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20:10 | JUDGMENT | Now THAT seems more like it! |
19:45 | TEST | Take XVI |
19:44 | FIXED | ANd I think I fixed Neil while I was resting from entering my house |
19:44 | DONE | Okay, real life stuff got a bit on things |
19:10 | STATUS | I'll investigate this later though... I need a break, and I need some food... |
19:09 | BUG | I do not know if the GameVars script is executed or not, but it looks like it's not.... None of the Game Vars have their specific value, so that reeks like a "no" |
19:07 | TEST | Take XV |
19:07 | DUMMIED | So I dummied the code causing that for now, so i can focus on that first |
19:06 | NOTE | Before all that I need to do some additional tests |
19:06 | CONFIRMED | Ah, the error that should come.... |
19:05 | TEST | Take XIV |
19:04 | SOLVED | Right that was also not even what happened.... It was just a mispelled idientifier in Neil itself, and since Lua doesn't need declarations (hence while I needed Neil), unexplainable bugs happen (the sucky thing about Lua) |
19:02 | COCKROACH | The debug log even confirms this impossibility as the string is just returned as is should be |
19:00 | TEST | Take XIII |
19:00 | DEBUG | Extra debug lines must provide me some answers |
19:00 | MYSTERY | Checked the code, and given the way C++ works and the code around it this cannot be possible |
18:59 | BUG | Nil returned by API |
18:52 | TEST | Take XII |
18:52 | FIXED | That should do it! |
18:49 | BUG | FINALLY A SCRIPT BUG! |
18:48 | TEST | Take XI |
18:47 | FIXED | Truly fixed now then? |
18:47 | COCKROACH | The compiler hates me for this fix |
18:46 | TEST | Take X |
18:46 | FIXED | Fixed that! |
18:45 | STUPIDITY | DOH! |
18:44 | COCKROACH | Ignored? |
18:44 | TEST | Take IX |
18:44 | FORCE | I need to force a few things or the loader will give me one hell of a problem! |
18:41 | HUH | And now it works.... Odd! |
18:41 | TEST | Take VIII |
18:41 | VISUALSTUDIO | So let's see inside Visual Studio |
18:41 | INVESTIGATION | Time to find out why |
18:40 | COCKROACH | Fix ignored! |
18:39 | TEST | Take VII |
18:39 | C++ | I had to recompile for that! |
18:38 | FIXED | Fixed that idiocy |
18:16 | BUG | Forgot to configure the path in the C++ code for the savegames, and as a result it cannot find them! |
18:16 | STUPIDITY | IDIOT! |
18:14 | TEST | Take VI |
18:13 | C++ | Recompile |
18:13 | TEST | FIxed Missing link |
18:13 | STUPIDITY | Ah right.... missing link |
18:11 | DUMMIED | Okay.... I had to dummy a variable that got undeclared in the process |
18:09 | TEST | Take V |
18:09 | FORCE | I'll turn the try blocks out, but this will produce crashes on corrupted data (unfortinately) |
17:56 | TEST | Take IV |
17:56 | FIXED | Bad C-string-format expression |
17:55 | TEST | Take III |
17:55 | DEBUG | WTF is happening here? |
17:50 | TEST | Take II |
17:50 | DEBUG | Adding a few debug lines |
17:49 | NOTE | The error presented is useless to me, so this is gonna be hard! |
17:03 | FIXED | Ah, try and catch were not accepted yet as keywords, eh? |
16:34 | TEST | Take II |
16:34 | NEIL | Neil proved its worth here! |
16:33 | FIXED | Dupe identifier |
16:31 | TEST | Here goes! |
16:27 | STATUS | In the way the game is now, the Game Vars are loaded, and it will look like nothing more happens (unless there's an error, as the system should then complain about a corrupted savegame). Game Vars can however be checked in my debug console, so I guess that is the best way to go now then. |
16:21 | TECHNO | That is a bit of THE oil behind the game scripting, so very verrrry important |
16:21 | SCRIPT | The script should at least be able now to parse and read the GameVars |
16:19 | LUA | A few enhancements to the Neil core library |
16:11 | C++ | Fantastico! It all compiles |
16:09 | APOLLO | Well that should cover the C++ part of the story, I guess |
16:04 | C++ | The mechanism which loads the general data and the party has been set... The general data needs to be parsed and processed by the scripts though, so there's still a way to go! |
13:21 | STATUS | The plan for today is to get some stuff done for loading savegames. And also to test some stuff in Dyrt... The latter will be limited to testing though... Although I must say that one of the New Game+ dungeons is also soon to be added there.... |
- = 28 Sep 2020 = - | ||
23:24 | CONFIRMED | That worked |
23:21 | TEST | Let's test what I got anyway... Take I |
23:20 | STATUS | At least the game will buzz if you try to load an empty slot.... Actually loading a game is a bit more delicate, and will require me more time to do just right |
23:20 | DONE | Basis done for loading |
23:13 | SCRIPT | The buzzer will be used if you try to load an empty slot |
23:11 | LINK | Loaded by the MAIN script |
23:10 | AUDIO | Transferred the buzzer |
22:52 | TEST | Take IV |
22:52 | FIXED | Taken care of that |
22:52 | STUPIDITY | No party bar in load screen... remember, there is no party yet! |
22:50 | TEST | Take III (I think) |
22:49 | FIXED | Wrong class |
22:41 | FIXED | File reference incorrect |
22:37 | TEST | Only way to find out is by testing this, of course.... Take I |
22:36 | NOTE | It's important to note that loading itself doesn't work... the game will crash as soon as you try, however it should at least be possible to select a game to load |
22:36 | LINK | Linked this to the menu |
22:20 | SCRIPT | Function to go to the Load Game Screen |
22:18 | NOTE | The load game will always use this screen, yes, also when you use the computers in Nizozemska (which are merely XTs) to save before.... Should be obvious, but never hurts to make sure to tell, right? |
22:17 | SCRIPT | Activator to set script to "Load", which is (of course) needed to make loading games possible |
18:55 | STATUS | stuff is not yet done, and I don't even expect things to be done today... I hope I can get a few more things done on Star Story or otherwise testing in Dyrt, but it might be better if I skip that until the maintenance programs are done |
18:55 | DYRT | I could still get some Dyrt stuff done, but it took longer than normal |
18:55 | STATUS | System maintenance done |
10:29 | SOLVED | I see now... My dark mode addon's settings were reset and influenced FireFox where it shouldn't have |
10:27 | FAILURE | That still doesn't answer the question why Firefox fails to show my devlog in accordance to the css file and Chrome does, though |
10:26 | FIXED | Ah, my internet appears to be running normally again.... (At last) |
10:21 | SYSTEM | At least google chrome does show the devlog page the way it should |
10:20 | FAILURE | Nope Chrome is also not willing to comply |
10:19 | EXPERIMENT | Perhaps a different browser then? |
10:18 | FAILURE | I also wonder why Firefox is suddenly messing up with my color settings |
10:17 | FAILURE | Now stuff is REALLY acting up on me |
10:15 | SYSTEM | And I see the defragmentation of my external harddries is "a bit" overdue |
10:13 | SITE | "System" tag icon set up |
10:11 | BACKUP | A full backup is running |
10:06 | SYSTEM | Loads of crap found, I see |
9:59 | SYSTEM | Well if we need to close everything down anyway, let's do some system crap that was way overdue, shall we? |
9:56 | SYSTEM | The "speed" (or rather lack thereof) with which it loaded the locally stored version of the Dyrt devlog makes me fear for the worst.... |
9:55 | SYSTEM | And let's see what happens after a little restart |
9:53 | SYSTEM | So let's do a total crashdown of the browser |
9:53 | SYSTEM | Now I've the feeling it all my browser and not really the internet itself |
9:51 | FAILURE | Less lagging on the internet, but still no real good! |
2:38 | FAILURE | And I'm gonna sleep now, and somehow, I think I'll be awake sooner than that stuff on the internet gets up-to-date.... DAAAAAMN! |
2:37 | TODO | Scrolling in savegame screen |
2:37 | TODO | Savegame Cancel |
2:37 | REMINDER | To do: Load Game (at least I can still see it here without having to update the internet, as that is gonna take millennia at this rate) |
2:34 | FAILURE | I was hoping to get everything on-line up-to-date, this century |
2:32 | TODO | |
2:29 | FAILURE | My internet appears to be on strike... It's very extremely slow, and much of stuff is timing out |
2:23 | JUDGMENT | For now! |
2:23 | JUDGMENT | It will have to do |
2:19 | TEST | Let's see now! |
2:19 | NEIL | Thanks to the macro system that was just changing ONE line ;) |
2:19 | CONFIG | I've set the margin to 5 (was 1) |
2:19 | JUDGMENT | But a few cosmetic things are still in order |
2:18 | JUDGMENT | I see all I see |
2:14 | TEST | Well does that all work or not? |
2:14 | DONE | added the actual save data |
2:08 | CONFIRMED | FINALLY! |
2:05 | TEST | Take X |
2:05 | POWERSHELL | BARF |
2:05 | FIXED | MOAR! |
2:05 | STUPIDITY | LEARN TO SPELL, JEROEN! |
2:04 | TEST | Take IX |
2:03 | POWERSHELL | BARF |
2:03 | FIXED | code typo in glue code |
2:03 | FIXED | Indeed... However now it comes with another lie! |
2:02 | TEST | Take VIII |
2:01 | NOTE | Shows that Neil itself was at least working properly |
2:01 | STUPIDITY | And I think I see why.... STOOOPID! |
2:01 | HUH | Now this is beyond anything I expected.... The function retrieving the data, formed a string output of the Lua memory pointer of the data.... |
1:56 | TEST | Take VII |
1:56 | FIXED | Syntax error |
1:55 | TEST | Take VI |
1:54 | DEBUG | One more debug line should now solve it all? |
1:53 | DEBUG | Well, the logs still give me data that make this outcome impossible, so I guess I need to search on |
1:53 | TEST | Take V |
1:51 | MYSTERY | I can't see the trouble, but let's move on... |
1:49 | INVESTIGATION | So where does it go wrong then????? |
1:49 | RESULT | I see the chopping also goes correct |
1:47 | TEST | Let's see now! |
1:47 | DEBUG | MOAR debug lines |
1:45 | RESULT | The debug stuff shows, that the computer did detect the header... Now why didn't it load? |
1:41 | TEST | Take IV |
1:41 | DEBUG | Let's see if the claim is correct |
1:38 | COCKROACH | And even after a restart it keeps persistent on that, so this is gonna be a challenge |
1:36 | TEST | Take III |
1:36 | BUG | It did seem, the computer didn't detect the savegame file exists now, and that's something I need to sort out |
1:32 | CONFIRMED | Save game file itself appears to be saved properly |
1:31 | FIXED | Didn't have to click... Just overing activated the savegame routine |
1:29 | TEST | Take II |
1:29 | TECHNO | It's always so irritating parsers do easily give the wrong line when the error is either at the start or the end of a line |
1:28 | FIXED | Syntax error |
1:27 | TEST | Take I |
1:26 | DONE | Saving should (assuming I didn't make any mistakes) now be possible |
1:09 | DONE | And now the compiler DOES agree! :) |
1:09 | FIXED | Ah, function name typo |
1:09 | FAILURE | However the compiler doesn't agree with me |
1:09 | LINK | That should link it |
1:09 | NEIL | Neil part done |
1:05 | APOLLO | Turned that into API functions |
1:05 | C++ | Quick Stretch Draw routines |
0:58 | CONFIG | Save Icons |
0:43 | TEST | Let's see |
0:43 | COSMETIC | For now this is only cosmetic as nothing happens when you click, but at least I can see if stuff works this way |
0:42 | DONE | Hover effect |
0:41 | FIXED | I see now... existing entry or non-existent entry was messed up |
0:40 | BUG | Doesn't look too good |
0:37 | CONFIRMED | The header does appear though |
0:37 | BUG | No empty slots show |
0:35 | FIXED | Invalid tag |
0:32 | FIXED | Illegal Function call |
0:30 | TEST | Take IV |
0:30 | FIXED | Macro error |
0:28 | TEST | Take III |
0:28 | DONE | "Empty Slot" |
0:10 | TEST | Take II |
0:10 | FIXED | Asset load parameter error |
0:09 | TEST | Let's see how that looks |
0:08 | SCRIPT | I've set up the Screenbox |
- = 27 Sep 2020 = - | ||
23:55 | NOTE | The audio will be important later, but the font, that's a different story, that is important now! |
23:55 | LINK | And I linked the big font to the loader |
23:55 | LINK | Linked the audio to the main loader |
23:54 | FONT | A 35 pixel version of the Robotica font.... I needed that anyway, and this was the proper moment to come up with it, I guess |
23:48 | AUDIO | Puzzle solved music box jingle |
23:48 | AUDIO | Level up - Music Box jingle (yes, that will remain the same) |
23:34 | TEST | Take V |
23:34 | FIXED | Missing var initiation |
23:34 | TEST | Take IV |
23:32 | FIXED | PAth error |
23:29 | TEST | Take III |
23:29 | FIXED | File name typo |
23:28 | TEST | Take II |
23:28 | FIXED | Syntax error |
23:26 | TEST | (although all the savegame UI will show now is a black screen, the character bar and the mouse pointer). |
23:26 | DEBUG | To make my life easier, I've set the debug command to easily get into the save screen |
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