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 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 |
21:16 | FIXED |  Internal script syntax error (had nothing to do with this, but got in the way) |
21:14 | TEST |  Take I |
21:14 | TECHNO |  This is however one of those bugs you can never be sure of, if they are fixed or not. You can only be sure it's not if the error pops up again... That makes this issue in particular very frustrating. |
21:13 | FIXED |  Not sure but I've done some study to Lua's core features, as it appear s the mysterious stack overflow errors are caused there. That SHOULD therefore be fixed now, but I cannot be sure |
- = 29 Aug 2021 = - |
20:29 | NOTE |  I may not yet be able to do something about that, but I hope I can plan a full Star Story day the upcoming week |
20:28 | BUG | |
- = 27 Jul 2021 = - |
19:43 | FAILURE |  I just need to post this again 
|
16:49 | FAILURE |  CUCKOO!!!! 
|
12:01 | NOTE |  I didn't put this into a library in order to make sure some game specific adaptions could still be needed, that's all |
12:00 | TRANSFER |  BoxText routine transferred from Star Story to The Fairy Tale |
- = 26 Jul 2021 = - |
11:46 | MYSTERY |  I'll never figure this out, I suppose |
11:45 | HUH |  And it works? |
11:40 | INVESTIGATION |  WTF is going on here? |
11:39 | COCKROACH |  But the game still says "no"? |
11:39 | CONFIRMED |  OpenURL.exe not copied any more |
11:17 | APOLLO |  Build all crap |
11:15 | APOLLO |  Console off again |
11:10 | DUMMIED |  Copy of OpenURL.exe in the game's Apollo Project File |
11:05 | STATUS |  Compilation succesful |
11:05 | VISUALSTUDIO |  Compile |
11:04 | C++ |  I now handled this a different way now... This should make the entire call to OpenURL.exe unneeded |
9:22 | TODO |  Natural break first... |
9:22 | NOTE |  And that is the reason for all this suffering, for sure |
9:21 | SOLVED |  Aha!!!! Directory creation goes through OpenURL.exe as well.... |
9:20 | INVESTIGATION |  Let's investigate the results, shall we? |
9:20 | SEARCH |  Antonius is now going through Apollo |
9:18 | MYSTERY |  In the scripts I can find nothing more that is causing this issue, so I guess I most turn Apollo upside down |
9:17 | DONE |   Bug tracker should now be called directly, without OpenURL.exe |
8:54 | SEARCH |   A full scan of all files to a passible call request |
8:23 | INVESTIGATION |  Let's see if I can get rid of all references to OpenURL.exe |
- = 25 Jul 2021 = - |
22:09 | TODO |   I made an issue on this in #163 |
22:09 | NOTE |  For now this will do |
22:03 | ITCH.IO |  A new version will be uploaded momentarily |
22:02 | NOTE |  For now I'll leave the console on to prevent trouble, and I hope I can get some time this week to fix this issue and to be able to remove that program from the game entirely, but for now, this will have to do... |
22:01 | NOTE |  Now I know that OpenURL.exe may be called and be to blame for this... I don't know why it's called there... I'll need to turn the savegame routine upsaide down for this. |
22:01 | HUH |  Saving works, but still it tries to get to the Windows main screen.... |
21:56 | TEST |  And let's see what happens after a build now! |
21:56 | APOLLO |   Console off again |
21:50 | TEST |  Let's see now! |
21:49 | FIXED |  I hope |
21:48 | COCKROACH |  System is messing on me |
21:47 | FIXED |  A little mistake along the way |
21:44 | C# |  I had to adept the Apollo Builder for this |
21:37 | VOID |  for now I'll include OpenURL with the release, but that should be done on a better way |
21:33 | SEARCH |  During saving the game seems to call OpenURL for some reason.... I don't know why so I'm looking for any script that may do that.... |
21:28 | SOLVED |  "OpenURL" called? Why? |
21:26 | VOID |  This should void the issue |
21:26 | TECHNO |  Until I know how to fix this I'll set the console on in the release version of the game.... |
21:24 | FIXED |  A few blockmap issues in Excalibur and the Yaqirpa |
21:24 | VOID |   Crash upon learning Jolt under certain circumstances |
21:24 | FAILURE |  The savegame feature malfunctions when the console is not up.... I need to do a throrough investigation why this can happen, however due to lack of time now, that will have to wait. This issue will also affect the Fairy Tale and future games, so I need to give this one a view over time anyway |
- = 19 Jul 2021 = - |
14:33 | STATUS |  Like I said I am going to take a break here, I will start a real big test later, and that should lead to the last things before the checker flag can be waved.... See ya, around! |
8:24 | CONFIRMED |  At least the extra console window closes when running from the GUI, and that's most important right now |
8:22 | FAILURE |  Not exactly what I had in mind, but for now it will have to do, I fear |
8:16 | FIXED |  Console check in Apollo (affects ALL Apollo based games) |
1:04 | C++ |   Console release in Apollo if the identify file instructs the builder to |
- = 18 Jul 2021 = - |
23:48 | STATUS |  I'll first be taking a break from this project... Some final stuff to be done will really come later.... |
23:47 | STATUS |  So far for now.... |
22:40 | ITCH.IO |  Again! |
22:40 | FIXED |  Better now? |
22:40 | COCKROACH |  GRRR! |
22:38 | ITCH.IO |  Uploading again! |
22:38 | FIXED |  I think |
22:37 | FAILURE |  Failed |
22:37 | ITCH.IO |  Uploading first open alpha |
22:36 | POWERSHELL |  Quick script to build and to call Butler |
22:25 | NOTE |  The "no music" version will also not be released during the alpha... it will be during the beta and stable |
22:25 | GAMEJOLT | The open ALPHA will NOT be released on Game Jolt... This because gjpush is pain for a game that may require daily updates |
22:24 | STATUS |  Now I can prepare the itch release |
22:21 | CONFIRMED |  THAT WORKS! |
22:20 | TEST |  Let's see.... |
22:20 | STATUS |  The question is now: Does the release work? |
22:15 | CONFIRMED |  Works! |
22:15 | TEST |  Quick test |
22:15 | POWERSHELL |  Set up a quick script for release building |
22:12 | CONFIRMED |  As far as it looks like stuff appears to be in order now |
22:10 | TEST |  Take XI |
22:10 | FIXED |  ARF had to be taken care of on its own |
22:06 | TEST |  Take X |
22:05 | FIXED |  Something snuck into the code that was not right.... Killed it |
22:02 | TEST | |
22:02 | FIXED |  The damage |
22:02 | FAILURE |  Sometimes the auto code organizer in Visual Studio can cause more harm than good |
22:00 | TEST |  Take VIII |
22:00 | FIXED |  Dirry call needed |
21:59 | BUG |  But not there yet |
21:59 | CONFIRMED |  Yup that does things right |
21:48 | TEST |  Take VII |
21:48 | FIXED | |
21:48 | SOLVED |  Got it! |
21:48 | HUH |  No results |
21:46 | TEST |  Take VI |
21:46 | DEBUG |  Added extra line that must give me some answers |
21:46 | INVESTIGATION |  why? |
21:40 | FAILURE |  Doesn't do what it must do, though... |
21:40 | TEST |  Take V |
21:40 | C# |  First set up to copy all required binaries in |
20:56 | STATUS |  For the JCR part stuff appears to be working as far as I can check, but not there yet! |
20:40 | TEST |  Take IV |
20:39 | C# |  Import copy to release |
20:28 | NOTE |  Not there yet! |
20:28 | CONFIRMED |  So far it works |
20:20 | TEST |  Take III |
20:20 | FIXED |  Main package error |
13:45 | TEST |  Take II |
13:45 | FIXED |   Syntax error |
13:44 | TEST |  But a little test is possible now! |
13:44 | C# |  A few pre-work things taken care of, but not there yet! |
13:22 | TECHNO |  This is needed for the release |
13:22 | C# |  Builder now has global config |
12:18 | NOTE |  First lunch, but then I'm gonna see if I can configure the Apollo builder for releases |
12:17 | CONFIRMED |  All is okay here |
12:15 | APOLLO |  Build date more accurate now |
12:03 | STUDY |  A bit of study for things in PowerShell |
11:50 | CONFIRMED |  AT LAST! |
11:37 | TEST |  Take XII |
11:20 | VOID |  That voids another issue |
11:14 | DUMMIED |  Leftofer from old situation causing crashes now |
11:12 | FIXED |  A font fix, but that's not really relevant, right now |
10:51 | TEST |  Take XI |
10:51 | VOID |  Let's try this! |
10:49 | HUH |  And no transport anymore, this is getting fucking annoying now! |
10:34 | TEST |  Take X |
10:33 | CONFIRMED |  I could see that ï worked, though |
10:33 | VOID |  Perhaps this voids that? |
10:33 | HUH |  What the.....? |
10:22 | TEST |  Take IX |
10:22 | HUH |  Reactivated then |
10:22 | HUH |  Transport deactivated? |
10:22 | FONT |  ï |
10:14 | HUH |   But why didn't the transporter work? |
10:14 | CONFIRMED |  Well that worked |
9:55 | TEST |   Take IX |
9:55 | EXPERIMENT |   Let's try a different approach then, eh? |
9:53 | COCKROACH |  First dupe player and now no player, but we did have to crash, didn we? |
9:24 | TEST |  Take VIII |
9:24 | EXPERIMENT |  DA FUCK? |
9:18 | TEST |  Take VII |
9:17 | VOID |  ??? |
9:17 | HUH |   ??? |
9:13 | TEST |  Take VI |
9:13 | VOID |  Another one |
9:13 | FIXED |   Crash |
9:01 | TEST |  Take V |
9:01 | KTHURA |  In order to fix the crash I've adusted the intro map a bit |
8:51 | GAMEJOLT | And the API on Game Jolt has been disabled forever... Older games cannot access the API anymore (and the new game doesn't support it). |
8:48 | COSMETIC |  I made "LOADING" appear sooner to prevent confusion |
8:48 | CONFIRMED |  Stuff works as intended, but |
8:43 | TEST |  Take IV |
8:43 | CONFIRMED |  At least I know that the debug console is indeed no longer operative |
8:43 | NOTE |  There's more wrong, but first a little test if stuff does work so far |
8:42 | COSMETIC |  "Loading" when the game itself works |
8:41 | FIXED |  The game still asked for Game Jolt, which it shouldn't do |
8:37 | TEST |  Take III |
8:37 | FIXED |  Ah, should have known the booleans were also still there |
8:27 | TEST |   Take II |
8:26 | FIXED |  And indeed that happened, as the New Game routine was not yet fully set for use with the new internal system |
8:23 | TEST |  Take I |
8:22 | NOTE |  When this works, the old Game Jolt API will be terminated PERMANENTLY even for older versions of the game! |
8:22 | CHECKED |  Game Jolt is indeed deactivated |
8:21 | NOTE |  I am first gonna start my own personal open alpha test... This was planned anyway, however I won't test much of the game's content prior to release, just the start up.... Due to all my own New Game+ cycles some issues could have arisen here |
8:16 | NOTE |  (If needed I can always turn it back on, you know) |
8:15 | DEBUG |  The debug mode has been turned off... That means nobody (myself included) can access the debug console anymore |
8:14 | ARCHIVE |  Archived all my old savegames.... It's not likely I'll need those anymore, but ya never know |
- = 17 Jul 2021 = - |
21:50 | STATUS |  And with that the game can be prepared for the first alpha release... Please note, this will take some measures to be taken first.... I don't have a release mode in my builder yet, or it has at least never been fully put to the test so I need to sort that one out. A few engine adaptions are also required, so I doubt that release will take place tomorrow, but don't worry... Rome wasn't built in one day either.... |
20:54 | TEST |  Again! |
20:53 | FIXED |  Is that all? |
20:53 | STUPIDITY |  Another one? |
20:43 | TEST |  Well, here we go ... AGAIN! |
20:43 | FIXED |  Code typo |
20:38 | TEST |  And again (no not take XXI, as that was only for BlitzKrieg, and that part is over). |
20:37 | VOID |  Something is really wrong with the drones surrounding the Goddess. I hope I cheated it that way around that they cannot be harmed anymore |
20:09 | TEST |  Take XX |
20:09 | VISUALSTUDIO |  Compiling |
20:09 | EXPERIMENT |  I hope I got the speed covered |
20:07 | MYSTERY |  All scripts for the achievement look in order, so no idea why that didn't work |
20:06 | COSMETIC |  The moment is also a bit slow, but that's because the game runs on a bigger screen now, and the scripts do not yet take that into account |
20:05 | FIXED |  Smoke direction ok now? |
20:02 | BUG |  And the smoke's direction is not well.... Bug in the script, or the engine? |
20:02 | BUG |  Achievement is nog awarded.... That's only a minor thing, but still |
20:01 | STATUS |   Making progress, but |
19:50 | TEST |  Take XIX |
19:50 | FIXED |  Scale issue |
19:27 | MYSTERY |  But how that brown screen could happen, no clue at all |
19:27 | FIXED |   At least I fixed one crash |
19:22 | FAILURE |  Actually this won't do at all! 
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19:21 | JUDGMENT |  No crashes, but for sure is that this is totally NOT working at all the way it should |
19:16 | TEST |  XVIII |
19:12 | POWERSHELL |  Barf |
19:12 | FIXED |  A glue order issue |
19:04 | VISUALSTUDIO |   Take XVII |
19:04 | LINK |  API to Scripting engine thatis |
19:04 | FIXED |  Missing Link |
18:43 | VISUALSTUDIO |  No matter - Take XVI |
18:43 | FAILURE |  Conflict |
18:42 | VISUALSTUDIO |  Take XV |
18:41 | FIXED |   THAT should do it! |
18:41 | SOLVED |  Wait, I found the source of evil |
18:38 | INVESTIGATION |  But why? |
18:38 | DEBUG |  So, the "blend mode" is to blame? |
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