28NOV ...
Mostly sidetracked working on my own HTML editor tools
and web browser. Will probably add FTP to it too to help
with maintaining the website. ...
As for the game, Have some working stairs and still
need to do the Health Bars, damage stuff and .....
*******************************************************
20Nov ...
Fixed the crashing problem.
Doing uploads tomorrow.
Will start on status displays on the 22.
Status ... health bars and so on ..
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15Nov ...
Began testing an almost working deathmatch level.
Have a critter that follows around and shoots. Health
is not updated, the AI is primative, the script crashes
from time to time, but I'm getting there.
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06November ...
Finally back to working on the game. Fixed a problem
with collisions (shooting through walls). Amazing what
happens if you confuse cxf with cwf ... Did some more 
work on the mouse too.
Will upload the new website tomorrow.
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02 November ...
fixed the dialog anomalies (for good I hope)
Worked on the progress bar a bit. Mostly cleaning
up the code making it neater.
Preparing for the file upload, doing some backups.
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29 October ...
Fixed a serious bug with reloading levels causing
a complete system crash .... nice bug there.
Found some more dialog anomalies, may work on
them soon when I get stuck doing enemy scripts ...
Fixed some issues with the editor not rotating objects.
Added a script for firing projectiles.
Made some better models for buildings
Added mouse support for aiming (still kinda buggy)
fixed many issues with the scripting engine.
Started work on an actual level ... Duel
I'm not too happy with how the level editor works
for larger (more complex) levels ... it needs better
mouse support for selecting objects. Also noticed
that I suck at level mapping. 

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22 October ...
Did some effects ...
Just a camp fire with smoke and sparks.
Not too fancy, but works. It also helped
me locate some other bugs ...
The game kept trying to move my effects,
so I modified it to only move them 0.5,
and then use the script to move it back.
Probable explains some of the other issues I
had with moving rockets ... The sparks
script is very usefull. I used it on
2 different objects (sparks and csmoke).
********************************************************

17 October ....
Been working on the loading screen Still needs some
work, but loads much faster now.
Also did some work on special effect ...
I can't sem to get it right yet. The issue is
I'm using 1 script to load another script
and the use 2 other scripts for the effects ....
I think I just tried too much at one time. Should
start with simpler effects like "Camp Fire"
before moving on to complex stuff like
"rocket Trails", but I wanted to have a DUEL like
deathmatch with a dragon :)  Bummer, its not ready
yet. I was out of power for 2 days and that also
slowed work a bit. Still have some animation work
to do on my dragon, just the attack,stun,die animation,
but I'll post that too, for you to play with too.
Also fixed several editor problems .....

Also learned some "new" (ok, relearned some old)
debugging tricks, like how to create a log file
by writing data to the clipboard so when the system
crashes, I at least have some data to go on :)
Yes, DLL's will do that if you use a null pointer
to call a function by address or many of any number of
things ....

Also, the script memory format has been altered a bit.
Please check that out to see the effects that can be run
from a simple DLL file. Overall, the effects
are limited to Ghosting,Transparentcy, pointing, rotating
But, there is alot you can do with such things.
To see ghosting, toggle the view (Q-key) The gobblin
will shift to ghosting (I was trying for the DukeNukem
effect for an alternate view for those that don't like
RPG or FPS standard views ).
Transparency is limited to black only. That how the windows
are made in the walls, and in the trees. Oh,
almost forgot, you can also scroll textures. That's
how I'll do some camp fires later. They would be just
your typical object, but with a script that will keep
the flame/smoke textures pointed at the camera 
and then scroll textures to show flames going up. Not
perfect, but its the same method used for christmas
fireplaces ....
............................................................
OK, where to begin....

Please see the file
Editor.txt in the map folder.

Also see the file
Scripts.txt in the Map\Scripts folder

OK, assuming you understand all that ...
I'm still working ok the editor portion of the game.
I have entity placement done, and am working
on the "adjustment" portion. Some
new changes have been done to some files ...

the "Creature Editor" (CED) has been modified
to permit sound syncronizations with animations.
If you look at the "sounds" tab, you'll see 2 text boxes.
These are used to mark the animation frame/s to begin
playing a sound. Footsteps for example.

I should be pretty much done with the editor portion
by monday and begin working on "player controls".
The current error in the editor (that I know of) is
when tabbing to different items to adjust;
1 - there is no marker to show selected object

2 - the preset height level gets reset to 0

but other than that, its pretty stable.
Please try playing with stuff, and see if you can make sense
of what I have there. Or areas where I need docs really bad.

..................................................
Saturday Oct 01, 2005
Finished updating many docs.... was needing that.
While doing that, found a few memory errors and fixed them.
Generally, it was to do with memory differences between
integers, doubles, and floats and my sometimes
being off by 1 byte ... really should learn to count :)

Ok, fixed some other interface problems having to do with
media not being deleted between calls.

Added an extra feature ... when exiting a game,
you return to the main menu or can jump directly to windows.

Added actual player controls with multiple camera type
controls. Press F1 in-game (not the editor) to see
all controls. Not all are actually used yet. The screen
shot function, exit game stuff works fine though.

Simple movement has been achieved. Collision detection
and the use of those script files is next on the list.

For some extra fun, I think I need a small death-match
level just to play with. Maybe I even need a few "taunts"
that can be quickly accessed ? But that can wait.
First, I just need to get a functional level. Then,
add extra features to the game .....
...................................................................

Do to size restrictions, I cannot include the .exe in the main .zip
anymore. Yahoo limits me to 5MB files.
SO
the exe is in its own .zip file (only 3.1MB zipped) and should be placed
into the same path as the ced.exe file that is in the other .zip
file (only 1.9MB).

...................................................................
Completed my fist script and have it working :)
I think that basically all I did this week :(
But, some of the bugs I had were boogers ...
Something about multiple memory pointer and 
multiple apps accessing the same memory location ....
This issue ... which one changed it and why?
Spent 2 days on that and wrote some good debugging tools
along the way .... (read the script memory map some ideas ...)
You can have the game go into debug mode from a script
and output a memory map to the screen ....

Next on my plate is to fix some other "issues" I have.
Such as the INN just looks bad. Using those 2D plains
for walls and floor looks ugly. So, I'll do some modeling
and get some good buildings done. Also, I want a 2 story
building to play with, and add some extra scripts for
going up/down stairs, elevators and tweek the door a bit.
Maybe even do a few switches .... The scripts are pretty
easy once you figure them out.

While I'm at it, I may also work on the GUI a bit.
I want some images on the screen to help the player a bit.
Like with inventory and so on. Currently, players don't
have an inventory, although memory is reserved for that,
But, I need a script for that, unless I hard code something.
I like the script idea better because it would help determine
which items can be added to a player. Also, custom scripts
for those "boobytrapped" itemes ...

And, for advanced programmers, you can change scripts during
a game if you want .... Its just a matter of swopping a few
pointers around, not hard, but could cause unexpected problems.
