| 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 | ||
| 20:49 | FIXED | ![]() Some leftofters from the old code, causing syntax errors in the new code |
| 20:45 | TEST | Take IV |
| 20:45 | POWERSHELL | |
| 20:45 | FIXED | Forgotten , |
| 20:45 | LAZY | |
| 20:44 | FUCKYOU | |
| 20:41 | TEST | Take III |
| 20:40 | FIXED | Of course |
| 20:40 | STUPIDITY | |
| 20:38 | TEST | Take II |
| 20:38 | POWERSHELL | |
| 20:38 | FIXED | Linkup syntax error |
| 20:34 | TEST | Take I |
| 20:34 | NOTE | 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! |
| 20:34 | DONE | |
| 20:30 | MYSTERY | |
| 20:30 | FIXED | Scope error |
| 20:27 | DONE | Loader |
| 20:23 | DONE | |
| 20:22 | DONE | |
| 20:09 | STATUS | All looks fine (and I hope it is).... |
| 20:08 | VISUALSTUDIO | |
| 20:08 | LINK | |
| 20:08 | APOLLO | That should do it |
| 20:08 | LUA | |
| 20:05 | C++ | |
| 19:54 | DONE | |
| 19:27 | TECHNO | I 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! |
| 19:26 | APOLLO | And JCR6 will create a proper alias for this so the uniform version will basically get the same data.... |
| 19:26 | CONFIG | |
| 19:21 | STATUS | AT LAST! IF FOUND WENDICKA'S SPELL LIST |
| 19:17 | UNDESIREABLE | This is getting more and more on my nerves.... Where are Wendicka's spells stored in the old game? |
| 19:14 | REFERENCE | |
| 19:08 | STUPIDITY | |
| 19:05 | OFFTOPIC | 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 |
| 18:58 | NOTE | |
| 18:57 | SEARCH | |
| 18:44 | REFERENCE | |
| 18:44 | SITE | Added tag REFERENCE |
| 18:37 | STUDY | |
| 18:27 | NOTE | |
| 18:26 | CONFIRMED | A quick test confirms this to be working |
| 17:41 | TECHNO | This was needed for the 4th wall break joke halfway this dungeon |
| 17:25 | VISUALSTUDIO | |
| 17:25 | NEIL | |
| 17:25 | APOLLO | API |
| 17:22 | C++ | |
| 15:49 | NOTE | |
| 0:05 | CONFIG | |
| 0:03 | BACKUP | |
| 0:03 | NOTE | |
| 0:01 | STATUS | ![]() 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 = - | ||
| 23:57 | CLOSED | |
| 23:56 | GITHUB | |
| 23:54 | JUDGMENT | |
| 23:49 | TEST | Let's see |
| 23:49 | COSMETIC | |
| 23:48 | DONE | |
| 23:47 | JUDGMENT | |
| 23:41 | TEST | Take II |
| 23:41 | FIXED | Fuck you! |
| 23:41 | BUG | I KNEW it! |
| 23:38 | TEST | Well a test is still in order, so here goes! |
| 23:37 | DONE | I've set the switcher to display a message for when you cannot yet switch |
| 23:36 | OFFTOPIC | |
| 23:33 | REMINDER | |
| 23:29 | GENERATION | |
| 23:27 | OFFTOPIC | |
| 23:27 | OFFTOPIC | For some reason these kinds of videos work very relaxing..... The ride starts in Toulouse and ends in Paris... Enjoy! |
| 23:26 | STATUS | that all appears to be working |
| 23:21 | TEST | Let'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) |
| 23:21 | DONE | |
| 23:19 | TECHNO | I may first copy these basis scripts for all features.... Saves me a lot of crash risks during later tests |
| 23:18 | FIXED | Yeah... it appears fixed.... As long as things don't turn back the way they were..... |
| 23:15 | TEST | Take IV |
| 23:14 | HUH |
|
| 23:12 | HUH | |
| 23:07 | DEBUG | |
| 23:04 | JUDGMENT | |
| 23:01 | TEST | Take III |
| 23:01 | FIXED | But I was right something WAS wrong here |
| 23:00 | JUDGMENT | |
| 22:57 | TEST | Take II |
| 22:56 | NOTE | |
| 22:56 | FIXED | I hope |
| 22:55 | BUG | ![]() CLICK! Without clicking the system switches already... That's not good! |
| 22:48 | TEST | Let's go! |
| 22:48 | NOTE | Clicking any icon that is not the inventory or the abilities icon, will (for now) crash the game |
| 22:48 | DONE | Clicking the icons should be possible now |
| 22:44 | COSMETIC | |
| 22:39 | NOTE | |
| 22:29 | SCRIPT | |
| 18:35 | DEBUG | |
| 18:08 | STATUS | Since this is as far as I can go now I'll move #25 back to "todo" in my Kaban overview |
| 18:06 | STATUS | All 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 |
| 18:01 | TEST | Take III |
| 18:01 | FIXED | Illegal object call |
| 17:57 | TEST | Take II |
| 17:57 | FIXED | Code typo |
| 17:48 | TEST | Well, does it work? |
| 17:47 | NOTE | |
| 17:47 | DONE | |
| 17:07 | ART | "Use" icon |
| 17:01 | STATUS | Hey, the open clip art library is BACK!!! AT LAST!!!!! |
| 17:00 | STATUS | At least! |
| 16:59 | CONFIRMED | It works! |
| 16:57 | TEST | Take V |
| 16:56 | FIXED | that should do it! |
| 16:56 | FIXED | That fixes a part of the problem, but the rest is easy now! |
| 16:50 | TEST | Take IV |
| 16:50 | SOLVED | Please? |
| 16:50 | FUCKYOU | |
| 16:47 | TEST | Take III will have to confirme this..... (I hope) |
| 16:46 | FIXED | ![]() An fixed it |
| 16:46 | SOLVED | I hope I found it |
| 16:46 | INVESTIGATION | Why? |
| 16:46 | COCKROACH | Still NOTHING HAPPENS |
| 16:43 | TEST | Take II |
| 16:43 | FIXED | Ah.... Formula error |
| 16:41 | HUH | NOTHING HAPPENS |
| 16:31 | TEST | Take I |
| 16:31 | SCRIPT | |
| 16:30 | UPDATED | |
| 14:56 | STATUS | Time for a break |
| 14:56 | CONFIRMED | That works |
| 14:45 | TEST | Take II |
| 14:45 | FIXED | Code typo |
| 14:41 | TEST | I have trouble concentrating... But let's go! |
| 14:28 | TODO | |
| 14:28 | DONE | |
| 14:26 | DONE | |
| 13:39 | SEARCH | Trashcan |
| 12:54 | STATUS | All appears to be well |
| 12:51 | TEST | Take II |
| 12:51 | VOID | .... |
| 12:46 | BUG | <SIIIIIIIIIGH!> |
| 12:38 | TEST | ![]() 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 |
| 12:16 | ENHANCEMENT | Inventory screen now able to deal with different situations.... (The ability screen, which I yet have to start on will also require this) |
| 2:17 | UPDATED | |
| 2:12 | STATUS | All issues accounted for |
| 2:08 | TEST | Take XVIII |
| 2:08 | FIXED | Okay, let's see now! |
| 2:08 | STUPIDITY | |
| 2:07 | HUH | |
| 2:04 | TEST | Take XVII |
| 2:03 | FIXED | I hope I fixed the empty socket issue |
| 1:48 | STATUS | Now before I call it.... Let's see if I can fix that empty socket issue |
| 1:48 | CONFIRMED | ![]() That works |
| 1:45 | TEST | Take XVI |
| 1:45 | FIXED | ??? |
| 1:35 | TEST | Take XV |
| 1:35 | FIXED | Right, 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) |
| 1:30 | TEST | Take XIV |
| 1:30 | FIXED | ![]() ? |
| 1:28 | 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! |
| 1:27 | TEST | Take XIII |
| 1:22 | DEBUG | |
| 1:22 | STATUS | ONE thing at the time |
| 1:20 | BUG | Clicking an empty socket crashes the game, and that's even wrose! |
| 1:20 | BUG | Item disappears when leaving the menu and is not returned |
| 1:17 | TEST | Take XII |
| 1:17 | FIXED | Class error |
| 1:14 | TEST | I'll count on - Take XI |
| 1:05 | DONE | Auto return item when leaving the field menu |
| 0:58 | TODO | |
| 0:58 | STATUS | All bugs accounted for |
| 0:53 | TEST | Take X |
| 0:52 | FIXED | ???? |
| 0:52 | BUG | Replacement does not |
| 0:52 | NOTE | |
| 0:48 | TEST | ![]() Take IX |
| 0:47 | SOLVED | Part of the issue.... Which was merely a scoping thing |
| 0:46 | BUG | The 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 |
| 0:45 | FUCKYOU | |
| 0:42 | TEST | Take VIII |
| 0:41 | DEBUG | |
| 0:40 | COCKROACH | Things are getting stranger and stranger! |
| 0:36 | TEST | Take VII |
| 0:36 | FIXED | Syntax error |
| 0:32 | TEST | ![]() Take VI |
| 0:32 | FORCE | let's try this |
| 0:12 | COCKROACH | But that's the only part that works |
| 0:11 | CONFIRMED | Placing an item in order to stack it up works |
| 0:08 | TEST | Take V |
| 0:08 | FIXED | And Fixed it |
| 0:08 | SOLVED | I think I found it |
| 0:08 | INVESTIGATION | |
| 0:08 | COCKROACH | NOTHING HAPPENS AT ALL! |
| - = 16 Oct 2020 = - | ||
| 23:52 | TEST | ![]() Take IV |
| 23:52 | FIXED | Syntax error |
| 23:48 | TEST | Take III |
| 23:48 | FIXED | I think I fixed the replacement... I cannot yet be sure if it's fixed, but I think I did |
| 23:46 | DONE | |
| 23:45 | FIXED | Will one problem is fixed... Wrong variable read.... But is this the actual issue? |
| 23:44 | INVESTIGATION | |
| 23:43 | BUG | ![]() Placing them back, either for stacking up or for replacement or even on empty slots does not |
| 23:43 | CONFIRMED | Taking items from their sockets work |
| 23:42 | CONFIRMED | No inventory screen for Briggs works |
| 23:38 | TEST | Take II |
| 23:38 | FIXED | Unknown identifier |
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