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 |
21:25 | TEST |   Take I |
21:25 | STATUS |  Does it work? |
21:23 | LINK |  Done |
21:22 | NOTE |  That is once I linked it to the core part |
21:21 | NOTE |  All it does is show the sockets... No items are there yet! |
21:21 | DONE |  A start to the inventory screen |
21:07 | CONFIG |  Loader will see this now |
21:06 | CHECKED |  Graphic check |
16:57 | TRANSFER |  Icon |
3:18 | NOTE |  A full database in once (as I need for achievements) comes later! |
3:18 | C# |  MyData should now be able to export to Neil record by record |
2:58 | OPTIMIZATION |  MyData is now faster when saving big databases! |
2:54 | DATABASE |  IAA database adapted for the new version of the project |
1:55 | STATUS |  One 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 |
1:16 | CLOSED | |
1:16 | CLOSED | |
- = 7 Oct 2020 = - |
19:39 | STATUS |  First, a break! |
19:38 | NOTE |  I do wanna make a few changes, though, but that's a later concern... That's just configuration |
19:38 | CONFIRMED |  Stuff works now! |
19:36 | TEST |  Take IV |
19:36 | JUDGMENT |  You kidding me? |
19:33 | TEST |  Take III |
19:33 | FIXED |   I hope |
19:32 | BUG |  Not bad! But the percentages are not written THROUGH the icon |
19:30 | TEST |  Take II |
19:30 | FIXED |  Minor |
19:13 | TEST |  Let's see -- Take I |
19:13 | SCRIPT |  Status resistance should now be shown |
19:09 | STATUS |   Well, if I can put on the elemental resistances now, we're set! |
19:04 | OFFTOPIC |  Always nice, since math wonders |
19:00 | CONFIRMED |  And Wendicka's "Fatal" and "Absorb" enforcement for water and lightining respectively also work. |
19:00 | DONE |  The elemental resistances work now |
18:59 | REMINDER | |
18:54 | TEST |  Take XII |
18:54 | FIXED |  Code typo |
18:52 | TEST |  Take XI |
18:51 | FIXED |  An element that had to be listed added to case chain |
18:49 | TEST |  Take X |
18:49 | 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). |
18:49 | FIXED |  Repeated crap |
18:39 | HUH |  what? |
18:13 | TEST |  Take IX |
18:13 | INVESTIGATION |   Well, let's see! |
18:13 | DEBUG |  So I added a few extra debug lines |
18:13 | COCKROACH |  Math with string is the complaint.... The functions used should however return numbers.... I need to sort out how that can happen! |
18:07 | TEST |  Take VIII |
18:07 | FIXED |  Crash due to mispelled filename |
18:04 | TEST |   Take VII |
18:04 | FIXED |  I think I fixed |
18:04 | SOLVED |  Ah.... This was why |
18:02 | FAILURE |  Error that doesn't make sense.... The traceback data doesn't seem to in line with anything possible |
17:58 | TEST |  Take VI |
17:58 | FIXED |  I think I fixed the "nil" value produced |
13:35 | TEST |  Take V |
13:35 | FIXED |  Missing declaration |
13:33 | TEST |  Take VI |
13:32 | FIXED |   Syntax error |
13:30 | TEST |  Take V |
13:30 | DONE |  Elemental resistances should be shown now (I hope) |
13:14 | TEST |  Take IV |
13:14 | FIXED |  WTF? |
13:12 | TEST |  Take III |
13:12 | FIXED |  Syntax error |
13:10 | TEST |  Take II |
13:10 | STUPIDITY |  IDIOT! |
13:07 | TEST |  Let's go! Take I |
13:07 | DONE |  I've made the elemental icons appear on the status screen |
13:03 | DONE |  Link up so the values in resistances can be generated and used |
12:47 | TEST |  Whatever |
12:47 | FIXED |  Missing ) x4 |
12:35 | TEST |   Take IV |
12:35 | FIXED |  Bad function type |
12:32 | TEST |   Take III (oh should I restart the numbering now?) |
12:31 | FIXED |  This is an unrelated syntax error elsewhere, but good thing it's fixed anyway |
12:31 | NOTE |  The loading works |
12:28 | TEST |  Take II |
12:28 | FIXED |  a few errors , but they were expected |
12:21 | TEST |  Take I |
12:21 | TEST |  I need to test if they work, though (while loading I mean) |
12:20 | DONE |  And the status change icons too |
12:18 | NOTE |  For starters, all status icons should be loaded now |
12:18 | STATUS |  Some real life stuff can block my actions today, but I'll try to do get a few things done |
2:40 | DONE |  I've done some stuff to handle resistances... But I must rest now... I'll get into the deep of this later! |
1:26 | REMINDER | |
0:50 | NOTE |  The others come later! |
0:50 | CHARACTER |  and Briggs |
0:50 | CHARACTER |  Same done with Crystal |
0:49 | CHARACTER |  Wendicka Resistance settings set up (although Wendicka needs a bit of extra workout due to her "curse" |
0:14 | DONE |  And a bit more study done |
0:12 | CONFIG |  Set basic resistances regarding characters |
- = 6 Oct 2020 = - |
23:17 | DONE |  Study about resistances, as that is something I didn't yet cover |
22:07 | TEST |  Take X |
22:07 | COSMETIC |  The order of the stats have now been set in a more logical order from RPG perspective |
22:07 | CONFIRMED |  That works |
22:04 | TEST |  Take IX |
22:03 | NOTE |  I do need to change the order of things, but that is not that hard |
22:03 | DONE |  The values should now appear |
21:56 | TEST |   Take I |
21:56 | DONE |   The names of the stats should appear |
21:26 | STATUS |  BINGO! |
21:24 | TEST |  Take VIII |
21:23 | CONFIG |  That's only a matter of changing one number |
21:23 | JUDGMENT |  My routine works in the basis, but a bit more speed is desirable |
21:20 | TEST |  Take VII |
21:20 | STUPIDITY |  I really hate myself for this one |
21:20 | FIXED |  I forgot to add something important to my fading calculation formula |
21:16 | TEST |  Take VI |
21:16 | INVESTIGATION |  Extra debug lines to investigate the matter |
21:15 | BUG |  I don't believe the outcome |
21:08 | TEST |  And we move on to take V |
21:08 | TEST |  Take IV was not announced |
21:08 | VOID |  Does it work now? |
21:07 | FUCKYOU |   "Not Static" I didn't even ask for that! |
21:07 | FIXED |  ... |
20:45 | TEST |  Take III |
20:44 | FIXED |  Conflict |
20:42 | TEST |  Take II |
20:42 | VOID |  A bug in Neil about new object from classes without parameters |
20:33 | TEST |  Take I |
20:33 | DONE |  And yup a small adaption was required there too |
20:33 | NOTE |  But before that, I must also check some menu code |
20:21 | NOTE |  I must check if this works though |
20:20 | DONE |   The flashing of a character being chosen in the field menu |
17:35 | ENHANCEMENT |  Enhanced the character bar link.... The Party boxes do not respond to this yet, though |
17:32 | VISUALSTUDIO |  Compiling! |
17:32 | CHECKED |  Well indeed, stuff appears to auto-link, so that saves me work |
17:27 | APOLLO |   Configured for Alpha |
15:43 | STATUS |  First a break |
15:43 | STATUS |  Now this only covers the core.... There's more to this, but that comes later! |
15:43 | CHECKED |  Default values |
15:42 | C++ |  And now the alpha modification actually takes place |
15:39 | C++ |  Expanded this a little |
15:36 | C++ |  Core code to make alpha blending possible |
15:33 | FAILURE |  C++ 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? |
15:23 | UPDATED | |
15:22 | STATUS |  That brings us to the next stage of this operation... |
15:21 | CONFIRMED |  It works! |
15:19 | TEST |  Take III |
15:19 | DONE |  Clicking out should work now |
15:19 | DONE |  Mouse pointer appears in field menu |
15:18 | CONFIRMED |   So far that works |
15:16 | TEST |  Take II |
15:15 | FIXED |  Syntax Error |
15:13 | TEST |  Take I |
15:13 | DONE |  First work out changing char in field menu |
1:51 | BACKUP |  Running |
1:50 | TODO | |
1:34 | ANALYSIS |   I think the system is allergic to leading spaces... Shouldn't be a problem... but I have no other explanation.... |
1:30 | EXPERIMENT |  I wonder |
1:28 | EXPERIMENT |  An 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? |
1:22 | TEST |  Well, I dunno |
1:22 | INVESTIGATION |  MOAR DEBUG! |
1:18 | DEBUG |  I sure wanna know why the HP and AP values are not shown |
1:09 | TEST |  Let's check it out |
1:04 | FIXED |   Maybe THIS fixes all that crap? |
1:03 | NOTE |  the Good news is that the gauges appear to be on the right positions |
1:02 | JUDGMENT | |
0:57 | TEST |  Take III |
0:57 | COCKROACH |  There's always one that gets through the loopholes, eh? |
0:55 | TEST |  Take II |
0:55 | FIXED |  Unknown Identifiers |
0:51 | FIXED |  HP, AP, experience and level should now appear on the statistics screen |
0:38 | CONFIRMED |  Yup, now that now more confusion was possible, I see that the bug does indeed seem to be fixed |
0:36 | TEST |  And see how I can get this up now! |
0:36 | CLEANUP |  All faulty and debug savegames, and the one and only official savegame has been kept |
0:29 | TEST |  A test must confirm this, of course! |
0:28 | FIXED |  I think I fixed it all! |
0:25 | DEBUG |  Moar debug lines needed I suppose |
0:25 | TEST |   Didn't turn up anything usefull |
0:20 | DEBUG |  Before all else I now have an opening to investigate #32 - And I've added an extra debug line to get into this matter |
0:10 | JUDGMENT |  Better! |
0:08 | TEST |  Take III |
0:08 | JUDGMENT |  A bit of moment required, maybe? |
0:06 | TEST |  Take II |
0:06 | FIXED |  And a fix in the process |
0:06 | OPTIMIZATION |   Less code... Possibly also a bit of speed winning? |
0:02 | TEST |  Take I |
0:02 | DONE |  Name of character should appear now |
- = 5 Oct 2020 = - |
23:59 | BUG |  Issued as #32 -- Although this is a high priority bug, I cannot attend it immediately, but I will do so as soon as possible. |
23:56 | DONE |  Set name |
23:55 | BUG |  Study showed that the string data is not loaded from a savegame.... Why not? |
22:44 | TEST |  Take VI |
22:43 | CONFIG |   A bit of coordinate workout |
22:43 | JUDGMENT |  Almost there |
22:41 | TEST |  Take V |
22:41 | EXPERIMENT |  Hmmmm? |
22:36 | TEST |  Take IV |
22:36 | VISUALSTUDIO |  compiling |
22:36 | FIXED |   I think? |
22:36 | HUH |  ?? C++ is acting up on me |
22:33 | TEST |  Take III |
22:33 | POWERSHELL |  I must "barf" again |
22:33 | FIXED |  Missing "end" |
22:31 | TEST |  Take II |
22:29 | VISUALSTUDIO |  Compiling |
22:29 | NEIL |  And Some Link up Code for ARF |
22:29 | C++ |  I even needed to add some C++ code for that |
22:29 | FIXED |   I forgot to put LoadNew in the image class for Apollo |
22:21 | TEST |  Take I |
22:21 | STATUS |  All that will do for now if show the face of the currently chosen character |
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