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 |
14:05 | DONE |  "Protection Protocol" |
14:05 | DONE |  "Oops! Sorry!" |
- = 4 Mar 2021 = - |
23:34 | STATUS |  In combat I still have a lot of nightmares to take care of though |
23:34 | DONE |  Observatorium is considered done |
22:36 | FIXED |  A few small fixups |
22:21 | TEST |  Next part! |
22:21 | VOID |  Tile issues in the corridor prior to the toilet part |
22:19 | CHARACTER |   "Hah! Take that I'll kill ya" (Wendicka's Death Blow auto ability) |
21:50 | TEST |  Well let's see if I can get through the observatorium WITHOUT crashing the game.... |
21:50 | FIXED |  Reference error Foxy's Dragon Burn SpellAni |
21:50 | NOTE |  This has solely been put in in order to make reviving fallen characters possible |
21:49 | SCRIPT |  Curing status changes in battle possible now |
21:40 | MAPSCRIPT |  All zones within the observatorium should work now |
20:45 | TEST |  Take II |
20:45 | FIXED |  Tag typo |
20:42 | TEST |   Well? |
20:42 | MAPSCRIPT |  And Wendicka should make a not of the place when you first enter the actual dungeon part |
20:40 | NOTE |  And others should not be able to |
20:40 | MAPSCRIPT |  Wendicka should now be able to open the door with the terminal |
19:41 | CONFIRMED |  Formality it is... :) |
19:39 | TEST |  Take VII should be only a formality... At least, that's what I hope.... |
19:38 | STATUS |  Almost there |
19:38 | FIXED |  Dominance issue on the teleport pad |
19:35 | TEST |  Take VI |
19:35 | FIXED |  A map fix (at least I hope this is fixed, as that particular issue is getting on my nerves now |
19:33 | FIXED |  Coordinate error |
19:33 | CONFIRMED |  That fixes stuff |
19:31 | TEST |  Take V |
19:31 | FIXED |   No matter if the data is correct, if you forget to link it to the actual doors nothing will happen... dummy! |
19:26 | TEST |  Take IV |
19:26 | FIXED |  Update task forgotten in main updater |
19:25 | TEST |  Take III |
19:25 | FIXED |   Load issues |
19:01 | TEST |  Take II |
19:01 | FIXED |  Wrong function |
18:59 | TEST |  Take I |
18:59 | TEST |  I cannot yet test that door to the main part, but at least I can test the doors in the start hall |
18:58 | LINK |  A half link has been made to the doors leading into the dungeon itself, however this has to be tied to a specific script and that script has not yet been set up |
18:57 | MAPSCRIPT |  The sliding doors have now been scripted... At least the ones between the corridors and the entrance hall |
18:56 | CONFIRMED |  I suppose it is |
18:06 | FUCKYOU |  Take XI |
18:06 | VOID |  I hope I voided the issue in the entrance hall now... |
18:05 | NOTE |  And in TFT REVAMPED I guess I need to worry for the floors in the Spirata temples and such, but that will be something to worry about later |
18:04 | FAILURE |  The experiment failed... The pre-rendered tiled areas all come out as empty textures, possibly even completely transparent. I'm afraid the tiled areas will therefore remain a problem for the time being... Easy for me to void.. well mostly, but it will get me some extra work, and I don't like that! |
17:24 | TEST |  Take X |
17:24 | EXPERIMENT |  I've done a bit of experimentation in Kthura... Hopefully this will turn out my new Tiler works the way it should... It may eat a bit more RAM, but I should get speed plus bugless tiling in return... At least, THAT's the idea. |
16:54 | TEST | |
16:54 | FIXED |  Label issue |
16:54 | CONFIRMED |  That Start issue is succesfully voided |
16:47 | TEST |  Take IX |
16:47 | VOID |  Start bogus |
16:39 | TEST |  Take VIII |
16:39 | KTHURA |  LALALALA |
16:38 | MYSTERY |  No clue how THAT could happen |
16:38 | DEBUG |  The log shows that the player has spawned outside the map range.... 5x the width of the map..... |
16:24 | TEST |  Take VII |
16:23 | STATUS |  I really wonder how many more are missing, actually |
16:23 | TRANSFER |   Missing asset |
16:18 | TEST |  Take VI |
16:18 | CONFIRMED |  Music properly aliased |
16:18 | FIXED |   Start point error |
16:10 | TEST |  Take V |
16:10 | COSMETIC |  Dominance issue that gave a bit of a strange effect when beaming to the observatorium |
16:10 | CONFIRMED |  This confirms though that the issue with the transpad leading to the observatorium has been fixed, though |
16:09 | RECOVERED |  Oddly disappeared starting point |
16:06 | TEST |  Take IV |
16:06 | INVESTIGATION |  Elementary, my dear Watson. The stuff SHOULD work now! |
16:06 | FIXED |  So I fixed that |
16:06 | DEBUG |  The debug line has spoken and provided an answer... The tag name was missspelled |
16:02 | TEST |  Take III |
16:02 | DEBUG |  Hopefully this line provides me some answers as this is getting on my nerves |
15:54 | HUH |  I really don't understand wtf is happening here.... |
15:52 | TEST |  Take II (entering Observatorium) |
15:52 | KTHURA |  I did re-tag the object causing the transport though... Perhaps that helps (?) |
15:51 | ANALYSIS |  nothing odd found |
15:46 | INVESTIGATION |  Why? |
15:46 | BUG |   Nothing happens |
15:42 | LINK |   And that should link the junkyard to the observatorium (duh!) |
15:42 | MAPSCRIPT |  Transpad to Observatorium scripted |
15:30 | EXPERIMENT |  I've set up an experimental tiler.... Time will tell if it works as intended... This tiler can by the way also be the key to enlarge screens, although you must take in order that this can cause a bit of a slowdown... or not... Who knows, eh? |
14:39 | TEST |  Take III |
14:39 | FIXED |  I hope |
14:39 | BUG |   a blockmap issue discovered which allows you to skip the boss guarding the observatorium |
14:36 | TEST |  Take II |
14:36 | CONFIRMED |  At least I can confirm that Yirl will no longer stop you when approaching the boss |
14:36 | FIXED |  Code typo |
14:33 | TEST |  Let's see |
10:07 | MAPSCRIPT |  Activated the SupaQual boss in the junkyard |
- = 3 Mar 2021 = - |
22:22 | DONE |  Red trasporter pads do also work now |
21:22 | TEST |  Scotty, beam me up! |
21:22 | SCRIPT |  Beaming up |
21:15 | NOTE |  Beaming up is NOT yet implemented... That's the next step |
21:14 | CONFIRMED |   Beaming down to a planet works |
21:11 | FIXED |  Tons of crap, actually |
19:37 | TEST |  Well, let's see now |
19:36 | FIXED |  Physillium didn't apear |
19:31 | TEST |  Well? |
19:31 | LINK |  Linked this to the terminal sprite in the Hawk |
19:30 | SCRIPT |  The Worlds you've unlocked should show now |
19:30 | SCRIPT |  First set up for the navigation computer in The Hawk |
16:45 | FAILURE |  I sounded like a Corona Guru (read: nitwit), I really must find a different kind of wording for that! |
16:44 | CONFIG |  More distance then |
16:41 | JUDGMENT |  However readability is a little issue now |
16:41 | STATUS |  In basic the terminal works |
16:39 | ENHANCEMENT |  Process bar in loading game |
16:39 | FIXED |  A few wrongs here |
15:18 | NOTE |  The tutorials SHOULD appear, but for now crash the game |
15:18 | NOTE |  This should mean saving aboard the Hawk should be possible now |
15:18 | LINK |   I've linked this flow to the Hawk |
14:08 | SCRIPT |  Flow |
13:53 | SCRIPT |  I've set up a class for handling the applications in the terminal |
12:30 | FIXED |  Dupe reference |
12:27 | MAPSCRIPT |  Vault door should work now |
0:18 | TEST |  Another Test! |
0:18 | FIXED |  Issues with the sliding doors |
0:12 | TEST |  A little test is in order |
0:12 | MAPSCRIPT |  The sliding doors on board the Hawk have now been scripted |
- = 2 Mar 2021 = - |
23:48 | DONE |  You should now be able to talk to your party members about the current situation |
23:40 | FIXED |  Inivisble player |
23:33 | TEST |  Take V |
23:33 | FIXED |  Wendicka/Crystal issue on board the Hawk |
23:17 | TEST |  Take IV |
23:17 | FIXED |  That total act of idiocy! |
23:17 | STUPIDITY | KLOJO!!! |
23:12 | TEST |   Take III |
23:12 | FIXED |  Kthura Tag Case Error |
23:09 | TEST |  Take II |
23:09 | FIXED |  MapScript Didn't show |
23:09 | FIXED |  Quick Meta error |
23:00 | TEST |  Take I |
23:00 | STATUS |  The moment... of truth.... |
23:00 | NOTE |  (Especially since this is the next dungeon that will be put in, after I get the red teleporter pads to work) |
22:59 | TECHNO |   Remember, since you can change the music for "The Hawk" once you've completed the Space Observatorium (as that along with the Münchhausen ARM)) is your reward for that... And t's handier to make sure support is fully available before I reach that point |
22:58 | MAPSCRIPT |  Music Player for "The Hawk" |
22:58 | MUSIC |  Some stuff made by Kevin McLeod I need later has been transferred |
22:51 | MUSIC |  Music set for the Hawk |
22:47 | MAPSCRIPT |   Transfer to the Hawk should work now... Well sort of as I do have a few things to do here... |
22:30 | CHECKLIST | |
19:04 | C++ |  I've expanded Apollo with message box functionality.... |
17:22 | TECHNO |   And that kiddo's is why you make backups! |
17:22 | RECOVERED |  Thank goodness I have a backup,so most could be recovered... If everything was recovered properly will have to be seen... The damage was minimal... Even though I did have to re-clone my github repository, and many changed that I did not yet push were therefore not on it, I still could get most changes back in.... For now it appears to look like nothing was lost, except for my builder's checklog file (which is no problem as that will be created anew automatically), and some .git data (which was the reason I had to re-clone). |
17:20 | FAILURE |  An accidental mass deletion took place.... |
14:24 | C++ |  Cosmetic, but the Death figure in the Blue Screen of Death could get bigger or smaller depending on when an error occured in events in which scaling was used, and that got a bit on my nerves |
13:55 | SITE |  Added tag TFT |
- = 1 Mar 2021 = - |
22:43 | DONE |  End of combat should undo all deaths |
22:41 | DEBUG |  An extra debug line has been added to see why the impossible appears to happen here! |
22:40 | COCKROACH | |
22:07 | FIXED |  Elemental crashes |
21:55 | MAP |  And area 004 looks fine... I guess I was learning my lesson about obstacles and blockmap pretty soon.... Why did I wait so long with deprecating that? |
21:54 | MAP |  Blockmap workout on area 003 |
21:31 | CONFIRMED |  So far... so good! |
21:22 | DONE |  Blockade on the boss guarding the entrance to the Observatorium, which will be lifted once you've been aboard the Hawk at least once |
21:10 | FIXED |  I think I fixed Wendicka's survival issue |
20:57 | BUG |  Wendicka survives water attacks... She shouldn't... Why? |
20:56 | FIXED |  Dodge rolls always fail |
20:56 | FIXED |  Switch error |
20:55 | FIXED |  Part of the junkyard fixed |
20:18 | BUG |   Well, the transfer to the junkyard went all right, but there the nice story ends, as due to the crapload of obstacles the blockmap is pretty much busted... So I guess we got work to do here. So let' s open the Kthura Map Editor to get it all done... :-/ |
19:50 | STATUS |  I will later test if this is fully working, though... I do need a little break.... |
19:50 | LINK |  Start scenario linked to the map |
19:49 | NOTE |  Plan is that once I got just before the point the party beams up to the Hawk for the first time to make sure some stuff is done for The Fairy Tale REVAMPED.... Prime target will (for now) be Star Story, still, though |
19:47 | SCENARIO |  Junkyard start scenario ref adaption |
19:46 | FAILURE |  I really hate that C# has no true equivalent of C's "systen" command |
19:43 | DONE |  Link to the junkyard |
19:41 | MUSIC |  Configured for the Junkyard |
19:39 | STATUS |  Next step.... Going to the Junkyard |
19:39 | CONFIRMED |   It FINALLY works! |
19:35 | TEST |  Take VI |
19:35 | FIXED |  Code Typo |
19:25 | TEST |  Take V |
19:25 | FIXED |   Death of king should kill all subjects |
19:25 | FIXED |  King not invulnerable by default |
19:25 | TEST |  Take IV |
19:25 | FIXED |  Crap-load of issues |
18:57 | TEST |  Take III |
18:57 | FIXED |  Directory fault |
18:44 | TEST |  Take II |
18:44 | STUPIDITY |  Yeah, that was really dumb |
18:44 | FIXED |  Missing function definition |
18:42 | TEST |  Take I |
18:42 | SCRIPT |  The script that should make this boss possible |
18:11 | LINK |  Code to link that up now available |
18:10 | TECHNO |   This is needed due to this boss' unique nature |
18:10 | SCRIPT |  Start Script feature in the combat start up script |
15:49 | SPELLANI |  Flame thanks to Reggie |
15:37 | SPELLANI |  Flame |
15:23 | FIXED | |
14:36 | NOTE |  While on the road I also gotta test the switch in battle, so issues can still be expected, though |
14:36 | TEST |  Take III should take me further on, until the point I can reach the boss? |
14:35 | FIXED |  Door tag issue too |
14:35 | FIXED |  Okay... that appears to do the trick? |
14:31 | TEST |  Take II |
14:31 | EXPERIMENT |  Well? |
14:31 | BUG |  Buttons hit, but nothing happens, not even the reset takes place when it should |
14:26 | TEST |  Take I |
14:26 | MAPSCRIPT |  I could try to get Ivo's puzzle going though |
14:26 | MEDICAL |   Migraine... I'm trying to keep myself going, but I feel weak! |
0:37 | VOID |  A little void for the future... Doesn't fix the true bug, but will prevent touble in the future |
0:23 | BUG |  A bug in the Kthura editor allows dupe items to be created... And also in the scripting.... I wonder how this could happen.... |
- = 28 Feb 2021 = - |
23:57 | DONE |  Switching in combat |
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