| 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 | ||
| 0:30 | NOTE | |
| 0:30 | FIXED | the code itself |
| 0:29 | HUH | |
| 0:26 | TEST | Take VIII |
| 0:26 | EXPERIMENT | |
| 0:16 | STATUS | The question is now why the hiding of objects is being ignored |
| 0:15 | STATUS | FINALLY! |
| 0:06 | TEST | Take VII |
| 0:06 | FIXED | PLEASE! |
| 0:04 | COCKROACH | ![]() Fix ignored!!! |
| - = 1 Oct 2020 = - | ||
| 23:59 | TEST | Take VI |
| 23:59 | FUCKYOU | |
| 23:55 | TEST | Take V |
| 23:55 | VOID | ! |
| 23:55 | FUCKYOU | |
| 23:51 | TEST | Take IV |
| 23:51 | FIXED | Hopefully this fixes that |
| 23:50 | FUCKYOU | |
| 23:47 | BUG | I do not know why but nothing happens |
| 23:43 | TEST | Take III |
| 23:43 | FIXED | ![]() Forgotten "end" |
| 23:39 | TEST | Take II |
| 23:39 | FIXED | ![]() Syntax error in mapscript |
| 23:39 | FIXED | Glue error in Kthura Neil linkup code |
| 23:36 | TEST | Take I |
| 23:36 | MAPSCRIPT | |
| 23:32 | NOTE | |
| 23:32 | LINK | |
| 23:22 | VISUALSTUDIO | |
| 23:22 | LINK | |
| 23:21 | NEIL | |
| 23:20 | NOTE | NOT THERE YET! |
| 23:20 | LINK | |
| 23:18 | APOLLO | API functions |
| 23:14 | FIXED | And about 500 error messages disappeared in the process.... sheesh! |
| 23:14 | FIXED | Removed a } on a very crucial spot where it shouldn't have been |
| 23:08 | APOLLO | There's also the Apollo part of the code |
| 23:08 | KTHURA | |
| 23:08 | C++ | |
| 22:23 | NOTE | |
| 22:23 | STATUS | The next part will be the possibility to hide and show based on the labels |
| 22:23 | FIXED | It seems to work now! |
| 22:17 | CONFIRMED | ![]() At least I now know that the CONSOLE error doesn't appear anymore |
| 22:17 | EXPERIMENT | |
| 22:05 | UNDESIREABLE | I 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... |
| 21:58 | VOID | I think I got the "No "CONSOLE" flow" error under control now... |
| 21:51 | TEST | Take XVI |
| 21:51 | FORCE | ![]() Sigh! |
| 21:49 | TEST | Take XV |
| 21:44 | FORCE | I see why the MapScript didn't work |
| 21:42 | NOTE | |
| 21:41 | FUCKYOU | |
| 21:39 | TEST | Take XIV |
| 21:38 | FIXED | ![]() I think |
| 21:38 | HUH | |
| 21:37 | HUH | |
| 21:33 | TEST | Take XIII |
| 21:33 | FIXED | Hopefully that fixes stuff |
| 21:33 | DONE | |
| 21:24 | FUCKYOU | |
| 21:23 | TEST | Take XII |
| 21:23 | FUCKYOU | |
| 21:12 | TEST | Take XI |
| 21:12 | STUPIDITY | |
| 21:12 | TEST | ![]() Take IX |
| 21:11 | VISUALSTUDIO | |
| 21:11 | C++ | |
| 21:11 | LINK | |
| 21:11 | NEIL | |
| 21:07 | LINK | |
| 21:07 | APOLLO | Attached as an API |
| 21:06 | C++ | |
| 21:04 | VOID | ![]() I hope I voided that no CONSOLE flow issue |
| 21:01 | STATUS | Yeah, with IsInZone a valid error pops up |
| 21:00 | TEST | Take VIII |
| 20:59 | LINK | I've linked the ZoneAction to the main flow |
| 20:58 | HUH | |
| 20:55 | TEST | Take VII |
| 20:55 | VOID | Did I void this? |
| 20:55 | HUH | |
| 20:51 | TEST | Take VI |
| 20:51 | FIXED | Init needed |
| 20:40 | TEST | Take V |
| 20:40 | FIXED | Wrong variable |
| 20:35 | TEST | Take IV |
| 20:35 | FIXED | Fixed that |
| 20:35 | FUCKYOU | I do need to set this right, eh? |
| 20:31 | TEST | Take III |
| 20:31 | STUPIDITY | |
| 20:30 | HUH | |
| 20:26 | TEST | Take II |
| 20:26 | FIXED | Syntax error |
| 20:21 | TEST | Take I |
| 20:21 | NOTE | |
| 20:16 | LINK | |
| 20:09 | NOTE | |
| 20:08 | STATUS | No more crashes |
| 20:07 | TEST | ![]() Take VI |
| 20:07 | FIXED | only " make a string in Neil... not ' |
| 19:20 | FIXED | I think I fixed all unknown identifiers |
| 19:18 | VOID | Voided that issue |
| 19:09 | BUG | I really must find out why Neil doesn't accept "self" in Destructors |
| 19:08 | TEST | Take V |
| 19:08 | FIXED | Destructor definitions are a bit different in Neil |
| 19:07 | TEST | Take IV |
| 19:06 | DUMMIED | |
| 19:03 | TEST | Take III |
| 19:03 | POWERSHELL | |
| 19:02 | BUG | ![]() 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! |
| 19:02 | FIXED | Syntax error in Neil itself |
| 18:59 | TEST | Take II |
| 18:58 | VOID | For 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.... |
| 18:57 | COCKROACH | I see that infinity is still not operating the way it should |
| 18:54 | STATUS | All I can test so far is if no errors occur, but that already counts for a lot.... Neil is still pretty fragile, you see.... |
| 18:54 | TRANSFER | |
| 18:31 | FIXED | I think I fixed the fact that "infinity" was ignored by Neil |
| 18:22 | STATUS | This 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.... |
| 18:12 | CONFIRMED | It works! |
| 18:11 | TEST | Take II |
| 18:10 | POWERSHELL | Barf |
| 18:08 | FIXED | Fixed |
| 18:08 | BUG | Linkup error |
| 18:05 | TEST | ![]() I need to test if this works, though |
| 18:01 | NOTE | |
| 18:01 | SCRIPT | |
| 16:28 | STATUS | Success! |
| 16:28 | C++ | |
| 16:28 | FIXED | AHA! |
| 16:28 | FAILURE | Compiler didn't like that! |
| 16:26 | C++ | |
| 16:25 | APOLLO | ![]() And another API feature richer, I guess |
| 16:25 | LINK | |
| 16:25 | NEIL | |
| 16:23 | C++ | |
| 11:12 | STATUS | I'm gonna push this crap and take a break |
| 11:11 | DUMMIED | |
| 11:11 | STATUS | Problem solved! |
| 11:09 | TEST | Here goes! |
| 11:09 | C++ | |
| 11:05 | APOLLO | Before I can test I first need to rebuild my resources, since part of the trouble was in the script |
| 11:05 | STATUS | So 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.... |
| 11:04 | FIXED | ![]() And the script sent through the wrong variables as I had some ready in which the coordinates were already calculated through |
| 11:03 | FIXED | That should no longer happen |
| 11:03 | SOLVED | Dijkstra 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... |
| 11:01 | 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? |
| 10:57 | NOTE | |
| 10:56 | TEST | Well, let's see what this data pops up..... |
| 10:54 | DEBUG | My list of possibilities to figure this out grows thin..... Nothing makes sense |
| 10:50 | TEST | Well, let's see what we'll get here..... :-/ |
| 10:50 | DEBUG | |
| 10:47 | 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 | endThis is the data inside the savegame.... No way those coordinates could (divided by 32) come to (0,1), really! |
| 10:46 | NOTE | |
| 10:44 | 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 Whatever that is... The blockmap seems good, but the route doesn't make sense at all! |
| 10:42 | TEST | Well? |
| 10:42 | FIXED | Ah, I see my mistake |
| 10:41 | JUDGMENT | |
| 10:40 | TEST | Here goes! |
| 10:40 | DEBUG | |
| 10:25 | 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 |
| 10:22 | TEST | Well since sometimes the stuff is as trivial as that I need to run another test! |
| 10:14 | FIXED | Well, part of the issue was due to an x value being defined as a y... that is fixed at least |
| 10:13 | NOTE | |
| 10:11 | 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.... |
| 10:09 | TEST | ![]() And let's try that again, shall we? |
| 10:09 | FIXED | Well fixed that crap up |
| 10:01 | NOTE | |
| 10:01 | STUPIDITY | |
| 9:59 | TECHNO | Now 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.... |
| 9:58 | NOTE | |
| 9:50 | TEST | Let's see now! |
| 9:50 | DEBUG | |
| 9:44 | NOTE | |
| 9:40 | DEBUG | Different approach as this is getting nowhere... When everything about this matter is impossible we do need another way to do things! |
| 9:35 | NOTE | |
| 9:34 | DEBUG | Even the WalkTo line itself works the way it should |
| 9:28 | DEBUG | |
| 9:28 | RESULT | |
| 9:27 | DEBUG | |
| 9:26 | DEBUG | |
| 9:24 | TEST | Let's see.... |
| 9:24 | DEBUG | |
| 9:17 | DEBUG | |
| 9:15 | DEBUG | |
| 9:14 | DEBUG | |
| 9:12 | HUH | |
| 9:11 | DEBUG | I've set up another way to enforce the same crash upon spawning |
| 9:11 | COCKROACH | Bugs that don't exist can also not be fixed... |
| 9:10 | CONFIRMED | The crash is indeed a lie |
| 9:08 | DEBUG | |
| 8:52 | DEBUG | |
| 8:47 | ANALYSIS | |
| 0:06 | TEST | Well, let's see.... |
| 0:06 | ANALYSIS | |
| - = 30 Sep 2020 = - | ||
| 23:51 | STATUS | However I'm tired and I need my rest now.... |
| 23:51 | TECHNO | I need to fully study this one out, and that may not be easy |
| 23:49 | DEBUG | |
| 23:40 | TEST | And see what happens next! |
| 23:40 | VISUALSTUDIO | Let's take the testing to VisualStudio now then.... |
| 23:39 | COSMETIC | |
| 23:38 | INVESTIGATION | |
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