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9:58 | TECHNO | 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. |
9:56 | C++ | Labelmap builder updated |
9:56 | C++ | Tagmap builder updated |
9:54 | C++ | Dominance regenerator has been updated |
9:34 | TODO | But first a natural break |
9:33 | TECHNO | This will NOT yet affect the mappers, that will be the next step |
9:33 | C++ | The Kill All has also been set to clear both lists |
9:32 | C++ | And the killer will already respond to the correct vector in order to remove actors if they should be.... This should happen automatically |
9:32 | DONE | I've put the actors in their own vectors |
9:26 | TECHNO | And 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.... |
1:13 | TEST | Take XXII |
1:13 | MYSTERY | ALthough as an intelligent person, I don't understand how this could happen |
1:13 | FORCE | I've forced the actor spawner to rebuild the ID map though |
1:13 | MYSTERY | On Crystal the system crashes on being unable to find the object ID, on Wendicka this didn't bother the system |
1:10 | TEST | Take XXI |
1:10 | FIXED | Internal fixups |
1:02 | TEST | Take XX |
1:01 | FIXED | I hope I got it now |
0:56 | COCKROACH | The actor IDs remain 0 |
0:54 | HUH | texture ""? |
0:52 | TEST | Take XIX |
0:52 | FORCE | This should prevent it |
0:52 | FAILURE | The bug that happened now should not be possible, but did happen |
0:33 | TEST | Take XVIII Confirmed |
0:33 | FIXED | Well I fixed it! |
0:31 | FAILURE | I guess that's Microsoft for ya! |
0:31 | FAILURE | VisualStudio complained about bugs in strings, while the fault was made in my vector usage.... |
0:19 | VISUALSTUDIO | The 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. |
0:17 | TEST | Take XVII |
0:15 | VISUALSTUDIO | Inside visual studio then and hopefully that produces some useful insights |
0:15 | NOTE | Stuff gets even stranger now as the game now crashes without any notice |
0:14 | TEST | Take XVII |
0:14 | C++ | Compile |
0:14 | EXPERIMENT | Part II done |
0:12 | EXPERIMENT | Part I done |
0:11 | NOTE | I see my API has a few advancements that now work against me, so I need to experiment on a bit |
0:08 | TEST | Take XVI |
0:08 | C++ | Adapted API to this experiment |
0:06 | 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 = - | ||
23:56 | TEST | XV |
23:56 | NOTE | Can't be it, but here goes nothing |
23:56 | EXPERIMENT | I wonder what happens if..... |
23:54 | TEST | Take XIV |
23:54 | NOTE | Why the tags do not change I cannot tell though |
23:54 | FIXED | I've at least fixed the ID... |
23:51 | DONE | a few more things |
23:49 | 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! |
23:46 | TEST | Take XIII |
23:46 | C++ | Done |
23:46 | STUPIDITY | Forgot to compile and that debug line was in the C++ code |
23:45 | TEST | Take XII |
23:45 | DEBUG | Ultimate debug line and let's see if this provides some answers! |
23:42 | COCKROACH | The forcing didn't help and the created output by the tag list confirms the actor is not listed in the tagmap |
23:40 | TEST | Take XI |
23:40 | DEBUG | Extra debug line |
23:40 | FORCE | I've forced the system to always rebuild the tagmap whenever actors are being created, regardless of underlying configuration settings |
23:38 | MYSTERY | So far the logs confirm the entire claim is nothing more but bullshit |
23:36 | TEST | Take X |
23:36 | TEST | Let's see |
23:36 | DEBUG | Extra debug line |
23:09 | TEST | Take IX |
23:09 | FIXED | Field name != Object tag |
23:08 | CONFIRMED | That at least covers the issue of having no actor with the specific tag |
23:00 | TEST | Take VIII |
23:00 | FIXED | But I think I got it now |
23:00 | COCKROACH | Nope! |
23:00 | TEST | Take VII |
22:18 | FIXED | ? |
22:14 | MEDICAL | No 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. |
22:14 | MEDICAL | My stress is really getting the best of me |
19:14 | TEST | Take VI |
19:14 | FUCKYOU | Link up error |
19:12 | TEST | Take V |
19:12 | FIXED | no "return" |
19:09 | TEST | Take IV |
19:09 | FIXED | Syntax Error |
19:09 | TEST | Take III |
19:09 | FIXED | Forgotten declaration? |
19:08 | TEST | Take II |
19:08 | FIXED | Fixed Syntax Error? |
19:06 | TEST | Take I |
19:06 | STATUS | Does it work? |
19:06 | DONE | Actor texturing |
15:56 | MEDICAL | Stress got the better of me... I need a time-out! |
13:40 | NOTE | I still need to texture them out, though |
13:40 | DONE | Actor spawning |
13:35 | STUPIDITY | It does appear I forgot a few things |
13:20 | CONFIRMED | Well, I guess that appears to be the case... Of course, there's still le moment supreme |
13:18 | TEST | Take I |
13:18 | STATUS | Now 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. |
13:05 | C++ | Compilation gives no errors... Is that a good thing? |
12:52 | NEIL | Script part taken care of! |
12:48 | STATUS | Not there yet! I need to make sure the Kthura classes are able to work this out properly. |
12:47 | LINK | WalkTo and MoveTo linked to scripter |
12:46 | LINK | Spawner linked into scripter |
12:41 | APOLLO | API functions have been written... Not yet been linked to the scripting engine.... |
10:41 | STATUS | That 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 |
10:27 | C++ | Code compiles, and that's all I can test now, so far: Geen bericht is goed bericht! |
10:27 | KTHURA | Driver updated |
10:05 | STATUS | And thus that will be the next step, and also a crucial one as I cannot test anything without that driver being updated |
10:05 | TECHNO | Now 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. |
8:24 | OFFTOPIC | |
1:25 | BACKUP | Running |
0:50 | STUPIDITY | And I'm writing in the wrong devlog I see |
0:50 | SASKIA | Empty base script |
0:44 | STUPIDITY | HOLD THE SHOW! I forgot some mortally important things! |
0:31 | TEST | Let's see of the Hall of Heroes works so far! |
0:31 | REMINDER | |
0:29 | LINK | I've linked this map to the world map |
0:10 | NOTE | The ones who you should meet in the Hall of Heroes will NOT yet appear! |
0:09 | MAP | Basis Map Hall of Heroes |
- = 20 Sep 2020 = - | ||
23:58 | DYRT | Time was also not friendly enough to do my Dyrt duties, although I think I can do a few tiny things |
23:57 | STATUS | However the time has come to a point that I'm not really game to test if it works... |
23:57 | KTHURA | The Actor Class has been set up |
22:36 | KTHURA | I 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... |
22:34 | APOLLO | At least Apollo compiles, and up to this point no news is good news... I will have to see later if it actually works |
22:32 | KTHURA | You'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 |
22:30 | KTHURA | It's all done now |
22:00 | KTHURA | I've created the Dijkstra driver for Kthura |
14:08 | KTHURA | I'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 |
13:03 | STATUS | Now 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). |
12:58 | CONFIRMED | The blockmap output shows me what I wanted to see |
12:56 | TEST | Take II |
12:56 | FIXED | That's not good! |
12:54 | TEST | Take I |
12:54 | STATUS | Well, what will this all produce? |
12:50 | DEBUG | My Debug script allows me into this data now |
12:44 | NOTE | NOT there yet, thougg! |
12:44 | LINK | And now the link is complete |
12:44 | NEIL | Neil code |
12:40 | LINK | Part of the link |
12:40 | APOLLO | integrated |
12:33 | C++ | I've set up an API allowing the Apollo Scripter to readout the BlockMap for debugging purposes |
12:21 | DONE | took a shower |
11:33 | FIXED | Minor issues |
11:24 | FIXED | Something was not right in the BlockMap Checker |
11:23 | C++ | The blockmap builder has been done, but is not yet fully operational |
10:58 | TECHNO | No this will NOT compile C++ != C# after all, so I need to adapt things as a result! |
10:58 | TRANSFER | C# code copied into C++ |
9:38 | 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. |
9:37 | TECHNO | I 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. |
9:33 | C++ | Dim2 library |
8:47 | TECHNO | The blockmap can be a bit of an issue, since C++ does not support multidimensional arrays |
8:45 | STATUS | It 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. |
0:03 | STATUS | Well a new day has officially begun, but that's for later :P |
0:00 | GITHUB | Repositories up-to-date? |
- = 19 Sep 2020 = - | ||
23:57 | STATUS | Not 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 |
23:56 | KTHURA | Ah yes! |
23:56 | STATUS | Well, do I got anything more to update? |
23:55 | GITHUB | Game Updated |
23:55 | GITHUB | Apollo Updated |
23:51 | BACKUP | Running |
23:49 | CONFIRMED | DAT WERKT :) |
23:46 | TEST | AGAIN! |
23:46 | STUPIDITY | I did this too fast, and ended up with English |
23:45 | NOTE | Now that I am still at it, I might as well try to see if the game works in Dutch |
23:45 | CONFIRMED | Fix confirmed |
23:41 | TEST | But I gotta test again! |
23:41 | FIXED | I think I fixed this |
23:38 | BUG | When no boxtext picture is there, or when it's non-existent, the game crashes |
23:38 | BUG | It was to be expected |
23:35 | TEST | Take I (and the only test I hope) |
23:35 | STATUS | Well all shit aside, let's test if the scenario rolls accordingly |
23:34 | STATUS | And 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. |
23:33 | STATUS | Although on Sunday I've always very little time |
23:33 | MAPSCRIPT | I'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 |
23:32 | TECHNO | In stead of worrying too much about that cockroach now I think I can better focus on the business at hand |
23:18 | COCKROACH | It keeps insisting to destroy BOXTEXT twice |
23:16 | FORCE | I've Forced MyState to NULL and hopefully that will settle things? |
23:16 | MYSTERY | No idea why the destructor for the BOXTEXT state is called twice (causing Lua to crash in the process) |
23:12 | CONFIRMED | YAY! |
23:09 | TEST | And let's put this to da test now! |
23:09 | KTHURA | But hopefully this will work now |
23:08 | C++ | And to adapt Kthura |
23:08 | C++ | I had to expand my TQSG library a bit for this |
23:04 | STATUS | Yeah it was still set to do, and with the high crap load of work I have, this one escaped my mind.... STOOOPID! |
23:02 | 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 |
23:00 | SOLVED | The mystery appears to be cleared up.... Kthura tries to animate, but apparently it is not properly prepared to reset |
22:36 | FAILURE | But I think I got on track though, but I do need to set a few things in Apollo first before I can debug |
22:36 | FAILURE | Even my wallpaper in Windows disappeared as a result |
22:36 | FAILURE | Well, a total failure |
22:26 | DEBUG | This is getting stranger by the minute |
22:22 | DEBUG | A very irritating debug line has been added, but hopefully it will answer something! |
22:18 | MYSTERY | Kthura is programmed to throw an error if something is wrong here, so why didn't it do that? |
22:18 | HUH | So it is the layer that does the evil still then? |
22:17 | TEST | Take IV |
22:17 | DEBUG | Fuck you! |
22:13 | TEST | Take III |
22:13 | DEBUG | More investigation required I suppose |
22:11 | COCKROACH | Apparently, there's more to it! |
22:11 | TEST | Take II |
22:10 | INVESTIGATION | I think I know what this happened |
22:09 | BUG | I KNEW it! It was all too easy |
22:09 | BUG | And it looks like the lack of an audio file that is to blame.... |
22:09 | BUG | total crash-out? |
22:08 | MAPSCRIPT | 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 |
20:27 | UPDATED | My repositories have all been updated (I think) |
20:22 | NOTE | And besides I'm tired.... Mind you? |
20:21 | STATUS | To 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 |
20:12 | STATUS | Well, not that I'm complaining, but I am a bit surprised at the least, yeah |
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