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19:53 | STATUS | And from there the moment has arrived that I can up the UI (at last). |
19:51 | DONE | I've made a header readout script for the savegame manager (the UI flow that is) |
19:44 | LINK | And that automatically links stuff together |
19:44 | APOLLO | Added them to the API list |
19:22 | C++ | I did make some functions that can both check the existence of a savegame, as well as limit itself to only reading out its header |
17:54 | NOTE | I have therefore decided to make a capped system, where only 1000 savegames in total can be made and no more. Now I didn't even create that much in one folder during my produciton of earlier titles, so I don't expect anything like that to happen during the production of this game either... |
17:50 | TECHNO | The fact that C++ does NOT have a default library to load file lists, except for one which is Windows only, does complicate things a bit. I am therefore a bit reliant on a bit of dirty ways to get things done |
17:41 | JUDGMENT | And not only that, it also contains what I wanted to see, which is even better! |
17:41 | CONFIRMED | Header is saved.... Oh goodie! |
17:39 | TEST | Sigh! |
17:39 | STUPIDITY | Forgot to call the function compiling the header |
17:32 | NOTE | And that should do it, for now |
17:32 | DONE | Header compiler |
17:21 | STUDY | Quick study about some things in the map data |
17:14 | STATUS | Now there's only one more thing to do, before I can create the entire savegame menu up. |
15:02 | TEST | NEXT! |
15:02 | FIXED | MOAR CRAP! |
14:58 | TEST | NEXT! |
14:58 | FIXED | I think I fixed a 'count' issue |
14:53 | TEST | Let's go! |
14:04 | DONE | The basic lists should be created now |
14:03 | REMINDER | |
13:58 | SCRIPT | List creation should take place now |
13:21 | CLOSED | #13 can be closed now! |
13:19 | TEST | Well? |
13:18 | DONE | And now the core thing behind #13 should be done (at last!) |
13:15 | TECHNO | Which are the same as in C and C++ |
13:15 | FIXED | Replaced old BlitzMax escapes with their respective C# variants |
13:14 | STATUS | And due to that I can finally get onto working out #13 |
13:14 | STATUS | AT LAST THE ERROR I WAS HOPING TO SEE! |
13:09 | TEST | Next! |
13:09 | FIXED | Reference error |
13:09 | COCKROACH | I hate you! |
13:05 | TEST | And again! |
13:05 | CLEANUP | Removed a file that only exists due to an earlier typo |
13:05 | FIXED | Name file directory error |
12:59 | TEST | Well, how many tests did this take? |
12:59 | FIXED | Missing closure, and thus this didn't get added |
12:59 | COCKROACH | That cannot be |
12:58 | COCKROACH | C++ doesn't save the lists at all???? |
12:57 | COCKROACH | Fixes ignored |
12:55 | TEST | Another test is in order! |
12:55 | FIXED | I think |
12:54 | BUG | "Character 'Briggs' misses the data entry 'LISTS'. Either this file is incomplete or the engine that wrote this file is outdated!" |
12:51 | TEST | Another test is in order |
12:51 | FIXED | Should be fixed now |
12:47 | STATUS | Fixing |
12:47 | BUG | #13 I see.... Directory issues in my C++ code... No C# code's fault |
12:43 | NOTE | No errors, but it does get no furhter than loading that party members set up I see |
12:40 | FIXED | Hopefully that's been fixed |
12:39 | NOTE | As expected though, the links entry DOES indeed only contain the closure tag |
12:39 | SOLVED | I see what causes Stach to suffer, and also to cause the RPG char viewer to malfunction |
12:38 | HUH | Stach crashes upon analysing the "Links" |
12:37 | INVESTIGATION | Let's use Stach to see what is happening |
12:37 | COCKROACH | It stays with no effect at all, though |
12:36 | NOTE | (errors are expected as a new tag, yet unknown to the C# code is present) |
12:36 | TEST | Right, a few new savegames were created, now to see for #13 if the RPG reader picks them up |
12:32 | TEST | Again |
12:32 | FIXED | Hopefully "end" will no longer be confused with end (string!=keyword) |
11:58 | TEST | I do need to create my savegames anew in order to see if stuff really works now |
11:57 | DONE | Links will be saved now! |
11:39 | TECHNO | Technically the same goes for the link detector, but as C++ is more delicate than C# I hope things go well here (in this stage of the game's development it will go no further than creating an empty link file, maybe 1 byte indicating the closure tag, but still) |
11:38 | TECHNO | That was just copying from C# into C++ and doing a few small adaptions |
11:38 | TRANSFER | Function that saves individual link |
11:34 | TECHNO | This complicates things as I didn't want to go for the links until i could check their full workings, but I'm afraid I got no other choice now |
11:34 | INVESTIGATION | Ah, BINGO! The RPGChar routine also checks the links.... |
11:32 | INVESTIGATION | No odd things pop in the debug logs, but perhaps I need to sort things out more into detail then |
11:29 | FIXED | A few config fixes, but those are only cosmetic fixes for my own interest |
11:25 | INVESTIGATION | |
11:24 | BUG | And when it comes to #13 , things turn out worse than I thought, as the char viewer ignores all party data inside the savegame files of Star Story, which is, since they use the same encoding as my earlier games, quite odd... I need to find out why! |
11:24 | CLOSED | |
11:11 | DONE | Init block set of Map's data as otherwise Neil will throw an error |
11:10 | JUDGMENT | So far so good, but I see one important thing |
11:02 | TEST | And Let's see how things go! |
11:02 | RECOVERED | Undummied Wind Saving |
11:02 | STATUS | Not everything is done now, though! |
11:02 | C++ | Compile |
11:01 | C++ | Oh, stupid! There was a better method indeed, how could I forget? |
11:00 | NEIL | Glue code |
10:58 | C++ | That was the C++ part |
10:58 | APOLLO | API added |
10:54 | KTHURA | Wind can be set and be retrieved from KthuraActor* |
0:39 | STATUS | But now is the time to call it a day! |
0:38 | BUG | #13 It seems that RPGCharView doesn't even detect the party data, while it should, so this is something to sort out! |
0:37 | TODO | |
0:37 | TODO | |
0:27 | TEST | Well? |
0:27 | STUPIDITY | Forgotten link |
0:23 | DONE | Moar stuff in savegames |
- = 26 Sep 2020 = - | ||
22:24 | JUDGMENT | So far so good.... Not there yet.... nooooo nooo, not nearly there, but the start is made! |
22:20 | BUG | Issued as NeilProject/Neil#21 |
22:19 | VOID | Voided that for now, but I must make a not of that in Neil |
22:18 | BUG | I must make sure that end is ONLY recognized as a key word when not a string |
22:17 | NOTE | It's probably more as I didn't count a few |
22:16 | TEST | Take XVII |
22:16 | FIXED | One more fix? |
22:08 | NOTE | It's good to see tha map file and the layer are stored in the Game Vars... That saves me a LOT of trouble! |
22:07 | FIXED | "end" in gv missing |
22:03 | STUPIDITY | The fix was not in C++ but in the game script.... moron! |
22:01 | TEST | Let's see then! |
21:37 | FIXED | The GameVars script was not correctly generated |
20:21 | INVESTIGATION | Moar debug! |
20:19 | MYSTERY | Nothing should have made it possible for that NULL value to end up in that map spot, yet it happened.... The map is an protected variable, so it can only be defined from inside the class |
19:42 | MYSTERY | I already suspected that, but how this could happen is now the qustion |
19:42 | FAILURE | For some reason, the data inside a Data field is NULL |
18:57 | MYSTERY | Not a clue what is going on |
18:54 | TEST | Take XVII |
18:54 | VOID | I've avoided direct vector creation calls, to make sure the foreach does not have to face a recreation all the time, but is sure to use the same data sequence all the time |
18:49 | TEST | Take XVI |
18:48 | STATUS | Next stop fighting the issues with the save game manager itself |
18:48 | REMOVED | The Illegal Directory that was produced in the process |
18:45 | JUDGMENT | Finally I see the directory data I wanted to see |
18:43 | TEST | Take XV |
18:43 | FIXED | I think I fixed all this crap now |
18:42 | NOTE | Not there yet, as for some reason Windows does not give its environment data to C++, but at least the replacer appears to work now and that's half the battle |
18:40 | TEST | XIV |
18:40 | FIXED | I hope I fixed the TReplace routine |
17:51 | TEST | Take XIII |
17:51 | FIXED | ??? |
17:45 | BUG | Clearly NONE of the Dirry values appear set? |
17:44 | NOTE | What is clear though, is that stuff is not operating the way it should.... |
17:44 | CONFIRMED | At least the infinite loop is broken |
17:43 | BUG | CRASH! |
17:42 | TEST | Take XII |
17:41 | FIXED | I think I tackled that one! |
17:40 | FIXED | I think I fixed the infinite loop, as the replacer didn't like empty strings for substitution... not to mention there was more wrong there... However that does not explain why was an empty string in the first place! |
17:38 | NOTE | even more interestingly, the setting appear to be where the crap freezes |
17:36 | NOTE | Interestingly, the results Dirry produces are not what I wanted to see... |
17:34 | TEST | Take XI |
17:34 | DEBUG | This line should provide some answers on that |
17:32 | COCKROACH | I wonder if Dirry is to blame... The routine has not yet seen that much action after all |
17:28 | COCKROACH | Does not get any furhter than receiving the request.... But where does it go wrong then? |
17:27 | TEST | Take X |
17:27 | DEBUG | Extra lines added |
17:22 | C++ | No console output generated... I do fear I will have to analyse this in Visual Studio |
17:21 | BUG | But now the system is freezing, and I wonder why |
17:20 | CONFIRMED | fix confirmed |
17:17 | TEST | Take IX |
17:17 | FIXED | ? |
17:16 | DEBUG | It is strongly implied by the log that the routine which has to read out integers is not called at all! |
16:56 | TEST | Take VIII |
16:56 | FUCKYOU | Some extra debug lines must tell me wtf is going on as never in the world should a "nil" have been possible here! |
16:54 | FUCKYOU | WTF? |
16:49 | TEST | Take VII |
16:49 | FIXED | Code typo producing a syntax error |
16:23 | TEST | Take VI |
16:22 | FIXED | Syntax error |
16:18 | TEST | Take V |
16:18 | FIXED | Busted #use clause |
16:17 | TEST | Take IV |
16:17 | FIXED | Syntax error |
16:16 | TEST | TakE III then |
16:16 | C++ | But it compiles now |
16:16 | FIXED | More issues here |
16:04 | TEST | Take II |
16:04 | FIXED | I think I fixed that.... |
16:01 | HUH | A very old code error.... never produced errors before, and now suddenly it does.... Odd! |
15:49 | TEST | Well, let's see what this does, eh? |
15:49 | DEBUG | My debug console now supports it! |
15:44 | STATUS | This is not much, but this will allow me already to set up a few debug test routines |
15:43 | NEIL | SaveGames should now at least store the party data, and the gamevars |
15:17 | TECHNO | Since this is a JCR6 file, remember that I can easily check things with tools such as Stach |
15:15 | NOTE | Given the current timing I don't think I can get the savegames fully done today, but that doesn't matter too much.... If I can at least get a few things on the road, then it's fine! |
15:14 | DONE | Some needed real-life stuff |
14:10 | TECHNO | And what I said is only the core stuff.... The actual data is compiled by the game scripts, and the scripts doing that have not yet been written! |
14:09 | C++ | Technically saving should now work... that is if the game asks for that... Data cannot yet be loaded though, so we still gotta work on that. |
13:02 | TECHNO | For good reasons! |
13:02 | GO | So I had to do this with my Go app, and I hate that! |
13:02 | FAILURE | This is Microsoft for ya |
13:01 | FAILURE | Looking for a good directory creation routine - Failure C: The follow up-method though is not compatible with my C++ version, which is with the old deemed deprecated even stranger |
13:01 | FAILURE | Looking for a good directory creation routine - Failure B: Second one is official, but deemed "deprecated" |
13:01 | FAILURE | Looking for a good directory creation routine - Failure A: One method is Windows only, and does therefore not fit in my Cross-Platform approach of matters! |
13:01 | NEIL | SaveGame Manager link up code |
13:01 | TECHNO | Like In all RPG games I created before (well, the most of them at least, as my very first will likely be different), the savegame routine will be using JCR6 to bundle all data, but still keep it seperate. |
13:01 | TECHNO | Here I'm going to create the save game routine, now it should be noted that I'll work out the save game routine in several portions.... First of all, to make sure the Nizozemska version of the savegame routine remains 100% compatible with the regular way, and also to make sure all everything can work on its own. In order to make this all possible, I will need to write hugh poritons of C++ code, however that should not be too much of an issue... I think.... ;) |
- = 25 Sep 2020 = - | ||
11:16 | DYRT | Like I said before today is entirely reserved for Dyrt... |
0:35 | STATUS | And will be it for today Due to some complexities I was facting today I could not get things done on the monster encyclopedia for Dyrt, and since that is something that requires my full attention, I'll focus on that tomorrow first, and now that the savegame routine is the next step in Star Story which is equally as much of a hassle I cannot really combine the two projects until both are done I'm afraid. Since Dyrt is more pressing at this moment I'll get on the encyclopedia first, and depending on how things in Dyrt are after that, I'll get back to Star Story to get the savegame routine done, but if Dyrt is in a state I need to put emphasis on that game first, Star Story will have to wait. But when I think about it, it'll be alright. |
0:14 | TEST | Well, let's see! |
0:14 | NOTE | And THAT should do it! |
0:13 | LINK | Kill |
0:12 | UPDATED | |
0:11 | SCRIPT | Kill |
0:06 | TEST | Let's see how things come out! |
0:06 | TECHNO | Inventivity is required for the job, y'know! |
0:06 | NOTE | However, they would cause needless confusion if they were used now, so that's why I chose to remove them from the prologue, but not from the later instance |
0:05 | MAPSCRIPT | This also allowed me to make the mapscript "shamelessly" remove the transporter pad... They were only present in the map for later access by the Hawk |
0:04 | CONFIRMED | So does the JCR6 entry overview output |
0:04 | CONFIRMED | The builder output seems to spell good news |
0:03 | JCR6 | One of the reasons I loathed the "existing" engine as it was next to impossible to implement it there... Well that an many other reasons. |
0:02 | TECHNO | The first dungeon is a bit different in code than the others, and I wanted to prevent conflict, just duping the map wasn't the right way to go, so naturally aliases had to do, and fortunately JCR6 supports that |
0:01 | TECHNO | this is something I've done with the original game as well, so that's nothing new. I only did it immediately now where I did it later for the original. |
0:00 | APOLLO | I've aliased the Yaqirpa for later access with the Hawk |
- = 24 Sep 2020 = - | ||
23:57 | TODO | |
23:55 | CLOSED | |
23:53 | STUDY | The base stuff for the Yaqirpa |
23:51 | NOTE | In a basic sense the save game routine can be set up from here, however that won't be for today, and I need to set up a few things first |
23:50 | CONFIRMED | So far all is cool |
23:48 | TEST | And does it work now.... please? |
23:48 | MAPSCRIPT | #use clause |
23:47 | TEST | Yawn |
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