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19:05 | KTHURA | Neil glue code expanded |
18:58 | DONE | I've set up a clickable class |
18:46 | KTHURA | I've retagged the savebook.... Easier for me to script, you know :-P |
18:00 | STATUS | Test comes later |
17:48 | VISUALSTUDIO | Let's compile it all, shall we? |
17:48 | CHEAT | Done |
17:41 | LAZY | Saves me a lot of work later, you know! |
17:41 | CHEAT | And now to cheat things up a little |
17:41 | NEIL | Basic function |
17:40 | APOLLO | API |
17:36 | APOLLO | And now for the API, but there's a little crux here, as when an object doesn't exist, it should not be checked.... Maybe I should make Apollo crash out to that anyway, and leave it to the script to check that up |
17:35 | C++ | Done! |
17:35 | KTHURA | Going for the Kthura Core first would be the wisest approach |
17:23 | STATUS | The next step will now be the "clickables"... These are very important, you know... NPCs and stuff will be accessible this way, but they can also be (ab)used in order to do the save book.... |
17:20 | CONFIRMED | And that will be the only take, as it all works as it should..... |
17:20 | TEST | Take I |
17:02 | STATUS | I'll test later... I first have a few real-life issues to take care of! |
16:39 | TEST | And I guess I gotta put this to da test! |
16:39 | MAPSCRIPT | And the explanation will follow |
16:33 | DONE | MapText should be loaded now *if* it's available |
16:24 | STUDY | I had to look up how the mapscript was stored.... Well that happens to be in the way I expected so that makes things easy |
15:14 | STATUS | My next objective here is to make sure the MapScript loads upon loading a map, and to attach it to the mapscript of the Yaqirpa so the save tutorial can be put onto the screen |
15:13 | DYRT | I've done my stuff here, and fixed a very crucial bug.... My next objective in Dyrt will be a new optional dungeon, so that can keep me away from Star Story, especially as the start of the combat engine is closing in |
1:32 | STATUS | That will be all for now... The next step will now be to make sure that the scenario is chained to the map, so the game can easily connect to the mapscript. After all the game begins with a tutorial about saving, and will soon after also have a tutorial about encounters.... Covering the encounters themselves will be a later concern.... The battle engine has not yet even been set up at all.... And like always, the battle engine will be the most complex part of the entire process.... |
1:29 | STATUS | AT LAST! |
1:28 | TEST | Take XXII |
1:28 | STUPIDITY | Jeroen, you moron, you did only half the job (and the most crucial function in this particular case was forgotten) |
1:26 | FUCKYOU | Take XXI |
1:26 | DEBUG | More debug |
1:25 | COCKROACH | The script says the right ifno is sent, yet the engine appears to have a different opinion.... |
1:24 | DEBUG | Extra debug line to find this one out! |
1:22 | COCKROACH | Fix ignored |
1:21 | TEST | Take XX |
1:21 | FIXED | And fixed... I hope |
1:21 | STUPIDITY | Idiocy confirmed |
1:20 | DEBUG | Now this is interesting... The produced log shows that it's using the LAYER name in stead of the LABEL name |
1:17 | TEST | Take XIX |
1:17 | DEBUG | A debug line in my C++ code in order to get some answers! |
1:15 | CONFIRMED | At least showing the player works |
1:14 | TEST | Take XVIII |
1:14 | C++ | compiling |
1:13 | FIXED | Code typo in my C++ code.... Due to it being an API call with a string, the compiler never picked that one up |
1:13 | HUH | What? |
1:11 | TEST | Take XVII |
1:11 | FIXED | Syntax error |
1:09 | TEST | Take XVI |
1:08 | DONE | I've at least made sure the player re-appears after hiding and showing stuff... Since the player has no label at all, this needs to be done manually |
1:08 | DEBUG | The logs show that there are entries to be shown, so why it doesn't happen is beyond me |
1:07 | DEBUG | FINALLY! |
1:03 | TEST | Take XV |
1:02 | FUCKYOU | I forgot to compile Apollo |
1:00 | TEST | Take XIV |
0:59 | FUCKYOU | IS ER EEN DOKTER IN DE ZAAL? |
0:58 | TEST | Take XIII |
0:57 | FUCKYOU | Code typo |
0:51 | TEST | Take XII |
0:51 | COCKROACH | ZIEK word je hiervan! |
0:49 | TEST | Take XI |
0:49 | FIXED | Syntax error |
0:47 | TEST | Well, NEXT (Take X) |
0:47 | DEBUG | Console command |
0:41 | LINK | Debug |
0:41 | DEBUG | Neil |
0:40 | DEBUG | Put this in the API |
0:38 | NOTE | for Debug purposes! |
0:38 | KTHURA | Labelmap dump |
0:34 | BUG | But it doesn't show what has to be shown, either |
0:34 | FIXED | At least it hides everything |
0:32 | TEST | Take IX |
0:32 | FIXED | Save Game file |
0:30 | NOTE | I can fix the savegame manually |
0:30 | FIXED | the code itself |
0:29 | HUH | WTF? Why was the layer name not saved as a string? |
0:26 | TEST | Take VIII |
0:26 | EXPERIMENT | Hmmm |
0:16 | STATUS | The question is now why the hiding of objects is being ignored |
0:15 | STATUS | FINALLY! |
0:06 | TEST | Take VII |
0:06 | FIXED | PLEASE! |
0:04 | COCKROACH | Fix ignored!!! |
- = 1 Oct 2020 = - | ||
23:59 | TEST | Take VI |
23:59 | FUCKYOU | Why do so many nonsensical errors pop up when I only need to have a savegame linked to Game Jolt? |
23:55 | TEST | Take V |
23:55 | VOID | ! |
23:55 | FUCKYOU | GRRRR! |
23:51 | TEST | Take IV |
23:51 | FIXED | Hopefully this fixes that |
23:50 | FUCKYOU | It falls over the fact that the player is not yet present |
23:47 | BUG | I do not know why but nothing happens |
23:43 | TEST | Take III |
23:43 | FIXED | Forgotten "end" |
23:39 | TEST | Take II |
23:39 | FIXED | Syntax error in mapscript |
23:39 | FIXED | Glue error in Kthura Neil linkup code |
23:36 | TEST | Take I |
23:36 | MAPSCRIPT | I've set the mapscript to show and hide stuff by label accordingly now, and I've also linked them to the ZoneAction routine |
23:32 | NOTE | VERRRRRY important, you know! |
23:32 | LINK | I've set this all right now in the general map link code, so I can easily access it from mapscripts |
23:22 | VISUALSTUDIO | Compiling |
23:22 | LINK | And that links it all indefinitely |
23:21 | NEIL | Neil glue code |
23:20 | NOTE | NOT THERE YET! |
23:20 | LINK | Linked to scripting engine |
23:18 | APOLLO | API functions |
23:14 | FIXED | And about 500 error messages disappeared in the process.... sheesh! |
23:14 | FIXED | Removed a } on a very crucial spot where it shouldn't have been |
23:08 | APOLLO | There's also the Apollo part of the code |
23:08 | KTHURA | That covers the part of the Kthura core code |
23:08 | C++ | Showing and hiding by label has now been coded in the core of Kthura |
22:23 | NOTE | This will require me to dive into Kthura itself, as this is a core feature |
22:23 | STATUS | The next part will be the possibility to hide and show based on the labels |
22:23 | FIXED | It seems to work now! |
22:17 | CONFIRMED | At least I now know that the CONSOLE error doesn't appear anymore |
22:17 | EXPERIMENT | Not sure if this will work, but I gotta try things out |
22:05 | UNDESIREABLE | I do see a dramatic drop in the fps.... Now this not always to blame on the current code, so I need to be careful before setting conclusions to this... |
21:58 | VOID | I think I got the "No "CONSOLE" flow" error under control now... |
21:51 | TEST | Take XVI |
21:51 | FORCE | Sigh! |
21:49 | TEST | Take XV |
21:44 | FORCE | I see why the MapScript didn't work |
21:42 | NOTE | First of all is it beyond me why the Zone Action doesn't trigger on the spawnplayer, which is also odd.... |
21:41 | FUCKYOU | "Nil" value is not possible... This is a fully automated metatable... |
21:39 | TEST | Take XIV |
21:38 | FIXED | I think |
21:38 | HUH | This is odd... Maybe I linked things differently in Dyrt |
21:37 | HUH | WTF???? |
21:33 | TEST | Take XIII |
21:33 | FIXED | Hopefully that fixes stuff |
21:33 | DONE | I've brought the IsInZone to the collective object |
21:24 | FUCKYOU | "Main Object must be either Object or Actor (it is a )" |
21:23 | TEST | Take XII |
21:23 | FUCKYOU | The error cannot be happening, but I expanded the error in order to get more clarity on this bullshit |
21:12 | TEST | Take XI |
21:12 | STUPIDITY | Let's NOT talk about that one! |
21:12 | TEST | Take IX |
21:11 | VISUALSTUDIO | I configured Visual Studio to perform the BARF automatically whenever I compile the C++ code |
21:11 | C++ | Compiling |
21:11 | LINK | And that links it all |
21:11 | NEIL | Glue code |
21:07 | LINK | Part of the link done that way |
21:07 | APOLLO | Attached as an API |
21:06 | C++ | Is in zone function for Apollo |
21:04 | VOID | I hope I voided that no CONSOLE flow issue |
21:01 | STATUS | Yeah, with IsInZone a valid error pops up |
21:00 | TEST | Take VIII |
20:59 | LINK | I've linked the ZoneAction to the main flow |
20:58 | HUH | I do not know why it complains about the CONSOLE flow, as there is no reason for this to happen |
20:55 | TEST | Take VII |
20:55 | VOID | Did I void this? |
20:55 | HUH | Member is not static... Of course it's not... it was not even a static call.... |
20:51 | TEST | Take VI |
20:51 | FIXED | Init needed |
20:40 | TEST | Take V |
20:40 | FIXED | Wrong variable |
20:35 | TEST | Take IV |
20:35 | FIXED | Fixed that |
20:35 | FUCKYOU | I do need to set this right, eh? |
20:31 | TEST | Take III |
20:31 | STUPIDITY | Ah! |
20:30 | HUH | FUNCTION VALUE????????? |
20:26 | TEST | Take II |
20:26 | FIXED | Syntax error |
20:21 | TEST | Take I |
20:21 | NOTE | Now it comes down to hiding and showing by labels.... Something the API does not yet support. I did however put a debug line in the first event.... It should cast a message if it works.... |
20:16 | LINK | Zone Action |
20:09 | NOTE | Of course, the linker has not yet been set up, and that means that everything it still possible |
20:08 | STATUS | No more crashes |
20:07 | TEST | Take VI |
20:07 | FIXED | only " make a string in Neil... not ' |
19:20 | FIXED | I think I fixed all unknown identifiers |
19:18 | VOID | Voided that issue |
19:09 | BUG | I really must find out why Neil doesn't accept "self" in Destructors |
19:08 | TEST | Take V |
19:08 | FIXED | Destructor definitions are a bit different in Neil |
19:07 | TEST | Take IV |
19:06 | DUMMIED | Kettingkaart -- For the short term I won't need it, and when I need it I think I must recode that anyway |
19:03 | TEST | Take III |
19:03 | POWERSHELL | BARF needed |
19:02 | BUG | This error was in a bug routine, so another error is expected, but at least I can now see what it is, and very likely also WHERE it is! |
19:02 | FIXED | Syntax error in Neil itself |
18:59 | TEST | Take II |
18:58 | VOID | For now I'll void that... I don't need it anyway, and in the rare occasions I still might (I don't expect them) there are tons of ways around this.... |
18:57 | COCKROACH | I see that infinity is still not operating the way it should |
18:54 | STATUS | All I can test so far is if no errors occur, but that already counts for a lot.... Neil is still pretty fragile, you see.... |
18:54 | TRANSFER | Zone Action main script has been transferred and been adapted for Neil |
18:31 | FIXED | I think I fixed the fact that "infinity" was ignored by Neil |
18:22 | STATUS | This means that I am ready now to get onto the ZoneAction routines.... And these are very important, as 99% of the stuff happening in the game is bound to that, and don't underestimate it as there are many things taken care of by this routine than you think. Not only the activating of bosses or scenarios, but stairways linking to each other also happen through all this.... |
18:12 | CONFIRMED | It works! |
18:11 | TEST | Take II |
18:10 | POWERSHELL | Barf |
18:08 | FIXED | Fixed |
18:08 | BUG | Linkup error |
18:05 | TEST | I need to test if this works, though |
18:01 | NOTE | This should also work on if Wendicka walks on while a BoxText is up |
18:01 | SCRIPT | AutoTexPlayer is now part of the CallBack setup.... This should also cause Wendicka to automatically turn her face as she walks |
16:28 | STATUS | Success! |
16:28 | C++ | Let's try that again! |
16:28 | FIXED | AHA! |
16:28 | FAILURE | Compiler didn't like that! |
16:26 | C++ | Compiling! |
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