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19:23 | VOID | One case of DarkText voided |
19:22 | VOID | GetFont doesn't exist in Apollo, so I replaced it with the equivalent that Apollo DOES have! |
19:21 | CONFIRMED | So far so good! |
19:21 | TEST | Take VIII |
19:21 | FIXED | Several unknown identifiers |
19:06 | TECHNO | Now "DarkText" is a library that was needed in Dyrt due to the used background, but in Star Story it's not needed, and will in fact only slow the the down needlessly, that should be removed |
19:05 | VOID | I removed to two "self" as they were both just mentioned in a destructor and that doesn't yet work very well |
19:01 | FIXED | The __LANG macro is now defined so that should work now! |
19:00 | RESULT | = __LANG in line #54(BOXTEXT) = SELF in line #??(BOXTEXT) = SELF in line #??(BOXTEXT) = BOXPIC in line #121(BOXTEXT) = DARKTEXT in line #126(BOXTEXT) = DARKTEXT in line #144(BOXTEXT) = ERROR in line #180(BOXTEXT) = ERROR in line #186(BOXTEXT) = ERROR in line #191(BOXTEXT) = ERROR in line #209(BOXTEXT) = GETFONT in line #211(BOXTEXT) Frankly, odd as it may seem this is good to see... It shows me that the main issues have been taken care of, and that the issues at hand are solely there due to calls to stuff Neil shouldn't support in the first place, but NIL did, so I just need to lead that otherwise, and that some libraries I won't need in Star Story but I did need in Dyrt are called, and that is just a matter of replacing functions.... The actual syntax issues (which I was most worried about) appear gone now, as this report only appears when that kind of stuff is taken care of! (Although it is possible the translation still generates invalid syntax in Lua, so let's not celebrate too early). |
18:55 | TEST | Take VIII |
18:55 | FIXED | Scope issue |
18:53 | TEST | Take VII |
18:53 | FIXED | Does it do now then? |
18:53 | HUH | Did Neil not yet support "do" scopes? |
18:48 | TEST | Take VI |
18:48 | FIXED | NIL/Neil conflict (x2) |
18:44 | TEST | Take V |
18:44 | VOID | Neil does NOT wanna see do and then at the end of for/while/if |
18:16 | TEST | Take IV |
18:16 | VOID | Neil doesn't like ~= (and it's dirty syntax in Lua anyway) |
18:05 | STATUS | At least the syntax errors in the linker appear fixed.... But the most complex part has yet to come |
17:56 | SOLVED | Ah.... Window file conflict |
17:55 | COCKROACH | Fix ignored |
17:54 | TEST | Take III |
17:54 | FIXED | Syntax Error |
17:53 | TEST | Take II |
17:53 | FIXED | Code Typo |
17:46 | TEST | Take I |
17:45 | STATUS | Time for the moment catastrophale |
17:39 | TODO | I think I'll prepare my dinner first, though |
17:39 | STATUS | Well, the big catastrophe is about to begin.... I hope it will work out.... |
17:38 | MAPSCRIPT | And the log should now start (without audio) |
17:35 | NOTE | And from here there's no telling where things will lead to.... |
17:35 | LINK | Loaded linked |
17:28 | LINK | The link code is present now! |
17:19 | STATUS | Some links must be set up first though... I only did the base code so far.... |
17:17 | DONE | In theory the boxtext routine should work, although I highly doubt it |
16:53 | NOTE | It is important to note that I now need to work a few things out as the system will really not know at all now what to do with all this crapload of code |
16:51 | LINK | That link will be VERRRRY important! |
16:51 | SCRIPT | Callback for Boxtext in the field routine |
16:49 | ANALYSIS | Nothing really springs in the eye now that could cause trouble, but I'm sure there are thousands of things there that can and WILL cause me trouble. |
16:45 | NOTE | Ah voice acting stuff is present, but dummied.... Well that's a later concern, but I gotta keep it in mind I suppose |
16:42 | DUMMIED | Adaption for Eric's big secret in Dyrt has no value at all in Star Story, so let's dummy that code! |
16:39 | CONFIG | Color changes applicable for Star Story |
16:36 | LAZY | Quick link to the color function... I don't wanna have to replace all that crap |
16:28 | REMOVED | Neil doesn't require the keyword "void" at constructors and destructors... (In fact, NEVER place them in Neil) |
16:24 | TRANSFER | I've copied the boxtext routine from Dyrt, however, the former being in NIL and the latter in Neil some adaptions are required, not to mention that NALA was (thanks to MonoGame) set up in a way that is just garbage... Now in Apollo I can (thanks to SDL) set it up more properly! |
16:23 | DONE | Basis set up for the scenario configurator |
15:38 | NOTE | Before the audio comes into play I first need to make sure the actual boxtext routines will work, so fo rnow the focus must be put onto that. |
14:01 | STATUS | No errors (that was unexpected), but the logs look fine |
14:00 | TEST | Again! |
13:59 | FIXED | That should be fixed now |
13:58 | BUG | I *DID* get an error, but not the error I expected |
13:53 | TEST | And Now to see what'll happen! |
13:53 | LINK | Link to mapscript itself established |
13:39 | DEBUG | I've added an extra line which should confirm always that Lovejoy's rant function should start... Now the chance is big the game will crash anyway, as I made a link to a few features not yet present in Neil. |
12:44 | DYRT | And now first a few Dyrt duties |
12:42 | STATUS | The log says everything's okay now... All I can do for now is trust on that, as the Lovejoy's intro is not yet fully scripted... That will happen soon, though! |
12:40 | TEST | Let's throw in another test! |
12:40 | VOID | I'll do it manually this time, but this really should not be possible in any way! |
12:39 | BUG | Scheduling itself works, but when the calling comes it complains about an expected string value (which should have been given automatically if missing, so WTF is the computer talking about? |
12:36 | TEST | Let's see now! |
12:35 | BUG | No static member "Schedule" exists??? |
12:33 | TEST | Another test then! |
12:33 | FIXED | Dang! |
12:29 | TEST | Let's see how things work out now! |
12:29 | LINK | Ah, there was a missing link to the mapscript scheduler |
12:20 | RESULT | Clearly the scheduler has not been called |
12:17 | TEST | And again! |
12:17 | CHEAT | Sometimes cheating can be so much fun |
12:01 | TEST | So let's put it all to the test and see what results my console returns! |
11:59 | DEBUG | I cannot yet check if everything works the way they should but at least these debug lines can tell me |
11:12 | NOTE | This will allow all scripts to schedule mapscript calls for the next cycle |
11:11 | LINK | I've linked the schedule requestor to the Map linker |
11:04 | BACKUP | Running a full backup now... This can slow down my computer terribly, but sometimes this is needed, you know! |
11:03 | VOID | I've written a way to void those |
11:03 | FAILURE | And suffering from some issues also |
11:03 | BACKUP | Was overdue |
9:47 | FIXED | Illegal class call |
9:44 | FIXED | Conflict NIL-Neil |
9:43 | VOID | Type bug in Neil |
9:42 | BUG | |
- = 17 Sep 2020 = - | ||
22:53 | NOTE | Very likely the game will produce MANY MANY crashes now! |
22:53 | DONE | Some pre-config done |
22:29 | DONE | I've set a small measure that can help me to quickly reload all scenario.... This is an experiment to make it possible to change the scenario language in game. No promises I'll make it happen, but at least I can try |
20:30 | NEIL | I DID do some adaptions to the scenario loader, but I fear I got a bit of a way to go in order to put it into good use... |
18:57 | TECHNO | The one written in NIL I got may very likely only need to be adapted so I can use it in Neil, although some issues may be there.... |
18:56 | STATUS | Now I do need to make sure the scenario loader is properly transferred to Apollo. |
18:56 | NOTE | And with a littlebit of luck (unless I can get more done on the GJ API), we'll see.... I may only need the scenario editor now to do some spelling error checks... hahaha |
18:54 | SCENARIO | That part has been written out. |
17:59 | SCENARIO | Part of the scenario done |
17:25 | DONE | RL business |
15:28 | FAILURE | Oh waite.... dupe run? |
15:23 | FAILURE | It appears these NON-ASCII characters keep on coming... I guess I'll have to do some handwork to get all that removed then |
15:19 | TEST | That worked? |
15:19 | FAILURE | My Devlogger crashed without any apparent reason |
15:18 | NOTE | A lot of warnings came in about non-ASCII characters during the first save, though |
15:18 | SCENARIO | Merged |
15:18 | DONE | Fooled my scenario editor in to thinking it was all one big scenario file (while it was just a jql file linking stuff together. JCR6 is a wonderful tool). |
14:56 | DONE | Some pre-work |
13:18 | TEST | Well? |
13:18 | FIXED | Okay, then! |
13:18 | NOTE | Aha I see... In stead of two letter codes, the languages full names were used in this project |
13:16 | TEST | Another test is in order then? |
13:16 | FIXED | Ah, just a name change between the two versions... That's been corrected now! |
13:15 | BUG | That didn't work... I guess the directories have not yet been properly set |
13:15 | NOTE | Everything I do now is pre-merge |
13:14 | POWERSHELL | A quick script to make me quickly start things up |
13:11 | CONFIG | Done.... That was just a matter of changing directories.... |
13:08 | STATUS | First I need to set up a script for the editor.... That is actually the easiest part, since all I gotta do for that is cannibalizing the script I used for Dyrt.NET |
13:07 | STATUS | Operation scenario is about to start... I gotta merge two scenario files into one in order to make this work properly, now the way to do it is easy, but that doesn't mean that it's not a lot of work... unfortunately. |
- = 16 Sep 2020 = - | ||
22:13 | STATUS | Now the next step will be to configure my scenario editor... I will in a later stage of the game also have to merge the demo and full game scenario together, this can be pretty easily done with "cheating" |
20:51 | STATUS | FINALLY! |
20:16 | NOTE | It was indeed a remap issue.... Odd! |
20:09 | DEBUG | The logs indicate the mappings are not done.... Should not be possible, but hey, I gotta sort it out! |
19:47 | DEBUG | MOAR debug must gimme some answers |
19:31 | DEBUG | MOAR DEBUG CRAP and hopefully it tells me something! |
19:21 | HUH | Clearly the annoying line does not appear, which does mean the routine in question has NOT been called... But why? |
19:19 | DEBUG | I've now added a line that will annoy the crap out of me, but if it annoys me, I know that some needed routines are at least called at all, as it looks like it doesn't even do that... |
18:56 | TEST | But what will I see? |
18:56 | DONE | defined a few extra gamevars, and they are also handy for the savegame routine later anyway |
18:53 | TEST | Let's see, then.... |
18:53 | DEBUG | Extra debug data! |
18:47 | STATUS | No more crashes, but the starfield doesn't appear |
18:43 | FIXED | Wrong object |
18:04 | BUG | Impossible (and unacceptable) claim of an unknown identifier |
18:02 | FIXED | Syntax error |
18:01 | FIXED | Code order error |
18:01 | VOID | Loading order issue |
17:57 | TEST | Let's have a look |
17:51 | SCRIPT | And I've written the script to show the Kthura map in the field flow |
17:38 | LINK | This has been linked to the "New Game" script |
16:59 | NOTE | (The reason I don't do this right away is not because it's hard, as it's actually quite easy, but it's very delicate and I can't test it right now, so it has to wait until I can test it!) |
16:58 | REMINDER | #8 -- And THIS is a very important one, also! |
16:47 | STATUS | Not there yet, though! |
16:47 | SCRIPT | A few crucial things have been done... |
16:37 | SCRIPT | Map Loader now present |
16:15 | STATUS | Now I can test if the star field appears, after I did some more scripting, but before I can get to the scenario there are several things to be done, I'm afraid! |
15:28 | PLAN | Contrary to the original game, I am planning to write the original story out so you can see it on screen. This was actually already planned for the original game, but never executed due to scheduling reasons. I will also not make it appear on screen in the startfield, like originally planned, but I'll just use the BoxText routines for that. This way I can also test if voice acting works in general. Since I would like to give Wendicka and Crystal voices (if I can find capable actresses to do their voices) and of course some actors who can do the others... I don't mind doing a few myself, but not all of them, and especially not the females. |
15:26 | MAP | I've added an extra entry to the intro map. This will be used for Admiral's Lovejoy's introduction story. |
14:16 | DYRT | Done my Dyrt duty |
- = 15 Sep 2020 = - | ||
23:05 | UPDATED | Repository updated |
22:55 | DUMMIED | A debug line that would only be annoying on the longer run (and which I also no longer need, anyway) |
22:37 | SCREENSHOT | And this shows things are slowly getting on the roll again! |
22:31 | BUG | Now there's more trouble, but I need to check this out piece by piece |
22:30 | FIXED | C++ issue - Get color didn't return green too well |
22:13 | SCRIPT | I've set up a quick StatBar function that will be easily importable in all states |
21:52 | FIXED | Okay, i guess I fixed the core issue |
21:32 | FIXED | I think I fixed the maxcopy issue, and this should set the HP maxima to their correct values in stead of always 0 |
21:26 | HUH | For some reason the instruction to store the value was missing.... Was I really that hurried? |
21:25 | NOTE | That confirms something is wrong in my C++ code, but what? |
21:24 | RESULT | CHAR: Briggs; Defined stat: BASE_Strength; value is now 0; Value must be: 103! = Strength for Briggs is 103 CHAR: Briggs; Defined stat: BASE_Defense; value is now 0; Value must be: 46! = Defense for Briggs is 46 CHAR: Briggs; Defined stat: BASE_Will; value is now 0; Value must be: 67! = Will for Briggs is 67 CHAR: Briggs; Defined stat: BASE_Resistance; value is now 0; Value must be: 42! = Resistance for Briggs is 42 CHAR: Briggs; Defined stat: BASE_Agility; value is now 0; Value must be: 21! = Agility for Briggs is 21 CHAR: Briggs; Defined stat: BASE_Accuracy; value is now 0; Value must be: 19! = Accuracy for Briggs is 19 CHAR: Briggs; Defined stat: BASE_Evasion; value is now 0; Value must be: 7! = Evasion for Briggs is 7 CHAR: Briggs; Defined stat: BASE_HP; value is now 0; Value must be: 840! = HP for Briggs is 840 CHAR: Briggs; Defined stat: BASE_AP; value is now 0; Value must be: 0! = AP for Briggs is 0 |
21:22 | DEBUG | Things keep fucking up, all stats remain zero, while they should have a proper value. I've added a debug line that should answer me why! |
20:26 | HUH | No integer (from a variable that is set to it to only be able to hold integers)? |
20:24 | FIXED | Wrong API function link |
20:11 | FIXED | a few tiny things |
20:05 | FIXED | At least one part of the problem is fixed, but that bug should never cause THAT effect |
20:03 | HUH | " " as party tag? That is a lie! |
20:02 | FIXED | Hotfix |
20:01 | DONE | The portraits of Wendicka, Crystal and Briggs should appear now |
18:30 | STATUS | What I wanted to see works now.... |
17:52 | CONFIRMED | ! |
17:45 | STATUS | for now it seems that way? |
17:45 | FIXED | I think I fixed the issue ??? |
17:34 | DEBUG | The same log also confirms that the trigger conditions should be true, forcing to make a class and not a group. Yet the system fails here.... Why? A few more debug crap lines |
17:31 | INVESTIGATION | The question is... why? |
17:31 | NOTE | The log confirms that the system tries to create a group even when it had to be a class.... |
17:29 | INVESTIGATION | Why? |
17:28 | BUG | I see that neil is not really able to understand a "module class" |
17:25 | TEST | So let's do it! |
17:25 | NOTE | All I can test now is if no syntax errors occur on the way and if the Vector library is properly imported in the process. |
17:24 | SCRIPT | I've set the system to create 4 boxes to do the character's HP/AP/EXP in... 3 for the front party and one box for miniatures for the back row |
14:01 | NOTE | None of this has been tested, though! |
14:00 | SCRIPT | I've set up the way the boxes for character status, boxtexts and other stuff should be drawn. |
13:17 | STUDY | The exact measurements of the curve I made for the basis of the UI back in the original version. |
11:54 | TEST | Take VI |
11:53 | FIXED | Fixed it! |
11:53 | C++ | Found it! |
11:51 | INVESTIGATION | Debug log confirms this is nonsensical |
11:49 | TEST | Take V |
11:48 | ANNOUNCEMENT | And behold: Wendicka Lovejoy! |
11:48 | DEBUG | More debug code will have to shine a light |
11:46 | BUG | "Set Member Out Of Range"???? Bullshitto! I need more debug info to sort this out! |
11:45 | TEST | Take IV |
11:45 | FIXED | Which I fixed now! |
11:45 | SOLVED | Ah, I see where it went wrong. I misread my error.... It was a bug in the glue code |
11:44 | HUH | It goes even a step further.... The DEBUG LOG even confims this bullshit! |
11:43 | TEST | Take III will show me what's wrong here then! |
11:42 | DEBUG | Extra debug line added |
11:42 | INVESTIGATION | Let's find out what the fuck is wrong here |
11:42 | HUH | Claiming to get a string while my code really shows a number? I don't think so! |
11:39 | TEST | Take II |
11:39 | FIXED | Invalid reference in glue code |
11:37 | TEST | Take I |
11:37 | C++ | At least the engine compiles, that's always a good thing, but actually that's the base only.... The REAL test starts now! |
11:36 | TECHNO | Please note that when everything works the way it should NOTHING will change at all for the human eye... for now... The time I can see if this works will however arrive soon if I can work properly |
11:35 | SCRIPT | And I've set the party to begin with Wendicka (in uniform), Crystal (in uniform) and Briggs. |
11:35 | LINK | And that links it all together |
11:35 | LUA | Glue code |
11:34 | C++ | I've added a function to the API to allow to configure the max size of a party |
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