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 |
17:41 | POWERSHELL |  Well just to make sure then |
17:41 | HUH |  Was the barf not run? |
17:39 | TEST |  Take XXVI |
17:39 | FIXED |  Code Typo |
17:38 | TEST |  Take XXV |
17:37 | FIXED |  But that could be is because I forgot to modify "NotMovingThan0" prior to beaming |
17:37 | BUG |  They do turn into the "beam" sprite, however they don't animate |
17:35 | TEST |  Take XXIV |
17:35 | FIXED |  These fixes should fix the "beam" visual effect being ignored |
16:57 | TECHNO |  That only fixes the crash I got, but there's more not in order! |
16:57 | FIXED |  Link typo |
16:55 | JUDGMENT |  WORTHLESS! |
16:52 | TEST |  Take XXIII |
16:52 | FIXED |  Two more of those |
16:51 | TEST |  Take XXII |
16:51 | FIXED |  A static cannot call non-static without calling an instance |
16:50 | BUG |  Game still crashes, though |
16:50 | STATUS |  The transporter sound starts, and that is an important marker |
16:49 | TEST |  Take XXI |
16:48 | VOID |  Windows was doing something, blocking the C++ linker |
16:48 | FAILURE |  Hold the show... C++ Whines |
16:48 | TEST |  Take XX |
16:47 | C++ |   Recompiling |
16:47 | VOID |  Just copied the definition in the C++ API |
16:46 | FUCKYOU |  This is REALLY getting annoying |
16:45 | TEST |  Take XIX |
16:45 | FIXED |  ..... |
16:42 | TEST |  Take XVIII |
16:42 | FIXED |  I hope! |
16:42 | COCKROACH |  Cockroaches.... fresh cockroaches.... over here! |
16:40 | TEST |  Take XVII |
16:40 | VOID |  Does that make it work? |
16:39 | HUH |  WTF? |
16:38 | TEST |  Take XVI |
16:38 | FIXED |  I don't wanna talk about it |
16:36 | TEST |  Take XV |
16:36 | FIXED |  Idiocy |
16:34 | TEST |  Take XIV |
16:34 | FIXED |  Extension error |
16:32 | NOTE |  At least it's now whining about the mapscript |
16:31 | VOID |  Some things are to be done... No matter how much ya don't want it. |
16:29 | TEST |  Take XIII |
16:29 | COCKROACH |  This is getting on my nerves |
16:27 | TEST |  Take XII (again, as the take announced before never took place, at all) |
16:27 | NOTE |  Real life stuff got in my way |
14:24 | TEST |  Take XII |
14:23 | VOID |  Okay now? |
14:23 | FAILURE |   CODE REMOVAL IGNORED!!!! |
14:22 | TEST |  Take XI |
14:22 | FUCKYOU |  Something is definitely wrong here! |
14:21 | TEST |  Take X |
14:21 | STUPIDITY |  USE YOUR EYES! DORK! |
14:20 | COCKROACH |  Fix ignored |
14:19 | TEST |  Take IX |
14:19 | FIXED |  I hope I did it right, this time! |
14:19 | STUPIDITY |  If you fix something do it right! Dork! |
14:18 | TEST |  Take VIII |
14:18 | FIXED |  Core Arf |
14:15 | TEST |  Take VII |
14:15 | FIXED |  Another syntax error |
14:13 | TEST |  Take VI |
14:13 | FIXED |  Syntax error |
14:11 | CONFIRMED |  Void |
14:09 | TEST |  Take V |
14:09 | EXPERIMENT |  Can I void that? |
14:08 | BUG |  Lies |
14:02 | TEST |  Take IV |
14:02 | FIXED |  Code order |
14:01 | TEST |  Take III |
14:01 | FIXED |  Another |
13:59 | TEST |  Take II |
13:58 | FIXED |  Declaration Syntax Error |
12:59 | TEST |   And then we can commence test take I |
12:58 | NOTE |  That is the most important action every single day, folks! |
12:58 | TODO |  Making coffee |
12:08 | TODO |  And now I'm first gonna take a quick shower |
12:08 | FIXED |  A few last minute errors |
11:47 | MAPSCRIPT |   That should do it! |
11:46 | LINK |  And the linker has been written |
11:23 | STATUS |  Next step, the link-up code |
11:21 | NOTE |  The mapscript has no access to it yet though... Well strictly speaking it has, but it's quite a hassle to work with. |
11:21 | DONE |  The class to handle all this has been set up |
10:40 | C++ |  That covers the C++ part |
10:40 | APOLLO |  API adapted |
10:36 | APOLLO |   Now for Apollo |
10:34 | NOTE |  Now this might be one of the few times (if not the only time) you see multiple targets beam out in once, still I think making the beaming script a bit dynamic could still be a good idea. |
10:33 | NOTE |  This is important! Otherwise Kthura would automatically always set the frames to 0 automatically, killing the beam effect |
10:32 | KTHURA |  Yeah, NotInMotionThen0 can also be read... ;) |
10:31 | KTHURA |  NotInMotionThen0 in actors can now be set |
10:29 | KTHURA |  Now in order to make the transporter thing possible I think I may need to dive a bit more into the core of Kthura |
10:25 | CONVERT |  I've converted the teleport into a jpbf |
10:11 | CONFIRMED |   No crashes so I must assume it to be working |
10:09 | NOTE |  All I can test now is if the game starts up at all... |
10:09 | SCRIPT |  And scripted it to load the beam sound |
10:09 | SCRIPT |  Audio included in start-up loader |
10:06 | TECHNO |  I will put this as a standard sound effect in the main loader... This sound is gonna be used many many times in the game after all. |
10:06 | CHECKED |  The "beam" sound |
9:52 | TECHNO |   Since the beaming effect is gonna take place a lot... wel technically in all dungeons, I think it's best if I script that in the main field flow... I am still a bit wondering about the best method |
9:03 | TECHNO |   The feature would be added soon afterward anyway ;) |
9:03 | TECHNO |  I see I did work with one useless texture in order to ensure a few blocked spaces. The objects in question were supposed to be invisible anyway. I must really laugh about this now, as it makes me realize how primitive Kthura was back then. Don't get me wrong, it was already hard work to make Kthura able to do what it did back then. Zones were back then not supported |
9:01 | KTHURA |  Layered Yaqirpa |
9:00 | TRANSFER |  Yaqirpa textures |
0:36 | BACKUP |  Running |
0:35 | GITHUB |  Up-to-date ... i think |
0:10 | NOTE |  Like I said, transporting will be a later thing |
0:10 | CONFIRMED |   That work snow |
0:06 | TEST |  Take XIV (take XII and XIII were not mentioned due to the confusion I got myself in) |
0:06 | FIXED |  Is it fixed now? |
0:05 | HUH |  What happened now is beyond me |
- = 23 Sep 2020 = - |
23:59 | NOTE |  At least I hope so! |
23:59 | FIXED |  And now this issue should be fixed |
23:59 | BUG |  Still a crash, but the error message at least confirms the issue I was going for is fixed... |
23:57 | TEST |   Take XI |
23:57 | VOID |  Forcefully voiding an issue... I really need to sort out why optional parameters randomly refuse to work |
23:50 | TEST |  Take X |
23:50 | FIXED |  GRRR! |
23:49 | TEST |  Take IX |
23:49 | MAPSCRIPT |  Adapted |
23:48 | VOID |  I think I voided this issue |
23:45 | SOLVED |   Case solved and this one is not very easy to get fixed |
23:37 | TEST |  Take VIII |
23:37 | DEBUG |  Expanded info a bit |
23:35 | INVESTIGATION |   And I now need to find out why |
23:34 | BUG |  The scheduled actions are however not being executed |
23:32 | CONFIRMED |  I can at least confirm at the request to perform that script is scheduled, or at least the scheduling function has been called |
23:30 | TEST |  Take VII |
23:28 | DEBUG |   Moar debug lines will have to confirm that the scheduler is working |
23:27 | DEBUG |  Extra line to make sure the transport function is being called |
23:26 | NOTE |  The logs show that the waiting for moving actors is not to blame... that turns off as soon as all three actors arrive at their destinations |
23:24 | TEST |  Take VI |
23:24 | DEBUG |  Debug line added for investigation! |
23:23 | NOTE |  Nobody turned around |
23:20 | TEST |  Take V |
23:20 | C++ |   Compiling |
23:20 | FIXED |  Fixed that |
23:20 | STUPIDITY |  API didn't return value when it should |
23:15 | TEST |  Take IV |
23:14 | FIXED |  Sigh! |
23:08 | TEST |  Take III |
23:08 | FIXED |  Neil syntax error |
23:07 | TEST |   Take II |
23:07 | FIXED |  Identifier crisis |
23:04 | TEST |  Let's go! Take I |
23:04 | STATUS |  I will try to test if this all works though |
23:04 | NOTE |  Now the beaming effect may be a nasty obstacle to tackle, but that won't be for today... I'm getting tired. |
23:03 | NOTE |  This also enables me if waiting for beaming down works |
23:03 | MAPSCRIPT |  It's not much but at least I made the characters turn around while standing on the transporter |
22:55 | TECHNO | |
22:54 | LINK |  Schedule function |
22:47 | SCRIPT |  Mouse pointer also set to appear when game field is in normal motion |
22:47 | SCRIPT |  Entire routine set up |
22:44 | SCRIPT |  Set up a basis for waiting while moving |
22:34 | C++ |  No errors returned, but that does not automatically mean everything's okay.... Not just because C++ sometimes lets syntax errors through, but also because C++ cannot check script errors for obvious reasons. |
22:29 | C++ |  Compiling |
22:29 | LINK |   And that should link it all together |
22:29 | NEIL |  Property for Neil |
22:28 | APOLLO |  Linked to the API |
22:26 | C++ |  I needed a function that can check if any actor is moving at all. In order not to take up needless RAM or CPU capacity I did hardcode that function in the engine, as this function is bound to have too much negative effect when scripted (no matter if you use Neil or pure Lua). |
21:56 | DONE |  I've also done this for the "WalkTo", however I'll have to test later if that actually works |
21:52 | STATUS |  Well, now some parts of the real work have only begun, but at least this part is done, and created hope for the future of this project |
21:51 | STATUS |  All's well that ends well... |
21:37 | TEST |   Take X |
21:35 | STATUS |  I need a few more features before I can move on to the next step, but first I need to make sure this actually works |
21:34 | MAPSCRIPT |  After the introduction scenario Briggs and the two girls should walk to their respective transporter spots |
21:34 | MAPSCRIPT |  Crystal will now also step forward and step back when Briggs asks her to |
21:30 | MAP |  Spots placed |
21:20 | STATUS |  Let's script things out some more |
21:16 | CONFIRMED |  NOW it appears to be working! |
21:02 | TEST |   Take IX |
21:02 | NOTE |  I mustn't forget to adept the WalkTo too on this |
21:02 | SOLVED |  I *THINK* I solved the mystery |
20:49 | HUH |  And the crash I got now makes even less sense, but it only seems to confirm more that something is definitely wrong here. |
20:41 | TEST |   Take VIII |
20:41 | DEBUG |  Extra line will have to confirm my concern |
20:39 | DEBUG |  For extra verification I've made sure the name of the layer the way it was upon creation is copied into the layer |
20:33 | DEBUG |   The crash I get now seems to confirm that somehow an non-existent layer made its way in |
20:30 | TEST |  Take VIII with another debug line! |
20:30 | DEBUG |  It's suggested the tagmap is empty ... I wonder wtf is going on here, as that cannot be! |
20:25 | HUH |  Debug information not given while requested |
20:22 | TEST |  Take VII |
20:22 | VISUALSTUDIO |  And let's take over the testing here |
20:21 | DEBUG |  Extra debug line |
20:18 | COCKROACH |   The system insists no such object exists, while it does |
20:17 | TEST |  Take VI |
20:17 | FORCE |  Copy and paste must ensure this is really a lie |
20:16 | DEBUG |  The Tag Map list confirms the error is a lie |
20:15 | TEST |  Take V |
20:15 | DUMMIED |  I've dummied the walker code, so I can check how things work out in the TagMap |
20:14 | FAILURE |  The computer lies... It says the Fwd point for Wendicka doesn't exist |
20:12 | TEST |   Take IV |
20:12 | POWERSHELL |  Done |
20:12 | STUPIDITY |  I had to run "barf" |
20:10 | TEST |  Take III |
20:10 | FIXED |  I think.... |
20:09 | BUG |  Kthura internal linkup script error |
20:07 | TEST |  Take II |
20:07 | FIXED |  Syntax error |
20:06 | TEST |   Take I |
20:06 | NOTE |  Crystal will not yet make these movements, but if it works for Wendicka Crystal will only be easy |
20:06 | MAPSCRIPT |  Wendicka should now move forward and back when Briggs requests her to.... |
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