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13:44 | NOTE | No extra test for that... Should work and since I need more tests anyway, this will be tested automatically in the process |
13:44 | FIXED | Small blockmap issues |
13:43 | CONFIRMED | Seems ok |
13:20 | TEST | Take II |
13:20 | FIXED | Oops! |
13:17 | TEST | A quick test |
13:14 | LINK | That links it all together |
13:14 | SCRIPT | Put in the New Game+ |
13:13 | SCRIPT | Permakill resetter |
13:04 | STATUS | The next step is to clean the swap data |
12:49 | STATUS | The "No new cycle" error appears... which was supposed to happen at this specific point |
12:46 | TEST | Take II |
12:44 | TECHNO | Sounds illogical, I know, but what sounds logical and what is logical are two different things |
12:44 | CONFIRMED | At least the raw data is loaded correctly, otherwise this error message was not possibe |
12:43 | FIXED | Loop error |
12:43 | TEST | Take I |
12:11 | SCRIPT | The gamevar transfer routine has been written |
11:39 | FIXED | Post Game Hawk should recover.... (as always... It's supposed to fool you to think it's the same map, after all) :P |
11:38 | CONFIRMED | So far... so good! |
11:36 | TEST | Take II |
11:36 | FIXED | Fixed it! |
11:36 | STUPIDITY | Dang! THAT was stupid! |
10:27 | BUG | As expected |
10:25 | TEST | So here goes! |
10:25 | NOTE | Still a test is in order to make sure, as it appears to be a rule in coding that the more simple the code, the more easily bugs come in.... A bit of a Murphy's law in this field. |
10:24 | NOTE | The game will (for now) crash on the answer "Yes", as this is were the delicate stuff happens, which I yet have to code, but I wanted to wait with that until I had this set up, so I can test more easily... The "No" feature should be easy though, and that's coded already |
10:23 | LINK | I've now linked the action functions to the menu |
10:23 | CONFIRMED | Yippee |
10:08 | TEST | Take II |
10:08 | FIXED | Syntax error beyond stupidity |
10:08 | STUPIDITY | JEROEN! WHAT THE FUCK ARE YOU DOING!? |
9:42 | TEST | Well? |
9:42 | SCRIPT | Hovering |
9:42 | CONFIG | Mouse config for New Game+ menu |
- = 20 May 2021 = - | ||
19:40 | STATUS | FINALLY! |
19:29 | NOTE | (Funny how the most trivial things always take the most takes) |
19:29 | TEST | Take VII |
19:29 | FIXED | Instance error |
19:23 | TEST | Take VI |
19:23 | FIXED | Method error |
19:07 | TEST | Take V |
19:02 | STUPIDITY | How could I forget such a thing? |
19:01 | FIXED | Callbacks need to be global |
18:58 | TEST | Take IV |
18:58 | FIXED | Okay, that's x3 |
18:58 | TEST | Take III |
18:39 | FIXED | x2 |
18:39 | FIXED | Member error |
17:32 | TEST | Take II |
17:32 | STATUS | THAT should do it! |
17:32 | NOTE | This won't affect the process in the current stage, but it prevents (needless) crashes later in the process. |
17:31 | GENERATION | Regenerated data |
17:31 | FIXED | I saw a quick error in the data generator |
17:30 | FIXED | Faulty Scenario Tag |
17:04 | TEST | Take I |
17:04 | STATUS | At least I can test a few things out this way, so here goes |
17:03 | TECHNO | I prefer to work step by step whereever possible, you know |
17:03 | NOTE | What is important to note is that I only set up a base, as actually starting a New Game+ is not yet possible..... |
17:02 | LINK | And as such a big link up took place in the process |
17:02 | MAPSCRIPT | Script to activate the New Game+, at least to make the link to the New Game+ script possible |
17:01 | TECHNO | This has to do with the way the game has been set up to make it easily expandable as I create the game, but it is a bit nasty in situations like these I suppose |
17:01 | NOTE | It *is* however very likely (read: 100% certain actually) I will need to run this generation again, because (most notably about abilities I didn't obtain in my curren tests so far) some variables were not yet created by the game yet.... |
17:00 | GENERATION | Generation complete |
16:59 | NEIL | Data Generation Script for starting a New Game+ |
10:06 | C# | Expansions to QuickNeil to make the entire operation possible |
9:57 | STATUS | Very well, now it is important to note that I've come to the point that the New Game+ can start, or rather, that you can start a new cycle of the game. This is a pretty delecate process. A lot of data has to be reset, but a lot of data must remain... An extra generator tool will be in order to accomplish all this, so the next step will be to write that generator in order to prepare for the big cycle transfer itself |
- = 18 May 2021 = - | ||
12:58 | STATUS | I'll be taking a few days off now... I need my rest... Soon I'll setup the start of the New Game+ and run more test and dig through my issue tracker to get more and more dealt with.... See ya soon! |
12:57 | CONFIRMED | It all works... yeah! |
12:50 | TEST | Take IV |
12:49 | FIXED | Syntax error |
12:46 | TEST | Take III |
12:46 | FIXED | A few linkup issues |
12:42 | TEST | Take II |
12:39 | GENERATION | Regenerate is needed in order to fix this! |
12:39 | FIXED | Typo in generated code |
12:36 | TEST | Take I |
12:36 | LINK | Linked to the final Johnson event |
12:34 | NOTE | A temp crash will happen when the credits have done rolling. This is a safety measure. |
12:34 | SCRIPT | Credits code written |
12:10 | GENERATION | I've generated the data for the credits.... Now to code the routine to display it all on screen |
12:01 | NOTE | The message below was sent with a delay, as I was already done with preparations after my break when it was sent |
12:01 | STATUS | I will take a break now.... I will get onto the preparations for the end credits later.... |
- = 17 May 2021 = - | ||
18:08 | STATUS | FINALLY! |
18:01 | TEST | Take V |
18:01 | MYSTERY | (How did that one surive the original game development, or was I really that lazy back then to take the mispelled version?) |
18:01 | FIXED | Scenario tag typo |
17:58 | TEST | Take IV |
17:58 | VOID | Crash? |
17:45 | TEST | Take III |
17:45 | FIXED | Another conflict? |
17:42 | TEST | Another go then? |
17:42 | FIXED | Identifier conflict |
17:39 | TEST | Let's see |
16:14 | ENHANCEMENT | Actor and other objects can beam now (if this is done well, that is) |
14:06 | FIXED | Syntax error |
13:45 | TEST | I will first test if up to that forced crash it all works |
13:29 | NOTE | After a break I will get to that. |
13:28 | NOTE | Speaking to Johnson will work, up to the moment the end credits will appear, then the game will crash, as the end credits have not yet been scripted |
13:28 | MAPSCRIPT | Some NPCs scripted |
13:07 | CONFIRMED | Right.... Stuff is not working... |
12:43 | TEST | Take III |
12:43 | STUPIDITY | IDIOT! |
12:32 | TEST | Take II |
12:32 | FIXED | Scope error |
12:30 | TEST | Let's see |
12:30 | MAPSCRIPT | Post boss event on the post-boss location start |
11:39 | MAPSCRIPT | Template script set up for the post game Exclibur room |
10:42 | NOTE | I've not yet fully sorted out the balancing, this comes later! |
10:42 | STATUS | The final boss appears to be working properly |
10:11 | TEST | Well, since this is still the Goddess fight we're talking about let's count on... -- Take XXXIII |
10:11 | SCRIPT | Dispell Effect |
9:52 | COSMETIC | A small radius change to the gun drones |
8:46 | STATUS | Next stop is to implement the spell effect script "Dispell Everything" |
8:45 | STATUS | So far everything works |
8:36 | TEST | Take XXXII |
8:36 | COSMETIC | I increased the radius with wich the drones circle around the goddess |
8:36 | FIXED | I think i fixed it! |
8:35 | RESULT | Aha, the reason of all evil has been found |
8:32 | TEST | Take XXXI |
0:47 | STATUS | But I need to know when to quit a sessions in order not to overwork myself into the far deep of the night, so this will be for tomorrow! |
0:46 | DEBUG | I've set up a debug line for that |
0:46 | JUDGMENT | The stats of the Goddess appear to be way too high, and I need to sort that one out.... I mean 69K healing, and her speed being so incredibly fast, while she should have the average of all other characters, that's odd |
0:45 | NOTE | This will be for later though |
0:45 | STATUS | I need to code the dispell script |
0:40 | TEST | Take XXX |
0:40 | FIXED | Forgotten members |
0:31 | TEST | Take XXIX |
0:31 | FIXED | Syntax error |
0:28 | TEST | Take XXVIII |
0:28 | DONE | Drone stats based on yours... Things didn't turn out so well |
0:28 | REMOVED | Removed a plan I first had... Too much trouble |
0:16 | TEST | Take XXVII |
0:08 | JUDGMENT | But I am still not seeing what I want to see |
0:07 | STATUS | So far all crashes accounted for |
- = 16 May 2021 = - | ||
23:53 | TEST | Take XXVI |
23:53 | FIXED | Type mismatch in flow function |
23:53 | NOTE | Although I will see if I can work out a few things for the gun-drones later |
23:52 | STATUS | All init faults appear to be accounted for |
23:47 | TEST | Take XXV |
23:44 | FIXED | Member misnaming |
23:07 | TEST | Take XXIV |
23:07 | FIXED | each-function-fix |
23:02 | TEST | Take XXIII |
23:02 | FIXED | Type issue |
22:26 | TEST | Take XXII |
22:26 | STATUS | Let's see now! |
14:42 | STATUS | And I'll have to continue this later! |
14:42 | FIXED | Instance call error |
14:42 | CONFIRMED | AT LAST! |
14:37 | TEST | Take XX |
14:37 | FIXED | Modifier error on HP |
14:37 | FIXED | Base number error |
13:27 | TEST | Take XIX |
13:27 | STUPIDITY | I was too quick |
13:24 | TEST | Take XVIII |
13:24 | DEBUG | A proper error message will have to tell me how this can happen |
13:23 | BUG | NaN definition |
13:18 | TEST | Take XVII |
13:17 | FIXED | Illegal instance call |
13:12 | TEST | Take XVI |
11:22 | FIXED | Quick usage index error |
11:18 | TEST | Take XV |
10:42 | FIXED | Quotation error..... Lua may not see the difference between " and ', but Neil does (and pretty much tries to handle them the same way C does... well.. almost). |
10:33 | FIXED | Unknown identifiers |
10:29 | TEST | Take XIV |
10:29 | GITHUB | Updated |
10:26 | CONFIRMED | A nice list of errors, but since they were only possible due to reading the Goddess subscript I do now know the script is at least loaded |
10:16 | TEST | Take XIII |
10:16 | STUPIDITY | Idiot! When you check on upper you must also type in caps lock.... |
10:15 | ANALYSIS | The logs confirm my suspicion |
8:34 | JUDGMENT | Clearly that script isn't run, however at least the battle starts up, that counts for something already |
8:31 | TEST | Take XII |
8:31 | DEBUG | Extra debug stuff must help me on that one |
8:30 | NOTE | I also got the strong feeling that the Goddess script ain't being run |
8:29 | STUPIDITY | I need to save before I run the test |
8:25 | TEST | Take XI |
8:25 | FIXED | I think I found the bugger |
8:23 | HUH | Multiple goddesses and adds that SHRINK? |
8:08 | TEST | Take X |
8:08 | FIXED | Syntax error |
8:05 | TEST | Take IX |
8:03 | DATABASE | And a few adaptions to the offending item... |
8:03 | VOID | Catacher done |
8:00 | ANALYSIS | Aha.... A NAN.... Not quite sure how a NAN could come to be, but the system will now properly catch it and convert NANs to 0 |
7:52 | TEST | Take VII |
7:52 | STATUS | Sleep overwhelmed me... so let's do that again! |
- = 15 May 2021 = - | ||
21:38 | TEST | Take VII |
21:38 | FUCKYOU | Let's add an extra debug line |
21:36 | INVESTIGATION | And why up to foe 13? Only 6 addons where allowed... not over 10 (even in the hard mode 13 was never allowed). |
21:36 | FORCE | FUCK YOU! |
21:31 | TEST | Take VI |
21:31 | VOID | ??? |
21:21 | TEST | Take V |
21:20 | FIXED | Reference error |
20:10 | TEST | Take IV |
20:10 | FIXED | Illegal function call |
20:07 | TEST | Take III |
20:07 | VOID | Forward issue |
20:03 | TEST | Take II |
20:03 | FIXED | Code Typo |
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