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 |
20:39 | TEST |  Take II |
20:39 | VOID |  I hope I voided that with a double-click-prevention.... |
20:39 | BUG |  And the puzzle itself also has trouble.... It starts to check the outcome halfway, while it shouldn't.... |
20:38 | VOID |  That SHOULD do it.... (I hope) |
20:37 | FIXED |   Savegame was not very multi-layer friendly... The first save I could get off with as being in the first layer of the map... But the ones further on.... Nope! I came up with a fix that makes all saves I got so far useless... But I think I got a way to void that..... Just a moment |
20:10 | TEST |  Take I |
20:09 | STATUS |  Let's go for it! |
20:07 | TECHNO |  I needed a different approach, or I would need 12 times the same function. I didn't want that... And not only once, but twice.... Oh my goodness.... Nope, this should turn things differently. |
20:04 | MAPSCRIPT |  Clock puzzle |
19:01 | NOTE |  I cannot yet test them, this due to Foxy learning her moves at random (now there are a few nice things to not about Foxy, as depending on her level and how often she used the abilities she already has the likeliness of learning a new ability increases even to the point where it's actually guaranteed. |
19:00 | CHARACTER | |
18:40 | TEST |  Testing! |
18:40 | LINK |  Linked Cell section to main part of the Dungeon |
15:23 | TEST |  Switching - Take VII |
15:23 | FIXED |  Wrong name shown in switch menu |
15:22 | STATUS |  The basis appears to be working, yet there's one thing I must take care of |
15:18 | TEST |  Switching - Take VI |
15:18 | COSMETIC |  Coordinate corner error |
15:18 | FIXED |  Illegal function call |
15:12 | TEST |  Switching - Take V |
15:12 | FIXED |  Syntax error |
14:28 | TEST |  Switching - Take IV |
14:27 | FIXED |  Code typo |
14:26 | TEST |  Switching - Take III |
14:26 | FIXED |  Scope error |
14:23 | TEST |  Switching - Take II |
14:23 | FIXED |  Syntax error |
14:21 | TEST |  Switching - Take I |
14:19 | NOTE |  I'll wait with putting this to the test.... The feature is available now, and that's what matters :) |
14:17 | KTHURA |  Kthura can now be configured to automatically hide stuff out of view.... Perhaps this also voids the needs of rejection zones, but that remains to be seen.... |
14:01 | SCRIPT |  Switching should now be possible, however in combat this is hard to check until the next battle arives, and THAT may take awhile |
12:37 | STATUS |  The next thing on my agenda is.... Switching characters... Now that we have more than 3, this feature should be made available.... |
12:30 | DONE |  Taken care of! |
12:23 | NOTE |  There are however some resistance scripts required, so let's get to that |
12:23 | CONFIRMED |   It does work |
12:14 | TEST |   That is if it works the way it is intended. as that we can never fully tell. |
12:14 | DONE |  And these characters should now be able to lead and to open the menu just like the front row characters |
12:12 | DONE |  Level up from back row possible now, but that happens in silence |
11:56 | DONE |  The portraits of the back row SHOULD appear now |
10:20 | NOTE |  I can however check if Wendicka, Crystal and ExHuRU respond properly to this though..... |
10:20 | MAPSCRIPT |  The bars of the cell should now be removable by Foxy, however the game won't yet allow to put her in the lead. due to the backrow not yet properly being coded.... |
1:35 | FIXED | |
1:32 | TEST |  Take XI |
1:31 | FIXED |  Illegal Insterstate Function Call |
1:26 | TEST |  Take X |
1:26 | LINK |  Missing link for blocked areas |
1:26 | FIXED |  Take IX |
1:14 | COSMETIC |  Sped up fade-out sequence darkness effect in cell... This really took far too long |
1:13 | FIXED |  Alpha issue bar fight |
1:10 | TEST |  Take VIII |
1:10 | FIXED |  Bad Scenario references |
1:10 | FIXED |  Fade-out darkness not showing |
1:09 | TEST |  Take VII |
1:09 | VOID |  Issue |
0:54 | TEST |  Take VI |
0:54 | FIXED |  Illegal object usage in the creation of Foxy |
0:45 | TEST |  Take V |
0:45 | FIXED |  String!=Identifier |
0:45 | FIXED |  Unprefixed macro |
0:43 | TEST |  Take IV |
0:43 | FIXED |   Syntax error |
0:42 | TEST |  Take III |
0:38 | FIXED |  Microsoft DIE with you stupid backslashes! |
0:38 | COSMETIC |  Fight coordinate boundaries set to screen boundaries |
0:34 | TEST |   Take II |
0:34 | FIXED |  Conflict |
0:29 | TEST |  Take I |
0:29 | STATUS |  WISH ME LUCK! |
0:28 | MAPSCRIPT |  Foxy & Reggie |
- = 27 Feb 2021 = - |
23:27 | MAPSCRIPT |  Step one in speaking to Yirl |
23:24 | NOTE |  NOT yet tested, though! |
23:24 | CHARACTER |  Yirl's abilities and business points system has been set up |
22:48 | CLOSED | |
22:26 | CHARACTER |  Combat menu: Foxy |
22:26 | CHARACTER |  Combat menu: Yirl |
22:08 | STATUS |  Now I need to prepare for Yirl and Foxy to join the party |
22:01 | LINK |  Exit |
20:26 | TODO |  Speak to Yirl |
20:26 | TODO |  Leave the bar (not needed, but it makes the game more complete) |
20:00 | DEBUG |  Let's find out why |
19:57 | BUG |  Unpopping doesn't |
19:57 | CONFIRMED |  Popping works |
19:53 | TEST |  Let's see now! |
19:53 | CONFIRMED |  The basic concept works, though |
19:53 | FIXED |  Some issues |
19:38 | TEST |   Gotta test this all |
19:38 | MAPSCRIPT |  Stork |
19:36 | SCRIPT |  PartyPop |
19:07 | MAPSCRIPT |  Yirl priror to speaking to Stork |
18:24 | MAPSCRIPT |  Bladeh at the bar scripted |
18:18 | CLOSED | |
18:18 | CONFIRMED |  Yup! #80 is fixed now! |
18:17 | NEIL |  It looks like #80 was a bug in Neil itself.... (one of the core features)... and the "d" is now also explained... figures.... let's see how stuff works now! |
17:21 | TEST |  The latter is about to be put to the test! |
17:21 | MAPSCRIPT |   The two astrilopups can be overheard when Wendicka is in the lead. The other two can try but won't understand a word of what they are saying. |
17:21 | LINK |  Bartender's speech autolinked |
17:20 | LINK |  Entrance linked to the bar's inside |
16:38 | NOTE |  Yup, a real music generator was used for this... I hate this kind of music,but this one came out quite well, and was actually perfect for this particular location.... I would otherwise just have disposed it XD |
16:37 | MUSIC |  The generated music piece "Don't talk too much" has been added to the bar inside |
14:24 | APOLLO |  API added for this |
0:02 | CONFIRMED |  And NOW it works! |
0:01 | TEST |  Take V |
0:01 | FIXED |   More crap |
- = 26 Feb 2021 = - |
23:35 | TEST |  Take IV |
23:35 | SOLVED |  I think i got it! |
23:21 | TEST |  Take III |
23:21 | FIXED |   One more fix |
23:19 | TEST |  Take II |
23:19 | FIXED |  A few fixes are required here |
23:12 | TEST |  Take I |
23:12 | DONE |  Selling by dragiing |
22:01 | CONFIRMED |  Buying works |
21:59 | TEST |  Take III |
21:59 | FIXED |   Prefix conflict |
21:45 | TEST |  Take II |
21:44 | FIXED |  Group error |
21:43 | TEST |  Take I |
21:43 | COSMETIC |  Cosmetic yet important... On the bottom of the shop panel you can see how much credits you have.... |
21:42 | DONE |  Buying should work now |
19:46 | DONE |  Trashing now also possible in stores |
19:45 | DONE |  Item drag store |
17:36 | TEST |  Take VI (or is it DC by now?) |
17:36 | FIXED |  I lost what I all fixed |
17:30 | TEST |  Take V |
17:30 | FIXED |  .... |
17:30 | STUPIDITY |  IDIOT! |
17:25 | TEST |  Take IV |
17:25 | FIXED |   Stupidity |
17:23 | DONE |  Stock |
17:10 | CONFIRMED |  So far, so good! |
17:08 | TEST |  Take III |
17:07 | FIXED |   Fixed Item data link type |
17:07 | TEST |  Take II |
16:51 | FIXED |  Tons of syntax errors |
16:43 | TEST |  Take I |
16:43 | LINK |  Dum-de-dum |
16:42 | MAPSCRIPT |  Linkup |
16:42 | SCRIPT |  I've set up the basics for a store... You can neither buy nor sell at the moment, but at least this gives a bit of a view on things, eh? |
10:17 | STATUS | |
10:14 | CONVERT |  Databases converted |
9:22 | STATUS |  Now the time will come to add the first item shop.... There are only a very few of these, but hey they need to be set up well anyway |
0:20 | FIXED |  Some issues we got here |
0:20 | MAPSCRIPT |  Aurina exchange |
- = 25 Feb 2021 = - |
23:42 | MAPSCRIPT | |
22:15 | TEST |  Well, it's not much,but let's put it to the test anyway 😁 |
22:13 | MAPSCRIPT |  Introduction upon arrival |
22:11 | LINK |  Back to the Grass Jungle, for what good it will do, as it's not like you'll get very far there anyway, but hey, this prevents whiners 😜 |
21:33 | NOTE |  All that works is the transporter pad. All else doesn't work yet. NPCs will ignore you and you cannot yet enter the bar. |
21:32 | DONE |  Some preps for the bar |
19:59 | JUDGMENT |  GOOD! |
19:56 | TEST |  I guess |
19:56 | TEST |  Take II |
19:56 | FIXED |  Clear screen error |
19:55 | FIXED |  Coordinate recalc error |
19:46 | TEST |  Well? |
19:46 | MAPSCRIPT |  Jump at the end |
19:32 | CONFIRMED |  Boss works! |
19:15 | TEST |   Boss - Take II |
19:15 | FIXED |  Hotfixes |
19:10 | TEST |  Well? |
19:09 | MAPSCRIPT |   Boss tutorial set |
18:56 | CONFIG |  Boss fight |
18:03 | TEST |  Then TAKE XVIII should be the final test as far as this part is concerned (trying to challenge the boss should (for now) crash the game) |
18:03 | NOTE |  Although this does not cover all speed issues (so it seems) it does at least cover a few up, which is already worth a lot, I tell ya! |
18:02 | STATUS |  and so stuff should really be okay... Wheew! |
18:02 | FIXED |  Some blockmap issues |
17:59 | CONFIRMED |  This appears to be working now |
17:55 | STATUS |  Trust me... this is SOOOOO true! 
|
17:54 | TEST |  Take XVII |
17:54 | FIXED |  Object error |
17:52 | TEST |  Take XVI |
17:52 | FIXED |  And I fixed another issue in the Reject assignment routine |
17:51 | FIXED |  Blockmap which was still a total disaster (this I had to do anyway) |
17:40 | FIXED |  I already suspected that some enemies were placed wrong.... This was based on that there could never be this many enemies sharing reject zones |
17:34 | DUMMIED |  Some code in C++ that will only lead to information I no longer need, at least, at the moment I definitely don't. (If i need it in the future it'll be easy to "undummy") |
17:28 | TEST |  Take XV |
17:28 | FIXED |  Pointer issue? |
17:24 | TEST |  Take XIV |
17:24 | DONE |  And taken care of real-life stuff |
17:24 | FIXED |  Some idiot things in the way |
13:05 | TEST |  Take XIII |
13:05 | VOID |  Declaration issue |
13:04 | TEST |  Take XII |
13:04 | DEBUG |  What are the facts? This list must show that |
13:04 | BUG |  It appears enemies NEVER get rejected even when they should (the map and the log indicate so) |
12:45 | TEST |  Take XI |
12:45 | FIXED |  Reject swapup fix |
12:41 | TEST |   Take X |
12:41 | DONE |   Made myself some coffee |
12:32 | FIXED |   period error |
12:29 | TEST |  Take IX |
12:29 | FIXED |  Fixed Static error |
12:29 | TECHNO |  Good that I know about this, though, and I think I know what causes this.... Oh well.... |
12:28 | CONFIRMED |  Void succesful..... (figures) |
12:26 | TEST |  Take VIII |
12:26 | VOID |  CSayF " issue? |
12:19 | TEST |  Take VII |
12:19 | FIXED |  List fuckery |
12:17 | TEST |  Take VI |
12:17 | FIXED |  Reject resetting error |
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