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Topics - Holey Moley

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46
Beginner and other Nonsense / Multi-colored Fonts?
« on: January 17, 2015, 12:40:44 AM »
Here is just something I find interesting I wanted to make a note of. I was wondering if the TrueType font format had any kind of exotic support for a color palette or something like that for its fonts. Just out of curiosity because I doubted Windows would have acted on the information if available.

Web searches don't turn up much, maybe "Multi-color Font" is the best keywords to use. Here (http://www.istartedsomething.com/20130628/microsoft-adds-multi-color-fonts-in-windows-8-1-proposes-opentype-standard/) is a top scoring page that suggests this is something coming to Windows (along with spelling checking in Windows 8)

This (and spelling checking) are both two very interesting additions to Windows. I was curious myself why this wasn't a thing, because it seems like it would be so obviously useful, especially because font rendering is the only place desktop operating systems tend to provide native support for scalable (aka. vector) graphics.


I think games of the 21st century need to get far away from bitmaps for fonts and other UI elements, especially if they are for PCs which can come in many different resolution modes. I think SOM's menus would actually be much improved if the frames were built out of fonts for instance, that and perhaps 3D models (with fonts at least for the lettering elements)


Black and white (or tinted) would work fine, but fonts with colours would make things more interesting naturally.


P.S. Random thought. I had thought for a long time that the way SOM offers resolutions to play at (clearly based on originally being a fullscreen only affair) is antiquated and should be revised on a new system screen ASAP. But looking at videos of the PlayStation games (edited: and playing one a little bit a few days ago) and other "indie" games it occurred to me that that old blocky look that comes from low resolution may actually be useful for emulating the style of older games, so I'm inclined to keep things the way they are. Or at the very least not just have the resolution set to the size of the window hosting the game.

47
Beginner and other Nonsense / STICKY: Sick Days
« on: January 14, 2015, 06:31:22 PM »
I am rarely sick if ever, but whenever I go on a grocery run or anything I will spend the day in town, and the next day if I am not feeling bad I will at least be inexplicably tired. I say that the time in town wears me out, but I think the tired symptom is more likely just a notch below bad feels, or maybe just baseline what it feels like when the immune system is on red alert.

I usually power through these days, but not this time. Since turning in I've slept at least 14 hours, including a 2hr nap, and laid in bed for probably 4hrs or so. Couldn't eat breakfast and so had some chicken noodle flavored ramen and 7up instead. But worst of all has been the constant headache. It's probably actually a fever, I can't tell if the ibuprofen is working or not and realized today that I've never owned a thermometer in my life.


I'm guessing this will be the usual 24hr ordeal, but I'm writing really just to recommend Brian Eno's Apollo if you ever have to suffer through a longterm headache. I began thinking after waking from my nap (I didn't think I would be able to stand to look at a screen or listen to anything today) what I could listen to that would not exacerbate my headache. Not because I'm the kind of person that can't handle silence (I'm not) but because I needed something to distract myself from fixating on the headache itself...

I thought probably it had to be found in Brian's catalog. He actually has an album called "music for thinking" so I was like, he really should make a "music for aching" album. I thought about the various albums and only Apollo seemed worth trying (edited: Harold Budd is probably a good place too look too but I don't know his ambient albums by memory. I will probably try his collaborations with BE later. I think this is the first time I've ever _actually_ listened to Brian as purely ambient mood setting music, which was supposedly the idea behind pioneering ambient as not-muzak musical genre)


I think Brian made Apollo for a documentary on the space program. I've never seen the documentary but I assume it was completed. It's pretty spacey, like empty quiet desolate weightless spacey, but also seems to have been inspired by country western which is always very smooth on the album. The country western motif I think works well in space but was also probably inspired by the cowboy image of astronauts and the US space program with its sites usually in the southern states (edited: Daniel Lanois and Brian's brother are also accredited for Apollo)


I am making this thread Sticky so anybody who is hard at work everyday on behalf of SOM or on a highly visible SOM game project can use it to let everyone know they are/were out of commission, and share tips and stories too.

48
Beginner and other Nonsense / Papier Mache of Mark Patraw
« on: November 16, 2014, 11:17:41 AM »
I noticed a tab that had been open in my Firefox session forever had broken today. It doesn't seem this has been posted here before, so I'd like to introduce figurines and other curiosities made by Mark Patraw. When I have time I may try to compile a gallery of the King's Field and Shadow Tower ones over time in this thread.

http://kramwartap.deviantart.com/
http://www.papiermache.co.uk/gallery/artist/372/

There are also Megaten ones and lots and lots of other subject matter.

49
Beginner and other Nonsense / What is a video game? Is KF one?
« on: November 06, 2014, 08:56:43 PM »
Apparently this is a debate people are having:

http://www.youtube.com/watch?v=H0ReU2tvLFo&list=UUr_2H8pPitVJ85bmpLwFUyQ

Video courtesy PBS Game/Show.


I myself don't actually consider King's Field to be a game at all. I can't say why exactly but that's just my "there's no wrong answer" quick/gut response. I definitely have more sympathy with the people making games who are running away from the word game itself...

In the vid the Monument Valley game's authors supposedly want it to be called a "designed experience". Even though it looks outwardly at least (haven't played it. It looks like a smartphone only game) like a very traditional game, or at least a puzzle. I think that term though is pretty good, one of the best I've heard, the only problem is it isn't at all catchy and has a lot of syllables, so it's seems limited to technical speak.


People have coined the word "walking simulator" to call out games that they don't feel to be genuine games. I actually love this term. I think it's the perfect term for Sword of Moonlight's default game model. I think SOM can also do games like Armored Core without breaking the mold, but I think at its heart AC is a walking simulator too. Making robots walk isn't nothing, I think it's something, and even genre defining.

My personal idea of the perfect KF game is a walking simulator with a fleshed out protagonist that makes decisions for themselves, you just lead them about like walking a dog. For instance one thing I really don't enjoy in games is "crafting" or combining items from the inventory to make new items. For me when you have to do that its like the whole game stops and just fumbles around hopelessly. I find it utterly contemptible. I feel like if you need to combine something to progress the story then simply obtaining those things (perhaps the character takes them themselves for some purpose) and then simply walking the player where the things are needed. Essentially its a door with more than one key, wherein the player character will then on their own try to pass through the checkpoint however they can, which may be a cutscene where two available items are used together, which may or may not work...

For me the "hidden object" genre would work much better if the objects were simply put to use this way once obtained. It's less of a puzzle approach more of a story approach. For me the brilliance of games is actually inhabiting the spaces.


I do also think consumable items can be combined, but not via an inventory. My preferred approach is to map the items to keys/buttons and then press the two or more buttons down simultaneously to use them all in unison. That's organic. Use a water and wind magic together to make an ice magic. Same thing. Use a sword and whetstone together to sharpen it. Use the sword alone (mapped to a button/key) to equip or unequip it, together to combine it. Use the whetstone itself then to sharpen the item on the ground/table beside you. I just want this kind of system to be standardized and I don't want to play a "game" that uses a different system ever again. I want to play hundreds of games that all use the same interfaces and the same artwork just like all of the movies and series I enjoy everyday. I want the story to be the focus. That's what animates me anyway.

So I don't think KF is a game, because it doesn't have any gamey elements really, and certainly not any that it couldn't do without, and because its really not that challenging even though people claim its more difficult than Dark Souls, I think those people must just be people with no moral compass who have only ever heard of King's Field, or exceedingly trustworthy people who're regurgitating some horseshit idea that they got from somewhere.

Shadow Tower is a little difficult though. Especially on the resource management end. Does that make it more of a game, I don't know. I guess for me it depends on if the focus is on story heavy single player experience or not. Or if it's more like a sport, with arbitrary rules, which are not there to enhance the story but instead exist to make the game's novel mechanics standout among the pack.

50
Beginner and other Nonsense / Jumping in video games
« on: October 09, 2014, 10:18:16 PM »
Here is a video on jumping in games:

http://www.youtube.com/watch?v=z2oV2DQ2dEA&list=UUr_2H8pPitVJ85bmpLwFUyQ


I just want to add, that I think games have gotten jumping spectacularly wrong. Especially in games which feature fighting, as most games do.

If you are going to fight effectively you have to constantly jump. Games don't capture that. The only way to move and swing something like a sword or a punch at the same time is to jump. If you don't jump you must stand stock-still, or you will spectacularly flub your swing. Games today either don't let you move freely while fighting, or just have you be disembodied arms, glossing over all of the finer points, and not even animating the jumping that would be required to perform the actions on screen.

And then there is the straightup pounce attack. While pouncing your body actually gets to rest, letting gravity do all the work. You basically trade off the freedom to move out of the way for the freedom of working your legs, and guarantee that you don't trip or have your legs cut out from under yourself.


So in combat games, jumping should be a core function. Everything you know about games is wrong. The people who make them don't have the slightest idea how to make a good game. That's why there's never been a game that is truly worthy of anyone's time (ie. people generally don't know what they are doing, especially in 3D) and why despite being very lucrative, games don't hold a candle to any other communication medium. Much less all of the other mediums collectively.

51
Beginner and other Nonsense / Sebastiane 1976 on Netflix
« on: September 09, 2014, 08:17:58 AM »
Just when you think life seems to have no more surprises up its sleeve I've found a new favorite movie of all time tonight :thumbsup:

And what's more it's perfectly King's Field as far as I am concerned. It's definitely an esthetic to aspire toward.

I discovered it on a lark, because I was reading about The Tempest the other day on Wikipedia. I learned about a film maker I was not familiar with and just on a lark I saw if there was anything streaming on Netflix by him.


What I'd seen little of The Tempest on Youtube did not prepare me for Sebastiane. From the get go I thought, well the least I can say for this is it can be compared to Fellini and that cannot be read any other way than a compliment.

But it even surpasses Fellini. It is most reminiscent of Satyricon but is more natural, still it seems a study. It is the most impressive bible motif by far. The opening credits will grab you and not let you go until the end. And there is reason for that because the soundtrack is done by Brian Eno much to my surprise. And the choreography by Lindsay Kemp. Whether just the opening sequence, or throughout is a good question.

This is 1976, Brian Eno is at the top of his game, and Kemp is considered the top. Both men are the cream of her majesty's isle. Imagine the look on my face when this unknown director to me is accompanied in the credits by contemporaries the likes of these.


I am honestly confused as to why this is billed as a homoerotic gay flick. It's not in the slightest. There is much confusion in the general population when it comes to the appraisal of master class art. If Sebastiane is homoerotic then every man is too. It's probably unrealistic to surpass this film. If you are a Christian then believe that the best film ever happened to be made is all part of the master plan. The Wikipedia article says Sebastian in the film is not a christian but devoted to a very proto-christian like cult of Apollo (The other men assume he is a christian.) I didn't catch that totally but it does seem to make more sense than the other way around.

Anyway, check it out.

http://en.wikipedia.org/wiki/Sebastiane
http://www.netflix.com/Movie/Sebastiane/70009729

52
Devs / EXIT: 7 ways Sword of Moonlight has changed
« on: August 30, 2014, 03:16:17 AM »
This micro-release includes a complete makeover in terms of how Sword of Moonlight interacts with the Windows desktop. Windows 7 introduced a number of new taskbar related features that impose restrictions on how applications behave. It took me so long to notice that this is a problem for SOM because these new features are disabled for programs that are not stored on a local disk drive.

The immediate problems stemming from this were addressed by a patch that was made to the previous release. Now I am following up with a full treatment for post-Vista versions of Windows. That said the changes apply to all supported versions of Windows. I had not intended to do so until tests I ran on XP earlier today showed that this is necessary. Anyway, it’s probably for the best.

In the beginning of this release my goal was to decide how to best group the various tools on the taskbar, and how to establish a program that can be “pinned” to the taskbar. Pinning is absolutely essential in Windows 8 since it doesn’t possess a Start menu, although this is rumored to be changing in the next iteration, but one wonders even if it does, will the menu be backported to 8?

I also looked into adding an extended menu to the launcher early on, this is a feature wherein Windows 7 it’s possible to right-click icons in the taskbar and Start menu in order to open a menu that can be customized to a degree. Indeed a lot of the problems arise from an apparent inability to customize the built-in section of this menu.

But I didn’t stop there. I’ve taken the opportunity to completely rethink and rebrand the superficial experience, and in the process I’ve been able to streamline numerous aspects of the initiation process in ways that I find extraordinarily pleasing. By rebrand I mean to say that I put a lot of work into the icons, and even changed some of them, including the shortcut titles that accompany them and the product descriptions embedded in the programs files (although I didn’t change any of FromSoftware’s product information, it could probably stand to be changed.)

The splash screen is now part of the “pinnable” application. It had to be in order to generate a thumbnail for the Windows 7 taskbar. It also appears if you know how to direct the launcher to launch tools other than SOM_MAIN. Speaking of which, SOM_MAIN’s icon has been changed to look like the other tools. This is because it is part of a group including all of the original tools. Unless Windows is configured to not group applications, their icons are all merged into one, so the purpose of this change is both to distinguish it as part of this group, and to make the transition to SOM_EDIT’s icon more natural. Plus SOM_MAIN cannot be pinned, so it is no longer the entry point into Sword of Moonlight.

That honor of course goes to the launcher. Its shortcut title and product description have been changed to “Moonlight Sword” along with the setup program, whose new title/description is “Dragon Sword”. Together these two programs represent Sword of Moonlight in two phases taken from the in-game experience with the sword. The icons are identical except for the setup/update program’s icon is grey, indicating that the program is being reconfigured, or requires attendance. The new launcher taskbar icon has all of the functions of the system-tray icon. Which is important because Windows 7 changes the system-tray policies so that the average user may never discover its icons.

Finally the setup process has been greatly improved by having it run Moonlight Sword for the first time after the second batch file finishes. I didn’t think this would make such a difference but it really does. You get to see the cool ASCII art displaying the versions that is normally only seen if run from a command-line, and you are prompted to setup the language options and then to update the various environment components for the first time before beginning your first session proper.

This guarantees that the user sees everything in action at least once before giving up on the process entirely without asking for help, and it feels more natural I think to perform the first round of updates on the back of installation versus being interrupted when you go to run the program for the very first time. PlayStation 3 games work the latter way, but it always feels anticlimactic when they do I think!

On top of this there are now operation instructions built into SOM_MAIN just in case over eager users stumble into the TOOL folder looking for some action.


There is a screenshot of a lot of this in action here (http://www.swordofmoonlight.net/bbs2/index.php?topic=180.msg1718#msg1718) but why not just Update and see for yourself? You just want to Update the TOOL folder and the Setup.bat and Start.bat files...

Run Setup.bat unless you got the last patch, and Start.bat to get the new Start menu shortcuts and experience the new streamlined setup experience, which should prompt you to update Somversion.dll and SomEx.dll.


Oh yeah, odds are the new icons won't all show themselves. Explorer is very stubborn about caching icons, and not very smart at all, in fact it doesn't seem to try detect icon changes at all!! I had to use this (http://www.thewindowsclub.com/rebuild-the-icon-cache-windows) link. Although after I deleted my cache it never rebuilt itself. It's possible that just killing Explorer with the Task Manager will do the job. But not on XP, no matter what I did it wouldn't relinquish its icons, although I never sought out advanced instructions to get it to.

You may also find more information on this (1wk) release buried in the link above alongside its screenshot attachment.

53
Beginner and other Nonsense / Bloodborne
« on: June 13, 2014, 04:21:50 AM »
Dark Souls, let me introduce you to Metal Wolf Chaos :rolleyes:

54
Beginner and other Nonsense / Konami loosening its grip?
« on: June 02, 2014, 10:32:53 PM »
Here is a weird article about Konami giving some "modders" somewhere the go-ahead to remake Metal Gear:

http://www.destructoid.com/the-original-metal-gear-is-being-rebooted-by-independent-modders-275758.phtml

My guess is the real story here is Konami said do as you please. Although its not clear where the wannabe group is from (Japan?) what is their ability (it sounds like the answer to that is question is: nada), and whether or not players may freely donate their money to the project in return for the service (the article says Konami expects the game to be free)

Konami is responsible for Castlevania. There are fans of Silent Hill and Suikoden, but I am not such a fan. Megal Gear of course. I can't think of what else Konami has in its stable, but it is interesting that Konami would officially be cool with this, in writing.


EDITED: I checked Wikipedia and there wasn't any other truly noteworthy games mentioned on the main article page. Funny because I always thought Konami was much more prolific than this.

55
Beginner and other Nonsense / The biggest story of console gaming
« on: May 20, 2014, 03:22:16 PM »
With this record there's no way I'm ever going to own a current gen console. I'm still ashamed to own a previous generation PS3, even though I'm finally getting some regular use out of it as a Netflix player.

http://www.escapistmagazine.com/news/view/134635-Xbox-One-PS4-Waste-400-Million-Annually-in-Standby-Mode

http://www.nrdc.org/energy/game-consoles/default.asp
http://www.nrdc.org/energy/game-consoles/files/video-game-consoles-IB.pdf

I kind of covet the Nintendo Virtual Console because I just can't be bothered to deal with emulators anymore, and because the selection is dismal on the PlayStation. I kind of wanted a Wii a little while back, but they are region locked, and no longer play GameCube games, so I just forgot about the whole idea.

Still Nintendo is the only responsible party here. I'd probably be doing good to replace the PS3 with a Wii U for watching Netflix, but I don't know where I'd put the thing, and its probably two or three times more expensive than what I'd be willing to cough up for it. Consoles are pretty much dead to me. And I don't think I'm alone (for a change)

56
Beginner and other Nonsense / Cerulean
« on: April 24, 2014, 11:51:28 AM »
FYI: Because I think Sword of Moonlight should play a major part in the 21st century, and because I don't think the phrase "Sword of Moonlight" will exactly catch on as a mainstream turn of phrase...

I intend to promote the more palatable "Cerulean" as a a kind of codename stand-in for Sword of Moonlight software. I think this will also encourage wider adoption of the OSS codebase which will extend far beyond the mere application domain of action adventure video games.

http://en.wikipedia.org/wiki/Cerulean

I also think this can be used in KF video games set around the turn of the century:

http://www.pantone.com/pages/pantone/pantone.aspx?pg=20194&ca=10
http://colorfolle.wordpress.com/2011/02/21/cyan-color-of-the-millennium/
http://en.wikipedia.org/wiki/Cerulean_Tower (completed 2001)

(The building even looks like the building that houses God in Megami Tensei 2, imagine the crossover potential.)


PS: In my formative years as an artist I actually had hundreds of Pantone markers. They'd normally cost at least a few dollars apiece, but I was able to buy whole barrels full from the university art store at some point. I still have then taking up a drawer in my dresser. They're probably a great number of them that are completely dried out now. I also graduated high school in 2000. I am a first year so-called Millennial.

57
Devs / EXIT: Unfinished Business
« on: April 11, 2014, 04:14:24 AM »
Two weeks — and it’s new release time once again. What’s new is some old stuff around control mechanics from last year has been finalized so to be presentable in game form.

Namely the player can go anywhere jumping and climbing wise without running into problems around ceilings, and transitions between levels and within levels should now be seamless.

There are also critical fixes pertaining to the prior release for anyone not keeping up with patches, and the in-game menus are a little bit nicer now thanks to a good idea that happened between releases; the idea was to let text in the menus be scooted over to make more room, so that there is no longer any abbreviated text to be found in the built-in English translation.

Last but not least there is a new feature that lets the player character behave as a monster does when they get hit. It replaces the old experimental approach to this, and is super easy to setup. I must add that I was particularly pleased with this unexpected addition, and very pleasantly surprised by how it turned out. I regard it as a natural fit; the best part of working on Sword of Moonlight for me has to be the developments I never saw coming…

For me it’s an absolute joy, a supreme joy, and so far an absolutely private joy of my own for myself. What a shame. I encourage everyone following Sword of Moonlight to get involved. You can wait but you will miss out on the formative period if you do.

Details will be coming right up...

58
Beginner and other Nonsense / STICKY: Random News
« on: April 06, 2014, 01:48:34 AM »
This thread is for announcements that don't really belong anywhere and shouldn't require any in-depth discussion to be had.


Tonight I noticed that the built-in English translation was using Flame instead of Fire for the first magical element. I really wanted it to be Fire since that's the classical notion...

But still abbreviations were being used in places. I tried different ways of abbreviation, but nothing looked nice. The old way was using three letters, and there is no three letter abbreviation for Fire which looks nice. Which is why I suspect Flame/FLM was used.

So eventually I got the idea to use some special shifting characters as stopgap until a better menu system with positioning and all can be arranged (I intend to use Windows RES files for that which can be prepared with ResEdit.net) so that you can just put a > or a < in front of text to shift it left and right by one character width (technically the width of < and >)

I reckon that's okay because < and > would not appear acceptable within the text of any game. Not in English anyway. Needless to say this way you can make room and even format the text a little bit because it is already heavily formatted with tweaks for the original Japanese text.

Anyway, it worked very nicely. All the abbreviations are gone now, and I even removed the Attack/Defend lines over the affinities on the main equip and status screens because they seemed too cramped too me. I just blanked out their default translation.

I might even go as far to add a simple system for a generic recentering of all of the menu text before working on a RES file based solution. RES files are the same thing used to translate the tools pretty much, just not embedded in an EXE file.


PS: Oh yes. I also changed the Strength based affinities to Edge Brunt and Point. It's funny but the English language lacks a word for the non-edged and pointed part of a weapon (or anything for that matter) but I've settled on this for the game for now. The tools actually use Edged, Blunted, and Pointed, but there's not enough room at 640x480 in game for all of that whether or not it would be an improvement (of course authors are encouraged to alter the text to suit their own/every need)

59
Beginner and other Nonsense / STICKY: Facts of this board
« on: March 29, 2014, 11:12:23 PM »
Posts to this board do not count towards your forum post totals. So if you only post in this board you will appear to have 0 posts. It's no big deal.

Topics/threads in here are ephemeral. That's why posts don't count towards totals. This means the threads are subject to removal by regular pruning. How regular? Maybe never. We'll see.

Does your post belong on this board? If it isn't about the development of Sword of Moonlight probably. But don't worry about it. Your topic will get moved to the appropriate board.

Also don't worry too much about what you post in here. But do keep it at least tenuously related to Sword of Moonlight. Anything not related to SOM in these boards, on this site that is, is subject to deletion. In fact it should be promptly deleted.

What is related to SOM? Well lots. Anything about art and games in the abstract is related to SOM, but not all kinds of games, and probably not all kinds of art. A lot of things aren't though.

If you are just posting to be social you are probably in the wrong forum. This is not a social forum. You are not here to make friends, or find your soul-mate, or relate your daily activities and personal trials and tribulations. If you want to be private friends or colleagues with someone, shoot them a Private Message. In fact, that's the only thing you should use PMs for. Don't try to maintain a private relationship via the PM system. Trade personal contact information and take it offsite.

Yes it's the Nonsense forum, but your nonsense must stay on topic, namely in relation to SOM.

60
Devs / EXIT: A long time coming
« on: March 02, 2014, 03:05:39 AM »
*cough* *cough*

There is a new release up — concluding what became five months work to ready textual translations for Sword of Moonlight’s core tools and data files. What we have is bare bones for now. For Japanese you won’t need to change a thing. For English you will still need to follow these directions until further notice.

What’s changed, aside from every single profile in the DATA file tree, is things are now known by their names. For example, the Moonlight Sword is no longer described as “Great sword [2]“, but is instead described simply as (wait for it) “Moonlight Sword”. Just the same all characters are described by their name as it appears in the King’s Field remake/sample game. Or more precisely the names were taken from the original PlayStation game. The remaining profiles are assigned characters taken from the game’s sequels.

The rationale behind this change is to make it easier to pick a profile out of a menu, but also to make way for future profiles. Of which we can assume there will be a multitude. Last but not least, in order to restore the original convention (although as a matter of fact, there is ample evidence in the profiles themselves that this policy change actually reverts to a prior, long lost, eventually overturned policy) a new system has been devised to allow project managers to sort profiles into arbitrary groups, or sets, and all of the profiles have been assigned to more than 100 such sets as part of this release.

The sets are not the same, but similar. The Moonlight Sword is part of the longsword set, so it appears alongside other longswords, rather than “great swords” — of which there actually are none. Oh and! In an unexpected twist, this release makes it easier than ever to get the most out of Sword of Moonlight thanks to some additions to the “new project” step.

Further details (and patches) are as always covered within the forum addendum, but before going any further I must remind you that this is really just one more of many more steps. In the right direction sure. The text is all done. But the art is still a shambles at best, and so on.


First a word of warning. This release alters all of the profiles (PRF and PRT files) that came with SOM. So if you've changed any of those files and perform an update operation, your changes will be overridden, so first back things up. Needless to say you shouldn't be working this way.

Next I need to finish my laundry... I'll have a lot more to say on this later :coffee:


EDITED/BTW: This is SomEx version 1.1.2.8. Sompaste.dll (required) gets a new version too.

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