| 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 |
| 19:14 | TEST |  Take MMCCXXIV |
| 19:14 | NOTE |  I know this will also go wrong when Scyndi, Rachel and Aziëlla get their field actions done |
| 19:13 | FIXED |  GRRR.... Letter swap. |
| 19:11 | TEST |  Take MMCCXXIII |
| 19:11 | FORCE |  That's what I thought. Back to the runtime testing |
| 19:09 | FORCE |  Take MMCCXXII |
| 19:09 | FORCE |  Let's FORCE things now then |
| 19:08 | FUCKYOU |  Fix ignored |
| 19:07 | TEST |  Take MMCCXXI |
| 19:07 | GENERATION |  The next generation should generate the correct data... At least, I hope so! |
| 19:03 | FIXED |  The generator created unclosed scopes |
| 18:59 | TEST |  Take MMCCXX |
| 18:59 | FUCKYOU |  GRRR! |
| 18:58 | TEST |  Take MMCCXIX |
| 18:58 | DEBUG |  Added a proper error catching so I can debug |
| 18:58 | BUG |  Generated script faulty |
| 18:55 | TEST |  Take MMCCXVIII |
| 18:55 | MAP |  Area 010add Fuckyou Missing declaration. Idiot! |
| 18:54 | TEST |  Take MMCCXVII |
| 18:53 | FIXED |  Kthura link needed |
| 18:53 | TEST |  Take MMCCXVI |
| 18:52 | FIXED |  Link to JCR6 required for all this |
| 18:51 | TEST |  Take MMCCXV |
| 18:51 | DONE |  Last preps |
| 18:48 | STUPIDITY |  I was WAAAY to fast! |
| 18:31 | TEST |  Take MMCCXIV |
| 18:30 | SCRIPT |  What is behind a crash wall will remain invsible until the wall has been broken |
| 15:42 | CONFIRMED |  So far, so good! |
| 15:40 | TEST |  Take MMCCXIII |
| 15:40 | FIXED |  Audio tag error |
| 15:32 | TEST |  Take MMCCXII |
| 15:32 | DONE |  A few preps to make the gauntlet for Luna possible (it doesn't yet work and picking it up will still crash the game) |
| 13:16 | STATUS |  Time for a break |
| 13:02 | KTHURA |  Take MMCCXI |
| 13:02 | CONFIRMED |  It appears to work now... or at least no more crashes or faulty maps as far as I can tell now. Now let's see what Kthura editor will do |
| 13:01 | TEST |  Take MMCCX |
| 13:01 | TECHNO |  An extra take is needed for confirmation |
| 12:59 | TEST |  Take MMCCIX |
| 12:59 | FORCE |  Let's force up some data then |
| 12:58 | FUCKYOU |  Another "Dupe"... How can that happen? |
| 12:56 | C++ |  Take MMCCVIII |
| 12:56 | FUCKYOU |  Fuck you! |
| 12:55 | C++ |  Take MMCCVII |
| 12:55 | FIXED |  Manual fixup as a load of broken stuff was generated |
| 12:52 | C++ |  Take MMCCVI |
| 12:52 | C++ |  Auto fixer for damaged maps due to this bug |
| 12:52 | FIXED |  Texture missing |
| 12:45 | C++ |  Take MMCCV |
| 12:45 | FIXED |  Crack texture not added |
| 12:43 | C++ |  Take MMCCIV |
| 12:43 | C++ |  The MapAction tool has been adapted to generate "crack" data for Luna's PFA |
| 12:41 | TECHNO |  The event tied to the gauntlet has not yet been coded, so trying to pick that thing up will crash the game (for now) |
| 12:41 | MAP |  Area 003 |
| - = 4 Dec 2023 = - |
| 21:54 | SCENARIO |  Text for puzzle |
| 21:22 | FIXED |  C string format error |
| 21:18 | TEST |  Take MMCCIII |
| 21:18 | CONFIG |  Random Encounters |
| 21:17 | ARENA |  Sayonara's tomb |
| 21:16 | MAP |  Area 002 |
| 18:42 | TEST |  Take MMCCII |
| 18:42 | FIXED |  NPC Krandar ignored after talk |
| 18:35 | TEST |  Take MMCCI |
| 18:35 | DEBUG |  And I hope I can find out why that infinite loop happens in the first place |
| 18:34 | DONE |  Time out to prevent infinite loop |
| 18:34 | FIXED |  No visual unpop |
| 18:24 | TEST |  Take MMCC |
| 18:24 | VOID |  Expanded the Kthura API |
| 18:20 | TEST |  Take MMCXCIX |
| 18:20 | FIXED |  The door was not operating entirely the way it should |
| 18:20 | FIXED |  Another Crash |
| 18:18 | TEST |  Take MMCXCVIII |
| 18:18 | FIXED |  UnPop Crash |
| 18:17 | FIXED |  Scenario typo |
| 18:12 | TEST |  Take MMCXCVII |
| 18:12 | FIXED |  Directory error |
| 18:10 | TEST |  Take MMCXCVI |
| 18:10 | FIXED |  For-error??? |
| 18:07 | TEST |  Take MMCXCV |
| 18:07 | FIXED |  Error in PartyPop routine |
| 18:04 | TEST |  Take MMCXCIV |
| 18:04 | FIXED |  And another |
| 18:04 | TEST |  Take MMCXCIII |
| 18:04 | FIXED |  Missing #use |
| 18:02 | TEST |  Take MMCXCII |
| 18:02 | TEST |  Krandar |
| 18:01 | MAPSCRIPT |  Krandar |
| 18:01 | SCENARIO |  Krandar |
| 13:06 | TEST |  Take MMCXCI |
| 13:06 | FUCKYOU |  Declaration issue voided |
| 12:32 | TEST |  Take MMCXC |
| 12:32 | FIXED |  Missing #use |
| 12:31 | TEST |  Take MMCLXXXIX |
| 12:31 | FIXED |  Scope error |
| 12:31 | TEST |  Take MMCLXXXVIII |
| 12:31 | FIXED |  #use error |
| 12:31 | TEST |  Take MMCLXXXVII |
| 12:31 | TECHNO |  Compilation tests |
| 12:31 | SCRIPT |  Pop routines |
| 12:25 | ART |  Sayonara Sprites |
| 9:48 | TRANSFER |  Sprite Krandar |
| 0:17 | STATUS |  I will first get onto Sayonara's tomb. The special medal dungeon comes later. |
| 0:16 | CONFIRMED |  Well, so far it all appears to be working. |
| - = 3 Dec 2023 = - |
| 23:55 | TEST |  Take MMCLXXXVI |
| 23:55 | VOID |  Fuck? |
| 23:50 | TEST |  Take MMCLXXXV |
| 23:50 | FUCKYOU |  File named wrong |
| 23:48 | TEST |  Take MMCLXXXIV |
| 23:48 | FUCKYOU |  Another |
| 23:46 | TEST |  Take MMCLXXXIII |
| 23:46 | FIXED |  Need #use |
| 23:46 | TEST |  Take MMCLXXXII |
| 23:45 | DONE |  Basis Sayonara's tomb |
| 22:57 | TEST |  Take MMCLXXXI |
| 22:57 | DONE |  Campsite text |
| 22:25 | MAPSCRIPT |   Marata |
| 22:12 | SCENARIO |  Marata |
| 22:12 | CLOSED | |
| 13:35 | CONFIRMED | |
| 13:32 | TEST |  Take MMCLXXX |
| 13:31 | FIXED | #44 should be fixed now |
| 13:23 | TEST |  Take MMCLXXIX |
| 13:23 | FIXED |  Now it does... Or at least... it should do it |
| 13:22 | BUG |  Apparently the exit doesn't work, yet |
| 13:17 | STATUS |  All compiler crap accounted for, but how about the in-game crap? |
| 13:16 | TEST |  Take MMCLXXVIII |
| 13:16 | STUPIDITY |  Haste makes waste, Jeroen! |
| 13:15 | TEST |  Take MMCLXXVII |
| 13:15 | FIXED |  Reference error |
| 13:14 | TEST |  Take MMCLXXVI |
| 13:14 | FIXED |  Missing header |
| 13:13 | TEST |  Take MMCLXXV |
| 13:13 | FIXED |  Linkup fix |
| 13:13 | TEST |  Take MMCLXXIV |
| 13:10 | MAP |  Area 010 |
| 12:09 | CONFIRMED |  Right! |
| 12:05 | TEST |  Take MMCLXXIII |
| 12:05 | TEST | |
| 10:51 | TEST |  Take MMCLXXII |
| 10:51 | NERF |  HP down |
| 10:47 | TEST |  Take MMCLXXI |
| 10:47 | NERF |  Weaker to stuff |
| 10:45 | HUH |  And the problem has vanished as mysteriously as it came |
| 10:44 | HUH |   Take MMCLXX |
| 10:44 | HUH |  ??? Graphics Unknown Identifier ??? While it was properly imported? |
| 10:42 | TEST |  Take MMCLXIX |
| 10:42 | FIXED |  AI trouble?? |
| 10:38 | TEST |  Take MMCLXVIII |
| 10:38 | VOID |  I think I voided the issue |
| 10:36 | VISUALSTUDIO |  Take MMCLXVII |
| 10:36 | ENHANCEMENT |  JCR6 should not produce a proper panic |
| 10:36 | DEBUG |  JCR6 produced a nullpointer for entry data. Not clear why, but that doesn't matter right now. |
| 10:30 | VISUALSTUDIO |  MMCLXVI |
| 10:30 | INVESTIGATION |  Why? |
| 10:30 | HUH |  Crash on boss fight |
| 10:29 | TEST |  Take MMCLXV |
| 10:29 | FIXED |  Use error |
| 10:28 | TEST |  Take MMCLXIV |
| 10:26 | LINK |  Boss fight linked |
| 10:26 | MAP |  Area 009 (boss area) |
| 10:11 | STATUS |  Of course, I must first put this fella into the map |
| 10:10 | ART |   Dark Lord |
| 9:57 | BOSS |  Dark Lord |
| 9:39 | CONFIRMED |  No trouble found, but I wasn't expecting any, anyway |
| 9:38 | TEST |  Take MMCLXIII |
| 9:38 | MAP |  Area 008 |
| 0:23 | STATUS |  Well, so far so good! |
| 0:22 | CONFIRMED |   Alrighty |
| 0:19 | TEST |  Take MMCLXII |
| 0:19 | FIXED |  ??? |
| 0:11 | TEST |  Take MMCLXI |
| 0:11 | FIXED |  Code typo |
| 0:10 | TEST |  Take MMCLX |
| 0:10 | FIXED |  .... |
| 0:09 | TEST |  Take MMCLIX |
| 0:09 | DEBUG |  Combat debug for status changes |
| 0:00 | FIXED |  Color issue on status change icons |
| - = 2 Dec 2023 = - |
| 23:51 | TEST |  Take MMCLVIII |
| 23:51 | VOID |  Experiement failed |
| 23:51 | TEST |  Take MMCLVII |
| 23:46 | C++ |  Out of lazyness I made my MapAction Generator automatically aimate all wall torches |
| 23:45 | MAP |  Area 007 |
| 22:39 | EXPERIMENT |  The way enemies disappear when killed is not working the way it should. At least, not for scaled enemies. And I wonder why |
| 22:36 | SCRIPT |  Not the most elegant method, but the "Undead" status change SHOULD now work. |
| 17:03 | CONFIRMED |  So far so good |
| 16:26 | TEST |  Take MMCLVI |
| 16:26 | VOID |  Da F! |
| 16:19 | TEST |  Take MMCLV |
| 16:19 | FIXED |  Rushed MapScript |
| 16:12 | TEST |  Take MMCLIV |
| 16:12 | MAP |  Area 006 |
| 15:43 | MEDICAL | |
| 12:15 | MEDICAL |  Headaches are plagueing me at this moment, and that being said I fear I have to step down for a bit |
| - = 1 Dec 2023 = - |
| 9:19 | RECOVERED |  Vanished Secret Tag |
| 9:13 | TEST |  Take MMCLIII |
| 9:13 | MAP |  Area 004 |
| 0:01 | MAP |  Area 003 |
| - = 30 Nov 2023 = - |
| 23:37 | FIXED |  Zombies were not marked as "undead" |
| 23:23 | TEST |  Take MMCLII |
| 21:37 | STATUS |  But first time for a break, as this is exhausting me! |
| 21:37 | FUCKYOU |  That should do it! |
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