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15:10 | CONFIRMED | My RPG character viewer confirms the modifications |
15:07 | TEST | Take IX (from the normal route again) |
15:06 | FIXED | I think I found how Briggs could end up in here, but that also means data of non-existent characters could be modified, which should not be possible |
15:03 | FAILURE | My earlier save also confirmed that Briggs is non-existent |
15:01 | FAILURE | The system tries to save data related to Briggs, while Briggs was removed from the database completely... How did he magically come back? |
15:01 | TEST | Take VIII |
14:59 | DEBUG | I've turned this into a proper panic handling, and perhaps I can also see this where where it goes wrong |
14:57 | DEBUG | From what I can see in the debug log, one of the statistics has been deemed "NULL".... |
14:55 | TEST | Take VII will therefore run from there! |
14:55 | VISUALSTUDIO | Let's take this from inside Visual Studio to sort out! |
14:55 | HUH | The savegame file (which fortunately did not yet overwrite any existing savegames) exists, but contains 0 bytes, so something must have gone REALLY REALLY wrong here |
14:54 | HUH | Now Stuff goes very strange... When I make a debug save the entire engine crashes... That should NOT be possible, so that needs to be sorted out! |
14:52 | TEST | Take VI |
14:52 | FIXED | Scenario tag typo |
14:50 | TEST | Take V |
14:50 | FIXED | Point tag invalid |
14:49 | TEST | Take IV |
14:48 | FIXED | Missing underscores |
14:46 | TEST | Take III |
14:46 | DONE | Make sure non-existent stuff is linked too |
14:39 | TEST | Take II |
14:39 | FIXED | SIIIIGH! |
14:37 | TEST | Let's test now |
14:35 | MAPSCRIPT | First part of the scenario set up... This to make sure I see the scenario respond.... |
14:33 | MAPSCRIPT | Crystal Creation |
12:58 | CONFIRMED | My RPGChar viewer tool confirms that all links have been established... |
12:56 | CONFIRMED | I can at least confirm that Wendicka did succesfully copy the level from her Uniformed counterpart |
12:54 | TEST | Take VIII |
12:54 | FIXED | GRRR! |
12:54 | STUPIDITY | AAAAARGH! Another bug of that! |
12:51 | TEST | Take VII |
12:51 | FIXED | Bug in the C++ link code |
12:48 | TEST | Take VI |
12:48 | FIXED | That should take care of that one |
12:48 | STUPIDITY | Ah, I can already see why this happens (what a dick I am) |
12:47 | FUCKYOU | Error that cannot possibly be right |
12:44 | TEST | Take V |
12:44 | RECOVERED | WTF? |
12:44 | HUH | Fixed reversed? |
12:32 | TEST | Take IV |
12:32 | FIXED | Case error (possible when you have some linkups in pure Lua) |
12:29 | TEST | Take III |
12:29 | STUPIDITY | Bad boolean expression (really beyond stupidity actually) |
12:23 | TEST | Take II |
12:23 | VOID | And void any negative effect |
12:23 | CHEAT | Well, since I cannot fix that issue, all I can do is cheat around it |
12:01 | BUG | Some ghost records are there.... I don't know how they can be there, but it's definitely not the way it should be |
11:57 | BUG | The system claims the character "Wendicka" already exists (which is NOT the case, so I need to sort out why this happens) |
11:55 | TEST | Take II |
11:55 | FIXED | Apollo linkup syntax error |
11:54 | TEST | Take I |
11:54 | LINK | Done |
11:48 | CHEAT | In order to cheat I will make (for now) the discovery of Crystal only create a new version of Wendicka... The actual script otherwise are (for now) of later concern.... I got my tools to check if stuff went right |
11:47 | SCRIPT | Wendicka in her general form creation script |
11:44 | FIXED | Hotfix in my C++ code |
11:18 | APOLLO | Existence checker added |
11:08 | FIXED | Some warnings popped in the Kthura API.... Fixed them. |
11:06 | VISUALSTUDIO | Compiling |
10:58 | NOTE | Testing is NOT yet possible, we'll have to see later if the linkups were all successful... I hate that too, you know, but I got no choice here. |
10:58 | LINK | That should link it all up... I hope |
10:53 | LUA | Link up code |
10:53 | C++ | With the little enhancement you can even do all in once (which is for Wendicka the quickest way to go) |
10:52 | C++ | I've set up the code in Apollo to make sure Linking character data will be possible |
- = 17 Feb 2021 = - | ||
22:26 | CONFIRMED | And Crystal is also lying in her bed (as she should) |
22:26 | CONFIRMED | That works |
22:23 | TEST | Should... but does it? |
22:23 | MAPSCRIPT | If within range the flag should be commented |
22:17 | TEST | Let's see |
22:17 | DEBUG | For debugging purposes for now |
22:17 | LINK | Linked that to the flag of Brabant |
22:09 | SCRIPT | Distance checker |
22:09 | SCRIPT | Distance calculator |
21:58 | NOTE | I'll save the vault for later.... I'll first focus on getting the story done here |
21:54 | TODO | |
20:14 | FIXED | Ah yeah, the old naming system.... |
20:00 | SCENARIO | I've added some extra scenario for when Wendicka examines the uniform in the living room. |
17:52 | TEST | Let' see |
17:51 | DONE | Save spot (computer in Wendicka's bedroom) should work now |
17:13 | TEST | Take III |
17:12 | FIXED | Will it work now? |
17:09 | TEST | Take II |
17:09 | LINK | I forgot to link the metatable |
17:09 | STUPIDITY | Idiot |
17:08 | TEST | Take II |
17:08 | VOID | I guess this isn't working well yet in Neil |
17:06 | TEST | Let's see |
17:06 | MAPSCRIPT | I've set the rooms to appear and disappear as you enter and leave them |
16:26 | STATUS | Time for a leeeetle break! |
16:25 | CONFIRMED | All's fine now! |
16:23 | VOID | Conflict over the "Music" identifier |
16:18 | TEST | Take VI |
16:18 | FIXED | Mapscript syntax error (sigh) |
16:16 | TEST | Take V |
16:16 | FIXED | #use |
16:15 | TEST | Take IV |
16:15 | VOID | schedule issue (the price for using C++) |
16:10 | TEST | Take III |
16:10 | FIXED | The doors to Sickbay would open (for nobody to see) in stead of Wendicka's front door |
16:08 | TEST | Take II |
16:08 | CONFIRMED | The rest appears to be in order |
16:08 | FIXED | Tag error |
15:44 | TEST | At least I can test if the entrance itself works, plus if the door to Wendicka's "beloved" neighbor works.... Take I |
15:43 | NOTE | Now if the correct file plays in all situations can only be tested once the situation arises (and since Wendicka's house is even part of the final dungeon, that can take a long time) |
15:41 | NOTE | A lot will need to be done to make everything about Wendicka's house work properly, though..... |
15:39 | MUSIC | The music played in Wendicka's house is dependent on the situation in the story line. The script which should take care of this has been written now. |
15:38 | LINK | Entrance to Wendicka's house now linked to her house (in other words, you can enter) |
14:03 | CLOSED | |
13:06 | FIXED | Minor fix |
12:59 | TEST | Take III |
12:59 | LAZY | A few aliases |
12:57 | TEST | Take II |
12:57 | FIXED | Boolean error |
12:57 | FIXED | Exit error |
12:47 | SYSTEM | Before I can go into the next step I must first make sure Paint.NET is properly upgraded |
12:46 | LINK | That links to the next and (for now) final section |
12:46 | MAPSCRIPT | Beam to Galahad section |
12:45 | MAPSCRIPT | Crystal Panic |
11:18 | TEST | Take II |
11:18 | STUPIDITY | Yeah, I should pay more attention... I just came out of bed, mind you! |
11:18 | FIXED | Wrong function called |
11:18 | VOID | Alpha issue |
11:14 | TEST | Take I |
11:14 | MAPSCRIPT | Jones |
11:14 | MAPSCRIPT | Johnson |
11:14 | CHEAT | A way to make entering Johnson's quarters more easy (Why make stuff needlessly complicated) |
- = 16 Feb 2021 = - | ||
21:35 | STATUS | from here we get to the point that Wendicka is gonna have her little "chat" with admiral Johnson.... |
21:26 | ENHANCEMENT | Prolonged wait time for autosaves, as 3 minutes was way too short |
21:21 | CONFIRMED | Success! |
20:36 | EXPERIMENT | One more experiment, though |
20:34 | FUCKYOU | FINALLY! |
20:31 | TEST | Take IX |
20:31 | FIXED | Kthura Tag Case Error |
20:29 | TEST | Take VIII |
20:29 | VOID | Boolean parameter issue |
20:25 | TEST | Take VII |
20:25 | EXPERIMENT | Does THIS do the trick to void this issue? |
20:25 | FUCKYOU | That is bogus |
20:15 | TEST | Take VI |
20:14 | DEBUG | Some extra debug crap will have to make clear where it goes wrong |
20:02 | COCKROACH | Oh well, cockroaches are hard to kill after all |
20:02 | CONFIRMED | At least Wendicka beams out... But I can't say I am full of satisfaction yet, as the spawn on a different location refuses to work |
19:59 | TEST | Take V |
19:59 | FUCKYOU | Let's force a few things through then... hm? |
19:58 | COCKROACH | Now I wish to know which part of SKIPPING AUTO TEXTURING it doesn't undersand |
19:54 | TEST | Take IV |
19:54 | FUCKYOU | Let's try this |
19:53 | FIXED | I could at least do something about the lingering textbox, but still the wanted effect doesn't happen.... at all |
19:53 | COCKROACH | No difference |
19:50 | TEST | Take III |
19:50 | EXPERIMENT | Let's see |
19:50 | COCKROACH | This is gonna be a long night, I guess |
19:45 | TEST | Take II |
19:44 | CONFIRMED | "No Business" in sickbay works, though |
19:44 | FIXED | Quick beam de-spawn issue |
19:39 | STUPIDITY | It's #MACRO not #MARCO -- Come on... Marco Polo is of the past, not of the future. |
19:04 | TEST | Take I |
19:04 | STATUS | Time for the thest |
19:04 | LINK | More stuff linked up |
18:54 | LINK | Linked that to the Sickbay and Johnson area... But I think I need a few more |
18:50 | MAPSCRIPT | No business |
18:46 | LINK | That should link things |
18:45 | MAPSCRIPT | Beam set up from sickbay to staff |
18:29 | KTHURA | Sweet Kthura help me out here |
18:28 | NOTE | This is not linked properly yet, though |
18:24 | MAPSCRIPT | Beam |
18:11 | STATUS | Now the harder part.... The transporter |
17:53 | CONFIRMED | It works! |
17:21 | TEST | Take I |
17:21 | STATUS | Testing time |
17:20 | SCENARIO | I've also altered a scenario so it would autolink better with the new version of the game... |
17:19 | NOTE | And that should prevent future conflicts with my builders |
17:19 | C# | I've enhanced my scenario editor... Now it's autosave feature will only save at fixed intervals in there were actually modifications |
1:33 | STATUS | That will do for now |
1:26 | FIXED | Several things |
1:16 | TEST | Let's see if this works the way it should work |
1:16 | SCRIPT | And the doors should be initially open but close behind Wendicka's back (you are NOT supposed to get back into sickbay ever) |
1:15 | SCRIPT | The system should now hide the stuff not part of the sickbay area |
0:16 | TEST | Take XII |
0:16 | VOID | That should take care of that! |
0:07 | SOLVED | Wait a minute, I THINK I know what caused this.... |
0:06 | HUH | DA FUUUUCK! Unknown compression method "lzma".... I didn't even use that method in my packing scripts... wtf is going on here? |
0:03 | TEST | Take XI - Should be the final test (I hope) |
0:03 | DONE | reactivated the boss |
0:01 | COSMETIC | But a little tweak is required on the Doctor's font I see.... |
0:01 | CONFIRMED | That seems to work |
- = 15 Feb 2021 = - | ||
23:54 | STATUS | A little break, before I move on to the next take |
23:53 | LINK | This should now be linked automatically every time the doctor speaks |
23:53 | FONT | Lobster font by Pablo Impallari coverted into jfbf so the game can pick it up |
23:45 | BUG | What is an issue though is that the Doctor's font doesn't load... Now the font I used before may not be the best font in the new engine, but I gotta try |
23:44 | VOID | No longer an issue |
23:43 | BUG | Okay, the system does demand a foe list, even though when there are no foes in a certain map |
23:41 | TEST | Take IX |
23:41 | VOID | Make sure that if the wind direction of the "PLAYER" actor is not set, it will automatically assume "NORTH". This to prevent crashes |
23:27 | TEST | Take VIII |
23:27 | NOTE | Some maps really don't have music. I made sure these maps can just be loaded, and use the "Silence.ogg" file to prevent further trouble. |
23:26 | NOTE | Now the music can change during the course in this particular map, however since you cannot save your game here, that doesn't really matter, does it? |
23:24 | HUH |
WTF is that supposed to mean? It concerns the Blip Stream tune... Well, since it plays fine no need to make a big fuss about it, right? |
23:22 | MUSIC | "Blip Stream" by Kevin McLeod linked to Excalibur when in "All quiet" mode |
22:58 | TEST | Take VII |
22:58 | VOID | FUCK THAT! |
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