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 | ||
18:08 | TODO | Let's first check my food |
18:08 | BUG | It doesn't end here, because McLeen can call in cyborgs for help... oh brother.... |
17:57 | TEST | Take VIII - For the win (I mean, winning against McLeen) |
17:56 | STATUS | My food is on... I can perform the test, but I do need to check the kitchen every now and then |
17:52 | STATUS | Before I test McLeen towards victory, I first need to mind my food, as that is nearly ready.... After dinner I will see what I can do next.... |
17:51 | CONFIRMED | Last-man-standing event works the way it should |
17:47 | TEST | Take VII |
17:47 | OPTIMIZATION | Made sure the Crystal-last-one event would not stack up the music stack needlessly |
17:46 | TECHNO | This doesn't only spook up the Crystal alone event... It would actually spook up all scripted combats (random encounters and bosses appearing as random encounters would be safe, but bosses tied to the scenario would not be). |
17:45 | VOID | Scheduling conflict |
17:23 | TEST | Take VI |
17:23 | FUCKYOU | ANOTHER! |
17:19 | TEST | Take V |
17:19 | FIXED | Code Typo |
17:00 | TEST | Take IV |
17:00 | FUCKYOU | fuck you! |
16:46 | TEST | Take III |
16:46 | FIXED | Another scope error |
16:37 | TEST | Take II |
16:06 | FIXED | Scope error |
15:53 | TEST | Take II |
15:53 | FIXED | Macro issue |
15:53 | FIXED | Identifier issue |
15:52 | TEST | Take I |
15:42 | NOTE | I will first test to make sure the Crystal stuff works... This is the hardest to test to the sooner that's covered, the better! |
15:42 | NOTE | This covers both victory or the Crystal-as-last-one-standing script |
15:41 | MAPSCRIPT | Post boss scripts |
15:04 | FIXED | File name error |
15:03 | FIXED | A small fix I saw needed in the fight against McLeen |
14:24 | STUDY | The FreeConsole() function will be very handy for the release builds of the game.... Very good to keep this in mind |
14:21 | NOTE | No specific test needed for that |
14:21 | FIXED | Group error |
14:13 | CONFIRMED | Almost there |
14:08 | TEST | Take XII |
14:08 | FIXED | I think I got it.... |
14:02 | TEST | Take XI |
14:02 | VOID | Better this way? |
14:02 | HUH | The story is getting stranger and stranger |
13:50 | TEST | Take X |
13:50 | DEBUG | I've added some extra lines as I really can't see why the kill requests are being ignored... Well sort of, as the log do indicate the function itself is called, but that's all.... |
13:27 | TEST | Take IX |
13:26 | EXPERIMENT | Let's try this then? |
13:26 | HUH | Ignored, eh? |
12:40 | TEST | Take VII |
12:39 | FIXED | Code copy conflict |
12:35 | TEST | Take VI |
12:35 | FIXED | Identifer issue |
12:22 | TEST | And with Take V I will have to see if killing off in combat works... I won't use the boss for this yet... |
11:46 | LINK | And linked the wipe system to the combat system |
11:46 | DEBUG | A kill command that only works during combat |
11:21 | NOTE | Now I need to find out if I can link this up to the combat system |
11:21 | STATUS | All bugs appear to be accounted for |
11:18 | TEST | Take VI |
11:18 | COSMETIC | Coordinate correction on "defeated" message |
11:17 | COSMETIC | More time to wait in wipe message |
11:16 | EXPERIMENT | Does this fix the crash? |
11:15 | FIXED | I discovered a code typo (would only crash the game in easy mode, but still.. better fix it now, anyway) |
9:56 | TEST | Take V |
9:56 | FIXED | Illegal class call |
9:55 | STUPIDITY | What the hell was I doing there? |
9:47 | TEST | Take IV |
9:47 | FIXED | Wrong var referrence |
9:44 | TEST | Take IV |
9:44 | FUCKYOU | Another? |
9:43 | TEST | Take III |
9:43 | VOID | FUCK YOU, ASSHOLE! |
9:42 | TEST | Take II |
9:36 | FIXED | Scope error |
9:34 | TEST | Take I |
9:34 | STATUS | Well, before I get onto the boss fight itself, I first want to see if wiping works... That is the event that should later be triggered when you lose a fight. I don't need to trigger a fight for that (it's not even yet linked to the combat engine). |
9:22 | STATUS | Getting there.... slowly..... |
9:21 | LINK | Schedul Flushing |
9:07 | NOTE | (Only available in the debug version). |
9:07 | DEBUG | Quick "wipe" cheat from the field |
9:06 | STATUS | Most of the pre-work is done, but I'm not there yet! |
9:06 | CONFIRMED | It does... good |
9:06 | TEST | Let's see if the alias linkups work as intended |
9:05 | APOLLO | Alias setting |
9:05 | MUSIC | Setup for wipe out |
7:54 | SCRIPT | I've set up the wipe system, needed for lost battles |
- = 11 May 2021 = - | ||
21:31 | AI | George McLeen |
20:51 | STATUS | What I wanted to work today, does at least work |
20:47 | TEST | Take IV |
20:46 | FIXED | Linkup error in Apollo |
20:43 | TEST | Quick test |
20:41 | CONFIRMED | Analysing software gives the results I wanted to see |
20:31 | GENERATION | And I need another neg |
20:31 | APOLLO | Alias |
20:26 | DONE | Admiral's name change was forgotten, so good thing I remembered |
19:22 | TEST | Take II then? |
19:22 | FIXED | Yup a linkup error |
19:18 | TEST | Still a small test is possible to check if the entire link up works |
18:44 | NOTE | And if you would win the fight anyhow, the game will crash anyway |
18:44 | NOTE | But his AI (which is special due to him refusing to target Crystal) has not yet been set up and that will lead to a crash when the battle starts or when he's about to make his first move |
18:43 | MAPSCRIPT | Boss McLeen will activate |
17:22 | NOTE | As players of the original game should know is that McLeen will NEVER attack Crystal, however if she remains as the "last-man-standing" (or in her case "last-woman-standing") the battle will end, McLeen will beam her out of the station, causing a "game over". In this new game this will just count as a "wipe" causing the game to continue at the last respawn point. This has however not yet been implemented so I need to set a few things up here. |
17:19 | CONFIRMED | The music has been properly transferred into the new game |
16:59 | MUSIC | The music for the McLeen fight was not present |
13:16 | STATUS | Before I go on, I first need to do my backlogged bookkeeping |
13:13 | CONFIRMED | Works.... |
13:11 | TEST | Again? |
13:11 | STUPIDITY | Forgot to save a Map adaption? |
13:10 | FIXED | Link issue |
12:51 | TEST | Quick Test |
12:51 | MAPSCRIPT | Made sure some scenario stuff that should not be seen right away on floor 015 is properly hidden |
- = 10 May 2021 = - | ||
21:46 | STATUS | But that's not for today |
21:45 | STATUS | The fight against "The Mole" is next |
21:45 | CONFIRMED | Works |
21:45 | TEST | So let's see |
21:38 | NOTE | If that works, I got covered what I wanted today |
21:38 | MAPSCRIPT | Lab of "The Mole" |
20:44 | STATUS | That settles it for this particular part |
20:31 | TEST | Take X |
20:31 | STATUS | almost there.... |
20:31 | FIXED | Infinite loop in the Voltsunami SpellAni |
20:31 | TEST | Take IX |
20:20 | TECHNO | (was possible due to the spellani being copied, and adjusted, but as the new engine has a diferent approach, this didn't work out so well) |
20:20 | FIXED | Conflict between the old game and new new |
20:12 | TEST | Take VII |
20:11 | TECHNO | That linkup could never be an issue if the charge didn't work |
20:10 | FIXED | SpellAni link up |
20:10 | CONFIRMED | The charge up itself appears to be working.... |
20:02 | NOTE | No extra tests needed for that one (it all comes down to the results of the current test). |
20:02 | COSMETIC | State pose reset |
19:49 | NOTE | Hey, eating is important too, you know! |
19:49 | DONE | Eaten my pizza |
19:19 | TEST | Take VI |
19:19 | FIXED | Infinite charge loop |
19:14 | TEST | Take IV & V |
19:14 | DONE | Put my pizza in the oven |
19:14 | FIXED | Case issue |
18:16 | TECHNO | Well at least the main parse error all seem to be accounted for now, which counts for something |
18:15 | FIXED | Charge ignore |
17:43 | TEST | Take III |
17:43 | FIXED | Syntax error |
16:32 | FIXED | Take II |
16:32 | FIXED | Grouping error |
16:28 | TEST | Take I for this spell |
16:27 | NOTE | During my further test of the secret level I will get more into this |
13:54 | SPELLANI | Volttsunami |
13:43 | SCRIPT | Charged moves should now activate |
13:30 | SCRIPT | Charge up moves should charge, however the engine will not yet respond to charged moves (it's just the required memory storage that is defined now). |
10:48 | STATUS | As I said now I can script out the charge up moves.... |
10:48 | CONFIRMED | Very very very good |
10:37 | CONFIRMED | At least I know now that Foxy's Dragon Inferno works the way it should |
10:37 | FUCKYOU | Idiot! |
10:27 | CONFIRMED | But at least this confirms that the transporter being ignored is fixed |
10:26 | FIXED | Wrong group |
10:05 | STATUS | I also need to note that if I'm correct I'm at the point that Wendicka can learn "Volttusnami" which is a charge up move.... The system does not support that yet, so this should (for now) cause a "miss". The actual code to make this working comes later. |
9:48 | FIXED | Secret transporter was inoperative |
- = 9 May 2021 = - | ||
22:29 | STATUS | I'll get into the level of the mole later |
22:17 | TEST | Take XI |
22:09 | FIXED | Inferno implementation reference error |
22:08 | FIXED | Target disappearing when they shouldn't |
22:04 | COSMETIC | sped up the planet flow |
22:04 | FIXED | Size of planet Mercury |
21:57 | TEST | Take X |
21:56 | MAPSCRIPT | Access to secret level 2 |
21:40 | TEST | Take IX |
21:40 | FIXED | Trivial error |
21:39 | FUCKYOU | AAARGH! |
21:35 | TEST | Take VIII |
21:35 | FIXED | More of those |
21:18 | TEST | Take VII |
21:18 | FIXED | Star coordinate error |
21:13 | TEST | Take VI |
21:13 | FIXED | Y issue |
20:51 | FIXED | Illegal "Each" |
20:41 | TEST | Take V |
20:40 | FIXED | Broken planet loader |
20:26 | TEST | Take IV |
20:26 | FIXED | Syntax error |
20:22 | TEST | Take III |
20:21 | FIXED | Unknown identifiers in Ark Smash animation |
20:01 | TEST | Take II (that fix had nothing to do with the Ark Smash after all) |
20:01 | FIXED | Blockmap issues in the casino |
19:31 | TEST | Take I |
19:30 | NOTE | I really doubt this will work in one go, but who knows |
19:30 | SPELLANI | Ark Smash |
14:37 | STATUS | My next stop will be to animate the Ark Smash |
14:36 | CONFIRMED | So far so good |
13:53 | NOTE | That is if no bugs are there of course, as this has not yet been tested |
13:53 | MAPSCRIPT | The Jerrycans on floor 012 will move just like they did in the original version |
13:52 | CHARACTER | Yirl can now teach Wendicka "Follow Me" if the conditions are met |
11:57 | FIXED | Bad Hawk linkups |
11:36 | FIXED | Alias error |
11:19 | FIXED | Malformed C string format in the internal Kthura map switch of Excalibur |
11:18 | FIXED | No music on area 11 and higher |
10:37 | FIXED | missing period |
10:12 | MAPSCRIPT | The boss on floor 10 has been scripted |
10:03 | OFFTOPIC | True! |
1:52 | STATUS | The boss can now be implemented |
1:40 | FIXED | Tons of crap |
1:33 | MAPSCRIPT | Scriptout of the bridge on floor 10 of Excalibur |
- = 8 May 2021 = - | ||
21:47 | FIXED | Many fixes as a log went wrong here |
21:24 | MAPSCRIPT | And Rachel will give you the Ark Smash when you succesfully completed Airom. |
21:08 | CONFIRMED | So far so good. |
20:53 | FIXED | PostBoss Scenario didn't activate |
20:41 | FIXED | Completion issue |
20:39 | FIXED | Music error |
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 |