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14:31 | SCRIPT | Disease animation |
14:18 | FIXED | Code typo in an unrelated fix |
14:08 | TEST | Take VI |
14:08 | FIXED | Code typo |
14:05 | TEST | Take V |
14:05 | FIXED | Class issue |
13:47 | TEST | Take IV |
13:47 | FIXED | A few Kthura dominance issues |
13:43 | TEST | Take III |
13:41 | FIXED | Taken ARMS chests in savegames could crash the game if it handles a map with multiple layers in stead of just one (the 3 other ARMS chests were all on maps with only one layer). |
13:35 | TEST | Take II |
13:35 | NOTE | But that "fuck you" was now really to myself, as I did put that obligation into Neil for a reason |
13:35 | FUCKYOU | Forgotten declaration |
13:25 | TEST | Well, I gotta try the dungeon out now for real, with all enemies working -- Wish me luck -- Take I |
13:24 | STATUS | Will it all work? |
13:23 | SCRIPT | Causing status changes |
12:48 | SCRIPT | I've made a beginning to the paralysis status change |
11:52 | MAPSCRIPT | The secret passage will now be invisible unless the player enters it |
11:50 | VOID | View issues caused by my rotten tiler |
10:41 | FIXED | Missing Reggie kick |
9:13 | TEST | Another take then? |
9:13 | FIXED | Small fix |
9:11 | TEST | here goes |
9:10 | DONE | Some unrelated business taken care off.. hey, it still needs to be done.. right? |
7:57 | TECHNO | (No walking actings, that's the cake) |
7:56 | NOTE | (And it's fortunate that with both the pirate event and the pre-final dungeon event neither will cause serious issues... At least that's what I hope) |
7:55 | NOTE | I haven't yet written the welcoming script, but with ZA that's easy to implement from the savegame anyway |
7:53 | MAPSCRIPT | I've been rewriting part of the mapscript, as this was producing bad results |
- = 5 Mar 2021 = - | ||
23:39 | LINK | Go to Y anhisbis |
23:28 | CONFIRMED | At last! |
23:26 | TEST | Well, let see now |
23:25 | VOID | Now nearly all my savegames I made after I arrived at the Hawk for the first time were useless, but as I was not game to get my data reset I hacked my savegame file... Since the savegames are just JCR6 files and most data even being text file based, this was very very easy |
23:24 | FIXED | I think I fixed this |
23:04 | TEST | Do I get the expected error now? |
23:03 | FIXED | Arrive issue |
22:14 | STATUS | The idea for now is to make the next step in the process to start on Y Anhysbys.... |
22:13 | STATUS | Things appear to be in order... (for now) |
22:02 | NOTE | In my save Foxy now learned "Stun Stab", and that enables me to get working on status changes more thoroughly, but that won't be before I starrt on the Y Anhisbis mission |
22:01 | TEST | And let's go on, here! |
22:01 | STUPIDITY | (And then to think that way of working was already not there when I was working on Dyrt.NET... figures) |
22:00 | FIXED | A kind of error I simply can't stop making |
21:56 | CONFIRMED | At least Münchhaussen appears to be working.... yay! |
21:43 | TEST | We'll have to wait and see... |
21:43 | DEBUG | Is it all okay now? |
21:43 | ANALYSIS | More analysis |
21:43 | COSMETIC | more fine tuning |
21:42 | COSMETIC | Configuration finetuneing |
21:38 | FIXED | Wrong function type |
21:37 | BUG | But not quite yet |
21:37 | STATUS | getting there |
21:30 | TEST | And here we go ... again..... :-/ |
21:30 | FIXED | Invalid delegate definitions |
21:19 | TEST | Well, this time then? |
21:19 | STATUS | Oh brother |
21:19 | FIXED | Foxy had to break in with a bug of hers.... |
21:15 | TEST | Let's see now |
21:15 | FIXED | code typo |
21:11 | TEST | Let's go... again! |
21:10 | NOTE | I've removed the umlaut on the name Münchhausen temporarily... I will put it back later, though |
21:10 | FIXED | Syntax error |
20:59 | STATUS | Well, Münchhausen will be tested, among many other things... let's go! |
19:41 | STATUS | Of course, I'll need to test if this works the way it's intended... This is gonna be a nice ride... |
19:25 | OFFTOPIC | The ARM is named after Karl Friedrich Hieronymus Baron von M¨nchhausen. This is actually NOT a fictional person (despite Wikipedia claiming otherwise), but a real person who was rather fond of fantastic stories. One of the states he flew through the sky on a cannon ball. Crystal's ARM is based on this story. |
19:17 | DONE | I've written the script for the Münchhausen ARM |
18:08 | FIXED | #107 - Although I cannot test this yet, as savegames existent with this bug will remain bugged... forever |
18:07 | BUG | |
17:19 | TEST | Take II |
17:19 | FIXED | "Oops, sorry!" worked in a way it shouldn't! |
14:06 | TEST | Take I |
14:06 | NOTE | it's hard to check if ExHuRU will indeed come to Wendicka's protection, however all I can do for now is trust on that ... If no proper occasion comes to test that manipulation through debug cheats will have to help me |
14:05 | DONE | "Protection Protocol" |
14:05 | DONE | "Oops! Sorry!" |
- = 4 Mar 2021 = - | ||
23:34 | STATUS | In combat I still have a lot of nightmares to take care of though |
23:34 | DONE | Observatorium is considered done |
22:36 | FIXED | A few small fixups |
22:21 | TEST | Next part! |
22:21 | VOID | Tile issues in the corridor prior to the toilet part |
22:19 | CHARACTER | "Hah! Take that I'll kill ya" (Wendicka's Death Blow auto ability) |
21:50 | TEST | Well let's see if I can get through the observatorium WITHOUT crashing the game.... |
21:50 | FIXED | Reference error Foxy's Dragon Burn SpellAni |
21:50 | NOTE | This has solely been put in in order to make reviving fallen characters possible |
21:49 | SCRIPT | Curing status changes in battle possible now |
21:40 | MAPSCRIPT | All zones within the observatorium should work now |
20:45 | TEST | Take II |
20:45 | FIXED | Tag typo |
20:42 | TEST | Well? |
20:42 | MAPSCRIPT | And Wendicka should make a not of the place when you first enter the actual dungeon part |
20:40 | NOTE | And others should not be able to |
20:40 | MAPSCRIPT | Wendicka should now be able to open the door with the terminal |
19:41 | CONFIRMED | Formality it is... :) |
19:39 | TEST | Take VII should be only a formality... At least, that's what I hope.... |
19:38 | STATUS | Almost there |
19:38 | FIXED | Dominance issue on the teleport pad |
19:35 | TEST | Take VI |
19:35 | FIXED | A map fix (at least I hope this is fixed, as that particular issue is getting on my nerves now |
19:33 | FIXED | Coordinate error |
19:33 | CONFIRMED | That fixes stuff |
19:31 | TEST | Take V |
19:31 | FIXED | No matter if the data is correct, if you forget to link it to the actual doors nothing will happen... dummy! |
19:26 | TEST | Take IV |
19:26 | FIXED | Update task forgotten in main updater |
19:25 | TEST | Take III |
19:25 | FIXED | Load issues |
19:01 | TEST | Take II |
19:01 | FIXED | Wrong function |
18:59 | TEST | Take I |
18:59 | TEST | I cannot yet test that door to the main part, but at least I can test the doors in the start hall |
18:58 | LINK | A half link has been made to the doors leading into the dungeon itself, however this has to be tied to a specific script and that script has not yet been set up |
18:57 | MAPSCRIPT | The sliding doors have now been scripted... At least the ones between the corridors and the entrance hall |
18:56 | CONFIRMED | I suppose it is |
18:06 | FUCKYOU | Take XI |
18:06 | VOID | I hope I voided the issue in the entrance hall now... |
18:05 | NOTE | And in TFT REVAMPED I guess I need to worry for the floors in the Spirata temples and such, but that will be something to worry about later |
18:04 | FAILURE | The experiment failed... The pre-rendered tiled areas all come out as empty textures, possibly even completely transparent. I'm afraid the tiled areas will therefore remain a problem for the time being... Easy for me to void.. well mostly, but it will get me some extra work, and I don't like that! |
17:24 | TEST | Take X |
17:24 | EXPERIMENT | I've done a bit of experimentation in Kthura... Hopefully this will turn out my new Tiler works the way it should... It may eat a bit more RAM, but I should get speed plus bugless tiling in return... At least, THAT's the idea. |
16:54 | TEST | Take XI |
16:54 | FIXED | Label issue |
16:54 | CONFIRMED | That Start issue is succesfully voided |
16:47 | TEST | Take IX |
16:47 | VOID | Start bogus |
16:39 | TEST | Take VIII |
16:39 | KTHURA | LALALALA |
16:38 | MYSTERY | No clue how THAT could happen |
16:38 | DEBUG | The log shows that the player has spawned outside the map range.... 5x the width of the map..... |
16:24 | TEST | Take VII |
16:23 | STATUS | I really wonder how many more are missing, actually |
16:23 | TRANSFER | Missing asset |
16:18 | TEST | Take VI |
16:18 | CONFIRMED | Music properly aliased |
16:18 | FIXED | Start point error |
16:10 | TEST | Take V |
16:10 | COSMETIC | Dominance issue that gave a bit of a strange effect when beaming to the observatorium |
16:10 | CONFIRMED | This confirms though that the issue with the transpad leading to the observatorium has been fixed, though |
16:09 | RECOVERED | Oddly disappeared starting point |
16:06 | TEST | Take IV |
16:06 | INVESTIGATION | Elementary, my dear Watson. The stuff SHOULD work now! |
16:06 | FIXED | So I fixed that |
16:06 | DEBUG | The debug line has spoken and provided an answer... The tag name was missspelled |
16:02 | TEST | Take III |
16:02 | DEBUG | Hopefully this line provides me some answers as this is getting on my nerves |
15:54 | HUH | I really don't understand wtf is happening here.... |
15:52 | TEST | Take II (entering Observatorium) |
15:52 | KTHURA | I did re-tag the object causing the transport though... Perhaps that helps (?) |
15:51 | ANALYSIS | nothing odd found |
15:46 | INVESTIGATION | Why? |
15:46 | BUG | Nothing happens |
15:42 | LINK | And that should link the junkyard to the observatorium (duh!) |
15:42 | MAPSCRIPT | Transpad to Observatorium scripted |
15:30 | EXPERIMENT | I've set up an experimental tiler.... Time will tell if it works as intended... This tiler can by the way also be the key to enlarge screens, although you must take in order that this can cause a bit of a slowdown... or not... Who knows, eh? |
14:39 | TEST | Take III |
14:39 | FIXED | I hope |
14:39 | BUG | a blockmap issue discovered which allows you to skip the boss guarding the observatorium |
14:36 | TEST | Take II |
14:36 | CONFIRMED | At least I can confirm that Yirl will no longer stop you when approaching the boss |
14:36 | FIXED | Code typo |
14:33 | TEST | Let's see |
10:07 | MAPSCRIPT | Activated the SupaQual boss in the junkyard |
- = 3 Mar 2021 = - | ||
22:22 | DONE | Red trasporter pads do also work now |
21:22 | TEST | Scotty, beam me up! |
21:22 | SCRIPT | Beaming up |
21:15 | NOTE | Beaming up is NOT yet implemented... That's the next step |
21:14 | CONFIRMED | Beaming down to a planet works |
21:11 | FIXED | Tons of crap, actually |
19:37 | TEST | Well, let's see now |
19:36 | FIXED | Physillium didn't apear |
19:31 | TEST | Well? |
19:31 | LINK | Linked this to the terminal sprite in the Hawk |
19:30 | SCRIPT | The Worlds you've unlocked should show now |
19:30 | SCRIPT | First set up for the navigation computer in The Hawk |
16:45 | FAILURE | I sounded like a Corona Guru (read: nitwit), I really must find a different kind of wording for that! |
16:44 | CONFIG | More distance then |
16:41 | JUDGMENT | However readability is a little issue now |
16:41 | STATUS | In basic the terminal works |
16:39 | ENHANCEMENT | Process bar in loading game |
16:39 | FIXED | A few wrongs here |
15:18 | NOTE | The tutorials SHOULD appear, but for now crash the game |
15:18 | NOTE | This should mean saving aboard the Hawk should be possible now |
15:18 | LINK | I've linked this flow to the Hawk |
14:08 | SCRIPT | Flow |
13:53 | SCRIPT | I've set up a class for handling the applications in the terminal |
12:30 | FIXED | Dupe reference |
12:27 | MAPSCRIPT | Vault door should work now |
0:18 | TEST | Another Test! |
0:18 | FIXED | Issues with the sliding doors |
0:12 | TEST | A little test is in order |
0:12 | MAPSCRIPT | The sliding doors on board the Hawk have now been scripted |
- = 2 Mar 2021 = - | ||
23:48 | DONE | You should now be able to talk to your party members about the current situation |
23:40 | FIXED | Inivisble player |
23:33 | TEST | Take V |
23:33 | FIXED | Wendicka/Crystal issue on board the Hawk |
23:17 | TEST | Take IV |
23:17 | FIXED | That total act of idiocy! |
23:17 | STUPIDITY | KLOJO!!! |
23:12 | TEST | Take III |
23:12 | FIXED | Kthura Tag Case Error |
23:09 | TEST | Take II |
23:09 | FIXED | MapScript Didn't show |
23:09 | FIXED | Quick Meta error |
23:00 | TEST | Take I |
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