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20:11 | STATUS | IT WORKS? IN ONCE? |
20:09 | TEST | Test I (and wish me luck) |
20:09 | STATUS | Or most likely totally fuck it all up |
20:09 | LINK | And that should link it all together |
20:09 | NEIL | And tied it to the boxtext routine |
20:07 | NEIL | Part of all this done |
19:56 | C++ | Let's first make sure everything is compiled |
19:56 | STATUS | And with this I got the stuff to work on the BoxText voice acting |
19:56 | LINK | And now stuff is really linked |
19:55 | NEIL | Glue Script |
19:54 | NOTE | NOT THERE YET! |
19:54 | LINK | Linked to scripting engine |
19:53 | C++ | Channel playing checker |
19:49 | OFFTOPIC | I can't help but to love this song |
19:48 | LINK | That does at least link stuff to the database, that does not yet tell much about this works in the game, which will very likely just ignore my hard work... for now |
19:48 | SCENARIO | I've put the references to the voice acting in |
19:45 | STATUS | So now we can get down to business |
19:45 | C# | |
19:44 | C# | So far so good.... I now saved some junk and if the same junk comes back I guess I can conclude it works.... right? |
19:42 | C# | It compiles, but does it also work? |
19:42 | C# | Let's see now! |
19:42 | C# | Perhaps that fixes that |
19:40 | C# | Not good... yet! |
19:39 | C# | At least the compiler doesn't through any errors, and all I can do is hope that is a good sign |
19:39 | C# | I've made the needed adaptions.... Not sure if they will hold, but they should |
19:27 | BLITZMAX | I should see if my BlitzMax version of the editor has this covered, but as the BlitzMax compiler has gone completely cuckoo on me, that's no longer an option... Unfortunately |
19:25 | NOTE | I see my scenario editor even needs to be adapted for this |
19:11 | NOTE | This will not yet make John Lovejoy's voice actually speak, as the code for voice acting was deactivated for Dyrt (as I didn't need it at the specific time and could therefore also not properly test it) |
19:11 | STATUS | And what it comes down to now is first linking the audio files to the scenario database |
18:46 | VERIFIED | A last check up confirms that everything is cool now! |
18:44 | DUMMIED | I've dummied my debug lines as they will only needlessly log things now... (I can always undummy it should the situation ask for that) |
18:40 | CONFIRMED | |
18:39 | TEST | Take XIV |
18:39 | STUPIDITY | Forgot to compile the fixes |
18:37 | TEST | Take XIII |
18:37 | FIXED | At least I think so! |
18:36 | STUPIDITY | |
18:36 | STUPIDITY | MO-RON! |
18:35 | COCKROACH | Still no good! |
18:34 | TEST | Take XII |
18:19 | STATUS | I'll get to test this later! |
18:19 | STUPIDITY | Idiot! |
18:18 | COCKROACH | Still no good? |
18:16 | TEST | Take XI |
18:16 | FIXED | Fixed it! |
18:16 | SOLVED | Ahah wrong key set in my C++ code |
18:15 | INVESTIGATION | And the question is now how this could happen |
18:15 | DEBUG | What I see is that all meta fields have been found, but their values are not send into the scripting engine |
18:14 | TEST | Take X |
18:14 | STUPIDITY | needed to run "barf" |
18:13 | TEST | Take IX |
18:13 | NOTE | That was not the source of all evil here... :( |
18:12 | FIXED | Linkup issue |
18:11 | TEST | Take VIII |
18:11 | STUPIDITY | DOH! |
18:11 | TEST | Take VII |
18:09 | DEBUG | These extra debug lines have to explain this rubbish! |
18:07 | HUH | "" is music? That cannot be! |
18:05 | TEST | Take VI |
18:05 | FIXED | Should fixed that idiocy |
18:05 | POWERSHELL | Did it now anyway |
18:05 | STUPIDITY | Forgot to run "barf" |
18:04 | TEST | Take VI |
18:04 | FIXED | Linkup data transfer |
18:03 | TEST | Take VI |
18:03 | STUPIDITY | You needed to run the C++ compiler for this fix again, MORON! |
18:02 | TEST | Take V |
18:01 | FIXED | Forgotten link |
17:59 | TEST | Take IV |
17:59 | TECHNO | (I forgot to "barf" and that's why it didn't happen first, but it also denotes it would have gone wrong anyway) |
17:59 | FIXED | Neil Syntax error in link up script |
17:56 | TEST | Take III |
17:55 | EXPERIMENT | Perhaps this will fix it (Felix Jr.) |
17:53 | DEBUG | I've added a little debug line in JCR in order to sort this one out! |
17:50 | BUG | I think the stringmap reader in JCR6 is not acting the way it should |
17:49 | TEST | Take II |
17:49 | DEBUG | Extra debug lines |
17:48 | INVESTIGATION | And now I need to find out WHY! |
17:47 | HUH | Fatal Error!
Error: Entry reader went past EOF!
State: C++ |
17:45 | TEST | Take I |
17:45 | TEST | And then it's time to put it all to da test, eh? |
17:44 | SCRIPT | And the Map Loader has been scripted to load music tied to a Kthura Map |
17:31 | STATUS | No idea yet if it all works... that will take testing, but before I can start on that I need to work out some stiff |
17:30 | LINK | And that should link everything together |
17:30 | NEIL | The Neil part of the routines has been written |
17:13 | NOTE | It doesn't end here,yet! |
17:13 | C++ | And the actual possibility to read-out the Kthura Map metadata |
17:10 | C++ | Kthura Meta field list |
17:05 | MAP | That wil do! |
17:04 | KTHURA | Script adapted |
17:03 | RESULT | I see that importing is no longer needed... The file's already there... Good! |
17:01 | STUDY | I see I didn't make the maps contain the music data by temselves. I will go for that this time, most important reason... Saves me a lot of code, and the times scripts are needed are always in the minority and that is still easy to refer to then. |
17:00 | MAP | I've set the title... This can at least allow me to check if metadata can be read, however I see the music field is missing |
16:57 | NOTE | Before I move on I need to make sure that music loading in combination with loading a map becomes possible. For that I first of all need to import a certain file first which my system is now looking up. Then I also need to adept the map to make sure the music loading can be done. Next, the Kthura main metadata cannot yet be read by Apollo Scripts, and to make that possible I need to adapt Apollo... All in all I got work to do! |
12:43 | STATUS | IT WORKS!!!!! |
12:41 | DONE | I've undummied the WaitMinTicks and now see if the text appear speed is acceptable! |
12:28 | VOID | Well That "fixes" the game at least, but the bug causing this remains, so this is why I said "void" in stead of fix |
12:26 | TEST | And let's see what happens next |
12:26 | FORCE | I've forced the system to create a new table in a new class record |
12:24 | SOLVED | I think there's a bug in neil when it comes to tables in a class |
12:23 | HUH | That's odd |
12:11 | HUH | Now that's odd... The table pointer DOES appear to be different every time.... |
12:08 | DEBUG | let's see |
12:07 | COCKROACH | That didn't make any difference |
12:05 | EXPERIMENT | Let's see |
11:56 | CONFIRMED | Okay, all textboxes contain the same data.... Something must have gone wrong when translating the scenario loader to Neil |
11:54 | TEST | I need another test to get a few things straight for myself |
11:52 | CHECKED | The scenario file looks the way it should, so clearly something must have put the loader out of order |
11:50 | HUH | For some reason all lines of a scenario are always put in the same textbox and also in all textboxes... Oddly enough the lines do not all get generated on screen, so I wonder |
11:48 | TEST | Let's see! |
11:45 | DEBUG | Now I wanna see why the number of lines is damn high |
11:43 | NOTE | A little error elsewhere did at least allow me to find out that the generation routines themselves are good... But the crux lies in that for some reason, all textboxes are claimed to have 103 lines... That should never be the case, so I need to sort out why this is happening |
11:39 | DEBUG | The math formula shouldn't be wrong (if it was, Dyrt would have had the same issue)... It is likely though that some basis numbers to start stuff with is not in order. |
11:34 | BUG | It's just the height of the textbox that is failing |
11:34 | CONFIRMED | And the ember bar is generated accordingly |
11:34 | CONFIRMED | What does go well is the positioning and howing of the portrait of the person who speaks, though |
11:32 | NOTE | What I do see though is that the generation of the textbox is completely bogus |
11:32 | CONFIRMED | And now the loading bar also appears |
11:31 | TEST | Okay, where were we? |
11:31 | HUH | Something missing in the flip call, and it didn't cause a syntax error? |
11:00 | BUG | Okay, the events poller does work (that allows me at least to get out of the game without trouble and risking memory leaks), but the flipper does not, and I wonder why |
10:57 | TEST | Let's see |
10:57 | FIXED | A few obvious mistakes have been fixed, though |
10:56 | DUMMIED | I've put minticks on dummy in the script to make sure that cannot be the evil |
10:55 | NOTE | I already had the feeling events and flipping were NOT properly handled by the script, but only by the core |
10:55 | BUG | Infinite loop |
10:53 | TEST | ... |
10:53 | FIXED | Wrong method reference? |
10:37 | TEST | Well, let's see now! |
10:37 | FIXED | Case error... Yeah, when making direct links with Lua that is still possible |
10:34 | HUH | But doesn't explain why WaitMinTicks doesn't work and is considered a "nil" value |
10:34 | CONFIRMED | That takes care of that one |
9:28 | VOID | Perhaps this should avoid this issue |
9:27 | ANALYSIS | Ah, analysing what happened (I should have known this), it's clear " is the evil here (as always) |
9:25 | NOTE | I've seen a lot of crap happening before, but never in my life as a coder have I seen scenario text being dumped as an error message |
9:22 | TEST | Test numero... what number are we? |
9:21 | FIXED | Link up code typo |
9:20 | FAILURE | And sometimes I wish Windows wasn't so damn stubborn about which app to show, when I need another! |
9:20 | BACKUP | Has been completed in the meantime |
9:18 | TEST | And another test is in order I suppose |
9:18 | C++ | Success |
9:18 | C++ | Let's compile it all |
9:18 | LINK | And that should link it all together |
9:18 | NEIL | And the linkup script |
9:15 | C++ | It seems that apollo did not yet have TextWidth/Height feature.... I've planted it into the engine |
0:14 | STATUS | I know I still got a lot to do, and I must stick to it, but I also need my rest! |
0:13 | FIXED | MOAR MOAR MOAR! |
- = 18 Sep 2020 = - | ||
23:52 | FIXED | MOAR fixes |
23:39 | TEST | Well? |
23:39 | FORCE | Forced a cockroach to get working |
23:30 | TEST | Another one then! |
23:29 | OFFTOPIC | |
23:29 | FIXED | missing link |
23:28 | TEST | Well.... |
23:28 | FIXED | I guess I didn't do that one too well |
23:07 | TEST | Let's see then! |
23:07 | FIXED | All gone now? |
23:05 | HUH | That didn't work too well? |
22:46 | NOTE | At least the Neil general syntax errors are all gone... Now to deal with "Unknown Identifiers" |
22:41 | STATUS | Getting there.... slowly.... |
22:39 | FIXED | Lua/NIL/Neil conflict |
22:38 | TEST | Well? |
22:38 | REMOVED | More "do" and "then" that Neil doesn't tolerate |
22:36 | TEST | How many tests am I on already M? |
22:35 | VOID | Conflict |
22:34 | FIXED | More syntax errors |
22:34 | NOTE | It was just bothering me |
22:33 | COSMETIC | White line had to be a red line in the New Game screen |
22:28 | FIXED | Fix in Neil itself |
22:26 | NOTE | Well, at least I've come to the point the process speeds up a little |
22:26 | NOTE | Will certainly not be the last one... I think |
22:25 | FIXED | Another conflict |
22:20 | STUPIDITY | Okay, that was stupid! |
22:19 | TEST | Lost track of counting, mind you! |
22:19 | VOID | Neil/Lua conflict |
22:17 | FIXED | NIL/Neil conflict ~= is allowed in NIL (but counted as "deprecated"), but forbidden in Neil |
22:14 | TECHNO | I am only not sure if all functions are covered in Neil, but most likely yes. I will have to sort things out! |
22:14 | DUMMIED | I've dummied the call to the string library. Why, because Neil has 90% of all the functions that NIL has in that library already built in, so no need to create an extra library for it, and now it only causes a crash. |
22:07 | CONFIRMED | Yes! An error appears, but this error DOES AT LEAST CONFIRM that the library itself is now properly being read! |
22:04 | FIXED | I think I found the issue! |
21:59 | DEBUG | The boolean contains "true".... Which would mean nothing is returned by the library (cannot be since the library is a module so it must return a group/class and not 'true') and thus 'true' is given to make sure no errors pop up... |
21:57 | FUCKYOU | This may NEVER be a boolean! Why does it insist we're dealing with one? |
21:37 | CONFIRMED | Okay, it also appear to work the other way around |
21:36 | CONFIRMED | The "GET" link appears to work, but now the "SET" link |
21:30 | FIXED | MOAR Syntax errors |
21:29 | FIXED | Syntax Error |
21:28 | LUA | Neil should now support linking... Well SHOULD.... |
20:59 | BUG | I wonder why Neil didn't back out on the keyword "link" |
19:53 | NOTE | I do need a break first, though! |
19:51 | NOTE | This is NOT good! The error doesn't make sense at all, and implies a few things.... I guess I may need to go back to the drawing board about that one! |
19:41 | TEST | Take XI |
19:40 | FIXED | References to outdated debug crap which was no longer useful, and now only causing errors |
19:38 | TEST | Take X |
19:38 | FIXED | I hope? |
19:35 | COCKROACH | So ONE little unknown identiefier managed to sneak past me, eh? |
19:32 | TEST | take IX |
19:31 | STATUS | None can tell if this works now, although my expectation is, it won't! |
19:31 | LINK | And linked to it so that should work |
19:31 | VOID | Alternate function for BoxPic |
19:26 | TECHNO | Boxpic was a feature used in Dyrt which had to make sure that all pictures for textboxes, but also in other purposes where the same size... Star Story however has a completely different setup, so things should be done in a different manner also |
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