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 |
20:16 | TEST |  Take XVIII |
20:15 | DEBUG |  Added a few debug lines to get some clarity |
20:14 | COCKROACH |  Actually THIS tag is in order! |
20:14 | BUG |  Impossible error |
20:10 | TEST |  Take XVII |
20:10 | FIXED |  SIIIIIGH! |
20:05 | TEST |  Take XVI |
20:05 | FIXED |  Code typo |
20:00 | TEST |  Take XV |
19:55 | LAZY |  Second way to call things |
19:51 | FIXED |  Illegal class usage |
19:49 | TEST |  Take XIV |
19:49 | FIXED |  And I also forgot to reset the music after Rebecca's introduction |
19:49 | FIXED |  Oh wait, it's there... I only called it the wrong way |
19:44 | STATUS |  Right... ALmost there... I only forgot the alternate music calls, which this dungeon uses, as the start music differs based on if you've been there before... or not |
19:40 | TEST |  Take XIII |
19:40 | FIXED |  Another Math error |
19:38 | TEST |  take XII |
19:38 | FIXED |  Math error |
19:35 | TEST |  Take XI |
19:35 | POWERSHELL |  How much more time do I have to do that? I wonder? |
19:34 | NALA |  recompiling |
19:33 | LAZY |  I don't wanna talk about it, but it'll save me issues |
19:28 | TEST |  Take X |
19:28 | FIXED |  GRRR! |
19:26 | TEST |  Take IX |
19:26 | FIXED |  Config |
19:24 | TEST |  Take VIII |
19:23 | FIXED |  Illegal Method Call |
19:22 | TEST |  take VII |
19:22 | FUCKYOU |  I forgot to save |
19:20 | TEST |  Take VI |
19:20 | SOLVED |  Aha! |
19:14 | FUCKYOU |  WTF? |
19:13 | TEST |  Take V (I'll count on) to see if everything's in order! |
19:13 | LINK |  Link established |
19:11 | TODO |  Now to really chain to the exam ruins peeps..... |
19:10 | CONFIRMED |  FINALLY! |
19:09 | TEST |  take IV |
19:09 | FIXED |  I think I fixed the link to the exam event |
17:55 | STATUS |  It's 6 o' clock and time for the news! |
17:55 | FIXED |  a few blockmap issues |
17:53 | MYSTERY |  The data inside Kthura gives me a different picture though |
17:52 | BUG |  The other exit howerever gives blockmap issues, and therefore doesn't work |
17:51 | CONFIRMED |  Irravonia going into protest when you leave the forest on the wrong end works |
17:45 | STATUS |  With these silly errors things go fast.... The woe of missing a syntax checker in your editor... oh well... |
17:44 | TEST |  Take III |
17:44 | FIXED |  Missing "end" |
17:43 | TEST |  Take II |
17:43 | FIXED |  Unfinished string |
17:39 | FUCKYOU |  Sigh! |
17:39 | TEST |  Take I |
17:35 | DONE |  I've created some extra map stuff which will allow me to chain forward and also to block leaving the bushes the wrong way when you have not yet been in the Exam Ruins. |
17:34 | DONE |  Real life stuff (sorry) |
15:03 | NOTE |  The WorldMap won't be available till chapter 2, so you can understand how important it is, this is done right from the start. |
15:03 | SCRIPT |  I've set up a quick metatable to handle the worldmap... For now all it does it (forcefully) throw errors, but that way I can at least make sure I can script the world map in already without having to deal with unknown identifier compiler errors from nil, and that saves me tons of trouble later.... |
14:57 | SCENARIO |  Please don't go -- Triggers when you leave the west bushes on the wrong side (that is, when this is all scripted) |
14:30 | FAILURE |  Something went wrong here... and I wonder why |
14:30 | SCENARIO |  renamed to make sure the naming is right |
14:29 | SCENARIO |  Some auto conversions have been done |
14:29 | CONFIRMED |  that appears to be the case indeed |
14:27 | FAILURE |  But stuff is once again not right here (that or maybe it calls of the outdated scenario editor) |
14:26 | TRANSFER |  I transferred the scenario to start the exam ruins |
14:12 | TODO | |
14:04 | ACHIEVEMENT |  Always look on the bright side of life |
13:46 | SCRIPT |  The music start up for this particular dungeon has been scripted... This to prevent some unneeded music loads and hearing things you don't want to be heard yet... Rebecca is one of the few characters who has her own theme song (because it was back then hard to get things fully spoken through with the musician (and him underestimating the scope of the original project) Rebecca and Rondomo were the only two characters who actually have music themed to them... There originally were plans to have all playable characters and important key characters have their own theme song, and if this wasn't a low budget project (The budget was so can't get any lower than that) that would have happened.... C'est la vie! |
13:43 | NOTE |  Yes, Irravonia will temporarily leave the party here, but that's not really relevant, that's only one command to get her out and one more command to take her back in... It's the fact that Rebecca comes in for the first time that matters now.... |
13:42 | CHARACTER |  I've set up some start up configuration for Rebecca who'll join the party upon entering the Exam ruins |
0:45 | STATUS |  I'll only end this session for tonight! |
0:45 | TEST |  And I had to redo a lot on this department in the process, but I'm glad I did it now, as the longer I delayed this the more I'd have to redo, so this was a good thing.... |
0:44 | FIXED |  stuff |
0:06 | CHARACTER |  Made sure the resistances of Eric and Irravonia are all correct! |
- = 18 Nov 2019 = - |
23:33 | DONE |  Put status resistances visible |
21:13 | TEST |  And now to test if the elemental resistances appear in the field menu |
21:13 | VERIFIED |  Which also appears to be the case! |
21:13 | TEST |  Checking if Rebecca's theme is properly aliassed |
21:10 | VERIFIED |  Which appears to be the case |
21:10 | TEST |  Checking if the Exam Ruins music is properly aliassed |
21:08 | DONE |  In the field menu the elemental resistances are now shown |
20:27 | ART |  Zack |
19:22 | MAP |  The starting room of the Exams ruins has been added |
18:00 | JCR6 |  Music aliasing for Rebecca's Theme (by Widzy) and Spy vs. Spy (by Matt McFarland) |
17:50 | TRANSFER |  I've transferred the exam ruins textures |
17:49 | RESULT |  RIGHT! |
17:49 | TEST |  Take XV |
17:34 | EXPERIMENT |  Let's try this... |
17:34 | RESULT |  Looking good.... |
17:32 | TEST |  Take XIV |
17:31 | FIXED |  I hope |
17:31 | COCKROACH |  Bad luck! |
17:31 | TEST |  Take XIII |
17:27 | EXPERIMENT |  Let's try to play it dirty, then.... |
17:27 | MYSTERY |  For some reason the mouse button is not accepted |
17:24 | TEST |  Take XII |
17:24 | DEBUG |  Let's find out! |
17:24 | HUH |  Impossible!!!! What the fuckis going on here! |
17:19 | TEST |  Take XI |
17:19 | FIXED |  Moar syntax errors |
17:16 | TEST |  Take X |
17:16 | FIXED |  Syntax error |
17:14 | TEST |  Take IX |
17:09 | INVESTIGATION |  This way I can (hopefully) figure this out! |
17:09 | DEBUG |  Extra line must provide answers |
16:53 | COCKROACH |  WTF? |
16:51 | TEST |  Take VIII |
16:50 | FIXED | issue? |
16:48 | TEST |  Take VII |
16:48 | FIXED |  "end" error |
16:46 | TEST |  Take VI |
16:46 | SCRIPT |  Improvised scroll of achievement overview |
16:34 | DONE |  Some real life stuff.... Yeah, that is also always an issue, eh? |
14:47 | JUDGMENT |  Right-o... And what I need now is a way to scroll, and that ain't easy.... Scrolling itself ain't the problem.... But a good way to implement it into the UI without ruining it.... :-/ |
14:44 | TEST |  Take V |
14:44 | FIXED |  No decimals needed! |
14:44 | FIXED |  Crash due to syntax error |
14:43 | TEST |  Take IV |
14:41 | FIXED |  Obtained achievements will now be properly noted as such |
14:36 | TEST |  Take III |
14:36 | COSMETIC |  Alignment error |
14:35 | COSMETIC |  Fix on the description coordinates |
14:34 | JUDGMENT |  The basic setup works, but there are some cosmetic issues.... |
14:29 | TEST |  Take II |
14:29 | FIXED |  Case Error! |
14:23 | TEST |  Well... I guess I'll have to see if it works... |
14:23 | LINK |  And I've set the link code |
13:51 | DONE |  I've set up the achievement overview.... |
0:46 | STATUS |  See ya! |
0:46 | STATUS |  Tomorrow it's planned to make a start to the Exam Ruins, and hopefully also the achievement overview screen in which the Field Menu flow and the achievement sub have to co-work with each other. Sounds harder than it is, though.... |
0:45 | STATUS |  Time to end this session for today... I need to gain some calmness before I go to bed... |
0:44 | CONFIRMED |  The debug data looks about right |
0:43 | NOTE |  All I can test is if these achievements are read well by the auto-achiever, however I cannot check if they work yet, as getting enough money for that will take awhile.... (duh!) |
0:35 | ACHIEVEMENT |  Who wants to be a millionaire? |
0:35 | ACHIEVEMENT |  I'm filthy stinking rich! |
0:35 | ACHIEVEMENT |  Welcome to Ferringinar |
0:34 | ACHIEVEMENT |  If I were a rich man! |
0:34 | ACHIEVEMENT |  Money! Money! Money! It's so funny! In a rich man's world! |
0:20 | ACHIEVEMENT |  She was hard for the money! So hard for the money! |
0:20 | ACHIEVEMENT |  Young man! There's a place you can go, I said: young man, when you're short on your dough! |
0:08 | CONFIRMED |  Confirming the fix in the process... |
0:08 | GAMEJOLT |  Now GameJolt has a nice notification system, so I could very easily see that I got this achievement on Game Jolt now |
0:05 | TEST |  Take XI |
0:05 | SOLVED |  I think I got it.... The achievements were handled by a different VM and the pointers didn't transfer... I made them static (as the API calls weren't supposed to call them directly anyway) and that should make all values equal to all VMs.... |
0:03 | MYSTERY |  The log is clear on it... the login was succesful and the User record was created and its pointer properly assigned... So WHAT THE HELL WENT WRONG HERE? |
- = 17 Nov 2019 = - |
23:59 | TEST |  Take X |
23:59 | MYSTERY |  Can we solve this? |
23:59 | NOTE |  in other words, the pointer is assigned.... |
23:58 | DEBUG |  An extra debug line must now provide an answer, because as I thought what I type below was TOO OBVIOUS |
23:56 | INVESTIGATION |  The most logical explanation could only be that after checking if a user exists, the pointer was never pass to the required variable.... But that would be too obvious, I guess... |
23:55 | FAILURE |  It claims there is no user set.... Which is of course odd, since there has been a user check, so what the hell is going on here? |
23:52 | NOTE |  this is still take IX.... Since there are no crashes and the stuff I need to test takes longer, this is a longer take than usual... that's all |
23:52 | TECHNO |  I've set a savegame just 1 kill away from the first kill based achievement... That makes testing easier |
23:50 | MYSTERY |  But WHY? |
23:50 | GAMEJOLT |  It's just something between the game and Game Jolt where it goes wrong |
23:50 | CONFIRMED |  At least the autochecker works the way it should |
23:46 | NOTE |  And that was about time! |
23:45 | TEST |  Take IX |
23:45 | STATUS |  I hope this works things out |
23:45 | POWERSHELL |  Let's FORCE it then.... 
|
23:43 | MYSTERY |  Why? |
23:43 | NOTE |  Oddly enough that didn't do the synchronisation any good |
23:42 | VISUALSTUDIO |  debug synchronisation |
23:42 | VERIFIED |  Stuff looks fine now.... |
23:41 | BUBBLE |  Another rebuild perhaps to make sure all linking is cool |
23:39 | GENERATION |  NEG generation |
23:39 | STATUS |  Almost there! |
23:38 | JCR6 |  Now rebuilding the game itself |
23:37 | JCR6 |  Music build done |
22:16 | JCR6 |  As a made the directory empty I'll rebuild everything.... Including the music file and that's a time eater, so hang on |
22:15 | POWERSHELL |  I'll backup stuff and start on a clean directory.... There is something definitely wrong here... |
22:13 | FAILURE |  There's a lot to do around the "Negative" |
22:12 | FAILURE |  For some reasons there is very much trouble with the neg data |
22:05 | TEST |  And Let's take VIII |
22:04 | VISUALSTUDIO |  Back to my full debugging environment |
21:54 | FIXED |  Scen_Achievement not correct |
21:53 | FAILURE |  Contacting Game Jolt still won't work, and this time no init is no excuse |
21:48 | TEST |  Take VII |
21:46 | FIXED |  Wrong boolean formula on the check |
21:45 | FIXED |  Auto-reference not set well.... |
21:07 | TEST |  Take VI |
21:07 | FIXED |  Debug crash |
21:05 | TEST |  Take V |
21:05 | FIXED |  And a few dominance issues now that I needed to run Kthura anyway |
21:04 | FIXED |  Crash on "Stong Goblin" |
21:00 | TEST |  Take IV |
21:00 | FIXED |  Code typo |
20:57 | TEST |  Take III |
20:57 | DONE |  Put in the check for auto-achievements in the field and in the combat flows |
20:55 | STUPIDITY |  HOLD THE SHOW!!! I forgot a few VITAL things! |
20:52 | TEST |  Take II |
20:52 | FIXED |  Conflict with older MyData version |
20:49 | TEST |  Take I |
20:49 | DONE | #81 -- But I do need to test it first |
20:26 | GITHUB |  WOW!!!! MyData was a vey much behind on stuff.... |
20:24 | STUPIDITY |  That was I had an open session I needed to close first... That's done! |
20:23 | FAILURE |  Compilations fails though... |
20:23 | DONE |  I've set a "do" and "end" in the mydata exports.... This should make sure the "ret" local conflict stops |
20:19 | DONE |  Kill counter.... Also needed for the automated achievements or at least for the kills related ones |
13:48 | STATUS |  but that comes later as I'm out of time now! |
13:48 | GITHUB |  Moved #47 to the process collum |
13:46 | GITHUB |  Update |
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