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 | ||
9:42 | BUG | Does not work at all! |
9:38 | TEST | Take II |
9:38 | FIXED | Forgotten referrence |
9:32 | TEST | Take I |
9:24 | STUPIDITY | And I see I also forgot about Merya's "Smoke Bomb".... Well, I can also put that one in |
9:24 | NOTE | Once this works, I can try the "void" effect, but that will be slightly harder to do |
9:23 | LINK | Put into the ability itself |
9:22 | TECHNO | It seems a bit strange to use the SpellAni for this, but trust me, this was the easiest way to go, as it would be best to make the animation and the effect itself blend in perfectly. |
9:22 | SCRIPT | Blow Away! |
- = 22 Jul 2020 = - | ||
23:04 | TEST | Okay, another go, then.... |
23:04 | VOID | NIL issue |
22:25 | CLOSED | #95 Will be closed on the next push |
22:04 | FIXED | Case error |
21:54 | TEST | Let's see if this all works... |
21:42 | COSMETIC | This will just put more emphasis on things.... |
21:42 | SCRIPT | ChaChing will also sound during buying and selling.... |
21:27 | OPTIMIZATION | ChaChing not reloaded on every cash pickup on the field |
20:58 | STATUS | Tested the sealed bosses in Fruskbrando and Frandarmon's Basement |
19:53 | FIXED | Typo in ability "Lightning" (n after the t was missing). |
19:51 | NOTE | #233 -- Nothing important, but better to take care of it, and should only require to change ONE line of code |
19:49 | GITHUB | I've issued this as #232 to make sure I'll verify this on later tests.... Like I said nothing I can do now.... But future tests will have to help me |
19:45 | VERIFIED | Sugarland is present in the SwapKill config script |
19:43 | FAILURE | For some reason the boss in Sugarland didn't appear... Save game analysis also show me why.... For some reason the "Swap Kill" must have failed here... Nothing I can do about that right now.... Unfortuantely... All I can do is check during the New Game+ check or the easy mode/hard mode check if the boss will appear then..... |
19:01 | FIXED | Should fix a crash in Sugar World in the process |
19:01 | DUMMIED | I've dummied it! Just to make sure |
19:00 | HUH | What secret room? Was this some code lost on a spot where it shouldn't belong? |
18:50 | BITBUCKET | Repo updated |
18:50 | GITHUB | Repo updated |
18:48 | CLOSED | |
18:48 | CLOSED | |
18:47 | COSMETIC | Dominance issue fixed in Xenor |
18:40 | TEST | Take III |
18:29 | FIXED | Fixed that, of course! |
18:29 | STUPIDITY | That was NOT the way to formt hat boolean expression |
18:24 | FIXED | I see.... The blue protection! |
18:21 | TEST | Take II |
18:21 | FIXED | Right, that did not go the way I wanted it.... But let's do it differently! |
18:17 | TEST | Take I |
18:17 | STATUS | Well I need to test this now, don't I? |
17:52 | LINK | I've linked this to the "Looking for Trouble" ability |
17:50 | DONE | I've make it possible for Eric to enforce an encounter when he's looking for trouble... That is if encounters are available in that room. |
17:46 | FIXED | Eric will not longer walk when you press the "Looking For Trouble" button |
16:05 | FIXED | DA FUUUUUUUUUUUUUUUUUUUCK!!!!! |
16:03 | NOTE | Now that I'm on it, I'll test another sealed boss! |
16:02 | CONFIRMED | That works! |
15:58 | TEST | Take II |
15:58 | FIXED | Incorrect class referremce |
15:43 | TEST | Time to test "Follow me"! |
15:41 | GITHUB | Project set up True Abyss |
15:16 | DONE | My trip to the dentist today (my scooter is broken) on foot sapped me of my energy (the weather is killing me), so I needed a break.... |
14:05 | SCRIPT | "Follow Me" |
1:19 | ABILITY | Frost Strike |
0:06 | TEST | For now I'll have to test if the game itself works the way it should, other than this.... |
0:05 | NALA | Recompiling |
0:05 | EXPERIMENT | One can never be sure... It's all experimental.... So overtime I will find out.... |
0:02 | TECHNO | And I also made a small update to TQMG about this.... |
0:00 | TECHNO | Hmmmm.... Maybe I've found the solution.... This is interesting.... |
- = 21 Jul 2020 = - | ||
23:53 | STATUS | I do have an idea that will at least make things take more time before another "Out of Memory" crash is due... It's clear the C# Garbage Collector is not operating the way it should... That or some hidden references untraceable to me appear to linger somewhere. |
22:41 | COCKROACH | Clearly the music is still a critical point and not properly unloaded when it should.... Since I got no other means to force C# to do it (I thought C#'s memory manager was more robust than this, but I clearly over-estimated it, after having worked with BlitzMax... To bad that compiler went down the drain).... I do have a few ideas.... This will not completely eradicate the issue, but at least give me more airspace to breathe.... |
22:23 | EXPERIMENT | And I may have tackled the "Wrong Target" bug that occurs if multiple moves are stacked to be learned |
22:21 | SCRIPT | Empty "Follow Me" Script... I have to prevent crashes here! |
22:14 | STATUS | Not much to test in the Black Prison, so that will be a quick go! |
22:13 | CLOSED | |
22:12 | CONFIRMED | FINALLY! |
21:48 | FIXED | Did I got it now? |
21:38 | TEST | Take IV |
21:38 | EXPERIMENT | I wonder |
21:34 | DEBUG | A few extra debug lines |
21:33 | COCKROACH | This is getting more and more strange.... |
21:28 | TEST | Take III |
21:26 | EXPERIMENT | This time??? |
21:22 | TEST | Take II |
21:22 | FIXED | This time? |
21:21 | COCKROACH | Apparently not! |
21:16 | TEST | Testing 1-2-3 |
21:16 | FIXED | I think I fixed #160 |
20:05 | CONFIRMED | Zero Kelvin works now, though... |
19:55 | FIXED | Blockmap issue |
19:36 | TEST | Take IV |
19:36 | COSMETIC | increase the speed of the thermometer |
19:36 | FIXED | Graphic error |
19:28 | TEST | Take III |
19:28 | FIXED | Illegal Function Call! |
19:23 | TEST | Take II |
19:23 | FIXED | Not a group, Jeroen.... A MODULE! |
19:23 | TEST | Take I |
16:16 | SPELLANI | Zero Kelvin |
16:00 | ART | Termometer for Zero Kelvin |
15:45 | FIXED | Cosmetic fix.... Jeracko Spin did leave some rotation traces |
13:00 | FIXED | Will it work THIS time? |
13:00 | COCKROACH | Fix ignored! |
12:56 | TEST | Take II |
12:56 | FIXED | Wrong object readout |
12:56 | STUPIDITY | IDIOT!!!! |
12:50 | TEST | So let's go! |
12:50 | NOTE | Now I cannot yet test this with Eric, but Kirana can help me! |
12:49 | LINK | Blizzard spellani linked to blizzard spell |
12:48 | SPELLANI | Blizzard |
12:40 | CHARACTER | Aziëlla will learn this ability when she reached Befindo Enchants Level 30 in the easy mode, 60 in the Casual Mode and 90 in the Hard Mode. |
12:39 | ABILITY | Purify |
9:59 | FIXED | So yeah, I can deem this a fix |
9:59 | VOID | Better is when the entire switch menu doesn't even appear |
9:57 | BUG | Now Kirana can indeed not be switched, however when you still try that in combat the game crashes |
9:57 | NOTE | I still got a few issues with Dernor's Will... Once I can fully confirm that works #70 can be closed, at last! |
9:56 | UPDATED | |
9:56 | CLOSED | |
9:55 | CONFIRMED | Kirana's will works |
8:23 | NOTE | THe test will have to wait, though.... |
8:19 | VERIFIED | No aliases in the way, like when Shanda was being scripted |
8:18 | SCRIPT | Kirana's Magic Charge (Kirana gains AP at the start of each turn) |
8:10 | STATUS | Of course, this is gonna take awhile |
8:08 | GAMEJOLT | And as we're on it then, let's put it out right, eh? |
8:07 | POWERSHELL | Written a quite script to update all crap on Game Jolt -- Since the release of the beta is slowly coming close (no "Land Ho" yet, but the moment for that is coming closer), it was handier that way |
0:14 | STATUS | All Cool! |
0:10 | TECHNO | The most annoying bugs are often the most trivial ones, and mostly your code is swamped with those.... |
0:09 | FIXED | Almost there |
0:04 | COSMETIC | And the burn sound will now sound on the right moment |
0:04 | OPTIMIZATION | Sped animation up |
0:03 | JUDGMENT | Almost there |
- = 20 Jul 2020 = - | ||
23:59 | FIXED | Extension error! |
23:53 | FIXED | Missing "end" |
23:46 | FIXED | Illegal Method Call |
23:38 | FIXED | file on the wrong spot |
23:33 | TEST | Corona |
23:33 | LINK | Linked to the spell Corona |
23:32 | SPELLANI | Corona |
23:17 | NOTE | NO! This has nothing to do with a certain virus! |
23:17 | TRANSFER | Corona Art |
22:39 | TEST | Take II |
22:39 | FIXED | Maybe this works better? |
22:33 | TECHNO | The code I used was very extremely DIRTY you know... |
22:19 | STATUS | My next fight against Sheck-Lock will have to show if this all works the way it was intended |
22:18 | LINK | Linked to the action module |
22:13 | FIXED | Characters replaced after being targeted will be purged out of the target chain when the action begin |
22:09 | SCRIPT | Oh no, you don't! |
21:23 | ABILITY | Oh no, you don't! |
21:05 | CONFIRMED | |
21:00 | TEST | #155 - Take III |
21:00 | FIXED | Referrence error |
20:56 | TEST | #155 - Take II |
20:56 | FIXED | Forgotten End |
20:53 | TEST | |
20:53 | MAPSCRIPT | |
19:34 | STATUS | After I had some rest I'm gonna look at #155 |
18:37 | TEST | Well, let's see... |
18:37 | NERF | More chance for poison on Onyx members (except Jeracko who'll remain 100% immune). |
18:36 | NERF | Order of Onyx |
18:29 | FIXED | Missing CANCELCOUNTER scenario in Dark Storage, which can cause Rondomo to crash the game |
17:09 | TEST | Let's see how things go... For now! |
17:03 | FIXED | Merya skill crash on item conservation |
16:55 | STATUS | At least I can continue to work things out outside of VisualStudio now! |
16:54 | VOID | I REFUSE to call the crash on savegame issue fixed.... At least I prevented it from happening again... I hope for a more elegant solution in the future... |
15:09 | BUG | |
15:04 | TEST | I gotta see if stuff works properly |
12:32 | NOTE | Important to note is that this approach does NOT allow me to center or align to the right... Hopefully that's only a small price to pay |
12:17 | EXPERIMENT | I'm doing a little experiment on real-time text... The way I had was very demanding on .NET's memory management, and may even be the reason behind the slowdowns I was experiencing, particularly in combat... |
12:03 | VOID | I think this will have to do, and I guess I'm reliant on Igor Pavlov to get this issue fixed... But since Igor Pavlov has like better things to do, I'll have to take it the way it is.... :-/ |
10:49 | COCKROACH | Still OUT OF MEMORY! |
10:47 | NERF | Kirana nerfed.... She killed my entire party in one blow, which I can never allow! |
9:51 | TEST | Take IV |
9:50 | FIXED | Fixed some occurances |
9:46 | BUG | The many peaks in VisualStudio's RAM usage graphic made me fear that lzma was STILL being used somewhere, down there.... And using a JCR6 file viewer actually confirmed that |
9:20 | TEST | And Take III can start... at last |
9:20 | VISUALSTUDIO | Data in sync once more |
9:16 | BACKUP | No it still isn't done, yet! |
9:15 | BACKUP | The Backup is simply handling tons of data now, so that's the reason behind the lag |
9:12 | GENERATION | I need to re-run all builders, synchronizers and stuff to make sure everything is in order now! |
9:12 | FAILURE | Everything went lagging, so I cannot fully trust the game Data I Have |
9:09 | VISUALSTUDIO | I will finish the test of Kirana's section and Rondomo's section, hopefully in one go, through the VisualStudio debug mode, and I'll save as much as possible to make sure the "Out of Memory" error won't occur now... |
9:07 | VISUALSTUDIO | Data Sync |
9:06 | BITBUCKET | Updated |
9:06 | GITHUB | Updated |
9:01 | CLEANUP | I made a rehaul of the complete IAA folder.... A lot of junk couldbe living there over time, and deleting and regenerating was the only thing I could do to make sure all shit was gone there.... |
8:59 | NERF | As a "reward" though the points you need to gain a level will also increase... haha! |
8:37 | BOOST | More skill exp for using abilities |
8:16 | FIXED | Hyper weakened you in stead of strengthening you |
8:10 | NALA | Recompiling NALA |
7:51 | C# | It pains me, but it's clear I had no other choice. For the time being I've set the savegame feature not to pack at all. Savegames that are still packed will still be readable, since they are simply JCR files, JCR6 will auto-detect any packing. and unpack accordingl. The lzma unpacker is not the problem... the packer is.... Like I said before lzma is notorious for being very RAM unfriendly when packing, but not when unpacking.... |
0:47 | INVESTIGATION | Well, so it seems it *WAS* the lzma compression routine after all that causes me to suffer.... The debug report VisualStudio gave out couldn't be more clear on that matter.... Now meddling with the existing lzma module seems like a bad idea to me, so I'm afraid the best I can do is... accept that I'll have to use non-compression for savegames... |
- = 19 Jul 2020 = - | ||
23:53 | COCKROACH | This should take of those "Auto" crashes |
23:50 | COCKROACH | A crash totally unrelated to the memory issues ruins everything.... AGAIN! |
22:55 | TEST | Take II |
22:55 | TECHNO | This fix did require me to restart the game, also destroying what I set up so far on things... Oh well.... |
22:54 | FIXED | Blockmap issue |
22:54 | TECHNO | It would leave me with two options... either I force the garbage collector to activate after every damn entry saved (I don't like that, but hey, if that is what it takes).... or I strip the lzma compression from the savegames (that would by the way also fasten the savegames).... |
22:47 | BRAINSTORM | I'm wondering if the fact that the save game routine uses the lzma compression method to pack all data that lives in the savegame file is what causes it to collapse.... lzma is notorious for it's huge use of memory usage during packing (and needing almost none during unpacking)... |
22:27 | VISUALSTUDIO | Let's sync this in visual studio and see what will happen if I play on there, as this is really getting on my nerves, and if this doesn't get fixed, the project will be a failure and after all this work... I don't wanna risk that.... |
22:08 | COCKROACH | It's still a complete mystery why "Out of Memory" exceptions are thrown after making multiple savegames, though.... |
20:51 | FIXED | No audio |
20:45 | TEST | Take IX |
20:45 | NALA | recompile to make sure |
20:45 | FIXED | ? Nala version conflict ? |
20:37 | TEST | Take VIII |
20:37 | STATUS | At least all parse errors have been accounted for.... Which counts for something! |
20:36 | FIXED | Inferno had only 1 flame.... Now that's 20 till 50 |
20:26 | TEST | Take VII |
20:26 | NEIL | And this is one of the reasons why I began the Neil project... In order to get rid of issues like THOSE! |
20:26 | FIXED | Case error! |
20:22 | TEST | Let's go... again.... Take VI |
20:04 | FIXED | Declaration error |
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