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
10:28FIXED
FIXEDReggie Unknown identifiers in Inferno SpellAni
10:27BUG
BUGthis is a bug in Neil, but I'll void that for now
10:27VOID
VOIDLinking members does not really seem to work well, does it?
2:46FIXED
FIXEDIdentifier issue
2:15MAPSCRIPT
MAPSCRIPTAchievement for getting near the Rising Nova
2:15MAPSCRIPT
MAPSCRIPTBoss on secret level
- = 6 May 2021 = -
19:42STATUS
STATUSSlow as it may be I'll test the secret area up to the boss. It's only one (optional) area after all. If I can find out what causes this slowdown to happen I'll be on it, but at the present time I got no idea at all.
19:41SCRIPT
SCRIPTFollow me
18:02MYSTERY
MYSTERYThe editor also slows down at that point, by the way, so it's hard to pinpoint what's wrong here.
17:49NOTE
NOTE Other than the boss, the secret level does appear to work properly though.
17:49MYSTERY
MYSTERYThe game slows down like crazy in the secret level. Which is odd. It can't be the number of objects. Frendor bushes has more objects and doesn't show this behavior.
17:33NOTE
NOTE NOW the door should open? (I hope)
17:33FIXED
FIXEDTag error
17:30TEST
TESTTake III
17:30FIXED
FIXEDDoor didn't open?
17:10TEST
TESTTake II
17:10FIXED
FIXEDCrashes and a few more bad setups
16:39TEST
TESTTake I
16:39SCRIPT
SCRIPTThe way to the secret passage on area 007
15:55TEST
TESTLet's see
14:36STUPIDITY
STUPIDITYNot saved?
13:40STATUS
STATUSBriggs I'll sort this out, later.
13:40BUG
BUGNo response
13:32TEST
TESTLet's see
13:32SCRIPT
SCRIPTConveyor belt in the first trash department has been scripted
13:29FIXED
FIXEDBakina Admiral Lovejoy Transporter issue when leaving your house
13:13TEST
TESTGotta test if this all works
13:13LINK
LINKYirl Wendicka's Home => Final Dungeon
13:12LINK
LINKFinal Dungeon => Wendicka's Home
13:11NOTE
NOTE Older savegames will still show this boss if past that point. No point fixing those savegames as this is only cosmetic. In later tests I will make sure the boss does actually disappear
12:05FIXED
FIXEDRemoval boss actor from map after combat didn't happen
11:29TEST
TESTTake IV
11:29VOID
VOIDIn order to avoid conflicts I enforced a "stop walking" upon activating the boss on floor 5
11:28FIXED
FIXEDCyborg reference fault
11:19TEST
TESTTake III
11:19FIXED
FIXEDMissing link
11:15TEST
TESTTake II
11:15FIXED
FIXEDFixes another "issue"
11:15REMOVED
REMOVEDBegone!
11:15HUH
HUHHow did that loose letter get in my code?
11:14FIXED
FIXEDLocal declaration error
11:02TEST
TESTTake I
11:02MAPSCRIPT
MAPSCRIPTStart up Super Cyborg
10:53MAPSCRIPT
MAPSCRIPTBoss start script (same for all bosses except the Goddess herself, but she has a seperate Kthura map for herself alone).
9:40STATUS
STATUSThe next stop will be, the first boss... The Super Cyborg
9:30HUH
HUHAnd suddenly it just works....
9:08TEST
TESTTake IV
9:08DEBUG
DEBUGLet's add an extra line to make sure!
9:08HUH
HUHFuck that! Nil value... It has a function pointer, come on!
9:00TEST
TESTTake III
8:59FIXED
FIXEDAdmiral Johnson Scope error
8:57TEST
TESTTake II
8:57FIXED
FIXEDSomething went wrong in the macro line
8:36NOTE
NOTE And that will only be this floor since the first boss is on floor 5 already
8:35TEST
TESTI'll test floor 4 this way.
8:35MAPSCRIPT
MAPSCRIPTThe "Chat" system has been implemented. All 7 spots should work now.
- = 5 May 2021 = -
22:31GITHUB
GITHUBAnd I'll update the github repository
22:31BACKUP
BACKUPRunning
22:31STATUS
STATUSSo far so good.... That covers most of the hard stuff, but it ain't over yet. Excalibur is a large dungeon and in the original version I really put a lot of effort in it. And I don't want that to go to waste, so I'll be busy on this place, that's for sure.
21:48TEST
TESTTake VI
21:48FIXED
FIXEDJohnson crash in combat
21:41TEST
TESTTake V
21:41VOID
VOIDI think I got it!
21:39NOTE
NOTE Dr. Sal’pr’drita I need a different way to announce Johnson's return, I suppose
21:13TEST
TESTTake VI
21:13VOID
VOIDAnd that should void/fix/whatever another crash
21:13JCR6
JCR6Kota Alias resistance Rolf => Johnson
20:26TEST
TESTTake V
20:26FIXED
FIXEDTag error
20:18TEST
TESTTake IV
20:18FIXED
FIXEDExHuRU Spawn Johnson crash
19:57TEST
TESTTake III
19:57FIXED
FIXEDMacro conflict
19:51TEST
TESTTake II
19:47FIXED
FIXEDSeveral fixes
18:54TEST
TESTBriggs Johnson - Take I
18:54CHARACTER
CHARACTERJohnson
18:54MAPSCRIPT
MAPSCRIPTJohnson
14:52STATUS
STATUSI'm going to take a break now, the next stop will be The Lady Of The Lake Artificial Park, where the last new character joins the group.
14:52STATUS
STATUSThings do appear to work now
14:11TEST
TESTTake XIV
14:11VOID
VOIDCrash
14:07TEST
TESTTake XIII
14:07VOID
VOIDDid I void that issue properly?
14:05BUG
BUGI do see though, that the doors that were previously opened do not open again... They should, though
14:05VOID
VOIDIssue voided
14:05TEST
TESTTake XII
14:05DEBUG
DEBUGLet's see
14:05BUG
BUGI do have issues with the distance to keycards, meaning your heroes will refuse to pick it up
13:41FIXED
FIXEDDoor on the right had issues, but that was easy to fix
13:37ITCH.IO
ITCH.IORemoved Itch.io downloads of the old version
13:20TEST
TESTTake XI
13:20VOID
VOIDLet's do it THIS way then?
13:20FUCKYOU
FUCKYOUFuck you!
13:16TEST
TESTTake X
13:15FIXED
FIXEDBad operator
13:11TEST
TESTTake IX
13:10FIXED
FIXEDDid I fix it?
12:54TEST
TESTTake VIII
12:54DEBUG
DEBUGLet's see what's wrong
12:42BUG
BUGDr. Sal’pr’drita Wendicka Lovejoy - Big alternate But the door refuses to open!
12:42CONFIRMED
CONFIRMEDKey is taken and marker disappears
12:42CONFIRMED
CONFIRMEDArea behind door shows
12:38TEST
TESTTake VII
12:38FIXED
FIXEDGRRR!
12:34TEST
TESTRolf Take VI
12:34FIXED
FIXEDSyntax error
12:33TEST
TESTReggie Take V
12:33FIXED
FIXEDForgot some linkup code
12:24TEST
TESTTake IV
12:24DEBUG
DEBUGExtra info I think I may need
12:24FIXED
FIXEDDoor color issue
11:55FAILURE
FAILURE
11:54VISUALSTUDIO
VISUALSTUDIOCrystal I guess I must first recompile Apollo....

Sigh!

11:51TEST
TESTTake III
11:51FIXED
FIXEDOH FUCK IT!
11:41TEST
TESTTake II
11:41FIXED
FIXEDIdiocy
11:33TEST
TESTTake I
11:32MAPSCRIPT
MAPSCRIPTThe Goddess I've scripted the automated doors. They should all be functional now, in the entire dungeon
11:08CONFIRMED
CONFIRMEDBut finally it seems I got it all covered
11:08FIXED
FIXEDand there one ANOTHER
11:04VISUALSTUDIO
VISUALSTUDIONeed to recompile both Kthura Editor and Apollo now
11:04FIXED
FIXEDAh, another one there
11:01FIXED
FIXEDTile framing error in TSQG
- = 4 May 2021 = -
20:24CONFIRMED
CONFIRMEDRolf NOW it works
20:21TEST
TESTAgain!?
20:20FIXED
FIXEDForgotten "Return" instruction in order to enforce the rejection
20:20STUPIDITY
STUPIDITYAh, that's why
20:20COCKROACH
COCKROACHNo effect?
20:18TEST
TESTA little test
20:17VOID
VOIDGetting keys that are too far away should not be possible anymore
19:42GITHUB
GITHUBTime to update the repository
19:41CONFIRMED
CONFIRMEDBeaming works
19:32TEST
TESTTake XXVII
19:28FIXED
FIXEDBack to the field after the beam
19:27VOID
VOIDAn event flush must prevent a red-card take bug
19:27FIXED
FIXEDFirst a coloring bug
19:20TEST
TESTTake XXVI
19:20COSMETIC
COSMETICYeah, the last one was cosmetic, but still it was a bug
19:20FIXED
FIXEDColor issue
19:19FIXED
FIXEDC-String-Format Error
19:01TEST
TESTTake XXV
19:01FUCKYOU
FUCKYOUTrying to be the smart one, eh?
18:56TEST
TESTTake XXIV
18:53NOTE
NOTE Beaming between one room to another should work now
18:28STATUS
STATUSThe next step is... beaming to other rooms
18:11FIXED
FIXEDXenobi First floor available now on Hawk
18:00JUDGMENT
JUDGMENT Admiral Lovejoy ALmost there, but I did realize a stupid thing along the way, I really need to fix
17:58NOTE
NOTE (Now the user wouldn't really notice anyway, but it was getting on my nerves)
17:58OPTIMIZATION
OPTIMIZATIONXenobi Dummied a few debug lines that only slowed down loading a new map
17:48VISUALSTUDIO
VISUALSTUDIOTake XXIII
17:48SCRIPT
SCRIPTSo let's do this manually then
17:48TECHNO
TECHNOI think there's a state release conflict going on here. A common issue. Scotty() was never meant for this purpose after all
17:43VISUALSTUDIO
VISUALSTUDIOTake XXII
17:43INVESTIGATION
INVESTIGATIONWhy?
17:43HUH
HUHWendicka A total crash
17:37TEST
TESTTake XXI
17:37FUCKYOU
FUCKYOU....
17:26TEST
TESTAstrilopup Take XX
17:26FUCKYOU
FUCKYOUSyntax error x2
17:14TEST
TESTTake XIX
17:14NOTE
NOTE And Johnson should be replaced by Rolf if she already joined. If she hasn't yet joined,then Rolf should just rejoin
17:13MAPSCRIPT
MAPSCRIPTReturn to the Hawk
16:51TEST
TESTTake XVIII
16:47VOID
VOIDDid I void the coordinate conflicts now?
16:42TEST
TESTTake XVII
16:42FIXED
FIXEDHawk linkups
16:40NOTE
NOTE This because that is the most complex feature of them all
16:40DONE
DONEExtra features work now, except for beaming back to the Hawk.
16:27TEST
TESTTake XVI
16:26FIXED
FIXEDHover conflict?
16:24TEST
TESTTake XV
16:24FIXED
FIXEDMissing mouse pointer
16:18TEST
TESTTake XIV
16:18DONE
DONEFoxy Extra features bar
16:17HUH
HUHAnd suddenly it works
15:53TEST
TESTTake XIII
15:53DEBUG
DEBUGMoar look up then
15:52COCKROACH
COCKROACHReally, what the fuck is going on here?
15:42TEST
TESTTake XII
15:42FUCKYOU
FUCKYOUAAAARGH!
15:41TEST
TESTTake XI
15:41FUCKYOU
FUCKYOUThis way then?
15:33TEST
TESTTake X
15:33FUCKYOU
FUCKYOUSyntax error
15:32TEST
TESTTake IX
15:32EXPERIMENT
EXPERIMENTA different approach as this is getting nowhere
15:09TEST
TESTTake VIII
15:09DEBUG
DEBUGAdmiral Johnson Foxy Moar debug info
15:01COCKROACH
COCKROACHNo real clear sign where this goes wrong. The log is clear, but why doesn't the computer comply?
14:40TEST
TESTTake VII
14:40FUCKYOU
FUCKYOUSyntax error
14:39TEST
TESTTake VI
14:39DEBUG
DEBUGI need answers
14:31COCKROACH
COCKROACHHmmm... No... apparently not!
14:27BUG
BUGBut I THINK I found out more in which direction to look to get it to work
14:27FIXED
FIXEDPart of the problem,...
14:25TEST
TESTTake V
14:24EXPERIMENT
EXPERIMENTSue A different X calc formula, maybe?
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