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
15:30:35SCRIPT
SCRIPTPlayer QuickMeta for writing
15:30:26VOID
VOIDTeleporter bug
15:24:42FIXED
FIXEDXenobiDid I fix transporter animation bug?
15:15:43TEST
TESTTake MDCVII
15:15:38TRANSFER
TRANSFERFire and glitter sound effects
12:53:28TEST
TESTTake MDCVI
12:53:27VOID
VOIDI really need to find a way to get .jpbf done in KthuraTransfer
12:40:13TEST
TESTTake MDCV
12:40:12FIXED
FIXEDLink to lobster font still turned out faulty
12:26:49TEST
TESTTake MDCIV
12:26:41TRANSFER
TRANSFERFont Transferred
12:18:11SEARCH
SEARCHLobster font search
12:15:04TEST
TESTTake MDCIII
12:15:01FIXED
FIXEDBad Extern
12:12:25TEST
TESTTake MDCII
12:11:29LINUX
LINUXBuilding script not yet set up for building MapData
11:41:21INVESTIGATION
INVESTIGATIONTake MDCI
11:41:15INVESTIGATION
INVESTIGATIONI will run a test on a non-boss to see if it happens there too
11:40:58HUH
HUHThe game froze on killing the boss.... I don't understand why, though.
11:37:48TEST
TESTTake MDC
11:37:47FIXED
FIXEDJQL typo
11:37:05TEST
TESTExHuRUTake MDXCIX
11:37:04FIXED
FIXEDBakinaBad call
11:36:38TEST
TESTTake MDXCVIII
11:36:38CODEROT
CODEROT InterVar
11:35:49TEST
TESTTake MDXCVII
11:35:48LINK
LINKMusic
11:34:15TEST
TESTTake MDXCVI
11:34:14VOID
VOIDMore sigh
11:33:37TEST
TESTTake MDXCV
11:33:36VOID
VOIDSigh
11:32:40TEST
TESTTake MDXCIV
11:00:24LINK
LINKLink (I never said this was gonna be little work, only that it would be rather easy)
10:59:35TEST
TESTTake MDXCIII
10:59:34LINK
LINKSys
10:53:06TEST
TESTTake MDXCII
10:53:05VOID
VOIDConstructor -> Init
10:52:04TEST
TESTTake MDXCI
10:52:04CODEROT
CODEROT FPS -> Sys
10:51:29TEST
TESTTake MDXC
10:51:22FIXED
FIXEDSyntax error
10:50:36TEST
TESTTake MDLXXXIX
10:50:35LAZY
LAZYScreen -> Graphics
10:49:01TEST
TESTTake MDLXXXVIII
10:49:00FIXED
FIXEDBad Map Script Header Keyword
10:48:06TEST
TESTTake MDLXXXVII
10:48:06FIXED
FIXEDSyntax error in project file
10:46:18TEST
TESTKotaCrystal McLeen - Big alternateTake MDLXXXVI
10:46:15STATUS
STATUSAll this SHOULD make the game playable until the moment that Wendicka is all alone in Excalibur, but we never know before testing... right?
10:43:55DONE
DONEScenario alias, as the sickbay scene uses the same scenario as the Yaqirpa. I really don't know why I made that foolish decission back then, but let's take it the way it is.
10:40:45TRANSFER
TRANSFER"Panic Stations" by Widzy
10:35:39TRANSFER
TRANSFER"Blip Stream" tune (by Kevin McLeod) which is the background music for Excalibur when all is quiet there.
10:34:53TRANSFER
TRANSFERBakinaExcalibur All Quiet map
10:34:41TRANSFER
TRANSFERExcalibur Sick Bay map
00:56:38STATUS
STATUSAdmiral LovejoyNow that the new version of the game is playable up to the first boss, there will soon not be much point in keeping this operation a separate branch. The hard work is done. I've set the milestone to myself that once the entire prologue section of the game is covered to merge this branch to the master branch, and work out things further from there.

Before I actually remove the Apollo game from Game Jolt, I want to be as far as working on the final dungeon first, if not further. Of course, when the first open version is being pushed to itch, the time at Game Jolt will definitely be over as far as Star Story is concerned and more games will likely follow suit.

In any case, an important milestone has been reached, now.

00:44:41TEST
TESTTake MDLXXXV
00:44:34CODEROT
CODEROT The GoddessJCR6.Dir()
00:43:22TEST
TESTTake MDLXXXIV
00:43:20FIXED
FIXEDCase error in Lua core calls
00:33:49TEST
TESTTake MDLXXXIII
00:33:48VOID
VOIDMap.Obj.... void delegates (prevents code rot)
00:18:07TEST
TESTTake MDLXXXII
00:18:04FIXED
FIXEDDr. Sal’pr’dritaOrder of things?
00:15:34TEST
TESTTake MDLXXXI
00:15:30FIXED
FIXEDI think I fixed the issue with the non-disappearing Astrilopups.

It just appears the permakills were not properly loaded.

- = 21 Jan 2025 = -
23:42:52TEST
TESTTake MDLXXX
23:42:48FIXED
FIXEDNot sure, but I think I fixed the bug causing the first box of scenario to be skipped
23:29:39BUG
21:49:55TEST
TESTTake MDLXXIX
21:49:54FIXED
FIXEDI hope
21:48:06BUG
BUG
21:45:40TEST
TESTTake MDLXXVIII
21:45:37FIXED
FIXEDReggieAlias for Astrilopups in combat
21:41:28TEST
TESTTake MDLXXVII
21:41:26DUMMIED
DUMMIEDConflict caused it this time... Oh well.
21:40:45CODEROT
CODEROT :upper() came up again, but at least he eternal loop, or whatever it was that caused the freeze appears to be fixed.
21:38:54EXPERIMENT
EXPERIMENTFoxyTake MDLXXVI
21:35:02FUCKYOU
FUCKYOUI guess the list will need to remain in RPGPureChar. Well at least I know what's bugging it.
21:28:04TEST
TESTTake MDLXXV
21:28:03FIXED
FIXEDIllegal function call
21:25:57TEST
TESTTake MDLXXIV
21:25:55EXPERIMENT
EXPERIMENTMaybe making a "pure" call helps...?
21:23:55REPORT
REPORT The logs do at least indicate the "evil" is not in the list contains checker.
21:21:02TEST
TESTTake MDLXXIII
21:21:01FUCKYOU
FUCKYOUTons of code typos, because I'm in a hurry to get this right.
21:20:08TEST
TESTTake MDLXXII
21:20:04DEBUG
DEBUGA hardcode debug line has to provide me a few answers.
21:16:24RESULT
RESULT Everything points out that the list checker might be the evil here. But why?
21:13:27TEST
TESTTake MDLXXI
21:13:26EXPERIMENT
EXPERIMENTSome experimental debug crap will have to tell me more.
20:42:29STATUS
STATUSI need a break first, and after that I need to investigate why this happens
20:41:24MYSTERY
MYSTERYFor some reason the game freezes completely when selecting an ability in combat.
20:31:59TEST
TESTTake MDLXX
20:31:55FIXED
FIXEDNo "HAS"
20:28:57FIXED
FIXEDGuarding would not work, due to OS target type malfunctioning
20:22:41TEST
TESTTake MDLXIX
20:22:39FIXED
FIXEDCrystalI think I fixed the evil behind Wendicka's ability window (nor anyone else's for that matter, but that was not yet shown as Wendicka is the only one who can perform abilities at this point) not being shown.
20:09:13CONFIRMED
CONFIRMEDAdmiral LovejoyProblem solved.... At least, so it seems.
20:07:52TEST
TESTTake MDLXVIII
20:07:49TRANSFER
TRANSFERWell, let's do that now, as it needed to be done anyway
20:07:36FUCKYOU
FUCKYOUFuck it! Game crashed because Reggie's protrait was not yet transffered.
20:05:21TEST
TESTTake MDLXVII
20:05:20TECHNO
TECHNO2nd take required
20:04:32TEST
TESTTake MDLXVI
20:04:30FAILURE
FAILUREOops. Everything disappeared now, but no matter, I can dummy that command. Since Wnedicka's spell list should fix itself anyway, due to installing when being first loaded.
18:57:42FIXED
FIXEDTake MDLXV
18:57:38LINK
LINKLink to game
18:55:57CODE::BLOCKS
CODE::BLOCKSBuild it!
18:55:45LINK
LINKThat links it
18:55:40SCYNDI
SCYNDI Glueup code
18:55:35C++
C++In order to allow the game to fix itself, I've set up a UniqueOnly filter in SCI
18:35:44FIXED
FIXEDStatistician list contains, fucked.
18:24:51TEST
TESTTake MDLXIV
18:24:50VOID
VOIDA debug feature disguised as enhancement
18:01:49BUG
BUGInteresting, yet not the way it should be!

17:57:18TEST
TESTTake MDLXIII
17:57:17FUCKYOU
FUCKYOUI don't believe it!
17:56:47TEST
TESTTake MDLXII
17:56:46FUCKYOU
FUCKYOUApparently not all selfs were accounted for
17:56:14TEST
TESTTake MDLXI
17:56:13DUMMIED
DUMMIEDCoderot line
17:55:46TEST
TESTTake MDLX
17:55:42FUCKYOU
FUCKYOUAdmiral JohnsonAll selfs accounted for?
17:55:14TEST
TESTKotaTake MDLIX
17:55:13FUCKYOU
FUCKYOUMoar!
17:54:03TEST
TESTTake MDLVIII
17:53:54VOID
VOIDAstrilopupAdmiral JohnsonSelf x3
17:53:24TEST
TESTTake MDLVII
17:53:22LINK
LINKGraphics and Audio
17:53:16CODEROT
CODEROT Load stuff
17:38:55TEST
TESTTake MDLVI
17:38:54VOID
VOIDSelf
17:38:23TEST
TESTTake MDLV
17:38:22CODEROT
CODEROT #
17:33:39TEST
TESTTake MDLIV
17:33:35CONVERT
CONVERTRolfNeil >> Scyndi:: Spark SpellAni
12:09:42CONFIRMED
CONFIRMEDIt works!
12:08:41TEST
TESTTake MDLIII
12:08:40CODEROT
CODEROT More advanced InterState call than Apollo caused me to suffer here.
12:06:38TEST
TESTTake MDLII
12:06:38DEBUG
DEBUGLet's try a few more messagse (I hate it when it comes down to that) to narrow this down!
12:04:08INVESTIGATION
INVESTIGATIONBut why?
12:04:01REPORT
REPORT At least the reports show that whereever it is it goes wrong, it must be somewhere in the Jewel Stat recalculation.
12:03:03TEST
TESTTake MDLI
12:03:01DEBUG
DEBUGThis is getting crazier
12:00:39STUPIDITY
STUPIDITYTake MDL
12:00:36STUPIDITY
STUPIDITYWhat the hell was I doing?
11:59:59TEST
TESTBriggsTake MDXLIX
11:59:57DEBUG
DEBUGMore debug lines must narrow the issue down
11:56:52INVESTIGATION
INVESTIGATIONTake MDXLVIII
11:56:45DEBUG
DEBUGYirlThe tagname wasn't put in uppercase by GetIt, at least not when getting the item, so where does it go wrong then?
11:54:44TEST
TESTTake MDXLVII
11:54:42DEBUG
DEBUGDebugging is twice has hard as writing the code in the first place.
11:53:54TEST
TESTTake MDXLVI
11:53:51HUH
HUHWhy was the character tag in all caps (there is a way to bypass it, but it'll make the checks slower)
11:51:05TEST
TESTTake MDXLV
11:50:56CODEROT
CODEROT Multiple cases of :upper()

I -knew- this was gonna haunt me for awhile

01:45:28TEST
TESTTake MDXLIV
01:45:27FIXED
FIXEDJeroen, jij slapjanus!

Couldn't resist doing a few more tiny fixes!

01:21:29STATUS
STATUSBut THAT is for later.
01:21:18REPORT
REPORT Wendicka's DEATH BLOW -does- activate, but the game will crash because the Death Blow effect doesn't yet exist in Scyndi.
01:15:12TEST
TESTTake MDXLIII
01:15:10VOID
VOIDAnd another array 1 or 0 start fuckup
01:11:57VOID
VOIDI think there was an identifier conflict guaranteeing nothing but an instant kill
01:03:39TEST
TESTTake MDXLII
01:03:34VOID
VOIDNo crashes when checking if Wendicka learns something
00:58:50TEST
TESTTake MDXLI
00:58:42FIXED
FIXEDFirst hero position (where Wendicka stands) not accepted as front row, hence the game would crash when Wendicka has to enter her first move
00:47:28FIXED
FIXEDGINIE error in Crystal's Combat Command Script
00:44:48TEST
TESTTake MDXL
00:44:45SPELLANI
SPELLANIPhotonGun
00:33:54TEST
TESTWendickaTake MDXXXIX
00:33:31TRANSFER
TRANSFERDr. Sal’pr’dritaThe negative versions of enemies

The transfer was done on a bit of a dirty way, but who cares

What works that works, right?

00:26:21TEST
TESTTake MDXXXVIII
00:26:21VOID
VOIDThe self-property bug
00:24:02TEST
TESTTake MDXXXVII
00:24:01VOID
VOID:=
00:22:35TEST
TESTTake MDXXXVI
00:22:28CONVERT
CONVERTNeil -> Scyndi: AI Default
00:04:00TEST
TESTTake MDXXXV
00:03:59DONE
DONEI think I covered this now
- = 20 Jan 2025 = -
23:56:48TEST
TESTTake MDXXXIV
23:56:47DEBUG
DEBUGLet's set up something to see what .HASMEMBER has to do exactly in IAA
23:47:16TEST
TESTTake MDXXXIII
23:47:15DONE
DONEHaveStat link
23:38:53TEST
TESTTake MDXXXII
23:38:51FIXED
FIXEDNo effect on action
23:16:41TEST
TESTTake MDXXXI
23:16:38CODEROT
CODEROT :upper() came to haunt me .... again!
23:15:14TEST
TESTTake MDXXX
23:15:11VOID
VOIDConst and := don't mix
23:11:17TEST
TESTTake MDXXIX
23:11:16FIXED
FIXEDIncomplete link
23:09:24TEST
TESTTake MDXXVIII
23:09:16TRANSFER
TRANSFERReggieAll assets by GR-Sites have been transferred
23:06:20STATUS
STATUSAll compiler errors accounted for, but this test will now extent into the runtime
23:05:54TEST
TESTSueTake MDXXVII
23:05:43CODEROT
CODEROT RolfRotation works entirely different in SCI from the way it worked in Apollo
23:03:56TEST
TESTBriggsTake MDXXVI
23:03:14LINK
LINKGraphics
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