Not there yet! I need to make sure the Kthura classes are able to work this out properly.
12:47
LINK
WalkTo and MoveTo linked to scripter
12:46
LINK
Spawner linked into scripter
12:41
APOLLO
API functions have been written... Not yet been linked to the scripting engine....
10:41
STATUS
That 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
10:27
C++
Code compiles, and that's all I can test now, so far: Geen bericht is goed bericht!
10:27
KTHURA
Driver updated
10:05
STATUS
And thus that will be the next step, and also a crucial one as I cannot test anything without that driver being updated
10:05
TECHNO
Now 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.
8:24
OFFTOPIC
1:25
BACKUP
Running
0:50
STUPIDITY
And I'm writing in the wrong devlog I see
0:50
SASKIA
Empty base script
0:44
STUPIDITY
HOLD THE SHOW! I forgot some mortally important things!
The ones who you should meet in the Hall of Heroes will NOT yet appear!
0:09
MAP
Basis Map Hall of Heroes
- = 20 Sep 2020 = -
23:58
DYRT
Time was also not friendly enough to do my Dyrt duties, although I think I can do a few tiny things
23:57
STATUS
However the time has come to a point that I'm not really game to test if it works...
23:57
KTHURA
The Actor Class has been set up
22:36
KTHURA
I 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...
22:34
APOLLO
At least Apollo compiles, and up to this point no news is good news... I will have to see later if it actually works
22:32
KTHURA
You'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
22:30
KTHURA
It's all done now
22:00
KTHURA
I've created the Dijkstra driver for Kthura
14:08
KTHURA
I'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
13:03
STATUS
Now 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).
12:58
CONFIRMED
The blockmap output shows me what I wanted to see
12:56
TEST
Take II
12:56
FIXED
That's not good!
12:54
TEST
Take I
12:54
STATUS
Well, what will this all produce?
12:50
DEBUG
My Debug script allows me into this data now
12:44
NOTE
NOT there yet, thougg!
12:44
LINK
And now the link is complete
12:44
NEIL
Neil code
12:40
LINK
Part of the link
12:40
APOLLO
integrated
12:33
C++
I've set up an API allowing the Apollo Scripter to readout the BlockMap for debugging purposes
12:21
DONE
took a shower
11:33
FIXED
Minor issues
11:24
FIXED
Something was not right in the BlockMap Checker
11:23
C++
The blockmap builder has been done, but is not yet fully operational
10:58
TECHNO
No this will NOT compile C++ != C# after all, so I need to adapt things as a result!
10:58
TRANSFER
C# code copied into C++
9:38
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.
9:37
TECHNO
I 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.
9:33
C++
Dim2 library
8:47
TECHNO
The blockmap can be a bit of an issue, since C++ does not support multidimensional arrays
8:45
STATUS
It 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.
0:03
STATUS
Well a new day has officially begun, but that's for later :P
0:00
GITHUB
Repositories up-to-date?
- = 19 Sep 2020 = -
23:57
STATUS
Not 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
23:56
KTHURA
Ah yes!
23:56
STATUS
Well, do I got anything more to update?
23:55
GITHUB
Game Updated
23:55
GITHUB
Apollo Updated
23:51
BACKUP
Running
23:49
CONFIRMED
DAT WERKT :)
23:46
TEST
AGAIN!
23:46
STUPIDITY
I did this too fast, and ended up with English
23:45
NOTE
Now that I am still at it, I might as well try to see if the game works in Dutch
23:45
CONFIRMED
Fix confirmed
23:41
TEST
But I gotta test again!
23:41
FIXED
I think I fixed this
23:38
BUG
When no boxtext picture is there, or when it's non-existent, the game crashes
23:38
BUG
It was to be expected
23:35
TEST
Take I (and the only test I hope)
23:35
STATUS
Well all shit aside, let's test if the scenario rolls accordingly
23:34
STATUS
And 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.
23:33
STATUS
Although on Sunday I've always very little time
23:33
MAPSCRIPT
I'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
23:32
TECHNO
In stead of worrying too much about that cockroach now I think I can better focus on the business at hand
23:18
COCKROACH
It keeps insisting to destroy BOXTEXT twice
23:16
FORCE
I've Forced MyState to NULL and hopefully that will settle things?
23:16
MYSTERY
No idea why the destructor for the BOXTEXT state is called twice (causing Lua to crash in the process)
23:12
CONFIRMED
YAY!
23:09
TEST
And let's put this to da test now!
23:09
KTHURA
But hopefully this will work now
23:08
C++
And to adapt Kthura
23:08
C++
I had to expand my TQSG library a bit for this
23:04
STATUS
Yeah it was still set to do, and with the high crap load of work I have, this one escaped my mind.... STOOOPID!
23:02
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
23:00
SOLVED
The mystery appears to be cleared up.... Kthura tries to animate, but apparently it is not properly prepared to reset
22:36
FAILURE
But I think I got on track though, but I do need to set a few things in Apollo first before I can debug
22:36
FAILURE
Even my wallpaper in Windows disappeared as a result
22:36
FAILURE
Well, a total failure
22:26
DEBUG
This is getting stranger by the minute
22:22
DEBUG
A very irritating debug line has been added, but hopefully it will answer something!
22:18
MYSTERY
Kthura is programmed to throw an error if something is wrong here, so why didn't it do that?
22:18
HUH
So it is the layer that does the evil still then?
22:17
TEST
Take IV
22:17
DEBUG
Fuck you!
22:13
TEST
Take III
22:13
DEBUG
More investigation required I suppose
22:11
COCKROACH
Apparently, there's more to it!
22:11
TEST
Take II
22:10
INVESTIGATION
I think I know what this happened
22:09
BUG
I KNEW it!
It was all too easy
22:09
BUG
And it looks like the lack of an audio file that is to blame....
22:09
BUG
total crash-out?
22:08
MAPSCRIPT
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
20:27
UPDATED
My repositories have all been updated (I think)
20:22
NOTE
And besides I'm tired.... Mind you?
20:21
STATUS
To 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
20:12
STATUS
Well, not that I'm complaining, but I am a bit surprised at the least, yeah
20:11
STATUS
IT WORKS? IN ONCE?
20:09
TEST
Test I (and wish me luck)
20:09
STATUS
Or most likely totally fuck it all up
20:09
LINK
And that should link it all together
20:09
NEIL
And tied it to the boxtext routine
20:07
NEIL
Part of all this done
19:56
C++
Let's first make sure everything is compiled
19:56
STATUS
And with this I got the stuff to work on the BoxText voice acting
19:56
LINK
And now stuff is really linked
19:55
NEIL
Glue Script
19:54
NOTE
NOT THERE YET!
19:54
LINK
Linked to scripting engine
19:53
C++
Channel playing checker
19:49
OFFTOPIC
I can't help but to love this song
19:48
LINK
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
19:48
SCENARIO
I've put the references to the voice acting in
19:45
STATUS
So now we can get down to business
19:45
C#
19:44
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?
19:42
C#
It compiles, but does it also work?
19:42
C#
Let's see now!
19:42
C#
Perhaps that fixes that
19:40
C#
Not good... yet!
19:39
C#
At least the compiler doesn't through any errors, and all I can do is hope that is a good sign
19:39
C#
I've made the needed adaptions.... Not sure if they will hold, but they should
19:27
BLITZMAX
I 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
19:25
NOTE
I see my scenario editor even needs to be adapted for this
19:11
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)
19:11
STATUS
And what it comes down to now is first linking the audio files to the scenario database
18:46
VERIFIED
A last check up confirms that everything is cool now!
18:44
DUMMIED
I've dummied my debug lines as they will only needlessly log things now... (I can always undummy it should the situation ask for that)
18:40
CONFIRMED
18:39
TEST
Take XIV
18:39
STUPIDITY
Forgot to compile the fixes
18:37
TEST
Take XIII
18:37
FIXED
At least I think so!
18:36
STUPIDITY
18:36
STUPIDITY
MO-RON!
18:35
COCKROACH
Still no good!
18:34
TEST
Take XII
18:19
STATUS
I'll get to test this later!
18:19
STUPIDITY
Idiot!
18:18
COCKROACH
Still no good?
18:16
TEST
Take XI
18:16
FIXED
Fixed it!
18:16
SOLVED
Ahah wrong key set in my C++ code
18:15
INVESTIGATION
And the question is now how this could happen
18:15
DEBUG
What I see is that all meta fields have been found, but their values are not send into the scripting engine
18:14
TEST
Take X
18:14
STUPIDITY
needed to run "barf"
18:13
TEST
Take IX
18:13
NOTE
That was not the source of all evil here... :(
18:12
FIXED
Linkup issue
18:11
TEST
Take VIII
18:11
STUPIDITY
DOH!
18:11
TEST
Take VII
18:09
DEBUG
These extra debug lines have to explain this rubbish!
18:07
HUH
"" is music? That cannot be!
18:05
TEST
Take VI
18:05
FIXED
Should fixed that idiocy
18:05
POWERSHELL
Did it now anyway
18:05
STUPIDITY
Forgot to run "barf"
18:04
TEST
Take VI
18:04
FIXED
Linkup data transfer
18:03
TEST
Take VI
18:03
STUPIDITY
You needed to run the C++ compiler for this fix again, MORON!
18:02
TEST
Take V
18:01
FIXED
Forgotten link
17:59
TEST
Take IV
17:59
TECHNO
(I forgot to "barf" and that's why it didn't happen first, but it also denotes it would have gone wrong anyway)
17:59
FIXED
Neil Syntax error in link up script
17:56
TEST
Take III
17:55
EXPERIMENT
Perhaps this will fix it (Felix Jr.)
17:53
DEBUG
I've added a little debug line in JCR in order to sort this one out!
17:50
BUG
I think the stringmap reader in JCR6 is not acting the way it should
17:49
TEST
Take II
17:49
DEBUG
Extra debug lines
17:48
INVESTIGATION
And now I need to find out WHY!
17:47
HUH
Fatal Error!
Error: Entry reader went past EOF!
State: C++
17:45
TEST
Take I
17:45
TEST
And then it's time to put it all to da test, eh?
17:44
SCRIPT
And the Map Loader has been scripted to load music tied to a Kthura Map
17:31
STATUS
No idea yet if it all works... that will take testing, but before I can start on that I need to work out some stiff
17:30
LINK
And that should link everything together
17:30
NEIL
The Neil part of the routines has been written
17:13
NOTE
It doesn't end here,yet!
17:13
C++
And the actual possibility to read-out the Kthura Map metadata
17:10
C++
Kthura Meta field list
17:05
MAP
That wil do!
17:04
KTHURA
Script adapted
17:03
RESULT
I see that importing is no longer needed... The file's already there... Good!
17:01
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.