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
20:11STATUS
STATUSIT WORKS? IN ONCE?
20:09TEST
TESTTest I (and wish me luck)
20:09STATUS
STATUSOr most likely totally fuck it all up
20:09LINK
LINKAnd that should link it all together
20:09NEIL
NEILKota And tied it to the boxtext routine
20:07NEIL
NEILPart of all this done
19:56C++
C++Let's first make sure everything is compiled
19:56STATUS
STATUSAnd with this I got the stuff to work on the BoxText voice acting
19:56LINK
LINKAnd now stuff is really linked
19:55NEIL
NEILReggie Glue Script
19:54NOTE
NOTE NOT THERE YET!
19:54LINK
LINKLinked to scripting engine
19:53C++
C++Channel playing checker
19:49OFFTOPIC
OFFTOPICI can't help but to love this song

19:48LINK
LINKAdmiral Lovejoy 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
19:48SCENARIO
SCENARIOI've put the references to the voice acting in
19:45STATUS
STATUSSo now we can get down to business
19:45C#
C#
19:44C#
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?
19:42C#
C#Admiral Johnson It compiles, but does it also work?
19:42C#
C#Dr. Sal’pr’drita Let's see now!
19:42C#
C#Perhaps that fixes that
19:40C#
C#Not good... yet!
19:39C#
C#At least the compiler doesn't through any errors, and all I can do is hope that is a good sign
19:39C#
C#Briggs I've made the needed adaptions.... Not sure if they will hold, but they should
19:27BLITZMAX
BLITZMAXI 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
19:25NOTE
NOTE I see my scenario editor even needs to be adapted for this
19:11NOTE
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)
19:11STATUS
STATUSAnd what it comes down to now is first linking the audio files to the scenario database
18:46VERIFIED
VERIFIEDDr. Sal’pr’drita A last check up confirms that everything is cool now!
18:44DUMMIED
DUMMIEDI've dummied my debug lines as they will only needlessly log things now... (I can always undummy it should the situation ask for that)
18:40CONFIRMED
CONFIRMED
18:39TEST
TESTTake XIV
18:39STUPIDITY
STUPIDITYForgot to compile the fixes
18:37TEST
TESTRolf Take XIII
18:37FIXED
FIXED

At least I think so!

18:36STUPIDITY
STUPIDITY
18:36STUPIDITY
STUPIDITYMO-RON!
18:35COCKROACH
COCKROACHStill no good!
18:34TEST
TESTXenobi Take XII
18:19STATUS
STATUSI'll get to test this later!
18:19STUPIDITY
STUPIDITYIdiot!
18:18COCKROACH
COCKROACHStill no good?
18:16TEST
TESTTake XI
18:16FIXED
FIXEDFoxy Fixed it!
18:16SOLVED
SOLVEDRolf Ahah wrong key set in my C++ code
18:15INVESTIGATION
INVESTIGATIONAnd the question is now how this could happen
18:15DEBUG
DEBUGWhat I see is that all meta fields have been found, but their values are not send into the scripting engine
18:14TEST
TESTTake X
18:14STUPIDITY
STUPIDITYYirl needed to run "barf"
18:13TEST
TESTTake IX
18:13NOTE
NOTE That was not the source of all evil here... :(
18:12FIXED
FIXEDLinkup issue
18:11TEST
TESTTake VIII
18:11STUPIDITY
STUPIDITYExHuRU DOH!
18:11TEST
TESTTake VII
18:09DEBUG
DEBUGThese extra debug lines have to explain this rubbish!
18:07HUH
HUH"" is music? That cannot be!
18:05TEST
TESTTake VI
18:05FIXED
FIXEDCrystal Should fixed that idiocy
18:05POWERSHELL
POWERSHELLDid it now anyway
18:05STUPIDITY
STUPIDITYForgot to run "barf"
18:04TEST
TESTTake VI
18:04FIXED
FIXEDLinkup data transfer
18:03TEST
TESTWendicka Take VI
18:03STUPIDITY
STUPIDITYYou needed to run the C++ compiler for this fix again, MORON!
18:02TEST
TESTTake V
18:01FIXED
FIXEDForgotten link
17:59TEST
TESTTake IV
17:59TECHNO
TECHNO(I forgot to "barf" and that's why it didn't happen first, but it also denotes it would have gone wrong anyway)
17:59FIXED
FIXEDXenobi Neil Syntax error in link up script
17:56TEST
TESTTake III
17:55EXPERIMENT
EXPERIMENTPerhaps this will fix it (Felix Jr.)
17:53DEBUG
DEBUGI've added a little debug line in JCR in order to sort this one out!
17:50BUG
BUGI think the stringmap reader in JCR6 is not acting the way it should
17:49TEST
TESTTake II
17:49DEBUG
DEBUGExtra debug lines
17:48INVESTIGATION
INVESTIGATIONAnd now I need to find out WHY!
17:47HUH
HUHFatal Error! Error: Entry reader went past EOF! State: C++
17:45TEST
TESTTake I
17:45TEST
TESTAnd then it's time to put it all to da test, eh?
17:44SCRIPT
SCRIPTAnd the Map Loader has been scripted to load music tied to a Kthura Map
17:31STATUS
STATUSNo idea yet if it all works... that will take testing, but before I can start on that I need to work out some stiff
17:30LINK
LINKAnd that should link everything together
17:30NEIL
NEILThe Neil part of the routines has been written
17:13NOTE
NOTE It doesn't end here,yet!
17:13C++
C++And the actual possibility to read-out the Kthura Map metadata
17:10C++
C++Kthura Meta field list
17:05MAP
MAPThat wil do!
17:04KTHURA
KTHURAScript adapted
17:03RESULT
I see that importing is no longer needed... The file's already there... Good!
17:01STUDY
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.
17:00MAP
MAPI'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
16:57NOTE
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!
12:43STATUS
STATUSIT WORKS!!!!!

12:41DONE
DONEFoxy I've undummied the WaitMinTicks and now see if the text appear speed is acceptable!
12:28VOID
VOIDWell That "fixes" the game at least, but the bug causing this remains, so this is why I said "void" in stead of fix
12:26TEST
TESTAnd let's see what happens next
12:26FORCE
FORCEI've forced the system to create a new table in a new class record
12:24SOLVED
SOLVEDI think there's a bug in neil when it comes to tables in a class
12:23HUH
HUHThat's odd
12:11HUH
HUHNow that's odd... The table pointer DOES appear to be different every time....
12:08DEBUG
DEBUGlet's see
12:07COCKROACH
COCKROACHThat didn't make any difference
12:05EXPERIMENT
EXPERIMENTLet's see
11:56CONFIRMED
CONFIRMEDOkay, all textboxes contain the same data.... Something must have gone wrong when translating the scenario loader to Neil
11:54TEST
TESTI need another test to get a few things straight for myself
11:52CHECKED
CHECKEDThe scenario file looks the way it should, so clearly something must have put the loader out of order
11:50HUH
HUHFor 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
11:48TEST
TESTLet's see!
11:45DEBUG
DEBUGNow I wanna see why the number of lines is damn high

11:43NOTE
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
11:39DEBUG
DEBUGThe 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.
11:34BUG
BUGIt's just the height of the textbox that is failing
11:34CONFIRMED
CONFIRMEDAnd the ember bar is generated accordingly
11:34CONFIRMED
CONFIRMEDWhat does go well is the positioning and howing of the portrait of the person who speaks, though
11:32NOTE
NOTE What I do see though is that the generation of the textbox is completely bogus
11:32CONFIRMED
CONFIRMEDAnd now the loading bar also appears
11:31TEST
TESTOkay, where were we?
11:31HUH
HUHSomething missing in the flip call, and it didn't cause a syntax error?
11:00BUG
BUGYirl 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
10:57TEST
TESTLet's see
10:57FIXED
FIXEDA few obvious mistakes have been fixed, though
10:56DUMMIED
DUMMIEDI've put minticks on dummy in the script to make sure that cannot be the evil
10:55NOTE
NOTE I already had the feeling events and flipping were NOT properly handled by the script, but only by the core
10:55BUG
BUGInfinite loop
10:53TEST
TEST...
10:53FIXED
FIXEDWrong method reference?
10:37TEST
TESTWell, let's see now!
10:37FIXED
FIXEDCase error... Yeah, when making direct links with Lua that is still possible
10:34HUH
HUHBut doesn't explain why WaitMinTicks doesn't work and is considered a "nil" value
10:34CONFIRMED
CONFIRMEDThat takes care of that one
9:28VOID
VOIDPerhaps this should avoid this issue
9:27ANALYSIS
ANALYSISAh, analysing what happened (I should have known this), it's clear " is the evil here (as always)
9:25NOTE
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
9:22TEST
TESTTest numero... what number are we?
9:21FIXED
FIXEDLink up code typo
9:20FAILURE
FAILUREAnd sometimes I wish Windows wasn't so damn stubborn about which app to show, when I need another!
9:20BACKUP
BACKUPHas been completed in the meantime
9:18TEST
TESTAnd another test is in order I suppose
9:18C++
C++Success
9:18C++
C++Let's compile it all
9:18LINK
LINKAnd that should link it all together
9:18NEIL
NEILAnd the linkup script
9:15C++
C++It seems that apollo did not yet have TextWidth/Height feature.... I've planted it into the engine
0:14STATUS
STATUSExHuRU I know I still got a lot to do, and I must stick to it, but I also need my rest!
0:13FIXED
FIXEDMOAR MOAR MOAR!
- = 18 Sep 2020 = -
23:52FIXED
FIXEDMOAR fixes
23:39TEST
TESTWell?
23:39FORCE
FORCEForced a cockroach to get working
23:30TEST
TESTAnother one then!
23:29OFFTOPIC
OFFTOPIC
23:29FIXED
FIXEDmissing link
23:28TEST
TESTWell....
23:28FIXED
FIXEDI guess I didn't do that one too well
23:07TEST
TESTLet's see then!
23:07FIXED
FIXEDAll gone now?
23:05HUH
HUHThat didn't work too well?
22:46NOTE
NOTE At least the Neil general syntax errors are all gone... Now to deal with "Unknown Identifiers"
22:41STATUS
STATUSGetting there.... slowly....
22:39FIXED
FIXEDLua/NIL/Neil conflict
22:38TEST
TESTWell?
22:38REMOVED
REMOVEDMore "do" and "then" that Neil doesn't tolerate
22:36TEST
TESTHow many tests am I on already M?
22:35VOID
VOIDConflict
22:34FIXED
FIXEDMore syntax errors
22:34NOTE
NOTE It was just bothering me
22:33COSMETIC
COSMETICWhite line had to be a red line in the New Game screen
22:28FIXED
FIXEDFix in Neil itself
22:26NOTE
NOTE Well, at least I've come to the point the process speeds up a little
22:26NOTE
NOTE Crystal Will certainly not be the last one... I think
22:25FIXED
FIXEDAnother conflict
22:20STUPIDITY
STUPIDITYOkay, that was stupid!
22:19TEST
TESTLost track of counting, mind you!
22:19VOID
VOIDNeil/Lua conflict
22:17FIXED
FIXEDNIL/Neil conflict ~= is allowed in NIL (but counted as "deprecated"), but forbidden in Neil
22:14TECHNO
TECHNOI am only not sure if all functions are covered in Neil, but most likely yes.
I will have to sort things out!
22:14DUMMIED
DUMMIEDI'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.
22:07CONFIRMED
CONFIRMEDYes! An error appears, but this error DOES AT LEAST CONFIRM that the library itself is now properly being read!
22:04FIXED
FIXEDI think I found the issue!
21:59DEBUG
DEBUGThe 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...
21:57FUCKYOU
FUCKYOUThis may NEVER be a boolean! Why does it insist we're dealing with one?
21:37CONFIRMED
CONFIRMEDOkay, it also appear to work the other way around
21:36CONFIRMED
CONFIRMEDThe "GET" link appears to work, but now the "SET" link
21:30FIXED
FIXEDMOAR Syntax errors
21:29FIXED
FIXEDSyntax Error
21:28LUA
LUANeil should now support linking... Well SHOULD....
20:59BUG
BUGI wonder why Neil didn't back out on the keyword "link"
19:53NOTE
NOTE I do need a break first, though!
19:51NOTE
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!
19:41TEST
TESTTake XI
19:40FIXED
FIXEDReferences to outdated debug crap which was no longer useful, and now only causing errors
19:38TEST
TESTTake X
19:38FIXED
FIXEDI hope?
19:35COCKROACH
COCKROACHSo ONE little unknown identiefier managed to sneak past me, eh?
19:32TEST
TESTWendicka take IX
19:31STATUS
STATUSNone can tell if this works now, although my expectation is, it won't!
19:31LINK
LINKAnd linked to it so that should work
19:31VOID
VOIDAlternate function for BoxPic
19:26TECHNO
TECHNOBoxpic 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

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