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0:20 | TEST | Take XVII |
0:20 | DUMMIED | I've now dummied to protection code |
0:19 | CONFIRMED | Crystal appears and so does Wendicka and Wendicka can even walk around |
0:17 | DEBUG | Temporarily I'll only spawn Crystal.... Briggs will be done if I can get Crystal to work |
0:16 | VISUALSTUDIO | Compiling |
0:16 | FIXED | I hope |
0:16 | DONE | I've brought the ID numbers (which are always unique) into the dominance mapping |
0:13 | 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.... |
0:12 | CONFIRMED | That at least brings Wendicka back |
0:09 | DUMMIED | Temporarily dummied all code, and now I wanna see what happens next! |
0:07 | TEST | Take XV |
0:07 | EXPERIMENT | Let's fist turn off the follower.... Let's see how things turn out now |
0:05 | TEST | Take XIV |
0:04 | EXPERIMENT | Will THIS work then? |
- = 3 Oct 2020 = - | ||
23:59 | TEST | Take XIV |
23:59 | FORCE | let's force a few things through |
23:54 | TEST | Take XIII |
23:53 | NOTE | A few debug lines |
23:50 | EXPERIMENT | Well? |
23:44 | TEST | Take XII |
23:44 | NOTE | I do not know if this confusion caused the misery as it should not have hidden the leader, but hey, who knows |
23:43 | FIXED | The leader tried to follow itself |
23:39 | TEST | Does this new approach make any difference... Take X! |
23:39 | BUG | For some reason, only Briggs appears, and Wendicka and Crystal are nowhere to be seen... Odd! |
23:38 | DEBUG | A different approach to prevent needlessly long logs |
23:34 | TEST | Take IX |
23:34 | FIXED | Illegal class usage |
23:28 | TEST | Take VIII |
23:28 | FIXED | Wrong type on declaration |
23:26 | TEST | Take VII |
23:26 | FIXED | Illegal Function call |
23:23 | TEST | Take VI |
23:23 | LAZY | Alias |
23:20 | TEST | Take V |
23:20 | FIXED | Call to non-existent class members |
23:17 | TEST | Take IV |
23:17 | DONE | Update callback for MapScript activated |
23:16 | STATUS | Nothing happens... At least no parse errors, and that's worth a lot, but what next? |
23:13 | TEST | Take III |
23:13 | 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? |
23:13 | FIXED | Unknown identifier in mapscript |
23:11 | TEST | Take II |
23:11 | FIXED | False variable |
23:09 | TEST | Take I |
23:08 | STATUS | Only one way to find out, I suppose |
23:08 | TECHNO | Hard to tell if this will work |
23:08 | DONE | Correct sprite should appear now |
23:04 | TECHNO | Because this is the only dungeon in which I need that. |
23:04 | NOTE | I do need to deal with the sprites, though, as this is not automated, as it is for the player sprites |
23:01 | DONE | I've set up the Yaqirpa's Follow-The-Leader system |
22:58 | LINK | Link functions |
22:39 | LINK | HasTag for MapLinking |
22:28 | TODO | |
22:08 | STATUS | AT LAST! |
22:06 | TEST | And take VIII |
22:06 | CHECKED | A few more checkups |
22:05 | FIXED | Yup! And that's something I AWLAYS fall for! |
22:05 | TECHNO | But I think I already know why that is! |
22:04 | BUG | Scrolling up immediately goes to the top |
22:02 | TEST | Let's see! |
20:25 | BACKUP | I'll run the backup in the meantime in order not to let this time go to waste :) |
20:25 | STATUS | Hold the show.... I'm gonna watch TV first, as the show I wanted to see is about to begin |
20:24 | TEST | Take VII |
20:24 | FIXED | But fixed I hope |
20:24 | STUPIDITY | Well that was stupid |
20:24 | NOTE | I think I got it.... the check up was still within the for-loop, and thus executed multiple times |
20:21 | TEST | Take VI |
20:21 | NOTE | The system keeps bugging on me, but at least the scroller cannot pass 0 any more... |
20:12 | TEST | Take V |
20:12 | TEST | Force Hopefully this will work things out a little |
20:12 | COCKROACH | I guess there's gonna be war about mouse events as this is certainly NOT working the way it should |
20:11 | COCKROACH | WTF? |
20:09 | TEST | Take IV |
20:09 | FIXED | Syntax error |
20:07 | TEST | Take III |
20:07 | TEST | Well let's MAKE it right! |
20:06 | FORCE | This is NOT right! |
20:03 | TEST | Take II |
20:02 | FIXED | Scrolling up != Scrolling down |
19:58 | TEST | Take I |
19:58 | CHECKED | Well, if no silly cockroaches come along the way, I should have more than enough time to test this |
19:57 | DONE | The Scroll buttons should work now |
19:54 | CONFIRMED | Works |
19:51 | TEST | Take II |
19:51 | FIXED | Extensions are required |
19:49 | TEST | Let's see now! |
19:49 | DONE | The scroll icons should appear in the save screen accordingly |
19:41 | LINK | Savegame routine will pick them up |
19:40 | TECHNO | Given 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. |
19:39 | DONE | I've put the icons for up and down into the main loader |
19:37 | STUDY | Up and Down icons for scrolling |
19:34 | NOTE | I do follow "Wie is de Mol?" is that limits my time! |
19:34 | GITHUB | I've moved #22 to "In Progress" |
19:33 | CLOSED | |
19:31 | STATUS | It works! |
19:29 | TEST | Take II |
19:29 | FIXED | Syntax error |
19:27 | TEST | Take I |
19:27 | MAPSCRIPT | I've linked the save functions to the GoSave function.... cheap, yet effective and costs less RAM too |
19:09 | CONFIRMED | It works... I get the expected error |
19:07 | TEST | Take III |
19:07 | VISUALSTUDIO | Compiling |
19:07 | LINK | So that's been linked together |
19:06 | NEIL | Glue code |
19:06 | C++ | Okay it really WAS missing... Not any more |
19:01 | BUG | I do NOT believe THAT! |
19:01 | HUH | Oh really? |
18:59 | TEST | Take II |
18:59 | FIXED | Right-o |
18:59 | STUPIDITY | Forgotten declaration |
18:59 | BUG | Ah! |
18:57 | TEST | I 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) |
18:56 | DONE | This should also result into clickables doing their specific events if properly set |
18:56 | DONE | Walking check |
17:14 | STATUS | I still need to take a break though.... I'll be back to work soon! |
17:14 | DYRT | Dyrt was giving me a few cockroaches, but we're back on track |
14:57 | DYRT | Today 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 |
0:45 | STATUS | And that will be it for now! |
0:43 | GITHUB | Repositories updated |
0:40 | BACKUP | Running! |
0:38 | SYSTEM | I guess some maintenance is also needed on my main drive |
0:38 | TODO | |
0:35 | TODO | |
0:35 | TODO | |
0:31 | CLOSED | |
0:29 | DONE | I've ensured that if the player arrives after a normal walk, a clickable event NEVER takes place |
0:25 | CONFIRMED | So far, so good! |
0:23 | TEST | Take XI |
0:23 | FIXED | I guess I needed to do this the long way around |
0:21 | BUG | However clicking them will now crash the game, though, and I need to find out why! |
0:21 | CONFIRMED | At least the clickables are listed now and no longer ignored |
0:18 | TEST | Take X |
0:17 | FIXED | Error would pop up anyway, even when everything was right |
0:17 | COCKROACH | Hmmmm.... |
0:14 | TEST | Take IX |
0:14 | FORCE | Let's force things then |
0:11 | COCKROACH | Perhaps this traceback can get me some answers, as this no longer makes any sense at all! |
0:11 | RESULT | 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 |
0:06 | TEST | Take VIII |
0:03 | UNDESIREABLE | It may slow down the loading a bit, but who cares... I doubt anybody will notice that millisecond of time loss |
0:02 | FORCE | Not really good for a beauty contest, but I guess it will get the job done... at least... I hope so |
0:00 | NOTE | I guess the multi-value return is to blame here... Something Neil cannot really handle right |
0:00 | RESULT | Clickable::Create(NPC_SAVE1,YAQIRPA,816,function: 00000240DDD86D20,NPC_SAVE1,nil): Illegal function call! |
- = 2 Oct 2020 = - | ||
23:56 | TEST | Take VII |
23:55 | DEBUG | Error line added.... If not right, error! |
23:55 | NOTE | I have the feeling the system didn't really understand what I was getting at here |
23:52 | INVESTIGATION | It's making less and less sense now, but at least I got a lead now... well, sort of! |
23:51 | BUG | Well, 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... |
23:49 | TEST | And let's see now, Take VI |
23:49 | DEBUG | And another |
23:48 | DEBUG | Extra debug line |
23:47 | HUH | No clickables? And yet the automator says it found one.... This is interesting.... |
23:45 | TEST | Take V |
23:44 | FIXED | Illegal class usage |
23:43 | TEST | And See what this checker lists |
23:42 | DEBUG | Let's first make a checker for all clickables |
23:29 | INVESTIGATION | Elementary.... We do need to investigate why! |
23:28 | BUG | Clickables appear to be ignored |
23:28 | STATUS | Walking normally still works |
23:26 | TEST | Take III |
23:26 | FUCKYOU | GRRR! |
23:24 | TEST | Take II |
23:24 | FIXED | Ah, declaration issue |
23:23 | HUH | "CLay" unknown identifier? That can't be! |
23:21 | TEST | Let's see then... |
23:21 | NOTE | I can test if Wendicka does respond to this, though |
23:20 | NOTE | The events tied to this do not yet work |
23:18 | DONE | Clicking clickables should make Wendicka walk to them now |
22:49 | STATUS | Before I get onto the other things, let's get the savebook to work first, and maybe I can also get onto scrolling |
22:03 | FIXED | Player invisible after entering great hall |
22:00 | MAPSCRIPT | Great Hall And tutorial about foes |
21:35 | CONFIRMED | Not really up for the beauty contest, but at least it works.... |
21:26 | FORCE | I didn't want to do this, but I guess a "ForcePassible" has to bring the solution now, or this will take forever! |
21:21 | TEST | Quick test! |
21:21 | KTHURA | Obstacles 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 |
21:20 | DONE | I'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 |
21:15 | HUH | And no crashes now! |
21:13 | VISUALSTUDIO | Let's run in VisualStudio now to get more answers |
21:12 | MYSTERY | I cannot see why the game crashed (without a warning or error message), but at least the log indicates that the clickable has been created! |
21:10 | HUH | Crash? |
21:08 | DEBUG | Because I cannot see if stuff works the way it should, I've added a few debug lines |
20:15 | CONFIRMED | Fix confirmed |
20:13 | TEST | Quick test! |
20:13 | FIXED | I think |
20:12 | BUG | But 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 |
20:12 | CONFIRMED | The save tutorial only appears once |
20:11 | STATUS | No more crashes on THIS department |
20:08 | TEST | V |
20:08 | FIXED | Very big error |
20:06 | TEST | Take IV |
20:06 | FIXED | I think I fixed this |
20:00 | TEST | Take III |
20:00 | POWERSHELL | B.A.R.F. |
20:00 | EXPERIMENT | I hope this helps |
20:00 | HUH | This should never have resulted into "nil" |
19:55 | TEST | Take II |
19:55 | FIXED | Syntax error x2 |
19:51 | LINK | Well, let's see if this works, then! |
19:47 | GENERATION | Should get to work as soon as a new map is loaded! |
19:47 | DONE | Clickable generator |
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