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
9:57NOTE
NOTE Oh wait a minute, I think I already fixed that, but did not yet test that
9:56BUG
BUG But before all that I need to sort out why the game crashes when Tephondar enters the room
9:55MAP
MAP And prepared the map for the start of Eric's part
9:55SASKIA
SASKIA I did part of the script back in prison
9:35CHECKED
CHECKED Scenario between Irra's prologue and Eric's story
2:00STATUS
STATUS Things are not as they should be, but it's 2am... Enough is enough!
1:41DONE
DONE I've done the script where Tephondar comes in
1:34NOTE
NOTE Eric (Probably not!)
1:34STATUS
STATUS And now the question is, if it all works or not
1:34LINK
LINK Header code
1:32STATUS
STATUS Not there yet, though
1:32LINK
LINK Linked all to the main field flow
1:30NALA
NALA Compiling
1:26LINK
LINK Linked to NIL
1:24C#
Visibility setting for Kthura object now in internal API
1:05CONFIRMED
CONFIRMED Okay.... So far it works....
0:59COCKROACH
COCKROACH Clearly Kthura always puts "Wind" in the wind field... This time the bug confirms it
0:56TEST
TEST Take V
0:56FIXED
FIXED Another one
0:56STUPIDITY
STUPIDITY MORON!
0:52TEST
TEST Take IV
0:52FIXED
FIXED Var typo
0:30TEST
TEST Take III
0:30FIXED
FIXED Removal of gauge was NOT in order
0:25TEST
TEST Take II
0:25STATUS
STATUS And how will this work out?
0:24FIXED
FIXED And THAT should fix that bug in the process!
0:24NIL
NIL and made sure no errors pop up
0:24LINK
LINK And linked to that properly
0:24NIL
NIL I've set an extra method to work out a "no encounter" situation
0:14BUG
BUG Aziella It appears that the current game doesn't like maps without random encounters
0:11FIXED
FIXED A little bug that come in Kthura due to the last update
0:06TEST
TEST Take I
0:05STATUS
STATUS For now I just gotta know if this works, at all!
0:05CHEAT
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
0:04SASKIA
SASKIA The saskia script to continue in Eric & Rebecca's house has been written
0:01MAP
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 = -
23:48LINK
LINK Set up the link to Eric & Rebecca's home where the story continues
23:44POWERSHELL
POWERSHELL But I got a script for that too
23:44NALA
NALA The modifications to Kthura also require me to recompile NALA
23:44POWERSHELL
POWERSHELL I have a script for that
23:42KTHURA
KTHURA I'm not completely rebuilding Kthura so it can be used in these new settings
23:35TRANSFER
TRANSFER Of course, these were merely transfers, but still
23:35ART
ART Wendy
23:34ART
ART Jack
23:34ART
ART Young Rebecca
23:34ART
ART Young Eric
23:18MAP
MAP And Eric & Rebecca's house appears to be operational
23:07KTHURA
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
23:06TECHNO
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!
21:52KTHURA
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!
21:24HUH
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!
21:18KTHURA
KTHURA Load request seems alright
21:14KTHURA
KTHURA Whatever THIS means!

21:00KTHURA
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
20:50FAILURE
FAILURE Kthura throws an error, which indicates that I must take a look with the Kthura Text Editor to see what went wrong here
20:49KTHURA
KTHURA Merya I got the Kthura Text Editor for a reason, after all!
20:48NOTE
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....
20:48TRANSFER
TRANSFER I've transferred the converted version of Eric & Rebecca's home....
20:45CONFIRMED
CONFIRMED Hey, those work!
20:41SCRIPT
SCRIPT Dead poses
20:24SCRAPPED
20:24SITE
SITE Added tag SCRAPPED
20:16REMINDER
20:00TEST
TEST Take SIX!
20:00FIXED
FIXED And Fixed that
19:58SOLVED
SOLVED Faulty data in the Kthura map
18:49HUH
HUH Some bugs NEVER cease to amaze me
18:48BUG
BUG Wind direction = "Wind"?????
18:45TEST
TEST Take FIVE!
18:45FIXED
FIXED Did I fix a file reference issue?
18:40COSMETIC
COSMETIC I've put the HP restore at a later stage of the defeat mode
18:36TEST
TEST Take FOUR!
18:36VOID
VOID Another try to get past this issue
18:32TEST
TEST Take Three
18:32VOID
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)
18:01FIXED
FIXED Lack of "self"
17:57TEST
TEST Let's try that again!
17:57HUH
HUH For some reason the game launced two app instances
17:54FIXED
FIXED Spawnplayer issue
17:52SASKIA
SASKIA Made a start to the post boss script
17:52LINK
LINK And some link code
17:46SCRIPT
SCRIPT Dernor I've added a quick function in order to switch layers quickly
17:32VERIFIED
VERIFIED As far as I can check stuff looks in order!
17:30FIXED
FIXED Made the tags in order for reading in this particular game
17:28HACK
HACK I hacked that one out, so we're cool again!
17:28SITE
SITE Added tag HACK
17:27FAILURE
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

17:16FAILURE
FAILURE And it appears the conversion failed
17:15MEDICAL
MEDICAL Or do I need this tag for that one?
17:15DONE
DONE I visited my dentist
12:47CONVERT
CONVERT Converted Irravonia's ending scenario
12:24TECHNO
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!
12:23CONVERT
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
11:23STATUS
STATUS Time to get my Mac out, I suppose
11:23FAILURE
FAILURE I don't even know why I tried that.... :-/
11:19KTHURA
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
11:17BUBBLE
BUBBLE No requirements to update the project file for that... good!
11:16TRANSFER
TRANSFER I made sure all textures for the city of Xenor are properly transferred
11:14SITE
SITE Added tag TRANSFER
11:08KTHURA
KTHURA Now I hope that my teddybear to kthura converter still works, as I need it bad now....
11:06TECHNO
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
11:03MAP
MAP I've added a "DARKNESS" layer to the forest which contains nothing but a high dominance wall colored black, and an exit spot...
2:21STATUS
STATUS See ya later... I'm tired!
2:09CONFIRMED
CONFIRMED It all seems to work now... I guess
2:06TEST
TEST Take SIX!
2:06MYSTERY
MYSTERY ???
2:02TEST
TEST Rebecca Take FIVE!
2:02FIXED
FIXED Syntax Error
2:00TEST
TEST take FOUR
2:00STUPIDITY
STUPIDITY Yeah, I'm a moron!
2:00FIXED
FIXED Unfinished string
2:00TEST
TEST Take THREE
1:27DONE
DONE Another #accept
1:25TEST
TEST Take II
1:25FIXED
FIXED Missing "end"
1:23TEST
TEST Take I
1:15OFFTOPIC
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.
1:14LINK
LINK Defeat linked to actual defeat
1:10NOTE
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.
1:10SCRIPT
SCRIPT Defeat handler particually done
0:57LINK
LINK Defeat banner connected to loader
- = 13 Nov 2019 = -
22:58ART
ART "You have been defeated!"
22:46GENERATION
GENERATION Anyway generated
22:46NIL
NIL File for defeat created
22:39CONFIRMED
CONFIRMED Yup, everything works the way it was planned
22:35TEST
TEST Scyndi Take FIVE
22:35FIXED
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
22:23TEST
TEST Take Four
22:23FIXED
FIXED Parameter error
22:21TEST
TEST Take Three
22:21FIXED
FIXED Case error in combat start itself
22:21FIXED
FIXED Scyndi Wrong exit spot for Boss fight
22:15TEST
TEST Take TWO!
22:15FIXED
FIXED Okay, and extra #accept was needed (sigh)
22:11TEST
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
22:06DONE
DONE I made it possible for IDDQD to work on enemies
21:27CONFIG
CONFIG I've set up the start up group to accept the parameters needed for Bound-to-lose fights
21:10PHANTASAR
PHANTASAR Wrote my new announcement... Busy busy busy
20:30DONE
DONE It appears the music packer is ready
19:24STATUS
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
19:16CHECKED
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
19:13LINK
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
19:07CONFIG
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.
19:02LINK
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
19:01NOTE
NOTE As this is a very time consuming operation (since the music files are pretty big), I'll in the meantime cook my dinner
19:00JCR6
JCR6 And next I'll pack the music file again
18:59LUA
LUA I've adapted the Lua script I use to create the music files to make more alias, particularly of several boss fights
18:48DONE
DONE Sorted out music
18:31CONFIRMED
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
18:28FAILURE
FAILURE Lags
18:27UPDATED
UPDATED Loads of Github stuff updated
18:22SASKIA
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....
17:59NOTE
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
17:58STUDY
STUDY I needed to look up how SASKIA works on this department
17:55BACKUP
BACKUP Before I begin though, a little backup
17:54SASKIA
SASKIA Now the hard part.... SASKIA has not yet been put to the test when it comes to conditional workouts
17:54CONFIRMED
CONFIRMED Brendor So far I see exactly that what I hoped for... good!
17:51TEST
TEST Okay, let's do that AGAIN!
17:51STUPIDITY
STUPIDITY Imbecile
17:49TEST
TEST Let's go again!
17:49FIXED
FIXED Merya Mod import needed
17:46TEST
TEST And I need to see what will happen now!
17:46LINK
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
17:28TEST
TEST Let's try that AGAIN!
17:27FIXED
FIXED Fixed it
17:27STUPIDITY
STUPIDITY I feel I'm gonna do this wrong countless times
17:25TEST
TEST I need to check if that works, though
17:25LINK
LINK First part linked through SASKIA
17:13NOTE
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....
17:10SCENARIO
SCENARIO I worked out the scenario for Irravonia's boss confrontation....
16:53CONFIRMED
CONFIRMED BEAUTIFUL! It works now!
16:47TEST
TEST Only one way to find out!
16:47EXPERIMENT
EXPERIMENT Will this work?
16:47DONE
DONE Tried it with a different approach
16:47COCKROACH
COCKROACH THAT wasn't very helpful
16:44TEST
TEST I need to test what this will do
16:44DONE
DONE Deactivated SASKA force crash in main script
16:36FIXED
FIXED No layer link on chainmap
16:28NOTE
NOTE (Which was only to be expected)
16:28TODO
TODO But it appears SASKIA has not yet been completely linked through
16:27FIXED
FIXED Well this does indeed fix the NIL
16:25TEST
TEST Irravonia And of course, now I gotta see what'll happen
16:20EXPERIMENT
EXPERIMENT So I tried this
16:19INVESTIGATION
INVESTIGATION I THINK I would out what went wrong here, although I do not have solid evidence yet
16:16DONE
DONE Added a quick note in the source code!
16:15INVESTIGATION
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....

15:41INVESTIGATION
INVESTIGATION So let's find out what's going on here. Are you coming, my dear Watson?
15:40ANALYSIS
ANALYSIS So something must be wrong with the way the label is either formed or sent
15:40BUG
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
15:37TEST
TEST So let's test this all out!
15:37DEBUG
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 ;)
15:36NOTE
NOTE Since it's the first time a SASKIA script is used like this, bugs can be expected
15:36LINK
LINK I made a ZoneAction link to the SASKIA label from the map zone meant for this purpose
15:32CHECKED
CHECKED The SASKIA script appears to have a skeleton section for the boss fight already
15:31CHECKED
CHECKED A bit of stuff in the Xenor Bushes map file
15:30VISUALSTUDIO
VISUALSTUDIO A lot of work here is done now... Good.... Still loads to do
- = 12 Nov 2019 = -
1:14VISUALSTUDIO
VISUALSTUDIO Work work work!
- = 11 Nov 2019 = -
19:08BACKUP
BACKUP Running
- = 10 Nov 2019 = -
22:33CONFIRMED
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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