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| 23:37 | FAILURE | Total crash upon walking |
| 23:32 | TEST | And well, let's see now then, eh? |
| 23:32 | POWERSHELL | |
| 23:32 | FIXED | Should be fixed now |
| 23:32 | STUPIDITY | |
| 23:24 | FAILURE | WalkTo == nil value? |
| 23:23 | TEST | And let's see what happens next... |
| 23:23 | VOID | Right-o |
| 23:22 | FUCKYOU | |
| 23:21 | TEST | And another test will then have to tell me more! ;) |
| 23:21 | STUPIDITY | |
| 23:20 | NOTE | |
| 23:19 | BUG | Nothing happens |
| 23:11 | NOTE | |
| 23:10 | DONE | |
| 23:01 | CONFIRMED | What the debug log shows is completely in line what I expected to see |
| 22:41 | DEBUG | |
| 22:39 | LINK | |
| 22:39 | SCRIPT | |
| 22:35 | TECHNO | Then again, you can only read this post when that update has taken place, hahaha! |
| 22:34 | TECHNO | Will automatically update on all posts on the next update |
| 22:34 | SITE | |
| 22:33 | NOTE | I still didn't hide what should be hidden, this is because I need Zone Actions for that, but the zone actions require the walking routines to be fully operational before they can be properly tested, so that's why I'll focuss on walking around first! |
| 22:32 | JUDGMENT | |
| 22:31 | TECHNO | This check is needed to make sure the blockmap will NOT be the factor that messes up walking around, you nsee |
| 22:31 | CHECKED | |
| 21:29 | BACKUP | Running! |
| 21:15 | STATUS | But first a little break! |
| 21:13 | NOTE | |
| 21:13 | STATUS | The next step is to make walking around possible... |
| 21:08 | NOTE | |
| 21:06 | NOTE | |
| 21:06 | NOTE | |
| 21:05 | TEST | ... |
| 21:05 | EXPERIMENT | |
| 21:05 | NOTE | |
| 21:03 | DEBUG | I've added one more clause to definitely seal this.... |
| 21:03 | CONFIRMED | The mapscript is not loaded.... The constructor in the MapScript group would have been triggered if it was.... |
| 21:01 | NOTE | |
| 21:00 | DEBUG | |
| 20:55 | TEST | And well? |
| 20:55 | DEBUG | |
| 20:55 | DUMMIED | |
| 20:38 | INVESTIGATION | |
| 20:38 | NOTE | |
| 20:36 | TEST | .... |
| 20:36 | NOTE | Let's see why the transpad isn't removed! |
| 19:18 | STATUS | ![]() I need a break, now! |
| 19:18 | NOTE | |
| 19:17 | BUG | Except for the transporter pad that should not be there during the prologue |
| 19:17 | NOTE | |
| 19:08 | TEST | Let's see then.... |
| 19:08 | VOID | That should cover that issue |
| 19:07 | DONE | |
| 19:07 | CONFIRMED | This was indeed the reason |
| 19:02 | NOTE | |
| 19:01 | BUG | ![]() ![]() Briggs being level 20 (which is a stat) shows the stats apparently load properly... No errors due to divisions by zero seem to indicate the point maxima are loaded properly, but the amount of points the characters have is another story... Or so it seems.... |
| 18:58 | TEST | And another test is in order! |
| 18:58 | FIXED | Unwanted fallthrough |
| 18:58 | CONFIRMED | Seems to be so! |
| 18:57 | TEST | But does that work, now? |
| 18:57 | FIXED | Well that's been fixed now of course! |
| 18:56 | STUPIDITY | This is BEYOND stupidity! |
| 18:55 | INVESTIGATION | |
| 18:53 | NOTE | |
| 18:53 | CONFIRMED | Just as I thought... Not the string was the issue, but the pointer! |
| 18:52 | TEST | ![]() Well? |
| 18:52 | DEBUG | |
| 18:45 | TEST | Well? |
| 18:45 | EXPERIMENT | |
| 18:42 | TEST | Well let's see.... |
| 18:42 | FIXED | Fixed? |
| 18:40 | BUG | ![]() I see that the directory stripper is bugged..... It puts in the last slash, and it shouldn't be there |
| 18:38 | DEBUG | |
| 18:37 | DUMMIED | |
| 18:36 | NOTE | |
| 18:33 | TEST | ![]() Well, all I can do now is test |
| 18:26 | DEBUG | |
| 18:16 | DEBUG | |
| 18:15 | BUG | The only thing that could cause this is when maxima are all set to 0.... And that means the party data is not properly loaded! |
| 18:14 | BUG | I see..... |
| 18:13 | BUG | Huh? |
| 18:13 | TEST | Let's see |
| 18:12 | TECHNO | Speed is the reason I chose the way I did |
| 18:12 | DONE | |
| 18:10 | TEST | Well, if this works, we can really get into the game itself |
| 18:09 | DONE | And now the setup has been done to enter the FIELD flow once loading a savegame is succesful |
| 17:43 | TEST | Well? |
| 17:43 | FIXED | DORK! |
| 17:29 | TEST | Well, let's see! |
| 17:29 | VOID | Voided that issue! |
| 17:09 | STATUS | With this all set, I can make sure the game links through to the Field Flow |
| 17:06 | TODO | |
| 17:03 | NOTE | |
| 17:02 | SCRIPT | |
| 16:52 | DEBUG | |
| 16:35 | TECHNO | ![]() I did realize that the leader was not yet set... This is a bit of an error on my side, but not one that is impossible to fix, or to void, without having to create new savegames files... Of course, I have not yet a file that can fully login to Game Jolt... |
| 16:32 | STATUS | ![]() The effect I was hoping for as what I get now |
| 16:06 | TEST | Take V |
| 16:06 | REMOVED | |
| 16:05 | FUCKYOU | |
| 16:04 | TEST | Take IV |
| 16:04 | NOTE | What else did you expect? |
| 16:04 | POWERSHELL | |
| 16:03 | COCKROACH | Fix ignored! |
| 16:02 | TEST | Take III |
| 16:02 | POWERSHELL | Barf script |
| 16:01 | FIXED | Illegal API function call |
| 15:58 | TEST | Take II |
| 15:58 | FIXED | Invalid method called |
| 15:55 | TEST | Take I |
| 15:55 | STATUS | Wish me luck! |
| 15:54 | NOTE | |
| 15:54 | NOTE | |
| 15:53 | LINK | |
| 15:51 | NOTE | |
| 15:49 | DONE | The map stuff should now also be taken in order |
| 15:29 | DYRT | |
| 14:57 | STATUS | I'll first get into some tests in Dyrt.... So be back later! |
| 9:53 | FIXED | I *THINK* I fixed #210 for real now, but I'm not sure |
| 1:33 | STATUS | And more work next time! |
| 1:33 | BACKUP | |
| - = 29 Sep 2020 = - | ||
| 21:35 | CONFIRMED | ![]() Well at least the GameVars appear to be working now |
| 21:32 | TEST | Taek XVIII |
| 21:32 | FIXED | Oh, not a property, just an undentified metatable not linked |
| 20:12 | STATUS | And after my break in general |
| 20:12 | STATUS | ![]() After dinner |
| 20:12 | BUG | I really must get the bug fixed about static properties, so that will be my next thing to get into.... |
| 20:11 | TEST | Take XVII |
| 20:11 | FIXED | Missing State |
| 20:10 | JUDGMENT | |
| 19:45 | TEST | Take XVI |
| 19:44 | FIXED | ANd I think I fixed Neil while I was resting from entering my house |
| 19:44 | DONE | |
| 19:10 | STATUS | I'll investigate this later though... I need a break, and I need some food... |
| 19:09 | BUG | I do not know if the GameVars script is executed or not, but it looks like it's not.... None of the Game Vars have their specific value, so that reeks like a "no" |
| 19:07 | TEST | ![]() Take XV |
| 19:07 | DUMMIED | |
| 19:06 | NOTE | |
| 19:06 | CONFIRMED | Ah, the error that should come.... |
| 19:05 | TEST | Take XIV |
| 19:04 | SOLVED | Right that was also not even what happened.... It was just a mispelled idientifier in Neil itself, and since Lua doesn't need declarations (hence while I needed Neil), unexplainable bugs happen (the sucky thing about Lua) |
| 19:02 | COCKROACH | The debug log even confirms this impossibility as the string is just returned as is should be |
| 19:00 | TEST | Take XIII |
| 19:00 | DEBUG | |
| 19:00 | MYSTERY | |
| 18:59 | BUG | ![]() Nil returned by API |
| 18:52 | TEST | ![]() Take XII |
| 18:52 | FIXED | That should do it! |
| 18:49 | BUG | FINALLY A SCRIPT BUG! |
| 18:48 | TEST | Take XI |
| 18:47 | FIXED | Truly fixed now then? |
| 18:47 | COCKROACH | The compiler hates me for this fix |
| 18:46 | TEST | Take X |
| 18:46 | FIXED | Fixed that! |
| 18:45 | STUPIDITY | |
| 18:44 | COCKROACH | ![]() Ignored? |
| 18:44 | TEST | Take IX |
| 18:44 | FORCE | I need to force a few things or the loader will give me one hell of a problem! |
| 18:41 | HUH | |
| 18:41 | TEST | Take VIII |
| 18:41 | VISUALSTUDIO | |
| 18:41 | INVESTIGATION | |
| 18:40 | COCKROACH | Fix ignored! |
| 18:39 | TEST | Take VII |
| 18:39 | C++ | |
| 18:38 | FIXED | ![]() Fixed that idiocy |
| 18:16 | BUG | Forgot to configure the path in the C++ code for the savegames, and as a result it cannot find them! |
| 18:16 | STUPIDITY | |
| 18:14 | TEST | Take VI |
| 18:13 | C++ | |
| 18:13 | TEST | FIxed Missing link |
| 18:13 | STUPIDITY | Ah right.... missing link |
| 18:11 | DUMMIED | |
| 18:09 | TEST | Take V |
| 18:09 | FORCE | I'll turn the try blocks out, but this will produce crashes on corrupted data (unfortinately) |
| 17:56 | TEST | ![]() Take IV |
| 17:56 | FIXED | Bad C-string-format expression |
| 17:55 | TEST | Take III |
| 17:55 | DEBUG | |
| 17:50 | TEST | Take II |
| 17:50 | DEBUG | |
| 17:49 | NOTE | |
| 17:03 | FIXED | Ah, try and catch were not accepted yet as keywords, eh? |
| 16:34 | TEST | Take II |
| 16:34 | NEIL | |
| 16:33 | FIXED | ![]() Dupe identifier |
| 16:31 | TEST | Here goes! |
| 16:27 | STATUS | In the way the game is now, the Game Vars are loaded, and it will look like nothing more happens (unless there's an error, as the system should then complain about a corrupted savegame). Game Vars can however be checked in my debug console, so I guess that is the best way to go now then. |
| 16:21 | TECHNO | That is a bit of THE oil behind the game scripting, so very verrrry important |
| 16:21 | SCRIPT | |
| 16:19 | LUA | |
| 16:11 | C++ | |
| 16:09 | APOLLO | Well that should cover the C++ part of the story, I guess |
| 16:04 | C++ | |
| 13:21 | STATUS | The plan for today is to get some stuff done for loading savegames. And also to test some stuff in Dyrt... The latter will be limited to testing though... Although I must say that one of the New Game+ dungeons is also soon to be added there.... |
| - = 28 Sep 2020 = - | ||
| 23:24 | CONFIRMED | That worked |
| 23:21 | TEST | ![]() Let's test what I got anyway... Take I |
| 23:20 | STATUS | At least the game will buzz if you try to load an empty slot.... Actually loading a game is a bit more delicate, and will require me more time to do just right |
| 23:20 | DONE | |
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