Sword of Moonlight > Devs

EXIT: Things to come

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Holey Moley:
CRITICAL PATCH

http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.6.zip

This fixes issues reading MAP files into SOM_MAP. I don't know how it's been working for me without this fix for all this time. It's weird how things that shouldn't work at all will sometimes work in software, for a long time without being noticed. It definitely happens.

Fortunately a few of KF2's maps wouldn't load for me. At first I thought it was just a version 13 problem, since that has not been tested. But the real problem (and this fixes a few issues actually) would effect all MAP files. (Version 13 maps are not limited to PRT files named 0000 through 1023.)

P.S. I think that this bug would fail to load your map, instead of corrupting it. That's what happened in my cases, but it could just depend on how stringent SOM_MAP is. So probably no worries if your maps work.

Holey Moley:
Patch

http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.6.zip

Maybe there is more in this patch (I can't recall) but mainly I discovered a bug in the code that fully expands MSM files (in mapcomp.exe) so that do_aa can work. The problem comes up if the edge of some memory is on the end of a page file. Frankly, I wouldn't have thought this possible, under normal circumstances. But it uses a memory-mapped-file. And I guess in that case, if the file happens to be the same size as a page of memory, then it can happen. (If you read from an unmapped address, a program crashes.)

Holey Moley:
Patch

http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.6.zip

This patch improves the movement issues brought about by recent changes (improvements that kind of shift the ground from beneath the established order) to the point where I've restored my confidence in its experience.

Instead of boosting the diagonals to reach the 5th gait I realized it was pretty simple to just boost the signal uniformly to the amount necessary. That means it goes over 1 not on the diagonals, but that is clipped away. The benefit of this is a more uniform shape overall.

Second to this, I played around with the smoothing parameters afterward. In doing so I noticed a parameter that smooths the stiffness of the system over time just so the stiffness doesn't change too abruptly. I believe this is somehow responsible for what feels like a runaway train effect that can happen when circling the right thumbstick. (Which is not really a natural movement, but nevertheless. I think circling the stick is something people do to get a feel for the controls however... even though it doesn't exactly make sense because the stick's position isn't an absolute position.)

It does linear interpolation based on the elapsed time, and I scaled it back to just using the time factor, and not multiplying it for a snappier transition. I don't know if the problem is solved because this was distorting the system, or if it's just smoothed out, but I don't notice it now.

FWIW I think that now that this water is under the bridge, what's due is a serious review of the movement system... especially because I want to integrate the new pad rotation system, and the old [Joystick] extensions are currently broken since they are not supported by the thumb system yet, but the controls system assumes that axis coupling is in effect anyway. Also the gaits input/output extensions need better support with regard to these recent developments. In short: if I do the responsible thing, very possibly this is the subject matter of the release after the next. At the end of the day, the controls are what matters to me more than anything.

Holey Moley:
EDITED/Patch

http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.6.zip

I noticed unpleasantness in the low/half gaits. I don't think there is problem. But maybe the sensitivity is more noticeable. In any rate, I decided to establish a system for detecting "nudges" of the controller. I decided a nudge is not just a momentary nudge, but also includes extended use of the lowest full gait, as long as there are no sudden movements. This is because the problem is how to deal with these very slow/short movements, where movement breaks down, and the controller's physical deadzone can be veered into quite easily.

The problem of falling into the deadzone may be insolvable. It's annoying when it happens, but at the least it doesn't have to appear to be an abrupt halt of movement. It's exacerbated because I can never really get a since of where the middle of my right thumbstick is. I don't seem to have that problem with the left. I think that might be because the way the screen moves more readily communicates where you are at in relation to the stick.

Holey Moley:
Patch

http://csv.swordofmoonlight.net/SomEx.dll/1.2.2.6.zip

Fix for a (depressing) bug where adding an event to SOM_MAP beyond the last event crashes. It has to do with the find item by keyboard navigation extension.

I don't know how this can exist for so long with being noticed. As usual it means that no one is using SOM :crying:

P.S. In the last couple days I've been wrestling with DirectShow to begin to support other file formats for common media files. I want to support music/movie files with better compression, and then consider textures.

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