DPI fix and new video thanks to LtheLady


Small update, https://www.twitch.tv/lthelady (https://www.youtube.com/channel/UCuWW5qD2Kvw0uJIYlLeqn7A) made a video. I recommend watching in a small window, but if you can make it through the parts where nothing happens (maybe jump to 11min in to begin) it covers many but not all controller input features. Some of the ones it doesn't include are described on the main page (games used to come with really neat instruction manuals) and two inputs that can't be found anywhere, I will share now for completeness sake: 1) you can walk while crouching (in a hunched over kind of stance) which can also be construed as sitting down. 2) Oh and there is fast-turn system too, that's inputted with just the sticks. I won't tell you how to do these, just that you can do them. (Ideally I'd like you to experiment and unravel the control system organically, so consider this an advanced strategy guide.)

Also LtheLady happened to have a setup that makes text larger on Windows. This is sometimes called DPI but it generally just scales the entire picture on your monitor. I'm not quite sure why people need pixels smaller than they can physically see, but this changes Windows so in programs it pretends like the "desktop" is smaller than it really is. This confuses Sword of Moonlight so that the Options menu doesn't advertise all of the monitor resolution options that actually exist. If you found yourself in this boat, I apologize, this is the first I've encountered this. The ZIP download now includes a fix for this. (You can also just download the DLL here (http://csv.swordofmoonlight.net/SomEx.dll/1.2.3.5.zip).)

P.S. Lately I've been laser focused on a project to make SOM work on a lot more graphics systems, like Direct3D 11 and 12 and OpenGL and Vulkan. That's why I haven't made any updates. It's going kind of slow but steady. The reason for the project is because Direct3D 9 doesn't work with OpenXR and that's what is needed to use many new, expensive VR sets. Technically SOM games will have two new modes, that is OpenGL ES (3.x) and OpenGL (not ES) which in the ES case is implemented by a project called ANGLE that's used by almost every web browser and some other things. It's technically a component of Google Chrome, but it's also independent of it. It's pretty much a replacement for things like Direct3D and OpenGL that translates OpenGL ES that's used by the web into these other native/competing systems for interfacing with your computer's GPU. The ANGLE project is even working with Apple to be able to work with their products someday, but SOM Is still stuck on Windows until it gains some traction. Then I might look at porting it.

Files

KING'S FIELD 25th PROJECT.zip 38 MB
Jul 23, 2021

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