| 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 |
| 11:15 | TEST |  Take MMDCLXIII |
| 11:15 | NOTE |  I really should have a good look on the floors I alter. |
| 11:15 | FIXED |  Blockmap fault on floor 009 |
| 11:14 | FIXED |  404 |
| 11:11 | TEST |  Take MMDCLXII |
| 11:10 | FIXED |  Another |
| 11:08 | TEST |  Take MMDCLXI |
| 11:08 | FIXED |  Blockmap issue |
| 11:04 | TEST |  Take MMDCLX |
| 11:04 | MAP |  Fine tuned till floor 010 it is then! |
| 10:56 | FIXED |  No arena |
| 10:52 | CONFIRMED |  The start scenario works |
| 10:51 | TEST |  Take MMDCLIX |
| 10:51 | VOID |  Some stuff it apparently couldn't handle so well |
| 10:48 | TEST |  Take MMDCLVIII |
| 10:48 | FIXED |  Missing #use |
| 10:47 | TEST |  Take MMDCLVII |
| 10:47 | FIXED |  #use link reference error |
| 10:44 | TEST |  Take MMDCLVI |
| 10:43 | NOTE |  The upcoming test will only be until my arrival on Floor 007, though, as when it comes to more detailed design I only took it that far. |
| 10:33 | DONE |  Encounters set for the first 25 floors |
| 10:28 | FOE |  Worm |
| - = 29 Dec 2023 = - |
| 23:51 | NOTE |  The actual addition of enemies and puzzles and scenario is a later concern. |
| 23:51 | CONFIRMED |  So far so good! |
| 23:40 | TEST |  Take MMDCLV |
| 23:40 | VOID |  Voided that, as bosses are a later concern |
| 23:40 | FUCKYOU |  Boss.ini missing |
| 23:40 | TEST |  Take MMDCLIV |
| 23:40 | FIXED |  Script naming mistake |
| 23:37 | TEST |  Take MMDCLIII |
| 23:37 | VOID |  No mapscript yet, but this will have to do the trick |
| 23:33 | TEST |  Take MMDCLII |
| 23:33 | FIXED |  Oops! Forgot to update the worldmap database |
| 23:31 | TEST |  Take MMDCLI |
| 23:31 | NOTE |  Now the boring part comes. Testing the RAW dungeon without any encounters or puzzles, just a raw walkthough up and down |
| 23:30 | MAP |  Set the rest of the stuff up |
| 23:08 | GENERATION |  One last thing. MetaData properly set up in all four parts |
| 23:04 | JUDGMENT |  Perfect... as far as I can judge for now |
| 23:03 | GENERATION |   Well? |
| 23:02 | FIXED |  A few last fixes |
| 23:02 | JUDGMENT |  Almost there |
| 23:02 | GENERATION |  .... |
| 23:01 | FIXED |  ... |
| 22:58 | JUDGMENT |  Part of the problem fixed, but not all |
| 22:57 | GENERATION |  Another generation is in order |
| 22:57 | FIXED |  But I think I found out why |
| 22:56 | BUG |  That didn't work out. The exits are no longer tagged at all |
| 22:51 | CONFIRMED |  Coloring issue appears fixed. One last checkup, before I move on |
| 22:51 | GENERATION |  More |
| 22:49 | JUDGMENT |  The chop-up DID at least cause the effect that stuff loads faster |
| 22:48 | GENERATION |  Again |
| 22:32 | FUCKYOU |  A chop up it will be |
| 22:31 | JUDGMENT |  It's clear a little rework is in order |
| 22:29 | JUDGMENT |  It takes forever to load, though. I do not like that. |
| 22:28 | GENERATION |  Generated a concept tower |
| 22:28 | C++ |  Tower Generator |
| 17:33 | MAP |  The skytower will be a 100 floors dungeon, but most of them are very very short, so don't worry too much. A template to speed up the development process has been created. A quick generator will be created to create all base floors |
| 17:30 | DONE |  Cleaned my monitor.... Was really needed |
| - = 28 Dec 2023 = - |
| 18:17 | STATUS |  I could not do much, today. Some other trouble came my way. I got a life too, you know. And I also needed a break from this project anyway. |
| - = 27 Dec 2023 = - |
| 22:39 | CONFIRMED |  As well as the unlocking ot the Skytower |
| 22:39 | CONFIRMED |  Flora works the way she should |
| 22:36 | TEST |  Take MMDCLI |
| 22:36 | VOID |  Maptext Tag |
| 22:33 | TEST |  Take MMDCL |
| 22:33 | FIXED |  Faulty module member |
| 22:32 | TEST |  Take MMDCXLIX |
| 22:32 | DONE |  Required retag |
| 22:29 | TEST |  Take MMDCXLVIII |
| 22:29 | FIXED |  Missing #use |
| 22:28 | TEST |  Take MMDCXLVII |
| 22:28 | MAPSCRIPT |  Flora |
| 19:47 | ALPHA |  Important note to people with closed Alpha Access: If you're past the point where Scyndi joins the group and left Independence the SkyTower may not be open. Just enter Independence again and you can immediately leave it and the Skytower will now open anyway. |
| 19:46 | FIXED |  The SkyTower didn't open |
| 17:44 | NOTE |  Although Aziella and Rachel have not yet been tested, I don't expect any trouble with them, but to be continued. XD |
| 17:44 | CONFIRMED |  Trixia |
| 17:39 | TEST |  Take MMDCXLVI |
| 17:39 | MAPSCRIPT |  Trixia |
| 17:39 | SCENARIO |  Trixia |
| 17:09 | TEST |  Take MMDCXLV |
| 17:09 | SCENARIO |  Random NPCs in Independence |
| 15:14 | TEST |  Take MMDCXLIV |
| 15:14 | SCENARIO |  Camp |
| 14:55 | TEST |  Take MMDCXLIII |
| 14:55 | FIXED |  Went through the entire dungeon as a lot of backways were either blocked or not properly tagged. |
| 14:52 | TEST |  Take MMDCXLII |
| 14:52 | FIXED |  Blockmap issue in Sayonara's chamber |
| 14:48 | TEST |  Take MMDCXLI |
| 14:48 | FIXED |  Chest in boss room Sayonara's tomb not functional |
| 14:40 | TEST |  Take MMDCXL |
| 14:40 | FIXED |  Autobahn achievement not properly awarded |
| 14:35 | TEST |  Take MMDCXXXIX |
| 14:35 | FIXED |  Code typo |
| 13:55 | TEST |  Take MMDCXXXVIII |
| 13:54 | ACHIEVEMENT |  You are my candy girl and you got me wanting you |
| 10:58 | TEST |  Take MMDCXXXVII |
| 10:58 | FUCKYOU |  This went like printf("hello\n"); // Syntax error printf("hello); // syntax error printf("hello\n"); // worksAnd why is anyone's guess. |
| 10:55 | FUCKYOU |  WHAT THE FREAKING FUCK!? |
| 10:53 | TEST |  Take MMDCXXXVI |
| 10:53 | HUH |  How did that crap end up in my foe database? |
| 10:51 | TEST |  Take MMDCXXXV |
| 10:51 | VOID |  Huh? |
| 10:50 | INVESTIGATION |  how come? |
| 10:50 | FUCKYOU |  Fix ignored |
| 10:49 | TEST |  Take MMDCXXXIV |
| 10:49 | FIXED |  Neg |
| 10:41 | TEST |  Take MMDCXXXIII |
| 10:41 | MAPSCRIPT |  Boss |
| 10:37 | BOSS |  Turbo Candy |
| 10:03 | TEST |  Take MMDCXXXII |
| 10:02 | FIXED |  Targetless move (by player) should not be possible anymore |
| 9:57 | FIXED |  Fuck it! |
| 1:22 | FAILURE |  It appears there's a checksum error in some of the backups. I really need to sort that one out, I'm afraid. |
| 0:05 | STATUS |  Bye... I'll be back later! |
| 0:04 | COCKROACH |  Well dead chars still crash the game, but I gotta call it somewhere, or this will NEVER end. |
| 0:00 | NOTE |  I should sort out to blockout a move without targets |
| - = 26 Dec 2023 = - |
| 23:57 | BACKUP |  I'll also run the backup now |
| 23:56 | DONE |  Well, another one out of the way ;) |
| 23:56 | SITE |  Added tag BITBUCKET |
| 23:56 | NOTE |  As well as bitbucket. I should make a tag for that one |
| 23:56 | GITHUB |  I'll update GitHub later |
| 23:55 | ALPHA |  I can update the alpha wile playing.... so I'll do just that now |
| 23:54 | STATUS |  I can best set the game to the point where the boss is |
| 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 |
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