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21:48STATUS
STATUSBriggs This will now allow me to show the heroes in combat
21:40STATUS
STATUSAT LAST!
21:39GENERATION
GENERATIONKota Well we'll only know after a new generation is done
21:39FIXED
FIXEDI hope
21:39COCKROACH
COCKROACHGRRRR
21:37GENERATION
GENERATIONGenerated the walking sprites for the playable characters the way this game needs them
21:24JUDGMENT
JUDGMENT that looks better
21:23TEST
TESTLet's see now
21:23TEST
TESTAliased the old Blitz Pictures, but that would lead to rather crazy effects I do NOT want
21:23FIXED
FIXEDCrystal I hope!
21:23JUDGMENT
JUDGMENT FOUT! OPNIEUW!
21:21TEST
TESTLet's do that again, shall we?
21:21FIXED
FIXEDI think
21:20FAILURE
FAILUREDin't work the way it should and it actually failed on Wendicka in uniform, Crystal in uniform and Briggs, the three characters I needed right now (and all the others were succesful... good news, but it rubs the error in even more, so I'm not sure how to feel)
21:19APOLLO
APOLLOProject adaption in order to create aliases I'm gonna need for combat
21:04JUDGMENT
JUDGMENT So far it all looks good to me
20:52TODO
TODOAnd now I need a good cup o' coffee
20:51APOLLO
APOLLOBarf required
20:50FIXED
FIXEDOkay, that works now
20:31BUG
BUGI see that "abstract" is not completely functional... yet!
19:02DYRT
DYRTBack to my Dyrt duties, but I'll be back soon, as things are slowly getting interesting here
19:00CONFIRMED
CONFIRMEDReggie It LOOKS like it's working.... Oh my....
18:55FIXED
FIXEDI hope....
18:47TECHNO
TECHNOThis should not be due to the way that class work, but rather due to the #use interface being very very buggy
18:46NOTE
NOTE And that is what I wanted to know.... That it does NOT work!
18:44TEST
TESTDr. Sal’pr’drita Well Only one way to find out, eh?
18:44EXPERIMENT
EXPERIMENTWill this work then?
18:40INVESTIGATION
INVESTIGATIONHow come?
18:40MYSTERY
MYSTERYNow the "fun part" comes... It looks like the files in question have not been seen nor been translated nor executed at all....
18:33DONE
DONEWendicka Basis for Hero Creation in combat (this should be easy so far, but hey, ya never know)
18:33EXPERIMENT
EXPERIMENTAnd I must see if this all works, eh?
17:48SCRIPT
SCRIPTA bit of a base for the class for the fighters
17:02STATUS
STATUSTime for a little break
17:01TECHNO
TECHNOThis was significantly harder, but IT WORKS NOW TOO! :)
16:42STATUS
STATUSNow for property overriding
16:42NEIL
NEILMethod overriding works.....
16:32TECHNO
TECHNOFor the time being ONLY non-static methods and properties can be overridden... This to prevent a lot of trouble on the way.
16:32STATUS
STATUSBut now the "evil" part.... overriding... I'm sure that doesn't yet work, as that will require some workout
16:28STATUS
STATUSGood, that appears to work as well, good good good!
16:27STATUS
STATUSNow for methods
16:26NEIL
NEILAdmiral Lovejoy Variable transfer into extended classes appears to be working
16:08NOTE
NOTE Overriding is NOT yet possible, though
16:08NEIL
NEILProperties should now be copied properly into the class extension
15:39CONFIRMED
CONFIRMEDSo far the translation looks the way I want it to be
15:38FIXED
FIXEDA few fixes required to recognise this all well
15:34NEIL
NEILNeil should now recognize the keyword "extends", but it won't have much effect yet
14:51STATUS
STATUSBRB :)
14:51STATUS
STATUSSo I only Gotta wait for it
14:51DONE
DONEBread into the oven
14:50DONE
DONEFeeding the cat
14:47TODO
TODORolf And I should also have fed my cat a little while ago... Luckily she ain't mad at me for it.
14:47TODO
TODOBut first time for food.... My stomach hurts and shouts out for food....
14:45TECHNO
TECHNOBefore I get into the combat routine I really need to experiment on extendable classes, as I really don't know if I already properly covered that in Neil... It ain't that much of trouble if not, as I can still work it out by a bit of cheating, but as long as I don't have to... Why should I?
12:39DYRT
DYRTHowever first I have a few obligations to Dyrt.NET so I guess I should get onto that first
12:38STATUS
STATUSJust like in "DYRT.NET" I'm planning to work with a kind of class that basically houses the data a combatnant should have.... Now Neil is not yet full adaptable with extendable classes, but due to the most of all run-time nature of Neil (due to it using Lua) I can easily get around that... I think.... ;)
12:36STATUS
STATUSWell, from here I can try to get a few things on the move
12:34CONFIRMED
CONFIRMEDYES!

YES!

YES!

12:32TEST
TESTTake X
12:31STATUS
STATUSThis should mean though I am now really close to getting everything to work the way it should.... (Almost sounds too good to be true)
12:31FIXED
FIXEDAdmiral Johnson Code typo
12:29TEST
TESTTake IX
12:28STATUS
STATUSOkay, This should get me close to getting things to work... I hope?
12:07FIXED
FIXED"Killed" was NEVER supposed to be "read-only" (the system cannot know it has to remove an actor otherwise)
12:03TEST
TESTTake VIII
12:03FIXED
FIXEDSyntax issue
11:57TEST
TESTTake VII
11:57VOID
VOID?
11:57HUH
HUH?
11:55INVESTIGATION
INVESTIGATIONWhy?
11:55COCKROACH
COCKROACHANd still no good! :(
11:55TEST
TESTOnto Take VI
11:55TEST
TESTTake V pointed those out
11:44FIXED
FIXEDUnknown identifier
11:43FIXED
FIXEDScope issue in Neil glue code
11:41VISUALSTUDIO
VISUALSTUDIOAnd of course, I must compile all that crap first, so here goes....
11:41NEIL
NEILXenobi Some new glue code was therefore also needed, so let's come up with that
11:37REMOVED
REMOVEDI removed the most unsafe one that is bound to cause trouble only from Apollo.... Projects so small the function act act safely are close to non-existent, so why should I care about those anyway?
11:36C++
C++So I wrote a few alternate API functions which should be a lot safer
11:33STUDY
STUDY Briggs I've looked up table pushing, but my analysis says that since must of the same functions are being used as for regular value returns the function is just as risky, so best it not to go there.
1:07NOTE
NOTE I will take a look, as I believe Lua can push tables from C, but I am not fully sure how this works, so I'll require some study for this!
1:06SOLVED
SOLVEDI know what it is..... JCR6.Entries must deal with too many return values... I thought I had taken care of that now... Apparently not....
1:03STATUS
STATUSHowever given the time, and the fact that I must stop at some moment as I too need sleep this will have to wait until later no matter what the computer wants me to do!
1:02FAILURE
FAILUREA sudden total crashdown happens without any error message at all.... This mostly refers to serious trouble
0:58TEST
TESTTake IV
0:58FIXED
FIXEDGroup issue
0:58TEST
TESTTake III
0:58VOID
VOID????
0:50TEST
TESTTake II
0:50FIXED
FIXEDMouse pointer unknown
0:50FIXED
FIXEDErrorlink
0:47TEST
TESTLet's throw this to da test
0:47DONE
DONEThe development escape... I insist on having that active before running this all up
0:44TODO
0:43STATUS
STATUSA few more things to be done before I can test, though
0:42PLAN
0:42DONE
DONEThe game should now be able to engage into combat... that is no more than showing the background "arena" picture, but hey Rome wasn't built in one day either
- = 25 Dec 2020 = -
21:23CONFIRMED
CONFIRMEDAs far as I can trust the logs, the issue should be succesfully voided
21:20TEST
TESTDr. Sal’pr’drita Take XV
21:20VOID
VOIDAh yeah, that bug within Neal with the declaration of table variables
21:17TEST
TESTTake XIV
21:16DEBUG
DEBUGFoxy More debug then!
21:11DEBUG
DEBUGThe log shows that the array in question is really that long.... But why does that happen?
21:09TEST
TESTTake XIII
21:09FIXED
FIXED"static"
21:09STUPIDITY
STUPIDITY"static"
21:07TEST
TESTTake XII
21:07MYSTERY
MYSTERYAs that mystery still isn't cleared up
21:07DEBUG
DEBUGMore infor on why the overload on enemies happens though
21:01FIXED
FIXEDEach getting a function (sigh)
20:57NOTE
NOTE Highest number I saw was 8 (which is actually already too much, but still withing reasonable limits given the way stuff's been set up)
20:56DEBUG
DEBUGAnd the log also confirms there should NEVER be that many enemies
20:55HUH
HUHThe error I got now I really really odd, I tell ya!
20:54TEST
TESTTake XI
20:54DEBUG
DEBUGAnd I wanna know more about the enemy overload in the process of the next test so let's put in an extra line, eh?
20:52NOTE
NOTE That does not yet fix the enemy overload, but I gotta start somewhere, eh?
20:52FIXED
FIXEDI think I fixed the "nil" issue
19:48TECHNO
TECHNORolf The latter is likely an API error, but that doesn't seem likely (as that would mean the music couldn't start either, as that data is also received from the same API function)
19:47COCKROACH
COCKROACHAnd two NIL values, and that makes me worried the most
19:47COCKROACH
COCKROACHFor started 44 enemies were put into combat for no reason at all
19:47STATUS
STATUSThe error message I should see is there at least, but loads of things are not right yet, and need to be sorted out!
19:45TEST
TESTTake X
19:45INVESTIGATION
INVESTIGATIONOh well
19:44COCKROACH
COCKROACH"nil" for arena?
19:37TEST
TESTTake IX
19:35VOID
VOIDToo many enemies?
19:23FIXED
FIXEDYirl Bad identifier
19:22NOTE
NOTE That's even one more than I counted in the last test
19:22CONFIRMED
CONFIRMEDAnd also confirmed that there are indeed 32 enemies added to combat
19:22CONFIRMED
CONFIRMEDConfirming the Neil bug in the process
19:22CONFIRMED
CONFIRMEDBoolean issue voided
19:20TEST
TESTTake VIII
19:20FIXED
FIXEDOh crap!
19:18TEST
TESTTake VII
19:18DEBUG
DEBUGAn extra debug line will have to confirm if this is really what is happening
19:18BUG
BUGThe logs indicate though that 31 enemies are put in one fight... Even for the hard mode that is way too much (not just for plauyability, but actually much more for the CPU and RAM to process also).
19:17VOID
VOIDXenobi I hope I voided the boolean issue (which should not be possible unless Neil itself is bugged)
19:10TEST
TESTTake VI
19:10DEBUG
DEBUGExtra debug required
19:10COCKROACH
COCKROACHOr so I thought
19:08TEST
TESTTake V
19:08VOID
VOIDALmost there
19:06NOTE
NOTE Incredible eh, how many fixes something trivial as this can need
19:06TEST
TESTTake IV
19:06FIXED
FIXEDThe Goddess ID conflict
19:04TEST
TESTTake III
19:04VOID
VOIDGRRR!
19:00TEST
TESTTake II
19:00FIXED
FIXEDAnd the other fixed
19:00VOID
VOIDOne issue voided
18:59NOTE
NOTE Some bugs pop up that should even not be possible at all
18:59BUG
BUGExHuRU Wishful thinking
18:59NOTE
NOTE (And the only take I hope)
18:58TEST
TESTTake I
18:40STATUS
STATUSNow even though the game will crash when engaging into combat, I can try to see if stuff in general works.... I know the exact error I should get when all else works... or at least without crashing, as true bugs cannot be expected until the actual engine itself is set in motion... Oh well....
18:37STATUS
STATUSFoxy Good!
18:37VERIFIED
VERIFIEDAnd tune number 2 also works
18:36STATUS
STATUSJust waiting for tune number 2 then ;)
18:35VERIFIED
VERIFIEDAt least I can say that boss tune number 1 plays the way it should
18:35NOTE
NOTE Although the game will crash for now, once the combat starts, this because the combat engine has not yet been scripted, and a lot is there to do before I can even make that happen
18:34NOTE
NOTE Right, the foes moving around in the field should be able now to initiate the battle
18:33SCRIPT
SCRIPTRight, script set for a random tune for both mob as boss fights
18:32STATUS
STATUSAstrilopup NOT THERE YET THOUGH!
18:32SCRIPT
SCRIPTthe Script is now able to pick a random tune, just out of the correct folder for the occasions
18:31SCRIPT
SCRIPTWhile the music plays in order to test this all out, I could alter the script
18:30TEST
TESTAnother test coming up
18:30DONE
DONEEating
17:52POWERSHELL
POWERSHELLHERE GOES!
17:51APOLLO
APOLLOAnother pack is required though so.....
17:51FIXED
FIXEDThat should be fixed now
17:50INVESTIGATION
INVESTIGATIONAnd I need to find out why
17:50FAILURE
FAILUREThat didnit work
17:48STATUS
STATUSWell, since that looks like it's in order, the boss songs will now come into play
17:47VERIFIED
VERIFIEDMob song 002 works
17:46VERIFIED
VERIFIEDYirl Mob song 001 works
17:45MUSIC
MUSICI am currently listening to hear if all the alterings did go according to how they should go
17:43STATUS
STATUSCrystal So far so good!
17:43POWERSHELL
POWERSHELLScript run
17:43APOLLO
APOLLOI've made some aliases for the music used in combat, this so I can be sure the random tune picker picks this all up accordingly
16:39TECHNO
TECHNOIn order to save myself tons of bugs, I will always add the "kill" attribute to foes on the map as soon as you touch them igniting combat. You cannot run away anyway (you can use ability to force the enemy out of combat in stead) and if you respawn after combat the map is reloaded also, so all in all no reasons not to do this. All that would cause are needles bugs... or rather cockroaches
16:35OFFTOPIC
OFFTOPICSue Now I didn't create that Einstein quote picture that I placed onto this page out of protest for the imbecile way in which the COVID19 virus is being combated, however whoever did misspelled "stupidity"
16:34CHECKED
CHECKEDI've checked the Arena pictures, they look good enough for me to be stretched.... It would save me tons of work... I know I'm lazy, but I gotta face the facts, this project is not worth it to put that extra kind of extra effort into it....
14:59NOTE
NOTE This has NOT YET been linked to the in-field enemies, so don't expect anything to happen there yet!
14:59LINK
LINKSome linkup code has been written in order to make starting combat possible
12:47TECHNO
TECHNOIn order not to stress things up too much, I'm going to look into a kind of possibility to fake a lower resolution screen in order to make combat possible without having to redo all arenas, like I had to do in Dyrt, however it is possible that life will be harsh and that I will have to keep that setup going.... This to prevent too much pixellation in higher resolutions... I really gotta sort this out
12:45SCRIPT
SCRIPTA start has been set up for the combat.... Two classes that will allow me to configure the start of a combat. Very important... After all, without this data the battle cannot even start at all...
1:35FIXED
FIXEDVoila
1:32INVESTIGATION
INVESTIGATIONSo my dear Watson, it's only elementary we're gonna find out why
1:29COCKROACH
COCKROACHDoesn't work... at all
1:29STUPIDITY
STUPIDITYI had to recompile the engine
1:20TEST
TESTHopefully this works, and if so, I can go to bed
1:19ENHANCEMENT
ENHANCEMENTThe Scroll value in the savegame screen should now be saved whenever a savegame is accessed... Counts for both loading and saving
1:03MYSTERY
MYSTERYWe'll never know why, and frankly I don't care... What works that works!
1:03HUH
HUHExHuRU It appears to work now
1:01EXPERIMENT
EXPERIMENTThis is highly unorthodox, but what the heck
1:01COCKROACH
COCKROACHThis is really really odd
0:56EXPERIMENT
EXPERIMENTI really must see what happens now... This is a bit of odd way of working
0:49BUG
BUGChasing works FAR from perfect
0:47FIXED
FIXEDBakina Missing check
0:38NOTE
NOTE (In the original game this part also gave me nightmares. It was for that reason I never re-implemented this in TFT REVAMPED, Dyrt.NET nor even 63 Fires of Lung)
0:38DEBUG
DEBUGLet's dig into this a bit more, shall we?
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