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 |
12:59 | TEST |  And now I gotta put this to the test .... |
12:59 | LINK |  Linked the event to the map |
12:52 | SASKIA |  Gordo Script |
10:14 | NOTE |  Later debug logs will have to confirm if this all fully works the way it should though |
10:13 | OPTIMIZATION |  I've set up a proper DESTRUCTOR for the buttons in Malabia's cave.... Due to a bug in the Lua's garbage collector, memory leaks would be inevitable, and this DESTRUCTOR might prevent that. I wonder though, as this leak could NEVER eat enough memory to cause that "Out of memory" error I got, but at least, I can be fully sure now... I hope |
10:06 | MYSTERY |  No clue why I got an "Out of Memory" error yesterday.... I must sort out what happened yesterday |
9:47 | TRANSFER |  Scenario Malabia's Temple |
- = 27 Mar 2020 = - |
20:38 | ANNOUNCEMENT |  People interested in alpha testing are welcome to contact me now... Once I got the link to Rebecca's part working, alpha testing is open for business |
20:37 | BACKUP |  Well okay, I'll run a backup |
20:37 | STATUS |  And there I'm gonna end today's session |
19:34 | FIXED |  Target Error |
19:25 | NOTE |  Yes, folks, most of the issues a coder has to deal with are these trivial things.... |
19:25 | TEST |  Take III |
19:25 | FIXED |  Done it now, so that issue's out of the way |
19:24 | STUPIDITY |  I forgot to NEG |
19:21 | TEST |  Will it hold out now? |
19:21 | RECOVERED |  Put in again |
19:21 | HUH |  Arena setting gone |
19:17 | NOTE |  (I often forget that thing). |
19:17 | TEST |  And NOW the test can start.... |
19:17 | MAP |  Random Treasures |
19:17 | NOTE |  Hold the show... I forgot something |
19:11 | TEST |  Time to put things to the test |
19:10 | MAP |  Combat settings |
19:06 | FOE |  Raven |
19:01 | CHARACTER |  Dernor can learn this move, but there are some extra requirements, as this move is pretty strong |
18:59 | ABILITY |  Raven's Peck |
18:56 | FOE |  Ghoul |
18:56 | SITE |  A few more fixees |
18:31 | SITE |  Devlog Config fixes |
18:27 | ABILITY |  Hades Strike |
18:27 | TRANSFER |  Art Ghoul |
18:23 | TRANSFER |  Art Raven |
18:23 | FOE |  White Slime |
17:48 | C# | Stach Update |
15:37 | NOTE |  I do need a break now, though, so I'll get back to this later |
15:22 | CONFIG |  Well the meta data of the temple has been set now anyway, though |
15:21 | STUPIDITY |  Of course, I did forget we also need encounters in Malabia's cave, so perhaps it's prudent to focus on that first.... |
15:20 | SASKIA |  Basis script set up which will allow the scripting of the Gordo and also other scenario stuff here, as this will be a very important hub later in the game. |
15:18 | JCR6 |  This is gonna take some time |
15:17 | JCR6 |  And running |
15:17 | JCR6 |  Script adepted |
15:17 | MUSIC |  Just like in the original game "Angevin" by Kevin McLeod will be the background music |
15:15 | MAP |  Entrance area Malabia's Temple |
15:14 | PHANTASAR |  Another chapter |
- = 26 Mar 2020 = - |
20:47 | UPDATED | |
20:47 | STATUS |  Malabia's Cave complete |
20:05 | SCREENSHOT | |
20:00 | FIXED |  Database error |
19:55 | LINK |  Script linked |
19:55 | MAPSCRIPT |  Unlock the temple |
19:53 | LINK |  At least I could link something to the worldmap now |
19:53 | MAP |  Empty map for the temple... I'll do the map later |
19:52 | WORLDMAP |  Malabia's Temple |
19:27 | FIXED |  Blockmap issues due to "rotten objects" |
19:23 | MAP |  Area 009 |
19:06 | CONFIRMED |  And the linked Game Jolt trophy also kicks in |
19:06 | CONFIRMED |  And so does the achievement, or at least in-game |
19:06 | CONFIRMED |  The room 008 puzzle works |
18:59 | TEST |  Take V |
18:59 | FIXED |  Tag issue |
18:55 | TEST |  Take IV |
18:55 | FIXED |  Another |
18:52 | TEST |  Take III |
18:52 | FIXED |  Illegal Static Function Call |
18:50 | TEST |  Take II |
18:50 | FIXED |  Corrupted file |
18:11 | TEST |  Take I |
18:11 | STATUS |  Now THIS is gonna require me to do some testing! |
18:11 | MAPSCRIPT |  Button links |
18:11 | MAP |  Area 008 |
11:03 | TEST |  Let's see if this works properly |
11:03 | MAP |  Area 007 |
- = 25 Mar 2020 = - |
12:59 | TEST |  Take IV |
12:59 | FIXED |  Dominance issue |
10:50 | TEST |  Take III |
10:50 | FIXED |  Code Typo |
10:46 | TEST |  Take II |
10:46 | FIXED |  Link 004 => 005 was not working |
10:37 | TEST |  Let's see |
10:37 | MAPSCRIPT |  A bit of extra scripting was required here to make the "level-effect" possible |
10:36 | MAP |  Area 005 |
- = 24 Mar 2020 = - |
19:28 | MAP |  Area 004 |
19:27 | VOID |  Correction due to a cap bug on the latter "J" in XNA |
18:27 | TEST |  Area 003 |
18:26 | MAP |  Area 003 |
17:57 | CONFIRMED |  And everything is now cooooool! |
17:53 | TEST |  take XVII (all should work now... at least in room 002) |
17:53 | FIXED |  Barrier did not open |
17:52 | CONFIRMED |  All bugs in the linked button script accounted for... Only one more thing, left for me to do! |
17:49 | TEST |  Take XVI |
17:49 | FIXED |  Illegal method call |
17:47 | TEST |  XV |
17:46 | FIXED |  Illegal function call |
17:43 | TEST |  Take XIV |
17:43 | EXPERIMENT |  Did I fix this, yes or no? |
17:42 | SOLVED |  I think I found out what I can do about this, but let's see |
17:31 | TEST |  Take XIII |
17:31 | DONE |  SOme shit beyond any right person's understanding |
17:29 | NOTE |  I realized that can NEVER work |
17:29 | NOTE |  HOLD THE SHOW! |
17:28 | TEST |  Take XII |
17:28 | COCKROACH |  I think I need to use some brute force... especially since the better method failed already it no longer matters |
17:25 | TEST |  Take XI |
17:24 | EXPERIMENT |  I think I found a fix for that, or at least a way to crash out when it still happens |
17:24 | NOTE |  It's clear that some buttons have many dupe definitions, leading to one definition neutralizing the other |
17:07 | TEST |  Take X |
17:06 | FIXED |  At least that issue's been fixed... Next issue |
17:06 | SOLVED |  Multiple ZA_Enter causes some issues, eh? |
17:03 | DEBUG |  And some extra debug to provide some anwers, as this is getting beyond me |
17:03 | FIXED |  Tiny fix |
17:03 | COCKROACH |  still no good |
16:22 | TEST |  Take IX |
16:22 | EXPERIMENT |  so I'll go for the manual approach.... |
16:21 | COCKROACH |  the auto-approach doesn't appear to work well |
16:06 | TEST |  Resuming Take VIII (which I was still running) |
16:06 | NOTE |  Distrubed by another important phone call |
15:36 | TEST |  Take VIII |
15:36 | FIXED |  Main table not updated |
15:25 | TEST |  Take VII |
15:25 | STUPIDITY |  Timeout declaration error |
15:22 | TEST |  Take VI |
15:21 | FIXED | |
15:13 | TEST |  Take V |
15:13 | DEBUG |  And an debug timeout enforcer has been put in place also |
15:12 | EXPERIMENT |  I hope I tackled that |
15:09 | BUG |  Apparently an infinite loop is taking place |
15:07 | TEST |  Take IV |
15:07 | FIXED |  Hopefully |
15:07 | SCRIPT |  New Setup |
15:07 | DUMMIED |  False setup |
15:02 | TEST |  Take III |
15:02 | FIXED |  Code Typo |
14:57 | FIXED |  Illegal function calls |
14:50 | TEST |  Take II |
14:50 | NOTE |  I HATE case sensitivity..... (It's for a reason I'm experimenting with my own engine (and if unsuccesful I'm gonna make an improved version of Scyndi in order to replace NIL) |
14:50 | FIXED |  Case Error |
14:46 | TEST |  Take I |
14:46 | NOTE |  It's for a reason I'll save the encounters for this dungeon for the very last moment |
14:45 | STATUS |  And now it's time to get the test running... Which me luck as this ain't gonna be easy.... |
14:45 | MAP |  Area 002 |
14:44 | DONE |  Answered a long but important phone call |
12:58 | LINK |  Achievement linking to mapscript and game jolt |
12:52 | ACHIEVEMENT |  Sanity is not required for the job! You're not mad enough to be rejected! |
12:49 | MAPSCRIPT |  I've set up system which will check the button puzzles.... No idea if it works though |
- = 23 Mar 2020 = - |
14:58 | CLOSED | |
14:58 | CONFIRMED |  It works |
10:59 | DONE | #149 Although before I close that issue, I first wanna do a quick test. |
10:36 | CONFIRMED |  Not only that, but the permanencer on the bridge works too.... |
10:36 | CONFIRMED |  The bridge works |
10:31 | TEST |  Take IV |
10:31 | FIXED |  Bridge didn't appear (although the game did not crash) |
10:26 | TEST |  Take III |
10:26 | FIXED |  Another |
10:23 | TEST |  Take II |
10:23 | FIXED |  State error |
10:18 | TEST |  Gotta test it, though |
10:18 | NOTE |  And the crash is "fixed" in the process.... |
10:18 | MAPSCRIPT |  The bridge should now appear |
10:14 | FIXED |  Door room 001 didn't open |
10:14 | FIXED |  Way back didn't work |
10:03 | NOTE |  Target on the right will for now crash the game, as I didn't yet write the mapscript for that |
10:02 | MAP |  Area 001 |
- = 22 Mar 2020 = - |
21:48 | NOTE |  The current events will not get me to remove Eric's super file spell "Corona", though |
21:48 | CONFIRMED |  Oh yeah.... achievement 180 worls |
21:46 | SYSTEM |  Defragmentation of my portable devices was way too long ago, so let's do that.... This will mostly likely take very extremely long (those are MAGNETIC devices, so I still have to do this). |
21:44 | STATUS |  For now this will do.... On Sundays I'm always short on time |
21:44 | CONFIRMED |  Alright |
21:44 | TEST |  Let's see |
20:49 | FIXED |  Not quite, but I got on the right trail... Now it must be fixed for real! (I hope) |
20:46 | TEST |  Another take must confirm that |
20:45 | FIXED |  I think I fixed that |
20:43 | BUG |  for some reason leaving and re-entering crashes the game.... |
20:43 | CONFIRMED |  The bolt appears to work, BUT..... |
20:28 | NOTE |  And about time too |
20:28 | UPDATED |  vUpdate |
20:10 | SECURITY |  Shootings will be terminated immediately if something disappears while the bolt still flies |
20:09 | STATUS |  still slower, but already a bit quicker than it was... This WILL have to do for now, I'm afraid |
20:08 | TEST |  Let's see |
20:07 | NOTE |  This is not entirely safe.... No objects may be removed as long as the bolt is running, and if that still has to happen, a new table must be created... I hope this will work out, though |
20:06 | EXPERIMENT |  I've done a little bit of experimenting to see about #151 |
- = 21 Mar 2020 = - |
22:05 | NOTE |  Setting up that mapscript is NOT for today, though |
22:05 | STATUS |  Right... Stuff works now....At least the crash I now got is the crash for the non-existent mapscript method, and that crash could only occur when all other bugs are fixed.... |
22:01 | NOTE |  Final take I hope! |
22:01 | TEST |  Take XIX |
22:01 | FIXED |  Syntax error |
21:58 | TEST |  Take XVIII |
21:58 | GITHUB | |
21:58 | TEST | |
21:39 | NOTE |  (And I'm hope I'm there now, as this is taking its toll on me now) |
21:38 | TEST |  Take XVII |
21:38 | FIXED |  Tex reference incorrect |
21:30 | TEST |  Take XVI |
21:30 | FIXED |  Loop kill crash |
21:22 | TEST |  Take XV |
21:22 | FIXED | |
21:22 | SOLVED |  Misformed function call |
21:13 | TEST |  Take XIV |
21:13 | DEBUG |  I need to know more now |
21:13 | NOTE |  The outcome is astounding |
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