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0:34STATUS
STATUSWendicka Very well, I expected this to take some time
0:34BUG
BUGDoesn't work.... at all
0:24TEST
TESTBut I can of course check if the chasing itself works the way it should work
0:23NOTE
NOTE They will NOT yet engage in combat, though, and I'm not even gonna start that part today
0:22DONE
DONEThe enemies will now chase after you
- = 24 Dec 2020 = -
20:59FIXED
FIXEDCode typo
20:59VOID
VOIDAn 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
20:13FIXED
FIXEDSeveral issues
20:05NOTE
NOTE This is debuggable though
20:05NOTE
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
19:59FIXED
FIXEDCrash in debugger
19:59MYSTERY
MYSTERYCrystal Computers are sometimes beyond human comprehension
19:58HUH
HUHAnd now they DO show???????
19:44DEBUG
DEBUGSome extra debug so I can check things out
17:56DEBUG
DEBUGI'll get into this later....
17:53COCKROACH
COCKROACHKota Except for the standstill enemies, all enemies have disappeared.....
17:49TEST
TESTGRRR!
17:49FIXED
FIXEDIllegal Function Call
17:49CONFIRMED
CONFIRMEDAt least I know the API appears to work now
17:47NOTE
NOTE (And the think the HARD WORK has yet to begin)
17:46FIXED
FIXEDEverything fixed now?
17:40STUPIDITY
STUPIDITYAnd (for course) I must never forget to rebuild my resource file
17:39FAILURE
FAILURENo, neither do I
17:39FAILURE
FAILUREAnd 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?
17:36COCKROACH
COCKROACHOf course C++ had to return 1200k+ errors, as I didn't touch my code in awhile.... typical
17:34DONE
DONEThe Goddess It's there now!
17:34HUH
HUHNo "Blocked" check?
17:19FIXED
FIXEDSeveral fixes
16:28TEST
TESTOf course, the question now is... Do they work? Well, let's see...
16:28NOTE
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
16:26DONE
DONEWendicka The enemies should now move
0:10STATUS
STATUSHowever, 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,....
0:09STATUS
STATUSThis 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 = -
16:21ANNOUNCEMENT
ANNOUNCEMENTI see Github.com now supports a DARK MODE, and all DECENT people now think FINALLY! (better late than never, eh?)
- = 16 Dec 2020 = -
18:57STATUS
STATUSOh, this picture of Einstein is annoying ya?

Sorry, it will remain visible for awhile :-P

- = 14 Dec 2020 = -
21:43TECHNO
TECHNOReggie COMPLETELY DEMENTED
21:42TECHNO
TECHNOSTUPIDITY
21:37TECHNO
TECHNO
- = 4 Dec 2020 = -
16:50MEDICAL
MEDICALAnd 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 = -
0:16C++
C++SaveGame directory configuration works
0:14C++
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 = -
11:59STATUS
STATUSThis 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 = -
11:02FAILURE
FAILURENow 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 = -
14:58C++
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....

12:59C++
C++I've now added zlib to the Apollo engine... Stuff is not yet tested though
- = 25 Nov 2020 = -
21:15TECHNO
TECHNOAt least I can try to get stuff working now... Better a working zlib than an lzma beyond understanding, but it remains odd nonetheless
21:13FIXED
FIXEDzlib packing now works in C# of some odd reason.... I don't understand why, but it does.....
20:02C++
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!

0:00STUPIDITY
STUPIDITYwrong devlog.... for quite a long time I see... fuck that!
- = 24 Nov 2020 = -
23:59CONFIRMED
CONFIRMEDAll sealed bosses are okay, I only need the test the two located in Dyrt
22:04REMOVED
REMOVEDAnd all backups have been remove... of course!
22:04TEST
TESTLet's see if the problem's been solved now
22:04FUCKYOU
FUCKYOUAstrilopup Done
22:02FUCKYOU
FUCKYOUAdmiral Lovejoy I really need to turn off jEdit's ~ style backups.... The engine hates them, or so it seems
21:58HUH
HUHWTF is this error? (no reason to come up with it, really)
21:54NOTE
NOTE (At least I hope so as this part is giving me more and more headaches)
21:54FIXED
FIXEDPossible crash in red temple for GJ only dungeon
18:53VOID
VOIDIt'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!
18:20FIXED
FIXEDBroken steal on Kabi sealed boss
17:49MYSTERY
MYSTERYThis will remain a mystery then
17:47FUCKYOU
FUCKYOUAnd suddenly it doesn't happen anymore.... Well it was impossible from the start, but now I cannot guarantee if stuff works and THAT SUCKS!
17:44POWERSHELL
POWERSHELLLet's rebuild all the crap
17:43HUH
HUHFor some reason the security is now failing COMPLETELY!
17:35DONE
DONETaken care of some real life business
15:55INVESTIGATION
INVESTIGATIONI'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.
15:15FIXED
15:15DEBUG
DEBUGI'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
14:27TEST
TESTGoing for the black priosn now... No issues expected there, but hey, ya never know, right?
14:27STATUS
STATUSI hope everything is in order now.... :-/
12:10FAILURE
FAILUREfor some reason my mouse is malfunctioning now, though
12:10DONE
DONECleaned up my desk (and it was about time)
- = 11 Nov 2020 = -
1:09C++
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 = -
14:23OFFTOPIC
OFFTOPICIn memoriam

Sean Connery

- = 24 Oct 2020 = -
16:36DYRT
DYRTAdmiral Johnson 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.

16:33STUPIDITY
STUPIDITYAAARGH! I really should finish Dyrt so the devlogs don't mixed up anymore
15:26TEST
TESTLet's see then
15:26FIXED
FIXEDThe GJ Crash on login failire in Gagolton should be fixed now
15:13C#
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 = -
18:16NOTE
NOTE Wrong Devlog
18:16FOE
Sue Heaven 17
18:12ABILITY
ABILITYTemptation
18:10TECHNO
TECHNOThat 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
18:07SECRET
SECRETTest
- = 21 Oct 2020 = -
18:36STATUS
STATUSBefore 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....
1:42CONFIRMED
CONFIRMEDWorks!
1:38TEST
TESTTake II
1:38STUPIDITY
STUPIDITYI guess I'm getting really tired
1:31TEST
TESTQuick Test (I hope)
1:24STATUS
STATUSNow 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
1:19DONE
DONEMovement configuration in constructor
1:18DONE
DONEThe random factor will now also filter half of the enemies out, except for the bosses, and enemies in the "AS" (Always Standstill) category....
1:05CONFIRMED
CONFIRMEDTHAT cleans things up a bit, oh yeah!
1:00TEST
TESTTake II
1:00FUCKYOU
FUCKYOUOh well!
0:57TEST
TESTTake I
0:57DONE
DONEBriggs Enemies not tied to the chosen difficulty setting should no longer appear
0:54MYSTERY
MYSTERYWhy it suddenly works now is a mystery though (Well, it was already a mystery why it didn't in the first place)....
0:44UPDATED
0:41STATUS
STATUSNow 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....
0:40DONE
DONETHAT should do it!
0:36TEST
TESTTake IV
0:36DEBUG
DEBUGLet's see
0:34COCKROACH
COCKROACHFix ignored!
0:31TEST
TESTTake III
0:31FIXED
FIXED!
0:31STUPIDITY
STUPIDITYRight!
0:27TEST
TESTTake II
0:27FIXED
FIXEDDeclaration error
0:27TEST
TESTBakina Take I
0:06TECHNO
TECHNOThis can cause extra crashes on the short term so an extra test is needed....
0:03OPTIMIZATION
OPTIMIZATIONThat should work out better
- = 20 Oct 2020 = -
22:19STATUS
STATUSWell more on that later... First a break!
22:19NOTE
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....
22:18NOTE
NOTE Dr. Sal’pr’drita Not altering the invisible enemies did appear right....
22:02TEST
TESTTake XVI
22:02OPTIMIZATION
OPTIMIZATIONattempt
21:37NOTE
NOTE Of course, in the end result there will be less enemies....
21:37UNDESIREABLE
UNDESIREABLEThe game slows down terribly as a result....
21:36NOTE
NOTE It works, but....
21:31TEST
TESTI will have to test this out
21:02FAILURE
FAILUREIf 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).
20:58LINK
LINKThe monsters have now been linked to the callback routine
20:56OFFTOPIC
OFFTOPICI love this

20:48NOTE
NOTE this will only turn the enemies green, yellow or red accordingly to their difficulty settings, as their movements have not yet been scripted
20:48SCRIPT
SCRIPTCheckAll method written
19:50NOTE
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
19:49FIXED
FIXEDDominance issue
19:49CONFIRMED
CONFIRMEDThat does indeed the trick
19:45TEST
TESTTake XV
19:45FIXED
FIXEDI think I fixed that
19:41INVESTIGATION
INVESTIGATIONYup, it really seems that the actors DID spawn
18:55INVESTIGATION
INVESTIGATIONRolf 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!

18:44INVESTIGATION
INVESTIGATIONNow this needs to be sorted out
18:44COCKROACH
COCKROACHKota Nothing appears to happen at all... At least not visably.
18:40TEST
TESTTake XIV
18:38VISUALSTUDIO
VISUALSTUDIOSo recompiling was in order
18:38C++
C++That was in my C++ code
18:38OPTIMIZATION
OPTIMIZATIONStuff no longer needed dummied
18:29TEST
TESTTake XIII
18:29FIXED
FIXEDSyntax error
18:26TEST
TESTTake XII
18:26FIXED
FIXEDForgotten class object
18:22TEST
TESTTake XI
18:22DEBUG
DEBUGAnd more logs
18:21EXPERIMENT
EXPERIMENTI have tried a few things
18:13NOTE
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
18:12DEBUG
DEBUGI've added an extra debug line....
18:08DEBUG
DEBUGThe logs do not make much sense, but what they do tell me is that it's likely an infinte loop is somehow created
18:05BUG
BUGThe game freezes completely
17:52DEBUG
DEBUGXenobi The result the log now produces makes the error make even LESS sense
17:48TEST
TESTTest Take X
17:48DEBUG
DEBUGThis error does NOT make sense....
17:43TEST
TESTTake IX
17:43FIXED
FIXEDCode typo x2
17:38TEST
TESTTake VIII
17:38FIXED
FIXEDIllegal method
17:33TEST
TESTTake VII
17:33VOID
VOIDA very terrible bug in Neil that doesn't let me loose, I guess
17:28TEST
TESTReggie Wendicka Lovejoy - Big alternate Take VI
17:28FIXED
FIXEDSyntax error
17:26TEST
TESTTake V
17:26FIXED
FIXEDIllegal Class Interchange
17:22TEST
TESTTake IV
17:22FIXED
FIXEDConflict
17:21FIXED
FIXEDCode typo
17:21FIXED
FIXEDReplaced old variable with current macro
17:15TEST
TESTTake III
17:15NOTE
NOTE Foxy Real-life stuff got in the way
13:39TEST
TESTThe Goddess Take II
13:39FIXED
FIXEDFinally time to fix a list of unknown identifiers... I may not have them all yet, but let's see....
12:48CLEANUP
CLEANUPReorganized my e-mail
12:47TODO
TODOMess out my e-mail
12:47NOTE
NOTE Important phone call was came in
11:30VOID
VOIDFigures
11:26TEST
TESTLet's see - Take I (out of many I'm afraid)
11:26NOTE
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
11:22LINK
LINKAnd now everything is linked to the main map loader
10:38FIXED
FIXEDClass linkup
10:35DONE
DONEEnemy scanner done
0:16NOTE
NOTE Not nearl ready to test yet, though.....
0:16CONFIG
CONFIGMore prework done
- = 19 Oct 2020 = -
23:50SCRIPT
SCRIPTConstructor set up
23:29SCRIPT
SCRIPTFoe list
23:26SCRIPT
SCRIPTAdmiral Lovejoy MinLevel and Max level properties
23:18STUDY
STUDY Map Stuff
20:25CONFIG
CONFIGAstrilopup Yirl Alien heads being loaded
20:19DONE
DONEThat should work out now!
20:14ENHANCEMENT
ENHANCEMENTThe 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
20:12SCRIPT
SCRIPTI'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....
20:11SCRIPT
SCRIPTA basis for the aliens in the field class has been set up....
19:39APOLLO
APOLLOProject adepted
19:39TRANSFER
TRANSFERDone
19:35NOTE
NOTE Right the alien files have not yet been transferred, so I guess that is what needs to be done next
17:36STATUS
STATUSAs 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....
1:54TEST
TESTTake IV
1:54FIXED
FIXEDI think
1:53BUG
BUGApparently some things are not yet properly taken up here
1:50TEST
TESTTake III
1:50DONE
DONENow only the sockets of the powerups you can actually aquire for that specific ability will appear
1:37JUDGMENT
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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