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18:21 | CONFIRMED | Variables do load, btw... It went wrong on saving |
18:21 | TEST | Take XIX |
18:21 | FIXED | Illegal function call in glue code |
18:15 | TEST | Take XVIII |
18:14 | VISUALSTUDIO | Compiling |
18:14 | FIXED | Show function was not internally linked to the API system |
18:10 | TEST | Take XVII |
18:10 | FIXED | Wrong type number in Glue Script |
18:06 | TEST | Take XVI |
18:06 | POWERSHELL | Barf |
18:05 | NOTE | New "Done" metatable |
17:51 | TEST | Take XV |
17:51 | FIXED | Fixing a conflict in the process |
17:50 | DONE | Another adaption required |
17:46 | TEST | Take XIV |
17:46 | FIXED | And in the Field's callback routines as well |
17:42 | TEST | Take XIII |
17:42 | FIXED | FieldMap conflicts fixed |
17:41 | STATUS | Progress.... But not close to the finish line yet |
17:40 | TEST | Take XII |
17:40 | VOID | Why lua has no boolean checker is beyond me.... Would save up a lot of code, I tell ya! |
17:18 | POWERSHELL | Done that now anyway |
17:18 | STUPIDITY | Forgot to barf, which is needed when you fix something in the Apollo glue scripts |
17:16 | TEST | Take XI |
17:16 | FIXED | Another case error in the glue code fixed |
17:13 | TEST | Take X |
17:13 | NOTE | A big trapdoor when linking case insensitive code to case sensitive underlying APIS and cores. |
17:12 | FIXED | Case error in linkups |
17:09 | TEST | Take IX |
17:09 | FIXED | Another conflict gone! |
16:51 | TEST | Take VIII |
16:51 | COCKROACH | AAARGH!!!! |
16:50 | TEST | Take VII |
16:45 | FAILURE | Really Microsoft should know you never include .cpp files, but header files only... In normal C++ usage, that is.... |
16:45 | FIXED | #include error by VisualStudio include fuck |
16:44 | HUH | DA FUUUUUCK!? |
16:34 | TEST | Take VI |
16:34 | FIXED | Another conflict gone |
16:34 | SCRIPT | That should do it |
16:30 | NEIL | Glue code to receive it and split it |
16:30 | C++ | Creating a dump |
16:30 | STUPIDITY | Ah, de debug dumb is (of course) no longer functional... No matter.... |
16:00 | TEST | Take V |
16:00 | FIXED | Fixed those too |
16:00 | STUPIDITY | Missed a few macros |
15:59 | TEST | Take IV |
15:59 | NOTE | (Okay "everything" might be too strong of a word, but you get what I mean, right?) |
15:58 | FIXED | That should fix eveything |
15:58 | DONE | Adepted two marcos |
15:58 | SOLVED | Aha! Marco issue, that explains |
15:57 | POWERSHELL | Let's use my Antonius tool, then... |
15:56 | COCKROACH | Persistent in this impossibility, aren't we? |
15:55 | TEST | Take III |
15:55 | MYSTERY | it claims it has an unknown identifier, however no such thing appears to be present.... Hmmmm.... |
15:53 | RECOVERED | A removal that was too quick -- Aurina |
15:52 | TEST | Take II |
15:43 | POWERSHELL | BARF script run |
15:42 | VOID | And voided a few issues in this thing in other things |
15:42 | FIXED | Conflict caused in the Aurina implementation |
15:24 | TEST | Take I |
15:23 | NOTE | I did try to make sure that old savegame will remain compatible |
15:23 | NOTE | This is one of those bugs of which you NEVER can tell if they are fixed, only when they happen again, you can tell they are not.... Still, all I can do is test if the game works properly now, and see what happens |
14:52 | VISUALSTUDIO | Recompiling Apollo |
14:47 | POWERSHELL | Let's first run my building script |
14:47 | APOLLO | A complete rebuild of all stuff will be in order! |
14:46 | NOTE | It is of course not yet said that everything works the way it should, but we'll have to see... |
14:31 | DONE | Adaption completed |
14:26 | REMOVED | The removal has already been done, by the way |
14:25 | NOTE | It doesn't end there yet. Previously the old GameVar sub did the saving of stuff.... But since I had to remove that part, it can no longer do that, so a few adaptions are required |
14:25 | LINK | Linked |
14:24 | NEIL | The Neil Glue code |
14:24 | C++ | Code to make the API go |
11:18 | TECHNO | I think I will resort to my original plan to put the gamevars in the main core of the Apollo Engine.... |
9:02 | MYSTERY | I really do not know why this happens, but I do know that the GameVars routine may be to blame for #141 -- The reasons why are beyond me. Nothing stacks up in there, so stack overflows are impossible in every single way.... Yet they happen... What I could find was pretty specific on that... |
- = 6 Jul 2021 = - | ||
20:38 | TEST | Resuming! |
20:26 | VOID | Issue with hidden area floor 14 Excalibur |
19:59 | TEST | And let's go on.... |
19:59 | FIXED | Identifier issue |
19:53 | TEST | Let's resume at Excalibur Floor 005 |
19:52 | FIXED | Experience bar was NOT supposed to remain visible once the level cap has been reached |
17:58 | TEST | I'll go for the Flower Jungle now... In this cycle I'll skip most of the side-quests... I trust them all right now... I may need one or two more cycles to do the very last things before the alpha can be officially open.... |
16:36 | NOTE | Thanks to my Dumbledore debug system I have a few characters close to the level cap... This allows me to test a few important things I want to be tested before the open alpha will be released |
16:36 | TEST | I've tested up to finishing the science facility |
16:31 | NOTE | Stach has not yet been updated to this, this will be done later.... |
14:37 | CONFIRMED | I DID IT!!!! |
14:35 | FIXED | In C++ the packed block didn't load into memory causing zlib to malfunction |
14:30 | C++ | That should also be taken care of now, but let's see |
14:22 | C++ | The same issues here |
14:22 | FIXED | Fixed those |
14:22 | C# | Some things were not right |
13:46 | FIXED | Fixed that! |
13:46 | C++ | I forgot to detect the BLOCK tag in JCR6 files |
13:46 | C# | Builder takes it up (partially) |
12:40 | C# | Some preparations to advance the builder |
12:40 | TEST | I've taken care of Belioss and Marlon's garden |
9:24 | C++ | Made sure the blocks are flushed before Apollo is closed. |
9:10 | NOTE | At this moment no visual effect in the game, but that was supposed to happen, since the game files do not use blocks yet.... At least that means there are no conflicts, which is good.... |
9:08 | TEST | Let's see |
7:55 | C++ | Classes in the C++ library for JCR6 adapted for Blocks support |
- = 5 Jul 2021 = - | ||
22:48 | NOTE | I cannot yet make the game take advantage of that yet.... Adapting the building is not the hard part since the builder is written in C#, however Apollo itself is NOT. It's written in C++. I need to adapt the C++ libraries, and that is due to the way the memory management works in C++ more of a challenge.... |
22:46 | C# | NJCR supports it now as well..... |
20:46 | NOTE | That does not necesarily prove things, though.... |
20:45 | C# | A test program looks hopeful... At least Heks doesn't show any serious trouble.... |
19:23 | NOTE | And I also did the writer only yet... Without writing, reading cannot be tested after all... |
19:12 | NOTE | It's far from sure that this game my take advantage of that, but future games might |
19:12 | C# | The C# version of JCR6 should now be able to create blocks to pack multiple files together in one big packed block.... Similar to solid archiving in 7z and RAR |
17:10 | FIXED | DA FUUUUCK!? |
16:13 | TEST | Take IV |
16:13 | FIXED | I hope |
11:50 | NOTE | But it'll have to wait until later, I'm afraid! |
11:49 | JUDGMENT | But I didn't fully see what I wanted to see, so some fixups are still required |
11:49 | CONFIRMED | At least there are no crashes |
11:33 | TEST | Take III |
11:33 | VOID | Neil Bug on new items |
11:25 | TEST | Take II |
11:25 | FIXED | Two unknown identifiers fixed |
11:14 | TEST | Take I |
11:13 | NOTE | Testing won't exactly be easy, but I'll give it a try anyway. Also time is also not my best friend today, but let's see what I can do! |
11:13 | LINK | Linked to the ability |
11:12 | SPELLANI | A new animation for Quake as the old seems impossible. |
- = 4 Jul 2021 = - | ||
11:55 | TEST | Resume at Phantasar |
11:40 | NOTE | I know I should fix the Quake move, but I'm short on time today, so it'll have to wait a few more days |
11:39 | DONE | The master test has been done |
8:05 | FIXED | Alpha channel issue in White Apocalypse |
7:38 | TEST | Let's resume the Black Castle |
7:38 | DONE | A good night's sleep |
- = 3 Jul 2021 = - | ||
22:23 | STATUS | the Master is for tomorrow... I must know when to quit a session! |
22:23 | STATUS | Up to defeating the Elite Cid's apprentice |
21:34 | TEST | Let's go on! |
21:33 | NOTE | It DOES appear that the game runs faster now on the enemies, but it's too soon to be sure |
21:33 | FIXED | Idiocy |
21:20 | STATUS | I'm first gonna test the Black Castle ... Again.... |
21:17 | NOTE | (The only reason I kept them in is because I wanted the game to be like the original. I actually regret that decission) |
17:45 | NOTE | And I really must stress this... this is the first AND last time I'm working with enemies in the field in an RPG game like this... |
17:44 | EXPERIMENT | I've set up an alternate way of distance calculation... Hopefully this fixes the slowdown issues I got with the enemies in the field |
15:58 | STATUS | Well up to the point where Wendicka meets her biological family everything has been tested |
15:29 | NOTE | Dang! Hearing heavy metal is not a good idea while you're having a headache |
15:29 | CONFIRMED | I guess this is a lot better |
14:53 | TEST | A test will have to confirm this I suppose |
14:52 | NOTE | I can only hope this really makes things better, but I really don't know |
14:51 | COSMETIC | I've also sped up the disappearing of the Goddess as that took waaaay too long! |
14:50 | BOOST | The (undefeatable) boss on the Volcanic plains will powerup faster... This fight just took too long! |
13:17 | GITHUB | Let's push that one too then.... |
13:17 | HUH | Oh, and older unpushed fix? |
13:17 | CLOSED | |
13:16 | CONFIRMED | AT LAST! |
12:34 | TEST | Take III |
12:33 | FIXED | Illegal Function Call |
12:32 | STUPIDITY | I can't do anything right, can I? |
12:23 | TEST | Take II then |
12:23 | FUCKYOU | I was hoping I could do this in ONE take... oh well |
12:22 | TEST | That was the result of take I |
12:22 | FIXED | Syntax error |
10:36 | TODO | First I'm gonna take a shower |
10:35 | CHEAT | And unless people read this devlog (which I know only a few do) you'll never be the wiser, anyway |
10:35 | NOTE | I know this is a rushed solution totally not a good candidate for a beauty contest. I must admit I'm tired of this project, I want to seek a new challenge, and this serves the bill right.... There is a point were perfectionism only gets you down the drain. |
10:34 | CLOSED | |
10:34 | VOID | |
- = 2 Jul 2021 = - | ||
19:52 | FIXED | But it seems to be in order again.... (I hope) |
19:52 | FAILURE | Something went wrong with the devlog |
- = 5000 B.C, maybe? = - | ||
Mystery time! | TEST | Leeet's go! Resume the testing! |
- = 2 Jul 2021 = - | ||
19:48 | FIXED | Correction required |
19:39 | FAILURE | |
19:30 | TEST | Resuming! |
19:30 | NOTE | Must be repeated all da time! |
19:29 | BOOST | Dumbledore boost.... It was needed or these tests will take by far too long |
19:08 | TODO | Byt also to prepare my food |
19:08 | TEST | About to resume the test.... |
15:32 | STATUS | Up to Science Facility (halfway) checked..... |
11:48 | CHECKED | Something suspicious happened, but I must have seen it wrong, based on the data I checked |
11:35 | TEST | Again! |
11:34 | FIXED | Fixed it |
11:34 | FUCKYOU | Syntax error |
11:34 | TEST | Resuming at arrival Ji rubbe |
11:30 | FIXED | When targets were killed by poison prior to doing their moves they'd still perform their move. |
- = 1 Jul 2021 = - | ||
21:32 | NERF | Needs to gain powerups for Wendicka's Mjöllnir were ridiculous so I nerfed them greatly. |
21:07 | NOTE | |
19:52 | ANNOUNCEMENT | I have a few plans for Star Story II, but it will take a long time before that project will actually start (if it starts at all, as these projects are very hard to set up properly). |
15:48 | NOTE | Goede acties bestaan dus nog! |
15:47 | TODO | I need some food... I'm getting hungry |
15:47 | CONFIRMED | That works |
15:10 | TEST | Take V |
15:10 | FIXED | .... |
15:10 | STUPIDITY | Parameters added to the wrong function call.... |
15:08 | INVESTIGATION | Why? |
15:08 | BUG | That didn't work....... at all |
15:00 | TEST | Take IV |
15:00 | DONE | That should do it! |
14:56 | STATUS | Well, perhaps having this the way back is also a good idea, eh? |
14:26 | CONFIRMED | That all works |
14:20 | TEST | Take III |
14:19 | FIXED | Syntax error (x2) |
14:16 | TEST | Take II |
14:16 | FIXED | Forgotten group |
14:06 | STUPIDITY | I was right... It would not be only one take |
14:03 | TEST | Take I |
14:03 | STATUS | Now testing the vault feature, I hope that's only one take, but knowing me.... Well |
14:02 | STATUS | Tested up to reaching the Hawk |
13:41 | INVESTIGATION | I will now investigate the quick vault store feature... Only works with a mouse |
13:40 | SCRAPPED | The "Quick Vault Icon" is not really needed, so it will be scrapped. Result of some earlier designs, but the current work out is that way that it won't do well |
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