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Brigandine GE : Hex Edito...
Forum: Brigandine: Grand Edition
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world of fire
Forum: Diadem of Maunstraut
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Vault of ideas(Mods/hacks...
Forum: Brigandine: Grand Edition
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In game menu translation
Forum: SOM Guides, FAQ and Help
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Website Update Feedback (...
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kings-field.neocities.org...
Forum: King's Field Series
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2024-09-04, 12:30 AM
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Hello! :D
Forum: General Discussion
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Unable to climb stairs ma...
Forum: SOM Guides, FAQ and Help
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Mista Fopa didn't give a ...
Forum: King's Field Series
Last Post: Verdite Cat
2024-08-27, 03:03 AM
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Wiki rendering issue.
Forum: General Discussion
Last Post: StolenBattenberg
2024-05-08, 05:08 AM
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Quick question |
Posted by: Vicious - 2009-11-03, 05:51 PM - Forum: Diadem of Maunstraut
- Replies (13)
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Heyo just started up DoM for the first time and I have a query.
Is there anyway to disable the ingame gamepad?
I prefer to map my controllers using an external program (Xpadder) and the in game config is interfering.
I can't set up my controller properly in game anyway (it only supports 8 of my 12 buttons and no analog mapping).
Also, what are the chances of the memory leak issue actually affecting me?
Is it even a problem on modern systems, because the game is kind of old now correct?
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Anyone got a large picture of the Excellector? |
Posted by: scott - 2009-11-02, 02:09 AM - Forum: King's Field Series
- Replies (34)
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As the name of the subject says: Anyone got a large picture of the Excellector? I would like a pic of all 3 so I can begin working on a project. I'm going to try to make life size wooden models of all three Excellectors and maybe the Moonlight Sword. If anyone has any pics I could use I'd be very thankful. If I have the time I may make another set to sell on e-bay if anyone would like them. So again, any detailed pics would help me a lot.
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YAY! It's done!!! |
Posted by: Hguols - 2009-11-01, 10:41 AM - Forum: King's Field Series
- Replies (13)
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I got my King's Field Additional II walkthrough completely finished! John helped too!
Check it out!
https://www.hguols.com/kfa2FAQbyTom.zip (29kb)
...I've submitted it to GameFAQs, and it should be there soon.
EDIT: I had the file up as a txt, but since some browsers will display this funny (and notepad won't) here's the zip instead. ^_^
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Anyone building a SoM map using a widescreen monitor? |
Posted by: HwitVlf - 2009-10-31, 04:36 AM - Forum: SOM Addons
- Replies (19)
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If anyone here is building a SoM map using a widescreen monitor with at least 1440x900 desktop resolution, I could use your help as a tester. I need some opinions on material that I might put in the next patch. Drop me a line at weissvulfATyahoo.com if you'd like to help with testage/opinionage- thanks :)
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Enemy descriptions/etc |
Posted by: Holy_Diver - 2009-10-31, 02:14 AM - Forum: SOM Guides, FAQ and Help
- Replies (6)
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I'm looking over the files that are output into a final game filetree, looking for text that needs translating. I'm noticing that a lot of text about enemies is output, like the names of their skills and the descriptions in the parameter editor. And it dawned upon me, afaik the descriptions in the editor have no purpose in the final game. Or is there some way to access that info? The truth mirror etc doesn't seem to work on enemies, or does it?
As for the enemy skill names, I don't know why they're there. I seriously doubt they're used to lookup anything in the sfx files.
Just never utilized output data I reckon.
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Trying to finish up |
Posted by: dmpdesign - 2009-10-30, 05:19 AM - Forum: Dark Destiny
- Replies (5)
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Well my dates and goals certainly didnt mean much from earlier posts.
Im taking tomorrow off work to try and finish my game and get a beta out for some people. The download will be hefty in size...probably over 1 gig...unless I find a better way to construct some of the cutscenes (SOM only supporting old school .avi really screws me on the ability to compress my movie files and retain any sort of quality).
If for whatever reason some folks are living in the dark ages and still use dial up or whatever, I am willing to put together a mailable version for a couple beta testers.
The final version will be available on dvd and will come with all the niceness of a normal game (manual, case, cover yadda yadda) but I wll still have it available from download as well.
If you are interested in a beta copy to test (I am not sending out the source code, just the final output) I will send out two more copies. John I am not sending you a beta, i dont want you to be turned off by an unfinished version!
Anyways, first come first serve, 2 are available, PM me your address if I dont already have it and I will send them hopefully in a week or two.
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**REPOSTING** SOM TERMINOLOGY THREAD |
Posted by: dmpdesign - 2009-10-30, 05:03 AM - Forum: SOM Guides, FAQ and Help
- Replies (7)
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Originally posted by HolyDiver:
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Seriously now (we can always edit this top post)
I made this thread to define SOM terms (the English terms which we choose to use as a community)
This isn't necessarily the definitive glossary as such, though wherever that is established (on the main website somewhere) should basically be reflected in this thread (edited into the top post -- possibly with a link to the main website for a complete list)
John's work is amazing, no disrespect, but I think it's more important we all work this out together. If John's version of SOM was the only version, I would just leave it to him. But I think down the road there will be many spinoffs of SOM and the groups of tools for this niche of games would ideally all share the same lingo.
It's better to address this asap rather than retconning it further down the line. This thread will also help people keep up with any changes in terms and hopefully minimize confusion.
That said, I would like to make some proposals to get started, but I want everyone to take this seriously and combine our collective knowledge to make sure no influential aspects of SOM are left out.
To begin with, many terms used by SOM are influenced by the original filetree folder names (I'm assuming John has not changed these) ...these would include enemy, item, map, menu, my, npc, obj, sfx, sound. It's probably not worth changing the names of these folders, or the names of things stored in them (so to avoid any confusion) ...but I would not completely put this off the table. There will be other non-English translations and Japanese should never be the authority on English matters.
There are also limitations upon the number of letters in a name dictated by the original PE (exe/dll) images. This may or may not be a limitation in the future after a proper translation regime is established. For the games it isn't, but GDI/resource widgets might be a different story (probably not however)
Anyway, basically what I can bring to this discussion is knowledge of proper technical terminology. We could decide to go a more domesticated route considering the audience for SOM developers is not necessarily technically minded people. But still some of the terms currently in use are technically incorrect.
This thread isn't about me though, I really want everyone to talk about this, because the translation possibilities are going to start opening up, and the website is going to start undergoing changes which will mean copying over a lot content to a different system, which would be a good time to change the way things are talked about on the main site. Nevertheless it's never too early to address such matters. Possibly we can even come to some consensus before John releases another round of his translation patches...
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Item Dropping |
Posted by: lavaelf1024 - 2009-10-28, 04:20 PM - Forum: SOM Guides, FAQ and Help
- Replies (10)
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Being at work, I know you can set items to be dropped by enemies but can you set a group os possible items that could be dropped? Say I wanted an enemy to have a chance if dropping 1 of 3 items, is that possible? Also, if you have an enemy the regens 5 times, and I have it dropping an item, could if possibly drop the item 5 times?
I'm working on my possible weapons/armor for level 1 and would like to have certian enemies drop certian items but don't want them to have a chance of dropping 5 elemental short swords.
Also a question for DMP, I was looking at your tables and the stat's seem really high on even the lower range weapons. Is this due to the strenght of the enemies or is it so you didn't have to create enemies with different levels and the weapons/armor you have a given time evens it out so you don't have to do this. Like I said in a previous post on DMG/ATK I'm just getting to this on my first level and want to get it close the first time through.
I think it'd be easier to make say 5 skeletons, lvl 1/5/10/20/30 than modify the equiptment to combat a lvl 30 at the start of a game. Does this sound right?
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