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11:19 | FIXED | Foes count from 0 in this system not 1 |
11:11 | TEST | Take X |
11:11 | VISUALSTUDIO | Success! |
11:11 | VISUALSTUDIO | Again? |
11:10 | FIXED | Code typo in C++ code causing a syntax error |
11:09 | FAILURE | WTF? |
11:09 | VISUALSTUDIO | Compiling |
11:09 | C++ | I hope this fixes the hotspot issue on scaled images |
11:09 | FIXED | Code typo |
11:07 | TEST | Take IX |
10:57 | SCRIPT | BackStab effect |
10:47 | DONE | Don't show pointers with a negative gauge value |
10:44 | TODO | The monster has backstab so I do need to script that effect... Well, since I needed that effect for Foxy too, I guess that was something to be done soon anyway |
10:43 | CONFIRMED | So far so good, but.... |
10:38 | TEST | Take VIII |
10:38 | ENHANCEMENT | Sped up the way the FireSpider gets faster |
10:36 | VOID | Using NeilUse() in a class definition is asking for trouble... I really need to see what I can do about this |
10:14 | TEST | Take VII |
10:14 | FIXED | Fixing another issue |
10:14 | LINK | Done so now, anwyway |
10:14 | STUPIDITY | Forgot to link the new hurt routine to the boss itself |
10:08 | TEST | Take VI |
10:08 | FIXED | Code Typo |
10:04 | TEST | Take V |
10:04 | FIXED | Haste makes waste, Jeroen! |
10:00 | TEST | Take IV |
9:59 | ENHANCEMENT | Also allowed me to speed up the boss each time it's attacked |
9:59 | VOID | Another way to get the invincibility done |
9:52 | INVESTIGATION | Why? |
9:52 | BUG | The boss' invincibility setup didn't work somehow |
9:51 | CONFIRMED | Wendicka cannot be switched |
9:47 | TEST | Take III |
9:47 | FIXED | Start-up configuration script errors |
9:41 | TEST | Take II |
9:41 | FIXED | Start up script reference incorrect |
9:41 | CONFIRMED | Pre-boss script works |
9:32 | TEST | Take I |
9:32 | DONE | Characters should take on the dead pose when out of HP |
8:17 | STATUS | As dying characters is VERY likely in this fight, I might as well put in some stuff for that first, though, in order to test things out! |
8:15 | NOTE | Stuff is NOT yet finished, but that doesn't really matter.... I can at least prepare to test stuff out |
7:52 | DONE | A few last-minute fixups |
0:03 | STATUS | I'll get to the actual test tomorrow, as I'm almost falling asleep |
0:03 | NOTE | I did update my labs, but nothing there is tested yet |
0:02 | BACKUP | Running |
0:00 | STATUS | I am exhausted now, and I really need to sleep |
- = 21 Mar 2021 = - | ||
23:57 | CONFIG | Startup config for the combat |
23:23 | ENHANCEMENT | HurtResponse field added to fighter class -- This will help with the "Kill Wendicka" thing, and I can also chain this to the Goddess later |
23:18 | MAPSCRIPT | Pre-Boss Script |
23:11 | MUSIC | Music for this specific boss |
22:34 | FAILURE | If you know Dutch and hear this, your heart will break.... Really, I bursted in tears... And the fact that the one who tells this story could not show himself, does make it even worse... |
22:07 | CHECKED | I needed to check some code, prior to setting this up |
22:04 | STATUS | Preparing for the boss, and this is a rather special boss, so some work-out is needed here |
21:58 | STATUS | No crashes on the way.... Why does it never crash during the VS tests.... |
20:23 | VISUALSTUDIO | Take K |
20:22 | NOTE | I'll make a longer run, as up to the boss I'm not really to implement much new stuff |
20:15 | FAILURE | I really need to sort out what the fuck is happening in the system, as once again the system crashed without any logical explanation, however this time in the middle of an enemy SpellAni sequence, which makes things even stranger |
19:55 | TEST | Take J |
19:54 | FIXED | Trigger Happy does no damage |
19:54 | TEST | Take I redo |
13:39 | NOTE | Hold the show, my time's up |
13:39 | TEST | Take I |
13:39 | FIXED | Declaration error |
13:36 | TEST | Take H |
13:35 | STATUS | Well I may have to quit stuff soon, as I'm expecting a visitor any moment, but I'll try to do what I can |
13:32 | TODO | Natural break, and after that I'll take this with me in the test of the rest of this dungeon. |
13:31 | CHECKED | Ability Data |
13:31 | NOTE | Time is not on my side today, and I may have to cut my work any moment now... :-/ |
13:30 | SCRIPT | Effect Trigger Happy |
0:53 | BUG | |
0:26 | CHECKED | Xenobi's spell list to prevent crashes furtheron in this test |
0:22 | FIXED | Crash which can occur when foes slain drop no items |
0:13 | TEST | Take G |
0:12 | GENERATION | Neg |
0:11 | FAILURE | New enemy artwork must always be negged before used :-( |
- = 20 Mar 2021 = - | ||
23:27 | TEST | Take F |
23:27 | TRANSFER | Enemy picture of salamander wasn't yet transferred |
23:23 | TEST | Take E |
23:23 | FIXED | Syntax convertation conflicts (easily happens when just importing old Lua scripts into Neil to get things done) |
23:18 | TEST | Take D |
23:18 | FIXED | Another illegal function call |
23:15 | TEST | Take C |
23:15 | FIXED | Illegal Function Call |
23:13 | TEST | Take B |
23:13 | FIXED | Table defintion Lua/Neil conflict |
23:12 | FIXED | Declararation issue |
22:58 | TEST | Take A |
22:48 | STATUS | When it comes to the boss, this is (of course) a boss that is a special boss as this is a boss in which Wendicka in particular must be killed off in order to get a very important event to be triggered, so that will come later.... |
22:42 | STATUS | Up to the point where we're gonna meet the boss, stuff should work |
22:14 | KTHURA | I've made some needed adaptions as the way BlitzMax handles this is not supported in my current SDL2 driver for Kthura (although some research may be required). |
18:28 | KTHURA | I really must investigate why commas in tags are so problematic in Kthura for C++ while C# (and BlitzMax) never appeared to mind |
18:09 | FIXED | Forgotten map status command added |
17:57 | FIXED | Several syntax errors |
17:46 | MAPSCRIPT | Yo, Ho! Yo, Ho! A pirate's life for me! |
17:25 | TFT | More work done.... But now back to Star Story |
- = 18 Mar 2021 = - | ||
8:48 | OFFTOPIC | IK BEN BOOS! Dit is een typisch gevalletje MES OP DE KEEL ZETTEN! WALGELIJK! |
- = 17 Mar 2021 = - | ||
23:41 | TEST | Take III |
23:41 | VOID | Tag issues |
22:59 | TEST | Take II |
22:59 | FIXED | Idiotic definition dupe |
22:54 | TEST | Take I |
22:54 | MAPSCRIPT | A bit of a setup of the revisit Yaqirpa script |
22:28 | CONFIRMED | All clear |
21:25 | TEST | Take XIV |
21:25 | FIXED | Music reference error |
21:21 | TEST | Take XIII |
19:11 | DONE | Forced? |
19:11 | COCKROACH | Fix ignored |
19:11 | TEST | Take XII |
19:11 | FIXED | Music |
18:47 | TEST | Take XI |
18:47 | FIXED | Library definition error |
18:43 | TEST | Take X |
18:38 | FIXED | Ah, in stead of the Aurina Rate the skill number increased.... |
17:34 | DEBUG | Let's see why a skill error could pop up, as that would mean the skill variable was altered (which it's not) |
17:33 | HUH | DA FUUUUCK? |
17:11 | TEST | Take IX |
17:11 | FIXED | Bug causing a very serious lag |
17:02 | TEST | Take VIII |
17:02 | FIXED | And that also fixes a cosmetic failure in the process |
17:02 | ENHANCEMENT | Switching between desktop in game could cause strange results. I've built in a feature that can automatically recalculate stuff if needed |
17:01 | FIXED | Field issue |
15:14 | TEST | Take VII |
15:10 | DONE | My vote has been cast. |
13:31 | TODO | I am first going to cast my vote.... Today is election day for the Dutch parliament you know! |
13:31 | FIXED | Field error |
13:25 | TEST | Take VI |
13:24 | FIXED | Kick error |
13:09 | TEST | Take V |
13:08 | FIXED | Illegal function call |
13:03 | TEST | Take IV |
13:03 | FIXED | Transfer error |
13:00 | TEST | Take III |
13:00 | FIXED | Missing link to the KickReggie library |
12:57 | TEST | Take II |
12:57 | FIXED | Syntax error |
12:57 | TEST | Take I |
12:57 | STATUS | NOW to go for Mid-Boss |
12:55 | MYSTERY | I don't know how, but suddenly the Hawk navigation terminal DOES react to Ysperon being disabled |
12:54 | CONFIRMED | Works |
12:30 | NOTE | Wendicka's level correction is my prime concern, though |
12:30 | NOTE | I also see that the Hawk's terminal doesn't take note of Ysperon being disabled, but I need to sort out if this is a bug or just a feature not yet implemented |
12:26 | NOTE | Well now that this comes first, I can also verify #120 -- Sheesh... How could I have missed this idiocy? |
12:26 | FIXED | Should be fixed now |
12:24 | NOTE | This bug is too vital to ignore for now, so I MUST set this straight |
12:24 | BUG | WOWOWOWOWOW! I see that Wendicka's level is not updated once she's saved from the science facility... |
12:20 | NOTE | |
12:13 | FIXED | Ysperon not properly disabled |
12:03 | TEST | Mid-Boss - Take I |
12:03 | MAPSCRIPT | Mid-Boss |
12:03 | MAP | Adaptions needed on the Mid-Boss map |
3:29 | NOTE | And after that I'll do some more preparational work for The Fairy Tale REVAMPED... Time seems right, eh? |
3:28 | STATUS | I'll go for the Poloqor mansion first.... |
3:28 | CONFIRMED | Good! |
3:28 | SCENARIO | Extra scenario added in Hawk, due to not going directly to Volcania anymore, as in the original game... This fits more in the character of the game I wanted it to be |
2:50 | MAPSCRIPT | The entire Vulpina event |
- = 16 Mar 2021 = - | ||
23:09 | TEST | Take III |
23:09 | FIXED | Link to Crystal & Xenobi event |
13:49 | CONFIRMED | Works! |
13:49 | TEST | Take II |
13:49 | FIXED | Stone seller would crash the game |
13:49 | STATUS | Well I'll be.... It goes well in ONE go... Well almost... only 2 minor issues |
13:33 | TEST | Well, let's take a look, eh? |
13:33 | MAPSCRIPT | Vulpina Town |
0:29 | TODO | The only NPC I need to script is the stone vendor, but I am dead tired now, so it has to wait ....Testing will also have to wait... I guess my little hours of sleep last night is catching up on me |
0:11 | MAPSCRIPT | Stuff for Vulpina town |
- = 15 Mar 2021 = - | ||
17:33 | FIXED | Visibility issue on the Hawk between the two events |
17:33 | NOTE | hold it! Almost forgot |
17:32 | TEST | take XVIII |
17:32 | FIXED | Now then? |
17:32 | COCKROACH | NOPE! |
17:32 | TEST | Take XVII |
17:21 | FIXED | That has been fixed |
17:21 | SOLVED | The Automated Zone Actions happening in every map were in the way |
17:09 | TEST | Take XVI |
17:09 | COCKROACH | No data? (The longs say this is not possible, so wtf is happening here?) |
16:50 | TEST | Take XV |
16:50 | FIXED | Group neglection |
16:46 | TEST | Take XIV |
16:31 | VOID | to ensure this doesn't happen again, all Zone Actions for a map you a no longer on are unlinked immediately and we'll never speak of those, ever again! |
16:30 | HUH | DA FUUUUUCK! |
15:47 | TEST | Take XIII |
15:47 | FIXED | One more illegal function call |
15:00 | TEST | Take XII |
14:59 | FIXED | ? |
14:59 | COCKROACH | DA FUUUUCK!? |
14:28 | TEST | Take XI |
14:28 | FIXED | IDIOT! MORON! |
14:16 | TEST | Take X |
14:16 | FUCKYOU | FUCK YOU! |
14:16 | TEST | Take IX |
14:02 | FIXED | ID error disabling Ysperon |
14:02 | COSMETIC | Exit spot Astrilopup guards |
14:02 | NOTE | This debug line is only of value to me when the crash happens again, so I can so see a few more things, hoping to isolate the problem |
13:46 | DEBUG | Line The next debug line may provide some answers... It must narrow down a bit how things go after selecting a move causing a crash... I cannot yet see where this really goes wrong |
13:07 | INVESTIGATION | So let's seek this out, my dear Watson! |
13:07 | FAILURE | Another crash.... The random crashes do have a pattern... They all happen just after a new action is created for playable characters, so likely whatever it is that happens must go wrong there. |
13:06 | FIXED | Idiocy |
9:10 | FAILURE | |
8:54 | FIXED | Astrilopop texturing |
8:54 | FIXED | Foreach syntax error |
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