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 | ||
16:09 | COCKROACH | the error message does NOT make sense! |
15:54 | TEST | Take XIV |
15:54 | EXPERIMENT | hmmmmmm? |
15:46 | TEST | Take XIII |
15:45 | FUCKYOU | CODE TYPO!!! |
15:45 | TEST | Take XII |
15:28 | DEBUG | I've added some quotations to make the debug data more clear and less open for multiple interpretations.... |
15:27 | STATUS | This is getting more and more complex, but I need to dig a little big furhter, as I feel that I am closing in on the solution.... |
15:16 | TEST | Take XI -- Well, I guess i gotta run this test anyway.... |
15:16 | NOTE | Now this cannot fix all the trouble since the engine had to throw an error on that mistake, and not just ignore stuff, so I wonder...... |
15:16 | FIXED | Data order |
15:11 | TEST | Take X |
15:10 | DEBUG | Hopefully This extra debug line can enlighten me |
15:10 | NOTE | But the error before proves something was happening, so what is going wrong here? |
15:10 | COCKROACH | And what happens is... NOTHING! |
15:05 | TEST | Take IX |
15:05 | FIXED | Another one |
14:57 | TEST | Take VIII |
14:57 | FIXED | Illegal function call |
14:50 | TEST | Take VII |
14:50 | FIXED | Fixed that |
14:50 | STUPIDITY | Request put in wrong Map Script source file.... |
14:50 | SOLVED | Ah |
14:42 | TEST | Take VI |
14:42 | FIXED | Syntax error |
14:42 | EXPERIMENT | Let's try this |
14:14 | STATUS | I first need to do a few real life things, and then I'm gonna investigate why |
14:13 | COCKROACH | But the actual chain I created is being ignored.... |
14:09 | TEST | Take V |
14:09 | VOID | Well, dirty code straight from hell should do it then.... |
14:09 | FUCKYOU | SEE ARE AYE PEA! |
14:04 | TEST | Take IV |
14:04 | FIXED | Case error |
14:00 | TEST | Take III |
14:00 | FIXED | Lack of self in library |
13:55 | TEST | Take II |
13:55 | LINK | Really another #use needed? |
13:25 | TEST | Time to start Take I |
13:22 | STATUS | Meaning that everything is at the ready to start testing stuff now, but this is gonna take some time to get fully right I fear.... Or will complex things take less time than easy things (don't remind me of that nightmare yesterday, night... It still haunts me)..... |
13:21 | MAPSCRIPT | And I've called this link from the constructor of the Red Dragon Cave's MapScript |
13:20 | LINK | The link code has been written, which allows me to link KettingKaart to the mapscript in which I need it |
13:16 | NIL | The library itself has been written, but not yet been tested |
12:58 | CONFIRMED | And that works the way it was intended |
12:57 | SKELETON | All it has is a constructor now, but hey, gotta start somewhere |
12:57 | LINK | Field flow must now be able to import this skeleton module |
12:55 | CONFIG | Extra config to my Bubble Builder configuration |
12:47 | NOTE | I worked this out differently from what I normally do, so I need to test things out more thoroughly and I need to write additional scripting... I gotta note also that I am also obligated to write an extra library for this... I chose to do that, in stead of a mapscript so I can more easily recycle this script in other games as well, even in other duneons.... |
12:45 | MAP | Area 002 Red Dragon Cave |
0:02 | STATUS | Well! Catch ya later, folks! I'm tired... Tomorrow is another day, eh? |
- = 28 Dec 2019 = - | ||
23:50 | STATUS | FINALLY!!!! |
23:44 | TEST | Final test.... please? |
23:44 | FIXED | Missing start characters |
23:41 | VOID | All crashes voided |
23:37 | TEST | |
23:37 | VOID | |
23:37 | FUCKYOU | |
23:37 | FUCKYOU | |
23:37 | FUCKYOU | |
23:33 | TEST | And I am dead tired of these stupid errors now! (the number of reasons why so many tests are needed is ZERO! The fact that I had to use so many tests is really beyond me). |
23:32 | VOID | You can't fix what ain't broken, but you can void it |
23:32 | FUCKYOU | Engine giving me nonsensical errors |
23:19 | TEST | ......... |
23:19 | SASKIA | Base script for Red Dragon's cave (sigh!) |
23:14 | TEST | HOW MUCH MORE FOR A SILLY THING LIKE THIS??? |
23:14 | FIXED | SIGH! |
23:10 | TEST | Again! |
23:10 | FIXED | Forgotten group |
23:06 | TEST | Let's roll 'em, boys! |
23:06 | MAP | Start room red dragon cave |
23:06 | FIXED | Respawn re-initiate |
22:58 | TRANSFER | Dragon cave tiles (for all four dragons) |
22:58 | VOID | I've set the copier to void that |
22:57 | UNDESIREABLE | Errors on deleted stuff in original |
22:47 | CONFIRMED | All the pre-new-map stuff appears to be working |
22:43 | TEST | Take II |
22:43 | FIXED | SASKIA syntax error |
22:40 | TEST | But I can test up to that moment, so let's go! |
22:39 | STATUS | I can put this to the test a little, although the game will crash upon loading the red dragon cave, since that dungeon does not yet exist (how obvious) |
22:38 | SASKIA | Scripted it all out |
22:38 | MAPSCRIPT | To Dragon Cave |
22:32 | MAP | Sub Hub Dragon Crack Forest |
22:24 | TRANSFER | Crack |
22:09 | VOID | Ah, white line bug in my way.... If I could only get that fixed..... (GRRRR!) |
21:54 | FIXED | Syntax error |
21:46 | CHARACTER | I've configured Eric's fire spells, since the first dungeon will allow him to unlock those.... |
21:39 | STATUS | Well, ready to go to the next stage |
21:22 | TEST | Take IV |
21:22 | FIXED | Flame Wand didn't work the way it should |
21:20 | CONFIRMED | Rebecca's scare works |
21:09 | TEST | Take III |
21:09 | FIXED | Illegal class usage |
20:58 | TEST | Take II |
20:58 | VOID | Bug |
20:52 | TEST | Well, as I go into testing area 003, I can test Rebecca's action in the process (I hope) |
20:42 | WIKI | |
20:24 | CHARACTER | I've activated Rebecca's personal action |
20:12 | ART | Rebecca's Personal action button |
20:08 | FIXED | Sword tier 2 had issues |
19:15 | TEST | Let's put things to the test.... (And this may take awhile due to an earlier mistake of mine... Nothing in the programming, rather a gameplay issue during the test play, hahaha!) |
19:13 | STATUS | That will be the last "official" floor, as the "final" floor will only be a scenario hub to get you into the red dragon cave |
19:12 | MAP | Area 003 Dragon Crack Forest |
18:42 | STATUS | With this, I can move on to the next leg of the game's production |
18:34 | FIXED | YUP! ALL IS WORKING NOW!!!! WHOOHOOO! |
18:23 | TEST | Take X can now really begin! |
18:22 | STATUS | So I'm ready now.... |
18:22 | DONE | And I had my dinner... A delicious Asian spring roll |
18:21 | STATUS | Okay, that was that |
17:56 | STATUS | And engage into test X... well that is... if if wasn't around 6 and time for the news.... |
17:56 | NALA | Recompiling NALA |
17:55 | FIXED | I fixed that |
17:55 | SOLVED | The evil lies in the way the data was generated by the underlying NALA API |
17:49 | TEST | Take IX |
17:49 | DEBUG | An extra line must tell me if the reset is completely ignored or not, as it seems very much like it! |
17:42 | TEST | Take VIII |
17:42 | FIXED | Wrong var |
17:29 | TEST | Take VII |
17:29 | EXPERIMENT | Let's see what happens if..... |
17:04 | STATUS | If I can still get some around this time... :-/ (But I hate molded bread) |
17:04 | TODO | Before I'm going to take a look why that is, I first need to refill my break stock |
17:03 | BUG | The stat isn't properly reset |
17:02 | STATUS | Almost there... No more crashes, but.... |
16:30 | TEST | Take VI |
16:29 | FIXED | Syntax error |
16:26 | TEST | take V |
16:26 | FIXED | Recalc definition error |
16:17 | TEST | And into take IV |
16:17 | VOID | I voided that |
16:11 | TEST | And move on to test II |
16:11 | NALA | So I gotta compile this shit all over again |
16:10 | NALA | Yup, gotta compile the entire shit all over again as the linking script is embedded in the NALA engine (to save me time) |
16:10 | FIXED | Code typo in the NIL link code |
16:05 | TEST | Take I |
16:05 | STATUS | I mean it! I'm gonna need it... I'm afraid! |
16:05 | STATUS | Time to wish me luck |
16:03 | NOTE | Older savegames will NOT take effect in this.... Too much trouble to get it right and only asking for bugs |
16:02 | SCRIPT | This should recalculate all stats ever re-equipping |
15:55 | POWERSHELL | So my script can run, as I won't get to full test work anyway |
15:54 | NALA | must be recompiled as a result of course |
15:54 | LINK | So that should link all together now |
15:54 | BUBBLE | NIL link code |
15:48 | BUBBLE | API for RPG read out now has a stat iterator for foreach kind of requests |
15:36 | FIXED | Irravonia not noted as somebody who could equip the Flame Wand |
15:30 | FIXED | Flame Wand is NOT a consumable, but a weapon! |
15:13 | DONE | And I've replaced the light bulp in the hallway of my appartment... Was about time too |
15:13 | CONFIRMED | It works |
13:50 | TEST | And AGAAAAAAAAAAIN! |
13:50 | FIXED | C-string-format error |
13:44 | TEST | And Agaaaaaaaaaaain! (yawn) |
13:44 | FIXED | Syntax errors bij de vleet |
13:33 | TEST | And again! |
13:32 | FIXED | Another syntax error |
13:23 | TEST | Again! |
13:23 | FIXED | Syntax error |
13:23 | DONE | Taken a shower, prior to the test |
12:23 | TEST | Let's first see if this works |
12:23 | NOTE | The stats will NOT yet be recalculated, though.... That will be the next step! |
12:22 | DONE | I've made it posible to change equipment now |
11:31 | CONFIRMED | Yup! That does it! ;) |
11:26 | TEST | And NOW I'll go into take III |
11:26 | FIXED | Case Error! |
11:26 | SOLVED | I found the issue |
11:26 | NOTE | HOLD IT! HOLD THE SHOW!!!! |
11:21 | TEST | Take III |
11:21 | DEBUG | And I added an extra help line hoping it can tell me why |
11:21 | BUG | Who can equip stuff is being ignored |
11:18 | FIXED | Jewels not properly marked |
11:13 | TEST | Take II (can you believe that?) |
11:13 | FIXED | One comma.... ONE FUCKING COMMA! |
11:08 | TEST | Let's put that to the test! |
11:07 | DONE | I've made the autohelp tell you who can equip a certain item, and who cannot |
11:01 | NOTE | Does nothing yet, only a few linkups that will allow me to make this possible |
11:01 | SKELETON | Item usage in the field |
10:59 | FIXED | Shanda's portrait fixed on the GJ Site |
1:33 | STATUS | See ya, later! |
1:33 | GITHUB | Updated |
1:33 | BITBUCKET | Updated |
1:32 | TODO | Well, the first thing on my agenda now is item usage outside of battle, and top priority on equipment.... |
1:31 | CONFIG | Which I also needed to configure some more |
1:30 | BACKUP | Running |
1:24 | CONFIRMED | And the JCR6 savegame checkup (the savegames are just JCR6 files in which all files are packed together.... Saves me a lot of loose files for a savegame). |
1:22 | CONFIRMED | That appears to confirm a few things.... |
1:22 | TEST | Take K |
1:21 | TODO | But I must check if the chest will disappear in my savegame |
1:21 | CONFIRMED | Okay now the chest appears |
1:15 | TEST | Take J |
1:15 | FIXED | Case error? |
1:14 | COCKROACH | Fix ignored????? |
1:08 | TEST | Take I |
1:08 | FIXED | And Fixed it |
1:08 | SOLVED | But I can see how that lie came to be |
1:08 | BUG | Well all crashes accounted for, but now it claims this does not fall under the casual difficulty setting and THAT is a lie |
1:03 | TEST | Take H |
1:03 | FIXED | Now? |
0:56 | TEST | Take G |
0:56 | FIXED | I think.... |
0:56 | FUCKYOU | Crap! |
0:51 | TEST | Take F |
0:51 | FIXED | Texture Redefinition failure |
0:36 | TEST | Take E |
0:36 | FIXED | Is that all? |
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