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Messages - Holey Moley

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721
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

722
Devs / Re: EXIT: 7 ways Sword of Moonlight has changed
« on: August 30, 2014, 05:48:41 AM »
Woops, I forgot to upload the DLL files corresponding to the CSV files. They are there now.

723
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.

724
Beginner and other Nonsense / Re: STICKY: Random News
« on: August 28, 2014, 04:08:21 PM »
I told myself I would hold onto this until I was done/ready to writeup a blog post. I will still be doing that, probably before the weekend, but I seem to be so full of enthusiasm that I need a release, and writing for the public is a good way to organize your head, and the unplanned micro/surprise-release ahead could benefit from some writing about it in advance.


I noticed during the last release just days ago that there were issues around the Windows 7/8 taskbar that I had not personally encountered because I keep most of my work files on a networked drive, which to this day Windows still treats as a second class citizen in the disk world--I wonder if it does the same for external drives, like thumbdrives too or what--and as such I hadn't encountered the pinning element since it doesn't work with network addresses, not even when they are "mapped" to drive volumes.


So I hastily prepared a patch to sweep all of the embarrassing stuff under the rug, and I thought that would be the end of it. But afterward I wanted to go a little bit further. I gotta admit XP is feeling kinda sub-optimal these days, and Vista had such a stigma I doubt anyone is using it, so I reckon 7/8 are dominant right now. 8 is like a puzzle box to me that I still can't believe anyone can use effectively for anything, but I know it uses the 7 style taskbar, albeit without the Start menu. So I wanted to seriously invest in this new feature set, also knowing that once Microsoft adds a feature that lasts more than one version of Windows then it is almost always sure to stay around... forever.


The new "pin" setup impose serious restrictions on applications that never existed before. There's nothing wrong with the way SOM works, but it's completely antithetical to the way the "pin" system works. Not only can you not pin the tools, the one tool you can pin is SOM_MAIN, and you rarely use it for more than half a minute before moving onto SOM_EDIT. So if you pin it then its pin slot will just be taking up space even after SOM has loaded itself up. And of course in our case, extended SOM_MAIN can't even be pinned, because it needs to go through a launcher.


Taking all of this into consideration I began trying different things. I'm pleased to announce that I'm really pleased with the results, which is nothing less than a complete rebranding for SOM, and also a window into its future development.


I've tried to gather everything I could into one screenshot to share. The one thing that is missing can be seen in screens there were provided along with the late patches. That is that all of tools are grouped together in one place on the taskbar...

Also I've added a Tasks--- section to the right-click menu which can't be seen. It just contains one entry so far called Setup. I may've posted a screenshot of this, I can't recall. I think I will probably add a Tasks submenu to the start menu so that you can customize the tasks to your liking.


I finally figured out how icons work, and have standardized them. Before some of the icons didn't even support the big view in the taskbar and icons were sampled differently in different places. The reason I think I could never understand icons is the obvious LoadIcon API is used to load "big" icons, which seem like they would've come later in Window's lifetime. Whereas the small icons used on windows must use the LoadImage API. It's totally backwards IMO. What's stranger is the constants for setting the icons are 0 for the small icon, and 1 for the big icon, suggesting small was first, even though LoadImage seems like an API that setup wise would've came well after LoadIcon, and the small icons use a system metric that is prefixed, but I digress. Naturally I standardized around the tools' icons. I think the sword icons could benefit from being remade from scratch, but I did improve them somewhat. The black shadow owes to the fact that they came from the original SOM_MAIN icon with a black background. The thinner black contrast comes from downgrading the 32x32 icons with transparency around the edges I think. 7 seems to have dropped the shadow effect on icons, so it would be better I think to have icons without a shadow. But they'd still need an outline so not to blend into the frames.


First things first, in order to have an icon that can be pinned, and because since 7 Microsoft seems to want to kill the systray outright by hiding all of the icons so that users must manually opt in without having any idea that the icons in the systray even exist in the first place! When opting out is super easy to do just by removing any systray icons you don't want. This leads me to believe that it's only being kept around because it's owed to application that depend on it, even while cursing those applications to not be able to expand their user base by virtue of new users not knowing where to find the application in the systray...

So in other words, SOM can't depend on the systray going forward, and while I'll continue to support it because I prefer it, there has to be an alternative. So the Pin slot I've given to SOM_EX.exe, the launcher, and it is designed to behave virtually identically to the systray icon.


This means SOM_EX suddenly becomes the entry point into Sword of Moonlight. I'd always intended that to be the case, I just thought it would be more of a minimize to the systray kind of setup. I'd made an icon for SOM_EX.exe that looks like the tool icons modeled after SOM_SYS's in fact, except I changed it to look like an ampersand, or & in a font that look like Ex. Because & means Et, so imagine the t turned 45 degrees...

I'm not sure why I made the icon, the file just needed one I guess, and it seemed like it would be fun to try. It never got used since the Start.bat file would assign SOM_MAIN's icon to the shortcut to SOM_EX in the Start menu. But now SOM_EX has to be assigned the Moonlight Sword icon, and so the & seemed even less worthwhile in hindsight. Except! for the fact that since the tools are all grouped together into one icon now, and the icon shifts from SOM_MAIN->SOM_EDIT, then it occurred to me that it would be better if SOM_MAIN's icon matched the other icons. So as it turned out the & icon was perfect for this purpose. So I've unilaterally decided to change SOM_MAIN's icon to that. Of course the icon is up to the language/theme pack.

The new & icon for SOM_MAIN helps to illustrate I think that this isn't old SOM_MAIN, and reminds users that SOM is extended. Plus since SOM_MAIN is the entry point to all of the other tools, the & prefixes them as well, as if saying this is SOM_EX. To be honest I would prefer to change the file name of SOM_EX, and probably will, but I don't know what to change it to. SOM is already taken...


It was around this time that I also had the idea to idiot proof a couple things. I added the big button seen in the screenshot to SOM_MAIN.exe so that if anyone is just poking around or trying to hard and so ends up running SOM_MAIN directly, they won't get far, and will be helped back on the right track. I imagine for people who are too socially awkward to ask for help, this might save some people from having a bad experience.

And in addition to that I followed through with an idea I've been debating with myself for a while, of having Start.bat run SOM_EX for the first time. Most installers let you decide to run the app after the installer finishes. I didn't want to give the idea that Start.bat is a launcher. Its real purpose is to setup the Start menu. But also my thinking was, some people might not even be able to figure out the Start menu, so at least this way they will see SOM in action at least once as a reward for downloading all of the files. Again these same hypothetical people are too socially awkward to just ask for help, and probably not at all persistent enough to be using software to develop anything in the first place, but hey, first impressions are everything.

EDITED: upon reading this it also occurred to me that Windows 8 doesn't even have a Start menu! So Start.bat may be the only way to get the program onto your taskbar and pin it there. 8 is truly insane. I find it very difficult thinking in terms of 8. It's a good thing only hypothetical people are using/trying SOM right now, or I'd need to be coached on how to smooth out the 8 experience, but I think this release should go a long way towards that, if not as far as 8 allows. Lets be honest, there's probably no way to smooth out 8.


The reason I decided to do this in fact was the way 7's extended taskbar works is the program itself needs to set it up. So until the program is ran for the first time the right-click menu is not populated. So I thought Start.bat can complete the process by running the program and populating this menu...

But what totally surprised me, and hadn't even occurred to me is first of all, this gave a perfect opportunity to at least show off once the ASCII art in the commandline as can be seen in the screenshot. But more importantly by running the program for the first time, it can actually complete the setup process by prompting the user to setup their language/theme and update all of their components. Which is something that feels more like part of setup than the initial run. My thinking is people might be surprised or let down at least if they are asked to update when running for the first time, even though that's how the PS3 seems to do everything! But if the update procedure is part of setup then they will be more comfortable.


Finally it was at some point during all of this tinkering that I realized the "Setup" program, SOM.exe is actually a spot on metaphor for the Dragon Sword. And because SOM needs to shutdown in order to manually update it (without chancing running into a lock) that is like the Moonlight Sword in its inert state (aka. the Dragon Sword) and so in order to differentiate the icons between SOM.exe and SOM_EX.exe's new icon (which up to this point were identical) SOM's icon could be like the Dragon Sword, basically a desaturated version of the Moonlight Sword. And I thought not only is this a cheap and easy way to make an icon, it would also be visually interesting when doing just-in-time updates since the software would startup with a greyed icon asking to be updated, and then become fully lit up when it's ready to go!


The only problem with all of this is there is currently nothing, literally nothing, to show for the SOM_EX program. It's a launcher after all. And what's more since 7 the program shows a thumbnail in the taskbar, even if it has nothing to show. As you can guess the default for nothing to show is not pretty.

And on top of this, the name for SOM_EX in the Start menu up to now has been "Sword of Moonlight". But not only did this title not look well to me in the taskbar, especially next to the more spartan titles, SOM, SOM_MAIN etc. neither is SOM_EX itself necessarily "Sword of Moonlight", even if it is an entry point. So that coupled with the way Windows 7 generates the name of apps in its extended taskbar forced my hand to totally rethink the Start menu...

So what I did, and this can't be seen in the screenshot, is change the names of the shortcuts to "Dragon Sword" and "Moonlight Sword" respectively, further embracing this relationship, and I think making a more enduring product in the process. However in the extended taskbar menu "Dragon Sword" is referred to as Setup, since that's its task, and its window title is SOM as you'd expect, not Dragon Sword. However that is its product description, since that is one way that Windows 7 generates the names of applications in the "extended taskbar menu". And likewise for SOM_EX.

And likewise just the same the window title. Not being "Moonlight Sword" that is. I tried different titles, but ultimately because the SOM_EX taskbar title is meant to be identical to the systray icon, I went with that. I changed what the systray icon says too. It now just says your username, so that's the title of the SOM_EX taskbar icon too. Your user name next to the Moonlight Sword icon, suggesting that it's your sword in hand. This is a detail that I think communicates and empowering message, but also it's something that's just a coincidence. The systray icon will need to reflect who the user is ultimately, so that's that.

The Windows 7 taskbar also has extra features I think that let you change its colour to signal different notification states, and it has a built in loading bar too, there may be other things as well. Actually, this gave me the idea that the jewel embedded in the Moonlight Sword is perfect for an LED like status indicator. So rather than modulating the colour of the sword to indicate status I reckon better to use the jewel, since the sword pretty much stays cyan anyway.

The red jewel comes surprisingly well contrasted in the 16x16 icon just by chance. I wonder if its single pixel would be visible enough if made bright red or green.


PS: The thumbnail visible in the screenshot is kind of a hack. To get it to display if must be drawn into the corner pixel of the display, which isn't reliable on multi-monitor setups, even though I hope that's going out of fashion since widescreen displays offer more than enough workspace (admittedly CRTs definitely did not) for the sane among us. So... basically the work I have cut out for me is to move the splash screen into SOM_EX one way or another, so that it can be displayed center screen, which ironically seems to be the only way to get the thumbnail to work (there's just no way to generate it from off screen.)

After this release there will still be multiple instances of SOM_EX.exe running, but the eventual goal is definitely to only ever have a single instance. It will just take more work to get there that hasn't even been scheduled yet.


PPS: About the screenshot. I don't use big icons like this myself, or grouping, and my taskbar is usually two or three times as wide as this, but I wanted to show it in more of a default arrangement, and to show off the glorious big icons. I don't know if big is still the default these days, but I am pretty sure taskbar on the bottom is still default and it's usually as tall as the icons are. I very much prefer titles in my taskbar and couldn't imagine working without them.

Also BTW, you can see my icon is named Michael. There will be a team based messenging service as the centerpiece of SOM_EX or whatever it will eventually be called in the future. But by default it will probably still use your Windows user name, and that was just the easiest thing to use as filler for now. Plus the contents of the registry depend on your username, so it's important to communicate "who" you are using SOM as I think. I very much don't like to hide implementation details from users. I think in the long run it's not helpful. Especially for applications that are geared toward software development.


EDITED: So in both places in this screenshot where it says "Swordofmoonlight.net->Sword of Moonlight" it should say "->Moonlight Sword" now instead. My intention is not to monopolize the Moonlight Sword here, but to contrast it with the Dragon Sword. Plus I do think that "Moonlight Sword" is just easier to ramble off than "Sword of Moonlight" as program names go. And Swordofmoonlight is already in the folder name, so it seems a little bit repetitive/silly to repeat it.

725
Beginner and other Nonsense / Re: STICKY: Random News
« on: August 21, 2014, 05:02:34 PM »
I think these symbols (three posts up) will have staying power because its clear that the the first set of three can easily morph between one another, because they are all formed of three lines (also representing their three-fold nature) but the same is also true for the five symbols because if you look at them closely you'll notice that they all contain the same basic 3-shape just shortened and or elongated and angled in different directions...

The only other lowercase Greek letters that follow this pattern with the MS Gothic script are η (7th) and ω (last) and omega looks like epsilon/Holy turned 90 degrees, so this would seal the number at 5, which is probably for the best anyway. ω would probably be good for representing Void magic. Maybe everything between (ζ η θ ι κ λ μ ν ξ ο π ρ σ τ υ φ χ ψ) could be used like an EM spectrum since they (epsilon/omega) are turned at 90 degrees like an electromagnetic wave. That could offer the kind of extended range of magic like powers / notational symbols that might be useful in an expanded universe that more resembles the physical universe than the classical elements do. Of course if you happen to be Greek this will likely look weird to you, so you'll have to come up with your own symbols :rainbow:

726
Beginner and other Nonsense / Re: STICKY: Random News
« on: August 20, 2014, 03:12:06 PM »
This morning I restored SOM_MAIN's splash screen.

I only noticed a little while back during this release cycle that it was missing. Because this release draws the big buttons on SOM_MAIN and SOM_EDIT's main screens at one point I needed to compare them to the original apps, and noticed the splash screen then. I'm pretty sure it's been missing from "SomEx" since forever...

Although I can't figure out why. Easier than figuring out why would be to just make a new splash screen (my assumption is SOM_MAIN's program uses some really unsanctioned trick to determine whether it's being opened anew or reopened by SOM_EDIT with it's close out button, and for whatever reason when running it through SOM_EX.exe that looks to SOM_MAIN enough like being run through SOM_EDIT.exe, and so it doesn't throw up its splash screen)

I wasn't going to put it back, because I couldn't think of a nice way to do a splash screen, since the program really doesn't take long to open, its not warranted. But it occurred to me in the meantime that FromSoftware's name is nowhere to be found on Sword of Moonlight, so I wanted to put it somewhere, but couldn't think of anything other than the splash screen.

The old way didn't fully cover SOM_MAIN and looked like it was drawing over the desktop. I know newer versions of Visual Studio do this, Microsoft's flagship application, but it looks bad IMO. Especially given SOM's circa 2000 overall presentation.

So what I did is stick the copyright from the King's Field start screen in the splash screen, since I reckon that comports with From's wishes. And added a frame so SOM_MAIN is fully covered by the original splash screen. I couldn't make the window appear to be active, ie. coloured in title bar wise. But I figure that it's actually better to not be active, since its an non-interactive window, and suggests that the program is not yet active anyway. It can't be moved and the cursor icon is an arrow-less hourglass or spinning thing on Vista.

Plus I made the splash screen show itself as soon as possible, so the application feels as responsive as it can be. It closes after SOM_MAIN's window appears, or in 3 seconds, or in the difference between the two. Theme packs can change the image and size, but can't change the information in the title bar.

I chose to use the toolbox style title bar, but on Windows 7 it appears the same. I haven't tested it on XP yet, but will have to before dropping a new release. I am finished with all of the work for the next release, but I still need to work on the Japanese EXE files in the TOOL folder so they will reflect the same enhancements so far made to the English language package.


EDITED: The coverage is not as much an issue with the new setup, because the windows fade in/out around the same time. A theme pack could probably live with a smaller splash image (and if the image isn't in SOM_MAIN's file then the splash screen won't appear)

EDITED: On XP the window appears active, but I also noticed that XP has some ambiguity around activity since its possible to make two windows appear to be active if you select a bottom window when another application is active. It could just be that my XP box is really funny, but it behaves in lots of ways that are really undesirable that I haven't been able to look at so far, which if I knew for a fact that all XP installs are the same way then I'd almost be ready to give up on XP altogether!

(I do understand this XP problem to a degree. It's shared with other older programs like Solitaire. I think if there is some way to make SOM's tools appear different program signature wise the system will not interfere with it ... presumably it thinks it's helping, but it really isn't. It is something I'd like to remedy eventually.)

727
Beginner and other Nonsense / Re: STICKY: Random News
« on: August 13, 2014, 12:08:00 PM »
I updated the screenshot two posts up just now to show a change to the layout based on the discovery that NPCs can also be rotated around the ground axes...

I prefer this layout since it makes them all identical except for what is missing, and so minimizes the visual impact of the switch. One thing that can't seem to be perfected visually is the switch between these kinds of screens. It will likely always be jarring for a split second.

The MAP files contain all three rotations for NPCs and they are read in and written out. They don't appear in game though, either because MapComp.exe doesn't copy them into the MPX file, or the game player simply ignores them, or both. Of course I will be looking into it...

You can see the NPC is turned to be lying on the (or actually in) the floor. There are clearly use scenarios for being able to do that to NPCs (and enemies)

This new screenshot also shows off the unlocking mechanism I've decided on. It shall use Q on the keyboard, and not have a mouse counterpart. NPCs will be locked always. I don't want to allocate an ID for a mouse-based approach since it would look like an attribute of the map element. A right-click popup menu is the only thing that would work, but I'm very hesitant to add those to these tools since I think they'd go against their (the tools) appeal.


EDITED: for the record, MapComp.exe does seem to compile the XZ (or I prefer XY) rotations for NPCs/enemies, so that just leaves adding that into the game player. I sort of regret not making a thread for this release, since its getting pretty long in the tooth and I'd have liked to have posted more on it than I am willing to dump into a Random News thread. Because I've worked on it for so long now, I don't think I am going to work on the player side before taking a break from this. I still have so much to do before I can call this release a wrap just on the editor side...

I have NPCs working XY wise, I need to work on objects, which work but are not displayed correctly in the editor, and I need to decide how to get at the positional tweaks for the items (I don't think the other classes are tweaked) one way or another. I think I am done with programming around the interface. It took a few days to program all of the sliders and things. Mostly I've just encountered a lot of irresistible ideas/diversions along the way, which I haven't even posted about because they are just so numerous and nerdy. I'll try to recount as many as possible when I blog this release.

I am also not going to mess with the rotations. I just don't want to get into it, but also I want to spend some time getting a feel for SOM's way (even though I'm pretty sure its not very good long run) now that that's possible thanks to the added real-time visual feedback.

728
Beginner and other Nonsense / Re: STICKY: Random News
« on: August 11, 2014, 02:44:17 AM »
Updated with second screenshot featuring a totally new, and much improved layout. The old screen was so cramped and full of negative space it was abysmal!

Here is a new development for the English language pack. This is the Neutral language pack, but I think I'll probably retain this when I go to work on a King's Field themed package in the future.

This is SOM_PRM, one thing that has always bothered me is the damage coefficients, how to represent them, mainly because everything is so damned cramped on these screens. I honestly don't think there needs to be two identical sections for attack and defense, the magic screen doesn't work that way, but I think it will evolve into every piece of equipment having both attack and defense capabilities (probably even item like capabilities too) that just makes sense.


Lately I've been trying to maximize real-estate for the sliders. So I'd decided by god, I don't care if 1,2,3 is used instead of names, there's just no room for names. I had thought about using balloon tips for the names a while back, but last night I thought about maybe a legend on each screen, but instead I realized it would be simpler to put the legend in the grouping boxes like so...

I was elated that everything fit, it wasn't a sure bet that it would. At that point I was happy with just 1,2,3,4 but I thought, lets see if this can't be made easier. So I think I've gradually warmed up to the idea that language packs should be intimately married to their fonts, and I'd decided that MS Gothic and this language pack are probably inseparable. So I decided to just see what symbol like characters I could find in MS Gothic.


You can see in the screenshot the 3 "physical" attributes all use rune like symbols, that are all made out of three lines, of roughly the same length. And they all pretty much match the implied characteristics of the attribute. It's fortunate because these are pretty much all of the three lined symbols in the font, and they all just happen to fit their parts.

Here, I will write them out. ≠ for the edge, or slashing. You can see the diagonal cut in the symbol. ≡ for surface area, or blunt force or whatever, you can see its like a square, or area. * for the point, or poking or whatever. It looks like a spike coming right ate you doesn't it.


The main reason I chose to use symbols over numerals is I wanted the "magical" symbols to have a different quality to them, so that you can tell immediately where the dividing line is based on the symbol alone, so that it doesn't have to be illustrated explicitly. Which especially hard to do because of the odd number of each class.

For magics, they are easy to remember, alpha beta gamma delta epsilon. α β γ δ ε. They are by no means straight lines. The MS Gothic font renders them in an almost cursive way, so that they appear to be magical sigils of sorts, but simultaneously they can be non-fantasy symbols too, like they'd work in Armored Core to designate special kinds of damage, like heat, and ECM (electrical malfunctioning, suddenly I'm wondering what ECM stands for. It doesn't appear to be a real-world acronym)


I've always thought it would be better if symbols were used instead, since there aren't really words for what they mean. Demon's Souls uses symbols, albeit not good ones. This way there's no need to make symbols, or at least there are standard fall back symbols.

729
Beginner and other Nonsense / Re: STICKY: Random News
« on: August 08, 2014, 11:36:53 PM »
EDITED: Updated screenshot to final version. The other two screens have similar overlapping layouts. These layouts will be copied over onto the default/Japanese files in the TOOL folder.

EDITED: Updated again to show inclusion of the rotation around the ground axes for NPCs (and enemies) and the new layout brought about by that. More info on this update two posts down.

Here is a screenshot of the direction I am heading in for the next release.

But the reason I'm posting random news is, when I added the vertical slider and +/- buttons, two things came up. One the slider nub was different sized than with the other sliders, being vertical, and the +/- buttons looked different from the ones on the main screen...

This led to two unexpected developments. 1) I did my best to standardize the nubs, and was even able to make them chunkier so they are easier to grab hold of, I say easier because they were always a pain, and are only slightly better now. I may try to do something custom with them later on to make their selection box less exacting. 2) the new +/- buttons had to be drawn custom, and the reason they looked different that way is because the custom routine averaged the pixels, so they come out looking generally cleaner, if not a bit fuzzier. So I went ahead and had this done to all of the buttons (unless the language/theme pack uses a classic setup) so that the end result is a much more modern in appearance, and generally more polished GUI.


PS: Not only are the nubs tricky, but I find the sliders pretty clunky since they are generally on the short side. So in this new layout I've made them considerably wider, but not too much so, because also up/down tickers have been added to the side. My goal is to make the vertical axis slider act like the others, so its range is -1,1, and to change the increments to 0.05 instead of 0.1, and to make the ticker increments 0.01. And lastly the big vertical scroll bar is in increments of 1 and has a range of -20,20, which is +/-10 more than the maximum, which I think can be confining...

Ultimately I want the user to be able to bypass the sliders if they want to and input any number in by hand, which won't be forbidden. But the 3 kinds of sliders/tickers will all be decomposed and recomposed, and any precision less than 0.01 or greater than +/-20 will be maintained as a property of the textual input box.

Since this screen is were really all of the world building happens, I think its worth of as much attention as can be afforded it. Oh and another thing I did last night was spend a lot of time nitpicking little glitches in the tool screens here and there, so that all combined this coming release is going to be a sight to behold.

730
Beginner and other Nonsense / Re: STICKY: Random News
« on: August 07, 2014, 11:32:55 PM »
I think I'm going to prepare a micro release featuring usability enhancements for SOM_MAP's tile editor instead of drilling down on translation/script for the next release as I'd originally intended.

I don't think I've voiced that, but all year I've been working towards a suitable translation/script environment so I can make good on a promise to translate and take a look at Hearts Collide, but also because it's the logical next step.


Last night I dug into the guts of SOM_MAP's 3D painting subroutine so that a new toggle button could hide the contents of the tile from view except for the current selection. The trick was establishing a way to know what is being painted when so that it can be selectively displayed or not.

I'd like to keep this up, one thing I find lacking is you don't get feedback of the changes you make until hitting the Record button. I intend to change that so that Record is initially a disabled button, and becomes enabled once you've made a change, or in other words, its only enabled when previewing the changes you are about to make. Or in other words, WYSIWYG.

I think it's probably a good idea to initially disable the Record button on all screens, but you gotta begin somewhere.

Another problem that's always bugged me is the crazy coordinate system that is used for rotation. It's inadequate for using all of the available axes since by the time you move the third (or even the first) axis it's any bet what will happen. I think this has to change, even if initially it might make the event-based animations work differently (although for all I know they already do)


But what really made me want to tackle this right now, at this very moment, is I recalled that in game, if an element is rotated so that its vertical axis is not straight up and down then its clipping ("collision detection") is incorrect. So that's a straight up bug that like all of its buggy kind must be dealt with ASAP, period, end of story.


Another idea for a feature I have is a checkbox to unlock the X and Z rotation axes. Just like a safety lock. And it seems to me like the vertical sliders should be vertical, although that's up to the language/theme pack. Especially for the elevation, it's really unwieldy, and seems like it would work much better if it was extra extra long, in addition to being vertical.


PS: I don't think it would be hard to show more than 3x3 tiles in the setup screen. I don't think I'll work on that for this release. But it seems like if the multi-select feature was used on the map screen, then the tiles of the selection could then be shown in the viewer. Another feature that would be nice is a way to move to the neighboring tiles without closing the screen out. I think some kind of UI for that could be added to the information area. That could also help if the multi-select technique chose the wrong tile for its central focus.


EDITED: There is a screenshot of this work so far here (http://www.swordofmoonlight.net/bbs2/index.php?topic=197.msg1699#msg1699)

731
Beginner and other Nonsense / Re: STICKY: Random News
« on: August 04, 2014, 08:19:16 PM »
EDITED: I followed up on the above post in the form of a patch to the current release, since I'd inadvertently unearthed a critical bug while working on it.

What I just realized while finalizing the work (effectively nothing changed versus the patch) is all of the options in SOM_PRM are for maps with a blinking marker for the player's location. I was worried that the image mode would be confused with a map and would require more work to tease it apart, but it turned out its just one more way to setup a map...

But on the other hand this option bewilders me come to think of it. I must have reasoned before that it cannot possibly be a map because it should be possible to use that item on every level, which can't possibly have the same layout as every other level, therefore I think more work is probably in order since it must be erroneous to show the blinking cursor in this mode, as it must be impossible to treat this mode as a map unless the game consists of one level!

I'm going to fix this, and remove the cursor somehow, although it will prove difficult I think to tell them apart, it should be an interesting problem to work on...



PS: Funny how writing about something helps to put your thoughts in order/perspective. I'd already gone back and changed the translation of SOM_PRM to reflect that all modes are map modes.


Strike: I'm actually going to leave this alone. What I think would be nice is adding another option to SOM_PRM's menu so that an image (possibly a note or clue, not even a map) can be displayed without the blinker. It occurred to me that this kind of map could be useful if you want the player to have to reason on whether it's a right fit to the current level or not. That might even be desirable over using the three maps that changes from level to level.

In which case the blinker helps the player to realize the map doesn't match their surroundings.

732
Beginner and other Nonsense / Re: STICKY: Random News
« on: August 03, 2014, 04:28:19 AM »
I spent the last couple days perfecting the automap system. Well I call it automap, even though I just learned towards the end that the save file doesn't track the exploration of the map, revealing tiles along the way. Although I suppose it's still an automap in the sense that you don't have to build it yourself.

There were actually numerous issues with the system, and that was even after the first pass at making it merely presentable (if you don't mind your frame rate falling off the side of a cliff) a while back.

I think it's still really useful for developers, and players if they want to add it to a game for their own use. I think it would be very useful as a compass item if it weren't for the fact that it reveals the whole map.

There are all kinds of possibilities for extensions around the automap, but for now I'm just glad to have one more feature introduced by From' in working order. It's always hard to say how many more original features there still are that need work. I find new ones all the time just when I thought there could be no more.


I changed the tiny square to an arrow. It's hard to guarantee that the points on the arrow will always fall square on a pixel. I'm not sure it's even possible to guarantee that. So the arrow is larger than the 3x3 square. And I'm quite pleased with the fact that it was very easy to make the point at the middle of the back of the arrow more transparent than the rest (the arrow is made by shifting the square around) so that the arrow appears to be a 3D cone, or at least it does on a white background (I suppose I could make that vertex itself whiter) and the pulse seems to flow towards the tip of the arrow as if it's pointing you in the right direction. Which is helpful since it's easy to confuse an arrow with a view cone.


PS: I also just fixed an issue with the full screen tints not quite covering the edges. I thought that was because the final transfer was off, but it was just the tints didn't go all the way to the edge. These fixes will be in the next release unless someone requests them. I guess I have to look at the regular maps now before I can do anything else. There'll probably be a follow post on that after a day or so.


EDITED: Here is a list of changes for posterity sake. There is an extension, do_fix_automap_graphic. The map is constrained to be proportionate, so it can only be 300x300, 600x600, or 900x900. The arrow scales with the map, except at 300x300, in which case the 600x600 arrow is used. Of course it runs at full frame rate. I thought it would disable filtering to make it more crisp, but it seems crisp enough as is.

733
Beginner and other Nonsense / Re: STICKY: Random News
« on: August 01, 2014, 12:46:55 AM »
Here is something random that caught my attention today.

If you look at this screenshot, and you're familiar with this tool, you might notice that the white and tri-coloured lines in the model view are minced up by the flat map tiles below them.

This is a common technique, albeit not perfect, since you might notice the lines going through the feet of the man, and the green line doesn't seem quite centered, although it is, but it doesn't appear to be again relative to the man.

Still, despite the deficiencies this approach tends to be preferred by modelers since it generally looks more pleasant. The trick is along the axis parallel to the point of view. The depth information for the lines is false.


It turns out that its pretty simple to distinguish the contents of the tiles from the tiles themselves polygons wise since SOM_MAP uses a different method of drawing them. After making a wholly new tool out of SOM_EDIT, I think I'm interested to try my hand at adding wholly new buttons to the already existing tools...

I think I may start by adding a handful of buttons alongside the two buttons on the right in this screenshot. One for pretty/dirty lines. One for no lines. One for no tiles. One for no non-tile components or whatever, and one for turning on/off colorkey.

That's five in total, and as it just so happens, that should perfectly with no room to spare. Actually there should be just a gap. It might be a good idea to separate the close button from the toggle group.

734
Beginner and other Nonsense / Re: STICKY: Random News
« on: July 18, 2014, 02:38:56 PM »
I noticed just now that a lot of the graphics say "Making tool" instead of "Making Tool", so I went to check the website and noticed that it doesn't seem to be there anymore:

http://www.fromsoftware.jp/main/soft/som.html

Maybe it's a temporary outage, but I doubt it.


You can still browse the old site with the files in the web folder here (http://svn.swordofmoonlight.net/web/som.html) but I won't make that appear as a website on this site since it's not From's website here.

Of course you can open if you download it, and this (https://web.archive.org/web/20120216111746/http://www.fromsoftware.jp/main/soft/som.html) works for now. Sites can retroactively pull themselves though by blocking certain kinds of crawlers I think.  Presumably all of the images and downloads are also on archive.org, but I don't know.

There are no snapshots on archive.org after 2012.

Maybe the website changed its timestamp for each snapshot.

The biggest loss would be if From' isn't selling copies of Sword of Moonlight anymore.


PS: I'm still working on a visual SOM file editor. It's worked out surprisingly well. It also occurred to me that it's the perfect final tool for the core tool suite. It's standard icon will remain the same I reckon. It makes sense since the icon is an arrow pointing into a map that is same as SOM_MAP's icon...

It suggest that this is where you setup everything that goes into the other tools, mainly represented by SOM_MAP since that's where everything comes together.

It doesn't just edit the SOM file, it represents the entire project, so it's perfect for visualizing the entire project, and opening even more tools up that aren't available in the main SOM_EDIT menu. It can be used to open the advanced tools up for instance, right from SOM_EDIT.


EDITED: The preview image browser doesn't work on archive.org's snapshot. It works, but the larger images are not archived. I went ahead and sent the following email off as the 404 page suggested:

Quote from: mailto:webmas@fromsoftware.co.jp
Webpage down,

http://www.fromsoftware.jp/main/soft/som.html

https://web.archive.org/web/20120216111746/http://www.fromsoftware.jp/main/soft/som.html

Does the below information remain valid?

商品名   :   Sword of Moonlight 〜KING'S FIELD Making Tool〜
販売価格   :   7,000円(送料・消費税込)
支払方法   :   代金引替システム(郵便局)
購入方法   :   ご希望の方は以下の記入事項をご記入の上、
E-mailにて shop@fromsoftware.co.jp までご注文ください。
記入事項   :   商品名、数量、郵便番号、住所、氏名、電話番号、送付先住所、氏名、電話番号
(注文者と送付先が同一の場合は「同上」とご記入ください。)

※通信販売に関するお問い合わせも受け付けております。
※発送まで時間がかかる場合がございます。あらかじめご了承下さい。

735

Here is (http://www.youtube.com/watch?v=mKPRqnd9gyg&list=UUCODtTcd5M1JavPCOr_Uydg) a relatively big publicity treatment of KFIV (on the Extra Credits youtube.com channel)


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