| 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 | ||
| 11:24 | CLOSED | |
| 11:11 | DONE | |
| 11:10 | JUDGMENT | |
| 11:02 | TEST | And Let's see how things go! |
| 11:02 | RECOVERED | Undummied Wind Saving |
| 11:02 | STATUS | Not everything is done now, though! |
| 11:02 | C++ | |
| 11:01 | C++ | |
| 11:00 | NEIL | |
| 10:58 | C++ | |
| 10:58 | APOLLO | API added |
| 10:54 | KTHURA | |
| 0:39 | STATUS | But now is the time to call it a day! |
| 0:38 | BUG | #13 It seems that RPGCharView doesn't even detect the party data, while it should, so this is something to sort out! |
| 0:37 | TODO | |
| 0:37 | TODO | |
| 0:27 | TEST | Well? |
| 0:27 | STUPIDITY | |
| 0:23 | DONE | |
| - = 26 Sep 2020 = - | ||
| 22:24 | JUDGMENT | |
| 22:20 | BUG | Issued as NeilProject/Neil#21 |
| 22:19 | VOID | Voided that for now, but I must make a not of that in Neil |
| 22:18 | BUG | ![]() I must make sure that end is ONLY recognized as a key word when not a string |
| 22:17 | NOTE | |
| 22:16 | TEST | Take XVII |
| 22:16 | FIXED | One more fix? |
| 22:08 | NOTE | |
| 22:07 | FIXED | "end" in gv missing |
| 22:03 | STUPIDITY | |
| 22:01 | TEST | Let's see then! |
| 21:37 | FIXED | The GameVars script was not correctly generated |
| 20:21 | INVESTIGATION | |
| 20:19 | MYSTERY | |
| 19:42 | MYSTERY | |
| 19:42 | FAILURE | For some reason, the data inside a Data field is NULL |
| 18:57 | MYSTERY | |
| 18:54 | TEST | Take XVII |
| 18:54 | VOID | I've avoided direct vector creation calls, to make sure the foreach does not have to face a recreation all the time, but is sure to use the same data sequence all the time |
| 18:49 | TEST | Take XVI |
| 18:48 | STATUS | Next stop fighting the issues with the save game manager itself |
| 18:48 | REMOVED | |
| 18:45 | JUDGMENT | |
| 18:43 | TEST | Take XV |
| 18:43 | FIXED | I think I fixed all this crap now |
| 18:42 | NOTE | |
| 18:40 | TEST | XIV |
| 18:40 | FIXED | I hope I fixed the TReplace routine |
| 17:51 | TEST | ![]() Take XIII |
| 17:51 | FIXED | ??? |
| 17:45 | BUG | Clearly NONE of the Dirry values appear set? |
| 17:44 | NOTE | |
| 17:44 | CONFIRMED | At least the infinite loop is broken |
| 17:43 | BUG | CRASH! |
| 17:42 | TEST | Take XII |
| 17:41 | FIXED | I think I tackled that one! |
| 17:40 | FIXED | I think I fixed the infinite loop, as the replacer didn't like empty strings for substitution... not to mention there was more wrong there... However that does not explain why was an empty string in the first place! |
| 17:38 | NOTE | |
| 17:36 | NOTE | |
| 17:34 | TEST | Take XI |
| 17:34 | DEBUG | |
| 17:32 | COCKROACH | ![]() I wonder if Dirry is to blame... The routine has not yet seen that much action after all |
| 17:28 | COCKROACH | Does not get any furhter than receiving the request.... But where does it go wrong then? |
| 17:27 | TEST | Take X |
| 17:27 | DEBUG | |
| 17:22 | C++ | |
| 17:21 | BUG | But now the system is freezing, and I wonder why |
| 17:20 | CONFIRMED | fix confirmed |
| 17:17 | TEST | Take IX |
| 17:17 | FIXED | ![]() ? |
| 17:16 | DEBUG | |
| 16:56 | TEST | Take VIII |
| 16:56 | FUCKYOU | |
| 16:54 | FUCKYOU | WTF? |
| 16:49 | TEST | Take VII |
| 16:49 | FIXED | Code typo producing a syntax error |
| 16:23 | TEST | Take VI |
| 16:22 | FIXED | ![]() Syntax error |
| 16:18 | TEST | Take V |
| 16:18 | FIXED | Busted #use clause |
| 16:17 | TEST | Take IV |
| 16:17 | FIXED | Syntax error |
| 16:16 | TEST | TakE III then |
| 16:16 | C++ | |
| 16:16 | FIXED | More issues here |
| 16:04 | TEST | ![]() Take II |
| 16:04 | FIXED | I think I fixed that.... |
| 16:01 | HUH | |
| 15:49 | TEST | Well, let's see what this does, eh? |
| 15:49 | DEBUG | |
| 15:44 | STATUS | This is not much, but this will allow me already to set up a few debug test routines |
| 15:43 | NEIL | |
| 15:17 | TECHNO | Since this is a JCR6 file, remember that I can easily check things with tools such as Stach |
| 15:15 | NOTE | Given the current timing I don't think I can get the savegames fully done today, but that doesn't matter too much.... If I can at least get a few things on the road, then it's fine! |
| 15:14 | DONE | |
| 14:10 | TECHNO | And what I said is only the core stuff.... The actual data is compiled by the game scripts, and the scripts doing that have not yet been written! |
| 14:09 | C++ | |
| 13:02 | TECHNO | For good reasons! |
| 13:02 | GO | So I had to do this with my Go app, and I hate that! |
| 13:02 | FAILURE | This is Microsoft for ya |
| 13:01 | FAILURE | Looking for a good directory creation routine - Failure C: The follow up-method though is not compatible with my C++ version, which is with the old deemed deprecated even stranger |
| 13:01 | FAILURE | ![]() Looking for a good directory creation routine - Failure B: Second one is official, but deemed "deprecated" |
| 13:01 | FAILURE | Looking for a good directory creation routine - Failure A: One method is Windows only, and does therefore not fit in my Cross-Platform approach of matters! |
| 13:01 | NEIL | |
| 13:01 | TECHNO | Like In all RPG games I created before (well, the most of them at least, as my very first will likely be different), the savegame routine will be using JCR6 to bundle all data, but still keep it seperate. |
| 13:01 | TECHNO | Here I'm going to create the save game routine, now it should be noted that I'll work out the save game routine in several portions.... First of all, to make sure the Nizozemska version of the savegame routine remains 100% compatible with the regular way, and also to make sure all everything can work on its own. In order to make this all possible, I will need to write hugh poritons of C++ code, however that should not be too much of an issue... I think.... ;) |
| - = 25 Sep 2020 = - | ||
| 11:16 | DYRT | |
| 0:35 | STATUS | ![]() And will be it for todayDue to some complexities I was facting today I could not get things done on the monster encyclopedia for Dyrt, and since that is something that requires my full attention, I'll focus on that tomorrow first, and now that the savegame routine is the next step in Star Story which is equally as much of a hassle I cannot really combine the two projects until both are done I'm afraid. Since Dyrt is more pressing at this moment I'll get on the encyclopedia first, and depending on how things in Dyrt are after that, I'll get back to Star Story to get the savegame routine done, but if Dyrt is in a state I need to put emphasis on that game first, Star Story will have to wait. But when I think about it, it'll be alright. |
| 0:14 | TEST | Well, let's see! |
| 0:14 | NOTE | And THAT should do it! |
| 0:13 | LINK | |
| 0:12 | UPDATED | |
| 0:11 | SCRIPT | |
| 0:06 | TEST | Let's see how things come out! |
| 0:06 | TECHNO | Inventivity is required for the job, y'know! |
| 0:06 | NOTE | |
| 0:05 | MAPSCRIPT | |
| 0:04 | CONFIRMED | ![]() So does the JCR6 entry overview output |
| 0:04 | CONFIRMED | The builder output seems to spell good news |
| 0:03 | JCR6 | |
| 0:02 | TECHNO | The first dungeon is a bit different in code than the others, and I wanted to prevent conflict, just duping the map wasn't the right way to go, so naturally aliases had to do, and fortunately JCR6 supports that |
| 0:01 | TECHNO | this is something I've done with the original game as well, so that's nothing new. I only did it immediately now where I did it later for the original. |
| 0:00 | APOLLO | I've aliased the Yaqirpa for later access with the Hawk |
| - = 24 Sep 2020 = - | ||
| 23:57 | TODO | |
| 23:55 | CLOSED | |
| 23:53 | STUDY | The base stuff for the Yaqirpa |
| 23:51 | NOTE | |
| 23:50 | CONFIRMED | So far all is cool |
| 23:48 | TEST | And does it work now.... please? |
| 23:48 | MAPSCRIPT | |
| 23:47 | TEST | Yawn |
| 23:47 | FIXED | Riiiiight! |
| 23:46 | TEST | Well? |
| 23:45 | REMOVED | Another Dupe |
| 23:45 | REMOVED | |
| 23:44 | TEST | Let's see now then |
| 23:43 | DONE | |
| 23:33 | NOTE | |
| 23:27 | CHECKLIST | |
| 22:27 | TEST | Let's see |
| 22:27 | APOLLO | A few project adaptions will be in order I'm afraid |
| 22:26 | TRANSFER | OCAL |
| 22:09 | CONFIRMED | Crash, but the crash confirms what I wanted to have confirmed, and that is good! |
| 22:08 | TEST | again (please note scrolling and visibility things have not yet been set, so the output will, even when everything is the way it should be, odd... as a matter of fact, if it shows things the way they should be in the end, we got a bug, actually). |
| 22:06 | C++ | |
| 22:05 | C++ | |
| 22:01 | MYSTERY | |
| 21:58 | TEST | I need to make another test, but I do expect the same result |
| 21:51 | MUSIC | and that music will be 'Opening Theme C' by Kevin McLeod |
| 21:48 | MAP | Music has been set |
| 21:47 | STUDY | |
| 21:30 | DEBUG | |
| 21:27 | NOTE | |
| 21:22 | FIXED | Idiot! |
| 21:20 | FIXED | Link issue |
| 21:19 | APOLLO | Yeah, thanks to the NON-call back structure this cosmetic thing that DOES make the game better was possible |
| 21:18 | ENHANCEMENT | "Loading" |
| 21:13 | EXPERIMENT | "LOADING!" |
| 21:06 | SCRIPT | |
| 21:04 | SCRIPT | |
| 21:02 | STUDY | |
| 21:01 | UPDATED | |
| 19:49 | STATUS | However that will be done later, I'm afraid! |
| 19:49 | STATUS | The next stop here will be the actual appearance in the Yaqirpa |
| 19:49 | JUDGMENT | |
| 19:43 | TEST | ![]() Take XXXVIII |
| 19:43 | STUPIDITY | |
| 19:30 | TEST | Take XXXVII |
| 19:30 | FIXED | I fixed that |
| 19:30 | STUPIDITY | |
| 19:09 | TEST | Take XXXVI |
| 19:09 | FIXED | A few small edges? |
| 19:04 | TEST | Take XXXV |
| 19:04 | FIXED | ![]() Static/non-static conflict |
| 19:02 | TEST | Kill (Take XXXIV) |
| 19:02 | FIXED | Kill Link code |
| 19:01 | TEST | Kill (Take XXXIII) |
| 19:01 | C++ | |
| 19:01 | LINK | |
| 19:01 | NEIL | |
| 19:01 | C++ | |
| 18:42 | TODO | Ah, there is no Kill link yet.... That will have to be taken care of |
| 18:36 | TEST | Take XXXII |
| 18:36 | FIXED | Code typo |
| 18:33 | TEST | Take XXXI |
| 18:33 | EXPERIMENT | |
| 18:27 | FIXED | Illegal function call |
| 18:13 | TEST | Take XXX |
| 18:13 | DEBUG | |
| 18:13 | JCR6 | Analysis shows this should NOT be possible with this configuration |
| 18:05 | NOTE | |
| 18:04 | TEST | Take XXIX |
| 18:03 | VOID | For the short term I can better void it |
| 18:02 | BUG | I really need to sort out the optional parameters, as it appears to be completely bugged |
| 18:01 | BUG | It works now, but backwards, and I need to find out why |
| 17:56 | STUPIDITY | |
| 17:54 | TEST | Take XXVIII |
| 17:54 | C++ | |
| 17:53 | FIXED | ![]() I think I tackled that little bugger |
| 17:43 | COCKROACH | Setting ignored |
| 17:41 | TEST | Take XXVII |
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