Perhaps I can void the issue by temporarily turning off the auto-hide for stuff outside the screen boundaries... The measure was only taken to prevent slowndown on enemies, anyway
19:50
SOLVED
Wait, a minute... I think I know what's happening
19:50
MYSTERY
The Rolf mystery is still not solved
19:50
FIXED
Code Typo
19:42
TEST
Take XIII
19:41
FIXED
Chain to Groenhart
19:41
DEBUG
Perhaps this debug line can tell me why
19:41
COCKROACH
Rolf remains invisible
19:40
FIXED
Cosmetic issue
19:35
TEST
Take XII
19:34
EXPERIMENT
I gotta see if this will work
19:34
INVESTIGATION
Nothing I see appers to make this possible
19:33
MYSTERY
I am still puzzled about why Rolf doesn't walk to his desinated spot
18:58
TEST
Take XI
18:58
FIXED
Doors won't close
18:58
FIXED
Illegal function call
18:54
TEST
Take X
18:54
FIXED
Ref error
18:51
TEST
Take IX
18:50
VOID
Does this set things straight?
18:50
FIXED
Doors wouldn't open
18:46
TEST
Take VIII
18:44
FIXED
The doors blocked me?
18:41
TEST
Take VII
18:41
FIXED
That should do it!
18:40
NOTE
the error does at least show all parse errors are accounted for
18:40
STUPIDITY
I keep forgetting to set the wind in Party Pop requests
18:38
TEST
Take VI
18:38
VOID
Impossibility
18:35
TEST
Take V
18:28
FIXED
Missin linups
18:20
FIXED
Door data incorrect
18:19
BUG
NO GOOD AT ALL!
18:17
TEST
Take IV
18:17
FIXED
Illegal Function Call x2
18:13
TEST
Take III
18:13
FIXED
Door tag reference
18:10
TEST
Take II
18:10
LAZY
Quick ref to fix other things
18:09
FIXED
Bad definition creation Rolf's record
18:08
FIXED
Two static field references
18:03
TEST
Take I
17:44
MAPSCRIPT
Meet Sue
17:23
CHARACTER
Rolf is linked to ExHuRU, and the links have been set up
17:22
CHARACTER
Rolf
17:10
MAPSCRIPT
Welcome to Nizozemska
9:40
COCKROACH
Still no good, but I can't bear to hear that song anymore, so I issed this as #125, so I can get back to this one later
9:29
TEST
Take XXVI (if the bugs coming up now are only cosmetic, I will just ticket them and come back for them later)
9:28
STATUS
THAT should do it... I hope
9:28
CONFIG
A bit more fine tuning
9:16
FIXED
Yirl and Reggie missing (of some strange reason they were completely wiped from my Kthura data)
9:11
STATUS
Not the final take, but we're getting there now
8:42
TEST
Take XXV (final test? please!)
8:41
FIXED
Layer reference typo
8:40
FIXED
Error information dump error in my underlying C++ code
8:38
FIXED
Label reference error
8:36
FIXED
No event polls
8:36
FIXED
Goddess appear too fast
8:36
FIXED
Goddess appear area issue
8:31
STATUS
Not yet good enough, though...
8:31
STATUS
PROGRESSS
8:17
TEST
So let's torture myself once more with take XXIV
8:17
FUCKYOU
If the music in this fight wasn't downright beyond awful (I merely chose it to imply the dangerous nature of this boss) I could bear it ... a little....
Sorry.... I just hate that genre.... But since it was the most fitting genre for this particular fight.....
8:16
FUCKYOU
I hate this
8:09
TEST
Take XXIII
6:31
FUCKYOU
I don believe it!
6:23
TEST
Take XXII
0:17
FIXED
?
0:07
FUCKYOU
fix ignored
- = 22 Mar 2021 = -
22:27
TEST
Take XXI
22:27
FIXED
Group error
22:02
TEST
Take XX
22:02
FUCKYOU
code typo
22:02
TEST
Take XIX
21:44
FONT
Special font transferred
21:33
FIXED
Wrong group
21:21
NOTE
Issue is that I need a specific font now
21:21
CONFIRMED
first part of the Goddess release sequence works
21:08
TEST
Take XVIII
20:44
FUCKYOU
....
20:44
TEST
Take XVII
20:32
FIXED
Wendicka mysteriously to 1 HP
20:31
BUG
Hmmm....
20:31
TEST
Take XVI
20:23
FIXED
Code Typo
20:16
TEST
Take XV
20:16
FIXED
Missing group
20:16
FIXED
Forgotten declaration
20:12
TEST
And from here I can resume with Take XIV
20:06
SCRIPT
Post battle script
16:44
SCRIPT
Goddess released
14:37
CONFIG
Although I did a few more fine tunings
14:37
STATUS
As far as I can test now stuff appears to work
14:16
TEST
Take XIII
14:16
CONFIG
More fine tuning as things are still a bit slow and boring!
14:16
FIXED
Crash in the routine that checks Wendicka's death
14:03
TEST
Take XII
13:52
SPELLANI
Mjölnir
11:56
CONFIRMED
Progress, but there's still stuff to be done here
11:50
TEST
Take XI
11:50
DONE
A bit of more fine tuning
11:19
FIXED
Foes count from 0 in this system not 1
11:11
TEST
Take X
11:11
VISUALSTUDIO
Success!
11:11
VISUALSTUDIO
Again?
11:10
FIXED
Code typo in C++ code causing a syntax error
11:09
FAILURE
WTF?
11:09
VISUALSTUDIO
Compiling
11:09
C++
I hope this fixes the hotspot issue on scaled images
11:09
FIXED
Code typo
11:07
TEST
Take IX
10:57
SCRIPT
BackStab effect
10:47
DONE
Don't show pointers with a negative gauge value
10:44
TODO
The monster has backstab so I do need to script that effect... Well, since I needed that effect for Foxy too, I guess that was something to be done soon anyway
10:43
CONFIRMED
So far so good, but....
10:38
TEST
Take VIII
10:38
ENHANCEMENT
Sped up the way the FireSpider gets faster
10:36
VOID
Using NeilUse() in a class definition is asking for trouble... I really need to see what I can do about this
10:14
TEST
Take VII
10:14
FIXED
Fixing another issue
10:14
LINK
Done so now, anwyway
10:14
STUPIDITY
Forgot to link the new hurt routine to the boss itself
10:08
TEST
Take VI
10:08
FIXED
Code Typo
10:04
TEST
Take V
10:04
FIXED
Haste makes waste, Jeroen!
10:00
TEST
Take IV
9:59
ENHANCEMENT
Also allowed me to speed up the boss each time it's attacked
9:59
VOID
Another way to get the invincibility done
9:52
INVESTIGATION
Why?
9:52
BUG
The boss' invincibility setup didn't work somehow
9:51
CONFIRMED
Wendicka cannot be switched
9:47
TEST
Take III
9:47
FIXED
Start-up configuration script errors
9:41
TEST
Take II
9:41
FIXED
Start up script reference incorrect
9:41
CONFIRMED
Pre-boss script works
9:32
TEST
Take I
9:32
DONE
Characters should take on the dead pose when out of HP
8:17
STATUS
As dying characters is VERY likely in this fight, I might as well put in some stuff for that first, though, in order to test things out!
8:15
NOTE
Stuff is NOT yet finished, but that doesn't really matter.... I can at least prepare to test stuff out
7:52
DONE
A few last-minute fixups
0:03
STATUS
I'll get to the actual test tomorrow, as I'm almost falling asleep
0:03
NOTE
I did update my labs, but nothing there is tested yet
0:02
BACKUP
Running
0:00
STATUS
I am exhausted now, and I really need to sleep
- = 21 Mar 2021 = -
23:57
CONFIG
Startup config for the combat
23:23
ENHANCEMENT
HurtResponse field added to fighter class -- This will help with the "Kill Wendicka" thing, and I can also chain this to the Goddess later
23:18
MAPSCRIPT
Pre-Boss Script
23:11
MUSIC
Music for this specific boss
22:34
FAILURE
If you know Dutch and hear this, your heart will break.... Really, I bursted in tears... And the fact that the one who tells this story could not show himself, does make it even worse...
22:07
CHECKED
I needed to check some code, prior to setting this up
22:04
STATUS
Preparing for the boss, and this is a rather special boss, so some work-out is needed here
21:58
STATUS
No crashes on the way.... Why does it never crash during the VS tests....
20:23
VISUALSTUDIO
Take K
20:22
NOTE
I'll make a longer run, as up to the boss I'm not really to implement much new stuff
20:15
FAILURE
I really need to sort out what the fuck is happening in the system, as once again the system crashed without any logical explanation, however this time in the middle of an enemy SpellAni sequence, which makes things even stranger
19:55
TEST
Take J
19:54
FIXED
Trigger Happy does no damage
19:54
TEST
Take I redo
13:39
NOTE
Hold the show, my time's up
13:39
TEST
Take I
13:39
FIXED
Declaration error
13:36
TEST
Take H
13:35
STATUS
Well I may have to quit stuff soon, as I'm expecting a visitor any moment, but I'll try to do what I can
13:32
TODO
Natural break, and after that I'll take this with me in the test of the rest of this dungeon.
13:31
CHECKED
Ability Data
13:31
NOTE
Time is not on my side today, and I may have to cut my work any moment now... :-/
Xenobi's spell list to prevent crashes furtheron in this test
0:22
FIXED
Crash which can occur when foes slain drop no items
0:13
TEST
Take G
0:12
GENERATION
Neg
0:11
FAILURE
New enemy artwork must always be negged before used :-(
- = 20 Mar 2021 = -
23:27
TEST
Take F
23:27
TRANSFER
Enemy picture of salamander wasn't yet transferred
23:23
TEST
Take E
23:23
FIXED
Syntax convertation conflicts (easily happens when just importing old Lua scripts into Neil to get things done)
23:18
TEST
Take D
23:18
FIXED
Another illegal function call
23:15
TEST
Take C
23:15
FIXED
Illegal Function Call
23:13
TEST
Take B
23:13
FIXED
Table defintion Lua/Neil conflict
23:12
FIXED
Declararation issue
22:58
TEST
Take A
22:48
STATUS
When it comes to the boss, this is (of course) a boss that is a special boss as this is a boss in which Wendicka in particular must be killed off in order to get a very important event to be triggered, so that will come later....
22:42
STATUS
Up to the point where we're gonna meet the boss, stuff should work
22:14
KTHURA
I've made some needed adaptions as the way BlitzMax handles this is not supported in my current SDL2 driver for Kthura (although some research may be required).
18:28
KTHURA
I really must investigate why commas in tags are so problematic in Kthura for C++ while C# (and BlitzMax) never appeared to mind