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 |
20:48 | MAP |  Area 008 |
20:05 | TEST |  Let's put it to the test! |
20:04 | MAP |  Area 007 |
20:04 | MAP |  Area 006 |
19:41 | CONFIRMED |  Yup, that all works now! |
19:36 | TEST |  Only one way to find out if that's true... |
19:36 | LINK |  Done! So it should work now! I hope |
19:34 | BUG |  I guess I didn't link everything |
19:04 | TEST |  I gotta see what will happen now! |
19:04 | MAP |  Area 005 |
19:04 | MAP |  Area 004 |
18:40 | DONE |  Dinner was tasty.... I have a bit liftover in the fride.... Microwave ovens are sooo handy |
18:40 | CONFIRMED |  All is well |
16:59 | TEST |  Test Again! |
16:59 | STUPIDITY |  Forgot chain zones |
16:52 | TEST |  Quick Test |
16:52 | MAP |  Area 003 |
16:42 | CONFIRMED |  All issues accounted for! |
16:38 | TEST |  Take XIX |
16:38 | FIXED |  Wind error (this confirms the bug before is fixed as this is a different unrelated kind of error, but it only only be triggerred whe the previous bug was fixed.... Does that make sense?) |
16:32 | TEST |  Taek XVIII will have to confirm I'm right.... So let's see! |
16:32 | FIXED |  Indeed, the exit spot was too close to a transfer zone on the map, this has been fixed, and that means that the KettingKaart library was already acting the way it should |
16:31 | INVESTIGATION |  Elementary my dear, Watson... The logs show TWO layer transfer requests, meaning there's a conflict with the exit spot and the transfer layer |
16:25 | TEST |  Take XVII |
16:25 | DEBUG |  More specification |
16:16 | TEST |  Take XVI |
16:16 | FIXED |  Fixed it, but I wonder what happened there |
16:16 | HUH |  How odd... I copy and paste GoToLayer, but it magically turns into SpawnPlayer, skipping the main route, is that the source of all evil? |
16:15 | HUH |  Now that's rich.... It claims the GoToLayer command wasn't done, yet the error is thrown by the SpawnPlayer function which is in turn called by ... tadaa... the GoToLayer instruction.... |
16:10 | TEST |  Take XV |
16:10 | DEBUG |  Let's see what request is being sent (probably one I didn't ask for) |
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! |
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