| 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 99 100 | ||
| 20:12 | COCKROACH | I guess there's gonna be war about mouse events as this is certainly NOT working the way it should |
| 20:11 | COCKROACH | WTF? |
| 20:09 | TEST | Take IV |
| 20:09 | FIXED | Syntax error |
| 20:07 | TEST | ![]() Take III |
| 20:07 | TEST | Well let's MAKE it right! |
| 20:06 | FORCE | This is NOT right! |
| 20:03 | TEST | Take II |
| 20:02 | FIXED | Scrolling up != Scrolling down |
| 19:58 | TEST | Take I |
| 19:58 | CHECKED | |
| 19:57 | DONE | |
| 19:54 | CONFIRMED | Works |
| 19:51 | TEST | Take II |
| 19:51 | FIXED | Extensions are required |
| 19:49 | TEST | Let's see now! |
| 19:49 | DONE | The scroll icons should appear in the save screen accordingly |
| 19:41 | LINK | |
| 19:40 | TECHNO | Given the way Star Story has been written I do expect them only to be used in the savegame screen, but you never know where else they can be useful, so it's always a good thing to make them more general... They ain't that RAM eating, anyway. |
| 19:39 | DONE | |
| 19:37 | STUDY | |
| 19:34 | NOTE | |
| 19:34 | GITHUB | |
| 19:33 | CLOSED | |
| 19:31 | STATUS | It works! |
| 19:29 | TEST | Take II |
| 19:29 | FIXED | Syntax error |
| 19:27 | TEST | Take I |
| 19:27 | MAPSCRIPT | I've linked the save functions to the GoSave function.... cheap, yet effective and costs less RAM too |
| 19:09 | CONFIRMED | It works... I get the expected error |
| 19:07 | TEST | Take III |
| 19:07 | VISUALSTUDIO | |
| 19:07 | LINK | |
| 19:06 | NEIL | |
| 19:06 | C++ | |
| 19:01 | BUG | I do NOT believe THAT! |
| 19:01 | HUH | |
| 18:59 | TEST | Take II |
| 18:59 | FIXED | Right-o |
| 18:59 | STUPIDITY | |
| 18:59 | BUG | ![]() Ah! |
| 18:57 | TEST | I wanna know if that works (if that does I'll get a crash as the event being linked to has not yet been created, but that's a later concern) |
| 18:56 | DONE | |
| 18:56 | DONE | |
| 17:14 | STATUS | I still need to take a break though.... I'll be back to work soon! |
| 17:14 | DYRT | |
| 14:57 | DYRT | |
| 0:45 | STATUS | ![]() And that will be it for now! |
| 0:43 | GITHUB | |
| 0:40 | BACKUP | |
| 0:38 | SYSTEM | |
| 0:38 | TODO | |
| 0:35 | TODO | |
| 0:35 | TODO | |
| 0:31 | CLOSED | |
| 0:29 | DONE | |
| 0:25 | CONFIRMED | So far, so good! |
| 0:23 | TEST | Take XI |
| 0:23 | FIXED | I guess I needed to do this the long way around |
| 0:21 | BUG | However clicking them will now crash the game, though, and I need to find out why! |
| 0:21 | CONFIRMED | At least the clickables are listed now and no longer ignored |
| 0:18 | TEST | Take X |
| 0:17 | FIXED | Error would pop up anyway, even when everything was right |
| 0:17 | COCKROACH | Hmmmm.... |
| 0:14 | TEST | ![]() Take IX |
| 0:14 | FORCE | Let's force things then |
| 0:11 | COCKROACH | Perhaps this traceback can get me some answers, as this no longer makes any sense at all! |
| 0:11 | RESULT | Error: [string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:100: Clickable::Create(NPC_SAVE1,YAQIRPA,816,function: 0000019158078E50,NPC_SAVE1,nil): Illegal function call!
State: FLOW_FIELD
stack traceback:
[string "--[[?]] local Neil = Neil --[[ Neil Translati..."]:4: in function <[string "--[[?]] local Neil = Neil --[[ Neil Translati..."]:3>
(...tail calls...)
[string "Apollo_Panic"]:24: in function 'Apollo_Panic'
[C]: in function 'error'
[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:100: in function <[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:84>
(...tail calls...)
[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:122: in function <[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:113>
(...tail calls...)
[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:215: in function <[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:173>
(...tail calls...)
[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:336: in function <[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:334>
[C]: in function 'xpcall'
[string "--[[RawCall]]..."]:5: in main chunk |
| 0:06 | TEST | Take VIII |
| 0:03 | UNDESIREABLE | It may slow down the loading a bit, but who cares... I doubt anybody will notice that millisecond of time loss |
| 0:02 | FORCE | Not really good for a beauty contest, but I guess it will get the job done... at least... I hope so |
| 0:00 | NOTE | |
| 0:00 | RESULT | Clickable::Create(NPC_SAVE1,YAQIRPA,816,function: 00000240DDD86D20,NPC_SAVE1,nil): Illegal function call! |
| - = 2 Oct 2020 = - | ||
| 23:56 | TEST | Take VII |
| 23:55 | DEBUG | |
| 23:55 | NOTE | |
| 23:52 | INVESTIGATION | It's making less and less sense now, but at least I got a lead now... well, sort of! |
| 23:51 | BUG | Well, I'll be, the constructor for clickables must dump a message in the log and doesn't do that... which means that it hasn't been called... |
| 23:49 | TEST | And let's see now, Take VI |
| 23:49 | DEBUG | |
| 23:48 | DEBUG | |
| 23:47 | HUH | |
| 23:45 | TEST | Take V |
| 23:44 | FIXED | Illegal class usage |
| 23:43 | TEST | And See what this checker lists |
| 23:42 | DEBUG | |
| 23:29 | INVESTIGATION | |
| 23:28 | BUG | Clickables appear to be ignored |
| 23:28 | STATUS | ![]() Walking normally still works |
| 23:26 | TEST | Take III |
| 23:26 | FUCKYOU | |
| 23:24 | TEST | Take II |
| 23:24 | FIXED | Ah, declaration issue |
| 23:23 | HUH | |
| 23:21 | TEST | Let's see then... |
| 23:21 | NOTE | |
| 23:20 | NOTE | |
| 23:18 | DONE | Clicking clickables should make Wendicka walk to them now |
| 22:49 | STATUS | Before I get onto the other things, let's get the savebook to work first, and maybe I can also get onto scrolling |
| 22:03 | FIXED | Player invisible after entering great hall |
| 22:00 | MAPSCRIPT | Great HallAnd tutorial about foes |
| 21:35 | CONFIRMED | Not really up for the beauty contest, but at least it works.... |
| 21:26 | FORCE | I didn't want to do this, but I guess a "ForcePassible" has to bring the solution now, or this will take forever! |
| 21:21 | TEST | Quick test! |
| 21:21 | KTHURA | |
| 21:20 | DONE | |
| 21:15 | HUH | |
| 21:13 | VISUALSTUDIO | |
| 21:12 | MYSTERY | |
| 21:10 | HUH | |
| 21:08 | DEBUG | |
| 20:15 | CONFIRMED | Fix confirmed |
| 20:13 | TEST | ![]() Quick test! |
| 20:13 | FIXED | I think |
| 20:12 | BUG | But when saving it tries to load in stead of to save, and that leads to a crash, but it shouldn't have happened in the first place |
| 20:12 | CONFIRMED | The save tutorial only appears once |
| 20:11 | STATUS | No more crashes on THIS department |
| 20:08 | TEST | V |
| 20:08 | FIXED | Very big error |
| 20:06 | TEST | Take IV |
| 20:06 | FIXED | I think I fixed this |
| 20:00 | TEST | Take III |
| 20:00 | POWERSHELL | B.A.R.F. |
| 20:00 | EXPERIMENT | |
| 20:00 | HUH | This should never have resulted into "nil" |
| 19:55 | TEST | Take II |
| 19:55 | FIXED | Syntax error x2 |
| 19:51 | LINK | |
| 19:47 | GENERATION | |
| 19:47 | DONE | |
| 19:05 | KTHURA | |
| 18:58 | DONE | |
| 18:46 | KTHURA | |
| 18:00 | STATUS | Test comes later |
| 17:48 | VISUALSTUDIO | |
| 17:48 | CHEAT | |
| 17:41 | LAZY | Saves me a lot of work later, you know! |
| 17:41 | CHEAT | |
| 17:41 | NEIL | |
| 17:40 | APOLLO | API |
| 17:36 | APOLLO | And now for the API, but there's a little crux here, as when an object doesn't exist, it should not be checked.... Maybe I should make Apollo crash out to that anyway, and leave it to the script to check that up |
| 17:35 | C++ | |
| 17:35 | KTHURA | |
| 17:23 | STATUS | The next step will now be the "clickables"... These are very important, you know... NPCs and stuff will be accessible this way, but they can also be (ab)used in order to do the save book.... |
| 17:20 | CONFIRMED | And that will be the only take, as it all works as it should..... |
| 17:20 | TEST | Take I |
| 17:02 | STATUS | I'll test later... I first have a few real-life issues to take care of! |
| 16:39 | TEST | ![]() And I guess I gotta put this to da test! |
| 16:39 | MAPSCRIPT | And the explanation will follow |
| 16:33 | DONE | |
| 16:24 | STUDY | |
| 15:14 | STATUS | My next objective here is to make sure the MapScript loads upon loading a map, and to attach it to the mapscript of the Yaqirpa so the save tutorial can be put onto the screen |
| 15:13 | DYRT | |
| 1:32 | STATUS | That will be all for now... The next step will now be to make sure that the scenario is chained to the map, so the game can easily connect to the mapscript. After all the game begins with a tutorial about saving, and will soon after also have a tutorial about encounters.... Covering the encounters themselves will be a later concern.... The battle engine has not yet even been set up at all.... And like always, the battle engine will be the most complex part of the entire process.... |
| 1:29 | STATUS | AT LAST! |
| 1:28 | TEST | Take XXII |
| 1:28 | STUPIDITY | |
| 1:26 | FUCKYOU | |
| 1:26 | DEBUG | |
| 1:25 | COCKROACH | The script says the right ifno is sent, yet the engine appears to have a different opinion.... |
| 1:24 | DEBUG | Extra debug line to find this one out! |
| 1:22 | COCKROACH | Fix ignored |
| 1:21 | TEST | Take XX |
| 1:21 | FIXED | And fixed... I hope |
| 1:21 | STUPIDITY | |
| 1:20 | DEBUG | |
| 1:17 | TEST | Take XIX |
| 1:17 | DEBUG | |
| 1:15 | CONFIRMED | At least showing the player works |
| 1:14 | TEST | Take XVIII |
| 1:14 | C++ | |
| 1:13 | FIXED | Code typo in my C++ code.... Due to it being an API call with a string, the compiler never picked that one up |
| 1:13 | HUH | What? |
| 1:11 | TEST | Take XVII |
| 1:11 | FIXED | Syntax error |
| 1:09 | TEST | Take XVI |
| 1:08 | DONE | |
| 1:08 | DEBUG | |
| 1:07 | DEBUG | |
| 1:03 | TEST | Take XV |
| 1:02 | FUCKYOU | |
| 1:00 | TEST | Take XIV |
| 0:59 | FUCKYOU | |
| 0:58 | TEST | Take XIII |
| 0:57 | FUCKYOU | Code typo |
| 0:51 | TEST | Take XII |
| 0:51 | COCKROACH | ZIEK word je hiervan! |
| 0:49 | TEST | Take XI |
| 0:49 | FIXED | Syntax error |
| 0:47 | TEST | Well, NEXT (Take X) |
| 0:47 | DEBUG | |
| 0:41 | LINK | |
| 0:41 | DEBUG | |
| 0:40 | DEBUG | |
| 0:38 | NOTE | |
| 0:38 | KTHURA | |
| 0:34 | BUG | But it doesn't show what has to be shown, either |
| 0:34 | FIXED | ![]() At least it hides everything |
| 0:32 | TEST | Take IX |
| 0:32 | FIXED | Save Game file |
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