This is what I miss my mac for, as that could not happen there, but I guess this is one of the WOES of Windows
16:15
FAILURE
All Data Destroyed as a result, so I can do that part over
16:15
FAILURE
Scenario editor session conflict
16:04
TEST
Take IV
16:04
MAPSCRIPT
With the required scripting of course
16:03
LINK
Linked Scenario to start of Dungeon
16:01
FIXED
Mistagged item
16:01
SCENARIO
Welcome
15:25
SCENARIO
Let's set up a little intro speech, in which I must take in mind that the three girls, Irravonia, Scyndi and Rebecca are the only three of which I can be 100% they are in the group when you enter the place, since Eric and Brendor can be kidnapped by Rondomo when you enter, and you can reach the place prior to Merya, Dernor and Aziëlla joining the party.
15:24
REMOVED
In this case I had to remove some objects that only had value in the Star Story scenario
15:23
KTHURA
I've enhanced Kthura with the possibility to mark objects with untransferred textures, so they'll become easier for me to either fix or remove
14:49
TEST
Take III
14:49
FIXED
Some general issues
14:49
STATUS
Some real life stuff got in the way, so I had to take care of that first
11:47
TEST
Take II
11:47
FIXED
Typo in item referrence
11:42
TEST
Take I
11:42
STATUS
That comes later... First I'll have to test if the random treasures and the treasure chests work the way they were intended
11:42
BUG
Area 999 very likely contains stuff that spooks up Kthura... very likely a texture not well referred to or something.... I'll have to investigate that later
11:28
MAP
Configured to feature these items
11:26
ITEM
Configured stuff for Merya (for once she's joined the group that is)
11:25
ITEM
Nuke
11:25
ITEM
Medikit
11:25
ITEM
Bandage
11:16
NOTE
Yeah, this is a cameo to Star Story after all!
11:16
ITEM
Aurina
0:57
SECRET
Yup, the same enemies and treasure as you'd meet in Star Story, the cameo will be complete after all... Only unlike Star Story no monsters roaming the field this time... This is too hard to script for a cameo... The way back around was easier, and that's why I did that back then....
0:56
NOTE
I will need to get the door on floor 012 to work, but that is a later concern, the main stuff works, and I can start working on the encounters and the treasures now
0:55
CONFIRMED
FINALLY!
0:45
NOTE
(last one I hope!)
0:45
TEST
Take XXI
0:45
FIXED
Config error
0:41
TEST
Take XX
0:41
FIXED
Yup, new rooms must be scanned on the spot... I forgot about that
0:37
BACKUP
Running in the background
0:37
TEST
Take XIX
0:36
VOID
Let's try this then
0:36
HUH
???
0:31
TEST
Take XVIII
0:30
FIXED
Syntax error
0:30
COCKROACH
It would be a disaster if the project lets me sleep tonight, eh?
0:21
TEST
Take XVII then?
0:21
TEST
Keyword typo
0:21
COCKROACH
Nope! Not allowed!
0:17
TEST
Take XVI has to confirm this
0:16
STATUS
Everything should work accordingly now
0:16
LINK
Established
0:12
STATUS
Now I must re-establish the auto Next/Prev links... I made them alternate in order to set the doors in order whenever you arrive in a new room
0:12
FIXED
IT WORKS! YAY!
0:06
TEST
Let's verify in take XV if I'm right
0:00
SOLVED
I think I solved the mystery, though
0:00
DEBUG
Deactivated that debug line
- = 8 Jan 2020 = -
23:59
CHECKED
The callback cycle routine works, so that is not the issue
23:47
TEST
Take XIV
23:47
CONFIRMED
At least I know the zones triggering the doors are triggered.... Now I must find out why the doors do not respond
23:47
DEBUG
MOAR debug lines required
23:43
TEST
Take XIII
23:42
DEBUG
I've added an extra debug line that should enlight me on a few things here
23:38
INVESTIGATION
Why?
23:38
BUG
Nothing happens
23:30
FIXED
Conservatism bug
23:24
TEST
Take XII
23:24
FIXED
Wrong class
23:21
TEST
Take XI
23:21
FIXED
I hate "=="
23:07
TEST
Take X
23:07
SCRIPT
That has been done now
22:58
NOTE
Although I must note nothing will happen on the short term as there is no code yet acting upon the instruction.... The code will (once written) just respond to the change of a few configuration settings, and they are set and unset now properly (if my calculations were correct).
22:45
LINK
I've linked all the doors to the respective trigger areas that should open and close them!
22:22
CONFIRMED
Yup! The alternate way is now used.... Good!
22:20
TEST
Take IX
22:20
LINK
Let's see if this linkthrough works the way it should
20:18
CONFIRMED
Right the logs now confirmed that the doors are properly registered
19:16
TEST
Take VIII
19:16
FIXED
Lack of "self"
19:12
TEST
Take VII
19:12
FIXED
Moar of those..... DOH!
19:07
TEST
Take VI
19:07
FIXED
property name typo
19:03
TEST
Take V (IV was not announced... silly me)
19:03
FIXED
And I think I fixed this now
19:02
SOLVED
I I think I found out why
19:01
CONFIRMED
Indeed.... The sliding doors are not recognized, that much the log now officially confirmed
18:25
DEBUG
So I've added extra debug lines
18:24
INVESTIGATION
I cannot see clear tracks of proper initiation
17:41
NOTE
that that should solve that BSOD
17:41
FIXED
Illegal class call
17:39
BUG
16:20
FIXED
Case error
16:18
TEST
Test III
16:17
FIXED
missing links to Kthura
16:16
BUG
The alt script itself is (as expected) bugged
16:16
CONFIRMED
the link itself worked, but
16:14
TEST
And again
16:14
FIXED
Missing slash, and in coding work, that makes a lot of difference in a computer program, I tell ya!
16:11
TEST
You never know this without a test... of course
16:10
TECHNO
As a result, the chains between the floors should not be working now in the Facility, but they still should in all other dungeons
16:09
LINK
And the mapscript now also links to this
15:57
LINK
Link function so I can do AltNext from all other states (most particularly the MapScript state)....
13:34
JUDGMENT
That looks good... but let's see
13:31
TEST
Let's do that again!
13:31
FIXED
Yeah, believe it or not, but this little shitty code already needed a fix, and the big code was not yet even linked to... Cool, huh?
13:28
STATUS
STuff is not yet complete or linked but I do want to run a little test to see if the few changes didn't cause too much trouble
- = 7 Jan 2020 = -
20:02
SKELETON
Basis setup for the sliding doors
19:16
BRAINSTORM
I did need some rest, and I also did some brainstorming.... I think I got some ideas for the sliding doors, as they have some important scriptig requirements....
The stuff that had to work now, works.... Some additional coding will now be required to get this all to work fully
11:51
FIXED
a few fixes on textures that do not exist in this game, and which i don't need anyway, so no need to import them either!
11:07
TEST
Yet I can test if the entrance works, and that I will do!
11:07
NOTE
I should note that the dungeon is not yet completely operational and that the doors will also not move yet!
11:06
LINK
Entrance to the facility should work now
10:19
NOTE
Which really goes more than 10x faster now that I can use my C# version of JCR6 (even though it's not yet fully done).
10:18
JCR6
And repacking my music resource now
10:18
CONVERT
Converted to WAV as XNA has no OGG support on its own, and I do not wish to rely on dependencies not can I unpack to make those dependencies make the work... With SSD based harddrives that is not wise to do (makes their lifespan shorter), plus not all music licenses allow me this road....
10:17
TRANSFER
So it's been transferred
10:17
MUSIC
Just like in Star Story "Ghosts of Disease" by Knight of Fire will be used in the facility
10:01
TECHNO
There are a few things in this map that have not been configured in this project, but that's no real bummer, as they are not really needed here anyway
10:00
MAP
A few slight modifications done to make it fully compatible with the new script setting
9:58
TRANSFER
Map Eugorvnia Facility
0:32
CHECKED
Well the original Kthura map looks fine to me, so transferring should not be a serious issue...
Yes, another secret Game Jolt exclusive dungeon will be found here. Cool,huh?
23:50
GAMEJOLT
Linked to the checkout that should open the barrier
23:48
MAPSCRIPT
Written some code to start the madhouse
23:46
MAP
Areas 000 and 001 of the Mad House
23:13
TEST
Well, let's see what happens
23:12
TECHNO
This is a feature first brought in to Star Story and very specifically set up to work on Kthura, so maybe that explains why it wasn't supported in the original game
23:12
SCENARIO
Tag change tomake the auto-link possible
23:11
MAP
Sign with auto-link
23:06
SCENARIO
Auto-correct
23:03
TRANSFER
scenario transfer
22:57
TEST
Does it all work now?
22:57
FIXED
....
22:54
FIXED
Madhouse misreferrence
22:46
TEST
Well.... Does everything work now?
22:46
LAZY
and made the GOTOLAYER case insensitive... Kthura takes only uppercase anyway
22:46
LINK
exit Eric's house
22:13
LINK
Link to the Mad House set up
21:48
JCR6
So I've set the aliases right and rebuilt the music resource...
21:47
MUSIC
"Fun in a bottle" is the background music for the madhouse (just like in the original game)
21:43
MAP
Exterior Mad House
21:24
SASKIA
Set up an empty script for the madhouse... Not much SASKIA scripting is expected here though, as this is a pretty straightforward dungeon when it comes to code... (that is codewise... for the player it can work confusing and that was my intension).
- = 5 Jan 2020 = -
21:20
NOTE
Although Frendor can now also be visted, I've decided to focus on the Mad House (and the optional dungeon hidden inside it) first.... Two cities in such a short time, is not gonna motivate me, that's for sure....
21:11
STATUS
It works now! AT LAST!
21:08
TEST
Take X
21:08
FIXED
Import error
21:06
TEST
Take IX
21:05
FIXED
Wrong property called
20:50
TEST
Take VIII
20:49
FIXED
Linkage error
20:32
NOTE
And if this is succesful I'm first gonna prepare dinner
20:32
TEST
Take VII
20:31
LINK
Established
19:27
NOTE
THAT was the sole purpose of this test, as the routine itself has not yet been linked to the action callback
19:26
STATUS
All compilation errors accounted for
19:24
TEST
Take VI
19:24
STATUS
Yeah, and the stupidity damage is now completely done
19:24
FIXED
General Syntax error
19:04
TEST
Take V
19:04
FIXED
Last one?
18:52
TEST
Take IV
18:51
FIXED
Do I have them all now?
18:47
FAILURE
Google really oughta fix that bug showing me the wrong videos
18:44
OFFTOPIC
And I couldn't resist to post more of that girl....
18:43
TEST
Take III
18:42
FIXED
Okay, some damage was still leftover
18:39
TEST
Take II
18:39
FIXED
Loads of crap beyond any level of stupidity
18:37
TEST
So NOW I'm gonna roll over to test I
18:37
STATUS
I am still doing things slooowly, okay....
17:19
DONE
I've worked out the skill level upgrade for Stone Masters... I only did not yet test it....
0:27
DONE
The Updates a Stone Master has show now... Good!
0:26
BUG
Bug in YouTube so not for me to fix.... I post a link to a video where she plays the Star Wars soundtrack, and I get the one where she plays Back To The Future (which she also does masterfully).... (Or is it back to Star Wars by now?)
0:21
HUH
https://pics.ballmemes.com/dafuck-59111457.png
0:19
OFFTOPIC
DAMN! She is good!
- = 4 Jan 2020 = -
23:44
FIXED
I did fix the crash that would happen if you dismiss the stone master menu
23:44
SKELETON
I've done not much today, as I still needed my reset. A bit of skeleton code for the stone master has been done.... It's not much, and not fulyl an working state either....
- = 3 Jan 2020 = -
21:34
DONE
Constructors
20:12
TODO
And time for another break, thank you!
20:12
DONE
I've set the basis for the Stone Mater Script
16:41
MEDICAL
Don't expect too much of me, though, as I got a headeache
16:41
STATUS
Couldn't resist....
16:40
ART
Stone Master Icon
12:51
MEDICAL
I've worked too hard the past days, so I do need a day of rest.... I don't want to overwork myself with all kind of bad health consequences as a result....
- = 2 Jan 2020 = -
22:57
STATUS
Now before I'll get to Wendy as a Stone Master I think I may first need to make sure I get another break
22:53
STATUS
22:50
CONFIRMED
As far as I can tell, this all works now....
22:47
TEST
Again!
22:46
FIXED
Something went wrong
22:41
TEST
Let's see....
22:41
LINK
Linked the SASKIA script to the map
22:41
SASKIA
Wendy scripted out... However as soon as she starts to operate as a stone master the game will for now crash, as there is no Stone Master support