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17:31 | 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. |
17:26 | INVESTIGATION | It goes wrong when the objects are being loaded.... Let's try to sort this out, shall we? |
17:11 | 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 |
16:54 | CONFIRMED | The converted map did however appear in the map list of TeddyBear, so at is at least right! |
16:53 | 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! |
16:05 | STATUS | 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 |
16:02 | VISUALSTUDIO | Skeletons have been set up for the C# CLI tool for JCR6, however this project does not have priority yet! |
10:36 | JCR6 | Re-aliassing again (very irritating as for that I need to rebuild that entire JCR6 file .... again) |
10:36 | CONFIRMED | I see what I wanted to see |
10:32 | 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 |
10:32 | BUBBLE | Made a test building |
10:30 | STATUS | As the GO JCR CLI tools are too slow, I'll try to rebuild this later! |
10:30 | FAILURE | Music aliassing failed |
10:24 | FIXED | Old "Defs" were still used.... That has been fixed |
10:17 | STUPIDITY | And I should have known too! |
10:17 | BUG | Crap.... That explains why stuff didn't go the way it should and why it takes so much time.... |
10:11 | RESULT | Things that pop up act very very odd.... |
10:11 | SITE | Added tag RESULT |
10:11 | TEST | Testing |
9:31 | 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! |
9:12 | MUSIC | Approved and aliased for quick access from maps |
9:07 | 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 |
0:03 | STATUS | Calling it a day! |
0:02 | DONE | The texture extractor works, so that is one issue less to worry about |
- = 20 Jul 2019 = - | ||
23:55 | JUDGMENT | So far the results look good |
23:55 | POWERSHELL | I ran the bubble builder script to see what would happen |
23:52 | CHECKED | What I see is what I wanted to see |
23:50 | 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. |
23:50 | VISUALSTUDIO | My tool can detect if the target texture exists and announce extracting prior to it actually being done. |
23:39 | JUDGMENT | As far as I can see, all's well! |
23:39 | STATUS | All the transfer tool can do now is configure itself, as far as I now can judge that works.... |
23:35 | NOTE | Since some authors went for multiple license types I need to make sure that authors are sorted in the target as well |
23:32 | NOTE | Note to self.... Prefix all textures with "GFX/Textures/" when transferring! |
23:20 | 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.... |
23:19 | 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.... |
22:44 | STUDY | Some ways I set up Teddybear |
22:44 | SITE | Added tag STUDY |
22:34 | DONE | The map names can be listed out for a more adequate overview of things. |
20:10 | FIXED | And some fixes to the project's xml code |
20:10 | STUPIDITY | I gotta take better care of what I type here |
20:10 | VISUALSTUDIO | A project that will have to help me on this has been created |
19:57 | 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".... |
19:52 | 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. |
19:46 | STATUS | Well today I visted Madurodam... I too deserve some relaxation too, don't I? |
- = 19 Jul 2019 = - | ||
22:59 | FIXED | An auto fixer takes care of that now, though.... |
22:58 | CONFIRMED | And the files appear to be properly converted although with pictures there are some issues |
22:56 | CONFIG | ScenLang has at least been configured to work with all this |
22:56 | FAILURE | Microsoft's logic, don't try to udnerstand! |
22:56 | 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). |
17:19 | STATUS | First a break |
17:10 | 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). |
17:08 | STATUS | This will allow me to quickly transfer scenario from the original game into the current game |
17:05 | CONFIRMED | And Now I see what I wanted to see! Good! |
17:04 | FIXED | Alright that should be fixed now! |
17:04 | STUPIDITY | I am a dump moron, I see |
17:03 | 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] |
17:02 | SOLVED | I found the little issue! |
17:00 | COCKROACH | Right-o... The data on screen shows that the original scenario file contains nothing but an empty sting.... I doubt this, really |
16:56 | 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! |
16:54 | 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. |
16:54 | INVESTIGATION | Now I need to sort out why that happens |
16:53 | BUG | But the result is literally: NOTHING AT ALL! |
16:53 | VISUALSTUDIO | The first setup of the converter has been set up now |
15:58 | VISUALSTUDIO | Preps done for conversion |
14:36 | CONFIG | Auto-Licenser reconfigured |
14:35 | JCR6 | And an overload for direct filename access if needed (although this is slower, but sometimes needed). |
14:32 | 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. |
13:29 | 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 |
11:48 | VISUALSTUDIO | And of course included the driver for JCR5... I would almost forget that one, but it is essential since Dyrt uses JCR5 |
11:47 | VISUALSTUDIO | Units linkup |
11:42 | 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. |
11:35 | VISUALSTUDIO | JCR6 methods for lzma and zlib added to my transfer tool |
11:35 | REMOVED | Those links as they can only spook my work up |
11:34 | 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) |
11:33 | STATUS | FINALLY! |
11:33 | FAILURE | Now VS is taking its sweet time to link JCR6 in.... |
11:24 | 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 |
11:21 | SITE | Added tag VISUALSTUDIO |
0:28 | STATUS | But that's for later as I am tired now! |
0:28 | TECHNO | 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.... |
0:27 | 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 = - | ||
23:27 | CONFIRMED | My license update tool does work on SASKIA scripts, which is good to know ;) |
23:15 | 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. |
23:15 | GITHUB | SASKIA doc |
23:14 | FIXED | SASKIA command fix |
23:08 | 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. |
23:07 | 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. |
23:05 | SASKIA | Cycle routine has been added |
22:58 | SASKIA | GOSUB command added |
22:48 | SASKIA | Session list added |
22:09 | 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. |
22:03 | SITE | Added tag SASKIA |
22:03 | 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. |
11:56 | 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... |
11:55 | NOTE | And after that the game will force a crash, because there is nothing to link to yet. |
11:54 | CONFIG | Language can be chosen now |
11:52 | POWERSHELL | And let's run the build scripts.... AGAIN! |
11:52 | LINK | And that links everything together |
11:51 | LUA | And I've written the code to allow Lua and NIL to access the Mouse Hit features |
11:50 | SITE | Added tag LUA |
11:50 | 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 |
0:06 | NOTE | And that will have to do it :P |
0:06 | BACKUP | is running! |
0:05 | STATUS | time to call it a day |
0:05 | DOCUMENTATION | Multilang notes |
- = 17 Jul 2019 = - | ||
23:56 | FIXED | AT LAST!!! |
23:55 | TEST | Take IX |
23:54 | FIXED | . |
23:54 | STUPIDITY | Or maybe that's because I forgot the style change command |
23:54 | BUG | The languages appear, but the hovering doesn't appear to do anything |
23:53 | TEST | Take VIII |
23:53 | FIXED | Case error! |
23:49 | TEST | Take VII |
23:49 | LINK | And the link to the next stage, the language selector has been established as well... |
23:49 | DONE | Skill selector now registers the chosen skill |
23:43 | STUPIDITY | I didn't fully finish the skill selector, so it won't link through..... Oh, man! |
23:42 | TEST | Take VI |
23:42 | FIXED | Unclosed class |
23:40 | TEST | Take V |
23:40 | FIXED | Now it's fixed for real! |
23:40 | COCKROACH | Oh man! |
23:39 | TEST | Take IV |
23:39 | FIXED | Variable wrong name |
23:38 | HUH | Huh? |
23:37 | TEST | Take III |
23:36 | FIXED | The parse error I was looking for! |
23:29 | ENHANCEMENT | A bit of a workout for the debug log, due to the woes of the HTML language. |
23:25 | MYSTERY | Mysterious parse error |
23:21 | STUPIDITY | This is NIL, Jeroen. Not C#! |
23:20 | DONE | Forced my way through! |
23:20 | COCKROACH | GRRR! |
23:18 | GENERATION | New Anyway file generated |
23:18 | NOTE | This should fix a certain error |
23:18 | DONE | Moved Language code into new nil file |
23:16 | TEST | Take II |
23:16 | FIXED | Bad macro |
23:15 | TEST | Take I |
23:15 | DONE | Basis for language selector |
23:02 | 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. |
22:34 | NOTE | And of course (spoiler alert)Seelah Gandra will halfway the game be renamed Scyndi, and yes I've taken this into account! |
22:32 | 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. |
21:06 | CONFIRMED | it works now |
21:04 | TEST | Another test to make sure! |
21:04 | COSMETIC | Not really a bug, but the coordinate issue should also be taken care of now. |
21:04 | FIXED | Selection bug should be fixed now |
21:04 | BUG | And a little coordinate error |
21:03 | BUG | One selected all selected |
21:02 | FIXED | I fixed it (of course). |
21:02 | STUPIDITY | Even with NIL wrong variable names can lead to pretty odd bugs |
21:00 | FIXED | I think I fixed that |
21:00 | BUG | "nil" value? |
20:59 | FIXED | Case error |
20:58 | DONE | As well as the names |
20:58 | DONE | Skill description should show now |
20:39 | CONFIRMED | Works |
20:37 | LAZY | Lazy fix |
20:36 | DONE | Pic list out difficulty settings |
20:23 | CONFIRMED | All bugfixes accounted for... |
20:23 | FIXED | GOT THE LITTLE BUGGER! |
20:22 | STATUS | Almost there |
20:19 | FIXED | I think I fixed that... But I need to check this... |
20:18 | 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... :-/ |
20:16 | NOTE | this is not a bug in the builder, but in JCR6 itself... Most likely.... |
20:16 | BUG | At least it should as the jcr6 lister tells me otherwise |
20:15 | BUBBLE | And the builder now supports aliasing in general :P |
20:15 | FIXED | Alias issues in builder |
19:58 | CONFIG | And their descriptions! |
19:57 | CONFIG | Names for the difficulty modes |
19:48 | FIXED | Forgotten compiler directive |
19:38 | NOTE | And the original will be used for the casual setting (of course) |
19:37 | ART | Eric in furty.... Boxpic art and difficulty setting picture (hard setting) |
19:30 | ART | Manipulation for Eric in fear... Makes a good boxpic art, and will also be used for the skill settings (easy setting) |
19:22 | STATUS | The next step will be to set the difficulty setting... Now this is gonna be pretty important! |
19:21 | NOTE | As far as I can now check stuff appears to be in order now! |
18:54 | FIXED | ANd the issue has been fixed too |
18:51 | INVESTIGATION | MOAR hardcoredebugging, as it's beyond odd now! |
18:49 | INVESTIGATION | Something is wrong with the parser that processes the information Game Jolt provides... The question is... Why! |
18:23 | MYSTERY | Everything works at it should, but C# appears unable to see the success... |
18:21 | DEBUG | so hardcore stuff is required |
18:21 | COCKROACH | But what goes wrong is still beyond me |
18:18 | LINK | Made that link the feature was meant for. |
18:18 | ENHANCEMENT | Link possibility to link error handlers to the GJ API |
18:10 | DEBUG | The faulty line has been found. |
17:58 | COCKROACH | The key lies in dictionary keys, but where is the invalid key requested.... |
17:54 | TECHNO | The result of NIL still being premature. I do need a kind of forwarding system |
17:54 | FIXED | Class conflict issues |
17:43 | OFFTOPIC | |
16:11 | STATUS | Tme for a break... I also got a visitor now... I will investigate later where it goes wrong |
15:49 | REMOVED | Some more calles to the deprecated .NEW() method (I wonder how many times I still gotta do that!) |
15:46 | BUG | Logging with correct credentials ALSO doesn't work, and I wonder why... But very likely also the exception thrown somewhere |
15:40 | FIXED | AND NOW IT SHOULD BE FIXED!!! |
15:39 | RESEARCH | Let's read up some more |
15:38 | COCKROACH | STILL NO GOOD! |
15:37 | TEST | Take SEVEN (six was where the last bug came up) |
15:37 | DONE | Some more crap |
15:36 | COCKROACH | Or so I thought |
15:34 | FIXED | Numbers didn't work in Game Jolt Credential input fields |
15:30 | NOTE | These too have not yet been provided with pictures |
15:29 | GAMEJOLT | Enemy bio: Kirana |
15:29 | GAMEJOLT | Enemy bio: Aldarus |
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