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
9:58TECHNO
TECHNOAdmiral Lovejoy The blockmap builder has NOT been done. It would a) be too much hassle and b) Actors were ignored by the blockmapbuilder even before this update because c) including actors in the blockmap builder is in 99% of the cases beyond stupidity to do anyway.
9:56C++
C++Labelmap builder updated
9:56C++
C++Tagmap builder updated
9:54C++
C++Dominance regenerator has been updated
9:34TODO
TODOBut first a natural break
9:33TECHNO
TECHNOThis will NOT yet affect the mappers, that will be the next step
9:33C++
C++Admiral Johnson The Kill All has also been set to clear both lists
9:32C++
C++And the killer will already respond to the correct vector in order to remove actors if they should be.... This should happen automatically
9:32DONE
DONEI've put the actors in their own vectors
9:26TECHNO
TECHNOAnd while I was in bed I realized why I've been stupid with the object list... After all, and I should have realized that, C++ is primitive, and so a memory conflict in using the way I used vectors was only bound to happen.... Since the listing system in both C# and BlitzMax only store the pointers and have a completely automated memory system around that I never realized this... C++ is, of course,a different story....
1:13TEST
TESTTake XXII
1:13MYSTERY
MYSTERYALthough as an intelligent person, I don't understand how this could happen
1:13FORCE
FORCEBriggs I've forced the actor spawner to rebuild the ID map though
1:13MYSTERY
MYSTERYOn Crystal the system crashes on being unable to find the object ID, on Wendicka this didn't bother the system
1:10TEST
TESTTake XXI
1:10FIXED
FIXEDInternal fixups
1:02TEST
TESTTake XX
1:01FIXED
FIXEDAstrilopup I hope I got it now
0:56COCKROACH
COCKROACHDr. Sal’pr’drita The actor IDs remain 0
0:54HUH
HUHtexture ""?
0:52TEST
TESTTake XIX
0:52FORCE
FORCEThis should prevent it
0:52FAILURE
FAILUREThe bug that happened now should not be possible, but did happen
0:33TEST
TESTTake XVIII Confirmed
0:33FIXED
FIXEDRolf Well I fixed it!
0:31FAILURE
FAILUREI guess that's Microsoft for ya!
0:31FAILURE
FAILUREVisualStudio complained about bugs in strings, while the fault was made in my vector usage....
0:19VISUALSTUDIO
VISUALSTUDIOThe error gets picked up in the xstring library on the tag of Wendicka's actor... Why this is happening is something I cannot tell, as the traceback only limits itself to the function where the fatality happens, but it doesn't tell me which function called the fatal function.
0:17TEST
TESTTake XVII
0:15VISUALSTUDIO
VISUALSTUDIOInside visual studio then and hopefully that produces some useful insights
0:15NOTE
NOTE Xenobi Stuff gets even stranger now as the game now crashes without any notice
0:14TEST
TESTTake XVII
0:14C++
C++Compile
0:14EXPERIMENT
EXPERIMENTPart II done
0:12EXPERIMENT
EXPERIMENTPart I done
0:11NOTE
NOTE I see my API has a few advancements that now work against me, so I need to experiment on a bit
0:08TEST
TESTFoxy Take XVI
0:08C++
C++Adapted API to this experiment
0:06NOTE
NOTE I think my entire approach may be faulty and if I'm right I guess I may be lucky I didn't get a segmentation fault
- = 21 Sep 2020 = -
23:56TEST
TESTXV
23:56NOTE
NOTE Can't be it, but here goes nothing
23:56EXPERIMENT
EXPERIMENTI wonder what happens if.....
23:54TEST
TESTYirl Sue Take XIV
23:54NOTE
NOTE Why the tags do not change I cannot tell though
23:54FIXED
FIXEDI've at least fixed the ID...
23:51DONE
DONEa few more things
23:49NOTE
NOTE A few issues do arise here.... First of all not the correct object ID(), which should happen... But I guess that's only natural, and second NO TAG!
23:46TEST
TESTTake XIII
23:46C++
C++ExHuRU Done
23:46STUPIDITY
STUPIDITYForgot to compile and that debug line was in the C++ code
23:45TEST
TESTTake XII
23:45DEBUG
DEBUGUltimate debug line and let's see if this provides some answers!
23:42COCKROACH
COCKROACHThe forcing didn't help and the created output by the tag list confirms the actor is not listed in the tagmap
23:40TEST
TESTTake XI
23:40DEBUG
DEBUGCrystal Extra debug line
23:40FORCE
FORCEI've forced the system to always rebuild the tagmap whenever actors are being created, regardless of underlying configuration settings
23:38MYSTERY
MYSTERYSo far the logs confirm the entire claim is nothing more but bullshit
23:36TEST
TESTTake X
23:36TEST
TESTLet's see
23:36DEBUG
DEBUGExtra debug line
23:09TEST
TESTWendicka Take IX
23:09FIXED
FIXEDField name != Object tag
23:08CONFIRMED
CONFIRMEDThat at least covers the issue of having no actor with the specific tag
23:00TEST
TESTTake VIII
23:00FIXED
FIXEDBut I think I got it now
23:00COCKROACH
COCKROACHNope!
23:00TEST
TESTTake VII
22:18FIXED
FIXEDBakina Crystal McLeen - Big alternate ?
22:14MEDICAL
MEDICALNo this has NOTHING to do with corona... I am just traumatized about things that happened over the entire course of my life, and that is getting onto me.
22:14MEDICAL
MEDICALMy stress is really getting the best of me
19:14TEST
TESTTake VI
19:14FUCKYOU
FUCKYOULink up error
19:12TEST
TESTTake V
19:12FIXED
FIXEDno "return"
19:09TEST
TESTTake IV
19:09FIXED
FIXEDSyntax Error
19:09TEST
TESTTake III
19:09FIXED
FIXEDForgotten declaration?
19:08TEST
TESTTake II
19:08FIXED
FIXEDFixed Syntax Error?
19:06TEST
TESTTake I
19:06STATUS
STATUSDoes it work?
19:06DONE
DONEActor texturing
15:56MEDICAL
MEDICALStress got the better of me... I need a time-out!
13:40NOTE
NOTE I still need to texture them out, though
13:40DONE
DONEActor spawning
13:35STUPIDITY
STUPIDITYIt does appear I forgot a few things
13:20CONFIRMED
CONFIRMEDWell, I guess that appears to be the case... Of course, there's still le moment supreme
13:18TEST
TESTTake I
13:18STATUS
STATUSNow before I get to the actual testing of the actors I wanna test if the link script compiles now. If the title screen appears without question I guess it does.
13:05C++
C++Compilation gives no errors... Is that a good thing?
12:52NEIL
NEILScript part taken care of!
12:48STATUS
STATUSKota Not there yet!
I need to make sure the Kthura classes are able to work this out properly.
12:47LINK
LINKWalkTo and MoveTo linked to scripter
12:46LINK
LINKSpawner linked into scripter
12:41APOLLO
APOLLOAPI functions have been written... Not yet been linked to the scripting engine....
10:41STATUS
STATUSThat finishes the hardcore stuff in Kthura, Apollo cannot yet handle all this as the APIs that allow Kthura with the scrips have not yet been written, at least not where actors in particular are concerned
10:27C++
C++Code compiles, and that's all I can test now, so far: Geen bericht is goed bericht!
10:27KTHURA
KTHURADriver updated
10:05STATUS
STATUSAnd thus that will be the next step, and also a crucial one as I cannot test anything without that driver being updated
10:05TECHNO
TECHNONow the actors only work from core, the draw routine will call the driver to actually show the actor and that's also where the road ends for now, as the driver has not yet been updated for that.
8:24OFFTOPIC
OFFTOPIC
1:25BACKUP
BACKUPRunning
0:50STUPIDITY
STUPIDITYAnd I'm writing in the wrong devlog I see
0:50SASKIA
Empty base script
0:44STUPIDITY
STUPIDITYHOLD THE SHOW! I forgot some mortally important things!
0:31TEST
TESTLet's see of the Hall of Heroes works so far!
0:31REMINDER
0:29LINK
LINKI've linked this map to the world map
0:10NOTE
NOTE The ones who you should meet in the Hall of Heroes will NOT yet appear!
0:09MAP
MAPBasis Map Hall of Heroes
- = 20 Sep 2020 = -
23:58DYRT
DYRTTime was also not friendly enough to do my Dyrt duties, although I think I can do a few tiny things
23:57STATUS
STATUSHowever the time has come to a point that I'm not really game to test if it works...
23:57KTHURA
KTHURAThe Actor Class has been set up
22:36KTHURA
KTHURAI will now have to work out the actor class... Now actors are merely an extension to objects, however actors have to be more versatile, and this versatily brings that they gimme more data to cope with...
22:34APOLLO
APOLLOAt least Apollo compiles, and up to this point no news is good news...
I will have to see later if it actually works
22:32KTHURA
KTHURAYou've got to keep in mind though that the pathfinder can only be put to the test once the actors work, and the actors have always been a nasty thing in Kthura. They will require some workout before I can put this all to the test
22:30KTHURA
KTHURAReggie It's all done now
22:00KTHURA
KTHURAI've created the Dijkstra driver for Kthura
14:08KTHURA
KTHURAI've added a Kthura point class... The module I'll use path finding will have to use this class to make sure all output regardless of pathfinding module used will aways output the data in the same format so Kthura can understand it
13:03STATUS
STATUSNow the next course of action will be to attack Kthura to my Dijkstra routine, now in order to make Kthura even more modular than ever before I'm gonna make Dijkstra a driver for Kthura. Now I will likely stick with my Dijkstra routine forever... (I don't have much need for anything else), I can this way make Kthura operate without Dijkstra when no pathfinder is needed (saves RAM) and if Kthura ever gets adopated by other people, they can then use their own pathfinding routines if they desire, so all in all, it's the better run and not that hard to code in C++ anyway (it was not even hard to code in C#, but I was back then too much in a hurry).
12:58CONFIRMED
CONFIRMEDThe blockmap output shows me what I wanted to see
12:56TEST
TESTTake II
12:56FIXED
FIXEDThat's not good!
12:54TEST
TESTTake I
12:54STATUS
STATUSWell, what will this all produce?
12:50DEBUG
DEBUGMy Debug script allows me into this data now
12:44NOTE
NOTE NOT there yet, thougg!
12:44LINK
LINKAnd now the link is complete
12:44NEIL
NEILNeil code
12:40LINK
LINKPart of the link
12:40APOLLO
APOLLOintegrated
12:33C++
C++I've set up an API allowing the Apollo Scripter to readout the BlockMap for debugging purposes
12:21DONE
DONEtook a shower
11:33FIXED
FIXEDMinor issues
11:24FIXED
FIXEDSomething was not right in the BlockMap Checker
11:23C++
C++The blockmap builder has been done, but is not yet fully operational
10:58TECHNO
TECHNONo this will NOT compile C++ != C# after all, so I need to adapt things as a result!
10:58TRANSFER
TRANSFERC# code copied into C++
9:38C#
C#The first thing that comes to mind now is to simply translate my C# code to C++, but if that is gonna work I dunno.... C# is not as much as C/C++ as you may initially think, so this can be harder than it may initially seem.
9:37TECHNO
TECHNOI do not recognize a[3][4] as a multi-dimensional array... That's just cheating with an array of an array, and for the blockmap certainly not desirable. a[3,4] that is what I need.... Dim2 does provide that... well almost, as C++ also doesn't support properties like C# does, but at least this will help me along the way.
9:33C++
C++Dim2 library
8:47TECHNO
TECHNOAdmiral Lovejoy The blockmap can be a bit of an issue, since C++ does not support multidimensional arrays
8:45STATUS
STATUSIt crossed my mind that before I begin on the actors it may be better to focus on the blockman generation first. The actors need that.
0:03STATUS
STATUSWell a new day has officially begun, but that's for later :P
0:00GITHUB
GITHUBRepositories up-to-date?
- = 19 Sep 2020 = -
23:57STATUS
STATUSNot to mention that I got now 1 entire page for this day.... Yeah in this stage of the game production that can happen, I suppose
23:56KTHURA
KTHURAAh yes!
23:56STATUS
STATUSWell, do I got anything more to update?
23:55GITHUB
GITHUBGame Updated
23:55GITHUB
GITHUBApollo Updated
23:51BACKUP
BACKUPRunning
23:49CONFIRMED
CONFIRMEDDAT WERKT :)
23:46TEST
TESTAGAIN!
23:46STUPIDITY
STUPIDITYI did this too fast, and ended up with English
23:45NOTE
NOTE Now that I am still at it, I might as well try to see if the game works in Dutch
23:45CONFIRMED
CONFIRMEDFix confirmed
23:41TEST
TESTBut I gotta test again!
23:41FIXED
FIXEDI think I fixed this
23:38BUG
BUGWhen no boxtext picture is there, or when it's non-existent, the game crashes
23:38BUG
BUGIt was to be expected
23:35TEST
TESTTake I (and the only test I hope)
23:35STATUS
STATUSWell all shit aside, let's test if the scenario rolls accordingly
23:34STATUS
STATUSAnd next Monday I expect my post order and I intend to watch that first... I need to take a break every now and then anyway.

23:33STATUS
STATUSAlthough on Sunday I've always very little time
23:33MAPSCRIPT
MAPSCRIPTI've set the scenario to roll, however I need to begin on the actors soon, as before they are coded I cannot do much anymore on this game
23:32TECHNO
TECHNOIn stead of worrying too much about that cockroach now I think I can better focus on the business at hand
23:18COCKROACH
COCKROACHAdmiral Johnson It keeps insisting to destroy BOXTEXT twice
23:16FORCE
FORCEI've Forced MyState to NULL and hopefully that will settle things?
23:16MYSTERY
MYSTERYNo idea why the destructor for the BOXTEXT state is called twice (causing Lua to crash in the process)
23:12CONFIRMED
CONFIRMEDYAY!

23:09TEST
TESTAnd let's put this to da test now!
23:09KTHURA
KTHURABut hopefully this will work now
23:08C++
C++And to adapt Kthura
23:08C++
C++I had to expand my TQSG library a bit for this
23:04STATUS
STATUSYeah it was still set to do, and with the high crap load of work I have, this one escaped my mind.... STOOOPID!
23:02NOTE
NOTE One should note that the ability to animate was not present in the initial version of Kthura, and this being the very first map ever created in Kthura (not counting my test crap) it is not that unlogical it has wrong data on this department. As BlitzMax did properly cover this up from the start, there was never an issue, and apparently I did cover this also well in C#, but not in C++, I suppose
23:00SOLVED
SOLVEDThe mystery appears to be cleared up.... Kthura tries to animate, but apparently it is not properly prepared to reset
22:36FAILURE
FAILUREBut I think I got on track though, but I do need to set a few things in Apollo first before I can debug
22:36FAILURE
FAILUREEven my wallpaper in Windows disappeared as a result
22:36FAILURE
FAILUREWell, a total failure
22:26DEBUG
DEBUGThis is getting stranger by the minute
22:22DEBUG
DEBUGA very irritating debug line has been added, but hopefully it will answer something!
22:18MYSTERY
MYSTERYKthura is programmed to throw an error if something is wrong here, so why didn't it do that?
22:18HUH
HUHThe Goddess So it is the layer that does the evil still then?
22:17TEST
TESTTake IV
22:17DEBUG
DEBUGFuck you!
22:13TEST
TESTTake III
22:13DEBUG
DEBUGMore investigation required I suppose
22:11COCKROACH
COCKROACHAstrilopup Apparently, there's more to it!
22:11TEST
TESTTake II
22:10INVESTIGATION
INVESTIGATIONI think I know what this happened
22:09BUG
BUGI KNEW it!

It was all too easy

22:09BUG
BUGAnd it looks like the lack of an audio file that is to blame....
22:09BUG
BUGSue total crash-out?
22:08MAPSCRIPT
MAPSCRIPTBriggs Although the actors won't appear yet, I've set up a small thing to allow a bit ot switching already... The actors themselves come later
20:27UPDATED
UPDATEDMy repositories have all been updated (I think)
20:22NOTE
NOTE And besides I'm tired.... Mind you?
20:21STATUS
STATUSTo get the next portion of the game definitely on the move I will have to get the Actor support for Kthura on the run, and that requires more time than I currently have
20:12STATUS
STATUSBakina Well, not that I'm complaining, but I am a bit surprised at the least, yeah
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