| 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 | ||
| 22:34 | FIXED | Index error |
| 22:25 | TEST | Gotta find out, eh? |
| 22:25 | STATUS | Or at least I hope so.... |
| 22:25 | FIXED | And fixed it |
| 22:25 | FUCKYOU | |
| 22:23 | INVESTIGATION | |
| 22:23 | ANALYSIS | |
| 22:14 | FIXED | ![]() Forgotten comma... Yeah, that does a great deal when it comes to code. |
| 22:13 | STUPIDITY | |
| 22:13 | TEST | Ok.... |
| 22:07 | DEBUG | Let's find out why! |
| 22:07 | COCKROACH | No results in the log.... Curious |
| 21:59 | TEST | ANOTHER! |
| 21:58 | FIXED | URGH! |
| 21:49 | TEST | Let's see |
| 21:49 | DEBUG | |
| 21:35 | COCKROACH | Apparently not! |
| 21:31 | TEST | Well? |
| 21:31 | FIXED | Issue with missed shots (since I didn't script the attacking out, all shots will (for now) miss, but the system didn't show that too well). |
| 19:45 | CONFIRMED | Ironically this bug did confirm the automatic replacement of BlitzMax animations with their jpbf counterparts works the way they should. Never knew bugs could come in handy someday |
| 19:45 | BUG | A bug in my Kthura Scanner |
| 19:44 | VERIFIED | ![]() So far everything LOOKS to be in order |
| 19:31 | KTHURA | |
| - = 31 Jan 2021 = - | ||
| 23:58 | TEST | And another test coming up |
| 23:58 | COSMETIC | |
| 23:58 | FIXED | Executor will no longer show as "Cancel" |
| 23:53 | JUDGMENT | |
| 21:47 | TEST | Well? |
| 21:47 | FIXED | I hope |
| 21:47 | SOLVED | ![]() GOTCHA! I guess the dangers of using Marcos got exposed |
| 21:45 | MYSTERY | |
| 1:02 | STATUS | It's late now, and I'm beginning to feel tired.... I have likely little time tomorrow, but I hope I can set a few tests up then... |
| 0:17 | LINK | |
| - = 30 Jan 2021 = - | ||
| 23:05 | TRANSFER | |
| 23:01 | STATUS | That did play off... One rotten object found and removed.... In a map where it was not important at all, but hey, if you're gonna do it, do it right,eh? |
| 22:57 | C# | I've coded a Kthura Issue Scanner - This scanner will check for compatibility issues between the old and new Kthura... Most issues may be because some textures are either missing or in the old format, as of C# and C++ is no longer supported. This program may speed up some issues I will undoubtedly encounter during the remake of Star Story and the Fairy Tale, and possibly also by the redo of Sixty-Three Fires of Lung |
| - = 29 Jan 2021 = - | ||
| 22:13 | STATUS | Next stop, the actual attack |
| 22:13 | JUDGMENT | |
| 22:11 | TEST | Take XXII |
| 22:11 | EXPERIMENT | |
| 22:11 | HUH | |
| 22:04 | TEST | Take XXI |
| 22:04 | FIXED | Debug command not properly picked up |
| 22:04 | STATUS | concern for later |
| 22:04 | COCKROACH | ![]() Although that was what was supposed to happen |
| 22:01 | TEST | Take XX |
| 22:01 | COSMETIC | |
| 22:01 | FIXED | Another syntax error |
| 21:58 | TEST | Take XIX |
| 21:58 | FIXED | Syntax error |
| 21:58 | TEST | Take XVIII |
| 21:46 | DEBUG | I've written some extra debug codes in order to sort that one out |
| 21:46 | INVESTIGATION | |
| 20:49 | JUDGMENT | |
| 20:46 | TEST | Take XVII |
| 20:46 | FUCKYOU | |
| 20:43 | TEST | Take XVI |
| 20:43 | FUCKYOU | |
| 20:37 | TEST | Take XV |
| 20:36 | FUCKYOU | |
| 20:32 | TEST | ![]() Take XIV |
| 20:32 | FIXED | Field error... I think? |
| 20:32 | TEST | Take XIII |
| 20:32 | FUCKYOU | |
| 20:28 | TEST | Take XII |
| 20:28 | VOID | Issue |
| 20:25 | TEST | Take XI |
| 20:24 | FUCKYOU | How could I forget that? |
| 20:22 | TEST | Take X |
| 20:22 | FIXED | GRRR! |
| 20:22 | LINK | |
| 20:22 | STUPIDITY | |
| 20:19 | TEST | Take IX |
| 20:13 | VISUALSTUDIO | Compiling |
| 20:12 | NEIL | |
| 20:12 | C++ | |
| 20:12 | TEST | Take VIII |
| 19:42 | HUH | |
| 19:27 | TEST | Take VII |
| 19:27 | VOID | GRR GRR GRR! |
| 19:27 | FUCKYOU | |
| 19:25 | TEST | Take VI |
| 19:25 | FAILURE | I hate Windows |
| 19:20 | TEST | Take V |
| 19:19 | FIXED | Syntax error |
| 19:17 | TEST | ![]() Take IV |
| 19:17 | FIXED | Another |
| 19:13 | TEST | Take III |
| 19:13 | FIXED | Very severe code typo |
| 19:08 | TEST | Take II |
| 19:08 | LINK | Linkup issue |
| 19:05 | TEST | Take I |
| 19:04 | STATUS | Will it work? |
| 18:59 | SPELLANI | |
| 17:44 | SCRIPT | |
| 15:34 | STATUS | ![]() Next stop... SPELLANI (I hope) |
| 15:09 | JUDGMENT | |
| 15:06 | TEST | Take VIII |
| 15:06 | COSMETIC | |
| 15:06 | CONFIG | |
| 15:06 | JUDGMENT | |
| 15:05 | JUDGMENT | |
| 15:02 | TEST | Take VII |
| 14:55 | COSMETIC | |
| 14:54 | COSMETIC | |
| 14:24 | JUDGMENT | |
| 14:22 | TEST | Take VI |
| 14:21 | FIXED | Chain through error |
| 14:20 | TEST | Take V |
| 14:13 | STATUS | All system errors appear to be accounted for |
| 14:07 | TEST | ![]() Take IV |
| 14:07 | FIXED | Alright that's taken care off |
| 14:07 | STUPIDITY | |
| 14:05 | TEST | ![]() III |
| 14:04 | FIXED | 2x Syntax error in Neil Glue Code |
| 14:03 | TEST | Take II |
| 14:02 | FIXED | Neil glue code declaration issue |
| 13:43 | FAILURE | ![]() I guess I got more work to do |
| 13:41 | STATUS | Right.... I had my rest... Time to get to work! |
| 1:55 | STATUS | I am only a bit tired now.... I hope I can get myself to it tomorrow to test his... You may have noticed I am a bit tired, so my workflow lowered drastically. I am trying to force myself to get back to work, as I know that this will only get the better of me soon.... |
| 1:51 | DONE | |
| - = 27 Jan 2021 = - | ||
| 22:53 | NOTE | |
| 22:52 | NEIL | |
| 22:52 | C++ | |
| 18:53 | OFFTOPIC | ![]() |
| 11:22 | OFFTOPIC | |
| - = 26 Jan 2021 = - | ||
| 23:13 | NEIL | |
| 23:13 | C++ | |
| 17:22 | C++ | |
| - = 25 Jan 2021 = - | ||
| 22:52 | FIXED | A few fixups in Neil |
| 22:38 | TODO | |
| 22:35 | OFFTOPIC |
|
| 22:18 | TODO | |
| - = 24 Jan 2021 = - | ||
| 23:52 | FIXED | Fixed that, of course! |
| 23:52 | STUPIDITY | |
| 17:49 | DONE | I've just copied the projectile template from Dyrt... Although I'm quite sure more adaption is needed here |
| 0:17 | STATUS | ![]() Well, I got everything ready to get to the next step.... Which would be either SpellAni or the actual effect... Now SpellAni might be cosmetic only, I am thinking to do that first anyway, this in order to make sure I won't forget about this and make sure this works correctly... I already got my ideas on how to do this (which will be slightly different from the way I did this in Dyrt). |
| - = 23 Jan 2021 = - | ||
| 20:25 | STATUS | And right on time too as the TV show I wanna see is about to begin. |
| 20:25 | JUDGMENT | |
| 20:22 | TEST | ![]() Take XII |
| 20:22 | COSMETIC | |
| 20:18 | TEST | Take XI |
| 20:17 | COSMETIC | |
| 20:17 | FIXED | Portrait |
| 20:16 | TEST | Take X |
| 20:15 | EXPERIMENT | |
| 20:15 | COSMETIC | |
| 20:14 | BUG | The Icon's too high |
| 20:14 | BUG | For starters the hero's portrait does not appear at all |
| 20:14 | JUDGMENT | |
| 20:11 | TEST | Take IX |
| 20:11 | EXPERIMENT | |
| 20:09 | TEST | Take VIII |
| 20:09 | FIXED | Fixed now! |
| 20:09 | FUCKYOU | |
| 20:06 | TEST | Take VII |
| 20:06 | FIXED | and antoher |
| 20:06 | FIXED | And another |
| 20:06 | FIXED | Another |
| 19:58 | TEST | Take VI |
| 19:58 | FIXED | ![]() Illegal class call |
| 19:50 | TEST | ![]() Take V |
| 19:50 | VOID | This time then? |
| 19:50 | COCKROACH | Fix ignored |
| 19:48 | TEST | Take IV |
| 19:48 | VOID | dirty code straight from the bog of eternal stench |
| 19:46 | TEST | Take III |
| 19:46 | FIXED | I think I fixed it? |
| 19:45 | HUH | |
| 19:42 | TEST | Take II |
| 19:42 | VOID | Module bug |
| 19:39 | TEST | Take I |
| 19:39 | DONE | |
| 19:39 | DONE | |
| 19:39 | LINK | |
| 19:37 | NOTE | |
| 19:36 | STATUS | All parse errors accounted for |
| 19:35 | TEST | Take II |
| 19:35 | FIXED | Identifier issues (One typo and one wrong call in general) |
| 19:32 | TEST | Take I |
| 19:28 | DONE | |
| 17:33 | STATUS | This too is now only testable in no-parse errors, as this is still under the hood code, but now the time has come the visual part can be coded... providing this works, that is.... |
| 17:02 | SCRIPT | |
| 16:44 | NOTE | I will not longer stack that up the way the original game did, as the result was awful... Lack of time is the only reason why I never removed that. |
| 16:44 | DONE | |
| 16:16 | ENHANCEMENT | |
| 15:05 | TEST | Take III |
| 15:05 | FIXED | Syntax error |
| 15:03 | TEST | Take II |
| 15:03 | FIXED | Identifier issues |
| 15:01 | TEST | Take I |
| 14:10 | STATUS | I can however check if no parsing errors and such take place, so that will be what I'll do soon... |
| 14:09 | DONE | |
| 12:30 | TECHNO | Like I said, I am not going into the execution stage.... Now this is the most complicated part of the engine, as it will contain multiple sub-stages. This to make sure the normal "flow" of Apollo runs the way it should and gets not in a kind of break-up when not needed.... |
| 12:29 | DYRT | This is actually already a "beta/stable" release, but hey, this way we can avoid bug reports of stuff that's already fixed, eh? |
| - = 22 Jan 2021 = - | ||
| 21:48 | TEST | Take VIII |
| 21:48 | FIXED | Ah, I think I found the bugger! |
| 21:48 | ANALYSIS | |
| 21:47 | TEST | Take VII |
| 21:46 | DEBUG | |
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