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 99 100 101 102 103 104 105 106 107 108 109 110 111 112
22:28FIXED
FIXEDI forgot to set the level stat itself
22:26LINK
LINKManual Level Stat set
22:05STATUS
STATUSAnd the others come later
22:05CHARACTER
CHARACTERI've set Irravonia up now as well...
22:05FIXED
FIXEDA few errors
21:54CHARACTER
CHARACTERI've set up a quick character creation script for Young Irravonia
21:40NOTE
NOTEAnd MOAR code that I cannot check yet, but we're getting closer now!
21:39GENERAL
GENERALRebecca Set up the Data Manager for RPG Stats in NALA
21:33REMINDER
21:33TODO
21:28FAILURE
FAILUREEPIC FAIL! :P

At least this bug is not mine to fix

(Hey, I'm just kidding around. The bug is real, though).

21:09VISUALSTUDIO
VISUALSTUDIOSome workout in the Core RPG data module for String Data support
20:13NIL
NILI've set the basis for the character loader, based on the start level... I'm not yet fully done though
19:10NIL
NILSet up a basic qff library
19:09ACHIEVEMENT
ACHIEVEMENTThe annoying "FIRST" spam meme
18:39JUDGMENT
JUDGMENTNow THAT looks a lot better
18:39FIXED
FIXEDI fixed this issue
18:38PYTHON
PYTHONPython sucks! (and that is due to it's "marvelous" identing system... Hip hip BOOOOH!
18:36BUG
BUGAdult Irravonia is in the same crap, and I think it's safe to assume ALL characters are in this situation
18:36BUG
BUGI see the Level data generation script only generated the HP... At least for Young Irravonia it did... I wonder why
18:23STATUS
STATUSWith this all set straight I already got a lot taken care of, but there are a few issues I must still cover
18:22GENERAL
GENERALMaxCopy
17:59GENERAL
GENERALPoint manipulation available
16:57GENERAL
GENERALStuff set up to make stats available to the NIL scripts
12:52GENERAL
GENERALI'm working some stuff out for the stat engine... This is pretty delecate, but once it works it works, and it will save me a lot of work later in the process
- = 24 Jul 2019 = -
23:52NOTE
NOTEI got the feeling some more dummied code will have to be dug up sometime
23:52C#
C#Added routine to create a character (it was dummied up until now)
23:33NALA
NALAParty members part of RPG API set up
23:02NALA
NALAAnd take a look a the NALA project again
22:46NIL
NILcreated empty scripts for party handling (verrrry important)
22:38OFFTOPIC
OFFTOPIC
22:19NOTE
NOTEScyndi That is as far as I'll go when it comes to achievements, for now
22:09GAMEJOLT
GAMEJOLTLinked
22:09ACHIEVEMENT
ACHIEVEMENTLicense to kill
21:54GAMEJOLT
GAMEJOLTYeah the achievement is now here too ;)
21:54LINK
LINKLinked to Game Jolt
21:54ACHIEVEMENT
ACHIEVEMENTIn the beginning
21:54SITE
SITEAdded tag ACHIEVEMENT
21:51SECURITY
SECURITYI've done some work here
21:09MYDATA
MYDATAI've added a NIL exporter, but I cannot yet check if it works.... I also need to link it to the main program
20:55MYDATA
MYDATATime to set up the first database in MyData
20:53SITE
SITEAdded tag MYDATA
20:53NOTE
NOTE(And wish me luck when I gotta "dump" this all together)
20:52STATUS
STATUSAlmost there, but I do need to set some more things in order
20:47CHARACTER
CHARACTERI've aliassed this script for Queen Shanda... After all as a guest character she won't gain experience anyway
20:45CHARACTER
CHARACTERI've set up an empty ability list for Young Irravonia
19:57NALA
NALAHad to be recompiled in order to make NIL take advantage of all this stuff
17:45CHARACTER
CHARACTERas Irravonia now has to be set up I will make it clear that I will put in that every character can get abilities through leveling up their skill levels. On top of that, each character will get one ability from beating Scharum in Rayal Castle, and from defeating the optional boss holding their best weapon. Few exceptions of course. Eric can get one ability once the final chapter starts, and Dernor will once again have to charm animals to gain new spells and therefore act as a kind of "blue mage" as Final Fantasy fans would call it.
17:41CHARACTER
CHARACTERSo unlike the original game YoungIrravonia now can level up, providing that you get ahold of the Traveler's emblem in the Xenor Bushes. Now for Young Irravonia the stat grows is minimal, however they do determine the level adult Irravonia starts the game with, so they are not entirely unimportant.
17:38PYTHON
PYTHONYoungIrravonia now added to the character list, so Python will also generate a list for her
17:33FIXED
FIXEDI think some script fixes will have come through now then
17:33FAILURE
FAILUREAs a matter of fact they make me regret I EVER wrote this script in Python...
17:26PYTHON
PYTHONAnd I remember why I hate Python's identing interface....
17:26PYTHON
PYTHONI've adepted the script.... The max level has been set to 1000 in this calulation... And for security reasons I've also set the the experience cap to 1.5 billion this to prevent integer overflows (which caused a nasty bug in TFT REVAMPED and I didn't want to make that mistake again).
17:22SITE
SITEAdded tag PYTHON
17:07NOTE
NOTEThe hot weather is taking its toll from me, so that makes working harder.... Especially since the smog that comes from it is now getting on my breath... Unfortunately... And even my air conditioner doesn't manage to keep things cool anymore
17:05ANALYSIS
ANALYSISBrendor A quick look shows that the stats of these people have been generated by my Python script for this.... However, this script never took the variable setup in mind, so I'll try to do that one over
17:04ART
ARTI've extracted the numbers for the Migrant levels, although this system will get a bit of an overhaul
16:48ART
ARTSprites properly imported
16:47POWERSHELL
POWERSHELLAdepted my import script to fix that
16:47STUPIDITY
STUPIDITYI forgot "Young Irravonia" as character....
15:23TECHNO
TECHNO"groups" can be seen as the counterpart of static classes in C#. Although a class you cannot declare any variables with this class not make any "new" statements to them. Please note that although CONSTRUCTORS are allowed (and called when the script starts running), making them require arguments will lead to a crash... (how obvious)
15:21NIL
NILI've added the "group" keyword
14:50GENERATION
GENERATIONgenerated new Anyway.NIL
14:50LINK
LINKMapScipt Link up script written
13:11SECURITY
SECURITYMade sure that if the Field functions are being used while the Field Flow was not yet loaded the game will crash
13:09SASKIA
SASKIAI can confirm that SASKIA merges into the game... Good
13:03JCR6
JCR6Preparational work for extracting
9:30JCR6
JCR6When no input directory has been given, current directory will serve as such
- = 23 Jul 2019 = -
20:30BUG
BUGWhatever the reason is, the bug's caused when re-organisation has to take place
20:29DEBUG
DEBUGExtra debug line added to see why this happens
20:29FAILURE
FAILURESomething's wrong here....
20:07TEST
TESTLet's test this from VS with different parameters
19:32TEST
TESTA direct test should show some more results here
19:31COCKROACH
COCKROACHThe protection appears to be ignored
18:54TEST
TESTI wanna test out if this protection actually works
18:53DONE
DONEI've build in a protection measure that will prevent JCR files from going too far over the 2 million byte limit (approx 2 GB)
18:32CONFIRMED
CONFIRMEDIt was indeed the jcr file being too big that struck me
18:31TEST
TESTPlan B
17:55TEST
TESTAnd let's try this again....
17:55REMOVED
REMOVEDOriginal test jcr file
17:54MYSTERY
MYSTERYIrravonia Since the C# version of JCR6 NEVER had any issues like these, it may be likely something went horribly wrong here... Also 3GB was ridiculously large for a file containing my Dyrt project only.... (although surpassing 3GB could also explain a few things.... JCR6 cannot deal that easily with files bigger than 2GB)
17:50BUG
BUG"Invalid FAT offset. Maybe you are trying to read a JCR6 file that has never been properly finalized"
17:13STATUS
STATUSAnyway I need a break now....
17:11JUDGMENT
JUDGMENTThe music packing is still slow (was to be expected) in NJCR (trying this out on my development folder for THIS GAME), but it's already 2x faster than in Go, and that a JIT program beats a machine language program is actually pretty sad!
17:08NOTE
NOTENOT gonna fix that... It's not a bug.... Non-ASCII characters shouldn't be in file names anyway!
17:08NOTE
NOTESome things went wrong, but then again JCR6 has always been allergic to non-ASCII characters in filenames, and I found out the folder I tried had some
17:03CONFIRMED
CONFIRMEDError catcher does what it must do... good!
16:43STATUS
STATUSAs this was a more complex part of NJCR to be written I focussed on that first... When this works the way it's intended I'll resume Dyrt.net
16:42DONE
DONEThe error in question is not really due to a bug in NJCR, but rather with oddities with the file system.... Windows in particular is notorious for such kinds of issues. I did put in a try{}catch scope in order to make sure these kinds of errors won't crash NJCR
16:40LINK
LINKQuake Pack linked to NJCR
16:40LINK
LINKWAD linked to NJCR
16:40LINK
LINKJCR5 linked to NJCR
16:31BUG
BUGUltimately a crash, eh?
16:23STUPIDITY
STUPIDITYIt is however clear I should've picked a different directory to test this all out..... Poep gebeurt!
16:06FIXED
FIXEDAnd the issues I had while merging are also fixed
16:04JUDGMENT
JUDGMENTThe setup looks much better now, and no more conflicts with the file names (unless the name of the used compression method is by far too long).
15:58COSMETIC
COSMETICAnd there are also a few cosmetic issues to be taken care of
15:55BUG
BUGThings do go a little weird when merging stuff, though
15:55JCR6
JCR6The adding routine appears to be working.... Well for most part....
11:16DONE
DONESome Real Life stuff
7:56JCR6
JCR6This parse out has not yet been tested, but it'll have to be correct.... (I cannot test it yet, as everything happens under the hood).
7:40JCR6
JCR6For NJCR I'm now writing some stuff that should parse things out some more
0:33BACKUP
BACKUPI did archive it... You never know when you may need it, but at least it's no longer in the way
0:32REMOVED
REMOVEDOld test crap.... A cleanup every now and then is needed, right!
0:30STATUS
STATUSThat all appears to be in order now
0:25GITHUB
GITHUBEric And cloned it to my Windows PC, so I got a fresh template ready for usage.... Cool!
0:25GITHUB
GITHUBPushed the template to Github
0:23FAILURE
FAILUREDang! Good thing I replaced that outdated machine, but it was good for something!
0:23VISUALSTUDIO
VISUALSTUDIOgtk# template created on my old mac
- = 22 Jul 2019 = -
23:57TODO
TODOI'll also have to get myself to see if setting the project VOID up is gonna be easier with GTK+ in stead of WPF.... Although WPF is quicker to set something up in general it has shown to be awful for really serious projects.... The point is that my current Visual Studio doesn't have a ready to go GTK# project, but by switching to Mac, I can solve that issue, so here goes...
23:54NIL
NILI've set up 2 empty scripts in order to get into the Field Script.... Once that's done, the actual work on the game can really take shape....
23:24SASKIA
SASKIAA script has been written in SASKIA to make sure all scenario will appear properly, and that the game will eventually chain to Irravonia's prologue
22:50CONFIRMED
CONFIRMEDFix succesful
22:49JCR6
JCR6Repkaced Dutch Scenario
22:49JCR6
JCR6Repacked English Scenario
22:48FIXED
FIXEDThe Dutch Start Game scenario should be fixed now
22:46FIXED
FIXEDThe English start game scenario should be fixed now
22:40FIXED
FIXEDThe bug causing this has been fixed
22:34INVESTIGATION
INVESTIGATIONBut I think I know why...
22:33COCKROACH
COCKROACHNO EFFECT!
22:23VISUALSTUDIO
VISUALSTUDIOI've modified the scenario transfer tool a bit... Hopefully this will set a few things straight
21:58NOTE
NOTE(this was a complaint I got from Dark Bloodbane, as well... Problem was that the way the original game was written in didn't allow me to get the pictures in anyway... Well, not in a DESIRABLE way, that is)
21:57LINK
LINKI did at least link the proper pictures to the textboxes for when the names of the characters are still unknown....
21:54BUG
BUGCrap! Long scenarios bug between one and two digits.... I can now manually fix that, but for other scenarios I need to properly take care of this!
21:51POWERSHELL
POWERSHELLAnd a quick script will allow me to get things up-to-date quicky
21:50SCENARIO
SCENARIOIt was quite some searching, but I found the original game start scenario
21:50SITE
SITEAdded tag SCENARIO
21:29FAILURE
FAILUREMy console went haywire
21:24BACKUP
BACKUPAnd I had to do some extra configurationas well... (Thanks to the folders I needed for Kthura and TeddyBear).
21:24BACKUP
BACKUPrunning
20:58FIXED
FIXEDAziella Well I fixed that!
20:58HUH
HUHFor some reason the code to do this properly disappeared.... completely!
20:50BUG
BUGThe scenario language converter appears allergic to the fact that Irravonia's prologue start script contain tags only containing one letter...
20:38DONE
DONEI've checked the scenario file, but it appears all it appears is the pre-boss scenario in that dungeon, but not the scenario of the start of the game...
20:06KTHURA
KTHURALuckily Kthura comes with a handy "hack" tool... Good thing I planned ahead :P
20:05TODO
TODOI guess I need a delete function in Kthura, too!
19:58STATUS
STATUSWell, long story short I still got loads to do!
19:58TODO
TODOa BoxText routine
19:58TODO
TODOa field script
19:58TODO
TODOI need to script out a flow manager
19:58TODO
TODOAnd the scenario has not yet been taken care of
19:57TODO
TODOI need to make sure the music is properly linked... for starters
19:56STATUS
STATUSThis means that as far as the artwork is concerned we are ready to start.... But this is not yet fully taken care of.
19:55MAP
MAPAnd been placed in the map
19:54ART
ARTThe main heroes have been succesfully transferred
19:40COSMETIC
COSMETICThis is only a cosmetic issue and it only affects when you see in building. The compression itself is okay, and JCR6 itself shows that
19:40BUG
BUGIt appears the builder shows incorrect information on compression ratios when merging in from other JCR6 files.... It shows the ratio for the old file and not the new.... This should be an easy fix, but it was also easy to miss
19:10MAP
MAPExit point put in
17:33STATUS
STATUSMesa taking break now! Mesa need to! RIGHT NOW!
17:33ENHANCEMENT
ENHANCEMENTTaken care of the alpha issue in Kthura... Especially in Kthura this issue was a bit "lethal"
17:25STATUS
STATUSone of the next things to do now will be to import the character actor files.... These use (unfortunately) BlitzMax style animation, but since I have a conversion tool in BlitzMax I can handle this, whoohoo!
17:18STATUS
STATUSRight! Now, at least I got something to work with now... Hopefully I can get stuff fixed later on, but for now this will have to do!
16:58MAP
MAPAnd the prison cell has been set up entirely
16:54ART
ARTDiagonal walls for the prison added.... Something I didn't think of in the original game... At least not at this point, so that can do a littlebit extra
16:51BLITZMAX
BLITZMAXI did have to re-compile this program for Windows, but hey, it did still work, and THAT saves me a lot of issues.
16:51SITE
SITEMerya Added tag BLITZMAX
16:39STATUS
STATUSNow I'm looking for a quick tool of mine that I may need now...
16:33POWERSHELL
POWERSHELLRunning Kthura Build Script
16:32ENHANCEMENT
ENHANCEMENTFonts will henceforth be ignored.... If they are really needed within a Kthura Map, I can always ALIAS them or something cheesy like that.
16:23UNDESIREABLE
UNDESIREABLEBut the fonts will make me have to scroll down more than I want to, so there's some work to be done on that department
16:22MAP
MAPTwo walls of Zoraman Prison have erected
16:22SITE
SITEAdded tag MAP
16:14BUG
BUGAnd I also need to find out why textures aren't listed
16:12BUG
BUGTagging stuff is not operating so well in Kthura
16:07FIXED
FIXEDRight.... I guess there was no issue here in the original Kthura
16:01COCKROACH
COCKROACHThere is still a lot to be done as Kthura is now refusing to work properly as well!
15:58CONFIRMED
CONFIRMEDThe project builder appears to pick this all up
15:56POWERSHELL
POWERSHELLAnd I've also written a script that will be helpful in getting Kthura maps edited quickly
15:55POWERSHELL
POWERSHELLI've run the script that will rebuild Kthura
15:53FIXED
FIXEDI appear to have fixed all this
15:38HUH
HUHProject Data in Kthura is "null"????
15:03BUG
BUGBut of the long run this must be fixed >> TrickyGameTools/Kthura#48
15:03FIXED
FIXEDfor the short run
14:58BUG
BUGIt only doesn't want to work
14:58KTHURA
KTHURAA project file for Dyrt has been created
14:09DONE
DONEMy weekly shopping
13:09STATUS
STATUSWell, after I've taken a break, I'll see what I can do with the game. I've decided (at least for the short term) not to worry about the TeddyBear cockroach for now, and to focus on things that matter more now. For this reason the prison dungeon shall be replaced with a new dungeon set up in Kthura also, and maybe that's better on the longer run.
11:14NOTE
NOTEActually adding stuff comes later
11:14JCR6
JCR6Help screens for NJCR adding done
11:13JCR6
JCR6Dernor NJCR has info about qu
8:57NOTE
NOTEBefore I really decide, I'll first take a look at NJCR... I've decided to put some work into that before any Dyrt session for the time being on a daily basis...
8:45NOTE
NOTENow this may actually have the advantage that I can make the game give some new twists and that I can take advantages of Kthura, so for the result this may be the better run... It will only bring me tons of extra work.... (urgh!)
8:44INVESTIGATION
INVESTIGATIONNearly all debug data I can produce rules out this should be possible and yet it happens... If I cannot find the course of this, I'm afraid I'll have no other choice but to redesign the entire game with Kthura...
- = 21 Jul 2019 = -
23:19COCKROACH
COCKROACHFor some reason TeddyBear INSISTS on having all layers set to BC even though the map files themselves say differently. I've now examined the transferred file, and there the issue is one again CONFIRMED... WTF is going on here?
23:02INVESTIGATION
INVESTIGATIONThe positioning of the textures implies that the setting would be BR... (draw from bottom-right of the texture). The setting however is TL (draw from top-left of the texture)... Hex viewers confirm this... Why then does the wrong rednering take place?
19:09CONFIRMED
CONFIRMEDIt was just the debug mode that was in the way, although it's not exactly "fluent" either....
19:07UPDATED
UPDATEDVersion numbers
19:05BUG
BUGAnd the positioning is not correct, which affects larger items
19:04UNDESIREABLE
UNDESIREABLEThe editor runs SLOW, though.... I must sort out if it's just the debug mode or too many items being rendered, as the latter could be a serious issue....
19:04SITE
SITEAdded tag UNDESIREABLE
19:04FIXED
FIXEDDirectory issue has also been fixed...
18:24FIXED
FIXEDThe index numbers of texture and zone name definitions was not saved.... This caused at least a lot of trouble... Not everything is fine now, but at least a part of the problem as been fixed...
17:48ANALYSIS
ANALYSISThe Texture folders are properly read by JCR6, so at least misconfiguration could not be the "evil" here...
17:48SITE
SITEAdded tag ANALYSIS
17:42INVESTIGATION
INVESTIGATIONThings are getting odd.....
17:36INVESTIGATION
INVESTIGATIONThe large number of "IndexOutOfRange" exceptions in the debug log, worries me.... However nothing more is shown than that, and thus the informattion is completely useless!
17:35BUG
BUGIt is however clear that the textures are NOT loaded properly, and I wonder why
17:34FIXED
FIXEDI can at least confirm the objects are properly loaded... Some in-game data I found in the map objects do confirm this even more, as that could never be generated so well, if this wasn't loaded properly
17:32DONE
DONEI've added support for these drivers, and that should solve this issue in the process
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