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19:36 | FIXED | Color of enemies was incorrect (I could tell because level 1 enemies were red... That's never well) |
19:25 | CONFIRMED | Fix on ARMS case |
19:02 | NOTE | I did find out that the name ARMS was used in the old game, and ARM in the new game... This can cause a bit of trouble in the savegame transfer, but shouldn't be too serious. |
19:02 | FIXED | I think Crystal's ARMS issue has been fixed |
18:59 | BUG | And treasures set on hidden spots do appear... Now this last one could be map specific... This because this did work in the Yaqirpa, so this cannot really go wrong in this place, as the same code is used. The data on the spots howeever could still be wrong. |
18:58 | BUG | ARMS chests of ARMs already obtained DO reappear |
18:56 | TEST | Take I |
18:56 | NOTE | For safety reasons, trying to enter the cave WILL crash the game with a custom error message! |
18:54 | MAPSCRIPT | I've been working out to make access to the secret dungeon possible |
14:24 | GITHUB | I issued that as #89 |
14:22 | UNDESIREABLE | I do see that the game slows down a lot thanks to the enemies.... I do need to sort out how come |
13:52 | TEST | Again! |
13:52 | FIXED | Oops! |
13:47 | TEST | A test again of the first layer of the grass jungle |
13:42 | FIXED | Yes the aurinas WHERE never awared... This has been fixed |
12:47 | TEST | Take VIII |
12:47 | FIXED | Stupidity |
12:41 | TEST | Take VII |
12:41 | DEBUG | Extra line added to show the impossible outcome! |
12:41 | INVESTIGATION | Well? |
12:40 | FUCKYOU | String expected error... yet a string WAS given... so why does it not accept it as such? |
12:38 | TEST | Take VI |
12:38 | FIXED | Fixed that of course |
12:38 | FUCKYOU | Field error |
12:36 | TEST | Take V |
12:36 | FIXED | List error |
12:36 | FIXED | Bad coordinate |
12:30 | TEST | Take IV |
12:30 | FIXED | Complete mess |
12:26 | TEST | Take III |
12:26 | FIXED | Group name |
12:24 | TEST | Take II |
12:24 | FIXED | Declaration fault |
12:21 | TEST | Take I |
12:21 | DONE | Crystal's ARMS list should now work... Well, that is, the ARMS should appear, as you cannot yet select them in combat |
11:09 | CONFIRMED | As far as I can check now, it all works the way it should, folks! |
11:06 | TEST | And Now to see if everything loads the way it SHOULD!! |
11:06 | CONFIRMED | So far so good |
11:04 | TEST | And NOW to test if correct data will be written, and only correct data |
11:04 | REMOVED | Corrupted savegame files that came to be through this bug |
11:03 | CONFIRMED | So far so good |
10:56 | TEST | If this works I WILL get a crash, but this crash will at least indicate the loader is now properly linked |
10:56 | FIXED | AHA! Wrong command in load instruction |
10:56 | INVESTIGATION | Why? |
10:55 | COCKROACH | The loader still does NOT load the Hawk data |
10:55 | TEST | A clean-up is needed - And a test |
10:53 | FIXED | The syntax errors The savegames should suffer has been fixed |
- = 22 Feb 2021 = - | ||
22:17 | BUG | A very serious corruption has been found in the Hawk data of the latest savegame, and I must find out how this could happen |
22:17 | DONE | Hide secret area in area 002 |
21:45 | STATUS | so far it appear to be working |
21:36 | FIXED | Wrong group |
21:09 | TEST | Take III |
21:09 | FIXED | Illegal GAMEVAR definition |
20:56 | TEST | Take II |
20:56 | FIXED | Quick fixes |
20:45 | TEST | Does that work? |
20:30 | SCRIPT | New ARMS |
18:58 | STUDY | ARMS chests |
18:58 | FIXED | Crash at north side area 001 Grass Jungle |
14:01 | TEST | Take V |
14:01 | VOID | Does it work now? |
14:01 | COCKROACH | Fix ignored? |
13:59 | TEST | Take IV |
13:59 | FIXED | Flicker effect on "Cancel" |
13:59 | JUDGMENT | The basic work, but I do need to take care of something here! |
13:51 | TEST | Take III |
13:51 | FIXED | Reset error |
13:50 | TEST | Take II |
13:50 | STUPIDITY | Good start... NOT! |
13:50 | FIXED | Syntax error |
13:48 | TEST | Take I |
13:48 | STATUS | Question is now... does it work? |
13:48 | LINK | Linked it all together |
13:47 | SCRIPT | Effects |
13:34 | SCRIPT | Blue teleportpad menu |
3:35 | CONFIRMED | As far as I can check now stuff appears to be working.... so far |
3:34 | FIXED | countless fixes |
2:51 | TEST | Well? |
2:51 | MAPSCRIPT | The first pad will always be activated... This is a safety measure... When you neglect to do that now, this area could later be permanently unreachable once completed, also blocking out an entire sidequest, so this had to be done. |
2:49 | LINK | Link code set up |
2:24 | NOTE | That's only the main code... I do need to write the link code also |
2:24 | DONE | A few things for the Hawk done.... For now only to make sure the data the Hawk needs can be stored.... |
0:45 | STATUS | My next challenge will be to make the system able to ask the player what to do when a transporter pad has been hit. The SDL message box system is not an option, this because this is undoable from Lua to set the items well, so an internal UI feature will have to do. Well, maybe that's for the better anyway... I also must not forget before I move on in the development of this dungeon to make sure the data is sent to the Hawk... This post does serve as a reminder for that as forgetting that is fatal to the project.... Of course, beaming up cannot yet be done, but that is not really my prime concern, and this is easy to work around, actually.... |
0:05 | DONE | A first setup for scanning for transporters |
- = 21 Feb 2021 = - | ||
22:27 | STUDY | The data needed for The Hawk has been studied.... I can see this is set up in a quite easy way still it will require a bit of a workout |
20:59 | CONFIRMED | So far that all works |
20:57 | TEST | Take II |
20:57 | FIXED | Blockmap issue |
20:50 | TEST | I'll run a quick scan up of the entire map (that is only floor #001, as all floors are separate maps... This was also what brought the idea of adding the layer feature in Kthura) in the "Leave Me Be" mode, so I can seeif the new blockmap suits the game better (it should). |
20:48 | NOTE | For now this decission only affects the editor.... I will later actively adept the existing libaries... Should I need to write any new libraries before the deprecation date expires (I don't expect to, but hey, who knows), I won't include this support in those anymore. |
20:47 | KTHURA | Will now remove all impassibles or forcepassibles in a Rotten Object search.... For now optional.... But as I will remove scanning for this most likely next year (also a bit depending on how long this project takes) it will later be a kind of "obligation". |
20:17 | KTHURA | In order not to trouble myself EVER again for proper support of this, impassible and forcepassible on obstacles are henceoforth depecrated. Should the Kthura map editor ever be rebuild from scratch (something I *am* considering, but for now I'm fine with the C# version, even though it's bugged on some points), I won't even support it anymore, and likely somewhere in 2022 the blockmapper will ignore this. I've just hade it with the issues here, and using zones and tiled images (or stretched images) is the safer road anyway. |
20:09 | VOID | Since it's better NOT to even try to fix the blockmap generator on this one (I am thinking to even deprecate the possibility to make obstacles impassible or force passible and to block it even entirely in future engines/editors |
19:57 | ANALYSIS | The system is not really tolerant on the blockmap, which has in Kthura always been an issue when it comes to obstacles.... This was one of the first maps created all out of obstacles, so I couldn't know that what kind of trouble it would cause on the longer run |
13:51 | FIXED | Although I think I fixed that! |
13:50 | BUG | The pod doesn't appear though |
13:50 | CONFIRMED | And the achievement is announced too |
13:50 | CONFIRMED | Until the trip in space itself everything works |
13:44 | TEST | Take VIII |
13:44 | FIXED | Actor error |
13:44 | VOID | Events lacking freezups |
13:40 | TEST | Take VII |
13:40 | FIXED | Well? |
13:40 | FUCKYOU | WTF? |
13:38 | TEST | Take VI |
13:38 | FIXED | Faulty class member |
13:37 | TEST | Take V |
13:37 | FIXED | Kthura tag conflicts |
13:35 | TEST | Take IV |
13:35 | NOTE | At least no parse errors until the Grass Dungeon is reached, and that also counts for something! |
13:35 | FIXED | And that should fix things up |
13:35 | LINK | So let's do it! |
13:34 | STUPIDITY | I most likely forgot to link the event to the map |
13:34 | BUG | NOTHING HAPPENS AT ALL! |
13:21 | TEST | Take III |
13:21 | FIXED | Missing "#use" clause |
13:19 | TEST | Take II |
13:19 | FIXED | Syntax error x2 |
13:15 | TEST | Take I |
13:11 | LINK | Achievement Link Code |
11:31 | SCRIPT | Basic achievement database |
11:04 | NOTE | However, as this is the point where the first scenario based achievement comes in play, some extra workout is required |
11:03 | MAPSCRIPT | The entire escape has now been set up |
- = 20 Feb 2021 = - | ||
23:57 | TEST | Quick Test |
23:56 | NOTE | Normally a scenario should start there immediately, but at this moment nothing happens, however this allows me to get the test more on the roll, once I *do* start working here! |
23:56 | LINK | To next room |
23:56 | CONFIRMED | ... |
23:49 | TEST | Quick test |
23:49 | DONE | The end doors of the secret catwalks should open as soon as you approach them |
23:42 | KTHURA | Preparational work for the hangar |
23:09 | TEST | Take II |
23:09 | COSMETIC | The clouds below |
23:09 | STATUS | Overall it appears to be working |
22:08 | TEST | Secret Passage - Take I |
22:07 | VOID | ".png" issue in arena loader |
19:22 | TEST | Take IV |
19:21 | DEBUG | This cheat can only be used in the debug mode, and will cause the enemies to ignore the player... At least when fully scripted out... This should help to debug the next part, as it's otherwise next to undoable |
19:20 | CHEAT | LeaveMeBe |
19:17 | TEST | Take III |
19:17 | FIXED | Illegal Function Call |
19:07 | TEST | Take II |
19:07 | FIXED | Illegal function call |
18:41 | TEST | Take I |
18:41 | MAPSCRIPT | And the entrance to the secret passage has been covered |
18:13 | MUSIC | And Freak Boutique by Speedkiks will be played here just as before.... |
18:12 | MAP | Preparations for the secret passage |
17:05 | TEST | Take V |
17:05 | FIXED | Minor stuff |
17:01 | TEST | Take IV |
17:00 | FIXED | Game did not respond to the Guinevere exit |
16:59 | NOTE | The exact rating of aurinas is something to be taken care of later... I really need to sort out how exactly that went |
16:58 | DONE | Killing an enemy now may make it drop an aurina |
16:05 | TEST | Take III |
16:05 | FIXED | Many things |
15:12 | NOTE | This works, but I realize I did forget something important |
15:09 | TEST | Take II |
15:09 | FIXED | Syntax error x2 |
15:05 | TEST | Time to hit da road - Take I |
15:05 | LINK | Some last linkups |
14:07 | NOTE | The trasporter at the Gawain section won't work yet |
14:07 | MAPSCRIPT | Lancelot denied |
14:07 | MAPSCRIPT | Guinevere denied |
14:07 | MAPSCRIPT | Transporter failure |
10:19 | LINK | Link back to Wendicka's room |
0:33 | STATUS | AT LAST! |
0:18 | TEST | Take how many? |
0:18 | DEBUG | Extra lines added |
0:01 | COCKROACH | But why does the game freeze when the cyborg captain is about to enter her move? |
0:01 | NOTE | Stuff looks hopeful |
- = 19 Feb 2021 = - | ||
23:29 | TEST | Well? |
23:29 | FIXED | Crash on enemy self-target |
23:23 | TEST | Another test is in order! |
23:23 | FIXED | Should be fixed now |
23:20 | DEBUG | Extra debug lines must help me |
23:16 | INVESTIGATION | The question is now of course why this happens |
23:16 | BUG | Okay, the enemies do only look the same... They are however different.... |
23:06 | TEST | Fuck it! |
23:06 | DONE | Attack added |
22:59 | NOTE | I do need to add attacking... This also puts a bit of a damper on things |
22:59 | DEBUG | Log indicates this should not be the case |
22:59 | BUG | Why do all enemies look the same? |
22:51 | TEST | Well? (I didn't bother to count as this should always have been a one-time go.... See how wrong I was). |
22:51 | FUCKYOU | GRRR! It really must never go right, eh? |
22:43 | TEST | Another test! |
22:43 | CHARACTER | ExHuRU Combat menu |
22:41 | APOLLO | Aliases for Rolf and the final character |
22:39 | CHARACTER | ExHuRU abilities |
22:05 | TEST | Take III |
22:05 | LAZY | Voided a small issue in a lazy manner |
22:03 | TEST | Take II |
22:03 | FIXED | Bad map refference |
22:00 | TEST | Let's see |
22:00 | MAPSCRIPT | Opening fight cyborgs in corridor of Galahad section of Excalibur |
21:48 | FIXED | Done |
20:26 | KTHURA | So let's go to Kthura for that one |
20:26 | SOLVED | The ghost cabinet issue has also been solved |
20:26 | CONFIRMED | At last |
20:21 | TEST | Take XIX will serve to get this right |
20:21 | NOTE | Luckily not a very big issue at this point, but still :( |
20:21 | NOTE | This will require me a little jump back in my savegames as the bad data is already quite far in my savegames |
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