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16:35STATUS
STATUS Now to prepare for the encounters....
16:35CONFIRMED
CONFIRMED Stuff works now....
16:18TEST
TEST Take V
16:18SCENARIO
SCENARIO Redone (urgh!)
16:15FAILURE
FAILURE 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
16:15FAILURE
FAILURE All Data Destroyed as a result, so I can do that part over
16:15FAILURE
FAILURE Scenario editor session conflict
16:04TEST
TEST Take IV
16:04MAPSCRIPT
MAPSCRIPT With the required scripting of course
16:03LINK
LINK Linked Scenario to start of Dungeon
16:01FIXED
FIXED Mistagged item
16:01SCENARIO
SCENARIO Welcome
15:25SCENARIO
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.
15:24REMOVED
REMOVED In this case I had to remove some objects that only had value in the Star Story scenario
15:23KTHURA
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
14:49TEST
TEST Take III
14:49FIXED
FIXED Some general issues
14:49STATUS
STATUS Irravonia Some real life stuff got in the way, so I had to take care of that first
11:47TEST
TEST Take II
11:47FIXED
FIXED Typo in item referrence
11:42TEST
TEST Take I
11:42STATUS
STATUS That comes later... First I'll have to test if the random treasures and the treasure chests work the way they were intended
11:42BUG
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
11:28MAP
MAP Configured to feature these items
11:26ITEM
ITEM Configured stuff for Merya (for once she's joined the group that is)
11:25ITEM
ITEM Nuke
11:25ITEM
ITEM Medikit
11:25ITEM
ITEM Bandage
11:16NOTE
NOTE Yeah, this is a cameo to Star Story after all!
11:16ITEM
ITEM Aurina
0:57SECRET
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....
0:56NOTE
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
0:55CONFIRMED
CONFIRMED FINALLY!
0:45NOTE
NOTE (last one I hope!)
0:45TEST
TEST Take XXI
0:45FIXED
FIXED Config error
0:41TEST
TEST Take XX
0:41FIXED
FIXED Yup, new rooms must be scanned on the spot... I forgot about that
0:37BACKUP
BACKUP Running in the background
0:37TEST
TEST Take XIX
0:36VOID
VOID Let's try this then
0:36HUH
HUH ???
0:31TEST
TEST Eric Take XVIII
0:30FIXED
FIXED Syntax error
0:30COCKROACH
COCKROACH It would be a disaster if the project lets me sleep tonight, eh?
0:21TEST
TEST Take XVII then?
0:21TEST
TEST Keyword typo
0:21COCKROACH
COCKROACH Nope! Not allowed!
0:17TEST
TEST Take XVI has to confirm this
0:16STATUS
STATUS Everything should work accordingly now
0:16LINK
LINK Established
0:12STATUS
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
0:12FIXED
FIXED IT WORKS! YAY!
0:06TEST
TEST Let's verify in take XV if I'm right
0:00SOLVED
SOLVED I think I solved the mystery, though
0:00DEBUG
DEBUG Deactivated that debug line
- = 8 Jan 2020 = -
23:59CHECKED
CHECKED The callback cycle routine works, so that is not the issue
23:47TEST
TEST Take XIV
23:47CONFIRMED
CONFIRMED At least I know the zones triggering the doors are triggered.... Now I must find out why the doors do not respond
23:47DEBUG
DEBUG MOAR debug lines required
23:43TEST
TEST Take XIII
23:42DEBUG
DEBUG I've added an extra debug line that should enlight me on a few things here
23:38INVESTIGATION
INVESTIGATION Shanda Aziella Merya Dernor Rebecca Scyndi Brendor Irravonia Eric Why?
23:38BUG
BUG Nothing happens
23:30FIXED
FIXED Conservatism bug
23:24TEST
TEST Take XII
23:24FIXED
FIXED Wrong class
23:21TEST
TEST Aziella Take XI
23:21FIXED
FIXED I hate "=="
23:07TEST
TEST Take X
23:07SCRIPT
SCRIPT That has been done now
22:58NOTE
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).
22:45LINK
LINK I've linked all the doors to the respective trigger areas that should open and close them!
22:22CONFIRMED
CONFIRMED Yup! The alternate way is now used.... Good!
22:20TEST
TEST Take IX
22:20LINK
LINK Let's see if this linkthrough works the way it should
20:18CONFIRMED
CONFIRMED Right the logs now confirmed that the doors are properly registered
19:16TEST
TEST Take VIII
19:16FIXED
FIXED Lack of "self"
19:12TEST
TEST Take VII
19:12FIXED
FIXED Moar of those..... DOH!
19:07TEST
TEST Take VI
19:07FIXED
FIXED property name typo
19:03TEST
TEST Take V (IV was not announced... silly me)
19:03FIXED
FIXED And I think I fixed this now
19:02SOLVED
SOLVED I I think I found out why
19:01CONFIRMED
CONFIRMED Indeed.... The sliding doors are not recognized, that much the log now officially confirmed
18:25DEBUG
DEBUG So I've added extra debug lines
18:24INVESTIGATION
INVESTIGATION I cannot see clear tracks of proper initiation
17:41NOTE
NOTE that that should solve that BSOD
17:41FIXED
FIXED Illegal class call
17:39BUG
BUG
16:20FIXED
FIXED Merya Case error
16:18TEST
TEST Test III
16:17FIXED
FIXED missing links to Kthura
16:16BUG
BUG The alt script itself is (as expected) bugged
16:16CONFIRMED
CONFIRMED the link itself worked, but
16:14TEST
TEST And again
16:14FIXED
FIXED Missing slash, and in coding work, that makes a lot of difference in a computer program, I tell ya!
16:11TEST
TEST You never know this without a test... of course
16:10TECHNO
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
16:09LINK
LINK And the mapscript now also links to this
15:57LINK
LINK Link function so I can do AltNext from all other states (most particularly the MapScript state)....
13:34JUDGMENT
JUDGMENT That looks good... but let's see
13:31TEST
TEST Let's do that again!
13:31FIXED
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?
13:28STATUS
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 = -
20:02SKELETON
SKELETON Basis setup for the sliding doors
19:16BRAINSTORM
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....
12:07UPDATED
11:57CONFIRMED
CONFIRMED The stuff that had to work now, works.... Some additional coding will now be required to get this all to work fully
11:51FIXED
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!
11:07TEST
TEST Yet I can test if the entrance works, and that I will do!
11:07NOTE
NOTE I should note that the dungeon is not yet completely operational and that the doors will also not move yet!
11:06LINK
LINK Entrance to the facility should work now
10:19NOTE
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).
10:18JCR6
JCR6 And repacking my music resource now
10:18CONVERT
CONVERT Dernor 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....
10:17TRANSFER
TRANSFER So it's been transferred
10:17MUSIC
MUSIC Just like in Star Story "Ghosts of Disease" by Knight of Fire will be used in the facility
10:01TECHNO
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
10:00MAP
MAP A few slight modifications done to make it fully compatible with the new script setting
9:58TRANSFER
TRANSFER Map Eugorvnia Facility
0:32CHECKED
CHECKED Well the original Kthura map looks fine to me, so transferring should not be a serious issue...
0:15FIXED
FIXED NIL != Python (fortunately NOT)
0:13NOTE
NOTE It was either that or a useless call to SASKIA
0:13CHEAT
CHEAT I've cheated stuff in a little
0:00NOTE
NOTE And I noted all planned TL levels
0:00UPDATED
- = 6 Jan 2020 = -
23:50SECRET
SECRET Yes, another secret Game Jolt exclusive dungeon will be found here. Cool,huh?
23:50GAMEJOLT
GAMEJOLT Linked to the checkout that should open the barrier
23:48MAPSCRIPT
MAPSCRIPT Written some code to start the madhouse
23:46MAP
MAP Areas 000 and 001 of the Mad House
23:13TEST
TEST Well, let's see what happens
23:12TECHNO
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
23:12SCENARIO
SCENARIO Tag change tomake the auto-link possible
23:11MAP
MAP Sign with auto-link
23:06SCENARIO
SCENARIO Auto-correct
23:03TRANSFER
TRANSFER scenario transfer
22:57TEST
TEST Does it all work now?
22:57FIXED
FIXED ....
22:54FIXED
FIXED Rebecca Madhouse misreferrence
22:46TEST
TEST Well.... Does everything work now?
22:46LAZY
LAZY and made the GOTOLAYER case insensitive... Kthura takes only uppercase anyway
22:46LINK
LINK exit Eric's house
22:13LINK
LINK Link to the Mad House set up
21:48JCR6
JCR6 So I've set the aliases right and rebuilt the music resource...
21:47MUSIC
MUSIC "Fun in a bottle" is the background music for the madhouse (just like in the original game)
21:43MAP
MAP Exterior Mad House
21:24SASKIA
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 = -
21:20NOTE
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....
21:11STATUS
STATUS It works now! AT LAST!
21:08TEST
TEST Take X
21:08FIXED
FIXED Import error
21:06TEST
TEST Take IX
21:05FIXED
FIXED Wrong property called
20:50TEST
TEST Take VIII
20:49FIXED
FIXED Linkage error
20:32NOTE
NOTE And if this is succesful I'm first gonna prepare dinner
20:32TEST
TEST Take VII
20:31LINK
LINK Established
19:27NOTE
NOTE THAT was the sole purpose of this test, as the routine itself has not yet been linked to the action callback
19:26STATUS
STATUS All compilation errors accounted for
19:24TEST
TEST Take VI
19:24STATUS
STATUS Yeah, and the stupidity damage is now completely done
19:24FIXED
FIXED General Syntax error
19:04TEST
TEST Scyndi Take V
19:04FIXED
FIXED Last one?
18:52TEST
TEST Take IV
18:51FIXED
FIXED Do I have them all now?
18:47FAILURE
FAILURE Google really oughta fix that bug showing me the wrong videos
18:44OFFTOPIC
OFFTOPIC And I couldn't resist to post more of that girl....

18:43TEST
TEST Take III
18:42FIXED
FIXED Okay, some damage was still leftover
18:39TEST
TEST Take II
18:39FIXED
FIXED Loads of crap beyond any level of stupidity
18:37TEST
TEST So NOW I'm gonna roll over to test I
18:37STATUS
STATUS I am still doing things slooowly, okay....
17:19DONE
DONE I've worked out the skill level upgrade for Stone Masters... I only did not yet test it....
0:27DONE
DONE The Updates a Stone Master has show now... Good!
0:26BUG
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?)
0:21HUH
HUH https://pics.ballmemes.com/dafuck-59111457.png
0:19OFFTOPIC
OFFTOPIC DAMN! She is good!
- = 4 Jan 2020 = -
23:44FIXED
FIXED I did fix the crash that would happen if you dismiss the stone master menu
23:44SKELETON
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 = -
21:34DONE
DONE Constructors
20:12TODO
TODO And time for another break, thank you!
20:12DONE
DONE I've set the basis for the Stone Mater Script
16:41MEDICAL
MEDICAL Don't expect too much of me, though, as I got a headeache
16:41STATUS
STATUS Couldn't resist....
16:40ART
ART Stone Master Icon
12:51MEDICAL
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 = -
22:57STATUS
STATUS Brendor Now before I'll get to Wendy as a Stone Master I think I may first need to make sure I get another break
22:53STATUS
STATUS
22:50CONFIRMED
CONFIRMED As far as I can tell, this all works now....
22:47TEST
TEST Again!
22:46FIXED
FIXED Something went wrong
22:41TEST
TEST Let's see....
22:41LINK
LINK Linked the SASKIA script to the map
22:41SASKIA
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
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