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 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100
10:41:19TEST
TESTTake DCCXCIII
10:41:16NOTE
NOTE Important to note is that loading savegames is not yet possible, I can only check if what I see in savegames is what I want to see. Luckily GINIE produces text output, so that should be easy.
10:39:24TECHNO
TECHNOIn order to make this possible I had to rewrite the PermaKill feature. The new version is completely reliant on GINIE, but that only creates cleaner SaveGames. Could also make the transfer to ANOTHER new version easier (but I really hope this will be the final version).
10:37:52DONE
DONESavegames will now also contain the permanent map kills
00:05:01STATUS
STATUSWell, that's it for today then. :)
00:02:32JUDGMENT
JUDGMENT And as far as I can look into the files, everything looks like it's in order
00:00:04JUDGMENT
JUDGMENT What I see inside the savegame does please me
- = 04 Jan 2025 = -
23:59:09FAILURE
FAILUREDang... Slow down mode initiated?
23:57:45STUDY
STUDY But let's take a look at the savegame file, as that was what this is all about, eh?
23:57:25JUDGMENT
JUDGMENT Well still a lot to do here
23:55:48TEST
TESTTake DCCXCII
23:55:46CODEROT
CODEROT Party index starts at 0 now, not at 1
23:53:38TEST
TESTYirlTake DCCXCI
23:53:36LINK
LINKKthura to Savegame
23:52:47TEST
TESTTake DCCXC
23:52:45DONE
DONESaving itself done... Well, a huge part of it.... There are a few things still left to be done, like the mapkil data, but I guess that's a later concern.
23:43:16STATUS
STATUSNext step! Saving itself!
23:42:29STATUS
STATUSWell?
23:40:07TEST
TESTBakinaTake DCCLXXXIX
23:40:05CODEROT
CODEROT Guess.....
23:38:28TEST
TESTWendickaTake DCCLXXXVIII
23:38:26CODEROT
CODEROT Another another case of code rot.... Same kind of code rot, also!
23:36:30TEST
TESTTake DCCLXXXVII
23:36:28CODEROT
CODEROT The irony
23:35:02TEST
TESTTake DCCLXXXVI
23:34:58HUH
HUHDah fuck? No "MouseHitRight" property
23:31:33TEST
TESTYirlTake DCCLXXXV
23:31:29VOID
VOIDWell?
23:27:45TEST
TESTTake DCCLXXXIV
23:27:43EXPERIMENT
EXPERIMENTI hope this works
23:22:24TEST
TESTTake DCCLXXXIII
23:22:22DUMMIED
DUMMIEDGRRR!
23:21:33TEST
TESTTake DCCLXXXII
23:21:29EXPERIMENT
EXPERIMENTWe'll see what'll happen, but I do not think the header is gonna load
23:11:45TEST
TESTTake DCCLXXXI
23:11:43FUCKYOU
FUCKYOUI must resort to disgusting code straight from the most dirty cesspool
23:07:31TEST
TESTTake DCCLXXX
23:07:27FIXED
FIXEDExHuRUCode typo
23:06:37TEST
TESTRolfTake DCCLXXIX
23:06:35FIXED
FIXEDThat should also fix the nil value I'm facing now
23:06:23CONVERT
CONVERTScroll value save and load
22:57:06TEST
TESTTake DCCLXXVIII
22:57:04NOTE
NOTE It's likely no usable savegame file can be created yet, but that doesn't matter. I need to sort out how the UI hangs out first anyway.
22:55:20LINK
LINKSet up to the SaveGame Flow properly set
22:37:11STATUS
STATUSFirst a tiny break
22:36:58STATUS
STATUSThe next step will be to get the SaveGame routine on the move, and once that works, a lot of trouble can be taken out of my hands.
22:36:18CONFIRMED
CONFIRMEDFINALLY!
22:34:47TEST
TESTTake DCCLXXVII
22:34:21VOID
VOID???
22:30:02TEST
TESTThe GoddessTake DCCLXXVI
22:30:00FIXED
FIXED????
22:25:10TEST
TESTTake DCCLXXV
22:25:09DEBUG
DEBUGLet's see what the fuck is wrong here
22:17:15TEST
TESTTake DCCLXXIV
22:17:13FIXED
FIXEDTernary error
22:14:56TEST
TESTTake DCCLXXIII
22:14:52VOID
VOIDAdmiral JohnsonShould not be needed, but I think this should solve that issue. Well, somehow, I think
22:11:13REPORT
REPORT
Activated clickable: NPC_SAVE1(0816,1152) - Trying to walk to (0816,1152)

It *is* as I suspected.

22:09:14TEST
TESTTake DCCLXXII
22:09:13HUH
HUH???
22:07:09TEST
TESTTake DCCLXXI
22:07:06DEBUG
DEBUGThe log indicates that the position the player is sent to when activating a clickable is the same position as the clickable object itself, which is not always a good idea
22:03:52TEST
TESTCrystalTake DCCLXX
22:03:49DEBUG
DEBUGClickables once again ignored. Or are they?
22:00:03TEST
TESTTake DCCLXIX
22:00:02COSMETIC
COSMETICThe number of HP, AP and Level, are not in DarkText for better readability over the gauges
21:59:35FIXED
FIXEDCode typo
21:56:15TEST
TESTTake DCCLXVIII
21:55:49CODEROT
CODEROT Walking to Clickable
21:20:48FUCKYOU
FUCKYOUI guess that works... somehow
21:18:58FUCKYOU
FUCKYOUTake DCCLXVII
21:18:55FUCKYOU
FUCKYOULet's try something else
21:17:23EXPERIMENT
EXPERIMENTTake DCCLXVI
21:17:20EXPERIMENT
EXPERIMENTWell?
21:14:33DEBUG
DEBUGExtra debug line to get more clarity
21:10:49HUH
HUH
ERROR> Kthura error: Object doesn't exist
Object ID:#969

Da fuck?

21:07:18LAZY
LAZYTake DCCLXV
21:07:14LAZY
LAZYFix.... Well... sort of!
21:05:23HUH
HUHFucking things up on purpose, cause them to.... work?

Well, it works now, but I really don't understand this.

21:00:19TEST
TESTTake DCCLXIV
21:00:17DEBUG
DEBUGKotaHardcore working, and this can cause some crashes, but if so, I can finally get a few things on the road.
20:50:43TEST
TESTTake DCCLXIII
20:50:41DEBUG
DEBUGLayer not right? Why not?
20:49:12TEST
TESTTake DCCLXII
20:49:11DEBUG
DEBUGLayer Check in debug
20:46:27TEST
TESTTake DCCLXI
20:46:01DEBUG
DEBUGLet's draw this one more out, shall we?
20:43:10CONFIRMED
CONFIRMEDWendickaCrystal McLeen - Big alternateWell the clickable list DOES appear to be properly generated
20:40:35TEST
TESTTake DCCLX
20:40:33DEBUG
DEBUGTake DCCLIX
20:40:30DEBUG
DEBUGLet's first find out why the clickables are ignored. Are they properly generated?
20:36:38STATUS
STATUSExHuRUthe enemies do indeed not appear YET. After all, they are not yet generated at all. That comes later!
20:32:25CONFIRMED
CONFIRMEDAt least all tutorials appear to work.
20:32:09BUG
BUGAnd entering the field where the Astrilopups could be overheard even cases a C-Stack-Overflow
20:31:08BUG
BUGThe save book is being ignored. I need to sort out why
20:29:40HUH
HUHHow did my pull request get closed? I never gave GitHub permission to do that!
20:28:04TEST
TESTTake DCCLVIII
20:28:01SCENARIO
SCENARIOI had to rename a scenario file, due to the little update I did to the Yaqirpa Kthura File Name
20:21:17TEST
TESTTake DCCLVII
20:21:13C++
C++That should take care of it!
20:21:06HUH
HUHCase issue?
20:18:24DEBUG
DEBUGTake DCCLVI
20:18:16C++
C++XenobiI made the error message more precise so I can get some clarifications
20:17:55HUH
HUHNot for the FIELD flow, but for the FIELD flow? What kind of bullcrap is that?
20:13:42TEST
TESTTake DCCLV
20:13:40CODEROT
CODEROT Ah yeah, I just copied the code from Luna's Father, but the linkups are different here
20:12:29TEST
TESTTake DCCLIV
20:12:26DEBUG
DEBUGTwo debug console features added
19:40:33TEST
TESTTake DCCLIII
19:40:31DONE
DONEMap.ObjWalkTo
19:40:19DONE
DONEAstrilopupPut my food on the stove. It's 7:40pm and I haven't yet eaten my dinner.
19:36:17TEST
TESTTake DCCLII
19:36:12CODEROT
CODEROT The Goddess:upper doesn't work anymore
19:34:31TEST
TESTTake DCCLI
19:34:29LINK
LINKFuck You!
19:32:29TEST
TESTTake DCCL
19:32:24FUCKYOU
FUCKYOUMap.Leader
19:27:05TEST
TESTTake DCCXLIX
19:24:46CODEROT
CODEROT CurLayer will haunt me a long time, I guess!
19:22:31TEST
TESTBriggsTake DCCXLVIII
19:22:26CODEROT
CODEROT MouseX and MouseY function -> property
19:19:16TEST
TESTTake DCCXLVII
19:18:50SCRIPT
SCRIPTRead-out of stats
19:14:09STATUS
STATUSWe're getting somewhere, but there's still a LOOOOOONG way to go

19:11:24TEST
TESTTake DCCXLVI
19:11:22VOID
VOIDAnother void?
19:11:13TEST
TESTTake DCCXLV
19:11:13VOID
VOID:=
19:06:52TEST
TESTTake DCCXLIV
19:00:16C++
C++Compiling
19:00:10FIXED
FIXEDHideButLabel faulty?
19:00:00VOID
VOIDHuh?
18:58:05TEST
TESTTake DCCXLIII
18:58:02FIXED
FIXEDBad extern
18:54:09TEST
TESTTake DCCXLII
18:54:05STUPIDITY
STUPIDITYMissing Return instruction
18:49:17TEST
TESTTake DCCXLI
18:49:13CODEROT
CODEROT AstrilopupAnother array suffered from the start on 0 in stead of 1
18:46:16TEST
TESTTake DCCXL
18:46:14FIXED
FIXEDThe bug occurred because Crystal is now on index 1, since arrays did start on 1 in the Apollo engine, but had to start on 0 in this one
18:27:02TEST
TESTTake DCCXXXIX
18:26:54FIXED
FIXEDA bug on multiple aliases when writing in the debug .jql files (enters are essential here)
18:20:07HUH
HUHReggieTake DCCXXXVIII
18:20:02JCR6
JCR6Alias fuck
18:19:57HUH
HUHWhat the fuck?
18:09:12TEST
TESTTake DCCXXXVII
18:09:10DONE
DONERPGChar.ALL
18:01:31FIXED
FIXEDParty positions
17:57:43TEST
TESTTake DCCXXXVI
17:57:40CODEROT
CODEROT MouseX and MouseY are now properties, but the status bar checker did not see that as such
17:53:12TEST
TESTTake DCCXXXV
17:53:11FUCKYOU
FUCKYOUObjSet
17:51:55TEST
TESTTake DCCXXXIV
17:51:53FUCKYOU
FUCKYOUFuck a duck.......
17:50:43TEST
TESTTake DCCXXXIII
17:50:41DONE
DONEObjInt, ObjBool, ObjStr... None of them needed, but they do prevent code rot
17:47:01FUCKYOU
FUCKYOUCrystalTake DCCXXXII
17:46:58FUCKYOU
FUCKYOUSpawnXY
17:44:50TEST
TESTTake DCCXXXI
17:44:49LINK
LINKMap.HasTag
17:42:36TEST
TESTTake DCCXXX
17:42:33DONE
DONEShow Player added to Map
17:39:52TEST
TESTSueTake DCCXXIX
17:39:33DONE
DONEWell, that is all set up now... I think
16:50:05STATUS
STATUSAlthough present in the Kthura link up (since Luna's Father also uses that crap), I need a break now!
16:49:43NOTE
NOTE HideButLabel not in Map class....
16:48:25TEST
TESTFoxyTake DCCXXVIII
16:48:24FIXED
FIXEDbad call by MapScript script caller
16:45:59TEST
TESTTake DCCXXVII
16:45:58VOID
VOIDI really should make sure self in properties refers to the instance and not the the class as a whole, unless the property is static
16:35:55TEST
TESTTake DCCXXVI
16:35:47DONE
DONESueMap.LoadedMap
16:34:04TEST
TESTTake DCCXXV
16:34:02DONE
DONEReadout for player has been done
16:27:41TEST
TESTTake DCCXXIV
16:27:39VOID
VOIDClass or global fuckup
16:16:57TEST
TESTTake DCCXXIII
16:16:45C++
C++NotMovingThan0 added to the SCI API
16:13:56TEST
TESTTake DCCXXII
16:13:55FUCKYOU
FUCKYOUAnother one
16:10:39TEST
TESTTake DCCXXI
16:10:37FUCKYOU
FUCKYOUCode typo
16:09:39TEST
TESTDr. Sal’pr’dritaTake DCCXX
16:09:38FIXED
FIXEDI hope...
16:05:14TEST
TESTTake DCCXIX
16:05:13DEBUG
DEBUGI wonder how the tag can be an empty string
16:01:55TEST
TESTTake DCCXVIII
16:01:54DEBUG
DEBUGBakina???
15:58:37TEST
TESTTake DCCXVII
15:58:34LINK
LINKKthura
15:57:36TEST
TESTTake DCCXVI
15:57:33CODEROT
CODEROT Kthura calls on an undesirable way
15:53:13TEST
TESTTake DCCXV
15:53:11FIXED
FIXEDA few typos that magically made their way in
15:51:26TEST
TESTTake DCCXIV
15:51:25VOID
VOIDI think I voided the issue causing Wendicka, Crystal and Briggs not to move to the transporter pads
15:45:07TEST
TESTTake DCCXIII
15:45:04SCYNDI
SCYNDI MapScript QuickMeta
15:41:14SOLVED
SOLVEDThe source of evil has been found
15:38:42DEBUG
DEBUGTake DCCXII
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