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14:01TEST
TESTTake III
14:01FIXED
FIXEDAnother
13:59TEST
TESTTake II
13:58FIXED
FIXEDDeclaration Syntax Error
12:59TEST
TESTAdmiral Johnson And then we can commence test take I
12:58NOTE
NOTEThat is the most important action every single day, folks!
12:58TODO
TODOMaking coffee
12:08TODO
TODOAnd now I'm first gonna take a quick shower
12:08FIXED
FIXEDA few last minute errors
11:47MAPSCRIPT
MAPSCRIPTThe Goddess That should do it!
11:46LINK
LINKAnd the linker has been written
11:23STATUS
STATUSNext step, the link-up code
11:21NOTE
NOTEThe mapscript has no access to it yet though... Well strictly speaking it has, but it's quite a hassle to work with.
11:21DONE
DONEThe class to handle all this has been set up
10:40C++
C++That covers the C++ part
10:40APOLLO
APOLLOAPI adapted
10:36APOLLO
APOLLOAstrilopup Now for Apollo
10:34NOTE
NOTENow this might be one of the few times (if not the only time) you see multiple targets beam out in once, still I think making the beaming script a bit dynamic could still be a good idea.
10:33NOTE
NOTEThis is important! Otherwise Kthura would automatically always set the frames to 0 automatically, killing the beam effect
10:32KTHURA
KTHURAYeah, NotInMotionThen0 can also be read... ;)
10:31KTHURA
KTHURANotInMotionThen0 in actors can now be set
10:29KTHURA
KTHURANow in order to make the transporter thing possible I think I may need to dive a bit more into the core of Kthura
10:25CONVERT
CONVERTI've converted the teleport into a jpbf
10:11CONFIRMED
CONFIRMEDSue No crashes so I must assume it to be working
10:09NOTE
NOTEAll I can test now is if the game starts up at all...
10:09SCRIPT
SCRIPTAnd scripted it to load the beam sound
10:09SCRIPT
SCRIPTAudio included in start-up loader
10:06TECHNO
TECHNOI will put this as a standard sound effect in the main loader... This sound is gonna be used many many times in the game after all.
10:06CHECKED
CHECKEDThe "beam" sound
9:52TECHNO
TECHNOBriggs Since the beaming effect is gonna take place a lot... wel technically in all dungeons, I think it's best if I script that in the main field flow... I am still a bit wondering about the best method
9:03TECHNO
TECHNOBakina The feature would be added soon afterward anyway ;)
9:03TECHNO
TECHNOI see I did work with one useless texture in order to ensure a few blocked spaces. The objects in question were supposed to be invisible anyway. I must really laugh about this now, as it makes me realize how primitive Kthura was back then. Don't get me wrong, it was already hard work to make Kthura able to do what it did back then. Zones were back then not supported
9:01KTHURA
KTHURALayered Yaqirpa
9:00TRANSFER
TRANSFERYaqirpa textures
0:36BACKUP
BACKUPRunning
0:35GITHUB
GITHUBUp-to-date ... i think
0:10NOTE
NOTELike I said, transporting will be a later thing
0:10CONFIRMED
CONFIRMEDKota That work snow
0:06TEST
TESTTake XIV (take XII and XIII were not mentioned due to the confusion I got myself in)
0:06FIXED
FIXEDIs it fixed now?
0:05HUH
HUHWhat happened now is beyond me
- = 23 Sep 2020 = -
23:59NOTE
NOTEAt least I hope so!
23:59FIXED
FIXEDAnd now this issue should be fixed
23:59BUG
BUGStill a crash, but the error message at least confirms the issue I was going for is fixed...
23:57TEST
TESTReggie Take XI
23:57VOID
VOIDForcefully voiding an issue... I really need to sort out why optional parameters randomly refuse to work
23:50TEST
TESTTake X
23:50FIXED
FIXEDGRRR!
23:49TEST
TESTTake IX
23:49MAPSCRIPT
MAPSCRIPTAdapted
23:48VOID
VOIDI think I voided this issue
23:45SOLVED
SOLVEDAdmiral Lovejoy Case solved and this one is not very easy to get fixed
23:37TEST
TESTTake VIII
23:37DEBUG
DEBUGExpanded info a bit
23:35INVESTIGATION
INVESTIGATIONDr. Sal’pr’drita And I now need to find out why
23:34BUG
BUGThe scheduled actions are however not being executed
23:32CONFIRMED
CONFIRMEDI can at least confirm at the request to perform that script is scheduled, or at least the scheduling function has been called
23:30TEST
TESTTake VII
23:28DEBUG
DEBUGAdmiral Johnson Moar debug lines will have to confirm that the scheduler is working
23:27DEBUG
DEBUGExtra line to make sure the transport function is being called
23:26NOTE
NOTEThe logs show that the waiting for moving actors is not to blame... that turns off as soon as all three actors arrive at their destinations
23:24TEST
TESTTake VI
23:24DEBUG
DEBUGDebug line added for investigation!
23:23NOTE
NOTENobody turned around
23:20TEST
TESTTake V
23:20C++
C++Briggs Compiling
23:20FIXED
FIXEDFixed that
23:20STUPIDITY
STUPIDITYAPI didn't return value when it should
23:15TEST
TESTTake IV
23:14FIXED
FIXEDSigh!
23:08TEST
TESTTake III
23:08FIXED
FIXEDNeil syntax error
23:07TEST
TESTDr. Sal’pr’drita Take II
23:07FIXED
FIXEDIdentifier crisis
23:04TEST
TESTLet's go!

Take I

23:04STATUS
STATUSI will try to test if this all works though
23:04NOTE
NOTENow the beaming effect may be a nasty obstacle to tackle, but that won't be for today... I'm getting tired.
23:03NOTE
NOTEThis also enables me if waiting for beaming down works
23:03MAPSCRIPT
MAPSCRIPTIt's not much but at least I made the characters turn around while standing on the transporter
22:55TECHNO
TECHNORolf Rolf The schedule library withing the field flow will merely make events wait for the next full cycle to be executed, this to prevent conflicts
22:54LINK
LINKSchedule function
22:47SCRIPT
SCRIPTMouse pointer also set to appear when game field is in normal motion
22:47SCRIPT
SCRIPTEntire routine set up
22:44SCRIPT
SCRIPTSet up a basis for waiting while moving
22:34C++
C++No errors returned, but that does not automatically mean everything's okay.... Not just because C++ sometimes lets syntax errors through, but also because C++ cannot check script errors for obvious reasons.
22:29C++
C++Compiling
22:29LINK
LINKXenobi And that should link it all together
22:29NEIL
NEILProperty for Neil
22:28APOLLO
APOLLOLinked to the API
22:26C++
C++I needed a function that can check if any actor is moving at all. In order not to take up needless RAM or CPU capacity I did hardcode that function in the engine, as this function is bound to have too much negative effect when scripted (no matter if you use Neil or pure Lua).
21:56DONE
DONEI've also done this for the "WalkTo", however I'll have to test later if that actually works
21:52STATUS
STATUSWell, now some parts of the real work have only begun, but at least this part is done, and created hope for the future of this project
21:51STATUS
STATUSAll's well that ends well...
21:37TEST
TESTFoxy Take X
21:35STATUS
STATUSI need a few more features before I can move on to the next step, but first I need to make sure this actually works
21:34MAPSCRIPT
MAPSCRIPTAfter the introduction scenario Briggs and the two girls should walk to their respective transporter spots
21:34MAPSCRIPT
MAPSCRIPTCrystal will now also step forward and step back when Briggs asks her to
21:30MAP
MAPSpots placed
21:20STATUS
STATUSLet's script things out some more
21:16CONFIRMED
CONFIRMEDNOW it appears to be working!
21:02TEST
TESTYirl Take IX
21:02NOTE
NOTEI mustn't forget to adept the WalkTo too on this
21:02SOLVED
SOLVEDI *THINK* I solved the mystery
20:49HUH
HUHAnd the crash I got now makes even less sense, but it only seems to confirm more that something is definitely wrong here.
20:41TEST
TESTXenobi Take VIII
20:41DEBUG
DEBUGExtra line will have to confirm my concern
20:39DEBUG
DEBUGFor extra verification I've made sure the name of the layer the way it was upon creation is copied into the layer
20:33DEBUG
DEBUGExHuRU The crash I get now seems to confirm that somehow an non-existent layer made its way in
20:30TEST
TESTTake VIII with another debug line!
20:30DEBUG
DEBUGIt's suggested the tagmap is empty ... I wonder wtf is going on here, as that cannot be!
20:25HUH
HUHDebug information not given while requested
20:22TEST
TESTTake VII
20:22VISUALSTUDIO
VISUALSTUDIOAnd let's take over the testing here
20:21DEBUG
DEBUGExtra debug line
20:18COCKROACH
COCKROACHCrystal The system insists no such object exists, while it does
20:17TEST
TESTTake VI
20:17FORCE
FORCECopy and paste must ensure this is really a lie
20:16DEBUG
DEBUGThe Tag Map list confirms the error is a lie
20:15TEST
TESTTake V
20:15DUMMIED
DUMMIEDI've dummied the walker code, so I can check how things work out in the TagMap
20:14FAILURE
FAILUREThe computer lies... It says the Fwd point for Wendicka doesn't exist
20:12TEST
TESTWendicka Take IV
20:12POWERSHELL
POWERSHELLDone
20:12STUPIDITY
STUPIDITYI had to run "barf"
20:10TEST
TESTTake III
20:10FIXED
FIXEDI think....
20:09BUG
BUGKthura internal linkup script error
20:07TEST
TESTTake II
20:07FIXED
FIXEDSyntax error
20:06TEST
TESTFoxy Take I
20:06NOTE
NOTECrystal will not yet make these movements, but if it works for Wendicka Crystal will only be easy
20:06MAPSCRIPT
MAPSCRIPTWendicka should now move forward and back when Briggs requests her to....
20:00LINK
LINKA better way inside the Map linker to call the main feature
19:22SCRIPT
SCRIPTMoveTo method to field state group
19:02STATUS
STATUSThis is gonna be scary, but if it works we got one of the most important Kthura issues tackled
10:59DYRT
DYRTBefore I got to work on Star Story today, the cockroaches I had to deal with here kept me away from working on Dyrt, so that comes first!
0:38FIXED
FIXED#9 Should be fixed now
- = 22 Sep 2020 = -
22:21NOTE
NOTEI need a break now, so I'll get back to this later!
22:21BUG
BUGIssued as #9
22:21BUG
BUGNope
22:07TEST
TESTWell, does it work?
22:07EXPERIMENT
EXPERIMENTI've replaced the actor picture files with jpbf files
22:07FIXED
FIXEDBriggs was looking the wrong way
22:02MYSTERY
MYSTERYThe reason why this happens is still
21:54SOLVED
SOLVEDI think... I think the altframing is bugged
21:26NOTE
NOTENow the actors are still in mini form, so the bugfixing is not over yet, but my most pressing matter at had has been fixed at least
21:25TEST
TESTTake L
21:25STUPIDITY
STUPIDITYNow I did undummy the actors, but I forgot to rebuild the game resource
21:24CONFIRMED
CONFIRMEDthe TiledAreas show now
21:23TEST
TESTTake XLIX will have to confirm all this!
21:23STUPIDITY
STUPIDITYIt was just a typo in the loading function.... Since the starfield was modified manually that bug was bypassed in Lovejoy's story
21:22FIXED
FIXEDKLABAMMO! Just as I suspected
21:22INVESTIGATION
INVESTIGATIONWell, if you eliminate all the impossible, whatever remains, however improbable, must be the truth!
21:21RECOVERED
RECOVEREDActors undummied
21:08TEST
TESTYirl Take XLVIII
21:07DUMMIED
DUMMIEDTemp dummy on the actor generation...
21:05CHECKED
CHECKEDChecked the entire chain and the only error I found was a scale defintion not in order... This could indeed be why i got the feeling my actors look so "flat", but that doesn't seem likely
21:03TECHNO
TECHNOGiven the state of the error I now must find out if the actors are to blame for all this or not.
20:57CONFIRMED
CONFIRMEDThere's indeed something wrong with the Tiled Area.... According to my log the height of all TiledAreas is 0
20:55TEST
TESTTake XLVII
20:55DUMMIED
DUMMIEDThe Annoying line I likely no longer need
20:55ANALYSIS
ANALYSISIt is now heavily implied it's only the tiled area that is to blame
20:53NOTE
NOTEIt appears I made assumptions too soon
20:53DEBUG
DEBUGMOAR DEBUG!
20:50TEST
TESTTake XLVI
20:50DEBUG
DEBUGWell?
20:49MYSTERY
MYSTERYThe core drawer does seem to address it all... or at least the logs say so
20:47TEST
TESTTake XLV
20:47NOTE
NOTEAnother annoying debug line has been put in place
20:29INVESTIGATION
INVESTIGATIONBut what then?
20:29CHECKED
CHECKEDVisibility does at least not appear to be the problem
20:27TEST
TESTTake XLIV
20:27FIXED
FIXEDSyntax error
20:26TEST
TESTTake XLIII
20:26DEBUG
DEBUGVisibility verification!
20:24RESULT
They confirm though that only the actors are drawn and that the rest is ignored.... Why!
20:24TEST
TESTTake XLII
20:24DEBUG
DEBUGVery annoying debug lines
20:22RESULT
The results confirm everything the computer does regarding this matter is bullshit
20:09TEST
TESTExHuRU Take XLI
20:09EXPERIMENT
EXPERIMENTDominance experiment
20:07NOTE
NOTEThe log confirms that all stuff should be present
20:06COSMETIC
COSMETICNothing relevant
20:06FIXED
FIXEDCosmetic output error....
20:05TEST
TESTTake XL
20:05POWERSHELL
POWERSHELLrun barf script
20:04FIXED
FIXEDRef error
20:03TEST
TESTTake XXXIX
20:03FIXED
FIXEDCode typo
20:02TEST
TESTTake XXXVIII
20:02POWERSHELL
POWERSHELLRebuild
20:02SCRIPT
SCRIPTAdded to the game script
20:02LINK
LINKLinks it all
20:02DEBUG
DEBUGNeil link up
19:58DEBUG
DEBUGI'e added an API routine which may give me some ansers (I hope)
19:31TEST
TESTTake XXXVII
19:31EXPERIMENT
EXPERIMENTI've deactivated the actor scaler as it does not appear to work the way it should
19:28COCKROACH
COCKROACHOther closure routines still got issues, though, so there's still work to do
19:28FIXED
FIXEDWell it appears I got the lua closure fixed
19:20TEST
TESTTake XXXVI
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