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Topics - Holey Moley

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16
Devs / EXIT: Speed of life
« on: August 02, 2020, 02:39:27 PM »
Today I published a body of work that’s been underway for some weeks. I’m doing a write up since things have been quiet around here in the meantime. I’ve been doing three projects with some overlap, 1 has been my ongoing work on the Sword of Moonlight animation file format, and 2 at some point I realized a simple way to have the animations playback at full speed at 60 frames per second, as opposed to playing out at 30 frames per second, and 3 because of this change numerous other parts of the player software had to be upgraded to double speed at the same time. At the same time I’ve been looking at the model of a human arm that appears when you use your weapon in the games, and how it is positioned on screen, since Sword of Moonlight does it differently from King’s Field. I don’t know if it’s based on Shadow Tower of if it just does it its own way.

All of these things have come to a head keeping me from publishing anything until now. By working on the animation front I’ve been able to refurbish the arm model in order to support changes to how it’s displayed. It’s long been at odds with some extensions. It’s been possible to make an all new arm model, but in this case I’ve been able to take the original and work on it further without disturbing its information content. That’s a milestone in its own right, since it shows it’s now possible to improve on the original animations that are included with Sword of Moonlight’s sample art work and retelling of King’s Field. I wanted to bring the arm up higher and make it larger on screen. I couldn’t do that without editing it to look nice up close.

The arm effect is also upgraded to look nice at 60 frames per second in what was one of the greater challenges I faced. It now has four times as many animation frames. It turns out showing something commonplace moving fast in your face in first-person is hard to do with great efficiency. I’m releasing this work as a patch to the current release this time around. It coincides with a crash fix and I’ve just been dumping patches into this release right now while I work on King’s Field II. I worry about getting swept up in a side project as its deadline draws near.

I just wanted to write something for the front page blog. Instead of making this a "release" I'm just linking to a patch, below. I'm not sure why I feel like just patching this release, but maybe it's because I'm having to rush things to be able to work on King's Field II and I feel like eventually if I keep patching the loose ends will get tied up. Like I haven't been documenting a lot of things and I worry I am not giving myself enough time to do proper releases right now, which is one reason this patch is identical to what I would be releasing. (This is explained in the link, quoted below.)

Feature/crash fix patch

http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.2.zip
http://svn.swordofmoonlight.net/data/my/model/ARM.MDL

I was about to possibly put out a new release but in the last minute I somehow crashed the program in a way that hadn't happened before, so as a result I want to patch this crash that was introduced in the previous patch, and as it just so happens the patch includes what would be in a new release, so I'm possibly just going to keep rolling things into this release via patches.

I may make a blog post with or without a release. I will have to see what I feel like doing.

The crash happens in the jump system because I had it to read past the end of a buffer. It's a wonder it didn't show up until weeks later, but that stuff just happens.

This patch includes the new 60fps code I've been working on for a long time, and it changes how the arm is displayed when attacking, so I've included a new-and-improved ARM.MDL file (link above) that you want to make sure is in your DATA/MY folder.

This ARM.MDL is a lot better but the animations are identical to the old one. I think that its animations should probably be changed too, eventually, but what to change them to is a major decision I can't deal with right now. I do think the chop should be centered and not twist around. The thrust seems pretty lame too.

A lot of work has gone into this upgrade to 60fps animations and effects. The attack animations now have four times as many frames, but to do that they are blurred together to form a sweep of afterimages. And the transparency effect used is not great, but it's the same as the one for fading things in.

I definitely want to program a better system for the transparent elements before long. By that I mean a full BSP triangle sorting/partitioning system.

If you can take time to browse my contemporary posts in the forum I'm working on numerous things, but mostly model editing and model conversion tools. That work is beginning to wind down. I feel like I've been working on this for a very long time now. So hopefully I will finally see the light at the end of the tunnel and be able to prepare a new demo of my KF2 project.

I'm hoping that once all of the technical pieces are in place the project will almost finish itself. The problem solving stuff is all on the front end. The art already exists, so it just has to be transferred over as fast as my legs can carry me. I don't expect to have a final version by the end of the year, but I want to have a playable version of the full game.

EDITED: Please refer to this (http://www.swordofmoonlight.net/bbs2/index.php?topic=309.0) older topic/thread for patches. Usually I put patches in the newest blog post discussion, but I've opted this time to not make a new release.

17
Devs / EXIT: Intruder alert!
« on: July 05, 2020, 04:30:17 PM »
So, it turns out when I migrated the site to a new host a while ago I didn’t know that the authz_svn_module module had to be configured to get vanilla protection of the Subversion files containing the Sword of Moonlight downloads, so it turns out somebody or something was making revisions to the files, so I’m scrambling to try to restore it.

If you had the misfortune of downloading these files, the first ones are listed on the full page of this post (go through the “Continued” link) so you can see if you have these among your personal files. If you do I recommend deleting your installation and go back through the download and install process.

I’ve ripped out all of the changes since I migrated. I’m going to put them back in as soon as possible, but in the meantime they’re missing. They’re listed below if you want to try to recover them, except for source code changes. I think this shouldn’t have happened if the Apache and Subversion teams were more humanistic in their software design practices. Something you often run into with open-source projects is a callous disregard for basic use cases.

Right now I can’t seem to synchronize my personal files with the hosted files because I had to rip the offending files out of the database, and unfortunately Subversion doesn’t provide a tool for this. I don’t know if it will work from a fresh download or not. My files think they’re out ahead of the real files which is a scenario TortoiseSVN doesn’t want to account for. If I had a back up handy I’d just restore it to the state before migration and start over, which is what I’m trying to do ASAP. That revision number is 361 and as soon as I get things back in order there will probably be a revision 362 with the files I had to remove yesterday.

(On the bright side, I guess our “intruders” can be credited with helping to highlight the hole in our defenses. A lot of the files were Windows style DLL files, so be careful in case any of them are malware.)

The list below is legit changes that are temporarily missing.

372
/data/menu/NWSE.bmp
/data/menu/NWSE.txr
/data/menu/NWSE1.mdo
/data/my/prof/Ex.ini
371
/data/my/prof/Ex.ini
370
/tool/SomEx.csv
369
/data/map/mhm/yk4220.mhm
/data/map/parts/0096.prt
/data/map/parts/0224.prt
/data/map/parts/0352.prt
/data/map/parts/0480.prt
/data/map/parts/0608.prt
368
/data/obj/prof/0012.prf
/data/obj/prof/0013.prf
/data/obj/prof/0014.prf
/data/obj/prof/0015.prf
/data/obj/prof/0174.prf
/data/obj/prof/0175.prf
/data/obj/prof/0222.prf
/data/obj/prof/0287.prf
/tool/SomEx.csv

This list is a subset of the offending files that you can use to determine if you have a compromised set of files. Really I suppose I could just list one of these, but it’s just a copy/paste job of the first revision with bad files. Some of these look like someone might have made a mistake, not knowing how to use SVN or something, however one (assuming they’re from the same party) modified SomEx.dll and some other executables and some of the language pack files, including adding some of the translation files to the versioned files that aren’t supposed to be. So you could be running these files unfortunately.

/HEAD
/config
/description
/hooks
/hooks/applypatch-msg.sample
/hooks/commit-msg.sample
/hooks/fsmonitor-watchman.sample
/hooks/post-update.sample
/hooks/pre-applypatch.sample
/hooks/pre-commit.sample
/hooks/pre-merge-commit.sample
/hooks/pre-push.sample
/hooks/pre-rebase.sample
/hooks/pre-receive.sample
/hooks/prepare-commit-msg.sample
/hooks/update.sample
/info
/info/exclude
/objects
/objects/info
/objects/pack
/refs
/refs/heads
/refs/tags
/svn
/svn/.metadata
/svn/refs
/svn/refs/remotes
/svn/refs/remotes/origin
/svn/refs/remotes/origin/git-svn
/svn/refs/remotes/origin/trunk
/svn/refs/remotes/origin/trunk/.rev_map.908064de-85fe-4402-a909-d45d0ebbf1e1

As of this time I haven't been able to overwrite the files with the ones from before I migrated the site. I will update when I do so. Just in case you want copies of the new files that I've taken down I've attached them to this post, although you'll have to sort them into their respective directories.

18
Devs / EXIT: Unleashing monsters
« on: May 16, 2020, 10:57:40 AM »
It turns out King’s Field II monsters exceed the limit Sword of Moonlight imposes. I feel like the limit doesn’t make much sense, but From Software saw fit to limit it to 128 so-called enemies for a given level in your project’s video game. KFII treats its characters and monsters identically, and caps them at 200 on each of its two-story zones. SOM had a layer system that was disabled before it was published. I’ve since restored it, some time last year I think. It would have allowed each layer to have 128 more monsters, in which case its limit may have been 256 for a two-story level, which would have exceeded KFII’s limit.

When I restored the new layer system I decided to limit it to level geometry, so that layers don’t bring in new elements like monsters. That’s a better system because I imagined layers can be used to tackle the artistic limits of SOM’s grid based level design. I suspect not many game systems use grids any longer, but it’s something I feel is a great strength for SOM. I think there is lost wisdom in many of its anachronisms. By putting monsters on layers it isn’t clear what happens when they cross between layers or if that would even have been possible in the original system that got disabled. By artistic limits, I mean things like, you might want a layer to just be a ceiling for example, so you can have a lower ceiling on some section, or just have the elevation of the ceiling be independent of the floor. If you can’t do that you have great limits in design possibilities since the only other way to do this is to make new tile models for every combination of floor and ceiling. The new layer system can represent many things like a plane of water or mist or fog or just plug holes in the existing tile configuration. Anybody who’s ever worked with SOM runs into these limits.

But even on a single layer 128 seems like a very tight budget for video games. Monsters are seen as the sole purpose of video games, so it’s kind of bizarre that From Software set the so-called NPC limit equal to 128 also. Your average King’s Field game has many monsters and very few NPCs. And KFII’s maps are only 80×80 tiles as compared to SOM’s 100×100. In KFII’s levels the first thing you notice is how dense they are with monsters. These are really so-called spawn-points, which means that you never see this density in the game because they don’t all spawn at the same time.

I have all of these numbers handy because I’m working on porting KFII to SOM, and I could not make progress on that as long as this 128 limit remained, so two weeks ago I steeled myself to do whatever it took to overcome it. It was a grueling task as I knew it would be because monsters are a systemic aspect of SOM’s programs. Normally I wouldn’t work on this problem. I would wait until SOM is mature and I inevitably make a next-gen version of it, or write a specification for an interoperable media standard based on it. Luckily if you were to draw a diagram of SOM’s structure spawn-points would be out on the edge of the structure, meaning that they are self-contained and independent of its infrastructure, like leaves on trees. Because of this, even though they are referenced in a great number of places inside the program, they’re more like an ends than a means, or not foundational in other words.

Despite this, it still took me a long time to complete work on this. It’s a bit absurd because how normal software development proceeds if you do have fixed numeric limits imposed, it’s normally as simple as pressing the delete key on the number and inputting a new upper limit. But SOM isn’t like that, it’s like hacking a video game without source code. It isn’t always, but it is for anything like this. But since I’ve done it once, if there was cause to I could increase the limit for the other map elements. It would still take a lot of work, but less since it’s been done before.

Another aspect of this task is the so-called save file has to track spawning figures for the additional monsters. Enhancing the save data has never been done before now. I had to plan for future compatibility in addition to adding the new data, and because the new flexible save files can’t be used by old versions of SOM I’ve changed the file extension from “dat” to “som”. The “som” extension is also used by project files, which can be associated with the SOM_EX program to open them in Windows Explorer. Likewise the new save files can open the player component directly into the save game, bypassing all of the starting screens and menus.

I’m releasing this work and writing about it to mark the occasion even though most can’t see the benefit of relaxing the monster cap. The save file system is also included in this new release, but I caution to use it with care because it’s new, so I don’t recommend using it to play games. There is a way to disable it. I was going to put this release forward as a demo but I don’t think the extra work entailed warrants it. I just recommend maybe skipping it or waiting for patches. I have increased the minor version number since I think this version is going to new and exciting places, and I think there will be patches to this release for some time since there are some loose ends in the layer system that I intend to iron out with my KFII project very shortly. The new feature doesn’t require patching, but I think that I will just be slipping in little things here and there that will help fill out this important milestone release.

I'm penning this blog post at the end of a long day and it occurs to me I likely need to go over it again, but I don't have the energy or presence of mind to do it right now. But I want to go ahead and put this release out. Mostly these blog posts are just a formality. I do my best.

The new release is here (http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.2.zip) although I recommend updating with Subversion and using the updater software. I recently updated some of SOM's art files that isn't part of any release, just spur of the moment touch ups.

Other than the save system changes there isn't a lot to gain from this release, but I will probably patch it later with some new unrelated developments. This is kind of a trial release but I don't feel like putting it out as a demo.

I'm releasing it and writing about it because it constitutes a body of work that I want to document and it's a big development too I think, but unless you're working on a game project that stands to benefit from more monsters per map, it's not something you can do much with except to read all about it!

I'm filling tired right now... I hope it doesn't come through in my writing, but I can't wait to wake up tomorrow refreshed and finally not have to stare down the barrel of this unexpected hiccup any longer.

It represents one more step closer to realizing KFII via SOM. I really want to get to a point with my project before the end of the year that is semi-complete and worthy of sharing. I really hope there's enough time. I want to at a minimum have all of the content in the game and get to the point where it's in a playable state even if there's still room for improvement before December. I want to use December to promote it and not to work on it. But I have no idea if there's enough time or not. I'm not good with time estimates. And even when I can estimate time reasonably I'm always off by a factor of two or more.

19
Devs / EXIT: Making ''modeling'' software
« on: March 29, 2020, 08:00:00 PM »
For a very long time I’ve pursued a side project of developing art productivity software to support Sword of Moonlight. For many years I’ve worked on developing COLLADA as a format for storing “3D” art for use by game projects.

[thumbnail image and larger alternative image pictured below]

Since mid-to-early last year I’ve been busy developing an actual application for artists to use in place of popular 3D modeling packages like Blender. That’s taken up most of my time, and I was doing it in preparation to work on my personal game project to port King’s Field II to Sword of Moonlight.

Of course, this sounds like a lot of work to do when in the popular imagination it seems like there are already commercial and noncommercial software for doing these things. That’s true, and if I could use that software I would have gladly done so. Unfortunately I exhausted all alternatives in arriving at this course.

Am I saying that all of existing software and resources are inadequate? I guess I am. Or at least that’s what I’ve discovered. Not always for technical reasons, but oftentimes so. Sometimes for ethical or practical reasons or just aesthetic ones.

Sword of Moonlight itself isn’t actually a tool for making 3D data sets. In real terms it requires such sets as raw input, however part of its beauty is you are meant to not develop those sets unless you must. In fact, I think that’s doing it wrong. But it’s a secondary discipline just as essential to the process.

I had thought about how to approach this problem for some time before everything clicked into place last year. I had a feeling it was time. I started developing a user-interface component then that will undoubtedly be used to port Sword of Moonlight’s tools to more computer architectures in the coming years, and after that I began applying it to a 3D art application I could use to finish my game project.

Now I’ve completed work on the first finished version of this software which I’ve worked toward doing in order to be able to publish it and put it behind me so I can focus for the rest of this year on applying it to King’s Field II. The software in its present state doesn’t use COLLADA since there was not time for that. It’s likely similar to the programs From Software would have used to develop art for PlayStation games and Sword of Moonlight — it works exactly as does its MDL proprietary animation file format.

At https://github.com/mick-p1982/mm3d/releases I’ve published this work in the form of a preliminary demonstration because it’s very early on and there aren’t enough facilities built into Sword of Moonlight to work as a proper tool chain yet. I want to call this software Daedalus but for now I’m developing it as an enhanced version of the software I’ve borrowed code from to get started. A lot of the design decisions are simply those of that code’s authors. I’ve done extensive work on it and there is much more work to be done just to make it operate adequately. Unfortunately that will have to wait.





I'm making this post in haste, I will fill it in tomorrow, sorry :ssh:

20
Devs / EXIT: Every part of the controller
« on: February 22, 2020, 02:37:16 PM »
I’ve been itching to write a post for this blog ever since my last, if not for a subject. If I had staid course I think by now I’d have a release of the 3D modeling software I’ve been developing ever since earlier last year. But I have something better since not long ago I heard from the Moratheia project it’s back on (this was posted sometime earlier, complete with a new image) which shortly put me to work on Sword of Moonlight!

I’ve not put out a new release since mid last year, and hadn’t intended to release this one now after just 2 or 3 weeks except I want to write a blog and publish an unplanned fix for the PlayStation and Xbox trigger buttons I’d rather not sit on.

The genesis of this release is an idea to add a grab-hold-of-walls feature that is analogous to the crouching feature, or grab-hold-of-floors feature. Does that make sense? Communicating video game concepts is not always so easy: by holding movement changes from walking around to leaning out in order to look around. It can make certain types of movement easier and more reliable.

I believe this finalizes a basic movement feature set. I don’t know why I didn’t see it coming! It struck me out of the blue, as these things do. My motivation is always to find out how Sword of Moonlight will end. I’m very pleased with this development.

I wanted to hold off a release until I could complete a ladder feature that will use the holding feature to mount the ladder. I worked on numerous other things, anything that caught my eye. In fact toward the end an idea came up to be able to take the game from a run to a crouch, or crawl (bent over) without stopping to walk. That became the ultimate piece of the movement features since there isn’t any way left to add anything more to the one-and-only button: the King’s Field way is 3 buttons, 2 for hands, and 1 for everything else!

Movement is all around improved. I will try to detail every little thing in the accompanying forum post. Also of interest: there’s now a definitive roadmap for expanded hand controls and I’ve already added a means to hide screen elements (with hand buttons) and I now recommend using one of the triggers for the non-hand button. This wasn’t practical previously, even without the issues I was unaware of. Now that the 2 hand buttons will be expanded on I believe it’s helpful to situate them across from each other on the buttons that touch the triggers.

Here (http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.14.zip) is the direct release download, but you can use the updater too. (I recommend downloading it even if you got the early preview I shared yesterday. I usually stumble on some issues or remember something after a night's rest.)

I will fill in the details tomorrow in a round up write up but until then below is a quote (for safe keeping) from Moratheia's Facebook account. I heard from them sometime after this post's date and haven't heard from them again since.

Moratheia is still alive.
I intended to finish a lot of important work over December but I didn't have access to important files.
Working with the KF engine takes time, and patience especially from those waiting and I appreciate the messages and comments I get from fans. Moratheia has had a long history of required changes (mostly artwork related) and this has been the main reason for witheld releases. A huge break was also required, life happens.
I spent some time looking over the project and remembering what I wanted to finish, and today I had the chance to make some good changes to story and events to make the game flow better. I also decided to hide all NPC eyes as homage to Kings Field, hence the new NPC image.

Finally, I can share some interesting info... I am working on a combo system. It will allow players to chain attacks together simply by pressing the attack button faster. This will allow players to have even more diversity on how they play.

In terms of a release date... Its hard to tell. I have to get the bare bones of V2 up and running before working with the latest release of SomEx (improved version of the KF engine.)
I can confirm that Moratheia will work on all / most systems thanks to SomEx. Ironing out creases in SomEx may take time to get things up and running, but it'll happen.

Thank you all for your support.

[see image attachment]

21
Devs / EXIT: There's no place like home
« on: November 30, 2019, 01:55:55 PM »
For a while (several months) it’s been unclear what was going to happen to this site since I had to move it to a new hosting company and it wasn’t clear if I would be able to find one. Because I didn’t know what would happen and wanted to keep a banner up to communicate the situation I’ve abstained from blogging until the situation had been resolved.

That banner is still available as the previous blog post (to this one) dating back to March. I refer you to it for details. First the old company decided to wait on its deadline to move, so I had more time to work with, but my account ran out of funds, and under the circumstances it didn’t make sense to buy a new long term plan. But lucky for us, by this time I finally found news that the staff of the old company (and maybe some clients too) endeavored to make a new company out of its ashes, and so my decision about where to go next was made crystal clear. That’s the greatest relief and the best possible happy ending I could have dreamed of. The new host is called Opalstack, and there’s a link at the bottom of the page layout here.

I hope to make up for the absence of blog posts in the coming months. Below pictured are two blog subjects that might have been, that received only update lines in the aforementioned banner posting. The first image is of a new effect that blends the seams in map geometry together. This is something that I suppose Sword of Moonlight should have had all along. It was omitted like many things because the software’s tendency to neglect anything not required by the pack-in remake of King’s Field. The second image is a new extension that makes it possible to have transparent elements to base their opacity on their volume along an imaginary line between the viewer and pixels. It’s per-pixel in other words. Combined with the new layers feature it enables many special effects.





Lately I’ve been working on a precursor to the Daedalus 3-D project so that I can make progress transferring King’s Field II’s animations over to Sword of Moonlight. And most lately I’ve been dividing my time trying to transfer this website over to this new host, that has not been a simple job, owing to some technical challenges that I may go into in the forum-discussion accompanying this blog post. It’s possible not everything works.

It's been a while since I've done this! Make a blog post/forum discussion post. I guess I've done this like a robot for years. I assume people find and read them or even subscribe, but I don't know. People of this world are so hard to reach. I sometimes don't write a forum post immediately after a blog post because writing one takes the wind out of me, forgive me. But I have to satisfy the need for the cross-link.

I suspect that nothing on this new server is being cached in the browser. I have to look into it, but it seems to always be reloading. I have a bit more control over the new website owing to there wasn't as much infrastructure in place as at the old company so I was encouraged to install pretty much all of the hosting software into my account. That's actually a good development I believe since it means I may be better positioned to maintain the site in the future since everything it needs to operate is in theory inside its file tree, so that I can make copies of it, ones to work on and one to publish, and maybe others to experiment with... crazily I may even try to update the various web software involved, which all date back many years at this point. As a side effect I have to micromanage more, but that means more freedom too.

That is partly the difficulty I experienced in transferring this site (I have more sites to transfer too, one at a time, including swordofmoonlight.org.) The other big part was a desire to get with the program and upgrade from PHP5 to PHP7, that was not easy because they are very different. I couldn't risk just updating the software to new versions to do that, so I had to go into my own software and retrofit it myself, as its developers must have done at some stage during the past half-decade. Needless to say some things may not work properly. But everything I know of seems to be working. I could have fallen back to PHP5 also, and I plan to do that for some websites that I'm not interested in bringing into the future (although at some point I will have to figure out something if I plan to keep them online) but for the main sites I want to test them live so that I can stumble over anything that's broken and fix it. If you don't use them there's no other way to discover problems.

The most important thing is the Sword of Moonlight files are available for anyone that wants to try them out, even though almost no one seems to give them more than a passing glance. Sometimes I wish I could change the world's collective attention span with a snap of my fingers :rolleyes:

22
Devs / EXIT: Some website turbulence is imminent...
« on: March 14, 2019, 11:40:50 PM »
Update: A new software release announcement with information is attached to this blog post’s Discussion Forum counterpart.

Update: There’s a new release centered around a new feature called SoftMSM that blends lighting where cells touch in-game.

Heads up, my web-hosting service provider (WebFaction) is in the process of being bought-out/taken-over by GoDaddy. I don’t understand the nature of this kind of transaction myself, since it’s basically just disappearing, by summer. It’s not like GoDaddy is continuing the service, and so it’s hard to gauge what is the value of such a buyout to an entity like GoDaddy. The customers are all going to leave, or are having to leave. I don’t know if GoDaddy is “buying” the infrastructure (old, aging computer stuff, buildings) or what?! Or if it helps the WebFaction owners get out from under a crushing rock of some kind. There’s scant details and no transparency.

My host (since this website, and others, has existed) seems like it was pretty unique, in serving niche for software developers, on a tight budget. I’m not seeing a lot of alternatives to change over to. I may even have to consider giving up on having website(s) for a little while. But I want everyone reading this site to know that everything (except for the vagaries of hosting website(s)) is going very well for Sword of Moonlight. And even though, I should probably keep this a secret for a little longer, I want to share that there are plans underway to resurrect King’s Field, for which the coast seems clear. And also very good things are happening/developing on the VR integration front.

It’s just that, my web-host is going to go offline, permanently, this summer. The truth is, I’ve never had the time and resources to manage a website. None of my sites’ software is up-to-date. Its web-software is all ancient. So it might be a good thing to take some time off. My account is paid through November, but I don’t know what that will mean under GoDaddy. I should probably try to contact them to see if I can rule out any possibility of staying there. The only provider that looks like a possible ship to jump over to is called SSD Nodes. Their operation looks a little dodgy, but it’s probably fine. My 3 options are 1) go nomadic, no websites, retain the domain names for later; 2) start migrating ahead, all but ruling out the possibility of staying with GoDaddy; 3) see if GoDaddy goes smoothly. Option 2 means buying years of service that are nonrefundable. So, there will likely be a period of downtime. Option 3 is just option 1 with a happy ending. Therefor, I think probably there will be at least some days when the sites will go dark, for a while. This post will remain here until the site goes down.

If GoDaddy honors the money in my account, at the same rate, I will be able to put a message up until November. And it should be possible to redirect to a temporary site, where you can follow my efforts to bring the site back, or make other arrangements. If anyone can be a webmaster for future King’s Field, and you are already paying for a host (a VPS like host, that can install/exececute regular applications, SSH, etc.) then please get in touch, and we can get you into our exciting loop, and you and I can work together. If we successfully raise money, webmaster is the foremost paid position in our little company.

If there are new releases I will announce them in this topic/thread until the path seems clear for the website(s).

GoDaddy has owned WebFaction for a long time (2016) without interfering. But the communication with the WebFaction staff has broken down, so everyone's lost confidence that the official decommissioning of WebFaction this summer is going to be a seamless transition.

Even if everything works after the final day I will be very surprised myself. After which, we will have to look at the new prices. I'm actually fortunate that my account is running out of money in November. If this had happened just after buying years of service, it would be more messed up. Currently I have $5 supported on Patreon, so maybe that can help make up the difference of a more expensive monthly hosting plan.


Update: There is a new release up. http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.10.zip is the SomEx.dll file that the updater will prompt to download/update. More information in ensuing replies!

Update: There is a new release up. http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.12.zip is the SomEx.dll file that the updater will prompt to download/update. More information in ensuing replies!

23
Devs / EXIT: Not dead! King's Field II
« on: January 02, 2019, 06:55:52 PM »
Damn! it’s been 3 months without an update. I guess I should put something… here.



First of all, I’ve not been on break. Mostly I was busy using Sword of Moonlight to make a game (demo) for once. I found out it takes a lot of time/work to make a video game. After I got to stopping point, I have gone back to working on a COLLADA software library. I actually did that some in October, and then took a break, before returning in December. I’m working on that at my own glacial pace. I will eventually get it into some art software useful for working with Sword of Moonlight. I just don’t know when. I can’t even guess. It is a very serious library. It’s not actually about COLLADA, it’s really XML Schema for C++. But COLLADA is a veritable labyrinth of XML; so it’s worth it to invest as much as possible into the foundational infrastructure. I hope it will be of use to others. I hope the same for Sword of Moonlight. Despite the crushing yearly reality that none of you out there seem drawn to these things as am I.

Please try out that demo. One benefit of making a game is I get to see Sword of Moonlight through an author’s eyes. It’s hard to explain, but when you primarily develop software, it’s not good if you don’t use the software, and depend on it. To some degree, because I didn’t feel like it was ready to make games with, I’d resisted putting myself in that position. As a programmer alone you can’t see the forest for the trees so-to-speak.

24
Devs / EXIT: Layer feature unearthed, now restored
« on: September 09, 2018, 09:30:22 PM »
I feel like there should be a lot to say about this, but I am perhaps too exhausted to say it. So, in brief, some months ago (I can’t recall how many) I began to notice some mysterious code within Sword of Moonlight, that I thought must indicate something was removed, to do with playing more than one level at a time. I thought it could be “layers” or a corridor between levels, or both of these things. I looked into it once or twice since. I even felt it may have been a load balancing system.

A month or so ago a person appeared who was working on figuring out the contents of King’s Field II’s disc for the PlayStation. Speaking with them got me to take a look myself, since it’s something I’ve been meaning to do. I wasn’t much help, but I did notice that there is two layers on each of the game’s zones. The other layer is interleaved with the first. I realized that’s the only place it could be, going by the size of the files that remained. That was a few weeks ago or more. Ever since then, I began work on making a layer system available to Sword of Moonlight, starting with its strange code from before.

I didn’t stop at getting the extra layer working, since layers is actually a big deal for Sword of Moonlight! I stopped everything to complete work on it. It also gave me a chance to investigate the MPX file format containing level definitions, and the MapComp program that produces its file format. I had pictured myself doing this at the beginning of the year, in fact, but couldn’t help from getting sidetracked. And so, I was glad to have gotten the year back on track, right on schedule.

By now I know everything there is to know about that code from before. I kept coming across it in different forms time and again. I think I’ve seen every trace of it by now. It was a layer system more or less identical to the newly developed feature. In fact, I used what bits and pieces of it I could, in order to not waste it, and to be able to say that it is a part of Sword of Moonlight having origins in its earlier days with From Software.

EDITED: This release's devlog: http://www.swordofmoonlight.net/bbs2/index.php?topic=67.0

Please SVN Update and follow the updater. While there go into the language settings and update your TOOL language package. Alternatively the files directly involved are listed below.

http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.8.zip

Language packages
English (TOOL)
http://www.swordofmoonlight.net/text/English/Neutral.zip
Japanese (TOOL)
www.swordofmoonlight.net/text/日本語/最新.zip

To add layers, go into the Map menu, and select two maps. Doing so enables the Compose toggle/button. The map with the lower number is the base map. Only the base map has EVT and MPX files. It is the level. Its layers are subordinate. To add more layers, up to 6, clicking/toggling the Compose button for each.

After this process the layers will become shortcuts to the base map, which will open to the chosen layer. Where the map title is shown on the main screen is now a layer switching menu.

A layer gives you more freedom to flex your creativity as an artist. They let you put tiles on top of tiles (or even right on top of each other--inside one another.) Layers are not above or below each other. That would be too restrictive, and pointless. They can intersect at any point, and are just useful for having more combinations of tiles.

The map's starting point (for testing purposes) is assigned to a layer when right-clicked, and likewise everything on the map lives on a layer. This notion of belonging to a layer is lost on the MapComp program, and unlike the original system is not passed to the player via the MPX files...

All that it is for is so when tiles are moved up and down, if things live on the same layer* as the tiles, then they will move up and down with those tiles.

*Technically layers can belong to a group, which I've called a z-index. If you make your layers out of order, the current system shows the raw z-index in the sliders that change what layer(s) that things belong to...

This z-index system isn't going anywhere, but I've thought about sorting the z-index values according to the layer order, to make them more intuitive. However, really, changing what layers things live on is something that is not normally required.

There is a new LYT file format added to the MAP folder. LYT stands for "layer table" and I took the name from the LVT (level table) file format. Likewise, there is an MPY file format that complements the MPX format. And MPY file is so far identical to many MPX files stored back-to-back in the file, but without things that are stored in the MPX file, like the vertex buffer, and MHM files, and all of the level's NPCs, etc.

SOM_MAP makes LYT files, or you can make them by hand. MapComp makes MPY files. Once you add layers to your MAP file it will not work with MapComp without SomEx.dll. This is because it tries to incorporate the layers, but it crashes because the memory the code wants to use for layers has been removed from the EXE, i.e. MapComp.exe.

SOM_MAP's "objects" are the only thing that used the layer field for a different purpose. I was able to determine at the very end that it was definitely intended to be used as a layer field, but for some reason the field had been changed so that when the MAP file is saved, the object-type from the PR2 (PRF) file ended up in that field instead. Because it only writes the field, it means that SOM_MAP doesn't use this field this way. And neither does MapComp use it. So, I determined it best to restored the field to the layer use-case...

As a side-effect of this, in order to work with older MAP files, it is necessary to tell if the files are using the newer layer facility or not. Because of this, the maximum z-index in this scheme needed to be 9. So this set a ceiling on what the limits of the layer system would initially be. Likewise, the player (oddly enough) has room for 6 layers (7 including the base layer) in the memory ahead of where the original layers would have been (where the base layer currently is) and so the new system just uses negative numbers to refer to the layers. This is a pretty weird turn of events. It's hard to imagine why there is so much vacant memory in the data structure (it's not global memory) but there is, and it sets a limit to 6.

As a result, I've decided to limit the layers to 6, and reserve 1 extra z-index for things that you want to not live on any tile (so no tiles/layers can ever move them up or down.) You should use 7 for this purpose, but technically you can place anything on any z-index at any time. New layers take the next available z-index. 0 belongs to the base map. A hand edited LYT file can group layers, but it's not recommended, and is more a provision for later, if the ability to use MAP files other than 00.map through 63.map is facilitated--either for base maps or layers only.

What SOM_MAP currently facilitates is called the "basic layer system" that just uses the simplest workflow possible. If your base map cannot be the lowest numbered MAP file, then it must be renamed in the MAP folder, and any events that connect to it must be reassigned by hand to its new MAP number.

The LYT file can be hand edited to customize the layer menu. The Compose button inserts maps into the LYT file according to their MAP file numbers however. The only part of the layers that is used is the top half of the MAP file. If you make a MAP a layer, the bottom half of its file appears to be missing, but it is retained, and will reappear if made back into a standalone map.

When you work on a layer, you are really working on two MAP files, and so will save both. What you see is a composite of the layer, and the base map. The only thing you can change about the layer is its title. And its tiles of course. Everything else is as if you are working on the base map.

25



UPDATE/DEMO: https://swordofmoonlight.itch.io/k






I'm officially doing this :biggrin:

Update: Here (www.swordofmoonlight.net/holy/KING'S%20FIELD%20II.zip) is a verbatim copy of my working project. It's primarily for safe keeping on my webhost's server, but you can see it for yourself. I will announce future updates in this topic/thread. They will be regular unceremonious posts. Not regularly, just quiet posts.

6/8/2020 Demo patch: http://www.swordofmoonlight.net/bbs2/index.php?action=dlattach;topic=286.0;attach=1043

ZIP update: http://www.swordofmoonlight.net/bbs2/index.php?topic=286.msg2679#msg2679

EDITED: For the record, I found out that SOM_MAP's arrow icon, which I based this image on, is backward, pointing north, when it should point south. After the fix, the arrows in the image flow naturally like a race course along the walls. This backward arrow long gave me a misunderstanding of SOM_MAP's directions. I realized today that they default to south, not because of 2D, but because in the 3D view, south facing, seems to be looking toward the monitor, at us, because we think of down as facing us, and up as facing away... possibly because we (I) see the map laid out like a table top.

26
Devs / EXIT: Things to come
« on: May 01, 2018, 03:47:51 AM »
This is going to be a short post: I’ve been working hard (and often) on a major release that expands upon the profile editing tools and integrates them into the main experience; The crude “DLC” tools for making all new building-blocks for custom projects or to share. It’s taking a long time. There are five tools, and a sixth is needed. Though small, they’re very dense, each of them. They are to be seamlessly integrated by replacing the 3D model viewing elements with the new tools, since they include views of the 3D models. They have a lot more personality, and they are able to use the same extensions as the player, and so appear identical to the games. Upon completion, only the level designer will remain to be similarly upgraded. I feel that I will want to embark on that project, since it will otherwise appear not up-to-code until I do so.



In other news: In days I will have a PlayStation VR at my side, that I’ve ordered exclusively to add a stereo display feature to Sword of Moonlight. Since I learned that the headset would be perfect, I’ve thought about it somewhat, for at least a couple of weeks, off an on. I think it’s going to be a quick and painless operation, one that is likely to be more-or-less completed within this month; In which case a VR release may happen before these tools are released.

This (http://www.swordofmoonlight.net/bbs2/index.php?topic=281.msg2501#new) topic/thread has plenty of pictures of these new tools.

Here (https://github.com/gusmanb/PSVRFramework) is control panel like software that I will be using to add Sony's VR headset to SOM. Here (http://www.swordofmoonlight.net/bbs2/index.php?topic=282.0) is a topic/thread where I will be reporting on this feature's progress.

EDITED: I added an image. I wasn't going to, but I ran into some trouble, and got sucked back into messing with this thing... and happened to find a model I liked for a cover image. (In last minute code changes, I turned a "1.0" into a "1" and it killed the do_aa effect. It took me a while to figure out what I'd done, because it was 1.0 for the horizontal dimension, but left 1 along the vertical.)

P.S. Notice how clean/solid the lines are around the skeleton's bones, etc.

27
Devs / EXIT: Spinning plates!
« on: March 18, 2018, 07:54:29 AM »
So, I realized recently a bug was introduced into the level design tool — not long ago, but not so recently either — that is so sinister that I stopped everything to prepare a new release in order to minimize the possibility of spoiling anyone's fun.

Truth is, I was looking for an out anyway, since the latest work has spun off into multiple different directions, some completely unpredictable. The genesis of this release sprung from an inspired moment, that I couldn’t have predicted at all, at the time. And ended with only the basics of that idea realized. Instead, the focus of this release became a small side project to find a way for the tool’s two number tables to be able to set a column to the same value for more than one row at a time — in any combination. I wanted to do this since two or three releases ago, because this will be important in the future, in order to fully take advantage of a new way to adjust the order items are displayed in game menus. The basic problem being that the items need to be in the game before they can be so adjusted, and until now there was no easy way to do that than to manually select every one individually and input a quantity figure into these tables.

The reason this mushroomed, is the tables themselves are unique among the element’s of Sword of Moonlight’s tools. And since they are only in two relatively insignificant places, I had not personally spent a lot of time with them, and now that I was doing so, I saw their evidently substandard state, and felt it was high time to bring them up to code, whatever it took.

The other standout highlight of this milestone release (1.2.2) is I was finally able to get to the bottom of why Sword of Moonlight’s button elements appeared different from the bitmaps embedded in the program data, and so all of the button bitmaps have been replaced with composites of the originals and their degraded versions — or how they’ve actually appeared to the end-user up until now. For the gray buttons, it wasn’t simply possible to use the actual image, because its hue is much more red, and so does not appear designed to blend naturally into the background images that the buttons are displayed over.

Up to now, new buttons appeared with this red coloring, and so could be distinguished from old buttons. Now everything is even.

Other highlights to look out for tie back into the most recent few releases: For one, the level design tool can now generate all-or-any-combination-of 3D “maps” at the same time, and can test any one without opening it up into the tool. The idea to do this did not occur to me at the time, but it is a very natural outgrowth of the next-to-last release. The tables work builds on three releases ago. And what I’d originally endeavored to work on builds onto the previous release. I did as much work as necessary in the last day so to not leave anything unfinished to do with it. But it is still not practical, and is only available with the English language package in this release. It is only the beginning of a richer feature set for “items” in games; most address swordplay.

This final item is an ongoing effort, since it touches on many aspects, of which only the first is enabled by this release.

– - – - –

Unrelated, in the interim, I also seem to have done a job restoring the WebGL and SOM database features inside this website, including some enhancements. The work was spurred by the server here having been migrated to a new operating system, which broke some programs at the binary level. I’ve also taken down numerous blog postings from the past, which I would categorize as being of low or dubious information, primarily having existed to signal the “lights are on” on a month-to-month basis.

One last piece of news, which I’d considered making the focus of this month’s blogging, is that a new Sword of Moonlight forum has been created at https://www.reddit.com/r/swordofmoonlight/ in the hopes of A.) attracting outsider participation with a low barrier to entry and casual atmosphere, and B.) establishing a neutral ground zero that can receive a sudden blast of interest in Sword of Moonlight without going down, especially because I have to keep the spam countermeasures here as locked down as can be to not manually deal with the stuff on a regular basis. The forum is not active right now, and will probably remain so, but I intend to add links to it around here before long.

Detailed breakdown forthcoming, tomorrow, or not before long :goodnight:

28
Devs / EXIT: Back!
« on: February 01, 2018, 02:25:44 AM »
I’ve prepared a new release in 3 days flat, and am rushing it out to make this January 31 blog post.

I am very eager to work on Sword of Moonlight again. I’ve been absent since mid December, working on various things, some tangential to Sword of Moonlight, but mostly I’ve been very frustrated, feeling as if I was not being productive, whether or not I have been, the feeling persisted. Ostensibly I was working on a difficult problem to do with writing XML like documents and accoutrements to ZIP archives, within a framework of my own devising that is — as it turns out — perhaps too transparent for its own good. I cannot say why that work drug itself out for so long, other than it’s highly conceptual and because it was in service of a “software library” its bar is much higher than Sword of Moonlight’s. Adding insult to injury is the feature itself is more a logical gap than a pressing matter — no one really needs it, but logically it should be part of the feature set. It’s refreshing to be able to turn out a new and important feature in 3 days in comparison.

This release adds to Sword of Moonlight new modes for for the first time to be able to see the world model’s boundary geometry. Sword of Moonlight could get away with this as long as developers weren’t in the business of working with boundary geometry. If you found yourself in that boat, you could only play-test the product and inside it virtually rub yourself up against every surface to determine if they are satisfactorily impermeable or not! While this may sound like just good wholesome fun, it isn’t exactly a good use of developers’ time. I myself was doing boundary geometry modeling work toward the end of 2017 and I stopped doing it, because I could see that, by working blind, my work had been prone to error and time consuming. And so I resolved to work on the absent-feature problem, before resuming my modeling effort to polish and streamline the From Software staff’s artistic contributions.

In brief, one of the main editor’s screens is expanded, and a secondary goal involved changing its workflow to make way for near-term expansions, since it will host most if not all of the new map work features in store for 2018 (all of which will serve the greater goal of bringing a complete reproduction of King’s Field II to Sword of Moonlight in 2020 in recognition of both product’s respective 25th and 20th anniversaries.)

Details are coming :ninja: In the meantime please refer to a previous forum announcement (http://www.swordofmoonlight.net/bbs2/index.php?topic=257.msg2413#msg2413) including a screenshot of the newly expanded 3D map preparation screen. (I'm in a rush to file this before February, since I try to make a substantive blog post every month, give or take. Sorry, but for what it's worth this development is because I realized a January release was possible, when I had not expected to finish this work before February.)

Quote
P.S. This is http://csv.swordofmoonlight.net/SomEx.dll/1.2.1.12.zip.

SVN Update is required to get the white MAP/TEXTURE/dummy.txr file:

http://svn.swordofmoonlight.net/Sword-of-Moonlight/data/map/texture/dummy.txr

Language pack update is required to get the new buttons, etc.

www.swordofmoonlight.net/text/English/Neutral.zip

I may patch some things into it, that didn't make it in the rush.

29
Devs / EXIT: Maps and menus and items, oh my!
« on: December 15, 2017, 01:34:16 AM »
I’m presently dividing my time between Sword of Moonlight and finishing a rewrite of the COLLADA-DOM library that began at Sony. A month ago (30 days or so) I took a break from the other project and so — of course — returned to this one. I never got around to complementing the previous release as I’d intended to do. I usually ease back into this work by taking on smaller, more varied appetizers before I settle in for a main course. I do a few of these more substantial jobs every year.

This blog-post is about a new release; The substance of which is hard to categorize. It came about as a surprise; In short, I bit off more than I could chew.

Currently I’m postponing the major finishing touch in order to return to the other project for a time. I think this release grew from my experience having explored the Moratheia 2.1 demonstration in the months prior. I experienced some difficulties with it that I thought ought to be addressed. This release addresses two areas of concern.

One of these two is how to better facilitate access to “items” that are buried deep inside menus. To ease this process this release remembers and returns to the place where a menu is left off. This way it’s more practical to do the same things over and over again. One class of “item” for which this is often required is a map of a game’s surroundings. I actually began working on this, partly out of curiosity, because I’ve never before surveyed Sword of Moonlight’s menus system. I felt it was high time to do so. This was unavoidable, and is why this release ultimately took so long to conclude itself.

In addition to saving places within menus, it’s now possible to work backward from the top of the itemized menus, and vice versa. And what really took much longer than anticipated is a new system for changing the ordering of items for these menus. It was when I began toying with this idea I realized what I’d gotten myself into. Still, it’s an especially important development, since the natural ordering for most projects is haphazard at best, and so unacceptable as finished product. The full plan called for end-users to be able to rearrange the ordering from inside the games’ menu, in order to easily accommodate personal preference.

The other of these two is not really for end-users, but is instead a real-time map display system for developers to use. But is also available to end-users who find themselves in a pinch. When we make a virtual world it’s difficult to supplement our natural sense of direction. In the early days of development a guide such as a map is essential. One interesting development to come of this is, map in hand, it was instantly more expedient to “click” the map in order to go anywhere, as opposed to navigating by it.

As always, several original bugs were encountered, and along with previously unreachable bugs (although exceedingly nitpicking nowadays) have been quashed. There are many details that will be elaborated upon in the linked to forums posts, very shortly.

Use SVN Update to update, and the SOM updater program will appear and want to update SomEx.dll to version 1.2.1.10 (http://csv.swordofmoonlight.net/SomEx.dll/1.2.1.10.zip)

I will have more to say later (of course) but right now I want to find out if having "&" in the title is a problem for the forum link :hearton:

30
Devs / EXIT: Let there be light
« on: October 30, 2017, 01:07:35 PM »
October was a good month for Sword of Moonlight. It started with an unscheduled release that turned into possibly the most consequential yet, and because of it I was able to really dig in to Mortheia’s 2.1 demonstration (pictured) resulting in a string of “patch” alerts on the back of the new release, the likes that can only come about from many hours of genuine, uninterrupted play.



Combined with the first surprise release from late this year, in Moratheia’s project Sword of Moonlight appears able to make a fully professional showing. The earlier release removes pixellation from detailed images that form cutout shapes that are applied to two-sided paper thin polygon shapes. It sounds like a cheap effect, but Moratheia makes use of this to great effect, as can be seen in its many fine tree limbs (pictured) and grasses. The second surprise release is more or less an omnibus that started with the simple objective of extending the kind of geometry that can be walked over without encountering glitches, but would snowball to enhance and make perfect the solidity of Sword of Moonlight’s artistic worlds.

Furthermore, in this process, insidious, showstopping bugs were isolated and eliminated from Mortheia’s demo.

I believe that very soon Sword of Moonlight will be suitable to stage a competitive commercial offering. Moratheia appears poised to be the first such offering. That said, that Moratheia exists at all is nothing to sneeze at. Sword of Moonlight is very user-friendly, but also many parts of it are strictly off limits to users, and so I cannot endorse its fitness as a complete product at this time, and do not expect to be able to do so any day soon. Nevertheless, Moratheia is living proof that with enough patience and know-how, Sword of Moonlight can deliver very impressive results.

Read more about Moratheia here (http://www.swordofmoonlight.net/bbs2/index.php?topic=154.0)

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