| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 | ||
| 9:23 | NOTE | |
| 9:23 | POWERSHELL | |
| 9:22 | FIXED | A small mistake in the glue code |
| 9:21 | VISUALSTUDIO | |
| 9:20 | LINK | |
| 9:20 | TECHNO | Which I wrote for the RPG APIs in pure Lua due to the complexity of the used Meta Tables |
| 9:20 | LUA | API Glue Script |
| 9:19 | C++ | |
| 9:19 | APOLLO | A few adaptions here needed |
| 8:56 | SCRIPT | |
| 8:36 | GENERATION | |
| 8:36 | NOTE | |
| 8:36 | SCRIPT | |
| 8:24 | FIXED | Now Crystal's ARMS would always miss |
| 8:22 | STATUS | ![]() Start to support buffing |
| 8:19 | FUCKYOU | I may be a Windows user (by lack of less terrible option at this moment), but my computer is still mine, not Microsoft's! |
| - = 13 May 2021 = - | ||
| 19:34 | STATUS | ![]() As this will get me into more complex stuff I'll save that for tomorrow.... The buffs and debuffs can be quite bothersome to code well.... |
| 19:21 | NOTE | |
| 19:20 | MAPSCRIPT | |
| 18:56 | NOTE | |
| 18:56 | VOID | Lua destructor bug |
| 18:46 | DEBUG | |
| 18:26 | C# | I've altered the Apollo builder a bit... this will add the data for if you want a console or not. This will only affect Windows builds of Apollo, since this this something that is only there in Windows anyway. Since I did not yet update my C++ code, nothing will happen here, but as I'm getting closer and closer to the point where this could be needed. |
| 13:16 | FIXED | An object that doesn't belong here |
| 13:00 | FIXED | Blockmap Issue |
| 12:43 | CONFIRMED | FINALLY! |
| 12:37 | TEST | Let's see |
| 12:37 | EXPERIMENT | |
| 12:24 | FAILURE | Crash out of the blue on Kthura... What the fuck was happening there? |
| 12:19 | TEST | Well? |
| 12:18 | DEBUG | |
| 12:02 | BUG | ![]() Coordinates do not seem right here |
| 11:58 | TEST | Again! |
| 11:58 | FIXED | Code typo |
| 11:56 | TEST | Time for testing |
| 11:49 | MAPSCRIPT | |
| 11:10 | TEST | Another test then |
| 11:08 | FIXED | Blockmap issue in the "Playground" floor of Excalibur |
| 10:23 | TEST | Well, let's test stuff again, shall we? |
| 9:52 | STATUS | I could hardly see through my glasses, so I needed to clean them.... |
| 9:50 | NOTE | But as the randomizer was against me on this test another one will be needed |
| 9:50 | CONFIRMED | At least I know that no crashes happen on the Hawk |
| 9:49 | FIXED | Missing scenario Hawk for Yirl |
| 9:41 | TEST | Let's see |
| 9:40 | MAPSCRIPT | |
| - = 12 May 2021 = - | ||
| 21:36 | BACKUP | |
| 21:26 | FIXED | I think I fixed #140 |
| 19:30 | STATUS | I really need my rest now.... See ya later! |
| 19:29 | NOTE | |
| 19:29 | FIXED | No actor removal |
| 19:16 | CONFIRMED | Multi-target moves fired by George McLeen will not hit Crystal |
| 19:13 | BUG | |
| 19:10 | NOTE | |
| 19:10 | NOTE | |
| 19:10 | FIXED | Dupe McLeen fight |
| 18:57 | TEST | Take IX |
| 18:54 | GENERATION | Lic Data Updated |
| 18:53 | FIXED | ![]() And fix andother crash in the McLeen fight |
| 18:53 | STATUS | ![]() And that should cover them all |
| 18:53 | ABILITY | Summon Cyborg Medic |
| 18:40 | ABILITY | Summon Cyborg Ji |
| 18:39 | ABILITY | Summon Cyborg Gunner |
| 18:38 | ABILITY | Summon CyberAstrilopup |
| 18:38 | ABILITY | Summon Cybog Captain |
| 18:28 | DONE | |
| 18:19 | STATUS | I'll be back! |
| 18:18 | TODO | Eating |
| 18:18 | STATUS | Dinner's ready |
| 18:08 | TODO | |
| 18:08 | BUG | It doesn't end here, because McLeen can call in cyborgs for help... oh brother.... |
| 17:57 | TEST | Take VIII - For the win (I mean, winning against McLeen) |
| 17:56 | STATUS | My food is on... I can perform the test, but I do need to check the kitchen every now and then |
| 17:52 | STATUS | Before I test McLeen towards victory, I first need to mind my food, as that is nearly ready.... After dinner I will see what I can do next.... |
| 17:51 | CONFIRMED | Last-man-standing event works the way it should |
| 17:47 | TEST | Take VII |
| 17:47 | OPTIMIZATION | |
| 17:46 | TECHNO | This doesn't only spook up the Crystal alone event... It would actually spook up all scripted combats (random encounters and bosses appearing as random encounters would be safe, but bosses tied to the scenario would not be). |
| 17:45 | VOID | Scheduling conflict |
| 17:23 | TEST | Take VI |
| 17:23 | FUCKYOU | |
| 17:19 | TEST | Take V |
| 17:19 | FIXED | ![]() Code Typo |
| 17:00 | TEST | Take IV |
| 17:00 | FUCKYOU | |
| 16:46 | TEST | Take III |
| 16:46 | FIXED | ![]() Another scope error |
| 16:37 | TEST | Take II |
| 16:06 | FIXED | Scope error |
| 15:53 | TEST | Take II |
| 15:53 | FIXED | Macro issue |
| 15:53 | FIXED | Identifier issue |
| 15:52 | TEST | Take I |
| 15:42 | NOTE | |
| 15:42 | NOTE | |
| 15:41 | MAPSCRIPT | |
| 15:04 | FIXED | File name error |
| 15:03 | FIXED | A small fix I saw needed in the fight against McLeen |
| 14:24 | STUDY | |
| 14:21 | NOTE | |
| 14:21 | FIXED | Group error |
| 14:13 | CONFIRMED | ![]() Almost there |
| 14:08 | TEST | Take XII |
| 14:08 | FIXED | I think I got it.... |
| 14:02 | TEST | Take XI |
| 14:02 | VOID | Better this way? |
| 14:02 | HUH | |
| 13:50 | TEST | ![]() Take X |
| 13:50 | DEBUG | |
| 13:27 | TEST | Take IX |
| 13:26 | EXPERIMENT | |
| 13:26 | HUH | |
| 12:40 | TEST | Take VII |
| 12:39 | FIXED | Code copy conflict |
| 12:35 | TEST | Take VI |
| 12:35 | FIXED | Identifer issue |
| 12:22 | TEST | And with Take V I will have to see if killing off in combat works... I won't use the boss for this yet... |
| 11:46 | LINK | |
| 11:46 | DEBUG | |
| 11:21 | NOTE | |
| 11:21 | STATUS | All bugs appear to be accounted for |
| 11:18 | TEST | Take VI |
| 11:18 | COSMETIC | |
| 11:17 | COSMETIC | |
| 11:16 | EXPERIMENT | |
| 11:15 | FIXED | I discovered a code typo (would only crash the game in easy mode, but still.. better fix it now, anyway) |
| 9:56 | TEST | Take V |
| 9:56 | FIXED | Illegal class call |
| 9:55 | STUPIDITY | |
| 9:47 | TEST | Take IV |
| 9:47 | FIXED | Wrong var referrence |
| 9:44 | TEST | ![]() Take IV |
| 9:44 | FUCKYOU | |
| 9:43 | TEST | Take III |
| 9:43 | VOID | FUCK YOU, ASSHOLE! |
| 9:42 | TEST | Take II |
| 9:36 | FIXED | Scope error |
| 9:34 | TEST | Take I |
| 9:34 | STATUS | Well, before I get onto the boss fight itself, I first want to see if wiping works... That is the event that should later be triggered when you lose a fight. I don't need to trigger a fight for that (it's not even yet linked to the combat engine). |
| 9:22 | STATUS | Getting there.... slowly..... |
| 9:21 | LINK | |
| 9:07 | NOTE | |
| 9:07 | DEBUG | Quick "wipe" cheat from the field |
| 9:06 | STATUS | ![]() Most of the pre-work is done, but I'm not there yet! |
| 9:06 | CONFIRMED | It does... good |
| 9:06 | TEST | Let's see if the alias linkups work as intended |
| 9:05 | APOLLO | Alias setting |
| 9:05 | MUSIC | |
| 7:54 | SCRIPT | |
| - = 11 May 2021 = - | ||
| 21:31 | AI | George McLeen |
| 20:51 | STATUS | What I wanted to work today, does at least work |
| 20:47 | TEST | Take IV |
| 20:46 | FIXED | Linkup error in Apollo |
| 20:43 | TEST | Quick test |
| 20:41 | CONFIRMED | ![]() Analysing software gives the results I wanted to see |
| 20:31 | GENERATION | |
| 20:31 | APOLLO | ![]() Alias |
| 20:26 | DONE | |
| 19:22 | TEST | Take II then? |
| 19:22 | FIXED | Yup a linkup error |
| 19:18 | TEST | Still a small test is possible to check if the entire link up works |
| 18:44 | NOTE | |
| 18:44 | NOTE | |
| 18:43 | MAPSCRIPT | |
| 17:22 | NOTE | |
| 17:19 | CONFIRMED | The music has been properly transferred into the new game |
| 16:59 | MUSIC | |
| 13:16 | STATUS | Before I go on, I first need to do my backlogged bookkeeping |
| 13:13 | CONFIRMED | Works.... |
| 13:11 | TEST | Again? |
| 13:11 | STUPIDITY | |
| 13:10 | FIXED | Link issue |
| 12:51 | TEST | Quick Test |
| 12:51 | MAPSCRIPT | |
| - = 10 May 2021 = - | ||
| 21:46 | STATUS | But that's not for today |
| 21:45 | STATUS | The fight against "The Mole" is next |
| 21:45 | CONFIRMED | Works |
| 21:45 | TEST | So let's see |
| 21:38 | NOTE | |
| 21:38 | MAPSCRIPT | |
| 20:44 | STATUS | That settles it for this particular part |
| 20:31 | TEST | ![]() Take X |
| 20:31 | STATUS | almost there.... |
| 20:31 | FIXED | Infinite loop in the Voltsunami SpellAni |
| 20:31 | TEST | ![]() Take IX |
| 20:20 | TECHNO | (was possible due to the spellani being copied, and adjusted, but as the new engine has a diferent approach, this didn't work out so well) |
| 20:20 | FIXED | ![]() Conflict between the old game and new new |
| 20:12 | TEST | Take VII |
| 20:11 | TECHNO | That linkup could never be an issue if the charge didn't work |
| 20:10 | FIXED | SpellAni link up |
| 20:10 | CONFIRMED | The charge up itself appears to be working.... |
| 20:02 | NOTE | |
| 20:02 | COSMETIC | |
| 19:49 | NOTE | |
| 19:49 | DONE | |
| 19:19 | TEST | Take VI |
| 19:19 | FIXED | Infinite charge loop |
| 19:14 | TEST | Take IV & V |
| 19:14 | DONE | Put my pizza in the oven |
| 19:14 | FIXED | Case issue |
| 18:16 | TECHNO | Well at least the main parse error all seem to be accounted for now, which counts for something |
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