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
20:19STATUS
STATUS Of course, I only have access now to Irravonia's prologue mission, but I can already see if I can set a few things up
20:18CONFIRMED
CONFIRMED Both bugs appear fixed now!
20:12TEST
TEST Hopefully!
20:12FIXED
FIXED Should now be fixed
20:11SOLVED
SOLVED Request to register the failure was set on the wrong spot in the code
20:10DEBUG
DEBUG Log confirms that the failre is NOT registered.... Why?
20:06TEST
TEST Let's see!
20:06FIXED
FIXED I think I tacked the first one completely
20:06DEBUG
DEBUG An extra debug check on the latter one
20:05COCKROACH
COCKROACH And the GJ security blockout also appears to be persistent!
20:05COCKROACH
COCKROACH NG+ bonus on travel bonus not right
20:00TEST
TEST Again!
20:00FUCKYOU
FUCKYOU Such things NEVER go right in one go, though!
19:52FIXED
FIXED I've put in a temporary "gjfail" variable.... This variable will not be saved, so when GJ fails now, your game will still be valid for GJ in general
19:48BUG
BUG I see that when GJ fails to login achievement cause security errors....
19:30TEST
TEST A small test will need to be done
19:28GAMEJOLT
GAMEJOLT That will be Game Jolt's task to fix.... It' very likely a conflict between my system and theirs as a result to their long maintenance, yesterday
19:27FAILURE
FAILURE
19:25FIXED
FIXED That's been taken care of!
19:23BUG
BUG I see the travel emblems do not yet respond properly to being NG+
19:16C++
C++I've done some work on Apollo.... Loads of work and not a single pixel will appear on screen for that YET... But the work was important nonetheless...
- = 21 Aug 2020 = -
21:05C++
C++Brendor I did however make progress in my C++ work, so it's not all that bad!
21:05GAMEJOLT
GAMEJOLT Was in maintenance today, and due to my reliance on the GJ API, that stops the game development for today....
- = 20 Aug 2020 = -
21:27FIXED
FIXED Confirmed #249 fix
21:19NOTE
NOTE Although i was working on other stuff, but I had to take care of that one quickly (unfortunately).
21:19FIXED
FIXED I think I fixed it!
21:15HUH
21:13CONFIRMED
CONFIRMED This looks good
21:05TEST
TEST Well, let's see.... :-/
20:35NOTE
NOTE The Script notification I made earlier will help me there
20:34NOTE
NOTE For now, all I can do is start a game up and make sure the system marks this as a New Game+
20:34SYSTEM
SYSTEM I've temporarily moved my True Abyss savegames to a different folder... This is to make sure no crazy things will happen to them, as I may need them for more tests later!
20:08STATUS
STATUS And when it comes to Dyrt, I am right now focussing on getting the New Game+ started... Where the test gets hard is is the fact that the game will then start with a lot of scenario, and it *is* potentially hard to test if stuff all works... Of course, this is no excuse not to get things to work, but it will make things harder....
20:06C++
C++Well other than that I got JCR6 to work in VisualStudio... Due to Microsoft's stunt without any form of compression yet, but that doesn't matter... Compression wasn't my most crucial point anyway, and my experiments for lzma are only planned for the future in C++ already, and if lzma can be set to work then I wouldn't have aimed for zlib anyway
18:23FAILURE
FAILURE MICROSOFT!!! YOU BLUNDERING IDIOTS!

"Deprecating standard C features"

17:23SCRIPT
SCRIPT I've set the field to show you you are in a New Game+ if you are are actually doing so!
17:23C++
C++I've set up GINIE to work in C++
- = 19 Aug 2020 = -
21:39STATUS
STATUS True Abyss Test Complete
14:20C++
C++Successfully build myself a Lua library for C++... I should not be happy too early, but with Lua successfully built and some tests in SDL going well, things are going well on the road... That was quite unexpected... C++ and I have NEVER been good friends... so.... I wonder when things go terribly wrong beyond my control...
12:14CONFIG
CONFIG A lot of reconfiguration has to be done here
12:14BACKUP
BACKUP Running
12:02STATUS
STATUS None of the open issues in the game though are really suitable to fix in the True Abyss, added with that I also must note, that the (for now) final tests of the Abyss draw near... I think I can better focus on that test first when it comes to this game
11:39C++
C++So a redo in C++ is becoming realistic now... I guess...
11:39SITE
SITE Added tag C++
11:00FAILURE
FAILURE It appears the Apollo project has failed in C#, this most of all due to that fucking MonoGame not functioning the way it should and its developers not yet responding to my outcry for help...

Now don't question my patience... I got a very very big project on the line because of this, and I must move on... On this moment I'm digging through documentation written by LazyFoo about SDL2 for C++ in VisualStudio and so far I like what I'm reading... If implementing Lua will go just as easy, as well as implementing my JCR6 library (which I already have), that I got good hope that translating Kthura to C++ won't tax me at all... C++ seems to provide most I need to make Kthura run smoothly except for a garbage collector, but even that can be taken care of smoothly, as I already got a few ideas to make that happen... I just need to make a few steps back here...

- = 18 Aug 2020 = -
20:59FAILURE
FAILURE Why did VS2019 only allow up to .NET 3.1 while I did ask up to 4.8?
19:24FIXED
FIXED Irravonia I THINK I fixed it though....
19:22HUH
HUH Even more huh, the screenshot got out of my clipboard, so all data I need is lost!
19:22HUH
HUH Crash upon using a banana
18:42CLOSED
18:41CONFIRMED
CONFIRMED IT WORKS!
18:33TEST
TEST Irravonia Let's see now!
18:32FIXED
FIXED ">" != "<"
18:32BUG
BUG Cancelling itself works, but there are issues with the coordinates
18:25TEST
TEST II
18:25FIXED
FIXED Case error
18:21TEST
TEST Let's see....
17:48SCRIPT
SCRIPT The button has been scripted
17:08NOTE
NOTE If you get how much trouble that one just to get an "X" on the screen, it's downright depressing!
17:07CONFIRMED
CONFIRMED IT'S THERE!
17:04TEST
TEST Take IV
17:04VOID
VOID Reference issue
17:00TEST
TEST Take III
17:00STATUS
STATUS Siiiiiiiiiiiiiigh!
17:00FIXED
FIXED Code typo
16:54TEST
TEST Outsider: Feenalaria, daughter of Vandar Take II
16:54FIXED
FIXED Fixed that
16:53STUPIDITY
STUPIDITY Class config error
16:45SCRIPT
SCRIPT I've set the script to show the icon.... Clicking it won't do any good yet, though
16:43NOTE
NOTE Some real life stuff in my way
13:38FAILURE
FAILURE

GOOD IDEA!!!! NOT!!!

13:32ART
ART Eric Close Icon for #35
12:26CHECKED
CHECKED Well, I've checked if NALA (based on the old MonoGame templates that I no longer seem to be able to use for some silly reason) DOES work in VS2019... If worst comes to worst I can still take NALA as my basis, strip it completely to all Bubble references and sources and use that as my basis for the Apollo Basic Game Engine and RPG engine.... It's not the road I wish to travel though, but it's better than nothing.... I always wonder why stuff like this always happens... It wastes tons of my valuable time... It does show however why I rely so much on my own engines as much as possible... Then I got all trouble in my own hands... 3rd party stuff is always a disaster for some reason.... (But unfortunately something we cannot do without).... :-/
12:12FUCKYOU
FUCKYOU Okay, let's make the guys at MonoGame themselves sort this out as I'm out of clues now: MonoGame/ MonoGame#7317
12:12FAILURE
FAILURE Whatever I try MonoGame keeps failing
11:15FAILURE
FAILURE A lot is going wrong though.... But then again.... Stuff never went right on me in this stage of things.... Needless complication is an issue, I suppose
9:59SYSTEM
SYSTEM The NALA engine was completely developed with VisualStudio 2017. I've now installed VS2019, and for now I'll focus on that when it comes to the development of Apollo... The CLI version of Apollo is nearly completed, and appears to work well in VS2019... MonoGame is acting up on me, so I had to re-install it and was even forced to move to VS2019 that way...
9:15APOLLO
The script can access that now properly
- = 17 Aug 2020 = -
23:46APOLLO
I've taken care of the ID process... Important
21:10FIXED
FIXED Is the void fixed now?
21:10STUPIDITY
STUPIDITY I thought I did
21:02VOID
VOID I dunno what happened but I voided it
20:30TEST
TEST Take VII
20:30STATUS
STATUS I had a few other things to take care of before I could resume the action
19:33STATUS
STATUS Which reminds me it was for good reasons I made another run here
19:33FIXED
FIXED Blockmap issue floor 65
19:32CONFIRMED
CONFIRMED Lightning works now! Whooohooo!
19:10TEST
TEST Take VI
19:10FIXED
FIXED infinite loop
19:05TEST
TEST Take V
19:05FIXED
FIXED Pure idiocy
18:54TEST
TEST Take IV
18:54FIXED
FIXED Syntax Error
18:49TEST
TEST Take III
18:49FUCKYOU
FUCKYOU Identifier trouble
18:26TEST
TEST Take II
18:26LINK
LINK Aziella Linked the spellani to the abilities in question
18:25STUPIDITY
STUPIDITY HOLD THE SHOW! I forgot something important!
18:19STATUS
STATUS And I'll take a few extra True Abyss Levels in the process...
18:19NOTE
NOTE Needs to be tested first of course
18:18SPELLANI
SPELLANI Lightning
17:25ART
ART A few mirror effects
17:23SYSTEM
SYSTEM Yeah, those updates can be really terrible sometimes
17:23UPDATED
UPDATED Paint.net outdated
17:17GENERATION
GENERATION (About time too)
17:17GENERATION
GENERATION Jukebox was outdated.... So I regenerated that
17:14TRANSFER
TRANSFER Audio Thunder Clap
16:56APOLLO
Expanding some file support
16:55APOLLO
Now since the Star Story redo may be the first game that will be developed with the Apollo engine, I guess I should start that Devlog already.... hahahaha!
16:52APOLLO
I'm working now on a new engine called Apollo.... Yes... Unfortunately it will replace NALA and the underlying Bubble system... It was to be expected that Dyrt would expose some nasty things requiring me to start anew... Oh well....
16:51SITE
SITE Added tag APOLLO
- = 16 Aug 2020 = -
13:43JCR6
JCR6 I've given JCR6 an overhaul in the error handling... Please note none of the programs so far can pick this up, so the one is still present (as deprecated), and I also did not yet set the drivers to cooperate well with this....
- = 15 Aug 2020 = -
9:47NEIL
NEIL Only a few more additions need to be done and then Neil is finally fully ready for action.... Isn't that exciting, folks?
9:46NEIL
NEIL And more stuff done
- = 14 Aug 2020 = -
12:49STATUS
STATUS Not yet tested though, and I expect a lot to go wrong!
12:44NEIL
NEIL I've tried to put a "Try--Catch" clause in Neil.... As I already decided that NALA will have to be succeeded by a new engine, the Try-Catch clause can really help me to put a better error handler in that new engine, I tell ya!
- = 13 Aug 2020 = -
23:15CLOSED
CLOSED #124 -- Although testing that is impossible now.... It shouldn't give that much trouble!
18:53JUDGMENT
JUDGMENT Not perfect, but it will have to do
18:26TEST
TEST Take Four
18:26TEST
TEST I did also fix a little bug in the rotation stuff
18:26NEIL
NEIL One of the reasons for developing Neil... To get rid of that! (Not only that, but it's one of the reasons)
18:25FIXED
FIXED Merya Case error
18:20TEST
TEST And NOW to take a look at Take Three
17:58STATUS
STATUS Before I go to take three... first the news!
17:58FIXED
FIXED And another one!
17:53TEST
TEST Take Two!
17:52FIXED
FIXED And the first trivial fix had to be done already.... (oh well)
17:46TEST
TEST Take One!
17:46STATUS
STATUS Well, I can only test on the way if this all works... wish me luck, as I feel I'm gonna need it, pretty bad
17:40LINK
LINK Linked to Quake Strike
17:40LINK
LINK Linked to "End of the World"
17:39LINK
LINK Linked to the spell "Quake"
17:35SPELLANI
SPELLANI I've worked out the Quake animation... No idea if it works yet, though
17:16STATUS
STATUS Like the "Quake" effect
17:16STATUS
STATUS I'm however first planning on doing some stuff for the game
17:16NEIL
NEIL Yes, somore more is planned later
17:16NEIL
NEIL Simple switch support....
16:13NEIL
NEIL Old style case support
10:29FAILURE
FAILURE The failure must lie in Geany... Bob can find things Geany can't.... But which do turn out to be really there... How odd...
10:28TEST
TEST Bob keeps on finding things to build things without need.....
10:05BOB
BOB Increased max size for hashing to 5 MB
3:06FUCKYOU
FUCKYOU Oh, fuck it! I'm tired!
3:06BOB
BOB Not yet fully working the way it should, eh?
2:44BOB
BOB Also tied to Anyway (not that I expect to need that tool much, but just in case)
2:21FAILURE
FAILURE It does appear that somehow the scenario editor can push itself to the background.... This would explain a lot of failed builds and scenario blocks strangly getting back to their old settings....
1:29BOB
BOB Can now check if a build was a sucess or not
1:09BOB
BOB Dernor Updated script to also see Nala being updated
0:57NOTE
NOTE This DOES cause some extra crap to be rebuild, but hey, it's all for a good course... At least I wanna think so! XD
0:56BOB
BOB Enhanced with some better checking
- = 12 Aug 2020 = -
23:35NOTE
NOTE Although I could with less heath, and I am more and more worried about my sleep with this fucking heath!
23:35TEST
TEST I've done some more testing, but did not lead to any new issues to work out
22:30SITE
SITE Added tag BOB
22:30TEST
TEST I'm putting Bob to the test
22:03NEIL
NEIL I've written a small program called "Bob" which is to be used in QuickNeil... You can see Bob as a kind of "Make" (the name Bob is not a coincidence.... Can we build it? Yes, we can!) only written in a way more adequate than MAKE. Make kept on doing stuff even when it was not needed... Bob was written from a different approach!
14:32FIXED
FIXED A few more fixups required
14:29INVESTIGATION
INVESTIGATION Well, that ends this investigation, my dear Watson

I hope this solves all issues, but ya can never know for sure, eh?

14:27STATUS
STATUS As far as I can tell most achievement appearing illegally were merely not correctly tagged... That should be fixed now.... Now that my current savegame is a bit messed up this is hard to check, but this will have to do
14:18INVESTIGATION
INVESTIGATION Let's list it out for real now, shall we?
14:12INVESTIGATION
INVESTIGATION Force log to show more info about now allowed achievements still being listed!
13:56FIXED
FIXED Several Syntax Errors
9:47NOTE
NOTE I cannot test that right away.... So this is something to be tackled later on
9:45FIXED
FIXED Auto-Achievements not supposed to be given in the True Abyss will no longer be given there...
- = 11 Aug 2020 = -
15:58STATUS
STATUS And besides... I could use the distraction for awhile.... The project is beginning to bore me, but hey... I wanna finish what I started...
15:58NOTE
NOTE As this contains active content things may be a bit harder on me than for the True Abyss, and that's why I made the basics for Neil during the True Abyss....
15:57STATUS
STATUS As soon as this setup for the True Abyss is done I'll focus on the New Game+
15:54VISUALSTUDIO
VISUALSTUDIO I've been working out a good installer... C# is pretty much dependency based I found out to my horror... Well at least now Microsoft can take the blame if the game doesn't work
15:51NEIL
NEIL Wasted some time sorting things out for a good editor
13:58NOTE
NOTE It's not much... But at least it's something!
13:58C#
I've written a quick editor for Neil.... It also supports NIL (which was used for Dyrt), and SASKIA....
- = 10 Aug 2020 = -
21:04TEST
TEST And let's see now!
21:04FIXED
FIXED Rebecca System should not ask to "leave town" from the start level
21:03MYSTERY
MYSTERY Magically the changes to the scenario have been undone
20:44TEST
TEST Conchita And the start of a full test to make sure The True Abyss really works!
20:44MAPSCRIPT
MAPSCRIPT Conchita
20:44FIXED
FIXED Scenario fixes
20:42MAP
MAP Adaptions for Conchita
20:41SCENARIO
SCENARIO Config adaption
20:38CONFIRMED
CONFIRMED The logs tell me that one of the characters will indeed learn their supermove.... Before I can test that if that is absolutely true a few more things need to be taken care of first!
20:37CONFIRMED
CONFIRMED Super weapon given
20:33STATUS
STATUS Well, that works.... so far!
20:18TEST
TEST TAKE IX
20:18FUCKYOU
FUCKYOU Whatever
20:13TEST
TEST TAKE VIII
20:13FIXED
FIXED AI error
20:07TEST
TEST TAKE VII
20:07FIXED
FIXED ...
20:07FUCKYOU
FUCKYOU Oh, crap
20:03FIXED
FIXED TAKE VI
20:02FIXED
FIXED Declaration issue
19:59TEST
TEST TAKE V
19:59FIXED
FIXED Idiocy
19:54TEST
TEST TAKE IV
19:54FIXED
FIXED AI configuration
19:51FIXED
FIXED Boss reference error
19:47TEST
TEST TAKE III
19:47FIXED
FIXED Scyndi Put that in
19:47STUPIDITY
STUPIDITY Forgot Boss Activation zone
19:43TEST
TEST TAKE II
19:43VOID
VOID Some issue in NIL (that is given the circumstances not gonna be fixed anymore)
19:24TEST
TEST TAKE I!
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