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  Idea for cracking SoM's animation format...
Posted by: HwitVlf - 2009-09-30, 04:13 AM - Forum: SOM Guides, FAQ and Help - Replies (16)

I just had a thought; has anyone checked to see if MDL files might use built-in animation data that is identical to 'Move Object' commands?
In other words, maybe a MDL file is just a MDO file with a set of built in Move Object commands. You could check by mimicking a MDL file's opening-door animation using Move Object commands with an MDO- then find where those Move Object commands are stored in the event file- then searching for same/similar data in the animated MDL door file.

It just occurred to me that since SoM programmers designed the engine to move models using Move Object commands, they may well have taken the easy path and used the same data format for animated model movement.

The player actions that trigger animation loops in enemies, chests, doors etc certainly seem to correspond to the available Event Triggers in the Editor. Also, SoM part types that don't come with any MDL files (like Items) can use MDL files just like an MDO file; that suggests that MDL and MDO formats are nearly identical. Maybe an MDL is just an MDO with a set of Move Object commands and triggers tacked on the end.

Dazed Or maybe not. . . Who knows? Dazed

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  SPLIT: The official Swordofmoonlight.com 2010 Makeover thread...
Posted by: kilroyfx - 2009-09-29, 07:22 PM - Forum: General Discussion - Replies (49)

(2009-09-29, 04:21 PM)Holy Diver link Wrote: PS: as long as we're in this thread. Earlier yesterday I tweaked the logo with the sword in the banner to make it as natural as possible. Still the banner just isn't doing enough for me Rolleyes

Probably need to do the banner in 3D, if your speaking about the one on the main page. LogoFinal.png on www.swordofmoonlight.com. ‎  The whole thing should be
done in 3D and lit properly for it to be kick ass. ‎ 

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  Any chance to make SOM friendlier to DirectX9 and beyond?
Posted by: ArbalestX - 2009-09-28, 11:10 PM - Forum: SOM Guides, FAQ and Help - Replies (26)

An unusual question for you all, more specifically to Holy Diver.

As we all know, SOM isn't too friendly for Windows XP and Vista. While the XP users can disable DirectDraw (I'm an XP user.) ‎  It's still very annoying to have to disable DirectDraw so the user can add an event/enemy/item to a part of the map, then re-enable it so the game can test-run decently. ‎  Maybe I'm doing it wrong, but that's how I have to handle things so I can test-run it through the map editor.

While one solution is to run the game via Virtual PC software, is there any chance that the game can be altered so it's more compatible for later versions of DirectX? ‎  If that is possible, then can we go further to make it more compatible for Vista?

A question for the curious.

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  Project status!
Posted by: dmpdesign - 2009-09-28, 09:48 PM - Forum: SOM Games General - Replies (76)

***EDITED 3/4/2010***
I need some updates to put in here gang.
Asus, where are you at with your project? ‎  Lava? ‎  Verdite? ‎  JohnnyPark?

I will keep this top most up to date as possible.

Thanks!
=================================================================================

ArbalestX - Project "unknown" - status unknown.
AsusX2 - Project "King's Field V" - Demo available.
Darchangel - Project "Battle for the Verdite Inn" - Demo available.
DMPDesign - Project "Dark Destiny" - Game V1 available.
Hguols - Project "unknown" - I know hes working on one in secret!
HolyDiver - Project "DOM09" - In progress - status pending updates to SOMex.
HwitVlf - Project "unknown" - May not be working on this anymore.
JohnnyPark - Project "Wicklow" - Demo available.
KilroyFX - Project "Before Melanat" - status discontinued.
Lavaelf1024 - Project "unknown" - status unknown.
Madison Lastrega - Project "Fallen By The Way" - Demo soon.
Muffy - Project "unknown" - status unknown.



I would like to incorporate something on the main site about everyone's current SOM project they are actively working on (if you think youll finish that is).

I know we had several posters in the last month or two talk about making a game and had started using SOM and posted here and there, but we never hear back from these people. ‎ So either they have given up or they are entrenched in game design and cant take time to talk.

Either way, if I can get feedback from the several people i know are sticking with it and making a game to put some sort of progress section on the main site. ‎ (Holy I know you had talked about remaking the main site, and we will get to that soon I am sure).

I would like people that reach the main site to know its not just out of date and a dead link where no one visits. ‎ I would like them to see that there are SOM projects being created, to know the progress on those projects, and to create a web page for the individual projects so the creators can highlight their games, upload their demos etc.

I know darchangel is semi-actively working on his game, tom may have another in the works secretly ( i just know how you are!), i know holy has the DOM 09 project (which my guess will likely end up being DOM 2010 project). ‎ John probably has some work in progress stuff, and kilroyfx has a game thats partially completed too.

Anyone wanna post their status or want me to create a simple webpage for their game from the main site?

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  Run multiple SoM Installs
Posted by: HwitVlf - 2009-09-28, 12:40 AM - Forum: SOM Addons - Replies (21)

https://agetec.yuku.com/topic/2568

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  Control Active Leaf???
Posted by: Holy_Diver - 2009-09-25, 03:09 AM - Forum: SOM Guides, FAQ and Help - Replies (9)

Anyone know what the hell this instruction does exactly Confused

Ok, if you use it to control the event you're in, it makes sense that it ends the "leaf" you are inside of.

But I've also noticed if you use it to control a different events leaf, it also leaves the "leaf" you're inside of...

Which leads me to wonder if it actually goes directly to the event you just "controlled"...

And if so presumably proceeds thru that leaf?? Though it does not do so if the leaf condition is not met.

One thing this means, is you can't have one leaf controlling the active leaves of other events.

Which is stupid, because it would be perfectly reasonable to have the OPEN MAP event reset a bunch of event leaves (and this also means -- I would think -- if you control the active leaf of another event, you can technically never get out of the leaf you're in.... unless it resets itself and has a branch in it somehow... or the event you controlled in turn returns control to the event you controlled...... controlled. controlled. controlled. controlled. Ninja)

Why From' Why Confused


PS: I'm totally serious. If you know from experience precisely how this works, I would like to have a procedural explanation.

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  Using Automation tools like Autoit3 for SOM
Posted by: kilroyfx - 2009-09-25, 01:41 AM - Forum: General Discussion - Replies (4)

I have made 2 tutorials to demonstrate how autoit3 can be used to inject dialogue into a character through the Event Setup in SOM.
Download the zip file I have attached. ‎  Read the README. Download and install autoit3 [url][https://www.autoitscript.com/autoit3/]

You must be running SOM (obviously) and be in the SOM_EDIT : SOM_MAP : Piece Specifications Setup window, also you must be highlighting
an NPC. ‎  Once you have autoit3 installed your computer will recognize the DialogueTutorial_01.au3 scripts. ‎  Highlight the file and Right mouseclick and select run
to run it - select edit to change it. The script will look for a text file called ‎  simpleman_0.txt ‎  this holds the dialogue you want to enter.

A window will popup and say "press ESC for emergency exit" press ok, and the script will wait until you are back in SOM. Press "Event Setup" while
your NPC is highlighted this (must be a new event not an existing one). ‎  The script will then execute.

Good luck................



Attached Files
.zip   Dialog.zip (Size: 8.04 KB / Downloads: 180)
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  Let's quest for Sword of Moonlight graphics...
Posted by: Holy_Diver - 2009-09-24, 06:14 PM - Forum: Resources Wanted/Available - Replies (8)

I think it would be swell to put together a collection of all the graphics which accompanied the release of SoM. Starting with this one (https://www.fromsoftware.jp/main/soft/im...som_p1.gif) which I'd like to try to try to work into a new banner for the front page so we can get started converting the main site over to WordPress (we gotta have something, and WP is what I know/have)

There might be a better graphic for all I know, and just out of curiosity, I think it would be again very worthwhile to track down all the graphics we can, and lean on those of us with copies of the original product to scan/share what they can of their boxart/inserts/manuals etc.

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  The button config problem
Posted by: dmpdesign - 2009-09-19, 02:04 AM - Forum: SOM Guides, FAQ and Help - Replies (1)

Because I cant remember and I have been asked, can someone post the exact fix for the pad configuration that can be implemented into the game.exe please. ‎  Id like to keep bugs and bug fixes in this section of the forum and ill be damned if i can find the email or post that describes the fix.

Thanks

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  How about we get this translated into Japanese?
Posted by: Holy_Diver - 2009-09-18, 11:09 AM - Forum: Dark Destiny - Replies (13)

I've recruited "the yellow brick road" (new forum member/pal of mine) to start translating these projects for the Japanese community (and also for his resume)

I don't expect any objections... just filling everyone in / kicking things off Rainbow


PS: The only question is, should we do a DD simul-release? Or should we do DoM first?

PPS: Don't freak out if he asks you for IRL contact info... he needs it for his resume to look legit Wink

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