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16:53 | EXPERIMENT | I looks like ISGET is for some reason making pure Lua calls, while it should be based on Neil.... I need to check this out, though |
16:48 | TEST | Did this affect the code? (Take XII) |
16:48 | VOID | Stuff taken care off? |
16:48 | FAILURE | Geany is acting up on me a bit.... |
16:44 | COCKROACH | Fix ignored??? |
16:42 | TEST | Take XI |
16:42 | FIXED | A certain local function had to be declared as a global (or interstate data traffic wouldn't be possible) |
16:39 | TEST | Take X |
16:39 | FIXED | Illegal function call |
16:36 | TEST | Take IX |
16:31 | VISUALSTUDIO | Compiling |
16:29 | LINK | That should link it all |
16:29 | NEIL | Neil code |
16:29 | C++ | Wrote access to this |
15:57 | SOLVED | Ah, I see |
15:57 | FUCKYOU | No "data"? |
15:55 | TEST | Take VIII |
15:55 | POWERSHELL | barf |
15:55 | FIXED | Fixed that |
15:54 | BUG | Some connections between script and engine are not in order, I see |
15:49 | TEST | Take VII |
15:49 | FIXED | Fixed that |
15:49 | BUG | Yup, it was a bug! |
15:49 | CHECKED | The item spots have all been seen but also all been skipped... Question is if this is coincidence due to the random routine, or if this is actually a bug.... I think the latter, though.... |
15:19 | STATUS | No more crashes, but I need to check the log to see more... I didn't see any items in the field, but due to my limit possibilities at the present time, that's not a very viable source of information |
15:16 | TEST | Take VI |
15:16 | VOID | Did I void it now? |
15:07 | TEST | Take V |
15:07 | DEBUG | So let's force Neil to dump out its translation |
15:07 | COCKROACH | Lua insists on an unexpected ) that Neil should never be able to create at that point |
15:02 | TEST | Take IV |
15:02 | VOID | Some chopping faults neil produces (I think) |
15:00 | TEST | Take III |
15:00 | FIXED | Identifier issue |
14:47 | TEST | Take II |
14:47 | REMOVED | "end" too many |
14:45 | TEST | Okay, testing time -- Take ONE! |
14:36 | OFFTOPIC | Nerd humor! |
14:11 | DONE | Well, that hit da spot! |
13:49 | STATUS | After that the test can begin! ;) |
13:48 | TODO | I am hungry, I need to feed myself, and the clock also tells me I need to fill my cat's food bowl as well, so let's take care of that serious issue first! |
13:47 | NOTE | Trith is that I do not expect anything to work at all, as this is pretty delecate code, however now all code that should lead to a result as at least been written allowing me to start an actual test.... |
13:44 | NOTE | When everything works the way it should Wendicka will leave the item itself be, but her arrival should cause a message to be generated in my debug log, allowing me to test if everything works |
13:43 | SCRIPT | I've set up the routine which will allow Wendicka to walk to the item |
11:36 | STATUS | And now it appears to work! |
11:35 | VISUALSTUDIO | Again! |
11:35 | FIXED | Syntax error in API |
11:34 | VISUALSTUDIO | Compiling! |
10:44 | LINK | And that should link it all together |
10:44 | NEIL | Neil code |
10:18 | C++ | API set up to make it possible for Apollo to create new Kthura objects of any kind and not just actors |
1:40 | STATUS | It's late now... I hope I can get into the deep of all this tomorrow.... Assuming everything works the way it should (which is as I cannot test yet, far from certain) adding items to the field should be easy now, however I must take in mind that a few adaptions to the Apollo engine could be needed, as spawning actors is already possible but creating other kinds of Kthura objects may not yet be fully covered.... |
1:24 | SCRIPT | I've set up a generator which determines which items can be found randomly in a dungeon... This script is also set up to keep in mind that more kinds of items can be added when you enter the same dungeon during later cycles |
0:58 | STUDY | I had to set a few things in order ... It's been a long time, so you cannot expect me to remember everything |
0:32 | NOTE | I will do things a bit different than in the original game. In the original game you merely had to come close to an item to pick it up.... On slower computers this is bound to cause lags. In order to get rid of that I decided to make all items in the field clickables. This can make you miss some items in longer runs when you merely use Dijkstra to get to the next floor in one click as the heroes will no longer pick up items they come past, but it saves so much CPU speed in the process (as I now only have to check stuff whe you actually click something) I'll take that as a valid price to pay. |
- = 9 Oct 2020 = - | ||
21:51 | STATUS | The way things are now cannot be tested... I cannot tell if this works now.... But from here I can set up the system that places items at random in dungeons |
21:14 | MEDICAL | And now a headache is getting the better of me |
21:14 | SCRIPT | Sub itself |
21:14 | LINK | More linkup done |
21:14 | LINK | I've set up some linkup code for Inventory read-outs |
2:22 | BACKUP | Big backup running now... May take longer than one day, but it's needed sometimes |
- = 8 Oct 2020 = - | ||
22:56 | STATUS | The next step should be to make it possible for items to appear in the dungeons. After all, no items, no inventory |
21:52 | TEST | Take III |
21:52 | COSMETIC | Coordinate fix |
21:39 | COSMETIC | Wrong color fixed |
21:34 | JUDGMENT | The basis works, but some more work is required |
21:29 | TEST | Take II |
21:29 | FIXED | That! |
21:29 | BUG | I wish I could say that for the inventory code |
21:29 | CONFIRMED | At least it appers the link works |
21:25 | TEST | Take I |
21:25 | STATUS | Does it work? |
21:23 | LINK | Done |
21:22 | NOTE | That is once I linked it to the core part |
21:21 | NOTE | All it does is show the sockets... No items are there yet! |
21:21 | DONE | A start to the inventory screen |
21:07 | CONFIG | Loader will see this now |
21:06 | CHECKED | Graphic check |
16:57 | TRANSFER | Icon |
3:18 | NOTE | A full database in once (as I need for achievements) comes later! |
3:18 | C# | MyData should now be able to export to Neil record by record |
2:58 | OPTIMIZATION | MyData is now faster when saving big databases! |
2:54 | DATABASE | IAA database adapted for the new version of the project |
1:55 | STATUS | One of the first things to do next will likely be to adapt MyData in order to support exporting to Neil, plus I need to make some adaptions anyway, as the original database was for the BlitzMax versions of MyData |
1:16 | CLOSED | |
1:16 | CLOSED | |
- = 7 Oct 2020 = - | ||
19:39 | STATUS | First, a break! |
19:38 | NOTE | I do wanna make a few changes, though, but that's a later concern... That's just configuration |
19:38 | CONFIRMED | Stuff works now! |
19:36 | TEST | Take IV |
19:36 | JUDGMENT | You kidding me? |
19:33 | TEST | Take III |
19:33 | FIXED | I hope |
19:32 | BUG | Not bad! But the percentages are not written THROUGH the icon |
19:30 | TEST | Take II |
19:30 | FIXED | Minor |
19:13 | TEST | Let's see -- Take I |
19:13 | SCRIPT | Status resistance should now be shown |
19:09 | STATUS | Well, if I can put on the elemental resistances now, we're set! |
19:04 | OFFTOPIC | Always nice, since math wonders |
19:00 | CONFIRMED | And Wendicka's "Fatal" and "Absorb" enforcement for water and lightining respectively also work. |
19:00 | DONE | The elemental resistances work now |
18:59 | REMINDER | |
18:54 | TEST | Take XII |
18:54 | FIXED | Code typo |
18:52 | TEST | Take XI |
18:51 | FIXED | An element that had to be listed added to case chain |
18:49 | TEST | Take X |
18:49 | NOTE | Also funny is that the "string" addition is not longer coming in error (which also never happened in the first place, but its disappearance is just as mysterious as its appearance). |
18:49 | FIXED | Repeated crap |
18:39 | HUH | what? |
18:13 | TEST | Take IX |
18:13 | INVESTIGATION | Well, let's see! |
18:13 | DEBUG | So I added a few extra debug lines |
18:13 | COCKROACH | Math with string is the complaint.... The functions used should however return numbers.... I need to sort out how that can happen! |
18:07 | TEST | Take VIII |
18:07 | FIXED | Crash due to mispelled filename |
18:04 | TEST | Take VII |
18:04 | FIXED | I think I fixed |
18:04 | SOLVED | Ah.... This was why |
18:02 | FAILURE | Error that doesn't make sense.... The traceback data doesn't seem to in line with anything possible |
17:58 | TEST | Take VI |
17:58 | FIXED | I think I fixed the "nil" value produced |
13:35 | TEST | Take V |
13:35 | FIXED | Missing declaration |
13:33 | TEST | Take VI |
13:32 | FIXED | Syntax error |
13:30 | TEST | Take V |
13:30 | DONE | Elemental resistances should be shown now (I hope) |
13:14 | TEST | Take IV |
13:14 | FIXED | WTF? |
13:12 | TEST | Take III |
13:12 | FIXED | Syntax error |
13:10 | TEST | Take II |
13:10 | STUPIDITY | IDIOT! |
13:07 | TEST | Let's go! Take I |
13:07 | DONE | I've made the elemental icons appear on the status screen |
13:03 | DONE | Link up so the values in resistances can be generated and used |
12:47 | TEST | Whatever |
12:47 | FIXED | Missing ) x4 |
12:35 | TEST | Take IV |
12:35 | FIXED | Bad function type |
12:32 | TEST | Take III (oh should I restart the numbering now?) |
12:31 | FIXED | This is an unrelated syntax error elsewhere, but good thing it's fixed anyway |
12:31 | NOTE | The loading works |
12:28 | TEST | Take II |
12:28 | FIXED | a few errors , but they were expected |
12:21 | TEST | Take I |
12:21 | TEST | I need to test if they work, though (while loading I mean) |
12:20 | DONE | And the status change icons too |
12:18 | NOTE | For starters, all status icons should be loaded now |
12:18 | STATUS | Some real life stuff can block my actions today, but I'll try to do get a few things done |
2:40 | DONE | I've done some stuff to handle resistances... But I must rest now... I'll get into the deep of this later! |
1:26 | REMINDER | |
0:50 | NOTE | The others come later! |
0:50 | CHARACTER | and Briggs |
0:50 | CHARACTER | Same done with Crystal |
0:49 | CHARACTER | Wendicka Resistance settings set up (although Wendicka needs a bit of extra workout due to her "curse" |
0:14 | DONE | And a bit more study done |
0:12 | CONFIG | Set basic resistances regarding characters |
- = 6 Oct 2020 = - | ||
23:17 | DONE | Study about resistances, as that is something I didn't yet cover |
22:07 | TEST | Take X |
22:07 | COSMETIC | The order of the stats have now been set in a more logical order from RPG perspective |
22:07 | CONFIRMED | That works |
22:04 | TEST | Take IX |
22:03 | NOTE | I do need to change the order of things, but that is not that hard |
22:03 | DONE | The values should now appear |
21:56 | TEST | Take I |
21:56 | DONE | The names of the stats should appear |
21:26 | STATUS | BINGO! |
21:24 | TEST | Take VIII |
21:23 | CONFIG | That's only a matter of changing one number |
21:23 | JUDGMENT | My routine works in the basis, but a bit more speed is desirable |
21:20 | TEST | Take VII |
21:20 | STUPIDITY | I really hate myself for this one |
21:20 | FIXED | I forgot to add something important to my fading calculation formula |
21:16 | TEST | Take VI |
21:16 | INVESTIGATION | Extra debug lines to investigate the matter |
21:15 | BUG | I don't believe the outcome |
21:08 | TEST | And we move on to take V |
21:08 | TEST | Take IV was not announced |
21:08 | VOID | Does it work now? |
21:07 | FUCKYOU | "Not Static" I didn't even ask for that! |
21:07 | FIXED | ... |
20:45 | TEST | Take III |
20:44 | FIXED | Conflict |
20:42 | TEST | Take II |
20:42 | VOID | A bug in Neil about new object from classes without parameters |
20:33 | TEST | Take I |
20:33 | DONE | And yup a small adaption was required there too |
20:33 | NOTE | But before that, I must also check some menu code |
20:21 | NOTE | I must check if this works though |
20:20 | DONE | The flashing of a character being chosen in the field menu |
17:35 | ENHANCEMENT | Enhanced the character bar link.... The Party boxes do not respond to this yet, though |
17:32 | VISUALSTUDIO | Compiling! |
17:32 | CHECKED | Well indeed, stuff appears to auto-link, so that saves me work |
17:27 | APOLLO | Configured for Alpha |
15:43 | STATUS | First a break |
15:43 | STATUS | Now this only covers the core.... There's more to this, but that comes later! |
15:43 | CHECKED | Default values |
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