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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: 228)
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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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  Re: The Maunstraut 2009 Project
Posted by: Holy_Diver - 2009-09-15, 03:56 AM - Forum: SOM Games General - Replies (18)

I think I'm going to have to get to the bottom of the first map on exit bug that crashes the game if I'm going to get back into the saddle with this one.

I'm thinking I'm just going to copy the project and start deleting huge sections of the map and see if that doesn't make it go away (to at least narrow things down)


Could you (Todd) outline anything you were able to rule out back when you were trying to figure this out? Did you ever do any new work with your cliffside set btw? Because I just can't shake the feeling it's something about those map pieces. Though it makes no sense. Of course with SoM it could be anything.


I really adore everything I've done with this, but I'm just at a point I'm not sure where to dive into next. I'm thinking maybe I should work on building the new Winds Lair from scratch. My basic concept there was to try to make a series of floating islands (in air) connected by your bridges primarily, though it would be cooler to have stone like bridges like something out of Ico one day. The stone bridge pieces wouldn't cut it.

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  Kilroyfx found, alive and well!
Posted by: dmpdesign - 2009-09-15, 03:00 AM - Forum: General Discussion - Replies (43)

Well a few of you might know I had been trying to track down the author of several Youtube videos regarding an SOM game that was in development that basically no one here had heard of.

After a 2 month absence, the author contacted me tonight, and the conversation was not only interesting it was inspiring.

It turns out mr kilroyfx (i will leave his name undisclosed until he decides to join our boards) had likely been in contact with your friend and mine, one JDO whom I am assuming he got his copy of SOM with the translation from. ‎  It appears, however, not unlike a few of the folks that are active on these boards (Holy I am pointing right at you) he has a grasp for programming etc that far exceeds the limitations of SOM.

Within about a 2 hour conversation, I was honestly taken through a first person tour of the entire game he was making with SOM. ‎  He laid out programs he had created to inject pages of text straight into conversation boxes, advanced scripting programs that could automate creating events that moved objects in a very complicated manner in just a few seconds, then allow you to tweak settings and have it erase and recreate the event at the click of a button. ‎  He went on and on about the underlying story plot of the game, about the maps he had created and the whole concept of AI.

AI...and no I dont mean the generic junk you think of when you'll play my game, but I mean real world style interaction with npcs. ‎  Somehow through massive text injection coupled with constant random timer optimization, he had created npcs with personalities...that would interact differently with you dependant on how you played the game, and even how fast you clicked through their conversation! ‎  In other words, if an npc detected you were ignoring what they were saying just to creep through the dialogue quickly, they would change their mind about talking to you and walk off agitated. ‎  Holy shit?! ‎  Also he described how he created a dream world, dependant on what you had accomplished and what part of the game you were working on, that when you entered the dream, you would be whisked away to a dream like state, where you could possibly find answers to questions on the quest you were working on.

Anyways, sadly enough, mr kilroyfx feeling rather deflated that the only feedback he got on his videos was quite negative (this is fake, this looks non-kingsfieldlike etc etc) decided to move on from the project. ‎  It remains probably 30% complete, and we will likely never get to experience melanat as he was prepared to paint it. He has moved on to producing some games that I think everyone here may enjoy in the future, I will not spill the beans about any of it, but they will likely be available for the XBOX live arcade, and from just listening to his visions I have decided they will be games worth downloading when they come out.

It always pains me to see people start SOM and give up, especially so knowing he was as far into his game as he says. ‎  There may be a silver lining to this though...well there is for me and may be for the SOM community.

#1, he gave me the original animation for his melanat island model/video, so I can toss that crappy Bryce island I made and put something decent in my opening cinema.

#2, and more importantly, he is going to upload his project files as well as copies of the auto-it programs and some other various tools he was using to simplify and expand the functionality of SOM. ‎  I will of course promptly deliver the program files to Holy to make heads or tails of, but with his project space we will have access to a plethora of new models, map parts and an inside look to how he was using SOM in ways we may not have tried to accomplish things we may now think impossible with the tool. ‎  I figure at the very least it may help Holy in his efforts to rebuild SOM properly, and for a change let him delve into something created by someone on his level of programming.

So in short, hopefully the guy joins the forums and can help us out on things like breaking the animation coding for enemies and npcs (he dabbled in it a bit he said but wasnt 100% able to figure it all out). ‎  It would also be nice if we might be able to get him to finish his game, or move it to someone's able fingers (now Im pointing at Tom, cuz this guy's ideas were WAAAAY outside the box for his game concepts, and that my friend is your department).

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  Another SOM oddity to look out for
Posted by: dmpdesign - 2009-09-14, 06:48 PM - Forum: SOM Guides, FAQ and Help - Replies (6)

For all you game makers out there I wanted to bring this issue to your attention so you catch it when you make a game.

There are several pedestal objects in the game that allow you to place a key in them to trigger a switch counter. ‎  These can be set to allow you to remove the key or not, but beware, placing a key in the pedestal does NOT remove it from your inventory.

Now depending on how youre using the pedestal/key this may not be an issue, but be aware that once a key is removed from the pedestal you will now have 2 in your inventory...and this can be repeated to duplicate the key over and over. ‎  If you are working on something similar to the silviera key or rhombus key scenario this is going to be a problem for you if you dont catch it.

The fix is simple (well annoying but simple). ‎  Just have an always on event in the map where the pedestal exists that removes the key that is used from your inventory (change player parameter event) whenever the triggered counter the pedestal is set for=1.

The kicker here is though that you need to be careful on your counters for each pedestal as they must now all have a unique counter that they are attached to.

I was using a star gate/star key scenario similar to KF1 US in my game and couldnt figure out where all these damn duplicate keys were coming from until I looked into it and noticed the bug.

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  Found dis (while testing search engines)
Posted by: Holy_Diver - 2009-09-14, 09:01 AM - Forum: Dark Destiny - Replies (1)

https://www.youtube.com/watch?v=y7zcg7Xj...re=related


And this weirdo/impressionist??:

https://www.youtube.com/watch?v=qb7sbeAh...re=related

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  Site will be down for a little bit sometime during the next few days...
Posted by: Holy_Diver - 2009-09-06, 06:51 AM - Forum: General Discussion - Replies (18)

Like the subject says^ ...just so no one is miffed/worried when it happens.

It will probably just be for a half a day max starting sometime after midnight one night Smokin


PS: Also for those with ftp access, things might be changing a little.

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  Several errors, requesting some assistance please.
Posted by: ArbalestX - 2009-09-02, 02:55 AM - Forum: SOM Guides, FAQ and Help - Replies (17)

Hello everyone, I've been working with the Sword of Moonlight tool for several hours now, and it seems that I've ran into several problems during my time.

1st) ‎  Frame-rate issues. ‎  It seems that no matter what I do, my screen is chugging out a horrible frame rate. ‎  While disabling a sky effect made the frame-rate better, It's still too low...

I've tried the following:

Change BGM, ‎  Draw Dist 30, Fog .5, And none of them seem to really work. ‎  I've done the preview option at the edit window, and it still chugs along...

I'm going to try and create a run-time to see if that would fix the issue...

2nd) ‎  Controller support. ‎  Joystick compatibility doesn't work in either test map or preview. ‎  Is it supposed to do that?

3rd) ‎  Some musics don't work. ‎  Are there requirements for a .wav to play in the game?

I would greatly appreciate if you could help me out, because I'm starting to run out of options.

Oh, and here are some of my specs:

Windows XP ServPack 3
Intel Core 2 Duo E6600 2.4 Ghz
2.00 GB of Ram
Nvidia GEForce 7600

DirectDraw is currently disabled.

UPDATE: ‎  Now the issue extends to more than just the game-maker itself, all the fan games run in a crippled speed. ‎  I'm guessing it's some sort of incompatibility issue...

Controller support works when I create a run-time version of the game, so that's no problem.

Still wondering about the requirements for wav files...

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