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 | ||
16:40 | FAILURE | Hmmm... Missing asset.... Aquamarine, eh? |
16:37 | TEST | Well? |
16:37 | FIXED | Map meta data error |
16:31 | SPELLANI | Let it go, let it go! The cold never bothered me, anyway! |
16:13 | TEST | I'll continue testing Eugorvnia.... I can only hope this all works the way it should |
16:12 | SITE | Please note that the times noted for posts are not 100% accurate |
16:01 | LINK | Linked |
16:01 | SCRIPT | Effect itself |
16:01 | NOTE | What should work is that a character is marked as poison, and although the effect will not yet take place |
15:55 | SCRIPT | Poison |
15:25 | FIXED | Spellani crash on paralysis fluid |
15:25 | FIXED | Small transporter fixes |
14:32 | NOTE | No way for me to test this yet.. I must blindly assume it works (which is given the way this all works pretty save. Also the transpad in the same room should immediately turn blue also) |
14:31 | MAPSCRIPT | Activation of the transpad |
14:19 | NOTE | The trigger for the transpad does NOT yet work (naturally).... |
14:18 | CONFIRMED | That works... So far.... |
14:13 | NOTE | Just like in the original game you will at first not get any further than the first room, but you can still activate the transpad (I recommend against entering this place until very much later in the game. I warn ya). |
14:13 | LINK | Link to the actual cave itself |
13:52 | MAPSCRIPT | Hide and show the entrance to the Eugorvnia Caves |
12:33 | FIXED | Alpha issue in status bar |
12:06 | MUSIC | Dark City is the background music for Eugorvnia (like in the original game). |
11:40 | TEST | Quick test is in order |
11:40 | MAPSCRIPT | Welcome to Eugorvnia |
11:33 | TODO | |
9:36 | MAPSCRIPT | Speaking to Irvona in the Ji Temple will unlock the Black Castle (at least, it should) |
0:36 | CONFIRMED | Right... Eugorvnia loads... All else is of later concern |
0:33 | NOTE | Before Eugorvnia is being taken care of some other things are important oo, though |
0:33 | LINK | Link to next mission... Eugorvnia set up |
0:08 | TEST | A test is in order, and given the issues with the previous event, I know trouble is coming |
0:08 | MAPSCRIPT | First meeting with Yayorn |
- = 9 Mar 2021 = - | ||
23:55 | FIXED | Learn message error for Xenobi |
23:22 | CHARACTER | Xenobi resistances |
23:19 | STATUS | FINALLY! |
23:06 | TEST | Take XV |
22:56 | FIXED | Tag typos |
22:45 | TEST | Take XIV |
22:45 | FIXED | Fucking exit spot name tag issue |
22:41 | FAILURE | My devlog tool crashed, yet the log appears to be properly updated??? |
22:41 | FAILURE | WTF? |
22:40 | TEST | Take XIII |
22:40 | FIXED | Illegal Function call |
22:40 | TEST | Take XII |
22:27 | FIXED | At least I fixed the issue in the mapscript now |
22:24 | COCKROACH | Still fucked up, but I'll sort this out later! |
22:20 | TEST | Take XI |
22:20 | FIXED | PLEASE? |
22:16 | COCKROACH | NO EFFECT! |
22:12 | TEST | Take X |
22:12 | NOTE | The error itself persists, but that is needed, as this way I can test if this part of the issue has been fixed... |
22:11 | FIXED | I fixed that |
22:11 | VISUALSTUDIO | This was an issue in the underlying C++ code.... |
22:08 | BUG | I see the issue.... Kthura's error itself is good, but the data it throws with it is incorrect, and I need to find out why this happens |
21:56 | TEST | Take IX |
21:55 | DEBUG | Extra debug crap |
21:55 | HUH | GAMEMAP is not an actor is bullshit, as not call to that tag is made (GAMEMAP is the code name of the KthuraMap itself, so where does this bullcrap come from?) |
21:47 | TEST | Take VIII |
21:47 | FIXED | Wendicka's removal didn' t take place |
21:46 | FIXED | Syntax error in Xenobi spell code |
21:41 | TEST | Take VII |
21:38 | FIXED | Scope error in Xenobi's ability list |
21:33 | FIXED | Suddenly Crystal transforms in a pure biological human wearing her METEOR uniform |
21:10 | TEST | Take VI |
21:10 | FIXED | Tag failure |
21:10 | TEST | Take V |
21:06 | FIXED | Party pop failure |
20:38 | TEST | Take IV |
20:34 | FIXED | Forgotten to make Foxy kick Reggie on the appropriate moment in this event |
20:24 | FIXED | Bad for-each syntax |
19:56 | TEST | Take III |
19:54 | FIXED | Unknown Identifier |
19:41 | TEST | There are still means to get stuff done, though, and speed is not my main concern for testing this crap So here comes TAKE II |
19:40 | BACKUP | Is running and it slows my entire system down.... Bummer, but hey, this also needs to be done |
19:34 | FIXED | Link error |
19:26 | NOTE | The event in the Ji-Temple following up won't take place yet... I will do that once I through all this! |
19:25 | TEST | Take I |
19:08 | STATUS | I need to put it to the test now.... Wish me luck, folks! |
19:05 | MAPSCRIPT | Ji cyborg event |
17:11 | TEST | Quick test |
16:22 | NOTE | The event itself does not yet work, but when I'm done, it will ;) |
16:21 | LINK | Which links Y Anhysbys to the Ji Rubble event |
16:21 | MAPSCRIPT | I've set up the exit |
14:23 | NOTE | This support is (for now) only available for C#.... I may make the Go and C++ libraries compatible too, but that is not really something I'm in a hurry about at all... |
14:23 | JCR6 | I've set up a driver for JCR6 which can read and extract from Westwood PAK files.... Although this is the worst kind of packing format I've encountered so far, and it was quite a challenge to link that up with the high sophistication JCR6 has.... However since this was possible, it had to be there.... |
0:45 | NOTE | Aside from having extra bullets (if you upgraded those) none of Crystal's upgrades will take effect YET... As for that I need to alter the combat code, and time didn't allow me to do that yet, but that's already on my planboard, so doncha worry about that.... |
0:44 | DONE | Upgrading ARMS does work now! |
0:02 | NOTE | Here the same rules as in the original game do still apply... well mostly |
0:02 | DONE | Upgrading should work now |
- = 8 Mar 2021 = - | ||
23:37 | STUDY | I need to see how things were in the old game on this, although differences are allowed here, but still |
23:37 | SCRIPT | All pre-upgrade stuff for Crystal's ARMS done.... |
22:24 | FIXED | Idiocy |
22:13 | TECHNO | Hey, that's fun... Code that can help me to write a Westwood-PAK manager for JCR6 (which I wanted to do for some time), however, as the format has no signature or anything like that, we might have a bit of trouble recognizing the file... Dang.... |
20:52 | SCRIPT | A message of rejection if you try to upgrade ARMS with any character whose name is not Crystal. |
19:50 | COSMETIC | CHA-CHING sound on making and spending money |
19:33 | CONFIRMED | The basic concept works pretty nice, actually |
19:32 | NOTE | no crashes, just a small calculation error which could unbalance what I was trying to set up |
19:32 | FIXED | Upgrade fault |
19:25 | TEST | Take XIX |
19:24 | DONE | The actual upgrade |
18:54 | TEST | Take XVIII |
18:54 | FIXED | Wrong data given for upgrade prices |
18:50 | TEST | Take XVII |
18:50 | STUPIDITY | If you're gonna do it, do it right! |
18:48 | TEST | Take XVI |
18:48 | COSMETIC | Readability issue taken care of |
18:47 | TEST | Take XV |
18:47 | DONE | explanation |
16:32 | TEST | Take XIV |
16:32 | FIXED | Coloring error header line |
16:32 | FIXED | Alignment errors |
16:31 | TEST | Take XIII |
16:31 | FIXED | Moar of that crap |
16:24 | TEST | Take XII |
16:24 | FIXED | coordinate error |
16:09 | FIXED | Scale error on weapon image |
16:06 | TEST | Take XI |
16:01 | FIXED | Tag error |
15:58 | TEST | Take X |
15:58 | FIXED | Get error |
15:52 | TEST | Take VIII |
15:52 | FIXED | Missing class field |
15:44 | TEST | Take VII |
15:44 | FIXED | .png missing |
15:44 | TEST | Take VI |
15:40 | FIXED | Boolean syntax error (rather a typo) |
15:37 | TEST | Take V |
15:36 | FIXED | Syntax error |
15:26 | TEST | Take IV |
15:25 | FIXED | Constructor error |
15:25 | FIXED | Code typo |
15:17 | TEST | Take III |
15:17 | LINK | Stupid! Forgot to link to the map |
14:00 | TEST | Take II |
14:00 | FIXED | Extension error |
13:58 | TEST | Take I |
13:57 | NOTE | I have taken the differences in mind with the original game, and things will be attempted to recalculate to come close to things, and to even "correct" a few things, although it will never be fully the same. Sorry about that |
13:57 | NOTE | The pricing and calculations of upgrades is NOT the same as in the original game... A few new formulas have been put into place... The reason was just because that was the easier way to go, actually... And also a few technical reasons |
13:55 | SCRIPT | I've set up an empty template script to code the ARMS upgrade upon.... |
13:45 | SCRIPT | Upgrade weapons system has been set up |
11:06 | JCR6 | In other words ALIASing |
11:06 | APOLLO | Project file adaption for easier access |
- = 7 Mar 2021 = - | ||
23:55 | CONFIRMED | Banika now works the way she should |
23:44 | TEST | IDIOT! (Take III) |
23:43 | FIXED | IDIOT! |
23:43 | STUPIDITY | IDIOT! |
23:39 | TEST | Take II |
23:39 | DEBUG | And a debug line that must provide me a few answers |
23:39 | HUH | Rather odd error on the availability check.... Extra security set up |
23:19 | TEST | Take I |
23:17 | LINK | Done |
23:00 | NOTE | Not yet linked to the map, so the game will still crash when you try to talk to her |
23:00 | SCRIPT | menu for Banika |
14:26 | NOTE | But when it concerns Banika... That was the easy part |
14:26 | CONFIRMED | That all works |
13:49 | NOTE | She should appear in the Hawk in this process, but the upcoming tests will (of course) have to prove this.... |
13:49 | MAPSCRIPT | Banika |
13:48 | TECHNO | This was needed to make Banika disappear from Y Anhysbys after you spoke to her there... but it wouldn't make sense if she instantly disappeared, so this way I could make things a bit more fitting. |
13:47 | TECHNO | This will not remove an object from a map right away, but mark it as removed for the next time the map is loaded..... |
13:47 | SCRIPT | PostKill() |
12:06 | TEST | Take III |
12:02 | FIXED | Blockmap Issue |
11:53 | FIXED | Hopefully some texturing issues fixed |
11:53 | FIXED | Blockmap fault |
11:53 | FIXED | Doors would close in an instant (nothing can move that fast) |
11:49 | TEST | Take II |
11:49 | FIXED | Code typo |
11:48 | TEST | Take I |
11:48 | NOTE | I didn't yet script Banika... This because she's easy to do, and speaking to her has consequences for the Hawk that I need to study first |
11:47 | MAPSCRIPT | I've set the door at the end |
0:28 | CONFIRMED | It works |
0:21 | TEST | Quick test (with a cheat all is possible now) |
0:20 | FIXED | Ahah... Wrong floor number, eh? |
0:20 | INVESTIGATION | Why? |
0:20 | BUG | Although you can hit the door North, it does not slide open, while it was scripted to do so |
0:05 | TEST | Does it work? |
0:05 | MAPSCRIPT | Boss |
- = 6 Mar 2021 = - | ||
23:38 | FIXED | Although a small bug had to be taken care of, but that's alright |
23:38 | CONFIRMED | That works |
23:32 | TEST | Take XV |
23:31 | LINK | Link Established |
23:12 | STUPIDITY | I only forgot to link the animation function to the drawing routine.... This is not a very serious issue, but still a bit of a bummer |
23:11 | CONFIRMED | And Paralysis DOES do what it has to do |
23:11 | CONFIRMED | Inflicting a status change works |
22:46 | TEST | Take XIV |
22:46 | NOTE | (This was the dungeon I feared the most for with the bugged tiler. I do have an idea though, but I will need more time to put that to action. If that idea works, my issues should belong to the past... at least I hope so). |
22:45 | STATUS | Are they all accounted for now? |
22:45 | FIXED | Moar |
22:36 | TEST | Take XIII |
22:36 | FIXED | Some Kthura Map issues |
22:27 | TEST | Take XII (Dungeon as a whole) |
22:27 | STATUS | I was still on a general test which ended in take XI, so that test will now me resumed at take XII |
22:26 | FIXED | #111 - At least I hope so |
22:20 | FIXED | Direction error on Kicking Reggie East and South |
22:20 | DONE | Kick Reggie on board the Hawk if applicable |
21:51 | CONFIRMED | The text on board the hawk changes.... Good |
21:44 | VOID | It's good to know that a ZonaAction conflict is possible when loading a new map |
20:14 | TEST | Take I |
20:13 | MAPSCRIPT | Wendicka |
20:00 | STATUS | FINALLY |
19:51 | TEST | Take XV |
19:51 | FUCKYOU | no matter |
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 |