Sword of Moonlight > Devs

EXIT: Let there be light

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Holey Moley:
EDITED: For what it's worth, I've reuploaded the patch, with a fix that accounts for my confusion about the UV axes...

The fix goes, the trouble is that the "pedals" (basically they act like inertia) are able to cancel out the inputs when the directions changes from positive to negative. There is a spring-based simulation that I worked on when adding the nonlinear movement feature (u2_power) that had been misinterpreting these as as if the controller were not engaged.

Holey Moley:
Oops! :doh:

http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.5.zip

Last patch broke the tools. I missed something subtle when consolidating some code.

Holey Moley:
EDITED: Oops again... broke multiple DATA folder support. Re-uploaded with fix. Lucky I noticed this.

Holey Moley:
Release Patch
Release Patch
Release Patch

http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.4.zip
http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.4.zip

This includes everything in the 1.2.2.5 demo, which is not really part of the next release.

This patch addresses a buffer overflow translating the Save Game screen, in Japanese (from Shift JIS to UTF-8.)

Also included are some nice movement enhancements of late.


EDITED: For the record, this was the result of some fix code slipped in in 2017 to improve compatibility with the KING'S FIELD sample project. It's not a problem as old as the hills, but it's not new either.

Holey Moley:
Release Patch

http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.4.zip

Some code I thought I removed got left into the last patch, that causes weirdness when looking around, including the other axis moving on its own.

I've changed the dead zone so that related axes are tied together. I tested this before, but I think this bug may have been interfering with the tests. And I decided it was necessary after eliminating this glitch.

As a result, it's not as as easy to do a straight vertical or horizontal movement, however that's kind of robotic anyway, although it's nice I guess to be able to know you are not deviating from a straight line. It's better than getting pulled into a straight line when you don't want to be.


For the record, it feels funky to me, but I'm confident it's heading in the right direction, and can be refined down the road. I already have interesting plans for a coming F1 function, that's going to include a visualization, I believe by enable mouse trails on the cursor and momentarily using the controller to move the cursor to get a sense for its accuracy.

I can never be 100% confident when it comes to the right thumb stick, because I think "looking about" with it is a lot more sensitive than moving, and I'm not sure my right thumb is as coordinated as the left, and I prefer an inverted vertical axis, which I believe is fundamentally flawed with a thumb stick, but I cannot seem to train myself off of it. (I think inverted feels more like a rotary motion, whereas not so feels like the opposite of a rotary motion, which is not a flat motion. I think controllers should not be using mushroom shaped thumb sticks for rotary movements.)

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