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 |
19:35:04 | CONVERT |  LZMA could not be supported in C++ yet, so I have to unpack some old .JCR files (luckily I can still call the old Go version with WINE). |
19:28:02 | TEST |  Take MCDXLVII |
19:28:01 | CODEROT |  :upper() x2 |
19:26:52 | FIXED |  "Double Eric"? |
19:19:32 | TEST |  Take MCDXLVI |
19:19:28 | BUG |  Issues with Autohelp |
19:19:18 | CONFIRMED |  Yes! |
19:14:39 | TEST |  Take MCDXLV |
19:14:37 | FIXED |  I think I found it |
19:13:37 | TEST |  Take MCDXLIV |
19:13:36 | SCYNDI |  #Accept CSayF |
19:12:48 | DEBUG |  Take MCDXLIII |
19:11:05 | FIXED |  That will at least work things out for Irravonia, but the question is why it doesn't work that way for Eric |
19:09:48 | TEST |  Take MCDXLII |
19:09:46 | SCYNDI |  New approach from scratch, but likely less work to maintain and also a lot more stable |
18:55:28 | BUG |  Take MCDXLI |
18:55:27 | BUG |  Stuff is not right. Eric gets an empty ability list and Irravonia's ability list even crashes the game. Why is that? Let's add some debug crap! |
18:49:39 | TEST |  Take MCDXL |
18:49:34 | ART |  Personal Action icons transferred |
18:47:17 | TEST |  Take MCDXXXIX |
18:34:56 | FIXED |  "self" not needed in a module (NIL did require it, though). |
18:33:45 | TEST |  Take MCDXXXVIII |
18:33:44 | FIXED |  ddef trouble |
18:32:12 | TEST |  Take MCDXXXVII |
18:32:11 | LINK |  Sys x2 |
18:31:07 | TEST |  Take MCDXXXVI |
18:31:06 | FIXED |  Random fixes |
18:25:07 | TEST |  Take MCDXXXV |
18:25:06 | FUCKYOU |  Rukkie Fuckie |
18:23:03 | TEST |  Take MCDXXXIV |
18:23:02 | LINK |  Need |
18:22:14 | TEST |  Take MCDXXXIII |
18:22:13 | VOID |  LocExtern |
18:20:38 | TEST |  Take MCDXXXII |
18:20:36 | CHARACTER |  A lot of coderot and required links in Irra's personal action script |
18:14:45 | TEST |  Take MCDXXXI |
18:14:43 | FUCKYOU |  Dikke FUCK! |
18:07:41 | TEST |  Take MCDXXX |
18:07:40 | FIXED |  So 2 for the price of one! |
18:07:32 | FIXED |  The headless horseman needs a head |
18:07:06 | FIXED |  Syntax error |
17:51:12 | TEST |  Take MCDXXIX |
17:09:14 | CHARACTER |  Will: Irravonia |
16:56:00 | CHARACTER |  Irravonia's spelllist has been taken care of |
15:55:25 | STATUS |  That should cover Eric. Next: Irravonia! |
15:55:10 | CHARACTER |  Will: Eric |
15:15:49 | CHARACTER |  Ability List: Eric |
15:15:39 | CHARACTER |  Personal Action: Irravonia |
12:11:59 | TEST |  Take MCDXXVIII |
12:11:49 | VOID |  Recover at start. |
12:03:34 | TEST |  Take MCDXXVII |
12:03:24 | CODEROT |   Fader had to change... This is gonna haunt me during this entire project, I tell ya! |
11:59:02 | TEST |  Take MCDXXVI |
11:58:59 | CODEROT |  InterState call with outdated crap |
11:13:36 | TEST |  Take MCDXXV |
11:13:35 | LINK |  Sys |
11:12:06 | TEST |  Take MCDXXIV |
11:12:05 | FIXED |  Code typo causing a syntax error |
11:10:49 | TEST |  Take MCDXXIII |
11:10:34 | CHARACTER |  Skill Up Script: Eric |
11:10:06 | CHARACTER |  Personal action: Eric (nothing at all at this point) |
10:40:18 | TEST |  Take MCDXXII |
10:40:17 | FIXED |  Head Error |
10:33:24 | TEST |  Take MCDXXI |
10:33:22 | NOTE |  Rebecca will be taken care of later as she joins later |
10:33:01 | CHARACTER |  Creation Script: Eric |
08:16:43 | CHARACTER |  Creation Script: Adult Irravonia |
08:07:53 | ART |  Linvala's art transferred |
07:59:16 | TEST |  Take MCDXX |
07:59:13 | CODEROT |  Old Kthura calls removed |
07:53:10 | TEST |  Take MCDXIX |
07:53:04 | LINK |  Need |
07:51:44 | TEST |  Take MCDXVIII |
07:51:40 | SASKIA |  Some strange errors pop up, so I've added a few debug lines to the SASKIA script |
07:39:18 | MAPSCRIPT |  Convert |
07:30:19 | TEST |  Take MCDXVII |
00:17:15 | FIXED |  Bad kthura call |
00:00:02 | TEST |  Take MCDXVI |
00:00:01 | HUH |  No changes? |
- = 20 Apr 2025 = - |
23:56:11 | TEST |  Take MCDXV |
23:55:34 | COCKROACH |  It's still beyond me what causes this, as (I say it again) this should not be possible. Although I do have an idea. |
23:54:38 | VOID |  FOE_1 does not exist |
23:53:13 | FIXED |  Tag conflict dead player |
23:48:23 | TEST |  Take MCDXIV |
23:48:15 | ART |  Combat sprite transfer |
23:43:20 | TEST |  Take MCDXIII |
23:43:16 | MUSIC |  Boss tunes transferred |
23:22:10 | CODEROT |  Some old crap Kthura calls.... I think this will haunt me for a long time, but it's mostly not that hard to take care of. |
23:21:20 | MUSIC |  Our Mountain by Eric Matyas now replaces Acid Jazz by Kevin McLeod for Xenor Bushes West (and the Mermaid Harbor). |
22:57:38 | KTHURA |  Xenor Bushes West (quick hub dungeon to start Eric's prologue story and make Rebecca start a tiny bit later) |
22:38:54 | KTHURA |  Eric's and Rebecca's home transferred. |
22:21:33 | TEST |  Take MCDXII |
22:21:32 | FIXED |  Error on direct access call |
22:19:37 | TEST |  Take MCDXI |
22:19:35 | CODEROT |  A few changes were still required |
20:34:38 | SCRIPT |  Nothing Effect |
20:34:30 | SCRIPT |  Effect Script work out |
18:40:38 | TEST |  Take MCDX |
18:40:37 | CODEROT |  XDraw |
18:38:36 | HUH |  Take MCDIX |
18:38:33 | HUH |  What? |
18:29:53 | TEST |  Take MCDVIII |
18:29:52 | VOID |  Da fuck!? |
18:29:48 | TEST |  Take MCDVII |
18:29:48 | FIXED |  Target issues caused due to array start difference |
17:54:06 | TEST |  Take MCDVI |
17:54:05 | FUCKYOU |  Code typo |
17:49:53 | TEST |  Take MCDV |
17:49:52 | VOID |  Did I void this? |
16:56:47 | TEST |  Take MCDIV |
16:56:46 | FUCKYOU |  Some trouble! |
16:55:19 | TEST |  Take MCDIII |
16:55:17 | DONE |  Work out for skill level up (even though Young Irravonia doesn't benefit from it, the game needs it or it will crash). |
15:09:08 | EXPERIMENT |  Take MCDII |
15:09:05 | EXPERIMENT |  Will this work? |
14:21:43 | TEST |  Take MCDI |
14:21:42 | FIXED |  Version conflict. Now the builder and run-time environment use the same header file for the header (to prevent conflicts), I hadn't yet recompiled the builder. Well, that's been done now, so now this issue should be out of the way. |
14:19:05 | STUDY |  Take MCD |
14:18:56 | DEBUG |  I've turned off the timer freezer for enemies. This will activate the enemies in combat. This way I can get to actively debugging the enemy's movements. I already knew the game crashes on this, but I haven't yet taken the trouble to find out why, as other aspects had priority, so a study take will be required to get things done. |
09:57:42 | GENERATION |  Take MCCCXCIX |
09:57:38 | GENERATION |  SCI version |
09:48:31 | TEST |  Take MCCCXCVIII |
09:48:29 | CODE::BLOCKS |  Compiling |
09:48:16 | C++ |  Code to address this issue has now been set up. |
09:48:03 | BUG |  It seems states planned to be killed are only added to the plan list, but that the list is never processed. |
09:34:42 | TEST |  Take MCCCXCVII |
09:34:39 | CODEROT |   Old style Kthura read-out |
09:30:01 | STUDY |  Take MCCCXCVI |
09:29:52 | STUDY |  Now I need a study run. I know the game crashes when I pick up an emblem, but I now need to examine the EXACT error |
09:21:43 | STATUS |  For today I'll first get into the traveler's emblems. Although an non-combat feature (at least purely codewise), indirectly very important for the combat engine. |
09:20:22 | FAILURE |  Apparently my computer crashed last night. Yeah, that stuff happens in Linux too. |
- = 19 Apr 2025 = - |
16:41:12 | CONFIRMED |  FINALLY! |
16:30:27 | TEST |  Take MCCCXCV |
16:30:26 | FIXED |  No good, but I think I fixed the issue now. |
16:25:50 | DEBUG |  Take MCCCXCIV |
16:25:48 | DEBUG |  Right, now I got the savegame. Let's load it and study the results! |
16:23:02 | TEST |  Take MCCCXCIII |
16:22:54 | STATUS |  Right... The emblems themselves still crash the game. No matter, that shall be remedied on later. I do however need another take now, as I had no valid savegame allowing me to debug this out all properly. |
16:20:11 | TEST |  Take MCCCXCII |
16:20:10 | FUCKYOU |  Don't fuck with me! |
16:18:18 | TEST |  Take MCCCXCI |
16:18:17 | FIXED |  Code typo |
16:16:58 | TEST |  Take MCCCXC |
16:16:47 | SCRIPT |  PermaKill handling. That should take care of #300, but I gotta check it out! |
- = 17 Apr 2025 = - |
22:48:22 | FUCKYOU |  Take MCCCLXXXIX |
22:48:18 | DUMMIED |  When debugging is no possible all I can do is dummy the crap up |
22:45:46 | TEST |  Take MCCCLXXXVIII |
22:45:44 | COCKROACH |  I wonder! |
22:32:53 | TEST |  Take MCCCLXXXVII |
22:32:52 | DEBUG |  Extra debug |
22:22:48 | TEST |  Take MCCCLXXXVI |
22:22:46 | FUCKYOU |  Forcing me back into the old, eh? |
22:21:28 | TEST |  Take MCCCLXXXV |
22:21:26 | FUCKYOU |  Fuck off! |
22:20:31 | TEST |  Take MCCCLXXXIV |
22:20:27 | DEBUG |  Why does the game still refer to FOE_1 after killing it off? |
22:15:59 | TEST |  Take MCCCLXXXIII |
22:15:57 | CODEROT |  Arrays do NOT start at 1 |
22:14:06 | TEST |  Take MCCCLXXXII |
22:14:05 | LINK |  Another link I guess... |
22:14:00 | SCYNDI |  KillChar in RPG fake module |
22:12:10 | FIXED |  Victory tune was the normal X-Ray |
22:08:30 | TEST |  Take MCCCLXXXI |
22:08:24 | C++ |  Case issue |
22:06:20 | TEST |  Take MCCCLXXX |
22:06:18 | DONE |  A few last checkups |
22:05:30 | LINK |  That should link it all together |
22:05:17 | SCYNDI |  The RPG conversion now contains a propery for character iteration with the "FOR" keyword |
22:04:35 | SCYNDI |  Glue code for linking Scyndi with the underlying C++ APIs for SCI. |
22:03:50 | CODE::BLOCKS |  Take MCCCLXXIX |
22:03:46 | C++ |  Compiling |
22:03:40 | C++ |  Charlist API |
21:41:39 | TEST |  Take MCCCLXXVIII |
21:41:37 | FIXED |  The Death Fader used 1-1000 to set the fade. SCI doesn't need that approach. That caused the crap I just mentioned to happen. |
21:38:41 | TEST |  Take MCCCLXXVII |
21:38:37 | VOID |  Another SELF issue |
21:37:34 | BUG |  Well, the crap I get onto my screen when an enemy is killed is really overwhelming. ALthough only cosmetic it will need fixing. But first things first. |
21:35:39 | TEST |  Take MCCCLXXVI |
21:35:37 | FIXED |  Initiation issues victory |
21:24:30 | COCKROACH |  I guess that does not fix the whole problem, but I guess I'll look into this later. |
21:22:45 | DEBUG |  Take MCCCLXXV |
21:22:38 | FIXED |  Well, at least the loader for a bad referrence causing an empty GINIE to be created. If that fixes the whole issue remains to be seen, though. |
20:37:01 | STUDY |  I did try to study why the only savegame I have in which the tutorial about travel emblems keeps repeating itself after loading a savegame. Analysing the saved data strongly indicates that the permanent kill has been written into the database, but is somehow now properly read. If that is as issue in the savegame loader or the map loader, I currently do not know. |
12:45:35 | MEDICAL |  I really need a break, so I will do less on the game today. I hope to resume in full soon. |
- = 16 Apr 2025 = - |
22:25:07 | TEST |  Take MCCCLXXIV |
22:25:05 | VOID |  XDraw |
22:23:36 | TEST |  Take MCCCLXXIII |
22:23:35 | CODEROT |  ' |
22:21:56 | TEST |  Take MCCCLXXII |
22:21:55 | FIXED |  Illegal Function Call |
22:19:28 | TEST |  Take MCCCLXXI |
22:19:27 | FUCKYOU |  Let's add some suff or this is gonna take forever! |
22:12:33 | TEST |  Take MCCCLXX |
22:12:31 | FIXED |  Syntax? |
22:10:46 | TEST |  Take MCCCLXIX |
22:10:41 | CODEROT |  Points.Dec |
22:00:30 | TEST |  Take MCCCLXVIII |
22:00:28 | FIXED |  Dupe |
22:00:25 | FUCKYOU |  Rukkie Fuckie |
21:58:25 | TEST |  Take MCCCLXVII |
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 |