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
21:08TEST
TESTYirl Take XLVIII
21:07DUMMIED
DUMMIEDTemp dummy on the actor generation...
21:05CHECKED
CHECKEDChecked the entire chain and the only error I found was a scale defintion not in order... This could indeed be why i got the feeling my actors look so "flat", but that doesn't seem likely
21:03TECHNO
TECHNOGiven the state of the error I now must find out if the actors are to blame for all this or not.
20:57CONFIRMED
CONFIRMEDThere's indeed something wrong with the Tiled Area.... According to my log the height of all TiledAreas is 0
20:55TEST
TESTTake XLVII
20:55DUMMIED
DUMMIEDThe Annoying line I likely no longer need
20:55ANALYSIS
ANALYSISIt is now heavily implied it's only the tiled area that is to blame
20:53NOTE
NOTE It appears I made assumptions too soon
20:53DEBUG
DEBUGMOAR DEBUG!
20:50TEST
TESTTake XLVI
20:50DEBUG
DEBUGWell?
20:49MYSTERY
MYSTERYThe core drawer does seem to address it all... or at least the logs say so
20:47TEST
TESTTake XLV
20:47NOTE
NOTE Another annoying debug line has been put in place
20:29INVESTIGATION
INVESTIGATIONBut what then?
20:29CHECKED
CHECKEDVisibility does at least not appear to be the problem
20:27TEST
TESTTake XLIV
20:27FIXED
FIXEDSyntax error
20:26TEST
TESTTake XLIII
20:26DEBUG
DEBUGVisibility verification!
20:24RESULT
RESULT They confirm though that only the actors are drawn and that the rest is ignored.... Why!
20:24TEST
TESTTake XLII
20:24DEBUG
DEBUGVery annoying debug lines
20:22RESULT
RESULT The results confirm everything the computer does regarding this matter is bullshit
20:09TEST
TESTExHuRU Take XLI
20:09EXPERIMENT
EXPERIMENTDominance experiment
20:07NOTE
NOTE The log confirms that all stuff should be present
20:06COSMETIC
COSMETICNothing relevant
20:06FIXED
FIXEDCosmetic output error....
20:05TEST
TESTTake XL
20:05POWERSHELL
POWERSHELLrun barf script
20:04FIXED
FIXEDRef error
20:03TEST
TESTTake XXXIX
20:03FIXED
FIXEDCode typo
20:02TEST
TESTTake XXXVIII
20:02POWERSHELL
POWERSHELLRebuild
20:02SCRIPT
SCRIPTAdded to the game script
20:02LINK
LINKLinks it all
20:02DEBUG
DEBUGNeil link up
19:58DEBUG
DEBUGI'e added an API routine which may give me some ansers (I hope)
19:31TEST
TESTTake XXXVII
19:31EXPERIMENT
EXPERIMENTI've deactivated the actor scaler as it does not appear to work the way it should
19:28COCKROACH
COCKROACHOther closure routines still got issues, though, so there's still work to do
19:28FIXED
FIXEDWell it appears I got the lua closure fixed
19:20TEST
TESTTake XXXVI
19:19POWERSHELL
POWERSHELLI am required to do rebuild the game itself for that, though
19:18EXPERIMENT
EXPERIMENTI need to find out if the animator is what causes things to turn invisible
19:11NOTE
NOTE I've put in an extra precaution that should make sure all Kthura Maps are unloaded (this because Lua is on the rampage here and I don't want more trouble than I already got).
19:01TEST
TESTTake XXXV
19:01DEBUG
DEBUGCrystal An extra debug line should confirm if indeed most of the map was killed (for no apparent reason)
19:00COCKROACH
COCKROACHNow the question is, of course, why this all happened
18:59CHECKED
CHECKED
CWRITE> ____________XXX___XXX_________________X
CWRITE> ___________XXX_____XXX________________X
CWRITE> __________XXX_______XXX_______________X
CWRITE> XXX______XX__________XXX___XXXX______XX
CWRITE> ______________________________________X
CWRITE> ______________________________________X
CWRITE> ______________________________________X
CWRITE> ______________________________________X
CWRITE> ______________________________________X
CWRITE> ______________________________________X
CWRITE> XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Half of the blockmap is gone, which may indicate half of the map is gone as well
18:57STATUS
STATUSAt least the actors appear, but now we do have some other bones to pick... They are shown far too small, and their environment has gone.... I'd like to know why that happened.
18:53TEST
TESTTake XXXIV
18:53FIXED
FIXEDSyntax Error
18:52TEST
TESTTake XXXIII
18:52FORCE
FORCEKind
18:43TECHNO
TECHNOThe destructor should be obsolete now
18:26NOTE
NOTE Constantly All objects are being destroyed, I see
18:25NOTE
NOTE Now I do have a few ideas to make the destructor obsolete, but still I need to check things out!
18:25COCKROACH
COCKROACHNow the destructor is called while it shouldn't be (causing a crash in the process).
18:12TEST
TESTTake XXXII
18:12STUPIDITY
STUPIDITY!= is not the same as ==, Jeroen!
17:55FUCKYOU
FUCKYOUIt KEEPS insisting not not working!
17:54TEST
TESTTake XXXI
17:54COCKROACH
COCKROACHWhatever causes this bug, it's persistent!
17:54C++
C++Fucked it all up AGAIN!
17:40FORCE
FORCEI am not definitely pissed off!
17:15COCKROACH
COCKROACHEven now that the actor could contain nothing but the correct data I get garbage
16:59TEST
TESTTake XXX
16:59FIXED
FIXEDI hope
16:59SOLVED
SOLVEDThe Goddess I think I solved the case! (or is that wishful thinking?)
16:53INVESTIGATION
INVESTIGATIONElementairy, my dear Watson!

This can only mean that the parent layer is somehow not properly set in the Actor record, which should have happened... The question is, of course, why...

16:52INVESTIGATION
INVESTIGATIONAha... Now the log makes more sense.... The layer for dominance remapping is declared a null pointer....
16:48TEST
TESTWendicka Take XXIX
16:48TEST
TESTI do need to re-test as a few things in the IDE went wrong
16:47SOLVED
SOLVEDAh... C++ placed the error marker on the wrong spot (what else is new?)
16:43HUH
HUHAstrilopup The location where the crash is noted (a debug line just containing a "cout" and a constant string, is what surprises me the most , though.
16:42COCKROACH
COCKROACHApparently.... no work at all! I guess fate is against me after all!
16:39NOTE
NOTE I can at least confirm that normal objects appear to be working under the new code
16:38TEST
TESTWell We're still counting on... test XXVIII
16:38DONE
DONEI needed a break before the great test would commence
15:28C++
C++And now it even deems the compilation succesful? Is it really done?
15:28C++
C++Sue Hmm, it has stopped giving me errors in the Kthura library and now wans the adaptions for the API
14:47STATUS
STATUSThat's only half the work, though!
14:47C++
C++I think the core part of the operation is done....
13:00OFFTOPIC
OFFTOPICDUMBLE-ROLLED!

:-P

10:44TECHNO
TECHNOWith C++ desperately trying to get EVERYTHING in a bad manner, there is only one thing left for me to do... I'm gonna fuck up the Kthura library ENTIRELY!
10:38COCKROACH
COCKROACHThat experimental line was exactly where C++ didn't like me, at all
10:36COCKROACH
COCKROACHBakina As expected
10:36TEST
TESTTake XXVII
10:36EXPERIMENT
EXPERIMENTI've tried something but I expect not much from it...
10:33TEST
TESTTake XXVI
10:33DEBUG
DEBUGMOAR stuff
10:30RESULT
RESULT Things appear to go wrong when the actors are being called.... It was to be expected, yet, I wonder what the fuck is going on here!
10:29TEST
TESTKota Take XXV
10:28DEBUG
DEBUGI've added a debug line in the iterator... Hopefully it answers a few questions
10:26NOTE
NOTE Is the iterator still broken?
10:25FAILURE
FAILUREThe data in the debugging screen doesn't make sense at all.... What the fuck is going on here?
10:22FAILURE
FAILUREThe Goddess Returning a string is reason to crash?
10:21TECHNO
TECHNOI see now that the system does follow a different traceback route though, so that is a bit odd
10:19TECHNO
TECHNOReggie I've ruled out possibilities for memory conflicts now, so NOTHING and I repeat NOTHING could have caused anything here.... Yet it still happens.... and the computer will have to clear up why!
10:17COCKROACH
COCKROACHWith no more reason to crash, it still crashes
10:16TEST
TESTTake XXIV
10:16TEST
TESTThat was take XXIII btw
10:16FIXED
FIXEDWill backspace is a handy key, but still
10:15HUH
HUHWhy did an identifier get cut in two over two lines?
9:58TECHNO
TECHNOAdmiral Lovejoy The blockmap builder has NOT been done. It would a) be too much hassle and b) Actors were ignored by the blockmapbuilder even before this update because c) including actors in the blockmap builder is in 99% of the cases beyond stupidity to do anyway.
9:56C++
C++Labelmap builder updated
9:56C++
C++Tagmap builder updated
9:54C++
C++Dominance regenerator has been updated
9:34TODO
TODOBut first a natural break
9:33TECHNO
TECHNOThis will NOT yet affect the mappers, that will be the next step
9:33C++
C++Admiral Johnson The Kill All has also been set to clear both lists
9:32C++
C++And the killer will already respond to the correct vector in order to remove actors if they should be.... This should happen automatically
9:32DONE
DONEI've put the actors in their own vectors
9:26TECHNO
TECHNOAnd while I was in bed I realized why I've been stupid with the object list... After all, and I should have realized that, C++ is primitive, and so a memory conflict in using the way I used vectors was only bound to happen.... Since the listing system in both C# and BlitzMax only store the pointers and have a completely automated memory system around that I never realized this... C++ is, of course,a different story....
1:13TEST
TESTTake XXII
1:13MYSTERY
MYSTERYALthough as an intelligent person, I don't understand how this could happen
1:13FORCE
FORCEBriggs I've forced the actor spawner to rebuild the ID map though
1:13MYSTERY
MYSTERYOn Crystal the system crashes on being unable to find the object ID, on Wendicka this didn't bother the system
1:10TEST
TESTTake XXI
1:10FIXED
FIXEDInternal fixups
1:02TEST
TESTTake XX
1:01FIXED
FIXEDAstrilopup I hope I got it now
0:56COCKROACH
COCKROACHDr. Sal’pr’drita The actor IDs remain 0
0:54HUH
HUHtexture ""?
0:52TEST
TESTTake XIX
0:52FORCE
FORCEThis should prevent it
0:52FAILURE
FAILUREThe bug that happened now should not be possible, but did happen
0:33TEST
TESTTake XVIII Confirmed
0:33FIXED
FIXEDRolf Well I fixed it!
0:31FAILURE
FAILUREI guess that's Microsoft for ya!
0:31FAILURE
FAILUREVisualStudio complained about bugs in strings, while the fault was made in my vector usage....
0:19VISUALSTUDIO
VISUALSTUDIOThe error gets picked up in the xstring library on the tag of Wendicka's actor... Why this is happening is something I cannot tell, as the traceback only limits itself to the function where the fatality happens, but it doesn't tell me which function called the fatal function.
0:17TEST
TESTTake XVII
0:15VISUALSTUDIO
VISUALSTUDIOInside visual studio then and hopefully that produces some useful insights
0:15NOTE
NOTE Xenobi Stuff gets even stranger now as the game now crashes without any notice
0:14TEST
TESTTake XVII
0:14C++
C++Compile
0:14EXPERIMENT
EXPERIMENTPart II done
0:12EXPERIMENT
EXPERIMENTPart I done
0:11NOTE
NOTE I see my API has a few advancements that now work against me, so I need to experiment on a bit
0:08TEST
TESTFoxy Take XVI
0:08C++
C++Adapted API to this experiment
0:06NOTE
NOTE I think my entire approach may be faulty and if I'm right I guess I may be lucky I didn't get a segmentation fault
- = 21 Sep 2020 = -
23:56TEST
TESTXV
23:56NOTE
NOTE Can't be it, but here goes nothing
23:56EXPERIMENT
EXPERIMENTI wonder what happens if.....
23:54TEST
TESTYirl Sue Take XIV
23:54NOTE
NOTE Why the tags do not change I cannot tell though
23:54FIXED
FIXEDI've at least fixed the ID...
23:51DONE
DONEa few more things
23:49NOTE
NOTE A few issues do arise here.... First of all not the correct object ID(), which should happen... But I guess that's only natural, and second NO TAG!
23:46TEST
TESTTake XIII
23:46C++
C++ExHuRU Done
23:46STUPIDITY
STUPIDITYForgot to compile and that debug line was in the C++ code
23:45TEST
TESTTake XII
23:45DEBUG
DEBUGUltimate debug line and let's see if this provides some answers!
23:42COCKROACH
COCKROACHThe forcing didn't help and the created output by the tag list confirms the actor is not listed in the tagmap
23:40TEST
TESTTake XI
23:40DEBUG
DEBUGCrystal Extra debug line
23:40FORCE
FORCEI've forced the system to always rebuild the tagmap whenever actors are being created, regardless of underlying configuration settings
23:38MYSTERY
MYSTERYSo far the logs confirm the entire claim is nothing more but bullshit
23:36TEST
TESTTake X
23:36TEST
TESTLet's see
23:36DEBUG
DEBUGExtra debug line
23:09TEST
TESTWendicka Take IX
23:09FIXED
FIXEDField name != Object tag
23:08CONFIRMED
CONFIRMEDThat at least covers the issue of having no actor with the specific tag
23:00TEST
TESTTake VIII
23:00FIXED
FIXEDBut I think I got it now
23:00COCKROACH
COCKROACHNope!
23:00TEST
TESTTake VII
22:18FIXED
FIXEDBakina Crystal McLeen - Big alternate ?
22:14MEDICAL
MEDICALNo this has NOTHING to do with corona... I am just traumatized about things that happened over the entire course of my life, and that is getting onto me.
22:14MEDICAL
MEDICALMy stress is really getting the best of me
19:14TEST
TESTTake VI
19:14FUCKYOU
FUCKYOULink up error
19:12TEST
TESTTake V
19:12FIXED
FIXEDno "return"
19:09TEST
TESTTake IV
19:09FIXED
FIXEDSyntax Error
19:09TEST
TESTTake III
19:09FIXED
FIXEDForgotten declaration?
19:08TEST
TESTTake II
19:08FIXED
FIXEDFixed Syntax Error?
19:06TEST
TESTTake I
19:06STATUS
STATUSDoes it work?
19:06DONE
DONEActor texturing
15:56MEDICAL
MEDICALStress got the better of me... I need a time-out!
13:40NOTE
NOTE I still need to texture them out, though
13:40DONE
DONEActor spawning
13:35STUPIDITY
STUPIDITYIt does appear I forgot a few things
13:20CONFIRMED
CONFIRMEDWell, I guess that appears to be the case... Of course, there's still le moment supreme
13:18TEST
TESTTake I
13:18STATUS
STATUSNow before I get to the actual testing of the actors I wanna test if the link script compiles now. If the title screen appears without question I guess it does.
13:05C++
C++Compilation gives no errors... Is that a good thing?
12:52NEIL
NEILScript part taken care of!
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