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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 |
9:57 | NOTE |  Oh wait a minute, I think I already fixed that, but did not yet test that |
9:56 | BUG |  But before all that I need to sort out why the game crashes when Tephondar enters the room |
9:55 | MAP |  And prepared the map for the start of Eric's part |
9:55 | SASKIA |  I did part of the script back in prison |
9:35 | CHECKED |  Scenario between Irra's prologue and Eric's story |
2:00 | STATUS |  Things are not as they should be, but it's 2am... Enough is enough! |
1:41 | DONE |  I've done the script where Tephondar comes in |
1:34 | NOTE |  (Probably not!) |
1:34 | STATUS |  And now the question is, if it all works or not |
1:34 | LINK |  Header code |
1:32 | STATUS |  Not there yet, though |
1:32 | LINK |  Linked all to the main field flow |
1:30 | NALA |  Compiling |
1:26 | LINK |  Linked to NIL |
1:24 | C# | Visibility setting for Kthura object now in internal API |
1:05 | CONFIRMED |  Okay.... So far it works.... |
0:59 | COCKROACH |  Clearly Kthura always puts "Wind" in the wind field... This time the bug confirms it |
0:56 | TEST |  Take V |
0:56 | FIXED |  Another one |
0:56 | STUPIDITY |  MORON! |
0:52 | TEST |  Take IV |
0:52 | FIXED |  Var typo |
0:30 | TEST |  Take III |
0:30 | FIXED |  Removal of gauge was NOT in order |
0:25 | TEST |  Take II |
0:25 | STATUS |  And how will this work out? |
0:24 | FIXED |  And THAT should fix that bug in the process! |
0:24 | NIL |  and made sure no errors pop up |
0:24 | LINK |  And linked to that properly |
0:24 | NIL |  I've set an extra method to work out a "no encounter" situation |
0:14 | BUG |  It appears that the current game doesn't like maps without random encounters |
0:11 | FIXED |  A little bug that come in Kthura due to the last update |
0:06 | TEST |  Take I |
0:05 | STATUS |  For now I just gotta know if this works, at all! |
0:05 | CHEAT |  to prevent crashes during the test I've just copied the base empty script for Eric & Rebecca house to the new file name... Since Wendy will be here and act as a "Stone Master" there will still be a lot to be done |
0:04 | SASKIA |  The saskia script to continue in Eric & Rebecca's house has been written |
0:01 | MAP |  I've placed Wendy, although she won't appear during the scene with Young Irravonia (she simply wasn't home at the time). |
- = 14 Nov 2019 = - |
23:48 | LINK |  Set up the link to Eric & Rebecca's home where the story continues |
23:44 | POWERSHELL |  But I got a script for that too |
23:44 | NALA |  The modifications to Kthura also require me to recompile NALA |
23:44 | POWERSHELL |  I have a script for that |
23:42 | KTHURA |  I'm not completely rebuilding Kthura so it can be used in these new settings |
23:35 | TRANSFER |  Of course, these were merely transfers, but still |
23:35 | ART |  Wendy |
23:34 | ART |  Jack |
23:34 | ART |  Young Rebecca |
23:34 | ART |  Young Eric |
23:18 | MAP |  And Eric & Rebecca's house appears to be operational |
23:07 | KTHURA |  And as Kthura is not fully adepted for editing Pic objects, I do need to make a few adaptions, as otherwise , this map won't work the way it's intended, I'm afraid |
23:06 | TECHNO |  The Teddy2Kthura converter removed all textures in order to allow me to set that all in order, however that is not efficient here... I've for now manually restored these texture, however this will need to be automated later on or I'll be in for a lot of time being wasted! |
21:52 | KTHURA |  The bug in question could never be true, as older maps should have refused as well, but why did they work (while they couldn't) and did this map not.... I really cannot tell! |
21:24 | HUH |  It is suggested (and my artificial error confirms it) that the Kthura Draw Driver is not loaded... Which is not possible, as not a single Kthura map would have worked without it! |
21:18 | KTHURA |  Load request seems alright |
21:14 | KTHURA |  Whatever THIS means! 
|
21:00 | KTHURA |  The C# version of Kthura does indeed not have support for Pic, but if that is the cause of the error thrown I cannot say as the error message is far too vague |
20:50 | FAILURE |  Kthura throws an error, which indicates that I must take a look with the Kthura Text Editor to see what went wrong here |
20:49 | KTHURA |  I got the Kthura Text Editor for a reason, after all! |
20:48 | NOTE |  It's not yet said if this works... yet... First of all "PICTURE" is not an official Kthura thing, so I'm not 100% sure if this was already implemented... and second... References to texture that I did not yet transfer can exist.... |
20:48 | TRANSFER |  I've transferred the converted version of Eric & Rebecca's home.... |
20:45 | CONFIRMED |  Hey, those work! |
20:41 | SCRIPT |  Dead poses |
20:24 | SCRAPPED | |
20:24 | SITE |  Added tag SCRAPPED |
20:16 | REMINDER | |
20:00 | TEST |  Take SIX! |
20:00 | FIXED |  And Fixed that |
19:58 | SOLVED |  Faulty data in the Kthura map |
18:49 | HUH |  Some bugs NEVER cease to amaze me |
18:48 | BUG |  Wind direction = "Wind"????? |
18:45 | TEST |  Take FIVE! |
18:45 | FIXED |  Did I fix a file reference issue? |
18:40 | COSMETIC |  I've put the HP restore at a later stage of the defeat mode |
18:36 | TEST |  Take FOUR! |
18:36 | VOID |  Another try to get past this issue |
18:32 | TEST |  Take Three |
18:32 | VOID |  Trim exit spot as C# seems fit to add leading spaces (I only have that in C# and not in any other language in which I tied Lua) |
18:01 | FIXED |  Lack of "self" |
17:57 | TEST |  Let's try that again! |
17:57 | HUH |  For some reason the game launced two app instances |
17:54 | FIXED |  Spawnplayer issue |
17:52 | SASKIA |  Made a start to the post boss script |
17:52 | LINK |  And some link code |
17:46 | SCRIPT |  I've added a quick function in order to switch layers quickly |
17:32 | VERIFIED |  As far as I can check stuff looks in order! |
17:30 | FIXED |  Made the tags in order for reading in this particular game |
17:28 | HACK |  I hacked that one out, so we're cool again! |
17:28 | SITE |  Added tag HACK |
17:27 | FAILURE |  For some reason the converter tool added a faulty file without permission containing the word "ERROR!" What exactly caused that to happen is unclear |
17:16 | FAILURE |  And it appears the conversion failed |
17:15 | MEDICAL |  Or do I need this tag for that one? |
17:15 | DONE |  I visited my dentist |
12:47 | CONVERT |  Converted Irravonia's ending scenario |
12:24 | TECHNO |  These may not be the most wonderful way to transfer things, since Kthura can save a lot of memory where TeddyBear cannot in some ways, which is needed since Kthura is much heavier than TeddyBear to handle... But time will have to tell how things work out... The .NET framework did amaze me with how fast it can process tons of drawable objects, so no need to get into dispair.... yet! |
12:23 | CONVERT |  I've converted several maps I didn't want to change to Kthura format with my old mac... I cannot yet tell if the conversions were successful.. These conversions are always nasty things to work out |
11:23 | STATUS |  Time to get my Mac out, I suppose |
11:23 | FAILURE |  I don't even know why I tried that.... :-/ |
11:19 | KTHURA |  Unfortunately my Teddy2Kthura app is Mac only (as I feared)... I can try if NG accepts compilation (which I doubt), but I fear for the worst |
11:17 | BUBBLE |  No requirements to update the project file for that... good! |
11:16 | TRANSFER |  I made sure all textures for the city of Xenor are properly transferred |
11:14 | SITE |  Added tag TRANSFER |
11:08 | KTHURA |  Now I hope that my teddybear to kthura converter still works, as I need it bad now.... |
11:06 | TECHNO |  This will create the illusion that the screen is blank black... It's a bit of a clunky and ugly method, but it what works best with the boxtext routines |
11:03 | MAP |  I've added a "DARKNESS" layer to the forest which contains nothing but a high dominance wall colored black, and an exit spot... |
2:21 | STATUS |  See ya later... I'm tired! |
2:09 | CONFIRMED |  It all seems to work now... I guess |
2:06 | TEST |  Take SIX! |
2:06 | MYSTERY |  ??? |
2:02 | TEST |  Take FIVE! |
2:02 | FIXED |  Syntax Error |
2:00 | TEST |  take FOUR |
2:00 | STUPIDITY |  Yeah, I'm a moron! |
2:00 | FIXED |  Unfinished string |
2:00 | TEST |  Take THREE |
1:27 | DONE |  Another #accept |
1:25 | TEST |  Take II |
1:25 | FIXED |  Missing "end" |
1:23 | TEST |  Take I |
1:15 | OFFTOPIC |  I know, that was needlessly cryptic, but what I mean is that if the computer detects your defeat it will go to the defeated stage in combat. |
1:14 | LINK |  Defeat linked to actual defeat |
1:10 | NOTE |  But yet only suitable for bound-to-lose fights... I do need to set up a good way to cover up normal wipe-outs later. |
1:10 | SCRIPT |  Defeat handler particually done |
0:57 | LINK |  Defeat banner connected to loader |
- = 13 Nov 2019 = - |
22:58 | ART |  "You have been defeated!" |
22:46 | GENERATION |  Anyway generated |
22:46 | NIL |  File for defeat created |
22:39 | CONFIRMED |  Yup, everything works the way it was planned |
22:35 | TEST |  Take FIVE |
22:35 | FIXED |  There was no good AI link for the Big Mama Slime boss... This should with future foe records go automatically, but due this record being old, this could happen |
22:23 | TEST |  Take Four |
22:23 | FIXED |  Parameter error |
22:21 | TEST |  Take Three |
22:21 | FIXED |  Case error in combat start itself |
22:21 | FIXED |  Wrong exit spot for Boss fight |
22:15 | TEST |  Take TWO! |
22:15 | FIXED |  Okay, and extra #accept was needed (sigh) |
22:11 | TEST |  I need to test this... I must note there is no script yet for lost battles, but that shouldn't be a real issue |
22:06 | DONE |  I made it possible for IDDQD to work on enemies |
21:27 | CONFIG |  I've set up the start up group to accept the parameters needed for Bound-to-lose fights |
21:10 | PHANTASAR |  Wrote my new announcement... Busy busy busy |
20:30 | DONE |  It appears the music packer is ready |
19:24 | STATUS |  Well my food has to wait a while and the project can't be tested while the music packer is still going on, so let's take on some daily challenges in Mah-Jong, Solitaire and Jigsaw |
19:16 | CHECKED |  As far as I can check the combat linker seems at least fine with it, but I do not know about the full stuff |
19:13 | LINK |  I've linked the boss config to the SASKIA script, however the combat config contains fields that may not be fully taken up well, so some workout is needed here |
19:07 | CONFIG |  I've set up the base config for the fight against the Big Mama Slime, but I need to note that the fact that this is a bound to lose fight may not be taken up well yet. |
19:02 | LINK |  Once this operation is done the first part to link the general boss music (and the music of several other bosses as well) to the scripts that should activate bosses is done |
19:01 | NOTE |  As this is a very time consuming operation (since the music files are pretty big), I'll in the meantime cook my dinner |
19:00 | JCR6 |  And next I'll pack the music file again |
18:59 | LUA |  I've adapted the Lua script I use to create the music files to make more alias, particularly of several boss fights |
18:48 | DONE |  Sorted out music |
18:31 | CONFIRMED |  Well... sort of... At least I've made sure that things work if you win the fight... If that also happens if you lose... I don't know |
18:28 | FAILURE |  Lags |
18:27 | UPDATED |  Loads of Github stuff updated |
18:22 | SASKIA |  Based on this study I've set up the script to make a good linkthrough... It's hard to test this entirely well, as this checkup is only meant to make sure you won the battle before the boss appears.... |
17:59 | NOTE |  Cut me some slack will ya, I never used this before, and it's been ages since I set up SASKIA, and if you realize all the work I've done since then, you'd understand :P |
17:58 | STUDY |  I needed to look up how SASKIA works on this department |
17:55 | BACKUP |  Before I begin though, a little backup |
17:54 | SASKIA |  Now the hard part.... SASKIA has not yet been put to the test when it comes to conditional workouts |
17:54 | CONFIRMED |  So far I see exactly that what I hoped for... good! |
17:51 | TEST |  Okay, let's do that AGAIN! |
17:51 | STUPIDITY |  Imbecile |
17:49 | TEST |  Let's go again! |
17:49 | FIXED |  Mod import needed |
17:46 | TEST |  And I need to see what will happen now! |
17:46 | LINK |  I did link the SASKIA script to the combat engine in order to make Irravonia meet some slimes... The number of slimes depends on the chosen difficulty level |
17:28 | TEST |  Let's try that AGAIN! |
17:27 | FIXED |  Fixed it |
17:27 | STUPIDITY |  I feel I'm gonna do this wrong countless times |
17:25 | TEST |  I need to check if that works, though |
17:25 | LINK |  First part linked through SASKIA |
17:13 | NOTE |  I did make a few changes from the original here, this due to technical issues in how the game's written now, but also in the sense of some lore things I could now make a subtle hint to... I decided what Irravonia would do for a living after the events of this game, and she has become a professional sportswoman in light combat, which is a typical Fairy sport... The scenario now hints to this little fact.... |
17:10 | SCENARIO |  I worked out the scenario for Irravonia's boss confrontation.... |
16:53 | CONFIRMED |  BEAUTIFUL! It works now! |
16:47 | TEST |  Only one way to find out! |
16:47 | EXPERIMENT |  Will this work? |
16:47 | DONE |  Tried it with a different approach |
16:47 | COCKROACH |  THAT wasn't very helpful |
16:44 | TEST |  I need to test what this will do |
16:44 | DONE |  Deactivated SASKA force crash in main script |
16:36 | FIXED |  No layer link on chainmap |
16:28 | NOTE |  (Which was only to be expected) |
16:28 | TODO |  But it appears SASKIA has not yet been completely linked through |
16:27 | FIXED |  Well this does indeed fix the NIL |
16:25 | TEST |  And of course, now I gotta see what'll happen |
16:20 | EXPERIMENT |  So I tried this |
16:19 | INVESTIGATION |  I THINK I would out what went wrong here, although I do not have solid evidence yet |
16:16 | DONE |  Added a quick note in the source code! |
16:15 | INVESTIGATION |  Elementary, my dear Watson! At least I can see that the SASKIA link routine is where the error is thrown, as that is where the nil is (falsely) received.... |
15:41 | INVESTIGATION |  So let's find out what's going on here. Are you coming, my dear Watson? |
15:40 | ANALYSIS |  So something must be wrong with the way the label is either formed or sent |
15:40 | BUG |  Well it appears the system DID understand a SASKIA script had to be executed now, but the label code SASKIA received was 'nil', and that was NOT what should have happened |
15:37 | TEST |  So let's test this all out! |
15:37 | DEBUG |  A special error message that will pop up will confirm this is right... yeah this sounds odd, but sometimes oddities are the thing to aim for ;) |
15:36 | NOTE |  Since it's the first time a SASKIA script is used like this, bugs can be expected |
15:36 | LINK |  I made a ZoneAction link to the SASKIA label from the map zone meant for this purpose |
15:32 | CHECKED |  The SASKIA script appears to have a skeleton section for the boss fight already |
15:31 | CHECKED |  A bit of stuff in the Xenor Bushes map file |
15:30 | VISUALSTUDIO |  A lot of work here is done now... Good.... Still loads to do |
- = 12 Nov 2019 = - |
1:14 | VISUALSTUDIO |  Work work work! |
- = 11 Nov 2019 = - |
19:08 | BACKUP |  Running |
- = 10 Nov 2019 = - |
22:33 | CONFIRMED |  All I can confirm is that at least the AP builder works the way it should... Other than that no crashes, and full tests must be fulfilled once I really begin setting up work with a full party |
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