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20:58 | CHECKED | Switch icon there.... It was just not yet activated |
20:29 | STATUS | The most logical thing to implement now would likely be... The switch function |
20:27 | JUDGMENT | Bon! |
20:11 | TEST | Take F |
20:11 | DONE | Alpha-flash |
20:09 | CONFIRMED | That works |
20:04 | TEST | Take E |
20:04 | SCRIPT | Hover detection |
20:02 | JUDGMENT | It'll have to do.... for now |
19:51 | TEST | Take D |
19:51 | COSMETIC | Coordinate wriggling |
19:51 | COSMETIC | White == White != Grey |
19:47 | TEST | Take C |
19:47 | LAZY | Voide case issue in Box class |
19:34 | FIXED | LAck of self |
19:30 | TEST | Take B |
19:30 | FIXED | Case error |
19:26 | TEST | Take A |
19:26 | DONE | This should make the backrow characters visible by mini icon... Clicking won't work yet! |
18:46 | STATUS | The game holds out fine.... However... Rebecca is not yet shown in the character bar as 5th character, but that is solely because the back row has not yet been fully scripted out... That will be taken care of soon enough, after I had my dinner |
18:42 | TEST | Take IV |
18:42 | FUCKYOU | Are you fucking me? |
18:39 | TEST | Take III |
18:39 | FIXED | Fixed that |
18:39 | SOLVED | Ah... that was the bugger... Wrong function call |
18:38 | EXPERIMENT | Does the boxtext loader work now... Hey... how could it have worked before in the first place? |
18:34 | TEST | Take II |
18:33 | FIXED | SASKIA syntax error |
18:33 | FIXED | Priest was not allowed to appear .... yet! |
18:29 | TEST | Take I |
18:28 | STATUS | Dinner is on the cooker, but I gotta wait till it's ready, so in the meantime..... |
18:18 | TODO | Before all that though, let's check my fridge, as I do need to eat something, don't I? |
18:17 | NOTE | This will resume the game in prison, with all playable characters (except Shanda since she was only a guest character), in the party, making a party of 5.... You may only have 4 characters up front and switching is not yet supported... As a matter of fact, there no telling if the game will hold up at all at this point, but that will be clear once the test starts.... right? |
18:15 | SASKIA | End of Scyndi's prologue and link to prison |
17:44 | TEST | Take II |
17:43 | FIXED | Map area links |
17:34 | TEST | Time to put it all to the test! |
17:34 | NOTE | The stairs back will work when the boss is still up... When the boss is down, the game will for now crash for security reasons... That will stop of course once I had the time to fully script things out! |
17:33 | SCRIPT | Back from boss |
17:31 | SASKIA | Boss Script written |
17:29 | CONFIG | Boss start up config |
17:21 | MAP | Area 007 -- That is where the boss is located |
17:08 | BOSS | Shadow Sweeper |
17:03 | GENERATION | NEG |
17:03 | TRANSFER | Shadow Sweeper |
16:49 | FIXED | And Charge should not have a spellani |
16:49 | CONFIRMED | Negative healing for undead operative |
16:43 | TEST | But take IV will need to confirm that |
16:43 | FIXED | And I think I fixed it |
16:43 | SOLVED | I think I found the reason of the bug |
16:37 | TEST | Take III |
16:37 | FIXED | Code typo |
16:20 | HUH | NU BREEKT ME DE KLOMP! |
16:13 | TEST | Take II |
16:13 | DEBUG | Some extra log features |
16:13 | BUG | This setup is ignored.... Why? |
16:10 | TEST | Let's do it again! |
16:10 | FIXED | Missing area links in map |
16:07 | TEST | I gotta test this before I close #100 |
16:06 | SCRIPT | I've been setting that undead enemies will get hurt in stead of healed when using healing on them.... (This does not affect absorbed elements). |
16:03 | MAP | Area 006 |
15:43 | STATUS | That all looked good, but that was to be expected! |
15:33 | TEST | Let's see |
15:32 | NOTE | And that is why it took so long ;) |
15:32 | MAP | Area 005 -- And here I damned all the rules Kthura allowed me to damn..... |
11:44 | MAP | Area 004 |
11:23 | CLOSED | #101 (You won't see that now, as the commit in which I put my closure request has not yet been pushed) |
11:21 | STATUS | FINALLY! |
11:15 | EXPERIMENT | Will THIS fix the issue? |
11:08 | FIXED | All errors accounted for now??????? |
11:04 | FIXED | DOES IT WORK NOW????? (SHEESH!) |
10:59 | TEST | Again! |
10:59 | FUCKYOU | THIS WAY THEN? |
10:59 | FUCKYOU | GRRRR! |
10:56 | DEBUG | More console debug possibilities and an existance checker implemented |
10:45 | INVESTIGATION | The log confirms the attachment of the "Undead" status.... Now what next? |
10:40 | TEST | Let's see what rolls out! |
10:40 | DEBUG | I still wonder why the "Undead" status is not being attached so.... A little debug line must gimme an answer.... At least I hope so |
10:37 | FIXED | The game would have crash on curing statuses |
1:04 | STATUS | See ya! |
1:04 | STATUS | Calling it |
1:02 | BUG | #101 -- It's late, so I'll schedule that one in tomorrow... I hope |
0:48 | TEST | Take IX |
0:48 | GENERATION | Let's try that again! |
0:47 | FUCKYOU | The ANYWAY generation has been ignored????? |
0:43 | TEST | Take VIII |
0:42 | GENERATION | ANYWAY |
0:42 | DONE | Temp Undead status.... When #100 is done, I can test that out, but it's too late for today |
0:41 | TODO | |
0:31 | TEST | Take VII |
0:31 | NOTE | (With the status changes that is) |
0:31 | FIXED | I think I fixed that issue |
0:30 | CLOSED | |
0:30 | CONFIRMED | But at least #99 has been fixed! |
0:29 | BUG | There's clearly a lot to be done on the status change table |
0:21 | TEST | Take VI |
0:21 | FIXED | Graphics issue |
0:17 | TEST | Again -- Take V |
0:17 | FUCKYOU | GRRR! |
0:11 | FIXED | error in foe compiler |
0:06 | TEST | Take IV |
0:05 | EXPERIMENT | Let's try this! |
0:03 | BUG | Not quite |
- = 21 Dec 2019 = - | ||
23:57 | TEST | Take III |
23:57 | FIXED | Declaration error |
23:53 | TEST | Take II |
23:53 | FIXED | Syntax errors |
23:50 | TEST | Take I |
23:50 | STATUS | Right-o... The moment suprè is about to arrive.... |
23:50 | FIXED | I think I fixed #99 |
23:41 | CONFIG | Random encounters for Weniaria's temple |
23:39 | ARENA | Weniaria |
23:38 | STATUS | Before I can test this though, there is still work to be done |
23:33 | VISUALSTUDIO | Foe compiler should now handle this properly, however, actual combat will tell me for sure.... |
23:24 | FIXED | Config issue in Foe Editor |
23:20 | VISUALSTUDIO | Loading the FoeCompiler |
23:20 | STATUS | That takes care of the monster editor and of course of the monsters being undead... however it's not over yet, as I need to prepare the Foe compiler for all this, and that may prove to be problemetic, but we'll see... |
23:18 | FOE | Skeleton |
23:03 | ITEM | Holy Water |
23:02 | FOE | Zombie |
22:58 | LINK | All checkboxes have been properly linked |
22:47 | TEST | But still I can run a little test already! |
22:47 | VISUALSTUDIO | I've set up the checkboxes... However, clickable they are, the database won't take any effect at all... yet |
22:40 | TECHNO | I also made "Undead".... Technically "Zombie" and "Undead" will be handled the same, however, "Zombie" can be curable with items and stuff and "Undead" won't be... This will make the creation of undead enemies in particular easier |
22:39 | VISUALSTUDIO | List-up for status changes for a foe to start combat with..... (Zombie will be the most likely one)..... |
22:25 | TRANSFER | Skeleton |
22:23 | TRANSFER | Zombie from Star Story |
21:32 | VISUALSTUDIO | Loaded my monster editor, as a few changes here, are in order! |
21:30 | BITBUCKET | Updated! |
21:27 | STATUS | For things to work now, some special measures are to be taken in order.... |
21:27 | CONFIRMED | Alles ist in ornung jezt |
21:24 | TEST | Take V |
21:24 | NOTE | Please? |
21:24 | FIXED | Fixed for real now? |
21:23 | FUCKYOU | WHAT THE FUCK!!? |
21:20 | TEST | Take IV |
21:16 | FIXED | Blockmap issues |
21:02 | TEST | Take III |
21:01 | DONE | |
21:00 | TODO | Natural break! |
21:00 | FIXED | Missing Exit! |
20:57 | TEST | Take II |
20:57 | VOID | !!! |
20:57 | HUH | ???? |
20:51 | TEST | Take I |
20:51 | STATUS | Well I can run a small test to see things work... or not! |
20:51 | LINK | Linked the switch on area 003 to the door blocking the way to area 004 |
20:50 | NOTE | I have not yet set the enemies for the random encounters... I first need to test if the rooms work at all, and a few things have to be taken care of! |
20:49 | MAP | Random Treasures configured |
20:48 | MAP | Area 003 |
20:48 | MAP | Area 002 |
19:10 | STATUS | Hey, everything that works in ONE go, is worth a party! Right! |
19:09 | CONFIRMED | YAAAY! |
19:07 | TEST | Take II will serve for that then |
19:07 | CONFIRMED | First test OK... But I do need TWO tests all the way here, because I need to see how savegames will respond |
19:04 | TEST | Take I |
19:04 | STATUS | So let's get to it! |
19:03 | STATUS | I can however test much other stuff |
19:03 | MAPSCRIPT | Weniaria should heal you once the temple is restored, however I cannot test that part yet |
19:00 | MAPSCRIPT | Examining the statue for the first time should open the door, and it should ONLY remain open as long as this mission still goes on.... |
18:59 | MAPSCRIPT | And thus I made him automatically disappear |
18:59 | MAP | Priest placed, although he won't appear during this prologue mission |
18:59 | MAPSCRIPT | Start cleanup |
17:31 | FIXED | Event link error |
17:08 | LINK | Linked up the text about the huge statue in the temple |
16:26 | NOTE | most looks in order, but I got a few things to take care of here, I see.... The old system did support a few things the new system doesn't and that can be bothersome.... Nothing I can't handle at all though.... |
16:25 | TRANSFER | Scenario tranfer |
14:32 | OFFTOPIC | Yeah, I know you didn't want to know that, but I'm telling you anyway :-P |
14:32 | TODO | Shit... |
14:32 | GITHUB | Updated |
14:28 | FIXED | Appears to be fixed now.... |
14:26 | BUG | Somehow it now also hides Brendor's needs, although he has all skill groups (just one) by default.... Hmmmm.... |
14:23 | TEST | Let's see.... |
14:22 | EXPERIMENT | I've set up an experimental system to hide, non-obtained magic groups |
13:34 | TEST | First a small test for a little cosmetic change I did which is easier to test PRIOR to the 'grand fix'.... |
13:33 | BUG | Unfortunately this still shows missing gods... This spoils a few secrets in Scyndi only, but in Eric's case this would even mean downright spoilers, so I need to set a few things up here.... |
13:33 | STATUS | This fixes any bugs |
13:29 | TEST | Let's try this again.... |
13:29 | FIXED | "nil" error in Scyndi's ability sheet |
13:07 | LINK | This ability should with the current configuration automatically linkt to Scyndi's character sheet, however as Scyndi's magic group are obscured until a certain moment in the story line, I cannot be sure everything works YET! |
13:06 | ABILITY | First Aid |
1:56 | STATUS | All's well! |
1:46 | TEST | Is Take XVI gonna be the final test for today then? |
1:46 | FIXED | Label reference error |
1:38 | TEST | Take XV, and then I'll go to call it |
1:31 | DONE | One final thing... The Traveler's Emblem has been put in! |
1:24 | TODO | E> Which will also lead to working out Eric, but that is of lesser importance now.... |
1:23 | TODO | D> And make sure no conflicts can come from non-activated magic groups |
1:23 | TODO | C> Work out Scyndi's "First Aid" spell |
1:23 | SECRET | I will hide the Traveler's emblem in the main hall as a result |
1:22 | TODO | B> Weniaria unlock door, and make script that way, that it will close again after the dungeon's been completed... So despite the dungeon being open (the main hall then) the moster part will count as a "disappearing dungeon".... |
1:21 | TODO | A> Statue remark on zone "Awe" |
1:21 | STATUS | Listing a few things out for myself for the next session |
1:09 | TEST | Take XIV (At least I don't have to check EVERYTHING now, so that saves me some time) |
1:09 | FIXED | Transparency issues |
1:06 | FIXED | A typo in Scyndi's skill list fixed |
1:06 | STATUS | FINALLY! |
0:55 | TEST | Take XII then? |
0:55 | FIXED | Should be taken care of now! |
0:55 | BUG | For starters, Scyndi's ability screen crashes the game, but I already expected this wouldn't yet work well, as Scyndi does (just like Eric, but there I didn't yet work out his ability config yet, so that's why it didn't matter up until now) not have all her magic groups from the start... This will be a later work out |
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