| 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 |
| 10:32 | CONFIRMED |  It does indeed handle a violation. It appears we got a null call here |
| 10:29 | VISUALSTUDIO |  Take CCXVII |
| 10:29 | TECHNO |  Since no error message pops up, this is likely to be either a stack overflow or a memory violation. Given the circumstances the latter appears more likely, but it's hard to tell at this point. Another run to Visual Studio I guess! |
| 10:28 | DEBUG |  Little script adaption |
| 10:27 | HUH |  Something goes wrong when loading the music. That much is clear! |
| 10:26 | TEST |  Take CCXVI |
| 10:26 | LINK |  Fix |
| 10:24 | TEST |  Take CCXV |
| 10:24 | FIXED |  Headless module |
| 10:23 | TEST |  Take CCXIV |
| 10:23 | FIXED |  Scope error in link code |
| 10:22 | TEST |  Take CCXIII |
| 10:22 | SCRIPT |  Music should change when a new map is loaded (if the music is supposed to change, that is) |
| 10:21 | LINK |  And some Scyndi linkup code was (of course) required as well |
| 10:21 | C++ |  Kthura Meta Data can now be accessed by the game scripts |
| 9:50 | STATUS |  AT LAST! |
| 9:50 | TEST |  Take CCXII |
| 9:50 | LINK |  Link to the FIELD flow |
| 9:49 | NOTE |  Typical how such trivial things can cause so much trouble |
| 9:49 | STUPIDITY |  And I forgot one last important thing |
| 9:48 | TEST |  Take CCXI |
| 9:47 | FIXED |  Syntax error |
| 9:47 | TEST |  Take CCX |
| 9:47 | NOTE |  (I got the feeling this is gonna happen much of times. Forgotten #include commands is what I also suffer from in C++) |
| 9:46 | FIXED |  Anther missing #use |
| 9:19 | TEST |  Take CCIX |
| 9:19 | SCRIPT |  And now that I was at it, I've also put in the mouse pointer |
| 9:18 | FIXED |  An another |
| 9:17 | TEST |  Take CCVIII |
| 9:17 | FIXED |  Missing #use |
| 9:16 | TEST |  Take CCVII |
| 9:16 | NOTE |  Right now, it's nothing more but a block screen, but terminating the game already works (at least, it should) |
| 9:15 | SCRIPT |  A main flow function is made for the field. |
| 9:07 | ROSETTA |   "Are you sure you wanna quit"? |
| - = 4 Oct 2023 = - |
| 22:20 | NOTE |  Was about time.... wasn't it? |
| 22:20 | STATUS |  And now the first moves can be made to get into the game itself.... |
| 22:20 | STATUS |  It will go straight to the point where the fake error is in place |
| 22:16 | TEST |  Take CCVI |
| 22:16 | FIXED |  Layer check faulty. Would crash if layer DID exist in stead of did not |
| 22:06 | TEST |  Take CCV |
| 22:06 | COCKROACH |  AAARGH! |
| 22:05 | TEST |  Take CCIV |
| 22:05 | FIXED |  Now then? |
| 22:04 | TEST |  Take CCIII |
| 22:04 | FIXED |  ? |
| 21:50 | TEST |  Take CCII |
| 21:50 | DEBUG |  Markers |
| 21:43 | INVESTIGATION |  Elementary, my dear Watson! |
| 21:43 | VISUALSTUDIO |  "Out of Range Memory Location".... I guess things are not yet the way they should be |
| 21:41 | VISUALSTUDIO |  Take CCI |
| 21:40 | FAILURE |  Crash with no warnings or errors or anything,.... Stack overflow? |
| 21:39 | TEST |  Take CC |
| 21:39 | FIXED |  No referrence to the direcitory Kthura in the JCR6 file were all maps will be stored |
| 21:39 | FIXED |  We're getting somewhere |
| 21:35 | TEST |  Take CXCIX |
| 21:35 | BUG |  It's all experimenting in this new environment |
| 21:28 | TEST |  Take CXCVIII |
| 21:28 | VOID |  Got them all now? |
| 21:27 | TEST |  Take CXCVII |
| 21:27 | VOID |  I hope |
| 21:22 | BUG |  But not nearly there yet (unfortunately) |
| 21:22 | CONFIRMED |  Indeed |
| 21:22 | TEST |  Take CXCVI |
| 21:22 | FIXED |  Bugger found |
| 21:16 | VISUALSTUDIO |  Take CXCV |
| 21:16 | DEBUG |  Debug line added |
| 21:13 | TEST |  Take CXCIV |
| 21:13 | FIXED |  Code typo |
| 21:12 | TEST |  Take CXCIII |
| 21:12 | FIXED |  Definition fault in Kthura link up code |
| 21:11 | TEST |  Take CXCII |
| 21:07 | NOTE |  The same error should pop up, but at least some fruitful data about the matter should be produced |
| 21:06 | LINK |  Some linkup code has been written |
| 21:02 | NOTE |  No visual effects at all yet, though, so this is as far as I can go now |
| 21:01 | STATUS |  All compilation stuff so far accounted for... |
| 21:01 | TEST |  Take CXCI |
| 21:01 | FIXED |  #Use issue |
| 21:00 | TEST |  Take CXC |
| 21:00 | FIXED |  Syntax error |
| 20:59 | TEST |  Take CLXXXIX |
| 20:59 | STATUS |  The first preparations to loading a map have been done.... We're not there yet, though... FAR from it! |
| 16:02 | CONFIRMED |  And now the artificial error pops up that the game has not yet been created.... That is what is supposed to happen. |
| 16:01 | TEST |  Take CLXXXVIII |
| 16:01 | LAZINESS |  More aliassing done |
| 15:59 | TEST |  Take CLXXXVII |
| 15:59 | FIXED |  A code typo in the link up code appears to be the source of evil |
| 15:56 | TEST |  Take CLXXXVI |
| 15:56 | FAILURE |  Another crash without warning... Mostly that is a a stack overflow.... |
| 15:52 | TEST |  Take CLXXXV |
| 15:51 | LAZINESS | Alias to prevent me from havving to fix tons of code |
| 15:51 | SITE |  Added tag LAZINESS |
| 15:50 | CONFIRMED |  A DIFFERENT ERROR (and with a message this).... PROGRESS! |
| 15:48 | TEST |  Take CLXXXIV |
| 15:48 | FIXED |  I think I found the source of evil |
| 15:47 | DEBUG |  The metamethod which should call the entire shit SHOULD do all this... good |
| 15:46 | TEST |  Take CLXXXIII |
| 15:46 | DEBUG |  Let's see now |
| 15:45 | DEBUG |  The API needed for this is not even called, which is just as I thought |
| 15:44 | TEST |  Take CLXXXII |
| 15:44 | DEBUG |  The hard way then as this does seem impossible... Yet it happens, so I need to know why |
| 15:30 | DEBUG |  Believe it or not, but it seems that setting the base experience to 0 points is what's doing the evil here... |
| 15:28 | DEBUG |  Trying to narrow everything down even further |
| 15:21 | HUH |  Oh... more DID happen |
| 15:20 | TEST |  Take CLXXXI |
| 15:20 | DEBUG |  Extra measures taken |
| 15:19 | DEBUG |  Even before setting the name, but a little more breakdown is needed |
| 15:17 | TEST |  Take CLXXX |
| 15:17 | DEBUG |  As the data about base stats is not shown in the log, it's safe to assume the stack overflow happened before that. Multiple debug messages have been added in hopes to pinpoint the exact location of the "evil" |
| 15:14 | VISUALSTUDIO |  Due to the limited support by VS on this, this will be even harder to debug |
| 15:12 | NOTE |  Stack overflows are (due to the stack containing too much datga... hence the overflow) the most terrible things to deal with as the source of evil is downright impossible to find |
| 15:11 | FAILURE |  So a stack overflow is the source of evil here? |
| 15:10 | TEST |  Take CLXXIX |
| 15:10 | VISUALSTUDIO |  I guess more config was needed |
| 15:09 | TEST |  Take CLXXVIII |
| 15:08 | VISUALSTUDIO |  Let's go to VS then where a more detailed error report awaits me (hopefully) |
| 15:07 | MYSTERY |  And the game crashes without a warning when creating the character Myrah. |
| 15:04 | TEST |  Take CLXXVII |
| 15:04 | STATUS |  So now testing in runtime |
| 15:03 | CONFIRMED |  Well it seems to compile now... Sheesh! |
| 15:01 | VISUALSTUDIO |  Take CLXXVI |
| 15:01 | FIXED |  The Intelligent IDE is not always doing what I want |
| 15:00 | VISUALSTUDIO |  Take CLXXV |
| 15:00 | VISUALSTUDIO |  Let's compile SCI |
| 15:00 | LINK |  That should link it all together |
| 14:59 | SCYNDI |  Scyndli link up code |
| 14:58 | C++ |  Well, in order to fix that first two API functions to make it happen |
| 14:58 | STUPIDITY |  It seems I forgot to implement Character name changes.... How silly of me |
| 14:54 | TEST |  Take CLXXIV |
| 14:54 | FIXED |  Or void... whatever |
| 14:32 | TEST |  Take CLXXIII |
| 14:32 | FIXED |  One instance escaped the fix.... Fixed now anyway |
| 14:31 | TEST |  Take CLXXII |
| 14:31 | FIXED |  Well, that's been taken care of now |
| 14:30 | STUPIDITY |  Consequently used the wrong variable for the wrong purpose |
| 14:28 | TEST |  Take CLXXI |
| 14:28 | FAILURE |  I really hate it that Lua does not support sending booleans to the C/C++ APIs |
| 14:22 | TEST |  Take CLXX |
| 14:22 | FIXED |  Method called by wrong name |
| 14:19 | TEST |  Take CLXIX |
| 14:18 | FIXED |  Internal library fault... That caused this to happen... Hey... SCI itself is also know and this project is its maidens voyage! |
| 14:17 | DEBUG |  Take CLXVIII |
| 14:16 | DEBUG |  Extra data required |
| 14:16 | BUG |  An error that should be impssoble is thrown without any traceback data... That makes it hard on me |
| 14:08 | TEST |  Take CLXVII |
| 14:07 | FIXED |  File not found |
| 14:06 | TEST |  Take CLXVI |
| 14:06 | VOID |  And an alias to prevent further trouble on loading new states |
| 14:01 | VISUALSTUDIO |  Take CLXV |
| 14:01 | FIXED |  Shows as there are some C++ syntax errors in there |
| 14:00 | STUPIDITY |  I first should have made sure SCI was recompiled as I did have to make a few changes there. |
| 13:59 | TEST |  Take CLXIV |
| 13:59 | STATUS |  All set data for characters SHOULD be accounted for now, except for passive skills, but that comes later |
| 13:58 | SCRIPT |  More scripting |
| 13:26 | SCRIPT |  Quick dice menu... Yes the game mechanics are not based on real dice, hence the lower stats and HP |
| 13:04 | STATUS |  All errrors I can check up so far have been accounted for |
| 12:54 | TEST |  Take CLXIII |
| 12:54 | FIXED |  Syntax error |
| 12:53 | TEST |  Take CLXII |
| 12:53 | FIXED |  Code typo |
| 12:52 | TEST |  Take CLXI |
| 12:52 | STUPIDITY |  Another |
| 12:52 | TEST |  Take CLX |
| 12:52 | FIXED |  Referrence error |
| 12:51 | TEST |  Take CLIX |
| 12:51 | FIXED |  I guess the keyword "Number" was not recognized as a type by Scyndi |
| 12:50 | TEST |  Take CLVIII |
| 12:50 | VOID |  ??? |
| 12:49 | HUH |  Dat fuck? |
| 12:49 | SITE |  Added tag HUH |
| 12:48 | TEST |  Take CLVII |
| 12:48 | VOID |  Another issue |
| 12:48 | CONFIRMED |  Voiding worked |
| 12:48 | TEST |  Take CLVI |
| 12:47 | VOID |  Voided the issue, but it does look like the parser needs a bit of a workout... at least the chopper... But then again, much of Scyndi needs it |
| 12:47 | VISUALSTUDIO |  Take CLV |
| 12:40 | DEBUG |  It seems to happen in the chopping stage, which comes before the actual parsing |
| 12:38 | VISUALSTUDIO |  Take CLIV |
| 12:38 | DEBUG |  Let's take it to VisiualStudio and see there |
| 12:37 | BUG |  Something's wrong, making the compiler hang in an infinite loop.... Why? |
| 12:36 | TEST |  Take CLIII |
| 12:35 | TECHNO |  Now this is all based on prototyp code I wrote in C and which I had to adept for Scyndi in order to make it work inside the scripted environment (I know. Mostly coders work the other way around, but I am not "most coders"), so basically they SHOULD work.... However all I can do to test is seeing if no compilation errors pop up (for now) |
| 12:34 | SCRIPT |  I've set up how the basic statistics should be dealt with on level ups. |
| - = 3 Oct 2023 = - |
| 21:25 | CHARACTER |  I've set up some base data for the six girls who are going to be with you during this entire game. |
| 16:57 | TECHNO |  At this point I have NO IDEA if this all works the way it should and I have NO WAY to test... I can however soon start to set everything in motion, though.... |
| 16:56 | C++ |  Spawn implemented |
| 16:19 | TECHNO |  Please note the former I could test already, the latter will have to be tested as I now begin on the game itself |
| 16:19 | C++ |  Actors should also appear now |
| 16:19 | C++ |  I've build in Kthura animation support |
| - = 2 Oct 2023 = - |
| 23:44 | VOID |  JCR6_Show has (at least for now) had the support for WestWood PAK files removed. Somehow this lead to conflicts. Now Westwood has a very bad PAK system anyway, so I'm not surprised. |
| 22:06 | SITE |  Added tag VISUALSTUDIO |
| 22:06 | VISUALSTUDIO |  Take CLII |
| 22:06 | C++ |  A tool has been written that will create the compass spots. I chose this approach is during the production of The Fairy Tale REVAMPED I quite often forgot many |
| 19:33 | STATUS |  The only big thing is now that actors cannot yet be drawn, that willl be one of the next important things to cover... |
| 18:38 | LINK |  It compiles so what I have is ready to use |
| 18:35 | FIXED |  Some fixes along the way |
| 18:35 | SCRIPT |  Link up scripts |
| 18:24 | C++ |  Kthura API |
| 10:32 | ART |  In order to put my mind onto something else first, I've first made the welcoming banners for Vandar, Frendor and the Frendor Bushes, respectively the first three locations Myrah and Francis will come through. |
| - = 1 Oct 2023 = - |
| 23:18 | STATUS |  But that API will have to come later.... |
| 23:14 | C++ |  The API has not yet been written... That will be the next step |
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