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
14:37DONE
DONE A few other things to take care of
13:04LINK
LINK That links that stuff all together
13:04MAP
MAP Treasures set
13:03MAP
MAP Encounters set
0:02FOE
FOE Irravonia Bandit
0:02FOE
FOE Thief
- = 20 Nov 2020 = -
23:30ABILITY
ABILITY Run away
22:07STATUS
STATUS Next stop, the enemies
22:06POWERSHELL
POWERSHELL Preparational packaging
22:06STATUS
STATUS This is all in preparation of the thieves you'll meet in this dungeon. This is a thief's den after all, so it's only to be expected you'll be stolen from here.
22:02TECHNO
TECHNO The money recovery will be able to use the same variables as the ones used by the abilities stealing all money at once, so no issue there!
22:01SCRIPT
SCRIPT Alternate money steal effect
21:55NOTE
NOTE I hope, as nothing has been tested yet
21:54SCRIPT
SCRIPT Item recovery has been set right
21:51NOTE
NOTE However recovering items has not yet been implemented (which will btw in the hard mode NOT happen).
21:50SCRIPT
SCRIPT Stealing from allies has been implemented
21:16SCRIPT
SCRIPT Class adaption for stealing items
20:04NOTE
NOTE That was too long ago anyway
20:04GAMEJOLT
GAMEJOLT Alpha Update
18:50NOTE
NOTE The boss Jesse was named after the famous U.S. criminal Jesse James. His persona however (as far as he has one) was not based on anybody or anything.
18:49TRANSFER
TRANSFER Art Jesse
18:49TRANSFER
TRANSFER Art bandit
18:32TRANSFER
TRANSFER Art thief
17:04CONFIRMED
CONFIRMED And walking all the way back from the end point to the starting point works as well (this is something easily overlooked, you know).
17:04CONFIRMED
CONFIRMED This works
16:49TEST
TEST A small test is needed but trouble should not be expected
16:49NOTE
NOTE The enemies, bosses, nor the Hall of Heroes member will appear yet
16:48STATUS
STATUS That does at least complete the map itself
16:48MAP
MAP Area 005 has been done
- = 19 Nov 2020 = -
11:55TEST
TEST Eric No trouble to be expected, but hey, ya never know, right!?
11:55MAP
MAP Area Boss
- = 18 Nov 2020 = -
0:36BACKUP
BACKUP Running
- = 17 Nov 2020 = -
22:47CONFIRMED
CONFIRMED As far as I can check for now, this appears to be working
22:34PLAN
PLAN Now Area 004 will be for the boss and 005 to meet Rubine... This is a bit of rushed job, I don't care, I wanna have this over and done with.... My schedule is allowing me less and less time for this project. It's clearly time to have it finished
22:33MAP
MAP A new map has been created in stead for this location
22:32DUMMIED
DUMMIED The puzzle, as I announced! The puzzle should no longer be reachable (unless you find out a way to cheat)
- = 14 Nov 2020 = -
17:38ANNOUNCEMENT
ANNOUNCEMENT It's now official, I'll cancel this puzzle.... The existing puzzle will be dummied (in case I still change my mind, but the chance for that is low).... It simply isn't worth the trouble and I notice I'm way behind schedule
13:57STATUS
STATUS Really there are so many setbacks about this, that I am seriously considering to skip it.... This dungeon is getting less and less worth the trouble....
13:50FIXED
FIXED Syntax error
13:42TEST
TEST All Okay Now?
13:41FIXED
FIXED I fixed that issue
13:41SOLVED
SOLVED That provided the answer I needed
13:38TEST
TEST Take II
13:38DEBUG
DEBUG Extra errorcheck must provide more answers
13:35HUH
HUH And now something completey different happens

13:33VISUALSTUDIO
VISUALSTUDIO VS will have to provide me some answers now!
13:31FAILURE
FAILURE A .NET error has been found.... A referrence to a null object is made inside the API
- = 11 Nov 2020 = -
22:48FIXED
FIXED A packer issue in JXSDA
1:07C++
C++Success
- = 10 Nov 2020 = -
13:11C++
C++The next step in this method will be to convert this into C++ so Apollo can benefit from this as long as lzma is still an issue there...
13:10TECHNO
TECHNO Now it looks like it would be really effective if JCR6 did support solid archiving technology, which is possible, and I even have a few ideas for that, but as it's delicate and prone to bugs I wanna make sure this cannot go wrong so easily, so in other words, that'll take TIME... Loads of time....
13:08CONFIRMED
CONFIRMED That too appears to work
13:06CONFIRMED
CONFIRMED JXSDA is used in the savegame I made, let's see if it also loads properly
12:52NALA
NALA I've decided to make NALA use this method for savegames.... Less memory eating than lzma but still better than no compression at all
12:51FIXED
FIXED JXSDA Bug
0:50C#
I've created an experimental packing algorithm.... Not gonna be used in this game anymore, but in my future projects it can be worth gold, especially as long as lzma is not yet an option (and zlib even less of an option).
- = 9 Nov 2020 = -
12:39C++
C++I've set the basis for a small project that will also start soon.... The full work on this will only begin after I finished the Thief's Den, though
11:45FIXED
FIXED Crashing in my debug tool whenever volumes or volumized directories contain characters that shouldn't be in a file name
- = 8 Nov 2020 = -
17:35DEBUG
DEBUG Some required debug crap set
17:34PLAN
PLAN I think I got it, but I'm not 100% sure....
17:29BRAINSTORM
But I have an idea.... Well, sort of...
17:28BRAINSTORM
I do have a few issues, as I didn't think everything through right, so I really need to sort this out....
12:14STATUS
STATUS All Crashes accounted for
12:08TEST
TEST Aziella Take VI
12:08FIXED
FIXED Another (sigh)
12:01TEST
TEST Take V
12:01FIXED
FIXED Case error
11:54TODO
TODO And while the builder runs, I'm gonna fix myself some food, as I am starving
11:54TEST
TEST Take IV
11:54FIXED
FIXED And fixed a bug in the process
11:53DUMMIED
DUMMIED Call to a Pascal function that no longer makes sense in the game
11:53CONFIRMED
CONFIRMED Yes I voided the actual issue, good
11:47TEST
TEST Take III
11:47VOID
VOID A bit of an issue in the NIL parser?
11:40TEST
TEST Take II
11:40NOTE
NOTE Was to be expected when transferring from a case insensitive language to a case sensitive one
11:39FIXED
FIXED Case Error
11:32TEST
TEST Take I
11:27STATUS
STATUS Okay, by high exception I got the time today to put things to da test, so let's go!
0:10REMOVED
REMOVED I don't want "Pascal" to show in my repository, so i moved to the source of my spiral prototype to gist
- = 7 Nov 2020 = -
22:21NOTE
NOTE I'll test later if this works.... That is that stuff will at least compile as many things may have gone wrong in the translation from Pascal to NIL. NIL is unlike Pascal case sensitive (that issue won't be there in Neil, but hey, as far as Dyrt is concerned I'll have to take it the way it is).
22:20FIXED
FIXED I did however see a kind of error that would have caused trouble when popping the floors would have to chain to popping other points on the way
22:18NOTE
NOTE I really cannot tell what this will do for the gam yet, as there are still no visual effects
22:16PASCAL
PASCAL The prototype code has now been translated to NIL and adapted to the different needs between the prototype DOS environment and the in-engine needs of communication with Kthura
21:17MAPSCRIPT
MAPSCRIPT Preparations to pop
- = 3 Nov 2020 = -
23:07PASCAL
PASCAL I wrote a prototype for the spiralling routine.... This prototype will now have to be translated to NIL
- = 2 Nov 2020 = -
21:16CONFIRMED
CONFIRMED So far it's all cool, I see
21:08TEST
TEST Quick test to see if there are no parsing errors
20:03STATUS
STATUS Merya This class does nothing by itself though, but at least I can get a few things on the move now....
20:00MAPSCRIPT
MAPSCRIPT A class which will be used for the actual chain effect.... I do need to do a few more things, as the chain must also increase on the moment other geo points pop in the chain process... This is however something I need to brainstorm about....
10:53OFFTOPIC
OFFTOPIC She's good

- = 1 Nov 2020 = -
23:43NOTE
NOTE Please note, no effects should be expected it everything still happens under the hood
23:43STATUS
STATUS Okay, it works the way it should now...
23:25TEST
TEST Take II
23:24FIXED
FIXED Bad C-String-Formattting
22:10TEST
TEST Take I
14:50STATUS
STATUS I'll test this all later, though
14:47MAPSCRIPT
MAPSCRIPT The geo points can be triggered now, however nothing will happen... YET! Some logs will indicate for me if everything worked the way it should, though....
14:03LINK
LINK Clickables (Can't believe I didn't need that earlier, hahaha)
- = 31 Oct 2020 = -
23:30CONFIRMED
CONFIRMED Apparently so!
23:18TEST
TEST Does it work?
23:18MAPSCRIPT
MAPSCRIPT Point scanner
21:00STATUS
STATUS From here I need to make actual effect, which will take quite some effort
19:16ENHANCEMENT
ENHANCEMENT I did make a bit of underground working better, but no big deal here
19:15STATUS
STATUS FINALLY!
19:15TEST
TEST Take X
19:03FIXED
FIXED Two small blockmap issues.... Hey, while I'm still at it, I might as well take care of this!
19:02VOID
VOID Did I void it?
19:02FUCKYOU
FUCKYOU Nil value? That is not possible!
18:54TEST
TEST Take XI
18:54FIXED
FIXED Fuck you!
17:40TEST
TEST Take X
16:10STATUS
STATUS Before I'm gonna work on, first a little break.... My brain feels like it's exploding
16:06FIXED
FIXED Dernor And fixed it!
16:06SOLVED
SOLVED I think I found out why
16:05INVESTIGATION
INVESTIGATION Okay, some data is created the first time, and the second time the resetter (which is (for now) empty), but the logs do indicate things are not yet complete
15:57TEST
TEST Take IX
15:57INVESTIGATION
INVESTIGATION I've added more debug lines that should help me in figuring this out!
15:57JUDGMENT
JUDGMENT Things do not yet seem fully right
14:44TEST
TEST Take VIII
14:44FUCKYOU
FUCKYOU Does that FINALLY cover all of them?
14:43COCKROACH
COCKROACH DA FUUUUUCK!
14:24TEST
TEST Take VII
14:23OFFTOPIC
OFFTOPIC In memoriam

Sean Connery

14:22FIXED
FIXED ?
14:03COCKROACH
COCKROACH Fix completely ignored
13:57TEST
TEST Take VI
13:57FIXED
FIXED Lack of "self"
13:49TEST
TEST Take V
13:49NOTE
NOTE Onyx:Kirana I hope
13:49FIXED
FIXED The cockroach... I think
13:01YOUTUBE
Well?

1:03FUCKYOU
FUCKYOU Well, fuck it! It may not work tonight, may it! I'll get back onto this tomorrow, then
0:54TEST
TEST Take IV
0:54FORCE
FORCE Will this work?
0:51COCKROACH
COCKROACH Fix ignored?
0:45TEST
TEST Take III
0:45FIXED
FIXED Case error
0:39FIXED
FIXED Rebecca Syntax error x2
0:30TEST
TEST Take II
0:30FIXED
FIXED Code typo
0:08TEST
TEST Take I
0:08NOTE
NOTE I must note it once more, though, no visual effects yet.... Everything that's done now is happening under the hood... The debug log allows me a few insights though
0:08STATUS
STATUS From here I can start the test
0:05MAP
MAP Area 003
- = 30 Oct 2020 = -
23:43STATUS
STATUS Not yet entirely done, but far enough to get stuff on the roll... Well, almost
21:44MAPSCRIPT
MAPSCRIPT Kirana Puzzle initiator
21:40NOTE
NOTE (I could hardly believe this was still missing)
21:40LINK
LINK I've set up an object data link
16:00MAPSCRIPT
MAPSCRIPT Set up a few more preparations in order to get things right for the geo puzzles
- = 29 Oct 2020 = -
22:02GENERATION
GENERATION License data
22:02FIXED
FIXED Bad file name
22:01MAPSCRIPT
MAPSCRIPT I did set up the basis for the mapscript in the Thief's Den
22:01STATUS
STATUS I've been in a bit of a slowdown... Sorry about that, but I just did too much and I need to remotivate myself or this will not go well
0:03BACKUP
BACKUP Running
0:00STATUS
STATUS From here I can get into the actual creation of the puzzles themselves, and of course, scripting them out!
0:00STATUS
STATUS THAT should do it!
- = 28 Oct 2020 = -
23:58TEST
TEST Take VII
23:57VOID
VOID Scyndi I don't like it, but here goes nothing
23:57JUDGMENT
JUDGMENT Better... But NOT good enough!
23:56TEST
TEST Take VI
23:56KTHURA
KTHURA A bit of map hacking
23:56FIXED
FIXED Calculation error
23:37COCKROACH
COCKROACH Scyndi Things do not work the way they should... Time to take a look "under the hood"
23:28TEST
TEST Take V
23:28EXPERIMENT
EXPERIMENT Let's see
23:26TEST
TEST Take IV
23:26VOID
VOID I hope
23:26FUCKYOU
FUCKYOU Yeah right
23:24TEST
TEST Take III
23:24FIXED
FIXED A var name issue
23:21TEST
TEST Take II
23:21FIXED
FIXED And I also saw a few wrong things
23:21STUPIDITY
STUPIDITY I forgot a few important things
23:19TEST
TEST Take I
23:18STATUS
STATUS No telling if it works, but here goes nothing!
23:18KTHURA
KTHURA Floor script
21:14STATUS
STATUS Other stuff comes later!
21:14CONFIRMED
CONFIRMED That part works
21:11TEST
TEST Take IV
21:10FIXED
FIXED Color setting
21:09TEST
TEST Take III
21:09FIXED
FIXED Many required fixes
21:01TEST
TEST Take II
21:01FIXED
FIXED I guess I forgot something
20:58TEST
TEST I need to test if this works
20:58KTHURA
KTHURA I've set up a script that will make putting Geo Points easier
18:26CONFIRMED
CONFIRMED Most stuff appears to be in order.
18:17TEST
TEST Brendor Take I
18:17STATUS
STATUS At least I can test things until that point is reached
18:11NOTE
NOTE From here things will get complicated due to the unique puzzles of this place
18:09MAP
MAP Area 002
- = 27 Oct 2020 = -
22:32STATUS
STATUS The hard work is just about to begin, though!
22:32CONFIRMED
CONFIRMED That works
22:09TEST
TEST Let's see how this works out!
22:08MUSIC
MUSIC Just like the original game this will be "Deadly Deadly Deadly" by Widzy
22:08LINK
LINK Linked to the map
22:08JCR6
JCR6 Rebuilding music
22:07LUA
LUA Script for creating music resource adapted for the Thief's Den
14:48STUDY
STUDY Now I need to look a few things up in the old code
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