| 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 | ||
| 20:00 | LINK | |
| 19:22 | SCRIPT | |
| 19:02 | STATUS | This is gonna be scary, but if it works we got one of the most important Kthura issues tackled |
| 10:59 | DYRT | |
| 0:38 | FIXED | #9 Should be fixed now |
| - = 22 Sep 2020 = - | ||
| 22:21 | NOTE | |
| 22:21 | BUG | Issued as #9 |
| 22:21 | BUG | Nope |
| 22:07 | TEST | Well, does it work? |
| 22:07 | EXPERIMENT | |
| 22:07 | FIXED | Briggs was looking the wrong way |
| 22:02 | MYSTERY | |
| 21:54 | SOLVED | I think... I think the altframing is bugged |
| 21:26 | NOTE | |
| 21:25 | TEST | Take L |
| 21:25 | STUPIDITY | |
| 21:24 | CONFIRMED | the TiledAreas show now |
| 21:23 | TEST | Take XLIX will have to confirm all this! |
| 21:23 | STUPIDITY | |
| 21:22 | FIXED | KLABAMMO! Just as I suspected |
| 21:22 | INVESTIGATION | |
| 21:21 | RECOVERED | Actors undummied |
| 21:08 | TEST | ![]() Take XLVIII |
| 21:07 | DUMMIED | |
| 21:05 | CHECKED | |
| 21:03 | TECHNO | Given the state of the error I now must find out if the actors are to blame for all this or not. |
| 20:57 | CONFIRMED | There's indeed something wrong with the Tiled Area.... According to my log the height of all TiledAreas is 0 |
| 20:55 | TEST | Take XLVII |
| 20:55 | DUMMIED | |
| 20:55 | ANALYSIS | |
| 20:53 | NOTE | |
| 20:53 | DEBUG | |
| 20:50 | TEST | Take XLVI |
| 20:50 | DEBUG | |
| 20:49 | MYSTERY | |
| 20:47 | TEST | Take XLV |
| 20:47 | NOTE | |
| 20:29 | INVESTIGATION | |
| 20:29 | CHECKED | |
| 20:27 | TEST | Take XLIV |
| 20:27 | FIXED | Syntax error |
| 20:26 | TEST | Take XLIII |
| 20:26 | DEBUG | |
| 20:24 | RESULT | |
| 20:24 | TEST | Take XLII |
| 20:24 | DEBUG | |
| 20:22 | RESULT | |
| 20:09 | TEST | ![]() Take XLI |
| 20:09 | EXPERIMENT | |
| 20:07 | NOTE | |
| 20:06 | COSMETIC | |
| 20:06 | FIXED | Cosmetic output error.... |
| 20:05 | TEST | Take XL |
| 20:05 | POWERSHELL | |
| 20:04 | FIXED | Ref error |
| 20:03 | TEST | Take XXXIX |
| 20:03 | FIXED | Code typo |
| 20:02 | TEST | Take XXXVIII |
| 20:02 | POWERSHELL | |
| 20:02 | SCRIPT | |
| 20:02 | LINK | |
| 20:02 | DEBUG | |
| 19:58 | DEBUG | |
| 19:31 | TEST | Take XXXVII |
| 19:31 | EXPERIMENT | |
| 19:28 | COCKROACH | Other closure routines still got issues, though, so there's still work to do |
| 19:28 | FIXED | Well it appears I got the lua closure fixed |
| 19:20 | TEST | Take XXXVI |
| 19:19 | POWERSHELL | |
| 19:18 | EXPERIMENT | |
| 19:11 | NOTE | |
| 19:01 | TEST | Take XXXV |
| 19:01 | DEBUG | An extra debug line should confirm if indeed most of the map was killed (for no apparent reason) |
| 19:00 | COCKROACH | Now the question is, of course, why this all happened |
| 18:59 | 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> XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXHalf of the blockmap is gone, which may indicate half of the map is gone as well |
| 18:57 | STATUS | At 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. |
| 18:53 | TEST | Take XXXIV |
| 18:53 | FIXED | Syntax Error |
| 18:52 | TEST | Take XXXIII |
| 18:52 | FORCE | Kind |
| 18:43 | TECHNO | The destructor should be obsolete now |
| 18:26 | NOTE | |
| 18:25 | NOTE | |
| 18:25 | COCKROACH | Now the destructor is called while it shouldn't be (causing a crash in the process). |
| 18:12 | TEST | Take XXXII |
| 18:12 | STUPIDITY | |
| 17:55 | FUCKYOU | |
| 17:54 | TEST | Take XXXI |
| 17:54 | COCKROACH | Whatever causes this bug, it's persistent! |
| 17:54 | C++ | |
| 17:40 | FORCE | I am not definitely pissed off! |
| 17:15 | COCKROACH | Even now that the actor could contain nothing but the correct data I get garbage |
| 16:59 | TEST | Take XXX |
| 16:59 | FIXED | I hope |
| 16:59 | SOLVED | ![]() I think I solved the case! (or is that wishful thinking?) |
| 16:53 | INVESTIGATION | 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... |
| 16:52 | INVESTIGATION | |
| 16:48 | TEST | ![]() Take XXIX |
| 16:48 | TEST | I do need to re-test as a few things in the IDE went wrong |
| 16:47 | SOLVED | Ah... C++ placed the error marker on the wrong spot (what else is new?) |
| 16:43 | HUH | 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. |
| 16:42 | COCKROACH | Apparently.... no work at all! I guess fate is against me after all! |
| 16:39 | NOTE | |
| 16:38 | TEST | Well We're still counting on... test XXVIII |
| 16:38 | DONE | |
| 15:28 | C++ | |
| 15:28 | C++ | Hmm, it has stopped giving me errors in the Kthura library and now wans the adaptions for the API |
| 14:47 | STATUS | That's only half the work, though! |
| 14:47 | C++ | |
| 13:00 | OFFTOPIC |
:-P |
| 10:44 | TECHNO | With 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! |
| 10:38 | COCKROACH | That experimental line was exactly where C++ didn't like me, at all |
| 10:36 | COCKROACH | ![]() As expected |
| 10:36 | TEST | Take XXVII |
| 10:36 | EXPERIMENT | |
| 10:33 | TEST | Take XXVI |
| 10:33 | DEBUG | |
| 10:30 | RESULT | |
| 10:29 | TEST | ![]() Take XXV |
| 10:28 | DEBUG | |
| 10:26 | NOTE | |
| 10:25 | FAILURE | The data in the debugging screen doesn't make sense at all.... What the fuck is going on here? |
| 10:22 | FAILURE | ![]() Returning a string is reason to crash? |
| 10:21 | TECHNO | I see now that the system does follow a different traceback route though, so that is a bit odd |
| 10:19 | TECHNO | ![]() 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! |
| 10:17 | COCKROACH | With no more reason to crash, it still crashes |
| 10:16 | TEST | Take XXIV |
| 10:16 | TEST | That was take XXIII btw |
| 10:16 | FIXED | Will backspace is a handy key, but still |
| 10:15 | HUH | |
| 9:58 | TECHNO | ![]() 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. |
| 9:56 | C++ | |
| 9:56 | C++ | |
| 9:54 | C++ | |
| 9:34 | TODO | |
| 9:33 | TECHNO | This will NOT yet affect the mappers, that will be the next step |
| 9:33 | C++ | The Kill All has also been set to clear both lists |
| 9:32 | C++ | |
| 9:32 | DONE | |
| 9:26 | TECHNO | And 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.... |
| 1:13 | TEST | Take XXII |
| 1:13 | MYSTERY | |
| 1:13 | FORCE | ![]() I've forced the actor spawner to rebuild the ID map though |
| 1:13 | MYSTERY | |
| 1:10 | TEST | Take XXI |
| 1:10 | FIXED | Internal fixups |
| 1:02 | TEST | Take XX |
| 1:01 | FIXED | ![]() I hope I got it now |
| 0:56 | COCKROACH | ![]() The actor IDs remain 0 |
| 0:54 | HUH | |
| 0:52 | TEST | Take XIX |
| 0:52 | FORCE | This should prevent it |
| 0:52 | FAILURE | The bug that happened now should not be possible, but did happen |
| 0:33 | TEST | Take XVIII Confirmed |
| 0:33 | FIXED | ![]() Well I fixed it! |
| 0:31 | FAILURE | I guess that's Microsoft for ya! |
| 0:31 | FAILURE | VisualStudio complained about bugs in strings, while the fault was made in my vector usage.... |
| 0:19 | VISUALSTUDIO | |
| 0:17 | TEST | Take XVII |
| 0:15 | VISUALSTUDIO | |
| 0:15 | NOTE | Stuff gets even stranger now as the game now crashes without any notice |
| 0:14 | TEST | Take XVII |
| 0:14 | C++ | |
| 0:14 | EXPERIMENT | |
| 0:12 | EXPERIMENT | |
| 0:11 | NOTE | |
| 0:08 | TEST | ![]() Take XVI |
| 0:08 | C++ | |
| 0:06 | NOTE | |
| - = 21 Sep 2020 = - | ||
| 23:56 | TEST | XV |
| 23:56 | NOTE | |
| 23:56 | EXPERIMENT | |
| 23:54 | TEST | ![]() Take XIV |
| 23:54 | NOTE | |
| 23:54 | FIXED | I've at least fixed the ID... |
| 23:51 | DONE | |
| 23:49 | NOTE | |
| 23:46 | TEST | Take XIII |
| 23:46 | C++ | Done |
| 23:46 | STUPIDITY | |
| 23:45 | TEST | Take XII |
| 23:45 | DEBUG | |
| 23:42 | COCKROACH | The forcing didn't help and the created output by the tag list confirms the actor is not listed in the tagmap |
| 23:40 | TEST | Take XI |
| 23:40 | DEBUG | Extra debug line |
| 23:40 | FORCE | I've forced the system to always rebuild the tagmap whenever actors are being created, regardless of underlying configuration settings |
| 23:38 | MYSTERY | |
| 23:36 | TEST | Take X |
| 23:36 | TEST | Let's see |
| 23:36 | DEBUG | |
| 23:09 | TEST | ![]() Take IX |
| 23:09 | FIXED | Field name != Object tag |
| 23:08 | CONFIRMED | That at least covers the issue of having no actor with the specific tag |
| 23:00 | TEST | Take VIII |
| 23:00 | FIXED | But I think I got it now |
| 23:00 | COCKROACH | Nope! |
| 23:00 | TEST | Take VII |
| 22:18 | FIXED | ![]() ? |
| 22:14 | MEDICAL | No 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. |
| 22:14 | MEDICAL | My stress is really getting the best of me |
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