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4:25 | TODO | Sleep! I'll resumt this tomorrow! |
4:25 | FIXED | Missing exit spot |
4:25 | FIXED | Doors |
4:04 | TEST | Take VIII |
4:04 | FIXED | Scheduling error coming to be due to a quick fix not performed carefully |
4:02 | TEST | Take VII |
4:02 | FIXED | Level correction Wendicka forgotten |
4:01 | FIXED | MapText issue |
3:57 | FIXED | Wrong Min/Max function use |
3:54 | TEST | Take VI |
3:54 | LINK | Sigh! |
3:54 | FIXED | Link to event after Astrilopup fight was mssing |
3:49 | TEST | Take V |
3:49 | NERF | This was too much! |
3:42 | TEST | Take IV |
3:42 | FIXED | Enemy reference typo |
3:38 | TEST | Take III |
3:38 | FIXED | Missing group |
3:38 | TEST | Take II |
3:38 | FIXED | Module ID error |
3:38 | TEST | Take I |
2:18 | NOTE | Not tested yet, and as this is a long string of events, I can only hope it will go right in one test shot, but I doubt that will happen! |
2:12 | SCRIPT | End of Facility (for now) |
- = 14 Mar 2021 = - | ||
19:44 | CONFIRMED | So far everything works |
19:06 | STATUS | Time to continue |
13:44 | FIXED | missing link |
13:40 | MAPSCRIPT | Start has been made to the event in which you can save Wendicka from the science facility |
13:39 | NOTE | I gotta note, time is not on my side today... I'm expecting a vistor (just one, so leave me alone corona-razzia guys) today so there's little I can do... But before he arrives, I can get a few things in order... |
- = 13 Mar 2021 = - | ||
23:26 | COSMETIC | The speed of the combat effect #46 is too slow and some nasty effects do show |
23:21 | OPTIMIZATION | Auto-hide what's beyond the screen boundaries |
21:51 | OPTIMIZATION | Area 11 in the facility now has reject zones |
21:44 | TEST | The next general tests will be used to get this done |
21:30 | DONE | #46 (untested) |
21:28 | VOID | Forwarding issue |
17:19 | VOID | Audio issue |
16:53 | FIXED | Crash on Shine |
16:48 | FIXED | AP Cut didn't cut the AP usage... Even though it did show half the AP in the ability list |
16:37 | FIXED | Light SpellAni NIL/Neil conflict |
16:37 | CONFIRMED | Boss works |
16:15 | TEST | Let's go! |
16:15 | NOTE | A test is required here, but it will be a quick cheated one |
16:09 | MAPSCRIPT | Boss in area 006 facility |
0:38 | NOTE | The boss in room 006 is an optional boss... I won't go too much into the deep on that one, as it's only a boss meant ot be incredably strong, and not much else... |
0:37 | CONFIRMED | The powerups seem to be properly attached now... Time will tell if they do work the way they are intended |
0:25 | FIXED | Fixed fix |
0:13 | FIXED | Syntax error |
0:09 | FIXED | Declaration issue |
- = 12 Mar 2021 = - | ||
23:30 | NOTE | Newly started games from this point on have no danger |
23:30 | NOTE | this will live faulty data in existing savegames. It's more trouble cleaning that up than to fix it... For the game it's not really harmful as the needless data is ignored.. It only takes up a bit of RAM needlessly. |
23:29 | FIXED | I think I fixed the issues with the ability powerup |
23:21 | FIXED | The large number of dupe ability powerups should now be gone |
23:17 | NOTE | I will test this along th eway |
23:17 | SPELLANI | Light spells |
21:57 | DEBUG | Floor experience issue |
21:57 | FIXED | AP bug |
20:53 | FIXED | Did I fix the music issue in the facility? (No music change in combat. This is the first dungeon in which that is the case) |
20:51 | CONFIRMED | FINALLY! |
20:47 | TEST | Take XVII |
20:47 | FIXED | AHA! A false definitetion in the LEAVE serial definition |
20:46 | INVESTIGATION | The data I get does NOT make sense.... It says that "false" is given on opening stuff... That's a lie |
20:40 | FUCKYOU | XVI |
20:38 | TEST | XV |
20:36 | TEST | TAKE XV THEN? |
20:35 | TEST | Will Take XIV tell me more then? |
20:35 | FIXED | Syntax error |
20:32 | TEST | Take XIII will have to show some data about what is happening (and hopefully also why) |
20:31 | LINK | Ingeneously linked everything |
20:29 | DEBUG | I've created a routine which will have to help me find out why this happens. |
20:26 | COCKROACH | Doors are always unresponsive |
20:20 | TEST | Take XII |
20:20 | FIXED | Left-right issue |
20:20 | TEST | Take XI |
20:17 | FIXED | Kthura Tag Case Error (Kthura tags are case sensitive.... I have plans to allow insensitivity here) :( |
20:11 | TEST | Take X |
20:11 | FIXED | Non-existence check failure |
20:08 | TEST | Take IX |
20:08 | FIXED | DOOOODMOE WORD IK HIERVAN! |
20:05 | TEST | Take VIII |
20:05 | FIXED | Code movement fault |
20:01 | TEST | Take VII |
20:01 | FIXED | Not gonna talk about this |
20:00 | TEST | Take VI |
19:57 | FIXED | Illegal function call |
19:54 | TEST | Take V |
19:54 | VOID | Meta issue |
19:51 | TEST | Take IV |
19:51 | FIXED | Function definition issue |
19:47 | TEST | Take III |
19:47 | FIXED | Function issue |
19:47 | FIXED | Another one |
19:44 | TEST | Take II |
19:44 | FIXED | Syntax error |
19:44 | TEST | Take I |
19:37 | NOTE | I don't know if' it's "perfect", but time will tell, eh? |
19:37 | MAPSCRIPT | I've set up a system which should control the sliding doors.... |
14:23 | TEST | Take VI |
14:23 | FIXED | Enemies at the start didn't disappear |
14:06 | TEST | Take V |
14:05 | FIXED | Music link issue |
14:05 | FIXED | The mole went straight though the door... Perhaps he need to open it first |
13:52 | TEST | Take IV |
13:52 | FIXED | Actor issue |
13:47 | TEST | Take III |
13:47 | FIXED | Misformed macro |
13:43 | TEST | Take II |
13:43 | RECOVERED | Disappeared link |
13:40 | TEST | Take I |
13:33 | LINK | Linkthrough from Eugorvnia to the facility |
13:32 | MAPSCRIPT | Start of the facility |
11:32 | REMINDER | |
0:29 | FAILURE | The combat routine crashes on me randomly... And then I refer to a C++ crash, so no error message whatsoever... This makes debugging impossible and I am now completely reliant on it happening while running the game in Visual Studio... Now I am completely reliant on pure luck.... I hate this..... |
0:27 | FIXED | access to next dungeon issue |
0:06 | TEST | Fuck V |
0:06 | FIXED | GRRR! |
0:06 | FUCKYOU | crash on cancel effect |
- = 11 Mar 2021 = - | ||
23:50 | TEST | Take IV |
23:50 | FIXED | Syntax error |
23:50 | FUCKYOU | ) missing |
23:28 | TEST | Take III |
23:28 | FIXED | Boss reference error |
23:24 | TEST | Take II |
23:24 | FIXED | Hide/Show error |
23:21 | TEST | Take I |
23:15 | MAPSCRIPT | Boss Eugornia |
18:01 | FAILURE | A crash on Yirl acting.... I wonder what's wrong here... I need to sort out why |
16:32 | FIXED | Status change curing items didn't work |
16:31 | FIXED | Crash caused by poison |
14:36 | FIXED | Missing tag for poison status graphic |
12:36 | FIXED | Stack overflow issue |
7:52 | CONFIRMED | It works... At least you can solve the puzzle... Now see if what happens if you re-enter this room |
7:44 | SCRIPT | The puzzle should work now (I hope) |
- = 10 Mar 2021 = - | ||
22:16 | NOTE | There's a reason why I kept quiet here, as I did expect a lot of crap |
22:15 | FIXED | Too much to log |
20:41 | DONE | I've made preparations for the sudoku puzzle... However I don't expect it to work (yet).... For sure is that the buttons will (for now) only make some quick debug logs... |
17:24 | HUH | ??? |
17:21 | FAILURE | A total crash without message or futher explanation... Nothing should be able to make that possible in this particular situation, so the question is why it happens now.... |
16:52 | FUCKYOU | Why is SDL2 so dominant over my other apps? |
16:52 | SCRIPT | AP to 0 effect |
16:40 | FAILURE | Hmmm... Missing asset.... Aquamarine, eh? |
16:37 | TEST | Well? |
16:37 | FIXED | Map meta data error |
16:31 | SPELLANI | Let it go, let it go! The cold never bothered me, anyway! |
16:13 | TEST | I'll continue testing Eugorvnia.... I can only hope this all works the way it should |
16:12 | SITE | Please note that the times noted for posts are not 100% accurate |
16:01 | LINK | Linked |
16:01 | SCRIPT | Effect itself |
16:01 | NOTE | What should work is that a character is marked as poison, and although the effect will not yet take place |
15:55 | SCRIPT | Poison |
15:25 | FIXED | Spellani crash on paralysis fluid |
15:25 | FIXED | Small transporter fixes |
14:32 | NOTE | No way for me to test this yet.. I must blindly assume it works (which is given the way this all works pretty save. Also the transpad in the same room should immediately turn blue also) |
14:31 | MAPSCRIPT | Activation of the transpad |
14:19 | NOTE | The trigger for the transpad does NOT yet work (naturally).... |
14:18 | CONFIRMED | That works... So far.... |
14:13 | NOTE | Just like in the original game you will at first not get any further than the first room, but you can still activate the transpad (I recommend against entering this place until very much later in the game. I warn ya). |
14:13 | LINK | Link to the actual cave itself |
13:52 | MAPSCRIPT | Hide and show the entrance to the Eugorvnia Caves |
12:33 | FIXED | Alpha issue in status bar |
12:06 | MUSIC | Dark City is the background music for Eugorvnia (like in the original game). |
11:40 | TEST | Quick test is in order |
11:40 | MAPSCRIPT | Welcome to Eugorvnia |
11:33 | TODO | |
9:36 | MAPSCRIPT | Speaking to Irvona in the Ji Temple will unlock the Black Castle (at least, it should) |
0:36 | CONFIRMED | Right... Eugorvnia loads... All else is of later concern |
0:33 | NOTE | Before Eugorvnia is being taken care of some other things are important oo, though |
0:33 | LINK | Link to next mission... Eugorvnia set up |
0:08 | TEST | A test is in order, and given the issues with the previous event, I know trouble is coming |
0:08 | MAPSCRIPT | First meeting with Yayorn |
- = 9 Mar 2021 = - | ||
23:55 | FIXED | Learn message error for Xenobi |
23:22 | CHARACTER | Xenobi resistances |
23:19 | STATUS | FINALLY! |
23:06 | TEST | Take XV |
22:56 | FIXED | Tag typos |
22:45 | TEST | Take XIV |
22:45 | FIXED | Fucking exit spot name tag issue |
22:41 | FAILURE | My devlog tool crashed, yet the log appears to be properly updated??? |
22:41 | FAILURE | WTF? |
22:40 | TEST | Take XIII |
22:40 | FIXED | Illegal Function call |
22:40 | TEST | Take XII |
22:27 | FIXED | At least I fixed the issue in the mapscript now |
22:24 | COCKROACH | Still fucked up, but I'll sort this out later! |
22:20 | TEST | Take XI |
22:20 | FIXED | PLEASE? |
22:16 | COCKROACH | NO EFFECT! |
22:12 | TEST | Take X |
22:12 | NOTE | The error itself persists, but that is needed, as this way I can test if this part of the issue has been fixed... |
22:11 | FIXED | I fixed that |
22:11 | VISUALSTUDIO | This was an issue in the underlying C++ code.... |
22:08 | BUG | I see the issue.... Kthura's error itself is good, but the data it throws with it is incorrect, and I need to find out why this happens |
21:56 | TEST | Take IX |
21:55 | DEBUG | Extra debug crap |
21:55 | HUH | GAMEMAP is not an actor is bullshit, as not call to that tag is made (GAMEMAP is the code name of the KthuraMap itself, so where does this bullcrap come from?) |
21:47 | TEST | Take VIII |
21:47 | FIXED | Wendicka's removal didn' t take place |
21:46 | FIXED | Syntax error in Xenobi spell code |
21:41 | TEST | Take VII |
21:38 | FIXED | Scope error in Xenobi's ability list |
21:33 | FIXED | Suddenly Crystal transforms in a pure biological human wearing her METEOR uniform |
21:10 | TEST | Take VI |
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