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
20:08LINK
LINKLinking that is
20:08APOLLO
APOLLOThat should do it
20:08LUA
LUAGlue code adapted
20:05C++
C++List has API for Apollo
19:54DONE
DONEablused quick metatable (it can also automatically redirect any values for uniform Wendicka to the normal version of Wendicka).
19:27TECHNO
TECHNOI no this will cause the same data to be twice in the memory when you finish the prologue, and enter the main game, however this is the safest way to do it and it prevents loads of unwanted bugs. So take it or leave it!
19:26APOLLO
APOLLOAnd JCR6 will create a proper alias for this so the uniform version will basically get the same data....
19:26CONFIG
CONFIGI've added Wendicka's basic spell list to the configuration of abilities for her character
19:21STATUS
STATUSAT LAST! IF FOUND WENDICKA'S SPELL LIST
19:17UNDESIREABLE
UNDESIREABLEThis is getting more and more on my nerves.... Where are Wendicka's spells stored in the old game?
19:14REFERENCE
19:08STUPIDITY
STUPIDITYMan, this is crap!
19:05OFFTOPIC
OFFTOPICBriggs Oh, am I the holder of issue 1234 on Game Jolt? LOL.. Never realized it... But it is a fun number >> gamejolt/issue-tracker#1234
18:58NOTE
NOTE I must thank the person who pointed me to the very good searching feature inside NotePad++
18:57SEARCH
SEARCHI need to find out the exact list of Wendicka's abilities.... This is hard, since I made a terrible disaster of this in the original game, I do need a big checkup to see how to cover that crap up....
18:44REFERENCE
18:44SITE
SITEXenobi Added tag REFERENCE
18:37STUDY
STUDY I did some study to the way the old game handles new abilities, which is a bit terrible and I really wonder what I was thinking... At least this gives me a good way of thinking in how to deal with a few important things....
18:27NOTE
NOTE At this moment it doesn't appear to be possible to detect Android, meaning that when you play the game in Android (if that port ever comes to be), Wendicka will insult Linux in stead (since Android uses the Linux kernel).... Nothing to do about that...
18:26CONFIRMED
CONFIRMEDA quick test confirms this to be working
17:41TECHNO
TECHNOThis was needed for the 4th wall break joke halfway this dungeon
17:25VISUALSTUDIO
VISUALSTUDIOCompiling
17:25NEIL
NEILLink up code
17:25APOLLO
APOLLOAPI
17:22C++
C++Platform to string
15:49NOTE
NOTE As Crystal doesn't have the normal ability system but an ARMS system in stead, I've made sure the game points to that. The uniform version of Crystal doesn't have access to ARMS at all (important to note for New Game+ games), and the Cyborg version will for now only show a blank screen, as I need to be further in development to get this one done.....
0:05CONFIG
CONFIGTook a log of extra config this time.... Okay
0:03BACKUP
BACKUPRunning!
0:03NOTE
NOTE When it comes to new abilities, the rules remains the same.... Wendicka gets new abilities based on how many times she used an ability she already has.... Crystal will (once a cyborg) gain new abilities when finding arms in the field, ExHuRU/Rolf by the number of kills while in the front row, Yirl based on business points, for Foxy it will be completely random, and for Xenobi it will be based on his level.....
0:01STATUS
STATUSDr. Sal’pr’drita The next step will be to configure Wendicka's ability list.... From there on I can easily set up the ability screen itself
- = 17 Oct 2020 = -
23:57CLOSED
23:56GITHUB
GITHUBUpdated
23:54JUDGMENT
JUDGMENT BETTER!
23:49TEST
TESTLet's see
23:49COSMETIC
COSMETICHopefully this gives a better result....
23:48DONE
DONEBroadened the icon strip margins in the field menu
23:47JUDGMENT
JUDGMENT That works
23:41TEST
TESTTake II
23:41FIXED
FIXEDFuck you!
23:41BUG
BUGI KNEW it!
23:38TEST
TESTWell a test is still in order, so here goes!
23:37DONE
DONEFoxy I've set the switcher to display a message for when you cannot yet switch
23:36OFFTOPIC
OFFTOPICFreezernick is really working hard on Kitty now.... Saves me work, so I'm grateful for that! Keep it up Freezer!
23:33REMINDER
23:29GENERATION
GENERATIONLic and version info
23:27OFFTOPIC
OFFTOPICOh, is Einstein still blocking your view? Bad luck, maybe my message wasn't clear enough then yet. :-P
23:27OFFTOPIC
OFFTOPICRolf For some reason these kinds of videos work very relaxing..... The ride starts in Toulouse and ends in Paris... Enjoy!

23:26STATUS
STATUSthat all appears to be working
23:21TEST
TESTLet's see if this works (can't think of a reason not to, but as game development has done crazier things... a test is in order)
23:21DONE
DONERight!
23:19TECHNO
TECHNOI may first copy these basis scripts for all features.... Saves me a lot of crash risks during later tests
23:18FIXED
FIXEDYeah... it appears fixed.... As long as things don't turn back the way they were.....
23:15TEST
TESTTake IV
23:14HUH
HUHI bet these guys are dancing the mamushka for the one responsible for that

23:12HUH
HUHHow does a variable I replaced to be the way it was before I replaced it?
23:07DEBUG
DEBUGLet's put in some squares that have to tell me something
23:04JUDGMENT
JUDGMENT Nope, nope definitely now.... And the crash message I got for clicking the quit button shows that it tried to open the "switch party member" feature, and that is definitely NOT the way it should be!
23:01TEST
TESTTake III
23:01FIXED
FIXEDBut I was right something WAS wrong here
23:00JUDGMENT
JUDGMENT It wasn't as bad as I thought.... Which surprises me actually....
22:57TEST
TESTTake II
22:56NOTE
NOTE I say "I hope" as the behavior in general was pretty strange, so I am not quite sure the system understood me
22:56FIXED
FIXEDI hope
22:55BUG
BUGXenobi CLICK! Without clicking the system switches already... That's not good!
22:48TEST
TESTLet's go!
22:48NOTE
NOTE Important note!

Clicking any icon that is not the inventory or the abilities icon, will (for now) crash the game

22:48DONE
DONEYirl Clicking the icons should be possible now
22:44COSMETIC
COSMETICRed red wine.... Oh wait, I ain't a member of UB40... I mean I changed the character name to red in the field menu
22:39NOTE
NOTE As both Crystal as Briggs cannot yet get abilities all they'll get a black screen. In Crystal's case, she'll get her abilities once the event has passed she becomes a cyborg, and Briggs is only a guest character. Wendicka will already get access to her lightning spells, although as that part has not yet been scripted all she'll get for now is also a blank screen, but that will be filled out.
22:29SCRIPT
SCRIPTA basis has been set up for the ability screen
18:35DEBUG
DEBUGI've turned off the "#use" debug line.... I no longer need it (at least not at the present time, and I can reactivated easily), and this saves me tons of needless debug output on my console
18:08STATUS
STATUSSince this is as far as I can go now I'll move #25 back to "todo" in my Kaban overview
18:06STATUS
STATUSAll is fine as far as I can go right now... Only when I get into the combat routine and stuff I can really get into the deep of this
18:01TEST
TESTTake III
18:01FIXED
FIXEDIllegal object call
17:57TEST
TESTTake II
17:57FIXED
FIXEDCode typo
17:48TEST
TESTWell, does it work?
17:47NOTE
NOTE At the present time I cannot make use happen, as no items are usable at the current time
17:47DONE
DONEthe "Use" icon should appear now
17:07ART
ARTFoxy "Use" icon
17:01STATUS
STATUSHey, the open clip art library is BACK!!! AT LAST!!!!!
17:00STATUS
STATUSAt least!
16:59CONFIRMED
CONFIRMEDIt works!
16:57TEST
TESTTake V
16:56FIXED
FIXEDthat should do it!
16:56FIXED
FIXEDThat fixes a part of the problem, but the rest is easy now!
16:50TEST
TESTTake IV
16:50SOLVED
SOLVEDPlease?
16:50FUCKYOU
FUCKYOUNow this is getting REALLY REALLY annoying!
16:47TEST
TESTTake III will have to confirme this..... (I hope)
16:46FIXED
FIXEDExHuRU An fixed it
16:46SOLVED
SOLVEDI hope I found it
16:46INVESTIGATION
INVESTIGATIONThe Goddess Why?
16:46COCKROACH
COCKROACHStill NOTHING HAPPENS
16:43TEST
TESTTake II
16:43FIXED
FIXEDAh.... Formula error
16:41HUH
HUHYirl NOTHING HAPPENS
16:31TEST
TESTTake I
16:31SCRIPT
SCRIPTTrashing items should work now
16:30UPDATED
UPDATEDVersion numbers
14:56STATUS
STATUSTime for a break
14:56CONFIRMED
CONFIRMEDThat works
14:45TEST
TESTTake II
14:45FIXED
FIXEDCode typo
14:41TEST
TESTI have trouble concentrating... But let's go!
14:28TODO
TODOTime to feed my cat, Kitty
14:28DONE
DONETrashcan should appear
14:26DONE
DONETrashcan load
13:39SEARCH
SEARCHAstrilopup Trashcan
12:54STATUS
STATUSAll appears to be well
12:51TEST
TESTTake II
12:51VOID
VOID....
12:46BUG
BUG<SIIIIIIIIIGH!>
12:38TEST
TESTExHuRU As I did need to do a bit of rescoping, I need to see if everything went well.... Let's say if no crashes happen I must asumme everything is alright
12:16ENHANCEMENT
ENHANCEMENTInventory screen now able to deal with different situations.... (The ability screen, which I yet have to start on will also require this)
2:17UPDATED
2:12STATUS
STATUSAll issues accounted for
2:08TEST
TESTTake XVIII
2:08FIXED
FIXEDOkay, let's see now!
2:08STUPIDITY
STUPIDITYAHA!
2:07HUH
HUHThat didn't help, I suppose
2:04TEST
TESTTake XVII
2:03FIXED
FIXEDI hope I fixed the empty socket issue
1:48STATUS
STATUSNow before I call it.... Let's see if I can fix that empty socket issue
1:48CONFIRMED
CONFIRMEDSue That works
1:45TEST
TESTTake XVI
1:45FIXED
FIXED???
1:35TEST
TESTTake XV
1:35FIXED
FIXEDRight, I think I fixed the return fault issue (although that should have caused a crash due to a non-existent character, so I'm a bit confused here, but let's see what happens, next)
1:30TEST
TESTTake XIV
1:30FIXED
FIXEDCrystal ?
1:28RESULT
RESULT
CSAY>CallBack(FLOW_FIELDMENU)::Party.CallBack(1)
Fatal Error!
Error: [string "Script/Use/Anyway.NeilBundle/Dev.neil"]:51: bad argument #3 to 'SPRINTF' (number expected, got table)
State: FLOW_FIELDMENU

Da FUUUUUUUUUUUUUUCK!

1:27TEST
TESTTake XIII
1:22DEBUG
DEBUGLet's first find out if I can see why the item return doesn't work the way it's supposed to!
1:22STATUS
STATUSONE thing at the time
1:20BUG
BUGClicking an empty socket crashes the game, and that's even wrose!
1:20BUG
BUGItem disappears when leaving the menu and is not returned
1:17TEST
TESTTake XII
1:17FIXED
FIXEDClass error
1:14TEST
TESTI'll count on - Take XI
1:05DONE
DONEBakina Wendicka Auto return item when leaving the field menu
0:58TODO
TODONow I need to make sure that if people leave the field menu stuff is reset, as it may otherwise cause of pain (the savegame routine cannot pick this up, and I don't even plan to make it able to.... Too much risks)
0:58STATUS
STATUSAll bugs accounted for
0:53TEST
TESTTake X
0:52FIXED
FIXED????
0:52BUG
BUGReplacement does not
0:52NOTE
NOTE Empty slot works
0:48TEST
TESTWendicka Take IX
0:47SOLVED
SOLVEDPart of the issue.... Which was merely a scoping thing
0:46BUG
BUGThe log did show an important thing though.... The Placement routine is not even called at all at many times when it should be, which is to say... odd
0:45FUCKYOU
FUCKYOUStupid " thing
0:42TEST
TESTTake VIII
0:41DEBUG
DEBUGAn extra debug line now has to provide some answers, as this is getting stranger by the minute!
0:40COCKROACH
COCKROACHThings are getting stranger and stranger!
0:36TEST
TESTTake VII
0:36FIXED
FIXEDSyntax error
0:32TEST
TESTKota Take VI
0:32FORCE
FORCElet's try this
0:12COCKROACH
COCKROACHBut that's the only part that works
0:11CONFIRMED
CONFIRMEDPlacing an item in order to stack it up works
0:08TEST
TESTTake V
0:08FIXED
FIXEDAnd Fixed it
0:08SOLVED
SOLVEDI think I found it
0:08INVESTIGATION
INVESTIGATIONTime to find out why that is!
0:08COCKROACH
COCKROACHNOTHING HAPPENS AT ALL!
- = 16 Oct 2020 = -
23:52TEST
TESTThe Goddess Take IV
23:52FIXED
FIXEDSyntax error
23:48TEST
TESTTake III
23:48FIXED
FIXEDI think I fixed the replacement... I cannot yet be sure if it's fixed, but I think I did
23:46DONE
DONEEmpty sockets are not addressed separately under the hood, to at least force this to be done right
23:45FIXED
FIXEDWill one problem is fixed... Wrong variable read.... But is this the actual issue?
23:44INVESTIGATION
INVESTIGATIONQuestion is how this could happen
23:43BUG
BUGReggie Placing them back, either for stacking up or for replacement or even on empty slots does not
23:43CONFIRMED
CONFIRMEDTaking items from their sockets work
23:42CONFIRMED
CONFIRMEDNo inventory screen for Briggs works
23:38TEST
TESTTake II
23:38FIXED
FIXEDUnknown identifier
23:35TEST
TESTTake I
23:35SECURITY
SECURITYBriggs' inventory will not show at all, for security reasons
23:35SCRIPT
SCRIPTTaking and placing items should be possible now
20:26NOTE
NOTE This had to work anyway, and it's also handier this way, as this will help me to get the first random encounters tested and keep Wendicka's and Crystal's level a bit more up to par... Although the calculations will remain the same, it is not unthinkable some small balancing issues may still come on the way, so this is why
20:24CONFIRMED
CONFIRMEDThat works
20:20TEST
TESTTake II
20:15STUPIDITY
STUPIDITYGroup module issue
20:13TEST
TESTLet's see
20:12LINK
LINKSo that link is complete at least
20:12SCRIPT
SCRIPTStairyway down
20:10CONFIRMED
CONFIRMEDAll's well.... so far!
20:09TEST
TESTAdmiral Lovejoy Take II
20:08FIXED
FIXEDCode typo leading into a syntax error
20:07TEST
TESTAstrilopup Let's at least test if no crashes pop up
19:49NOTE
NOTE Nothing is activated, this is all under the hood, but without this code, I cannot get anything to work on this department, and it's a vital part of the item system
19:48SCRIPT
SCRIPTPreparational scripts to make dragging items possible
18:30FAILURE
FAILUREUp until now it still seems impossible to find a SIMPLE and ADEQUATELY WRITTEN document in getting lzma to work in C++.
17:22C++
C++I did decide to try out if I can lzma to work... At least the library for VS2019 compiles, so that's a step in the good direction, right?
2:48TEST
TESTTake II
2:47FIXED
FIXEDCode typo
2:47TEST
TESTTake I
2:47COSMETIC
COSMETICDarkText effect on item amounts.... (It was too hard to read, but too important to be left unreadable)
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