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19:05KTHURA
KTHURANeil glue code expanded
18:58DONE
DONEI've set up a clickable class
18:46KTHURA
KTHURAI've retagged the savebook.... Easier for me to script, you know :-P
18:00STATUS
STATUSTest comes later
17:48VISUALSTUDIO
VISUALSTUDIOLet's compile it all, shall we?
17:48CHEAT
CHEATDone
17:41LAZY
LAZYFoxy Saves me a lot of work later, you know!
17:41CHEAT
CHEATAnd now to cheat things up a little
17:41NEIL
NEILBasic function
17:40APOLLO
APOLLOAPI
17:36APOLLO
APOLLOAnd 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
17:35C++
C++Done!
17:35KTHURA
KTHURAGoing for the Kthura Core first would be the wisest approach
17:23STATUS
STATUSThe 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....
17:20CONFIRMED
CONFIRMEDAnd that will be the only take, as it all works as it should.....
17:20TEST
TESTTake I
17:02STATUS
STATUSI'll test later... I first have a few real-life issues to take care of!
16:39TEST
TESTKota And I guess I gotta put this to da test!
16:39MAPSCRIPT
MAPSCRIPTYirl And the explanation will follow
16:33DONE
DONEMapText should be loaded now *if* it's available
16:24STUDY
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
15:14STATUS
STATUSMy 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
15:13DYRT
DYRTI'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
1:32STATUS
STATUSThat 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....
1:29STATUS
STATUSAT LAST!
1:28TEST
TESTTake XXII
1:28STUPIDITY
STUPIDITYJeroen, you moron, you did only half the job (and the most crucial function in this particular case was forgotten)
1:26FUCKYOU
FUCKYOUTake XXI
1:26DEBUG
DEBUGMore debug
1:25COCKROACH
COCKROACHThe script says the right ifno is sent, yet the engine appears to have a different opinion....
1:24DEBUG
DEBUGExHuRU Extra debug line to find this one out!
1:22COCKROACH
COCKROACHFix ignored
1:21TEST
TESTTake XX
1:21FIXED
FIXEDAnd fixed... I hope
1:21STUPIDITY
STUPIDITYIdiocy confirmed
1:20DEBUG
DEBUGNow this is interesting... The produced log shows that it's using the LAYER name in stead of the LABEL name
1:17TEST
TESTTake XIX
1:17DEBUG
DEBUGA debug line in my C++ code in order to get some answers!
1:15CONFIRMED
CONFIRMEDAt least showing the player works
1:14TEST
TESTTake XVIII
1:14C++
C++compiling
1:13FIXED
FIXEDCode typo in my C++ code.... Due to it being an API call with a string, the compiler never picked that one up
1:13HUH
HUHCrystal Reggie What?
1:11TEST
TESTTake XVII
1:11FIXED
FIXEDSyntax error
1:09TEST
TESTTake XVI
1:08DONE
DONEI'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
1:08DEBUG
DEBUGThe logs show that there are entries to be shown, so why it doesn't happen is beyond me
1:07DEBUG
DEBUGFINALLY!
1:03TEST
TESTTake XV
1:02FUCKYOU
FUCKYOUI forgot to compile Apollo
1:00TEST
TESTTake XIV
0:59FUCKYOU
FUCKYOUIS ER EEN DOKTER IN DE ZAAL?
0:58TEST
TESTTake XIII
0:57FUCKYOU
FUCKYOUWendicka Code typo
0:51TEST
TESTTake XII
0:51COCKROACH
COCKROACHZIEK word je hiervan!
0:49TEST
TESTTake XI
0:49FIXED
FIXEDSyntax error
0:47TEST
TESTWell, NEXT (Take X)
0:47DEBUG
DEBUGConsole command
0:41LINK
LINKDebug
0:41DEBUG
DEBUGNeil
0:40DEBUG
DEBUGPut this in the API
0:38NOTE
NOTE for Debug purposes!
0:38KTHURA
KTHURALabelmap dump
0:34BUG
BUGBut it doesn't show what has to be shown, either
0:34FIXED
FIXEDAdmiral Lovejoy At least it hides everything
0:32TEST
TESTTake IX
0:32FIXED
FIXEDSave Game file
0:30NOTE
NOTE I can fix the savegame manually
0:30FIXED
FIXEDthe code itself
0:29HUH
HUHWTF? Why was the layer name not saved as a string?
0:26TEST
TESTTake VIII
0:26EXPERIMENT
EXPERIMENTHmmm
0:16STATUS
STATUSThe question is now why the hiding of objects is being ignored
0:15STATUS
STATUSFINALLY!
0:06TEST
TESTTake VII
0:06FIXED
FIXEDPLEASE!
0:04COCKROACH
COCKROACHThe Goddess Fix ignored!!!
- = 1 Oct 2020 = -
23:59TEST
TESTTake VI
23:59FUCKYOU
FUCKYOUWhy do so many nonsensical errors pop up when I only need to have a savegame linked to Game Jolt?
23:55TEST
TESTTake V
23:55VOID
VOID!
23:55FUCKYOU
FUCKYOUGRRRR!
23:51TEST
TESTTake IV
23:51FIXED
FIXEDHopefully this fixes that
23:50FUCKYOU
FUCKYOUIt falls over the fact that the player is not yet present
23:47BUG
BUGI do not know why but nothing happens
23:43TEST
TESTTake III
23:43FIXED
FIXEDAstrilopup Forgotten "end"
23:39TEST
TESTTake II
23:39FIXED
FIXEDAdmiral Johnson Syntax error in mapscript
23:39FIXED
FIXEDGlue error in Kthura Neil linkup code
23:36TEST
TESTTake I
23:36MAPSCRIPT
MAPSCRIPTI've set the mapscript to show and hide stuff by label accordingly now, and I've also linked them to the ZoneAction routine
23:32NOTE
NOTE VERRRRRY important, you know!
23:32LINK
LINKI've set this all right now in the general map link code, so I can easily access it from mapscripts
23:22VISUALSTUDIO
VISUALSTUDIOCompiling
23:22LINK
LINKAnd that links it all indefinitely
23:21NEIL
NEILNeil glue code
23:20NOTE
NOTE Sue NOT THERE YET!
23:20LINK
LINKLinked to scripting engine
23:18APOLLO
APOLLOAPI functions
23:14FIXED
FIXEDAnd about 500 error messages disappeared in the process.... sheesh!
23:14FIXED
FIXEDRemoved a } on a very crucial spot where it shouldn't have been
23:08APOLLO
APOLLOThere's also the Apollo part of the code
23:08KTHURA
KTHURAThat covers the part of the Kthura core code
23:08C++
C++Showing and hiding by label has now been coded in the core of Kthura
22:23NOTE
NOTE This will require me to dive into Kthura itself, as this is a core feature
22:23STATUS
STATUSThe next part will be the possibility to hide and show based on the labels
22:23FIXED
FIXEDIt seems to work now!
22:17CONFIRMED
CONFIRMEDBakina At least I now know that the CONSOLE error doesn't appear anymore
22:17EXPERIMENT
EXPERIMENTNot sure if this will work, but I gotta try things out
22:05UNDESIREABLE
UNDESIREABLEI 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...
21:58VOID
VOIDI think I got the "No "CONSOLE" flow" error under control now...
21:51TEST
TESTTake XVI
21:51FORCE
FORCEBriggs Sigh!
21:49TEST
TESTTake XV
21:44FORCE
FORCEI see why the MapScript didn't work
21:42NOTE
NOTE First of all is it beyond me why the Zone Action doesn't trigger on the spawnplayer, which is also odd....
21:41FUCKYOU
FUCKYOU"Nil" value is not possible... This is a fully automated metatable...
21:39TEST
TESTTake XIV
21:38FIXED
FIXEDKota I think
21:38HUH
HUHThis is odd... Maybe I linked things differently in Dyrt
21:37HUH
HUHWTF????
21:33TEST
TESTTake XIII
21:33FIXED
FIXEDHopefully that fixes stuff
21:33DONE
DONEI've brought the IsInZone to the collective object
21:24FUCKYOU
FUCKYOU"Main Object must be either Object or Actor (it is a )"
21:23TEST
TESTTake XII
21:23FUCKYOU
FUCKYOUThe error cannot be happening, but I expanded the error in order to get more clarity on this bullshit
21:12TEST
TESTTake XI
21:12STUPIDITY
STUPIDITYLet's NOT talk about that one!
21:12TEST
TESTReggie Take IX
21:11VISUALSTUDIO
VISUALSTUDIOI configured Visual Studio to perform the BARF automatically whenever I compile the C++ code
21:11C++
C++Compiling
21:11LINK
LINKAnd that links it all
21:11NEIL
NEILGlue code
21:07LINK
LINKPart of the link done that way
21:07APOLLO
APOLLOAttached as an API
21:06C++
C++Is in zone function for Apollo
21:04VOID
VOIDDr. Sal’pr’drita I hope I voided that no CONSOLE flow issue
21:01STATUS
STATUSYeah, with IsInZone a valid error pops up
21:00TEST
TESTTake VIII
20:59LINK
LINKAdmiral Lovejoy I've linked the ZoneAction to the main flow
20:58HUH
HUHI do not know why it complains about the CONSOLE flow, as there is no reason for this to happen
20:55TEST
TESTTake VII
20:55VOID
VOIDDid I void this?
20:55HUH
HUHMember is not static... Of course it's not... it was not even a static call....
20:51TEST
TESTTake VI
20:51FIXED
FIXEDInit needed
20:40TEST
TESTTake V
20:40FIXED
FIXEDWrong variable
20:35TEST
TESTTake IV
20:35FIXED
FIXEDFixed that
20:35FUCKYOU
FUCKYOUAdmiral Johnson I do need to set this right, eh?
20:31TEST
TESTTake III
20:31STUPIDITY
STUPIDITYAh!
20:30HUH
HUHFUNCTION VALUE?????????
20:26TEST
TESTTake II
20:26FIXED
FIXEDSyntax error
20:21TEST
TESTTake I
20:21NOTE
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....
20:16LINK
LINKZone Action
20:09NOTE
NOTE Of course, the linker has not yet been set up, and that means that everything it still possible
20:08STATUS
STATUSNo more crashes
20:07TEST
TESTBriggs Rolf Take VI
20:07FIXED
FIXEDonly " make a string in Neil... not '
19:20FIXED
FIXEDI think I fixed all unknown identifiers
19:18VOID
VOIDVoided that issue
19:09BUG
BUGI really must find out why Neil doesn't accept "self" in Destructors
19:08TEST
TESTTake V
19:08FIXED
FIXEDDestructor definitions are a bit different in Neil
19:07TEST
TESTTake IV
19:06DUMMIED
DUMMIEDKettingkaart -- For the short term I won't need it, and when I need it I think I must recode that anyway
19:03TEST
TESTTake III
19:03POWERSHELL
POWERSHELLBARF needed
19:02BUG
BUGDr. Sal’pr’drita 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!
19:02FIXED
FIXEDSyntax error in Neil itself
18:59TEST
TESTTake II
18:58VOID
VOIDFor 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....
18:57COCKROACH
COCKROACHI see that infinity is still not operating the way it should
18:54STATUS
STATUSAll I can test so far is if no errors occur, but that already counts for a lot.... Neil is still pretty fragile, you see....
18:54TRANSFER
TRANSFERZone Action main script has been transferred and been adapted for Neil
18:31FIXED
FIXEDI think I fixed the fact that "infinity" was ignored by Neil
18:22STATUS
STATUSThis 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....
18:12CONFIRMED
CONFIRMEDIt works!
18:11TEST
TESTTake II
18:10POWERSHELL
POWERSHELLRolf Barf
18:08FIXED
FIXEDFixed
18:08BUG
BUGLinkup error
18:05TEST
TESTXenobi I need to test if this works, though
18:01NOTE
NOTE This should also work on if Wendicka walks on while a BoxText is up
18:01SCRIPT
SCRIPTAutoTexPlayer is now part of the CallBack setup.... This should also cause Wendicka to automatically turn her face as she walks
16:28STATUS
STATUSSuccess!
16:28C++
C++Let's try that again!
16:28FIXED
FIXEDAHA!
16:28FAILURE
FAILURECompiler didn't like that!
16:26C++
C++Compiling!
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