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23:13 | SCRIPT |  The buzzer will be used if you try to load an empty slot |
23:11 | LINK |  Loaded by the MAIN script |
23:10 | AUDIO |  Transferred the buzzer |
22:52 | TEST |  Take IV |
22:52 | FIXED |  Taken care of that |
22:52 | STUPIDITY |  No party bar in load screen... remember, there is no party yet! |
22:50 | TEST |  Take III (I think) |
22:49 | FIXED |  Wrong class |
22:41 | FIXED |  File reference incorrect |
22:37 | TEST |  Only way to find out is by testing this, of course.... Take I |
22:36 | NOTE |  It's important to note that loading itself doesn't work... the game will crash as soon as you try, however it should at least be possible to select a game to load |
22:36 | LINK |  Linked this to the menu |
22:20 | SCRIPT |  Function to go to the Load Game Screen |
22:18 | NOTE |  The load game will always use this screen, yes, also when you use the computers in Nizozemska (which are merely XTs) to save before.... Should be obvious, but never hurts to make sure to tell, right? |
22:17 | SCRIPT |  Activator to set script to "Load", which is (of course) needed to make loading games possible |
18:55 | STATUS |  stuff is not yet done, and I don't even expect things to be done today... I hope I can get a few more things done on Star Story or otherwise testing in Dyrt, but it might be better if I skip that until the maintenance programs are done |
18:55 | DYRT |  I could still get some Dyrt stuff done, but it took longer than normal |
18:55 | STATUS |  System maintenance done |
10:29 | SOLVED |  I see now... My dark mode addon's settings were reset and influenced FireFox where it shouldn't have |
10:27 | FAILURE |  That still doesn't answer the question why Firefox fails to show my devlog in accordance to the css file and Chrome does, though |
10:26 | FIXED |  Ah, my internet appears to be running normally again.... (At last) |
10:21 | SYSTEM |  At least google chrome does show the devlog page the way it should |
10:20 | FAILURE |   Nope Chrome is also not willing to comply |
10:19 | EXPERIMENT |  Perhaps a different browser then? |
10:18 | FAILURE |  I also wonder why Firefox is suddenly messing up with my color settings |
10:17 | FAILURE |  Now stuff is REALLY acting up on me |
10:15 | SYSTEM |  And I see the defragmentation of my external harddries is "a bit" overdue |
10:13 | SITE |  "System" tag icon set up |
10:11 | BACKUP |  A full backup is running |
10:06 | SYSTEM |  Loads of crap found, I see |
9:59 | SYSTEM |  Well if we need to close everything down anyway, let's do some system crap that was way overdue, shall we? |
9:56 | SYSTEM |  The "speed" (or rather lack thereof) with which it loaded the locally stored version of the Dyrt devlog makes me fear for the worst.... |
9:55 | SYSTEM |  And let's see what happens after a little restart |
9:53 | SYSTEM |  So let's do a total crashdown of the browser |
9:53 | SYSTEM |  Now I've the feeling it all my browser and not really the internet itself |
9:51 | FAILURE |  Less lagging on the internet, but still no real good! |
2:38 | FAILURE |  And 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! |
2:37 | TODO |  Scrolling in savegame screen |
2:37 | TODO |  Savegame Cancel |
2:37 | REMINDER |  To 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) |
2:34 | FAILURE |  I was hoping to get everything on-line up-to-date, this century |
2:32 | TODO | |
2:29 | FAILURE |  My internet appears to be on strike... It's very extremely slow, and much of stuff is timing out |
2:23 | JUDGMENT |  For now! |
2:23 | JUDGMENT |  It will have to do |
2:19 | TEST |  Let's see now! |
2:19 | NEIL |  Thanks to the macro system that was just changing ONE line ;) |
2:19 | CONFIG |   I've set the margin to 5 (was 1) |
2:19 | JUDGMENT |  But a few cosmetic things are still in order |
2:18 | JUDGMENT |  I see all I see |
2:14 | TEST |  Well does that all work or not? |
2:14 | DONE |  added the actual save data |
2:08 | CONFIRMED |  FINALLY! |
2:05 | TEST |  Take X |
2:05 | POWERSHELL |  BARF |
2:05 | FIXED |  MOAR! |
2:05 | STUPIDITY | LEARN TO SPELL, JEROEN! |
2:04 | TEST |  Take IX |
2:03 | POWERSHELL |  BARF |
2:03 | FIXED |  code typo in glue code |
2:03 | FIXED |  Indeed... However now it comes with another lie! |
2:02 | TEST |   Take VIII |
2:01 | NOTE |  Shows that Neil itself was at least working properly |
2:01 | STUPIDITY |  And I think I see why.... STOOOPID! |
2:01 | HUH |  Now this is beyond anything I expected.... The function retrieving the data, formed a string output of the Lua memory pointer of the data.... |
1:56 | TEST |  Take VII |
1:56 | FIXED |  Syntax error |
1:55 | TEST |  Take VI |
1:54 | DEBUG |  One more debug line should now solve it all? |
1:53 | DEBUG |  Well, the logs still give me data that make this outcome impossible, so I guess I need to search on |
1:53 | TEST |   Take V |
1:51 | MYSTERY |  I can't see the trouble, but let's move on... |
1:49 | INVESTIGATION |   So where does it go wrong then????? |
1:49 | RESULT |  I see the chopping also goes correct |
1:47 | TEST |  Let's see now! |
1:47 | DEBUG |  MOAR debug lines |
1:45 | RESULT |  The debug stuff shows, that the computer did detect the header... Now why didn't it load? |
1:41 | TEST |  Take IV |
1:41 | DEBUG |  Let's see if the claim is correct |
1:38 | COCKROACH |   And even after a restart it keeps persistent on that, so this is gonna be a challenge |
1:36 | TEST |  Take III |
1:36 | BUG |  It did seem, the computer didn't detect the savegame file exists now, and that's something I need to sort out |
1:32 | CONFIRMED |  Save game file itself appears to be saved properly |
1:31 | FIXED |  Didn't have to click... Just overing activated the savegame routine |
1:29 | TEST |  Take II |
1:29 | TECHNO |  It'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 |
1:28 | FIXED |  Syntax error |
1:27 | TEST |  Take I |
1:26 | DONE |   Saving should (assuming I didn't make any mistakes) now be possible |
1:09 | DONE |  And now the compiler DOES agree! :) |
1:09 | FIXED |  Ah, function name typo |
1:09 | FAILURE |  However the compiler doesn't agree with me |
1:09 | LINK |  That should link it |
1:09 | NEIL |  Neil part done |
1:05 | APOLLO |  Turned that into API functions |
1:05 | C++ |  Quick Stretch Draw routines |
0:58 | CONFIG |  Save Icons |
0:43 | TEST | |
0:43 | COSMETIC |  For now this is only cosmetic as nothing happens when you click, but at least I can see if stuff works this way |
0:42 | DONE |  Hover effect |
0:41 | FIXED |  I see now... existing entry or non-existent entry was messed up |
0:40 | BUG |  Doesn't look too good |
0:37 | CONFIRMED |  The header does appear though |
0:37 | BUG |  No empty slots show |
0:35 | FIXED |  Invalid tag |
0:32 | FIXED |  Illegal Function call |
0:30 | TEST |   Take IV |
0:30 | FIXED |  Macro error |
0:28 | TEST |  Take III |
0:28 | DONE |  "Empty Slot" |
0:10 | TEST |  Take II |
0:10 | FIXED |  Asset load parameter error |
0:09 | TEST |  Let's see how that looks |
0:08 | SCRIPT |  I've set up the Screenbox |
- = 27 Sep 2020 = - |
23:55 | NOTE |  The audio will be important later, but the font, that's a different story, that is important now! |
23:55 | LINK |   And I linked the big font to the loader |
23:55 | LINK |  Linked the audio to the main loader |
23:54 | FONT |  A 35 pixel version of the Robotica font.... I needed that anyway, and this was the proper moment to come up with it, I guess |
23:48 | AUDIO |  Puzzle solved music box jingle |
23:48 | AUDIO |  Level up - Music Box jingle (yes, that will remain the same) |
23:34 | TEST |  Take V |
23:34 | FIXED |  Missing var initiation |
23:34 | TEST |   Take IV |
23:32 | FIXED |  PAth error |
23:29 | TEST |   Take III |
23:29 | FIXED |  File name typo |
23:28 | TEST |  Take II |
23:28 | FIXED |  Syntax error |
23:26 | TEST |  (although all the savegame UI will show now is a black screen, the character bar and the mouse pointer). |
23:26 | DEBUG |  To make my life easier, I've set the debug command to easily get into the save screen |
19:53 | STATUS |  And from there the moment has arrived that I can up the UI (at last). |
19:51 | DONE |  I've made a header readout script for the savegame manager (the UI flow that is) |
19:44 | LINK |  And that automatically links stuff together |
19:44 | APOLLO |   Added them to the API list |
19:22 | 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 |
17:54 | 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... |
17:50 | TECHNO |  The 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 |
17:41 | JUDGMENT |  And not only that, it also contains what I wanted to see, which is even better! |
17:41 | CONFIRMED |  Header is saved.... Oh goodie! |
17:39 | TEST |  Sigh! |
17:39 | STUPIDITY |  Forgot to call the function compiling the header |
17:32 | NOTE |  And that should do it, for now |
17:32 | DONE |   Header compiler |
17:21 | STUDY |  Quick study about some things in the map data |
17:14 | STATUS |  Now there's only one more thing to do, before I can create the entire savegame menu up. |
15:02 | TEST |  NEXT! |
15:02 | FIXED |  MOAR CRAP! |
14:58 | TEST |   NEXT! |
14:58 | FIXED |  I think I fixed a 'count' issue |
14:53 | TEST |  Let's go! |
14:04 | DONE |  The basic lists should be created now |
14:03 | REMINDER | |
13:58 | SCRIPT |  List creation should take place now |
13:21 | CLOSED | #13 can be closed now! |
13:19 | TEST |  Well? |
13:18 | DONE |  And now the core thing behind #13 should be done (at last!) |
13:15 | TECHNO |  Which are the same as in C and C++ |
13:15 | FIXED |  Replaced old BlitzMax escapes with their respective C# variants |
13:14 | STATUS |  And due to that I can finally get onto working out #13 |
13:14 | STATUS |  AT LAST THE ERROR I WAS HOPING TO SEE! |
13:09 | TEST |   Next! |
13:09 | FIXED |  Reference error |
13:09 | COCKROACH |  I hate you! |
13:05 | TEST |  And again! |
13:05 | CLEANUP |  Removed a file that only exists due to an earlier typo |
13:05 | FIXED |  Name file directory error |
12:59 | TEST |  Well, how many tests did this take? |
12:59 | FIXED |  Missing closure, and thus this didn't get added |
12:59 | COCKROACH |  That cannot be |
12:58 | COCKROACH |   C++ doesn't save the lists at all???? |
12:57 | COCKROACH |  Fixes ignored |
12:55 | TEST |  Another test is in order! |
12:55 | FIXED |   I think |
12:54 | BUG |  "Character 'Briggs' misses the data entry 'LISTS'. Either this file is incomplete or the engine that wrote this file is outdated!" |
12:51 | TEST |  Another test is in order |
12:51 | FIXED |  Should be fixed now |
12:47 | STATUS |  Fixing |
12:47 | BUG | #13 I see.... Directory issues in my C++ code... No C# code's fault |
12:43 | NOTE |  No errors, but it does get no furhter than loading that party members set up I see |
12:40 | FIXED |  Hopefully that's been fixed |
12:39 | NOTE |  As expected though, the links entry DOES indeed only contain the closure tag |
12:39 | SOLVED |  I see what causes Stach to suffer, and also to cause the RPG char viewer to malfunction |
12:38 | HUH |  Stach crashes upon analysing the "Links" |
12:37 | INVESTIGATION |  Let's use Stach to see what is happening |
12:37 | COCKROACH |  It stays with no effect at all, though |
12:36 | NOTE |  (errors are expected as a new tag, yet unknown to the C# code is present) |
12:36 | TEST |  Right, a few new savegames were created, now to see for #13 if the RPG reader picks them up |
12:32 | TEST |   Again |
12:32 | FIXED |  Hopefully "end" will no longer be confused with end (string!=keyword) |
11:58 | TEST |  I do need to create my savegames anew in order to see if stuff really works now |
11:57 | DONE |  Links will be saved now! |
11:39 | TECHNO |  Technically 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) |
11:38 | TECHNO |  That was just copying from C# into C++ and doing a few small adaptions |
11:38 | TRANSFER |  Function that saves individual link |
11:34 | TECHNO |  This 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 |
11:34 | INVESTIGATION |  Ah, BINGO! The RPGChar routine also checks the links.... |
11:32 | INVESTIGATION |  No odd things pop in the debug logs, but perhaps I need to sort things out more into detail then |
11:29 | FIXED |   A few config fixes, but those are only cosmetic fixes for my own interest |
11:25 | INVESTIGATION | |
11:24 | BUG |  And 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! |
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