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19:51MYSTERY
MYSTERYAnd I wonder how this could happen, as the system is set to schedule all those kind of actions to a safe moment
19:51VOID
VOIDIssue itself.... "Self-kill" commands are a bit risky in a non-garbage-collector-like environment
19:50FIXED
FIXEDI hope
19:34COCKROACH
COCKROACHIt doesn't
19:34TEST
TESTTake XIV
19:30TECHNO
TECHNOI 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!
19:30C++
C++This particular issue has now been caught in a proper error message
19:20VISUALSTUDIO
VISUALSTUDIOTake XIII
19:20TECHNO
TECHNOThis can only mean that C++ has thrown an exception which Apollo was not yet able to handle
19:19HUH
HUHSolving this instantly crashes Apollo, without a crash notice
19:16TEST
TESTTake XII
19:16FIXED
FIXEDReggie Yup!
19:15STATUS
STATUSWell 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?
19:11TEST
TESTTake XI
19:11FIXED
FIXEDOkay, that was a stupid thing to do....
19:09TEST
TESTTest Take X
19:09VOID
VOIDFUCK
19:06TEST
TESTTake IX
19:06FIXED
FIXEDWrong type in declaration
19:03TEST
TESTCrystal Take VIII
19:03FAILURE
FAILURESue Weak typing in Lua.... Very nice thing in Neil (NOT!)
19:03FIXED
FIXEDType error
18:59TEST
TESTTake VII
18:59VOID
VOIDVoids issues like these in the future
18:59JCR6
JCR6Alias for MBOX1
18:52FIXED
FIXEDAnd that "fixes" another crash
18:52AUDIO
AUDIOThe 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 Since I won't make any demo now but go for the entire game in once, this is no longer applicable, but some "scars" remain
18:49TRANSFER
TRANSFERMissing audio files
18:45TEST
TESTTake VI
18:44FIXED
FIXEDDr. Sal’pr’drita Conflict caused by the differences between classic Lua and Neil
18:21TEST
TESTTake V
18:21VOID
VOIDI see that += is bugged in combination with comments.... This is a bug in Neil, but a hard one to fix
18:17TEST
TESTTake IV
18:17VOID
VOID???
18:07TEST
TESTTake III
18:07STATUS
STATUSSIGH!
18:07FIXED
FIXEDAdmiral Lovejoy And still there was more....
18:01FIXED
FIXED"Unknown indetifier" x∞
17:55TEST
TESTTake II
17:55FIXED
FIXEDAnyway is always required (I named that library that way for a reason)
17:50TEST
TESTReady for take I (memory)
17:50LINK
LINKThat completes the link
17:49KTHURA
KTHURADone
17:48KTHURA
KTHURAI do need to set something right here first!
17:48LINK
LINKThat should link everything together
17:48MAPSCRIPT
MAPSCRIPTScript for the memory puzzle here
17:17SCRIPT
SCRIPTPorted the original puzzle from LAURA II to Apollo
16:51STATUS
STATUSI'll leave combat be for now... We got a little minigame to concern about now
15:52TEST
TESTTake XI
15:29FIXED
FIXEDCrash on initiating status change
15:03NOTE
NOTEI've activated the God mode as testing is impossible with enemies like these otherwise
14:52TEST
TESTBakina Take X
14:52FAILURE
FAILUREWendicka Unfortunately the game crashed before I could save that, so that ability to debug this phenomenon any further slipped through my fingers
14:52CONFIRMED
CONFIRMEDI 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
14:51FIXED
FIXEDCrash
14:42TEST
TESTTake IX
14:42VOID
VOIDhmmmm?
14:36TEST
TESTTake VIII
14:36FIXED
FIXEDIllegal function call
14:34TEST
TESTTake VII
14:34FIXED
FIXEDSyntax error
14:34TEST
TESTRolf Admiral Johnson Take VII
14:31SCRIPT
SCRIPTDisease animation
14:18FIXED
FIXEDCode typo in an unrelated fix
14:08TEST
TESTTake VI
14:08FIXED
FIXEDCode typo
14:05TEST
TESTTake V
14:05FIXED
FIXEDClass issue
13:47TEST
TESTTake IV
13:47FIXED
FIXEDA few Kthura dominance issues
13:43TEST
TESTTake III
13:41FIXED
FIXEDTaken 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).
13:35TEST
TESTTake II
13:35NOTE
NOTEBut that "fuck you" was now really to myself, as I did put that obligation into Neil for a reason
13:35FUCKYOU
FUCKYOUForgotten declaration
13:25TEST
TESTWell, I gotta try the dungeon out now for real, with all enemies working -- Wish me luck -- Take I
13:24STATUS
STATUSWill it all work?
13:23SCRIPT
SCRIPTCausing status changes
12:48SCRIPT
SCRIPTI've made a beginning to the paralysis status change
11:52MAPSCRIPT
MAPSCRIPTThe secret passage will now be invisible unless the player enters it
11:50VOID
VOIDView issues caused by my rotten tiler
10:41FIXED
FIXEDMissing Reggie kick
9:13TEST
TESTKota Another take then?
9:13FIXED
FIXEDSmall fix
9:11TEST
TESThere goes
9:10DONE
DONESome unrelated business taken care off.. hey, it still needs to be done.. right?
7:57TECHNO
TECHNOBriggs (No walking actings, that's the cake)
7:56NOTE
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)
7:55NOTE
NOTEI haven't yet written the welcoming script, but with ZA that's easy to implement from the savegame anyway
7:53MAPSCRIPT
MAPSCRIPTI've been rewriting part of the mapscript, as this was producing bad results
- = 5 Mar 2021 = -
23:39LINK
LINKGo to Y anhisbis
23:28CONFIRMED
CONFIRMEDAt last!
23:26TEST
TESTWell, let see now
23:25VOID
VOIDXenobi 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
23:24FIXED
FIXEDI think I fixed this
23:04TEST
TESTDo I get the expected error now?
23:03FIXED
FIXEDArrive issue
22:14STATUS
STATUSThe idea for now is to make the next step in the process to start on Y Anhysbys....
22:13STATUS
STATUSThings appear to be in order... (for now)
22:02NOTE
NOTEIn 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
22:01TEST
TESTAnd let's go on, here!
22:01STUPIDITY
STUPIDITY(And then to think that way of working was already not there when I was working on Dyrt.NET... figures)
22:00FIXED
FIXEDA kind of error I simply can't stop making
21:56CONFIRMED
CONFIRMEDAt least Münchhaussen appears to be working.... yay!
21:43TEST
TESTWe'll have to wait and see...
21:43DEBUG
DEBUGIs it all okay now?
21:43ANALYSIS
ANALYSISMore analysis
21:43COSMETIC
COSMETICmore fine tuning
21:42COSMETIC
COSMETICConfiguration finetuneing
21:38FIXED
FIXEDWrong function type
21:37BUG
BUGBut not quite yet
21:37STATUS
STATUSDr. Sal’pr’drita getting there
21:30TEST
TESTAnd here we go ... again..... :-/
21:30FIXED
FIXEDReggie Invalid delegate definitions
21:19TEST
TESTWell, this time then?
21:19STATUS
STATUSOh brother
21:19FIXED
FIXEDFoxy had to break in with a bug of hers....
21:15TEST
TESTLet's see now
21:15FIXED
FIXEDcode typo
21:11TEST
TESTLet's go... again!
21:10NOTE
NOTEI've removed the umlaut on the name Münchhausen temporarily... I will put it back later, though
21:10FIXED
FIXEDSyntax error
20:59STATUS
STATUSWell, Münchhausen will be tested, among many other things... let's go!
19:41STATUS
STATUSOf course, I'll need to test if this works the way it's intended... This is gonna be a nice ride...
19:25OFFTOPIC
OFFTOPICThe 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.
19:17DONE
DONEI've written the script for the Münchhausen ARM
18:08FIXED
FIXED#107 - Although I cannot test this yet, as savegames existent with this bug will remain bugged... forever
18:07BUG
17:19TEST
TESTFoxy Take II
17:19FIXED
FIXED"Oops, sorry!" worked in a way it shouldn't!
14:06TEST
TESTTake I
14:06NOTE
NOTEit'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
14:05DONE
DONE"Protection Protocol"
14:05DONE
DONE"Oops! Sorry!"
- = 4 Mar 2021 = -
23:34STATUS
STATUSIn combat I still have a lot of nightmares to take care of though
23:34DONE
DONEObservatorium is considered done
22:36FIXED
FIXEDA few small fixups
22:21TEST
TESTNext part!
22:21VOID
VOIDTile issues in the corridor prior to the toilet part
22:19CHARACTER
CHARACTERRolf "Hah! Take that I'll kill ya" (Wendicka's Death Blow auto ability)
21:50TEST
TESTWell let's see if I can get through the observatorium WITHOUT crashing the game....
21:50FIXED
FIXEDReference error Foxy's Dragon Burn SpellAni
21:50NOTE
NOTEThis has solely been put in in order to make reviving fallen characters possible
21:49SCRIPT
SCRIPTCuring status changes in battle possible now
21:40MAPSCRIPT
MAPSCRIPTAll zones within the observatorium should work now
20:45TEST
TESTTake II
20:45FIXED
FIXEDTag typo
20:42TEST
TESTAdmiral Lovejoy Well?
20:42MAPSCRIPT
MAPSCRIPTAnd Wendicka should make a not of the place when you first enter the actual dungeon part
20:40NOTE
NOTEAnd others should not be able to
20:40MAPSCRIPT
MAPSCRIPTWendicka should now be able to open the door with the terminal
19:41CONFIRMED
CONFIRMEDFormality it is... :)
19:39TEST
TESTTake VII should be only a formality... At least, that's what I hope....
19:38STATUS
STATUSAlmost there
19:38FIXED
FIXEDDominance issue on the teleport pad
19:35TEST
TESTTake VI
19:35FIXED
FIXEDA map fix (at least I hope this is fixed, as that particular issue is getting on my nerves now
19:33FIXED
FIXEDCoordinate error
19:33CONFIRMED
CONFIRMEDThat fixes stuff
19:31TEST
TESTTake V
19:31FIXED
FIXEDYirl No matter if the data is correct, if you forget to link it to the actual doors nothing will happen... dummy!
19:26TEST
TESTTake IV
19:26FIXED
FIXEDUpdate task forgotten in main updater
19:25TEST
TESTTake III
19:25FIXED
FIXEDXenobi Load issues
19:01TEST
TESTTake II
19:01FIXED
FIXEDWrong function
18:59TEST
TESTTake I
18:59TEST
TESTI cannot yet test that door to the main part, but at least I can test the doors in the start hall
18:58LINK
LINKA 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
18:57MAPSCRIPT
MAPSCRIPTThe sliding doors have now been scripted... At least the ones between the corridors and the entrance hall
18:56CONFIRMED
CONFIRMEDI suppose it is
18:06FUCKYOU
FUCKYOUTake XI
18:06VOID
VOIDI hope I voided the issue in the entrance hall now...
18:05NOTE
NOTEAnd 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
18:04FAILURE
FAILUREThe 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!
17:24TEST
TESTTake X
17:24EXPERIMENT
EXPERIMENTI'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.

16:54TEST
TESTThe Goddess Admiral Johnson Take XI
16:54FIXED
FIXEDLabel issue
16:54CONFIRMED
CONFIRMEDThat Start issue is succesfully voided
16:47TEST
TESTTake IX
16:47VOID
VOIDStart bogus
16:39TEST
TESTTake VIII
16:39KTHURA
KTHURALALALALA
16:38MYSTERY
MYSTERYNo clue how THAT could happen
16:38DEBUG
DEBUGThe log shows that the player has spawned outside the map range.... 5x the width of the map.....
16:24TEST
TESTTake VII
16:23STATUS
STATUSI really wonder how many more are missing, actually
16:23TRANSFER
TRANSFERFoxy Missing asset
16:18TEST
TESTTake VI
16:18CONFIRMED
CONFIRMEDMusic properly aliased
16:18FIXED
FIXEDExHuRU Start point error
16:10TEST
TESTTake V
16:10COSMETIC
COSMETICDominance issue that gave a bit of a strange effect when beaming to the observatorium
16:10CONFIRMED
CONFIRMEDThis confirms though that the issue with the transpad leading to the observatorium has been fixed, though
16:09RECOVERED
RECOVEREDOddly disappeared starting point
16:06TEST
TESTTake IV
16:06INVESTIGATION
INVESTIGATIONElementary, my dear Watson.
The stuff SHOULD work now!
16:06FIXED
FIXEDSo I fixed that
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