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
18:21CONFIRMED
CONFIRMEDVariables do load, btw... It went wrong on saving
18:21TEST
TESTTake XIX
18:21FIXED
FIXEDIllegal function call in glue code
18:15TEST
TESTTake XVIII
18:14VISUALSTUDIO
VISUALSTUDIOCompiling
18:14FIXED
FIXEDWendicka Show function was not internally linked to the API system
18:10TEST
TESTTake XVII
18:10FIXED
FIXEDWrong type number in Glue Script
18:06TEST
TESTKota Take XVI
18:06POWERSHELL
POWERSHELLWendicka Barf
18:05NOTE
NOTENew "Done" metatable
17:51TEST
TESTTake XV
17:51FIXED
FIXEDFixing a conflict in the process
17:50DONE
DONEAnother adaption required
17:46TEST
TESTTake XIV
17:46FIXED
FIXEDAnd in the Field's callback routines as well
17:42TEST
TESTTake XIII
17:42FIXED
FIXEDFieldMap conflicts fixed
17:41STATUS
STATUSProgress.... But not close to the finish line yet
17:40TEST
TESTTake XII
17:40VOID
VOIDWhy lua has no boolean checker is beyond me.... Would save up a lot of code, I tell ya!
17:18POWERSHELL
POWERSHELLDone that now anyway
17:18STUPIDITY
STUPIDITYForgot to barf, which is needed when you fix something in the Apollo glue scripts
17:16TEST
TESTTake XI
17:16FIXED
FIXEDAnother case error in the glue code fixed
17:13TEST
TESTThe Goddess Take X
17:13NOTE
NOTEA big trapdoor when linking case insensitive code to case sensitive underlying APIS and cores.
17:12FIXED
FIXEDCase error in linkups
17:09TEST
TESTTake IX
17:09FIXED
FIXEDAnother conflict gone!
16:51TEST
TESTTake VIII
16:51COCKROACH
COCKROACHAAARGH!!!!
16:50TEST
TESTTake VII
16:45FAILURE
FAILUREReally Microsoft should know you never include .cpp files, but header files only... In normal C++ usage, that is....
16:45FIXED
FIXEDThe Goddess #include error by VisualStudio include fuck
16:44HUH
HUHDA FUUUUUCK!?
16:34TEST
TESTTake VI
16:34FIXED
FIXEDAnother conflict gone
16:34SCRIPT
SCRIPTThat should do it
16:30NEIL
NEILGlue code to receive it and split it
16:30C++
C++Creating a dump
16:30STUPIDITY
STUPIDITYAh, de debug dumb is (of course) no longer functional... No matter....
16:00TEST
TESTTake V
16:00FIXED
FIXEDFixed those too
16:00STUPIDITY
STUPIDITYMissed a few macros
15:59TEST
TESTTake IV
15:59NOTE
NOTE(Okay "everything" might be too strong of a word, but you get what I mean, right?)
15:58FIXED
FIXEDThat should fix eveything
15:58DONE
DONEAdepted two marcos
15:58SOLVED
SOLVEDAha! Marco issue, that explains
15:57POWERSHELL
POWERSHELLDr. Sal’pr’drita Yirl Let's use my Antonius tool, then...
15:56COCKROACH
COCKROACHPersistent in this impossibility, aren't we?
15:55TEST
TESTTake III
15:55MYSTERY
MYSTERYit claims it has an unknown identifier, however no such thing appears to be present.... Hmmmm....
15:53RECOVERED
RECOVEREDA removal that was too quick -- Aurina
15:52TEST
TESTTake II
15:43POWERSHELL
POWERSHELLBARF script run
15:42VOID
VOIDAnd voided a few issues in this thing in other things
15:42FIXED
FIXEDReggie Conflict caused in the Aurina implementation
15:24TEST
TESTAstrilopup Take I
15:23NOTE
NOTEI did try to make sure that old savegame will remain compatible
15:23NOTE
NOTEThis 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
14:52VISUALSTUDIO
VISUALSTUDIORecompiling Apollo
14:47POWERSHELL
POWERSHELLLet's first run my building script
14:47APOLLO
APOLLOA complete rebuild of all stuff will be in order!
14:46NOTE
NOTEIt is of course not yet said that everything works the way it should, but we'll have to see...
14:31DONE
DONEAdaption completed
14:26REMOVED
REMOVEDThe removal has already been done, by the way
14:25NOTE
NOTEIt 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
14:25LINK
LINKLinked
14:24NEIL
NEILThe Neil Glue code
14:24C++
C++Code to make the API go
11:18TECHNO
TECHNOI think I will resort to my original plan to put the gamevars in the main core of the Apollo Engine....
9:02MYSTERY
MYSTERYI 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 = -
20:38TEST
TESTResuming!
20:26VOID
VOIDAstrilopup Issue with hidden area floor 14 Excalibur
19:59TEST
TESTAnd let's go on....
19:59FIXED
FIXEDIdentifier issue
19:53TEST
TESTLet's resume at Excalibur Floor 005
19:52FIXED
FIXEDExperience bar was NOT supposed to remain visible once the level cap has been reached
17:58TEST
TESTI'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....
16:36NOTE
NOTEThanks 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
16:36TEST
TESTI've tested up to finishing the science facility
16:31NOTE
NOTEStach has not yet been updated to this, this will be done later....
14:37CONFIRMED
CONFIRMEDI DID IT!!!!
14:35FIXED
FIXEDSue In C++ the packed block didn't load into memory causing zlib to malfunction
14:30C++
C++That should also be taken care of now, but let's see
14:22C++
C++The same issues here
14:22FIXED
FIXEDFixed those
14:22C#
C#Some things were not right
13:46FIXED
FIXEDFixed that!
13:46C++
C++I forgot to detect the BLOCK tag in JCR6 files
13:46C#
C#Builder takes it up (partially)
12:40C#
C#Some preparations to advance the builder
12:40TEST
TESTI've taken care of Belioss and Marlon's garden
9:24C++
C++Made sure the blocks are flushed before Apollo is closed.
9:10NOTE
NOTEAt 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....
9:08TEST
TESTLet's see
7:55C++
C++Classes in the C++ library for JCR6 adapted for Blocks support
- = 5 Jul 2021 = -
22:48NOTE
NOTEI 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....
22:46C#
C#NJCR supports it now as well.....
20:46NOTE
NOTEThat does not necesarily prove things, though....
20:45C#
C#Rolf A test program looks hopeful... At least Heks doesn't show any serious trouble....
19:23NOTE
NOTEExHuRU And I also did the writer only yet... Without writing, reading cannot be tested after all...
19:12NOTE
NOTEIt's far from sure that this game my take advantage of that, but future games might
19:12C#
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
17:10FIXED
FIXEDDA FUUUUCK!?
16:13TEST
TESTTake IV
16:13FIXED
FIXEDI hope
11:50NOTE
NOTEAdmiral Lovejoy But it'll have to wait until later, I'm afraid!
11:49JUDGMENT
JUDGMENTBakina But I didn't fully see what I wanted to see, so some fixups are still required
11:49CONFIRMED
CONFIRMEDAt least there are no crashes
11:33TEST
TESTTake III
11:33VOID
VOIDNeil Bug on new items
11:25TEST
TESTTake II
11:25FIXED
FIXEDTwo unknown identifiers fixed
11:14TEST
TESTTake I
11:13NOTE
NOTETesting 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!
11:13LINK
LINKLinked to the ability
11:12SPELLANI
SPELLANIA new animation for Quake as the old seems impossible.
- = 4 Jul 2021 = -
11:55TEST
TESTResume at Phantasar
11:40NOTE
NOTEI know I should fix the Quake move, but I'm short on time today, so it'll have to wait a few more days
11:39DONE
DONEThe master test has been done
8:05FIXED
FIXEDAlpha channel issue in White Apocalypse
7:38TEST
TESTSue Let's resume the Black Castle
7:38DONE
DONEA good night's sleep
- = 3 Jul 2021 = -
22:23STATUS
STATUSthe Master is for tomorrow... I must know when to quit a session!
22:23STATUS
STATUSUp to defeating the Elite Cid's apprentice
21:34TEST
TESTLet's go on!
21:33NOTE
NOTEIt DOES appear that the game runs faster now on the enemies, but it's too soon to be sure
21:33FIXED
FIXEDIdiocy
21:20STATUS
STATUSI'm first gonna test the Black Castle ... Again....
21:17NOTE
NOTE(The only reason I kept them in is because I wanted the game to be like the original. I actually regret that decission)
17:45NOTE
NOTEAnd 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...
17:44EXPERIMENT
EXPERIMENTI've set up an alternate way of distance calculation... Hopefully this fixes the slowdown issues I got with the enemies in the field
15:58STATUS
STATUSKota Well up to the point where Wendicka meets her biological family everything has been tested
15:29NOTE
NOTEDang! Hearing heavy metal is not a good idea while you're having a headache
15:29CONFIRMED
CONFIRMEDI guess this is a lot better
14:53TEST
TESTA test will have to confirm this I suppose
14:52NOTE
NOTEI can only hope this really makes things better, but I really don't know
14:51COSMETIC
COSMETICI've also sped up the disappearing of the Goddess as that took waaaay too long!
14:50BOOST
BOOSTThe (undefeatable) boss on the Volcanic plains will powerup faster... This fight just took too long!
13:17GITHUB
GITHUBLet's push that one too then....
13:17HUH
HUHOh, and older unpushed fix?
13:17CLOSED
13:16CONFIRMED
CONFIRMEDAT LAST!
12:34TEST
TESTTake III
12:33FIXED
FIXEDIllegal Function Call
12:32STUPIDITY
STUPIDITYI can't do anything right, can I?
12:23TEST
TESTTake II then
12:23FUCKYOU
FUCKYOUI was hoping I could do this in ONE take... oh well
12:22TEST
TESTThat was the result of take I
12:22FIXED
FIXEDSyntax error
10:36TODO
TODOXenobi First I'm gonna take a shower
10:35CHEAT
CHEATAnd unless people read this devlog (which I know only a few do) you'll never be the wiser, anyway
10:35NOTE
NOTECrystal 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.
10:34CLOSED
10:34VOID
- = 2 Jul 2021 = -
19:52FIXED
FIXEDBut it seems to be in order again.... (I hope)
19:52FAILURE
FAILUREAdmiral Johnson Something went wrong with the devlog
- = 5000 B.C, maybe? = -
Mystery time!TEST
TESTLeeet's go! Resume the testing!
- = 2 Jul 2021 = -
19:48FIXED
FIXEDReggie Correction required
19:39FAILURE
FAILURE
Misschien moet ik hem deze keer ook centreren

19:30TEST
TESTResuming!
19:30NOTE
NOTE

Must be repeated all da time!

19:29BOOST
BOOSTDumbledore boost.... It was needed or these tests will take by far too long
19:08TODO
TODOByt also to prepare my food
19:08TEST
TESTAbout to resume the test....
15:32STATUS
STATUSUp to Science Facility (halfway) checked.....
11:48CHECKED
CHECKEDSomething suspicious happened, but I must have seen it wrong, based on the data I checked
11:35TEST
TESTAgain!
11:34FIXED
FIXEDFixed it
11:34FUCKYOU
FUCKYOUSyntax error
11:34TEST
TESTResuming at arrival Ji rubbe
11:30FIXED
FIXEDBakina When targets were killed by poison prior to doing their moves they'd still perform their move.
- = 1 Jul 2021 = -
21:32NERF
NERFNeeds to gain powerups for Wendicka's Mjöllnir were ridiculous so I nerfed them greatly.
21:07NOTE
NOTE
19:52ANNOUNCEMENT
ANNOUNCEMENTI 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).
15:48NOTE
NOTE
Goede acties bestaan dus nog!

Schrijf je huisarts

15:47TODO
TODOI need some food... I'm getting hungry
15:47CONFIRMED
CONFIRMEDThat works
15:10TEST
TESTTake V
15:10FIXED
FIXED....
15:10STUPIDITY
STUPIDITYParameters added to the wrong function call....
15:08INVESTIGATION
INVESTIGATIONWhy?
15:08BUG
BUGThat didn't work....... at all
15:00TEST
TESTAdmiral Lovejoy Take IV
15:00DONE
DONEThat should do it!
14:56STATUS
STATUSWell, perhaps having this the way back is also a good idea, eh?
14:26CONFIRMED
CONFIRMEDThat all works
14:20TEST
TESTTake III
14:19FIXED
FIXEDSyntax error (x2)
14:16TEST
TESTTake II
14:16FIXED
FIXEDForgotten group
14:06STUPIDITY
STUPIDITYI was right... It would not be only one take
14:03TEST
TESTTake I
14:03STATUS
STATUSNow testing the vault feature, I hope that's only one take, but knowing me.... Well
14:02STATUS
STATUSTested up to reaching the Hawk
13:41INVESTIGATION
INVESTIGATIONI will now investigate the quick vault store feature... Only works with a mouse
13:40SCRAPPED
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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