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 |
14:10 | FIXED |  I think the issue that doesn't allow you to remove stuff fromt he vault |
14:10 | CONFIRMED |  That appears to work |
14:08 | TEST |  Take XV will tell meif it's stil there |
14:08 | EXPERIMENT |  savegame with stuff in the vault |
14:07 | CONFIRMED |  That looks better |
14:04 | TEST |  Take XIV |
14:04 | COSMETIC |  Icon correction |
13:55 | BUG |  But there's still a lot not right! |
13:55 | CONFIRMED |   Okay, that part works |
13:53 | TEST |  PLEASE? |
13:53 | FIXED |   Fixed now? |
13:50 | TEST |  Take XII |
13:50 | FIXED |  Missing CR |
13:48 | TEST |  Take XI |
13:48 | FIXED |  Icon correction, but fine tuning could still be in order here |
13:48 | FIXED |  Immediate placement... Should NEVER happen |
13:47 | CONFIRMED |  Partially.... Still a crapload of work to do here |
13:45 | TEST |  Take X |
13:45 | EXPERIMENT |  Does this work? |
13:44 | CONFIRMED |   Yes, that solves a few things |
13:42 | TEST |  Take IX |
13:42 | FIXED |  I think I got it! |
13:39 | TEST |  Take VIII |
13:39 | DEBUG |  Another line then |
13:39 | COCKROACH |  Whatever impossibility happens... I hope I can pin it down! |
13:21 | TEST |  Take VII |
13:21 | DUMMIED |  No longer needed debug line |
13:21 | FIXED |  Ah... transfer error |
13:15 | TEST |  Take VI |
13:15 | DEBUG |  Quick debug line |
13:11 | FUCKYOU |  Is it seriously looking for item "NIL"? Da fuck! |
13:09 | TEST |  Take V |
13:09 | FIXED |  Illegal Class Calls |
13:05 | CONFIRMED |  This error could however only take place if the fix prior to test III was performed correctly, so that's good to know |
13:05 | FIXED |  Sub-Load error |
13:03 | TEST | |
13:03 | NOTE |  If the previous fix (the one before take III) works will be tested in take IV |
13:02 | FIXED |  Syntax error |
13:00 | TEST |  Take III |
13:00 | FIXED |  Output about vault not correct |
13:00 | CONFIRMED |  The "Void" I mentioned before |
12:57 | TEST |  Take II |
12:57 | VOID |  Empty string not well taken in savegames? |
12:57 | FIXED |  Bad core class |
12:30 | TEST |  Take I |
12:30 | TEST |  But I can tset it now |
12:30 | NOTE |  That is the main code, as there was no way at all I could test this yet..... |
12:29 | DONE |   Vault is done |
- = 18 Feb 2021 = - |
23:25 | LINK |  Quick setup for Vault Data, also easily portable to savegames |
22:43 | LINK |  The cabinet in Wendicka's home should now link to the vault |
22:17 | STATUS |  Well, the next steps will be to get the vault to work, but also to make it at least possible to obtain achievements... I really must check if it wasn't already possible to obtain some |
21:26 | VOID |  I really do not know what is causing this, but at least things appear to be running.... Well, sort of.... I do fear for Crystal's ARMS now though.... |
19:46 | FAILURE |  Now I get a crash when loading a savegame.... The most obvious explanation can only be that the system crashes on the linkups between Wendicka and her uniform counter part (same goes for Crystal).... This will need to be sorted out! |
19:46 | STATUS |  So far so good! |
19:11 | TEST |  Too many trival fixes to count it all... Must be a round MMMMMMDCLXVI |
19:10 | FUCKYOU |  GRRR! |
18:46 | TEST |  Take II |
18:46 | FIXED |  Hotfixes |
18:42 | TEST |  Take I |
18:42 | STATUS |  It should work... right? |
18:42 | LINK | |
18:41 | MAPSCRIPT |  Wendicka leaving kitchen |
18:41 | MAPSCRIPT |   Kitchen speak |
18:19 | FIXED |  Several trival bugs |
18:08 | TEST |  Let's see how far things work up to here! |
17:47 | DONE |  A few more removals that should take place during that event (not that I can test that, so I must trust stuff works the way it's intended) |
16:28 | STATUS |  the link to the main game is not yet there.... This also means the game will (for now) crash as soon as you complete the prologue. |
16:27 | MAPSCRIPT |  All the prologue crap should be done now |
15:10 | CONFIRMED |  My RPG character viewer confirms the modifications |
15:07 | TEST |  Take IX (from the normal route again) |
15:06 | FIXED |  I think I found how Briggs could end up in here, but that also means data of non-existent characters could be modified, which should not be possible |
15:03 | FAILURE |  My earlier save also confirmed that Briggs is non-existent |
15:01 | FAILURE |  The system tries to save data related to Briggs, while Briggs was removed from the database completely... How did he magically come back? |
15:01 | TEST |  Take VIII |
14:59 | DEBUG |  I've turned this into a proper panic handling, and perhaps I can also see this where where it goes wrong |
14:57 | DEBUG |   From what I can see in the debug log, one of the statistics has been deemed "NULL".... |
14:55 | TEST |  Take VII will therefore run from there! |
14:55 | VISUALSTUDIO |  Let's take this from inside Visual Studio to sort out! |
14:55 | HUH |  The savegame file (which fortunately did not yet overwrite any existing savegames) exists, but contains 0 bytes, so something must have gone REALLY REALLY wrong here |
14:54 | HUH |  Now Stuff goes very strange... When I make a debug save the entire engine crashes... That should NOT be possible, so that needs to be sorted out! |
14:52 | TEST |  Take VI |
14:52 | FIXED |  Scenario tag typo |
14:50 | TEST |  Take V |
14:50 | FIXED |  Point tag invalid |
14:49 | TEST |  Take IV |
14:48 | FIXED |   Missing underscores |
14:46 | TEST |  Take III |
14:46 | DONE |  Make sure non-existent stuff is linked too |
14:39 | TEST |  Take II |
14:39 | FIXED |   SIIIIGH! |
14:37 | TEST |  Let's test now |
14:35 | MAPSCRIPT |  First part of the scenario set up... This to make sure I see the scenario respond.... |
14:33 | MAPSCRIPT |  Crystal Creation |
12:58 | CONFIRMED |  My RPGChar viewer tool confirms that all links have been established... |
12:56 | CONFIRMED |  I can at least confirm that Wendicka did succesfully copy the level from her Uniformed counterpart |
12:54 | TEST |  Take VIII |
12:54 | FIXED |  GRRR! |
12:54 | STUPIDITY |  AAAAARGH! Another bug of that! |
12:51 | TEST |  Take VII |
12:51 | FIXED |  Bug in the C++ link code |
12:48 | TEST |  Take VI |
12:48 | FIXED |  That should take care of that one |
12:48 | STUPIDITY |  Ah, I can already see why this happens (what a dick I am) |
12:47 | FUCKYOU |   Error that cannot possibly be right |
12:44 | TEST |  Take V |
12:44 | RECOVERED |  WTF? |
12:44 | HUH |  Fixed reversed? |
12:32 | TEST |  Take IV |
12:32 | FIXED |  Case error (possible when you have some linkups in pure Lua) |
12:29 | TEST |  Take III |
12:29 | STUPIDITY |   Bad boolean expression (really beyond stupidity actually) |
12:23 | TEST |  Take II |
12:23 | VOID |  And void any negative effect |
12:23 | CHEAT |  Well, since I cannot fix that issue, all I can do is cheat around it |
12:01 | BUG |  Some ghost records are there.... I don't know how they can be there, but it's definitely not the way it should be |
11:57 | BUG |  The system claims the character "Wendicka" already exists (which is NOT the case, so I need to sort out why this happens) |
11:55 | TEST |   Take II |
11:55 | FIXED |   Apollo linkup syntax error |
11:54 | TEST |  Take I |
11:54 | LINK |  Done |
11:48 | CHEAT |  In order to cheat I will make (for now) the discovery of Crystal only create a new version of Wendicka... The actual script otherwise are (for now) of later concern.... I got my tools to check if stuff went right |
11:47 | SCRIPT |  Wendicka in her general form creation script |
11:44 | FIXED |  Hotfix in my C++ code |
11:18 | APOLLO |  Existence checker added |
11:08 | FIXED |  Some warnings popped in the Kthura API.... Fixed them. |
11:06 | VISUALSTUDIO |  Compiling |
10:58 | NOTE |  Testing is NOT yet possible, we'll have to see later if the linkups were all successful... I hate that too, you know, but I got no choice here. |
10:58 | LINK |  That should link it all up... I hope |
10:53 | LUA |  Link up code |
10:53 | C++ |  With the little enhancement you can even do all in once (which is for Wendicka the quickest way to go) |
10:52 | C++ |  I've set up the code in Apollo to make sure Linking character data will be possible |
- = 17 Feb 2021 = - |
22:26 | CONFIRMED |   And Crystal is also lying in her bed (as she should) |
22:26 | CONFIRMED |  That works |
22:23 | TEST |  Should... but does it? |
22:23 | MAPSCRIPT |  If within range the flag should be commented |
22:17 | TEST |   Let's see |
22:17 | DEBUG |  For debugging purposes for now |
22:17 | LINK |  Linked that to the flag of Brabant |
22:09 | SCRIPT |  Distance checker |
22:09 | SCRIPT |  Distance calculator |
21:58 | NOTE |  I'll save the vault for later.... I'll first focus on getting the story done here |
21:54 | TODO | |
20:14 | FIXED |  Ah yeah, the old naming system.... |
20:00 | SCENARIO | |
17:52 | TEST |  Let' see |
17:51 | DONE |  Save spot (computer in Wendicka's bedroom) should work now |
17:13 | TEST |  Take III |
17:12 | FIXED |  Will it work now? |
17:09 | TEST |  Take II |
17:09 | LINK |  I forgot to link the metatable |
17:09 | STUPIDITY |  Idiot |
17:08 | TEST |  Take II |
17:08 | VOID |  I guess this isn't working well yet in Neil |
17:06 | TEST |  Let's see |
17:06 | MAPSCRIPT |  I've set the rooms to appear and disappear as you enter and leave them |
16:26 | STATUS |  Time for a leeeetle break! |
16:25 | CONFIRMED |  All's fine now! |
16:23 | VOID |  Conflict over the "Music" identifier |
16:18 | TEST |  Take VI |
16:18 | FIXED |  Mapscript syntax error (sigh) |
16:16 | TEST |   Take V |
16:16 | FIXED |  #use |
16:15 | TEST |  Take IV |
16:15 | VOID |  schedule issue (the price for using C++) |
16:10 | TEST |  Take III |
16:10 | FIXED |  The doors to Sickbay would open (for nobody to see) in stead of Wendicka's front door |
16:08 | TEST |  Take II |
16:08 | CONFIRMED |  The rest appears to be in order |
16:08 | FIXED |  Tag error |
15:44 | TEST |   At least I can test if the entrance itself works, plus if the door to Wendicka's "beloved" neighbor works.... Take I |
15:43 | NOTE |  Now if the correct file plays in all situations can only be tested once the situation arises (and since Wendicka's house is even part of the final dungeon, that can take a long time) |
15:41 | NOTE |  A lot will need to be done to make everything about Wendicka's house work properly, though..... |
15:39 | MUSIC |  The music played in Wendicka's house is dependent on the situation in the story line. The script which should take care of this has been written now. |
15:38 | LINK |  Entrance to Wendicka's house now linked to her house (in other words, you can enter) |
14:03 | CLOSED | |
13:06 | FIXED |  Minor fix |
12:59 | TEST |  Take III |
12:59 | LAZY |  A few aliases |
12:57 | TEST |  Take II |
12:57 | FIXED |  Boolean error |
12:57 | FIXED |  Exit error |
12:47 | SYSTEM |  Before I can go into the next step I must first make sure Paint.NET is properly upgraded |
12:46 | LINK |  That links to the next and (for now) final section |
12:46 | MAPSCRIPT |  Beam to Galahad section |
12:45 | MAPSCRIPT |  Crystal Panic |
11:18 | TEST |   Take II |
11:18 | STUPIDITY |  Yeah, I should pay more attention... I just came out of bed, mind you! |
11:18 | FIXED |  Wrong function called |
11:18 | VOID |  Alpha issue |
11:14 | TEST |  Take I |
11:14 | MAPSCRIPT |  Jones |
11:14 | MAPSCRIPT |  Johnson |
11:14 | CHEAT |  A way to make entering Johnson's quarters more easy (Why make stuff needlessly complicated) |
- = 16 Feb 2021 = - |
21:35 | STATUS |  from here we get to the point that Wendicka is gonna have her little "chat" with admiral Johnson.... |
21:26 | ENHANCEMENT |  Prolonged wait time for autosaves, as 3 minutes was way too short |
21:21 | CONFIRMED |   Success! |
20:36 | EXPERIMENT |  One more experiment, though |
20:34 | FUCKYOU |   FINALLY! |
20:31 | TEST |  Take IX |
20:31 | FIXED |  Kthura Tag Case Error |
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