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 |
23:22 | CHECKED |  Music checkup |
23:21 | SECRET |  Nope, not gonna tell more :P |
23:21 | MAP |  All placed |
23:14 | SECRET |  Nope, not gonna reveal more... Too spoiler sensitive! |
23:14 | TRANSFER |  The sprite of a very important thing that will need to be in this place |
23:13 | FUCKYOU |  Just at the moment I needed it most |
23:12 | FUCKYOU |  Stach crashed |
23:01 | STATUS |  Let's see now! |
23:00 | STATUS |  I love it when a plan comes together! |
23:00 | CONFIRMED |  Just as expected |
22:54 | TEST |  Well? |
22:54 | SASKIA |  Temporary script... All the boss will do (for now) is disappear, reward you with a travel emblem and open the door.... The actual fight is a later concern! |
22:51 | TODO |  Queued for next session: The Sanctuary |
22:51 | NOTE |  Boss itself will crash the game (for now) |
22:51 | DONE |  Subcorridor (boss) |
22:50 | CLOSED | |
22:50 | CLOSED | |
22:34 | TEST |  Take IV |
22:34 | NOTE |  I suppose this is what keeps me busy! |
22:33 | FIXED |  Incorrect Wind Setting |
22:23 | TEST |  Take III |
22:23 | FIXED |  Syntax error |
22:19 | TEST | |
22:18 | FIXED |  Done |
22:18 | STUPIDITY |  I forgot an important script update |
22:07 | TEST |  And let's see if I can reach that room |
22:07 | MAP |  Also the room of the boss, has been created |
22:06 | STATUS |  Contrary to what I normally do, I'll now set the game to the meeting with the boss... And even allow myself to skip that boss to get things done.... The complexity of this dungeon makes this the more efficient road |
21:43 | CONFIRMED |  Everything works the way it should |
21:36 | TEST |  Take I |
21:35 | NOTE |  This should also trigger the doors in the hall, however that is for now set to crash the game |
21:35 | TECHNO |  The room is designed that it should just work on all the map file itself contains |
21:35 | LINK |  Linked to the corridor |
21:35 | MAP |  Kirana's bed room |
21:06 | STATUS |  And when it comes to the Order of Onyx bedrooms, that only leaves.... Kirana |
21:05 | CONFIRMED |  All is fine now |
21:01 | TEST |  Well, let's get to it, then! |
21:01 | NOTE |  And yeah, and so against all expectations a take II will be required.... Sigh! |
21:01 | FIXED |  Bad Blockmap settings |
20:55 | TEST |  Let's see if it works! |
20:55 | MAP |  Aldarus' bedroom |
20:46 | STATUS |  Well Aldarus' room should not be that much of an issue.... |
20:09 | NOTE |  (Well actually past dinner time) |
20:09 | NOTE |  But before that I first need a break, and some food.... It's dinner time |
20:08 | STATUS |  The next stop is Aldarus |
20:07 | VERIFIED |  As the achievement timer did mess things a bit up, I had to do a manual checkup on the log (thank goodness the system saves that log), and I could verify things work the way they should |
20:05 | CONFIRMED |  Works! |
19:46 | TEST |  Take III |
19:46 | BUG |  For some reason Kthura didn't crash on this, which is something that deserves my attention, as that HAD to happen! |
19:46 | FIXED |  Dupe tag |
19:34 | TEST |  Take II |
19:34 | FIXED |  That should be fixed now |
19:34 | BUG |  It seems that the puzzle did not properly initiate |
19:30 | TEST |  One way to find out! Take I |
19:30 | STATUS |  Does it, or doesn't it work? |
19:29 | REMOVED |  Obsolute Switch method.... Since Rondomo's switch is immediately activated when the memory puzzle has been solved.... |
19:29 | LINK |  Memory script linked to the map |
19:26 | LINK |  Link to Memory library |
19:25 | MAPSCRIPT |  Set up the methods that should work out the memory puzzle |
19:19 | TODO |  Natural break |
19:19 | CONFIRMED |  That works! |
19:14 | TEST |  So let's find out! |
19:14 | NOTE |  Here is another memory puzzle, but it's not yet activated.... The memory puzzle uses a specific set up library, but I don't remember in full how it works (mind you), so for now all memory plates touched will crash the game..... I first want to know for sure if the link between the room and the corridor works, since that's also a delicate piece of work in this place. |
19:12 | MAP |  I have created Rondomo's bedroom |
18:57 | KTHURA |  I used my hacking tool to tag them... That was the quicker way to go |
18:56 | MAP |  Memory Spots placed for Rondomo's bedroom |
18:51 | STUDY |  Tag Study for Memory |
18:50 | STATUS |  Next room: Rondom's Bed room |
18:45 | NOTE |  So far everything appears to be working |
18:16 | TEST |  Take V |
18:16 | VOID |  Little issue |
18:08 | TEST |  Take IV |
18:08 | FIXED |  Another Syntax error |
18:08 | FIXED |  Syntax error |
18:03 | TEST |  Take III |
18:03 | FIXED |  Syntax error |
18:00 | TEST |  Take II |
18:00 | FIXED |  Faulty code |
17:54 | TEST |  Take I |
17:54 | STATUS |  Let's put it all to da test! |
17:53 | LINK |  This should automatically link all switches to their respective script functions as soon as they are created |
17:53 | MAPSCRIPT |  Switch functions |
17:51 | SCRIPT |  Basis for the switch script |
17:41 | MAP |  Jeracko's room |
17:31 | STATUS |  Next stop - Jeracko's bedroom - #174 |
17:29 | CLOSED | |
16:51 | TEST |  Before I close #173 a test is in order |
16:51 | LINK |  The rooms should now be linked together |
16:51 | MAP |  Area 004 |
16:41 | LINK |  KettingKaart() placed in the mapscript for the keep |
16:40 | MAP |  Tag for link to Dzgjymza's bedroom |
16:39 | STUDY |  Tag work in Red Dragon cave.... Hey mind you, I can't memorize EVERYTHING |
16:24 | CONFIRMED |  All clear! |
16:20 | TEST |  Second Take |
16:19 | FIXED |  Blockmap fault |
16:14 | TEST |  A little test *is* in order! |
16:14 | LINK |  Link to the corridor established |
16:14 | MAP |  Wanda's room |
16:10 | TECHNO |  But I made a library out of the system that does it for the red dragon cave for a reason! |
16:09 | NOTE |  The link to Wanda's bedroom is easy.... Just cheat with Next and Prev.... The other rooms will be harder |
16:08 | FIXED |  Broken comment message (caused an issue not to close properly) |
16:06 | CLOSED | |
16:06 | CONFIRMED |  Fix on non-working link back to lobby! |
16:05 | CONFIRMED |  Works! |
16:01 | TEST |  So here goes! |
16:01 | NOTE |  But not yet tested |
16:01 | DONE | |
16:01 | CLOSED | |
15:49 | ENHANCEMENT |  TQMG now has HSV support |
14:35 | CONFIRMED |  Room Headings work! |
14:35 | FIXED |  Link back to Lobby didn't work |
14:27 | TEST |  Take III |
14:27 | STUPIDITY |  I really must pay attention, I know! |
14:27 | FIXED |  Another code typo |
14:24 | TEST |  Take II |
14:24 | FIXED |  Code typo |
14:18 | TEST |  Take I |
14:18 | STATUS |  THIS may cause some trouble, but here goes..... |
14:18 | DONE |  Kamer Headings |
14:03 | CONFIRMED |  All good! |
13:59 | TEST |  Take 2 |
13:59 | FIXED |  Backlink wasn't working |
13:53 | TEST |  Take 1 |
13:53 | NOTE |  None of the doors to the bed rooms work yet! |
13:53 | MAP |  Area 002 |
12:45 | CONFIRMED |  It works now! Good! |
12:37 | TEST |  Take C |
12:37 | FIXED |  .... |
12:37 | STUPIDITY |  Forgot to mark the start spot |
12:33 | TEST |  Take B |
12:33 | FIXED |  Layer misnamed |
12:29 | TEST |  Take A |
12:28 | STATUS |  Does it work? Well... does it? |
12:27 | MAP |  Tagged statues |
12:25 | SCENARIO |  Statue retags |
12:23 | NOTE |  And taking the stairways crashes the game! |
12:23 | NOTE |  The statues do not have any function yet |
12:23 | MAP |  Area 001 |
12:13 | NOTE |  I'd like to avoid all combat related stuff until everything up to the point where you meet the boss (the one before the final boss). For that reason the sealed boss in the lobby will have to wait. |
11:28 | CONFIRMED |  It all Works now! |
11:26 | NOTE |  (This will take awhile as I got some instant "real life" stuff to take care of). |
11:24 | TEST |  Take THREE! |
11:24 | FIXED |  That has been fixed |
11:24 | STUPIDITY |  Forgot some vital functions causing a crash.... (IDIOT!) |
11:19 | TEST |  Take TWO! |
11:19 | FIXED |  I think I fixed this issue |
11:18 | BUG |  But the secrets remain invisible when entering them... But I think I know why! |
11:18 | CONFIRMED |  World map link works |
11:12 | TEST |  Let's do it! -- Take ONE! |
11:12 | NOTE |  No! The game won't even crash, your attempt will simply be... ignored! |
11:11 | NOTE |  The red seal has not yet been tagged at all, so trying to do anything with it won't help you one bit.... |
11:08 | MAPSCRIPT |  I've done #170, but this has not yet been tested |
11:06 | CLOSED | |
11:05 | LINK |  Keep linked to world map |
11:05 | DONE |  Save spot in keep |
11:00 | CLOSED | |
11:00 | CLOSED | |
10:57 | GITHUB | |
10:37 | MAP |  Area 000 Keep |
9:21 | NOTE |  This was only the database that was adapted for all this.... There is no visual effect in the game, yet! |
9:21 | DATABASE |  All existing trophies have been adapted for #169 |
9:15 | DATABASE | |
9:13 | TODO | |
- = 30 Jun 2020 = - |
22:27 | TRANSFER |  Scenario |
22:26 | MAP |  I've brought some basics which will make designing the keep more easy..... The actual work is yet to begin, though! |
21:41 | TRANSFER |  Textures Dzgjymza's keep |
21:30 | MUSIC |  As in the original game, the music for the keep is "The Dread" by Kevin McLeod |
21:30 | CHECKED |  Music for the keep |
21:22 | DONE |  I've also brought the game into the state that makes it easier for me to get to work on Lord Dzgjymza's keep |
21:21 | CONFIRMED |  It works |
20:59 | TEST |  No idea if this is gonna work, but here goes nothing! |
20:59 | MAPSCRIPT |  Leaving Underworld |
14:25 | TEST |  Take II |
14:25 | FIXED |  Unknown identifier |
14:22 | BUG |  What SHOULD and what IS are always two different things |
14:18 | TEST |  But I gotta test to make sure! |
14:18 | NOTE |  Everything should work, except for the portal back to the main game..... |
12:28 | LINK |  Achievement linked to map |
12:27 | MAP |  Area 007 |
12:17 | LINK |  Requiesce in pace |
12:17 | GAMEJOLT |  Requiesce in pace |
12:17 | ACHIEVEMENT |  Requiesce in pace |
12:00 | TEST |  Take II |
12:00 | FIXED |  I hope that Lethe cockroach is not fix for once and for all! |
12:00 | COCKROACH |  Lethe |
11:55 | TEST |  Take I |
11:55 | NOTE |  Should not be any issue, but hey, ya never know.... |
11:55 | MAP |  Area 006 |
- = 29 Jun 2020 = - |
21:00 | GAMEJOLT |  Alpha updated |
20:59 | CONFIG |  Update Backup Database |
20:59 | BACKUP |  In the meantime I'll run the backup |
20:59 | STATUS |  Time for a break! |
20:58 | FIXED |  There shouldn't have been random encounters in the boss room, though |
20:58 | CONFIRMED |  AT LAST! |
20:14 | TEST |  Take XI |
19:43 | TEST |  Take X |
19:43 | STUPIDITY |  I forgot to mention Take IX, oh well |
19:43 | FIXED |  I hope that is fixed now |
19:42 | COCKROACH |  Lethe Fix ignored |
19:36 | NERF |  Stuff |
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