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9:20BACKUP
BACKUPHas been completed in the meantime
9:18TEST
TESTAnd another test is in order I suppose
9:18C++
C++Success
9:18C++
C++Let's compile it all
9:18LINK
LINKAnd that should link it all together
9:18NEIL
NEILAnd the linkup script
9:15C++
C++It seems that apollo did not yet have TextWidth/Height feature.... I've planted it into the engine
0:14STATUS
STATUSExHuRU I know I still got a lot to do, and I must stick to it, but I also need my rest!
0:13FIXED
FIXEDMOAR MOAR MOAR!
- = 18 Sep 2020 = -
23:52FIXED
FIXEDMOAR fixes
23:39TEST
TESTWell?
23:39FORCE
FORCEForced a cockroach to get working
23:30TEST
TESTAnother one then!
23:29OFFTOPIC
OFFTOPIC
23:29FIXED
FIXEDmissing link
23:28TEST
TESTWell....
23:28FIXED
FIXEDI guess I didn't do that one too well
23:07TEST
TESTLet's see then!
23:07FIXED
FIXEDAll gone now?
23:05HUH
HUHThat didn't work too well?
22:46NOTE
NOTEAt least the Neil general syntax errors are all gone... Now to deal with "Unknown Identifiers"
22:41STATUS
STATUSGetting there.... slowly....
22:39FIXED
FIXEDLua/NIL/Neil conflict
22:38TEST
TESTWell?
22:38REMOVED
REMOVEDMore "do" and "then" that Neil doesn't tolerate
22:36TEST
TESTHow many tests am I on already M?
22:35VOID
VOIDConflict
22:34FIXED
FIXEDMore syntax errors
22:34NOTE
NOTEIt was just bothering me
22:33COSMETIC
COSMETICWhite line had to be a red line in the New Game screen
22:28FIXED
FIXEDFix in Neil itself
22:26NOTE
NOTEWell, at least I've come to the point the process speeds up a little
22:26NOTE
NOTECrystal Will certainly not be the last one... I think
22:25FIXED
FIXEDAnother conflict
22:20STUPIDITY
STUPIDITYOkay, that was stupid!
22:19TEST
TESTLost track of counting, mind you!
22:19VOID
VOIDNeil/Lua conflict
22:17FIXED
FIXEDNIL/Neil conflict ~= is allowed in NIL (but counted as "deprecated"), but forbidden in Neil
22:14TECHNO
TECHNOI am only not sure if all functions are covered in Neil, but most likely yes.
I will have to sort things out!
22:14DUMMIED
DUMMIEDI've dummied the call to the string library. Why, because Neil has 90% of all the functions that NIL has in that library already built in, so no need to create an extra library for it, and now it only causes a crash.
22:07CONFIRMED
CONFIRMEDYes! An error appears, but this error DOES AT LEAST CONFIRM that the library itself is now properly being read!
22:04FIXED
FIXEDI think I found the issue!
21:59DEBUG
DEBUGThe boolean contains "true".... Which would mean nothing is returned by the library (cannot be since the library is a module so it must return a group/class and not 'true') and thus 'true' is given to make sure no errors pop up...
21:57FUCKYOU
FUCKYOUThis may NEVER be a boolean! Why does it insist we're dealing with one?
21:37CONFIRMED
CONFIRMEDOkay, it also appear to work the other way around
21:36CONFIRMED
CONFIRMEDThe "GET" link appears to work, but now the "SET" link
21:30FIXED
FIXEDMOAR Syntax errors
21:29FIXED
FIXEDSyntax Error
21:28LUA
LUANeil should now support linking... Well SHOULD....
20:59BUG
BUGI wonder why Neil didn't back out on the keyword "link"
19:53NOTE
NOTEI do need a break first, though!
19:51NOTE
NOTEThis is NOT good! The error doesn't make sense at all, and implies a few things.... I guess I may need to go back to the drawing board about that one!
19:41TEST
TESTTake XI
19:40FIXED
FIXEDReferences to outdated debug crap which was no longer useful, and now only causing errors
19:38TEST
TESTTake X
19:38FIXED
FIXEDI hope?
19:35COCKROACH
COCKROACHSo ONE little unknown identiefier managed to sneak past me, eh?
19:32TEST
TESTWendicka take IX
19:31STATUS
STATUSNone can tell if this works now, although my expectation is, it won't!
19:31LINK
LINKAnd linked to it so that should work
19:31VOID
VOIDAlternate function for BoxPic
19:26TECHNO
TECHNOBoxpic was a feature used in Dyrt which had to make sure that all pictures for textboxes, but also in other purposes where the same size...

Star Story however has a completely different setup, so things should be done in a different manner also

19:23VOID
VOIDOne case of DarkText voided
19:22VOID
VOIDThe Goddess GetFont doesn't exist in Apollo, so I replaced it with the equivalent that Apollo DOES have!
19:21CONFIRMED
CONFIRMEDSo far so good!
19:21TEST
TESTTake VIII
19:21FIXED
FIXEDSeveral unknown identifiers
19:06TECHNO
TECHNOAstrilopup Now "DarkText" is a library that was needed in Dyrt due to the used background, but in Star Story it's not needed, and will in fact only slow the the down needlessly, that should be removed
19:05VOID
VOIDI removed to two "self" as they were both just mentioned in a destructor and that doesn't yet work very well
19:01FIXED
FIXEDThe __LANG macro is now defined so that should work now!
19:00RESULT
= __LANG in line #54(BOXTEXT)
= SELF in line #??(BOXTEXT)
= SELF in line #??(BOXTEXT)
= BOXPIC in line #121(BOXTEXT)
= DARKTEXT in line #126(BOXTEXT)
= DARKTEXT in line #144(BOXTEXT)
= ERROR in line #180(BOXTEXT)
= ERROR in line #186(BOXTEXT)
= ERROR in line #191(BOXTEXT)
= ERROR in line #209(BOXTEXT)
= GETFONT in line #211(BOXTEXT)

Frankly, odd as it may seem this is good to see... It shows me that the main issues have been taken care of, and that the issues at hand are solely there due to calls to stuff Neil shouldn't support in the first place, but NIL did, so I just need to lead that otherwise, and that some libraries I won't need in Star Story but I did need in Dyrt are called, and that is just a matter of replacing functions.... The actual syntax issues (which I was most worried about) appear gone now, as this report only appears when that kind of stuff is taken care of!

(Although it is possible the translation still generates invalid syntax in Lua, so let's not celebrate too early).

18:55TEST
TESTSue Take VIII
18:55FIXED
FIXEDScope issue
18:53TEST
TESTTake VII
18:53FIXED
FIXEDDoes it do now then?
18:53HUH
HUHBakina Did Neil not yet support "do" scopes?
18:48TEST
TESTTake VI
18:48FIXED
FIXEDNIL/Neil conflict (x2)
18:44TEST
TESTTake V
18:44VOID
VOIDKota Neil does NOT wanna see do and then at the end of for/while/if
18:16TEST
TESTTake IV
18:16VOID
VOIDNeil doesn't like ~= (and it's dirty syntax in Lua anyway)
18:05STATUS
STATUSThe Goddess At least the syntax errors in the linker appear fixed.... But the most complex part has yet to come
17:56SOLVED
SOLVEDReggie Ah.... Window file conflict
17:55COCKROACH
COCKROACHFix ignored
17:54TEST
TESTTake III
17:54FIXED
FIXEDSyntax Error
17:53TEST
TESTAdmiral Lovejoy Take II
17:53FIXED
FIXEDCode Typo
17:46TEST
TESTTake I
17:45STATUS
STATUSTime for the moment catastrophale
17:39TODO
TODOAdmiral Johnson I think I'll prepare my dinner first, though
17:39STATUS
STATUSWell, the big catastrophe is about to begin.... I hope it will work out....
17:38MAPSCRIPT
MAPSCRIPTAnd the log should now start (without audio)
17:35NOTE
NOTEAnd from here there's no telling where things will lead to....
17:35LINK
LINKBriggs Loaded linked
17:28LINK
LINKThe link code is present now!
17:19STATUS
STATUSSome links must be set up first though... I only did the base code so far....
17:17DONE
DONEIn theory the boxtext routine should work, although I highly doubt it
16:53NOTE
NOTEDr. Sal’pr’drita It is important to note that I now need to work a few things out as the system will really not know at all now what to do with all this crapload of code
16:51LINK
LINKThat link will be VERRRRY important!
16:51SCRIPT
SCRIPTCallback for Boxtext in the field routine
16:49ANALYSIS
ANALYSISNothing really springs in the eye now that could cause trouble, but I'm sure there are thousands of things there that can and WILL cause me trouble.
16:45NOTE
NOTERolf Ah voice acting stuff is present, but dummied.... Well that's a later concern, but I gotta keep it in mind I suppose
16:42DUMMIED
DUMMIEDAdaption for Eric's big secret in Dyrt has no value at all in Star Story, so let's dummy that code!
16:39CONFIG
CONFIGColor changes applicable for Star Story
16:36LAZY
LAZYQuick link to the color function... I don't wanna have to replace all that crap
16:28REMOVED
REMOVEDXenobi Astrilopup Neil doesn't require the keyword "void" at constructors and destructors... (In fact, NEVER place them in Neil)
16:24TRANSFER
TRANSFERI've copied the boxtext routine from Dyrt, however, the former being in NIL and the latter in Neil some adaptions are required, not to mention that NALA was (thanks to MonoGame) set up in a way that is just garbage... Now in Apollo I can (thanks to SDL) set it up more properly!
16:23DONE
DONEBasis set up for the scenario configurator
15:38NOTE
NOTEBefore the audio comes into play I first need to make sure the actual boxtext routines will work, so fo rnow the focus must be put onto that.
14:01STATUS
STATUSFoxy No errors (that was unexpected), but the logs look fine
14:00TEST
TESTAgain!
13:59FIXED
FIXEDThat should be fixed now
13:58BUG
BUGI *DID* get an error, but not the error I expected
13:53TEST
TESTYirl And Now to see what'll happen!
13:53LINK
LINKLink to mapscript itself established
13:39DEBUG
DEBUGI've added an extra line which should confirm always that Lovejoy's rant function should start... Now the chance is big the game will crash anyway, as I made a link to a few features not yet present in Neil.
12:44DYRT
DYRTAnd now first a few Dyrt duties
12:42STATUS
STATUSExHuRU The log says everything's okay now... All I can do for now is trust on that, as the Lovejoy's intro is not yet fully scripted... That will happen soon, though!
12:40TEST
TESTLet's throw in another test!
12:40VOID
VOIDI'll do it manually this time, but this really should not be possible in any way!
12:39BUG
BUGScheduling itself works, but when the calling comes it complains about an expected string value (which should have been given automatically if missing, so WTF is the computer talking about?
12:36TEST
TESTCrystal Let's see now!
12:35BUG
BUGNo static member "Schedule" exists???

12:33TEST
TESTAnother test then!
12:33FIXED
FIXEDDang!
12:29TEST
TESTWendicka Let's see how things work out now!
12:29LINK
LINKAh, there was a missing link to the mapscript scheduler
12:20RESULT
Clearly the scheduler has not been called
12:17TEST
TESTAnd again!
12:17CHEAT
CHEATSometimes cheating can be so much fun
12:01TEST
TESTSue So let's put it all to the test and see what results my console returns!
11:59DEBUG
DEBUGI cannot yet check if everything works the way they should but at least these debug lines can tell me
11:12NOTE
NOTEThis will allow all scripts to schedule mapscript calls for the next cycle
11:11LINK
LINKI've linked the schedule requestor to the Map linker
11:04BACKUP
BACKUPRunning a full backup now... This can slow down my computer terribly, but sometimes this is needed, you know!
11:03VOID
VOIDI've written a way to void those
11:03FAILURE
FAILUREAnd suffering from some issues also
11:03BACKUP
BACKUPWas overdue
9:47FIXED
FIXEDIllegal class call
9:44FIXED
FIXEDConflict NIL-Neil
9:43VOID
VOIDType bug in Neil
9:42BUG
- = 17 Sep 2020 = -
22:53NOTE
NOTEVery likely the game will produce MANY MANY crashes now!
22:53DONE
DONESome pre-config done
22:29DONE
DONEI've set a small measure that can help me to quickly reload all scenario.... This is an experiment to make it possible to change the scenario language in game. No promises I'll make it happen, but at least I can try
20:30NEIL
NEILI DID do some adaptions to the scenario loader, but I fear I got a bit of a way to go in order to put it into good use...
18:57TECHNO
TECHNOThe one written in NIL I got may very likely only need to be adapted so I can use it in Neil, although some issues may be there....
18:56STATUS
STATUSNow I do need to make sure the scenario loader is properly transferred to Apollo.
18:56NOTE
NOTEAnd with a littlebit of luck (unless I can get more done on the GJ API), we'll see.... I may only need the scenario editor now to do some spelling error checks... hahaha
18:54SCENARIO
SCENARIOThat part has been written out.
17:59SCENARIO
SCENARIOPart of the scenario done
17:25DONE
DONERL business
15:28FAILURE
FAILUREOh waite.... dupe run?
15:23FAILURE
FAILUREIt appears these NON-ASCII characters keep on coming... I guess I'll have to do some handwork to get all that removed then
15:19TEST
TESTThat worked?
15:19FAILURE
FAILUREMy Devlogger crashed without any apparent reason
15:18NOTE
NOTEA lot of warnings came in about non-ASCII characters during the first save, though
15:18SCENARIO
SCENARIOMerged
15:18DONE
DONEFooled my scenario editor in to thinking it was all one big scenario file (while it was just a jql file linking stuff together. JCR6 is a wonderful tool).
14:56DONE
DONESome pre-work
13:18TEST
TESTWell?
13:18FIXED
FIXEDOkay, then!
13:18NOTE
NOTEBakina Aha I see... In stead of two letter codes, the languages full names were used in this project
13:16TEST
TESTAnother test is in order then?
13:16FIXED
FIXEDAh, just a name change between the two versions... That's been corrected now!
13:15BUG
BUGThat didn't work... I guess the directories have not yet been properly set
13:15NOTE
NOTEEverything I do now is pre-merge
13:14POWERSHELL
POWERSHELLA quick script to make me quickly start things up
13:11CONFIG
CONFIGDone.... That was just a matter of changing directories....
13:08STATUS
STATUSFirst I need to set up a script for the editor.... That is actually the easiest part, since all I gotta do for that is cannibalizing the script I used for Dyrt.NET
13:07STATUS
STATUSOperation scenario is about to start... I gotta merge two scenario files into one in order to make this work properly, now the way to do it is easy, but that doesn't mean that it's not a lot of work... unfortunately.
- = 16 Sep 2020 = -
22:13STATUS
STATUSNow the next step will be to configure my scenario editor... I will in a later stage of the game also have to merge the demo and full game scenario together, this can be pretty easily done with "cheating"
20:51STATUS
STATUS

FINALLY!

20:16NOTE
NOTEIt was indeed a remap issue.... Odd!
20:09DEBUG
DEBUGThe logs indicate the mappings are not done.... Should not be possible, but hey, I gotta sort it out!
19:47DEBUG
DEBUGMOAR debug must gimme some answers
19:31DEBUG
DEBUGMOAR DEBUG CRAP and hopefully it tells me something!
19:21HUH
HUHClearly the annoying line does not appear, which does mean the routine in question has NOT been called... But why?
19:19DEBUG
DEBUGI've now added a line that will annoy the crap out of me, but if it annoys me, I know that some needed routines are at least called at all, as it looks like it doesn't even do that...
18:56TEST
TESTBut what will I see?
18:56DONE
DONEdefined a few extra gamevars, and they are also handy for the savegame routine later anyway
18:53TEST
TESTLet's see, then....
18:53DEBUG
DEBUGExtra debug data!
18:47STATUS
STATUSNo more crashes, but the starfield doesn't appear
18:43FIXED
FIXEDWrong object
18:04BUG
BUGImpossible (and unacceptable) claim of an unknown identifier
18:02FIXED
FIXEDSyntax error
18:01FIXED
FIXEDCode order error
18:01VOID
VOIDLoading order issue
17:57TEST
TESTLet's have a look
17:51SCRIPT
SCRIPTKota And I've written the script to show the Kthura map in the field flow
17:38LINK
LINKThis has been linked to the "New Game" script
16:59NOTE
NOTE(The reason I don't do this right away is not because it's hard, as it's actually quite easy, but it's very delicate and I can't test it right now, so it has to wait until I can test it!)
16:58REMINDER
REMINDER#8 -- And THIS is a very important one, also!
16:47STATUS
STATUSNot there yet, though!
16:47SCRIPT
SCRIPTA few crucial things have been done...
16:37SCRIPT
SCRIPTMap Loader now present
16:15STATUS
STATUSNow I can test if the star field appears, after I did some more scripting, but before I can get to the scenario there are several things to be done, I'm afraid!
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