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 | ||
12:54 | CONFIRMED | Works |
12:30 | NOTE | Wendicka's level correction is my prime concern, though |
12:30 | NOTE | I also see that the Hawk's terminal doesn't take note of Ysperon being disabled, but I need to sort out if this is a bug or just a feature not yet implemented |
12:26 | NOTE | Well now that this comes first, I can also verify #120 -- Sheesh... How could I have missed this idiocy? |
12:26 | FIXED | Should be fixed now |
12:24 | NOTE | This bug is too vital to ignore for now, so I MUST set this straight |
12:24 | BUG | WOWOWOWOWOW! I see that Wendicka's level is not updated once she's saved from the science facility... |
12:20 | NOTE | |
12:13 | FIXED | Ysperon not properly disabled |
12:03 | TEST | Mid-Boss - Take I |
12:03 | MAPSCRIPT | Mid-Boss |
12:03 | MAP | Adaptions needed on the Mid-Boss map |
3:29 | NOTE | And after that I'll do some more preparational work for The Fairy Tale REVAMPED... Time seems right, eh? |
3:28 | STATUS | I'll go for the Poloqor mansion first.... |
3:28 | CONFIRMED | Good! |
3:28 | SCENARIO | Extra scenario added in Hawk, due to not going directly to Volcania anymore, as in the original game... This fits more in the character of the game I wanted it to be |
2:50 | MAPSCRIPT | The entire Vulpina event |
- = 16 Mar 2021 = - | ||
23:09 | TEST | Take III |
23:09 | FIXED | Link to Crystal & Xenobi event |
13:49 | CONFIRMED | Works! |
13:49 | TEST | Take II |
13:49 | FIXED | Stone seller would crash the game |
13:49 | STATUS | Well I'll be.... It goes well in ONE go... Well almost... only 2 minor issues |
13:33 | TEST | Well, let's take a look, eh? |
13:33 | MAPSCRIPT | Vulpina Town |
0:29 | TODO | The only NPC I need to script is the stone vendor, but I am dead tired now, so it has to wait ....Testing will also have to wait... I guess my little hours of sleep last night is catching up on me |
0:11 | MAPSCRIPT | Stuff for Vulpina town |
- = 15 Mar 2021 = - | ||
17:33 | FIXED | Visibility issue on the Hawk between the two events |
17:33 | NOTE | hold it! Almost forgot |
17:32 | TEST | take XVIII |
17:32 | FIXED | Now then? |
17:32 | COCKROACH | NOPE! |
17:32 | TEST | Take XVII |
17:21 | FIXED | That has been fixed |
17:21 | SOLVED | The Automated Zone Actions happening in every map were in the way |
17:09 | TEST | Take XVI |
17:09 | COCKROACH | No data? (The longs say this is not possible, so wtf is happening here?) |
16:50 | TEST | Take XV |
16:50 | FIXED | Group neglection |
16:46 | TEST | Take XIV |
16:31 | VOID | to ensure this doesn't happen again, all Zone Actions for a map you a no longer on are unlinked immediately and we'll never speak of those, ever again! |
16:30 | HUH | DA FUUUUUCK! |
15:47 | TEST | Take XIII |
15:47 | FIXED | One more illegal function call |
15:00 | TEST | Take XII |
14:59 | FIXED | ? |
14:59 | COCKROACH | DA FUUUUCK!? |
14:28 | TEST | Take XI |
14:28 | FIXED | IDIOT! MORON! |
14:16 | TEST | Take X |
14:16 | FUCKYOU | FUCK YOU! |
14:16 | TEST | Take IX |
14:02 | FIXED | ID error disabling Ysperon |
14:02 | COSMETIC | Exit spot Astrilopup guards |
14:02 | NOTE | This debug line is only of value to me when the crash happens again, so I can so see a few more things, hoping to isolate the problem |
13:46 | DEBUG | Line The next debug line may provide some answers... It must narrow down a bit how things go after selecting a move causing a crash... I cannot yet see where this really goes wrong |
13:07 | INVESTIGATION | So let's seek this out, my dear Watson! |
13:07 | FAILURE | Another crash.... The random crashes do have a pattern... They all happen just after a new action is created for playable characters, so likely whatever it is that happens must go wrong there. |
13:06 | FIXED | Idiocy |
9:10 | FAILURE | |
8:54 | FIXED | Astrilopop texturing |
8:54 | FIXED | Foreach syntax error |
4:25 | TODO | Sleep! I'll resumt this tomorrow! |
4:25 | FIXED | Missing exit spot |
4:25 | FIXED | Doors |
4:04 | TEST | Take VIII |
4:04 | FIXED | Scheduling error coming to be due to a quick fix not performed carefully |
4:02 | TEST | Take VII |
4:02 | FIXED | Level correction Wendicka forgotten |
4:01 | FIXED | MapText issue |
3:57 | FIXED | Wrong Min/Max function use |
3:54 | TEST | Take VI |
3:54 | LINK | Sigh! |
3:54 | FIXED | Link to event after Astrilopup fight was mssing |
3:49 | TEST | Take V |
3:49 | NERF | This was too much! |
3:42 | TEST | Take IV |
3:42 | FIXED | Enemy reference typo |
3:38 | TEST | Take III |
3:38 | FIXED | Missing group |
3:38 | TEST | Take II |
3:38 | FIXED | Module ID error |
3:38 | TEST | Take I |
2:18 | NOTE | Not tested yet, and as this is a long string of events, I can only hope it will go right in one test shot, but I doubt that will happen! |
2:12 | SCRIPT | End of Facility (for now) |
- = 14 Mar 2021 = - | ||
19:44 | CONFIRMED | So far everything works |
19:06 | STATUS | Time to continue |
13:44 | FIXED | missing link |
13:40 | MAPSCRIPT | Start has been made to the event in which you can save Wendicka from the science facility |
13:39 | NOTE | I gotta note, time is not on my side today... I'm expecting a vistor (just one, so leave me alone corona-razzia guys) today so there's little I can do... But before he arrives, I can get a few things in order... |
- = 13 Mar 2021 = - | ||
23:26 | COSMETIC | The speed of the combat effect #46 is too slow and some nasty effects do show |
23:21 | OPTIMIZATION | Auto-hide what's beyond the screen boundaries |
21:51 | OPTIMIZATION | Area 11 in the facility now has reject zones |
21:44 | TEST | The next general tests will be used to get this done |
21:30 | DONE | #46 (untested) |
21:28 | VOID | Forwarding issue |
17:19 | VOID | Audio issue |
16:53 | FIXED | Crash on Shine |
16:48 | FIXED | AP Cut didn't cut the AP usage... Even though it did show half the AP in the ability list |
16:37 | FIXED | Light SpellAni NIL/Neil conflict |
16:37 | CONFIRMED | Boss works |
16:15 | TEST | Let's go! |
16:15 | NOTE | A test is required here, but it will be a quick cheated one |
16:09 | MAPSCRIPT | Boss in area 006 facility |
0:38 | NOTE | The boss in room 006 is an optional boss... I won't go too much into the deep on that one, as it's only a boss meant ot be incredably strong, and not much else... |
0:37 | CONFIRMED | The powerups seem to be properly attached now... Time will tell if they do work the way they are intended |
0:25 | FIXED | Fixed fix |
0:13 | FIXED | Syntax error |
0:09 | FIXED | Declaration issue |
- = 12 Mar 2021 = - | ||
23:30 | NOTE | Newly started games from this point on have no danger |
23:30 | NOTE | this will live faulty data in existing savegames. It's more trouble cleaning that up than to fix it... For the game it's not really harmful as the needless data is ignored.. It only takes up a bit of RAM needlessly. |
23:29 | FIXED | I think I fixed the issues with the ability powerup |
23:21 | FIXED | The large number of dupe ability powerups should now be gone |
23:17 | NOTE | I will test this along th eway |
23:17 | SPELLANI | Light spells |
21:57 | DEBUG | Floor experience issue |
21:57 | FIXED | AP bug |
20:53 | FIXED | Did I fix the music issue in the facility? (No music change in combat. This is the first dungeon in which that is the case) |
20:51 | CONFIRMED | FINALLY! |
20:47 | TEST | Take XVII |
20:47 | FIXED | AHA! A false definitetion in the LEAVE serial definition |
20:46 | INVESTIGATION | The data I get does NOT make sense.... It says that "false" is given on opening stuff... That's a lie |
20:40 | FUCKYOU | XVI |
20:38 | TEST | XV |
20:36 | TEST | TAKE XV THEN? |
20:35 | TEST | Will Take XIV tell me more then? |
20:35 | FIXED | Syntax error |
20:32 | TEST | Take XIII will have to show some data about what is happening (and hopefully also why) |
20:31 | LINK | Ingeneously linked everything |
20:29 | DEBUG | I've created a routine which will have to help me find out why this happens. |
20:26 | COCKROACH | Doors are always unresponsive |
20:20 | TEST | Take XII |
20:20 | FIXED | Left-right issue |
20:20 | TEST | Take XI |
20:17 | FIXED | Kthura Tag Case Error (Kthura tags are case sensitive.... I have plans to allow insensitivity here) :( |
20:11 | TEST | Take X |
20:11 | FIXED | Non-existence check failure |
20:08 | TEST | Take IX |
20:08 | FIXED | DOOOODMOE WORD IK HIERVAN! |
20:05 | TEST | Take VIII |
20:05 | FIXED | Code movement fault |
20:01 | TEST | Take VII |
20:01 | FIXED | Not gonna talk about this |
20:00 | TEST | Take VI |
19:57 | FIXED | Illegal function call |
19:54 | TEST | Take V |
19:54 | VOID | Meta issue |
19:51 | TEST | Take IV |
19:51 | FIXED | Function definition issue |
19:47 | TEST | Take III |
19:47 | FIXED | Function issue |
19:47 | FIXED | Another one |
19:44 | TEST | Take II |
19:44 | FIXED | Syntax error |
19:44 | TEST | Take I |
19:37 | NOTE | I don't know if' it's "perfect", but time will tell, eh? |
19:37 | MAPSCRIPT | I've set up a system which should control the sliding doors.... |
14:23 | TEST | Take VI |
14:23 | FIXED | Enemies at the start didn't disappear |
14:06 | TEST | Take V |
14:05 | FIXED | Music link issue |
14:05 | FIXED | The mole went straight though the door... Perhaps he need to open it first |
13:52 | TEST | Take IV |
13:52 | FIXED | Actor issue |
13:47 | TEST | Take III |
13:47 | FIXED | Misformed macro |
13:43 | TEST | Take II |
13:43 | RECOVERED | Disappeared link |
13:40 | TEST | Take I |
13:33 | LINK | Linkthrough from Eugorvnia to the facility |
13:32 | MAPSCRIPT | Start of the facility |
11:32 | REMINDER | |
0:29 | FAILURE | The combat routine crashes on me randomly... And then I refer to a C++ crash, so no error message whatsoever... This makes debugging impossible and I am now completely reliant on it happening while running the game in Visual Studio... Now I am completely reliant on pure luck.... I hate this..... |
0:27 | FIXED | access to next dungeon issue |
0:06 | TEST | Fuck V |
0:06 | FIXED | GRRR! |
0:06 | FUCKYOU | crash on cancel effect |
- = 11 Mar 2021 = - | ||
23:50 | TEST | Take IV |
23:50 | FIXED | Syntax error |
23:50 | FUCKYOU | ) missing |
23:28 | TEST | Take III |
23:28 | FIXED | Boss reference error |
23:24 | TEST | Take II |
23:24 | FIXED | Hide/Show error |
23:21 | TEST | Take I |
23:15 | MAPSCRIPT | Boss Eugornia |
18:01 | FAILURE | A crash on Yirl acting.... I wonder what's wrong here... I need to sort out why |
16:32 | FIXED | Status change curing items didn't work |
16:31 | FIXED | Crash caused by poison |
14:36 | FIXED | Missing tag for poison status graphic |
12:36 | FIXED | Stack overflow issue |
7:52 | CONFIRMED | It works... At least you can solve the puzzle... Now see if what happens if you re-enter this room |
7:44 | SCRIPT | The puzzle should work now (I hope) |
- = 10 Mar 2021 = - | ||
22:16 | NOTE | There's a reason why I kept quiet here, as I did expect a lot of crap |
22:15 | FIXED | Too much to log |
20:41 | DONE | I've made preparations for the sudoku puzzle... However I don't expect it to work (yet).... For sure is that the buttons will (for now) only make some quick debug logs... |
17:24 | HUH | ??? |
17:21 | FAILURE | A total crash without message or futher explanation... Nothing should be able to make that possible in this particular situation, so the question is why it happens now.... |
16:52 | FUCKYOU | Why is SDL2 so dominant over my other apps? |
16:52 | SCRIPT | AP to 0 effect |
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 |