Title
Github Itch.io

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10:32CONFIRMED
CONFIRMEDIt does indeed handle a violation. It appears we got a null call here
10:29VISUALSTUDIO
VISUALSTUDIO Take CCXVII
10:29TECHNO
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!

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