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 |
12:18 | DONE |  A few preparations for Juggernaut Anti-Chamber |
12:10 | CONFIRMED |  NOW it works |
11:47 | TEST |  Take II |
11:47 | FIXED |  But that has been fixed |
11:47 | BUG |  Leaving does not |
11:47 | CONFIRMED |  Entering wokrs |
11:47 | CONFIRMED |  Start setup works |
11:43 | TEST |  And let's now put this to the test |
11:40 | MAPSCRIPT |  I've automated the zones being shown and hidden as the player enters them.... This is vital here, as this, as a former TeddyBear map has no layer support, so I have to do with transporting on the same layer. |
11:35 | MAP |  ZONE markings |
10:34 | LINK |  Back to town |
10:24 | CONFIRMED |  FINALLY! |
10:18 | VOID |  A value Lua returns which spooks up my GoToLayer function |
10:12 | TEST |  Again! |
10:12 | FIXED |  Some busted blockmap things |
10:12 | FIXED |  Illegal function call |
10:07 | TEST |  Again! |
10:07 | FIXED |  Case Error |
10:04 | TEST |  Let's see |
10:04 | SECRET |  That hall leads to the ultimate boss Juggernaut |
10:04 | MAP |  Some reworkings on the big hall of the Juggernaut basement |
9:57 | MAPSCRIPT |  QuickLink routine... Will make it easier for me to go from one place to another |
9:53 | CONFIRMED |  Around the emblem stuff's been fixed |
9:31 | FIXED |  A few blockmap and dominance issues |
3:54 | STATUS |  ENOUGH for today... I've seen that the empty town works.... |
3:49 | CONFIRMED |  FINALLY!!!!!! |
3:46 | TEST |  I hope so |
3:45 | FIXED |  Did I fix it? |
3:38 | DEBUG |  It's getting beyond me.... really |
3:29 | TEST |  Okay, again.... |
3:29 | DEBUG |  Extra line to confirm this |
3:29 | COCKROACH |  Function value my @ss |
3:24 | TEST |  One more (I hope only one!) |
3:24 | STATUS |  I'm getting tired |
3:24 | FIXED |  Code typo |
3:12 | FIXED |  Case error (I hate these trival errors... I really should have made NIL case insensitive) |
3:07 | TEST |  I hope it works now |
3:07 | EXPERIMENT |  Let's try to do this differently |
2:55 | HUH |  Eerr... This is getting strangery by the minute |
2:41 | HUH |  Wat? |
2:36 | TEST |  Take III |
2:36 | STUPIDITY |  LUL! |
2:32 | TEST |  Take II |
2:32 | NOTE |  The Crash does confirm the game does take note of the city being deserted though |
2:32 | FIXED |  Bad linking => Crash |
2:29 | TEST |  Here goes nothing |
2:28 | CONFIRMED |  The city in populated form appears to work, let's not force it deserted |
2:18 | TEST |  Let's see now! |
2:18 | LINK |  Worldmap record properly linked |
2:17 | NOTE |  with a few quick macros I can easily force the town to be empty for testing purposes |
2:17 | MAPSCRIPT |  Auto remover for NPC which have to be removed has been written |
2:14 | LINK |  Some more link code written in order to make Tag scanning easier from non Field Flow scripts |
2:05 | VERIFIED |  File names appear to be in order |
2:04 | MAPSCRIPT |  The system should now play Oregon by Wicky77 when the city is still populated, and Water Prelude by Kevin McLeod once the city is deserted |
1:55 | SASKIA |  Empty mapscript for Gagolton |
1:55 | NOTE |  still a lot to do though |
1:55 | MAP |  A few base settings for Gagolton have be set up.... |
1:39 | TECHNO |  Note to self... I've decided to make all NPCs (and barriers) that have to disappear as a result of emptying the city have a tag suffixed with "_DISA" (Short for "disappear") |
1:38 | NOTE |  Gagolton is not a normal city... After all this is the city that will be empty after you defeated the next boss... This requires a very careful approach on matters and not to mention, on the mapscript |
1:36 | TRANSFER |  Gagolton Map |
1:14 | UNDESIREABLE | |
1:01 | TEST |  Take VI |
1:01 | FIXED |  SASKIA Syntax Errors |
0:59 | FIXED |  Achievement fixed for real now? |
0:53 | TEST |  Take V |
0:52 | SCRIPT |  Defeating this boss will now unlock the city of Gagolton |
0:30 | WORLDMAP |  Gagolton |
0:29 | STUPIDITY |  It really goes beyond ANY level of stupidity |
0:28 | CONFIRMED |  Boss works, except for one tiny stupid issue |
0:24 | FIXED |  Achievement Mountain King was broken |
0:18 | TEST |  Take IV |
0:18 | DONE |  NumVar check for new moves |
0:09 | TEST |  Take III |
0:09 | FIXED |  Unlabelled Hero fix |
0:06 | TEST |  Take II |
0:06 | FIXED |  Filename typo |
0:03 | TEST |  And now to test the boss -- Take I |
0:03 | LINK |  Linked to Game Jolt |
0:02 | ACHIEVEMENT |  Hall of the Mountain King |
0:00 | BOSS |  Mountain King |
- = 8 Feb 2020 = - |
23:55 | TRANSFER |  Art Mountain King |
23:44 | ARENA |  Yasathar's temple |
23:37 | VERIFIED |  All is fine there |
23:37 | MUSIC |  Script check |
23:36 | SASKIA |  Boss Script worked out |
22:53 | MAP |  Additions for showing heroes for scenario |
22:49 | CHECKED |  Scenario looks to be in order |
22:46 | TRANSFER |  Scenario for Yasathar's temple |
22:30 | SASKIA |  At this moment his will force an error |
22:30 | LINK |  Boss link made |
20:15 | JUDGMENT |  Absolutely terrible but the best I can do... for now |
20:10 | TEST |  Take VI |
20:10 | CONFIRMED |  Progress |
20:07 | TEST |  Take V |
20:07 | FIXED |  And a few blockmap issues? |
20:05 | FIXED |  I think I got PART of the problem.... |
20:01 | FAILURE |  These housekeepings always come at the worst possible moment, eh? |
20:00 | TEST |  Take IV |
20:00 | DEBUG |  Extra debug lines will have to tell me what the fuck is going on here! |
19:56 | BUG |  This is NOTHING near what it should look like |
19:54 | TEST |  Take III |
19:53 | FIXED |  And that fixes everything, I hope.... |
19:53 | GO |  Recompiled |
19:53 | SOLVED |  Ah, my fixed Go script (I refuse to call it an application... Go doesn't come near that level) was not written in .exe form |
19:48 | TEST |  Take II will have to note if that fixes or at least voids what just happened.... But I am really beyond what could cause that... |
19:47 | FIXED |  At least I fixed an illegal group call |
19:46 | HUH |  I have NO idea at all what is happen now! |
19:42 | LINK |  Linked the world map to this place |
19:40 | STUPIDITY |  As I realized I forgot something very important |
19:40 | NOTE |  Take Cancelled! |
19:28 | TEST |  And as soon as that's done I've set the system to immediately start test Take I |
19:28 | JCR6 |  That will condemn me to a music rebuild, however that shouldn't take too long |
19:26 | MUSIC |  Angevin will once again be the music used here |
19:18 | MAPSCRIPT |  I've set up the MapScript to appear and disappear accordingly |
18:57 | SASKIA |  I've set up an empty script.... SASKIA does not really come into play here except for the boss and for unlocking the city of Gagolton, before that comes into play I first have other things to take care of |
17:22 | STATUS |  Still a lot of scripting to do... Particularly in this place |
17:22 | MAP |  Yasathar's Temple |
17:08 | CONFIRMED |  Break-wall in Naked Rocks Cave works |
16:44 | FIXED |  Blocked exit |
16:41 | STATUS |  I am now preparing the game for the next mission, which is Yasathar's temple.... That will not really be a dungeon, but rather a scenario hub, however a boss will be present there, and not a very nice one.... But that comes later! |
16:40 | CONFIRMED |  All appears well now |
13:18 | TEST |  Take VI |
13:18 | FIXED |  Blockmap issues |
13:16 | FIXED |  Variable defined that will prevent Aldarus coming back over and over |
13:16 | FIXED |  Party should disappear after defeating Aldarus |
13:14 | CONFIRMED |  At least the battle against Aldarus appears to work now, but I need to take care of one tiny little thing |
13:04 | FAILURE |  The mouse clicks are still not completely in order.... I think a complete system reset may be required, and in the worst case scenario a new mouse |
13:04 | TEST |  Okay, let's now start Take V for real! |
13:03 | FAILURE |  Just as I thought.... Closing some tabs in my browser helps a bit |
13:02 | FAILURE |  And my system has more and more trouble registering my mouse clicks.... I wonder why |
13:01 | STATUS |  Oh, sorry.... I was taken up by a few unexpected real-life things |
12:25 | TEST |  Take V |
12:25 | FIXED |  There was also a case error furtheron on the script, though |
12:24 | CONFIRMED |  That fix has been confirmed |
12:20 | TEST |  Take IV |
12:20 | VOID |  Let's force it to do things right then |
12:19 | FAILURE |  I see, the foe compiler busted |
12:07 | TEST |  Take III Will have to tell me if that is true |
12:05 | DEBUG |  So some extra debug lines have been put in place for that |
12:05 | TECHNO |  The most obvious explanation could only come from not properly copied statistics.... I need to find out if that is true and why that could possibly happen |
12:03 | HUH |  Random interval empty? |
12:00 | TEST |  Take II |
12:00 | FIXED |  AI syntax errors |
11:55 | BITBUCKET |  Probably more here, but I don't care about that |
11:55 | GITHUB |  20 commits pushed |
11:54 | TEST |  So Let's start on Take I |
11:54 | GENERATION |  Boss Record will be generated on the way |
11:54 | NOTE |  I'll push them soon |
11:54 | UPDATED |  Repositories |
11:53 | REMOVED |  False item record |
11:51 | LINK |  Linked the script to the boss record |
11:50 | NOTE |  And always copy Eric's statistics, so leveling him up prior to this fight is pretty much senseless |
11:50 | SCRIPT |  Aldarus will follow a specific order on moves |
11:38 | BOSS |  Aldarus |
11:37 | ITEM |  Katana |
11:33 | NOTE |  Pushing will be done later, though |
11:32 | UPDATED |  Loads of commits to be done |
11:30 | ABILITY |  Aldarus Severing Strike |
11:28 | SCRIPT |  AutoHelp will automatically respond to this new situation now |
11:25 | CHARACTER |  Rebecca will learn this move once Aldarus is killed (and I mean killed, not defeated in the encounters you have before). |
11:16 | ABILITY |  Lay on hands |
11:13 | STATUS |  The boss fight will not yet start, though.... |
10:59 | FIXED |  A missing "defeat" part in the Black Dragon SASKIA script |
10:59 | MAPSCRIPT |  Boss config |
10:44 | ACHIEVEMENT |  "Are you paying attention? Or are you looking to the woman in the red dress?" |
10:44 | FIXED |  Missing ingame achievement for defeating the black dragon |
10:28 | TRANSFER |  Aldarus boss art |
- = 7 Feb 2020 = - |
23:19 | STATUS |  And that will do for now... The boss fight itself will be scripted later! |
23:14 | TEST |  Take XVI - Let's just try that again.... Windows must have had a kind of fuck up on me.... |
23:12 | FAILURE |  Build failure |
23:10 | TEST |  Take XV |
23:10 | FIXED |  Dupe label in SASKIA scipt |
23:09 | STATUS |  That gets part one of this script fixed, but things do not work out AFTER the cage falls |
23:05 | TEST |  Take XIV |
23:04 | EXPERIMENT |  Will this end it all? |
22:56 | TEST |  Take XIII |
22:56 | DEBUG |  And an extra debug line |
22:56 | EXPERIMENT |  Small code adaption |
22:56 | COCKROACH |  WHAT THE FUCK IS THAT? |
22:51 | TEST |  Take XII |
22:51 | FIXED |  Link state error |
22:46 | TEST |  Take XI |
22:46 | FIXED |  Huh???? |
22:42 | TEST |  Take X |
22:42 | FIXED |  I think this fixes the issue with the non-correction of the OnyxBang object, and going to the cage in stead |
22:39 | STATUS |  Not there yet, though |
22:39 | FIXED |  I think I fixed the cage taking too long to come down |
22:37 | STATUS |  That is MUCH of improvement, but we're not there yet as a lot is still NOT in order! |
22:33 | TEST |  IX |
22:32 | NALA |  Needs to be rebuilt |
22:32 | FIXED |  Fixes the next issue |
22:32 | BUBBLE |  Added |
22:32 | BUBBLE |  No boolean manipulation in Kthura API? |
22:07 | TEST |  Take VIII |
22:07 | CONFIRMED |  At least the routines are NO LONGER ignored |
22:07 | FIXED |  Boolean transfer error in Map linkage routines |
21:50 | TEST |  Take VII |
21:50 | EXPERIMENT |  Hopefully this solves the problem |
21:48 | INVESTIGATION |  Aha... Now the logs confirm a few things I already suspected |
21:43 | TEST |  Take VI |
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