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10:28 | FIXED | Unknown identifiers in Inferno SpellAni |
10:27 | BUG | this is a bug in Neil, but I'll void that for now |
10:27 | VOID | Linking members does not really seem to work well, does it? |
2:46 | FIXED | Identifier issue |
2:15 | MAPSCRIPT | Achievement for getting near the Rising Nova |
2:15 | MAPSCRIPT | Boss on secret level |
- = 6 May 2021 = - | ||
19:42 | STATUS | Slow 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. |
19:41 | SCRIPT | Follow me |
18:02 | MYSTERY | The editor also slows down at that point, by the way, so it's hard to pinpoint what's wrong here. |
17:49 | NOTE | Other than the boss, the secret level does appear to work properly though. |
17:49 | MYSTERY | The 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. |
17:33 | NOTE | NOW the door should open? (I hope) |
17:33 | FIXED | Tag error |
17:30 | TEST | Take III |
17:30 | FIXED | Door didn't open? |
17:10 | TEST | Take II |
17:10 | FIXED | Crashes and a few more bad setups |
16:39 | TEST | Take I |
16:39 | SCRIPT | The way to the secret passage on area 007 |
15:55 | TEST | Let's see |
14:36 | STUPIDITY | Not saved? |
13:40 | STATUS | I'll sort this out, later. |
13:40 | BUG | No response |
13:32 | TEST | Let's see |
13:32 | SCRIPT | Conveyor belt in the first trash department has been scripted |
13:29 | FIXED | Transporter issue when leaving your house |
13:13 | TEST | Gotta test if this all works |
13:13 | LINK | Wendicka's Home => Final Dungeon |
13:12 | LINK | Final Dungeon => Wendicka's Home |
13:11 | 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 |
12:05 | FIXED | Removal boss actor from map after combat didn't happen |
11:29 | TEST | Take IV |
11:29 | VOID | In order to avoid conflicts I enforced a "stop walking" upon activating the boss on floor 5 |
11:28 | FIXED | Cyborg reference fault |
11:19 | TEST | Take III |
11:19 | FIXED | Missing link |
11:15 | TEST | Take II |
11:15 | FIXED | Fixes another "issue" |
11:15 | REMOVED | Begone! |
11:15 | HUH | How did that loose letter get in my code? |
11:14 | FIXED | Local declaration error |
11:02 | TEST | Take I |
11:02 | MAPSCRIPT | Start up Super Cyborg |
10:53 | MAPSCRIPT | Boss start script (same for all bosses except the Goddess herself, but she has a seperate Kthura map for herself alone). |
9:40 | STATUS | The next stop will be, the first boss... The Super Cyborg |
9:30 | HUH | And suddenly it just works.... |
9:08 | TEST | Take IV |
9:08 | DEBUG | Let's add an extra line to make sure! |
9:08 | HUH | Fuck that! Nil value... It has a function pointer, come on! |
9:00 | TEST | Take III |
8:59 | FIXED | Scope error |
8:57 | TEST | Take II |
8:57 | FIXED | Something went wrong in the macro line |
8:36 | NOTE | And that will only be this floor since the first boss is on floor 5 already |
8:35 | TEST | I'll test floor 4 this way. |
8:35 | MAPSCRIPT | The "Chat" system has been implemented. All 7 spots should work now. |
- = 5 May 2021 = - | ||
22:31 | GITHUB | And I'll update the github repository |
22:31 | BACKUP | Running |
22:31 | STATUS | So 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. |
21:48 | TEST | Take VI |
21:48 | FIXED | Johnson crash in combat |
21:41 | TEST | Take V |
21:41 | VOID | I think I got it! |
21:39 | NOTE | I need a different way to announce Johnson's return, I suppose |
21:13 | TEST | Take VI |
21:13 | VOID | And that should void/fix/whatever another crash |
21:13 | JCR6 | Alias resistance Rolf => Johnson |
20:26 | TEST | Take V |
20:26 | FIXED | Tag error |
20:18 | TEST | Take IV |
20:18 | FIXED | Spawn Johnson crash |
19:57 | TEST | Take III |
19:57 | FIXED | Macro conflict |
19:51 | TEST | Take II |
19:47 | FIXED | Several fixes |
18:54 | TEST | Johnson - Take I |
18:54 | CHARACTER | Johnson |
18:54 | MAPSCRIPT | Johnson |
14:52 | STATUS | I'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. |
14:52 | STATUS | Things do appear to work now |
14:11 | TEST | Take XIV |
14:11 | VOID | Crash |
14:07 | TEST | Take XIII |
14:07 | VOID | Did I void that issue properly? |
14:05 | BUG | I do see though, that the doors that were previously opened do not open again... They should, though |
14:05 | VOID | Issue voided |
14:05 | TEST | Take XII |
14:05 | DEBUG | Let's see |
14:05 | BUG | I do have issues with the distance to keycards, meaning your heroes will refuse to pick it up |
13:41 | FIXED | Door on the right had issues, but that was easy to fix |
13:37 | ITCH.IO | Removed Itch.io downloads of the old version |
13:20 | TEST | Take XI |
13:20 | VOID | Let's do it THIS way then? |
13:20 | FUCKYOU | Fuck you! |
13:16 | TEST | Take X |
13:15 | FIXED | Bad operator |
13:11 | TEST | Take IX |
13:10 | FIXED | Did I fix it? |
12:54 | TEST | Take VIII |
12:54 | DEBUG | Let's see what's wrong |
12:42 | BUG | But the door refuses to open! |
12:42 | CONFIRMED | Key is taken and marker disappears |
12:42 | CONFIRMED | Area behind door shows |
12:38 | TEST | Take VII |
12:38 | FIXED | GRRR! |
12:34 | TEST | Take VI |
12:34 | FIXED | Syntax error |
12:33 | TEST | Take V |
12:33 | FIXED | Forgot some linkup code |
12:24 | TEST | Take IV |
12:24 | DEBUG | Extra info I think I may need |
12:24 | FIXED | Door color issue |
11:55 | FAILURE | |
11:54 | VISUALSTUDIO | I guess I must first recompile Apollo.... Sigh! |
11:51 | TEST | Take III |
11:51 | FIXED | OH FUCK IT! |
11:41 | TEST | Take II |
11:41 | FIXED | Idiocy |
11:33 | TEST | Take I |
11:32 | MAPSCRIPT | I've scripted the automated doors. They should all be functional now, in the entire dungeon |
11:08 | CONFIRMED | But finally it seems I got it all covered |
11:08 | FIXED | and there one ANOTHER |
11:04 | VISUALSTUDIO | Need to recompile both Kthura Editor and Apollo now |
11:04 | FIXED | Ah, another one there |
11:01 | FIXED | Tile framing error in TSQG |
- = 4 May 2021 = - | ||
20:24 | CONFIRMED | NOW it works |
20:21 | TEST | Again!? |
20:20 | FIXED | Forgotten "Return" instruction in order to enforce the rejection |
20:20 | STUPIDITY | Ah, that's why |
20:20 | COCKROACH | No effect? |
20:18 | TEST | A little test |
20:17 | VOID | Getting keys that are too far away should not be possible anymore |
19:42 | GITHUB | Time to update the repository |
19:41 | CONFIRMED | Beaming works |
19:32 | TEST | Take XXVII |
19:28 | FIXED | Back to the field after the beam |
19:27 | VOID | An event flush must prevent a red-card take bug |
19:27 | FIXED | First a coloring bug |
19:20 | TEST | Take XXVI |
19:20 | COSMETIC | Yeah, the last one was cosmetic, but still it was a bug |
19:20 | FIXED | Color issue |
19:19 | FIXED | C-String-Format Error |
19:01 | TEST | Take XXV |
19:01 | FUCKYOU | Trying to be the smart one, eh? |
18:56 | TEST | Take XXIV |
18:53 | NOTE | Beaming between one room to another should work now |
18:28 | STATUS | The next step is... beaming to other rooms |
18:11 | FIXED | First floor available now on Hawk |
18:00 | JUDGMENT | ALmost there, but I did realize a stupid thing along the way, I really need to fix |
17:58 | NOTE | (Now the user wouldn't really notice anyway, but it was getting on my nerves) |
17:58 | OPTIMIZATION | Dummied a few debug lines that only slowed down loading a new map |
17:48 | VISUALSTUDIO | Take XXIII |
17:48 | SCRIPT | So let's do this manually then |
17:48 | TECHNO | I think there's a state release conflict going on here. A common issue. Scotty() was never meant for this purpose after all |
17:43 | VISUALSTUDIO | Take XXII |
17:43 | INVESTIGATION | Why? |
17:43 | HUH | A total crash |
17:37 | TEST | Take XXI |
17:37 | FUCKYOU | .... |
17:26 | TEST | Take XX |
17:26 | FUCKYOU | Syntax error x2 |
17:14 | TEST | Take XIX |
17:14 | NOTE | And Johnson should be replaced by Rolf if she already joined. If she hasn't yet joined,then Rolf should just rejoin |
17:13 | MAPSCRIPT | Return to the Hawk |
16:51 | TEST | Take XVIII |
16:47 | VOID | Did I void the coordinate conflicts now? |
16:42 | TEST | Take XVII |
16:42 | FIXED | Hawk linkups |
16:40 | NOTE | This because that is the most complex feature of them all |
16:40 | DONE | Extra features work now, except for beaming back to the Hawk. |
16:27 | TEST | Take XVI |
16:26 | FIXED | Hover conflict? |
16:24 | TEST | Take XV |
16:24 | FIXED | Missing mouse pointer |
16:18 | TEST | Take XIV |
16:18 | DONE | Extra features bar |
16:17 | HUH | And suddenly it works |
15:53 | TEST | Take XIII |
15:53 | DEBUG | Moar look up then |
15:52 | COCKROACH | Really, what the fuck is going on here? |
15:42 | TEST | Take XII |
15:42 | FUCKYOU | AAAARGH! |
15:41 | TEST | Take XI |
15:41 | FUCKYOU | This way then? |
15:33 | TEST | Take X |
15:33 | FUCKYOU | Syntax error |
15:32 | TEST | Take IX |
15:32 | EXPERIMENT | A different approach as this is getting nowhere |
15:09 | TEST | Take VIII |
15:09 | DEBUG | Moar debug info |
15:01 | COCKROACH | No real clear sign where this goes wrong. The log is clear, but why doesn't the computer comply? |
14:40 | TEST | Take VII |
14:40 | FUCKYOU | Syntax error |
14:39 | TEST | Take VI |
14:39 | DEBUG | I need answers |
14:31 | COCKROACH | Hmmm... No... apparently not! |
14:27 | BUG | But I THINK I found out more in which direction to look to get it to work |
14:27 | FIXED | Part of the problem,... |
14:25 | TEST | Take V |
14:24 | EXPERIMENT | A different X calc formula, maybe? |
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