Recent Posts

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91
Game Chat / Re: Anyone have any suggestions on fixing monster skills in GE?
« Last post by Rune on August 14, 2019, 08:49:39 am »
Any success? I haven't done any changes lately to the game but I am curious...
92
Game Chat / Re: Brigandine Grand Edition...
« Last post by Nthanhdat on June 12, 2019, 04:44:55 am »
lubronbrons,

Can u get code to enable change class Ninja without Shihara in country

Thank before
93
http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.10.zip is patch for that layer problem. I'm really surprised I didn't run into that problem the entire time I was working on layers. (I won't bore you with the details. Short of it, is the bug is triggered by opening the Maps menu, since that reads in the headers of the MAP files.)

 :1782:

http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.10.zip is a brand new patch, since we spoke on the subject. It fixes another problem I did to myself, and also the Copy/Paste system for map slots.

I just discovered the Copy/Paste thing earlier today. I don't use SOM_MAP enough. At the same time discovered that I can't get the elevation assignment button (=) to work with the multi-selection function. It sets the tiles to 0.0 instead of the value...

Maybe I'm crazy but I can't believe I've been using SOM for years and only just noticed this. If anyone knows this is a problem with the original software I'd appreciate it. It's something I'm going to work on for the new release I'm presently preparing.

(Multi-selection is accomplished by holding down Shift and click-dragging the mouse over a region of tiles.)


EDITED: I reuploaded the patch (http://www.swordofmoonlight.net/bbs2/index.php?topic=294.msg2720#msg2720) with a multi-select fix and taste test of the new SoftMSM system.
94
General Discussion / Re: Modding Expeditions (KF)
« Last post by Holy_Diver on May 28, 2019, 03:01:42 pm »
Here's info on blending the MPX models:

http://www.swordofmoonlight.net/bbs2/index.php?topic=297.0



I've been working on this since I finished the first round of UI work from the previous post here:

http://www.swordofmoonlight.net/bbs2/index.php?topic=293.0

There's an EXE demo for that at https://github.com/mick-p1982/glui/tree/master/bin/Win32

I also spent two or three days adding a UDP feature to PSVRTracker that emulates PSVRToolbox so that I can hook SOM up to it instead of the Toolbox now. I'm working jointly on it to try to get a camera solution for PSVR working and to use it to build up an "Exselector" project. The Tracker project uses C++ instead of C# so it's more in keeping with SOM. Because of the Toolbox project I started to consider C# for future work, but that made me to keep my eyes peeled for information about C# and ultimately I decided C# should be avoided.

This blending project is an outgrowth of the layer project.


EDITED: New release information for blending feature: http://www.swordofmoonlight.net/bbs2/index.php?topic=294.msg2721#msg2721
95
I finally got English language throughout the tools and in the game menus. I honestly found the language tool to be a little confusing given what I had to do to get things set up correctly.

If you read the main text it explains the situation:

Quote
Sword of Moonlight
KING'S FIELD Making Tool
World Language & Theme Pack Menu
================================

Step 1.
Press the big wide button below to begin downloading information about English language & theme packages.

Step 2.
Study the packages that should appear in the selection menu on the right just as soon as downloading completes.

Step 3.
There are two kinds of packages at this time indicated by the checklist in the top-right corner. There may be more by the time you are reading this.

Any items unchecked will appear in Japanese. In order to add a package, press the big wide button on the right. However first you may need to download/update it with the big wide button on the bottom.

Step 4.
When you are happy with your selections, press the big X in the top-right corner. Don't worry, if you are unhappy you can choose No.


Additional Instructions
=======================

The two buttons in the bottom-right corner let you add language/theme packs manually, from any location on your local network.

The ZIP button adds compressed packages. The other adds folders that are expected to be uncompressed packages.

To remove a package from your list, just make it blank. You can change the order in the same way. If two packages do the same thing, the package higher up in the list is used.

I think a tool like SOM you don't dive into lightly. It definitely needs some user guides to walk people through, but unfortunately that's something literally anyone can prepare, so I'm not able to do that kind of thing myself. I mean if I make a guide for one thing, then where does that stop? Usually user communities fill in that role for each other.

I'm scrambling just to cobble the bits and pieces together to make something work.

My major regret for this installer assistant is that I built in these long didactic explanations. I think it's nice, but it's pretty well impossible to translate. I can generally translate the tools into Japanese, but when it gets to natural text versus labels like that, I'm at a loss. The problem for me is everything is a hypothetical since as far as I know no one is using SOM for anything. People have no attention span, they just blow through town like the wind at most, aside from Verdite there is just Tom who made a bunch of admirable games. But that's pretty much the history of SOM apart from myself.

EDITED: Tom's screen name is... actually I think it may be slough spelled backward: Hguols. I usually use people's screen names, but Tom's published under Tom Eversole. Verdite is Ben Connolly. One of there demos that is a damn near feature length game is here (http://www.swordofmoonlight.net/bbs2/index.php?board=5.0) with SOM_EX. It's a good demonstration of what SOM is really capable of: https://www.facebook.com/pg/moratheia/photos/?ref=page_internal
96
SOM Guides, FAQ and Help / Re: Proper size and orientation from Blender to SoM
« Last post by theschap on May 20, 2019, 04:30:05 pm »
When I grabbed that quote I noticed the undownloaded menu selections disabled the menu... which apparently is how I designed it, long ago. But that's obviously not good. So I've worked on a fix. That may have contributed to your confusion with the tool.

I also looked at the daylight savings time problem. As near as I can see, the CRT "stat" implementation on Windows (theschap tells me through PM they're a programmer) is a magical beast of some kind, that uses local time and DST to formulate its "time_t" number. I never imagined that. I don't know if POSIX does that... it says it's in UTC time.

I'll give it a look. :)
97
SOM Guides, FAQ and Help / Re: Proper size and orientation from Blender to SoM
« Last post by theschap on May 20, 2019, 04:23:07 pm »
I'm always surprised by the funny things people do when faced with software menus, etc. Part of me wants to be sympathetic, but another part of me just sits back amazed and can't really see how to make things easier for these funny people, no offense.

This phenomenon is the reason I have a day job.  :wink:

Once I gain some more familiarity with the tools and architecture I may be able to offer some suggestions to alleviate some of the confusion I ran into at least. I'm generally of the mind that relying on a user's own intuition is not always the best design philosophy. In my case, I was coming in with very little understanding of how the tools were laid out, and at different points of the troubleshooting process interpreted different meanings to the descriptive text, and how things were related to one another.
98
When I grabbed that quote I noticed the undownloaded menu selections disabled the menu... which apparently is how I designed it, long ago. But that's obviously not good. So I've worked on a fix. That may have contributed to your confusion with the tool.

I also looked at the daylight savings time problem. As near as I can see, the CRT "stat" implementation on Windows (theschap tells me through PM they're a programmer) is a magical beast of some kind, that uses local time and DST to formulate its "time_t" number. I never imagined that. I don't know if POSIX does that... it says it's in UTC time. (https://metacpan.org/pod/Win32::UTCFileTime)

http://www.swordofmoonlight.net/bbs2/index.php?topic=294.msg2713#msg2713
99
http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.10.zip is patch for that layer problem. I'm really surprised I didn't run into that problem the entire time I was working on layers. (I won't bore you with the details. Short of it, is the bug is triggered by opening the Maps menu, since that reads in the headers of the MAP files.)

I'm always surprised by the funny things people do when faced with software menus, etc. Part of me wants to be sympathetic, but another part of me just sits back amazed and can't really see how to make things easier for these funny people, no offense.

The "Old English" pack has tripped up more than one person. I'm not sure why people install it, though it's kind of for people like yourself, who are migrating. In fact you might need to look into it if you have a project entrenched with the files here.

A tricky step for migrating projects is when SOM_PRM will want to convert your PR2 (or PRM?) files into the new PRO files. You may have already encountered this. That's what the Old English is for actually.

Quote
English Text Used By Old Games
==============================

This pack contains a likely incomplete selection of fan translated files that may aid any effort to up-convert older projects to a language neutral format.

If you only installed it because that sounds like the pack for you, then you have yourself to blame. But if you were trying up-convert your project, then maybe you were on the right track.

Making video games is hard. I hope you made a backup of your working project before venturing into switching over to a new system... it may take a few tries to salvage it.

I'm a little fuzzy on the details, but basically what you do with it, is you set your project to use it, really just for DATA. And you then open SOM_PRM, and it will use that DATA pack to generate your PRO files. The PRO files are identical to the old format, except they use the file name instead of the human-readable name in the file. That lets you make the name in the file multilingual. If you don't ever use the old SOM (which is kind of nuts) then you'd never encounter this problem. In a perfect world everyone uses the best software for their work.

The "Old English" pack sits alongside the "From Software" pack, and obviously those are both legacy support packs, that you'd want to avoid under normal circumstances.

The language menu is a little confusing by design because it's designed to be able to be used if you do not know the language. You notice it's symbolic. It's nonverbal. You have to keep your wits about you, and think intuitively.


P.S. How the PR2->PRO step works, is it builds a table of files/names and it looks for the names in your PARAM files and tries to match them to a file name in your DATA files. If you just straight copy the old files into your project you don't really need "Old English" but if you want to link your PARAM files back to the original From Software file names, then that's what it's for. I think you're probably better off just going into SOM_PRM and reassigning all of the profiles by hand.

The profiles in the install tree have a new categorization system that you don't (automatically) enjoy if you copy your old data folder. But I haven't done any work to cleanup the shoddy art work in From Software's object and character models, so the ones you have may be superior in some ways to the originals. I have found time to do significant work on the level geometry models. Those may be superior to ones in your old project.
100
SOM Guides, FAQ and Help / Re: Proper size and orientation from Blender to SoM
« Last post by theschap on May 20, 2019, 12:43:23 pm »
I finally got English language throughout the tools and in the game menus. I honestly found the language tool to be a little confusing given what I had to do to get things set up correctly.

When choosing the language packs, I wasn't entirely sure that I needed more than one. When I selected the 'Old English.zip' it checked both 'tool' and 'data' options, so I thought I was good to go. However, there isn't an 'Ex.ini' file in that pack so I either missed something or don't understand how things are linked up. Both are very possible.

In the end I added the "Default.zip", "Neutral.zip", and "Old English.zip" packs in the tool. I think copied the "Ex.ini" file from "../Default/data/my/prof" into my project folder, and all stages are in English.

I don't know if all of this is necessary, but I kept running into situations where one of the 3 SOM_MAIN, SOM_MAP, or som_db would be running in Japanese yet.

Quote
Like I said, if you make a game with Japanese as your language package for your tools, then you start out with a Japanese configuration for your project, which is default on SOM because it's Japanese software.

I think I messed up the order of operations somehow. If I had installed all 3 of those packs initially, more importantly the "Default.zip" then created the project I assume the "Ex.ini" file would have been moved for me.

In the end this process forced me to dig in a little deeper into the architecture than I would have otherwise so that's a plus.  :smile:
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