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13:50 | JUDGMENT | It works, but it's too damn slow |
13:39 | TEST | Take IV |
13:39 | VOID | Neil issue with "new" |
13:14 | TEST | Take III |
13:14 | FIXED | Reference error |
10:59 | TEST | Take II on Smoke Bomb |
10:58 | FIXED | Conflict |
10:11 | NOTE | A lot of fixes have been done here already, but the random factor makes proper testing impossible and as we are on the brink of release I want that move to work properly.... |
10:10 | DEBUG | I've set Foxy to be forced to learn Smoke Bomb, regardless if the randomizer agrees with her.... This in order to test if that move works |
- = 12 Jul 2021 = - | ||
22:29 | STATUS | The testing will resume at the start of the Facility - Part 2 |
22:29 | NOTE | But that was expected |
22:29 | CONFIRMED | "Cheer" works |
20:13 | NOTE | Hey, life goes on, you know! |
20:12 | DONE | Other business I had to attend to |
9:21 | STATUS | Start of Belioss |
9:21 | NOTE | Not yet the good moment to test "Cheer" out.... But it will definitely come |
8:10 | STATUS | And I am now at the start of Nizozemska |
8:09 | TEST | During the testing of the next dungeons I will see if this move works out |
8:09 | DEBUG | First I will force Cheer upon her in order to test that spell |
8:08 | DEBUG | I made a few force clauses in Foxy's ability list in order to allow more proper testing. |
7:49 | SCRIPT | "I'm sexy and I know it" should now be awared when applicable |
- = 11 Jul 2021 = - | ||
20:19 | FIXED | Crash |
20:19 | FIXED | Correction |
20:12 | TEST | Okay, then... |
20:12 | FIXED | Well? |
20:12 | COCKROACH | I do NOT wanna talk about this! |
19:02 | TEST | Well..... Let's see..... |
18:57 | NOTE | At least I hope so! |
18:57 | FIXED | And thus I could fix it |
18:57 | TECHNO | Well on the bright side, it confirmed what I suspected |
18:56 | STUPIDITY | IDIOT! |
18:46 | TEST | Take ... how many? |
18:46 | SOLVED | I think? |
18:38 | COCKROACH | Oh, man! |
18:32 | BOOST | And a little cycle based boost |
18:32 | DEBUG | More shit |
18:32 | FIXED | GRRR! |
18:03 | NOTE | I am talking about that fucking boss on Volcania.... |
18:03 | DEBUG | Let's see! |
18:03 | COCKROACH | It must remain slow, eh? |
16:45 | BUG | I see that a lot of umlaut cases have nasty effects on the text... Easy to fix, but not needed before the first alpha release |
- = 10 Jul 2021 = - | ||
18:35 | NOTE | We'll have to see if that works out! |
18:16 | FIXED | Hmmm? |
18:12 | FIXED | Hotfix |
17:58 | NOTE | I hope that works... |
17:55 | EXPERIMENT | I'll have to see if this works out |
17:48 | COCKROACH | I see that this is not fully effective.... No idea why |
16:57 | DONE | "Where no man has gone before" will now work! |
16:39 | STATUS | Let's continue the action |
16:32 | ENHANCEMENT | An event flush will take place before starting any scenario... Sometimes the first boxtext was skipped when stuff was combined with loading a new map... Hopefully this prevents that.... |
15:46 | FIXED | A corruption error... Nothing serious... |
15:42 | STATUS | Right, the (hopefully) final cycle test prior to release has begun... |
12:53 | DONE | The achievements for reaching level 10,000 should all work now |
12:29 | ITCH.IO | Please note the alpha version will ONLY be released on Itch.io and NOT on Game Jolt.... That has to do with Butler being an easier tool to update alphas with..... (well, that and another reason I'd rather keep to myself, thank you). |
12:28 | STATUS | Now for the FINAL pre-release test cycle... That is "FINAL" when no serious issues that spook the game up big way show up during this cycle... |
12:27 | DONE | Completed this test cycle |
9:39 | FIXED | SG cleanup recovery mistake |
8:40 | CLEANUP | Space created.... I will need it to prepare the actual release, as that will be needed when this test is over... |
8:24 | TEST | And let's resume the action |
8:24 | FIXED | One issue with max savegames |
8:24 | POWERSHELL | Renamed it for immediate action |
8:24 | 7Z | Extracted last savegame |
8:23 | 7Z | Clean up some stuff |
8:22 | SITE | Added tag 7Z |
8:22 | NOTE | This was expected to happen on the road, no worries |
8:22 | SYSTEM | Savegame list full |
7:02 | FAILURE | The government has failed ..... AGAIN! |
6:45 | STATUS | Some more testing today,..... We're almost there.... |
- = 9 Jul 2021 = - | ||
20:53 | COSMETIC | Water gun was turning the announcement icon + Crystal's portrait blue |
19:14 | FIXED | Blockmap issue in Belioss |
16:32 | NOTE | The 1970s version uses a different scrolling system.... It can "spook" things up a little, but it's not a real bummer, so I'll lave it the way it is |
16:28 | TEST | I need to see if this is true though |
16:28 | FIXED | I think I fixed a minor scrolling issue in the normal savegame screen.... |
16:01 | NOTE | But I will have to see later if that truly works out |
16:01 | BOOST | I've done a few more things to speed up the process on the boss in Volcania.... |
- = 8 Jul 2021 = - | ||
18:48 | ANNOUNCEMENT | The first playable character of a possible Star Story II has her portrait ready! |
11:27 | BUG | I already suspected this, but there's a bug making stuff go over the slot cap.... I need to look into that.... |
11:19 | SYSTEM | A few checkups and maintenance actions will be taken care of in the meantime.... |
11:17 | CONFIRMED | Experience points however IS correctly linked |
10:58 | NOTE | In older savegames the data is broken, but the system can automatically detect this, and fix that, so no problem here.... |
10:57 | FIXED | ... |
10:52 | BUG | Link error found in Crystal |
10:47 | CONFIRMED | All issues accounted for |
10:44 | TEST | Take VI |
10:10 | FIXED | Allowing scrolling up was malfunctioning |
10:10 | CONFIRMED | That fixes a lot |
10:07 | TEST | Take V |
10:07 | FIXED | Coordinate error on scroll up button |
10:04 | TEST | Take IV |
10:03 | FIXED | Hover conflict |
9:45 | OFFTOPIC | |
9:18 | TEST | Take III |
9:18 | FIXED | Syntax error |
9:05 | TEST | Take II |
9:05 | FIXED | Unrelated issue, but despite the block, switching characters in the Yaqirpa prologue still worked, which shouldn't have been possible |
8:57 | TEST | Take I |
8:57 | STATUS | Well, the big question is now... DOES IT WORK? |
8:57 | SCRIPT | Scrolling itself |
7:47 | CONFIG | The setup is done to make sure the vault knows when scrolling might be in order |
7:25 | CONFIG | Start up the operation |
7:22 | FAILURE | I still need to repeat this one unfortunately... |
7:21 | CLEANUP | Before I get to that I must first clean up my workplace, as the GameVar internal thing created more of a mess than I expected |
7:20 | STATUS | Okay, I've created a nice situation to see if I can get #84 to work |
- = 7 Jul 2021 = - | ||
23:41 | STATUS | Cycle complete |
22:59 | TEST | Take XXX |
22:59 | FIXED | GRRR! |
22:59 | COCKROACH | KUT MET PEREN! |
22:58 | TEST | Take XXIX |
22:58 | RECOVERED | I see that the ABLUSED metatable was in the deleted code... Well good thing I archived it (and that I can see old statusses on GitHub as well). |
22:50 | CONFIRMED | FINALLY! |
22:31 | TEST | Take XXVIII |
22:31 | LINK | Fixed |
22:31 | STUPIDITY | Link forgotten |
22:19 | TEST | Take XXVII |
22:19 | FIXED | I forgot auto substitution (used in BoxText) |
19:00 | STATUS | It all seems to be alright now |
18:58 | TEST | Take XXVI (Load) |
18:58 | STATUS | Okay |
18:55 | TEST | Take XXV (save) |
18:55 | NOTE | As a result two more takes required... One to save and one to load |
18:54 | FIXED | Another crucial generation bug in the underlying C++ code |
18:52 | TEST | Take XXIV |
18:52 | NOTE | One more test is needed to see if loading games work properly |
18:52 | CHECKED | The data Stach shows me now looks good |
18:52 | TEST | Take XXIII |
18:45 | STATUS | All good now? |
18:45 | VISUALSTUDIO | compiling |
18:44 | FIXED | A few more generation bugs in the underlying C++ code |
18:44 | BUG | Still no good, but the worst part appears to have been taken care of now |
18:39 | TEST | Take XXII |
18:38 | FIXED | Generation bug in the underlying C++ code |
18:38 | FIXED | Missing extension in JCR file (savegame) |
18:37 | BUG | Stuff doesn't work on MANY accounts |
18:27 | TEST | Take XXI |
18:27 | FIXED | Property != Method |
18:24 | TEST | Take XX |
18:24 | STUPIDITY | I think that will happen some more.... Oh well |
18:24 | STUPIDITY | Barf forgotten |
18:21 | CONFIRMED | Variables do load, btw... It went wrong on saving |
18:21 | TEST | Take XIX |
18:21 | FIXED | Illegal function call in glue code |
18:15 | TEST | Take XVIII |
18:14 | VISUALSTUDIO | Compiling |
18:14 | FIXED | Show function was not internally linked to the API system |
18:10 | TEST | Take XVII |
18:10 | FIXED | Wrong type number in Glue Script |
18:06 | TEST | Take XVI |
18:06 | POWERSHELL | Barf |
18:05 | NOTE | New "Done" metatable |
17:51 | TEST | Take XV |
17:51 | FIXED | Fixing a conflict in the process |
17:50 | DONE | Another adaption required |
17:46 | TEST | Take XIV |
17:46 | FIXED | And in the Field's callback routines as well |
17:42 | TEST | Take XIII |
17:42 | FIXED | FieldMap conflicts fixed |
17:41 | STATUS | Progress.... But not close to the finish line yet |
17:40 | TEST | Take XII |
17:40 | VOID | Why lua has no boolean checker is beyond me.... Would save up a lot of code, I tell ya! |
17:18 | POWERSHELL | Done that now anyway |
17:18 | STUPIDITY | Forgot to barf, which is needed when you fix something in the Apollo glue scripts |
17:16 | TEST | Take XI |
17:16 | FIXED | Another case error in the glue code fixed |
17:13 | TEST | Take X |
17:13 | NOTE | A big trapdoor when linking case insensitive code to case sensitive underlying APIS and cores. |
17:12 | FIXED | Case error in linkups |
17:09 | TEST | Take IX |
17:09 | FIXED | Another conflict gone! |
16:51 | TEST | Take VIII |
16:51 | COCKROACH | AAARGH!!!! |
16:50 | TEST | Take VII |
16:45 | FAILURE | Really Microsoft should know you never include .cpp files, but header files only... In normal C++ usage, that is.... |
16:45 | FIXED | #include error by VisualStudio include fuck |
16:44 | HUH | DA FUUUUUCK!? |
16:34 | TEST | Take VI |
16:34 | FIXED | Another conflict gone |
16:34 | SCRIPT | That should do it |
16:30 | NEIL | Glue code to receive it and split it |
16:30 | C++ | Creating a dump |
16:30 | STUPIDITY | Ah, de debug dumb is (of course) no longer functional... No matter.... |
16:00 | TEST | Take V |
16:00 | FIXED | Fixed those too |
16:00 | STUPIDITY | Missed a few macros |
15:59 | TEST | Take IV |
15:59 | NOTE | (Okay "everything" might be too strong of a word, but you get what I mean, right?) |
15:58 | FIXED | That should fix eveything |
15:58 | DONE | Adepted two marcos |
15:58 | SOLVED | Aha! Marco issue, that explains |
15:57 | POWERSHELL | Let's use my Antonius tool, then... |
15:56 | COCKROACH | Persistent in this impossibility, aren't we? |
15:55 | TEST | Take III |
15:55 | MYSTERY | it claims it has an unknown identifier, however no such thing appears to be present.... Hmmmm.... |
15:53 | RECOVERED | A removal that was too quick -- Aurina |
15:52 | TEST | Take II |
15:43 | POWERSHELL | BARF script run |
15:42 | VOID | And voided a few issues in this thing in other things |
15:42 | FIXED | Conflict caused in the Aurina implementation |
15:24 | TEST | Take I |
15:23 | NOTE | I did try to make sure that old savegame will remain compatible |
15:23 | NOTE | This is one of those bugs of which you NEVER can tell if they are fixed, only when they happen again, you can tell they are not.... Still, all I can do is test if the game works properly now, and see what happens |
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