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Thursday, August 11th, 2016 by Holy at

Exit: Summertime-Screentime

This is a follow-up to last month’s post. I’ve named it the same so it links to the same post in the Discussion Forum. I just want to say, I am not dead, and the file below has been updated with an extra added month or so of work, and that there is a new post in the forum link below, that has more to say. It’s more technical oriented than anything that would be appropriate to say here. Status wise, it’s going to be at least another month’s work. Hopefully better news next time!

The post is at the following address:

And I’ve uploaded the review snapshot here:

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Friday, July 1st, 2016 by Holy at

Exit: Summertime-Screentime

I try to stick something up on the front door here every month. I’ve been MIA most of this year. I miss squawking about Sword of Moonlight to the bees.

I’ve made no secret about working on a rewrite of the original COLLADA-DOM software library. It’s an ultra ambitious undertaking. It’s been at least three months since I started cracking on the core C++ code’s side. To celebrate the work, and lament its unfinished state, I decided that at the end of this month (June) I’d upload something, finished or not. I feel a little safer with a copy on a web server (good hosting services are crack artists at keeping your information in one-piece) and I want the work to be visible. I just can’t yet commit it to the public source code repository, and it’s too soon to give it a folder on this site, without a running program.


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-- A month to go.

Sunday, May 29th, 2016 by Holy at

Exit: A month ago,

It’s been another month already, with nary a peep here, and so, this month, I should try to explain what this work of late is, and what it is-not, and what it means in practice to Sword of Moonlight.

As you must realize — if you’ve been following the proceedings — this COLLADA-related work is to have bearing on the 3-D art side of Sword of Moonlight (SOM) development. But how? This isn’t a simple question, and for now it needs to be restricted to just the work that has been underway so far; as this project is expansive in scope, as much so as SOM is: and, so far I’ve not been able to escape the gravity of “planet-COLLADA!” I’d not expected the job to be so great, but I had anticipated that it might go this way; COLLADA is, or was, a grand project that began about a decade or so ago. It hasn’t fallen off the face of the planet — yet — but it’s only that nothing’s come along to fill its shoes, it hasn’t.

Continued: — A month to go.

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Over here. (April's Business.)

Friday, April 29th, 2016 by Holy at

Exit: Over here.

Lately I’ve been semi blogging my business in the COLLADA DOM Discussion forum waste deep in a dismantled and half reassembled pile of this software library shooting for a late June wrap-up. I want to do a small project with Sword of Moonlight afterward. It will be a treat.

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Springtime for Sword of Moonlight!

Tuesday, March 29th, 2016 by Holy at

Exit: Signs of life

Recently I concluded work, rewriting the Collada-DOM procedural code-generator. I’ve parked a pristine copy at the following address. This probably isn’t suited for a permanent address. (2016)

Earlier in March my Patreon home page for Sword of Moonlight gained its first real monthly backer, and it’s a doozy! None other than Mark C. Barnes, co-father of the Collada standard, and COLLADA: Sailing the Gulf of 3D Digital Content Creation. I hope that Mr. Barnes does not mind my saying so here, this way. However it’s very important to me/us and Sword of Moonlight, and I cannot think of a more fitting way for this adventure to begin its long awaited takeoff into ascendancy! (I also hope my recent rewrite of the pitch on the home page proved effective.)

Collada-DOM is a key component to Daedalus, which is the name of the 2016 initiative to focus laser-like on the content-creation element of Sword of Moonlight. To this end Collada-DOM will have to be fully reengineered, in order to prove itself up to the task. In doing so, I fully intend to elevate Collada to new heights at every step of the process. I want to add also, that I am supremely grateful for Collada; Even if it has a long way yet to go. It’s a far better boat to be in than the alternatives. (Arguably there is no alternative.)

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Before heading back to work

Sunday, February 14th, 2016 by Holy at

Exit: A brief respite

2016 is all about getting 3D artwork in-and-out-of Sword of Moonlight. In fact this work began at least two months prior to the new year. And so by February a malaise had set in. I needed a vacation from this work. Just for two or three weeks. Not recreation-no of course not. Just a new kind of work.

So after two weeks, we have a new micro-release that adds footstep sound effects to the player-protagonists among other things. Footsteps have been curiously absent for a while. A long time frankly. I endeavored to figure it out a while back. It would be my next odd job and the next step in the process of making the PCs seem analogous to NPCs — Non-Player Characters.

There is a single, simple footstep sound, which most of the people-like NPCs already use; although it turned out that From Software fumbled, and assigned different sound effects to either foot, left-or-right, the other sound evocative of a peg-leg. A possibility is the non-peg sound, deemed superior, was added by an employee who neglected-or-did-not-realize that each foot had its own point-of-attachment. As a result the NPCs walk with an aural limp, or an asymmetric sound. It’s unsurprising it went unnoticed, as From Software published Sword of Moonlight absent quality assurance authorities — for example, Sony or Sega — and so this is not-uncommon outside of the King’s Field remake-kit: wherein NPCs do not walk.

These NPCs’ artwork is not part of this release, although it is part of this year’s initiative to ease development and management of 3D art regarding Sword of Moonlight. Their footsteps are not the only concern.

Continued: Before heading back to work

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