| 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 | ||
| 14:51 | BUG | ![]() Items substraction not happening the way it should |
| 14:47 | TEST | Take XXVI |
| 14:47 | FIXED | Bad field |
| 14:47 | TEST | Take XXV |
| 14:42 | FIXED | ..... GRRR! |
| 14:42 | FUCKYOU | |
| 14:39 | TEST | Take XXIV |
| 14:39 | FUCKYOU | |
| 14:36 | TEST | Take XXIII |
| 14:36 | CONFIRMED | At least the script no longer cancels for no reason, so way to go! |
| 14:36 | VOID | ![]() 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 |
| 14:31 | TEST | ![]() Take XXII |
| 14:31 | FIXED | I think the cancelor should not trigger anymore now (at least, I hope so) |
| 14:28 | CONFIRMED | It 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 |
| 14:27 | NOTE | |
| 14:27 | COCKROACH | Action still canceled without reason |
| 13:35 | TEST | Take XXI |
| 13:35 | FIXED | Conflict 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 |
| 13:34 | EXPERIMENT | |
| 13:21 | TEST | Take XX |
| 13:21 | DEBUG | |
| 13:20 | FIXED | Gauge reset on rejection |
| 13:15 | GENERATION | |
| 13:14 | FIXED | Broken IAA record |
| 13:13 | HUH | And the spellani is also called even after rejection.... That should not happen |
| 13:13 | HUH | |
| 13:09 | TEST | Take XIX |
| 13:09 | STUPIDITY | |
| 13:08 | FIXED | Linkup issue in items linker |
| 12:55 | TEST | Take XVIII |
| 12:55 | STATUS | Well what should be and what is are often two different things, and hardly related at all, so I gotta test stuff out now,eh? |
| 12:55 | LINK | |
| 12:54 | SCRIPT | |
| 12:49 | GITHUB | |
| 12:38 | FIXED | And fixed a few bugs that were in the original code, which were only a minor thing in Dyrt, but would be really terrible for Star Story |
| 12:36 | SPELLANI | I've copied the "glitter" effect from Dyrt and adapted the code a little |
| 12:01 | STUDY | Yikes.... What was my original engine a primitive one.... Having a separate spellani for group and single healing, why with my current technology that is no longer needed.... Well, I think I know a way to cover this... It's dirty, but it saves me the trouble to go through all records one by one |
| 11:58 | NOTE | |
| 11:57 | DONE | |
| - = 8 Feb 2021 = - | ||
| 23:57 | STATUS | The game will (for safety reason) still crash, as there are still a few important things to be done, but the basis works now, which is good... right? |
| 23:56 | DUMMIED | |
| 23:56 | CONFIRMED | that works |
| 23:51 | TEST | Take XVII |
| 23:51 | FIXED | Code typo |
| 23:47 | TEST | Take XVI |
| 23:47 | SOLVED | I think |
| 23:40 | TEST | Take XV |
| 23:40 | INVESTIGATION | |
| 23:39 | FIXED | ![]() No icon for Guard |
| 23:33 | TEST | Take XIV |
| 23:33 | FIXED | C-String issue |
| 23:31 | TEST | Take XIII |
| 23:31 | VOID | GRRR! |
| 23:28 | TEST | Take XII |
| 23:28 | DEBUG | |
| 23:25 | BUG | But the question is still how come that Wendicka and Crystal are not being targeted |
| 23:25 | FIXED | Indiscriminate error |
| 23:22 | TEST | Take XI |
| 23:22 | FIXED | Does it work now? |
| 23:22 | FUCKYOU | |
| 23:22 | TEST | ![]() Take X |
| 23:15 | FIXED | ![]() I think I fixed that target issue... well part of it, as it appears that both Wendicka and Crystal are untargetable from the start... but why |
| 23:05 | TEST | TAKE IX |
| 23:04 | ABILITY | Guard - Will always miss for now, but that will make it easier not to let Briggs to be in my way |
| 23:01 | HUH | |
| 23:01 | TEST | Take VIII |
| 22:54 | FIXED | Prefix issue? |
| 22:32 | TEST | Take VII |
| 22:32 | FIXED | Did I fix the argumentation? |
| 22:29 | TEST | Take VI |
| 22:29 | FIXED | Linkup elsewhere faulty |
| 22:28 | FIXED | Cancel feature did not properly link back to the combat |
| 22:23 | TEST | ![]() Take V |
| 22:23 | FIXED | ? |
| 22:23 | FUCKYOU | |
| 22:19 | TEST | Take IV |
| 22:19 | VOID | Well? |
| 22:16 | TEST | Take II |
| 22:16 | FIXED | CRAP! |
| 22:11 | TEST | To work or not to work... that's the questionTake I |
| 22:11 | LINK | |
| 20:07 | OFFTOPIC | ![]() Are you also tired of corona? We got over 30 other kinds of beer. |
| 18:59 | ENHANCEMENT | Although I think this is better |
| 18:56 | NOTE | |
| 18:56 | SCRIPT | |
| 17:04 | CHECKED | I did check out a few things |
| 15:09 | OFFTOPIC | Sometimes MAGA idiots know how to amuse the MAGA opposers :P
Come one, this is just funny :P |
| 12:15 | STATUS | It works the way it has to work for now, but there is still a lot of work to be done here.... :-/ |
| 12:00 | TEST | Take VI |
| 12:00 | FIXED | AH! |
| 11:58 | TEST | Take V |
| 11:58 | FUCKYOU | |
| 11:50 | TEST | Take IV |
| 11:50 | FIXED | Syntax error in Field Menu script |
| 11:46 | TEST | Take III |
| 11:46 | FIXED | Identifier issue |
| 11:46 | TEST | ![]() Take II |
| 11:18 | FIXED | Scope error |
| 11:18 | TEST | Take I |
| 11:16 | STATUS | Since there's no link back, calling for items basically ends the game for now, but still I can test stuff out, and that is what I will do |
| 11:11 | LINK | |
| 11:11 | SCRIPT | |
| - = 7 Feb 2021 = - | ||
| 23:40 | NOTE | |
| 23:35 | CONFIG | |
| 23:32 | OFFTOPIC |
|
| - = 6 Feb 2021 = - | ||
| 1:12 | STATUS | We'll see I guess... |
| 1:12 | STATUS | I think either items or abilities should be next |
| 1:10 | FIXED | Color changes on combatant actors due to "hurt" messages should not happen |
| 1:08 | CONFIRMED | It works |
| 1:02 | TEST | Take V |
| 1:02 | FIXED | ![]() ??? |
| 0:59 | TEST | ![]() And that brings us toTest IV |
| 0:59 | VOID | No "Cast" for Briggs |
| 0:55 | TEST | Take III |
| 0:54 | FIXED | Missing underscores |
| 0:51 | TEST | Take II |
| 0:50 | FIXED | Dupe declaration |
| 0:49 | TEST | Let's see if that works the way it should, eh? |
| 0:49 | LINK | |
| 0:48 | ABILITY | Reload |
| 0:24 | SCRIPT | Reload effect |
| - = 5 Feb 2021 = - | ||
| 22:36 | FIXED | Of course! |
| 22:36 | FUCKYOU | |
| 22:34 | TEST | Another quick test! |
| 22:34 | NOTE | |
| 22:34 | NOTE | |
| 22:33 | FIXED | Ammo reset at the start of each battle |
| 22:31 | CONFIRMED | Close, but no cigar.... not yet! |
| 22:28 | TEST | Let's see now! |
| 22:28 | FIXED | It actually appears that the not going down of ammo wasn't the result of a yet unscripted part, but of a bug... Congratulations, Jeroen! |
| 20:56 | STATUS | I think the next stop will be bullet subtraction and reloading |
| 20:56 | CLOSED | |
| 20:56 | CONFIRMED | Right! |
| 19:05 | TEST | And let's see how things turn out now, eh? |
| 19:04 | FIXED | #68 Defense stat was not properly compiled... It should be now |
| 18:48 | VOID | ![]() Thanks to an issue in the Neil syntax when it comes to numbers as .1212 (the 0 must always come first in Neil... Not sure what to do to fix this). |
| 18:48 | CONFIRMED | |
| 18:45 | TEST | |
| 18:45 | DEBUG | |
| 18:45 | INVESTIGATION | |
| 18:41 | CLOSED | |
| 17:35 | TEST | |
| 17:34 | DONE | |
| 17:31 | SCRIPT | |
| 13:49 | STATUS | ![]() time for a break |
| 13:48 | CONFIRMED | AT LAST! |
| 13:45 | TEST | Well? |
| 13:23 | OFFTOPIC | ![]() |
| 13:21 | FIXED | And that should also fix the enemies that do not always appear even when they should |
| 13:20 | FIXED | Case issue in Kthura for C++ |
| 13:15 | DEBUG | |
| 13:09 | DEBUG | |
| 13:00 | TEST | Well? |
| 13:00 | DEBUG | |
| 12:57 | TEST | And how about now? |
| 12:57 | COCKROACH | GRRR! |
| 12:46 | TEST | Let's see |
| 12:46 | DONE | |
| 12:19 | FIXED | Monster should also disappear from the map after defeat |
| 12:07 | CONFIRMED | Almost there. |
| 11:39 | TEST | Take III |
| 11:39 | CONFIRMED | ![]() The error does however confirm that the main issue appears to be fixed, but I gotta test more to make sure! |
| 11:38 | FIXED | Old code typo... |
| 11:34 | TEST | Take II |
| 11:34 | FIXED | Scope issue |
| 11:30 | TEST | Take I |
| 11:30 | FIXED | And should fix this issue |
| 11:30 | SCRIPT | |
| 11:30 | INVESTIGATION | Enemy freeze examined... Yes, I didn't yet completely work out the conflict prevention routine.... |
| 1:52 | STATUS | ![]() Okay, that's in order for now... The next challenge will be why all enemies deactivate after combat as that is really puzzling me, but it's time to have break now... Be back soon |
| 1:45 | TEST | Take VI |
| 1:45 | COSMETIC | |
| 1:44 | FIXED | Level number didn't increase |
| 1:40 | TEST | Take V (I forgot to mentio take IV) |
| 1:40 | COSMETIC | |
| 1:40 | FIXED | Experience bar must reset after leveling up |
| 1:34 | FIXED | Anyway, it's fixed now! |
| 1:34 | HUH | |
| 1:33 | TEST | Take III |
| 1:33 | FIXED | Scope error |
| 1:29 | TEST | Take II |
| 1:29 | FIXED | Declaration issue |
| 1:25 | TEST | Take I |
| 1:25 | SCRIPT | |
| - = 4 Feb 2021 = - | ||
| 23:12 | STATUS | I am first gonna see if I can make Wendicka and Crystal actually gain levels |
| 23:12 | BUG | #70 - Later concern, but I must sort it out! |
| 23:12 | JUDGMENT | Better |
| 23:05 | TEST | Take X |
| 23:05 | EXPERIMENT | |
| 23:04 | JUDGMENT | |
| 22:54 | TEST | Take IX |
| 22:54 | EXPERIMENT | |
| 22:51 | JUDGMENT | Does a bit batter on the rotation, but there is some question about the hotspot I think |
| 22:44 | TEST | Take VIII |
| 22:44 | COSMETIC | |
| 22:43 | EXPERIMENT | |
| 22:35 | LAZY | |
| 22:25 | TEST | Take VII |
| 22:25 | TECHNO | Normally not possible in Neil, but the linkup with C++ can something cause this to happen |
| 22:24 | FIXED | Case error |
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