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15:28 | PLAN | Contrary to the original game, I am planning to write the original story out so you can see it on screen. This was actually already planned for the original game, but never executed due to scheduling reasons. I will also not make it appear on screen in the startfield, like originally planned, but I'll just use the BoxText routines for that. This way I can also test if voice acting works in general. Since I would like to give Wendicka and Crystal voices (if I can find capable actresses to do their voices) and of course some actors who can do the others... I don't mind doing a few myself, but not all of them, and especially not the females. |
15:26 | MAP | I've added an extra entry to the intro map. This will be used for Admiral's Lovejoy's introduction story. |
14:16 | DYRT | Done my Dyrt duty |
- = 15 Sep 2020 = - | ||
23:05 | UPDATED | Repository updated |
22:55 | DUMMIED | A debug line that would only be annoying on the longer run (and which I also no longer need, anyway) |
22:37 | SCREENSHOT | And this shows things are slowly getting on the roll again! |
22:31 | BUG | Now there's more trouble, but I need to check this out piece by piece |
22:30 | FIXED | C++ issue - Get color didn't return green too well |
22:13 | SCRIPT | I've set up a quick StatBar function that will be easily importable in all states |
21:52 | FIXED | Okay, i guess I fixed the core issue |
21:32 | FIXED | I think I fixed the maxcopy issue, and this should set the HP maxima to their correct values in stead of always 0 |
21:26 | HUH | For some reason the instruction to store the value was missing.... Was I really that hurried? |
21:25 | NOTE | That confirms something is wrong in my C++ code, but what? |
21:24 | RESULT | CHAR: Briggs; Defined stat: BASE_Strength; value is now 0; Value must be: 103! = Strength for Briggs is 103 CHAR: Briggs; Defined stat: BASE_Defense; value is now 0; Value must be: 46! = Defense for Briggs is 46 CHAR: Briggs; Defined stat: BASE_Will; value is now 0; Value must be: 67! = Will for Briggs is 67 CHAR: Briggs; Defined stat: BASE_Resistance; value is now 0; Value must be: 42! = Resistance for Briggs is 42 CHAR: Briggs; Defined stat: BASE_Agility; value is now 0; Value must be: 21! = Agility for Briggs is 21 CHAR: Briggs; Defined stat: BASE_Accuracy; value is now 0; Value must be: 19! = Accuracy for Briggs is 19 CHAR: Briggs; Defined stat: BASE_Evasion; value is now 0; Value must be: 7! = Evasion for Briggs is 7 CHAR: Briggs; Defined stat: BASE_HP; value is now 0; Value must be: 840! = HP for Briggs is 840 CHAR: Briggs; Defined stat: BASE_AP; value is now 0; Value must be: 0! = AP for Briggs is 0 |
21:22 | DEBUG | Things keep fucking up, all stats remain zero, while they should have a proper value. I've added a debug line that should answer me why! |
20:26 | HUH | No integer (from a variable that is set to it to only be able to hold integers)? |
20:24 | FIXED | Wrong API function link |
20:11 | FIXED | a few tiny things |
20:05 | FIXED | At least one part of the problem is fixed, but that bug should never cause THAT effect |
20:03 | HUH | " " as party tag? That is a lie! |
20:02 | FIXED | Hotfix |
20:01 | DONE | The portraits of Wendicka, Crystal and Briggs should appear now |
18:30 | STATUS | What I wanted to see works now.... |
17:52 | CONFIRMED | ! |
17:45 | STATUS | for now it seems that way? |
17:45 | FIXED | I think I fixed the issue ??? |
17:34 | DEBUG | The same log also confirms that the trigger conditions should be true, forcing to make a class and not a group. Yet the system fails here.... Why? A few more debug crap lines |
17:31 | INVESTIGATION | The question is... why? |
17:31 | NOTE | The log confirms that the system tries to create a group even when it had to be a class.... |
17:29 | INVESTIGATION | Why? |
17:28 | BUG | I see that neil is not really able to understand a "module class" |
17:25 | TEST | So let's do it! |
17:25 | NOTE | All I can test now is if no syntax errors occur on the way and if the Vector library is properly imported in the process. |
17:24 | SCRIPT | I've set the system to create 4 boxes to do the character's HP/AP/EXP in... 3 for the front party and one box for miniatures for the back row |
14:01 | NOTE | None of this has been tested, though! |
14:00 | SCRIPT | I've set up the way the boxes for character status, boxtexts and other stuff should be drawn. |
13:17 | STUDY | The exact measurements of the curve I made for the basis of the UI back in the original version. |
11:54 | TEST | Take VI |
11:53 | FIXED | Fixed it! |
11:53 | C++ | Found it! |
11:51 | INVESTIGATION | Debug log confirms this is nonsensical |
11:49 | TEST | Take V |
11:48 | ANNOUNCEMENT | And behold: Wendicka Lovejoy! |
11:48 | DEBUG | More debug code will have to shine a light |
11:46 | BUG | "Set Member Out Of Range"???? Bullshitto! I need more debug info to sort this out! |
11:45 | TEST | Take IV |
11:45 | FIXED | Which I fixed now! |
11:45 | SOLVED | Ah, I see where it went wrong. I misread my error.... It was a bug in the glue code |
11:44 | HUH | It goes even a step further.... The DEBUG LOG even confims this bullshit! |
11:43 | TEST | Take III will show me what's wrong here then! |
11:42 | DEBUG | Extra debug line added |
11:42 | INVESTIGATION | Let's find out what the fuck is wrong here |
11:42 | HUH | Claiming to get a string while my code really shows a number? I don't think so! |
11:39 | TEST | Take II |
11:39 | FIXED | Invalid reference in glue code |
11:37 | TEST | Take I |
11:37 | C++ | At least the engine compiles, that's always a good thing, but actually that's the base only.... The REAL test starts now! |
11:36 | TECHNO | Please note that when everything works the way it should NOTHING will change at all for the human eye... for now... The time I can see if this works will however arrive soon if I can work properly |
11:35 | SCRIPT | And I've set the party to begin with Wendicka (in uniform), Crystal (in uniform) and Briggs. |
11:35 | LINK | And that links it all together |
11:35 | LUA | Glue code |
11:34 | C++ | I've added a function to the API to allow to configure the max size of a party |
10:23 | MEDICAL | And next I begin to feel the first signs that I am exhausting myself, which was to be expected... I'm a workaholic, and working on this made me forget the pains that the lockdown (no don't blame a virus for human stupidity) brings... This means that I will have to slow down, and maybe even suspend all work to both Dyrt and Star Story soon... Which I hate, as I just got into my rythm, but I must also be fair to myself.... Getting myself killed in a heart attack won't do either project much good either, will it? |
10:16 | STATUS | First I'm gonna take a shower |
10:15 | DYRT | May daily duties for Dyrt done |
9:08 | STUPIDITY | Wrong devlog.... I guess that as long as Dyrt is not yet closed I'll make this mistake much of times... Sorry |
9:05 | ART | Animated Brendor's attacking pose! |
- = 14 Sep 2020 = - | ||
23:08 | STATUS | I need a break now.... I'll have to see if I'll be back soon.... |
23:07 | JUDGMENT | Bellisimo! |
23:05 | TEST | Take IV |
23:04 | FIXED | Reference error? |
23:03 | TEST | Take III |
23:03 | FIXED | And I saw another one, so I fixed that one as well! |
23:03 | FIXED | Syntax error in linker |
23:01 | TEST | And take II |
23:01 | FIXED | Fixed it! |
22:59 | SOLVED | Ah, I see why |
22:59 | FAILURE | Somehow the linking to the map link didn't work I suppose |
22:58 | TEST | Well.... le moment suprème, I guess |
22:56 | DUMMIED | Of coruse, I realized I had to dummy a forced error first |
22:56 | STATUS | At least I can test now if the chainthrough itself works.... If it does all I'll get is a black blank screen.... |
22:40 | TECHNO | This is always hard stuff, as things can easily go wrong here that could haunt me for the rest of the game's production, so I'll have to dig through several settings prior to making my first save game (before that moment I'm bound to have to restart the game all the time anyway (once I can save a game, everything gets "sealed") |
22:22 | NOTE | I've done some setups to make sure the chain to the field flow module is possible. Of course, the field and the combat flow modules are (as always) the two most complex things (the combat module in particular). |
21:30 | SCRIPT | A basis callback set up |
21:02 | TECHNO | In order not to make things too hard I set up a load for the Field (and will later also do that for combat) as those two flows will be bundles, and I don't want to tax myself too much to dig into my engine to directly put in these features. C++ is hard enough the way things are now. I know this is the easy way out, but I need to be realistic. |
20:51 | NOTE | Although I realize a little erreur here |
20:50 | SCRIPT | And I've set up a basis for Map Script |
20:50 | SCRIPT | Basis set up for the Field Flow |
19:43 | STATUS | But first a little break |
19:43 | STATUS | From here I can work to the intro scenario |
19:41 | CONFIRMED | Fix convirmed |
19:40 | TEST | Test nummero tre |
19:39 | FIXED | Hopefully this fixed the issue |
19:36 | TRANSFER | Transferred GR-Sites textures |
19:34 | CONFIRMED | Now I got most of the textures, but one appears missing |
19:32 | TEST | Take nummero DUE |
19:30 | STUPIDITY | But I see why that is, though... I forgot to reconfigure the texture directory |
19:30 | FAILURE | But none of the used textures were found |
19:29 | CONFIRMED | Layering was succesful |
19:29 | CONFIRMED | Level itself loads |
19:26 | TEST | Test numero Uno |
19:26 | STATUS | All I can do now is test if things work accordingly |
19:25 | ANALYSIS | But as far as I can tell Kthura has been changed (thanks to Monogame) too much to keep this script... I think a rewrite of the script (and also using NIL then) may still be a good idea. |
19:23 | ANALYSIS | Quick analysis of the script do not really tell me much what I need to do, though.... |
19:21 | STATUS | Covers a bit of things.... Now the script file was in Lua, and I'll probably keep it that way. Neil it not yet integrated in the Kthura editor, and NIL was also non-existent when the original script was written. If it's clear I need to change too much, I can always decide to redo stuff in NIL anyway |
19:16 | KTHURA | Project configuration has been rewritten for Kthura |
19:09 | MEDICAL | It appears my headaches are now definitely gone, but I can never be sure... at least I can try to resume my work |
19:08 | DONE | Real life stuff.... Yeah, you know, that also has to be done! |
14:31 | KTHURA | Now I DID make a wizard to easily set up Kthura scripts, but overall the easiest way to create a new Kthura project is by cannibalizing an existing project... Of course, the creator always does things differently, knowing the system a bit better than others do |
14:20 | MEDICAL | I am still in bad shape so don't expect TOO much from me |
14:20 | KTHURA | Now this may sound odd, but I do need a new Kthura script. It's not just that I can blindly copy all maps to the new game, as I really don't remember all taggings and stuff inside, plus I need the regular editor to see if I properly converted the layer-less maps into layered versions. The editor cannot work without a properly set up script so I got some work to do here |
14:18 | DYRT | Done |
13:00 | DYRT | However as I didn't get to that yesterday, I first wanna get a few things done on Dyrt now |
13:00 | MEDICAL | Still are still a big against me on the medical part, but I'll try to do what I can |
- = 13 Sep 2020 = - | ||
20:57 | STATUS | And Continueing this is for another time, as I'm exhausted and my headache is trying to come back |
20:57 | KTHURA | Adapted the intro scene for the work with layers, which is since Kthura moved to C# mantadory and the C# and the C++ versions of Kthura cannot support any maps without them |
20:51 | ANNOUNCEMENT | Since all pre-work is done I'll now consider this project officially started Although Dyrt is far from over, and when this project has most of all become a matter of adding game content then Dyrt must take priority over a few things.... |
20:48 | STATUS | Okay everything appears to be in order now |
20:42 | FIXED | Write-Only error |
20:40 | FIXED | Lua code typo |
20:37 | TEST | I hope stuff works this way |
20:36 | FAILURE | Why did Visual Studio automatically added a .cpp file in stead of the header? |
20:36 | FIXED | Include error |
20:34 | LINK | That should link it all together... I hope |
20:34 | LUA | Linkup code for script |
20:33 | REMINDER | |
20:31 | TODO | Although for that the C# version also needs to be updated (my RPGChar program is gonna need it) |
20:31 | NOTE | This may also mean that the old scripting values in RPGStat may be deprecated as soon as Dyrt is finished |
20:30 | NOTE | I've added a "Script" field to the C++ version of the RPG database |
20:30 | C++ | API for setting Stat Script |
20:10 | C++ | Sumscript for stats should work now |
18:49 | STATUS | And that brings us to my next task.... EAT! Mesa hungry, and in my current condition, eating is very extremely important! |
18:48 | MEDICAL | I feel better than I did, but it's still far from fantastic! |
18:48 | DYRT | Due to much of time being wasted under my medical condition I cannot do anything on Dyrt today... I hope I can at least get a few things done tomorrow! |
18:46 | STATUS | Well, that sets stuff up for now... I do need to make simple stat scripting possible now. In my C++ engine I will follow the same line though as the C# variant did.... It's simply the easiest way to go... |
18:44 | FIXED | Okay, one fix... Briggs was not recognized as a guest character |
18:42 | TEST | Well, does it work now? |
18:42 | FIXED | Wrong level = error |
18:38 | FIXED | And I think this should fix the random crashes at the start |
18:37 | FIXED | That should do it! |
18:37 | BUG | Okay, it does read the stats correctly, but it doesn't take the level in mind, so all characters begin at level 1 having the level 99 stats until they reach 100 and then they'll have the level 199 stats... I gotta fix that quickly |
18:36 | TECHNO | Now I think I know why this randomly happens |
18:35 | HUH | Instant exit? |
18:35 | FIXED | Fixed? |
18:35 | HUH | WTF? |
18:33 | VOID | Issues |
18:31 | DONE | Statistics should now be set in accordance to character's levels |
18:15 | STATUS | The error that pops up now is simply because the game itself has not yet been set up |
18:14 | TEST | Well, let's see what happens next! |
18:14 | FIXED | Code typo in link-up script |
18:11 | BUG | although other bugs pop up now |
18:11 | CONFIRMED | YAY! |
18:10 | TEST | I hope |
18:10 | TECHNO | and since i used a macro for this all affected stuff should be fixed now |
18:10 | FIXED | I think I fixed that |
18:09 | CONFIRMED | Indeed it doesn't, but why doesn't it accept the "safe" flag? |
18:08 | FORCE | I've forced it in, but since it was never meant to be set to false anyway, this may not cause any difference |
18:07 | MYSTERY | I see that the "safe" flag is being ignored |
18:00 | INVESTIGATION | I cannot find out anything that justifies this crash, but I can at least see if the Panic shows us something |
17:58 | LINK | I've linked the panic routine to the RPG database, but is that enough? |
17:58 | INVESTIGATION | Why? |
17:57 | MYSTERY | Just a crash down an no message |
17:54 | NOTE | And stuff goes wrong on the very first data definition, I see... |
17:50 | FIXED | I think |
17:48 | INVESTIGATION | Let's see |
17:48 | BUG | Apparently one of my C++ functions didn't make it into the API, or I made a little naming error |
17:46 | STATUS | The question is of course how much more of these will pop up! |
17:46 | FIXED | Well that's been taken care of now! |
17:46 | BUG | Link issue, eh? |
17:44 | FIXED | C string format expression error |
17:43 | TEST | Let's see what happens next then |
17:43 | FIXED | Well, it's there now! |
17:43 | HUH | WHAT? Did Neil not have the EACH function built in, yet? |
17:38 | FIXED | I THINK I tackled that |
17:37 | NOTE | Now THIS is odd.... And would appear like some chain up script is not properly run |
17:36 | FIXED | Missing "End" |
17:36 | BUG | But the SubParty module (which is called later as a state on its own) appears to have a few issues |
17:35 | STATUS | All start up issues that affect ALL scripts accounted for... or so it seems |
17:32 | VOID | Another issue |
17:32 | NOTE | The most annoying errors are mostly the trivial ones... They are also the ones that happen most |
17:31 | FIXED | Declaration typo |
17:26 | NOTE | All I can test now is if no error message pop up... Other than that I'll be in the dark until the statistics screen are operational |
17:25 | CONFIG | I've setup the basic configuration for the basic stats.... |
13:51 | NOTE | AS FAR AS I CAN CHECK everything appears to be in working order |
13:44 | FIXED | I hate the keyword "then" |
13:41 | FIXED | Missing "end" |
13:40 | FIXED | A few more syntax errors |
13:39 | FIXED | Missing comma |
13:33 | NOTE | for the time being all I can test is if no compilation errors pop up in this process... Of C++ everything looks fine, but for Lua I'm not too sure. |
13:31 | LUA | And due to the very complex chain of metatables I did so in pure Lua this time.... And I hope it works, as this was one hell of a job! |
13:31 | LINK | The entire linkup code should be written now... |
13:00 | MEDICAL | A terrible headeache struck me last night forcing me to quit my activities early as I was too ill to go on! |
- = 12 Sep 2020 = - | ||
22:18 | C++ | Also added the possibility for direct Lua core scripts... The way the RPG database works and the premature state Neil is in, makes this the better run... At least for now. |
22:15 | NOTE | At least the game starts up, and that counts for something.... For now.... |
22:14 | VOID | Well I think everything is completely voided now.... |
22:05 | VOID | I have for now just dummied the respective headers as I don't need them for now... If I do in the future, things may be different though |
22:04 | FAILURE | For some reason the linker cannot find something that just exists |
20:17 | NOTE | But one of the few TV shows that I follow is about to start soon, and I also need a bit of a break.... I'll try to set up a basic, but I'm not gonna do the real complex stuff yet! |
20:14 | TECHNO | Ths is not yet gonna do much good though, as the engine may have the files that contain the RPG database and it's saver, but no code linking things up to the scripting engine, so that API will have yet have to be written. |
20:13 | C++ | Apollo compiles |
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