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 |
20:19 | 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 |
20:18 | CONFIRMED |  Both bugs appear fixed now! |
20:12 | TEST |  Hopefully! |
20:12 | FIXED |  Should now be fixed |
20:11 | SOLVED |  Request to register the failure was set on the wrong spot in the code |
20:10 | DEBUG |  Log confirms that the failre is NOT registered.... Why? |
20:06 | TEST |  Let's see! |
20:06 | FIXED |  I think I tacked the first one completely |
20:06 | DEBUG |  An extra debug check on the latter one |
20:05 | COCKROACH |  And the GJ security blockout also appears to be persistent! |
20:05 | COCKROACH |  NG+ bonus on travel bonus not right |
20:00 | TEST |  Again! |
20:00 | FUCKYOU |  Such things NEVER go right in one go, though! |
19:52 | 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 |
19:48 | BUG |  I see that when GJ fails to login achievement cause security errors.... |
19:30 | TEST |  A small test will need to be done |
19:28 | 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 |
19:27 | FAILURE | |
19:25 | FIXED |  That's been taken care of! |
19:23 | BUG |  I see the travel emblems do not yet respond properly to being NG+ |
19:16 | 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 = - |
21:05 | C++ |   I did however make progress in my C++ work, so it's not all that bad! |
21:05 | GAMEJOLT |  Was in maintenance today, and due to my reliance on the GJ API, that stops the game development for today.... |
- = 20 Aug 2020 = - |
21:27 | FIXED | |
21:19 | NOTE |  Although i was working on other stuff, but I had to take care of that one quickly (unfortunately). |
21:19 | FIXED |  I think I fixed it! |
21:15 | HUH | |
21:13 | CONFIRMED |  This looks good  |
21:05 | TEST |  Well, let's see.... :-/ |
20:35 | NOTE |  The Script notification I made earlier will help me there |
20:34 | NOTE |  For now, all I can do is start a game up and make sure the system marks this as a New Game+ |
20:34 | 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! |
20:08 | 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.... |
20:06 | 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 |
18:23 | FAILURE |  MICROSOFT!!! YOU BLUNDERING IDIOTS! "Deprecating standard C features" |
17:23 | SCRIPT |  I've set the field to show you you are in a New Game+ if you are are actually doing so! |
17:23 | C++ |  I've set up GINIE to work in C++ |
- = 19 Aug 2020 = - |
21:39 | STATUS |  True Abyss Test Complete |
14:20 | 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... |
12:14 | CONFIG |  A lot of reconfiguration has to be done here |
12:14 | BACKUP |  Running |
12:02 | 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 |
11:39 | C++ |  So a redo in C++ is becoming realistic now... I guess... |
11:39 | SITE |  Added tag C++ |
11:00 | 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 = - |
20:59 | FAILURE |  Why did VS2019 only allow up to .NET 3.1 while I did ask up to 4.8? |
19:24 | FIXED |  I THINK I fixed it though.... |
19:22 | HUH |  Even more huh, the screenshot got out of my clipboard, so all data I need is lost! |
19:22 | HUH |  Crash upon using a banana |
18:42 | CLOSED | |
18:41 | CONFIRMED |  IT WORKS! |
18:33 | TEST |  Let's see now! |
18:32 | FIXED |  ">" != "<" |
18:32 | BUG |  Cancelling itself works, but there are issues with the coordinates |
18:25 | TEST |  II |
18:25 | FIXED |  Case error |
18:21 | TEST |  Let's see.... |
17:48 | SCRIPT |  The button has been scripted |
17:08 | NOTE |  If you get how much trouble that one just to get an "X" on the screen, it's downright depressing! |
17:07 | CONFIRMED |  IT'S THERE! |
17:04 | TEST |  Take IV |
17:04 | VOID |  Reference issue |
17:00 | TEST |  Take III |
17:00 | STATUS |  Siiiiiiiiiiiiiigh! |
17:00 | FIXED |  Code typo |
16:54 | TEST |  Take II |
16:54 | FIXED |  Fixed that |
16:53 | STUPIDITY |  Class config error |
16:45 | SCRIPT |  I've set the script to show the icon.... Clicking it won't do any good yet, though |
16:43 | NOTE |  Some real life stuff in my way |
13:38 | FAILURE |  GOOD IDEA!!!! NOT!!! |
13:32 | ART |  Close Icon for #35 |
12:26 | 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).... :-/ |
12:12 | FUCKYOU | |
12:12 | FAILURE |  Whatever I try MonoGame keeps failing |
11:15 | 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 |
9:59 | 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... |
9:15 | APOLLO | The script can access that now properly |
- = 17 Aug 2020 = - |
23:46 | APOLLO | I've taken care of the ID process... Important |
21:10 | FIXED |  Is the void fixed now? |
21:10 | STUPIDITY |  I thought I did |
21:02 | VOID |  I dunno what happened but I voided it |
20:30 | TEST |  Take VII |
20:30 | STATUS |  I had a few other things to take care of before I could resume the action |
19:33 | STATUS |  Which reminds me it was for good reasons I made another run here |
19:33 | FIXED |  Blockmap issue floor 65 |
19:32 | CONFIRMED |  Lightning works now! Whooohooo! |
19:10 | TEST |  Take VI |
19:10 | FIXED |  infinite loop |
19:05 | TEST |  Take V |
19:05 | FIXED |  Pure idiocy |
18:54 | TEST |  Take IV |
18:54 | FIXED |  Syntax Error |
18:49 | TEST |  Take III |
18:49 | FUCKYOU |  Identifier trouble |
18:26 | TEST |  Take II |
18:26 | LINK |  Linked the spellani to the abilities in question |
18:25 | STUPIDITY |  HOLD THE SHOW! I forgot something important! |
18:19 | STATUS |  And I'll take a few extra True Abyss Levels in the process... |
18:19 | NOTE |  Needs to be tested first of course |
18:18 | SPELLANI |  Lightning |
17:25 | ART |  A few mirror effects |
17:23 | SYSTEM |  Yeah, those updates can be really terrible sometimes |
17:23 | UPDATED |  Paint.net outdated |
17:17 | GENERATION |  (About time too) |
17:17 | GENERATION |  Jukebox was outdated.... So I regenerated that |
17:14 | TRANSFER |  Audio Thunder Clap |
16:56 | APOLLO | Expanding some file support |
16:55 | APOLLO | 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! |
16:52 | APOLLO | 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.... |
16:51 | SITE |  Added tag APOLLO |
- = 16 Aug 2020 = - |
13:43 | 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 = - |
9:47 | NEIL |  Only a few more additions need to be done and then Neil is finally fully ready for action.... Isn't that exciting, folks? |
9:46 | NEIL |  And more stuff done |
- = 14 Aug 2020 = - |
12:49 | STATUS |  Not yet tested though, and I expect a lot to go wrong! |
12:44 | 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 = - |
23:15 | CLOSED | #124 -- Although testing that is impossible now.... It shouldn't give that much trouble! |
18:53 | JUDGMENT |  Not perfect, but it will have to do |
18:26 | TEST |  Take Four |
18:26 | TEST |  I did also fix a little bug in the rotation stuff |
18:26 | NEIL |  One of the reasons for developing Neil... To get rid of that! (Not only that, but it's one of the reasons) |
18:25 | FIXED |  Case error |
18:20 | TEST |  And NOW to take a look at Take Three |
17:58 | STATUS |  Before I go to take three... first the news! |
17:58 | FIXED |  And another one! |
17:53 | TEST |  Take Two! |
17:52 | FIXED |  And the first trivial fix had to be done already.... (oh well) |
17:46 | TEST |  Take One! |
17:46 | 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 |
17:40 | LINK |  Linked to Quake Strike |
17:40 | LINK |  Linked to "End of the World" |
17:39 | LINK |  Linked to the spell "Quake" |
17:35 | SPELLANI |  I've worked out the Quake animation... No idea if it works yet, though |
17:16 | STATUS |  Like the "Quake" effect |
17:16 | STATUS |  I'm however first planning on doing some stuff for the game |
17:16 | NEIL |  Yes, somore more is planned later |
17:16 | NEIL |  Simple switch support.... |
16:13 | NEIL |  Old style case support |
10:29 | 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... |
10:28 | TEST |  Bob keeps on finding things to build things without need..... |
10:05 | BOB |  Increased max size for hashing to 5 MB |
3:06 | FUCKYOU |  Oh, fuck it! I'm tired! |
3:06 | BOB |  Not yet fully working the way it should, eh? |
2:44 | BOB |  Also tied to Anyway (not that I expect to need that tool much, but just in case) |
2:21 | 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.... |
1:29 | BOB |  Can now check if a build was a sucess or not |
1:09 | BOB |  Updated script to also see Nala being updated |
0:57 | 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 |
0:56 | BOB |  Enhanced with some better checking |
- = 12 Aug 2020 = - |
23:35 | NOTE |  Although I could with less heath, and I am more and more worried about my sleep with this fucking heath! |
23:35 | TEST |  I've done some more testing, but did not lead to any new issues to work out |
22:30 | SITE |  Added tag BOB |
22:30 | TEST |  I'm putting Bob to the test |
22:03 | 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! |
14:32 | FIXED |  A few more fixups required |
14:29 | INVESTIGATION |  Well, that ends this investigation, my dear Watson I hope this solves all issues, but ya can never know for sure, eh? |
14:27 | 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 |
14:18 | INVESTIGATION |  Let's list it out for real now, shall we? |
14:12 | INVESTIGATION |  Force log to show more info about now allowed achievements still being listed! |
13:56 | FIXED |  Several Syntax Errors |
9:47 | NOTE |  I cannot test that right away.... So this is something to be tackled later on |
9:45 | FIXED |  Auto-Achievements not supposed to be given in the True Abyss will no longer be given there... |
- = 11 Aug 2020 = - |
15:58 | 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... |
15:58 | 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.... |
15:57 | STATUS |  As soon as this setup for the True Abyss is done I'll focus on the New Game+ |
15:54 | 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 |
15:51 | NEIL |  Wasted some time sorting things out for a good editor |
13:58 | NOTE |  It's not much... But at least it's something! |
13:58 | C# | I've written a quick editor for Neil.... It also supports NIL (which was used for Dyrt), and SASKIA.... |
- = 10 Aug 2020 = - |
21:04 | TEST |  And let's see now! |
21:04 | FIXED |  System should not ask to "leave town" from the start level |
21:03 | MYSTERY |  Magically the changes to the scenario have been undone |
20:44 | TEST |  Conchita And the start of a full test to make sure The True Abyss really works! |
20:44 | MAPSCRIPT |  Conchita |
20:44 | FIXED |  Scenario fixes |
20:42 | MAP |  Adaptions for Conchita |
20:41 | SCENARIO |  Config adaption |
20:38 | 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! |
20:37 | CONFIRMED |  Super weapon given |
20:33 | STATUS |  Well, that works.... so far! |
20:18 | TEST |  TAKE IX |
20:18 | FUCKYOU |  Whatever |
20:13 | TEST |  TAKE VIII |
20:13 | FIXED |  AI error |
20:07 | TEST |  TAKE VII |
20:07 | FIXED |  ... |
20:07 | FUCKYOU |  Oh, crap |
20:03 | FIXED |  TAKE VI |
20:02 | FIXED |  Declaration issue |
19:59 | TEST |  TAKE V |
19:59 | FIXED |  Idiocy |
19:54 | TEST |  TAKE IV |
19:54 | FIXED |  AI configuration |
19:51 | FIXED |  Boss reference error |
19:47 | TEST |  TAKE III |
19:47 | FIXED |  Put that in |
19:47 | STUPIDITY |  Forgot Boss Activation zone |
19:43 | TEST |  TAKE II |
19:43 | VOID |  Some issue in NIL (that is given the circumstances not gonna be fixed anymore) |
19:24 | TEST |  TAKE I! |
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