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Devs / Re: EXIT: Long time no update! (Sorry about that)
« on: January 27, 2022, 11:10:34 PM »
Oh man, not another PATCH
http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.6.zip
I felt sick at my stomach when I found out I messed up the do_fix_circle_trip_zone_radius code from the other day's patch. I knocked out the event's radius instead of the unwanted one! I guess that was wishful thinking since it turned out the other one was too difficult to get at. I honestly don't understand how I miss these things. (Edited: I just rewrote the subroutine instead.)
I also found a bug in the sky routine I use to resituate the sky in front of the transparent scene elements. It kicks in when the sky has more transparent elements than the scene itself, and there aren't 0 such elements. I guess I never saw it before because SOM's skies only have one transparent element, so that means it could never be more unless there are 0. So maybe this isn't interesting. (Edited: When blending skies all elements are transparent and there are two skies for the moment.)
There's also code in place to blend the fog and sky across maps in this patch. I expected blending the sky to look kind of funky, but it's actually perfectly smooth and even. That's a relief. I was afraid it would be a weak point.
I haven't quite figured out how to drive the blending parameter. In this patch it just blends it over the course of two seconds. That's actually what Dark Souls does. But it's not what I have planned. The one problem with my plan is it needs a notion of what is moving towards the new map and away from the old map, and that's not an obvious metric. I have some ideas but I have a feeling there won't be a perfect solution. But it should work fine most of the time if you don't do anything funny.
I have to work on fading out the BGM. I'm surprised SOM doesn't have a system for that. I think it's mute function just cuts out. But I could be wrong. It's worded that way. Anyway, after that and some work on the Japanese language pack the next release cycle will be wrapping up. It's always annoying when the previous release gets patched to the degree it's the same as the new release. Sometimes it's easy to isolate features to a release and sometimes it would be more work than is worth it for "alpha" software.
http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.6.zip
I felt sick at my stomach when I found out I messed up the do_fix_circle_trip_zone_radius code from the other day's patch. I knocked out the event's radius instead of the unwanted one! I guess that was wishful thinking since it turned out the other one was too difficult to get at. I honestly don't understand how I miss these things. (Edited: I just rewrote the subroutine instead.)
I also found a bug in the sky routine I use to resituate the sky in front of the transparent scene elements. It kicks in when the sky has more transparent elements than the scene itself, and there aren't 0 such elements. I guess I never saw it before because SOM's skies only have one transparent element, so that means it could never be more unless there are 0. So maybe this isn't interesting. (Edited: When blending skies all elements are transparent and there are two skies for the moment.)
There's also code in place to blend the fog and sky across maps in this patch. I expected blending the sky to look kind of funky, but it's actually perfectly smooth and even. That's a relief. I was afraid it would be a weak point.
I haven't quite figured out how to drive the blending parameter. In this patch it just blends it over the course of two seconds. That's actually what Dark Souls does. But it's not what I have planned. The one problem with my plan is it needs a notion of what is moving towards the new map and away from the old map, and that's not an obvious metric. I have some ideas but I have a feeling there won't be a perfect solution. But it should work fine most of the time if you don't do anything funny.
I have to work on fading out the BGM. I'm surprised SOM doesn't have a system for that. I think it's mute function just cuts out. But I could be wrong. It's worded that way. Anyway, after that and some work on the Japanese language pack the next release cycle will be wrapping up. It's always annoying when the previous release gets patched to the degree it's the same as the new release. Sometimes it's easy to isolate features to a release and sometimes it would be more work than is worth it for "alpha" software.