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20:52STATUS
STATUS Almost there, but I do need to set some more things in order
20:47CHARACTER
CHARACTER I've aliassed this script for Queen Shanda... After all as a guest character she won't gain experience anyway
20:45CHARACTER
CHARACTER I've set up an empty ability list for Young Irravonia
19:57NALA
NALA Had to be recompiled in order to make NIL take advantage of all this stuff
17:45CHARACTER
CHARACTER as 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
CHARACTER So 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
PYTHON YoungIrravonia now added to the character list, so Python will also generate a list for her
17:33FIXED
FIXED I think some script fixes will have come through now then
17:33FAILURE
FAILURE As a matter of fact they make me regret I EVER wrote this script in Python...
17:26PYTHON
PYTHON And I remember why I hate Python's identing interface....
17:26PYTHON
PYTHON I'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
SITE Added tag PYTHON
17:07NOTE
NOTE The 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
ANALYSIS Brendor 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
ART I've extracted the numbers for the Migrant levels, although this system will get a bit of an overhaul
16:48ART
ART Sprites properly imported
16:47POWERSHELL
POWERSHELL Adepted my import script to fix that
16:47STUPIDITY
STUPIDITY I 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
NIL I've added the "group" keyword
14:50GENERATION
GENERATION generated new Anyway.NIL
14:50LINK
LINK MapScipt Link up script written
13:11SECURITY
SECURITY Made sure that if the Field functions are being used while the Field Flow was not yet loaded the game will crash
13:09SASKIA
SASKIA I can confirm that SASKIA merges into the game... Good
13:03JCR6
JCR6 Preparational work for extracting
9:30JCR6
JCR6 When no input directory has been given, current directory will serve as such
- = 23 Jul 2019 = -
20:30BUG
BUG Whatever the reason is, the bug's caused when re-organisation has to take place
20:29DEBUG
DEBUG Extra debug line added to see why this happens
20:29FAILURE
FAILURE Something's wrong here....
20:07TEST
TEST Let's test this from VS with different parameters
19:32TEST
TEST A direct test should show some more results here
19:31COCKROACH
COCKROACH The protection appears to be ignored
18:54TEST
TEST I wanna test out if this protection actually works
18:53DONE
DONE I'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
CONFIRMED It was indeed the jcr file being too big that struck me
18:31TEST
TEST Plan B
17:55TEST
TEST And let's try this again....
17:55REMOVED
REMOVED Original test jcr file
17:54MYSTERY
MYSTERY Irravonia 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
STATUS Anyway I need a break now....
17:11JUDGMENT
JUDGMENT The 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
NOTE NOT gonna fix that... It's not a bug.... Non-ASCII characters shouldn't be in file names anyway!
17:08NOTE
NOTE Some 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
CONFIRMED Error catcher does what it must do... good!
16:43STATUS
STATUS As 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
DONE The 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
LINK Quake Pack linked to NJCR
16:40LINK
LINK WAD linked to NJCR
16:40LINK
LINK JCR5 linked to NJCR
16:31BUG
BUG Ultimately a crash, eh?
16:23STUPIDITY
STUPIDITY It is however clear I should've picked a different directory to test this all out..... Poep gebeurt!
16:06FIXED
FIXED And the issues I had while merging are also fixed
16:04JUDGMENT
JUDGMENT The 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
COSMETIC And there are also a few cosmetic issues to be taken care of
15:55BUG
BUG Things do go a little weird when merging stuff, though
15:55JCR6
JCR6 The adding routine appears to be working.... Well for most part....
11:16DONE
DONE Some Real Life stuff
7:56JCR6
JCR6 This 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
JCR6 For NJCR I'm now writing some stuff that should parse things out some more
0:33BACKUP
BACKUP I did archive it... You never know when you may need it, but at least it's no longer in the way
0:32REMOVED
REMOVED Old test crap.... A cleanup every now and then is needed, right!
0:30STATUS
STATUS That all appears to be in order now
0:25GITHUB
GITHUB Eric And cloned it to my Windows PC, so I got a fresh template ready for usage.... Cool!
0:25GITHUB
GITHUB Pushed the template to Github
0:23FAILURE
FAILURE Dang! Good thing I replaced that outdated machine, but it was good for something!
0:23VISUALSTUDIO
VISUALSTUDIO gtk# template created on my old mac
- = 22 Jul 2019 = -
23:57TODO
TODO I'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
NIL I'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
SASKIA A 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
CONFIRMED Fix succesful
22:49JCR6
JCR6 Repkaced Dutch Scenario
22:49JCR6
JCR6 Repacked English Scenario
22:48FIXED
FIXED The Dutch Start Game scenario should be fixed now
22:46FIXED
FIXED The English start game scenario should be fixed now
22:40FIXED
FIXED The bug causing this has been fixed
22:34INVESTIGATION
INVESTIGATION But I think I know why...
22:33COCKROACH
COCKROACH NO EFFECT!
22:23VISUALSTUDIO
VISUALSTUDIO I'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
LINK I did at least link the proper pictures to the textboxes for when the names of the characters are still unknown....
21:54BUG
BUG Crap! 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
POWERSHELL And a quick script will allow me to get things up-to-date quicky
21:50SCENARIO
SCENARIO It was quite some searching, but I found the original game start scenario
21:50SITE
SITE Added tag SCENARIO
21:29FAILURE
FAILURE My console went haywire
21:24BACKUP
BACKUP And I had to do some extra configurationas well... (Thanks to the folders I needed for Kthura and TeddyBear).
21:24BACKUP
BACKUP running
20:58FIXED
FIXED Aziella Well I fixed that!
20:58HUH
HUH For some reason the code to do this properly disappeared.... completely!
20:50BUG
BUG The scenario language converter appears allergic to the fact that Irravonia's prologue start script contain tags only containing one letter...
20:38DONE
DONE I'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
KTHURA Luckily Kthura comes with a handy "hack" tool... Good thing I planned ahead :P
20:05TODO
TODO I guess I need a delete function in Kthura, too!
19:58STATUS
STATUS Well, long story short I still got loads to do!
19:58TODO
TODO a BoxText routine
19:58TODO
TODO a field script
19:58TODO
TODO I need to script out a flow manager
19:58TODO
TODO And the scenario has not yet been taken care of
19:57TODO
TODO I need to make sure the music is properly linked... for starters
19:56STATUS
STATUS This 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
MAP And been placed in the map
19:54ART
ART The main heroes have been succesfully transferred
19:40COSMETIC
COSMETIC This 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
BUG It 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
MAP Exit point put in
17:33STATUS
STATUS Mesa taking break now! Mesa need to! RIGHT NOW!
17:33ENHANCEMENT
ENHANCEMENT Taken care of the alpha issue in Kthura... Especially in Kthura this issue was a bit "lethal"
17:25STATUS
STATUS one 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
STATUS Right! 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
MAP And the prison cell has been set up entirely
16:54ART
ART Diagonal 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
BLITZMAX I 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
SITE Merya Added tag BLITZMAX
16:39STATUS
STATUS Now I'm looking for a quick tool of mine that I may need now...
16:33POWERSHELL
POWERSHELL Running Kthura Build Script
16:32ENHANCEMENT
ENHANCEMENT Fonts 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
UNDESIREABLE But 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
MAP Two walls of Zoraman Prison have erected
16:22SITE
SITE Added tag MAP
16:14BUG
BUG And I also need to find out why textures aren't listed
16:12BUG
BUG Tagging stuff is not operating so well in Kthura
16:07FIXED
FIXED Right.... I guess there was no issue here in the original Kthura
16:01COCKROACH
COCKROACH There is still a lot to be done as Kthura is now refusing to work properly as well!
15:58CONFIRMED
CONFIRMED The project builder appears to pick this all up
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.
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