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21:26 | VOID | This should void the issue |
21:26 | TECHNO | Until I know how to fix this I'll set the console on in the release version of the game.... |
21:24 | FIXED | A few blockmap issues in Excalibur and the Yaqirpa |
21:24 | VOID | Crash upon learning Jolt under certain circumstances |
21:24 | FAILURE | The savegame feature malfunctions when the console is not up.... I need to do a throrough investigation why this can happen, however due to lack of time now, that will have to wait. This issue will also affect the Fairy Tale and future games, so I need to give this one a view over time anyway |
- = 19 Jul 2021 = - | ||
14:33 | STATUS | Like I said I am going to take a break here, I will start a real big test later, and that should lead to the last things before the checker flag can be waved.... See ya, around! |
8:24 | CONFIRMED | At least the extra console window closes when running from the GUI, and that's most important right now |
8:22 | FAILURE | Not exactly what I had in mind, but for now it will have to do, I fear |
8:16 | FIXED | Console check in Apollo (affects ALL Apollo based games) |
1:04 | C++ | Console release in Apollo if the identify file instructs the builder to |
- = 18 Jul 2021 = - | ||
23:48 | STATUS | I'll first be taking a break from this project... Some final stuff to be done will really come later.... |
23:47 | STATUS | So far for now.... |
22:40 | ITCH.IO | Again! |
22:40 | FIXED | Better now? |
22:40 | COCKROACH | GRRR! |
22:38 | ITCH.IO | Uploading again! |
22:38 | FIXED | I think |
22:37 | FAILURE | Failed |
22:37 | ITCH.IO | Uploading first open alpha |
22:36 | POWERSHELL | Quick script to build and to call Butler |
22:25 | NOTE | The "no music" version will also not be released during the alpha... it will be during the beta and stable |
22:25 | GAMEJOLT | The open ALPHA will NOT be released on Game Jolt... This because gjpush is pain for a game that may require daily updates |
22:24 | STATUS | Now I can prepare the itch release |
22:21 | CONFIRMED | THAT WORKS! |
22:20 | TEST | Let's see.... |
22:20 | STATUS | The question is now: Does the release work? |
22:15 | CONFIRMED | Works! |
22:15 | TEST | Quick test |
22:15 | POWERSHELL | Set up a quick script for release building |
22:12 | CONFIRMED | As far as it looks like stuff appears to be in order now |
22:10 | TEST | Take XI |
22:10 | FIXED | ARF had to be taken care of on its own |
22:06 | TEST | Take X |
22:05 | FIXED | Something snuck into the code that was not right.... Killed it |
22:02 | TEST | Take IX |
22:02 | FIXED | The damage |
22:02 | FAILURE | Sometimes the auto code organizer in Visual Studio can cause more harm than good |
22:00 | TEST | Take VIII |
22:00 | FIXED | Dirry call needed |
21:59 | BUG | But not there yet |
21:59 | CONFIRMED | Yup that does things right |
21:48 | TEST | Take VII |
21:48 | FIXED | Fixed it |
21:48 | SOLVED | Got it! |
21:48 | HUH | No results |
21:46 | TEST | Take VI |
21:46 | DEBUG | Added extra line that must give me some answers |
21:46 | INVESTIGATION | why? |
21:40 | FAILURE | Doesn't do what it must do, though... |
21:40 | TEST | Take V |
21:40 | C# | First set up to copy all required binaries in |
20:56 | STATUS | For the JCR part stuff appears to be working as far as I can check, but not there yet! |
20:40 | TEST | Take IV |
20:39 | C# | Import copy to release |
20:28 | NOTE | Not there yet! |
20:28 | CONFIRMED | So far it works |
20:20 | TEST | Take III |
20:20 | FIXED | Main package error |
13:45 | TEST | Take II |
13:45 | FIXED | Syntax error |
13:44 | TEST | But a little test is possible now! |
13:44 | C# | A few pre-work things taken care of, but not there yet! |
13:22 | TECHNO | This is needed for the release |
13:22 | C# | Builder now has global config |
12:18 | NOTE | First lunch, but then I'm gonna see if I can configure the Apollo builder for releases |
12:17 | CONFIRMED | All is okay here |
12:15 | APOLLO | Build date more accurate now |
12:03 | STUDY | A bit of study for things in PowerShell |
11:50 | CONFIRMED | AT LAST! |
11:37 | TEST | Take XII |
11:20 | VOID | That voids another issue |
11:14 | DUMMIED | Leftofer from old situation causing crashes now |
11:12 | FIXED | A font fix, but that's not really relevant, right now |
10:51 | TEST | Take XI |
10:51 | VOID | Let's try this! |
10:49 | HUH | And no transport anymore, this is getting fucking annoying now! |
10:34 | TEST | Take X |
10:33 | CONFIRMED | I could see that ï worked, though |
10:33 | VOID | Perhaps this voids that? |
10:33 | HUH | What the.....? |
10:22 | TEST | Take IX |
10:22 | HUH | Reactivated then |
10:22 | HUH | Transport deactivated? |
10:22 | FONT | ï |
10:14 | HUH | But why didn't the transporter work? |
10:14 | CONFIRMED | Well that worked |
9:55 | TEST | Take IX |
9:55 | EXPERIMENT | Let's try a different approach then, eh? |
9:53 | COCKROACH | First dupe player and now no player, but we did have to crash, didn we? |
9:24 | TEST | Take VIII |
9:24 | EXPERIMENT | DA FUCK? |
9:18 | TEST | Take VII |
9:17 | VOID | ??? |
9:17 | HUH | ??? |
9:13 | TEST | Take VI |
9:13 | VOID | Another one |
9:13 | FIXED | Crash |
9:01 | TEST | Take V |
9:01 | KTHURA | In order to fix the crash I've adusted the intro map a bit |
8:51 | GAMEJOLT | And the API on Game Jolt has been disabled forever... Older games cannot access the API anymore (and the new game doesn't support it). |
8:48 | COSMETIC | I made "LOADING" appear sooner to prevent confusion |
8:48 | CONFIRMED | Stuff works as intended, but |
8:43 | TEST | Take IV |
8:43 | CONFIRMED | At least I know that the debug console is indeed no longer operative |
8:43 | NOTE | There's more wrong, but first a little test if stuff does work so far |
8:42 | COSMETIC | "Loading" when the game itself works |
8:41 | FIXED | The game still asked for Game Jolt, which it shouldn't do |
8:37 | TEST | Take III |
8:37 | FIXED | Ah, should have known the booleans were also still there |
8:27 | TEST | Take II |
8:26 | FIXED | And indeed that happened, as the New Game routine was not yet fully set for use with the new internal system |
8:23 | TEST | Take I |
8:22 | NOTE | When this works, the old Game Jolt API will be terminated PERMANENTLY even for older versions of the game! |
8:22 | CHECKED | Game Jolt is indeed deactivated |
8:21 | NOTE | I am first gonna start my own personal open alpha test... This was planned anyway, however I won't test much of the game's content prior to release, just the start up.... Due to all my own New Game+ cycles some issues could have arisen here |
8:16 | NOTE | (If needed I can always turn it back on, you know) |
8:15 | DEBUG | The debug mode has been turned off... That means nobody (myself included) can access the debug console anymore |
8:14 | ARCHIVE | Archived all my old savegames.... It's not likely I'll need those anymore, but ya never know |
- = 17 Jul 2021 = - | ||
21:50 | STATUS | And with that the game can be prepared for the first alpha release... Please note, this will take some measures to be taken first.... I don't have a release mode in my builder yet, or it has at least never been fully put to the test so I need to sort that one out. A few engine adaptions are also required, so I doubt that release will take place tomorrow, but don't worry... Rome wasn't built in one day either.... |
20:54 | TEST | Again! |
20:53 | FIXED | Is that all? |
20:53 | STUPIDITY | Another one? |
20:43 | TEST | Well, here we go ... AGAIN! |
20:43 | FIXED | Code typo |
20:38 | TEST | And again (no not take XXI, as that was only for BlitzKrieg, and that part is over). |
20:37 | VOID | Something is really wrong with the drones surrounding the Goddess. I hope I cheated it that way around that they cannot be harmed anymore |
20:09 | TEST | Take XX |
20:09 | VISUALSTUDIO | Compiling |
20:09 | EXPERIMENT | I hope I got the speed covered |
20:07 | MYSTERY | All scripts for the achievement look in order, so no idea why that didn't work |
20:06 | COSMETIC | The moment is also a bit slow, but that's because the game runs on a bigger screen now, and the scripts do not yet take that into account |
20:05 | FIXED | Smoke direction ok now? |
20:02 | BUG | And the smoke's direction is not well.... Bug in the script, or the engine? |
20:02 | BUG | Achievement is nog awarded.... That's only a minor thing, but still |
20:01 | STATUS | Making progress, but |
19:50 | TEST | Take XIX |
19:50 | FIXED | Scale issue |
19:27 | MYSTERY | But how that brown screen could happen, no clue at all |
19:27 | FIXED | At least I fixed one crash |
19:22 | FAILURE | Actually this won't do at all! |
19:21 | JUDGMENT | No crashes, but for sure is that this is totally NOT working at all the way it should |
19:16 | TEST | XVIII |
19:12 | POWERSHELL | Barf |
19:12 | FIXED | A glue order issue |
19:04 | VISUALSTUDIO | Take XVII |
19:04 | LINK | API to Scripting engine thatis |
19:04 | FIXED | Missing Link |
18:43 | VISUALSTUDIO | No matter - Take XVI |
18:43 | FAILURE | Conflict |
18:42 | VISUALSTUDIO | Take XV |
18:41 | FIXED | THAT should do it! |
18:41 | SOLVED | Wait, I found the source of evil |
18:38 | INVESTIGATION | But why? |
18:38 | DEBUG | So, the "blend mode" is to blame? |
18:36 | FIXED | Typo in Johnson's new ability quote |
18:24 | VISUALSTUDIO | Take XIV |
18:24 | POWERSHELL | Barf to make sure |
18:24 | APOLLO | Link script adapted |
18:22 | SCRIPT | Adapted to this new situation |
18:21 | C++ | I've set a few things right underwater |
18:04 | VISUALSTUDIO | Take XIII |
18:04 | NOTE | That means BIG BIG TROUBLE |
18:04 | MYSTERY | A complete total crash without any warning it all.... |
17:58 | TEST | Take XII |
17:58 | FIXED | Fixed now, then? |
17:58 | COCKROACH | I really hate this |
17:44 | TEST | Take XI |
17:44 | VISUALSTUDIO | Now then? |
17:44 | STUPIDITY | Forgot to do as I said |
17:39 | TEST | Take X |
17:38 | VISUALSTUDIO | Compiling.... Again! |
17:38 | LAZY | Alias in Apollo itself |
17:16 | TEST | Take IX |
17:16 | FIXED | Missed one old method conflict |
17:10 | TEST | Take VIII |
17:04 | FAILURE | Still the case eh? |
17:03 | POWERSHELL | A "forced build" is now required, though |
17:02 | FIXED | Which fixes ANOTHER crash |
17:02 | APOLLO | Aliasses added |
16:55 | TEST | Take VII |
16:55 | APOLLO | Project file adaption |
16:49 | RECOVERED | An another one |
16:41 | TEST | Take VI |
16:24 | APOLLO | I should note that both recoveries required an adaption of the project file |
16:04 | RECOVERED | And another picture recovered |
15:55 | TEST | Take V |
15:55 | FIXED | This fixes another crash |
15:55 | STATUS | Good thing I archived the old |
15:54 | RECOVERED | A picture from the archive that didn't yet make it to the new game..... |
14:55 | TEST | Take IV |
14:55 | FIXED | Conflict by adding an extra method |
14:55 | FIXED | Function ref issue |
14:49 | TEST | Take III |
14:49 | FIXED | This should fix this particular issue |
14:49 | CHECKED | I've checked some more stuff and... |
14:46 | REFERENCE | All references should be right, eh? |
14:45 | REMOVED | False reference |
14:43 | NOTE | SOOOO TRUE! |
14:40 | BUG | I see |
14:04 | NOTE | This is still in the middle of test take II |
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