| 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 99 100 | ||
| 18:53 | COCKROACH | Nope, that didn't do anything |
| 18:30 | TEST | Take II |
| 17:53 | FIXED | I do not not what causes the crash when you cancel loading a new savegame... All I can hope it's fixed now |
| - = 25 Sep 2021 = - | ||
| 21:53 | ANNOUNCEMENT | ![]() ![]() Meet Gavida Klahré She's planned to be the main protagonist for Star Story II |
| - = 19 Sep 2021 = - | ||
| 21:46 | STATUS | And that will be all for now.... |
| 21:46 | ALPHA | My main alpha tested could play the game in alpha up to the savespot halfway the dungeon.... This is great progress, already.... I hope I can start up my own big alpha test soon |
| 21:44 | ITCH.IO | |
| 21:43 | ITCH.IO | |
| 21:43 | POWERSHELL | |
| 21:36 | UPDATED | |
| 21:36 | JUDGMENT | |
| 21:34 | TEST | Take V |
| 21:34 | VOID | Oh well! |
| 21:34 | FAILURE | C++ can really get under my skin sometimes |
| 21:33 | TEST | ![]() Take IV |
| 21:33 | EXPERIMENT | |
| 21:20 | FAILURE | Clearly this only makes matters worse... But why? |
| 21:18 | FAILURE | Well that didn't work out too well, either! |
| 21:17 | TEST | Take III |
| 21:17 | FORCE | Let's force it then! |
| 21:16 | FAILURE | VisualStudio won't compile as this didn't require C++ code to get modified (crap) |
| 21:16 | TEST | Take II |
| 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 | |
| 20:28 | BUG | |
| - = 27 Jul 2021 = - | ||
| 19:43 | FAILURE | I just need to post this again
|
| 16:49 | FAILURE | CUCKOO!!!!
|
| 12:01 | NOTE | |
| 12:00 | TRANSFER | |
| - = 26 Jul 2021 = - | ||
| 11:46 | MYSTERY | |
| 11:45 | HUH | |
| 11:40 | INVESTIGATION | |
| 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 | |
| 11:05 | STATUS | Compilation succesful |
| 11:05 | VISUALSTUDIO | |
| 11:04 | C++ | |
| 9:22 | TODO | |
| 9:22 | NOTE | |
| 9:21 | SOLVED | Aha!!!! Directory creation goes through OpenURL.exe as well.... |
| 9:20 | INVESTIGATION | |
| 9:20 | SEARCH | |
| 9:18 | MYSTERY | |
| 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 | |
| - = 25 Jul 2021 = - | ||
| 22:09 | TODO | |
| 22:09 | NOTE | |
| 22:03 | ITCH.IO | |
| 22:02 | NOTE | |
| 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 | |
| 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# | |
| 21:37 | VOID | for now I'll include OpenURL with the release, but that should be done on a better way |
| 21:33 | SEARCH | |
| 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 | |
| 22:40 | FIXED | Better now? |
| 22:40 | COCKROACH | GRRR! |
| 22:38 | ITCH.IO | |
| 22:38 | FIXED | I think |
| 22:37 | FAILURE | Failed |
| 22:37 | ITCH.IO | |
| 22:36 | POWERSHELL | |
| 22:25 | NOTE | |
| 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 | |
| 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 | ![]() Take IX |
| 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 | ![]() Fixed it |
| 21:48 | SOLVED | Got it! |
| 21:48 | HUH | |
| 21:46 | TEST | Take VI |
| 21:46 | DEBUG | |
| 21:46 | INVESTIGATION | |
| 21:40 | FAILURE | Doesn't do what it must do, though... |
| 21:40 | TEST | Take V |
| 21:40 | C# | |
| 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# | |
| 20:28 | NOTE | |
| 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# | |
| 13:22 | TECHNO | This is needed for the release |
| 13:22 | C# | |
| 12:18 | NOTE | |
| 12:17 | CONFIRMED | All is okay here |
| 12:15 | APOLLO | Build date more accurate now |
| 12:03 | STUDY | |
| 11:50 | CONFIRMED | AT LAST! |
| 11:37 | TEST | Take XII |
| 11:20 | VOID | That voids another issue |
| 11:14 | DUMMIED | |
| 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 | |
| 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 | |
| 10:22 | TEST | Take IX |
| 10:22 | HUH | |
| 10:22 | HUH | |
| 10:22 | FONT | |
| 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 | |
| 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 | |
| 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 | |
| 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 | |
| 8:42 | COSMETIC | |
| 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 | |
| 8:22 | CHECKED | |
| 8:21 | NOTE | |
| 8:16 | NOTE | |
| 8:15 | DEBUG | |
| 8:14 | ARCHIVE | |
| - = 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 | |
| 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 | |
| 20:09 | EXPERIMENT | |
| 20:07 | MYSTERY | |
| 20:06 | COSMETIC | |
| 20:05 | FIXED | Smoke direction ok now? |
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