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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!
16:25APOLLO
APOLLOXenobi And another API feature richer, I guess
16:25LINK
LINKThat should link it all together
16:25NEIL
NEILGlue code
16:23C++
C++Has Object tag?
11:12STATUS
STATUSI'm gonna push this crap and take a break
11:11DUMMIED
DUMMIEDDebug code I no longer need
11:11STATUS
STATUSProblem solved!
11:09TEST
TESTHere goes!
11:09C++
C++And then I can now do the C++ test
11:05APOLLO
APOLLOBefore I can test I first need to rebuild my resources, since part of the trouble was in the script
11:05STATUS
STATUSSo this should mean the coordinates are fixed now.... If this is true remains to be seen, since this still does not fully fully explain Wendicka going diagonally, but hey, I've seen crazier things....
11:04FIXED
FIXEDFoxy And the script sent through the wrong variables as I had some ready in which the coordinates were already calculated through
11:03FIXED
FIXEDThat should no longer happen
11:03SOLVED
SOLVEDDijkstra tried to calculate the start position AGAIN, while it shouldn't do it.... A leftover from trying to extract these from the actor while that didn't work at all...
11:01RESULT
Actor PLAYER is walking to (606,418)   (real:1)  Layer:YAQIRPA
KthuraActor.YAQIRPA::WalkTo(606,418,1)!
Start point: (976,1728)
Calc (if applicable): >> (30,54) -> (18,13)    grid: 32x32
Dijkstra debug - succes: 0; Length: 1(0,1) -> (18,13)
Dijkstra debug: Node #0 (592(18), 448(13))

This tells me a few things.... First of all Dijkstra does get (0,1) as start position, but that is not the position being sent as that is (30,54), which also appears to make more sense from my own calculations. Second, the destination appears to be calculated from the pure mouse coordinates, but the scroller modifications were not received, and that is very extremely strange at best, as the script did instruct the engine to...... The latter should be easy to work out, the former should not be possible given the parameters I set up, but hey, let's solve these ONE BY ONE, shall we?

10:57NOTE
NOTE ANd hopefully I get data now that makes sense!
10:56TEST
TESTWell, let's see what this data pops up.....
10:54DEBUG
DEBUGFoxy My list of possibilities to figure this out grows thin..... Nothing makes sense
10:50TEST
TESTWell, let's see what we'll get here..... :-/
10:50DEBUG
DEBUGMore workout required, I guess!
10:47DEBUG
DEBUG
000000001 | // Mapstuff
000000002 | Init
000000003 | 	FldMap.ScrollX = 16
000000004 | 	FldMap.ScrollY = 1188
000000005 | 	FldMap.AutoScroll = true
000000006 | 	GrPlayer.X = 976
000000007 | 	GrPlayer.Y = 1728
000000008 | 	GrPlayer.Wind = "NORTH"
000000009 | end

This is the data inside the savegame.... No way those coordinates could (divided by 32) come to (0,1), really!
10:46NOTE
NOTE Now the start point (0,1) already doesn't make sense, and what (17,4) is based upon, I really don't know
10:44RESULT
>
> *
> *******
>
>
>                                             XXXXXX
>                                             XXXXXX
>                                             XXXXXX
>                                            XXXXXXX
>                  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
>                  XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
>                  XXXXXXXXXXXXX XXXXXXXXXXXXXX  XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>    XXXXXXXX     XX                        XXX
>   XX  XX  XX    XX                        XXX
>   XX  XX  XX    XX                        XXX
>   XX  XX  XX    XX                        XXX
>   X        X    XX                        XXX
>   X        X    XX                        XXX
>   X        X    XX                        XXX
>    XXXXXXXX     XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XX                        XXX
>                 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
>                             X  X            XXXXX
>                        XXXXXX  XXXXXX XXXXXXXXXXX
>  XXXXXXX XXXXXX XXXXXX XXXXXX  XXXXXXXX  XX XXXXX
> XX  XX XXXXXXXXXX XX XXXXXXXX  XXXXXXXX  XX XX X
> XX  XX XXX XX XXX XX XXX            XXX  XX XX XXX
> XX  XX XXX XX XXX XX XX              X      XX XXX
> X       XX XX XX      X              X      XX
> X       X      X      X              X       XXXXX
> X       X      X      X              X       X
>  XXXXXXXX      X      X              XXXXXXXXX
>          XXXXXX XXXXXXX              X
>                  X XX X              X XX
>                       XXXXXXX   XXXXXXXXXXXXXXXXXX
>                        X XXXX   X X XXXXXXXXXXXXXX
>                            XX   XX  XXXXXXXXXXXXXX
>                           XXX   XXXXXXX        XXX
>                           XXX   XXXXXX           X
>                           XX     XXXX
Yirl Whatever that is... The blockmap seems good, but the route doesn't make sense at all!
10:42TEST
TESTWell?
10:42FIXED
FIXEDAh, I see my mistake
10:41JUDGMENT
JUDGMENT That data is USELESS!
10:40TEST
TESTHere goes!
10:40DEBUG
DEBUGMOAR debug lines will have to tell me the truth about matters
10:25RESULT
Actor PLAYER is walking to (566,156)   (real:1)  Layer:YAQIRPA
KthuraActor.YAQIRPA::WalkTo(566,156,1)!
Dijkstra debug - succes: 1; Length: 21(0,1) -> (17,4)
Dijkstra debug: Node #0 (16(0), 64(1))
Dijkstra debug: Node #1 (16(0), 96(2))
Dijkstra debug: Node #2 (16(0), 128(3))
Dijkstra debug: Node #3 (16(0), 160(4))
Dijkstra debug: Node #4 (48(1), 160(4))
Dijkstra debug: Node #5 (80(2), 160(4))
Dijkstra debug: Node #6 (112(3), 160(4))
Dijkstra debug: Node #7 (144(4), 160(4))
Dijkstra debug: Node #8 (176(5), 160(4))
Dijkstra debug: Node #9 (208(6), 160(4))
Dijkstra debug: Node #10 (240(7), 160(4))
Dijkstra debug: Node #11 (272(8), 160(4))
Dijkstra debug: Node #12 (304(9), 160(4))
Dijkstra debug: Node #13 (336(10), 160(4))
Dijkstra debug: Node #14 (368(11), 160(4))
Dijkstra debug: Node #15 (400(12), 160(4))
Dijkstra debug: Node #16 (432(13), 160(4))
Dijkstra debug: Node #17 (464(14), 160(4))
Dijkstra debug: Node #18 (496(15), 160(4))
Dijkstra debug: Node #19 (528(16), 160(4))
Dijkstra debug: Node #20 (560(17), 160(4))

I am not sure if what these numbers show is in compliance with the truth

10:22TEST
TESTWell since sometimes the stuff is as trivial as that I need to run another test!
10:14FIXED
FIXEDWell, part of the issue was due to an x value being defined as a y... that is fixed at least
10:13NOTE
NOTE And what Dijkstra produces after appears to make sense, but the node translator in Kthura turns it into very strange crap.... really
10:11RESULT
Actor PLAYER is walking to (553,429)   (real:1)  Layer:YAQIRPA
KthuraActor.YAQIRPA::WalkTo(553,429,1)!Dijkstra debug - succes: 0; Length: 1(0,1) -> (17,13)
Dijkstra debug: Node #0 (32(0), 0(0))

NONE of the numbers shown make sense... well except maybe for the destination coordinates the Dijkstra driver produces, and really... that's all....

10:09TEST
TESTExHuRU And let's try that again, shall we?
10:09FIXED
FIXEDWell fixed that crap up
10:01NOTE
NOTE What I do see though is that Wendicka's y coordinate even went to -1.... Negative numbers should NEVER pop up, so things are really busted
10:01STUPIDITY
STUPIDITYPlaced the debug logging routines in the wrong function, so that's why the data I asked for didn't appear.... STOOOOOOOOOPID!
9:59TECHNO
TECHNONow these were issues I faced before in Kthura for BlitzMax too, but it's always a big hassle to find out what is causing that....
9:58NOTE
NOTE it's clear that Dijkstra did not understand at all what to do, ro that the Kthura is bugged on the data sending to Dijkstra.... Wendicka went to a spot where she clearly should NEVER have gone to, and since she's also not allowed to walk diagonally, stuff is really busted.... I really need to sort this all out!
9:50TEST
TESTLet's see now!
9:50DEBUG
DEBUGNode debugger added
9:44NOTE
NOTE Nothing happens, but at least no crash!
9:40DEBUG
DEBUGYirl Different approach as this is getting nowhere... When everything about this matter is impossible we do need another way to do things!
9:35NOTE
NOTE So whatever goes wrong, everything points to the Dijkstra routine now
9:34DEBUG
DEBUGCrystal Even the WalkTo line itself works the way it should
9:28DEBUG
DEBUGThat line really rules out all possibilities for this crash to happen....
9:28RESULT
"Actor PLAYER is walking to (550,111) (real:0) Layer:YAQIRPA"
9:27DEBUG
DEBUGUltimate test.... I a good layername pops up, it's proven computers CAN lie
9:26DEBUG
DEBUGThe debug data still denotes the crash is impossible
9:24TEST
TESTLet's see....
9:24DEBUG
DEBUGThe only possibility i can think of now is that the actor is not properly retrieved by the Apollo-Kthura-API
9:17DEBUG
DEBUGThis would imply that whatever goes wrong, the WalkTo routine would be to blame, eh?
9:15DEBUG
DEBUGNope I do get the same data... it was just a small formula error in my debug line
9:14DEBUG
DEBUGNow let's see
9:12HUH
HUHNo output, but no crash either!
9:11DEBUG
DEBUGWendicka I've set up another way to enforce the same crash upon spawning
9:11COCKROACH
COCKROACHBugs that don't exist can also not be fixed...
9:10CONFIRMED
CONFIRMEDThe crash is indeed a lie
9:08DEBUG
DEBUGDebug This will enforce a crash upon creation... At least, it has to, because if it doesn't it's confirmed all the more the walk crash cannot happen
8:52DEBUG
DEBUGMore debug lines (not that they can answer much, due the the impossible claims made by the game).
8:47ANALYSIS
ANALYSISThe claims done about the actor's parent layer are beyond ridiculous
0:06TEST
TESTWell, let's see....
0:06ANALYSIS
ANALYSISWell Just as I thought... Exhausted as I am, but I couldn't resist
- = 30 Sep 2020 = -
23:51STATUS
STATUSHowever I'm tired and I need my rest now....
23:51TECHNO
TECHNOI need to fully study this one out, and that may not be easy
23:49DEBUG
DEBUGThe error C++ throws in Visual Studio doesn't make that much sense, but makes me think a NULL referrence is made, and now to find out how this could happen, as that would mean the actor has likely no parent, which should not be possible.
23:40TEST
TESTAnd see what happens next!
23:40VISUALSTUDIO
VISUALSTUDIOExHuRU Crystal McLeen - Big alternate Let's take the testing to VisualStudio now then....
23:39COSMETIC
COSMETICSavegame names will no longer appear through "LOADING"
23:38INVESTIGATION
INVESTIGATIONAnd I guess I will now have to find out WHY!
23:37FAILURE
FAILURETotal crash upon walking
23:32TEST
TESTAnd well, let's see now then, eh?
23:32POWERSHELL
POWERSHELLBARF
23:32FIXED
FIXEDShould be fixed now
23:32STUPIDITY
STUPIDITYThe Apollo linkup features are all in caps, Jeroen, and even Neil cannot change THAT
23:24FAILURE
FAILUREWalkTo == nil value?
23:23TEST
TESTAnd let's see what happens next...
23:23VOID
VOIDRight-o
23:22FUCKYOU
FUCKYOUAlright, this is an issue with Neil not yet covering orders up well, I guess
23:21TEST
TESTAnd another test will then have to tell me more! ;)
23:21STUPIDITY
STUPIDITYFor starters I forgot to save my code, and then this was nothing more but the only possible outcome
23:20NOTE
NOTE This is not really telling me much, though.... I just need to check a few things before I can draw any conclusions at all!
23:19BUG
BUGNothing happens
23:11NOTE
NOTE A lot of under-the-hood coding in C++ has been done before I could actually reach this point... There is as such not telling at all if this will work or not... All I can do is hope for the best!
23:10DONE
DONEWalkTo request
23:01CONFIRMED
CONFIRMEDWhat the debug log shows is completely in line what I expected to see
22:41DEBUG
DEBUGI've also set up a console command which will tell me the coordinates of the PLAYER actor.... That is the actor representing you (I guess that was obvious).
22:39LINK
LINKAnd I've linked that routine to the callback
22:39SCRIPT
SCRIPTBefore I get to the walking itself I first want to test if the coordinates are properly processed
22:35TECHNO
TECHNOThen again, you can only read this post when that update has taken place, hahaha!
22:34TECHNO
TECHNOWill automatically update on all posts on the next update
22:34SITE
SITE"Checked" icon added to this devlog
22:33NOTE
NOTE Crystal I still didn't hide what should be hidden, this is because I need Zone Actions for that, but the zone actions require the walking routines to be fully operational before they can be properly tested, so that's why I'll focuss on walking around first!
22:32JUDGMENT
JUDGMENT And the blockmap I see is the blockmap I WANTED to see
22:31TECHNO
TECHNOThis check is needed to make sure the blockmap will NOT be the factor that messes up walking around, you nsee
22:31CHECKED
CHECKEDI've done a blockmap check
21:29BACKUP
BACKUPThe Goddess Running!
21:15STATUS
STATUSBut first a little break!
21:13NOTE
NOTE And in the Yaqirpa (and only there) a kind of "follow-the-leader" system will be in place
21:13STATUS
STATUSThe next step is to make walking around possible...
21:08NOTE
NOTE Problem solved, hahaha!
21:06NOTE
NOTE Not too much bother though... It only requires me to resort to a bit of dirty code, that's all....
21:06NOTE
NOTE Right.... How could I forget.... Neil only executes group constructors the first time a group is being accessed.....
21:05TEST
TEST...
21:05EXPERIMENT
EXPERIMENTWell?
21:05NOTE
NOTE Wait a minute!
21:03DEBUG
DEBUGAstrilopup I've added one more clause to definitely seal this....
21:03CONFIRMED
CONFIRMEDThe mapscript is not loaded.... The constructor in the MapScript group would have been triggered if it was....
21:01NOTE
NOTE An extra line the system cannot refuse (no, I'm not the Godfather), should give me an answer. If the system refuses that confirms only more that stuff is not loaded the way it should be.
21:00DEBUG
DEBUGThe debug log shows everything SHOULD have worked.... Since it didn't more investigation is needed
20:55TEST
TESTAnd well?
20:55DEBUG
DEBUGOne Debug line added I now do need
20:55DUMMIED
DUMMIEDDebug line I no longer need
20:38INVESTIGATION
INVESTIGATIONAnd now to find the answer the the question "Why!"
20:38NOTE
NOTE It appears (so the logs imply) the mapscript is not loaded when loading the map from a savegame file....
20:36TEST
TEST....
20:36NOTE
NOTE Sue Let's see why the transpad isn't removed!
19:18STATUS
STATUSWendicka I need a break, now!
19:18NOTE
NOTE That is a later concern, though
19:17BUG
BUGExcept for the transporter pad that should not be there during the prologue
19:17NOTE
NOTE Most what I see is what I want to see
19:08TEST
TESTLet's see then....
19:08VOID
VOIDThat should cover that issue
19:07DONE
DONENot the most elegant method, but hey, what works, that works!
19:07CONFIRMED
CONFIRMEDThis was indeed the reason
19:02NOTE
NOTE Although I do have a feeling I know what's happening here!
19:01BUG
BUGBakina

Briggs being level 20 (which is a stat) shows the stats apparently load properly... No errors due to divisions by zero seem to indicate the point maxima are loaded properly, but the amount of points the characters have is another story... Or so it seems....

18:58TEST
TESTAnd another test is in order!
18:58FIXED
FIXEDUnwanted fallthrough
18:58CONFIRMED
CONFIRMEDSeems to be so!
18:57TEST
TESTBut does that work, now?
18:57FIXED
FIXEDWell that's been fixed now of course!
18:56STUPIDITY
STUPIDITYPointer declared and defined as NULL *INSIDE* the loop...... Fuck you, Jeroen!

This is BEYOND stupidity!

18:55INVESTIGATION
INVESTIGATIONNow this pointer should never possible be NULL, so let's see what's happening here.
18:53NOTE
NOTE The question is now how this can happen!
18:53CONFIRMED
CONFIRMEDJust as I thought... Not the string was the issue, but the pointer!
18:52TEST
TESTKota Well?
18:52DEBUG
DEBUGLet's see.....
18:45TEST
TESTWell?
18:45EXPERIMENT
EXPERIMENTWhat does this do?
18:42TEST
TESTWell let's see....
18:42FIXED
FIXEDFixed?
18:40BUG
BUGThe Goddess I see that the directory stripper is bugged..... It puts in the last slash, and it shouldn't be there
18:38DEBUG
DEBUGMoar debug stuff
18:37DUMMIED
DUMMIEDI've dummed the Kthura object killer debug output.... At the present time I don't need that anymore!
18:36NOTE
NOTE So far everything in the logs looks like the way it should look
18:33TEST
TESTReggie Well, all I can do now is test
18:26DEBUG
DEBUGI've set up a quick macro which should get up some more clarity on this one!
18:16DEBUG
DEBUGNow the question is WHY this happens
18:15BUG
BUGThe only thing that could cause this is when maxima are all set to 0.... And that means the party data is not properly loaded!
18:14BUG
BUGI see.....
18:13BUG
BUGHuh?
18:13TEST
TESTLet's see
18:12TECHNO
TECHNOSpeed is the reason I chose the way I did
18:12DONE
DONEParty Sub auto-load
18:10TEST
TESTWell, if this works, we can really get into the game itself
18:09DONE
DONEAdmiral Lovejoy And now the setup has been done to enter the FIELD flow once loading a savegame is succesful
17:43TEST
TESTWell?
17:43FIXED
FIXEDDORK!
17:29TEST
TESTWell, let's see!
17:29VOID
VOIDVoided that issue!
17:09STATUS
STATUSWith this all set, I can make sure the game links through to the Field Flow
17:06TODO
17:03NOTE
NOTE Please note that during the prologue, only Wendicka can lead the group, but after the prologue all playable characters can be put in the lead
17:02SCRIPT
SCRIPTThe setup to automatically get the player sprite to have the correct texture based on who is the leader
16:52DEBUG
DEBUGA way to check stuff
16:35TECHNO
TECHNOAdmiral Johnson I did realize that the leader was not yet set... This is a bit of an error on my side, but not one that is impossible to fix, or to void, without having to create new savegames files... Of course, I have not yet a file that can fully login to Game Jolt...
16:32STATUS
STATUSAstrilopup The effect I was hoping for as what I get now
16:06TEST
TESTTake V
16:06REMOVED
REMOVEDProtection can sometimes work against you, and being a bit unsafer can sometimes be the better call, I suppose
16:05FUCKYOU
FUCKYOUDAMN!
16:04TEST
TESTTake IV
16:04NOTE
NOTE BARF = Build Apollo Resource File
What else did you expect?
16:04POWERSHELL
POWERSHELLLet's run BARF again
16:03COCKROACH
COCKROACHFix ignored!
16:02TEST
TESTTake III
16:02POWERSHELL
POWERSHELLBriggs Barf script
16:01FIXED
FIXEDIllegal API function call
15:58TEST
TESTTake II
15:58FIXED
FIXEDInvalid method called
15:55TEST
TESTTake I
15:55STATUS
STATUSWish me luck!
15:54NOTE
NOTE Some things are not yet saved though, like achievements and stuff... I simply can't do all at once, you know
15:54NOTE
NOTE The most notable effect will now be that "LOADING" appears on screen, and that the music changes to the background music of the Yaqirpa. This does not yet do much in sight otherwise, but if all that happens without crashing, it's only a matter of linking things up further
15:53LINK
LINKI've linked that now the the save game loader
15:51NOTE
NOTE That is the code for that has been written now... There's still a lot more to do to make it actually work!
15:49DONE
DONEDr. Sal’pr’drita The map stuff should now also be taken in order
15:29DYRT
DYRTStuff done!
14:57STATUS
STATUSI'll first get into some tests in Dyrt.... So be back later!
9:53FIXED
FIXEDI *THINK* I fixed #210 for real now, but I'm not sure
1:33STATUS
STATUSAnd more work next time!
1:33BACKUP
BACKUPRunning!
- = 29 Sep 2020 = -
21:35CONFIRMED
CONFIRMEDSue Well at least the GameVars appear to be working now
21:32TEST
TESTTaek XVIII
21:32FIXED
FIXEDOh, not a property, just an undentified metatable not linked
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