It will now also be part of the scenario to make a little joke I couldn't do back then possible now...
19:10
TRANSFER
Lightning from Star Story.... I needed it for Scyndi's Mjölnir, anyway....
18:55
MAP
The hubs for the final parts of the story!
18:48
RECOVERED
The Frundarmon Dutch scenario.... (I hope)
16:48
BACKUP
While I'm resting I'll run the backup.... :)
16:46
STATUS
I'll be back later.... Stuff is going well.... But I need my breaks
16:46
STATUS
This stuff all works now
16:10
STATUS
Real life stuff I had to handle
14:51
TEST
Take XI
14:51
COSMETIC
Slowed stuff down a bit, as this went waaaay too fast!
14:46
TEST
take X
14:46
FIXED
Disclaimer and copyright repeated between every category
14:40
TEST
IX
14:40
FIXED
Calculation error
14:35
TEST
Take VIII
14:35
TEST
Fixed Fixed it!
14:35
TECHNO
Yup! Just what I thought!
14:34
BUG
All I see is the logo,and the rest won't pop up.... But I THINK I already know WHY that is....
14:29
TEST
Take VII
14:19
FIXED
Case error
14:19
STATUS
Progress is being made, but we're not there yet!
14:14
TEST
Take VI
14:14
FIXED
Goes without saying I fixed that
14:13
STUPIDITY
Just the woe of being a former BlitzMax coder :P
14:13
STUPIDITY
Wrong class name....
13:52
TEST
Take V
13:52
VOID
A little NIL issue?
13:46
TEST
Take IV
12:27
FIXED
Property declaration syntax error
12:27
TEST
Take III
12:21
FIXED
Case error
12:21
TEST
Take II
12:10
DEBUG
Credits quick start routine
12:08
FIXED
End too much
11:56
TEST
Take I
11:56
STATUS
Well, this can be a bothersome operation, so let's see if this all works, shall we?
11:55
LINK
Link back to field flow to show the last part of scenario before the game ends at last!
11:28
SCRIPT
Credit reel loader
11:07
LINK
Well I don't expect much trouble here!
11:07
SASKIA
Link to credits reel
11:06
NOTE
This is ONLY the basic reel routine.... It is not yet functional at all!
11:04
SCRIPT
Credits reel
6:46
NOTE
As this is solely data generation, not much I can do yet, but at least we got this data, so the actual work can begin.... Well, after I had a break.... Working with Go is quite a chore.....
6:45
COCKROACH
Along the way I did see that the Dutch scenario file for Frundarmon's mansion magically got back its old corrupted data, and I wonder how the fuck that could happen.....
Did Voldemort break into the system?
6:44
GENERATION
Credits data
6:40
FIXED
Spells Dernor could learn in Botanica were not suffixed with .NIL, and that would have lead to a crash!
6:40
GO
Credits data generator
- = 6 Jul 2020 = -
23:46
STATUS
And that's where it ends for today, as I really need my break now.... Tomorrow I'm gonna focus on the end credits....
23:46
COSMETIC
Camera tweak
23:45
COSMETIC
Darkness effect should not be there in the epilogue hubs
23:45
CONFIRMED
FINALLY!
23:37
STATUS
And can it work this time.... PLEEEEEEAAAASE......?
23:36
TEST
Take VI
23:36
NOTE
I don't dare to guess if it's fixed this time.... Mostly likely over 20x Graham's number on excuses will be set in return to make this go wrong and me not allowing to take a break before I go to bed, or to go to bed at all the next 40 billion years.
23:35
COCKROACH
.....
23:26
TEST
Take V
23:26
COSMETIC
I've sped up the fading process that comes later... It really took too long!
23:26
FIXED
Hopefully I got it tackled THIS time
22:55
FUCKYOU
This is getting really really annoying!
22:49
TEST
Take IV
22:49
FIXED
Will you listen now?
22:48
FUCKYOU
GRRRRR!
22:47
COCKROACH
Fix ignored!
22:42
TEST
Take III
22:41
FIXED
I think I fixed the "No Data" crash
22:25
TEST
Take II
22:25
STATUS
Oh, what else is new.... :-/
22:25
FAILURE
Build failure
22:23
TEST
Take I
22:23
STATUS
Well, like I said, let's first test all that comes before that!
22:23
STATUS
The credits will be done later, though..... Let's first get to move onto testing all that comes before that, and the credits will be done, likely tomorrow... Also because this *is* gonna take some extra generating work before I can even get started on stuff.... Yeah, believe it folks, cause it's true... (Unfortunately)
22:21
STATUS
And from there, I think scripting the end credits will be most prudent, however that ain't so easy as it appears...
22:20
SASKIA
I've set up the event here.... This is where SASKIA can be a bit fragile though, but I hope this works the way it should....
21:56
MAP
End hub 1
21:30
OFFTOPIC
Rarely could a kid amaze me this much..... But Darci did amaze me..... REALLY!
20:33
KTHURA
What I'm about to do now is dirty development straight from the bog of eternal stench, but it's the most risk-free method to do this.... I'm gonna add the Map Hubs for the ending part to the Keep....
I hate doing it this way, but it's really the safest way to go...
Honest!
20:31
SASKIA
Uh-oh!
19:44
STATUS
I'll get into what to do next later....
19:27
CONFIRMED
Everything appears to be cool now!
19:22
TEST
TAKE III
19:22
FIXED
And a party pop is desirable for the final boss, eh... I mean... come on!
19:21
FIXED
A few mixed up functions called
19:00
TEST
TAKE II
19:00
FIXED
Well, that takes care of that
18:59
STUPIDITY
SASKIA != NIL
18:54
TEST
And nobody knows if this will work... so
TAKE I!
18:54
SASKIA
More script code about this
18:54
MAPSCRIPT
Fade effect
18:00
MAP
Big Hall Adapted for end story
15:26
SASKIA
Direct post-boss scenario
12:57
STATUS
I need a break now, but I'll soon be "back for more!"
12:56
CONFIRMED
So far everthing is right in order!
12:46
TEST
And now a little test is in order!
12:42
STATUS
Goes without saying but the post-boss stuff comes later!
12:42
LINK
Link to the not yet-existing fight #2 made... For now this too is nothing more but a little pop-up
12:42
LINK
And linked together
12:38
MAPSCRIPT
Mover of the bang location scripted
12:28
SASKIA
Intermezzo
12:20
CONFIRMED
All is cool.... Well... for now!
12:17
TEST
Quick verification of things
12:15
MAP
Added some stuff I need for the scenario between the two fights
11:40
CONFIRMED
This all works!
11:17
LINK
And that links fight #1 to the event... even though that "fight" is now only a pop-up
11:16
SASKIA
Script up to fight round #1!
10:57
MAPSCRIPT
I've set up to combat set up functions.... Both would cause an error now if the boss fights were turned on.... Since this is not the case they should now only cause me a small popup so I can see the fight is being skipped.
10:54
TECHNO
Since a lot of scripting will be involved in this matter, I think it will be more prudent to make it possible to skip fighting when I'm about to test the script around the boss fight. The boss fight itself is on the development side less important when it comes to the story scripting as it's merely one of the events taking place, and making sure those fights work as they should is more of an issue when the story scripts around them actually work. If I can just manage to get that done by simply turning a macro on or off, this would help me greatly!
10:50
DONE
I've set up a SKIP_DZGJYMZA macro.....
- = 5 Jul 2020 = -
22:19
VERIFIED
Okay, all clear.... it seems
22:13
TEST
let's see what happens now
22:13
FAILURE
Windows has been a bit bugging on a few things... Didn't hurt now, but can be bothersome in the future
22:02
CONFIRMED
That all works
21:52
TEST
Take II
21:51
FIXED
SASKIA Syntax error
21:48
TEST
Let's see
21:38
LINK
Link up script
21:38
SASKIA
Pre-round 1
9:38
NOTE
Savegames in which the green dragon has already been defeated will be fixed automatically
If you didn't have it yet, the game will award it anyway if the King Slime is dead
1:52
FIXED
King Slime achievement not awarded
1:51
FIXED
Bitter tears achievements were triggered wrongly
1:48
STATUS
That's not something I should concern myself about now!
1:48
HUH
Aziella's shooting has become bugged
1:31
STATUS
Only if you played the original you know what I mean, and if you didn't play the original, then you gotta wait a little longer!
1:30
VOID
Eric's special status would cause a crash.... That has been voided....
1:27
BOOST
Elemental weaknesses boss
1:14
TEST
Take XXVII
1:14
FIXED
Leftover old time conflict
1:09
TEST
Take XXVI
1:09
FIXED
Syntax error
0:46
TEST
Take XXV
0:46
FIXED
Code typo
0:39
TEST
Take XXIV
0:39
INVESTIGATION
Expanded the logging features so I can get more clarity on matters.... Are the abilities the boss searches for properly mastered?
0:37
INVESTIGATION
The log confirmed now that it's indeed 0 abilities that are copied.... Now to find out why that is
0:32
TEST
Take XXIII
0:32
VOID
.....
0:32
COCKROACH
.....
0:27
TEST
Take XXII
0:27
VOID
nil end bug in NIL
0:22
TEST
Take XXI
0:21
DEBUG
I've added an extra line which can provide me a few answers... maybe?
- = 4 Jul 2020 = -
22:43
TECHNO
I KNEW this wouldn't be easy!
22:42
INVESTIGATION
I need a break now, but investigating this matter will now be my priority
22:42
BUG
All the boss will do is "Study" so something is NOT right here....
22:35
TEST
Take XX
22:35
FIXED
Mathematical fault of a very severe kind in the stat copy routine of studying
22:34
FIXED
Case error in Eric's ability list script
22:29
TEST
Take XIX
22:28
FIXED
#pure error
22:23
TEST
Take XVIII
22:22
STATUS
The animation does now work as it should, although a bit of fine tuning *can* be in order due to the flip, but I hope not
22:22
ART
The think art has been flipped as this will work out better in the total animation
22:20
FIXED
SIGH!
22:14
FIXED
Missing local declaration (which is required in NIL)
22:08
TEST
Take XVII
22:08
VOID
Old code conflicting with the new situation
22:07
NOTE
Not there, yet!
22:07
COSMETIC
Coordniate fine tuning
22:02
TEST
Take XVI
22:02
FIXED
alpha addition check fault
22:02
COSMETIC
coordinate fine-tuning
22:00
VOID
Referrence issue
21:55
TEST
Take XV
21:55
FIXED
Thanks to the previous fix I could see it was a case error
21:49
TEST
Take XIV
21:49
POWERSHELL
Running compile scripe
21:49
NALA
Nala must be rebuild
21:49
FIXED
My Blue Screen of Death was not set up well for alternate alpha setups..... This has been properly set up now.... Downside is.....
21:45
BUG
Okay, now this is beyond strange.... All I see is a black screen
21:41
TEST
Take XIII
21:38
DEBUG
Some markers which should make it easier to trace errors, as things are not clear due to Lua's Directory shortening method, which is in this case catastrophical
21:38
FIXED
Index error
21:30
TEST
Take XII
21:30
FAILURE
Build failure
21:30
TEST
Take XI
21:26
FIXED
Leftover code from old time causing conflicts now!
21:19
TEST
Take XI
21:17
NOTE
Not that I expected that at this point, but okay....
21:17
POWERSHELL
I must rerun my nala compile script though
21:17
NALA
More precise hotspotting
21:05
TEST
Take X
21:05
STATUS
This should mean that the AI is at least able to set the "Study" well... But let's not cry victory too soon!
21:04
FIXED
Missing "end"
20:59
TEST
Take IX
20:59
STATUS
Time to resume the work!
20:58
DONE
I ate my dinner
20:29
FIXED
Cancel the boss when about to study can crash the AI in the next turn