| 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 |
| 12:53 | SCYNDI |  Take DCCCLXXXIV |
| 12:53 | STATUS |  Yeah, I guess the 1000th take will happen before the first dungeon is complete. The number of takes increases quickly enough, doesn't it? |
| 12:52 | FIXED |  replacement |
| 12:51 | SCYNDI |  Take DCCCLXXXIII |
| 12:51 | SCYNDI |  No script in SCI without libs/sci/sys in a #use clause |
| 12:46 | SCYNDI |  Take DCCCLXXXII |
| 12:46 | SCYNDI |  More |
| 12:45 | SCYNDI |  Take DCCCLXXXI |
| 12:45 | SCYNDI |  Another #use |
| 12:44 | SCYNDI |  Take DCCCLXXX |
| 12:44 | VOID |  Declaration + definition issue |
| 12:43 | SCYNDI |  Take DCCCLXXIX |
| 12:43 | SCYNDI |  More #use commands needed than Neil ever did... I guess that's the downside of this type of compiler |
| 12:34 | SCYNDI |  DCCCLXXVIII |
| 12:34 | STUPIDITY |  Forgot to save before compiling |
| 12:25 | SCYNDI |  Take DCCCLXXVII |
| 12:25 | MYSTERY |  And mysteriously enough the crash doesn't happen again... Oh well |
| 12:24 | FIXED |  Scope error |
| 12:23 | VISUALSTUDIO |  Take DCCCLXXVI |
| 12:23 | FAILURE |  Another one of THOSE! |
| 12:15 | TEST |  Take DCCCLXXV |
| 12:15 | VOID |  I had to remove one entire function. But it was not an important one, anyway. |
| 12:14 | SCYNDI |  Take DCCCLXXIV |
| 12:13 | VOID |  I need to fix a few things, that for sure. But this was easy to void anyway |
| 12:08 | SCYNDI |  Take DCCCLXXIII |
| 12:08 | SCYNDI |  Done |
| 11:49 | SCYNDI |  Converting that one to Scyndi shouldn't be too hard. |
| 11:49 | SEARCH |  The xmath library Neil |
| 11:47 | SCYNDI |  Take DCCCLXXII |
| 11:47 | SCRIPT |  More adaptions |
| 11:45 | SCRIPT |  Due to the new way the data has been stored I needed to rewrite the loader from scratch |
| 10:04 | SCYNDI |  DCCCLXXI |
| 10:04 | DONE |  Several adaptions |
| 9:43 | SCYNDI |  Take DCCCLXX |
| 9:42 | TEST |  I wil have to make some takes for the compiler. As long as Scyndi won't compile we're getting nowhere, anyway |
| 9:30 | TRANSFER |  Script from TFT... I only need to adapt it in order to work properly with Scyndi |
| 9:30 | TRANSFER |  Gauge graphic |
| - = 20 Oct 2023 = - |
| 22:41 | NOTE |  This WILL be a time consuming operation. The combat part has always been the most complicated part of my RPG games and Luna's father will be no different. |
| 22:40 | STATUS |  With all the data I need now generated I can finally get into the actual fighting itself.. that is, the routines that initiate the fight in game, and of course the fighting flow itself. |
| 22:38 | C++ |  Layer data editing added |
| 20:01 | DONE |  Poured some dissovler in my shower drain.... It was stuck |
| 12:01 | TECHNO |  Adding to Renc it will be... No need to write an entire app which can do so little |
| 11:43 | TECHNO |  I've been thinking whether or not to make a "Layer Data" editor, but I am not fully sure about that. The number of maps where I'll need it will be relatively small (there are not as many things to handle as in Star Story II due to different approaches between the two games, you know), and I wonder if just putting these in the Renc editor wouldn't be the better approach due to this. Ince encounter blocks or alternate numbers of encounters are the most likely things to happen anyway (the only non-combat thing is alternate titles for locations. Oh my, big deal), I think that will be the best way to go. |
| 11:39 | STATUS |  I have less time than I usually have today, but I will try to get a few things done |
| 10:57 | TRANSFER |  Let's not reinvent the wheel where I don't need to. There are already too many things I have to redo from scratch.... I copied the several kinds of enemy pictures I need for the first dungeon |
| - = 19 Oct 2023 = - |
| 23:49 | STATUS |  The boss section is not yet done, but that doesn't matter at all at this time, as the first boss won't appear until the Feenalaria's tutorial caves have been reached. I now have the basis to get working on the random encounters in the game, which is already an important thing on its own.... right? |
| 23:43 | C++ |  Encounter management tool |
| 20:49 | MUSIC |  "Boss Battle" by Eric Matyas will now be imported to the game for basic boss fights |
| 13:49 | STATUS |  That takes the enemy creation in order... But a few more steps are required to get this show on the road, I'm afraid. |
| 13:48 | FOE |  Blue Slime |
| 13:43 | C# |  Status resistances done |
| 12:26 | C# |  Well the Foe editor is almost done |
| - = 18 Oct 2023 = - |
| 23:58 | C++ |  A quick stat program. It's not much, but it can allow me a quick view into savegame stats in order to balance the enemy properly |
| 22:06 | STATUS |  The next stop will be the statistics |
| 22:05 | C# |  AI parameters all fine |
| 21:03 | C# |  Which actions may and which actions may not be performed by an enemy? |
| 20:14 | DATABASE |  A little preparation |
| 18:57 | C# |  AI Script can be chosen.... and now I need a break.... and food too. |
| 18:38 | C# |  Yup this code makes it possible, I guess... |
| 18:34 | FOE |  Meta Data For Gobin... But of course, this does not nearly count to what data we're gonna need |
| 18:34 | SITE |  Added tag FOE |
| 17:35 | C# |  I'm now working on the Foe Editor.... That is always a very time consuming thing, so please hang on. |
| 16:33 | SITE |  Added tag C# |
| 14:57 | TEST |  Take DCCCLXIX |
| 14:57 | STUPIDITY |  Idiot! |
| 14:54 | TEST |  Take DCCCLXVIII |
| 14:54 | FIXED |  method miswritten |
| 14:53 | FIXED |  Portrait Jake was missing |
| 14:49 | TEST |  Take DCCCLXVII |
| 14:49 | FIXED |  Missing Link |
| 14:41 | TEST |  Take DCCCLXVI |
| 14:41 | FIXED |  Wrong function |
| 14:38 | TEST |  Take DCCCLXV |
| 14:38 | FIXED |  Syntax error |
| 14:37 | TEST |  Take DCCCLXIV |
| 14:37 | FIXED |  Use error |
| 14:35 | TEST |  Take DCCCLXIII |
| 14:35 | MAPSCRIPT |  Jake's event at the start of the dungeon |
| 13:57 | TEST |  Take DCCCLXII |
| 13:57 | KTHURA |  Jake, Osha and Asha should now appear in Frendor Bushes. Please note that Osha and Asha will already respond to you if you try to talk to them. Jake will not yet do so. |
| 13:28 | ART |  Sprite for Jake |
| 13:04 | STATUS |  The next step will be, of course, to put in the random encounters.... But before that can happen some things need to be taken care of. First of all the opening talk with Jake at the entrance, the Foe Editor, and when I got all then I can start on the combat routines and the encounter trigger... Well at least there will be no bosses in this area. |
| 13:02 | CONFIRMED |  Overall I can say that the Frendor Bushes work |
| 12:57 | TEST |  Take DCCCLXI |
| 12:57 | TRANSFER |  Tai's portrait |
| 12:45 | SEARCH |  While I focus on a few other things first, the system can look for the assets I need to make Jake appear here |
| 12:45 | SITE |  Added tag SEARCH |
| 12:42 | TEST |  Take DCCCLX |
| 12:42 | COSMETIC |  Loading |
| 12:41 | RECOVERED |  music link missing in Frendor bushes |
| 12:10 | TEST |  Take DCCCLIX |
| 12:10 | MAPSCRIPT |  Leave camp site |
| 12:02 | TEST |  Take DCCCLVIII |
| 12:02 | COSMETIC |  alignment issue |
| 11:53 | TEST |  Take DCCCLVII |
| 11:53 | COSMETIC |  One tiny more touch |
| 11:51 | TEST |  Take DCCCLVI |
| 11:51 | FIXED |  code typo |
| 11:50 | TEST |  Take DCCCLV |
| 11:50 | TEST |  Back to the game now |
| 11:49 | CONFIRMED |  NOW it compiles |
| 11:49 | SCYNDI |  Take DCCCLIV |
| 11:48 | FIXED |  Huh, did I REALLY forget the do-scopes in Scyndi? What the fuck... |
| 11:33 | DEBUG |  Let's try to narro this out |
| 11:31 | HUH |  No good, eh? |
| 11:30 | TEST |  Take DCCCLIII |
| 11:30 | DEBUG |  let's force thigns a little |
| 11:30 | HUH |  Complaint about an "end" for no reason |
| 11:26 | TEST |  Take DCCCLII |
| 11:26 | DONE |  Healing can be shown now in hover text |
| 11:02 | CLOSED | |
| 11:01 | TEST | #13 Take DCCCLI |
| 11:01 | FIXED | |
| 10:59 | TEST | |
| 10:59 | FIXED | #13 Coordinates |
| 10:58 | FIXED | #13 Only show hover text when hovering |
| 10:56 | TEST | #13 Take DCCCXLIX |
| 10:56 | NOTE |  The same will be done on the ability and alchemy overview later, but that will not be part of #13 anymore |
| 10:49 | LINK | #13 Linked to inventory overview |
| 10:46 | STATUS | #13 All compilation errors accounted for |
| 10:45 | TEST | #13 Take DCCCXLVIII |
| 10:45 | FIXED | #13 Syntax error |
| 10:44 | TEST | #13 Take DCCCXLVII |
| 10:44 | FIXED | |
| 10:43 | TEST | #13 Take DCCCXLVI |
| 10:43 | TEST | #13 All I can test is if no compiler errors pop up now as things have not yet been linked through, but gotta start somewhere, eh? |
| 10:39 | DONE | #13 I've set up the script to make it possible |
| 9:53 | DONE | |
| 0:45 | CONFIRMED |  AT LAST! |
| 0:40 | TEST |  Take DCCCXLV |
| 0:40 | DEBUG |  Reactivated crashy line |
| 0:40 | FIXED |  The source of evil has been found |
| 0:37 | NOTE |  And now to find out why the NUM property causes that odd error |
| 0:37 | FIXED |  Database issue |
| 0:36 | TEST |  Take DCCCXLIV |
| 0:36 | CONFIRMED |  For a part as a few things are still not right here |
| 0:33 | TEST |  Take DCCCXLIII |
| 0:33 | STATUS |  First the next take |
| 0:33 | NOTE |  And it appears to go wrong in going for the number of items you have in your inventory. I need to properly sort that out. |
| 0:32 | FIXED |  Filererror |
| 0:28 | TEST |  Take DCCCXLII |
| 0:28 | EXPERIMENT |  Is this it then? |
| 0:27 | TEST |  Take DCCCXLI |
| 0:27 | DEBUG |  Now then? |
| 0:26 | TEST |  Take DCCCXL |
| 0:26 | DEBUG |  Steady |
| 0:24 | TEST |  Take DCCCXXXIX |
| 0:24 | DEBUG |  Further |
| 0:23 | TEST |  Take DCCCXXXVIII |
| 0:23 | DEBUG |  One more line |
| 0:20 | TEST |  Take DCCCXXXVII |
| 0:20 | NOTE |  I gotta find it some time |
| 0:20 | DEBUG |  One line more |
| 0:16 | TEST |  Take DCCCXXXVI |
| 0:16 | DEBUG |  Next step |
| 0:14 | DEBUG |  Right! I can now resume the true action, which is still as mysterious as ever! |
| 0:13 | TEST |  Take DCCCXXXV |
| 0:13 | FUCKYOU |  I really need to work out underscores in XAML as a serious mistake was the result of that now. |
| 0:10 | TEST |  Take DCCCXXXIV |
| 0:10 | FUCKYOU |  ) misplaced |
| 0:08 | TEST |  Take DCCCXXXIII |
| 0:08 | FIXED |  Syntax error |
| 0:07 | TEST |  Take DCCCXXXII |
| 0:07 | DEBUG |  Part of the issue fixed, but more trouble is coming in. And I need more information |
| 0:04 | TEST |  Take DCCCXXXI |
| 0:04 | FIXED |  ??? |
| - = 17 Oct 2023 = - |
| 23:58 | TEST |  Take DCCCXXX |
| 23:58 | DEBUG |  A harsh debug method, but something is just NOT right at all! |
| 23:55 | TEST |  Take DCCCXXIX |
| 23:55 | DEBUG |  One more checkup, as things are getting stranger every minute |
| 23:51 | TEST |  Take DCCCXXVIII |
| 23:51 | DEBUG |  Now the data shows no table reference was sent, yet the IAA repports something else. Let's do more research! |
| 23:48 | TEST |  Take DCCCXXVII |
| 23:48 | DEBUG |  I need to figure out why the system tries a table reference to load an item, as only strings should be acceptable |
| 23:44 | TEST |  Take DCCCXXVI |
| 23:44 | FIXED |  But the problem at hand (well not the core of all misery in the first place, but it had to be fixed anyway) is fixed now |
| 23:43 | TECHNO |  This takes a long compile time, I know, but at leat I know stuff will work then |
| 23:42 | TEST |  Take DCCCXXV |
| 23:42 | C++ |  TRUE FORCE THIS TIME! DELETE ALL COMPILED C++ DATA! |
| 23:40 | TEST |  Take DCCCXXIV |
| 23:40 | FIXED |  Scheisse |
| 23:39 | TEST |  Take DCCCXXIII |
| 23:39 | C++ |  Forced build |
| 23:38 | TEST |  Take DCCCXXII |
| 23:38 | FIXED |  No .HASMEMBER? |
| 23:29 | TEST |  Take DCCCXXI |
| 23:29 | EXPERIMENT |  I need to sort something out. If no errors pop up, a bug in Scyndi would be confirmed |
| 23:27 | TEST |  Take DCCCXX |
| 23:27 | DEBUG |  Well? |
| 23:27 | HUH |  I don't see a way any nils could have been sent, but apparently they have been sent. Very very odd... |
| 23:20 | TEST |  Take DCCCXIX |
| 23:20 | STATUS |  I'm just getting tired |
| 23:20 | FIXED |  Syntax errors |
| 23:18 | TEST |  Take DCCCXVIII |
| 23:18 | DEBUG |  A different issue now getting in my way, but also needs fixing and debugging |
| 23:15 | TEST |  Take DCCCXVII |
| 23:14 | FIXED |  Filter issue (not related to the issue itself, but it did have to be fixed never the less) |
| 23:09 | TEST |  Take DCCCXVI |
| 23:08 | DEBUG |  And another debug line is in order, as well. |
| 23:08 | FIXED |  I think I fixed one scroll issue. That might explain the strange outcome for TWO items, while neither could have worked as far as my information so far goes. |
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