pros and cons
21:20DONE
DONEI've set the zone with the book to also respond... This was needed anyway (in case players walk back), and this also fixes savegames that would malfunction in the process
21:15HUH
HUHAnd no crashes now!
21:13VISUALSTUDIO
VISUALSTUDIOLet's run in VisualStudio now to get more answers
21:12MYSTERY
MYSTERYI cannot see why the game crashed (without a warning or error message), but at least the log indicates that the clickable has been created!
21:10HUH
HUHCrash?
21:08DEBUG
DEBUGBecause I cannot see if stuff works the way it should, I've added a few debug lines
20:15CONFIRMED
CONFIRMEDFix confirmed
20:13TEST
TESTRolf Quick test!
20:13FIXED
FIXEDI think
20:12BUG
BUGBut when saving it tries to load in stead of to save, and that leads to a crash, but it shouldn't have happened in the first place
20:12CONFIRMED
CONFIRMEDThe save tutorial only appears once
20:11STATUS
STATUSNo more crashes on THIS department
20:08TEST
TESTV
20:08FIXED
FIXEDVery big error
20:06TEST
TESTTake IV
20:06FIXED
FIXEDI think I fixed this
20:00TEST
TESTTake III
20:00POWERSHELL
POWERSHELLBakina B.A.R.F.
20:00EXPERIMENT
EXPERIMENTI hope this helps
20:00HUH
HUHXenobi This should never have resulted into "nil"
19:55TEST
TESTTake II
19:55FIXED
FIXEDSyntax error x2
19:51LINK
LINKWell, let's see if this works, then!
19:47GENERATION
GENERATIONShould get to work as soon as a new map is loaded!
19:47DONE
DONEClickable generator
19:05KTHURA
KTHURANeil glue code expanded
18:58DONE
DONEI've set up a clickable class
18:46KTHURA
KTHURAI've retagged the savebook.... Easier for me to script, you know :-P
18:00STATUS
STATUSTest comes later
17:48VISUALSTUDIO
VISUALSTUDIOLet's compile it all, shall we?
17:48CHEAT
CHEATDone
17:41LAZY
LAZYFoxy Saves me a lot of work later, you know!
17:41CHEAT
CHEATAnd now to cheat things up a little
17:41NEIL
NEILBasic function
17:40APOLLO
APOLLOAPI
17:36APOLLO
APOLLOAnd now for the API, but there's a little crux here, as when an object doesn't exist, it should not be checked.... Maybe I should make Apollo crash out to that anyway, and leave it to the script to check that up
17:35C++
C++Done!
17:35KTHURA
KTHURAGoing for the Kthura Core first would be the wisest approach
17:23STATUS
STATUSThe next step will now be the "clickables"... These are very important, you know... NPCs and stuff will be accessible this way, but they can also be (ab)used in order to do the save book....
17:20CONFIRMED
CONFIRMEDAnd that will be the only take, as it all works as it should.....
17:20TEST
TESTTake I
17:02STATUS
STATUSI'll test later... I first have a few real-life issues to take care of!
16:39TEST
TESTKota And I guess I gotta put this to da test!
16:39MAPSCRIPT
MAPSCRIPTYirl And the explanation will follow
16:33DONE
DONEMapText should be loaded now *if* it's available
16:24STUDY
STUDYI had to look up how the mapscript was stored.... Well that happens to be in the way I expected so that makes things easy
15:14STATUS
STATUSMy next objective here is to make sure the MapScript loads upon loading a map, and to attach it to the mapscript of the Yaqirpa so the save tutorial can be put onto the screen
15:13DYRT
DYRTI've done my stuff here, and fixed a very crucial bug.... My next objective in Dyrt will be a new optional dungeon, so that can keep me away from Star Story, especially as the start of the combat engine is closing in
1:32STATUS
STATUSThat will be all for now... The next step will now be to make sure that the scenario is chained to the map, so the game can easily connect to the mapscript. After all the game begins with a tutorial about saving, and will soon after also have a tutorial about encounters.... Covering the encounters themselves will be a later concern.... The battle engine has not yet even been set up at all.... And like always, the battle engine will be the most complex part of the entire process....
1:29STATUS
STATUSAT LAST!
1:28TEST
TESTTake XXII
1:28STUPIDITY
STUPIDITYJeroen, you moron, you did only half the job (and the most crucial function in this particular case was forgotten)
1:26FUCKYOU
FUCKYOUTake XXI
1:26DEBUG
DEBUGMore debug
1:25COCKROACH
COCKROACHThe script says the right ifno is sent, yet the engine appears to have a different opinion....
1:24DEBUG
DEBUGExHuRU Extra debug line to find this one out!
1:22COCKROACH
COCKROACHFix ignored
1:21TEST
TESTTake XX
1:21FIXED
FIXEDAnd fixed... I hope
1:21STUPIDITY
STUPIDITYIdiocy confirmed
1:20DEBUG
DEBUGNow this is interesting... The produced log shows that it's using the LAYER name in stead of the LABEL name
1:17TEST
TESTTake XIX
1:17DEBUG
DEBUGA debug line in my C++ code in order to get some answers!
1:15CONFIRMED
CONFIRMEDAt least showing the player works
1:14TEST
TESTTake XVIII
1:14C++
C++compiling
1:13FIXED
FIXEDCode typo in my C++ code.... Due to it being an API call with a string, the compiler never picked that one up
1:13HUH
HUHCrystal Reggie What?
1:11TEST
TESTTake XVII
1:11FIXED
FIXEDSyntax error
1:09TEST
TESTTake XVI
1:08DONE
DONEI've at least made sure the player re-appears after hiding and showing stuff... Since the player has no label at all, this needs to be done manually
1:08DEBUG
DEBUGThe logs show that there are entries to be shown, so why it doesn't happen is beyond me
1:07DEBUG
DEBUGFINALLY!
1:03TEST
TESTTake XV
1:02FUCKYOU
FUCKYOUI forgot to compile Apollo
1:00TEST
TESTTake XIV
0:59FUCKYOU
FUCKYOUIS ER EEN DOKTER IN DE ZAAL?
0:58TEST
TESTTake XIII
0:57FUCKYOU
FUCKYOUWendicka Code typo
0:51TEST
TESTTake XII
0:51COCKROACH
COCKROACHZIEK word je hiervan!
0:49TEST
TESTTake XI
0:49FIXED
FIXEDSyntax error
0:47TEST
TESTWell, NEXT (Take X)
0:47DEBUG
DEBUGConsole command
0:41LINK
LINKDebug
0:41DEBUG
DEBUGNeil
0:40DEBUG
DEBUGPut this in the API
0:38NOTE
NOTEfor Debug purposes!
0:38KTHURA
KTHURALabelmap dump
0:34BUG
BUGBut it doesn't show what has to be shown, either
0:34FIXED
FIXEDAdmiral Lovejoy At least it hides everything
0:32TEST
TESTTake IX
0:32FIXED
FIXEDSave Game file
0:30NOTE
NOTEI can fix the savegame manually
0:30FIXED
FIXEDthe code itself
0:29HUH
HUHWTF? Why was the layer name not saved as a string?
0:26TEST
TESTTake VIII
0:26EXPERIMENT
EXPERIMENTHmmm
0:16STATUS
STATUSThe question is now why the hiding of objects is being ignored
0:15STATUS
STATUSFINALLY!
0:06TEST
TESTTake VII
0:06FIXED
FIXEDPLEASE!
0:04COCKROACH
COCKROACHThe Goddess Fix ignored!!!
- = 1 Oct 2020 = -
23:59TEST
TESTTake VI
23:59FUCKYOU
FUCKYOUWhy do so many nonsensical errors pop up when I only need to have a savegame linked to Game Jolt?
23:55TEST
TESTTake V
23:55VOID
VOID!
23:55FUCKYOU
FUCKYOUGRRRR!
23:51TEST
TESTTake IV
23:51FIXED
FIXEDHopefully this fixes that
23:50FUCKYOU
FUCKYOUIt falls over the fact that the player is not yet present
23:47BUG
BUGI do not know why but nothing happens
23:43TEST
TESTTake III
23:43FIXED
FIXEDAstrilopup Forgotten "end"
23:39TEST
TESTTake II
23:39FIXED
FIXEDAdmiral Johnson Syntax error in mapscript
23:39FIXED
FIXEDGlue error in Kthura Neil linkup code
23:36TEST
TESTTake I
23:36MAPSCRIPT
MAPSCRIPTI've set the mapscript to show and hide stuff by label accordingly now, and I've also linked them to the ZoneAction routine
23:32NOTE
NOTEVERRRRRY important, you know!
23:32LINK
LINKI've set this all right now in the general map link code, so I can easily access it from mapscripts
23:22VISUALSTUDIO
VISUALSTUDIOCompiling
23:22LINK
LINKAnd that links it all indefinitely
23:21NEIL
NEILNeil glue code
23:20NOTE
NOTESue NOT THERE YET!
23:20LINK
LINKLinked to scripting engine
23:18APOLLO
APOLLOAPI functions
23:14FIXED
FIXEDAnd about 500 error messages disappeared in the process.... sheesh!
23:14FIXED
FIXEDRemoved a } on a very crucial spot where it shouldn't have been
23:08APOLLO
APOLLOThere's also the Apollo part of the code
23:08KTHURA
KTHURAThat covers the part of the Kthura core code
23:08C++
C++Showing and hiding by label has now been coded in the core of Kthura
22:23NOTE
NOTEThis will require me to dive into Kthura itself, as this is a core feature
22:23STATUS
STATUSThe next part will be the possibility to hide and show based on the labels
22:23FIXED
FIXEDIt seems to work now!
22:17CONFIRMED
CONFIRMEDBakina At least I now know that the CONSOLE error doesn't appear anymore
22:17EXPERIMENT
EXPERIMENTNot sure if this will work, but I gotta try things out
22:05UNDESIREABLE
UNDESIREABLEI do see a dramatic drop in the fps....
Now this not always to blame on the current code, so I need to be careful before setting conclusions to this...
21:58VOID
VOIDI think I got the "No "CONSOLE" flow" error under control now...
21:51TEST
TESTTake XVI
21:51FORCE
FORCEBriggs Sigh!
21:49TEST
TESTTake XV
21:44FORCE
FORCEI see why the MapScript didn't work
21:42NOTE
NOTEFirst of all is it beyond me why the Zone Action doesn't trigger on the spawnplayer, which is also odd....
21:41FUCKYOU
FUCKYOU"Nil" value is not possible... This is a fully automated metatable...
21:39TEST
TESTTake XIV
21:38FIXED
FIXEDKota I think
21:38HUH
HUHThis is odd... Maybe I linked things differently in Dyrt
21:37HUH
HUHWTF????
21:33TEST
TESTTake XIII
21:33FIXED
FIXEDHopefully that fixes stuff
21:33DONE
DONEI've brought the IsInZone to the collective object
21:24FUCKYOU
FUCKYOU"Main Object must be either Object or Actor (it is a )"
21:23TEST
TESTTake XII
21:23FUCKYOU
FUCKYOUThe error cannot be happening, but I expanded the error in order to get more clarity on this bullshit
21:12TEST
TESTTake XI
21:12STUPIDITY
STUPIDITYLet's NOT talk about that one!
21:12TEST
TESTReggie Take IX
21:11VISUALSTUDIO
VISUALSTUDIOI configured Visual Studio to perform the BARF automatically whenever I compile the C++ code
21:11C++
C++Compiling
21:11LINK
LINKAnd that links it all
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