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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 |  BARF |
23:32 | FIXED |  Should be fixed now |
23:32 | STUPIDITY |  The Apollo linkup features are all in caps, Jeroen, and even Neil cannot change THAT |
23:24 | FAILURE |  WalkTo == nil value? |
23:23 | TEST |  And let's see what happens next... |
23:23 | VOID |  Right-o |
23:22 | FUCKYOU |  Alright, this is an issue with Neil not yet covering orders up well, I guess |
23:21 | TEST |  And another test will then have to tell me more! ;) |
23:21 | STUPIDITY |  For starters I forgot to save my code, and then this was nothing more but the only possible outcome |
23:20 | 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! |
23:19 | BUG |  Nothing happens |
23:11 | 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! |
23:10 | DONE |  WalkTo request |
23:01 | CONFIRMED |  What the debug log shows is completely in line what I expected to see |
22:41 | DEBUG |  I'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). |
22:39 | LINK |  And I've linked that routine to the callback |
22:39 | SCRIPT |  Before I get to the walking itself I first want to test if the coordinates are properly processed |
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 |  "Checked" icon added to this devlog |
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 |  And the blockmap I see is the blockmap I WANTED to see |
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 |  I've done a blockmap check |
21:29 | BACKUP |   Running! |
21:15 | STATUS |  But first a little break! |
21:13 | NOTE |  And in the Yaqirpa (and only there) a kind of "follow-the-leader" system will be in place |
21:13 | STATUS |  The next step is to make walking around possible... |
21:08 | NOTE |  Problem solved, hahaha! |
21:06 | NOTE |  Not too much bother though... It only requires me to resort to a bit of dirty code, that's all.... |
21:06 | NOTE |  Right.... How could I forget.... Neil only executes group constructors the first time a group is being accessed..... |
21:05 | TEST |  ... |
21:05 | EXPERIMENT |  Well? |
21:05 | NOTE |  Wait a minute! |
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 |  An extra line the system cannot refuse (no, I'm not the Godfather), should give me an answer. If the system refuses that confirms only more that stuff is not loaded the way it should be. |
21:00 | DEBUG |  The debug log shows everything SHOULD have worked.... Since it didn't more investigation is needed |
20:55 | TEST |  And well? |
20:55 | DEBUG |  One Debug line added I now do need |
20:55 | DUMMIED |  Debug line I no longer need |
20:38 | INVESTIGATION |  And now to find the answer the the question "Why!" |
20:38 | NOTE |  It appears (so the logs imply) the mapscript is not loaded when loading the map from a savegame file.... |
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 |  That is a later concern, though |
19:17 | BUG |  Except for the transporter pad that should not be there during the prologue |
19:17 | NOTE |  Most what I see is what I want to see |
19:08 | TEST |  Let's see then.... |
19:08 | VOID |  That should cover that issue |
19:07 | DONE |  Not the most elegant method, but hey, what works, that works! |
19:07 | CONFIRMED |  This was indeed the reason |
19:02 | NOTE |  Although I do have a feeling I know what's happening here! |
19:01 | BUG | |
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 |  Pointer declared and defined as NULL *INSIDE* the loop...... Fuck you, Jeroen! This is BEYOND stupidity! |
18:55 | INVESTIGATION |  Now this pointer should never possible be NULL, so let's see what's happening here. |
18:53 | NOTE |  The question is now how this can happen! |
18:53 | CONFIRMED |  Just as I thought... Not the string was the issue, but the pointer! |
18:52 | TEST |   Well? |
18:52 | DEBUG |  Let's see..... |
18:45 | TEST |  Well? |
18:45 | EXPERIMENT |  What does this do? |
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 |  Moar debug stuff |
18:37 | DUMMIED |  I've dummed the Kthura object killer debug output.... At the present time I don't need that anymore! |
18:36 | NOTE |  So far everything in the logs looks like the way it should look |
18:33 | TEST |   Well, all I can do now is test |
18:26 | DEBUG |  I've set up a quick macro which should get up some more clarity on this one! |
18:16 | DEBUG |  Now the question is WHY this happens |
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 |  Party Sub auto-load |
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 |  Please note that during the prologue, only Wendicka can lead the group, but after the prologue all playable characters can be put in the lead |
17:02 | SCRIPT |  The setup to automatically get the player sprite to have the correct texture based on who is the leader |
16:52 | DEBUG |  A way to check stuff |
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 |  Protection can sometimes work against you, and being a bit unsafer can sometimes be the better call, I suppose |
16:05 | FUCKYOU |  DAMN! |
16:04 | TEST |  Take IV |
16:04 | NOTE |  BARF = Build Apollo Resource File What else did you expect? |
16:04 | POWERSHELL |  Let's run BARF again |
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 |  Some things are not yet saved though, like achievements and stuff... I simply can't do all at once, you know |
15:54 | NOTE |  The most notable effect will now be that "LOADING" appears on screen, and that the music changes to the background music of the Yaqirpa. This does not yet do much in sight otherwise, but if all that happens without crashing, it's only a matter of linking things up further |
15:53 | LINK |  I've linked that now the the save game loader |
15:51 | NOTE |  That is the code for that has been written now... There's still a lot more to do to make it actually work! |
15:49 | DONE |   The map stuff should now also be taken in order |
15:29 | DYRT |  Stuff done! |
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 |  Running! |
- = 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 |  Now THAT seems more like it! |
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 |  Okay, real life stuff got a bit on things |
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 |  So I dummied the code causing that for now, so i can focus on that first |
19:06 | NOTE |  Before all that I need to do some additional tests |
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 |  Extra debug lines must provide me some answers |
19:00 | MYSTERY |  Checked the code, and given the way C++ works and the code around it this cannot be possible |
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 |  DOH! |
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 |  And now it works.... Odd! |
18:41 | TEST |  Take VIII |
18:41 | VISUALSTUDIO |  So let's see inside Visual Studio |
18:41 | INVESTIGATION |  Time to find out why |
18:40 | COCKROACH |  Fix ignored! |
18:39 | TEST |  Take VII |
18:39 | C++ |  I had to recompile for that! |
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 |  IDIOT! |
18:14 | TEST |  Take VI |
18:13 | C++ |  Recompile |
18:13 | TEST |  FIxed Missing link |
18:13 | STUPIDITY |   Ah right.... missing link |
18:11 | DUMMIED |  Okay.... I had to dummy a variable that got undeclared in the process |
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 |  WTF is happening here? |
17:50 | TEST |  Take II |
17:50 | DEBUG |  Adding a few debug lines |
17:49 | NOTE |  The error presented is useless to me, so this is gonna be hard! |
17:03 | FIXED |  Ah, try and catch were not accepted yet as keywords, eh? |
16:34 | TEST |  Take II |
16:34 | NEIL |  Neil proved its worth here! |
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 |  The script should at least be able now to parse and read the GameVars |
16:19 | LUA |  A few enhancements to the Neil core library |
16:11 | C++ |  Fantastico! It all compiles |
16:09 | APOLLO |  Well that should cover the C++ part of the story, I guess |
16:04 | C++ |  The mechanism which loads the general data and the party has been set... The general data needs to be parsed and processed by the scripts though, so there's still a way to go! |
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 |  Basis done for loading |
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