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19:53STATUS
STATUSAnd from there the moment has arrived that I can up the UI (at last).
19:51DONE
DONEI've made a header readout script for the savegame manager (the UI flow that is)
19:44LINK
LINKAnd that automatically links stuff together
19:44APOLLO
APOLLORolf Added them to the API list
19:22C++
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
17:54NOTE
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...
17:50TECHNO
TECHNOThe 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
17:41JUDGMENT
JUDGMENT And not only that, it also contains what I wanted to see, which is even better!
17:41CONFIRMED
CONFIRMEDHeader is saved.... Oh goodie!
17:39TEST
TESTSigh!
17:39STUPIDITY
STUPIDITYForgot to call the function compiling the header
17:32NOTE
NOTE And that should do it, for now
17:32DONE
DONEXenobi Header compiler
17:21STUDY
STUDY Quick study about some things in the map data
17:14STATUS
STATUSNow there's only one more thing to do, before I can create the entire savegame menu up.
15:02TEST
TESTNEXT!
15:02FIXED
FIXEDMOAR CRAP!
14:58TEST
TESTXenobi NEXT!
14:58FIXED
FIXEDI think I fixed a 'count' issue
14:53TEST
TESTLet's go!
14:04DONE
DONEThe basic lists should be created now
14:03REMINDER
13:58SCRIPT
SCRIPTList creation should take place now
13:21CLOSED
CLOSED#13 can be closed now!
13:19TEST
TESTWell?
13:18DONE
DONEAnd now the core thing behind #13 should be done (at last!)
13:15TECHNO
TECHNOWhich are the same as in C and C++
13:15FIXED
FIXEDReplaced old BlitzMax escapes with their respective C# variants
13:14STATUS
STATUSAnd due to that I can finally get onto working out #13
13:14STATUS
STATUSAT LAST THE ERROR I WAS HOPING TO SEE!
13:09TEST
TESTYirl Next!
13:09FIXED
FIXEDReference error
13:09COCKROACH
COCKROACHI hate you!
13:05TEST
TESTAnd again!
13:05CLEANUP
CLEANUPRemoved a file that only exists due to an earlier typo
13:05FIXED
FIXEDName file directory error
12:59TEST
TESTWell, how many tests did this take?
12:59FIXED
FIXEDMissing closure, and thus this didn't get added
12:59COCKROACH
COCKROACHThat cannot be
12:58COCKROACH
COCKROACHExHuRU C++ doesn't save the lists at all????
12:57COCKROACH
COCKROACHFixes ignored
12:55TEST
TESTAnother test is in order!
12:55FIXED
FIXEDFoxy I think
12:54BUG
BUG"Character 'Briggs' misses the data entry 'LISTS'. Either this file is incomplete or the engine that wrote this file is outdated!"
12:51TEST
TESTAnother test is in order
12:51FIXED
FIXEDShould be fixed now
12:47STATUS
STATUSFixing
12:47BUG
BUG#13 I see.... Directory issues in my C++ code... No C# code's fault
12:43NOTE
NOTE Crystal No errors, but it does get no furhter than loading that party members set up I see
12:40FIXED
FIXEDHopefully that's been fixed
12:39NOTE
NOTE As expected though, the links entry DOES indeed only contain the closure tag
12:39SOLVED
SOLVEDI see what causes Stach to suffer, and also to cause the RPG char viewer to malfunction
12:38HUH
HUHStach crashes upon analysing the "Links"
12:37INVESTIGATION
INVESTIGATIONLet's use Stach to see what is happening
12:37COCKROACH
COCKROACHIt stays with no effect at all, though
12:36NOTE
NOTE (errors are expected as a new tag, yet unknown to the C# code is present)
12:36TEST
TESTRight, a few new savegames were created, now to see for #13 if the RPG reader picks them up
12:32TEST
TESTWendicka Again
12:32FIXED
FIXEDHopefully "end" will no longer be confused with end (string!=keyword)
11:58TEST
TESTI do need to create my savegames anew in order to see if stuff really works now
11:57DONE
DONELinks will be saved now!
11:39TECHNO
TECHNOTechnically 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)
11:38TECHNO
TECHNOThat was just copying from C# into C++ and doing a few small adaptions
11:38TRANSFER
TRANSFERFunction that saves individual link
11:34TECHNO
TECHNOThis 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
11:34INVESTIGATION
INVESTIGATIONAh, BINGO! The RPGChar routine also checks the links....
11:32INVESTIGATION
INVESTIGATIONNo odd things pop in the debug logs, but perhaps I need to sort things out more into detail then
11:29FIXED
FIXEDYirl A few config fixes, but those are only cosmetic fixes for my own interest
11:25INVESTIGATION
11:24BUG
BUGAnd 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!
11:24CLOSED
11:11DONE
DONEInit block set of Map's data as otherwise Neil will throw an error
11:10JUDGMENT
JUDGMENT So far so good, but I see one important thing
11:02TEST
TESTAnd Let's see how things go!
11:02RECOVERED
RECOVEREDUndummied Wind Saving
11:02STATUS
STATUSNot everything is done now, though!
11:02C++
C++Compile
11:01C++
C++Oh, stupid! There was a better method indeed, how could I forget?
11:00NEIL
NEILGlue code
10:58C++
C++That was the C++ part
10:58APOLLO
APOLLOAPI added
10:54KTHURA
KTHURAWind can be set and be retrieved from KthuraActor*
0:39STATUS
STATUSBut now is the time to call it a day!
0:38BUG
BUG#13 It seems that RPGCharView doesn't even detect the party data, while it should, so this is something to sort out!
0:37TODO
0:37TODO
0:27TEST
TESTWell?
0:27STUPIDITY
STUPIDITYForgotten link
0:23DONE
DONEMoar stuff in savegames
- = 26 Sep 2020 = -
22:24JUDGMENT
JUDGMENT So far so good.... Not there yet.... nooooo nooo, not nearly there, but the start is made!
22:20BUG
22:19VOID
VOIDVoided that for now, but I must make a not of that in Neil
22:18BUG
BUGExHuRU I must make sure that end is ONLY recognized as a key word when not a string
22:17NOTE
NOTE It's probably more as I didn't count a few
22:16TEST
TESTTake XVII
22:16FIXED
FIXEDOne more fix?
22:08NOTE
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!
22:07FIXED
FIXED"end" in gv missing
22:03STUPIDITY
STUPIDITYThe fix was not in C++ but in the game script.... moron!
22:01TEST
TESTLet's see then!
21:37FIXED
FIXEDThe GameVars script was not correctly generated
20:21INVESTIGATION
INVESTIGATIONMoar debug!
20:19MYSTERY
MYSTERYNothing 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
19:42MYSTERY
MYSTERYI already suspected that, but how this could happen is now the qustion
19:42FAILURE
FAILUREFor some reason, the data inside a Data field is NULL
18:57MYSTERY
MYSTERYNot a clue what is going on
18:54TEST
TESTTake XVII
18:54VOID
VOIDI'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
18:49TEST
TESTTake XVI
18:48STATUS
STATUSNext stop fighting the issues with the save game manager itself
18:48REMOVED
REMOVEDThe Illegal Directory that was produced in the process
18:45JUDGMENT
JUDGMENT Finally I see the directory data I wanted to see
18:43TEST
TESTTake XV
18:43FIXED
FIXEDI think I fixed all this crap now
18:42NOTE
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
18:40TEST
TESTXIV
18:40FIXED
FIXEDI hope I fixed the TReplace routine
17:51TEST
TESTCrystal Take XIII
17:51FIXED
FIXED???
17:45BUG
BUGClearly NONE of the Dirry values appear set?
17:44NOTE
NOTE What is clear though, is that stuff is not operating the way it should....
17:44CONFIRMED
CONFIRMEDAt least the infinite loop is broken
17:43BUG
BUGCRASH!
17:42TEST
TESTTake XII
17:41FIXED
FIXEDI think I tackled that one!
17:40FIXED
FIXEDI 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!
17:38NOTE
NOTE even more interestingly, the setting appear to be where the crap freezes
17:36NOTE
NOTE Interestingly, the results Dirry produces are not what I wanted to see...
17:34TEST
TESTTake XI
17:34DEBUG
DEBUGThis line should provide some answers on that
17:32COCKROACH
COCKROACHThe Goddess I wonder if Dirry is to blame... The routine has not yet seen that much action after all
17:28COCKROACH
COCKROACHDoes not get any furhter than receiving the request.... But where does it go wrong then?
17:27TEST
TESTTake X
17:27DEBUG
DEBUGExtra lines added
17:22C++
C++No console output generated... I do fear I will have to analyse this in Visual Studio
17:21BUG
BUGBut now the system is freezing, and I wonder why
17:20CONFIRMED
CONFIRMEDfix confirmed
17:17TEST
TESTTake IX
17:17FIXED
FIXEDAstrilopup ?
17:16DEBUG
DEBUGIt is strongly implied by the log that the routine which has to read out integers is not called at all!
16:56TEST
TESTTake VIII
16:56FUCKYOU
FUCKYOUSome extra debug lines must tell me wtf is going on as never in the world should a "nil" have been possible here!
16:54FUCKYOU
FUCKYOUWendicka WTF?
16:49TEST
TESTTake VII
16:49FIXED
FIXEDCode typo producing a syntax error
16:23TEST
TESTTake VI
16:22FIXED
FIXEDSue Syntax error
16:18TEST
TESTTake V
16:18FIXED
FIXEDBusted #use clause
16:17TEST
TESTTake IV
16:17FIXED
FIXEDSyntax error
16:16TEST
TESTTakE III then
16:16C++
C++But it compiles now
16:16FIXED
FIXEDMore issues here
16:04TEST
TESTBakina Take II
16:04FIXED
FIXEDI think I fixed that....
16:01HUH
HUHA very old code error.... never produced errors before, and now suddenly it does.... Odd!
15:49TEST
TESTWell, let's see what this does, eh?
15:49DEBUG
DEBUGMy debug console now supports it!
15:44STATUS
STATUSThis is not much, but this will allow me already to set up a few debug test routines
15:43NEIL
NEILSaveGames should now at least store the party data, and the gamevars
15:17TECHNO
TECHNOSince this is a JCR6 file, remember that I can easily check things with tools such as Stach
15:15NOTE
NOTE Kota 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!
15:14DONE
DONESome needed real-life stuff
14:10TECHNO
TECHNOAnd 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!
14:09C++
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.
13:02TECHNO
TECHNOFor good reasons!
13:02GO
GOThe Goddess Wendicka Lovejoy - Big alternate So I had to do this with my Go app, and I hate that!
13:02FAILURE
FAILUREThis is Microsoft for ya
13:01FAILURE
FAILURELooking 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
13:01FAILURE
FAILUREReggie Looking for a good directory creation routine - Failure B: Second one is official, but deemed "deprecated"
13:01FAILURE
FAILURELooking 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!
13:01NEIL
NEILSaveGame Manager link up code
13:01TECHNO
TECHNOLike 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.
13:01TECHNO
TECHNOHere 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 = -
11:16DYRT
DYRTLike I said before today is entirely reserved for Dyrt...
0:35STATUS
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.

0:14TEST
TESTWell, let's see!
0:14NOTE
NOTE Admiral Lovejoy And THAT should do it!
0:13LINK
LINKKill
0:12UPDATED
0:11SCRIPT
SCRIPTKill
0:06TEST
TESTLet's see how things come out!
0:06TECHNO
TECHNOInventivity is required for the job, y'know!
0:06NOTE
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
0:05MAPSCRIPT
MAPSCRIPTThis 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
0:04CONFIRMED
CONFIRMEDAdmiral Johnson So does the JCR6 entry overview output
0:04CONFIRMED
CONFIRMEDThe builder output seems to spell good news
0:03JCR6
JCR6One of the reasons I loathed the "existing" engine as it was next to impossible to implement it there... Well that an many other reasons.
0:02TECHNO
TECHNOThe 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
0:01TECHNO
TECHNOthis 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.
0:00APOLLO
APOLLOI've aliased the Yaqirpa for later access with the Hawk
- = 24 Sep 2020 = -
23:57TODO
23:55CLOSED
23:53STUDY
STUDY Briggs The base stuff for the Yaqirpa
23:51NOTE
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
23:50CONFIRMED
CONFIRMEDSo far all is cool
23:48TEST
TESTAnd does it work now.... please?
23:48MAPSCRIPT
MAPSCRIPT#use clause
23:47TEST
TESTYawn
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