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
1:00TEST
TESTTake II
1:00FUCKYOU
FUCKYOUOh well!
0:57TEST
TESTTake I
0:57DONE
DONEBriggs Enemies not tied to the chosen difficulty setting should no longer appear
0:54MYSTERY
MYSTERYWhy it suddenly works now is a mystery though (Well, it was already a mystery why it didn't in the first place)....
0:44UPDATED
0:41STATUS
STATUSNow I must make sure the enemies spawn in moderation... For starters, some spots only work in certain difficulty settings, so I should make sure those are ignored in the lower difficulties, and a random factor also comes to play.... The game will in other words normally never use all spots....
0:40DONE
DONETHAT should do it!
0:36TEST
TESTTake IV
0:36DEBUG
DEBUGLet's see
0:34COCKROACH
COCKROACHFix ignored!
0:31TEST
TESTTake III
0:31FIXED
FIXED!
0:31STUPIDITY
STUPIDITYRight!
0:27TEST
TESTTake II
0:27FIXED
FIXEDDeclaration error
0:27TEST
TESTBakina Take I
0:06TECHNO
TECHNOThis can cause extra crashes on the short term so an extra test is needed....
0:03OPTIMIZATION
OPTIMIZATIONThat should work out better
- = 20 Oct 2020 = -
22:19STATUS
STATUSWell more on that later... First a break!
22:19NOTE
NOTE Now I also realized (this will particularly be important in the multi-layer maps), that I should make multiple lists of enemies... It won't make sense to update enemies on a layer you are not on, and it only would cause slowdowns and crashes and stuff....
22:18NOTE
NOTE Dr. Sal’pr’drita Not altering the invisible enemies did appear right....
22:02TEST
TESTTake XVI
22:02OPTIMIZATION
OPTIMIZATIONattempt
21:37NOTE
NOTE Of course, in the end result there will be less enemies....
21:37UNDESIREABLE
UNDESIREABLEThe game slows down terribly as a result....
21:36NOTE
NOTE It works, but....
21:31TEST
TESTI will have to test this out
21:02FAILURE
FAILUREIf you see a capview video in stead of an a cappella act, you fell victim to a bug within YouTube... Sorry, that's not something I can help (I used the same code on my Dyrt Devlog and I saw the correct video there, so it's really a bug in YouTube... I thought they'd have fixed it by now as I encountered before years ago).
20:58LINK
LINKThe monsters have now been linked to the callback routine
20:56OFFTOPIC
OFFTOPICI love this

20:48NOTE
NOTE this will only turn the enemies green, yellow or red accordingly to their difficulty settings, as their movements have not yet been scripted
20:48SCRIPT
SCRIPTCheckAll method written
19:50NOTE
NOTE Important to note is this.... Difficulty settings are NOT yet taken to mind, so all enemies spawn regardless of setting... random factors are also not yet taken to mind, all in all, we more enemies in the field now than there should be, but that is planned
19:49FIXED
FIXEDDominance issue
19:49CONFIRMED
CONFIRMEDThat does indeed the trick
19:45TEST
TESTTake XV
19:45FIXED
FIXEDI think I fixed that
19:41INVESTIGATION
INVESTIGATIONYup, it really seems that the actors DID spawn
18:55INVESTIGATION
INVESTIGATIONRolf It looks like the actors do spawn, but that there's something wrong with their visibility....

I need a break now, but this will be my focus!

18:44INVESTIGATION
INVESTIGATIONNow this needs to be sorted out
18:44COCKROACH
COCKROACHKota Nothing appears to happen at all... At least not visably.
18:40TEST
TESTTake XIV
18:38VISUALSTUDIO
VISUALSTUDIOSo recompiling was in order
18:38C++
C++That was in my C++ code
18:38OPTIMIZATION
OPTIMIZATIONStuff no longer needed dummied
18:29TEST
TESTTake XIII
18:29FIXED
FIXEDSyntax error
18:26TEST
TESTTake XII
18:26FIXED
FIXEDForgotten class object
18:22TEST
TESTTake XI
18:22DEBUG
DEBUGAnd more logs
18:21EXPERIMENT
EXPERIMENTI have tried a few things
18:13NOTE
NOTE I can still not really pinpoint, why this happens... I did put in a counter, and I must say if this answers some questions
18:12DEBUG
DEBUGI've added an extra debug line....
18:08DEBUG
DEBUGThe logs do not make much sense, but what they do tell me is that it's likely an infinte loop is somehow created
18:05BUG
BUGThe game freezes completely
17:52DEBUG
DEBUGXenobi The result the log now produces makes the error make even LESS sense
17:48TEST
TESTTest Take X
17:48DEBUG
DEBUGThis error does NOT make sense....
17:43TEST
TESTTake IX
17:43FIXED
FIXEDCode typo x2
17:38TEST
TESTTake VIII
17:38FIXED
FIXEDIllegal method
17:33TEST
TESTTake VII
17:33VOID
VOIDA very terrible bug in Neil that doesn't let me loose, I guess
17:28TEST
TESTReggie Wendicka Lovejoy - Big alternate Take VI
17:28FIXED
FIXEDSyntax error
17:26TEST
TESTTake V
17:26FIXED
FIXEDIllegal Class Interchange
17:22TEST
TESTTake IV
17:22FIXED
FIXEDConflict
17:21FIXED
FIXEDCode typo
17:21FIXED
FIXEDReplaced old variable with current macro
17:15TEST
TESTTake III
17:15NOTE
NOTE Foxy Real-life stuff got in the way
13:39TEST
TESTThe Goddess Take II
13:39FIXED
FIXEDFinally time to fix a list of unknown identifiers... I may not have them all yet, but let's see....
12:48CLEANUP
CLEANUPReorganized my e-mail
12:47TODO
TODOMess out my e-mail
12:47NOTE
NOTE Important phone call was came in
11:30VOID
VOIDFigures
11:26TEST
TESTLet's see - Take I (out of many I'm afraid)
11:26NOTE
NOTE What is important to note is that the enemies won't yet chase you, nor will they be colored in accordance with the difficulty setting yet
11:22LINK
LINKAnd now everything is linked to the main map loader
10:38FIXED
FIXEDClass linkup
10:35DONE
DONEEnemy scanner done
0:16NOTE
NOTE Not nearl ready to test yet, though.....
0:16CONFIG
CONFIGMore prework done
- = 19 Oct 2020 = -
23:50SCRIPT
SCRIPTConstructor set up
23:29SCRIPT
SCRIPTFoe list
23:26SCRIPT
SCRIPTAdmiral Lovejoy MinLevel and Max level properties
23:18STUDY
STUDY Map Stuff
20:25CONFIG
CONFIGAstrilopup Yirl Alien heads being loaded
20:19DONE
DONEThat should work out now!
20:14ENHANCEMENT
ENHANCEMENTThe original game did only calculate this through upon creation (easier way to go at the time). The new system can keep renewing it, this will allow enemies to change as you go
20:12SCRIPT
SCRIPTI've set up to calculate the enemy's level and the party's level. The average of all enemies in the encounter will be taken vs the average of the 3 characters up front... This is a bit conform the original set up....
20:11SCRIPT
SCRIPTA basis for the aliens in the field class has been set up....
19:39APOLLO
APOLLOProject adepted
19:39TRANSFER
TRANSFERDone
19:35NOTE
NOTE Right the alien files have not yet been transferred, so I guess that is what needs to be done next
17:36STATUS
STATUSAs this is gonna be delicate, I will not devote my full time on this.... Combat.... First of all, the enemies moving in the field.... I will not yet make the combat begin.... Before I get to that point I will first do some work on Dyrt, first... That is make sure the Hall of Music is done and the links to the jukebox are fully taken up in the Hall of Heroes, as I don't wanna have that on my mind when the combat routines actually begin, but when it comes to the enemies walking in the field I also got a lot to do... It's only less complicated than the combat itself, so I can start on that now....
1:54TEST
TESTTake IV
1:54FIXED
FIXEDI think
1:53BUG
BUGApparently some things are not yet properly taken up here
1:50TEST
TESTTake III
1:50DONE
DONENow only the sockets of the powerups you can actually aquire for that specific ability will appear
1:37JUDGMENT
JUDGMENT It will have to do, I can't rule out any more fine tuning requirement once the actual icons appear, though
1:33TEST
TESTTake II
1:33COSMETIC
COSMETICa bit bigger, and the space made a big wider (which was needed as a result as the sockets touched each other)
1:32JUDGMENT
JUDGMENT Sue Better, but not yet satisfied
1:30TEST
TESTExHuRU Okay, let's go!
1:29COSMETIC
COSMETICI made them a tiny bit bigger, as the sockets do not show so well
1:29JUDGMENT
JUDGMENT Okay, all sockets show... This at least allows me to see that all sockets work... I do wanna have a few small changes though
1:25TEST
TESTWell, let's see then....
1:25NOTE
NOTE Testing can only be done half, since the powerups cannot yet be unlocked (the combat engine is required for that), however this shouldn't be too hard to deal with (I hope)
1:24DONE
DONEAdmiral Johnson The power-up sockets should appear now
1:15TECHNO
TECHNO(As a matter of fact EXACTLY the same)
1:14NOTE
NOTE Which have just been copied from the old game, so in other words, they will be roughly the same as in the old game.
1:14CONFIG
CONFIGPower up colors
1:11CONFIG
CONFIGI've set the integer fields that come with abilities
0:56LINUX
LINUXI am now installing Elementary in Virtual Box for evaluation purposes.... I do need to see if this is finally a bit of a trustworty alternative for Windows and Mac (as most Linux distros are definitely CRAP).
0:56SITE
SITEAdded tag LINUX
0:37CONFIRMED
CONFIRMEDUnder da hood check also okay
0:21CONFIRMED
CONFIRMEDno changes in your face... but how are things under the hood?
0:17TEST
TESTI need to test this, of course!
0:17FIXED
FIXEDit
- = 18 Oct 2020 = -
23:36FUCKYOU
FUCKYOUBakina First a break though...
23:36FUCKYOU
FUCKYOUOh crap.... I see that things are still noted a bit differently.... Not hard to fix, but it does require me a bit of a fuck over
23:35CONFIRMED
CONFIRMEDCrystal YAY! Doesn't happen.... Whoohoo.... I'm so cool :P
23:34TEST
TESTNow this test will tell me if a game where Wendicka's start ability should already be initialized will also handle it correctly and not dupe it
23:33CONFIRMED
CONFIRMEDso far so good
23:30TEST
TESTTake X
23:30FIXED
FIXEDX position fixed
23:27TEST
TESTTake IX
23:27FIXED
FIXEDBut easy to fix
23:27BUG
BUGBut the location of the AP cost is ridiculous
23:27CONFIRMED
CONFIRMEDAll crashes accounted for
23:23TEST
TESTTake VIII
23:23FIXED
FIXEDIllegal meta call
23:19TEST
TESTTake VII
23:18MYSTERY
MYSTERYBriggs if so the error is completely demented but we'll see
23:18FIXED
FIXEDI think
23:12TEST
TESTTake VI
23:12EXPERIMENT
EXPERIMENTKota Let's see what happens now
23:12HUH
HUHTo make it even stranger, a string was indeed asked... and received, so the entire moan is really beyond me
23:12HUH
HUH????? Number required for string variable (got string)
23:06TEST
TESTWendicka Take V
23:06FIXED
FIXEDConflict between old and new
23:02TEST
TESTTake IV
23:02DONE
DONEThe AP cost of an ability should show.... This will also be affected by the powerup that halfs AP cost, and also will display red when your amount of AP is too low.
21:57TEST
TESTTake III
21:57FIXED
FIXEDUniWendicka conflict
21:53TEST
TESTTake II
21:53VISUALSTUDIO
VISUALSTUDIOCompiling
21:52FIXED
FIXEDMissing API links
21:48TEST
TESTTake I
21:48DONE
DONESpell names will show ___ This is only a start, as we're not there yet!
21:20STATUS
STATUSThe next step will (of course) be to list out the abilities themselves
21:19STATUS
STATUSIt works at last
21:14TEST
TESTTake X
21:14FIXED
FIXEDReggie Illegal meta call
21:10TEST
TESTTake IX
21:10VISUALSTUDIO
VISUALSTUDIORecompiling
21:10FIXED
FIXEDWashed out the computer's mouth with soap
21:09FAILURE
FAILURELies
21:07TEST
TESTDr. Sal’pr’drita Take VIII
21:07POWERSHELL
POWERSHELLBARF
21:07FUCKYOU
FUCKYOUIf you thought you had it all today
21:06FIXED
FIXEDCode typo
21:04TEST
TESTTake VII
21:04POWERSHELL
POWERSHELLBARF
21:04VOID
VOIDI voided that issue
21:03FAILURE
FAILUREWho is the sucker who neglected to add a proper boolean check when reading out Lua arguments with C/C++?
20:52TEST
TESTTake VI
20:52STUPIDITY
STUPIDITYAh, missed one
20:52COCKROACH
COCKROACHFix ignored?
20:49TEST
TESTTake V
20:49FIXED
FIXEDAdmiral Lovejoy Some leftofters from the old code, causing syntax errors in the new code
20:45TEST
TESTTake IV
20:45POWERSHELL
POWERSHELLBARF
20:45FIXED
FIXEDForgotten ,
20:45LAZY
LAZYI've adapted Neil to this, as I am through with that one!
20:44FUCKYOU
FUCKYOUGRRR!
20:41TEST
TESTTake III
20:40FIXED
FIXEDOf course
20:40STUPIDITY
STUPIDITYSyntax error in ablused linker
20:38TEST
TESTTake II
20:38POWERSHELL
POWERSHELLBARF
20:38FIXED
FIXEDLinkup syntax error
20:34TEST
TESTTake I
20:34NOTE
NOTE Rolf It won't yet be shown which abilities she already has... This is due to the delecacy of all this, so I wanna do this step by step!
20:34DONE
DONEThe system will show how many more abilities Wendicka needs to use to gain a new one
20:30MYSTERY
MYSTERYI wonder why the game didn't crash under that one, oh well...
20:30FIXED
FIXEDScope error
20:27DONE
DONEAdmiral Johnson Loader
20:23DONE
DONEThe module is ready now, but the ability list doesn't yet read it....
20:22DONE
DONEAnd "SHOCK" will automatically be added to Wendicka's ability list if it doesn't already exist
20:09STATUS
STATUSAll looks fine (and I hope it is)....
20:08VISUALSTUDIO
VISUALSTUDIOcompiling
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