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 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98
23:39FIXED
FIXEDAdmiral Johnson Syntax error in mapscript
23:39FIXED
FIXEDGlue error in Kthura Neil linkup code
23:36TEST
TESTTake I
23:36MAPSCRIPT
MAPSCRIPTI've set the mapscript to show and hide stuff by label accordingly now, and I've also linked them to the ZoneAction routine
23:32NOTE
NOTE VERRRRRY important, you know!
23:32LINK
LINKI've set this all right now in the general map link code, so I can easily access it from mapscripts
23:22VISUALSTUDIO
VISUALSTUDIOCompiling
23:22LINK
LINKAnd that links it all indefinitely
23:21NEIL
NEILNeil glue code
23:20NOTE
NOTE Sue NOT THERE YET!
23:20LINK
LINKLinked to scripting engine
23:18APOLLO
APOLLOAPI functions
23:14FIXED
FIXEDAnd about 500 error messages disappeared in the process.... sheesh!
23:14FIXED
FIXEDRemoved a } on a very crucial spot where it shouldn't have been
23:08APOLLO
APOLLOThere's also the Apollo part of the code
23:08KTHURA
KTHURAThat covers the part of the Kthura core code
23:08C++
C++Showing and hiding by label has now been coded in the core of Kthura
22:23NOTE
NOTE This will require me to dive into Kthura itself, as this is a core feature
22:23STATUS
STATUSThe next part will be the possibility to hide and show based on the labels
22:23FIXED
FIXEDIt seems to work now!
22:17CONFIRMED
CONFIRMEDBakina At least I now know that the CONSOLE error doesn't appear anymore
22:17EXPERIMENT
EXPERIMENTNot sure if this will work, but I gotta try things out
22:05UNDESIREABLE
UNDESIREABLEI do see a dramatic drop in the fps....
Now this not always to blame on the current code, so I need to be careful before setting conclusions to this...
21:58VOID
VOIDI think I got the "No "CONSOLE" flow" error under control now...
21:51TEST
TESTTake XVI
21:51FORCE
FORCEBriggs Sigh!
21:49TEST
TESTTake XV
21:44FORCE
FORCEI see why the MapScript didn't work
21:42NOTE
NOTE First of all is it beyond me why the Zone Action doesn't trigger on the spawnplayer, which is also odd....
21:41FUCKYOU
FUCKYOU"Nil" value is not possible... This is a fully automated metatable...
21:39TEST
TESTTake XIV
21:38FIXED
FIXEDKota I think
21:38HUH
HUHThis is odd... Maybe I linked things differently in Dyrt
21:37HUH
HUHWTF????
21:33TEST
TESTTake XIII
21:33FIXED
FIXEDHopefully that fixes stuff
21:33DONE
DONEI've brought the IsInZone to the collective object
21:24FUCKYOU
FUCKYOU"Main Object must be either Object or Actor (it is a )"
21:23TEST
TESTTake XII
21:23FUCKYOU
FUCKYOUThe error cannot be happening, but I expanded the error in order to get more clarity on this bullshit
21:12TEST
TESTTake XI
21:12STUPIDITY
STUPIDITYLet's NOT talk about that one!
21:12TEST
TESTReggie Take IX
21:11VISUALSTUDIO
VISUALSTUDIOI configured Visual Studio to perform the BARF automatically whenever I compile the C++ code
21:11C++
C++Compiling
21:11LINK
LINKAnd that links it all
21:11NEIL
NEILGlue code
21:07LINK
LINKPart of the link done that way
21:07APOLLO
APOLLOAttached as an API
21:06C++
C++Is in zone function for Apollo
21:04VOID
VOIDDr. Sal’pr’drita I hope I voided that no CONSOLE flow issue
21:01STATUS
STATUSYeah, with IsInZone a valid error pops up
21:00TEST
TESTTake VIII
20:59LINK
LINKAdmiral Lovejoy I've linked the ZoneAction to the main flow
20:58HUH
HUHI do not know why it complains about the CONSOLE flow, as there is no reason for this to happen
20:55TEST
TESTTake VII
20:55VOID
VOIDDid I void this?
20:55HUH
HUHMember is not static... Of course it's not... it was not even a static call....
20:51TEST
TESTTake VI
20:51FIXED
FIXEDInit needed
20:40TEST
TESTTake V
20:40FIXED
FIXEDWrong variable
20:35TEST
TESTTake IV
20:35FIXED
FIXEDFixed that
20:35FUCKYOU
FUCKYOUAdmiral Johnson I do need to set this right, eh?
20:31TEST
TESTTake III
20:31STUPIDITY
STUPIDITYAh!
20:30HUH
HUHFUNCTION VALUE?????????
20:26TEST
TESTTake II
20:26FIXED
FIXEDSyntax error
20:21TEST
TESTTake I
20:21NOTE
NOTE Now it comes down to hiding and showing by labels.... Something the API does not yet support. I did however put a debug line in the first event.... It should cast a message if it works....
20:16LINK
LINKZone Action
20:09NOTE
NOTE Of course, the linker has not yet been set up, and that means that everything it still possible
20:08STATUS
STATUSNo more crashes
20:07TEST
TESTBriggs Rolf Take VI
20:07FIXED
FIXEDonly " make a string in Neil... not '
19:20FIXED
FIXEDI think I fixed all unknown identifiers
19:18VOID
VOIDVoided that issue
19:09BUG
BUGI really must find out why Neil doesn't accept "self" in Destructors
19:08TEST
TESTTake V
19:08FIXED
FIXEDDestructor definitions are a bit different in Neil
19:07TEST
TESTTake IV
19:06DUMMIED
DUMMIEDKettingkaart -- For the short term I won't need it, and when I need it I think I must recode that anyway
19:03TEST
TESTTake III
19:03POWERSHELL
POWERSHELLBARF needed
19:02BUG
BUGDr. Sal’pr’drita This error was in a bug routine, so another error is expected, but at least I can now see what it is, and very likely also WHERE it is!
19:02FIXED
FIXEDSyntax error in Neil itself
18:59TEST
TESTTake II
18:58VOID
VOIDFor now I'll void that... I don't need it anyway, and in the rare occasions I still might (I don't expect them) there are tons of ways around this....
18:57COCKROACH
COCKROACHI see that infinity is still not operating the way it should
18:54STATUS
STATUSAll I can test so far is if no errors occur, but that already counts for a lot.... Neil is still pretty fragile, you see....
18:54TRANSFER
TRANSFERZone Action main script has been transferred and been adapted for Neil
18:31FIXED
FIXEDI think I fixed the fact that "infinity" was ignored by Neil
18:22STATUS
STATUSThis means that I am ready now to get onto the ZoneAction routines.... And these are very important, as 99% of the stuff happening in the game is bound to that, and don't underestimate it as there are many things taken care of by this routine than you think. Not only the activating of bosses or scenarios, but stairways linking to each other also happen through all this....
18:12CONFIRMED
CONFIRMEDIt works!
18:11TEST
TESTTake II
18:10POWERSHELL
POWERSHELLRolf Barf
18:08FIXED
FIXEDFixed
18:08BUG
BUGLinkup error
18:05TEST
TESTXenobi I need to test if this works, though
18:01NOTE
NOTE This should also work on if Wendicka walks on while a BoxText is up
18:01SCRIPT
SCRIPTAutoTexPlayer is now part of the CallBack setup.... This should also cause Wendicka to automatically turn her face as she walks
16:28STATUS
STATUSSuccess!
16:28C++
C++Let's try that again!
16:28FIXED
FIXEDAHA!
16:28FAILURE
FAILURECompiler didn't like that!
16:26C++
C++Compiling!
16:25APOLLO
APOLLOXenobi And another API feature richer, I guess
16:25LINK
LINKThat should link it all together
16:25NEIL
NEILGlue code
16:23C++
C++Has Object tag?
11:12STATUS
STATUSI'm gonna push this crap and take a break
11:11DUMMIED
DUMMIEDDebug code I no longer need
11:11STATUS
STATUSProblem solved!
11:09TEST
TESTHere goes!
11:09C++
C++And then I can now do the C++ test
11:05APOLLO
APOLLOBefore I can test I first need to rebuild my resources, since part of the trouble was in the script
11:05STATUS
STATUSSo this should mean the coordinates are fixed now.... If this is true remains to be seen, since this still does not fully fully explain Wendicka going diagonally, but hey, I've seen crazier things....
11:04FIXED
FIXEDFoxy And the script sent through the wrong variables as I had some ready in which the coordinates were already calculated through
11:03FIXED
FIXEDThat should no longer happen
11:03SOLVED
SOLVEDDijkstra tried to calculate the start position AGAIN, while it shouldn't do it.... A leftover from trying to extract these from the actor while that didn't work at all...
11:01RESULT
RESULT
Actor PLAYER is walking to (606,418)   (real:1)  Layer:YAQIRPA
KthuraActor.YAQIRPA::WalkTo(606,418,1)!
Start point: (976,1728)
Calc (if applicable): >> (30,54) -> (18,13)    grid: 32x32
Dijkstra debug - succes: 0; Length: 1(0,1) -> (18,13)
Dijkstra debug: Node #0 (592(18), 448(13))

This tells me a few things.... First of all Dijkstra does get (0,1) as start position, but that is not the position being sent as that is (30,54), which also appears to make more sense from my own calculations. Second, the destination appears to be calculated from the pure mouse coordinates, but the scroller modifications were not received, and that is very extremely strange at best, as the script did instruct the engine to...... The latter should be easy to work out, the former should not be possible given the parameters I set up, but hey, let's solve these ONE BY ONE, shall we?

10:57NOTE
NOTE ANd hopefully I get data now that makes sense!
10:56TEST
TESTWell, let's see what this data pops up.....
10:54DEBUG
DEBUGFoxy My list of possibilities to figure this out grows thin..... Nothing makes sense
10:50TEST
TESTWell, let's see what we'll get here..... :-/
10:50DEBUG
DEBUGMore workout required, I guess!
10:47DEBUG
DEBUG
000000001 | // Mapstuff
000000002 | Init
000000003 | 	FldMap.ScrollX = 16
000000004 | 	FldMap.ScrollY = 1188
000000005 | 	FldMap.AutoScroll = true
000000006 | 	GrPlayer.X = 976
000000007 | 	GrPlayer.Y = 1728
000000008 | 	GrPlayer.Wind = "NORTH"
000000009 | end

This is the data inside the savegame.... No way those coordinates could (divided by 32) come to (0,1), really!
10:46NOTE
NOTE Now the start point (0,1) already doesn't make sense, and what (17,4) is based upon, I really don't know
10:44RESULT
RESULT
>
> *
> *******
>
>
>                                             XXXXXX
>                                             XXXXXX
>                                             XXXXXX
>                                            XXXXXXX
>                  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
>                  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
>                  XXXXXXXXXXXXX XXXXXXXXXXXXXX  XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>    XXXXXXXX     XX                        XXX
>   XX  XX  XX    XX                        XXX
>   XX  XX  XX    XX                        XXX
>   XX  XX  XX    XX                        XXX
>   X        X    XX                        XXX
>   X        X    XX                        XXX
>   X        X    XX                        XXX
>    XXXXXXXX     XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
>                             X  X            XXXXX
>                        XXXXXX  XXXXXX XXXXXXXXXXX
>  XXXXXXX XXXXXX XXXXXX XXXXXX  XXXXXXXX  XX XXXXX
> XX  XX XXXXXXXXXX XX XXXXXXXX  XXXXXXXX  XX XX X
> XX  XX XXX XX XXX XX XXX            XXX  XX XX XXX
> XX  XX XXX XX XXX XX XX              X      XX XXX
> X       XX XX XX      X              X      XX
> X       X      X      X              X       XXXXX
> X       X      X      X              X       X
>  XXXXXXXX      X      X              XXXXXXXXX
>          XXXXXX XXXXXXX              X
>                  X XX X              X XX
>                       XXXXXXX   XXXXXXXXXXXXXXXXXX
>                        X XXXX   X X XXXXXXXXXXXXXX
>                            XX   XX  XXXXXXXXXXXXXX
>                           XXX   XXXXXXX        XXX
>                           XXX   XXXXXX           X
>                           XX     XXXX
Yirl Whatever that is... The blockmap seems good, but the route doesn't make sense at all!
10:42TEST
TESTWell?
10:42FIXED
FIXEDAh, I see my mistake
10:41JUDGMENT
JUDGMENT That data is USELESS!
10:40TEST
TESTHere goes!
10:40DEBUG
DEBUGMOAR debug lines will have to tell me the truth about matters
10:25RESULT
RESULT
Actor PLAYER is walking to (566,156)   (real:1)  Layer:YAQIRPA
KthuraActor.YAQIRPA::WalkTo(566,156,1)!
Dijkstra debug - succes: 1; Length: 21(0,1) -> (17,4)
Dijkstra debug: Node #0 (16(0), 64(1))
Dijkstra debug: Node #1 (16(0), 96(2))
Dijkstra debug: Node #2 (16(0), 128(3))
Dijkstra debug: Node #3 (16(0), 160(4))
Dijkstra debug: Node #4 (48(1), 160(4))
Dijkstra debug: Node #5 (80(2), 160(4))
Dijkstra debug: Node #6 (112(3), 160(4))
Dijkstra debug: Node #7 (144(4), 160(4))
Dijkstra debug: Node #8 (176(5), 160(4))
Dijkstra debug: Node #9 (208(6), 160(4))
Dijkstra debug: Node #10 (240(7), 160(4))
Dijkstra debug: Node #11 (272(8), 160(4))
Dijkstra debug: Node #12 (304(9), 160(4))
Dijkstra debug: Node #13 (336(10), 160(4))
Dijkstra debug: Node #14 (368(11), 160(4))
Dijkstra debug: Node #15 (400(12), 160(4))
Dijkstra debug: Node #16 (432(13), 160(4))
Dijkstra debug: Node #17 (464(14), 160(4))
Dijkstra debug: Node #18 (496(15), 160(4))
Dijkstra debug: Node #19 (528(16), 160(4))
Dijkstra debug: Node #20 (560(17), 160(4))

I am not sure if what these numbers show is in compliance with the truth

10:22TEST
TESTWell since sometimes the stuff is as trivial as that I need to run another test!
10:14FIXED
FIXEDWell, part of the issue was due to an x value being defined as a y... that is fixed at least
10:13NOTE
NOTE And what Dijkstra produces after appears to make sense, but the node translator in Kthura turns it into very strange crap.... really
10:11RESULT
RESULT
Actor PLAYER is walking to (553,429)   (real:1)  Layer:YAQIRPA
KthuraActor.YAQIRPA::WalkTo(553,429,1)!Dijkstra debug - succes: 0; Length: 1(0,1) -> (17,13)
Dijkstra debug: Node #0 (32(0), 0(0))

NONE of the numbers shown make sense... well except maybe for the destination coordinates the Dijkstra driver produces, and really... that's all....

10:09TEST
TESTExHuRU And let's try that again, shall we?
10:09FIXED
FIXEDWell fixed that crap up
10:01NOTE
NOTE What I do see though is that Wendicka's y coordinate even went to -1.... Negative numbers should NEVER pop up, so things are really busted
10:01STUPIDITY
STUPIDITYPlaced the debug logging routines in the wrong function, so that's why the data I asked for didn't appear.... STOOOOOOOOOPID!
9:59TECHNO
TECHNONow these were issues I faced before in Kthura for BlitzMax too, but it's always a big hassle to find out what is causing that....
9:58NOTE
NOTE it's clear that Dijkstra did not understand at all what to do, ro that the Kthura is bugged on the data sending to Dijkstra.... Wendicka went to a spot where she clearly should NEVER have gone to, and since she's also not allowed to walk diagonally, stuff is really busted.... I really need to sort this all out!
9:50TEST
TESTLet's see now!
9:50DEBUG
DEBUGNode debugger added
9:44NOTE
NOTE Nothing happens, but at least no crash!
9:40DEBUG
DEBUGYirl Different approach as this is getting nowhere... When everything about this matter is impossible we do need another way to do things!
9:35NOTE
NOTE So whatever goes wrong, everything points to the Dijkstra routine now
9:34DEBUG
DEBUGCrystal Even the WalkTo line itself works the way it should
9:28DEBUG
DEBUGThat line really rules out all possibilities for this crash to happen....
9:28RESULT
RESULT "Actor PLAYER is walking to (550,111) (real:0) Layer:YAQIRPA"
9:27DEBUG
DEBUGUltimate test.... I a good layername pops up, it's proven computers CAN lie
9:26DEBUG
DEBUGThe debug data still denotes the crash is impossible
9:24TEST
TESTLet's see....
9:24DEBUG
DEBUGThe only possibility i can think of now is that the actor is not properly retrieved by the Apollo-Kthura-API
9:17DEBUG
DEBUGThis would imply that whatever goes wrong, the WalkTo routine would be to blame, eh?
9:15DEBUG
DEBUGNope I do get the same data... it was just a small formula error in my debug line
9:14DEBUG
DEBUGNow let's see
9:12HUH
HUHNo output, but no crash either!
9:11DEBUG
DEBUGWendicka I've set up another way to enforce the same crash upon spawning
9:11COCKROACH
COCKROACHBugs that don't exist can also not be fixed...
9:10CONFIRMED
CONFIRMEDThe crash is indeed a lie
9:08DEBUG
DEBUGDebug This will enforce a crash upon creation... At least, it has to, because if it doesn't it's confirmed all the more the walk crash cannot happen
8:52DEBUG
DEBUGMore debug lines (not that they can answer much, due the the impossible claims made by the game).
8:47ANALYSIS
ANALYSISThe claims done about the actor's parent layer are beyond ridiculous
0:06TEST
TESTWell, let's see....
0:06ANALYSIS
ANALYSISWell Just as I thought... Exhausted as I am, but I couldn't resist
- = 30 Sep 2020 = -
23:51STATUS
STATUSHowever I'm tired and I need my rest now....
23:51TECHNO
TECHNOI need to fully study this one out, and that may not be easy
23:49DEBUG
DEBUGThe error C++ throws in Visual Studio doesn't make that much sense, but makes me think a NULL referrence is made, and now to find out how this could happen, as that would mean the actor has likely no parent, which should not be possible.
23:40TEST
TESTAnd see what happens next!
23:40VISUALSTUDIO
VISUALSTUDIOExHuRU Crystal McLeen - Big alternate Let's take the testing to VisualStudio now then....
23:39COSMETIC
COSMETICSavegame names will no longer appear through "LOADING"
23:38INVESTIGATION
INVESTIGATIONAnd I guess I will now have to find out WHY!
23:37FAILURE
FAILURETotal crash upon walking
23:32TEST
TESTAnd well, let's see now then, eh?
23:32POWERSHELL
POWERSHELLBARF
23:32FIXED
FIXEDShould be fixed now
23:32STUPIDITY
STUPIDITYThe Apollo linkup features are all in caps, Jeroen, and even Neil cannot change THAT
23:24FAILURE
FAILUREWalkTo == nil value?
23:23TEST
TESTAnd let's see what happens next...
23:23VOID
VOIDRight-o
23:22FUCKYOU
FUCKYOUAlright, this is an issue with Neil not yet covering orders up well, I guess
23:21TEST
TESTAnd another test will then have to tell me more! ;)
23:21STUPIDITY
STUPIDITYFor starters I forgot to save my code, and then this was nothing more but the only possible outcome
23:20NOTE
NOTE This is not really telling me much, though.... I just need to check a few things before I can draw any conclusions at all!
23:19BUG
BUGNothing happens
23:11NOTE
NOTE A lot of under-the-hood coding in C++ has been done before I could actually reach this point... There is as such not telling at all if this will work or not... All I can do is hope for the best!
23:10DONE
DONEWalkTo request
23:01CONFIRMED
CONFIRMEDWhat the debug log shows is completely in line what I expected to see
22:41DEBUG
DEBUGI've also set up a console command which will tell me the coordinates of the PLAYER actor.... That is the actor representing you (I guess that was obvious).
22:39LINK
LINKAnd I've linked that routine to the callback
22:39SCRIPT
SCRIPTBefore I get to the walking itself I first want to test if the coordinates are properly processed
22:35TECHNO
TECHNOThen again, you can only read this post when that update has taken place, hahaha!
22:34TECHNO
TECHNOWill automatically update on all posts on the next update
22:34SITE
SITE"Checked" icon added to this devlog
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