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18:28 | DONE | Transfer of money should be possible now |
18:28 | FIXED | General issues |
18:09 | TEST | Time for a little test! |
18:09 | DONE | Money in the bank shown |
18:04 | LINK | Linked them all to Game Jolt |
17:54 | OFFTOPIC | Yeah, all these achievements were named after bands, and all of them are for defeating the guardian of the same color in the lair of the dragon with the same color |
17:53 | ACHIEVEMENT | Black Sabbath |
17:53 | ACHIEVEMENT | Whitesnake |
17:53 | ACHIEVEMENT | The Green Children |
17:47 | ACHIEVEMENT | Red hot chilli peppers |
17:42 | TEST | Again! |
17:42 | FIXED | Plus code typo |
17:42 | FIXED | Case error |
17:41 | TEST | And time for a little test! |
17:40 | ENHANCEMENT | Auto achievement detection in bank too (yeah I had to do this, as the cash achievements do not apply for money in the bank, only for the cash, and it would be nice if achievements were given on the spot) |
17:40 | DONE | Hover detection |
17:35 | ACHIEVEMENT | NO! Not the red button! |
17:30 | TEST | And let's see what happens next! |
17:30 | FIXED | That's been fixed |
17:30 | INVESTIGATION | Elementary my dear Watson... Wrong operator |
17:21 | INVESTIGATION | Why? |
17:21 | BUG | The ammount of shilders in cash is not visible |
17:21 | STATUS | No crashes, but.... |
17:18 | TEST | Take VI |
17:18 | FIXED | Bad string definition |
17:16 | TEST | Take V |
17:16 | FIXED | Both fixed now |
17:16 | STUPIDITY | AAAAH! There were TWO case errors of the same kind |
17:15 | COCKROACH | WTF? Fix ignored? |
17:14 | TEST | take IV |
17:14 | FIXED | Case error in function call |
17:12 | TEST | Take III |
17:11 | FIXED | Name error |
17:09 | TEST | Take II |
17:08 | FIXED | Case error in variable declaration |
17:07 | OFFTOPIC | And with that all my entries of last year, have gone from the front page.... Jan 2nd.... That's pretty quick, I'd say.... Am I really that much of a worcaholic? |
17:06 | TEST | Let's go! |
17:06 | STATUS | Let's first put this linking to the test |
17:06 | STATUS | But I may be getting ahead of myself |
16:56 | NIL | A group created to make the bank transfers |
16:54 | NOTE | You won't be able to access it anyway once the release versions of the game come |
16:54 | LINK | Linked the debug console to the bank |
16:53 | LINK | And this should glue it all together |
16:53 | MAPSCRIPT | Link to SASKIA |
16:52 | SASKIA | Link to bank in SASKIA script |
16:51 | LINK | I've added a "GoToBank" function to the field header script.... I used that script as it was really no use to make a complete new file for just one function |
16:17 | SCRIPT | I've set up a basis for the bank |
15:33 | NIL | #macro __bank |
14:27 | BITBUCKET | updated |
14:27 | GITHUB | Updated |
14:27 | WIKI | Oversoul |
14:27 | WIKI | Difficulty settings |
14:27 | WIKI | Portraits in personal action page fixed |
12:49 | DONE | Taken a shower.... Hey, I too need to remain clean and fresh, mind you! |
10:35 | TEST | Again! |
10:35 | FIXED | Error in link-out |
10:32 | TEST | Right, let's see! |
10:31 | LINK | Link to the bank established |
0:57 | TEST | Let's try! |
0:57 | LINK | And it should have linked automatically |
0:57 | MAP | Put on the map |
0:57 | SCENARIO | Retagged Goorge for quick auto-access |
0:49 | CONFIRMED | Well Mrianda does what I wanted her to do... Good |
0:42 | MAPSCRIPT | Miranda |
0:41 | MAP | Miranda |
0:40 | LINK | And she should have autolinked to the map |
0:39 | MAP | Daisy |
0:38 | SCENARIO | Remarked an NPC's comment for quicker access |
0:37 | CONFIG | Some extra config was required though, it seems |
0:36 | BACKUP | I've set the backup running.... Always a good thing to have running anyway! |
0:35 | CONFIRMED | All works! Good! |
0:31 | TEST | Let's test! |
0:31 | MAPSCRIPT | Link code to NPC |
0:30 | SASKIA | Link stuff to stores |
0:09 | SCENARIO | Weapon seller (I guess the shopkeeper did both stores in the orinal game.... I don't remember, sorry) |
- = 1 Jan 2020 = - | ||
23:56 | STORE | Weapon Store Stock |
23:56 | STORE | Item Shop Stock |
23:54 | DONE | I've set the stock for the item store... For now, as a few more items may be added later |
23:51 | STATUS | But before I can do anything I must set their stock first |
23:50 | MAP | Weapons and item shopkeeps have been placed in the store |
23:46 | CONFIRMED | Well, it works, and that's what matters.... right? |
23:45 | FIXED | Oh, man! |
23:43 | TEST | And let's see what happens now |
23:43 | SASKIA | Moved everything to SASKIA |
23:42 | SOLVED | I think I got it! |
23:38 | HUH | It calls back to .... itself???? |
23:36 | INVESTIGATION | (I really wonder what causes this to happen... Like I said, NOTHING can cause this to happen, but when things are this odd, you never know). |
23:35 | TEST | And then ANother test run |
23:34 | INVESTIGATION | I've set the chunk to tell me more! |
23:32 | FUCKYOU | It works in Doubline, but not in Xenor..... What kind of idiocy is this? |
23:30 | TEST | So let's go to Doubline and see what happens.... |
23:30 | EXPERIMENT | I need to figure out more about this, and to confirm this as a lie |
23:30 | MYSTERY | the game keeps persisting in this |
23:28 | TEST | I'll retry that.... The only possible explanation I currently have is a file corruption, but other than that... This error is not possible in any single way.... How am I so sure... Because the entire game could never work if it was... that's why! |
23:26 | HUH | ???? A function that never had any issues is suddenly a "nil" value????? |
23:19 | TEST | Let's see! |
23:19 | MAPSCRIPT | I've scripted her out, but what will happen |
23:17 | CHECKED | Seems to be in order |
23:17 | CHECKED | Scenario check up for the little girl |
23:13 | TRANSFER | Scenario from the original game (XENOR) |
23:12 | MAP | I placed her on her good old spot on the map.... Roughly same position as in the original game |
23:09 | TRANSFER | Sprite Little Girl (Human) |
23:00 | CONFIRMED | IT WORKS :) |
22:57 | OFFTOPIC | And enjoy a nice cabview ride from a tourist train in Colorado.... YAAAY! |
22:56 | TEST | So NOW I can test! |
22:55 | POWERSHELL | at the read |
22:55 | CLEANUP | Taken care off |
22:55 | STATUS | Ah, some lost trash was not completely out of the way, blocking my PowerShell prompt |
22:53 | TEST | Let's try! |
22:53 | MAPSCRIPT | Entering and leaving the store should be possible due to it, though |
22:52 | TECHNO | Dirty code, I tell ya.... Straight from the dung heap contaminated with nuclear waste.... That dirty, but what works that works |
20:45 | STATUS | And now I need a break.... I'll be back soon! |
20:45 | NALA | Rebuilding -- Delayed post (errors on first posting attempt) |
20:44 | CONFIRMED | IT WORKS! |
20:39 | TEST | numero zoveel! |
20:38 | FIXED | Checked the code, and the latter was indeed true |
20:37 | DEBUG | So I expanded the information |
20:37 | BUG | A lie? Or something I cannot see due to the informer not being entirely complete.... The latter appears more likely now! |
20:31 | TEST | Well? |
20:31 | FIXED | Error in API link script |
20:27 | TEST | Take III |
20:27 | FIXED | Link Error |
20:17 | TEST | Take II |
20:17 | FIXED | Syntax Errors |
20:14 | TEST | Let's GO! |
20:14 | NOTE | (And if no errors are thrown) |
20:14 | NOTE | At the present time I can only check this out for the main zone, but I can check if the other two are properly hidden or not |
20:13 | LINK | Linked them to the map zones |
20:11 | MAPSCRIPT | Functions for accessing these written |
20:10 | LINK | Link up code |
19:57 | STATUS | It's not over yet.... I now gotta code the MapScript that takes advantage of this |
19:57 | NALA | Compiling |
19:57 | NIL | NIL side of the code has been written |
19:54 | C# | The C# part of my new invention has been coded |
19:36 | MAP | I've marked the place in three zones.... I did this for a system I've thought out specifically for this particular map.... My alternatives are just too crazy to bring to execution, so this is all I got! |
19:32 | TECHNO | You may still be able to see a few dominance issues along the road.... It's technically possible to fix that, but practically undoable, so I won't do that.... Either I must fix each tile on which the level is build up due to it being a TeddyBear conversion manually, or I would have to recalculate the at every pixel you move... The former is a fool's job, and the latter would slow down the game drastically, so either way is not an option.... |
19:30 | CONFIRMED | It all works |
19:23 | TEST | One more test, but no serious issues expected anymore |
19:23 | FIXED | A few blockmap issues in Xenor |
19:21 | CONFIRMED | It works |
19:15 | TEST | Again! |
19:15 | FIXED | IDIOT! |
19:10 | TEST | Gotta test this of course! |
19:10 | NOTE | Yes, I know this WILL lower the total performance of the game, but it is the only thing I can do to prevent dominance issues that occur otherwise to destroy the good look of the game |
19:09 | ENHANCEMENT | I've set that when the Y coordinate differs more than 40 pixels too much with the last remap setting, the dominance map will be automatically redone |
19:07 | NALA | Recompiling |
19:07 | ENHANCEMENT | Dominance Remap |
18:33 | FIXED | Missing ".saskia" suffix |
18:28 | TEST | And that wasn't even what was about to the tested (GRRRR!) |
18:27 | FIXED | missing keyword "not" |
18:27 | COCKROACH | En ECHT kakkarlakje.... Nu blijven niet alleen de NPCs ongeoorloofd staan, maar werkt ook de uitgant ongeoorloofd niet meer! |
18:20 | TEST | Again! |
18:20 | FIXED | SASKIA linkup missing |
18:18 | FIXED | Squashed now? |
18:17 | COCKROACH | For some reason the system keeps refusing to remove Irravonia and master Zack from the Exam Ruins when they should be.... |
17:59 | NOTE | I must say, you cannot yet enter buildings, plus you may even see some interious and the NPCs will not yet appear.... I cannot do all at once... |
17:58 | TEST | Gotta test if this all owrks |
17:58 | LINK | Linked worldmap record to it properly |
17:56 | MUSIC | Which will just like the original be "Oregon" by Wicky77 |
17:56 | CONFIG | And I've set the music for the place |
17:56 | MAP | Done some corrections |
17:11 | TECHNO | As a result I don't have to manually redo all textures anymore in TeddyBear conversions and that saves me tons of work! |
17:10 | C# | A quick tool had to do something about the texture issue I was suffering from, and it works the way it should |
15:36 | NOTE | Now it comes down to what we can do to get more stuff done in less time when it comes to Maps converted to Kthura, as that is a kind of an issue |
15:35 | TRANSFER | Made sure all Xenor textures have been properly transferred |
15:30 | MAP | Monsters put in |
14:20 | FIXED | ? |
14:07 | TEST | And now to put all this to the test! |
14:07 | FIXED | Unlinked boss start platform from boss if Chapter 1 is compete |
14:06 | FIXED | Irravonia and Zack were no longer allowed to appear as NPCs |
14:01 | TEST | Let's go.... again! |
14:01 | FIXED | Unknown identifier |
13:56 | TEST | Let's go! |
13:56 | MAPSCRIPT | Deactivate exit when chapter is not done |
13:55 | WORLDMAP | Exam Ruins |
13:40 | TEST | Let's see now! |
13:40 | FIXED | |
13:38 | BUG | The North one does not |
13:38 | CONFIRMED | The South exit of XBN works |
13:36 | CONFIRMED | In West everything looks fine.... Good |
13:19 | TEST | Again! |
13:19 | FIXED | Blockmap issue in XRoads |
13:13 | TEST | Time to put it all to the test |
13:13 | LINK | Done |
13:12 | NOTE | A quick test is still in order though, but first Ineed to link their unlockings to the Crossroads |
13:11 | CHECKED | I've checked the respective Map Scripts of both dungeons, and both indicate they should just work the way they are intended to work |
13:06 | WORLDMAP | Xenor Bushes - North |
13:04 | WORLDMAP | Xenor Bushes - West |
13:03 | CONFIRMED | Well, it appears to be working now! |
12:51 | TEST | Again! |
12:51 | FIXED | End exit didn't work |
12:43 | TEST | Again! |
12:43 | FIXED | Variable typo |
12:35 | TEST | Let's see how things go now |
12:35 | FIXED | Exists did not properly respond to no longer being in Irravonia's prologue |
12:32 | CONFIRMED | The South exit does unlock Frendor and the Xenor Bushes |
12:32 | FIXED | Dominance issue Cross roads |
12:28 | MYSTERY | I wish I knew why that sometimes happens..... |
12:28 | FAILURE | Something went wrong during building |
12:25 | TEST | Let's go! |
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