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
17:17FIXED
FIXEDAstrilopup ?
17:16DEBUG
DEBUGIt is strongly implied by the log that the routine which has to read out integers is not called at all!
16:56TEST
TESTTake VIII
16:56FUCKYOU
FUCKYOUSome extra debug lines must tell me wtf is going on as never in the world should a "nil" have been possible here!
16:54FUCKYOU
FUCKYOUWendicka WTF?
16:49TEST
TESTTake VII
16:49FIXED
FIXEDCode typo producing a syntax error
16:23TEST
TESTTake VI
16:22FIXED
FIXEDSue Syntax error
16:18TEST
TESTTake V
16:18FIXED
FIXEDBusted #use clause
16:17TEST
TESTTake IV
16:17FIXED
FIXEDSyntax error
16:16TEST
TESTTakE III then
16:16C++
C++But it compiles now
16:16FIXED
FIXEDMore issues here
16:04TEST
TESTBakina Take II
16:04FIXED
FIXEDI think I fixed that....
16:01HUH
HUHA very old code error.... never produced errors before, and now suddenly it does.... Odd!
15:49TEST
TESTWell, let's see what this does, eh?
15:49DEBUG
DEBUGMy debug console now supports it!
15:44STATUS
STATUSThis is not much, but this will allow me already to set up a few debug test routines
15:43NEIL
NEILSaveGames should now at least store the party data, and the gamevars
15:17TECHNO
TECHNOSince this is a JCR6 file, remember that I can easily check things with tools such as Stach
15:15NOTE
NOTEKota Given the current timing I don't think I can get the savegames fully done today, but that doesn't matter too much.... If I can at least get a few things on the road, then it's fine!
15:14DONE
DONESome needed real-life stuff
14:10TECHNO
TECHNOAnd what I said is only the core stuff.... The actual data is compiled by the game scripts, and the scripts doing that have not yet been written!
14:09C++
C++Technically saving should now work... that is if the game asks for that... Data cannot yet be loaded though, so we still gotta work on that.
13:02TECHNO
TECHNOFor good reasons!
13:02GO
GOThe Goddess Wendicka Lovejoy - Big alternate So I had to do this with my Go app, and I hate that!
13:02FAILURE
FAILUREThis is Microsoft for ya
13:01FAILURE
FAILURELooking for a good directory creation routine - Failure C: The follow up-method though is not compatible with my C++ version, which is with the old deemed deprecated even stranger
13:01FAILURE
FAILUREReggie Looking for a good directory creation routine - Failure B: Second one is official, but deemed "deprecated"
13:01FAILURE
FAILURELooking for a good directory creation routine - Failure A: One method is Windows only, and does therefore not fit in my Cross-Platform approach of matters!
13:01NEIL
NEILSaveGame Manager link up code
13:01TECHNO
TECHNOLike In all RPG games I created before (well, the most of them at least, as my very first will likely be different), the savegame routine will be using JCR6 to bundle all data, but still keep it seperate.
13:01TECHNO
TECHNOHere I'm going to create the save game routine, now it should be noted that I'll work out the save game routine in several portions....

First of all, to make sure the Nizozemska version of the savegame routine remains 100% compatible with the regular way, and also to make sure all everything can work on its own.

In order to make this all possible, I will need to write hugh poritons of C++ code, however that should not be too much of an issue... I think.... ;)

- = 25 Sep 2020 = -
11:16DYRT
DYRTLike I said before today is entirely reserved for Dyrt...
0:35STATUS
STATUS And will be it for today

Due to some complexities I was facting today I could not get things done on the monster encyclopedia for Dyrt, and since that is something that requires my full attention, I'll focus on that tomorrow first, and now that the savegame routine is the next step in Star Story which is equally as much of a hassle I cannot really combine the two projects until both are done I'm afraid.

Since Dyrt is more pressing at this moment I'll get on the encyclopedia first, and depending on how things in Dyrt are after that, I'll get back to Star Story to get the savegame routine done, but if Dyrt is in a state I need to put emphasis on that game first, Star Story will have to wait.

But when I think about it, it'll be alright.

0:14TEST
TESTWell, let's see!
0:14NOTE
NOTEAdmiral Lovejoy And THAT should do it!
0:13LINK
LINKKill
0:12UPDATED
0:11SCRIPT
SCRIPTKill
0:06TEST
TESTLet's see how things come out!
0:06TECHNO
TECHNOInventivity is required for the job, y'know!
0:06NOTE
NOTEHowever, they would cause needless confusion if they were used now, so that's why I chose to remove them from the prologue, but not from the later instance
0:05MAPSCRIPT
MAPSCRIPTThis also allowed me to make the mapscript "shamelessly" remove the transporter pad... They were only present in the map for later access by the Hawk
0:04CONFIRMED
CONFIRMEDAdmiral Johnson So does the JCR6 entry overview output
0:04CONFIRMED
CONFIRMEDThe builder output seems to spell good news
0:03JCR6
JCR6One of the reasons I loathed the "existing" engine as it was next to impossible to implement it there... Well that an many other reasons.
0:02TECHNO
TECHNOThe first dungeon is a bit different in code than the others, and I wanted to prevent conflict, just duping the map wasn't the right way to go, so naturally aliases had to do, and fortunately JCR6 supports that
0:01TECHNO
TECHNOthis is something I've done with the original game as well, so that's nothing new. I only did it immediately now where I did it later for the original.
0:00APOLLO
APOLLOI've aliased the Yaqirpa for later access with the Hawk
- = 24 Sep 2020 = -
23:57TODO
23:55CLOSED
23:53STUDY
STUDYBriggs The base stuff for the Yaqirpa
23:51NOTE
NOTEIn a basic sense the save game routine can be set up from here, however that won't be for today, and I need to set up a few things first
23:50CONFIRMED
CONFIRMEDSo far all is cool
23:48TEST
TESTAnd does it work now.... please?
23:48MAPSCRIPT
MAPSCRIPT#use clause
23:47TEST
TESTYawn
23:47FIXED
FIXEDRiiiiight!
23:46TEST
TESTWell?
23:45REMOVED
REMOVEDDr. Sal’pr’drita Another Dupe
23:45REMOVED
REMOVEDDupe
23:44TEST
TESTLet's see now then
23:43DONE
DONEBasis script
23:33NOTE
NOTEAutoscroll activation
23:27CHECKLIST
22:27TEST
TESTLet's see
22:27APOLLO
APOLLOA few project adaptions will be in order I'm afraid
22:26TRANSFER
TRANSFERRolf OCAL
22:09CONFIRMED
CONFIRMEDCrash, but the crash confirms what I wanted to have confirmed, and that is good!
22:08TEST
TESTagain (please note scrolling and visibility things have not yet been set, so the output will, even when everything is the way it should be, odd... as a matter of fact, if it shows things the way they should be in the end, we got a bug, actually).
22:06C++
C++Compiling
22:05C++
C++I've forced the API to kill the old map before loading the new, as it appears all stuff is merged.... This will not only inevitably lead to Out of Memory errors, but also to conflicts with data with objects going through each other
22:01MYSTERY
MYSTERYNow things get even stranger.... The music of the Yaqirpa loads
21:58TEST
TESTI need to make another test, but I do expect the same result
21:51MUSIC
MUSICSue and that music will be 'Opening Theme C' by Kevin McLeod
21:48MAP
MAPXenobi Music has been set
21:47STUDY
STUDYOld script
21:30DEBUG
DEBUGSome data returned even seems to point to the map already loaded
21:27NOTE
NOTEThe logs say the Yaqirpa is being loaded... yet what I see is DEFINITELY NOT the Yaqirpa
21:22FIXED
FIXEDIdiot!
21:20FIXED
FIXEDLink issue
21:19APOLLO
APOLLOYeah, thanks to the NON-call back structure this cosmetic thing that DOES make the game better was possible
21:18ENHANCEMENT
ENHANCEMENT"Loading"
21:13EXPERIMENT
EXPERIMENTFoxy "LOADING!"
21:06SCRIPT
SCRIPTThe scheduler should now be able to take it
21:04SCRIPT
SCRIPTTo make #8 possible I've made the link command refer to the scheduler, however the scheduling engine will if I test now throw an error
21:02STUDY
21:01UPDATED
19:49STATUS
STATUSHowever that will be done later, I'm afraid!
19:49STATUS
STATUSThe next stop here will be the actual appearance in the Yaqirpa
19:49JUDGMENT
JUDGMENTAnd NOW it works
19:43TEST
TESTYirl Take XXXVIII
19:43STUPIDITY
STUPIDITYDid or did I not forget to run barf?
19:30TEST
TESTTake XXXVII
19:30FIXED
FIXEDI fixed that
19:30STUPIDITY
STUPIDITYAPI linked to wrong function
19:09TEST
TESTTake XXXVI
19:09FIXED
FIXEDA few small edges?
19:04TEST
TESTTake XXXV
19:04FIXED
FIXEDExHuRU Bakina Static/non-static conflict
19:02TEST
TESTKill (Take XXXIV)
19:02FIXED
FIXEDKill Link code
19:01TEST
TESTKill (Take XXXIII)
19:01C++
C++Kill compile
19:01LINK
LINKKill
19:01NEIL
NEILKill
19:01C++
C++Kill
18:42TODO
TODOCrystal Ah, there is no Kill link yet.... That will have to be taken care of
18:36TEST
TESTTake XXXII
18:36FIXED
FIXEDCode typo
18:33TEST
TESTTake XXXI
18:33EXPERIMENT
EXPERIMENTI think I fixed the "Kill" crash, but I cannot be sure
18:27FIXED
FIXEDIllegal function call
18:13TEST
TESTTake XXX
18:13DEBUG
DEBUGSo I added an extra debug line that must explain why this still happens
18:13JCR6
JCR6Wendicka Analysis shows this should NOT be possible with this configuration
18:05NOTE
NOTEKeeps going in reverse
18:04TEST
TESTTake XXIX
18:03VOID
VOIDFor the short term I can better void it
18:02BUG
BUGI really need to sort out the optional parameters, as it appears to be completely bugged
18:01BUG
BUGIt works now, but backwards, and I need to find out why
17:56STUPIDITY
STUPIDITYForgot to compile in my hurry
17:54TEST
TESTTake XXVIII
17:54C++
C++That was an error in my C++ code, which must btw also be present in my C# code, but since I never needed that functionality in Dyrt (and especially not in the editor) I guess it never surfaced
17:53FIXED
FIXEDKota I think I tackled that little bugger
17:43COCKROACH
COCKROACHSetting ignored
17:41TEST
TESTTake XXVII
17:41POWERSHELL
POWERSHELLWell just to make sure then
17:41HUH
HUHWas the barf not run?
17:39TEST
TESTTake XXVI
17:39FIXED
FIXEDCode Typo
17:38TEST
TESTTake XXV
17:37FIXED
FIXEDBut that could be is because I forgot to modify "NotMovingThan0" prior to beaming
17:37BUG
BUGThey do turn into the "beam" sprite, however they don't animate
17:35TEST
TESTTake XXIV
17:35FIXED
FIXEDThese fixes should fix the "beam" visual effect being ignored
16:57TECHNO
TECHNOThat only fixes the crash I got, but there's more not in order!
16:57FIXED
FIXEDLink typo
16:55JUDGMENT
JUDGMENTWORTHLESS!
16:52TEST
TESTTake XXIII
16:52FIXED
FIXEDTwo more of those
16:51TEST
TESTTake XXII
16:51FIXED
FIXEDA static cannot call non-static without calling an instance
16:50BUG
BUGGame still crashes, though
16:50STATUS
STATUSThe transporter sound starts, and that is an important marker
16:49TEST
TESTTake XXI
16:48VOID
VOIDWindows was doing something, blocking the C++ linker
16:48FAILURE
FAILUREHold the show... C++ Whines
16:48TEST
TESTTake XX
16:47C++
C++Reggie Recompiling
16:47VOID
VOIDJust copied the definition in the C++ API
16:46FUCKYOU
FUCKYOUThis is REALLY getting annoying
16:45TEST
TESTTake XIX
16:45FIXED
FIXED.....
16:42TEST
TESTTake XVIII
16:42FIXED
FIXEDI hope!
16:42COCKROACH
COCKROACHCockroaches.... fresh cockroaches.... over here!
16:40TEST
TESTTake XVII
16:40VOID
VOIDDoes that make it work?
16:39HUH
HUHWTF?
16:38TEST
TESTTake XVI
16:38FIXED
FIXEDI don't wanna talk about it
16:36TEST
TESTTake XV
16:36FIXED
FIXEDIdiocy
16:34TEST
TESTTake XIV
16:34FIXED
FIXEDExtension error
16:32NOTE
NOTEAt least it's now whining about the mapscript
16:31VOID
VOIDSome things are to be done... No matter how much ya don't want it.
16:29TEST
TESTTake XIII
16:29COCKROACH
COCKROACHThis is getting on my nerves
16:27TEST
TESTTake XII (again, as the take announced before never took place, at all)
16:27NOTE
NOTEReal life stuff got in my way
14:24TEST
TESTTake XII
14:23VOID
VOIDOkay now?
14:23FAILURE
FAILUREAdmiral Lovejoy CODE REMOVAL IGNORED!!!!
14:22TEST
TESTTake XI
14:22FUCKYOU
FUCKYOUSomething is definitely wrong here!
14:21TEST
TESTTake X
14:21STUPIDITY
STUPIDITYUSE YOUR EYES! DORK!
14:20COCKROACH
COCKROACHFix ignored
14:19TEST
TESTTake IX
14:19FIXED
FIXEDI hope I did it right, this time!
14:19STUPIDITY
STUPIDITYIf you fix something do it right! Dork!
14:18TEST
TESTTake VIII
14:18FIXED
FIXEDCore Arf
14:15TEST
TESTTake VII
14:15FIXED
FIXEDAnother syntax error
14:13TEST
TESTTake VI
14:13FIXED
FIXEDSyntax error
14:11CONFIRMED
CONFIRMEDVoid
14:09TEST
TESTTake V
14:09EXPERIMENT
EXPERIMENTCan I void that?
14:08BUG
BUGLies
14:02TEST
TESTTake IV
14:02FIXED
FIXEDCode order
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