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 |
20:05 | CONFIRMED |  That seems to be OK now |
19:56 | TEST |  Take XIX |
19:56 | EXPERIMENT |  Let's try this.... I hope that fixes all this crap |
19:54 | NOTE |  I wonder why this appears 3 times, by the way |
19:53 | TECHNO | ActSplit = {
[1] = "SASKIA",
[2] = "Blenchy"}
ActSplit = {
[1] = "SASKIA",
[2] = "Blenchy"}
ActSplit = {
[1] = "SASKIA",
[2] = "Blenchy"} The index # 2 would not have existed if the error thrown was true (as it would be a NIL value and thus be elimiated by Lua). |
19:52 | RESULT |  The logs eliminate any possibility of what happens here.... But since it still happens, there must be some breach somewhere. |
19:52 | TEST |  Take XVIII |
19:47 | DEBUG |  Whatever is happening, it's bullshit.... Let's make a more proper analysis here |
19:33 | TEST |  Take XVII |
19:33 | STATUS |  No more silly things? |
19:33 | FIXED | |
19:32 | STUPIDITY |  Syntax Error |
19:30 | TEST |  Take XVI |
19:30 | FIXED |  ??? |
19:28 | BUG |  I really need to fix the direct SASKIA link issue (whatever caused it, as it is not possible... Or at least it shouldn't be... Earlier code tied to it worked, so why doesn't it work anymore?) |
19:21 | TEST |  Take XV |
19:21 | DONE |  Last two needed areas |
19:18 | CONFIRMED |  The Merya spot here works, though |
19:04 | XNA_ISSUE | |
19:04 | SITE |  Added tag XNA_ISSUE |
18:51 | TEST |  Take XIV |
18:51 | SECRET |  Cross roads... the hidden exit to the madhouse |
18:48 | DONE |  ANother mark |
18:48 | CONFIRMED |  Good! |
18:29 | TEST |  Take XIII |
18:29 | FIXED |  Missing link to world map |
18:24 | TEST |  Take XII |
18:24 | FIXED |  that |
18:22 | BUG |  But found a blockmap issue in the Hidden Bushes |
18:22 | CONFIRMED |  Secret |
18:22 | TEST |  Take XI |
18:22 | DONE |  White Dragon Cave |
18:18 | CONFIRMED |  Works! |
17:54 | MAP |  Tagged secret passage Dragon Crack Forest |
17:52 | CONFIRMED |  Works |
17:47 | TEST |  Take X |
17:47 | SECRET |  There's a travel emblem there you know! |
17:47 | MAP |  Merya Scan point in Weniaria's temple |
17:44 | CONFIRMED |  Well the detection and showing the results itself appears to be working instantly.... Cool |
17:37 | NOTE |  The first circle effect appears to work at it should, good! |
17:37 | TEST |  Take Take IX |
17:37 | FIXED |  Bad tags |
17:31 | TEST |  Take VIII |
17:31 | DONE |  I've added an Update to the mapscript of the Exams Ruins, but I wonder why that is needed |
17:30 | HUH |  WTF? |
17:24 | TEST |  Take VII |
17:24 | FIXED |  Boolean expression error |
17:18 | TEST |  Take VI |
17:18 | FIXED |  False switch closure removed |
17:10 | TEST |  Take V |
17:10 | POWERSHELL |  Doing that |
17:09 | NALA |  must be recompiled as a result |
17:09 | FIXED |  Syntax error in TQMG code in C# |
17:08 | BUG |  Well still no good, but at least an error that makes sense |
17:04 | TEST |  Take IV |
17:03 | FIXED |  That has now been fixed of course! |
17:03 | SOLVED |  Taking a look at the JCR6 output I saw that Merya.nil was not even included in the Personal Skill folder.... That was not allowed to be possible of course, so some investigation was needed, and what do we see.... A reference to a required library was wrong |
16:56 | TEST |  Take III |
16:56 | DEBUG |  MoAR then..... |
16:55 | HUH |  No debug information is shown whatsoever |
16:20 | TEST |  Take II |
16:20 | DEBUG |  Debugging is impossible without more information, but I how the #say tag will provide more information |
16:18 | COCKROACH |  Kaboom.... Don't start up, and no PROPER error message either, except for that importing has failed.... That's FAR from informative |
16:15 | TEST |  So let's go for it! Take I |
16:14 | TECHNO |  First of all, I'm gonna see if all parse errors are gone, well that's easy, as Merya has been put in the lead in my last save game, everything will crash if that savegame has been loaded when parse errors still exist, however, once all parse errors have been accounted for, I need to put this to the test in an actual dungeon, and then dungeons I already have come to mind. Some of them already got points Merya's ability should react to, you know |
16:12 | SCRIPT |  I've scripted Merya's personal action, but I am far from sure if it works.... |
13:25 | STATUS |  But first I need a break |
13:25 | STATUS |  And with that I can start to script out Merya's scan move |
13:25 | NALA |  Must be recompiled of course |
13:24 | LINK |  Everythin linked together now |
13:24 | NIL |  Link code written |
13:14 | LINK |  So that automatically link NALA to TQMG, but I'm not there yet |
13:13 | BUBBLE |  I have placed a link to TQMG in the BUBBLE API |
12:01 | C# |  Expanded the TQMG module with a circle function |
11:45 | NOTE |  clicking it does nothing at this point..... |
11:45 | SCRIPT |  This button should now appear when you put Merya in the lead |
11:16 | ART |  Button for Merya's personal action |
0:53 | TEST |  Take V |
0:53 | FIXED |  Fix in requirement config |
0:52 | FIXED |  Bug in this force set up |
0:46 | TEST |  Test Take IV |
0:46 | VOID |  To void this issue |
0:46 | STATUS |  I didn't wanna, but i gotta resort to DIRTY CODE STRAIGHT FROM HELL! |
0:44 | NOTE |  (Thank goodness there is only one more playable character left... Not counting the guest, but that guest will be rather easy, compared to the others). |
0:44 | FIXED |  Bug not showing what Merya needs to unlock new moves |
0:39 | TEST |  Take III |
0:39 | FIXED |  Fixed? |
0:38 | BUG |  For some reason.... Neither Dernor's nor Merya's skill levels were accepted by the character initatator |
0:33 | TEST |  Take II |
0:33 | FIXED |  Charm reference |
0:29 | TEST |  Here goes nothing |
0:29 | STATUS |  Well Now I can at least check up Merya's ability sheet.... |
0:29 | TODO | |
0:28 | TODO | |
0:26 | TODO | |
0:24 | CHARACTER |  And the moves have been tied to Merya's ability sheet |
0:22 | ABILITY |  Follow Me |
0:20 | ABILITY |  Fast Draw |
0:13 | ABILITY |  Backstab |
0:10 | ABILITY |  Intimidate |
0:05 | NOTE |  That one will be safe to use (once Merya has it unlocked, that is). |
0:05 | ABILITY |  Virus Stab |
0:03 | NOTE |  Trying to use this move in combat will for now also crash the game |
0:03 | ABILITY |  Pickpocket |
- = 31 Jan 2020 = - |
23:59 | CHARACTER |  For now all Dernor can do is Charm and crash the game in the process, but at least he has an ability sheet for now, and that is something I can start working with tomorrow |
23:57 | NOTE |  Trying to use this move in combat will until I scripted this out crash the game |
23:56 | ABILITY |  Charm |
22:54 | STATUS |  BRB |
22:53 | BITBUCKET |  Will follow soon.... Just wait for it |
22:53 | GITHUB |  Updated |
22:50 | BACKUP |  But before that is to happen first a backup, and while it runs I'll be taking a break |
22:50 | NOTE |  Please note that putting Dernor and Merya in the lead is still a bad idea, and that their ability sheets are still crashing the game... Those parts have simply not been scripted yet |
22:49 | CONFIRMED |  All is cool now.... |
22:47 | TEST |  Now? |
22:46 | FIXED |  Forced a fix, as this was pretty stupid, and not worth reloading stuff for |
22:45 | BUG |  for some reason both Jennifer's house and the grass plains do NOT appear on the world map |
22:41 | TEST |  Let's see... All is cool now? |
22:41 | SCRIPT |  And the barrier preventing you from leaving until Rebecca and co. have joined will also be lifted now |
22:36 | LINK |  Will unlock as soon as Rebecca, Dernor and Merya join the group |
22:36 | WORLDMAP |  Grass Plains |
22:27 | WORLDMAP |  Jennifer's house |
22:25 | FIXED |  Problem solved |
22:25 | ITEM |  Dagger |
22:24 | STUPIDITY |  I forgot Merya's dagger in the item database, so the game WILL crash on looking at her character sheet |
22:24 | CONFIRMED |  So far stuff works, except for one thing |
22:21 | TEST |  Take III |
22:21 | FIXED |  Wrongly set up hide request |
22:17 | TEST |  Take II |
22:17 | FIXED |  That should fix a call to a non-existent mapscript method |
22:17 | REMOVED |  Odd line in SASKIA |
22:12 | TEST |  Take I |
22:12 | NOTE |  The game will for now crash when you put Dernor or Merya in the lead or when you call their ability sheets.... This is however something I can deal with later, since I got 3 other characters who are fully functional |
21:59 | FIXED |  Once == Once! |
21:59 | CHARACTER |  Some skill set up for Merya |
21:57 | CHARACTER |  Some skill set up for Dernor |
21:47 | CHARACTER |  Merya |
21:46 | CHARACTER |  Dernor |
20:38 | STATUS |  I'll be back for more.... I need a break, and the worst is yet to come... Now Dernor and Merya will join the party.... TWO party members in once, so this is bound to go wrong.... terribly! |
20:37 | CONFIRMED |  IT WORKS! :) |
20:35 | TEST |  Test |
20:35 | SCRIPT |  Gate in fence wall should work now |
20:19 | TEST |  Take II |
20:19 | FIXED |  Missing return |
20:17 | TEST |  Let's do a quick test |
20:17 | SECRET |  As you know her blindness is related to a very dark secret.... |
20:17 | NOTE |  And a temp error for blocking her later role |
20:17 | LINK |  NPC in house linked to test |
20:16 | CONFIRMED |  Cool! |
20:13 | TEST |  Another go, then |
20:12 | FIXED |  Idiocy |
20:04 | CONFIRMED |  That oughtta do ;) |
20:01 | FIXED |  I tired to fix an issue with entering Jennifer's house, as that doesn't work as it should |
19:55 | TEST |  Another go, then? |
19:54 | FIXED |  Syntax error |
19:52 | TEST |  Again! |
19:51 | FIXED |  Misuse of the gv system |
19:47 | TEST |  I guess another test run is in order |
19:47 | FIXED |  And a forgotten variable has been set in order to make sure Rebecca, Merya and Dernor will appear when leaving Jennifer's house (that won't happen yet, but now I can at least write the script that checks on this) |
19:32 | FIXED |  Blockmap issues |
19:18 | FIXED |  A few scripting issues taken care of |
18:49 | NOTE |  Don't mind me work slow.... I'm also cooking in the meantime |
18:49 | TEST |  I gotta test this of course |
18:49 | SASKIA |  Jennifer |
18:20 | NOTE |  That's the interior of Jenifer's house |
18:20 | MAP |  Area 011 |
17:51 | CONFIRMED |  FINALLY! |
17:48 | TEST |  Take IV |
17:48 | FIXED |  Worldmap link error |
17:44 | TEST |  Take III |
17:44 | FIXED |  Layer mistake |
17:41 | TEST |  Take II |
17:41 | NOTE |  Yeah, that should have caused it! |
17:41 | FIXED |  Tag referrence typo |
17:41 | BUG |  All my hard work is..... IGNORED! |
17:39 | TEST |  Time to put a few things to the test.... |
17:38 | TEST |  I need to see if this all works, though |
17:37 | LINK |  Jennifer's house => Cave |
17:27 | LINK |  Cave => Jennifer's House |
17:24 | CHECKED |  Tag |
17:24 | STATUS |  Before I can get to all that, though, I first need to link the caves and the yard around her house |
17:23 | SCENARIO |  Checked and made a few more adaptions and corrections |
17:17 | SCENARIO |  Improvements so Jennifer's face will apear prior to her mentioning her name |
17:16 | GENERATION |  Auto-corrections |
17:16 | TRANSFER |  Jennifer Scenario transferred |
17:15 | SCENARIO |  Quick pre-transfer analysis |
17:14 | NOTE |  Since this is a scenario hub, and a very important one at that, a lof of script is to be expected here |
17:14 | MAPSCRIPT |  Skeleton |
17:14 | SASKIA |  Basic Script |
16:55 | TRANSFER |  Boxpic |
16:55 | TRANSFER |  Actor Jennifer |
16:47 | NOTE |  That is the outside of Jennifer's house |
16:47 | MAP |  Area 009 |
16:10 | ACHIEVEMENT |  The Crocodile Hunter |
16:10 | ACHIEVEMENT |  Crystal Clear |
15:44 | TEST |  Take III |
15:44 | FIXED |  Broken Scyndi Hook Spots |
15:43 | CONFIRMED |  Crackpoint Ok! |
15:26 | TEST |  Take II |
15:26 | EXPERIMENT |  Let's see |
15:24 | BUG |  The first whip hook jump doesn't work, at all! |
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