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| 12:01 | TEST | ![]() So let's put it all to the test and see what results my console returns! |
| 11:59 | DEBUG | |
| 11:12 | NOTE | |
| 11:11 | LINK | |
| 11:04 | BACKUP | |
| 11:03 | VOID | I've written a way to void those |
| 11:03 | FAILURE | And suffering from some issues also |
| 11:03 | BACKUP | |
| 9:47 | FIXED | Illegal class call |
| 9:44 | FIXED | Conflict NIL-Neil |
| 9:43 | VOID | Type bug in Neil |
| 9:42 | BUG | |
| - = 17 Sep 2020 = - | ||
| 22:53 | NOTE | |
| 22:53 | DONE | |
| 22:29 | DONE | |
| 20:30 | NEIL | |
| 18:57 | TECHNO | The 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.... |
| 18:56 | STATUS | Now I do need to make sure the scenario loader is properly transferred to Apollo. |
| 18:56 | NOTE | |
| 18:54 | SCENARIO | |
| 17:59 | SCENARIO | |
| 17:25 | DONE | |
| 15:28 | FAILURE | Oh waite.... dupe run? |
| 15:23 | FAILURE | It appears these NON-ASCII characters keep on coming... I guess I'll have to do some handwork to get all that removed then |
| 15:19 | TEST | That worked? |
| 15:19 | FAILURE | My Devlogger crashed without any apparent reason |
| 15:18 | NOTE | |
| 15:18 | SCENARIO | |
| 15:18 | DONE | |
| 14:56 | DONE | |
| 13:18 | TEST | Well? |
| 13:18 | FIXED | Okay, then! |
| 13:18 | NOTE | Aha I see... In stead of two letter codes, the languages full names were used in this project |
| 13:16 | TEST | Another test is in order then? |
| 13:16 | FIXED | Ah, just a name change between the two versions... That's been corrected now! |
| 13:15 | BUG | That didn't work... I guess the directories have not yet been properly set |
| 13:15 | NOTE | |
| 13:14 | POWERSHELL | |
| 13:11 | CONFIG | |
| 13:08 | STATUS | First I need to set up a script for the editor.... That is actually the easiest part, since all I gotta do for that is cannibalizing the script I used for Dyrt.NET |
| 13:07 | STATUS | Operation scenario is about to start... I gotta merge two scenario files into one in order to make this work properly, now the way to do it is easy, but that doesn't mean that it's not a lot of work... unfortunately. |
| - = 16 Sep 2020 = - | ||
| 22:13 | STATUS | Now the next step will be to configure my scenario editor... I will in a later stage of the game also have to merge the demo and full game scenario together, this can be pretty easily done with "cheating" |
| 20:51 | STATUS | ![]() ![]() FINALLY! |
| 20:16 | NOTE | |
| 20:09 | DEBUG | |
| 19:47 | DEBUG | |
| 19:31 | DEBUG | |
| 19:21 | HUH | |
| 19:19 | DEBUG | |
| 18:56 | TEST | But what will I see? |
| 18:56 | DONE | |
| 18:53 | TEST | Let's see, then.... |
| 18:53 | DEBUG | |
| 18:47 | STATUS | No more crashes, but the starfield doesn't appear |
| 18:43 | FIXED | Wrong object |
| 18:04 | BUG | Impossible (and unacceptable) claim of an unknown identifier |
| 18:02 | FIXED | Syntax error |
| 18:01 | FIXED | Code order error |
| 18:01 | VOID | Loading order issue |
| 17:57 | TEST | Let's have a look |
| 17:51 | SCRIPT | And I've written the script to show the Kthura map in the field flow |
| 17:38 | LINK | |
| 16:59 | NOTE | |
| 16:58 | REMINDER | |
| 16:47 | STATUS | Not there yet, though! |
| 16:47 | SCRIPT | |
| 16:37 | SCRIPT | |
| 16:15 | STATUS | Now I can test if the star field appears, after I did some more scripting, but before I can get to the scenario there are several things to be done, I'm afraid! |
| 15:28 | PLAN | |
| 15:26 | MAP | |
| 14:16 | DYRT | |
| - = 15 Sep 2020 = - | ||
| 23:05 | UPDATED | |
| 22:55 | DUMMIED | |
| 22:37 | SCREENSHOT | And this shows things are slowly getting on the roll again! |
| 22:31 | BUG | Now there's more trouble, but I need to check this out piece by piece |
| 22:30 | FIXED | C++ issue - Get color didn't return green too well |
| 22:13 | SCRIPT | |
| 21:52 | FIXED | Okay, i guess I fixed the core issue |
| 21:32 | FIXED | I think I fixed the maxcopy issue, and this should set the HP maxima to their correct values in stead of always 0 |
| 21:26 | HUH | |
| 21:25 | NOTE | |
| 21:24 | RESULT | CHAR: Briggs; Defined stat: BASE_Strength; value is now 0; Value must be: 103!
= Strength for Briggs is 103
CHAR: Briggs; Defined stat: BASE_Defense; value is now 0; Value must be: 46!
= Defense for Briggs is 46
CHAR: Briggs; Defined stat: BASE_Will; value is now 0; Value must be: 67!
= Will for Briggs is 67
CHAR: Briggs; Defined stat: BASE_Resistance; value is now 0; Value must be: 42!
= Resistance for Briggs is 42
CHAR: Briggs; Defined stat: BASE_Agility; value is now 0; Value must be: 21!
= Agility for Briggs is 21
CHAR: Briggs; Defined stat: BASE_Accuracy; value is now 0; Value must be: 19!
= Accuracy for Briggs is 19
CHAR: Briggs; Defined stat: BASE_Evasion; value is now 0; Value must be: 7!
= Evasion for Briggs is 7
CHAR: Briggs; Defined stat: BASE_HP; value is now 0; Value must be: 840!
= HP for Briggs is 840
CHAR: Briggs; Defined stat: BASE_AP; value is now 0; Value must be: 0!
= AP for Briggs is 0 |
| 21:22 | DEBUG | |
| 20:26 | HUH | |
| 20:24 | FIXED | Wrong API function link |
| 20:11 | FIXED | ![]() a few tiny things |
| 20:05 | FIXED | At least one part of the problem is fixed, but that bug should never cause THAT effect |
| 20:03 | HUH | |
| 20:02 | FIXED | Hotfix |
| 20:01 | DONE | |
| 18:30 | STATUS | What I wanted to see works now.... |
| 17:52 | CONFIRMED | ! |
| 17:45 | STATUS | for now it seems that way? |
| 17:45 | FIXED | I think I fixed the issue ??? |
| 17:34 | DEBUG | |
| 17:31 | INVESTIGATION | |
| 17:31 | NOTE | |
| 17:29 | INVESTIGATION | |
| 17:28 | BUG | I see that neil is not really able to understand a "module class" |
| 17:25 | TEST | So let's do it! |
| 17:25 | NOTE | |
| 17:24 | SCRIPT | |
| 14:01 | NOTE | |
| 14:00 | SCRIPT | |
| 13:17 | STUDY | |
| 11:54 | TEST | Take VI |
| 11:53 | FIXED | Fixed it! |
| 11:53 | C++ | |
| 11:51 | INVESTIGATION | |
| 11:49 | TEST | Take V |
| 11:48 | ANNOUNCEMENT | ![]() And behold: Wendicka Lovejoy! |
| 11:48 | DEBUG | |
| 11:46 | BUG | "Set Member Out Of Range"????Bullshitto! I need more debug info to sort this out! |
| 11:45 | TEST | Take IV |
| 11:45 | FIXED | Which I fixed now! |
| 11:45 | SOLVED | Ah, I see where it went wrong. I misread my error.... It was a bug in the glue code |
| 11:44 | HUH | |
| 11:43 | TEST | Take III will show me what's wrong here then! |
| 11:42 | DEBUG | |
| 11:42 | INVESTIGATION | |
| 11:42 | HUH | |
| 11:39 | TEST | Take II |
| 11:39 | FIXED | Invalid reference in glue code |
| 11:37 | TEST | Take I |
| 11:37 | C++ | |
| 11:36 | TECHNO | Please note that when everything works the way it should NOTHING will change at all for the human eye... for now... The time I can see if this works will however arrive soon if I can work properly |
| 11:35 | SCRIPT | |
| 11:35 | LINK | |
| 11:35 | LUA | |
| 11:34 | C++ | |
| 10:23 | MEDICAL | And next I begin to feel the first signs that I am exhausting myself, which was to be expected... I'm a workaholic, and working on this made me forget the pains that the lockdown (no don't blame a virus for human stupidity) brings... This means that I will have to slow down, and maybe even suspend all work to both Dyrt and Star Story soon... Which I hate, as I just got into my rythm, but I must also be fair to myself.... Getting myself killed in a heart attack won't do either project much good either, will it? |
| 10:16 | STATUS | First I'm gonna take a shower |
| 10:15 | DYRT | |
| 9:08 | STUPIDITY | |
| 9:05 | ART | |
| - = 14 Sep 2020 = - | ||
| 23:08 | STATUS | ![]() I need a break now.... I'll have to see if I'll be back soon.... |
| 23:07 | JUDGMENT | |
| 23:05 | TEST | Take IV |
| 23:04 | FIXED | Reference error? |
| 23:03 | TEST | Take III |
| 23:03 | FIXED | And I saw another one, so I fixed that one as well! |
| 23:03 | FIXED | Syntax error in linker |
| 23:01 | TEST | And take II |
| 23:01 | FIXED | Fixed it! |
| 22:59 | SOLVED | Ah, I see why |
| 22:59 | FAILURE | Somehow the linking to the map link didn't work I suppose |
| 22:58 | TEST | Well.... le moment suprème, I guess |
| 22:56 | DUMMIED | |
| 22:56 | STATUS | At least I can test now if the chainthrough itself works.... If it does all I'll get is a black blank screen.... |
| 22:40 | TECHNO | This is always hard stuff, as things can easily go wrong here that could haunt me for the rest of the game's production, so I'll have to dig through several settings prior to making my first save game (before that moment I'm bound to have to restart the game all the time anyway (once I can save a game, everything gets "sealed") |
| 22:22 | NOTE | |
| 21:30 | SCRIPT | |
| 21:02 | TECHNO | In order not to make things too hard I set up a load for the Field (and will later also do that for combat) as those two flows will be bundles, and I don't want to tax myself too much to dig into my engine to directly put in these features. C++ is hard enough the way things are now. I know this is the easy way out, but I need to be realistic. |
| 20:51 | NOTE | |
| 20:50 | SCRIPT | |
| 20:50 | SCRIPT | |
| 19:43 | STATUS | But first a little break |
| 19:43 | STATUS | From here I can work to the intro scenario |
| 19:41 | CONFIRMED | ![]() Fix convirmed |
| 19:40 | TEST | Test nummero tre |
| 19:39 | FIXED | ![]() Hopefully this fixed the issue |
| 19:36 | TRANSFER | Transferred GR-Sites textures |
| 19:34 | CONFIRMED | Now I got most of the textures, but one appears missing |
| 19:32 | TEST | Take nummero DUE |
| 19:30 | STUPIDITY | But I see why that is, though...I forgot to reconfigure the texture directory |
| 19:30 | FAILURE | But none of the used textures were found |
| 19:29 | CONFIRMED | Layering was succesful |
| 19:29 | CONFIRMED | ![]() Level itself loads |
| 19:26 | TEST | Test numero Uno |
| 19:26 | STATUS | All I can do now is test if things work accordingly |
| 19:25 | ANALYSIS | But as far as I can tell Kthura has been changed (thanks to Monogame) too much to keep this script... I think a rewrite of the script (and also using NIL then) may still be a good idea. |
| 19:23 | ANALYSIS | |
| 19:21 | STATUS | Covers a bit of things.... Now the script file was in Lua, and I'll probably keep it that way. Neil it not yet integrated in the Kthura editor, and NIL was also non-existent when the original script was written. If it's clear I need to change too much, I can always decide to redo stuff in NIL anyway |
| 19:16 | KTHURA | Project configuration has been rewritten for Kthura |
| 19:09 | MEDICAL | It appears my headaches are now definitely gone, but I can never be sure... at least I can try to resume my work |
| 19:08 | DONE | |
| 14:31 | KTHURA | Now I DID make a wizard to easily set up Kthura scripts, but overall the easiest way to create a new Kthura project is by cannibalizing an existing project... Of course, the creator always does things differently, knowing the system a bit better than others do |
| 14:20 | MEDICAL | I am still in bad shape so don't expect TOO much from me |
| 14:20 | KTHURA | It's not just that I can blindly copy all maps to the new game, as I really don't remember all taggings and stuff inside, plus I need the regular editor to see if I properly converted the layer-less maps into layered versions. The editor cannot work without a properly set up script so I got some work to do here |
| 14:18 | DYRT | Done |
| 13:00 | DYRT | |
| 13:00 | MEDICAL | Still are still a big against me on the medical part, but I'll try to do what I can |
| - = 13 Sep 2020 = - | ||
| 20:57 | STATUS | ![]() And Continueing this is for another time, as I'm exhausted and my headache is trying to come back |
| 20:57 | KTHURA | |
| 20:51 | ANNOUNCEMENT | Since all pre-work is done I'll now consider this project officially started
Although Dyrt is far from over, and when this project has most of all become a matter of adding game content then Dyrt must take priority over a few things.... |
| 20:48 | STATUS | ![]() Okay everything appears to be in order now |
| 20:42 | FIXED | Write-Only error |
| 20:40 | FIXED | Lua code typo |
| 20:37 | TEST | ![]() I hope stuff works this way |
| 20:36 | FAILURE | Why did Visual Studio automatically added a .cpp file in stead of the header? |
| 20:36 | FIXED | Include error |
| 20:34 | LINK | That should link it all together... I hope |
| 20:34 | LUA | |
| 20:33 | REMINDER | |
| 20:31 | TODO | Although for that the C# version also needs to be updated (my RPGChar program is gonna need it) |
| 20:31 | NOTE | |
| 20:30 | NOTE | |
| 20:30 | C++ | API for setting Stat Script |
| 20:10 | C++ | |
| 18:49 | STATUS | And that brings us to my next task.... EAT! Mesa hungry, and in my current condition, eating is very extremely important! |
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