| 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 |
| 13:22 | FIXED |  A forceful method, I know, but it has to do |
| 13:15 | TEST |  Take CDXLIII |
| 13:15 | TECHNO |  Although I'm not sure if that will help |
| 13:15 | DONE |  To be more secure texture chaning resets stuff |
| 13:11 | STATUS |  Myrah does begin to move, but the game crashes and likely because the texture was changed |
| 13:06 | TEST |  Take CDXLII |
| 13:06 | EXPERIMENT |  Let's see |
| 12:59 | CONFIRMED |  At leas THAT has been taken care of |
| 12:59 | TEST |  Take CDXLI |
| 12:59 | FIXED |  I think I fixed that and before I get Myrah to walk I first need to make sure |
| 12:58 | BUG |  It seems the game crashes when Dijkstra can't establish a path. And I think I know why |
| 12:57 | DEBUG |  Well, this is cool.... The log indicates that Dijkstra found the path for Myrah to walk has been succesfully found, yet she doesn't walk... Now, this has always been a bit odd, but I guess I should try something |
| 12:55 | TEST |  Take CDXL |
| 12:55 | HUH |  ??? |
| 12:54 | TEST |  Take CDXXXIX |
| 12:54 | DEBUG |  Good, good, now for some more trouble then |
| 12:50 | TEST |  Take CDXXXVIII |
| 12:50 | DEBUG |  An extra debug line for more information |
| 12:48 | DEBUG |  Okay, the Kthura walk system does recognize Myrah as an actor... so far, so good |
| 12:47 | TEST |  Take CDXXXVII |
| 12:46 | DEBUG |  Let's first check if there's actor data present in Myrah |
| 12:46 | INVESTIGATION |  So now the investigation continues in SCI but also with checking the Kthura libs |
| 12:35 | KTHURA |  That does at least mean that Kthura itself doesn't appear to blame, at least not as far as its its internal core features are concerned. The next question is of course (which I cannot check in the editor) if the communication with Dijkstra is in order. |
| 12:33 | KTHURA |  As far as I can judge the blockmap for the city of Vandar appears to be in working order |
| 12:32 | KTHURA |  The blockmap builder appears to be in working order |
| 12:09 | KTHURA |  Take CDXXXVI |
| 12:09 | FIXED |  C++ Syntax error |
| 12:06 | KTHURA |   Take CDXXXV |
| 12:06 | LINK |  Linked to the pulldown menus |
| 12:06 | KTHURA |  Blockmap view basis (will only show the boundaries, but that's already an important step, y'know) |
| 11:16 | KTHURA |  The first step in investigating this will be in Kthura itself and not in the game. A blockmap builder is after all present, but does it work the way it should? That has not yet been properly investigated. |
| 11:15 | SITE |  Added tag KTHURA |
| 11:11 | INVESTIGATION |  Now I did expect this to require some time, but the big question is WHY nothing happens. At least I know that Dijkstra itself works, but is the link up to Kthura good, is the blockmap properly generated, well that sort of stuff will now be required to figure out. |
| 11:10 | BUG |  NOTHING HAPPENS AT ALL! |
| 11:09 | TEST |  Take CDXXXIV |
| 11:09 | FIXED |  #use line forgotten |
| 11:08 | TEST |  Take CDXXXIII |
| 11:08 | SCRIPT |  Walking should work now, that is, just walking.... talking to people or any other kinds of interactions on the map do not work yet |
| 10:55 | CONFIRMED |  As far as I can check at the present time, this works |
| 10:53 | TEST |  Take CDXXXII |
| 10:53 | DEBUG |  That allows me some debugging already, so let's take another take |
| 10:53 | SCRIPT |  A basis has been made to make it possible to pick the position Myrah (and friends) should walk to. She won't walk to it yet, but some information will be shown on the debug console |
| - = 7 Oct 2023 = - |
| 21:37 | SCREENSHOT | |
| 21:37 | SITE |  Added tag SCREENSHOT |
| 21:25 | JUDGMENT |  Perfect! |
| 21:24 | TEST |  Take CDXXXI |
| 21:24 | COSMETIC |  Fine tuning now |
| 21:23 | TEST |  Take CDXXX |
| 21:23 | JUDGMENT |  Shees... still more? |
| 21:22 | TEST |  Take CDXXIX |
| 21:22 | COSMETIC |  Adjusting to make it JUUUST right.... the x is fine, the y needs a bit more precission |
| 21:16 | STUPIDITY |  And I must stress how stupid I was! |
| 21:16 | CONFIRMED |   Fix confirmed |
| 21:06 | TEST |  Take CDXXVIII |
| 21:06 | FIXED |  I think |
| 21:06 | STUPIDITY |  I think I got it! |
| 21:06 | TEST |  Take CDXXVII |
| 21:06 | EXPERIMENT |  I relaly hope it's not the alignment. Let's remove it to see what happens |
| 21:03 | TEST |  Take CDXXVI |
| 21:03 | MYSTERY |  One half appears and the other does not, and no telling why that is |
| 21:01 | TEST |  Take CDXXV |
| 21:01 | DEBUG |  Adjusting a bit |
| 21:01 | DEBUG |  Things are as I feared |
| 21:00 | TEST |  Take CDXXIV |
| 21:00 | EXPERIMENT |  Let's force things a little |
| 20:56 | TEST |  Take CDXXIII |
| 20:56 | DEBUG |  Well? |
| 20:54 | TEST |  Take CDXXII |
| 20:54 | TEST |  Cloesr look then |
| 20:54 | MYSTERY |  I could fix one issue, but that doesn't explain the otheres |
| 20:53 | BUG |  Nothing happens |
| 20:52 | TEST |  Take CDXXI |
| 20:52 | FIXED |  Illegal function call |
| 20:51 | TEST |  Take CDXX |
| 20:51 | SCRIPT |  Field Stats |
| 20:28 | ART |  And also resized Luna's picture as that one was even bigger |
| 20:27 | ART |  Scyndi's portrait has been resized... Better for the status bar and also for the savegame routine |
| 20:25 | STATUS |  Now THAT is settled. Now the true work on the game can begin. |
| 20:06 | TEST |  Take CDXIX |
| 20:06 | STATUS |  Although the game is still not playable (Myrah won't walk after all) I can at least start the official development play session now. |
| 20:03 | REMOVED |  Test saves.... I no longer need them |
| 19:51 | STATUS |  Sill a few things to do, but the basis WORKS! |
| 19:48 | CONFIRMED |  Loading games appears to be working, YAY! |
| 19:47 | TEST |  Take CDXVIII |
| 19:47 | FIXED |  Misisng #use |
| 19:45 | TEST |  Take CDXVII |
| 19:45 | VOID |  Directory inclusion that I do not what and which the game cannot handle either |
| 19:45 | CONFIRMED |  Fix confirmed |
| 19:44 | TEST |  Take CDXVI |
| 19:44 | FIXED |  I think I found the bugger! GINIE was not to blame... The API linking to GINIE was |
| 19:42 | HUH |  So GINIE compiles to compile the tag in stead of the source? But how can that happen? |
| 19:39 | TEST |  Take CDXV |
| 19:39 | FIXED |  I was too quick in deactivating the debugger in Statistician blocking the compiler in the process |
| 19:38 | TEST |  Take CDXIV |
| 19:38 | DEBUG |  GINIE is lying to me and I need to find out why. Extra data has been put in the error message so I can find out! |
| 19:28 | TEST |  Take CDXIII |
| 19:28 | VOID |  I hope I voded that |
| 19:28 | NOTE |  For no reason at all GINIE throws an error about no category being set. I wonder why. |
| 19:26 | TEST |  Take CDXII |
| 19:26 | FIXED |  I think I found the source of evil |
| 19:25 | TEST |  Take CDXI |
| 19:25 | DEBUG |  Empty string loaded???? |
| 19:21 | TEST |  Take CDX |
| 19:21 | DEBUG |  Why? An extra debug line must tell me |
| 19:21 | HUH |  Empty string for map? |
| 19:19 | TEST |  Take CDIX |
| 19:19 | FIXED |  The last issues... I hope |
| 19:17 | TEST |  Take CDVIII |
| 19:17 | DONE |  Parsing Map data and player position |
| 19:17 | DONE |  Parsing Variables |
| 19:11 | TEST |  Take CDVII |
| 19:11 | LINK |  And now linking it all up and see what happens |
| 18:35 | JUDGMENT |  It works |
| 18:34 | TEST |  Take CDVI |
| 18:34 | FIXED |  I think? |
| 18:31 | TEST |  Take CDV |
| 18:31 | DEBUG |  Moar Debug lines |
| 18:29 | NOTE |  At least I can confirm that the text files are read.... The statistics were asked for, but skipped |
| 18:27 | TEST |  Take CDIV |
| 18:27 | DEBUG |  Judging by my code the game MUST crash on that, but the stage has been skipped. Now it's only a crash, but later it will be the missing character data of Myrah and Francis (and the later character who'll join), so I must sort this out |
| 18:24 | BUG |  Now this is odd, as it throws the error for not being bale to chain to the game, but shouldn't have been able to get that far because.... The statician loaded is supposed to cause trouble first. |
| 18:21 | TEST |  Take CDIII |
| 18:21 | REMINDER |  #4 |
| 18:21 | SITE |  Added tag REMINDER |
| 18:18 | TEST |  Take CDII |
| 18:18 | VISUALSTUDIO |  Let's do it from here to make sure the C++ code is recompiled (GRR!) |
| 18:17 | TEST |  Take CDI |
| 18:17 | NOTE |  400 takes already and still nothing really playable.... Good start... Well, I guess that's the price of a brand new engine |
| 18:17 | FIXED |  Slash error |
| 18:15 | TEST |  Take CD |
| 18:15 | FIXED |  Faulty assign check |
| 18:13 | TEST |  Take CCCXCIX |
| 18:13 | DONE |  Alias for Text |
| 18:12 | TEST |  Take CCCXCVIII |
| 18:12 | NOTE |  As the chain to the game itself and the statician loaded have not yet been set up fully errors will be thrown, no matter what! |
| 18:12 | SCRIPT |  The call to load game has been made |
| 17:14 | STATUS |  Finally it all works |
| 17:13 | TEST |  Take CCCXCVII |
| 17:13 | FIXED |  Syntax error |
| 17:12 | TEST |  Take CCCXCVI |
| 17:12 | SCRIPT |  Picking a new session SHOULD be possible now |
| 16:56 | JUDGMENT |  Finally |
| 16:55 | TEST |  Take CCCXCV |
| 16:55 | FIXED |  Mistake on the y coordinate calculation |
| 16:54 | FIXED |  C++ Issue on StripDir |
| 16:52 | TEST |  Take CCCXCIV |
| 16:52 | FIXED |  Missing #use |
| 16:51 | TEST |  Take CCCXCIII |
| 16:51 | DEBUG |  The log showed that the Test session did had to be added, but it doesn't, so more investigation is needed to find out why |
| 16:51 | FIXED |  Link up error |
| 16:48 | TEST |  Take CCCXCII |
| 16:48 | NOTE |  Well, another test needed as we can't be sure |
| 16:48 | FIXED |  I think I know what's wrong... I think I fixed it |
| 16:48 | NOTE |  HOLD IT! |
| 16:47 | TEST |  Take CCCXCI |
| 16:47 | DEBUG |  A debug line must provide an answer (I hope) |
| 16:47 | INVESTIGATION |  Why? |
| 16:47 | BUG |  Empty sesssion list |
| 16:45 | TEST |  Take CCCXC |
| 16:45 | FIXED |  C++ Boolean issue |
| 16:44 | TEST |  Take CCCLXXXIX |
| 16:44 | MYSTERY |  Meddled a bit with the code, but that shouldn't be what caused the misery |
| 16:44 | MYSTERY |  Still ignored? |
| 16:43 | TEST |  Take CCCLXXXVIII |
| 16:43 | VOID |  Nil call from linkscript |
| 16:41 | TEST |  Take CCCLXXXVII |
| 16:41 | FIXED |  File name typo |
| 16:39 | TEST |  Take CCCLXXXVI |
| 16:39 | FIXED |  Code typo |
| 16:36 | TEST |  Take CCCLXXXV |
| 16:36 | SCRIPT |  Basis for session picking. (I really wanna do this NOW, as when I delay this to later I'll not be willing to sort this out. This is a feature you seldom need, but still it must be there) |
| 15:48 | DONE |  Force reload of page on entering the loading screen. This is needed to make sure changing sessions won't spook things up. |
| 15:41 | TEST |  Take CCCLXXXIV |
| 15:41 | DONE |  Session hover in LoadGame sequence |
| 15:21 | TEST |  Take CCCLXXXIII |
| 15:21 | FIXED |  ??? |
| 15:13 | TEST |  Take CCCLXXXII |
| 15:13 | EXPERIMENT |  Here goes nothing |
| 15:06 | TEST |  Take CCCLXXXI |
| 15:06 | COCKROACH |  I can't see why this shouldn't happen, but let's do more investigations |
| 15:00 | COCKROACH |  Still no good though |
| 14:59 | NOTE |  Two takes. the first one was only to access the existing part but it had to create data th enew part needs |
| 14:59 | TEST |  Take CCCLXXX |
| 14:59 | TEST |  Take CCCLXXIX |
| 14:59 | FIXED |  Issue in C++ handler (I wonder how it worked in the first place, though |
| 14:41 | TEST |  Take CCCLXXVIII |
| 14:41 | VOID |  FUCK IT! |
| 14:40 | TEST |  Take CCCLXXVII |
| 14:40 | VOID |  General var trouble |
| 14:37 | TEST |  Take CCCLXXVI |
| 14:37 | LINK |  Savegame routine nou linked to the main menu to make loading savegames possible |
| 14:21 | STATUS |  And that brings me to the next stage AT FUCKING LAST! |
| 14:21 | JUDGMENT |  So far so good! |
| 14:16 | TEST |  Take CCCLXXV |
| 14:16 | FIXED |  Ref error |
| 14:15 | TEST |  Take CCCLXXIV |
| 14:15 | FIXED |  Syntax error |
| 14:15 | TEST |  Take CCCLXXIII |
| 14:15 | VOID |  Initiation in declaration really needs some work, I tell ya! |
| 14:12 | TEST |  Take CCCLXXII |
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