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20:49 | VOID | I hope this clears everything up for real now |
20:46 | VOID | Ah, it seems a different function was used here.... |
20:46 | VOID | I hope I voided this... Something still seems to go wrong as far as contacting Game Jolt is concerned... At least so it appears.... |
20:40 | COCKROACH | Stuff seems to go wrong when actually scanning games for achievements... Now this is odd |
20:34 | COCKROACH | Clearly now it complains in other ways.... |
20:26 | TEST | |
18:56 | STATUS | As 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 |
18:53 | FIXED | It seems #213 is indeed fixed |
18:33 | TECHNO | Well, 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... |
18:12 | COCKROACH | Of course, the system NEVER agrees with me :( |
18:00 | TEST | Take I |
18:00 | NOTE | But a test is in order to make sure |
18:00 | FIXED | I hope I fixed #213 |
12:29 | MYSTERY | I 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 |
12:28 | VOID | SASKIA conflict |
1:06 | FIXED | ? |
1:03 | HUH | I see some strange things happening when both the crack text as one of the bed rooms go off in conjunction.... |
0:09 | VOID | I'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 = - | ||
21:54 | TODO | |
21:51 | MAPSCRIPT | Rubine Should now appear in the Hall of Heroes, but only if you found her in the Thief's Den |
21:34 | NOTE | Not that it matters on the short term as the internet shit is still broken, but hey I need to make things sure |
21:33 | GAMEJOLT | Linkup done, but something went wrong, requiring me to do a manual fix |
21:28 | FIXED | Tag error |
21:27 | ACHIEVEMENT | I'm not a thief... I'm a TREASURE HUNTER! |
21:25 | FIXED | Rubine's disappearance in Thief's Den was not permanent |
21:15 | TEST | Rubine |
21:15 | SASKIA | Rubine |
21:13 | SCENARIO | Rubine |
21:10 | MAP | Rubine |
21:07 | TRANSFER | Art Rubine The Hood |
18:53 | STATUS | The next issue will be to put Rubine into the Thief's Den, and of course, the Hall of Heroes. |
18:53 | FIXED | Done |
18:51 | STATUS | I still need to set a few things right |
18:36 | TEST | Again! |
18:36 | FIXED | And that will fix that mistake |
18:36 | BOOST | So let's up the HP up "a little" |
18:35 | TECHNO | So I guess every con has its pro after all |
18:35 | CONFIRMED | The scripts around the boss work properly |
18:34 | STUPIDITY | I forgot to set the Boss' HP right, making the boss just a snap in the fingers to kill, however, this allowed me one thing |
18:25 | TEST | Jesse |
18:19 | LINK | Jesse |
18:19 | MAPSCRIPT | Jesse |
18:19 | SASKIA | Jesse |
18:13 | NOTE | He'll still ignore you, this was only an update of the database |
18:13 | BOSS | Jesse |
17:55 | NOTE | Important note, if you approach him now, he'll simply ignore you, as the boss activation scripts have not yet been written |
17:54 | MAP | The boss has been placed into the map |
17:52 | DATABASE | Preparations to get the boss in order |
17:51 | ABILITY | Super Break Stab |
17:01 | NOTE | New Game+ dungeon won't be there for final chapter... Nothing planned and I want this project to be over and done with.... |
17:00 | UPDATED | |
16:55 | CLOSED | #21 -> Scrapped due to time running out. |
16:51 | CONFIRMED | It APPEARS to be working now |
16:12 | TEST | Take IX |
16:12 | MYSTERY | There 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... |
16:09 | FIXED | Should show the name of the item, not the code referrence tag |
16:08 | STATUS | CLOSE but no cigar! |
15:57 | TEST | Take VIII |
15:57 | VOID | Debug issue |
15:48 | TEST | Take VII |
15:48 | NOTE | AND STAY FIXED! |
15:48 | FIXED | Again! |
15:48 | HUH | As a magic stroke my fixed code reverted back to the original bugged code.... |
15:47 | COCKROACH | WTF? |
15:39 | TEST | Take VI |
15:39 | NOTE | At least this is the first bug in the actual content that was on testing |
15:39 | FIXED | Unknown identifier in steal script |
15:37 | TEST | Take V |
15:37 | FIXED | And that should fixed that issue in the process |
15:36 | GENERATION | Done that now |
15:36 | SOLVED | Ah I forgot to run the NEG tool.... Silly me |
15:36 | TEST | Take IV and the screenshotter at the ready |
15:34 | FAILURE | the last error flashed out of my screen so quickly I was unable to read it... This can sometimes happen and I loathe it! |
15:34 | PLAN | Long term plan #262 |
15:18 | TEST | Take III |
15:18 | MAP | I forgot the random treasure spots, so I placed them in |
15:17 | FIXED | Enemy reference error |
15:09 | TEST | Take II |
15:07 | FIXED | Arena issue? |
14:56 | TEST | Take I |
14:56 | STATUS | It's testing time! |
14:37 | NOTE | Boss is not yet placed, so I can only test up to that point |
14:37 | DONE | A few other things to take care of |
13:04 | LINK | That links that stuff all together |
13:04 | MAP | Treasures set |
13:03 | MAP | Encounters set |
0:02 | FOE | Bandit |
0:02 | FOE | Thief |
- = 20 Nov 2020 = - | ||
23:30 | ABILITY | Run away |
22:07 | STATUS | Next stop, the enemies |
22:06 | POWERSHELL | Preparational packaging |
22:06 | 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. |
22:02 | 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! |
22:01 | SCRIPT | Alternate money steal effect |
21:55 | NOTE | I hope, as nothing has been tested yet |
21:54 | SCRIPT | Item recovery has been set right |
21:51 | NOTE | However recovering items has not yet been implemented (which will btw in the hard mode NOT happen). |
21:50 | SCRIPT | Stealing from allies has been implemented |
21:16 | SCRIPT | Class adaption for stealing items |
20:04 | NOTE | That was too long ago anyway |
20:04 | GAMEJOLT | Alpha Update |
18:50 | 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. |
18:49 | TRANSFER | Art Jesse |
18:49 | TRANSFER | Art bandit |
18:32 | TRANSFER | Art thief |
17:04 | 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). |
17:04 | CONFIRMED | This works |
16:49 | TEST | A small test is needed but trouble should not be expected |
16:49 | NOTE | The enemies, bosses, nor the Hall of Heroes member will appear yet |
16:48 | STATUS | That does at least complete the map itself |
16:48 | MAP | Area 005 has been done |
- = 19 Nov 2020 = - | ||
11:55 | TEST | No trouble to be expected, but hey, ya never know, right!? |
11:55 | MAP | Area Boss |
- = 18 Nov 2020 = - | ||
0:36 | BACKUP | Running |
- = 17 Nov 2020 = - | ||
22:47 | CONFIRMED | As far as I can check for now, this appears to be working |
22:34 | 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 |
22:33 | MAP | A new map has been created in stead for this location |
22:32 | DUMMIED | The puzzle, as I announced! The puzzle should no longer be reachable (unless you find out a way to cheat) |
- = 14 Nov 2020 = - | ||
17:38 | 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 |
13:57 | 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.... |
13:50 | FIXED | Syntax error |
13:42 | TEST | All Okay Now? |
13:41 | FIXED | I fixed that issue |
13:41 | SOLVED | That provided the answer I needed |
13:38 | TEST | Take II |
13:38 | DEBUG | Extra errorcheck must provide more answers |
13:35 | HUH | And now something completey different happens |
13:33 | VISUALSTUDIO | VS will have to provide me some answers now! |
13:31 | FAILURE | A .NET error has been found.... A referrence to a null object is made inside the API |
- = 11 Nov 2020 = - | ||
22:48 | FIXED | A packer issue in JXSDA |
1:07 | C++ | Success |
- = 10 Nov 2020 = - | ||
13:11 | 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... |
13:10 | 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.... |
13:08 | CONFIRMED | That too appears to work |
13:06 | CONFIRMED | JXSDA is used in the savegame I made, let's see if it also loads properly |
12:52 | 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 |
12:51 | FIXED | JXSDA Bug |
0:50 | 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 = - | ||
12:39 | 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 |
11:45 | FIXED | Crashing in my debug tool whenever volumes or volumized directories contain characters that shouldn't be in a file name |
- = 8 Nov 2020 = - | ||
17:35 | DEBUG | Some required debug crap set |
17:34 | PLAN | I think I got it, but I'm not 100% sure.... |
17:29 | BRAINSTORM | But I have an idea.... Well, sort of... |
17:28 | BRAINSTORM | I do have a few issues, as I didn't think everything through right, so I really need to sort this out.... |
12:14 | STATUS | All Crashes accounted for |
12:08 | TEST | Take VI |
12:08 | FIXED | Another (sigh) |
12:01 | TEST | Take V |
12:01 | FIXED | Case error |
11:54 | TODO | And while the builder runs, I'm gonna fix myself some food, as I am starving |
11:54 | TEST | Take IV |
11:54 | FIXED | And fixed a bug in the process |
11:53 | DUMMIED | Call to a Pascal function that no longer makes sense in the game |
11:53 | CONFIRMED | Yes I voided the actual issue, good |
11:47 | TEST | Take III |
11:47 | VOID | A bit of an issue in the NIL parser? |
11:40 | TEST | Take II |
11:40 | NOTE | Was to be expected when transferring from a case insensitive language to a case sensitive one |
11:39 | FIXED | Case Error |
11:32 | TEST | Take I |
11:27 | STATUS | Okay, by high exception I got the time today to put things to da test, so let's go! |
0:10 | 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 = - | ||
22:21 | 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). |
22:20 | 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 |
22:18 | NOTE | I really cannot tell what this will do for the gam yet, as there are still no visual effects |
22:16 | 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 |
21:17 | MAPSCRIPT | Preparations to pop |
- = 3 Nov 2020 = - | ||
23:07 | PASCAL | I wrote a prototype for the spiralling routine.... This prototype will now have to be translated to NIL |
- = 2 Nov 2020 = - | ||
21:16 | CONFIRMED | So far it's all cool, I see |
21:08 | TEST | Quick test to see if there are no parsing errors |
20:03 | STATUS | This class does nothing by itself though, but at least I can get a few things on the move now.... |
20:00 | 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.... |
10:53 | OFFTOPIC | She's good |
- = 1 Nov 2020 = - | ||
23:43 | NOTE | Please note, no effects should be expected it everything still happens under the hood |
23:43 | STATUS | Okay, it works the way it should now... |
23:25 | TEST | Take II |
23:24 | FIXED | Bad C-String-Formattting |
22:10 | TEST | Take I |
14:50 | STATUS | I'll test this all later, though |
14:47 | 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.... |
14:03 | LINK | Clickables (Can't believe I didn't need that earlier, hahaha) |
- = 31 Oct 2020 = - | ||
23:30 | CONFIRMED | Apparently so! |
23:18 | TEST | Does it work? |
23:18 | MAPSCRIPT | Point scanner |
21:00 | STATUS | From here I need to make actual effect, which will take quite some effort |
19:16 | ENHANCEMENT | I did make a bit of underground working better, but no big deal here |
19:15 | STATUS | FINALLY! |
19:15 | TEST | Take X |
19:03 | FIXED | Two small blockmap issues.... Hey, while I'm still at it, I might as well take care of this! |
19:02 | VOID | Did I void it? |
19:02 | FUCKYOU | Nil value? That is not possible! |
18:54 | TEST | Take XI |
18:54 | FIXED | Fuck you! |
17:40 | TEST | Take X |
16:10 | STATUS | Before I'm gonna work on, first a little break.... My brain feels like it's exploding |
16:06 | FIXED | And fixed it! |
16:06 | SOLVED | I think I found out why |
16:05 | 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 |
15:57 | TEST | Take IX |
15:57 | INVESTIGATION | I've added more debug lines that should help me in figuring this out! |
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