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22:53 | FIXED | Code typo |
22:52 | TEST | Take XXVIII |
22:52 | EXPERIMENT | I've done a different approach, but I got alternative features ready. I will need to see what happens next! |
22:52 | NOTE | The code renders this impossible, so where in the world this goes wrong..... Joost mag het weten! |
22:40 | STATUS | I really need to put a scroller in my log system..... |
22:39 | HUH | This does shine a light on things... The data is stored in the item exit points, but not in the item objects themselves..... |
22:37 | TEST | Take XXVII |
22:37 | VOID | Actors will be voided from any further tests |
22:37 | NOTE | the tester appears alleric to actors, but that is not really a concern |
22:33 | TEST | Take XXVI |
22:33 | DEBUG | More crap |
22:27 | TEST | Take XXV |
22:27 | VISUALSTUDIO | Let's get this into the main crap then |
22:25 | TEST | Take XXIV |
22:25 | DEBUG | Let's see |
22:24 | NOTE | This is not really possible.... The previous error did prove a string was succesfully received |
22:23 | COCKROACH | A complete crash? |
22:22 | TEST | Take XXIII |
22:22 | FIXED | Illegal function return |
22:21 | TEST | Take XXII |
22:21 | FIXED | Fuck you! |
22:19 | TEST | Take XXI |
22:19 | FIXED | Glue code typo |
22:05 | TEST | Take XX |
22:05 | SCRIPT | Debug script expanded |
22:01 | VISUALSTUDIO | Compiling |
22:01 | NEIL | Put in Neil Glue |
22:00 | APOLLO | Put in API |
21:56 | KTHURA | Debug property added |
21:53 | RESULT | The lie is complete.... Under no circumstances could the data produced by the logs be what they pretend to be.... I really need to sort this one out! |
21:48 | TEST | Take XIX |
21:48 | DEBUG | Extra debug - This must confirm the lie completely |
21:44 | TEST | Take XVIII |
21:44 | FIXED | Glue isse |
21:32 | TEST | Take XVII |
21:32 | STATUS | Should only confirm the computer is lying though |
21:31 | FIXED | Ah, a small debug issue..... |
21:26 | TEST | Take XVI |
21:26 | EXPERIMENT | Let's try a different approach here! |
21:25 | HUH | So the object is NOT properly tagged.... yet the clickable engine finds it, and so does TagMapper (the game would function at all if it didn't), so that result is a lie... Question is... Why does this happen? |
21:21 | TEST | Take XV |
21:20 | NOTE | That doesn't fix this cockroach, but should at least allow me to debug |
21:20 | FIXED | Neil glue missing a member |
21:20 | HUH | ??? |
21:15 | TEST | Take XIV |
21:15 | DEBUG | let's see... MOAR data required |
21:12 | DEBUG | The log shows that the data is empty indeed... Not possible since an earlier scan already proved it to be full.... so wtf happened here? |
21:08 | TEST | Take XIII |
21:08 | DEBUG | An extra debug line added, as I cannot yet rule out that the Item object itself is to blame (shouldn't be, but hey, nothing is certain now) |
21:06 | FUCKYOU | I take that as a fix ignored |
21:03 | TEST | Take XII (that does not yet fix the 'overstocking' but at least I can see if the 'nameless item' bug is fixed or not) |
21:03 | FIXED | Another stupid error? |
20:55 | BUG | The next lie also comes in.... An item without a tagname |
20:44 | BUG | I heard the buzzer so that should indicate an overstocking, which is with empty inventories impossible, so what that happens needs to be sorted out, but first I need to see if this initial issue is fixed or not! |
20:44 | FIXED | Non-existent members fixed? |
20:33 | TEST | Take XI |
20:33 | VOID | Perhaps this should do it! |
20:32 | CONFIRMED | Indeed it didn't |
20:27 | TEST | Take X |
20:27 | TECHNO | This cannot fix the problem as a whole, as the error itself refers to "nil" and not to a string containing a wrong value, but as crazier things have happened, perhaps I should still give this another go |
20:26 | FIXED | At least I fixed a part of the problem |
20:21 | FUCKYOU | The log confirms the lie, but also confirms another issue |
20:13 | TEST | Take IX |
20:13 | INVESTIGATION | So now to find out why the lie pops up |
20:12 | BUG | Computer lies.... No NIL value can be there |
20:06 | TEST | Take VIII |
20:06 | FIXED | Whatever |
20:02 | TEST | Take VII |
20:02 | FIXED | I hope.... |
20:02 | COCKROACH | But the issues are not yet solved |
20:02 | STATUS | No more compilation errors |
19:58 | TEST | Take VI |
19:58 | FUCKYOU | Whiner! |
19:55 | TEST | Take V |
19:55 | FIXED | ANother index error managed to sneak past me! |
19:52 | TEST | Take IV |
19:52 | FIXED | Identifier trouble |
19:48 | TEST | Take III |
19:48 | FIXED | #use error (another one) |
19:45 | TEST | Take II |
19:45 | FIXED | Illegal field index |
19:45 | FIXED | #use error |
19:41 | TEST | Take I |
19:35 | STATUS | Well, that makes I'm ready to get the test on the roll |
19:35 | TECHNO | should be obvious, but you do need to tell the computer EVERYTHING! |
19:34 | DONE | If an item is succesfully picked up it will now also disappear from the map |
19:33 | STATUS | One more thing to do |
19:33 | LINK | That links eveything together |
19:33 | DONE | Set up picking up treasure from map |
19:25 | DONE | Shorting thing... Really needed to get things done |
19:24 | STATUS | And now to the actual function I was planning to get done! |
19:23 | LINK | Put into the main routine |
19:10 | STATUS | Not there yet! |
19:10 | DONE | Draw Mini Messages |
18:58 | SCRIPT | Base class Mini Messages |
18:11 | NOTE | I will need some other things.... The minimessage system will now have to be put in place |
18:06 | SECURITY | I made sure the routine doesn't work on Briggs.... When walking around in the Yaqirpa this wouldn't be a problemm but in combat the same routine will be used, and then stuff could happen.... |
18:05 | STATUS | Now I can make it possible that items are being picked up |
18:02 | REMINDER | |
18:01 | LINK | Link code added |
17:41 | SCRIPT | A routine which can add items to somebody's personal inventory has now been made |
17:09 | NOTE | I will remove the support for "key items" in Star Story. Why? Because the system has always been bugged from the start, that's why! And the key you need in the Yaqirpa is also the only key-item you'll ever get... It's just easy to make a quick script handle the key separately... no problem! |
17:04 | PLAN | I have decided also that before I start on the combat system I'm first going to see if I can link the lzma library into JCR6 in C++. I really hate missing that.... |
17:04 | STUDY | I did need a quick study on the inventory system |
- = 10 Oct 2020 = - | ||
23:28 | STATUS | From here I can start setting up the inventory system for real, but I'm not sure if it's wise to start on that one tonight.... |
23:14 | CONFIRMED | FINALLY! |
23:11 | TEST | Take XXXIX |
23:10 | VISUALSTUDIO | recompiling |
23:10 | FIXED | Yup.... The parameter read-out from the scripter was faulty |
23:10 | RESULT | I get the same values for the x and y check.... I checked the C++ code, and the variables there appear to be in order... that is in the Core of Kthura.... I do need to check the API code still, as C++ can still be where the evil lies |
23:07 | TEST | Take XXXVIII (inside visual studio this time) |
23:07 | STATUS | I'm really mad now, can you tell? |
23:07 | DEBUG | Now a core debug note! |
23:00 | TEST | Take XXXVII |
23:00 | VISUALSTUDIO | I must compile.... AGAIN! |
23:00 | KTHURA | It was a core error so |
23:00 | FIXED | And fixed it! |
23:00 | SOLVED | I think I found it! |
22:59 | FUCKYOU | To make things even stranger, the data shown in my log indicates all must be well.... I don't follow.... |
22:51 | TEST | Take XXXVI |
22:51 | STATUS | No errors this time |
22:50 | VISUALSTUDIO | Recompiling |
22:50 | FAILURE | It seems I didn't notice C++ threw me tons of errors |
22:46 | TEST | Take XXXV |
22:45 | FIXED | Glue syntax error |
22:42 | TEST | Take XXXIV |
22:42 | DEBUG | Debug command adapted |
22:40 | LINK | And that should link it all |
22:40 | VISUALSTUDIO | COmpiling |
22:40 | NEIL | glue |
22:18 | C++ | API function |
22:16 | C++ | Debug function added |
22:09 | COCKROACH | Some more debug crap is now definitely in order |
22:06 | TEST | Take XXXIII |
21:56 | CHECKED | It is NOT likely, that the script is to blame.... |
20:27 | STATUS | However I'm out of time for now, but this deserves more investigation |
20:26 | MYSTERY | The outcome of this test point to a core error in the C++ code of Kthura, and that is pretty serious. A click far away from the savespot yet leading me to the savespot out of the blue even calling the save screen makes a lot clear |
20:22 | TEST | Take XXXII |
20:22 | DEBUG | A bit more information on my console please |
20:20 | MYSTERY | This shines more light on things... Only ONE item appears to get Wendicka's attention, and if you click any other item Wendicka will ignore them and go to that one item.... In earlier tests this may not have come out because the ONE item was located on a different floor and therefore out of Wendicka's reach... At least that's the most plausible explanation.... |
20:17 | TEST | Debug take - Take XXXI |
20:17 | BUG | This is a bit odd, but as I'm running out of time hard to get things done with now.... The clickable creator does log that the items are clickable, however, when I click them, it does not turn out that way. |
20:08 | TEST | Take XXX |
20:08 | FIXED | I think I fixed that |
19:59 | INVESTIGATION | So I need to find out why |
19:59 | STATUS | The items do appear on the map, however they are not regarded as clickables |
19:56 | TEST | Take XXIX |
19:56 | TRANSFER | Done! |
19:54 | STATUS | Okay now it fell over a different item, but that's merely an asset, but still.... |
19:51 | TEST | Take XXVIII |
19:51 | FIXED | I think I fixed stuff.... Some object data was not properly copied... This should be now.... |
19:49 | CONFIRMED | No crashes, but still not yet completely in order... However I do have some ideas why this is, so we can work that one out easily... I think... |
19:44 | TEST | Take XXVII |
19:44 | APOLLO | Project file Updated |
19:43 | TRANSFER | Patch |
19:41 | STATUS | Kthura now says it can't find a certain texture, but that's alright, since not all assets have yet been transferred |
19:41 | CONFIRMED | It appears that way |
18:51 | FIXED | I think |
18:51 | FUCKYOU | .... |
18:47 | TEST | Take XXVI |
18:47 | CHECKED | It looks like it! |
18:47 | GENERATION | Let's see |
18:46 | FIXED | I hope |
18:44 | TECHNO | On the right way... But not there yet! Far from it! |
18:42 | TEST | Take XXV |
18:39 | FIXED | I think |
18:37 | NOTE | But I think I see the "evil", though |
18:37 | COCKROACH | This is getting nasty |
18:27 | TEST | Take XXIV |
18:27 | GENERATION | Generated new script ifles |
18:27 | FIXED | I hope I fixed the class mismatch issue now |
18:06 | TEST | Take XXIII |
18:05 | HUH | No changes, but suddenly it works? |
18:02 | COCKROACH | fix ignored |
17:59 | FIXED | I think I fixed a MyData export issue |
17:53 | TEST | Take XXII |
17:53 | FIXED | Conflict |
17:53 | CONFIRMED | That fixed it indeed |
17:50 | TEST | Take XXI |
17:49 | SOLVED | I think i found the source of all "evil" |
17:48 | FUCKYOU | Clearly not! |
17:46 | TEST | Take XX |
17:46 | MYSTERY | Did I forget to save or anything? |
17:45 | COCKROACH | Fix ignored |
17:37 | TEST | Take XIX |
17:37 | FIXED | I think? |
17:36 | HUH | Texture "nil" not found????? Da fuuuuuck! |
17:29 | TEST | Take XVIII |
17:29 | FIXED | ID was not remapped by Kthura in C++ |
17:25 | TEST | Take XVII |
17:25 | FORCE | Let's use some brute force then! |
17:24 | COCKROACH | fix ignored! |
17:22 | TEST | Take XVI |
17:21 | VOID | DA FUUUUUUCK! |
17:19 | TEST | Take XV |
17:19 | FORCE | Remaps |
17:15 | TEST | Take XIV |
17:15 | VOID | Issue |
16:56 | CONFIRMED | At indeed looks like to be the case.... Hmmm... Well, I need to sort this out somehow, or maybe it actually *is* for the better this way.... :-/ |
16:53 | TEST | Take XIII |
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