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16:43FIXED
FIXEDBug on 1 target attacks learning new moves
16:30FIXED
FIXEDAdmiral Johnson ExHuRU A little mistake
16:25DONE
DONEReload Crystal's ARMS on recovery spots and save zones
16:24FIXED
FIXEDDA FUUUUUUCK!
16:05OFFTOPIC
OFFTOPICPoep gebeurt
16:05FIXED
FIXEDGroup error
16:03NOTE
NOTEI have not yet implemented she reloads her ARMS on save zones and recovery spots, but I need a recovery spot to check that
16:02DONE
DONECrystal's ARMS should now be usable in combat
14:07FIXED
FIXEDI think I fixed it!
14:05INVESTIGATION
INVESTIGATIONAnd that will be something to sort out why
14:05BUG
BUGThe system crashes on multi-target attacks
14:04COSMETIC
COSMETICAlthough that was only a cosmetic bug
14:04FIXED
FIXEDWendicka's information for obtaining a new spell was not correct once she has more than one spell
13:50CHARACTER
CHARACTERThis also affected both characters so I had TWO characters to fix
13:49FIXED
FIXEDDupe learning (I think)
13:42FIXED
FIXEDThe Goddess Maybe THIS should fix that?
13:42BUG
BUGThe game no longer crashes, however the ability is NOT added to the ability list
13:36FIXED
FIXEDFoxy FUCK YOU!
13:36FIXED
FIXEDspellani
13:31FIXED
FIXEDExperience definition fix
13:25FIXED
FIXEDBad reference
13:24FIXED
FIXEDBad background
13:10CHARACTER
CHARACTERThat affected both characters so these are generally TWO fixes
13:10FIXED
FIXEDAbility error
13:09FIXED
FIXEDTarget first, then learn
12:55GENERATION
GENERATIONI also had to rerun the "Neg" tool because of this
12:54TRANSFER
TRANSFERImage of "Syss" was not yet added to the new version
12:46TEST
TESTWell?
12:45CHARACTER
CHARACTERAnd ExHuRU has also been setup for this
12:21CHARACTER
CHARACTERWendicka has been treated for this
12:19SCRIPT
SCRIPTBriggs Learn script has partially been done!
10:38FIXED
FIXEDCrystal Secret passage 4 was a bit busted...
I fixed that up...

All other secret passages are fine

10:26TEST
TESTA little test is order!
10:11NOTE
NOTEThere's NEVER a guarantee this is alright.... First of all, Kthura is not entirely 100% waterproof in general (this also due to my current version using MonoGame... And the route MonoGame has gone makes it needed in general to move Kthura into a new environment, but the work it's gonna take me makes me reluctant... That, and there are some issues in the C++ version of the Kthura library I need to address properly first anyway....
10:07MAP
MAPI've tried to set up the things well so the entirely busted blockmap should be fixed now!
0:56STATUS
STATUSBut that'll be for tomorrow, as I need my rest now....
0:56BUG
BUGThe blockmap is beyond busted.... Remember this was the first time Kthura was used in a serious test and some maps do suffer greatly as a result...

This map is a particular example of this, but nothing I can't fix, and it shouldn't be too much work, but not a nice job nonetheless.... This is doable, and the "leavemebe" cheat allows me to test things easily.... So I think I can manage this....

0:42DONE
DONEGreen transpads should work now!
0:38NOTE
NOTEIt was a long time, and I wonder what I was thinking when I first designed this map when it comes to using 40 for the default dominance... Well, at least, this void up doesn't hurt things too much...
0:37FIXED
FIXEDDominance issue fixed
0:29STATUS
STATUSA quick look in Kthura has shown me, that I'm gonna have a lot of work here....
0:23TEST
TESTLet's put that to da test
0:23SCRIPT
SCRIPTYirl Dominance should now be remapped every time more than 60 pixels have been moved either North or South
0:22VISUALSTUDIO
VISUALSTUDIOAstrilopup Compiled succesfully, or so it seems
0:22C++
C++Dominance remapper added to the Kthura API for Apollo
0:10NOTE
NOTEDominance remapping is now one of the issues at hand.... It's needed, but in the same time it can cause serious slowdowns... Since the system fully relies on C++ for this, the slowndown should not be too much, and seeing how fast C++ is able to handle the dark caves, the biggest one-layer map I ever designed for Kthura (and I don't plan to break this record, as it turned out to be a bad idea to make levels that big, which was another reason to switch to layer based maps) this remap should not be the biggest issue.
0:07CONFIRMED
CONFIRMEDSo far the secret passages do at least appear to be working
- = 23 Feb 2021 = -
23:55TEST
TESTWill that work?
23:55MAPSCRIPT
MAPSCRIPTSecret Handler Dark Caves
23:18DONE
DONEBlue transporter pads will do a spawn reset
22:32DONE
DONEscanning for bosses
22:14LINK
LINKEntrance to Caves and the Caves are now linked... One way... You can enter, but you cannot yet leave.... (Can't do all in once, you know).
21:55MUSIC
MUSICDark City by Maxx will once again be the music in this dungeon
21:55KTHURA
KTHURAMap reference correction
19:50DUMMIED
DUMMIEDFor testing I temporarily disabled the move routine... This routine controles if enemies should chase after you or not... I've a reason for this little checkup....
19:48JUDGMENT
JUDGMENTThat's hardly better
19:47TEST
TESTLet's see
19:46EXPERIMENT
EXPERIMENTI do still believe the engage range checker is the evil, and I did an extra checkup, which disables this check completely when out of screen
19:44JUDGMENT
JUDGMENTI seems to help a little, but not really much, this could mean that some earlier checkups slow things down... Interesting!
19:42EXPERIMENT
EXPERIMENTDr. Sal’pr’drita This is an experiment, but let's see if it's a fruitful one
19:41OPTIMIZATION
OPTIMIZATIONWell I hope this optimizes stuff, but we'll see... I've set the enemies currently NOT chasing you, nor going back to their original positions to not move at all, nor to detect your presence. The enemies chasing you are not the problem, they merely follow their Dijkstra track, but the enemies not in chasing or return mode can be where the evil lies...
19:36EXPERIMENT
EXPERIMENTWendicka I've done a few things, which hopefully work out the speed issue on enemies a bit, however I'm not sure about if this'll work....
19:36FIXED
FIXEDColor of enemies was incorrect (I could tell because level 1 enemies were red... That's never well)
19:25CONFIRMED
CONFIRMEDFix on ARMS case
19:02NOTE
NOTEI did find out that the name ARMS was used in the old game, and ARM in the new game... This can cause a bit of trouble in the savegame transfer, but shouldn't be too serious.
19:02FIXED
FIXEDI think Crystal's ARMS issue has been fixed
18:59BUG
BUGAnd treasures set on hidden spots do appear... Now this last one could be map specific... This because this did work in the Yaqirpa, so this cannot really go wrong in this place, as the same code is used. The data on the spots howeever could still be wrong.
18:58BUG
BUGExHuRU ARMS chests of ARMs already obtained DO reappear
18:56TEST
TESTTake I
18:56NOTE
NOTEFor safety reasons, trying to enter the cave WILL crash the game with a custom error message!
18:54MAPSCRIPT
MAPSCRIPTI've been working out to make access to the secret dungeon possible
14:24GITHUB
GITHUBSue I issued that as #89
14:22UNDESIREABLE
UNDESIREABLEI do see that the game slows down a lot thanks to the enemies.... I do need to sort out how come
13:52TEST
TESTAgain!
13:52FIXED
FIXEDOops!
13:47TEST
TESTA test again of the first layer of the grass jungle
13:42FIXED
FIXEDYes the aurinas WHERE never awared... This has been fixed
12:47TEST
TESTTake VIII
12:47FIXED
FIXEDStupidity
12:41TEST
TESTTake VII
12:41DEBUG
DEBUGExtra line added to show the impossible outcome!
12:41INVESTIGATION
INVESTIGATIONWell?
12:40FUCKYOU
FUCKYOUString expected error... yet a string WAS given... so why does it not accept it as such?
12:38TEST
TESTTake VI
12:38FIXED
FIXEDFixed that of course
12:38FUCKYOU
FUCKYOUField error
12:36TEST
TESTTake V
12:36FIXED
FIXEDList error
12:36FIXED
FIXEDRolf Bad coordinate
12:30TEST
TESTTake IV
12:30FIXED
FIXEDComplete mess
12:26TEST
TESTTake III
12:26FIXED
FIXEDCrystal Group name
12:24TEST
TESTTake II
12:24FIXED
FIXEDDeclaration fault
12:21TEST
TESTTake I
12:21DONE
DONECrystal's ARMS list should now work... Well, that is, the ARMS should appear, as you cannot yet select them in combat
11:09CONFIRMED
CONFIRMEDAs far as I can check now, it all works the way it should, folks!
11:06TEST
TESTAnd Now to see if everything loads the way it SHOULD!!
11:06CONFIRMED
CONFIRMEDBakina So far so good
11:04TEST
TESTAnd NOW to test if correct data will be written, and only correct data
11:04REMOVED
REMOVEDCorrupted savegame files that came to be through this bug
11:03CONFIRMED
CONFIRMEDSo far so good
10:56TEST
TESTIf this works I WILL get a crash, but this crash will at least indicate the loader is now properly linked
10:56FIXED
FIXEDAHA! Wrong command in load instruction
10:56INVESTIGATION
INVESTIGATIONWhy?
10:55COCKROACH
COCKROACHThe loader still does NOT load the Hawk data
10:55TEST
TESTA clean-up is needed - And a test
10:53FIXED
FIXEDThe syntax errors The savegames should suffer has been fixed
- = 22 Feb 2021 = -
22:17BUG
BUGA very serious corruption has been found in the Hawk data of the latest savegame, and I must find out how this could happen
22:17DONE
DONEHide secret area in area 002
21:45STATUS
STATUSso far it appear to be working
21:36FIXED
FIXEDWrong group
21:09TEST
TESTTake III
21:09FIXED
FIXEDIllegal GAMEVAR definition
20:56TEST
TESTTake II
20:56FIXED
FIXEDQuick fixes
20:45TEST
TESTXenobi Wendicka Does that work?
20:30SCRIPT
SCRIPTNew ARMS
18:58STUDY
STUDYARMS chests
18:58FIXED
FIXEDCrash at north side area 001 Grass Jungle
14:01TEST
TESTTake V
14:01VOID
VOIDDoes it work now?
14:01COCKROACH
COCKROACHFix ignored?
13:59TEST
TESTTake IV
13:59FIXED
FIXEDFlicker effect on "Cancel"
13:59JUDGMENT
JUDGMENTThe basic work, but I do need to take care of something here!
13:51TEST
TESTKota Take III
13:51FIXED
FIXEDReset error
13:50TEST
TESTTake II
13:50STUPIDITY
STUPIDITYGood start... NOT!
13:50FIXED
FIXEDSyntax error
13:48TEST
TESTTake I
13:48STATUS
STATUSQuestion is now... does it work?
13:48LINK
LINKLinked it all together
13:47SCRIPT
SCRIPTEffects
13:34SCRIPT
SCRIPTBlue teleportpad menu
3:35CONFIRMED
CONFIRMEDAs far as I can check now stuff appears to be working.... so far
3:34FIXED
FIXEDcountless fixes
2:51TEST
TESTWell?
2:51MAPSCRIPT
MAPSCRIPTThe first pad will always be activated... This is a safety measure... When you neglect to do that now, this area could later be permanently unreachable once completed, also blocking out an entire sidequest, so this had to be done.
2:49LINK
LINKLink code set up
2:24NOTE
NOTEThe Goddess That's only the main code... I do need to write the link code also
2:24DONE
DONEA few things for the Hawk done.... For now only to make sure the data the Hawk needs can be stored....
0:45STATUS
STATUSCrystal My next challenge will be to make the system able to ask the player what to do when a transporter pad has been hit. The SDL message box system is not an option, this because this is undoable from Lua to set the items well, so an internal UI feature will have to do. Well, maybe that's for the better anyway...

I also must not forget before I move on in the development of this dungeon to make sure the data is sent to the Hawk... This post does serve as a reminder for that as forgetting that is fatal to the project....

Of course, beaming up cannot yet be done, but that is not really my prime concern, and this is easy to work around, actually....

0:05DONE
DONEA first setup for scanning for transporters
- = 21 Feb 2021 = -
22:27STUDY
STUDYFoxy The data needed for The Hawk has been studied.... I can see this is set up in a quite easy way still it will require a bit of a workout
20:59CONFIRMED
CONFIRMEDSo far that all works
20:57TEST
TESTTake II
20:57FIXED
FIXEDBlockmap issue
20:50TEST
TESTI'll run a quick scan up of the entire map (that is only floor #001, as all floors are separate maps... This was also what brought the idea of adding the layer feature in Kthura) in the "Leave Me Be" mode, so I can seeif the new blockmap suits the game better (it should).
20:48NOTE
NOTEFor now this decission only affects the editor.... I will later actively adept the existing libaries... Should I need to write any new libraries before the deprecation date expires (I don't expect to, but hey, who knows), I won't include this support in those anymore.
20:47KTHURA
KTHURAWill now remove all impassibles or forcepassibles in a Rotten Object search.... For now optional.... But as I will remove scanning for this most likely next year (also a bit depending on how long this project takes) it will later be a kind of "obligation".
20:17KTHURA
KTHURAIn order not to trouble myself EVER again for proper support of this, impassible and forcepassible on obstacles are henceoforth depecrated.

Should the Kthura map editor ever be rebuild from scratch (something I *am* considering, but for now I'm fine with the C# version, even though it's bugged on some points), I won't even support it anymore, and likely somewhere in 2022 the blockmapper will ignore this.

I've just hade it with the issues here, and using zones and tiled images (or stretched images) is the safer road anyway.

20:09VOID
VOIDSince it's better NOT to even try to fix the blockmap generator on this one (I am thinking to even deprecate the possibility to make obstacles impassible or force passible and to block it even entirely in future engines/editors
19:57ANALYSIS
ANALYSISReggie The system is not really tolerant on the blockmap, which has in Kthura always been an issue when it comes to obstacles.... This was one of the first maps created all out of obstacles, so I couldn't know that what kind of trouble it would cause on the longer run
13:51FIXED
FIXEDAlthough I think I fixed that!
13:50BUG
BUGThe pod doesn't appear though
13:50CONFIRMED
CONFIRMEDAnd the achievement is announced too
13:50CONFIRMED
CONFIRMEDUntil the trip in space itself everything works
13:44TEST
TESTTake VIII
13:44FIXED
FIXEDActor error
13:44VOID
VOIDEvents lacking freezups
13:40TEST
TESTTake VII
13:40FIXED
FIXEDWell?
13:40FUCKYOU
FUCKYOUWTF?
13:38TEST
TESTTake VI
13:38FIXED
FIXEDAstrilopup Faulty class member
13:37TEST
TESTTake V
13:37FIXED
FIXEDKthura tag conflicts
13:35TEST
TESTTake IV
13:35NOTE
NOTEAt least no parse errors until the Grass Dungeon is reached, and that also counts for something!
13:35FIXED
FIXEDAnd that should fix things up
13:35LINK
LINKSo let's do it!
13:34STUPIDITY
STUPIDITYI most likely forgot to link the event to the map
13:34BUG
BUGYirl NOTHING HAPPENS AT ALL!
13:21TEST
TESTTake III
13:21FIXED
FIXEDMissing "#use" clause
13:19TEST
TESTTake II
13:19FIXED
FIXEDSyntax error x2
13:15TEST
TESTTake I
13:11LINK
LINKAchievement Link Code
11:31SCRIPT
SCRIPTBasic achievement database
11:04NOTE
NOTEAdmiral Lovejoy However, as this is the point where the first scenario based achievement comes in play, some extra workout is required
11:03MAPSCRIPT
MAPSCRIPTThe entire escape has now been set up
- = 20 Feb 2021 = -
23:57TEST
TESTQuick Test
23:56NOTE
NOTENormally a scenario should start there immediately, but at this moment nothing happens, however this allows me to get the test more on the roll, once I *do* start working here!
23:56LINK
LINKTo next room
23:56CONFIRMED
CONFIRMED...
23:49TEST
TESTQuick test
23:49DONE
DONEThe end doors of the secret catwalks should open as soon as you approach them
23:42KTHURA
KTHURAPreparational work for the hangar
23:09TEST
TESTSue Take II
23:09COSMETIC
COSMETICThe clouds below
23:09STATUS
STATUSOverall it appears to be working
22:08TEST
TESTSecret Passage - Take I
22:07VOID
VOID".png" issue in arena loader
19:22TEST
TESTTake IV
19:21DEBUG
DEBUGThis cheat can only be used in the debug mode, and will cause the enemies to ignore the player... At least when fully scripted out... This should help to debug the next part, as it's otherwise next to undoable
19:20CHEAT
CHEATLeaveMeBe
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