| 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 | ||
| 22:19 | TEST | Take VI |
| 22:18 | FIXED | Error in Apollo Glue code |
| 22:17 | FIXED | Error in boolean expression checking victory |
| 22:02 | TEST | Take V |
| 22:02 | FIXED | Bad boolean expression |
| 22:01 | TEST | Take IV |
| 21:57 | FIXED | Yawn |
| 21:25 | TEST | Take III |
| 21:25 | FIXED | Huh? |
| 21:17 | TEST | Take II |
| 21:17 | VOID | Voided that! (This is Microsoft's failure not mine, so I refuse to speak of a fix) |
| 21:16 | FAILURE | ![]() This is what I hate about MS-DOS and systems derived of it..... backslashes where slashes should have been used in stead! |
| 21:06 | TEST | In the meantime I can prepare for take I, though |
| 21:06 | DONE | |
| 21:06 | DONE | |
| 19:24 | LINK | Linked |
| 19:19 | SCRIPT | The Victory Screen has been scripted |
| 17:50 | VISUALSTUDIO | |
| 17:50 | STATUS | But before that a lot needs to be done first |
| 17:49 | APOLLO | No telling if it works,yet, but the upcoming tests will tell... Likely |
| 17:49 | NEIL | |
| 17:40 | C++ | |
| 16:11 | OFFTOPIC | ![]() |
| 16:04 | TECHNO | Now it is my plan to make the letters "You Win!" turn in scaled and rotating in the same manner as in the original game, however study is required, as I am not fully sure about how TQSG handles that, however since Kthura requires this, there must be a way, eh? |
| 16:02 | NOTE | |
| 16:01 | SCRIPT | |
| 1:55 | NOTE | |
| 1:55 | JUDGMENT | |
| 1:54 | TEST | Take XXXII |
| 1:50 | FIXED | Experience didn't work, but I think I fixed that.... |
| 1:48 | CONFIRMED | which finally works, but still.... |
| 1:48 | COSMETIC | |
| 1:34 | TEST | Take XXXI |
| 1:34 | VOID | Let's try this.... Does that void this issue? |
| 1:32 | FIXED | Code typo |
| 1:27 | TEST | Take XXX |
| 1:27 | FIXED | ![]() I guess I'm getting sleepy |
| 1:20 | TEST | Take XXIX |
| 1:20 | VOID | ![]() Let's ignore this, shall we? |
| 1:19 | FUCKYOU | |
| 1:12 | TEST | ![]() Take XXVIII |
| 1:12 | COSMETIC | |
| 1:12 | FIXED | AP going up forever where it should only happen once |
| 1:10 | BUG | Not quite, but getting closer |
| 0:56 | TEST | Take XXVII |
| 0:56 | VOID | Random idiocy |
| 0:52 | TEST | Take XXVI |
| 0:52 | FIXED | Bad class member |
| 0:52 | FUCKYOU | |
| 0:42 | TEST | Take XXV |
| 0:42 | FIXED | Identifier conflict |
| 0:40 | TEST | Take XXIV |
| 0:40 | LAZY | |
| 0:31 | TEST | Take XXIII |
| 0:31 | FIXED | That SHOULD fix all that... At least I hope so... |
| 0:31 | LINK | |
| 0:30 | STUPIDITY | |
| 0:30 | BUG | By why the enemy sprites don't collapse and disappear, THAT requires some thought.... |
| 0:29 | BUG | Yet they still move over the guage, but that is not that strange as I still need to update that part |
| 0:29 | CONFIRMED | At least I got it confirmed that dead enemies are no longer targetable by the player, which is a good thing.... |
| 0:28 | STATUS | Not out of the crap yet.... far from it, actually |
| 0:24 | TEST | ![]() Take XXII |
| 0:24 | FIXED | I think? |
| 0:24 | ANALYSIS | |
| 0:21 | DEBUG | I made myself a hitpoint overview |
| 0:19 | INVESTIGATION | |
| 0:18 | CONFIRMED | At least Wendicka gets her AP when Briggs attacks.... Hey, gotta make progress somehow, eh? |
| 0:18 | BUG | Right the HP are not subtracted |
| - = 3 Feb 2021 = - | ||
| 23:33 | TEST | Take XXI |
| 23:32 | VOID | That should do it! |
| 23:32 | FUCKYOU | |
| 23:30 | TEST | Take XX |
| 23:30 | FUCKYOU | |
| 23:30 | FUCKYOU | |
| 23:30 | TEST | Take XIX |
| 22:27 | STATUS | Bug I DO desperately need a break now, so I'll be back later! |
| 22:27 | DEBUG | |
| 22:27 | BUG | I do have the feeling though, that HP is not properly being subtracted, or that death is not being counted, anyway stuff doesn't work the way it should |
| 22:25 | FIXED | AP Up on actions didn't happen |
| 22:17 | TEST | Take XVIII |
| 22:17 | FIXED | ? |
| 22:08 | TEST | Take XVII |
| 22:08 | DEBUG | |
| 22:08 | HUH | |
| 21:56 | TEST | ![]() Take XVI |
| 21:56 | FIXED | Scope error |
| 21:56 | TEST | ![]() Take XV |
| 21:48 | FIXED | AP properties added |
| 21:48 | TEST | ![]() Take XIV |
| 21:46 | FUCKYOU | |
| 21:40 | TEST | Take XIII |
| 21:40 | FIXED | Does THIS work then? |
| 21:33 | TEST | Take XII |
| 21:33 | FIXED | ! |
| 21:33 | FUCKYOU | |
| 21:28 | TEST | Take XI |
| 21:28 | FIXED | Syntax error |
| 21:25 | TEST | Take X |
| 21:25 | FIXED | That's one.... And hopefully not more |
| 21:05 | STATUS | Keeps one busy, eh? |
| 21:04 | BUG | The heroes' side however..... |
| 21:04 | STATUS | Right, the foes part really seems to be all unknown identifiers accounted for.... (About time) |
| 20:55 | TEST | Take IX |
| 20:55 | FIXED | NOW THEN? |
| 20:55 | COCKROACH | Don't blame me for that |
| 20:55 | STUPIDITY | |
| 20:55 | TEST | Take VIII |
| 20:55 | FIXED | ![]() .... |
| 20:49 | COCKROACH | They just keep on coming! |
| 20:45 | TEST | Take VII |
| 20:45 | FIXED | GRRR! |
| 18:40 | TEST | ![]() Take VI |
| 18:40 | FIXED | ![]() Now then? |
| 18:40 | COCKROACH | Apparently not |
| 18:36 | TEST | Take V |
| 18:36 | FIXED | All unknown identifiers accounted for? (At least in that particular script, as there are more) |
| 18:25 | TEST | Take IV |
| 18:25 | FIXED | Several unknown identifiers |
| 18:25 | TEST | Take III |
| 18:20 | FIXED | Scope error! |
| 18:15 | TEST | Take II |
| 18:15 | FIXED | Syntax error |
| 18:13 | TEST | Take I |
| 18:13 | STATUS | The time to test has begun..... |
| 16:08 | STATUS | And I must take a break before I start testing... I expect no trouble, but hey... who knows, eh? |
| 16:07 | TODO | |
| 16:07 | NOTE | |
| 16:07 | SCRIPT | |
| 16:02 | NOTE | |
| 16:01 | SCRIPT | I've set up the system to count experience points for killing enemies |
| 15:41 | CHECKLIST | |
| 12:22 | DYRT | |
| 10:37 | DYRT | |
| 0:29 | STATUS | next stop: Killing the enemy |
| 0:28 | CONFIRMED | Appears to be working now... At least |
| 0:10 | TEST | ![]() Take XX |
| 0:10 | FIXED | Code order (oh my goodness) |
| 0:09 | TEST | Take XIX |
| 0:08 | FIXED | Hit/Miss check |
| 0:00 | JUDGMENT | |
| - = 2 Feb 2021 = - | ||
| 23:55 | TEST | Take XVIII |
| 23:54 | FIXED | Glue Syntax error |
| 23:54 | TEST | Take XVII |
| 23:52 | VOID | Glue issue |
| 23:47 | FIXED | Wrong variable type |
| 22:42 | TEST | Take XVI |
| 22:42 | FIXED | Issue in Neil |
| 22:25 | TEST | Take XV |
| 22:25 | FIXED | Oh well |
| 22:25 | MYSTERY | |
| 22:18 | TEST | Take XIV |
| 22:18 | FIXED | Not really sure how this ever worked.... Oh well... |
| 22:09 | TEST | ![]() Take XIII |
| 22:09 | FIXED | Bad Class Field |
| 20:39 | TEST | Take XII |
| 20:11 | STATUS | And time for a break! |
| 20:11 | FIXED | Bad field |
| 20:03 | TEST | Take XI |
| 20:03 | LAZY | |
| 19:59 | TEST | Take X |
| 19:59 | FIXED | ![]() Syntax error |
| 19:59 | VOID | Succesful at least (I think) |
| 19:54 | TEST | Take IX |
| 19:54 | NOTE | |
| 19:54 | VOID | III |
| 19:37 | STATUS | SIIIIIGH! |
| 19:37 | TEST | Take VIII |
| 19:37 | VOID | II |
| 19:37 | TEST | Take VII |
| 19:37 | VOID | I |
| 19:31 | TEST | Take VI |
| 19:31 | VOID | Issue |
| 19:31 | TEST | Take V |
| 19:23 | TECHNO | Well as far as you can speakof a "namespace" |
| 19:22 | FIXED | Namespacing error |
| 19:16 | TEST | ![]() Take IV |
| 19:16 | VOID | Okay, that syntax is not yet really fantastico in Neil.... Oh well |
| 19:12 | TEST | Take III |
| 19:12 | FIXED | Scope issue |
| 19:12 | TEST | Take II |
| 18:09 | FIXED | Fix in Neil |
| 16:42 | NOTE | |
| 16:42 | SCRIPT | |
| 13:48 | C++ | |
| 10:49 | FIXED | I fixed the post-game map with that, which was layerless (Star Story is the ONLY project in which layerless maps were used a lot, as I already deprecated them when I began TFT REVAMPED, and only some maps I directly copied at the time are still layerless, since back then my engine did still support them |
| 10:43 | KTHURA | I've added a feature in Kthura that will automatically convert layerless maps (which were already deprecated in BlitzMax and where henceforth removed when Kthura was transferred to C#, and will also not live on in C++) into maps with Layers. This I will only do for C# as the map editor is now written in that language and now able to fix these maps. As I don't expect this issue anymore in future projects, I will not put this into C++ even when the mapeditor gets a C++ remake (which is not unthinkable at this point, but not in the immediate planning). |
| 10:13 | FIXED | C# Kthura will now too convert all layer names into uppercase variants, and with that the ties to the BlitzMax version should definitely be severed... Well.. I hope |
| 0:13 | STATUS | And it will end here... (for now) |
| 0:13 | JUDGMENT | |
| - = 1 Feb 2021 = - | ||
| 23:57 | FIXED | Kthura issue with modifying scaling... This issue was there for quite awhile in the C# version of the Kthura Map Editor |
| 23:42 | FIXED | Odd way the "hurt" messages came through |
| 23:35 | JUDGMENT | |
| 23:33 | TEST | well? |
| 23:32 | FUCKYOU | |
| 23:05 | STATUS | But I seem to be making progress, so let's not whine |
| 23:05 | FIXED | MOAR crap! |
| 23:04 | TEST | GRRR! |
| 22:48 | FIXED | Illegal class read-out |
| 22:38 | TEST | ![]() Okay, that issue is fixed, but another one pops up |
| 22:34 | STATUS | THIS is gonna take awhile |
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