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
23:24DEBUG
DEBUGDebug line added for investigation!
23:23NOTE
NOTE Nobody turned around
23:20TEST
TESTTake V
23:20C++
C++Briggs Compiling
23:20FIXED
FIXEDFixed that
23:20STUPIDITY
STUPIDITYAPI didn't return value when it should
23:15TEST
TESTTake IV
23:14FIXED
FIXEDSigh!
23:08TEST
TESTTake III
23:08FIXED
FIXEDNeil syntax error
23:07TEST
TESTDr. Sal’pr’drita Take II
23:07FIXED
FIXEDIdentifier crisis
23:04TEST
TESTLet's go!

Take I

23:04STATUS
STATUSI will try to test if this all works though
23:04NOTE
NOTE Now the beaming effect may be a nasty obstacle to tackle, but that won't be for today... I'm getting tired.
23:03NOTE
NOTE This also enables me if waiting for beaming down works
23:03MAPSCRIPT
MAPSCRIPTIt's not much but at least I made the characters turn around while standing on the transporter
22:55TECHNO
TECHNORolf Rolf The schedule library withing the field flow will merely make events wait for the next full cycle to be executed, this to prevent conflicts
22:54LINK
LINKSchedule function
22:47SCRIPT
SCRIPTMouse pointer also set to appear when game field is in normal motion
22:47SCRIPT
SCRIPTEntire routine set up
22:44SCRIPT
SCRIPTSet up a basis for waiting while moving
22:34C++
C++No errors returned, but that does not automatically mean everything's okay.... Not just because C++ sometimes lets syntax errors through, but also because C++ cannot check script errors for obvious reasons.
22:29C++
C++Compiling
22:29LINK
LINKXenobi And that should link it all together
22:29NEIL
NEILProperty for Neil
22:28APOLLO
APOLLOLinked to the API
22:26C++
C++I needed a function that can check if any actor is moving at all. In order not to take up needless RAM or CPU capacity I did hardcode that function in the engine, as this function is bound to have too much negative effect when scripted (no matter if you use Neil or pure Lua).
21:56DONE
DONEI've also done this for the "WalkTo", however I'll have to test later if that actually works
21:52STATUS
STATUSWell, now some parts of the real work have only begun, but at least this part is done, and created hope for the future of this project
21:51STATUS
STATUSAll's well that ends well...
21:37TEST
TESTFoxy Take X
21:35STATUS
STATUSI need a few more features before I can move on to the next step, but first I need to make sure this actually works
21:34MAPSCRIPT
MAPSCRIPTAfter the introduction scenario Briggs and the two girls should walk to their respective transporter spots
21:34MAPSCRIPT
MAPSCRIPTCrystal will now also step forward and step back when Briggs asks her to
21:30MAP
MAPSpots placed
21:20STATUS
STATUSLet's script things out some more
21:16CONFIRMED
CONFIRMEDNOW it appears to be working!
21:02TEST
TESTYirl Take IX
21:02NOTE
NOTE I mustn't forget to adept the WalkTo too on this
21:02SOLVED
SOLVEDI *THINK* I solved the mystery
20:49HUH
HUHAnd the crash I got now makes even less sense, but it only seems to confirm more that something is definitely wrong here.
20:41TEST
TESTXenobi Take VIII
20:41DEBUG
DEBUGExtra line will have to confirm my concern
20:39DEBUG
DEBUGFor extra verification I've made sure the name of the layer the way it was upon creation is copied into the layer
20:33DEBUG
DEBUGExHuRU The crash I get now seems to confirm that somehow an non-existent layer made its way in
20:30TEST
TESTTake VIII with another debug line!
20:30DEBUG
DEBUGIt's suggested the tagmap is empty ... I wonder wtf is going on here, as that cannot be!
20:25HUH
HUHDebug information not given while requested
20:22TEST
TESTTake VII
20:22VISUALSTUDIO
VISUALSTUDIOAnd let's take over the testing here
20:21DEBUG
DEBUGExtra debug line
20:18COCKROACH
COCKROACHCrystal The system insists no such object exists, while it does
20:17TEST
TESTTake VI
20:17FORCE
FORCECopy and paste must ensure this is really a lie
20:16DEBUG
DEBUGThe Tag Map list confirms the error is a lie
20:15TEST
TESTTake V
20:15DUMMIED
DUMMIEDI've dummied the walker code, so I can check how things work out in the TagMap
20:14FAILURE
FAILUREThe computer lies... It says the Fwd point for Wendicka doesn't exist
20:12TEST
TESTWendicka Take IV
20:12POWERSHELL
POWERSHELLDone
20:12STUPIDITY
STUPIDITYI had to run "barf"
20:10TEST
TESTTake III
20:10FIXED
FIXEDI think....
20:09BUG
BUGKthura internal linkup script error
20:07TEST
TESTTake II
20:07FIXED
FIXEDSyntax error
20:06TEST
TESTFoxy Take I
20:06NOTE
NOTE Crystal will not yet make these movements, but if it works for Wendicka Crystal will only be easy
20:06MAPSCRIPT
MAPSCRIPTWendicka should now move forward and back when Briggs requests her to....
20:00LINK
LINKA better way inside the Map linker to call the main feature
19:22SCRIPT
SCRIPTMoveTo method to field state group
19:02STATUS
STATUSThis is gonna be scary, but if it works we got one of the most important Kthura issues tackled
10:59DYRT
DYRTBefore I got to work on Star Story today, the cockroaches I had to deal with here kept me away from working on Dyrt, so that comes first!
0:38FIXED
FIXED#9 Should be fixed now
- = 22 Sep 2020 = -
22:21NOTE
NOTE I need a break now, so I'll get back to this later!
22:21BUG
BUGIssued as #9
22:21BUG
BUGNope
22:07TEST
TESTWell, does it work?
22:07EXPERIMENT
EXPERIMENTI've replaced the actor picture files with jpbf files
22:07FIXED
FIXEDBriggs was looking the wrong way
22:02MYSTERY
MYSTERYThe reason why this happens is still
21:54SOLVED
SOLVEDI think... I think the altframing is bugged
21:26NOTE
NOTE Now the actors are still in mini form, so the bugfixing is not over yet, but my most pressing matter at had has been fixed at least
21:25TEST
TESTTake L
21:25STUPIDITY
STUPIDITYNow I did undummy the actors, but I forgot to rebuild the game resource
21:24CONFIRMED
CONFIRMEDthe TiledAreas show now
21:23TEST
TESTTake XLIX will have to confirm all this!
21:23STUPIDITY
STUPIDITYIt was just a typo in the loading function.... Since the starfield was modified manually that bug was bypassed in Lovejoy's story
21:22FIXED
FIXEDKLABAMMO! Just as I suspected
21:22INVESTIGATION
INVESTIGATIONWell, if you eliminate all the impossible, whatever remains, however improbable, must be the truth!
21:21RECOVERED
RECOVEREDActors undummied
21:08TEST
TESTYirl Take XLVIII
21:07DUMMIED
DUMMIEDTemp dummy on the actor generation...
21:05CHECKED
CHECKEDChecked the entire chain and the only error I found was a scale defintion not in order... This could indeed be why i got the feeling my actors look so "flat", but that doesn't seem likely
21:03TECHNO
TECHNOGiven the state of the error I now must find out if the actors are to blame for all this or not.
20:57CONFIRMED
CONFIRMEDThere's indeed something wrong with the Tiled Area.... According to my log the height of all TiledAreas is 0
20:55TEST
TESTTake XLVII
20:55DUMMIED
DUMMIEDThe Annoying line I likely no longer need
20:55ANALYSIS
ANALYSISIt is now heavily implied it's only the tiled area that is to blame
20:53NOTE
NOTE It appears I made assumptions too soon
20:53DEBUG
DEBUGMOAR DEBUG!
20:50TEST
TESTTake XLVI
20:50DEBUG
DEBUGWell?
20:49MYSTERY
MYSTERYThe core drawer does seem to address it all... or at least the logs say so
20:47TEST
TESTTake XLV
20:47NOTE
NOTE Another annoying debug line has been put in place
20:29INVESTIGATION
INVESTIGATIONBut what then?
20:29CHECKED
CHECKEDVisibility does at least not appear to be the problem
20:27TEST
TESTTake XLIV
20:27FIXED
FIXEDSyntax error
20:26TEST
TESTTake XLIII
20:26DEBUG
DEBUGVisibility verification!
20:24RESULT
They confirm though that only the actors are drawn and that the rest is ignored.... Why!
20:24TEST
TESTTake XLII
20:24DEBUG
DEBUGVery annoying debug lines
20:22RESULT
The results confirm everything the computer does regarding this matter is bullshit
20:09TEST
TESTExHuRU Take XLI
20:09EXPERIMENT
EXPERIMENTDominance experiment
20:07NOTE
NOTE The log confirms that all stuff should be present
20:06COSMETIC
COSMETICNothing relevant
20:06FIXED
FIXEDCosmetic output error....
20:05TEST
TESTTake XL
20:05POWERSHELL
POWERSHELLrun barf script
20:04FIXED
FIXEDRef error
20:03TEST
TESTTake XXXIX
20:03FIXED
FIXEDCode typo
20:02TEST
TESTTake XXXVIII
20:02POWERSHELL
POWERSHELLRebuild
20:02SCRIPT
SCRIPTAdded to the game script
20:02LINK
LINKLinks it all
20:02DEBUG
DEBUGNeil link up
19:58DEBUG
DEBUGI'e added an API routine which may give me some ansers (I hope)
19:31TEST
TESTTake XXXVII
19:31EXPERIMENT
EXPERIMENTI've deactivated the actor scaler as it does not appear to work the way it should
19:28COCKROACH
COCKROACHOther closure routines still got issues, though, so there's still work to do
19:28FIXED
FIXEDWell it appears I got the lua closure fixed
19:20TEST
TESTTake XXXVI
19:19POWERSHELL
POWERSHELLI am required to do rebuild the game itself for that, though
19:18EXPERIMENT
EXPERIMENTI need to find out if the animator is what causes things to turn invisible
19:11NOTE
NOTE I've put in an extra precaution that should make sure all Kthura Maps are unloaded (this because Lua is on the rampage here and I don't want more trouble than I already got).
19:01TEST
TESTTake XXXV
19:01DEBUG
DEBUGCrystal An extra debug line should confirm if indeed most of the map was killed (for no apparent reason)
19:00COCKROACH
COCKROACHNow the question is, of course, why this all happened
18:59CHECKED
CHECKED
CWRITE> ____________XXX___XXX_________________X
CWRITE> ___________XXX_____XXX________________X
CWRITE> __________XXX_______XXX_______________X
CWRITE> XXX______XX__________XXX___XXXX______XX
CWRITE> ______________________________________X
CWRITE> ______________________________________X
CWRITE> ______________________________________X
CWRITE> ______________________________________X
CWRITE> ______________________________________X
CWRITE> ______________________________________X
CWRITE> XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Half of the blockmap is gone, which may indicate half of the map is gone as well
18:57STATUS
STATUSAt least the actors appear, but now we do have some other bones to pick... They are shown far too small, and their environment has gone.... I'd like to know why that happened.
18:53TEST
TESTTake XXXIV
18:53FIXED
FIXEDSyntax Error
18:52TEST
TESTTake XXXIII
18:52FORCE
FORCEKind
18:43TECHNO
TECHNOThe destructor should be obsolete now
18:26NOTE
NOTE Constantly All objects are being destroyed, I see
18:25NOTE
NOTE Now I do have a few ideas to make the destructor obsolete, but still I need to check things out!
18:25COCKROACH
COCKROACHNow the destructor is called while it shouldn't be (causing a crash in the process).
18:12TEST
TESTTake XXXII
18:12STUPIDITY
STUPIDITY!= is not the same as ==, Jeroen!
17:55FUCKYOU
FUCKYOUIt KEEPS insisting not not working!
17:54TEST
TESTTake XXXI
17:54COCKROACH
COCKROACHWhatever causes this bug, it's persistent!
17:54C++
C++Fucked it all up AGAIN!
17:40FORCE
FORCEI am not definitely pissed off!
17:15COCKROACH
COCKROACHEven now that the actor could contain nothing but the correct data I get garbage
16:59TEST
TESTTake XXX
16:59FIXED
FIXEDI hope
16:59SOLVED
SOLVEDThe Goddess I think I solved the case! (or is that wishful thinking?)
16:53INVESTIGATION
INVESTIGATIONElementairy, my dear Watson!

This can only mean that the parent layer is somehow not properly set in the Actor record, which should have happened... The question is, of course, why...

16:52INVESTIGATION
INVESTIGATIONAha... Now the log makes more sense.... The layer for dominance remapping is declared a null pointer....
16:48TEST
TESTWendicka Take XXIX
16:48TEST
TESTI do need to re-test as a few things in the IDE went wrong
16:47SOLVED
SOLVEDAh... C++ placed the error marker on the wrong spot (what else is new?)
16:43HUH
HUHAstrilopup The location where the crash is noted (a debug line just containing a "cout" and a constant string, is what surprises me the most , though.
16:42COCKROACH
COCKROACHApparently.... no work at all! I guess fate is against me after all!
16:39NOTE
NOTE I can at least confirm that normal objects appear to be working under the new code
16:38TEST
TESTWell We're still counting on... test XXVIII
16:38DONE
DONEI needed a break before the great test would commence
15:28C++
C++And now it even deems the compilation succesful? Is it really done?
15:28C++
C++Sue Hmm, it has stopped giving me errors in the Kthura library and now wans the adaptions for the API
14:47STATUS
STATUSThat's only half the work, though!
14:47C++
C++I think the core part of the operation is done....
13:00OFFTOPIC
OFFTOPICDUMBLE-ROLLED!

:-P

10:44TECHNO
TECHNOWith C++ desperately trying to get EVERYTHING in a bad manner, there is only one thing left for me to do... I'm gonna fuck up the Kthura library ENTIRELY!
10:38COCKROACH
COCKROACHThat experimental line was exactly where C++ didn't like me, at all
10:36COCKROACH
COCKROACHBakina As expected
10:36TEST
TESTTake XXVII
10:36EXPERIMENT
EXPERIMENTI've tried something but I expect not much from it...
10:33TEST
TESTTake XXVI
10:33DEBUG
DEBUGMOAR stuff
10:30RESULT
Things appear to go wrong when the actors are being called.... It was to be expected, yet, I wonder what the fuck is going on here!
10:29TEST
TESTKota Take XXV
10:28DEBUG
DEBUGI've added a debug line in the iterator... Hopefully it answers a few questions
10:26NOTE
NOTE Is the iterator still broken?
10:25FAILURE
FAILUREThe data in the debugging screen doesn't make sense at all.... What the fuck is going on here?
10:22FAILURE
FAILUREThe Goddess Returning a string is reason to crash?
10:21TECHNO
TECHNOI see now that the system does follow a different traceback route though, so that is a bit odd
10:19TECHNO
TECHNOReggie I've ruled out possibilities for memory conflicts now, so NOTHING and I repeat NOTHING could have caused anything here.... Yet it still happens.... and the computer will have to clear up why!
10:17COCKROACH
COCKROACHWith no more reason to crash, it still crashes
10:16TEST
TESTTake XXIV
10:16TEST
TESTThat was take XXIII btw
10:16FIXED
FIXEDWill backspace is a handy key, but still
10:15HUH
HUHWhy did an identifier get cut in two over two lines?
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