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
19:23VOID
VOIDOne case of DarkText voided
19:22VOID
VOIDThe Goddess GetFont doesn't exist in Apollo, so I replaced it with the equivalent that Apollo DOES have!
19:21CONFIRMED
CONFIRMEDSo far so good!
19:21TEST
TESTTake VIII
19:21FIXED
FIXEDSeveral unknown identifiers
19:06TECHNO
TECHNOAstrilopup 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
19:05VOID
VOIDI removed to two "self" as they were both just mentioned in a destructor and that doesn't yet work very well
19:01FIXED
FIXEDThe __LANG macro is now defined so that should work now!
19:00RESULT
= __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).

18:55TEST
TESTSue Take VIII
18:55FIXED
FIXEDScope issue
18:53TEST
TESTTake VII
18:53FIXED
FIXEDDoes it do now then?
18:53HUH
HUHBakina Did Neil not yet support "do" scopes?
18:48TEST
TESTTake VI
18:48FIXED
FIXEDNIL/Neil conflict (x2)
18:44TEST
TESTTake V
18:44VOID
VOIDKota Neil does NOT wanna see do and then at the end of for/while/if
18:16TEST
TESTTake IV
18:16VOID
VOIDNeil doesn't like ~= (and it's dirty syntax in Lua anyway)
18:05STATUS
STATUSThe Goddess At least the syntax errors in the linker appear fixed.... But the most complex part has yet to come
17:56SOLVED
SOLVEDReggie Ah.... Window file conflict
17:55COCKROACH
COCKROACHFix ignored
17:54TEST
TESTTake III
17:54FIXED
FIXEDSyntax Error
17:53TEST
TESTAdmiral Lovejoy Take II
17:53FIXED
FIXEDCode Typo
17:46TEST
TESTTake I
17:45STATUS
STATUSTime for the moment catastrophale
17:39TODO
TODOAdmiral Johnson I think I'll prepare my dinner first, though
17:39STATUS
STATUSWell, the big catastrophe is about to begin.... I hope it will work out....
17:38MAPSCRIPT
MAPSCRIPTAnd the log should now start (without audio)
17:35NOTE
NOTE And from here there's no telling where things will lead to....
17:35LINK
LINKBriggs Loaded linked
17:28LINK
LINKThe link code is present now!
17:19STATUS
STATUSSome links must be set up first though... I only did the base code so far....
17:17DONE
DONEIn theory the boxtext routine should work, although I highly doubt it
16:53NOTE
NOTE Dr. Sal’pr’drita 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
16:51LINK
LINKThat link will be VERRRRY important!
16:51SCRIPT
SCRIPTCallback for Boxtext in the field routine
16:49ANALYSIS
ANALYSISNothing 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.
16:45NOTE
NOTE Rolf Ah voice acting stuff is present, but dummied.... Well that's a later concern, but I gotta keep it in mind I suppose
16:42DUMMIED
DUMMIEDAdaption for Eric's big secret in Dyrt has no value at all in Star Story, so let's dummy that code!
16:39CONFIG
CONFIGColor changes applicable for Star Story
16:36LAZY
LAZYQuick link to the color function... I don't wanna have to replace all that crap
16:28REMOVED
REMOVEDXenobi Astrilopup Neil doesn't require the keyword "void" at constructors and destructors... (In fact, NEVER place them in Neil)
16:24TRANSFER
TRANSFERI'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!
16:23DONE
DONEBasis set up for the scenario configurator
15:38NOTE
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.
14:01STATUS
STATUSFoxy No errors (that was unexpected), but the logs look fine
14:00TEST
TESTAgain!
13:59FIXED
FIXEDThat should be fixed now
13:58BUG
BUGI *DID* get an error, but not the error I expected
13:53TEST
TESTYirl And Now to see what'll happen!
13:53LINK
LINKLink to mapscript itself established
13:39DEBUG
DEBUGI'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.
12:44DYRT
DYRTAnd now first a few Dyrt duties
12:42STATUS
STATUSExHuRU 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!
12:40TEST
TESTLet's throw in another test!
12:40VOID
VOIDI'll do it manually this time, but this really should not be possible in any way!
12:39BUG
BUGScheduling 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?
12:36TEST
TESTCrystal Let's see now!
12:35BUG
BUGNo static member "Schedule" exists???

12:33TEST
TESTAnother test then!
12:33FIXED
FIXEDDang!
12:29TEST
TESTWendicka Let's see how things work out now!
12:29LINK
LINKAh, there was a missing link to the mapscript scheduler
12:20RESULT
Clearly the scheduler has not been called
12:17TEST
TESTAnd again!
12:17CHEAT
CHEATSometimes cheating can be so much fun
12:01TEST
TESTSue So let's put it all to the test and see what results my console returns!
11:59DEBUG
DEBUGI cannot yet check if everything works the way they should but at least these debug lines can tell me
11:12NOTE
NOTE This will allow all scripts to schedule mapscript calls for the next cycle
11:11LINK
LINKI've linked the schedule requestor to the Map linker
11:04BACKUP
BACKUPRunning a full backup now... This can slow down my computer terribly, but sometimes this is needed, you know!
11:03VOID
VOIDI've written a way to void those
11:03FAILURE
FAILUREAnd suffering from some issues also
11:03BACKUP
BACKUPWas overdue
9:47FIXED
FIXEDIllegal class call
9:44FIXED
FIXEDConflict NIL-Neil
9:43VOID
VOIDType bug in Neil
9:42BUG
- = 17 Sep 2020 = -
22:53NOTE
NOTE Very likely the game will produce MANY MANY crashes now!
22:53DONE
DONESome pre-config done
22:29DONE
DONEI'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
20:30NEIL
NEILI 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...
18:57TECHNO
TECHNOThe 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....
18:56STATUS
STATUSNow I do need to make sure the scenario loader is properly transferred to Apollo.
18:56NOTE
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
18:54SCENARIO
SCENARIOThat part has been written out.
17:59SCENARIO
SCENARIOPart of the scenario done
17:25DONE
DONERL business
15:28FAILURE
FAILUREOh waite.... dupe run?
15:23FAILURE
FAILUREIt appears these NON-ASCII characters keep on coming... I guess I'll have to do some handwork to get all that removed then
15:19TEST
TESTThat worked?
15:19FAILURE
FAILUREMy Devlogger crashed without any apparent reason
15:18NOTE
NOTE A lot of warnings came in about non-ASCII characters during the first save, though
15:18SCENARIO
SCENARIOMerged
15:18DONE
DONEFooled 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).
14:56DONE
DONESome pre-work
13:18TEST
TESTWell?
13:18FIXED
FIXEDOkay, then!
13:18NOTE
NOTE Bakina Aha I see... In stead of two letter codes, the languages full names were used in this project
13:16TEST
TESTAnother test is in order then?
13:16FIXED
FIXEDAh, just a name change between the two versions... That's been corrected now!
13:15BUG
BUGThat didn't work... I guess the directories have not yet been properly set
13:15NOTE
NOTE Everything I do now is pre-merge
13:14POWERSHELL
POWERSHELLA quick script to make me quickly start things up
13:11CONFIG
CONFIGDone.... That was just a matter of changing directories....
13:08STATUS
STATUSFirst 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
13:07STATUS
STATUSOperation 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 = -
22:13STATUS
STATUSNow 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"
20:51STATUS
STATUS

FINALLY!

20:16NOTE
NOTE It was indeed a remap issue.... Odd!
20:09DEBUG
DEBUGThe logs indicate the mappings are not done.... Should not be possible, but hey, I gotta sort it out!
19:47DEBUG
DEBUGMOAR debug must gimme some answers
19:31DEBUG
DEBUGMOAR DEBUG CRAP and hopefully it tells me something!
19:21HUH
HUHClearly the annoying line does not appear, which does mean the routine in question has NOT been called... But why?
19:19DEBUG
DEBUGI'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...
18:56TEST
TESTBut what will I see?
18:56DONE
DONEdefined a few extra gamevars, and they are also handy for the savegame routine later anyway
18:53TEST
TESTLet's see, then....
18:53DEBUG
DEBUGExtra debug data!
18:47STATUS
STATUSNo more crashes, but the starfield doesn't appear
18:43FIXED
FIXEDWrong object
18:04BUG
BUGImpossible (and unacceptable) claim of an unknown identifier
18:02FIXED
FIXEDSyntax error
18:01FIXED
FIXEDCode order error
18:01VOID
VOIDLoading order issue
17:57TEST
TESTLet's have a look
17:51SCRIPT
SCRIPTKota And I've written the script to show the Kthura map in the field flow
17:38LINK
LINKThis has been linked to the "New Game" script
16:59NOTE
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!)
16:58REMINDER
REMINDER#8 -- And THIS is a very important one, also!
16:47STATUS
STATUSNot there yet, though!
16:47SCRIPT
SCRIPTA few crucial things have been done...
16:37SCRIPT
SCRIPTMap Loader now present
16:15STATUS
STATUSNow 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!
15:28PLAN
PLANContrary 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.
15:26MAP
MAPI've added an extra entry to the intro map. This will be used for Admiral's Lovejoy's introduction story.
14:16DYRT
DYRTDone my Dyrt duty
- = 15 Sep 2020 = -
23:05UPDATED
UPDATEDRepository updated
22:55DUMMIED
DUMMIEDA debug line that would only be annoying on the longer run (and which I also no longer need, anyway)
22:37SCREENSHOT
And this shows things are slowly getting on the roll again!
22:31BUG
BUGNow there's more trouble, but I need to check this out piece by piece
22:30FIXED
FIXEDC++ issue - Get color didn't return green too well
22:13SCRIPT
SCRIPTI've set up a quick StatBar function that will be easily importable in all states
21:52FIXED
FIXEDOkay, i guess I fixed the core issue
21:32FIXED
FIXEDI think I fixed the maxcopy issue, and this should set the HP maxima to their correct values in stead of always 0
21:26HUH
HUHFor some reason the instruction to store the value was missing.... Was I really that hurried?
21:25NOTE
NOTE That confirms something is wrong in my C++ code, but what?
21:24RESULT
 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
21:22DEBUG
DEBUGThings 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!
20:26HUH
HUHNo integer (from a variable that is set to it to only be able to hold integers)?
20:24FIXED
FIXEDWrong API function link
20:11FIXED
FIXEDReggie a few tiny things
20:05FIXED
FIXEDAt least one part of the problem is fixed, but that bug should never cause THAT effect
20:03HUH
HUH" " as party tag? That is a lie!
20:02FIXED
FIXEDHotfix
20:01DONE
DONEThe portraits of Wendicka, Crystal and Briggs should appear now
18:30STATUS
STATUSWhat I wanted to see works now....
17:52CONFIRMED
CONFIRMED!
17:45STATUS
STATUSfor now it seems that way?
17:45FIXED
FIXEDI think I fixed the issue ???
17:34DEBUG
DEBUGThe 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
17:31INVESTIGATION
INVESTIGATIONThe question is... why?
17:31NOTE
NOTE The log confirms that the system tries to create a group even when it had to be a class....
17:29INVESTIGATION
INVESTIGATIONWhy?
17:28BUG
BUGI see that neil is not really able to understand a "module class"
17:25TEST
TESTSo let's do it!
17:25NOTE
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.
17:24SCRIPT
SCRIPTI'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
14:01NOTE
NOTE None of this has been tested, though!
14:00SCRIPT
SCRIPTI've set up the way the boxes for character status, boxtexts and other stuff should be drawn.
13:17STUDY
STUDY The exact measurements of the curve I made for the basis of the UI back in the original version.
11:54TEST
TESTTake VI
11:53FIXED
FIXEDFixed it!
11:53C++
C++Found it!
11:51INVESTIGATION
INVESTIGATIONDebug log confirms this is nonsensical
11:49TEST
TESTTake V
11:48ANNOUNCEMENT
ANNOUNCEMENTAdmiral Lovejoy Wendicka Lovejoy - Big alternate And behold: Wendicka Lovejoy!
11:48DEBUG
DEBUGMore debug code will have to shine a light
11:46BUG
BUG"Set Member Out Of Range"????

Bullshitto! I need more debug info to sort this out!

11:45TEST
TESTTake IV
11:45FIXED
FIXEDWhich I fixed now!
11:45SOLVED
SOLVEDAh, I see where it went wrong. I misread my error.... It was a bug in the glue code
11:44HUH
HUHIt goes even a step further.... The DEBUG LOG even confims this bullshit!
11:43TEST
TESTTake III will show me what's wrong here then!
11:42DEBUG
DEBUGExtra debug line added
11:42INVESTIGATION
INVESTIGATIONLet's find out what the fuck is wrong here
11:42HUH
HUHClaiming to get a string while my code really shows a number? I don't think so!
11:39TEST
TESTTake II
11:39FIXED
FIXEDInvalid reference in glue code
11:37TEST
TESTTake I
11:37C++
C++At least the engine compiles, that's always a good thing, but actually that's the base only.... The REAL test starts now!
11:36TECHNO
TECHNOPlease 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
11:35SCRIPT
SCRIPTAnd I've set the party to begin with Wendicka (in uniform), Crystal (in uniform) and Briggs.
11:35LINK
LINKAnd that links it all together
11:35LUA
LUAGlue code
11:34C++
C++I've added a function to the API to allow to configure the max size of a party
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