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 |
20:34:38 | SCRIPT |  Nothing Effect |
20:34:30 | SCRIPT |  Effect Script work out |
18:40:38 | TEST |  Take MCDX |
18:40:37 | CODEROT |  XDraw |
18:38:36 | HUH |  Take MCDIX |
18:38:33 | HUH |  What? |
18:29:53 | TEST |  Take MCDVIII |
18:29:52 | VOID |  Da fuck!? |
18:29:48 | TEST |  Take MCDVII |
18:29:48 | FIXED |  Target issues caused due to array start difference |
17:54:06 | TEST |  Take MCDVI |
17:54:05 | FUCKYOU |  Code typo |
17:49:53 | TEST |  Take MCDV |
17:49:52 | VOID |  Did I void this? |
16:56:47 | TEST |  Take MCDIV |
16:56:46 | FUCKYOU |  Some trouble! |
16:55:19 | TEST |  Take MCDIII |
16:55:17 | DONE |  Work out for skill level up (even though Young Irravonia doesn't benefit from it, the game needs it or it will crash). |
15:09:08 | EXPERIMENT |  Take MCDII |
15:09:05 | EXPERIMENT |  Will this work? |
14:21:43 | TEST |  Take MCDI |
14:21:42 | FIXED |  Version conflict. Now the builder and run-time environment use the same header file for the header (to prevent conflicts), I hadn't yet recompiled the builder. Well, that's been done now, so now this issue should be out of the way. |
14:19:05 | STUDY |  Take MCD |
14:18:56 | DEBUG |  I've turned off the timer freezer for enemies. This will activate the enemies in combat. This way I can get to actively debugging the enemy's movements. I already knew the game crashes on this, but I haven't yet taken the trouble to find out why, as other aspects had priority, so a study take will be required to get things done. |
09:57:42 | GENERATION |  Take MCCCXCIX |
09:57:38 | GENERATION |  SCI version |
09:48:31 | TEST |  Take MCCCXCVIII |
09:48:29 | CODE::BLOCKS |  Compiling |
09:48:16 | C++ |  Code to address this issue has now been set up. |
09:48:03 | BUG |  It seems states planned to be killed are only added to the plan list, but that the list is never processed. |
09:34:42 | TEST |  Take MCCCXCVII |
09:34:39 | CODEROT |   Old style Kthura read-out |
09:30:01 | STUDY |  Take MCCCXCVI |
09:29:52 | STUDY |  Now I need a study run. I know the game crashes when I pick up an emblem, but I now need to examine the EXACT error |
09:21:43 | STATUS |  For today I'll first get into the traveler's emblems. Although an non-combat feature (at least purely codewise), indirectly very important for the combat engine. |
09:20:22 | FAILURE |  Apparently my computer crashed last night. Yeah, that stuff happens in Linux too. |
- = 19 Apr 2025 = - |
16:41:12 | CONFIRMED |  FINALLY! |
16:30:27 | TEST |  Take MCCCXCV |
16:30:26 | FIXED |  No good, but I think I fixed the issue now. |
16:25:50 | DEBUG |  Take MCCCXCIV |
16:25:48 | DEBUG |  Right, now I got the savegame. Let's load it and study the results! |
16:23:02 | TEST |  Take MCCCXCIII |
16:22:54 | STATUS |  Right... The emblems themselves still crash the game. No matter, that shall be remedied on later. I do however need another take now, as I had no valid savegame allowing me to debug this out all properly. |
16:20:11 | TEST |  Take MCCCXCII |
16:20:10 | FUCKYOU |  Don't fuck with me! |
16:18:18 | TEST |  Take MCCCXCI |
16:18:17 | FIXED |  Code typo |
16:16:58 | TEST |  Take MCCCXC |
16:16:47 | SCRIPT |  PermaKill handling. That should take care of #300, but I gotta check it out! |
- = 17 Apr 2025 = - |
22:48:22 | FUCKYOU |  Take MCCCLXXXIX |
22:48:18 | DUMMIED |  When debugging is no possible all I can do is dummy the crap up |
22:45:46 | TEST |  Take MCCCLXXXVIII |
22:45:44 | COCKROACH |  I wonder! |
22:32:53 | TEST |  Take MCCCLXXXVII |
22:32:52 | DEBUG |  Extra debug |
22:22:48 | TEST |  Take MCCCLXXXVI |
22:22:46 | FUCKYOU |  Forcing me back into the old, eh? |
22:21:28 | TEST |  Take MCCCLXXXV |
22:21:26 | FUCKYOU |  Fuck off! |
22:20:31 | TEST |  Take MCCCLXXXIV |
22:20:27 | DEBUG |  Why does the game still refer to FOE_1 after killing it off? |
22:15:59 | TEST |  Take MCCCLXXXIII |
22:15:57 | CODEROT |  Arrays do NOT start at 1 |
22:14:06 | TEST |  Take MCCCLXXXII |
22:14:05 | LINK |  Another link I guess... |
22:14:00 | SCYNDI |  KillChar in RPG fake module |
22:12:10 | FIXED |  Victory tune was the normal X-Ray |
22:08:30 | TEST |  Take MCCCLXXXI |
22:08:24 | C++ |  Case issue |
22:06:20 | TEST |  Take MCCCLXXX |
22:06:18 | DONE |  A few last checkups |
22:05:30 | LINK |  That should link it all together |
22:05:17 | SCYNDI |  The RPG conversion now contains a propery for character iteration with the "FOR" keyword |
22:04:35 | SCYNDI |  Glue code for linking Scyndi with the underlying C++ APIs for SCI. |
22:03:50 | CODE::BLOCKS |  Take MCCCLXXIX |
22:03:46 | C++ |  Compiling |
22:03:40 | C++ |  Charlist API |
21:41:39 | TEST |  Take MCCCLXXVIII |
21:41:37 | FIXED |  The Death Fader used 1-1000 to set the fade. SCI doesn't need that approach. That caused the crap I just mentioned to happen. |
21:38:41 | TEST |  Take MCCCLXXVII |
21:38:37 | VOID |  Another SELF issue |
21:37:34 | BUG |  Well, the crap I get onto my screen when an enemy is killed is really overwhelming. ALthough only cosmetic it will need fixing. But first things first. |
21:35:39 | TEST |  Take MCCCLXXVI |
21:35:37 | FIXED |  Initiation issues victory |
21:24:30 | COCKROACH |  I guess that does not fix the whole problem, but I guess I'll look into this later. |
21:22:45 | DEBUG |  Take MCCCLXXV |
21:22:38 | FIXED |  Well, at least the loader for a bad referrence causing an empty GINIE to be created. If that fixes the whole issue remains to be seen, though. |
20:37:01 | STUDY |  I did try to study why the only savegame I have in which the tutorial about travel emblems keeps repeating itself after loading a savegame. Analysing the saved data strongly indicates that the permanent kill has been written into the database, but is somehow now properly read. If that is as issue in the savegame loader or the map loader, I currently do not know. |
12:45:35 | MEDICAL |  I really need a break, so I will do less on the game today. I hope to resume in full soon. |
- = 16 Apr 2025 = - |
22:25:07 | TEST |  Take MCCCLXXIV |
22:25:05 | VOID |  XDraw |
22:23:36 | TEST |  Take MCCCLXXIII |
22:23:35 | CODEROT |  ' |
22:21:56 | TEST |  Take MCCCLXXII |
22:21:55 | FIXED |  Illegal Function Call |
22:19:28 | TEST |  Take MCCCLXXI |
22:19:27 | FUCKYOU |  Let's add some suff or this is gonna take forever! |
22:12:33 | TEST |  Take MCCCLXX |
22:12:31 | FIXED |  Syntax? |
22:10:46 | TEST |  Take MCCCLXIX |
22:10:41 | CODEROT |  Points.Dec |
22:00:30 | TEST |  Take MCCCLXVIII |
22:00:28 | FIXED |  Dupe |
22:00:25 | FUCKYOU |  Rukkie Fuckie |
21:58:25 | TEST |  Take MCCCLXVII |
21:58:24 | VOID |  Conflict |
21:50:21 | TEST |  Take MCCCLXVI |
21:50:19 | VOID |  ? |
21:47:25 | TEST |  Take MCCCLXV |
21:47:21 | CODEROT |  Init |
21:32:51 | TEST |  Take MCCCLXIV |
21:32:48 | FIXED |  Oops |
21:29:37 | TEST |  Take MCCCLXIII |
21:29:24 | VOID |  Another |
21:24:53 | TEST |  Take MCCCLXII |
21:24:51 | VOID |  Self |
21:21:26 | TEST |  Take MCCCLXI |
21:21:26 | FIXED |  Perhaps THIS will work |
18:55:52 | STATUS |  Now I must see why the game crashes on actually taking action, but that's the next chapter of this story |
18:48:33 | CONFIRMED |  YAY! |
18:47:22 | TEST |  Take MCCCLX |
18:47:20 | SCRIPT |  Forced redefinition |
17:49:06 | SOLVED |  I think I found the source of "all evil" |
17:47:17 | TECHNO |  Just as I suspected. Everything points to the same address, at least as far as the stats are concerned. This should NOT be possible, so I wonder what the fuck is going on here. |
17:44:22 | TEST |  Take MCCCLIX |
17:44:21 | DEBUG |  Some hardcore debugging |
17:21:41 | TEST |  Take MCCCLVIII |
17:21:40 | MYSTERY |  This really goes beyond me. A few more things to add to see wtf is happening here |
16:42:07 | INVESTIGATION |  This makes it at least safe to assume the char pointer is okay, and that the "evil" must be sought in the RPG converter. |
16:41:41 | DEBUG |  It's not the same character pointer at least, as all names are still the way they should be. It's just a points reference thing. |
16:40:19 | DEBUG |  Take MCCCLVII |
16:40:15 | DEBUG |  I've expanded the debug |
16:33:50 | INVESTIGATION |  Well Irravonia and all her enemies have 5 HP. Hero::YoungIrravonia: 5/ 5 Foe::FOE_1: 5/ 5 Foe::FOE_2: 5/ 5 Foe::FOE_3: 5/ 5 |
16:31:01 | INVESTIGATION |  Take MCCCLVI |
16:30:59 | INVESTIGATION |  Yeah, I mustn't be too quick with this crap. Syntax error fixed |
16:28:28 | INVESTIGATION |  Take MCCCLV |
16:28:23 | INVESTIGATION |  For that I've set up a few debug codes. Let's see how things turn out! |
16:26:53 | INVESTIGATION |  My suspicion is that the system went to use the same pointer for all HP and stats. I need to make sure of that, though. |
15:12:10 | TEST |  Take MCCCLIV |
15:12:07 | DEBUG |  Is the END_HP really to blame? |
15:07:45 | DEBUG |  Take MCCCLIII |
15:07:43 | DEBUG |  Bad C string format |
15:06:47 | DEBUG |  Take MCCCLII |
15:06:45 | DEBUG |  Illegal function call |
15:05:31 | TEST |  Take MCCCLI |
15:05:30 | DEBUG |  The HP -> 5 bug investigation has begun |
14:48:51 | TEST |  Take MCCCL |
14:48:45 | CONFIG |  better? |
14:46:16 | CONFIG |  take MCCCXLVIII and MCCCXLIX |
14:46:03 | CONFIG |  more precise |
14:44:59 | CONFIG |  Irravonia Icon |
14:39:46 | TEST |  Take MCCCXLVII |
14:39:44 | CONFIG |  fine tuning |
14:36:53 | TEST |  Take MCCCXLVI |
14:36:46 | CONFIG |  Hotspotting Player pointer |
12:56:32 | DEBUG |  Still a long way to go! |
12:52:50 | TEST |  Take MCCCXLV |
12:52:49 | DEBUG |  As the enemy AI will crash the game, and it being impossible to debug two things at once, I've frozen the enemy time position to 0 temporarily. |
12:43:44 | VOID |  Take MCCCXLIV |
12:43:43 | VOID |  "delegate" keyword bug in function definitions in Scyndi |
10:54:40 | HUH |  Take MCCCXLIII |
10:54:38 | HUH |  How come Irravonia's HP is so low when combat starts (for no apparant reason?) I need to check again! |
10:53:06 | TEST |  Take MCCCXLII |
10:53:04 | AUDIO |  Level Up transferred |
10:51:51 | TEST |  Take MCCCXLI |
10:26:20 | MUSIC |  Victory tune transferred |
10:21:20 | TEST |  Take MCCCXL |
08:15:42 | AUDIO |  Start turn signal transferred |
08:14:26 | TEST |  Take MCCCXXXIX |
08:14:25 | C++ |  Audio loading expanded as a lot of unexplainable errors came forth from improper handling |
08:07:11 | TEST |  Take MCCCXXXVIII |
08:07:10 | FIXED |  Bad Extern |
08:01:44 | TEST |  Take MCCCXXXVII |
08:01:43 | SCYNDI |  Buzz() |
07:56:11 | TEST |  Take MCCCXXXVI |
07:56:10 | CODEROT |  Startup |
07:46:35 | TEST |  Take MCCCXXXV |
07:46:34 | DONE |  Corrections that I knew were coming |
07:43:24 | VOID |  Take MCCCXXXIV |
07:43:20 | VOID |  The "self" cockroach in properties made another victim |
07:40:47 | TEST |  Take MCCCXXXIII |
07:40:44 | JCR6 |  Secret icon alias |
07:40:07 | CONFIRMED |  I did |
07:39:26 | TEST |  Take MCCCXXXII |
07:39:24 | FIXED |  Did I fix it? |
07:39:05 | BUG |  for some reasons the for-loop for the guage icons is completely ignored. |
07:33:34 | TEST |  Take MCCCXXXI |
07:33:32 | VOID |  The "self" cockroach in properties |
07:30:41 | STATUS |  A NEW ERROR!!!!! PROGRESS! |
07:30:01 | STATUS |  AT LAST! |
07:29:54 | FUCKYOU |  Take MCCCXXX |
07:29:48 | COCKROACH |  MOAR of that crap? |
07:28:33 | TEST |  Take MCCCXXIX |
07:28:33 | COCKROACH |  HOw such a tiny little thing can cause so much fucking trouble |
07:26:39 | COCKROACH |  Take MCCCXXVIII |
07:26:35 | COCKROACH |  And now the mouse pointer comes with a fucking issue like this? |
07:24:12 | COCKROACH |  Take MCCCXXVII |
07:24:10 | COCKROACH |  WTF? |
07:23:08 | FUCKYOU |  Take MCCCXXVI |
07:23:04 | COCKROACH |  Persistent, aren't we? |
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