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17:00MAP
MAPI've set the title... This can at least allow me to check if metadata can be read, however I see the music field is missing
16:57NOTE
NOTE Before I move on I need to make sure that music loading in combination with loading a map becomes possible. For that I first of all need to import a certain file first which my system is now looking up. Then I also need to adept the map to make sure the music loading can be done. Next, the Kthura main metadata cannot yet be read by Apollo Scripts, and to make that possible I need to adapt Apollo... All in all I got work to do!
12:43STATUS
STATUSIT WORKS!!!!!

12:41DONE
DONEFoxy I've undummied the WaitMinTicks and now see if the text appear speed is acceptable!
12:28VOID
VOIDWell That "fixes" the game at least, but the bug causing this remains, so this is why I said "void" in stead of fix
12:26TEST
TESTAnd let's see what happens next
12:26FORCE
FORCEI've forced the system to create a new table in a new class record
12:24SOLVED
SOLVEDI think there's a bug in neil when it comes to tables in a class
12:23HUH
HUHThat's odd
12:11HUH
HUHNow that's odd... The table pointer DOES appear to be different every time....
12:08DEBUG
DEBUGlet's see
12:07COCKROACH
COCKROACHThat didn't make any difference
12:05EXPERIMENT
EXPERIMENTLet's see
11:56CONFIRMED
CONFIRMEDOkay, all textboxes contain the same data.... Something must have gone wrong when translating the scenario loader to Neil
11:54TEST
TESTI need another test to get a few things straight for myself
11:52CHECKED
CHECKEDThe scenario file looks the way it should, so clearly something must have put the loader out of order
11:50HUH
HUHFor some reason all lines of a scenario are always put in the same textbox and also in all textboxes... Oddly enough the lines do not all get generated on screen, so I wonder
11:48TEST
TESTLet's see!
11:45DEBUG
DEBUGNow I wanna see why the number of lines is damn high

11:43NOTE
NOTE A little error elsewhere did at least allow me to find out that the generation routines themselves are good... But the crux lies in that for some reason, all textboxes are claimed to have 103 lines... That should never be the case, so I need to sort out why this is happening
11:39DEBUG
DEBUGThe math formula shouldn't be wrong (if it was, Dyrt would have had the same issue)... It is likely though that some basis numbers to start stuff with is not in order.
11:34BUG
BUGIt's just the height of the textbox that is failing
11:34CONFIRMED
CONFIRMEDAnd the ember bar is generated accordingly
11:34CONFIRMED
CONFIRMEDWhat does go well is the positioning and howing of the portrait of the person who speaks, though
11:32NOTE
NOTE What I do see though is that the generation of the textbox is completely bogus
11:32CONFIRMED
CONFIRMEDAnd now the loading bar also appears
11:31TEST
TESTOkay, where were we?
11:31HUH
HUHSomething missing in the flip call, and it didn't cause a syntax error?
11:00BUG
BUGYirl Okay, the events poller does work (that allows me at least to get out of the game without trouble and risking memory leaks), but the flipper does not, and I wonder why
10:57TEST
TESTLet's see
10:57FIXED
FIXEDA few obvious mistakes have been fixed, though
10:56DUMMIED
DUMMIEDI've put minticks on dummy in the script to make sure that cannot be the evil
10:55NOTE
NOTE I already had the feeling events and flipping were NOT properly handled by the script, but only by the core
10:55BUG
BUGInfinite loop
10:53TEST
TEST...
10:53FIXED
FIXEDWrong method reference?
10:37TEST
TESTWell, let's see now!
10:37FIXED
FIXEDCase error... Yeah, when making direct links with Lua that is still possible
10:34HUH
HUHBut doesn't explain why WaitMinTicks doesn't work and is considered a "nil" value
10:34CONFIRMED
CONFIRMEDThat takes care of that one
9:28VOID
VOIDPerhaps this should avoid this issue
9:27ANALYSIS
ANALYSISAh, analysing what happened (I should have known this), it's clear " is the evil here (as always)
9:25NOTE
NOTE I've seen a lot of crap happening before, but never in my life as a coder have I seen scenario text being dumped as an error message
9:22TEST
TESTTest numero... what number are we?
9:21FIXED
FIXEDLink up code typo
9:20FAILURE
FAILUREAnd sometimes I wish Windows wasn't so damn stubborn about which app to show, when I need another!
9:20BACKUP
BACKUPHas been completed in the meantime
9:18TEST
TESTAnd another test is in order I suppose
9:18C++
C++Success
9:18C++
C++Let's compile it all
9:18LINK
LINKAnd that should link it all together
9:18NEIL
NEILAnd the linkup script
9:15C++
C++It seems that apollo did not yet have TextWidth/Height feature.... I've planted it into the engine
0:14STATUS
STATUSExHuRU I know I still got a lot to do, and I must stick to it, but I also need my rest!
0:13FIXED
FIXEDMOAR MOAR MOAR!
- = 18 Sep 2020 = -
23:52FIXED
FIXEDMOAR fixes
23:39TEST
TESTWell?
23:39FORCE
FORCEForced a cockroach to get working
23:30TEST
TESTAnother one then!
23:29OFFTOPIC
OFFTOPIC
23:29FIXED
FIXEDmissing link
23:28TEST
TESTWell....
23:28FIXED
FIXEDI guess I didn't do that one too well
23:07TEST
TESTLet's see then!
23:07FIXED
FIXEDAll gone now?
23:05HUH
HUHThat didn't work too well?
22:46NOTE
NOTE At least the Neil general syntax errors are all gone... Now to deal with "Unknown Identifiers"
22:41STATUS
STATUSGetting there.... slowly....
22:39FIXED
FIXEDLua/NIL/Neil conflict
22:38TEST
TESTWell?
22:38REMOVED
REMOVEDMore "do" and "then" that Neil doesn't tolerate
22:36TEST
TESTHow many tests am I on already M?
22:35VOID
VOIDConflict
22:34FIXED
FIXEDMore syntax errors
22:34NOTE
NOTE It was just bothering me
22:33COSMETIC
COSMETICWhite line had to be a red line in the New Game screen
22:28FIXED
FIXEDFix in Neil itself
22:26NOTE
NOTE Well, at least I've come to the point the process speeds up a little
22:26NOTE
NOTE Crystal Will certainly not be the last one... I think
22:25FIXED
FIXEDAnother conflict
22:20STUPIDITY
STUPIDITYOkay, that was stupid!
22:19TEST
TESTLost track of counting, mind you!
22:19VOID
VOIDNeil/Lua conflict
22:17FIXED
FIXEDNIL/Neil conflict ~= is allowed in NIL (but counted as "deprecated"), but forbidden in Neil
22:14TECHNO
TECHNOI am only not sure if all functions are covered in Neil, but most likely yes.
I will have to sort things out!
22:14DUMMIED
DUMMIEDI've dummied the call to the string library. Why, because Neil has 90% of all the functions that NIL has in that library already built in, so no need to create an extra library for it, and now it only causes a crash.
22:07CONFIRMED
CONFIRMEDYes! An error appears, but this error DOES AT LEAST CONFIRM that the library itself is now properly being read!
22:04FIXED
FIXEDI think I found the issue!
21:59DEBUG
DEBUGThe boolean contains "true".... Which would mean nothing is returned by the library (cannot be since the library is a module so it must return a group/class and not 'true') and thus 'true' is given to make sure no errors pop up...
21:57FUCKYOU
FUCKYOUThis may NEVER be a boolean! Why does it insist we're dealing with one?
21:37CONFIRMED
CONFIRMEDOkay, it also appear to work the other way around
21:36CONFIRMED
CONFIRMEDThe "GET" link appears to work, but now the "SET" link
21:30FIXED
FIXEDMOAR Syntax errors
21:29FIXED
FIXEDSyntax Error
21:28LUA
LUANeil should now support linking... Well SHOULD....
20:59BUG
BUGI wonder why Neil didn't back out on the keyword "link"
19:53NOTE
NOTE I do need a break first, though!
19:51NOTE
NOTE This is NOT good! The error doesn't make sense at all, and implies a few things.... I guess I may need to go back to the drawing board about that one!
19:41TEST
TESTTake XI
19:40FIXED
FIXEDReferences to outdated debug crap which was no longer useful, and now only causing errors
19:38TEST
TESTTake X
19:38FIXED
FIXEDI hope?
19:35COCKROACH
COCKROACHSo ONE little unknown identiefier managed to sneak past me, eh?
19:32TEST
TESTWendicka take IX
19:31STATUS
STATUSNone can tell if this works now, although my expectation is, it won't!
19:31LINK
LINKAnd linked to it so that should work
19:31VOID
VOIDAlternate function for BoxPic
19:26TECHNO
TECHNOBoxpic was a feature used in Dyrt which had to make sure that all pictures for textboxes, but also in other purposes where the same size...

Star Story however has a completely different setup, so things should be done in a different manner also

19:23VOID
VOIDOne case of DarkText voided
19:22VOID
VOIDThe Goddess GetFont doesn't exist in Apollo, so I replaced it with the equivalent that Apollo DOES have!
19:21CONFIRMED
CONFIRMEDSo far so good!
19:21TEST
TESTTake VIII
19:21FIXED
FIXEDSeveral unknown identifiers
19:06TECHNO
TECHNOAstrilopup Now "DarkText" is a library that was needed in Dyrt due to the used background, but in Star Story it's not needed, and will in fact only slow the the down needlessly, that should be removed
19:05VOID
VOIDI removed to two "self" as they were both just mentioned in a destructor and that doesn't yet work very well
19:01FIXED
FIXEDThe __LANG macro is now defined so that should work now!
19:00RESULT
RESULT
= __LANG in line #54(BOXTEXT)
= SELF in line #??(BOXTEXT)
= SELF in line #??(BOXTEXT)
= BOXPIC in line #121(BOXTEXT)
= DARKTEXT in line #126(BOXTEXT)
= DARKTEXT in line #144(BOXTEXT)
= ERROR in line #180(BOXTEXT)
= ERROR in line #186(BOXTEXT)
= ERROR in line #191(BOXTEXT)
= ERROR in line #209(BOXTEXT)
= GETFONT in line #211(BOXTEXT)

Frankly, odd as it may seem this is good to see... It shows me that the main issues have been taken care of, and that the issues at hand are solely there due to calls to stuff Neil shouldn't support in the first place, but NIL did, so I just need to lead that otherwise, and that some libraries I won't need in Star Story but I did need in Dyrt are called, and that is just a matter of replacing functions.... The actual syntax issues (which I was most worried about) appear gone now, as this report only appears when that kind of stuff is taken care of!

(Although it is possible the translation still generates invalid syntax in Lua, so let's not celebrate too early).

18:55TEST
TESTSue Take VIII
18:55FIXED
FIXEDScope issue
18:53TEST
TESTTake VII
18:53FIXED
FIXEDDoes it do now then?
18:53HUH
HUHBakina Did Neil not yet support "do" scopes?
18:48TEST
TESTTake VI
18:48FIXED
FIXEDNIL/Neil conflict (x2)
18:44TEST
TESTTake V
18:44VOID
VOIDKota Neil does NOT wanna see do and then at the end of for/while/if
18:16TEST
TESTTake IV
18:16VOID
VOIDNeil doesn't like ~= (and it's dirty syntax in Lua anyway)
18:05STATUS
STATUSThe Goddess At least the syntax errors in the linker appear fixed.... But the most complex part has yet to come
17:56SOLVED
SOLVEDReggie Ah.... Window file conflict
17:55COCKROACH
COCKROACHFix ignored
17:54TEST
TESTTake III
17:54FIXED
FIXEDSyntax Error
17:53TEST
TESTAdmiral Lovejoy Take II
17:53FIXED
FIXEDCode Typo
17:46TEST
TESTTake I
17:45STATUS
STATUSTime for the moment catastrophale
17:39TODO
TODOAdmiral Johnson I think I'll prepare my dinner first, though
17:39STATUS
STATUSWell, the big catastrophe is about to begin.... I hope it will work out....
17:38MAPSCRIPT
MAPSCRIPTAnd the log should now start (without audio)
17:35NOTE
NOTE And from here there's no telling where things will lead to....
17:35LINK
LINKBriggs Loaded linked
17:28LINK
LINKThe link code is present now!
17:19STATUS
STATUSSome links must be set up first though... I only did the base code so far....
17:17DONE
DONEIn theory the boxtext routine should work, although I highly doubt it
16:53NOTE
NOTE Dr. Sal’pr’drita It is important to note that I now need to work a few things out as the system will really not know at all now what to do with all this crapload of code
16:51LINK
LINKThat link will be VERRRRY important!
16:51SCRIPT
SCRIPTCallback for Boxtext in the field routine
16:49ANALYSIS
ANALYSISNothing really springs in the eye now that could cause trouble, but I'm sure there are thousands of things there that can and WILL cause me trouble.
16:45NOTE
NOTE Rolf Ah voice acting stuff is present, but dummied.... Well that's a later concern, but I gotta keep it in mind I suppose
16:42DUMMIED
DUMMIEDAdaption for Eric's big secret in Dyrt has no value at all in Star Story, so let's dummy that code!
16:39CONFIG
CONFIGColor changes applicable for Star Story
16:36LAZY
LAZYQuick link to the color function... I don't wanna have to replace all that crap
16:28REMOVED
REMOVEDXenobi Astrilopup Neil doesn't require the keyword "void" at constructors and destructors... (In fact, NEVER place them in Neil)
16:24TRANSFER
TRANSFERI've copied the boxtext routine from Dyrt, however, the former being in NIL and the latter in Neil some adaptions are required, not to mention that NALA was (thanks to MonoGame) set up in a way that is just garbage... Now in Apollo I can (thanks to SDL) set it up more properly!
16:23DONE
DONEBasis set up for the scenario configurator
15:38NOTE
NOTE Before the audio comes into play I first need to make sure the actual boxtext routines will work, so fo rnow the focus must be put onto that.
14:01STATUS
STATUSFoxy No errors (that was unexpected), but the logs look fine
14:00TEST
TESTAgain!
13:59FIXED
FIXEDThat should be fixed now
13:58BUG
BUGI *DID* get an error, but not the error I expected
13:53TEST
TESTYirl And Now to see what'll happen!
13:53LINK
LINKLink to mapscript itself established
13:39DEBUG
DEBUGI've added an extra line which should confirm always that Lovejoy's rant function should start... Now the chance is big the game will crash anyway, as I made a link to a few features not yet present in Neil.
12:44DYRT
DYRTAnd now first a few Dyrt duties
12:42STATUS
STATUSExHuRU The log says everything's okay now... All I can do for now is trust on that, as the Lovejoy's intro is not yet fully scripted... That will happen soon, though!
12:40TEST
TESTLet's throw in another test!
12:40VOID
VOIDI'll do it manually this time, but this really should not be possible in any way!
12:39BUG
BUGScheduling itself works, but when the calling comes it complains about an expected string value (which should have been given automatically if missing, so WTF is the computer talking about?
12:36TEST
TESTCrystal Let's see now!
12:35BUG
BUGNo static member "Schedule" exists???

12:33TEST
TESTAnother test then!
12:33FIXED
FIXEDDang!
12:29TEST
TESTWendicka Let's see how things work out now!
12:29LINK
LINKAh, there was a missing link to the mapscript scheduler
12:20RESULT
RESULT Clearly the scheduler has not been called
12:17TEST
TESTAnd again!
12:17CHEAT
CHEATSometimes cheating can be so much fun
12:01TEST
TESTSue So let's put it all to the test and see what results my console returns!
11:59DEBUG
DEBUGI cannot yet check if everything works the way they should but at least these debug lines can tell me
11:12NOTE
NOTE This will allow all scripts to schedule mapscript calls for the next cycle
11:11LINK
LINKI've linked the schedule requestor to the Map linker
11:04BACKUP
BACKUPRunning a full backup now... This can slow down my computer terribly, but sometimes this is needed, you know!
11:03VOID
VOIDI've written a way to void those
11:03FAILURE
FAILUREAnd suffering from some issues also
11:03BACKUP
BACKUPWas overdue
9:47FIXED
FIXEDIllegal class call
9:44FIXED
FIXEDConflict NIL-Neil
9:43VOID
VOIDType bug in Neil
9:42BUG
- = 17 Sep 2020 = -
22:53NOTE
NOTE Very likely the game will produce MANY MANY crashes now!
22:53DONE
DONESome pre-config done
22:29DONE
DONEI've set a small measure that can help me to quickly reload all scenario.... This is an experiment to make it possible to change the scenario language in game. No promises I'll make it happen, but at least I can try
20:30NEIL
NEILI DID do some adaptions to the scenario loader, but I fear I got a bit of a way to go in order to put it into good use...
18:57TECHNO
TECHNOThe one written in NIL I got may very likely only need to be adapted so I can use it in Neil, although some issues may be there....
18:56STATUS
STATUSNow I do need to make sure the scenario loader is properly transferred to Apollo.
18:56NOTE
NOTE And with a littlebit of luck (unless I can get more done on the GJ API), we'll see.... I may only need the scenario editor now to do some spelling error checks... hahaha
18:54SCENARIO
SCENARIOThat part has been written out.
17:59SCENARIO
SCENARIOPart of the scenario done
17:25DONE
DONERL business
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