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17:17 | FIXED | ? |
17:16 | DEBUG | It is strongly implied by the log that the routine which has to read out integers is not called at all! |
16:56 | TEST | Take VIII |
16:56 | FUCKYOU | Some extra debug lines must tell me wtf is going on as never in the world should a "nil" have been possible here! |
16:54 | FUCKYOU | WTF? |
16:49 | TEST | Take VII |
16:49 | FIXED | Code typo producing a syntax error |
16:23 | TEST | Take VI |
16:22 | FIXED | Syntax error |
16:18 | TEST | Take V |
16:18 | FIXED | Busted #use clause |
16:17 | TEST | Take IV |
16:17 | FIXED | Syntax error |
16:16 | TEST | TakE III then |
16:16 | C++ | But it compiles now |
16:16 | FIXED | More issues here |
16:04 | TEST | Take II |
16:04 | FIXED | I think I fixed that.... |
16:01 | HUH | A very old code error.... never produced errors before, and now suddenly it does.... Odd! |
15:49 | TEST | Well, let's see what this does, eh? |
15:49 | DEBUG | My debug console now supports it! |
15:44 | STATUS | This is not much, but this will allow me already to set up a few debug test routines |
15:43 | NEIL | SaveGames should now at least store the party data, and the gamevars |
15:17 | TECHNO | Since this is a JCR6 file, remember that I can easily check things with tools such as Stach |
15:15 | NOTE | 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! |
15:14 | DONE | Some needed real-life stuff |
14:10 | TECHNO | And 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! |
14:09 | 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. |
13:02 | TECHNO | For good reasons! |
13:02 | GO | So I had to do this with my Go app, and I hate that! |
13:02 | FAILURE | This is Microsoft for ya |
13:01 | FAILURE | Looking 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 |
13:01 | FAILURE | Looking for a good directory creation routine - Failure B: Second one is official, but deemed "deprecated" |
13:01 | FAILURE | Looking 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! |
13:01 | NEIL | SaveGame Manager link up code |
13:01 | TECHNO | Like 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. |
13:01 | TECHNO | Here 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 = - | ||
11:16 | DYRT | Like I said before today is entirely reserved for Dyrt... |
0:35 | 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. |
0:14 | TEST | Well, let's see! |
0:14 | NOTE | And THAT should do it! |
0:13 | LINK | Kill |
0:12 | UPDATED | |
0:11 | SCRIPT | Kill |
0:06 | TEST | Let's see how things come out! |
0:06 | TECHNO | Inventivity is required for the job, y'know! |
0:06 | NOTE | However, 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 |
0:05 | MAPSCRIPT | This 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 |
0:04 | CONFIRMED | So does the JCR6 entry overview output |
0:04 | CONFIRMED | The builder output seems to spell good news |
0:03 | JCR6 | One of the reasons I loathed the "existing" engine as it was next to impossible to implement it there... Well that an many other reasons. |
0:02 | TECHNO | The 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 |
0:01 | TECHNO | this 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. |
0:00 | APOLLO | I've aliased the Yaqirpa for later access with the Hawk |
- = 24 Sep 2020 = - | ||
23:57 | TODO | |
23:55 | CLOSED | |
23:53 | STUDY | The base stuff for the Yaqirpa |
23:51 | NOTE | In 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 |
23:50 | CONFIRMED | So far all is cool |
23:48 | TEST | And does it work now.... please? |
23:48 | MAPSCRIPT | #use clause |
23:47 | TEST | Yawn |
23:47 | FIXED | Riiiiight! |
23:46 | TEST | Well? |
23:45 | REMOVED | Another Dupe |
23:45 | REMOVED | Dupe |
23:44 | TEST | Let's see now then |
23:43 | DONE | Basis script |
23:33 | NOTE | Autoscroll activation |
23:27 | CHECKLIST | |
22:27 | TEST | Let's see |
22:27 | APOLLO | A few project adaptions will be in order I'm afraid |
22:26 | TRANSFER | OCAL |
22:09 | CONFIRMED | Crash, but the crash confirms what I wanted to have confirmed, and that is good! |
22:08 | TEST | again (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). |
22:06 | C++ | Compiling |
22:05 | 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 |
22:01 | MYSTERY | Now things get even stranger.... The music of the Yaqirpa loads |
21:58 | TEST | I need to make another test, but I do expect the same result |
21:51 | MUSIC | and that music will be 'Opening Theme C' by Kevin McLeod |
21:48 | MAP | Music has been set |
21:47 | STUDY | Old script |
21:30 | DEBUG | Some data returned even seems to point to the map already loaded |
21:27 | NOTE | The logs say the Yaqirpa is being loaded... yet what I see is DEFINITELY NOT the Yaqirpa |
21:22 | FIXED | Idiot! |
21:20 | FIXED | Link issue |
21:19 | APOLLO | Yeah, thanks to the NON-call back structure this cosmetic thing that DOES make the game better was possible |
21:18 | ENHANCEMENT | "Loading" |
21:13 | EXPERIMENT | "LOADING!" |
21:06 | SCRIPT | The scheduler should now be able to take it |
21:04 | SCRIPT | To 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 |
21:02 | STUDY | |
21:01 | UPDATED | |
19:49 | STATUS | However that will be done later, I'm afraid! |
19:49 | STATUS | The next stop here will be the actual appearance in the Yaqirpa |
19:49 | JUDGMENT | And NOW it works |
19:43 | TEST | Take XXXVIII |
19:43 | STUPIDITY | Did or did I not forget to run barf? |
19:30 | TEST | Take XXXVII |
19:30 | FIXED | I fixed that |
19:30 | STUPIDITY | API linked to wrong function |
19:09 | TEST | Take XXXVI |
19:09 | FIXED | A few small edges? |
19:04 | TEST | Take XXXV |
19:04 | FIXED | Static/non-static conflict |
19:02 | TEST | Kill (Take XXXIV) |
19:02 | FIXED | Kill Link code |
19:01 | TEST | Kill (Take XXXIII) |
19:01 | C++ | Kill compile |
19:01 | LINK | Kill |
19:01 | NEIL | Kill |
19:01 | C++ | Kill |
18:42 | TODO | Ah, there is no Kill link yet.... That will have to be taken care of |
18:36 | TEST | Take XXXII |
18:36 | FIXED | Code typo |
18:33 | TEST | Take XXXI |
18:33 | EXPERIMENT | I think I fixed the "Kill" crash, but I cannot be sure |
18:27 | FIXED | Illegal function call |
18:13 | TEST | Take XXX |
18:13 | DEBUG | So I added an extra debug line that must explain why this still happens |
18:13 | JCR6 | Analysis shows this should NOT be possible with this configuration |
18:05 | NOTE | Keeps going in reverse |
18:04 | TEST | Take XXIX |
18:03 | VOID | For the short term I can better void it |
18:02 | BUG | I really need to sort out the optional parameters, as it appears to be completely bugged |
18:01 | BUG | It works now, but backwards, and I need to find out why |
17:56 | STUPIDITY | Forgot to compile in my hurry |
17:54 | TEST | Take XXVIII |
17:54 | 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 |
17:53 | FIXED | I think I tackled that little bugger |
17:43 | COCKROACH | Setting ignored |
17:41 | TEST | Take XXVII |
17:41 | POWERSHELL | Well just to make sure then |
17:41 | HUH | Was the barf not run? |
17:39 | TEST | Take XXVI |
17:39 | FIXED | Code Typo |
17:38 | TEST | Take XXV |
17:37 | FIXED | But that could be is because I forgot to modify "NotMovingThan0" prior to beaming |
17:37 | BUG | They do turn into the "beam" sprite, however they don't animate |
17:35 | TEST | Take XXIV |
17:35 | FIXED | These fixes should fix the "beam" visual effect being ignored |
16:57 | TECHNO | That only fixes the crash I got, but there's more not in order! |
16:57 | FIXED | Link typo |
16:55 | JUDGMENT | WORTHLESS! |
16:52 | TEST | Take XXIII |
16:52 | FIXED | Two more of those |
16:51 | TEST | Take XXII |
16:51 | FIXED | A static cannot call non-static without calling an instance |
16:50 | BUG | Game still crashes, though |
16:50 | STATUS | The transporter sound starts, and that is an important marker |
16:49 | TEST | Take XXI |
16:48 | VOID | Windows was doing something, blocking the C++ linker |
16:48 | FAILURE | Hold the show... C++ Whines |
16:48 | TEST | Take XX |
16:47 | C++ | Recompiling |
16:47 | VOID | Just copied the definition in the C++ API |
16:46 | FUCKYOU | This is REALLY getting annoying |
16:45 | TEST | Take XIX |
16:45 | FIXED | ..... |
16:42 | TEST | Take XVIII |
16:42 | FIXED | I hope! |
16:42 | COCKROACH | Cockroaches.... fresh cockroaches.... over here! |
16:40 | TEST | Take XVII |
16:40 | VOID | Does that make it work? |
16:39 | HUH | WTF? |
16:38 | TEST | Take XVI |
16:38 | FIXED | I don't wanna talk about it |
16:36 | TEST | Take XV |
16:36 | FIXED | Idiocy |
16:34 | TEST | Take XIV |
16:34 | FIXED | Extension error |
16:32 | NOTE | At least it's now whining about the mapscript |
16:31 | VOID | Some things are to be done... No matter how much ya don't want it. |
16:29 | TEST | Take XIII |
16:29 | COCKROACH | This is getting on my nerves |
16:27 | TEST | Take XII (again, as the take announced before never took place, at all) |
16:27 | NOTE | Real life stuff got in my way |
14:24 | TEST | Take XII |
14:23 | VOID | Okay now? |
14:23 | FAILURE | CODE REMOVAL IGNORED!!!! |
14:22 | TEST | Take XI |
14:22 | FUCKYOU | Something is definitely wrong here! |
14:21 | TEST | Take X |
14:21 | STUPIDITY | USE YOUR EYES! DORK! |
14:20 | COCKROACH | Fix ignored |
14:19 | TEST | Take IX |
14:19 | FIXED | I hope I did it right, this time! |
14:19 | STUPIDITY | If you fix something do it right! Dork! |
14:18 | TEST | Take VIII |
14:18 | FIXED | Core Arf |
14:15 | TEST | Take VII |
14:15 | FIXED | Another syntax error |
14:13 | TEST | Take VI |
14:13 | FIXED | Syntax error |
14:11 | CONFIRMED | Void |
14:09 | TEST | Take V |
14:09 | EXPERIMENT | Can I void that? |
14:08 | BUG | Lies |
14:02 | TEST | Take IV |
14:02 | FIXED | Code order |
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