| 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 | ||
| 18:45 | FIXED | Bad ref |
| 18:29 | TEST | Seems so trivial, but you never know in this line of work... so...TAKE I! |
| 17:38 | NOTE | |
| 17:37 | LINK | |
| 17:27 | APOLLO | adaption for project file was required |
| 17:27 | TRANSFER | |
| 17:27 | AUDIO | |
| 16:50 | DONE | |
| 11:57 | FIXED | GOTCHA! |
| 11:44 | DEBUG | |
| 11:41 | COCKROACH | ![]() At least SOMETHING happens, but not the right thing! |
| 11:34 | COCKROACH | Apparently NOT |
| 11:33 | FIXED | ![]() I think I got it! |
| 11:30 | DEBUG | |
| 11:29 | INVESTIGATION | |
| 11:29 | BUG | I see now that my C++ code was set to correct this immediately... But it doesn't |
| 11:20 | NOTE | |
| 0:16 | CONFIRMED | ALL DONE! |
| 0:13 | TEST | Take XVI |
| 0:13 | FIXED | ![]() I see that there was a bug in my C++ stat scripter (12 + 0 + 0 = 12 in my book and not 36, so this is how this bug came to light) |
| 0:07 | TEST | Take XVI |
| 0:07 | FIXED | I think I found the 0 issue |
| 0:02 | BUG | Discovered #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 = - | ||
| 23:59 | TEST | Take XV |
| 23:58 | FIXED | I hope THIS will set things right..... :-/ |
| 23:57 | HUH | |
| 23:54 | TEST | Take XIV |
| 23:54 | DEBUG | |
| 23:48 | DEBUG | WTF does that mean? |
| 23:46 | COCKROACH | Because the base value is also 0 somehow..... Now to find out why this is happening |
| 23:44 | TEST | Take XIII |
| 23:44 | DEBUG | |
| 23:42 | COCKROACH | NOTHING HAPPENS AT ALL? (At least no sign of the issue being fixed that is). |
| 23:41 | TEST | ![]() Take XII |
| 23:41 | NOTE | |
| 23:41 | FIXED | ![]() And fixed it |
| 23:41 | SOLVED | I think I found it |
| 23:38 | TEST | Take XI |
| 23:38 | DEBUG | |
| 23:33 | RESULT | 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 |
| 23:29 | TEST | Take X |
| 23:29 | DEBUG | |
| 23:23 | BUG | The heroes do move over the time gauge, the enemies however do not. |
| 23:18 | TEST | Take IX |
| 23:18 | FIXED | Code Typo |
| 23:17 | TEST | Take Fucking VII |
| 23:16 | VOID | "nil"? |
| 23:14 | TEST | Take VI |
| 23:13 | VOID | Or is the term "void" more appropriate here? |
| 23:13 | FIXED | Name issue |
| 23:10 | TEST | Take V |
| 22:44 | FAILURE | ![]() ![]() Probably just a bug in Windows anyway... makes the second one this month |
| 22:40 | TEST | Take IV |
| 22:40 | FIXED | Missing link |
| 22:40 | LINK | |
| 22:38 | TEST | Take III |
| 22:37 | FIXED | I think I fixed the bug.... Merely using outdated code here.... That doesn't work anymore (of course). |
| 22:20 | CONFIRMED | the BSOD works again, good. |
| 22:17 | NOTE | |
| 22:17 | TEST | Take II |
| 22:17 | FIXED | I'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 |
| 22:08 | FAILURE | The game immediately crashes out, which overall means, something went crucially wrong |
| 21:59 | TEST | ![]() And let's get to that, take I |
| 21:59 | NOTE | |
| 21:52 | SCRIPT | |
| 21:52 | LINK | |
| 21:52 | SCRIPT | |
| 21:27 | NOTE | 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" |
| 21:24 | NOTE | 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.... |
| 21:21 | SCRIPT | |
| 21:19 | CHECKLIST | |
| 17:56 | DUMMIED | |
| 17:54 | CONFIRMED | FINALLY! |
| 17:53 | TEST | And let's see now! |
| 17:53 | FIXED | Swapped the two files |
| 17:53 | STUPIDITY | |
| 17:51 | HUH | |
| 17:43 | TEST | And does it produce a satisfying result |
| 17:43 | CONFIG | |
| 17:40 | JUDGMENT | |
| 17:38 | TEST | And let's see now! |
| 17:38 | CONFIG | |
| 17:38 | CONFIRMED | The 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 |
| 17:31 | VOID | ![]() I think I tackled the issue now |
| 17:28 | DEBUG | |
| 17:26 | TEST | Again, I suppose! |
| 17:26 | DEBUG | |
| 17:23 | CONFIG | 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? |
| 17:22 | DEBUG | |
| 17:19 | JUDGMENT | |
| 17:18 | CONFIG | |
| 17:17 | VISUALSTUDIO | |
| 17:17 | NOTE | |
| 17:16 | DEBUG | VisualStudio says everything is up to date |
| 17:15 | BUG | And Wendicka's hotspot is ignored.... Is the compilation outdated? |
| 17:15 | JUDGMENT | |
| 17:14 | NOTE | |
| 17:13 | SCRIPT | |
| 16:55 | FIXED | Typos in project files were to blame |
| 16:55 | FAILURE | Hmmmm |
| 16:45 | APOLLO | Project 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). |
| 13:56 | JUDGMENT | |
| 13:50 | CONFIG | |
| 13:41 | STATUS | The 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 = - | ||
| 0:54 | C++ | |
| - = 8 Jan 2021 = - | ||
| 21:57 | NOTE | |
| 21:57 | NOTE | 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 |
| 21:55 | DYRT | |
| - = 7 Jan 2021 = - | ||
| 23:55 | OFFTOPIC | |
| - = 3 Jan 2021 = - | ||
| 14:56 | OFFTOPIC | |
| 14:56 | STATUS | Temporary 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 = - | ||
| 22:04 | NOTE | (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). |
| 22:03 | GAMEJOLT | 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 = - | ||
| 14:47 | TRANSFER | |
| 14:36 | COSMETIC | |
| 14:36 | DONE | |
| - = 29 Dec 2020 = - | ||
| 22:30 | CLOSED | |
| 22:29 | JUDGMENT | |
| 22:28 | TEST | Take XI |
| 22:28 | EXPERIMENT | |
| 22:26 | JUDGMENT |
|
| 22:22 | TEST | Take X |
| 22:21 | FIXED | The errors throws when something works the way it SHOULD work in stead of the not the way it should work |
| 22:20 | CHECKED | The data looks the way it should look, so that shouldn't be theissue |
| 22:19 | DEBUG | |
| 22:18 | COCKROACH | Nothing happened at all! |
| 22:16 | TEST | Take IX |
| 22:16 | C++ | |
| 22:16 | FIXED | That should fix it |
| 22:16 | VISUALSTUDIO | |
| 22:15 | BUG | ![]() It's not yet all cool though as linker errors occur... Clearly I didn't yet cover it all up properly yet |
| 22:14 | C++ | |
| 22:14 | C++ | I've adapted TQSG to make this all possible |
| 21:43 | JUDGMENT | |
| 21:38 | TEST | Take VIII |
| 21:38 | FIXED | And fixed it! |
| 21:38 | STUPIDITY | |
| 21:36 | TEST | Take VII |
| 21:36 | DEBUG | |
| 21:36 | BUG | "Nil" value |
| 21:34 | TEST | Take VI |
| 21:34 | VOID | whiner! |
| 21:32 | TEST | Take V |
| 21:32 | VOID | I've voided that issue for now... |
| 21:30 | BUG | It appears that internal definitions in classes do not work when data is delivered by fellow class members. |
| 21:27 | TEST | Take IV |
| 21:27 | FIXED | Syntax error |
| 21:25 | TEST | Take III |
| 21:24 | FIXED | ![]() That's three |
| 21:24 | FIXED | Syntax conflict - That's TWO! |
| 21:22 | FIXED | That's one! |
| 21:19 | TEST | ![]() Take II |
| 21:19 | NOTE | It was to be expected this wouldn't go right in one go! |
| 21:19 | FIXED | Illegal redefs |
| 21:15 | TEST | Take I |
| 21:14 | STATUS | At least I can see if the time gauge appears at all |
| 21:14 | NOTE | |
| 21:13 | LINK | |
| 21:10 | LINK | |
| 21:09 | NOTE | |
| 21:08 | DONE | |
| 19:28 | STATUS | The 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 |
| 17:10 | REMOVED | |
| 16:23 | STATUS | All crashes appear to be accounted for |
| 16:21 | TEST | Take XV |
| 16:21 | FIXED | ANother bad class call, but of a different kind this time |
| 16:18 | TEST | Take XIV |
| 16:18 | FIXED | Another case? |
| 16:17 | TEST | Take XIII |
| 16:17 | FIXED | Bad class call? |
| 16:13 | TEST | Take XII |
| 16:13 | FIXED | Syntax Error |
| 16:12 | TEST | ![]() Take XI |
| 16:12 | FIXED | ![]() Misreference |
| 16:09 | TEST | Take X |
| 16:09 | VOID | ? |
| 16:09 | HUH | |
| 16:04 | TEST | Take IX |
| 16:04 | VOID | Fucking for the sake of fucking |
| 15:59 | TEST | Take VIII |
| 15:58 | FUCKYOU | |
| 15:57 | TEST | Take VII |
| 15:57 | VOID | Voided that issue |
| 15:56 | FUCKYOU | |
| 15:54 | TEST | Take V |
| 15:54 | FIXED | Missing line |
| 15:48 | TEST | take IV |
| 15:48 | FIXED | ID issues |
| 15:45 | TEST | Take III |
| 15:45 | FIXED | Lua!=Python, and neither is Neil |
| 15:43 | TEST | Take II |
| 15:43 | FIXED | Compatibility conflict |
| 15:42 | TEST | ![]() Take I |
| 15:42 | NOTE | |
| 15:42 | ENHANCEMENT | Quick access metatable for Stats and Stat Buffs |
| 15:33 | TECHNO | Since 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 |
| 15:32 | NOTE | |
| 15:31 | DONE | |
| 2:00 | JUDGMENT | WONDERFUL! |
| 1:58 | TEST | Well take VI then to fit all needed formalities then? |
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