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15:28PLAN
PLANContrary 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.
15:26MAP
MAPI've added an extra entry to the intro map. This will be used for Admiral's Lovejoy's introduction story.
14:16DYRT
DYRTDone my Dyrt duty
- = 15 Sep 2020 = -
23:05UPDATED
UPDATEDRepository updated
22:55DUMMIED
DUMMIEDA debug line that would only be annoying on the longer run (and which I also no longer need, anyway)
22:37SCREENSHOT
And this shows things are slowly getting on the roll again!
22:31BUG
BUGNow there's more trouble, but I need to check this out piece by piece
22:30FIXED
FIXEDC++ issue - Get color didn't return green too well
22:13SCRIPT
SCRIPTI've set up a quick StatBar function that will be easily importable in all states
21:52FIXED
FIXEDOkay, i guess I fixed the core issue
21:32FIXED
FIXEDI think I fixed the maxcopy issue, and this should set the HP maxima to their correct values in stead of always 0
21:26HUH
HUHFor some reason the instruction to store the value was missing.... Was I really that hurried?
21:25NOTE
NOTEThat confirms something is wrong in my C++ code, but what?
21:24RESULT
 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
21:22DEBUG
DEBUGThings 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!
20:26HUH
HUHNo integer (from a variable that is set to it to only be able to hold integers)?
20:24FIXED
FIXEDWrong API function link
20:11FIXED
FIXEDReggie a few tiny things
20:05FIXED
FIXEDAt least one part of the problem is fixed, but that bug should never cause THAT effect
20:03HUH
HUH" " as party tag? That is a lie!
20:02FIXED
FIXEDHotfix
20:01DONE
DONEThe portraits of Wendicka, Crystal and Briggs should appear now
18:30STATUS
STATUSWhat I wanted to see works now....
17:52CONFIRMED
CONFIRMED!
17:45STATUS
STATUSfor now it seems that way?
17:45FIXED
FIXEDI think I fixed the issue ???
17:34DEBUG
DEBUGThe 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
17:31INVESTIGATION
INVESTIGATIONThe question is... why?
17:31NOTE
NOTEThe log confirms that the system tries to create a group even when it had to be a class....
17:29INVESTIGATION
INVESTIGATIONWhy?
17:28BUG
BUGI see that neil is not really able to understand a "module class"
17:25TEST
TESTSo let's do it!
17:25NOTE
NOTEAll I can test now is if no syntax errors occur on the way and if the Vector library is properly imported in the process.
17:24SCRIPT
SCRIPTI'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
14:01NOTE
NOTENone of this has been tested, though!
14:00SCRIPT
SCRIPTI've set up the way the boxes for character status, boxtexts and other stuff should be drawn.
13:17STUDY
STUDYThe exact measurements of the curve I made for the basis of the UI back in the original version.
11:54TEST
TESTTake VI
11:53FIXED
FIXEDFixed it!
11:53C++
C++Found it!
11:51INVESTIGATION
INVESTIGATIONDebug log confirms this is nonsensical
11:49TEST
TESTTake V
11:48ANNOUNCEMENT
ANNOUNCEMENTAdmiral Lovejoy Wendicka Lovejoy - Big alternate And behold: Wendicka Lovejoy!
11:48DEBUG
DEBUGMore debug code will have to shine a light
11:46BUG
BUG"Set Member Out Of Range"????

Bullshitto! I need more debug info to sort this out!

11:45TEST
TESTTake IV
11:45FIXED
FIXEDWhich I fixed now!
11:45SOLVED
SOLVEDAh, I see where it went wrong. I misread my error.... It was a bug in the glue code
11:44HUH
HUHIt goes even a step further.... The DEBUG LOG even confims this bullshit!
11:43TEST
TESTTake III will show me what's wrong here then!
11:42DEBUG
DEBUGExtra debug line added
11:42INVESTIGATION
INVESTIGATIONLet's find out what the fuck is wrong here
11:42HUH
HUHClaiming to get a string while my code really shows a number? I don't think so!
11:39TEST
TESTTake II
11:39FIXED
FIXEDInvalid reference in glue code
11:37TEST
TESTTake I
11:37C++
C++At least the engine compiles, that's always a good thing, but actually that's the base only.... The REAL test starts now!
11:36TECHNO
TECHNOPlease 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
11:35SCRIPT
SCRIPTAnd I've set the party to begin with Wendicka (in uniform), Crystal (in uniform) and Briggs.
11:35LINK
LINKAnd that links it all together
11:35LUA
LUAGlue code
11:34C++
C++I've added a function to the API to allow to configure the max size of a party
10:23MEDICAL
MEDICALAnd 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?
10:16STATUS
STATUSFirst I'm gonna take a shower
10:15DYRT
DYRTMay daily duties for Dyrt done
9:08STUPIDITY
STUPIDITYWrong devlog.... I guess that as long as Dyrt is not yet closed I'll make this mistake much of times... Sorry
9:05ART
ARTAnimated Brendor's attacking pose!
- = 14 Sep 2020 = -
23:08STATUS
STATUSAdmiral Johnson I need a break now.... I'll have to see if I'll be back soon....
23:07JUDGMENT
JUDGMENTBellisimo!
23:05TEST
TESTTake IV
23:04FIXED
FIXEDReference error?
23:03TEST
TESTTake III
23:03FIXED
FIXEDAnd I saw another one, so I fixed that one as well!
23:03FIXED
FIXEDSyntax error in linker
23:01TEST
TESTAnd take II
23:01FIXED
FIXEDFixed it!
22:59SOLVED
SOLVEDAh, I see why
22:59FAILURE
FAILURESomehow the linking to the map link didn't work I suppose
22:58TEST
TESTWell.... le moment suprème, I guess
22:56DUMMIED
DUMMIEDOf coruse, I realized I had to dummy a forced error first
22:56STATUS
STATUSAt least I can test now if the chainthrough itself works.... If it does all I'll get is a black blank screen....
22:40TECHNO
TECHNOThis 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")
22:22NOTE
NOTEI'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).
21:30SCRIPT
SCRIPTA basis callback set up
21:02TECHNO
TECHNOIn 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.
20:51NOTE
NOTEAlthough I realize a little erreur here
20:50SCRIPT
SCRIPTAnd I've set up a basis for Map Script
20:50SCRIPT
SCRIPTBasis set up for the Field Flow
19:43STATUS
STATUSBut first a little break
19:43STATUS
STATUSFrom here I can work to the intro scenario
19:41CONFIRMED
CONFIRMEDThe Goddess Fix convirmed
19:40TEST
TESTTest nummero tre
19:39FIXED
FIXEDBriggs Hopefully this fixed the issue
19:36TRANSFER
TRANSFERAstrilopup Transferred GR-Sites textures
19:34CONFIRMED
CONFIRMEDNow I got most of the textures, but one appears missing
19:32TEST
TESTTake nummero DUE
19:30STUPIDITY
STUPIDITYSue But I see why that is, though...

I forgot to reconfigure the texture directory

19:30FAILURE
FAILUREBut none of the used textures were found
19:29CONFIRMED
CONFIRMEDLayering was succesful
19:29CONFIRMED
CONFIRMEDBakina Level itself loads
19:26TEST
TESTTest numero Uno
19:26STATUS
STATUSAll I can do now is test if things work accordingly
19:25ANALYSIS
ANALYSISKota 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.
19:23ANALYSIS
ANALYSISQuick analysis of the script do not really tell me much what I need to do, though....
19:21STATUS
STATUSCovers 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
19:16KTHURA
KTHURAReggie Project configuration has been rewritten for Kthura
19:09MEDICAL
MEDICALIt appears my headaches are now definitely gone, but I can never be sure... at least I can try to resume my work
19:08DONE
DONEReal life stuff.... Yeah, you know, that also has to be done!
14:31KTHURA
KTHURAAdmiral Lovejoy 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
14:20MEDICAL
MEDICALI am still in bad shape so don't expect TOO much from me
14:20KTHURA
KTHURANow 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
14:18DYRT
DYRTAdmiral Johnson Done
13:00DYRT
DYRTHowever as I didn't get to that yesterday, I first wanna get a few things done on Dyrt now
13:00MEDICAL
MEDICALStill are still a big against me on the medical part, but I'll try to do what I can
- = 13 Sep 2020 = -
20:57STATUS
STATUSBriggs And Continueing this is for another time, as I'm exhausted and my headache is trying to come back
20:57KTHURA
KTHURAAdapted 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
20:51ANNOUNCEMENT
ANNOUNCEMENTSince 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....

20:48STATUS
STATUSDr. Sal’pr’drita Dr. Sal’pr’drita Okay everything appears to be in order now
20:42FIXED
FIXEDWrite-Only error
20:40FIXED
FIXEDLua code typo
20:37TEST
TESTRolf I hope stuff works this way
20:36FAILURE
FAILUREWhy did Visual Studio automatically added a .cpp file in stead of the header?
20:36FIXED
FIXEDInclude error
20:34LINK
LINKXenobi That should link it all together... I hope
20:34LUA
LUALinkup code for script
20:33REMINDER
20:31TODO
TODOFoxy Although for that the C# version also needs to be updated (my RPGChar program is gonna need it)
20:31NOTE
NOTEThis may also mean that the old scripting values in RPGStat may be deprecated as soon as Dyrt is finished
20:30NOTE
NOTEI've added a "Script" field to the C++ version of the RPG database
20:30C++
C++Yirl API for setting Stat Script
20:10C++
C++Sumscript for stats should work now
18:49STATUS
STATUSAnd that brings us to my next task.... EAT! Mesa hungry, and in my current condition, eating is very extremely important!
18:48MEDICAL
MEDICALExHuRU I feel better than I did, but it's still far from fantastic!
18:48DYRT
DYRTDue 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!
18:46STATUS
STATUSWell, 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...
18:44FIXED
FIXEDCrystal Okay, one fix... Briggs was not recognized as a guest character
18:42TEST
TESTWell, does it work now?
18:42FIXED
FIXEDWrong level = error
18:38FIXED
FIXEDWendicka And I think this should fix the random crashes at the start
18:37FIXED
FIXEDThat should do it!
18:37BUG
BUGOkay, 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
18:36TECHNO
TECHNONow I think I know why this randomly happens
18:35HUH
HUHRolf Instant exit?
18:35FIXED
FIXEDFixed?
18:35HUH
HUHWTF?
18:33VOID
VOIDIssues
18:31DONE
DONEStatistics should now be set in accordance to character's levels
18:15STATUS
STATUSThe error that pops up now is simply because the game itself has not yet been set up
18:14TEST
TESTWell, let's see what happens next!
18:14FIXED
FIXEDCode typo in link-up script
18:11BUG
BUGalthough other bugs pop up now
18:11CONFIRMED
CONFIRMEDYAY!
18:10TEST
TESTI hope
18:10TECHNO
TECHNOand since i used a macro for this all affected stuff should be fixed now
18:10FIXED
FIXEDI think I fixed that
18:09CONFIRMED
CONFIRMEDIndeed it doesn't, but why doesn't it accept the "safe" flag?
18:08FORCE
FORCEI've forced it in, but since it was never meant to be set to false anyway, this may not cause any difference
18:07MYSTERY
MYSTERYI see that the "safe" flag is being ignored
18:00INVESTIGATION
INVESTIGATIONI cannot find out anything that justifies this crash, but I can at least see if the Panic shows us something
17:58LINK
LINKI've linked the panic routine to the RPG database, but is that enough?
17:58INVESTIGATION
INVESTIGATIONWhy?
17:57MYSTERY
MYSTERYJust a crash down an no message
17:54NOTE
NOTEAnd stuff goes wrong on the very first data definition, I see...
17:50FIXED
FIXEDI think
17:48INVESTIGATION
INVESTIGATIONLet's see
17:48BUG
BUGApparently one of my C++ functions didn't make it into the API, or I made a little naming error
17:46STATUS
STATUSThe question is of course how much more of these will pop up!
17:46FIXED
FIXEDXenobi Well that's been taken care of now!
17:46BUG
BUGLink issue, eh?
17:44FIXED
FIXEDC string format expression error
17:43TEST
TESTLet's see what happens next then
17:43FIXED
FIXEDWell, it's there now!
17:43HUH
HUHWHAT? Did Neil not have the EACH function built in, yet?
17:38FIXED
FIXEDI THINK I tackled that
17:37NOTE
NOTENow THIS is odd.... And would appear like some chain up script is not properly run
17:36FIXED
FIXEDMissing "End"
17:36BUG
BUGBut the SubParty module (which is called later as a state on its own) appears to have a few issues
17:35STATUS
STATUSAll start up issues that affect ALL scripts accounted for... or so it seems
17:32VOID
VOIDAnother issue
17:32NOTE
NOTEThe most annoying errors are mostly the trivial ones... They are also the ones that happen most
17:31FIXED
FIXEDDeclaration typo
17:26NOTE
NOTEAll 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
17:25CONFIG
CONFIGI've setup the basic configuration for the basic stats....
13:51NOTE
NOTEAS FAR AS I CAN CHECK everything appears to be in working order
13:44FIXED
FIXEDI hate the keyword "then"
13:41FIXED
FIXEDMissing "end"
13:40FIXED
FIXEDA few more syntax errors
13:39FIXED
FIXEDMissing comma
13:33NOTE
NOTEfor 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.
13:31LUA
LUAAnd 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!
13:31LINK
LINKThe entire linkup code should be written now...
13:00MEDICAL
MEDICALA terrible headeache struck me last night forcing me to quit my activities early as I was too ill to go on!
- = 12 Sep 2020 = -
22:18C++
C++Foxy 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.
22:15NOTE
NOTEAt least the game starts up, and that counts for something.... For now....
22:14VOID
VOIDWell I think everything is completely voided now....
22:05VOID
VOIDI 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
22:04FAILURE
FAILUREFor some reason the linker cannot find something that just exists
20:17NOTE
NOTEBut 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!
20:14TECHNO
TECHNOThs 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.
20:13C++
C++Apollo compiles
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