| 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 |
| 17:46 | TECHNO |  For now all that should happen is a black screen with the mouse pointer visible. The game timer should go on (although I can't check thet), and the possibility to end the game immediately should work. |
| 17:42 | SCRIPT |  Main flow script set up |
| 16:47 | CONFIRMED |  It appears to be in working order |
| 16:45 | TEST |  Take MXX |
| 16:45 | FIXED |  Missing required initiation |
| 16:43 | TEST |  Take MXIX |
| 16:43 | EXPERIMENT |  A few more debug codes to fully confirm this |
| 16:41 | CONFIRMED |  Apparently it does |
| 16:40 | TEST |  Take MXVIII |
| 16:40 | EXPERIMENT |  Dirty code, but does it work? |
| 16:35 | HUH |  I have no idea why, but now the compiler just did its fucking job! |
| 16:34 | VISUALSTUDIO |  Take MXVII |
| 16:30 | FAILURE |  The compiler crashes. That means I will need to go to VisualStudio to find out why! |
| 16:30 | TEST |  Take MXVI |
| 16:30 | TECHNO |  All I need to know is, if this compiles so far... or not |
| 16:29 | STATUS |  As before, the battle works in stages, and the combat engine reacts on the stage currently set. I chose for the setup that stages all initiate and register themselves to the main Stage core, so they'll be easy for all of the combat engine to work with. |
| 15:33 | STATUS |  The time has come that the main flow can be prepared.... This will be one hell of a job. |
| 14:42 | TEST |  Take MXV |
| 14:33 | FIXED |  Incorrect boolean set up. |
| 14:24 | TEST |  Take MXIV |
| 14:24 | FIXED |  "nil" (I think.... I hope). |
| 14:20 | TEST |  Take MXIII |
| 14:20 | TECHNO |  I cannot sort out if things work except for making sure stuff compiles and that the (not yet existent, thus leading to error) function MailFlow is attempted to be called. |
| 14:18 | DONE |  Initial order |
| 13:41 | TEST |  Take MXII |
| 13:41 | FUCKYOU |  .... |
| 13:34 | TEST |  Take MXI |
| 13:33 | NOTE |  Note to self. Just put in #use "Libs/SCI/Sys" by default in EVERY script file you create from now on! |
| 13:25 | TEST |  Take MX |
| 13:25 | SCRIPT |  Basic diamond order |
| 12:48 | STATUS |  The next step will be to define the diamond order |
| 12:42 | CONFIRMED |  As far as I can tell indexing works |
| 12:40 | TEST |  Take MIX |
| 12:40 | LINK |  Sigh! |
| 12:38 | TEST |  Take MVIII |
| 12:38 | SCRIPT |  Indexing |
| 12:28 | FIXED |  Team missing (very important) |
| 11:59 | DEBUG |  So far I cannot find any irregularities. |
| 11:58 | DEBUG |  Time to check the log |
| 11:58 | NOTE |  At least I see the error I needed to see, but how did things go. |
| 11:56 | TEST |  Take MVII |
| 11:56 | FIXED |  A new space for heroes and foes had to be opened |
| 11:51 | TEST |  Take MVI |
| 11:51 | VOID |  Voids another issue |
| 11:51 | LINK |  Link brought to the starter |
| 11:50 | TEST |  Take MV |
| 11:50 | FUCKYOU |  Fuck it! |
| 11:48 | TEST |  Take MIV |
| 11:48 | DEBUG |  A last checkup note |
| 11:43 | LINK |  Player compilation linked to Start Up Combat Routines |
| 11:35 | DONE |  Hero compilation done. Less actions were needed here |
| - = 24 Oct 2023 = - |
| 23:01 | STATUS |  And I'll leave it there. I'm getting tired and the next step could also be time consuming. Making sure the heroes are properly compiled for combat. |
| 23:00 | CONFIRMED |  Good! |
| 22:56 | TEST |  Take MIII |
| 22:56 | FIXED |  Object misusage |
| 22:53 | TEST |  Take MII |
| 22:53 | CONFIRMED |  At leat the foe compiler is called now, or that error could never happen. So this was some good news nonetheless |
| 22:52 | FIXED |  Type mismatch |
| 22:50 | TEST |  Take MI |
| 22:50 | FIXED |  Missing Sys link |
| 22:49 | SOLVED |  Ah, I see now... something else was the matter |
| 22:48 | TEST |  Take M |
| 22:48 | STATUS |  And now for take 1000 |
| 22:48 | DEBUG |  Extra debug crap |
| 22:46 | FIXED |  the "nil" encounter has at least been fixed |
| 22:44 | TEST |  Take CMXCIX |
| 22:44 | STATUS |  Later concern. Let's first fire this one up. |
| 22:43 | NOTE |  I did see a "nil" request among the requested enemies I wanna know why that happened |
| 22:43 | FIXED |  I think I "fixed" an issue |
| 22:41 | HUH |  I wonder how "nil" came through the requested enemies |
| 22:39 | TEST |  Take CMXCVIII |
| 22:39 | FIXED |  Right! |
| 22:39 | STUPIDITY |  Because the list command was misisng??? |
| 22:38 | INVESTIGATION |  Why? |
| 22:37 | BUG |  Two goblins and a slime requested, but none were compiled. |
| 22:35 | TEST |  Take CMXCVII |
| 22:35 | STUPIDITY |  Forgot to save. That could explain why I didn't see the foe compiler pop up in the log |
| 22:29 | TEST |  Take CMXCVI |
| 22:29 | LINK |  Foe compiler linked |
| 22:23 | CONFIRMED |  So far, so good! |
| 22:21 | TEST |  Take CMXCV |
| 22:21 | DONE |  Ready? Set? |
| 22:21 | CHECKED | Right-o.... I guess I know what to do now |
| 22:21 | SITE |  Added tag CHECKED |
| 22:07 | TEST |  Take CMXCIV |
| 22:07 | TECHNO |  Now I need another take so I can update myself on the situation, as all these distractions don't help. |
| 22:04 | CONFIRMED |  Stuff appears to be in working order again. |
| 22:04 | SYSTEM |  Restarted |
| 22:04 | SITE |  Added tag SYSTEM |
| 21:44 | FAILURE |  My web browser is fucking up on me (keeps crashing with every site I load). I guess I need to restart my computer. |
| 21:41 | CONFIRMED |  But the encounter guage DOES appear in Frendor Bushes as it should |
| 21:41 | CONFIRMED |  No more encounters in Vandar |
| 21:38 | TEST |  Take CMXCIII |
| 21:38 | FIXED |  I think I fixed this bug |
| 21:36 | CONFIRMED |  At least I know that when worst comes to work I can manually block encounters in all layers of every city, but that is not really the most elegant way to go. |
| 21:35 | MYSTERY |  The gauge DOES appear in Vander, but not on the camp site.... |
| 21:34 | BUG |  It does.... |
| 21:33 | DEBUG |  Take CMXCII |
| 21:33 | DEBUG |  First I need to see if the encounter gauge does appear in town or not |
| 21:31 | NOTE |  Now due to this bug (and crash) I could not test if leader switch is blocked in the camp site, but that comes later. |
| 21:31 | CONFIRMED |  But at least the switching leader works |
| 21:31 | BUG |  Random encounteres in Vandar should NOT happen |
| 21:28 | TEST |  Take CMXCI |
| 21:28 | FIXED |  Missing link |
| 21:28 | TEST |  Take CMXC |
| 21:25 | SCRIPT |  Not really much to do with the combat system, but important nonetheless. Switching the leader should work now |
| 18:26 | TEST |  Take CMLXXXIX |
| 18:26 | SCRIPT |  A few alterations I need later when the stuff I plan to do will be done. |
| 18:01 | ART |  Fraince combat idle stance |
| 17:53 | NOTE |  I needed all this before I could make sure I could cover Francis' combat stance |
| 17:53 | ART |  Exported into the project |
| 17:43 | ART |  Sideways Francis |
| 16:43 | NOTE |  Those two things were the EASY part, though. |
| 16:43 | ART |  Combat Icon Francis |
| 16:43 | ART |  Combat Icon Myrah |
| 16:43 | ART |  Myrah Combat Idle Pose |
| 16:05 | TEST |  Take CMLXXXVIII |
| 16:05 | FIXED |  Code typo |
| 16:04 | TEST |  Take CMLXXXVII |
| 16:04 | DONE |  More preps |
| 15:50 | TEST |  Take CMLXXXVI |
| 15:50 | DONE |  Constructor |
| 15:40 | TEST |  Take CMLXXXV |
| 15:40 | SCRIPT |  First Basis |
| 15:18 | STATUS |  Although not all things are settled yet, I can at least for now let it be and move to the hero compiler |
| 14:57 | TEST |  Take CMLXXXIV |
| 14:57 | DONE |  Icon Foe |
| 14:52 | TEST |  Take CMLXXXIII |
| 14:52 | SCRIPT |  HP handling in Foes |
| 14:47 | TEST |  Take CMLXXXII |
| 14:47 | SCRIPT |  Stat copier |
| 14:39 | TEST |  Take CMLXXXI |
| 14:39 | SCRIPT |  Start of statistician record |
| 14:28 | STATUS |  Right! Back on track. |
| 14:25 | TEST |  Take CMLXXX |
| 14:25 | STATUS |  Due to Windows being programmed to crash every now and then, I must try another take in order to see if everything is operational and where I was. |
| 14:17 | FAILURE |  Blue Screen Of Death due to a non-existant problem. |
| 13:59 | TEST |  Take CMLXXIX |
| 13:59 | VOID |  SIGH! I really must fix that! |
| 13:59 | TEST |  Take CMLXXVIII |
| 13:58 | LINK |  A few needed linkups (oh no, I'm not done yet!) |
| 13:49 | CONFIRMED |  That it does... good |
| 13:48 | TEST |  Take CMLXXVII |
| 13:48 | NOTE |  I can only test now if it compiles. |
| 13:48 | SCRIPT |  Start of the Foe Compiler. Right now it only loads the raw data. |
| 13:24 | TEST |  Take CMLXXVI |
| 13:24 | DONE |  Basis class for foe handling. Still a lot to do here, though! |
| 13:16 | VOID |  It was just a remove and place it back exactly the way it was. Before that it didn't work, after that it did. Every code knows this woe well. |
| 13:15 | TEST |  Take CMLXXV |
| 13:15 | VOID |  ???? |
| 13:13 | TEST |  Take CMLXXIV |
| 13:13 | DONE |  Set up a quick fighter register with a few indexes to speed things up |
| 12:19 | CONFIRMED |  Success, at last! |
| 12:18 | TEST |  Take CMLXXIII |
| 12:18 | VOID |  Scyndi's declaration bug |
| 12:17 | TEST |  Take CMLXXII |
| 12:17 | VOID |  GRRR! |
| 12:04 | TEST |  Take CMLXXI |
| 12:04 | FIXED |  Force wrongly set up |
| - = 23 Oct 2023 = - |
| 22:45 | CONFIRMED |  An now everything seems to be in working order. |
| 22:41 | TEST |  Take CMLXX |
| 22:41 | FIXED |  missing declaration + definition x3 |
| 22:40 | TEST |  Take CMLXIX |
| 22:40 | FIXED |  Scope error |
| 22:39 | TEST |  Take CMLXVIII |
| 22:39 | DONE |  Add Extra diamond |
| 22:38 | DONE |  Add Hero diamond |
| 22:38 | DONE |  Add Foe diamond |
| 22:18 | CONFIRMED |  It compiles. |
| 22:17 | TEST |  Take CMLXVII |
| 22:17 | FIXED |  Stupidity |
| 22:16 | TEST |  Take CMLXVI |
| 22:16 | FIXED |  Scope error |
| 22:14 | TEST |  Take CMLXV |
| 22:14 | TECHNO |  Clear screen needed. Conflicting data comes my way |
| 22:13 | TEST |  Take CMLXIV |
| 22:13 | DONE |  Empty Slot |
| 22:13 | DONE |  Joker |
| 21:49 | CONFIRMED |  It compiles |
| 21:48 | TEST |  Take CMLXIII |
| 21:44 | SCYNDI |  I've set up a new class for the gauge slots. Although a few things in this will certainly be taken over from the original setup (as it was better than I though). |
| 21:11 | NOTE |  Contrary to TFT REVAMPED (and to Star Story II where they were (due to lack of time) not even implemented at all) Jokers can now be asigned to ALL enemies (regular foes and bosses alike) and Joker cards will be added to every 100 positions on the diamond gauge. All enemies can take a special effect from Jokers, but this does not necessarily have to be the case. Now the script will place 20 jokers at the start and place a new joker at position 2000 every time a joker passes. Any spot already taken WILL be overridden. Part of the game rules (for multiple reasons both gameplay wise as technical). |
| 21:06 | C# |  Joker field in foe editor |
| 20:53 | CONFIRMED |  And that's precisely what happens. Good! |
| 20:52 | TEST |  Take CMLXII |
| 20:52 | TECHNO |  A quick take is needed to see if this all compiles and loads. Basically when the main menu appears, the test is succesful. |
| 20:47 | DONE |  Done "Backside" diamond (in other words an empty slot) |
| 20:46 | DONE |  Joker (will be more prominent here than ever before) |
| 20:41 | DONE |  Hero diamonds will be loaded now (except for Luna as her sprite has not yet been designed) |
| 20:38 | DONE |  Foe Diamonds will be loaded now |
| 20:35 | FIXED |  Combat diamonds in the wrong directory |
| 19:04 | STATUS |  FINALLY the error message I wanted to see. |
| 19:02 | TEST |  Take CMLXI |
| 19:02 | STUPIDITY |  Fuck you, Jeroen! |
| 19:00 | TEST |  Take CMLX |
| 19:00 | VOID |  I think I voided the problem |
| 18:59 | SOLVED |  Wait a minute. I think I know where the pain lies |
| 18:58 | VISUALSTUDIO |  Take CMLIX |
| 18:58 | FUCKYOU |  This is NOT possible unless the compilation for the C++ code failed, but accoriding to the VisualStudio log, it was succesful. All I can do is run SCI in VS then. |
| 18:55 | TEST |  Take CMLVIII |
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