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17:03 | GENERATION |  NEG |
17:03 | TRANSFER |  Shadow Sweeper |
16:49 | FIXED |  And Charge should not have a spellani |
16:49 | CONFIRMED |  Negative healing for undead operative |
16:43 | TEST |  But take IV will need to confirm that |
16:43 | FIXED |  And I think I fixed it |
16:43 | SOLVED |  I think I found the reason of the bug |
16:37 | TEST |  Take III |
16:37 | FIXED |  Code typo |
16:20 | HUH |  NU BREEKT ME DE KLOMP! |
16:13 | TEST |  Take II |
16:13 | DEBUG |  Some extra log features |
16:13 | BUG |  This setup is ignored.... Why? |
16:10 | TEST |  Let's do it again! |
16:10 | FIXED |  Missing area links in map |
16:07 | TEST |  I gotta test this before I close #100 |
16:06 | SCRIPT |  I've been setting that undead enemies will get hurt in stead of healed when using healing on them.... (This does not affect absorbed elements). |
16:03 | MAP |  Area 006 |
15:43 | STATUS |  That all looked good, but that was to be expected! |
15:33 | TEST |  Let's see |
15:32 | NOTE |  And that is why it took so long ;) |
15:32 | MAP |  Area 005 -- And here I damned all the rules Kthura allowed me to damn..... |
11:44 | MAP |  Area 004 |
11:23 | CLOSED | #101 (You won't see that now, as the commit in which I put my closure request has not yet been pushed) |
11:21 | STATUS |  FINALLY! |
11:15 | EXPERIMENT |  Will THIS fix the issue? |
11:08 | FIXED |  All errors accounted for now??????? |
11:04 | FIXED |  DOES IT WORK NOW????? (SHEESH!) |
10:59 | TEST |  Again! |
10:59 | FUCKYOU |  THIS WAY THEN? |
10:59 | FUCKYOU |  GRRRR! |
10:56 | DEBUG |  More console debug possibilities and an existance checker implemented |
10:45 | INVESTIGATION |  The log confirms the attachment of the "Undead" status.... Now what next? |
10:40 | TEST |  Let's see what rolls out! |
10:40 | DEBUG |  I still wonder why the "Undead" status is not being attached so.... A little debug line must gimme an answer.... At least I hope so |
10:37 | FIXED |  The game would have crash on curing statuses |
1:04 | STATUS |  See ya! |
1:04 | STATUS |  Calling it |
1:02 | BUG | #101 -- It's late, so I'll schedule that one in tomorrow... I hope |
0:48 | TEST |  Take IX |
0:48 | GENERATION |  Let's try that again! |
0:47 | FUCKYOU |  The ANYWAY generation has been ignored????? |
0:43 | TEST |  Take VIII |
0:42 | GENERATION |  ANYWAY |
0:42 | DONE |  Temp Undead status.... When #100 is done, I can test that out, but it's too late for today |
0:41 | TODO | |
0:31 | TEST |  Take VII |
0:31 | NOTE |  (With the status changes that is) |
0:31 | FIXED |  I think I fixed that issue |
0:30 | CLOSED | |
0:30 | CONFIRMED |  But at least #99 has been fixed! |
0:29 | BUG |  There's clearly a lot to be done on the status change table |
0:21 | TEST |  Take VI |
0:21 | FIXED |  Graphics issue |
0:17 | TEST |  Again -- Take V |
0:17 | FUCKYOU |  GRRR! |
0:11 | FIXED |  error in foe compiler |
0:06 | TEST |  Take IV |
0:05 | EXPERIMENT |  Let's try this! |
0:03 | BUG |  Not quite |
- = 21 Dec 2019 = - |
23:57 | TEST |  Take III |
23:57 | FIXED |  Declaration error |
23:53 | TEST |  Take II |
23:53 | FIXED |  Syntax errors |
23:50 | TEST |  Take I |
23:50 | STATUS |  Right-o... The moment suprè is about to arrive.... |
23:50 | FIXED |  I think I fixed #99 |
23:41 | CONFIG |  Random encounters for Weniaria's temple |
23:39 | ARENA |  Weniaria |
23:38 | STATUS |  Before I can test this though, there is still work to be done |
23:33 | VISUALSTUDIO |  Foe compiler should now handle this properly, however, actual combat will tell me for sure.... |
23:24 | FIXED |  Config issue in Foe Editor |
23:20 | VISUALSTUDIO |  Loading the FoeCompiler |
23:20 | STATUS |  That takes care of the monster editor and of course of the monsters being undead... however it's not over yet, as I need to prepare the Foe compiler for all this, and that may prove to be problemetic, but we'll see... |
23:18 | FOE |  Skeleton |
23:03 | ITEM |  Holy Water |
23:02 | FOE |  Zombie |
22:58 | LINK |  All checkboxes have been properly linked |
22:47 | TEST |  But still I can run a little test already! |
22:47 | VISUALSTUDIO |  I've set up the checkboxes... However, clickable they are, the database won't take any effect at all... yet |
22:40 | TECHNO |  I also made "Undead".... Technically "Zombie" and "Undead" will be handled the same, however, "Zombie" can be curable with items and stuff and "Undead" won't be... This will make the creation of undead enemies in particular easier |
22:39 | VISUALSTUDIO |  List-up for status changes for a foe to start combat with..... (Zombie will be the most likely one)..... |
22:25 | TRANSFER |  Skeleton |
22:23 | TRANSFER |  Zombie from Star Story |
21:32 | VISUALSTUDIO |  Loaded my monster editor, as a few changes here, are in order! |
21:30 | BITBUCKET |  Updated! |
21:27 | STATUS |  For things to work now, some special measures are to be taken in order.... |
21:27 | CONFIRMED |  Alles ist in ornung jezt |
21:24 | TEST |  Take V |
21:24 | NOTE |  Please? |
21:24 | FIXED |  Fixed for real now? |
21:23 | FUCKYOU |  WHAT THE FUCK!!? |
21:20 | TEST |  Take IV |
21:16 | FIXED |  Blockmap issues |
21:02 | TEST |  Take III |
21:01 | DONE | |
21:00 | TODO |  Natural break! |
21:00 | FIXED |  Missing Exit! |
20:57 | TEST |  Take II |
20:57 | VOID |  !!! |
20:57 | HUH |  ???? |
20:51 | TEST |  Take I |
20:51 | STATUS |  Well I can run a small test to see things work... or not! |
20:51 | LINK |  Linked the switch on area 003 to the door blocking the way to area 004 |
20:50 | NOTE |  I have not yet set the enemies for the random encounters... I first need to test if the rooms work at all, and a few things have to be taken care of! |
20:49 | MAP |  Random Treasures configured |
20:48 | MAP |  Area 003 |
20:48 | MAP |  Area 002 |
19:10 | STATUS |  Hey, everything that works in ONE go, is worth a party! Right! |
19:09 | CONFIRMED |  YAAAY! |
19:07 | TEST |  Take II will serve for that then |
19:07 | CONFIRMED |  First test OK... But I do need TWO tests all the way here, because I need to see how savegames will respond |
19:04 | TEST |  Take I |
19:04 | STATUS |  So let's get to it! |
19:03 | STATUS |  I can however test much other stuff |
19:03 | MAPSCRIPT |  Weniaria should heal you once the temple is restored, however I cannot test that part yet |
19:00 | MAPSCRIPT |  Examining the statue for the first time should open the door, and it should ONLY remain open as long as this mission still goes on.... |
18:59 | MAPSCRIPT |  And thus I made him automatically disappear |
18:59 | MAP |  Priest placed, although he won't appear during this prologue mission |
18:59 | MAPSCRIPT |  Start cleanup |
17:31 | FIXED |  Event link error |
17:08 | LINK |  Linked up the text about the huge statue in the temple |
16:26 | NOTE |  most looks in order, but I got a few things to take care of here, I see.... The old system did support a few things the new system doesn't and that can be bothersome.... Nothing I can't handle at all though.... |
16:25 | TRANSFER |  Scenario tranfer |
14:32 | OFFTOPIC |  Yeah, I know you didn't want to know that, but I'm telling you anyway :-P |
14:32 | TODO |  Shit... |
14:32 | GITHUB |  Updated |
14:28 | FIXED |  Appears to be fixed now.... |
14:26 | BUG |  Somehow it now also hides Brendor's needs, although he has all skill groups (just one) by default.... Hmmmm.... |
14:23 | TEST |  Let's see.... |
14:22 | EXPERIMENT |  I've set up an experimental system to hide, non-obtained magic groups |
13:34 | TEST |  First a small test for a little cosmetic change I did which is easier to test PRIOR to the 'grand fix'.... |
13:33 | BUG |  Unfortunately this still shows missing gods... This spoils a few secrets in Scyndi only, but in Eric's case this would even mean downright spoilers, so I need to set a few things up here.... |
13:33 | STATUS |  This fixes any bugs |
13:29 | TEST |  Let's try this again.... |
13:29 | FIXED |  "nil" error in Scyndi's ability sheet |
13:07 | LINK |  This ability should with the current configuration automatically linkt to Scyndi's character sheet, however as Scyndi's magic group are obscured until a certain moment in the story line, I cannot be sure everything works YET! |
13:06 | ABILITY |  First Aid |
1:56 | STATUS |  All's well! |
1:46 | TEST |  Is Take XVI gonna be the final test for today then? |
1:46 | FIXED |  Label reference error |
1:38 | TEST |  Take XV, and then I'll go to call it |
1:31 | DONE |  One final thing... The Traveler's Emblem has been put in! |
1:24 | TODO |  E> Which will also lead to working out Eric, but that is of lesser importance now.... |
1:23 | TODO |  D> And make sure no conflicts can come from non-activated magic groups |
1:23 | TODO |  C> Work out Scyndi's "First Aid" spell |
1:23 | SECRET |  I will hide the Traveler's emblem in the main hall as a result |
1:22 | TODO |  B> Weniaria unlock door, and make script that way, that it will close again after the dungeon's been completed... So despite the dungeon being open (the main hall then) the moster part will count as a "disappearing dungeon".... |
1:21 | TODO |  A> Statue remark on zone "Awe" |
1:21 | STATUS |  Listing a few things out for myself for the next session |
1:09 | TEST |  Take XIV (At least I don't have to check EVERYTHING now, so that saves me some time) |
1:09 | FIXED |  Transparency issues |
1:06 | FIXED |  A typo in Scyndi's skill list fixed |
1:06 | STATUS |  FINALLY! |
0:55 | TEST |  Take XII then? |
0:55 | FIXED |  Should be taken care of now! |
0:55 | BUG |  For starters, Scyndi's ability screen crashes the game, but I already expected this wouldn't yet work well, as Scyndi does (just like Eric, but there I didn't yet work out his ability config yet, so that's why it didn't matter up until now) not have all her magic groups from the start... This will be a later work out |
0:53 | BUG |  But it's still not yet good |
0:53 | STATUS |  At last no more error messages |
0:48 | FUCKYOU |  Test Take XII |
0:48 | RECOVERED |  Should be recovered now |
0:47 | FUCKYOU |  Nope.... Another issue (which was never possible from the start, but I guess data CAN disappear without a reason) has to pop up |
0:43 | TEST |  Take XI |
0:43 | FIXED |  Did I get all bugs now... please? |
0:43 | FUCKYOU |  When it's not allowed to work, it's not allowed to work, eh? |
0:28 | TEST |  Take X |
0:28 | FIXED |  Scenario substitution errors |
0:27 | FIXED |  Wrong Dungeon reference! |
0:23 | TEST |  Take IX |
0:23 | FIXED |  Syntax error in SASKIA script |
0:23 | FIXED |  Cosmetic issue with Scyndi running out |
0:20 | TEST |  take VIII |
0:20 | COSMETIC |  Camera re-aimed |
0:19 | FIXED |  Illegal function call |
0:05 | TEST |  Take VII |
0:05 | FIXED |  Whatever |
- = 20 Dec 2019 = - |
23:59 | TEST |  Take VI |
23:59 | FIXED |  Conversion error |
23:57 | TEST |  Take V |
23:57 | ENHANCEMENT |  Panic Stations will play when the time comes |
23:57 | OFFTOPIC |  And somebody is playing with explosives outside... They are not Fester Addams... I think... So why are they pretending to be? |
23:56 | MAP |  Placed them in the map |
23:52 | TRANSFER |  Sprites of Scyndi's old man and her tutor |
23:50 | NOTE |  Well, that is what these tests are for, but still.... :-/ |
23:50 | STUPIDITY |  I forgot something important... Dang! |
23:47 | TEST |  Take IV |
23:47 | FIXED |  Another declaration and definition issue |
23:43 | TEST |  Take III |
23:43 | FIXED |  Scenario substitution issue |
23:41 | FIXED |  Not declared |
23:37 | TEST |  Take II |
23:37 | FIXED |  I hope |
23:37 | BUG |  Map link up doesn't work... great |
23:33 | TEST |  Take I |
23:33 | STATUS |  Wish me luck! |
23:29 | STATUS |  Now this SHOULD get the transition from the crypt to Weniaria's temple to work |
23:29 | MAP |  Entrance Hall Weniaria's Temple |
23:14 | SASKIA |  Scyndi start up script |
22:48 | CHARACTER |  Set up the function which will create the Scyndi character at last! |
21:57 | UPDATED |  repository.... On my local system, not yet on github! |
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