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PyTFall: General information / Re: == PyTFall Alpha release ==>
« Last post by grishnak on Today at 09:41:56 AM »
This sounds not good. I looked at the version on github and while it is not fully playable, it is a lot of progress from the alpha version.
Are you planning to release another working version before the beta release (if only for feedback and bug reports)? It would be a shame, if the game stopped in an unplayable state.
Also, is there any help people can give without having discord?
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User Mods / Re: Question Imagetypes
« Last post by grishnak on February 12, 2018, 09:34:53 PM »
Not too complicated, just not easy with numbers. You would need to make your own categories and if you want a specific pic, have only 1 in the specialized imagetype. If you do it like "profileA", "profileB" etc., all would be in the default "profile" pool still, but you could look for "profileA" first and only if nothing was found use the profile pool. Just numbers at the end seem problematic.

If you can compile c++ you could make your own imgtype categories like i did (you need to change and update  the constants.h and cimagetypes.cpp for that). I am still looking how to update the editor, but maybe with aevojoes work on scriptx files there, it might already recognize the types if simply edited with a basic text editor.

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User Mods / Re: Question Imagetypes
« Last post by HuiBui on February 12, 2018, 02:15:16 PM »
Not shure if I'm understanding all your explanations correctly, but obvisiously its too complicated to make the suffxes in that way which I was thinking. OK

But would you be so kind and add the Picturetypes like face and so on into the scripteditor?

and please have a look wheather the removeTrait(Virgin) command isn't working.

Kind regards,
HuiBui
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User Mods / Re: Question Imagetypes
« Last post by grishnak on February 12, 2018, 04:05:21 AM »
Face is already added, with the intention to use it as default for any pov or closeup action. Adding other closeups should be quite easy.

I intended to make use of suffixes, because of being able to specify and still keep them in the same category. For example a "sexdoggy" counts also as "sex". So if the code finds no "sexpov", the pool for "sex" still includes all actions without having the pictures physically duplicated.

The problem with doing that for the other existing types like "cowgirl", "revcowgirl" etc., where it would make sense to rename them "sexcowgirl" and "sexrevcowgirl" (or a lot of lesbiantypes) etc. to have them in the sex pool without extra coding (actually now the default is handled via a case code), would be the extra workload of renaming files in every girlpacks. That is one reason i asked about pregtypes, because if i left them out or radically shortened the existing pregtypes, you could simply add sexcowgirl and keep the original cowgirl code and defaults and simply code cowgirl as 1:1 default for sexcowgirl (redundant for backwards compability).
Currently i have a problem with too many imagetypes, because my gallery crashed a few times, which i fixed by drastically reducing the types.  Now it works, but i still have fear that the crashes might have been linked to the amount of types (i have more than 340, now under 300)...though. It also means a lot of more code in general.

Handling the specific types as you quoted is a problem, because it reads and expects numbers from the end. You might specify it in a way of "strip" (general), "stripstage" (for stripping on a stage) and for your special types "stripstagespecialtypeA", "stripstageclothed", "stripstagetopless", "stripstagecustomerA" etc.. You could also do "strip_01type_009" where 009 works as index number and 01type could be your special stage of undress/customer combination.

What would be possible is to add customer categories (like noble, rich, common, poor, criminal) and also add a few special chars...but each would have to be defined in a unique type. For unique chars it might be better to either make them their own picpool (you would use the sex pic from the other char not the current girl in that case) or add a category of their own (like "mayorsex" or "mayorescort") where it only shows this special girl doing the actions with the prefix character. If you really want to show only charA doing actions with charB, you could do it with a check for pics in charAs pool starting with charB and viceversa.

If you look at the escort job code, there was an idea for special chars (sheriff, mayor etc.) already.
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User Mods / Re: Question Imagetypes
« Last post by HuiBui on February 12, 2018, 02:52:39 AM »
Dear grishnak,

comming back to your second question.

I would really love to have additional types of pictures (especially since it is possible to show more than one pic while running a script. Now you can really tell storys with the matching pics)

So, what i would love to have included are:
face
tits
pussydetail


In addition: Couldn't it be possible to upgrade all pic-commands with a suffix? These would make it realise to show a specific pic and not a random one of these type.
If there is no suffix, a random pic will be shown, with a suffix the specific one....
Example:   have profile or have profile04
or adding a strip show while showing strip01, strip02 and so on....

Kind Regards,
 HuiBui
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PyTFall: General information / Re: == PyTFall Alpha release ==>
« Last post by DarkTl on February 11, 2018, 12:48:32 PM »
I did everything I could for PF at this stage. The rest is up to Xela, as he coded the complex logical core personally. Whether PF will be completed or not does not depend on me, and is unknown to me.

Meanwhile I've focused on GiBC, and together with The Worst we are planning to release other games with original art after it. I'll gladly resume my work on PF too if the game will be ready for it one day.
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User Mods / Question Imagetypes
« Last post by grishnak on February 10, 2018, 01:13:49 PM »
In reference to my last post in the request subforum, i have some questions:

- Is it possible to add imagetypes without a pregnant version without breaking existing stuff? Some types i added make no sense with a pregnant prefix for example.

- Are there some actions and imagetypes you want to include or some you would change?

Finally i got a working compiler again and modified and updated the files i already posted before (after fixing the spelling mess it was as well).
...
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User Mods / Re: DaBanishers Girls
« Last post by dabanisher on February 09, 2018, 10:07:03 PM »
soon 2b shall be done as well and im thinking if doing midna(imp version) and shauntal too
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User Mods / Re: Crazy and PP's mod bug thread
« Last post by Beracell on February 09, 2018, 07:49:34 AM »
Trait wouldn't be to hard to add.  Could just use a check to see if her training is over a certain point like what is in the job currently..  I always just assumed that once she hit 80 training points she was full puppygirl.  But if you feel trait is better go that way.

I am thinking it can be done in one of two ways, past 80 points its considered complete and the training summaries turn more job like and add some cash gain, Or add the puppy girl trait and have other jobs do an if check for it and show appropriate summaries allowing the house pet in the house to be the pet solely for the house. But I think adding the trait will help discern what girls are trained or not, so I think just adding it would be best in the end even if the job never leaves the house.

Was going do something like this but just make it to take player dispo into account.  One writer even gave me some text for evil, nice and netural outcomes for several jobs.  I just never got around to deciding how I wanted to do it if it just changed the outcomes or if I wanted the whole job to change (by whole job if you got to evil dispo a new job would show up like evil waitress that you could put the girls on that would have bad outcomes and events that happened.)  But pretty sure the text files where on my old computer that died

If its done it could be done in one of two ways,
1.. If the A or B box is checked then run A or B dispo summaries and get the outcomes of those summaries on your return stats and such details, which allows the possibility for players to favor some girls over others.
2..But originally I was just thinking the option could just change the summaries you read but in actuality return stats still play off of your global dispo but this would require the if check, but running your global disposition for return, so would require a bit more coding.

Thinking about it I like the first option it allows the player to favor some over others and leave the rest to global dispo.

I would just have the summaries change, there's not many jobs I think that could be or have an evil counter part.

I know most of the summaries are all highly neutral at the moment so there does need to be more. Ill get to work on adding summaries as I think I could write some decent summaries. I think currently most summaries that are effected by player dispo are just the house jobs at the moment aside from a few stray summaries here and there, So I can add in many random player interactions where the player just decides to pop in.
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User Mods / Re: Crazy and PP's mod bug thread
« Last post by crazy on February 09, 2018, 01:32:20 AM »

Is a birthday system even implemented yet, that would be interesting if it was.
Pretty sure there is.  I cant remember now honestly but I feel like you can make birthday based events
I will work on adding in cow, pony and catgirl because I like the idea of those. I am not sure how living furniture will work either and that is a more specific fetish so right now I wont work on that maybe later down the road I will look into it.
Cool ive been wanting them in but without a writer I felt they would be half ass at best so never did them.
Adding summaries for puppy girls on jobs should be no problem if the puppygirl trait is set as an if value check... trick is at the moment the girl doesn't get the trait from the training. I was thinking as a possibility depending on your disposition having it an enjoy factor for nicer dispositions that just grant puppygirl trait, or a break factor for bad dispositions adding the puppygirl and broken will trait because reading the current summaries that exist that looks like how it turns out.
Trait wouldn't be to hard to add.  Could just use a check to see if her training is over a certain point like what is in the job currently..  I always just assumed that once she hit 80 training points she was full puppygirl.  But if you feel trait is better go that way.
The number of points a girl gets at the moment takes in no modifiers, for traits or obedience or anything like that, it is just a flat value. If the points gained is updated taking in girls traits and stats then the new system will have to keep it slow like it is now if it is updated you would need a lot of pet girls to be able to see most of the summaries more so if more summaries are added.
Yea it needs work traits should matter as well as skills so this seem right.
With grishnak
I was thinking about something similar for a while now where you have two check able options to select to either treat the girls good or bad in any job. If bad is checked use bad disposition summaries, if nice is checked use good. If both are checked use neutral, if both are unchecked use your current over all disposition, or something like that.
Was going do something like this but just make it to take player dispo into account.  One writer even gave me some text for evil, nice and netural outcomes for several jobs.  I just never got around to deciding how I wanted to do it if it just changed the outcomes or if I wanted the whole job to change (by whole job if you got to evil dispo a new job would show up like evil waitress that you could put the girls on that would have bad outcomes and events that happened.)  But pretty sure the text files where on my old computer that died


I wanted to take a look at job balance and skill raising as well. The different writing for puppygirl (and i think jonwich had other longer texts in his modded versiion, too) is evident and seems to have a different time progression (it fits if cinsistent used in other jobs too as in jonwichs version). The original text also tends to be more neutral about the players thoughts and intentions.

What do you think about a global config variable that let's players switch between different versions? Like eitherselecting "neutraƶ" (short), "verboose" (graphic descrptive) or "custom" text versions. This would allow to use his texts from the "very bad man version" for other jobs too, while keeping the short versions as well, if not in a "very bad" mood. A custom text version could simply be an "else if" where people could copy/paste their own text without having to overwrite the original.
Job balance is probably needed but I suck at that so I always left it alone.  A config might work for that.  But yea something is needed for it


Was planning to come back and try and code around a month ago or so but life hit me hard again.  Once things calm down again hopefully I can get in and hack at some new shit again.  Till then looking forward to other peoples work
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