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/slavmaker/ - Slavmaker Modding Board

Board dedicated to modding Jack-O-Nine-Tails, aka Slavmaker

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 No.3

Thread for /hgg/mod. If you've got code or text to contribute or you just want to discuss this mod in a way that'd clog up the general slavmaker thread back at /hgg/, here's the place.

 No.11

Hi Boney M would it be possible to have a version of your current dev to see how you reworked things and to prepare my next version?

 No.29

>>11

The dev versions aren't really good for sharing since there's some half-implemented ideas being worked on ATM as well as some debug tools that I take out before beta testing begins.

Here's the current changelog though:

Version 6

Fixed it so you can now train alchemy by clicking on the 'enchantress' rating on the slave screen. Pointed out by a kindly Anon at 8chan /hgg/.

While rebuilding how the code remembers rules, promises and threats (for those who care, they've been moved to the slave['foo'] array rather than kept as separate integers - thanks to stuntcock for letting me know how three-deep nested apostrophes work), discovered and fixed some gifts that would not fulfill the promises for gifts and renamed 'promise a promotion' to 'promise a reward'.

Tweaked accounting - your slave and your assistant can now both work on accounts, though if either is unskilled or stupid they'll hurt more than they'll help. If both are, you're probably better off doing it yourself.

Made it so that rewards you have already given your slave today (and thus which would be ineffective to repeat) are still selectable, but are shown in grey. Suggested by Rynak of ULMF.

Added a bunch of corrected translations provided by a kindly Anon at 8chan /hgg/.

Added new combat encounters on the Edge of the Fogs: one with an ogre, one with a warg, one with an orc, and one with a pair of goblins. Coded by dickbutt.

Relaxed oral sex is in. Text written by a kindly Anon at 8chan /hgg/, and spellchecked by another kindly Anon at 8chan /hgg/.

You are now able to see the current size of your fog fiend on the main menu. Coded by Lillibilli.

Master libido overhauled - now varies over time based on health and sex life. If the master is healthy, happy, and sexually active, it will gradually increase. If he's unhealthy, unhappy, and either chaste or overfucking, it'll decrease. To build it up quickly, use aphrodisiacs. To flatline it, rotphilis and essense of oblivion. With thanks to dickbutt for brainstorming the influences. Also tweaked moods to make high libido and the Chimera Gem easier to live with - high-quality fucking will keep away the negative mood for having a raging boner for longer.

Integrated the following changes from the_vm's version on Github, with his permission:

-Added the ability to cast Auspex from the Auspex screen, if it isn't cast already.

-Button on main screen for quick transition to cryostorage (must visit the cryostorage manually at least once first)

-Sanity state tips (added traits to show when a slave is either broken or dangerously close to it)

-Now customers who bought a slave will shown in gray on the clients screen in the city

-Fixed sorting of customers for rating


 No.30

I didn't want to the the new features you are adding but to spy the code :D

More seriously as I seen you reworks the main code to help friendly-coding I did just want to see how and in which direction.

For an example, if you have coded a function managing the slave strength I won't do another one but use yours.

As an oriented-object pro dev in my mind having twice the same block of code in a program is a shame for me :D


 No.32

BoneyM. If you do not mind, can you show me what is on your backlog? I think that the ideas are being popped out constantly but I do not know whether you want to implement it or not.


 No.35

>>30

That's fair enough. Here's the current version, 6a4:

http://www.filedropper.com/hggmod6a4

It's not feature-complete for v6 but everything in the changelog so far is done, so I suppose I'll chuck a copy over in the main thread for anyone that wants to test.

>>32

Disclaimer: My backlog is a long-ass list of scrap code, notes, reminders of who to credit for various ideas, and stream-of-consciousness on my part, and a lot of it hasn't been touched in months. Also it's in no particular order.

>Fixing how addiction works for the master

>New quest for the cryo guy to get free indefinite cryo-storage with a very skilled slave

>"Also, the way it works right now (though the_vm has since changed it in the git, i think) is that it will only find buyers for the level your slave is at" -from dickbutt, though I haven't looked into it yet

>a brothel that works similarly to the barn - been on the to-do list for a long-ass time, and unlikely to be touched until I'm happy with the state of the barn or unless someone donates a lot of text

>trait overhaul - make it possible to change traits somehow, possibly through hypnosis - I've got a shitload of notes around here somewhere from when me and Alploochra brainstormed it way back in the first thread

>manors - with new spark sources comes the need for new spark sinks. A big-ass mansion that you can equip with a permanent staff to provide various perks

>graphical interface for the barn - not my area of expertise but would help the barn feel a lot more 'real'

>a device that a master or assistant with medical skills can use to check for illness/pregnancy/parasite at home

>street prostitution - let your slave whore herself out for a few sparks, not sure about this since when I sketched the idea out as a source of emergency funds I forgot the loan shark existed

>fiend compound - works similarly to the barn, except it lets you mass-produce fiends, fiend cum, and fiend mucous - a big source of fiend cum will let you feed your entire expanded workforce (barn/brothel/compound/manor) on fiend cum to reduce costs

>barn tweak - daily breakdown of milk and egg income

>standing order - it's a pain to have to go out and buy clothes/jewellery/collars/etc for each slave, there's been a number of suggestions for ways to fix it (including code from Idian30) and I'm still undecided on how to go about it

>"Strange behavior of number of possible master orgasms during active sex" - reported by Rynak, I've yet to investigate

>slave mood overhaul - suggested by stuntcock, I've yet to investigate enough to judge it too much, but IIRC he's right that slave_rate['mood'] exists a lot in the code but has absolutely zero effect on mood

>new body mods for extra exoticism - suggestions from Anon includes elf ears and animal ears

>allow assistant to wash slave, using existing but unused images in the game - have some flavour text ready to be used from an Anon and you (Tuna1279)

>potion recipe book accessible at home

>$intimate_lesson_reaction - unused flavour text that could probably be easily re-added

>allow assistant to massage the slaver and perform other entertainment options that the slave can do

>new psy statsuses - written by an Anon, variations on the existing psy statuses for obedient slaves that vary based on her stats

>new magic items - upgrades to the items provided by the forum missions, with half of them having mission text written for them by an Anon

>add an 'abort' button to back out of combat from the weapon select screen

>nipple and vagina modifications - the code exists but I'd need pictures for these to make it happen

>spider sex - from Powerairmax

>censor guro image option, suggested by you (Tuna1279)

There's also the various other mods I've got permission from the authors to go through and integrate bits and pieces from that I've still yet to do much of.


 No.36

>>35

Oh, and just to be clear, that's not my actual to-do list - it's just a summary of it. The actual thing is long as hell.


 No.39

"trait overhaul - make it possible to change traits somehow, possibly through hypnosis"

Be careful it will greatly change the game play so make it very difficult. A interesting part of the gameplay for now is to find the good 'base' slave for an objective and if it's too easy to change completly a slave you loss that. It's for this reason I don't speak of that for now in the clinic mod cause I want to be very cautious.

"graphical interface for the barn - not my area of expertise but would help the barn feel a lot more 'real'"

Same here :D I hate working on that so it's why I did it first in the clininc mod, else I would never have done it :p

"a device that a master or assistant with medical skills can use to check for illness/pregnancy/parasite at home"

Fyi It's done in jon_strec_v110. I alert on master wounds and illness, slave potential pregnancy and illness. I give some other direct access on the slave and assistant. There is too a direct access from house to any quarter, managing the energy thing.

see the mod here https://www.dropbox.com/s/mppy30t1c6aq9rh/jon-strec-v110.7z?dl=0

You are free to use the code, I'll remove it from my mod if you integrate in yours.

"fiend compound - works similarly to the barn, except it lets you mass-produce fiends, fiend cum, and fiend mucous - a big source of fiend cum will let you feed your entire expanded workforce (barn/brothel/compound/manor) on fiend cum to reduce costs"

Had the same idea for the next mod after clinic cause fiends cum aliments my clinic. I'll let do this :D


 No.41

>>35

>a brothel that works similarly to the barn - been on the to-do list for a long-ass time, and unlikely to be touched until I'm happy with the state of the barn or unless someone donates a lot of text

Can you elaborate more on this? I may help you if you need script and pics involved

>graphical interface for the barn - not my area of expertise but would help the barn feel a lot more 'real'

I also can help with this one. Just give me more specification.

street prostitution - let your slave whore herself out for a few sparks, not sure about this since when I sketched the idea out as a source of emergency funds I forgot the loan shark existed

Forget this one. The shark loan is more than enough already.

fiend compound - works similarly to the barn, except it lets you mass-produce fiends, fiend cum, and fiend mucous - a big source of fiend cum will let you feed your entire expanded workforce (barn/brothel/compound/manor) on fiend cum to reduce costs

I think that you may change the code related to the food used in the barn. I think the priority will be given to fiend cums first then other food. About the supply of cum, just make more than 2 fiend caves is more than enough. I think that someone's mod has already figured out how to do it.

>a device that a master or assistant with medical skills can use to check for illness/pregnancy/parasite at home

I think this one should change to mass check-up provided by the hospital. The check-up bill is the necessary fee to add to the difficulty of the game. What you may want in the future is the mass-check up option provided by the hospital to check all of your slaves and assistants as you do not want to swap out the slave and assistant many times to get checked.


 No.44

File: 1429545244639.jpg (46.49 KB, 986x630, 493:315, barn sketch.JPG)

>>39

>Be careful it will greatly change the game play so make it very difficult.

Yeah, others have asked for it to just work as an extension of the XP system for traits and I've been fighting that tooth and nail. I'm open to it being in the game, but it needs to be difficult enough that, say, someone finding that perfect Pervert Nymphomaniac should be a pleasant surprise, and negative traits would still be a pain and have a player seriously consider getting rid of the slave.

The various ways that have been suggested have either been very spark or time intensive, or require a lot of work gaining the abilities to twist minds.

>Fyi It's done in jon_strec_v110. I alert on master wounds and illness, slave potential pregnancy and illness

As Tuna said, it may be that the cost of check-ups is important to the balance of the game.

>>41

>Can you elaborate more on this?

It was sketched out in considerable detail ages back, but it's been on the backburner for ages because most of the other ideas on the list are easier and more meaningful to the core gameplay. It's going to be bumped to v7, if not further.

>I also can help with this one. Just give me more specification.

I was picturing something like pic related.

>The check-up bill is the necessary fee to add to the difficulty of the game.

What I'm mostly trying to do with it is save clicks - leave house>leave quarter>serpentine>technosphere>medical center>examine slave>click ok>leave medical>home button is nine clicks to do one thing. I'd much rather have a Domestic Issues > Use Device than that. Although Domestic Issues > Call Doctor would work just as well, come to think of it.


 No.47

"As Tuna said, it may be that the cost of check-ups is important to the balance of the game"

It only apply on the master and the current slave and assistant with requirements on the master nursing level and/or the assistant nursing level.

I think the time investment to up the nursings level covers easyly the 10 sparks for diagnosis.

Note also it's just an alert :

"Caution : master seems wounded, see a doctor"

"Caution : slave seems ill, see a doctor"

"Caution : slave seems pregnant, see a doctor"

(see the code ;) )

The fast travel buttons are here too to avoid passing by many menus to go to a quarter. It save nothing (energy loss is managed) but player time.

I think I'll permit these buttons to be apparent anywhere in the city cause I'm tired to do 'back' 'back' 'back' to go to the quarter menu when I want travel in city.


 No.49

>>44

Just checked the old threat. It seems that you had the idea giving more stable jobs to the slave to make slow passive income. I picked this good idea from an Anon.

>At Virgin Hip, you can let the slave perform on the stage with the 2 options: elegant singing and striptease dance. Elegant art will be based on a few skills: escort, singer, musician, style. Striptease dance is based on: exoticism, seduction, dancer, masturbation. The higher value the stat is, the more money you can get. The stamina consumed will be 3. With elegant art, your slave can improve nature. With striptease dance, it improves temperament. Both will increase the fame for your slave.

Instead of going directly to put her to the Virgin Hip, you can put her in the brothel with the order to go there and the Gentlement club. It can make a passive income and raise the slave's fame a little bit but not higher than rumoured. It can serve as a good income source for slave with low basic stat. But I still think you need to train her in few areas first before putting there.

Another idea just crossed my mind when you replied to the other threat about how to make the new scenario easier to implement. I want to have the harlot with 2 new training areas: lesbian corner and futanari corner. Lesbian corner is where you will put one of your best slaves or assistants as a chief and she is responsible for teaching her sex skills related to lesbians (tbh, I really want to have more lesbian sections in this game instead of just threesome). This corner will also offer passive income.

The futanari one is quite crazy as you also need to add another option to the medical center to add a dick to your slave. But Strec may be the better to handle this one. His genetic manipulation concept will provide a more convincing setting to the futanari stuff. The futanari concept will expand the customer demand variety. Of course, skills with futanari are also needed to be trained.


 No.50

>>49

While I'm not opposed to futanari in general, I really flinch away from the amount of work it'd take to implement convincingly.

Slavemaker's implementation of futa was half-assed as hell, replacing the majority of most slave's images with generic ones that don't show the face. I don't really want to add something like that to this game.

And yeah, I have forgotten most of the details of those ideas - it was a couple months ago and a lot of better ideas have come in since then that I've been focusing on.


 No.51

Bah, for now there is only male -> female domination interactions.

Needed :

Male -> male

Female -> male

Female -> female

And after that ther is no more dev to do for futunari.

Finaly, not so hard (on the paper :D )


 No.53

>>44

>>44

>>Fyi It's done in jon_strec_v110. I alert on master wounds and illness, slave potential pregnancy and illness

>

>As Tuna said, it may be that the cost of check-ups is important to the balance of the game.

Make it like the at-home cryochamber, you have to rent the medical equipment to do check-ups at home. Probably be more expensive than going to the medical center, but saves you time/energy.


 No.54

The code is free and anybody can adapt it, no problem for me.

But if I consider that if I or my assistant are 'clear blue' or 'green' in nursery (so levl max-1 or max) we don't need anymore material to see, with no certitude, if someone is wounded, seems ill or seems pregnant and to send it at doctor.

When young, my mother wasn't a doctor but was able to send me to see a doctor when she thinks I was ill :p

When I create a character and click on the nursery it says :

"A competent medic can train nurses and can quickly cure sick and injured slaves"

And everybody says "NO, even a max level nurse can't see if a slave is wounded or ill"?


 No.55

Concerning the Brothel, Cryo store, Barn or any place which could stock many slaves, I'm doing a generic 'slave_to_cell' script to avoid duplication for each entity (I have 11 slaves to manage ^^).

It seems to work well but need to be tested more to see if the use of 'dynamic' don't kill the processor :D


 No.56

>>54

The issue isn't the in-character explanation for it, it's the out-of-character game balance. Both need to be considered before something is added to the game.

>>55

I've considered doing that a time or two myself, but all it really does is save a couple kilobytes off the file size which isn't that huge a priority. And considering that some of the slave-to-whatever codes work differently (off the top of my head, the slave-to-dungeon one works differently to the others, and there's some differences between slaves being stuffed in the Technosphere cryotubes and them being stuffed in the rented home cryotube) it seems like a lot of potential bugs for very little reward.


 No.57

>>56

>The issue isn't the in-character explanation for it, it's the out-of-character game balance. Both need to be considered before something is added to the game.

The STD is logged into the diary after 5 or 6 days that you have contracted it, so that info is already given to the player for free.

Same for wounds, the stat in the master (or slave) page will say if you are wounded or not.

At a certain point the game will alert the player that the slave/assistant/prisoner is pregnant as well.

If the alerts on the main page keep the same restrictions i see no upset in the balance, just player convenience.


 No.58

The only change in balance is 10 sparks when nobody is wounded, ill or have a risk to be pregnant, no much cause when there is a problem you must pay the diagnoses to be 'repaired' :)

Concerning the generic 'slave_to_cell', I agree, it's only usefull for future uses when you have a batch of slave to move with identic rules.


 No.59

OK, after auto-brainstorming and analysing people argument I agree that any diagnostic need a stethoscope at home, sold by the medical center.

I'll correct that as soon as I'll know how to check the house inventory if nobody make the update before :)


 No.63

>>57

True. The only real 'gotcha' is the fiend pregnancy, which you only notice if you get lucky and the pregnancy goes on long enough to have noticeable affects on her health and weight.

I think the best way to deal with that would be to have a random chance based on medical skill to notice, so it's still possible for a slave to get chestbursted if a slaver doesn't get it checked on but it'll be unlikely for it to come as a surprise if both the slaver and the assistant are highly skilled doctors.

And I'll add a 'call a doctor' interaction once brand_rep is 3 or higher, costing an extra few sparks but saving energy.


 No.64

Anyone know why the anatomy tab isn't visible for the assistant, or tried activating it? It seems like a really weird thing to be missing, which makes me wonder if it'll fuck something up to reactivate it.


 No.65

>>64

Works quite well in the Merged Mods, NINJ4 R4BBID reactivated it (with some slight modifications).

The only thing i had to redo was the style calculation for the assistant which did not take into account her clothes (which is a problem unrelated to the anatomy page itself, but activating it made it apparent).


 No.66

The rank is missing too on the assistant screen


 No.67

>>66

That is an omission present in the base game since it is a non relevant information once she is an assistant, tho for information sake only it would be good to reintroduce it.


 No.68

Has NINJ4 R4BBID given blanket permission for other people to use parts of his mod, or just to you, Lillibilli?


 No.69

>>68

Now that i think about it i never did ask for his permission, which is something i will rectify immediately, but iirc he did comment on how it would have been easy for other people to integrate his changes on other mods, which is what started me on the path of merging the mods in the first place.

from http://www.hongfire.com/forum/showthread.php/434987-QUEST-SOFT-Jack-o-nine-tails-%28best-slave-maker-game%29?p=3644427#post3644427

>Right now i'm consolidating everything i've done so if later someone wants to add my changes to their version of the game it would be easier to accomplish.

Since he since seems to have disappeared i will try to send him a PM asking him for explicit permission, will tell you what he says if he responds.


 No.71

Speaking of that Lillibilli, can I merge my mods with yours?


 No.72

>>71

As far as i'm concerned you can use my version as you wish as long as you keep the credits to the mods authors.

I will keep it updated with changes from other mods on my own when i have time and the mods are out of bugtesting.

This however hinges on the response NINJ4 R4BBID will give me (if any), if he says that he doesn't want his code in the Merged version i will pull it from distribution, in which case you should do the same with your version (since it is based on something containing his code).

But judging from how he talked about it i'm reasonably sure (and hopeful) that it will not happen.


 No.73

Let's try to avoid layering mods as much as possible. People have already asked me about problems that only exist in the merged mod, if the merged mod was then merged into the Jon-Strec mod it would just further compound things.

The ideal way to do things would be to have everything go into one single mod, and while QSP makes collaboration difficult things are slowly approaching that. I've merged most of the_vm's changes into /hgg/mod, dickbutt's mod was absorbed entirely, and hopefully NINJ4 R4BBID gives blanket permission and I'll work his into /hgg/mod, at which point /hgg/mod and merged mod would be basically identical.


 No.75

I've no problem on any way you will choose cause the way I try to encapsulate my code makes me easy to merge with any mod.

For each version of my mods I'll deliver the code and a tech readme explaining how to merge it, so anyone will be able to merge it in his version, in my mind open source is open source so anyone giving credit can get my code.

I proposed to deliver a merged version to help the users and the beginners to have a complete version and to void having 2 branchs, so merging with Lillibilli one was the choice of the more complete mod.

If you are all ok to choose another solution I'll adapt.


 No.77

>>73

Jon-Strec mod is an offshoot of the merged mods in the first place (based on 1.8).

I assumed Strec was asking if he could merge the changes of 1.9 to his mod to keep it updated, to which i have no problem. (if this is not what you meant, then i'm sorry, can you explain better?)

If you do have questions or need help with the merging just ask and i will do what i can.

I did request that feedback (and links to that version) was to be kept out of the hgg board, i'm sorry that i failed in my intent.

If you feel like it should be removed from distribution just ask and i will do so.


 No.79

First, I'm finalizing (graphical things like transparency of the icons or using adequates fonts in toolstips, …) my UI adds and renamed things to make all more coherent.

Second I'll try to impletent some very little things like

- adding sounds when you buy any item, like it is done for the master clothes (when I buy a flamberge I don't know if I buyed or not :D )

- if I'm able I'll add an option to buy a stethoscope at medical center (and so I'll test the house inventory before doing diagnostics)

- if I'm able I'll remove the message saying that you won a new slave after the first time it appears

When my intention was to merge that on the last Merged Mod (1.9 for now)


 No.81

>>69

i just got permission, he said it is a blanket permission since he doesn't know if or when he will return to modding Jack-o-nine Tails.

He also provided me with a more recent version of his mod that he thinks he never published, i will test and see what changed:

http://www.filedropper.com/jack16031_1


 No.82

>>75

>merging with Lillibilli one was the choice of the more complete mod

Ouch.

>>77

It's not so much that there's bug reports from MM1.8 in /hgg/ that gets to me, but rather that the bug exists at all. I really don't want to cast aspersions on your ability since merging the mods together in the first place is a pretty impressive piece of work, but if that bug crept in I've got no way to know how many others crept in and just haven't been noticed, and I know first-hand how easy it is to mess things up in QSP.

Another thing is, as Strec just said, people are seeing MM as the 'better' mod and writing things for it instead of HGGM. That kinda bothers me, and I'm not going to pretend that there isn't a little bit of bruised ego on my part here, but it's also that HGGM was supposed to be bringing as many people's work together as possible - that's why it's /hgg/mod and not BoneyMod or whatever. Maybe the Jon-Strec mod would be able to be worked into /hgg/mod, maybe it won't be. Maybe it'll look like it can be but there'll be some really subtle bug introduced - in the latest version of HGGM I've changed bits of how slave_to_whatever works, maybe that will cause problems with JSM. Maybe in the future new people coming in will see that JSM was built on top of MM and will make mods based on that - and who can blame them, because now if I update HGGM it would have to be integrated into MM and then JSM, whereas if they just build on JSM it'll be available to everyone straight away.

It adds a whole lot of complications. But I'm not going to be the prima donna that tells people to get their hands off my mod because I fucking hate that guy. 90% of HGGM has been with input from others and maybe a third has been completely done by other people, so what right do I have to be the mod tyrant?

Here's what I'd like to do instead: Lillibilli, assuming you're alright with this, let me know what in MM is your work instead of from HGGM or NINJ4 R4BBID's mod, and I'll work those into HGGM 6. I'll work NINJ4 R4BBID's mod into HGGM. Then that's one less mod to complicate matters, and I'll strip the 'by Boney M' out of the title screen and put something like 'Base mod by Boney M, NINJ4 R4BBID mod integrated by Lillibilli, dickbutt mod by dickbutt' at the top of the readme, and from then on major additions will be added to a credit list at the top of the readme instead of just in the changelog.

Strec, you keep working on your birth lab separately but the small additions you're talking about, send the code to me and I'll work them into HGGM. Once you're done, we work it back into HGGM and then you go in the credits.

Assuming you guys are alright with this plan, we should probably get a new name for the mod, since at this point with the amount of input from Hongfire and ULMF it could do with a rename.

Thoughts?


 No.83

>>81

seems the changes are just some minor comment and formatting changes in the modules of his mod, with one bugfix for the code.


 No.85

>>82

I'm all for it, working as a team would be my prefered solution as well.

That said i can't exactly say what is part of what anymore in my version, i have gone over each and every difference between two version adding the best code and working on keeping it all working together at least 5 times for each mod (yours, NINJ4 R4BBID's, the_vm english version and the_vm russian version), my work was mostly fitting code from one version to the changed dependencies of another mod (most apparent in the interface buttons, which i custom fitted to include all the new buttons, but there are other stuff too).

By now i can tell you what the changes are and how they work, but i could not tell you if you, NINJ4 R4BBID or the_vm is the original author of that edit.

That said NINJ4 R4BBID kept most of his code in extra modules, but not all.

I did remove the cheat menu (and it's effects) from the code because they were not playing well with the rest of the mods.

I did very little actual modding of my own,

what i remember off the top of my head is the updated item templates to allow the assistant to gain style and exoticism from worn clothes ($newloc line 155 and the #item_base module), a minor change on the masturbation calculation and triggers to allow all the variation to be seen, the slightly reworked accounting menu to avoid the button to shift like crazy.


 No.86

>>82

Your best bet to do something like that is probably to merge all the mods on your own, then compare with my version to see how i did solve the compatibility problems.


 No.87

Boney M I never speak of 'better' mod but 'complete' mod :D

I did only say that :

if MM = egg + other mods + MM adds:

MM_is_complete > egg_iscomplete

end

Second, I'm french and my english is not so good so sometimes I can do mistakes, but here it seems not ;)


 No.88

>>82

As for the mod name i have no preference, as long as all the original authors are still credited equally.

>and I'll work those into HGGM 6.

From experience merging those mods is a BIG job, it might have been from my inexperience with QSP but merging it took me nearly 30 hours, not to say anything about debugging it all.

You might want to wait until after you complete and release v6 to start something like that.


 No.89

>>85

Well, since NR's given permission to you and I have it from the_vm, we've got permission for all of it wherever it came from.

I remember reworking masturbation for v6, I think to integrate that change, and accounting's been completely redone. But the item templates could use updating.

The problem is if I do a text comparison, I don't know what scraps of code are related to what others, and what might be from something that's already been done in a different way. I didn't end up merging a lot of the_vm's changes because some of his changes flat-out didn't work with my version of the game for some reason - the 'rule presets' in particular resulted in the game crashing on launch, though since I made the game remember rules

If you can list the things you think are missing from HGGM that the_vm's version has, I'll go through them all and work to integrate those, using your version as a template for compatibility.

On a separate note, I'll start putting alpha versions of the mod in this thread so if you've got an idea you can write the code on the most recent version of the mod to prevent any compatibility issues.

>>87

Not sure how it is in French, but in English 'incomplete' comes with some very negative connotations. I know they weren't intended, though.

>>88

Yikes. I'll take a quick look at the code later to see if I can figure out a way to do it quick, but it might have to be bumped to v7 if it's that big a job.


 No.90

I'm tempted to name the combined mod after a wrestling reference, since atm the main contributors are from Hongfire, 8chan /hgg/, and 4chan /hgg/, and Triple H is a pretty major figure in WWE.


 No.91

It become complicated but as I said before any choice agreed by all will mine. I agree with Lillibilli too that you would wait for the v6 delivered to to such a job, but it's your choice.

What I'll will do is delivering jon-UIadds only as sources with a readme explaining how to merge (merging get 15mn max). After that everybody wanting the mod can have it. The only thing I regret is that is nobody delivers a merged-version beginners won't have it, but it's life, in this case we don't mod but modify the program and it's very more difficult not to have many versions.

Concerning the clinic mod, for now I did respect the same encapsulation and if no problems encountered it will be as easy to merge, but as it is far to be finished, let's see. Note that I delivered an alpha and if you look at the code you'll see how I works.

Hope this solution will be ok.


 No.92

>>89

>If you can list the things you think are missing from HGGM that the_vm's version has

unfortunately this is exactly the info i have no clue to anymore, i worked with so many different version that i lost track of who made the changes.

Of the top of my head the obvious things are the preset system, i think there is also a bargain system when selling to private owners, but i don't remember what else is his changes. (or if indeed the bargaining is his or NR's).


 No.93

>>92

I was afraid of that. IMO the preset system is less necessary now that the game remembers rules properly. I'll go through the_vm's github again to see if there's anything major I missed.


 No.94

Current alpha. Changes since the last one: gore toggle in the options and master addictions now fade over time.

http://www.filedropper.com/hggmod6a5


 No.95

>>93

>IMO the preset system is less necessary now that the game remembers rules properly.

i do not agree with that, it is a good convenience tool that you can use to make multiple set of rules to fit the different phase of training.

(btw note that i modified the system to store diet and sleeping arrangements and added some quick switch buttons in the rule page for easier access)

>I'll go through the_vm's github again to see if there's anything major I missed.

Do make note that he also made some changes to the russian version that he didn't port into the english version (and this particular version will be a bitch to merge, since almost every line is different since it is all in russian).


 No.96

>>95

If it's that easy to switch in the current version there would be a use, I was thinking of the version I saw in the_vm's version which IIRC was more circuitous. I'll work it in in that case.


 No.97

Preset system is very useful, I confirm, to apply different set of rules depending of the advancement of the training :)


 No.98

>>96

His version was a bit more difficult to use indeed, someone over at hongfire suggested to make it more easily accessible and to add diet and sleeping arrangements so i did it.

(speaking of that, the version i gave you some time ago has since become quite old, you can find the latest released on the modding section of the wiki)


 No.99

Here is the v1.00 of jon-UIadds

- Quick travel from home to every quarter (with energy calculation)

- Quick-view informations on current slave and assistant

- Quick-view of the slave rank and detail on the requirements for the next rank if you click

- Alert when player is wounded (if master nurse level or assistant nurse level is at least 3)

- Alert when slave seems to be ill or pregnant (if you have a stethoscope and if master nurse level or assistant nurse level is at least 4)

- You can buy a stethoscope at the guild for 100 sparks

- A sound is played when you buy an armor or a weapon

The stethoscope is sold at the guild because I did'nt want to add in the shops process for now :p

https://www.dropbox.com/s/2dmbohnbupwf2zo/jon-UIadds-v100.7z?dl=0


 No.100

>>94

The slave_to_something modules seems to use the old variables instead of your reworked structure, i might be missing something here.


 No.101

File: 1429757234915.jpg (47.12 KB, 446x335, 446:335, topost.jpg)

>>94

you also seems to have removed the header on the Nature tooltip.


 No.102

>>100

Just double-checked and on my end it's got the manual rule changes stripped out. How long is slave_to_iced in the one you're looking at? It should be 92 lines, compared to 112 in the original and 192 in the last version.

Most of the changes aren't in the slave_to_whatever modules, because everything just got moved into the slave[] array so it gets stored with the slave automatically. Check in assistant_stat, the chekboxes should say EXEC: assistant[job_maid''] instead of EXEC: assistant_cleans_rule and so on.

>>101

Good catch. Not sure how that happened.


 No.103

>>102

>Just double-checked and on my end it's got the manual rule changes stripped out.

You are correct, seems i had a mind fart when i inverted the comparison windows and looked like the old system was the current one, my bad.


 No.104

>>90

Does 4chan has hgg?


 No.105

"Most of the changes aren't in the slave_to_whatever modules, because everything just got moved into the slave[] array so it gets stored with the slave automatically"

Have you finished this work or do you plan any other data move?


 No.106

>>94

Just tested the mod. Game crashed after ending the first day in story mode.


 No.113

>>106

Problem is on this block of code in "next_day" lines 1069 to 1079

>IF master_on_opium > 0:

> a = RAND (2,6)

> master_mood['neg_no_opium'] = master_opium_addiction - a

> if master_mood['neg_no_opium'] > 1: gs '$mod_master_drop',100

> master_opium_addiction += 1

> master_on_opium = 0

> ELSE

> a = RAND (1,8)

> IF a = 1:

> master_opium_addiction -= 1

>END

this line:

> IF a = 1:

> master_opium_addiction -= 1

should be:

> IF a = 1: master_opium_addiction -= 1

or you could add an extra END after it.


 No.114

Missing ':' after the 'ELSE' ?


 No.115

>>114

it is missing the "END" after "master_opium_addiction -= 1" which can be omitted if the "IF" check is a single line, multiple lines "IF" checks needs the "END" statement.


 No.116

>>104

They've got /hgg/ and /2dhgg/, and though neither is all that interested in Jack these days they went through a pretty intense Jack period not long ago which is what brought my attention to the game.

>>105

I'm done with moving things to the slave array for now - there's other things not in the array that probably should be but they're much less significant than the rules.

>>106

>>113

>>114

>>115

Missing ends and missing colons are my arch-nemeses. Thanks guys.


 No.135

Can we have a solution for the features dialoguing with others? I explain :

Barn sell exceeding milk, cream and meat but clinic needs milk, cream and milk, and more than 5. It would be stupid for the clinic to buy the needs if barn produce enough :p


 No.139

Boney M it seems there is an algorythm problem here :

location main_screen, line 367+ (in Merged Mod 1.9)

Code :

!for decade count

IF decadecount => 10:

gs 'billing'

msg '<<$bill_message>>'

barn_report_available = 0

IF barn_report_food_cost > 0:

msg '<<$barn_accounts>>'

barn_report_available = 1

END

decadecount = 0

decade += 1

decadesave = 1

IF final_payment > sparks and exam_in_progress ! 1:

dynamic $death, 'You are not able to pay the bills and have been expulsion from Slavers Guild for their inability to solve their financial problems.'

else

sparks -= final_payment

sparks += barn_total_profit

END

gt curloc

END

So if the barn profit is negative, you can have a negative total of sparks without beeing expulsed :p

I think the code may be :

decadesave = 1

final_payment += barn_total_profit ←————————————– Added

IF final_payment > sparks and exam_in_progress ! 1:

dynamic $death, 'You are not able to pay the bills and have been expulsion from Slavers Guild for their inability to solve their financial problems.'

else

sparks -= final_payment

! sparks += barn_total_profit ←————————————– Removed

END


 No.164

>>139

Good catch, it'd be a very rare edge case where the barn loss would drive finances into negative but there's no point leaving it in there. I'll fix that for the next version.


 No.165

>>139

> final_payment += barn_total_profit

Actually this line would turn any profit from the barn into additional bills. Instead I've moved "sparks += barn_total_profit" up a few lines so the barn profits are added, or losses deducted, before it runs the check to see if the player goes broke.


 No.173

Hi, Boney M have you an idea of a date for eggv6?


 No.177

It's been utterly infuriating to try to decode other people's additions to their mod to try to fold them piecemeal into /hgg/mod - I seriously underestimated how big a job I was getting myself into, and I think I'm going to have to drop the idea entirely. /hgg/mod will remain /hgg/mod, and Lillibilli's got a pretty good track record of keeping the mods playing nice with each other so I'm going to stop trying to fix what was never broken and if that means the Merged Mod becomes the most popular mod my ego will just have to suck it up.

Additionally it looks like I'll have significantly less spare time in the near future because of IRL bullshit so I don't know if I'll be able to be as active as I have been. If that happens I'll put all my notes and my to-do list in this subboard for someone else to take over. I'll be kicking the first beta version of v6 out onto the main thread at some point today - it's not got quite as many features as I'd like but it's still a significant upgrade over 5.


 No.186

>>177

if the merged mod has most of them already packed together, maybe you can use that as a base going forward?

Either way I still love what you've done with the game so far and hope you continue.


 No.197

Boney M, it has been a long time since we last heard your update. Can we hear your progress so far?


 No.198

>>197

I've put a hopefully complete version of hggmod 6 up in the thread over on /hgg/, but I haven't had the time to continue further so I'm putting together all my notes and the complete version history of /hgg/mod into a zip to upload here for anyone who's willing to do so to build upon.

I'll still be around and I'll answer any questions anyone may have whenever I've got time free, but for now I really don't have the time to pour tens of hours at a time into modding like I did in the past. Hopefully when things settle down I'll be able to pick up the torch once more.

Full zip should be going up shortly, and my thanks to everyone who contributed to the project and everyone who will do so in the future.


 No.199

http://www.filedropper.com/ipreferaurevoir

Pretty sure that's got everything someone'd need to take over /hgg/mod or build it into their own mod, including the stuff that was planned but never quite done, but bits and pieces could be missing - if so, let me know and I'll go digging for them.




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