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 |
20:48 | TEST |  Take VII |
20:48 | EXPERIMENT |  Let's try this... |
20:44 | NOTE |  Partially fixed, but there's still something to be done here! |
20:40 | TEST |  And now to run another test and see if something happens now... |
20:21 | TODO |  But first some worstenbroodjes to eat and after that to do some other stuff before I resume my work |
20:20 | EXPERIMENT |  Let's see! |
20:19 | RESULT |  So the entire loop check is being ignored, eh? |
20:11 | TEST |  Take VI |
20:11 | DEBUG |  A debug line added which must give me some answers.... |
20:03 | COCKROACH |  Lots of fixes later the TRUE fix is being ignored.... Fantastico! (NOT!) |
20:01 | TEST |  Take V |
20:01 | STATUS |  A little delay due to some real life stuff |
18:01 | FIXED |  Case error |
17:58 | TEST | |
17:58 | FUCKYOU |  I guess I really must do this the bad way |
17:55 | FIXED |  Code typo |
17:53 | TEST |  Take III |
17:53 | VOID |  That would void me some trouble |
17:53 | EXPERIMENT |  Let's see if I can tackle it this way |
17:51 | TEST |  Take II |
17:51 | BUG |  Nope! |
17:47 | TEST |  Let's see if that's true! |
17:47 | FIXED |  I think I fixed #97 |
17:28 | CONFIRMED |  Yup, that works the way it should |
17:17 | TEST |  Take I (and hopefully the ONLY test) |
17:17 | STATUS |  Due to lack of time I could not test this before, so let's test this now! |
11:23 | RECOVERED |  Recovered the damage that caused |
11:23 | FAILURE |  A messed up xtra backup |
1:48 | STATUS |  Now I have a busy day tomorrow overall, but at least I can try to see if I can already work out the "Jeracko Spin" spellani..... |
1:48 | SASKIA |  I've now scripted out everything prior to the return to prison.... This won't be that easy, as I have to remove Shanda from the party, and also from the memory as she'll leave the group permanently, and I need to set up Brendor as a new character.... |
1:20 | RESULT |  As far as I can test, stuff look sto be in order and the boss itself appears properly balanced... The question is if one of the Orcs goes oversoul or not, haha! |
1:00 | TEST |  Let's see.... |
1:00 | COSMETIC |  I've changed the position of enemies a bit... Hopefully for thebetter |
0:56 | SOLVED |  That was because I never had to deal with an "All Targets" move before, and this was an actual error there.... Well that's fixed |
0:48 | HUH |  Now this is a very strange error.... And how come it never happened before? |
0:42 | FIXED |  Should be taken care of now |
0:41 | STUPIDITY |  Forgot to NEG |
0:39 | FIXED |  Folder naming error! |
0:34 | TEST |  Well, then NOW everything should be in order.... I hope.... |
0:34 | FIXED |  Wrong boss error |
0:21 | TEST |  Let's see |
0:21 | FIXED |  Should be fixed now! |
0:20 | BUG |  Arena reference issue |
0:10 | FIXED |  A few syntax errors |
0:10 | BOSS |  I've configured the boss fight setup... |
- = 15 Dec 2019 = - |
23:21 | NOTE |  Although the fight with Jeracko will not yet fully work, I can already test a few things out, and that is what I'll do.... |
22:58 | STATUS |  I really must check a few things out.... |
21:52 | DATABASE |  I've decided to still put in confusion and to set Jeracko Spin to that.... |
19:25 | UPDATED |  Repositories updated |
18:12 | HUH |  I see that suddenly Irravonia's flame element *is* counted as weakness for Goblins... I only must be sure about fatal elements, before I close that issue |
18:12 | STATUS |  That's good |
18:09 | TEST |  Take IX (which SHOULD be the final one, in this particular case). |
17:58 | FIXED |  I also fixed a gap over which Irravonia should be able to fly, but that didn't work out the way it should |
17:57 | COSMETIC |  I've slowed this down a bit |
17:53 | JUDGMENT |  It's only too fast! |
17:53 | STATUS |  In basic the things work |
17:49 | TEST |  Take VIII |
17:49 | STATUS |  Getting closer.... Do I have the cigar now? |
17:49 | FIXED |  Case error |
17:46 | TEST |  Take VII |
17:46 | FIXED |  Wrongly set up for each expression |
17:39 | TEST |  Take VI |
17:39 | HUH |  Once again the sound effect plays despite all impossibilities... I really don't get it, but let's hope no harm comes from that.... |
17:39 | FIXED |  Syntax error |
17:23 | TEST |  Take V |
17:23 | FIXED |  Well the error itself has been fixed... But stilll..... I hope that the fact that the sound effect created by this script that can't compile doesn't foreshadow anything bad! |
17:22 | HUH |  The stupid part is.... this is a NIL translation error, BUT the very script that cannot be translated did produce the sound effect I needed to hear.... That should NOT have been possible, so I wonder what exactly happened there..... 
|
17:17 | TEST |  Take IV |
17:16 | SOLVED |  I see.... The foes and the heroes both had their own go,eh? |
17:15 | CHECKED |  Or so I thought... But the log in the source check do show me funny things |
17:14 | NOTE |  It does by the way provide me some answers about an unrelated bug, I think ( #94 ), but that will require a closer look |
17:14 | RESULT |  What the log tells me is astounding.... It claims the entire operation never took place at all |
17:10 | TEST |  Take III should now tell memore... I hope |
17:10 | DEBUG |  Some logging commands added |
17:10 | INVESTIGATION |  Of course, now to find out why! |
17:03 | BUG |  Everything is being ignored.... |
17:00 | TEST |  Take II |
17:00 | FIXED |  Lack of "self" |
16:56 | TEST |  Take I |
16:56 | STATUS |  Will it work? |
16:40 | LINK |  I've tried to link this all together.... |
16:17 | STATUS |  And now to break open the action classes, or else this stuff will not work at all.... Its entire existence will even be ignored |
16:17 | CONFIG |  A few last touches for the audio in this spell |
16:15 | LINK |  A few internal linkthroughs in that wand were needed |
16:14 | ITEM |  Flame Wand |
16:06 | LINK |  The Flame spellani has been linked to the Fire spell and the Brimstone item |
16:06 | ITEM |  Brimstone |
16:02 | NOTE |  Older floating pictures of Irravonia will remain bugged... Trying to fix those is more trouble than it's worth... sorry! |
16:02 | SITE |  I was required to reset the floating images of both Scyndi and Irravonia, as a result... I do not like that, but I guess that how it goes when providers show their "evil" side.... |
15:58 | CONFIRMED |  It does... Good! |
15:57 | FAILURE |  I see my host for the floating Irravonia picture is failing... Well, it was an unreliable host anyway, so let's move it.... Does the new host work?  |
15:55 | NOTE |  This has not yet been linked to the combat routine, so nothing will happen ... yet! |
15:55 | SCRIPT |  I've set up a script to be run when Irravonia or Eric cast a regular Flame spell |
15:53 | NALA |  As a result NALA had to be recompiled |
15:53 | FIXED |  TQMG Syntax error |
14:55 | FIXED |  And that takes care of that! |
14:55 | REMOVED |  And deleted the corrupted file |
14:55 | RECOVERED |  Placed the Dutch backup file on the spot where the builder should pick it up |
14:49 | RECOVERED |  Yes! I found a file without any issues in my backup.... I love my backups |
14:45 | BACKUP |  Of course, this is what wise people make backups for, so let's see if I can recover a good scenario file from the backup |
14:45 | TECHNO |  The corruption is mostly due to Windows updating automatically without my permission and not granting me the right to turn that off, and if the scenario editor was trying to save the Dutch data precisely at that moment, then well, this will happen.... |
14:37 | STATUS |  Thank goodness the English scenario is still there |
14:37 | FAILURE |  The Dutch scenario file got corrupted.... I do not know if I can recover it, but it will be really needed or I got one hell of an issue |
14:36 | TRANSFER |  Flame animation for flame spell |
- = 14 Dec 2019 = - |
21:24 | STATUS |  Since I cannot focus anymore I guess I need to put my mind on other things.... |
21:03 | SCRIPT |  Basis set up for Silence and Fear status changes |
20:46 | DATABASE |  I've added the fields that can block abilities when silenced or in fear |
20:43 | STATUS |  The thing is that Jeracko Spin is now there... Since I did forget to take proper pre-cautions on confusion, it will now cause Exhaustion and Fear in stead, however both statusses do nothing yet (will very likely even cause an error), and SpellAni is now also becoming an essential thing.... |
20:42 | BOSS |  Data for Jeracko put in |
20:35 | TRANSFER |  Jeracko boss art |
20:32 | JUDGMENT |  Shanda's attacking animation is satisfactory |
20:24 | TEST |  I do need to test this, so here goes.... |
20:12 | ART |  I've animated Shanda attacking |
19:32 | STATUS |  All "pre-boss" stuff appears to be in order now |
19:29 | TEST |  Well almost there (and then the boss fight still has to come... Oh my)! |
19:28 | FIXED |  SASKIA syntax error |
19:23 | FIXED |  Unwanted infinite loop |
19:18 | TEST |  And let's see how it looks now |
19:18 | COSMETIC |  And I sped the process up, as it took too long |
19:18 | FIXED |  I fixed that |
19:18 | BUG |  fixed negative scaling effect was not allowed here |
19:17 | BUG |  Things are still not right, but hey, improvement's been made, and that counts for something |
19:17 | FIXED |  Yup, that was the issue |
19:13 | TEST |  Hopefully this is one of my "brighter" moments! |
19:13 | SOLVED |  Wait a minute.... I THINK I know what's going on here |
19:09 | SASKIA |  SASKIA keeps talking bullshit.... The "nil" it claims to crash on cannot be 'nil' based on the code I have... I've set a few extra parameters and debug lines to find out why it keeps claiming to have a nil then... |
19:03 | TEST |  Take ,.... how far are we? |
19:03 | BUG |  But now SASKIA is talking bullshit |
19:03 | FIXED |  Okay, somehow the fix is no longer ignored |
18:54 | TEST |  Take X (by now I think as I forgot to count some takes).... |
18:54 | FIXED |  Field link error |
18:46 | BUG |  The camera was unreliable and this way I can at least fix that |
18:46 | LINK |  Cam |
18:30 | FIXED |  Case Error |
18:19 | NALA |  Compiling again |
18:19 | FIXED |  Syntax error in Bubble link script |
18:05 | TEST |  Take IV |
18:05 | KTHURA |  The Bubble API didn't allow int changing, eh? |
17:52 | TEST |  Take III |
17:52 | LAZY |  Oh damn! |
17:52 | TEST |  Take II |
17:47 | EXPERIMENT |  Now? |
17:47 | HUH |  ???? |
17:34 | NOTE |  And wish me luck! |
17:34 | TEST |  Take I |
17:28 | GENERATION |  Before all that I do need an ANYWAY regeneration, so here goes! |
17:27 | SASKIA |  Now this is gonna be interesting as the most proper way to do this is SASKIA is by using boolean checks and that part of SASKIA has never been tested before.... So let's hope this goes well |
17:27 | SCRIPT |  And scripted the sound effect also |
17:25 | SCRIPT |  The "OnyxBang" graphical effect |
17:17 | SOLVED |  Ah, it's just the modify section where the bug lies.... The Kthura engine itself has full support... That's good to know! |
16:56 | KTHURA |  I had trouble with scaling before, but appears it DOES work.... Strange! |
16:52 | BRAINSTORM | I'm thinking what the best way would be for the "Bang" effect |
16:51 | MAP |  Jeracko and Blenchy put on their respective spots |
15:54 | TRANSFER |  Blenchy's art |
15:41 | SCENARIO |  A bit of polish |
14:35 | STATUS |  That all looks good to me! |
14:24 | CHEAT |  I've DELIBERATELY hidden the player so I can easily start the event that takes place here... Since this even ends the dungeon, and this being a one time dungeon also and therefore causing you to be unable to return for the remainder of the game, nobody will ever see this little cheating of mine in the development.... Yeah, it's cheating, but it saves me a lot of work, and also a lot of cockroaches! |
14:23 | MAP |  area 009 |
14:02 | TEST |  Again! |
14:02 | FIXED |  Blockmap issue |
13:57 | TEST |  Quick test |
13:57 | CONFIG |  area 008 and 009 will be free of encounters.... 008 is just a savespot room and 009 the boss room |
13:56 | MAP |  Area 008 |
12:58 | CONFIRMED |  Everything is cool now! |
12:47 | TODO |  And feed my cat, while the computer is rebuilding |
12:47 | TEST |  And let's go again |
12:47 | FIXED |  of course |
12:45 | STUPIDITY |  I forgot the final fly zone.... What an idiot I am! |
12:41 | NOTE |  Yeah, even stuff without code can get bugged, folks! |
12:41 | TEST |  And let's keep on testing |
12:40 | FIXED |  Cosmetic error |
12:40 | FIXED |  Forgotten Flyzone |
12:21 | MAP |  Basis for area 007, but i forgot something very important |
11:52 | GENERATION |  Fade effect for floor 007 |
11:23 | NOTE |  I cannot prevent the GJ achievement to be listed under my name now, but that doesn't really matter in the way I set off my stuff |
11:22 | FIXED |  I fixed that |
11:22 | BUG |  Unrelated but the "May I crush your skull please" achievement went off without proper explanation... The requirement cannot be reached in the current state of the game |
11:15 | TEST |  Let's do that again! |
11:15 | FIXED |  Missing link |
11:15 | TEST | |
10:57 | PYTHON |  Yeah I used Python for that... This is what Python is for... It was never meant as a full scale programming language, what did you guys think? |
10:57 | STUPIDITY |  I see what I did wrong in my Python script, and that was very very stupid |
10:55 | FAILURE |  Not only that but the backup got busted as well... I guess lha was not a very reliable tool |
10:52 | FAILURE |  Good thing I backed stuff up, as it did go wrong permanently killing my map |
10:51 | TEST |  Let's see what will happen if I open my map editor now |
10:51 | KTHURA |  Saved |
10:50 | BACKUP |  In order to make sure no damage is done, I did a little backup for my source folder, as this is potentially dangerous (the worst thing that can happen is that I have to redo Shanda's dungeon entire (only the map, not the code), but it's not something I wish to do when I do not need to) |
10:48 | GENERATION |  I've generated the effect to do the finishing touch to that room..... |
10:26 | MAP |  Set up a part of 006, however I need to use a little script to get the rest done, I'm afraid |
0:57 | UPDATED | |
0:53 | TEST |  Well? |
0:53 | BUG |  Something HAD to get bugged after all, eh? |
0:53 | FIXED |  Broken exit spot |
0:51 | TEST |  Well "Test" is a big word, as it just a save spot room |
0:50 | MAP |  Area 005 |
0:36 | TECHNO |  A case error... Shouldn't have lead to this, though! |
0:35 | SOLVED |  Okay, that was indeed it! |
0:32 | TEST |  .... ???? Please .... ??? |
0:32 | EXPERIMENT |  But maybe..... |
0:32 | NOTE |  That told me NOTHING at all |
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