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  Kf 1 and Kf Zip's
Posted by: AsusX2 - 2009-10-20, 09:44 AM - Forum: SOM Addons - Replies (1)

I have already ripped Kf1 and Kf2 into usable data so if you need then let me know!;)

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  Could one of you guys help me out with a menu guide?
Posted by: Holy_Diver - 2009-10-20, 04:08 AM - Forum: SOM Guides, FAQ and Help - Replies (4)

I know this sounds silly, but I need something, and it's something anyone of you could do one way or another. So I could really use the load off my back.

I don't care if you do it in ASCII art somehow or html or annotated screenshots or svg graphs or what.

But what I need, is a map of the menu system. And to a lesser extent all the other UI stuff like events and the game startup screen.

Something like...

+----------+
|Menu
+----------+

+-------
|Items->
+-------
|Equip->


And what else...

I need this so I can make a configuration system to help people edit the menu with a new tool I'm working on.

So like if you wanted to change the name of some menu element, you could do something like:

menu.equip.*.holy.name = dark

Just a lame example. You should also be able to move things around. I might even support an alternative xml type system in the end. We just need names for things basically. Ultimately anything will be possible. For example knocking off entire menu and replacing it with al new one. Or adding extra information / taking away useless kind. In fact that is what I intend to be doing with the Joypad menu (I will map what I gotta to get to the joypad and whatever I need personally but I'll be counting on one of you to help map the rest!!)

So anyway, even though it seems like a terribly meta task. After the system is in place, the guide will be an invaluable resource for helping people use the configuration file.

I have my menu names all rearranged for my project, so I don't even have Tom's translations readily available to me. For this, the shorter the mapping names the better. The map of what the menu looks like is also very helpful, because that's how we can tell what menu we're in for certain.


PS: Even if you don't want to change the menu radically. One of the coolest things this will open us, is the option to make really personalized menus for your game. Like being able to put art behind the menus that really works. You'll even be able to move the menus around to compliment whatever art you have.

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  SoM Manual Translation Project
Posted by: HwitVlf - 2009-10-20, 04:04 AM - Forum: SOM Guides, FAQ and Help - Replies (10)

If anyone has the time to translate the manual pages, I'll post the translations here.

Pages done so far: 1, 103

The first source 'scans' are here:
https://www.megaupload.com/?d=GGUZ9HZT


This is what has been done so far:
[Image: SoMManualp1.png]
-
Pg 52 Partial:
"This makes them reappear instantly after they die and disappear. When this setting is selected, the appearance odds are disregarded."
????????????????????????????????????????
-
[Image: SoMManualp103.png]

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  KF1 and KF2 models coming soon.
Posted by: dmpdesign - 2009-10-19, 03:18 PM - Forum: SOM Addons - Replies (4)

Since several people have asked for these to be put in their SOM games, I will go ahead and mark myself down for the project.

I will Get a .zip file for KF1 US and KF2 US with all the models and their texture coordinates for items and a few useful objects.

Once I have that, I will search out volunteers, myself included, to retexture these as closely as possible to the original but perhaps update it a bit so it looks more usable with SOM's graphics style.

Give me a few weeks to get this done as it will be a side project, for now just put placeholders in your games where you want KF1 or 2 armor going into.

I will not bother with KFJ ‎  because SOM already has all the armor etc for that game, not to mention the models in that game are so basic there is no way they would look good in SOM.

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  'Improved' sky for SoM
Posted by: HwitVlf - 2009-10-18, 10:04 PM - Forum: SOM Addons - Replies (21)

See third and fourth post here:
https://agetec.yuku.com/topic/2568/t/Web...users.html

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  New SoM Demo SeaGuard
Posted by: AsusX2 - 2009-10-18, 06:06 PM - Forum: SeaGuard - Replies (73)

As i said in the general discussion board I am working on a new kings field game that takes place after Kf4. Making the game and my own music is easy, What i dont know is (1) how to get space to post it. I dont use online much. I created my first E mail acct. just to log onto this page and Converse about SoM. (2) Weather anyone will even care? I will finish the game myself because i want to Play more Kf and they wont make anymore,? so I will. Hope you all are into Kf as much as i am. If so, you will really eajoy This small Offering, Will Keep you posted. Smile

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  New game
Posted by: AsusX2 - 2009-10-18, 05:33 PM - Forum: SOM Addons - No Replies

I've been working on a new game with SoM. I've got a couple levels done with full audio and music. Hope some here will want to try it. I am a kings field fanatic and have beat them all (w/o walkthroughs or cheats) and still cant get enough. I think you all will love the maps I have, for I have spent a lot of time on each one and and paid very close attention to detail. I just have to iron out the final storyline. Hope to have some sort of demo soon. Wish all of you well. Thanks!

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  new to Som and have a question.
Posted by: mikko1 - 2009-10-18, 11:25 AM - Forum: SOM Addons - Replies (3)

anyone know where i can find some custom items from kings field 2 (US version)? I dont really understand how to make custom items yet but Im trying to learn, and i have no previous knowledge of graphic design or game making sooo yea, hopefully I can self teach myself.

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  How abouts we have ourselves an all new controller system?!
Posted by: Holy_Diver - 2009-10-17, 05:48 AM - Forum: SOM Addons - Replies (31)

So I'm currently working on intercepting (spoofing) SOM's device input. I haven't been able to interact with the controllers because of this weird crashing behavior that I can make neither heads nor tails of. However the keyboard is not a prob...

So it dawned on me... SOM's controller system we know is buggy configuration wise in at least three ways and practically unusable without shear perseverance. Fixing the builtin bugs seems problematic at best. And we know that SOM can't reliably even have access to all of the buttons/etc on your joypad.

So what I'm thinking, is we consider not using SOM for controller input at all. And instead we program our own controller interpreter, and translate from that into SOM's keyboard input. Think about it, you can do everything with the keyboard, so all we gotta do is use the controller to drive that. ‎ 

This is not tough at all to do. For now maybe we could alert the player to the alternative way via a readme or something. But eventually I don't think it would be too much trouble to hijack the controller setup menu completely and completely rearrange it for configuring around the new system.

This way we get a lot of interesting things. For example it would probably work fairly well to simulate analog control by sensing a lightly pressed analog stick and interpreting that into hitting the keyboard button like every other frame for a half speed and so on. This would give you finer control. It's also easy to detect when a menu is up (the only time som sends text really) and change up the keys for this so you don't accidentally cancel an unprompted message (like an NPC yelling at you) because you were just hitting one of the cancel buttons for some action. And in general I can't even control the KF1 remake that installs off the disc because the menu navigation buttons aren't available to my preferred controller setup.

If your controller has extra buttons you could even assign sequences to it, like use an item or change weapons to the select/start buttons.

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  LOL @ memory usage
Posted by: dmpdesign - 2009-10-16, 06:46 PM - Forum: General Discussion - Replies (4)

Just out of curiosity I wanted to see now with 3 different domains registered under the SOM account just how much space was left...and considering I probably have nearly 100 gig of non-site related materials just being stored there I would say we are in no danger of overloading anytime soon.



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