By viewing the following images you agree not to sell, hire, rent or copy my own designs.
You may link to this webpage through my permission.
This is my work and i have spent hours on it. If you want to create something like this, do it yourself, please.
This game was made with the Sword of Moonlight tool made by From Software.
It was also made with Metasequoia and Metasequoia LE (freeware/shareware)
Textured with GIMP, ms paint and irfanview.
IMPORTANT: These renders, items and alot of ideas are now obsolete. This thread has been left here for development purposes.
Chances of seeing anything in this thread in the final game is very slim indeed.
For more up to date screenshots and renders, please view the "Rathmor screenshots and video" Thread.
I am proud to introduce my game, Rathmor.
It is a SoM built game, created and designed by myself alone.
The game will include...
New weapons and armour unseen before in any KF or SoM game. There will be new types of weapons such as spears, flails, and a few other hidden weapons.
I dont want to spoil the surprise, but heres a little sample of renders.
A unique axe.
A sword.
An important sword.
A plumed helm.
A simple scalemail armour.
New maps and environments
I have exhaustively compiled and created alot of new map pieces. All map pieces are useable, and playable.
Heres a sneak peek of a few models. Please understand that these screenshots were taken during development stages, and that the final results
will very possibly variate from them.
New enemy textures
Features:
The game will have a free roaming aspect, allowing players to initiate side quests during the main quests.
Important item gathering feature.
The ability to combine items, and to make new items.
Counters that affect the games outcome and the outcome of quests.
Important npc interaction.
Survivalism! (to an extent!)
Alot of the main games features will remain hidden until its ready to play!
There will be a prologue coming soon, and after that i hope to add my main game!
UPDATE! 19/8/10
Some new item renders...
An embossed shield (texture feedback would be nice.)
A bascinet.
A tribal style bone shield.
A bone spear. (Upper detail.)
I've made alot more but i cant really give the suprise away.
I'm finished with the items now, i dont know if they'l all fit into SoM's item list!
Here is something I've worked on the last couple nights. You can get your paws on it by downloading the latest SomEx.dll which will be available soon over in the DirectX9 thread (wish I had a link at my fingertips)
It squeezes into 640x480 (assuming you end up with the same font maybe ... no worries, the font can be standardized) but can also come in two columns and double wide mode depending on your resolution / preferences. The double wide mode probably won't be accessible in the first release.
I really need to add some stuff to the ini file for customizing things. And there's a lot more memory to sift thru than I expected (which is probably a good thing because it means Som uses the heap little if at all) so just paging thru all the memory is really too cumbersome, so I need to add some features like jump to and find.
Oh BTW this is a realtime memory inspector. You can see Som's memory while you play. So like if you see a number changing while you're turning, then it stops changing when you stop turning, and so on, then you've found the memory where Som stores the player's turn angle. This will really revolutionize Som. We just need to map out all the memory like Game Genie people do for games... so you can have infinite HP for example.
I think maybe I see the clock, but I could be wrong. Hopefully that would allow me to fix the clock reset bug for example. Another important piece of memory would be the current map number. That would let us get started doing things like adding a better background to each map (one that sits still for example)
Of course there are other benefits like setting up events that let you detect what the player has equipped. So anyway, I advise everyone to take this quite seriously.
That said it's still not super useful for every day use until I can add some features. I can already find some memory pretty easy by building a search into the code. But that's not super practical. I also want to build some notation into the inspector so like if it's known what some memory is it will print that on the line above. There will most likely be two addresses for everything, one for som_db.exe and one for the game exe (som_rt.exe) but hopefully they will overlap enough to build a mapping, but the ini file will have to let you specify both just in case... especially for new memory.
I spent a lot of time setting up a way to input what address you wanted to look at, but it wasn't practical to do with dinput in the end, so I will have to rethink it a little in terms of more traditional window input. If you use the traditional Som key layout it's pretty simple, but I can imagine if you wanted to map the movement keys to WASD that would make trouble for typing in hexadecimal addresses (which would need A/D) for example.
I wish it worked with the pause extension but it doesn't because the pause extension literally pauses everything. It would take a bit of work to pause the game but still have access to the overlay etc, but I think that might eventually happen. Especially if we start using the overlay for other types of stuff (like printing out stats about the game while you work with your map)
I think Todd really wants a falling damage extension. So first person to find the memory that stores the player's position in space gets a cookie (I think the HP parameter will be pretty easy to pin down... in fact I hope all the other player related stuff is nearby)
Does anyone know of any decent free and easy to use software that i can dl to create some interesting music for my games? I've already got alot of music lined up, but some of it doesnt fit entirely... I loved the old KF music, pretty much all of it was great (except some which was almost too dark.)
I'd like to mess with synth, keyboard keys and some ambient sounds.
Yeah I'm set in my ways.......I am making this game for me......Not for the community, I am sure that MOST of the community will enjoy it though...... Ya know Red dead redemption is being hailed as a masterpiece from Rockstar..........but funny thing , I still read alot of NEGATIVE reviews...... Mostly by gamers...... and most of thoses games are young, MEANING they were babies when the PS2 came out...... these kids are used to HIGH quality super graphics games..... I grew up with an atari2600 and vision....... I expect alot of folks to diss my game as a dated piece of crap........ Read some of Todd reviews on CNET..... ( I wanted to smack some of the morons who dissed it)...... but upon looking up there profiles, they are 12 and 13, and if it ain't on a PS3 then it's crap......... well Todds game is AWESOME by any means , and definatly NOT PALE.......... I am using this engine cus it's free........ and has a uniqueness lost in many newer games.......... That is also why I put off making the origanal game I wanted to make, because I can't do what I wanted on Som, however it is what is....... And I will do my best to make it as new and exciting as I can...................ML
I'm not positive this is the absolute best use of my time at the moment. But I'd just like to announce that I've been successful as far as I can tell in cramming multiple versions of DirectX into the SomEx library. This is a somewhat interesting feat because the DirectX headers are in no way compatible (will cause your compiler to explode if you include more than one)
Anyway that was the part I was kind of curious whether or not it would even be realistically possible. What's left to do is mostly a lot of mindless marathon finger work. Though there very well may be some logistical problems adapting the DirectX7 methodology to DirectX9 etc's along the way.
Fortunately the problem can be approached more or less piece mill because the Direct X components overlap very little. So I will probably just focus on graphics for a while. For DirectX7 it's only necessary to implement the interfaces which require monkeying with. But with DirectX9 every interface which Som would require must be implemented, so that will be a lot of work. Fortunately that is probably a only a smallish subset of all of the DirectX9 interfaces.
DirectX9 has an Ex mode which is exclusive to Vista (and 7 surely) which I think is probably there to cover all of the compatibility stuff that DX10 addresses. So I'm thinking there is probably not much gain to be had in implementing 10 and 11 though some day that might make sense. But I haven't actually looked into it.
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I'd guess Ipower was hacked instead of swordofmoonlight.com. This doesn't look like something any service provider like Ipower would slap on their 404 pages. It doesn't even look like a proper webpage. Hopefully swordofmoonlight.com's files/etc have not been compromised.
BTW, This content is coming from a domain named dsnextgen.com.
I started to use SOM a few days ago and now I need a lot of help :)
I am Georgian and I would like my game to be in Georgian but the game uses two fonts (Mincho or something and Gothic or something :D )
I want to use my native font. I was thinking about backing up above mentioned fonts and renaming my fonts (acad nusx geo) and replacing those ones but I thought that was not the brightest idea, because if I'll want anyone to play this game on their own PC they might experience problems with the font. I hope this is the right place to post this.
thank you all in advance and I am very glad to be here with the peaople who LOVE the KF games just like me.
Unfortunately I have not had a ton of traction in the Som dept. ever since I got my computer back in in business (not including the two weeks or so while I was sans said computer)
I tried to fire up Som today and realized the display drivers I am using seem to flounder completely. In the map editor if I try to go to the 3D view it either crashes or not even the black background manifests or both.
What's worse is when I try to play a game it doesn't get out of 640x480 and the options screen is pretty well locked out with bogus numbers in the resolution setting etc.
I have ordered a new nettop computer I was going to install XP on anyway which I could use, but I found out last night probably the reason I have not received it and the projections are so late is it is out of stock (the board I wanted with no HDD/RAM/OS anyway) "temporarily" even though it wasn't when I ordered it. So no clue when that will come to be if ever.
I could not even manage to connect this HMD I've been trying to find a use for to my PS3 to play KF2 etc. Simplest adapter setup ever. My next attempt will be to connect a USB capture card to that nettop if it ever transpires.
So anyway I'm not gung-ho to look for alternative drivers even though the original ones I had were just fine in all respects (so I know some version is out there) because the latest drivers cause my display to regularly spaz out. On some level the drivers thing has brought to my attention the need to fast track upgrading the DirectX library Som links to. I'm not positive that would be good enough in my case but it would probably help. My current drivers also don't stretch to the wide screen... they put up black bars on the side, which I suppose is technically an improvement, but I figure I should try to look into what is actually going on and see if I can't coax Som to just use the settings in the ini file and stretch all the 640x480 stuff one way or another (depending on what the player wants)
Of course the ultimate goal is to simulate Som from scratch. I'm a bit torn about how to go about that but I will probably start thinking about it asap if I keep having trouble playing with Som stuff. Another weird side effect of these drivers is whenever a game ends Explorer is in a bad state and has to be restarted via Taskmanager. I should probably experiment with other drivers but the download size of each one is like 100MBs which is really ridiculous.
I need to know the grid dimension (grid squares) to use in metasequioa for a basic custom floor piece (flat.)
I found out how to transfer customs... Ive made some nice parts already (somewhat exhaustive) i also
need the obj data for the "tower" piece, because ive got a few round shaped map pieces that require
collision data!