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23:47 | FIXED | Riiiiight! |
23:46 | TEST | Well? |
23:45 | REMOVED | Another Dupe |
23:45 | REMOVED | Dupe |
23:44 | TEST | Let's see now then |
23:43 | DONE | Basis script |
23:33 | NOTE | Autoscroll activation |
23:27 | CHECKLIST | |
22:27 | TEST | Let's see |
22:27 | APOLLO | A few project adaptions will be in order I'm afraid |
22:26 | TRANSFER | OCAL |
22:09 | CONFIRMED | Crash, but the crash confirms what I wanted to have confirmed, and that is good! |
22:08 | TEST | again (please note scrolling and visibility things have not yet been set, so the output will, even when everything is the way it should be, odd... as a matter of fact, if it shows things the way they should be in the end, we got a bug, actually). |
22:06 | C++ | Compiling |
22:05 | C++ | I've forced the API to kill the old map before loading the new, as it appears all stuff is merged.... This will not only inevitably lead to Out of Memory errors, but also to conflicts with data with objects going through each other |
22:01 | MYSTERY | Now things get even stranger.... The music of the Yaqirpa loads |
21:58 | TEST | I need to make another test, but I do expect the same result |
21:51 | MUSIC | and that music will be 'Opening Theme C' by Kevin McLeod |
21:48 | MAP | Music has been set |
21:47 | STUDY | Old script |
21:30 | DEBUG | Some data returned even seems to point to the map already loaded |
21:27 | NOTE | The logs say the Yaqirpa is being loaded... yet what I see is DEFINITELY NOT the Yaqirpa |
21:22 | FIXED | Idiot! |
21:20 | FIXED | Link issue |
21:19 | APOLLO | Yeah, thanks to the NON-call back structure this cosmetic thing that DOES make the game better was possible |
21:18 | ENHANCEMENT | "Loading" |
21:13 | EXPERIMENT | "LOADING!" |
21:06 | SCRIPT | The scheduler should now be able to take it |
21:04 | SCRIPT | To make #8 possible I've made the link command refer to the scheduler, however the scheduling engine will if I test now throw an error |
21:02 | STUDY | |
21:01 | UPDATED | |
19:49 | STATUS | However that will be done later, I'm afraid! |
19:49 | STATUS | The next stop here will be the actual appearance in the Yaqirpa |
19:49 | JUDGMENT | And NOW it works |
19:43 | TEST | Take XXXVIII |
19:43 | STUPIDITY | Did or did I not forget to run barf? |
19:30 | TEST | Take XXXVII |
19:30 | FIXED | I fixed that |
19:30 | STUPIDITY | API linked to wrong function |
19:09 | TEST | Take XXXVI |
19:09 | FIXED | A few small edges? |
19:04 | TEST | Take XXXV |
19:04 | FIXED | Static/non-static conflict |
19:02 | TEST | Kill (Take XXXIV) |
19:02 | FIXED | Kill Link code |
19:01 | TEST | Kill (Take XXXIII) |
19:01 | C++ | Kill compile |
19:01 | LINK | Kill |
19:01 | NEIL | Kill |
19:01 | C++ | Kill |
18:42 | TODO | Ah, there is no Kill link yet.... That will have to be taken care of |
18:36 | TEST | Take XXXII |
18:36 | FIXED | Code typo |
18:33 | TEST | Take XXXI |
18:33 | EXPERIMENT | I think I fixed the "Kill" crash, but I cannot be sure |
18:27 | FIXED | Illegal function call |
18:13 | TEST | Take XXX |
18:13 | DEBUG | So I added an extra debug line that must explain why this still happens |
18:13 | JCR6 | Analysis shows this should NOT be possible with this configuration |
18:05 | NOTE | Keeps going in reverse |
18:04 | TEST | Take XXIX |
18:03 | VOID | For the short term I can better void it |
18:02 | BUG | I really need to sort out the optional parameters, as it appears to be completely bugged |
18:01 | BUG | It works now, but backwards, and I need to find out why |
17:56 | STUPIDITY | Forgot to compile in my hurry |
17:54 | TEST | Take XXVIII |
17:54 | C++ | That was an error in my C++ code, which must btw also be present in my C# code, but since I never needed that functionality in Dyrt (and especially not in the editor) I guess it never surfaced |
17:53 | FIXED | I think I tackled that little bugger |
17:43 | COCKROACH | Setting ignored |
17:41 | TEST | Take XXVII |
17:41 | POWERSHELL | Well just to make sure then |
17:41 | HUH | Was the barf not run? |
17:39 | TEST | Take XXVI |
17:39 | FIXED | Code Typo |
17:38 | TEST | Take XXV |
17:37 | FIXED | But that could be is because I forgot to modify "NotMovingThan0" prior to beaming |
17:37 | BUG | They do turn into the "beam" sprite, however they don't animate |
17:35 | TEST | Take XXIV |
17:35 | FIXED | These fixes should fix the "beam" visual effect being ignored |
16:57 | TECHNO | That only fixes the crash I got, but there's more not in order! |
16:57 | FIXED | Link typo |
16:55 | JUDGMENT | WORTHLESS! |
16:52 | TEST | Take XXIII |
16:52 | FIXED | Two more of those |
16:51 | TEST | Take XXII |
16:51 | FIXED | A static cannot call non-static without calling an instance |
16:50 | BUG | Game still crashes, though |
16:50 | STATUS | The transporter sound starts, and that is an important marker |
16:49 | TEST | Take XXI |
16:48 | VOID | Windows was doing something, blocking the C++ linker |
16:48 | FAILURE | Hold the show... C++ Whines |
16:48 | TEST | Take XX |
16:47 | C++ | Recompiling |
16:47 | VOID | Just copied the definition in the C++ API |
16:46 | FUCKYOU | This is REALLY getting annoying |
16:45 | TEST | Take XIX |
16:45 | FIXED | ..... |
16:42 | TEST | Take XVIII |
16:42 | FIXED | I hope! |
16:42 | COCKROACH | Cockroaches.... fresh cockroaches.... over here! |
16:40 | TEST | Take XVII |
16:40 | VOID | Does that make it work? |
16:39 | HUH | WTF? |
16:38 | TEST | Take XVI |
16:38 | FIXED | I don't wanna talk about it |
16:36 | TEST | Take XV |
16:36 | FIXED | Idiocy |
16:34 | TEST | Take XIV |
16:34 | FIXED | Extension error |
16:32 | NOTE | At least it's now whining about the mapscript |
16:31 | VOID | Some things are to be done... No matter how much ya don't want it. |
16:29 | TEST | Take XIII |
16:29 | COCKROACH | This is getting on my nerves |
16:27 | TEST | Take XII (again, as the take announced before never took place, at all) |
16:27 | NOTE | Real life stuff got in my way |
14:24 | TEST | Take XII |
14:23 | VOID | Okay now? |
14:23 | FAILURE | CODE REMOVAL IGNORED!!!! |
14:22 | TEST | Take XI |
14:22 | FUCKYOU | Something is definitely wrong here! |
14:21 | TEST | Take X |
14:21 | STUPIDITY | USE YOUR EYES! DORK! |
14:20 | COCKROACH | Fix ignored |
14:19 | TEST | Take IX |
14:19 | FIXED | I hope I did it right, this time! |
14:19 | STUPIDITY | If you fix something do it right! Dork! |
14:18 | TEST | Take VIII |
14:18 | FIXED | Core Arf |
14:15 | TEST | Take VII |
14:15 | FIXED | Another syntax error |
14:13 | TEST | Take VI |
14:13 | FIXED | Syntax error |
14:11 | CONFIRMED | Void |
14:09 | TEST | Take V |
14:09 | EXPERIMENT | Can I void that? |
14:08 | BUG | Lies |
14:02 | TEST | Take IV |
14:02 | FIXED | Code order |
14:01 | TEST | Take III |
14:01 | FIXED | Another |
13:59 | TEST | Take II |
13:58 | FIXED | Declaration Syntax Error |
12:59 | TEST | And then we can commence test take I |
12:58 | NOTE | That is the most important action every single day, folks! |
12:58 | TODO | Making coffee |
12:08 | TODO | And now I'm first gonna take a quick shower |
12:08 | FIXED | A few last minute errors |
11:47 | MAPSCRIPT | That should do it! |
11:46 | LINK | And the linker has been written |
11:23 | STATUS | Next step, the link-up code |
11:21 | NOTE | The mapscript has no access to it yet though... Well strictly speaking it has, but it's quite a hassle to work with. |
11:21 | DONE | The class to handle all this has been set up |
10:40 | C++ | That covers the C++ part |
10:40 | APOLLO | API adapted |
10:36 | APOLLO | Now for Apollo |
10:34 | NOTE | Now this might be one of the few times (if not the only time) you see multiple targets beam out in once, still I think making the beaming script a bit dynamic could still be a good idea. |
10:33 | NOTE | This is important! Otherwise Kthura would automatically always set the frames to 0 automatically, killing the beam effect |
10:32 | KTHURA | Yeah, NotInMotionThen0 can also be read... ;) |
10:31 | KTHURA | NotInMotionThen0 in actors can now be set |
10:29 | KTHURA | Now in order to make the transporter thing possible I think I may need to dive a bit more into the core of Kthura |
10:25 | CONVERT | I've converted the teleport into a jpbf |
10:11 | CONFIRMED | No crashes so I must assume it to be working |
10:09 | NOTE | All I can test now is if the game starts up at all... |
10:09 | SCRIPT | And scripted it to load the beam sound |
10:09 | SCRIPT | Audio included in start-up loader |
10:06 | TECHNO | I will put this as a standard sound effect in the main loader... This sound is gonna be used many many times in the game after all. |
10:06 | CHECKED | The "beam" sound |
9:52 | TECHNO | Since the beaming effect is gonna take place a lot... wel technically in all dungeons, I think it's best if I script that in the main field flow... I am still a bit wondering about the best method |
9:03 | TECHNO | The feature would be added soon afterward anyway ;) |
9:03 | TECHNO | I see I did work with one useless texture in order to ensure a few blocked spaces. The objects in question were supposed to be invisible anyway. I must really laugh about this now, as it makes me realize how primitive Kthura was back then. Don't get me wrong, it was already hard work to make Kthura able to do what it did back then. Zones were back then not supported |
9:01 | KTHURA | Layered Yaqirpa |
9:00 | TRANSFER | Yaqirpa textures |
0:36 | BACKUP | Running |
0:35 | GITHUB | Up-to-date ... i think |
0:10 | NOTE | Like I said, transporting will be a later thing |
0:10 | CONFIRMED | That work snow |
0:06 | TEST | Take XIV (take XII and XIII were not mentioned due to the confusion I got myself in) |
0:06 | FIXED | Is it fixed now? |
0:05 | HUH | What happened now is beyond me |
- = 23 Sep 2020 = - | ||
23:59 | NOTE | At least I hope so! |
23:59 | FIXED | And now this issue should be fixed |
23:59 | BUG | Still a crash, but the error message at least confirms the issue I was going for is fixed... |
23:57 | TEST | Take XI |
23:57 | VOID | Forcefully voiding an issue... I really need to sort out why optional parameters randomly refuse to work |
23:50 | TEST | Take X |
23:50 | FIXED | GRRR! |
23:49 | TEST | Take IX |
23:49 | MAPSCRIPT | Adapted |
23:48 | VOID | I think I voided this issue |
23:45 | SOLVED | Case solved and this one is not very easy to get fixed |
23:37 | TEST | Take VIII |
23:37 | DEBUG | Expanded info a bit |
23:35 | INVESTIGATION | And I now need to find out why |
23:34 | BUG | The scheduled actions are however not being executed |
23:32 | CONFIRMED | I can at least confirm at the request to perform that script is scheduled, or at least the scheduling function has been called |
23:30 | TEST | Take VII |
23:28 | DEBUG | Moar debug lines will have to confirm that the scheduler is working |
23:27 | DEBUG | Extra line to make sure the transport function is being called |
23:26 | NOTE | The logs show that the waiting for moving actors is not to blame... that turns off as soon as all three actors arrive at their destinations |
23:24 | TEST | Take VI |
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