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
20:49VOID
VOIDI hope this clears everything up for real now
20:46VOID
VOIDAh, it seems a different function was used here....
20:46VOID
VOIDI hope I voided this... Something still seems to go wrong as far as contacting Game Jolt is concerned... At least so it appears....
20:40COCKROACH
COCKROACHStuff seems to go wrong when actually scanning games for achievements... Now this is odd
20:34COCKROACH
COCKROACHClearly now it complains in other ways....
20:26TEST
18:56STATUS
STATUSAs I could void my Game Jolt issues (at least for now), I'll get to some tests of the GJ only dungeons that I had to skip up until now
18:53FIXED
FIXEDIt seems #213 is indeed fixed
18:33TECHNO
TECHNOWell, just as the project comes to an end I FINALLY find the editor which allows me to EASILY set up a good syntax highligher for NIL, and also with good hope for Neil... Well for NEIL I'll definitely need it, I guess...
18:12COCKROACH
COCKROACHOf course, the system NEVER agrees with me :(
18:00TEST
TESTTake I
18:00NOTE
NOTERebecca But a test is in order to make sure
18:00FIXED
FIXEDI hope I fixed #213
12:29MYSTERY
MYSTERYI do not know why this crash never happened before, but I've now cheated a bit to make the player not notice this conflict is there... That was the safest way to prevent further crashes
12:28VOID
VOIDSASKIA conflict
1:06FIXED
FIXED?
1:03HUH
HUHI see some strange things happening when both the crack text as one of the bed rooms go off in conjunction....
0:09VOID
VOIDI've configured NALA to use http in stead of HTTPS when it comes to contacting Game Jolt... It's really not worth it to keep using https to no avail
- = 21 Nov 2020 = -
21:54TODO
21:51MAPSCRIPT
MAPSCRIPTRubine Should now appear in the Hall of Heroes, but only if you found her in the Thief's Den
21:34NOTE
NOTENot that it matters on the short term as the internet shit is still broken, but hey I need to make things sure
21:33GAMEJOLT
GAMEJOLTLinkup done, but something went wrong, requiring me to do a manual fix
21:28FIXED
FIXEDTag error
21:27ACHIEVEMENT
ACHIEVEMENTI'm not a thief... I'm a TREASURE HUNTER!
21:25FIXED
FIXEDRubine's disappearance in Thief's Den was not permanent
21:15TEST
TESTRubine
21:15SASKIA
SASKIARubine
21:13SCENARIO
SCENARIORubine
21:10MAP
MAPRubine
21:07TRANSFER
TRANSFERArt Rubine The Hood
18:53STATUS
STATUSThe next issue will be to put Rubine into the Thief's Den, and of course, the Hall of Heroes.
18:53FIXED
FIXEDDone
18:51STATUS
STATUSI still need to set a few things right
18:36TEST
TESTAgain!
18:36FIXED
FIXEDAnd that will fix that mistake
18:36BOOST
BOOSTSo let's up the HP up "a little"
18:35TECHNO
TECHNOScyndi So I guess every con has its pro after all
18:35CONFIRMED
CONFIRMEDThe scripts around the boss work properly
18:34STUPIDITY
STUPIDITYI forgot to set the Boss' HP right, making the boss just a snap in the fingers to kill, however, this allowed me one thing
18:25TEST
TESTJesse
18:19LINK
LINKJesse
18:19MAPSCRIPT
MAPSCRIPTJesse
18:19SASKIA
SASKIAJesse
18:13NOTE
NOTEHe'll still ignore you, this was only an update of the database
18:13BOSS
BOSSJesse
17:55NOTE
NOTEImportant note, if you approach him now, he'll simply ignore you, as the boss activation scripts have not yet been written
17:54MAP
MAPThe boss has been placed into the map
17:52DATABASE
DATABASEPreparations to get the boss in order
17:51ABILITY
ABILITYIrravonia Super Break Stab
17:01NOTE
NOTENew Game+ dungeon won't be there for final chapter... Nothing planned and I want this project to be over and done with....
17:00UPDATED
16:55CLOSED
CLOSED#21 -> Scrapped due to time running out.
16:51CONFIRMED
CONFIRMEDIt APPEARS to be working now
16:12TEST
TESTTake IX
16:12MYSTERY
MYSTERYThere was still a "miss" message when in fact something DID get stolen... I wonder how that could happen... Or maybe I simply missed something... Things can go a bit fast after all...
16:09FIXED
FIXEDShould show the name of the item, not the code referrence tag
16:08STATUS
STATUSCLOSE but no cigar!
15:57TEST
TESTTake VIII
15:57VOID
VOIDDebug issue
15:48TEST
TESTTake VII
15:48NOTE
NOTEAND STAY FIXED!
15:48FIXED
FIXEDBrendor Again!
15:48HUH
HUHAs a magic stroke my fixed code reverted back to the original bugged code....
15:47COCKROACH
COCKROACHWTF?
15:39TEST
TESTTake VI
15:39NOTE
NOTEAt least this is the first bug in the actual content that was on testing
15:39FIXED
FIXEDUnknown identifier in steal script
15:37TEST
TESTTake V
15:37FIXED
FIXEDAnd that should fixed that issue in the process
15:36GENERATION
GENERATIONDone that now
15:36SOLVED
SOLVEDAh I forgot to run the NEG tool.... Silly me
15:36TEST
TESTTake IV and the screenshotter at the ready
15:34FAILURE
FAILUREthe last error flashed out of my screen so quickly I was unable to read it... This can sometimes happen and I loathe it!
15:34PLAN
PLANLong term plan #262
15:18TEST
TESTTake III
15:18MAP
MAPI forgot the random treasure spots, so I placed them in
15:17FIXED
FIXEDEnemy reference error
15:09TEST
TESTTake II
15:07FIXED
FIXEDArena issue?
14:56TEST
TEST Take I
14:56STATUS
STATUSIt's testing time!
14:37NOTE
NOTEBoss is not yet placed, so I can only test up to that point
14:37DONE
DONEA few other things to take care of
13:04LINK
LINKThat links that stuff all together
13:04MAP
MAPTreasures set
13:03MAP
MAPEncounters set
0:02FOE
FOEIrravonia Bandit
0:02FOE
FOEThief
- = 20 Nov 2020 = -
23:30ABILITY
ABILITYRun away
22:07STATUS
STATUSNext stop, the enemies
22:06POWERSHELL
POWERSHELLPreparational packaging
22:06STATUS
STATUSThis 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
TECHNOThe 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
SCRIPTAlternate money steal effect
21:55NOTE
NOTEI hope, as nothing has been tested yet
21:54SCRIPT
SCRIPTItem recovery has been set right
21:51NOTE
NOTEHowever recovering items has not yet been implemented (which will btw in the hard mode NOT happen).
21:50SCRIPT
SCRIPTStealing from allies has been implemented
21:16SCRIPT
SCRIPTClass adaption for stealing items
20:04NOTE
NOTEThat was too long ago anyway
20:04GAMEJOLT
GAMEJOLTAlpha Update
18:50NOTE
NOTEThe 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
TRANSFERArt Jesse
18:49TRANSFER
TRANSFERArt bandit
18:32TRANSFER
TRANSFERArt thief
17:04CONFIRMED
CONFIRMEDAnd 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
CONFIRMEDThis works
16:49TEST
TESTA small test is needed but trouble should not be expected
16:49NOTE
NOTEThe enemies, bosses, nor the Hall of Heroes member will appear yet
16:48STATUS
STATUSThat does at least complete the map itself
16:48MAP
MAPArea 005 has been done
- = 19 Nov 2020 = -
11:55TEST
TESTEric No trouble to be expected, but hey, ya never know, right!?
11:55MAP
MAPArea Boss
- = 18 Nov 2020 = -
0:36BACKUP
BACKUPRunning
- = 17 Nov 2020 = -
22:47CONFIRMED
CONFIRMEDAs far as I can check for now, this appears to be working
22:34PLAN
PLANNow 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
MAPA new map has been created in stead for this location
22:32DUMMIED
DUMMIEDThe puzzle, as I announced! The puzzle should no longer be reachable (unless you find out a way to cheat)
- = 14 Nov 2020 = -
17:38ANNOUNCEMENT
ANNOUNCEMENTIt'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
STATUSReally 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
FIXEDSyntax error
13:42TEST
TESTAll Okay Now?
13:41FIXED
FIXEDI fixed that issue
13:41SOLVED
SOLVEDThat provided the answer I needed
13:38TEST
TESTTake II
13:38DEBUG
DEBUGExtra errorcheck must provide more answers
13:35HUH
HUHAnd now something completey different happens

13:33VISUALSTUDIO
VISUALSTUDIOVS will have to provide me some answers now!
13:31FAILURE
FAILUREA .NET error has been found.... A referrence to a null object is made inside the API
- = 11 Nov 2020 = -
22:48FIXED
FIXEDA 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
TECHNONow 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
CONFIRMEDThat too appears to work
13:06CONFIRMED
CONFIRMEDJXSDA is used in the savegame I made, let's see if it also loads properly
12:52NALA
NALAI'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
FIXEDJXSDA Bug
0:50C#
C#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
FIXEDCrashing in my debug tool whenever volumes or volumized directories contain characters that shouldn't be in a file name
- = 8 Nov 2020 = -
17:35DEBUG
DEBUGSome required debug crap set
17:34PLAN
PLANI 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
STATUSAll Crashes accounted for
12:08TEST
TESTAziella Take VI
12:08FIXED
FIXEDAnother (sigh)
12:01TEST
TESTTake V
12:01FIXED
FIXEDCase error
11:54TODO
TODOAnd while the builder runs, I'm gonna fix myself some food, as I am starving
11:54TEST
TESTTake IV
11:54FIXED
FIXEDAnd fixed a bug in the process
11:53DUMMIED
DUMMIEDCall to a Pascal function that no longer makes sense in the game
11:53CONFIRMED
CONFIRMEDYes I voided the actual issue, good
11:47TEST
TESTTake III
11:47VOID
VOIDA bit of an issue in the NIL parser?
11:40TEST
TESTTake II
11:40NOTE
NOTEWas to be expected when transferring from a case insensitive language to a case sensitive one
11:39FIXED
FIXEDCase Error
11:32TEST
TESTTake I
11:27STATUS
STATUSOkay, by high exception I got the time today to put things to da test, so let's go!
0:10REMOVED
REMOVEDI 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
NOTEI'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
FIXEDI 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
NOTEI really cannot tell what this will do for the gam yet, as there are still no visual effects
22:16PASCAL
PASCALThe 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
MAPSCRIPTPreparations to pop
- = 3 Nov 2020 = -
23:07PASCAL
PASCALI wrote a prototype for the spiralling routine.... This prototype will now have to be translated to NIL
- = 2 Nov 2020 = -
21:16CONFIRMED
CONFIRMEDSo far it's all cool, I see
21:08TEST
TESTQuick test to see if there are no parsing errors
20:03STATUS
STATUSMerya This class does nothing by itself though, but at least I can get a few things on the move now....
20:00MAPSCRIPT
MAPSCRIPTA 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
OFFTOPICShe's good

- = 1 Nov 2020 = -
23:43NOTE
NOTEPlease note, no effects should be expected it everything still happens under the hood
23:43STATUS
STATUSOkay, it works the way it should now...
23:25TEST
TESTTake II
23:24FIXED
FIXEDBad C-String-Formattting
22:10TEST
TESTTake I
14:50STATUS
STATUSI'll test this all later, though
14:47MAPSCRIPT
MAPSCRIPTThe 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
LINKClickables (Can't believe I didn't need that earlier, hahaha)
- = 31 Oct 2020 = -
23:30CONFIRMED
CONFIRMEDApparently so!
23:18TEST
TESTDoes it work?
23:18MAPSCRIPT
MAPSCRIPTPoint scanner
21:00STATUS
STATUSFrom here I need to make actual effect, which will take quite some effort
19:16ENHANCEMENT
ENHANCEMENTI did make a bit of underground working better, but no big deal here
19:15STATUS
STATUSFINALLY!
19:15TEST
TESTTake X
19:03FIXED
FIXEDTwo small blockmap issues.... Hey, while I'm still at it, I might as well take care of this!
19:02VOID
VOIDDid I void it?
19:02FUCKYOU
FUCKYOUNil value? That is not possible!
18:54TEST
TESTTake XI
18:54FIXED
FIXEDFuck you!
17:40TEST
TESTTake X
16:10STATUS
STATUSBefore I'm gonna work on, first a little break.... My brain feels like it's exploding
16:06FIXED
FIXEDDernor And fixed it!
16:06SOLVED
SOLVEDI think I found out why
16:05INVESTIGATION
INVESTIGATIONOkay, 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
TESTTake IX
15:57INVESTIGATION
INVESTIGATIONI've added more debug lines that should help me in figuring this out!
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