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15:49 | TEST | Take IV then? |
15:38 | HUH | Hmmm.... It works on most items, except the ruby |
14:50 | TEST | Take IV |
14:43 | FIXED | Wrongly attached |
14:37 | TEST | Take III |
14:37 | FUCKYOU | FUCK YOU! |
14:34 | TEST | Take II |
14:34 | DEBUG | This line should get me some answers? |
14:22 | INVESTIGATION | Why? |
14:22 | BUG | No effect |
14:14 | TEST | Take I |
14:13 | SCRIPT | |
14:13 | DATABASE | Adapted for #75 |
13:42 | TRANSFER | Icon for Onyx |
- = 24 May 2021 = - | ||
21:46 | SCREENSHOT | |
21:33 | TEST | Take II then :-/ |
21:33 | STUPIDITY | Syntax error remained which I already fixed, but I forgot to save before building |
21:28 | TEST | I'll test this along with the secret dungeon: Dark Caves.... I don't expect too much trouble, but hey, ya never know, eh? |
20:35 | CHECKED | I did check a few things out though |
20:16 | NOTE | Although not yet fully tested |
20:15 | DONE | |
18:31 | CLOSED | |
14:11 | CLOSED | |
13:53 | NOTE | At least so it seems |
13:53 | CONFIRMED | All bugs accounted for! |
13:43 | TEST | Take XV |
13:43 | FIXED | Scope error |
13:40 | TEST | Take XIV |
13:29 | NOTE | One that is valid, contrary to Schwab's |
13:29 | FIXED | We need a great reset |
13:29 | BUG | But a little bug's still there |
13:25 | CONFIRMED | Reaction is there |
13:23 | TEST | Take XIII |
13:22 | SCRIPT | Status change resistance added |
11:06 | TEST | Take XII |
11:06 | TECHNO | (this is not a bug, but merely a measure to prevent speed issues) |
11:05 | NOTE | Please note older savegames will not take any effect until you change the inventories of the affected character and then the issue fixes itself |
11:05 | FIXED | ?? |
11:04 | COCKROACH | It keeps doing that despite being scripted not to |
10:41 | TEST | Take XI |
10:41 | EXPERIMENT | I've just forcefully set the thunder diamond on a few value changes and changed it all back.... Oddly enough that sometimes helps |
10:40 | HUH | Stupid thing is, it shouldn't do that, plus it's not even set in the database to do so |
10:40 | HUH | The Thunder Diamond appears to bring the Dark element down |
10:35 | TEST | Take X will have to provide me more information |
10:00 | DEBUG | Some extra data in the debug lines |
9:59 | DEBUG | I've set up some extra debug stuff that logs incrementations and decrementations |
- = 23 May 2021 = - | ||
14:43 | STATUS | I DO need to sort out why Dark attacks have suddenly all come to "Fatal", as that shouldn't happen..... |
14:43 | JUDGMENT | Better, better |
14:37 | TEST | Take IX |
14:36 | FIXED | Crash because of empty sockets |
14:32 | TEST | Take VIII |
14:32 | FIXED | ?? End correction fixed ?? |
14:31 | FIXED | At the start of each recalc a reset |
14:28 | TEST | Take VII |
14:28 | FIXED | Tag fixup |
14:24 | TEST | Take VI |
14:24 | FIXED | Gave me time to fix this? |
14:24 | STATUS | I got a forced wait on my other activities |
13:53 | STATUS | But that's for later! |
13:53 | BUG | Everything gets to "Absorb" .... That's not right.... So I must sort out what the fuck is happening here |
13:38 | TEST | Take V |
13:38 | FUCKYOU | Prefix error |
13:35 | TEST | Take IV |
13:35 | STUPIDITY | I really have seen too much COVID propaganda..... |
13:34 | FIXED | Wrong variable |
13:27 | TEST | Take III |
13:27 | FIXED | Tag error |
13:23 | STUPIDITY | Dang! How could I be THIS stupid! (I ain't a follower of the COVID regime... So I should not have made this mistake... AAAARGH!) |
13:20 | TEST | Take II |
13:20 | FIXED | Syntax error in link up code |
13:17 | TEST | Let's see then..... Take I |
13:11 | STATUS | Will it work? |
13:11 | LINK | Done |
13:04 | NOTE | I do need one more link in the item screeen though |
13:04 | NOTE | As treasure drops and succesful pickpocket attempts all call the same routines as treasure in the field, those linkups happen anyway as this central routine is what they all link to in the first place |
13:02 | LINK | Combat routine also linked (although consumable items with this effect are rare, but with the way this system has been set up not impossible). |
12:46 | LINK | The status screen has now been linked to this link (does that make sense?) |
12:00 | TECHNO | The combat engine and the status screens will need this |
12:00 | LINK | JewelRecalc now accessible through all states |
11:53 | NOTE | (And also only affects the character whose inventory is changed... that will always remain that way, but in normal gameplays started with the stable releases not an issue, of course). |
11:51 | NOTE | Simply loading an old savegame won't do much good, the trigger will now only be activated on placing an item... This is because removing has a few extra workouts required |
11:50 | NOTE | One thing at a time, effects on status changes will not work |
11:50 | SCRIPT | Jewel effects on status changes should now work |
- = 22 May 2021 = - | ||
20:02 | VOID | Actually it's not really a fix, but a void of some dirty scripting I used there, which would be exposed if you loaded a quit-save 🤣 |
20:00 | FIXED | And also in the Yaqirpa |
20:00 | FIXED | I've blocked Quit-Saves in all areas of Excalibur |
19:57 | STUDY | Jewel data which is now unused, but which is later needed when jewels are being placed and removed |
15:30 | STATUS | Everything appears to be in order up to the point where ExHuRU joins the party |
15:21 | CONFIRMED | Good! |
15:16 | COSMETIC | It's only cosmetic, but it can confuse the crap out of people, so it's important nonetheless |
15:15 | FIXED | Should be fixed now |
15:13 | BUG | Cosmetic issue, but a serious one.... It shows stuff when you enter your home for the first time |
13:50 | CONFIRMED | Up to the boss everything appears to work |
13:44 | FIXED | Prevent walk error on Astrilopups top floor Yaqirpa |
12:49 | STATUS | Time to eat! |
12:10 | NOTE | I am also listening to this now! |
12:06 | TEST | Some more tets for the Yaqirpa |
11:51 | FIXED | |
11:41 | CLOSED | |
11:35 | UPDATED | |
11:31 | CLOSED | |
11:31 | CONFIRMED | Yup, that works |
11:23 | TEST | Take II |
11:19 | FIXED | Syntax error |
11:17 | TEST | Let's see if the fix works |
11:15 | FIXED | #142 should be fixed now |
- = 21 May 2021 = - | ||
21:57 | NOTE | This is however not for now... It's 9pm time to get my rest... I work too much on this project anyway, so I need my rest! |
21:57 | BUG | |
21:56 | CONFIRMED | This is all fine now |
21:45 | TEST | Take IV |
21:45 | COSMETIC | Code order... To to prevent Wendicka's pony tail to block the ability printed above her head. Those letters are more important than that pony tail |
21:44 | COSMETIC | Coordinate finetuning |
21:28 | JUDGMENT | The concept work, but a bit of polishing is still required |
21:11 | TEST | Take III |
21:11 | FIXED | Cycle check error |
21:08 | FIXED | Another Syntax error |
21:05 | TEST | Take II |
21:05 | FIXED | Syntax error |
19:29 | TEST | Take I |
18:48 | SCRIPT | This I should have done before. You can now view the set attack + target(s) if a character you select for a combat action has any. |
15:30 | STATUS | Okay, as far as I can judge the transfer into a new cycle works now |
15:12 | TEST | Take V |
15:12 | VOID | ? |
15:11 | BUG | But I must say why uniform Crystal enters the new game on level 6 in stead of the 100+ as she should be |
15:11 | STATUS | almost there |
14:53 | TEST | Take IV |
14:53 | FIXED | Load Image issue |
14:52 | HUH | Da fuuuuuuck!? How is it possible this issue was never seen before? |
14:50 | TEST | Take III |
14:50 | FIXED | Transpad kill issue? |
14:25 | TEST | Take II |
14:25 | NOTE | (I really hope this ain't gonna take long) |
14:24 | FIXED | KillReset Link Error |
14:20 | TEST | Take I |
14:19 | NOTE | And now the grand tests can start.... Well... for a part |
14:19 | TECHNO | For Wendicka this is not needed, as although listed as two different characters in the database, all her data is linked to the same memory addresses, so if one character changes, the other will too. |
14:18 | SCRIPT | Crystal syncup (as the uniform Crystal has different base stats as her cyborg form, I need to make sure this happens. Her buffs and upgrades are linked, so those are fine)., |
14:05 | SCRIPT | Recreation of Briggs on old Level Cap |
13:44 | NOTE | No extra test for that... Should work and since I need more tests anyway, this will be tested automatically in the process |
13:44 | FIXED | Small blockmap issues |
13:43 | CONFIRMED | Seems ok |
13:20 | TEST | Take II |
13:20 | FIXED | Oops! |
13:17 | TEST | A quick test |
13:14 | LINK | That links it all together |
13:14 | SCRIPT | Put in the New Game+ |
13:13 | SCRIPT | Permakill resetter |
13:04 | STATUS | The next step is to clean the swap data |
12:49 | STATUS | The "No new cycle" error appears... which was supposed to happen at this specific point |
12:46 | TEST | Take II |
12:44 | TECHNO | Sounds illogical, I know, but what sounds logical and what is logical are two different things |
12:44 | CONFIRMED | At least the raw data is loaded correctly, otherwise this error message was not possibe |
12:43 | FIXED | Loop error |
12:43 | TEST | Take I |
12:11 | SCRIPT | The gamevar transfer routine has been written |
11:39 | FIXED | Post Game Hawk should recover.... (as always... It's supposed to fool you to think it's the same map, after all) :P |
11:38 | CONFIRMED | So far... so good! |
11:36 | TEST | Take II |
11:36 | FIXED | Fixed it! |
11:36 | STUPIDITY | Dang! THAT was stupid! |
10:27 | BUG | As expected |
10:25 | TEST | So here goes! |
10:25 | NOTE | Still a test is in order to make sure, as it appears to be a rule in coding that the more simple the code, the more easily bugs come in.... A bit of a Murphy's law in this field. |
10:24 | NOTE | The game will (for now) crash on the answer "Yes", as this is were the delicate stuff happens, which I yet have to code, but I wanted to wait with that until I had this set up, so I can test more easily... The "No" feature should be easy though, and that's coded already |
10:23 | LINK | I've now linked the action functions to the menu |
10:23 | CONFIRMED | Yippee |
10:08 | TEST | Take II |
10:08 | FIXED | Syntax error beyond stupidity |
10:08 | STUPIDITY | JEROEN! WHAT THE FUCK ARE YOU DOING!? |
9:42 | TEST | Well? |
9:42 | SCRIPT | Hovering |
9:42 | CONFIG | Mouse config for New Game+ menu |
- = 20 May 2021 = - | ||
19:40 | STATUS | FINALLY! |
19:29 | NOTE | (Funny how the most trivial things always take the most takes) |
19:29 | TEST | Take VII |
19:29 | FIXED | Instance error |
19:23 | TEST | Take VI |
19:23 | FIXED | Method error |
19:07 | TEST | Take V |
19:02 | STUPIDITY | How could I forget such a thing? |
19:01 | FIXED | Callbacks need to be global |
18:58 | TEST | Take IV |
18:58 | FIXED | Okay, that's x3 |
18:58 | TEST | Take III |
18:39 | FIXED | x2 |
18:39 | FIXED | Member error |
17:32 | TEST | Take II |
17:32 | STATUS | THAT should do it! |
17:32 | NOTE | This won't affect the process in the current stage, but it prevents (needless) crashes later in the process. |
17:31 | GENERATION | Regenerated data |
17:31 | FIXED | I saw a quick error in the data generator |
17:30 | FIXED | Faulty Scenario Tag |
17:04 | TEST | Take I |
17:04 | STATUS | At least I can test a few things out this way, so here goes |
17:03 | TECHNO | I prefer to work step by step whereever possible, you know |
17:03 | NOTE | What is important to note is that I only set up a base, as actually starting a New Game+ is not yet possible..... |
17:02 | LINK | And as such a big link up took place in the process |
17:02 | MAPSCRIPT | Script to activate the New Game+, at least to make the link to the New Game+ script possible |
17:01 | TECHNO | This has to do with the way the game has been set up to make it easily expandable as I create the game, but it is a bit nasty in situations like these I suppose |
17:01 | NOTE | It *is* however very likely (read: 100% certain actually) I will need to run this generation again, because (most notably about abilities I didn't obtain in my curren tests so far) some variables were not yet created by the game yet.... |
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