| 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 | ||
| 12:10 | DONE | |
| - = 11 Nov 2020 = - | ||
| 1:09 | C++ | |
| - = 31 Oct 2020 = - | ||
| 14:23 | OFFTOPIC |
Sean Connery |
| - = 24 Oct 2020 = - | ||
| 16:36 | DYRT | Speaking of Dyrt -- My time for today is not very well.... Tonight the final revelations for Wie is de Mol? will be shown and I do not wanna miss it, as I followed this entire season...Doing the foe control is gonna take too much time.... Tomorrow I have some appointments that can also be time consuming (as every Sunday), so I'll focus on Dyrt where things are (for the time being) a lot simpler, until at least after the weekend. |
| 16:33 | STUPIDITY | |
| 15:26 | TEST | Let's see then |
| 15:26 | FIXED | The GJ Crash on login failire in Gagolton should be fixed now |
| 15:13 | C# | |
| - = 22 Oct 2020 = - | ||
| 18:16 | NOTE | |
| 18:16 | FOE | Heaven 17 |
| 18:12 | ABILITY | Temptation |
| 18:10 | TECHNO | That secret note below is just a test.... I wanted to make sure the text was invisble, but the CSS config was not set to set |
| 18:07 | SECRET | |
| - = 21 Oct 2020 = - | ||
| 18:36 | STATUS | Before I get onto moving the enemies, I think I can best now get onto finishing the Hall of Music in Dyrt first.... I am thinking of enrolling the closed Alpha out more once that has been finished, and the more content of the New Game+ that has been finished the better.... |
| 1:42 | CONFIRMED | Works! |
| 1:38 | TEST | Take II |
| 1:38 | STUPIDITY | |
| 1:31 | TEST | Quick Test (I hope) |
| 1:24 | STATUS | Now bosses are a different matter.... The first boss that makes use of this system in in the grass forest, and it will take awhile before we get to that point |
| 1:19 | DONE | |
| 1:18 | DONE | |
| 1:05 | CONFIRMED | THAT cleans things up a bit, oh yeah! |
| 1:00 | TEST | Take II |
| 1:00 | FUCKYOU | |
| 0:57 | TEST | Take I |
| 0:57 | DONE | Enemies not tied to the chosen difficulty setting should no longer appear |
| 0:54 | MYSTERY | |
| 0:44 | UPDATED | |
| 0:41 | STATUS | Now 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.... |
| 0:40 | DONE | |
| 0:36 | TEST | Take IV |
| 0:36 | DEBUG | |
| 0:34 | COCKROACH | Fix ignored! |
| 0:31 | TEST | Take III |
| 0:31 | FIXED | ! |
| 0:31 | STUPIDITY | |
| 0:27 | TEST | Take II |
| 0:27 | FIXED | Declaration error |
| 0:27 | TEST | ![]() Take I |
| 0:06 | TECHNO | This can cause extra crashes on the short term so an extra test is needed.... |
| 0:03 | OPTIMIZATION | |
| - = 20 Oct 2020 = - | ||
| 22:19 | STATUS | Well more on that later... First a break! |
| 22:19 | NOTE | |
| 22:18 | NOTE | Not altering the invisible enemies did appear right.... |
| 22:02 | TEST | Take XVI |
| 22:02 | OPTIMIZATION | |
| 21:37 | NOTE | |
| 21:37 | UNDESIREABLE | The game slows down terribly as a result.... |
| 21:36 | NOTE | |
| 21:31 | TEST | I will have to test this out |
| 21:02 | FAILURE | If 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). |
| 20:58 | LINK | |
| 20:56 | OFFTOPIC | |
| 20:48 | NOTE | |
| 20:48 | SCRIPT | |
| 19:50 | NOTE | |
| 19:49 | FIXED | Dominance issue |
| 19:49 | CONFIRMED | That does indeed the trick |
| 19:45 | TEST | Take XV |
| 19:45 | FIXED | I think I fixed that |
| 19:41 | INVESTIGATION | |
| 18:55 | INVESTIGATION | 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! |
| 18:44 | INVESTIGATION | |
| 18:44 | COCKROACH | ![]() Nothing appears to happen at all... At least not visably. |
| 18:40 | TEST | Take XIV |
| 18:38 | VISUALSTUDIO | |
| 18:38 | C++ | |
| 18:38 | OPTIMIZATION | |
| 18:29 | TEST | Take XIII |
| 18:29 | FIXED | Syntax error |
| 18:26 | TEST | Take XII |
| 18:26 | FIXED | Forgotten class object |
| 18:22 | TEST | Take XI |
| 18:22 | DEBUG | |
| 18:21 | EXPERIMENT | |
| 18:13 | NOTE | |
| 18:12 | DEBUG | |
| 18:08 | DEBUG | |
| 18:05 | BUG | The game freezes completely |
| 17:52 | DEBUG | The result the log now produces makes the error make even LESS sense |
| 17:48 | TEST | Test Take X |
| 17:48 | DEBUG | |
| 17:43 | TEST | Take IX |
| 17:43 | FIXED | Code typo x2 |
| 17:38 | TEST | Take VIII |
| 17:38 | FIXED | Illegal method |
| 17:33 | TEST | Take VII |
| 17:33 | VOID | A very terrible bug in Neil that doesn't let me loose, I guess |
| 17:28 | TEST | ![]() Take VI |
| 17:28 | FIXED | Syntax error |
| 17:26 | TEST | Take V |
| 17:26 | FIXED | Illegal Class Interchange |
| 17:22 | TEST | Take IV |
| 17:22 | FIXED | Conflict |
| 17:21 | FIXED | Code typo |
| 17:21 | FIXED | Replaced old variable with current macro |
| 17:15 | TEST | Take III |
| 17:15 | NOTE | Real-life stuff got in the way |
| 13:39 | TEST | ![]() Take II |
| 13:39 | FIXED | Finally time to fix a list of unknown identifiers... I may not have them all yet, but let's see.... |
| 12:48 | CLEANUP | |
| 12:47 | TODO | |
| 12:47 | NOTE | |
| 11:30 | VOID | Figures |
| 11:26 | TEST | Let's see - Take I (out of many I'm afraid) |
| 11:26 | NOTE | |
| 11:22 | LINK | |
| 10:38 | FIXED | Class linkup |
| 10:35 | DONE | |
| 0:16 | NOTE | |
| 0:16 | CONFIG | |
| - = 19 Oct 2020 = - | ||
| 23:50 | SCRIPT | |
| 23:29 | SCRIPT | |
| 23:26 | SCRIPT | MinLevel and Max level properties |
| 23:18 | STUDY | |
| 20:25 | CONFIG | Alien heads being loaded |
| 20:19 | DONE | |
| 20:14 | ENHANCEMENT | The 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 |
| 20:12 | SCRIPT | |
| 20:11 | SCRIPT | |
| 19:39 | APOLLO | Project adepted |
| 19:39 | TRANSFER | |
| 19:35 | NOTE | |
| 17:36 | STATUS | As 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.... |
| 1:54 | TEST | Take IV |
| 1:54 | FIXED | I think |
| 1:53 | BUG | Apparently some things are not yet properly taken up here |
| 1:50 | TEST | Take III |
| 1:50 | DONE | |
| 1:37 | JUDGMENT | |
| 1:33 | TEST | Take II |
| 1:33 | COSMETIC | |
| 1:32 | JUDGMENT | Better, but not yet satisfied |
| 1:30 | TEST | ![]() Okay, let's go! |
| 1:29 | COSMETIC | |
| 1:29 | JUDGMENT | |
| 1:25 | TEST | Well, let's see then.... |
| 1:25 | NOTE | |
| 1:24 | DONE | The power-up sockets should appear now |
| 1:15 | TECHNO | (As a matter of fact EXACTLY the same) |
| 1:14 | NOTE | |
| 1:14 | CONFIG | |
| 1:11 | CONFIG | |
| 0:56 | LINUX | |
| 0:56 | SITE | |
| 0:37 | CONFIRMED | Under da hood check also okay |
| 0:21 | CONFIRMED | no changes in your face... but how are things under the hood? |
| 0:17 | TEST | I need to test this, of course! |
| 0:17 | FIXED | it |
| - = 18 Oct 2020 = - | ||
| 23:36 | FUCKYOU | First a break though... |
| 23:36 | FUCKYOU | |
| 23:35 | CONFIRMED | ![]() YAY! Doesn't happen.... Whoohoo.... I'm so cool :P |
| 23:34 | TEST | Now 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 |
| 23:33 | CONFIRMED | so far so good |
| 23:30 | TEST | Take X |
| 23:30 | FIXED | X position fixed |
| 23:27 | TEST | Take IX |
| 23:27 | FIXED | But easy to fix |
| 23:27 | BUG | But the location of the AP cost is ridiculous |
| 23:27 | CONFIRMED | All crashes accounted for |
| 23:23 | TEST | Take VIII |
| 23:23 | FIXED | Illegal meta call |
| 23:19 | TEST | Take VII |
| 23:18 | MYSTERY | if so the error is completely demented but we'll see |
| 23:18 | FIXED | I think |
| 23:12 | TEST | Take VI |
| 23:12 | EXPERIMENT | Let's see what happens now |
| 23:12 | HUH | |
| 23:12 | HUH | |
| 23:06 | TEST | ![]() Take V |
| 23:06 | FIXED | Conflict between old and new |
| 23:02 | TEST | Take IV |
| 23:02 | DONE | |
| 21:57 | TEST | Take III |
| 21:57 | FIXED | UniWendicka conflict |
| 21:53 | TEST | Take II |
| 21:53 | VISUALSTUDIO | |
| 21:52 | FIXED | Missing API links |
| 21:48 | TEST | Take I |
| 21:48 | DONE | |
| 21:20 | STATUS | The next step will (of course) be to list out the abilities themselves |
| 21:19 | STATUS | It works at last |
| 21:14 | TEST | Take X |
| 21:14 | FIXED | ![]() Illegal meta call |
| 21:10 | TEST | Take IX |
| 21:10 | VISUALSTUDIO | |
| 21:10 | FIXED | Washed out the computer's mouth with soap |
| 21:09 | FAILURE | Lies |
| 21:07 | TEST | ![]() Take VIII |
| 21:07 | POWERSHELL | |
| 21:07 | FUCKYOU | |
| 21:06 | FIXED | Code typo |
| 21:04 | TEST | Take VII |
| 21:04 | POWERSHELL | |
| 21:04 | VOID | I voided that issue |
| 21:03 | FAILURE | Who is the sucker who neglected to add a proper boolean check when reading out Lua arguments with C/C++? |
| 20:52 | TEST | Take VI |
| 20:52 | STUPIDITY | |
| 20:52 | COCKROACH | Fix ignored? |
| 20:49 | TEST | Take V |
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