1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59
23:47FIXED
FIXEDRiiiiight!
23:46TEST
TESTWell?
23:45REMOVED
REMOVEDDr. Sal’pr’drita Another Dupe
23:45REMOVED
REMOVEDDupe
23:44TEST
TESTLet's see now then
23:43DONE
DONEBasis script
23:33NOTE
NOTE Autoscroll activation
23:27CHECKLIST
22:27TEST
TESTLet's see
22:27APOLLO
APOLLOA few project adaptions will be in order I'm afraid
22:26TRANSFER
TRANSFERRolf OCAL
22:09CONFIRMED
CONFIRMEDCrash, but the crash confirms what I wanted to have confirmed, and that is good!
22:08TEST
TESTagain (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).
22:06C++
C++Compiling
22:05C++
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
22:01MYSTERY
MYSTERYNow things get even stranger.... The music of the Yaqirpa loads
21:58TEST
TESTI need to make another test, but I do expect the same result
21:51MUSIC
MUSICSue and that music will be 'Opening Theme C' by Kevin McLeod
21:48MAP
MAPXenobi Music has been set
21:47STUDY
STUDY Old script
21:30DEBUG
DEBUGSome data returned even seems to point to the map already loaded
21:27NOTE
NOTE The logs say the Yaqirpa is being loaded... yet what I see is DEFINITELY NOT the Yaqirpa
21:22FIXED
FIXEDIdiot!
21:20FIXED
FIXEDLink issue
21:19APOLLO
APOLLOYeah, thanks to the NON-call back structure this cosmetic thing that DOES make the game better was possible
21:18ENHANCEMENT
ENHANCEMENT"Loading"
21:13EXPERIMENT
EXPERIMENTFoxy "LOADING!"
21:06SCRIPT
SCRIPTThe scheduler should now be able to take it
21:04SCRIPT
SCRIPTTo 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
21:02STUDY
21:01UPDATED
19:49STATUS
STATUSHowever that will be done later, I'm afraid!
19:49STATUS
STATUSThe next stop here will be the actual appearance in the Yaqirpa
19:49JUDGMENT
JUDGMENT And NOW it works
19:43TEST
TESTYirl Take XXXVIII
19:43STUPIDITY
STUPIDITYDid or did I not forget to run barf?
19:30TEST
TESTTake XXXVII
19:30FIXED
FIXEDI fixed that
19:30STUPIDITY
STUPIDITYAPI linked to wrong function
19:09TEST
TESTTake XXXVI
19:09FIXED
FIXEDA few small edges?
19:04TEST
TESTTake XXXV
19:04FIXED
FIXEDExHuRU Bakina Static/non-static conflict
19:02TEST
TESTKill (Take XXXIV)
19:02FIXED
FIXEDKill Link code
19:01TEST
TESTKill (Take XXXIII)
19:01C++
C++Kill compile
19:01LINK
LINKKill
19:01NEIL
NEILKill
19:01C++
C++Kill
18:42TODO
TODOCrystal Ah, there is no Kill link yet.... That will have to be taken care of
18:36TEST
TESTTake XXXII
18:36FIXED
FIXEDCode typo
18:33TEST
TESTTake XXXI
18:33EXPERIMENT
EXPERIMENTI think I fixed the "Kill" crash, but I cannot be sure
18:27FIXED
FIXEDIllegal function call
18:13TEST
TESTTake XXX
18:13DEBUG
DEBUGSo I added an extra debug line that must explain why this still happens
18:13JCR6
JCR6Wendicka Analysis shows this should NOT be possible with this configuration
18:05NOTE
NOTE Keeps going in reverse
18:04TEST
TESTTake XXIX
18:03VOID
VOIDFor the short term I can better void it
18:02BUG
BUGI really need to sort out the optional parameters, as it appears to be completely bugged
18:01BUG
BUGIt works now, but backwards, and I need to find out why
17:56STUPIDITY
STUPIDITYForgot to compile in my hurry
17:54TEST
TESTTake XXVIII
17:54C++
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
17:53FIXED
FIXEDKota I think I tackled that little bugger
17:43COCKROACH
COCKROACHSetting ignored
17:41TEST
TESTTake XXVII
17:41POWERSHELL
POWERSHELLWell just to make sure then
17:41HUH
HUHWas the barf not run?
17:39TEST
TESTTake XXVI
17:39FIXED
FIXEDCode Typo
17:38TEST
TESTTake XXV
17:37FIXED
FIXEDBut that could be is because I forgot to modify "NotMovingThan0" prior to beaming
17:37BUG
BUGThey do turn into the "beam" sprite, however they don't animate
17:35TEST
TESTTake XXIV
17:35FIXED
FIXEDThese fixes should fix the "beam" visual effect being ignored
16:57TECHNO
TECHNOThat only fixes the crash I got, but there's more not in order!
16:57FIXED
FIXEDLink typo
16:55JUDGMENT
JUDGMENT WORTHLESS!
16:52TEST
TESTTake XXIII
16:52FIXED
FIXEDTwo more of those
16:51TEST
TESTTake XXII
16:51FIXED
FIXEDA static cannot call non-static without calling an instance
16:50BUG
BUGGame still crashes, though
16:50STATUS
STATUSThe transporter sound starts, and that is an important marker
16:49TEST
TESTTake XXI
16:48VOID
VOIDWindows was doing something, blocking the C++ linker
16:48FAILURE
FAILUREHold the show... C++ Whines
16:48TEST
TESTTake XX
16:47C++
C++Reggie Recompiling
16:47VOID
VOIDJust copied the definition in the C++ API
16:46FUCKYOU
FUCKYOUThis is REALLY getting annoying
16:45TEST
TESTTake XIX
16:45FIXED
FIXED.....
16:42TEST
TESTTake XVIII
16:42FIXED
FIXEDI hope!
16:42COCKROACH
COCKROACHCockroaches.... fresh cockroaches.... over here!
16:40TEST
TESTTake XVII
16:40VOID
VOIDDoes that make it work?
16:39HUH
HUHWTF?
16:38TEST
TESTTake XVI
16:38FIXED
FIXEDI don't wanna talk about it
16:36TEST
TESTTake XV
16:36FIXED
FIXEDIdiocy
16:34TEST
TESTTake XIV
16:34FIXED
FIXEDExtension error
16:32NOTE
NOTE At least it's now whining about the mapscript
16:31VOID
VOIDSome things are to be done... No matter how much ya don't want it.
16:29TEST
TESTTake XIII
16:29COCKROACH
COCKROACHThis is getting on my nerves
16:27TEST
TESTTake XII (again, as the take announced before never took place, at all)
16:27NOTE
NOTE Real life stuff got in my way
14:24TEST
TESTTake XII
14:23VOID
VOIDOkay now?
14:23FAILURE
FAILUREAdmiral Lovejoy CODE REMOVAL IGNORED!!!!
14:22TEST
TESTTake XI
14:22FUCKYOU
FUCKYOUSomething is definitely wrong here!
14:21TEST
TESTTake X
14:21STUPIDITY
STUPIDITYUSE YOUR EYES! DORK!
14:20COCKROACH
COCKROACHFix ignored
14:19TEST
TESTTake IX
14:19FIXED
FIXEDI hope I did it right, this time!
14:19STUPIDITY
STUPIDITYIf you fix something do it right! Dork!
14:18TEST
TESTTake VIII
14:18FIXED
FIXEDCore Arf
14:15TEST
TESTTake VII
14:15FIXED
FIXEDAnother syntax error
14:13TEST
TESTTake VI
14:13FIXED
FIXEDSyntax error
14:11CONFIRMED
CONFIRMEDVoid
14:09TEST
TESTTake V
14:09EXPERIMENT
EXPERIMENTCan I void that?
14:08BUG
BUGLies
14:02TEST
TESTTake IV
14:02FIXED
FIXEDCode order
14:01TEST
TESTTake III
14:01FIXED
FIXEDAnother
13:59TEST
TESTTake II
13:58FIXED
FIXEDDeclaration Syntax Error
12:59TEST
TESTAdmiral Johnson And then we can commence test take I
12:58NOTE
NOTE That is the most important action every single day, folks!
12:58TODO
TODOMaking coffee
12:08TODO
TODOAnd now I'm first gonna take a quick shower
12:08FIXED
FIXEDA few last minute errors
11:47MAPSCRIPT
MAPSCRIPTThe Goddess That should do it!
11:46LINK
LINKAnd the linker has been written
11:23STATUS
STATUSNext step, the link-up code
11:21NOTE
NOTE The mapscript has no access to it yet though... Well strictly speaking it has, but it's quite a hassle to work with.
11:21DONE
DONEThe class to handle all this has been set up
10:40C++
C++That covers the C++ part
10:40APOLLO
APOLLOAPI adapted
10:36APOLLO
APOLLOAstrilopup Now for Apollo
10:34NOTE
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.
10:33NOTE
NOTE This is important! Otherwise Kthura would automatically always set the frames to 0 automatically, killing the beam effect
10:32KTHURA
KTHURAYeah, NotInMotionThen0 can also be read... ;)
10:31KTHURA
KTHURANotInMotionThen0 in actors can now be set
10:29KTHURA
KTHURANow in order to make the transporter thing possible I think I may need to dive a bit more into the core of Kthura
10:25CONVERT
CONVERTI've converted the teleport into a jpbf
10:11CONFIRMED
CONFIRMEDSue No crashes so I must assume it to be working
10:09NOTE
NOTE All I can test now is if the game starts up at all...
10:09SCRIPT
SCRIPTAnd scripted it to load the beam sound
10:09SCRIPT
SCRIPTAudio included in start-up loader
10:06TECHNO
TECHNOI 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.
10:06CHECKED
CHECKEDThe "beam" sound
9:52TECHNO
TECHNOBriggs 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
9:03TECHNO
TECHNOBakina The feature would be added soon afterward anyway ;)
9:03TECHNO
TECHNOI 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
9:01KTHURA
KTHURALayered Yaqirpa
9:00TRANSFER
TRANSFERYaqirpa textures
0:36BACKUP
BACKUPRunning
0:35GITHUB
GITHUBUp-to-date ... i think
0:10NOTE
NOTE Like I said, transporting will be a later thing
0:10CONFIRMED
CONFIRMEDKota That work snow
0:06TEST
TESTTake XIV (take XII and XIII were not mentioned due to the confusion I got myself in)
0:06FIXED
FIXEDIs it fixed now?
0:05HUH
HUHWhat happened now is beyond me
- = 23 Sep 2020 = -
23:59NOTE
NOTE At least I hope so!
23:59FIXED
FIXEDAnd now this issue should be fixed
23:59BUG
BUGStill a crash, but the error message at least confirms the issue I was going for is fixed...
23:57TEST
TESTReggie Take XI
23:57VOID
VOIDForcefully voiding an issue... I really need to sort out why optional parameters randomly refuse to work
23:50TEST
TESTTake X
23:50FIXED
FIXEDGRRR!
23:49TEST
TESTTake IX
23:49MAPSCRIPT
MAPSCRIPTAdapted
23:48VOID
VOIDI think I voided this issue
23:45SOLVED
SOLVEDAdmiral Lovejoy Case solved and this one is not very easy to get fixed
23:37TEST
TESTTake VIII
23:37DEBUG
DEBUGExpanded info a bit
23:35INVESTIGATION
INVESTIGATIONDr. Sal’pr’drita And I now need to find out why
23:34BUG
BUGThe scheduled actions are however not being executed
23:32CONFIRMED
CONFIRMEDI can at least confirm at the request to perform that script is scheduled, or at least the scheduling function has been called
23:30TEST
TESTTake VII
23:28DEBUG
DEBUGAdmiral Johnson Moar debug lines will have to confirm that the scheduler is working
23:27DEBUG
DEBUGExtra line to make sure the transport function is being called
23:26NOTE
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
23:24TEST
TESTTake VI
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