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 | ||
21:10 | TEST | Take I |
21:09 | DONE | This SHOULD do the trick, but this is a toughy... Not much code, but that doesn't make it easier.... |
20:57 | NALA | Yeah, I went too fast, so I have to compile all this crap again.... figures.... |
20:57 | KTHURA | InObj check |
20:34 | SECURITY | made sure that if the spot where Irravonia has to end up has been blocked, the fly routine will ignore the rest of its code |
20:32 | NALA | Must be recompiled as a result, though |
20:31 | KTHURA | API supports block checking now |
20:12 | LINK | I've the clickable areas of Irravonia's button to the (for now) empty function which will make things actually happen |
17:55 | MEDICAL | I'm not feeling well, so I have to call it for now... Especially since the detection of Irravonia to fly or not is a bit ... shall we say... terrible to check out well... |
17:18 | TEST | Another Take |
17:18 | FIXED | Case Error |
17:17 | TEST | All I can test now is if the walk instruction is ignored when the button is clicked |
17:15 | LINK | Linked the clicking process to the pesonal actions, but I need to note, no visual effect will happen... yet! |
17:02 | CONFIRMED | Well... I'll be! |
16:53 | TEST | And now to find out if this works at all! |
16:53 | LINK | Draw call back linked |
16:19 | GITHUB | Up-to-date |
16:14 | GENERATION | Generated a new "ANYWAY" script |
16:12 | LINK | A quick meta table has been written that links to all personal action scripts.... This link needs to be linked to as well, but that's a different story, eh? |
16:11 | CHARACTER | Irravonia's draw action for personal action... All it does it putting the button on screen... That is, once it's being linked to, which has not yet been done |
15:42 | ART | Irravonia's personal action button |
15:41 | SCRIPT | Skeletons for the personal action scripts |
15:33 | ENHANCEMENT | I made my auto-version-lic-updater stop adding needing whitelines... At least... I hope so! |
13:36 | ART | I've set up a model for using in game when personal actions are required |
1:31 | GAMEJOLT | Linking them all to Game Jolt now |
1:31 | ACHIEVEMENT | Well created a lot dedicated to oversoul |
1:16 | NOTE | This is merely needed to attach some achievements on |
1:15 | DONE | Added a counter for oversoul kills |
1:11 | FIXED | Fixed that! |
1:11 | COSMETIC | Oversoul coloring appeared to affect other things... |
1:10 | STATUS | That appears to cover things right |
1:04 | TEST | Take XXVI |
1:04 | FIXED | Now fixed for real (I hope) |
1:04 | STUPIDITY | STOOOOOOOOOOOOOOOOOOPID! |
1:02 | TEST | Take XXV |
1:02 | FIXED | SHOULD be fixed now |
1:00 | BUG | However now an oversoul enemy will keep on going oversoul which is also not good |
1:00 | STATUS | The most important obstacles are out of the way now |
0:56 | TEST | Take XXIV |
0:55 | FIXED | Fixed that |
0:55 | STUPIDITY | My fix was done too fast, so I forgot a proper "end" keyword |
0:47 | TEST | Take XXIII |
0:47 | FIXED | Illegal function return |
0:41 | TEST | Take XXII |
0:41 | VOID | Did I void that one? |
0:41 | HUH | WTF? |
0:37 | TEST | And Take XXI |
0:37 | NALA | Recompiling |
0:37 | ENHANCEMENT | Oh wait... There's a more elegant way to do this |
0:32 | FIXED | Well, it's a bit of a drastic fix, but I've set the killer routine to destroy the entire tagmap |
0:30 | DEBUG | But I think I see where the "evil" may lie... Since there's a tagmap that is likely not properly reset.... And that tagmap resorts to old data ignoring the new, and that explains how the keyword "true" was seen as "false"... the keyword was simply never read at all. |
0:29 | DEBUG | This powerplay debug did get the result that the enemy oversoul creation script DOES send through the correct data |
0:21 | DEBUG | Powerplay debug -- Why does the impossible happen... This this test confirms the impossible I'll have no other choice, but to leave Oversoul be, or to cancel this project altogether.... |
0:18 | CONFIRMED | Impossibility confirmed |
0:16 | TEST | Take XX |
0:16 | EXPERIMENT | Just one more.... To make 100% sure Lua is playing games on me somehow |
0:15 | CONFIRMED | The logs confirm the impossibility |
0:11 | TEST | before I can start Take XIX |
0:11 | GENERATION | Of course I must re-do the foe compilation now |
0:10 | TECHNO | What the system is claiming is that the KEYWORD "true" suddenly contains the value "false".... Nothing can cause that to happen, since programming languages do not allow changing keywords |
0:09 | DEBUG | I've now set my FOE compiler to force things out, as this is really getting beyond any possibility now! |
0:03 | OFFTOPIC | Jason! Leave my game alone, will ya! |
0:03 | OFFTOPIC | Of course... It's Friday the 13th now, so that doesn't foretell anything good.... |
0:02 | TEST | Take XVIII |
0:02 | POWERSHELL | Yeah, running the script again |
0:02 | NALA | I wanna know what value is sent in, as I don't trust this anymore.... So I've adapted the NIL gluer |
- = 12 Dec 2019 = - | ||
23:57 | COCKROACH | Not that I can be expected to expect anything from this... at all! |
23:56 | TEST | Take XVII |
23:56 | EXPERIMENT | Not that I expect anything from it, but I made sure the original character is removed from the memory before loading the oversoul version |
23:50 | INVESTIGATION | According to the error screen that parameter is indeed "false".... I wonder how that is possible (it's not) |
23:44 | TEST | So I can move on to Take XVI |
23:44 | POWERSHELL | Running my NALA compilation script |
23:43 | NALA | I've set NALA to confirm that the "createifneeded" boolean is indeed set to true (ruling out any possibility of this error to happen, or else the same issue would have applied to the non-oversoul enemies and even to the playable characters, so that is the odd part here). |
23:42 | DEBUG | |
23:39 | TEST | Take XV |
23:39 | FIXED | Syntax error (in the debug line... I guess I'm getting tired) |
23:37 | TEST | Take XIV |
23:37 | BUG | Well first of all the double-oversoul is bugged... that cannot cause this error (then again... nothing can), but it will at least prevent enemies from not going oversoul when they had to |
23:28 | HUH | That didn't shine a line... As a matter of fact, this has only become more idiotic |
23:21 | TEST | Take XIII |
23:20 | NALA | Of course I had to compile NALA again for this |
23:14 | NALA | I've altered the underlying API a bit as the error seems to be generated from there... Reason is beyond me, but perhaps this shines a light |
23:04 | INVESTIGATION | Well what does THIS tell us? |
23:02 | INVESTIGATION | Let's first capture that error screen, it might well answer a few questions.... At least, I hope so.... |
23:01 | MYSTERY | Another issue is why it claims the HP record does not exist, because... it does.... And there is not a single reason possible why it shouldn't.... So that requires another investigation |
22:52 | MYSTERY | Suddenly without any fix or anything, it works.... of course you can't fix what ain't broken, but I wonder why it didn't work before.... :-/ |
22:48 | TEST | Take XII |
22:48 | FUCKYOU | NOTHING can go right in one go, can it? |
22:45 | TEST | Take XI |
22:45 | DEBUG | More stuff that I *DO* need now |
22:41 | REMOVED | I've removed a debug feature that dumped a lot of data I currently do not need in the logs... That only makes using the logs a disaster |
22:35 | TEST | Take X |
22:35 | FIXED | I guess this little trick should fix this issue |
22:35 | SOLVED | Aha, a capvalue so it would always produce an (incorrectly) false boolean outcome |
22:26 | TEST | Take IX |
22:26 | DEBUG | Let's find out why |
22:18 | BUG | I can confirm the counters for Oversoul work, but when oversoul had to be delivered... Nothing happens the the regular AI will work as always |
21:56 | TEST | Take VIII |
21:56 | FIXED | Fixed that |
21:56 | FUCKYOU | Lack of "self" |
21:49 | TEST | Take VII -- In which both this and the oversoul will have to be tested! |
21:42 | SECRET | Eric can even increase the max HP of himself, Irravonia and Rebecca... Do not underestimate it |
21:41 | CHARACTER | Skill up table -- Eric |
21:30 | CHARACTER | Skill up table -- Irravonia |
21:30 | CHARACTER | Skill up table -- Shanda (nothing will ever happen when she levels up, so technically that only happens for show) |
21:10 | NOTE | In order not to off-balance my play from the play the actual players will get I need to set a few things in order now when it comes to leveling up |
21:09 | STATUS | As far as I can test things now |
20:49 | TEST | Take VI |
20:48 | CONFIRMED | I can confirm the kills for oversoul are counted, but that says little about oversoul itself |
20:48 | BOOST | Sped up Irravonia's attacking spells as they were WAAAAAY to slow! |
20:47 | TRANSFER | Well done it anyway, thus the fix |
20:47 | FIXED | It seems I forgot to transfer the picture for Irravonia in "dead" state |
20:41 | TEST | Take V |
20:41 | DONE | Also made oversoul kills reset if an enemy in oversoul state is killed |
20:40 | DONE | Automated Oversoul status, as all it needs to do is to turn the enemy a bit purple and make sure "Oversoul" appears as a status change! |
20:39 | FIXED | Should be fixed now |
20:36 | INVESTIGATION | This is gonna be quite job to investigate, as I wonder how this can happen WITHOUT crashing the game before.... |
20:36 | HUH | |
20:33 | FIXED | Definition error |
20:30 | TEST | Take IV |
20:29 | FIXED | Syntax error |
20:25 | TEST | Take II |
20:25 | FIXED | Group name missspelled! |
20:20 | TEST | And the computer can prepare for take I in the meantime |
20:20 | STATUS | So I'll be firing up my kitchen |
20:19 | TODO | I also didn't have dinner, yet! So what will it be? |
20:17 | SCRIPT | Oversoul -- However nothing has been tested, and this promises to be a "bumpy ride" |
20:06 | BUG | |
19:56 | SECRET | GHOST BUSTERS! |
19:56 | ACHIEVEMENT | "Who your gonna call?" |
19:37 | CONFIG | Prepare to go oversoul! |
19:12 | COSMETIC | Respositioning for 4 players |
19:03 | TEST | TAKE Whatever I refuse to make an extra count this time! |
19:02 | FIXED | Wrongly placed ")" |
18:58 | TEST | Take II |
18:58 | FIXED | Generator error |
18:43 | LINK | I've linked the arena and the monsters to the dungeon.... I must note though that I'm now also about to the the "Oversoul" system on the move! |
17:56 | TRANSFER | Ghost art |
17:44 | ARENA | Shanda's Dungeon |
16:55 | FOE | Orc |
16:40 | GENERATION | And generated the negative form of it |
16:40 | TRANSFER | Orc art |
16:32 | ACHIEVEMENT | "The age of the orc is over. The time of men has come!" (Pun to the quote from Lord of the Rings, but only the two races swapped, for obvious reasons). |
16:20 | CONFIRMED | WORKS! |
16:09 | TEST | Although flying itself does not yet work, I can at least check the tutorial |
15:47 | TUTORIAL | Flying |
15:27 | NOTE | Although I'll never know 100% sure if this is fixed... I'll only know when this crash happens again because it wasn't.... |
15:26 | FIXED | I (hopefully) fixed an issue causing crashes because of empty field references |
12:58 | CHECKLIST | |
12:42 | TEST | Let's see how that looks in game and if it works the way I indended it |
12:42 | MAP | Area 002 Shanda's dungeon |
11:44 | TEST | Take II |
11:44 | FIXED | Code Typo |
11:36 | TEST | A little test is in order, but I don't expect much trouble |
11:35 | ART | I made a tutorial icon which will appear in tutorial scenario, featuring Scyndi as a teacher pointing on a chalkboard |
11:25 | TUTORIAL | Guest characters |
11:24 | TUTORIAL | One-Time-Dungeons |
11:01 | ART | Corrections |
11:01 | ART | Diagonals |
10:54 | TRANSFER | Texture transfer |
- = 11 Dec 2019 = - | ||
23:31 | STATUS | See ya later! |
23:30 | BACKUP | Done |
23:30 | STATUS | All looks good now |
23:20 | TEST | Take XII (should be the final take) |
23:20 | DONE | Block for putting guest characters in the lead |
23:15 | TEST | Take XI |
23:15 | LAZY | This is a lazy solution as fixing it would invalidate my savegame |
23:14 | VOID | Error in equip item, Shanda |
23:11 | JCR6 | Alias for Queen Shanda to prevent savegame issues |
23:08 | STATUS | ALMOST there! |
23:05 | TEST | Take X |
23:05 | DONE | I've changed that back |
23:05 | MYSTERY | For some strange reason a layer naming was undone by Kthura |
23:02 | TEST | Take IX |
23:02 | FIXED | SASKIA reference call error |
23:02 | TEST | Take VIII |
23:00 | MAPSCRIPT | I've set up some empty mapscripts for Shanda's dungeon |
23:00 | MYSTERY | For some reason the .NET error in user code does not appear again.... I guess I'll never know why this happened... figures... |
22:51 | VISUALSTUDIO | So let's sync and investigate? |
22:49 | FUCKYOU | .NET error in user code..... Something that is always impossible to track down.... |
22:42 | TEST | VII |
22:42 | CHARACTER | Data of Shanda properly set up |
22:37 | FIXED | Not appearing picture of Shanda |
22:31 | STATUS | All this does is serve as Queen Shanda's equipment, which cannot be changed.... She's only a guest character, after all! |
22:31 | ITEM | Royal Ring |
22:30 | ITEM | Royal Dress |
22:30 | ITEM | Royal Sceptre |
22:04 | TEST | Take VI |
22:04 | FIXED | SASKIA syntax error |
21:57 | TEST | Take V |
21:57 | FIXED | Illegal music referrence |
21:52 | TEST | Take IV |
21:52 | FIXED | Illegal map referrrence |
21:51 | TEST | Take III |
21:51 | FIXED | Illegal function call |
21:48 | TEST | Take Take II |
21:48 | FIXED | IDIOT! |
21:44 | TEST | Let's see -- Take I |
21:41 | MAP | A little start has been made with Shanda's dungeon, but that is only so I can test if stuff works |
21:22 | ART | Shanda combat sprite worked out |
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