| 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 |
| 22:40 | TEST |  Take MCCXCIII |
| 22:40 | STATUS |  Nothing to do with the combat routine, but it had to be fixed, anyway! |
| 22:40 | FIXED |  Unexpected, but a little field bug leading to a crash came in between. |
| 22:37 | TEST |  Take MCCXCII |
| 22:37 | TECHNO |  No idea if that waas the source of evil, but I think it was. |
| 22:37 | FIXED |  Positioning definition bug |
| 22:32 | TEST |  Take MCCXCI |
| 22:32 | DEBUG |  Extra lines |
| 22:29 | BUG |  Pushing and pulling not really working the way it should |
| 22:27 | TEST |  Take MCCXC |
| 22:27 | FIXED |  General fixes |
| 22:26 | TEST |  Take MCCLXXXIX |
| 22:26 | FIXED |  Syntax error |
| 22:26 | TEST |  Take MCCLXXXVIII |
| 22:18 | SCYNDI |  Playing linkup |
| 22:17 | C++ |   Playing API |
| 22:13 | TEST |  Take MCCLXXXVII |
| 22:13 | FIXED |  Syntax error |
| 22:10 | TEST |  Take MCCLXXXVI |
| 22:10 | DONE |  expansions to music |
| 21:54 | TEST |  Take MCCLXXXV |
| 21:54 | LINK |  Dirty link |
| 21:51 | TEST |  Take MCCLXXXIV |
| 21:51 | REMOVED |  "end" without any reason |
| 21:41 | TEST |  Take MCCLXXXIII |
| 21:40 | SCRIPT |  Music reset after battle |
| 20:02 | SYSTEM |  Audio is in order! |
| 20:00 | SYSTEM |  Take MCCLXXXII |
| 20:00 | SYSTEM |  And now to check if the audio works! |
| 20:00 | SYSTEM |  Restart complete |
| 19:56 | SYSTEM |  Rebooting |
| 19:56 | STATUS |  And this is as far as I could go without audio. |
| 19:50 | TEST |  Take MCCLXXXI |
| 19:50 | COSMETIC |  Sped up the victory sequence once more |
| 19:49 | FIXED |  What the actual freaking fuck? |
| 19:45 | TEST |  Take MCCLXXX |
| 19:45 | VOID |  Oh well! |
| 19:43 | TEST |  Take MCCLXXIX |
| 19:43 | COSMETIC |  Sped the appearance up |
| 19:43 | FIXED |  Color issue on "You Win" |
| 19:42 | VOID |  Conflicts between later batters and the garbage collector are inevitable, so I will have to release the old data manually |
| 19:37 | TEST |  Take MCCLXXVIII |
| 19:37 | FIXED |  I think I got the little bastard |
| 19:35 | VISUALSTUDIO |  Take MCCLXXVII |
| 19:35 | DEBUG |  Extra debug lines added and let's see what that will do |
| 19:33 | INVESTIGATION |  It will be hard to determine why this happens, since I see nothing which could cause that. |
| 19:32 | DEBUG |  It is as I feared. A stack overflow. |
| 19:30 | VISUALSTUDIO |  Take MCCLXXVI |
| 19:30 | TEST |  Take MCCLXXV |
| 19:30 | TECHNO |  Nothing really shows that could be a stack overflow, so the best I can do is run the next test in VS and hopefully I can see more. |
| 19:28 | TECHNO |  That's either a very serious memory violation or a stack overflow. The latter is most likely and extremely hard to debug |
| 19:28 | FAILURE |  Total crash |
| 19:24 | TEST |  Take MCCLXXIV |
| 19:24 | FIXED |  Dang! I am really beginning to suffer from amnesia? |
| 19:21 | TEST |  Take MCCLXXIII |
| 19:21 | FIXED |  Var typo |
| 19:19 | TEST |  Take MCCLXXII |
| 19:19 | FIXED |  Code typo |
| 19:14 | TEST |  Take MCCLXXI |
| 19:14 | SCRIPT |  Victory cycle |
| 19:10 | SCYNDI |  Workout |
| 19:09 | FIXED |  Code typo |
| 19:08 | C++ |  KillChar API |
| 18:24 | FAILURE |  Since the audio stopped working for no reason (not the first time this happens to me), I may need a restart, but let's first get the visual crap to work.... |
| 18:07 | MUSIC |  The same victory tune as used in The Fairy Tale will be used. |
| 18:07 | ART |   End of combat banners |
| 17:54 | JUDGMENT |  This will have to do.... For now. |
| 17:51 | TEST |  Take MCCLXX |
| 17:51 | COSMETIC |  Speed up |
| 17:50 | FIXED |  Disappearance of enemy affected background |
| 17:47 | TEST |  Take MCCLXIX |
| 17:47 | COSMETIC |  And sped things up |
| 17:47 | C++ |  Needs a recompile |
| 17:47 | FIXED |  Scale bug in SCI |
| 17:42 | TEST |  Take MCCLXVIII |
| 17:42 | COSMETIC |  Sped up the process |
| 17:41 | FIXED |  That's better |
| 17:39 | TEST |  Take MCCLXVII |
| 17:39 | FIXED |  Now then? |
| 17:36 | TEST |  Take MCCLXVI |
| 17:36 | FIXED |  I think I know what's wrong |
| 17:34 | TEST |  Take MCCLXV |
| 17:34 | DEBUG |  Immediate vanish on kill |
| 17:29 | TEST |  Take MCCLXIV |
| 17:29 | FIXED |  Illegal IAA call? |
| 17:25 | TEST |  Take MCCLXIII |
| 17:25 | VOID |  ? |
| 17:20 | TEST |  Take MCCLXII |
| 17:20 | DEBUG |  I need to sort this out |
| 17:19 | HUH |  I don't know what the system is playing at, but I don't see what I have to see |
| 17:14 | TEST |  Take MCCLXI |
| 17:14 | VOID |  Something is really wrong with the field and method recognition inside method code |
| 17:11 | TEST |  Take MCCLX |
| 17:11 | FIXED |  Code typo DeLuxe! |
| 17:09 | TEST |  Take MCCLIX |
| 17:09 | FIXED |  Code typo |
| 17:00 | TEST |  Take MCCLVIII |
| 16:40 | SCRIPT |  Money drops |
| 16:40 | SCRIPT |  Item drops |
| 16:38 | SCRIPT |  Enemies disappearing as soon as you kill them |
| 15:54 | TEST |  Take MCCLVII |
| 15:54 | DONE |  Dead foes should no longer be selectable when selecting a target |
| 15:45 | TEST |  Take MCCLVI |
| 15:45 | STUPIDITY |  No return instruction! Doh! |
| 15:44 | MYSTERY |  Now this is odd... The system does acknowledge individuals to be dead and thus as defeated, but not the team as awhole |
| 15:42 | FAILURE |  I do not know why, but for some reason the audio doesn't work anymore. |
| 15:41 | TEST |  Take MCCLV |
| 15:41 | STUPIDITY |  Trying to fix the wrong code |
| 15:37 | TEST |  Take MCCLIV |
| 15:37 | VOID |  ??? |
| 15:30 | TEST |  Take MCCLIII |
| 15:30 | FIXED |  Required linkup |
| 15:27 | TEST |  Take MCCLII |
| 15:27 | DEBUG |  Some debug lines to help me in the upcoming course. |
| 15:18 | NOTE |  Winning a fight will (for now) crash the game. |
| 15:18 | SCRIPT |   Check for victory or defeat |
| 15:07 | SCRIPT |  "Defeated" scanups |
| 13:41 | CONFIRMED |  At least THAT works |
| 13:38 | TEST |  Take MCCLI |
| 13:38 | FIXED |  Audio issue not fixed, but at least the diamond color issue is |
| 13:08 | TEST |  Take MCCL |
| 13:08 | DEBUG |  Extra debug line to see why audio doesn't play |
| 13:07 | COSMETIC |  Diamonds belonging to dead ifighters will show dark |
| 13:01 | TEST |  Take MCCXLIX |
| 13:01 | DEBUG |  Why? |
| 13:01 | BUG |  Nothing happens |
| 12:59 | TEST |  Take MCCXLVIII |
| 12:59 | VOID |  .... |
| 12:56 | TEST |  Take MCCXLVII |
| 12:56 | FIXED |  Missing link |
| 12:49 | TEST |  Take MCCXLVI |
| 12:49 | DONE |  Pose end audio effects |
| 12:31 | CONFIRMED |  For as far as I can currently check the manamental extraction from foes does appear to work. |
| 12:28 | TEST |  Take MCCXLV |
| 12:28 | FIXED |  Issue with mini message system |
| 12:22 | TEST |  Take MCCXLIV |
| 12:22 | FIXED |  Module referrence required |
| 12:20 | TEST |  Take MCCXLIII |
| 12:20 | FIXED |  Scyndi Syntax error |
| 12:18 | TEST |  Take MCCXLII |
| 12:15 | SCRIPT |  Manamental extraction from enemies |
| 11:27 | LINK |  Quick link up so I can access Francis' Manaments more easily |
| 10:50 | TEST |  Take MCCXLI |
| 10:50 | FIXED |  FP Up not counted |
| 10:48 | CONFIRMED |  That is the way it should be |
| 10:45 | TEST |  Take MCCXL |
| 10:45 | FIXED |  I think I found out why the damage of the dice was not added up |
| 10:43 | FIXED |  I hope I fixed Myrah as well now. This has always been a bit of a weak spot in MyData and unfortunately, MyData II doesn't appear to be any different. |
| 10:42 | FIXED |  At least for Francis the statistic check appears to work |
| 10:36 | TEST |  Take MCCXXXIX |
| 10:36 | FUCKYOU |  Voided call leading to crash |
| 10:20 | TEST |  Take MCCXXXVIII |
| 10:20 | FIXED |  Database |
| 9:44 | TEST |  Take MCCXXXVII |
| 9:44 | INVESTIGATION |  Extra debug line to tell me why! |
| 9:44 | SOLVED |  Attack value is ZERO. |
| 9:42 | TEST |  Take MCCXXXVI |
| 9:42 | FUCKYOU |  Forgotten F in CSayF |
| 9:40 | TEST |  Take MCCXXXV |
| 9:40 | FIXED |  Taken care of now! |
| 9:40 | STUPIDITY |  Wrong script! That explains! |
| 9:39 | TEST |  Take MCCXXXIV |
| 9:39 | HUH |  ???? |
| 9:38 | TEST |  Take MCCXXXIII |
| 9:38 | VOID |  Sigh! |
| 9:36 | TEST |  Take MCCXXXII |
| 9:35 | DEBUG |  The first debug line has been set. Attack - Defense and the outcome |
| 9:35 | NOTE |  Now it does not really seem right that the damage is always 1. I need to find out what is happening here. |
| 9:31 | CONFIRMED |  A little trick I performed does indeed cause the issue I had in Star Story II, that the names did not get vocally announced if too many bubbles popped (diamonds in Luna's Father, but the function is the same) due to all sound channels being taken, is not an issue in Luna's Father. Good! |
| 9:29 | CONFIRMED |  Fixed at last! |
| 9:27 | TEST |  Take MCCXXXI |
| 9:27 | FIXED |  What the? |
| 9:26 | COCKROACH |  The HP is still 0/0 on all foes |
| 9:26 | COCKROACH |  Still no good? |
| 9:22 | TEST |  Take MCCXXX |
| 9:22 | VOID |  I've temporarily voided the enemy diamonds |
| 9:21 | FIXED |  I think I fixed this |
| 9:20 | BUG |  All enemies have 0/0 HP. That is, of course, utter bullcrap, so I must figure out why this happens. |
| 9:20 | COSMETIC |  Better view on the debug outcome |
| 9:15 | TEST |  Take MCCXXIX |
| 9:15 | STATUS |  I will soon set up a temp measure for enemies as getting onto the AI now will only get in my way to do this right. |
| 9:14 | DEBUG |  HP checking. Very important as I have to make sure kills are handled correctly |
| 9:07 | CONFIRMED |  Stuff appears to be working |
| 9:00 | TEST |  Take MCCXXVIII |
| 9:00 | FUCKYOU |  Swtich error |
| 8:53 | TEST |  Take MCCXXVII |
| 8:53 | VOID |  Gezeik! |
| 8:51 | CONFIRMED |  That's indeed what it turned out to be |
| 8:50 | TECHNO |  I think this might have been a cache conflict, but this test will tell more. |
| 8:50 | TEST |  Take MCCXXVI |
| 8:50 | HUH |  Unclosed scope? While none of the scopes have been altered? |
| 8:48 | TEST |  Take MCCXXV |
| 8:48 | FIXED |  Crash on critical hit |
| 8:45 | TEST |  Take MCCXXIV |
| 8:45 | FIXED |  Wrong var |
| 8:41 | TEST |  Take MCCXXIII |
| 8:41 | VOID |  Sigh! |
| 8:40 | TEST |  Take MCCXXII |
| 8:40 | DONE |  New diamond if hero or foe doesn't have one any more |
| 8:22 | DONE |  Pose reset after move |
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