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19:51 | MYSTERY | And I wonder how this could happen, as the system is set to schedule all those kind of actions to a safe moment |
19:51 | VOID | Issue itself.... "Self-kill" commands are a bit risky in a non-garbage-collector-like environment |
19:50 | FIXED | I hope |
19:34 | COCKROACH | It doesn't |
19:34 | TEST | Take XIV |
19:30 | TECHNO | I think I know why this happens though, but let's forcefully crash it now to test if the error screen works the way it should! |
19:30 | C++ | This particular issue has now been caught in a proper error message |
19:20 | VISUALSTUDIO | Take XIII |
19:20 | TECHNO | This can only mean that C++ has thrown an exception which Apollo was not yet able to handle |
19:19 | HUH | Solving this instantly crashes Apollo, without a crash notice |
19:16 | TEST | Take XII |
19:16 | FIXED | Yup! |
19:15 | STATUS | Well the example shows... but as soon as you click the game crashes... The error shown is even more ridiculous, but perhaps I overlooked an old instruction that is different in Apollo, who knows... Syntax highlighters only bring you this far, eh? |
19:11 | TEST | Take XI |
19:11 | FIXED | Okay, that was a stupid thing to do.... |
19:09 | TEST | Test Take X |
19:09 | VOID | FUCK |
19:06 | TEST | Take IX |
19:06 | FIXED | Wrong type in declaration |
19:03 | TEST | Take VIII |
19:03 | FAILURE | Weak typing in Lua.... Very nice thing in Neil (NOT!) |
19:03 | FIXED | Type error |
18:59 | TEST | Take VII |
18:59 | VOID | Voids issues like these in the future |
18:59 | JCR6 | Alias for MBOX1 |
18:52 | FIXED | And that "fixes" another crash |
18:52 | AUDIO | The sounds used for the memory buttons in Y Anhysbys were among them.... Although I already had some files from this creator, these were demo files in the original. Y Anhysbys was the first non-demo dungeon of the original game. Since I won't make any demo now but go for the entire game in once, this is no longer applicable, but some "scars" remain |
18:49 | TRANSFER | Missing audio files |
18:45 | TEST | Take VI |
18:44 | FIXED | Conflict caused by the differences between classic Lua and Neil |
18:21 | TEST | Take V |
18:21 | VOID | I see that += is bugged in combination with comments.... This is a bug in Neil, but a hard one to fix |
18:17 | TEST | Take IV |
18:17 | VOID | ??? |
18:07 | TEST | Take III |
18:07 | STATUS | SIGH! |
18:07 | FIXED | And still there was more.... |
18:01 | FIXED | "Unknown indetifier" x∞ |
17:55 | TEST | Take II |
17:55 | FIXED | Anyway is always required (I named that library that way for a reason) |
17:50 | TEST | Ready for take I (memory) |
17:50 | LINK | That completes the link |
17:49 | KTHURA | Done |
17:48 | KTHURA | I do need to set something right here first! |
17:48 | LINK | That should link everything together |
17:48 | MAPSCRIPT | Script for the memory puzzle here |
17:17 | SCRIPT | Ported the original puzzle from LAURA II to Apollo |
16:51 | STATUS | I'll leave combat be for now... We got a little minigame to concern about now |
15:52 | TEST | Take XI |
15:29 | FIXED | Crash on initiating status change |
15:03 | NOTE | I've activated the God mode as testing is impossible with enemies like these otherwise |
14:52 | TEST | Take X |
14:52 | FAILURE | Unfortunately the game crashed before I could save that, so that ability to debug this phenomenon any further slipped through my fingers |
14:52 | CONFIRMED | I thought obtaining ability bonuses didn't work, but since Foxy did obtain TWO of them in the last fight, I know that DOES work... They don't show in the menu though |
14:51 | FIXED | Crash |
14:42 | TEST | Take IX |
14:42 | VOID | hmmmm? |
14:36 | TEST | Take VIII |
14:36 | FIXED | Illegal function call |
14:34 | TEST | Take VII |
14:34 | FIXED | Syntax error |
14:34 | TEST | Take VII |
14:31 | SCRIPT | Disease animation |
14:18 | FIXED | Code typo in an unrelated fix |
14:08 | TEST | Take VI |
14:08 | FIXED | Code typo |
14:05 | TEST | Take V |
14:05 | FIXED | Class issue |
13:47 | TEST | Take IV |
13:47 | FIXED | A few Kthura dominance issues |
13:43 | TEST | Take III |
13:41 | FIXED | Taken ARMS chests in savegames could crash the game if it handles a map with multiple layers in stead of just one (the 3 other ARMS chests were all on maps with only one layer). |
13:35 | TEST | Take II |
13:35 | NOTE | But that "fuck you" was now really to myself, as I did put that obligation into Neil for a reason |
13:35 | FUCKYOU | Forgotten declaration |
13:25 | TEST | Well, I gotta try the dungeon out now for real, with all enemies working -- Wish me luck -- Take I |
13:24 | STATUS | Will it all work? |
13:23 | SCRIPT | Causing status changes |
12:48 | SCRIPT | I've made a beginning to the paralysis status change |
11:52 | MAPSCRIPT | The secret passage will now be invisible unless the player enters it |
11:50 | VOID | View issues caused by my rotten tiler |
10:41 | FIXED | Missing Reggie kick |
9:13 | TEST | Another take then? |
9:13 | FIXED | Small fix |
9:11 | TEST | here goes |
9:10 | DONE | Some unrelated business taken care off.. hey, it still needs to be done.. right? |
7:57 | TECHNO | (No walking actings, that's the cake) |
7:56 | NOTE | (And it's fortunate that with both the pirate event and the pre-final dungeon event neither will cause serious issues... At least that's what I hope) |
7:55 | NOTE | I haven't yet written the welcoming script, but with ZA that's easy to implement from the savegame anyway |
7:53 | MAPSCRIPT | I've been rewriting part of the mapscript, as this was producing bad results |
- = 5 Mar 2021 = - | ||
23:39 | LINK | Go to Y anhisbis |
23:28 | CONFIRMED | At last! |
23:26 | TEST | Well, let see now |
23:25 | VOID | Now nearly all my savegames I made after I arrived at the Hawk for the first time were useless, but as I was not game to get my data reset I hacked my savegame file... Since the savegames are just JCR6 files and most data even being text file based, this was very very easy |
23:24 | FIXED | I think I fixed this |
23:04 | TEST | Do I get the expected error now? |
23:03 | FIXED | Arrive issue |
22:14 | STATUS | The idea for now is to make the next step in the process to start on Y Anhysbys.... |
22:13 | STATUS | Things appear to be in order... (for now) |
22:02 | NOTE | In my save Foxy now learned "Stun Stab", and that enables me to get working on status changes more thoroughly, but that won't be before I starrt on the Y Anhisbis mission |
22:01 | TEST | And let's go on, here! |
22:01 | STUPIDITY | (And then to think that way of working was already not there when I was working on Dyrt.NET... figures) |
22:00 | FIXED | A kind of error I simply can't stop making |
21:56 | CONFIRMED | At least Münchhaussen appears to be working.... yay! |
21:43 | TEST | We'll have to wait and see... |
21:43 | DEBUG | Is it all okay now? |
21:43 | ANALYSIS | More analysis |
21:43 | COSMETIC | more fine tuning |
21:42 | COSMETIC | Configuration finetuneing |
21:38 | FIXED | Wrong function type |
21:37 | BUG | But not quite yet |
21:37 | STATUS | getting there |
21:30 | TEST | And here we go ... again..... :-/ |
21:30 | FIXED | Invalid delegate definitions |
21:19 | TEST | Well, this time then? |
21:19 | STATUS | Oh brother |
21:19 | FIXED | Foxy had to break in with a bug of hers.... |
21:15 | TEST | Let's see now |
21:15 | FIXED | code typo |
21:11 | TEST | Let's go... again! |
21:10 | NOTE | I've removed the umlaut on the name Münchhausen temporarily... I will put it back later, though |
21:10 | FIXED | Syntax error |
20:59 | STATUS | Well, Münchhausen will be tested, among many other things... let's go! |
19:41 | STATUS | Of course, I'll need to test if this works the way it's intended... This is gonna be a nice ride... |
19:25 | OFFTOPIC | The ARM is named after Karl Friedrich Hieronymus Baron von M¨nchhausen. This is actually NOT a fictional person (despite Wikipedia claiming otherwise), but a real person who was rather fond of fantastic stories. One of the states he flew through the sky on a cannon ball. Crystal's ARM is based on this story. |
19:17 | DONE | I've written the script for the Münchhausen ARM |
18:08 | FIXED | #107 - Although I cannot test this yet, as savegames existent with this bug will remain bugged... forever |
18:07 | BUG | |
17:19 | TEST | Take II |
17:19 | FIXED | "Oops, sorry!" worked in a way it shouldn't! |
14:06 | TEST | Take I |
14:06 | NOTE | it's hard to check if ExHuRU will indeed come to Wendicka's protection, however all I can do for now is trust on that ... If no proper occasion comes to test that manipulation through debug cheats will have to help me |
14:05 | DONE | "Protection Protocol" |
14:05 | DONE | "Oops! Sorry!" |
- = 4 Mar 2021 = - | ||
23:34 | STATUS | In combat I still have a lot of nightmares to take care of though |
23:34 | DONE | Observatorium is considered done |
22:36 | FIXED | A few small fixups |
22:21 | TEST | Next part! |
22:21 | VOID | Tile issues in the corridor prior to the toilet part |
22:19 | CHARACTER | "Hah! Take that I'll kill ya" (Wendicka's Death Blow auto ability) |
21:50 | TEST | Well let's see if I can get through the observatorium WITHOUT crashing the game.... |
21:50 | FIXED | Reference error Foxy's Dragon Burn SpellAni |
21:50 | NOTE | This has solely been put in in order to make reviving fallen characters possible |
21:49 | SCRIPT | Curing status changes in battle possible now |
21:40 | MAPSCRIPT | All zones within the observatorium should work now |
20:45 | TEST | Take II |
20:45 | FIXED | Tag typo |
20:42 | TEST | Well? |
20:42 | MAPSCRIPT | And Wendicka should make a not of the place when you first enter the actual dungeon part |
20:40 | NOTE | And others should not be able to |
20:40 | MAPSCRIPT | Wendicka should now be able to open the door with the terminal |
19:41 | CONFIRMED | Formality it is... :) |
19:39 | TEST | Take VII should be only a formality... At least, that's what I hope.... |
19:38 | STATUS | Almost there |
19:38 | FIXED | Dominance issue on the teleport pad |
19:35 | TEST | Take VI |
19:35 | FIXED | A map fix (at least I hope this is fixed, as that particular issue is getting on my nerves now |
19:33 | FIXED | Coordinate error |
19:33 | CONFIRMED | That fixes stuff |
19:31 | TEST | Take V |
19:31 | FIXED | No matter if the data is correct, if you forget to link it to the actual doors nothing will happen... dummy! |
19:26 | TEST | Take IV |
19:26 | FIXED | Update task forgotten in main updater |
19:25 | TEST | Take III |
19:25 | FIXED | Load issues |
19:01 | TEST | Take II |
19:01 | FIXED | Wrong function |
18:59 | TEST | Take I |
18:59 | TEST | I cannot yet test that door to the main part, but at least I can test the doors in the start hall |
18:58 | LINK | A half link has been made to the doors leading into the dungeon itself, however this has to be tied to a specific script and that script has not yet been set up |
18:57 | MAPSCRIPT | The sliding doors have now been scripted... At least the ones between the corridors and the entrance hall |
18:56 | CONFIRMED | I suppose it is |
18:06 | FUCKYOU | Take XI |
18:06 | VOID | I hope I voided the issue in the entrance hall now... |
18:05 | NOTE | And in TFT REVAMPED I guess I need to worry for the floors in the Spirata temples and such, but that will be something to worry about later |
18:04 | FAILURE | The experiment failed... The pre-rendered tiled areas all come out as empty textures, possibly even completely transparent. I'm afraid the tiled areas will therefore remain a problem for the time being... Easy for me to void.. well mostly, but it will get me some extra work, and I don't like that! |
17:24 | TEST | Take X |
17:24 | EXPERIMENT | I've done a bit of experimentation in Kthura... Hopefully this will turn out my new Tiler works the way it should... It may eat a bit more RAM, but I should get speed plus bugless tiling in return... At least, THAT's the idea. |
16:54 | TEST | Take XI |
16:54 | FIXED | Label issue |
16:54 | CONFIRMED | That Start issue is succesfully voided |
16:47 | TEST | Take IX |
16:47 | VOID | Start bogus |
16:39 | TEST | Take VIII |
16:39 | KTHURA | LALALALA |
16:38 | MYSTERY | No clue how THAT could happen |
16:38 | DEBUG | The log shows that the player has spawned outside the map range.... 5x the width of the map..... |
16:24 | TEST | Take VII |
16:23 | STATUS | I really wonder how many more are missing, actually |
16:23 | TRANSFER | Missing asset |
16:18 | TEST | Take VI |
16:18 | CONFIRMED | Music properly aliased |
16:18 | FIXED | Start point error |
16:10 | TEST | Take V |
16:10 | COSMETIC | Dominance issue that gave a bit of a strange effect when beaming to the observatorium |
16:10 | CONFIRMED | This confirms though that the issue with the transpad leading to the observatorium has been fixed, though |
16:09 | RECOVERED | Oddly disappeared starting point |
16:06 | TEST | Take IV |
16:06 | INVESTIGATION | Elementary, my dear Watson. The stuff SHOULD work now! |
16:06 | FIXED | So I fixed that |
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