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
0:02BUG
BUGDiscovered #54 in the process..... Not related to this, but logged for later fixing (I vaguely remember this was also an issue in the original setup)
- = 18 Jan 2021 = -
23:59TEST
TESTTake XV
23:58FIXED
FIXEDI hope THIS will set things right..... :-/
23:57HUH
HUHNow this is odd.... The initizer shows the stats are actually created and that the correct value is assigned... As a matter of fact the debug log retrieves this from the database where the stat is set and not from the calculator.... That proves the database is correctly set up... Then why does is not operate the way it should?
23:54TEST
TESTTake XIV
23:54DEBUG
DEBUGMore information then
23:48DEBUG
DEBUGHmmmmm WARNING! Character created without any tag

WTF does that mean?

23:46COCKROACH
COCKROACHBecause the base value is also 0 somehow..... Now to find out why this is happening
23:44TEST
TESTTake XIII
23:44DEBUG
DEBUGWhy?
23:42COCKROACH
COCKROACHNOTHING HAPPENS AT ALL? (At least no sign of the issue being fixed that is).
23:41TEST
TESTXenobi Take XII
23:41NOTE
NOTE At least I hope so
23:41FIXED
FIXEDExHuRU And fixed it
23:41SOLVED
SOLVEDI think I found it
23:38TEST
TESTTake XI
23:38DEBUG
DEBUGI hope this line gives me more clarity
23:33RESULT
RESULT Astrilopup
CSAY>HiSpeed: Check.FOE_6 = 0 => 0
CSAY>HiSpeed: Check.FOE_2 = 0 => 0
CSAY>HiSpeed: Check.FOE_3 = 0 => 0
CSAY>HiSpeed: Check.FOE_1 = 0 => 0
CSAY>HiSpeed: Check.FOE_5 = 0 => 0
CSAY>HiSpeed: Check.UniWendicka = 28 => 28
CSAY>HiSpeed: Check.UniCrystal = 28 => 28
CSAY>HiSpeed: Check.FOE_7 = 0 => 28
CSAY>HiSpeed: Check.FOE_0 = 0 => 28
CSAY>HiSpeed: Check.FOE_8 = 0 => 28
CSAY>HiSpeed: Check.FOE_4 = 0 => 28
CSAY>HiSpeed: Check.Briggs = 84 => 84
CSAY>HiSpeed set to 84

I guess this explains EVERYTHING... Well, as far as the gauge itself is concerned.... I do need to see why the stat is the way it is, though

23:29TEST
TESTTake X
23:29DEBUG
DEBUGExtra debug line must provide more clarity here, as this is very very odd
23:23BUG
BUGThe heroes do move over the time gauge, the enemies however do not.
23:18TEST
TESTTake IX
23:18FIXED
FIXEDCode Typo
23:17TEST
TESTTake Fucking VII
23:16VOID
VOID"nil"?
23:14TEST
TESTTake VI
23:13VOID
VOIDOr is the term "void" more appropriate here?
23:13FIXED
FIXEDName issue
23:10TEST
TESTTake V
22:44FAILURE
FAILURE

Probably just a bug in Windows anyway... makes the second one this month

22:40TEST
TESTTake IV
22:40FIXED
FIXEDMissing link
22:40LINK
LINKOoops!
22:38TEST
TESTTake III
22:37FIXED
FIXEDI think I fixed the bug.... Merely using outdated code here.... That doesn't work anymore (of course).
22:20CONFIRMED
CONFIRMEDthe BSOD works again, good.
22:17NOTE
NOTE The bug itself is not fixed though, but the Blue Screen Of Death should at least work again
22:17TEST
TESTTake II
22:17FIXED
FIXEDI've set the death picture to the direct call to Auto Picture... Prevents conflicts (leading to the total crash while that was not needed at all), and since AutoImages are disposed automatically anyway, it's just the safer way to go
22:08FAILURE
FAILUREThe game immediately crashes out, which overall means, something went crucially wrong
21:59TEST
TESTFoxy And let's get to that, take I
21:59NOTE
NOTE Nothing will yet happen when pointers reach COM.... Basically the pointer will just remain there forever until the game is cut off forcefully in the debug screen (for now).... But at least I can test if it actually works
21:52SCRIPT
SCRIPTWhich now also exists... in concept ;)
21:52LINK
LINKThis is also been linked to the stage manager
21:52SCRIPT
SCRIPTPointers actually move over the gauge
21:27NOTE
NOTE Sue Dirty code will come from that, I know, but quite often dirty code is by far more effective and efficient (and thus faster) than "clean code"
21:24NOTE
NOTE Crystal Now I got the silly idea (as I think this is also something that made Dyrt slow down when you had a lot of characters in your group), to only recalc the HiSpeed when a new turn starts.... Well I gotta see....
21:21SCRIPT
SCRIPTThe HiSpeed value should now be initiated... However no visual effects will be seen (not to mention it's not even linked yet to the combat call backs)
21:19CHECKLIST
17:56DUMMIED
DUMMIEDThe debug lines which are no longer needed
17:54CONFIRMED
CONFIRMEDFINALLY!
17:53TEST
TESTAnd let's see now!
17:53FIXED
FIXEDSwapped the two files
17:53STUPIDITY
STUPIDITYName confusion
17:51HUH
HUHWTF?
17:43TEST
TESTAnd does it produce a satisfying result
17:43CONFIG
CONFIGNew calculation based on data granted to me by Paint.NET
17:40JUDGMENT
JUDGMENT AFGEKEURD!
17:38TEST
TESTAnd let's see now!
17:38CONFIG
CONFIGDone
17:38CONFIRMED
CONFIRMEDThe C++ part appears to work now, but the data is outdated, and a new setup is now used, but that is just a matter of reconfiguring
17:31VOID
VOIDYirl I think I tackled the issue now
17:28DEBUG
DEBUGI see this is an old format.... Not too much issue, we can handle that, but at least the mystery has been solved
17:26TEST
TESTAgain, I suppose!
17:26DEBUG
DEBUGMore clarity from TQSG now (I hope)
17:23CONFIG
CONFIGBakina I've Also altered the y modifier of the gauge in general... the x modifier looks good to me.... Just combine to good things, together, eh?
17:22DEBUG
DEBUGThe Hotspot issue with Wendicka is not to blame in the C++ code, or so it seems... The parsing somehow failed.... I need to sort that one out.
17:19JUDGMENT
JUDGMENT Better,yet not good enough
17:18CONFIG
CONFIGWhile the compiler is working I've been altering some tuning values, but I need to test if they got any effect at all.
17:17VISUALSTUDIO
VISUALSTUDIOSo let's FORCE a complete new compilation to make 100% sure
17:17NOTE
NOTE But that tells me nothing at all, since we all know that Visual Studio is bugged in this department
17:16DEBUG
DEBUGWendicka VisualStudio says everything is up to date
17:15BUG
BUGAnd Wendicka's hotspot is ignored.... Is the compilation outdated?
17:15JUDGMENT
JUDGMENT As I suspected
17:14NOTE
NOTE Fine tuning configuration is most likely required, but how much and so on can only be deterimined by seeing, so let's go see this!
17:13SCRIPT
SCRIPTGauge icons should now appear on the time gauge
16:55FIXED
FIXEDTypos in project files were to blame
16:55FAILURE
FAILUREHmmmm
16:45APOLLO
APOLLOProject change to make sure the combat icon for Wendicka is properly aliased for usage on the combat gauge (otherwise the game would crash on her uniform version).
13:56JUDGMENT
JUDGMENT Well, that will have to do, I suppose
13:50CONFIG
CONFIGGauge position init.... The initial positions will be influenced by the chosen difficulty setting... More player advantage in the easy mode and more enemy advantage in the hard mode... Still the start positions are random, so in the end the start positions can still be in your favor in the hard mode and the enemy's favor in the easy mode, however vice versa is more likely to happen.
13:41STATUS
STATUSThe time has come to put Dyrt behind me, and to fully focus on Star Story... I the meantime I am also preparing to move both The Fairy Tale REVAMPED and Cynthia Johnson to Apollo and eventually the same will happen to Sxity-Three Fires of Lung... At the latter will have most in common with TFTREVAMPED, i will focus on 63 later, as there's no need to re-invent the wheel there.
- = 13 Jan 2021 = -
0:54C++
C++An MD5 hasher is now present... This will make things a bit easier on some departments.... At least I hope so!
- = 8 Jan 2021 = -
21:57NOTE
NOTE (That is, as soon as the beta is live)
21:57NOTE
NOTE I've decided to definitely quit Game Jolt trophy supprt.

I don't see any reason anymore to keep being tied to that platform... as a matter of fact, I want to sever the ties as soon as I can. I will keep the trophies there on for now, in order to allow people to synchronize with a new system I have in mind that I will start on as soon as Dyrt is finished

21:55DYRT
DYRTThe works here are going quite well.... Once this is all done, I will try to fully tackle the combat engine here, however for now I just want Dyrt to be done.....
- = 7 Jan 2021 = -
23:55OFFTOPIC
OFFTOPIC
- = 3 Jan 2021 = -
14:56OFFTOPIC
OFFTOPICBy the way, happy new year!
14:56STATUS
STATUSTemporary standstill.... Dyrt is very close to completion, and therefore I want to have that finished first, so I have my hands FULLY free for this project after that.... So hang on!
- = 31 Dec 2020 = -
22:04NOTE
NOTE ExHuRU (The only reason Dyrt still has the support for this and even GJ exclusive dungeons is because the game is too close to release to remove them now).
22:03GAMEJOLT
For what it looks like now, you can consider the trophy support DEPRECATED! The new version won't have this, and NOT THIS IS NOT OUT OF LAZINESS NOR TECHINCAL ISSUES! This is a choice based on PROFESSIONAL REASONS!

So play the old version quickly when you still want those throphies!

- = 30 Dec 2020 = -
14:47TRANSFER
TRANSFERKota Art for #144 and #274
14:36COSMETIC
COSMETICAnd I've fine tuned their positions
14:36DONE
DONEThe Tag-Letters for enemies will now show on the time gauge
- = 29 Dec 2020 = -
22:30CLOSED
22:29JUDGMENT
JUDGMENT perfect
22:28TEST
TESTTake XI
22:28EXPERIMENT
EXPERIMENTlet's see
22:26JUDGMENT
JUDGMENT Better, but not quite there

22:22TEST
TESTTake X
22:21FIXED
FIXEDThe errors throws when something works the way it SHOULD work in stead of the not the way it should work
22:20CHECKED
CHECKEDThe Goddess The data looks the way it should look, so that shouldn't be theissue
22:19DEBUG
DEBUGBut proper errors are thrown to the log
22:18COCKROACH
COCKROACHNothing happened at all!
22:16TEST
TESTTake IX
22:16C++
C++At least everything compiles, but that does not mean it also works
22:16FIXED
FIXEDThat should fix it
22:16VISUALSTUDIO
VISUALSTUDIOTrickySTOI added to the project
22:15BUG
BUGCrystal It's not yet all cool though as linker errors occur... Clearly I didn't yet cover it all up properly yet
22:14C++
C++And also done the same with Apollo
22:14C++
C++Reggie I've adapted TQSG to make this all possible
21:43JUDGMENT
JUDGMENT #50 - Nope nope nope - definitely not! But already better than crashing ;)
21:38TEST
TESTTake VIII
21:38FIXED
FIXEDAnd fixed it!
21:38STUPIDITY
STUPIDITYI think I got it
21:36TEST
TESTTake VII
21:36DEBUG
DEBUGI've added a more dedicated error message I can see more properly what's happening here
21:36BUG
BUG"Nil" value
21:34TEST
TESTTake VI
21:34VOID
VOIDwhiner!
21:32TEST
TESTTake V
21:32VOID
VOIDI've voided that issue for now...
21:30BUG
BUGIt appears that internal definitions in classes do not work when data is delivered by fellow class members.
21:27TEST
TESTTake IV
21:27FIXED
FIXEDSyntax error
21:25TEST
TESTTake III
21:24FIXED
FIXEDAstrilopup That's three
21:24FIXED
FIXEDSyntax conflict - That's TWO!
21:22FIXED
FIXEDThat's one!
21:19TEST
TESTWendicka Take II
21:19NOTE
NOTE Admiral Lovejoy It was to be expected this wouldn't go right in one go!
21:19FIXED
FIXEDIllegal redefs
21:15TEST
TESTTake I
21:14STATUS
STATUSAt least I can see if the time gauge appears at all
21:14NOTE
NOTE It will NOT yet work.... For starters the icons and tag letters won't yet appear, and second I need to initiaze all the timers based on all combatents speed values, so we're not yet getting anywhere on that department
21:13LINK
LINKAnd NOW the time gauge should appear
21:10LINK
LINKClass link ups (this will not yet make the gauge appear. Only to make it access the fighter table)
21:09NOTE
NOTE Please note, if no errors occur nothing will happen. This because I need to link this up first
21:08DONE
DONEI've set up the time gauge... I do not yet expect it to fully work though, but hey the basis is set
19:28STATUS
STATUSThe next stop will be the calculation of the speed over the time bar... Although more balancing is in order here too, like in Dyrt, I won't do that... The reason is simple, I want the experience to be the same as the original, and rebalancing the time bar would undermine that, especially since the older setup was not a bug but a choice... Not the best choice, but still a choice. Since Dyrt was completely rewritten and has a complete new experience apart from the story line, this wasn't an issue there
17:10REMOVED
REMOVED"floating character" in Rayal removed... He was never supposed to be there anyway
16:23STATUS
STATUSAll crashes appear to be accounted for
16:21TEST
TESTTake XV
16:21FIXED
FIXEDANother bad class call, but of a different kind this time
16:18TEST
TESTTake XIV
16:18FIXED
FIXEDAnother case?
16:17TEST
TESTTake XIII
16:17FIXED
FIXEDBad class call?
16:13TEST
TESTTake XII
16:13FIXED
FIXEDSyntax Error
16:12TEST
TESTAdmiral Johnson Take XI
16:12FIXED
FIXEDSue Crystal McLeen - Big alternate Misreference
16:09TEST
TESTTake X
16:09VOID
VOID?
16:09HUH
HUH?
16:04TEST
TESTTake IX
16:04VOID
VOIDFucking for the sake of fucking
15:59TEST
TESTTake VIII
15:58FUCKYOU
FUCKYOUSome word ik hier zo MOE van!
15:57TEST
TESTTake VII
15:57VOID
VOIDVoided that issue
15:56FUCKYOU
FUCKYOUCrap!
15:54TEST
TESTTake V
15:54FIXED
FIXEDMissing line
15:48TEST
TESTtake IV
15:48FIXED
FIXEDID issues
15:45TEST
TESTTake III
15:45FIXED
FIXEDLua!=Python, and neither is Neil
15:43TEST
TESTTake II
15:43FIXED
FIXEDCompatibility conflict
15:42TEST
TESTBriggs Take I
15:42NOTE
NOTE All I can test here too is the absence of crashes, but that's all
15:42ENHANCEMENT
ENHANCEMENTQuick access metatable for Stats and Stat Buffs
15:33TECHNO
TECHNOSince I only adepted the original Lua code to Neil and the differencies of this engine for this (this because I want the game experience in Star Story to match the original game as much as possible) I don't expect too much trouble here, but, ya never know
15:32NOTE
NOTE Now what is very important to note is that there's no way to know if this actually works the way it should as this is all "under the hood" code. In other words when it doesn't crash, I must assume it works
15:31DONE
DONECompile Raw Data into the actual stats the enemy needs based on its level
2:00JUDGMENT
JUDGMENT Bakina WONDERFUL!
1:58TEST
TESTWell take VI then to fit all needed formalities then?
1:58DUMMIED
DUMMIEDPlaceholder circle
1:57CONFIRMED
CONFIRMEDAnd NOW it works the way it SHOULD work
1:56TEST
TESTTake V
1:56FIXED
FIXEDnow then?
1:56COCKROACH
COCKROACHi thought so
1:18TEST
TESTTake IV
1:18FIXED
FIXEDThere you go!
1:18BUG
BUGBut now I gotta deal with a file referrence error, but that's looks like an easy one
1:18CONFIRMED
CONFIRMEDApparently that is indeed fixed
1:17TEST
TESTTake III
1:17STATUS
STATUSI think it's fixed then
1:16GENERATION
GENERATIONLet's run the crap and see
1:16FIXED
FIXEDDr. Sal’pr’drita ?
0:52BUG
BUGThe data is not properly compiled I see.... I will have to investigate to find out why this happens
0:46FIXED
FIXEDSyntax error
0:45TEST
TESTTake II
0:45LAZY
LAZYlinked Lua's "error" function into the main routine, as this is driving me nuts!
0:43FUCKYOU
FUCKYOUGRRRR!
0:42TEST
TESTLet's see
0:42TECHNO
TECHNOThe aim circles will still be desplayed. I'll remove them once this works
0:42DONE
DONEAnyway, the enemies should now appear on the screen
0:41NOTE
NOTE Now I must hope nothing bad happened to the backup due to that BSOD...
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