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 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 | ||
23:34 | INVESTIGATION | Why? |
23:34 | BUG | Code ignored |
23:24 | TEST | Take I |
23:24 | LINK | Into script |
23:23 | GENERATION | Color changing effect |
23:19 | SCRIPT | The ball should "turn" now |
23:03 | NOTE | Nothing has been scripted yet, though |
23:02 | CONFIRMED | A quick check inside Kthura shows the effect appears to be working |
23:02 | GENERATION | Generated the tagmap |
23:01 | FIXED | Some issues Microsoft has.... Microsoft does for some reason see fit to generate C# files in non-ASCII format, which I am highly against! |
22:59 | BACKUP | Before I generate this effect, though I first wanna backup stuff in order to make sure I won't get a data loss case again! |
22:58 | C# | I've adapted the generator for the discofloor effect to automatically tag the disco ball effect tiles as well |
15:56 | FIXED | Devlog issue? |
15:53 | NOTE | Scripting is still required here |
15:53 | MAP | Put into the map as far as I currently have it |
15:53 | TRANSFER | Disco Ball Effect Graphic |
- = 5000 B.C, maybe? = - | ||
Mystery time! | CONFIRMED | So far it all works.... I hope I can put in the disco ball effect next time, but that's a later concern ; |
- = 13 Oct 2020 = - | ||
0:53 | TEST | Take III |
0:53 | FIXED | Label error |
0:46 | TEST | Take II |
0:46 | FIXED | Case error |
0:40 | TEST | Let's see.... |
0:39 | DONE | The secret passage in area 003 should work now |
0:39 | FIXED | Back chain from room 002 to 001 |
0:32 | CONFIRMED | it works |
0:23 | TEST | Take V |
0:23 | FIXED | ... |
0:23 | STUPIDITY | ..... |
0:16 | TEST | Take IV |
0:16 | FIXED | Syntax error |
0:07 | TEST | Take III |
0:07 | FUCKYOU | NIL requires "self" in classes and groups, sigh |
0:00 | TEST | Take II |
0:00 | FIXED | Scope error |
- = 12 Oct 2020 = - | ||
23:51 | TEST | No telling if it all works yet though, so -- Take I |
23:50 | NOTE | The "Disco Ball" effect is not yet put in |
23:49 | SCRIPT | The disco floors should now be activated |
23:42 | SCRIPT | The scanner will look for disco floors when you enter a floor you have note yet entered before |
22:49 | DONE | I've run a few tests on the Hall of Music.... It was a bit neglected to my time being a bit consumed by Star Story now |
- = 10 Oct 2020 = - | ||
14:23 | STATUS | That comes later, though |
14:22 | MAP | Area 003 - But some scripting is required here! |
- = 9 Oct 2020 = - | ||
21:14 | STUPIDITY | and that's the wrong devlog.... AGAIN! |
21:14 | SCRIPT | Sub itself |
21:13 | LINK | More linkup done |
14:38 | LINK | I've set up some linkup code for Inventory read-outs |
14:37 | STATUS | Time is NOT by best friend today, but I'll try to get a few things done |
2:22 | BACKUP | Big backup running now... May take longer than one day, but it's needed sometimes |
- = 7 Oct 2020 = - | ||
22:28 | VOID | And I succesfully voided Microsoft's failure to create .exe files when it should! FUCK YOU MICROSCHOFT! (No I didn't mispell it! 'schoft' is a Dutch word, that explains EXACTLY what Microsoft is). |
22:27 | VOID | Okay, it works again now... I think |
22:26 | FAILURE | Appears effective as I now finally get errors that Make SENSE! |
22:26 | FAILURE | I've done some things to force things up |
22:22 | FAILURE | the most ludicrous error ever produced by Microsoft.... (because it DOES link to that crap) |
22:22 | FAILURE | " Your project does not reference ".NETFramework,Version=v4.8" framework. Add a reference to ".NETFramework,V ersion=v4.8" in the "TargetFrameworks" property of your project file and then re-run NuGet restore." |
22:04 | FAILURE | For some odd reason Visual Studio refuses to turn the generator into an .exe file |
22:04 | FUCKYOU | MICROSOFT!!!!! |
21:52 | FUCKYOU | Nope.... Doesn't work |
21:50 | TEST | And now to test things out! |
21:49 | MAP | Well, they are put in |
21:49 | FAILURE | Okay. Bob needed a few changes to enforce a few things |
21:38 | EXPERIMENT | I wonder |
21:38 | FAILURE | Test unsuccesful, but at least I got some way to go.... I think |
21:32 | TEST | Now to see if that was fruitful |
21:31 | SYSTEM | I had to drasticly act as bob really managed to mess things up, this time |
21:17 | FIXED | I hope... Although I'm not sure |
21:17 | BUG | Clearly the bob script doesn't work the way it has to |
21:14 | TEST | And let's now see what data Bob produced when the generator is run |
21:13 | BACKUP | Another miniback-up |
21:13 | MAP | Redone area 002 |
21:07 | GENERATION | Let's GO! |
21:07 | BACKUP | In order to make sure I've no data loss this time, a mini backup first! |
21:06 | NOTE | Still leaves it beyond me why this didn't work in the first place |
21:06 | DEBUG | Now I've undummied the save routine |
21:02 | NOTE | the data outputted now on screen appear to match what it should be |
21:01 | TEST | And now a quick test! |
21:01 | POWERSHELL | Let's first run Bob to make sure my map is up to date here! |
21:00 | DEBUG | I order to do this, I've first deactivated the save routine, as stuff already goes wrong before saving.... Having the original undamaged until I know everything happening before that is vital |
21:00 | INVESTIGATION | I really gotta sort out why the discofloor generator is acting up on me, when it comes to the layers, as nothing should make that possible... Why I am so sure? Because I only used Kthura core features, and none of them could be bugged like this or the editor AND the game would NEVER work AT ALL |
- = 6 Oct 2020 = - | ||
15:10 | STATUS | Now I can live with that one, as it won't be hard to recreate that (not gonna do that today, so this day is lost in that perspective), but I am a bit mad, and the fun part is... Nothing could cause this to happen, or Kthura wouldn't have worked in general.... So WTF happened here? |
15:09 | BUG | For some reason the DiscoFloor generator destroyed my second floor map.... |
12:52 | GENERATION | Disco tiles |
12:49 | MAP | Added a new floor to the hall of music |
1:51 | BACKUP | Running |
- = 5 Oct 2020 = - | ||
15:55 | GENERATION | The first tag generation was succesful |
15:54 | C# | I've set up a quicktag tool for the discofloors... Tagging them all manually would just be undoable |
15:54 | STARSTORY | A few things done here |
- = 4 Oct 2020 = - | ||
13:52 | STATUS | And I am out of time for now.... We'll see later what is about to happen next |
13:51 | CONFIRMED | AT LAST! |
13:45 | TEST | Take II |
13:45 | DONE | Washed the lie out of the mouth with soap |
13:44 | COCKROACH | LIAR! |
13:23 | SASKIA | I've added a (for now) basis SASKIA script... It will likely only be used to activate the boss fight, but hey, what's needed is needed, eh? |
13:08 | BUG | Ah yeah.... Still a SASKIA script required, I suppose |
12:37 | TEST | And stuff SHOULD be working now... |
12:36 | KTHURA | Meta settings |
12:35 | MUSIC | And "Disco4" by Kevin McLeod will be used for this dungeon |
12:31 | FIXED | Tag Issue |
12:11 | TECHNO | (Well at least, it should) |
12:11 | NOTE | NOT there yet! I think the game will still crash when you enter the place |
12:10 | LINK | Hall of Music linked to the world map |
11:49 | MAP | A small start though with the Hall of Music |
11:39 | STATUS | Time is short today, so I cannot do much |
- = 3 Oct 2020 = - | ||
17:12 | STATUS | This took my valuable time for my other things I had to do today.... SHEESH! |
17:11 | CONFIRMED | AT LAST! |
17:06 | TEST | Well? |
17:04 | FIXED | Aha! That explains! |
17:04 | COCKROACH | WHAT THE FUCK! |
16:51 | TEST | Well, let's see what'll happen now |
16:51 | RECOVERED | Added it again! |
16:50 | MYSTERY | For some reason it even disappeared from my database too |
16:49 | BUG | But the dungeon does NOT appear on the world map |
16:49 | CONFIRMED | The dog does indeed only reveal the Hall of Music to Scyndi |
16:42 | TEST | Let's see if it does! |
16:42 | STATUS | That oughta do |
16:40 | NOTE | Nope, I do NOT want that to happen again! |
16:40 | REMINDER | #257 - I wanna make sure this goes well this time, as it didn't in the original version of the game, and it was thanks to DarkBloodBane that I found out! |
16:38 | MAPSCRIPT | The dog should not appear in the normal game, only in the New Game+ |
15:52 | MAP | Dog placed |
15:51 | NOTE | Trying to visit it will likely crash the game |
15:51 | WORLDMAP | Hall of Music |
15:49 | TRANSFER | Sprite of the dog opening the Hall of Music |
15:34 | CONFIRMED | I did |
15:13 | TEST | Take II |
15:13 | FIXED | I think I fixed it! |
15:11 | BUG | Yes, as expected the game crashes on the Game Jolt malfunctioning |
15:06 | TEST | Let's go, then! |
15:06 | NOTE | Unfortunately, the Game Jolt API still malfunctions on me, but this way I can also test if the game doesn't crash when reaching the entrance to the facility which I hid in here. |
15:05 | STATUS | For now my focus will lie on the mad house sidequest, and making sure all prerparations are met for the Hall of Music |
- = 2 Oct 2020 = - | ||
12:38 | TEST | Well, let's resume the test! |
12:37 | FIXED | Dominance issue |
12:24 | FAILURE | I really need a new audio cable, that much is clear! |
12:23 | TEST | Well! Let's see how things are now, then, eh? |
12:23 | GENERATION | Done! |
12:10 | COSMETIC | That should fix the dominance issues the map has |
12:10 | GENERATION | Generating new dominance table for the Grass Plains... This already bothered me for awhile |
12:08 | BACKUP | A small backup before the next operation (this can easily go wrong, although I don't expect it to). |
12:07 | FIXED | Death Cap issue |
11:52 | FAILURE | Crash Death cap enemy not found? Yeah, right! |
11:51 | TEST | I'm gonna test on up to Azquakunda prison.... After that I'll hop over to Star Story -- The next setup will be to get the music dungeon done, which is a New Game+ only dungeon indeed.... |
11:49 | CLOSED | |
11:48 | CONFIRMED | #256 is indeed fixed |
11:34 | TEST | But I gotta test that out! |
11:33 | FIXED | I think I fixed #256 |
- = 1 Oct 2020 = - | ||
15:56 | STATUS | I will address this on the first session here.... |
15:55 | BUG | Issued as #256 |
15:53 | NOTE | This is a later concernt, but it must be fixed asap |
15:53 | BUG | Jennifer will already activate the Dark Storage before that event should happen! |
14:56 | TEST | Let's resume the test, shall we? |
14:54 | STATUS | Some real-life stuff forced me to stop my test halfway |
11:22 | STATUS | Today I am, as far as Dyrt is concerned planning to test the Black Dragon Cave, and the Naked Rocks... After that my attention will (unfortunately) go back to Star Story as the ZoneAction routines will then have to be taken care off. Since I'm most of all planning to just copy and adept the same routines I used for Dyrt, this should not be a serious thing, but hey, I've seen crazier things gone wrong, already.... |
11:19 | STARSTORY | Well, the Dijkstra cockroach appears to be squashed |
- = 30 Sep 2020 = - | ||
22:31 | STUPIDITY | Sorry, wrong devlog! |
22:30 | CHECKED | I've done a blockmap check |
21:29 | BACKUP | Running |
15:25 | CLOSED | For now this means I'll close #210 - However later tests can still get in my disfavor... |
15:25 | STATUS | As far as I can see now the issue appears fixed |
15:06 | TEST | Take II (I was not hoping to go for his, but I guess I must!) |
15:06 | FIXED | Code typo |
14:59 | TEST | Let's see! |
14:59 | STATUS | If still no good, I'll get into this later! |
14:58 | FIXED | I think I fixed the issue for real this time, however I cannot be 100% sure, so a test is in order |
1:32 | STATUS | And more work, next time! |
1:32 | BACKUP | Running! |
0:39 | STATUS | #210 is NOT fixed.... Further inspection here comes later.... The clock is not on my side now.... |
0:17 | TEST | So Another test then! |
0:17 | CHECKED | As far as I could check the code, the puzzle counting as solved was NOT bugged and that could only lead to all the more confusion of people wrongly picked flask #5 |
0:17 | FIXED | And there I fixed it as well, well I think |
0:17 | BUG | Now the same bug was also there at the revelation |
0:08 | TEST | At least I can make sure my measure doesn't crash the game, hahaha! |
0:08 | FIXED | I think I fixed #210, however as it's flask #5 now that is poisonous I cannot properly test this so future tests that take place when I get into the easy and the hard mode are hopefully more succesful |
- = 29 Sep 2020 = - | ||
23:51 | TEST | I wonder |
23:51 | ANALYSIS | May it be possible that 2 flasks were not poisonous in my last test or that I still missed one memo? |
23:47 | BUG | Yup! That's bug #210 - This SHOULD be an easy fix, but I've seen crazier things by now |
23:46 | CLOSED | |
23:45 | CLOSED | |
23:43 | BUG | Now I do remember a bug to be present in the poison puzzle of the Green Dragon's lair, so I need to investigate that |
23:43 | CONFIRMED | As far as I can check, everything is in order as far as the White Dragon's Lair is concerned |
23:12 | TEST | I'll get into testing the two Dragon Caves in the hidden forest now |
23:10 | STARSTORY | Stuff done here... The next stuff is too complicated to get on at this time, but I didn't yet get into testing here, so I guess that's what I'll do ;) |
- = 28 Sep 2020 = - | ||
18:52 | STATUS | And that will end my work for today.... The system maintenance here is not yet complete, so it's the better way to go anyway, perhaps, based on how things go I may work on Star Story tonight or test a few more dungeons, but everything is really uncertain now! |
18:52 | STATUS | Everything appears to be working now |
18:12 | TEST | Take V |
18:12 | FIXED | Illegal class member usage |
17:39 | TEST | Take IV |
17:39 | FIXED | Moar fixes |
17:27 | TEST | Take III |
17:27 | TODO | Coffee |
17:26 | FIXED | Wrong class |
16:08 | STATUS | I need to take a break, though, but while I'm taking a break, I'll make bob (my build program) run, so I can start immediately when I get back |
16:07 | FIXED | I think I fixed that |
16:07 | BUG | Neither arrow appears |
15:56 | FAILURE | And now that my computer lags due to the backup + defrag this can take a loooooooong time! |
15:56 | TEST | Take II |
15:56 | FIXED | Minor fix |
15:43 | TEST | Take I |
15:43 | STATUS | We do, of course, never know if this works until it's been tested, so here goes |
15:42 | SCRIPT | The scrolling itself should now work |
15:41 | SCRIPT | Hover effect |
15:31 | SCRIPT | the Scroll arrows should appear but only if scrolling is applicable |
15:11 | TECHNO | I guess having a backup tool and a defragmenter running at the same time is a bit of a bad idea... My computer now lags like crazy |
15:11 | CONFIRMED | That works |
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