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
10:54PLAN
PLAN I've decided to wait with Bitotopia until I've at least defeated some of the optional bosses... the sealed ones, I mean
10:53STATUS
STATUS So far so good!
10:53CONFIRMED
CONFIRMED And Jennifer does open the Dark Storage on the right moment now, as far as I can tell...
10:52CONFIRMED
CONFIRMED Frundarmon's basement appears to work the way it should
10:52CONFIRMED
CONFIRMED Jeroen appears
9:30NOTE
NOTE And the dungeon Digitopia he'll unlock comes later, but I needed to make sure this works, at least!
9:30MAPSCRIPT
MAPSCRIPT But Jeroen will only appear when you've defeated Frundarmon during the New Game+
9:30MAP
MAP Jeroen added to Felixium
9:26TRANSFER
TRANSFER Art Jeroen
0:30FIXED
FIXED Code Typo
0:18TEST
TEST Let's see
0:18NOTE
NOTE Perhaps I found it?
0:16INVESTIGATION
INVESTIGATION NOTHING shown in the chain routine allows this crash to happen... odd
- = 22 Nov 2020 = -
22:31STATUS
STATUS Dernor First a break, though!
22:31INVESTIGATION
INVESTIGATION So the next task for me will be to find out, WHY!
22:30BUG
BUG Second part of the facility crashes the game
22:10UPDATED
22:09CLOSED
22:09CONFIRMED
20:56TEST
TEST Take IV
20:56VOID
VOID For real now?
20:53VERIFIED
VERIFIED No errors, no warnings, so WHAT THE FUCK GIVES C# THE RIGHT TO IGNORE THIS FIX?
20:52COCKROACH
COCKROACH I am REALLY getting pissed off now!
20:51TEST
TEST #129 - Take III
20:50POWERSHELL
POWERSHELL let's compile AGAIN!
20:50COCKROACH
COCKROACH ignoring fixes, eh?
20:49TEST
TEST #129 - Take II
20:49VOID
VOID I hope this clears everything up for real now
20:46VOID
VOID Ah, it seems a different function was used here....
20:46VOID
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....
20:40COCKROACH
COCKROACH Stuff seems to go wrong when actually scanning games for achievements... Now this is odd
20:34COCKROACH
COCKROACH Clearly now it complains in other ways....
20:26TEST
18:56STATUS
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
18:53FIXED
FIXED It seems #213 is indeed fixed
18:33TECHNO
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...
18:12COCKROACH
COCKROACH Of course, the system NEVER agrees with me :(
18:00TEST
TEST Take I
18:00NOTE
NOTE Rebecca But a test is in order to make sure
18:00FIXED
FIXED I hope I fixed #213
12:29MYSTERY
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
12:28VOID
VOID SASKIA conflict
1:06FIXED
FIXED ?
1:03HUH
HUH I see some strange things happening when both the crack text as one of the bed rooms go off in conjunction....
0:09VOID
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 = -
21:54TODO
21:51MAPSCRIPT
MAPSCRIPT Rubine Should now appear in the Hall of Heroes, but only if you found her in the Thief's Den
21:34NOTE
NOTE Not that it matters on the short term as the internet shit is still broken, but hey I need to make things sure
21:33GAMEJOLT
GAMEJOLT Linkup done, but something went wrong, requiring me to do a manual fix
21:28FIXED
FIXED Tag error
21:27ACHIEVEMENT
ACHIEVEMENT I'm not a thief... I'm a TREASURE HUNTER!
21:25FIXED
FIXED Rubine's disappearance in Thief's Den was not permanent
21:15TEST
TEST Rubine
21:15SASKIA
SASKIA Rubine
21:13SCENARIO
SCENARIO Rubine
21:10MAP
MAP Rubine
21:07TRANSFER
TRANSFER Art Rubine The Hood
18:53STATUS
STATUS The next issue will be to put Rubine into the Thief's Den, and of course, the Hall of Heroes.
18:53FIXED
FIXED Done
18:51STATUS
STATUS I still need to set a few things right
18:36TEST
TEST Again!
18:36FIXED
FIXED And that will fix that mistake
18:36BOOST
BOOST So let's up the HP up "a little"
18:35TECHNO
TECHNO Scyndi So I guess every con has its pro after all
18:35CONFIRMED
CONFIRMED The scripts around the boss work properly
18:34STUPIDITY
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
18:25TEST
TEST Jesse
18:19LINK
LINK Jesse
18:19MAPSCRIPT
MAPSCRIPT Jesse
18:19SASKIA
SASKIA Jesse
18:13NOTE
NOTE He'll still ignore you, this was only an update of the database
18:13BOSS
BOSS Jesse
17:55NOTE
NOTE Important note, if you approach him now, he'll simply ignore you, as the boss activation scripts have not yet been written
17:54MAP
MAP The boss has been placed into the map
17:52DATABASE
DATABASE Preparations to get the boss in order
17:51ABILITY
ABILITY Irravonia Super Break Stab
17:01NOTE
NOTE New Game+ dungeon won't be there for final chapter... Nothing planned and I want this project to be over and done with....
17:00UPDATED
16:55CLOSED
CLOSED #21 -> Scrapped due to time running out.
16:51CONFIRMED
CONFIRMED It APPEARS to be working now
16:12TEST
TEST Take IX
16:12MYSTERY
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...
16:09FIXED
FIXED Should show the name of the item, not the code referrence tag
16:08STATUS
STATUS CLOSE but no cigar!
15:57TEST
TEST Take VIII
15:57VOID
VOID Debug issue
15:48TEST
TEST Take VII
15:48NOTE
NOTE AND STAY FIXED!
15:48FIXED
FIXED Brendor Again!
15:48HUH
HUH As a magic stroke my fixed code reverted back to the original bugged code....
15:47COCKROACH
COCKROACH WTF?
15:39TEST
TEST Take VI
15:39NOTE
NOTE At least this is the first bug in the actual content that was on testing
15:39FIXED
FIXED Unknown identifier in steal script
15:37TEST
TEST Take V
15:37FIXED
FIXED And that should fixed that issue in the process
15:36GENERATION
GENERATION Done that now
15:36SOLVED
SOLVED Ah I forgot to run the NEG tool.... Silly me
15:36TEST
TEST Take IV and the screenshotter at the ready
15:34FAILURE
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!
15:34PLAN
PLAN Long term plan #262
15:18TEST
TEST Take III
15:18MAP
MAP I forgot the random treasure spots, so I placed them in
15:17FIXED
FIXED Enemy reference error
15:09TEST
TEST Take II
15:07FIXED
FIXED Arena issue?
14:56TEST
TEST Take I
14:56STATUS
STATUS It's testing time!
14:37NOTE
NOTE Boss is not yet placed, so I can only test up to that point
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 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