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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 |
10:44:04 | TEST |  Take CXXVII |
10:44:02 | TRANSFER |  The required art has been transferred |
10:39:07 | STATUS |  Very well, now the errors are about stuff that has not yet been transferred. Way to go. |
10:33:01 | TEST |  Take CXXVI |
10:32:55 | VOID |  NIL is case sensitive, but Scyndi is not. A little void trick has been dummied |
10:15:13 | TEST |  Take CXXV |
10:15:12 | DUMMIED |  Debug lines that will only conflict with the debugging system of SCI itself |
10:15:03 | SITE |  Added tag DUMMIED |
10:08:49 | TEST |  Take CXXIV |
10:08:48 | FIXED |  Code typo |
10:07:53 | TEST |  Take CXXIII |
10:07:42 | CODEROT |  KillFlow |
- = 15 Mar 2025 = - |
18:12:51 | TEST |  Take CXXII |
18:12:50 | CODEROT |  GetFont() |
18:12:01 | TEST |  Take CXXI |
18:12:01 | CODEROT |  Color |
18:11:10 | VOID |  Take CXX |
18:11:06 | VOID |  void |
18:10:06 | TEST |  Take CXIX |
18:10:06 | VOID |  Graphics coderot (I hope) |
18:06:11 | TEST |  Take CXVIII |
18:06:11 | VOID |  or and not |
18:05:35 | TEST |  Take CXVII |
18:05:34 | CODEROT |  QuickMeta NIL vs QuickMeta Scyndi |
18:04:52 | TEST |  Take CXVI |
18:04:50 | FIXED |  404 |
18:03:11 | TEST |  Take CXV |
18:03:07 | CONVERT |  General definitions converted |
17:47:44 | SEARCH |  FONT_MainMenu |
17:47:08 | TEST |  Take CXIV |
17:47:06 | LINK |  Music |
17:46:37 | TEST |  Take CXIII |
17:46:36 | STUPIDITY |  Fix error |
17:45:52 | TEST |  Take CXII |
17:45:51 | LINK |  Audio |
17:45:42 | CODEROT |   Font loader |
17:44:32 | TEST |  Take CXI |
17:44:27 | LINK |  Graphics |
17:40:52 | TEST |  Take CX |
17:40:51 | FIXED |  ? |
17:38:08 | TEST |  Take CIX |
17:38:07 | CODEROT |  # |
17:33:49 | TEST |  Take CVIII |
17:33:47 | CONVERT |  Some important conversions done, but the trouble is far from over yet! |
17:25:39 | STUDY |  Let's see |
17:25:34 | DONE |  Taken the original Introduction.nil code. |
17:20:43 | STATUS |  Here we go again! |
15:47:39 | STATUS |  And I think that after I had a break, I can now finally start this project. |
15:47:09 | C++ |  Well, as far as it needs to work for now, it works. |
15:43:08 | C++ |  Take CVII |
15:43:05 | C++ |  Fixes (you can't be serious about this one) |
15:42:18 | C++ |  Take CVI |
15:42:15 | C++ |  Actual compilation and SASKIA inclusion |
15:22:15 | C++ |  Take CV |
15:22:13 | C++ |  JCR6 inclusion |
15:22:05 | C++ |  Take CIV |
15:15:26 | C++ |  SASKIA location |
15:06:48 | C++ |  Take CIII |
15:06:47 | C++ |  Illegal function call |
15:06:14 | C++ |  Take CII |
15:06:10 | C++ |   Fixed several syntax errors |
15:01:27 | C++ |  Take CI |
15:01:25 | C++ |  Change checks |
14:47:46 | C++ |  Take C |
14:47:45 | C++ |  Cosmetics |
14:35:13 | C++ |  Take XCIX |
14:35:11 | C++ |  Where to find the Kthura sources |
14:31:46 | C++ |  Take XCVIII |
14:31:43 | C++ |  Config Loaders |
14:20:31 | CODE::BLOCKS |  So far, so good! |
14:19:41 | CODE::BLOCKS |  Take XCVII |
14:19:37 | CODE::BLOCKS |  Basis project |
14:08:14 | CODE::BLOCKS |  Basis for map preparation |
14:04:15 | SITE |  Added tag CODE::BLOCKS |
13:56:09 | SOLVED |  Ah, no that's just a bug in the Slyvina lib used by Jaxxal. |
13:55:03 | HUH |  No good! |
13:53:42 | KTHURA |  Take XCVI |
13:53:30 | FIXED |  Creating directories when needed still appears to be an issue |
13:51:51 | SEARCH |  Take XCV |
13:51:46 | STATUS |  Now there are a few more things to check out before the project can really begin. |
13:50:35 | RESULT |  Well, I guess it may just be the safer route to remove the swap files altogether and rewrite the object permakiller. The point is though that some dungeon appear to change more than just kills, but that this time there can also be texture and even blockmap changes. These occurances are rare though, but I must keep it in mind in order to make sure these changes are properly logged in the new system as well. The way the old swap files take this up will also no longer be supported anyway due to SCI being a completely different engine than NALA was, so in the end, I guess, it'll be all better this way. |
13:50:33 | SITE |  Added tag RESULT |
13:46:09 | STUDY |  Take XCIV |
12:39:12 | STUDY |  The savegames of Dyrt do all contain all swap files. Some of them packed with jxsda, which is not really in use in the current JCR6 (although not hard to implement so perhaps I should give it a go), but most of them just Store so that makes things easy. What I see is most of all mapkill data. This might be useful for me on the longer run, yes. |
12:34:26 | STATUS |  Whew... I still have those. Let's study. |
12:34:12 | SEARCH |  But let's not be alarmed too soon. I have a few search tools. |
12:33:31 | STATUS |  Well, the first setback... when it comes to swapdata I wanted to analyse some stuff, which I currently don't appear to have access to. |
- = 13 Mar 2025 = - |
20:22:13 | STUDY |  Right.... Basis I got... I have some ideas to cover this, however it WILL require me to adapt my C++ code. I don't like that, but I guess I can better be safe than sorry! |
20:21:31 | STUDY |  Things are more complicated here than I initially thought... I hope this all goes well. |
18:10:07 | STUDY |  Some study indicated there's a library called "Swap". If there's some library out there called swap, I'm gonna KILL that system, or at least void it somehow. I don't want ANY swap files around! |
18:05:11 | STARSTORY |  Well, that's was that. (Still stuff to do there,though) |
14:30:31 | STARSTORY |  And before that I'll have some business here too. |
14:29:54 | STATUS |  Right... All compiler errors now appear to be accounted for. However the adventure for SASKIA doesn't end there yet. I only know if it works the way it should once I'll see SASKIA in action, and it will be along time before I get to that point. I'll need to start the actual Dyrt project to make that happen. |
14:28:14 | TEST |  Take XCIII |
14:28:11 | STUPIDITY |  operator mixup |
14:28:10 | SITE |  Added tag STUPIDITY |
14:27:07 | TEST |  Take XCII |
14:21:42 | CODEROT |  How many more times will "script" pop up? |
14:21:07 | TEST |  Take XCI |
14:21:06 | CODEROT |  "debug" |
14:20:27 | TEST |  Take XC |
14:20:24 | CODEROT |  Another one bites the dust! |
14:19:53 | TEST |  Take LXXXIX |
14:19:37 | CODEROT |  "script" |
14:18:58 | TEST |  Take LXXXVIII |
14:18:57 | FUCKYOU |  Why are the m and the comma next to each other on my keyboard! AAAARGH! |
14:18:11 | TEST |  Take LXXXVII |
14:18:07 | CODEROT |  tonumber |
14:17:32 | TEST |  Take LXXXVI |
14:17:28 | SITE |  And that was the LAST time Merya's picture came from the Game Jolt server. |
14:12:39 | CODEROT |   Another one |
14:12:13 | TEST |  Take LXXXV |
14:12:12 | CODEROT |  "script" was not a keyword in NIL, but it is in Scyndi. |
14:10:38 | VOID |  Take LXXXIV |
14:10:34 | CODEROT |  _G |
14:10:01 | TEST |  Take LXXXIII |
14:09:55 | CODEROT |  Wrong var |
14:08:56 | NOTE |  Why do I think it's very likely Take C will be reached PRIOR to the offficial start? |
14:08:31 | TEST |  Take LXXXII |
14:08:27 | CODEROT |  Moar! |
14:07:38 | TEST |  Take LXXXI |
14:07:37 | FIXED |  Coderot |
12:03:34 | TEST |  Take LXXX |
12:03:33 | VOID |  Neither is "debug" |
12:03:07 | TEST |  Take LXXIX |
12:03:06 | VOID |  tonumber is not a core instruction of Scyndi... No matter! |
12:02:23 | TEST |  Take LXXVIII |
12:02:20 | FIXED |  A few things that nil accepts but Scyndi doesn't. Scyndi is more restrictive in a few things. |
12:01:03 | TEST |  Take LXXVII |
12:01:02 | FIXED |  Head missing |
12:00:35 | CONVERT |  Take LXXVI |
12:00:31 | CONVERT |  DateTime is a handy library so why not convert it to Scyndi. The required changes aren't that much either |
11:54:30 | TEST |  Take LXXV |
11:54:29 | CONVERT |  Stack -> Stacker |
11:46:21 | TEST |  Take LXXIV |
11:46:16 | FIXED |  Several fixes |
11:38:16 | TEST |  Take LXXIII |
11:38:01 | CONVERT |  SASKIA has been translated from nil to Scyndi - Now there's no guarantee at all that this will work, the "CALL" instruction most of all, may need adaption due to Scyndi's more sophisticated approach on matters. |
11:04:07 | JUDGMENT |  Good! It tries to include SASKA (even though SASKIA itself is completely incompatible at the present time). |
11:03:24 | VOID |  Take LXXII |
11:03:20 | VOID |  A little fake script, which will allow me to make it easier to convert SASKIA |
11:01:16 | GITHUB |  SASKIA can now be found on Github in the Scyndi Libs, but please note, the file may end on .scyndi, but it's still a nil source file. The adaptions will come soon. |
10:03:06 | LAZY |  I know it's lazy, but laziness can sometimes be the most effcient approach. |
10:03:04 | SITE |  Added tag LAZY |
10:02:37 | SEARCH |  I've looked up SASKIA. It's a system that has no more use at all in SCI, but copying it into the new version of the game anyway, will save me a lot of headaches, as it allows me to leave loads of code the way it is. |
- = 12 Mar 2025 = - |
22:38:10 | TECHNO |  Some more stuff may be added to it, as with the Kthura stuff in particular things may be quite nasty. Oh well. |
22:37:16 | DONE |  The BRUN script. Can't live without it |
20:57:20 | STATUS |  With that, the preparational work is done (aside from completing MyData! Oh well!) |
20:56:45 | JUDGMENT |  THAT's better! |
20:56:20 | TEST |  Take LXXI |
20:56:18 | FIXED |  That window was WAY too small! |
20:56:08 | SITE |  Added tag HUH |
20:55:57 | TEST |  Take LXX |
20:55:57 | DONE |  Run script |
20:37:54 | STUDY |  I had to study the results also. The original Dyrt.NET game on which this will be made, uses lzma as main compression. I needed to make sure that's now filtered out, as I don't have any support for that ... right now. |
20:37:53 | SITE |  Added tag STUDY |
20:36:53 | CONFIRMED |  Well, that works |
20:36:46 | TEST |  Take LXIX |
20:36:28 | DONE |  A quick view script. I will need it bad during the development of this version of the game. Making this is part of the preparations of all games I make I guess, regardless of engine. |
13:49:55 | NOTE |  This was testing more than actual development, although I guess the first dungeon has now been transferred in the process. It's yet still too early to fire the starting shot. |
13:48:04 | JUDGMENT |  For as far as I can see now stuff appears to be in order. |
13:46:26 | TEST |  Take LXVIII |
13:46:20 | FIXED |  One little config error |
13:43:16 | TEST |  Take LXVII |
13:43:13 | CONFIG |  Candle trouble |
13:39:55 | TEST |  Take LXVI |
13:39:53 | CONFIG |  Torch trouble |
13:39:16 | KTHURA |  Take LXV |
13:39:12 | TRANSFER |  Another attempt |
13:37:35 | GAMEJOLT |  Removed and replaced! 🖕! |
13:34:17 | TRANSFER |  some JPBFs |
11:21:00 | CONFIG |  Kthura transfer tool updated |
11:20:47 | TRANSFER |  Heroes Art |
09:04:57 | STARSTORY |  But first a few more tests on Star Story |
- = 11 Mar 2025 = - |
23:36:09 | NOTE |  Although there are also a few .jpbf cases, so that means it ain't over YET! |
23:35:40 | STATUS |  Well, I guess the transfer was succesful now |
23:35:23 | KTHURA |  Take LXIV |
23:16:24 | SEARCH |  Well, another one then.... |
23:16:11 | KTHURA |  Take LXIII |
18:41:59 | STATUS |  As this can take awhile I might as well start preparing my dinner. I am getting hungry, to be honest. |
18:41:08 | SEARCH |  Well, I guess I gotta use some search tools then |
18:41:07 | SITE |  Added tag SEARCH |
18:38:26 | KTHURA |  Something went wrong, and I need to sort out why that could happen. Some textures appear to be missing. How come? |
18:38:25 | SITE |  Added tag KTHURA |
18:37:48 | CONVERT |  Well, as I was trying to say, config for converting maps done |
18:37:32 | FAILURE |  I had to restart Azor as a result |
18:37:23 | FAILURE |  Why does Linux sometimes lockout ALL input from a terminal tab? |
17:36:22 | STATUS |  Of course, I cannot yet do much, as no visual output will be there. Likely even an error as the assets have not yet been transferred, but hey, ya gotta start SOMEWHERE... right! |
17:29:04 | STATUS |  Gotcha! |
17:28:51 | TEST |  Take LXII |
17:28:49 | VOID |  Dir trouble |
17:27:14 | TEST |  Take LXI |
17:27:11 | SITE |  Added tag CODEROT |
17:26:27 | TEST |  Take LX |
17:26:17 | VOID |  NALA_Medals no longer exists, I will have to check out later how to deal with this best. Since this only comes back in 4 dungeons, this is not something to be TOO concerned about |
17:25:33 | TEST |  Take LIX |
17:16:42 | SCRIPT |  I've set up a few libraries that will fake the NALA environment, this to save me a crapload of trouble later |
17:16:41 | SITE |  Added tag SCRIPT |
17:09:45 | STATUS |  Once that part works, I can prepare for the official start (yes even before Star Story is over. That project is about to get into a delay due to Windows issues and also because the voice acting status is not yet final). |
17:04:41 | CONVERT |  Working on converting the start up script |
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