| 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 |
| 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! |
| 19:24 | STATUS |  Ready to test |
| 19:24 | CHECKED |  A few more checkups |
| 19:24 | AI |  Abyss Guardian |
| 19:05 | STATUS |  Not yet ready to put everything to da test.... I still need to take care of the AI |
| 18:39 | LINK |  Linked these |
| 18:35 | GAMEJOLT |  Game Jolt equivelent trophies |
| 18:34 | ACHIEVEMENT |  And 3 achievement based on your difficulity setting |
| 18:34 | ACHIEVEMENT |  I reject your reality and substitute my own |
| 17:17 | SECRET |  This is needed because his "secret form" will never unlock in the True Abyss |
| 17:17 | ITEM |  A special version of "Blue Moon" for Eric in the True Abyss |
| 16:46 | MAPSCRIPT |  Boss fight can start, but it's not over yet! |
| 16:46 | JCR6 |  Rebuilt Music resource |
| 16:42 | MUSIC |  "Death and Axes" by Kevin McLeod will be used for the Abyss Guardian.... |
| 16:12 | NEIL |  #pure and #endpure |
| 16:12 | NEIL |  Classwise ++ and -- |
| - = 9 Aug 2020 = - |
| 23:45 | NOTE |  It should be noted this will be second only to Juggernaut, the strongest boss of the entire game.... And no nerfings will be there... Especially given the way the True Abyss is set up with.... |
| 23:45 | BOSS |  Abyss Guardian |
| 13:17 | NOTE |  with that the True Abyss can at least be played now from level 1 till 100, but some more stuff needs to be done before this is completely ready |
| 12:52 | TEST |  All I can do now is testing if everything works, so let's go! |
| 12:51 | OPTIMIZATION |  Adapted to origin (saves memory) |
| 12:51 | C# |  I've set the abyss compiler to automate the animation of the plasma floor.... The effect was asstoundingly good! |
| 12:45 | NOTE |  I've not yet put in the boss for security reasons, as I need to test a few things out first..... |
| 12:44 | NOTE |  Yes, that takes care of all areas, but I'm not nearly there yet! |
| 12:44 | MAP |  Area 100 True Abyss |
| 12:06 | BUG | |
| 12:05 | NEIL |  QuickMeta support |
| - = 8 Aug 2020 = - |
| 20:21 | TEST |  Take II |
| 20:21 | FIXED |  Put that in |
| 20:21 | STUPIDITY |  Forgot Start Exit Point |
| 20:09 | TEST |  Take I |
| 20:09 | STATUS |  But that is a later concern |
| 20:09 | STATUS |  Yes, when it comes to the not-generated maps, that is the last one before the grand finale.... |
| 20:08 | MAP |  Area 095 |
| 19:51 | STATUS |  Almost there... But some work is still to be done here! |
| 19:50 | VERIFIED |  All the others are in order! |
| 19:49 | FIXED |  Wrong weakness on Thunder Bulupu |
| 19:49 | VERIFIED |  Abilities |
| 19:49 | VERIFIED |  Meta settings |
| 19:48 | STATUS |  Bulupu can easily go wrong, so some extra verifications are in order here |
| 19:48 | FOE |  Bulupu - Wind |
| 19:46 | FOE |  Bulupu - Thunder |
| 19:44 | FOE |  Bulupu - Light |
| 19:44 | FOE |  Bulupu - Frost |
| 19:43 | FOE |  Bulupu - Fire |
| 19:43 | FOE |  Bulupu - Earth |
| 19:36 | FOE |  Bulupu - Darkness |
| 19:32 | STATUS |  You may have guessed it, these are all set up for the Bulupu enemies |
| 19:32 | ABILITY |  Wednesday |
| 19:32 | ABILITY |  Bright Light |
| 19:08 | ABILITY |  Volt's Crash |
| 19:06 | ABILITY |  End of the world |
| 19:00 | ABILITY |  12 Beaufort |
| 18:58 | ABILITY |  Grand Inferno |
| 18:55 | NOTE |  Not nearly there yet! |
| 18:53 | POWERSHELL |  Datacopy |
| 18:51 | STATUS |  And from here, let's cheat around! |
| 18:51 | FOE |  Bulupu Water |
| 18:45 | CONFIRMED |  That all seems to be in order |
| 18:36 | GENERATION |  Neg versions |
| 18:36 | ART |  Bulupu for all 8 elements |
| 18:20 | ART |  Model for Bulupu |
| 18:16 | NEIL |  Class support ready.... Neil is now ready for OOP |
| 9:45 | NEIL |  Yes that is regardless of the question if the call was static or not |
| 9:45 | NEIL |  I've been setting up the static constructors in Neil.... These will be called when a class is called for the first time |
| - = 7 Aug 2020 = - |
| 21:31 | STATUS |  Nothing I could do today.... I had some duties elsewhere.... And a broken scooter (3x in a row that thing didn't last longer than a few weeks. |
| - = 6 Aug 2020 = - |
| 20:06 | NEIL |  Static fields can be declared and read out (not yet be redefined) |
| 20:05 | NEIL |  A start up to classes |
| 15:25 | NEIL |  Class preparational work done |
| 15:15 | NEIL |  My focus lies (for now) on Neil.... I also needed to step away from the game for a little... I'll soon be back though.... |
| - = 5 Aug 2020 = - |
| 18:58 | VOID |  I managed to make neil "void" that issue, though |
| 18:56 | FAILURE |  Lua "deprecated" this --[[ --[[ ]] for no reason, but it did get me in trouble.... |
| 14:45 | FOE |  Fake Seelah Gandra |
| 14:45 | NEIL |  More Neil work |
| 9:27 | NEIL |  Yesterday, my time was most of all taken up by the produciton of Neil, of which I am now developing the core.... |
| - = 3 Aug 2020 = - |
| 23:42 | GENERATION |  I use a special generation program for that... Soooo handy! |
| 23:41 | UPDATED |  vUpdate |
| 23:41 | CONFIRMED |  Everything appears to be in order |
| 23:30 | TEST |  Another test then.... |
| 23:30 | VOID |  Issue voided |
| 23:30 | FUCKYOU |  MICROSCHOFT! |
| 23:29 | FUCKYOU |  Who is the idiot at MicroSoft who came up with the idea to use backslashes for directory dividing? |
| 23:26 | FIXED |  code typo |
| 23:13 | TEST |  Let's put that to da test! |
| 23:13 | MAPSCRIPT |  On floor 090 you will now get one of the sealed bosses as the floor's boss. THIS WILL IN NO WAY INFLUENCE WHOSE SPECIAL WEAPON OR SPECIAL MOVE YOU'LL GET ON FLOOR 100 I've also made sure "Hall of the Mountain King" will play when you meet the Mountain Emperor, and the regular sealed boss music when you meet any of the others. |
| 23:10 | CHECKED |  A quick music check |
| 22:33 | TEST |  I can throw in a take IIi, But that won't tell me more about the fake enemies... Oh well |
| 22:33 | FIXED |  Dominance issue with the background on floor 090 |
| 22:26 | NOTE |  None of the fake enemies appeared this time.... Leaving me unable to test if the bug is truly fixed.... I can only hope it is.... |
| 22:05 | TEST |  Take II |
| 22:05 | FIXED |  Case error |
| 21:56 | TEST |  Wish me luck -- Take I |
| 21:56 | TEST |  I gotta test on the way if this did actually fix everything |
| 21:56 | INVESTIGATION |  As I think this is the reason of the bugs on this department |
| 21:21 | ENHANCEMENT |  I've tried to set up a system that can make the AI use a method during the Foe compilation in order to get everything for that foe alone in order |
| 20:59 | NEIL |  The function definition of Neil appears to work now |
| 0:14 | FUCKYOU |  Well I'm tired to FUCK YOU ALL! |
| 0:13 | FUCKYOU |  The computer keeps bringing up one excuse after another to make 100% sure the HP bug doesn't get fixed in any way.... Now a silly fact... The HP is the first stat in the list that should get altered.... So I wonder what is happening there... |
| - = 2 Aug 2020 = - |
| 23:45 | FUCKYOU |  Well....... |
| 23:38 | TEST |  Oh well |
| 23:38 | FIXED |  Illegal Method Call |
| 23:33 | TEST |  Well, we'll see.... |
| 23:33 | FIXED |  I think I fixed the HP issue with the fake-enemies |
| 23:31 | STATUS |  Yay! That only leaves me 95 and 100 and then I'm done... |
| 23:31 | MAP |  Area 090 |
| 21:08 | COSMETIC |  Bottom pieces forgotten.... Added now! |
| 21:08 | FIXED |  Non-working exit |
| 20:35 | TEST |  Does that all work? |
| 20:35 | MAP |  Area 085 |
| 20:09 | TEST |  Okay, now? |
| 20:09 | FIXED |  .... |
| 20:09 | FUCKYOU |  I'm tired |
| 20:04 | FIXED |  Parse error |
| 19:53 | TEST |  Let's see.... |
| 19:53 | CONFIG |  Floor 80 boss |
| 19:20 | FOE |  Blauw Slijm |
| 19:16 | FOE |  Fake Rebecca |
| 17:57 | TEST |  Again! |
| 17:57 | FAILURE |  Build failure |
| 17:54 | NALA |  I do need to recompile NALA for this though.... |
| 17:54 | TEST |  Of course... I can never tell if it's fixed... I can only tell if it's not fixed when... it happens again.... Oh well... |
| 17:53 | FIXED |  A few fixes have been applied though.... |
| 17:48 | COCKROACH |  Unfortunately exits out of reach are still possible.... GRRR! |
| 17:48 | CONFIRMED |  the town works |
| 17:33 | TEST |  Okay and NOW we can test something.... |
| 17:33 | STUPIDITY |  How could I be so stupid |
| 17:32 | LINK |  Duncan |
| 17:32 | SASKIA |  Duncan |
| 17:31 | SCENARIO |  Duncan |
| 17:30 | STATUS |  I doesn't end there though |
| 17:30 | MAP |  Tagged all stands on floor 075 |
| 17:30 | STUPIDITY |  Hold the show.... I forgot something important |
| 17:23 | TEST |  But at least I can test stuff out, and at the current status of things... relax my brain in the process |
| 17:23 | NOTE |  The boss enemy has not yet been scripted so that encounter will crash the game, yes! |
| 17:22 | MAP |  In the meantime I did floor 080 for the True Abyss... That is after all an easy thing to do! |
| 17:22 | NEIL |  I've done some work on Neil.... This is however where Neil gets very very complex, so I am by far not sure if this is gonna work |
| - = 1 Aug 2020 = - |
| 23:50 | FIXED |  Blockmap issue on floor 075 |
| 23:26 | CONFIRMED |  And the missing .negative files are present now! |
| 23:25 | FIXED |  The negger has been fixed.... It would ignore earlier faults due to a a malformed boolean expression.... Sigh..... |
| 23:12 | REMINDER |  Note to self... Fix this up for the next productions (although I may build in an auto-negger in TQMG for the next project) |
| 23:11 | SOLVED |  I *THINK* I know why this happens, though.... |
| 23:07 | HUH |  For some reason the negative versions still don't pop in... what the fuck is going on here? |
| 23:05 | INVESTIGATION |  And now to check the ultimate results |
| 23:02 | GENERATION |  Let's try to FORCE my way through, then.... |
| 23:02 | MYSTERY |  Even after negging this anew things didn't work out |
| 23:00 | FAILURE |  Negative failure? |
| 22:52 | GENERATION |  And let's make the generator generate new data for the True Abyss |
| 22:52 | FOE |  Blackie |
| 22:47 | ART |  Adaption for Blackie |
| 22:44 | FOE |  Fake Merya |
| 22:39 | NOTE |  Please note, that although this is a market floor, none of the stands have been tagged yet, meaning all merchants will ignore you for now... This is because they are not my first concern, at the present time. |
| 22:38 | MAP |  Area 75 |
| 22:07 | STORE |  Duncan's Jewel Stand |
| 22:04 | ART |  Jewel crafter's stand |
| 21:13 | FIXED |  Exp fix issue |
| 21:07 | BOOST |  More HP for the boss, as he went down TOO quickly... Especially for a True Abyss boss |
| 21:07 | LINK |  The two have now been linked |
| 21:06 | GAMEJOLT |  Trophies |
| 20:41 | ACHIEVEMENT |  I've set them up in-game |
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