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
20:39TEST
TESTTake II
20:39VOID
VOIDI hope I voided that with a double-click-prevention....
20:39BUG
BUGAnd the puzzle itself also has trouble.... It starts to check the outcome halfway, while it shouldn't....
20:38VOID
VOIDThat SHOULD do it.... (I hope)
20:37FIXED
FIXEDAdmiral Lovejoy 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

20:10TEST
TESTTake I
20:09STATUS
STATUSLet's go for it!
20:07TECHNO
TECHNOI 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.

20:04MAPSCRIPT
MAPSCRIPTClock puzzle
19:01NOTE
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.
19:00CHARACTER
CHARACTERYirl Sue Foxy's ability have been added
18:40TEST
TESTTesting!
18:40LINK
LINKLinked Cell section to main part of the Dungeon
15:23TEST
TESTSwitching - Take VII
15:23FIXED
FIXEDWrong name shown in switch menu
15:22STATUS
STATUSThe basis appears to be working, yet there's one thing I must take care of
15:18TEST
TESTSwitching - Take VI
15:18COSMETIC
COSMETICCoordinate corner error
15:18FIXED
FIXEDIllegal function call
15:12TEST
TESTSwitching - Take V
15:12FIXED
FIXEDSyntax error
14:28TEST
TESTSwitching - Take IV
14:27FIXED
FIXEDCode typo
14:26TEST
TESTSwitching - Take III
14:26FIXED
FIXEDScope error
14:23TEST
TESTSwitching - Take II
14:23FIXED
FIXEDSyntax error
14:21TEST
TESTSwitching - Take I
14:19NOTE
NOTE I'll wait with putting this to the test.... The feature is available now, and that's what matters :)
14:17KTHURA
KTHURAKthura 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....
14:01SCRIPT
SCRIPTSwitching should now be possible, however in combat this is hard to check until the next battle arives, and THAT may take awhile
12:37STATUS
STATUSThe next thing on my agenda is.... Switching characters... Now that we have more than 3, this feature should be made available....
12:30DONE
DONETaken care of!
12:23NOTE
NOTE There are however some resistance scripts required, so let's get to that
12:23CONFIRMED
CONFIRMEDAdmiral Johnson It does work
12:14TEST
TESTBakina That is if it works the way it is intended. as that we can never fully tell.
12:14DONE
DONEAnd these characters should now be able to lead and to open the menu just like the front row characters
12:12DONE
DONELevel up from back row possible now, but that happens in silence
11:56DONE
DONEThe portraits of the back row SHOULD appear now
10:20NOTE
NOTE I can however check if Wendicka, Crystal and ExHuRU respond properly to this though.....
10:20MAPSCRIPT
MAPSCRIPTThe 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....
1:35FIXED
FIXEDThe Goddess ExHuRU I think I fixed the issue of Reggie not returning back to his original spot after being kicked
1:32TEST
TESTTake XI
1:31FIXED
FIXEDIllegal Insterstate Function Call
1:26TEST
TESTTake X
1:26LINK
LINKMissing link for blocked areas
1:26FIXED
FIXEDTake IX
1:14COSMETIC
COSMETICSped up fade-out sequence darkness effect in cell... This really took far too long
1:13FIXED
FIXEDAlpha issue bar fight
1:10TEST
TESTTake VIII
1:10FIXED
FIXEDBad Scenario references
1:10FIXED
FIXEDFade-out darkness not showing
1:09TEST
TESTTake VII
1:09VOID
VOIDIssue
0:54TEST
TESTTake VI
0:54FIXED
FIXEDIllegal object usage in the creation of Foxy
0:45TEST
TESTTake V
0:45FIXED
FIXEDString!=Identifier
0:45FIXED
FIXEDUnprefixed macro
0:43TEST
TESTTake IV
0:43FIXED
FIXEDKota Syntax error
0:42TEST
TESTTake III
0:38FIXED
FIXEDMicrosoft DIE with you stupid backslashes!
0:38COSMETIC
COSMETICFight coordinate boundaries set to screen boundaries
0:34TEST
TESTBriggs Take II
0:34FIXED
FIXEDConflict
0:29TEST
TESTTake I
0:29STATUS
STATUSWISH ME LUCK!
0:28MAPSCRIPT
MAPSCRIPTFoxy & Reggie
- = 27 Feb 2021 = -
23:27MAPSCRIPT
MAPSCRIPTStep one in speaking to Yirl
23:24NOTE
NOTE Astrilopup NOT yet tested, though!
23:24CHARACTER
CHARACTERYirl's abilities and business points system has been set up
22:48CLOSED
22:26CHARACTER
CHARACTERCombat menu: Foxy
22:26CHARACTER
CHARACTERCombat menu: Yirl
22:08STATUS
STATUSNow I need to prepare for Yirl and Foxy to join the party
22:01LINK
LINKExit
20:26TODO
TODOSpeak to Yirl
20:26TODO
TODOLeave the bar (not needed, but it makes the game more complete)
20:00DEBUG
DEBUGLet's find out why
19:57BUG
BUGUnpopping doesn't
19:57CONFIRMED
CONFIRMEDPopping works
19:53TEST
TESTLet's see now!
19:53CONFIRMED
CONFIRMEDThe basic concept works, though
19:53FIXED
FIXEDSome issues
19:38TEST
TESTReggie Gotta test this all
19:38MAPSCRIPT
MAPSCRIPTStork
19:36SCRIPT
SCRIPTPartyPop
19:07MAPSCRIPT
MAPSCRIPTYirl priror to speaking to Stork
18:24MAPSCRIPT
MAPSCRIPTBladeh at the bar scripted
18:18CLOSED
18:18CONFIRMED
CONFIRMEDYup! #80 is fixed now!
18:17NEIL
NEILIt 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!
17:21TEST
TESTThe latter is about to be put to the test!
17:21MAPSCRIPT
MAPSCRIPTDr. Sal’pr’drita 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.
17:21LINK
LINKBartender's speech autolinked
17:20LINK
LINKEntrance linked to the bar's inside
16:38NOTE
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
16:37MUSIC
MUSICThe generated music piece "Don't talk too much" has been added to the bar inside
14:24APOLLO
APOLLOAPI added for this
0:02CONFIRMED
CONFIRMEDAnd NOW it works!
0:01TEST
TESTTake V
0:01FIXED
FIXEDSue More crap
- = 26 Feb 2021 = -
23:35TEST
TESTTake IV
23:35SOLVED
SOLVEDI think i got it!
23:21TEST
TESTTake III
23:21FIXED
FIXEDWendicka One more fix
23:19TEST
TESTTake II
23:19FIXED
FIXEDA few fixes are required here
23:12TEST
TESTTake I
23:12DONE
DONESelling by dragiing
22:01CONFIRMED
CONFIRMEDBuying works
21:59TEST
TESTTake III
21:59FIXED
FIXEDAdmiral Lovejoy Prefix conflict
21:45TEST
TESTTake II
21:44FIXED
FIXEDGroup error
21:43TEST
TESTTake I
21:43COSMETIC
COSMETICCosmetic yet important... On the bottom of the shop panel you can see how much credits you have....
21:42DONE
DONEBuying should work now
19:46DONE
DONETrashing now also possible in stores
19:45DONE
DONEItem drag store
17:36TEST
TESTTake VI (or is it DC by now?)
17:36FIXED
FIXEDI lost what I all fixed
17:30TEST
TESTTake V
17:30FIXED
FIXED....
17:30STUPIDITY
STUPIDITYIDIOT!
17:25TEST
TESTTake IV
17:25FIXED
FIXEDRolf Stupidity
17:23DONE
DONEStock
17:10CONFIRMED
CONFIRMEDSo far, so good!
17:08TEST
TESTTake III
17:07FIXED
FIXEDBakina Fixed Item data link type
17:07TEST
TESTTake II
16:51FIXED
FIXEDTons of syntax errors
16:43TEST
TESTTake I
16:43LINK
LINKDum-de-dum
16:42MAPSCRIPT
MAPSCRIPTLinkup
16:42SCRIPT
SCRIPTI'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?
10:17STATUS
STATUSAdmiral Johnson Crystal McLeen - Big alternate Still a long way to go before I can set up the stores, though
10:14CONVERT
CONVERTDatabases converted
9:22STATUS
STATUSNow 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
0:20FIXED
FIXEDSome issues we got here
0:20MAPSCRIPT
MAPSCRIPTAurina exchange
- = 25 Feb 2021 = -
23:42MAPSCRIPT
22:15TEST
TESTWell, it's not much,but let's put it to the test anyway 😁
22:13MAPSCRIPT
MAPSCRIPTIntroduction upon arrival
22:11LINK
LINKBack 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 😜
21:33NOTE
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.
21:32DONE
DONESome preps for the bar
19:59JUDGMENT
JUDGMENT GOOD!
19:56TEST
TESTI guess
19:56TEST
TESTTake II
19:56FIXED
FIXEDClear screen error
19:55FIXED
FIXEDCoordinate recalc error
19:46TEST
TESTWell?
19:46MAPSCRIPT
MAPSCRIPTJump at the end
19:32CONFIRMED
CONFIRMEDBoss works!
19:15TEST
TESTXenobi Boss - Take II
19:15FIXED
FIXEDHotfixes
19:10TEST
TESTWell?
19:09MAPSCRIPT
MAPSCRIPTKota Boss tutorial set
18:56CONFIG
CONFIGBoss fight
18:03TEST
TESTThen 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)
18:03NOTE
NOTE Briggs 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!
18:02STATUS
STATUSand so stuff should really be okay... Wheew!
18:02FIXED
FIXEDSome blockmap issues
17:59CONFIRMED
CONFIRMEDThis appears to be working now
17:55STATUS
STATUSTrust me... this is SOOOOO true!

17:54TEST
TESTTake XVII
17:54FIXED
FIXEDObject error
17:52TEST
TESTTake XVI
17:52FIXED
FIXEDAnd I fixed another issue in the Reject assignment routine
17:51FIXED
FIXEDBlockmap which was still a total disaster (this I had to do anyway)
17:40FIXED
FIXEDI already suspected that some enemies were placed wrong.... This was based on that there could never be this many enemies sharing reject zones
17:34DUMMIED
DUMMIEDSome 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")
17:28TEST
TESTTake XV
17:28FIXED
FIXEDPointer issue?
17:24TEST
TESTTake XIV
17:24DONE
DONEAnd taken care of real-life stuff
17:24FIXED
FIXEDSome idiot things in the way
13:05TEST
TESTTake XIII
13:05VOID
VOIDDeclaration issue
13:04TEST
TESTTake XII
13:04DEBUG
DEBUGWhat are the facts? This list must show that
13:04BUG
BUGIt appears enemies NEVER get rejected even when they should (the map and the log indicate so)
12:45TEST
TESTTake XI
12:45FIXED
FIXEDReject swapup fix
12:41TEST
TESTFoxy Take X
12:41DONE
DONEDr. Sal’pr’drita Made myself some coffee
12:32FIXED
FIXEDReggie period error
12:29TEST
TESTTake IX
12:29FIXED
FIXEDFixed Static error
12:29TECHNO
TECHNOGood that I know about this, though, and I think I know what causes this.... Oh well....
12:28CONFIRMED
CONFIRMEDVoid succesful..... (figures)
12:26TEST
TESTTake VIII
12:26VOID
VOIDCSayF " issue?
12:19TEST
TESTTake VII
12:19FIXED
FIXEDList fuckery
12:17TEST
TESTTake VI
12:17FIXED
FIXEDReject resetting error
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