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 | ||
10:29 | FAILURE | The failure must lie in Geany... Bob can find things Geany can't.... But which do turn out to be really there... How odd... |
10:28 | TEST | Bob keeps on finding things to build things without need..... |
10:05 | BOB | Increased max size for hashing to 5 MB |
3:06 | FUCKYOU | Oh, fuck it! I'm tired! |
3:06 | BOB | Not yet fully working the way it should, eh? |
2:44 | BOB | Also tied to Anyway (not that I expect to need that tool much, but just in case) |
2:21 | FAILURE | It does appear that somehow the scenario editor can push itself to the background.... This would explain a lot of failed builds and scenario blocks strangly getting back to their old settings.... |
1:29 | BOB | Can now check if a build was a sucess or not |
1:09 | BOB | Updated script to also see Nala being updated |
0:57 | NOTE | This DOES cause some extra crap to be rebuild, but hey, it's all for a good course... At least I wanna think so! XD |
0:56 | BOB | Enhanced with some better checking |
- = 12 Aug 2020 = - | ||
23:35 | NOTE | Although I could with less heath, and I am more and more worried about my sleep with this fucking heath! |
23:35 | TEST | I've done some more testing, but did not lead to any new issues to work out |
22:30 | SITE | Added tag BOB |
22:30 | TEST | I'm putting Bob to the test |
22:03 | NEIL | I've written a small program called "Bob" which is to be used in QuickNeil... You can see Bob as a kind of "Make" (the name Bob is not a coincidence.... Can we build it? Yes, we can!) only written in a way more adequate than MAKE. Make kept on doing stuff even when it was not needed... Bob was written from a different approach! |
14:32 | FIXED | A few more fixups required |
14:29 | INVESTIGATION | Well, that ends this investigation, my dear Watson I hope this solves all issues, but ya can never know for sure, eh? |
14:27 | STATUS | As far as I can tell most achievement appearing illegally were merely not correctly tagged... That should be fixed now.... Now that my current savegame is a bit messed up this is hard to check, but this will have to do |
14:18 | INVESTIGATION | Let's list it out for real now, shall we? |
14:12 | INVESTIGATION | Force log to show more info about now allowed achievements still being listed! |
13:56 | FIXED | Several Syntax Errors |
9:47 | NOTE | I cannot test that right away.... So this is something to be tackled later on |
9:45 | FIXED | Auto-Achievements not supposed to be given in the True Abyss will no longer be given there... |
- = 11 Aug 2020 = - | ||
15:58 | STATUS | And besides... I could use the distraction for awhile.... The project is beginning to bore me, but hey... I wanna finish what I started... |
15:58 | NOTE | As this contains active content things may be a bit harder on me than for the True Abyss, and that's why I made the basics for Neil during the True Abyss.... |
15:57 | STATUS | As soon as this setup for the True Abyss is done I'll focus on the New Game+ |
15:54 | VISUALSTUDIO | I've been working out a good installer... C# is pretty much dependency based I found out to my horror... Well at least now Microsoft can take the blame if the game doesn't work |
15:51 | NEIL | Wasted some time sorting things out for a good editor |
13:58 | NOTE | It's not much... But at least it's something! |
13:58 | C# | I've written a quick editor for Neil.... It also supports NIL (which was used for Dyrt), and SASKIA.... |
- = 10 Aug 2020 = - | ||
21:04 | TEST | And let's see now! |
21:04 | FIXED | System should not ask to "leave town" from the start level |
21:03 | MYSTERY | Magically the changes to the scenario have been undone |
20:44 | TEST | Conchita And the start of a full test to make sure The True Abyss really works! |
20:44 | MAPSCRIPT | Conchita |
20:44 | FIXED | Scenario fixes |
20:42 | MAP | Adaptions for Conchita |
20:41 | SCENARIO | Config adaption |
20:38 | CONFIRMED | The logs tell me that one of the characters will indeed learn their supermove.... Before I can test that if that is absolutely true a few more things need to be taken care of first! |
20:37 | CONFIRMED | Super weapon given |
20:33 | STATUS | Well, that works.... so far! |
20:18 | TEST | TAKE IX |
20:18 | FUCKYOU | Whatever |
20:13 | TEST | TAKE VIII |
20:13 | FIXED | AI error |
20:07 | TEST | TAKE VII |
20:07 | FIXED | ... |
20:07 | FUCKYOU | Oh, crap |
20:03 | FIXED | TAKE VI |
20:02 | FIXED | Declaration issue |
19:59 | TEST | TAKE V |
19:59 | FIXED | Idiocy |
19:54 | TEST | TAKE IV |
19:54 | FIXED | AI configuration |
19:51 | FIXED | Boss reference error |
19:47 | TEST | TAKE III |
19:47 | FIXED | Put that in |
19:47 | STUPIDITY | Forgot Boss Activation zone |
19:43 | TEST | TAKE II |
19:43 | VOID | Some issue in NIL (that is given the circumstances not gonna be fixed anymore) |
19:24 | TEST | TAKE I! |
19:24 | STATUS | Ready to test |
19:24 | CHECKED | A few more checkups |
19:24 | AI | Abyss Guardian |
19:05 | STATUS | Not yet ready to put everything to da test.... I still need to take care of the AI |
18:39 | LINK | Linked these |
18:35 | GAMEJOLT | Game Jolt equivelent trophies |
18:34 | ACHIEVEMENT | And 3 achievement based on your difficulity setting |
18:34 | ACHIEVEMENT | I reject your reality and substitute my own |
17:17 | SECRET | This is needed because his "secret form" will never unlock in the True Abyss |
17:17 | ITEM | A special version of "Blue Moon" for Eric in the True Abyss |
16:46 | MAPSCRIPT | Boss fight can start, but it's not over yet! |
16:46 | JCR6 | Rebuilt Music resource |
16:42 | MUSIC | "Death and Axes" by Kevin McLeod will be used for the Abyss Guardian.... |
16:12 | NEIL | #pure and #endpure |
16:12 | NEIL | Classwise ++ and -- |
- = 9 Aug 2020 = - | ||
23:45 | NOTE | It should be noted this will be second only to Juggernaut, the strongest boss of the entire game.... And no nerfings will be there... Especially given the way the True Abyss is set up with.... |
23:45 | BOSS | Abyss Guardian |
13:17 | NOTE | with that the True Abyss can at least be played now from level 1 till 100, but some more stuff needs to be done before this is completely ready |
12:52 | TEST | All I can do now is testing if everything works, so let's go! |
12:51 | OPTIMIZATION | Adapted to origin (saves memory) |
12:51 | C# | I've set the abyss compiler to automate the animation of the plasma floor.... The effect was asstoundingly good! |
12:45 | NOTE | I've not yet put in the boss for security reasons, as I need to test a few things out first..... |
12:44 | NOTE | Yes, that takes care of all areas, but I'm not nearly there yet! |
12:44 | MAP | Area 100 True Abyss |
12:06 | BUG | NeilProject/Neil#4 (Oh crap!) |
12:05 | NEIL | QuickMeta support |
- = 8 Aug 2020 = - | ||
20:21 | TEST | Take II |
20:21 | FIXED | Put that in |
20:21 | STUPIDITY | Forgot Start Exit Point |
20:09 | TEST | Take I |
20:09 | STATUS | But that is a later concern |
20:09 | STATUS | Yes, when it comes to the not-generated maps, that is the last one before the grand finale.... |
20:08 | MAP | Area 095 |
19:51 | STATUS | Almost there... But some work is still to be done here! |
19:50 | VERIFIED | All the others are in order! |
19:49 | FIXED | Wrong weakness on Thunder Bulupu |
19:49 | VERIFIED | Abilities |
19:49 | VERIFIED | Meta settings |
19:48 | STATUS | Bulupu can easily go wrong, so some extra verifications are in order here |
19:48 | FOE | Bulupu - Wind |
19:46 | FOE | Bulupu - Thunder |
19:44 | FOE | Bulupu - Light |
19:44 | FOE | Bulupu - Frost |
19:43 | FOE | Bulupu - Fire |
19:43 | FOE | Bulupu - Earth |
19:36 | FOE | Bulupu - Darkness |
19:32 | STATUS | You may have guessed it, these are all set up for the Bulupu enemies |
19:32 | ABILITY | Wednesday |
19:32 | ABILITY | Bright Light |
19:08 | ABILITY | Volt's Crash |
19:06 | ABILITY | End of the world |
19:00 | ABILITY | 12 Beaufort |
18:58 | ABILITY | Grand Inferno |
18:55 | NOTE | Not nearly there yet! |
18:53 | POWERSHELL | Datacopy |
18:51 | STATUS | And from here, let's cheat around! |
18:51 | FOE | Bulupu Water |
18:45 | CONFIRMED | That all seems to be in order |
18:36 | GENERATION | Neg versions |
18:36 | ART | Bulupu for all 8 elements |
18:20 | ART | Model for Bulupu |
18:16 | NEIL | Class support ready.... Neil is now ready for OOP |
9:45 | NEIL | Yes that is regardless of the question if the call was static or not |
9:45 | NEIL | I've been setting up the static constructors in Neil.... These will be called when a class is called for the first time |
- = 7 Aug 2020 = - | ||
21:31 | STATUS | Nothing I could do today.... I had some duties elsewhere.... And a broken scooter (3x in a row that thing didn't last longer than a few weeks. |
- = 6 Aug 2020 = - | ||
20:06 | NEIL | Static fields can be declared and read out (not yet be redefined) |
20:05 | NEIL | A start up to classes |
15:25 | NEIL | Class preparational work done |
15:15 | NEIL | My focus lies (for now) on Neil.... I also needed to step away from the game for a little... I'll soon be back though.... |
- = 5 Aug 2020 = - | ||
18:58 | VOID | I managed to make neil "void" that issue, though |
18:56 | FAILURE | Lua "deprecated" this --[[ --[[ ]]for no reason, but it did get me in trouble.... |
14:45 | FOE | Fake Seelah Gandra |
14:45 | NEIL | More Neil work |
9:27 | NEIL | Yesterday, my time was most of all taken up by the produciton of Neil, of which I am now developing the core.... |
- = 3 Aug 2020 = - | ||
23:42 | GENERATION | I use a special generation program for that... Soooo handy! |
23:41 | UPDATED | vUpdate |
23:41 | CONFIRMED | Everything appears to be in order |
23:30 | TEST | Another test then.... |
23:30 | VOID | Issue voided |
23:30 | FUCKYOU | MICROSCHOFT! |
23:29 | FUCKYOU | Who is the idiot at MicroSoft who came up with the idea to use backslashes for directory dividing? |
23:26 | FIXED | code typo |
23:13 | TEST | Let's put that to da test! |
23:13 | MAPSCRIPT | On floor 090 you will now get one of the sealed bosses as the floor's boss. THIS WILL IN NO WAY INFLUENCE WHOSE SPECIAL WEAPON OR SPECIAL MOVE YOU'LL GET ON FLOOR 100 I've also made sure "Hall of the Mountain King" will play when you meet the Mountain Emperor, and the regular sealed boss music when you meet any of the others. |
23:10 | CHECKED | A quick music check |
22:33 | TEST | I can throw in a take IIi, But that won't tell me more about the fake enemies... Oh well |
22:33 | FIXED | Dominance issue with the background on floor 090 |
22:26 | NOTE | None of the fake enemies appeared this time.... Leaving me unable to test if the bug is truly fixed.... I can only hope it is.... |
22:05 | TEST | Take II |
22:05 | FIXED | Case error |
21:56 | TEST | Wish me luck -- Take I |
21:56 | TEST | I gotta test on the way if this did actually fix everything |
21:56 | INVESTIGATION | As I think this is the reason of the bugs on this department |
21:21 | ENHANCEMENT | I've tried to set up a system that can make the AI use a method during the Foe compilation in order to get everything for that foe alone in order |
20:59 | NEIL | The function definition of Neil appears to work now |
0:14 | FUCKYOU | Well I'm tired to FUCK YOU ALL! |
0:13 | FUCKYOU | The computer keeps bringing up one excuse after another to make 100% sure the HP bug doesn't get fixed in any way.... Now a silly fact... The HP is the first stat in the list that should get altered.... So I wonder what is happening there... |
- = 2 Aug 2020 = - | ||
23:45 | FUCKYOU | Well....... |
23:38 | TEST | Oh well |
23:38 | FIXED | Illegal Method Call |
23:33 | TEST | Well, we'll see.... |
23:33 | FIXED | I think I fixed the HP issue with the fake-enemies |
23:31 | STATUS | Yay! That only leaves me 95 and 100 and then I'm done... |
23:31 | MAP | Area 090 |
21:08 | COSMETIC | Bottom pieces forgotten.... Added now! |
21:08 | FIXED | Non-working exit |
20:35 | TEST | Does that all work? |
20:35 | MAP | Area 085 |
20:09 | TEST | Okay, now? |
20:09 | FIXED | .... |
20:09 | FUCKYOU | I'm tired |
20:04 | FIXED | Parse error |
19:53 | TEST | Let's see.... |
19:53 | CONFIG | Floor 80 boss |
19:20 | FOE | Blauw Slijm |
19:16 | FOE | Fake Rebecca |
17:57 | TEST | Again! |
17:57 | FAILURE | Build failure |
17:54 | NALA | I do need to recompile NALA for this though.... |
17:54 | TEST | Of course... I can never tell if it's fixed... I can only tell if it's not fixed when... it happens again.... Oh well... |
17:53 | FIXED | A few fixes have been applied though.... |
17:48 | COCKROACH | Unfortunately exits out of reach are still possible.... GRRR! |
17:48 | CONFIRMED | the town works |
17:33 | TEST | Okay and NOW we can test something.... |
17:33 | STUPIDITY | How could I be so stupid |
17:32 | LINK | Duncan |
17:32 | SASKIA | Duncan |
17:31 | SCENARIO | Duncan |
17:30 | STATUS | I doesn't end there though |
17:30 | MAP | Tagged all stands on floor 075 |
17:30 | STUPIDITY | Hold the show.... I forgot something important |
17:23 | TEST | But at least I can test stuff out, and at the current status of things... relax my brain in the process |
17:23 | NOTE | The boss enemy has not yet been scripted so that encounter will crash the game, yes! |
17:22 | MAP | In the meantime I did floor 080 for the True Abyss... That is after all an easy thing to do! |
17:22 | NEIL | I've done some work on Neil.... This is however where Neil gets very very complex, so I am by far not sure if this is gonna work |
- = 1 Aug 2020 = - | ||
23:50 | FIXED | Blockmap issue on floor 075 |
23:26 | CONFIRMED | And the missing .negative files are present now! |
23:25 | FIXED | The negger has been fixed.... It would ignore earlier faults due to a a malformed boolean expression.... Sigh..... |
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