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 |
19:44 | COSMETIC |  And I removed "Impassible" from the boss... This will prevent further conflicts |
19:28 | CONFIRMED |  In Visual Studio most stuff works now |
19:23 | TEST |  Take IX |
19:23 | DONE |  I did something that could fix this, but the shit's not over yet, as I may need to adept the Kthura map as well |
19:22 | CONFIRMED |  I think I confirmed the source of all evil |
19:19 | TEST |  Take VIII |
19:19 | INVESTIGATION |  Now for the actual bug I was looking for |
19:19 | FIXED |  FINALLY |
19:16 | POWERSHELL |  So let's use some FORCE! |
19:16 | FAILURE |  It still resfuses to work |
19:11 | FAILURE |  And neither does the powershell cp command for some reason |
19:11 | FAILURE |  RoboCopy doesn't like the Negative file for some reason |
19:07 | TEST |  Take VII will take place from Visual Studio, and hopefully this will answer a few questions |
18:51 | INVESTIGATION |  Though I do have hunch what causes it.... :-/ |
18:51 | DEBUG |  Let's sync with VisualStudio as this error keeps going more and more into the impossible. |
18:27 | COCKROACH |  Still no good? |
17:55 | TEST |  And Take VI can (hopefully) now tell me more! |
17:55 | NALA |  Requires me to rebuild NALA... Should not be needed, but I must pinpoint this issue |
17:54 | BUBBLE |  Detailed Error constructor |
17:28 | CONFIRMED |  The nonsense behind the error is confirmed by the debugger, so now I wonder what it is then... |
17:25 | TEST |  Take V |
17:22 | TEST |  Take IV |
17:22 | FUCKYOU |  RIIIIIIIGHT! |
17:17 | TEST |  Take III |
17:17 | DEBUG |  A tag overview will have to provide some answers |
17:17 | COCKROACH |  still no good |
17:17 | TEST |  Take II |
16:54 | EXPERIMENT |  I hope this voids it (as you cannot fix what ain't broken) |
16:52 | BUG |  WalkTo Target not willing to operate |
16:37 | TEST |  And this justifies a test even though the map the SASKIA script links to doesn't yet exist |
16:37 | SASKIA |  I've set up tons of scripting to set it alright.... |
15:59 | STUDY |  Some old stuff I need now |
15:42 | SCENARIO |  Adaption for post boss scenario |
15:22 | CHECKED |  The transfer appears to be succesful |
15:20 | TRANSFER |  End exam scenario |
15:18 | POWERSHELL |  I've set up a script to speed this all up |
15:14 | FIXED |  And that fixes the issue in the process |
15:14 | VISUALSTUDIO |  So I recompiled this |
15:14 | SOLVED |  Ah, not a bug, but an outdated .exe file.... |
14:46 | BUG |  And I really must fix that bug in the tag counter |
14:46 | TRANSFER |  New ability scenario |
- = 3 Dec 2019 = - |
21:54 | STATUS |  For the short term my focus will be in getting the post-boss script done, which also includes another part in jail... Prologue #3 will still be with Eric, Irravonia and Rebecca and here we'll actually see the first mission in which a part of which the story is going will be shown. This will therefore be quite some work.... During my workout here, I also plan to take care of the abilities, and then the combat engine is done at last... well, for most part, as there are still a few more things to do.... |
21:45 | BACKUP |  Started |
21:43 | BITBUCKET |  Updated |
21:42 | GITHUB |  Updated |
21:38 | STATUS |  And now everything appears to be the way it should be, as I now get the error for the missing post-boss script, which is indeed good, since that script has yet to be written |
21:35 | TEST |  Take VII |
21:35 | FIXED |  Syntax error |
21:32 | TEST |  Take VI |
21:32 | FIXED |  Illegal function call |
21:31 | TEST |  Take V |
21:31 | FIXED |  I hope I fixed them, but I had a few file conflicts, so I need to test this |
21:30 | BUG |  as the game crashes upon a few nasty things that should not happen, so I'm afraid I need it |
21:30 | DEBUG |  I've added the Jack the Ripper mode, which kills off any enemy at one blow... This is for debugging purposes and killing the same boss over and over is gonna eat too much time. |
19:37 | NOTE |  And I have a pizza in my oven, so I may soon have to take a break in order to eat it |
19:37 | TEST |  And now moving on to test IV |
19:36 | STATUS |  That was done after take III which I forgot to announce |
19:29 | BOOST |  And added that to the item drops of the boss |
19:29 | ITEM |  Potion |
19:28 | NERF |  So I lowered the HP of the boss |
19:27 | BALANCE |  Well some balancing is in order |
19:27 | SITE |  Added tag BOOST |
19:24 | SITE |  Added tag NERF |
19:04 | TEST |  Take II |
19:04 | NIL |  Victory for NIL! This was the reason I invented it |
19:04 | FIXED |  Misspelled variable |
18:57 | TEST |  Take I |
18:51 | STATUS |  And not to move things on, and therefore the test count also goes on |
18:51 | DONE |  Healing |
18:31 | ITEM |  Potion |
18:23 | DONE |  Item removal has been added |
16:30 | STATUS |  That worked quicker than I expected |
16:27 | TEST |  Take II |
16:27 | FIXED |  Lack of "self" |
16:10 | TEST |  Take I |
16:10 | NOTE |  Items are NOT yet subtracted in the inventory list, but that will happen soon... that's actually the easiest part to implement |
16:09 | STATUS |  Okay, I can try to test things out, but this is NOT gonna be easy, and I do expect many cockroaches.... |
15:38 | LINK |  I've also set up a linkback to the combat routine once the item has been selected |
15:37 | DONE |  Made sure clicking characters won't take any effect at all when in combat |
14:45 | NOTE |  That brings me far from what it should be, but a bit closer than where I was.... |
14:44 | LINK |  The item selector will pass the data through to the action creator.... |
14:03 | LINK |  And I set that into some linkage code |
14:02 | STUDY |  A small study on a few important things |
11:13 | STATUS |  It works.... |
11:10 | TEST |  Take III |
11:09 | SOLVED |  Got it! |
11:04 | HUH |  That error cannot be possible, so why does it still appear? |
10:59 | TEST |  Take II |
10:59 | FIXED |  Some syntax errors |
10:33 | BUG |  the link appears to work, but I made a few parse errors to the state being linked to |
10:31 | TEST |  And let's see if the little stuff I have works already |
10:31 | LINK |  I did make up a kind of link to the item menu from the combat engine... This does not yet cover everything, but I can at least make a little work-out here |
- = 2 Dec 2019 = - |
21:27 | CONFIG |  I've configured the menus for items and abilities, but THAT was actually the EASY part..... |
21:17 | STATUS |  With the wipe in order, I can now try to see if items are going to work.... This is more complicated than it appears, so it will take me some time.... I already planned ahead, so at least some work is already done before the combat engine was even started on... |
17:51 | CONFIRMED |  It works |
17:46 | TEST |  Take II |
17:46 | FIXED |  An I see why that happened |
17:46 | BUG |  It seems the spawning did not happen the way it should |
17:42 | TEST |  Take I |
17:42 | STATUS |  Well, the only way to test all this is by simply going into combat and to lose on purpose.... |
17:19 | LINK |  But now it is |
17:17 | SCRIPT |  A wipe-out script... This has not yet been linked to the combat routine |
17:10 | KTHURA |  Coord spawn features |
17:00 | SASKIA |  I've build a routine that will wipe all SASKIA sessions terminating them all in the process... The scripts however will not be removed from the memory... Only the sessions |
- = 30 Nov 2019 = - |
23:03 | STATUS |  And now I'm really gonna call it as I'm getting sleepy |
23:03 | MAPSCRIPT |  The scripts should force a reset now, but later tests will have to work this all out! |
23:03 | CONFIRMED |  Good! |
22:55 | TEST |  Let's try out if I'm right or not |
22:55 | FIXED |  I think I fixed that |
22:54 | HUH |  So let's try that again  |
22:53 | HUH |  I do not know (or even WANT to know) why the last "HUH" only shows a blue square |
22:51 | HUH | |
22:46 | TEST |  Well? |
22:46 | FIXED |  Case error? |
22:40 | TEST |  Am I right? |
22:39 | FIXED |  And I think I know why |
22:39 | BUG |  NOTHING happens, at all! |
22:37 | TEST |  Let's see |
22:37 | FIXED |  And a few fixes in that |
22:34 | DONE |  Okay, I've made a start to make sure respawn is set |
20:23 | STATUS |  Well that should do it... see ya |
20:23 | BITBUCKET |  Updated |
20:22 | GITHUB |  Updated |
20:21 | BACKUP |  Is running |
20:21 | STATUS |  But for now I'm gonna call it |
20:21 | STATUS |  This would be a good moment to implement wipe-out and item usage in combat |
20:20 | STATUS |  It works as far as it can work for now |
20:16 | TEST |  Take V |
20:15 | FIXED |  Forgot to "Neg" |
20:13 | TEST |  Take IV |
20:13 | FIXED |  MapText referrence error |
20:12 | TEST |  Take III |
20:12 | FIXED |  Syntax error |
20:10 | TEST |  Take II |
20:10 | FIXED |  Forgotten link mod |
20:08 | TEST |  Take I |
20:08 | NOTE |  The game WILL crash once you defeated the boss... That's because the post boss has not yet been taken care off, and due to the complexity of the stuff that will also be for after the weekend, I'm afraid |
20:07 | DONE |  Yum! |
19:58 | TODO |  Before I'll test this all... First I gotta eat! |
19:58 | LINK |  Linked that all together |
19:53 | SASKIA |  Pre-Boss Script |
19:52 | SCENARIO |  Pre-Boss |
19:47 | BOSS |  Big Tiger |
19:44 | TRANSFER |  Boss Art |
18:51 | CONFIRMED |  It all works! |
18:49 | TEST |  Let's see if that works! |
18:49 | LINK |  Link back to main room |
17:36 | CONFIRMED |  Good! |
17:34 | TEST |  But a lttle test is still in order! |
17:34 | NOTE |  the way will certainly not |
17:34 | LINK |  From lobby to boss room should work now |
17:33 | NOTE |  Not that you can get there yet, as there's still loads of stuff to do |
17:32 | MAP |  I've designed the boss room |
16:12 | TEST |  Take 4 |
16:12 | FIXED |  Illegal function call |
16:07 | TEST |  Take 3 |
16:06 | FUCKYOU |  alright now? |
16:06 | FUCKYOU |  GRRR! |
16:05 | TEST |  Take 2 |
16:05 | HUH |  ? |
16:03 | TEST |  Take 1 |
16:03 | DONE |  If the layer you're in has a number in stead of a name, the number will show |
15:55 | CONFIRMED |  It's ALL in order.... WHOOOOHOOOOO! |
15:52 | TEST |  Take IX |
15:52 | CONFIRMED |  And the data about the switch has been stored as well, however I couldn't yet check if that has the desired result, so one more test (I hope) should confirm that |
15:52 | CONFIRMED |  the door is indeed permanently removed, which was supposed to happen |
15:51 | BUG |  I can tell that the settings of the jewel switches are indeed not counted, however, that is not truly an issue, as that was cosmetic and trying to fix that will ruin more than it actually fixes... |
15:43 | TEST |  Take VIII |
15:43 | FIXED |  Suffice to say, it's fixed |
15:43 | STUPIDITY |  I won't mention this one |
15:41 | TEST |  Take VII |
15:41 | FIXED |  Illegal texture referrence |
15:39 | TEST |  Take VI |
15:39 | EXPERIMENT |  Let's seeeeee...... |
15:38 | FUCKYOU |  GRRR! |
15:37 | TEST |  Take V and let's see what happens next.... |
15:37 | LINK |  That will, by the way I set this up link automatically |
15:37 | MAPSCRIPT |  Switch script |
15:15 | STATUS |  As far as I can check stuff at this moment, everything works |
15:13 | TEST |  take IV |
15:13 | FIXED |  Malformed initiation |
15:02 | TEST |  Take III |
15:02 | FIXED |  Code Typo |
14:59 | TEST |  Take II |
14:59 | FIXED |  Forgotten declaration |
14:56 | TEST |  Anyway, I'm gonna do a test run.... If everything goes as planned I should get an error still, but it will be because a certain mapscript function has not yet been created.... Let's see |
14:55 | NOTE |  I don't think I'll get my Mah-Jong and Card Solitaire stuff up, but we'll see about that later.... |
14:55 | DONE |  I was a bit backlogged on my daily challenges and the next month starts tomorrow..... So I made sure I was up to par with Jigsaw |
13:36 | SITE |  If you really wanna know what is in secret boxes, just mark the text with the mouse (no, I don't know how to do that on a phone... I only use USEFUL devices... Not USELESS ones, so how can I know?) This way you'll never read them accidentally! |
13:29 | SECRET |  Rebecca's line will be by far more informative than Eric's... Just to let you know |
13:29 | SITE |  Added tag SECRET |
13:29 | SCENARIO |  Depending on who you put in the lead, Eric or Rebecca will respond to the switch being thrown... |
13:23 | SCRIPT |  Well the Script-Up code has been written, but it's not over yet! |
13:05 | NALA |  I can compile NALA in the background to take advantage of this while I work out the rest of the script |
13:05 | BUBBLE |  Kthura API has been expanded so manipulating and reading object extra data is now possible |
12:50 | SCENARIO |  Stuck switch |
12:38 | LINK |  I've linked the switch system to the maploader Please note that the system is NOT yet complete and that there's still a lot to do before this system works... For starters, the function (or method since that function is inside a class) referred to is currently empty, so nothing will happen at all when you try to throw a switch, except for Eric or Rebecca walking to it... |
12:18 | FIXED | |
12:07 | JCR6 |  I've protected JCR6 against entries prefixed with a "/".... These will automatically be fixed if encountered in an existing JCR6 file, and even better when creating a new JCR6 file these will be filtered out |
11:32 | MAP |  I've marked the secret passages in the Exam Ruins.... If you get back here later in the game with Merya in your party, she can find them using her personal skill to look for secret passages |
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 |