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19:10COCKROACH
COCKROACHOr so I thought
19:08TEST
TESTTake V
19:08VOID
VOIDALmost there
19:06NOTE
NOTEIncredible eh, how many fixes something trivial as this can need
19:06TEST
TESTTake IV
19:06FIXED
FIXEDThe Goddess ID conflict
19:04TEST
TESTTake III
19:04VOID
VOIDGRRR!
19:00TEST
TESTTake II
19:00FIXED
FIXEDAnd the other fixed
19:00VOID
VOIDOne issue voided
18:59NOTE
NOTESome bugs pop up that should even not be possible at all
18:59BUG
BUGExHuRU Wishful thinking
18:59NOTE
NOTE(And the only take I hope)
18:58TEST
TESTTake I
18:40STATUS
STATUSNow even though the game will crash when engaging into combat, I can try to see if stuff in general works.... I know the exact error I should get when all else works... or at least without crashing, as true bugs cannot be expected until the actual engine itself is set in motion... Oh well....
18:37STATUS
STATUSFoxy Good!
18:37VERIFIED
VERIFIEDAnd tune number 2 also works
18:36STATUS
STATUSJust waiting for tune number 2 then ;)
18:35VERIFIED
VERIFIEDAt least I can say that boss tune number 1 plays the way it should
18:35NOTE
NOTEAlthough the game will crash for now, once the combat starts, this because the combat engine has not yet been scripted, and a lot is there to do before I can even make that happen
18:34NOTE
NOTERight, the foes moving around in the field should be able now to initiate the battle
18:33SCRIPT
SCRIPTRight, script set for a random tune for both mob as boss fights
18:32STATUS
STATUSAstrilopup NOT THERE YET THOUGH!
18:32SCRIPT
SCRIPTthe Script is now able to pick a random tune, just out of the correct folder for the occasions
18:31SCRIPT
SCRIPTWhile the music plays in order to test this all out, I could alter the script
18:30TEST
TESTAnother test coming up
18:30DONE
DONEEating
17:52POWERSHELL
POWERSHELLHERE GOES!
17:51APOLLO
APOLLOAnother pack is required though so.....
17:51FIXED
FIXEDThat should be fixed now
17:50INVESTIGATION
INVESTIGATIONAnd I need to find out why
17:50FAILURE
FAILUREThat didnit work
17:48STATUS
STATUSWell, since that looks like it's in order, the boss songs will now come into play
17:47VERIFIED
VERIFIEDMob song 002 works
17:46VERIFIED
VERIFIEDYirl Mob song 001 works
17:45MUSIC
MUSICI am currently listening to hear if all the alterings did go according to how they should go
17:43STATUS
STATUSCrystal So far so good!
17:43POWERSHELL
POWERSHELLScript run
17:43APOLLO
APOLLOI've made some aliases for the music used in combat, this so I can be sure the random tune picker picks this all up accordingly
16:39TECHNO
TECHNOIn order to save myself tons of bugs, I will always add the "kill" attribute to foes on the map as soon as you touch them igniting combat. You cannot run away anyway (you can use ability to force the enemy out of combat in stead) and if you respawn after combat the map is reloaded also, so all in all no reasons not to do this. All that would cause are needles bugs... or rather cockroaches
16:35OFFTOPIC
OFFTOPICSue Now I didn't create that Einstein quote picture that I placed onto this page out of protest for the imbecile way in which the COVID19 virus is being combated, however whoever did misspelled "stupidity"
16:34CHECKED
CHECKEDI've checked the Arena pictures, they look good enough for me to be stretched.... It would save me tons of work... I know I'm lazy, but I gotta face the facts, this project is not worth it to put that extra kind of extra effort into it....
14:59NOTE
NOTEThis has NOT YET been linked to the in-field enemies, so don't expect anything to happen there yet!
14:59LINK
LINKSome linkup code has been written in order to make starting combat possible
12:47TECHNO
TECHNOIn order not to stress things up too much, I'm going to look into a kind of possibility to fake a lower resolution screen in order to make combat possible without having to redo all arenas, like I had to do in Dyrt, however it is possible that life will be harsh and that I will have to keep that setup going.... This to prevent too much pixellation in higher resolutions... I really gotta sort this out
12:45SCRIPT
SCRIPTA start has been set up for the combat.... Two classes that will allow me to configure the start of a combat. Very important... After all, without this data the battle cannot even start at all...
1:35FIXED
FIXEDVoila
1:32INVESTIGATION
INVESTIGATIONSo my dear Watson, it's only elementary we're gonna find out why
1:29COCKROACH
COCKROACHDoesn't work... at all
1:29STUPIDITY
STUPIDITYI had to recompile the engine
1:20TEST
TESTHopefully this works, and if so, I can go to bed
1:19ENHANCEMENT
ENHANCEMENTThe Scroll value in the savegame screen should now be saved whenever a savegame is accessed... Counts for both loading and saving
1:03MYSTERY
MYSTERYWe'll never know why, and frankly I don't care... What works that works!
1:03HUH
HUHExHuRU It appears to work now
1:01EXPERIMENT
EXPERIMENTThis is highly unorthodox, but what the heck
1:01COCKROACH
COCKROACHThis is really really odd
0:56EXPERIMENT
EXPERIMENTI really must see what happens now... This is a bit of odd way of working
0:49BUG
BUGChasing works FAR from perfect
0:47FIXED
FIXEDBakina Missing check
0:38NOTE
NOTE(In the original game this part also gave me nightmares. It was for that reason I never re-implemented this in TFT REVAMPED, Dyrt.NET nor even 63 Fires of Lung)
0:38DEBUG
DEBUGLet's dig into this a bit more, shall we?
0:34STATUS
STATUSWendicka Very well, I expected this to take some time
0:34BUG
BUGDoesn't work.... at all
0:24TEST
TESTBut I can of course check if the chasing itself works the way it should work
0:23NOTE
NOTEThey will NOT yet engage in combat, though, and I'm not even gonna start that part today
0:22DONE
DONEThe enemies will now chase after you
- = 24 Dec 2020 = -
20:59FIXED
FIXEDCode typo
20:59VOID
VOIDAn error in Rolf's experience stat data has been voided.... This "error" is actually non-existent, but the zlib encoder I could get for C# keeps on refusing it. The data I added will by my inside parser just be read normally, but some checkup data has been written in a way making the the actual level initiator always ignore it
20:13FIXED
FIXEDSeveral issues
20:05NOTE
NOTEThis is debuggable though
20:05NOTE
NOTEI am not sure about the enemies appearing actually being appearing in all difficulty settings they should or only in the lowest available to them. The Easy Mode enemies must appear in all three modes, and the Casual mode enemies in both casual and hard mode, and the hard mode enemies in hard mode only
19:59FIXED
FIXEDCrash in debugger
19:59MYSTERY
MYSTERYCrystal Computers are sometimes beyond human comprehension
19:58HUH
HUHAnd now they DO show???????
19:44DEBUG
DEBUGSome extra debug so I can check things out
17:56DEBUG
DEBUGI'll get into this later....
17:53COCKROACH
COCKROACHKota Except for the standstill enemies, all enemies have disappeared.....
17:49TEST
TESTGRRR!
17:49FIXED
FIXEDIllegal Function Call
17:49CONFIRMED
CONFIRMEDAt least I know the API appears to work now
17:47NOTE
NOTE(And the think the HARD WORK has yet to begin)
17:46FIXED
FIXEDEverything fixed now?
17:40STUPIDITY
STUPIDITYAnd (for course) I must never forget to rebuild my resource file
17:39FAILURE
FAILURENo, neither do I
17:39FAILURE
FAILUREAnd it was A MISSING NAMESPACE REFERRECE! The compiler never missed it before, the code I changed was not even close (and the audio couldn't even have worked with that error in place), and suddenly it's an error... You follow?
17:36COCKROACH
COCKROACHOf course C++ had to return 1200k+ errors, as I didn't touch my code in awhile.... typical
17:34DONE
DONEThe Goddess It's there now!
17:34HUH
HUHNo "Blocked" check?
17:19FIXED
FIXEDSeveral fixes
16:28TEST
TESTOf course, the question now is... Do they work? Well, let's see...
16:28NOTE
NOTEThey will only move their basic pattern... They will NOT chase after you when you get too close, nor will they initiate combat when you touch them
16:26DONE
DONEWendicka The enemies should now move
0:10STATUS
STATUSHowever, Dyrt is at a point that I can almost reap what I sowed.... once that is done, I will first put myself to Star Story,....
0:09STATUS
STATUSThis is still in a standstill....This is because the combat stuff is very complicated and then having multiple projects may not be the best way to go....
- = 18 Dec 2020 = -
16:21ANNOUNCEMENT
ANNOUNCEMENTI see Github.com now supports a DARK MODE, and all DECENT people now think FINALLY! (better late than never, eh?)
- = 16 Dec 2020 = -
18:57STATUS
STATUSOh, this picture of Einstein is annoying ya?

Sorry, it will remain visible for awhile :-P

- = 14 Dec 2020 = -
21:43TECHNO
TECHNOReggie COMPLETELY DEMENTED
21:42TECHNO
TECHNOSTUPIDITY
21:37TECHNO
TECHNO
- = 4 Dec 2020 = -
16:50MEDICAL
MEDICALAnd I really must take a break now.... I seem to have overexhausted myself in my work in general. I hope I can resume the action, soon!
- = 1 Dec 2020 = -
0:16C++
C++SaveGame directory configuration works
0:14C++
C++New Game screen done, except for the start button itself, but before that I suppose there's work to be done
- = 28 Nov 2020 = -
11:59STATUS
STATUSThis project is temporarily on hold.... Dyrt being almost ready and TFT REVAMPED being done in a way that may produce a playable result in only a very few months, and this being the longest project measuered in estimated time left, I did have to make choice...

Please note, I said ON HOLD, and NOT CANCELED. This project will be continued, but I cannot yet say when....

- = 27 Nov 2020 = -
11:02FAILURE
FAILURENow C# appears to refuse to read the level data for Rolf between level 600 and 699, while it does compress it properly. This appears to be an issue in the C# zlib expander. Now I did try it with my JCR6 tools written in Go, and there the file offers no issues. This only causes some trouble with some mini tools setting things right, and I can get around it, however what matters, of course is if C++ is able to expand it nonetheless, and it will take awhile before I can check all that.... Let's hope it does, and if not, then there are always a few way to cheat things.
- = 26 Nov 2020 = -
14:58C++
C++

It works! Cool! Now I do not know if it searches for zlib.dll as a dependency or that it uses internal code only.... This is hard to tell with the stuff I got to get zlib working, but hey it works, for the short term my most important concern....

12:59C++
C++I've now added zlib to the Apollo engine... Stuff is not yet tested though
- = 25 Nov 2020 = -
21:15TECHNO
TECHNOAt least I can try to get stuff working now... Better a working zlib than an lzma beyond understanding, but it remains odd nonetheless
21:13FIXED
FIXEDzlib packing now works in C# of some odd reason.... I don't understand why, but it does.....
20:02C++
C++

I got the zlib routine working for JCR6 in C++

This is not half as good as lzma and there are still some issues with packing zlib in C# which will still get me issues here, but at least it's something and when worst comes to worst I can create a repacker in GO or even C++, but I hope I don't have to go down that route!

0:00STUPIDITY
STUPIDITYwrong devlog.... for quite a long time I see... fuck that!
- = 24 Nov 2020 = -
23:59CONFIRMED
CONFIRMEDAll sealed bosses are okay, I only need the test the two located in Dyrt
22:04REMOVED
REMOVEDAnd all backups have been remove... of course!
22:04TEST
TESTLet's see if the problem's been solved now
22:04FUCKYOU
FUCKYOUAstrilopup Done
22:02FUCKYOU
FUCKYOUAdmiral Lovejoy I really need to turn off jEdit's ~ style backups.... The engine hates them, or so it seems
21:58HUH
HUHWTF is this error? (no reason to come up with it, really)
21:54NOTE
NOTE(At least I hope so as this part is giving me more and more headaches)
21:54FIXED
FIXEDPossible crash in red temple for GJ only dungeon
18:53VOID
VOIDIt's not possible this random routine could crash the game, but I made now sure that if it crashes now I can 100% irrefutable proof that Lua is busted!
18:20FIXED
FIXEDBroken steal on Kabi sealed boss
17:49MYSTERY
MYSTERYThis will remain a mystery then
17:47FUCKYOU
FUCKYOUAnd suddenly it doesn't happen anymore.... Well it was impossible from the start, but now I cannot guarantee if stuff works and THAT SUCKS!
17:44POWERSHELL
POWERSHELLLet's rebuild all the crap
17:43HUH
HUHFor some reason the security is now failing COMPLETELY!
17:35DONE
DONETaken care of some real life business
15:55INVESTIGATION
INVESTIGATIONI'm trying to see where it goes wrong when contacting GJ for the check on the GJ only dungeons, as what is happening here is beyond possible.
15:15FIXED
15:15DEBUG
DEBUGI've done a few extra lines that should short the impossible crashes out, if no results I guess I must make it always return true in case of failure
14:27TEST
TESTGoing for the black priosn now... No issues expected there, but hey, ya never know, right?
14:27STATUS
STATUSI hope everything is in order now.... :-/
12:10FAILURE
FAILUREfor some reason my mouse is malfunctioning now, though
12:10DONE
DONECleaned up my desk (and it was about time)
- = 11 Nov 2020 = -
1:09C++
C++I've set up a compression method which I could now unpack in C++. It's far from perfect, and the compression ratios are a bit sucky, but it does the job, and that's what matters most... At least on the short term. I will still try if lzma is an option on the longer term, though....
- = 31 Oct 2020 = -
14:23OFFTOPIC
OFFTOPICIn memoriam

Sean Connery

- = 24 Oct 2020 = -
16:36DYRT
DYRTAdmiral Johnson Speaking of Dyrt -- My time for today is not very well.... Tonight the final revelations for Wie is de Mol? will be shown and I do not wanna miss it, as I followed this entire season...

Doing the foe control is gonna take too much time.... Tomorrow I have some appointments that can also be time consuming (as every Sunday), so I'll focus on Dyrt where things are (for the time being) a lot simpler, until at least after the weekend.

16:33STUPIDITY
STUPIDITYAAARGH! I really should finish Dyrt so the devlogs don't mixed up anymore
15:26TEST
TESTLet's see then
15:26FIXED
FIXEDThe GJ Crash on login failire in Gagolton should be fixed now
15:13C#
C#A small basis has been made for the savegame transfer tool.... This is all layout for now as the actual transfer requires more stuff to be in order...
- = 22 Oct 2020 = -
18:16NOTE
NOTEWrong Devlog
18:16FOE
Sue Heaven 17
18:12ABILITY
ABILITYTemptation
18:10TECHNO
TECHNOThat secret note below is just a test.... I wanted to make sure the text was invisble, but the CSS config was not set to set
18:07SECRET
SECRETTest
- = 21 Oct 2020 = -
18:36STATUS
STATUSBefore I get onto moving the enemies, I think I can best now get onto finishing the Hall of Music in Dyrt first.... I am thinking of enrolling the closed Alpha out more once that has been finished, and the more content of the New Game+ that has been finished the better....
1:42CONFIRMED
CONFIRMEDWorks!
1:38TEST
TESTTake II
1:38STUPIDITY
STUPIDITYI guess I'm getting really tired
1:31TEST
TESTQuick Test (I hope)
1:24STATUS
STATUSNow bosses are a different matter.... The first boss that makes use of this system in in the grass forest, and it will take awhile before we get to that point
1:19DONE
DONEMovement configuration in constructor
1:18DONE
DONEThe random factor will now also filter half of the enemies out, except for the bosses, and enemies in the "AS" (Always Standstill) category....
1:05CONFIRMED
CONFIRMEDTHAT cleans things up a bit, oh yeah!
1:00TEST
TESTTake II
1:00FUCKYOU
FUCKYOUOh well!
0:57TEST
TESTTake I
0:57DONE
DONEBriggs Enemies not tied to the chosen difficulty setting should no longer appear
0:54MYSTERY
MYSTERYWhy it suddenly works now is a mystery though (Well, it was already a mystery why it didn't in the first place)....
0:44UPDATED
0:41STATUS
STATUSNow I must make sure the enemies spawn in moderation... For starters, some spots only work in certain difficulty settings, so I should make sure those are ignored in the lower difficulties, and a random factor also comes to play.... The game will in other words normally never use all spots....
0:40DONE
DONETHAT should do it!
0:36TEST
TESTTake IV
0:36DEBUG
DEBUGLet's see
0:34COCKROACH
COCKROACHFix ignored!
0:31TEST
TESTTake III
0:31FIXED
FIXED!
0:31STUPIDITY
STUPIDITYRight!
0:27TEST
TESTTake II
0:27FIXED
FIXEDDeclaration error
0:27TEST
TESTBakina Take I
0:06TECHNO
TECHNOThis can cause extra crashes on the short term so an extra test is needed....
0:03OPTIMIZATION
OPTIMIZATIONThat should work out better
- = 20 Oct 2020 = -
22:19STATUS
STATUSWell more on that later... First a break!
22:19NOTE
NOTENow I also realized (this will particularly be important in the multi-layer maps), that I should make multiple lists of enemies... It won't make sense to update enemies on a layer you are not on, and it only would cause slowdowns and crashes and stuff....
22:18NOTE
NOTEDr. Sal’pr’drita Not altering the invisible enemies did appear right....
22:02TEST
TESTTake XVI
22:02OPTIMIZATION
OPTIMIZATIONattempt
21:37NOTE
NOTEOf course, in the end result there will be less enemies....
21:37UNDESIREABLE
UNDESIREABLEThe game slows down terribly as a result....
21:36NOTE
NOTEIt works, but....
21:31TEST
TESTI will have to test this out
21:02FAILURE
FAILUREIf you see a capview video in stead of an a cappella act, you fell victim to a bug within YouTube... Sorry, that's not something I can help (I used the same code on my Dyrt Devlog and I saw the correct video there, so it's really a bug in YouTube... I thought they'd have fixed it by now as I encountered before years ago).
20:58LINK
LINKThe monsters have now been linked to the callback routine
20:56OFFTOPIC
OFFTOPICI love this

20:48NOTE
NOTEthis will only turn the enemies green, yellow or red accordingly to their difficulty settings, as their movements have not yet been scripted
20:48SCRIPT
SCRIPTCheckAll method written
19:50NOTE
NOTEImportant to note is this.... Difficulty settings are NOT yet taken to mind, so all enemies spawn regardless of setting... random factors are also not yet taken to mind, all in all, we more enemies in the field now than there should be, but that is planned
19:49FIXED
FIXEDDominance issue
19:49CONFIRMED
CONFIRMEDThat does indeed the trick
19:45TEST
TESTTake XV
19:45FIXED
FIXEDI think I fixed that
19:41INVESTIGATION
INVESTIGATIONYup, it really seems that the actors DID spawn
18:55INVESTIGATION
INVESTIGATIONRolf It looks like the actors do spawn, but that there's something wrong with their visibility....

I need a break now, but this will be my focus!

18:44INVESTIGATION
INVESTIGATIONNow this needs to be sorted out
18:44COCKROACH
COCKROACHKota Nothing appears to happen at all... At least not visably.
18:40TEST
TESTTake XIV
18:38VISUALSTUDIO
VISUALSTUDIOSo recompiling was in order
18:38C++
C++That was in my C++ code
18:38OPTIMIZATION
OPTIMIZATIONStuff no longer needed dummied
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