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Messages - Holey Moley

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751
Beginner and other Nonsense / Re: STICKY: Random News
« on: April 26, 2014, 02:59:47 PM »
Eureka!

I finally cracked the nut that was Brunt->Knock->Rest and maybe even something I've left out.

I woke up knowing I was still unhappy with this today. I spent all morning brainstorming alternatives. Technically it's the only work I'll do today because I'm heading out in advance of storms.

Dun dun dun, the new (and final) term is Area!

I'm not sure why this never occurred to me. Surface seemed like the right word, but too long, and too wordy. So I'd just about given up, and I decided to see if there were any words in its definition that might function as a lead. I'm sure I'd considered it before. But just before it occurred to me something like all weapons that aren't cutting or stabbing (in the hopes of stuff rupturing) are based on their surface area...

So it makes perfect sense that damage is being channeled through some surface area.

In lieu of this I'll probably consider alternatives to Point before I'm done. But #2 is definitely the trickiest. I'm both convinced and relieved that it won't be changing. If fact I don't even want to think about it ever again!


Edge 1  Area 2
Point 3

Fire 4    Earth 5
Wind 6  Water 7
Holy 8

752
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.

753
Devs / Re: EXIT: Unfinished Business
« on: April 20, 2014, 01:52:29 PM »
Yet Another PATCH

http://csv.swordofmoonlight.net/SomEx.dll/1.1.2.12.zip

Earlier today I uploaded new tool EXE files, and added English versions to the English language pack...

The reason was I changed a number of drop down menus so to not have scrollbars. I assumed, and I think rightly so, that that would mean the menus would display all of the items they hold. HOWEVER, it turned out that that was NOT the case. No, by Windows logic you have to use the arrow keys on the keyboard (mouse wheel won't even work) to find the well hidden items.


So! I had to add another patch that manually sets the heights of these menus so that they will not be cutoff.

The reason I did this is to make it easy to maintain language packs, since extensions may add things to these menus (as the previous release did) and it shouldn't be on language pack maintainers to deal with that, and it's too much work/error prone for SomEx to maintain a list of what menus do/don't need scrollbars.

754
Devs / Re: EXIT: Unfinished Business
« on: April 20, 2014, 05:06:03 AM »
FYI: Just uploaded a patch that fixes a feature that was circumvented by the warping handling added in this release.

The feature just kills you if you've been falling for more than 10 seconds. It's handy to authors since SOM doesn't always reset the game when you fall off of a map piece. I think it depends on if there are neighboring pieces and you pass below the "abyss" depth, which defaults to -10m I think.

What was going on is once you'd began falling at a great rate due to gravity it would appear to be a warp. So a check was added to see if you are moving at a speed great enough to look like a warp (currently an instantaneous move greater than 1 meter) and just assumes you are not warping if so, just so that the 10 second reset timeout can happen.


PS: What's interesting is even if a "Warp" event was detected at its source, so we knew for a fact you are warping, I wanted to leave the option available to authors to use a short less than 1 meter warp distance to line the player up exactly before triggering an animation for them to watch, or as a way to move the player along.

755
Devs / Re: EXIT: Unfinished Business
« on: April 19, 2014, 10:41:06 AM »
EDITED: As luck would have it, I just noticed a related bug and re-uploaded the patch just now (exactly 2hrs have passed)

The related bug had to do with SOM_PRM doing the same thing as described in parentheses in the post above, only again on the second page with the attacks, so when changing to the sub page with attacks, the wrong attacks would be found the first time.

756
Devs / Re: EXIT: Unfinished Business
« on: April 19, 2014, 09:39:28 AM »

Important/unrelated Patch!

This patch is a must have to keep SOM_PRM from crashing when opening the NPC page.


I removed the page from some code because it didn't seem to be needed, but the only reason I can think that it wasn't needed may have been because I didn't have any NPCs setup for the project I was using for testing at the time.

(For some reason SOM_PRM reads back the contents of the profile menu when the page is first loaded. My guess is it has to do with the variable record sizes in the Enemy and NPC PARAM folder files. I thought maybe it was because the Enemy page has more than one page, but that doesn't seem to be the case)

757
Beginner and other Nonsense / Re: STICKY: Random News
« on: April 19, 2014, 06:01:32 AM »
I've added a little fix to some extended combos that enable recentering the vertical view axis and mouse. Now there is a 100ms window to release the combo buttons so that they don't have to be released at the same time.

I don't know if the mouse recentering function is so necessary anymore since for a while know the mouse automatically recenters itself if left still for very long.

The combos work by antagonistic inputs. So if you hold left and right down together then that recenters the mouse horizontally. And up+down recenters vertically, this also resets the view visually. Look-up+down also recenters. As does turn left+right horizontally.

This fix just eliminates a potential negative experience for the player.


PS: The original plan was to put the inputs on a delay so that they could be processed in advance. But I don't think that's going to happen anytime soon. So this is a nice afterthought for now, as part of the campaign of late to tie up loose ends.

758
Beginner and other Nonsense / Re: STICKY: Random News
« on: April 17, 2014, 12:20:37 PM »
I've made some more changes to the built-in English for the next release. I'm beginning to be comfortable with pretty much everything. I must admit that I've been uneasy for a while.

The top menu now looks like:

Menu
 Use Item
 Work Magic
 Equip
 View Summary
 Arrange Inventory
 System

I've also changed "Knock" to Rest. This is the 2nd or 3rd of the Strength based ratings as mentioned above.

I like Rest because you can rest the weapon on its rest side, and because it also works as "the rest" or everything that isn't an Edge or a Point. I wouldn't mind if it was the third stat in the Summary screen so that it looks like 'and the rest'. I may arrange for that. On the other screens it's off to the side on it's own.

I also changed Effect back to Accessory. I don't think it was Effect for long, but I was reminded that the point of the built-in English is not to be neutral. Really every game should customize its text to fit within whatever series the game belongs to.

For the record, I base the built-in English on King's Field. Or what seems best for KF to me anyway.

759
Devs / Re: EXIT: Unfinished Business
« on: April 17, 2014, 06:45:36 AM »

Patch

Last patch (one post up) introduced a zero divide that is likely to be encountered when getting hit with do_hit. It will kill the player.

760
Devs / Re: EXIT: Unfinished Business
« on: April 16, 2014, 09:49:57 AM »
Patch!

http://csv.swordofmoonlight.net/SomEx.dll/1.1.2.12.zip

This is a really fantastic patch...

There is a braking system for jogging/sprinting to walking transitions. It just makes sure you don't find yourself in the paradox of walking faster than dashing by not letting the speed exceed what was the high speed going into the brake.

And there is a new system for shoving off of the wall. Or to say what happens when you push into something and then let the stick go into neutral... that is for a keyboard just releasing the key, for a self-centering thumbstick just letting go. It's pretty dicey business but I haven't experienced any real problems with it. That said it can be hard to tell if the controls are acting up or not because SOM has a really unsteady framerate that (the "fps" in the F5 overlay are averaged and updated at a regular interval and only in integrals of 5 so not to be distracting)

This is the last patch addressing controls. I want to get back to the mainline work now. Hopefully that will eventually lead to a place where the framerate is no longer so unsteady.

I feel like the existing control features have been nitpicked as far as they can be for now. I think they are a nice compromise in terms of value for attention afforded them.

I am going to get the source code up for this release tomorrow, and work on the do_hit extension documentation in the wiki. Then move onto working on the monster attack descriptions and some other stuff around translation duties before deciding on what to get to next.


PS/Off-topic: One more thing I am going to take a look at is the activation radius for NPCs. I think it needs to be relative to the outer shape of the player so that it can clear a counter in order to get at a shop NPC (behind a counter) no matter what the shape setting is. It may already work that way, but I don't think so.

And speaking of shape. I just may look at implementing a squeeze system so that the shape won't get in the way of were the player can go. I like a nice big half meter radius myself, so it would be ideal if you could squeeze into tighter spots if necessary. Tighter than a meter across that is.

Both of these changes would greatly benefit the King's Field remake/sample.

761
Devs / Re: EXIT: Unfinished Business
« on: April 15, 2014, 04:59:59 AM »
Because a tree fell across a road through the woods on the property I live, and because it clipped a power line on its way down, I was a day late getting back to work. The tree is still there, so I may lose another day yet to that (I was hoping it would be in the way of the power company, but no)


Anyway, after investigating into the remaining defects in the input animation-like effects identified above, I decided that it was foolhardy too have ever looked upon the inertial sliding effect as a complement to the leaning into obstacles effect (technically this is an interesting but also desirable side-effect of the way things work)

While at a glance it does make the leaning effect much more pleasant, it was never intended for that, and doesn't always interact seamlessly depending on the settings used. In fact the problem is with the recommended settings it isn't seamless while dashing, and may only be just so while not dashing within a limited window (I don't really understand the interactions so it may just as well be okay at any speed. I haven't run extensive tests)


So, what I've chosen to do is to fadeout the inertial effect where there is resistance. That seems like a pretty sane thing to do anyway. And helps to offer a bit of friction. And means it won't interfere with any extensions around wall impacts.


That said. The experience feels inadequate as is. I think I must come up with a new effect for this before I can release another patch.


PS: Earlier I'd already addressed the remaining issue around warping, but did not upload a patch.

As for going from jogging to walking... I am pretty sure that is a bug. Since there are 3 jogging gaits (by default) that converge into the lowest gait, the bug depends of which gait you are in when you stop jogging. For the recommended settings if you are in the upper gaits you actually speed up before the dash has decelerated.

762
Devs / Re: EXIT: Unfinished Business
« on: April 13, 2014, 12:40:58 AM »
FYI: There is going to be at least one more patch for this release. There is a set of variables that hold the position of the player character from the previous input frame that are not carried across the warp threshold.

Also I forgot about one thing I meant to take a look at, where when transitioning from jogging to walking by way of releasing the Action key it seems like you get sucked forward. It's because of the sudden change in speed, and not having a real acceleration model setup yet...

There is a similar problem I've long been aware of, but only just noticed again yesterday, where if you push up against a wall while dashing and then stop pushing the push back response stops midway and then you get sucked back suddenly, in much the same way as above.

Both of these cases can depend largely on settings, but this is the experience for the default configuration files that were added two releases ago, so what I would like to include in a patch instead of a fix will be a generic approach to detecting if/when the rate of change is sudden so great to be visually unpleasant, and then compensate by applying some cosmetic dampening.


PS: Also, it will be Monday before I'll be able to begin working on this.

763
Devs / Re: EXIT: Unfinished Business
« on: April 12, 2014, 07:18:40 AM »
^I've added that patch with a fix for SOM_MAP's "Save" button...

It's a strange as hell bug. I don't know if anyone else is experiencing it but me, or what is at the root of it. The fix I applied was just to ignore the results of the test that SOM_MAP uses to decide to throw up the Disk-Full error message and give up.

It seems to want to see if there is 1MB of room on the disk. It seems to use a secret API that resides in KernelBase.dll, which is not even part of SOM_MAP's import table, so I don't know where it got the address from. It might be part of a C-runtime or something. I think that subroutine fails, but SOM_MAP assumes success, and then there is garbage in the memory that reports the free disk space, which may or may not be more than 1MB.

I expect this is just a bug that you may or may not see manifest itself. It may exist in the other tools too. I don't see how the existence of SomEx.dll could be a factor in this. I tried to play Deus Ex a while back, purchased from GoG.com. It would say I had 0 disk space. I thought this was because it was on a network drive, but it could be that it was experiencing the same problem. It's from around the same time as SOM.


Code: (EDITED: Here is the relevant code:) [Select]
//EDI here is 0x77d63cbb KernelBase.dll
//Release mode returns 0 via ESP+2c, debug 0x749bf44c ???
/*(both modes return 0 via EAX, so it's possible that ESP+2c holds garbage)
00413644 FF D7            call        edi 
00413646 8B 44 24 2C      mov         eax,dword ptr [esp+2Ch]
0041364A 85 C0            test        eax,eax
0041364C 0F 87 36 FE FF FF ja          00413488
00413652 72 0E            jb          00413662
//100000h is probably 1MB
00413654 81 7C 24 28 00 00 10 00 cmp         dword ptr [esp+28h],100000h
0041365C 0F 83 26 FE FF FF jae         00413488

I changed ja to jmp by writing 90e9 over 0f87.

764
Devs / Re: EXIT: Unfinished Business
« on: April 11, 2014, 07:51:43 AM »
Patch already (unrelated to this release)

There is already a patch up that fixes a chain of brokenness introduced by the last patch in the last release (http://www.swordofmoonlight.net/bbs2/index.php?topic=176.msg1561#msg1561)

Probably no one has updated yet anyway.

But it turns out there is also a problem with SOM_MAP that only happens in Release mode builds. I almost always just happen to be using a Debug build so I never noticed it until just now...

What happens is if you try to Save the map an error box pops up saying there is no disk space! It's one of SOM_MAP's custom error messages. I'm going to look into it tomorrow. But what works is to use the Convert option to make the 3D map. It will ask you if you want to save, and oddly enough if you choose Yep it doesn't complain!

Because it seems to work going that route it's hard to imagine what could be happening. Debugging a bug that only happens in Release builds can be really inconvenient. But I'll get to the bottom of it. It's not like I have any other option.

Patch: http://csv.swordofmoonlight.net/SomEx.dll/1.1.2.12.zip


EDITED: BTW, if anyone can confirm for me that you are (or aren't) experiencing the Out of disk space error message that would be a big help. Good night :goodnight:

765
Devs / Re: EXIT: Unfinished Business
« on: April 11, 2014, 04:59:32 AM »
First of all this is SomEx 1.1.2.12. Only the SomEx.csv file in the TOOL folder has changed. Use it to update, or just download from http://csv.swordofmoonlight.net/SomEx.dll/1.1.2.12.zip.

In this release changes have been made to extensions including: do_pedal no longer exists, do_som is now do_2000, and do_hit and do_hit2 have been added in order to replace the "knock back" or rebound functionality of do_pedal.

The old do_pedal is now standard, and is not configurable. To not use it you must use do_2000, which shouldn't be used really except for diagnostic purposes, but in theory could be used to make a game play like Sword of Moonlight 2000.

Use do_hit if you want the player to be invincible after they are hit, like the monsters are, and like in classic video games. Use do_hit2 if want a second hit to connect, and a third and so on too. Or don't use either if you don't want a hit response.

The way SOM works, using do_hit may make some damage never register. It depends on how the monster's attacks are setup I think. But I don't know much about the subject. I recommend do_hit2 for the time being. It will probably be added to the new project default configuration files, but is not added by this release.

Technically these are separate extensions, however if you turn on do_hit2, it automatically turns on do_hit... and if you turn off do_hit, it automatically turns off do_hit2, since in both of these cases doing the former without the latter is meaningless.

Unlike do_pedal, there are no Detail extensions for the new approach. It's a much cleaner tack IMO. The behavior is not defined. In this release if the player is hit resulting in HP loss they will play out their hit effect, just as a monster does...

The player is knocked away opposite the attacker at a rate and distance that depends upon the dashing speed... to be clear, the damage dealt by the attack is not a factor. At the same time the player will either duck as if tapping the Action button, or if already ducked/holding down Action they will rise back up, and their action will be interrupted. Jumping, climbing, and crouching are not possible while being hit. They will be interrupted, although you may still attack in this release.

If using do_hit the player is invincible while recovering from a hit. If hit again during this period when using do_hit2 the player is still knocked back, but the ducking pattern does not repeat itself, or more importantly it does not cut into the already playing ducking animation, as that would be obnoxious.

In addition the player's ability to move is hampered while being hit. This is no more than a speed bump, it does add some gravity to the experience, but the actual reason its there is because since you are moving at dashing speed, we don't want the player's movement speed to suddenly ramp up at the same time. This workaround could be easily avoided by changing the way these things are communicated to SOM, but I haven't felt like doing that just yet.

All and all I am much happier with this arrangement than how things were with do_pedal. In truth while this effect could be disabled, it was one of those things like jumping that needed more attention. Since the release last year that fixed the damage formula, it occurred to me that there was a proper means of doing the rebound effect right there, by using the data from the actual damage event (the old approach while better than nothing IMO was based on indiscriminately considering the sources of 3D sound effects relative to taking a hit in the HP dept.)


And finally. While unrelated the menus have been markedly improved. There are no more abbreviations, and the default menus have slightly improved arrangements. How this was achieved is you can now place < and > in front of the menu text to shift if one character to the left or right (<< for two) or use $ to center text in the middle of the screen, which you'll probably only want to do for the Yes and No menus.

Centering Yes and No helps a lot on with widescreen menus, since there is no way to line the text up after performing the bug fix that makes the fonts fit into the vertical space allotted for them.

The changes made to the layout lines wise are even more dubious. They work just by blanking out some text and replacing it with text tacked onto a line just above using the special (non-printing) \n newline character.

These menu fixes are so effective that I am not going to worry about the menus anymore for as long as possible. They won't likely be looked at until 2015 at the soonest at the rate things are going considering everything there is to do between then and now.


PS: I really wanted to get this stuff out of the way before moving on to more important things. I think I will probably work on the "look over your shoulder" function before the end of the year. I have a "use every part" of the controller philosophy, and right now there is a big gap where you can't use the attack buttons when the gauges are depleted. I want to fill that gap in. It feels unfinished to me without arranging for that.

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