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
13:20VOID
VOIDLet's do it THIS way then?
13:20FUCKYOU
FUCKYOUFuck you!
13:16TEST
TESTTake X
13:15FIXED
FIXEDBad operator
13:11TEST
TESTTake IX
13:10FIXED
FIXEDDid I fix it?
12:54TEST
TESTTake VIII
12:54DEBUG
DEBUGLet's see what's wrong
12:42BUG
BUGDr. Sal’pr’drita Wendicka Lovejoy - Big alternate But the door refuses to open!
12:42CONFIRMED
CONFIRMEDKey is taken and marker disappears
12:42CONFIRMED
CONFIRMEDArea behind door shows
12:38TEST
TESTTake VII
12:38FIXED
FIXEDGRRR!
12:34TEST
TESTRolf Take VI
12:34FIXED
FIXEDSyntax error
12:33TEST
TESTReggie Take V
12:33FIXED
FIXEDForgot some linkup code
12:24TEST
TESTTake IV
12:24DEBUG
DEBUGExtra info I think I may need
12:24FIXED
FIXEDDoor color issue
11:55FAILURE
FAILURE
11:54VISUALSTUDIO
VISUALSTUDIOCrystal I guess I must first recompile Apollo....

Sigh!

11:51TEST
TESTTake III
11:51FIXED
FIXEDOH FUCK IT!
11:41TEST
TESTTake II
11:41FIXED
FIXEDIdiocy
11:33TEST
TESTTake I
11:32MAPSCRIPT
MAPSCRIPTThe Goddess I've scripted the automated doors. They should all be functional now, in the entire dungeon
11:08CONFIRMED
CONFIRMEDBut finally it seems I got it all covered
11:08FIXED
FIXEDand there one ANOTHER
11:04VISUALSTUDIO
VISUALSTUDIONeed to recompile both Kthura Editor and Apollo now
11:04FIXED
FIXEDAh, another one there
11:01FIXED
FIXEDTile framing error in TSQG
- = 4 May 2021 = -
20:24CONFIRMED
CONFIRMEDRolf NOW it works
20:21TEST
TESTAgain!?
20:20FIXED
FIXEDForgotten "Return" instruction in order to enforce the rejection
20:20STUPIDITY
STUPIDITYAh, that's why
20:20COCKROACH
COCKROACHNo effect?
20:18TEST
TESTA little test
20:17VOID
VOIDGetting keys that are too far away should not be possible anymore
19:42GITHUB
GITHUBTime to update the repository
19:41CONFIRMED
CONFIRMEDBeaming works
19:32TEST
TESTTake XXVII
19:28FIXED
FIXEDBack to the field after the beam
19:27VOID
VOIDAn event flush must prevent a red-card take bug
19:27FIXED
FIXEDFirst a coloring bug
19:20TEST
TESTTake XXVI
19:20COSMETIC
COSMETICYeah, the last one was cosmetic, but still it was a bug
19:20FIXED
FIXEDColor issue
19:19FIXED
FIXEDC-String-Format Error
19:01TEST
TESTTake XXV
19:01FUCKYOU
FUCKYOUTrying to be the smart one, eh?
18:56TEST
TESTTake XXIV
18:53NOTE
NOTE Beaming between one room to another should work now
18:28STATUS
STATUSThe next step is... beaming to other rooms
18:11FIXED
FIXEDXenobi First floor available now on Hawk
18:00JUDGMENT
JUDGMENT Admiral Lovejoy ALmost there, but I did realize a stupid thing along the way, I really need to fix
17:58NOTE
NOTE (Now the user wouldn't really notice anyway, but it was getting on my nerves)
17:58OPTIMIZATION
OPTIMIZATIONXenobi Dummied a few debug lines that only slowed down loading a new map
17:48VISUALSTUDIO
VISUALSTUDIOTake XXIII
17:48SCRIPT
SCRIPTSo let's do this manually then
17:48TECHNO
TECHNOI think there's a state release conflict going on here. A common issue. Scotty() was never meant for this purpose after all
17:43VISUALSTUDIO
VISUALSTUDIOTake XXII
17:43INVESTIGATION
INVESTIGATIONWhy?
17:43HUH
HUHWendicka A total crash
17:37TEST
TESTTake XXI
17:37FUCKYOU
FUCKYOU....
17:26TEST
TESTAstrilopup Take XX
17:26FUCKYOU
FUCKYOUSyntax error x2
17:14TEST
TESTTake XIX
17:14NOTE
NOTE And Johnson should be replaced by Rolf if she already joined. If she hasn't yet joined,then Rolf should just rejoin
17:13MAPSCRIPT
MAPSCRIPTReturn to the Hawk
16:51TEST
TESTTake XVIII
16:47VOID
VOIDDid I void the coordinate conflicts now?
16:42TEST
TESTTake XVII
16:42FIXED
FIXEDHawk linkups
16:40NOTE
NOTE This because that is the most complex feature of them all
16:40DONE
DONEExtra features work now, except for beaming back to the Hawk.
16:27TEST
TESTTake XVI
16:26FIXED
FIXEDHover conflict?
16:24TEST
TESTTake XV
16:24FIXED
FIXEDMissing mouse pointer
16:18TEST
TESTTake XIV
16:18DONE
DONEFoxy Extra features bar
16:17HUH
HUHAnd suddenly it works
15:53TEST
TESTTake XIII
15:53DEBUG
DEBUGMoar look up then
15:52COCKROACH
COCKROACHReally, what the fuck is going on here?
15:42TEST
TESTTake XII
15:42FUCKYOU
FUCKYOUAAAARGH!
15:41TEST
TESTTake XI
15:41FUCKYOU
FUCKYOUThis way then?
15:33TEST
TESTTake X
15:33FUCKYOU
FUCKYOUSyntax error
15:32TEST
TESTTake IX
15:32EXPERIMENT
EXPERIMENTA different approach as this is getting nowhere
15:09TEST
TESTTake VIII
15:09DEBUG
DEBUGAdmiral Johnson Foxy Moar debug info
15:01COCKROACH
COCKROACHNo real clear sign where this goes wrong. The log is clear, but why doesn't the computer comply?
14:40TEST
TESTTake VII
14:40FUCKYOU
FUCKYOUSyntax error
14:39TEST
TESTTake VI
14:39DEBUG
DEBUGI need answers
14:31COCKROACH
COCKROACHHmmm... No... apparently not!
14:27BUG
BUGBut I THINK I found out more in which direction to look to get it to work
14:27FIXED
FIXEDPart of the problem,...
14:25TEST
TESTTake V
14:24EXPERIMENT
EXPERIMENTSue A different X calc formula, maybe?
14:24DEBUG
DEBUGYirl More info
14:21HUH
HUHNothing happened? Curious
14:20VISUALSTUDIO
VISUALSTUDIOTake IV
14:19INVESTIGATION
INVESTIGATIONHow come?
14:19HUH
HUHA total crash
14:17TEST
TESTTake III
14:17FIXED
FIXEDDupe def
14:08TEST
TESTTake II
14:08STUPIDITY
STUPIDITYI don't wanna talk about it!
14:08FIXED
FIXEDMissing underscore
14:00TEST
TESTTake I
13:55NOTE
NOTE And saving and going back to the Hawk is not yet even shown
13:55NOTE
NOTE It's not yet possible to beam to the next room, but that's not important now... I need to see if the stuff I set up so far works, at all.... Beaming, and stuff should be the easy part
13:43SCRIPT
SCRIPTPart of the transporter script is written now.
12:00VISUALSTUDIO
VISUALSTUDIORecompile Apollo
11:59KTHURA
KTHURARebuild
9:27APOLLO
APOLLOAnd Apollo will just need to be recompiled and everything should immediately take effect
9:27KTHURA
KTHURAThis will also affect the Kthura Editor
9:26FIXED
FIXEDOne required fixed that could haunt me otherwise
9:25NOTE
NOTE I need to study if I can do the same with normal draw.
9:24C++
C++Negative scaling in TQSG added for XDraw()
- = 3 May 2021 = -
21:49STATUS
STATUSSo far for today.... Tomorrow I hope to do the transporter
20:58TEST
TESTTake VII
20:58VOID
VOIDTaken care of?
20:58FUCKYOU
FUCKYOUCase?
20:54TEST
TESTExHuRU Take VI
20:47CONFIRMED
CONFIRMEDHangar <=> Hidden Layer link works
20:47FIXED
FIXEDCard picked up not removed from map
20:46FIXED
FIXEDDupe rank 6 character if you enter Excalibur before Johnson joins the party
20:33TEST
TESTSo onto Take V
20:33TEST
TESTBriggs That was Take IV
20:33FIXED
FIXEDYirl Group error
20:30FIXED
FIXEDAnother
20:19TEST
TESTTake III
20:19FIXED
FIXEDCode typo
20:17TEST
TESTTake II
20:03FIXED
FIXEDIllegal group call syntax (forgotten . )
20:00TEST
TESTTake I
20:00STATUS
STATUSTechnically the first floor should now work with the exception that the central transporter that you will need to nagivate through this dungeon has not yet been scripted, so that thing will (for now) ignore you.
19:59LINK
LINKBakina And I've linked that to the map
19:59MAPSCRIPT
MAPSCRIPTGo to Hangar
19:57LINK
LINKLinked First area to the Hangar... That is one-way only, I need to link back also
19:56MAPSCRIPT
MAPSCRIPTSouth Door Script
19:55MAPSCRIPT
MAPSCRIPTShow Cards
19:55MAPSCRIPT
MAPSCRIPTGrab Cards
19:55MAPSCRIPT
MAPSCRIPTUnlock new floors
19:55MAPSCRIPT
MAPSCRIPTConfigure Cards
16:01TEST
TESTTake V
16:01FIXED
FIXEDFull detection was not operating the way it properly should
15:57TEST
TESTTake IV
15:56NOTE
NOTE Crystal As this was a bug that does not affect the Easy Mode, I cannot yet check if the easy mode is affected... It very likely is, though
15:55FIXED
FIXEDAmmo reload initial definition error
15:47TEST
TESTTake III
15:47FIXED
FIXEDIllegal class call
15:47FUCKYOU
FUCKYOUGRRR!
15:43TEST
TESTTake II (oh man!)
15:43FIXED
FIXEDMetaTable misdefinition
15:41MAPSCRIPT
MAPSCRIPTReloads for Crystal
15:18CONFIRMED
CONFIRMEDIt appears to be working now
15:15TEST
TESTTake II
15:15FIXED
FIXEDMissing link
15:13TEST
TESTLet's see if this works the way it should
15:11DONE
DONEName of the area on top of screen in Excaliby
13:46STUDY
STUDY I had to take a look to how the dungeon has been set up.... This looks like it's gonna be easy
13:46CONFIRMED
CONFIRMEDAll bugs accounted for
13:40TEST
TESTTake V
13:40FIXED
FIXEDDoors wouldn't close
13:31TEST
TESTTake IV
13:31FIXED
FIXEDBlockmap issue
13:30NOTE
NOTE But wait there's more!
13:30FIXED
FIXEDGot the bugger fixed
12:45MYSTERY
MYSTERYDr. Sal’pr’drita By why does the zone-action routine not respond the way it should?
12:44RESULT
RESULT Very the script does load
12:35TEST
TESTExHuRU Take IV
12:35FIXED
FIXEDAudio crash
12:31DEBUG
DEBUGWendicka Let's find out more about this
12:31HUH
HUHMapScript ignored
12:25TEST
TESTTake III
12:25FIXED
FIXEDLink start spot error
12:20TEST
TESTKota Take II
12:20FIXED
FIXEDSyntax error in Hawk
12:17TEST
TESTTake I
12:17NOTE
NOTE I don't expect this to go well in one go, but tests will have to put more light on stuff
11:35LINK
LINKAnd that should put everything together
11:34MAPSCRIPT
MAPSCRIPTHawk part of arriving at Excalibur
11:15NOTE
NOTE I still need to set things up from the Hawk though
11:15MAPSCRIPT
MAPSCRIPTWelcoming script in Excalibur
10:17NOTE
NOTE And newer savegames shouldn't suffer
10:16FIXED
FIXEDExit point error in the initial Excalibur unlock... Now the damage to savegames past this *is* permanent, but that doesn't really matter, as the other transporters will work things out anyway
10:15MAP
MAPMeta config set
10:12MUSIC
MUSICCheckup
10:11SYSTEM
SYSTEMWell, I guess we're up-to-date, again
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