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 |
18:10:30 | VISUALSTUDIO |  Lua |
18:08:54 | VISUALSTUDIO |  Take MMMCDLXV |
18:08:49 | VISUALSTUDIO |  Statistician |
18:08:11 | VISUALSTUDIO |  Medal |
18:06:25 | VISUALSTUDIO |  Take MMMCDLXIV |
18:06:22 | VISUALSTUDIO |  Kthura |
18:04:46 | VISUALSTUDIO |  Take MMMCDLXIII |
18:04:44 | VISUALSTUDIO |  More files processing |
18:01:25 | VISUALSTUDIO |  Take MMMCDLXII |
18:01:20 | VISUALSTUDIO |  I guess I gotta set up the project anew (luckily I don't have to change the source files for that) |
17:46:13 | WINDOWS |  Take MMMCDLXI |
17:46:08 | FAILURE |  Nuumber if the failed test... Now for the next take |
17:45:55 | WINDOWS |  Take MMMCDLX |
17:44:45 | FAILURE |  Well, Microsoft wouldn't be Microsoft if things didn't get entirely fucked up. |
17:44:25 | FAILURE |  Even worse, shutting down Windows so I can restart it (hoping to be clean) has been announced to take forever. |
17:43:35 | FAILURE |  VS killed the project... Why doesn't this come as a surprise? |
17:40:33 | TECHNO |  The most (if not only) vital part. |
17:40:21 | FAILURE |  For some reason the entire solution was loaded except for the runtimer |
17:37:58 | VISUALSTUDIO |  I guess it takes more time after not having used VS for a long time |
17:37:16 | SITE |  Added tag VISUALSTUDIO |
17:36:45 | WINDOWS |  Starting up Visual Studio. |
17:35:16 | WINDOWS |  I'll fire up the VM to start Windows now. It's not that likely anymore I will have to make much alterations for Windows anymore |
17:33:08 | CONFIRMED |  Right-o |
15:58:42 | TEST |  Take MMMCDLIX |
15:58:41 | STATUS |  Let's see how things are with the bad zlib packing |
15:57:57 | CLOSED | |
13:56:11 | VOID |  Another impossibility pops up. Crashing on assets of Shanda's Castle in the True Abyss. How do I know this cannot be possible? Because the game would have crashed during the normal versions of the game as well if there was any truth in this. |
13:39:43 | TEST |  Take MMMCDLVIII |
13:39:42 | STATUS |  TA 40 -> 50 |
12:09:06 | TEST |  Take MMMCDLVII |
12:09:03 | STATUS |  TA 30 -> 40 |
10:29:27 | TEST |  Take MMMCDLVI |
10:29:25 | FAILURE |  The heath prevented me from testing |
06:34:17 | TEST |  Take MMMCDLV |
06:34:11 | STATUS |  TA 20 -> 30 |
06:33:48 | NOTE |  I'll save those two tags for later. |
00:08:31 | SITE |  Added tag APPIMAGE |
00:08:23 | SITE |  Added tag RELEASE |
00:05:10 | BITBUCKET |  Well same story |
00:05:00 | GITHUB |  Scyndi Libs Also outdated, but now up-to-date |
00:04:31 | GITHUB |  Repo backlogged, but up-to-date |
- = 01 Jul 2025 = - |
22:20:04 | FIXED |  Against all the odds... Oh well. |
22:14:30 | TEST |  Take MMMCDLIV |
22:14:29 | FUCKYOU |  Okay, the core was fixed, but now another fuckup pops up. Hopefully I fixed it! |
22:00:33 | TEST |  Take MMMCDLIII |
22:00:31 | MYSTERY |  I HOPE I fixed a cockroach, but I can never be sure! #336 |
18:27:52 | TEST |  Take MMMCDLII |
18:27:48 | STATUS |  Now for the real thing 10 -> 20 |
18:27:36 | NOTE |  That was to make sure I got my TA settings right. |
18:27:25 | CONFIG |  Take MMMCDLI |
18:26:25 | DONE |  But first my eggs |
18:24:17 | STATUS |  Time to do another round in the True Abyss. It's Round # 4, and I need to note that I will cheat this time. It's about technical stuff and no longer about the game's balance (which is already off with this many Abyss points, anyway). |
17:54:14 | TFT |  I've copied in some art. No big deal, but hey, what I do now won't get against me later! |
17:51:03 | MEDICAL |  Thankfully testing is most of my work now, as the weather is really against me. (It's too hot!) |
15:08:43 | STATUS |  The test of the easy mode is over. I will start the hard mode later. |
14:29:19 | TEST |  Take MMMCDL |
14:29:19 | JCR6 |  Indeed! The new data confirms it. Well, let's go run-time |
13:35:51 | JCR6 |  Take MMMCDXLIX |
13:35:48 | STATUS |  Time to resume theaction, I guess. |
13:35:39 | STATUS |  In the mean time the new release build is ready. |
13:35:18 | CLOSED | |
13:31:21 | GITHUB |  Ah, a notification about dependencies on NIL. Of course, NIL is henceforce deprecated. The entire bubble project is bound to get moved to my graveyard soon, but how nice of the morons of MicroSchoft. |
13:21:44 | NOTE |  On a side note I must note that the fix on the blopplasma during the final fight didn't work the way it should. Since this is only cosmetic, I'll leave it be. |
13:19:03 | CONFIRMED |  I did a bit of a check on the onld data while the release builder was in preparation for the new. It confirms the 404 error to be a lie. |
13:18:29 | JCR6 |  Take MMMCDXLVIII |
13:14:10 | TECHNO |  This is rebuilding the release build. After that I'll will need to perform some analytic tests. |
13:13:44 | BASH |  Take MMMCDXLVII |
13:13:05 | HUH |  Well, I hope this copy and paste right from the system data "fixes" this non-existent error. If not we got a problem so severe that the project is instant over (after all I cannot fix non-existent bugs). |
13:11:25 | HUH |  404! But you know the file it claims not to exist DOES exist. All checks I did confirm that. |
12:59:55 | TEST |  Take MMMCDXLVI |
12:46:38 | VOID |  Automated from objects and the chain zone being the last object bug. That's impossible as that would cause the debug version not to be operative and yet it was.... Who you're gonna call? GHOSTBUSTERS!! |
12:44:28 | INVESTIGATION |  Oh well... |
12:44:13 | HUH |  What the actual freaking fuck! Why doesn't the chain to the final room not work anymore? |
12:26:48 | TEST |  Take MMMCDXLV |
12:07:01 | FIXED |  No SpellAni on Aziëlla's "Boltimate". That has been fixed now. |
11:41:50 | TEST |  Take MMMCDXLIV |
00:02:37 | FIXED |  STeal item typo in data for the Übermummy |
- = 30 Jun 2025 = - |
23:03:15 | TEST |  Take MMMCDXLIII |
23:03:02 | EXPERIMENT |  I really hope this solves some issues on the forest floor, but I fear for the worst here. |
22:24:49 | TEST |  Take MMMCDXLII |
22:24:48 | STATUS |  let's just resume at Cat Island for Digitopia and the sealed boss |
22:24:22 | STATUS |  Well, I may add some debug fuck about that later, but I expect very little of that. |
22:23:41 | COCKROACH |  No idea why the forest arena keeps changing the floor color, though. Nothing in the script allows it, and yet it just fucking happens. |
20:24:19 | VOID |  I hope I took care of the Permanence bug, though. |
20:22:55 | STATUS |  And when that's all taken care off, it'll be time to descent into Dyrt.. |
20:22:36 | STATUS |  Wehn that's all taken care off, the next stop will be Digitopia |
20:22:20 | STATUS |  Well, I need to take care of the sealed boss in Fruskbrando, meke Merya win from Scharum, to take care of the sealed boss in Frundarmon's basement. |
17:34:29 | TEST |  Take MMMCDXLI |
17:34:28 | STATUS |  Let's resume testing! |
16:56:59 | NOTE |  I cannot test this right away, I hope some future tests will show me the green grass here. It almost seems that Kirana's level number being shown in purple was the source of evil here. But that could not be possible as the level numbers of her "comrades" where all white and drawn later.... Oh well. |
16:54:51 | VOID |  I have no idea why the grass turned purple in Spar Arena while Kirana was in the party. Without her the grass appears to be green again. I hope I've forced this back in its actual color. |
16:45:29 | TEST |  Take MMMCDXL |
16:45:27 | STATUS |  Final Chapter - Easy mode |
16:40:27 | TEST |  Take MMMCDXXXIX |
16:40:26 | STATUS |  Duty called |
16:21:47 | TEST |  Take MMMCDXXXVIII |
16:21:45 | STATUS |  I had a break |
13:49:14 | TEST |  Take MMMCDXXXVII |
13:49:10 | FIXED |  Minor thing |
13:00:35 | TEST |  Take MMMCDXXXVI |
13:00:33 | STATUS |  I wanted to rest, but I'm getting bored. Oh well, let's do another take then. |
- = 29 Jun 2025 = - |
22:50:53 | TEST |  Take MMMCDXXXV |
22:00:08 | VOID |  VIT to 200 in stead of 250 in easy mode. A bit of a conflict between two settings here, I suppose. |
21:44:00 | TEST |  Take MMMCDXXXIV |
21:43:59 | STATUS |  I had dinner |
19:17:53 | TEST |  Take MMMCDXXXIII |
19:17:26 | STATUS |  Let's update a little, shall we? In this alpha test I did play the game all the way up to arriving in Aeria which is the start of the 4th (and second last) chapter. I was hoping I could throw in a release already, but this alpha test got me too many fatal bugs, crashing the game, although a few fixes can be considered voids,as zlib appears to have a few bugs on its own and 2 crashes were owed to that one, but still I guess I need to prevent the game from crashing because of that. So all in all a bit of a delay, but then again, in my experience these kinds of delays are normal. And well, I guess that brings us up-to-date. |
18:05:45 | TEST |  Take MMMCDXXXII |
17:10:17 | STATUS |  I do need a few breaks. |
16:14:29 | TEST |  Take MMMCDXXXI |
15:34:35 | COSMETIC |  I've put in a loop termination on player input and action execution. It happened far too often two things came in once, only causing confusion in the process. I really hated that. |
15:06:48 | TEST |  Take MMMCDXXX |
15:06:45 | FIXED |  Perhaps not a very big deal, but as it can cause loads of confusion (especially when players are aiming for takeing on Juggernaut (fools)) I did take care of a little BlockMap issue in Gagolton. I placed those barrels there for a reason, after all, but as the current version of Kthura no longer picks up obstacles (for good reasons) I had to do a bit of manual workout. |
15:04:50 | TEST |  Take MMMCDXXIX |
13:45:56 | FIXED |  During the building it already became clear that I gotta deal with another 404. Unfortunately I'll have to do ANOTHER entire rebuild as a result. (sigh!) |
13:45:19 | TEST |  Take MMMCDXXVIII |
12:56:32 | RECOVER |  Somehow one file got lost. Oh well, let's add it again. |
12:40:12 | TEST |  Take MMMCDXXVII |
12:38:14 | STUPIDITY |  Dang! THAT was so stupid I don't want to mention exactly what happened |
12:36:02 | TEST |  Take MMMCDXXVI |
11:53:33 | CONFIRMED |  Present now |
11:50:06 | BASH |  Take MMMCDXXV |
11:50:03 | NOTE |  I will build a new debug version, and this issue is too small to justify building an entire new release. The debug file should show me whether or not the alias is picked up now. |
11:49:24 | FIXED |  I think this is due to forgetting to save the project file after modifying it. |
11:41:31 | ANALYSIS |  Hey, an alias is missing |
11:41:18 | DONE |  Rebuild release build |
11:17:17 | STATUS |  Creating new release |
11:17:07 | TECHNO |  There were none. |
11:16:58 | STATUS |  All compiler errors accounted for! |
11:16:35 | TEST |  Take MMMCDXXIV |
11:16:32 | COSMETIC |  Names of heroes will be announced in combat |
09:00:19 | TEST |  Take MMMCDXXIII |
00:19:58 | ANALYSIS |  Void succesful... At least the Jalondi HEX dump shows the regular PNG chunks |
00:07:41 | FUCKYOU |  Take MMMCDXXII |
00:07:32 | COCKROACH |  Void voided |
- = 28 Jun 2025 = - |
23:52:13 | TEST |  Take MMMCDXXI |
23:52:07 | VOID |  The same kind of issue as in Eugorvnia facility pops up in the poison flask game in the Green Dragon Cave. Is zlib really that buggy? |
23:18:59 | TEST |  Take MMMCDXX |
23:18:56 | FIXED |  Dummying the puzzles in the White Dragon Cave also dummied both the dragon itself and the exit. Oopsie! |
23:09:36 | TEST |  Take MMMCDXIX |
23:09:36 | DONE |  I had dinner |
21:41:59 | TEST |  Take MMMCDXVIII |
21:41:55 | STATUS |  Unfortunately I have to play that last part over and while I was so close to finishing this part of the Eugorvnia Scienve Facility too... Oh well. |
21:41:15 | ANALYSIS |  Repacked and checked the hex code. What I see now is the usual PNG chunk setup and no errors, so this should be good (I hope) |
20:43:59 | VOID |  Desk picture causes zlib issues |
20:22:32 | TEST |  Take MMMCDXVII |
20:22:31 | STATUS |  Another break |
15:33:46 | TEST |  Take MMMCDXVI |
15:33:44 | VOID |  Crash on going back to world map Xenor Bushes - North |
15:26:16 | NOTE |  I don't need another take for that one, as this was a typical under da hood thing that would normally not affect the game at all. It's just prevention that future versions of the building tool could crash on it (and you never know when this data can still pop up in fixing bugs players report). |
15:24:55 | VOID |  A data issue in the map containing Eric & Rebecca's home. |
15:17:46 | TEST |  Take MMMCDXV |
15:17:42 | VOID |  Blockmap Issue Lost Ark |
14:51:13 | TEST |  Take MMMCDXIV |
14:51:13 | STATUS |  Break |
13:07:22 | TEST |  Take MMMCDXIII |
13:06:08 | FIXED |  Game crash on initial character level Brendor (left decimals which the system won't accept. I've rounded the number so that issue should be fixed that way) |
12:47:31 | TEST |  Take MMMCDXII |
12:47:28 | STATUS |  Final Test - Easy - Shanda |
10:56:04 | TEST |  Take MMMCDXI |
10:56:02 | STATUS |  A break |
09:04:13 | VOID |  Now I refuse to call this a fix. NOTHING has been fixed, you know! |
09:03:14 | JUDGMENT |  As far as Young Irravonia is concerned everything looks fine, but the others may still cause trouble. I wonder why a few bytes with nonsensical data matters so much |
08:45:31 | TEST |  Take MMMCDX |
08:45:24 | TECHNO |  Unfortunately the long building time gets in order (over so little data) |
08:45:05 | DONE |  Altered a few more things here |
08:41:49 | JUDGMENT |  Bon! |
08:39:44 | TEST |  Take MMMCDIX |
08:39:10 | ANALYSIS |  For Young Irravonia's UI icon the data appears to be in order now, but how will this go in an actual runtime? |
08:26:31 | NOTE |  As building releases always takes longer, this can take awhile. |
08:24:16 | TEST |  Take MMMCDVIII |
08:24:05 | EXPERIMENT |  I need to see what happens next, but I've put a bit of bullcrap into the .dtqsl files, and let's see what will happen if I package them now. |
08:21:20 | FAILURE |  For some reason, the data gets corrupted when packaging it into a real JCR6 file. Am I really gonna need a kind of verification system? |
08:00:12 | INVESTIGATION |  Odd! Jalondi shows these files to be present |
07:53:11 | HUH |  Why does the release version ignore the .dtqsl files? |
07:47:19 | TEST |  Take MMMCDVII |
07:46:45 | TEST |  Let's get ready to rumble |
07:28:29 | STATUS |  Meanwhile my release build on which I can start testing the easy mode has been fully created. |
07:27:00 | STATUS |  Well, that seems to work now... sheesh! |
07:26:34 | TEST |  Take MMMCDVI |
07:26:27 | BASH |  Copied Azor to the correct dirs for my system in general |
07:24:16 | STATUS |  AT LAST! |
07:21:20 | FUCKYOU |  NONE OF THIS MAKES SENSE! |
07:20:25 | HUH |  Take MMMCDV |
07:20:20 | HUH |  I really don't understand... but a bit more wriggling uselessly |
07:18:34 | EXPERIMENT |  Well? |
07:16:24 | DEBUG |  Well? |
07:14:50 | COCKROACH |  Take MMMCDIV |
07:14:22 | COCKROACH |  It's getting even funnier, I see. |
07:13:22 | FORCE |  Take MMMCDIII |
07:13:20 | FORCE |  As builders can sometimes use outdated .o files, even when the .cpp files have been modified, I deleted the .o files and ran the compile script once more |
07:11:30 | COCKROACH |  Even that doesn't work? |
07:10:52 | FORCE |  Take MMMCDII |
07:10:48 | FORCE |  I'm gonna force all this crap |
07:09:50 | COCKROACH |  Indeed |
07:09:24 | HUH |  Let's try that again, as I do not think stuff goes that easily here. |
07:06:26 | HUH |  Now this is odd, as suddenly everything appears to work normally. |
07:04:14 | C++ |  As this can take awhile I'll investigate what's wrong with git refusing to wor properly on Azor |
07:01:18 | STATUS |  Well, generating release version for testing alpha: Easy mode! |
00:08:03 | STATUS |  So far as far as the true abyss is concerned (for now) |
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