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
22:52TEST
TESTTake VI
22:45VOID
VOIDVoided that issue (I can't speak of a 'fix' here. Microsoft caused this issue and never fixed it either).
22:44FAILURE
FAILUREOr rather another punch I should give to the moron who introduced \ as directory separator in DOS
22:44BUG
BUGBut leads to another crash
22:44CONFIRMED
CONFIRMEDThe chain now appears to be working
22:42TEST
TESTAdmiral Lovejoy Take V
22:42FIXED
FIXEDAnother typo
22:42FUCKYOU
FUCKYOUGRRR!
22:41TEST
TESTTake IV
22:41FIXED
FIXEDCode typo
22:40TEST
TESTExHuRU Take III
22:40VOID
VOIDDoes that solve the problem?
22:39CHEAT
CHEATI've done things a bit differently
22:36TECHNO
TECHNOIt really does seem to be a scheduling conflict.... Let's sort this out
22:33NOTE
NOTELet's see why the road to sickbay isn't done then....
22:33DONE
DONEa bit of a slowdown then?
22:11MYSTERY
MYSTERYFor some reason, the fade-out, and the transfer to the Excalibur sickbay are completely ignored... Of course, this could also be due to this being a schedule inside a schedule? (Should not be the reason, as not even the map loads)
21:39FIXED
FIXEDSue Color issue
21:33TEST
TESTTake I
21:32NOTE
NOTEWhat should and what is, are always two different things, so testing is in order.
21:32SCRIPT
SCRIPTAll the script that comes after the boss SHOULD work now....
21:10KTHURA
KTHURASome "evil names" set right.... I didn't like that original setup and since the mapscript have not yet been set up, things are a bit easier.
21:03VISUALSTUDIO
VISUALSTUDIOTime to compile... again....
21:02APOLLO
APOLLOAlways in development ;)
21:02C++
C++Sleep API
20:55FIXED
FIXEDFixed that
20:55FAILURE
FAILUREOh yeah, who was it who came up with \ in stead of / for directory sperators?
20:54CONVERT
CONVERTAnd converted it to .ogg, as for some reason it was still .wav
20:54RECOVERED
RECOVEREDThat should do it
20:53TRANSFER
TRANSFERWell it was used before in Scyndi's forest quest
20:52AUDIO
AUDIONo explosion audio
20:24FIXED
FIXEDAdmiral Johnson A few minor things (I hope)
20:16TEST
TESTSo let's see.....
20:16MAPSCRIPT
MAPSCRIPTThe easy part is done (I think), but the easier the code, the more bugs pop up for some odd reason
20:16NEIL
NEILI gotta love it that Neil supports conditional compiling :P
20:15DEBUG
DEBUGNow that I know that the boss fight itself works, I'll focus on getting the event around it to work properly, and that ain't as easy it you may think it is, so I temporarily turned off the boss fight
15:37OFFTOPIC
OFFTOPIC

Dang!

15:11TEST
TESTCrystal Take VIII
15:10VOID
VOIDWTF?
15:06TEST
TESTTake VII
15:05BOOST
BOOSTA few more levels for the boss
15:05FIXED
FIXEDForgotten schedule
15:05COSMETIC
COSMETICBakina clearup issue fix
14:59TEST
TESTTake VI
14:59FIXED
FIXEDBad stat definition
14:55TEST
TESTTake V
14:54VISUALSTUDIO
VISUALSTUDIOSo I need to compile again
14:54C++
C++That was a bug in my C++ code
14:54FIXED
FIXEDRemoval from party impossible due to bug in the checker
14:50TEST
TESTTake IV
14:50NOTE
NOTE(And I did not yet get to test the boss fight... sheesh)
14:50FIXED
FIXEDAnother syntax error
14:47TEST
TESTTake III
14:47FIXED
FIXEDScope error
14:47STUPIDITY
STUPIDITYAh, now I see!
14:44TEST
TESTTake II
14:44HUH
HUH?
14:38TEST
TESTBriggs Take I
14:38STATUS
STATUSBut first, the fight itself
14:38DEBUG
DEBUGI can quickly turn the fight itself off for testing the events that come next... Due to their complexity I'm afraid that's needed
14:18NOTE
NOTEA safety crash will be put in place after the boss... This to prevent some spooking up on things....
14:18MAPSCRIPT
MAPSCRIPTBoss set up
11:01DONE
DONEPrep code for the boss
0:50STATUS
STATUSThe boss fight itself comes later
0:50STATUS
STATUSWendicka That ought to do
0:46TEST
TESTPorbably now, but we'll see... I guess
0:45VOID
VOIDThe Goddess Does it work now?
0:45FUCKYOU
FUCKYOUKota Now this is REALLY getting on my nerves
0:36TEST
TESTPlease!
0:36FIXED
FIXEDPlease?
0:36FUCKYOU
FUCKYOUAAARGH!
0:33TEST
TESTGRRR!
0:33FUCKYOU
FUCKYOUKthura Tag Case error (yeah, even when using a case insensitive langauge, that is kind of an issue)
0:29TEST
TESTurgh
0:29FIXED
FIXEDscope error
0:26TEST
TESTA little test
0:21OFFTOPIC
OFFTOPICWTF?

0:14MAPSCRIPT
MAPSCRIPTPre-Boss stuff
- = 14 Feb 2021 = -
22:56VISUALSTUDIO
VISUALSTUDIOAnd let's compile, eh?
22:50APOLLO
APOLLOAll mixed up together
22:50NEIL
NEILGlue
22:50C++
C++Kill Char API
22:40CONFIRMED
CONFIRMEDWorks the way it should!
22:32TEST
TESTDr. Sal’pr’drita Small test is in order, but nothing spectecular expected here
22:32MAP
MAPAdeption to link savebook 2 more properly to the mapscript
22:23COSMETIC
COSMETICMade the "YOU WIN" animation a bit faster
22:13STATUS
STATUSAs the end of the dungeon is now nigh, things will get a bit more complex from here, as I not only have to script out the boss, but I must also make sure Briggs is properly removed from the party permanently (and also removed), and make sure the game will chain properly to the next map. This is pretty delicate.... However it should not be too hard either....
22:10CONFIRMED
CONFIRMEDNow it works
22:01TEST
TESTTake TWO!
21:55FIXED
FIXEDAnd fixing this issue
21:55LINK
LINKI should never forget the ZA link commands
21:55STUPIDITY
STUPIDITYAstrilopup IDIOT!
21:47TEST
TESTReggie Well a small test is required, but no serious issues are expected here
21:46SCRIPT
SCRIPTActivated the two Astrilopups on the top
20:33NOTE
NOTEThey will ignore you for now though
20:33KTHURA
KTHURAAstrilopups have now been placed manually into the map
19:16TEST
TESTTake V
19:16FIXED
FIXEDClass issue
19:10TEST
TESTTake IV
19:10FIXED
FIXEDAnd that should take care of that!
19:10LINK
LINKFinal stairway event linked to zone
19:09STUPIDITY
STUPIDITYI forgot something REALLY important, I see
19:01TEST
TESTTake III
19:01FAILURE
FAILUREConflict with the scenario tool. I really must fix that thing!
19:00COCKROACH
COCKROACHI *DID* save the script
19:00COCKROACH
COCKROACHFIx ignored?
18:57TEST
TESTTake II
18:57FUCKYOU
FUCKYOUTHIS WAY THEN?
18:57FUCKYOU
FUCKYOUGRRR!
18:46TEST
TESTRolf Take I
18:44NOTE
NOTENow Wendicka will regard all Apple devices as "Mac". This is a bit of an issue maybe, but since I don't have plans for iPhone and iPad, due to Apple's paranoid policy for those devices and Apollo's license not even being compatible with the AppStore, that should not really matter.
18:42SCRIPT
SCRIPTWendicka is now able to break the forth wall when the time comes!
16:29CONFIRMED
CONFIRMEDSo far.... so good!
16:26TEST
TESTTake IV
16:26FIXED
FIXEDSyntax error
15:16TEST
TESTTake III
15:16FIXED
FIXEDSue Error in the script that makes Wendicka whine
15:03TEST
TESTAdmiral Lovejoy Take II
15:03FIXED
FIXEDAnd fixed some data in the Kthura data as well, now that I was at it anyway
15:02LINK
LINKForgot to link the show code
15:02BUG
BUGNot quite
14:58TEST
TESTTake I
14:42NOTE
NOTENeither has the top of the tower
14:42NOTE
NOTEThe 4th wall joke has not yet been covered though
14:42SCENARIO
SCENARIOAnd Wendicka will start her whine if she hasn't yet done so already
14:41MAPSCRIPT
MAPSCRIPTThat has now been taken care off
14:35NOTE
NOTEThe visibility scripts have not yet all been set up, so things will not yet fully work the way they should
14:34LINK
LINKI've linked all stairways together
- = 12 Feb 2021 = -
23:13MAPSCRIPT
MAPSCRIPTfloor 1 of the tower should be working now?
22:19STATUS
STATUSBut that comes later!
22:18STATUS
STATUSNext stop the door
22:18CONFIRMED
CONFIRMEDAll cool!
22:04COSMETIC
COSMETICWalkTo
21:57MAPSCRIPT
MAPSCRIPTKey
18:29TEST
TESTTake VII
18:29TEST
TESTThat should do it... I hope
18:29CONFIG
CONFIGXenobi Halved the duration
18:24TEST
TESTTake VI
18:24CONFIG
CONFIGThis should slow down the speed... I hope
18:23COSMETIC
COSMETICNow this is only cosmetic and all easy to fix
18:23BUG
BUGGaat te snel en duurt te lang
18:23JUDGMENT
JUDGMENTBut what I see LIJKT NERGENS OP!
18:23CONFIRMED
CONFIRMEDBakina It works
18:18TEST
TESTAdmiral Johnson Take V
18:18FIXED
FIXEDCode typo
18:13TEST
TESTTake IV
18:13FUCKYOU
FUCKYOUGRRR!
18:09TEST
TESTTake III
18:09VOID
VOIDAnd that should void the issue until a FIX can be found, but that is out of my hands
18:09FUCKYOU
FUCKYOUWrite up better documentation idiots!
18:08SCRIPT
SCRIPTAdapted to this idiotic situation
18:05VERIFIED
VERIFIEDThe negative versions do appear in my JCR file lists... good
18:05POWERSHELL
POWERSHELLAdapted my scripts
17:36C#
C#Well Let's get my old Neg tool out of the closet them.... No point in keeping stuff that is not gonna help me, eh?
17:31FAILURE
FAILUREWonderful SDL2 refuses to do what it has to do... The joke is... people on the internet claim this to be impossible... But here's the rub... a program I use to pre-render this, written in C# uses monogame to make this happen... MonoGame uses SDL2, so whatever SDL2 cannot do, MonoGame can't either... Why can MonoGame do something SDL2 can't? Yup, that canot be possible.... Why this happens this is beyond me, but it will have to be sorted out later....
16:54DEBUG
DEBUGthis is odd... very odd
16:34VISUALSTUDIO
VISUALSTUDIOAn access violation... These can always be rather nasty
16:02BUG
BUGThat makes it clear stuff is NOT working the way it should under the hood
16:02BUG
BUGTotal crash
15:58TEST
TESTTake II
15:58STUPIDITY
STUPIDITYAnd one that was really really really dumb stupid and idiotic
15:57FIXED
FIXEDSyntax error
15:55TEST
TESTFoxy Take I
15:55STATUS
STATUSTime to resume the action
14:39NOTE
NOTEDon't give me that look... Resting is an important part of the job too, you know!
14:39STATUS
STATUSI will test soon.... First I need a cup of coffee....
14:37SCRIPT
SCRIPTNegger start and end and cycling
14:29NOTE
NOTEKota Yeah, this may finally allow me to get to see if the effect works... or not....
14:28SCRIPT
SCRIPTBriggs "Negative" view for enemies in action
11:45CONFIRMED
CONFIRMEDAll's well now!
11:36TEST
TESTTake IV
11:36STATUS
STATUSAll okay now?
11:36FIXED
FIXEDAstrilopup facing wrong direction
11:35FIXED
FIXEDMusic issue?
11:34FIXED
FIXED2 Astrilopups now?
11:34CONFIRMED
CONFIRMEDScheduled event does work properly, though
11:34BUG
BUGMusic doesn't change
11:34BUG
BUGOnly one astrilopup, I asked for two
11:33BUG
BUGAstrilopup enemies facing into the wrong direction
11:33CONFIRMED
CONFIRMEDCombat starts but
11:30TEST
TESTTake III
11:30FIXED
FIXEDFuck you!
11:28TEST
TESTTake II
11:28FIXED
FIXEDSyntax error
11:26TEST
TESTLet's test - Take I
11:26VOID
VOIDI voided a few bugs due to the wipe out feature that has been planned
11:25CONFIG
CONFIGCombat
10:53CONFIRMED
CONFIRMEDThis appears to be working... cool
10:53TEST
TESTYirl Take V
10:52NOTE
NOTEHowever an extra test is now required with my older savegame to see if everything is "perfect"
10:51JUDGMENT
JUDGMENTso far so good
10:46TEST
TESTTake IV
10:46FIXED
FIXEDReggie Minor issue due to being too fast
10:43TEST
TESTDr. Sal’pr’drita Take III
10:43DONE
DONEPermakills should now work when loading a savegame (at least, I hope so)
10:25ANALYSIS
ANALYSISAt least the swap data shows that the permakills are saved
10:20BUG
BUGClearly not
10:19TEST
TESTTake II will serve to see if the Astrilopup removal was indeed permanent
10:19FIXED
FIXEDCode order
10:16TEST
TESTTake I
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