91
Devs / Re: EXIT: Long time no update! (Sorry about that)
« on: January 31, 2022, 07:04:41 PM »
Last patch? Demo patch
http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.6.zip
http://www.swordofmoonlight.net/text/日本語/最新.zip (Japanese)
http://www.swordofmoonlight.net/text/English/Neutral.zip
Aye yai yai, I don't know how it happened but the fog got messed up by the last patch. This was because it thought it was to be applying the blending effect. What I don't understand is why my test project wasn't exhibiting that behavior. I thought about putting it under the microscope but decided it wasn't worth the time and effort.
I'm really sick of all the patches in this release. I mean I'm disgusted with myself to a large extent. I'm hoping it's just a cursed release.
This patch is actually the final patch of what I thought might be the next release, but actually I've recalled I'd considered just releasing a patch as a demo since I've still not built out a full scale scenario with two real maps of significant scale.
Since this patch is identical to what would be a demo I'm not going to make an odd numbered demo patch for it. I'm just going to write a blog post up and start a new discussion thread. Also even though there's enough here to do what KFII requires, I feel that lighting being missing from this feature set makes it a little bit incomplete.
I also kept getting stuck in Moratheia's opening titles. I thought I covered them in terms of multi-thread locks but I went back and looked and it seemed like not. So I hope they're covered now. I'm not sure what happened in that case.
After a little more testing to see if the code has stabilized I'm going to see about updating the TOOL folder.
The language packs have new UI things for SOM_MAP's events. For English it may just be new trip zone and action based activation features compared to that quick/dirty demo I shared a while back. For Japanese it's all new to be up-to-speed with the English version.
When I write a blog I will share some potential ways to workaround the missing lighting feature in case anyone wants to do early tests before I can work on it.
Anyway, this is technically a patch to fix things I broke. I will reshare this patch in the new topic/thread I should make sometime later today. I did work on some last minute things before posting this fix, even after I noticed the problem.
http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.6.zip
http://www.swordofmoonlight.net/text/日本語/最新.zip (Japanese)
http://www.swordofmoonlight.net/text/English/Neutral.zip
Aye yai yai, I don't know how it happened but the fog got messed up by the last patch. This was because it thought it was to be applying the blending effect. What I don't understand is why my test project wasn't exhibiting that behavior. I thought about putting it under the microscope but decided it wasn't worth the time and effort.
I'm really sick of all the patches in this release. I mean I'm disgusted with myself to a large extent. I'm hoping it's just a cursed release.
This patch is actually the final patch of what I thought might be the next release, but actually I've recalled I'd considered just releasing a patch as a demo since I've still not built out a full scale scenario with two real maps of significant scale.
Since this patch is identical to what would be a demo I'm not going to make an odd numbered demo patch for it. I'm just going to write a blog post up and start a new discussion thread. Also even though there's enough here to do what KFII requires, I feel that lighting being missing from this feature set makes it a little bit incomplete.
I also kept getting stuck in Moratheia's opening titles. I thought I covered them in terms of multi-thread locks but I went back and looked and it seemed like not. So I hope they're covered now. I'm not sure what happened in that case.
After a little more testing to see if the code has stabilized I'm going to see about updating the TOOL folder.
The language packs have new UI things for SOM_MAP's events. For English it may just be new trip zone and action based activation features compared to that quick/dirty demo I shared a while back. For Japanese it's all new to be up-to-speed with the English version.
When I write a blog I will share some potential ways to workaround the missing lighting feature in case anyone wants to do early tests before I can work on it.
Anyway, this is technically a patch to fix things I broke. I will reshare this patch in the new topic/thread I should make sometime later today. I did work on some last minute things before posting this fix, even after I noticed the problem.