Living World Productions
Video Game Blog

March 13, 2019

I've been seeing bad data in my testing and I've been trying to track down where it's coming from. In searching for it in my new code I just wasn't getting any where. In jumping around from source file to source file, version to version, I realized I didn't have a very good Version Control system in place to help manage the Build Versions. So, I Have returned to the original source code and put in place a daily backup to be able to roll back in case I work myself into a corner again.

Now that I am back in the original code, I modified some controls within the code and found out that part of the bug was there the whole time. The only reason I did not see it before was because I was limiting the variable ranges to stay within acceptable parameters.

The simple fix will be to leave the constraints in place. The more advanced version would have to account for the flexibility of the new design to fit User's monitor sizes. Not hard to come up with a fix for that...just deciding which is more time-ecconmic feasible.

I tested my theory of where the bug was coming from. I do believe I have isolated its origin. All it was was memory over-run again. I've returned the Original Version's buffer control to keep it from over running...but the map version is the locked-in version where the width and height that has to be recoded to get them to resize to specific monitors.

I'll start the transfer process in a day or too. For now, I'm dealing with changes in source graphics. Not a big issue...just needs to be worked out.