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10:52 | C++ | I've set up the code in Apollo to make sure Linking character data will be possible |
- = 17 Feb 2021 = - | ||
22:26 | CONFIRMED | And Crystal is also lying in her bed (as she should) |
22:26 | CONFIRMED | That works |
22:23 | TEST | Should... but does it? |
22:23 | MAPSCRIPT | If within range the flag should be commented |
22:17 | TEST | Let's see |
22:17 | DEBUG | For debugging purposes for now |
22:17 | LINK | Linked that to the flag of Brabant |
22:09 | SCRIPT | Distance checker |
22:09 | SCRIPT | Distance calculator |
21:58 | NOTE | I'll save the vault for later.... I'll first focus on getting the story done here |
21:54 | TODO | |
20:14 | FIXED | Ah yeah, the old naming system.... |
20:00 | SCENARIO | I've added some extra scenario for when Wendicka examines the uniform in the living room. |
17:52 | TEST | Let' see |
17:51 | DONE | Save spot (computer in Wendicka's bedroom) should work now |
17:13 | TEST | Take III |
17:12 | FIXED | Will it work now? |
17:09 | TEST | Take II |
17:09 | LINK | I forgot to link the metatable |
17:09 | STUPIDITY | Idiot |
17:08 | TEST | Take II |
17:08 | VOID | I guess this isn't working well yet in Neil |
17:06 | TEST | Let's see |
17:06 | MAPSCRIPT | I've set the rooms to appear and disappear as you enter and leave them |
16:26 | STATUS | Time for a leeeetle break! |
16:25 | CONFIRMED | All's fine now! |
16:23 | VOID | Conflict over the "Music" identifier |
16:18 | TEST | Take VI |
16:18 | FIXED | Mapscript syntax error (sigh) |
16:16 | TEST | Take V |
16:16 | FIXED | #use |
16:15 | TEST | Take IV |
16:15 | VOID | schedule issue (the price for using C++) |
16:10 | TEST | Take III |
16:10 | FIXED | The doors to Sickbay would open (for nobody to see) in stead of Wendicka's front door |
16:08 | TEST | Take II |
16:08 | CONFIRMED | The rest appears to be in order |
16:08 | FIXED | Tag error |
15:44 | TEST | At least I can test if the entrance itself works, plus if the door to Wendicka's "beloved" neighbor works.... Take I |
15:43 | NOTE | 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) |
15:41 | NOTE | A lot will need to be done to make everything about Wendicka's house work properly, though..... |
15:39 | MUSIC | The 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. |
15:38 | LINK | Entrance to Wendicka's house now linked to her house (in other words, you can enter) |
14:03 | CLOSED | |
13:06 | FIXED | Minor fix |
12:59 | TEST | Take III |
12:59 | LAZY | A few aliases |
12:57 | TEST | Take II |
12:57 | FIXED | Boolean error |
12:57 | FIXED | Exit error |
12:47 | SYSTEM | Before I can go into the next step I must first make sure Paint.NET is properly upgraded |
12:46 | LINK | That links to the next and (for now) final section |
12:46 | MAPSCRIPT | Beam to Galahad section |
12:45 | MAPSCRIPT | Crystal Panic |
11:18 | TEST | Take II |
11:18 | STUPIDITY | Yeah, I should pay more attention... I just came out of bed, mind you! |
11:18 | FIXED | Wrong function called |
11:18 | VOID | Alpha issue |
11:14 | TEST | Take I |
11:14 | MAPSCRIPT | Jones |
11:14 | MAPSCRIPT | Johnson |
11:14 | CHEAT | A way to make entering Johnson's quarters more easy (Why make stuff needlessly complicated) |
- = 16 Feb 2021 = - | ||
21:35 | STATUS | from here we get to the point that Wendicka is gonna have her little "chat" with admiral Johnson.... |
21:26 | ENHANCEMENT | Prolonged wait time for autosaves, as 3 minutes was way too short |
21:21 | CONFIRMED | Success! |
20:36 | EXPERIMENT | One more experiment, though |
20:34 | FUCKYOU | FINALLY! |
20:31 | TEST | Take IX |
20:31 | FIXED | Kthura Tag Case Error |
20:29 | TEST | Take VIII |
20:29 | VOID | Boolean parameter issue |
20:25 | TEST | Take VII |
20:25 | EXPERIMENT | Does THIS do the trick to void this issue? |
20:25 | FUCKYOU | That is bogus |
20:15 | TEST | Take VI |
20:14 | DEBUG | Some extra debug crap will have to make clear where it goes wrong |
20:02 | COCKROACH | Oh well, cockroaches are hard to kill after all |
20:02 | CONFIRMED | At 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 |
19:59 | TEST | Take V |
19:59 | FUCKYOU | Let's force a few things through then... hm? |
19:58 | COCKROACH | Now I wish to know which part of SKIPPING AUTO TEXTURING it doesn't undersand |
19:54 | TEST | Take IV |
19:54 | FUCKYOU | Let's try this |
19:53 | FIXED | I could at least do something about the lingering textbox, but still the wanted effect doesn't happen.... at all |
19:53 | COCKROACH | No difference |
19:50 | TEST | Take III |
19:50 | EXPERIMENT | Let's see |
19:50 | COCKROACH | This is gonna be a long night, I guess |
19:45 | TEST | Take II |
19:44 | CONFIRMED | "No Business" in sickbay works, though |
19:44 | FIXED | Quick beam de-spawn issue |
19:39 | STUPIDITY | It's #MACRO not #MARCO -- Come on... Marco Polo is of the past, not of the future. |
19:04 | TEST | Take I |
19:04 | STATUS | Time for the thest |
19:04 | LINK | More stuff linked up |
18:54 | LINK | Linked that to the Sickbay and Johnson area... But I think I need a few more |
18:50 | MAPSCRIPT | No business |
18:46 | LINK | That should link things |
18:45 | MAPSCRIPT | Beam set up from sickbay to staff |
18:29 | KTHURA | Sweet Kthura help me out here |
18:28 | NOTE | This is not linked properly yet, though |
18:24 | MAPSCRIPT | Beam |
18:11 | STATUS | Now the harder part.... The transporter |
17:53 | CONFIRMED | It works! |
17:21 | TEST | Take I |
17:21 | STATUS | Testing time |
17:20 | SCENARIO | I've also altered a scenario so it would autolink better with the new version of the game... |
17:19 | NOTE | And that should prevent future conflicts with my builders |
17:19 | C# | I've enhanced my scenario editor... Now it's autosave feature will only save at fixed intervals in there were actually modifications |
1:33 | STATUS | That will do for now |
1:26 | FIXED | Several things |
1:16 | TEST | Let's see if this works the way it should work |
1:16 | SCRIPT | And the doors should be initially open but close behind Wendicka's back (you are NOT supposed to get back into sickbay ever) |
1:15 | SCRIPT | The system should now hide the stuff not part of the sickbay area |
0:16 | TEST | Take XII |
0:16 | VOID | That should take care of that! |
0:07 | SOLVED | Wait a minute, I THINK I know what caused this.... |
0:06 | HUH | DA FUUUUCK! Unknown compression method "lzma".... I didn't even use that method in my packing scripts... wtf is going on here? |
0:03 | TEST | Take XI - Should be the final test (I hope) |
0:03 | DONE | reactivated the boss |
0:01 | COSMETIC | But a little tweak is required on the Doctor's font I see.... |
0:01 | CONFIRMED | That seems to work |
- = 15 Feb 2021 = - | ||
23:54 | STATUS | A little break, before I move on to the next take |
23:53 | LINK | This should now be linked automatically every time the doctor speaks |
23:53 | FONT | Lobster font by Pablo Impallari coverted into jfbf so the game can pick it up |
23:45 | BUG | What 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 |
23:44 | VOID | No longer an issue |
23:43 | BUG | Okay, the system does demand a foe list, even though when there are no foes in a certain map |
23:41 | TEST | Take IX |
23:41 | VOID | Make sure that if the wind direction of the "PLAYER" actor is not set, it will automatically assume "NORTH". This to prevent crashes |
23:27 | TEST | Take VIII |
23:27 | 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. |
23:26 | 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? |
23:24 | HUH |
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? |
23:22 | MUSIC | "Blip Stream" by Kevin McLeod linked to Excalibur when in "All quiet" mode |
22:58 | TEST | Take VII |
22:58 | VOID | FUCK THAT! |
22:52 | TEST | Take VI |
22:45 | VOID | Voided that issue (I can't speak of a 'fix' here. Microsoft caused this issue and never fixed it either). |
22:44 | FAILURE | Or rather another punch I should give to the moron who introduced \ as directory separator in DOS |
22:44 | BUG | But leads to another crash |
22:44 | CONFIRMED | The chain now appears to be working |
22:42 | TEST | Take V |
22:42 | FIXED | Another typo |
22:42 | FUCKYOU | GRRR! |
22:41 | TEST | Take IV |
22:41 | FIXED | Code typo |
22:40 | TEST | Take III |
22:40 | VOID | Does that solve the problem? |
22:39 | CHEAT | I've done things a bit differently |
22:36 | TECHNO | It really does seem to be a scheduling conflict.... Let's sort this out |
22:33 | NOTE | Let's see why the road to sickbay isn't done then.... |
22:33 | DONE | a bit of a slowdown then? |
22:11 | MYSTERY | For 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) |
21:39 | FIXED | Color issue |
21:33 | TEST | Take I |
21:32 | NOTE | What should and what is, are always two different things, so testing is in order. |
21:32 | SCRIPT | All the script that comes after the boss SHOULD work now.... |
21:10 | KTHURA | Some "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. |
21:03 | VISUALSTUDIO | Time to compile... again.... |
21:02 | APOLLO | Always in development ;) |
21:02 | C++ | Sleep API |
20:55 | FIXED | Fixed that |
20:55 | FAILURE | Oh yeah, who was it who came up with \ in stead of / for directory sperators? |
20:54 | CONVERT | And converted it to .ogg, as for some reason it was still .wav |
20:54 | RECOVERED | That should do it |
20:53 | TRANSFER | Well it was used before in Scyndi's forest quest |
20:52 | AUDIO | No explosion audio |
20:24 | FIXED | A few minor things (I hope) |
20:16 | TEST | So let's see..... |
20:16 | MAPSCRIPT | The easy part is done (I think), but the easier the code, the more bugs pop up for some odd reason |
20:16 | NEIL | I gotta love it that Neil supports conditional compiling :P |
20:15 | DEBUG | Now 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 |
15:37 | OFFTOPIC | Dang! |
15:11 | TEST | Take VIII |
15:10 | VOID | WTF? |
15:06 | TEST | Take VII |
15:05 | BOOST | A few more levels for the boss |
15:05 | FIXED | Forgotten schedule |
15:05 | COSMETIC | clearup issue fix |
14:59 | TEST | Take VI |
14:59 | FIXED | Bad stat definition |
14:55 | TEST | Take V |
14:54 | VISUALSTUDIO | So I need to compile again |
14:54 | C++ | That was a bug in my C++ code |
14:54 | FIXED | Removal from party impossible due to bug in the checker |
14:50 | TEST | Take IV |
14:50 | NOTE | (And I did not yet get to test the boss fight... sheesh) |
14:50 | FIXED | Another syntax error |
14:47 | TEST | Take III |
14:47 | FIXED | Scope error |
14:47 | STUPIDITY | Ah, now I see! |
14:44 | TEST | Take II |
14:44 | HUH | ? |
14:38 | TEST | Take I |
14:38 | STATUS | But first, the fight itself |
14:38 | DEBUG | I can quickly turn the fight itself off for testing the events that come next... Due to their complexity I'm afraid that's needed |
14:18 | NOTE | A safety crash will be put in place after the boss... This to prevent some spooking up on things.... |
14:18 | MAPSCRIPT | Boss set up |
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