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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 |
14:50 | FIXED |  Fixed that |
14:50 | STUPIDITY |  Request put in wrong Map Script source file.... |
14:50 | SOLVED |  Ah |
14:42 | TEST |  Take VI |
14:42 | FIXED |  Syntax error |
14:42 | EXPERIMENT |  Let's try this |
14:14 | STATUS |  I first need to do a few real life things, and then I'm gonna investigate why |
14:13 | COCKROACH |  But the actual chain I created is being ignored.... |
14:09 | TEST |  Take V |
14:09 | VOID |  Well, dirty code straight from hell should do it then.... |
14:09 | FUCKYOU |  SEE ARE AYE PEA! |
14:04 | TEST |  Take IV |
14:04 | FIXED |  Case error |
14:00 | TEST |  Take III |
14:00 | FIXED |  Lack of self in library |
13:55 | TEST |  Take II |
13:55 | LINK |  Really another #use needed? |
13:25 | TEST |  Time to start Take I |
13:22 | STATUS |  Meaning that everything is at the ready to start testing stuff now, but this is gonna take some time to get fully right I fear.... Or will complex things take less time than easy things (don't remind me of that nightmare yesterday, night... It still haunts me)..... |
13:21 | MAPSCRIPT |  And I've called this link from the constructor of the Red Dragon Cave's MapScript |
13:20 | LINK |  The link code has been written, which allows me to link KettingKaart to the mapscript in which I need it |
13:16 | NIL |  The library itself has been written, but not yet been tested |
12:58 | CONFIRMED |  And that works the way it was intended |
12:57 | SKELETON |  All it has is a constructor now, but hey, gotta start somewhere |
12:57 | LINK |  Field flow must now be able to import this skeleton module |
12:55 | CONFIG |  Extra config to my Bubble Builder configuration |
12:47 | NOTE |  I worked this out differently from what I normally do, so I need to test things out more thoroughly and I need to write additional scripting... I gotta note also that I am also obligated to write an extra library for this... I chose to do that, in stead of a mapscript so I can more easily recycle this script in other games as well, even in other duneons.... |
12:45 | MAP |  Area 002 Red Dragon Cave |
0:02 | STATUS |  Well! Catch ya later, folks! I'm tired... Tomorrow is another day, eh? |
- = 28 Dec 2019 = - |
23:50 | STATUS | FINALLY!!!! |
23:44 | TEST |  Final test.... please? |
23:44 | FIXED |  Missing start characters |
23:41 | VOID |  All crashes voided |
23:37 | TEST | |
23:37 | VOID | |
23:37 | FUCKYOU | |
23:37 | FUCKYOU | |
23:37 | FUCKYOU | |
23:33 | TEST |  And I am dead tired of these stupid errors now! (the number of reasons why so many tests are needed is ZERO! The fact that I had to use so many tests is really beyond me). |
23:32 | VOID |  You can't fix what ain't broken, but you can void it |
23:32 | FUCKYOU |  Engine giving me nonsensical errors |
23:19 | TEST |  ......... |
23:19 | SASKIA |  Base script for Red Dragon's cave (sigh!) |
23:14 | TEST |  HOW MUCH MORE FOR A SILLY THING LIKE THIS??? |
23:14 | FIXED |  SIGH! |
23:10 | TEST |  Again! |
23:10 | FIXED |  Forgotten group |
23:06 | TEST |  Let's roll 'em, boys! |
23:06 | MAP |  Start room red dragon cave |
23:06 | FIXED |  Respawn re-initiate |
22:58 | TRANSFER |  Dragon cave tiles (for all four dragons) |
22:58 | VOID |  I've set the copier to void that |
22:57 | UNDESIREABLE |  Errors on deleted stuff in original |
22:47 | CONFIRMED |  All the pre-new-map stuff appears to be working |
22:43 | TEST |  Take II |
22:43 | FIXED |  SASKIA syntax error |
22:40 | TEST |  But I can test up to that moment, so let's go! |
22:39 | STATUS |  I can put this to the test a little, although the game will crash upon loading the red dragon cave, since that dungeon does not yet exist (how obvious) |
22:38 | SASKIA |  Scripted it all out |
22:38 | MAPSCRIPT |  To Dragon Cave |
22:32 | MAP |  Sub Hub Dragon Crack Forest |
22:24 | TRANSFER |  Crack |
22:09 | VOID |  Ah, white line bug in my way.... If I could only get that fixed..... (GRRRR!) |
21:54 | FIXED |  Syntax error |
21:46 | CHARACTER |  I've configured Eric's fire spells, since the first dungeon will allow him to unlock those.... |
21:39 | STATUS |  Well, ready to go to the next stage |
21:22 | TEST |  Take IV |
21:22 | FIXED |  Flame Wand didn't work the way it should |
21:20 | CONFIRMED |  Rebecca's scare works |
21:09 | TEST |  Take III |
21:09 | FIXED |  Illegal class usage |
20:58 | TEST |  Take II |
20:58 | VOID |  Bug |
20:52 | TEST |  Well, as I go into testing area 003, I can test Rebecca's action in the process (I hope) |
20:42 | WIKI | |
20:24 | CHARACTER |  I've activated Rebecca's personal action |
20:12 | ART |  Rebecca's Personal action button |
20:08 | FIXED |  Sword tier 2 had issues |
19:15 | TEST |  Let's put things to the test.... (And this may take awhile due to an earlier mistake of mine... Nothing in the programming, rather a gameplay issue during the test play, hahaha!) |
19:13 | STATUS |  That will be the last "official" floor, as the "final" floor will only be a scenario hub to get you into the red dragon cave |
19:12 | MAP |  Area 003 Dragon Crack Forest |
18:42 | STATUS |  With this, I can move on to the next leg of the game's production |
18:34 | FIXED |  YUP! ALL IS WORKING NOW!!!! WHOOHOOO! |
18:23 | TEST |  Take X can now really begin! |
18:22 | STATUS |  So I'm ready now.... |
18:22 | DONE |  And I had my dinner... A delicious Asian spring roll |
18:21 | STATUS |  Okay, that was that |
17:56 | STATUS |  And engage into test X... well that is... if if wasn't around 6 and time for the news.... |
17:56 | NALA |  Recompiling NALA |
17:55 | FIXED |  I fixed that |
17:55 | SOLVED |  The evil lies in the way the data was generated by the underlying NALA API |
17:49 | TEST |  Take IX |
17:49 | DEBUG |  An extra line must tell me if the reset is completely ignored or not, as it seems very much like it! |
17:42 | TEST |  Take VIII |
17:42 | FIXED |  Wrong var |
17:29 | TEST |  Take VII |
17:29 | EXPERIMENT |  Let's see what happens if..... |
17:04 | STATUS |  If I can still get some around this time... :-/ (But I hate molded bread) |
17:04 | TODO |  Before I'm going to take a look why that is, I first need to refill my break stock |
17:03 | BUG |  The stat isn't properly reset |
17:02 | STATUS |  Almost there... No more crashes, but.... |
16:30 | TEST |  Take VI |
16:29 | FIXED |  Syntax error |
16:26 | TEST |  take V |
16:26 | FIXED |  Recalc definition error |
16:17 | TEST |  And into take IV |
16:17 | VOID |  I voided that |
16:11 | TEST |  And move on to test II |
16:11 | NALA |  So I gotta compile this shit all over again |
16:10 | NALA |  Yup, gotta compile the entire shit all over again as the linking script is embedded in the NALA engine (to save me time) |
16:10 | FIXED |  Code typo in the NIL link code |
16:05 | TEST |  Take I |
16:05 | STATUS |  I mean it! I'm gonna need it... I'm afraid! |
16:05 | STATUS |  Time to wish me luck |
16:03 | NOTE |  Older savegames will NOT take effect in this.... Too much trouble to get it right and only asking for bugs |
16:02 | SCRIPT |  This should recalculate all stats ever re-equipping |
15:55 | POWERSHELL |  So my script can run, as I won't get to full test work anyway |
15:54 | NALA |  must be recompiled as a result of course |
15:54 | LINK |  So that should link all together now |
15:54 | BUBBLE |  NIL link code |
15:48 | BUBBLE |  API for RPG read out now has a stat iterator for foreach kind of requests |
15:36 | FIXED |  Irravonia not noted as somebody who could equip the Flame Wand |
15:30 | FIXED |  Flame Wand is NOT a consumable, but a weapon! |
15:13 | DONE |  And I've replaced the light bulp in the hallway of my appartment... Was about time too |
15:13 | CONFIRMED |  It works |
13:50 | TEST |  And AGAAAAAAAAAAIN! |
13:50 | FIXED |  C-string-format error |
13:44 | TEST |  And Agaaaaaaaaaaain! (yawn) |
13:44 | FIXED |  Syntax errors bij de vleet |
13:33 | TEST |  And again! |
13:32 | FIXED |  Another syntax error |
13:23 | TEST |  Again! |
13:23 | FIXED |  Syntax error |
13:23 | DONE |  Taken a shower, prior to the test |
12:23 | TEST |  Let's first see if this works |
12:23 | NOTE |  The stats will NOT yet be recalculated, though.... That will be the next step! |
12:22 | DONE |  I've made it posible to change equipment now |
11:31 | CONFIRMED |  Yup! That does it! ;) |
11:26 | TEST |  And NOW I'll go into take III |
11:26 | FIXED |  Case Error! |
11:26 | SOLVED |  I found the issue |
11:26 | NOTE |  HOLD IT! HOLD THE SHOW!!!! |
11:21 | TEST |  Take III |
11:21 | DEBUG |  And I added an extra help line hoping it can tell me why |
11:21 | BUG |  Who can equip stuff is being ignored |
11:18 | FIXED |  Jewels not properly marked |
11:13 | TEST |  Take II (can you believe that?) |
11:13 | FIXED |  One comma.... ONE FUCKING COMMA! |
11:08 | TEST |  Let's put that to the test! |
11:07 | DONE |  I've made the autohelp tell you who can equip a certain item, and who cannot |
11:01 | NOTE |  Does nothing yet, only a few linkups that will allow me to make this possible |
11:01 | SKELETON |  Item usage in the field |
10:59 | FIXED |  Shanda's portrait fixed on the GJ Site |
1:33 | STATUS |  See ya, later! |
1:33 | GITHUB |  Updated |
1:33 | BITBUCKET |  Updated |
1:32 | TODO |  Well, the first thing on my agenda now is item usage outside of battle, and top priority on equipment.... |
1:31 | CONFIG |  Which I also needed to configure some more |
1:30 | BACKUP |  Running |
1:24 | CONFIRMED |  And the JCR6 savegame checkup (the savegames are just JCR6 files in which all files are packed together.... Saves me a lot of loose files for a savegame). |
1:22 | CONFIRMED |  That appears to confirm a few things.... |
1:22 | TEST |  Take K |
1:21 | TODO |  But I must check if the chest will disappear in my savegame |
1:21 | CONFIRMED |  Okay now the chest appears |
1:15 | TEST |  Take J |
1:15 | FIXED |  Case error? |
1:14 | COCKROACH |  Fix ignored????? |
1:08 | TEST |  Take I |
1:08 | FIXED |  And Fixed it |
1:08 | SOLVED |  But I can see how that lie came to be |
1:08 | BUG |  Well all crashes accounted for, but now it claims this does not fall under the casual difficulty setting and THAT is a lie |
1:03 | TEST |  Take H |
1:03 | FIXED |  Now? |
0:56 | TEST |  Take G |
0:56 | FIXED |  I think.... |
0:56 | FUCKYOU |  Crap! |
0:51 | TEST |  Take F |
0:51 | FIXED |  Texture Redefinition failure |
0:36 | TEST |  Take E |
0:36 | FIXED |  Is that all? |
0:30 | TEST |  Take D |
0:30 | FUCKYOU |  and antoher |
0:24 | TEST |  Take C |
0:24 | FIXED |  And more of that |
0:20 | TEST |  Take B |
0:20 | FIXED |  Variable trouble |
0:16 | TEST |  Take A |
0:15 | NOTE |  When saving your game, or when coming back to dungeons you've vistited before opened chests will be gone... This was to prevent needless bugs later.... |
0:15 | SCRIPT |  Treasure chests SHOULD work now |
- = 27 Dec 2019 = - |
23:53 | STATUS |  Now it comes to treasure chests..... |
23:52 | CONFIRMED |  Fix confirmed |
23:31 | TEST |  Take V |
23:31 | DEBUG |  Safety pre-caution against the oversoul counter.... This is not ideal, but it should fix a few things on the short term |
23:29 | FIXED |  Blue Slime can not longer go oversoul |
23:25 | BUG |  Just as I thought, and enemy who was NOT allowed to go oversoul, goes oversoul, for some reason.... |
23:08 | ABILITY |  Cure Disease |
23:06 | TEST |  Take IV |
23:06 | FIXED |  Broken Cash Tag |
22:49 | TEST |  Take III |
22:49 | FIXED |  Illegal class readout |
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