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
15:56POWERSHELL
POWERSHELL And I've also written a script that will be helpful in getting Kthura maps edited quickly
15:55POWERSHELL
POWERSHELL I've run the script that will rebuild Kthura
15:53FIXED
FIXED I appear to have fixed all this
15:38HUH
HUH Project Data in Kthura is "null"????
15:03BUG
BUG But of the long run this must be fixed >> TrickyGameTools/Kthura#48
15:03FIXED
FIXED for the short run
14:58BUG
BUG It only doesn't want to work
14:58KTHURA
KTHURA A project file for Dyrt has been created
14:09DONE
DONE My weekly shopping
13:09STATUS
STATUS Well, 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
NOTE Actually adding stuff comes later
11:14JCR6
JCR6 Help screens for NJCR adding done
11:13JCR6
JCR6 Dernor NJCR has info about qu
8:57NOTE
NOTE Before 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
NOTE Now 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
INVESTIGATION Nearly 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
COCKROACH For 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
INVESTIGATION The 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
CONFIRMED It was just the debug mode that was in the way, although it's not exactly "fluent" either....
19:07UPDATED
UPDATED Version numbers
19:05BUG
BUG And the positioning is not correct, which affects larger items
19:04UNDESIREABLE
UNDESIREABLE The 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
SITE Added tag UNDESIREABLE
19:04FIXED
FIXED Directory issue has also been fixed...
18:24FIXED
FIXED The 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
ANALYSIS The Texture folders are properly read by JCR6, so at least misconfiguration could not be the "evil" here...
17:48SITE
SITE Added tag ANALYSIS
17:42INVESTIGATION
INVESTIGATION Things are getting odd.....
17:36INVESTIGATION
INVESTIGATION The 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
BUG It is however clear that the textures are NOT loaded properly, and I wonder why
17:34FIXED
FIXED I 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
DONE I've added support for these drivers, and that should solve this issue in the process
17:31SOLVED
SOLVED From the moment I noticed that a JCR entry could not be read, I already suspected the lack of a zlib driver to be the "evil" here.
17:26INVESTIGATION
INVESTIGATION It goes wrong when the objects are being loaded.... Let's try to sort this out, shall we?
17:11BUG
BUG TeddyBear crashes when I try to load the level though.... The error indicates a callout to a null value... I'm afraid though that it won't be possible to pinpoint that null value without opening TeddyBear in VisualStudio
16:54CONFIRMED
CONFIRMED The converted map did however appear in the map list of TeddyBear, so at is at least right!
16:53TEDDYBEAR
TEDDYBEAR I've set up a project, however I used the wizard, and as thus I need to set a few things properly in order, before I can actually get to work!
16:05STATUS
STATUS Rebecca I should now set up a proper project file for TeddyBear so I can manually modify the map files. This is needed for serveral reasons. First of all, it is not yet set the enemy table will be the same as in the original version, and second the music needs to be relinked
16:02VISUALSTUDIO
VISUALSTUDIO Skeletons have been set up for the C# CLI tool for JCR6, however this project does not have priority yet!
10:36JCR6
JCR6 Re-aliassing again (very irritating as for that I need to rebuild that entire JCR6 file .... again)
10:36CONFIRMED
CONFIRMED I see what I wanted to see
10:32NOTE
NOTE I don't need to run the game for this to see if this is right... Just checking the data generated by my tools will do
10:32BUBBLE
BUBBLE Made a test building
10:30STATUS
STATUS As the GO JCR CLI tools are too slow, I'll try to rebuild this later!
10:30FAILURE
FAILURE Music aliassing failed
10:24FIXED
FIXED Old "Defs" were still used.... That has been fixed
10:17STUPIDITY
STUPIDITY And I should have known too!
10:17BUG
BUG Crap.... That explains why stuff didn't go the way it should and why it takes so much time....
10:11RESULT
RESULT Things that pop up act very very odd....
10:11SITE
SITE Added tag RESULT
10:11TEST
TEST Testing
9:31NOTE
NOTE The idea that is going on with me is to rewrite the CLI tools for JCR6 to C#. The main reason is, Go is TOO SLOW... Particularly when packing large files this is becoming more and more of an issue. Even though Go compiles to machine language where C# uses a JIT compiler C# appears to outrank Go on nearly all fronts, which is just sad at best!
9:12MUSIC
MUSIC Approved and aliased for quick access from maps
9:07MUSIC
MUSIC Checking the sound quality of "Prisoner of War" by Widzy, as that will be the background music for the prison in which the game starts
0:03STATUS
STATUS Calling it a day!
0:02DONE
DONE The texture extractor works, so that is one issue less to worry about
- = 20 Jul 2019 = -
23:55JUDGMENT
JUDGMENT So far the results look good
23:55POWERSHELL
POWERSHELL I ran the bubble builder script to see what would happen
23:52CHECKED
CHECKED What I see is what I wanted to see
23:50NOTE
NOTE It does not yet extract itself... This way I can debug the name of the target... If files are actually being written and wrong, it can be quite hard to repair the damages caused.
23:50VISUALSTUDIO
VISUALSTUDIO My tool can detect if the target texture exists and announce extracting prior to it actually being done.
23:39JUDGMENT
JUDGMENT As far as I can see, all's well!
23:39STATUS
STATUS Scyndi All the transfer tool can do now is configure itself, as far as I now can judge that works....
23:35NOTE
NOTE Since some authors went for multiple license types I need to make sure that authors are sorted in the target as well
23:32NOTE
NOTE Note to self.... Prefix all textures with "GFX/Textures/" when transferring!
23:20TECHNO
TECHNO This will now be more work, but don't forget how many maps the original game actually has... If I need to do this all one by one MANUALLY, this would take an eternity, so that's where the computer is better than humans sometimes....
23:19VISUALSTUDIO
VISUALSTUDIO I've set up a little analyser to the 'defs' reader.... This is where all the textures are being determined, and since those are definitely important in the transfer, I'll make my transfer tool automatically extract them (if needed) into this new project dir....
22:44STUDY
STUDY Some ways I set up Teddybear
22:44SITE
SITE Added tag STUDY
22:34DONE
DONE The map names can be listed out for a more adequate overview of things.
20:10FIXED
FIXED And some fixes to the project's xml code
20:10STUPIDITY
STUPIDITY I gotta take better care of what I type here
20:10VISUALSTUDIO
VISUALSTUDIO A project that will have to help me on this has been created
19:57STUPIDITY
STUPIDITY What doesn't help is that I neglected to tag the fist chapter maps properly back then, for which I now get the "bill"....
19:52DONE
DONE I've been taking a look on what the best appraoch can be on transferring maps from one game to the other... Of course the course of action will be to write some transfer tools that must also ensure to me that all stuff is properly taken over and that I can easily go for rebuilding, however that is easier said than done, and it will also be a kind of challenge to see what maps are suitable and what maps are not, and that ain't gonna be easy as the FrameWork the original game is written is has been taken out of use ages ago.
19:46STATUS
STATUS Well today I visted Madurodam... I too deserve some relaxation too, don't I?
- = 19 Jul 2019 = -
22:59FIXED
FIXED An auto fixer takes care of that now, though....
22:58CONFIRMED
CONFIRMED And the files appear to be properly converted although with pictures there are some issues
22:56CONFIG
CONFIG ScenLang has at least been configured to work with all this
22:56FAILURE
FAILURE Microsoft's logic, don't try to udnerstand!
22:56VISUALSTUDIO
VISUALSTUDIO I've set the scenario editor to work in .NET 4.6 (for some reason my new Windows computer does not accept .NET 4.7 while THIS IS PRESENT AND INSTALLED).
17:19STATUS
STATUS First a break
17:10TODO
TODO Still I must configure my scenario editor...

I do know that loads of typos and grammar errors slipped past my notice in the original game, and I want them fixed in the new game (I do not have the illusion I'll catch them all, though).

17:08STATUS
STATUS This will allow me to quickly transfer scenario from the original game into the current game
17:05CONFIRMED
CONFIRMED And Now I see what I wanted to see! Good!
17:04FIXED
FIXED Alright that should be fixed now!
17:04STUPIDITY
STUPIDITY Brendor I am a dump moron, I see
17:03COCKROACH
COCKROACH ALMOST.....
[scenario]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]

System.Collections.Generic.SortedDictionary`2+ValueCollection[System.String,System.Text.StringBuilder]
17:02SOLVED
SOLVED I found the little issue!
17:00COCKROACH
COCKROACH Right-o... The data on screen shows that the original scenario file contains nothing but an empty sting.... I doubt this, really
16:56DEBUG
DEBUG Hopefully this debug line can shine a light on things.... Clearly no tags are created, but very likely there's nore that isn't done!
16:54INVESTIGATION
INVESTIGATION Since the skeleton is exported, only the data itself is missing, I know the converter is to blame somehow, so that's where I need to look.
16:54INVESTIGATION
INVESTIGATION Now I need to sort out why that happens
16:53BUG
BUG But the result is literally: NOTHING AT ALL!
16:53VISUALSTUDIO
VISUALSTUDIO The first setup of the converter has been set up now
15:58VISUALSTUDIO
VISUALSTUDIO Preps done for conversion
14:36CONFIG
CONFIG Auto-Licenser reconfigured
14:35JCR6
JCR6 And an overload for direct filename access if needed (although this is slower, but sometimes needed).
14:32JCR6
JCR6 A feature has been added to the C# version of JCR6 to copy data from one JCR6 file to another, without unpacking and repacking.
13:29VISUALSTUDIO
VISUALSTUDIO Set up a unit to easily ask for a key to be pressed when a (console) program runs from VS in stead of the prompt
11:48VISUALSTUDIO
VISUALSTUDIO And of course included the driver for JCR5... I would almost forget that one, but it is essential since Dyrt uses JCR5
11:47VISUALSTUDIO
VISUALSTUDIO Units linkup
11:42JCR6
JCR6 I've now made sure that the LAURA.JCR file for the original Dyrt game is now in the file list of GJCR... It was kinda frustrating having to look up that file every time.
11:35VISUALSTUDIO
VISUALSTUDIO JCR6 methods for lzma and zlib added to my transfer tool
11:35REMOVED
REMOVED Those links as they can only spook my work up
11:34STUPIDITY
STUPIDITY Ah yeah, I forgot the enormous number of files in the .git repository I don't need (at least not for this little sub-project)
11:33STATUS
STATUS FINALLY!
11:33FAILURE
FAILURE Now VS is taking its sweet time to link JCR6 in....
11:24VISUALSTUDIO
VISUALSTUDIO Project started for a quick scenario tranfer tool... It does not only need to COPY the data, but also to convert it in order to be compatible with the current system
11:21SITE
SITE Added tag VISUALSTUDIO
0:28STATUS
STATUS But that's for later as I am tired now!
0:28TECHNO
TECHNO Irravonia Yup, the original scenario was written in a different system than was used in Star Story and TFTREVAMPED (and Sixty Three Fires of Lung).... Some conversion will be in order....
0:27STATUS
STATUS Well, there is still a lot to do, like a map (+ textures) transfer, some sprites to convert and transfer, and a scenario to convert and transfer
- = 18 Jul 2019 = -
23:27CONFIRMED
CONFIRMED My license update tool does work on SASKIA scripts, which is good to know ;)
23:15SASKIA
SASKIA And a script (which the game will never use) that shows how to make "Hello World" in SASKIA (or at least how it should work, as I cannot test it yet) should be written.
23:15GITHUB
GITHUB SASKIA doc
23:14FIXED
FIXED SASKIA command fix
23:08NOTE
NOTE Now I don't believe I will ever use more than one sequence, but the reason I put this in, is because you never know about future projects which could be more complex, and there a different approach could still be in order.
23:07TECHNO
TECHNO This cycle routine will cycle through all the currently started SASKIA sequences, and SASKIA can have multiple sequences open in once. It should be noted though that this should be used as little at possible as SASKIA is pretty slow and the more sequences running the slower the system gets.
23:05SASKIA
SASKIA Cycle routine has been added
22:58SASKIA
SASKIA GOSUB command added
22:48SASKIA
SASKIA Session list added
22:09SASKIA
SASKIA Please note that SASKIA cannot be tested until the moment I actually start working on the game. It will undoubtedly contain tons of bugs and cockroaches.
22:03SITE
SITE Added tag SASKIA
22:03DONE
DONE I've set up the basis of a small scripting language called SASKIA...
SASKIA is far from sophisticated, but it doesn't need to be (in fact, if it was sophisticated I didn't do my job well), but it can at least take care of some business I need to deal with.
11:56STATUS
STATUS And this is also the hardest part of setting things up. As we don't have anything yet, we must set up tons of things at the time, and each of them is useless until the moment the other things are there. In other words, tons of work without any effect, and only when everything is dumped together we can see if I did it right, and if it isn't right... Well in the worse case scenario I'll have to start all over, but with my experience such a thing should not happen, but still... This ain't very nice...
11:55NOTE
NOTE And after that the game will force a crash, because there is nothing to link to yet.
11:54CONFIG
CONFIG Language can be chosen now
11:52POWERSHELL
POWERSHELL And let's run the build scripts.... AGAIN!
11:52LINK
LINK And that links everything together
11:51LUA
LUA And I've written the code to allow Lua and NIL to access the Mouse Hit features
11:50SITE
SITE Added tag LUA
11:50ENHANCEMENT
ENHANCEMENT Now the mouse pointer ONLY appears if the mouse is acutally INSIDE the playing window.... Maybe not needed for NALA as NALA always works full screen (except in debug builds), but for the regular Bubble Game Engine this WILL matter
0:06NOTE
NOTE And that will have to do it :P
0:06BACKUP
BACKUP is running!
0:05STATUS
STATUS time to call it a day
0:05DOCUMENTATION
DOCUMENTATION Eric Multilang notes
- = 17 Jul 2019 = -
23:56FIXED
FIXED AT LAST!!!
23:55TEST
TEST Take IX
23:54FIXED
FIXED .
23:54STUPIDITY
STUPIDITY Or maybe that's because I forgot the style change command
23:54BUG
BUG The languages appear, but the hovering doesn't appear to do anything
23:53TEST
TEST Take VIII
23:53FIXED
FIXED Case error!
23:49TEST
TEST Take VII
23:49LINK
LINK And the link to the next stage, the language selector has been established as well...
23:49DONE
DONE Skill selector now registers the chosen skill
23:43STUPIDITY
STUPIDITY I didn't fully finish the skill selector, so it won't link through..... Oh, man!
23:42TEST
TEST Take VI
23:42FIXED
FIXED Unclosed class
23:40TEST
TEST Take V
23:40FIXED
FIXED Now it's fixed for real!
23:40COCKROACH
COCKROACH Oh man!
23:39TEST
TEST Take IV
23:39FIXED
FIXED Variable wrong name
23:38HUH
HUH Huh?
23:37TEST
TEST Take III
23:36FIXED
FIXED The parse error I was looking for!
23:29ENHANCEMENT
ENHANCEMENT A bit of a workout for the debug log, due to the woes of the HTML language.
23:25MYSTERY
MYSTERY Mysterious parse error
23:21STUPIDITY
STUPIDITY Aziella This is NIL, Jeroen.
Not C#!
23:20DONE
DONE Forced my way through!
23:20COCKROACH
COCKROACH GRRR!
23:18GENERATION
GENERATION New Anyway file generated
23:18NOTE
NOTE This should fix a certain error
23:18DONE
DONE Moved Language code into new nil file
23:16TEST
TEST Take II
23:16FIXED
FIXED Bad macro
23:15TEST
TEST Take I
23:15DONE
DONE Basis for language selector
23:02CONFIG
CONFIG For now I've set languages to English and Dutch only... I'll later (when I actually got a bit of a basis up) investigate if adding Phantasarean is possible.
22:34NOTE
NOTE

And of course (spoiler alert)

ScyndiSeelah Gandra will halfway the game be renamed Scyndi, and yes I've taken this into account!
22:32CONFIG
CONFIG I've set up the English names for the characters.... When you play the language in the Dutch language you'll have the same names by the way. Any translators who think it's best to change the names for whatever reason (I can live with it if Irravonia is called "Irravonie" or something like that in French) can easily do so now.
21:06CONFIRMED
CONFIRMED it works now
21:04TEST
TEST Another test to make sure!
21:04COSMETIC
COSMETIC Not really a bug, but the coordinate issue should also be taken care of now.
21:04FIXED
FIXED Selection bug should be fixed now
21:04BUG
BUG And a little coordinate error
21:03BUG
BUG One selected all selected
21:02FIXED
FIXED I fixed it (of course).
21:02STUPIDITY
STUPIDITY Even with NIL wrong variable names can lead to pretty odd bugs
21:00FIXED
FIXED I think I fixed that
21:00BUG
BUG "nil" value?
20:59FIXED
FIXED Case error
20:58DONE
DONE As well as the names
20:58DONE
DONE Merya Skill description should show now
20:39CONFIRMED
CONFIRMED Works
20:37LAZY
LAZY Lazy fix
20:36DONE
DONE Pic list out difficulty settings
20:23CONFIRMED
CONFIRMED All bugfixes accounted for...
20:23FIXED
FIXED GOT THE LITTLE BUGGER!
20:22STATUS
STATUS Almost there
20:19FIXED
FIXED I think I fixed that... But I need to check this...
20:18BUG
BUG Okay, the alias routine did work, until the moment it had to put the data into the target record, as that phase is skipped and thus the finalizer could not write it in... :-/
20:16NOTE
NOTE this is not a bug in the builder, but in JCR6 itself... Most likely....
20:16BUG
BUG At least it should as the jcr6 lister tells me otherwise
20:15BUBBLE
BUBBLE And the builder now supports aliasing in general :P
20:15FIXED
FIXED Alias issues in builder
19:58CONFIG
CONFIG And their descriptions!
19:57CONFIG
CONFIG Names for the difficulty modes
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