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kings-field.neocities.org...
Forum: King's Field Series
Last Post: Verdite Cat
2024-09-04, 12:30 AM
» Replies: 2
» Views: 2,383

 
  Eternal Ring
Posted by: BurningDoom - 2009-11-19, 12:31 AM - Forum: King's Field Series - Replies (14)

I've heard this game compared against King's Field several times. Has anyone here played it? I'm thinking about picking it up, especially considering the low price. But I don't want to get a game that is only like KF in spirit but not quality.

-Nate-

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  Shadow Tower Abyss - Is there an English Version?
Posted by: BurningDoom - 2009-11-19, 12:29 AM - Forum: King's Field Series - Replies (112)

Is there an English Version of this game out there? I'm not smart enough to mod my PS2.

-Nate-

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  KF: Dark Destiny
Posted by: BurningDoom - 2009-11-19, 12:26 AM - Forum: SOM Games General - Replies (2)

Is this still in development? Or am I missing the link to download the full version?

-Nate-

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  Pad Config fix for testing SOM.
Posted by: dmpdesign - 2009-11-17, 09:14 PM - Forum: SOM Addons - No Replies

A few folks have been asking me for the control pad fix and I couldnt find the original posts.

I think I have the proper fix for the som_db.exe file contained below, it is the first link som_db.zip. ‎  A really long while back john told me the fix and I just got around to actually doing it.

Unzip this file and replace the som_db.exe you have in your ProgramFiles\KF\SOM\Tools directory and this 'should' fix the issue with it messing up the controls while in test mode for the game.

To fix the final executable requires a different fix. So you will have to follow the below instructions:

1 - finalize your project and build the runtime. ‎  In the runtime folder there will be a GAME.EXE file

2 - Use the xvi32 hex editor (free and the download link is available in the tutorials section of the site) to open the game.exe

3 - choose 'search' at the top and click on 'find'.

4 - on the popup window click the radio button for 'text string', this will allow you to type what youre looking for in the text box below.

5 - type 'pad' and click ok...it will bring you to the letter p in the config for control button 6. ‎ 

6 - 6 characters before that 'p' is the letter 'c'. ‎  that letter should be changed to a 'd' and read padCfg7. ‎  Once that is done move 9 characters to the right and change the second 'd' to a capital 'C'. ‎  That line should read padCfg6

7 - exit and save, this should be all that is needed to fix it, open up the screenshot below to see the before and after fix screenshot.

If you have any questions let me know.



Attached Files
.zip   som_db.zip (Size: 235.01 KB / Downloads: 175)
.jpg   padcfg.jpg (Size: 693.8 KB / Downloads: 300)
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  A Couple Newbie Questions
Posted by: BurningDoom - 2009-11-17, 01:08 PM - Forum: SOM Guides, FAQ and Help - Replies (5)

I am a longtime King's Field fan, but I am extremely new to this software or anything like this. I really only downloaded the software so I could play fan made games the original KF game with an English translation. I have a couple of questions:

1. Okay, so I have everything installed. I went to open the sample game that comes with the download, and the game itself works fine, but when I talk to NPC characters in the game, the dialogue box appears, but there's no dialogue.

2. Does anyone know where I can find an English translation of the original Japanese version of King's Field to play on this software?

Any help would be appreciated. Thanks!

-Nate-

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  Holy banned, site downage
Posted by: dmpdesign - 2009-11-16, 11:34 PM - Forum: General Discussion - Replies (5)

Sorry for the down time today folks, I decided it was time to move on from our current administration and have disabled holydiver's account at this time.

In doing so I broke some links on the site and restored from a backup that was unneccessary (thus the loss of all of today's data more or less).

I apologize for the downtime.

If anyone has questions on my decision to ban holy please contact me privately.

If you are holy and reading this, please email me so I can get your digitaldevildb.com and resources transferred to your control on another domain.

Lets leave the rants and flames and immaturity out of this thread.

Thanks.

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  NEW UTILITY FINISHED (Pumpkin Paster Map Edit tool)
Posted by: kilroyfx - 2009-11-16, 12:18 AM - Forum: Tools - Replies (19)

After making it through Beta-Testing, and a few rounds of bug fixing.......I am posting a small utility that works alongside of SOM's map editor program.

Please download and try it out, let me know of any bugs, suggestions or general comments....It's basic function is to add more functionality to the current map editor. ‎  It will allow you to rotate map sections and duplicate items,objects,npcs, enemies....and rotate them with your duplicated map section.

It has numerous other features.....

Tutorial Video:
https://www.youtube.com/watch?v=jaey9RC1uSY

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  Somcom 2.0
Posted by: Holy_Diver - 2009-11-15, 08:06 PM - Forum: General Discussion - Replies (42)

There is a preview of the new website theme here (https://www.swordofmoonlight.com/wp-index.php/)

The graphics will get better, and there will probably be a fullscreen background in time, however the basic thrust of it is in the can. The font for Windows environments is "Arial Unicode MS", I'm not sure what will be done for Mac and Linux (Linux probably has better options) yet, however this font is pretty much the only game in town. Things look a little funny on Webkit browsers (Safari/Chrome) but I'm planning on customizing the stylesheets against these agents.

If you have any complaints as for the theme, you're welcome to air them / we can attempt to ameliorate them one at a time.

However I would prefer this thread focus less upon cosmetic concerns so that instead it can be a survey/conference rabout how the new website should work and be organized etc.


The new website is built upon Wordpress. The old website's pages can be either retained with banners alerting readers to the new site, or converted into redirects to the new pages. Wordpress anyway is not compatible with these pages for the most part because it expects all of its page urls to look like directories.



My personal intuition is the site would not work well with a traditional unified sidebar (ie. a link to every page or a parent of every page on every page)

I think that sort of site, though great for archives, is a bit unnerving for many readers, especially with this kind of subject matter. And I don't think the website itself will be completely thematically unified from page to page.


My present thinking is to make the core pages like mini websites. And I reckon we could start by modeling them upon SOM itself. For instance www.som.com/main/ could be about/like SOM_MAIN.exe, then www.som.com/main/edit/ could be like SOM_EDIT.exe, then www.som.com/main/edit/map/ would be about the map editor and so on. Www.som.com/main/edit/run/ could house like a generic game manual for playing/planning SOM games as well as covering difficulties of the runtime build process (which personally to this day I've still been unable to pull off game intact)

Main would actually be the real unadulterated homepage of the website with a big hairy sidebar.

The front page I'd like to call the Exit page because Home seems a little domesticated for the theme, and because if you "Exit" the Main page in SOM fashion you end up on the home page. It just has the welcome message login links and announcements/news highlights like now.

Then there could be a News (or maybe Info or Press) page, which is like a traditional WordPress blog, with archives and latest headlines basically from all the blogs throughout the website. I'd like each project/game to have a blog and their own page(s) ...I will also set it up so you can post game blogs that won't show up on the news page so you can have exclusive/more detailed information about/for your game if you want.

Then I like the idea of having a special page called Mini, where people can make quick posts about non-news topics like howtos and things. Something people can easily wade thru quickly looking for ideas.

Possibly a Games page highlighting games would make sense. However I'm unsure where games should be parked. It's probably best left to the game makers how they want to do that.

I want to reserve www.som.com/ex/ for my SomEx extension work. And www.som.com/ex/lang/ for translation via SomEx.


I think we're planning to put all of Todd's current install/tutorial pages into a special series of pages at www.som.com/intro/. He might want to pare them down to be more introductory/save some more detailed info for detailed explanation pages in the main pages however.

I think add-ons and official (From Software) tools can be parked under Main. Managing add-ons (as in game resources) effectively will probably a bigger project than the website itself. Adding/power-browsing add-ons will probably be integrated with the Wordpress control panel. I am also going to hopefully succeed at unifying the forum user accounts with the main site accounts. So if you do register with WordPress before that time, use the same login name/password as your forum login codes so to avoid any problems with your account in the future.


Anyway, this is your chance for input and question asking.

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  Flowing Water Sheet Objects available
Posted by: HwitVlf - 2009-11-15, 12:06 PM - Forum: SOM Addons - Replies (1)

Just some basic moving water sheets for people who don't want to mess with making their own.
In the Objects section of the download page here:


https://jdo-translations.100webspace.net/JDO.html

[Image: water.jpg]

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  SoM animation technique info . . .
Posted by: HwitVlf - 2009-11-14, 12:32 PM - Forum: SOM Guides, FAQ and Help - Replies (10)

I figured out a process to make one type of animated Object (texture only).
Attached is an example in a game if anyone wants a looksee.
You can download the how-to/kit here in the 'Extra Tools' section:
https://jdo-translations.100webspace.net...ads.html#2



Below is the kit's readme incase anyone can't use the Microsoft Word format of the readme in the kit:
--------------------------------------------------------------------------------------------------------------


This info only explains the unique operations involved in making a SoM texture move
using Metasequoia. It does not tell you how to make the model itself or
other common operations like converting an X model to SoM format. You will
need to learn those details separately.
------------------------------------

1. Make your model but keep in mind that only parts of the model that are
covered in the first listed texture will move (indicated with red arrows).
More textures may be used, but they will not move (green arrows).
[Image: Image1-2.png]


2. When you are finished making your model, save it in MQO format then
open the included 'Move Arrow.mqo'. Opening 'Move Arrow.mqo' should
close the model you made so it should now look like this:
[Image: Image2-1.png]


3. Next, go to 'File>Insert' and insert the model you made in step 1. Select 'Merge All' and
you should end up with something like this:
[Image: Image3.png]


4. Save this combined model as an X file making sure 'UV Mapping' is
checked and convert it to a MDO using SoM's X2MDO.exe.

5. Put the included '[Moving].prf' file in '. . . \DATA\OBJ\PROF\' and your
new MDO file (that you saved in step 4) and the included 'BlankArrow.txr' in
'. . . \DATA\OBJ\MODEL\'.

6. Run SoM's Object tool and 'File>Open' ‎  '[Moving].prf' then press 'CHANGE' and
select your new MDO from the list. Enter whatever name you want and
'SAVE AS' whatever name you want:
[Image: Image4.png]

Your new animated model should now be ready to use in the Parameter Editor!



TIPS:
The black arrow will show up when you place the Object in the Map Editor,
but it will not show up ingame. It indicates the direction the texture will
move (unless you use screwy UV in Metasequoia or rotate your model).

The more times you repeat the moving texture on your model, the slower it
will appear to move ingame. So, say you are applying a texture to a single
square polygon, a UV that repeats the texture several times on the square
will move slower than if the texture just covers the square once. ‎  The line
indicated below represents the area displayed on the Square's single polygon:

Single repeat in UV moves fast
[Image: Image5.png]

Multiple repeats in UV moves slow:
[Image: Image6-1.png]



Attached Files
.zip   Moving_Sample.zip (Size: 794.14 KB / Downloads: 211)
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