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9:44 | TEST | Take IV |
9:44 | FUCKYOU | Another? |
9:43 | TEST | Take III |
9:43 | VOID | FUCK YOU, ASSHOLE! |
9:42 | TEST | Take II |
9:36 | FIXED | Scope error |
9:34 | TEST | Take I |
9:34 | STATUS | Well, before I get onto the boss fight itself, I first want to see if wiping works... That is the event that should later be triggered when you lose a fight. I don't need to trigger a fight for that (it's not even yet linked to the combat engine). |
9:22 | STATUS | Getting there.... slowly..... |
9:21 | LINK | Schedul Flushing |
9:07 | NOTE | (Only available in the debug version). |
9:07 | DEBUG | Quick "wipe" cheat from the field |
9:06 | STATUS | Most of the pre-work is done, but I'm not there yet! |
9:06 | CONFIRMED | It does... good |
9:06 | TEST | Let's see if the alias linkups work as intended |
9:05 | APOLLO | Alias setting |
9:05 | MUSIC | Setup for wipe out |
7:54 | SCRIPT | I've set up the wipe system, needed for lost battles |
- = 11 May 2021 = - | ||
21:31 | AI | George McLeen |
20:51 | STATUS | What I wanted to work today, does at least work |
20:47 | TEST | Take IV |
20:46 | FIXED | Linkup error in Apollo |
20:43 | TEST | Quick test |
20:41 | CONFIRMED | Analysing software gives the results I wanted to see |
20:31 | GENERATION | And I need another neg |
20:31 | APOLLO | Alias |
20:26 | DONE | Admiral's name change was forgotten, so good thing I remembered |
19:22 | TEST | Take II then? |
19:22 | FIXED | Yup a linkup error |
19:18 | TEST | Still a small test is possible to check if the entire link up works |
18:44 | NOTE | And if you would win the fight anyhow, the game will crash anyway |
18:44 | NOTE | But his AI (which is special due to him refusing to target Crystal) has not yet been set up and that will lead to a crash when the battle starts or when he's about to make his first move |
18:43 | MAPSCRIPT | Boss McLeen will activate |
17:22 | NOTE | As players of the original game should know is that McLeen will NEVER attack Crystal, however if she remains as the "last-man-standing" (or in her case "last-woman-standing") the battle will end, McLeen will beam her out of the station, causing a "game over". In this new game this will just count as a "wipe" causing the game to continue at the last respawn point. This has however not yet been implemented so I need to set a few things up here. |
17:19 | CONFIRMED | The music has been properly transferred into the new game |
16:59 | MUSIC | The music for the McLeen fight was not present |
13:16 | STATUS | Before I go on, I first need to do my backlogged bookkeeping |
13:13 | CONFIRMED | Works.... |
13:11 | TEST | Again? |
13:11 | STUPIDITY | Forgot to save a Map adaption? |
13:10 | FIXED | Link issue |
12:51 | TEST | Quick Test |
12:51 | MAPSCRIPT | Made sure some scenario stuff that should not be seen right away on floor 015 is properly hidden |
- = 10 May 2021 = - | ||
21:46 | STATUS | But that's not for today |
21:45 | STATUS | The fight against "The Mole" is next |
21:45 | CONFIRMED | Works |
21:45 | TEST | So let's see |
21:38 | NOTE | If that works, I got covered what I wanted today |
21:38 | MAPSCRIPT | Lab of "The Mole" |
20:44 | STATUS | That settles it for this particular part |
20:31 | TEST | Take X |
20:31 | STATUS | almost there.... |
20:31 | FIXED | Infinite loop in the Voltsunami SpellAni |
20:31 | TEST | Take IX |
20:20 | TECHNO | (was possible due to the spellani being copied, and adjusted, but as the new engine has a diferent approach, this didn't work out so well) |
20:20 | FIXED | Conflict between the old game and new new |
20:12 | TEST | Take VII |
20:11 | TECHNO | That linkup could never be an issue if the charge didn't work |
20:10 | FIXED | SpellAni link up |
20:10 | CONFIRMED | The charge up itself appears to be working.... |
20:02 | NOTE | No extra tests needed for that one (it all comes down to the results of the current test). |
20:02 | COSMETIC | State pose reset |
19:49 | NOTE | Hey, eating is important too, you know! |
19:49 | DONE | Eaten my pizza |
19:19 | TEST | Take VI |
19:19 | FIXED | Infinite charge loop |
19:14 | TEST | Take IV & V |
19:14 | DONE | Put my pizza in the oven |
19:14 | FIXED | Case issue |
18:16 | TECHNO | Well at least the main parse error all seem to be accounted for now, which counts for something |
18:15 | FIXED | Charge ignore |
17:43 | TEST | Take III |
17:43 | FIXED | Syntax error |
16:32 | FIXED | Take II |
16:32 | FIXED | Grouping error |
16:28 | TEST | Take I for this spell |
16:27 | NOTE | During my further test of the secret level I will get more into this |
13:54 | SPELLANI | Volttsunami |
13:43 | SCRIPT | Charged moves should now activate |
13:30 | SCRIPT | Charge up moves should charge, however the engine will not yet respond to charged moves (it's just the required memory storage that is defined now). |
10:48 | STATUS | As I said now I can script out the charge up moves.... |
10:48 | CONFIRMED | Very very very good |
10:37 | CONFIRMED | At least I know now that Foxy's Dragon Inferno works the way it should |
10:37 | FUCKYOU | Idiot! |
10:27 | CONFIRMED | But at least this confirms that the transporter being ignored is fixed |
10:26 | FIXED | Wrong group |
10:05 | STATUS | I also need to note that if I'm correct I'm at the point that Wendicka can learn "Volttusnami" which is a charge up move.... The system does not support that yet, so this should (for now) cause a "miss". The actual code to make this working comes later. |
9:48 | FIXED | Secret transporter was inoperative |
- = 9 May 2021 = - | ||
22:29 | STATUS | I'll get into the level of the mole later |
22:17 | TEST | Take XI |
22:09 | FIXED | Inferno implementation reference error |
22:08 | FIXED | Target disappearing when they shouldn't |
22:04 | COSMETIC | sped up the planet flow |
22:04 | FIXED | Size of planet Mercury |
21:57 | TEST | Take X |
21:56 | MAPSCRIPT | Access to secret level 2 |
21:40 | TEST | Take IX |
21:40 | FIXED | Trivial error |
21:39 | FUCKYOU | AAARGH! |
21:35 | TEST | Take VIII |
21:35 | FIXED | More of those |
21:18 | TEST | Take VII |
21:18 | FIXED | Star coordinate error |
21:13 | TEST | Take VI |
21:13 | FIXED | Y issue |
20:51 | FIXED | Illegal "Each" |
20:41 | TEST | Take V |
20:40 | FIXED | Broken planet loader |
20:26 | TEST | Take IV |
20:26 | FIXED | Syntax error |
20:22 | TEST | Take III |
20:21 | FIXED | Unknown identifiers in Ark Smash animation |
20:01 | TEST | Take II (that fix had nothing to do with the Ark Smash after all) |
20:01 | FIXED | Blockmap issues in the casino |
19:31 | TEST | Take I |
19:30 | NOTE | I really doubt this will work in one go, but who knows |
19:30 | SPELLANI | Ark Smash |
14:37 | STATUS | My next stop will be to animate the Ark Smash |
14:36 | CONFIRMED | So far so good |
13:53 | NOTE | That is if no bugs are there of course, as this has not yet been tested |
13:53 | MAPSCRIPT | The Jerrycans on floor 012 will move just like they did in the original version |
13:52 | CHARACTER | Yirl can now teach Wendicka "Follow Me" if the conditions are met |
11:57 | FIXED | Bad Hawk linkups |
11:36 | FIXED | Alias error |
11:19 | FIXED | Malformed C string format in the internal Kthura map switch of Excalibur |
11:18 | FIXED | No music on area 11 and higher |
10:37 | FIXED | missing period |
10:12 | MAPSCRIPT | The boss on floor 10 has been scripted |
10:03 | OFFTOPIC | True! |
1:52 | STATUS | The boss can now be implemented |
1:40 | FIXED | Tons of crap |
1:33 | MAPSCRIPT | Scriptout of the bridge on floor 10 of Excalibur |
- = 8 May 2021 = - | ||
21:47 | FIXED | Many fixes as a log went wrong here |
21:24 | MAPSCRIPT | And Rachel will give you the Ark Smash when you succesfully completed Airom. |
21:08 | CONFIRMED | So far so good. |
20:53 | FIXED | PostBoss Scenario didn't activate |
20:41 | FIXED | Completion issue |
20:39 | FIXED | Music error |
20:17 | MAPSCRIPT | Boss fight should work now |
20:17 | REMINDER | |
16:39 | NOTE | But first a little break. |
16:38 | STATUS | Right, all's ready now to set up the boss in Airom. This boss is unique in the game as this is the only boss who can all be fought once in all cycles together. This because this boss is only a guardian for Crystal's ultimate ARM. The Ark Smash. (This will also be the only dungeon which will in all cycles that come next be unlocked from the start if you did it in an earlier cycle, although you will need to unlock the world world Phantasar first, which is (I guess) only obvious. |
16:20 | FIXED | Return Error in "Follow Me" |
16:00 | FIXED | Wrong class member in "Follow Me" |
15:46 | FIXED | Panacea icon missing |
15:23 | FIXED | Combat start = Crash! |
15:14 | FIXED | Hmmm? Did I just have a syntax error getting these oddities? |
14:58 | NOTE | And with this the map should work except for the boss and "prize". This however comes later. |
14:57 | MAPSCRIPT | Random encounters (this is a Phantasar mission after all) |
14:10 | TEST | Take II |
13:44 | FIXED | Meta error |
13:37 | TEST | I will first test if everything works the way it should, before I add the random encounters Take I |
13:36 | FIXED | Small error spot in time |
13:35 | MAPSCRIPT | Secret passages will be hidden and shown |
13:27 | FIXED | And the background music didn't work, which has been fixed now |
13:27 | MAPSCRIPT | The save spots have been activated |
12:07 | TEST | Before I script everything out, I first need to make a quick checkup if everything works properly or not! |
10:23 | CONFIRMED | So far, so good! |
10:04 | TEST | Again! |
10:04 | FIXED | Da fuuck? |
8:55 | NOTE | Please note, when completing Airom (which you cannot do yet, as the map is present, but it's script is not yet),the game will for now crash, as I will script obtaining the Ark Smash itself later |
8:54 | MAPSCRIPT | Rachel has been set to unlock Airom |
- = 7 May 2021 = - | ||
18:36 | STATUS | So far... I need a break now! |
18:36 | CONFIRMED | All's well that ends well! |
18:33 | TEST | Well? |
18:33 | FIXED | There was however a fault in the reference to the Rising Nova ARM |
18:33 | CONFIRMED | Yup, that part of the problem is confirmed now by the log |
18:31 | TEST | .... |
18:31 | FIXED | ? |
18:19 | BUG | Rachel doesn't appear in Frendor when she should... This is what I need to sort out when I resume my actions |
17:19 | TEST | Fuck it more! |
17:19 | VOID | Right then? |
17:18 | MYSTERY | WTF is going on there |
15:36 | TEST | Fuck it! |
15:36 | VOID | Well, whatever magic caused it, a void has been set up to prevent this from happening again! |
15:35 | HUH | WTF? Nothing could have caused a target to be a nil value |
14:08 | TEST | Let's see, then... |
14:08 | FIXED | Dominance issue (cosmetic) |
14:07 | FIXED | Blockmap issue on last door (very important) |
12:46 | FUCKYOU | Boss Take IX |
12:12 | FUCKYOU | I keep doing that! Much much longer will I torture myself with that? |
11:53 | MYSTERY | the crash didn't happen again... odd |
11:53 | VOID | decimal issue in Neil |
11:40 | VISUALSTUDIO | Boss Take VIII |
11:39 | HUH | Stuff is getting stranger by the minute |
11:37 | TEST | Boss Take VII |
11:37 | VOID | Non-existent barrier appears to be a problem |
11:36 | HUH | I don't know what happened, but I do know that it was not right! |
11:27 | TEST | Boss Take VI |
11:27 | FIXED | .... |
11:27 | FUCKYOU | CODE TYPO! Oh I hate myself for this! |
10:52 | TEST | Boss Take V |
10:52 | TECHNO | Extra debug item for me |
10:37 | TEST | Boss Take IV |
10:37 | FIXED | Right-on |
10:37 | FUCKYOU | Why wasn't this parse error seen before? |
10:32 | TEST | Boss Take III |
10:32 | VOID | This way then? |
10:32 | COCKROACH | FUCK YOU! |
10:28 | TEST | Boss Take II |
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