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 | ||
22:02 | TEST | Let's see..... |
22:01 | MAPSCRIPT | Scyndi saying it's no use as long as Irravonia (Butterfly) isn't available |
21:58 | NOTE | That is as far as I'll go for now, but I had to test if Scyndi will respond or not! |
21:57 | MAP | Area 001 |
21:57 | CONFIRMED | Right-o! |
21:43 | TEST | Take IV |
21:43 | RECOVERED | Lost data due to application conflicts |
21:39 | TEST | Take III |
21:39 | FIXED | Code Typo |
21:32 | TEST | Take II |
21:32 | FIXED | Music issue |
21:28 | TEST | A little test! |
21:17 | SASKIA | Basis for Frudarmon's basement |
20:38 | TRANSFER | Scenario (as far as you can speak of that, though). |
20:34 | MAP | The entrance room of the basement |
19:26 | BOOST | Phelynx kid is now stronger! |
19:25 | CONFIRMED | It works |
18:24 | TEST | Take II |
18:24 | FIXED | Illegal picture reference |
18:20 | TEST | Testing Kitchen |
18:20 | FOE | Phelynx Girl |
18:14 | ABILITY | Mjölnir |
18:14 | ABILITY | Jolt |
15:46 | CONFIRMED | Good! |
15:42 | TEST | Small test |
15:41 | NOTE | the game should crash since the Phelynx girl has not yet been scripted out |
15:41 | MAPSCRIPT | I've set up the combat that should start whenever you enter the kitchen |
15:40 | OFFTOPIC | WISDOM!!!! |
15:25 | OFFTOPIC | |
15:24 | TEST | I can test things now, nonetheless |
15:24 | NOTE | As long as Frundarmon has not been challenged and defeated, the kids should respawn every time you enter the kitchen and engage in combat. This is not yet active.... |
15:23 | LINK | Kitchen linked to kamer system |
15:18 | MAP | Kitchen |
11:40 | MAPSCRIPT | Switch should now work |
11:33 | TEST | Take II |
11:33 | FIXED | Image ref error |
11:28 | TEST | Let's see |
11:23 | FOE | Fairy Girl |
11:22 | ITEM | Carrot |
11:13 | FOE | Human Boy |
- = 15 Apr 2020 = - | ||
23:10 | TEST | Storage |
23:09 | MAP | Storage |
21:11 | FIXED | Cosmetic Wall Issue |
21:07 | TEST | Take II |
21:07 | LINK | Living room + Secret passage to the Kamer system |
21:06 | FIXED | Zone issue |
20:58 | TEST | Let's see if everything I got so far works! |
20:57 | STATUS | My first concern now is to make sure the link to the secret dungeon will work.... So that will when this all works be my first thing to do.... Since you do need Irravonia to get further, however I need to test if Scyndi will say that, so...... |
20:57 | MAP | Living Room |
20:43 | MAP | Secret Passage |
17:11 | STATUS | Time for a break |
16:27 | JUDGMENT | Overall stuff works, but for some reason the AfterDraw is being ignored.... I need to find out why |
16:22 | TEST | Take II |
16:22 | FIXED | Some arena errors |
16:17 | STATUS | Almost there, but not quite |
16:08 | TEST | Take I |
16:07 | FOE | Kid: Elf Girl |
16:02 | NOTE | This will be the default attack for all kids |
16:02 | ABILITY | Attack in Damnnation |
15:56 | TEST | Again! |
15:56 | FIXED | More trivial issues |
15:52 | TEST | Let's do it again.... |
15:52 | FAILURE | Build failure |
15:52 | FIXED | several fixes |
15:29 | TEST | So here goes nothin' |
15:29 | NOTE | The game will still crash as I didn't yet script any kids as enemies, but at least I can check if the combat starter is properly called |
15:22 | NOTE | This mission will have no random encounters, but fixed encounters.... So this alternate function was needed |
15:21 | MAPSCRIPT | Kid fight start |
15:16 | ARENA | Frundarmon's mansion |
14:54 | TEST | A little test is in order... The game WILL crash, though, but this test can at least show me if the linkups work as they are supposed to be |
14:38 | FIXED | And a typo fixed that somehow made it into the original game. |
14:37 | SCENARIO | Auto-adaptions |
14:36 | TRANSFER | Frundarmon scenario file |
14:33 | MAP | Kid at the entrance |
14:30 | FIXED | A little mistake in transferring |
14:27 | TRANSFER | Graphics for the Children of Frundarmon |
14:23 | C# | A few workouts on Stach.... |
13:01 | TODO | Kitty is hungry, so I guess I gotta feed her ;) |
13:01 | JUDGMENT | Now I see what I want to see |
12:57 | TEST | Take XXII |
12:57 | FIXED | Wrong parameter in stretch |
12:54 | TEST | Take XXI - Stretch |
12:49 | TEST | Take XX |
12:49 | FIXED | Invalid data |
12:44 | TEST | Take XIX |
12:44 | DEBUG | Added an extra debug line which hopefully provides a few answers |
12:41 | COCKROACH | This is even more terrible |
12:37 | TEST | Take XVIII |
12:37 | FIXED | Illegal method call |
12:34 | TEST | Take XVII |
12:34 | VOID | Built in a safety tag |
12:16 | TEST | Take XVI |
12:16 | FIXED | Missing index |
12:02 | TEST | Take XV |
12:02 | EXPERIMENT | Set to "Small Dark Room" |
12:01 | FIXED | Position |
12:01 | ENHANCEMENT | Pre-Rendering Room Headers |
11:56 | TEST | Take XIV |
11:56 | HUH | But since that was a mapscript destructor I wonder how it could happen in the first place |
11:56 | DUMMIED | A line that shouldn't be there |
11:55 | HUH | Yeah, now it works... And I didn't change a single line of code at all... Just re-compiled NALA.... Oh well |
11:54 | TEST | Take XIII |
11:52 | CONFIRMED | Builiding was succesful |
11:51 | GENERAL | So let's FORCE our way in |
11:51 | HUH | It claims a certain fix hasn't been done |
- = 14 Apr 2020 = - | ||
23:58 | TEST | Take XII |
23:58 | FIXED | Code typo in link code |
23:51 | TEST | Take XI |
23:51 | FIXED | Case errors |
23:33 | TEST | Take X |
23:33 | FIXED | Lack of "self" |
23:32 | HUH | Take IX does work.... Crazy |
23:30 | HUH | ??? |
23:25 | TEST | Take VIII |
23:25 | FIXED | Forgotten #use |
23:21 | TEST | Take VII |
23:21 | FIXED | That takes care of a crash |
23:21 | DUMMIED | leftover of old plan |
23:16 | TEST | Take VI |
23:16 | DONE | __yellow |
23:13 | TEST | Take VI |
23:13 | FIXED | I did need to fix a code typo, though |
23:13 | CONFIRMED | And NOW it does call the mapscript |
23:03 | TEST | Take V |
23:03 | FIXED | .... |
23:03 | STUPIDITY | Missnamed mapscript |
22:59 | TEST | Take IV |
22:59 | DEBUG | And hopefully I can now also see if the function is called at all |
22:58 | MAPSCRIPT | Area show |
22:58 | MAP | Part of the corridor |
22:46 | MAPSCRIPT | I've set up the system that makes headers of the room you are now in |
22:46 | NOTE | this could be due to some little space I'm now dealing with, but the screen being pretty big |
22:45 | JUDGMENT | It almost looks like nothing is happening |
21:58 | TEST | Take III |
21:58 | SASKIA | Base script Frundarmon's mansion |
21:37 | TEST | Take II |
21:37 | STUPIDITY | How could I forget about that? |
21:36 | CONFIG | Map Meta Data |
21:16 | UPDATED | |
20:57 | NOTE | (This seems so simple, but don't be fooled... This can be quite bothersome, mark my words!) |
20:55 | TEST | Take I |
20:55 | LINK | I've linked the worldmap to this |
20:54 | MAP | Entrance hall Frundarmon's mansion |
20:38 | SCRIPT | I've set up the routine to create the circular darkness effect.... I need to see what is the best method to do this |
20:21 | TRANSFER | Circular Darkness |
20:19 | JCR6 | Unfortunately I need to pack again |
20:19 | FIXED | Fixed |
20:19 | FAILURE | Music file name error |
20:03 | JCR6 | Repack music |
20:03 | MUSIC | Music alias for "Tempting Secrets" for Frundarmon's Mansion |
19:56 | DONE | MapScript Draw callback call |
19:30 | STATUS | Well, gives me time for a natural break, I suppose |
19:30 | BACKUP | However the backup tool is still running and that will slow things down, a bit |
19:28 | NALA | must be recompiled as a ressult |
19:28 | ENHANCEMENT | StretchDraw support |
- = 13 Apr 2020 = - | ||
20:31 | STATUS | I do need to do a few studies before I can begin on Frundarmon's mansion |
20:28 | GITHUB | Added checkboxes to #146 |
17:22 | STATUS | As far as #152 goes, there is nothing I can do on the short term... But I'm still on da case.... I'll make my preprations for the Frundarmon's mansion now, as that is my first concern now... But I will keep on investigating the Out of Memory issue, to find out when it's caused, hopefully telling *why* it is caused... Only when I can find that out, I can hope for a fix.... |
17:15 | TEST | Heaven.... I'm in Heaven... |
17:15 | FIXED | Invalid tag |
17:09 | TEST | |
17:08 | FIXED | Worldmap referrece prefix invalid |
16:51 | BUG | Frundarmon's mansion doesn't unlock |
16:43 | TEST | ........ |
16:43 | FIXED | Declaration error |
16:39 | TEST | ZZZZZZZZZ! |
16:39 | FIXED | Got rid of an infinite loop |
16:33 | TEST | YAAAAWN! |
16:33 | FIXED | KILL! KILL! KILL! |
16:01 | TEST | Fuck it! |
16:01 | FIXED | GRRRR! |
15:46 | TEST | And again! |
15:46 | VOID | Static local var error |
15:37 | TEST | And another test.... (sigh) |
15:37 | FIXED | Lack of self |
15:31 | FIXED | Syntax error |
15:05 | DEBUG | MOAR debug crap in save routine.... Likely not doing much, but at this moment I cannot eliminate any impossibilities, so that means I cannot get closer to the truth also.... It wouldn't hurt to do this in order to figure stuff out, so..... |
14:51 | DUMMIED | More unneeded debug lines |
13:26 | COCKROACH | At least I do know for sure now that #152 has NOT been fixed yet..... So I guess it's not the swapping engine.... But what is it then, hmmm? |
- = 12 Apr 2020 = - | ||
1:21 | NOTE | It's not yet linked to any map at all, so trying to enter will crash the game! |
1:21 | WORLDMAP | Frunarmon's Mansion |
1:18 | ACHIEVEMENT | "I only wanted 2 see u laughing in the purple rain" |
- = 11 Apr 2020 = - | ||
21:50 | STATUS | Well I'll see later what to do next |
21:44 | NALA | Recompiled |
21:29 | NOTE | This does NOT guarantee #152 is fixed, though..... But it will at least make sure things are not "too crowded" there..... |
21:28 | DONE | I've put a measure that when there are more than 5 entries in th the swap buffer the updater will always be triggered |
21:12 | DUMMIED | Two debug lines I no longer needed and which were only in my way |
21:08 | NOTE | I can't exactly put my finger on this, but it does look like the swapper could be the source of all evil |
20:28 | STUPIDITY | DOH! |
20:23 | FAILURE | Apparently the synchronizing with the debug build didn't go the way it should.... |
20:22 | DEBUG | #152 -- Let's see if these lines give me any information.... |
20:22 | INVESTIGATION | #152 -- Let's start the investigation |
18:09 | BUG | This bug will need my immediate attention.... But I must do things IRL first.... But as soon as I resume this project I'm on da case! |
18:09 | BUG | |
17:30 | TEST | Take X |
17:29 | VOID | I've removed True Death Cap from the regular "Spores" charms |
17:23 | TEST | Take IX |
17:23 | FIXED | Let's FORCE our way through then |
17:22 | COCKROACH | Didn work eh? |
17:04 | TEST | Take VIII |
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