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1:54 | DEBUG | One more debug line should now solve it all? |
1:53 | DEBUG | Well, the logs still give me data that make this outcome impossible, so I guess I need to search on |
1:53 | TEST | Take V |
1:51 | MYSTERY | I can't see the trouble, but let's move on... |
1:49 | INVESTIGATION | So where does it go wrong then????? |
1:49 | RESULT | I see the chopping also goes correct |
1:47 | TEST | Let's see now! |
1:47 | DEBUG | MOAR debug lines |
1:45 | RESULT | The debug stuff shows, that the computer did detect the header... Now why didn't it load? |
1:41 | TEST | Take IV |
1:41 | DEBUG | Let's see if the claim is correct |
1:38 | COCKROACH | And even after a restart it keeps persistent on that, so this is gonna be a challenge |
1:36 | TEST | Take III |
1:36 | BUG | It did seem, the computer didn't detect the savegame file exists now, and that's something I need to sort out |
1:32 | CONFIRMED | Save game file itself appears to be saved properly |
1:31 | FIXED | Didn't have to click... Just overing activated the savegame routine |
1:29 | TEST | Take II |
1:29 | TECHNO | It's always so irritating parsers do easily give the wrong line when the error is either at the start or the end of a line |
1:28 | FIXED | Syntax error |
1:27 | TEST | Take I |
1:26 | DONE | Saving should (assuming I didn't make any mistakes) now be possible |
1:09 | DONE | And now the compiler DOES agree! :) |
1:09 | FIXED | Ah, function name typo |
1:09 | FAILURE | However the compiler doesn't agree with me |
1:09 | LINK | That should link it |
1:09 | NEIL | Neil part done |
1:05 | APOLLO | Turned that into API functions |
1:05 | C++ | Quick Stretch Draw routines |
0:58 | CONFIG | Save Icons |
0:43 | TEST | Let's see |
0:43 | COSMETIC | For now this is only cosmetic as nothing happens when you click, but at least I can see if stuff works this way |
0:42 | DONE | Hover effect |
0:41 | FIXED | I see now... existing entry or non-existent entry was messed up |
0:40 | BUG | Doesn't look too good |
0:37 | CONFIRMED | The header does appear though |
0:37 | BUG | No empty slots show |
0:35 | FIXED | Invalid tag |
0:32 | FIXED | Illegal Function call |
0:30 | TEST | Take IV |
0:30 | FIXED | Macro error |
0:28 | TEST | Take III |
0:28 | DONE | "Empty Slot" |
0:10 | TEST | Take II |
0:10 | FIXED | Asset load parameter error |
0:09 | TEST | Let's see how that looks |
0:08 | SCRIPT | I've set up the Screenbox |
- = 27 Sep 2020 = - | ||
23:55 | NOTE | The audio will be important later, but the font, that's a different story, that is important now! |
23:55 | LINK | And I linked the big font to the loader |
23:55 | LINK | Linked the audio to the main loader |
23:54 | FONT | A 35 pixel version of the Robotica font.... I needed that anyway, and this was the proper moment to come up with it, I guess |
23:48 | AUDIO | Puzzle solved music box jingle |
23:48 | AUDIO | Level up - Music Box jingle (yes, that will remain the same) |
23:34 | TEST | Take V |
23:34 | FIXED | Missing var initiation |
23:34 | TEST | Take IV |
23:32 | FIXED | PAth error |
23:29 | TEST | Take III |
23:29 | FIXED | File name typo |
23:28 | TEST | Take II |
23:28 | FIXED | Syntax error |
23:26 | TEST | (although all the savegame UI will show now is a black screen, the character bar and the mouse pointer). |
23:26 | DEBUG | To make my life easier, I've set the debug command to easily get into the save screen |
19:53 | STATUS | And from there the moment has arrived that I can up the UI (at last). |
19:51 | DONE | I've made a header readout script for the savegame manager (the UI flow that is) |
19:44 | LINK | And that automatically links stuff together |
19:44 | APOLLO | Added them to the API list |
19:22 | C++ | I did make some functions that can both check the existence of a savegame, as well as limit itself to only reading out its header |
17:54 | NOTE | I have therefore decided to make a capped system, where only 1000 savegames in total can be made and no more. Now I didn't even create that much in one folder during my produciton of earlier titles, so I don't expect anything like that to happen during the production of this game either... |
17:50 | TECHNO | The fact that C++ does NOT have a default library to load file lists, except for one which is Windows only, does complicate things a bit. I am therefore a bit reliant on a bit of dirty ways to get things done |
17:41 | JUDGMENT | And not only that, it also contains what I wanted to see, which is even better! |
17:41 | CONFIRMED | Header is saved.... Oh goodie! |
17:39 | TEST | Sigh! |
17:39 | STUPIDITY | Forgot to call the function compiling the header |
17:32 | NOTE | And that should do it, for now |
17:32 | DONE | Header compiler |
17:21 | STUDY | Quick study about some things in the map data |
17:14 | STATUS | Now there's only one more thing to do, before I can create the entire savegame menu up. |
15:02 | TEST | NEXT! |
15:02 | FIXED | MOAR CRAP! |
14:58 | TEST | NEXT! |
14:58 | FIXED | I think I fixed a 'count' issue |
14:53 | TEST | Let's go! |
14:04 | DONE | The basic lists should be created now |
14:03 | REMINDER | |
13:58 | SCRIPT | List creation should take place now |
13:21 | CLOSED | #13 can be closed now! |
13:19 | TEST | Well? |
13:18 | DONE | And now the core thing behind #13 should be done (at last!) |
13:15 | TECHNO | Which are the same as in C and C++ |
13:15 | FIXED | Replaced old BlitzMax escapes with their respective C# variants |
13:14 | STATUS | And due to that I can finally get onto working out #13 |
13:14 | STATUS | AT LAST THE ERROR I WAS HOPING TO SEE! |
13:09 | TEST | Next! |
13:09 | FIXED | Reference error |
13:09 | COCKROACH | I hate you! |
13:05 | TEST | And again! |
13:05 | CLEANUP | Removed a file that only exists due to an earlier typo |
13:05 | FIXED | Name file directory error |
12:59 | TEST | Well, how many tests did this take? |
12:59 | FIXED | Missing closure, and thus this didn't get added |
12:59 | COCKROACH | That cannot be |
12:58 | COCKROACH | C++ doesn't save the lists at all???? |
12:57 | COCKROACH | Fixes ignored |
12:55 | TEST | Another test is in order! |
12:55 | FIXED | I think |
12:54 | BUG | "Character 'Briggs' misses the data entry 'LISTS'. Either this file is incomplete or the engine that wrote this file is outdated!" |
12:51 | TEST | Another test is in order |
12:51 | FIXED | Should be fixed now |
12:47 | STATUS | Fixing |
12:47 | BUG | #13 I see.... Directory issues in my C++ code... No C# code's fault |
12:43 | NOTE | No errors, but it does get no furhter than loading that party members set up I see |
12:40 | FIXED | Hopefully that's been fixed |
12:39 | NOTE | As expected though, the links entry DOES indeed only contain the closure tag |
12:39 | SOLVED | I see what causes Stach to suffer, and also to cause the RPG char viewer to malfunction |
12:38 | HUH | Stach crashes upon analysing the "Links" |
12:37 | INVESTIGATION | Let's use Stach to see what is happening |
12:37 | COCKROACH | It stays with no effect at all, though |
12:36 | NOTE | (errors are expected as a new tag, yet unknown to the C# code is present) |
12:36 | TEST | Right, a few new savegames were created, now to see for #13 if the RPG reader picks them up |
12:32 | TEST | Again |
12:32 | FIXED | Hopefully "end" will no longer be confused with end (string!=keyword) |
11:58 | TEST | I do need to create my savegames anew in order to see if stuff really works now |
11:57 | DONE | Links will be saved now! |
11:39 | TECHNO | Technically the same goes for the link detector, but as C++ is more delicate than C# I hope things go well here (in this stage of the game's development it will go no further than creating an empty link file, maybe 1 byte indicating the closure tag, but still) |
11:38 | TECHNO | That was just copying from C# into C++ and doing a few small adaptions |
11:38 | TRANSFER | Function that saves individual link |
11:34 | TECHNO | This complicates things as I didn't want to go for the links until i could check their full workings, but I'm afraid I got no other choice now |
11:34 | INVESTIGATION | Ah, BINGO! The RPGChar routine also checks the links.... |
11:32 | INVESTIGATION | No odd things pop in the debug logs, but perhaps I need to sort things out more into detail then |
11:29 | FIXED | A few config fixes, but those are only cosmetic fixes for my own interest |
11:25 | INVESTIGATION | |
11:24 | BUG | And when it comes to #13 , things turn out worse than I thought, as the char viewer ignores all party data inside the savegame files of Star Story, which is, since they use the same encoding as my earlier games, quite odd... I need to find out why! |
11:24 | CLOSED | |
11:11 | DONE | Init block set of Map's data as otherwise Neil will throw an error |
11:10 | JUDGMENT | So far so good, but I see one important thing |
11:02 | TEST | And Let's see how things go! |
11:02 | RECOVERED | Undummied Wind Saving |
11:02 | STATUS | Not everything is done now, though! |
11:02 | C++ | Compile |
11:01 | C++ | Oh, stupid! There was a better method indeed, how could I forget? |
11:00 | NEIL | Glue code |
10:58 | C++ | That was the C++ part |
10:58 | APOLLO | API added |
10:54 | KTHURA | Wind can be set and be retrieved from KthuraActor* |
0:39 | STATUS | But now is the time to call it a day! |
0:38 | BUG | #13 It seems that RPGCharView doesn't even detect the party data, while it should, so this is something to sort out! |
0:37 | TODO | |
0:37 | TODO | |
0:27 | TEST | Well? |
0:27 | STUPIDITY | Forgotten link |
0:23 | DONE | Moar stuff in savegames |
- = 26 Sep 2020 = - | ||
22:24 | JUDGMENT | So far so good.... Not there yet.... nooooo nooo, not nearly there, but the start is made! |
22:20 | BUG | Issued as NeilProject/Neil#21 |
22:19 | VOID | Voided that for now, but I must make a not of that in Neil |
22:18 | BUG | I must make sure that end is ONLY recognized as a key word when not a string |
22:17 | NOTE | It's probably more as I didn't count a few |
22:16 | TEST | Take XVII |
22:16 | FIXED | One more fix? |
22:08 | NOTE | It's good to see tha map file and the layer are stored in the Game Vars... That saves me a LOT of trouble! |
22:07 | FIXED | "end" in gv missing |
22:03 | STUPIDITY | The fix was not in C++ but in the game script.... moron! |
22:01 | TEST | Let's see then! |
21:37 | FIXED | The GameVars script was not correctly generated |
20:21 | INVESTIGATION | Moar debug! |
20:19 | MYSTERY | Nothing should have made it possible for that NULL value to end up in that map spot, yet it happened.... The map is an protected variable, so it can only be defined from inside the class |
19:42 | MYSTERY | I already suspected that, but how this could happen is now the qustion |
19:42 | FAILURE | For some reason, the data inside a Data field is NULL |
18:57 | MYSTERY | Not a clue what is going on |
18:54 | TEST | Take XVII |
18:54 | VOID | I've avoided direct vector creation calls, to make sure the foreach does not have to face a recreation all the time, but is sure to use the same data sequence all the time |
18:49 | TEST | Take XVI |
18:48 | STATUS | Next stop fighting the issues with the save game manager itself |
18:48 | REMOVED | The Illegal Directory that was produced in the process |
18:45 | JUDGMENT | Finally I see the directory data I wanted to see |
18:43 | TEST | Take XV |
18:43 | FIXED | I think I fixed all this crap now |
18:42 | NOTE | Not there yet, as for some reason Windows does not give its environment data to C++, but at least the replacer appears to work now and that's half the battle |
18:40 | TEST | XIV |
18:40 | FIXED | I hope I fixed the TReplace routine |
17:51 | TEST | Take XIII |
17:51 | FIXED | ??? |
17:45 | BUG | Clearly NONE of the Dirry values appear set? |
17:44 | NOTE | What is clear though, is that stuff is not operating the way it should.... |
17:44 | CONFIRMED | At least the infinite loop is broken |
17:43 | BUG | CRASH! |
17:42 | TEST | Take XII |
17:41 | FIXED | I think I tackled that one! |
17:40 | FIXED | I think I fixed the infinite loop, as the replacer didn't like empty strings for substitution... not to mention there was more wrong there... However that does not explain why was an empty string in the first place! |
17:38 | NOTE | even more interestingly, the setting appear to be where the crap freezes |
17:36 | NOTE | Interestingly, the results Dirry produces are not what I wanted to see... |
17:34 | TEST | Take XI |
17:34 | DEBUG | This line should provide some answers on that |
17:32 | COCKROACH | I wonder if Dirry is to blame... The routine has not yet seen that much action after all |
17:28 | COCKROACH | Does not get any furhter than receiving the request.... But where does it go wrong then? |
17:27 | TEST | Take X |
17:27 | DEBUG | Extra lines added |
17:22 | C++ | No console output generated... I do fear I will have to analyse this in Visual Studio |
17:21 | BUG | But now the system is freezing, and I wonder why |
17:20 | CONFIRMED | fix confirmed |
17:17 | TEST | Take IX |
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