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22:15BUG
BUGCrystal It's not yet all cool though as linker errors occur... Clearly I didn't yet cover it all up properly yet
22:14C++
C++And also done the same with Apollo
22:14C++
C++Reggie I've adapted TQSG to make this all possible
21:43JUDGMENT
JUDGMENT #50 - Nope nope nope - definitely not! But already better than crashing ;)
21:38TEST
TESTTake VIII
21:38FIXED
FIXEDAnd fixed it!
21:38STUPIDITY
STUPIDITYI think I got it
21:36TEST
TESTTake VII
21:36DEBUG
DEBUGI've added a more dedicated error message I can see more properly what's happening here
21:36BUG
BUG"Nil" value
21:34TEST
TESTTake VI
21:34VOID
VOIDwhiner!
21:32TEST
TESTTake V
21:32VOID
VOIDI've voided that issue for now...
21:30BUG
BUGIt appears that internal definitions in classes do not work when data is delivered by fellow class members.
21:27TEST
TESTTake IV
21:27FIXED
FIXEDSyntax error
21:25TEST
TESTTake III
21:24FIXED
FIXEDAstrilopup That's three
21:24FIXED
FIXEDSyntax conflict - That's TWO!
21:22FIXED
FIXEDThat's one!
21:19TEST
TESTWendicka Take II
21:19NOTE
NOTE Admiral Lovejoy It was to be expected this wouldn't go right in one go!
21:19FIXED
FIXEDIllegal redefs
21:15TEST
TESTTake I
21:14STATUS
STATUSAt least I can see if the time gauge appears at all
21:14NOTE
NOTE It will NOT yet work.... For starters the icons and tag letters won't yet appear, and second I need to initiaze all the timers based on all combatents speed values, so we're not yet getting anywhere on that department
21:13LINK
LINKAnd NOW the time gauge should appear
21:10LINK
LINKClass link ups (this will not yet make the gauge appear. Only to make it access the fighter table)
21:09NOTE
NOTE Please note, if no errors occur nothing will happen. This because I need to link this up first
21:08DONE
DONEI've set up the time gauge... I do not yet expect it to fully work though, but hey the basis is set
19:28STATUS
STATUSThe next stop will be the calculation of the speed over the time bar... Although more balancing is in order here too, like in Dyrt, I won't do that... The reason is simple, I want the experience to be the same as the original, and rebalancing the time bar would undermine that, especially since the older setup was not a bug but a choice... Not the best choice, but still a choice. Since Dyrt was completely rewritten and has a complete new experience apart from the story line, this wasn't an issue there
17:10REMOVED
REMOVED"floating character" in Rayal removed... He was never supposed to be there anyway
16:23STATUS
STATUSAll crashes appear to be accounted for
16:21TEST
TESTTake XV
16:21FIXED
FIXEDANother bad class call, but of a different kind this time
16:18TEST
TESTTake XIV
16:18FIXED
FIXEDAnother case?
16:17TEST
TESTTake XIII
16:17FIXED
FIXEDBad class call?
16:13TEST
TESTTake XII
16:13FIXED
FIXEDSyntax Error
16:12TEST
TESTAdmiral Johnson Take XI
16:12FIXED
FIXEDSue Crystal McLeen - Big alternate Misreference
16:09TEST
TESTTake X
16:09VOID
VOID?
16:09HUH
HUH?
16:04TEST
TESTTake IX
16:04VOID
VOIDFucking for the sake of fucking
15:59TEST
TESTTake VIII
15:58FUCKYOU
FUCKYOUSome word ik hier zo MOE van!
15:57TEST
TESTTake VII
15:57VOID
VOIDVoided that issue
15:56FUCKYOU
FUCKYOUCrap!
15:54TEST
TESTTake V
15:54FIXED
FIXEDMissing line
15:48TEST
TESTtake IV
15:48FIXED
FIXEDID issues
15:45TEST
TESTTake III
15:45FIXED
FIXEDLua!=Python, and neither is Neil
15:43TEST
TESTTake II
15:43FIXED
FIXEDCompatibility conflict
15:42TEST
TESTBriggs Take I
15:42NOTE
NOTE All I can test here too is the absence of crashes, but that's all
15:42ENHANCEMENT
ENHANCEMENTQuick access metatable for Stats and Stat Buffs
15:33TECHNO
TECHNOSince I only adepted the original Lua code to Neil and the differencies of this engine for this (this because I want the game experience in Star Story to match the original game as much as possible) I don't expect too much trouble here, but, ya never know
15:32NOTE
NOTE Now what is very important to note is that there's no way to know if this actually works the way it should as this is all "under the hood" code. In other words when it doesn't crash, I must assume it works
15:31DONE
DONECompile Raw Data into the actual stats the enemy needs based on its level
2:00JUDGMENT
JUDGMENT Bakina WONDERFUL!
1:58TEST
TESTWell take VI then to fit all needed formalities then?
1:58DUMMIED
DUMMIEDPlaceholder circle
1:57CONFIRMED
CONFIRMEDAnd NOW it works the way it SHOULD work
1:56TEST
TESTTake V
1:56FIXED
FIXEDnow then?
1:56COCKROACH
COCKROACHi thought so
1:18TEST
TESTTake IV
1:18FIXED
FIXEDThere you go!
1:18BUG
BUGBut now I gotta deal with a file referrence error, but that's looks like an easy one
1:18CONFIRMED
CONFIRMEDApparently that is indeed fixed
1:17TEST
TESTTake III
1:17STATUS
STATUSI think it's fixed then
1:16GENERATION
GENERATIONLet's run the crap and see
1:16FIXED
FIXEDDr. Sal’pr’drita ?
0:52BUG
BUGThe data is not properly compiled I see.... I will have to investigate to find out why this happens
0:46FIXED
FIXEDSyntax error
0:45TEST
TESTTake II
0:45LAZY
LAZYlinked Lua's "error" function into the main routine, as this is driving me nuts!
0:43FUCKYOU
FUCKYOUGRRRR!
0:42TEST
TESTLet's see
0:42TECHNO
TECHNOThe aim circles will still be desplayed. I'll remove them once this works
0:42DONE
DONEAnyway, the enemies should now appear on the screen
0:41NOTE
NOTE Now I must hope nothing bad happened to the backup due to that BSOD...
- = 28 Dec 2020 = -
23:41FAILURE
FAILUREBlue Screen Of Death!
22:07BACKUP
BACKUPI will backup while Dyrt is running though
22:07DYRT
DYRTAfter I do more testing work here... Yeah, it really sucks, but I need to sort out my priorities
22:07STATUS
STATUSNext stop... Enemy sprites
21:57TEST
TESTWell, what does it do now?
21:56COSMETIC
COSMETICand made sure the X is a bit more to the right
21:56FIXED
FIXEDY position to the middle
21:55JUDGMENT
JUDGMENT Bug fixed indeed, the result is good, but not quite
21:52FIXED
FIXEDKota I think I found the bugger
21:52ANALYSIS
ANALYSISStack overflow thorugh by C++ for something that happens inside Lua, eh?
21:50INVESTIGATION
INVESTIGATIONBut what is it then?
21:50FAILURE
FAILUREOk, I was wrong
21:48FAILURE
FAILUREComplete crash.... I think I know why this is, but I need to look that up
21:46TEST
TESTLet's see, shall we?
21:46NOTE
NOTE these are the hardest to tell if they are right, but as I put in placeholder circles to mark their positions, this should not be that hard.... At least, I hope not
21:45DONE
DONEI've set the enemy's automated X and Y postions...
2:15STATUS
STATUSCalling it!
2:15BACKUP
BACKUPRolf Running
2:15GITHUB
GITHUBShould be up-to-date, I hope
2:05TEST
TESTTake XI
2:05NOTE
NOTE Yeah that was a mouthfull, couldn't think of a better description
2:04FIXED
FIXEDC format communication error
2:01TEST
TESTTake X
2:00GENERATION
GENERATIONAs a result I did have to recompile the enemy set up, oh well
2:00FIXED
FIXEDAh, some old BlitzMax leftover code now leading ot incompatibilities
1:55TEST
TESTTake IX
1:55LINK
LINKThat links it all together
1:55NEIL
NEILExtract Dir
1:55VISUALSTUDIO
VISUALSTUDIOCompiling
1:55APOLLO
APOLLOLink API
1:55C++
C++Extract Dir
1:48TEST
TESTTake VIII
1:48FIXED
FIXEDIllegal Function Call
1:47TEST
TESTReggie Take VIII
1:47FIXED
FIXEDThe Goddess Forgotten overrides
1:44TEST
TESTTake VII
1:44FIXED
FIXEDI hope
1:44COCKROACH
COCKROACHXenobi Sigh!
1:41TEST
TESTTake VI
1:41FUCKYOU
FUCKYOUOh well
1:40TEST
TESTTake V
1:40FIXED
FIXEDCode typo
1:37TEST
TESTTake IV
1:37NOTE
NOTE I need to fix the bug in Neil about base members in extended classes
1:34TEST
TESTTake III
1:34FIXED
FIXEDOverride error
1:30TEST
TESTTake II
1:29FIXED
FIXEDIdentifier issues
1:19STATUS
STATUSWell I can start with the tests, but I am tired now so I hope this'll be short
1:17LINK
LINKI've linked the foe compiler... or that is the little it has now as it cannot yet prepare the data the (future) battle engine will need to the start up routine... All it does not is the pre-load of data. Once this is done it will go into the next step which is to compile and process the data into workable data the combat engine can actively use
1:01NOTE
NOTE This is dirty code straight from hell and is only possible due to Neil relying on Lua and having to do most of its stuff run-time.
1:00TECHNO
TECHNOFor the enemies I've set the level as a readonly int, this is to make it easier to get the actual Foe Stat compiler to create the stats the enemy should have on the start of the battle. Remember, that Foe records do not exist prior to the start of the battle so this was only the easiest way to go. Now to make things easier, I've used a property on the heroes which reads the level directly out of the character record, since that does exist prior to battle. The battle engine won't notice the difference at all, as the respective classes both know what to do.
0:05NOTE
NOTE This won't bring any noticable effect now, but it will safe me some headaches later.. or at least, I hope so
0:04LINK
LINKAstrilopup Quick Link HP
- = 27 Dec 2020 = -
21:25CONFIRMED
CONFIRMEDWell it appears to be working now
21:23TEST
TESTTake III
21:23VOID
VOIDWTF?
21:21TEST
TESTFoxy Take II
21:21FIXED
FIXEDAdmiral Lovejoy Syntax error
20:32TEST
TESTTake I
20:32NOTE
NOTE This should conclude #47 but before I go there, first a little test!
20:32DONE
DONECombat music should now start UNLESS the system has been instructed not to
12:53DYRT
DYRTBefore anything else,first another test of Dyrt.... See ya soon
2:04STATUS
STATUSBut it's late now.... More comes later!
2:04C#
C#A basis has been set up for the foe compiler
1:47STUDY
STUDY The original Lua exporter I wrote in Blitzmax.... Looks pretty straightforward.... I need to see how I can best make this accessible for Neil... I have a few ideas....
1:37STUDY
STUDY Analysis of the original datafiles was easy... That's just GINI and I do have a GINI parser, so that shouldn't be a problem.
1:36NOTE
NOTE A new compiler is however needed, due to the new game using Neil in stead of pure Lua, and to allow it to blend in better with the current Apollo Engine
1:35NOTE
NOTE It might not be needed anyway.
1:35NOTE
NOTE The original Foe editor was written in BlitzMax and as the original game was developed on a Mac only compiled for Mac, making the code entirely useless... Now technically speaking I can try to manually translate the editor to C++ and attaching it to my June 19 system, but I got a bit of a bad taste in my mouth from that attempt after things went completely beyond my scope with TFT... Of course an entire engine and only a simplistic database are two different things, but still....
1:33TECHNO
TECHNOSince Star Story works with a dynamic enemy system, this unlike Dyrt, 63 fires and TFT. That makes the Foe Compiler I coded for Dyrt completely useless and even in an adapted form I cannot do anything with that. The dynamic system is what allows enemies the have different levels based on where you encounter them, your difficulty setting or your chosen game cycle. A very few enemies can even level based on your level (this is only reserved for bosses where this level has a kind of scenario meaning), all in all, this requires a completely different approach....
1:29TRANSFER
TRANSFEREnemy data
- = 26 Dec 2020 = -
23:19DYRT
DYRTSue Some more Dyrt testing.... That game is close to completion, but then I mustn't neglet it now, as then it'll never get finished...
22:57TEST
TESTAnd let's see if that works
22:57COSMETIC
COSMETICDouble size
22:57JUDGMENT
JUDGMENT FINALLY
22:54TEST
TESTTake X
22:54FUCKYOU
FUCKYOUYirl WILL THIS WORK!?
22:54COCKROACH
COCKROACHThis is REALLY getting on my nerves now
22:52TEST
TESTTake IX I think
22:52NOTE
NOTE I really should find a way to get that one fixed
22:52VOID
VOIDOh wait a minute... It's the table pointer bug
22:46TEST
TESTNEXT!
22:46FIXED
FIXEDAdmiral Johnson Oh wait, that was just a misplaced debug line
22:44BUG
BUGAnother thing is... it only had to retrieve the picture ONCE, and according to the log it did so every draw frame, which is also not the way it should be
22:43BUG
BUGOnce, twice, three times a lady..... In this case Wendicka.... WTF is going on here?
22:42FUCKYOU
FUCKYOUWell let's see how it work snow!
22:41FUCKYOU
FUCKYOUI guess there MUST be trouble, eh?
22:40NOTE
NOTE I'll investigate that later for now I'll just give both Foes and Heroes their own Tag variable hoping that'll solve things
22:39BUG
BUGIt seems that when classes get expanded they all share their pointer... That was not what my test script pointed out, though
22:37DEBUG
DEBUGAn extra line must show me a bit of info here
22:35INVESTIGATION
INVESTIGATIONBakina WHY!
22:35BUG
BUGBut their image files are not alright as I see three times Lt. Briggs, in stead of Briggs and the three girls
22:35JUDGMENT
JUDGMENT Their spots seem to be already
22:35JUDGMENT
JUDGMENT I see three combatnants
22:33TEST
TESTTake IV
22:33FIXED
FIXEDIllegal function call
22:29TEST
TESTExHuRU Take IV
22:28STUPIDITY
STUPIDITYCan't imagine I didn't bring that one in before.... Dang!
22:28C++
C++Image.LoadNew()
22:21TEST
TESTTake III
22:21FIXED
FIXEDAnd another
22:21FIXED
FIXEDFixed code typo
22:19TEST
TESTTake II
22:19FIXED
FIXEDSyntax error
22:17TEST
TESTTake I
22:17LINK
LINKLinked that to the main combat engine (as far as you can speak of an engine at THIS point)
22:14DONE
DONEHero draw should owkr now... I have not yet adapted scaling (which I'm planning to, but hey I can't do all in once).
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