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19:10STATUS
STATUSAdmiral Lovejoy Not there yet!
19:10DONE
DONEDraw Mini Messages
18:58SCRIPT
SCRIPTBase class Mini Messages
18:11NOTE
NOTE I will need some other things.... The minimessage system will now have to be put in place
18:06SECURITY
SECURITYI made sure the routine doesn't work on Briggs.... When walking around in the Yaqirpa this wouldn't be a problemm but in combat the same routine will be used, and then stuff could happen....
18:05STATUS
STATUSNow I can make it possible that items are being picked up
18:02REMINDER
18:01LINK
LINKLink code added
17:41SCRIPT
SCRIPTA routine which can add items to somebody's personal inventory has now been made
17:09NOTE
NOTE I will remove the support for "key items" in Star Story. Why? Because the system has always been bugged from the start, that's why! And the key you need in the Yaqirpa is also the only key-item you'll ever get... It's just easy to make a quick script handle the key separately... no problem!
17:04PLAN
PLANI have decided also that before I start on the combat system I'm first going to see if I can link the lzma library into JCR6 in C++. I really hate missing that....
17:04STUDY
STUDY I did need a quick study on the inventory system
- = 10 Oct 2020 = -
23:28STATUS
STATUSFrom here I can start setting up the inventory system for real, but I'm not sure if it's wise to start on that one tonight....
23:14CONFIRMED
CONFIRMEDFINALLY!
23:11TEST
TESTTake XXXIX
23:10VISUALSTUDIO
VISUALSTUDIOrecompiling
23:10FIXED
FIXEDYup.... The parameter read-out from the scripter was faulty
23:10RESULT
RESULT I get the same values for the x and y check.... I checked the C++ code, and the variables there appear to be in order... that is in the Core of Kthura.... I do need to check the API code still, as C++ can still be where the evil lies
23:07TEST
TESTTake XXXVIII (inside visual studio this time)
23:07STATUS
STATUSI'm really mad now, can you tell?
23:07DEBUG
DEBUGNow a core debug note!
23:00TEST
TESTTake XXXVII
23:00VISUALSTUDIO
VISUALSTUDIOI must compile.... AGAIN!
23:00KTHURA
KTHURAIt was a core error so
23:00FIXED
FIXEDAnd fixed it!
23:00SOLVED
SOLVEDAdmiral Johnson I think I found it!
22:59FUCKYOU
FUCKYOURolf To make things even stranger, the data shown in my log indicates all must be well.... I don't follow....
22:51TEST
TESTTake XXXVI
22:51STATUS
STATUSNo errors this time
22:50VISUALSTUDIO
VISUALSTUDIORecompiling
22:50FAILURE
FAILUREIt seems I didn't notice C++ threw me tons of errors
22:46TEST
TESTTake XXXV
22:45FIXED
FIXEDGlue syntax error
22:42TEST
TESTTake XXXIV
22:42DEBUG
DEBUGDebug command adapted
22:40LINK
LINKAnd that should link it all
22:40VISUALSTUDIO
VISUALSTUDIOCOmpiling
22:40NEIL
NEILglue
22:18C++
C++API function
22:16C++
C++Debug function added
22:09COCKROACH
COCKROACHBriggs Some more debug crap is now definitely in order
22:06TEST
TESTTake XXXIII
21:56CHECKED
CHECKEDIt is NOT likely, that the script is to blame....
20:27STATUS
STATUSHowever I'm out of time for now, but this deserves more investigation
20:26MYSTERY
MYSTERYThe outcome of this test point to a core error in the C++ code of Kthura, and that is pretty serious. A click far away from the savespot yet leading me to the savespot out of the blue even calling the save screen makes a lot clear
20:22TEST
TESTTake XXXII
20:22DEBUG
DEBUGA bit more information on my console please
20:20MYSTERY
MYSTERYThis shines more light on things... Only ONE item appears to get Wendicka's attention, and if you click any other item Wendicka will ignore them and go to that one item.... In earlier tests this may not have come out because the ONE item was located on a different floor and therefore out of Wendicka's reach... At least that's the most plausible explanation....
20:17TEST
TESTDebug take - Take XXXI
20:17BUG
BUGThis is a bit odd, but as I'm running out of time hard to get things done with now....

The clickable creator does log that the items are clickable, however, when I click them, it does not turn out that way.

20:08TEST
TESTXenobi Take XXX
20:08FIXED
FIXEDI think I fixed that
19:59INVESTIGATION
INVESTIGATIONSo I need to find out why
19:59STATUS
STATUSThe items do appear on the map, however they are not regarded as clickables
19:56TEST
TESTDr. Sal’pr’drita Take XXIX
19:56TRANSFER
TRANSFERDone!
19:54STATUS
STATUSOkay now it fell over a different item, but that's merely an asset, but still....
19:51TEST
TESTTake XXVIII
19:51FIXED
FIXEDI think I fixed stuff.... Some object data was not properly copied... This should be now....
19:49CONFIRMED
CONFIRMEDNo crashes, but still not yet completely in order... However I do have some ideas why this is, so we can work that one out easily... I think...
19:44TEST
TESTTake XXVII
19:44APOLLO
APOLLOProject file Updated
19:43TRANSFER
TRANSFERPatch
19:41STATUS
STATUSKthura now says it can't find a certain texture, but that's alright, since not all assets have yet been transferred
19:41CONFIRMED
CONFIRMEDIt appears that way
18:51FIXED
FIXEDI think
18:51FUCKYOU
FUCKYOU....
18:47TEST
TESTTake XXVI
18:47CHECKED
CHECKEDIt looks like it!
18:47GENERATION
GENERATIONRolf Let's see
18:46FIXED
FIXEDI hope
18:44TECHNO
TECHNOOn the right way...
But not there yet! Far from it!
18:42TEST
TESTTake XXV
18:39FIXED
FIXEDI think
18:37NOTE
NOTE But I think I see the "evil", though
18:37COCKROACH
COCKROACHFoxy This is getting nasty
18:27TEST
TESTTake XXIV
18:27GENERATION
GENERATIONGenerated new script ifles
18:27FIXED
FIXEDI hope I fixed the class mismatch issue now
18:06TEST
TESTTake XXIII
18:05HUH
HUHNo changes, but suddenly it works?
18:02COCKROACH
COCKROACHfix ignored
17:59FIXED
FIXEDI think I fixed a MyData export issue
17:53TEST
TESTTake XXII
17:53FIXED
FIXEDXenobi Conflict
17:53CONFIRMED
CONFIRMEDThat fixed it indeed
17:50TEST
TESTTake XXI
17:49SOLVED
SOLVEDI think i found the source of all "evil"
17:48FUCKYOU
FUCKYOUClearly not!
17:46TEST
TESTTake XX
17:46MYSTERY
MYSTERYDid I forget to save or anything?
17:45COCKROACH
COCKROACHFix ignored
17:37TEST
TESTTake XIX
17:37FIXED
FIXEDI think?
17:36HUH
HUHTexture "nil" not found????? Da fuuuuuck!
17:29TEST
TESTTake XVIII
17:29FIXED
FIXEDID was not remapped by Kthura in C++
17:25TEST
TESTTake XVII
17:25FORCE
FORCELet's use some brute force then!
17:24COCKROACH
COCKROACHFoxy fix ignored!
17:22TEST
TESTYirl Take XVI
17:21VOID
VOIDDA FUUUUUUCK!
17:19TEST
TESTTake XV
17:19FORCE
FORCERemaps
17:15TEST
TESTTake XIV
17:15VOID
VOIDIssue
16:56CONFIRMED
CONFIRMEDAt indeed looks like to be the case.... Hmmm... Well, I need to sort this out somehow, or maybe it actually *is* for the better this way.... :-/
16:53TEST
TESTTake XIII
16:53EXPERIMENT
EXPERIMENTI looks like ISGET is for some reason making pure Lua calls, while it should be based on Neil.... I need to check this out, though
16:48TEST
TESTDid this affect the code? (Take XII)
16:48VOID
VOIDStuff taken care off?
16:48FAILURE
FAILUREGeany is acting up on me a bit....
16:44COCKROACH
COCKROACHFix ignored???
16:42TEST
TESTTake XI
16:42FIXED
FIXEDYirl A certain local function had to be declared as a global (or interstate data traffic wouldn't be possible)
16:39TEST
TESTTake X
16:39FIXED
FIXEDIllegal function call
16:36TEST
TESTTake IX
16:31VISUALSTUDIO
VISUALSTUDIOCompiling
16:29LINK
LINKThat should link it all
16:29NEIL
NEILNeil code
16:29C++
C++Wrote access to this
15:57SOLVED
SOLVEDAh, I see
15:57FUCKYOU
FUCKYOUNo "data"?
15:55TEST
TESTTake VIII
15:55POWERSHELL
POWERSHELLExHuRU barf
15:55FIXED
FIXEDFixed that
15:54BUG
BUGSome connections between script and engine are not in order, I see
15:49TEST
TESTTake VII
15:49FIXED
FIXEDExHuRU Fixed that
15:49BUG
BUGYup, it was a bug!
15:49CHECKED
CHECKEDThe item spots have all been seen but also all been skipped... Question is if this is coincidence due to the random routine, or if this is actually a bug.... I think the latter, though....
15:19STATUS
STATUSNo more crashes, but I need to check the log to see more... I didn't see any items in the field, but due to my limit possibilities at the present time, that's not a very viable source of information
15:16TEST
TESTTake VI
15:16VOID
VOIDDid I void it now?
15:07TEST
TESTTake V
15:07DEBUG
DEBUGThe Goddess So let's force Neil to dump out its translation
15:07COCKROACH
COCKROACHLua insists on an unexpected ) that Neil should never be able to create at that point
15:02TEST
TESTTake IV
15:02VOID
VOIDSome chopping faults neil produces (I think)
15:00TEST
TESTTake III
15:00FIXED
FIXEDIdentifier issue
14:47TEST
TESTTake II
14:47REMOVED
REMOVED"end" too many
14:45TEST
TESTCrystal Okay, testing time -- Take ONE!
14:36OFFTOPIC
OFFTOPICNerd humor!

14:11DONE
DONEWell, that hit da spot!
13:49STATUS
STATUSAfter that the test can begin! ;)
13:48TODO
TODOI am hungry, I need to feed myself, and the clock also tells me I need to fill my cat's food bowl as well, so let's take care of that serious issue first!
13:47NOTE
NOTE Trith is that I do not expect anything to work at all, as this is pretty delecate code, however now all code that should lead to a result as at least been written allowing me to start an actual test....
13:44NOTE
NOTE Astrilopup Crystal When everything works the way it should Wendicka will leave the item itself be, but her arrival should cause a message to be generated in my debug log, allowing me to test if everything works
13:43SCRIPT
SCRIPTI've set up the routine which will allow Wendicka to walk to the item
11:36STATUS
STATUSAnd now it appears to work!
11:35VISUALSTUDIO
VISUALSTUDIOAgain!
11:35FIXED
FIXEDSyntax error in API
11:34VISUALSTUDIO
VISUALSTUDIOCompiling!
10:44LINK
LINKAnd that should link it all together
10:44NEIL
NEILNeil code
10:18C++
C++API set up to make it possible for Apollo to create new Kthura objects of any kind and not just actors
1:40STATUS
STATUSWendicka It's late now... I hope I can get into the deep of all this tomorrow....

Assuming everything works the way it should (which is as I cannot test yet, far from certain) adding items to the field should be easy now, however I must take in mind that a few adaptions to the Apollo engine could be needed, as spawning actors is already possible but creating other kinds of Kthura objects may not yet be fully covered....

1:24SCRIPT
SCRIPTI've set up a generator which determines which items can be found randomly in a dungeon... This script is also set up to keep in mind that more kinds of items can be added when you enter the same dungeon during later cycles
0:58STUDY
STUDY I had to set a few things in order ... It's been a long time, so you cannot expect me to remember everything
0:32NOTE
NOTE I will do things a bit different than in the original game. In the original game you merely had to come close to an item to pick it up.... On slower computers this is bound to cause lags. In order to get rid of that I decided to make all items in the field clickables. This can make you miss some items in longer runs when you merely use Dijkstra to get to the next floor in one click as the heroes will no longer pick up items they come past, but it saves so much CPU speed in the process (as I now only have to check stuff whe you actually click something) I'll take that as a valid price to pay.
- = 9 Oct 2020 = -
21:51STATUS
STATUSThe way things are now cannot be tested... I cannot tell if this works now.... But from here I can set up the system that places items at random in dungeons
21:14MEDICAL
MEDICALSue And now a headache is getting the better of me
21:14SCRIPT
SCRIPTSub itself
21:14LINK
LINKMore linkup done
21:14LINK
LINKI've set up some linkup code for Inventory read-outs
2:22BACKUP
BACKUPBig backup running now... May take longer than one day, but it's needed sometimes
- = 8 Oct 2020 = -
22:56STATUS
STATUSThe next step should be to make it possible for items to appear in the dungeons. After all, no items, no inventory
21:52TEST
TESTTake III
21:52COSMETIC
COSMETICCoordinate fix
21:39COSMETIC
COSMETICWrong color fixed
21:34JUDGMENT
JUDGMENT The basis works, but some more work is required
21:29TEST
TESTTake II
21:29FIXED
FIXEDWendicka That!
21:29BUG
BUGI wish I could say that for the inventory code
21:29CONFIRMED
CONFIRMEDAt least it appers the link works
21:25TEST
TESTBakina Take I
21:25STATUS
STATUSDoes it work?
21:23LINK
LINKDone
21:22NOTE
NOTE That is once I linked it to the core part
21:21NOTE
NOTE All it does is show the sockets... No items are there yet!
21:21DONE
DONEA start to the inventory screen
21:07CONFIG
CONFIGLoader will see this now
21:06CHECKED
CHECKEDGraphic check
16:57TRANSFER
TRANSFERIcon
3:18NOTE
NOTE A full database in once (as I need for achievements) comes later!
3:18C#
C#MyData should now be able to export to Neil record by record
2:58OPTIMIZATION
OPTIMIZATIONMyData is now faster when saving big databases!
2:54DATABASE
DATABASEIAA database adapted for the new version of the project
1:55STATUS
STATUSOne of the first things to do next will likely be to adapt MyData in order to support exporting to Neil, plus I need to make some adaptions anyway, as the original database was for the BlitzMax versions of MyData
1:16CLOSED
1:16CLOSED
- = 7 Oct 2020 = -
19:39STATUS
STATUSFirst, a break!
19:38NOTE
NOTE I do wanna make a few changes, though, but that's a later concern... That's just configuration
19:38CONFIRMED
CONFIRMEDStuff works now!
19:36TEST
TESTTake IV
19:36JUDGMENT
JUDGMENT You kidding me?
19:33TEST
TESTTake III
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