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| 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! |
| 18:48 | MEDICAL | ![]() I feel better than I did, but it's still far from fantastic! |
| 18:48 | DYRT | |
| 18:46 | STATUS | Well, that sets stuff up for now... I do need to make simple stat scripting possible now. In my C++ engine I will follow the same line though as the C# variant did.... It's simply the easiest way to go... |
| 18:44 | FIXED | ![]() Okay, one fix... Briggs was not recognized as a guest character |
| 18:42 | TEST | Well, does it work now? |
| 18:42 | FIXED | Wrong level = error |
| 18:38 | FIXED | ![]() And I think this should fix the random crashes at the start |
| 18:37 | FIXED | That should do it! |
| 18:37 | BUG | Okay, it does read the stats correctly, but it doesn't take the level in mind, so all characters begin at level 1 having the level 99 stats until they reach 100 and then they'll have the level 199 stats... I gotta fix that quickly |
| 18:36 | TECHNO | Now I think I know why this randomly happens |
| 18:35 | HUH | Instant exit? |
| 18:35 | FIXED | Fixed? |
| 18:35 | HUH | |
| 18:33 | VOID | Issues |
| 18:31 | DONE | |
| 18:15 | STATUS | The error that pops up now is simply because the game itself has not yet been set up |
| 18:14 | TEST | Well, let's see what happens next! |
| 18:14 | FIXED | Code typo in link-up script |
| 18:11 | BUG | although other bugs pop up now |
| 18:11 | CONFIRMED | YAY! |
| 18:10 | TEST | I hope |
| 18:10 | TECHNO | and since i used a macro for this all affected stuff should be fixed now |
| 18:10 | FIXED | I think I fixed that |
| 18:09 | CONFIRMED | Indeed it doesn't, but why doesn't it accept the "safe" flag? |
| 18:08 | FORCE | I've forced it in, but since it was never meant to be set to false anyway, this may not cause any difference |
| 18:07 | MYSTERY | |
| 18:00 | INVESTIGATION | |
| 17:58 | LINK | |
| 17:58 | INVESTIGATION | |
| 17:57 | MYSTERY | |
| 17:54 | NOTE | |
| 17:50 | FIXED | I think |
| 17:48 | INVESTIGATION | |
| 17:48 | BUG | Apparently one of my C++ functions didn't make it into the API, or I made a little naming error |
| 17:46 | STATUS | The question is of course how much more of these will pop up! |
| 17:46 | FIXED | ![]() Well that's been taken care of now! |
| 17:46 | BUG | Link issue, eh? |
| 17:44 | FIXED | C string format expression error |
| 17:43 | TEST | Let's see what happens next then |
| 17:43 | FIXED | Well, it's there now! |
| 17:43 | HUH | |
| 17:38 | FIXED | I THINK I tackled that |
| 17:37 | NOTE | |
| 17:36 | FIXED | Missing "End" |
| 17:36 | BUG | But the SubParty module (which is called later as a state on its own) appears to have a few issues |
| 17:35 | STATUS | All start up issues that affect ALL scripts accounted for... or so it seems |
| 17:32 | VOID | Another issue |
| 17:32 | NOTE | |
| 17:31 | FIXED | Declaration typo |
| 17:26 | NOTE | |
| 17:25 | CONFIG | |
| 13:51 | NOTE | |
| 13:44 | FIXED | I hate the keyword "then" |
| 13:41 | FIXED | Missing "end" |
| 13:40 | FIXED | A few more syntax errors |
| 13:39 | FIXED | Missing comma |
| 13:33 | NOTE | |
| 13:31 | LUA | |
| 13:31 | LINK | |
| 13:00 | MEDICAL | A terrible headeache struck me last night forcing me to quit my activities early as I was too ill to go on! |
| - = 12 Sep 2020 = - | ||
| 22:18 | C++ | Also added the possibility for direct Lua core scripts... The way the RPG database works and the premature state Neil is in, makes this the better run... At least for now. |
| 22:15 | NOTE | |
| 22:14 | VOID | Well I think everything is completely voided now.... |
| 22:05 | VOID | I have for now just dummied the respective headers as I don't need them for now... If I do in the future, things may be different though |
| 22:04 | FAILURE | For some reason the linker cannot find something that just exists |
| 20:17 | NOTE | |
| 20:14 | TECHNO | Ths is not yet gonna do much good though, as the engine may have the files that contain the RPG database and it's saver, but no code linking things up to the scripting engine, so that API will have yet have to be written. |
| 20:13 | C++ | |
| 20:13 | FIXED | Return issue in my code |
| 19:51 | TECHNO | The linkup stuff is very very delicate and also the hardest thing to set correctly in order, so I hope I can do this right in one go! |
| 19:50 | C++ | |
| 18:52 | JCR6 | |
| 16:37 | STATUS | I hope you don't mind that I need a break now! |
| 16:32 | STATUS | All in all, I'll be busy for awhile, and I don't expect this to work today! |
| 16:32 | NOTE | |
| 16:32 | NOTE | |
| 16:31 | NOTE | |
| 16:31 | C++ | |
| 16:13 | STATUS | That covers most |
| 16:13 | C++ | |
| 16:12 | C++ | |
| 15:56 | C++ | |
| 15:56 | FIXED | Identifier conflict |
| 15:33 | C++ | |
| 15:33 | C++ | |
| 15:26 | TECHNO | ![]() Unfortunately, I do need to put it in, or things WILL go haywire! |
| 15:25 | C++ | |
| 13:58 | TECHNO | Now I've decided to put the code to save and load the party in a different source file, this to allow more freedom in file formats than just JCR6 |
| 13:57 | C++ | |
| 13:40 | FAILURE | |
| 13:39 | NOTE | |
| 13:38 | C++ | |
| 13:24 | C++ | |
| 12:24 | C++ | |
| 12:23 | C++ | |
| 10:53 | STATUS | Now I realized that my RPG Character Sheet library has not yet been converted to C++, and this can also be a rather tricky one too, due to the lack of a garbage collector which is what the system heavily relies on... Especially due to the internal stat link-through functionality, and for ExHuRU, Rolf and the secret character who are linked to each other, this will be essential to work, so I cannot really cheat my way out here. Another option would be (but this will be hard, and also cause incompatibility with my character viewer for savegames) try to port it to pure Neil code... I am not yet sure what is the best way to go |
| 10:50 | CONFIRMED | That works |
| 10:48 | TEST | Take III |
| 10:48 | DONE | |
| 10:27 | LINK | |
| 10:26 | STUPIDITY | |
| 10:25 | TEST | Take II |
| 10:25 | FIXED | A few conversion errors |
| 10:13 | TEST | Take I |
| 10:13 | STATUS | Not there yet though, first testing this out! |
| 10:13 | STATUS | When this works, I can go for the first parts of the field and BoxText script meaning we get into the actual scenario of the game, and that will mean I can then fire the official starting shot.... Always an important moment in the game. |
| 10:10 | DONE | |
| - = 11 Sep 2020 = - | ||
| 21:37 | DONE | |
| 15:58 | DYRT | |
| 15:58 | STATUS | Before I move on to my next challenge I'll first take a big break |
| 15:56 | TEST | ![]() Well? |
| 15:56 | FIXED | I hope |
| 15:55 | COCKROACH | The "Ignore" button is true to it's name... The system ignores it! |
| 15:51 | TEST | Again! |
| 15:51 | FIXED | Syntax error |
| 15:51 | TEST | Let's see |
| 15:49 | DONE | |
| 15:48 | REMINDER | |
| 15:46 | CONFIRMED | that works |
| 15:45 | TEST | Does it work now, then? |
| 15:45 | FIXED | Syntax error |
| 15:44 | TEST | Gotta check |
| 15:42 | DONE | |
| 15:33 | CONFIRMED | That works |
| 15:24 | TEST | Take V or VI or whatever |
| 15:24 | FIXED | I think |
| 15:24 | STUPIDITY | |
| 15:23 | COCKROACH | but for some reason the field clicking does not work... somehow... |
| 15:21 | NOTE | |
| 15:21 | NOTE | |
| 15:21 | CONFIRMED | Things work now, and I can also confirm that when I enter the correct credentials the game moves on to the next page |
| 15:19 | TEST | Let's see..... |
| 14:55 | FIXED | error disappeared before you could read it |
| 14:43 | STUPIDITY | |
| 14:41 | TEST | Take IV |
| 14:41 | CONFIRMED | ![]() Failed login does show the error |
| 14:41 | FIXED | clicking fields didn't work |
| 14:38 | TEST | Take III |
| 14:38 | FIXED | bad arg line |
| 14:38 | FIXED | React without clicking |
| 13:24 | STATUS | Although stuff will have to wait a tiny bit longer, as few other things came in my way |
| 13:14 | DONE | |
| 13:09 | TODO | |
| 13:09 | CONFIRMED | Contact is being made, but there are still a few issues to take care off |
| 13:08 | TEST | Take II |
| 13:08 | FIXED | File misnaming lead to Game Jolt routines not being picked up by Neil |
| 13:06 | TEST | Take I |
| 13:06 | SCRIPT | |
| 12:56 | SCRIPT | |
| 12:29 | C++ | |
| 12:28 | C++ | |
| 11:56 | OFFTOPIC | ![]() I did soon hear than a plane crashed into that tower and as things were pretty vague, I was wondering about an accident until I saw the second plane ram the second tower with the precision of a surgeon, and I knew that this was deliberate. But I was wondering, what was happening as aside from mass murder this action was also suicide. Very soon already I heard experts speculate on no evidence at all, but only speculations that Osama Bin Laden could be behind these attacks, as he had not only a reason to do something like this, but also the stuff you need to do this. I also remember the theories coming up, like how Nostradamus is said to have foreseen these attacks as the 3rd World War would start with a burning city caused by two metal birds. I also remember how the number of planes flying dropped increasingly as people were struck with fear. Of course, this was the day I truly learned how dangerous terrorists can be, but I still try to get an image of those who lost their lives that days due to the action of some despicable cowards who had the illusion they'd become heroes. I remember an image somebody who jumped out of the window out of fear of the fire, against better judgment as nobody can survive a fall from that height. I do think about these attacks a lot, as I think a lot about many things every day. Their lives ended for nothing while I was lucky not to be in New York or even in the U.S. at all, and that alone granted me the luck to live on. No please not put any anti-islam messages below this post, I will report them to the moderation team. I condemn those terrorists and the organization they belonged to only. Most of all, I have my thoughts with the people who died that day loads of times, and now on the anniversary of these attacks I only want to express them in public. I hope for a world where Christians, Muslims, atheists, Buddhists, well, people of any group or race to live together in a world and accept our differences, or maybe even embrace them. You may say that I'm a dreamer. |
| - = 10 Sep 2020 = - | ||
| 23:12 | STATUS | Well And that's all for today... I'm tired! |
| 23:02 | GITHUB | |
| 23:01 | BACKUP | |
| 23:01 | STATUS | AT LAST! |
| 23:01 | CONFIRMED | And NOW it works the way it should |
| 22:59 | TEST | And test again! |
| 22:58 | C++ | |
| 22:58 | STUPIDITY | |
| 22:57 | TEST | Let's see if it works properly now |
| 22:57 | FIXED | Ah, the order in which the API got the script parameters was invalid |
| 22:51 | BUG | I see the right text alignment doesn't work |
| 22:49 | TEST | Let's see if that works |
| 22:49 | DONE | |
| 22:21 | CONFIRMED | Yes, that does the trick.... |
| 22:20 | TEST | And test out what will happen |
| 22:20 | FORCE | Let's force things here |
| 22:18 | BUG | They are not registered in the gamevars according to the debugger.... Odd, since they are directly set to the metatable linked to this system, so I need to find out why this happens... |
| 22:18 | HUH | |
| 22:08 | LINK | And that glues everything together |
| 22:08 | NEIL | |
| 22:02 | C++ | |
| 22:00 | FAILURE | The execution command Lua offers in its newer version is a bit bogus, and therefore I'll have to work a few things out.... Luckily (and that's the advantage of C/C++) there is a SIMPLE YET EFFECTIVE launch command (unlike Go and C#) , so writing a new API should be easy |
| 21:56 | NOTE | |
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