September 2018 (Week 2)
+ Working on sound effect randomizer/tagger/liker thing
+ Experimenting with exceptions within game programs
+ Rolling recap when?
- Realized things break in 16:9
+ Working on sound effect randomizer/tagger/liker thing
+ Experimenting with exceptions within game programs
+ Rolling recap when?
- Realized things break in 16:9
- didn't demoday
+ cd command can change dirs, working on autocomplete
+ moved printing from being cpu workload based to a simple timer
- realized active cpu workloads won't work with the save system
+ found out mouse software is whats causing missed clicks and its not the game being laggy
+ redid how threads worked in the game because it was very wrong
- i dont remember what else
+ Saving/loading fixes
+ Terminal sort of working again
+ Might move main menu into a launcher for mod selection purposes
+ Process/program related progress
+ Different users get different GPU buffers (leading to remote desktop hopefully)
+ Working on terminal command parsing
+ saveing/loading finally seems done
+ Window skeleton is basically functional
+ Saving and loading working (so far)
+ Programs can require/make calls to DLLs which can be injected with stuff
+ Boot splash, login screen
+ Programs can be IFileOpener and be called on to deal with OpenFile requests (OS opens files of type Executable for example)
- Mom asked me to move out by October
- none, really
+ Saving is broken in a new way
+ Started working on the OS
- still haven't got a solution for loading/saving
+ realized I can just skip this and do it later
- can't skip it because of my low grade mental problems
+ Finally back into dev
+ Switching from mouse to eye tracking + trackball
+ Getting into ScriptableObjects
+ Saving/loading is ~50% working again
- multiple bugs in third party tool
+ figuring them out with trial and error
- didn't demoday again
+ made an internet friend
- bad sleep cycle from caffeine abuse
- general nodev
- Mod loading broken, having to roll a custom save system to save references between monobehaviours
+ main menu modding seems to work again
+ content modding also working again
- irl gardendev taking up daily motivation
+ Modders can make their own main menus for total conversions
+ Made some changes to the SQL->C# code generation with a "NeedsUpdate" column so not everything is regenerated each time (durr)
+ Watching infosec twitch streams to get an idea of the state of things
+ BIOS and motherboard programs run
+ still way behind where the game was before, but things are cleaner now
+ Worried about infringing a copyright so added obfuscation to any third party asset that gets released with modding tools
+ Figured out how to use an obfuscated library without the code to call it being confusing
+ Maybe ready to start remaking the actual game now
+ Welcome /rpgmg/
+ Changing from an editor script to a batch file top pull in DLLs, for some reason List
+ Weekend over, time for dev
+ garden dev
+ back on desktop for progressmaking
+ content/modding toolchain seems to be viable (was having a problem with prefabs and DLLs becoming unlinked, or different versions or something)
+ congrats to Slipstream dev and Rokas
- on holiday so no progress
- broke my recap streak
+ being away so long is causing my desire to dev to intensify
+ met up with an old roommate and neither of us have finished out projects ten years later
+ realized theres a whole season of Mr Robot to catch up on and copy off of
- Didn't demoday
+ toolchain/content pipeline seems not fucked, currently
+ working on total conversion capabilty
+ SQL -> TextTransform.exe -> C# code works well
+ The company that made the modding asset is adding dynamic C# compilation support, so maybe you'll be able to write programs for the game inside the game itself
+ Updates to Unity 2018.1
+ User generated content seems like its going to work easily, even for total conversions
- No content
+ Posted progress outside of the recap
- Remaking progress is going really, really slow
+ Rewriting the same functionality with less code each time feels good
- AGDG starting to bully
+ not dead
- keep flipping back and forth between fixing existing version vs starting over