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23:54 | STATUS |  AT LAST one fight without any crashes |
23:46 | STATUS |  Would I really be free of all bullshit now? |
23:41 | TEST |  Take MMDCXXXI |
23:41 | COCKROACH |  Well, there are some of those days I suppose |
23:41 | FUCKYOU |  And when I thought it was finally over another bug must come in |
23:32 | FUCKYOU |  I really hope that is the last fucking error I gotta deal with, but I guess I'll have to deal with it. |
23:30 | TEST |  Take MMDCXXX |
23:30 | RECOVERED |  Well I recovered that variable, but it remains odd. |
23:30 | HUH |  A variable disappeared, but how did that compile anyway. Lua should have crashed in the compile phase already (Lua itself... not Scyndi). |
23:19 | TEST |  Take MMDCXXIX |
23:19 | FIXED |  Database junk |
23:15 | TEST |  Take MMDCXXVIII |
23:15 | FIXED |  I think I found the motherfucker |
23:05 | HUH |  So it ignores the front line completely? What the freaking fuck? |
22:48 | TEST |  Take MMDCXXVII |
22:48 | DEBUG |  The no targets bug did not yet give much clarity in the logs. I hope the next test does as I added some extra log instructions |
22:38 | TEST |  Take MMDCXXVI |
22:38 | MYSTERY |  And did I not properly save and export the data for a normal attack for Scyndi? |
22:37 | FIXED |  Missing Rosetta tag |
22:36 | FIXED |  Switching should end the turn of the character who leaves the front row |
22:33 | TEST |  Take MMDCXXV |
22:33 | TECHNO |  And that DOES justify another take |
22:33 | FIXED |  Illegal function call |
22:32 | FIXED |  Color bug that does not justify another take |
22:28 | TEST |  Take MMDCXXIV |
22:28 | FUCKYOU |  Whine! |
22:21 | TEST |  Take MMDCXXIII |
22:21 | BUG |  No targetable players for a foe. That is not possible to happen, so a debug line must tell me how the impossible becomes possible |
22:16 | TEST |  Take MMDCXXII |
22:16 | FUCKYOU |  Crash on less than 6 characters |
22:14 | TEST |  Take MMDCXXI |
22:14 | STUPIDITY |  Illegal function call |
22:11 | TEST |  Take MMDCXX |
22:11 | LINK |  Established |
22:09 | STUPIDITY |  Switching was not linked to the PIMI yet |
22:07 | TEST |  Take MMDCXIX |
22:07 | FIXED |  Missing #use |
22:06 | TEST |  Take MMDCXVIII |
22:06 | VOID |  Two more of those |
22:05 | TEST |  Take MMDCXVII |
22:05 | VOID |  Scyndi's declaration of locals bug |
22:03 | DONE |  Oh yeah, and switching in combat should also work now |
22:02 | TEST |  Take MMDCXVI |
22:01 | CHARACTER |  Scyndi's normal attack has been set up |
20:39 | STATUS |  But first a little break |
20:39 | STATUS |  And now it actually get into switching during combat |
20:38 | FIXED |  Switch string for localization |
20:27 | TEST |  Take MMDCXV |
20:27 | FIXED |  All party members turn skip |
20:24 | TEST |  Take MMDCXIV |
20:24 | FIXED |  AI should not target back row |
20:16 | FIXED |  Missing link to Scyndi's PIMI |
20:10 | VOID |  That should be taken care of now |
20:05 | BUG |  The system did clearly NOT understand to leave the back row alone |
20:03 | TEST |  Take MMDCXIII |
20:03 | VOID |  Mini portrait issue |
19:58 | TEST |  Take MMDCXII |
19:58 | STATUS |  And now the true testing can begin |
19:55 | MAP |  Some treasures added |
19:51 | NOTE |  A few finishing touches before this place sees its TRUE test |
19:50 | MAP |  Random encounters configured |
19:48 | FOE |  Candy |
19:45 | ABILITY |  Several abilities for Candy |
18:36 | ARENA |  Sugarland |
17:42 | STATUS |  Maybe I'll be back later to put in the encounters for Sugarland |
17:42 | ALPHA |  Updated |
17:41 | GITHUB |  Updated |
17:33 | CONFIRMED |  All bugs accounted for (or so it would seem). |
17:30 | TEST |  Take MMDCXI |
17:25 | FIXED |  API issue on Moving check |
17:19 | TEST |  Take MMDCX |
17:19 | FIXED |  Link up issue, causing Scyndi to be unable to move over chasms (which was precisely what she was supposed to be able to do) |
17:17 | FIXED |  Property returning wrong value |
17:10 | TEST |  Take MMDCIX |
17:10 | EXPERIMENT |  Now I *THINK* I might have solved this, but the next take will take |
17:10 | BUG |  A nonsensical error pops up (no way a NIL could EVER come out), and the line number is not shown, making it impossible to properly debug this |
17:06 | TEST |  Take MMDCVIII |
17:06 | COSMETIC |  Scroll issue fixed |
16:44 | NOTE |  But I'm not there, yet! |
16:44 | FIXED |  I see two function calls that were not right, so that has been taken care of |
16:42 | HUH |  That's odd.... No data in the log at all... That really shows something is REALLY wrong |
16:39 | TEST |  Take MMDCVII |
16:39 | DEBUG |  And extra entry to the log should tell me more about this |
16:37 | BUG |  Apparently something is blocking passage for Scyndi. I need to find out what. |
16:34 | TEST |  Take MMDCVI |
16:34 | VISUALSTUDIO |  Recompiling SCI |
16:34 | LINK |  Links it all up |
16:34 | SCYNDI |  Glue code |
16:33 | C++ |  Moving API |
16:29 | TEST |  Take MMDCV |
16:29 | FIXED |  Bad identifier |
16:27 | TEST |  Take MMDCIV |
16:27 | FIXED |  Code copy conflict |
16:25 | TEST |  Take MMDCIII |
16:25 | STATUS |  Well, I certainly HOPE this wil work the way it should |
16:25 | DONE |  The hooking ability should work now |
16:18 | DONE |  Some workout to player movement |
15:46 | DONE |  Checkup for free way from Scyndi to spot |
14:36 | STATUS |  I really need a break now! |
14:36 | CONFIRMED |  So far, so good! |
14:30 | TEST |  Take MMDCII |
13:57 | DONE |  I placed a little marker. This as the pole will always be outside of the view range. A bit of a woe due to SugarLand originally being desinged for a game where there was more on screen |
13:47 | TEST |  Take MMDCI |
13:47 | FIXED |  Debug errors |
13:44 | TEST |  Take MMDC |
13:44 | STATUS |  Back to the actual run-time tests |
13:44 | CONFIRMED |  The translation shows what I wanted to see. Good! |
13:42 | INVESTIGATION |  I do still want to check the translation, though! |
13:42 | CONFIRMED |  And it seems to work now and all compiler errors are accounted for in the process. |
13:41 | TEST |  Take MMDXCIX |
13:41 | FIXED |  Anyway, it's fixed now |
13:40 | STUPIDITY |  In C++ switch cases required "break" after every case. The irony that I would forget that while doing THIS particular thing. |
13:36 | TEST |  Take MMDXCVIII |
13:36 | FIXED |  One syntax error the warning system popped up when compiling the Scyndi compiler |
13:34 | TEST |  Take MMDXCVII |
13:34 | SCYNDI |  Break should now be translated |
13:33 | CONFIRMED |  ERROR> Unknown instruction kind (40) (Internal error. Please report!) in line #68 (Script/Flow/FlowField/PFA_Scyndi.scyndi) That is the error message I wanted to see. Good! |
13:32 | TEST |  Take MMDXCVI |
13:32 | SCYNDI |  Keyword "BREAK" now recognized by parser, but not yet fully set up by the translator. |
13:29 | C++ |  "Break" added as instruction kind |
13:28 | CONFIRMED |  So far, so good. Next step |
13:27 | TEST |  Take MMDXCV |
13:27 | FIXED |  C string fault (merging stuff that should not be merged. A comma was required here) |
13:26 | TEST |  Take MMDXCIV |
13:26 | TECHNO |  Tests only to make sure Scyndi picks up stuff correctly |
13:26 | TECHNO |  This will not yet make Scyndi support break yet, but most likely throw an error for a keyword it can't handle |
13:25 | SCYNDI |  Keyword list updated |
13:25 | SCYNDI |  I see I didn't yet put in break support in Scyndi yet. Let's first take care of that, as I need it! |
13:22 | TEST |  Take MMDXCIII |
13:22 | DEBUG |  I've put in some debug log lines since this all happens under the hood (for now). |
13:21 | SCRIPT |  A pole can now be accepted if the coordinates are right. Checking for a direct connection possibility without any blocks will slowdown the game, so it will only do that if this check up which is rather fast, is succesful. When no poles have been found at all, the step will therefore be rejected to save time. |
12:59 | CONFIRMED |  So far, so good |
12:57 | TEST |  Take MMDXCII |
12:57 | VOID |  Will it work now? |
12:57 | FUCKYOU |  Fix ignored |
12:55 | TEST |  Take MMDXCI |
12:55 | TECHNO |  Once again, if no run-time errors pop up, I must assume everything's alright |
12:55 | NOTE |  At least no compiler errors |
12:55 | FIXED |  Loading the shit completely fucked up |
12:49 | STUPIDITY |  IDIOT! |
12:46 | TEST |  Take MMDXC |
12:46 | TECHNO |  Except for not seeing crashes all I can test is the compilation. If loading a map doesn't crash the game I must assume everything is so far alright |
12:45 | SCRIPT |  The maploader should load the hookspots now |
12:25 | MAP |  Pass zones set up of Sugarland |
12:23 | CONFIRMED |  And NOW stuff appears to be working the way it should (at last) |
12:19 | GENERATION |  Take MMDLXXXIX |
12:19 | FIXED |  Luckily I got my Kthura hack tool |
12:14 | GENERATION |  Take MMDLXXXVIII |
12:14 | FIXED |  A devastating bug fixed in MapAction. Even leads to corrupted data. |
11:26 | GENERATION |  Take MMDLXXXVII |
11:26 | NOTE |  The poles in SugarLand were already tagged, due to them being part of Dyrt. That doesn't really matter, though, the way MapAction works makes it alright, it reacts to texture and not to tags, and it will log the poles into the poles data the game needs accordingly. |
11:25 | FIXED |  Tagging of untagged poles didn't work the way it should |
11:20 | GENERATION |  Take MMDLXXXVI |
11:20 | C++ |  MapAction should now support the poles for Scyndi to hook herself to |
11:03 | TECHNO |  As I also need to script Scyndi's hook on ability (tutorial about that will be in the sky tower), I will focus on that first, so I will not be hindered by random encounters. The boss will also come later. |
11:03 | STATUS |  I've set my personal save to SugarLands now |
11:02 | CONFIRMED |  Stuff works |
10:57 | TEST |  Take MMDLXXXV |
10:57 | CONFIRMED |  NOW the generator does what I wanted to see |
10:55 | GENERATION |  Again |
10:55 | RECOVERED |  Tag |
10:54 | SOLVED | I don't know why, but the tagging was undone somehow and that was the cause of these failures. |
10:52 | TEST |  Take MMDLXXXIV for real this time! |
10:52 | FAILURE |  I'm not sure, but here goes nothing |
10:24 | GENERATION |   Again! |
10:24 | FAILURE |  Hold the show, the compass generator missed something. Maybe a save and generation order conflicted. |
10:22 | TEST |  Take MMDLXXXIV |
10:20 | NOTE |  The reason for doing this first is due to this being something I'd easily forget, and although the removal of the guard seems cosmetic, it is actually more important than you might thing, as it would create a plot hole. |
10:19 | GENERATION |  Compass data updated |
10:18 | REMOVED |  Aziëlla's guard. As you won't go to Aeria during the events of this game, he has no more purpose here. |
10:17 | MAP |  Chain to the Beach and back |
2:02 | STATUS |  I may work out Sugarland first before I work out Independence's random NPC. This to make sure that Scyndi (the character, not the programming language used for this game) is completely correctly configured. It won't be long before Aziëlla joins the party, and Rachel will join too. This can allow me more time to have at least Scyndi in order. New characters are always a chore to work out in RPG games, so I learned over the years I create RPG games. |
0:57 | STATUS |  This should all do for now. |
0:56 | FIXED |  Bio requiring 256 FP for Myrah? That's not even possible. |
0:54 | TEST |  Take MMDLXXXIII |
0:53 | CHARACTER |  All of Scyndi's abilities accounted for |
0:16 | TEST |  Take MMDLXXXII |
0:16 | ABILITY |  Restore |
- = 25 Dec 2023 = - |
23:57 | ART |  Scyndi's IDLE pose |
23:49 | TRANSFER |  Well, transferring complete. One more thing left to do, which will in Scyndi's case not be too hard. |
23:35 | GITHUB |  Updated |
22:58 | STATUS |  The next step will be to make sure all of Scyndi's combat graphics are in place. Now that will not be too hard as most can just be imported from Dyrt. Only one may have to be added as that was not supported in Dyrt and that was an actual combat stance in IDLE form. |
22:53 | CONFIRMED |  Well that works, and was also an important step to take before I could put Scyndi into battle |
22:51 | TEST |  Take MMDLXXXI |
22:51 | COSMETIC |  Small change on the marking system as I feel otherwise the altscreen can cause ugly effects |
22:50 | FIXED |  No switch took place |
22:48 | TEST |  Take MMDLXXX |
22:48 | FIXED |  Ah, found the little bugger |
22:48 | TECHNO |  Now this was only cosmetic, but a true issue is now on the way as bool and int type mismatch and I really need to sort out why it thinks that. |
22:47 | FIXED |  Chosen marking effect was not well |
22:42 | TEST |  Take MMDLXXIX |
22:42 | FIXED |  Mistake |
22:40 | TEST |  Take MMDLXXVIII |
22:40 | COSMETIC |  A cosmetic bug, yet a rather ugly one |
22:40 | FIXED |  Cosmetic When hovering one character the next would turn light blue |
22:39 | STUPIDITY |  Which was pretty stupid |
22:39 | FIXED |  Initial chosen not set |
22:37 | TEST |  Take MMDLXXVII |
22:37 | SCRIPT |  Switching should work now (I hope) |
22:18 | TEST |  Take MMDLXXVI |
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