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0:20TEST
TESTTake XVII
0:20DUMMIED
DUMMIEDFoxy I've now dummied to protection code
0:19CONFIRMED
CONFIRMEDCrystal appears and so does Wendicka and Wendicka can even walk around
0:17DEBUG
DEBUGTemporarily I'll only spawn Crystal.... Briggs will be done if I can get Crystal to work
0:16VISUALSTUDIO
VISUALSTUDIOCompiling
0:16FIXED
FIXEDI hope
0:16DONE
DONEI've brought the ID numbers (which are always unique) into the dominance mapping
0:13NOTE
NOTE I think I got the solution to the invisble actor thing.... All values the dominance map bases itself on are the same for all three actors... This must have caused a conflict....
0:12CONFIRMED
CONFIRMEDThat at least brings Wendicka back
0:09DUMMIED
DUMMIEDTemporarily dummied all code, and now I wanna see what happens next!
0:07TEST
TESTTake XV
0:07EXPERIMENT
EXPERIMENTLet's fist turn off the follower.... Let's see how things turn out now
0:05TEST
TESTTake XIV
0:04EXPERIMENT
EXPERIMENTWill THIS work then?
- = 3 Oct 2020 = -
23:59TEST
TESTYirl Take XIV
23:59FORCE
FORCElet's force a few things through
23:54TEST
TESTTake XIII
23:53NOTE
NOTE Yirl A few debug lines
23:50EXPERIMENT
EXPERIMENTWell?
23:44TEST
TESTTake XII
23:44NOTE
NOTE I do not know if this confusion caused the misery as it should not have hidden the leader, but hey, who knows
23:43FIXED
FIXEDThe leader tried to follow itself
23:39TEST
TESTDoes this new approach make any difference... Take X!
23:39BUG
BUGFor some reason, only Briggs appears, and Wendicka and Crystal are nowhere to be seen... Odd!
23:38DEBUG
DEBUGA different approach to prevent needlessly long logs
23:34TEST
TESTTake IX
23:34FIXED
FIXEDIllegal class usage
23:28TEST
TESTExHuRU Take VIII
23:28FIXED
FIXEDWrong type on declaration
23:26TEST
TESTTake VII
23:26FIXED
FIXEDIllegal Function call
23:23TEST
TESTTake VI
23:23LAZY
LAZYAlias
23:20TEST
TESTTake V
23:20FIXED
FIXEDCall to non-existent class members
23:17TEST
TESTTake IV
23:17DONE
DONEUpdate callback for MapScript activated
23:16STATUS
STATUSNothing happens... At least no parse errors, and that's worth a lot, but what next?
23:13TEST
TESTTake III
23:13NOTE
NOTE This is remarkable as it implies no more compilation errors are there... Did I outdo myself, or is this merely the recipe for a bigger disaster than I can imagine?
23:13FIXED
FIXEDCrystal Unknown identifier in mapscript
23:11TEST
TESTTake II
23:11FIXED
FIXEDExHuRU False variable
23:09TEST
TESTTake I
23:08STATUS
STATUSOnly one way to find out, I suppose
23:08TECHNO
TECHNOHard to tell if this will work
23:08DONE
DONECorrect sprite should appear now
23:04TECHNO
TECHNOBecause this is the only dungeon in which I need that.
23:04NOTE
NOTE I do need to deal with the sprites, though, as this is not automated, as it is for the player sprites
23:01DONE
DONEI've set up the Yaqirpa's Follow-The-Leader system
22:58LINK
LINKLink functions
22:39LINK
LINKHasTag for MapLinking
22:28TODO
22:08STATUS
STATUSWendicka AT LAST!
22:06TEST
TESTAnd take VIII
22:06CHECKED
CHECKEDA few more checkups
22:05FIXED
FIXEDYup! And that's something I AWLAYS fall for!
22:05TECHNO
TECHNOBut I think I already know why that is!
22:04BUG
BUGScrolling up immediately goes to the top
22:02TEST
TESTLet's see!
20:25BACKUP
BACKUPI'll run the backup in the meantime in order not to let this time go to waste :)
20:25STATUS
STATUSHold the show.... I'm gonna watch TV first, as the show I wanted to see is about to begin
20:24TEST
TESTThe Goddess Take VII
20:24FIXED
FIXEDBut fixed I hope
20:24STUPIDITY
STUPIDITYWell that was stupid
20:24NOTE
NOTE I think I got it.... the check up was still within the for-loop, and thus executed multiple times
20:21TEST
TESTTake VI
20:21NOTE
NOTE Crystal The system keeps bugging on me, but at least the scroller cannot pass 0 any more...
20:12TEST
TESTTake V
20:12TEST
TESTForce Hopefully this will work things out a little
20:12COCKROACH
COCKROACHI guess there's gonna be war about mouse events as this is certainly NOT working the way it should
20:11COCKROACH
COCKROACHWTF?
20:09TEST
TESTTake IV
20:09FIXED
FIXEDSyntax error
20:07TEST
TESTAstrilopup Take III
20:07TEST
TESTWell let's MAKE it right!
20:06FORCE
FORCEThis is NOT right!
20:03TEST
TESTTake II
20:02FIXED
FIXEDScrolling up != Scrolling down
19:58TEST
TESTTake I
19:58CHECKED
CHECKEDWell, if no silly cockroaches come along the way, I should have more than enough time to test this
19:57DONE
DONEThe Scroll buttons should work now
19:54CONFIRMED
CONFIRMEDWorks
19:51TEST
TESTTake II
19:51FIXED
FIXEDExtensions are required
19:49TEST
TESTLet's see now!
19:49DONE
DONESue The scroll icons should appear in the save screen accordingly
19:41LINK
LINKSavegame routine will pick them up
19:40TECHNO
TECHNOGiven the way Star Story has been written I do expect them only to be used in the savegame screen, but you never know where else they can be useful, so it's always a good thing to make them more general... They ain't that RAM eating, anyway.
19:39DONE
DONEI've put the icons for up and down into the main loader
19:37STUDY
STUDY Up and Down icons for scrolling
19:34NOTE
NOTE I do follow "Wie is de Mol?" is that limits my time!
19:34GITHUB
GITHUBWendicka I've moved #22 to "In Progress"
19:33CLOSED
19:31STATUS
STATUSIt works!
19:29TEST
TESTTake II
19:29FIXED
FIXEDSyntax error
19:27TEST
TESTTake I
19:27MAPSCRIPT
MAPSCRIPTBakina I've linked the save functions to the GoSave function.... cheap, yet effective and costs less RAM too
19:09CONFIRMED
CONFIRMEDIt works... I get the expected error
19:07TEST
TESTTake III
19:07VISUALSTUDIO
VISUALSTUDIOCompiling
19:07LINK
LINKSo that's been linked together
19:06NEIL
NEILGlue code
19:06C++
C++Okay it really WAS missing... Not any more
19:01BUG
BUGI do NOT believe THAT!
19:01HUH
HUHOh really?
18:59TEST
TESTTake II
18:59FIXED
FIXEDRight-o
18:59STUPIDITY
STUPIDITYForgotten declaration
18:59BUG
BUGKota Ah!
18:57TEST
TESTI wanna know if that works (if that does I'll get a crash as the event being linked to has not yet been created, but that's a later concern)
18:56DONE
DONEThis should also result into clickables doing their specific events if properly set
18:56DONE
DONEWalking check
17:14STATUS
STATUSI still need to take a break though.... I'll be back to work soon!
17:14DYRT
DYRTDyrt was giving me a few cockroaches, but we're back on track
14:57DYRT
DYRTToday I'll first get to test somet things in Dyrt... I may due to less time today not yet focus on the new dungeon, but I'll make sure everything's ready for the new dungeon to start... Since the combat engine is one of the next things in Star Story I'll need to be really able to focus on that, and then Dyrt may not be in a too complicated setup
0:45STATUS
STATUSThe Goddess And that will be it for now!
0:43GITHUB
GITHUBRepositories updated
0:40BACKUP
BACKUPRunning!
0:38SYSTEM
SYSTEMI guess some maintenance is also needed on my main drive
0:38TODO
0:35TODO
0:35TODO
0:31CLOSED
0:29DONE
DONEI've ensured that if the player arrives after a normal walk, a clickable event NEVER takes place
0:25CONFIRMED
CONFIRMEDSo far, so good!
0:23TEST
TESTTake XI
0:23FIXED
FIXEDI guess I needed to do this the long way around
0:21BUG
BUGHowever clicking them will now crash the game, though, and I need to find out why!
0:21CONFIRMED
CONFIRMEDAt least the clickables are listed now and no longer ignored
0:18TEST
TESTTake X
0:17FIXED
FIXEDError would pop up anyway, even when everything was right
0:17COCKROACH
COCKROACHHmmmm....
0:14TEST
TESTAdmiral Lovejoy Take IX
0:14FORCE
FORCELet's force things then
0:11COCKROACH
COCKROACHPerhaps this traceback can get me some answers, as this no longer makes any sense at all!
0:11RESULT
Error: [string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:100: Clickable::Create(NPC_SAVE1,YAQIRPA,816,function: 0000019158078E50,NPC_SAVE1,nil): Illegal function call!
State: FLOW_FIELD

stack traceback:
        [string "--[[?]] local Neil = Neil --[[ Neil Translati..."]:4: in function <[string "--[[?]] local Neil = Neil --[[ Neil Translati..."]:3>
        (...tail calls...)
        [string "Apollo_Panic"]:24: in function 'Apollo_Panic'
        [C]: in function 'error'
        [string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:100: in function <[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:84>
        (...tail calls...)
        [string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:122: in function <[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:113>
        (...tail calls...)
        [string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:215: in function <[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:173>
        (...tail calls...)
        [string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:336: in function <[string "Script/Flow/FlowField.NeilBundle/FieldMap.nei..."]:334>
        [C]: in function 'xpcall'
        [string "--[[RawCall]]..."]:5: in main chunk
0:06TEST
TESTTake VIII
0:03UNDESIREABLE
UNDESIREABLEIt may slow down the loading a bit, but who cares... I doubt anybody will notice that millisecond of time loss
0:02FORCE
FORCENot really good for a beauty contest, but I guess it will get the job done... at least... I hope so
0:00NOTE
NOTE I guess the multi-value return is to blame here... Something Neil cannot really handle right
0:00RESULT
Astrilopup
 Clickable::Create(NPC_SAVE1,YAQIRPA,816,function: 00000240DDD86D20,NPC_SAVE1,nil): Illegal function call!
- = 2 Oct 2020 = -
23:56TEST
TESTTake VII
23:55DEBUG
DEBUGError line added.... If not right, error!
23:55NOTE
NOTE I have the feeling the system didn't really understand what I was getting at here
23:52INVESTIGATION
INVESTIGATIONAdmiral Johnson It's making less and less sense now, but at least I got a lead now... well, sort of!
23:51BUG
BUGWell, I'll be, the constructor for clickables must dump a message in the log and doesn't do that... which means that it hasn't been called...
23:49TEST
TESTAnd let's see now, Take VI
23:49DEBUG
DEBUGAnd another
23:48DEBUG
DEBUGExtra debug line
23:47HUH
HUHNo clickables? And yet the automator says it found one.... This is interesting....
23:45TEST
TESTTake V
23:44FIXED
FIXEDIllegal class usage
23:43TEST
TESTAnd See what this checker lists
23:42DEBUG
DEBUGLet's first make a checker for all clickables
23:29INVESTIGATION
INVESTIGATIONElementary.... We do need to investigate why!
23:28BUG
BUGClickables appear to be ignored
23:28STATUS
STATUSBriggs Walking normally still works
23:26TEST
TESTTake III
23:26FUCKYOU
FUCKYOUGRRR!
23:24TEST
TESTTake II
23:24FIXED
FIXEDAh, declaration issue
23:23HUH
HUH"CLay" unknown identifier? That can't be!
23:21TEST
TESTLet's see then...
23:21NOTE
NOTE I can test if Wendicka does respond to this, though
23:20NOTE
NOTE The events tied to this do not yet work
23:18DONE
DONESue Clicking clickables should make Wendicka walk to them now
22:49STATUS
STATUSBefore I get onto the other things, let's get the savebook to work first, and maybe I can also get onto scrolling
22:03FIXED
FIXEDPlayer invisible after entering great hall
22:00MAPSCRIPT
MAPSCRIPTDr. Sal’pr’drita Great Hall

And tutorial about foes

21:35CONFIRMED
CONFIRMEDNot really up for the beauty contest, but at least it works....
21:26FORCE
FORCEI didn't want to do this, but I guess a "ForcePassible" has to bring the solution now, or this will take forever!
21:21TEST
TESTQuick test!
21:21KTHURA
KTHURAObstacles have always been a kind of an issue in Kthura as far as the BlockMap is concerned... Nowadays I even stopped using them in connection with the blockmap and I use zones in stead now to make sure the BlockMap is properly generated.... Of course, since this was the first dungeon ever created with Kthura, I was back then not fully aware of its pros and cons
21:20DONE
DONEI've set the zone with the book to also respond... This was needed anyway (in case players walk back), and this also fixes savegames that would malfunction in the process
21:15HUH
HUHAnd no crashes now!
21:13VISUALSTUDIO
VISUALSTUDIOLet's run in VisualStudio now to get more answers
21:12MYSTERY
MYSTERYI cannot see why the game crashed (without a warning or error message), but at least the log indicates that the clickable has been created!
21:10HUH
HUHCrash?
21:08DEBUG
DEBUGBecause I cannot see if stuff works the way it should, I've added a few debug lines
20:15CONFIRMED
CONFIRMEDFix confirmed
20:13TEST
TESTRolf Quick test!
20:13FIXED
FIXEDI think
20:12BUG
BUGBut when saving it tries to load in stead of to save, and that leads to a crash, but it shouldn't have happened in the first place
20:12CONFIRMED
CONFIRMEDThe save tutorial only appears once
20:11STATUS
STATUSNo more crashes on THIS department
20:08TEST
TESTV
20:08FIXED
FIXEDVery big error
20:06TEST
TESTTake IV
20:06FIXED
FIXEDI think I fixed this
20:00TEST
TESTTake III
20:00POWERSHELL
POWERSHELLBakina B.A.R.F.
20:00EXPERIMENT
EXPERIMENTI hope this helps
20:00HUH
HUHXenobi This should never have resulted into "nil"
19:55TEST
TESTTake II
19:55FIXED
FIXEDSyntax error x2
19:51LINK
LINKWell, let's see if this works, then!
19:47GENERATION
GENERATIONShould get to work as soon as a new map is loaded!
19:47DONE
DONEClickable generator
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