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
10:58TRANSFER
TRANSFERC# code copied into C++
9:38C#
C#The first thing that comes to mind now is to simply translate my C# code to C++, but if that is gonna work I dunno.... C# is not as much as C/C++ as you may initially think, so this can be harder than it may initially seem.
9:37TECHNO
TECHNOI do not recognize a[3][4] as a multi-dimensional array... That's just cheating with an array of an array, and for the blockmap certainly not desirable. a[3,4] that is what I need.... Dim2 does provide that... well almost, as C++ also doesn't support properties like C# does, but at least this will help me along the way.
9:33C++
C++Dim2 library
8:47TECHNO
TECHNOAdmiral Lovejoy The blockmap can be a bit of an issue, since C++ does not support multidimensional arrays
8:45STATUS
STATUSIt crossed my mind that before I begin on the actors it may be better to focus on the blockman generation first. The actors need that.
0:03STATUS
STATUSWell a new day has officially begun, but that's for later :P
0:00GITHUB
GITHUBRepositories up-to-date?
- = 19 Sep 2020 = -
23:57STATUS
STATUSNot to mention that I got now 1 entire page for this day.... Yeah in this stage of the game production that can happen, I suppose
23:56KTHURA
KTHURAAh yes!
23:56STATUS
STATUSWell, do I got anything more to update?
23:55GITHUB
GITHUBGame Updated
23:55GITHUB
GITHUBApollo Updated
23:51BACKUP
BACKUPRunning
23:49CONFIRMED
CONFIRMEDDAT WERKT :)
23:46TEST
TESTAGAIN!
23:46STUPIDITY
STUPIDITYI did this too fast, and ended up with English
23:45NOTE
NOTENow that I am still at it, I might as well try to see if the game works in Dutch
23:45CONFIRMED
CONFIRMEDFix confirmed
23:41TEST
TESTBut I gotta test again!
23:41FIXED
FIXEDI think I fixed this
23:38BUG
BUGWhen no boxtext picture is there, or when it's non-existent, the game crashes
23:38BUG
BUGIt was to be expected
23:35TEST
TESTTake I (and the only test I hope)
23:35STATUS
STATUSWell all shit aside, let's test if the scenario rolls accordingly
23:34STATUS
STATUSAnd next Monday I expect my post order and I intend to watch that first... I need to take a break every now and then anyway.

23:33STATUS
STATUSAlthough on Sunday I've always very little time
23:33MAPSCRIPT
MAPSCRIPTI've set the scenario to roll, however I need to begin on the actors soon, as before they are coded I cannot do much anymore on this game
23:32TECHNO
TECHNOIn stead of worrying too much about that cockroach now I think I can better focus on the business at hand
23:18COCKROACH
COCKROACHAdmiral Johnson It keeps insisting to destroy BOXTEXT twice
23:16FORCE
FORCEI've Forced MyState to NULL and hopefully that will settle things?
23:16MYSTERY
MYSTERYNo idea why the destructor for the BOXTEXT state is called twice (causing Lua to crash in the process)
23:12CONFIRMED
CONFIRMEDYAY!

23:09TEST
TESTAnd let's put this to da test now!
23:09KTHURA
KTHURABut hopefully this will work now
23:08C++
C++And to adapt Kthura
23:08C++
C++I had to expand my TQSG library a bit for this
23:04STATUS
STATUSYeah it was still set to do, and with the high crap load of work I have, this one escaped my mind.... STOOOPID!
23:02NOTE
NOTEOne should note that the ability to animate was not present in the initial version of Kthura, and this being the very first map ever created in Kthura (not counting my test crap) it is not that unlogical it has wrong data on this department. As BlitzMax did properly cover this up from the start, there was never an issue, and apparently I did cover this also well in C#, but not in C++, I suppose
23:00SOLVED
SOLVEDThe mystery appears to be cleared up.... Kthura tries to animate, but apparently it is not properly prepared to reset
22:36FAILURE
FAILUREBut I think I got on track though, but I do need to set a few things in Apollo first before I can debug
22:36FAILURE
FAILUREEven my wallpaper in Windows disappeared as a result
22:36FAILURE
FAILUREWell, a total failure
22:26DEBUG
DEBUGThis is getting stranger by the minute
22:22DEBUG
DEBUGA very irritating debug line has been added, but hopefully it will answer something!
22:18MYSTERY
MYSTERYKthura is programmed to throw an error if something is wrong here, so why didn't it do that?
22:18HUH
HUHThe Goddess So it is the layer that does the evil still then?
22:17TEST
TESTTake IV
22:17DEBUG
DEBUGFuck you!
22:13TEST
TESTTake III
22:13DEBUG
DEBUGMore investigation required I suppose
22:11COCKROACH
COCKROACHAstrilopup Apparently, there's more to it!
22:11TEST
TESTTake II
22:10INVESTIGATION
INVESTIGATIONI think I know what this happened
22:09BUG
BUGI KNEW it!

It was all too easy

22:09BUG
BUGAnd it looks like the lack of an audio file that is to blame....
22:09BUG
BUGSue total crash-out?
22:08MAPSCRIPT
MAPSCRIPTBriggs Although the actors won't appear yet, I've set up a small thing to allow a bit ot switching already... The actors themselves come later
20:27UPDATED
UPDATEDMy repositories have all been updated (I think)
20:22NOTE
NOTEAnd besides I'm tired.... Mind you?
20:21STATUS
STATUSTo get the next portion of the game definitely on the move I will have to get the Actor support for Kthura on the run, and that requires more time than I currently have
20:12STATUS
STATUSBakina Well, not that I'm complaining, but I am a bit surprised at the least, yeah
20:11STATUS
STATUSIT WORKS? IN ONCE?
20:09TEST
TESTTest I (and wish me luck)
20:09STATUS
STATUSOr most likely totally fuck it all up
20:09LINK
LINKAnd that should link it all together
20:09NEIL
NEILKota And tied it to the boxtext routine
20:07NEIL
NEILPart of all this done
19:56C++
C++Let's first make sure everything is compiled
19:56STATUS
STATUSAnd with this I got the stuff to work on the BoxText voice acting
19:56LINK
LINKAnd now stuff is really linked
19:55NEIL
NEILReggie Glue Script
19:54NOTE
NOTENOT THERE YET!
19:54LINK
LINKLinked to scripting engine
19:53C++
C++Channel playing checker
19:49OFFTOPIC
OFFTOPICI can't help but to love this song

19:48LINK
LINKAdmiral Lovejoy That does at least link stuff to the database, that does not yet tell much about this works in the game, which will very likely just ignore my hard work... for now
19:48SCENARIO
SCENARIOI've put the references to the voice acting in
19:45STATUS
STATUSSo now we can get down to business
19:45C#
C#
19:44C#
C#So far so good.... I now saved some junk and if the same junk comes back I guess I can conclude it works.... right?
19:42C#
C#Admiral Johnson It compiles, but does it also work?
19:42C#
C#Dr. Sal’pr’drita Let's see now!
19:42C#
C#Perhaps that fixes that
19:40C#
C#Not good... yet!
19:39C#
C#At least the compiler doesn't through any errors, and all I can do is hope that is a good sign
19:39C#
C#Briggs I've made the needed adaptions.... Not sure if they will hold, but they should
19:27BLITZMAX
BLITZMAXI should see if my BlitzMax version of the editor has this covered, but as the BlitzMax compiler has gone completely cuckoo on me, that's no longer an option... Unfortunately
19:25NOTE
NOTEI see my scenario editor even needs to be adapted for this
19:11NOTE
NOTEThis will not yet make John Lovejoy's voice actually speak, as the code for voice acting was deactivated for Dyrt (as I didn't need it at the specific time and could therefore also not properly test it)
19:11STATUS
STATUSAnd what it comes down to now is first linking the audio files to the scenario database
18:46VERIFIED
VERIFIEDDr. Sal’pr’drita A last check up confirms that everything is cool now!
18:44DUMMIED
DUMMIEDI've dummied my debug lines as they will only needlessly log things now... (I can always undummy it should the situation ask for that)
18:40CONFIRMED
CONFIRMED
18:39TEST
TESTTake XIV
18:39STUPIDITY
STUPIDITYForgot to compile the fixes
18:37TEST
TESTRolf Take XIII
18:37FIXED
FIXED

At least I think so!

18:36STUPIDITY
STUPIDITY
18:36STUPIDITY
STUPIDITYMO-RON!
18:35COCKROACH
COCKROACHStill no good!
18:34TEST
TESTXenobi Take XII
18:19STATUS
STATUSI'll get to test this later!
18:19STUPIDITY
STUPIDITYIdiot!
18:18COCKROACH
COCKROACHStill no good?
18:16TEST
TESTTake XI
18:16FIXED
FIXEDFoxy Fixed it!
18:16SOLVED
SOLVEDRolf Ahah wrong key set in my C++ code
18:15INVESTIGATION
INVESTIGATIONAnd the question is now how this could happen
18:15DEBUG
DEBUGWhat I see is that all meta fields have been found, but their values are not send into the scripting engine
18:14TEST
TESTTake X
18:14STUPIDITY
STUPIDITYYirl needed to run "barf"
18:13TEST
TESTTake IX
18:13NOTE
NOTEThat was not the source of all evil here... :(
18:12FIXED
FIXEDLinkup issue
18:11TEST
TESTTake VIII
18:11STUPIDITY
STUPIDITYExHuRU DOH!
18:11TEST
TESTTake VII
18:09DEBUG
DEBUGThese extra debug lines have to explain this rubbish!
18:07HUH
HUH"" is music? That cannot be!
18:05TEST
TESTTake VI
18:05FIXED
FIXEDCrystal Should fixed that idiocy
18:05POWERSHELL
POWERSHELLDid it now anyway
18:05STUPIDITY
STUPIDITYForgot to run "barf"
18:04TEST
TESTTake VI
18:04FIXED
FIXEDLinkup data transfer
18:03TEST
TESTWendicka Take VI
18:03STUPIDITY
STUPIDITYYou needed to run the C++ compiler for this fix again, MORON!
18:02TEST
TESTTake V
18:01FIXED
FIXEDForgotten link
17:59TEST
TESTTake IV
17:59TECHNO
TECHNO(I forgot to "barf" and that's why it didn't happen first, but it also denotes it would have gone wrong anyway)
17:59FIXED
FIXEDXenobi Neil Syntax error in link up script
17:56TEST
TESTTake III
17:55EXPERIMENT
EXPERIMENTPerhaps this will fix it (Felix Jr.)
17:53DEBUG
DEBUGI've added a little debug line in JCR in order to sort this one out!
17:50BUG
BUGI think the stringmap reader in JCR6 is not acting the way it should
17:49TEST
TESTTake II
17:49DEBUG
DEBUGExtra debug lines
17:48INVESTIGATION
INVESTIGATIONAnd now I need to find out WHY!
17:47HUH
HUHFatal Error! Error: Entry reader went past EOF! State: C++
17:45TEST
TESTTake I
17:45TEST
TESTAnd then it's time to put it all to da test, eh?
17:44SCRIPT
SCRIPTAnd the Map Loader has been scripted to load music tied to a Kthura Map
17:31STATUS
STATUSNo idea yet if it all works... that will take testing, but before I can start on that I need to work out some stiff
17:30LINK
LINKAnd that should link everything together
17:30NEIL
NEILThe Neil part of the routines has been written
17:13NOTE
NOTEIt doesn't end here,yet!
17:13C++
C++And the actual possibility to read-out the Kthura Map metadata
17:10C++
C++Kthura Meta field list
17:05MAP
MAPThat wil do!
17:04KTHURA
KTHURAScript adapted
17:03RESULT
I see that importing is no longer needed... The file's already there... Good!
17:01STUDY
STUDYI see I didn't make the maps contain the music data by temselves. I will go for that this time, most important reason... Saves me a lot of code, and the times scripts are needed are always in the minority and that is still easy to refer to then.
17:00MAP
MAPI've set the title... This can at least allow me to check if metadata can be read, however I see the music field is missing
16:57NOTE
NOTEBefore I move on I need to make sure that music loading in combination with loading a map becomes possible. For that I first of all need to import a certain file first which my system is now looking up. Then I also need to adept the map to make sure the music loading can be done. Next, the Kthura main metadata cannot yet be read by Apollo Scripts, and to make that possible I need to adapt Apollo... All in all I got work to do!
12:43STATUS
STATUSIT WORKS!!!!!

12:41DONE
DONEFoxy I've undummied the WaitMinTicks and now see if the text appear speed is acceptable!
12:28VOID
VOIDWell That "fixes" the game at least, but the bug causing this remains, so this is why I said "void" in stead of fix
12:26TEST
TESTAnd let's see what happens next
12:26FORCE
FORCEI've forced the system to create a new table in a new class record
12:24SOLVED
SOLVEDI think there's a bug in neil when it comes to tables in a class
12:23HUH
HUHThat's odd
12:11HUH
HUHNow that's odd... The table pointer DOES appear to be different every time....
12:08DEBUG
DEBUGlet's see
12:07COCKROACH
COCKROACHThat didn't make any difference
12:05EXPERIMENT
EXPERIMENTLet's see
11:56CONFIRMED
CONFIRMEDOkay, all textboxes contain the same data.... Something must have gone wrong when translating the scenario loader to Neil
11:54TEST
TESTI need another test to get a few things straight for myself
11:52CHECKED
CHECKEDThe scenario file looks the way it should, so clearly something must have put the loader out of order
11:50HUH
HUHFor some reason all lines of a scenario are always put in the same textbox and also in all textboxes... Oddly enough the lines do not all get generated on screen, so I wonder
11:48TEST
TESTLet's see!
11:45DEBUG
DEBUGNow I wanna see why the number of lines is damn high

11:43NOTE
NOTEA little error elsewhere did at least allow me to find out that the generation routines themselves are good... But the crux lies in that for some reason, all textboxes are claimed to have 103 lines... That should never be the case, so I need to sort out why this is happening
11:39DEBUG
DEBUGThe math formula shouldn't be wrong (if it was, Dyrt would have had the same issue)... It is likely though that some basis numbers to start stuff with is not in order.
11:34BUG
BUGIt's just the height of the textbox that is failing
11:34CONFIRMED
CONFIRMEDAnd the ember bar is generated accordingly
11:34CONFIRMED
CONFIRMEDWhat does go well is the positioning and howing of the portrait of the person who speaks, though
11:32NOTE
NOTEWhat I do see though is that the generation of the textbox is completely bogus
11:32CONFIRMED
CONFIRMEDAnd now the loading bar also appears
11:31TEST
TESTOkay, where were we?
11:31HUH
HUHSomething missing in the flip call, and it didn't cause a syntax error?
11:00BUG
BUGYirl Okay, the events poller does work (that allows me at least to get out of the game without trouble and risking memory leaks), but the flipper does not, and I wonder why
10:57TEST
TESTLet's see
10:57FIXED
FIXEDA few obvious mistakes have been fixed, though
10:56DUMMIED
DUMMIEDI've put minticks on dummy in the script to make sure that cannot be the evil
10:55NOTE
NOTEI already had the feeling events and flipping were NOT properly handled by the script, but only by the core
10:55BUG
BUGInfinite loop
10:53TEST
TEST...
10:53FIXED
FIXEDWrong method reference?
10:37TEST
TESTWell, let's see now!
10:37FIXED
FIXEDCase error... Yeah, when making direct links with Lua that is still possible
10:34HUH
HUHBut doesn't explain why WaitMinTicks doesn't work and is considered a "nil" value
10:34CONFIRMED
CONFIRMEDThat takes care of that one
9:28VOID
VOIDPerhaps this should avoid this issue
9:27ANALYSIS
ANALYSISAh, analysing what happened (I should have known this), it's clear " is the evil here (as always)
9:25NOTE
NOTEI've seen a lot of crap happening before, but never in my life as a coder have I seen scenario text being dumped as an error message
9:22TEST
TESTTest numero... what number are we?
9:21FIXED
FIXEDLink up code typo
9:20FAILURE
FAILUREAnd sometimes I wish Windows wasn't so damn stubborn about which app to show, when I need another!
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