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
1:54DEBUG
DEBUGOne more debug line should now solve it all?
1:53DEBUG
DEBUGWell, the logs still give me data that make this outcome impossible, so I guess I need to search on
1:53TEST
TESTBakina Take V
1:51MYSTERY
MYSTERYI can't see the trouble, but let's move on...
1:49INVESTIGATION
INVESTIGATIONBriggs So where does it go wrong then?????
1:49RESULT
I see the chopping also goes correct
1:47TEST
TESTLet's see now!
1:47DEBUG
DEBUGMOAR debug lines
1:45RESULT
The debug stuff shows, that the computer did detect the header... Now why didn't it load?
1:41TEST
TESTTake IV
1:41DEBUG
DEBUGLet's see if the claim is correct
1:38COCKROACH
COCKROACHKota And even after a restart it keeps persistent on that, so this is gonna be a challenge
1:36TEST
TESTTake III
1:36BUG
BUGIt did seem, the computer didn't detect the savegame file exists now, and that's something I need to sort out
1:32CONFIRMED
CONFIRMEDSave game file itself appears to be saved properly
1:31FIXED
FIXEDDidn't have to click... Just overing activated the savegame routine
1:29TEST
TESTTake II
1:29TECHNO
TECHNOIt'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
1:28FIXED
FIXEDSyntax error
1:27TEST
TESTTake I
1:26DONE
DONEReggie Saving should (assuming I didn't make any mistakes) now be possible
1:09DONE
DONEAnd now the compiler DOES agree! :)
1:09FIXED
FIXEDAh, function name typo
1:09FAILURE
FAILUREHowever the compiler doesn't agree with me
1:09LINK
LINKThat should link it
1:09NEIL
NEILNeil part done
1:05APOLLO
APOLLOTurned that into API functions
1:05C++
C++Quick Stretch Draw routines
0:58CONFIG
CONFIGSave Icons
0:43TEST
TESTAdmiral Lovejoy Dr. Sal’pr’drita Let's see
0:43COSMETIC
COSMETICFor now this is only cosmetic as nothing happens when you click, but at least I can see if stuff works this way
0:42DONE
DONEHover effect
0:41FIXED
FIXEDI see now... existing entry or non-existent entry was messed up
0:40BUG
BUGDoesn't look too good
0:37CONFIRMED
CONFIRMEDThe header does appear though
0:37BUG
BUGNo empty slots show
0:35FIXED
FIXEDInvalid tag
0:32FIXED
FIXEDIllegal Function call
0:30TEST
TESTAdmiral Johnson Take IV
0:30FIXED
FIXEDMacro error
0:28TEST
TESTTake III
0:28DONE
DONE"Empty Slot"
0:10TEST
TESTTake II
0:10FIXED
FIXEDAsset load parameter error
0:09TEST
TESTLet's see how that looks
0:08SCRIPT
SCRIPTI've set up the Screenbox
- = 27 Sep 2020 = -
23:55NOTE
NOTEThe audio will be important later, but the font, that's a different story, that is important now!
23:55LINK
LINKBriggs And I linked the big font to the loader
23:55LINK
LINKLinked the audio to the main loader
23:54FONT
FONTA 35 pixel version of the Robotica font.... I needed that anyway, and this was the proper moment to come up with it, I guess
23:48AUDIO
AUDIOPuzzle solved music box jingle
23:48AUDIO
AUDIOLevel up - Music Box jingle (yes, that will remain the same)
23:34TEST
TESTTake V
23:34FIXED
FIXEDMissing var initiation
23:34TEST
TESTRolf Take IV
23:32FIXED
FIXEDPAth error
23:29TEST
TESTDr. Sal’pr’drita Take III
23:29FIXED
FIXEDFile name typo
23:28TEST
TESTTake II
23:28FIXED
FIXEDSyntax error
23:26TEST
TEST(although all the savegame UI will show now is a black screen, the character bar and the mouse pointer).
23:26DEBUG
DEBUGTo make my life easier, I've set the debug command to easily get into the save screen
19:53STATUS
STATUSAnd from there the moment has arrived that I can up the UI (at last).
19:51DONE
DONEI've made a header readout script for the savegame manager (the UI flow that is)
19:44LINK
LINKAnd that automatically links stuff together
19:44APOLLO
APOLLORolf Added them to the API list
19:22C++
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
17:54NOTE
NOTEI 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...
17:50TECHNO
TECHNOThe 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
17:41JUDGMENT
JUDGMENTAnd not only that, it also contains what I wanted to see, which is even better!
17:41CONFIRMED
CONFIRMEDHeader is saved.... Oh goodie!
17:39TEST
TESTSigh!
17:39STUPIDITY
STUPIDITYForgot to call the function compiling the header
17:32NOTE
NOTEAnd that should do it, for now
17:32DONE
DONEXenobi Header compiler
17:21STUDY
STUDYQuick study about some things in the map data
17:14STATUS
STATUSNow there's only one more thing to do, before I can create the entire savegame menu up.
15:02TEST
TESTNEXT!
15:02FIXED
FIXEDMOAR CRAP!
14:58TEST
TESTXenobi NEXT!
14:58FIXED
FIXEDI think I fixed a 'count' issue
14:53TEST
TESTLet's go!
14:04DONE
DONEThe basic lists should be created now
14:03REMINDER
13:58SCRIPT
SCRIPTList creation should take place now
13:21CLOSED
CLOSED#13 can be closed now!
13:19TEST
TESTWell?
13:18DONE
DONEAnd now the core thing behind #13 should be done (at last!)
13:15TECHNO
TECHNOWhich are the same as in C and C++
13:15FIXED
FIXEDReplaced old BlitzMax escapes with their respective C# variants
13:14STATUS
STATUSAnd due to that I can finally get onto working out #13
13:14STATUS
STATUSAT LAST THE ERROR I WAS HOPING TO SEE!
13:09TEST
TESTYirl Next!
13:09FIXED
FIXEDReference error
13:09COCKROACH
COCKROACHI hate you!
13:05TEST
TESTAnd again!
13:05CLEANUP
CLEANUPRemoved a file that only exists due to an earlier typo
13:05FIXED
FIXEDName file directory error
12:59TEST
TESTWell, how many tests did this take?
12:59FIXED
FIXEDMissing closure, and thus this didn't get added
12:59COCKROACH
COCKROACHThat cannot be
12:58COCKROACH
COCKROACHExHuRU C++ doesn't save the lists at all????
12:57COCKROACH
COCKROACHFixes ignored
12:55TEST
TESTAnother test is in order!
12:55FIXED
FIXEDFoxy I think
12:54BUG
BUG"Character 'Briggs' misses the data entry 'LISTS'. Either this file is incomplete or the engine that wrote this file is outdated!"
12:51TEST
TESTAnother test is in order
12:51FIXED
FIXEDShould be fixed now
12:47STATUS
STATUSFixing
12:47BUG
BUG#13 I see.... Directory issues in my C++ code... No C# code's fault
12:43NOTE
NOTECrystal No errors, but it does get no furhter than loading that party members set up I see
12:40FIXED
FIXEDHopefully that's been fixed
12:39NOTE
NOTEAs expected though, the links entry DOES indeed only contain the closure tag
12:39SOLVED
SOLVEDI see what causes Stach to suffer, and also to cause the RPG char viewer to malfunction
12:38HUH
HUHStach crashes upon analysing the "Links"
12:37INVESTIGATION
INVESTIGATIONLet's use Stach to see what is happening
12:37COCKROACH
COCKROACHIt stays with no effect at all, though
12:36NOTE
NOTE(errors are expected as a new tag, yet unknown to the C# code is present)
12:36TEST
TESTRight, a few new savegames were created, now to see for #13 if the RPG reader picks them up
12:32TEST
TESTWendicka Again
12:32FIXED
FIXEDHopefully "end" will no longer be confused with end (string!=keyword)
11:58TEST
TESTI do need to create my savegames anew in order to see if stuff really works now
11:57DONE
DONELinks will be saved now!
11:39TECHNO
TECHNOTechnically 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)
11:38TECHNO
TECHNOThat was just copying from C# into C++ and doing a few small adaptions
11:38TRANSFER
TRANSFERFunction that saves individual link
11:34TECHNO
TECHNOThis 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
11:34INVESTIGATION
INVESTIGATIONAh, BINGO! The RPGChar routine also checks the links....
11:32INVESTIGATION
INVESTIGATIONNo odd things pop in the debug logs, but perhaps I need to sort things out more into detail then
11:29FIXED
FIXEDYirl A few config fixes, but those are only cosmetic fixes for my own interest
11:25INVESTIGATION
11:24BUG
BUGAnd 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!
11:24CLOSED
11:11DONE
DONEInit block set of Map's data as otherwise Neil will throw an error
11:10JUDGMENT
JUDGMENTSo far so good, but I see one important thing
11:02TEST
TESTAnd Let's see how things go!
11:02RECOVERED
RECOVEREDUndummied Wind Saving
11:02STATUS
STATUSNot everything is done now, though!
11:02C++
C++Compile
11:01C++
C++Oh, stupid! There was a better method indeed, how could I forget?
11:00NEIL
NEILGlue code
10:58C++
C++That was the C++ part
10:58APOLLO
APOLLOAPI added
10:54KTHURA
KTHURAWind can be set and be retrieved from KthuraActor*
0:39STATUS
STATUSBut now is the time to call it a day!
0:38BUG
BUG#13 It seems that RPGCharView doesn't even detect the party data, while it should, so this is something to sort out!
0:37TODO
0:37TODO
0:27TEST
TESTWell?
0:27STUPIDITY
STUPIDITYForgotten link
0:23DONE
DONEMoar stuff in savegames
- = 26 Sep 2020 = -
22:24JUDGMENT
JUDGMENTSo far so good.... Not there yet.... nooooo nooo, not nearly there, but the start is made!
22:20BUG
22:19VOID
VOIDVoided that for now, but I must make a not of that in Neil
22:18BUG
BUGExHuRU I must make sure that end is ONLY recognized as a key word when not a string
22:17NOTE
NOTEIt's probably more as I didn't count a few
22:16TEST
TESTTake XVII
22:16FIXED
FIXEDOne more fix?
22:08NOTE
NOTEIt's good to see tha map file and the layer are stored in the Game Vars... That saves me a LOT of trouble!
22:07FIXED
FIXED"end" in gv missing
22:03STUPIDITY
STUPIDITYThe fix was not in C++ but in the game script.... moron!
22:01TEST
TESTLet's see then!
21:37FIXED
FIXEDThe GameVars script was not correctly generated
20:21INVESTIGATION
INVESTIGATIONMoar debug!
20:19MYSTERY
MYSTERYNothing 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
19:42MYSTERY
MYSTERYI already suspected that, but how this could happen is now the qustion
19:42FAILURE
FAILUREFor some reason, the data inside a Data field is NULL
18:57MYSTERY
MYSTERYNot a clue what is going on
18:54TEST
TESTTake XVII
18:54VOID
VOIDI'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
18:49TEST
TESTTake XVI
18:48STATUS
STATUSNext stop fighting the issues with the save game manager itself
18:48REMOVED
REMOVEDThe Illegal Directory that was produced in the process
18:45JUDGMENT
JUDGMENTFinally I see the directory data I wanted to see
18:43TEST
TESTTake XV
18:43FIXED
FIXEDI think I fixed all this crap now
18:42NOTE
NOTENot 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
18:40TEST
TESTXIV
18:40FIXED
FIXEDI hope I fixed the TReplace routine
17:51TEST
TESTCrystal Take XIII
17:51FIXED
FIXED???
17:45BUG
BUGClearly NONE of the Dirry values appear set?
17:44NOTE
NOTEWhat is clear though, is that stuff is not operating the way it should....
17:44CONFIRMED
CONFIRMEDAt least the infinite loop is broken
17:43BUG
BUGCRASH!
17:42TEST
TESTTake XII
17:41FIXED
FIXEDI think I tackled that one!
17:40FIXED
FIXEDI 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!
17:38NOTE
NOTEeven more interestingly, the setting appear to be where the crap freezes
17:36NOTE
NOTEInterestingly, the results Dirry produces are not what I wanted to see...
17:34TEST
TESTTake XI
17:34DEBUG
DEBUGThis line should provide some answers on that
17:32COCKROACH
COCKROACHThe Goddess I wonder if Dirry is to blame... The routine has not yet seen that much action after all
17:28COCKROACH
COCKROACHDoes not get any furhter than receiving the request.... But where does it go wrong then?
17:27TEST
TESTTake X
17:27DEBUG
DEBUGExtra lines added
17:22C++
C++No console output generated... I do fear I will have to analyse this in Visual Studio
17:21BUG
BUGBut now the system is freezing, and I wonder why
17:20CONFIRMED
CONFIRMEDfix confirmed
17:17TEST
TESTTake IX
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