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 |
14:00 | FIXED |  Extension error |
13:58 | TEST |   Take I |
13:57 | NOTE |  I have taken the differences in mind with the original game, and things will be attempted to recalculate to come close to things, and to even "correct" a few things, although it will never be fully the same. Sorry about that |
13:57 | NOTE |  The pricing and calculations of upgrades is NOT the same as in the original game... A few new formulas have been put into place... The reason was just because that was the easier way to go, actually... And also a few technical reasons |
13:55 | SCRIPT |   I've set up an empty template script to code the ARMS upgrade upon.... |
13:45 | SCRIPT |  Upgrade weapons system has been set up |
11:06 | JCR6 |  In other words ALIASing |
11:06 | APOLLO |  Project file adaption for easier access |
- = 7 Mar 2021 = - |
23:55 | CONFIRMED |  Banika now works the way she should |
23:44 | TEST |  IDIOT! (Take III) |
23:43 | FIXED |  IDIOT! |
23:43 | STUPIDITY |  IDIOT! |
23:39 | TEST |  Take II |
23:39 | DEBUG |  And a debug line that must provide me a few answers |
23:39 | HUH |  Rather odd error on the availability check.... Extra security set up |
23:19 | TEST |  Take I |
23:17 | LINK |  Done |
23:00 | NOTE |  Not yet linked to the map, so the game will still crash when you try to talk to her |
23:00 | SCRIPT |  menu for Banika |
14:26 | NOTE |  But when it concerns Banika... That was the easy part |
14:26 | CONFIRMED |  That all works |
13:49 | NOTE |  She should appear in the Hawk in this process, but the upcoming tests will (of course) have to prove this.... |
13:49 | MAPSCRIPT |  Banika |
13:48 | TECHNO |  This was needed to make Banika disappear from Y Anhysbys after you spoke to her there... but it wouldn't make sense if she instantly disappeared, so this way I could make things a bit more fitting. |
13:47 | TECHNO |  This will not remove an object from a map right away, but mark it as removed for the next time the map is loaded..... |
13:47 | SCRIPT |  PostKill() |
12:06 | TEST |   Take III |
12:02 | FIXED |  Blockmap Issue |
11:53 | FIXED |  Hopefully some texturing issues fixed |
11:53 | FIXED |   Blockmap fault |
11:53 | FIXED |  Doors would close in an instant (nothing can move that fast) |
11:49 | TEST |  Take II |
11:49 | FIXED |  Code typo |
11:48 | TEST |   Take I |
11:48 | NOTE |  I didn't yet script Banika... This because she's easy to do, and speaking to her has consequences for the Hawk that I need to study first |
11:47 | MAPSCRIPT |  I've set the door at the end |
0:28 | CONFIRMED |  It works |
0:21 | TEST |  Quick test (with a cheat all is possible now) |
0:20 | FIXED |  Ahah... Wrong floor number, eh? |
0:20 | INVESTIGATION |  Why? |
0:20 | BUG |  Although you can hit the door North, it does not slide open, while it was scripted to do so |
0:05 | TEST |  Does it work? |
0:05 | MAPSCRIPT |  Boss |
- = 6 Mar 2021 = - |
23:38 | FIXED |  Although a small bug had to be taken care of, but that's alright |
23:38 | CONFIRMED |  That works |
23:32 | TEST |  Take XV |
23:31 | LINK |  Link Established |
23:12 | STUPIDITY |  I only forgot to link the animation function to the drawing routine.... This is not a very serious issue, but still a bit of a bummer |
23:11 | CONFIRMED |  And Paralysis DOES do what it has to do |
23:11 | CONFIRMED |  Inflicting a status change works |
22:46 | TEST |  Take XIV |
22:46 | NOTE |  (This was the dungeon I feared the most for with the bugged tiler. I do have an idea though, but I will need more time to put that to action. If that idea works, my issues should belong to the past... at least I hope so). |
22:45 | STATUS |  Are they all accounted for now? |
22:45 | FIXED |  Moar |
22:36 | TEST | |
22:36 | FIXED |  Some Kthura Map issues |
22:27 | TEST |  Take XII (Dungeon as a whole) |
22:27 | STATUS |   I was still on a general test which ended in take XI, so that test will now me resumed at take XII |
22:26 | FIXED | #111 - At least I hope so |
22:20 | FIXED |  Direction error on Kicking Reggie East and South |
22:20 | DONE |  Kick Reggie on board the Hawk if applicable |
21:51 | CONFIRMED |  The text on board the hawk changes.... Good |
21:44 | VOID |  It's good to know that a ZonaAction conflict is possible when loading a new map |
20:14 | TEST |  Take I |
20:13 | MAPSCRIPT |  Wendicka |
20:00 | STATUS |   FINALLY |
19:51 | TEST |  Take XV |
19:51 | FUCKYOU |  no matter |
19:51 | MYSTERY |  And I wonder how this could happen, as the system is set to schedule all those kind of actions to a safe moment |
19:51 | VOID |  Issue itself.... "Self-kill" commands are a bit risky in a non-garbage-collector-like environment |
19:50 | FIXED |  I hope |
19:34 | COCKROACH |  It doesn't |
19:34 | TEST |  Take XIV |
19:30 | TECHNO |  I think I know why this happens though, but let's forcefully crash it now to test if the error screen works the way it should! |
19:30 | C++ |  This particular issue has now been caught in a proper error message |
19:20 | VISUALSTUDIO |  Take XIII |
19:20 | TECHNO |  This can only mean that C++ has thrown an exception which Apollo was not yet able to handle |
19:19 | HUH |  Solving this instantly crashes Apollo, without a crash notice |
19:16 | TEST |  Take XII |
19:16 | FIXED |   Yup! |
19:15 | STATUS |  Well the example shows... but as soon as you click the game crashes... The error shown is even more ridiculous, but perhaps I overlooked an old instruction that is different in Apollo, who knows... Syntax highlighters only bring you this far, eh? |
19:11 | TEST |  Take XI |
19:11 | FIXED |  Okay, that was a stupid thing to do.... |
19:09 | TEST |  Test Take X |
19:09 | VOID |  FUCK |
19:06 | TEST |  Take IX |
19:06 | FIXED |  Wrong type in declaration |
19:03 | TEST |   Take VIII |
19:03 | FAILURE |   Weak typing in Lua.... Very nice thing in Neil (NOT!) |
19:03 | FIXED |  Type error |
18:59 | TEST |  Take VII |
18:59 | VOID |  Voids issues like these in the future |
18:59 | JCR6 |  Alias for MBOX1 |
18:52 | FIXED |  And that "fixes" another crash |
18:52 | AUDIO |  The sounds used for the memory buttons in Y Anhysbys were among them.... Although I already had some files from this creator, these were demo files in the original. Y Anhysbys was the first non-demo dungeon of the original game. Since I won't make any demo now but go for the entire game in once, this is no longer applicable, but some "scars" remain |
18:49 | TRANSFER |  Missing audio files |
18:45 | TEST |  Take VI |
18:44 | FIXED |   Conflict caused by the differences between classic Lua and Neil |
18:21 | TEST |  Take V |
18:21 | VOID |  I see that += is bugged in combination with comments.... This is a bug in Neil, but a hard one to fix |
18:17 | TEST |  Take IV |
18:17 | VOID |  ??? |
18:07 | TEST |  Take III |
18:07 | STATUS |  SIGH! |
18:07 | FIXED |   And still there was more.... |
18:01 | FIXED |  "Unknown indetifier" x∞ |
17:55 | TEST |  Take II |
17:55 | FIXED |  Anyway is always required (I named that library that way for a reason) |
17:50 | TEST |  Ready for take I (memory) |
17:50 | LINK |  That completes the link |
17:49 | KTHURA |  Done |
17:48 | KTHURA |  I do need to set something right here first! |
17:48 | LINK |  That should link everything together |
17:48 | MAPSCRIPT |  Script for the memory puzzle here |
17:17 | SCRIPT |  Ported the original puzzle from LAURA II to Apollo |
16:51 | STATUS |  I'll leave combat be for now... We got a little minigame to concern about now |
15:52 | TEST |  Take XI |
15:29 | FIXED |  Crash on initiating status change |
15:03 | NOTE |  I've activated the God mode as testing is impossible with enemies like these otherwise |
14:52 | TEST |   Take X |
14:52 | FAILURE |   Unfortunately the game crashed before I could save that, so that ability to debug this phenomenon any further slipped through my fingers |
14:52 | CONFIRMED |  I thought obtaining ability bonuses didn't work, but since Foxy did obtain TWO of them in the last fight, I know that DOES work... They don't show in the menu though |
14:51 | FIXED |  Crash |
14:42 | TEST |  Take IX |
14:42 | VOID |  hmmmm? |
14:36 | TEST |  Take VIII |
14:36 | FIXED |  Illegal function call |
14:34 | TEST |  Take VII |
14:34 | FIXED |  Syntax error |
14:34 | TEST | |
14:31 | SCRIPT |  Disease animation |
14:18 | FIXED |  Code typo in an unrelated fix |
14:08 | TEST |  Take VI |
14:08 | FIXED |  Code typo |
14:05 | TEST |  Take V |
14:05 | FIXED |  Class issue |
13:47 | TEST |  Take IV |
13:47 | FIXED |  A few Kthura dominance issues |
13:43 | TEST |  Take III |
13:41 | FIXED |  Taken ARMS chests in savegames could crash the game if it handles a map with multiple layers in stead of just one (the 3 other ARMS chests were all on maps with only one layer). |
13:35 | TEST |  Take II |
13:35 | NOTE |  But that "fuck you" was now really to myself, as I did put that obligation into Neil for a reason |
13:35 | FUCKYOU |  Forgotten declaration |
13:25 | TEST |  Well, I gotta try the dungeon out now for real, with all enemies working -- Wish me luck -- Take I |
13:24 | STATUS |  Will it all work? |
13:23 | SCRIPT |  Causing status changes |
12:48 | SCRIPT |  I've made a beginning to the paralysis status change |
11:52 | MAPSCRIPT |  The secret passage will now be invisible unless the player enters it |
11:50 | VOID |  View issues caused by my rotten tiler |
10:41 | FIXED |  Missing Reggie kick |
9:13 | TEST |   Another take then? |
9:13 | FIXED |  Small fix |
9:11 | TEST |  here goes |
9:10 | DONE |  Some unrelated business taken care off.. hey, it still needs to be done.. right? |
7:57 | TECHNO |   (No walking actings, that's the cake) |
7:56 | NOTE |  (And it's fortunate that with both the pirate event and the pre-final dungeon event neither will cause serious issues... At least that's what I hope) |
7:55 | NOTE |  I haven't yet written the welcoming script, but with ZA that's easy to implement from the savegame anyway |
7:53 | MAPSCRIPT |  I've been rewriting part of the mapscript, as this was producing bad results |
- = 5 Mar 2021 = - |
23:39 | LINK |  Go to Y anhisbis |
23:28 | CONFIRMED |  At last! |
23:26 | TEST |  Well, let see now |
23:25 | VOID |   Now nearly all my savegames I made after I arrived at the Hawk for the first time were useless, but as I was not game to get my data reset I hacked my savegame file... Since the savegames are just JCR6 files and most data even being text file based, this was very very easy |
23:24 | FIXED |  I think I fixed this |
23:04 | TEST |  Do I get the expected error now? |
23:03 | FIXED |  Arrive issue |
22:14 | STATUS |  The idea for now is to make the next step in the process to start on Y Anhysbys.... |
22:13 | STATUS |  Things appear to be in order... (for now) |
22:02 | NOTE |  In my save Foxy now learned "Stun Stab", and that enables me to get working on status changes more thoroughly, but that won't be before I starrt on the Y Anhisbis mission |
22:01 | TEST |  And let's go on, here! |
22:01 | STUPIDITY |  (And then to think that way of working was already not there when I was working on Dyrt.NET... figures) |
22:00 | FIXED |  A kind of error I simply can't stop making |
21:56 | CONFIRMED |  At least Münchhaussen appears to be working.... yay! |
21:43 | TEST |  We'll have to wait and see... |
21:43 | DEBUG |  Is it all okay now? |
21:43 | ANALYSIS |  More analysis |
21:43 | COSMETIC |  more fine tuning |
21:42 | COSMETIC |  Configuration finetuneing |
21:38 | FIXED |  Wrong function type |
21:37 | BUG |  But not quite yet |
21:37 | STATUS |   getting there |
21:30 | TEST |  And here we go ... again..... :-/ |
21:30 | FIXED |   Invalid delegate definitions |
21:19 | TEST |  Well, this time then? |
21:19 | STATUS |  Oh brother |
21:19 | FIXED |  Foxy had to break in with a bug of hers.... |
21:15 | TEST |  Let's see now |
21:15 | FIXED |  code typo |
21:11 | TEST |  Let's go... again! |
21:10 | NOTE |  I've removed the umlaut on the name Münchhausen temporarily... I will put it back later, though |
21:10 | FIXED |  Syntax error |
20:59 | STATUS |  Well, Münchhausen will be tested, among many other things... let's go! |
19:41 | STATUS |  Of course, I'll need to test if this works the way it's intended... This is gonna be a nice ride... |
19:25 | OFFTOPIC |  The ARM is named after Karl Friedrich Hieronymus Baron von M¨nchhausen. This is actually NOT a fictional person (despite Wikipedia claiming otherwise), but a real person who was rather fond of fantastic stories. One of the states he flew through the sky on a cannon ball. Crystal's ARM is based on this story. |
19:17 | DONE |  I've written the script for the Münchhausen ARM |
18:08 | FIXED | #107 - Although I cannot test this yet, as savegames existent with this bug will remain bugged... forever |
18:07 | BUG | |
17:19 | TEST |   Take II |
17:19 | FIXED |  "Oops, sorry!" worked in a way it shouldn't! |
14:06 | TEST |  Take I |
14:06 | NOTE |  it's hard to check if ExHuRU will indeed come to Wendicka's protection, however all I can do for now is trust on that ... If no proper occasion comes to test that manipulation through debug cheats will have to help me |
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