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Devs / Re: EXIT: 25th Anniversary Project
« on: April 16, 2021, 02:24:08 PM »
One last 1.2.3.4 patch
http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.4.zip
This patch addresses a few bugs I've since come across that don't really warrant mention. Some I probably have forgotten. (Edited: I remembered one important fix that's maybe what prompted me to upload a patch today. The first frame of the red damage flash was coming in at full color because of a change I made a little while ago. You wouldn't think it would matter since the first frame is nearly transparent, but I realized that's what was causing a bad feeling about the red flash that's been bugging me lately.)
I've added some sweeteners to update my itch.io KF2 demo, the main being using the action/menu buttons to confirm/cancel in menus. This is something I got some complaints about. I think it's good addition although I have to get used to it. Of course it's more intuitive. It only works if the buttons are assigned to the shoulder buttons because they're not used by menus. Since I expect people to use the shoulder buttons I think this is enough for now.
There's a quick fix for the arm covering up menus in the recent change I made to put 3D items in front of them. It's clearing the depth buffer when the arms are in front of menus... but now writing that I recall considering putting the menus in a depth-partition with KF2's 3D compass. The only drawback to that is less depth-buffer for the scene, but SOM games probably use very little of it, although I can remember it having problems with 16-bit depth buffers. The compass partition is very thin now, it might not be deep enough for a compass that really requires a depth buffer since it's effectively a 3D item.
I feel like my memory is getting worse trying to remember if there's anything else I should add to this post. It is possible now to set monsters up to attack from further than their damage radius (or less than) by using the second radius in EneEdit. I had to look at that for KF2's skeleton monster. I wrote about it yesterday in another topic/thread. I think it may be a bug that the wrong radius was used. Looking at how the skeleton works it seems like too much of an oversight and it's hard to explain why there would be an extra attack radius in the PRF files that matches the damage radius so closely in every instance.
http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.4.zip
This patch addresses a few bugs I've since come across that don't really warrant mention. Some I probably have forgotten. (Edited: I remembered one important fix that's maybe what prompted me to upload a patch today. The first frame of the red damage flash was coming in at full color because of a change I made a little while ago. You wouldn't think it would matter since the first frame is nearly transparent, but I realized that's what was causing a bad feeling about the red flash that's been bugging me lately.)
I've added some sweeteners to update my itch.io KF2 demo, the main being using the action/menu buttons to confirm/cancel in menus. This is something I got some complaints about. I think it's good addition although I have to get used to it. Of course it's more intuitive. It only works if the buttons are assigned to the shoulder buttons because they're not used by menus. Since I expect people to use the shoulder buttons I think this is enough for now.
There's a quick fix for the arm covering up menus in the recent change I made to put 3D items in front of them. It's clearing the depth buffer when the arms are in front of menus... but now writing that I recall considering putting the menus in a depth-partition with KF2's 3D compass. The only drawback to that is less depth-buffer for the scene, but SOM games probably use very little of it, although I can remember it having problems with 16-bit depth buffers. The compass partition is very thin now, it might not be deep enough for a compass that really requires a depth buffer since it's effectively a 3D item.
I feel like my memory is getting worse trying to remember if there's anything else I should add to this post. It is possible now to set monsters up to attack from further than their damage radius (or less than) by using the second radius in EneEdit. I had to look at that for KF2's skeleton monster. I wrote about it yesterday in another topic/thread. I think it may be a bug that the wrong radius was used. Looking at how the skeleton works it seems like too much of an oversight and it's hard to explain why there would be an extra attack radius in the PRF files that matches the damage radius so closely in every instance.