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 |
12:34:12 | SEARCH |  But let's not be alarmed too soon. I have a few search tools. |
12:33:31 | STATUS |  Well, the first setback... when it comes to swapdata I wanted to analyse some stuff, which I currently don't appear to have access to. |
- = 13 Mar 2025 = - |
20:22:13 | STUDY |  Right.... Basis I got... I have some ideas to cover this, however it WILL require me to adapt my C++ code. I don't like that, but I guess I can better be safe than sorry! |
20:21:31 | STUDY |  Things are more complicated here than I initially thought... I hope this all goes well. |
18:10:07 | STUDY |  Some study indicated there's a library called "Swap". If there's some library out there called swap, I'm gonna KILL that system, or at least void it somehow. I don't want ANY swap files around! |
18:05:11 | STARSTORY |  Well, that's was that. (Still stuff to do there,though) |
14:30:31 | STARSTORY |  And before that I'll have some business here too. |
14:29:54 | STATUS |  Right... All compiler errors now appear to be accounted for. However the adventure for SASKIA doesn't end there yet. I only know if it works the way it should once I'll see SASKIA in action, and it will be along time before I get to that point. I'll need to start the actual Dyrt project to make that happen. |
14:28:14 | TEST |  Take XCIII |
14:28:11 | STUPIDITY |  operator mixup |
14:28:10 | SITE |  Added tag STUPIDITY |
14:27:07 | TEST |  Take XCII |
14:21:42 | CODEROT |  How many more times will "script" pop up? |
14:21:07 | TEST |  Take XCI |
14:21:06 | CODEROT |  "debug" |
14:20:27 | TEST |  Take XC |
14:20:24 | CODEROT |  Another one bites the dust! |
14:19:53 | TEST |  Take LXXXIX |
14:19:37 | CODEROT |  "script" |
14:18:58 | TEST |  Take LXXXVIII |
14:18:57 | FUCKYOU |  Why are the m and the comma next to each other on my keyboard! AAAARGH! |
14:18:11 | TEST |  Take LXXXVII |
14:18:07 | CODEROT |  tonumber |
14:17:32 | TEST |  Take LXXXVI |
14:17:28 | SITE |  And that was the LAST time Merya's picture came from the Game Jolt server. |
14:12:39 | CODEROT |   Another one |
14:12:13 | TEST |  Take LXXXV |
14:12:12 | CODEROT |  "script" was not a keyword in NIL, but it is in Scyndi. |
14:10:38 | VOID |  Take LXXXIV |
14:10:34 | CODEROT |  _G |
14:10:01 | TEST |  Take LXXXIII |
14:09:55 | CODEROT |  Wrong var |
14:08:56 | NOTE |  Why do I think it's very likely Take C will be reached PRIOR to the offficial start? |
14:08:31 | TEST |  Take LXXXII |
14:08:27 | CODEROT |  Moar! |
14:07:38 | TEST |  Take LXXXI |
14:07:37 | FIXED |  Coderot |
12:03:34 | TEST |  Take LXXX |
12:03:33 | VOID |  Neither is "debug" |
12:03:07 | TEST |  Take LXXIX |
12:03:06 | VOID |  tonumber is not a core instruction of Scyndi... No matter! |
12:02:23 | TEST |  Take LXXVIII |
12:02:20 | FIXED |  A few things that nil accepts but Scyndi doesn't. Scyndi is more restrictive in a few things. |
12:01:03 | TEST |  Take LXXVII |
12:01:02 | FIXED |  Head missing |
12:00:35 | CONVERT |  Take LXXVI |
12:00:31 | CONVERT |  DateTime is a handy library so why not convert it to Scyndi. The required changes aren't that much either |
11:54:30 | TEST |  Take LXXV |
11:54:29 | CONVERT |  Stack -> Stacker |
11:46:21 | TEST |  Take LXXIV |
11:46:16 | FIXED |  Several fixes |
11:38:16 | TEST |  Take LXXIII |
11:38:01 | CONVERT |  SASKIA has been translated from nil to Scyndi - Now there's no guarantee at all that this will work, the "CALL" instruction most of all, may need adaption due to Scyndi's more sophisticated approach on matters. |
11:04:07 | JUDGMENT |  Good! It tries to include SASKA (even though SASKIA itself is completely incompatible at the present time). |
11:03:24 | VOID |  Take LXXII |
11:03:20 | VOID |  A little fake script, which will allow me to make it easier to convert SASKIA |
11:01:16 | GITHUB |  SASKIA can now be found on Github in the Scyndi Libs, but please note, the file may end on .scyndi, but it's still a nil source file. The adaptions will come soon. |
10:03:06 | LAZY |  I know it's lazy, but laziness can sometimes be the most effcient approach. |
10:03:04 | SITE |  Added tag LAZY |
10:02:37 | SEARCH |  I've looked up SASKIA. It's a system that has no more use at all in SCI, but copying it into the new version of the game anyway, will save me a lot of headaches, as it allows me to leave loads of code the way it is. |
- = 12 Mar 2025 = - |
22:38:10 | TECHNO |  Some more stuff may be added to it, as with the Kthura stuff in particular things may be quite nasty. Oh well. |
22:37:16 | DONE |  The BRUN script. Can't live without it |
20:57:20 | STATUS |  With that, the preparational work is done (aside from completing MyData! Oh well!) |
20:56:45 | JUDGMENT |  THAT's better! |
20:56:20 | TEST |  Take LXXI |
20:56:18 | FIXED |  That window was WAY too small! |
20:56:08 | SITE |  Added tag HUH |
20:55:57 | TEST |  Take LXX |
20:55:57 | DONE |  Run script |
20:37:54 | STUDY |  I had to study the results also. The original Dyrt.NET game on which this will be made, uses lzma as main compression. I needed to make sure that's now filtered out, as I don't have any support for that ... right now. |
20:37:53 | SITE |  Added tag STUDY |
20:36:53 | CONFIRMED |  Well, that works |
20:36:46 | TEST |  Take LXIX |
20:36:28 | DONE |  A quick view script. I will need it bad during the development of this version of the game. Making this is part of the preparations of all games I make I guess, regardless of engine. |
13:49:55 | NOTE |  This was testing more than actual development, although I guess the first dungeon has now been transferred in the process. It's yet still too early to fire the starting shot. |
13:48:04 | JUDGMENT |  For as far as I can see now stuff appears to be in order. |
13:46:26 | TEST |  Take LXVIII |
13:46:20 | FIXED |  One little config error |
13:43:16 | TEST |  Take LXVII |
13:43:13 | CONFIG |  Candle trouble |
13:39:55 | TEST |  Take LXVI |
13:39:53 | CONFIG |  Torch trouble |
13:39:16 | KTHURA |  Take LXV |
13:39:12 | TRANSFER |  Another attempt |
13:37:35 | GAMEJOLT |  Removed and replaced! 🖕! |
13:34:17 | TRANSFER |  some JPBFs |
11:21:00 | CONFIG |  Kthura transfer tool updated |
11:20:47 | TRANSFER |  Heroes Art |
09:04:57 | STARSTORY |  But first a few more tests on Star Story |
- = 11 Mar 2025 = - |
23:36:09 | NOTE |  Although there are also a few .jpbf cases, so that means it ain't over YET! |
23:35:40 | STATUS |  Well, I guess the transfer was succesful now |
23:35:23 | KTHURA |  Take LXIV |
23:16:24 | SEARCH |  Well, another one then.... |
23:16:11 | KTHURA |  Take LXIII |
18:41:59 | STATUS |  As this can take awhile I might as well start preparing my dinner. I am getting hungry, to be honest. |
18:41:08 | SEARCH |  Well, I guess I gotta use some search tools then |
18:41:07 | SITE |  Added tag SEARCH |
18:38:26 | KTHURA |  Something went wrong, and I need to sort out why that could happen. Some textures appear to be missing. How come? |
18:38:25 | SITE |  Added tag KTHURA |
18:37:48 | CONVERT |  Well, as I was trying to say, config for converting maps done |
18:37:32 | FAILURE |  I had to restart Azor as a result |
18:37:23 | FAILURE |  Why does Linux sometimes lockout ALL input from a terminal tab? |
17:36:22 | STATUS |  Of course, I cannot yet do much, as no visual output will be there. Likely even an error as the assets have not yet been transferred, but hey, ya gotta start SOMEWHERE... right! |
17:29:04 | STATUS |  Gotcha! |
17:28:51 | TEST |  Take LXII |
17:28:49 | VOID |  Dir trouble |
17:27:14 | TEST |  Take LXI |
17:27:11 | SITE |  Added tag CODEROT |
17:26:27 | TEST |  Take LX |
17:26:17 | VOID |  NALA_Medals no longer exists, I will have to check out later how to deal with this best. Since this only comes back in 4 dungeons, this is not something to be TOO concerned about |
17:25:33 | TEST |  Take LIX |
17:16:42 | SCRIPT |  I've set up a few libraries that will fake the NALA environment, this to save me a crapload of trouble later |
17:16:41 | SITE |  Added tag SCRIPT |
17:09:45 | STATUS |  Once that part works, I can prepare for the official start (yes even before Star Story is over. That project is about to get into a delay due to Windows issues and also because the voice acting status is not yet final). |
17:04:41 | CONVERT |  Working on converting the start up script |
17:04:40 | SITE |  Added tag CONVERT |
16:24:33 | CONFIG |  Syldeyn properly configured |
16:24:31 | SITE |  Added tag CONFIG |
15:56:42 | GITHUB |  I've renamed Dyrt.NET to Dyrt -- Too bad renaming the files in this devlog will be too much crap to deal with, but I want to get the name .NET out of everything as much as I can. |
- = 01 Mar 2025 = - |
14:02:05 | STARSTORY |  I still have work to here as well, you know |
14:01:32 | STATUS |  But that comes later! |
14:01:28 | STATUS |  And from there the actual parsing can begin |
14:00:33 | TEST |  Take LVIII |
14:00:10 | DONE |  Split lines (needed before parsing) |
13:54:39 | STATUS |  Well, I'm not nearly there YET, but at least everything COMPILES! And that's already worth a lot. |
13:52:51 | TEST |  Take LVII |
13:52:50 | FIXED |  Syntax error |
13:49:33 | TEST |  Take LVI |
13:49:33 | FIXED |  Code Typo |
13:28:59 | TEST |  Take LV |
13:28:58 | FIXED |  Anohter missing } |
13:28:32 | TEST |  Take LIV |
13:28:31 | FIXED |  Ternary syntax error |
13:28:06 | TEST |  Take LIII |
13:28:05 | FUCKYOU |  ; |
13:27:39 | TEST |  Take LII |
13:27:38 | FIXED |  Another missing } |
13:19:35 | TEST |  Take LI |
13:19:34 | FIXED |  Bad method |
13:18:18 | TEST |  Take L |
13:18:17 | FIXED |  Missing } |
13:17:26 | TEST |  Take XLIX |
13:17:25 | FIXED |  A few things in MyData III |
13:09:25 | STARSTORY |  Well, done some work on Star Story. See the respective log for that! |
13:09:07 | SITE |  Added tag STARSTORY |
- = 26 Feb 2025 = - |
15:38:01 | STATUS |  Today my focus will be put onto Star Story. I need to finish that project soon, after all. However I will also soon resume MyData III, and of course, once Star Story has done, the work here will begin on the project itself. MyData III is just preparation after all. |
- = 25 Feb 2025 = - |
21:51:18 | SITE |  C++ icon added (and color changed a bit) |
21:46:07 | STATUS |  And that takes care of that! This was already a bit overdue, although the set ETA for myself was March. |
21:45:40 | STATUS |  Paperback now also published! |
21:04:32 | STATUS |  Hardcover published! |
19:54:34 | STATUS |  Now the hardcover (will take a bit more time). |
19:54:23 | STATUS |  e-book published... YAY! |
19:29:15 | STATUS |  Uploading e-book |
19:20:58 | SYSTEM |  Dang! I didn't yet have an e-reader app in Linux. Oh well, it was not hard to find one. |
19:20:56 | SITE |  Added tag SYSTEM |
19:17:03 | FIXED |  Forgot to update the index (LibreOffice does not do that automatically as it can slow down things TERRIBLY) |
19:15:36 | FIXED |  And some layout issues DID pop up here! |
19:07:15 | NOTE |  Now I'm also in the middle of preparing a novel for publication. And unfortunately, I must give that priority now! |
18:57:11 | C++ |  I really need to add the C++ icon, don't I? |
18:56:58 | C++ |  Take XLVIII |
18:56:55 | FIXED |  Missing operator override |
18:46:28 | TEST |  Take XLVII |
18:46:26 | FIXED |  Function set up entirely the wrong way |
18:44:39 | TEST |  Take XLVI |
18:44:39 | FIXED |  HAH! Just include some shit and the function will suddenly DO exist! |
18:43:51 | TEST |  Take XLV |
18:43:49 | VOID |  Namespace (header) |
18:42:57 | TEST |  Take XLIV |
18:42:56 | FIXED |  2 other cases of that |
18:41:13 | C++ |  Take XLIII |
18:41:10 | FIXED |  ; |
18:41:06 | C++ |  Take XLII |
18:40:46 | TEST |  Take XLI |
18:40:45 | FIXED |  Sjabloon geschijt van C++ |
14:45:41 | TEST |  Take XL |
14:45:40 | FIXED |  Missing namespace std (this is in the header file use "using" was REALLY out of the question!) |
14:44:36 | C++ |  Take XXXIX |
14:44:32 | TECHNO |  All I can test so far is if this compiles in C++, but that's where it ends... for now. |
14:44:09 | DONE |  Workout so I can get to identifiers and their values |
00:10:33 | DONE |  Preparing the library. Paging has always been an important part of MyData. It allows me to categorize the data for a more well-organized view while editing. |
- = 24 Feb 2025 = - |
14:19:54 | STATUS |  MyData III is now ready for actual database, record and field implementation. This ain't gonna be easy, though. |
11:41:25 | TEST |  Take XXXVIII |
11:41:24 | JUDGMENT |  Okay, now for fine tuning |
11:41:23 | SITE |  Added tag JUDGMENT |
11:41:04 | TEST |  Take XXXVII |
11:41:01 | FIXED |  It was just a forgotten "return" |
11:39:40 | TEST |  Take XXXVI |
11:39:40 | FUCKYOU |  , |
11:39:10 | TEST |  Take XXXV |
11:39:10 | FUCKYOU |  Case Sensitivity of C++. I just HATE it! |
11:37:35 | TEST |  Take XXXIV |
11:37:34 | DEBUG |  Debug lines must provide some answers |
11:37:24 | INVESTIGATION |  Why? |
11:37:23 | SITE |  Added tag INVESTIGATION |
11:37:14 | FAILURE |  Segmentation Fault |
11:37:02 | TEST |  Take XXXIII |
11:37:01 | DONE |  First too buttons |
00:01:42 | TEST |  Take XXXII |
00:01:41 | DONE |  Background |
- = 23 Feb 2025 = - |
23:44:30 | STATUS |  I guess it goes without saying that the works on MyData III have only just begun, and that I'll later try to work out the game itself, as my prime concern is for now still Star Story! |
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