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0:34 | STATUS | Very well, I expected this to take some time |
0:34 | BUG | Doesn't work.... at all |
0:24 | TEST | But I can of course check if the chasing itself works the way it should work |
0:23 | NOTE | They will NOT yet engage in combat, though, and I'm not even gonna start that part today |
0:22 | DONE | The enemies will now chase after you |
- = 24 Dec 2020 = - | ||
20:59 | FIXED | Code typo |
20:59 | VOID | An error in Rolf's experience stat data has been voided.... This "error" is actually non-existent, but the zlib encoder I could get for C# keeps on refusing it. The data I added will by my inside parser just be read normally, but some checkup data has been written in a way making the the actual level initiator always ignore it |
20:13 | FIXED | Several issues |
20:05 | NOTE | This is debuggable though |
20:05 | NOTE | I am not sure about the enemies appearing actually being appearing in all difficulty settings they should or only in the lowest available to them. The Easy Mode enemies must appear in all three modes, and the Casual mode enemies in both casual and hard mode, and the hard mode enemies in hard mode only |
19:59 | FIXED | Crash in debugger |
19:59 | MYSTERY | Computers are sometimes beyond human comprehension |
19:58 | HUH | And now they DO show??????? |
19:44 | DEBUG | Some extra debug so I can check things out |
17:56 | DEBUG | I'll get into this later.... |
17:53 | COCKROACH | Except for the standstill enemies, all enemies have disappeared..... |
17:49 | TEST | GRRR! |
17:49 | FIXED | Illegal Function Call |
17:49 | CONFIRMED | At least I know the API appears to work now |
17:47 | NOTE | (And the think the HARD WORK has yet to begin) |
17:46 | FIXED | Everything fixed now? |
17:40 | STUPIDITY | And (for course) I must never forget to rebuild my resource file |
17:39 | FAILURE | No, neither do I |
17:39 | FAILURE | And it was A MISSING NAMESPACE REFERRECE! The compiler never missed it before, the code I changed was not even close (and the audio couldn't even have worked with that error in place), and suddenly it's an error... You follow? |
17:36 | COCKROACH | Of course C++ had to return 1200k+ errors, as I didn't touch my code in awhile.... typical |
17:34 | DONE | It's there now! |
17:34 | HUH | No "Blocked" check? |
17:19 | FIXED | Several fixes |
16:28 | TEST | Of course, the question now is... Do they work? Well, let's see... |
16:28 | NOTE | They will only move their basic pattern... They will NOT chase after you when you get too close, nor will they initiate combat when you touch them |
16:26 | DONE | The enemies should now move |
0:10 | STATUS | However, Dyrt is at a point that I can almost reap what I sowed.... once that is done, I will first put myself to Star Story,.... |
0:09 | STATUS | This is still in a standstill....This is because the combat stuff is very complicated and then having multiple projects may not be the best way to go.... |
- = 18 Dec 2020 = - | ||
16:21 | ANNOUNCEMENT | I see Github.com now supports a DARK MODE, and all DECENT people now think FINALLY! (better late than never, eh?) |
- = 16 Dec 2020 = - | ||
18:57 | STATUS | Oh, this picture of Einstein is annoying ya? Sorry, it will remain visible for awhile :-P |
- = 14 Dec 2020 = - | ||
21:43 | TECHNO | |
21:42 | TECHNO | |
21:37 | TECHNO | |
- = 4 Dec 2020 = - | ||
16:50 | MEDICAL | And I really must take a break now.... I seem to have overexhausted myself in my work in general. I hope I can resume the action, soon! |
- = 1 Dec 2020 = - | ||
0:16 | C++ | SaveGame directory configuration works |
0:14 | C++ | New Game screen done, except for the start button itself, but before that I suppose there's work to be done |
- = 28 Nov 2020 = - | ||
11:59 | STATUS | This project is temporarily on hold.... Dyrt being almost ready and TFT REVAMPED being done in a way that may produce a playable result in only a very few months, and this being the longest project measuered in estimated time left, I did have to make choice... Please note, I said ON HOLD, and NOT CANCELED. This project will be continued, but I cannot yet say when.... |
- = 27 Nov 2020 = - | ||
11:02 | FAILURE | Now C# appears to refuse to read the level data for Rolf between level 600 and 699, while it does compress it properly. This appears to be an issue in the C# zlib expander. Now I did try it with my JCR6 tools written in Go, and there the file offers no issues. This only causes some trouble with some mini tools setting things right, and I can get around it, however what matters, of course is if C++ is able to expand it nonetheless, and it will take awhile before I can check all that.... Let's hope it does, and if not, then there are always a few way to cheat things. |
- = 26 Nov 2020 = - | ||
14:58 | C++ | It works! Cool! Now I do not know if it searches for zlib.dll as a dependency or that it uses internal code only.... This is hard to tell with the stuff I got to get zlib working, but hey it works, for the short term my most important concern.... |
12:59 | C++ | I've now added zlib to the Apollo engine... Stuff is not yet tested though |
- = 25 Nov 2020 = - | ||
21:15 | TECHNO | At least I can try to get stuff working now... Better a working zlib than an lzma beyond understanding, but it remains odd nonetheless |
21:13 | FIXED | zlib packing now works in C# of some odd reason.... I don't understand why, but it does..... |
20:02 | C++ | I got the zlib routine working for JCR6 in C++ This is not half as good as lzma and there are still some issues with packing zlib in C# which will still get me issues here, but at least it's something and when worst comes to worst I can create a repacker in GO or even C++, but I hope I don't have to go down that route! |
0:00 | STUPIDITY | wrong devlog.... for quite a long time I see... fuck that! |
- = 24 Nov 2020 = - | ||
23:59 | CONFIRMED | All sealed bosses are okay, I only need the test the two located in Dyrt |
22:04 | REMOVED | And all backups have been remove... of course! |
22:04 | TEST | Let's see if the problem's been solved now |
22:04 | FUCKYOU | Done |
22:02 | FUCKYOU | I really need to turn off jEdit's ~ style backups.... The engine hates them, or so it seems |
21:58 | HUH | WTF is this error? (no reason to come up with it, really) |
21:54 | NOTE | (At least I hope so as this part is giving me more and more headaches) |
21:54 | FIXED | Possible crash in red temple for GJ only dungeon |
18:53 | VOID | It's not possible this random routine could crash the game, but I made now sure that if it crashes now I can 100% irrefutable proof that Lua is busted! |
18:20 | FIXED | Broken steal on Kabi sealed boss |
17:49 | MYSTERY | This will remain a mystery then |
17:47 | FUCKYOU | And suddenly it doesn't happen anymore.... Well it was impossible from the start, but now I cannot guarantee if stuff works and THAT SUCKS! |
17:44 | POWERSHELL | Let's rebuild all the crap |
17:43 | HUH | For some reason the security is now failing COMPLETELY! |
17:35 | DONE | Taken care of some real life business |
15:55 | INVESTIGATION | I'm trying to see where it goes wrong when contacting GJ for the check on the GJ only dungeons, as what is happening here is beyond possible. |
15:15 | FIXED | |
15:15 | DEBUG | I've done a few extra lines that should short the impossible crashes out, if no results I guess I must make it always return true in case of failure |
14:27 | TEST | Going for the black priosn now... No issues expected there, but hey, ya never know, right? |
14:27 | STATUS | I hope everything is in order now.... :-/ |
12:10 | FAILURE | for some reason my mouse is malfunctioning now, though |
12:10 | DONE | Cleaned up my desk (and it was about time) |
- = 11 Nov 2020 = - | ||
1:09 | C++ | I've set up a compression method which I could now unpack in C++. It's far from perfect, and the compression ratios are a bit sucky, but it does the job, and that's what matters most... At least on the short term. I will still try if lzma is an option on the longer term, though.... |
- = 31 Oct 2020 = - | ||
14:23 | OFFTOPIC | In memoriam Sean Connery |
- = 24 Oct 2020 = - | ||
16:36 | DYRT | Speaking of Dyrt -- My time for today is not very well.... Tonight the final revelations for Wie is de Mol? will be shown and I do not wanna miss it, as I followed this entire season... Doing the foe control is gonna take too much time.... Tomorrow I have some appointments that can also be time consuming (as every Sunday), so I'll focus on Dyrt where things are (for the time being) a lot simpler, until at least after the weekend. |
16:33 | STUPIDITY | AAARGH! I really should finish Dyrt so the devlogs don't mixed up anymore |
15:26 | TEST | Let's see then |
15:26 | FIXED | The GJ Crash on login failire in Gagolton should be fixed now |
15:13 | C# | A small basis has been made for the savegame transfer tool.... This is all layout for now as the actual transfer requires more stuff to be in order... |
- = 22 Oct 2020 = - | ||
18:16 | NOTE | Wrong Devlog |
18:16 | FOE | Heaven 17 |
18:12 | ABILITY | Temptation |
18:10 | TECHNO | That secret note below is just a test.... I wanted to make sure the text was invisble, but the CSS config was not set to set |
18:07 | SECRET | Test |
- = 21 Oct 2020 = - | ||
18:36 | STATUS | Before I get onto moving the enemies, I think I can best now get onto finishing the Hall of Music in Dyrt first.... I am thinking of enrolling the closed Alpha out more once that has been finished, and the more content of the New Game+ that has been finished the better.... |
1:42 | CONFIRMED | Works! |
1:38 | TEST | Take II |
1:38 | STUPIDITY | I guess I'm getting really tired |
1:31 | TEST | Quick Test (I hope) |
1:24 | STATUS | Now bosses are a different matter.... The first boss that makes use of this system in in the grass forest, and it will take awhile before we get to that point |
1:19 | DONE | Movement configuration in constructor |
1:18 | DONE | The random factor will now also filter half of the enemies out, except for the bosses, and enemies in the "AS" (Always Standstill) category.... |
1:05 | CONFIRMED | THAT cleans things up a bit, oh yeah! |
1:00 | TEST | Take II |
1:00 | FUCKYOU | Oh well! |
0:57 | TEST | Take I |
0:57 | DONE | Enemies not tied to the chosen difficulty setting should no longer appear |
0:54 | MYSTERY | Why it suddenly works now is a mystery though (Well, it was already a mystery why it didn't in the first place).... |
0:44 | UPDATED | |
0:41 | STATUS | Now I must make sure the enemies spawn in moderation... For starters, some spots only work in certain difficulty settings, so I should make sure those are ignored in the lower difficulties, and a random factor also comes to play.... The game will in other words normally never use all spots.... |
0:40 | DONE | THAT should do it! |
0:36 | TEST | Take IV |
0:36 | DEBUG | Let's see |
0:34 | COCKROACH | Fix ignored! |
0:31 | TEST | Take III |
0:31 | FIXED | ! |
0:31 | STUPIDITY | Right! |
0:27 | TEST | Take II |
0:27 | FIXED | Declaration error |
0:27 | TEST | Take I |
0:06 | TECHNO | This can cause extra crashes on the short term so an extra test is needed.... |
0:03 | OPTIMIZATION | That should work out better |
- = 20 Oct 2020 = - | ||
22:19 | STATUS | Well more on that later... First a break! |
22:19 | NOTE | Now I also realized (this will particularly be important in the multi-layer maps), that I should make multiple lists of enemies... It won't make sense to update enemies on a layer you are not on, and it only would cause slowdowns and crashes and stuff.... |
22:18 | NOTE | Not altering the invisible enemies did appear right.... |
22:02 | TEST | Take XVI |
22:02 | OPTIMIZATION | attempt |
21:37 | NOTE | Of course, in the end result there will be less enemies.... |
21:37 | UNDESIREABLE | The game slows down terribly as a result.... |
21:36 | NOTE | It works, but.... |
21:31 | TEST | I will have to test this out |
21:02 | FAILURE | If you see a capview video in stead of an a cappella act, you fell victim to a bug within YouTube... Sorry, that's not something I can help (I used the same code on my Dyrt Devlog and I saw the correct video there, so it's really a bug in YouTube... I thought they'd have fixed it by now as I encountered before years ago). |
20:58 | LINK | The monsters have now been linked to the callback routine |
20:56 | OFFTOPIC | I love this |
20:48 | NOTE | this will only turn the enemies green, yellow or red accordingly to their difficulty settings, as their movements have not yet been scripted |
20:48 | SCRIPT | CheckAll method written |
19:50 | NOTE | Important to note is this.... Difficulty settings are NOT yet taken to mind, so all enemies spawn regardless of setting... random factors are also not yet taken to mind, all in all, we more enemies in the field now than there should be, but that is planned |
19:49 | FIXED | Dominance issue |
19:49 | CONFIRMED | That does indeed the trick |
19:45 | TEST | Take XV |
19:45 | FIXED | I think I fixed that |
19:41 | INVESTIGATION | Yup, it really seems that the actors DID spawn |
18:55 | INVESTIGATION | It looks like the actors do spawn, but that there's something wrong with their visibility.... I need a break now, but this will be my focus! |
18:44 | INVESTIGATION | Now this needs to be sorted out |
18:44 | COCKROACH | Nothing appears to happen at all... At least not visably. |
18:40 | TEST | Take XIV |
18:38 | VISUALSTUDIO | So recompiling was in order |
18:38 | C++ | That was in my C++ code |
18:38 | OPTIMIZATION | Stuff no longer needed dummied |
18:29 | TEST | Take XIII |
18:29 | FIXED | Syntax error |
18:26 | TEST | Take XII |
18:26 | FIXED | Forgotten class object |
18:22 | TEST | Take XI |
18:22 | DEBUG | And more logs |
18:21 | EXPERIMENT | I have tried a few things |
18:13 | NOTE | I can still not really pinpoint, why this happens... I did put in a counter, and I must say if this answers some questions |
18:12 | DEBUG | I've added an extra debug line.... |
18:08 | DEBUG | The logs do not make much sense, but what they do tell me is that it's likely an infinte loop is somehow created |
18:05 | BUG | The game freezes completely |
17:52 | DEBUG | The result the log now produces makes the error make even LESS sense |
17:48 | TEST | Test Take X |
17:48 | DEBUG | This error does NOT make sense.... |
17:43 | TEST | Take IX |
17:43 | FIXED | Code typo x2 |
17:38 | TEST | Take VIII |
17:38 | FIXED | Illegal method |
17:33 | TEST | Take VII |
17:33 | VOID | A very terrible bug in Neil that doesn't let me loose, I guess |
17:28 | TEST | Take VI |
17:28 | FIXED | Syntax error |
17:26 | TEST | Take V |
17:26 | FIXED | Illegal Class Interchange |
17:22 | TEST | Take IV |
17:22 | FIXED | Conflict |
17:21 | FIXED | Code typo |
17:21 | FIXED | Replaced old variable with current macro |
17:15 | TEST | Take III |
17:15 | NOTE | Real-life stuff got in the way |
13:39 | TEST | Take II |
13:39 | FIXED | Finally time to fix a list of unknown identifiers... I may not have them all yet, but let's see.... |
12:48 | CLEANUP | Reorganized my e-mail |
12:47 | TODO | Mess out my e-mail |
12:47 | NOTE | Important phone call was came in |
11:30 | VOID | Figures |
11:26 | TEST | Let's see - Take I (out of many I'm afraid) |
11:26 | NOTE | What is important to note is that the enemies won't yet chase you, nor will they be colored in accordance with the difficulty setting yet |
11:22 | LINK | And now everything is linked to the main map loader |
10:38 | FIXED | Class linkup |
10:35 | DONE | Enemy scanner done |
0:16 | NOTE | Not nearl ready to test yet, though..... |
0:16 | CONFIG | More prework done |
- = 19 Oct 2020 = - | ||
23:50 | SCRIPT | Constructor set up |
23:29 | SCRIPT | Foe list |
23:26 | SCRIPT | MinLevel and Max level properties |
23:18 | STUDY | Map Stuff |
20:25 | CONFIG | Alien heads being loaded |
20:19 | DONE | That should work out now! |
20:14 | ENHANCEMENT | The original game did only calculate this through upon creation (easier way to go at the time). The new system can keep renewing it, this will allow enemies to change as you go |
20:12 | SCRIPT | I've set up to calculate the enemy's level and the party's level. The average of all enemies in the encounter will be taken vs the average of the 3 characters up front... This is a bit conform the original set up.... |
20:11 | SCRIPT | A basis for the aliens in the field class has been set up.... |
19:39 | APOLLO | Project adepted |
19:39 | TRANSFER | Done |
19:35 | NOTE | Right the alien files have not yet been transferred, so I guess that is what needs to be done next |
17:36 | STATUS | As this is gonna be delicate, I will not devote my full time on this.... Combat.... First of all, the enemies moving in the field.... I will not yet make the combat begin.... Before I get to that point I will first do some work on Dyrt, first... That is make sure the Hall of Music is done and the links to the jukebox are fully taken up in the Hall of Heroes, as I don't wanna have that on my mind when the combat routines actually begin, but when it comes to the enemies walking in the field I also got a lot to do... It's only less complicated than the combat itself, so I can start on that now.... |
1:54 | TEST | Take IV |
1:54 | FIXED | I think |
1:53 | BUG | Apparently some things are not yet properly taken up here |
1:50 | TEST | Take III |
1:50 | DONE | Now only the sockets of the powerups you can actually aquire for that specific ability will appear |
1:37 | JUDGMENT | It will have to do, I can't rule out any more fine tuning requirement once the actual icons appear, though |
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