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
17:31FAILURE
FAILUREWonderful SDL2 refuses to do what it has to do... The joke is... people on the internet claim this to be impossible... But here's the rub... a program I use to pre-render this, written in C# uses monogame to make this happen... MonoGame uses SDL2, so whatever SDL2 cannot do, MonoGame can't either... Why can MonoGame do something SDL2 can't? Yup, that canot be possible.... Why this happens this is beyond me, but it will have to be sorted out later....
16:54DEBUG
DEBUGthis is odd... very odd
16:34VISUALSTUDIO
VISUALSTUDIOAn access violation... These can always be rather nasty
16:02BUG
BUGThat makes it clear stuff is NOT working the way it should under the hood
16:02BUG
BUGTotal crash
15:58TEST
TESTTake II
15:58STUPIDITY
STUPIDITYAnd one that was really really really dumb stupid and idiotic
15:57FIXED
FIXEDSyntax error
15:55TEST
TESTFoxy Take I
15:55STATUS
STATUSTime to resume the action
14:39NOTE
NOTE Don't give me that look... Resting is an important part of the job too, you know!
14:39STATUS
STATUSI will test soon.... First I need a cup of coffee....
14:37SCRIPT
SCRIPTNegger start and end and cycling
14:29NOTE
NOTE Kota Yeah, this may finally allow me to get to see if the effect works... or not....
14:28SCRIPT
SCRIPTBriggs "Negative" view for enemies in action
11:45CONFIRMED
CONFIRMEDAll's well now!
11:36TEST
TESTTake IV
11:36STATUS
STATUSAll okay now?
11:36FIXED
FIXEDAstrilopup facing wrong direction
11:35FIXED
FIXEDMusic issue?
11:34FIXED
FIXED2 Astrilopups now?
11:34CONFIRMED
CONFIRMEDScheduled event does work properly, though
11:34BUG
BUGMusic doesn't change
11:34BUG
BUGOnly one astrilopup, I asked for two
11:33BUG
BUGAstrilopup enemies facing into the wrong direction
11:33CONFIRMED
CONFIRMEDCombat starts but
11:30TEST
TESTTake III
11:30FIXED
FIXEDFuck you!
11:28TEST
TESTTake II
11:28FIXED
FIXEDSyntax error
11:26TEST
TESTLet's test - Take I
11:26VOID
VOIDI voided a few bugs due to the wipe out feature that has been planned
11:25CONFIG
CONFIGCombat
10:53CONFIRMED
CONFIRMEDThis appears to be working... cool
10:53TEST
TESTYirl Take V
10:52NOTE
NOTE However an extra test is now required with my older savegame to see if everything is "perfect"
10:51JUDGMENT
JUDGMENT so far so good
10:46TEST
TESTTake IV
10:46FIXED
FIXEDReggie Minor issue due to being too fast
10:43TEST
TESTDr. Sal’pr’drita Take III
10:43DONE
DONEPermakills should now work when loading a savegame (at least, I hope so)
10:25ANALYSIS
ANALYSISAt least the swap data shows that the permakills are saved
10:20BUG
BUGClearly not
10:19TEST
TESTTake II will serve to see if the Astrilopup removal was indeed permanent
10:19FIXED
FIXEDCode order
10:16TEST
TESTTake I
10:16SCRIPT
SCRIPTUndummied checkups
10:16SCRIPT
SCRIPTThis marks also the first two permanent actor removals.... Of course I gotta test if that works the way it should....
10:15SCRIPT
SCRIPTAfter
9:45JCR6
JCR6Alias for Astrilopup (otherwise they would not work properly in combat)
0:14STATUS
STATUSSo far for today... I'll get into the actual fight and what happens after that tomorro!
0:13STATUS
STATUSFINALLY!
0:10TEST
TESTTake IV
0:10FIXED
FIXED?
0:05COCKROACH
COCKROACHApparently not
0:04TEST
TESTTake III
0:04FIXED
FIXEDI think I found the "evil"
0:02BUG
BUGInteresting.... No text at all, just a blank textbox without only the header
0:02TEST
TESTTake II
0:02VOID
VOIDOkay
0:02FUCKYOU
FUCKYOUExHuRU Huh?
- = 11 Feb 2021 = -
23:58TEST
TESTTake I
23:58SCRIPT
SCRIPTAlternate fonts supported now... Or at least, they should be
23:49STATUS
STATUSAdmiral Lovejoy Just as I thought... The alternate font stuff is not yet coded..... No matter, that shouldn't be too hard (I hope)
23:45MAPSCRIPT
MAPSCRIPTRolf The text prior to the Astrolpup fight should now pop up

(the check if this has happened before does NOT YET tale place. This was done on purpose for debugging purposes).

22:40LAZY
LAZYYeah, it's lazy, but Kthura was actually made to tweak like this, so why didn't I do it back then.... Because I was new to my own system, most likely....
22:39TECHNO
TECHNOIn the old game they spawned on their respective spots, but that is too much of a bummer now
22:39MAP
MAPAstrilopups added
22:33FIXED
FIXEDDominance failure
22:32LINK
LINKZA Link
22:29NOTE
NOTE The Astrilopup encounter does not yet work, though
22:29MAPSCRIPT
MAPSCRIPTOffice in Yaqirpa will now change the visibility settings
21:14STATUS
STATUSIn the next room there's an encounter with two Astrilopups, resulting into a fight... That is my next target.... Once that is done I might do some more things on the combat engine, but the hard work there is now as good as done....
21:09NOTE
NOTE This allows me to let the combat engine be for a short while and focus a bit on the scenario... Not for too long, though, but still
21:08NOTE
NOTE This should solve all issues I have for now....
21:08SPELLANI
SPELLANIPhoton Gun
19:44STATUS
STATUSBut that has to wait till later....
19:44STATUS
STATUSI will have to put in a spellani for photon gun.... (easy)
19:44FIXED
FIXEDRight that should cover the portrait issue
19:43NOTE
NOTE Oh wait... it was less idiotic than I intially thought... Brigg's protrait did get me here.... Still things are not right!
19:41BUG
BUGIt appears a lot works, not not fully... not only does it copy the last hero's move, but even it's picture.... We can therefore safely state that things didn't go the way they should...
19:38TEST
TESTTake IX
19:38CONFIRMED
CONFIRMEDToo little AP does indeed cause an ability to be cancelled
19:37FIXED
FIXED...
19:37FUCKYOU
FUCKYOUBad class member
19:05TEST
TESTTake VIII
19:05FIXED
FIXEDCrystal AHA!
19:00TEST
TESTTake VII
19:00DEBUG
DEBUGAdmiral Johnson So i need to find out why the impossible still becomes possible
19:00MYSTERY
MYSTERYXenobi The impossible happens
18:46TEST
TESTTake VI
18:46FIXED
FIXEDCode Typo in AI script
18:44TEST
TESTTake V
18:43FIXED
FIXEDDirectory error
18:41TEST
TESTTake IV
18:41FIXED
FIXEDSyntax errors
18:39TEST
TESTTake III
18:39STUPIDITY
STUPIDITYForgot to save
18:37TEST
TESTTake II
18:37FIXED
FIXEDUnknown identifier x5
18:33TEST
TESTTake I
17:52STATUS
STATUSI'll get to test this all out later!
17:52LINK
LINKLinked this to the combat flow
17:51SCRIPT
SCRIPTDefault AI has been scripted
17:19NOTE
NOTE This will not show much yet, but this script is required for the enemy's AI... At least the default AI
16:25SCRIPT
SCRIPTEnemy target selector
- = 10 Feb 2021 = -
22:35NOTE
NOTE It's not yet ready, as the AI itself will have to be taken care of
22:35SCRIPT
SCRIPTThe run-time foe compiler now pre-configures the AI
22:25LAZY
LAZYProperty as a quick link to the chosen AI script
21:45CHECKED
CHECKEDOne important thing has been checked, as that could really spook things up if that was not right.... Fortunately that is all cool
21:42STATUS
STATUSBefore I can code an AI though there is still a lot of crap to do
21:30GENERATION
GENERATIONAnd all adapted enemy data regenerated
21:30C#
C#Wendicka Now that took some work, but I got my foe-pre-compiler so far now that it will work out all actions, including the "system actions", which is something not used in the new version, but that is now all properly converted.

Good!

21:06STUDY
STUDY Briggs I've studied the data of the enemies in order to make sure I get the AI right
21:06ABILITY
ABILITYFoxy Attack
16:34STATUS
STATUSNext stop: The Enemies Strike Back
16:34TODO
16:32DONE
DONEThat settles it, then
16:23TEST
TESTTake XI
16:22DONE
DONEElemental resistance was not yet properly covered, it seems
15:58TEST
TESTTake X
15:58LAZY
LAZYAnother bug prevention for later
15:53TEST
TESTTake IX
15:50SPELLANI
SPELLANISpark
13:50STATUS
STATUSNot a real problem though.... It's easy to adept stuff for this ;)
13:50STATUS
STATUSOkay, the crash happening now had to happen as I didn't yet put the SpellAni in for Wendicka's only ability yet (the only one she has at her disposal at this point of the game, that is, as she'll gain more... of course).
13:46TEST
TESTTake VIII
13:46VOID
VOIDThis asks for dirty code straight from Hell
13:43TEST
TESTTake VII
13:43FIXED
FIXEDNot all lines using a corrected function were adapted yet
13:39TEST
TESTThe Goddess Take VI
13:39FIXED
FIXEDNon-existant function called?
13:35TEST
TESTTake V
13:35VOID
VOIDNaah!
13:35FUCKYOU
FUCKYOU"non-existent situation"?
13:27TEST
TESTTake IV
13:27FIXED
FIXEDSyntax error
13:17TEST
TESTTake III
13:17FIXED
FIXEDDr. Sal’pr’drita Bad Function setup
12:37TEST
TESTYirl Crystal McLeen - Big alternate Take II
12:37LAZY
LAZYVoided a stupid function call....
12:33TEST
TESTTake I
- = 9 Feb 2021 = -
23:28STATUS
STATUSI must take my rest now, but I hope I can get the test on the move soon
23:25DONE
DONEAbility counter.... Very important for Foxy and most of all Wendicka... Those two can learn new abilities based on this (on Foxy a few other factors play a role)
23:20LINK
LINKSome last linkups done
23:20CHECKLIST
23:17DONE
DONEAbilties have been put in
21:57CONFIRMED
CONFIRMEDThat appears to be working
21:53TEST
TESTA little test
21:53DONE
DONEHover detection abilities
20:10STUDY
STUDY Abilities....

Here some workout is needed.

18:12STATUS
STATUSNext stop, using spells/special abilities in combat.
18:07CONFIRMED
CONFIRMEDAll's cool now! Yay!
18:02TEST
TESTTake XXXII
18:02FIXED
FIXEDAstrilopup I think
18:02STUPIDITY
STUPIDITYForgotten "return" command?
18:02BUG
BUGNot there yet though, as the inventory spook up is still an issue
18:02CONFIRMED
CONFIRMEDOkay, that part is fixed
17:59TEST
TESTTake XXXI
17:59POWERSHELL
POWERSHELLDone
17:59STUPIDITY
STUPIDITYI had to rerun the barf script....
17:57TEST
TESTTake XXX
17:57FIXED
FIXEDI think I got the bugger????
17:42TEST
TESTRolf Take XXIX
17:42DEBUG
DEBUGExHuRU Extra line will have to give some clearance here
17:42COCKROACH
COCKROACHVery well, resistance value is indeed 3, while it should be 6
17:36TEST
TESTTake XXVIII
17:36DEBUG
DEBUGA debug line must explain why
17:35COCKROACH
COCKROACHNope... still damage
17:32TEST
TESTTake XXVII
17:18GITHUB
GITHUBLater concern but I did issue NeilProject/Neil#22
17:14CHECKED
CHECKEDThe rest looks okay, though
17:13NOTE
NOTE Which makes it evident that I need protection against dupe labels
17:12FIXED
FIXEDAh, an error in the case statement
17:11ANALYSIS
ANALYSISMy savegame database analyser shows at least that the healing as an element is configured correctly
14:52STATUS
STATUSI only need to push that to later....
14:52BUG
BUGItem gets picked up in the field menu, that should not happen
14:51BUG
BUGHealing damages in stead of healing
14:51BUG
BUGSue Items substraction not happening the way it should
14:47TEST
TESTTake XXVI
14:47FIXED
FIXEDBad field
14:47TEST
TESTTake XXV
14:42FIXED
FIXED..... GRRR!
14:42FUCKYOU
FUCKYOUCODE TYPO!!!!
14:39TEST
TESTTake XXIV
14:39FUCKYOU
FUCKYOUForgot to declare..... URGH!
14:36TEST
TESTTake XXIII
14:36CONFIRMED
CONFIRMEDAt least the script no longer cancels for no reason, so way to go!
14:36VOID
VOIDXenobi Not really a bug, but a bit of a downer in the way things work in my current script... I guess I need to work that one out properly later to prevent issues with other SpellAni transfers
14:31TEST
TESTCrystal Take XXII
14:31FIXED
FIXEDI think the cancelor should not trigger anymore now (at least, I hope so)
14:28CONFIRMED
CONFIRMEDIt does confirm the game no longer crashes on it and doesn't try to perform the move anyway, so this cockroach did benefit me in the end
14:27NOTE
NOTE Although I now know how to fix that, don't worry
14:27COCKROACH
COCKROACHAction still canceled without reason
13:35TEST
TESTTake XXI
13:35FIXED
FIXEDConflict of data... I see that I made a few mistakes when setting up the character creator and that the effects were not only still visible in my savegame file, but also confusing me about what data to access
13:34EXPERIMENT
EXPERIMENTSorting a few things out
13:21TEST
TESTTake XX
13:21DEBUG
DEBUGExtra debug on why the item was rejected while the chosen socket was definitely not empty
13:20FIXED
FIXEDGauge reset on rejection
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