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10:52C++
C++I've set up the code in Apollo to make sure Linking character data will be possible
- = 17 Feb 2021 = -
22:26CONFIRMED
CONFIRMEDWendicka And Crystal is also lying in her bed (as she should)
22:26CONFIRMED
CONFIRMEDThat works
22:23TEST
TESTShould... but does it?
22:23MAPSCRIPT
MAPSCRIPTIf within range the flag should be commented
22:17TEST
TESTYirl Let's see
22:17DEBUG
DEBUGFor debugging purposes for now
22:17LINK
LINKLinked that to the flag of Brabant
22:09SCRIPT
SCRIPTDistance checker
22:09SCRIPT
SCRIPTDistance calculator
21:58NOTE
NOTE I'll save the vault for later.... I'll first focus on getting the story done here
21:54TODO
20:14FIXED
FIXEDAh yeah, the old naming system....
20:00SCENARIO
SCENARIOAstrilopup Dr. Sal’pr’drita I've added some extra scenario for when Wendicka examines the uniform in the living room.
17:52TEST
TESTLet' see
17:51DONE
DONESave spot (computer in Wendicka's bedroom) should work now
17:13TEST
TESTTake III
17:12FIXED
FIXEDWill it work now?
17:09TEST
TESTTake II
17:09LINK
LINKI forgot to link the metatable
17:09STUPIDITY
STUPIDITYIdiot
17:08TEST
TESTTake II
17:08VOID
VOIDI guess this isn't working well yet in Neil
17:06TEST
TESTLet's see
17:06MAPSCRIPT
MAPSCRIPTI've set the rooms to appear and disappear as you enter and leave them
16:26STATUS
STATUSTime for a leeeetle break!
16:25CONFIRMED
CONFIRMEDAll's fine now!
16:23VOID
VOIDConflict over the "Music" identifier
16:18TEST
TESTTake VI
16:18FIXED
FIXEDMapscript syntax error (sigh)
16:16TEST
TESTExHuRU Take V
16:16FIXED
FIXED#use
16:15TEST
TESTTake IV
16:15VOID
VOIDschedule issue (the price for using C++)
16:10TEST
TESTTake III
16:10FIXED
FIXEDThe doors to Sickbay would open (for nobody to see) in stead of Wendicka's front door
16:08TEST
TESTTake II
16:08CONFIRMED
CONFIRMEDThe rest appears to be in order
16:08FIXED
FIXEDTag error
15:44TEST
TESTSue At least I can test if the entrance itself works, plus if the door to Wendicka's "beloved" neighbor works....

Take I

15:43NOTE
NOTE Rolf Now if the correct file plays in all situations can only be tested once the situation arises (and since Wendicka's house is even part of the final dungeon, that can take a long time)
15:41NOTE
NOTE A lot will need to be done to make everything about Wendicka's house work properly, though.....
15:39MUSIC
MUSICThe music played in Wendicka's house is dependent on the situation in the story line. The script which should take care of this has been written now.
15:38LINK
LINKEntrance to Wendicka's house now linked to her house (in other words, you can enter)
14:03CLOSED
13:06FIXED
FIXEDMinor fix
12:59TEST
TESTTake III
12:59LAZY
LAZYA few aliases
12:57TEST
TESTTake II
12:57FIXED
FIXEDBoolean error
12:57FIXED
FIXEDExit error
12:47SYSTEM
SYSTEMBefore I can go into the next step I must first make sure Paint.NET is properly upgraded
12:46LINK
LINKThat links to the next and (for now) final section
12:46MAPSCRIPT
MAPSCRIPTBeam to Galahad section
12:45MAPSCRIPT
MAPSCRIPTCrystal Panic
11:18TEST
TESTCrystal Take II
11:18STUPIDITY
STUPIDITYYeah, I should pay more attention... I just came out of bed, mind you!
11:18FIXED
FIXEDWrong function called
11:18VOID
VOIDAlpha issue
11:14TEST
TESTTake I
11:14MAPSCRIPT
MAPSCRIPTJones
11:14MAPSCRIPT
MAPSCRIPTJohnson
11:14CHEAT
CHEATA way to make entering Johnson's quarters more easy (Why make stuff needlessly complicated)
- = 16 Feb 2021 = -
21:35STATUS
STATUSfrom here we get to the point that Wendicka is gonna have her little "chat" with admiral Johnson....
21:26ENHANCEMENT
ENHANCEMENTProlonged wait time for autosaves, as 3 minutes was way too short
21:21CONFIRMED
CONFIRMEDBakina Success!
20:36EXPERIMENT
EXPERIMENTOne more experiment, though
20:34FUCKYOU
FUCKYOUXenobi FINALLY!
20:31TEST
TESTTake IX
20:31FIXED
FIXEDKthura Tag Case Error
20:29TEST
TESTTake VIII
20:29VOID
VOIDBoolean parameter issue
20:25TEST
TESTTake VII
20:25EXPERIMENT
EXPERIMENTDoes THIS do the trick to void this issue?
20:25FUCKYOU
FUCKYOUThat is bogus
20:15TEST
TESTTake VI
20:14DEBUG
DEBUGSome extra debug crap will have to make clear where it goes wrong
20:02COCKROACH
COCKROACHOh well, cockroaches are hard to kill after all
20:02CONFIRMED
CONFIRMEDAt least Wendicka beams out... But I can't say I am full of satisfaction yet, as the spawn on a different location refuses to work
19:59TEST
TESTTake V
19:59FUCKYOU
FUCKYOUWendicka Let's force a few things through then... hm?
19:58COCKROACH
COCKROACHNow I wish to know which part of SKIPPING AUTO TEXTURING it doesn't undersand
19:54TEST
TESTTake IV
19:54FUCKYOU
FUCKYOULet's try this
19:53FIXED
FIXEDI could at least do something about the lingering textbox, but still the wanted effect doesn't happen.... at all
19:53COCKROACH
COCKROACHNo difference
19:50TEST
TESTTake III
19:50EXPERIMENT
EXPERIMENTLet's see
19:50COCKROACH
COCKROACHThis is gonna be a long night, I guess
19:45TEST
TESTTake II
19:44CONFIRMED
CONFIRMED"No Business" in sickbay works, though
19:44FIXED
FIXEDKota Quick beam de-spawn issue
19:39STUPIDITY
STUPIDITYIt's #MACRO not #MARCO -- Come on... Marco Polo is of the past, not of the future.
19:04TEST
TESTTake I
19:04STATUS
STATUSFoxy Time for the thest
19:04LINK
LINKMore stuff linked up
18:54LINK
LINKLinked that to the Sickbay and Johnson area... But I think I need a few more
18:50MAPSCRIPT
MAPSCRIPTNo business
18:46LINK
LINKThat should link things
18:45MAPSCRIPT
MAPSCRIPTBeam set up from sickbay to staff
18:29KTHURA
KTHURASweet Kthura help me out here
18:28NOTE
NOTE This is not linked properly yet, though
18:24MAPSCRIPT
MAPSCRIPTBeam
18:11STATUS
STATUSNow the harder part.... The transporter
17:53CONFIRMED
CONFIRMEDIt works!
17:21TEST
TESTThe Goddess Take I
17:21STATUS
STATUSTesting time
17:20SCENARIO
SCENARIOI've also altered a scenario so it would autolink better with the new version of the game...
17:19NOTE
NOTE And that should prevent future conflicts with my builders
17:19C#
C#I've enhanced my scenario editor... Now it's autosave feature will only save at fixed intervals in there were actually modifications
1:33STATUS
STATUSThat will do for now
1:26FIXED
FIXEDSeveral things
1:16TEST
TESTLet's see if this works the way it should work
1:16SCRIPT
SCRIPTAnd the doors should be initially open but close behind Wendicka's back (you are NOT supposed to get back into sickbay ever)
1:15SCRIPT
SCRIPTThe system should now hide the stuff not part of the sickbay area
0:16TEST
TESTTake XII
0:16VOID
VOIDThat should take care of that!
0:07SOLVED
SOLVEDReggie Wait a minute, I THINK I know what caused this....
0:06HUH
HUHDA FUUUUCK! Unknown compression method "lzma".... I didn't even use that method in my packing scripts... wtf is going on here?
0:03TEST
TESTTake XI - Should be the final test (I hope)
0:03DONE
DONEreactivated the boss
0:01COSMETIC
COSMETICYirl But a little tweak is required on the Doctor's font I see....
0:01CONFIRMED
CONFIRMEDThat seems to work
- = 15 Feb 2021 = -
23:54STATUS
STATUSA little break, before I move on to the next take
23:53LINK
LINKThis should now be linked automatically every time the doctor speaks
23:53FONT
FONTLobster font by Pablo Impallari coverted into jfbf so the game can pick it up
23:45BUG
BUGWhat is an issue though is that the Doctor's font doesn't load... Now the font I used before may not be the best font in the new engine, but I gotta try
23:44VOID
VOIDNo longer an issue
23:43BUG
BUGOkay, the system does demand a foe list, even though when there are no foes in a certain map
23:41TEST
TESTTake IX
23:41VOID
VOIDAstrilopup Make sure that if the wind direction of the "PLAYER" actor is not set, it will automatically assume "NORTH". This to prevent crashes
23:27TEST
TESTTake VIII
23:27NOTE
NOTE Some maps really don't have music. I made sure these maps can just be loaded, and use the "Silence.ogg" file to prevent further trouble.
23:26NOTE
NOTE Now the music can change during the course in this particular map, however since you cannot save your game here, that doesn't really matter, does it?
23:24HUH
HUH
Your card doesn't support overlay
No pts value from demuxer to use for frame!
pts after filters MISSING

Possibly bad interleaving detected.
Use -ni option if this causes playback issues and avoid or fix the program that created the file.

WTF is that supposed to mean?

It concerns the Blip Stream tune... Well, since it plays fine no need to make a big fuss about it, right?

23:22MUSIC
MUSIC"Blip Stream" by Kevin McLeod linked to Excalibur when in "All quiet" mode
22:58TEST
TESTTake VII
22:58VOID
VOIDFUCK THAT!
22:52TEST
TESTTake VI
22:45VOID
VOIDVoided that issue (I can't speak of a 'fix' here. Microsoft caused this issue and never fixed it either).
22:44FAILURE
FAILUREOr rather another punch I should give to the moron who introduced \ as directory separator in DOS
22:44BUG
BUGBut leads to another crash
22:44CONFIRMED
CONFIRMEDThe chain now appears to be working
22:42TEST
TESTAdmiral Lovejoy Take V
22:42FIXED
FIXEDAnother typo
22:42FUCKYOU
FUCKYOUGRRR!
22:41TEST
TESTTake IV
22:41FIXED
FIXEDCode typo
22:40TEST
TESTExHuRU Take III
22:40VOID
VOIDDoes that solve the problem?
22:39CHEAT
CHEATI've done things a bit differently
22:36TECHNO
TECHNOIt really does seem to be a scheduling conflict.... Let's sort this out
22:33NOTE
NOTE Let's see why the road to sickbay isn't done then....
22:33DONE
DONEa bit of a slowdown then?
22:11MYSTERY
MYSTERYFor some reason, the fade-out, and the transfer to the Excalibur sickbay are completely ignored... Of course, this could also be due to this being a schedule inside a schedule? (Should not be the reason, as not even the map loads)
21:39FIXED
FIXEDSue Color issue
21:33TEST
TESTTake I
21:32NOTE
NOTE What should and what is, are always two different things, so testing is in order.
21:32SCRIPT
SCRIPTAll the script that comes after the boss SHOULD work now....
21:10KTHURA
KTHURASome "evil names" set right.... I didn't like that original setup and since the mapscript have not yet been set up, things are a bit easier.
21:03VISUALSTUDIO
VISUALSTUDIOTime to compile... again....
21:02APOLLO
APOLLOAlways in development ;)
21:02C++
C++Sleep API
20:55FIXED
FIXEDFixed that
20:55FAILURE
FAILUREOh yeah, who was it who came up with \ in stead of / for directory sperators?
20:54CONVERT
CONVERTAnd converted it to .ogg, as for some reason it was still .wav
20:54RECOVERED
RECOVEREDThat should do it
20:53TRANSFER
TRANSFERWell it was used before in Scyndi's forest quest
20:52AUDIO
AUDIONo explosion audio
20:24FIXED
FIXEDAdmiral Johnson A few minor things (I hope)
20:16TEST
TESTSo let's see.....
20:16MAPSCRIPT
MAPSCRIPTThe easy part is done (I think), but the easier the code, the more bugs pop up for some odd reason
20:16NEIL
NEILI gotta love it that Neil supports conditional compiling :P
20:15DEBUG
DEBUGNow that I know that the boss fight itself works, I'll focus on getting the event around it to work properly, and that ain't as easy it you may think it is, so I temporarily turned off the boss fight
15:37OFFTOPIC
OFFTOPIC

Dang!

15:11TEST
TESTCrystal Take VIII
15:10VOID
VOIDWTF?
15:06TEST
TESTTake VII
15:05BOOST
BOOSTA few more levels for the boss
15:05FIXED
FIXEDForgotten schedule
15:05COSMETIC
COSMETICBakina clearup issue fix
14:59TEST
TESTTake VI
14:59FIXED
FIXEDBad stat definition
14:55TEST
TESTTake V
14:54VISUALSTUDIO
VISUALSTUDIOSo I need to compile again
14:54C++
C++That was a bug in my C++ code
14:54FIXED
FIXEDRemoval from party impossible due to bug in the checker
14:50TEST
TESTTake IV
14:50NOTE
NOTE (And I did not yet get to test the boss fight... sheesh)
14:50FIXED
FIXEDAnother syntax error
14:47TEST
TESTTake III
14:47FIXED
FIXEDScope error
14:47STUPIDITY
STUPIDITYAh, now I see!
14:44TEST
TESTTake II
14:44HUH
HUH?
14:38TEST
TESTBriggs Take I
14:38STATUS
STATUSBut first, the fight itself
14:38DEBUG
DEBUGI can quickly turn the fight itself off for testing the events that come next... Due to their complexity I'm afraid that's needed
14:18NOTE
NOTE A safety crash will be put in place after the boss... This to prevent some spooking up on things....
14:18MAPSCRIPT
MAPSCRIPTBoss set up
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