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
22:53FIXED
FIXEDCode typo
22:52TEST
TESTTake XXVIII
22:52EXPERIMENT
EXPERIMENTThe Goddess I've done a different approach, but I got alternative features ready. I will need to see what happens next!
22:52NOTE
NOTE The code renders this impossible, so where in the world this goes wrong..... Joost mag het weten!
22:40STATUS
STATUSI really need to put a scroller in my log system.....
22:39HUH
HUHThis does shine a light on things... The data is stored in the item exit points, but not in the item objects themselves.....
22:37TEST
TESTTake XXVII
22:37VOID
VOIDActors will be voided from any further tests
22:37NOTE
NOTE Admiral Lovejoy the tester appears alleric to actors, but that is not really a concern
22:33TEST
TESTExHuRU Take XXVI
22:33DEBUG
DEBUGMore crap
22:27TEST
TESTTake XXV
22:27VISUALSTUDIO
VISUALSTUDIOLet's get this into the main crap then
22:25TEST
TESTTake XXIV
22:25DEBUG
DEBUGLet's see
22:24NOTE
NOTE This is not really possible.... The previous error did prove a string was succesfully received
22:23COCKROACH
COCKROACHA complete crash?
22:22TEST
TESTAstrilopup Take XXIII
22:22FIXED
FIXEDIllegal function return
22:21TEST
TESTTake XXII
22:21FIXED
FIXEDFuck you!
22:19TEST
TESTTake XXI
22:19FIXED
FIXEDGlue code typo
22:05TEST
TESTTake XX
22:05SCRIPT
SCRIPTDebug script expanded
22:01VISUALSTUDIO
VISUALSTUDIOCrystal Compiling
22:01NEIL
NEILPut in Neil Glue
22:00APOLLO
APOLLOPut in API
21:56KTHURA
KTHURADebug property added
21:53RESULT
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!
21:48TEST
TESTTake XIX
21:48DEBUG
DEBUGExtra debug - This must confirm the lie completely
21:44TEST
TESTSue Take XVIII
21:44FIXED
FIXEDAdmiral Johnson Glue isse
21:32TEST
TESTTake XVII
21:32STATUS
STATUSShould only confirm the computer is lying though
21:31FIXED
FIXEDAh, a small debug issue.....
21:26TEST
TESTTake XVI
21:26EXPERIMENT
EXPERIMENTLet's try a different approach here!
21:25HUH
HUHSo 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?
21:21TEST
TESTTake XV
21:20NOTE
NOTE Wendicka That doesn't fix this cockroach, but should at least allow me to debug
21:20FIXED
FIXEDNeil glue missing a member
21:20HUH
HUH???
21:15TEST
TESTTake XIV
21:15DEBUG
DEBUGlet's see... MOAR data required
21:12DEBUG
DEBUGThe log shows that the data is empty indeed... Not possible since an earlier scan already proved it to be full.... so wtf happened here?
21:08TEST
TESTBakina Take XIII
21:08DEBUG
DEBUGAn 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)
21:06FUCKYOU
FUCKYOUI take that as a fix ignored
21:03TEST
TESTTake XII (that does not yet fix the 'overstocking' but at least I can see if the 'nameless item' bug is fixed or not)
21:03FIXED
FIXEDAnother stupid error?
20:55BUG
BUGThe next lie also comes in.... An item without a tagname
20:44BUG
BUGI 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!
20:44FIXED
FIXEDNon-existent members fixed?
20:33TEST
TESTTake XI
20:33VOID
VOIDPerhaps this should do it!
20:32CONFIRMED
CONFIRMEDIndeed it didn't
20:27TEST
TESTBriggs Crystal McLeen - Big alternate Take X
20:27TECHNO
TECHNOThis 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
20:26FIXED
FIXEDAt least I fixed a part of the problem
20:21FUCKYOU
FUCKYOUThe log confirms the lie, but also confirms another issue
20:13TEST
TESTKota Take IX
20:13INVESTIGATION
INVESTIGATIONSo now to find out why the lie pops up
20:12BUG
BUGComputer lies.... No NIL value can be there
20:06TEST
TESTTake VIII
20:06FIXED
FIXEDWhatever
20:02TEST
TESTTake VII
20:02FIXED
FIXEDI hope....
20:02COCKROACH
COCKROACHBut the issues are not yet solved
20:02STATUS
STATUSNo more compilation errors
19:58TEST
TESTTake VI
19:58FUCKYOU
FUCKYOUWhiner!
19:55TEST
TESTTake V
19:55FIXED
FIXEDANother index error managed to sneak past me!
19:52TEST
TESTTake IV
19:52FIXED
FIXEDIdentifier trouble
19:48TEST
TESTReggie Take III
19:48FIXED
FIXED#use error (another one)
19:45TEST
TESTTake II
19:45FIXED
FIXEDIllegal field index
19:45FIXED
FIXED#use error
19:41TEST
TESTTake I
19:35STATUS
STATUSDr. Sal’pr’drita Well, that makes I'm ready to get the test on the roll
19:35TECHNO
TECHNOshould be obvious, but you do need to tell the computer EVERYTHING!
19:34DONE
DONEIf an item is succesfully picked up it will now also disappear from the map
19:33STATUS
STATUSOne more thing to do
19:33LINK
LINKThat links eveything together
19:33DONE
DONESet up picking up treasure from map
19:25DONE
DONEShorting thing... Really needed to get things done
19:24STATUS
STATUSAnd now to the actual function I was planning to get done!
19:23LINK
LINKPut into the main routine
19:10STATUS
STATUSAdmiral Lovejoy Not there yet!
19:10DONE
DONEDraw Mini Messages
18:58SCRIPT
SCRIPTBase class Mini Messages
18:11NOTE
NOTE I will need some other things.... The minimessage system will now have to be put in place
18:06SECURITY
SECURITYI 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....
18:05STATUS
STATUSNow I can make it possible that items are being picked up
18:02REMINDER
18:01LINK
LINKLink code added
17:41SCRIPT
SCRIPTA routine which can add items to somebody's personal inventory has now been made
17:09NOTE
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!
17:04PLAN
PLANI 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....
17:04STUDY
STUDY I did need a quick study on the inventory system
- = 10 Oct 2020 = -
23:28STATUS
STATUSFrom 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....
23:14CONFIRMED
CONFIRMEDFINALLY!
23:11TEST
TESTTake XXXIX
23:10VISUALSTUDIO
VISUALSTUDIOrecompiling
23:10FIXED
FIXEDYup.... The parameter read-out from the scripter was faulty
23:10RESULT
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
23:07TEST
TESTTake XXXVIII (inside visual studio this time)
23:07STATUS
STATUSI'm really mad now, can you tell?
23:07DEBUG
DEBUGNow a core debug note!
23:00TEST
TESTTake XXXVII
23:00VISUALSTUDIO
VISUALSTUDIOI must compile.... AGAIN!
23:00KTHURA
KTHURAIt was a core error so
23:00FIXED
FIXEDAnd fixed it!
23:00SOLVED
SOLVEDAdmiral Johnson I think I found it!
22:59FUCKYOU
FUCKYOURolf To make things even stranger, the data shown in my log indicates all must be well.... I don't follow....
22:51TEST
TESTTake XXXVI
22:51STATUS
STATUSNo errors this time
22:50VISUALSTUDIO
VISUALSTUDIORecompiling
22:50FAILURE
FAILUREIt seems I didn't notice C++ threw me tons of errors
22:46TEST
TESTTake XXXV
22:45FIXED
FIXEDGlue syntax error
22:42TEST
TESTTake XXXIV
22:42DEBUG
DEBUGDebug command adapted
22:40LINK
LINKAnd that should link it all
22:40VISUALSTUDIO
VISUALSTUDIOCOmpiling
22:40NEIL
NEILglue
22:18C++
C++API function
22:16C++
C++Debug function added
22:09COCKROACH
COCKROACHBriggs Some more debug crap is now definitely in order
22:06TEST
TESTTake XXXIII
21:56CHECKED
CHECKEDIt is NOT likely, that the script is to blame....
20:27STATUS
STATUSHowever I'm out of time for now, but this deserves more investigation
20:26MYSTERY
MYSTERYThe 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
20:22TEST
TESTTake XXXII
20:22DEBUG
DEBUGA bit more information on my console please
20:20MYSTERY
MYSTERYThis 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....
20:17TEST
TESTDebug take - Take XXXI
20:17BUG
BUGThis 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.

20:08TEST
TESTXenobi Take XXX
20:08FIXED
FIXEDI think I fixed that
19:59INVESTIGATION
INVESTIGATIONSo I need to find out why
19:59STATUS
STATUSThe items do appear on the map, however they are not regarded as clickables
19:56TEST
TESTDr. Sal’pr’drita Take XXIX
19:56TRANSFER
TRANSFERDone!
19:54STATUS
STATUSOkay now it fell over a different item, but that's merely an asset, but still....
19:51TEST
TESTTake XXVIII
19:51FIXED
FIXEDI think I fixed stuff.... Some object data was not properly copied... This should be now....
19:49CONFIRMED
CONFIRMEDNo 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...
19:44TEST
TESTTake XXVII
19:44APOLLO
APOLLOProject file Updated
19:43TRANSFER
TRANSFERPatch
19:41STATUS
STATUSKthura now says it can't find a certain texture, but that's alright, since not all assets have yet been transferred
19:41CONFIRMED
CONFIRMEDIt appears that way
18:51FIXED
FIXEDI think
18:51FUCKYOU
FUCKYOU....
18:47TEST
TESTTake XXVI
18:47CHECKED
CHECKEDIt looks like it!
18:47GENERATION
GENERATIONRolf Let's see
18:46FIXED
FIXEDI hope
18:44TECHNO
TECHNOOn the right way...
But not there yet! Far from it!
18:42TEST
TESTTake XXV
18:39FIXED
FIXEDI think
18:37NOTE
NOTE But I think I see the "evil", though
18:37COCKROACH
COCKROACHFoxy This is getting nasty
18:27TEST
TESTTake XXIV
18:27GENERATION
GENERATIONGenerated new script ifles
18:27FIXED
FIXEDI hope I fixed the class mismatch issue now
18:06TEST
TESTTake XXIII
18:05HUH
HUHNo changes, but suddenly it works?
18:02COCKROACH
COCKROACHfix ignored
17:59FIXED
FIXEDI think I fixed a MyData export issue
17:53TEST
TESTTake XXII
17:53FIXED
FIXEDXenobi Conflict
17:53CONFIRMED
CONFIRMEDThat fixed it indeed
17:50TEST
TESTTake XXI
17:49SOLVED
SOLVEDI think i found the source of all "evil"
17:48FUCKYOU
FUCKYOUClearly not!
17:46TEST
TESTTake XX
17:46MYSTERY
MYSTERYDid I forget to save or anything?
17:45COCKROACH
COCKROACHFix ignored
17:37TEST
TESTTake XIX
17:37FIXED
FIXEDI think?
17:36HUH
HUHTexture "nil" not found????? Da fuuuuuck!
17:29TEST
TESTTake XVIII
17:29FIXED
FIXEDID was not remapped by Kthura in C++
17:25TEST
TESTTake XVII
17:25FORCE
FORCELet's use some brute force then!
17:24COCKROACH
COCKROACHFoxy fix ignored!
17:22TEST
TESTYirl Take XVI
17:21VOID
VOIDDA FUUUUUUCK!
17:19TEST
TESTTake XV
17:19FORCE
FORCERemaps
17:15TEST
TESTTake XIV
17:15VOID
VOIDIssue
16:56CONFIRMED
CONFIRMEDAt 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.... :-/
16:53TEST
TESTTake XIII
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