| 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 |
| 21:30 | NOTE |  Not the most beautiful solution I ever created, but it'll have to do |
| 21:30 | C++ |  Treasure chest editor set |
| 16:36 | NOTE |  Walking to NPC tagged objects is not alawys going the way it should. I hope this is nothing serious, though |
| 16:29 | TEST |  Take DCLVII |
| 16:29 | EXPERIMENT |  Let's try to force things then |
| 16:29 | FUCKYOU |  The computer decided to act up on me |
| 16:27 | TEST |  Take DCLVI |
| 16:27 | STUPIDITY |  SAVE FIRST! |
| 16:24 | TEST |  Take DCLV |
| 16:23 | FIXED |  A little error in copying and adepting the code |
| 16:20 | TEST |  Take DCLIV |
| 16:20 | NOTE |  Inns played an important role in The Fairy Tale, for which Vander was primary created, but they have no role at all in this game, so Margaery (the innkeeper) will just be a useless NPC like the others. |
| 16:20 | DONE |  The Inn can be entered, left and you can speak to the innkeeper. |
| 15:53 | NOTE |  Well, going on endlessly into that inventory check is gonna take forever, so let's not waste any time on that one. I will be able to do better on those things later. |
| 15:49 | TEST |  Take DCLIII |
| 15:49 | CONFIRMED |  At least I see inventory data in the savegame file, but I do need more workout on things as no items were dropped this time :( |
| 15:46 | TEST |  Take DCLII |
| 15:46 | FIXED |  Illegal GINIE call |
| 15:43 | NOTE |  (which does NOT justify another take). |
| 15:43 | FIXED |  I KNEW the permakill wasn't operating the way it should. Well, that has been fixed now. |
| 15:33 | TEST |  Take DCLI |
| 15:32 | DONE |  Savegames will now cover the inventory as well |
| 15:11 | TEST |  Take DCL |
| 15:11 | TODO |  And I need to make sure the inventory is saved now, which right now also doesn't happen, but first things first. |
| 15:10 | DEBUG |  I need to see why the d4 roll that decides if a bag should permanently be removed or not never hits 1 causing the removal to be permanent. |
| 14:19 | TEST |  Take DCXLIX |
| 14:19 | FIXED |  0 |
| 14:16 | TEST |  Take DCXLVIII |
| 14:15 | FIXED |  .INI.INI |
| 14:12 | TEST |  Take DCXLVII |
| 14:12 | STUPIDITY |  Let's try that again, shall we? |
| 14:08 | TEST |  Take DCXLVI |
| 14:08 | FIXED |  Register update error |
| 13:35 | TEST |  Take DCXLV |
| 13:35 | VOID |  Case issue? |
| 13:30 | TEST |  Take DCXLIV |
| 13:30 | FIXED |  Must use and extra #use |
| 13:28 | TEST |  Take DCXLIII |
| 13:28 | FIXED |  Illegal variable usage (this affects the pick up of alchemy ingredients. None were dropped in the earlier test, hence no errors coming with it, either). |
| 13:24 | TEST |  Take DCXLII |
| 13:24 | FIXED |  Random treasure would always announce that you only found 1 shilder.... even if you found more |
| 13:23 | COSMETIC |  Space on multicolor mini messages in better proportion |
| 13:21 | HUH |  And suddenly the mini messages work... Curious.... |
| 13:16 | TEST |  Take DCXLI |
| 13:16 | DEBUG |  Some debug lines that should help me on telling why no mini messages appear |
| 13:13 | FIXED |  No shilders shown |
| 13:12 | FIXED |  Music stops as soon as Cha-Ching sounds |
| 13:09 | FIXED |  For-Each error |
| 13:07 | TEST |  Take DCXL |
| 13:07 | FIXED |  What was I thinking filling in .lua in stead of .ini as the extension of the Random Treasure data in a map? |
| 13:04 | TEST |  Take DCXXXIX |
| 13:04 | FIXED |  Another one |
| 13:01 | TEST |  Take DCXXXVIII |
| 13:01 | FIXED |  A tag requirement taken care of??? |
| 12:52 | TEST |  Take DCXXXVII |
| 12:52 | FIXED |  Another missing link |
| 12:49 | TEST |  Take DCXXXVI |
| 12:49 | FIXED |  #Use typo |
| 12:39 | TEST |  Take DCXXXV |
| 12:39 | RECOVERED |  Let's re-insert it then |
| 12:39 | SITE |  Added tag RECOVERED |
| 12:38 | HUH |  Missing line? How did it disappear |
| 12:31 | TEST |  Take DCXXXIV |
| 12:31 | FIXED |  Another one of those |
| 12:31 | TEST |  Take DCXXXIII |
| 12:31 | FIXED |  Misisng link to audio |
| 12:29 | TEST |  Take DCXXXII |
| 12:29 | STATUS |  And now for the REAL test! |
| 12:19 | DONE |  Audio effects added. |
| 11:32 | NOTE |  And for now that will do as a few more things had to be done. |
| 11:32 | CONFIRMED |   It compiles |
| 11:31 | TEST |  Take DCXXXI |
| 11:31 | FUCKYOU |  Missing link |
| 11:31 | TEST |  Take DCXXX |
| 11:31 | FIXED |  Missing declaration |
| 11:30 | TEST |  Take DCXXIX |
| 11:30 | FUCKYOU |  Wrong dir |
| 11:28 | TEST |  Take DCXXVIII |
| 11:28 | FIXED |  Dum-de-dum |
| 11:27 | TEST |  Take DCXXVII |
| 11:27 | FIXED |  #use ref typo |
| 11:26 | TEST |  Take DCXXVI |
| 11:26 | FIXED |  ANOTHER code typo |
| 11:25 | TEST |  Take DCXXV |
| 11:25 | FIXED |  Missing var + code typo |
| 11:24 | TEST |  Take DCXXIV |
| 11:24 | FIXED |  Missing declaration |
| 11:24 | TEST |  Take DCXXIII |
| 11:23 | FIXED |  Code typo |
| 11:23 | TEST |  Take DCXXII |
| 11:23 | FIXED |  Missing link |
| 11:23 | TEST |  Take DCXXI |
| 11:18 | SCRIPT |  Workout on the random treasures |
| - = 13 Oct 2023 = - |
| 19:09 | NOTE |  And I will have to deal with other crap later! |
| 19:09 | CONFIRMED |  And now it works |
| 19:09 | TEST |  Take DCXX |
| 19:09 | VOID |  The Scyndi compiler was producting VERY VERY weird data (for no reason at all) |
| 19:00 | TEST |  Take DCXIX |
| 19:00 | FUCKYOU |  s or no s... that's the question |
| 18:59 | TEST |  Take DCXVIII |
| 18:59 | VOID |  ? |
| 18:54 | TEST |  Take DCXVII |
| 18:54 | FIXED |  code typo |
| 18:54 | TEST |  Take DCXVI |
| 18:54 | TECHNO |  I can only test if it compiles, as nothing will happen when you pick up the bags |
| 18:53 | SCRIPT |  Base script for random treasures |
| 18:15 | STATUS |  Thanks to this nasty bug setting up a good go for the random treasures has been a bit endangered today, but I will do what I can.... |
| 17:41 | STATUS |  Time to serve dinner, alright |
| 17:41 | CONFIRMED | |
| 17:39 | TEST |  Take DCXV |
| 17:39 | STATUS |  Another take must tell if this is true or not |
| 17:39 | INVESTIGATION |  Now Stach does show the data I wanna see... |
| 17:33 | TEST |  Take DCXIV |
| 17:33 | FUCKYOU |  If this doesn't void the problem forever, I don't know what will |
| 17:32 | COCKROACH |  Despite all forcefully implemented code,, the system keep insisting in using the permakill.... I guess there is only ONE thing left to do now! |
| 17:28 | TEST |  Take DCXIII |
| 17:28 | FIXED |  ???? |
| 17:25 | TEST |  Take DCXII |
| 17:25 | FUCKYOU |  LEER TYPEN, JEROEN! |
| 17:24 | TEST |  Take DCXI |
| 17:24 | FIXED |  Code typo |
| 17:23 | TEST |  Take DCX |
| 17:23 | FIXED |  Missing link |
| 17:22 | TEST |  Take DCIX |
| 17:22 | DEBUG |  Some extra debug log data will have to tell me wtf is happening here |
| 17:19 | COCKROACH |  For some silly reason, the game still goes for the faulty data |
| 17:19 | STATUS |  During this take I could only make the new savegames that will have to provide me the info I need. |
| 17:07 | TEST |  Take DCVIII |
| 17:07 | NOTE |  Now that specific savegame is busted, so it can best be destroyed, but let's first get some things done, shall we? |
| 17:07 | FIXED |  I've done a bit of fixing, or rather voiding... You can't fix what ain't broken and what was PUC-RIO's fault in the first place. |
| 17:05 | INVESTIGATION |  I think I found the bugger. The system counts the removal of the player as a "PermaKill" which shouldn't happen. This has always been a bit of an issue, due to Lua not being able to send booleans through C/C++ APIs.... Highly frustrating. But at least the bugger has been found. |
| 12:55 | TEST |  Take DCVII |
| 12:55 | DEBUG |  Well? |
| 12:53 | TEST |  Take DCVI |
| 12:53 | DEBUG |  Still in the dark, but new debug data confirms that the actor has indeed disappeared |
| 12:31 | TEST |  Take DCV |
| 12:31 | STUPIDITY |  No haste work in debugging, Jeroen |
| 12:30 | TEST |  Take DCIV |
| 12:30 | DEBUG |  Fuck that! |
| 12:26 | TEST |  Take DCIII |
| 12:26 | FUCKYOU |  No player? Why? |
| 12:24 | TEST |  Take DCII |
| 12:23 | VOID |  Another????? |
| 12:21 | TEST |  Take DCI |
| 12:21 | VOID |  Voided? |
| 12:21 | FUCKYOU |  Stubborn, eh? |
| 12:20 | TEST |  Take DC |
| 12:20 | VOID |  Another? |
| 12:18 | TEST |  Take DXCIX |
| 12:18 | FIXED |  Should be fixed now |
| 12:16 | TEST |  Take DXCVIII |
| 12:16 | NOTE |  Before I fix that, forst I need to get a few other things in order for later occurances of this mess |
| 12:16 | DEBUG |  Now a different kind of bug reveals that the compass routine is to blame. |
| 12:14 | TEST |  Take DXCVII |
| 12:14 | FUCKYOU |  A 'nil' GRRR! |
| 12:12 | TEST |  Take DXCVI |
| 12:12 | HUH |  And now it claims the player does not exist. I do not know (or care) how, since this should not be possible, but I must find out how the impossible could still happen. |
| 11:57 | TEST |  Take DXCV |
| 11:57 | NOTE |  A quick test to make sure nothing disastrous will happen |
| 11:45 | SCRIPT |  Skeleton script for the handling of Random Treasures. Does nothing yet, but at least it prevents failures and crashes, by simply existing |
| 11:11 | NOTE |  In Luna's father, you will most of all encounter ingredients Francis can use for her alchemy. And also cash. |
| 11:10 | C++ |  The editor for the random treasures setting is now working |
| 0:05 | C++ |  I've set things that way that I can start linking this to actual data... For now you can just fill in some data and nothing will happen. The next step will be the data about random treasures actually being changed and saved, so the random treasures in game can be set to work |
| - = 12 Oct 2023 = - |
| 18:37 | C++ |  Now it may seem nothing has happened, but au contraire.... I have been working hard on the basis for an app that will help me to set the treasures on map in order. A similar app will be created later to do the random encounters and boss fight configuration. |
| 13:14 | STATUS |  It compiles.... right-o! |
| 13:13 | TEST |  Take DXCIV |
| 13:13 | FIXED |  Code typo |
| 13:12 | TEST |  Take DXCIII |
| 13:12 | NOTE |  I will have to limit myself to compiling tests, but they are important too, you know! |
| 13:12 | SCRIPT |  IAA |
| 10:46 | COSMETIC |  A little talk by Marrilona is now divided over multiple textboxes |
| 0:33 | STATUS |  And the rest is for another day |
| 0:33 | CONFIRMED |  Worked without issues. |
| 0:25 | TEST |  Take DXCII |
| 0:25 | SCENARIO |  Marrilona |
| - = 11 Oct 2023 = - |
| 23:46 | TEST |  Take DXCI |
| 23:46 | VOID |  Conflict prevention? |
| 23:44 | TEST |  Take DXC |
| 23:44 | FIXED |  Misnamed callback |
| 23:42 | TEST |  Take DLXXXIX |
| 23:42 | MAPSCRIPT |  Exit chief's house |
| 23:30 | TEST |  Take DLXXXVIII |
| 23:30 | FIXED |  ? |
| 23:26 | TEST |  Take DLXXXVII |
| 23:26 | DONE |  Forcing some remaps on spawn |
| 23:18 | TEST |  Take DLXXXVI |
| 23:18 | EXPERIMENT |  Trying to void the texture issue |
| 23:10 | TEST |  Take DLXXXV |
| 23:10 | DEBUG |  Proper error message |
| 23:06 | DEBUG |  The crash confuses me |
| 23:01 | VISUALSTUDIO |  Take DLXXXIV |
| 23:01 | VISUALSTUDIO |  Let's see what a test in VS brings up |
| 23:01 | CONFIRMED |  But at least the house was picked up |
| 23:00 | BUG |  CRRRRRASH! |
| 22:59 | TEST |  Take DLXXXIII |
| 22:58 | NOTE |  Could be some conflicts in data being saved or not. Extra checkups needed |
| 22:58 | BUG |  Nothing happens |
| 22:56 | TEST |  Take DLXXXII |
| 22:56 | NOTE |  Now spekaing to Marrilona should crash the game. She has a link tag, but no event function yet. |
| 22:56 | NOTE |  The auto-linkups MapAction creates should link it all to get it to work |
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