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
11:35VISUALSTUDIO
VISUALSTUDIOAgain!
11:35FIXED
FIXEDSyntax error in API
11:34VISUALSTUDIO
VISUALSTUDIOCompiling!
10:44LINK
LINKAnd that should link it all together
10:44NEIL
NEILNeil code
10:18C++
C++API set up to make it possible for Apollo to create new Kthura objects of any kind and not just actors
1:40STATUS
STATUSWendicka It's late now... I hope I can get into the deep of all this tomorrow....

Assuming everything works the way it should (which is as I cannot test yet, far from certain) adding items to the field should be easy now, however I must take in mind that a few adaptions to the Apollo engine could be needed, as spawning actors is already possible but creating other kinds of Kthura objects may not yet be fully covered....

1:24SCRIPT
SCRIPTI've set up a generator which determines which items can be found randomly in a dungeon... This script is also set up to keep in mind that more kinds of items can be added when you enter the same dungeon during later cycles
0:58STUDY
STUDY I had to set a few things in order ... It's been a long time, so you cannot expect me to remember everything
0:32NOTE
NOTE I will do things a bit different than in the original game. In the original game you merely had to come close to an item to pick it up.... On slower computers this is bound to cause lags. In order to get rid of that I decided to make all items in the field clickables. This can make you miss some items in longer runs when you merely use Dijkstra to get to the next floor in one click as the heroes will no longer pick up items they come past, but it saves so much CPU speed in the process (as I now only have to check stuff whe you actually click something) I'll take that as a valid price to pay.
- = 9 Oct 2020 = -
21:51STATUS
STATUSThe way things are now cannot be tested... I cannot tell if this works now.... But from here I can set up the system that places items at random in dungeons
21:14MEDICAL
MEDICALSue And now a headache is getting the better of me
21:14SCRIPT
SCRIPTSub itself
21:14LINK
LINKMore linkup done
21:14LINK
LINKI've set up some linkup code for Inventory read-outs
2:22BACKUP
BACKUPBig backup running now... May take longer than one day, but it's needed sometimes
- = 8 Oct 2020 = -
22:56STATUS
STATUSThe next step should be to make it possible for items to appear in the dungeons. After all, no items, no inventory
21:52TEST
TESTTake III
21:52COSMETIC
COSMETICCoordinate fix
21:39COSMETIC
COSMETICWrong color fixed
21:34JUDGMENT
JUDGMENT The basis works, but some more work is required
21:29TEST
TESTTake II
21:29FIXED
FIXEDWendicka That!
21:29BUG
BUGI wish I could say that for the inventory code
21:29CONFIRMED
CONFIRMEDAt least it appers the link works
21:25TEST
TESTBakina Take I
21:25STATUS
STATUSDoes it work?
21:23LINK
LINKDone
21:22NOTE
NOTE That is once I linked it to the core part
21:21NOTE
NOTE All it does is show the sockets... No items are there yet!
21:21DONE
DONEA start to the inventory screen
21:07CONFIG
CONFIGLoader will see this now
21:06CHECKED
CHECKEDGraphic check
16:57TRANSFER
TRANSFERIcon
3:18NOTE
NOTE A full database in once (as I need for achievements) comes later!
3:18C#
C#MyData should now be able to export to Neil record by record
2:58OPTIMIZATION
OPTIMIZATIONMyData is now faster when saving big databases!
2:54DATABASE
DATABASEIAA database adapted for the new version of the project
1:55STATUS
STATUSOne of the first things to do next will likely be to adapt MyData in order to support exporting to Neil, plus I need to make some adaptions anyway, as the original database was for the BlitzMax versions of MyData
1:16CLOSED
1:16CLOSED
- = 7 Oct 2020 = -
19:39STATUS
STATUSFirst, a break!
19:38NOTE
NOTE I do wanna make a few changes, though, but that's a later concern... That's just configuration
19:38CONFIRMED
CONFIRMEDStuff works now!
19:36TEST
TESTTake IV
19:36JUDGMENT
JUDGMENT You kidding me?
19:33TEST
TESTTake III
19:33FIXED
FIXEDThe Goddess I hope
19:32BUG
BUGNot bad! But the percentages are not written THROUGH the icon
19:30TEST
TESTTake II
19:30FIXED
FIXEDMinor
19:13TEST
TESTLet's see -- Take I
19:13SCRIPT
SCRIPTStatus resistance should now be shown
19:09STATUS
STATUSReggie Well, if I can put on the elemental resistances now, we're set!
19:04OFFTOPIC
OFFTOPICAlways nice, since math wonders

19:00CONFIRMED
CONFIRMEDAnd Wendicka's "Fatal" and "Absorb" enforcement for water and lightining respectively also work.
19:00DONE
DONEThe elemental resistances work now
18:59REMINDER
18:54TEST
TESTTake XII
18:54FIXED
FIXEDCode typo
18:52TEST
TESTTake XI
18:51FIXED
FIXEDAn element that had to be listed added to case chain
18:49TEST
TESTTake X
18:49NOTE
NOTE Also funny is that the "string" addition is not longer coming in error (which also never happened in the first place, but its disappearance is just as mysterious as its appearance).
18:49FIXED
FIXEDRepeated crap
18:39HUH
HUHwhat?
18:13TEST
TESTTake IX
18:13INVESTIGATION
INVESTIGATIONAdmiral Lovejoy Well, let's see!
18:13DEBUG
DEBUGSo I added a few extra debug lines
18:13COCKROACH
COCKROACHMath with string is the complaint.... The functions used should however return numbers.... I need to sort out how that can happen!
18:07TEST
TESTTake VIII
18:07FIXED
FIXEDCrash due to mispelled filename
18:04TEST
TESTAstrilopup Take VII
18:04FIXED
FIXEDI think I fixed
18:04SOLVED
SOLVEDAh.... This was why
18:02FAILURE
FAILUREError that doesn't make sense.... The traceback data doesn't seem to in line with anything possible
17:58TEST
TESTTake VI
17:58FIXED
FIXEDI think I fixed the "nil" value produced
13:35TEST
TESTTake V
13:35FIXED
FIXEDMissing declaration
13:33TEST
TESTTake VI
13:32FIXED
FIXEDAdmiral Johnson Syntax error
13:30TEST
TESTTake V
13:30DONE
DONEElemental resistances should be shown now (I hope)
13:14TEST
TESTTake IV
13:14FIXED
FIXEDWTF?
13:12TEST
TESTTake III
13:12FIXED
FIXEDSyntax error
13:10TEST
TESTTake II
13:10STUPIDITY
STUPIDITYIDIOT!
13:07TEST
TESTLet's go! Take I
13:07DONE
DONEI've made the elemental icons appear on the status screen
13:03DONE
DONELink up so the values in resistances can be generated and used
12:47TEST
TESTWhatever
12:47FIXED
FIXEDMissing ) x4
12:35TEST
TESTBriggs Take IV
12:35FIXED
FIXEDBad function type
12:32TEST
TESTSue Take III (oh should I restart the numbering now?)
12:31FIXED
FIXEDThis is an unrelated syntax error elsewhere, but good thing it's fixed anyway
12:31NOTE
NOTE The loading works
12:28TEST
TESTTake II
12:28FIXED
FIXEDa few errors , but they were expected
12:21TEST
TESTTake I
12:21TEST
TESTI need to test if they work, though (while loading I mean)
12:20DONE
DONEAnd the status change icons too
12:18NOTE
NOTE For starters, all status icons should be loaded now
12:18STATUS
STATUSSome real life stuff can block my actions today, but I'll try to do get a few things done
2:40DONE
DONEI've done some stuff to handle resistances... But I must rest now... I'll get into the deep of this later!
1:26REMINDER
0:50NOTE
NOTE Dr. Sal’pr’drita The others come later!
0:50CHARACTER
CHARACTERand Briggs
0:50CHARACTER
CHARACTERSame done with Crystal
0:49CHARACTER
CHARACTERWendicka Resistance settings set up (although Wendicka needs a bit of extra workout due to her "curse"
0:14DONE
DONEAnd a bit more study done
0:12CONFIG
CONFIGSet basic resistances regarding characters
- = 6 Oct 2020 = -
23:17DONE
DONEStudy about resistances, as that is something I didn't yet cover
22:07TEST
TESTTake X
22:07COSMETIC
COSMETICThe order of the stats have now been set in a more logical order from RPG perspective
22:07CONFIRMED
CONFIRMEDThat works
22:04TEST
TESTTake IX
22:03NOTE
NOTE I do need to change the order of things, but that is not that hard
22:03DONE
DONEThe values should now appear
21:56TEST
TESTBakina Take I
21:56DONE
DONERolf The names of the stats should appear
21:26STATUS
STATUSBINGO!
21:24TEST
TESTTake VIII
21:23CONFIG
CONFIGThat's only a matter of changing one number
21:23JUDGMENT
JUDGMENT My routine works in the basis, but a bit more speed is desirable
21:20TEST
TESTTake VII
21:20STUPIDITY
STUPIDITYI really hate myself for this one
21:20FIXED
FIXEDI forgot to add something important to my fading calculation formula
21:16TEST
TESTTake VI
21:16INVESTIGATION
INVESTIGATIONExtra debug lines to investigate the matter
21:15BUG
BUGI don't believe the outcome
21:08TEST
TESTAnd we move on to take V
21:08TEST
TESTTake IV was not announced
21:08VOID
VOIDDoes it work now?
21:07FUCKYOU
FUCKYOUXenobi "Not Static" I didn't even ask for that!
21:07FIXED
FIXED...
20:45TEST
TESTTake III
20:44FIXED
FIXEDConflict
20:42TEST
TESTTake II
20:42VOID
VOIDA bug in Neil about new object from classes without parameters
20:33TEST
TESTTake I
20:33DONE
DONEAnd yup a small adaption was required there too
20:33NOTE
NOTE But before that, I must also check some menu code
20:21NOTE
NOTE I must check if this works though
20:20DONE
DONEKota The flashing of a character being chosen in the field menu
17:35ENHANCEMENT
ENHANCEMENTEnhanced the character bar link.... The Party boxes do not respond to this yet, though
17:32VISUALSTUDIO
VISUALSTUDIOCompiling!
17:32CHECKED
CHECKEDWell indeed, stuff appears to auto-link, so that saves me work
17:27APOLLO
APOLLOFoxy Configured for Alpha
15:43STATUS
STATUSFirst a break
15:43STATUS
STATUSNow this only covers the core.... There's more to this, but that comes later!
15:43CHECKED
CHECKEDDefault values
15:42C++
C++And now the alpha modification actually takes place
15:39C++
C++Expanded this a little
15:36C++
C++Core code to make alpha blending possible
15:33FAILURE
FAILUREC++ never ceases to amaze me... I type code and C++ deems it error... I change it and now it's even more error... I change it back exactly the way it was, and ... It compiles.... Do you get it?
15:23UPDATED
15:22STATUS
STATUSThat brings us to the next stage of this operation...
15:21CONFIRMED
CONFIRMEDIt works!
15:19TEST
TESTTake III
15:19DONE
DONEClicking out should work now
15:19DONE
DONEMouse pointer appears in field menu
15:18CONFIRMED
CONFIRMEDYirl So far that works
15:16TEST
TESTTake II
15:15FIXED
FIXEDSyntax Error
15:13TEST
TESTTake I
15:13DONE
DONEFirst work out changing char in field menu
1:51BACKUP
BACKUPRunning
1:50TODO
1:34ANALYSIS
ANALYSISReggie I think the system is allergic to leading spaces... Shouldn't be a problem... but I have no other explanation....
1:30EXPERIMENT
EXPERIMENTI wonder
1:28EXPERIMENT
EXPERIMENTAn experimental string shows.... It is really beyond me know why the HP and AP values don't show... nothing makes this possible... But yet it happens... What happens under the hood that I cannot see?
1:22TEST
TESTWell, I dunno
1:22INVESTIGATION
INVESTIGATIONMOAR DEBUG!
1:18DEBUG
DEBUGI sure wanna know why the HP and AP values are not shown
1:09TEST
TESTLet's check it out
1:04FIXED
FIXEDExHuRU Maybe THIS fixes all that crap?
1:03NOTE
NOTE the Good news is that the gauges appear to be on the right positions
1:02JUDGMENT
JUDGMENT

0:57TEST
TESTTake III
0:57COCKROACH
COCKROACHThere's always one that gets through the loopholes, eh?
0:55TEST
TESTTake II
0:55FIXED
FIXEDUnknown Identifiers
0:51FIXED
FIXEDHP, AP, experience and level should now appear on the statistics screen
0:38CONFIRMED
CONFIRMEDYup, now that now more confusion was possible, I see that the bug does indeed seem to be fixed
0:36TEST
TESTAnd see how I can get this up now!
0:36CLEANUP
CLEANUPAll faulty and debug savegames, and the one and only official savegame has been kept
0:29TEST
TESTA test must confirm this, of course!
0:28FIXED
FIXEDI think I fixed it all!
0:25DEBUG
DEBUGMoar debug lines needed I suppose
0:25TEST
TESTCrystal Didn't turn up anything usefull
0:20DEBUG
DEBUGBefore all else I now have an opening to investigate #32 - And I've added an extra debug line to get into this matter
0:10JUDGMENT
JUDGMENT Better!
0:08TEST
TESTTake III
0:08JUDGMENT
JUDGMENT Admiral Lovejoy A bit of moment required, maybe?
0:06TEST
TESTTake II
0:06FIXED
FIXEDAnd a fix in the process
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