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10:20FAILURE
FAILUREAdmiral Lovejoy Nope Chrome is also not willing to comply
10:19EXPERIMENT
EXPERIMENTPerhaps a different browser then?
10:18FAILURE
FAILUREI also wonder why Firefox is suddenly messing up with my color settings
10:17FAILURE
FAILURENow stuff is REALLY acting up on me
10:15SYSTEM
SYSTEMAnd I see the defragmentation of my external harddries is "a bit" overdue
10:13SITE
SITE"System" tag icon set up
10:11BACKUP
BACKUPA full backup is running
10:06SYSTEM
SYSTEMLoads of crap found, I see
9:59SYSTEM
SYSTEMWell if we need to close everything down anyway, let's do some system crap that was way overdue, shall we?
9:56SYSTEM
SYSTEMThe "speed" (or rather lack thereof) with which it loaded the locally stored version of the Dyrt devlog makes me fear for the worst....
9:55SYSTEM
SYSTEMAnd let's see what happens after a little restart
9:53SYSTEM
SYSTEMSo let's do a total crashdown of the browser
9:53SYSTEM
SYSTEMNow I've the feeling it all my browser and not really the internet itself
9:51FAILURE
FAILURELess lagging on the internet, but still no real good!
2:38FAILURE
FAILUREAnd I'm gonna sleep now, and somehow, I think I'll be awake sooner than that stuff on the internet gets up-to-date.... DAAAAAMN!
2:37TODO
TODOScrolling in savegame screen
2:37TODO
TODOSavegame Cancel
2:37REMINDER
REMINDERTo do: Load Game (at least I can still see it here without having to update the internet, as that is gonna take millennia at this rate)
2:34FAILURE
FAILUREI was hoping to get everything on-line up-to-date, this century
2:32TODO
2:29FAILURE
FAILUREMy internet appears to be on strike... It's very extremely slow, and much of stuff is timing out
2:23JUDGMENT
JUDGMENT The Goddess For now!
2:23JUDGMENT
JUDGMENT It will have to do
2:19TEST
TESTLet's see now!
2:19NEIL
NEILThanks to the macro system that was just changing ONE line ;)
2:19CONFIG
CONFIGAdmiral Johnson I've set the margin to 5 (was 1)
2:19JUDGMENT
JUDGMENT But a few cosmetic things are still in order
2:18JUDGMENT
JUDGMENT I see all I see
2:14TEST
TESTWell does that all work or not?
2:14DONE
DONEadded the actual save data
2:08CONFIRMED
CONFIRMEDAstrilopup FINALLY!
2:05TEST
TESTTake X
2:05POWERSHELL
POWERSHELLBARF
2:05FIXED
FIXEDMOAR!
2:05STUPIDITY
STUPIDITYLEARN TO SPELL, JEROEN!
2:04TEST
TESTTake IX
2:03POWERSHELL
POWERSHELLBARF
2:03FIXED
FIXEDcode typo in glue code
2:03FIXED
FIXEDIndeed... However now it comes with another lie!
2:02TEST
TESTSue Take VIII
2:01NOTE
NOTE Shows that Neil itself was at least working properly
2:01STUPIDITY
STUPIDITYAnd I think I see why.... STOOOPID!
2:01HUH
HUHNow this is beyond anything I expected.... The function retrieving the data, formed a string output of the Lua memory pointer of the data....
1:56TEST
TESTTake VII
1:56FIXED
FIXEDSyntax error
1:55TEST
TESTTake VI
1:54DEBUG
DEBUGOne more debug line should now solve it all?
1:53DEBUG
DEBUGWell, the logs still give me data that make this outcome impossible, so I guess I need to search on
1:53TEST
TESTBakina Take V
1:51MYSTERY
MYSTERYI can't see the trouble, but let's move on...
1:49INVESTIGATION
INVESTIGATIONBriggs So where does it go wrong then?????
1:49RESULT
RESULT I see the chopping also goes correct
1:47TEST
TESTLet's see now!
1:47DEBUG
DEBUGMOAR debug lines
1:45RESULT
RESULT The debug stuff shows, that the computer did detect the header... Now why didn't it load?
1:41TEST
TESTTake IV
1:41DEBUG
DEBUGLet's see if the claim is correct
1:38COCKROACH
COCKROACHKota And even after a restart it keeps persistent on that, so this is gonna be a challenge
1:36TEST
TESTTake III
1:36BUG
BUGIt did seem, the computer didn't detect the savegame file exists now, and that's something I need to sort out
1:32CONFIRMED
CONFIRMEDSave game file itself appears to be saved properly
1:31FIXED
FIXEDDidn't have to click... Just overing activated the savegame routine
1:29TEST
TESTTake II
1:29TECHNO
TECHNOIt's always so irritating parsers do easily give the wrong line when the error is either at the start or the end of a line
1:28FIXED
FIXEDSyntax error
1:27TEST
TESTTake I
1:26DONE
DONEReggie Saving should (assuming I didn't make any mistakes) now be possible
1:09DONE
DONEAnd now the compiler DOES agree! :)
1:09FIXED
FIXEDAh, function name typo
1:09FAILURE
FAILUREHowever the compiler doesn't agree with me
1:09LINK
LINKThat should link it
1:09NEIL
NEILNeil part done
1:05APOLLO
APOLLOTurned that into API functions
1:05C++
C++Quick Stretch Draw routines
0:58CONFIG
CONFIGSave Icons
0:43TEST
TESTAdmiral Lovejoy Dr. Sal’pr’drita Let's see
0:43COSMETIC
COSMETICFor now this is only cosmetic as nothing happens when you click, but at least I can see if stuff works this way
0:42DONE
DONEHover effect
0:41FIXED
FIXEDI see now... existing entry or non-existent entry was messed up
0:40BUG
BUGDoesn't look too good
0:37CONFIRMED
CONFIRMEDThe header does appear though
0:37BUG
BUGNo empty slots show
0:35FIXED
FIXEDInvalid tag
0:32FIXED
FIXEDIllegal Function call
0:30TEST
TESTAdmiral Johnson Take IV
0:30FIXED
FIXEDMacro error
0:28TEST
TESTTake III
0:28DONE
DONE"Empty Slot"
0:10TEST
TESTTake II
0:10FIXED
FIXEDAsset load parameter error
0:09TEST
TESTLet's see how that looks
0:08SCRIPT
SCRIPTI've set up the Screenbox
- = 27 Sep 2020 = -
23:55NOTE
NOTE The audio will be important later, but the font, that's a different story, that is important now!
23:55LINK
LINKBriggs And I linked the big font to the loader
23:55LINK
LINKLinked the audio to the main loader
23:54FONT
FONTA 35 pixel version of the Robotica font.... I needed that anyway, and this was the proper moment to come up with it, I guess
23:48AUDIO
AUDIOPuzzle solved music box jingle
23:48AUDIO
AUDIOLevel up - Music Box jingle (yes, that will remain the same)
23:34TEST
TESTTake V
23:34FIXED
FIXEDMissing var initiation
23:34TEST
TESTRolf Take IV
23:32FIXED
FIXEDPAth error
23:29TEST
TESTDr. Sal’pr’drita Take III
23:29FIXED
FIXEDFile name typo
23:28TEST
TESTTake II
23:28FIXED
FIXEDSyntax error
23:26TEST
TEST(although all the savegame UI will show now is a black screen, the character bar and the mouse pointer).
23:26DEBUG
DEBUGTo make my life easier, I've set the debug command to easily get into the save screen
19:53STATUS
STATUSAnd from there the moment has arrived that I can up the UI (at last).
19:51DONE
DONEI've made a header readout script for the savegame manager (the UI flow that is)
19:44LINK
LINKAnd that automatically links stuff together
19:44APOLLO
APOLLORolf Added them to the API list
19:22C++
C++I did make some functions that can both check the existence of a savegame, as well as limit itself to only reading out its header
17:54NOTE
NOTE I have therefore decided to make a capped system, where only 1000 savegames in total can be made and no more. Now I didn't even create that much in one folder during my produciton of earlier titles, so I don't expect anything like that to happen during the production of this game either...
17:50TECHNO
TECHNOThe fact that C++ does NOT have a default library to load file lists, except for one which is Windows only, does complicate things a bit. I am therefore a bit reliant on a bit of dirty ways to get things done
17:41JUDGMENT
JUDGMENT And not only that, it also contains what I wanted to see, which is even better!
17:41CONFIRMED
CONFIRMEDHeader is saved.... Oh goodie!
17:39TEST
TESTSigh!
17:39STUPIDITY
STUPIDITYForgot to call the function compiling the header
17:32NOTE
NOTE And that should do it, for now
17:32DONE
DONEXenobi Header compiler
17:21STUDY
STUDY Quick study about some things in the map data
17:14STATUS
STATUSNow there's only one more thing to do, before I can create the entire savegame menu up.
15:02TEST
TESTNEXT!
15:02FIXED
FIXEDMOAR CRAP!
14:58TEST
TESTXenobi NEXT!
14:58FIXED
FIXEDI think I fixed a 'count' issue
14:53TEST
TESTLet's go!
14:04DONE
DONEThe basic lists should be created now
14:03REMINDER
13:58SCRIPT
SCRIPTList creation should take place now
13:21CLOSED
CLOSED#13 can be closed now!
13:19TEST
TESTWell?
13:18DONE
DONEAnd now the core thing behind #13 should be done (at last!)
13:15TECHNO
TECHNOWhich are the same as in C and C++
13:15FIXED
FIXEDReplaced old BlitzMax escapes with their respective C# variants
13:14STATUS
STATUSAnd due to that I can finally get onto working out #13
13:14STATUS
STATUSAT LAST THE ERROR I WAS HOPING TO SEE!
13:09TEST
TESTYirl Next!
13:09FIXED
FIXEDReference error
13:09COCKROACH
COCKROACHI hate you!
13:05TEST
TESTAnd again!
13:05CLEANUP
CLEANUPRemoved a file that only exists due to an earlier typo
13:05FIXED
FIXEDName file directory error
12:59TEST
TESTWell, how many tests did this take?
12:59FIXED
FIXEDMissing closure, and thus this didn't get added
12:59COCKROACH
COCKROACHThat cannot be
12:58COCKROACH
COCKROACHExHuRU C++ doesn't save the lists at all????
12:57COCKROACH
COCKROACHFixes ignored
12:55TEST
TESTAnother test is in order!
12:55FIXED
FIXEDFoxy I think
12:54BUG
BUG"Character 'Briggs' misses the data entry 'LISTS'. Either this file is incomplete or the engine that wrote this file is outdated!"
12:51TEST
TESTAnother test is in order
12:51FIXED
FIXEDShould be fixed now
12:47STATUS
STATUSFixing
12:47BUG
BUG#13 I see.... Directory issues in my C++ code... No C# code's fault
12:43NOTE
NOTE Crystal No errors, but it does get no furhter than loading that party members set up I see
12:40FIXED
FIXEDHopefully that's been fixed
12:39NOTE
NOTE As expected though, the links entry DOES indeed only contain the closure tag
12:39SOLVED
SOLVEDI see what causes Stach to suffer, and also to cause the RPG char viewer to malfunction
12:38HUH
HUHStach crashes upon analysing the "Links"
12:37INVESTIGATION
INVESTIGATIONLet's use Stach to see what is happening
12:37COCKROACH
COCKROACHIt stays with no effect at all, though
12:36NOTE
NOTE (errors are expected as a new tag, yet unknown to the C# code is present)
12:36TEST
TESTRight, a few new savegames were created, now to see for #13 if the RPG reader picks them up
12:32TEST
TESTWendicka Again
12:32FIXED
FIXEDHopefully "end" will no longer be confused with end (string!=keyword)
11:58TEST
TESTI do need to create my savegames anew in order to see if stuff really works now
11:57DONE
DONELinks will be saved now!
11:39TECHNO
TECHNOTechnically the same goes for the link detector, but as C++ is more delicate than C# I hope things go well here (in this stage of the game's development it will go no further than creating an empty link file, maybe 1 byte indicating the closure tag, but still)
11:38TECHNO
TECHNOThat was just copying from C# into C++ and doing a few small adaptions
11:38TRANSFER
TRANSFERFunction that saves individual link
11:34TECHNO
TECHNOThis complicates things as I didn't want to go for the links until i could check their full workings, but I'm afraid I got no other choice now
11:34INVESTIGATION
INVESTIGATIONAh, BINGO! The RPGChar routine also checks the links....
11:32INVESTIGATION
INVESTIGATIONNo odd things pop in the debug logs, but perhaps I need to sort things out more into detail then
11:29FIXED
FIXEDYirl A few config fixes, but those are only cosmetic fixes for my own interest
11:25INVESTIGATION
11:24BUG
BUGAnd when it comes to #13 , things turn out worse than I thought, as the char viewer ignores all party data inside the savegame files of Star Story, which is, since they use the same encoding as my earlier games, quite odd... I need to find out why!
11:24CLOSED
11:11DONE
DONEInit block set of Map's data as otherwise Neil will throw an error
11:10JUDGMENT
JUDGMENT So far so good, but I see one important thing
11:02TEST
TESTAnd Let's see how things go!
11:02RECOVERED
RECOVEREDUndummied Wind Saving
11:02STATUS
STATUSNot everything is done now, though!
11:02C++
C++Compile
11:01C++
C++Oh, stupid! There was a better method indeed, how could I forget?
11:00NEIL
NEILGlue code
10:58C++
C++That was the C++ part
10:58APOLLO
APOLLOAPI added
10:54KTHURA
KTHURAWind can be set and be retrieved from KthuraActor*
0:39STATUS
STATUSBut now is the time to call it a day!
0:38BUG
BUG#13 It seems that RPGCharView doesn't even detect the party data, while it should, so this is something to sort out!
0:37TODO
0:37TODO
0:27TEST
TESTWell?
0:27STUPIDITY
STUPIDITYForgotten link
0:23DONE
DONEMoar stuff in savegames
- = 26 Sep 2020 = -
22:24JUDGMENT
JUDGMENT So far so good.... Not there yet.... nooooo nooo, not nearly there, but the start is made!
22:20BUG
22:19VOID
VOIDVoided that for now, but I must make a not of that in Neil
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