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
12:48STATUS
STATUSKota Not there yet!
I need to make sure the Kthura classes are able to work this out properly.
12:47LINK
LINKWalkTo and MoveTo linked to scripter
12:46LINK
LINKSpawner linked into scripter
12:41APOLLO
APOLLOAPI functions have been written... Not yet been linked to the scripting engine....
10:41STATUS
STATUSThat finishes the hardcore stuff in Kthura, Apollo cannot yet handle all this as the APIs that allow Kthura with the scrips have not yet been written, at least not where actors in particular are concerned
10:27C++
C++Code compiles, and that's all I can test now, so far: Geen bericht is goed bericht!
10:27KTHURA
KTHURADriver updated
10:05STATUS
STATUSAnd thus that will be the next step, and also a crucial one as I cannot test anything without that driver being updated
10:05TECHNO
TECHNONow the actors only work from core, the draw routine will call the driver to actually show the actor and that's also where the road ends for now, as the driver has not yet been updated for that.
8:24OFFTOPIC
OFFTOPIC
1:25BACKUP
BACKUPRunning
0:50STUPIDITY
STUPIDITYAnd I'm writing in the wrong devlog I see
0:50SASKIA
Empty base script
0:44STUPIDITY
STUPIDITYHOLD THE SHOW! I forgot some mortally important things!
0:31TEST
TESTLet's see of the Hall of Heroes works so far!
0:31REMINDER
0:29LINK
LINKI've linked this map to the world map
0:10NOTE
NOTE The ones who you should meet in the Hall of Heroes will NOT yet appear!
0:09MAP
MAPBasis Map Hall of Heroes
- = 20 Sep 2020 = -
23:58DYRT
DYRTTime was also not friendly enough to do my Dyrt duties, although I think I can do a few tiny things
23:57STATUS
STATUSHowever the time has come to a point that I'm not really game to test if it works...
23:57KTHURA
KTHURAThe Actor Class has been set up
22:36KTHURA
KTHURAI will now have to work out the actor class... Now actors are merely an extension to objects, however actors have to be more versatile, and this versatily brings that they gimme more data to cope with...
22:34APOLLO
APOLLOAt least Apollo compiles, and up to this point no news is good news...
I will have to see later if it actually works
22:32KTHURA
KTHURAYou've got to keep in mind though that the pathfinder can only be put to the test once the actors work, and the actors have always been a nasty thing in Kthura. They will require some workout before I can put this all to the test
22:30KTHURA
KTHURAReggie It's all done now
22:00KTHURA
KTHURAI've created the Dijkstra driver for Kthura
14:08KTHURA
KTHURAI've added a Kthura point class... The module I'll use path finding will have to use this class to make sure all output regardless of pathfinding module used will aways output the data in the same format so Kthura can understand it
13:03STATUS
STATUSNow the next course of action will be to attack Kthura to my Dijkstra routine, now in order to make Kthura even more modular than ever before I'm gonna make Dijkstra a driver for Kthura. Now I will likely stick with my Dijkstra routine forever... (I don't have much need for anything else), I can this way make Kthura operate without Dijkstra when no pathfinder is needed (saves RAM) and if Kthura ever gets adopated by other people, they can then use their own pathfinding routines if they desire, so all in all, it's the better run and not that hard to code in C++ anyway (it was not even hard to code in C#, but I was back then too much in a hurry).
12:58CONFIRMED
CONFIRMEDThe blockmap output shows me what I wanted to see
12:56TEST
TESTTake II
12:56FIXED
FIXEDThat's not good!
12:54TEST
TESTTake I
12:54STATUS
STATUSWell, what will this all produce?
12:50DEBUG
DEBUGMy Debug script allows me into this data now
12:44NOTE
NOTE NOT there yet, thougg!
12:44LINK
LINKAnd now the link is complete
12:44NEIL
NEILNeil code
12:40LINK
LINKPart of the link
12:40APOLLO
APOLLOintegrated
12:33C++
C++I've set up an API allowing the Apollo Scripter to readout the BlockMap for debugging purposes
12:21DONE
DONEtook a shower
11:33FIXED
FIXEDMinor issues
11:24FIXED
FIXEDSomething was not right in the BlockMap Checker
11:23C++
C++The blockmap builder has been done, but is not yet fully operational
10:58TECHNO
TECHNONo this will NOT compile C++ != C# after all, so I need to adapt things as a result!
10:58TRANSFER
TRANSFERC# code copied into C++
9:38C#
C#The first thing that comes to mind now is to simply translate my C# code to C++, but if that is gonna work I dunno.... C# is not as much as C/C++ as you may initially think, so this can be harder than it may initially seem.
9:37TECHNO
TECHNOI do not recognize a[3][4] as a multi-dimensional array... That's just cheating with an array of an array, and for the blockmap certainly not desirable. a[3,4] that is what I need.... Dim2 does provide that... well almost, as C++ also doesn't support properties like C# does, but at least this will help me along the way.
9:33C++
C++Dim2 library
8:47TECHNO
TECHNOAdmiral Lovejoy The blockmap can be a bit of an issue, since C++ does not support multidimensional arrays
8:45STATUS
STATUSIt crossed my mind that before I begin on the actors it may be better to focus on the blockman generation first. The actors need that.
0:03STATUS
STATUSWell a new day has officially begun, but that's for later :P
0:00GITHUB
GITHUBRepositories up-to-date?
- = 19 Sep 2020 = -
23:57STATUS
STATUSNot to mention that I got now 1 entire page for this day.... Yeah in this stage of the game production that can happen, I suppose
23:56KTHURA
KTHURAAh yes!
23:56STATUS
STATUSWell, do I got anything more to update?
23:55GITHUB
GITHUBGame Updated
23:55GITHUB
GITHUBApollo Updated
23:51BACKUP
BACKUPRunning
23:49CONFIRMED
CONFIRMEDDAT WERKT :)
23:46TEST
TESTAGAIN!
23:46STUPIDITY
STUPIDITYI did this too fast, and ended up with English
23:45NOTE
NOTE Now that I am still at it, I might as well try to see if the game works in Dutch
23:45CONFIRMED
CONFIRMEDFix confirmed
23:41TEST
TESTBut I gotta test again!
23:41FIXED
FIXEDI think I fixed this
23:38BUG
BUGWhen no boxtext picture is there, or when it's non-existent, the game crashes
23:38BUG
BUGIt was to be expected
23:35TEST
TESTTake I (and the only test I hope)
23:35STATUS
STATUSWell all shit aside, let's test if the scenario rolls accordingly
23:34STATUS
STATUSAnd next Monday I expect my post order and I intend to watch that first... I need to take a break every now and then anyway.

23:33STATUS
STATUSAlthough on Sunday I've always very little time
23:33MAPSCRIPT
MAPSCRIPTI've set the scenario to roll, however I need to begin on the actors soon, as before they are coded I cannot do much anymore on this game
23:32TECHNO
TECHNOIn stead of worrying too much about that cockroach now I think I can better focus on the business at hand
23:18COCKROACH
COCKROACHAdmiral Johnson It keeps insisting to destroy BOXTEXT twice
23:16FORCE
FORCEI've Forced MyState to NULL and hopefully that will settle things?
23:16MYSTERY
MYSTERYNo idea why the destructor for the BOXTEXT state is called twice (causing Lua to crash in the process)
23:12CONFIRMED
CONFIRMEDYAY!

23:09TEST
TESTAnd let's put this to da test now!
23:09KTHURA
KTHURABut hopefully this will work now
23:08C++
C++And to adapt Kthura
23:08C++
C++I had to expand my TQSG library a bit for this
23:04STATUS
STATUSYeah it was still set to do, and with the high crap load of work I have, this one escaped my mind.... STOOOPID!
23:02NOTE
NOTE One should note that the ability to animate was not present in the initial version of Kthura, and this being the very first map ever created in Kthura (not counting my test crap) it is not that unlogical it has wrong data on this department. As BlitzMax did properly cover this up from the start, there was never an issue, and apparently I did cover this also well in C#, but not in C++, I suppose
23:00SOLVED
SOLVEDThe mystery appears to be cleared up.... Kthura tries to animate, but apparently it is not properly prepared to reset
22:36FAILURE
FAILUREBut I think I got on track though, but I do need to set a few things in Apollo first before I can debug
22:36FAILURE
FAILUREEven my wallpaper in Windows disappeared as a result
22:36FAILURE
FAILUREWell, a total failure
22:26DEBUG
DEBUGThis is getting stranger by the minute
22:22DEBUG
DEBUGA very irritating debug line has been added, but hopefully it will answer something!
22:18MYSTERY
MYSTERYKthura is programmed to throw an error if something is wrong here, so why didn't it do that?
22:18HUH
HUHThe Goddess So it is the layer that does the evil still then?
22:17TEST
TESTTake IV
22:17DEBUG
DEBUGFuck you!
22:13TEST
TESTTake III
22:13DEBUG
DEBUGMore investigation required I suppose
22:11COCKROACH
COCKROACHAstrilopup Apparently, there's more to it!
22:11TEST
TESTTake II
22:10INVESTIGATION
INVESTIGATIONI think I know what this happened
22:09BUG
BUGI KNEW it!

It was all too easy

22:09BUG
BUGAnd it looks like the lack of an audio file that is to blame....
22:09BUG
BUGSue total crash-out?
22:08MAPSCRIPT
MAPSCRIPTBriggs Although the actors won't appear yet, I've set up a small thing to allow a bit ot switching already... The actors themselves come later
20:27UPDATED
UPDATEDMy repositories have all been updated (I think)
20:22NOTE
NOTE And besides I'm tired.... Mind you?
20:21STATUS
STATUSTo get the next portion of the game definitely on the move I will have to get the Actor support for Kthura on the run, and that requires more time than I currently have
20:12STATUS
STATUSBakina Well, not that I'm complaining, but I am a bit surprised at the least, yeah
20:11STATUS
STATUSIT WORKS? IN ONCE?
20:09TEST
TESTTest I (and wish me luck)
20:09STATUS
STATUSOr most likely totally fuck it all up
20:09LINK
LINKAnd that should link it all together
20:09NEIL
NEILKota And tied it to the boxtext routine
20:07NEIL
NEILPart of all this done
19:56C++
C++Let's first make sure everything is compiled
19:56STATUS
STATUSAnd with this I got the stuff to work on the BoxText voice acting
19:56LINK
LINKAnd now stuff is really linked
19:55NEIL
NEILReggie Glue Script
19:54NOTE
NOTE NOT THERE YET!
19:54LINK
LINKLinked to scripting engine
19:53C++
C++Channel playing checker
19:49OFFTOPIC
OFFTOPICI can't help but to love this song

19:48LINK
LINKAdmiral Lovejoy That does at least link stuff to the database, that does not yet tell much about this works in the game, which will very likely just ignore my hard work... for now
19:48SCENARIO
SCENARIOI've put the references to the voice acting in
19:45STATUS
STATUSSo now we can get down to business
19:45C#
C#
19:44C#
C#So far so good.... I now saved some junk and if the same junk comes back I guess I can conclude it works.... right?
19:42C#
C#Admiral Johnson It compiles, but does it also work?
19:42C#
C#Dr. Sal’pr’drita Let's see now!
19:42C#
C#Perhaps that fixes that
19:40C#
C#Not good... yet!
19:39C#
C#At least the compiler doesn't through any errors, and all I can do is hope that is a good sign
19:39C#
C#Briggs I've made the needed adaptions.... Not sure if they will hold, but they should
19:27BLITZMAX
BLITZMAXI should see if my BlitzMax version of the editor has this covered, but as the BlitzMax compiler has gone completely cuckoo on me, that's no longer an option... Unfortunately
19:25NOTE
NOTE I see my scenario editor even needs to be adapted for this
19:11NOTE
NOTE This will not yet make John Lovejoy's voice actually speak, as the code for voice acting was deactivated for Dyrt (as I didn't need it at the specific time and could therefore also not properly test it)
19:11STATUS
STATUSAnd what it comes down to now is first linking the audio files to the scenario database
18:46VERIFIED
VERIFIEDDr. Sal’pr’drita A last check up confirms that everything is cool now!
18:44DUMMIED
DUMMIEDI've dummied my debug lines as they will only needlessly log things now... (I can always undummy it should the situation ask for that)
18:40CONFIRMED
CONFIRMED
18:39TEST
TESTTake XIV
18:39STUPIDITY
STUPIDITYForgot to compile the fixes
18:37TEST
TESTRolf Take XIII
18:37FIXED
FIXED

At least I think so!

18:36STUPIDITY
STUPIDITY
18:36STUPIDITY
STUPIDITYMO-RON!
18:35COCKROACH
COCKROACHStill no good!
18:34TEST
TESTXenobi Take XII
18:19STATUS
STATUSI'll get to test this later!
18:19STUPIDITY
STUPIDITYIdiot!
18:18COCKROACH
COCKROACHStill no good?
18:16TEST
TESTTake XI
18:16FIXED
FIXEDFoxy Fixed it!
18:16SOLVED
SOLVEDRolf Ahah wrong key set in my C++ code
18:15INVESTIGATION
INVESTIGATIONAnd the question is now how this could happen
18:15DEBUG
DEBUGWhat I see is that all meta fields have been found, but their values are not send into the scripting engine
18:14TEST
TESTTake X
18:14STUPIDITY
STUPIDITYYirl needed to run "barf"
18:13TEST
TESTTake IX
18:13NOTE
NOTE That was not the source of all evil here... :(
18:12FIXED
FIXEDLinkup issue
18:11TEST
TESTTake VIII
18:11STUPIDITY
STUPIDITYExHuRU DOH!
18:11TEST
TESTTake VII
18:09DEBUG
DEBUGThese extra debug lines have to explain this rubbish!
18:07HUH
HUH"" is music? That cannot be!
18:05TEST
TESTTake VI
18:05FIXED
FIXEDCrystal Should fixed that idiocy
18:05POWERSHELL
POWERSHELLDid it now anyway
18:05STUPIDITY
STUPIDITYForgot to run "barf"
18:04TEST
TESTTake VI
18:04FIXED
FIXEDLinkup data transfer
18:03TEST
TESTWendicka Take VI
18:03STUPIDITY
STUPIDITYYou needed to run the C++ compiler for this fix again, MORON!
18:02TEST
TESTTake V
18:01FIXED
FIXEDForgotten link
17:59TEST
TESTTake IV
17:59TECHNO
TECHNO(I forgot to "barf" and that's why it didn't happen first, but it also denotes it would have gone wrong anyway)
17:59FIXED
FIXEDXenobi Neil Syntax error in link up script
17:56TEST
TESTTake III
17:55EXPERIMENT
EXPERIMENTPerhaps this will fix it (Felix Jr.)
17:53DEBUG
DEBUGI've added a little debug line in JCR in order to sort this one out!
17:50BUG
BUGI think the stringmap reader in JCR6 is not acting the way it should
17:49TEST
TESTTake II
17:49DEBUG
DEBUGExtra debug lines
17:48INVESTIGATION
INVESTIGATIONAnd now I need to find out WHY!
17:47HUH
HUHFatal Error! Error: Entry reader went past EOF! State: C++
17:45TEST
TESTTake I
17:45TEST
TESTAnd then it's time to put it all to da test, eh?
17:44SCRIPT
SCRIPTAnd the Map Loader has been scripted to load music tied to a Kthura Map
17:31STATUS
STATUSNo idea yet if it all works... that will take testing, but before I can start on that I need to work out some stiff
17:30LINK
LINKAnd that should link everything together
17:30NEIL
NEILThe Neil part of the routines has been written
17:13NOTE
NOTE It doesn't end here,yet!
17:13C++
C++And the actual possibility to read-out the Kthura Map metadata
17:10C++
C++Kthura Meta field list
17:05MAP
MAPThat wil do!
17:04KTHURA
KTHURAScript adapted
17:03RESULT
RESULT I see that importing is no longer needed... The file's already there... Good!
17:01STUDY
STUDY I see I didn't make the maps contain the music data by temselves. I will go for that this time, most important reason... Saves me a lot of code, and the times scripts are needed are always in the minority and that is still easy to refer to then.
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