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22:52 | TEST | Take VI |
22:45 | VOID | Voided that issue (I can't speak of a 'fix' here. Microsoft caused this issue and never fixed it either). |
22:44 | FAILURE | Or rather another punch I should give to the moron who introduced \ as directory separator in DOS |
22:44 | BUG | But leads to another crash |
22:44 | CONFIRMED | The chain now appears to be working |
22:42 | TEST | Take V |
22:42 | FIXED | Another typo |
22:42 | FUCKYOU | GRRR! |
22:41 | TEST | Take IV |
22:41 | FIXED | Code typo |
22:40 | TEST | Take III |
22:40 | VOID | Does that solve the problem? |
22:39 | CHEAT | I've done things a bit differently |
22:36 | TECHNO | It really does seem to be a scheduling conflict.... Let's sort this out |
22:33 | NOTE | Let's see why the road to sickbay isn't done then.... |
22:33 | DONE | a bit of a slowdown then? |
22:11 | MYSTERY | For 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) |
21:39 | FIXED | Color issue |
21:33 | TEST | Take I |
21:32 | NOTE | What should and what is, are always two different things, so testing is in order. |
21:32 | SCRIPT | All the script that comes after the boss SHOULD work now.... |
21:10 | KTHURA | Some "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. |
21:03 | VISUALSTUDIO | Time to compile... again.... |
21:02 | APOLLO | Always in development ;) |
21:02 | C++ | Sleep API |
20:55 | FIXED | Fixed that |
20:55 | FAILURE | Oh yeah, who was it who came up with \ in stead of / for directory sperators? |
20:54 | CONVERT | And converted it to .ogg, as for some reason it was still .wav |
20:54 | RECOVERED | That should do it |
20:53 | TRANSFER | Well it was used before in Scyndi's forest quest |
20:52 | AUDIO | No explosion audio |
20:24 | FIXED | A few minor things (I hope) |
20:16 | TEST | So let's see..... |
20:16 | MAPSCRIPT | The easy part is done (I think), but the easier the code, the more bugs pop up for some odd reason |
20:16 | NEIL | I gotta love it that Neil supports conditional compiling :P |
20:15 | DEBUG | Now 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 |
15:37 | OFFTOPIC | Dang! |
15:11 | TEST | Take VIII |
15:10 | VOID | WTF? |
15:06 | TEST | Take VII |
15:05 | BOOST | A few more levels for the boss |
15:05 | FIXED | Forgotten schedule |
15:05 | COSMETIC | clearup issue fix |
14:59 | TEST | Take VI |
14:59 | FIXED | Bad stat definition |
14:55 | TEST | Take V |
14:54 | VISUALSTUDIO | So I need to compile again |
14:54 | C++ | That was a bug in my C++ code |
14:54 | FIXED | Removal from party impossible due to bug in the checker |
14:50 | TEST | Take IV |
14:50 | NOTE | (And I did not yet get to test the boss fight... sheesh) |
14:50 | FIXED | Another syntax error |
14:47 | TEST | Take III |
14:47 | FIXED | Scope error |
14:47 | STUPIDITY | Ah, now I see! |
14:44 | TEST | Take II |
14:44 | HUH | ? |
14:38 | TEST | Take I |
14:38 | STATUS | But first, the fight itself |
14:38 | DEBUG | I can quickly turn the fight itself off for testing the events that come next... Due to their complexity I'm afraid that's needed |
14:18 | NOTE | A safety crash will be put in place after the boss... This to prevent some spooking up on things.... |
14:18 | MAPSCRIPT | Boss set up |
11:01 | DONE | Prep code for the boss |
0:50 | STATUS | The boss fight itself comes later |
0:50 | STATUS | That ought to do |
0:46 | TEST | Porbably now, but we'll see... I guess |
0:45 | VOID | Does it work now? |
0:45 | FUCKYOU | Now this is REALLY getting on my nerves |
0:36 | TEST | Please! |
0:36 | FIXED | Please? |
0:36 | FUCKYOU | AAARGH! |
0:33 | TEST | GRRR! |
0:33 | FUCKYOU | Kthura Tag Case error (yeah, even when using a case insensitive langauge, that is kind of an issue) |
0:29 | TEST | urgh |
0:29 | FIXED | scope error |
0:26 | TEST | A little test |
0:21 | OFFTOPIC | WTF? |
0:14 | MAPSCRIPT | Pre-Boss stuff |
- = 14 Feb 2021 = - | ||
22:56 | VISUALSTUDIO | And let's compile, eh? |
22:50 | APOLLO | All mixed up together |
22:50 | NEIL | Glue |
22:50 | C++ | Kill Char API |
22:40 | CONFIRMED | Works the way it should! |
22:32 | TEST | Small test is in order, but nothing spectecular expected here |
22:32 | MAP | Adeption to link savebook 2 more properly to the mapscript |
22:23 | COSMETIC | Made the "YOU WIN" animation a bit faster |
22:13 | STATUS | As 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.... |
22:10 | CONFIRMED | Now it works |
22:01 | TEST | Take TWO! |
21:55 | FIXED | And fixing this issue |
21:55 | LINK | I should never forget the ZA link commands |
21:55 | STUPIDITY | IDIOT! |
21:47 | TEST | Well a small test is required, but no serious issues are expected here |
21:46 | SCRIPT | Activated the two Astrilopups on the top |
20:33 | NOTE | They will ignore you for now though |
20:33 | KTHURA | Astrilopups have now been placed manually into the map |
19:16 | TEST | Take V |
19:16 | FIXED | Class issue |
19:10 | TEST | Take IV |
19:10 | FIXED | And that should take care of that! |
19:10 | LINK | Final stairway event linked to zone |
19:09 | STUPIDITY | I forgot something REALLY important, I see |
19:01 | TEST | Take III |
19:01 | FAILURE | Conflict with the scenario tool. I really must fix that thing! |
19:00 | COCKROACH | I *DID* save the script |
19:00 | COCKROACH | FIx ignored? |
18:57 | TEST | Take II |
18:57 | FUCKYOU | THIS WAY THEN? |
18:57 | FUCKYOU | GRRR! |
18:46 | TEST | Take I |
18:44 | NOTE | Now 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. |
18:42 | SCRIPT | Wendicka is now able to break the forth wall when the time comes! |
16:29 | CONFIRMED | So far.... so good! |
16:26 | TEST | Take IV |
16:26 | FIXED | Syntax error |
15:16 | TEST | Take III |
15:16 | FIXED | Error in the script that makes Wendicka whine |
15:03 | TEST | Take II |
15:03 | FIXED | And fixed some data in the Kthura data as well, now that I was at it anyway |
15:02 | LINK | Forgot to link the show code |
15:02 | BUG | Not quite |
14:58 | TEST | Take I |
14:42 | NOTE | Neither has the top of the tower |
14:42 | NOTE | The 4th wall joke has not yet been covered though |
14:42 | SCENARIO | And Wendicka will start her whine if she hasn't yet done so already |
14:41 | MAPSCRIPT | That has now been taken care off |
14:35 | NOTE | The visibility scripts have not yet all been set up, so things will not yet fully work the way they should |
14:34 | LINK | I've linked all stairways together |
- = 12 Feb 2021 = - | ||
23:13 | MAPSCRIPT | floor 1 of the tower should be working now? |
22:19 | STATUS | But that comes later! |
22:18 | STATUS | Next stop the door |
22:18 | CONFIRMED | All cool! |
22:04 | COSMETIC | WalkTo |
21:57 | MAPSCRIPT | Key |
18:29 | TEST | Take VII |
18:29 | TEST | That should do it... I hope |
18:29 | CONFIG | Halved the duration |
18:24 | TEST | Take VI |
18:24 | CONFIG | This should slow down the speed... I hope |
18:23 | COSMETIC | Now this is only cosmetic and all easy to fix |
18:23 | BUG | Gaat te snel en duurt te lang |
18:23 | JUDGMENT | But what I see LIJKT NERGENS OP! |
18:23 | CONFIRMED | It works |
18:18 | TEST | Take V |
18:18 | FIXED | Code typo |
18:13 | TEST | Take IV |
18:13 | FUCKYOU | GRRR! |
18:09 | TEST | Take III |
18:09 | VOID | And that should void the issue until a FIX can be found, but that is out of my hands |
18:09 | FUCKYOU | Write up better documentation idiots! |
18:08 | SCRIPT | Adapted to this idiotic situation |
18:05 | VERIFIED | The negative versions do appear in my JCR file lists... good |
18:05 | POWERSHELL | Adapted my scripts |
17:36 | 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? |
17:31 | FAILURE | Wonderful 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.... |
16:54 | DEBUG | this is odd... very odd |
16:34 | VISUALSTUDIO | An access violation... These can always be rather nasty |
16:02 | BUG | That makes it clear stuff is NOT working the way it should under the hood |
16:02 | BUG | Total crash |
15:58 | TEST | Take II |
15:58 | STUPIDITY | And one that was really really really dumb stupid and idiotic |
15:57 | FIXED | Syntax error |
15:55 | TEST | Take I |
15:55 | STATUS | Time to resume the action |
14:39 | NOTE | Don't give me that look... Resting is an important part of the job too, you know! |
14:39 | STATUS | I will test soon.... First I need a cup of coffee.... |
14:37 | SCRIPT | Negger start and end and cycling |
14:29 | NOTE | Yeah, this may finally allow me to get to see if the effect works... or not.... |
14:28 | SCRIPT | "Negative" view for enemies in action |
11:45 | CONFIRMED | All's well now! |
11:36 | TEST | Take IV |
11:36 | STATUS | All okay now? |
11:36 | FIXED | Astrilopup facing wrong direction |
11:35 | FIXED | Music issue? |
11:34 | FIXED | 2 Astrilopups now? |
11:34 | CONFIRMED | Scheduled event does work properly, though |
11:34 | BUG | Music doesn't change |
11:34 | BUG | Only one astrilopup, I asked for two |
11:33 | BUG | Astrilopup enemies facing into the wrong direction |
11:33 | CONFIRMED | Combat starts but |
11:30 | TEST | Take III |
11:30 | FIXED | Fuck you! |
11:28 | TEST | Take II |
11:28 | FIXED | Syntax error |
11:26 | TEST | Let's test - Take I |
11:26 | VOID | I voided a few bugs due to the wipe out feature that has been planned |
11:25 | CONFIG | Combat |
10:53 | CONFIRMED | This appears to be working... cool |
10:53 | TEST | Take V |
10:52 | NOTE | However an extra test is now required with my older savegame to see if everything is "perfect" |
10:51 | JUDGMENT | so far so good |
10:46 | TEST | Take IV |
10:46 | FIXED | Minor issue due to being too fast |
10:43 | TEST | Take III |
10:43 | DONE | Permakills should now work when loading a savegame (at least, I hope so) |
10:25 | ANALYSIS | At least the swap data shows that the permakills are saved |
10:20 | BUG | Clearly not |
10:19 | TEST | Take II will serve to see if the Astrilopup removal was indeed permanent |
10:19 | FIXED | Code order |
10:16 | TEST | Take I |
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