Pink Petal Games

Game Editing And Additions => User Mods => Topic started by: crazy on April 19, 2012, 04:08:05 AM

Title: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on April 19, 2012, 04:08:05 AM
Okay I pitched this ideal to other modders cause I loved seeing new mods but hated that everyone that did a mod used the old SC so they wouldn't have all the great stuff the other mods added or there bug fixes.  After about a month I gave up and started working on it myself with 0 coding skills.  With a little luck and some good help I was able to pull it off and by going thru the code I've been able to teach myself some coding and add new things to the game.  So before I get into the what's in the mod going give a few thank yous.  Thanks to Aika for helping me get the mod going at the start and for his mod.  Thanks to sentza, anon 21, GonDra, Xela,  PP, DustyDan, Hanzo, bsin, and aevojoey for what they helped add to the mod.

Oh yeah for anyone who doesn't know I use to make girl packs and lots of them you can find them here http://pinkpetal.org/index.php?topic=322.0 (http://pinkpetal.org/index.php?topic=322.0) I plan to rework them for this mod one day.

For anyone who's not played my mod Im going go over a few things that are in it that are not in the original.
What's in the mod.
1.  New buildings.
Arena- Used to acquire new girls and have girls fight each other and beasts
Studio- Used to have girls film porn
Centre- Used to have ur girls help the community making u look better.  Also has a drug centre where girls can get over addictions
Clinic-  Used for surgery to make girls look better or gain or lose various traits
House- Used for personal training and recruiting new girls
Farm- Very early state not used for much right now
2. A lot of new pic types-  http://www.pinkpetal.org/index.php?topic=3446.msg27877#msg27877 (http://www.pinkpetal.org/index.php?topic=3446.msg27877#msg27877)
3. Many new sex skills and other skill types.
4. All jobs are more fleshed out.  Various things can happen based off a girls skill and traits in the jobs.
5. Png support for pics
6. Sexual interactions now show a pic to match them
8. New script functions to match the skills and pic types.
9. New item type under wear.
10. Most of the other building also have a walk around town type deal were you can get new girls from
11. New town map buttons made by Xela
12. Interactions script by Pinkutako http://pinkpetal.org/index.php?topic=989.0 (http://pinkpetal.org/index.php?topic=989.0)
13. New hot keys for the game
14. girls now say different things based on how they feel about you when giving them gifts
15. All girls are now atleast 18 years old
16. A are u sure button when u hit quit in game
17. Many new jobs to the brothel buildings.
18. An extra brothel. So now u have 7 instead of 6.
19. New texts for jobs wrote by Hewhocums and MrKlaus.
20. Can now choose player name and birthday
21. Random girls now have lastnames


What Im going look at doing for .07
Add new buildings
Look at adding new ways to aquire girls.



Needed a break from coding so I made a girl pack of some fairy tail girls.  As there is a lack of arena girls most of them u get from the arena.
Digimon girls - https://mega.co.nz/#!8843ADLJ!JJpp8xjYwjy2VxpBz4J_-K2BgWh-mG8uyTIelBupo5k (https://mega.co.nz/#!8843ADLJ!JJpp8xjYwjy2VxpBz4J_-K2BgWh-mG8uyTIelBupo5k)




* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)
* For Suggestions or Requesting new traits - http://www.pinkpetal.org/index.php?topic=3478.0 (http://www.pinkpetal.org/index.php?topic=3478.0)
* For Suggestions on new stats/skills or improving existing ones - http://www.pinkpetal.org/index.php?topic=3485.0 (http://www.pinkpetal.org/index.php?topic=3485.0)
* For Updates and notes about the game -  http://www.pinkpetal.org/index.php?topic=3446.0 (http://www.pinkpetal.org/index.php?topic=3446.0)
* For suggestions on how to improve jobs -  http://www.pinkpetal.org/index.php?topic=3480.0 (http://www.pinkpetal.org/index.php?topic=3480.0)
* For suggestions on how to improve buildings -  http://www.pinkpetal.org/index.php?topic=3486.0 (http://www.pinkpetal.org/index.php?topic=3486.0)



Game link-  Version: .06.02.29 - https://mega.nz/#!QIwmHYAB!dlaooVO32n8031f4IFaCxN6vHzgSwWPjHmf6TZlNmFE (https://mega.nz/#%21QIwmHYAB%21dlaooVO32n8031f4IFaCxN6vHzgSwWPjHmf6TZlNmFE)
Upload with no Characters so you will have to add your own to it before you play.


SVN- https://github.com/crazywm/crazys-wm-mod (https://github.com/crazywm/crazys-wm-mod)


To Do
Drug lab (0 %)
- fairy catcher
- shoud grower
- vira blood
- processor
- dealer


Want to help?  Going list something anyone can do to help me out.
1. Make girl packs for my game version.  (Really need some arena girls.)
2. Make scripts for the game.  Could use meet town scripts for girls to make them more unique.  A dungeon script.
3. If you have coding skills and want to help code get up with me there is plenty to do.
4. Skilled at writing?  I need a better arena tryout script and failures.  Plus I'll be adding a few more options like that that will need writing.
5. And last feedback let me know what's working well what needs work.  And if you think something should be in the game that isn't let me know I'll look at adding it if I agree with you.
6. An official Item maker.. Would like someone to take the time to balance items better.  And remove all the surgery items.
Title: Re: Combining the big mods
Post by: crazy on May 19, 2012, 04:19:23 AM
Okay im working on doing this myself.  So far ive combined akia's with the clinic and movies.  Only ran into two problem one when I click on regular bar it crashes 2 no jobs show up in gambling hall.  Everything else seems to be working (sleazy bar and stables work.. no clue how those two don't) so what I need is someone who knows c++ better then me to take a look at it.  Let me know if you want to help me figure out this problem in the mean time im going keep hacking away at it.

Edit: worked on it some more still not sure whats wrong but clinic jobs dont show up either though the general jobs show up there.  And it is the 2nd place on the job list that crashes and the 3rd dosent show any jobs ive change it around a few time to test it and it does not matter the job i put in them they always do the same thing.

Uploading SC now I really don't think it would be hard to fix so maybe someone can help me if not ill hack away on in again soon.
Title: Re: Combining the big mods
Post by: GonDra on May 19, 2012, 10:34:54 AM
Okay im working on doing this myself.  So far ive combined akia's with the clinic and movies.  Only ran into two problem one when I click on regular bar it crashes 2 no jobs show up in gambling hall.  Everything else seems to be working (sleazy bar and stables work.. no clue how those two don't) so what I need is someone who knows c++ better then me to take a look at it.  Let me know if you want to help me figure out this problem in the mean time im going keep hacking away at it.

Edit: worked on it some more still not sure whats wrong but clinic jobs dont show up either though the general jobs show up there.  And it is the 2nd place on the job list that crashes and the 3rd dosent show any jobs ive change it around a few time to test it and it does not matter the job i put in them they always do the same thing.

Uploading SC now I really don't think it would be hard to fix so maybe someone can help me if not ill hack away on in again soon.
http://www.mediafire.com/?ouyjf1hrx91vrun (http://www.mediafire.com/?ouyjf1hrx91vrun)

While it does compile I always get an error as soon as i click on girl screen (error in question: "Unhandled exception at 0x5b501f68 (msvcp100d.dll) in Whore Master.exe: 0xC0000005: Access violation reading location 0x00000000.").
As I am getting a similar error with the movie place I ask myself if what you uploaded compiles and runs correctly for you.
I would like to help you but you don't seem to run into the same problems.

(P.S.: I am compiling with Visual C++ 2010 Express.)
Title: Re: Combining the big mods
Post by: Aika on May 19, 2012, 02:21:36 PM
Might want to be careful with implementing my customer service job. I made some changes to cbrothel.cpp to make sure the customer service job only works after the whores do their thing. I see you haven't implemented any of those changes, so the customer service job is going to end up taking customers away from your whores.

As for your crash bug, most likely you're using an array index that's outside of the bounds of the array being used. A size 25 array only uses indexes 0-24. I'll take a look at your code and see if I can catch the error.

Edit: Here's one error found. You need to change lines 108 and 109 in constants.h to this:

Code: [Select]
const unsigned int NUMJOBTYPES          = 8;
const unsigned int NUM_JOBS             =39;

And also change line 220 in cScreenGirlManagement.cpp and line 183 in cScreenGirlDetails.cpp to

Code: [Select]
for(unsigned int i=0; i<NUMJOBTYPES; i++)
That should stop the list boxes from causing the crash due to the list boxes using array indexes outside of their bounds.
Title: Re: Combining the big mods
Post by: crazy on May 19, 2012, 04:49:38 PM
While it does compile I always get an error as soon as i click on girl screen (error in question: "Unhandled exception at 0x5b501f68 (msvcp100d.dll) in Whore Master.exe: 0xC0000005: Access violation reading location 0x00000000.").
As I am getting a similar error with the movie place I ask myself if what you uploaded compiles and runs correctly for you.
I would like to help you but you don't seem to run into the same problems.

(P.S.: I am compiling with Visual C++ 2010 Express.)
What I upload works for me.  I know if you get that message with the game you need to download the pack in the thing.  Ill link it up for you if that don't fix it idk what's wrong.

if you get an error message regarding "msvcr100.dll" or similar, or for that matter any other error which prevents the game from starting, then you need to download and install the VC++2010 redistributable package (http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84).
Title: Re: Combining the big mods
Post by: crazy on May 19, 2012, 04:54:47 PM
Might want to be careful with implementing my customer service job. I made some changes to cbrothel.cpp to make sure the customer service job only works after the whores do their thing. I see you haven't implemented any of those changes, so the customer service job is going to end up taking customers away from your whores.

As for your crash bug, most likely you're using an array index that's outside of the bounds of the array being used. A size 25 array only uses indexes 0-24. I'll take a look at your code and see if I can catch the error.

Edit: Here's one error found. You need to change lines 108 and 109 in constants.h to this:

Code: [Select]
const unsigned int NUMJOBTYPES          = 8;
const unsigned int NUM_JOBS             =39;

And also change line 220 in cScreenGirlManagement.cpp and line 183 in cScreenGirlDetails.cpp to

Code: [Select]
for(unsigned int i=0; i<NUMJOBTYPES; i++)
That should stop the list boxes from causing the crash due to the list boxes using array indexes outside of their bounds.

Thank you so much that worked.  Now if you don't mind me asking do you know how to prevent movies and clinic from showing in the brothels?  In the mean time im going be hacking away at that.
Title: Re: Combining the big mods
Post by: Aika on May 19, 2012, 04:57:36 PM
Wait, so you don't want the movies or clinic jobs to show up yet? I don't think I understand what you're asking.
Title: Re: Combining the big mods
Post by: crazy on May 19, 2012, 08:35:47 PM
Wait, so you don't want the movies or clinic jobs to show up yet? I don't think I understand what you're asking.
Figured it out.  But thanks for the help you gave me.
Title: Re: Combining the big mods
Post by: crazy on May 20, 2012, 12:03:28 AM
Okay update new problem beast capture is broken.  Explore cata also only works about half the time as i made no changes to either of them idk why they are broke (might be linked to having gang set to cata at the same time as the girl).  It just freezes when im testing it.  Hopefully someone can point me to the problem.

When I get all the jobs working ill go ahead and release it for people to play though it will need some more work
Title: Re: Combining the big mods
Post by: Aika on May 20, 2012, 12:59:35 AM
Broken link
Title: Re: Combining the big mods
Post by: sentza on May 20, 2012, 02:44:52 PM
Hi,

I see that you make good work. ;)
Title: Re: Combining the big mods
Post by: crazy on May 20, 2012, 04:07:51 PM
Hi,

I see that you make good work. ;)

Sentza are you back and going be modding again?
Only thing I did was combine you and aika work.  That said Im stuck as to why beast capture and Explore cata don't work right and not sure I can fix as my skill in c++ is really really low.  Hopefully someone can help me out on it.
Title: Re: Combining the big mods
Post by: sentza on May 20, 2012, 05:29:15 PM
I don't stop modding, but i don't have many time... As soon i will have more time  ::) , i will add new options.

Title: Re: Combining the big mods
Post by: Aika on May 20, 2012, 07:11:52 PM
Have you implemented the Combat image type? If not, then that may be what's causing your crashes.

Edit: Hoo boy, I just saw what you did in the constants.h file for the image types. It's going to take me a while to hit all the places in the code and make sure you implemented the new image types correctly. Just from what I've seen of the constants.h, I don't think you've done it correctly. One thing I'm sure of, is you'll crash the game if you have a pregnant girl call a combat pic.

Edit2: Hacked at it a little bit. Try these files.
Title: Re: Combining the big mods
Post by: crazy on May 20, 2012, 11:45:28 PM
Have you implemented the Combat image type? If not, then that may be what's causing your crashes.

Edit: Hoo boy, I just saw what you did in the constants.h file for the image types. It's going to take me a while to hit all the places in the code and make sure you implemented the new image types correctly. Just from what I've seen of the constants.h, I don't think you've done it correctly. One thing I'm sure of, is you'll crash the game if you have a pregnant girl call a combat pic.

Edit2: Hacked at it a little bit. Try these files.
Thanks for the fix.  Was constants.h the only part I messed up or was it all of it?  Cause I know combat pic would show up for security job and I wanted to add quit a few more image types but if i messed up that bad maybe i should rethink that lol.
Title: Re: Combining the big mods
Post by: crazy on May 21, 2012, 12:24:05 AM
Sigh I feel dumb it was crashing cause I didn't have any random monster girls lol.  Seems to be working now little more testing and I may be able to do a release tonight sometime.

Edit- No chance of release tonight found a bug.  All whores don't make any money and work on the streets don't ever see a customer.  Hopefully this is the last one that would prevent any type of release for people to play.  Any help with this bug would be great.

SC- http://www.mediafire.com/?gb2yhq1qzu931cf
Title: Re: Combining the big mods
Post by: sentza on May 21, 2012, 05:22:16 AM
I see that there is a post : wm 2 in the dev board. I'm Java and Web dev and i thought about make a new wm from scratch too...
 
 I stopped my mod because i think that it hard to add new interaction and gui without framework in the current version.
 
 So i know QT but i never practice. May be
 create a new wm with it is good way : re-use the current code with a gui. Or maybe Java but that will take time...
 
 
Title: Re: Combining the big mods
Post by: Aika on May 21, 2012, 07:18:49 PM
Sigh I feel dumb it was crashing cause I didn't have any random monster girls lol.  Seems to be working now little more testing and I may be able to do a release tonight sometime.

Edit- No chance of release tonight found a bug.  All whores don't make any money and work on the streets don't ever see a customer.  Hopefully this is the last one that would prevent any type of release for people to play.  Any help with this bug would be great.

SC- http://www.mediafire.com/?gb2yhq1qzu931cf (http://www.mediafire.com/?gb2yhq1qzu931cf)

I know what's causing the whores to not make any money, and I'm pretty sure I know what's causing the street whores to not get customers. There's another line in my cbrothels.cpp file I changed that you apparently missed. I'd suggest using a file comparison tool like winmerge, but you've got that retarded 'gettext("")' command around all of your strings in all of your files, and I don't. I'm looking for the line now, I'm pretty sure I know which function it's in.

Edit: Found it. You need to delete line 1914 in cbrothels.cpp. That line resets the girl's pay to 0 at the beginning of the Updategirls function, but the advertising and whore jobs are processed before the updategirls function. The girl's pay is reset again later at the end of the calculatepay function, after adding the girl's pay to the brothel's finances, so deleting line 1914 won't cause any perpetually increasing pay bug.

As for the streetwhores not getting any business, I suspect it has something to do with the fetish system, maybe the girl's just not matching any fetishes the street customers want? I'll look more into it later.
Title: Re: Combining the big mods
Post by: crazy on May 22, 2012, 12:58:29 AM
I see that there is a post : wm 2 in the dev board. I'm Java and Web dev and i thought about make a new wm from scratch too...
 
 I stopped my mod because i think that it hard to add new interaction and gui without framework in the current version.
 
 So i know QT but i never practice. May be
 create a new wm with it is good way : re-use the current code with a gui. Or maybe Java but that will take time...
I think that the WM2 they are talking about there isn't happening anymore I could be wrong but seems it has stopped being worked on.  Necno is also working on the official WM2 but he hasn't been online in 2 months so idk if anyone is working on a WM2.  But at this point I would be of no use working on anything as this is the 1st thing Ive ever tried to code and without Aika fixing things I would probally be working on the 1st bug still lol.  That said I going get some coding books and hopefully do a few things to this mod and maybe in a few months I might have the skill to help on something like that.


Edit: Found it. You need to delete line 1914 in cbrothels.cpp. That line resets the girl's pay to 0 at the beginning of the Updategirls function, but the advertising and whore jobs are processed before the updategirls function. The girl's pay is reset again later at the end of the calculatepay function, after adding the girl's pay to the brothel's finances, so deleting line 1914 won't cause any perpetually increasing pay bug.

As for the streetwhores not getting any business, I suspect it has something to do with the fetish system, maybe the girl's just not matching any fetishes the street customers want? I'll look more into it later.
Thanks again

Okay uploaded the mod link on 1st page please read the know bug's before you play.  Other then that list bug's in here so I can added them to the list
Title: Re: Combining the big mods
Post by: daxiang4 on May 24, 2012, 04:43:53 AM
Crashs for me before even new game screen. Gamelog.txt:
***************** Loading brothels ****************
Loading brothel: test
Loading clinic Data
***************** Loading clinic ****************
Loading studio Data
***************** Loading studio ****************
Loading studio: Studio
Loading global triggers
Loading default images
Brothel 1 not found in list!
Brothel 2 not found in list!
Brothel 3 not found in list!
Brothel 4 not found in list!
Shutting Down
Title: Re: Combining the big mods
Post by: crazy on May 24, 2012, 05:10:10 AM
Crashs for me before even new game screen. Gamelog.txt:
***************** Loading brothels ****************
Loading brothel: test
Loading clinic Data
***************** Loading clinic ****************
Loading studio Data
***************** Loading studio ****************
Loading studio: Studio
Loading global triggers
Loading default images
Brothel 1 not found in list!
Brothel 2 not found in list!
Brothel 3 not found in list!
Brothel 4 not found in list!
Shutting Down
Check your resources folder and then go to images and make sure you have images for the brothels
Title: Re: Combining the big mods
Post by: dethlord99 on May 24, 2012, 05:23:11 AM
I keep getting an error saying the side-by-side configuration is incorrect.
Title: Re: Combining the big mods
Post by: daxiang4 on May 24, 2012, 05:29:02 AM
@crazy
I have brothel0.jpg etc there. Its exactly same folder you provided in first post. Maybe smth wrong with default girls images? I've added it though...

@dethlord99
seems to be same error. check your gamelog.txt
Title: Re: Combining the big mods
Post by: crazy on May 24, 2012, 05:30:45 AM
Try the new upload I tested it works for me..  If its still broke Ill see what I can figure out
Title: Re: Combining the big mods
Post by: dethlord99 on May 24, 2012, 05:37:43 AM
I'm getting the same error report but not sure why.
Title: Re: Combining the big mods
Post by: daxiang4 on May 24, 2012, 05:46:17 AM
Yep, changelog.txt now ok but still same error.
Title: Re: Combining the big mods
Post by: crazy on May 24, 2012, 06:11:42 AM
Does the game not build or does it crash when you try and start a game?
Title: Re: Combining the big mods
Post by: dethlord99 on May 24, 2012, 06:17:56 AM
It doesn't build.
Title: Re: Combining the big mods
Post by: crazy on May 24, 2012, 06:18:36 AM
Crashs for me before even new game screen. Gamelog.txt:
***************** Loading brothels ****************
Loading brothel: test
Loading clinic Data
***************** Loading clinic ****************
Loading studio Data
***************** Loading studio ****************
Loading studio: Studio
Loading global triggers
Loading default images
Brothel 1 not found in list!
Brothel 2 not found in list!
Brothel 3 not found in list!
Brothel 4 not found in list!
Shutting Down
According to that its trying to load a save so if your either getting a crash before the game starts or getting a crash trying to start a new game go to the save folder and delete the save there.. Idk if that will fix it but I do know its trying to load a saved game.
Title: Re: Combining the big mods
Post by: crazy on May 24, 2012, 06:21:13 AM
It doesn't build.
Post your game log and ill take a look at it see if I can figure it out.
Title: Re: Combining the big mods
Post by: crazy on May 24, 2012, 06:32:59 AM
Okay what does it say when it crashes cause the game is building fine.  Go ahead and remove those two posts if you would.
Title: Re: Combining the big mods
Post by: dethlord99 on May 24, 2012, 06:42:55 AM
It says 'the application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more details.'
Title: Re: Combining the big mods
Post by: crazy on May 24, 2012, 06:47:44 AM
It says 'the application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more details.'
Think I figured it out try this
Edit removed old version link
Title: Re: Combining the big mods
Post by: dethlord99 on May 24, 2012, 06:49:35 AM
Works fine now.
Title: Re: Combining the big mods
Post by: crazy on May 24, 2012, 06:54:03 AM
Works fine now.
Good let me know if you find any other problems.
Title: Re: Combining the big mods
Post by: dethlord99 on May 24, 2012, 06:54:41 AM
I'll do my best.
Title: Re: Combining the big mods
Post by: crazy on May 26, 2012, 01:07:24 AM
Hacking away some more got sexual interactions to now display a pic of that type all but oral and im working on getting that in.  Will update my SC tonight as its really out of date at this point.
Title: Re: Combining the big mods
Post by: crazy on May 26, 2012, 05:56:27 AM
Oral will now show if the script has it set up right.  Uploading up to date SC
Title: Re: Combining the big mods
Post by: crazy on May 28, 2012, 11:20:08 PM
Going go ahead and release new version of the mod.  Sexual interactions now show pic to go with them.  New job fight beasts in arena its basic right now but I have plans to make it better.

http://www.mediafire.com/?ecsmu4wbpj2h5ql  Have to add your own girls as what i upload has none.

On a side note anyone who could help me fix the fluffer job actually make movies better that would be great and can't seem to get repair shop to be construct only so if anyone wants to take a crack at helping me fix that that would be great.  Other then that plz post any bugs found so I can add them to the list.
Title: Re: Combining the big mods
Post by: crazy on May 31, 2012, 06:32:32 AM
Hacking away some more added Have strip to interactions so its in the script editor.  It increases strip skill and shows the strip pic for the interaction.  Working on adding have clean which would make a girl clean the brothel and show the maid pic ran into a hang that im trying to workout.  Would love to see someone take up making a good interaction script for normal WM.  I love Shade88's but its for Ex so would like to see something like that for the normal game so I could use it with my version lol.  If someone wants to take this up pm me and ill see if I can help by adding what I can.

Also hacking away at the arena I'm trying to get it so the 2nd job there pulls from a different type of girls aka arena girls.  Really want to add new ways to get girls and that is how I'm trying to do it right now is by having you win them in the arena if you win a match.  But its only pulling normal girls instead of the arena type I tried adding and it doesn't pull any unique girls either.  So going ask for some help would love to get this working but im not seeing why it isn't working.  Updated SC posted below.  Hopefully someone will help me out and we can get this working if not I'll just have it pull from normal girls instead.

SC- http://www.mediafire.com/?34urnqhs5bpdw5a (http://www.mediafire.com/?34urnqhs5bpdw5a)

Last thing is there a such thing as to many pic types?  Ive added a lot of them almost one per job and have a few more I plan to added once I find a way to use them (and figure out what pic types to use for gambling hall jobs.) but gotta know what people think cause the way I see it is it don't hurt anything because if you don't use them they just show profile pic like it would have anyway for the most part I figure most of the types I added won't help with most girls but should make random girl packs better.
Title: Re: Combining the big mods
Post by: Xela on May 31, 2012, 07:28:49 AM
Also hacking away at the arena I'm trying to get it so the 2nd job there pulls from a different type of girls aka arena girls.  Really want to add new ways to get girls and that is how I'm trying to do it right now is by having you win them in the arena if you win a match.  But its only pulling normal girls instead of the arena type I tried adding and it doesn't pull any unique girls either.  So going ask for some help would love to get this working but im not seeing why it isn't working.

What will arena be like? A different area where you can place girls who fight well or is it still set as a job in brothel?


Last thing is there a such thing as to many pic types?  Ive added a lot of them almost one per job and have a few more I plan to added once I find a way to use them (and figure out what pic types to use for gambling hall jobs.) but gotta know what people think cause the way I see it is it don't hurt anything because if you don't use them they just show profile pic like it would have anyway for the most part I figure most of the types I added won't help with most girls but should make random girl packs better.

In my book, best pics for gambling hall jobs = Bunny Suits. Maybe a decent idea is to assign two kinds of profile pics, nude and clothed(like profile/ecchi in EX). A number of jobs can benefit in an obvious way to default (in case there is no pics in job's category to display correctly) to normal profile or nude profile pics, also some scripts might benefit from that.
Title: Re: Combining the big mods
Post by: crazy on May 31, 2012, 05:46:46 PM
What will arena be like? A different area where you can place girls who fight well or is it still set as a job in brothel?
For now just a job in the brothel as my coding skill grows I figure be best to make it a new area.  I have some plans but not worth sharing cause it could be awhile before I'm able to code it.

In my book, best pics for gambling hall jobs = Bunny Suits. Maybe a decent idea is to assign two kinds of profile pics, nude and clothed(like profile/ecchi in EX). A number of jobs can benefit in an obvious way to default (in case there is no pics in job's category to display correctly) to normal profile or nude profile pics, also some scripts might benefit from that.
Bunny suit would work for gambling hall jobs.  I had though about adding nude just for scripts but didnt think about doing it as a profile type.  For now might as well add it to the game just for scripts.  Figure ill add a few more just for scripts and hopefully find a way to use them more in game as time goes.
Title: Re: Combining the big mods
Post by: crazy on June 02, 2012, 06:32:15 AM
Got unique girls with arena status to work WOOT lol..  But randoms arena girls still  don't show up it gets normal girls for them but hey unique was all I cared about anyway.  Ill just make to you only win unique until I get randoms working right.  More testing to do make sure I didn't actually break anything in game.  But ill do a post when I release the new version to tell people how to set them as arena girls.  Maybe take a crack at updating the girl maker though I doubt that its really easy to set them to arena without it.

Edit:  Testing is looking good don't think I broke anything still more to do but if I didn't break anything then that means I can get a new release out sooner.
Title: Re: Combining the big mods
Post by: Xela on June 02, 2012, 04:21:01 PM
 Congrats, a new way to get unique girls is very welcome and there is really no need to do anything with the girl editor, time will be better spent on improving the game...

 
Title: Re: Combining the big mods
Post by: crazy on June 02, 2012, 08:24:18 PM
Got the have clean script working but it makes Filthiness go into the negitve until the next day where its back to 0 doesn't bring in anymore custmers so it works as is I think.  Also added have get nude and have mast both will show pic of that type.  Still really like to find someone to work on interact scripts.  If someone wants to do it hit me up and ill see what I can do to help.  I would make my own but feel Im better off hacking on the game.

Edit- got work streets working again they can now see customers.
Title: Re: Combining the big mods
Post by: teitogun on June 03, 2012, 02:03:36 AM
I'm having the same problem with this build that I did with several others. For some girls, the profile picture doesn't show up, there's only a black WM background instead (although it does show up when you click her gallery, and in the thumbnails). All of my files are .jpeg so they should be supported by the program.

Strange, because Aika's patch alone works perfectly fine for  me.
Title: Re: Combining the big mods
Post by: crazy on June 03, 2012, 02:37:28 AM
I'm having the same problem with this build that I did with several others. For some girls, the profile picture doesn't show up, there's only a black WM background instead (although it does show up when you click her gallery, and in the thumbnails). All of my files are .jpeg so they should be supported by the program.

Strange, because Aika's patch alone works perfectly fine for  me.
Odd no clue why that would happen.  Maybe aika fixed something.  Anyone else have this problem?

On a side note tried adding anon's mod to what ive done...  didn't go well only thing that worked was dungeon screen so Ive got a new screen for it in game.  If anyone wants to help fix it ill upload the source code for it other wise im going on with my older SC.  Would like to have all his interface changes but hell if I know whats wrong with it so if you want to help let me know.

Edit- Whatever the problem is its beyond my current coding skill and ive spent to much time on it already so without help I dont see me adding anon's changes anytime soon.
Title: Re: Combining the big mods
Post by: Xela on June 03, 2012, 05:06:50 AM
 'wants' being a keyword here... I would like to help but my programming skills in C++ are very likely lower than yours :(
Title: Re: Combining the big mods
Post by: teitogun on June 04, 2012, 02:58:47 AM
Odd no clue why that would happen.  Maybe aika fixed something.  Anyone else have this problem?

On a side note tried adding anon's mod to what ive done...  didn't go well only thing that worked was dungeon screen so Ive got a new screen for it in game.  If anyone wants to help fix it ill upload the source code for it other wise im going on with my older SC.  Would like to have all his interface changes but hell if I know whats wrong with it so if you want to help let me know.

Edit- Whatever the problem is its beyond my current coding skill and ive spent to much time on it already so without help I dont see me adding anon's changes anytime soon.

Thanks for trying at least. I think it has something to do with the girlsx files, but I'm not sure, I'll have to check on that. I have no idea what causes some of them to work fine and others to have this problem. If someone could post their girlsx files that work with this build, I might just take the trouble of replacing mine with them and see if that does the trick.  Until then, I guess I'll play around with the older releases.
Title: Re: Combining the big mods
Post by: crazy on June 04, 2012, 03:20:12 AM
Thanks for trying at least. I think it has something to do with the girlsx files, but I'm not sure, I'll have to check on that. I have no idea what causes some of them to work fine and others to have this problem. If someone could post their girlsx files that work with this build, I might just take the trouble of replacing mine with them and see if that does the trick.  Until then, I guess I'll play around with the older releases.
I really just don't know why it would show up in the gallery and thumbnail and not the back ground.  If its only certain girls maybe post them and ill see if they work for me.  If its every girl then I have no clue what it could be.  Maybe the png support does it idk...  Maybe add pngs to those girls see if they work or not.
Title: Re: Combining the big mods
Post by: crazy on June 04, 2012, 07:43:29 AM
'wants' being a keyword here... I would like to help but my programming skills in C++ are very likely lower than yours :(
Idk about that my skill is pretty bad lol.  All i know is its a vector problem... And it only crashes when you click the girl management screen everything else seems to work.


Edit...  I got it working so maybe anon's change will be in next patch lol.. more test to run but seems to work now.

Edit 2..  It works but only with certain screens have to use the new girl mangement screen that anon made but the old screen for everything else... idk if I want to try working from that or not have to think on it some.
Title: Re: Combining the big mods
Post by: Xela on June 04, 2012, 08:47:18 AM
Can you add release dates for new(last) version of mod? I mean not the upcoming mods but the once you've released, I cannot tell if ver.03 is new, old, working, broken, etc.

All I can tell is that you've edited the front post today:
 « Last Edit: Today at 14:31:21 by crazy » 
Title: Re: Combining the big mods
Post by: crazy on June 04, 2012, 08:51:44 AM
Can you add release dates for new(last) version of mod? I mean not the upcoming mods but the once you've released, I cannot tell if ver.03 is new, old, working, broken, etc.

All I can tell is that you've edited the front post today:
 « Last Edit: Today at 14:31:21 by crazy »
Done last release was 5/28
Title: Re: Combining the big mods
Post by: Romanul on June 04, 2012, 10:01:23 AM
Great mod, congrats!
Title: Re: Combining the big mods
Post by: Xela on June 04, 2012, 11:02:50 AM
Done last release was 5/28

 Thanks, I'll wait for the next release, but by the way it sounds this mod is shaping up quite nicely :)

 
Idk about that my skill is pretty bad lol.  All i know is its a vector problem... And it only crashes when you click the girl management screen everything else seems to work.

 Didn't even know there were vectors in WM... When I hear vector in programming I think of Flash, 3D games or some math/geom soft...
Title: Re: Combining the big mods
Post by: crazy on June 04, 2012, 04:03:13 PM
Great mod, congrats!
Ty.
Thanks, I'll wait for the next release, but by the way it sounds this mod is shaping up quite nicely :)

 
 Didn't even know there were vectors in WM... When I hear vector in programming I think of Flash, 3D games or some math/geom soft...
Thanks.  Got anon's changes working kinda lol.. may do a test release of it see if people can actually make changes to the screens or not.  Only screen that may be changeable is the girl mangement screen.
Title: Re: Combining the big mods
Post by: Xela on June 05, 2012, 01:23:09 AM
Only screen that may be changeable is the girl mangement screen.

Yeah, I remember that, I kept bugging him to allow editing cause he kept insisting displaying stuff I though was irrelevant :)

Anon also 'corrected' spelling of 'incorporeal' trait, please keep that one out of your patch unless you're feeling like correcting all items, girls or having bugs plague you on weekly reports.
Title: Re: Combining the big mods
Post by: crazy on June 05, 2012, 03:15:37 AM
Anon also 'corrected' spelling of 'incorporeal' trait, please keep that one out of your patch unless you're feeling like correcting all items, girls or having bugs plague you on weekly reports.
Yea spelling seemed to be a big deal to him he fixed a lot of things like that.  But no I won't be doing that though I will be adding some new traits.
Title: Re: Combining the big mods
Post by: crazy on June 05, 2012, 04:11:32 AM
About to upload the test of anon's changes..  As I said its a test and everyone needs to know that you can't change any screen but the girl mangement screen.  You can try other screens made for his mod but don't change the town screen as you won't be able to get the clinic or studio.  The others feel free to change but in knowing that I don't think they work if you do find some that work post them so I can try them.



Also I'm looking for someone to make arena girls for me.  Looking to have around 5 in the down load so people can see how to do easy.  Really only a few rules for it try and make it a girl that it makes sense to get in the arena, and also if the new girls have never been made would also be great, try and keep the image count low to keep dowload size low.  I'm going make a few myself but would like some more.
Title: Re: Combining the big mods
Post by: Xela on June 05, 2012, 06:22:32 AM
Also I'm looking for someone to make arena girls for me.  Looking to have around 5 in the down load so people can see how to do easy.  Really only a few rules for it try and make it a girl that it makes sense to get in the arena, and also if the new girls have never been made would also be great, try and keep the image count low to keep dowload size low.  I'm going make a few myself but would like some more.

 I can't do anything for any project till weekend + I promised to develop walkabout engine for RPG part of unofficial WM2 :(

 But I can make packs fast and know where to find good pics so if you need help I'll get a couple together on Saturday/Sunday. Also it would make sense to use Tekken/DoA or some other fighting game girls... they already exist but there are so many packs for WM that finding 'New' girls is a task in itself.
Title: Re: Combining the big mods
Post by: crazy on June 05, 2012, 07:03:55 AM
they already exist but there are so many packs for WM that finding 'New' girls is a task in itself.
Any help would be great and yea it would be a task lol.  I have like 900 girls so yea I know its hard to find new ones.  I'm not saying they have to be new but I prefer if they are got a few I'm going make, maybe they don't make as much sense as arena girls but hey I've been sitting on them for 6 months or more so might as well use them for this.  I actually made tekken/doa girl packs so wouldn't be to hard for me to convert them if need be.  I want to get this out quick cause of the bug fix to work street but I also want it to be worth starting a new game for cause best I can tell you can't get arena girls without starting a new game.  So I'm adding some stuff to give it more meat I hope lol.
Title: Re: Combining the big mods
Post by: Xela on June 05, 2012, 12:13:12 PM
Any help would be great and yea it would be a task lol.  I have like 900 girls so yea I know its hard to find new ones.  I'm not saying they have to be new but I prefer if they are got a few I'm going make, maybe they don't make as much sense as arena girls but hey I've been sitting on them for 6 months or more so might as well use them for this.  I actually made tekken/doa girl packs so wouldn't be to hard for me to convert them if need be.  I want to get this out quick cause of the bug fix to work street but I also want it to be worth starting a new game for cause best I can tell you can't get arena girls without starting a new game.  So I'm adding some stuff to give it more meat I hope lol.

 Sincerely doubt that starting new game will be an issue to anyone... this game has been around for a while now and everybody knows what happens in the end  ???

 Forgot that Tekken/DoA were yours, you could just flip those into arena girls and be done with it, maybe reinforce with a couple new pics.

 I asked some dude on the Russian tracker if he would share a kickass skin he made for WM but so far he's been offline. If he is nice enough to 'cooperate' it would be a decent addition to the patch and might set a new standard for WM's GUI.   
Title: Re: Combining the big mods
Post by: crazy on June 05, 2012, 05:26:26 PM
I asked some dude on the Russian tracker if he would share a kickass skin he made for WM but so far he's been offline. If he is nice enough to 'cooperate' it would be a decent addition to the patch and might set a new standard for WM's GUI.
Cool let's hope he shares.
Title: Re: Combining the big mods
Post by: Xela on June 05, 2012, 06:27:19 PM
Cool let's hope he shares.

I hope so as well... Maybe it's the likeness to our Legend of Alkion design but I would love to see WM in wood:



(http://img9.imagevenue.com/loc82/th_935236779_0ad9cf217feae7ceb0271ae337ff9b76_123_82lo.jpg) (http://img9.imagevenue.com/img.php?image=935236779_0ad9cf217feae7ceb0271ae337ff9b76_123_82lo.jpg) (http://img21.imagevenue.com/loc365/th_935241409_07398197fe2e2e309e72da26621e0af2_123_365lo.jpg) (http://img21.imagevenue.com/img.php?image=935241409_07398197fe2e2e309e72da26621e0af2_123_365lo.jpg) (http://img205.imagevenue.com/loc46/th_935252554_c7d1fa4dc6365edae9745c48923a886e_123_46lo.jpg) (http://img205.imagevenue.com/img.php?image=935252554_c7d1fa4dc6365edae9745c48923a886e_123_46lo.jpg)(http://img147.imagevenue.com/loc196/th_935259637_ec9ae9b712c8136c0a229f952cc9c1e5_123_196lo.jpg) (http://img147.imagevenue.com/img.php?image=935259637_ec9ae9b712c8136c0a229f952cc9c1e5_123_196lo.jpg)
     
     
Title: Re: Combining the big mods
Post by: crazy on June 05, 2012, 06:38:32 PM
I hope so as well... Maybe it's the likeness to our Legend of Alkion design but I would love to see WM in wood:   
I really really like that so hope he shares would be nice to added to the mod

Okay added a new item type under wear.  It doesn't break item files and can be ingnored if you don't want it but I'm thinking I'll go thru and change all underwear items to underwear lol.  That said figure items may new a bit of balance after that but I think it a good add to the game idk thoughts anyone?
Title: Re: Combining the big mods
Post by: Xela on June 05, 2012, 06:47:16 PM
Okay added a new item type under wear.  It doesn't break item files and can be ingnored if you don't want it but I'm thinking I'll go thru and change all underwear items to underwear lol.  That said figure items may new a bit of balance after that but I think it a good add to the game idk thoughts anyone?

 Prolly an overkill, don't you think? It only makes sense if you are planning to add some sort of girl_items_equip screen to the game at later point. Then you can draw slots in it and fill them with name strings or some form of graphical representation of those items.
Title: Re: Combining the big mods
Post by: crazy on June 05, 2012, 07:07:36 PM
It only makes sense if you are planning to add some sort of girl_items_equip screen to the game at later point. Then you can draw slots in it and fill them with name strings or some form of graphical representation of those items.
Actually would like to do that at some point in the distant future. 
Prolly an overkill, don't you think?
I mostly did it to see if I could lol.  Was easy to do just had to try it.  I read somewhere long ago someone wanted that added in game a few people said heck yea a few said it was over kill just like you said.  I don't care either way guess the best thing to say is its there if people want it if not then it never has to be used unless I do get to adding a equip item screen.  I'm trying to get people making shit for the game again by adding things like new image types, new script functions, new ways to get girls, and figured people use to make items might as well give them something to play with... now if only people would get started making stuff lol.
Title: Re: Combining the big mods
Post by: Xela on June 05, 2012, 07:38:53 PM
I mostly did it to see if I could lol.  Was easy to do just had to try it.

 I know how that feels, trying to figure out Python and OOP in general and finding out that most stuff isn't that hard if there is already some form of blueprint for it is daily routine :)

now if only people would get started making stuff lol.

 The amount of packs that were made for EX was truly surprising so maybe you're right and new ways to add content/variety will give people a new jumpstart. In my opinion SimBro 1x/SimBro Rebirth/Otherworld are slowly taking over with new ideas so a complete remake is needed to catch up and most people who try to create an improved WM tend to start from scratch cause original code doesn't leave to much room for improvement (I still cannot see why that is however, other than fact that you can code twice as fast in Python or maybe even Flash (latter is actually a horrible bet for a WM like game in my opinion)) ...
Title: Re: Combining the big mods
Post by: crazy on June 05, 2012, 08:17:35 PM
I know how that feels, trying to figure out Python and OOP in general and finding out that most stuff isn't that hard if there is already some form of blueprint for it is daily routine :)
That's what I've found so far if I can find a blueprint I can do it.  So a lot of what I'm doing is adding things just for the hell of it to see if I know how it works doing that I've been able to figure out quite a few different things that have helped me a lot.

The amount of packs that were made for EX was truly surprising so maybe you're right and new ways to add content/variety will give people a new jumpstart. In my opinion SimBro 1x/SimBro Rebirth/Otherworld are slowly taking over with new ideas so a complete remake is needed to catch up and most people who try to create an improved WM tend to start from scratch cause original code doesn't leave to much room for improvement (I still cannot see why that is however, other than fact that you can code twice as fast in Python or maybe even Flash (latter is actually a horrible bet for a WM like game in my opinion)) ...
Yeah if you were around for the release of 1.30 it got crazy around here with people doing stuff.  EX was kinda the same way but I don't think it was quite as big as when 1.30 released.  Would love to have a few people working with me on this coding new stuff or just making a great interactions script for people.  WM still has a lot of potenial I feel if people put in the work.  But idk most coders seem to think that making a new game would be easier maybe I'll agree as my skill in coding grows maybe not.  But I plan on coding on this until I can either code my own or I've added everything I want in the game.
Title: Re: Combining the big mods
Post by: akab on June 06, 2012, 06:38:19 AM
Sc link is broken ;)


I wish I could help, but my level of skill in C + + is very basic now.
I'm still trying to understand how all the various classes interact with each other.
And how and where in the code checks are performed.


P. S. The editor for the script is functional, but extremely thin and not very flexible.
It does not allow for example to export and import text.
So it is often time-consuming do experiments.


Is there some other way to edit the script?
Title: Re: Combining the big mods
Post by: crazy on June 06, 2012, 06:52:33 AM
Sc link is broken ;)
Fixed now but its out of date I'll be updating it again when I get .04 out to people.

I wish I could help, but my level of skill in C + + is very basic now.
I'm still trying to understand how all the various classes interact with each other.
And how and where in the code checks are performed.
I had no coding skill when I started and my skill is still low but I'm getting some stuff done somehow lol.  So take a look you might be able to do more then you think.  I'm adding things to just to see how everything works its time consuming and I can't always do what I want to do with it but I've learned a lot I feel but I've still got along was to go still.

P. S. The editor for the script is functional, but extremely thin and not very flexible.
It does not allow for example to export and import text.
So it is often time-consuming do experiments.

Is there some other way to edit the script?
Sadly no but I'm trying to add functions to it so it is easier idk if what im adding helps much but hopefully it does.  Figure Ill add more as I figure out what to add and how to do it.
Title: Re: Combining the big mods
Post by: akab on June 06, 2012, 07:07:44 AM
Thanks for the fast response,
I'll try to do some experiments analyzing the code (hoping to figure out what I see: D).
Thank you for your work in uniting the various existing mod.
I guess like all things, the more time you invest and the more you learn.


Thanks for repairing the link.


I will wait anxiously for the 0.4 release
Title: Re: Combining the big mods
Post by: crazy on June 06, 2012, 07:19:55 AM
I'll try to do some experiments analyzing the code (hoping to figure out what I see: D).
Hope you get it figured out and feel you can do some work on it.
Title: Re: Combining the big mods
Post by: GonDra on June 06, 2012, 01:10:48 PM
I just have a small wish: could you label your zips with something like 'BrothelMaster_CombinedModsv0.x' ?
Would make it a bit easier to organize all the different zips of source code some probably have lying around here.

Will have no internet connection again soon so I will probably sit down and dig through some code.
Title: Re: Combining the big mods
Post by: crazy on June 06, 2012, 11:01:22 PM
I just have a small wish: could you label your zips with something like 'BrothelMaster_CombinedModsv0.x' ?
Would make it a bit easier to organize all the different zips of source code some probably have lying around here.

Will have no internet connection again soon so I will probably sit down and dig through some code.
I can do that from now on.
Title: Re: Combining the big mods
Post by: Xela on June 07, 2012, 01:25:24 AM
I can do that from now on.

While we're talking organizing... good practice is to add comments to stuff you changed and add TODO: to what you're planning to change in the future. That way if someone downloads SC, would know what's going on.
Title: Re: Combining the big mods
Post by: crazy on June 07, 2012, 02:18:21 AM
While we're talking organizing... good practice is to add comments to stuff you changed and add TODO: to what you're planning to change in the future. That way if someone downloads SC, would know what's going on.
You talking about making like a changelog and TODO list and upload with the SC or just adding comments on the SC itself?
Title: Re: Combining the big mods
Post by: Xela on June 07, 2012, 02:51:12 AM
This:

just adding comments on the SC itself?

 TODO: is usually added to the code as comments, that is also why it is spelled 'TODO' and not 'To do' (So it will almost never extract part of a code or part of a string inside a code). This way if you're working under linux or modified windows you can extract all lines of code from your project with TODO in it in a couple of secs (hence you have the 'list' you were talking about and everyone who's interested can see what parts you are planning to works on/need help with inside sc at the same time). Kind of a rule/guideline amongst many programers all over the world.

\\ From wiki:

Tags Certain tags (http://en.wikipedia.org/wiki/Tag_%28metadata%29) are used in comments to assist in indexing common issues. Such tags are commonly syntax-highlighted (http://en.wikipedia.org/wiki/Syntax_highlighting) within text editors (http://en.wikipedia.org/wiki/Text_editor) and can be searched with common programming tools, such as the Unix (http://en.wikipedia.org/wiki/Unix) grep (http://en.wikipedia.org/wiki/Grep) utility. Examples of tag conventions include:
  There is a risk that tags accumulate over time; it is advisable to include the date and the tag owner in the tag comment to ease tracking.
Title: Re: Combining the big mods
Post by: crazy on June 07, 2012, 06:17:55 AM
Ty for the info Xela.

@GonDra ill post my most updated SC for you if you want it to hack on before your net goes down just let me know when to post it.


Hacking away some more working on the studio scenes they use to only check for normal sex skill so for instance a girl with low normal sex skill filming les scenes would never give get higher scene quailty unless she lvled up which would rise her normal sex skill.  Now it should check for each skill type so this should be fixed I hope.  Also plan to make traits effect them more only like 5 traits matter for them right now plan to make it way more.

Also found and fixed a but relating to the trait Fake orgasm expert they had used fake orgasms for improving customer happiness instead of Fake orgasm expert so that is now fixed.  Same thing was in the movie studio its fixed now.

EDIT- did a lot of work to the movies beauty and charisma now play roles in scene quality and way more traits (18 more do for either better or worse quality).  Should make movies more worth making I hope.
Title: Re: Combining the big mods
Post by: hewhocumsbynight on June 07, 2012, 11:19:25 AM
Sorry to interrupt, as I have nothing particularly valuable to offer in this conversation, but, would someone mind giving me a bit of enlightnment regarding the file named "BrothelMaster"?  Are the contents of this file meant to be combined with WhoreMaster?  Also, in regards to the FilesFix posted by Aika in pg2 of this thread, where do the files it contains belong?

Thank you for your time, and for your amazing work.  I cannot even understand how you have managed to stay by this project this long, and invest this much effort, but thank you so much for doing so.
Title: Re: Combining the big mods
Post by: GonDra on June 07, 2012, 11:41:13 AM
I still have net for the next 3 days, so no need to rush.

Your work on the studio sound interesting, are you gonna try and implement some sort of feedback/summary on the films?
basically something like: "The film brought in 1324 Gold in the first week, everyone loved the Big Boobs in it. Some people dislike the boring Sex in the scenes."
I have no idea how hard it would to implement (haven't looked at the code for films) so I am just throwing it out here.

Also if you would like some changes made to the girl/item editor, I am a lot more comfortable with that sourcecode.

Sorry to interrupt, as I have nothing particularly valuable to offer in this conversation, but, would someone mind giving me a bit of enlightnment regarding the file named "BrothelMaster"?  Are the contents of this file meant to be combined with WhoreMaster?  Also, in regards to the FilesFix posted by Aika in pg2 of this thread, where do the files it contains belong?
The source code/Project file of WhoreMaster is named BrothelMaster, unless you want to compile the game yourself you really don't need that.
Aika's files fix was for the source code too if I remember right.
Title: Re: Combining the big mods
Post by: hewhocumsbynight on June 07, 2012, 12:10:00 PM
Oh, okay.  Thank you!  I was scouring the data files, looking for a convenient slot... Thank you from stopping my ill advised  attempts.
Title: Re: Combining the big mods
Post by: Xela on June 07, 2012, 02:38:01 PM
Your work on the studio sound interesting, are you gonna try and implement some sort of feedback/summary on the films?
basically something like: "The film brought in 1324 Gold in the first week, everyone loved the Big Boobs in it. Some people dislike the boring Sex in the scenes."
I have no idea how hard it would to implement (haven't looked at the code for films) so I am just throwing it out here.

Doesn't sound to hard to add, at least from my limited Python perspective. Actually that was my question as well, how well are the new jobs thought through? Are there new texts/events coded for them or are those still in 'vanilla' state of development?
Title: Re: Combining the big mods
Post by: crazy on June 07, 2012, 06:10:48 PM
Your work on the studio sound interesting, are you gonna try and implement some sort of feedback/summary on the films?
basically something like: "The film brought in 1324 Gold in the first week, everyone loved the Big Boobs in it. Some people dislike the boring Sex in the scenes."
I have no idea how hard it would to implement (haven't looked at the code for films) so I am just throwing it out here.
That sound like a very good thing to add but haven't looked at that part yet.  I'll give it a look over see what I can figure out on it.  Not really sure if I could do that or not yet but I'll added it to the list as it would be a nice thing to have to make movies more interesting.
Also if you would like some changes made to the girl/item editor, I am a lot more comfortable with that sourcecode.
I don't need any changes made yet.  I plan on adding some traits that will need adding later on.  I also made the under wear item type but unless people want to use it then I'm just going leave it be until later.  Then I may actually try and add a few new sex types to the game if they won't break girl packs that are already made so ill have to test that 1st.  May be what I try to adding today I'll let you know.
Title: Re: Combining the big mods
Post by: crazy on June 07, 2012, 06:57:08 PM
Doesn't sound to hard to add, at least from my limited Python perspective. Actually that was my question as well, how well are the new jobs thought through? Are there new texts/events coded for them or are those still in 'vanilla' state of development?
First off let me say I consider all jobs I've coded and most jobs already in the game as vanilla state of development.  Why?  Simple they are lol, most of them is just a dice roll to determine what happens and most the time thats one of 2 things.  I would like to added more randomness to them.  I'll list a few things I plan to do.
1. Make jobs that make sense be able to see more then one customer.  (hate to admit it but this is something I've tried a few times and failed at if someone wants to help on that it would be great lol)
2. Make traits matter.  Only job traits play into is whoring.  I think by making traits play into the jobs it would make people think more before pick a girl to do a job.  Example- a girl who is clumsy might fall and break something if she is set to waitress which would make the filth lvl increase.  On the same not a clumsy girl in the arena might trip allowing the other girl to take the advantage and win easily..  Please note these examples are things I would like to do idk if I can do them lol.
3. More things that can happen in the jobs.  Example bar stripper only strips.  Now every strip club I've every been to the strippers tried to sell you lap dance, get you to buy them a drink, get you to buy vip dance whatever it was they never just got up there and stripped.  So I would like to add those kinda things to stripper and do things with other jobs as well.  To hopefully make them feel more real.
4. Make jobs work together to increase the effect of them.  Example if the singer and the piano player both do a good job on the same shift then it would increase the amount of gold they make.
5. Another thing I'm thinking about trying is kinda a lvling up job thing by traits.  Let me explain jobs can give girls traits, what I would do is as a girl works a job and gains those new traits she would get better at the job.  It would change the text and increase the pay of that job.  Or I could do like training to be able to do jobs this way something like train to be a singer when she gains the singer trait you could then set her as singer in the bar.  As this is an adult game I could make this like ponygirl training or escort training just as easy was just listing examples.

Now as I said I would LIKE to but no time frame on any of that.  Plan to test some of this 1st like one of the jobs I just code is all trait based so if people like that then all jobs I code from now on will have trait play a major role in them.  Feed back for this would be great.  Hmm I feel like I forgot something so I'll probaly be editing this soon.
Title: Re: Combining the big mods
Post by: hewhocumsbynight on June 08, 2012, 12:37:32 AM
Hey, sorry for taking up more of your time, but I think I might have another problem.  Does the Clinic currently function?  Because all I have is an icon on the map which, when clicked, simply acknowledges, but doesn't do anything.  Also, there are no clinic-related jobs listed for the girls.  Should there be?
Title: Re: Combining the big mods
Post by: crazy on June 08, 2012, 01:57:11 AM
Hey, sorry for taking up more of your time, but I think I might have another problem.  Does the Clinic currently function?  Because all I have is an icon on the map which, when clicked, simply acknowledges, but doesn't do anything.  Also, there are no clinic-related jobs listed for the girls.  Should there be?
It should work.  Down load ver .03 off the 1st page extract all of it and it should work fine once you put girls into the character folder.  If not I'll try and help but will need more info.
Title: Re: Combining the big mods
Post by: crazy on June 08, 2012, 06:41:27 AM
Okay anyone know where they get the buttons for the game at?  I'm going need some soonish if you can make them or know where they can be found let me know plz.  I'm talking about the town map buttons.
Title: Re: Combining the big mods
Post by: Xela on June 08, 2012, 11:57:27 AM
Okay anyone know where they get the buttons for the game at?  I'm going need some soonish if you can make them or know where they can be found let me know plz.  I'm talking about the town map buttons.

There is 'Photoshop' section in SVN. Buttons can be found there, you'll need photoshop or something similar to edit them.

Maybe in other sections as well, but you will prolly find what you need there.
Title: Re: Combining the big mods
Post by: Xela on June 08, 2012, 12:05:25 PM
First off let me say I consider all jobs I've coded and most jobs already in the game as vanilla state of development.  Why?  Simple they are lol, most of them is just a dice roll to determine what happens and most the time thats one of 2 things.  I would like to added more randomness to them.  I'll list a few things I plan to do.
1. Make jobs that make sense be able to see more then one customer.  (hate to admit it but this is something I've tried a few times and failed at if someone wants to help on that it would be great lol)
2. Make traits matter.  Only job traits play into is whoring.  I think by making traits play into the jobs it would make people think more before pick a girl to do a job.  Example- a girl who is clumsy might fall and break something if she is set to waitress which would make the filth lvl increase.  On the same not a clumsy girl in the arena might trip allowing the other girl to take the advantage and win easily..  Please note these examples are things I would like to do idk if I can do them lol.
3. More things that can happen in the jobs.  Example bar stripper only strips.  Now every strip club I've every been to the strippers tried to sell you lap dance, get you to buy them a drink, get you to buy vip dance whatever it was they never just got up there and stripped.  So I would like to add those kinda things to stripper and do things with other jobs as well.  To hopefully make them feel more real.
4. Make jobs work together to increase the effect of them.  Example if the singer and the piano player both do a good job on the same shift then it would increase the amount of gold they make.
5. Another thing I'm thinking about trying is kinda a lvling up job thing by traits.  Let me explain jobs can give girls traits, what I would do is as a girl works a job and gains those new traits she would get better at the job.  It would change the text and increase the pay of that job.  Or I could do like training to be able to do jobs this way something like train to be a singer when she gains the singer trait you could then set her as singer in the bar.  As this is an adult game I could make this like ponygirl training or escort training just as easy was just listing examples.

Now as I said I would LIKE to but no time frame on any of that.  Plan to test some of this 1st like one of the jobs I just code is all trait based so if people like that then all jobs I code from now on will have trait play a major role in them.  Feed back for this would be great.  Hmm I feel like I forgot something so I'll probaly be editing this soon.

 If that is your plan... adding new jobs was prolly a bad idea :)

 Better start slow and make existing jobs interesting and eventful and then expand, I hope you have the motivation to give WM a proper makeover. On the other hand, since you are not forcing players to put girls on any particular jobs like Future did in EX, more jobs are not a big issue.
Title: Re: Combining the big mods
Post by: crazy on June 08, 2012, 11:04:15 PM
If that is your plan... adding new jobs was prolly a bad idea :)

 Better start slow and make existing jobs interesting and eventful and then expand, I hope you have the motivation to give WM a proper makeover. On the other hand, since you are not forcing players to put girls on any particular jobs like Future did in EX, more jobs are not a big issue.
Maybe it was idk new to this but its very much a work in progress and could change.  Most of the jobs I've added right now was to learn how to code them to work how I wanted.  And I would never force people to use any job they didn't want.  The game is called whore master that means whores should be the focus of the game and I plan to leave it that way whore jobs will always get 1st dibs on custmoers.  I just want to make other jobs worth using for people who want to use them cause as it is now they really are a waste of time when a girl could be making 10x as much whoring.  As your working on a game yourself does my plan make sense?  Do you think it would help the game?  I was planning on reworking the current jobs slowly maybe like 1 per new patch if that often, while I added the jobs I wanted to see what people thought about them.  If people don't really like the way I do jobs then I will just not mess with current jobs until a later date.

Other then that .04 is in a good enough state to release I feel want to test the arena girls out to try and find a nice balance for the job before I try to hard to switch it to a new building.  Gotta do a test run to make sure nothing major is broke. So maybe tonight maybe tomorrow night not sure yet.
Title: Re: Combining the big mods
Post by: crazy on June 09, 2012, 06:58:20 AM
Okay releasing .04 a lot of new things check 1st post for all the details.  Also .04 doesn't have anon's changes to it.  Didn't feel I had them working right so didn't use them..  If you download the test of his changes that I put out and it worked fine let me know.  Otherwise I will look back at his changes again at a later date.  Might just do 2 release one with his changes one without as I like the normal 800x600 screen.

Here is how to change girls to arena.  Open the .girlsx file in notepad or something like that and it should look something like this.  Now go down to status and change that to arena.
<Girl
        Name="LadyDevimon"
        Desc="-"
        Charisma="80"
        Happiness="100"
        Libido="20"
        Constitution="60"
        Intelligence="60"
        Confidence="40"
        Mana="60"
        Agility="60"
        Fame="0"
        Level="0"
        AskPrice="0"
        House="60"
        Exp="0"
        Age="100"
        Status="Normal">  (delete what ever is there and put Arena)
What you open will be longer I deleted some of it to shorten the post.  I packed it with 2 girls I made for the arena for this release I'll added more later on.

Link- http://www.mediafire.com/?eft5aufqmygqd5u (http://www.mediafire.com/?eft5aufqmygqd5u)

Will update SC later today.
Title: Re: Combining the big mods
Post by: Xela on June 09, 2012, 09:48:21 AM
In my mind, here is a map:
 
  1st Gen: Slave Maker (Original), SimBrothel (Original)

  Both game came out at about the same time (or at the very least it seemed to me that way).
  SimBro focused on developing a lot of girls simultaneously and gain profit from their work. There were rewards (Jokers). Schools to train girls so they can preform better and a very decent interface.
  Slave Maker in turn focused on one girl and 'depth' of interactions and story.
  Both games featured well known Anime/Game characters, stat raising system and etc.
  In my opinion SimBro was better as SlaveMaker quickly turned into 'clickfest'.
 
 
  2nd Gen: Slave Maker (2,3), WM
 
  Slave Maker simply built up on content, rather a large mistake in my opinion as quests became to complex and micro unmanageable.
  WM did a lot better job, some decent events and texts, good picture handling, multiple brothels you could name, interactive dungeon, catacombs/fighting, interaction with girls in brothel and etc. Great concepts that were never really finished or fully though through, possibly because of high time/skill demands of C++ developing environment.
 
  3rd Gen: Otherworld, SimBro Rebirth, SimBro 1x.
 
 1) From what I've seen so far Otherworld has the most potential, game is somewhere between WM/SlaveMaker girlswise, micro is very manageable, great items system and a very dedicated developer.
 
 2) SimBro Rebirth, something I though about myself, RPG based Brothel simulator but I dropped the idea because as you put more and more time into the game, it will become more of an RPG and less and less about brothel management, the thing is that RPG Maker offers to many tools to make RPG element more interesting and to few to make the actual brothel less boring. It might still turn into a good game thou, we'll live and see. I doubt it will become a sim indie and not RPG game thou...
 
 3) SimBro 1x is also a decent development, meeting girls in a great amount of places in the city is a good concept. Loads of buildings, rooms for those buildings, upgrades for those rooms are all good concepts. Client 'preferences' is also a smart addon and job event system is decent as well. Dialogues during encounter with girls are also a great addon. Basically this could be a very good game if it featured some decent GUI/Graphics but that isn't a case so...

The game is called whore master that means whores should be the focus of the game and I plan to leave it that way whore jobs will always get 1st dibs on custmoers.

 No arguments there. Other interesting jobs can be developed thou, there is no point on fixating on 'whore' type completely since WM is a kind of 2nd gen to original SimBro and they fixated on Whore job.

I just want to make other jobs worth using for people who want to use them cause as it is now they really are a waste of time when a girl could be making 10x as much whoring.  As your working on a game yourself does my plan make sense?  Do you think it would help the game?

 I am not positive on if it can help the game but it should in no way make WM worse. I think that to revive original WM, new futures have to be added to match some functions of newer games, so if the idea is to make WM more interesting adding new stuff like a new location: Arena or similar to SimBro 1x 'meet girls' - 'talk' - 'date' - 'give gifts' - 'have sex' - 'hire' sequences, set in random places on the map and backed with some graphics/interfaces and similar new additions will make WM more interesting. The thing is that it is usually an opinion of hardcore programmers that WM is easier to start anew if you want to add those things...

 I think the real value in patch you're coding is to bring some kind of finality to the game. WM development was abandoned while some really obvious improvements still could be made to the game and some of those were implemented by many modders. Combining all those mods into one patch is a very good/useful cause. In my opinion adding new jobs/traits/items to the game is secondary unless you're planning some serious changes to interface and interactions as well BUT we're circling back to original point, it's very difficult task to code in C++ and improve upon original code in WM...

I was planning on reworking the current jobs slowly maybe like 1 per new patch if that often, while I added the jobs I wanted to see what people thought about them.  If people don't really like the way I do jobs then I will just not mess with current jobs until a later date.

Other then that .04 is in a good enough state to release I feel want to test the arena girls out to try and find a nice balance for the job before I try to hard to switch it to a new building.  Gotta do a test run to make sure nothing major is broke. So maybe tonight maybe tomorrow night not sure yet.

Okay releasing .04 a lot of new things check 1st post for all the details.  Also .04 doesn't have anon's changes to it.  Didn't feel I had them working right so didn't use them..  If you download the test of his changes that I put out and it worked fine let me know.  Otherwise I will look back at his changes again at a later date.  Might just do 2 release one with his changes one without as I like the normal 800x600 screen.

Here is how to change girls to arena.  Open the .girlsx file in notepad or something like that and it should look something like this.  Now go down to status and change that to arena.
<Girl
        Name="LadyDevimon"
        Desc="-"
        Charisma="80"
        Happiness="100"
        Libido="20"
        Constitution="60"
        Intelligence="60"
        Confidence="40"
        Mana="60"
        Agility="60"
        Fame="0"
        Level="0"
        AskPrice="0"
        House="60"
        Exp="0"
        Age="100"
        Status="Normal">  (delete what ever is there and put Arena)
What you open will be longer I deleted some of it to shorten the post.  I packed it with 2 girls I made for the arena for this release I'll added more later on.

Link- http://www.mediafire.com/?eft5aufqmygqd5u (http://www.mediafire.com/?eft5aufqmygqd5u)

Will update SC later today.

 I missed 0.3 due to lack of time but I will definitely try 0.4 and give you feedback, to bad about anon's mod but I hope you managed to show correct pictures on interactions.
Title: Re: Combining the big mods
Post by: akab on June 09, 2012, 11:05:20 AM
Thank you for the 04 release ;)
Title: Re: Combining the big mods
Post by: Xela on June 09, 2012, 11:43:11 AM
Thank you for the 04 release ;)

Now I feel like an ass  :-[


Thanks for all the hard work!
Title: Re: Combining the big mods
Post by: akab on June 09, 2012, 12:09:47 PM

Hello, I wanted to tell you that the Source Code version that you posted is a little older than the one you posted as compiled.
Particularly in the doungeon screen, in the compiled version you see a image of the girl, but if you recompile the source code no.




If you leave all the playable version of the file and change only the executable is this the result you get.
Title: Re: Combining the big mods
Post by: Xela on June 09, 2012, 12:24:24 PM
Hello, I wanted to tell you that the Source Code version that you posted is a little older than the one you posted as compiled.
Particularly in the doungeon screen, in the compiled version you see a image of the girl, but if you recompile the source code no.




If you leave all the playable version of the file and change only the executable is this the result you get.

He is aware of that  ???

Will update SC later today.
Title: Re: Combining the big mods
Post by: akab on June 09, 2012, 12:27:33 PM
Ops ... I am sorry, I did not check the dates of SC and relaese 0.4 :'(
Title: Re: Combining the big mods
Post by: hewhocumsbynight on June 09, 2012, 03:22:01 PM
Hey, thank you (Crazy) for releasing the new material.  However, after I downloaded, unpacked, and implanted .04, WM has begun to crash whenever it
Title: Re: Combining the big mods
Post by: hewhocumsbynight on June 09, 2012, 03:37:11 PM
Hey, thank you (Crazy) for releasing the new material.  However, after I downloaded, unpacked, and implanted .04, WM has begun to crash whenever it

Never mind, I figured out and solved the problem.  Sorry to bother you.  Great work on the material, though!
Title: Re: Combining the big mods
Post by: E. on June 09, 2012, 06:28:09 PM
'kay, just a little complaint here... why is there sex movies, bestiality movies, lesbian movies, but no group movies?
Also, could you make it possible to give a title to each movie?
Title: Re: Combining the big mods
Post by: crazy on June 09, 2012, 07:22:02 PM
Now I feel like an ass  :-[

Thanks for all the hard work!
I asked for feedback you gave it and I agree with you.  I would love to added some of things the newer games are doing just don't have the skill right now so I'm doing what I can which is more simple stuff.  Down the road if I keep going at this and get the skill need this will be like a different game... if I ever get that good at coding.

Thank you for the 04 release ;)
Yw.  Let me know if there is any problems.
Ops ... I am sorry, I did not check the dates of SC and relaese 0.4 :'(
No problem as I don't date SC you couldn't have know.  When I upload it I will date it and start doing a better job of letting keep things dated.
'kay, just a little complaint here... why is there sex movies, bestiality movies, lesbian movies, but no group movies?
Also, could you make it possible to give a title to each movie?
I did some changes to movies but they are still very much what senza made.  That said I will look at adding group movies for .05.  I'll look at the title suggestion but idk if its possible I'm sure someone could do it just not sure if I can but I will look at it for sure and add it to my list of things TODO.

Any feedback on new jobs or if I should use the underwear item type would be great.  That said not sure what I'll get any work done tonight might be playing aika's mod instead of working on mine lol.

Updated SC posted.
Title: Re: Combining the big mods
Post by: Aika on June 09, 2012, 08:43:56 PM
Hey Crazy, I found an answer to the streetwork problem. In WorkBrothelWhore.cpp, starting with line 156 should be:
Code: [Select]
if(bStreetWork)       
    {
        float modifier = (float)2 / 3;
        NumCusts = static_cast<int>((float)NumCusts * modifier);
        AskPrice = static_cast<int>((float)AskPrice * modifier);
    }
As it is, when the game modifies the NumCusts and Askprice variables, it ends up multiplying them by the integer 2/3... This causes the problem since when 2/3 is converted to an integer it converts to 0.
Title: Re: Combining the big mods
Post by: Xela on June 10, 2012, 03:39:09 AM
I got the skin (it's even better than it looks on pictures) but it's in Russian and that cannot be edited without having the original art :( I sent him another request for photoshop files, I hope he still has them...
Title: Re: Combining the big mods
Post by: crazy on June 10, 2012, 04:47:59 PM
Hey Crazy, I found an answer to the streetwork problem. In WorkBrothelWhore.cpp, starting with line 156 should be:
Code: [Select]
if(bStreetWork)       
    {
        float modifier = (float)2 / 3;
        NumCusts = static_cast<int>((float)NumCusts * modifier);
        AskPrice = static_cast<int>((float)AskPrice * modifier);
    }
As it is, when the game modifies the NumCusts and Askprice variables, it ends up multiplying them by the integer 2/3... This causes the problem since when 2/3 is converted to an integer it converts to 0.
Thanks for the help.
I got the skin (it's even better than it looks on pictures) but it's in Russian and that cannot be edited without having the original art :( I sent him another request for photoshop files, I hope he still has them...
Let's hope would like to try it out.
Title: Re: Combining the big mods
Post by: Aika on June 11, 2012, 09:36:52 PM
Due to something I did in the files I uploaded on the first page to help you squash some crash errors, if you implemented the mod to make your random girls pick a profile picture and stick with it, your mod is going to have the same bug mine did, with some girls working and others not. After I fixed the bug in my mod, I realized this will be affecting your mod as well.

The problem is that the mod was told explicitly to look for images in the ninth picture category loaded, which at the time was the Profile pictures. When I rearranged the picture categories when I fixed your crash bug, I changed the Profile picture category from the ninth to the first category loaded, which changed the index value it received from 8 to 0. The way it's set up now, the mod will not work if there aren't any pictures in category 9 (currently Combat, unless you made further changes), will only pick out of the first X profile pictures (where X is the number of pictures in category 9, and if there are more pictures in category 9 than there are profile pictures, will probably crash the game. Or just fail to show that girl's picture, one or the other.

The bugfix is easy. Search in cGirls.cpp for any instances of "m_Images[8]" and replace them with "m_Images[IMGTYPE_PROFILE]" (there should be 4. Replace them all). This will fix the bug and make it possible to rearrange picture categories again without breaking the mod. Sorry for the bug I introduced, but arranging the picture categories the way I did was necessary, first to squash the bugs, secondly to simplify things and make future changes easier.
Title: Re: Combining the big mods
Post by: crazy on June 11, 2012, 11:05:04 PM
@Aika- I had noticed that cause the girls gallery screen was messed up so I did some tinker and got it working after I seen how you had fixed the problem.  I think I did get the random girl mod in that makes them pick a profile pic and stick with it but I never tested it.

Okay I need an arena button for my town map.  As I don't have photoshop its kinda hard if anyone can make me a few buttons let me know.  Otherwise I'll have to look into finding some other way to do this.
Title: Re: Combining the big mods
Post by: Aika on June 11, 2012, 11:17:07 PM
You were using explicit category indexes in your gallery screen? It's best if you just used the IMGTYPE_XXX constants and make sure those match up to the order the images are loaded (line ~11700 in cgirls.cpp), so if you change the constants or the order images are loaded you don't have to go back in and make sure all the category indexes match.

And I'm not sure if I'm the pot calling the kettle black here, need to check my code again.... Yep, I did the same thing. I need to change all the "Mode=#" to "Mode=IMGTYPE_(category)"
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 02:20:04 AM
@Aika- I had noticed that cause the girls gallery screen was messed up so I did some tinker and got it working after I seen how you had fixed the problem.  I think I did get the random girl mod in that makes them pick a profile pic and stick with it but I never tested it.

Okay I need an arena button for my town map.  As I don't have photoshop its kinda hard if anyone can make me a few buttons let me know.  Otherwise I'll have to look into finding some other way to do this.

By button, you mean a transparent png pic like bank/moviestudio or a WM style button with text?
Title: Re: Combining the big mods
Post by: crazy on June 12, 2012, 02:28:24 AM
By button, you mean a transparent png pic like bank/moviestudio or a WM style button with text?
Transparent png pic
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 03:16:52 AM
Transparent png pic

Pick one. I'll try to photoshop the highlight effect for mouse hovering.

The second from the top has a red version that can be used for highlighting.

A whole bunch of icons here: http://wiki.guildwars.com/wiki/World_Map
Title: Re: Combining the big mods
Post by: crazy on June 12, 2012, 03:55:24 AM
2nd one or bottom one either one works for me.  Thanks
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 04:06:35 AM
2nd one or bottom one either one works for me.  Thanks

I like the one that is second from the bottom :)

I'll make a highlighted version. If you are making a brothel like screen for Arena, consider using this pic as a background for building:
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 04:31:44 AM
 I used the same disgusting yellowish highlighting as is used in the rest of WM...  :-[

 'Custom' sized pics are the exact same size as rest of icons on the WM map.
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 04:37:59 AM
!@#$%^

Sorry, didn't notice that highlighting was cut of on left/right sides. Only noticed that on dark forum's background.
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 04:56:57 AM
2nd one or bottom one either one works for me.  Thanks

And I also misread 'second one from top or bottom works for me' :(

Bottom one: images themselves this time are the same size, only canvas is different so they should look ok in the game.

Edit: Tried to throw this into the game, doesn't work as I had hoped (I think game is forcing imagesize). The key is to create a larger canvas and a smaller image... More tweaking I guess (I did like the small shrink effect it does now...)
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 05:21:41 AM
Ok.. This one finally works like the rest of WM buttons  ???

Title: Re: Combining the big mods
Post by: crazy on June 12, 2012, 05:27:38 AM
Ty just tested it works great thanks so much
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 05:29:25 AM
Ty just tested it works great thanks so much

NP, tell me if you need anything else.
Title: Re: Combining the big mods
Post by: crazy on June 12, 2012, 06:09:46 AM
NP, tell me if you need anything else.
If your offering the current movie button doesn't light up.  If you want to fix that that would be cool lol.
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 06:29:24 AM
If your offering the current movie button doesn't light up.  If you want to fix that that would be cool lol.

Well, if you're gonna do it, do it right :)

Lets see if we can find better icon:
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 06:30:51 AM
2nd:
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 06:31:57 AM
3rd:
Title: Re: Combining the big mods
Post by: crazy on June 12, 2012, 06:39:21 AM
Either the last one in the 2nd post the one with the girl.  Or the 3rd one in the 1st post the blue one.  Both would work nice I think..  Lean more toward the one with the girl but when it's made down to as little as the icons are it might not be as nice idk.
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 06:49:11 AM
Lean more toward the one with the girl but when it's made down to as little as the icons are it might not be as nice idk.

If you're not in a hurry, I wanna try something... That is basically a simple filmstrip with a transparent white overlayer and a girl picture in the middle... We can take a different filmstrip, add the overlayer and put Hinata (or any other anime girl in the middle).  that might actually be visible even in the small icon...
Title: Re: Combining the big mods
Post by: crazy on June 12, 2012, 07:17:30 AM
If you're not in a hurry, I wanna try something... That is basically a simple filmstrip with a transparent white overlayer and a girl picture in the middle... We can take a different filmstrip, add the overlayer and put Hinata (or any other anime girl in the middle).  that might actually be visible even in the small icon...
I'm in no rush try whatever you feel like doing.
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 08:32:56 AM
I'm in no rush try whatever you feel like doing.

Doesn't scale well... WM icons are to small :(

It went from:

(http://img201.imagevenue.com/loc136/th_950458248_film_stripHinata_122_136lo.jpg) (http://img201.imagevenue.com/img.php?image=950458248_film_stripHinata_122_136lo.jpg)

to

PS: Prolly easier to use a different pic... your call.     
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 08:53:16 AM
Had an idea, this might actually work... Slightly different On and Off buttons :)


Edit: Another one...
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 11:42:32 AM
Once you get a hang of it, highlighting can be done very fast, only Hinata took a while to make. :)

These were downloaded a bunch of times...
Title: Re: Combining the big mods
Post by: hewhocumsbynight on June 12, 2012, 01:59:50 PM
Hey, sorry to ask yet another noob question, but how do I get the images to integrate into the town map?  I put the images for the Arena and a pair of new images for the Studio into the images section, but I am not sure how to get these images to appear.  Could somebody please tell me?
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 02:43:32 PM
Hey, sorry to ask yet another noob question, but how do I get the images to integrate into the town map?  I put the images for the Arena and a pair of new images for the Studio into the images section, but I am not sure how to get these images to appear.  Could somebody please tell me?

Image folder has nothing to do with buttons :)

1) Find this folder:
%\WM\Resources\Buttons

2) Rename new icons to StudioOff.png and StudioOn.png respectively.

3) Copy new icons to %\WM\Resources\Buttons folder and overwrite (replace files that are there)

This should work...

Edit: Some Clinic options I cooked up, I don't like the plain red cross in the patch...
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 03:17:09 PM
2nd:
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 03:18:18 PM
3rd:

PS: Version 2 looks really good ingame...
Title: Re: Combining the big mods
Post by: crazy on June 12, 2012, 04:41:39 PM
Wow very nice work these buttons will be in the new patch thanks so much... I plan to added more building soonish but not sure which yet so I'll let you know when I get to it what I'm looking for if you want to help out then.
Title: Re: Combining the big mods
Post by: Xela on June 12, 2012, 04:57:03 PM
Wow very nice work these buttons will be in the new patch thanks so much... I plan to added more building soonish but not sure which yet so I'll let you know when I get to it what I'm looking for if you want to help out then.

 Sure thing, I still haven't given up the idea of getting photoshop files and putting together a new skin... The thing is that it can be done only after you figure out what the final version of interface will look like in the patch. Skin, while working perfectly (in Russian) for WM Vanilla, breaks completely in your patch already :(

 I am looking at some options for other buttons... Will post a possibility for brothel button soon.
Title: Re: Combining the big mods
Post by: hewhocumsbynight on June 12, 2012, 06:58:25 PM
Okay, it worked for the Studio, but I still don't see the Arena button.  Do I have to change the Town_screen.xml file?
Title: Re: Combining the big mods
Post by: crazy on June 12, 2012, 07:01:55 PM
Okay, it worked for the Studio, but I still don't see the Arena button.  Do I have to change the Town_screen.xml file?
Don't worry about the arena button as it wouldn't do anything yet.  I got it added to the game now but it's not released still hammering out a few things.
Title: Re: Combining the big mods
Post by: crazy on June 12, 2012, 08:12:45 PM
Sure thing, I still haven't given up the idea of getting photoshop files and putting together a new skin... The thing is that it can be done only after you figure out what the final version of interface will look like in the patch. Skin, while working perfectly (in Russian) for WM Vanilla, breaks completely in your patch already :(
Idk why it wouldn't work for my version.  Really like that skin so something close to that is what I would like the interface to look like.
Title: Re: Combining the big mods
Post by: Xela on June 13, 2012, 02:45:11 AM
Brothel icons, not sure if this are better but I am tired of old red girl silhouette :)
Title: Re: Combining the big mods
Post by: crazy on June 13, 2012, 02:48:02 AM
Post any and all you make.  Something I would like to do is a different button for every brothel would make it so much easier to know what brothel your going to from the map, as it is it can be confusing after you get about 4 on the map.
Title: Re: Combining the big mods
Post by: Xela on June 13, 2012, 03:12:51 AM
Post any and all you make.  Something I would like to do is a different button for every brothel would make it so much easier to know what brothel your going to from the map, as it is it can be confusing after you get about 4 on the map.

There is nothing that I can think of that represents Brothel except girl silhouettes and pb bunny logos. I can make a couple in different colors/styles. Question, should I put numbers on them? Like numbering from 1 to 6, maybe only on highlighted or only on off versions?
Title: Re: Combining the big mods
Post by: crazy on June 13, 2012, 03:30:46 AM
There is nothing that I can think of that represents Brothel except girl silhouettes and pb bunny logos. I can make a couple in different colors/styles. Question, should I put numbers on them? Like numbering from 1 to 6, maybe only on highlighted or only on off versions?
Just do on off versions I'll number them.  Just do a mix of girl silhouettes and bunny logos.. cause I can't think of anything else either lol
Title: Re: Combining the big mods
Post by: Xela on June 13, 2012, 04:11:26 AM
Just do on off versions I'll number them.  Just do a mix of girl silhouettes and bunny logos.. cause I can't think of anything else either lol

Ok, How are you planning to number transparent png without gimp or photoshop... it is a trick with paint. I'll hunt for some more logos then.
Title: Re: Combining the big mods
Post by: crazy on June 13, 2012, 04:33:35 AM
Ok, How are you planning to number transparent png without gimp or photoshop... it is a trick with paint. I'll hunt for some more logos then.
I think I miss understood lol.  If you want to number the actually button then go for it.. I thought you mean in the name lol.  I was just planning on having a different one for each so after you learned which they were for it would be easy just to click the one you needed by the different buttons.
Title: Re: Combining the big mods
Post by: Xela on June 13, 2012, 04:39:15 AM
I think I miss understood lol.  If you want to number the actually button then go for it.. I thought you mean in the name lol.  I was just planning on having a different one for each so after you learned which they were for it would be easy just to click the one you needed by the different buttons.

Oki, so no numbers then :)
Title: Re: Combining the big mods
Post by: crazy on June 13, 2012, 04:57:15 AM
These new buttons really make the map look better thanks so much Xela.
Title: Re: Combining the big mods
Post by: Xela on June 13, 2012, 05:38:06 AM
These new buttons really make the map look better thanks so much Xela.

Maybe we can also find a new map? :D

In any case, here are some options, there is a joke in between, try to guess which one :D
Title: Re: Combining the big mods
Post by: Xela on June 13, 2012, 05:39:06 AM
3rd:
Title: Re: Combining the big mods
Post by: Xela on June 13, 2012, 05:39:52 AM
4th:
Title: Re: Combining the big mods
Post by: Xela on June 13, 2012, 05:40:48 AM
5th:
Title: Re: Combining the big mods
Post by: Xela on June 13, 2012, 05:41:29 AM
6th and last for now:
Title: Re: Combining the big mods
Post by: crazy on June 13, 2012, 05:42:35 AM
Maybe we can also find a new map? :D
A new map might be a good thing.  As what is there all the stuff I'm adding looks like its not even in the town but way way outside it lol.  And lol Pikachu I gotta use that I think
Title: Re: Combining the big mods
Post by: Xela on June 13, 2012, 07:56:52 AM
A new map might be a good thing.  As what is there all the stuff I'm adding looks like its not even in the town but way way outside it lol.  And lol Pikachu I gotta use that I think

No maps I could find that would suit WM, I'll see if it is possible to make a new map...
Title: Re: Combining the big mods
Post by: Aika on June 13, 2012, 02:20:25 PM
I like V9.
Title: Re: Combining the big mods
Post by: Popuri on June 13, 2012, 03:27:44 PM
I'll do some digging after class today, but I had an idea for the map.  Instead of taking an overhead 'map', why not just use a screen cap of a city from some anime?  You could make icons for the brothels/buildings smaller and place them where the building is in the picture.  Or you could copy the image of the building itself and use that with a halo around it as the 'icon', so it looks like the building just lights up as you mouse over it.  Kind of like in the draft versions of your game you've posted, Xela, where there's a 3/4 view of the city for your 'map'.
Title: Re: Combining the big mods
Post by: Xela on June 13, 2012, 03:40:26 PM
I'll do some digging after class today, but I had an idea for the map.  Instead of taking an overhead 'map', why not just use a screen cap of a city from some anime?  You could make icons for the brothels/buildings smaller and place them where the building is in the picture.  Or you could copy the image of the building itself and use that with a halo around it as the 'icon', so it looks like the building just lights up as you mouse over it.  Kind of like in the draft versions of your game you've posted, Xela, where there's a 3/4 view of the city for your 'map'.

 You beat me to my post :)
 Digging for city maps... We have about 10 GB of resources for Alkion as our programer created games in the past. Loads of maps, cities, pictures, icons, sprites, battlers, magic effects and so on, I couldn't find anything I would consider a perfect fit for a WM patch but sure, you are more than welcome to give it a try as well.
Title: Re: Combining the big mods
Post by: Xela on June 13, 2012, 03:42:20 PM
I like V9.

 
LoL, that can be used as well, I was basically trying out what can work as a brothel icon... those are not as easy to find as shops and banks...

After spending quite a while looking for a map online and in our resources, I could not find one that I liked or that would made sense for WM. So if Popuri fails to find anything decent:

 I am going to make a map myself. In that case we have to decide what we need in Crossgate (rivers, sea, an offshore island, castles, buildings, ruins, forest, beach, mountains, volcanoes and so on), you guys might even code in some new places to meet girls and maybe we can even put them on map so you can click those instead of the fugly WM button to take walks and meet girls. So, any ideas/requests?
Title: Re: Combining the big mods
Post by: Xela on June 13, 2012, 04:05:31 PM
I'll do some digging after class today, but I had an idea for the map.  Instead of taking an overhead 'map', why not just use a screen cap of a city from some anime?  You could make icons for the brothels/buildings smaller and place them where the building is in the picture.  Or you could copy the image of the building itself and use that with a halo around it as the 'icon', so it looks like the building just lights up as you mouse over it.

 On the other thought... since you've brought it up :D

Something from our resources...

PS: I started posting them one by one but soon realized that those are not png's and are to large to host on this forum. So I am uploading them elsewhere...

Kind of like in the draft versions of your game you've posted, Xela, where there's a 3/4 view of the city for your 'map'.
About alkion... The game is now primarily RPG and secondary Sim. The graphics you see on screens are simply to test the code and will likely be changed and edited many times. Even the brothel screen for example, there will be no 'native' brothel buildings, instead you buy something small and then upgrade and upgrade and upgrade, each upgrade unlocks more and more rooms you can build... Until you have a Castle, Battle Encampment or a Brothel or a Magic tower and etc, our writer has created a whole graphical tree with building structures.
Title: Re: Combining the big mods
Post by: Xela on June 13, 2012, 04:14:46 PM
Oki... here we go:


  (http://img228.imagevenue.com/loc595/th_618585166__122_595lo.) (http://img228.imagevenue.com/img.php?loc=loc595&image=618585166__122_595lo.) (http://img268.imagevenue.com/loc515/th_618588561__122_515lo.) (http://img268.imagevenue.com/img.php?loc=loc515&image=618588561__122_515lo.) (http://img20.imagevenue.com/loc251/th_618590401__122_251lo.) (http://img20.imagevenue.com/img.php?loc=loc251&image=618590401__122_251lo.)
(http://img234.imagevenue.com/loc354/th_618594725__122_354lo.) (http://img234.imagevenue.com/img.php?loc=loc354&image=618594725__122_354lo.) (http://img138.imagevenue.com/loc211/th_618597287__122_211lo.) (http://img138.imagevenue.com/img.php?loc=loc211&image=618597287__122_211lo.) (http://img159.imagevenue.com/loc40/th_961860286__122_40lo.) (http://img159.imagevenue.com/img.php?loc=loc40&image=961860286__122_40lo.)
(http://img139.imagevenue.com/loc188/th_618606643__122_188lo.) (http://img139.imagevenue.com/img.php?loc=loc188&image=618606643__122_188lo.) (http://img25.imagevenue.com/loc248/th_618610360__122_248lo.) (http://img25.imagevenue.com/img.php?loc=loc248&image=618610360__122_248lo.) (http://img34.imagevenue.com/loc375/th_618615313__122_375lo.) (http://img34.imagevenue.com/img.php?loc=loc375&image=618615313__122_375lo.)
(http://img24.imagevenue.com/loc25/th_618619709__122_25lo.) (http://img24.imagevenue.com/img.php?loc=loc25&image=618619709__122_25lo.) (http://img205.imagevenue.com/loc534/th_618622952__122_534lo.) (http://img205.imagevenue.com/img.php?loc=loc534&image=618622952__122_534lo.) (http://img252.imagevenue.com/loc344/th_618627783__122_344lo.) (http://img252.imagevenue.com/img.php?loc=loc344&image=618627783__122_344lo.)
(http://img195.imagevenue.com/loc345/th_618630480__122_345lo.) (http://img195.imagevenue.com/img.php?loc=loc345&image=618630480__122_345lo.) (http://img208.imagevenue.com/loc147/th_618640747__122_147lo.) (http://img208.imagevenue.com/img.php?loc=loc147&image=618640747__122_147lo.) (http://img188.imagevenue.com/loc494/th_618644405__122_494lo.) (http://img188.imagevenue.com/img.php?loc=loc494&image=618644405__122_494lo.)
(http://img242.imagevenue.com/loc124/th_618647114__122_124lo.) (http://img242.imagevenue.com/img.php?loc=loc124&image=618647114__122_124lo.) (http://img269.imagevenue.com/loc175/th_618650200__122_175lo.) (http://img269.imagevenue.com/img.php?loc=loc175&image=618650200__122_175lo.) (http://img173.imagevenue.com/loc18/th_618653685__122_18lo.) (http://img173.imagevenue.com/img.php?loc=loc18&image=618653685__122_18lo.)
(http://img7.imagevenue.com/loc146/th_618657106__122_146lo.) (http://img7.imagevenue.com/img.php?loc=loc146&image=618657106__122_146lo.) (http://img121.imagevenue.com/loc374/th_618661635__122_374lo.) (http://img121.imagevenue.com/img.php?loc=loc374&image=618661635__122_374lo.) (http://img216.imagevenue.com/loc70/th_618665538__122_70lo.) (http://img216.imagevenue.com/img.php?loc=loc70&image=618665538__122_70lo.)
(http://img146.imagevenue.com/loc4/th_618673441__122_4lo.) (http://img146.imagevenue.com/img.php?loc=loc4&image=618673441__122_4lo.) (http://img241.imagevenue.com/loc545/th_618676939__122_545lo.) (http://img241.imagevenue.com/img.php?loc=loc545&image=618676939__122_545lo.) (http://img178.imagevenue.com/loc152/th_961870519__122_152lo.) (http://img178.imagevenue.com/img.php?loc=loc152&image=961870519__122_152lo.)
(http://img150.imagevenue.com/loc13/th_618709223__122_13lo.) (http://img150.imagevenue.com/img.php?loc=loc13&image=618709223__122_13lo.) (http://img265.imagevenue.com/loc442/th_618713163__122_442lo.) (http://img265.imagevenue.com/img.php?loc=loc442&image=618713163__122_442lo.) (http://img188.imagevenue.com/loc145/th_618722906__122_145lo.) (http://img188.imagevenue.com/img.php?loc=loc145&image=618722906__122_145lo.)
(http://img106.imagevenue.com/loc561/th_618731673__122_561lo.) (http://img106.imagevenue.com/img.php?loc=loc561&image=618731673__122_561lo.) (http://img136.imagevenue.com/loc540/th_618736939__122_540lo.) (http://img136.imagevenue.com/img.php?loc=loc540&image=618736939__122_540lo.) (http://img5.imagevenue.com/loc62/th_618741616__122_62lo.) (http://img5.imagevenue.com/img.php?loc=loc62&image=618741616__122_62lo.)
(http://img239.imagevenue.com/loc405/th_618745273__122_405lo.) (http://img239.imagevenue.com/img.php?loc=loc405&image=618745273__122_405lo.) (http://img12.imagevenue.com/loc12/th_618749389__122_12lo.) (http://img12.imagevenue.com/img.php?loc=loc12&image=618749389__122_12lo.) (http://img265.imagevenue.com/loc175/th_618753598__122_175lo.) (http://img265.imagevenue.com/img.php?loc=loc175&image=618753598__122_175lo.)
(http://img134.imagevenue.com/loc232/th_618757476__122_232lo.) (http://img134.imagevenue.com/img.php?loc=loc232&image=618757476__122_232lo.) (http://img171.imagevenue.com/loc647/th_618760409__122_647lo.) (http://img171.imagevenue.com/img.php?loc=loc647&image=618760409__122_647lo.) (http://img16.imagevenue.com/loc68/th_618766846__122_68lo.) (http://img16.imagevenue.com/img.php?loc=loc68&image=618766846__122_68lo.)

 ::)

Edit: Some more:


  (http://img150.imagevenue.com/loc19/th_621061503_210px_Snowpoint_City_Anime_122_19lo.jpg) (http://img150.imagevenue.com/img.php?image=621061503_210px_Snowpoint_City_Anime_122_19lo.jpg) (http://img210.imagevenue.com/loc203/th_621065648_300px_Ever_Grande_City_Anime_122_203lo.jpg) (http://img210.imagevenue.com/img.php?image=621065648_300px_Ever_Grande_City_Anime_122_203lo.jpg) (http://img191.imagevenue.com/loc409/th_621069300_800px_Castelia_City_anime_122_409lo.jpg) (http://img191.imagevenue.com/img.php?image=621069300_800px_Castelia_City_anime_122_409lo.jpg)
(http://img200.imagevenue.com/loc43/th_621074919_1229534112129_122_43lo.jpg) (http://img200.imagevenue.com/img.php?image=621074919_1229534112129_122_43lo.jpg) (http://img177.imagevenue.com/loc470/th_621078781_Anime_goldenrod_122_470lo.jpg) (http://img177.imagevenue.com/img.php?image=621078781_Anime_goldenrod_122_470lo.jpg) (http://img262.imagevenue.com/loc92/th_621082488_city_5cm_122_92lo.jpg) (http://img262.imagevenue.com/img.php?image=621082488_city_5cm_122_92lo.jpg)
(http://img139.imagevenue.com/loc198/th_621085811_File_Goldenrod_City_anime_122_198lo.jpg) (http://img139.imagevenue.com/img.php?image=621085811_File_Goldenrod_City_anime_122_198lo.jpg) (http://img229.imagevenue.com/loc596/th_621090998_howl_moving_castle_city_manga_anime_desktop_1440x900_wallpaper_444178_122_596lo.jpg) (http://img229.imagevenue.com/img.php?image=621090998_howl_moving_castle_city_manga_anime_desktop_1440x900_wallpaper_444178_122_596lo.jpg) (http://img45.imagevenue.com/loc432/th_962109792_volkner_city_anime01_122_432lo.jpg) (http://img45.imagevenue.com/img.php?image=962109792_volkner_city_anime01_122_432lo.jpg)

     
Title: Re: Combining the big mods
Post by: crazy on June 13, 2012, 07:17:18 PM
They actually worked on a new town map here http://pinkpetal.org/index.php?topic=457.120.  Some interesting ideals for it in there.  I'm just not sure it works for my plans but it might be better then whats there until I get something better.
Title: Re: Combining the big mods
Post by: Xela on June 14, 2012, 02:44:46 AM
They actually worked on a new town map here http://pinkpetal.org/index.php?topic=457.120 (http://pinkpetal.org/index.php?topic=457.120).  Some interesting ideals for it in there.  I'm just not sure it works for my plans but it might be better then whats there until I get something better.

 So, I am reading the topic right now and a lot in there is code dependent. So in many ways that portion is up to you, can you restrict entire sections of the map? Put a 'fog of war' overlayers on them and so on... Dox said that engine doesn't support irregular shapes, not sure how that is possible but we'll have to find a workaround or something.
 
 Think about what we need in terms of districts/places/land and so on for the patch, we can always make a different map later or add sh!tz to this one. You said yourself that you were considering new places, Aika was thinking about improvements to scripts so maybe new meeting places like beach/forest outskirts and so on. I need some input so I don't have to redraw it 100 times :)

 In any case, back to reading that post.
Title: Re: Combining the big mods
Post by: crazy on June 14, 2012, 03:13:44 AM
So, I am reading the topic right now and a lot in there is code dependent. So in many ways that portion is up to you, can you restrict entire sections of the map? Put a 'fog of war' overlayers on them and so on... Dox said that engine doesn't support irregular shapes, not sure how that is possible but we'll have to find a workaround or something.
I think it would be a nice thing to have but not sure I need something like that.  I thought it was a lot more talk about where things should go in crossgate  last time I read was when it was beening posted so maybe my memory on it was bad.

Think about what we need in terms of districts/places/land and so on for the patch, we can always make a different map later or add sh!tz to this one. You said yourself that you were considering new places, Aika was thinking about improvements to scripts so maybe new meeting places like beach/forest outskirts and so on. I need some input so I don't have to redraw it 100 times :)

 In any case, back to reading that post.
New meeting places would be great.  There is a lot that could and should be done but I haven't done as much thinking on it as I should have.  I just know the current town map the town part is to small way to much empty land.  I'm not much for knowing where I want everything to go so I'll try and come up with all the places I want in and I'll check with Aika see if he wants anything added and just let you figure the where to place things part out lol.
Title: Re: Combining the big mods
Post by: Xela on June 14, 2012, 03:18:54 AM
New meeting places would be great.  There is a lot that could and should be done but I haven't done as much thinking on it as I should have.  I just know the current town map the town part is to small way to much empty land.  I'm not much for knowing where I want everything to go so I'll try and come up with all the places I want in and I'll check with Aika see if he wants anything added and just let you figure the where to place things part out lol.

OK, so I'll start slowly making the map, it will likely take a while as I've never made maps before :D
Title: Re: Combining the big mods
Post by: crazy on June 14, 2012, 03:20:40 AM
OK, so I'll start slowly making the map, it will likely take a while as I've never made maps before :D
That's fine no rush on this.
Title: Re: Combining the big mods
Post by: crazy on June 14, 2012, 06:31:18 AM
Some of the buildings I'm looking at adding include Community Center, a bath house, an auction house, place to train like ponygirls etc, modeling agency and an item factory.  Figure more then that but that's a good start see how people like them then go about adding more if people enjoy them.  Some of those may get cut or changed but that's kinda the plan right now.

Looking at adding some more jobs to the arena...  Think monster hunter job fits?  Thinking something along the lines of someone hires your girl to go hunt a monster.  Give you a chance at getting a unique girl from the catacombs with it.  Thoughts anyone?

Aika may want to add somethings also.
Title: Re: Combining the big mods
Post by: Xela on June 14, 2012, 07:18:43 AM
Some of the buildings I'm looking at adding include Community Center, a bath house, an auction house, place to train like ponygirls etc, modeling agency and an item factory.  Figure more then that but that's a good start see how people like them then go about adding more if people enjoy them.  Some of those may get cut or changed but that's kinda the plan right now.

Looking at adding some more jobs to the arena...  Think monster hunter job fits?  Thinking something along the lines of someone hires your girl to go hunt a monster.  Give you a chance at getting a unique girl from the catacombs with it.  Thoughts anyone?

Aika may want to add somethings also.

 Ponygirls are to difficult to back with decent per girl pics, bathhouse = onsen, no need for a normal bathhouse, think about adding a shop that sells items that factory makes. You can move beast hunting to the Arena, that would make sense.

 That's a load of work, especially in C++. Maybe you should learn Python as well and code a new game :D

 I can't seem to figure out how to draw a decent citywall :( Back to learning how to make maps...
Title: Re: Combining the big mods
Post by: Scot01 on June 14, 2012, 11:43:31 AM
I hope it was mentioned before, i didnt find anything about it:

Whenever I have girls in the studio or clinic i'm unable to access the inventory management.

Known bug? or is it only me?
Title: Re: Combining the big mods
Post by: Xela on June 14, 2012, 01:44:36 PM
I hope it was mentioned before, i didnt find anything about it:

Whenever I have girls in the studio or clinic i'm unable to access the inventory management.

Known bug? or is it only me?

 It's bug, we'll have to wait for new releases...

Title: Re: Combining the big mods
Post by: hewhocumsbynight on June 14, 2012, 03:07:59 PM
Oh, on that topic:  When I tried to make a movie at the Studio, it said I needed a focuscrystal and a camera mage.  Where do I get these items, or do they even exist at all?
Title: Re: Combining the big mods
Post by: Xela on June 14, 2012, 04:57:05 PM
 I guess you cannot just decide to make a good map off the bat, learning curve is pretty harsh :(

 I am not sure I am keeping any of it but this is the fist sketch, just a couple of roads, sea, my sucky walls (still didn't figure out the trick) and some buildings for highborn...
Title: Re: Combining the big mods
Post by: crazy on June 14, 2012, 08:38:12 PM
Oh, on that topic:  When I tried to make a movie at the Studio, it said I needed a focuscrystal and a camera mage.  Where do I get these items, or do they even exist at all?
camera mage and Crystal Purifier are two jobs in the studio you have to have people working them is all.
Title: Re: Combining the big mods
Post by: crazy on June 14, 2012, 09:01:28 PM
Ponygirls are to difficult to back with decent per girl pics, bathhouse = onsen, no need for a normal bathhouse, think about adding a shop that sells items that factory makes. You can move beast hunting to the Arena, that would make sense.
As I said it's all up in the air.  Once I finish the arena (also gotta work somethings out in the studio and clinic) I'm going to the CC so people can have a way of being nice if they want it.  I agree about the ponygirls pic thing but people seem to like them and I think having a job that required the girl to train at it 1st would be cool.  The bath house is something I want cause of an anime... I honestly don't remember which but I liked the thought of it.  It would basiclly be a brothel with different jobs.  Adding a shop like that could work but item factory is one of the last things I'm going try to make.  And last yea I thought about moving beast hunting to the arena and have fight beast require you to have beasts to use but I haven't made up my mind on that yet.  Something else I'm thinking about is doing something more interesting with the PC's house I have a crazy plan for it but I know for sure I can't code that so for now looking maybe just be able to send a few girls there for your personal harem..  If I can figure out how to make that more interesting then a crappy job that does basiclly nothing more then says she took care of your needs....
Title: Re: Combining the big mods
Post by: crazy on June 14, 2012, 09:17:12 PM
I hope it was mentioned before, i didnt find anything about it:
Whenever I have girls in the studio or clinic i'm unable to access the inventory management.
Known bug? or is it only me?
I'm almost sure Senza did that on purpose.. No ideal why he did it that way but seems to me he left it that way for a reason would have to back thru his thread...  After going back into his thread it seems that it would break inventory management if you accessed it in the studio or clinic.  I'll look into see what I can come up with.
Title: Re: Combining the big mods
Post by: Xela on June 15, 2012, 02:38:08 AM
I'm almost sure Senza did that on purpose.. No ideal why he did it that way but seems to me he left it that way for a reason would have to back thru his thread...  After going back into his thread it seems that it would break inventory management if you accessed it in the studio or clinic.  I'll look into see what I can come up with.

 In original WM they had a concept that player could move girls and items through magical catacombs (that did not even exist underground but were sort of portways) that connected to all brothels... He prolly did not want new buildings to be connected but that IS annoying as hell so please find a fix if you can.
Title: Re: Combining the big mods
Post by: crazy on June 15, 2012, 02:41:29 AM
In original WM they had a concept that player could move girls and items through magical catacombs (that did not even exist underground but were sort of portways) that connected to all brothels... He prolly did not want new buildings to be connected but that IS annoying as hell so please find a fix if you can.
I looked thru the thread it was because it broke things and he never got around to fixing it.. After looking over the item managment screen I should be able to fix it just gotta get around to it when I have the chance.  Should be some time later tonight I'll have it fixed.  I hope
Title: Re: Combining the big mods
Post by: Xela on June 15, 2012, 02:47:56 AM
I looked thru the thread it was because it broke things and he never got around to fixing it.. After looking over the item managment screen I should be able to fix it just gotta get around to it when I have the chance.  Should be some time later tonight I'll have it fixed.  I hope

 Got it, what do you think about the map? Should I work on that one or make it anew?
Title: Re: Combining the big mods
Post by: crazy on June 15, 2012, 03:05:46 AM
Got it, what do you think about the map? Should I work on that one or make it anew?
It's looking good keep working on that one.
Title: Re: Combining the big mods
Post by: crazy on June 15, 2012, 05:49:24 AM
Turns out the item thing is way more of a pain in the ass then I thought it was going be... So might have to slide down the list of things todo
Title: Re: Combining the big mods
Post by: Xela on June 15, 2012, 02:09:00 PM
Turns out the item thing is way more of a pain in the ass then I thought it was going be... So might have to slide down the list of things todo

Oki, I'll see if I can put in couple of hours into the map tonight, otherwise it will have to be postponed until next week.
Title: Re: Combining the big mods
Post by: crazy on June 16, 2012, 12:28:46 AM
Oki, I'll see if I can put in couple of hours into the map tonight, otherwise it will have to be postponed until next week.
No real rush on it.  Take all the time you need.
Title: Re: Combining the big mods
Post by: Xela on June 16, 2012, 07:21:50 PM
 Holy cr@p, I never thought that skins for WM could be that complex, I just got girl management screen frame for PS, there are like 30 layers there... I am not sure what half of those layers do, at least not from my first glance.
 
  In any case, I managed to get skin to work with your patch, so far so good... Now to get other frames and buttons and we're all set, creator of the skin is very pleasant, so it's a only a matter of time until we get rest of art for the patch (he rarely comes to pl forums :( ). And a matter of my limited photoshop skill to make similar screens for rest of the buildings.

 Edit: Top two pics are actually different, Day/Night effects...
Title: Re: Combining the big mods
Post by: crazy on June 16, 2012, 07:47:17 PM
Holy cr@p, I never thought that skins for WM could be that complex, I just got girl management screen frame for PS, there are like 30 layers there... I am not sure what half of those layers do, at least not from my first glance.
 
  In any case, I managed to get skin to work with your patch, so far so good... Now to get other frames and buttons and we're all set, creator of the skin is very pleasant, so it's a only a matter of time until we get rest of the art for the patch (he rarely comes to pl forums :( ). And a matter of my limited photoshop skill to make similar screens for rest of the buildings.
Looking good can't wait to get it for the game.
Title: Re: Combining the big mods
Post by: Kenki on June 17, 2012, 03:14:08 PM
Nicely done Xela, please pass on praise to the Original Creator. He did a fantastic job with skin.


I imagine many of us are very appreciative of you taking the effort to the adapt the skin for the current builds/mods.


Thanks for the effort!
Title: Re: Combining the big mods
Post by: Xela on June 17, 2012, 03:28:31 PM
Nicely done Xela, please pass on praise to the Original Creator. He did a fantastic job with skin.


I imagine many of us are very appreciative of you taking the effort to the adapt the skin for the current builds/mods.


Thanks for the effort!

You're more than welcome :) I'll get this skin working either way, it's a good thing that there is no rush in this as I am trying to code a walkabout engine for Alkion as well.
Title: Re: Combining the big mods
Post by: crazy on June 19, 2012, 02:37:38 AM
Need a picture to use for the clinic and studio screens if anyone knows any they think would work link them to me plz.
Title: Re: Combining the big mods
Post by: Xela on June 19, 2012, 04:17:45 AM
Need a picture to use for the clinic and studio screens if anyone knows any they think would work link them to me plz.

Oki, here we go again :)

PS: Did you get buttons you asked for?


  (http://img145.imagevenue.com/loc470/th_094127944_0547_122_470lo.jpg) (http://img145.imagevenue.com/img.php?image=094127944_0547_122_470lo.jpg) (http://img187.imagevenue.com/loc501/th_094129261_0562_122_501lo.jpg) (http://img187.imagevenue.com/img.php?image=094129261_0562_122_501lo.jpg) (http://img148.imagevenue.com/loc49/th_094131693_967_122_49lo.jpg) (http://img148.imagevenue.com/img.php?image=094131693_967_122_49lo.jpg)
(http://img256.imagevenue.com/loc493/th_094133364_bg058_122_493lo.jpg) (http://img256.imagevenue.com/img.php?image=094133364_bg058_122_493lo.jpg) (http://img205.imagevenue.com/loc581/th_094135271_hai_23_122_581lo.jpg) (http://img205.imagevenue.com/img.php?image=094135271_hai_23_122_581lo.jpg) (http://img171.imagevenue.com/loc716/th_094137427_hai_23_n_122_716lo.jpg) (http://img171.imagevenue.com/img.php?image=094137427_hai_23_n_122_716lo.jpg)
(http://img37.imagevenue.com/loc435/th_094139765_MGD_000004_122_435lo.jpg) (http://img37.imagevenue.com/img.php?image=094139765_MGD_000004_122_435lo.jpg) (http://img136.imagevenue.com/loc448/th_009414180_MikoRyouZokuHousou_0021_122_448lo.jpg) (http://img136.imagevenue.com/img.php?image=009414180_MikoRyouZokuHousou_0021_122_448lo.jpg) (http://img132.imagevenue.com/loc240/th_094143931_MikoRyouZokuHousou_0022_122_240lo.jpg) (http://img132.imagevenue.com/img.php?image=094143931_MikoRyouZokuHousou_0022_122_240lo.jpg)
(http://img111.imagevenue.com/loc461/th_094145929_MusukonoInbouniChietsuSuruHaha_0068_122_461lo.jpg) (http://img111.imagevenue.com/img.php?image=094145929_MusukonoInbouniChietsuSuruHaha_0068_122_461lo.jpg) (http://img107.imagevenue.com/loc183/th_094147364_MusukonoInbouniChietsuSuruHaha_0069_122_183lo.jpg) (http://img107.imagevenue.com/img.php?image=094147364_MusukonoInbouniChietsuSuruHaha_0069_122_183lo.jpg) (http://img16.imagevenue.com/loc357/th_094149873_MusukonoInbouniChietsuSuruHaha_0070_122_357lo.jpg) (http://img16.imagevenue.com/img.php?image=094149873_MusukonoInbouniChietsuSuruHaha_0070_122_357lo.jpg)
(http://img20.imagevenue.com/loc12/th_094151531_MusukonoInbouniChietsuSuruHaha_0071_122_12lo.jpg) (http://img20.imagevenue.com/img.php?image=094151531_MusukonoInbouniChietsuSuruHaha_0071_122_12lo.jpg)
     

Title: Re: Combining the big mods
Post by: Xela on June 19, 2012, 04:35:05 AM
Need a picture to use for the clinic and studio screens if anyone knows any they think would work link them to me plz.

Now the studio screen is somewhat more difficult. Maybe something along these lines:


PS: Maybe you can turn movie studio into a mixed studio for producing both movies and records. That way you can use one of the movie icons on the map and we can prolly find a better recording studio picture than a movie studio picture. Another alternative is to simply a photoshop something that will pass for a movie studio.


Edit: Two more possibilities...
Title: Re: Combining the big mods
Post by: crazy on June 19, 2012, 04:52:57 AM
PS: Did you get buttons you asked for?
Yes I did thanks.  Got them in use already.  Current building the arena screen a few hick ups to work out but once I get it worked out the studio and clinic screens will be easy.  I figure for now the screens I'm building will just have to be missing a few of the things the brothel ones have until I get everything working.
Now the studio screen is somewhat more difficult. Maybe something along these lines:
PS: Maybe you can turn movie studio into a mixed studio for producing both movies and records. That way you can use one of the movie icons on the map and we can prolly find a better recording studio picture than a movie studio picture. Another alternative is to simply a photoshop something that will pass for a movie studio.
Edit: Two more possibilities...
I might look at making the studio more then just movies I had thought about that.  Wouldn't be hard would just be another job filter to add to it.  What else would work with it besides music?  If I'm going expaned it might as well look at all options I can add to it.
Title: Re: Combining the big mods
Post by: Number76 on June 19, 2012, 04:56:56 AM
Looks like Xela already has this covered. Still more images to choose from isn't a bad thing right?

Here is a reasonable outside shot of what could be a clinic:

http://visualnoveldai.com/gallery/crescendo-backgrounds-1006935/bg166aa (http://visualnoveldai.com/gallery/crescendo-backgrounds-1006935/bg166aa)

Inside shot:

http://g.e-hentai.org/s/e3794fcd12/281512-33 (http://g.e-hentai.org/s/e3794fcd12/281512-33)

As for a studio, that is a little bit more difficult.

This could be an inside shot of a studio where small private productions are shot:

http://visualnoveldai.com/gallery/crescendo-backgrounds-1006935/bg161ba (http://visualnoveldai.com/gallery/crescendo-backgrounds-1006935/bg161ba)

Or this could be an outside shot of a more rural location where filming could take place:

http://g.e-hentai.org/s/3d48827c48/167442-133 (http://g.e-hentai.org/s/3d48827c48/167442-133)

But there is no reason to restrict yourself to the images that caught my eye. Here are a few galleries with anime style backgrounds:

http://visualnoveldai.com/gallery/crescendo-backgrounds-1006935?page=0%2C0 (http://visualnoveldai.com/gallery/crescendo-backgrounds-1006935?page=0%2C0)
http://visualnoveldai.com/galleries/utena-backgrounds-1011655 (http://visualnoveldai.com/galleries/utena-backgrounds-1011655)
http://visualnoveldai.com/galleries/tsukihime-backgrounds-1008897?page=0%2C0 (http://visualnoveldai.com/galleries/tsukihime-backgrounds-1008897?page=0%2C0)
http://g.e-hentai.org/g/167442/755ccd7b68/?p=3 (http://g.e-hentai.org/g/167442/755ccd7b68/?p=3) (NSFW, backgrounds from pages 4-9)
http://g.e-hentai.org/g/281512/a1c714828f/ (http://g.e-hentai.org/g/281512/a1c714828f/) (also NSFW, backgrounds from pages 1-3)

Hope that helps!
Title: Re: Combining the big mods
Post by: Xela on June 19, 2012, 05:12:25 AM
What else would work with it besides music?  If I'm going expaned it might as well look at all options I can add to it.

Well, normal movies that check against Charisma, Beauty, maybe some traits, also maybe intelligence. Projects must be produced over a period of time and have some sort of a quality stat that will determine the price.

Also softcore movies that check against strip stat and hardcore movies that checks also against sex stats.

Than photoshots and journals (Local Playboy edition :D , maybe we can add a couple of texts to show when project is finished and pretend that people buy it for articles :D (Idea for article (j/k) = A Puppy or a Slavegirl! Both are very cure but who will be your best friend? Find out in the latest addition of Crossgate Playboy (Household section))) :)

What else? I have a bunch of ideas but I would like to keep some for WM2 as well, maybe we can add an advertising agency where in a project a number of girls run the projects and are checked mainly against intelligence and models that are checked against beauty? Most of these project will make sense only if you can code multiple girls working on the same project for a long period of time. And also if advertising agency is added to the patch, costumers would have to be local businesses and government, not local crowd. It all depends on what you can code. I am just throwing around ideas...
Title: Re: Combining the big mods
Post by: Xela on June 19, 2012, 05:14:55 AM
http://visualnoveldai.com/ (http://visualnoveldai.com/gallery/crescendo-backgrounds-1006935?page=0%2C0)

Wow, more than a decent resource, many thanks for this one!
Title: Re: Combining the big mods
Post by: crazy on June 19, 2012, 05:16:15 AM
What all buttons does the arena screen need?  Right now it has girl managment, turn summary, next week, gangs, and back.  I added brothel setup but it brings up brothel setup for the 1st brothel which might help... seeing as you have to buy anti-preg for the other building by using the auto buy.  But it won't add rooms it don't need advertaing so I'm thinking of removing it cause it will cause people to use it trying to another room when they can't.  Not sure how I'll fix that yet but that's all the buttons I think it needs other then the new ones I have planned thoughts anyone?
Looks like Xela already has this covered. Still more images to choose from isn't a bad thing right?
Hope that helps!
One thing I could do is add more locations to the map that aren't new buildings.  Things like the town square where event could happen...  I could add the screen easy enough but I haven't looked into event much yet so its just a thought for now but with all the images and such it's something I could do and would be a nice place for new scripts..... but that's something for down the road.

I also will need someone to do some writing for me once the next release is out... maybe unless I like what I write.
Title: Re: Combining the big mods
Post by: Xela on June 19, 2012, 05:26:20 AM
What all buttons does the arena screen need?  Right now it has girl managment, turn summary, next week, gangs, and back.

That depends on what your plans for the arena are... It would be nice if it did something more than just setting girls to work as beast huntresses and gradiatrix... Maybe some form of a lineup and competitions? Also an Arena Master that your girl can become and Arena reputation and ranking that every of your arena girls would have? That would be my approach of I coded Arena in Python...
Title: Re: Combining the big mods
Post by: crazy on June 19, 2012, 05:37:57 AM
Than photoshots and journals (Local Playboy edition :D , maybe we can add a couple of texts to show when project is finished and pretend that people buy it for articles :D (Idea for article (j/k) = A Puppy or a Slavegirl! Both are very cure but who will be your best friend? Find out in the latest addition of Crossgate Playboy (Household section))) :)
What else? I have a bunch of ideas but I would like to keep some for WM2 as well, maybe we can add an advertising agency where in a project a number of girls runs the projects and are checked mainly against intelligence and models that are checked against beauty? Most of these project will make sense only if you can code multiple girls working on the same project for a long period of time. And also if advertising agency is added to the patch, costumers would have to be local businesses and government, not local crow. It all depends on what you can code. I am just throwing around ideas...
I had planned on adding a modeling agency that would do things like playboy, swimsuit mags, fashion shows, etc.  But I could always add that to the studio.  Thought about a theater also were you could do plays, live sex shows, etc that could go to the studio also I guess after all the map is small (I could always add a 2nd map also).  This is for down the road though I have so much to do.  I still need to make screens, code jobs for the centre, finish the clinic, the arena, and studio... sigh so much to do lol.
That depends on what your plans for the arena are... It would be nice if it did something more than just setting girls to work as beast huntresses and gradiatrix... Maybe some form of a lineup and competitions? Also an Arena Master that your girl can become and Arena reputation and ranking that every of your arena girls would have? That would be my approach of I coded Arena in Python...
Would love to have it set up where your rivals have girls in it you set matchs up by picking which girl you want to fight your rivals.  Basically have your girls work there way up.. made a post about this long ago trying to get a dev to do it but never happened.  But for now I'm keeping it simple I want to get things in then work on making them better.  This may be the wrong way to go about doing it but with my coding skill I'm doing what I can.
Title: Re: Combining the big mods
Post by: Xela on June 19, 2012, 05:53:39 AM
I had planned on adding a modeling agency that would do things like playboy, swimsuit mags, fashion shows, etc.  But I could always add that to the studio.  Thought about a theater also were you could do plays, live sex shows, etc that could go to the studio also I guess after all the map is small (I could always add a 2nd map also).  This is for down the road though I have so much to do.  I still need to make screens, code jobs for the centre, finish the clinic, the arena, and studio... sigh so much to do lol.Would love to have it set up where your rivals have girls in it you set matchs up by picking which girl you want to fight your rivals.  Basically have your girls work there way up.. made a post about this long ago trying to get a dev to do it but never happened.  But for now I'm keeping it simple I want to get things in then work on making them better.  This may be the wrong way to go about doing it but with my coding skill I'm doing what I can.

 I did think about theater but that is to much and should not be in the studio anyway, maybe writing a screenplay can be a studio job... About live sex shows, think about Red Lights Street instead, Live shows can be put there...
Title: Re: Combining the big mods
Post by: crazy on June 21, 2012, 06:38:45 AM
Wow even with my changes to studio I still don't think you can make a profit making them...  So going work on that see if I can make it to where you get a profit.
Title: Re: Combining the big mods
Post by: Xela on June 21, 2012, 08:48:49 AM
Wow even with my changes to studio I still don't think you can make a profit making them...  So going work on that see if I can make it to where you get a profit.

 Balancing out a game is a b!7ch... If you can manage the code: movies should be a long term project preferably involving multiple girls and should bring in a lot of money at once, maybe even extra royalties over time. They also should have quality rating.

 It is still weird that you cannot simply increase pay player gets for movies to make them profitable :)
Title: Re: Combining the big mods
Post by: crazy on June 26, 2012, 06:02:38 PM
Haven't had much time to code but may get a new patch out soon.  Has a few bug fixes and arena is a different building now and clinic and arena have screens like the brothels.. but without the text still working on that one.
Title: Re: Combining the big mods
Post by: Xela on June 27, 2012, 02:43:52 AM
Haven't had much time to code but may get a new patch out soon.  Has a few bug fixes and arena is a different building now and clinic and arena have screens like the brothels.. but without the text still working on that one.

Break a leg  ;)
Title: Re: Combining the big mods
Post by: crazy on July 05, 2012, 06:19:33 PM
Really wasn't sure if I wanted to release this as it is cause theres very little new but I'm looking for some feed back anyway on the new screens and I need some help with the arena tryout dialog... I also want to added a casting couch and something similar to the clinic which will need dialog.  Figure by adding them which is basicly a walk around town option it will help make them more unique from the brothels.  Centre is also on the map but not of any use yet I've only got two jobs coded for it and you can't transfer girls to it yet so it doesn't matter.  I need an arena pic also as I would like the arena screen and tryout screen to use different pics.

Link- http://www.mediafire.com/?1lw1t7um1ybtm1p
Title: Re: Combining the big mods
Post by: Xela on July 05, 2012, 06:46:14 PM
 8)
Title: Re: Combining the big mods
Post by: E. on July 06, 2012, 12:39:57 AM
Tried it quickly.
Filming group sex doesn't display the correct image and [size=78%]You can't sen girls to the community center.[/size]

Title: Re: Combining the big mods
Post by: crazy on July 06, 2012, 12:56:37 AM
Filming group sex doesn't display the correct image
Ty for the bug report it's fixed now..  As for the Centre as I said it's not finished and should be ignored.
Title: Re: Combining the big mods
Post by: Xela on July 06, 2012, 03:32:05 AM
Didn't have time to try it yesterday :( Good thing you've got feedback already.
Title: Re: Combining the big mods
Post by: hewhocumsbynight on July 06, 2012, 07:56:49 AM
Not sure why this is, but every time I try going into next week, the game crashes.   This only happened after I installed the most recent update.  Anybody else having the same problem?
Title: Re: Combining the big mods
Post by: crazy on July 06, 2012, 11:36:20 PM
Not sure why this is, but every time I try going into next week, the game crashes.   This only happened after I installed the most recent update.  Anybody else having the same problem?
Is it an old save you loaded or did you start a new game?  If its an old save then my guess is you need reset the jobs of your girls as one of them is probally different now.  If its a new game the I would need to see your game log.
Title: Re: Combining the big mods
Post by: hewhocumsbynight on July 07, 2012, 10:17:39 AM
It's an old save.  Thanks for the advice.
Title: Re: Combining the big mods
Post by: rxformula91 on July 07, 2012, 02:12:26 PM
Hi great mod.  Thanks for keeping this game alive, do you think you can update the Source file link as well?  Thanks in advance
Title: Re: Combining the big mods
Post by: Xela on July 07, 2012, 02:16:42 PM
LoL

He keeps forgetting to do that. Maybe this is an intermediate version...
Title: Re: Combining the big mods
Post by: crazy on July 07, 2012, 08:17:10 PM
Hi great mod.  Thanks for keeping this game alive, do you think you can update the Source file link as well?  Thanks in advance
I will soonish it's not really much different then what's posted though.
Title: Re: Combining the big mods
Post by: dethlord99 on July 07, 2012, 09:16:33 PM
Crazy with the new .05 each time you try to change the config file it makes the arena, centre, and Studio buttons disappear from the town map.
Title: Re: Combining the big mods
Post by: crazy on July 08, 2012, 12:07:16 AM
Crazy with the new .05 each time you try to change the config file it makes the arena, centre, and Studio buttons disappear from the town map.
What did you change?
Title: Re: Combining the big mods
Post by: dethlord99 on July 08, 2012, 12:09:36 AM
I tried changing meet rate and starting money
Title: Re: Combining the big mods
Post by: crazy on July 08, 2012, 12:17:16 AM
I tried changing meet rate and starting money
Not having that problem when I change those, did you also change the Resolution thing?
Title: Re: Combining the big mods
Post by: dethlord99 on July 08, 2012, 12:20:56 AM
yes i did
Title: Re: Combining the big mods
Post by: crazy on July 08, 2012, 12:25:01 AM
yes i did
Thats the problem then I haven't done anything for 1024*768... though all you should have to do is copy the screens that are missing into the other folder.
Title: Re: Combining the big mods
Post by: dethlord99 on July 08, 2012, 12:26:10 AM
OK
Title: Re: Combining the big mods
Post by: dethlord99 on July 08, 2012, 12:28:42 AM
It still made them disappear
Title: Re: Combining the big mods
Post by: crazy on July 08, 2012, 12:30:06 AM
It still made them disappear
Copy the town map also
Title: Re: Combining the big mods
Post by: dethlord99 on July 08, 2012, 12:31:10 AM
copy it to where exactly?
Title: Re: Combining the big mods
Post by: crazy on July 08, 2012, 12:36:26 AM
copy it to where exactly?
go to resources then interface and copy from classic to 1024_768 the town map and all the missing files.  That should fix it.
Title: Re: Combining the big mods
Post by: dethlord99 on July 08, 2012, 12:38:50 AM
I did then changed then changed the config but they don't show up.
Title: Re: Combining the big mods
Post by: Xela on July 08, 2012, 04:35:09 AM
I wonder if it is possible to tweak WM so it would work with all resolutions without having to deal with so much fuss...
Title: Re: Combining the big mods
Post by: hewhocumsbynight on July 09, 2012, 12:28:28 AM
Hey, sorry if you've answered this question before, but what name is used for the image files related to exhibitionism?  Is there a specific name (nude1.jpg/exibitionist1.jpg) or does it just go with profile1?
Title: Re: Combining the big mods
Post by: teitogun on July 09, 2012, 01:21:42 PM
I think I managed to solve that problem I've been having with the profile pictures not showing up. What I had to do is basically load every girl in the chara edit and save it as a different list. Apparently I was using girlsx files from way back when the game was first released, and they were incompatible with the mods.  It sounds tedious, but it's really not that time consuming considering that all you have to do is put them into one or two very big lists. Same needs to be done with the random girls.  So in case someone else has this problem, I hope this helps.
Title: Re: Combining the big mods
Post by: Xela on July 09, 2012, 02:54:47 PM
I think I managed to solve that problem I've been having with the profile pictures not showing up. What I had to do is basically load every girl in the chara edit and save it as a different list. Apparently I was using girlsx files from way back when the game was first released, and they were incompatible with the mods.  It sounds tedious, but it's really not that time consuming considering that all you have to do is put them into one or two very big lists. Same needs to be done with the random girls.  So in case someone else has this problem, I hope this helps.

I did that with all characters on my drive like an year ago :D

How could you still have the old format...?
Title: Re: Combining the big mods
Post by: akab on July 13, 2012, 10:46:31 AM

Could you post the source code of the new version (0.5).
I'm trying to make a few tweaks here and there, but with little success.  ::)
There is a wiki that explains what makes the various classes, functions etc. ..
maybe a program flow? (I have seen that there are many comments, but scattered in the code).


Thanks for your efforts.
Title: Re: Combining the big mods
Post by: Xela on July 13, 2012, 11:17:31 AM
Could you post the source code of the new version (0.5).
I'm trying to make a few tweaks here and there, but with little success.  ::)
There is a wiki that explains what makes the various classes, functions etc. ..
maybe a program flow? (I have seen that there are many comments, but scattered in the code).


Thanks for your efforts.

WM code is exceptionally well commented, don't you think wiki would be an overkill..?
Title: Re: Combining the big mods
Post by: b00marrows on July 13, 2012, 03:02:07 PM
WM code is exceptionally well commented, don't you think wiki would be an overkill..?
the only problem with the source code is people are lazy. also people can get lost (like i did) looking at 1 things and expecting that to be it, but it never is ,there's always something else you haven't looked at yet that adds an extra twist to what you wanted to do.
Title: Re: Combining the big mods
Post by: Xela on July 13, 2012, 03:14:38 PM
the only problem with the source code is people are lazy. also people can get lost (like i did) looking at 1 things and expecting that to be it, but it never is ,there's always something else you haven't looked at yet that adds an extra twist to what you wanted to do.

I expect that is the reason why everyone wants to try making their own game, understanding source for WM is not easy and most programers tend to agree that adding new stuff to the game is difficult... but here we are taking about small modifications and fixes, anyone with some basic knowhow in C++ should be able to do it. In any case, explaining how entire WM works to a non programer can take month, time was better spent coding the actual game :)
Title: Re: Combining the big mods
Post by: akab on July 13, 2012, 05:47:13 PM

WM code is exceptionally well commented, don't you think wiki would be an overkill..?


It is probably true ... personally when I look at a project larger than 20 lines ;) I build a sort of
guide, because very often I resume on a project after some time. frequently restart and have
an overview of the current situation of the project can take her time.


Never mind, in the absence of other documentation, I will take longer time, and several
more tests to understand how and where to act ..


the only problem with the source code is people are lazy. also people can get lost (like i did)
looking at 1 things and expecting that to be it, but it never is ,there's always something else
you haven't looked at yet that adds an extra twist to what you wanted to do.


True, but almost all the programmers are "lazy" (1) ... although I am only a practiser.
And yes it is easy to get lost in the code and maybe miss the nuances or make treasury of
functions or procedures that are already present in the code, written by competent
programmers, but that you may ignore its existence.


(1) "lazy" in the exception of people who do not like to write more code than they need, and
like to reuse their work (already tried and tested).
Title: Re: Combining the big mods
Post by: b00marrows on July 13, 2012, 10:02:08 PM
quick question am i right in thinking that all i need to do is rename "oral sex" to "Bestiality" to make my girls compatible with this mod?

if not could someone explain what i need to do?
Title: Re: Combining the big mods
Post by: Xela on July 14, 2012, 04:41:19 AM
quick question am i right in thinking that all i need to do is rename "oral sex" to "Bestiality" to make my girls compatible with this mod?

if not could someone explain what i need to do?

Not sure I understood the question. Even vanilla girls are compatible to this mod.
Title: Re: Combining the big mods
Post by: b00marrows on July 14, 2012, 05:53:38 AM
to put it simply how do i make my 2 aika mod girls compatible with this mod? is it as simple as renaming oral to bestiality?
Title: Re: Combining the big mods
Post by: Xela on July 14, 2012, 06:12:46 AM
to put it simply how do i make my 2 aika mod girls compatible with this mod? is it as simple as renaming oral to bestiality?

  I am not sure what oral and bestiality have in common, why do you want to rename them? For example I think that crazy uses 'nude' where Aika uses 'Ecchi', that can be renamed. I already said a bunch of times that I believe making girlpacks for mods at this stage is premature, Code Modders may still add new categories, add new traits or even stats... I am sure that crazy will make a guide for girl modders when the time is right.

 
Title: Re: Combining the big mods
Post by: b00marrows on July 14, 2012, 08:05:32 AM
  I am not sure what oral and bestiality have in common, why do you want to rename them? For example I think that crazy uses 'nude' where Aika uses 'Ecchi', that can be renamed. I already said a bunch of times that I believe making girlpacks for mods at this stage is premature, Code Modders may still add new categories, add new traits or even stats... I am sure that crazy will make a guide for girl modders when the time is right.

still trying to figure out how you where confused about my question... all i wanted to do was quickly port my gils over to this mod for personal use...

but i done it anyway and tested. it is as simple as naming "oral sex" to "beastiality". i also added the needed pics.


also i think i found some sort of bug? if i put the name "Test" as my brothel i start with ALOTA gold and i can walk around town forever (some sort of dev test thing?) but every girl i bump into is bugged, they have traits as names (strong, strange eyes etc) and completly random stats.

my next issues is SOMEHOW a girl with 100 agility, 100 combat, 100 magic, 100 constitution and 70 confidence managed to loose a battle in the catacombs four times in a row!

and i also got a crash, do you want me to post the error i got?
Title: Re: Combining the big mods
Post by: Popuri on July 14, 2012, 08:23:33 AM
Xela, as I recall Oral isn't a default category for WM.  Aika's mod replaced Bestiality with Oral.

That's what b00 was asking.  Could be wrong though, I haven't looked at vanilla WM in ages. >.>  *goes back to scribbling in her notebook*
Title: Re: Combining the big mods
Post by: Xela on July 14, 2012, 08:28:00 AM
still trying to figure out how you where confused about my question... all i wanted to do was quickly port my gils over to this mod for personal use...

but i done it anyway and tested. it is as simple as naming "oral sex" to "beastiality". i also added the needed pics.


also i think i found some sort of bug? if i put the name "Test" as my brothel i start with ALOTA gold and i can walk around town forever (some sort of dev test thing?) but every girl i bump into is bugged, they have traits as names (strong, strange eyes etc) and completly random stats.

my next issues is SOMEHOW a girl with 100 agility, 100 combat, 100 magic, 100 constitution and 70 confidence managed to loose a battle in the catacombs four times in a row!

and i also got a crash, do you want me to post the error i got?

Lmao

Unfortunate...

Always post errors, they will help crazy figuring out that's going on and fix it. Rest are balancing issues.
Title: Re: Combining the big mods
Post by: b00marrows on July 14, 2012, 08:39:12 AM
ok is there an error log or should i just post the error windows gave me?
Title: Re: Combining the big mods
Post by: Xela on July 14, 2012, 09:02:24 AM
ok is there an error log or should i just post the error windows gave me?

It's up to crazy really, but I always found gamelog.txt file in root game folder important for debugging.
Title: Re: Combining the big mods
Post by: b00marrows on July 14, 2012, 09:22:47 AM
Ok, never uploaded attachments before so here goes.

"Gamelog.txt" might not be useful because i booted the game back up and continued via an auto-save to see if it happened again (it didn't).

and attached "error.txt" is the windows error copied and pasted into a text file.

EDIT: sorry wrong gamelog (real one is too large to upload  :-[ )
EDIT2: real on HERE (https://rapidshare.com/files/1631721199/gamelog.txt)
Title: Re: Combining the big mods
Post by: Xela on July 14, 2012, 09:36:53 AM
Ok, never uploaded attachments before so here goes.

"Gamelog.txt" might not be useful because i booted the game back up and continued via an auto-save to see if it happened again (it didn't).

and attached "error.txt" is the windows error copied and pasted into a text file.

Yeap, gamelog shows a normal shutdown... I cannot tell much from WinError, doubt it will mean anything to crazy either.
Title: Re: Combining the big mods
Post by: b00marrows on July 14, 2012, 09:38:50 AM
haha sorry my bad check again...
Title: Re: Combining the big mods
Post by: Xela on July 14, 2012, 10:34:08 AM
haha sorry my bad check again...

Also shows a normal shutdown (1.4 mb version). Log is being created every time you run the game so you need to get it right after the crash, before you start a new game. Even then it might not be possible to know why game crashed but it sometimes it gives an insight.
Title: Re: Combining the big mods
Post by: ptb_666777 on July 14, 2012, 10:43:52 AM
My first post here . . . First of to crazy, thank you. Really man I found your mod last and it is by far superior to the rest. 

Now to wine  a lil. So far it runs pretty smooth, but I have found a few problems. Movie shack works sometimes, but I abandoned it as money is no problem and I didn't see any benefits from using it. The center is completely unusable as there is no way to get girls in it. the transfer girl dio dose not list it however it dose arena, but that just crashes game. tryouts for arena just give me a new girl and moving them there doesn't work. What triggers the crashes I couldn't tell you it happens randomly from my perspective. Hospital crashes for me too. Tho these are all really cool thing to add to game play they don't work for me at least so waaaa (yes I waaand) The two things I really singed up for was the crash when my dungeon reaches a certain population it crashes and I want more gangs. I looked thru as much of the files as I could find and didn't see where I could change gang max. I was also wondering if you could add another dungeon or allow it to hold unlimited girls. Or maybe just refuse entry after a certain limit. I am getting around 50 monsters per turn and cant let them sit long enuff to do much good (resorted to a cheat item). Maybe a sell all or kill all button?
Lastly, more of a pain in the ass but my hoe's keep buying new stuff and takeing my stuff off. it is disabled and how is my slave making money?

I think arena when working proper like should help gangs level up. so far training is WAAAAAYYYY to slow. I am banking half a mill a turn I would gladly pay more to train them faster. last game I spend years training them then in a few turns one dies from rival gang . . . I don't think health potions are working either.

Still this is by far the best of them all. I don't know how but I would love to help.
Title: Re: Combining the big mods
Post by: Xela on July 14, 2012, 12:15:38 PM
My first post here . . . First of to crazy, thank you. Really man I found your mod last and it is by far superior to the rest. 

Now to wine  a lil. So far it runs pretty smooth, but I have found a few problems. Movie shack works sometimes, but I abandoned it as money is no problem and I didn't see any benefits from using it. The center is completely unusable as there is no way to get girls in it. the transfer girl dio dose not list it however it dose arena, but that just crashes game. tryouts for arena just give me a new girl and moving them there doesn't work. What triggers the crashes I couldn't tell you it happens randomly from my perspective. Hospital crashes for me too. Tho these are all really cool thing to add to game play they don't work for me at least so waaaa (yes I waaand) The two things I really singed up for was the crash when my dungeon reaches a certain population it crashes and I want more gangs. I looked thru as much of the files as I could find and didn't see where I could change gang max. I was also wondering if you could add another dungeon or allow it to hold unlimited girls. Or maybe just refuse entry after a certain limit. I am getting around 50 monsters per turn and cant let them sit long enuff to do much good (resorted to a cheat item). Maybe a sell all or kill all button?
Lastly, more of a pain in the ass but my hoe's keep buying new stuff and takeing my stuff off. it is disabled and how is my slave making money?

I think arena when working proper like should help gangs level up. so far training is WAAAAAYYYY to slow. I am banking half a mill a turn I would gladly pay more to train them faster. last game I spend years training them then in a few turns one dies from rival gang . . . I don't think health potions are working either.

Still this is by far the best of them all. I don't know how but I would love to help.

More bugs... crazy really has his work cut out for him :)

I expect crazy inherited some gang code from a different mod, gangs I always modify in config.xml file, you can set their relative strength and members somewhere in that file. Girls should only pick better items than those that they are already equipped with, some weird thing same as with dungeon (also was supposed to hold unlimited girls).
Title: Re: Combining the big mods
Post by: crazy on July 14, 2012, 07:57:34 PM
No time to read the posts but I'll try and upload my SC tonight.  Most of my free time is now taken up by work as they increased my hours by around 10 a week but hoping to get something done soon.  I'll look at the bugs but I really thought that the duengon could hold unlimited girls already hopefully I can get something done tonight but idk yet.
Title: Re: Combining the big mods
Post by: ptb_666777 on July 14, 2012, 08:39:31 PM
Idk if it matters but they are all catcome girls. I can replicat crash on demand . . . I am not useing the sc, didn't know what it meant till I just googled it. I'll give it a go and see if I am just bitching about an already addressed problem. sp ck isn't working, sorry. . .

Title: Re: Combining the big mods
Post by: crazy on July 15, 2012, 02:23:08 AM
also i think i found some sort of bug? if i put the name "Test" as my brothel i start with ALOTA gold and i can walk around town forever (some sort of dev test thing?) but every girl i bump into is bugged, they have traits as names (strong, strange eyes etc) and completly random stats.

my next issues is SOMEHOW a girl with 100 agility, 100 combat, 100 magic, 100 constitution and 70 confidence managed to loose a battle in the catacombs four times in a row!

and i also got a crash, do you want me to post the error i got?
Naming the brothel Test should do the gold and walk around town forever thing as that is in every version of WM that I know of to help test the game quicker.  No ideal why they would show up named as traits cause I'm not able to reproduce this bug when I name my brothel Test it works fine..  Looking over your game log the only thing jumping out at me right now is your missing some of the buttons you need.  As for the girl loosing she might be running into a girl that is incoprial there for she can't win the fight idk there is some problems with battles in the game.
Title: Re: Combining the big mods
Post by: crazy on July 15, 2012, 02:43:18 AM
My first post here . . . First of to crazy, thank you. Really man I found your mod last and it is by far superior to the rest. 
Ty.
Now to wine  a lil. So far it runs pretty smooth, but I have found a few problems. Movie shack works sometimes, but I abandoned it as money is no problem and I didn't see any benefits from using it.
Yeah this is a know problem that I just haven't had time to fix they really don't make you any money at all hopefully I can get that fixed when I get the time.
The center is completely unusable as there is no way to get girls in it. the transfer girl dio dose not list it however it dose arena, but that just crashes game. tryouts for arena just give me a new girl and moving them there doesn't work. What triggers the crashes I couldn't tell you it happens randomly from my perspective. Hospital crashes for me too
I posted somewhere the centre isn't finished to ignore it but it got lost in this thing somewhere.. I really should have just took it off the map lol.  For the crashes I need a game log plz as those are the two I did screens for it has to be cause of that but no one else seems to be getting a crash or if they are there not posting it.
The two things I really singed up for was the crash when my dungeon reaches a certain population it crashes and I want more gangs. I looked thru as much of the files as I could find and didn't see where I could change gang max. I was also wondering if you could add another dungeon or allow it to hold unlimited girls. Or maybe just refuse entry after a certain limit. I am getting around 50 monsters per turn and cant let them sit long enuff to do much good (resorted to a cheat item). Maybe a sell all or kill all button?
Gangs can be changed in the config file so you can get more and make them train faster.  As for the dungeon thing going look into it see what I can turn up for you.  Also a tip using shift will let you select girls from a certain point to a certain point which will speed up selling of girls.
Lastly, more of a pain in the ass but my hoe's keep buying new stuff and takeing my stuff off. it is disabled and how is my slave making money?

I think arena when working proper like should help gangs level up. so far training is WAAAAAYYYY to slow. I am banking half a mill a turn I would gladly pay more to train them faster. last game I spend years training them then in a few turns one dies from rival gang . . . I don't think health potions are working either.

Still this is by far the best of them all. I don't know how but I would love to help.
As Xela said girls are supose to use whats the best item they have.  Only way a slave could make money is she isn't set to 100% goes to you or she is stealing from you..  Some slave may start with money might want to check there girlx file to see if that was it.  Gang problem is fixable in the config to make them train faster.  Are they dieing from a rival gang or are they set to grand theft which is broke beyond belief and is something I would like to fix..  Cause if a rival gang is killing a gang with stats above 80% then that would be something I've never seen before.

Best way to help if you can't code is feedback or making girl packs for my version.

Think I really should test my game for a few days before I do much coding seems to be a few problems that I didn't know about.
Title: Re: Combining the big mods
Post by: b00marrows on July 15, 2012, 06:00:26 AM
ok, sorry. the bug i found where the girls you get from walking around town are traits bug was my fault... i think, somehow one of my girls had all of the quotation mark's ( " ) replaced with apostophe's ( ' )

still trying to figure out HOW THE HELL the game managed to go down to the traits section and turn the traits into random no-pic girls AND give them compleetly random stats! (some come with HUGE stats, and other get to your bothel DEAD!) WTF????
Title: Re: Combining the big mods
Post by: Xela on July 15, 2012, 07:35:12 AM
ok, sorry. the bug i found where the girls you get from walking around town are traits bug was my fault... i think, somehow one of my girls had all of the quotation mark's ( " ) replaced with apostophe's ( ' )

still trying to figure out HOW THE HELL the game managed to go down to the traits section and turn the traits into random no-pic girls AND give them compleetly random stats! (some come with HUGE stats, and other get to your bothel DEAD!) WTF? ???

Maybe a fresh copy of the game mate? And recheck all of your girls if problem remains. I've been trying out crazy's older version of the mod and never got any issues like the ones you're describing...
Title: Re: Combining the big mods
Post by: b00marrows on July 15, 2012, 12:18:59 PM
Maybe a fresh copy of the game mate? And recheck all of your girls if problem remains. I've been trying out crazy's older version of the mod and never got any issues like the ones you're describing...

k, new copy and i have fixed any issues i found in the .girlsx files. (loaded them all in the editor to make sure everything is ok)

Ill get back to playing now  :D
Title: Re: Combining the big mods
Post by: ptb_666777 on July 16, 2012, 06:16:46 AM
I compiled my girls, seems to smooth things out. Didn't see the "Arena" girls type. Ima semi random select girls I have already to check it out. I don't want any more girls 8ish gigs is plenty. I was wondering how hard it would be to have arena items? I like making Items . One's won in fights would be pimp.  I kinda like the Idea of None Whore fighter girls. Namely for my children and monsters from catacomes.

What I wanted to get from gangs is a hired number for like 40. I could send out 40 gangs to devistate the lands and reak havok on all who breath life!   I will change gang names and call them "the foot clan". seemed like it would be a simple task of finding the defalt limit and upping it. It isn't really important.

Girl script files? Apparently I don't have them I think its constant search for them is messing me up. I read all the comments and have heard of no mention.

any expantion of game play is awesome that's my opinion. I have hundreds of ideas, but am much like you at your stat. This game could be so much more.
Title: Re: Combining the big mods
Post by: crazy on July 19, 2012, 10:45:09 PM
Posted SC
Title: Re: Combining the big mods
Post by: akab on July 20, 2012, 11:14:38 AM
Thanks for your efforts and for the source code   :D
Title: Re: Combining the big mods
Post by: fires_flair on July 20, 2012, 07:23:48 PM
I compiled my girls, seems to smooth things out. Didn't see the "Arena" girls type. Ima semi random select girls I have already to check it out. I don't want any more girls 8ish gigs is plenty. I was wondering how hard it would be to have arena items? I like making Items . One's won in fights would be pimp.  I kinda like the Idea of None Whore fighter girls. Namely for my children and monsters from catacomes.

What I wanted to get from gangs is a hired number for like 40. I could send out 40 gangs to devistate the lands and reak havok on all who breath life!   I will change gang names and call them "the foot clan". seemed like it would be a simple task of finding the defalt limit and upping it. It isn't really important.

Girl script files? Apparently I don't have them I think its constant search for them is messing me up. I read all the comments and have heard of no mention.

any expantion of game play is awesome that's my opinion. I have hundreds of ideas, but am much like you at your stat. This game could be so much more.
the lack of script files does nothing. try searching the form for more information
Title: Re: Combining the big mods
Post by: hewhocumsbynight on July 23, 2012, 03:18:14 PM
Hey Crazy!  First of all, thank you so much for all the amazing content you've developed.  That said, I attempted to alter the Config file, changing the pregnancy and cost multiplier variables.  I don't believe that I changed the size ratio in any way.  However, the icons for the Center, the Arena, and the Studio all disappeared, though the Clinic remained behind.  I attempted to follow your suggestion from the last time this problem occured (I think back on pg 12 or so), but it didn't do anything.  Help?
Title: Re: Combining the big mods
Post by: crazy on July 23, 2012, 07:58:45 PM
Hey Crazy!  First of all, thank you so much for all the amazing content you've developed.  That said, I attempted to alter the Config file, changing the pregnancy and cost multiplier variables.  I don't believe that I changed the size ratio in any way.  However, the icons for the Center, the Arena, and the Studio all disappeared, though the Clinic remained behind.  I attempted to follow your suggestion from the last time this problem occured (I think back on pg 12 or so), but it didn't do anything.  Help?
Have to look into it cause this seems to be a problem.  Once I figure something out I'll make a post.
Title: Re: Combining the big mods
Post by: hewhocumsbynight on July 23, 2012, 09:12:28 PM
Have to look into it cause this seems to be a problem.  Once I figure something out I'll make a post.

Alright, thank you!  And, your work is much appreciated.
Title: Re: Combining the big mods
Post by: blue_rider22 on July 24, 2012, 07:48:47 PM
Great work with the new content, Crazy. More things to do really give this game a new flavor. Question, what is the trigger code for the arena meet-up? I want to write special events for some of the girls. Also, in the next update to the script editor, is there anyway to add in that 'give unique item' ability?

Appreciate all the hard work, and can't wait to see more.
Title: Re: Combining the big mods
Post by: hewhocumsbynight on July 24, 2012, 08:19:03 PM
Great work with the new content, Crazy. More things to do really give this game a new flavor. Question, what is the trigger code for the arena meet-up? I want to write special events for some of the girls. Also, in the next update to the script editor, is there anyway to add in that 'give unique item' ability?

Appreciate all the hard work, and can't wait to see more.

Hey Blue, when you get that content completed, could you please share?  Or, at least, tell this humble peon how to achieve such wonders?  Much obliged.
-HWCBN
Title: Re: Combining the big mods
Post by: blue_rider22 on July 24, 2012, 08:27:18 PM
Of course I'll share! Everyone else has done so much, writing a unique event for a couple girls is nothing. All you have to do is use the script editor, it's very intuitive.
I'm also trying to make specific events for when their love goes over a certain number, but the triggers aren't going off.
If the script editor ever gets that 'give specific item' function, I'll finally get around to making that Fi(From skyward sword) pack.

Anything in particular you need help with?
Title: Re: Combining the big mods
Post by: hewhocumsbynight on July 24, 2012, 08:38:46 PM
Yeah, I'm a complete novice when it comes to the script editor.  I can make and edit RGIRLSX and GIRLSX files, and I wanted to try and learn how to script, mostly to improve the meeting events.  Is there a template you could give me, or something similar?

-HWCBN
Title: Re: Combining the big mods
Post by: blue_rider22 on July 24, 2012, 09:11:15 PM
The best template I've found for learning how to edit speaking interaction is Poupori's mod http://pinkpetal.org/index.php?topic=907.msg15053#msg15053, great stuff that gives you a basic idea about what to do. From there, it's just a bit of testing to see what does what.

If you go to the "Scripts" folder in your resources, click on "Global Triggers", it gives you the rundown better than I could, with lots of different things to try.

Start with these, put the Trigger file and the talk file(Which is the mod I mentioned) in a girls folder, make a copy and put it elsewhere just in case, and then just start small, altering dialog, giving events that add or remove traits(And give different dialog depending), and then just go from there. It's intimidating at first, but it's actually much, MUCH easier than you think. And since you'll always have a backup, don't worry about messing up. Oh, and I also included the "Meet Girl" trigger for when you meet them in town in the same file. If you want a basic template for that, using the basic one that comes built in makes a good start.

Have Fun!
Title: Re: Combining the big mods
Post by: hewhocumsbynight on July 24, 2012, 09:36:10 PM
Thank you so much.  This will really help.
Title: Re: Combining the big mods
Post by: fires_flair on July 24, 2012, 09:43:13 PM
Word of warning, the script editor is hit and miss, not everything it's supposed to be able to do works. Which is why I only ever made two scripts (that are still available btw)
Title: Re: Combining the big mods
Post by: hewhocumsbynight on July 24, 2012, 09:56:47 PM
Oh?  Where'd you post them?
Title: Re: Combining the big mods
Post by: blue_rider22 on July 24, 2012, 10:00:53 PM
Which ones in particular? I haven't ever had anything really freeze on me(Except when I was an idiot and forgot to put an Endif after an action, and Dialog just kept repeating.)
Title: Re: Combining the big mods
Post by: fires_flair on July 25, 2012, 01:06:31 AM
no clue, but my first script didn't work, it was for the catacombs, but instead made a police raid loop I think. I was told at the time by the dev team that scripts didn't work (on the board, not via pm).

also:
Scripts:
tavern setting:
http://www.mediafire.com/file/qeqgaa302icfvya/script.zip (http://www.mediafire.com/?qeqgaa302icfvya)
"orphans without hope" script:
http://www.mediafire.com/file/oe0nyq362g5q6ae/script2.zip (http://www.mediafire.com/file/oe0nyq362g5q6ae/script2.zip)

Item lists
http://www.mediafire.com/file/g7dajf9t594djoe/ItemList.zip (http://www.mediafire.com/file/g7dajf9t594djoe/ItemList.zip)
Title: Re: Combining the big mods
Post by: crazy on July 26, 2012, 01:46:41 AM
Question, what is the trigger code for the arena meet-up?
Isn't one yet.  I planned on doing it but never got around to it.  It's on my list of things to do but I just don't have time for much right now sorry.  Once I get back into I will do it and let you know.
Title: Re: Combining the big mods
Post by: blue_rider22 on July 26, 2012, 02:49:45 PM
Appreciate it!
Title: Re: Combining the big mods
Post by: Xela on July 26, 2012, 07:49:11 PM
Isn't one yet.  I planned on doing it but never got around to it.  It's on my list of things to do but I just don't have time for much right now sorry.  Once I get back into I will do it and let you know.

No rush... I still owe you a skin btw ???

I have most of the art now and I figured out how it works (more or less). While photoshop skill of the original designer is way ahead of my own, I think I can manage skins for all new screens you made and for all screens that he never got around to making and I am planning to have that done in time by the final release of your patch (whenever that'll be).

BTW: The original designer might work with us on the Alkion project so graphic design there may soon see significant improvement. Also there have been some developments in code design as well... We might have a new Alpha out by the end of next month that should have some playability even if will likely be on a primitive level :)
Title: Re: Combining the big mods
Post by: dpman03 on July 27, 2012, 06:15:36 PM
I've been playing around with this mod, and it definitely improves the game a fair bit.  I've noticed several issues, though.  I didn't notice any kind of official buglist, so I thought I'd point them out in case they haven't been documented.  If any of these aren't happening for others, I'd like to figure out what the difference is that's causing them.  Anyway, here they are:

--Going to "Girl Management" for the Studio, Arena, and Clinic doesn't work properly in several ways.  The selected girl sometimes come up, but pressing "next" or "prev" tends to switch over to girls from one of the brothels.  On occasion, the girl originally selected isn't even the one that comes up to begin with.

--Also in the Studio, Arena, and Clinic, trying to pull up a girl's inventory rarely works.  Sometimes, the "Manage Inventory" button even gets permanently greyed out.  It's still grey even in the brothels after that, and even if you load a previous save.  Restarting the program fixes it, and inventories can be accessed by transferring a girl to a brothel, changing items, and then transferring back.

--The community center doesn't seem to be usable right now.  I couldn't figure out a way to transfer any girls to it, because it isn't in the list of locations to transfer to and from.

--The "cosmetic surgery" option at the clinic works very oddly.  It currently adds the "Sexy Air" trait to any girl repeatedly, basically every time you have her go through it.  The feature is also extremely unbalanced, because it adds a ridiculous number of points to charisma and beauty, even after a single (five day) use.  It might be nice to add a possibility of random physical traits or smaller increases to beauty (5-10 points or so).  It would be more balanced to have the possibility of random negative effects, as well.  The results should be positive on average, but have at least some risk involved.

--The studio is kind of a pain.  I only got very small amounts of income from it (around $20-$40 for 3-4 weeks after a movie).  I tried everything I could think of to make it profitable, but I never managed to do it.  The scene quality percent seems completely random, although it still wouldn't make a profit.  Worse still, you have to manually go in every couple of weeks and choose to publish a movie.  Finally, if you try to publish a movie with no scenes, it crashes the game.

Like I said, I think you've done a great job so far.  I'm hoping this will be helpful, and if you'd like more information about anything, just let me know.

P.S. I managed to resize the XML for the UI so that I could increase the resolution significantly.  I'd be glad to post the files if anyone wants, but they aren't hard to edit yourself.  Unfortunately, I couldn't figure out how to increase the font size in lists in the games (items or girls for example).  All of the lists are absurdly small compared to everything else, and I'd really like to know how to fix it.
Title: Re: Combining the big mods
Post by: crazy on July 27, 2012, 09:27:40 PM
--Going to "Girl Management" for the Studio, Arena, and Clinic doesn't work properly in several ways.  The selected girl sometimes come up, but pressing "next" or "prev" tends to switch over to girls from one of the brothels.  On occasion, the girl originally selected isn't even the one that comes up to begin with.

--Also in the Studio, Arena, and Clinic, trying to pull up a girl's inventory rarely works.  Sometimes, the "Manage Inventory" button even gets permanently greyed out.  It's still grey even in the brothels after that, and even if you load a previous save.  Restarting the program fixes it, and inventories can be accessed by transferring a girl to a brothel, changing items, and then transferring back.

--The community center doesn't seem to be usable right now.  I couldn't figure out a way to transfer any girls to it, because it isn't in the list of locations to transfer to and from.

--The "cosmetic surgery" option at the clinic works very oddly.  It currently adds the "Sexy Air" trait to any girl repeatedly, basically every time you have her go through it.  The feature is also extremely unbalanced, because it adds a ridiculous number of points to charisma and beauty, even after a single (five day) use.  It might be nice to add a possibility of random physical traits or smaller increases to beauty (5-10 points or so).  It would be more balanced to have the possibility of random negative effects, as well.  The results should be positive on average, but have at least some risk involved.

--The studio is kind of a pain.  I only got very small amounts of income from it (around $20-$40 for 3-4 weeks after a movie).  I tried everything I could think of to make it profitable, but I never managed to do it.  The scene quality percent seems completely random, although it still wouldn't make a profit.  Worse still, you have to manually go in every couple of weeks and choose to publish a movie.  Finally, if you try to publish a movie with no scenes, it crashes the game.
1.- Thought that was fixed I'll look into it.
2.- Know issue and one I can't fix in fact when I tried I broke the game and it took me 3 days to get it working again so not touching that sorry.
3.- Know issue I really really should have took it off the map centre isn't finished still working on maybe next patch it will be fixed.
4.- I will have to look at it.  Haven't tried to balance anything much yet and I agree it is to powerful.  There is risk involed you can get negitive traits from it but I don't remember the chances
5.- Tried fixing that studio is a pain to fix...  but I'm working on it.

Thanks for the bug report they are always helpful.  I really should fix my know bug report on the 1st page.
Title: Re: Combining the big mods
Post by: dpman03 on July 28, 2012, 07:06:51 PM
1.- Thought that was fixed I'll look into it.
2.- Know issue and one I can't fix in fact when I tried I broke the game and it took me 3 days to get it working again so not touching that sorry.
3.- Know issue I really really should have took it off the map centre isn't finished still working on maybe next patch it will be fixed.
4.- I will have to look at it.  Haven't tried to balance anything much yet and I agree it is to powerful.  There is risk involed you can get negitive traits from it but I don't remember the chances
5.- Tried fixing that studio is a pain to fix...  but I'm working on it.

Thanks for the bug report they are always helpful.  I really should fix my know bug report on the 1st page.

I'm glad to hear you're still working on most of these (or at least aware of them).  Fortunately, most of the parts that don't work can just be ignored until they get fixed.

I did want to ask if you uploaded new source code at some point.  I tried downloading it to play around, and what's currently posted wouldn't compile.  In WorkStripper.cpp, the definition WorkBrotheStripper is missing the "l" in Brothel, oddly enough.  I fixed that, but I also got a ton of link errors that I didn't know how to fix.  All of them mentioned some gettext library like so:

error LNK2001: unresolved external symbol __imp__libintl_gettext

Finally, my C++ is pretty rusty, but I'd be willing to try working on things if you have any suggestions.  Balancing the "cosmetic surgery" seems like it's something I could do if I could get the source to compile.
Title: Re: Combining the big mods
Post by: Uriel on August 01, 2012, 05:31:15 PM
Hmm, i just tried running 0.5 and found that i hang every time i try buying a girl. Game hangs right when i click the market icon or walk around town button.
Also, which girl packs can i use with this mod? I only found this - http://pinkpetal.org/index.php?topic=982.0
Title: Re: Combining the big mods
Post by: crazy on August 02, 2012, 03:08:22 AM
Hmm, i just tried running 0.5 and found that i hang every time i try buying a girl. Game hangs right when i click the market icon or walk around town button.
Also, which girl packs can i use with this mod? I only found this - http://pinkpetal.org/index.php?topic=982.0 (http://pinkpetal.org/index.php?topic=982.0)
Try a fresh download of the game.  And any girl pack that isn't for aika or exe should work...  Which should be a lot.
Title: Re: Combining the big mods
Post by: Xela on August 02, 2012, 04:54:22 AM
Try a fresh download of the game.  And any girl pack that isn't for aika or exe should work...  Which should be a lot.

and not for WM:EX I assume. This works, many people reported some bugs but this is playable.
Title: Re: Combining the big mods
Post by: Uriel on August 02, 2012, 02:34:58 PM
So this mod uses vanilla girlpacks? Ok... formating my 1Tb HDD then.  :D
Title: Re: Combining the big mods
Post by: crazy on August 04, 2012, 12:55:24 AM
Okay don't see anytime freeing up in the near future so I'm just going try and make time to work on .06.  That said .06 is going take a lot of time so don't expect it anytime soon.  Figure I'll take the next week and plan out what I'm going do for it.  So now is the time to pitch me some traits or jobs that you feel work with what's in the game but know just cause you throw the ideal out doesn't mean I'm going use it.

Some of the things I'm going look at doing for .06 are.
1. Finish the centre.
2. Add Oral skill from akia's last mod.  (If it don't break current girls)
3. Hopefully balance the movies.
4. Add more things like the arena tryouts
5. Finish the screens for the movie and centre.
6. Smash bugs.
7. Maybe a new building or two.

All that and new traits and maybe some new jobs.  It's still in planning stage and I have no doubt this will take at least a month or more to finish.  When the planning is done I'll update the 1st post and keep updating it with my progress as time goes on
Title: Re: Combining the big mods
Post by: Romanul on August 12, 2012, 03:19:49 AM
Excuse my noobness but how do I make the game full-screen? At present it starts window mode. I use 1280*1024. Thanks in advance.
Title: Re: Combining the big mods
Post by: Mederic64 on August 12, 2012, 09:01:32 AM
You'll have to change false to true in ScreenMode.txt in the game folder.
Title: Re: Combining the big mods
Post by: b00marrows on August 20, 2012, 06:33:44 AM
my issue with coming up with traits is the LIMITS, what are the scripting limits? ( i know that not easy to answer but...)

can the numbers use %?
can the numbers USE the false negatives that the game likes to go into?
can you make a trait use a difirent set fo pictures? ( for instance can you make futanari's switch to a diffirent folder, containing a whole new set of pictures?)
Title: Re: Combining the big mods
Post by: Pinkutako on August 24, 2012, 12:41:22 PM
I've been working on my own version of the default interactions script and have been testing it with .05.  I like that you have been expanding the use of picture types for jobs, like strip, mast, bunny, wait, maid, and all.  You're doing a great job.

My question is simple but perhaps not a simple answer.  Is there any way to add functions to the script editor so i could use something like "Have Masturbate" "Have Waitress", or even "Have Combat".  I have been adding some aspects to my script (quests/missions) and it would be nice to be able to get the game to bring up more relevant images for those actions.  I have successfully edited the scriptcommands.txt to allow the ability to subtract money from the player, but that was simply changing values. That being said, I suppose a follow up question would be: Is it as simple as adding "Have Mast" or similar to the scriptcommands?

Thanks for all the great work so far.
Title: Re: Combining the big mods
Post by: crazy on August 24, 2012, 05:49:07 PM
My question is simple but perhaps not a simple answer.  Is there any way to add functions to the script editor so i could use something like "Have Masturbate" "Have Waitress", or even "Have Combat".  I have been adding some aspects to my script (quests/missions) and it would be nice to be able to get the game to bring up more relevant images for those actions.  I have successfully edited the scriptcommands.txt to allow the ability to subtract money from the player, but that was simply changing values. That being said, I suppose a follow up question would be: Is it as simple as adding "Have Mast" or similar to the scriptcommands?
There is some coding envoled in that.  But I've added quite a few to it.
Have Clean
Have Mast
Have Nude
Have Oral Sex
Have Stirp
I've added those I could added more.  But those give skill points and bring up a picture to match.
Title: Re: Combining the big mods
Post by: Pinkutako on August 25, 2012, 12:35:44 PM
I tried adding three commands to the scriptcommands.txt.  I added "Have Mast"  "Have Nude" and "Have Combat; then i made a simple script to test them.  Have combat i didn't expect to work, but it seems to put the script in a loop.  I'm guessing it doesn't recognize Have Combat as a command and keeps jumping up the the dialog box above it.  anyway, i'll leave that for another time.  Have Mast just defaulted to the Profile pics.  Interestingly, Have Nude worked....sorta.  it just was a bit confused as it would show pics tagged with Mast*.jpg and ignored the ones marked Nude*.jpg.  I'm not sure if i'm missing a spelling or capitalization thing; or if maybe i'm going about it all wrong.  Any thoughts would be greatly appreciated.
Title: Re: Combining the big mods
Post by: crazy on August 26, 2012, 12:15:50 AM
I tried adding three commands to the scriptcommands.txt.  I added "Have Mast"  "Have Nude" and "Have Combat; then i made a simple script to test them.  Have combat i didn't expect to work, but it seems to put the script in a loop.  I'm guessing it doesn't recognize Have Combat as a command and keeps jumping up the the dialog box above it.  anyway, i'll leave that for another time.  Have Mast just defaulted to the Profile pics.  Interestingly, Have Nude worked....sorta.  it just was a bit confused as it would show pics tagged with Mast*.jpg and ignored the ones marked Nude*.jpg.  I'm not sure if i'm missing a spelling or capitalization thing; or if maybe i'm going about it all wrong.  Any thoughts would be greatly appreciated.
I'll have to look into it I put them in tested them seen they worked and that was it...  Made alot of changes after that maybe something broke them I'll see what I can figure out when I get a chance.
Title: Re: Combining the big mods
Post by: PinkPervert on September 06, 2012, 10:25:07 PM
Crazy,
Thank you for the work you've done so far, and especially for posting your source code.

I've been working on this some in my spare time, mostly been bug squashing. I will post up the fixes later, and will make a list of them at the end of this post. The main reason I am posting is that I find myself wanting to make some serious changes to the game. Because the nature of some of them are a bit large, I though I would ask if you prefer that I just branch off another mod, or just continue with this as a part of your mod.

The first major change would be the way customers and workers are handled.

Right now when you end a turn, the game will go through each brothel and start on the day shift. It works out the effectiveness of advertising. Then it decides how many customers are coming to the brothel for that shift. Then it does all the whore jobs (except Whore in Streets), then it does some of the other building related jobs, then it goes and updates the girls stats, and does all the remaining jobs. (Several bugs were involved in the process). So looking at the Whore jobs... it goes to each girl one at a time, determines how many customers she can service, loops through the customers, creating them on the fly, checks to see if the customer likes the girl based on a few items, then goes to the next customer. The chances of any one customer accepting a girl are actually pretty small. This is why you see a lot of girls with the "Ran out of customers who liked here" line, since it is pretty easy for ALL of the customers to reject a girl for completely random reasons. None of which have to do with the quality of the girl. Also the amount a customer pays is based on the ask price of the girl, and a couple of minor modifiers. How much a customer enjoys it is based on the skill level of the girl. After it is done with the whore jobs it starts doing all the service jobs, such as barmaid, game dealer etc. Most of these do not actually have any effect on customers, or the brothel fame, they just generate some money dependent on the girl's stats. The third round of jobs are the miscellaneous jobs such as cleaning, and some of the ones that were missed in the first two rounds for some reason.

Problems with the way the whores are handled is that each customer decides if he will accept/reject her by rolling up a random fetish, and if she has it he accepts her (only a 2 in 15 chance if she only has one fetish type). If he rejects her for this then it will test a few other things, first it gives him  a 20% chance to accept her because he is "horny", if that doesn't work, he will accept her if her Charisma and Beauty average out to higher than 90. Next it tries fame, but only works if her fame is higher than 80, then if her magic is greater than a 50, she can spend mana to seduce him.

The way I would propose the system should work would be almost the exact opposite of what it does now. It would have some similarities to what EX did, but not as extreme.
 The game should look at each area of the brothel, and generate customers for that area, meaning the bar, gambling hall etc should be treated separately.
Then it should loop through each CUSTOMER, generate their stats, and have them seek out the services they want in that area. They can and should try multiple services. Whether or not a customer accepts a service should be decided on how desirable that service is to him vs how much he is willing to pay for it, and the amount of satisfaction the customer should have should be based on the quality of service vs the price. So, a customer walks into a bar. It is assumable he will want a drink, so he will approach the bar, where there should be a selection of drinks at different prices for varying levels of happiness bonus, the bonus/service levels will also be effected by the Barmaid. Roll a chance to see if he wants snacks, if so, then same as bar above except it is effected by the waitress. The music should have a bonus to ALL customers dependent on it's quality. Then the customer should roll to decide if he wants to approach a whore. If so, it will roll his random fetish/fetishes, and he will first look for any working in the bar which suits that. If none match his fetish, it will then roll for his libido (horny), and he will start looking down the list of girls from most attractive to least attractive, and try to negotiate a price he is willing to pay with each girl. The amount he is willing to pay will be based on how horny he is, how attractive she is, (this includes beauty, charisma, and fame, possibly more), and how much money he actually has left over. The amount she will want to charge will be based on her attractiveness, how willing she is to do what he is proposing (sex, anal, bondage), and other stats such as tiredness/happiness etc.. There should also be some random element in her ask price. His final satisfaction level will be based on how low he had to stoop to get what he wants, and how much he had to pay for it.

The result of this would be that as long as you have enough staff working, the majority of the customers should be able to receive some level of service, and the results will be based on something more realistic.

I have started the basic ground work for implementing this already, but I thought I would consult with you on how you want me to proceed before I get too carried away.

I have quite a few other major and minor changes I am looking at, a minor one I have already implemented is that I change the Sleazy Bar into a Strip Club. I just felt it fits better. If you want me to continue adding these changes into your mod without branching off a separate mod, I will post a proposal for each feature change/addition here for review before I add it in. Or we can work something else out if you like.

PS.. here is the list of bug-fixes I have done so far, I will post the code for implementing them this weekend.

Advertising was running twice per shift
Most of the "in house" jobs were running twice per shift.
Game dealer was printing a blank event.
Group sex and Lesbian sex were bypassing some checks causing them to show up MUCH more frequently than they were supposed to. (Group is only supposed to happen 5% of the time, lesbians 15%).
Another related bug is it occasionally created "Groups" of 1 customer for group sex, and also would occasionally create male lesbian customers, but they were not being reported that way in the turn summary.
Group sex groups were only generating enough money for 1 customer, but the girl charges a group rate. (This actually does not have a serious effect due to another bug that I have not fixed yet).
Some of the messages were being cut off in the turn summary.


There are quite a few other bugs I have identified that I have not worked yet, will do as I get time. I am usually able to work on this about 5 to 6 hours a week. So it will take some time to do them all. But we can do incremental patch releases as they come out.

Ok, that was TL,DR
-PP Out.
Title: Re: Combining the big mods
Post by: crazy on September 07, 2012, 07:17:57 AM
Crazy,
Thank you for the work you've done so far, and especially for posting your source code.
Yeah long post lol.  What your talking about sounds like an interesting ideal and one I would like to try out.  Changing the way customers are handled would be a big change and is something I would like to see done for sure.  Aika did that in his mod and the mod we teamed up on he was handling that also but idk where he went lol he didn't do it the way your saying but you might check out his mod the SC is up for it also.  My SC might be out of date but not by much I coded a few of the Centre jobs before I ended up not having the time to code.  That said I have been doing my planning for my next patch just haven't got much done on it yet.  Would love to hear your other plans maybe we can help each other out on getting things done.
Title: Re: Combining the big mods
Post by: PinkPervert on September 07, 2012, 10:15:55 PM
Yeah, actually I have looked through Aika's SC too, and was working on killing bugs etc, when I realized the SC was out of date, and that I was duplicating some of his work already. When your version came out, you kept your SC posts up to date with the releases, so I knew I was at least working on the same thing. There are definitely some nice things in Aika's mod, and some of the changes I had made with it I plan to move over to this mod. One of the highest on the list is I had started reworking all the Hot keys in the game. The current hot key system leaves a lot to be desired. Let's face it, this is a game you should be able to play one handed. :)
I have worked out how to change pretty much all of the hot keys, but I will have to go dig around through my old notes again to find them, and I wasn't keeping as good of notes then as I do now.

Which reminds me, I HIGHLY recommend a free program called AllMyNotes Organizer for doing just that.

I will probably come back Sunday night, unless something comes up. I will post my current To Do list so you can see what you think, and I will either post the exact changes I have made to the SC so you can compile it yourself, or if I take the time to upload the compiled code, I will link it here.
-PP
Title: Re: Combining the big mods
Post by: crazy on September 08, 2012, 07:28:36 AM
I tried adding three commands to the scriptcommands.txt.  I added "Have Mast"  "Have Nude" and "Have Combat; then i made a simple script to test them.  Have combat i didn't expect to work, but it seems to put the script in a loop.  I'm guessing it doesn't recognize Have Combat as a command and keeps jumping up the the dialog box above it.  anyway, i'll leave that for another time.  Have Mast just defaulted to the Profile pics.  Interestingly, Have Nude worked....sorta.  it just was a bit confused as it would show pics tagged with Mast*.jpg and ignored the ones marked Nude*.jpg.  I'm not sure if i'm missing a spelling or capitalization thing; or if maybe i'm going about it all wrong.  Any thoughts would be greatly appreciated.
Finally got around to test this and I'm not having those issues it bring up the right pics for me.  Try the script commands attacment I added and let me know if that fixes it for if they still dont work..  Also if they work let me know what you want added and I'll look at adding that for my next patch.
Title: Re: Combining the big mods
Post by: Lurker on September 08, 2012, 12:13:06 PM
So i finally got around to play around with this version of the game and I'm really liking what i see! Keep up the good work, Crazy.

However, I was playing around with converting some girlpacks for the lols, and im sort of wondering why you have both a nude and a strip category when it comes to images? I can understand separating ecchi from nude/strip, but those two seem sort of the same to me. I know they are being used for different jobs but I'm still thinking they could be combined. Just my two cents though ^_^ It's your mod so you do what you want with it obviously :D
And as far as Oral go, why not toss that in on the Massage job? Or make a new job I guess.

Anyway, rant off.
Keep up the good work, man!
Title: Re: Combining the big mods
Post by: crazy on September 08, 2012, 11:17:11 PM
However, I was playing around with converting some girlpacks for the lols, and im sort of wondering why you have both a nude and a strip category when it comes to images? I can understand separating ecchi from nude/strip, but those two seem sort of the same to me. I know they are being used for different jobs but I'm still thinking they could be combined. Just my two cents though
Nude was mostly for scripts I think lol at this point I don't really remember why I put it in...
And as far as Oral go, why not toss that in on the Massage job? Or make a new job I guess.
Oral is going be a skill in the next patch..  Taking what akia did and putting in it actually started working on that last night few things to work out but might get a test release out to make sure adding it didn't break stuff in a few days.
Title: Re: Combining the big mods
Post by: Lurker on September 08, 2012, 11:25:54 PM
Nude was mostly for scripts I think lol at this point I don't really remember why I put it in...

haha alright, I figured there was a reason for it being there.
So out of curiosity, will Nude remain or will it be removed? If you dont know its no big deal. Just curious. xD
Title: Re: Combining the big mods
Post by: crazy on September 09, 2012, 12:21:58 AM
haha alright, I figured there was a reason for it being there.
So out of curiosity, will Nude remain or will it be removed? If you dont know its no big deal. Just curious. xD
Staying for now atleast I might take a look at it again to see if I need it or not at a later date...  But I feel for now its worth keeping just for scripts if nothing else.  I actually might added a few more image types for scripts or different jobs as I go just have to see.
Title: Re: Combining the big mods
Post by: Lurker on September 09, 2012, 02:27:35 AM
Good to know ^_^
Title: Re: Combining the big mods
Post by: PinkPervert on September 09, 2012, 03:45:53 PM
Ok, I had quite a few problems getting a file service to work for me. (I use TOR, and it is not really script friendly).

So I am just uploading copies of the files I have changed, which can be found here...
http://www.filefactory.com/file/2rfzhxgdt6x5/n/PP_Changes_1_rar (http://www.filefactory.com/file/2rfzhxgdt6x5/n/PP_Changes_1_rar)

This way you can look over the changes and edit the one you don't like out, and compile the code yourself. If you do remove or change of of those, please let me know so I won't send them in future updates.

Here is a list of the changes made:

1. Security- Changed it so it only reduces Brothel Security level once per day, instead of every time a girl works security.
2. Magic use to enhance customer happiness: Changed it so it would only attempt if the Girl's magic level is at least a 10.
3. Fixed error in girls sex enjoyment calculations. Before it was giving +1 if she was a Nympo AND > 50 happy, +2 otherwise.. which was backwards.
4. Brothel Strippers: They were fucking a bit too much, and were doing acts not allowed by the brothel. Reduced from 33% chance to 10%, and added in check against IsAllowed.
5. Virgins: Made it so they do not lose virginity during anal or lesbian sex (I know the second is debatable), and made it so the customer always gets the happy bonus with the virgin, even if anal or lesbian.
6. XXX Entertainer repeated events: It was showing the same event twice with XXXEntertainers if libido was > 80.
7. Disobey check: It was basically rolling for disobedience twice due to old code not modified. This could be  problem because there is a chance the girl would pass the first time, adjust PCLOVE PCHATE because of it, then FAIL the second time, which means you would get the penalty without the benefit.Changed so  it only uses the first roll, and does not roll again.
8. Advertisement repeating: Any girl working advertisements would basically do it twice per shift, wasn't really effecting anything except the results shown in events. Fixed so it checks what shift it is running.
9. Repeating events: Many jobs were running twice, most of the non-whore jobs in fact. Fixed so it checks if they already ran during the updategirls function.
10. Game dealers where reporting a blank event: Removed the extra line, which was intended to report income, but was unnecessary due to this being reported in summary.
11. Group sex, lesbian sex: The frequency of both was more than intended, also both were ignoring brothel restrictions on sex type in some circumstances, in some cases you could have a group of 1 customer only, or male lesbians. Fixed... the fix will result in group sex only happening 5% of the time, and lesbians 15% of the time though, so that may need to be either addressed, or perhaps creating an option so the player can tweak the percents.
12. Event messages were over-writing feed back on why a customer chose a particular girl, added this back in.
13. Whores, the routine which decides how may customers each would attempt to service was producing fewer customers than it should due to rounding errors. Instead of just fixing it all around, I made a change that will use this error to give slightly different results for each type whore. So compared to the way the used to calculate, BarWhores will try to service one more customers, Gambling Hall Whores will try two more, and Brothel whores will try three more.
14. Changed the name of the Sleazy Bar into a Strip Club. (Just a personal preference).

Well there ya go, I will post some of my to-do list later this week probably, but my next change will be the one I spoke about in my previous post, redoing the way customers and girls behave in the brothel, which may take some time.
-PP
Title: Re: Combining the big mods
Post by: crazy on September 09, 2012, 06:57:32 PM
Here is a list of the changes made:

1. Security- Changed it so it only reduces Brothel Security level once per day, instead of every time a girl works security.
2. Magic use to enhance customer happiness: Changed it so it would only attempt if the Girl's magic level is at least a 10.
3. Fixed error in girls sex enjoyment calculations. Before it was giving +1 if she was a Nympo AND > 50 happy, +2 otherwise.. which was backwards.
4. Brothel Strippers: They were fucking a bit too much, and were doing acts not allowed by the brothel. Reduced from 33% chance to 10%, and added in check against IsAllowed.
5. Virgins: Made it so they do not lose virginity during anal or lesbian sex (I know the second is debatable), and made it so the customer always gets the happy bonus with the virgin, even if anal or lesbian.
6. XXX Entertainer repeated events: It was showing the same event twice with XXXEntertainers if libido was > 80.
7. Disobey check: It was basically rolling for disobedience twice due to old code not modified. This could be  problem because there is a chance the girl would pass the first time, adjust PCLOVE PCHATE because of it, then FAIL the second time, which means you would get the penalty without the benefit.Changed so  it only uses the first roll, and does not roll again.
8. Advertisement repeating: Any girl working advertisements would basically do it twice per shift, wasn't really effecting anything except the results shown in events. Fixed so it checks what shift it is running.
9. Repeating events: Many jobs were running twice, most of the non-whore jobs in fact. Fixed so it checks if they already ran during the updategirls function.
10. Game dealers where reporting a blank event: Removed the extra line, which was intended to report income, but was unnecessary due to this being reported in summary.
11. Group sex, lesbian sex: The frequency of both was more than intended, also both were ignoring brothel restrictions on sex type in some circumstances, in some cases you could have a group of 1 customer only, or male lesbians. Fixed... the fix will result in group sex only happening 5% of the time, and lesbians 15% of the time though, so that may need to be either addressed, or perhaps creating an option so the player can tweak the percents.
12. Event messages were over-writing feed back on why a customer chose a particular girl, added this back in.
13. Whores, the routine which decides how may customers each would attempt to service was producing fewer customers than it should due to rounding errors. Instead of just fixing it all around, I made a change that will use this error to give slightly different results for each type whore. So compared to the way the used to calculate, BarWhores will try to service one more customers, Gambling Hall Whores will try two more, and Brothel whores will try three more.
14. Changed the name of the Sleazy Bar into a Strip Club. (Just a personal preference).
Very nice thanks.  Think I'll use all those even strip club cause I think I want to make like a maid cafe or something along those lines and sleazy bar was to close to that and was going change it anyway.
Title: Re: Combining the big mods
Post by: Pinkutako on September 11, 2012, 01:14:58 PM
Quote
Finally got around to test this and I'm not having those issues it bring up the right pics for me.  Try the script commands attacment I added and let me know if that fixes it for if they still dont work..  Also if they work let me know what you want added and I'll look at adding that for my next patch.

just did a quick test with your script commands.  at first i was getting the same error, but after looking at the test script i was using I noticed a problem.  the "Have Combat" command i had added to my commands text became a bunch of numbers in my interact test script.  after i removed that it all seems to be working fine.

Which puts a question in my mind.  What is involved with adding commands to the scriptcommands.txt, that is to say, is it just knowing the command the game code uses and plugging it in or are script commands something separate in the game code that must be added?  for Instance I would love to use a combat image for some of my interaction script quests, but would "Have Combat" (if that is the game codes command) something that would need to be added to both the game code and the scriptcommands.txt?

I'll play around with the editor commands a bit more myself and see if I can get anywhere.

Thanks for looking into all this.  I know modding ain't easy or quick.  Keep up the good work. 8)

edit:
Oh ya, I also wanted to say that I'm in favor of keeping Nude as an image category.  I plan on using it for my scripts.  The more choices the better.
Title: Re: Combining the big mods
Post by: crazy on September 11, 2012, 05:42:33 PM
Which puts a question in my mind.  What is involved with adding commands to the scriptcommands.txt, that is to say, is it just knowing the command the game code uses and plugging it in or are script commands something separate in the game code that must be added?  for Instance I would love to use a combat image for some of my interaction script quests, but would "Have Combat" (if that is the game codes command) something that would need to be added to both the game code and the scriptcommands.txt?
You have to know how to code them to work.  That said I already coded a Have Combat for you a few days ago and it will be in the next patch.  If you need more let me know and I'll see about coding them.
Title: Re: Combining the big mods
Post by: Pinkutako on September 12, 2012, 12:29:28 PM
Quote
That said I already coded a Have Combat for you a few days ago and it will be in the next patch.

  ;D ;D ;D
 
 Thanks Crazy! You rock!

Combat is the highest on my wishlist so I'm tickled pink that you have already added it.  The only other one I could see a definate use for at the moment is a "Have Death/injury" to pair with the combat, but I wouldn't say that this is a priority for me.  If you have a chance in the future to add it I would use it, but if not, you have already made my day with "Have Combat"  ;D
Title: Re: Combining the big mods
Post by: crazy on September 12, 2012, 11:48:39 PM
Thanks Crazy! You rock!
Combat is the highest on my wishlist so I'm tickled pink that you have already added it.  The only other one I could see a definate use for at the moment is a "Have Death/injury" to pair with the combat, but I wouldn't say that this is a priority for me.  If you have a chance in the future to add it I would use it, but if not, you have already made my day with "Have Combat"
I'll added have death/injury for the next patch also.  Added Titty fuck and an image type for it seeing as your script had that in there...  But give me more there not bad to code and getting a good script is something the game needs.

Edit-  Going upload new SC tomorrow.  Been doing some work on the centre its almost done also done some merging from WM MMX still a few things from it that I need to get.  Got a bug that I'm looking into but I haven't figured out why it's doing it yet.  When I added oral as a skill it made custom girls switch it with beast so now if you have 30 skill set for beast they will have 30 oral instead of beast...
Title: Re: Combining the big mods
Post by: frozen_ghost on September 17, 2012, 04:08:36 AM
Been  more than a year since I've checked-out this site. I noticed that you stated in your first post, that you were planning to add some of Anon 21s' mod. Since the anti-tentacle nuts took the game over right after that came-out, it was the last mod I bothered to DL. I'm curious as to just what exactly from Anon 21 are you planning to add.
Title: Re: Combining the big mods
Post by: Pinkutako on September 19, 2012, 11:31:18 AM
Quote
But give me more there not bad to code and getting a good script is something the game needs.

Well I have a small wishlist for things i was keeping track of as i've been writing my script.  You have already addressed the image category options I wanted so these will be more of script commands I would enjoy having.  I've don't know if these are more difficult to code or the same.  So here they are:

            give targetgirl random special item.
            adjust random value to target girl gold.
            add targetgirl to dungeon
(right now i think the script command is for "meet town" and checks rebelliousness to see if she should go to dungeon.  What would be nice is a command that doesn't perform a check and sends her to the dungeon on a whim)
            if player suspicion
            if player disposition
            add trait to target girl
            add specific type of random girl to dungeon
(this was one where during the fairy ring quest, the girl on the Quest could capture a fairy)
            add beasts to players total

Granted some of these have limited use, but some would be great scripting tools.  Anyway, these are just me thinking out loud...
       
Title: Re: Combining the big mods
Post by: mackiller on September 22, 2012, 06:15:39 AM
Need help!
When I play early version of WM, include Crazy mod and Aika mod, I can begin game with 20 or 40 girls and during game add more girls pack, but in version 0.5 - i cannot add more new girls during game...Is is possible now? Or I must prepare for new game all girls pack's before playing?


Sorry for my bad english:)
Title: Re: Combining the big mods
Post by: crazy on September 23, 2012, 12:57:48 AM
Need help!
When I play early version of WM, include Crazy mod and Aika mod, I can begin game with 20 or 40 girls and during game add more girls pack, but in version 0.5 - i cannot add more new girls during game...Is is possible now? Or I must prepare for new game all girls pack's before playing?
U should be able to add new girls.
Title: Re: Combining the big mods
Post by: mackiller on September 23, 2012, 03:03:45 AM
Crazy, thanks
Title: Re: Combining the big mods
Post by: Shilo on September 23, 2012, 07:34:49 PM
Just wondering… would it be possible to add an option when starting a new game that the game checks which unique and random girls are available, lists them and lets you pick which of them you want to disable in that playthrough and then uses that list of actual girls in the game?

Sometimes you just want to play a session with some specific characters or avoid others because they don't go well with the rest (like real porn star packs) or some are just overpowered and would spoil the game challenge.
Title: Re: Combining the big mods
Post by: crazy on September 23, 2012, 11:16:15 PM
Just wondering… would it be possible to add an option when starting a new game that the game checks which unique and random girls are available, lists them and lets you pick which of them you want to disable in that playthrough and then uses that list of actual girls in the game?

Sometimes you just want to play a session with some specific characters or avoid others because they don't go well with the rest (like real porn star packs) or some are just overpowered and would spoil the game challenge.
Yeah I'm sure this could be done but wouldn't be easy.
Title: Re: Combining the big mods
Post by: crazy on September 23, 2012, 11:41:31 PM
Done alot of playing the game over that past week or so and have changed my mind about what to do in .06.  I'm going work on the jobs that are already in the game and try my best to make them better right now they are just boring.  Need to get more arena girls made I made the arena cause I wanted it but I found without the chance to get a girl I wasn't using it at all and I made it lol so I don't see other people using it much. 

So I have a plan to make the jobs that are in game better and I'm going work on them an area at a time staring with the bar.  After I code the bar jobs I'm going do a test release to get some feedback see what people think about it.  There will be more randomness to the jobs and more thought needed to pick a girl that can do it well...  For people who don't like the other jobs besides whores this won't change much as they will still make around the same amount of gold.  But for people who want to take time and pick the right girl other jobs will actually be able to make decent money.  It shouldn't take to long to get the test out cause it won't have all of the things I'm going do just some so people get a feel for what its going be like.
Title: Re: Combining the big mods
Post by: Shilo on September 24, 2012, 12:17:54 PM
Nice.

Hopefully it will make the jobs more interesting.
Right now we also have 6(?) different skills that are all sex related, like Lesbian, Group, Regular Sex and so on and they don't have much meaning nonetheless because there is only the job "whore" anyway without being able to actually specialize (except on a per-brothel base by forbidding certain sex types), so you usually still end up needing a girl that excels in all of the areas (though the film studio gave at least distinction to these skills by being able to assign individual girls to individual scenes).

And on the other side do we have just a single "service" skill that is probably used for everything from Cleaning to Barmaid, Waitress and Casino Staff and then modified by things like Beauty and Charisma.


Given this overhang of sex-related skills, maybe some of the jobs other than "whore" could make use of those stats as well.
Examples:
-Sleazy Bar Waitresses have a low chance to be used for minor sex acts as well during each shift, in which case their Blowjob skill could be checked.
-Girls on Advertising duty could have their Beauty stat checked but if the job is performed during the night shift, their Strip skill could be checked in addition to that.
-Torturers could have their BDSM skill taken into account.
-Beast Carers could have a check for Bestiality on rare occasions.


There is also the random event of a girl being abused by some customers during a shift. In such cases could the entire shift maybe be replaced by a regular whore job report, so a random sex act is being chosen to be performed and an appropriate picture then displayed. Depending on how skilled the girl was in the chosen sex type, she would lose more or less Health. But she would lose a chunk of Happiness in any case.


The main purpose of those adjustments would be to have sex-related images of girls in non-whore jobs as well. Right now it's a bit discouraged to assign unique girls to those jobs because you would only ever get to see one picture type of them, even though you have many more on your drive.



And maybe we can advance the idea of jobs having different side effects based on the time of the day, with night shifts usually being the sleazier ones.
Adventurer missions during the night could be more lucrative but also more dangerous. Sleazy bars could have less customers during the day time.
Learning/Training jobs could be less effective during the night due to a lack of concentration.
Title: Re: Combining the big mods
Post by: Lurker on September 24, 2012, 04:29:32 PM
And maybe we can advance the idea of jobs having different side effects based on the time of the day, with night shifts usually being the sleazier ones.
Adventurer missions during the night could be more lucrative but also more dangerous. Sleazy bars could have less customers during the day time.
Learning/Training jobs could be less effective during the night due to a lack of concentration.

I'm with Shilo. Game needs more of a erm, challenge? And soemthing to spend money on besides new girls, and they are generally quite cheap. There are no real money sinks it all sort of just piles up. More negative side effects are needed. :D Like bribes, repairs etc etc. Thats what i think anyway xD Some people like not having to worry and thats fine too.
Title: Re: Combining the big mods
Post by: PeterHell on September 24, 2012, 09:52:08 PM
For some reason, whenever I reload, all of my income reset and each week my income increases by doubling (Each girl make double income each session and so on). All of them were doing bar jobs, not whores.

And I keep getting traits not exist or mispelled errors from random girls packs (not sure if the girl pack fault or the game engine)
Title: Re: Combining the big mods
Post by: crazy on September 24, 2012, 10:24:43 PM
For some reason, whenever I reload, all of my income reset and each week my income increases by doubling (Each girl make double income each session and so on). All of them were doing bar jobs, not whores.

And I keep getting traits not exist or mispelled errors from random girls packs (not sure if the girl pack fault or the game engine)
Never seen the income thing before so idk what the problem is.  As for misspelled or missing traits that the girl pack your using packs for either EX or aikas mod.  They work fine with my game I just don't have some of the traits from EX and Aika changed the spelling of some traits.
Title: Re: Combining the big mods
Post by: crazy on September 24, 2012, 10:43:39 PM
And on the other side do we have just a single "service" skill that is probably used for everything from Cleaning to Barmaid, Waitress and Casino Staff and then modified by things like Beauty and Charisma.
Right now most jobs aren't even that much to them most amount to just a dice roll to see what happens and that's why they bore me but what I'm doing stats, skills, and traits will matter for each job.
Given this overhang of sex-related skills, maybe some of the jobs other than "whore" could make use of those stats as well.
Examples:
-Sleazy Bar Waitresses have a low chance to be used for minor sex acts as well during each shift, in which case their Blowjob skill could be checked.
-Girls on Advertising duty could have their Beauty stat checked but if the job is performed during the night shift, their Strip skill could be checked in addition to that.
-Torturers could have their BDSM skill taken into account.
-Beast Carers could have a check for Bestiality on rare occasions.
Some of this stuff will be what I'm shooting for with my redoing of the jobs.  I feel some jobs should have a chance for sex or maybe the girl just wants sex so she does it for free.  But some jobs won't have sex.  One thing I might look into is like an allow sex acts for other jobs restriction so if you check jobs that aren't whores releated wouldn't have sex when those chance pop up but if you allow it then they would have sex
Right now it's a bit discouraged to assign unique girls to those jobs because you would only ever get to see one picture type of them, even though you have many more on your drive.
That is one of the reason I'm always looking to added more pic types so when any kinda of girl is doing a job you see different pic types then if she was on another job.
I'm with Shilo. Game needs more of a erm, challenge? And soemthing to spend money on besides new girls, and they are generally quite cheap. There are no real money sinks it all sort of just piles up. More negative side effects are needed. :D Like bribes, repairs etc etc. Thats what i think anyway xD Some people like not having to worry and thats fine too.
Well after I added the oral skill girls do cost more gold now..  But I generally agree there is a need for money sinks... maybe not the right word I'm not looking to make the game harder until much later on in the modding process but you really do need something to spend all that gold on...  But I haven't figured out what or how to go about adding it.  If you look thru this topic you will see I wanted to change the jobs already in the game months ago but just this week came up with the way I wanted to do it.  Which I hope goes over well with people when I get the test of the bar jobs out maybe in the next 24 hours.

Edit-  Forgot one money sink will be the new buildings and such.  Once the movie studio and arena are in a state im fine with they will cost gold to buy and alot of gold at that..  And any other buildings I added will be the same there not going be cheap.
Title: Re: Combining the big mods
Post by: fromspain on September 25, 2012, 06:17:15 AM
I´m interested in do real arena girls, and port my basic girls packs to your mod.

I need to know how to make arena girls, and combat pic's name. (fight, combat????)


Title: Re: Combining the big mods
Post by: crazy on September 25, 2012, 06:34:44 AM
I´m interested in do real arena girls, and port my basic girls packs to your mod.

I need to know how to make arena girls, and combat pic's name. (fight, combat? ??? )
Combat is the name for combat pics.  To make them arena girls open the .girlsx file in something like notepad and look for where it says status and then type in Arena.
Title: Re: Combining the big mods
Post by: fromspain on September 25, 2012, 07:34:59 AM
ok, understood. thanks.
Title: Re: Combining the big mods
Post by: crazy on September 25, 2012, 09:15:22 AM
Okay this is very much a test upload but the bar jobs are kinda started there not done but enough is done that you can tell more about them.  This has the bug fix that PP gave me and has a few new script commands that will work.  But there is a bug were it loads beast skill as the oral skill and oral skill as the beast skill...  If that don't bother then this is a good release for you to use if that is a problem then better off just using this to test the bar jobs and bug fixes from PP.  Anyway feedback plz still plenty to do for them and they need balanced better I feel they are already much better then they were.

http://www.mediafire.com/?8q4yikikbsd4b98
Title: Re: Combining the big mods
Post by: Marquis on September 25, 2012, 10:56:20 AM
Thanks for your hard work!
This latest executable crashes when I click 'brothel setup' on either a new or saved game.

Title: Re: Combining the big mods
Post by: Shilo on September 25, 2012, 04:34:25 PM
I feel some jobs should have a chance for sex or maybe the girl just wants sex so she does it for free.  But some jobs won't have sex.  One thing I might look into is like an allow sex acts for other jobs restriction so if you check jobs that aren't whores releated wouldn't have sex when those chance pop up but if you allow it then they would have sex.

Glad to hear. :)

Maybe each girl could have some "horniness" value rise each day. How much depends on a mix of her Libido, maybe certain traits that increase or decrease the rate, and maybe also her job (girls working in the sleazy areas might get turned on a bit by what happens there every day, whereas cleaning or guard duty is not really sexy).
The value could range between 0 and 100 (and some traits could change the minimum or maximum, so girls with certain traits (like Nymphomanic) could always be 20% horny while others could not be into sex all that much) and be the percentage for the check if the girl wants to have sex on her own.

If she gets to have sex of any then, the value is decreased again. The amount of the decrease would depend on other things again: rape would lower it a lot because she doesn't want to have sex after that for a while; sex with the player would decrease little to much depending on whether or not she likes the player. Whores would basically never have this value build up because they have sex every day.

It could maybe also be turned into a handicap for the player if a girl that wants sex really badly will skip her assigned job to satisfy her needs (if the value is really high, she might even ignore the player's ban of sex). The player could counter this effect by taking care of the girls with Interactions or by buying her a chastity belt item, which could also increase Obedience if her built up horniness is high enough.


Just as ideas. I am sure you will take good care of the game either way. :)
Title: Re: Combining the big mods
Post by: crazy on September 25, 2012, 05:45:01 PM
Thanks for your hard work!
This latest executable crashes when I click 'brothel setup' on either a new or saved game.
Get the attach and put in it your interface folder and it should fix it...  I kinda forgot that people would need that.
Title: Re: Combining the big mods
Post by: adultkira on September 26, 2012, 02:33:42 PM
Crazy, i played your mod several hours now and i like it and your ideas. Thanks for your work  :)

But I generally agree there is a need for money sinks... maybe not the right word I'm not looking to make the game harder until much later on in the modding process but you really do need something to spend all that gold on...

Edit-  Forgot one money sink will be the new buildings and such.  Once the movie studio and arena are in a state im fine with they will cost gold to buy and alot of gold at that..  And any other buildings I added will be the same there not going be cheap.

I think the point is, a game needs something to motivate the player. One good way of motivation are goals to achieve. So playing for earning money to buy a new building, to "see" and get something new is motivating, especially if it is not too easy to achieve. Another way for motivation could be gaining experience and leveling up and getting new skills or better old ones. This idea is not a new one, but i think it's a good one. It's also used in the whore master ex mod and i'm convinced, that this is the most motivational point for for playing this mod: Every new week, i'm curious if any new (body)skill has been achieved or any new level of the sex-skills (i.e. if your girls are now better than before). This "getting better" is my point, which i would offer for an improvement of your mod.
Title: Re: Combining the big mods
Post by: Lord Bane on September 26, 2012, 04:28:14 PM
It still crashed on me but I found out why! Needed some of the classic files in the 1024_768 folder as I changed the resolution via. the config file.
I attached the files needed for it. Place in interface\1024_768


Great Work by the way!!!!! ;D
Title: Re: Combining the big mods
Post by: crazy on September 26, 2012, 11:50:36 PM
Every new week, i'm curious if any new (body)skill has been achieved or any new level of the sex-skills (i.e. if your girls are now better than before). This "getting better" is my point, which i would offer for an improvement of your mod.
Well right now most jobs in my mod can give new skills but there isn't many.  I plan to change that while I'm working on the jobs I would like to see girls gain new good traits.  But they can also lose bad traits in my version(thanks to akia).  But I want it to make sense that they gained a trait off whatever job they are on.
Title: Re: Combining the big mods
Post by: crazy on September 27, 2012, 12:19:12 AM
Okay not getting much feedback but it doesn't matter as I want to explain more about what I'm trying to do and what I have done.

First we will go with what I've done.  If you have tried the test patch you will see that the bar jobs have been reworked and it will tell you in the turn summary how the girl is at the job.  Now her skill at the job is determined by a few factors.  Let's take waitress for example, it takes the stat int and her service skill which makes the base of her skill at the job.  But then traits play into it some helping her do a better job or making her do a worse job.  In the end there is 6 lvls of skill for the job the higher the lvl the more she will make.

2nd thing I've done is make some trait based events.  These are things that only happen if she has the trait for the event and based on her skill at the job different things will happen.  So again lets take the waitress job for an example.  If she has the trait great arse there is a chance that a patron may attempt to grab her ass cause its so nice.  Based on her skill at the job various things can happen.  Now I only have a few trait based events in right now but I plan to add a whole lot of these.  I also want to make other traits play into this.  So taken the example if the girl is aggersive she might attack the person who grabbed her ass.

Finally what I have planned still is to have events that can always happen.  In these events different traits could make different things happen but I also want girl stats and skills to matter.  So lets take an example I'm going work on for the stripper job.  Two of the events I want that can happen for this job is have someone buy a drink for them and have someone buy a lap dance.  Now the better they are at the job the more likely they are for the events to happen but also they could sell more of them.  So as an example lets say a girl with low job skill at stripper gets the event for lap dance a few things can happen.  She can either miss the chance to sell it cause she sucks at the job in which case it would say in the turn summary that she missed the chance to sell a lap dance due to her low skill.  But let say she has low job skill but high int stat even though she sucks at the job she is smart enough to know she could make more money by doing lap dances so her chance of selling one even with low job skill is way up.

In the end I hope that by doing this it will make going thru the girls in the turn summary something you might actually want to do.  I also hope it makes you really think about what girls you want on the jobs to get the most out of them.  I won't be reworking all the jobs whore, matron, cleaning, customer service are the ones I'm not going mess with off the top of my head but I'm sure there are a few more.  This is going take alot of time and alot of testing I have no time frame on when it might be done but I plan to put out test patchs often.  Do let me know what you think.
Title: Re: Combining the big mods
Post by: galasis on September 27, 2012, 12:51:25 AM
 Personally, I like the different events that can occur. I believe that with the added possibility of something happening when I check the girls the more likely I am to check them. I think you're doing a great job. Keep "it" up! :D








Galasis
Title: Re: Combining the big mods
Post by: fromspain on September 27, 2012, 02:43:30 AM
nude for peep shop
mast for xxx entertainer
strip for strippers

I believe those pics should be under same name, even xxx entertainer could be sex pics. It's titanic to make a girl and create this 3 categories for the same kind of pictures. nude or strip for peep and strip, and sex for xxx entertainer.

If you put a random gir to work in peep, or striper, now, only can see profile pictures. It would be better to see sex pics.

In other way, sometimes girs refused to work, but she do the job.


Title: Re: Combining the big mods
Post by: Shilo on September 27, 2012, 11:10:53 AM
I disagree. More category distinctions are good. If things were mixed up again, you could get situations where you would have sex pictures for a girl that is just masturbating. Or the other way around.

Though maybe there is a way to have redirects via some text file so that you can point multiple categories to the same picture.
For instance if you had a directory like this:
Mast1.jpg
Mast2.jpg
Mast3.txt
Mast4.jpg
Nude1.jpg
Nude2.jpg
Nude3.jpg

Maybe you could make it so that you could write "Nude1.jpg" into the Mast3.txt and then the game would use that Nude picture when it would pick that Mast file. That way you could at least prevent some redundancy and a reduced download/disk size if there are pictures that apply to multiple categories.
And maybe the system could even be extended so that you could write "../Nami/Les1" into a Les1.txt file in the folder for Nico Robin because they might share a picture. That would require these girls to be provided as download together, though.
Title: Re: Combining the big mods
Post by: person8 on September 27, 2012, 03:05:06 PM
Crazy, I'd like to say thanks.  I've been lurking your thread for a long time, and you're the best. 

You're the only one keeping the game development in a forwards direction now that Shade88 lost his data...

When using your new .05a, I'm still getting the game freeze+crash when I try to go to Brothel Setup. I put in the "building setup.xml" attachment into your .05 Interface folder.  Is that the way you meant?  If so, I don't know what's wrong elsewhere to look otherwise.

As well, after playing for a bit, I realize that for some reason the Inventory button greys out and becomes inactive for the girls for some reason.  I had been transferring them to the Studio, but that's the only thing I had done differently than "normal" up to that point.

As for the test run, I like what you've done with the Bar job update a lot.  I think it's a great way to take the game.  I actually don't care for added difficulty. 
What I like from new version to version is random events from skill tests. 
I'm not playing the game as a game in truth; I'm just fapping to the situations it gives me. 

On a side note, has there been any progress on the Beast Capture coding since the first page of this thread?  It's annoying to always see "there's no beasts so she uses a fake one," when I wish I could just go find some with the job (as well, I'm not totally sure, but using fake beasts never gives Insemination). 
Is there a way to reintegrate the Beast Carer and Beast Capture jobs into one, like another guy did back in 2011?  Would that possibly fix the crash error that way?  You've done a great job smoothing out near every other kink that WM crashed on in the past, so maybe cutting and burning the older code like that may work?
Title: Re: Combining the big mods
Post by: Lord Bane on September 27, 2012, 05:10:08 PM

When using your new .05a, I'm still getting the game freeze+crash when I try to go to Brothel Setup. I put in the "building setup.xml" attachment into your .05 Interface folder.  Is that the way you meant?  If so, I don't know what's wrong elsewhere to look otherwise.



Maybe try copying the building_setup_screen.xml into the interface\classic folder.  That's how I had to do it for the 1024_768 screen mode + a few other files from the classic folder to get the new buildings (clinic etc). to work.
Title: Re: Combining the big mods
Post by: crazy on September 27, 2012, 06:13:55 PM
As well, after playing for a bit, I realize that for some reason the Inventory button greys out and becomes inactive for the girls for some reason.  I had been transferring them to the Studio, but that's the only thing I had done differently than "normal" up to that point.
This a know bug to me but I just can't fix it in my attempt to fix it I broke the game for around 3 days..  lol so yeah not touching it sorry.
On a side note, has there been any progress on the Beast Capture coding since the first page of this thread?  It's annoying to always see "there's no beasts so she uses a fake one," when I wish I could just go find some with the job (as well, I'm not totally sure, but using fake beasts never gives Insemination). 
Is there a way to reintegrate the Beast Carer and Beast Capture jobs into one, like another guy did back in 2011?  Would that possibly fix the crash error that way?  You've done a great job smoothing out near every other kink that WM crashed on in the past, so maybe cutting and burning the older code like that may work?
It's been fixed so yeah you can do beast capture now.
When using your new .05a, I'm still getting the game freeze+crash when I try to go to Brothel Setup. I put in the "building setup.xml" attachment into your .05 Interface folder.  Is that the way you meant?  If so, I don't know what's wrong elsewhere to look otherwise.
I'll do a full release next time to try and prevent this problem.  For now check lord banes post above if your using the 1024_768 screen mode he posted a fix.  If not I'll look into it.
You're the only one keeping the game development in a forwards direction now that Shade88 lost his data...
If you liked shade88's script you should check out pinkutako's script it's very good and they are actively still working on it.
Title: Re: Combining the big mods
Post by: Morkar on September 28, 2012, 04:29:28 PM
When will the version 0.6 of the mod?

Any chance to be added to the dungeon extra scripts to give more fun? to go as you can choose the type of torture or things like
Title: Re: Combining the big mods
Post by: person8 on September 28, 2012, 10:49:00 PM
Thanks for the tip, Lord Bane and Crazy.  Didn't even know there were more of those building_setup files hiding in the folders.

I still have a persistent problem though, which doesn't seem to be on Crazy's mod's part, since he's said it's fixed and has been broken for me for several versions now, including .05a...  Whenever I try to use Beast Capture, my game freezes and dies. 

I can't tell much from the last couple lines command script, and the only thing that stands out is that the girl has no trigger (which I see from earlier forum posts that that doesn't mean anything). 

Any idea where I can look to fix this?  I admit I've fucked with the config file and have also set girl parameters pretty high.
Title: Re: Combining the big mods
Post by: crazy on September 28, 2012, 11:21:49 PM
I still have a persistent problem though, which doesn't seem to be on Crazy's mod's part, since he's said it's fixed and has been broken for me for several versions now, including .05a...  Whenever I try to use Beast Capture, my game freezes and dies. 
I can't tell much from the last couple lines command script, and the only thing that stands out is that the girl has no trigger (which I see from earlier forum posts that that doesn't mean anything). 
Any idea where I can look to fix this?  I admit I've fucked with the config file and have also set girl parameters pretty high.
My guess is you have no random monster girls.  Check and make sure you have girls that are set for the catacombs if not that is your problem.
Title: Re: Combining the big mods
Post by: crazy on September 28, 2012, 11:23:38 PM
When will the version 0.6 of the mod?
Any chance to be added to the dungeon extra scripts to give more fun? to go as you can choose the type of torture or things like
No time frame for .06 redoing the jobs is going be a long process.  But scripts is something I'm trying not to do cause it takes away from time coding on the game.  Would love to see a new dungeon script but not something I would work on any time soon.
Title: Re: Combining the big mods
Post by: person8 on September 29, 2012, 02:03:13 PM
My guess is you have no random monster girls.  Check and make sure you have girls that are set for the catacombs if not that is your problem.

So THAT was the reason all this time!  It works now! Thanks for the help.
Title: Re: Combining the big mods
Post by: mackiller on September 30, 2012, 05:50:15 AM
I still can not solve the problem: when I start a game, for example, I start the game with packs of 20 girls. After the first move (or the first of the month), I'm out of the game and in the folder resources\characters copy the new pack of girls - but in the game I still only the first and only one pack. With original mod was not like this. I'd like to play in Crazy's mod, what discrepancy? When I looked at the game log - it includes the name of the new pack, but the new girls - are not displayed

Title: Re: Combining the big mods
Post by: Lurker on September 30, 2012, 09:18:55 PM
I still can not solve the problem: when I start a game, for example, I start the game with packs of 20 girls. After the first move (or the first of the month), I'm out of the game and in the folder resources\characters copy the new pack of girls - but in the game I still only the first and only one pack. With original mod was not like this. I'd like to play in Crazy's mod, what discrepancy? When I looked at the game log - it includes the name of the new pack, but the new girls - are not displayed

Is the .girlsx file in the right place, and do they even have one?
Title: Re: Combining the big mods
Post by: mackiller on October 01, 2012, 03:20:56 AM
Yep, Lurker...all files with extenions *.girlsx are in directory *\resources\characters...
Title: Re: Combining the big mods
Post by: crazy on October 02, 2012, 04:28:18 AM
I still can not solve the problem: when I start a game, for example, I start the game with packs of 20 girls. After the first move (or the first of the month), I'm out of the game and in the folder resources\characters copy the new pack of girls - but in the game I still only the first and only one pack. With original mod was not like this. I'd like to play in Crazy's mod, what discrepancy? When I looked at the game log - it includes the name of the new pack, but the new girls - are not displayed
Anyone else having this problem?  If so let me know seems it worked fine last time I tried.  Get around to testing it at some point soonish.
Title: Re: Combining the big mods
Post by: Popuri on October 02, 2012, 08:01:40 AM
I still can not solve the problem: when I start a game, for example, I start the game with packs of 20 girls. After the first move (or the first of the month), I'm out of the game and in the folder resources\characters copy the new pack of girls - but in the game I still only the first and only one pack. With original mod was not like this. I'd like to play in Crazy's mod, what discrepancy? When I looked at the game log - it includes the name of the new pack, but the new girls - are not displayed

So if I'm reading it right, you started the game with x number of girls, then after having played a bit added a pack to add in more girls but only your original x girls are available?  I'm not 100% sure since it's been a while, but isn't the library of available girls set when the game's save is first made?  If that's the case then adding new packs would only affect new starts.  Could be wrong though.
Title: Re: Combining the big mods
Post by: mackiller on October 02, 2012, 09:15:36 AM
So if I'm reading it right, you started the game with x number of girls, then after having played a bit added a pack to add in more girls but only your original x girls are available?  I'm not 100% sure since it's been a while, but isn't the library of available girls set when the game's save is first made?  If that's the case then adding new packs would only affect new starts.  Could be wrong though.


Yes, you all reading and understand right. But I draw your attention to the fact, that after addition of a new pack there is a record in save-file on the availability of a new pack, but do not appear on the entry of new girl.

Title: Re: Combining the big mods
Post by: Lord Bane on October 02, 2012, 09:48:22 AM

Yes, you all reading and understand right. But I draw your attention to the fact, that after addition of a new pack there is a record in save-file on the availability of a new pack, but do not appear on the entry of new girl.


Make sure the extension of the girlsx is lower case. It will not load the *.girlsx files if they are upper case for some reason. hope this helps.

Title: Re: Combining the big mods
Post by: person8 on October 02, 2012, 01:23:48 PM
Is anyone else having this particular problem?

I was playing around with the Brothel Setup, and it seems to let me tick the boxes, but Oral always stays unticked by the next week.  Can't turn it off.
Title: Re: Combining the big mods
Post by: crazy on October 02, 2012, 05:53:16 PM
Yes, you all reading and understand right. But I draw your attention to the fact, that after addition of a new pack there is a record in save-file on the availability of a new pack, but do not appear on the entry of new girl.
Okay this is a bug with the new save system.  The offical game never got released with the new save system is why u can do it with it.  That said this bug was in EX also but the fix was posted in the fourm so I should be able to fix it.
Is anyone else having this particular problem?
I was playing around with the Brothel Setup, and it seems to let me tick the boxes, but Oral always stays unticked by the next week.  Can't turn it off.
Its a bug.  Oral isn't full set up right.  I'll look into this see what I can figure out.
Title: Re: Combining the big mods
Post by: crazy on October 02, 2012, 11:57:45 PM
Both of the things above are now fixed I think.  Going upload a test patch to make sure the save system isn't broke now.

Few more jobs have been worked on but like last time none of them are even close to finished.  Also I would back up any saves you want to keep for sure..  I don't think anything is broke with the fix but as I said needs more testing.

http://www.mediafire.com/?yr70yrq01rxrxwm
Title: Re: Combining the big mods
Post by: mackiller on October 03, 2012, 01:57:02 AM
Yes, my main problem is solve. Thank you, Crazy!
Title: Re: Combining the big mods
Post by: hewhocumsbynight on October 03, 2012, 11:06:38 AM
Hey Crazy!  Thanks so much for all the new material!  The Arena, Centre, and Studio all seem to be working, and Oral appears to have integrated successfully (even though I'll have to restructure my packs...)  My only problem is that attempting to interact with the girls (not in the dungeon) causes the game to crash.  Any ideas?
Title: Re: Combining the big mods
Post by: crazy on October 04, 2012, 12:47:05 AM
Hey Crazy!  Thanks so much for all the new material!  The Arena, Centre, and Studio all seem to be working, and Oral appears to have integrated successfully (even though I'll have to restructure my packs...)  My only problem is that attempting to interact with the girls (not in the dungeon) causes the game to crash.  Any ideas?
Has to be something to do with your interaction script are you using the default one or did you download one?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 04, 2012, 03:56:32 AM
As I go over the jobs its really hard to belive that it's taken this long for someone to mod them.  Jobs like stripper don't even increase strip until I changed it they just increased services skill.  But what is really getting to me is the non sex jobs almost all of them have to use the services skill even if it don't make sense for them like game dealer or singer.  So what can I do about it?  Well I could add more skills to the game but there's both up's and down's to that.  The ups are girls getting good at jobs that services skill makes sense for wouldn't instantly be good at other jobs.  Would help make jobs and girls more varied plus if I do make more skills might as well added more sex skills which can be fun.  But I think the down's might be to much to do it.  The biggest down is having to set the skills in the .girlx file or they would just start at 100 and with as many girls as most people use that would be a huge huge pain in the ass.  Then girls would also cost more to buy.  So I'm on the fence on this I would love to do it but I use over 1000 girls having to redo all of them.... makes me sick to think about lol.

Last thing I want to talk about is future plans of .07.  For that patch I'm going look mostly at adding new places and new ways to get girls.  At this point I consider arena girls a failure.  Arena girls has been in my mod for a few months now and no one has made any but the orginal 2 I made.  So for ways to get new girls I'm going look at just using the existing ways to aquire girls.  Adding more things like the Arena tryouts and other things.  One of the things I'm thinking about is good for 2 things new way to get girls and a money sink.  Which is to add more slave markets but have it to where you have to pay a membership fee to be able to use the new ones.  I have other thoughts but nothing to share until I have them either better planned or know for sure I can make them work.
Title: Re: Combining the big mods aka crazy's mod
Post by: b00marrows on October 04, 2012, 09:06:15 AM
trust me if i knew how to mod the "stats" of jobs in any way I WOULD HAVE AGES AGO, i have asked about it before and received very minor response leading to nothing. is it REALLY that hard to change a few numbers?

as for arena, i don't like it. with this game i kinda run into a corner and play in a way i know nothing could go wrong, due to the way the arena worked i didn't trust it (combat all together never worked for me, i would have a fully trained girl suddenly die from combat and i Couldent do anything but reload and hope it dosent happen again)

is there a way to break out the info on the jobs, like in text or something so they can be changed like a config file?
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on October 04, 2012, 10:04:31 AM
Well, I've been using the Pinkutako's latest version of the interaction script.  Tried redownloading and reinstalling the script, but it still crashed.
Title: Re: Combining the big mods aka crazy's mod
Post by: Marquis on October 04, 2012, 11:51:17 AM
re: adding new skills to differentiate jobs


It seems easier to add traits, so maybe add traits that can be gained by doing a non-sex job. For example, "Good singing voice" might be gained if a girl does the singer job a lot. That trait could add to the pay. Maybe continue to use the Service skill for a variety of jobs, but slow down its improvement and have job oriented traits have a bigger impact. These could have levels as in EX such as "Good voice 1", "Good voice 2", etc. Other jobs may be as straightforward as "Barmaid 1", Barmaid 2". Maybe have job specific items as well such as a "Manual of Mixology" which helps bartender jobs or "Scrub brush" for Cleaning.


re: having a text/config file for jobs


The more things a player can tweak in a config file, the better. Pay/expense for various jobs is already in the config file, but I don't think adjusting it does anything. Which type picture shows may be much harder to give players the ability to change, but what might be nifty is the ability to set defaults. For example, let's say there's a new category of picture called "Clean", but I don't want to go through all of my packs and add/edit pics. A config file that allows me to say what should be used if Clean isn't found (maybe some want Ecchi, maybe some want Profile).



Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 04, 2012, 06:27:10 PM
Well, I've been using the Pinkutako's latest version of the interaction script.  Tried redownloading and reinstalling the script, but it still crashed.
Hmm post a game log might help but if I was you I would just redownload and not but the script in try the game without it to make sure it works if it don't work with a clean game then I need the game log for sure.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 04, 2012, 06:38:43 PM
trust me if i knew how to mod the "stats" of jobs in any way I WOULD HAVE AGES AGO, i have asked about it before and received very minor response leading to nothing. is it REALLY that hard to change a few numbers?
The problem is most jobs didn't use stats before I started working on this they just had rolls to decied what happened.  So there was nothing to change.
as for arena, i don't like it. with this game i kinda run into a corner and play in a way i know nothing could go wrong, due to the way the arena worked i didn't trust it (combat all together never worked for me, i would have a fully trained girl suddenly die from combat and i Couldent do anything but reload and hope it dosent happen again)
Was that in the arena or the catacombs?  Most the time if a girl with max combat loose its one of two things she can into an incorpeial or she fought 5 or more things.
is there a way to break out the info on the jobs, like in text or something so they can be changed like a config file?
I might be able to do the pay in the config file but other then that I doubt it.  Is that what your wanting to change or not? 
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 04, 2012, 06:52:36 PM
re: adding new skills to differentiate jobs
It seems easier to add traits, so maybe add traits that can be gained by doing a non-sex job. For example, "Good singing voice" might be gained if a girl does the singer job a lot. That trait could add to the pay. Maybe continue to use the Service skill for a variety of jobs, but slow down its improvement and have job oriented traits have a bigger impact. These could have levels as in EX such as "Good voice 1", "Good voice 2", etc. Other jobs may be as straightforward as "Barmaid 1", Barmaid 2". Maybe have job specific items as well such as a "Manual of Mixology" which helps bartender jobs or "Scrub brush" for Cleaning.
I had planed something close to this but was just planning on doing like a few high lvl traits that would give her better results hadn't thought about having lvling traits.. Hmm good ideal have to look into it.  As for items I'm not sure that can be done its a great ideal just have to look at how to make it work.
re: having a text/config file for jobs
The more things a player can tweak in a config file, the better. Pay/expense for various jobs is already in the config file, but I don't think adjusting it does anything. Which type picture shows may be much harder to give players the ability to change, but what might be nifty is the ability to set defaults. For example, let's say there's a new category of picture called "Clean", but I don't want to go through all of my packs and add/edit pics. A config file that allows me to say what should be used if Clean isn't found (maybe some want Ecchi, maybe some want Profile).
Another good ideal is the pic edit in config. 

But might as well take this time to say Everything defualts to something (As I've seen a few people taking about the pic numbers).  Like Nude should defualt to strip if there isn't a strip is should go to ecchi if there isn't an ecchi then it should go to profile.  When I make a new pic type I try to make sure it  goes to something that makes sense and that people might have already in the char folder.  I don't make them go to profile unless it makes the most sense.
Title: Re: Combining the big mods aka crazy's mod
Post by: Aika on October 04, 2012, 07:51:32 PM
As I go over the jobs its really hard to belive that it's taken this long for someone to mod them. 

I started on them, but never finished. Despite not having a lot of time over the summer, I did manage to put a little bit of time into the jobs in my mod, and had them just about finished. Then my hard drive failed, and I lost all that work. :/

I've started to reconstruct what I did, but I'm working from my svn source, which has a lot of your work still mingled into it. At this point, it would probably be easier for me to start from your source and work together on your mod than try to recover my own.
Title: Re: Combining the big mods aka crazy's mod
Post by: Shilo on October 04, 2012, 08:02:50 PM
Last thing I want to talk about is future plans of .07.  For that patch I'm going look mostly at adding new places and new ways to get girls.  At this point I consider arena girls a failure.  Arena girls has been in my mod for a few months now and no one has made any but the orginal 2 I made.

What has to be done in that regard? Only changing the entry that defines where you find this girl (adventures or slave) to a new arena type?
If that's all, maybe you could pick girls to be arena girls based on their combat skill? Unless that gets ugly to code and might lead to duplicate girls…
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on October 04, 2012, 11:34:26 PM
Would this work?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 05, 2012, 07:35:52 AM
I started on them, but never finished. Despite not having a lot of time over the summer, I did manage to put a little bit of time into the jobs in my mod, and had them just about finished. Then my hard drive failed, and I lost all that work. :/
Ouch that sucks.  But glad to see your back love having some else modding on the game.
I've started to reconstruct what I did, but I'm working from my svn source, which has a lot of your work still mingled into it. At this point, it would probably be easier for me to start from your source and work together on your mod than try to recover my own.
My SC is way way out of date.  If you want to work off mine get up with me see what we want to do this time.  I'll have to do a SC update and send you the link in a pm.  But that will have to wait till tomorrow bed time now.
Title: Re: Combining the big mods aka crazy's mod
Post by: akab on October 05, 2012, 09:14:14 AM

It 'a real pity when a hard drive dies you suddenly.  :( :'(


Unfortunately, the backup is something that "almost never" is updated.  :-X


If you work on a desktop computer I would suggest you use two mirrored disks.
Otherwise on a notebook with a USB key (a good brand) for quick backup.
Title: Re: Combining the big mods aka crazy's mod
Post by: fromspain on October 06, 2012, 11:35:44 AM
Have you tested if arena unique girls appears in game?

I still haven't found the exclusive girls I made for it.


Title: Re: Combining the big mods aka crazy's mod
Post by: mackiller on October 06, 2012, 03:26:13 PM
I have a new problem,[size=78%] when playing in version 0.5b [/size] ;D [size=78%] ...When I want a buy sexond brothel, my game is crashed...[/size] :-[ [size=78%]  in bottom part of gamelog.txt i see next text:  ***************** Loading centre ****************[/size]
Loading centre: Centre
Loading global triggers
Loading default images
Brothel 1 not found in list!
Brothel 2 not found in list!
Brothel 3 not found in list!
Brothel 4 not found in list!
Brothel 5 not found in list!


I dont understand - what happeing?  :'(
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 06, 2012, 11:15:15 PM
I dont understand - what happeing?  :'(
Just tested to see if I could buy 2nd brothel and it worked fine...  Not sure what the problem is in a day or two I'm going post a full download instead of just a patch to see if that fixes hewhos problem of the script crashing his game.  Maybe it will help your problem also.
Title: Re: Combining the big mods aka crazy's mod
Post by: mackiller on October 07, 2012, 06:26:10 AM
I'll be waiting impatiently, thank you, Crazy!
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 09, 2012, 05:15:18 AM
Have you tested if arena unique girls appears in game?
I still haven't found the exclusive girls I made for it.
They do.  But unless your on the newest patch you would have to start a new game for them to be won.

That said posted full download of .05b wanted to get something done before doing a full download but just didnt have any time.

http://www.mediafire.com/?14f81221qic4iaw (http://www.mediafire.com/?14f81221qic4iaw)

Edit- Think Ive got some serious pay issues going on... just had a stripper make 1700 gold that shouldn't be happen.  If your seeing pay like this let me know.
Title: Re: Combining the big mods aka crazy's mod
Post by: PHR on October 10, 2012, 05:37:57 AM

Edit- Think Ive got some serious pay issues going on... just had a stripper make 1700 gold that shouldn't be happen.  If your seeing pay like this let me know.

I'm getting the same from milking, it seems that the girl's pay is compounding every shift.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 10, 2012, 06:34:01 AM
I'm getting the same from milking, it seems that the girl's pay is compounding every shift.
Ive also noticed it only happens when they are working both shifts... No ideal what causes it though.
Title: Re: Combining the big mods aka crazy's mod
Post by: Bender on October 10, 2012, 10:57:15 AM
Samesies. Unless girls are supposed to be making 600 a shift from bartending the second week.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 10, 2012, 10:56:36 PM
Samesies. Unless girls are supposed to be making 600 a shift from bartending the second week.
Was she working both day and night shift?
Title: Re: Combining the big mods aka crazy's mod
Post by: Bender on October 11, 2012, 01:48:22 PM
I think so. Any idea what's causing it?

Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 11, 2012, 05:50:26 PM
I think so. Any idea what's causing it?
Nope just that it happens when you have a girl work both shifts.
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on October 11, 2012, 06:47:34 PM
Out of curiosity, Crazy, do you think it'd be possible to actually utilize the STD's that are so frequently mentioned?  Like, as a random event, one of the girls catches an STD from a customer?  It'd certainly justify those traits, and the items relating to STD's.

Also, I noticed that Shape-Shifter was added to the list of traits.  How do you create traits?  Is there a way to do so without editing the game's core?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 11, 2012, 08:43:39 PM
Out of curiosity, Crazy, do you think it'd be possible to actually utilize the STD's that are so frequently mentioned?  Like, as a random event, one of the girls catches an STD from a customer?  It'd certainly justify those traits, and the items relating to STD's.
Also, I noticed that Shape-Shifter was added to the list of traits.  How do you create traits?  Is there a way to do so without editing the game's core?
No plans for STD's maybe at another point in time but with just me on this and little time I'm more focused on jobs and adding new buildings and such.

As for traits you can add them to the list and the game will reconize them but it just wont do anything for skill stats or fetishs.  I'm going be adding more traits soonish.
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on October 12, 2012, 01:04:45 AM
Okay, thanks for the information!
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 12, 2012, 01:30:51 AM
Okay, thanks for the information!
What traits you looking to add?
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on October 12, 2012, 10:12:29 AM
Honestly, I don't really know.  I know that I tried pretty hard a while back to figure it out, but it kinda dropped off the radar until I noticed the change, at which time my interest was piqued.  I'll let you know when I have some ideas, though! 

I'm sure you've answered this before, so I apologize, but how do you make a girl appear in the arena?
Title: Re: Combining the big mods aka crazy's mod
Post by: Bender on October 12, 2012, 11:41:19 AM
I don't know for sure but I imagine you replace the "Normal" or "Catacombs" in the .girl file with "Arena." I could be completely off though.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on October 12, 2012, 09:18:54 PM
Sorry I've been gone so long, had some RL issues, which are mostly worked out now. It looks like the work I was doing on re-doing jobs may be pointless since they most likely won't be compatible with any changes you probably made, but that is no big deal since I did not get much done on it anyways, was maybe 20% along.

So what I propose instead of working on sweeping changes, is I will be glad to help you on more bug fixes, and minor changes, for instance, I know it would be pretty easy to add in the STD's someone asked about, the only reason they never appear is the chance to get one is unbelievably low, and require that you are NOT using anti-preg potions (at least that is how it looks at first glance).

Crazy if you are interested, then PM me a link for the current SC and I will get to work on it. Feel free to tell me any items you consider to be high priority, and what items I should not bother working on (no reason for us to duplicate work).

--PP
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on October 13, 2012, 08:07:50 AM
I don't know for sure but I imagine you replace the "Normal" or "Catacombs" in the .girl file with "Arena." I could be completely off though.

I got one of my girls that was set to "Normal" from the Arena. Seems to be a "Meet girl" option with different flavor text.
Title: Re: Combining the big mods aka crazy's mod
Post by: stauffi on October 13, 2012, 07:09:39 PM
I got one of my girls that was set to "Normal" from the Arena. Seems to be a "Meet girl" option with different flavor text.

You can win Arena Girls in Arena fights.

Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 13, 2012, 11:50:06 PM
I got one of my girls that was set to "Normal" from the Arena. Seems to be a "Meet girl" option with different flavor text.
That is by choice the arena tryouts pulls from normal girls cause there is only 2 arena girls made.
You can win Arena Girls in Arena fights.
Yup to win an arena girl you have to do cage match... there is like a 20% chance to get one.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 15, 2012, 01:13:40 AM
Anyone ever use grand theft gang misson and if  so do they ever win?  It seem all but broken to me but maybe I missed something I think gang missions are yet another thing I'm going have to add to my list of shit to look at damn thing gets bigger every day if only I could start crossing something off it lol.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on October 15, 2012, 09:33:08 AM
Anyone ever use grand theft gang misson and if  so do they ever win?  It seem all but broken to me but maybe I missed something I think gang missions are yet another thing I'm going have to add to my list of shit to look at damn thing gets bigger every day if only I could start crossing something off it lol.

Yeah grand theif rarely works. Personally i think the gangs should be scrapped. Can have the girls do their tasks instead. :o
Could be hard to do though, I dunno. Only thing i use the gangs for is to get territory.
Title: Re: Combining the big mods aka crazy's mod
Post by: fromspain on October 16, 2012, 03:52:35 AM
I like gangs. Kidnaping girls, getting territory, thief, recapture girls, TRAINING...

I always use "gang management", in every turn.

Ok, it's better to explore catacombs, security on brothel, with girls, but gangs are necesary to win some quest.
Title: Re: Combining the big mods aka crazy's mod
Post by: Bender on October 17, 2012, 01:30:55 PM
I like the idea of gangs kidnapping girls as oppose to meeting them in the streets. And of course you need them if a slave runs away. But yeah, a gang-overhaul probably wouldn't hurt the game.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 20, 2012, 05:54:39 AM
Got the movie screen in and both clinic and movies both have a meet girl type thing so new patch soonish.
Title: Re: Combining the big mods aka crazy's mod
Post by: Uriel on October 28, 2012, 06:56:33 AM
(http://img401.imageshack.us/img401/8779/sailorsilencebreakerfor.gif)
Siiiilence.... BREAKEEEERR!!!
Title: Re: Combining the big mods aka crazy's mod
Post by: E. on October 28, 2012, 07:04:14 AM
Uriel's prayer was absorbed by the darkness.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on October 28, 2012, 02:23:45 PM
We are in fact working on this, currently we are looking at bugs, and minor feature adds. We are trying to focus more on core game balance right now than adding major new features.
Title: Re: Combining the big mods aka crazy's mod
Post by: Justlookingaround on October 28, 2012, 04:47:01 PM
Whenever I enter the girl details menu in the Studio, the manage inventory button becomes disabled everywhere.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 28, 2012, 06:14:16 PM
We are in fact working on this, currently we are looking at bugs, and minor feature adds. We are trying to focus more on core game balance right now than adding major new features.
This me and PP are working on it just slow not much time for either of us.
Whenever I enter the girl details menu in the Studio, the manage inventory button becomes disabled everywhere.
Know bug and one I can't fix myself.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on October 30, 2012, 08:31:26 PM
This me and PP are working on it just slow not much time for either of us.Know bug and one I can't fix myself.

Found and fixed.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 05, 2012, 05:13:22 AM
Well figure I might as well talk a bit about what going on.  Me and PP are working on this slowly cause we both have limited time but we are making progress on some stuff and I plan to get .05c out this week.  Redoing the jobs is slow work and I may put finishing them off until I figure a few things out.  But I plan to finish the trait based stuff with them and fix the bugs.  PP fixed the oral bug so it and beast are no longer switched.  So .06 is coming along there just isn't a time frame for it.  I'll probally try and do a weekly update on progress just to let everyone know we are working on stuff.
Title: Re: Combining the big mods aka crazy's mod
Post by: endospore on November 08, 2012, 09:10:39 AM
Great mod so far, I've been making my girl packs with your mod in mind to help it get more popular. I have a question that I'm sure is super noob-ey but I haven't been able to find any real good answers with search.
How exactly do you mod the game like this? What program is used to mod it and what language is it in? I have a very very tiny bit of experience programming games, and I'd love to add a trait or two, but I don't think it'd be fair to just ask you to do all the work XD I was thinking it'd be nice to add a furry trait to keep the nonhuman trait less ambiguous.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 09, 2012, 03:39:18 AM
Great mod so far
Ty hopefully more great stuff coming soon.
I have a question that I'm sure is super noob-ey but I haven't been able to find any real good answers with search.  How exactly do you mod the game like this? What program is used to mod it and what language is it in? I have a very very tiny bit of experience programming games, and I'd love to add a trait or two, but I don't think it'd be fair to just ask you to do all the work XD I was thinking it'd be nice to add a furry trait to keep the nonhuman trait less ambiguous.
Its in C++ and you could use any program that allows you to edit C++.  Just download the SC in my 1st post and give it a try.  I'm going look at adding more traits at a later date if you can't do it ill add furry to my list of ones to add when I get to that point.
Title: Re: Combining the big mods aka crazy's mod
Post by: endospore on November 09, 2012, 10:39:36 AM
Its in C++ and you could use any program that allows you to edit C++.  Just download the SC in my 1st post and give it a try.  I'm going look at adding more traits at a later date if you can't do it ill add furry to my list of ones to add when I get to that point.


Thanks, that's luckily what me and my friends messed around with in middle school, so I should have some luck :P I'm honestly just planning on copying what the nonhuman trait does (with maybe a couple of tweaks...) and changing the name, but it would be nice to have so nonhuman isn't just this blanket trait that tells you as much as if you had a "female" trait. Also, I'm planning on trying to spread this game on a couple of furry sites I visit, so I'm sure they'd welcome the addition >.>
Title: Re: Combining the big mods aka crazy's mod
Post by: SuikaIbuki on November 09, 2012, 09:42:53 PM
Are any girls compatible with this so far?
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on November 10, 2012, 04:03:03 AM
Are any girls compatible with this so far?


Plenty and if you dig through the thread there should be a post explaining the differences between other releases, which can be fixed by open .girlx files in notepad (or similar) and using replace. I think I'm pushing towards 300 girls now with a fair few personal ones added.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 10, 2012, 06:24:42 PM
Are any girls compatible with this so far?
All girls should work with it.  There may be a few problems if you use EX girls such as traits this mod don't have but the girls will still work.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on November 11, 2012, 01:34:17 PM
Thanks for your great work on modding my favorite work again.
I've tested your latest version and i think its the best mod ever.

Some Failures I found out:
If you cange the starting gold ( using the WMEdit ) the game crashes.

You've said that you've implementated MAST -pics . Could you please implemente the function "have Mast" into the Script Editor . that would be great.

The best changing of the earlier WMexmod was the ability to run through the work of each girl by using the left/right arrow insted of clicking each entree with the mousse-button.
Please, implementate this too. The code should be somewhere in the WMex thread. Even when you are playing with many girls its much more comfortable.

Finally , just for a better understanding . Would you be so kind and edit your first thread and list all kind of pics you would like to implementate into the game ?
What will be the difference between Ecchi, strip and nude in your mod ?

Kind Regards
HuiBui


Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 11, 2012, 05:25:56 PM
Some Failures I found out:
If you cange the starting gold ( using the WMEdit ) the game crashes.
Thats odd I'll look into it.
You've said that you've implementated MAST -pics . Could you please implemente the function "have Mast" into the Script Editor . that would be great.
I'm amost sure I already did if not I will do so.
The best changing of the earlier WMexmod was the ability to run through the work of each girl by using the left/right arrow insted of clicking each entree with the mousse-button.
Please, implementate this too. The code should be somewhere in the WMex thread. Even when you are playing with many girls its much more comfortable.
EX has no code up so I can't get that..  But PP is reworking the hotkeys so you dont have to play with a mouse not sure how hes doing it yet but it will be in the next release of the mod.
Finally , just for a better understanding . Would you be so kind and edit your first thread and list all kind of pics you would like to implementate into the game ?
What will be the difference between Ecchi, strip and nude in your mod ?
Used for different jobs and script functions.  Nude is used for peep show.  Strip is used for stipper jobs.  And Ecchi is used for a few different ones.  They all default to one of them though so it should work like if you have no nude pics it should show strip in peep show.  If you have no stip pics it should show Ecchi for that.  So all you really need is Ecchi but I put those others in just to have some difference in the jobs.
Title: Re: Combining the big mods aka crazy's mod
Post by: darkvahl on November 12, 2012, 10:38:48 PM
Hello!

Could anyone help me?

I've downloaded the crazys mod .05b and  the SC crazys mod .05 on the 1st post.

Then I unrar them and copy the all the file in the .05 into .05b.

Start the game and whenever I click the brothel setup button, the game crashed.

"The exception unknown software exception (0xc0000417) occurred in the application at location 0x7858ccb5"

What am I doing wrong? :'(

Thanks in advance.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 12, 2012, 11:22:52 PM
Hello!
Could anyone help me?
I've downloaded the crazys mod .05b and  the SC crazys mod .05 on the 1st post.
Then I unrar them and copy the all the file in the .05 into .05b.
Start the game and whenever I click the brothel setup button, the game crashed.
"The exception unknown software exception (0xc0000417) occurred in the application at location 0x7858ccb5"
What am I doing wrong? :'(
Thanks in advance.
Problem is you don't need the SC its for people who want to code off my version..  Just get .05b and you should be good to go.  Is what you have done is deleted .05bs brothel setup screen which is updated from the .05 screen.  So just get a fresh dl of .05b and only .05b and you should be fine.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 13, 2012, 12:34:00 AM
Thanks for your great work on modding my favorite work again.
I've tested your latest version and i think its the best mod ever.

Some Failures I found out:
If you cange the starting gold ( using the WMEdit ) the game crashes.

You've said that you've implementated MAST -pics . Could you please implemente the function "have Mast" into the Script Editor . that would be great.

The best changing of the earlier WMexmod was the ability to run through the work of each girl by using the left/right arrow insted of clicking each entree with the mousse-button.
Please, implementate this too. The code should be somewhere in the WMex thread. Even when you are playing with many girls its much more comfortable.

Finally , just for a better understanding . Would you be so kind and edit your first thread and list all kind of pics you would like to implementate into the game ?
What will be the difference between Ecchi, strip and nude in your mod ?

Kind Regards
HuiBui

Heyya, I felt exactly the same way about the arrow keys... so that is in fact what I have spent the last two weeks working on. I have those working just like the EX version now.. plus quite a few more enhancements... I have made two sets of hotkeys that you can chose from. One being the old style with a few changes (such as the arrow keys) the other one is designed so you can basically use the WASD keys plus a few others for the same things... the idea being that you can play most of the game with one hand (left hand) for those like me who know why we play this. Some screens have been more heavily worked than others. The turn summary screen got the most work over (You can scroll every list box now, and the space key changes the current pic to another random one from the same gallery). And a couple have not had any changes yet because they are rarely used, and are pretty much button only (such as the mayor's office). I will get to those ones later.

If that sounds overwhelming.. the good news is I added a universal hot key (the 0 key) which shows a help menu listing all the hot keys for whichever screen you are currently looking at.

Starting gold should be changed in the config.xml file which is located in the Resources\Data folder. (That is player starting gold by the way, not girls starting gold).

My portion of the next release should be done by this weekend (I hope).. so we should have a new version coming out pretty soon..
Next version should be addressing game balance some (right now the game is too easy... thus boring). I will be re-working the way Jobs work behind the scenes some (a little closer to the EX-mod, but not as extreme). At which time we will start also looking closer at how much things should cost etc.. to make the game a bit more challenging.

I have not looked very closely at the picture implementation yet, but I suspect there is a minor bug which is causing strip/peep/echii to default to a profile picture if none is available.. but I am not sure about that yet.

More to come
--PP
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on November 13, 2012, 02:06:05 AM
Sounds great!!


Starting gold should be changed in the config.xml file which is located in the Resources\Data folder. (That is player starting gold by the way, not girls starting gold).

I did this of course. But when I started a new game the game always crashed. ( On the main screen the three new buttons  for Arena , etc.. don't exist anymore)


About the minor bug ( not correctly default Pics shown ) I never played a WM mod where that works fine . As far as i remember always the "sex"pic was shown.

Kind regards

HuiBui
Title: Re: Combining the big mods aka crazy's mod
Post by: darkvahl on November 13, 2012, 09:22:13 AM
I have the same problem as huibui.

not only editing money, if you try to edit anything in the config.xml the game crashes.

one more thing. why I can't manage my girls inventory when I put them in other places besides the brothel.
each time I want to give something to a girl, I have to transfer them back to the brothel and back again. its kinda annoying.
plus when I select a girl detail in the other places when i click next it will show the girl in brothel.

e.g : Girl A and B in the center, girl C in the brothel. when I select the girl A detail then click next girl, girl C appear not girl B.

the first time I transfer girl from the brothel to the center I think it work fine but when you transfer them back and forth to manage their inventory this will happen.

Is this a known or new bug?

If i play the original WM, when you select manage inventory in brother A it will show the girls in brothel A only + dungeon and if its brothel B, it will be brothel B girls + dungeon.

Please see what you guys can do about this.

Thanks a million!!!!!!! :)
Title: Re: Combining the big mods aka crazy's mod
Post by: dpman03 on November 13, 2012, 09:36:38 PM
I have the same problem as huibui.

not only editing money, if you try to edit anything in the config.xml the game crashes.


What program are you using to edit the file?  Some text editors are bad to change the encoding of a file when it's saved.  I'd recommend using Notepad++ for just about any type of text-based file.  I've used it repeatedly with various XML files related to the game.

You can get it from the Sourceforge project link here:
http://sourceforge.net/projects/notepad-plus/ (http://sourceforge.net/projects/notepad-plus/)

If that doesn't help, you might try verifying that you can edit the config file in the vanilla game.  That way you'll at least know if it's related to the mod.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 17, 2012, 11:44:06 PM
darkvahl (http://pinkpetal.org/index.php?action=profile;u=2750): one more thing. why I can't manage my girls inventory when I put them in other places besides the brothel.
each time I want to give something to a girl, I have to transfer them back to the brothel and back again. its kinda annoying.
plus when I select a girl detail in the other places when i click next it will show the girl in brothel.This is a known bug, there are several problems with girls in the new buildings still, some will be fixed on the next release, I think I already fixed the next girl bug, but not the item transfer bug.. I will have to take a look at that screen again. A lot of the problems that the new buildings have are caused by the fact that they share both screens and code with some of the old buildings. The filters are missing, or wrong in several places that lets the code know which building it is dealing with. I will take a look at it soon.dpman03 (http://pinkpetal.org/index.php?action=profile;u=1748): What program are you using to edit the file?  Some text editors are bad to change the encoding of a file when it's saved.  I'd recommend using Notepad++ for just about any type of text-based file.  I've used it repeatedly with various XML files related to the game.Agreed with what he says here, I tried doing the same edit, changed starting gold to 2000. And it worked fine. I strongly advise just using a text editor to change the xml files. Notepad++ being a an excellent choice, and it's free too :)

HuiBui (http://pinkpetal.org/index.php?action=profile;u=356): About the minor bug ( not correctly default Pics shown ) I never played a WM mod where that works fine . As far as i remember always the "sex"pic was shown.
Yes, the game usually defaults to the sex pics or profile pics if it cant find the one it is looking for... depending on what kind the original pic was. Making this work smarter is on my to do list.


Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 17, 2012, 11:47:40 PM
Oh, forgot to mention, new version should be coming out soon, I am sending my work to Crazy either tonight or tomorrow depending on free time. But it will probably take him a little while to merge the code since I have made quite a large number of changes for the upcoming release. Mostly just bug fixes and minor tweaks on my end, but still a large amount of code to merge.
--PP
Title: Re: Combining the big mods aka crazy's mod
Post by: akab on November 18, 2012, 05:42:08 AM

Thank you for your contribution.
(Only a suggestion)
If you can update the status of "what you need" maybe you could get some help ... if not for the next release, maybe for the next one.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 19, 2012, 04:12:51 PM
If you can update the status of "what you need" maybe you could get some help ... if not for the next release, maybe for the next one.
I'll look at doing some kinda of update like that.  I also really need to redo the whole 1st post make it easier to read and list all the changes in it.

New version will be out tonight.  PP really did some amazing work for this release and can't wait to get it out to everyone.  We are going shoot for around a once a month release with bug fix patchs as needed.  I don't know how much we will have done every month but hopefully it will be some new stuff every time.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 20, 2012, 12:32:48 AM
Okay here is the new version .05c http://www.mediafire.com/?zv381aypmuxfnz6 (http://www.mediafire.com/?zv381aypmuxfnz6)
A lot of new stuff this time.
New screen for movie studio and player house
Arena tryout type deal for movies and clinic
2 of the centre jobs are done
All the jobs I was planning on reworking are reworked alittle bit at least.
Oral will no longer start at 100 if you haven't sit it in the girlx file instead it will start at a lower number.
you can now give items to girls in other buildings
Hotkey have been reworked...  I'll do a better write up of this later but for now just hit the 0 key for a help menu
When giving gifts to girls they now say different things based on there feeling towards you.
Many bug fixes

I'm sure I'm missing stuff and will edit this when I remember them.  Also going look at rewriting the 1st post to better let people know whats in the game.
One thing if you are using an old save that you used the Centre you will need to go in and reset the jobs or the game will just crash when you hit next week.
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on November 20, 2012, 02:46:46 AM
Great job, I'm glad that you're still working at it! This is becoming a great mod fast, can't wait for it to get to 1.0 :)
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 20, 2012, 04:01:39 AM
Great job, I'm glad that you're still working at it! This is becoming a great mod fast, can't wait for it to get to 1.0 :)
Thanks with PP's help it will be a whole lot better then what I could have done alone.  If you got time to make some new buttons let me know I could use a few.
Title: Re: Combining the big mods aka crazy's mod
Post by: darkvahl on November 20, 2012, 11:09:58 AM
What program are you using to edit the file?  Some text editors are bad to change the encoding of a file when it's saved.  I'd recommend using Notepad++ for just about any type of text-based file.  I've used it repeatedly with various XML files related to the game.

Hello again.

I use the wm editor in the doc & tools folder to edit the config. That editor made the game crash. So I used a free xml editor I downloaded over the net and now everything is fine.

Gotta download the new update and try it.

Thanks for the help from everyone. Its been rough not being able to use this site.


 
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on November 20, 2012, 11:38:09 AM
Thanks with PP's help it will be a whole lot better then what I could have done alone.  If you got time to make some new buttons let me know I could use a few.

Just PM me what you need. I'll have to install photoshop (I reinstalled Windows) but it will not take to long.

I still have wood skin but there is not point in editing it now since your guys are bound to change/add/edit screens a bunch of times before official release of the pack.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 22, 2012, 12:45:59 AM
Got a question about an image category. Are you still planning to make something of the "Bunny" images you talked about way back when? :o
Just curious if i should keep adding images to that or if its something you've scrapped?

Keep up the good work fellas.
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 22, 2012, 01:17:58 AM
Actually, I'm still a bit hazy on the exact amount of categories, if someone could direct me or post a conclusive list, that'd help me out greatly.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 22, 2012, 01:21:12 AM
Actually, I'm still a bit hazy on the exact amount of categories, if someone could direct me or post a conclusive list, that'd help me out greatly.

These I think.

Anal, BDSM, Beast, Card, Combat, Ecchi, Group, Les, Maid, Mast, Nude, Oral, Preg, Profile, Sex, Strip, Wait and possibly Bunny in the future.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 22, 2012, 01:40:01 AM
I redid the 1st post last night it tells all the new image types and what they are used for now.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 22, 2012, 01:49:27 AM
I redid the 1st post last night it tells all the new image types and what they are used for now.

You are the man  8)
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 22, 2012, 03:05:36 AM
Mast and Titty used in a few of the jobs and script functions.

So I take it there is a category called TittyX,jpg (eg Titty1.jpg ect)?

I've seen different Pregcategories.jpg (Pregles, Preggroup ect.). Do those pictures actually work as intended?

And are there other categories like that? Eg. lesgroup, beastanal ect.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 22, 2012, 03:41:28 AM
Mast and Titty used in a few of the jobs and script functions.
So I take it there is a category called TittyX,jpg (eg Titty1.jpg ect)?
I've seen different Pregcategories.jpg (Pregles, Preggroup ect.). Do those pictures actually work as intended?
And are there other categories like that? Eg. lesgroup, beastanal ect.
Titty would be like that and it's only used for scripts right now that might change in the future idk yet.  As far as preg ones go there is only like pregbeast pregsex preggroup pregles preganal pregbdsm that's it I never added the others.  But yeah the preg ones should work if not let me know cause that would be a bug.  There isn't anything like lesgroup or beastanal just the pregs.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 22, 2012, 03:41:46 AM
Mast and Titty used in a few of the jobs and script functions.

So I take it there is a category called TittyX,jpg (eg Titty1.jpg ect)?

I've seen different Pregcategories.jpg (Pregles, Preggroup ect.). Do those pictures actually work as intended?

And are there other categories like that? Eg. lesgroup, beastanal ect.

Curious about the Tittiy thing myself. But i think so far its only added as a script and not really bound to a job.
PregAnal, PregBeast etc etc are the only multi category thingies around. No LesGroup etc.
And they do work. But the game is picky with the naming of the Preg images. You got to name them Preg1, Preg2 etc, not "Preg (1)" and so forth or they wont work.

Edit: Well Crazy just answered that..

Also, will you be adding the other Preg things Crazy? Like PregEcchi and so on?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 22, 2012, 03:51:03 AM
Also, will you be adding the other Preg things Crazy? Like PregEcchi and so on?
Maybe if people want them I could do it should be easy enough.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 22, 2012, 03:54:46 AM
Maybe if people want them I could do it should be easy enough.

I'd say do it, when you have te time and energy. More categories are always fun xD
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 22, 2012, 04:06:37 AM
I'd say do it, when you have te time and energy. More categories are always fun xD

LOL.

I'm actually playing the game now for a break, is there a quick and easy way to increase or scale the size of the font with the game window? I'm a bit too taken with all those stats and new dialogue options/scripts/job texts, and it might be just me, but the bigger the game window, the harder it got to read.

Oh, and thanks for the answers, I'll retrofit some of my packs and keep it in mind as I go along.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 22, 2012, 04:21:57 AM
I'd say do it, when you have te time and energy. More categories are always fun xD
Shouldn't be to hard I'll look into it..  Seems there was reason I didn't do it in the 1st place but I can't remember now lol.
LOL.
I'm actually playing the game now for a break, is there a quick and easy way to increase or scale the size of the font with the game window? I'm a bit too taken with all those stats and new dialogue options/scripts/job texts, and it might be just me, but the bigger the game window, the harder it got to read.
Oh, and thanks for the answers, I'll retrofit some of my packs and keep it in mind as I go along.
No there isn't.  There was a way to do it in Anon's mod I think but when I tried merging his stuff I ran into all kinds of problems I'll look into it again see if I can pull just that out.
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 22, 2012, 04:42:17 AM
Thanks, that's the only thing distracting me.
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 22, 2012, 04:58:06 AM
I'm sure this has come up somewhere, I just can't seem to find it. Tried searching, it appears either there's no resolution or it's uncommon. I've read that people are successfully using the arena (also maybe center? Don't remember that one).


I can't transfer girls to the arena, because I get 100% crashes, same with center (because that one's not fully implemented?)


Edit: I have a quirk that may interest you, when I blew up the game window, all boxes and windows function, however the jobs box on the top right hand side repeats itself literally ten times. All jobs work when I choose them from any of those choices in the box so far, no crashing or anything, just a peculiarity, the other boxes are fine. Could just be the resolution settings doing funny things to it.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 22, 2012, 05:09:09 AM
I'm sure this has come up somewhere, I just can't seem to find it. Tried searching, it appears either there's no resolution or it's uncommon. I've read that people are successfully using the arena (also maybe center? Don't remember that one).
I can't transfer girls to the arena, because I get 100% crashes, same with center (because that one's not fully implemented?)
They work fine for me maybe try a fresh download if that don't work you will have to give me a gamelog.  Centre is more or less done at this point(it does need a few things but I'll more then likely wait to do them until later)...  Orginal devs had 5 jobs for it but of the 5 only the 2 that I've done made sense to me.. I might code 2 more of them cause I have one of them code and the other plays off it but Idk yet.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 22, 2012, 05:16:32 AM
Got a bug or quirk to report myself.

The traits "Fast Orgasm" and "Slow Orgasm" are both available in WMEdit. However, when a girl with that trait pops up in game i get an error message saying those traits are not available.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 22, 2012, 05:33:59 AM
Got a bug or quirk to report myself.
The traits "Fast Orgasm" and "Slow Orgasm" are both available in WMEdit. However, when a girl with that trait pops up in game i get an error message saying those traits are not available.
Fast Orgasm like that was Aikas version in my version its like in the orginal just Fast orgasms or Slow orgasms..  Did you get the CoreTraits file mixed up with aikas one?
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 22, 2012, 05:42:20 AM
Fast Orgasm like that was Aikas version in my version its like in the orginal just Fast orgasms or Slow orgasms..  Did you get the CoreTraits file mixed up with aikas one?

Harm the only version i have is yours. Using the WMEdit that came with your download. I dunno if the Coretraits file is hidden somewhere cryptic then i guess i might have his old file laying around.
I dont see any of the WMEX traits though and i do see the ones you have added.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 22, 2012, 05:47:41 AM
Harm the only version i have is yours. Using the WMEdit that came with your download. I dunno if the Coretraits file is hidden somewhere cryptic then i guess i might have his old file laying around.
I dont see any of the WMEX traits though and i do see the ones you have added.
Its under resources data you can open it in notepad and see if its spelled right or wrong...  Is this a girl you made or one someone else made?
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 22, 2012, 05:50:35 AM
Its under resources data you can open it in notepad and see if its spelled right or wrong...  Is this a girl you made or one someone else made?

Then the only Coretraits file i have is yours.
And it doesnt matter which girl. Fast Orgasms and Slow Orgasms are there as soon as i start up WMEdit.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 22, 2012, 05:57:15 AM
Then the only Coretraits file i have is yours.
And it doesnt matter which girl. Fast Orgasms and Slow Orgasms are there as soon as i start up WMEdit.
I would try a fresh dl of the game.. If that don't work there might be a bug in WMEdit idk I'll have to do a few tests see if I can figure something out.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 22, 2012, 06:02:10 AM
I would try a fresh dl of the game.. If that don't work there might be a bug in WMEdit idk I'll have to do a few tests see if I can figure something out.

Eh, if no one else has the problem its just on my end and since i know about it, its not a big deal. And the dl is fresh.
Thanks for looking into it anyway. xD
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 22, 2012, 06:05:42 AM
Eh, if no one else has the problem its just on my end and since i know about it, its not a big deal. And the dl is fresh.
Thanks for looking into it anyway. xD
The way WMEdit works is it looks for the CoreTraits file and pull the traits off that so I would open that up and check it..  Problem is almost for sure there.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 22, 2012, 06:17:10 AM
If anyone comes across a good pic for the centre screen plz link it up I need one.
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 22, 2012, 08:29:01 AM
They work fine for me maybe try a fresh download if that don't work you will have to give me a gamelog.  Centre is more or less done at this point(it does need a few things but I'll more then likely wait to do them until later)...  Orginal devs had 5 jobs for it but of the 5 only the 2 that I've done made sense to me.. I might code 2 more of them cause I have one of them code and the other plays off it but Idk yet.


I hope this is the correct file. The last line states that: "Brothel 0 not found in list!". The log is a fresh install with 1 extra girl loaded in from the defaults. Absolutely no other changes.


AH. For some reason (perhaps a good one?) I can transfer girls back and forward no problem, AS LONG AS the brothel (only have 1 so far) is selected as the LEFT column, and whatever is on the RIGHT.  Reversing this order crashes every time for me.
Title: Re: Combining the big mods aka crazy's mod
Post by: NEXEON on November 22, 2012, 10:23:59 PM
any idea how make movie in the game?
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on November 22, 2012, 11:19:19 PM
any idea how make movie in the game?

Assign at least 3 girls to the Studio, assign one the job of purifier, one the job of crystal mage, and make one an actress.  Leave them alone for several time iterations, than return and select "Produce Movie". 
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 23, 2012, 04:07:40 AM
I hope this is the correct file. The last line states that: "Brothel 0 not found in list!". The log is a fresh install with 1 extra girl loaded in from the defaults. Absolutely no other changes.
AH. For some reason (perhaps a good one?) I can transfer girls back and forward no problem, AS LONG AS the brothel (only have 1 so far) is selected as the LEFT column, and whatever is on the RIGHT.  Reversing this order crashes every time for me.
I see no reason the game should crash..  I'll have PP take a look at it he's better at this then me.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 23, 2012, 05:39:33 PM
If anyone comes across a good pic for the centre screen plz link it up I need one.

This one might work. Might need to resize/cut it abit though.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 24, 2012, 03:59:53 AM
This one might work. Might need to resize/cut it abit though.
Thanks it will work for now..  So hard to find good pics for the buildings
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 24, 2012, 04:15:04 AM
Thanks it will work for now..  So hard to find good pics for the buildings


Yeah. I'll keep an eye out for others. Not sure what style you want for the building though.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 24, 2012, 04:25:18 AM
Yeah. I'll keep an eye out for others. Not sure what style you want for the building though.
Crossgate is such an odd place idk what I want either lol most the time I don't look to hard.  Most of the one's I've found it was more along the lines of I'm sick of looking this is what I'm going with figure later I might come across something I like more.  As it stand I need new ones for the brothel I added, movies studio, and maybe arena...  I like the arena one but think it might be better used as just the pic that comes up when you do arena tryouts kinda fits the mood.

Anyway feedback time now that PP made it so skills don't start at 100 if there not set in the .girlx file I'm really thinking about maybe adding more sex types.  How would everyone feel about that and if I do what would people want to see?
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 24, 2012, 04:39:50 AM
Crossgate is such an odd place idk what I want either lol most the time I don't look to hard.  Most of the one's I've found it was more along the lines of I'm sick of looking this is what I'm going with figure later I might come across something I like more.  As it stand I need new ones for the brothel I added, movies studio, and maybe arena...  I like the arena one but think it might be better used as just the pic that comes up when you do arena tryouts kinda fits the mood.

Lol for sure, it is an odd place. I'll keep an eye out for medieval looking buildings you can use.
As far as the Arena images goes i really like it. But if you can get that one to trigger when you do tryouts that would be cool. i'll look for arena pics aswell then xD

Anyway feedback time now that PP made it so skills don't start at 100 if there not set in the .girlx file I'm really thinking about maybe adding more sex types.  How would everyone feel about that and if I do what would people want to see?

Sounds like a plan. First thing that comes to mind for me is the "Titty" category. I might be wrong but as i understood it it, it is only added as a script so far and no used for anything?
Another image category that could be added is "Milk" for the stables and the milking job.

Other then those i can't really think of any more sex types. Seems we've got most covered lol xD

However, i was pondering... As far as bribing the city officials go... Couldn't you like use a girl for that or have the option to atleast? I figure most of those guys are old horny dudes anyway lmao.
Maybe have a chance to fail the bribe attempt which would result in higher suspicion or something.

For me, the game needs more "Quests" and stuff to do rather then sex types. Don't get me wrong! I enjoy the sex types too >_> And i know adding other content might be tricky. Just my thoughts about it.
You are PP are doing great work so keep it up. ^^
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 24, 2012, 05:26:08 AM
Lol for sure, it is an odd place. I'll keep an eye out for medieval looking buildings you can use.
As far as the Arena images goes i really like it. But if you can get that one to trigger when you do tryouts that would be cool. i'll look for arena pics aswell then xD
I really like the arena image also I just don't know if I want to use it for both the building and the event pic.  Might do it more like I have movies or clinic set up where is has two different pics.
Sounds like a plan. First thing that comes to mind for me is the "Titty" category. I might be wrong but as i understood it it, it is only added as a script so far and no used for anything?
Another image category that could be added is "Milk" for the stables and the milking job.
Other then those i can't really think of any more sex types. Seems we've got most covered lol xD
I could add a Milk image easy enough in fact might aswell if im going have the job have a pic that can match it.  Titty is only a script thing right now I really like Pinkutako's script so when I seen they had Titty fuck as a script type I added the image just for that.  But I'm thinking about adding it as a skill now like Oral was in this patch...  Alot I could added like handjob footjob etc I just don't know if it helps or hurts the game... I mean I could added a bunch in a day or two.
However, i was pondering... As far as bribing the city officials go... Couldn't you like use a girl for that or have the option to atleast? I figure most of those guys are old horny dudes anyway lmao.
Maybe have a chance to fail the bribe attempt which would result in higher suspicion or something.
I couldn't agree more you should have to send girls to them or something.  Me and PP both agree this part needs work Idk when we will get to it though.
For me, the game needs more "Quests" and stuff to do rather then sex types. Don't get me wrong! I enjoy the sex types too >_> And i know adding other content might be tricky. Just my thoughts about it.
You are PP are doing great work so keep it up. ^^
I agree the quest part is tricky scripting in this game is odd and I have trouble doing much that isn't simple.  But the stuff to do part yeah that's why I keep adding new building...  Don't get me wrong they need a lot of work still but I do what I can.  I'm hoping to get movies fixed so people can make money there that would be something different.  Movies could be way cooler as could all the buildings and I hope we get them to that point one day.  We have a lot planned maybe to much lol.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 24, 2012, 05:49:28 AM
Titty is only a script thing right now I really like Pinkutako's script so when I seen they had Titty fuck as a script type I added the image just for that.  But I'm thinking about adding it as a skill now like Oral was in this patch...  Alot I could added like handjob footjob etc I just don't know if it helps or hurts the game... I mean I could added a bunch in a day or two.

May aswell throw Titty in there since its already being worked on. :D

Personally I'm not sure about Handjob and Footjob. They are so close to Oral and Titty. And I'm a lazy bitch. Going through all the girl packs and renaming the images needed is alot of work lmao! HOWEVER! I doubt it would hurt the game and I'm pretty sure alot of people would like to see them added, even part of me would. xD
Footjob images may be harder to come by too, so alot of girls might have to go without.
But yeah, if people want it throw them in there!

Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 24, 2012, 06:14:12 AM
And I'm a lazy bitch. Going through all the girl packs and renaming the images needed is alot of work lmao!
Me to I still need to do it for my like 1000 girls...  That is a ton of work and I gotta code at some point lol so I've kinda skipped doing it.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 24, 2012, 07:10:57 AM
Me to I still need to do it for my like 1000 girls...  That is a ton of work and I gotta code at some point lol so I've kinda skipped doing it.

Haha ouch. I only have about 500. But they are all converted for you mod. Took me a while xD
Still pondering if i have the energy to upload them all and share here xD So far ive just been adding a few at a time while i make new stuff.
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 24, 2012, 07:49:36 AM
Personally, I would think adding more sex types only drains from the overall sex category, which unless more buttons were added into the gallery (possibly planned, IDK), are invisible at the moment to access in game at will. Not the main issue, but I think thinning out a major category further might hurt more than help.


To highlight, Oral and Titty have now moved to their own, I think perhaps players would still like seeing that pop up in that category though. So I did duplicate some limited pictures in the older categories from the newer ones for that reason.


There are a large amount of hidden categories in the jobs pictures, however I like that they are linked to certain jobs and aren't a sub-category of sex itself anyway.


Milk would be nice, and could simply be populated with breast pictures so pretty much a universally available category to create/shuffle/duplicate pictures into.


A question, random girls are still generated from pregnancy I presume? Could you recommend some packs that are styled in a way to keep the girl very closely resembling the same person (or exactly the same if possible)?


Downloading Lurker's random girls now, Something along the lines of his description.

Some random packs are indeed a random assortment of many different girls. Simply rather the former tbh.

Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 24, 2012, 07:57:30 AM
A question, random girls are still generated from pregnancy I presume? Could you recommend some packs that are styled in a way to keep the girl very closely resembling the same person (or exactly the same if possible)?


Downloading Lurker's random girls now, Something along the lines of his description.

Some random packs are indeed a random assortment of many different girls. Simply rather the former tbh.

Yeah you can get random girls from pregnancy. 50% chance its a girl when they are born i believe.
And making girls closely resemble a certain girl is possible. But theres no code for assigning random girls to Unique girls in that way. Like its not possible to get Princess Zelda to give birth to an elf child or a child that looks like her, unless you just get lucky.
Thats one of the reason i make my random girls the way i do. They may not look like their mother but atleast they become unique in their own way. :o
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 24, 2012, 10:35:48 AM
Similar to how it worked previously in one of the old versions I had then. I heard that some were looking into that a long time ago, but the current workaround with Unique Randoms (URs?) is a very much easier compromise for a pretty difficult and more niche addition.


Crazy, I have a gamelog to share. I don't know if you've had this previously reported, however in this game, I get an odd glitch where I still earn gold even though the girl refused to work on both shifts. I earn exactly the same amount as the last time she actually did that job successfully.


IE: She earned 438G in the peepshow last time, but refused both shifts this week. Yet the summary and actual gold figures state she earned that amount each time, despite refusing to work.


Everything is still default except girl packs.



Gamelog : http://www.mediafire.com/view/?3co57taq5ulo7wi [size=78%](Too big to attach)[/size]







Title: Re: Combining the big mods aka crazy's mod
Post by: Parlarkey on November 24, 2012, 02:40:21 PM
Hayhay!

First of all, I love all of the work you've done with the game so far! For a while (after EX) I feared the whole WM project was dead, I'm glad to still see it alive and kicking. The new content (especially the chat scripts) are very nice as well, makes the game have a bit more of a roleplaying edge.

That said though, are you making any progress on the cumulative payments issue that was mentioned a few pages back? It was nice for a while to receive infinite money (payments stacked up to over 6000 gold per shift over a longer session), but on the long term it takes all the challenge out of the game. It happens when you let a girl work the same job for both shifts on a day, but not only then... for example, I tried alternating shifts as Masseuse/Stripper to avoid the stacking but still got the issue. It may also be related to the problem trex just mentioned, girls getting paid even though they refused to work a shift since the 438 gold was already accumulated before the shift.

I'm asking this because I'm trying to modify my .girlsx and item files and such in order to make the game a bit more balanced (i.e. increasing their prices so they don't earn their money's worth in a single week, balancing item prices and effects so they give value for their money) to make the game more of a challenge, but the compound income is kinda making all those efforts obsolete.

Thanks in advance for answering, and keep up the good work!

Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 24, 2012, 05:44:23 PM
Personally, I would think adding more sex types only drains from the overall sex category, which unless more buttons were added into the gallery (possibly planned, IDK), are invisible at the moment to access in game at will. Not the main issue, but I think thinning out a major category further might hurt more than help.
At some point the gallery will be updated but until I know all the image types I'm not going do as I'll just have to do it again.
Yeah you can get random girls from pregnancy. 50% chance its a girl when they are born i believe.
And making girls closely resemble a certain girl is possible. But theres no code for assigning random girls to Unique girls in that way. Like its not possible to get Princess Zelda to give birth to an elf child or a child that looks like her, unless you just get lucky.
Thats one of the reason i make my random girls the way i do. They may not look like their mother but atleast they become unique in their own way. :o
One of the things on my list is to make you able to set what girls have from pregnancy so you could set a random to have just the same type.  Or set a unique girls to have other unique girl like if you have a mother daugther combo in use.

As for the payment bug PP is working on the jobs I'll let him know I'm sure he can fix it.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 25, 2012, 09:34:03 AM
Got another image that might work as the center picture, or something, for you Crazy.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on November 26, 2012, 01:47:05 PM
Puh..
Finally i found Pinkpetal. I was afraid that I've lost this forum ( and this game )  forever.

I've just tested the latest version.:

It's the best version i've ever played. Thanks for your great work.

First that i've checked to  include a new unique girl into an existing game. That works fine.

Is that right that the work "stripper in brothel"  show ecchi when no strip pic is  available?

Next thing i 've tested was the default interaction Detail script:
Most things are working fine ( of course i didn't check if all stats raise up or so. My point of view , was about if  pics are matching.
Most pics working fine.
What was wandering to me was :
visit her bedroom - have sex = Pic(sex) , even when forced to. ok! but asking directly for a second fuck and she refuse the pic doesn't change back to profile.
Any chance to change that  back to a Pic(profile)?
visit her bedroom - have sex with a beast = Pic(beast) Fine . But force her after refuse = Pic(sex) that means normal sex . ???
visit her bedroom - blowjob- Titty fuck - oral Pics are shown  not ok! Better Titty  ???
Next little failure happens when you call her into your office . The Pic "normal" sex appears after the script ends.

Things to make the game better as is it is by now:

When you ask her to strip and she doesn't refuse, is there any chance to see first a pic "strip" and afterwards a pic "nude"?
In the past i've tried to script such a thing but my experience failed to manage that. In fact the sript editor is a challenge for himself ;-)
Do you see a chance to add these ?

Finally , one year ago i wrote a meet towngirl script where it was only a chance to get her. Otherwise some stats changed. The girl disappeared. And later in the game you get a second chance.
Is there any interest? It works fine. If it is , then i will first translate it into english.

The last thing is about the "mast" Pic in  the Script editor.
I've got a view on these script with the script editor: And i couldn't find such a command. What i only found out was a line existing only with numbers:

"if choice from choicebox (*2*) is (*6*)
...and 5 lines later there is only a large number
"38689544" Do i need some newer versions of whatever?
In my opinion  only this could be the command to show a "mast" pic . Am I right ?

Kind Regards HuiBui




Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 26, 2012, 05:30:30 PM
Is that right that the work "stripper in brothel"  show ecchi when no strip pic is  available?
It should I think the fix was left out of this patch due to a mix up it should be in the next one though.
visit her bedroom - blowjob- Titty fuck - oral Pics are shown  not ok! Better Titty
When you ask her to strip and she doesn't refuse, is there any chance to see first a pic "strip" and afterwards a pic "nude"?
I actually don't do the script Pinkutako has been doing it.  But Titty should be in the next version as I coded it so they could use it.  And the strip and nude pic thing should be possable.
Title: Re: Combining the big mods aka crazy's mod
Post by: Parlarkey on November 26, 2012, 07:27:51 PM
Good to know the payment issue is being looked into, thanks :).

I've been digging up / enhancing my girl folders lately, which lead me to some thoughts on expanding the image categories. My main thought is: don't. Creating an image category for Titty is fine since those pictures are available for a lot of girls, but I think hand/footjob would be a lot more difficult to find. Creating a group for a type of picture where a good portion won't be available might disappoint users in that they don't get the type they 'ordered' so to speak, simply because none exist.

Either that, or I'm just rubbish at finding images in the more elusive categories.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 26, 2012, 09:21:34 PM
Wow, a lot of posts for me to catch up on. Lets start with this one:

Got a question about an image category. Are you still planning to make something of the "Bunny" images you talked about way back when? :o
Just curious if i should keep adding images to that or if its something you've scrapped?

Keep up the good work fellas.

Bunny images are partially implimented. The game should load them, but currently there is not much that it shows them for. (Currently the only one I know of is workhallentertainer.

Also, when I sent my last update to crazy, I accidentally left out some code having to do with what images are shown when, just a small refinement. We will probably release a small patch shortly which will include the image adjustments.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 26, 2012, 09:28:28 PM
Actually, I'm still a bit hazy on the exact amount of categories, if someone could direct me or post a conclusive list, that'd help me out greatly.

Currently these are what the game "Loads".. that does not mean it is showing them yet. But most will be showing some after the next patch.
Anal, BDSM, Sex, Beast, Group, Les, Preg, Death, Profile, Combat, Oral, Ecchi, Strip, Maid, Sing, Wait, Card, Bunny, Nude, Mast, Titty, PregAnal, PregBDSM, PregSex, pregbeast, preggroup, pregles

There is definetly a bug with preg pictures, in that the very first one (Preg) is going to end up picking up ALL of the preg pictures due to a bad wild card usage. I have not worked on a fix yet. but it is on my to do list.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 26, 2012, 09:32:51 PM
I redid the 1st post last night it tells all the new image types and what they are used for now.

Of course I did not see this post... It looks like I may have some different ideas of what some of the picture catagories should be than Crazy, so I will need to talk to you before the next patch, but no big deal. (For example, I guess I am not sure what ecchi means, I had thought it was more or less a nude picture, due to the way it was used in the EX mod).
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 26, 2012, 09:34:56 PM
Maybe if people want them I could do it should be easy enough.

Before we add more preg types, we will need to fix the bug involving them. It is on my list, but not very high priority right now.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 26, 2012, 09:36:12 PM
LOL.

I'm actually playing the game now for a break, is there a quick and easy way to increase or scale the size of the font with the game window? I'm a bit too taken with all those stats and new dialogue options/scripts/job texts, and it might be just me, but the bigger the game window, the harder it got to read.

Oh, and thanks for the answers, I'll retrofit some of my packs and keep it in mind as I go along.

I have not look very closely at the graphics handling yet. Crazy, if you will get me a link to Anon's SC, I can look at the differences between his and ours.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 26, 2012, 09:41:08 PM

Edit: I have a quirk that may interest you, when I blew up the game window, all boxes and windows function, however the jobs box on the top right hand side repeats itself literally ten times. All jobs work when I choose them from any of those choices in the box so far, no crashing or anything, just a peculiarity, the other boxes are fine. Could just be the resolution settings doing funny things to it.

Confirmed, appears on the girls detail screen, will add to my to do list.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 26, 2012, 09:44:33 PM
Got a bug or quirk to report myself.

The traits "Fast Orgasm" and "Slow Orgasm" are both available in WMEdit. However, when a girl with that trait pops up in game i get an error message saying those traits are not available.

I don't know how compatible WMEdit is with this mod to be honest, it was created long before this mod was. I have always edited my girls files using notepad++  (search and replace is your friend).
But one thing to note...
Fast Orgasms and Slow Orgasms have to be spelled with the "O" not capitalized....Fast orgasms and Slow orgasms  at some point I intend to make the traits not rely on capitalization like they currently do.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 26, 2012, 09:47:36 PM

I hope this is the correct file. The last line states that: "Brothel 0 not found in list!". The log is a fresh install with 1 extra girl loaded in from the defaults. Absolutely no other changes.


AH. For some reason (perhaps a good one?) I can transfer girls back and forward no problem, AS LONG AS the brothel (only have 1 so far) is selected as the LEFT column, and whatever is on the RIGHT.  Reversing this order crashes every time for me.

Yes, I noticed this bug earlier but forgot to add it to my list.... currently make sure you have the brothel in the Left column like he said, I will make this a high priority fix.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 26, 2012, 09:56:16 PM
May aswell throw Titty in there since its already being worked on. :D

Personally I'm not sure about Handjob and Footjob. They are so close to Oral and Titty. And I'm a lazy bitch. Going through all the girl packs and renaming the images needed is alot of work lmao! HOWEVER! I doubt it would hurt the game and I'm pretty sure alot of people would like to see them added, even part of me would. xD
Footjob images may be harder to come by too, so alot of girls might have to go without.
But yeah, if people want it throw them in there!

I also want to eventually expand the picture section. But it is not high on my priority list (Currently I am doing an almost complete re-write of the way customers an girls interact with the idea of making it easier for us to balance the game so it is fun  and challenging).
BUT... some categories I would like to see are handjob, fingering, licking (guy eating girl out), divide group sex into what kind of groups (ie 2 guys 1 girl, or 2 girls one guy etc..). And quite a few other ideas I have floating around... but balancing the game and bug fixes needs to come first in my opinion.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 26, 2012, 10:00:08 PM
Yeah you can get random girls from pregnancy. 50% chance its a girl when they are born i believe.
And making girls closely resemble a certain girl is possible. But theres no code for assigning random girls to Unique girls in that way. Like its not possible to get Princess Zelda to give birth to an elf child or a child that looks like her, unless you just get lucky.
Thats one of the reason i make my random girls the way i do. They may not look like their mother but atleast they become unique in their own way. :o

About the only way I can see making daughters resemble thier parent is to add traits to the girl files which give some basic description to them. (Hair color, body build.. some traits like big boobs are already there). And make the game try to pick random girls that have a reasonably percent to have these traits. --- this would take quite a bit of work probably.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 26, 2012, 10:02:13 PM
Crazy, I have a gamelog to share. I don't know if you've had this previously reported, however in this game, I get an odd glitch where I still earn gold even though the girl refused to work on both shifts. I earn exactly the same amount as the last time she actually did that job successfully.

IE: She earned 438G in the peepshow last time, but refused both shifts this week. Yet the summary and actual gold figures state she earned that amount each time, despite refusing to work.

Hmm I will look into this, it is probably skipping over the code where it clears out her previous earnings if she does not work. But... when I am done with the new customer-girl interaction (what I call the job rework) it will probably not be an issue anymore anyways.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 26, 2012, 10:04:25 PM
Hayhay!

First of all, I love all of the work you've done with the game so far! For a while (after EX) I feared the whole WM project was dead, I'm glad to still see it alive and kicking. The new content (especially the chat scripts) are very nice as well, makes the game have a bit more of a roleplaying edge.

That said though, are you making any progress on the cumulative payments issue that was mentioned a few pages back? It was nice for a while to receive infinite money (payments stacked up to over 6000 gold per shift over a longer session), but on the long term it takes all the challenge out of the game. It happens when you let a girl work the same job for both shifts on a day, but not only then... for example, I tried alternating shifts as Masseuse/Stripper to avoid the stacking but still got the issue. It may also be related to the problem trex just mentioned, girls getting paid even though they refused to work a shift since the 438 gold was already accumulated before the shift.

I'm asking this because I'm trying to modify my .girlsx and item files and such in order to make the game a bit more balanced (i.e. increasing their prices so they don't earn their money's worth in a single week, balancing item prices and effects so they give value for their money) to make the game more of a challenge, but the compound income is kinda making all those efforts obsolete.

Thanks in advance for answering, and keep up the good work!

Yes, probably related to the same bug trex reports, I will put both high on my priority list.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 26, 2012, 10:14:44 PM
Is that right that the work "stripper in brothel"  show ecchi when no strip pic is  available?
That is something I have more or less fixed, on the next patch, if you chose a job that normally prints either strip, nude, or ecchi.. if that particular kind of picture does not exist, it will try one of the other two, and if none of them exist, it shows profile pic.

Next thing i 've tested was the default interaction Detail script:
Most things are working fine ( of course i didn't check if all stats raise up or so. My point of view , was about if  pics are matching.
Most pics working fine.
What was wandering to me was :
visit her bedroom - have sex = Pic(sex) , even when forced to. ok! but asking directly for a second fuck and she refuse the pic doesn't change back to profile.
Any chance to change that  back to a Pic(profile)?
I have not looked a the scripting at all, but will do so when I get a chance, although this has mostly been something Crazy has been working on, still this should be a relatively easy fix.

visit her bedroom - have sex with a beast = Pic(beast) Fine . But force her after refuse = Pic(sex) that means normal sex . ???
visit her bedroom - blowjob- Titty fuck - oral Pics are shown  not ok! Better Titty  ???
Next little failure happens when you call her into your office . The Pic "normal" sex appears after the script ends.
Once again, I dont know the scripts yet, probably be best for Crazy to look into this one.

Things to make the game better as is it is by now:

When you ask her to strip and she doesn't refuse, is there any chance to see first a pic "strip" and afterwards a pic "nude"?
In the past i've tried to script such a thing but my experience failed to manage that. In fact the sript editor is a challenge for himself ;-)
Do you see a chance to add these ?
I plan to eventually do something like this, basically picture sequences, so you can get a mini-strip show of 3 or 4 pictures, could work with sex too.

Finally , one year ago i wrote a meet towngirl script where it was only a chance to get her. Otherwise some stats changed. The girl disappeared. And later in the game you get a second chance.
Is there any interest? It works fine. If it is , then i will first translate it into english.

The last thing is about the "mast" Pic in  the Script editor.
I've got a view on these script with the script editor: And i couldn't find such a command. What i only found out was a line existing only with numbers:

"if choice from choicebox (*2*) is (*6*)
...and 5 lines later there is only a large number
"38689544" Do i need some newer versions of whatever?
In my opinion  only this could be the command to show a "mast" pic . Am I right ?

Kind Regards HuiBui
All the last part is pretty much beyond me at the moment, until I have time to look at scripting, Crazy will have to work on that stuff.
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 27, 2012, 12:47:03 AM
I also want to eventually expand the picture section. But it is not high on my priority list (Currently I am doing an almost complete re-write of the way customers an girls interact with the idea of making it easier for us to balance the game so it is fun  and challenging).
BUT... some categories I would like to see are handjob, fingering, licking (guy eating girl out), divide group sex into what kind of groups (ie 2 guys 1 girl, or 2 girls one guy etc..). And quite a few other ideas I have floating around... but balancing the game and bug fixes needs to come first in my opinion.

Would you be able to link each sub-category of pictures back to their parents? IE call a 2girls,1guy Group Picture, but fall back onto the General Group picture pool if none can be found?

It'd eliminate both the possible disappointment of getting a non-related picture, and give pack makers peace-of-mind that if they cannot find enough or even any (sub)category pictures, it'll still call up suitable replacements.

On the re-write, are you considering making it progressive ONLY aka WM:EX (can't have whore customers in brothel before you set up basically everything else...) or is it more based on all jobs having individuality in girl-customer interactions within that specific job?

 I really look forward to seeing what you have planned for both and especially the jobs implementation. Does it have progression & talents, say a girl usually isn't very good to start unless she's talented/item boosted/educated/trained for it? Again, look forward to it.

On an unrelated note, does autosave work? I remember it was always buggy/non-functional, wondering if it's still as useless as ever.
Title: Re: Combining the big mods aka crazy's mod
Post by: Parlarkey on November 27, 2012, 12:46:13 PM
From the games I've played, autosave seems to work fine. When you click "Next week", it saves first, then processes the week. If you don't like the results (like customers attacking your girls, killing them), you can load the autosave and the game will return to right before you clicked the "Next week" button.
 
There's only one autosave file though, so you can only use it to "reroll" the most recent result.
Title: Re: Combining the big mods aka crazy's mod
Post by: Parlarkey on November 27, 2012, 12:51:30 PM
I don't know how compatible WMEdit is with this mod to be honest, it was created long before this mod was. I have always edited my girls files using notepad++  (search and replace is your friend).
But one thing to note...
Fast Orgasms and Slow Orgasms have to be spelled with the "O" not capitalized....Fast orgasms and Slow orgasms  at some point I intend to make the traits not rely on capitalization like they currently do.

I've read earlier reports about this problem also existing for Fake Orgasm Expert (should be Fake orgasm expert).
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 27, 2012, 05:14:23 PM
From the games I've played, autosave seems to work fine. When you click "Next week", it saves first, then processes the week. If you don't like the results (like customers attacking your girls, killing them), you can load the autosave and the game will return to right before you clicked the "Next week" button.
Yeah it should work just like that.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 27, 2012, 08:15:09 PM
Around the next patch once a few bugs are gone I'm going be trying to post the mod on a few more sites to up the number of people playing it.  But I need help cause idk any sites to post it on lol.  So if you know a good site for me to post on to try and bring more people to playing let me know.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 27, 2012, 08:29:38 PM
Would you be able to link each sub-category of pictures back to their parents? IE call a 2girls,1guy Group Picture, but fall back onto the General Group picture pool if none can be found?

It'd eliminate both the possible disappointment of getting a non-related picture, and give pack makers peace-of-mind that if they cannot find enough or even any (sub)category pictures, it'll still call up suitable replacements.
I haven't put that much thought into it yet to be honest. But I will put your ideas into my notes for when I get to those kind of things.

On the re-write, are you considering making it progressive ONLY aka WM:EX (can't have whore customers in brothel before you set up basically everything else...) or is it more based on all jobs having individuality in girl-customer interactions within that specific job?

 I really look forward to seeing what you have planned for both and especially the jobs implementation. Does it have progression & talents, say a girl usually isn't very good to start unless she's talented/item boosted/educated/trained for it? Again, look forward to it.
The job implementation is complicated, and wont really look very different to the person playing the game. It will mostly change how things work behind the scenes. I will say it will move things a little bit towards how they worked in EX. Basically right now when you goto next week, the game goes through each girl, and creates a customer on the spot, then compares the customer to that girl to see if he is interested in her. (The reason you get "She ran out of customers who liked her) is that it is far to easy for customers to reject girls, and there is no second chance.

What I plan to do is just the opposite... create a customer, have him decide what he wants to do in general (bar, gambling hall etc..) decide what services he wants there (will probably want more than one). And decide how much he is willing to spend on them.. then he will approach the various girls and negotiate prices for services. How much he is willing to pay will depend on things like what traits the girl has that he likes, and how much he budgeted for it.

After a customer buys services, it will then determine how satisfied both he and the girl are, to work out a few other things. (Tips, fame, xp, etc).

Progression and talents are something for a later addition, when we start looking at difficulty levels.

On an unrelated note, does autosave work? I remember it was always buggy/non-functional, wondering if it's still as useless as ever.

Don't know, I thought it worked as intended.
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 27, 2012, 09:06:24 PM
Thanks on the autosave, might come in handy. How does it handed crashes on next week? Could be problematic on that issue.


On the gang screen, I've noticed that the Weekly Cost wording switches between Weekly and Daily. Might be a few old references still left in there, switches when you change gang jobs.


On picture sizes: I've noticed that I could possibly get better results if I edit the resolution of pictures to better line up in-game. What would be your recommendations on that aspect?


I encountered my first 'Customer couldn't pay'. I went to the dungeon and encountered a crash when I highlighted "Customer" in the dungeon list. I hadn't saved with the customer in there, however I had an other encounter, this time asking for his daughter, and being refused. I let him go then, and it worked as it's intended. Could of been just a random crash, will test it out further.


I've some thoughts on my play with Gangs, however I realize you've mentioned that they aren't a priority and aren't being worked on now, and might not be for some time, still, just my perspective on them:


On gangs, I've notices in a default configured game, if a player doesn't go after & eventually destroy the original 4, one or more of them become HUGE money wells, that if attacked in the future are very hard to eliminate, while giving huge sums of gold in the process (I completed a mission, and got 370,000 from the last remaining gang, LOL). This I think has been present in all versions I've played, but if you were to look at them, maybe a rejig to make the opposing gangs destroy each other (increasing their turnover so to speak) without any player involvement. They tend to do that but only after the player wipes out the 4 initial gangs from the start. If you leave the initial gangs alone, they consolidate into one or two mega-wealthy stagnant pools.


I was going to mention that I'd like them to be more of a problem for the player, however I remembered that I'm putting all my money in the bank and therefore not attracting them to attack me except if I have businesses. I also tend to balance the price you get for selling girls, and raising extortion income from 10g to at least 50g. (It's always funny when a father sells his daughter....for 10G!)

Crazy: you could consider ULMF (existing WM thread), hongfire (better to make a new one, but older one exists, that's how I found out about this new address) , Nihonmaru (? no experience from me) , LAH (little angel hentai, again, I have no experience with this). That's just the few I know that WM threads are relevant. Toonpimp maybe, no idea, futanari palace maybe? eka's portal (eku?) is vore based on recollection, but hey, maybe there's a general section?
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on November 27, 2012, 09:15:23 PM
Hey, don't know if this still counts as a known bug, but changing the Config.xml file still causes the Arena, Centre, and Studio to disappear.

On a different note, do you know if it would be possible to include a description of what customers come for, like EX had?  Each day the Brothel menu gave a break-down of which posistions had received business, which was a huge help when deciding where to assign girls.  Would it be possible to include something like that?
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 27, 2012, 09:54:09 PM
Hey, don't know if this still counts as a known bug, but changing the Config.xml file still causes the Arena, Centre, and Studio to disappear.

On a different note, do you know if it would be possible to include a description of what customers come for, like EX had?  Each day the Brothel menu gave a break-down of which posistions had received business, which was a huge help when deciding where to assign girls.  Would it be possible to include something like that?


The customer list would be a very nice addition indeed.


On the Config.xml issue. I've changed it, with Notepad++ as others have mentioned (due to crashes by changing initial gold) and I still have the center/arena/studio/clinic show up both in the map and functionally. Perhaps again Notepad++ can help with that?
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on November 27, 2012, 10:28:42 PM
I'll try that, thanks.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 27, 2012, 11:09:10 PM
Trex, thanks for the bug report on the dungeon.. will add to my list, but may be harder to track down. As to gangs, Crazy and I have discussed some ways to make them better, but it is not high on the list at the moment.

On a different note, do you know if it would be possible to include a description of what customers come for, like EX had?  Each day the Brothel menu gave a break-down of which posistions had received business, which was a huge help when deciding where to assign girls.  Would it be possible to include something like that?

At the moment this is NOT possible, because the game does not handle customers like the EX version. They only exist temporarily, and have no decision making process. Once I finish the job-rework, then it will be possible. In fact, one of my long term goals is to be able to have you follow a customer as he goes through your business, and give better feedback on what is needed.

Right now, it does not make a difference where you put your girls. They have the same chance of getting business anywhere, depending on their stats.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 27, 2012, 11:16:12 PM
Progress report for next patch, today worked on some bugs.
Fixed --
Error in girls detail screen where it was listing job types more than once.
Error on transfer girls screen.. it now should work as intended.

-- Maybe fixed.
Error in girls pay. I was not really able to duplicate the reported bugs where girls would still get payed if they did not have a job, or refused job. Nor the cumalative pay bug... but, I added code to zero out a girls income for a shift prior to shift starting in all areas.. so this should fix that problem.

Found a couple of new bugs to work on... sigh...
Studio: Girls seem to be working both shifts even though you only assign them a job on one.
Also the studio screen shares some screen elements with the arena, and the girl management screen which is confusing. (this is more or less true for all the new buildings)

In the turn summary. Hitting the spacebar while a gang is selected crashes the game (probably trying to go to girl detail screen with no girl selected.)


Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 28, 2012, 02:19:17 AM
Would it be possible to add in shortcuts for the new buildings ? As I remember it, they don't exist for clinic, studio & arena (arena might have one).


I got the cumulative pay bug by having a girl on both shifts, and her refusing one or all shifts one week. The subsequent shifts, she earned basically x2. I had milking jobs chain up into the hundreds this way.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 28, 2012, 02:57:18 AM
Would it be possible to add in shortcuts for the new buildings ? As I remember it, they don't exist for clinic, studio & arena (arena might have one).
They have a few I'm sure we will add more as we go...  I'll see what they have and make a note of what they don't.  But are you talking about a shortcut to get to the new buildings or just all the hotkey in general?
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 28, 2012, 03:03:13 AM

A specific hotkey, I'm going of what I've read when you press 0 in the main screen. I didn't see them listed, from memory I might be wrong but I know not all of them are mapped yet.

Could you give me a breakdown of what jobs depend on what stats? IE Group Sex....>Group Skill. Obvious, but on Service, which jobs use it? Do all jobs use one skill only?

I was looking at PCFear & PClove in the girls editor, how would I use them? IE what variables do what, -1 =? ect

Is there anything I shouldn't touch in the editor, or settings I shouldn't change from the norm? I'd like to play around with it more, and I also noticed that hewhocumsatnight has made some girls (Pretty ? blonde one from memory) that initially start with fearing the player will kill her. I like that for diversity and a harder playstyle. I'd keep pessimists initial happiness over 40 so they don't commit suicide the first week you get them. Is there anything else I should take note on?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 28, 2012, 06:02:55 AM
A specific hotkey, I'm going of what I've read when you press 0 in the main screen. I didn't see them listed, from memory I might be wrong but I know not all of them are mapped yet.
I'm sure at some point we will get all of them a hotkey but there is going be alot more buildings in the future unless we change things up and do something different.
Could you give me a breakdown of what jobs depend on what stats? IE Group Sex....>Group Skill. Obvious, but on Service, which jobs use it? Do all jobs use one skill only?
Right now I could but it might change soon once its set for sure I'll either do a guide or something along EX where it tells if a girl is good at a  job in game.  Most jobs use a stat like INT and a skill some use 3 or 4 of either skills or stats.  Then traits come into play as some traits make them better at the job some worse.
I was looking at PCFear & PClove in the girls editor, how would I use them? IE what variables do what, -1 =? ect
PCFear is shown by telling you if she thinks your good or should die etc..  It works on a scale of 100 to -100.  100 means she thinks you should die.  PCLove works kinda the same way but 100 mean they think your there true love.
Is there anything I shouldn't touch in the editor, or settings I shouldn't change from the norm? I'd like to play around with it more, and I also noticed that hewhocumsatnight has made some girls (Pretty ? blonde one from memory) that initially start with fearing the player will kill her. I like that for diversity and a harder playstyle. I'd keep pessimists initial happiness over 40 so they don't commit suicide the first week you get them. Is there anything else I should take note on?
I don't think askprice will actually change anything but anything else feel free to play with... Well make sure to not have them start at 0 health but I figure you already knew that lol.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 28, 2012, 06:32:03 AM
Crazy: you could consider ULMF (existing WM thread), hongfire (better to make a new one, but older one exists, that's how I found out about this new address) , Nihonmaru (? no experience from me) , LAH (little angel hentai, again, I have no experience with this). That's just the few I know that WM threads are relevant. Toonpimp maybe, no idea, futanari palace maybe? eka's portal (eku?) is vore based on recollection, but hey, maybe there's a general section?
Whats ULMF?  I'll keep the others in mind except eku vore scares me lol.  As far as gangs go as PP said we have talked about it and gangs will be getting major changes at some point.

Edit-  If anyone wants to take a shoot at making a new item file let me know as it needs some balance and underwear items need to be added.
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 28, 2012, 07:51:28 AM
http://ulmf.org/bbs/forumdisplay.php?f=6 (http://ulmf.org/bbs/forumdisplay.php?f=6)

That's the relevant sub-section in the Unofficial LineMarvel Forums (ULMF, Line marvel made a run-or-rape game 5 or so years ago on newgrounds & got a small following, he disappeared around 3 years ago (unsure) but that forum is considerable).

Here is the WM Thread link from ULMF: http://ulmf.org/bbs/showthread.php?t=1708&page=6 (http://ulmf.org/bbs/showthread.php?t=1708&page=6)

Some people asked what happened to this site & also how to add new girls just yesterday, could be a good opportunity to advertise this version of the game & let people know development is still going.


I wouldn't mind working together on items, what would you have in mind? How does underwear work, & what should costing, benefits like trait adding & removing, and overall theme be?

Some time ago I used a version of items that had therapy & and education/training for traits as items that I think had percentage rates of success, would you be interested in something along those lines?
Title: Re: Combining the big mods aka crazy's mod
Post by: Parlarkey on November 28, 2012, 02:49:59 PM
I assume 'Underwear' is just an extra layer of clothing, which currently falls under the 'Dress' category (i.e. Designer Lingerie, Lace Lingerie, Leather Lingerie, Organic Lingerie, etc.).

Assuming the categories aren't mutually exclusive, I suppose this means you could put a girl in both a Royal Gown AND Designer Lingerie, meaning she'd get the bonuses from both items. In the old situation, you would have to choose whether you gave a girl the Royal Gown, OR the Designer Lingerie. Therefore, the extra category makes it easier to build stats on your girls (as you have an extra item slot to put items in which raise stats... in my example, the Charisma of a girl would be boosted by +39). To balance this out, I suppose you could tone down the stats that 'Dress' and 'Underwear' items add, to the point where a Dress + Underwear item in the new settings would give roughly the same maximum benefit as a single item before (special items notwithstanding).

As far as pricing goes, I'm a bit torn. On the one hand, it doesn't make sense if a half-way decent dress would cost more than the average girl from the slave trader would.
On the other hand, money is already quite easy to come by... either that or the girls just aren't balanced very well, there are quite a lot of girls who can earn back the 1000-1500 gold they cost within one week, if you put them to work in the brothel. If girls were that cheap, why wouldn't brothel visitors just buy their own keep-at-home girls I wonder? Where's the real investment in buying a girl for your brothel? Anyway, I digress... my point is, making items cheap as it is now might make the game too easy in general.

You might want to wait a bit with making big changes in pricing, until we know what PP's reworked customer system will do to the economy of the game. I've been piddling a bit with the pricing myself, and came to the conclusion that girls should be a lot more expensive than they are now (think at least 5-10x more expensive). It would make girls more of a rare commodity, force players to think harder about which girls they want to buy at first and I suppose slow the pace of the game a bit, leaving more room for the roleplay-like scripts and other aspects. Of course this is just my opinion, I suppose a lot of players like being able to build out their group of girls fast and will fully respect the decisions of the developers in whichever direction they want to take the game, it's awesome either way :).

The therapy and education/training items sound very interesting, would those be like consumables? In any case, a bit more variation and item tailoring to make girls more suited for specific jobs sounds awesome, I'd love to see some of those in the game.
Title: Re: Combining the big mods aka crazy's mod
Post by: darkvahl on November 28, 2012, 10:51:08 PM
Hi!

I've been playing this mod a couple of days now.

Nice new script and pics. Keep up the good work.

I've encountered some problem/bugs. I don't know if it's only me or everyone is having it.

1- The next/previous button in girl management profile screen for arena, clinic, studio and center don't work.
    *When start a new game it's fine. After loading the game a couple of time it doesn't work any more.
      e.g. You choose to see arena girl A profile and click next to see arena girl B, instead it goes to girl Z in current brothel.

2 - Inventory list for girls in arena, clinic, studio and center are under current brothel inventory list.
     *Usually the inventory list consist current brothel girls + girls in dungeon. Now we have current brothel + dungeon + arena
       + clinic + studio + center. So many girls.
      If I have 100 room for my current brothel and another 20 in the dungeon, just imagine! 100+20+20+20+20+20=200 girls.
      What a long list I have.

3 - General jobs in arena, clinic, studio and center.
    *advertising & customer service doesn't do anything. Make no money and ran out of customer is all I get.
    Suggestion : - what if the places mentioned above are treated as if its like just another brothel maybe that will work.
                         - put some info like fame, filthiness, profit and etc, just like a normal brothel would have. Well except the
                           center where you should lose some money for charity.
P.s :- Maybe problem 2 & 3 can be solved by doing this. Make it so each building works as an individual building much like your second brothel. For now the other buildings are somehow still connected to the brothel.

4 - Sometime I get a script " you earn 23456782 gold from movie income, at your studio" or similar figure. What is this?
     *The figure say I got millions of gold but it does not add to my profit or money.

Well i think that is all the problems that I have now. I'm gonna play some more and see what other problem should arise.

Thanks in advance.

"Just Loooovveee Being A Whoremaster. Muahahahah"


Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 28, 2012, 11:08:51 PM
I assume 'Underwear' is just an extra layer of clothing, which currently falls under the 'Dress' category (i.e. Designer Lingerie, Lace Lingerie, Leather Lingerie, Organic Lingerie, etc.).

Assuming the categories aren't mutually exclusive, I suppose this means you could put a girl in both a Royal Gown AND Designer Lingerie, meaning she'd get the bonuses from both items. In the old situation, you would have to choose whether you gave a girl the Royal Gown, OR the Designer Lingerie. Therefore, the extra category makes it easier to build stats on your girls (as you have an extra item slot to put items in which raise stats... in my example, the Charisma of a girl would be boosted by +39). To balance this out, I suppose you could tone down the stats that 'Dress' and 'Underwear' items add, to the point where a Dress + Underwear item in the new settings would give roughly the same maximum benefit as a single item before (special items notwithstanding).

As far as pricing goes, I'm a bit torn. On the one hand, it doesn't make sense if a half-way decent dress would cost more than the average girl from the slave trader would.
On the other hand, money is already quite easy to come by... either that or the girls just aren't balanced very well, there are quite a lot of girls who can earn back the 1000-1500 gold they cost within one week, if you put them to work in the brothel. If girls were that cheap, why wouldn't brothel visitors just buy their own keep-at-home girls I wonder? Where's the real investment in buying a girl for your brothel? Anyway, I digress... my point is, making items cheap as it is now might make the game too easy in general.

You might want to wait a bit with making big changes in pricing, until we know what PP's reworked customer system will do to the economy of the game. I've been piddling a bit with the pricing myself, and came to the conclusion that girls should be a lot more expensive than they are now (think at least 5-10x more expensive). It would make girls more of a rare commodity, force players to think harder about which girls they want to buy at first and I suppose slow the pace of the game a bit, leaving more room for the roleplay-like scripts and other aspects. Of course this is just my opinion, I suppose a lot of players like being able to build out their group of girls fast and will fully respect the decisions of the developers in whichever direction they want to take the game, it's awesome either way :) .

The therapy and education/training items sound very interesting, would those be like consumables? In any case, a bit more variation and item tailoring to make girls more suited for specific jobs sounds awesome, I'd love to see some of those in the game.


Good points.

Personally I would be fine to make 2 versions of the items. 1 vanilla pricing and 1 to suit my own config file changes I plan to distribute.

In giving the downloader the option of the two, they decide on their preference of difficulty. My solution to the issue you've raised at least.

Yes, the therapy/education items would be consumable. I'm thinking of splitting the quality factor into rates of success, so 'You get what you pay for' & Luck. If the item is ineffective (roll=fail) it could be interpreted as the girl simply having very difficult problems in therapy or being slow on the uptake of new skills.

One thing I would say is I don't know if you could link a girl's existing trait (Quick Learner) to an item's rate of success on usage, say for an educational consumable item that'd work as training. IE if girl has Quick Learner, boost success rate on a specific item by 10% ect.

Personally, as underwear is optional, and not usually worn exclusively (bar swimsuits, lingerie ect), I'd keep their boosting properties lower than full outfits. Maybe give them specific boosters, like fetish wear underwear boosting bdsm, scented (?) underwear boosting beast ect. As suggested, underwear that could be considered a full outfit in itself should be comparable to normal clothing.


darkvahl: I also get issues 1 &2. Cannot speak for the others you've mentioned as I haven't encountered 4 & not noticed 3 yet.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 28, 2012, 11:26:55 PM
1- The next/previous button in girl management profile screen for arena, clinic, studio and center don't work.
    *When start a new game it's fine. After loading the game a couple of time it doesn't work any more.
      e.g. You choose to see arena girl A profile and click next to see arena girl B, instead it goes to girl Z in current brothel.
Know bug atleast to me PP might not know about it.  Basicly it is after you get your 2nd brothel that this happens and my understanding is its cause of the way the other buildings are coded.
2 - Inventory list for girls in arena, clinic, studio and center are under current brothel inventory list.
     *Usually the inventory list consist current brothel girls + girls in dungeon. Now we have current brothel + dungeon + arena
       + clinic + studio + center. So many girls.
      If I have 100 room for my current brothel and another 20 in the dungeon, just imagine! 100+20+20+20+20+20=200 girls.
      What a long list I have.
This is a work around to be able to give items to girls in the other buildings.  Before this patch it wasn't even possable to do.
3 - General jobs in arena, clinic, studio and center.
    *advertising & customer service doesn't do anything. Make no money and ran out of customer is all I get.
    Suggestion : - what if the places mentioned above are treated as if its like just another brothel maybe that will work.
                         - put some info like fame, filthiness, profit and etc, just like a normal brothel would have. Well except the
                           center where you should lose some money for charity.
I need to just take the general jobs off the list for other buildings only reason I haven't is so you can have a matron take girls off the shifts so you don't have to watch them so close.  Other buildings still need alot of work but yeah stuff like filth fame etc will be in there sooner or later.  And yeah the centre is kinda supose to cost you money I'm hoping next patch it will do just that.
P.s :- Maybe problem 2 & 3 can be solved by doing this. Make it so each building works as an individual building much like your second brothel. For now the other buildings are somehow still connected to the brothel.
It would but but I've just been working with them the way they are coded cause I'm not the greatest at coding.  I think PP is going to just that at some point but he's working on other stuff.
4 - Sometime I get a script " you earn 23456782 gold from movie income, at your studio" or similar figure. What is this?
     *The figure say I got millions of gold but it does not add to my profit or money.
I have never seen this ever.  Are you actually using the studio?
Thanks for the bug report keep them coming.
Title: Re: Combining the big mods aka crazy's mod
Post by: darkvahl on November 29, 2012, 12:39:01 AM
4 - Sometime I get a script " you earn 23456782 gold from movie income, at your studio" or similar figure. What is this?
     *The figure say I got millions of gold but it does not add to my profit or money.

Yes, i'm using the studio.
1 - load game, press next week 2-3 weeks (income is 0)
2 - go to studio-release movie (i use shift and select all scene then click release movie)
3 - click next week a couple of times before repeat step 2.

Usually i get let say 20g after step 3, next week will be 19/18g and will decrease until 5/6g then i go to step 2 again.
Sometime if i leave the studio unattended long enough the script will appear. its random.
some time it appear just after the first week where it should be 0 income and some time in between weeks.
i've started new game so many time still the same in all game i've played.
although it does not affect anything (causing crash or etc..), still i think i should tell you guys. 

Well whatever, thanks and GANBATE!!!!
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 29, 2012, 12:49:17 AM
Some odd behavior I picked up.


1. No rape at all from catacombs?


 Noticed a 0 combat 0 magic no combat traits at all (tough, merciless ect) girl regularly gets "No one wanted to play today". So I starved & beat her down to 5% health. She comes back with loot. So, only two states possible it seems (No loot, loot), with Failed & raped not appearing.


As far as I recall from all of my playthroughs, not once has fail & rape appeared.


2. Combat/Progression traits maybe totally randomized, and there may be no way around this, but above stated girl got 'TOUGH" on her 3rd successful (loot) catacombs attempt. Could just be luck.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 29, 2012, 01:12:25 AM
Yes, i'm using the studio.
1 - load game, press next week 2-3 weeks (income is 0)
2 - go to studio-release movie (i use shift and select all scene then click release movie)
3 - click next week a couple of times before repeat step 2.

Usually i get let say 20g after step 3, next week will be 19/18g and will decrease until 5/6g then i go to step 2 again.
Sometime if i leave the studio unattended long enough the script will appear. its random.
some time it appear just after the first week where it should be 0 income and some time in between weeks.
i've started new game so many time still the same in all game i've played.
although it does not affect anything (causing crash or etc..), still i think i should tell you guys. 
I'll look into it.  I'm hoping we can fix the money problem of the studio soon as it broke bad 20g a week is a joke.
Some odd behavior I picked up.
1. No rape at all from catacombs?
Noticed a 0 combat 0 magic no combat traits at all (tough, merciless ect) girl regularly gets "No one wanted to play today". So I starved & beat her down to 5% health. She comes back with loot. So, only two states possible it seems (No loot, loot), with Failed & raped not appearing.
As far as I recall from all of my playthroughs, not once has fail & rape appeared.
I think you have just got really lucky as I've seen rape. 
Title: Re: Combining the big mods aka crazy's mod
Post by: Parlarkey on November 29, 2012, 07:59:31 AM
Personally I would be fine to make 2 versions of the items. 1 vanilla pricing and 1 to suit my own config file changes I plan to distribute.

In giving the downloader the option of the two, they decide on their preference of difficulty. My solution to the issue you've raised at least.
Sounds good :). One of the strengths of the game is that it's very much possible to customize it to your own desires, so no one will be left wanting that way.

I like the chance of success items, it would let you invest more heavily into fewer girls, in order to raise their potential on particular jobs rather than building out a big library of girls who are all so-so at it. If the game eventually would get balanced to make either strategy viable, that'd be pretty sweet :). I suppose it would be nice if traits like Quick Learner (or maybe even Nerd, being book-smart) would improve the odds, but if not it's not the end of the world. You could always argue that being a quick learner in everyday situations won't neccessarily improve your likelihood of success when using a magical item to gain a stat, or therapy being successful.

Personally, as underwear is optional, and not usually worn exclusively (bar swimsuits, lingerie ect), I'd keep their boosting properties lower than full outfits. Maybe give them specific boosters, like fetish wear underwear boosting bdsm, scented (?) underwear boosting beast ect. As suggested, underwear that could be considered a full outfit in itself should be comparable to normal clothing.
That is true, though the problem then remains that you could still get the full stacks from both slots. Perhaps it would be possible to leave the full lingerie outfits under 'Dress' (since they're basically a full outfit, not meant to be covered up), making the 'Underwear' category more of an enhancement category. For example, if you own the White String Bikini under 'Dress', you could still get a more fetish-oriented, scented or open-crotched bikini bottom to boost the stats a bit.

1. No rape at all from catacombs?

 Noticed a 0 combat 0 magic no combat traits at all (tough, merciless ect) girl regularly gets "No one wanted to play today". So I starved & beat her down to 5% health. She comes back with loot. So, only two states possible it seems (No loot, loot), with Failed & raped not appearing.

As far as I recall from all of my playthroughs, not once has fail & rape appeared.

I can confirm this. Just started a new game and bought the wimpiest girl I could find (regular game, 500+ girls). All I would get was the 'No one wants to play :(' result, probably because her encountering anyone would definitely mean she'd lose.

In a different game that I tried with just one Normal girl (70% combat) and three tough-as-nails Catacombs girls who would probably be able to beat her, I would get monsters to fight a good portion of the time but I would always only find items. The girl never captured any of the monster girls, or captured any beasts. I also found a fairly high amount of green items (9 in 5 months, with one girl running Catacombs in both shifts). In those 5 months, not a single capture or failure.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 29, 2012, 09:36:17 PM
1- The next/previous button in girl management profile screen for arena, clinic, studio and center don't work.
    *When start a new game it's fine. After loading the game a couple of time it doesn't work any more.
      e.g. You choose to see arena girl A profile and click next to see arena girl B, instead it goes to girl Z in current brothel.
This one is new to me, I assume you mean when you are looking at the girl's detail screen? If so, I think I know what the problem probably is, will look at it.

2 - Inventory list for girls in arena, clinic, studio and center are under current brothel inventory list.
     *Usually the inventory list consist current brothel girls + girls in dungeon. Now we have current brothel + dungeon + arena
       + clinic + studio + center. So many girls.
      If I have 100 room for my current brothel and another 20 in the dungeon, just imagine! 100+20+20+20+20+20=200 girls.
      What a long list I have.
Unfortunately, for the moment this is as intended... I had to do it as a work around due to the way the new buildings were added in. I will probably be able to fix it so it only shows the girls in an individual building, but it will take quite  a bit of work.

3 - General jobs in arena, clinic, studio and center.
    *advertising & customer service doesn't do anything. Make no money and ran out of customer is all I get.
    Suggestion : - what if the places mentioned above are treated as if its like just another brothel maybe that will work.
                         - put some info like fame, filthiness, profit and etc, just like a normal brothel would have. Well except the
                           center where you should lose some money for charity.
P.s :- Maybe problem 2 & 3 can be solved by doing this. Make it so each building works as an individual building much like your second brothel. For now the other buildings are somehow still connected to the brothel.
The general tab needs to be modified for the new buildings. Crazy is talking about taking it out, but if we do, we need to add some of those functions into the normal jobs for those buildings (matron, cleaning).

Currently, the arena, clinic, centre, and studio ARE treated like brothels. But they are indexed differently than the normal brothels, so it makes working with them difficult. because of this, there are a lot of problems with those buildings right now, that have to do with the way they use a lot of the same code as brothels, but use it in a different manner.

4 - Sometime I get a script " you earn 23456782 gold from movie income, at your studio" or similar figure. What is this?
     *The figure say I got millions of gold but it does not add to my profit or money.
Noted, I will probably have a fix for this one pretty quick.


Thanks for the reports! Need all the feedback we can get.
--PP
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 29, 2012, 09:38:54 PM
Some odd behavior I picked up.


1. No rape at all from catacombs?


 Noticed a 0 combat 0 magic no combat traits at all (tough, merciless ect) girl regularly gets "No one wanted to play today". So I starved & beat her down to 5% health. She comes back with loot. So, only two states possible it seems (No loot, loot), with Failed & raped not appearing.


As far as I recall from all of my playthroughs, not once has fail & rape appeared.


2. Combat/Progression traits maybe totally randomized, and there may be no way around this, but above stated girl got 'TOUGH" on her 3rd successful (loot) catacombs attempt. Could just be luck.

New bug for me at least, I haven't looked at the catacombs in a while. The combat in this game is pretty straight forward, so I will take some time to check it out soon.

Thanks for letting us know!
--PP
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 29, 2012, 10:17:49 PM
Hmm taking a look at the studio for the first time, lots of problems here. Currently it is impossible to turn a profit in the studio due to the way it works.

1. All girls in studio work a double shift (day and night) when filming. And get paid for both shifts.. a lot. So roughly 170 to 180 gold per week per girl.
2. Income of movie is directly equal to it's quality. And this is very low.
3. Quality degrades every week by 15% so movie income goes down 15% per week too.
4. Movie runs 35 weeks. So total income for a movie will be less than amount paid to the girls to film it.
5. Because girls are working double shifts, they get very tired very fast.

So.. I will tweak this quite a bit.
First: I intend to make it so the girls don't get paid such a large amount.
Second: I intend to either make the game raise the quality of the movies, or pay more per quality whichever...
Third: I will probably change the way the quality degrades, and cap it at some point.

So, What I am looking for is feed back on what a average quality movie should make, if it is produced using minimum staff (1 cameramage, 1 crystal purifier, 1 star), with only 1 week's worth of scene's.(that would be two scenes). And how much the girls should get paid per job (on average). Jobs being:

Film sex
film bsdm
etc...
Fluffer
cameramage
crystal purifier


Title: Re: Combining the big mods aka crazy's mod
Post by: trex on November 29, 2012, 10:59:10 PM
Hmm taking a look at the studio for the first time, lots of problems here. Currently it is impossible to turn a profit in the studio due to the way it works.

1. All girls in studio work a double shift (day and night) when filming. And get paid for both shifts.. a lot. So roughly 170 to 180 gold per week per girl.
2. Income of movie is directly equal to it's quality. And this is very low.
3. Quality degrades every week by 15% so movie income goes down 15% per week too.
4. Movie runs 35 weeks. So total income for a movie will be less than amount paid to the girls to film it.
5. Because girls are working double shifts, they get very tired very fast.

So.. I will tweak this quite a bit.
First: I intend to make it so the girls don't get paid such a large amount.
Second: I intend to either make the game raise the quality of the movies, or pay more per quality whichever...
Third: I will probably change the way the quality degrades, and cap it at some point.

So, What I am looking for is feed back on what a average quality movie should make, if it is produced using minimum staff (1 cameramage, 1 crystal purifier, 1 star), with only 1 week's worth of scene's.(that would be two scenes). And how much the girls should get paid per job (on average). Jobs being:

Film sex
film bsdm
etc...
Fluffer
cameramage
crystal purifier


Could you make it that if the girl is a slave, you do only pay her whatever PERCENTAGE you've set? Would it be also possible to retrofit the other jobs that pay slavegirls. I never understood why I'm forced to let this happen: "You pay her XX gold, she gets to keep it ALL."

IE slaves & free girls are only paid whatever percentage is set for them in all jobs.


I think degradation of film income is fine, but like you've said, income really needs to be increased. I'm fine also on the double-shifting, as long as it doesn't suffer from the double-shift bug. Being a bit tired out from film making is a fair trade-off, especially if it's income is bumped significantly, and that really is the only danger (besides pregnancy).

I think if it's possible, a 10%+ bump in income if the sex in the film is non-vanilla. So Bdsm ect bumps up quality to achieve this (because it's more specialized/niche/fetish?)

I'd keep such a small film low in quality. I'd be happy to see 500g+ week on a decently made film on release, with 5-10%+ loss per week in income. Maybe structure it so 1 girl + crew films can earn that, but only if they have a decent quality of scenes and there's more scenes than average (more girls = easier film making, for balance).

If at all possible, increasing the cost on making the film (adding a cost to the player to each amount of jobs active?) would be a nice touch. Making the costs considerable, and having say a 4 week minimum time for any film, could even out the Income/Expense side of things.


Not sure if a minimum period is feasible with the current set up though, if you did decide to implement it, could you either automatically grey out the create movie button until the game detected 4 weeks had at least past, or add in a 'start shooting' button that would run a weekly counter, and then 'ungrey' the create button?

Just some of my thoughts/ideas on that. At the end of the day, I would like to have the option of using the studio practically, but wouldn't like it to be a no-risk cash cow either.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on November 30, 2012, 07:10:06 AM
Some more generaly amendments from my side.
 
Please modder, concentrate your great work on the importent things first.
 
Its honorful from your side , the willing  to include all the input from us forum members.
 
But if you fullfill each single wish, you will split your power and you don't bring the game realy forward.
 
Additionally the game becomes neither meat nor fish, lets say.
 
A lot of player have collected dozens ore hundreds of girls. This is one of the characteristics of WM and sets a differentiation "slavemaker" (as an example ).
 
And to handle a lot of girls in this game should be comfortable  playable even for a long playing time . Finally you get more and more girls....
 
Dont understand me wrong. I also like more ruleplay included into this game , more exceptions , more possibilities to play , but keep the target in mind.
 
And once again, thanks for the great work you've already done .
 
puhh , to translate my thoughts into English isn't easy , hope everybody understands
 
Kind Regards
HuiBui
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 30, 2012, 08:13:23 PM

Could you make it that if the girl is a slave, you do only pay her whatever PERCENTAGE you've set? Would it be also possible to retrofit the other jobs that pay slavegirls. I never understood why I'm forced to let this happen: "You pay her XX gold, she gets to keep it ALL."

IE slaves & free girls are only paid whatever percentage is set for them in all jobs.


I think degradation of film income is fine, but like you've said, income really needs to be increased. I'm fine also on the double-shifting, as long as it doesn't suffer from the double-shift bug. Being a bit tired out from film making is a fair trade-off, especially if it's income is bumped significantly, and that really is the only danger (besides pregnancy).

I think if it's possible, a 10%+ bump in income if the sex in the film is non-vanilla. So Bdsm ect bumps up quality to achieve this (because it's more specialized/niche/fetish?)

I'd keep such a small film low in quality. I'd be happy to see 500g+ week on a decently made film on release, with 5-10%+ loss per week in income. Maybe structure it so 1 girl + crew films can earn that, but only if they have a decent quality of scenes and there's more scenes than average (more girls = easier film making, for balance).

If at all possible, increasing the cost on making the film (adding a cost to the player to each amount of jobs active?) would be a nice touch. Making the costs considerable, and having say a 4 week minimum time for any film, could even out the Income/Expense side of things.


Not sure if a minimum period is feasible with the current set up though, if you did decide to implement it, could you either automatically grey out the create movie button until the game detected 4 weeks had at least past, or add in a 'start shooting' button that would run a weekly counter, and then 'ungrey' the create button?

Just some of my thoughts/ideas on that. At the end of the day, I would like to have the option of using the studio practically, but wouldn't like it to be a no-risk cash cow either.

The percent thing would be pretty easy, but that really only applies to free girls, all slaves have a house percent of 100%.

I agree about degradation and income, just trying to decide how much it should be. I will be looking at a quite a few variables to effect how much a film makes.

Shouldn't be too hard, but then again, I dont mind the idea of a shot single scene film.. it just should not make much money, and should not cost a whole lot to make.

I plan to spend this weekend working on the studio to make it useful. So we will see how it comes out, and then tweak it after some feedback.

--PP
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on November 30, 2012, 08:15:36 PM
HuiBui ,

I agree, I try to stay focused on what I consider important, but that is not always easy.
My priorities are usually..
1. Bug fixes
2. Balance tweaks and easy of play tweaks
3. Getting current features fully implemented
4. New features

I'm not real strict on that priority list, but it is generally how I view things.
--PP
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 04, 2012, 06:25:09 AM
Next patch gallery will have all image types so no more hidden images.  Well not the preg types but those are kinda broke so when they are fixed I'll add them.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 05, 2012, 06:55:57 PM
Also in the next patch, Studio fixes. I have spent the last week trying to make the studio playable. I have worked out almost all of the bugs, but there are still a few minor ones. I may put of some of the less important bugs for later (such as the arena try out button appearing in the studio).

Other bugfixes..
1. Hitting the space key on the turn summary screen will no longer crash the game if you are on a screen other than the girls screen.
2. Various problems with girl's pay *should* be fixed.. still not 100% certain on that because the code involved is very complex, and scattered all over the program.
3. Transfer girls screen... should work properly now. There was basically a large portion of code missing from one section.
4. Girls Detail screen.. will no longer show multiple copies of job types.

Pretty much everything else I have been doing has involved improving the movie studio.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 05, 2012, 07:07:43 PM
On a separate note. I am looking for a bit of feedback, especially from those who make girl packs.

One of the problems with the game in general is that it is not clear what is a good / average / bad statistic for the girls.... And the game is not consistent in the way it treats them. So, looking at a stat such as charisma, in some parts of the game, it basically starts at 0, and the higher it gets the better it is. So this means that a 0 charisma would basically be average.. and anything higher is treated as a bonus. In other parts, it will treat anything above 50 as bonus, and anything below as a penalty... which would meant the average should be 50 instead.

This is not helped by the fact that almost all traits have some kind of effect on stats. But at least they are relatively consistent.

So.... one of my most important projects is to balance the game, try to make it a bit more challenging and fun. In order to do this properly, we need to decide on how the stats *should* work. So the question I ask.. is would we prefer to have a 50 be the average, with anything above it giving a bonus, and anything below that giving a penalty. Or should all stats start at zero, and just give a bonus as they go up?

Personally I prefer the start at 50 option, but I am not someone who creates girl packs. Also consider, that whatever the answer is, the different girl packs should be balanced to fit what option we go with, it is not absolutely required, but keep in mind that no matter which option we go with, it is likely to effect how good any girl is at doing any one task.

Thanks
--PP
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on December 05, 2012, 07:47:39 PM
I know that I have a problem with keeping the numbers low, as I tend to overpower my packs, and I think that we all have the same problem, except for Lurker, who usually has really low stats.  That said, I think that, for the most part, the skills should be in the teens or twenties, unless they are canonically exceptional at something, in which case, all bets are off.  In regards to the stats stats, I think that a similar rule be applied, except moved up to forties to fifties.

That's all!
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 05, 2012, 10:22:14 PM
Also in the next patch, Studio fixes. I have spent the last week trying to make the studio playable. I have worked out almost all of the bugs, but there are still a few minor ones. I may put of some of the less important bugs for later (such as the arena try out button appearing in the studio).
Arena tryout button is now fixed it has a new button for the next patch.  A lot of new buttons for next patch.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 05, 2012, 10:46:29 PM
Personally I prefer the start at 50 option, but I am not someone who creates girl packs.
I agree 50 should be the average makes more sense to me that way.
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on December 05, 2012, 10:56:58 PM
Well I tend to base new girls with around 20-50 charisma & beauty. 50 I think would be above average, as I aim to have 40 what a normal baseline would be (some above/below average gives the 30-50 mark).


I think that's fairly in tune, or even slightly beneficial for the way the game is currently setup. Very low char/beaut = low looks = very little income from a girl, so it either forces a player to avoid that girl entirely (select girls with higher stats from other packs ect) or invest in items.


I like items, but with stats for girls one would of downloaded all over the place, the former decision would be the most logical and used.


So, setting it a 0 base (and getting 0 for looks), without a game overhaul would be rather pointless, <50 (looks) would allow naturally acquired (through longer term job placement, leveling ect) traits to boost in and be effective, as well as item usage.


I think anything above 50-60 (looks) can too easily be boosted with very little items & progression, as well as if set as a base in the editor, may lead to 80-100 (looks) girls in-game once their traits kick in. If a girl is canonically beautiful ect, having her naturally start with 55-70 looks should give a boost over average (30-45) & above average (45-55) girls, using this proposed scheme.


Or whatever scheme, I think keeping beautiful girls under 70 to start with would be optimal, but the bulk (average girls) around 50 in looks to begin with is a good balance.


The temptation to make girls 'Outstanding' from the start can be hard to do when making them, but for gameplay, it should be curbed.

Title: Re: Combining the big mods aka crazy's mod
Post by: dpman03 on December 06, 2012, 12:15:51 AM
Ok, so this post is long, but I'm hoping it might be helpful in some way.  Since the two of you have spent a lot of time working on the game, I thought contributing some ideas would be the least I could do.  Feel free to ignore them, work with them, claim them as your own, yell them at passing strangers as insults, or even use them as part of some plot for world domination.

So.... one of my most important projects is to balance the game, try to make it a bit more challenging and fun. In order to do this properly, we need to decide on how the stats *should* work.

As it stands, it's not difficult to get most girls up to 100 in multiple stats.  I don't know about other people, but I rarely settle for less than 100 in both beauty and charisma (after equipment).  It almost feels obligatory in a way, which can take away from the game being fun.  The same goes for traits, as well.

As you hinted, making the game fun is one of the most important concerns.  (It is a game, after all.)  Being challenging can certainly contribute to that.  At the same time, sometimes adding challenge can just make the player have to deal with things that seem boring.  Challenge causes the player to invest time doing something, and the question becomes whether or not that something is enjoyable.

I can easily think of a good example.  Girls can usually be "set-up" with equipment, etc.  But after that, they end up being pretty autonomous.  There's obviously some room there for the player to come back and do more over time.  It would be simple to require the player to do some micromanaging, but that's going to be more of a chore than actual fun.

Keeping that in mind, the implementation of "levels" in the game is probably underused.  People tend to like gaining levels, especially when there are some good, meaningful choices to be made.  The important thing to recognize is that you're then rewarding the player by giving them the option to advance something, rather than requiring them to spend time keeping things the same or only marginally improved.

As it stands, girls already can gain traits with levels.  The player isn't involved, though, so it isn't fun.  There really is a lot of potential there, including ways to better deal with stats and traits.  It would be awesome if there was some kind of level-up screen with choices on how a girl can improve in skills and traits, although I suspect that might take a lot of effort to implement.

As a simpler example, there could be limits on when high stats and the best traits will actually provide benefits, which then improves with levels.  Alternately, the total number of traits a girl is "using" could be limited in relation to level, and the highest stats could only be available with certain traits.  I can think of numerous other ideas, and it all comes back to how fun something is and how/whether it can be easily integrated into the existing code.

After your next update, I'm hoping to familiarize myself with the source code a little more.  (I actually majored in computer science, but I concentrated more on theory and discrete math than traditional programming.)  Like I mentioned, I don't know whether I can do a lot of actual coding myself; however, I could at least contribute some ideas for easy improvements and dealing with existing problems.  Also, thanks again to both of you guys.  I'm looking forward to seeing what you do in the future.
Title: Re: Combining the big mods aka crazy's mod
Post by: Parlarkey on December 06, 2012, 03:55:20 PM
Concerning the stats of girls, just basing out their starting statistics isn't going to be enough. Traits often add stats as well, which are really difficult to see until you load a girl in-game to see what extra buffs she got from her stats (for example, traits like Long Legs, Big Boobs, Great Ass, Cute but many more). While no one wants to make girls with only three or so traits (as they WILL be ignored if you see a girl with ten more traits for roughly the same amount of money), girls end up even more beefy after gaining all their trait bonuses. Perhaps a new WMEdit, that makes the bonuses from the traits visible already during creation, would help balance things? Or maybe giving every trait a cost, although this would mean changing the way the prices of girls are calculated would have to be redone.
 
Or a simple roundabout way, just increasing the amount of money girls cost manually (I suppose the AskPrice modifier might help there, although I'm not sure what it does and don't know enough about coding to check how that modifier is used).
 
In any case, an initial step might be to create a separate topic with a .girlsx file library (without the images, only the .girlsx files) that are rebalanced according to one and the same set of guidelines. As long as there are dozens of players who all make their own packs and .girlsx files according to their own ideas, the statistics will always be all over the place.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 06, 2012, 09:40:10 PM
I'm glad to get a decent amount of feed back, so to explain myself a bit further, what I am looking for is what stat level should represent a completely average girl ignoring all other factors such as traits and item bonuses. We can balance those other things out around what the stats are, but the stats are the BASE on which everything else is built. The reason I bring up both 0 and 50, is currently that is what the game does. At some points it treats 0 as the base from which to measure stats by, at other points it treats 50 as that base. Because it is inconsistent, it makes it difficult to have a good decision on just what the proper stats to give a girl are. So I want to re-write things using a consistent policy regarding stats... they should either start at zero representing the stat a low level girl would NORMALLY have for any particular stat, beauty, charisma, etc.. and just give bonuses as the stat gets higher.... or they should start at 50 as the stat that a low level girl would have if she was considered average.... and have a smaller bonus or penalty as it gets away from 50.

I personally kind of like using 50 as a base, because I like the idea that having a bad stat could give the girl a bit of a penalty for whatever she is trying to do. If we went with this method, I would either reduce the modifier effects that items/traits have (this would be necessary, because any change in the stat would have a larger influence)... or change it so that instead of effecting the stat.. they change the bonuses (I lean more towards this option). This would have the benefit of allowing you to always know exactly what a girl's "real" stats are. I also think it will require a lot less changing around of girl packs already out there, since I suspect most of them are designed with something like this closer in mind.

On the other hand, if we start with zero as the baseline... the benefits are that the stats can have a much wider range of effects.. meaning the bonus range could be something like +1 for every 5 points in that stat, whereas the other method would have larger bonuses over smaller ranges, (to get the same effect it would have to be +2 for every point higher than 50.). BUT.. there would be no penalty for having lower stats.. only smaller bonuses...

Either method works just fine... we just need to pick one so that we can have a consistent rule for both us (the modders) to follow, and for the players and girlpack creators to use when designing girl files.
--PP
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on December 06, 2012, 09:52:45 PM

For Parlarkey:

True. I have provided a traits file in my thread (in the Misc Section) that afaik is still fairly relevant for what trait does what.

However, you're also correct in a new WMEdit could make traits more transparent. A compromise could be tooltips with not only the verbal descriptions for the trait, but also the exact stat modifications it does. I have to consider the traits I wish to add, to get my desired stat numbers for a girl, so I rejig the stats lower, add traits and check it out in-game. Rinse/repeat until I think I have achieved a fair balance.

Modify your config file. You can get a nice difficulty boost in the early game, and if things get too hard/frustrating, just grab some gangs while you can and also mine the catacombs. Easy money if you're in a tight situation.

The game has a nasty (or nice?) cpu-gangs issue where quickly two gangs will die out (sometimes 3) and the remaining will accumulate millions of gold before the end of the year. Finishing missions = x00,000+ gold rewards sometimes. Make your choice early on, do I take out the first 4 gangs or don't use gangs? A difficulty modifier that's player based it just to not use gangs at all.


For the girlsx idea, you could simply create one auto-updating archive with a companion readme (also linked separately  that noted whose included, and what's changed. This could be done for each author posted in their thread. They could also decide to put up links in their first post, and write whatever descriping what it does ect.

Of course, there should be somewhat of a consensus on what it is that we'd like the re-tuned girlsx files to come out as lol.

PP:

Yeah 50 sounds good. You get some backward compatibility, while also giving the option for girls to be penalized if they aren't very good in some stat.

Also, how do I make underwear items in WMEdit 0.7.1? Apparently you open up the items file itself (not using editor) and manually add in?
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 06, 2012, 10:15:59 PM
Addressing some of the other things brought up.

For game balance I am looking at quite a number of things, not just what the girl's stats are. I agree that we need to re-evaluate how girl's are priced for one. Both how much to purchase them, how much they charge for various services, and how much the player can expect to make off of his girls for any situation.

I want items to play a more important part in the game. (But I plan to look at that at a later time).

For the more immediate future (if I can every get time away from bug hunting) here is what I am looking at doing. I want to make the game more about managing your girls to try to get an income, in order to reach a goal. Instead of just hiring as many girls as possible, and dumping them into a job, then forgetting them. I also want the goal to be to try to manage your customers some.  But I want to avoid making this tedious. I want to make happiness and tiredness to play a more important factor than they do now. Currently they mainly effect how likely a girl is to refuse to do a job... which I have never liked. Especially since the job refusal is also effected by a lot of other things. So I want to get away from this. (There should still be a small chance of it, but it should not be the PRIMARY means of presenting a challenge to a player, since the player has only a few ways to address it as it is.)

So.. instead of just checking if a girl refuses to do a job, then cranking out some semi-random text, and prices. I plan to have it do a "job performance" check each time a girl performs a task. This check will effect a LOT of things...
If she rolls dismally, there is a chance she will refuse the job or try to run away, or other bad things (snitch to the police, whatever). Also how much both the customer AND the girl is satisfied will be effected by this. These will effect quite a few things as well (fame for both the girl and the brothel being one). Also a happy customer will tip a girl, but instead of being the mostly flat rate the girl gets now, it will be based on how much he has, and how much he enjoyed. etc...
So, the job performance check would largely be based on the girl's skills, her current status (happiness etc), relevant traits, items, accomodations etc...

I am also looking at how a girl goes about charging for services. Instead of making a fixed amount, plus a small random amount based on 2 or three stats (the current method). I plan to make it a negotiation between the customer and the girl. He would approach her, and either make an offer, or ask how much, and she would respond, and they would haggle until either they reach an agreement or not. How much he is willing to pay would be based on her stats, her fetish categories, how much money he actually has, and how many other things he plans to do that night (he may need to budget some). How much she wants to charge will be based on... what is he asking her to do?, how much she enjoys doing it... how skilled is she? what kind of mood is she in? (happy/tired), how does he look? (his stats).. also how intelligent is she compared to him (whichever one of them is smarter will try to negotiate better), and of course there is room for plenty more.

One other current problem is that there is almost no reason to use free girls. But my planned changes can help with this.... Since the girl's happiness would be very important to her job performance, free girl would get a serious bonus here. Where slave girls would be less likely to refuse a job if they do very bad, but will just do a bad job instead. I also think that free girls should gain skills/traits/stats etc faster than slave girls. The balancing goal would be to make it so that Slave girls are a good investment with a steady, but lower payout.. where free girls may not start out very good, but in the long run will be the BIG money earners.

Another balance between free/slave girls is that I want to make it so that occasionally girls will ask the player for favors. Things like, time off... a change of job, items, better pay, etc... granting/ignoring those favors will have an effect on happiness and job performance. Free girls would ask for more favors than a slave girl, but the benefit would be higher.

Just some of the ideas I have had on the back burner for some time, I actually have about a dozen pages of notes for more ideas, but some are sketchy and not worth mentioning right now, and really who wants to read that much :)

--PP
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 06, 2012, 10:20:11 PM
Oh, and I agree that a new WMEdit would be very nice, I actually dont use the current one, since I don't even know if it works properly for this mod. I usually do all my editing in a text editor (notepad ++), which honestly I prefer anyways, since you can do mass search and replaces when you have to edit a lot of girls at once.

I do not have the source code for WMEdit, but would be willing to look it over if someone can point to me where to find it. Otherwise, I almost think it would be better to rebuild it from the ground up.
Title: Re: Combining the big mods aka crazy's mod
Post by: dpman03 on December 06, 2012, 10:45:40 PM
For Parlarke
Also, how do I make underwear items in WMEdit 0.7.1? Apparently you open up the items file itself (not using editor) and manually add in?

Here's what I've done.  I basically just create what I want for the underwear item in WMedit, except I make it as another type of item.  Then I save it to a new .itemsx file and open that with a text editor.  At that point, I change the line Type="Whatever" to Type="Under Wear" in the XML for the item.  Then you can open any other .itemsx file and just paste the code for the item you just made at the bottom.

Make sure to note both the space and capitalization in "Under Wear" because it won't work if it isn't identical.  Also, once you add underwear or any non-vanilla item type to an .itemsx file, you'll have to make changes to the file by hand from then on.  If you try to open the file in WMedit after you've added underwear, it will error message the hell out of you and very possibly screw up the XML if you try to save it.

If you decide to make some underwear, I'd probably recommend creating a seperate .itemsx file just for it.  That way you can edit the other items normally.  I have a separate file myself, with a dozen or so underwear items in it.  I can see about uploading it somewhere and posting a link if you think it would be helpful.

EDIT:
I figured I would go ahead and upload the file in case anyone else would like to use it.  It's only ten items, but I did write up descriptions for each of them.
http://rapidshare.com/files/859460307/Underwear.itemsx
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on December 06, 2012, 11:01:04 PM
dpman03:

Yeah, crazy would also like to see some underwear items uploaded. Could you possibly merge the underwear with the default items list so there's backwards compatibility in-case others download it and put into their existing games? It can also act as a new default for future versions (with permissions of course).

Thanks for the information, I'll keep it in mind.


PP:

Sounds like you have your work cut out for you! Good luck, looking forward to a more sophisticated game. On free/slave, would you consider making free girls more difficult to handle? If you reject a request for instance, could you make them more prone to refuse/rebel for x weeks after? I don't mind the long-term payoff, but a long-term trade-off should be that free girls could always just pack up and leave should they wish.


Maybe have a scripted event where they (appear) to judge their treatment & happiness working for you (evaluate) and through dialogues and last minute choices by the player, either stay,leave or negotiate better terms/make a request (house %, accoms, attention from player ect)? Making this more frequent for unhappy free girls, or even just randomly fire every few years could add depth to the 'free girl' dimension of play.

I think slaves should also not refuse except in extremes (severe rebelliousness, near death, warped mind ect).

I especially like the aspect of girls having more behaviors in regards to dissatisfaction. Slaves could use the more secretive ones (snitch, steal gold, drugs (?) whereas free girls, believing in their freedom, can be more vocal.
Title: Re: Combining the big mods aka crazy's mod
Post by: Marquis on December 06, 2012, 11:18:17 PM


[size=78%]I'd suggest traits not be used to raise/lower stats at all. Why give a girl the trait "charismatic" which adds +50 to charisma instead of [/size][size=78%]just giving a higher charisma stat? Fleet of foot adds +50 to agility - why not just give a better Agility stat? Even if it were changed to +5 or +10, it seems redundant. Traits that affect job skills (including sex skills) are fine. Traits used for fetishes are also fine. So a girl can be 'cute' and the trait won't raise her beauty, but she will get more customers looking for a cute girl and better pay from them. Her beauty stat could be set as above average. A clumsy girl won't have lower agility from the trait, but could have a low agility stat. She may have more 'bad outcomes' at many jobs, not just sex skills as currently, but also waitress/bartender even if she has an average agility stat.[/size]
Title: Re: Combining the big mods aka crazy's mod
Post by: dpman03 on December 07, 2012, 12:09:36 AM
Yeah, crazy would also like to see some underwear items uploaded. Could you possibly merge the underwear with the default items list so there's backwards compatibility in-case others download it and put into their existing games? It can also act as a new default for future versions (with permissions of course).

Thanks for the information, I'll keep it in mind.

I also have another file with about 50 more items that I've made over the last year or so.  I spent a number of hours (again, over time) making up the items and writing all the descriptions.  I've been meaning to upload them, but I'm not sure about how I feel about merging them in with the existing items.  It just seems kind of presumptuous for some reason, but I can do it if there's demand.

I may try to start a new thread in the next few days where I can post different versions of the item files.  That way I can provide them as both merged and separate.  I can certainly see that having a single file with everything in it would be a lot simpler for people to deal with.  At the same time, providing groups of items separately lets people pick and choose what they want.  There also isn't really any technical reason to have a single .itemsx file, since the game will parse as many files as you put in the data folder.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 07, 2012, 12:11:45 AM
that free girls could always just pack up and leave should they wish.

Maybe have a scripted event where they (appear) to judge their treatment & happiness working for you (evaluate) and through dialogues and last minute choices by the player, either stay,leave or negotiate better terms/make a request (house %, accoms, attention from player ect)? Making this more frequent for unhappy free girls, or even just randomly fire every few years could add depth to the 'free girl' dimension of play.
I always felt free girls should be able to leave if there unhappy then you could have a choice send them to the dungeon to enslave them or let them go free.  A script for each girl might be a bit much but maybe one where the free girls come as a group to do that like once a year...  I mean if you have a 100 free girls there is a good chance of a script each week that might get old.  I like the ideal just don't know about having it work for each girl is all.
Title: Re: Combining the big mods aka crazy's mod
Post by: dpman03 on December 07, 2012, 12:39:23 AM
Sorry for the double post, but this:

I'd suggest traits not be used to raise/lower stats at all. Why give a girl the trait "charismatic" which adds +50 to charisma instead of just giving a higher charisma stat? Fleet of foot adds +50 to agility - why not just give a better Agility stat?

I've thought the same thing myself, and I feel like it highlights how traits could be reworked into something more useful and streamlined.  As I mentioned in a previous post , it could be interesting to require such traits in order to even reach the highest levels in a stat.  I can think of one implementation that might not be too difficult --

Basically the code for stats can just stay the same, and the girls can still have up to 100.  However, once a specific stat is above a certain level, a corresponding trait would be required to get any further benefit.  The game can already check for traits when jobs are processed.  This means that the job code would just need to reference a function to determine the actual -usable- value of the stats before calculating the job outcome.

...or so I'm guessing.  Like I've said, I only have a vague impression of how most of the game is actually put together.  If nothing else, it might be something you can adapt or run with in some way.
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on December 07, 2012, 12:55:14 AM
dpman03:

Didn't know the game could read more than one singular items file, forget merging them then, what I said was ill-informed and therefore irrelevant.

Look forward to seeing your items, I've just started tinkering with items, would you suggest anything I should be aware of or anything you've noticed from making items?

Stats and traits. Difficult. The default way I agree is too easy to overpower girls. The only other experience I have with an alternative is WM:Ex, which, I did like the traits and the new traits, the progression and 'time-factors' (young girls growing, job related trait gain ect). Maybe irrelevant to traits, but the forced job structure was the only limiting factor.


Before anything is changed, I'll still make my girls with 40-60 looks overall factoring in whichever traits I use. Will be interesting to see any future changes to traits.

Crazy:


Yeah, it didn't occur to me that every single free girl would need a cookie cutter script for that. Can the game track things? I think  Pinkutako's script has the review performance part, it appears to track some things. Could a girl request you talk to her (a notice in the weekly summary with a distinct color?), firing a generic script if you choose to talk to her (maybe through an interaction option, say "Invite for an audience"?) giving you 'Free girl' action options?

If the game can track some elements of a free girls behavior & actions (discard after each audience to keep information up-to-date?) then it'd allow optional depth. Making the notice appear only for two weeks, and then she gives up with a minor penalty, would give players the option to totally disregard this. Maybe if you'd prefer, you could make the girl track whether she's ignored constantly, and put some sort of trigger for her to leave or have a "Final" notice forcing a player to listen to her, but only rarely?

Just more ideas lol. I'm very happy seeing the game still being worked on, and I'm looking forward seeing whatever's new in the next updates.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 07, 2012, 08:37:30 AM
dpman03:

Yeah, crazy would also like to see some underwear items uploaded. Could you possibly merge the underwear with the default items list so there's backwards compatibility in-case others download it and put into their existing games? It can also act as a new default for future versions (with permissions of course).

Thanks for the information, I'll keep it in mind.


PP:

Sounds like you have your work cut out for you! Good luck, looking forward to a more sophisticated game. On free/slave, would you consider making free girls more difficult to handle? If you reject a request for instance, could you make them more prone to refuse/rebel for x weeks after? I don't mind the long-term payoff, but a long-term trade-off should be that free girls could always just pack up and leave should they wish.


Maybe have a scripted event where they (appear) to judge their treatment & happiness working for you (evaluate) and through dialogues and last minute choices by the player, either stay,leave or negotiate better terms/make a request (house %, accoms, attention from player ect)? Making this more frequent for unhappy free girls, or even just randomly fire every few years could add depth to the 'free girl' dimension of play.

I think slaves should also not refuse except in extremes (severe rebelliousness, near death, warped mind ect).

I especially like the aspect of girls having more behaviors in regards to dissatisfaction. Slaves could use the more secretive ones (snitch, steal gold, drugs (?) whereas free girls, believing in their freedom, can be more vocal.

This is pretty much what I am aiming for, I really like some the ideas you have. (Copied straight to my notes).  While I have some general ideas I want to implement, I appreciate any input from you guys to help flesh it out.
--PP
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 07, 2012, 08:38:37 AM

[size=78%]I'd suggest traits not be used to raise/lower stats at all. Why give a girl the trait "charismatic" which adds +50 to charisma instead of [/size][size=78%]just giving a higher charisma stat? Fleet of foot adds +50 to agility - why not just give a better Agility stat? Even if it were changed to +5 or +10, it seems redundant. Traits that affect job skills (including sex skills) are fine. Traits used for fetishes are also fine. So a girl can be 'cute' and the trait won't raise her beauty, but she will get more customers looking for a cute girl and better pay from them. Her beauty stat could be set as above average. A clumsy girl won't have lower agility from the trait, but could have a low agility stat. She may have more 'bad outcomes' at many jobs, not just sex skills as currently, but also waitress/bartender even if she has an average agility stat.[/size]

I agree with this in general, I also don't really like having traits directly changing the stats.
--PP
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 07, 2012, 08:43:30 AM
Sorry for the double post, but this:

I've thought the same thing myself, and I feel like it highlights how traits could be reworked into something more useful and streamlined.  As I mentioned in a previous post , it could be interesting to require such traits in order to even reach the highest levels in a stat.  I can think of one implementation that might not be too difficult --

Basically the code for stats can just stay the same, and the girls can still have up to 100.  However, once a specific stat is above a certain level, a corresponding trait would be required to get any further benefit.  The game can already check for traits when jobs are processed.  This means that the job code would just need to reference a function to determine the actual -usable- value of the stats before calculating the job outcome.

...or so I'm guessing.  Like I've said, I only have a vague impression of how most of the game is actually put together.  If nothing else, it might be something you can adapt or run with in some way.

This could be another good method, Have it so stats can be as they are, but traits can take them above the cap... (Normally the caps are 0 and 100).
I will have to think about it some.
--PP
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 07, 2012, 08:46:07 AM
dpman03:

Didn't know the game could read more than one singular items file, forget merging them then, what I said was ill-informed and therefore irrelevant.

Look forward to seeing your items, I've just started tinkering with items, would you suggest anything I should be aware of or anything you've noticed from making items?

Stats and traits. Difficult. The default way I agree is too easy to overpower girls. The only other experience I have with an alternative is WM:Ex, which, I did like the traits and the new traits, the progression and 'time-factors' (young girls growing, job related trait gain ect). Maybe irrelevant to traits, but the forced job structure was the only limiting factor.


Before anything is changed, I'll still make my girls with 40-60 looks overall factoring in whichever traits I use. Will be interesting to see any future changes to traits.

Crazy:


Yeah, it didn't occur to me that every single free girl would need a cookie cutter script for that. Can the game track things? I think  Pinkutako's script has the review performance part, it appears to track some things. Could a girl request you talk to her (a notice in the weekly summary with a distinct color?), firing a generic script if you choose to talk to her (maybe through an interaction option, say "Invite for an audience"?) giving you 'Free girl' action options?

If the game can track some elements of a free girls behavior & actions (discard after each audience to keep information up-to-date?) then it'd allow optional depth. Making the notice appear only for two weeks, and then she gives up with a minor penalty, would give players the option to totally disregard this. Maybe if you'd prefer, you could make the girl track whether she's ignored constantly, and put some sort of trigger for her to leave or have a "Final" notice forcing a player to listen to her, but only rarely?

Just more ideas lol. I'm very happy seeing the game still being worked on, and I'm looking forward seeing whatever's new in the next updates.

The way I am considering implementing this would not require a separate script for each girl. I think in general it would be doable.
--PP
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on December 07, 2012, 09:28:25 AM
Thanks for considering my ideas.


I think there were problems discussed in previous versions about going over 100. Not sure any of them are relevant to your version.


However one thing I could see as a potential problem is that balancing the scale to be over 100 would reduce old girls near the lower end of the current scale's performance even further, and if no balancing was done, 100+ would be overkill for outcomes (even more money per job? Not really necessary imo).


Any substantial changes would most likely cause problems that would be headache to fix (tedious rejigging stats for each girlsx ect) for older girl packs though.


I think it'd be a bit odd that traits would only be useful as job performance enhancers, keeping their "always-on" stat bonuses small but useful would be a nice touch. Totally eliminating it, I'm not very favorable on.


Hollowing them out to be text enhancers to appease players who want only the words showing up in a list on the right, with maybe some future implementation of them being factored in job performance (depending on how it's done, possibly to only give more gold?) is definitely a break from the past. A past admittedly too bloated with too many overpowering traits which spawned an army of near perfect women, sort of pokemon with the player acquiring the strongest versions immediately. Sort of lost my point there.


I'm enjoying this discussion, hope we get the balance right, whatever we do we could also consider leaving room for a player to optionally be able to use items to 'cap out' a girl. They can also just leave the girls to grow naturally closer to the cap as time in-game progresses.


How close to a cap each pack maker creates girls to is their prerogative, and hopefully there will be enough diverse options for downloads that players can get what they prefer. I'd like to encourage them to also speak up and request things they'd like or ask for things, respectful discussion is always good.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 07, 2012, 06:04:26 PM
I think traits just need rebalanced is all not a total overhaul.  I always liked that they gave stats back when I was just making girls for the game.  It's just to many of them give way to much maybe a trait lvling system is in order here instead.  Something like fleet of foot could instead of giving 50 agility which is over kill give 5 at level 1.  Each time it gains a lvl it gives a little boost to the bouns until it caps at like lvl 5 which would maybe give like 12 or 15 agility.  It would still give a boost thought it would be way less then before and the girl would grow over time into something better.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 07, 2012, 10:27:47 PM
Or perhaps a stat leveling system... meaning this.. and keep in mind some traits effect more than one stat right now..
Each trait would just list WHICH stats it effects.. not how much.
The first trait that effects a specific stat raises it by quite a bit, the next not so much and so on...
So for the Beauty stat,
consider, big boobs, sexy air, nice arse, great figure... all of these could increase beauty, but how much would depend on how many of those traits she has...
so 1 trait +5 total
2 traits +8 total
3 traits +10 total
4 traits or more just add +1 each to the total...

Or something like that.
Combine this with the traits effecting the flavor text, and having some minor job performance effects, and they may be better rounded. (Although if they effect both the stats, and also directly effect job performance, that is double effect to consider, this is something that goes on in the game now).
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on December 08, 2012, 02:05:22 AM
Crazy:


I'm not sure at what level traits stop being handed out every 5 levels, but I think the longer you play, a woman would quickly get too powerful over time. Added to that would be a new trait every five levels (and afaik that could be 4 new traits as they stop being added after lvl 20?) adding more stat bonuses that are built upon every level. You'd see women becoming goddesses in any game that went past a certain game time. I liked this idea but I think it too is maybe too generous in building up a woman.


PP:


I guess this addresses some of the issues above, I think as long as maybe traits were spread as much as reason would allow among the stats (eg long legs, instead of beauty, boost agility? Might be stretch that one but you see my point?), you could avoid overcharging a particular stat, and undercharging others, that could possibly also benefit from a slightly raised input into job performance (raise the profile of the other stats when they overlap, eg agility should trump charisma in stripping, solely for introducing a more balanced stat set)

Keeping stat bonuses from traits down to a reasonable minimum, and rewarding the accumulation of traits (you'd need a good amount of traits to see say a 10-20+ bonus in any one stat) would encourage the player to find ways of obtaining them, be it in the clinic (surgery), items, or even just letting women live long enough (basic care & safety) to level enough to gain traits over time. It'd optionally give the player a reason to either improve the quality of their women (smaller, more specialized brothels/bars/whatever the player is aiming for) or go for quantity (the player wants more women in general/likes being a Walmart of whores ect).

Job performance boosting traits should (for balancing purposes) as well be tweaked to give slight bonuses only, and by only listing what stat a trait improves, you can have players 'customizing' a woman for a job, and the issue of doubling up on both should therefore hopefully provide reasonable but not overpowering incomes.


Of course a player can just kit out a woman to easily get a quick boost, or not and just have the traits that naturally flow from time build them up (set & forget). You'd optimally hope players embrace this new complexity, but really they shouldn't be penalized too harshly if they don't want to 'follow this path' from what's been outlined, unless there's a flaw we aren't aware of?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 08, 2012, 04:46:22 AM
I'm not sure at what level traits stop being handed out every 5 levels, but I think the longer you play, a woman would quickly get too powerful over time. Added to that would be a new trait every five levels (and afaik that could be 4 new traits as they stop being added after lvl 20?) adding more stat bonuses that are built upon every level. You'd see women becoming goddesses in any game that went past a certain game time. I liked this idea but I think it too is maybe too generous in building up a woman.
I would do away with the trait gains on lvls cause I hate that they gain traits with lvls they should only gain traits off of jobs maybe with age but not lvls its just to easy right now all girls will get like 8 great traits after enough lvls cause it never stops.  What I mean is the traits lvl kinda like the girl would lvl up it gives them room to grow as they lvl but should keep them from been to good at early game.
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on December 08, 2012, 05:11:51 AM
Thanks, it makes more sense.


To stop women becoming too powerful too soon (soon for me is 1-5 years from the start lol) perhaps you could consider making so only one trait levels up on her leveling up, and including your idea of 'trait caps', only traits that have room to grow? (maybe this is what you already intend though)


Perhaps +2 to an affiliated stat so say charismatic=>+2 charisma if chosen on level up to a maximum of 5 times, ending with that capped out trait giving +10 charisma. She would have had to level to lvl 5 minimum.


With women having obviously more then one trait, this would give small incremental gains. Considering traits could only be gained over time by job performance or age (or instantly via items), you will be diluting the pool as time goes on.


Perhaps to make it more even, you could code it so no trait is consecutively chosen? Or discourage the 'easy' option of items adding traits, if possible, by making traits added via items not level. So this trait system is more kind to women who've gained their traits the 'hard' way?


Diversifying the stats the traits give +2 (or whatever per level you feel is appropriate) to would help even out the women's progression, but perhaps lopsided women make sense if they've only been a stripper their entire career (specialization perk)?

This proposed idea would fit very well with the change of excluding gaining traits every 5 levels, as long as job-related gained traits is not too generous, maybe set a minimum time for a women to of had done a job before being eligible for gaining a job-related traitand for added challenge, the minimum time starts when she is doing the job to an acceptable level? (This may already be present though)


I'm pressed for time, I would of liked to say something about merging both PP's and your ideas for traits but I haven't thought too much about it, would it be feasible, and something you would consider?



Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on December 08, 2012, 05:35:11 AM
 I generally dislike everything that limits possibilities. Girls being able to get a lot of traits shouldn't be a problem... Also is there an ending planned in with the mod? If not why are overpowered girls a problem at all?

 Also ability to pump up your favorite girls t the max of everything fast is a fairly important part of the game experience.
Title: Re: Combining the big mods aka crazy's mod
Post by: Parlarkey on December 08, 2012, 09:44:20 AM
I generally dislike everything that limits possibilities. Girls being able to get a lot of traits shouldn't be a problem... Also is there an ending planned in with the mod? If not why are overpowered girls a problem at all?

 Also ability to pump up your favorite girls t the max of everything fast is a fairly important part of the game experience.

For you perhaps, I don't find having maxed girls fast very appealing. I prefer to play my game a bit more micro-managey, trying to get the most out of every week. I rarely even get to end the second year before starting over, the infinite gold (which is on PP's shortlist) and overpowered girls having ruined the experience by then. I usually avoid the OP girls in the shop on purpose these days, making a note to trim down their .girlsx files later by removing some traits and/or lowering the base stats.

Of course, you could do the opposite and just beef up your favourites if you find them lacking, that's the beauty of the system :). Even if a whole new system concerning traits is implemented (which I hope, I really like the idea), creating a simple modifier in the config.xml to have traits level faster (default 1.0 but you can set it to 5.0 if you want traits to go up five times as fast for instance), players of both preferences would still get the system they want. The downside of the current system is that the starting statistics of a girl are (in my opinion) too good too fast, without there being a lot of ways to limit this.
 
That's the only thing I miss about WM EX: while it is sort of a one trick pony it has a certain depth in its strategy that the basic WM lacked, it basically being just a fancy way to check out your image collection. I'm really digging all the extra additions crazy and PP have added already and are planning to add in the future, hoping their WM mod will become just as challenging as a management game as it is fun to just browse through collections.
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on December 08, 2012, 10:29:40 AM
Xela, Parlarkey, you both make good & valid points.


Xela, I think the one fair way to boost the amount of traits you may find lacking is items. Quite a few members on the board have made their interest in developing and releasing more items. I too will be creating items. I plan on making it very comprehensive, and also I'd release it in two, possibly three variations, easy (cheap to buy), vanilla (roughly based on current items costings) and expensive (act as an optional gold sink). If and when this would become a reality, I think there'd be at least some more items available by the time any changed traits system would be released.


Of course parlarkey's ideas are also a remedy if you don't feel using items is something you'd be interested in. I understand that items too can be tedious and something some players do avoid using, it can become a pain to micromanage many girls this way.


There are many girlpacks available designed to have high amounts of traits and stats still around. And it is easy enough to edit a girlsx file if you'd rather something be towards your taste. And any changes to the trait system would not effect those packs. There hasn't been mention of an endpoint being added in this mod, and breaking away from the original WM and adding new and different systems is the ultimate decision of the mod makers.


It is good to hear more opinions though, is there any sort of compromise or easing of difficulty/harshness you'd consider for a new traits system? Crazy seems fairly adamant in axing the traits added by leveling, but maybe there's something you'd like to see?


Parlarkey, I like the idea of adding the traits speed into the config (if possible). I guess you may also of included the trait acquisition rate from job-performance. Maybe two separate config switches for both of those ideas would allow a simple compromised solution in regards to the amount of traits?


The amount of traits a girl starts with is obviously up to the pack maker and the player. I'll consider this when making my packs, and add in two .girlsx files that hopefully saves players wanting either option from having to manually make changes.



Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on December 08, 2012, 11:00:52 AM
Well, I trust in crazy's judgement as we had very similar issues with WM:EX and this mod was supposed to add new elements while not drowning player in micro and narrow development paths.

I've not been dropping any ideas lately since starting to develop my own version of SimBrothel and helping out with Alkion whenever possible but this trait thing seemed odd.

btw I can adapt this mod to my needs when it is done, with items or through editing hard code (I've learned a bit of C++ before switching to Python since I wanted to do what crazy is doing now), my concern was for general playability rather than having this suit my own needs :)
Title: Re: Combining the big mods aka crazy's mod
Post by: Parlarkey on December 08, 2012, 01:23:42 PM
Playability is always a top priority of course, I'm not advocating EX's system which, while interesting, was very constricting in terms of how you had to build up your brothel. Both the small specialized approach and Walmart approach have their merits, and I must say I've tried both and found them both enjoyable at times... it really depends on my mood.

I personally think that using a leveling system would be a good way to make girls scale up over time, so it's more rewarding to buy certain girls early and improve them rather than the current "What you see is what you get" approach if you're not blasting through the years. However, for fans of the Walmart approach this might be an undesirable system, requiring them to go through the summary screens of all their brothels weekly to find out if anyone leveled so they can level up the traits they like. Perhaps an option to automate the level up process (not sure what the criteria would be though.. largest increase in stats? Make categories and let the game prioritize traits that give, say, Combat if Combat is chosen in auto level up?) could be added to meet the players who aren't too keen on going over the weekly summary every time to see if a girl happens to have leveled up. Or am I misunderstanding you and is the leveling up to be fully automated in the first place?

The config.xml has numerous options already, if trait gaining speed could be added as well that would be great. I'd say that the more features that can be scaled in the .xml, the better. It lets everyone play the game just the way they like it, putting more emphasis on the mechanics they find interesting and reducing the effect of the mechanics they find undesirable. Of course, this shouldn't be used as a get-out-of-jail free card to add a ton of stuff that a lot of people might find undesirable. The game should be well playable and user-friendly, right out of the box.

And now that we're mentioning playability... one of the things I would like to request (if at all feasible) is that if anyone is working on the interface, would it be possible to get all the stats of a girl onto one page? I can understand that it's too much information to put on one page if you're running 800x600 resolution, but for those playing on higher resolutions (I usually modify my ScreenMode file to 1400 900, but haven't touched the interface files yet) there should be enough room for all information. Less clicking would be easier comparing.

Also, a girl's Constitution is not mentioned in the slave market... whereas it's a pretty important modifier to know, in terms of how much you can put her to work before she has to rest. Is there any particular reason why Constitution is hidden?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 08, 2012, 09:52:17 PM
Also, a girl's Constitution is not mentioned in the slave market... whereas it's a pretty important modifier to know, in terms of how much you can put her to work before she has to rest. Is there any particular reason why Constitution is hidden?
Your right it should be on there I'll look at having it on there for the next patch.
Title: Re: Combining the big mods aka crazy's mod
Post by: trex on December 08, 2012, 10:00:52 PM
Your correct in that I was thinking that it should be automated. The game would just randomly pick one of the traits to boost, maybe it could just boost the trait that's most relevant to the job the girl does most/or just the job they're on that particular week.


I think that's the point, if there is going to be an addition that some don't like/want, well they can 'opt out' by rigging the system to basically be to their liking. All players could alter it to their preference out of the box, because pleasing everyone with the default is fairly unrealistic.


I too would like to see the interface set up, but for 1920x1200. So perhaps if the gallery and other buttons for the arena/clinic/other is also being worked on for the next immediate release, could it be possible for a few different higher resolution interfaces to also be released?
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 09, 2012, 03:08:25 AM
I'm too tired to comment on a lot of the last two pages, but I will say that one of my future plans is to create an IN-game option system. Hopefully in the long run be able to do away with having to edit the config.xml file.
Title: Re: Combining the big mods aka crazy's mod
Post by: dpman03 on December 09, 2012, 03:34:36 PM
...would you suggest anything I should be aware of or anything you've noticed from making items?

The technical end of making items is pretty straightforward.  If you happen to edit the XML directly, the names of things like traits have to be exact.  Even a change in capitalization will cause it not to work.  Also, the game already has some items with different possible effects.  They're basically just different versions with the same name in the items file.  Unfortunately, they don't actually work.  When you save the game, the XML save file just includes the item name.  It has nothing to indicate the different versions.  When it's loaded again, the game searches through the items list and matches it to the first entry it finds.

The most difficult part was balancing items and writing good descriptions.  The descriptions can only be about 12 lines (in the very small box in the editor).  Otherwise they'll start running off the page in the actual game.  Keep in mind that 12 lines has to include the list of effects.  The descriptions are probably as important as anything, since that's the kind of thing that makes the game more than just a bunch of stats and mechanics.  A couple of the items I've made were more for "fluff" and adding to the feel of the game, rather than affecting gameplay.

As for balancing, it's nice to be able to throw some powerful effect on an item, but there obviously needs to be something to offset it.  There's always adding negative effects, but you also can use both the rarity and cost of the items.  I prefer to go in that order, since money eventually becomes less and less of a problem.  If I want to make a really powerful items, I just make it "catacombs only," since that makes it kind of a rare and special reward.  Finally, don't forget to consider how an item will interact with other items in the game.  If one item can add to the effects of another, or stop it's negative effects, the combination may end up being way too powerful.

I generally dislike everything that limits possibilities. Girls being able to get a lot of traits shouldn't be a problem... Also is there an ending planned in with the mod? If not why are overpowered girls a problem at all?

 Also ability to pump up your favorite girls t the max of everything fast is a fairly important part of the game experience.

I wouldn't disagree with the idea of girls becoming really powerful.  Bur as it stands, you can just selectively buy ones with good attributes and traits and then equip them with the right items.  They start out immensely powerful, and there isn't much reason to ever interact with them again.  It makes the game focus mostly on setting up new girls and acquiring the right items.  It's important not to make the player keep doing a bunch of boring management over time, but earning new traits and skills could make the player feel like they're being rewarded.

With no level caps, girls would end up being at least as powerful as they are now.  It would also be exceptionally great if the player got to make some choices about how they progressed, since that's going to be a lot more fun than it happening automatically.  However, as I've already mentioned, I don't know how feasible that would be.  At minimum, it would probably require a complete rewrite of the leveling functions, along with adding something to the interface to make it happen.
Title: Re: Combining the big mods aka crazy's mod
Post by: Unchained on December 10, 2012, 12:09:22 AM
I think it's been hashed through before, but personally I'd love to see the option to limit the number of starting traits/attributes, with anything beyond the base added through gameplay or breeding. Basically giving the player the ability to handicap themselves to whatever degree they choose, similar to many of the other options in the editor. Breeding's been discussed extensively, and is more involved than it sounds, but limited traits might be more feasible?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 15, 2012, 04:28:22 AM
New version posted http://www.mediafire.com/?4wraa9fvvn61iq7
New to this version
1. Movies have been reworked with new jobs and it can now make a profit (they was quite a lot of work done here)
2. A second gallery was added so you can see all pic types now
3. brothel setup screen now matches new buildings so you will need to set them up for each building
4. .ani images will now work for the new types I added as before they wouldn't
5. Some hotkey changes
6. Several bug fixes

As always plz let us know what bugs you find and enjoy.
Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on December 15, 2012, 05:51:27 AM
Looking forward to this, Crazy!  Thanks!
Title: Re: Combining the big mods aka crazy's mod
Post by: rxformula91 on December 15, 2012, 08:34:20 AM
Thanks for the new file, btw any chance to post the source?  thanks
Title: Re: Combining the big mods aka crazy's mod
Post by: E. on December 15, 2012, 12:06:53 PM
Two things:
First, the movie income is not actually earned.
It says that I gained 20000 gold, but the amount I possess does not change.


Then, what stats actually determine a girl's performance in the studio?
Title: Re: Combining the big mods aka crazy's mod
Post by: omelet on December 15, 2012, 06:52:58 PM
How do you transfer people to the "Your House" building?  I can click on it in the town map and it looks like a new area like the studio, arena, etc., but it's not listed as a selectable location on the transfer screen.  Is that an area still under construction in the latest build?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 15, 2012, 10:16:40 PM
Thanks for the new file, btw any chance to post the source?  thanks
At some point yeah I'll be posting it.  What you looking to do with it?
How do you transfer people to the "Your House" building?  I can click on it in the town map and it looks like a new area like the studio, arena, etc., but it's not listed as a selectable location on the transfer screen.  Is that an area still under construction in the latest build?
House isn't done I mean't to block it so you couldn't tell anything about it but forgot in my rush to get the mod out last night...  Maybe in a few patches it should be done
Two things:
First, the movie income is not actually earned.
It says that I gained 20000 gold, but the amount I possess does not change.
Then, what stats actually determine a girl's performance in the studio?
PP did all the studio work so I'm sure he can fix this and answer the question.
Title: Re: Combining the big mods aka crazy's mod
Post by: Parlarkey on December 15, 2012, 10:29:30 PM
Right now the house is only helpful for checking a few statistics such as if, and if so how many girls ran away from your brothels, so you know if there is any point in using the 'Recapture' option on your gangs. It can also be used to view how many businesses you own, and what your current mission is.

All in all nothing major, if you're curious about the above things you can check there, otherwise just ignore it for now. For now it might be an idea to just revert it to the old settings (all it did is show the info behind the 'More Details' tab, since there's nothing else to do anyway), to avoid confusion.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 16, 2012, 01:24:38 AM
Two things:
First, the movie income is not actually earned.
It says that I gained 20000 gold, but the amount I possess does not change.


Then, what stats actually determine a girl's performance in the studio?

Ah crap, of course there would be a problem with something I didn't even look at. I've spent about an hour now looking through the code to try to decipher how it keeps track of cash, and it is way over complicated. From what I can see, it seems that each brothel keeps track of it's own income separately, the studio, arena, clinic etc... are also considered brothels the way the game is set up. So.... it does not seem to be adding the studio income into the pool... and I wouldn't be suprised if the other new building are not showing similar behaviour.
This will probably take quite a bit of digging around to fix. But as soon as I work it out, we will see about releasing a quick patch.
--PP
Oh and thanks for spotting that so quick :)
Title: Re: Combining the big mods aka crazy's mod
Post by: E. on December 16, 2012, 07:17:33 AM
Yup.
Another question. How does the game determines how much a girl enjoyed working as an actress?
I have a nympho with 100 libido and maxed stats, yet most of the time, it says "fucking that many people was unpleasant"
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 16, 2012, 06:49:36 PM
Yup.
Another question. How does the game determines how much a girl enjoyed working as an actress?
I have a nympho with 100 libido and maxed stats, yet most of the time, it says "fucking that many people was unpleasant"

At the moment that is pretty much just random... but it is strange that it is happening so much, since there is only a 15% chance. (I have often wondered if the random generator used by the game is messed up to tell the truth).
When it says this, it does not mean she did not do the job, only that it was a bad day. It is not based on how much she enjoys work, but the other way around. It also gives a minor bonus/penalty to job performance.
Title: Re: Combining the big mods aka crazy's mod
Post by: E. on December 16, 2012, 07:10:03 PM
Okay.
I think it should depend on traits, at least a little.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 17, 2012, 12:30:53 AM
The traits mainly effect on how high the scene quality is at the moment... but I agree there should be more in determining the enjoyment factor etc... keep in mind this is still a work in progress :)

Also, I think I found what was causing the bug you mentioned, and will send Crazy a small patch to fix it.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 17, 2012, 04:18:02 AM
keep in mind this is still a work in progress :)
Hopefully people do keep that in mind lol

Anyway here is a patch http://www.mediafire.com/?a0l0meehzzjrzgy (http://www.mediafire.com/?a0l0meehzzjrzgy)
Fixes income from other buildings
Some hotkey added to gallery and the special hotkey list fixed for the gallery
Added milk as a pic type

Also try and put bug reports in the bug thread.
Title: Re: Combining the big mods aka crazy's mod
Post by: Popuri on December 18, 2012, 07:17:49 PM
And with school done...I'm back. 8)

Also, looks like Mediafire has been cracking down.  They nuked all my old girlpack posts and looks like they suspended the account with the DL's for this mod.  :'(
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 18, 2012, 07:37:51 PM
And with school done...I'm back. 8)

Also, looks like Mediafire has been cracking down.  They nuked all my old girlpack posts and looks like they suspended the account with the DL's for this mod.  :'(
Mother fucker they sure did suspended my account sigh...  I'll try and get it up again tonight sometime
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on December 18, 2012, 08:05:53 PM
Son of a.... :-X

Man, I have never saw MF crack down so hard before.
I'm scared to even load anything now.... :'(
Oh and welcome back  good sir!
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on December 18, 2012, 08:46:09 PM
You know, it's the damnedest thing; for some reason, my account has been untouched by MediaFire.  All packs are still intact... Weird.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on December 18, 2012, 08:52:58 PM
You know, it's the damnedest thing; for some reason, my account has been untouched by MediaFire.  All packs are still intact... Weird.

Sorry dude, they are all blocked too. Log out of your account and try downloading one and you'll see :/
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on December 18, 2012, 10:34:39 PM
Yeah we totally got to find a new place to hold the files.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 19, 2012, 06:32:43 AM
Alright reuploaded the mod http://www.mediafire.com/?sbs5k6107j2cb4t it has a password on it which is whoremaster
A few new thing in this uploaded but no bug fixes that I can remember
1. New movie job
2. house now works and you can do the job personal training thought I don't recomended it yet as it very very basic right now.... But it does work
Title: Re: Combining the big mods aka crazy's mod
Post by: Bender on December 19, 2012, 10:36:05 AM
Alright reuploaded the mod http://www.mediafire.com/?sbs5k6107j2cb4t (http://www.mediafire.com/?sbs5k6107j2cb4t) it has a password on it which is whoremaster
A few new thing in this uploaded but no bug fixes that I can remember
1. New movie job
2. house now works and you can do the job personal training thought I don't recomended it yet as it very very basic right now.... But it does work


From mediafire: "The file you attempted to download is an archive that is encrypted or password protected. MediaFire does not support unlimited downloads of encrypted or password protected archives and the limit for this file has been reached. MediaFire understands the need for users to transfer encrypted and secured files, we offer this service starting at $1.50 per month (http://www.mediafire.com/upgrade/). [/size][/font][/size]
We have informed the owner that sharing of this file has been limited and how they can resolve this issue.
[/color]
[/size][/color][/size]Still have questions or do you think we've made an mistake? Check our [/color][/size]knowledge base (http://support.mediafire.com/index.php?/Knowledgebase/List)[/color][/size] for more information or [/color][/size]contact us (http://www.mediafire.com/contact/)[/color][/size] about it."[/color]
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on December 19, 2012, 10:37:13 AM
LoL

At this point they are just messing with us, right???  ???
Title: Re: Combining the big mods aka crazy's mod
Post by: E. on December 19, 2012, 10:46:15 AM
Yup
http://sharesix.com/lp8l6xd8i0zb
Title: Re: Combining the big mods aka crazy's mod
Post by: Knightmaster on December 19, 2012, 10:44:08 PM
It seems that Mediafire is really cracking down on a lot of stuff lately... not even wm is safe from it.
 
Also im really looking forward to this game.  All i have is EX right know (since my computers seem to keep dieing on me x.x...), and i spent most of my time just trying to make girls to make the game playable.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 19, 2012, 11:17:03 PM

From mediafire: "The file you attempted to download is an archive that is encrypted or password protected. MediaFire does not support unlimited downloads of encrypted or password protected archives and the limit for this file has been reached. MediaFire understands the need for users to transfer encrypted and secured files, we offer this service starting at $1.50 per month (http://www.mediafire.com/upgrade/).
We have informed the owner that sharing of this file has been limited and how they can resolve this issue.

Still have questions or do you think we've made an mistake? Check our knowledge base (http://support.mediafire.com/index.php?/Knowledgebase/List) for more information or contact us (http://www.mediafire.com/contact/) about it."
Well mother fucker I don't remember anything saying that lol... I'll look for another site until then I guess people can use the link Eiri666 posted
Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on December 20, 2012, 02:07:56 AM
Crazy, try one of the sites I posted up.  I'm checking out a few more right now, and should be updating that thread no later than tomorrow.
Title: Re: Combining the big mods aka crazy's mod
Post by: E. on December 20, 2012, 11:41:29 AM
Titty fuck movies crash the game...
What about strip-tease movies?
Or even actual movies (no sex, based on charisma)
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 21, 2012, 05:53:20 AM
Titty fuck movies crash the game...
Fixed for next patch
What about strip-tease movies?
Yeah that could be added easy enough might as well do it
Or even actual movies (no sex, based on charisma)
Maybe at some point
Title: Re: Combining the big mods aka crazy's mod
Post by: dpman03 on December 22, 2012, 12:33:49 AM
I have a suggestion / request that seems like it might not be too difficult to implement.  Basically put in an option not to capture girls when exploring the catacombs.  At present, if you set a gang or a girl to do exploration, it's necessary to micromanage the dungeon and clear it out pretty often.

As a side note, it would also be nice to have some kind of weekly report on the catacombs.  Right now you have to manually select each girl and/or gang to see if they collected items, got injured, etc.  The real problem is that the current weekly report interface is very difficult to navigate, but I suspect it would be too much work to improve it.

Anyway, thanks again for all your hard work.  I always look forward to see what you guys will do next
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on December 22, 2012, 03:52:15 PM
I have a suggestion / request that seems like it might not be too difficult to implement.  Basically put in an option not to capture girls when exploring the catacombs.  At present, if you set a gang or a girl to do exploration, it's necessary to micromanage the dungeon and clear it out pretty often.

As a side note, it would also be nice to have some kind of weekly report on the catacombs.  Right now you have to manually select each girl and/or gang to see if they collected items, got injured, etc.  The real problem is that the current weekly report interface is very difficult to navigate, but I suspect it would be too much work to improve it.

Anyway, thanks again for all your hard work.  I always look forward to see what you guys will do next

An excellent suggestion, I will put it into my notes for later.
Title: Re: Combining the big mods aka crazy's mod
Post by: darkvahl on December 23, 2012, 10:59:15 PM
Hi.

I would like to ask if anyone know how to disable the script when you give item to the girls.

I don't know how others play but I tend to collect/ buy a lot of item and when I'm satisfied, I'll start giving them to my girls.
So I usually give  a lot of item at once. e.g : give 20 combat item to girls who's doing combat stuff ; security, fight beast/girl,
explore catacomb. I have to click 20 time and read the same script over and over again. 20 item = 20 clicks X 20 girls and i have to click the mouse/ space bar 400 times. Loss a lot of time just giving item to the girls. There's one time I spent nearly 2 hour just giving items to my 100 girls. Annoying!!! ???

Is there any chance to get the autouse item properly. Instead of having her taking item from my inventory, just let her use the items that i choose to give her which is usually consumable. e.g for whores give them a lot of libido increasing item and when they're low on libido, they would use the items in their own inventory (that i already give them or bought during free time).

Plus, what the point of the girls buying items during free time and not using them. Just a waste of inventory spaces.

One more thing, the use/equip button hotkey need to be assigned. It would make things easier.

Thanks a lot for your hardwork.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 23, 2012, 11:55:01 PM
I would like to ask if anyone know how to disable the script when you give item to the girls.
Nope sorry
I don't know how others play but I tend to collect/ buy a lot of item and when I'm satisfied, I'll start giving them to my girls.
So I usually give  a lot of item at once. e.g : give 20 combat item to girls who's doing combat stuff ; security, fight beast/girl,
explore catacomb. I have to click 20 time and read the same script over and over again. 20 item = 20 clicks X 20 girls and i have to click the mouse/ space bar 400 times. Loss a lot of time just giving item to the girls. There's one time I spent nearly 2 hour just giving items to my 100 girls. Annoying!!! ???
Items could use some work that is for sure...  I know you can shift click to give muiltpule items but it could be better.
Is there any chance to get the autouse item properly. Instead of having her taking item from my inventory, just let her use the items that i choose to give her which is usually consumable. e.g for whores give them a lot of libido increasing item and when they're low on libido, they would use the items in their own inventory (that i already give them or bought during free time).
Something along the lines of a stoarge area for items that any girl could use if she needs it is something I would like to added at some point...  Not sure how to do it yet so maybe one.  More then likely happen when and if we get to doing something like a building upgrade or mangement type thing.
Plus, what the point of the girls buying items during free time and not using them. Just a waste of inventory spaces.
They do use items when they need to use them
Title: Re: Combining the big mods aka crazy's mod
Post by: darkvahl on December 24, 2012, 12:16:31 AM
Thanks.

By the way can I make the icon in the town a little bit bigger.

I'm trying to use custom icon.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 24, 2012, 12:19:33 AM
By the way can I make the icon in the town a little bit bigger.
You can make them bigger or smaller if you want to
Title: Re: Combining the big mods aka crazy's mod
Post by: darkvahl on December 24, 2012, 12:28:07 AM
Sorry but how?

My icon pic I put in button folder are already big.  Around 250 x 250. Where to edit?  It is in the interface folder?

Sorry again for not including this earlier. :-X
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on December 24, 2012, 12:38:45 AM
Sorry but how?
You will have to open the town screen.xml in the interface folder and set it to whatever you want it to be.
Title: Re: Combining the big mods aka crazy's mod
Post by: darkvahl on December 24, 2012, 12:51:06 AM
Thanks a lot master shifu.... lol :D

I'll try it. See how it goes.

Thanks again..
Title: Re: Combining the big mods aka crazy's mod
Post by: veronin on December 25, 2012, 05:39:04 AM
All the files for the girls in the other thread were deleted. A reupload would be nice... I can't play without any girls.
Title: Re: Combining the big mods aka crazy's mod
Post by: Parlarkey on December 25, 2012, 11:37:40 AM
It turns out that using password protected files on Mediafire is a no-go. Right now I'm getting an error that the Mediafire does not support unlimited downloads of encrypted or password protected files, and that the file has exceeded the download limit. I thought I'd try re-downloading the .05e installer to try and confirm a bug I'm getting with Gismo's visual update (game crashes when I try to enter brothel setup), but it's blocked.
Title: Re: Combining the big mods aka crazy's mod
Post by: E. on December 25, 2012, 11:51:24 AM
Sharesix is quite good.
It has the same advantages as mediafire, with less bitching.
I've reuploaded WM on it one week ago and it's still there...
Title: Re: Combining the big mods aka crazy's mod
Post by: Gismo on December 25, 2012, 12:01:24 PM
Yup
http://sharesix.com/lp8l6xd8i0zb (http://sharesix.com/lp8l6xd8i0zb)
Eiri666 upload - Crazy and PP's mod ver .05e and in that version interface work fine, but in older .05c it crash. Trying to find why.
Title: Re: Combining the big mods aka crazy's mod
Post by: akab on December 26, 2012, 09:16:59 AM

Thanks for your continued support,
You would be allowed to post or update the link to the source code.
That on the first page is quite old. (7/19/12)


Maybe someone willing could help you in debugging.
Title: Re: Combining the big mods aka crazy's mod
Post by: Marquis on January 04, 2013, 11:19:20 AM

Some thoughts on rationalizing jobs. An important consideration is why the Whoremaster would ever assign a girl to a job.
1- Utility of the brothel: Jobs like security, cleaning, advertising etc. help make your brothel better.
2- Income: Whoring or Explore catacombs are the top of the food chain here.
3- Player fun: Matron lessens micromanagement.


Some jobs are more problematic: For example Bartender, Waitress, Singer, Piano, Game Dealer and Whore on Streets are clearly second tier jobs for Income and appear to have no effect on brothel utility. Perhaps they should have an effect on Brothel Fame or Customer Happiness. So if a brothel has girls in these jobs, the brothel attracts more and/or higher paying customers to the other, higher paying jobs.
You could also require some jobs to be filled in each area to have the 'better' jobs have higher income. WM EX did something like this, but was too strict in its implementation. So, a Sleazy Bar Whore might get 0-1 low paying customers if there is no Bartender or Waitress, and maybe up to 8 if there is at least one bartender, waitress and stripper. Sort of a hierarchy of customer attraction by area: Bar- Barmaid->Waitress->Piano/Singer. Sleazy Bar- Barmaid->Waitress->Stripper->Whore.


An additional approach could be having a hierarchy of 'badness' for jobs, similar to items. Bartender, Waitress, Cleaning, etc. might be Badness=0; Sleazy Bartender, Sleazy Waitress might be Badness=5; Whore on Streets might be Badness=50. The specific numbers are just to give an idea.
'Bad' jobs affect refusal rates/happiness- maybe as simple as subtracting 'badness' from obedience. Some traits would impact this- Exhibitionist might reduce Stripper, XXX entertainer and Peep show badness to zero (or even a positive impact); Nympho would reduce badness of Sex jobs.  Girls might become more acclimated to sex jobs over time and accept a higher level of badness as they work in the brothel. So, perhaps working as a bartender for 1 week reduces 'badness' of all jobs by 1. After a year, even Whore on Streets might no longer be considered 'bad' to her. So, a newly hired girl might consider many jobs 'bad' and have to be groomed by placing in less 'bad' jobs for a while to inure her to sex jobs. This makes filling lower paid non-sex jobs useful.


Another way of figuring girls acceptance of 'bad' job might be a 'depravity' rating. This may need to be higher than the job's badness. In the example above, the newly hired girl's depravity might be 0, so she's much less likely to work at any but a 'badness=0' job. Over the year, her depravity grows one per week to 52 and will be more willing to work at any job. The initial depravity stat could default to zero for all girls (like health defaults to 100) and maybe be adjusted by traits (e.g. exhibitionist=+50, nympho=+10).
A further level of complexity could be to have a 'badness' for each type of sex act. There must be something like that already, since certain sex interactions are more often accepted than others. So, even a Whore might refuse certain sex acts at first and accept others. Over time, anything becomes acceptable.

Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on January 05, 2013, 05:05:18 PM
Hey Crazy, sorry to bother you again, but is there a picture category for movies, or films?
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on January 05, 2013, 10:01:12 PM
Hey Crazy, sorry to bother you again, but is there a picture category for movies, or films?

There isn't. It uses the normal sex, strip, group, yadayada. :o
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on January 05, 2013, 10:31:28 PM
Thanks, Lurker!
Title: Re: Combining the big mods aka crazy's mod
Post by: Morkar on January 11, 2013, 09:21:58 PM
the downloads of the firts post  dont  work
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on January 12, 2013, 07:23:56 AM
the downloads of the firts post  dont  work
yeah ive not had time to reupload it but you can grab it here http://sharesix.com/lp8l6xd8i0zb
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on January 17, 2013, 10:11:57 PM
Sorry about the lack of communications recently, been AFK for the last two weeks (damn real life).

Still working on a major arena update. Hopefully wont take much longer.
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on January 19, 2013, 09:30:42 PM
Hey Crazy, is there any way to modify the starting oral skill?  Like, would opening the .girlsx in notepad and modifying it that way work?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on January 19, 2013, 11:44:08 PM
Hey Crazy, is there any way to modify the starting oral skill?  Like, would opening the .girlsx in notepad and modifying it that way work?
yeah that would work just remember it has to be OralSex and you should be able to set it to whatever you want
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on January 20, 2013, 12:26:15 AM
Okay, thanks.  Should it be written in at any particular location, or just anywhere in the setup?
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on January 20, 2013, 02:41:24 AM
Okay, thanks.  Should it be written in at any particular location, or just anywhere in the setup?

Anywhere will do :)

Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on January 20, 2013, 09:38:45 AM
Thanks Xela!
Title: Re: Combining the big mods aka crazy's mod
Post by: Chef on January 24, 2013, 11:40:06 AM
Hey there,
I've been vaguely aware of this game for more than a year now but only found this mod a couple weeks ago.
Your mod compilation seems to be head and shoulders above the dated version that has been resting on my HD for very long and I am pretty keen on tinkering with the source for personal use -but your SC link appears to be outdated... also removed.
This forum doesn't appear to be totally dead so I was wondering if anybody was around to re-up it if possible?
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on January 24, 2013, 11:52:51 AM
Hey there,
I've been vaguely aware of this game for more than a year now but only found this mod a couple weeks ago.
Your mod compilation seems to be head and shoulders above the dated version that has been resting on my HD for very long and I am pretty keen on tinkering with the source for personal use -but your SC link appears to be outdated... also removed.
This forum doesn't appear to be totally dead so I was wondering if anybody was around to re-up it if possible?

Mod is still being developed and both developers check in every now and again but to the best of my knowledge, nobody has the latest source save for crazy and PP.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on January 24, 2013, 04:43:59 PM
Mod is still being developed and both developers check in every now and again but to the best of my knowledge, nobody has the latest source save for crazy and PP.
This.  Ive been meaning to post it for everyone for weeks now Ive just been super busy I haven't even had time to code.  Maybe I can make time tonight cause a few people want it like Doc and such.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on January 25, 2013, 07:20:34 AM
SC uploaded finally its the SC for .05e with a few changes.  As I said I've had almost no time to code but I'm hoping that changes soon so I can get back to doing some stuff.
http://www.mediafire.com/?roanxmigpg68kay
Title: Re: Combining the big mods aka crazy's mod
Post by: Chef on January 25, 2013, 11:34:11 AM
Thanks a bunch, I am really looking forward to whatever else you add to it.
Title: Re: Combining the big mods aka crazy's mod
Post by: akab on January 26, 2013, 11:16:11 AM
Thank you for sharing your code, I would like to thank all who in one way or another have contributed to your work.
I do not know their names, but thank you.  ;)
Title: Re: Combining the big mods aka crazy's mod
Post by: OneHornyRabbit on January 30, 2013, 10:13:28 PM
Hello, i just found out about this forum after looking for more information about the game on google, and i noticed your mod is leaps and bounds ahead of the last release of the game. I tried downloading it, but the link to mediafire is broken, anywhere else i could get it? Or is there a way for me (someone who has little to no knowledge in coding) to compile the sc into the game?
Title: Re: Combining the big mods aka crazy's mod
Post by: Chef on January 31, 2013, 08:26:02 AM
C'mon, man. I at least read the thread before asking possibly obvious questions.

Yup
http://sharesix.com/lp8l6xd8i0zb (http://sharesix.com/lp8l6xd8i0zb)
Title: Re: Combining the big mods aka crazy's mod
Post by: Sartain on January 31, 2013, 09:51:57 AM
I tried modifying the game setup (pregnancy chance, meet girl chance, etc) with the WMedit that comes with the program, but it results in my game freezing up when I try to enter the Brothel Setup screen. Anyone have an idea what's causing this? Is it a game or a mod issue?
Title: Re: Combining the big mods aka crazy's mod
Post by: GonDra on January 31, 2013, 09:59:09 AM
I tried modifying the game setup (pregnancy chance, meet girl chance, etc) with the WMedit that comes with the program, but it results in my game freezing up when I try to enter the Brothel Setup screen. Anyone have an idea what's causing this? Is it a game or a mod issue?

WMedit hasn't been updated to work with the mod and because of that it breaks the game if you modify the config file with it.
You should be able to change the config in a normal editor like notepad without problems.
Title: Re: Combining the big mods aka crazy's mod
Post by: OneHornyRabbit on January 31, 2013, 11:43:34 AM
C'mon, man. I at least read the thread before asking possibly obvious questions.


Ty for sharing, i hadn't read the entire thread because it was very late here, i had only skimmed through it, thats probably why i missed it. Sorry for asking a dumb question.  :-[
Title: Re: Combining the big mods aka crazy's mod
Post by: Barinthus on February 04, 2013, 02:59:42 AM
Yet one more dumb question - can I use any girl packs or it has be specifically made for this mod?  For some reason I read somewhere that I can't just try any girl packs.
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on February 04, 2013, 03:11:48 AM
Yet one more dumb question - can I use any girl packs or it has be specifically made for this mod?  For some reason I read somewhere that I can't just try any girl packs.

Normal packs should work fine, you simply are not going to see a lot of categories and have no Arena/Studio girls.
Title: Re: Combining the big mods aka crazy's mod
Post by: Barinthus on February 04, 2013, 11:39:40 AM
I'm sure I can add more pictures for categories?  I'll have to do a search and find a thread explaining how as well as dimensions.  I believe I'll have to download the newest editor file as well.  Also is there a way to enlarge the window size of the game?
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on February 04, 2013, 02:14:37 PM
I'm sure I can add more pictures for categories?  I'll have to do a search and find a thread explaining how as well as dimensions.  I believe I'll have to download the newest editor file as well.  Also is there a way to enlarge the window size of the game?

There is a resolution file in main folder. Don't use editor to modify girl's files, just edit those manually.
Title: Re: Combining the big mods aka crazy's mod
Post by: crouler on February 09, 2013, 10:20:39 AM
Download links are dead :/
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on February 09, 2013, 10:43:06 AM
Download links are dead :/

Not really, crazy doesn't seem to have enough time to properly maintain the thread.


yeah ive not had time to reupload it but you can grab it here http://sharesix.com/lp8l6xd8i0zb (http://sharesix.com/lp8l6xd8i0zb)
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on February 09, 2013, 11:34:19 PM
Not really, crazy doesn't seem to have enough time to properly maintain the thread.
This new job killed all my free time...  and then mediafire keeps killing my links sorry.
Title: Re: Combining the big mods aka crazy's mod
Post by: Chef on February 10, 2013, 06:22:46 AM
Maybe put the next ones on Mega. I heard Dotcom is taking pride in giving no fucks about the nature of files uploaded to his new host.
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on February 10, 2013, 06:38:11 AM
This new job killed all my free time...  and then mediafire keeps killing my links sorry.

Dude, don't worry about it, link was fine by the way. Best approach with developing indies is to put in time into projects whenever life allows and not rush anyone contributing to the project. You've always stuck to that.


Maybe put the next ones on Mega. I heard Dotcom is taking pride in giving no fucks about the nature of files uploaded to his new host.

Holy crap? Do they really give you 50 GB of space without any restrictions?

I can up entire AGL + my own files + WM:EX there in a couple of days... At least I can try.
Title: Re: Combining the big mods aka crazy's mod
Post by: Aika on February 10, 2013, 11:48:17 AM
Any chance of a SC update sometime soon? The first post lists the SC as being around 5 months behind the current release version.
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on February 10, 2013, 12:30:05 PM
Any chance of a SC update sometime soon? The first post lists the SC as being around 5 months behind the current release version.

Welcome back,

SC from this post is last version crazy or PP posted on forum and just little over 3 weeks old. Since both crazy and PP barely check in anymore, this should be very close to their working versions:

Finally got me and PP's SC up.  PP has been working on a major overhaul of the arena but thats not in this as we have both had real life slow us down but once he send me the changes ill throw you a new link.
http://www.mediafire.com/?roanxmigpg68kay (http://www.mediafire.com/?roanxmigpg68kay)
Title: Re: Combining the big mods aka crazy's mod
Post by: Aika on February 10, 2013, 01:44:11 PM
Welcome back,


Thanks. The forum disappeared on me, and I was never able to find it again until now -_-;; Now that I know where it is, I can start working on this game again. It's been too long, though, so I decided to chip in on this mod instead of working on my own for a while.


Quote
SC from this post is last version crazy or PP posted on forum and just little over 3 weeks old. Since both crazy and PP barely check in anymore, this should be very close to their working versions:
Cool, thanks. I've already been poking at that one with sharp sticks, and had a bug crawl out. Good to know I'm working on the version Crazy hasn't already fixed.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on February 10, 2013, 07:06:27 PM

Thanks. The forum disappeared on me, and I was never able to find it again until now -_-;; Now that I know where it is, I can start working on this game again. It's been too long, though, so I decided to chip in on this mod instead of working on my own for a while.

Cool, thanks. I've already been poking at that one with sharp sticks, and had a bug crawl out. Good to know I'm working on the version Crazy hasn't already fixed.
that is my most up to date version but PP has done alot of work that I dont have yet.  Welcome back let me know what your working on so when I get back to work we dont cross our work lol.
Title: Re: Combining the big mods aka crazy's mod
Post by: alien69 on February 15, 2013, 03:11:01 AM
links are dead
Upload game again please
Title: Re: Combining the big mods aka crazy's mod
Post by: GonDra on February 15, 2013, 06:52:43 AM
links are dead
Upload game again please

yeah ive not had time to reupload it but you can grab it here http://sharesix.com/lp8l6xd8i0zb (http://sharesix.com/lp8l6xd8i0zb)
please read at least the last page.
Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on February 15, 2013, 09:52:32 AM
please read at least the last page.


No shit.
Title: Re: Combining the big mods aka crazy's mod
Post by: Hazure on February 16, 2013, 08:52:24 AM
I've been trying to play this mod because it's actually being updated....but I have noticed when I leave and reload all accrued earnings from released films drops to zero.
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on February 16, 2013, 02:04:07 PM
I've been trying to play this mod because it's actually being updated....but I have noticed when I leave and reload all accrued earnings from released films drops to zero.

You should talk about this on the bug thread, not here.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on February 24, 2013, 12:12:52 PM
Some Questions about these mod:

Am I right that we don't use any Random Girls here?
If thats so , how does it work when a child grewn up ?

One of the very exciting things in another WM mod was that when a girls owns a high Libido she often masturbates in her free time. Is that included here ?
If not please put that on your todo list, thanks.

And by the way , what about the coding activities ? any chance to get the 0.6 Version soon?

Hope that these mod doesnt stop unfinishid like so many others before.

Kind Regards

HuiBui
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on February 24, 2013, 05:12:52 PM
Some Questions about these mod:

Am I right that we don't use any Random Girls here?
If thats so , how does it work when a child grewn up ?

One of the very exciting things in another WM mod was that when a girls owns a high Libido she often masturbates in her free time. Is that included here ?
If not please put that on your todo list, thanks.

And by the way , what about the coding activities ? any chance to get the 0.6 Version soon?

Hope that these mod doesnt stop unfinishid like so many others before.

Kind Regards

HuiBui

Actually it does use random girls (On my PC I use almost exclusively random girls in fact). Currently when a child grows up, if it is male, he is sold. If female, then it creates a random girl, who inherits some of her mother's traits/stats/skills... and puts her in your dungeon.

The high libido thing is in some areas at least.

As for when the next version comes out, it is hard to say. Apparently Crazy has a new job which takes a lot of his time, and I am in a similar situation, new job, and taking extra classes to try to get finished with school.. so it is hard to get much coding done.

I would estimate that I am about 40 to 50% done with the arena update, and I had planned to release a new version when that is done.

Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on February 25, 2013, 07:07:43 PM
As for when the next version comes out, it is hard to say. Apparently Crazy has a new job which takes a lot of his time, and I am in a similar situation, new job, and taking extra classes to try to get finished with school.. so it is hard to get much coding done.




Well, at least that explains why no one's been able to help me figure out what's going wrong with my copy of .05e, I guess.  I was beginning to think no one liked me anymore! lol  :D
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on February 26, 2013, 12:19:04 AM
Apparently Crazy has a new job which takes a lot of his time
Yup Im working like 65 hours a week lol..  dont leave much time
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on February 26, 2013, 07:53:14 PM
And I haven't even looked at 05e yet. The arena work I have been doing is in 05d, and I plan to merge them when I am done.
Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on February 27, 2013, 05:06:55 AM
And I haven't even looked at 05e yet. The arena work I have been doing is in 05d, and I plan to merge them when I am done.


No worries.  Apparently, no one else is having the same problem I am, so I'm honestly not sure what the issue is.  Anyhow, good luck with your respective jobs and your classes, PP.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on March 01, 2013, 12:00:52 AM

No worries.  Apparently, no one else is having the same problem I am, so I'm honestly not sure what the issue is.  Anyhow, good luck with your respective jobs and your classes, PP.

What was the problem you were having again?
Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on March 01, 2013, 07:31:09 AM
Oh... The darn thing just wants to crash with every save game, even brand new ones.

I'm going through the 3+ Gigs of GP's I have to see if any of the .girlx files are outdated now.  ???
Title: Re: Combining the big mods aka crazy's mod
Post by: endospore on March 01, 2013, 10:30:59 AM
Oh... The darn thing just wants to crash with every save game, even brand new ones.

I'm going through the 3+ Gigs of GP's I have to see if any of the .girlx files are outdated now.  ???


I get that problem sometimes. When you start a new game, pay careful attention to the command prompt as it loads girls. If a girlpack is the problem, that will be the last one mentioned on the prompt before it crashes. That worked for me when I was crashing on new games.
Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on March 01, 2013, 04:19:38 PM
Yeah, that's why I'm going through the packs now. Problem is that the GPs are only mentioned about half the time. Regardless, if I can eliminate those issues, at least that part of the problem is out of the way.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on March 04, 2013, 08:56:10 PM
Yeah, that's why I'm going through the packs now. Problem is that the GPs are only mentioned about half the time. Regardless, if I can eliminate those issues, at least that part of the problem is out of the way.

Things you might do to test this out...
move a large portion of the girl files (not the pictures, just the girlsx and rgirlsx files) to another directory... then try running the game.  If it still crashes, then move those ones back, and the ones you left behind the first time out...

This way you are only testing so many at once.
Of course it is possible that you have several bad girl files... also check your items files if you have custom ones. and any other custom XML type files you may have.

I would normally ask for the logfile, but I don't know the save game system that well to be honest. Just one more thing to look into.
Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on March 05, 2013, 04:41:03 AM
Things you might do to test this out...
move a large portion of the girl files (not the pictures, just the girlsx and rgirlsx files) to another directory... then try running the game.  If it still crashes, then move those ones back, and the ones you left behind the first time out...

This way you are only testing so many at once.
Of course it is possible that you have several bad girl files... also check your items files if you have custom ones. and any other custom XML type files you may have.

I would normally ask for the logfile, but I don't know the save game system that well to be honest. Just one more thing to look into.


I appreciate that.


I actually did find the issue, and since it doesn't seem to be a bug, as much as a need for updating packs, I'll give voice to it here: It seems that some of the random girl packs I had were what was bugging the game out.  ???


I checked this out originally, but there was an old config file that somehow got transported to the new system folder, and that was also causing it to crash.  When I figured that out, and fixed the problem, it crashed on loading the random girl packs.  I removed them, and the game loaded fine.

I tested it also, to see if that's indeed what it was.  Started two games, and bought a couple slaves: I one game, I bought only the unique slaves, and in the other, I only bought random.  The random girls game crashed, but the unique girls game loaded properly.

Then, I removed those files once more, and tried the same test once again, this time using the remaining random girl files.  Both games loaded as they should.  Thus, the bug was not with the game itself, but rather something in the .rgirlsx file.






I did have a suggestion, and it may already be possible to do, actually...  Is there a way we can add a line to .girlsx and .rgirlsx files that the program will not read, but which will credit the pack creator?  It occurred to me that this would be an excellent way to keep straight the GP creators, without needing to archive all the GPs or maintain a list, or some other such nonsense.
Title: Re: Combining the big mods aka crazy's mod
Post by: fires_flair on March 06, 2013, 03:41:04 AM
It's something that if a pack creator wanted to do they could, if they knew enough about programming. it's like <<< or something like that. (eh, I haven't looked at the code in ages, and I'm no programmer)
Title: Re: Combining the big mods aka crazy's mod
Post by: NEXEON on March 07, 2013, 05:03:36 AM
link dead please reupload
Title: Re: Combining the big mods aka crazy's mod
Post by: GonDra on March 07, 2013, 07:36:19 AM
link dead please reupload
yeah ive not had time to reupload it but you can grab it here http://sharesix.com/lp8l6xd8i0zb (http://sharesix.com/lp8l6xd8i0zb)

Crazy could you add the link to the first post when you have time? It is getting a bit annoying replying to people that can't spare the time to look at the last couple of pages.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on March 07, 2013, 10:29:49 PM
Crazy could you add the link to the first post when you have time? It is getting a bit annoying replying to people that can't spare the time to look at the last couple of pages.
lol yeah i should do that
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on March 07, 2013, 11:27:03 PM

I did have a suggestion, and it may already be possible to do, actually...  Is there a way we can add a line to .girlsx and .rgirlsx files that the program will not read, but which will credit the pack creator?  It occurred to me that this would be an excellent way to keep straight the GP creators, without needing to archive all the GPs or maintain a list, or some other such nonsense.

I assume you could just put it in as a xml comment. Would look something like this.

<!-- Authored by xxxxx -->
<!-- Compatible with blah blah mod, and Crazy mod -->

As long as it is on it's own line, that should work fine, and could go at the top or bottom. (I have not tested this, but it is a normal feature of xml files.)
Title: Re: Combining the big mods aka crazy's mod
Post by: NEXEON on March 08, 2013, 12:56:11 AM
does the Girl Packs for Original WM works for this version ?

Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on March 08, 2013, 06:30:37 AM
I assume you could just put it in as a xml comment. Would look something like this.

<!-- Authored by xxxxx -->
<!-- Compatible with blah blah mod, and Crazy mod -->

As long as it is on it's own line, that should work fine, and could go at the top or bottom. (I have not tested this, but it is a normal feature of xml files.)


That's what I  thought, but I figured I'd check it with you guys first.
Title: Re: Combining the big mods aka crazy's mod
Post by: DustyDan on March 15, 2013, 08:08:39 PM
I assume you could just put it in as a xml comment. Would look something like this.

<!-- Authored by xxxxx -->
<!-- Compatible with blah blah mod, and Crazy mod -->

As long as it is on it's own line, that should work fine, and could go at the top or bottom. (I have not tested this, but it is a normal feature of xml files.)

One fine point is that the XML declaration line, starting "<?xml " needs to be the first line, so comments could be line 2 through end.
 
A handy editor I use is Microsoft's XML Notepad (2007, free). Somewhat dated, and some of the XMLdiffs I ran didn't seem right, but simplifies a lot of the syntax/structure, incl. comments.
 
Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on March 16, 2013, 11:35:31 PM

One fine point is that the XML declaration line, starting "<?xml " needs to be the first line, so comments could be line 2 through end.
 
A handy editor I use is Microsoft's XML Notepad (2007, free). Somewhat dated, and some of the XMLdiffs I ran didn't seem right, but simplifies a lot of the syntax/structure, incl. comments.


Thanks for the info, Dan!
Title: Re: Combining the big mods aka crazy's mod
Post by: Marquis on March 22, 2013, 01:42:40 PM
Each girl seems to start with basically the same enjoyment/distaste for every job at -20. Is it possible to
1- externalize these defaults into a user editable file such that maybe SEX starts at -40 and WORKBAR starts at 0? This can be done by editing the save file, but it would be nice to have it separate.
2- [size=78%]add these fields at default values to the girlsx/rgirlsx files so we can tailor them? (e.g. Girl A likes WORKSECURITY, Girl B hates it). Again, could be done in the save file.[/size]
3- add different enjoyment for different SEX acts. i.e. expand the fields. This might be tougher.


                <COMBAT Enjoys="-20" />
                <SEX Enjoys="-20" />
                <GENERAL Enjoys="-20" />
                <WORKCLEANING Enjoys="-20" />
                <WORKMATRON Enjoys="-20" />
                <WORKBAR Enjoys="-20" />
                <WORKHALL Enjoys="-20" />
                <WORKSHOW Enjoys="-20" />
                <WORKSECURITY Enjoys="-20" />
                <WORKADVERTISING Enjoys="-20" />
                <WORKTORTURER Enjoys="-20" />
                <WORKCARING Enjoys="-20" />
                <WORKDOCTOR Enjoys="-20" />
                <WORKMOVIE Enjoys="-20" />
                <WORKCUSTSERV Enjoys="-20" />
                <WORKCENTRE Enjoys="-20" />
                <WORKCLUB Enjoys="-20" />
Title: Re: Combining the big mods aka crazy's mod
Post by: Wizardcraft on March 25, 2013, 01:44:29 AM
I apologize if this has already been answered, but the .rar I downloaded for Crazy and PPs mod v5e requires a password. What's the password?
Also, for some reason I can play Crazy and PPs mod v5e SC. Is there a program I need to download for it to run? If it helps, I'm using a new hard
drive that might not have everything I need to run the SC version. Can someone help me out?
Title: Re: Combining the big mods aka crazy's mod
Post by: Hazure on March 25, 2013, 02:54:17 AM
If your taking suggestions...I don't guess there would be a way to add a 'set bonus' so if you have a specific group of girls you get something out of it....depending on the girls...like they are more compliant or something.  You could add it to one of the group so it checks if the others have been acquired.

Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on March 25, 2013, 05:52:18 AM
I apologize if this has already been answered, but the .rar I downloaded for Crazy and PPs mod v5e requires a password. What's the password?
Also, for some reason I can play Crazy and PPs mod v5e SC. Is there a program I need to download for it to run? If it helps, I'm using a new hard
drive that might not have everything I need to run the SC version. Can someone help me out?


The password is usually "whoremaster".


General rule of thumb is that anytime you see "SC," you're dealing with the source code, not the packaged game.  The SC is playable, but takes far more space on your HD than is necessary.  If that's the only one you got, I highly recommend you download the latest version of the actual packaged game: http://sharesix.com/lp8l6xd8i0zb (http://sharesix.com/lp8l6xd8i0zb)


Once you've got that done, download some girl packs and have fun.  8)
Title: Re: Combining the big mods aka crazy's mod
Post by: Wizardcraft on March 25, 2013, 02:57:50 PM
Thank you F-Thrill. I'll try it after I'm done with my visual basic homework. =)
I know how to get the girl packs, I just haven't been on the site in a while. Thanks again.
Title: Re: Combining the big mods aka crazy's mod
Post by: PinkPervert on March 25, 2013, 10:50:29 PM
Each girl seems to start with basically the same enjoyment/distaste for every job at -20. Is it possible to
1- externalize these defaults into a user editable file such that maybe SEX starts at -40 and WORKBAR starts at 0? This can be done by editing the save file, but it would be nice to have it separate.
2- [size=78%]add these fields at default values to the girlsx/rgirlsx files so we can tailor them? (e.g. Girl A likes WORKSECURITY, Girl B hates it). Again, could be done in the save file.[/size]
3- add different enjoyment for different SEX acts. i.e. expand the fields. This might be tougher.


                <COMBAT Enjoys="-20" />
                <SEX Enjoys="-20" />
                <GENERAL Enjoys="-20" />
                <WORKCLEANING Enjoys="-20" />
                <WORKMATRON Enjoys="-20" />
                <WORKBAR Enjoys="-20" />
                <WORKHALL Enjoys="-20" />
                <WORKSHOW Enjoys="-20" />
                <WORKSECURITY Enjoys="-20" />
                <WORKADVERTISING Enjoys="-20" />
                <WORKTORTURER Enjoys="-20" />
                <WORKCARING Enjoys="-20" />
                <WORKDOCTOR Enjoys="-20" />
                <WORKMOVIE Enjoys="-20" />
                <WORKCUSTSERV Enjoys="-20" />
                <WORKCENTRE Enjoys="-20" />
                <WORKCLUB Enjoys="-20" />

What I had considered is just randomizing it a bit, with some weighing towards jobs that match their traits, or something like that.
What you suggest would be possible, but a serious pain in the butt to program, and create a LOT of work for the people who make girl packs. I will put it in my notes to think about at a later time though.
-PP
Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on March 26, 2013, 03:22:07 AM
Thank you F-Thrill. I'll try it after I'm done with my visual basic homework. =)
I know how to get the girl packs, I just haven't been on the site in a while. Thanks again.


No problem, friend.  Glad to have you back.
Title: Re: Combining the big mods aka crazy's mod
Post by: Marquis on March 26, 2013, 09:16:10 AM
What I had considered is just randomizing it a bit, with some weighing towards jobs that match their traits, or something like that.
What you suggest would be possible, but a serious pain in the butt to program, and create a LOT of work for the people who make girl packs. I will put it in my notes to think about at a later time though.
-PP
I agree that including in the girlsx file would be a pain. How about:
1-Change the base defaults around a bit to reflect general desirability.
2-Adjust this for traits (e.g. nympho +20 desirability of WORKSEX)
3-Randomize around the defaults a bit as you suggest


Is it easy to add traits that affect desirability of jobs? e.g. Introverted gives a -20 modifier to various 'public' jobs, exhibitionist +10 to movies, etc.
Adding a trait to a girl is a lot easier on pack makers.  :)
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on March 31, 2013, 01:20:51 PM
2-Adjust this for traits (e.g. nympho +20 desirability of WORKSEX)
Think I'm going work on this very thing.  Make traits effect how much a girl likes or dislikes a job.  Did a test of this and the way I'm going do it works not sure if its the best way but it works.  Should be able to knock this out quickly.

On another note I have fixed a few bugs and added/changed somethings this week so maybe a release in the near future.
Title: Re: Combining the big mods aka crazy's mod
Post by: DustyDan on April 01, 2013, 05:34:12 AM
Each girl seems to start with basically the same enjoyment/distaste for every job at -20. Is it possible to
...
2- add these fields at default values to the girlsx/rgirlsx files so we can tailor them? (e.g. Girl A likes WORKSECURITY, Girl B hates it).

I'd like to second this as a future enhancement. Should be fairly simple by following format currently used in save file. Suggest that default -20 be used for any category left out of the girlsx/rgirlsx file, so could just incl. 1 or a few personality-related preferences (would also be a failsafe for omissions/misspellings).
 
3- add different enjoyment for different SEX acts. i.e. expand the fields. This might be tougher.

Currently seems to be that the more experience (or just training?) a girl gets in a sex act, the more she gets used to it and therefore enjoys it. What in game would you use to signal a decrease in enjoyment of an act? How common would that be?

Or did you mean diff enjoyment of "whore for gamblers" vs. "whore on streets," etc.?
Title: Re: Combining the big mods aka crazy's mod
Post by: Marquis on April 01, 2013, 10:06:35 AM

I'd like to second this as a future enhancement. Should be fairly simple by following format currently used in save file. Suggest that default -20 be used for any category left out of the girlsx/rgirlsx file, so could just incl. 1 or a few personality-related preferences (would also be a failsafe for omissions/misspellings).
 
Currently seems to be that the more experience (or just training?) a girl gets in a sex act, the more she gets used to it and therefore enjoys it. What in game would you use to signal a decrease in enjoyment of an act? How common would that be?

Or did you mean diff enjoyment of "whore for gamblers" vs. "whore on streets," etc.?
What I meant was that some girls might like normal sex but detest anal, some would like oral but not any other, etc. This isn't job related, so may be harder to include.

Title: Re: Combining the big mods aka crazy's mod
Post by: DustyDan on April 08, 2013, 03:39:40 AM
I put in revised 'kludge' patch in cSurface.cpp to avoid "Button" message for missing disabled images. It works.

Revised & tested cGirls.cpp for displaying images with substitutes if no image type available. About 100 fewer sourcecode lines in those sections (about 16% less), and the code is cleaner for future mods. Also fixed animated image load which was only working for first 15 image types out of 28.

Also added capability to pass and display Preg sub-type image type to DrawGirl().


Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on April 08, 2013, 07:27:13 AM
I put in revised 'kludge' patch in cSurface.cpp to avoid "Button" message for missing disabled images. It works.

Revised & tested cGirls.cpp for displaying images with substitutes if no image type available. About 100 fewer sourcecode lines in those sections (about 16% less), and the code is cleaner for future mods. Also fixed animated image load which was only working for first 15 image types out of 28.

Also added capability to pass and display Preg sub-type image type to DrawGirl().

Hey Dusty, is there any way you can make this available for those of us who don't use/have the source code? 
Thanks!
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on April 08, 2013, 12:14:24 PM
Hey Dusty, is there any way you can make this available for those of us who don't use/have the source code? 
Thanks!
New patch might be soon so dont worry this will be in it
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on April 08, 2013, 12:30:57 PM
New patch might be soon so don't worry this will be in it

Great!  Thanks - both for the reassurance, and for the good news!
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on April 08, 2013, 02:39:00 PM
Great!  Thanks - both for the reassurance, and for the good news!
Its mostly bug fixes but there is a few new things.  DustyDan is going be helping out on the mod also so things might pick up again and we can get back to doing release often.
On that note I need a writer to write up a few respones to when u give girls gifts I need 4 for when you give a good gift to a girl that doesnt like you and I need 4 for when you give a bad gift to a girl that doesnt like you.  If anyone is up to it let me know cause I'm not much of a writer
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on April 08, 2013, 02:48:30 PM
Bad gift/ Good girl:  1) "She crinkles her nose slightly. 'That's... Nice.  Thanks.'" 2) "'Uhm... It's the thought that counts, right?  Thanks!'" 3) "She pouts slightly 'When you said that you had a gift for me, I thought... Oh, never mind!'" 4) "She frowns slightly, and says "Well, thank you, oh unstinting Romeo!" with a clear note of exasperation."

Good gift/ Bad girl:  1) "'If you think giving me pretty things will get you between my legs, you're wrong!' She yells. Bitch." 2) "She takes your gift in hand, looks at it, looks at you, than walks away without a word." 3) "'You know, if you wanted to fuck, you shoulda just said.  So that way I'd have had more fun saying no.'" 4) "She grudgingly accepts the gift, but makes it clear that she still thinks that you rate slightly below a toad in her worldview."
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on April 08, 2013, 03:29:38 PM
snip
That was quick thanks but I messed up its a bad gift for a girl that doesnt like you not does.  Tried to fix it you must have read that message quick lol
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on April 08, 2013, 04:30:26 PM
That was quick thanks but I messed up its a bad gift for a girl that doesnt like you not does.  Tried to fix it you must have read that message quick lol

Oh.  Whoops.  I'll take care of that later, okay?
Title: Re: Combining the big mods aka crazy's mod
Post by: DustyDan on April 08, 2013, 04:39:22 PM
WM code patch notes 04/08/2013(b):

"Controlled Gangs" screen - select a gang, select a mission name, screen lists Daily Cost, should be Weekly Cost.
 Fixed
----------------
in Constants.h, has const int NUM_OBJECTIVES = 12 followed by only 10 objectives, 0--9. 
Patched to = 10
----------------
At end of cBrothel.cpp's function "double cBrothelManager::calc_pilfering(sGirl *girl)"
  code (to avoid cases like a zero-money slave addict steals 20%, same non-slave steals zero)
otherwise, she stays honest
 */
   return 0.0;

  should be:
otherwise, she stays honest (aside from zero-money addict factored-in earlier)
 */
   return factor;
Fixed.
----------

in cBrothel.cpp, because this check is now done after all usage of "house" var, for proper check, move
/*
 *   this shouldn't happen. That said...
 */
   if(house > girl->m_Pay) house = girl->m_Pay;

to just after
   int house = int(house_factor * girl->m_Pay);
Fixed.
----------
Add notes in cBrothel.cpp, in area
// MYR: I'm really curious about what goes in these if statements
if(g_Gangs.GetNumBusinessExtorted() < 40 && GetNumBrothels() >= 2)


add notes: "  // Future to include inside these ifs, the actions to take when not enough businesses controlled to support the number of brothels currently owned (according to formula that allowed original purchase)."

 //Suggest future something like not allowing any net profit from the brothels that are unsupported by enough businesses. Forcing sale of a brothel would be too drastic; maybe allowing sale if player wants to would be an option to present.

Added these comments to code 04/08/2013.
-----------------------------------
In the five files sent, corrected misspelling 'bussiness' / 'BUSSINESS' to 'business' / 'BUSINESS'

Left in the misspelling in a few modules to correct next revision; used Solution find/replace so will work since compiles.
Fixed.
-----------------
int cGirls::DrawGirl
 has no "default" for switch, giving infinite loop if function fed invalid ImageType. See cGirls::GetImageSurface

Fixed in cGirls.cpp module sent earlier 04/08/2013.
--------------
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on April 08, 2013, 05:17:55 PM
Bad gift/ Bad girl:  1) "With a large and obviously fake smile, she takes your gift. 'Wow, thanks so much!' As she walks away, you hear a muttered 'Asshole.'" 2) "'Wow, what's next?  A dead rat?  Your shit sucks almost as bad as your technique!'" 3) "'Fuck off, and take your cheap garbage with you!' 'Look, you dumb slut, I gave you that shit for a reason!  Use it, or else I'll make you bleed!'" 4) "'Hey, present for you!' 'Fuck off and die!'"
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on April 09, 2013, 02:20:48 AM
Bad gift/ Bad girl:  1) "With a large and obviously fake smile, she takes your gift. 'Wow, thanks so much!' As she walks away, you hear a muttered 'Asshole.'" 2) "'Wow, what's next?  A dead rat?  Your shit sucks almost as bad as your technique!'" 3) "'Fuck off, and take your cheap garbage with you!' 'Look, you dumb slut, I gave you that shit for a reason!  Use it, or else I'll make you bleed!'" 4) "'Hey, present for you!' 'Fuck off and die!'"
Thanks for the help
Title: Re: Combining the big mods aka crazy's mod
Post by: DustyDan on April 09, 2013, 03:25:51 AM
Think I'm going work on this very thing.  Make traits effect how much a girl likes or dislikes a job.  Did a test of this and the way I'm going do it works not sure if its the best way but it works.  Should be able to knock this out quickly.
Would like to factor this into a rework of the traits into an XML effect file similar to itemsx, maintaining flexibility with reduced coding demands. Will chat with you more later.
Title: Re: Combining the big mods aka crazy's mod
Post by: Marquis on April 09, 2013, 09:03:19 AM
Would like to factor this into a rework of the traits into an XML effect file similar to itemsx, maintaining flexibility with reduced coding demands. Will chat with you more later.


I totally support this - the more things that can be externalized into user-editable files, the better! It allows us users to tailor the experience for our own preferences.
Title: Re: Combining the big mods aka crazy's mod
Post by: DustyDan on April 09, 2013, 06:09:44 PM

I totally support this - the more things that can be externalized into user-editable files, the better! It allows us users to tailor the experience for our own preferences.
Just remember to save your edited files to use in, or replicate modifications in, new releases that are installed.
Title: Re: Combining the big mods aka crazy's mod
Post by: fires_flair on April 09, 2013, 11:46:21 PM
If we are going to have external editing power for these things, would it be possible two have the game look for more then one file of said type (like WM already does for items and girl packs), even if it has to be a hard coded file name (ex: traits.xml and customtraits.xml) So we don't have to continually redo or back up the changes after/before every update (assuming you aren't playing around with the original file, and only the custom file) Then you could just have the custom file(s) excluded from updates. I must admit it gets frustrating to constantly reconfigure the config file because (even though it's not changed) it's in every single update.
Title: Re: Combining the big mods aka crazy's mod
Post by: toradrow777 on April 11, 2013, 08:02:25 PM
You need to update you SC link...what's SC anyway?
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on April 11, 2013, 08:22:49 PM
It's source code.  Unless you're a programmer, you probably don't want it.  Just download the regular game. 
Title: Re: Combining the big mods aka crazy's mod
Post by: DustyDan on April 15, 2013, 12:04:12 AM
Small fixes which will be in next patch.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on April 15, 2013, 12:25:52 AM
Small fixes which will be in next patch.
Ill get in the next patch already had this one uploading
https://mega.co.nz/#!YwIzzISJ!cdn2DkTcSUvgAc8pHAlzLidvhs0nW5vkwSFIby-dPVA
new patch
several bug fixes
Ill have to update what all when I have time
Title: Re: Combining the big mods aka crazy's mod
Post by: DustyDan on April 15, 2013, 02:34:40 AM
Small fixes which will be in next patch.
File which did not get correctly included in my last sourcecode .zip.

Title: Re: Combining the big mods aka crazy's mod
Post by: Mid3k on April 15, 2013, 02:59:19 AM
Could you upload the source code? I played your mod for several hours and all the sudden it has started crashing when I end a turn. Its a memory access violation error probably caused by something in my save file but without the source its really hard to tell what exactly is causing it. Debugging with assembly is kinda a pain.

Thanks.
Title: Re: Combining the big mods aka crazy's mod
Post by: maxlice on April 15, 2013, 01:28:27 PM
My game has also been crashing as well, it seems like it only happens if the default brothel has more than 11 girls (crash when there's a 12th girl). If I move the 12th girl to somewhere else, everything works just fine.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on April 15, 2013, 01:44:54 PM
My game has also been crashing as well, it seems like it only happens if the default brothel has more than 11 girls (crash when there's a 12th girl). If I move the 12th girl to somewhere else, everything works just fine.
Not having this problem just tested it.  Didnt crash with over 12 girls
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on April 15, 2013, 02:34:36 PM
Some of the fixes in the new patch are
1. All brothel setup screens should now work for each indviual building
2. Girls can now start liking or disliking jobs (Still working on this its not finished)
3.  All girls are now hardcoded to be atleast 18 years old now
4.  Several fixes by Dan
5.  Added Titty Sex as a skill type for girls
6.  More things will be said when giving girls gifts based of there feelings..  Mostly when a girl doesnt like you.  Hewhocums help me out on these

Might be more idk hard to keep up with it all sometimes lol
Title: Re: Combining the big mods aka crazy's mod
Post by: DustyDan on April 15, 2013, 02:58:28 PM
File mentioned in PM to you.
Title: Re: Combining the big mods aka crazy's mod
Post by: akab on April 15, 2013, 03:05:05 PM
The link to the version ver .05 f does not work, if you can please add a mirror.
Title: Re: Combining the big mods aka crazy's mod
Post by: DustyDan on April 15, 2013, 03:41:18 PM
Some of the fixes in the new patch are
{snip}
4.  Several fixes by Dan
Detail on those if you're wondering:
Title: Re: Combining the big mods aka crazy's mod
Post by: maxlice on April 15, 2013, 05:05:14 PM
Not having this problem just tested it.  Didnt crash with over 12 girls


Could be a problem on my end then, but I can't think of a reason why it would crash when there's 12 girls all in the default brothel and 11 is fine when the 12th is elsewhere... Going to override the files with 0.5f and see what happens since I was running 0.5e


Is there a way to log what happens in the game so it might catch what's causing me to crash?


Also just to make sure I'm installing the mod correctly, do I need the core game to run it (because I'm currently running the game with just v0.5e and some girl packs).
Title: Re: Combining the big mods aka crazy's mod
Post by: irishmic on April 15, 2013, 05:38:23 PM
anyone else having issues with mega.co.nz.  I click on the links, but all i'm getting is a blank white screen.  I've tried it on chrome and firefox to no avail.  Also, good work on the game.




edit- nevermind, it started working randomly, so i'm guessing heavy traffic was to blame.
Title: Re: Combining the big mods aka crazy's mod
Post by: Mid3k on April 15, 2013, 11:29:34 PM

Could be a problem on my end then, but I can't think of a reason why it would crash when there's 12 girls all in the default brothel and 11 is fine when the 12th is elsewhere... Going to override the files with 0.5f and see what happens since I was running 0.5e


Is there a way to log what happens in the game so it might catch what's causing me to crash?


Also just to make sure I'm installing the mod correctly, do I need the core game to run it (because I'm currently running the game with just v0.5e and some girl packs).

I have a lot more than 12 in 4 different brothels. I saved before going to the next turn and an event that I didn't like happened during the turn change so I reloaded my old save. Now every time I end that turn no matter what I do it crashes. I used visual studio to debug the assembly and I show a memory access violation on a move instruction. I probably could figure out the problem if I spent a lot of time debugging it  but I don't want too :p .

If I had the high level source code I wouldn't mind tracking down the bug though. The crashes started on e but happen in f as well.

I did not modify my save file before I reloaded. Its expecting some data in memory that doesn't get loaded properly from the save file.
Title: Re: Combining the big mods aka crazy's mod
Post by: ncquolopow on April 16, 2013, 12:06:12 AM
Mid3k, I agree that an "End Turn" bug exists. I've played this game for more than 2 years, and I've encountered it in the original game as well. It seems to occur independent of things like # of girls, brothels, gangs, etc. Also, if you re-run the game AFTER a crash, load your game, and then click End Turn, things sometimes go smoothly for a couple days, only to inevitably crash again.

Because of this bug, I've played WM and its mod only rarely..it's definitely a buzzkill.

The funny thing is that when I registered on this forum more than a year ago, I did so to report this very bug. But it appeared that a lot of people did/do not have an issue with it. So at first I thought the problem was a problem specific to my system. But this recent post of yours shows that I'm not the only one encountering it.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on April 16, 2013, 12:18:28 AM
Newest SC link https://mega.co.nz/#!p8glwA7a!WRcpjRkW5E8l-P0Y4G03lErjbttmOdfXOY6PrvMGwIo
Title: Re: Combining the big mods aka crazy's mod
Post by: akab on April 16, 2013, 06:19:56 AM
I apologize if I become boring, but


Game link-ver .05f     https://mega.co.nz/#%21YwIzzISJ%21cdn2DkTcSUvgAc8pHAlzLidvhs0nW5vkwSFIby-dPVA    :   The file you are trying to download is no longer available.


SC-link      https://mega.co.nz/#!p8glwA7a!WRcpjRkW5E8l-P0Y4G03lErjbttmOdfXOY6PrvMGwIo    :    Temporarily unavailable.

SC-link     is working now ;)
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on April 16, 2013, 08:36:06 AM
Mid3k, I agree that an "End Turn" bug exists. I've played this game for more than 2 years, and I've encountered it in the original game as well. It seems to occur independent of things like # of girls, brothels, gangs, etc. Also, if you re-run the game AFTER a crash, load your game, and then click End Turn, things sometimes go smoothly for a couple days, only to inevitably crash again.

Because of this bug, I've played WM and its mod only rarely..it's definitely a buzzkill.

I've also played this game for more than two years.
And I've had the "End Turn bug" either. I will not say that i know all the reasons why, but some.
 
- if you sendout a girl to explore the catacombs ( and no one does this during the first days therefore the error occurs not at the beginning of the game ) and you don't have a RandomGirl which cou can find there in the catacombs.Then the EndTurnBug occurs )
  This happened directly after i had  saved a game. After clicking on the "EndTurn Button" The game crushed. I´ve loaded the saved game again. Clicked the button again and everything worked fine. But in this case the girl didn't find a randomgirl!
 
- As far as i remember the Bug also occurs if you are not able to  find items in the catacombs. ( for example because of selfmade changes in the items-list )
 
And if i remember correctly you can play without normal and slave Randomgirls.
Hope this helps
HuiBui
Title: Re: Combining the big mods aka crazy's mod
Post by: Mid3k on April 16, 2013, 12:24:06 PM
Thank you very much for the source. I'll do a bit of debugging later and if its not my save file I'll post any code changes I make.
Title: Re: Combining the big mods aka crazy's mod
Post by: Uriel on April 16, 2013, 03:46:22 PM
Eh, any news on a new version?  :'(
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on April 16, 2013, 04:12:46 PM
Eh, any news on a new version?  :'(

Literally go back a single page.
Title: Virgin also a trait in ver .05f
Post by: DustyDan on April 16, 2013, 05:44:19 PM
Since Virgin has been added as a trait in ver .05f, I wrote these two functions to keep the trait and the girl/XML attribute in synch.


I suggest the functions be used whenever gameplay changes virginity. I am editing WorkExploreCatacombs now to do that, for example.  Three SC files edited so far, but these are just interim, untested changes.


I will be testing these functions, but forsee no big problems, and wanted to get this out there now.


And I think these are great function names, right?


DustyDan
Code: [Select]
bool cGirls::LoseVirginity(sGirl* girl, bool addrememberlist, bool force)
{
// Usually called as just g_Girls.LoseVirginity(girl) with implied no-remember, force=true

/*  Very similar to (and uses) RemoveTrait(). Added since trait "Virgin" created 04/14/2013.
   * This includes capability for items, magic or other processes
   * to have a "remove but remember" effect, like a "Belt of False Defloration"
   * that provides a magical substitute vagina, preserving the original while worn.
   * Well, why not?
   * DustyDan
*/

string traitName = "Virgin";
bool traitOpSuccess = false;

girl->m_Virgin = false;

// Let's avoid re-inventing the wheel

traitOpSuccess = RemoveTrait(girl, traitName, addrememberlist, force);
return traitOpSuccess;
}

bool cGirls::RegainVirginity(sGirl* girl, bool temp, bool removeitem, bool inrememberlist)
{
// Usually called as just g_Girls.RegainVirginity(girl) with
// implied temp=false, removeitem=false, inrememberlist=falsee

/*  Very similar to (and usese) AddTrait(). Added since trait "Virgin" created 04/14/2013.
   * This includes capability for items, magic or other processes
   * to have a "remove but remember" effect, like a "Belt of False Defloration"
   * that provides a magical substitute vagina, preserving the original while worn.
   * Well, why not?
   * DustyDan
*/


string traitName = "Virgin";
bool traitOpSuccess = false;

girl->m_Virgin = true;

// Let's avoid re-inventing the wheel

traitOpSuccess = AddTrait(girl, traitName, temp, removeitem, inrememberlist);
return traitOpSuccess;
}

Title: Re: Combining the big mods aka crazy's mod
Post by: Mid3k on April 16, 2013, 08:42:34 PM
I had two problems. One originated with the clinic and the other in the Movie studio.


First:

http://postimg.org/image/nnalz9r03/full/ (http://postimg.org/image/nnalz9r03/full/)

This bug has something to do with this girl in the clinic set in a resting state. All I had to do was make her a doctor and the problem fixed itself.



Second:

http://postimg.org/image/6d6pkl1c7/full/ (http://postimg.org/image/6d6pkl1c7/full/)

This was caused by my save file looking like this.

Code: [Select]
<Movies>
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                    <Movie />
                </Movies>

I replaced that with <Movies /> and it works fine. The fix for me is easy but tracking why is going to be a bit harder.

Crazy thank you again for the source. I can continue playing the game without starting over now. I hope any of this information is useful to you. Feel free to ask me if you have any questions.
Title: Re: Combining the big mods aka crazy's mod
Post by: DustyDan on April 17, 2013, 12:51:18 AM

First:
This bug has something to do with this girl in the clinic set in a resting state. All I had to do was make her a doctor and the problem fixed itself.


Second:

http://postimg.org/image/6d6pkl1c7/full/ (http://postimg.org/image/6d6pkl1c7/full/)

This was caused by my save file looking like this.

      (lotta                <Movie />  )
On the first,

The girl had JOB_FILMFREETIME which was not handled by this Clinic section.  Will fix.


Second:
I also have had crashes that were linked to movies/scenes. It is somewhat known that not enough is stored in savefile about scenes/movies, so fail after load would be likely and can be cured by editing as you did, replacing with no-content Movies element. Whether system stores enough in-memory for new movies is unknown.


With this info, I can likely put in a check to avoid most movie-element crashes. Have already patched to put the "Qual" attrib on the proper Movie element.  Will have patch out soon.
Title: Re: Combining the big mods aka crazy's mod
Post by: Morkar on April 17, 2013, 07:23:51 AM
all this cool and appreciated but no one is going to take to improve extend scripts to give more atmosphere to the game? eg in the dungeon?
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on April 17, 2013, 07:26:30 AM
Speak for yourself, Morkar!  I for on, and other people on this forum, actually enjoy increased scripting quality, with more options or better writing!

Keep up the great work, Dan!
Title: Re: Combining the big mods aka crazy's mod
Post by: Chef on April 17, 2013, 11:26:20 AM
I'm getting a "not a working copy" error when trying to compile the latest SC.
The project is apparently missing a "Revision.h" file, a problem which seems to be an artefact of a borked SVN checkout.
Is your source hosted on an SVN, or am I the only one suffering from this problem?
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on April 17, 2013, 01:02:44 PM
I'm getting a "not a working copy" error when trying to compile the latest SC.
The project is apparently missing a "Revision.h" file, a problem which seems to be an artefact of a borked SVN checkout.
Is your source hosted on an SVN, or am I the only one suffering from this problem?

Search the forum, it has been explained somewhere before, easy to fix error.
Title: Re: Combining the big mods aka crazy's mod
Post by: Morkar on April 18, 2013, 08:54:09 PM
Speak for yourself, Morkar!  I for on, and other people on this forum, actually enjoy increased scripting quality, with more options or better writing!

Keep up the great work, Dan!


and where are these Scrips so you can see them?

  because the dungeon continues with the same options for example
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on April 18, 2013, 09:07:40 PM
Oh, I don't think dungeon has changed;  I'm loving the current standard interactions immensely, though!  Also, the meetscripts and item reception scripts are very nice too!
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on April 18, 2013, 09:51:08 PM

and where are these Scrips so you can see them?

  because the dungeon continues with the same options for example
Thing is anyone willing to put the time into the scripit editer can make a new script for teh dungeon..  But not many people can actually code new stuff for the game so I personally will just stick to coding some new stuff if someone wants a new dungeon script they can write one lol.
Title: Re: Combining the big mods aka crazy's mod
Post by: Azoril on April 26, 2013, 07:22:39 AM
Link broken  :(
Title: Re: Combining the big mods aka crazy's mod
Post by: endospore on April 26, 2013, 10:42:41 AM
I think my version's a bit outdated, but I uploaded it for you nonetheless. No girls are included, but there are plenty of packs to download around.


https://mega.co.nz/#!WcIRDTxL!YLFfYjWmA4E10uKEq-tTqyekKj8iOwMqSRdonYP4wes (https://mega.co.nz/#!WcIRDTxL!YLFfYjWmA4E10uKEq-tTqyekKj8iOwMqSRdonYP4wes)
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on April 26, 2013, 03:29:47 PM
The link works fine for me. Im thinking some people might have a problem with mega.
I just got a message saying some of my links where broken, he didnt specify which ones though. The liks seemed to work fine for me though.
Nevermind. >_>
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on April 27, 2013, 11:09:42 AM
Oh dang really? Crud.....Well that escalated quickly.... :'(
Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on April 28, 2013, 05:43:43 AM
I think my version's a bit outdated, but I uploaded it for you nonetheless. No girls are included, but there are plenty of packs to download around.


https://mega.co.nz/#!WcIRDTxL!YLFfYjWmA4E10uKEq-tTqyekKj8iOwMqSRdonYP4wes (https://mega.co.nz/#!WcIRDTxL!YLFfYjWmA4E10uKEq-tTqyekKj8iOwMqSRdonYP4wes)




This link seems to work fine...  Not sure if that's the issue, or if it's something different...  I'm having to cruise through rather quickly tonight.
Title: Re: Combining the big mods aka crazy's mod
Post by: toradrow777 on April 30, 2013, 06:40:50 PM
How do I start the game?  I can't find the .exe file or anything!
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on April 30, 2013, 06:49:21 PM
It should be in the main directory, but it's also posted here:  http://depositfiles.com/files/0uqtz8ce8
Title: Re: Combining the big mods aka crazy's mod
Post by: TZHawk on May 02, 2013, 11:55:08 AM
getting a connection closed by remote server error on my end, not sure whats going on here.
Any hope for a mirror?
Nevermind
Managed to bypass it with Jdownloader somehow.
Title: Re: Combining the big mods aka crazy's mod
Post by: endospore on May 04, 2013, 06:38:21 PM
Just a heads up that I'm gonna be tinkering around in the source code, trying to add traits change dialogue and wording and a couple other things. I have no experience coding, like at all, so it'll be slow going, but I'll still post anything I manage to figure out and add in. I'd like to see more negative traits, personally (Like Chubby, Mean Spirited, things like that) so I'm ognna see if I can't add them in myself :P
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on May 06, 2013, 10:41:14 AM
Hey better to try than not to. I probably got the same experience as you. :D
Title: Re: Combining the big mods aka crazy's mod
Post by: endospore on May 06, 2013, 02:59:58 PM
Fortunately, I'm not trying to do anything too intense. I just want to add traits, change the opening text (I couldn't find a script for it, so I assume it's in the code itself) and maybe change the placement of a couple map icons.


I already know how traits and customers work, so it's just a matter of finding out where to put new traits and new customer types, and making sure I don't miss a spot that could cause a crash :P
Title: Re: Combining the big mods aka crazy's mod
Post by: endospore on May 06, 2013, 06:09:39 PM
Edit again: Fixed that problem, too. Now I'm not getting any errors, and it looks like the code debugged successfully. I just need to figure out how to compile and run it now to really test it out. I'm almost there!
Title: Re: Combining the big mods aka crazy's mod
Post by: Lashevro on May 08, 2013, 10:25:19 PM
I just started playing this mod and I thought I'd chime in with a few issues I've noticed (idk if they've been mentioned here before cause I only read to about page 8 ):

1:Oral sex skill is not improved by items with +x to all sex skills like tiger leotard, probably also unaffected by items that -x to all sex skills, also it's not included in the editor so I can't change these with my extremely limited knowledge.
2;Oral sex is not increased when requesting/forcing blowjobs in the dungeon
3:The "Home" icon leads simply to a blank page, and I have to close the program to leave.
4:Whenever I click the "Manage Brothel" button the program crashes, so I can't buy birth control, or even set it to auto buy (set customer chance to impregnate to 0 for now).
5:Assigning a gang to "guard" does not increase brothel security, unless negative values are supposed to be a good thing here...

Otherwise, I'm loving the mod, keep up the good work!
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on May 08, 2013, 11:51:40 PM
I just started playing this mod and I thought I'd chime in with a few issues I've noticed (idk if they've been mentioned here before cause I only read to about page 8 ):

1:Oral sex skill is not improved by items with +x to all sex skills like tiger leotard, probably also unaffected by items that -x to all sex skills, also it's not included in the editor so I can't change these with my extremely limited knowledge.
2;Oral sex is not increased when requesting/forcing blowjobs in the dungeon
3:The "Home" icon leads simply to a blank page, and I have to close the program to leave.
4:Whenever I click the "Manage Brothel" button the program crashes, so I can't buy birth control, or even set it to auto buy (set customer chance to impregnate to 0 for now).
5:Assigning a gang to "guard" does not increase brothel security, unless negative values are supposed to be a good thing here...

Otherwise, I'm loving the mod, keep up the good work!

I can't help you with 2,3, or 4, but you can edit the OralSex and TittySex stats by opening the girlsx files in Notepad, and manually entering the values.  As to 5, you need to assign a girl or two to "Security" (under general) to raise that stat.  The gangs only deal with other gangs.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lashevro on May 08, 2013, 11:59:24 PM
I can't help you with 2,3, or 4, but you can edit the OralSex and TittySex stats by opening the girlsx files in Notepad, and manually entering the values.  As to 5, you need to assign a girl or two to "Security" (under general) to raise that stat.  The gangs only deal with other gangs.

Thanks, I hadn't thought of editing the stat on the girls themselves, just on the items, and I didn't realize gangs only  dealt with gangs... Was it like that in original and I just never noticed? Come to think of it I don't know as there was a visible security stat in the original...
Title: Re: Combining the big mods aka crazy's mod
Post by: GonDra on May 09, 2013, 07:42:08 AM
The item file should also be editable with a text editor.

Is there a list of all the changes that a updated editor would need?
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on May 09, 2013, 11:18:00 AM
Thanks, I hadn't thought of editing the stat on the girls themselves, just on the items, and I didn't realize gangs only  dealt with gangs... Was it like that in original and I just never noticed? Come to think of it I don't know as there was a visible security stat in the original...
I know that the security stat was visible in EX, but I don't know about the original.  I'm pretty sure that gangs have only ever dealt with gangs, though.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lashevro on May 09, 2013, 08:03:26 PM
Ack! Ran out of rooms... Edited my save so my brothel has plenty now, but no managment screen is kinda getting annoying. Does anyone else have this problem?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on May 09, 2013, 09:51:47 PM
2;Oral sex is not increased when requesting/forcing blowjobs in the dungeon
That is a script issue which i havent messed with much but easily fixable
3:The "Home" icon leads simply to a blank page, and I have to close the program to leave.
4:Whenever I click the "Manage Brothel" button the program crashes, so I can't buy birth control, or even set it to auto buy (set customer chance to impregnate to 0 for now).
I just dl the version I have posted and all of this works fine for me..  Try a fresh download of the game.
5:Assigning a gang to "guard" does not increase brothel security, unless negative values are supposed to be a good thing here...
Nope it doesnt this is something I'm going look at fixing sooner or later but for now only if a girl is doing it does it go up.  Also in the newest version security cant go into the negative
Was it like that in original and I just never noticed? Come to think of it I don't know as there was a visible security stat in the original...
Yes it was like that already but you couldnt see what ur security stat was at.  That was added at some point so people could tell

Is there a list of all the changes that a updated editor would need?
OralSex skill  TittySex skill  and underwear item type...  I think that is all
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on May 09, 2013, 10:41:51 PM
To help people out, I've edited the items files to separate out the underwear as a different item category.

I've attached an edited version of items.itemsx.
I've attached an edited version of Endospore's legendary.itemsx.
Title: Re: Combining the big mods aka crazy's mod
Post by: MrKlaus on May 10, 2013, 04:32:22 AM

3:The "Home" icon leads simply to a blank page, and I have to close the program to leave.
4:Whenever I click the "Manage Brothel" button the program crashes, so I can't buy birth control, or even set it to auto buy (set customer chance to impregnate to 0 for now).


 The reason for crashes is that you used the game editor( from “\Docs&Tools\Character & Item Editor”) to revalue Pregnancy/Prostitution/etc. config. To avoid this you have to manually edit values in “config.xml” in the directory: “\Resources\Data”. Also using the game editor deletes the clinic, center, arena and movies from the map.
 
Title: Re: Combining the big mods aka crazy's mod
Post by: Lashevro on May 14, 2013, 10:22:51 PM
Thank you! reextracting the config file fixed my problems!
Title: Re: Combining the big mods aka crazy's mod
Post by: toradrow777 on May 15, 2013, 01:11:40 PM
I'm not sure if it's part of this mod or the vanilla Whore Master but I need to know, what determines how good a girl is at the massage brothel job?
Title: Re: Combining the big mods aka crazy's mod
Post by: alfalfa140 on May 17, 2013, 11:59:56 PM
Anyone else getting a file deleted on the mega link?
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on May 18, 2013, 04:34:50 AM
It is, you can track down version .05e readily enough but not .05f yet unfortunately.
Title: Re: Combining the big mods aka crazy's mod
Post by: toradrow777 on May 18, 2013, 01:28:42 PM
Trying to make a couple of girl packs for this.  Tell me, what kind of pictures would be best for the Ecchi catagory?


By the way, are animated .gif files compatible?
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on May 18, 2013, 01:35:14 PM
Trying to make a couple of girl packs for this.  Tell me, what kind of pictures would be best for the Ecchi catagory?

Sexy Nude once?

By the way, are animated .gif files compatible?

Nope, you'd have to rip and recode them...
Title: Re: Combining the big mods aka crazy's mod
Post by: toradrow777 on May 18, 2013, 01:48:40 PM
Sexy Nude once?


Could you link me to a couple of examples?
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on May 18, 2013, 02:20:30 PM

Could you link me to a couple of examples?

There are plenty in packs from other mods. Should be a provocative, sexy pic.
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on May 18, 2013, 03:59:53 PM
Pics like sexy teasing pictures on borders like that?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on May 18, 2013, 09:43:13 PM
Anyone else getting a file deleted on the mega link?
Working for me
Title: Re: Combining the big mods aka crazy's mod
Post by: toradrow777 on May 19, 2013, 11:52:24 AM
Anyone else getting a file deleted on the mega link?


Trying reloading the page, or clicking the link to that page again.
Title: Re: Combining the big mods aka crazy's mod
Post by: alfalfa140 on May 20, 2013, 03:12:54 AM
Worked after the fifth or sixth try :/
Title: Re: Combining the big mods aka crazy's mod
Post by: Shaqjor477 on May 20, 2013, 04:23:11 PM
I have read through most of the 50 pages of posts, and played the beta for quite a few hours.
Once I commented out some traits in some girlsx files, the only issue I have seen is that the game does not save for me. 
Is there a folder that does not exist, or something I can fix?  There is no error, when I click save game, a box pops up that says "Game Saved," but when I quit and attempt to load, there are no saved games listed.

Any assistance would be great, and I love the game, cant wait to see it continue!


Title: Re: Combining the big mods aka crazy's mod
Post by: fires_flair on May 20, 2013, 05:03:49 PM
what type of computer do you run?
Title: Re: Combining the big mods aka crazy's mod
Post by: Shaqjor477 on May 20, 2013, 05:31:52 PM
Win7, 64bit
Title: Re: Combining the big mods aka crazy's mod
Post by: fires_flair on May 21, 2013, 12:11:01 AM
then the save files should be in the directory where you placed the game, in the folder marked "save", and be created automatically.
Title: Re: Combining the big mods aka crazy's mod
Post by: Shaqjor477 on May 21, 2013, 10:57:25 AM
There is no save folder.  I will create one and see if that is all it takes.
Title: Re: Combining the big mods aka crazy's mod
Post by: Shaqjor477 on May 22, 2013, 09:06:48 PM
I created a save folder in the same folder as the game exe file, and attempted a save.  There was no file created, and no game to load when I restarted the game.

Any suggestions would be great.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on May 23, 2013, 06:50:09 PM
@Shaqjor477 (http://pinkpetal.org/index.php?action=profile;u=4189)

I've had the same problem when using my new Netbook with Windows8.

I was able to play this game but couldn' save a new game nor overwrite an existing file.

I solved this with the automaticaly problemsolver from Windows 8.

Something with upgrading older programs for Windows8.

Hpe this will be helpful.

HuiBui
Title: Re: Combining the big mods aka crazy's mod
Post by: GonDra on May 24, 2013, 07:18:43 PM
I created a save folder in the same folder as the game exe file, and attempted a save.  There was no file created, and no game to load when I restarted the game.

Any suggestions would be great.

I hope you didn't put the game into something like \Program Files\ or similar, win7 is very picky about who is allowed to do anything there.
Title: Re: Combining the big mods aka crazy's mod
Post by: DarkTl on May 25, 2013, 02:58:25 AM
You probably have to run it as administrator on win 7 and 8.
Title: Re: Combining the big mods aka crazy's mod
Post by: rixto003 on May 27, 2013, 02:59:26 AM
You probably have to run it as administrator on win 7 and 8.

nope.. no need for that. just keep games folder on your own desktop/documents or C:/wm or something like that.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on May 28, 2013, 12:25:03 AM
My computer died so idk when I will get back to been able to work on this hopefully soon.  So cross ur fingers that I can get it fixed and don't lose all my data that I didn't back up
Title: Re: Combining the big mods aka crazy's mod
Post by: DustyDan on May 28, 2013, 02:23:43 AM



Quote from: GonDra on May 09, 2013, 06:42:08 AM (http://pinkpetal.org/index.php?topic=953.msg20253#msg20253)

Is there a list of all the changes that a updated editor would need?


OralSex skill  TittySex skill  and underwear item type...  I think that is all


Also for girlx/rgirlx, <Virgin> element (trait) with the percentage variation for random girls (not fully implemented yet, I believe).
Title: Re: Combining the big mods aka crazy's mod
Post by: DustyDan on May 28, 2013, 02:31:43 AM
My computer died so idk when I will get back to been able to work on this hopefully soon.  So cross ur fingers that I can get it fixed and don't lose all my data that I didn't back up


My condolences on your computer. I have the SC you sent me a while back if you need it after you get set up again.

Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on May 28, 2013, 02:33:26 PM
Oh crap man. :(  Hopefully you didn't lose any important stuff. I know I sure did..... :'(
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on May 28, 2013, 02:38:02 PM
My computer died so idk when I will get back to been able to work on this hopefully soon.  So cross ur fingers that I can get it fixed and don't lose all my data that I didn't back up

Damn... you could work off the DB folder, automatic backups and you'll never loose anything.
Title: Re: Combining the big mods aka crazy's mod
Post by: Shaqjor477 on May 29, 2013, 08:24:32 PM
Ok, so I have tried creating a save folder, both out of and inside the resources folder.
I tried running it as Admin. 
Tried running it in compatibility mode to XP(SP3) and XP(SP2).
I have the game folder located on the desktop.

Still, nothing saves.

I am going to try re-downloading it from the front page of this thread, but any other suggestions would be great.

Thanks!
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on May 29, 2013, 10:40:22 PM
I am going to try re-downloading it from the front page of this thread, but any other suggestions would be great.

I would say that this is a bad idea - download the files, sure, but download wm.ex separately, so you don't have all of the bugs from previously edited versions.
Title: Re: Combining the big mods aka crazy's mod
Post by: XxSkyexX on June 03, 2013, 05:14:24 AM
I think the link is down now. I've been trying to download it for 30 mins now. Could someone re-up? If that's okay with crazy...
Title: Re: Combining the big mods aka crazy's mod
Post by: pringlesoriginal on June 06, 2013, 01:48:18 AM
hi, am i retarded not being able to fine a .exe file to run the game?
I use windows 8, would this cause a problem in using the application?
Title: Re: Combining the big mods aka crazy's mod
Post by: pringlesoriginal on June 06, 2013, 02:06:59 AM
as far as I can tell, there does not exist an .exe file to start the game. Could it be that .ncb
Title: Re: Combining the big mods aka crazy's mod
Post by: pringlesoriginal on June 06, 2013, 02:09:04 AM
I do, however have a file, 20MB .ncb
Perhaps this file's supposed to be execuationable file but it doesn't seem to be on my computer.
Any advice would be very appreciated! Thanks
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on June 06, 2013, 03:35:39 AM
I've never tried running it on Win8 but there is an .exe file that starts the game in the root folder.
Title: Re: Combining the big mods aka crazy's mod
Post by: BornConfused on June 10, 2013, 04:09:22 AM
I do, however have a file, 20MB .ncb
Perhaps this file's supposed to be execuationable file but it doesn't seem to be on my computer.
Any advice would be very appreciated! Thanks

You probably downloaded the source code version (which is an uncompiled version for coders). You need to download the compiled version ('Game Link' in 1st post) of the game. There will be a 'Whore Master.exe' in the main folder. Run this exe.

Title: Re: Combining the big mods aka crazy's mod
Post by: E. on June 12, 2013, 05:00:35 PM
Hi. I'd like to fool around with the code a little. Would you mind giving some infos on how to get started?
Title: Re: Combining the big mods aka crazy's mod
Post by: toradrow777 on June 15, 2013, 10:27:09 AM
Not sure if this has been asked yet but could we have a femdom job and skill?
Title: Re: Combining the big mods aka crazy's mod
Post by: Kersplat11 on June 17, 2013, 08:16:40 AM
You probably downloaded the source code version (which is an uncompiled version for coders). You need to download the compiled version ('Game Link' in 1st post) of the game. There will be a 'Whore Master.exe' in the main folder. Run this exe.
No, it seems the links been taken down.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lantern on June 19, 2013, 02:17:26 PM
The dl link is down...
Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on June 21, 2013, 12:26:20 AM
Hello, everyone... Back after several months of serious illness.


I noticed that everything seems to have come to a halt with Crazy's mod, so I'd like to help get things going again.

Here is the link to C & PP's version 0.5f:
https://mega.co.nz/#!FMF20AxI!T-aSREsaHyydmpNVVHGOTnUdTn1xecWW_xBT2gvD-JI (https://mega.co.nz/#!FMF20AxI!T-aSREsaHyydmpNVVHGOTnUdTn1xecWW_xBT2gvD-JI)


And here is the link to C & PP's source code version 0.5e:
https://mega.co.nz/#!9U03TBwA!AJrLbwysZs39E3DBSfc4EDDBz5F15XxTprJz3G4Tz4M (https://mega.co.nz/#!9U03TBwA!AJrLbwysZs39E3DBSfc4EDDBz5F15XxTprJz3G4Tz4M)




I hope this helps.

I do have one request to make, and that is simply this- Please, mirror this file.  I uploaded to Mega on a guest account, so I don't know just how long it will last.
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on June 21, 2013, 12:50:35 AM
Hey, for everybody out there who wants a download:  I am in the process of uploading my entire game (15.6 GB as of Wednesday) onto deposit files.  It's running C+PP's most recent (f) version, and includes most of Lurker's girls, all of my girls, and various girls from other creators.

Here's part one:  http://depositfiles.com/files/wmm5fdnsv (http://depositfiles.com/files/wmm5fdnsv)

Here's part two:  http://depositfiles.com/files/sf2felt24 (http://depositfiles.com/files/sf2felt24)

Here's part three:  http://depositfiles.com/files/gikvgczd6 (http://depositfiles.com/files/gikvgczd6)

Here's part four:  http://depositfiles.com/files/c30kd65l5

All pieces posted at this time.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lantern on June 21, 2013, 10:26:01 AM
Hey, for everybody out there who wants a download:  I am in the process of uploading my entire game (15.6 GB as of Wednesday) onto deposit files.  It's running C+PP's most recent (f) version, and includes most of Lurker's girls, all of my girls, and various girls from other creators.

Here's part one:  http://depositfiles.com/files/wmm5fdnsv (http://depositfiles.com/files/wmm5fdnsv)

Here's part two:  http://depositfiles.com/files/sf2felt24 (http://depositfiles.com/files/sf2felt24)


Thanks, i got a question though. Is these a split archive or I can just download one part of it and extract?
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on June 21, 2013, 01:23:57 PM
You should be able to download them separately.  I don't know for sure, though:  I've never worked with something this big before.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on June 21, 2013, 01:50:27 PM

Thanks, i got a question though. Is these a split archive or I can just download one part of it and extract?

Its a split archive. You will need both parts.
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on June 21, 2013, 11:54:34 PM
All parts are posted.  Hope it helps somebody!
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on June 22, 2013, 01:25:46 AM
I noticed that everything seems to have come to a halt with Crazy's mod
Well once my computer is fixed I plan to get back to work on the mod. And I think PP and Dan are still working on what they were doing they just have alot going on is all
Title: Re: Combining the big mods aka crazy's mod
Post by: bigbillyjohn on June 23, 2013, 11:27:00 PM
What's the best way to download the files? Even with a gold account it says it will take over a day to download each.
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on June 23, 2013, 11:59:15 PM
What's the best way to download the files? Even with a gold account it says it will take over a day to download each.

Honestly, I don't know.  In the next few days, I'll reload them onto Mega.  Or, at least, attempt that feat.
Title: Re: Combining the big mods aka crazy's mod
Post by: Waldus on June 24, 2013, 05:51:25 PM
i'd just make 'em smaller like 1 gig max, would go faster than having 3 or 4 big ones.
Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on June 24, 2013, 06:37:00 PM
Well once my computer is fixed I plan to get back to work on the mod. And I think PP and Dan are still working on what they were doing they just have alot going on is all


No skin off my nose... I just wanted to help out where I could.   ;)
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on June 24, 2013, 11:15:03 PM
i'd just make 'em smaller like 1 gig max, would go faster than having 3 or 4 big ones.

Perhaps.  IDK, that might work better, as MEGA's being a right bitch.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on July 29, 2013, 04:26:10 AM
Computer is fixed finally.  Going over things in the code trying to get the hang of it all again.  Don't know what I'll work on but expect stuff coming in a week or so.
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on July 29, 2013, 11:15:39 AM
Sweet! Can't wait to see what you do Crazy!
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on July 30, 2013, 04:20:54 PM
figured out how to stop the double pay bug so that will be fixed next patch.
Title: Re: Combining the big mods aka crazy's mod
Post by: eviljanitor on July 30, 2013, 09:00:11 PM
Cool glad to hear you got your pc fixed looking forward to seeing more additions/ updates to this mod.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on July 31, 2013, 03:31:06 AM
Figured out a few things that I never could before lol..  So some jobs will now work the way I wanted them to.  Figure thats where I'll focus on while I get the hang of things again working on jobs trying to make them better add a few to the house and such.
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on July 31, 2013, 01:19:14 PM
Sweet! I was wondering about that too.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on August 01, 2013, 03:23:38 AM
Sweet! I was wondering about that too.
I try most the time not to over hype stuff as my coding skills are poor.  But I will say I'm excited about some of the thing I figured out finally hopefully everyone will like them.  Going be a busy weekend so not sure how much I'll get done but I'm hoping to get a few of the jobs done.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on August 04, 2013, 04:29:13 AM
I think I got the double pay bug fixed on all the jobs now so I may do a bug fix patch soon rather then wait to get alot of new stuff in.
Title: Re: Combining the big mods aka crazy's mod
Post by: grazilla on August 06, 2013, 12:02:53 AM
Yay! Glad to see this is still being worked on.
Title: Re: Combining the big mods aka crazy's mod
Post by: Jóln on August 11, 2013, 07:08:04 PM
Would it be possible to see this 15Gb+ put into a torrent? I'd be more than willing to seed it after i downloaded it.



Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on August 26, 2013, 11:09:04 PM
Real life got in the way but heres the bug fixed version.  Very few new things in it sorry hopefully soon I can get some stuff done.  New job started in the harem its very early but you should get an ideal of were its going

https://mega.co.nz/#!plB0VCKY!MLmxDlkoZj_ZKRSGeQXYVktuydZR5IbhwqyJalTsqLQ
Title: Re: Combining the big mods aka crazy's mod
Post by: Pashax2 on August 30, 2013, 12:24:46 AM
Thanks for the update. I'm getting debugging notification with the 'bed warmer' job at my house - the girl finds me attractive so she gives me a discount, and the error reads "ERROR: She has a loss of -50 gold." Just thought I'd mention the error.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on August 30, 2013, 12:57:40 AM
Thanks for the update. I'm getting debugging notification with the 'bed warmer' job at my house - the girl finds me attractive so she gives me a discount, and the error reads "ERROR: She has a loss of -50 gold." Just thought I'd mention the error.
Noticed this one myself.. not sure what causes it yet I'm looking into it.  That job is still really early and not much is working right with it.
Title: Re: Combining the big mods aka crazy's mod
Post by: Slikk89 on August 31, 2013, 04:55:37 PM
I cant seem to edit the config for the game. Is there anyway to do so without crashing the entire game?
Title: Re: Combining the big mods aka crazy's mod
Post by: Pashax2 on August 31, 2013, 05:48:06 PM
Noticed this one myself.. not sure what causes it yet I'm looking into it.  That job is still really early and not much is working right with it.

I'm wondering if the discount amount is based on how she feels about the player. If she likes the player a lot, she gives a bigger discount, and sometimes this is more than she would be paid for the job. That might be why she is paying me 50 gold each time she does it.
Title: Re: Combining the big mods aka crazy's mod
Post by: Evangelion 01 on September 01, 2013, 01:46:37 PM
I cant seem to edit the config for the game. Is there anyway to do so without crashing the entire game?
rather easy just locate the config xml in "Crazy and PP's ver. 05f\Resources\Data" and edit it with any texteditor.
It's all rather good documented so it's easy to manipulate
Title: Re: Combining the big mods aka crazy's mod
Post by: Morkar on September 12, 2013, 05:38:48 AM
on the action of warming bed in your home is supposed to your slaves should not charge you money for sex because you belong?

Give money to a slave that is yours for sex with her do not see much sense

those who are not your slaves see it right even if you are in love should be very little

and slaves hated the grace you would a script where forzases and humiliate in your bed

because obviously the hate they would deny and resist

could also take advantage to subjugate them as an alternative to the dungeon and torture

That could open 2 options working

  dominate in bed

warm your bed


one could increase his feelings for you to positive and happiness and the other option to reduce their rebellion
  and increase their obedience at the cost of increasing their hatred and be more unhappy as in the dungeon

about personal training is very brief

would have more fun if you indicate besides the train as in the brothel would describe if you do good or bad depending on your skill in the field
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on September 21, 2013, 04:48:20 AM
In the past time I've played around with the scripts and the scripteditor.
Some questions popped up.
Hopefully "crazy" or someone else of the programmer would like to answer that. And thanks in advance.

If I remember right Oral sex is already implemented as a skill into the game . How is the correct syntax?

What about Masturbating ? Does the programm also treat this as a skill and if Whats the correct syntax?

To make thegame more individual , more specific, are there more picture types in the mainprogram included by now.
Which are unused at the moment?

HuiBui
Title: Re: Combining the big mods aka crazy's mod
Post by: mteir on September 23, 2013, 12:54:20 PM

Masturbation is not in there, it can be hard coded in but will need many changes elsewhere in the code (re ajusting traits, job modifiers etc.) in adition to just adding the skill.

I'm not quite shure what you mean with syntax but if you want to refer to the skill it shuld be SKILL_"the skill you want to refer to" so SKILL_ORALSEX for oral sex skill, that is how a specific skill is refered to in the code, but there is always a chanse it first translates it from the script files in a wierd way, as i have not yet needed to get my head around to how xml is importen, not to mention .script files.

image types hard coded and in use:
// Character image
const int IMGTYPE_ANAL      = 0;
const int IMGTYPE_BDSM      = 1;
const int IMGTYPE_SEX       = 2;
const int IMGTYPE_BEAST     = 3;
const int IMGTYPE_GROUP     = 4;
const int IMGTYPE_LESBIAN   = 5;
const int IMGTYPE_PREGNANT  = 6;
const int IMGTYPE_DEATH     = 7;
const int IMGTYPE_PROFILE   = 8;
const int IMGTYPE_COMBAT    = 9;
const int IMGTYPE_ORAL      = 10;
const int IMGTYPE_ECCHI     = 11;
const int IMGTYPE_STRIP     = 12;
const int IMGTYPE_MAID      = 13;
const int IMGTYPE_SING      = 14;
const int IMGTYPE_WAIT      = 15;
const int IMGTYPE_CARD      = 16;
const int IMGTYPE_BUNNY     = 17;
const int IMGTYPE_NUDE      = 18;
const int IMGTYPE_MAST      = 19;
const int IMGTYPE_TITTY     = 20;
const int IMGTYPE_MILK      = 21;

const int PREG_OFFSET = 22;
const int IMGTYPE_PREGANAL       = IMGTYPE_ANAL   + PREG_OFFSET;
const int IMGTYPE_PREGBDSM       = IMGTYPE_BDSM   + PREG_OFFSET;
const int IMGTYPE_PREGSEX       = IMGTYPE_SEX   + PREG_OFFSET;
const int IMGTYPE_PREGBEAST       = IMGTYPE_BEAST + PREG_OFFSET;
const int IMGTYPE_PREGGROUP       = IMGTYPE_GROUP + PREG_OFFSET;
const int IMGTYPE_PREGLESBIAN   = IMGTYPE_LESBIAN + PREG_OFFSET;
const int NUM_IMGTYPES          = IMGTYPE_PREGLESBIAN + 1;

skills hard coded:
// Skills
const unsigned int NUM_SKILLS           = 12;
const unsigned int SKILL_ANAL           = 0;
const unsigned int SKILL_MAGIC          = 1;
const unsigned int SKILL_BDSM           = 2;
const unsigned int SKILL_NORMALSEX      = 3;
const unsigned int SKILL_BEASTIALITY    = 4;
const unsigned int SKILL_GROUP          = 5;
const unsigned int SKILL_LESBIAN        = 6;
const unsigned int SKILL_SERVICE        = 7;
const unsigned int SKILL_STRIP          = 8;
const unsigned int SKILL_COMBAT         = 9;
const unsigned int SKILL_ORALSEX        = 10;
const unsigned int SKILL_TITTYSEX        = 11;

Stats hard coded:
// Editable Character Stats and skills (used for traits)
const int          NUM_STATS            = 22;
const unsigned int STAT_CHARISMA        = 0;
const unsigned int STAT_HAPPINESS       = 1;
const unsigned int STAT_LIBIDO          = 2;
const unsigned int STAT_CONSTITUTION    = 3;
const unsigned int STAT_INTELLIGENCE    = 4;
const unsigned int STAT_CONFIDENCE      = 5;
const unsigned int STAT_MANA            = 6;
const unsigned int STAT_AGILITY         = 7;
const unsigned int STAT_FAME            = 8;
const unsigned int STAT_LEVEL           = 9;
const unsigned int STAT_ASKPRICE        = 10;
const unsigned int STAT_HOUSE           = 11;
const unsigned int STAT_EXP             = 12;
const unsigned int STAT_AGE             = 13;
const unsigned int STAT_OBEDIENCE       = 14;
const unsigned int STAT_SPIRIT          = 15;
const unsigned int STAT_BEAUTY          = 16;
const unsigned int STAT_TIREDNESS       = 17;
const unsigned int STAT_HEALTH          = 18;
const unsigned int STAT_PCFEAR          = 19;
const unsigned int STAT_PCLOVE          = 20;
const unsigned int STAT_PCHATE          = 21;

i hope you got all you wanted to know
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on September 23, 2013, 03:27:58 PM
Masturbation is not in there, it can be hard coded in but will need many changes elsewhere in the code (re ajusting traits, job modifiers etc.) in adition to just adding the skill.
Thanks for anserwing that for me.  I've thought about adding Masturbation as a skill but never made up my mind on way or the other yet.
If I remember right Oral sex is already implemented as a skill into the game . How is the correct syntax?
If your using the script edioter you should just be able to use have oral sex command in it.  It will increase the girls skill and make a pic show for oral.  Same for Masturbation.  mteir listed all the pic types and they should all be code to show up as things like have bunny to make the bunny image show up... If not then I forgot to add it and ill get them in for next release.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on September 24, 2013, 07:14:38 AM
Thanks for your answer :)
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on October 04, 2013, 06:11:01 AM
Coming back to Stats

If i want to add a girl and I want to give her a skill Titty with a value "10". How do I have to code the Girlsx.file ?

I've tried :
TittySex=
Tittysex=
Titty=
TITTY=
but it doesn't work.

Whats the right spelling ?

Does the exe.file let start each girl with Tittysex="0"?
On the other hand , if I add , lets say "large Boobs" , the Stat increases ..
Title: Re: Combining the big mods aka crazy's mod
Post by: MrAOTR on October 07, 2013, 06:08:35 PM
Hello guys, I've played WM for a while now, but I took a break from it last year and wanted to play it again. I've never tried any of the mods until I downloaded WM EX by thefuture, and had such a nice surprise so I decided to try more mods. From what I've read this one should be terrific but the download links aren't working, and I don't seem to fin any other means to download them, any ideas on where could I find all the files to play?
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on October 07, 2013, 06:11:35 PM
Hello guys, I've played WM for a while now, but I took a break from it last year and wanted to play it again. I've never tried any of the mods until I downloaded WM EX by thefuture, and had such a nice surprise so I decided to try more mods. From what I've read this one should be terrific but the download links aren't working, and I don't seem to fin any other means to download them, any ideas on where could I find all the files to play?

Download link in the front post is working just fine. You can find many girl and item packs for this in other posts of the mod section as well as a map/skin mod...
Title: Re: Combining the big mods aka crazy's mod
Post by: MrAOTR on October 07, 2013, 06:23:28 PM
Download link in the front post is working just fine. You can find many girl and item packs for this in other posts of the mod section as well as a map/skin mod...


My bad... I didn't know I had to use the SC file in order to play it, just an exe file and that's it, thanks for the swift response! In something unrelated, I have several girl files from WM EX, can I use them for this mod?
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on October 07, 2013, 06:27:46 PM

My bad... I didn't know I had to use the SC file in order to play it, just an exe file and that's it, thanks for the swift response! In something unrelated, I have several girl files from WM EX, can I use them for this mod?

I thought SC files were not required for this at all...

WM EX girls as I understand it, should work (maybe with some minor bugs), but you will miss out on a number of new features. Try it and see if it works might be the best approach, otherwise, like I've said, there are plenty of new packs for this mod.
Title: Re: Combining the big mods aka crazy's mod
Post by: MrAOTR on October 07, 2013, 07:02:54 PM
I thought SC files were not required for this at all...

WM EX girls as I understand it, should work (maybe with some minor bugs), but you will miss out on a number of new features. Try it and see if it works might be the best approach, otherwise, like I've said, there are plenty of new packs for this mod.


Ok, I'll give it a try to the ones that seem most appealing, I'm kind of a management freak, so having plenty of features is a big deal for me, let's see what we have here...
Title: Re: Combining the big mods aka crazy's mod
Post by: AkiraTepes on October 08, 2013, 10:52:54 PM
Where would one find a "complete" copy of the game? With all possible girls, the game, item lists...etc included? Is there a torrent or anything to such an effect? The game download in the first post is down unless it's the SC link, in which case can we use the old girls or is there a specific place we need to go to get the girls? I'm honestly looking for a FULL set of the ALL the girls. If it's in a torrent I'd be happy to download and re-seed it. I'm always seeding when I do torrents.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 09, 2013, 07:06:20 PM
Where would one find a "complete" copy of the game? With all possible girls, the game, item lists...etc included? Is there a torrent or anything to such an effect? The game download in the first post is down unless it's the SC link, in which case can we use the old girls or is there a specific place we need to go to get the girls? I'm honestly looking for a FULL set of the ALL the girls. If it's in a torrent I'd be happy to download and re-seed it. I'm always seeding when I do torrents.
There is no complete copy of the game.. there is just way to many girls made for that.  And all link work fine for me idk why people keep saying they arent working.  But ur not going find one with all the girls its just to much for anyone to do sorry
Title: Re: Combining the big mods aka crazy's mod
Post by: dmotrl on October 10, 2013, 06:31:38 PM
I'm honestly looking for a FULL set of the ALL the girls.
Doesn't exist.  Seriously, look at the top sticky of the forum (Restoration of Active Girls).  It's probably the single largest collection that's on the site - it's almost certainly the largest collection that's still actually usable - and it's missing some groups (*mourns loss of Touhou girls*).  It's also ... well, I'd be surprised if it actually contains half of the total girls that have been made on the site.  I think the torrent is only some 9+ gigabytes ....  Not to mention all the girls that have been made that haven't been posted here (I've done a few that I'm happy with, but I don't feel particularly comfortable posting them here, and there are a few others I'm working on).
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on October 10, 2013, 07:56:44 PM
I'd like to remind people that I posted a four piece rar archive version of my game, that contained most of the girls produced at that time.  For your pleasure, here's a new series of links:

Pt 1:  http://depositfiles.com/files/wmm5fdnsv
Pt 2:  http://depositfiles.com/files/sf2felt24
Pt 3:  http://depositfiles.com/files/gikvgczd6
Pt 4:  http://depositfiles.com/files/c30kd65l5

Hit up my thread, Lurker's thread, and Crazy's thread for any updates made after the date of posting (6/20/2013)
Title: Re: Combining the big mods aka crazy's mod
Post by: Uriel on October 13, 2013, 06:21:42 AM
At ~200kb/s depositfiles gives me, i will download for a whole day. Any chance for a torrent version or something?
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on October 13, 2013, 09:01:19 AM
I don't know how to make a torrent....
Title: Re: Combining the big mods aka crazy's mod
Post by: Uriel on October 14, 2013, 02:18:37 AM
Looks like depositfiles downloader gives better speed. I'll create a torrent and post it here after i'm done. If you're ok with this ofcourse.
Hit up my thread, Lurker's thread, and Crazy's thread for any updates made after the date of posting (6/20/2013)
This means i should update crazy's to the latest August 26 relese? (http://www.pinkpetal.org/index.php?topic=953.msg21977#msg21977) Just to be sure, i only need to update the .exe here?
About your updates, could you please upload them as a one file somewhere? If you've got them somewhere on your drive of course.
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on October 14, 2013, 12:01:07 PM
Actually... I think what I'm going to do is dropbox my current version, all updates included, and post a link to it.  If you want to make a torrent, that might be a better bet.  And yes, you need Crazy's last update - I think that it's just the .exe file. 
Title: Re: Combining the big mods aka crazy's mod
Post by: KaiSakurai on October 15, 2013, 09:12:01 AM
Actually... I think what I'm going to do is dropbox my current version, all updates included, and post a link to it.  If you want to make a torrent, that might be a better bet.  And yes, you need Crazy's last update - I think that it's just the .exe file.
y using depositfiles or torrent?
y not MEGA?
has better download speed than depositfiles and torrent
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on October 15, 2013, 11:38:16 AM
y using depositfiles or torrent?
y not MEGA?
has better download speed than depositfiles and torrent

No reason, other that I already have an account for deposit files, and no MEGA account.
Title: Re: Combining the big mods aka crazy's mod
Post by: fires_flair on October 25, 2013, 04:20:56 AM
The game looks good so far, Only problem is with the space given for the tasks isn't long enough, and they can run into the next column. One task would be to rename the tasks (like brothel whore instead of whore in brothel), the other would be to do a lot of testing to make sure there is enough space given for the longest tasks.
Title: Re: Combining the big mods aka crazy's mod
Post by: Uriel on October 27, 2013, 08:22:07 AM
That's just a matter of a little fiddling with "\Resources\Interface\" folder.
Title: Re: Combining the big mods aka crazy's mod
Post by: dmotrl on October 27, 2013, 06:32:54 PM
Okay, question as someone who has absolutely no modding XP whatsoever (so far as the game itself goes):  What do you use to change/manipulate the words that show up?  For example, when you look at a girl's pictures, and you select the "BDSM" pictures, when you look at the 'description' in the bottom right, it says "BSDM," how do you change the typo?
 
.. I'm fairly sure that this has been answered many times in this forum (probably quite a few times in this topic ...), but DW4 is frustrating me with its "Tales" requirements :(
Title: Re: Combining the big mods aka crazy's mod
Post by: mteir on October 30, 2013, 12:06:47 PM
Okay, question as someone who has absolutely no modding XP whatsoever (so far as the game itself goes):  What do you use to change/manipulate the words that show up?  For example, when you look at a girl's pictures, and you select the "BDSM" pictures, when you look at the 'description' in the bottom right, it says "BSDM," how do you change the typo?

It seems to be hard coded, i found one BSDM in InterfaceProcesses.cpp ln 2644.
You fix the typo in the code and recompile or, try to ignore it and hope it is fixed in the next release.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on October 30, 2013, 01:15:43 PM
For example, when you look at a girl's pictures, and you select the "BDSM" pictures, when you look at the 'description' in the bottom right, it says "BSDM," how do you change the typo?
Ill fix it if I can for the next release... Which I have no ideal when will be but I plan to be able to work on it soon.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 02, 2013, 03:31:10 PM
Ill fix it if I can for the next release... Which I have no ideal when will be but I plan to be able to work on it soon.
Okay its fixed now.. Let me know if there is anymore typos that u find.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 02, 2013, 03:50:33 PM
Really can't remember what I was working on last.  Gotta start making notes or something lol.  But I know I fixed a few things and got them working right.  List might not have it all idk for sure.

1-  Repair shop in the hospital is now working as intend and is only for contract girls.
2-  Bed warmer is now closer to done.. Not great but better.
3-  Added job clean house as soon house will be more like stuido and not have general jobs.
4- Typo fixed

Im sure there is more but havent worked on it in a month

Link: https://mega.co.nz/#!JoYWyCoQ!dpn4YEFfTK9jg6zVTfeXJnH3bMRRd65Kal5E6XZBQrw
Title: Re: Combining the big mods aka crazy's mod
Post by: merctime on November 02, 2013, 05:46:57 PM
Hmm, new version?  Think I'll have to re-load this game   ;)
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 04, 2013, 04:11:28 AM
New version lots of changes.  But be warned that I dont know how stable this is didnt get to test it much hoping u all will help me out with that.
1st thing check all ur girls and make sure they are on the right job with all the new jobs they might not be any more and that will cause the game to crash.

1- All buildings but the centre have new jobs.

https://mega.co.nz/#!tg5gyTpA!R7tLTRaelJnRqe9IkIq1WRaoAKsyd-XWmysxm89c7v8
So help me out and test this but make sure u check the jobs or it will crash and it wont be because of anything other then that.

Going ask a question to.  Ive been working on this for along time now but I havent got good enough to do some of the stuff I wanted to do and may never get there.
So what I want to ask is do u all still enjoy getting updates that just amount to improved jobs, new jobs, new buildings, traits, new sills, and such?  Thats about all I can do at this point. 
I still plan to do a few other things but unless people want the things I can do then I might finish off the few things and call it quits until I either get better at coding or find help on the mod.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on November 04, 2013, 06:54:18 AM
Hey Crazy ,
I will try out this new version during the next weeks.
 
Did you manage it to eliminate the "Virgin" bug already?
 
Kind regards
HuiBui
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 04, 2013, 01:10:23 PM
Did you manage it to eliminate the "Virgin" bug already?
Its an easy fix but I think I forgot about it.  Ill get it for next release though

edit
Looks like I did fix for this release so should be good.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 04, 2013, 02:25:44 PM
Good stuff. Will give it a whirl.

As for updates in general i think most of us are happy with fixes, job/skill updates and the occasional new job/skill. So keep up the good work.  8)
Title: Re: Combining the big mods aka crazy's mod
Post by: rxformula91 on November 04, 2013, 10:09:36 PM
could u post the source? maybe some of us can take a look and perhaps provide some help in that manner in terms of improvements etc.



Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 04, 2013, 11:04:57 PM
could u post the source? maybe some of us can take a look and perhaps provide some help in that manner in terms of improvements etc.
Yup sure will.
https://mega.co.nz/#!x15nVDZS!PmA3PGPceixZeDg8MuP3yi_dxcJa2YbgNPWmWQOin6M
Title: Re: Combining the big mods aka crazy's mod
Post by: Morkar on November 05, 2013, 10:27:05 PM
I found a bug when I go to the bank to organize my gold the game crash and jumps to the desktop

an appreciation Matron of your home could have the option of being a slave?

something like the favorite slave status and its rank has to take care of the slaves while sexually serves you well


and a question

in some future version could try to create improvements for your home? as more rooms?
Title: Re: Combining the big mods aka crazy's mod
Post by: _rhetorik_ on November 06, 2013, 09:47:24 AM

I've been around for sometime ... And took a break to see the game code ....


I would like to make a suggestion to expose to the ui how much each girl makes in a week. I believe it would be something like that by line 12858 of cGirls.cpp:



else if (detailName == "Pay")
{
   ss << m_Pay;
}


I would like to have that and Accomodation displayed on my girl management screen. I know the Accomodation is already exposed to the ui and just needs the XML for the Girl Management screen updated.


If it is interesting to anyone else i could share an updated xml ...
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 06, 2013, 02:20:44 PM

I would like to make a suggestion to expose to the ui how much each girl makes in a week. I believe it would be something like that by line 12858 of cGirls.cpp:

else if (detailName == "Pay")
{
   ss << m_Pay;
}
If it is interesting to anyone else i could share an updated xml ...
Sounds like good changes to me I'll see if it works. As for the XML yeah share I'll put it in the mod. Any interest in helping out with the mod?  Few things I need help with that a real coder would find easy to fix lol.
Title: Re: Combining the big mods aka crazy's mod
Post by: _rhetorik_ on November 06, 2013, 07:02:24 PM
Any interest in helping out with the mod?  Few things I need help with that a real coder would find easy to fix lol.


Sure. Don't expect a full time dev (:p) but i can contribute.

Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 06, 2013, 11:44:51 PM
Sure. Don't expect a full time dev (:p) but i can contribute.
Sounds good.  I dont work on this that much myself just when I feel the urge or have spare time.  Sent a pm to you.
Title: Re: Combining the big mods aka crazy's mod
Post by: _rhetorik_ on November 07, 2013, 06:06:51 PM
After 24 hours fighting Visual Studio i managed to get it installed and compile the code.


Got the filth leveling working for arena:


at cArenaScreen.h:


int     arenadetails_id;    // arena description text


at cArenaScreen.cpp:


-- At the bottom of cArenaScreen::set_ids:


arenadetails_id = get_id("ArenaDetails");


-- Inside cArenaScreen::process (just before the event loop):



if (g_InitWin)
   {
      EditTextItem(g_Arena.GetBrothelString(0), arenadetails_id);
      g_InitWin = false;
   }


And voilá ... Are you using an SVN/Git or something ??

Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 07, 2013, 10:52:49 PM
And voilá ... Are you using an SVN/Git or something ??
Thanks works perfect.  I'll get it in for the other buildings.  No I never got an SVN set up.  Everyone I have worked with we just sent the files to each other.  We could get an SVN if need.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 08, 2013, 02:00:08 PM
So i was just curious if you plan on making any higher resolution settings?
I'm quite a terrible coder myself but if i knew how i'd do it. xD
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 08, 2013, 02:42:54 PM
So i was just curious if you plan on making any higher resolution settings?
Maybe at some point. I've tried merging anons code where he had all the extra resolutions but never could get it working right idk why.  If I try again it will be trying to get gismos working again. No time frame though working on other things 1st
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 08, 2013, 02:59:00 PM
Maybe at some point. I've tried merging anons code where he had all the extra resolutions but never could get it working right idk why.  If I try again it will be trying to get gismos working again. No time frame though working on other things 1st

No worries dude, was just curious. :) Keep up ze good work.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 08, 2013, 03:19:47 PM
No worries dude, was just curious. :) Keep up ze good work.
It's on my list of things to try and do. But I spent quite a bit of time trying to get anons stuff to work and failed lol. So its hold until I get up the will to try it again is all. For now I'm working on jobs. Got some ideals I want to try out with them. If goes well maybe a new release this weekend
Title: Re: Combining the big mods aka crazy's mod
Post by: _rhetorik_ on November 08, 2013, 05:20:45 PM
I can try to change the resolution but someone would need to redesign the interface by changing the xml files. The ones for the current resolution will work but probably use only the top-left corner of the bigger window.


What should be the new resolution? 1024x768? Higher?? I don't think it should go past 1400x900.
Title: Re: Combining the big mods aka crazy's mod
Post by: _rhetorik_ on November 08, 2013, 05:32:09 PM
A quick dirty fix would be to change the file ScreenMode.txt in the same dir as the WhoreMaster executable. Currently it looks like:

800 600  // Dimension
false      // Fullscreen??

1024x768 works fine. It is just a zoom.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 08, 2013, 06:02:54 PM
BornConfused made a mod for Crazy's mod v05f (o_O) that changed the resolution and some minor things. I was using that one up untill crazy latest release.
Here's the link: http://www.pinkpetal.org/index.php?topic=1859.msg20898#msg20898 (http://www.pinkpetal.org/index.php?topic=1859.msg20898#msg20898)
He added some tutorials and other stuff too. Could check that out. ^^

His mod is based on 1920x1200 but i set it down to 1600 900 in my game and it worked just fine.
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on November 08, 2013, 06:10:42 PM
Does anyone play on or less than the default resolution?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 08, 2013, 06:14:20 PM
BornConfused made a mod for Crazy's mod v05f (o_O) that changed the resolution and some minor things. I was using that one up untill crazy latest release.
How did I miss this lol. I can more then likely update this fast to work again. I'll check it out later if I get time
Title: Re: Combining the big mods aka crazy's mod
Post by: _rhetorik_ on November 08, 2013, 06:36:12 PM
BornConfused made a mod for Crazy's mod v05f (o_O) that changed the resolution and some minor things. I was using that one up untill crazy latest release.
Here's the link: http://www.pinkpetal.org/index.php?topic=1859.msg20898#msg20898 (http://www.pinkpetal.org/index.php?topic=1859.msg20898#msg20898)
He added some tutorials and other stuff too. Could check that out. ^^

His mod is based on 1920x1200 but i set it down to 1600 900 in my game and it worked just fine.


This pack is a remake for the 800x600 ui stretched till 1920x1200.


If we change the resolution for real we would need the ui redone. That is what happens ...


(http://s22.postimg.org/4rwbfopkd/WM_1024x768.jpg) (http://postimg.org/image/4rwbfopkd/)

Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 08, 2013, 06:44:52 PM
He did redo the UI

(http://s10.postimg.org/tql2iss6d/screen1.jpg) (http://postimg.org/image/tql2iss6d/) (http://s10.postimg.org/z0q1a3cf9/screen2.jpg) (http://postimg.org/image/z0q1a3cf9/)
Title: Re: Combining the big mods aka crazy's mod
Post by: _rhetorik_ on November 08, 2013, 07:13:18 PM
Unless i am seeing the wrong XML files it is just the UI for 800x600 stretched. If you open the any XML in Resources\Interface\classic you will see that all components are positioned inside the 800x600 window.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 08, 2013, 07:26:20 PM
Personally I think we should convert the screens to XML before working on ui. But it don't matter. Turn summary screen really needs love it's a mess with all those extra buildings now and really needs reworked more could be displayed and such
Title: Re: Combining the big mods aka crazy's mod
Post by: _rhetorik_ on November 08, 2013, 07:33:27 PM
Yeah, i agree with that. But changing those screens to XML is a big change. Perhaps we could focus on that after a release.


I will try a fix for the Turn Summary to show girls in other buildings tommorrow. I ll post it if i can get it working.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 08, 2013, 08:13:33 PM
Unless i am seeing the wrong XML files it is just the UI for 800x600 stretched. If you open the any XML in Resources\Interface\classic you will see that all components are positioned inside the 800x600 window.

No clue how it works. xD Not a coder. All i know is that it looks good. However you guys should work on what you feel is important first etc. Just added the link to his thingy incase it would help you fellas. ^^
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 09, 2013, 12:25:12 AM
BornConfused made a mod for Crazy's mod v05f (o_O) that changed the resolution and some minor things. I was using that one up untill crazy latest release.
Okay got it working with all the new changes and will release it along side the normal mod next patch.
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 09, 2013, 12:38:38 AM
Okay got it working with all the new changes and will release it along side the normal mod next patch.

Wooo! Sweet :D
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 09, 2013, 12:57:53 AM
Wooo! Sweet :D
If u dont want to wait I think u can just copy the .exe into his version and it should work.. Seem to when I tried it but maybe back it up 1st
Title: Re: Combining the big mods aka crazy's mod
Post by: Lurker on November 09, 2013, 01:13:32 AM
If u dont want to wait I think u can just copy the .exe into his version and it should work.. Seem to when I tried it but maybe back it up 1st

Yeah that seemed to work with the update you did the other day where you just shared an exe file. I didnt wanna do it with the latest one though since i wasnt sure if there were more stuff added. xD But now i will!
Title: Re: Combining the big mods aka crazy's mod
Post by: Beta on November 13, 2013, 05:28:53 PM
Hello, everybody. Just found out about this game a little while ago, and just finished downloading this version, and some girl packs.  I had two questions:

One is that I seem to have encountered some sort of error. Running the game just makes it crash. The gamelog says:
Loading configration variables from '.\Resources\Data\config.xml'
Warning: config.xml: No 'TortureTraitWeekMod' attribute: defaulting to 1
Error: in config: No attribute named 'LogTorture' found.
[sGirl::setup_maps] Setting up Stats, Skills and Status codes.
calling init
Initializing Graphics
Reading Screen Mode
Initializing SDL
Setting Window Icon
Determining Fullscreen or Windowed Mode
Setting Window Caption
Initializing TTF
Graphics Initialized
Background Image Set
Loading InterfaceColors
Loading Main Menu Screen
Loading MainMenu
Loading Load Game Screen
Adding listbox...
initializing listbox
creating listbox


I have no clue what this means. Can someone point out the problem to me?

EDIT: Figured it out after reading the bug thread.  It's because I used the WMEdit file.

Also, I am curious...I may have missed it, but are there any girl packs designed specifically for this mod? I've been downloading some from HeWhoCumsByNight.
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on November 13, 2013, 05:32:54 PM
Also, I am curious...I may have missed it, but are there any girl packs designed specifically for this mod? I've been downloading some from HeWhoCumsByNight.
Thank you for your consumption, Beta!  I highly recommend Lurker's packs, which you can find in this thread:  http://www.pinkpetal.org/index.php?topic=1004.0
Title: Re: Combining the big mods aka crazy's mod
Post by: Beta on November 13, 2013, 05:37:53 PM
Thank you for your consumption, Beta!  I highly recommend Lurker's packs, which you can find in this thread:  http://www.pinkpetal.org/index.php?topic=1004.0 (http://www.pinkpetal.org/index.php?topic=1004.0)
Cool, I'll check it out. And thumbs up, dude, you do some good work!
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on November 13, 2013, 05:56:59 PM
Cool, I'll check it out. And thumbs up, dude, you do some good work!
Thanks!  I appreciate the feedback - it certainly helps motivate me to produce more packs!  Enjoy yourself!
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 14, 2013, 01:55:46 AM
Just figured I would hop in and give a small update on the next patch as I didn't get one this week.  Got alot going into the next patch so its taking longer then I thought and rhetorik is helping on the mod and doing some very nice work.  He's fixed quite a few bugs and done things like make u have to hit okay when u hit quit in game so no more quitting on accident.  Not sure when the release will be but it shaping up to be a nice one.  hewhocums is also doing some writing for me on the jobs so expect more text with jobs in the patch.
Title: Re: Combining the big mods aka crazy's mod
Post by: MrKlaus on November 15, 2013, 06:07:35 PM
Just figured I would hop in and give a small update on the next patch as I didn't get one this week.  Got alot going into the next patch so its taking longer then I thought and rhetorik is helping on the mod and doing some very nice work.  He's fixed quite a few bugs and done things like make u have to hit okay when u hit quit in game so no more quitting on accident.  Not sure when the release will be but it shaping up to be a nice one.  hewhocums is also doing some writing for me on the jobs so expect more text with jobs in the patch.

Looking forward the results of your hard work.
Title: Re: Combining the big mods aka crazy's mod
Post by: _rhetorik_ on November 17, 2013, 10:30:03 AM
Just a heads up ...


I've just uploaded a new version of Girl Management screen with more info (Gold made last turn, rebel, libido and Accomodation) and a prev/next button to switch brothels.


(http://s13.postimg.org/ml5mu2g03/image.jpg) (http://postimg.org/image/ml5mu2g03/)


Also the MainMenu and the BrothelScreen (the initial screen) are XML now.

Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on November 17, 2013, 12:01:20 PM
I've just uploaded a new version of Girl Management screen with more info (Gold made last turn, rebel, libido and Accomodation) and a prev/next button to switch brothels.

Also the MainMenu and the BrothelScreen (the initial screen) are XML now.
Dude, that's awesome!  Any place we can find this new screen?
Title: Re: Combining the big mods aka crazy's mod
Post by: _rhetorik_ on November 17, 2013, 01:55:53 PM
Just the XML won't work ... It requires a newer version of the executable that exposes the new values to the UI. I guess just next release ...


Not sure about Crazy's ideas about when it should happen.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on November 17, 2013, 02:47:18 PM
Not sure about Crazy's ideas about when it should happen.
Soon like to get a few more of the jobs done 1st.
Title: Re: Combining the big mods aka crazy's mod
Post by: 0nymous on January 01, 2014, 09:32:36 PM
Status of this mod? Dead, abandoned...?

I'm very interested in full trait customization - not just making new traits or renaming the current ones, but setting their own stat bonuses as well.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on January 02, 2014, 09:01:50 PM
Status of this mod? Dead, abandoned...?
I'm very interested in full trait customization - not just making new traits or renaming the current ones, but setting their own stat bonuses as well.
Not dead just a bad time of year to get work done is all.
Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on January 05, 2014, 03:32:45 AM
Hello, everyone. Long time no see.


I've got a stupid question for anyone who can answer it, and you can blame the n00bishness of the question on the fact that I've been in a near coma for a few months:


How am I supposed to use the make file again?




Before I got laid up, I was working on a few add-ons for the game- Absolutely optional, and specifically for those who may want slightly more in-depth and action-esque type gameplay.

However, after getting the new source code, I find no executable, and a make file. My poor brain is telling me that the make file lends itself to the executable somehow, but it seems that's one part of my memory that's just not coming back on its own.


Any help would be fantastic. Thanks, and it's definitely good to be back!
Title: Re: Combining the big mods aka crazy's mod
Post by: DocClox on January 05, 2014, 04:58:19 AM
I've got a stupid question for anyone who can answer it, and you can blame the n00bishness of the question on the fact that I've been in a near coma for a few months:

Literally? Wow. Welcome back :)

How am I supposed to use the make file again?

Cpen a MinGW command prompt, cd to the directory with the makefile and type "make".  From what you say, I'm assuming you've already sorted out the libraries/dependencies and all that.

Unless you're working on Linux, in which case forget about mingw, but still cd to the directory and type make.
Title: Re: Combining the big mods aka crazy's mod
Post by: F-Trill on January 05, 2014, 10:31:12 AM
Yes, cleaning up someone else's mess is always a bitch, but sometimes it is especially so.




Thanks for the assist, Doc!
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on January 16, 2014, 06:53:22 PM
Would it be possible for a list to be published, the contents of which would explain how each characteristic or statistic determine the skill with a job?  For instance, how is the skill for piano calculated, or how is an entertainer judged as "good" or "bad"?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on January 16, 2014, 08:47:50 PM
Would it be possible for a list to be published, the contents of which would explain how each characteristic or statistic determine the skill with a job?  For instance, how is the skill for piano calculated, or how is an entertainer judged as "good" or "bad"?
Yeah it wouldnt be hard.  Ive always thought about doing a visual thing in the game so it would be easy like it was in exmod of the game.  But never quite figured out the way to do it yet.  Im hoping to get back to coding soon things have been busy so I haven't got much done.  Like to get more of the jobs done like we did in the casino before I do another release.
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on January 16, 2014, 11:31:32 PM
Yeah it wouldnt be hard.  Ive always thought about doing a visual thing in the game so it would be easy like it was in exmod of the game.  But never quite figured out the way to do it yet.  Im hoping to get back to coding soon things have been busy so I haven't got much done.  Like to get more of the jobs done like we did in the casino before I do another release.
Yeah, I'm sorry, that's been on the backburner, hasn't it?  I'll start working on that ASAP.  In the mean time, I'd like to draw your attention to something that was in WM:EX, namely how it had the competancy rating for a job displayed with the statistics.  If you think that such a thing could be possible to emulate, I'd recommend that as a valuable inclusion.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on January 17, 2014, 03:46:14 AM
In the mean time, I'd like to draw your attention to something that was in WM:EX, namely how it had the competancy rating for a job displayed with the statistics.  If you think that such a thing could be possible to emulate, I'd recommend that as a valuable inclusion.
That is what I meant.  I wasnt planning on doing it at 1st but I think I'll look into it.  But idk if ill be able to get it working or not have to try it 1st.
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on January 17, 2014, 09:21:13 AM
That is what I meant.  I wasnt planning on doing it at 1st but I think I'll look into it.  But idk if ill be able to get it working or not have to try it 1st.
I couldn't ask for more!  Happy hunting.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on January 20, 2014, 12:03:16 AM
I couldn't ask for more!  Happy hunting.
Got a system in game working now.  Needs some work still but just letting everyone know it will have this in next release.
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on January 20, 2014, 10:41:14 AM
Got a system in game working now.  Needs some work still but just letting everyone know it will have this in next release.
Awesome!  Great work, Crazy!
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on January 20, 2014, 05:14:55 PM
Just wondering, crazy what are the main plans you have for this game?
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on January 20, 2014, 05:59:19 PM
Just wondering, crazy what are the main plans you have for this game?
Hard question to answer.  For now Im mostly just expanding what I can and trying to make things better.  Lots of half finished stuff in the game.  For now Im working towards adding more text to the jobs Ive worked on.  Also like to make the jobs more unqiue so that girls arent just great at all jobs.  I have alot of plans it just a matter of getting around to them have find ways to make them work.  On that note  I may have found that my job code is done wrong after I put in the visual display of a job rank it seem that its off lol.. So I might get to recode all the jobs to fix them that should be fun... ::)
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on January 20, 2014, 06:06:28 PM
Yeah man coding is fun! :(  LOL :D  But I do appreciate the things you do man. 8)
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on January 20, 2014, 06:47:09 PM
Yeah man coding is fun! :(  LOL :D  But I do appreciate the things you do man. 8)
Lol coding is fun when u finally get things working like planned.  But yeah going have to rework the jobs will be easy just time consuming.. But it does fix a bug that I didn't know what was so that's a plus atleast
Title: Re: Combining the big mods aka crazy's mod
Post by: AkiraTepes on January 22, 2014, 06:18:11 PM
I have the .05f version that comes with the torrent listed in http://www.pinkpetal.org/index.php?topic=2234.0
But according to this thread the current version is .05g. So now the question, is it worth getting the .05g and if so how would I use it? Just do the DL and copy my character folder over or what?
Title: Re: Combining the big mods aka crazy's mod
Post by: _rhetorik_ on January 22, 2014, 08:39:38 PM
i guess the version .5g is just a new .exe. If that is right just replace the old one.
Title: Re: Combining the big mods aka crazy's mod
Post by: BlackWolf Inc. on January 23, 2014, 03:21:49 AM
Quote
I guess the version .5g is just a new .exe. If that is right just replace the old one.
Yeah, If I remember correctly the .5f exe had a couple of bugs I belive so I think .5g was a fix for them. Not 100% sure though.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on January 23, 2014, 04:42:18 AM
Think Ill make next release .06 people seem to be getting confused with all the .05's lol..  I dont really blame them either.  I went way to long with them
Title: Re: Combining the big mods aka crazy's mod
Post by: BlackWolf Inc. on January 23, 2014, 05:52:10 AM
I don't blame you, still no pressure to you. You're works been pretty damn good so far if I do say so myself.
Title: Re: Combining the big mods aka crazy's mod
Post by: Noman on February 10, 2014, 01:04:47 AM
Is the .05g source code linked in the first post actually the code used to compile that version? When I tried to build it I got a syntax error from a misspelled function call, and when I fixed that I got 81 "unresolved external symbol" linker errors. I didn't dig into that too much because a) my C++ is rusty (too much Java, alas), but mostly and relatedly b) the syntax error made me think it could possibly be unresolvable with the code as given...

(MSVC++2010Exp, if it matters.)
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on February 17, 2014, 08:55:29 PM
Is the .05g source code linked in the first post actually the code used to compile that version? When I tried to build it I got a syntax error from a misspelled function call, and when I fixed that I got 81 "unresolved external symbol" linker errors. I didn't dig into that too much because a) my C++ is rusty (too much Java, alas), but mostly and relatedly b) the syntax error made me think it could possibly be unresolvable with the code as given...

(MSVC++2010Exp, if it matters.)
Sorry I meant to comment on this but kinda forgot.  Anyway yea that is the version I use to compile it.  But Im on VS 2008 to open it in 2010 u gotta make some changes to the code.. And I have no ideal they are u might be able to google them or maybe someone else could tell u how but as I dont have 2010 idk how sorry.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on February 17, 2014, 10:30:08 PM
Okay haven't giving an update in a long time so here goes.  As I may have said before my job is crazy sometimes I can months without having time to code any.  Other times I can code all I want to.  Right now its kinda in the no time.  But I would like to get a this new version out for you all to try.  So heres a list of new things in it but I know Im forgetting some.

1- A job rating system.  Note that its only for jobs that need it and that are in the brothel.  I havent done it for any other buildings.
2- New text for jobs.  Hall jobs have over 30 new things that can be said in the turn summary thanks to hewhocums.  Other jobs might have a few some have none.
3- The job rework was bugged and i didnt know it until I did the job rating system.  So they are all fixed and work as intened now.  They still need some more balancing but working right now.
4- HTML for some of the screens.  SO u need to make sure u copy everything into the folder u use not just the .exe
5- A are u sure when u hit quit type thing.  It pops up and asks OK or cancel it okay to go to main menu.
6- New jobs in most buildings...  I cant remember what was in last release so yeah lol

Link- https://mega.co.nz/#!NgokGQQY!e4TDHiZZX1qNiag4Iej0ZCbiZ7isjY-FuR5lIpVbcIc

Anyway hoping to finish the text for jobs then try and clean up somethings and take a look at what to do next then.  Its also very important that u use this whole update or the game wont work right.
Title: Re: Combining the big mods aka crazy's mod
Post by: Pashax2 on February 17, 2014, 11:21:15 PM
Fantastic! I've been looking forward to this for a long time. Good work on the update, I'm eager to test it out  :)
Title: Re: Combining the big mods aka crazy's mod
Post by: BlackWolf Inc. on February 18, 2014, 02:38:41 AM
Don't know if it's just me but it crashes on boot-up when I try it
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on February 18, 2014, 02:55:01 AM
Excellent!  Thank you for the postage, Crazy!
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on February 18, 2014, 05:24:57 AM
Don't know if it's just me but it crashes on boot-up when I try it
Did u just copy the .exe to another folder?  or the whole thing?  As there is new stuff and u need all of it not just the .exe
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on February 18, 2014, 11:10:11 AM
Holy Crap I did not see this.....UPDATE TIME!!! :P 8)
Title: Re: Combining the big mods aka crazy's mod
Post by: Kestin on February 18, 2014, 04:43:48 PM
this is strange, the new version crashes every time when I press "next week". (I copied everything)
Title: Re: Combining the big mods aka crazy's mod
Post by: Kestin on February 18, 2014, 04:53:58 PM
this is strange, the new version crashes every time when I press "next week". (I copied everything)

sorry, false alarm. I just need to change jobs to newer version, than everything went smoothly.
Title: Re: Combining the big mods aka crazy's mod
Post by: BlackWolf Inc. on February 19, 2014, 12:33:53 AM
Did u just copy the .exe to another folder?  or the whole thing?  As there is new stuff and u need all of it not just the .exe
No worries I managed to fix it, thanks anyway crazy
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on February 19, 2014, 09:43:44 AM
Yeah, I was wondering why I couldn't play, then I realized The whole job system had changed and would crash if you didn't change the girls jobs to the new system.
Title: Re: Combining the big mods aka crazy's mod
Post by: Winter on February 20, 2014, 01:39:36 AM
This mod is spectacular, but with all these new jobs I'm left with the question: is there actually any benefit to assigning girls to these jobs from a gameplay perspective?

Whoring seem to be almost always be more profitable.  While you eventually run out of customers at a brothel, you can just assign any extra girls to walk the streets and gain access to an unlimited pool of customers.  Why would you ever assign a girl to be a barmaid and make 50 gold when you could assign her as a streetwalker and make 250?

I suppose I'm asking if there are other benefits to these sort of random jobs like stripping, game dealer, maseusse, etc. that generally make less money than whoring.  Do they increase customer happiness, fame, or number of customers?
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on February 20, 2014, 11:11:56 AM
This mod is spectacular, but with all these new jobs I'm left with the question: is there actually any benefit to assigning girls to these jobs from a gameplay perspective?

Whoring seem to be almost always be more profitable.  While you eventually run out of customers at a brothel, you can just assign any extra girls to walk the streets and gain access to an unlimited pool of customers.  Why would you ever assign a girl to be a barmaid and make 50 gold when you could assign her as a streetwalker and make 250?

I suppose I'm asking if there are other benefits to these sort of random jobs like stripping, game dealer, maseusse, etc. that generally make less money than whoring.  Do they increase customer happiness, fame, or number of customers?
I don't know about fame or number of customers, but I do know that they slightly add to customer happiness.  They also act as good "cool down" jobs for the girls.  As you know, girl happiness and enthusiasm decline as her libido wears out.  This in turn decreases customer happiness.  The libido will increase and be restored if the girl is given free time, or more slowly if the girl is assigned to a nonsexual job, such as barmaid or waitress in the bar.
Title: Re: Combining the big mods aka crazy's mod
Post by: qwayne on February 23, 2014, 05:14:21 AM
I'm not sure if it is this mods fault but I just recruited a girl named Iron Will who is dead.
Title: Re: Combining the big mods aka crazy's mod
Post by: Xela on February 23, 2014, 05:29:22 AM
I'm not sure if it is this mods fault but I just recruited a girl named Iron Will who is dead.

LoL?

That never happened in the original...
Title: Re: Combining the big mods aka crazy's mod
Post by: Waldus on February 23, 2014, 03:15:20 PM
I'm not sure if it is this mods fault but I just recruited a girl named Iron Will who is dead.
that's been happening to me for a long time... i thought it happened to everyone...
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on February 23, 2014, 04:32:38 PM
I'm not sure if it is this mods fault but I just recruited a girl named Iron Will who is dead.
Thats an odd one.  But any girls u recive are from ur .girlsx list and not anything I coded..
that's been happening to me for a long time... i thought it happened to everyone...
Hmm are both of u using one of the same girls?  as I bet someone has mess up making a .girlsx and both of u happen to be using that girl
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on February 23, 2014, 06:30:31 PM
Thats an odd one.  But any girls u recive are from ur .girlsx list and not anything I coded.. Hmm are both of u using one of the same girls?  as I bet someone has mess up making a .girlsx and both of u happen to be using that girl
So far, I've recruited girls named Iron Will, Fearless, Merciless, and Aggressive, all from the Arena, and all dead on arrival.  I have also gone through every single one of my many .girlsx files and .rgirlsx files, and none of them contain any girls named as such.  For some reason, I think that something has confused the trait list and the character source file.  Keep in mind, this is an Arena specific event.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on February 24, 2014, 04:24:49 AM
So far, I've recruited girls named Iron Will, Fearless, Merciless, and Aggressive, all from the Arena, and all dead on arrival.  I have also gone through every single one of my many .girlsx files and .rgirlsx files, and none of them contain any girls named as such.  For some reason, I think that something has confused the trait list and the character source file.  Keep in mind, this is an Arena specific event.
Dont mean a name issue..  Someone else had this problem before and it turned out that they had deleted something when editing there .girlsx file.  If u only use the editor to do it then idk what the problem is.  But if u open it with something like notepad and edit them then u might have deleted something u should haven't.  If not idk cause I cant get this bug to happen
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on February 24, 2014, 04:48:52 AM
This mod is spectacular, but with all these new jobs I'm left with the question: is there actually any benefit to assigning girls to these jobs from a gameplay perspective?
This is a hard question to answer..  Cause not really.  I added only a few jobs here and there to the brothels and mostly to learn to code.  The plan is to one day make them do all kinds of different things.  So u would actually want to use them.  But never do something like with ex where u have to use them as I dont want that kind of game.
Whoring seem to be almost always be more profitable.  While you eventually run out of customers at a brothel, you can just assign any extra girls to walk the streets and gain access to an unlimited pool of customers.  Why would you ever assign a girl to be a barmaid and make 50 gold when you could assign her as a streetwalker and make 250?
Well whoring should be the most profitable by far imo anyway..  I made all the other jobs make more money but getting them to close in money to whore isn't a good ideal.  As the game is about owning and making girls whore.  If a waitress makes as much money then u might as well have them just do that as girls like it better and its easier on them.
I suppose I'm asking if there are other benefits to these sort of random jobs like stripping, game dealer, maseusse, etc. that generally make less money than whoring.  Do they increase customer happiness, fame, or number of customers?
Some of them do just that kinda thing.  My hope is to make it that using the other jobs helps alot.. even if they never make the money of a whore.  But for now I do what I can as I lack the skills for most of what I would do and I dont have that much time due to work.  Im hoping some of my help will come back soon lol.
Title: Re: Combining the big mods aka crazy's mod
Post by: legion499 on March 02, 2014, 07:24:23 PM
My hope is to make it that using the other jobs helps alot.. even if they never make the money of a whore.  But for now I do what I can as I lack the skills for most of what I would do and I dont have that much time due to work.  Im hoping some of my help will come back soon lol.
You could simply make the other jobs tactical choices? Has in they each give a different combination of +/- stats, some may give traits, and others serve a special function. Ex: Matron & Torturer
Also although "Train Skills" is an all-in-one training function I wouldnt mind you making that its own tab right under "General" and adding a few more specific training activities for both base stats and sex skills. Making some of the training options cost money might work out since there are a lack of ways to really lose money. Maybe make it cost more the higher the trainee's skill is?
Being able to Buy "Body Traits" from the hospital could work too. I never use it so I don't know if that's already a thing?
Well there's my 2 cent and my first post on this site despite  lurking here since you started this project. Love this game btw.  ;D
Title: Re: Combining the big mods aka crazy's mod
Post by: BrotherCavalier on March 03, 2014, 06:57:28 AM
Thats an odd one.  But any girls u recive are from ur .girlsx list and not anything I coded.. Hmm are both of u using one of the same girls?  as I bet someone has mess up making a .girlsx and both of u happen to be using that girl

The Seras Victoria.girlsx in the Hewhocumsbynight's Version (Crazy) torrent is buggered. redo-it or remove it. problem gone ( except for the copy in your saved game ).
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on March 03, 2014, 12:02:13 PM
The Seras Victoria.girlsx in the Hewhocumsbynight's Version (Crazy) torrent is buggered. redo-it or remove it. problem gone ( except for the copy in your saved game ).
Ah, thank you for finding that!  I'll redo the .girlsx and repost it.
Title: Re: Combining the big mods aka crazy's mod
Post by: Hazure on March 04, 2014, 01:32:59 PM
I love this mod....the only problem i have is that i think the arena should have a big price tag on it....and the studio should have an enormous price tag for it....it is a big easy button.
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on March 04, 2014, 01:38:11 PM
I love this mod....the only problem i have is that i think the arena should have a big price tag on it....and the studio should have an enormous price tag for it....it is a big easy button.


Agreed, I'd rather have to buy them than get handed them.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on March 04, 2014, 05:12:39 PM
I love this mod....the only problem i have is that i think the arena should have a big price tag on it....and the studio should have an enormous price tag for it....it is a big easy button.
They will at some point have to be bought.  All of the other buildings will.  But there not in a finished state yet and its much easier to test them when they are free then having to buy them.  So yeah it mostly be wanting an easy way to test them lol...
Title: Re: Combining the big mods aka crazy's mod
Post by: Evangelion 01 on March 05, 2014, 11:57:55 AM
couldn't that be aquiered simply by adding them to the "test" player while makeing them inaccesable until you bought them for any other player?
I mean The "test" Character is already an exemption to pretty mch every other part of the game.
Maybe the Arena can be free for all but takeing the job that makes the girls fight either beasts or other girls require a starting fee...would actually be more realistic
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on March 05, 2014, 01:57:11 PM
Hey do any of you guys get sent to the naming menu when you quit the game? Because I do. It doesn't screw up the game or anything but it get kinda tedious after a while.
Title: Re: Combining the big mods aka crazy's mod
Post by: Uriel on March 06, 2014, 12:01:10 AM
That's not a naming menu. That's a new quit confirmation dialog from 0.5h, it just has an input field without any defined reason.
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on March 06, 2014, 10:09:58 AM
Oh crap, sorry everyone! But that's pretty cool crazy doing something like that.
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on March 07, 2014, 08:29:11 AM
I thought it was the naming screen as well actually.
Title: Re: Combining the big mods aka crazy's mod
Post by: BrotherCavalier on March 07, 2014, 09:44:21 AM
Is there source code available for .05h?



Title: Re: Combining the big mods aka crazy's mod
Post by: gff1979 on March 09, 2014, 12:49:53 AM
I found a bug when I go to the bank to organize my gold the game crash and jumps to the desktop

an appreciation Matron of your home could have the option of being a slave?

something like the favorite slave status and its rank has to take care of the slaves while sexually serves you well


and a question

in some future version could try to create improvements for your home? as more rooms?




Using 05g I'm getting a crash when clicking on the bank as well, or rather it gives the normal windows crash dialog to search for solution or close program, but that might be same as a crash to desktop.


I think the solution is this here: http://www.pinkpetal.org/index.php?topic=1031.msg23978;topicseen#msg23978 (http://www.pinkpetal.org/index.php?topic=1031.msg23978;topicseen#msg23978). Not sure if Crazy and PP is the same as 05g... should I be at 05h? I just downloaded from the link at the OP.
Title: Re: Combining the big mods aka crazy's mod
Post by: Geron on March 09, 2014, 09:42:50 PM
Okay haven't giving an update in a long time so here goes.  As I may have said before my job is crazy sometimes I can months without having time to code any.  Other times I can code all I want to.  Right now its kinda in the no time.  But I would like to get a this new version out for you all to try.  So heres a list of new things in it but I know Im forgetting some.

1- A job rating system.  Note that its only for jobs that need it and that are in the brothel.  I havent done it for any other buildings.
2- New text for jobs.  Hall jobs have over 30 new things that can be said in the turn summary thanks to hewhocums.  Other jobs might have a few some have none.
3- The job rework was bugged and i didnt know it until I did the job rating system.  So they are all fixed and work as intened now.  They still need some more balancing but working right now.
4- HTML for some of the screens.  SO u need to make sure u copy everything into the folder u use not just the .exe
5- A are u sure when u hit quit type thing.  It pops up and asks OK or cancel it okay to go to main menu.
6- New jobs in most buildings...  I cant remember what was in last release so yeah lol

Link- https://mega.co.nz/#!NgokGQQY!e4TDHiZZX1qNiag4Iej0ZCbiZ7isjY-FuR5lIpVbcIc (https://mega.co.nz/#!NgokGQQY!e4TDHiZZX1qNiag4Iej0ZCbiZ7isjY-FuR5lIpVbcIc)

Anyway hoping to finish the text for jobs then try and clean up somethings and take a look at what to do next then.  Its also very important that u use this whole update or the game wont work right.
I reckon this one is 05h.
Title: Re: Combining the big mods aka crazy's mod
Post by: BrotherCavalier on March 10, 2014, 03:23:39 AM
I reckon this one is 05h.

Err... Thats not the source, its the compiled game minus graphics.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on March 10, 2014, 06:51:11 PM
Is there source code available for .05h?
As of right now no the SC isn't up.  When I get time I will try and get a link up for it.   What u looking to do with it?
Title: Re: Combining the big mods aka crazy's mod
Post by: BrotherCavalier on March 11, 2014, 10:07:18 AM
As of right now no the SC isn't up.  When I get time I will try and get a link up for it.   What u looking to do with it?

Thanks!

My changes for a personal version (likely not to be released)
-Slaves do not get paid for any job ... You still get charged but they do not get money.
-A few tweaks to the disobey check. I'm not sure of the mythos associated with Crossgate, but the likely impact of a slave disobeying would be ... bad.
-The age range of girls in general with particular attention to the Loli end of things may be addressed, I'd like to add a min age parameter to the cfg file rather than a hardcode 18.
-Language cleanup. The spelling in much of the code is horrid. I might persue the idea of language being moved to an external file.
-Items I'd like to be able to scope each effect an item has. As an example a couple of people have an item called 'puppy training' which really breaks the girl being subjected to it. It should have the added effect of making all the girls fear the slave master more.
-Items my wish list is also a conditional effect item eg if obedience <65 it will be increased, otherwise no effect. abortion items have no effect if the user is not pregnant.
-Items possibly attach a script to  a given item. eg that slave band might cause a girl to try and escape.
-Girls I'd like to add a randomname.txt to a given rgirls folder... think dangerous girl based on the claymore manga recieveing only claymore names.
-Girls I'd like to try and implement the ability to rename them.
-Girls I'd like to add two parameters to their file Name prefix and Name suffix ie rgirl GoodQueen gets a prefix of 'Queen'
-Girls I'd like to separate the name from the image directory. ie I'd like to have 6 variations of QoodQueen in the same rgirlsx file but have them all pull from the goodqueen folder. right now that requires a separate file for each
-Items I'd like to set up a girl/container that the brothel can draw stock from without screwing around with the player inventory. that plastic surgery item I bought is there for a particular girl it should not get pulled at random.

Some of those are wish list. Some are for sure. It's also been almost 20 years since I did any C++ so I'm slow as hell at making adjustments. Oh feel free to take any of those ideas for use.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on March 14, 2014, 02:22:01 AM
My changes for a personal version (likely not to be released)
Plz do share.
-Slaves do not get paid for any job ... You still get charged but they do not get money.
-A few tweaks to the disobey check. I'm not sure of the mythos associated with Crossgate, but the likely impact of a slave disobeying would be ... bad.
-The age range of girls in general with particular attention to the Loli end of things may be addressed, I'd like to add a min age parameter to the cfg file rather than a hardcode 18.
Slave changes are something I havent decided on myself so I have left them alone..  The reason its hardcode 18 is to prevent any kind of legal thing going against me...
-Items I'd like to be able to scope each effect an item has. As an example a couple of people have an item called 'puppy training' which really breaks the girl being subjected to it. It should have the added effect of making all the girls fear the slave master more.
-Items my wish list is also a conditional effect item eg if obedience <65 it will be increased, otherwise no effect. abortion items have no effect if the user is not pregnant.
-Items possibly attach a script to  a given item. eg that slave band might cause a girl to try and escape.
-Items I'd like to set up a girl/container that the brothel can draw stock from without screwing around with the player inventory. that plastic surgery item I bought is there for a particular girl it should not get pulled at random.
These would all be great.  Items need work and these all sound great things to add.
-Girls I'd like to add a randomname.txt to a given rgirls folder... think dangerous girl based on the claymore manga recieveing only claymore names.
-Girls I'd like to try and implement the ability to rename them.
-Girls I'd like to add two parameters to their file Name prefix and Name suffix ie rgirl GoodQueen gets a prefix of 'Queen'
-Girls I'd like to separate the name from the image directory. ie I'd like to have 6 variations of QoodQueen in the same rgirlsx file but have them all pull from the goodqueen folder. right now that requires a separate file for each
Again sounds like nice things to add.  Lots of thing could be done to this Ive had a few ideals myself on this end but nothing I have though about to much.
Some of those are wish list. Some are for sure. It's also been almost 20 years since I did any C++ so I'm slow as hell at making adjustments. Oh feel free to take any of those ideas for use.
Well I hope u can get them working.  Also plz do share with us I would love some of this in this mod.  Im hoping maybe just maybe I can get some work done in the next few weeks on this.  But who knows lol.   I always love having others work on the game also makes me want to work on it also.

here is the SC sorry for the delay been busy.  If u want to work with me let me know always looking for an extra coder lol.
https://mega.co.nz/#!cwZCSJJA!QY_g1EdxBOqA-PyvPkpJr_cBtrbID2xxNIKoOICtjq4
Title: Re: Combining the big mods aka crazy's mod
Post by: BrotherCavalier on March 14, 2014, 06:35:07 AM
If I actually come up with something I'm not to saddened with I'll get it back to you. I really appreciate the work you have already don and the chance to start out against the newest codebase is a great plus.

I can understand some trepidation at changes to how slaves act but it is hard for me to accept the way it is. I have 223 girls (all branded)at my "home" doing nothing. This apparently has a zero cost. if I set them to clean the house then I'm in the poorhouse. If I put those same girls on bedwarmer, I am again screwed. I think the cost there should be pretty fixed, without regard to what said slave is doing. I'm fine with free girls getting paid fo pretty much whatever job they are doing.

The age gig ... I am publicly stating that I agree fully that I agree with whatever the hell the current jurisdictional requirement for the minimum age. That said, ANY config file you ever see from me will for damned sure have 18 listed. If someone PERSONALLY wants to edit a config file... well I'm sure that it is not my problem. I concur avoiding legal issues is Priority #1.

Not having looked at the items closely ( I was waiting on your code ) the scoping should be cake. Adding a script to the item might be cake. I've got some digging to do.

The girl changes I think won't be too bad but I'll have to look.

If you have any deeper thoughts on my ramblings let me know. I check in fairly often.

Again, Thanks for the work you have done with this. I had largely forgotten about this game for along time. I've been lurking for 3 years and this will be like my 6th post.
Title: Re: Combining the big mods aka crazy's mod
Post by: _rhetorik_ on March 14, 2014, 09:07:51 PM
There was an svn with the SC if you want to contribute :-)
Title: Re: Combining the big mods aka crazy's mod
Post by: BrotherCavalier on March 14, 2014, 10:51:01 PM
There was an svn with the SC if you want to contribute :-)

Understood. Vanilla and EX both do have repositories though... There was, however, not a branch that had this fork.

Thanks though!
Title: Re: Combining the big mods aka crazy's mod
Post by: _rhetorik_ on March 15, 2014, 12:17:28 AM
Not sure where you were looking ...


https://code.google.com/p/crazys-wm-mod/

This fds i will (probably) upload a big change.

A revamped Input form. It will use the XML format and might be able to detect String/Int/Bool and adapt the form hiding the textfield. The idea is to fix the text field on the exit confirm. (that is almost done).
Some BIIG code cleanance...
And i will probably finish "translating" things to XML.
Title: Re: Combining the big mods aka crazy's mod
Post by: BrotherCavalier on March 15, 2014, 05:23:35 AM
CRAP!!!!! I completely missed it! The only repository I noted on google was EX.

TY!
Title: Re: Combining the big mods aka crazy's mod
Post by: xeroneche on March 15, 2014, 12:08:57 PM
Is there a editor that works with this game version or is it not being developed?
Title: Re: Combining the big mods aka crazy's mod
Post by: Sarav on March 16, 2014, 12:55:00 AM
Is there a editor that works with this game version or is it not being developed?
At the moment no, you'll have to edit the config XML yourself.
Title: Re: Combining the big mods aka crazy's mod
Post by: xeroneche on March 16, 2014, 09:29:51 PM
At the moment no, you'll have to edit the config XML yourself.
Its nice the code for the items and girls isn't too complex I was able to edit em with what poor programming skills i have XD
Title: Re: Combining the big mods aka crazy's mod
Post by: Sarav on March 17, 2014, 12:26:29 AM
Its nice the code for the items and girls isn't too complex I was able to edit em with what poor programming skills i have XD
Yeah the majority of the stuff is pretty noob friendly for those who aren't exactly good with these things.
Title: Re: Combining the big mods aka crazy's mod
Post by: Sarav on March 17, 2014, 12:30:17 AM
Just had a look at the code inside of WMEdit to see if I could tweak it to work with 0.5h. Took one look at it and went "...fuck that".
Title: Re: Combining the big mods aka crazy's mod
Post by: BrotherCavalier on March 17, 2014, 02:11:00 AM
Just had a look at the code inside of WMEdit to see if I could tweak it to work with 0.5h. Took one look at it and went "...fuck that".

I said almost exactly that as well. This might become a project to work on too though. Hmmmm...
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on March 19, 2014, 10:37:25 AM
Out ofinterest you expressed interest in one of the reskins/UI mods, whatever happened with that?
Title: Re: Combining the big mods aka crazy's mod
Post by: smarties4 on March 21, 2014, 10:59:03 PM
Can't seem to get this to work. I'm putting everything in the rar-file inside the WM-folder, replacing the old files. Yet when I start the game, it's just the regular WM, without any of the additions this mod has.

I remember playing this mod way back, without problems. What might I be doing wrong this time?


EDIT: Okay, this shit just gets weirder. After some more copy/pasting, the mod finally kicked in, only now I'm stuck on this (http://puu.sh/7EBYW.png) when starting the game, resulting in this (http://puu.sh/7EC04.jpg).
Title: Re: Combining the big mods aka crazy's mod
Post by: xeroneche on March 22, 2014, 11:51:29 AM
You need to start completely fresh. When you download this mod it has all the files it needs already. So just empty the folder and place your fresh dl for this mod in there.
Title: Re: Combining the big mods aka crazy's mod
Post by: smarties4 on March 22, 2014, 12:20:38 PM
Thanks, working now. I forgot you don't actually install the game.  :D
Title: Re: Combining the big mods aka crazy's mod
Post by: Otaku_Hanzo on April 09, 2014, 05:07:44 PM
Greetings everyone. Been talking with Lurker and he suggested I post this here for everyone (and Crazy) to see.


First off, recently discovered the game and Crazy's mod. Loving it a lot. Seriously my kind of game. But there are certain aspects I feel need some fine tuning. The first I'd like to tackle is the Studio. Here's the situation:


From looking at the programming for the Studio, all I can see it taking into account is certain traits (Big Boobs, Long Legs, Sexy Air, etc.) when figuring the quality of a scene. I would like to make it so it also takes other things into account and those things would have a major impact on the quality. High libido, high skill level in particular scene, and their feelings about working in the studio. Those three things right there should have the most impact on a scene's quality.


Yes, it could lead to more micromanagement, but only if wanted. Otherwise it could just be business as usual. I, however, would welcome the extra bit of management.


I also would love to change the other jobs around to better impact the quality of scenes. For instance, the CameraMage job would take into account their Magic skill as well as the Service skill and make the appropriate boost (or take away from) to overall quality.


I would also love to have more than one Director, expand the Studio to hold 50 girls, and have a new job called Studio Head which would be like the Matron at Brothels where there's only one.


Anyways, I have other ideas for the other areas of the game but the Studio is what I'd love to see get done first. I'm not at all familiar with the programming language and that's why I'm posting here in hopes Crazy might see and hopefully like my suggestions.
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on April 11, 2014, 02:02:01 AM
These sound good man, maybe crazy might consider it in the future. I think though that he's focusing on other aspects of the mod for now. Geez, now that I think about it, there's a lot on his plate when it comes with this game... :(  It will just take some time, I mean after all, patience is a virtue.
Title: Re: Combining the big mods aka crazy's mod
Post by: Otaku_Hanzo on April 11, 2014, 08:46:41 AM
Totally understand that. I just thought I'd give some suggestions. I think I have an understanding of how some of the code works and have began experimenting on my own. There's actually serious potential in this game. Very impressed by it.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on April 11, 2014, 03:31:35 PM
From looking at the programming for the Studio, all I can see it taking into account is certain traits (Big Boobs, Long Legs, Sexy Air, etc.) when figuring the quality of a scene. I would like to make it so it also takes other things into account and those things would have a major impact on the quality. High libido, high skill level in particular scene, and their feelings about working in the studio. Those three things right there should have the most impact on a scene's quality.
PP did the most work on the studio.  He reworked almost the whole thing.  So I could be wrong as I havent looked at the code for it in awhile but here goes.  Traits effect every scene.  But skill also does to but its in the jobs itself that its worked out for that.  Also if she like working for that day or didnt like it that day affects the scene quailty.  Libido and feelings about working in the studio dont do anything but yeah maybe they should.
Yes, it could lead to more micromanagement, but only if wanted. Otherwise it could just be business as usual. I, however, would welcome the extra bit of management.
Micromangement isnt a bad thing. 
I also would love to change the other jobs around to better impact the quality of scenes. For instance, the CameraMage job would take into account their Magic skill as well as the Service skill and make the appropriate boost (or take away from) to overall quality.
Okay running out of time so answers might be less then they could.. Ill add more when I can.  CameraMage is suppose to take magic into affect I think but as I said PP did the work and I havent looked at that code in awhile.
I would also love to have more than one Director, expand the Studio to hold 50 girls, and have a new job called Studio Head which would be like the Matron at Brothels where there's only one.
Director more  or less is the matron its suppose to take girls off work and put them back to work and all that stuff.  As for holding up to 50 girls.  U should be able to buy room for it under building managment.  And go up to 255 rooms.
Anyways, I have other ideas for the other areas of the game but the Studio is what I'd love to see get done first. I'm not at all familiar with the programming language and that's why I'm posting here in hopes Crazy might see and hopefully like my suggestions.
C++ isnt that bad.  Everything I have been able to do is self taught I just sat down and keep looking at the code until I started seeing how things work.  I started small adding things that didn't really need adding and worked my way up to better things.  As for the suggestions yeah I like them but I know I dont have time to work on them any time soon.  If u want to then plz and share with us we love seeing new content.
Title: Re: Combining the big mods aka crazy's mod
Post by: Otaku_Hanzo on April 11, 2014, 05:11:13 PM

First, thanks for the reply and thanks for this awesome mod to an already awesome game!

PP did the most work on the studio.  He reworked almost the whole thing.  So I could be wrong as I havent looked at the code for it in awhile but here goes.  Traits effect every scene.  But skill also does to but its in the jobs itself that its worked out for that.  Also if she like working for that day or didnt like it that day affects the scene quailty.  Libido and feelings about working in the studio dont do anything but yeah maybe they should.

The traits I knew from looking through the code. I really didn't see indication of it taking skill level into account. Unless it's just looking at whether or not they have any skill in the indicated job whatsoever. As I said, a high skill girl was getting same quality as low skill girl. Also, I would think libido should affect whether they liked it or not from day to day. Makes sense that a high libido girl is going to love it. Instead, that appears to be random. I just want a chance to better control that if I wanted. And, yeah, I definitely feel that if she enjoys working in the studio it should factor in her day to day mood. Same with not enjoying.

Micromangement isnt a bad thing.


Couldn't agree more.


Okay running out of time so answers might be less then they could.. Ill add more when I can.  CameraMage is suppose to take magic into affect I think but as I said PP did the work and I havent looked at that code in awhile.Director more  or less is the matron its suppose to take girls off work and put them back to work and all that stuff.  As for holding up to 50 girls.  U should be able to buy room for it under building managment.  And go up to 255 rooms.


I'll have to look into the coding further but all I saw was the CameraMage taking into account whether they had magic or not. Nothing to denote their skill level in it at all. As for the Director, I understand that's basically the Matron but would love to change it so it's a regular job and you can have multiple girls filling the position and assign them groups of actresses. It would then take their Service skill level plus the skill level of whatever scenes they were directing into account for the overall quality. As for the rooms, I'll have to look into that. Never even gave it much thought.


C++ isnt that bad.  Everything I have been able to do is self taught I just sat down and keep looking at the code until I started seeing how things work.  I started small adding things that didn't really need adding and worked my way up to better things.  As for the suggestions yeah I like them but I know I dont have time to work on them any time soon.  If u want to then plz and share with us we love seeing new content.


Well, now that I've had some time to look at it, I feel I might be able to do something with it given time. If I am able to work up something I would definitely put it forth on here for everyone to check out. I was playing around with PyTFall earlier and, while I really like the direction it's going, I'm really interested in expanding Whore Master some more. It has potential to be a wicked little micromanagement strategy hell.
Title: Re: Combining the big mods aka crazy's mod
Post by: qwayne on April 14, 2014, 02:52:50 AM
Is there any point to rooms.roomsx. There are some interesting things listed there but as far as I can tell those rooms do not show up in the game itself.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on April 14, 2014, 03:44:31 AM
Is there any point to rooms.roomsx. There are some interesting things listed there but as far as I can tell those rooms do not show up in the game itself.
No there isnt I dont think.  The orginal devs were going do a building managment type thing for the game.  U can still read about it on here if u can find the post.  I would love to have it in game but its above my skill lvl of coding.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on April 30, 2014, 09:59:34 PM
Haven't done an update in awhile so might aswell do it.
Fixed a few bugs.  The recuiter job wasn't work right but it will in the next patch.
Few bug fixes thanks to aveojoey.
Milk job has been reworked slightly and has new text thanks to hewhocums

That is mostly it for now.  Im working on a few new jobs and new text for jobs still.  And will be adding new traits.
Ive been adding animated images to my girl packs and have to say I like that alot.  Adds alot to the images for the girls to see them move lol.  If anyone is interested I have made a few pornstars with quite a few animated images I would share.

Im also thinking about making the gaps in job lvls bigger so girls will start at lower lvls of jobs and will take longer to increase to better lvls.  In doing so I might make the jobs make more money but unsure yet.  As it is I almost never see girls at the lowest lvls of jobs.  Could be my girls are just over powered though.

Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 01, 2014, 10:40:27 AM
If you could push the source also it would be helpful.
Title: Re: Combining the big mods aka crazy's mod
Post by: name? on May 10, 2014, 08:59:30 AM

That is mostly it for now.  Im working on a few new jobs and new text for jobs still.  And will be adding new traits.
Ive been adding animated images to my girl packs and have to say I like that alot.  Adds alot to the images for the girls to see them move lol.  If anyone is interested I have made a few pornstars with quite a few animated images I would share.

I'd be interested in those. Great job on the game so far, looking forward to the next patch!
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on May 11, 2014, 01:14:09 AM
Incase anyone missed it in the bug thread aevojoey put out a new version of the game.  Heres what he said

Crazy was having problems compiling with some of my changes so he asked me to compile and upload the new version.
Hopefully this link works

http://www.fileswap.com/dl/elSyxQIyQS/WhoreMaster.05i.2.zip.html (http://www.fileswap.com/dl/elSyxQIyQS/WhoreMaster.05i.2.zip.html)
- update 2: with msvcp120d.dll and related files (all are 32bit versions)

There are no girls in the Characters folder, if you need some, there are many available elsewhere on the forums.
The only Interfaces are my "J_1024x768" (tested good) and the base ones (not tested)


The only major change is moving all the ".itemsx" files from ".\Resources\Data" to ".\Resources\Items"
The items I have included with this version are all in "1 item type per file" so they should be easy to find.
Items with the same base name such as "Healing Salve" and "Incense of Serenity" have the (L), (M), (S), (T) all in the same file.
To some items, I added what I call "Other Sellers". These include:
"(This Seller has a full stock but he charges a lot more)" = Unlimited number but twice the price - "Healing Salve" and "Incense of Serenity"
"(This Seller can get more but he charges more)" = More commonly available but twice the price - "Cure for Fairy Dust Addiction" and other cures
Some items I moved from one category to another.
Some items that had variations all with the same name would default to the first variation found when the game was reloaded, so I renamed the variations:
adding spaces, commas or periods for single use items
or (letters) for equipable items

There are a few new and rearranged jobs so be sure to reassign jobs to all girls before hitting the "Next Week" button.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 11, 2014, 11:43:50 PM
Version .05i.3
(removed link when newer version was added)

Replaced all references to "pinkpetal.co.cc" with "pinkpetal.org" since the old site no longer works.
Fixed "35 week crash bug" caused by movies not storing properly.
The game now saves more information for movies.
Sidestep fix for the "Send to dungeon" bug - All buildings now set where the girl is when loading so the "Send to dungeon" button does not show in girl details unless she is in a main brothel
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on May 12, 2014, 12:01:50 AM
Replaced all references to "pinkpetal.co.cc" with "pinkpetal.org" since the old site no longer works.
Fixed "35 week crash bug" caused by movies not storing properly.
The game now saves more information for movies.
Sidestep fix for the "Send to dungeon" bug - All buildings now set where the girl is when loading so the "Send to dungeon" button does not show in girl details unless she is in a main brothel
Nice just sent a bug fix to the SVN for the girldeatilsscreen always showing the brothel jobs.  They now show the correct buildings jobs
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 12, 2014, 12:38:33 AM
*** A newer version is available later on this thread ***

Version .05j.3
http://www.fileswap.com/dl/C0FEZHifsX/WhoreMaster.05j.3.zip.html (http://www.fileswap.com/dl/C0FEZHifsX/WhoreMaster.05j.3.zip.html)

Version .05i.3

Replaced all references to "pinkpetal.co.cc" with "pinkpetal.org" since the old site no longer works.
Fixed "35 week crash bug" caused by movies not storing properly.
The game now saves more information for movies.
Sidestep fix for the "Send to dungeon" bug - All buildings now set where the girl is when loading so the "Send to dungeon" button does not show in girl details unless she is in a main brothel
20 minutes later Crazy added:
Nice just sent a bug fix to the SVN for the girldeatilsscreen always showing the brothel jobs.  They now show the correct buildings jobs


* All versions from .05i on all have had the ".itemsx" files moved from ".\Resources\Data" to ".\Resources\Items"
* All versions from .05i on require the "*120*.dll"s that are included in the zip - if you only copy the exe the game will not work.

* If the game crashes when you hit the "Next Week" button, try reassigning jobs to all girls.

* update .05j.1 - In their infinite douchiness, microsoft is phasing out xp. Making it harder to make programs for it, in vse2013 you need to specifically tell it to compile for xp or the program will not work in xp.

* update .05j.2 - fixed bug - crashing on turn summary when changing between brothels and studio.
* update .05j.3 - fixed bug - crashing on brothel setup
Title: Re: Combining the big mods aka crazy's mod
Post by: torrentsearcher on May 12, 2014, 01:35:57 PM
first thanks for the hotfix. the game does show the right jobs now, indeed, but it doesn´t reassign a girl if u change the girl´s job in her screen, at least not during the turn review. not that much of a problem, though. i prefer assigning jobs in the brothel screen, anyway.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on May 12, 2014, 02:41:50 PM
first thanks for the hotfix. the game does show the right jobs now, indeed, but it doesn´t reassign a girl if u change the girl´s job in her screen, at least not during the turn review. not that much of a problem, though. i prefer assigning jobs in the brothel screen, anyway.
It let me assign girls jobs it just doesn't update the number on that list...  But u can assign girls jobs that way and they do them atleast on my end they do.
Title: Re: Combining the big mods aka crazy's mod
Post by: Gamo on May 12, 2014, 07:04:33 PM
Hey Crazy:


Still Loving the game with the different paths u can go, couple things I noticed and they are all random.


   1: random crashes when I click the 3rd brothel management screen and Brothel Setup (haven't yet progressed past the 3rd one)


   2: random crashes when I click the weekly summary and I choose studio.


    I have reassigned all jobs like listed but its random unfortunately, but when you restart from  a crash it works and then it becomes random again as you play.


     Just and FYI not sure if u can recreate them or not but I'm sure they are bugs.


P.S. I applaud your creativity and the way the game has turned out, gets quite addictive.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 13, 2014, 02:05:09 AM
fixes are here: http://www.pinkpetal.org/index.php?topic=953.msg27445#msg27445 (http://www.pinkpetal.org/index.php?topic=953.msg27445#msg27445)

   1: random crashes when I click the 3rd brothel management screen and Brothel Setup (haven't yet progressed past the 3rd one)
I found and fixed this.
When loading or saving non-brothel settings, it was loading from the brothel instead of the non-brothel building.
The fix is in .05j.3 above


   2: random crashes when I click the weekly summary and I choose studio.
I found and fixed this.
When loading the list of studio girls, it was loading from the brothel instead of the studio.
The fix is in .05j.2 above
Title: Re: Combining the big mods aka crazy's mod
Post by: torrentsearcher on May 14, 2014, 04:45:34 AM
with the latest version the incorporeal trait does no longer show up on djinns and such. there´s still an error message, though. is it just not shown and does still work? or was it supposed to get removed?
Title: Re: Combining the big mods aka crazy's mod
Post by: Evangelion 01 on May 14, 2014, 11:07:03 AM
with the latest version the incorporeal trait does no longer show up on djinns and such. there´s still an error message, though. is it just not shown and does still work? or was it supposed to get removed?
In previous game versions this trait had a spelling error which lead to a misspelled in most girls packs in order to make the Trait appear...you should edit your gilr packs and change the trait to the correct spelling (I think it was spelled as Incorperil or something like that)
after I changed the traits names in my version I had no more problems
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 14, 2014, 10:40:06 PM
I am currently working on merging the brothel management into 1 property management page.
With it, you will be able to control all building restrictions, potions, ad budgets, etc.
I intend to make it much easier to deal with these types of things.

I have been busy with real life stuff so it is taking me longer than I thought to code it, but I hope to have it working this weekend.
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on May 16, 2014, 10:14:40 AM
So silly question but, which of the existing item packs did you include? Just the base or with a few of the others as well?
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 16, 2014, 02:36:34 PM
So silly question but, which of the existing item packs did you include? Just the base or with a few of the others as well?
When I started, I used the items packs that were included in Crazy's source code svn.
As I understand it, that included the base game items as well as those in Endospore's Girls and Items! (http://www.pinkpetal.org/index.php?topic=1227.msg17953#msg17953)  and R565's Game Item Packs (or one big pack) (http://www.pinkpetal.org/index.php?topic=1227.msg17953#msg17953)
I also added a few new items and modified/fixed a few.
I separated them into individual files for each item name so if you need to add any, it should be easy to find if it is already there.

If you have any new items you want added, upload or attach them and we'll add them to the source.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 18, 2014, 02:17:23 AM
I am currently working on merging the brothel management into 1 property management page.
Slight change of plans.

Crazy started making the change to all buildings needing to be purchased and I have been trying to make made that work properly.
The single page brothel management has been put on hold until I figure out the problem I am having.

I started going through the main code line by line. I don't really need to in order to fix anything, it just seems like a good time to do it.
There may not be a new version up this week but I expect I will fix enough in my reading of the source to warrant making Version.06.01
(I would prefer doing number only versions from .06 on unless anyone prefers the number and letter versions)
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 19, 2014, 03:47:28 AM
*** A newer version is available later on this thread ***

Version .05k.02
http://www.fileswap.com/dl/E2KChi14O/WhoreMaster.05k.02.zip.html (http://www.fileswap.com/dl/E2KChi14O/WhoreMaster.05k.02.zip.html)

Major Changes:
All buildings need to be purchased in new games.
 - Centre requires  5000 gold and  5 territories
 - Clinic requires 10000 gold and 10 territories
 - Arena  requires 15000 gold and 15 territories
 - Studio requires 20000 gold and 20 territories
(If these prices/territories should be changed, please suggest better prices and explain why.)
(If you already own a building in an existing game, you do not have to buy them again.)

Minor Changes:
Changed some hotkeys:
 - 0 is global hotkeys
 - 9 is screen hotkeys
 - F12 is House
 - F7 corrected centre
Fixed some spelling errors.
Cleaned and/or rearranged several areas of code.
Fixed some bugs with the rest jobs in other buildings.
Addicts now more likely to steal.
Modified Arena combat training.
Added more Clinic jobs.

.05k.01 - forgot to add "check if building is owned" to next day
.05k.02 - fixed ad budget looking of centre instead of house


* All versions from .05i on all have had the ".itemsx" files moved from ".\Resources\Data" to ".\Resources\Items"
* All versions from .05i on require the "*120*.dll"s that are included in the zip - if you only copy the exe the game will not work.
* If the game crashes when you hit the "Next Week" button, try reassigning jobs to all girls.
Title: Re: Combining the big mods aka crazy's mod
Post by: MrKlaus on May 19, 2014, 11:57:52 AM
Version .05k
http://www.fileswap.com/dl/atoECsATa5/WhoreMaster.05k.zip.html (http://www.fileswap.com/dl/atoECsATa5/WhoreMaster.05k.zip.html)



Started a new game (old saves, game file, etc. deleted, except characters). When going to next week from day one the game crashes.
Title: Re: Combining the big mods aka crazy's mod
Post by: geoper on May 19, 2014, 12:18:43 PM
Started a new game (old saves, game file, etc. deleted, except characters). When going to next week from day one the game crashes.
Same here, House Brothel Setup also crashes.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on May 19, 2014, 01:24:00 PM
Game crashed

Unzipped version .05k
and only copied my characters into the Ressources/Character Folder

started a new game , pressed button "next week" = game crashed
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 19, 2014, 01:31:36 PM
Sorry about that - I forgot to add "check if building is owned" to next day
Try downloading Version .05k.01

Missed this before
House Brothel Setup also crashes.
Try downloading Version .05k.02
http://www.pinkpetal.org/index.php?topic=953.msg27536#msg27536 (http://www.pinkpetal.org/index.php?topic=953.msg27536#msg27536)
Title: Re: Combining the big mods aka crazy's mod
Post by: geoper on May 19, 2014, 02:36:55 PM
It's working fine now, thank you.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 22, 2014, 01:23:48 AM
*** A newer version is available later on this thread ***

Version .05l
http://www.fileswap.com/dl/feoq53yxGE/WhoreMaster.05l.zip.html (http://www.fileswap.com/dl/feoq53yxGE/WhoreMaster.05l.zip.html)

Changes:
Sending a girl to Rehab should no longer kill her if Counselor is on duty and you forget to heal her each day.
When a girl finishes a stint at Rehab, if she has no more addictions, she will be released to free time.
Recruiter job at the house has been modified for different trait performance and skill/stat gains.
Community Service and Feed Poor jobs in the Centre have been reduced in power.

Items:
Mistletoe - changed item type from misc to food (consumables) so it is single use. undone in .05m
Magic Nipple Piercings, Magic Tongue Piercing and Magic Clit Piercing have corresponding "Pierced..." traits added.


* The game versions on this thread have no girls files included. There are other threads on this forum you can get them. - http://www.pinkpetal.org/index.php?board=5.0 (http://www.pinkpetal.org/index.php?board=5.0)
* All versions from .05i on all have had the ".itemsx" files moved from ".\Resources\Data" to ".\Resources\Items"
* All versions from .05i on require the "*120*.dll"s that are included in the zip - if you only copy the exe the game will not work.
* If the game crashes when you hit the "Next Week" button, try reassigning jobs to all girls.
* If you find a bug, please report it on the bug thread - http://www.pinkpetal.org/index.php?topic=1031.0 (http://www.pinkpetal.org/index.php?topic=1031.0)
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on May 23, 2014, 12:51:11 AM

When I started, I used the items packs that were included in Crazy's source code svn.
As I understand it, that included the base game items as well as those in Endospore's Girls and Items! (http://www.pinkpetal.org/index.php?topic=1227.msg17953#msg17953)  and R565's Game Item Packs (or one big pack) (http://www.pinkpetal.org/index.php?topic=1227.msg17953#msg17953)
I also added a few new items and modified/fixed a few.
I separated them into individual files for each item name so if you need to add any, it should be easy to find if it is already there.

If you have any new items you want added, upload or attach them and we'll add them to the source.



I haven't actually bothered to resurrect my ite
m pack yet, I just hoard the existing ones and modify them to fit the new stuff. Like sorting all the undergarments into the Underwear category (might have missed a few though). As it stands though, these are all the item packs I presently use.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 23, 2014, 08:30:19 AM
As it stands though, these are all the item packs I presently use.
Items in ExtItems-Dec13.itemsx and Underwear_dec30.itemsx are not in the game but will be in the next version.  :)
I will separate them into individual item files and clean/correct any that need it.

The items in Mpiercing-Dec30.itemsx are there but 2 have been renamed:
Magic Cartilage Piercings is now Magic Ear-Series Piercings
Magic Navel Piercing is now Magic Belly-Button Piercing
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 25, 2014, 12:08:14 AM
*** A newer version is available later on this thread ***

Version .05m.01
Mirror 1 - http://www.fileswap.com/dl/WtEurJRl6a/WhoreMaster.05m.01.zip.html (http://www.fileswap.com/dl/WtEurJRl6a/WhoreMaster.05m.01.zip.html)
Mirror 2 - https://mega.co.nz/#!EJU2GSxK!JfqRSjCwlI9gDFOlqzeQGzBvA0emnoBkW47oaGKQUyk (https://mega.co.nz/#!EJU2GSxK!JfqRSjCwlI9gDFOlqzeQGzBvA0emnoBkW47oaGKQUyk)

Jobs fixes:
 - Renamed "Repair Shop" to "Get Repairs" and "Healing" to "Get Healing"
 - Fixed Clinic not including "Get Healing" in jobs list.
 - Modified how the game Handles Special Jobs.
 - Fixed film jobs to now require one of each of Camera Mage and Crystal Purifier before being assigned instead of just one of either.
 - Film jobs now set day job as "Free Time" when setting night job.
 - Fixed job selection in girl details screen.

Items:
 - Added file "!0 Itemsx-contents.txt" in with the items files to explain and assist in creating new itemsx files.
 - Cleaned and added items from http://www.pinkpetal.org/index.php?topic=953.msg27573#msg27573 (http://www.pinkpetal.org/index.php?topic=953.msg27573#msg27573) that were not already in the game. (532 itemsx files now)

Other:
 - Changed "Fake orgasm expert" to "Fake Orgasm Expert", "Slow orgasms" to "Slow Orgasms" and "Fast orgasms" to "Fast Orgasms" keeping legacy spellings.
 - Fixed accommodation buttons in girl details screen to turn on/off when min/max is reached.

* update .05m.01 - I forgot to include the corrected "CoreTraits.traits"


* The game versions on this thread have no girls files included. There are other threads on this forum you can get them. - http://www.pinkpetal.org/index.php?board=5.0 (http://www.pinkpetal.org/index.php?board=5.0)
* All versions from .05i on all have had the ".itemsx" files moved from ".\Resources\Data" to ".\Resources\Items"
* All versions from .05i on require the "*120*.dll"s that are included in the zip - if you only copy the exe the game will not work.
* If the game crashes when you hit the "Next Week" button, try reassigning jobs to all girls.
* If you find a bug, please report it on the bug thread -
http://www.pinkpetal.org/index.php?topic=1031.0 (http://www.pinkpetal.org/index.php?topic=1031.0)
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on May 25, 2014, 05:55:55 AM
Interesting... Every time I attempt to hit download it returns an invalid download link message.

It seems that FileSwap is known for having issues letting non-US downloaders use the site as intended. Also...


Other: - Changed "Fake Orgasm Expert", "Slow Orgasms" and "Fast Orgasms" to camelcase, keeping legacy spelling.

Will you be switching all traits over to CamelCase?
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 25, 2014, 11:58:23 AM
It seems that FileSwap is known for having issues letting non-US downloaders use the site as intended. Also...
Added Mirror on Mega.
If you know of another free download site that allows everyone to use it, I can add another mirror if you need it.

Will you be switching all traits over to CamelCase?

Unless I missed something, those were the last traits that were not CamelCase Title Case.
If any new traits are added, they will be.
The any files that do not have the
CamelCase Title Case spelling of the traits should still work, the game itself will correct the CamelCase Title Case into the savegame.
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on May 25, 2014, 02:59:02 PM
Fair enough only saw those three in the changelogs so I wasn't sure, I asked because I'm switching all the girl files I have to the CamelCase (only slightly confusing one so far is Fleet of Foot, logic says it'd be FleetofFoot but not sure).
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 25, 2014, 04:00:08 PM
(only slightly confusing one so far is Fleet of Foot, logic says it'd be FleetofFoot but not sure).
I missed Fleet of Foot.
I think the "of" is should probably to be lower case, but I will allow for either "Fleet of Foot" or "Fleet Of Foot" to work.
http://www.grammarbook.com/punctuation/capital.asp (http://www.grammarbook.com/punctuation/capital.asp) - Rule 8.

Perhaps CamelCase is the wrong style name, probably saying "First Letter Capital" or "Title Case" would be more accurate.
I rewrote that to hopefully clear up any confusion.
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on May 25, 2014, 04:11:29 PM
Heh yeah I just noticed that when the game tried to create a random girl, personally I'd go without the spaces fo the coding side. It can still display with them in-game after all.


EDIT: So I switched them all to Title Case and nigh on all the two word+ traits return errors in game.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 26, 2014, 12:58:48 PM
Included with .05m is a file "!0 Itemsx-contents.txt" in the .\resources\items folder.
In it are most of the traits in the game as they would be included in an .itemsx file:
Code: [Select]
...
   <Effect What="Trait" Name="Fake Orgasm Expert" Amount="0" />
   <Effect What="Trait" Name="Slow Orgasms" Amount="0" />
   <Effect What="Trait" Name="Fast Orgasms" Amount="0" />
...
Looking at that will show you how the trait names should be.

For .05n I will make sure all traits are in that file as well as add "!0 girlsx-contents.txt" and "!0 rgirlsx-contents.txt" files.
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on May 26, 2014, 03:12:38 PM
Included with .05m is a file "!0 Itemsx-contents.txt" in the .\resources\items folder.
In it are most of the traits in the game as they would be included in an .itemsx file:
Code: [Select]
...
   <Effect What="Trait" Name="Fake Orgasm Expert" Amount="0" />
   <Effect What="Trait" Name="Slow Orgasms" Amount="0" />
   <Effect What="Trait" Name="Fast Orgasms" Amount="0" />
...
Looking at that will show you how the trait names should be.

For .05n I will make sure all traits are in that file as well as add "!0 girlsx-contents.txt" and "!0 rgirlsx-contents.txt" files.
Strangely enough it's those three that are the only issue and they are spelled exactly the same in all the girl's files, oddly an item file with that exact same spelling doesn't return an error upon loading the shop. It could be an error with the random girls generation.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 26, 2014, 03:50:24 PM
Attach the bad file and I will take a look at it.
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on May 26, 2014, 04:11:59 PM
I'd have to attach most of the files I have, that said this one should have plenty that produce the errors.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 26, 2014, 05:08:55 PM
I forgot to add the corrected "CoreTraits.traits" to .05m
It is attached here and I will upload .05m.01 - http://www.pinkpetal.org/index.php?topic=953.msg27593#msg27593 (http://www.pinkpetal.org/index.php?topic=953.msg27593#msg27593)

Ok - Found the real problem - The creating of random girls by the game was not passing the traits through the translation check thereby not correcting the Title Case. The final correction will be in .05n when I finish rewriting the antipreg potion stuff.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 27, 2014, 09:07:28 AM
*** A newer version is available later on this thread ***

Version .05n.02
Mirror 1 - http://www.fileswap.com/dl/drPH1V3erK/WhoreMaster.05n.02.zip.html (http://www.fileswap.com/dl/drPH1V3erK/WhoreMaster.05n.02.zip.html)
Mirror 2 - https://mega.co.nz/#!sB0xSQTJ!NQ7O-12g-Vib7tbn0-L1vFC6ABAbnIQ0mTBkceSSMPQ (https://mega.co.nz/#!sB0xSQTJ!NQ7O-12g-Vib7tbn0-L1vFC6ABAbnIQ0mTBkceSSMPQ)

Fixes:
Major rewrite of anti-pregnancy potions - Each building now stores their own potions.
Corrected creation of random girls not passing traits through translation check. All "GetTrait"s now go through translation.
Matron checks now check for equivalent in each building.
Rewrote Pessimist suicide chance to allow Matron (or equivalents), Drug Counselors or You to try to stop it.
Moved Clinic Staff list above Clinic surgery list.
Crazy added Clinic job - GetAssJob
Crazy adjusted traits and stats for several jobs
Added files "!0 girlsx-contents.txt" and "!0 rgirlsx-contents.txt" to explain and assist creating new girl files.

* update .05n.01 - Corrected a bug by making the game set where the girl is before processing the next week.
* update .05n.02 - Correction of bug if girls is assigned a job outside of the building she is in for Arena, Clinic, Centre and House
     - Corrected antipreg check for dungeon girls
     - Corrected and reworked Clinic Surgery - Get Ass Job




* In Version .05n, Anti-Pregnancy potions were completely redone. You will need to restock them before going to the next week to prevent a baby boom.
* The game versions on this thread have no girls files included. There are other threads on this forum you can get them. -
http://www.pinkpetal.org/index.php?board=5.0 (http://www.pinkpetal.org/index.php?board=5.0)
* All versions from .05i on all have had the ".itemsx" files moved from ".\Resources\Data" to ".\Resources\Items"
* All versions from .05i on require the "*120*.dll"s that are included in the zip - if you only copy the exe the game will not work.
* If the game crashes when you hit the "Next Week" button, try reassigning jobs to all girls.
* If you find a bug, please report it on the bug thread -
http://www.pinkpetal.org/index.php?topic=1031.0 (http://www.pinkpetal.org/index.php?topic=1031.0)
Title: Re: Combining the big mods aka crazy's mod
Post by: TZHawk on May 27, 2014, 09:52:35 AM
I really wish I was more familiar with C++/C# so I could help out. It sucks having VS Studio 2013 and not being able to use it.
On a side note, from the frequent updates so far, I take it you're all refactoring/cleaning up the code a bit?
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 27, 2014, 10:20:43 AM
I really wish I was more familiar with C++/C# so I could help out. It sucks having VS Studio 2013 and not being able to use it.
The easiest way to get familiar with it is to use it.
Get the source code (https://code.google.com/p/crazys-wm-mod/) and just start looking through it.
Look at how things link to each other, follow the logic and when you get confused, start over.
Compare the changes that have been made from previous versions of the code, that will help you see how or why those changes were made.

On a side note, from the frequent updates so far, I take it you're all refactoring/cleaning up the code a bit?
If someone points out a bug, I see if I can fix it.
If, while fixing a bug, I see something I can improve on, I do it.
If someone asks for something to be added, I'll see if I can do it. If I can't, I'll add it to the To Do list and come back to it when I learn how to do it.


My current plans are making a single page that combines all property management pages into one.
This was hindered by the potions, but now that is fixed.
Title: A mod removing the age limit. It's now 3
Post by: a3535196 on May 30, 2014, 04:43:41 AM
Because setting a "legal" age limit in a game based on slavery & rape is the stupidest idea in the world, and demonstrates severe mental health issues in terms of differentiating between fact and fiction, here's a modified exe you can use instead of the original for WhoreMaster's Crazy mod version 0.5n-2.

The mod sets the age limit to 3 instead of 18. You can still have all girls above 18 (or above 65 for all I care) via modding them. In other words the mod doesn't force you to play with 3 year olds, nor does it force you to play with under 18's (or under 16's like the UK, or 15's like Sweden, or 14's like Germany, or 13's like Spain. Because different countries have different laws. Surprise). This mod just gives you the freedom (dirty word I know, sorry) to set your own limits.

Don't like it? Don't use it.

Download: http://www.mirrorcreator.com/files/GDLB8B0F/Whore_Master_Crazy_Mod_0.5n2_executable_-_Minimum_Age_Limit_3_years_old_instead_of_18_or_17.7z_links
Title: Re: Combining the big mods aka crazy's mod
Post by: teitogun on May 30, 2014, 05:33:29 AM
^It's about time someone realized this, thanks!
Title: Re: A mod removing the age limit. It's now 3
Post by: Sorren on May 30, 2014, 07:43:26 AM
Because setting a "legal" age limit in a game based on slavery & rape is the stupidest idea in the world, and demonstrates severe mental health issues in terms of differentiating between fact and fiction, here's a modified exe you can use instead of the original for WhoreMaster's Crazy mod version 0.5n-2.

The mod sets the age limit to 3 instead of 18. You can still have all girls above 18 (or above 65 for all I care) via modding them. In other words the mod doesn't force you to play with 3 year olds, nor does it force you to play with under 18's (or under 16's like the UK, or 15's like Sweden, or 14's like Germany, or 13's like Spain. Because different countries have different laws. Surprise). This mod just gives you the freedom (dirty word I know, sorry) to set your own limits.

Don't like it? Don't use it.

Download: http://www.mirrorcreator.com/files/GDLB8B0F/Whore_Master_Crazy_Mod_0.5n2_executable_-_Minimum_Age_Limit_3_years_old_instead_of_18_or_17.7z_links (http://www.mirrorcreator.com/files/GDLB8B0F/Whore_Master_Crazy_Mod_0.5n2_executable_-_Minimum_Age_Limit_3_years_old_instead_of_18_or_17.7z_links)


You really need to look up the relevant laws, the ages you've quoted are those of Consent not those for pornographic display.
EDIT: Keep in mind that the above is no reflection of my personal opinion on the matter, I have one but I'd rather not share it.
Title: Re: A mod removing the age limit. It's now 3
Post by: Brozita on May 30, 2014, 08:28:14 AM
The mod sets the age limit to 3 instead of 18.


How does this work with capturing girl in the catacombs, kidnapping, and daughters of your slaves?
Title: Re: A mod removing the age limit. It's now 3
Post by: a3535196 on May 30, 2014, 08:36:51 AM
You really need to look up the relevant laws, the ages you've quoted are those of Consent not those for pornographic display.

That's not pornography. That's a fucking cartoon. Have you people lost your minds? Also the very, very few jurisdictions criminalizing cartoon child porn won't give a rat's ass if you label the image as 18 or 21 yo. If it merely resembles a kid in their opinion you're busted because they treat it as if it were real child porn. If you live under a legislature with such mentality then considering the mod's legality should be the least of your concerns.

How does this work with capturing girl in the catacombs, kidnapping, and daughters of your slaves?

I changed most min/max values to go from 3>30, so presumably your cata & kidnaps will be from that range. Daughters I think will pop up once they're 3 but I need to test.
Title: Re: Combining the big mods aka crazy's mod
Post by: 0nymous on May 30, 2014, 08:58:30 AM
I forgot to add the corrected "CoreTraits.traits" to .05m



Speaking of CoreTraits, I'd like to ask once again if there's any plan on adding trait customization - I know it's possible to re-name the current traits and change their descriptions, but if you want to add new traits, it's not possible for them to actually affect any stats or skills. This should be a feature already existant in WMedit, but, well it seems it's been abandoned.

I know it's unlikely that anyone is working on the actual editor, which is a shame, because it needs some updates to better suit the, IMO currently best and only viable,  mod (like being able to set the oral skill level).
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 30, 2014, 09:21:09 AM

Speaking of CoreTraits, I'd like to ask once again if there's any plan on adding trait customization - I know it's possible to re-name the current traits and change their descriptions, but if you want to add new traits, it's not possible for them to actually affect any stats or skills. This should be a feature already existant in WMedit, but, well it seems it's been abandoned.

I know it's unlikely that anyone is working on the actual editor, which is a shame, because it needs some updates to better suit the, IMO currently best and only viable,  mod (like being able to set the oral skill level).
If you change the trait name in the CoreTraits file, it will most likely break your game.
The CoreTraits file needs to be converted to xml format, when that is done it will be much easier to customize traits.

As for WMedit, I have not taken a look at the source code for it, I much prefer to edit using notepad++ for editing files.
Starting in version .05n, I added files "!0 girlsx-contents.txt" and "!0 rgirlsx-contents.txt" to explain and assist creating new girl files.
They will also help you edit existing files.

If you have suggestions for the game post them here --> http://www.pinkpetal.org/index.php?topic=3433.0 (http://www.pinkpetal.org/index.php?topic=3433.0)
Title: Re: A mod removing the age limit. It's now 3
Post by: Evangelion 01 on May 30, 2014, 10:01:12 AM
Because setting a "legal" age limit in a game based on slavery & rape is the stupidest idea in the world, and demonstrates severe mental health issues in terms of differentiating between fact and fiction, here's a modified exe you can use instead of the original for WhoreMaster's Crazy mod version 0.5n-2.

The mod sets the age limit to 3 instead of 18. You can still have all girls above 18 (or above 65 for all I care) via modding them. In other words the mod doesn't force you to play with 3 year olds, nor does it force you to play with under 18's (or under 16's like the UK, or 15's like Sweden, or 14's like Germany, or 13's like Spain. Because different countries have different laws. Surprise). This mod just gives you the freedom (dirty word I know, sorry) to set your own limits.

Don't like it? Don't use it.

Download: http://www.mirrorcreator.com/files/GDLB8B0F/Whore_Master_Crazy_Mod_0.5n2_executable_-_Minimum_Age_Limit_3_years_old_instead_of_18_or_17.7z_links (http://www.mirrorcreator.com/files/GDLB8B0F/Whore_Master_Crazy_Mod_0.5n2_executable_-_Minimum_Age_Limit_3_years_old_instead_of_18_or_17.7z_links)
putting legalisation discussions away I need to inform you that you messed up a bit...after loading my last game started in 0.5n (2) I noticed that the arse Job is not included in your game (Clinic)
Title: Re: Combining the big mods aka crazy's mod
Post by: 0nymous on May 30, 2014, 10:03:18 AM
If you change the trait name in the CoreTraits file, it will most likely break your game.
The CoreTraits file needs to be converted to xml format, when that is done it will be much easier to customize traits.

As for WMedit, I have not taken a look at the source code for it, I much prefer to edit using notepad++ for editing files.
Starting in version .05n, I added files "!0 girlsx-contents.txt" and "!0 rgirlsx-contents.txt" to explain and assist creating new girl files.
They will also help you edit existing files.

If you have suggestions for the game post them here --> http://www.pinkpetal.org/index.php?topic=3433.0 (http://www.pinkpetal.org/index.php?topic=3433.0)


You've essentially completely abandoned WMEdit. So there's no non-programmer friendly customization option whatsoever?
Using Notepad++ may not be hard, but it definitely won't be as simple as WMEdit. It had a clear interface and allowed for really easy management of everything aside from, like I said, traits.
And now traits are broken completely too. As someone who's edited them and their description to fit their own needs and tastes, this essentially makes it necessary for me to re-work every girl I've made as well in case of mismatched traits. Granted  I'm willing to use the old, "stock" traits at all.


Not to mention editing girls includes editing a single file for every single one of them separately? And every single item file needs separate editing as well?


My question is: why abandon the way data is handled in the game and essentially give a big "fuck you" to anyone with custom items, traits and girls?


The only good thing I can see is the possibilty of editing the OralSex and TittySex values assigned to girls through the notepad files. That's still a small step forward while taking three large steps back.


I don't know why this mod took the course of completely revamping the way data is handled instead of focusing on adding new features or improving the ones existing.


Regardless, I'm looking forward for the future updates. But I'm sticking to version 0.5h for now.
Title: Re: A mod removing the age limit. It's now 3
Post by: a3535196 on May 30, 2014, 10:17:18 AM
putting legalisation discussions away I need to inform you that you messed up a bit...after loading my last game started in 0.5n (2) I noticed that the arse Job is not included in your game (Clinic)

You're right. It had to be removed because it kept giving compile errors. VSE 2013 wasn't available and I wasn't able to convert it to the old format. Sorry I didn't mention that.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 30, 2014, 10:35:42 AM
And now traits are broken completely too. As someone who's edited them and their description to fit their own needs and tastes, this essentially makes it necessary for me to re-work every girl I've made as well in case of mismatched traits. Granted  I'm willing to use the old, "stock" traits at all.


Not to mention editing girls includes editing a single file for every single one of them separately? And every single item file needs separate editing as well?
If you have already edited both edit both the CoreTraits file as well as your girls files, then they will still work for you.
What I first thought you meant was if you only had edited the CoreTraits but left the girls files alone.

The processing of traits that have been added since .05h still passes unknown traits as is, it is just certain spelling and title case changes were made.


My question is: why abandon the way data is handled in the game and essentially give a big "fuck you" to anyone with custom items, traits and girls?
My intention of converting the CoreTraits file from plain text to xml is to allow for more customization of traits.
For example:
Random girls now have a "Name" (the name of the .rgirlsx file) and a "Realname" (the name of the girl in game).
Traits will also have a "Name" (base name) and a "Realname" (what you call it)
Girls have all their stats in the .girlsx file, so will traits.


I don't know why this mod took the course of completely revamping the way data is handled instead of focusing on adding new features or improving the ones existing.
Sometimes progress makes old stuff obsolete.
However, we do try to keep legacy code in and make the game push through it.

Regardless, I'm looking forward for the future updates. But I'm sticking to version 0.5h for now.
Ok.



You're right. It had to be removed because it kept giving compile errors. VSE 2013 wasn't available and I wasn't able to convert it to the old format. Sorry I didn't mention that.
You need to find the file in the list and "Include" it in the project.

Also, I only push new code to the svn when I update a letter, so the svn will only have .05n not .05n.02.
Title: Re: Combining the big mods aka crazy's mod
Post by: TZHawk on May 30, 2014, 10:42:32 AM
WMEdit would have to be recoded from the ground up probably since some of the traits are incompatible with the more recent iterations of the program. and I don't think the source code for that is available.
Honestly though, I've been thinking about remaking the game from the ground up and organizing the content in a manner that makes it easier to find the content you want and added support for implementing mods (which is a pretty grand idea for someone with very little programming knowledge).
There is only so much you can do with the source code for this game.
On a side note, larger files usually mean longer loading times in the programming world so breaking them up like this isn't a terribly bad idea.
Title: Re: Combining the big mods aka crazy's mod
Post by: 0nymous on May 30, 2014, 10:57:56 AM

If you have already edited both edit both the CoreTraits file as well as your girls files, then they will still work for you.
What I first thought you meant was if you only had edited the CoreTraits but left the girls files alone.

The processing of traits that have been added since .05h still passes unknown traits as is, it is just certain spelling and title case changes were made.



What you're saying is my 0.5h versions of the .girlsx files should be compatible with my modified (0.5h) CoreTraits.traits if I paste both to 0.5n2? Aside from the spelling of, say "Fast orgasms", which should be "Fast Orgasms" now?
Is it also possible to manually edit the  .girlsx files through Notepad++ to "update" them to handle the new "OralSex" and "TittySex" values? However tedious that might be, considering the number of custom girls I've made through WMEdit ever since...







And what about WMEdit?
It was a really handy and nifty tool, I could get used to editing everything by changing lines of text in Notepad++, but aside from ease of use issue it's also easier to screw things up that way (a single typo could cause crashes and it's incredibly hard to identify the issue later).
The source code can't be that more complicated than the one for the game itself, can it?

The way I see it, trait customization was meant to be implemented in WMEdit, as proved by the traits tab in it (that currently merely displays the traits, drawing the values from CoreTraits.traits), but the development of WMEdit died. I was hoping somone would pick it back up and update it with the new features and more options in-during the development of Crazy's mod (which is essentially a continuation of updating Whoremaster as a whole IMO).


WMEdit would have to be recoded from the ground up probably since some of the traits are incompatible with the more recent iterations of the program. and I don't think the source code for that is available.
Honestly though, I've been thinking about remaking the game from the ground up and organizing the content in a manner that makes it easier to find the content you want and added support for implementing mods (which is a pretty grand idea for someone with very little programming knowledge).
There is only so much you can do with the source code for this game.
On a side note, larger files usually mean longer loading times in the programming world so breaking them up like this isn't a terribly bad idea.


Well, the lack of source code at all for WMEdit is a problem.


As for the traits, like I said, WMEdit doesn't seem to do anything to/with them aside from drawing the values from other files.
Title: Re: Combining the big mods aka crazy's mod
Post by: TZHawk on May 30, 2014, 11:09:45 AM
Making a new editor isn't terribly difficult, I'd just have to learn a few things (particularly exporting to a file which isn't that hard.)
I had an old project I was working on for Rpg Maker that had a similar design/interface than this.

The issue is knowing how the editor worked and what I would need to replicate in the new editor
Title: Re: Combining the big mods aka crazy's mod
Post by: Evangelion 01 on May 30, 2014, 11:25:25 AM
got a question/problem
In Version 0.4 and 0.5 (original) I had a girl named "Sakura Kinomoto" from CCS
however when I searched for her in my latest game started under 0.5n-2 I was only able to find her girlsx as loaded in the log, the girl herself isn't in my list (no description, stats or traits)
I modified another slave girl and included traits and stats from her girlsx...I haven't found her yet in the Slavemarket but atleast I don't get an error from loading.

Leaves me with the question what the heck happened to the original girl code?

(girlsx attached)
Title: Re: Combining the big mods aka crazy's mod
Post by: GonDra on May 30, 2014, 11:32:39 AM
Well, the lack of source code at all for WMEdit is a problem.

I am not sure if it is the most recent version, but I have a source package for it, it is build in c# with wpf and generally a mess.

Just checked the official SVN of whoremaster and the source is there too. (whm_svn/trunk/WMEdit)(info on the repository here: http://www.pinkpetal.org/index.php?topic=191.0 (http://www.pinkpetal.org/index.php?topic=191.0))

A comprehensive list of what is wrong with WMEdit would probably help if someone wants to tackle that project, I had intended to be that person quite some time ago but other projects and work keep getting in the way.
At the moment I don't see myself being able to look into WMEdit much for at least a month and I am not even sure if I have a working installation of Visual studio or the express versions at all.
Title: Re: Combining the big mods aka crazy's mod
Post by: TZHawk on May 30, 2014, 12:20:08 PM
I'll check it out, it'll be a good exercise for getting back into C# for me.
As for whats wrong with it, I believe the only major issue with it is the Traits at the moment.

In the meantime, I'll probably look over some old cold I did back in the day.
Title: Re: A mod removing the age limit. It's now 3
Post by: crazy on May 30, 2014, 01:09:48 PM
Because setting a "legal" age limit in a game based on slavery & rape is the stupidest idea in the world, and demonstrates severe mental health issues in terms of differentiating between fact and fiction, here's a modified exe you can use instead of the original for WhoreMaster's Crazy mod version 0.5n-2.
Plz take this to ur own topic or it will get lost in this.  I would like this to be focused solo on this mod and not another one.
Title: Re: Combining the big mods aka crazy's mod
Post by: a3535196 on May 30, 2014, 02:03:56 PM
You need to find the file in the list and "Include" it in the project.
Then the compiling process fails. I'm using MSVSE 2010 SP1. There's a difference in how the file is processed than MSVSE 2013 which you're using.

Also, I only push new code to the svn when I update a letter, so the svn will only have .05n not .05n.02.
That explains the crashes I'm getting with me executable but not yours. Can you please publish the bug-less fixed files here so I can compile a clean version? Or at least tell us when are going to update it.

Plz take this to ur own topic or it will get lost in this.  I would like this to be focused solo on this mod and not another one.
It's not that big of a deal plus it's buddy as shown above. I don't think it deserves a separate thread.
Title: Re: Combining the big mods aka crazy's mod
Post by: Geron on May 30, 2014, 06:48:43 PM
It's not that big of a deal plus it's buddy as shown above. I don't think it deserves a separate thread.
Please respect the wish of the mod creator and make your own topic for your own sub-mod.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 30, 2014, 07:13:47 PM
got a question/problem
In Version 0.4 and 0.5 (original) I had a girl named "Sakura Kinomoto" from CCS
however when I searched for her in my latest game started under 0.5n-2 I was only able to find her girlsx as loaded in the log, the girl herself isn't in my list (no description, stats or traits)
I modified another slave girl and included traits and stats from her girlsx...I haven't found her yet in the Slavemarket but atleast I don't get an error from loading.

Leaves me with the question what the heck happened to the original girl code?

(girlsx attached)
The problem is in the second line of the file
Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<Girls
    <Girl
        Name="Sakura Kinomoto"
The <Girls> needs the >
Fix that and the girl should work.
Title: Re: Combining the big mods aka crazy's mod
Post by: Evangelion 01 on May 31, 2014, 08:17:15 AM
The problem is in the second line of the file
Code: [Select]
<?xml version="1.0" encoding="utf-8"?>
<Girls
    <Girl
        Name="Sakura Kinomoto"
The <Girls> needs the >
Fix that and the girl should work.
DOW!
I feel like an idiot...
reminds me of my school days with C++ an error obvious to others but invisible to yourself^^

THX a bunch
Title: Version .05o
Post by: aevojoey on May 31, 2014, 06:21:21 PM
*** A newer version is available later on this thread ***

Version .05o.06
Mirror 1 - http://www.fileswap.com/dl/zRPrFxIX7Y/WhoreMaster.05o.06.zip.html (http://www.fileswap.com/dl/zRPrFxIX7Y/WhoreMaster.05o.06.zip.html)
Mirror 2 - https://mega.co.nz/#!xRk0XKqA!L_0WDQUk0-Exw2eqwxJRa2m_2ncNE2X3Fs1NL9KaZuQ (https://mega.co.nz/#!xRk0XKqA!L_0WDQUk0-Exw2eqwxJRa2m_2ncNE2X3Fs1NL9KaZuQ)

Major Changes:
 - Reworked all Clinic surgery jobs.
 - Nurses now play more of a role in helping girls recover from surgery and healing.
 - Rewrote GetAbortion from Clinic - probably made the coding too complicated, but it works. Takes 1 day with doctor and nurse or 2 days with just doctor.

Minor Changes:
 - Added a fix "dungeon screen to brothel screen crash" - needs more testing to be sure it works correctly
 - Finished correction of bug "if girl is assigned a job outside of the building she is in"
 - Increased max number of rooms from 250 to 32k
 - Changed some debug strings for dungeon.
 - Clinic - Nurse and Mechanic jobs are now full time jobs.
 - Resting jobs get set to correct building rest jobs when changing from full time to part time jobs.
 - Half-Constructs can get healed in the clinic by using either GetHealing (60), GetRepairs (60) or both (80) if a Doctor and a Mechanic are on duty.
 - Tweaked numbers in WorkRecruiter.cpp and WorkPersonalTraining.cpp to be a little more useful.


* update .05o.01 -
   corrected bug in tiredness for clinic
   Modified the way "Virgin" is loaded from .girlsx files, specifically yes (1) or no (0)
       - if Virgin="0" or Virgin="1" is added inside the <girl ... > section.
       - if <Trait Name="Virgin" /> is in the traits list then yes and overrides previous check.
       - if neither is specified, the game randomly sets virgin status based on age and sex stats.
       - .rgirls still use the <Trait Name="Virgin" Percent="#" />
   Reworked Arena Combat Training
* update .05o.02 - 
   Fixed bug with Brothel Stables jobs not working
* update .05o.03 - 
   Corrected some spelling errors
   Rewrote Clinic surgery working days section
   Girls will no longer runaway from rehab if a counselor is on duty
   Reworked Arena Combat Training more
   You can no longer send girls with max combat, magic, agility and constitution to train in the arena.
* update .05o.04 - 
   Increased item counts
      - 3000 item slots for you (increased from 300)
      - still only 40 item slots for girls
      - 999 of each item per slot (increased from 254)
* update .05o.05 - 
   Corrected buying buildings from the town screen (Hopefully for good)
   Fixed children aging if <Pregnancy ... WeeksTillGrown = "#" ... > in the config.xml file is set above 255
      - Now it can be up to 32k.
   Added hotkeys to the inventory screen (press 9 in game to see what the hotkeys for that screen are.)
* update .05o.06 - 
   Fixed arena combat training precheck



* In Version .05n, Anti-Pregnancy potions were completely redone. You will need to restock them before going to the next week to prevent a baby boom.
* The game versions on this thread have no girls files included. There are other threads on this forum you can get them. -
http://www.pinkpetal.org/index.php?board=5.0 (http://www.pinkpetal.org/index.php?board=5.0)
* All versions from .05i on all have had the ".itemsx" files moved from ".\Resources\Data" to ".\Resources\Items"
* All versions from .05i on require the "*120*.dll"s that are included in the zip - if you only copy the exe the game will not work.
* If the game crashes when you hit the "Next Week" button, try reassigning jobs to all girls.  > This cause of crashing was repaired in version .05o.
* If you find a bug, please report it on the bug thread - http://www.pinkpetal.org/index.php?topic=1031.0 (http://www.pinkpetal.org/index.php?topic=1031.0)
Title: Re: Combining the big mods aka crazy's mod
Post by: dr678diablo on May 31, 2014, 06:41:10 PM
Hey .... i added a bunch of old girlsx and rgirlsx and now i get a crash error. Is this because .... I added too many or cause they are old files.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 31, 2014, 06:47:40 PM
Hey .... i added a bunch of old girlsx and rgirlsx and now i get a crash error. Is this because .... I added too many or cause they are old files.
Not likely the number of files unless you added thousands of them.
Attach a few that you think may be bad and I'll take a look at them
Title: Re: Combining the big mods aka crazy's mod
Post by: dr678diablo on May 31, 2014, 07:15:39 PM
Not likely the number of files unless you added thousands of them.
Attach a few that you think may be bad and I'll take a look at them
I added the girls a bit at a time seeing which ones would crash and one of these caused a crash, If you could tell me how to fix them or just take a look that would be awesome.

actually its EEpack2.girlsx
im going to find more now and narrow it down.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 31, 2014, 07:36:14 PM
I found no problems in those files.
What version of the game are you using?

More to the point, how is it actually crashing?
Does it not load? or does it crash after playing it?

Delete your current gamelog.txt file, start a new game and if it crashes again, attach the gamelog.

The more details the better.


Or start over.
Download version .05o and extract it to a new location.
Then copy the files from your old .\Resources\Characters folder to the new one from .05o
Try to run the game and start a new game.
If it works then slowly move your old stuff to the new folder.
Title: Re: Combining the big mods aka crazy's mod
Post by: dr678diablo on May 31, 2014, 07:48:51 PM
right now im using 5n.02 I m also using that age limit reduction that was posted earlier but! it crashes the same way with out it.

it crashes upon starting a new game when it is suppose to be loading all the girls. Wont actually let me in the new game. here is the crash log


had to compress the file

Ill try the new version but i had the old verson working befor i added abunch of more files.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on May 31, 2014, 08:01:43 PM
Looks like you have a corrupt ani file
The game can have difficulties handling animated images
Check in the folder for Hatsune Miku and see if there are any text or xml or ani files
Or if the file called "Sex1.jpg" is missing or is corrupt


Another way to test if it is the girlsx or rgirlsx files is to only have those in the Characters folder
Do not have any subfolders with pictures in there.
The game will not have pictures, but you can do that to test just the  (r)girlsx files.
Title: Re: Combining the big mods aka crazy's mod
Post by: dr678diablo on May 31, 2014, 08:07:11 PM
Looks like you have a corrupt ani file
The game can have difficulties handling animated images
Check in the folder for Hatsune Miku and see if there are any text or xml or ani files
Or if the file called "Sex1.jpg" is missing or is corrupt
yeah i see some ani's i think i can just remove them huh?

i know what to do now thanks. You was a big help also do you think that age limit mod will work with new versions .
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 01, 2014, 12:31:02 PM
Updated to .05o.03 here - http://www.pinkpetal.org/index.php?topic=953.msg27725#msg27725 (http://www.pinkpetal.org/index.php?topic=953.msg27725#msg27725)



do you think that age limit mod will work with new versions .
I have no connection with whoever does that mod.
I personally do not care about it.
However, where I live the legal age is 18, therefor any and all versions I put out will have the 18 age restrictions.

Just to clarify any copyright checks: None of the versions I put out will have any pictures other than the ones in the .\Resources\Buttons and .\Resources\Images which have been in the game long before I got here.
If I ever create my own images, I release them freely under the GNU General Public License.
Title: Re: Combining the big mods aka crazy's mod
Post by: testyTom on June 02, 2014, 05:04:49 AM
First post, but I'm big fan of your mod.  Since you got around to increasing the room limit on brothels, could you also increase the item pool limit from 300?  Items beyond that are just ignored and not added to the pool.  I've looked at your code, and it looks like all you need to do is change MAXNUM_INVENTORY from 300 to something higher in Constants.h.  Similarly, the maximum number of an item type you can have is 255.  This is a little harder to fix, since it looks like that limit is hard-coded by each function that adds items, but I believe if you remove the if statements of the form


if(g_Brothels.m_NumItem[local variable here] >= 254)


it might work.  I don't know if there's a byte size limit on the size of m_NumItem, but hopefully that would do it.  References to this type of statement appear in cgamescript.cpp, cgangs.cpp, cinventory.cpp, and workexplorecatacombs.cpp.  I'd honestly make all these changes myself but last I checked the source code was still on the release version of n
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 02, 2014, 11:08:50 AM
Since you got around to increasing the room limit on brothels, could you also increase the item pool limit from 300?
3000 should be enough

Similarly, the maximum number of an item type you can have is 255.
999 of each item before it will make a new line for that item

Both are in .05o.04



edit:
I just purchased the Studio, but it didn't work until the 3rd time, but I'm now also the proud owner of the Clinic and the Centre. I'm assuming this is a bug.
Edit; I tried to recreate this, first time it only bought the Clinic before I got the Studio, and the 2nd time I got the Studio right away...
Ok, I just had this happen to me and I worked out how and why it happens.

It is fixed in .05o.05
Title: Re: Combining the big mods aka crazy's mod
Post by: Drugas on June 02, 2014, 07:43:12 PM
For developing children, child age resets to 0 after 255 weeks.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 02, 2014, 08:46:44 PM
For developing children, child age resets to 0 after 255 weeks.
The magic of the world the game takes place in causes children to grow up much faster.

In the original code, children age up to age 18 in 60 weeks.
The game loads the time from your config.xml file <Pregnancy ... WeeksTillGrown = "#" ... >
If you set aging to the real world amount of 936 weeks, it would not work. (Anything over 254 weeks would not work)

Found it and fixed it.
You will now be able to set it up to 32k weeks (615 years) if you heart so desires. (No, I will  not make it longer  :P )
Title: Re: Combining the big mods aka crazy's mod
Post by: Drugas on June 02, 2014, 09:11:37 PM
The magic of the world the game takes place in causes children to grow up much faster.
That justifies a reply, but I am not quite sure exactly what sort, so picture an image of a kitten playing Jenga and we'll call it even.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 02, 2014, 09:49:48 PM
The magic of the world the game takes place in causes children to grow up much faster.
That justifies a reply, but I am not quite sure exactly what sort, so picture an image of a kitten playing Jenga and we'll call it even.
That was supposed to be the preface to the answer but ok - http://youtu.be/GyeCXrUuFmk (http://youtu.be/GyeCXrUuFmk)  :D

Either way, it is fixed in version .05o.05 here - http://www.pinkpetal.org/index.php?topic=953.msg27725#msg27725 (http://www.pinkpetal.org/index.php?topic=953.msg27725#msg27725)

Title: Re: Combining the big mods aka crazy's mod
Post by: ElvisLives27536 on June 04, 2014, 11:55:27 PM
I've been away from this game and recently come back to check on where the updates have taken it. Crazy it's awesome of you to continue working on this for so long.

But I've got a couple of questions for anyone who might know the answer:

Was the fact that the traits gained from torturing were temporary ever fixed in Crazy's Mod? This bug existed in vanilla where any trait gained from torturing was removed after 20 weeks.

What does the TortureTraitWeekMod do exactly? It say's it's multiplied by the number of weeks a girl has been in the dungeon, but what's the formula it's using to generate a trait?
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 05, 2014, 01:04:37 AM
Was the fact that the traits gained from torturing were temporary ever fixed in Crazy's Mod? This bug existed in vanilla where any trait gained from torturing was removed after 20 weeks.

What does the TortureTraitWeekMod do exactly? It say's it's multiplied by the number of weeks a girl has been in the dungeon, but what's the formula it's using to generate a trait? I assume it's some small percentage chance each torture for a trait to be gained because setting TortureTraitWeekMod to 100 doesn't seem to change the number of weeks all that much, if at all.
I have not looked at the torture section of the game much but giving it a quick look over:

By the looks of it, 3 traits are meant to be temporary:
 - If both her spirit and health go below 20, she gets "Broken Will" for (5 + (nWeekMod/ 2)) weeks.
 - If her bdsm skill is above 30, she gets "Masochist" for  (10 + nWeekMod) weeks.
 - If her health goes below 10, she gets "Mind Fucked" for (10 + nWeekMod) weeks.
Where nWeekMod = TortureTraitWeekMod  * (the number of weeks she has been in the dungeon)



First do basic torture damage:
if health is greater than 10:
    health -5, happiness -5, constitution +1, confidence -5, obedience +10, spirit -5, tiredness -5, pchate +3, pclove -5, pcfear +7, bdsm +1
otherwise do safer torture:
     happiness -2, confidence -2, obedience +4, spirit -2, tiredness -2, pchate +1, pclove -2, pcfear +3

Then check if she gets badly injured from the torture:
If she has "Incorporeal" she can not get injured, therefore she will not get any of the trait changes or end a pregnancy.
 - If she has "Fragile" 6%
 - If she has "Tough" 1%
 - otherwise 3%

If she did get badly injured, what form did that take?
 - First she looses 5-14 health

Then each of these checks are made:
 - Chance to gain one of "Horrific Scars", "Small Scars" or "Cool Scars" if she currently has no scars:
 -  - If she has "Fragile" 6%
 -  - If she has "Tough" 2%
 -  - Otherwise 3%

 - Chance to loose an eye and get either "One Eye" or "Eye Patch":
 -  - If she has "Fragile" 3%
 -  - Otherwise 1%

 - Chance to get "Fragile":  1%
 - I am going to change this to include the chance to loose "Tough", also at 1%, in version .05p

 - Chance to end humanoid pregnancy from torture (Pregnant or Pregnant by Player):
 -  - If she has "Fragile" 12%
 -  - If she has "Tough" 2%
 -  - Otherwise 6%

 - (Also to be added in .05p) Chance to end beast pregnancy from torture (Insemination):
 -  - If she has "Fragile" 6%
 -  - If she has "Tough" 1%
 -  - Otherwise 3%

"Horrific Scars", "Small Scars", "Cool Scars", "One Eye", "Eye Patch" and "Fragile" are all permanent.
Title: Re: Combining the big mods aka crazy's mod
Post by: Drugas on June 05, 2014, 04:22:41 AM
My slave girl dealers are always taking a cut of the money even though I got a gang watching the girls and house percentage 100%

Is this how it should be?
Title: Re: Combining the big mods aka crazy's mod
Post by: Brozita on June 05, 2014, 04:39:14 AM
By the looks of it, 3 traits are meant to be temporary:
 - If both her spirit and health go below 20, she gets "Broken Will" for (5 + (nWeekMod/ 2)) weeks.
 - If her bdsm skill is above 30, she gets "Masochist" for  (10 + nWeekMod) weeks.
 - If her health goes below 10, she gets "Mind Fucked" for (10 + nWeekMod) weeks.
Where nWeekMod = TortureTraitWeekMod  * (the number of weeks she has been in the dungeon)


Well now I know why my girls suddenly aren't as obedient anymore... Any chance of this being made permanent?
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 05, 2014, 09:48:14 AM
My slave girl dealers are always taking a cut of the money even though I got a gang watching the girls and house percentage 100%

Is this how it should be?
For version .05p I am going through all the jobs and fixing things about them.
I have not gotten to dealers yet, but when I do, I'll let you know.


Well now I know why my girls suddenly aren't as obedient anymore... Any chance of this being made permanent?
I am making it so that if TortureTraitWeekMod is set to -1 in the config.xml it makes torture harsher.
This will make "Broken Will", "Masochist" and "Mind Fucked" permanent.
It will double the chance of greatly injuring girls when torturing them and damage is increased by half (7-21 instead of 5-14).
Also doubles any evil gained.

It will be in .05p
Title: Re: Combining the big mods aka crazy's mod
Post by: ElvisLives27536 on June 05, 2014, 06:41:10 PM
Cool man! You're awesome.
Title: Re: Combining the big mods aka crazy's mod
Post by: a3535196 on June 06, 2014, 01:02:39 AM
May I suggest that gangs' weapons level does not cap at 4, but at something like 7 to prolong the development phase?

More importantly, does the AI "understand" how to use weapon level for its gang and various items for its girls? The game would be pretty boring if it didn't.
Title: Re: Combining the big mods aka crazy's mod
Post by: Brozita on June 06, 2014, 11:13:08 AM
I am making it so that if TortureTraitWeekMod is set to -1 in the config.xml it makes torture harsher.


Can I just do this myself without it causing problems ATM?
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 06, 2014, 11:34:36 AM
Can I just do this myself without it causing problems ATM?
This will not be in the game until I put out .05p this weekend.
Title: Re: Combining the big mods aka crazy's mod
Post by: Brozita on June 06, 2014, 12:00:12 PM
But wouldn't I be able to change it in the config.xml file myself now? Or would that possibly break the game?
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 06, 2014, 12:17:25 PM
By the looks of it, 3 traits are meant to be temporary:
 - If both her spirit and health go below 20, she gets "Broken Will" for (5 + (nWeekMod/ 2)) weeks.
 - If her bdsm skill is above 30, she gets "Masochist" for  (10 + nWeekMod) weeks.
 - If her health goes below 10, she gets "Mind Fucked" for (10 + nWeekMod) weeks.
Where nWeekMod = TortureTraitWeekMod  * (the number of weeks she has been in the dungeon)
Setting it to -1 before the changes made for .05p have been implemented may break the game if:
 1. you torture girls
 2. and if, from that torture, the girl tries to get one of those 3 traits.
 3. and if the girl has been in the dungeon for more weeks than what the math problem for that trait results in a number less than 0
If none of these apply then the game should not break.
#2 and #3 cause the girl to have the trait temporarily so a -1 now would reduce the time she has it.

If #3 does result in a negative number, I'm not really sure what would happen.
Try setting TortureTraitWeekMod to -1000 and see what happens.
Title: Re: Combining the big mods aka crazy's mod
Post by: Brozita on June 06, 2014, 12:36:42 PM

Try setting TortureTraitWeekMod to -1000 and see what happens.



Some 20ish days in, nobody has gotten Broken Will, Mind Fucked, or Machocist, but I think I have an increase in scars earned... Not sure tho might just be randoms hitting more often. Nobody has died in the period, before I had a girl dying every other day, but I also have 120 people down there...


Nvm just lost a couple :s



I've put TortureTraitWeekMod to -1 now and ran it for around 20 days as well, no crashes but girls didn't get the Broken Will etc. either.
Title: Re: Combining the big mods aka crazy's mod
Post by: a3535196 on June 06, 2014, 01:12:10 PM
May I suggest that gangs' weapons level does not cap at 4, but at something like 7 to prolong the development phase?

More importantly, does the AI "understand" how to use weapon level for its gang and various items for its girls? The game would be pretty boring if it didn't.

I think we can achieve the above by changing the line "if((*wlev) < 4)" to "if((*wlev) < 7)" from cScreenGangs.cpp, in this section:
Quote
   // weapon upgrades
   int *wlev = g_Gangs.GetWeaponLevel();
   ss.str("");
   ss << gettext("Weapon Level: ") << *wlev;
   if((*wlev) < 4)
   {
      EnableButton(weaponup_id);
      ss << gettext(" Next: ")
         << tariff.goon_weapon_upgrade(*wlev)
         << gettext("g");
   }

I still feel "guilty" though because I'm not sure the AI understands all that. Don't wanna have an unfair advantage.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on June 07, 2014, 01:29:04 PM
Obvisiously BDSMsex is a big difference to a torture.

Iwould really prefer that the game would differenciate this with differnet kind of pics.

Is there any chance to code an addtional pic categorie so that the pics fit more or better ?

Kind Regards,

HuiBui
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 07, 2014, 07:27:42 PM
Obvisiously BDSMsex is a big difference to a torture.

Iwould really prefer that the game would differenciate this with differnet kind of pics.

Is there any chance to code an addtional pic categorie so that the pics fit more or better ?
Adding a torture type should be easy.

What I would like to do is to rework the image loading scripts so that a single image can be used for multiple things like some image sites do.
If for example you have a file "Profile, strip, preg (0).jpg" it would load the image into all 3 image lists.
I have already created a case-insensitive comparison for items, so making one for images would be easy.
Splitting the file name using the commas and spaces would also be easy.



I was intending to have .05p be just an update for jobs, but I keep getting sidetracked to better things.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 08, 2014, 12:33:51 AM
*** This List has been updated and moved here -
http://www.pinkpetal.org/index.php?topic=3446.msg27877#msg27877 (http://www.pinkpetal.org/index.php?topic=3446.msg27877#msg27877)







I have made some changes to the torture code in order to make the images displayed for torture be from an image list specifically for torture.
If you name some images with the prefix "torture #.*g" they will show up when you or one of your girls tortures a girl in the dungeon.
If you have no "torture #.*g", it defaults to "bdsm #.*g" then to "profile #.*g".

edit: also added "hand  #.*g"

While I was adding that, I went ahead and added pregnancy pictures for all image types that didn't already have them.

Here are all the image prefixes that the game will now recognize: (capitalization does not matter)

"anal #.*g",        "bdsm #.*g",        "sex #.*g",         "beast #.*g",       "group #.*g",
"les #.*g",         "torture #.*g",     "death #.*g",       "profile #.*g",     "combat #.*g",
"oral #.*g",        "ecchi #.*g",       "strip #.*g",       "maid #.*g",        "sing #.*g",
"wait #.*g",        "card #.*g",        "bunny #.*g",       "nude #.*g",        "mast #.*g",
"titty #.*g",       "milk #.*g",        "hand #.*g",       "preg #.*g",
"preganal #.*g",    "pregbdsm #.*g",    "pregsex #.*g",     "pregbeast #.*g",   "preggroup #.*g",
"pregles #.*g",     "pregtorture #.*g", "pregdeath #.*g",   "pregprofile #.*g", "pregcombat #.*g",
"pregoral #.*g",    "pregecchi #.*g",   "pregstrip #.*g",   "pregmaid #.*g",    "pregsing #.*g",
"pregwait #.*g",    "pregcard #.*g",    "pregbunny #.*g",   "pregnude #.*g",    "pregmast #.*g",
"pregtitty #.*g",   "pregmilk #.*g",   "preghand #.*g"

The # can be anything, but is generally accepted as a number with or without ().
The file extension should be ".jpg" but ".jpeg" and ".png" should also work.
The ".ani" extension should also work, but I do not have any of those to test it with.

I also fixed a bug where "preg #.*g" would only work with numbers 1-9, not with spaces or ().


None of the new prefixes has been added to the gallery yet.
I may not get around to it any time soon because it would require creating button images for them.
Or I may make a list box to list all the image types and how many of each the girl has, but not now.


This change will be in .05p which should be out sometime tomorrow night.
Still have a few bugs to work out.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on June 08, 2014, 03:12:35 AM
Thanks aevojoey,thats fantastic.
You are doing a great job.

In the past I tried hours by hours to manage that a script will show more than one pic, but without to change the code it is (was) impossible.
For example to show a sequence of strip pics.

Kind Regards,
HuiBui
Title: Re: Combining the big mods aka crazy's mod
Post by: Yukinohki on June 08, 2014, 05:35:43 AM
Just a little newbie question for Pictureset-creation
a picture named for example
pregwaitxmas.jpg is accepted?
(no space between and no number in it)

Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 08, 2014, 07:45:05 AM
Just a little newbie question for Pictureset-creation
a picture named for example
pregwaitxmas.jpg is accepted?
(no space between and no number in it)
"pregwaitxmas.jpg" would be passed to the "pregwait #.*g" list.

As an example:
If the title of the image was "wait for xmas to get here" and you intended it to be included in the "preg #.*g" list, you might try to make the name of the file "pregwaitforxmastogethere.jpg".
The game would instead add it to the "pregwait #.*g" list leaving you with the title of the image as "for xmas to get here"
To make this scenario work the file name could be "preg waitforxmastogethere.jpg", "preg1waitforxmastogethere.jpg", "preg_waitforxmastogethere.jpg", "pregwwaitforxmastogethere.jpg" or anything that would not cause it to pass the file through another filter.



Title: Re: Combining the big mods aka crazy's mod
Post by: Yukinohki on June 08, 2014, 07:50:54 AM
thanks,
yes my example was intended to be pregnant waitress in xmas clothing so my thoughts were correct
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 08, 2014, 11:06:33 PM
*** A newer version is available later on this thread ***

Version .05p.01
Mirror 1 - http://www.fileswap.com/dl/EOFpjpDlpD/WhoreMaster.05p.01.zip.html (http://www.fileswap.com/dl/EOFpjpDlpD/WhoreMaster.05p.01.zip.html)
Mirror 2 - https://mega.co.nz/#!cQ8FGAhJ!Om4jhniJUAtYIszr3n9tOnM7HYNA_CSeJAOI87njge4 (https://mega.co.nz/#!cQ8FGAhJ!Om4jhniJUAtYIszr3n9tOnM7HYNA_CSeJAOI87njge4)


* update .05p.01 -
Successful Rehab and Surgeries show green when successful.
*** Important: You will need to edit your .\Resources\Interface\(interfacename)\InterfaceColors.txt ***
Code: [Select]
200 30 30    LIST BOX SPECIAL ELEMENT 1 (RED) BACKGROUND
80 80 250    LIST BOX SPECIAL ELEMENT 2 (DARK BLUE) BACKGROUND <--- after this line...
30 190 30    LIST BOX SPECIAL ELEMENT 3 (GREEN) BACKGROUND     <--- ... Add this lines
187 190 224    LIST BOX SELECTED ELEMENT
255 167 180    LIST BOX SELECTED SPECIAL ELEMENT 1 (RED)
187 190 224    LIST BOX SELECTED SPECIAL ELEMENT 2 (DARK BLUE) <--- after this line...
0 250 0    LIST BOX SELECTED SPECIAL ELEMENT 3 (GREEN)     <--- ... Add this lines

Multiday jobs now change their (#) based on if there is a Nurse or Doctor is on duty.
 - If there is no Doctor on duty it changes to " (?)***" with a note in the job description.
 - If there is no Mechanic on duty it changes to " (?)****" with a note in the job description.
Corrected Rehab and Surgeries result texts.
Torture message in the dungeon is back to normal message instead of warning.  (Something must have gone wrong when I corrected this, should be fixed when I update .05p.02)

Crazy added Medicine and Performance Skills



Version .05p
Mirror 1 - http://www.fileswap.com/dl/ZB9LSasHo/WhoreMaster.05p.zip.html (http://www.fileswap.com/dl/ZB9LSasHo/WhoreMaster.05p.zip.html)
Mirror 2 - https://mega.co.nz/#!FYcgmLgL!fVpMMQqsjMmgKum1mkh4_iNswRFnR9t6_xIZMcoOiSI (https://mega.co.nz/#!FYcgmLgL!fVpMMQqsjMmgKum1mkh4_iNswRFnR9t6_xIZMcoOiSI)


Interface changes:
Changed the girls lists by widening the job columns in my interface J_1024x768 to make room for new notes " (#)* **"
 - If you use my interface J_1024x768, and copy from the zip to your existing folder, make sure you copy the folder over.
 - If you have your own interface, you may need to widen the job columns to make room for 8 more letters.

Job Changes:
 - Made several changes to how some jobs work, the pay for them and the xp/skill/stat gains
 -  - Brothel: Explore Catacombs, Beast Capture
 -  - Arena: Fight Girls, Fight Beasts, Combat Training, City Guard
 -  - Clinic: Nurse, Mechanic
 -  - Centre: Drug Counselor
 -  - Beast jobs now randomly increase or decrease the number of beasts by -2 to +5
 -  - Combat jobs now give random increase to all 4 combat skill/stats (com,mag,agi,con)
 -  - Nurse, Mechanic and Drug Counselor now pay the girl an additional amount for each of your girls they take care of
 -  - City Guard job results in change to Player's Suspicion level instead of Disposition.
 -  - (other jobs still need work)
 - Added WORKNURSE, WORKMECHANIC and WORKCOUNSELOR to job enjoyment
 - Changed how whores use magic to charm their customers happier

 - Multiday jobs can be continued if accidentally changed before hitting next week
 -  - Rehab and clinic surgery jobs now say how long they have left. "jobname (#)*"
 -  - Surgery jobs have a * note in their job description
 -  - If Rehab or a surgery job are changed while in progress, " **" is added to the new job name with the ** note after the job description
 -  - If an interrupted multiday job is not changed back before the next week, all progress from the old multiday job is lost.

Torture Changes:
 - Added possibility of loosing "Tough" trait at 1% and Insemination pregnancy
 - Made it so that if TortureTraitWeekMod is set to -1 in the config.xml it makes torture harsher.
 -  - This will make "Broken Will", "Masochist" and "Mind Fucked" permanent.
 -  - It will double the chance of greatly injuring girls when torturing them and damage is increased by half (7-21 instead of 5-14).
 -  - Also doubles any evil gained.
 
Image Changes:
 - I have made some changes to the torture code in order to make the images displayed for torture be from an image list specifically for torture.
 -  - If you name some images with the prefix "torture #.*g" they will show up when you or one of your girls tortures a girl in the dungeon.
 -  - If you have no "torture #.*g", it defaults to "bdsm #.*g" then to "profile #.*g".
 - While I was adding that, I went ahead and added the ability to add pregnancy pictures for all image types that didn't already have them.
 - I also fixed a bug where "preg #.*g" would only work with numbers 1-9, not with spaces or ().
 - Here are all the image prefixes that the game will now recognize: (capitalization does not matter)
"anal #.*g",        "bdsm #.*g",        "sex #.*g",         "beast #.*g",       "group #.*g",
"les #.*g",         "torture #.*g",     "death #.*g",       "profile #.*g",     "combat #.*g",
"oral #.*g",        "ecchi #.*g",       "strip #.*g",       "maid #.*g",        "sing #.*g",
"wait #.*g",        "card #.*g",        "bunny #.*g",       "nude #.*g",        "mast #.*g",
"titty #.*g",       "milk #.*g",        "hand #.*g",       "preg #.*g",
"preganal #.*g",    "pregbdsm #.*g",    "pregsex #.*g",     "pregbeast #.*g",   "preggroup #.*g",
"pregles #.*g",     "pregtorture #.*g", "pregdeath #.*g",   "pregprofile #.*g", "pregcombat #.*g",
"pregoral #.*g",    "pregecchi #.*g",   "pregstrip #.*g",   "pregmaid #.*g",    "pregsing #.*g",
"pregwait #.*g",    "pregcard #.*g",    "pregbunny #.*g",   "pregnude #.*g",    "pregmast #.*g",
"pregtitty #.*g",   "pregmilk #.*g",   "preghand #.*g"

The # can be anything, but is generally accepted as a number with or without ().
The file extension should be ".jpg" but ".jpeg" and ".png" should also work.
The ".ani" extension should also work, but I do not have any of those to test it with.

Security Changes:
 - I changed it so the the security level goes down by 1 per attacker before checking if they get though.
 -  - Then, if any attackers survive, the security level goes down by 5 per attacker who survived.

Item Changes:
 - Some items have variations that have spaces, commas and/or periods to differentiate them, so I added functions to assist in comparing strings
 - Added do_daily_items code
 - Some items are hard coded into do_daily_items
 - Started making xml loading for do_daily_items tests, nothing in it yet.
 - More info on this here - http://www.pinkpetal.org/index.php?topic=3444.msg27810#msg27810 (http://www.pinkpetal.org/index.php?topic=3444.msg27810#msg27810)
 
Other Changes:
 - Corrected a few typos
 - Chopped out a lot of useless debug logging





* In Version .05n, Anti-Pregnancy potions were completely redone. You will need to restock them before going to the next week to prevent a baby boom.
* The game versions on this thread have no girls files included. There are other threads on this forum you can get them. -
http://www.pinkpetal.org/index.php?board=5.0 (http://www.pinkpetal.org/index.php?board=5.0)
* All versions from .05i on all have had the ".itemsx" files moved from ".\Resources\Data" to ".\Resources\Items"
* All versions from .05i on require the "*120*.dll"s that are included in the zip - if you only copy the exe the game will not work.
* If the game crashes when you hit the "Next Week" button, try reassigning jobs to all girls.  > This cause of crashing was repaired in version .05o.
* If you find a bug, please report it on the bug thread - http://www.pinkpetal.org/index.php?topic=1031.0 (http://www.pinkpetal.org/index.php?topic=1031.0)
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on June 11, 2014, 11:47:27 PM
Hi aevojoey,

I was wandering how to add these new type of pictures into scripts ?
Would you please be so kind and have a look into the scripteditor and add the missing commands?

For an example : if you torture a girl in your dungeon by clicking on the button, the matching pic is shown correctly on the upper right corner of the screen.
But if you are doing this by using the DefaultInteractDungeon.script the pic will not be shown in the large size.

Can i just extend the script with " have Torture" ?
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 12, 2014, 12:33:36 AM
I was wandering how to add these new type of pictures into scripts ?
Would you please be so kind and have a look into the scripteditor and add the missing commands?

For an example : if you torture a girl in your dungeon by clicking on the button, the matching pic is shown correctly on the upper right corner of the screen.
But if you are doing this by using the DefaultInteractDungeon.script the pic will not be shown in the large size.

Can i just extend the script with " have Torture" ?
The image handling is not in the .script files, it is in the code.
I added the image type to it so it will be there when I finish what I am currently working on.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on June 13, 2014, 02:24:18 AM
Okay need some writers to finish up some of the jobs.  Look at the hall jobs for what I mean if u feel ur up to the task PM me and ill give u a job to write on and tell u how I need it done.  Need the club, bar and a few brothel jobs.  Also need some for centre and nurse jobs.  Maybe more.

Can i just extend the script with " have Torture" ?
Got this added.  In case aevojoey doesn't yet it will be in my next update I send.
Title: Version .05q
Post by: aevojoey on June 13, 2014, 11:41:06 AM
*** A newer version is available later on this thread ***

Version .05q.04
Mirror 1 - http://www.fileswap.com/dl/pJPVO7keKG/WhoreMaster.05q.04.zip.html (http://www.fileswap.com/dl/pJPVO7keKG/WhoreMaster.05q.04.zip.html)
Mirror 2 - https://mega.co.nz/#!1AMmHYxb!c_xblAWMXNHWP7f5BiY1hjQ-UxJBgYwfwQfvwya-C0Q (https://mega.co.nz/#!1AMmHYxb!c_xblAWMXNHWP7f5BiY1hjQ-UxJBgYwfwQfvwya-C0Q)

* update .05q.04 -
Fixed bug dealing with the game not knowing where the girl is located.


Version .05q.03
Mirror 1 - http://www.fileswap.com/dl/KKwvK2pbC3/WhoreMaster.05q.03.zip.html (http://www.fileswap.com/dl/KKwvK2pbC3/WhoreMaster.05q.03.zip.html)
Mirror 2 - https://mega.co.nz/#!8AFmQYaJ!J_H6H0ngwJlXDLPUB1uihn1-T6EF0wWHEDz_9Cnekzc (https://mega.co.nz/#!8AFmQYaJ!J_H6H0ngwJlXDLPUB1uihn1-T6EF0wWHEDz_9Cnekzc)

* update .05q.03 -
Corrected "YesterDayJob not a job".
Rewrote Dungeon turn summary to sort the girls the way other buildings do.
Added "Runaway's Names (Time)" list to house details.
Added variations of "Holy Water" items (T), (S), (M), (L), (D)


Version .05q.02
Mirror 1 - http://www.fileswap.com/dl/SriZXC6Fb/WhoreMaster.05q.02.zip.html (http://www.fileswap.com/dl/SriZXC6Fb/WhoreMaster.05q.02.zip.html)
Mirror 2 - https://mega.co.nz/#!IQ8yAb7C!K_6PCVlchdv_8TYN-NFcU24ldwdh6s6hk7XYh_GLyAY (https://mega.co.nz/#!IQ8yAb7C!K_6PCVlchdv_8TYN-NFcU24ldwdh6s6hk7XYh_GLyAY)

* update .05q.02 -
Fixed bug where if you play a game where you had a building then load or start another game, you still have that building without buying it.
The popup message for girls that run away though torture now show red.
Updated "!0 Itemsx-contents.txt" adding new skills.
Modified and added several items from Comeback.itemsx by R565


Version .05q.01
Mirror 1 - http://www.fileswap.com/dl/S4h3TKPCiO/WhoreMaster.05q.01.zip.html (http://www.fileswap.com/dl/S4h3TKPCiO/WhoreMaster.05q.01.zip.html)
Mirror 2 - https://mega.co.nz/#!YBlEiC7R!FhDM0G0pnYclWh8e3VGZpQrf9ZtpbeSFM8Fumo52WCE (https://mega.co.nz/#!YBlEiC7R!FhDM0G0pnYclWh8e3VGZpQrf9ZtpbeSFM8Fumo52WCE)

* update .05q.01 -
Updated "!0 girlsx-contents.txt" and "!0 rgirlsx-contents.txt" adding new skills.
Corrected Movie studio yesterday job setting.
Corrected exp that I missed in a few places
Corrected bug in dungeon tortureing customers that are not there.
Corrected blank warning in dungeon torture.


Version .05q
Mirror 1 - http://www.fileswap.com/dl/sCZZJVmWyg/WhoreMaster.05q.zip.html (http://www.fileswap.com/dl/sCZZJVmWyg/WhoreMaster.05q.zip.html)
Mirror 2 - https://mega.co.nz/#!EIFjTbBb!ESrKIHB7sC8FbN-pwEV6LXbYmGQzq1NiO0mcb8z5o-4 (https://mega.co.nz/#!EIFjTbBb!ESrKIHB7sC8FbN-pwEV6LXbYmGQzq1NiO0mcb8z5o-4)

Xp to level up is now (current level+1)*125  -  until level 255 then it is 32000xp per level.
 - Any levels your girls already have will not change, just the xp needed to get to the next level.

Torture message in the dungeon is back to normal message instead of warning.
Added "Health laws prohibit anyone with AIDS from working in the Medical profession" to Doctor and Nurse
 - Not added to Arena Doctore as that is regulated differently.
Many jobs now include the new Medicine or Performance skills in their JobPerformance and skill gains.
Even if there is no Camera Mage or Crystal Purifier on duty, the Stagehand will still clean the studio a little.

Reworked Job Ratings system
 - All jobs that have job performance modifiers are listed in the new third details page.
 - Sex jobs, Actress, and other jobs that do not require stats/skills to do better at are not included.
 - Ratings are (in order of best to worst) 'I' 'S' 'A' 'B' 'C' 'D' 'E' 'X'
 - 'X' is for jobs that the girl can not do if she is a slave.


* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)



* In Version .05p.01, Successful Rehab and Surgeries show !!! GOOD NEWS !!! when successful. If you don't use the J_1024x768 interface provided, You will need to edit your .\Resources\Interface\(interfacename)\InterfaceColors.txt or it will crash.
* Leveling up also shows green now.
   See the notes here for what to change - http://www.pinkpetal.org/index.php?topic=953.msg27858#msg27858 (http://www.pinkpetal.org/index.php?topic=953.msg27858#msg27858)
* In Version .05n, Anti-Pregnancy potions were completely redone. You will need to restock them before going to the next week to prevent a baby boom.
* The game versions on this thread have no girls files included. There are other threads on this forum you can get them. - http://www.pinkpetal.org/index.php?board=5.0 (http://www.pinkpetal.org/index.php?board=5.0)
* All versions from .05i on all have had the ".itemsx" files moved from ".\Resources\Data" to ".\Resources\Items"
* All versions from .05i on require the "*120*.dll"s that are included in the zip - if you only copy the exe the game will not work.
* If the game crashes when you hit the "Next Week" button, try reassigning jobs to all girls.  > This cause of crashing was repaired in version .05o.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on June 14, 2014, 02:39:50 PM
Okay need some writers to finish up some of the jobs.  Look at the hall jobs for what I mean if u feel ur up to the task PM me and ill give u a job to write on and tell u how I need it done.  Need the club, bar and a few brothel jobs.  Also need some for centre and nurse jobs.  Maybe more.
Got this added.  In case aevojoey doesn't yet it will be in my next update I send.

 Hi crazy , thanks for your support. If you are doing this , please have also a look if other type of pics are not included
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on June 14, 2014, 10:53:59 PM
Hi crazy , thanks for your support. If you are doing this , please have also a look if other type of pics are not included
Yeah Ill added all of them but the preg ones.. Unless people really want them added.  Dont see the point as there isnt many girls with the preg pics for most of them

Edit-  Done.  Again not going do all the preg varients as seems like a waste of time to me lol.  If enough people want it Ill look at doing.
Title: Re: Combining the big mods aka crazy's mod
Post by: dr678diablo on June 15, 2014, 02:13:32 AM
Yeah Ill added all of them but the preg ones.. Unless people really want them added.  Dont see the point as there isnt many girls with the preg pics for most of them

Edit-  Done.  Again not going do all the preg varients as seems like a waste of time to me lol.  If enough people want it Ill look at doing.

alot of my girls have preg varients. Im in totally support of preg varients as my recent play thoughs ive been either insemination or impregnation with my seed. (Wait is it possible to create varients between having tentacles in there belly and having a baby. o.o )(Maybe forget that im sure some girls it would be hard to find images for that change to.)


Title: .05r
Post by: aevojoey on June 18, 2014, 09:49:28 PM
*** A newer version is available later on this thread ***

Version: .05r.02
Mirror 1 - http://www.fileswap.com/dl/GjsDh7waL3/WhoreMaster.05r.02.zip.html (http://www.fileswap.com/dl/GjsDh7waL3/WhoreMaster.05r.02.zip.html)
Mirror 2 - https://mega.co.nz/#!pRtAwRoL!TDJ_P2tzgDBEGFErEtOJwh3a7SB8HmThNsIYORh4k04 (https://mega.co.nz/#!pRtAwRoL!TDJ_P2tzgDBEGFErEtOJwh3a7SB8HmThNsIYORh4k04)

* update .05r.02 -
Major rewrite of gallery section (part 1b): made it work the way it was intended.
Recruiter is now part time job and you can have as many as you want
Reduced Recruiter success rate to compensate for more recruiters allowed
Recruiter modified to include player's disposition - Needs more texts

Version: .05r.01
Mirror 1 - http://www.fileswap.com/dl/pgJi6hkTNr/WhoreMaster.05r.01.zip.html (http://www.fileswap.com/dl/pgJi6hkTNr/WhoreMaster.05r.01.zip.html)
Mirror 2 - https://mega.co.nz/#!McMlWZJb!O66dOTk4s7uXx2CeENQv635xPGtiDjWEtn5st1QzKFg (https://mega.co.nz/#!McMlWZJb!O66dOTk4s7uXx2CeENQv635xPGtiDjWEtn5st1QzKFg)

* update .05r.01 -
Major rewrite of gallery section (part 1): cleanup and expand to allow all image types.
 - No new buttons but W, S, UpArrow, DownArrow keys cycle through all image types.

Dungeon "Matron" can be a Torturer from any brothel for purpose of dungeon girl rebelliousness.
Fixed bug with new arena staff list not working
Fixed arena job list flicker
Fixed multi-girl job assigning in arena and studio (the other buildings will get this fix also)
Children get their stats/skills as an average of mother's and father's skills/stats at the time of conception instead of only from the father
The studio now warns you if there is no camera mage or crystal purifier on duty the way rehab or surgery does
May have fixed a bug, but it needs testing to be sure,  details here - http://www.pinkpetal.org/index.php?topic=1031.msg28068#msg28068 (http://www.pinkpetal.org/index.php?topic=1031.msg28068#msg28068)

Version .05r
Mirror 1 - http://www.fileswap.com/dl/KrjG6Xv26E/WhoreMaster.05r.zip.html (http://www.fileswap.com/dl/KrjG6Xv26E/WhoreMaster.05r.zip.html)
Mirror 2 - https://mega.co.nz/#!oFsHzZwL!b1sFNkQLce39PosH-4VkQUB2-O0gsNTKz1u2y7aaExI (https://mega.co.nz/#!oFsHzZwL!b1sFNkQLce39PosH-4VkQUB2-O0gsNTKz1u2y7aaExI)

Crazy added:
New Skill - Hand Job
New Jobs - WorkFilmHandJob, GetFertility, GetTubesTied, Intern
Modified Jobs - Cleaning, BarPiano, BarSinger, BarStripper, BarWhore, Milk, PeepShow,
                BrothelMassusse, BrothelStripper, BrothelWhore, HallEntertainer, HallWhore
New Actions - ACTION_WORKMUSIC, ACTION_WORKSTRIP, ACTION_WORKMILK, ACTION_WORKMASSUSSE   
New Script Targets - HandJob, Ecchi, Bunny, Card, Milk, Wait, Sing

Other changes:
Corrected typos, missed changes, etc.
Separated m_JustGaveBirth resting to current building resting
Added pregnancy check to GetFertility and GetTubesTied
Added trait gain/loss and enjoyment to Intern
Removed possible gain of "Fake orgasm expert" from WorkFilmStrip, WorkFilmTitty, WorkFilmHandJob
Added Hand Job to WorkPersonalTraining
Added Hand Job restrictions to interface J_1024x768
Removed the "End of Script text for testing purposes." line from DefaultInteractDetails.script

Non-ingame changes:
Included .\Docs&Tools with ScriptEdit and WMEdit in it

Source Code changes:
Renamed "cWorkCleaning.cpp" to "WorkCleaning.cpp" to bring it in with the other "Work.cpp"s



* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)


* In Version .05r the following files were changed:
.\Resources\Interface\J_1024x768\building_setup_screen.xml
.\Resources\Interface\J_1024x768\property_management.xml
.\Resources\Scripts\DefaultInteractDetails.script
If you do not regularly copy the entire new folder, you will need to copy these files from the new to your old folder.
If you do not use the "J_1024x768" interface, you need to add this to your interface\building_setup_screen.xml file:
Code: [Select]
<Checkbox   Name="ProhibitHandJobToggle"   Text="Prohibit HandJob Sex"   XPos="370"   YPos="60"   Width="16"   Height="16"   FontSize="12"/>

* In Version .05p.01, Successful Rehab and Surgeries show  !!! GOOD NEWS !!!  when successful. If you don't use the J_1024x768 interface provided, You will need to edit your .\Resources\Interface\(interfacename)\InterfaceColors.txt or it will crash.
See the notes here for what to change - http://www.pinkpetal.org/index.php?topic=953.msg27858#msg27858 (http://www.pinkpetal.org/index.php?topic=953.msg27858#msg27858)
* Leveling up also shows green now.
* In Version .05n, Anti-Pregnancy potions were completely redone. You will need to restock them before going to the next week to prevent a baby boom.
* The game versions on this thread have no girls files included. There are other threads on this forum you can get them. - http://www.pinkpetal.org/index.php?board=5.0 (http://www.pinkpetal.org/index.php?board=5.0)
* All versions from .05i on all have had the ".itemsx" files moved from ".\Resources\Data" to ".\Resources\Items"
* All versions from .05i on require the "*120*.dll"s that are included in the zip - if you only copy the exe the game will not work.
* If the game crashes when you hit the "Next Week" button, try reassigning jobs to all girls.  > This cause of crashing was repaired in version .05o.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on June 20, 2014, 03:02:24 PM
I've two questions concerning the latest versions:

New skill hand job: Do we have to change the girlsx-files to add the skill hand job?
Is this skill supported with his own type of pics? And if it is how is the correct syntax of these?

As far as I understand it right, Torture has got there own pics by now.
For making scripts , I would really like to have the function"Have Torture" in the script Editor which would only show a pic of this type. Like "Have Mast" for example.
If I have seen it right there is only the function "Torture target girl" which starts a lot of things from the main code in the background also, not showing only a matching picture.
Is this possible? If not , would one of you please be so kind and add this ?

Kind Regards,
HuiBui
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 20, 2014, 03:52:43 PM
New skill hand job: Do we have to change the girlsx-files to add the skill hand job?
If any skill, or stat is not listed in the (r)girlsx files they get set to their defaults.
So unless you want that girl to have a starting amount in a skill above 0, you don't need to add it.

For .girlsx, add this in with the other skills
Code: [Select]
Handjob="#"For .rgirlsx, add this in with the other skills
Code: [Select]
<Skill Name="Handjob" Min="#" Max="#" />Changing the # to what you want them set as.


Is this skill supported with his own type of pics? And if it is how is the correct syntax of these?
"hand #.*g"
 "preghand #.*g"
See this post for more details - http://www.pinkpetal.org/index.php?topic=953.msg27839#msg27839 (http://www.pinkpetal.org/index.php?topic=953.msg27839#msg27839)



As far as I understand it right, Torture has got there own pics by now.
For making scripts , I would really like to have the function"Have Torture" in the script Editor which would only show a pic of this type. Like "Have Mast" for example.
If I have seen it right there is only the function "Torture target girl" which starts a lot of things from the main code in the background also, not showing only a matching picture.
Is this possible? If not , would one of you please be so kind and add this ?
Until I can get the source code for the script editor, I will leave scripts up to Crazy to handle.

I have been looking into converting scripts from the script editor's binary format to xml, but that will take some time before I can get to that.
Title: Re: Combining the big mods aka crazy's mod
Post by: dr678diablo on June 20, 2014, 04:54:55 PM
all of this looks great cant wait. also who is the most active girls pack creator im wondering when all these new tags will start to be implmented.
Title: Writer needed - House recruiter
Post by: aevojoey on June 22, 2014, 08:20:16 PM
I am rewriting the House Recruiter job and need text for various results.

There was originally only one text that was returned when the Recruiter got someone:
"She finds a girl, [Girl Name] and convinces her that she should work for you."

I am making the Player's disposition influence the Recruiter's chance of success.
Player Disp     dispmod   bonus to the girl if hired
Saint     +3add optimist trait
Benevolent     +2
Nice     +1
Pleasant     0
Neutral     0
Not nice     -1
Mean     -2
Evil     -325% chance Girl can be chosen from catacombs, possibly add fearless trait

The best chance for the best Recruiter to get a girl is (base 20) + (disp 3) so 23% chance
The worst chance for the worst Recruiter to get a girl is (base 4) + (disp -3) so 1% chance

The check to see if the Recruiter gets the girl is:
First   roll < base +10   : the recruiter finds a girl and gets her name,
then if:   roll < base - 5   : the original " and convinces her that she should work for you." is used
otherwise if: roll < base +5   : The girl has heard of the player and their disposition is discussed.
and if:  roll < base + dispmod   : the girl is hired.

What I need is text for:
If a girl is accepts or rejects for each disposition with variants for the actual roll verses the dispmod roll.
examples:
if base is 20 and disp is Saint   then if roll is 23 success is because of Saint disp not the recruiter
if base is 20 and disp is Evil      then if roll is 18 failure because of Evil disp  not the recruiter


Also suggestions for variations the the new girl will get based on the dispmod.


For now I just have 'good/bad/neutral guy hire/reject text' until I get more texts.


Write them to a .txt file and attach it to your response.
I will take any amount even if they are not for all variations.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on June 23, 2014, 03:36:55 AM

For making scripts , I would really like to have the function"Have Torture" in the script Editor which would only show a pic of this type. Like "Have Mast" for example.
If I have seen it right there is only the function "Torture target girl" which starts a lot of things from the main code in the background also, not showing only a matching picture.
Is this possible? If not , would one of you please be so kind and add this ?

Kind Regards,
HuiBui

So this goes more into the direction to crazy:

Could you please add the "have torture" into the script editor?

In addition I had a look on some sripts and girls-files.
Aevojoey strictly recommended not use the virgin trait within the girlsx-files. Instead we should use virgin="1" or "0"
In my MeetTowngirlscript the player is asking whether the girl is a virgin or not. But without the virgin trait, the answer will always be a NO.
Could you please add the Stat virgin into the editor?   Is it still a stat ??

Ok, and at least an amendment. Wouldn't it be better or helpful to have the possibility to get the name of the girl when the player is talking to the girl during a running script?
For example:
If a player meets a girl , normally he would ask about her name, am I right?
There is no function in the editor.
By now I was helping me with a little trick by using the "player torture target girl" during the meettowngirl-script.
By doing this the code answers that that's not allowed and shows the girls name.

Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 23, 2014, 09:40:45 AM
Aevojoey strictly recommended not use the virgin trait within the girlsx-files. Instead we should use virgin="1" or "0"
I didn't mean not to use it, just that they both do the same thing.
So if Virgin="0" and she has <Trait Name="Virgin" /> the trait overrides the stat.
If Virgin="1" the game gives her the "Virgin" Trait when processing her.
Title: Re: Writer needed - House recruiter
Post by: MrKlaus on June 23, 2014, 05:05:51 PM

For now I just have 'good/bad/neutral guy hire/reject text' until I get more texts.


Write them to a .txt file and attach it to your response.
I will take any amount even if they are not for all variations.

 Here is something I came with. Hope it will be some use to you.
Also a thought about the Saint and Evil. You could make on both ends chance to get an Angle/Demon girl. At the Saint the Angel would be lured with his good deeds and the demon with the will to deprave him. On the side evil would be the other way around.
 
Title: Re: Writer needed
Post by: crazy on June 23, 2014, 10:05:44 PM
Here is something I came with. Hope it will be some use to you.
Also a thought about the Saint and Evil. You could make on both ends chance to get an Angle/Demon girl. At the Saint the Angel would be lured with his good deeds and the demon with the will to deprave him. On the side evil would be the other way around.
Pretty good stuff.  Want to take a shoot at writing text for some of the jobs?


Edit.
Okay doing something that will need a writer.  When u buy a slave it will give different text based of ur disposition.  Its not a huge deal or anything but little things added up in my opinion.  Need help with the writing if anyone wants to.
Code: [Select]
if (m_Player->disposition() >= 80)                //Benevolent
                    {
                        text += gettext(" went to your current brothel with a smile on her face happy that such a nice guy bought her.");
                    }
                else if (m_Player->disposition() >= 50)            //Nice
                    {
                        text += gettext(" has been sent to your current brothel.");
                    }
                else if (m_Player->disposition() > 10)            //Pleasant
                    {
                        text += gettext(" has been sent to your current brothel.");
                    }
                else if (m_Player->disposition() >= -10)            //Neutral
                    {
                        text += gettext(" has been sent to your current brothel.");
                    }
                else if (m_Player->disposition() > -50)            //Not nice
                    {
                        text += gettext(" has been sent to your current brothel.");
                    }
                else if (m_Player->disposition() > -80)            //Mean
                    {
                        text += gettext(" has been sent to your current brothel.");
                    }
                else                                            //Evil
                    {
                        text += gettext("  was dragged crying and screaming to your current brothel afraid of what you might do to her as her new owner.");
                    }
Figure leave neutral like it is.  I got benevolent and evil but if u can do better hit me with them.  Also want to do the same for when a girl is rebellious and sent to the dungeon so anyone who wants to help write them up in a text file and send them to me.  Thanks
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on June 24, 2014, 05:41:32 PM
Could you please add the "have torture" into the script editor?
I can wont be have torture...  Be like have torture pic or something.
In addition I had a look on some sripts and girls-files.
Aevojoey strictly recommended not use the virgin trait within the girlsx-files. Instead we should use virgin="1" or "0"
In my MeetTowngirlscript the player is asking whether the girl is a virgin or not. But without the virgin trait, the answer will always be a NO.
Could you please add the Stat virgin into the editor?   Is it still a stat ??
Well if she is a virgin the game auto gives her the virgin trait so u should be able to do it just by using the trait.
Ok, and at least an amendment. Wouldn't it be better or helpful to have the possibility to get the name of the girl when the player is talking to the girl during a running script?
For example:
If a player meets a girl , normally he would ask about her name, am I right?
There is no function in the editor.
By now I was helping me with a little trick by using the "player torture target girl" during the meettowngirl-script.
By doing this the code answers that that's not allowed and shows the girls name.
Should be able to do that.  Ill see what I can do.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on June 25, 2014, 01:25:20 PM
I can wont be have torture...  Be like have torture pic or something.
I'm not shure if I understand you right , So it is possible? And you would be so kind to add this?

About the virgin trait.
I had some problems in the past with girls , which contain the "virgin"-trait. May be that aevojoey has fixed it by now.
In fact I had some girls which are not virgins but after putting them into brothel they were. I wanted to fix that with an "special" item that removes the trait , but it didn't work.
But that could be history.
I will check that again if a virgin trait will work correctly in the girlsx-file. And if they should not be such a kind I will add virgin="0"
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on June 25, 2014, 02:42:08 PM
I'm not shure if I understand you right , So it is possible? And you would be so kind to add this?
Yeah already added.. The have torture one is already used so I had to do have torture pic.  Only hting it does is show the torture pic...  Be in a future release
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on June 25, 2014, 06:02:31 PM
-lazy-


Code: [Select]
if (m_Player->disposition() >= 80)
                //Benevolent
                    {
                        text += gettext(" smiled as you offered her your arm, surprised to find such a kindness waiting for her. Hoping such kindness would continue she went happily with you as her owner.");
                    }
                else if (m_Player->disposition() >= 50)
            //Nice
                    {
                        text += gettext(" looked up at you hopefully as you refused the use of a retainer or delivery, instead finding herself taken into your retinue for the day and given a chance to enjoy the fresh air before you both return home.");
                    }
                else if (m_Player->disposition() > 10)
            //Pleasant
                    {
                        text += gettext(" was escorted home by one of your slaves and helped to settle in, she seems rather hopeful of a good life in your care.");
                    }
                else if (m_Player->disposition() >= -10)
            //Neutral
                    {
                        text += gettext(" has been sent to your establishment under the supervision of your most trusted slaves.");
                    }
                else if (m_Player->disposition() > -50)
            //Not nice
                    {
                        text += gettext(" struggled as her hands were shackled in front of her, her eyes locked on the floor as tears gathered in the corners of her eyes as she was sent off to be delivered to your brothels.");
                    }
                else if (m_Player->disposition() > -80)
            //Mean
                    {
                        text += gettext(" was dragged away crying to your brothels, one of your guards slapping her face as she tried to resist. ");
                    }
                else
                                            //Evil
                    {
                        text += gettext("  looked up at you in fear as you order for her to be taken to your brothels, a hint of some emotion hidden in her eyes drawing your attention for a moment before she unconsciously looked away. No doubt afraid of what you'd do to her if she met your gaze.");
                    }
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on June 26, 2014, 01:14:20 AM
-lazy-


Code: [Select]
if (m_Player->disposition() >= 80)
                //Benevolent
                    {
                        text += gettext(" smiled as you offered her your arm, surprised to find such a kindness waiting for her. Hoping such kindness would continue she went happily with you as her owner.");
                    }
                else if (m_Player->disposition() >= 50)
            //Nice
                    {
                        text += gettext(" looked up at you hopefully as you refused the use of a retainer or delivery, instead finding herself taken into your retinue for the day and given a chance to enjoy the fresh air before you both return home.");
                    }
                else if (m_Player->disposition() > 10)
            //Pleasant
                    {
                        text += gettext(" was escorted home by one of your slaves and helped to settle in, she seems rather hopeful of a good life in your care.");
                    }
                else if (m_Player->disposition() >= -10)
            //Neutral
                    {
                        text += gettext(" has been sent to your establishment under the supervision of your most trusted slaves.");
                    }
                else if (m_Player->disposition() > -50)
            //Not nice
                    {
                        text += gettext(" struggled as her hands were shackled in front of her, her eyes locked on the floor as tears gathered in the corners of her eyes as she was sent off to be delivered to your brothels.");
                    }
                else if (m_Player->disposition() > -80)
            //Mean
                    {
                        text += gettext(" was dragged away crying to your brothels, one of your guards slapping her face as she tried to resist. ");
                    }
                else
                                            //Evil
                    {
                        text += gettext("  looked up at you in fear as you order for her to be taken to your brothels, a hint of some emotion hidden in her eyes drawing your attention for a moment before she unconsciously looked away. No doubt afraid of what you'd do to her if she met your gaze.");
                    }
Pretty good stuff.  Someone else sent me some so now we will have two things that can be said.  Hell the more the merry keeps it fresh to see different things from time to time when buying slaves.  May apply this to gift giving also so people arent always seeing the same lines over and over.  So if anyone wants to write more lines for either of these things feel free.

On a side note if anyone can make me some gallery buttons Ill add hand job to the gallery.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 26, 2014, 01:01:19 PM
About the virgin trait.
I had some problems in the past with girls , which contain the "virgin"-trait. May be that aevojoey has fixed it by now.
In fact I had some girls which are not virgins but after putting them into brothel they were. I wanted to fix that with an "special" item that removes the trait , but it didn't work.
But that could be history.
I will check that again if a virgin trait will work correctly in the girlsx-file. And if they should not be such a kind I will add virgin="0"
I tried to make it so if both the "Virgin" status and the "Virgin" trait are set the same then m_Virgin is always created as that.
If stat and trait are different or one is set and the other is not set, then it does the age/skill check.
There are 4 ways the game will accept the "Virgin" status:
Code: [Select]
Virgin="1"
Virgin="Yes"

Virgin="0"
Virgin="No"
Anything else and the game sets m_Virgin=false

If a girl has both Virgin="1" and has <Trait Name="Virgin" />  then virgin is 100% assured
If a girl has both Virgin="0" and does not have <Trait Name="Virgin" />  then not a virgin is 100% assured

If Virgin="1" and does not have <Trait Name="Virgin" /> 
or Virgin="0" (or is not in the (r)girlsx file) and has <Trait Name="Virgin" /> 
then the age/skill check is done with a slight favor of whatever the Virgin="#" is




I'm going over the code again to make sure it all works
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on June 27, 2014, 02:20:09 PM
I've tried it out with
virgin="1" together with the trait virgin. It works fine with the script and also a remove later on works fine. Thanks for clarification.

Just an amendment :
If there is for example virgin="0" and you add an item which contains the trait virgin your code check Age/skill could cause a mistake?

Kind Regards
HuiBui
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 27, 2014, 08:58:11 PM
I've tried it out with
virgin="1" together with the trait virgin. It works fine with the script and also a remove later on works fine. Thanks for clarification.
This week has been busy at work so I have had little time to code but I should have all weekend to code.
This morning, I finally finished the Check Virginity test so it works properly.

The girlsx files are loaded into the game either:
 - at the beginning of a new game or
 - when a new girlsx file is added and an existing game is loaded.
At the time the the girlsx file is loaded is when the virginity test is done.

*** If you edit a girlsx file and you continue playing a game that has already loaded that file,
*** it will not be updated unless you remove the <File Filename="name.girlsx" /> line from the <Loaded_Files>
Code: [Select]
    <Loaded_Files>
        <Girls_Files>
            <File Filename="name.girlsx" />
        </Girls_Files>
    </Loaded_Files>
*** If you don't remove the girl from the <Girls> list, the reloaded girlsx will clone her with the changes.


For rgirlsx files, they are loaded when a rgirl is needed. (so the <File ... > does not need to be cleared)
The virginity test is done just before the girl is finished and added to the game.


If the Virgin="#" and the trait are the same, that is how it gets set.
If (Virgin="1" and the trait IS NOT in) or (Virgin="0" and the trait IS in) then the virginity test is run.

If age is 17 or less, virgin=true and age gets set to 18
If age is 18 or higher, average (all sex skills plus age):
 - If the average is less than 20 then virgin=true
 - If the average is greater than 40 then virgin=false
 - If the average is between 20 and 40, it is set to what the trait is (because the trait has been used in the (r)girlsx longer than the status)

*** most older (r)girlsx files do not have the 5 newest skills: oral, titty, performance, medicine and handjob
*** if not listed, they are set to 0, so the "average of skills" part of the virginity test will average
***    (((the 7 old sex skills) plus (the 3 new sex skills at 0) plus (age)) divided by 11)



If there is for example virgin="0" and you add an item which contains the trait virgin your code check Age/skill could cause a mistake?
No, Items do not check virginity, they just change it.

I have gone over the item use/equip/unequip sections of the code.
I have added the m_Virgin status so any item that uses the virgin trait should handle it properly.
I believe I may have corrected a few problems as well.



for     Virgin="Yes"     Capital V and Y are needed

Title: .05s
Post by: aevojoey on June 28, 2014, 02:16:11 AM
*** A newer version is available later on this thread ***

Version: .05s.05
Mirror 1 - http://www.fileswap.com/dl/ikAuRXma/WhoreMaster.05s.05.zip.html (http://www.fileswap.com/dl/ikAuRXma/WhoreMaster.05s.05.zip.html)
Mirror 2 - https://mega.co.nz/#!lUFTQYYL!8HI0q8AWxrFtkTIq2DSzsFYgbx8wa-8fHQ03fOiNc6s (https://mega.co.nz/#!lUFTQYYL!8HI0q8AWxrFtkTIq2DSzsFYgbx8wa-8fHQ03fOiNc6s)

* update .05s.05 -
Fixed Virgin Check to work closer to the way it was prior to .05s
Split Skills into nonsex and sex skills on girls display

Version: .05s.04 recompiled
Mirror 1 - http://www.fileswap.com/dl/4vJrUFkHCJ/WhoreMaster.05s.04.zip.html (http://www.fileswap.com/dl/4vJrUFkHCJ/WhoreMaster.05s.04.zip.html)
Mirror 2 - https://mega.co.nz/#!gAcUCCQL!0DTOnxtnFx7MInnf3SFkGVc2-gixs3GJYquLHLr9gTQ (https://mega.co.nz/#!gAcUCCQL!0DTOnxtnFx7MInnf3SFkGVc2-gixs3GJYquLHLr9gTQ)
Whore Master Editor 0.8.03 included

* update .05s.04 -
Updated "Box of Cookies.itemsx" to reduce power and add varieties.
Renamed "Under Wear" to "Underwear" - both are accepted as input
Corrected bug in level up where level up message and trait gained message duplicates.
Total rewrite of m_SecurityLevel - See here for details - http://www.pinkpetal.org/index.php?topic=1031.msg28311#msg28311 (http://www.pinkpetal.org/index.php?topic=1031.msg28311#msg28311)

Version: .05s.03
Mirror 1 - http://www.fileswap.com/dl/6bmQyIDrCD/WhoreMaster.05s.03.zip.html (http://www.fileswap.com/dl/6bmQyIDrCD/WhoreMaster.05s.03.zip.html)
Mirror 2 - https://mega.co.nz/#!AUtBxALT!bFxeak6B1O7vh-UOWuvJ8jWBAck3w8uxhyti7CaMcYk (https://mega.co.nz/#!AUtBxALT!bFxeak6B1O7vh-UOWuvJ8jWBAck3w8uxhyti7CaMcYk)
Whore Master Editor 0.8.02 included

* update .05s.03 -
Corrected bug - default lastsexact was 0 (anal), changed to -1 so it now displays profile instead of anal on first load of girl
Corrected bug in Your Daughter for random girls.

Version: .05s.02
Mirror 1 - http://www.fileswap.com/dl/zJLi0WNQ7l/WhoreMaster.05s.02.zip.html (http://www.fileswap.com/dl/zJLi0WNQ7l/WhoreMaster.05s.02.zip.html)
Mirror 2 - https://mega.co.nz/#!4ccESBwB!KelRzU3SqU5BEZ8CkQl0RyIPjz5KMKK-ZMbBLoBEwGM (https://mega.co.nz/#!4ccESBwB!KelRzU3SqU5BEZ8CkQl0RyIPjz5KMKK-ZMbBLoBEwGM)

* update .05s.02 -
Corrected bug in images so pregnant profile now looks for IMGTYPE_PREGNANT if there are no IMGTYPE_PREGPROFILE

Version: .05s.01
Mirror 1 - http://www.fileswap.com/dl/wdRSPq3MUf/WhoreMaster.05s.01.zip.html (http://www.fileswap.com/dl/wdRSPq3MUf/WhoreMaster.05s.01.zip.html)
Mirror 2 - https://mega.co.nz/#!IcdFHRjI!YLQYRAMw4rx_S83LE_gw9jC3rD8RWS3SOGyQEABoDA8 (https://mega.co.nz/#!IcdFHRjI!YLQYRAMw4rx_S83LE_gw9jC3rD8RWS3SOGyQEABoDA8)

* update .05s.01 -
Corrected bug in images where default pregnant offset was not checking for IMGTYPE_PREGNANT

Version: .05s
Mirror 1 - http://www.fileswap.com/dl/mOB0sOZR5l/WhoreMaster.05s.zip.html (http://www.fileswap.com/dl/mOB0sOZR5l/WhoreMaster.05s.zip.html)
Mirror 2 - https://mega.co.nz/#!cQcTWBYT!P9CNWTPyb1LjQUSt-ubJlE6rXpJUyTEzmHWlpuBpsFM (https://mega.co.nz/#!cQcTWBYT!P9CNWTPyb1LjQUSt-ubJlE6rXpJUyTEzmHWlpuBpsFM)

.05s is probably going to be the last of the .05 versions.
The farm will be the start of .06.00.00 = (.main.subs.fixes)
 No more letter versions just numbers.


Major Changes/Fixes:
Rewrote virgin test for (r)girlsx to compare Virgin status and Virgin trait,
 - if both are the same then set as that
 - if both are different or one is not set, do age/skill check
 - see this for more details - http://www.pinkpetal.org/index.php?topic=953.msg28178#msg28178 (http://www.pinkpetal.org/index.php?topic=953.msg28178#msg28178)
Fixed item rarity Catacomb05 and Catacomb01 so they work
 - added colors for them in config.xml
 - added default colors in the code
 - expanded the for loops to make it read them
Added default images back in for if the girl has no images for an image_type

Minor Changes/Fixes:
Some more cleaning of HandleSpecialJobs
Corrected so "m_Human == 1" is human , "m_Human == 0" is nonhuman
Corrected CreateRandomGirl, some places had slave/undead switched
Changed most virginity changes to use g_Girls.LoseVirginity(girl) and g_Girls.RegainVirginity(girl)
Reward girls from Objectives have a 1 in 3 chance of being nonhuman.
Added handjob to WorkPersonalTraining
Added Player Disposition >= 100 then Player is a "Saint"

Partial Changes/Fixes:
Started "Your Daughter" status to allow (r)girlsx to be specified as only available through "pregnant by player" births


* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)


* In Version .05s.04 the way "Security Level" is used was rewritten.
If you load an existing game that has very high security, you will notice some customers get scared off by the oppressive security.
Either edit your save game to lower security level or take all girls off security and only leave 1 gang guarding.
That is sufficient to keep most trouble to a minimum until your security level gets below 2000.


* In Version .05s the following files were changed:
.\Resources\Items\Perfection.itemsx, Potion of Tightness.itemsx
.\Resources\Data\config.xml - See here for more details - http://www.pinkpetal.org/index.php?topic=1031.msg28179#msg28179 (http://www.pinkpetal.org/index.php?topic=1031.msg28179#msg28179)
* In Version .05r the following files were changed:
.\Resources\Interface\J_1024x768\building_setup_screen.xml
.\Resources\Interface\J_1024x768\property_management.xml
.\Resources\Scripts\DefaultInteractDetails.script
If you do not regularly copy the entire new folder, you will need to copy these files from the new to your old folder.
If you do not use the "J_1024x768" interface, you need to add this to your interface\building_setup_screen.xml file:
Code: [Select]
<Checkbox   Name="ProhibitHandJobToggle"   Text="Prohibit HandJob Sex"   XPos="370"   YPos="60"   Width="16"   Height="16"   FontSize="12"/>* In Version .05p.01, Successful Rehab and Surgeries show  !!! GOOD NEWS !!!  when successful. If you don't use the J_1024x768 interface provided, You will need to edit your .\Resources\Interface\(interfacename)\InterfaceColors.txt or it will crash.
See the notes here for what to change - http://www.pinkpetal.org/index.php?topic=953.msg27858#msg27858 (http://www.pinkpetal.org/index.php?topic=953.msg27858#msg27858)
* Leveling up also shows green now.
* In Version .05n, Anti-Pregnancy potions were completely redone. You will need to restock them before going to the next week to prevent a baby boom.
* The game versions on this thread have no girls files included. There are other threads on this forum you can get them. - http://www.pinkpetal.org/index.php?board=5.0 (http://www.pinkpetal.org/index.php?board=5.0)
* All versions from .05i on all have had the ".itemsx" files moved from ".\Resources\Data" to ".\Resources\Items"
* All versions from .05i on require the "*120*.dll"s that are included in the zip - if you only copy the exe the game will not work.
* If the game crashes when you hit the "Next Week" button, try reassigning jobs to all girls.  > This cause of crashing was repaired in version .05o.
Title: Re: Combining the big mods aka crazy's mod
Post by: eviljanitor on June 28, 2014, 09:58:43 PM
Just have a quick question i wanted to ask will the player be able to enslave rival female bosses that are brought before him after they have lossed there assets. in future builds.  :)
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 28, 2014, 10:49:51 PM
Just have a quick question i wanted to ask will the player be able to enslave rival female bosses that are brought before him after they have lossed there assets. in future builds.  :)
or one of your girls that runs away and starts her own brothel to become your rival.

Rivals need a lot, a whole lot of work.
The game needs more challenge.

Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on June 29, 2014, 12:44:14 AM
One of my girls contains some large pics .

I've found out that if pics are too large they were not shown in the program.
Whats the max. size that a picture can have so that it can be handled by the program?
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 29, 2014, 11:53:16 AM
One of my girls contains some large pics .

I've found out that if pics are too large they were not shown in the program.
Whats the max. size that a picture can have so that it can be handled by the program?
Wikipedia says - JPEG/JFIF supports a maximum image size of 65535×65535 pixels.

The largest images in any of the girls folder I have are:
by file size - 5951x4074 - 5.26mb
by image size - 9956x5600 - 2.87mb
and both show in the game

If you have some files that are not showing, check the name of the file.

Also, some images are named as jpg but are actually a renamed animated gif
When this happens, only the last frame of the animation is shown in the game, while viewing the image in a file list will show it as the first image in the animation
I have gone through several of the large files in my girls folders and found dozens of images with multiple layers.
Try editing the image in gimp or photoshop and see if it has extra layers.


Edit:
After finding a few large images with google images, I tested:
10394x6999 - 8.56mb - worked
13732x5067 - 6.49mb - worked
27184x16995 - 25.7mb - did not work

I created a 16384x16384 and it did not work
Title: Re: Combining the big mods aka crazy's mod
Post by: 0nymous on June 30, 2014, 07:41:17 AM
Couple of questions about the game mechanics regarding traits and more:


Do the most recent traits (most specifically the "Gag Reflex"; "No Gag Refles" and "Deep Throat" ones) affect the stats in any way?


Were the old "Big Boobs" and "Abnormally Large Boobs" traits "updated" to affect the new titfuck skill as well?


Is the stat-modifying aspect of the traits tied to their position on the CoreTraits.traits? So, for example, if I switch around the two first "Big Boobs" and "Small Scars" traits around, would "Small Scars" give a girl the "Big Boobs" looks bonus?

Also, I've noticed that in Coretraits.traits in version in .05s.01 the "Fake orgasm expert" is spelled as that; without the words "orgasm" and "expert" being capitalized. Intentional?



When exactly is the "Ecchi" image template used in-game? I haven't noticed it so far, but then again I haven't been using the girls for many different kinds of jobs.



EDIT:
What is wrong with the default script files? Opening them in Notepad results with a convoluted mess, but Notepad++ isn't perfect either. See screenshot (linked due to size: http://i.imgur.com/Yd0Db61.jpg (http://i.imgur.com/Yd0Db61.jpg)). Any chance for that to be cleaned up? I know I'm nitpicking here and it's still somewhat easily edit-able, but still.


Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 30, 2014, 12:13:18 PM
Do the most recent traits (most specifically the "Gag Reflex"; "No Gag Refles" and "Deep Throat" ones) affect the stats in any way?
Those 3 currently only affect the movie quality with film oral.
They still need to be added to other oral uses.

Were the old "Big Boobs" and "Abnormally Large Boobs" traits "updated" to affect the new titfuck skill as well?
Yes and no,
They do not change any text at this time, because no one has written any. Write some and we will add it.
They do however add some to the girl's initial titty skill, and if the boob size changes it adjusts it by an amount:
Small (+/-15), Big(+/-15), AL(+/-20)
These probably need to have another look over (especially if changing between S and AL)

Is the stat-modifying aspect of the traits tied to their position on the CoreTraits.traits? So, for example, if I switch around the two first "Big Boobs" and "Small Scars" traits around, would "Small Scars" give a girl the "Big Boobs" looks bonus?
CoreTraits.traits needs to be converted to xml
As it is now each line is processed in order 2 lines at a time
Line A has the name of the trait, Line B has the text associated with that trait.
The game processes the name and saves the text for that name.
Line B is only for human information, it has no effect on the game itself.
All traits are hard coded into the game.
You can add your own traits, but they would have no effect in the game other than taking up space.

Also, I've noticed that in Coretraits.traits in version in .05s.01 the "Fake orgasm expert" is spelled as that; without the words "orgasm" and "expert" being capitalized. Intentional?
You may be using an older version of the Coretraits file, the zip file I pushed has the correct "Fake Orgasm Expert".
However, the game will accept "Fake orgasm expert" as input and change it to "Fake Orgasm Expert"

When exactly is the "Ecchi" image template used in-game? I haven't noticed it so far, but then again I haven't been using the girls for many different kinds of jobs.
Currently it is used as the primary in "XXX Entertainer", "Sleazy Barmaid" and "Sleazy Waitress"
and as a secondary in "Personal Bed Warmer" and "Personal Training"

What is wrong with the default script files? Opening them in Notepad results with a convoluted mess, but Notepad++ isn't perfect either. See screenshot (linked due to size: http://i.imgur.com/Yd0Db61.jpg (http://i.imgur.com/Yd0Db61.jpg)). Any chance for that to be cleaned up? I know I'm nitpicking here and it's still somewhat easily edit-able, but still.
The script files are actually binary files made using the script editor program.
The actual code of the script is compressed while the text is readable.
I don't like it either, eventually I want to convert the scripts to xml but that will take a while.
The script editor is in the Docs&Tools folder in the newer versions I put out.
Title: Re: Combining the big mods aka crazy's mod
Post by: 0nymous on June 30, 2014, 01:59:14 PM
Yes and no,
They do not change any text at this time, because no one has written any. Write some and we will add it.They do however add some to the girl's initial titty skill, and if the boob size changes it adjusts it by an amount:Small (+/-15), Big(+/-15), AL(+/-20)These probably need to have another look over (especially if changing between S and AL) 



I was asking only about the initial Titty skill, yeah. So it's +15 for "Big Boobs" and +20 for "Abnormally Large Boobs", if I understood correctly?




CoreTraits.traits needs to be converted to xml
As it is now each line is processed in order 2 lines at a time
Line A has the name of the trait, Line B has the text associated with that trait.
The game processes the name and saves the text for that name.
Line B is only for human information, it has no effect on the game itself.
All traits are hard coded into the game.
You can add your own traits, but they would have no effect in the game other than taking up space.



Just for a 100% clarification: I can change the NAMES and TEXT of the traits to whatever I wish, as well as add new traits that have no purpose other than personal flavour/description function, the hardcoded part is the way the traits affect stats, skills and add fetishes.


What I was asking about, is if the hardcoded function of traits (changing stats/skills) is tied to the position of the trait in the file (so "Big Boobs" is 1, "Small Scars" is 2 etc.) or the name of the trait itself.


As a side note, someone should make/update a list of what all the current traits actually do, this is the only source I found for that information, but not only is it old, but also incomplete: http://whoremaster.wikia.com/wiki/Modding_and_Creating_Slaves (http://whoremaster.wikia.com/wiki/Modding_and_Creating_Slaves)



You may be using an older version of the Coretraits file, the zip file I pushed has the correct "Fake Orgasm Expert".
However, the game will accept "Fake orgasm expert" as input and change it to "Fake Orgasm Expert"


Ah, yeah, that was a mistake from my side. The current Coretraits.traits does indeed have the updated capitalized trait name.



The script files are actually binary files made using the script editor program.
The actual code of the script is compressed while the text is readable.
I don't like it either, eventually I want to convert the scripts to xml but that will take a while.
The script editor is in the Docs&Tools folder in the newer versions I put out.



Oh I didn't actually expect this to still work, since it's an old tool and I've gotten used to Notepad++ lately. Which I downloaded thanks to you, by the way, so cheers.
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on June 30, 2014, 03:08:46 PM
Do the most recent traits (most specifically the "Gag Reflex"; "No Gag Reflex" and "Deep Throat" ones) affect the stats in any way?
Just a personal opinion but it'd make sense for those three to have a small random chance of proccing on all slaves like Virgin does, although not sure on the last one as that'd make more sense as a skill than a trait (unless you had it Low Oral Tolerance, High Oral Tolerance & No Gag Reflex).
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on June 30, 2014, 09:30:52 PM
I was asking only about the initial Titty skill, yeah. So it's +15 for "Big Boobs" and +20 for "Abnormally Large Boobs", if I understood correctly?
Yes

Just for a 100% clarification: I can change the NAMES and TEXT of the traits to whatever I wish, as well as add new traits that have no purpose other than personal flavour/description function, the hardcoded part is the way the traits affect stats, skills and add fetishes.
You can change the text of an existing trait but not its name.

The game looks through the coretraits and compares the name line to the game's hardcoded list of trait names.
If found it passes the next line for the text for that trait.
If it processes a name line and it is not in the game's trait list, it creates a new empty trait and passes the text line to it.

What I was asking about, is if the hardcoded function of traits (changing stats/skills) is tied to the position of the trait in the file (so "Big Boobs" is 1, "Small Scars" is 2 etc.) or the name of the trait itself.
The order the traits are in has no bearing on anything.

As a side note, someone should make/update a list of what all the current traits actually do, this is the only source I found for that information, but not only is it old, but also incomplete: http://whoremaster.wikia.com/wiki/Modding_and_Creating_Slaves
I'll update that when I can.
Title: Re: Combining the big mods aka crazy's mod
Post by: 0nymous on July 01, 2014, 04:57:10 AM

You can change the text of an existing trait but not its name.


Well, it works and doesn't crash anything, so I guess the non-working part is just that the namechanged trait won't have any effect on stats/skills.

Title: Re: Combining the big mods aka crazy's mod
Post by: Gamo on July 06, 2014, 10:56:53 PM
Hey all,


     Quick question, The auto use  box does that include everything in your inventory including all these new items and such that have been added










Regards Gammo
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on July 07, 2014, 12:06:06 AM
     Quick question, The auto use  box does that include everything in your inventory including all these new items and such that have been added
Auto Use Items is limited to only the items that are hard coded into the game.

If I ever get around to adding the item tests to the itemsx files, then they will be customizable.
Title: .06 progress report
Post by: aevojoey on July 11, 2014, 01:42:28 AM
I am going to do some major rewriting of the base code of the game before releasing .06.
I will be doing these progress reports regularly and asking for input.

I just finished updating config.xml in the code.
It now includes/replaces the ScreenMode.txt file. (something I wanted to do from day one)
I moved the config.xml to the root directory but if it is not there it will still load the .\Resources\Data\config.xml.

If anyone has suggestions for things to add to config.xml, please post them.
I will be fixing the WME to work with the updated config.xml tomorrow and it would be easier to add things sooner rather than later.

I will probably add the updated config.xml to .05t, but if I do not, I will make sure that the WME and .05 will work together.

I will push the source for this after I update WME.
Title: Re: Combining the big mods aka crazy's mod
Post by: Drugas on July 12, 2014, 07:32:10 AM
I'd like payment by the player to the girls for non-customer services in the config. Split for slaves and for non-slaves.
Title: Re: Combining the big mods aka crazy's mod
Post by: warlords12 on July 14, 2014, 02:45:22 PM
after I have added girl packs the game wont start all packs are from lurkers

I am using win7

what can be wrong
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on July 14, 2014, 07:21:26 PM
after I have added girl packs the game wont start
 all packs are from lurkers
what can be wrong
If one of the girlsx files is corrupt it could possibly cause the game not to load properly.
Try loading the girlsx files into WME and it will tell you if one is corrupt.

I know there is at least 1 corrupt girlsx file lurking in Lurker's packs.
I don't remember which one it is, so when you find it, tell us so it can get fixed.
Title: Re: Combining the big mods aka crazy's mod
Post by: Maggot Propelled Corpse on July 15, 2014, 01:56:24 AM
If you don't know how to find broken girlsx packs it's not too hard, finding it would be useful even if you don't know how to fix it yourself. You can drag and drop from both the load menu in the editor itself and from an outside explorer window into an already open editor, one at a time or in groups.

Easy way to see if that's a problem is to just select all files and load them. If they load you're ok and the problem is elsewhere, if you get error messages you'll have to isolate it through process of elimination. Maybe load half of them, it they error load half of that half, and so on until you get down to loading them one by one.

Doesn't take too long if it's just one, but if you have a few you'll have to do it again. And maybe again ;)

I moved the config.xml to the root directory but if it is not there it will still load the .\Resources\Data\config.xml.

If anyone has suggestions for things to add to config.xml, please post them.

On edit I'll add this... I'd love to see most of it in XML, there's lots of game settings I'd like to tweak but I don't want to have to install a whole set of programmers tools which I don't own for it. But one big one I've seen others mention here is TalkCount="10", given the number of people who have mentioned that it's too low that might belong on or near the top of the list.

 
Title: Some plans and hints for what I want to do
Post by: aevojoey on July 15, 2014, 03:05:16 AM
But one big one I've seen others mention here is TalkCount="10", given the number of people who have mentioned that it's too low that might belong on or near the top of the list.
I plan to allow higher TalkCount when I add Player's Stats and Skills.
TalkCount will be mostly based off Charisma with a few other things thrown in for flavor.

I want to make both Player's and Girl's stats/skills more fluid, changing based on how you play the game.
Many traits will change and new stats/skills/traits will be added.

The way many things in the game are handled will change to be more inclusive of everything else.
Many jobs will affect other jobs to either improve the customer's happiness or change how they spend their money.

Some may not like it when I reduce the power of some traits like Incorporeal and Virgin, or increase the power of some other traits.
Some may not want to have to build their empire from the ground up.
Some may not like that the game will get more challenging or more complex.

Customers, Rivals, Gangs, Brothels and Girls all play their parts in the game, but the part many over look is the City.
Without the City, where would the game be?



Attached is a preliminary CoreTraits.traitsx file for .06.
Add your traits to it and send it back to me.
Include any changes you think should be made and I will see what I can do with them.
Redundancy is a good thing here, the more text things I can have you all write, the more I can focus on the code.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on July 15, 2014, 02:00:07 PM
Dear aevojoey,

because you are responsible for the high speed development of this WM mod   (and I'm totally happy about this )
I would kindly ask you in which direction you are planning to, lets say, navigate the game? How will it looks like if you ever will decide that the final version is reached?

The original name says "whoremaster". By now 10 or 15% of the girls following their fault.

Because I spent a lot of time to actualize my girls folders : are you planning to include further picturetypes ?
Are you planning to give the girls more additionally traits?

The development by now is so speedy.. that I can't follow to have my girls on latest version with the girlsx-file nor with all types of pics.

What is the advantage to put so much things in the xml-code  (yes, I'm an amateur....)

One of my favorites are the script-files. By now its very stressful to write these or even change something in existing scripts.
Will the sripts survive?
Do we (I ;) ) get a better auxiliary with a better working script editor?

And as a last question, after including the torture pics into the game (Thanks again) is it now possible to write scripts which can show a torture pic without the hardcode running behind ? Just show the pic , all other things will be handled by the script?
This question is probably more adressed into crazys direction, but if I remember right, he said he did this already , but it was not compiled...

And again, I love the game,

HuiBui


Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on July 15, 2014, 02:26:08 PM
I would kindly ask you in which direction you are planning to, lets say, navigate the game? How will it looks like if you ever will decide that the final version is reached?
.05s.04 is probably the final version of the .05 series.
.06 will start when I rewrite the base code.

There will hopefully be no "Final" version, it will always be a work in progress, that is the benefit of open source.

The original name says "whoremaster". By now 10 or 15% of the girls following their fault.
Well, if you go by the name alone, "Whore Master" should be less about the Whores and more about the Master:
The Master of the Whores.
Another name the game went by was "Brothel Master" further pushing it towards the Master as the focus.

Whoring will be the primary job the Girls will be intended to do, with the other jobs acting as support staff.

Because I spent a lot of time to actualize my girls folders : are you planning to include further picturetypes ?
The development by now is so speedy.. that I can't follow to have my girls on latest version with the girlsx-file nor with all types of pics.
I do not work with pictures, just code.
I could see adding "farm" as a picture type and perhaps something for the other new jobs.
If someone finds and adds a lot of a particular image type, I will add it to the game.

Are you planning to give the girls more additionally traits?
Tons more traits are planned for .06.
.05 will not get any new traits, just bug fixes.

What is the advantage to put so much things in the xml-code  (yes, I'm an amateur....)
XML is the easiest way to allow players to customize their game for themselves.
It makes loading files into the game go smoother because everything has fixed locations where the info is stored, thus less bugs.

One of my favorites are the script-files. By now its very stressful to write these or even change something in existing scripts.
Will the sripts survive?
Do we (I ;) ) get a better auxiliary with a better working script editor?
I want to convert script files to XML eventually.
If I ever get the source for the original script editor, I could probably fix it.
But if I get scripts converted to XML that will no longer be used.

And as a last question, after including the torture pics into the game (Thanks again) is it now possible to write scripts which can show a torture pic without the hardcode running behind ? Just show the pic , all other things will be handled by the script?
This question is probably more adressed into crazys direction, but if I remember right, he said he did this already , but it was not compiled...
For now Crazy is in charge of script coding.
Title: Re: Combining the big mods aka crazy's mod
Post by: Yukinohki on July 19, 2014, 08:56:48 AM
Do handjob#.# exist as picturename or is this planned for version 6 ?
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on July 19, 2014, 11:11:49 AM
Do handjob#.# exist as picturename or is this planned for version 6 ?
"hand #.*g" and "preghand #.*g" work in .05s

Full list is here - http://www.pinkpetal.org/index.php?topic=953.msg27839#msg27839 (http://www.pinkpetal.org/index.php?topic=953.msg27839#msg27839)
No new picture types have been added since that list.

If any new types are added to .06, they will probably not be added to .05.
Title: Re: Combining the big mods aka crazy's mod
Post by: Yukinohki on July 19, 2014, 11:20:45 AM
damn, i really should read more carefully when i look for infos before i ask,
thanks

I have another one.
Is there any guide or some kind of help page for the script editor?
I'm experimenting at the moment with some meetgirl scripts,
but some things i want to do don't seem possible (adding/removing of traits in the script for example).

The AdjustTargetGirlStat for Oralsex isn't working, just in case someone is bugfixing the scripteditor
and it would be nice to allow negative values for the AddRandomValueToGold Command, so it is possible to "pay" for something
in scripts.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on July 20, 2014, 04:17:08 AM
Is there any guide or some kind of help page for the script editor?
I'm experimenting at the moment with some meetgirl scripts,
but some things i want to do don't seem possible (adding/removing of traits in the script for example).

The AdjustTargetGirlStat for Oralsex isn't working, just in case someone is bugfixing the scripteditor
and it would be nice to allow negative values for the AddRandomValueToGold Command, so it is possible to "pay" for something
in scripts.
The script editor program is old and no one has the source code to it anymore.
There is not really a guide for it, but if you look at cGameScript.cpp from the source code and ScriptCommands.txt in the script editor folder you can see how it works.

I plan on changing the scripts to xml but that will take a while before I get started on it.
Title: Re: Combining the big mods aka crazy's mod
Post by: crazy on July 20, 2014, 03:52:39 PM
Needed a break from coding so I made a girl pack of some fairy tail girls.  As there is a lack of arena girls most of them u get from the arena.
Link: https://mega.co.nz/#!sgpEFQIB!PM6Kb67DiEcMyrPuVOSmZFXNLt9e7Nwxe2KLy62BRx0
Bisca Connell
Kagura Mikazu
Milianna
Minerva Orlando
Sherry Blendy

As Im in a fairy tail watching mood I will more then likely make some more of them in the coming days.
Title: Re: Combining the big mods aka crazy's mod
Post by: FlamBurger on July 20, 2014, 07:45:46 PM
 :'(  I really need to get back to my packs.....ehhh i'll just say in my thread.
Title: Re: Combining the big mods aka crazy's mod
Post by: Liathano on July 23, 2014, 10:27:50 PM
Okay, this is kind of out of no where, but I'd like to make a request for a feature to be added.


I've been finding if I've been playing WM for a while, I tend to accumulate a big pile of items in my player inventory that "I may use this one day."


I do make an effort every few days to go through the list and vendor all the trash stuff that my girls and gangs have been bringing out of the catacombs, but this gets kind of hard and annoying when your item list is 3 pages long.


Is it at all possible to make like a storeroom 'character' that's like the player's inventory but separate? This would make it a lot easier to build a stockpile of useful items you'd like to keep long term and still be able to tell at a glance what is 'new' for the day.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on July 24, 2014, 11:09:19 AM
Is it at all possible to make like a storeroom 'character' that's like the player's inventory but separate? This would make it a lot easier to build a stockpile of useful items you'd like to keep long term and still be able to tell at a glance what is 'new' for the day.
I am currently working on the inventory so when I get to that part of the code, I will add a "Store Room" and a "Vault" where you can keep items.
"Store Room" will replace "Player" as the default place items get added.

When I get around to giving the player stats, then some Items will be usable on the Player.

Title: Re: Combining the big mods aka crazy's mod
Post by: torrentsearcher on July 25, 2014, 07:54:54 PM
+ 1 Interwebs for u, dear sir!
i mostly solve the inventory problem by having only a girl and a gang crawling around in the catacombs. but some kind of storage room would be amazing, maybe even with an option to have certain things sold as soon as they turn up? eyepatches would be a great example for that.... ;)
oh, and after finding out that my dear cattleya and some other girls who started (or were supplied.. lol ) with abnormally big tits now suddenly have small ones: is there some way to choose things that ur girls are absolutely NOT allowed to buy, have or use? i dont mind if they buy a tv.. but if they decide to chop an arm off for some cybernetic thingy or get their wonderful boobys shrinked, that´s something i´d like to know be4 it happens... =)
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on July 26, 2014, 02:14:20 AM
maybe even with an option to have certain things sold as soon as they turn up?
That would not be feasible, there are too many items and not every one would want to sell them.
If you do not want an item in your game, remove the itemsx file for that item.


oh, and after finding out that my dear cattleya and some other girls who started (or were supplied.. lol ) with abnormally big tits now suddenly have small ones: is there some way to choose things that ur girls are absolutely NOT allowed to buy, have or use?
If you edit your itemsx files, change the "GirlBuyChance" to 0.
If it is not in the itemsx, add it anywhere in the <Item ... > section
Code: [Select]
<Item Name=""
      Desc=""
      GirlBuyChance="0"
>
If GirlBuyChance is not set, the game sets the buy chance based on badness.
Code: [Select]
item->m_GirlBuyChance = (item->m_Badness < 20) ? (100 - (item->m_Badness * 5)) : 0;
So as long as badness is less than 20 and GirlBuyChance is not 0 there is a chance a girl will buy it.
Title: Re: Combining the big mods aka crazy's mod
Post by: torrentsearcher on July 26, 2014, 03:41:51 AM
That would not be feasible, there are too many items and not every one would want to sell them.
If you do not want an item in your game, remove the itemsx file for that item.

If you edit your itemsx files, change the "GirlBuyChance" to 0.
If it is not in the itemsx, add it anywhere in the <Item ... > section
Code: [Select]
<Item Name=""
      Desc=""
      GirlBuyChance="0"
>
If GirlBuyChance is not set, the game sets the buy chance based on badness.
Code: [Select]
item->m_GirlBuyChance = (item->m_Badness < 20) ? (100 - (item->m_Badness * 5)) : 0;
So as long as badness is less than 20 and GirlBuyChance is not 0 there is a chance a girl will buy it.
this is a solution to my "problem". but i wouldn´t want the girls to not buy anything at all, in fact it might be nice if it could be turned into a little event when she´s either very successful at shopping or gets disapointed: xxx bought that (insert thingy of choice) that she always wanted while she was off work. she shows it around when she comes back home and all other girls feel happy for her and congratulate her on how pretty she is in it. slight increase in happiness for all, bigger for the girl that bought something. maybe better text, too. same procedure if she buys something else or if it doesn´t fit: a little dent in her happiness, maybe have her have a day with slightly less income the next day? have a matron cheer her up about not finding what she was looking for could avoid the loss in income from her...
and the list of items that can make it gets loaded into the game when u visit the store, anyway, doesn´t it? if it´s possible to tick on the items that are "forbidden" in ur brothels they could be sold there as soon as they turn up. sure, u will have to check for them once, but only once. and the settings could be safed with the game, so as long as the list of available items doesn´t change u will be fine.  8)
Title: Re: Combining the big mods aka crazy's mod
Post by: Sorren on July 26, 2014, 09:00:11 AM
this is a solution to my "problem". but i wouldn´t want the girls to not buy anything at all, in fact it might be nice if it could be turned into a little event when she´s either very successful at shopping or gets disapointed: xxx bought that (insert thingy of choice) that she always wanted while she was off work. she shows it around when she comes back home and all other girls feel happy for her and congratulate her on how pretty she is in it. slight increase in happiness for all, bigger for the girl that bought something. maybe better text, too. same procedure if she buys something else or if it doesn´t fit: a little dent in her happiness, maybe have her have a day with slightly less income the next day? have a matron cheer her up about not finding what she was looking for could avoid the loss in income from her...
and the list of items that can make it gets loaded into the game when u visit the store, anyway, doesn´t it? if it´s possible to tick on the items that are "forbidden" in ur brothels they could be sold there as soon as they turn up. sure, u will have to check for them once, but only once. and the settings could be safed with the game, so as long as the list of available items doesn´t change u will be fine.  8)


The shopping success event is a reasonably good idea, as for banning certain items.... It'd be better to add weapon classes, so for instance you could ban luxury items (TVs, Teddy Bears, Cake, etc, etc). Which would work better then having to add a list of every item in the game.
Title: Re: Combining the big mods aka crazy's mod
Post by: Geron on July 29, 2014, 05:12:56 PM
Was the...  unknown age taken out?  Cause I distinctly remember random monster girls with over 1000 (Or was it 10000?) age would be listed as unknown.
Title: Re: Combining the big mods aka crazy's mod
Post by: 0nymous on July 29, 2014, 06:02:02 PM
Was the...  unknown age taken out?  Cause I distinctly remember random monster girls with over 1000 (Or was it 10000?) age would be listed as unknown.


AFAIK max age is 100, and when it's set to that the age is listed as "Unknown" in game, which is an intended feature for special girls (vampires, demons, interdimensional eldritch abominations) who don't really fall into human standards of age.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on July 29, 2014, 10:07:12 PM
Was the...  unknown age taken out?  Cause I distinctly remember random monster girls with over 1000 (Or was it 10000?) age would be listed as unknown.
It should be if a girl's age is set to 100, the age will display "???"

This will be changed in .06 to allow age to be up to 10000 and anything above that will be "???".
Title: Re: Combining the big mods aka crazy's mod
Post by: 0nymous on July 30, 2014, 12:30:39 PM
It should be if a girl's age is set to 100, the age will display " ??? "

This will be changed in .06 to allow age to be up to 10000 and anything above that will be " ??? ".


Wait, what do you mean by this.
Can we get  an "Unknown" or "Unspecified" as an age option for the type of girls aforementioned in the post above?
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on July 30, 2014, 02:13:01 PM
Wait, what do you mean by this.
Can we get  an "Unknown" or "Unspecified" as an age option for the type of girls aforementioned in the post above?
Sorry, Let me rephrase.
Currently in .05, if a girl's age is set to 100, the age will display as " ??? "

I hate the automatic smileys.
Title: Re: Combining the big mods aka crazy's mod
Post by: Geron on July 31, 2014, 06:09:40 PM
I've gone in and manually edited monster girls max age to range into 100000.  I have not seen unknown, but I have seen 90000 year old grannies.
Title: Re: Combining the big mods aka crazy's mod
Post by: dullman on August 06, 2014, 07:11:04 AM
Must ask if they are a set date when you release a version .6 ?? I'm waiting for farm available
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on August 06, 2014, 11:04:37 AM
Must ask if they are a set date when you release a version .6 ?? I'm waiting for farm available
I will not set a date for .06 to be ready because I have no idea of how long it will take.

If you want to try it out, you can download the source code and compile it yourself, but it is far from ready to release.
There are still some jobs that are not ready and the farm interface needs a lot of work.
I am in the process of updating the entire interface system and have not gotten to the farm yet.

Today I am going to go over the forum posts from the last few weeks and make a list of goals to get done.
Once the farm interface is done and the reported bugs are fixed, I may release .06 but how long that will take really depends on if real life doesn't call.

I should be done with WME for a while so that will allow me more time for WM.

If you want to help, we still need images for the farm:
 - an icon for the map (see how the other icons are made)
 - a Farm page image like the brothel images
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on August 06, 2014, 01:21:31 PM
If you want to help, we still need images for the farm:
 - an icon for the map (see how the other icons are made)
 - a Farm page image like the brothel images
I have two potentials for the page image:  http://depositfiles.com/files/sjrubmnzc
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on August 06, 2014, 02:19:58 PM
I have two potentials for the page image:  http://depositfiles.com/files/sjrubmnzc (http://depositfiles.com/files/sjrubmnzc)
Those would be good for farm images for those girls,
but for the farm interface image, one without a girl in it (or at least not prominent in it) would be best.
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on August 06, 2014, 04:00:31 PM
Those would be good for farm images for those girls,
but for the farm interface image, one without a girl in it (or at least not prominent in it) would be best.
Alright.  I figured that, based off the picture for the studio, it might work...  Alright, I will see what I can find.

EDIT:  What about this?  http://www.pixiv.net/member_illust.php?mode=big&illust_id=41275228
Title: Re: Combining the big mods aka crazy's mod
Post by: 0nymous on August 06, 2014, 07:48:15 PM

For the interface images, why not just "borrow" background CGs from dozens of dozens of eroges and so forth?
I know where to get hundreds of them. And they're really top notch quality.






Biggest downside is that the vast majority of them cover internal shots of rooms and buildings... but in case we ever get those customize-able girl rooms I got all kinds of images for them of various qualities (room quality, not image quality, so shitty, cheap rooms included).


http://www31.zippyshare.com/v/92473749/file.html (http://www31.zippyshare.com/v/92473749/file.html)


Anyways, check this shiz out. I got a bunch of sample images from various titles and named them to what I thought they'd fit most. There's some farm images included and plenty of images for places that don't formally use any image on their own now, like the Catacombs.






Much better than our current stock images IMO. One of the current images for the brothel I recognized as official Guild Wars 2 artwork.  Awkward.

Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on August 06, 2014, 09:32:30 PM
I like Farm1.png for the farm management screen.
Farm3.png I could see using for something, not sure what yet.
Home_Mansion1.png I like for the Town Hall.
Brothel2.png could be used for the Strip Club if the brothels get divided up into separate sections.
Centre2.jpg, Centre3.png and Centre4.png could be used for the shopping (items) screen.
If multiple cities get implemented, Home_Castle1.png could be used for a city you do not have access to yet.
If we make multiples of the non brothel buildings, I could see using some of the others as the alternates
For room qualities, the girls already have "accommodation" levels so I would call them Accommodation0.png, Accommodation1.png ... Accommodation5.png
Title: Re: Combining the big mods aka crazy's mod
Post by: 0nymous on August 07, 2014, 05:46:12 AM
Glad you like them. Feel free to rename them to whatever you wish or require. And let me know if you need more, I could get around lurking for some more good images.


As for the centre images, there's plenty of outside and inside shop backgrounds that I saw but didn't think of saving, if you want shop images.


I named some backgrounds "Home" because I thought about a possibility of unlocking new tiers of player homes with more options and whatnot.
Who wouldn't want to be able to buy a fucking castle for themselves? You could be a king of... of whores or something.



Also, nothing's really stopping you from adding multiple interface images to a single place, right? Spice it up a bit with variety.
Title: Re: Combining the big mods aka crazy's mod
Post by: Morkar on August 09, 2014, 10:43:11 PM
a couple of questions

1º the head girl also should not lie with the owner of the house? have a woman in your harem who has sex with you is rare

2º is going to do something with the prison?

3º there are plans to increase the traits or scripts  of the dungeon?

4º It will increase the number of scripts in general?

5º the threesome in dungeon  are finished any day ?

6º it will somehow improve the gangs? there comes a point where even taking the maximum attributes are massacred yes or yes


has been designed new ways to recruit in town? only dead recruit hunger becomes monotonous it could give more variety to the topic or even recruit several at a time in kidnap plan to a group of unsuspecting young to turn them into your slaves or you fight or will pay a husband x amount of money for an exclusive Slave
Title: Re: Combining the big mods aka crazy's mod
Post by: dullman on August 10, 2014, 12:20:57 AM
Also if started to ask question, i have one is there any plan to be able choose a sex of MC, and if yes is there any plans to make her able to work in her own brothel (as the leader of gang, explore catacombs etc.)
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on August 10, 2014, 10:15:18 AM
1º the head girl also should not lie with the owner of the house? have a woman in your harem who has sex with you is rare
The Head Girl is the Matron of the building "Your House".
Currently, all she does is the matron duties.
More could be added to her duties in the future, but there is nothing planned as of yet.

2º is going to do something with the prison?
There has been talk of making the prison into a buyable building but that will probably not happen any time soon.

A walk button to the prison can be added so you can bail out girls who are there for various crimes.
These girls will have a court date in the future that you must get them to.
Depending on the crime they had been accused of, if you rehabilitate them or find the real criminal if they were framed, you can either keep them or they can go free.

3º there are plans to increase the traits or scripts  of the dungeon?
4º It will increase the number of scripts in general?
5º the threesome in dungeon  are finished any day ?
I do not write scripts. When I get to it, I want to convert scripts to xml so they are easier to write and edit.
I don't really have anything planned for the dungeon right now.
When I get to it in the code, I will see what I can do with it.

6º it will somehow improve the gangs? there comes a point where even taking the maximum attributes are massacred yes or yes
I do intend to do something with gangs, but I'm not sure what yet.


has been designed new ways to recruit in town? only dead recruit hunger becomes monotonous it could give more variety to the topic or even recruit several at a time in kidnap plan to a group of unsuspecting young to turn them into your slaves or you fight or will pay a husband x amount of money for an exclusive Slave
If you get a dead girl with a name that is a skill/stat/trait that means your game loaded a bad girlsx file.
Look in your savegame file for the corrupt <Girl> and the name above that is most likely the corrupt girlsx file.
Attach it to a post if you want me to look at it for you.

I will add a walk button to the Centre where you can find homeless girls.
If the town map gets reworked into a country map, much more can be done there.

Also if started to ask question, i have one is there any plan to be able choose a sex of MC, and if yes is there any plans to make her able to work in her own brothel (as the leader of gang, explore catacombs etc.)
I will be adding player stats and yes gender will be one of them.
For the player to be able to "work" in a brothel or other building would be a little difficult.
I will see how things go and what I can do to allow various things.
Title: Re: Combining the big mods aka crazy's mod
Post by: Uriel on August 10, 2014, 02:22:06 PM
I always though it would be interesting if you could be able to assign girls to gangs, or even form "gangs" from loyal girls. No slaves allowed stuff, high combat stats...
But i imagine this will require quite some coding to work.
Title: Re: Combining the big mods aka crazy's mod
Post by: Dr_Poke on August 11, 2014, 04:29:42 AM
Honestly, I prefer that if the gangs have been working for you for a while, you integrate them into a player owned gang.

Probably really hard to code, but it would be interesting considering the background of the MC.  MC is a son of a crime lord, so MC creating a Gang(or at least a collective of Gangs) would be interesting.
Title: .05t
Post by: aevojoey on August 14, 2014, 02:39:17 AM
*** A newer version is available later on this thread ***

Version: .05t.03
Mirror 1 - http://www.fileswap.com/dl/L3fEwKyNOD/WhoreMaster.05t.03.zip.html (http://www.fileswap.com/dl/L3fEwKyNOD/WhoreMaster.05t.03.zip.html)
Mirror 2 - https://mega.co.nz/#!9JEDhKAb!oVXS2xKukmOBaCB1ZX0ZfvFqaLuEJOSzflkvjQzrZ9A (https://mega.co.nz/#!9JEDhKAb!oVXS2xKukmOBaCB1ZX0ZfvFqaLuEJOSzflkvjQzrZ9A)

* update .05t.03 -
Fixed small weapon to allow 2 to be equipped
Added insemination chance to loss in WorkExploreCatacombs.cpp
Added high libido check if a girl captures something in WorkExploreCatacombs.cpp
Fixed a bug in WorkPersonalBedWarmer.cpp where it would show a "Sing" image instead of "Handjob" image.
Fixed default preg profile image

Version: .05t.02
Mirror 1 - http://www.fileswap.com/dl/saKdO46o4U/WhoreMaster.05t.02.zip.html (http://www.fileswap.com/dl/saKdO46o4U/WhoreMaster.05t.02.zip.html)
Mirror 2 - https://mega.co.nz/#!lENxWD6b!aFdlkfuBP96oVL4_TPVT0KN0j22qoghYbWb_rC9pkSo (https://mega.co.nz/#!lENxWD6b!aFdlkfuBP96oVL4_TPVT0KN0j22qoghYbWb_rC9pkSo)
WME.8.07 included

* update .05t.02 -
Re-Refixed maternity leave bug (should work properly now, 1 week off then the Matron will send her back to work)
Moved "Back to Work" check to the start of day shift instead of the end of day shift so the girls will work all day.

Version: .05t.01
Mirror 1 - http://www.fileswap.com/dl/IdPoGHXHO/WhoreMaster.05t.01.zip.html (http://www.fileswap.com/dl/IdPoGHXHO/WhoreMaster.05t.01.zip.html)
Mirror 2 - https://mega.co.nz/#!0Z1lUK6D!J90bK9UpDmdSX1uydUMCeW_raa1HXfqdZAwGizLMlWo (https://mega.co.nz/#!0Z1lUK6D!J90bK9UpDmdSX1uydUMCeW_raa1HXfqdZAwGizLMlWo)

* update .05t.01 -
Refixed maternity leave bug for .05 (was fixed for .06 but not fully fixed in .05)

Version: .05t
Mirror 1 - http://www.fileswap.com/dl/EzgY9rd0qH/WhoreMaster.05t.00.zip.html (http://www.fileswap.com/dl/EzgY9rd0qH/WhoreMaster.05t.00.zip.html)
Mirror 2 - https://mega.co.nz/#!5c8hnDAa!pabeMg-WivhJwudZIagDKZU_KpkqHdP8p6DerOEZYGc (https://mega.co.nz/#!5c8hnDAa!pabeMg-WivhJwudZIagDKZU_KpkqHdP8p6DerOEZYGc)
WME.8.06 included

Major Changes/Fixes:
Added set prevdayjob to m_JustGaveBirth check to (hopefully) fix maternity leave bug

Things that are now XML:
InterfaceColors.txt to InterfaceColors.xml
GetString.txt to GetString.xml
LoadMenu.txt to LoadMenu.xml
Converted hard coded interface items - TurnSummary.xml and TransferGirls.xml
** all of these txt and xml will work either way and have defaults it neither are there

Girl Details page and Hotkeys
Changed Accommodation from buttons to slider and moved text for it below it,
The Accommodation buttons, slider and text are all optional so you can use any combination of them.
Reworked GetDetailsString and GetMoreDetailsString to align numbers into columns
Added hotkey "space" to all buildings that were missing it to go from girl list to girl details
Added hotkeys "H" = House percent -1 and "J" = House percent +1 on girl details page
Changed the girl list page note "Based on:" to be optional with log_extradetails=true in config.xml

Minor Changes/Fixes:
Fixed screen resolution problem where all interfaces get scaled to 800x600
Fixed Virgin/MILF conflict for new girls
If same name check fails 3 times, name tries double name
Config.xml - Added LogGirlFights, LogDebug and LogExtraDetails
Added "Hard Coded Random Girl" to CreateRandomGirl incase there are no rgirlsx files
Increased limits of Temp and Mod stats/skills, can be up to +/- 200 instead of 100
Cleaned UpdateShop() to make it run a little smoother
Cleaned Slave Market buy slave text.
Incorperated Crazy's changes to WorkPersonalBedWarmer.cpp
Corrected spelling of Rejuvenation

Partial Changes/Fixes:
Cleaned and repaired triggers
Started fixing stat/skill vs statmod/skillmod incongruities


* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* In Version .05t
Changed Accomodation from buttons to slider and moved text for it below it. (both sets are now optional) If you have a custom interface and you want to use the slider instead of the button, you will need to update girl_details_screen.xml adding:

Code: [Select]
<Slider   Name="AccomSlider"                                           XPos="15"  YPos="540" Width="150"              MinValue="0"        MaxValue="5" Value="0" Increment="1" LiveUpdate="true" Hidden="false" Disabled="false" />
<Text     Name="AccomValue"           Text="Accommodation: Very Poor"  XPos="15"  YPos="550" Width="150" Height="21"  FontSize="11" />

* In Version .05s.04 the way "Security Level" is used was rewritten.
If you load an existing game that has very high security, you will notice some customers get scared off by the oppressive security.
Either edit your save game to lower security level or take all girls off security and only leave 1 gang guarding.
That is sufficient to keep most trouble to a minimum until your security level gets below 2000.
* In Version .05s the following files were changed:
.\Resources\Items\Perfection.itemsx, Potion of Tightness.itemsx
.\Resources\Data\config.xml - See here for more details - http://www.pinkpetal.org/index.php?topic=1031.msg28179#msg28179 (http://www.pinkpetal.org/index.php?topic=1031.msg28179#msg28179)
* In Version .05r the following files were changed:
.\Resources\Interface\J_1024x768\building_setup_screen.xml
.\Resources\Interface\J_1024x768\property_management.xml
.\Resources\Scripts\DefaultInteractDetails.script
If you do not regularly copy the entire new folder, you will need to copy these files from the new to your old folder.
If you do not use the "J_1024x768" interface, you need to add this to your interface\building_setup_screen.xml file:
Code: [Select]
<Checkbox   Name="ProhibitHandJobToggle"   Text="Prohibit HandJob Sex"   XPos="370"   YPos="60"   Width="16"   Height="16"   FontSize="12"/>* In Version .05p.01, Successful Rehab and Surgeries show  !!! GOOD NEWS !!!  when successful. If you don't use the J_1024x768 interface provided, You will need to edit your .\Resources\Interface\(interfacename)\InterfaceColors.txt or it will crash.
See the notes here for what to change - http://www.pinkpetal.org/index.php?topic=953.msg27858#msg27858 (http://www.pinkpetal.org/index.php?topic=953.msg27858#msg27858)
* Leveling up also shows green now.
* In Version .05n, Anti-Pregnancy potions were completely redone. You will need to restock them before going to the next week to prevent a baby boom.
* The game versions on this thread have no girls files included. There are other threads on this forum you can get them. - http://www.pinkpetal.org/index.php?board=5.0 (http://www.pinkpetal.org/index.php?board=5.0)
* All versions from .05i on all have had the ".itemsx" files moved from ".\Resources\Data" to ".\Resources\Items"
* All versions from .05i on require the "*120*.dll"s that are included in the zip - if you only copy the exe the game will not work.
* If the game crashes when you hit the "Next Week" button, try reassigning jobs to all girls.  > This cause of crashing was repaired in version .05o.
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on August 19, 2014, 01:20:11 AM
About the Owners house:
Could it be possible , that the job bedwarming can't end with the result : got pregnant?
I would really like to get that included.

about the clinic:
the doctor and her assistants obvisiously can do some funny things, but I didn't find a job which can remove any kind of scars.
That should be implemented.

the centre:
Because it's possible to remove there all kinds of addicts, the items which cause the same effect should be removed from the items list. Than There is more a need for running the centre.


Kind regards
Hui Bui
Title: Re: Combining the big mods aka crazy's mod
Post by: Yukinohki on August 19, 2014, 03:33:18 AM
As far as i know, if the bedwarming girl likes you enough, she has sex with you and if you don't use antipreg, she should get pregnant eventually.
Bedwarming itself is not sex, only company.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on August 19, 2014, 05:21:12 AM
About the Owners house:
Could it be possible , that the job bedwarming can't end with the result : got pregnant?
I would really like to get that included.
If you do not want a girl to get pregnant, buy antipreg potions from building management.
Either click on the house from the map or press escape when on the house girls list
Just like in the brothels, the antipreg potions are in "Brothel Setup".


about the clinic:
the doctor and her assistants obvisiously can do some funny things, but I didn't find a job which can remove any kind of scars.
That should be implemented.
Ok


the centre:
Because it's possible to remove there all kinds of addicts, the items which cause the same effect should be removed from the items list. Than There is more a need for running the centre.
The addiction removing items are rare enough or expensive enough to encourage the use of the Centre Rehab if you have more than a few girls with addictions.
When the jobs get reworked, the Drug Counselor job will earn more money so it will be worth keeping a girl doing that job without any of your girls in rehab.

In the future, a feature could be added to the Drug Counselor so she recruits random girls that go to rehab. (has anyone made a Lindsay Lohan pack yet?)
Title: Re: Combining the big mods aka crazy's mod
Post by: HuiBui on August 19, 2014, 05:30:33 AM
As far as i know, if the bedwarming girl likes you enough, she has sex with you and if you don't use antipreg, she should get pregnant eventually.
Bedwarming itself is not sex, only company.
Thanks for saying it more specific Yukinohki.
What I mean is of course having sex when bedwarming. I didn't count it but about 50times this happened during playing the game, without any antipregnant effects activated.
but no maternity happened. May be that was only coincidence.
So the pregnant result is possible?
Title: Re: Combining the big mods aka crazy's mod
Post by: Yukinohki on August 19, 2014, 05:47:25 AM
I admit, i rarely have a bedwarmer and i never tried to make her pregnant, so i can't say yes or no,
but if she likes you it triggers a standard sexual encounter, including deflowering a virgin
so it should be possible to make her pregnant as well.
(i'll try it in my next testgame)

The standard chance is 8% or 16% if the sex is really good (both parties happy after sex) with standard settings
and you can get non vaginal sex acts as well,
so not getting a pregnancy in 50 weeks is not too unlikely.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on August 19, 2014, 06:52:15 AM
Thanks for saying it more specific Yukinohki.
What I mean is of course having sex when bedwarming. I didn't count it but about 50times this happened during playing the game, without any antipregnant effects activated.
but no maternity happened. May be that was only coincidence.
So the pregnant result is possible?
Yes, pregnancy for bed warmers is possible.
If you want to improve your chances, restrict sex to only allow Normal sex and BDSM.

While verifying it, I found a few bugs.
I fixed one where it would sometimes show a "Sing" image.
I also changed the pregnancy warning from "She has gotten pregnant" to "(name) has gotten pregnant"
The text of the job needs work but I will do that later.
Title: Re: Combining the big mods aka crazy's mod
Post by: eviljanitor on August 20, 2014, 12:34:57 AM
I was wondering if the problem with girls not being inseminated when their attacked and gang raped in the catacombs would be possible to fix in future versions.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on August 20, 2014, 12:43:33 PM
I was wondering if the problem with girls not being inseminated when their attacked and gang raped in the catacombs would be possible to fix in future versions.
Ok.

It was easy to add.
If a girl looses in the catacombs and gets raped, she has a chance to get inseminated.
I also increased the negative effects of loosing in the catacombs.
If the girl's libido is high enough, she may have some fun with the girls or beasts she captures


I also fixed the default preg profile image, it was not showing pregnant when trying to show profile for pregnant girls.

They are in .05t.03 - http://www.pinkpetal.org/index.php?topic=3446.0 (http://www.pinkpetal.org/index.php?topic=3446.0)
Title: Re: Combining the big mods aka crazy's mod
Post by: rxformula91 on August 20, 2014, 03:32:44 PM
Hi I am wondering if the source from the link is updated to 05t.03 or not.  Just wondering what version it is thats all, if its not updated yet don't need to update it until u plan to do it... but I just got curious since I tried compiling it and it said 06 on top.


Thanks
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on August 20, 2014, 08:32:34 PM
Hi I am wondering if the source from the link is updated to 05t.03 or not.  Just wondering what version it is thats all, if its not updated yet don't need to update it until u plan to do it... but I just got curious since I tried compiling it and it said 06 on top.
The source code is the base for .06 with the farm in it.
I have not pushed my changes to the source for a while.
The source is somewhere between .05s.05 and .05t.00

When I started doing .05s it was intended as a short term bridge between .05 and .06.
As the farm was taking longer than expected, .05s became .05t and the sources for .05 and .06 became separate.
I have been working on both sources at the same time, adding to one then copying the changes to the other.
.05s and t have been compiled from the second source because I wanted to make sure the farm would not interfere with the proper function of the game.

I will clean up the source for .06 to disable the farm until it is working and start using only 1 source.
I will push it when I finish that and it will become .05u.
Title: Re: Combining the big mods aka crazy's mod
Post by: aevojoey on August 21, 2014, 01:49:34 PM
While working on .06 I had a bsod during the compiling.
It killed main.cpp and cjobmanager.cpp.
I will have to rewrite them from the last time I uploaded it for the svn.
Luckily the majority of the parts that I had changed were also changed in .05 but the parts pertaining to the farm will have to be started over.
 
Title: Re: Combining the big mods aka crazy's mod
Post by: hewhocumsbynight on August 21, 2014, 11:47:58 PM
Damn, that's unfortunate.

Ah well, more power to your coding hand!
Title: .06.00.00
Post by: aevojoey on August 28, 2014, 10:02:28 AM
*** A newer version is available later on this thread ***

Current Version: .06.00.04
Mirror 1 - http://www.fileswap.com/dl/HLljTUKPzN/WhoreMaster.06.00.04.zip.html (http://www.fileswap.com/dl/HLljTUKPzN/WhoreMaster.06.00.04.zip.html)
Mirror 2 - https://mega.co.nz/#!xcd2DQTR!hvriNNsTRhllQMuSS6aJH9v9-ZdRnFkzpoCuv-mNp9E (https://mega.co.nz/#!xcd2DQTR!hvriNNsTRhllQMuSS6aJH9v9-ZdRnFkzpoCuv-mNp9E)
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)
WME.8.14 included


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.00.00
I am starting this yellow message from scratch.



* Changes made for .06.00.04 -
Crazy did more fixes to some jobs.

Moved girl's payment text to before matron text because the matron taking the girl off work breaks the flow.
Started reflow of house (not much done)
Updated advertising job

Fixed end turn screen for farm not showing girls details.
Reworked customer.m_SexPref to choose pref differently.
 - female customer = 50% les, 25% bdsm or beast
 - group = 10% strip or 90% group
 - single males = 20% normal, 15% anal or bdsm, 10% all others.
Added secondary sex pref to reduce sex restriction turn aways. (not implemented yet)
Reworked customer base: 10-40% Rich, 10-50% Middle, 10-80% poor

Some people were complaining about the third detail list for girls so I made it optional with "shift+s"

Removed some of the unneeded traits - "Anal Plug", "Nail Polish", "Pheromones", "Plain Lipstick", "Sexy Lipstick", "Vibrator", "Whoreish Lipstick", "Pregnant 1T", "Pregnant 2T", "Pregnant 3T"

Adjusted the way the game handles things on the Building Setup Screen
 - if you have problems with it let me know

Changed the way the game handles colors for message boxes:
 - If you find a message box with the wrong color let me know so I can fix it
 - If you use a custom interface you may want to update the "InterfaceColors.xml" rearranging the MessageBoxBackground#

Code: [Select]
<Color Name = "MessageBoxBackground0"                R="114" G="139" B="217" OldTXT="MESSAGE BOX BACKGROUND 0 (NORMAL)" />
<Color Name = "MessageBoxBackground1"                R="200" G="30"  B="30"  OldTXT="MESSAGE BOX BACKGROUND 1 (RED) BACKGROUND" />
<Color Name = "MessageBoxBackground2"                R="80"  G="80"  B="250" OldTXT="MESSAGE BOX BACKGROUND 2 (DARK BLUE) BACKGROUND" />
<Color Name = "MessageBoxBackground3"                R="30"  G="190" B="30"  OldTXT="MESSAGE BOX BACKGROUND 3 (GREEN) BACKGROUND" />

Version: .06.00.03
Mirror 1 - http://www.fileswap.com/dl/ZYnjjRtsQu/WhoreMaster.06.00.03.zip.html (http://www.fileswap.com/dl/ZYnjjRtsQu/WhoreMaster.06.00.03.zip.html)
Mirror 2 - https://mega.co.nz/#!FUtnDLBT!ktu0yCq4kFP2d22U0-JMjvh0Rapkg5595Pl6_G5ayws (https://mega.co.nz/#!FUtnDLBT!ktu0yCq4kFP2d22U0-JMjvh0Rapkg5595Pl6_G5ayws)
* Changes made for .06.00.03 -
Crazy added more changes to many jobs.
Crazy added more items to do_daily_items

Traits
The game can now load traits from .traitsx files.
Added more traits to CoreTraits.traitsx
Rebuilt cTraits::GetTranslateName() for faster flow and checking case insensitive.
Added more traits into cGirls::GirlFucks
Modified diseases calculations.
Added more negative effects from STDs in cGirls::updateSTD
Added "Herpes Cure.itemsx".

Changed prescript text for movie recruitment and added CaptC's MeetCastingTry.script
Added Morality as a Stat. Nothing uses it yet.


Version: .06.00.02
Mirror 1 - http://www.fileswap.com/dl/kEBiUaGqQy/WhoreMaster.06.00.02.zip.html (http://www.fileswap.com/dl/kEBiUaGqQy/WhoreMaster.06.00.02.zip.html)
Mirror 2 - https://mega.co.nz/#!ZVkF0DBb!4NfcHaEl3RDxNL_WMY5L5VxKkllQZsw9hZn3CsSyIVI (https://mega.co.nz/#!ZVkF0DBb!4NfcHaEl3RDxNL_WMY5L5VxKkllQZsw9hZn3CsSyIVI)
* Changes made for .06.00.02 -
Crazy added more changes to many jobs.
I fixed some unfinished jobs and added a few new things to Crazy's stuff.

Cleaned item equip/use - changing skill/stat from temp to mod
Fixed bug in Director dealing with unruly workers.
Fixed bug in payment using house percent as number instead of percent.


Version: .06.00.01
Mirror 1 - http://www.fileswap.com/dl/g9fNXEr3yM/WhoreMaster.06.00.01.zip.html (http://www.fileswap.com/dl/g9fNXEr3yM/WhoreMaster.06.00.01.zip.html)
Mirror 2 - https://mega.co.nz/#!ZQUxWBgZ!gx0J4F1hruWb2HwWG0j2W8XPPhLHUUHs9WvuxMeBxME (https://mega.co.nz/#!ZQUxWBgZ!gx0J4F1hruWb2HwWG0j2W8XPPhLHUUHs9WvuxMeBxME)
* Changes made for .06.00.01 -
Added image types "Nurse" and "Formal"
Updated Escort job to make it a working job (still needs fleshing out)
Adjusted AIDS check for Nurse and Doctor plus added it to Intern.
Spell checked and cleaned Peep Show.
The following things in config.xml are now working for the buildings (but not all jobs)
GirlsHousePerc = % = Free Girls base house percent
SlaveHousePerc = % = Slave Girls base house percent
SlavePayOutOfPocket = true/false = If a job is normally paid directly from you, true it is paid to slaves, false uses house percent instead
GirlsKeepTips = true/false = If true, tips are given to the free girl before house percent is taken from the normal pay.
If false, tips are added in to the pay before house percent is taken.
SlaveKeepTips = true/false = Same as GirlsKeepTips but for slave girls.

* Only Escort and Peep Show have the new tips so far

Fixed bug in child_is_grown that was crashing game.
Cleaned and did some minor changes to children growing up.
Fixed error with default background image not loading for turn summary screen.
Fixed broken flow in brothels causing bad payments


Version: .06.00.00
Mirror 1 - http://www.fileswap.com/dl/8UJVIEweKa/WhoreMaster.06.00.00.zip.html (http://www.fileswap.com/dl/8UJVIEweKa/WhoreMaster.06.00.00.zip.html)
Mirror 2 - https://mega.co.nz/#!0YFDTTAY!oqrm3z58NieP6QzLJwF9b0Mns6Oz_zxHizaXGS0879o (https://mega.co.nz/#!0YFDTTAY!oqrm3z58NieP6QzLJwF9b0Mns6Oz_zxHizaXGS0879o)
* Changes made for .06.00.00 -
Farm added. (functional but limited at the moment)
5 more skills, several more image types, more jobs.
Total rewrite of the Movie studio.
Matrons are better now (more will be done with them soon)

( too many others to list, read the file "changelog-j.txt" )
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on September 16, 2014, 12:15:22 AM
Two new girl packs.  Not going bother naming the girls but know that both have many many girls in them.  All have never been made for the game before.

Digimon girls - https://mega.co.nz/#!8843ADLJ!JJpp8xjYwjy2VxpBz4J_-K2BgWh-mG8uyTIelBupo5k (https://mega.co.nz/#%218843ADLJ%21JJpp8xjYwjy2VxpBz4J_-K2BgWh-mG8uyTIelBupo5k)
Fire Emblem Awaking girls - https://mega.co.nz/#!IpAUiK4b!NYm07TgOVAZ3oDSQbB7oJNp2lHaAjalWS9pFomJdv4Y (https://mega.co.nz/#%21IpAUiK4b%21NYm07TgOVAZ3oDSQbB7oJNp2lHaAjalWS9pFomJdv4Y)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: qwayne on September 16, 2014, 08:23:05 AM
STD's should be more easily cured. I have several girls in hospital but only way I have cured some of them is with items.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on September 16, 2014, 12:55:58 PM
STD's should be more easily cured. I have several girls in hospital but only way I have cured some of them is with items.
STDs cures will be added to the farm eventually, at the moment that is low priority.
The Researchers will find the cure then the potion maker will make the cures.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on September 17, 2014, 05:07:19 PM
One thing that was missed is I added a new image type in .06.00.04 called shop.  It appears when girls go shopping.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on September 19, 2014, 12:38:30 AM
Here is teh scriptCommands.txt for anyone who wants it.  It has all the new ones I added.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: hewhocumsbynight on September 19, 2014, 02:53:45 AM
Thanks Crazy.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hazure on September 21, 2014, 08:50:02 PM
The gag reflexes, sexual orientation, and breast sizes should be mutualy exclusive....like optimist/pessimist.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on September 21, 2014, 09:58:30 PM
The gag reflexes, sexual orientation, and breast sizes should be mutualy exclusive....like optimist/pessimist.
They will be for .06.00.05
More info here - http://www.pinkpetal.org/index.php?topic=3478.msg30069#msg30069 (http://www.pinkpetal.org/index.php?topic=3478.msg30069#msg30069)
Title: .06.00.05
Post by: aevojoey on September 26, 2014, 11:56:17 PM
*** A newer version is available later on this thread ***

Current Version: .06.00.05
Mirror 1 - http://www.fileswap.com/dl/xK5WQCICZ7/WhoreMaster.06.00.05.zip.html (http://www.fileswap.com/dl/xK5WQCICZ7/WhoreMaster.06.00.05.zip.html)
Mirror 2 - https://mega.co.nz/#!BYlnWZgS!m8oG13Ap6p0Pj-Y2Gest_V5hadn6TYwF0U2pF7WK8FI (https://mega.co.nz/#!BYlnWZgS!m8oG13Ap6p0Pj-Y2Gest_V5hadn6TYwF0U2pF7WK8FI)
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)
WME.8.14 included


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.00.00
I am starting this yellow message from scratch.



* Changes made for .06.00.05 -
Crazy made many changes to jobs

Added stats "Refinement", "Dignity", "Lactation" minor updates to "Morality" (nothing uses them yet)

Fixed "farmer's daughter" trait to "farmers daughter" - save games will not load if a trait has an ' in it

Fixed antipreg stock to use what you have before buying more at the higher price
Added antipreg message to brothel turn summary
Brothel Matrons will increase antipreg restock order if more were used than normally stocked.
Fixed antipreg potions when buying they actually cost you money.

If not enough businesses are held to support a brothel, its security level drops by 2 per needed business.

Started reflow of brothel
Cleaning and updates
House Recruiter is now full time job.
Farm Veterinarian is no longer a full time job.

Removed Trait effects on stats and skills from add and remove traits. - they will be added back in a separate function.
Combined UnapplyTraits and ApplyTraits into MutuallyExclusiveTraits
Added several new traits and removed/renamed a few.
*** the removal of the stat/skill mods when converting to MutuallyExclusiveTraits destroyed the rebelliousness calculation.
*** I put back the old UnapplyTraits and ApplyTraits functions for the stat/skill mods until the MutuallyExclusiveTraits gets the new stat/skill mods
*** the new traits do not have modifiers

Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Anonemuss on October 02, 2014, 02:53:21 PM
A bit off-topic but, does adding triggers to girls still work in Crazy's Mod? (using triggers.xml in a girl's image folder)


Sorry if this has been answered, I couldn't find an answer anywhere...
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 02, 2014, 07:29:12 PM
A bit off-topic but, does adding triggers to girls still work in Crazy's Mod? (using triggers.xml in a girl's image folder)
They should work if they are made propperly.
I have not gone over that part of the code so I am not sure how exactly they work but I have not had any problems (that I know of) with them.

If you have one that does not work, attach it and it will be tested.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Anonemuss on October 02, 2014, 10:42:57 PM
It's not that I have any or anything(though thanks for offering to test), I was just considering adding a little flavor to my game, and noticed almost all references to the triggers.xml are under the vanilla game and WMEX.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Uriel on October 03, 2014, 04:07:10 PM
Event proposal: A high libedo girl with nympho,high enough beast and with a pet dog in inventory has a chance to have fun with her dog after work(if her work was not satisfying enough, that is).
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on October 03, 2014, 07:13:48 PM
I don't know where to throw this so here it goes.

A way to quickly identify which items a girl has currently equipped without clicking on them would be welcome. Something like a different background color.

The shopping and inventory screen tries to do too much. Shopping is fine, but a new inventory screen that allows the player to manage the girls' items and watch the stats, or even better, the job ratings at the same time would be great IMO.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: 0nymous on October 04, 2014, 08:12:12 AM

I've been thinking to suggest something like that too, a separate page for managing the girl's equipment, whether the current one shared with the shop would just be her general inventory management - basically what goes in and what goes out.


I don't know how "quickly identify" would exactly be plausible since you'd still have to access that separate screen/window somewhat.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: rxformula91 on October 04, 2014, 04:06:46 PM
Been Updating my girl packs with some of the new picture categories for the new game... plus some new traits...

Thanks for making WM Editor... its really good. 

One question though unique girls born as daughters, is that coded yet? or no?  Thanks for your great work I am just wondering if I would allocate my girls to that or no.

Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on October 04, 2014, 05:43:53 PM
I don't know how "quickly identify" would exactly be plausible since you'd still have to access that separate screen/window somewhat.

Maybe I didn't explain it clearly. Every item in a girl inventory is a line of text over a light blue rectangle. Let's change the color of equipped items' rectangle to a different color (green, for example).
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on October 05, 2014, 06:35:57 AM
One question though unique girls born as daughters, is that coded yet? or no?  Thanks for your great work I am just wondering if I would allocate my girls to that or no.
Dont think so
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 05, 2014, 11:22:03 AM
Maybe I didn't explain it clearly. Every item in a girl inventory is a line of text over a light blue rectangle. Let's change the color of equipped items' rectangle to a different color (green, for example).
I understand what you are saying and I have something like that planned for when I redo the inventory.

If an item is selected from either left or right, any girl with that item is highlighted in green on the opposite list,
If a girl is selected from either left or right, any item that she has that is in the opposite side will be highlighted.

Other things I have planned for the inventory screen include:
Adding a building filter so, for example, you can choose only girls in the arena to give armor and weapons.
Adding a "Vault" and "Store Room" to supplement the "Player" when the Player can actually use items like the girls can.


One question though unique girls born as daughters, is that coded yet? or no?
No it is not.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Uriel on October 05, 2014, 12:11:07 PM
Continuing the inventory theme. Is it possible to add some info about the inventory slot the currently selected item will occupy? Widely known White String Bikini is a dress, while one could expect it to be a underwear/lingerie type, and that's only an example.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 05, 2014, 01:04:29 PM
Continuing the inventory theme. Is it possible to add some info about the inventory slot the currently selected item will occupy? Widely known White String Bikini is a dress, while one could expect it to be a underwear/lingerie type, and that's only an example.
Dress is what she wears in public, usually the outermost layer of clothing.
Underwear is usually only seen by you or the customers.
Armor and Weapons are only used for combat and are usually removed before performing non-combat jobs.
Small Weapons, the girls keep with them at all times for defense.
Consumables, Food and Makeup are single use items.
Shoes, Rings, Necklaces and Armbands are worn all the time.
(Shields may need to be moved from armbands to their own category)
Misc are general items that the girl can reuse that are not in any other group

I would think if White String Bikini were to have its category changed it would be to Misc. She is not always using it but can use it whenever she needs to.
edit: I changed it.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Torajidi on October 09, 2014, 10:45:42 AM
Not sure where to post general suggestions, so I'll post it here: Being able to release Dungeon girls directly into any building would be lovely, especially if you have a choice as to which building it is. Right now, they're only released into actual brothels, which is inconvenient at best and extremely tedious at worst.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 10, 2014, 09:08:05 AM
Not sure where to post general suggestions, so I'll post it here: Being able to release Dungeon girls directly into any building would be lovely, especially if you have a choice as to which building it is. Right now, they're only released into actual brothels, which is inconvenient at best and extremely tedious at worst.
That is something that is going to be fixed but not sure when.
Title: .06.00.06-10
Post by: aevojoey on October 10, 2014, 11:38:06 PM
.06.00.06 has a lot of changes so it may have some bugs, report them when you find them.
I am going to try to push out more smaller updates instead of holding back for larger updates when I can.

The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)
WME.8.14 included


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.00.00
Version .06.00.07 changed the dungeon interface, If you use your own interface, you will need to update dungeon_screen.xml to match.
Version .06.00.08 changed the Gangs and the Items interfaces, If you use your own interface, you will need to update gangs_screen.xml and itemmanagement_screen.xml to match.



Version: .06.00.06 - reuploaded
Mirror 1 - http://www.fileswap.com/dl/Y5cFGCHN25/WhoreMaster.06.00.06.zip.html (http://www.fileswap.com/dl/Y5cFGCHN25/WhoreMaster.06.00.06.zip.html)
Mirror 2 - https://mega.co.nz/#!1Z9yQAZI!a-0UUe0NLMnEpY7BqiwLAwl4wRpfi-Ze9L34oQybuZ0 (https://mega.co.nz/#!1Z9yQAZI!a-0UUe0NLMnEpY7BqiwLAwl4wRpfi-Ze9L34oQybuZ0)
* Changes made for .06.00.06 -
Fixed bug in brothel dead girl check.
Added farm to Item Management Screen

SlavePayOutOfPocket in config.xml now works for all the studio jobs and most cleaning jobs (not janitor)

Fixed gallery to include all the new image types that were missing. (No new buttons but W,S,A,D keys to cycle through them all)
Major rework of Customers.
Major rework of Girls sex work, fixing STDs and several other things
Major rework of Customers attacking girls, adjusted text variations and Pregnancy/STD chances

Cleanup of arena
Reworked Combat Training and cleaning jobs

Major rework of Peep Show

Fixed bugs in studio where girls were not getting taken off for maternity leave and many jobs were not getting done.
Reworked all studio jobs



Version: .06.00.07
Mirror 1 - http://www.fileswap.com/dl/3N2ZWNTH5/WhoreMaster.06.00.07.zip.html (http://www.fileswap.com/dl/3N2ZWNTH5/WhoreMaster.06.00.07.zip.html)
Mirror 2 - https://mega.co.nz/#!gNU1TDqB!i07DalHemKwjTMz3Q0xyilbAuV0KjLvXtsXkTF_BK6Q (https://mega.co.nz/#!gNU1TDqB!i07DalHemKwjTMz3Q0xyilbAuV0KjLvXtsXkTF_BK6Q)
* Changes made for .06.00.07 -
Added release to buildings option for dungeon.


Version: .06.00.08
Mirror 1 - http://www.fileswap.com/dl/69iJVzb6ex/WhoreMaster.06.00.08.zip.html (http://www.fileswap.com/dl/69iJVzb6ex/WhoreMaster.06.00.08.zip.html)
Mirror 2 - https://mega.co.nz/#!pEVGFCTS!6gQROF3BGFfL44s-o4pqqB01S6vzJ5vNET_cau-f_3k (https://mega.co.nz/#!pEVGFCTS!6gQROF3BGFfL44s-o4pqqB01S6vzJ5vNET_cau-f_3k)
* Changes made for .06.00.08 -
Crazy added some changes to several jobs.

Fixed inventory give item to girl text not showing up.
Added autouse consumables checkbox to inventory.
Added Buy1 and Buy10 buttons to potions and nets for gangs.

Updated Explore Catacombs adding sex restrictions and fixing output text to better count gains.
 - Also adjusted number of monsters encounterable from 1-3 (33% each) to 1-4 (50%=1 then equal chance 2,3or4)
 - increased the chance of getting a girl instead of a beast from 50% to 55%

Adjusted breast size and lesbian/straight modifiers and some more traits for movie scenes.


Version: .06.00.09
Mirror 1 - http://www.fileswap.com/dl/DbMDKFv5bC/WhoreMaster.06.00.09.zip.html (http://www.fileswap.com/dl/DbMDKFv5bC/WhoreMaster.06.00.09.zip.html)
Mirror 2 - https://mega.co.nz/#!8ZkhnJaa!QSBJv15a0wIdemJjVxFehZksrYzF2q3LR1oNjuu3M30 (https://mega.co.nz/#!8ZkhnJaa!QSBJv15a0wIdemJjVxFehZksrYzF2q3LR1oNjuu3M30)
* Changes made for .06.00.09 -

Health, Happiness, Tiredness, Age, EXP and Level only have a base stat. (no temp or mod)
Changed hardcoded random girl unlisted trait chance from 20% to 1%
Added image type "Magic" and fixed misordered image type texts
Added number of rejected customer count to brothel + whore jobs
Updated customers a little

Updated brothel beast career job
Updated the 3 brothel whore jobs
Updated cleaning jobs
Updated Personal Training
Updated Intern, Doctor and Nurse jobs

Started tracking clinic customers. (needs more work - only basics working now)



Version: .06.00.10
Mirror 1 - http://www.fileswap.com/dl/TXNwrBX61n/WhoreMaster.06.00.10.zip.html (http://www.fileswap.com/dl/TXNwrBX61n/WhoreMaster.06.00.10.zip.html)
Mirror 2 - https://mega.co.nz/#!QVsyWQaT!M1gVDKCcnEoNkCLYGq4SqDLdo2py_op_jE3GCCDRA1M (https://mega.co.nz/#!QVsyWQaT!M1gVDKCcnEoNkCLYGq4SqDLdo2py_op_jE3GCCDRA1M)
* Changes made for .06.00.10 -
Updated several items adding missing skills and traits
Reorderd dungeon screen release to icons to match F# keys order
Added another check for group sex being restricted in 3 whore jobs.
Fixed arena try to give arena girls

Updated Drug Counselor and Rehab jobs.
 - Rehab has a small chance of killing a girl if her health is less than 20
 - Rehab is now tracked like other jobs where enjoyment is used - girls who go through rehab will make better counselors.
 - Counselor and Rehab are full time jobs and are only run for day shift.
Started reflow of Centre - not much done yet.

Consolidated the AddTiredness(girl) function out of jobs and after the job is done.
 - edit: there is a bug in this: it adds tiredness after rest jobs. Fixed it for the next version.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Romanul on October 11, 2014, 03:09:58 AM
Are you sure you uploaded the latest version? From what I see it's the previous.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Uriel on October 11, 2014, 07:19:09 AM
Yeah, the .exe i got from .06 download has exactly the same size as the one from .05. Kinda suspicious.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Romanul on October 11, 2014, 07:41:13 AM
Plus the bug where the girls that get STD and die make the game crash to desktop is still there and from I understand it should have been fixed in this version. Also, the date the files were modified is September.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 11, 2014, 12:17:20 PM
Doh
Sorry about that, I uploaded it before I went to bed and my sleeping pills must have been kicking in.
I copied all the changes except the exe to the folder I zip for the upload.
-
Reuploaded with the correct exe
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: NaoSoul on October 11, 2014, 07:11:04 PM
Doh
Sorry about that, I uploaded it before I went to bed and my sleeping pills must have been kicking in.
I copied all the changes except the exe to the folder I zip for the upload.
-
Reuploaded with the correct exe


Thanks for the hard work, man. Don't overwork yourself, you awesome man you. =p
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 11, 2014, 11:53:49 PM
Not sure where to post general suggestions, so I'll post it here: Being able to release Dungeon girls directly into any building would be lovely, especially if you have a choice as to which building it is. Right now, they're only released into actual brothels, which is inconvenient at best and extremely tedious at worst.
I got the base of this in and just need to make the buttons work properly.
It is a lot easier than I thought it would be.

It is finished and in .06.00.07.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Whitetooth on October 12, 2014, 02:44:28 AM
I got the base of this in and just need to make the buttons work properly.
It is a lot easier than I thought it would be.

It is finished and in .06.00.07.
Wow that was amazingly fast! Thank you!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Torajidi on October 13, 2014, 11:04:57 PM
I'm loving that UI! Very clean and convenient, and it came out much faster than I was expecting. Excellent work!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 13, 2014, 11:36:22 PM
I'm loving that UI! Very clean and convenient, and it came out much faster than I was expecting. Excellent work!
I am trying to do smaller updates more often now.

I should have .06.00.09 ready tomorrow.
I have already finished updating the brothel beast career job and am updating cleaning jobs more.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sorren on October 14, 2014, 09:50:51 AM
I am trying to do smaller updates more often now.

I should have .06.00.09 ready tomorrow.
I have already finished updating the brothel beast career job and am updating cleaning jobs more.


Personal issue with it, the default resolution values for the scaled version don't account for the start menu and really should be set to a smaller value.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Uriel on October 14, 2014, 12:31:20 PM
How about allowing doctors to work in brothels, and make STD's invisible until diagnosed by those doctors?  :)
That would add some spice to gameplay imo.
And it's not just assigning a girl to be a doc, they might need some experience working in clinic first.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: NaoSoul on October 14, 2014, 12:58:36 PM
Question.
Is it normal to have a bunch of girls in the game without any image, generic names and a lot of weird traits? Like, No Legs, No Toes...


They usually have awful skills and stats too, I pretty much just use them for cleaning. Is this a normal part of the game or is something up?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 14, 2014, 01:20:00 PM
Personal issue with it, the default resolution values for the scaled version don't account for the start menu and really should be set to a smaller value.
The default values are for 1024x768 fullscreen.
If you are not playing in fullscreen try changing the screen size in config.xml to 960x720. (keep the scaled size at 800x600)
Basically any screen size with the ratio of 4x3 should display the J_1024x768 correctly.
The text will be a little larger but the game itself will fit on your screen with the start bar.


How about allowing doctors to work in brothels, and make STD's invisible until diagnosed by those doctors?  :)
That would add some spice to gameplay imo.
And it's not just assigning a girl to be a doc, they might need some experience working in clinic first.
I thought about that but was not sure how that would work.
I was going to have the clinic track the stds and have the farm research cures for them, lowering the chances of stds.


Question.
Is it normal to have a bunch of girls in the game without any image, generic names and a lot of weird traits? Like, No Legs, No Toes...
They usually have awful skills and stats too, I pretty much just use them for cleaning. Is this a normal part of the game or is something up?
If you have no rgirlsx files, the game will create totally random girls, that is what you are getting.
Download some rgirlsx or create your own.

I need to update that part of the code to include the new traits.
As it is, if a trait was not in there, it has a 20% chance of being given to the girl. I am reducing that to 1%.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sorren on October 14, 2014, 03:48:48 PM
I need to update that part of the code to include the new traits.
As it is, if a trait was not in there, it has a 20% chance of being given to the girl. I am reducing that to 1%.


On a related note,any chance we can use random chance on girlsx's?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 14, 2014, 04:36:04 PM
On a related note,any chance we can use random chance on girlsx's?
It could be done but not at this time.
Title: .06.00.11-15
Post by: aevojoey on October 22, 2014, 12:42:19 AM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)
WME.8.14 included


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.00.00
Version .06.00.07 changed the dungeon interface, If you use your own interface, you will need to update dungeon_screen.xml to match.
Version .06.00.08 changed the Gangs and the Items interfaces, If you use your own interface, you will need to update gangs_screen.xml and itemmanagement_screen.xml to match.
Version .06.00.11 changed the Building setup screen. If you use your own interface, you will need to update building_setup_screen.xml to match.



Version: .06.00.11
Mirror 1 - http://www.fileswap.com/dl/8sLhRGrFAg/WhoreMaster.06.00.11.zip.html (http://www.fileswap.com/dl/8sLhRGrFAg/WhoreMaster.06.00.11.zip.html)
Mirror 2 - https://mega.co.nz/#!8NEkwBCL!Gf8RursU07gc9IePbfFSS-zVasFmoPLJEiz0uvobiM4 (https://mega.co.nz/#!8NEkwBCL!Gf8RursU07gc9IePbfFSS-zVasFmoPLJEiz0uvobiM4)
More details here - http://www.pinkpetal.org/index.php?topic=3446.msg30599#msg30599 (http://www.pinkpetal.org/index.php?topic=3446.msg30599#msg30599)
* Changes made for .06.00.11 -
Reflow and make similar all non-brothel buildings

Major Changes:
Added Footjob Skill
Added Footjob and Strip restrictions to building management
Updated several items adding footjob
Updated sex jobs to include footjob

Bug Fixes:
Fixed a bug where if you click the buy room button when you don't have enough money it resets the room text to base.
Fixed a bug in triggers where it would only allow 1 trigger per girl
Cleaned up extra m_JustGaveBirth checks and fixed a bug in some buildings

Minor changes:
Blocked some of the changes made to freetime until more can be worked out with it
Moved the AddTiredness(girl) function to be used once at the start of the turn for everyone.
Lowered the libido loss for sex work again:
 - Anal -10, Bdsm -5, Normalsex -15, Oralsex -2, Tittysex -2, Handjob -1, Beastiality -10, Group -20, Lesbian -10, Strip 0,
 - +12 for nymphos so they will want sex more.
Lowered the STD chance a bit more
Reworked how FilmRandom chooses scene type



Version: .06.00.12
Mirror 1 - http://www.fileswap.com/dl/JD9DKpSgcH/WhoreMaster.06.00.12.zip.html (http://www.fileswap.com/dl/JD9DKpSgcH/WhoreMaster.06.00.12.zip.html)
Mirror 2 - https://mega.co.nz/#!JA0HkCKI!ex6zruqxQ81U2kd9NgYGeMRJRiHcCIila0lRrc9PgsM (https://mega.co.nz/#!JA0HkCKI!ex6zruqxQ81U2kd9NgYGeMRJRiHcCIila0lRrc9PgsM)
* Changes made for .06.00.12 - Slave Market Update
Added footjob to girl details skill list

Added check in slave market to greatly reduce the chance of duplicate rgirls in the same market turn
Changed the number of girls the slave market has available to a random amount of 5-11 each market turn
Added info for who the girl is based on in the second details page



Version: .06.00.13
Mirror 1 - http://www.fileswap.com/dl/znOmAHBhIJ/WhoreMaster.06.00.13.zip.html (http://www.fileswap.com/dl/znOmAHBhIJ/WhoreMaster.06.00.13.zip.html)
Mirror 2 - https://mega.co.nz/#!5FMkmK5J!gTh7dpCg-CZVwVKgQ4R7MHIzftIpy3NP2zeDn8eSEOA (https://mega.co.nz/#!5FMkmK5J!gTh7dpCg-CZVwVKgQ4R7MHIzftIpy3NP2zeDn8eSEOA)
* Changes made for .06.00.13 - Transfer Screen Update
Fixed a bug in new matron text

Added color to transfer screen -

Red   -  Don't move the girl.   -  This is for Matrons, Doctors and patients that have already started treatment.
Dark Blue   -  Probably don't move.   -  Doctors without patients and Patients who have not started treatment
Light Blue   -  Working Girl   -  Anyone who has been assigned to a job
Green   -  freetime  -  Any girl on free time.

Version: .06.00.14
Mirror 1 - http://www.fileswap.com/dl/vS7R12l5T5/WhoreMaster.06.00.14.zip.html (http://www.fileswap.com/dl/vS7R12l5T5/WhoreMaster.06.00.14.zip.html)
Mirror 2 - https://mega.co.nz/#!4YskwYAB!9XNmtvXMch5z3XqWtfSsgM6RoN-XQNZ26LsEFJvq2aM (https://mega.co.nz/#!4YskwYAB!9XNmtvXMch5z3XqWtfSsgM6RoN-XQNZ26LsEFJvq2aM)
* Changes made for .06.00.14

Fixed minor bug in transfer screen colors - resting green changed from day OR night to day AND night
Adjusted number of girls in the slave market
 - 5=3%, 6=7%, 7=15%, 8=45%, 9=15%, 10=10%, 11=5%
Fixed a few bugs in matron code:
 - matrons no longer take girls off work if in rehab or surgery.
Fixed a text problem with explore catacombs.
Fixed a bug with rehab days left >3 instead of >=3

Updated gang explore catacombs
 - added a 2% chance that the healing potion can not revive a member. (no more immortal gangs)
 - changed the limits of gold obtained from 300-1000 to 1-1500 (1-100 per gang member who returned)
 - limited number of items to 1 item per 3 gang members while increasing the odds of getting items a little
 - added chance of gang members returning with beasts

Added CSV export for girls - hold <ctrl> when clicking the save game button save the girls stats as a csv with the save game



Version: .06.00.15
Mirror 1 - http://www.fileswap.com/dl/CJDwbSz2BD/WhoreMaster.06.00.15.zip.html (http://www.fileswap.com/dl/CJDwbSz2BD/WhoreMaster.06.00.15.zip.html)
Mirror 2 - https://mega.co.nz/#!McEjHZxK!ET3opRyEYbTDIlQbB80CLpLBapbKY69D1H8PZT7Mwi0 (https://mega.co.nz/#!McEjHZxK!ET3opRyEYbTDIlQbB80CLpLBapbKY69D1H8PZT7Mwi0)
* Changes made for .06.00.15

Added DegradeGirls() to lower girls skills a little each turn
Added day and night assignment with CTRL held while clicking the new job
Multiselect continues changing all girls jobs if one girl can not do that job instead of stopping on that girl.

Fixed bug in items where healing potions do not work on constructs.
Fixed bugs in marton assigning girls new jobs
 - matron will only assign a new job if both day and night are free.
Cleaned and fixed a few bugs in the clinic and the other buildings.

Increased the ammount of Animalhandling beast careres gain
Updated WorkExploreCatacombs a little
Updated WorkPersonalBedWarmer and WorkPersonalTraining to use sex restrictions
Updated get healing and get repairs
 - both are now single shift jobs.
 - both can be assigned even with no staff to work on them.
 - they heal differently based on the staff available.



Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sorren on October 25, 2014, 09:59:25 AM
It could be done but not at this time.


Pity I liked the idea of having a random chance of a girl being a virgin or say having a random chance at one of the multiple version traits (i.e, Nipples, Gag Reflex, etc).
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: hjp766 on November 09, 2014, 11:02:32 AM
Hi,

Firstly thank you. Secondly, I have been replaying this and getting use to it again and having thought i understood all the notes provided I have now gotten myself thoroughly muddled.

As far as I am seeing girls with cash given free time don't seem to be going shopping, they also don't seem to be using collected items despite having set that option to on.

Has the occurrence rate been nerfed or am I just missing something, obvious? I ask as one of the best old ways to evenly equip or rather base equip girls was with the autoequip function.

Once again thanks for all the effort.

Cheers
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on November 11, 2014, 07:57:30 PM
As far as I am seeing girls with cash given free time don't seem to be going shopping, they also don't seem to be using collected items despite having set that option to on.

Has the occurrence rate been nerfed or am I just missing something, obvious? I ask as one of the best old ways to evenly equip or rather base equip girls was with the autoequip function.
The free time variations were temporarily disabled due to incomplete coding of a few options.
They will be enabled when more work has been done to them and they work fully as intended.

The auto use items should be working.
Weapons and armor should get equipped when the girl does a job that needs them and unequipped when not needed.
The consumable items should be auto-used at the start of the turn before the girl does her job.

There is a section of the code where certain items are passed out to the girls from the player inventory.
This part of the code has not been updated recently so if an item's name has changed, that item is not part of that code.




Sorry I have not had much time to work on this game much this month, real life has had me very busy.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: toradrow777 on November 13, 2014, 07:12:05 PM
Is there a complete torrent file for this mod AND the girl packs?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Torajidi on November 14, 2014, 03:26:30 AM
The last complete torrent (http://www.pinkpetal.org/index.php?topic=2234.msg29501#msg29501) was uploaded back at the end of August before the 06 version of the mod was released, and it might still be running. If it works, I believe it stops at 99.8% for some reason, but there's a link later on in the thread with the missing files. All the girlpacks are forward compatible to my knowledge (and experience), however you'll still have to download the latest version of the mod and manually move the girls folder over to it.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: hjp766 on November 14, 2014, 09:26:31 AM
The free time variations were temporarily disabled due to incomplete coding of a few options.
They will be enabled when more work has been done to them and they work fully as intended.

The auto use items should be working.
Weapons and armor should get equipped when the girl does a job that needs them and unequipped when not needed.
The consumable items should be auto-used at the start of the turn before the girl does her job.

There is a section of the code where certain items are passed out to the girls from the player inventory.
This part of the code has not been updated recently so if an item's name has changed, that item is not part of that code.




Sorry I have not had much time to work on this game much this month, real life has had me very busy.

Thanks for the update, will go back through the logs and check if its me missing something then. Thanks for all the effort.

HJ
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: toradrow777 on November 14, 2014, 04:09:49 PM
The last complete torrent (http://www.pinkpetal.org/index.php?topic=2234.msg29501#msg29501) was uploaded back at the end of August before the 06 version of the mod was released, and it might still be running. If it works, I believe it stops at 99.8% for some reason, but there's a link later on in the thread with the missing files. All the girlpacks are forward compatible to my knowledge (and experience), however you'll still have to download the latest version of the mod and manually move the girls folder over to it.


Is there, at least, a complete girlpack torrent, then?
Title: .06.00.16-20
Post by: aevojoey on November 17, 2014, 10:22:49 AM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)
WME.8.14 included


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.00.00
Version .06.00.07 changed the dungeon interface, If you use your own interface, you will need to update dungeon_screen.xml to match.
Version .06.00.08 changed the Gangs and the Items interfaces, If you use your own interface, you will need to update gangs_screen.xml and itemmanagement_screen.xml to match.
Version .06.00.11 changed the Building setup screen. If you use your own interface, you will need to update building_setup_screen.xml to match.



Version: .06.00.16
Mirror 1 - http://www.fileswap.com/dl/RSHRTg8p9D/WhoreMaster.06.00.16.zip.html (http://www.fileswap.com/dl/RSHRTg8p9D/WhoreMaster.06.00.16.zip.html)
Mirror 2 - https://mega.co.nz/#!1Q0kHZ5L!FhPC64tdSpHAaOXAxpt01iMkeP13mA65QIfVwj-IXJ4 (https://mega.co.nz/#!1Q0kHZ5L!FhPC64tdSpHAaOXAxpt01iMkeP13mA65QIfVwj-IXJ4)
* Changes made for .06.00.16 -
 - this version is just a small update for a few bug fixes and file updates while I am updating the graphics system for the game.

Updated ./Resources/Data/(names txt files) mergeing in Whitetooth's lists in with the current
 - http://www.pinkpetal.org/index.php?topic=3446.msg30543#msg30543 (http://www.pinkpetal.org/index.php?topic=3446.msg30543#msg30543)

Renamed DegradeGirls() to EndDayGirls() and added more to it:
 - Added mana gain based on traits and magic skill.
 - Added base libido adjustment based on total libido.
 - Added lactation increase.
Started updating girl milking job but it became too complex so commented it out - I will send it to Crazy because he is better with text options

Fixed a bug with Fragile/Tough traits affecting health and tiredness
 - Added Delicate trait to this check
 - All 3 traits affect health or tiredness by 10% for one and 20% for the other
 - more detail here - http://www.pinkpetal.org/index.php?topic=1031.msg31050#msg31050 (http://www.pinkpetal.org/index.php?topic=1031.msg31050#msg31050)

Disabled the console window
 - Doing so increased the game speed a bit because it is one less thing to render.
 - It can be reenabled when compiled if there are complaints


Version: .06.00.17
Mirror 1 - http://www.fileswap.com/dl/wemGEENNMX/WhoreMaster.06.00.17.zip.html (http://www.fileswap.com/dl/wemGEENNMX/WhoreMaster.06.00.17.zip.html)
Mirror 2 - https://mega.co.nz/#!gJU0kYzJ!4gWBqLSHVVGJqEhMFzg08uVHMO0UdffJajSLLZyWT0c (https://mega.co.nz/#!gJU0kYzJ!4gWBqLSHVVGJqEhMFzg08uVHMO0UdffJajSLLZyWT0c)
* Changes made for .06.00.17 -
Updated Freetime to make the options flow better

Updated turn summary window
 - If you don't own a building, it will not be listed.
 - Added alternate sorting option with the "O" key
 -  - Clinic > Triage = Patients in order of when they will finish treatment, then Doctors, then Nurses, then everyone else.
 -  - Studio > Jobs = Director , Crew (Crystal, Camera) [dark blue], Other Staff , Actresses , Freetime
 - Re-Ordered sections to realign numbers

Sorry it took me so long to push this out, real life was taking over.

Version: .06.00.18
Mirror 1 - (fileswap.com is currently down)
Mirror 2 - https://mega.co.nz/#!QNMnjRjI!M6aiQGladsSosg3E3bFOe3W5eDCdBSUeComKvcsRqEk (https://mega.co.nz/#!QNMnjRjI!M6aiQGladsSosg3E3bFOe3W5eDCdBSUeComKvcsRqEk)
* Changes made for .06.00.18 -
Reorganized Job Ratings list to put current building at the top and dividing the buildings better.
 - Unowned buildings are not listed.
Condensed inventory selection if/else checks into one.
 - Fixed a bug causing a crash if you try to transfer an item from a non-brothel girl to another girl.
 - Expanded girl list so every brothel girl is listed instead of only the current brothel girls.
 - Reordered the lists to conform with F# order.
Reordered Transfer Screen to conform with F# order.

Cleaned up the Farm a little.
Started rewrite of WorkPersonalTraining.cpp but did not finish it yet, commented it out so the old code still works



Version: .06.00.19
Mirror 1 - http://www.fileswap.com/dl/dzzvK9prdJ/WhoreMaster.06.00.19.zip.html (http://www.fileswap.com/dl/dzzvK9prdJ/WhoreMaster.06.00.19.zip.html)
Mirror 2 - https://mega.co.nz/#!EJtBhJaD!FCU6tUpkbV4-YMt0a2RzZijCX5JHizZbCl-KrMveBrY (https://mega.co.nz/#!EJtBhJaD!FCU6tUpkbV4-YMt0a2RzZijCX5JHizZbCl-KrMveBrY)
* Changes made for .06.00.19 -
Added in several changes submitted by bsin
 - Added more text variations for several jobs
 - fixed a few bugs
 - Updated several of the newer traits into working order

I have not been able to do much here this month but I hope to have more time after the new year.



Version: .06.00.20
Mirror 1 - http://www.fileswap.com/dl/5LacrlZ0S6/WhoreMaster.06.00.20.zip.html (http://www.fileswap.com/dl/5LacrlZ0S6/WhoreMaster.06.00.20.zip.html)
Mirror 2 - https://mega.co.nz/#!NdFx2TzB!exK_fH46AVD_IsL0SHc6Ds28nGX3Day2N-uxxfiErQI (https://mega.co.nz/#!NdFx2TzB!exK_fH46AVD_IsL0SHc6Ds28nGX3Day2N-uxxfiErQI)
* Changes made for .06.00.20 -
Added in some of MuteDay's changes to Advertising
 - Created a new section for if the girl does not like her job she will ask you to change it.
 -  - This will probably get made into its own function and added to all jobs.
Fixed a bug in the Farm reversing day and night jobs.
Fixed a bug in AdjustTraitGroupGagReflex - "Deep Throat" missing a space
 - If you had this problem, you will need to edit your save game to fix "DeepThroat" adding the space in.
Added g_Dice.percent() allowing double input up to 3 decimal - 99.999% has 0.001% of failing
Adjusted STD chance again to allow exponential health to chance ratio.






Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: notoriouslylazyindividual on December 06, 2014, 03:11:26 AM
apologies if this is apparent somewhere i'm not looking right now.


what version of visual studio are you using for this?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Anonemuss on December 31, 2014, 01:40:05 PM
Dude you killed the discussion. ;D
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sorren on December 31, 2014, 03:50:53 PM
I've got to ask... What the heck is with the gang names? A lot of them are just odd.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: omega780 on January 01, 2015, 01:54:00 AM
The new trait Cum Addict can allow girls to become pregnant even when the pregnancy chance in the configuration is set to 0.  This trait really becomes annoying if you don't want your girls to get pregnant since this trait can override anti-pregnancy. 
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Uriel on January 01, 2015, 10:26:59 AM
I've got to ask... What the heck is with the gang names? A lot of them are just odd.
So, all the stuff going ingame is ok with you, but gang names?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sorren on January 01, 2015, 12:01:49 PM
So, all the stuff going ingame is ok with you, but gang names?


No issues with it so far, one girl has a problem displaying her profile images but that's about it. I wound up culling the gang name lists and working it into a list of more viable names.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Anonemuss on January 02, 2015, 11:32:17 PM

I wound up culling the gang name lists and working it into a list of more viable names.
Whenever anyone says something like that, I feel like I have to ask: Could you share it? A better gang name list sounds like a blast to try out.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sorren on January 04, 2015, 07:27:40 AM
Whenever anyone says something like that, I feel like I have to ask: Could you share it? A better gang name list sounds like a blast to try out.


Sure why not (https://mega.co.nz/#!OUQ0BIgB!pxwsM8odolcK8S8ldxiNqgzbDHfkoHSumgdIDsyWgok), probably a few of the senseless ones left over but I kept a few of the interesting ones as well. Also been wondering why we even need a hired list and why it doesn't just pull from the rivals list, I mean all we'd need is a check to ensure it doesn't pull the same combo and support for hyphens in the first and last names (e.g, Talon- -born = Talonborn).
Title: .06.00.21-25
Post by: aevojoey on January 05, 2015, 04:56:30 PM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)
WME.8.14 included


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.00.00
Version .06.00.07 changed the dungeon interface, If you use your own interface, you will need to update dungeon_screen.xml to match.
Version .06.00.08 changed the Gangs and the Items interfaces, If you use your own interface, you will need to update gangs_screen.xml and itemmanagement_screen.xml to match.
Version .06.00.11 changed the Building setup screen. If you use your own interface, you will need to update building_setup_screen.xml to match.
Version .06.00.24 added "NewGame.xml" to the interface folder. If you have a custom interface you will need to add this to yours.


Version: .06.00.21
Mirror 1 - http://www.fileswap.com/dl/NWIylzatEs/WhoreMaster.06.00.21.zip.html (http://www.fileswap.com/dl/NWIylzatEs/WhoreMaster.06.00.21.zip.html)
Mirror 2 - https://mega.co.nz/#!EQ1hBTpb!9Bn_3QcbCMyluOA2sggOOgJ7T1ZemJc0f8-w1aLmutQ (https://mega.co.nz/#!EQ1hBTpb!9Bn_3QcbCMyluOA2sggOOgJ7T1ZemJc0f8-w1aLmutQ)
* Changes made for .06.00.21 -
Added in Dagoth's fixes to scroll bars from http://www.pinkpetal.org/index.php?topic=1031.msg31799#msg31799 (http://www.pinkpetal.org/index.php?topic=1031.msg31799#msg31799)



Version: .06.00.22 - reuploaded
Mirror 1 - http://www.fileswap.com/dl/XGTJT0JTNV/WhoreMaster.06.00.22.zip.html (http://www.fileswap.com/dl/XGTJT0JTNV/WhoreMaster.06.00.22.zip.html)
Mirror 2 - https://mega.co.nz/#!8d0CUJ7a!iSf4F8aqX9GuUUxTgfOXWYIa-1AcQCy09ECbciSIodM (https://mega.co.nz/#!8d0CUJ7a!iSf4F8aqX9GuUUxTgfOXWYIa-1AcQCy09ECbciSIodM)
* Changes made for .06.00.22 -
Lots of cleanup of code.

Major changes:
Random girls will now get a first and last name but still a 10% chance of single name girls.
The player will soon haw a first and last name but not ready yet.
 - For now the player only has the last name "Player" so any player born children that come of age will get the last name "Player".
 - The biography of born girls will include the name of their mother and father ("anonymous brothel client" if no known father)
 - Existing names should automatically be converted to the new first/last name with one named girls given "" as surname.
 -  - If it does it wrong you will have to edit your save game manually to fix it
The game loads Surnames from RandomLastNames.txt

Addicts who loose their addiction get the "Former Addict" trait and may fall back into their addictions if they are unhappy.
Added a few new items and expanded existing items to use "Former Addict" traits

The Arena Matron now assigns girls to jobs.
Girls fighting beasts fight other girls if there are no beasts available.


Minor changes:
Expanded the text a little for when you give a girl an item.
Added Player stuff: m_Title, m_FirstName, m_Surname, m_RealName, m_BirthYear, m_BirthMonth, m_BirthDay
Made m_RealName = m_FirstName + " " + m_Surname;


Version: .06.00.23
Mirror 1 - http://www.fileswap.com/dl/22PB4zXi2z/WhoreMaster.06.00.23.zip.html (http://www.fileswap.com/dl/22PB4zXi2z/WhoreMaster.06.00.23.zip.html)
Mirror 2 - https://mega.co.nz/#!9JchCJ7Q!5r1uIEpW8oJEldLmPu6_jM1FPF-35Zcu7o_WU_9Fk84 (https://mega.co.nz/#!9JchCJ7Q!5r1uIEpW8oJEldLmPu6_jM1FPF-35Zcu7o_WU_9Fk84)
* Changes made for .06.00.23 -
Crazy did lots of changes to jobs - mostly code cleaning

Fixed a bug in "Former Addict" check causing a infinite loop.
Expanded more on Names and Surnames.
Changed "CustNoPay.script" to use a new function when kidnapping a customer's wife and daughters.
 - This function gives them all the same surname and adds the parent biography to the daughters.
 - The mother will not have the Virgin trait and may or may not have the MILF trait.
 - The mother's age is calculated from the oldest daughters age.
Added the Player's m_FirstName, m_Surname, m_RealName, m_BirthMonth, m_BirthDay to the save game.
 - If you want to change them you need to edit the savegame file. - Once loaded, they stay.


Version .06.00.24
Mirror 1 - http://www.fileswap.com/dl/EBxEhstHSX/WhoreMaster.06.00.24.zip.html (http://www.fileswap.com/dl/EBxEhstHSX/WhoreMaster.06.00.24.zip.html)
Mirror 2 - https://mega.co.nz/#!5VFjDTaQ!m6FhpkxuzvOgacQDdayD3TuVqAeTqNa0fZsMRzmj8zk (https://mega.co.nz/#!5VFjDTaQ!m6FhpkxuzvOgacQDdayD3TuVqAeTqNa0fZsMRzmj8zk)
* Changes made for .06.00.24 -
All new New Game page
 - Added Player Name and Surname boxes as well as birthday selection.
 - Added NewGame.xml to the interface folder


Version .06.00.25
Mirror 1 - http://www.fileswap.com/dl/pbK0nmiBTX/WhoreMaster.06.00.25.zip.html (http://www.fileswap.com/dl/pbK0nmiBTX/WhoreMaster.06.00.25.zip.html)
Mirror 2 - https://mega.co.nz/#!YN1VhSYL!4M4p-Psh3ToKLgs1E26l_mgURHm5ctP10dcWiRBElbo (https://mega.co.nz/#!YN1VhSYL!4M4p-Psh3ToKLgs1E26l_mgURHm5ctP10dcWiRBElbo)
* Changes made for .06.00.25 -
Added Horoscope to player creation page.
Added Horoscope Type to config.xml in Initial section: "HoroscopeType"=(1=Western(default), 2=Hindu)

Crazy added several minor changes to a few things and a major update to Security job

Fixed a bug in handlechildren function.
Cleaned up a few things.


Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on January 10, 2015, 10:34:53 PM
With the new Surnames now working I am now trying to fix a few things so they use it.
First off is the "CustNoPay.script".
When you kidnap a customer's wife and daughters, it should now give them all the same surname.

Testing if it works properly now.




While testing I found a bug in the code causing an infinite loop in another section.
I will push .06.00.23 as soon as I make sure the new "CustNoPay.script" works.

Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Whitetooth on January 11, 2015, 02:35:18 AM
I don't know if you took my advice about adding surnames to randoms but I'm gonna make a fu*kton list of American surnames for ya.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on January 11, 2015, 02:46:23 AM
I don't know if you took my advice about adding surnames to randoms but I'm gonna make a fu*kton list of American surnames for ya.
Already got a list of 28000+ surnames in with the game and another list with 88000+ available if needed.
And yes, when a random girl is created, 90% of the time she will get a surname. (I figured there should be at least a few girls with 1 name.)


At the moment, I am updating the New Game screen.
It will start out with just Brothel name, Player First and Last names and birth date.
In time it will allow much more customization of the player.

Update 1:
It loads but does not do anything yet.

Update 2:
I got the front end working spectacularly.
The 3 edit boxes and the 2 sliders can be switched between with the tab key or the up and down arrows.
The 2 sliders can be adjusted with the left and right arrows or the home/end and pageup/pagedown keys.
The escape key clears the current edit box.
When the up/down select the sliders, the slider button changes color as if the mouse were over it.
There is a problem with that and the mouse conflicting but goes back to the correct way when the keys are pressed again.

The sliders set the players month and day of birth and are good to go.
The text boxes need to be setup to pass the text and there will need to be a check so it doesn't pass empty strings.
I should be able to get that done after I sleep.


I should probably adjust the size and position of everything.
Take that image and move the things around how you think it should be and post it to your response.

This is going to be the first of several new game pages that will walk through the player creation.
What else would you like to see in that and in what order?



Update 3:
Well it was easier to do the back end than I thought it would be.
.06.00.24 should be out shortly.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MuteDay on January 11, 2015, 09:06:45 AM

i was wondering, sence you have birthdate are you planning on using that to generate the horiscope
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: HuiBui on January 11, 2015, 09:55:20 AM
Great idea to use first and surnames and the things with mothers and daughters.

How does it work in combination with the unique daughters which I already have into my characters folder?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on January 11, 2015, 10:26:35 AM
i was wondering, sence you have birthdate are you planning on using that to generate the horiscope
No, but if someone writes it, I can add it.

Great idea to use first and surnames and the things with mothers and daughters.
How does it work in combination with the unique daughters which I already have into my characters folder?
It does not work yet.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on January 14, 2015, 04:24:22 AM
At the moment I am working on gangs and rivals.

The game is going to get a little harder in the next release.

You will start with 5 rivals instead of 4 and they will be randomly created instead of fixed numbered.
They will start attacking you in the 3rd month (9th turn) instead of the 7th month.
The longer they are left alone, the stronger their gangs will get.
Rivals will be harder to get rid of for good.


On an unrelated note, I changed the prices to buy the Clinic and the Farm to be more realistic. (Also because the Clinic now earns you much more money than it used to.)
BuildingCostBusinesses
Centre50005
Farm1000010
Arena1500015
Studio2000020
Clinic2500025
------------------------------------------------------------
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Lurker on January 14, 2015, 04:25:09 AM

The game is going to get a little harder in the next release.

Sweeeeeeeeeet.  8)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Metaphor23 on January 14, 2015, 06:09:58 AM
Perhaps a stupid question, but where can i find the biography of a girl?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on January 14, 2015, 06:25:05 AM
Perhaps a stupid question, but where can i find the biography of a girl?
On the building's girls list page under the picture.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Crimson on January 14, 2015, 11:55:41 AM
The new trait Cum Addict can allow girls to become pregnant even when the pregnancy chance in the configuration is set to 0.  This trait really becomes annoying if you don't want your girls to get pregnant since this trait can override anti-pregnancy.




i'll second this. even while using anti-preg pots, girls just keep getting pregnant, and that is annoying as hell.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: ShoHaFa on January 14, 2015, 12:12:28 PM



i'll second this. even while using anti-preg pots, girls just keep getting pregnant, and that is annoying as hell.
Brand and sell the offspring? About a quarter of my monthly income must be from branding/selling daughters and catacomb-girls by now. I also found daughters tend to have base-stats not far from their mothers' "buffed" stats. So while I gave her mom a bunch of potions to get certain stats, skills and traits, the daughters seem to often get some of those by default. Which means I get a girl with similar stats at a much lower investment. More and more of them find their way back into my brothels.  ;D
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on January 14, 2015, 03:42:21 PM
The new trait Cum Addict can allow girls to become pregnant even when the pregnancy chance in the configuration is set to 0.  This trait really becomes annoying if you don't want your girls to get pregnant since this trait can override anti-pregnancy.
i'll second this. even while using anti-preg pots, girls just keep getting pregnant, and that is annoying as hell.
I didn't like this either so I greatly reduced it.
I made it much rarer for a girl to get Cum Addict in the first place by dropping the base percent from 10 to 1 and requiring an oral check.
If they do have the Cum Addict trait, when it comes time for the check for if she remembers to use antipreg, she has to fail an intelligence check not to use antipreg.
This was done in .06.00.25 but I forgot to include it in the changelog.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: ShoHaFa on January 14, 2015, 06:12:30 PM
I didn't like this either so I greatly reduced it.
I made it much rarer for a girl to get Cum Addict in the first place by dropping the base percent from 10 to 1 and requiring an oral check.
If they do have the Cum Addict trait, when it comes time for the check for if she remembers to use antipreg, she has to fail an intelligence check not to use antipreg.
This was done in .06.00.25 but I forgot to include it in the changelog.
Just wondering.. Does it bypass infertility, like, from a Prophylactic Ring, as well? Or are infertile girls still safe from being impregnated through the Cum Addict trait?
If infertility is a secure counter to Cum Addict Pregnancy, then I could make a couple of variations for the Prophylactic ring. "Lesser Prophylactic Rings", so to speak. Those might be more common, but probably also have some serious drawbacks, to keep the rarer Prophylactic ring a more desirable choice.

There might be some other options available as well, but, overall, I think it's all about game balance, and I feel pregnancy/breeding is an interesting feature to keep. For example, is it possible to add "No Vagina" and "No Butt" traits, which would allow for all sexual activities minus those involving those? That would allow for interesting new magicks and chastity belts. (I could make a chastity belt, and set it to "Infertile", but generic sex would still happen, which wouldn't make sense.)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MuteDay on January 14, 2015, 06:59:32 PM
Just wondering.. Does it bypass infertility, like, from a Prophylactic Ring, as well? Or are infertile girls still safe from being impregnated through the Cum Addict trait?
If infertility is a secure counter to Cum Addict Pregnancy, then I could make a couple of variations for the Prophylactic ring. "Lesser Prophylactic Rings", so to speak. Those might be more common, but probably also have some serious drawbacks, to keep the rarer Prophylactic ring a more desirable choice.

There might be some other options available as well, but, overall, I think it's all about game balance, and I feel pregnancy/breeding is an interesting feature to keep. For example, is it possible to add "No Vagina" and "No Butt" traits, which would allow for all sexual activities minus those involving those? That would allow for interesting new magicks and chastity belts. (I could make a chastity belt, and set it to "Infertile", but generic sex would still happen, which wouldn't make sense.)


For WM:Evolved im working on making traits able to disable the choice of working certain jobs, it will be more advanced when it comes to adding custom scripts to the traits

Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on January 14, 2015, 08:09:29 PM
Just wondering.. Does it bypass infertility, like, from a Prophylactic Ring, as well? Or are infertile girls still safe from being impregnated through the Cum Addict trait?
If infertility is a secure counter to Cum Addict Pregnancy, then I could make a couple of variations for the Prophylactic ring. "Lesser Prophylactic Rings", so to speak. Those might be more common, but probably also have some serious drawbacks, to keep the rarer Prophylactic ring a more desirable choice.

There might be some other options available as well, but, overall, I think it's all about game balance, and I feel pregnancy/breeding is an interesting feature to keep. For example, is it possible to add "No Vagina" and "No Butt" traits, which would allow for all sexual activities minus those involving those? That would allow for interesting new magicks and chastity belts. (I could make a chastity belt, and set it to "Infertile", but generic sex would still happen, which wouldn't make sense.)
Good catch.
Sterile is calculated farther down the line of the pregnancy check.
So, the cum addict check will still say "She got over-excited by her desire for cum, and failed to use her anti-preg." but will always say "Luckily she didn't get pregnant."
I will fix this to remove this issue.

So, Yes, Sterile is a 100% prevention to pregnancy (except for extreme magical cases).

"No Vagina" and "No Anus" traits, when added, will prevent the corresponding sex acts.

Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on January 15, 2015, 12:51:39 AM
As stated earlier today, I am working on gangs and rivals.

You will start with 5 rivals instead of 4 and they will be randomly created instead of fixed numbered.
They will start attacking you in the 3rd month (9th turn) instead of the 7th month.
The longer they are left alone, the stronger their gangs will get.
Rivals will be harder to get rid of for good.
I have completely reworked how rivals get and spend their money.
 - They now can buy buildings and girls much easier.
I am reworking how rival gang missions are run and added a few of the missions you can do but they previously could not do.
 - The way gang missions were handled before was rather simple.
 -  - Basically each mission was run once no matter how many gangs they had.
 - Now, each gang will get a mission.
 -  - Extortion, Petty Theft and Grand Theft are done.
 -  - Sabotage is as it was before and has not been updated yet.  > Done
 -  - Capture Girl, Kidnap and Catacombs need to be done.
 - When fighting each other, the gangs will actually fight each other instead of fights being determined by a single dice check.
 - This allows for the stronger rivals to have an easier time defeating weaker ones.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on January 15, 2015, 04:47:58 PM
One thing I always wanted to try and do with rivals is have it as a way to aquire girls. Have some of ur rivals be girls and instead of taking them out of the city or killing them or whatever u make them work for u.

Another thing is when u burn down a rivals brothel u should get a few girls. Who's going burn down the brothel and not grab a few of the girls
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on January 15, 2015, 05:41:08 PM
One thing I always wanted to try and do with rivals is have it as a way to aquire girls. Have some of ur rivals be girls and instead of taking them out of the city or killing them or whatever u make them work for u.
That would be handled in "RivalLose.script".


Another thing is when u burn down a rivals brothel u should get a few girls. Who's going burn down the brothel and not grab a few of the girls
I have not gotten to that part of the gang missions yet but I will see what I can do.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Whitetooth on January 15, 2015, 06:20:00 PM
Is there a way to view details of your rivals?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on January 15, 2015, 06:55:22 PM
Is there a way to view details of your rivals?
Not yet but I plan on adding a gang mission "Spy on Rivals".



More updates on Rivals:
They now have an inventory, up to 40 items.
While adding the rival gang mission Explore Catacombs, I let them collect items.
 - Items are not saved/loaded yet

It is not complete yet but:
 - Your gangs go first so if they are on sabotage mission, they may get an item or two.
 - The Rival may use or sell their items from the previous week at the start of their turn or save it for next turn.
 - If one of their gangs makes it out of the catacombs with an item, it gets added to their inventory.
 - Other rivals may try to take an item from them.
 - Eventually, Rivals will be able to take items from you.
 -  - Before this gets added, the Storeroom and Vault will need to be added to the inventory.
 - Eventually, Rivals will be able to take Girls from you.
 -  - This will need a girls list similar to the Runaways list.

Extortion, Petty Theft, Grand Theft, Sabotage, Kidnap Girl and Catacombs are done.
Capture Girl - take a girl from you or another rival - will be done later.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hazure on January 16, 2015, 08:04:33 AM
If your girls are gonna get kidnapped, don't forget rescue missions....another thing...if you are gonna flesh out the rivals....what about friendly rivals...not ones who are out to destroy your business, just the profits?
Title: .06.00.26-30
Post by: aevojoey on January 16, 2015, 08:40:42 AM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)
WME.8.14 included


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.00.00
Version .06.00.07 changed the dungeon interface, If you use your own interface, you will need to update dungeon_screen.xml to match.
Version .06.00.08 changed the Gangs and the Items interfaces, If you use your own interface, you will need to update gangs_screen.xml and itemmanagement_screen.xml to match.
Version .06.00.11 changed the Building setup screen. If you use your own interface, you will need to update building_setup_screen.xml to match.
Version .06.00.24 added "NewGame.xml" to the interface folder. If you have a custom interface you will need to add this to yours.


Version: .06.00.26
Mirror 1 - http://www.fileswap.com/dl/NrkHUrlsZf/WhoreMaster.06.00.26.zip.html (http://www.fileswap.com/dl/NrkHUrlsZf/WhoreMaster.06.00.26.zip.html)
Mirror 2 - https://mega.co.nz/#!AEVFgRCL!1iUo8N75IlLX2AP_DbHtEhuzgBHPNwWCjhnFXDG_YjM (https://mega.co.nz/#!AEVFgRCL!1iUo8N75IlLX2AP_DbHtEhuzgBHPNwWCjhnFXDG_YjM)
* Changes made for .06.00.26 -
Changed prices to buy buildings Clinic 10k->25k, Farm 20k->10k
Fixed a bug that crashes when .rgirlsx files try to load more than the allowed number of traits.
 - Updated .rgirlsx so they can have up to 200 traits to choose from but girls can still only have 60 traits.
Fixed a text bug for girls with "Cum Addict" and "Sterile"
 ?? Possibly fixed a bug that brothel girls don't always get reassigned to their old job by matrons (needs testing)
Changed starting rivals to be randomly created
Cleaned and updated cRival.cpp
 - Changed when rivals start attacking from 7th month to 3rd month
 - Changed entirely how rival's money is made and how they spend it
 - Updated rival gang missions and added some new ones
 -  - Extortion, Petty Theft, Grand Theft, Sabotage, Kidnap Girl and Catacombs are done.
 -  - Capture Girl - take a girl from you or another rival - will be done later.
 - Added Rival Inventory - items you can steal from them
Added stealing items from rivals in sabotage gang missions
Added a little more to old age variation in WorkHallXXXEntertainer.cpp
Crazy pushed r137 - Added more traits to apply and unapply traits
 - Split traits alphabetically to reduce if/else length



Version: .06.00.27
Mirror 1 - http://www.fileswap.com/dl/0MPjgBHoev/WhoreMaster.06.00.27.zip.html (http://www.fileswap.com/dl/0MPjgBHoev/WhoreMaster.06.00.27.zip.html)
Mirror 2 - https://mega.co.nz/#!tU0nwJyK!bggQZPYnKCeoMrapy83S2rvxlXfAx4XsRqbzlxw6LSI (https://mega.co.nz/#!tU0nwJyK!bggQZPYnKCeoMrapy83S2rvxlXfAx4XsRqbzlxw6LSI)
* Changes made for .06.00.27 -
Updated GangBrawl to allow rival gangs to work properly - Fixing a bug when rival gang is fighting rival gang.
 - Enemy gang was using player's gang weapon level, now they get their own based on combat skill.
 - Cleaned up combat/magic choice and made magic level affect magic damage.
 - Mana was only being spent if the attack succeeded, now any magic attack uses mana.
 - Skill gain for the winner was 2 across the board, increased win by kill all to 3, win by runaway still 2.
Updated Rival's Power (was rival->m_Age now rival->m_Power) and made it more dynamic
 - Added it to save/load
Cut gang sabotage gold theft massively, from ~10.8k max to ~4.8k max
 - being able to damage rivals' bars and halls should make up for this as well as being able to steal items from them.
Adjusted gang recruitment from flat 3 to random 2-4
Adjusted gang catacomb chances for getting items from 60 to (int/2)+30 and girls from 40 to (int/4)+25
 
Cleaned and updated Brothel Security job
Added two section to security_stops_rape, one for male customers and one for female customers.
 - If a single male customer is defeated by a girl working security and she has a dildo in her inv, she will punish the customer.
 - If a single female customer is defeated by a girl working security and the brothel has one of 3 items in inv, the customer will become your slave.
 -  - Those items are "Brainwashing Oil", "Necklace of Control" and "Slave Band"

!!! Added 18 items by ShoHaFa !!!
Added "Black String Bikini" to do_daily_items list
Fixed "Chrono Bed" and "Rejuvenation Bed" in do_daily_items list adding tiredness adj and only 1 will be used if both are owned.
Started subdividing the do_daily_items list

Crazy pushed r139
 - Updates to several jobs and added in some old code (commented out)
 - Added old code for Canonical_Daughters (I gave it that name 8p ) We'll see if it works.



Version: .06.00.28
Mirror 1 - http://www.fileswap.com/dl/wOKTWMeaFj/WhoreMaster.06.00.28.zip.html (http://www.fileswap.com/dl/wOKTWMeaFj/WhoreMaster.06.00.28.zip.html)
Mirror 2 - https://mega.co.nz/#!ABEUlSpD!qcsnIcWjFzD5Tr-y3D-kmt6J82cE7UsR6GXwsZe_M28 (https://mega.co.nz/#!ABEUlSpD!qcsnIcWjFzD5Tr-y3D-kmt6J82cE7UsR6GXwsZe_M28)
* Changes made for .06.00.28 -
Fixed a bug in gang catacombs
Added a little more to House matron assigning.
Added "Virgin" column to house list.
Nerfed "sex worker is a virgin" customer happiness gain
 - Now happiness increases an amount based on the type of sex.
 - oralsex, tittysex, handjob, footjob +2 | strip +10 | beastiality +25 | anal +50 | lesbian +69 | group +80 | bdsm +90 | normalsex +100
 - BDSM should now only take virginity 70% of the time.
 - If she gets pregnant, she will loose virginity.
Added mission Guarding to rival gangs so that gang does nothing that turn. (~33% chance)
Cleaned up girl detail list enjoyment section adding cfg.debug.log_extradetails() for testing


Version: .06.00.29
Mirror 1 - http://www.fileswap.com/dl/Z8WaGPQKjL/WhoreMaster.06.00.29.zip.html (http://www.fileswap.com/dl/Z8WaGPQKjL/WhoreMaster.06.00.29.zip.html)
Mirror 2 - https://mega.co.nz/#!Ac0wXCYJ!yJBh_z9nRgmTkapA8J_LbE876hFN7_wHhWqiBEIStIs (https://mega.co.nz/#!Ac0wXCYJ!yJBh_z9nRgmTkapA8J_LbE876hFN7_wHhWqiBEIStIs)
* Changes made for .06.00.29 -
Fixed a bug in Player's Child Surname and trait.
Fixed a bug in Child growing up breaking on mothers trait missing.
Fixed a bug with building setup not setting the correct building.
Fixed a bug in apply and unapply traits that broke its functionality.
Added more text into GirlFucks function including intro and several submissions by Naturalrice
Added hotkeys in New Game page for month (F1-F12) and day (0-9) - the days are a little messy but they work.
Added Preparing Game page

WME.0.8.15 - Added all of the new stats, skills, statuses and game configs.


Version: .06.00.30
Mirror 1 - http://www.fileswap.com/dl/Xf3MkvX5mR/WhoreMaster.06.00.30.zip.html (http://www.fileswap.com/dl/Xf3MkvX5mR/WhoreMaster.06.00.30.zip.html)
Mirror 2 - https://mega.co.nz/#!cM90hAaL!uOefLeROmgXLqAyAeR2cE1D83rMWcm96nslIF4BOyTk (https://mega.co.nz/#!cM90hAaL!uOefLeROmgXLqAyAeR2cE1D83rMWcm96nslIF4BOyTk)
* Changes made for .06.00.30 -
Reworked rivals again to reduce gold earned and spent.
Added ability for rivals to buy random items.
Reduced the amount player's gangs can steal from rivals.
Fixed a bug when starting a new game after quitting the current game and starting a new one without closing the game entirely, the text on the first page would display the gold from the previous game.
Added debug messages for rivals.



Title: .06.00.31-34
Post by: aevojoey on January 25, 2015, 02:07:46 PM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)
WME.8.19 included


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.00.00
Version .06.00.07 changed the dungeon interface, If you use your own interface, you will need to update dungeon_screen.xml to match.
Version .06.00.08 changed the Gangs and the Items interfaces, If you use your own interface, you will need to update gangs_screen.xml and itemmanagement_screen.xml to match.
Version .06.00.11 changed the Building setup screen. If you use your own interface, you will need to update building_setup_screen.xml to match.
Version .06.00.24 added "NewGame.xml" to the interface folder. If you have a custom interface you will need to add this to yours.


Version: .06.00.31
Mirror 1 - http://www.fileswap.com/dl/GqBceRBpLF/WhoreMaster.06.00.31.zip.html (http://www.fileswap.com/dl/GqBceRBpLF/WhoreMaster.06.00.31.zip.html)
Mirror 2 - https://mega.co.nz/#!AQsAkRTL!eMk3muCLH9A8hwv1xqdfNu33awAT8jMWQAKvcxUwrCU (https://mega.co.nz/#!AQsAkRTL!eMk3muCLH9A8hwv1xqdfNu33awAT8jMWQAKvcxUwrCU)
* Changes made for .06.00.31 -
Added limiters for player gang sabotage gold.
Doubled m_SecurityLevel reduction for number of girls in the brothels and in work_related_violence
Added catches into interface functions to prevent missing items from breaking the game.
Inventory screen updates:
 - Added "Buy 10" button for infinite shop items only if the player is getting it and they can afford 10 of the item.
 - Set it so if you can not afford an item from the shop, the buy button will turn off.
 - Fixed buttons so they turn off when they are supposed to.
 - Added colums to owner lists showing how many total items they have ans how many of the selected category they have. (blank is none)
Other Item related updates
 - Added new item types: Hats, Helmets, Glasses, Swimsuits, Combatshoes and Shields
 - Added Hats, Helmets, Combatshoes and Shields to (un)equipcombat checks.
Updated 36 items - mostly for the new categories but some needed other updates.


Version: .06.00.32
Mirror 1 - http://www.fileswap.com/dl/sjKZDg45zF/WhoreMaster.06.00.32.zip.html (http://www.fileswap.com/dl/sjKZDg45zF/WhoreMaster.06.00.32.zip.html)
Mirror 2 - https://mega.co.nz/#!tFcXxKqT!3Q1qou_czI9KZ05Qp99aGJf5LkMduKw2x44vmG5UliQ (https://mega.co.nz/#!tFcXxKqT!3Q1qou_czI9KZ05Qp99aGJf5LkMduKw2x44vmG5UliQ)
* Changes made for .06.00.32 -
Fixed a bug in inventory screen with dungeon girls breaking the game.


Version: .06.00.33
Mirror 1 - http://www.fileswap.com/dl/YFzeXgqER/WhoreMaster.06.00.33.zip.html (http://www.fileswap.com/dl/YFzeXgqER/WhoreMaster.06.00.33.zip.html)
Mirror 2 - https://mega.co.nz/#!1Z9m3ZZI!CW7VAltikkyLSnlI4aCqcojgjAqZ9n33F5Ka6zmcaSY (https://mega.co.nz/#!1Z9m3ZZI!CW7VAltikkyLSnlI4aCqcojgjAqZ9n33F5Ka6zmcaSY)
* Changes made for .06.00.33 -
Crazy made some updates to free time and other jobs.

Fixed a bug in inventory screen with dungeon girls not showing item numbers or color.
Fixed a bug with Stat_House bugging out on mod or temp stats. Added House, Fame and Ask Price to the list of stats without mod or temp stats.

Farm updates:
Updated Make Potions on the Farm to actually Make Potions.
Added some random animals or animal based items to Beast Capture job.
Added items to Gardener jobs.
Started adding items to Butcher, Baker, Brewer. (needs work)
Increased learning from farm research (this will need to be updated like Intern)
Fixed a few items.


Version: .06.00.34
Mirror 1 - http://www.fileswap.com/dl/EhxkfaaKje/WhoreMaster.06.00.34.zip.html (http://www.fileswap.com/dl/EhxkfaaKje/WhoreMaster.06.00.34.zip.html)
Mirror 2 - https://mega.co.nz/#!kVcARTRR!nVQYzrytWxmjcZOsu7-5aNpSz2_vfLF7U3QRaOOUg1s (https://mega.co.nz/#!kVcARTRR!nVQYzrytWxmjcZOsu7-5aNpSz2_vfLF7U3QRaOOUg1s)
* Changes made for .06.00.34 -
Fixed a bug in security guard item use.
Finished adding items to Butcher, Baker, Brewer.
Added "ShoHaFa Items Collection 2" and 15 items from R565


Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on January 29, 2015, 05:31:20 AM
I'm finally getting around to adding to the farm.
First off, Making Potions.

So far I have added about 40-50 potions that will be able to be made based on the girl's job performance, from the simple healing potions to the unique reset potions.
The higher their job performance, the more likely they are to be able to make multiple items.
Intelligence, Herblore, Brewing, Crafting and Magic are all needed to make the various parts of the potions.
While this will not be a good money maker at the start, it may become a great way to supply your girls with cures for what ails them.

Making the potions is not all that good of a method to learn new stuff, it is more of a following instructions type of job.
If you want them to learn faster, send them to the Research lab.


Update:
Girls on the Beast Capture job may come home with an animal or animal based item.
Girls on the Gardener job may bring some flowers or other plants back for you.

I have sorted out the items for Butcher, Baker and Brewer but have not finished their item production.
If I don't finish them before I'm done for the day, I will push what is done.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: FlamBurger on February 04, 2015, 11:13:57 AM
Cool and of course the best potions requiring the girl to be the best in those stats.


On a side note, I see you added some of my items to the core game. Just asking if they worked out alright?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 04, 2015, 05:08:22 PM
Cool and of course the best potions requiring the girl to be the best in those stats.
In time, I will be refining the way potions are made so that they need ingredients to make them.
For now just a simple tiered creation list should be sufficient.

On a side note, I see you added some of my items to the core game. Just asking if they worked out alright?
Most just needed a few small tweaks.
On most, you had a 1% girl buy chance that I removed, especially from catacomb items.
I changed some from infinite but uncommon to single but common.
Also, when items have the exact same name, when the game is reloaded, it sees every one of that name as the first version of it.

I don't like wearable items affecting age because when it is removed, it adds/subtracts the stat adjustments.
Thus 19 age -2 when put on becomes 18+2 when taken off.
I would have to modify the code to re-allow age modifiers again but then other things may cause problems.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: FlamBurger on February 04, 2015, 07:13:37 PM
I figured something like that would happen. :-[  This game is shaping up to be better and better everytime you guys update. 8)  (You must really get a kick of fixing the code.)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 04, 2015, 07:37:04 PM
I figured something like that would happen. :-[  This game is shaping up to be better and better everytime you guys update. 8)
Well I fixed the age code so your items will affect it properly.

(You must really get a kick of fixing the code.)
As my forums signature says...
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MuteDay on February 04, 2015, 09:01:45 PM
i would have to say the same, i havent played much of anything since i started evolved

Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 06, 2015, 02:09:04 PM
I am doing tons of stuff to every job at the moment.
This is a little TL:DR so I have no problem if you skip to the end.


I have been talking to Crazy about it in PMs but I should probably have been posting it on the forums.
Here is some of what I have been saying:

 on: February 05, 2015, 05:17:25 AM
Quote
I'm not really adding any new content, I'm just fixing some of the existing stuff.
I removed the preprocessing function from all the jobs that still had them and instead used the DisobeyCheck.
I fixed all the ss<< "" + ""; where ever I found them.
I rearranged some of the code and added some missing things.

I want to make a new function for job performance so they can all be edited in the same place.
I also want to add a random element to job performance.
As it is now any skills required are combined so they total 200.
I want to make the primary skills fixed to 100 and secondary skills random to 100.

on: February 05, 2015, 07:23:41 AM
Quote
Update on Job Performance:

I started adding a JP_(jobname) function to the bottom of all the jobs.
As I am writing this, I have gotten to security and am adding them in order.
Code: [Select]
int cJobManager::JP_Security(sGirl* girl, bool estimate)
{
    int SecLev = 0;
    if (estimate)    // for third detail string
    {
        SecLev = (g_Girls.GetSkill(girl, SKILL_COMBAT))
            + (g_Girls.GetSkill(girl, SKILL_MAGIC) / 2)
            + (g_Girls.GetStat(girl, STAT_AGILITY) / 2);
    }
    else    // for the actual security check
    {
        SecLev = g_Dice % (g_Girls.GetSkill(girl, SKILL_COMBAT))
            + g_Dice % (g_Girls.GetSkill(girl, SKILL_MAGIC) / 3)
            + g_Dice % (g_Girls.GetStat(girl, STAT_AGILITY) / 3);
    }

    // Please excuse the comments. I wrote this soon after all the sex strings.
...
    // Good traits
    if (g_Girls.HasTrait(girl, "Incorporeal"))            SecLev += 100;    // I'm fucking Superman!
...
    // Bad traits
    if (g_Girls.HasTrait(girl, "Blind"))                SecLev -= 50;    // can't see what people are doing
...
    return SecLev;
}

These are paired with the rest of the job functions in cJobManager::Setup()
Code: [Select]
    JobName[JOB_SECURITY] = "Security";
    JobDesc[JOB_SECURITY] = "She will patrol the building, stopping mis-deeds.";
    JobFunc[JOB_SECURITY] = &WorkSecurity;
    JobPerf[JOB_SECURITY] = &JP_Security;
and in cJobManager.h
Code: [Select]
bool  (*JobFunc[NUM_JOBS])(sGirl*, sBrothel*, bool, string&);
int  (*JobPerf[NUM_JOBS])(sGirl*, bool estimate);            // `J` a replacement for job performance - work in progress

You will be able to call them from anywhere with
Code: [Select]
JP_Security(girl, bool);
or
Code: [Select]
cJobManager m_JobManager;
int sec = m_JobManager.JP_Security(girl, bool);
bool is true for estimate and false for actual number.
The estimate is for the job performance list because some jobs use job performance differently.

You will be able to clean out the cGirls::GetThirdDetailsString when all the jobs have this.
It will just be a listing with the functions doing all the work.
Code: [Select]
    Brothel_Data += "Brothel Job Ratings\n";
    Brothel_Data += girl->JobRatingLetter(m_JobManager.JP_Security(girl, true)) + "  -  Security\n";

This may change as I add in other jobs.

on: February 05, 2015, 09:50:29 AM
Quote
Job Performance update

I have gotten more of it worked out and adding the rest of the jobs should be much faster.
These jobs are done and working in the third detail list:
Code: [Select]
    Brothel_Data += "Brothel Job Ratings\n";
    Brothel_Data += girl->JobRatingLetter(m_JobManager.JP_Security(girl, true)) + "  -  Security\n";
    Brothel_Data += girl->JobRatingLetter(m_JobManager.JP_Advertising(girl, true)) + "  -  Advertising\n";
    Brothel_Data += girl->JobRatingLetter(m_JobManager.JP_CustService(girl, true)) + "  -  Customer Service\n";
    Brothel_Data += girl->JobRatingLetter(m_JobManager.JP_Matron(girl, true)) + "  -  Matron\n";
    Brothel_Data += girl->JobRatingLetter(m_JobManager.JP_ExploreCatacombs(girl, true)) + "  -  Explore Catacombs\n";
    Brothel_Data += girl->JobRatingLetter(m_JobManager.JP_BeastCare(girl, false)) + "  -  Beast Care\n\n";
The jobs in the constants list up to BeastCare are done though not all use it.

I changed the function from int to double because some of the jobs use double and converting from double to int is cleaner than int to double.

I forgot to include the other part of cJobManager.h that is used in a previous message
Code: [Select]
    static bool WorkBeastCare(sGirl* girl, sBrothel* brothel, bool Day0Night1, string& summary);
    static double JP_BeastCare(sGirl* girl, bool estimate);

on: February 06, 2015 at 11:59:43 AM
Quote
I finally finished the job performance and job cleanup, 116 files edited.  ???
I am compiling it now and will run a couple of tests on it before pushing it to the svn.

You will need to go through the cGirls::GetThirdDetailsString and at the end, it should have nothing but a set of text outputs.
You will have to create the checks for some of the jobs but that should be much easier with just one place to edit them.
If a job does not use a job rating, you probably don't need to make one for it unless you want to.



I did find several problems, so now I am updating the surgery jobs and therapy jobs.
They will use the new job performance checks to tell you how much the girl needs that treatment:
 - Flat chested girls will be rated "I" for breast enlargement while Titanic Tits girls will be rated "x".
 - Older girls will be rated higher for face lift.
 - Crazy girls will be rated high for therapy.
 - Addicts will be rated higher for rehab.
 - Health, happiness and tiredness will be checked for healing job.

Breast size surgeries are now 1 size change per turn. (I want to do this for items also, but that will have to wait.)
All Clinic Surgery jobs have been updated.
Now I am working on the Centre Therapy jobs.
 - Changed "Drug Centre" to "Counseling Centre"
 - Changed "Drug Counselor" to "Counselor"


While there will be little new content, the next update will be big enough to warrant a new number.
Expect WM.06.01.00 to come out this weekend.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 06, 2015, 11:09:18 PM
I have finished the jobs upgrade for the most part.
Clinic Surgeries and Counceling Centre jobs got the most updates.



Traits are supposed to get their own stat/skill modifier group: StatTR/SkillTR.
I just have not gotten around to it yet But I will change that for the next version.
I finally got this done.
Traits will now use StatTr and SkillTr instead of directly affecting the base stat/skill.
Items still use StatMods and SkillMods or TempStats and TempSkills.
When trying to change Askprice, Exp, Fame, Happiness, Health, House, Level or Tiredness everything will directly affect the base stat.

You may have problems with existing games with the changeover.
I'm not sure exactly how to fix existing games in a strait forward and effective way.


I removed the limits for the stat/skill temp, mod and tr.
This will make items and traits behave properly but will also make it way too easy for 100s in everything.
I will probably have to add some limiters in the GetStat/GetSkill calculations.
Or I may just have to ease the limits on stats/skills with mod, temp and tr being scaled in the Gets.


Title: .06.01.00-04
Post by: aevojoey on February 07, 2015, 03:54:59 AM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.01.00


Version: .06.01.00
Mirror 1 - http://www.fileswap.com/dl/i6cUSMMri/WhoreMaster.06.01.00.zip.html (http://www.fileswap.com/dl/i6cUSMMri/WhoreMaster.06.01.00.zip.html)
Mirror 2 - https://mega.co.nz/#!cEEg2SoL!jZeBrc20MjqZNg_jnm5fBTkOOssUzQvJTYP0_araM68 (https://mega.co.nz/#!cEEg2SoL!jZeBrc20MjqZNg_jnm5fBTkOOssUzQvJTYP0_araM68)
WME.8.19 included
* Changes made for .06.01.00 -
Way too many to list - check out the changelog-j.txt

Folders can be moved (http://www.pinkpetal.org/index.php?topic=3483.msg32976#msg32976)
StatTr, SkillTr, etc. (http://www.pinkpetal.org/index.php?topic=953.msg32973#msg32973)
Major job updates (http://www.pinkpetal.org/index.php?topic=953.msg32966#msg32966)
Items for .(r)girlsx (http://www.pinkpetal.org/index.php?topic=3498.msg32974#msg32974)


Version: .06.01.01
Mirror 1 - http://www.fileswap.com/dl/JbANZeJ4LU/WhoreMaster.06.01.01.zip.html (http://www.fileswap.com/dl/JbANZeJ4LU/WhoreMaster.06.01.01.zip.html)
Mirror 2 - https://mega.co.nz/#!4BlBAITb!65YhM1QSEXojNg8Gy3DKP6ac78TYe9eg5b6hre90OQw (https://mega.co.nz/#!4BlBAITb!65YhM1QSEXojNg8Gy3DKP6ac78TYe9eg5b6hre90OQw)
* Changes made for .06.01.01 -
Fixed a bug in .rgirlsx starting items.
Refined the savegame into 2 functions: AutoSaveGame and SaveGame
Added check in config.xml for Save and Characters folders and added gamelog error if not found.
Started work on scripts XML conversion - Script conversion to XML Progress (http://www.pinkpetal.org/index.php?topic=3557.msg32991#msg32991)

Version: .06.01.02
Mirror 1 - http://www.fileswap.com/dl/YCyYhfTPfk/WhoreMaster.06.01.02.zip.html (http://www.fileswap.com/dl/YCyYhfTPfk/WhoreMaster.06.01.02.zip.html)
Mirror 2 - https://mega.co.nz/#!FdsTAC6K!-QpGIWR3dPBB6Tn3e-qi7MuLKaxUkuL1jk4a9Fv-pYU (https://mega.co.nz/#!FdsTAC6K!-QpGIWR3dPBB6Tn3e-qi7MuLKaxUkuL1jk4a9Fv-pYU)
* Changes made for .06.01.02 -
Fixed a bug with StatTr/SkillTr not being calculated on game load.
 - Also added recalculation in CreateRandomGirl
Cleaned the trait loading to check MutuallyExclusiveTraits then RemoveAllRememberedTraits before loading rememberd traits from the savegame.
Renamed TempStat to StatTemp and TempSkill to SkillTemp for uniformity.
Converted a ton of g_Dice%100 to either g_Dice.percent() or g_Dice.d100() as needed
Removed Fame and Age from the list of stats without mod or temp stats.
Fixed a bug in hard coded random girl to allow negative stats where applicable.
Changed AddTrait function to allow variable temptime for items instead of fixed 20 turns.
Added temp traits "Kidnapped" and "Emprisoned Customer".
 - They both increase rebelliousness, even for mentally challenged girls just not as much
 - They also increase flight risk
 - Depending on how they were acquired, the trait's temporary duration will vary
Fixed a bug in WorkRecruiter.cpp - the new girl was replacing the recruiter in the code
Added messages for girls when they get placed in the dungeon.
Converted the rest of the existing Job Performance List to the new checks.
 - Added some of the missing jobs to the list
 - Jobs listed with a ? are estimates
 - Jobs listed with a * are just in for completion - commented out for now
Found and fixed a bug and reuploaded the fixed file
Fixed a bug in WorkCentreAngerManagement.cpp where the girl fights with her counselor and crashes the game.


Version: .06.01.03
Mirror 1 - http://www.fileswap.com/dl/zFgDTdE8iw/WhoreMaster.06.01.03.zip.html (http://www.fileswap.com/dl/zFgDTdE8iw/WhoreMaster.06.01.03.zip.html)
Mirror 2 - https://mega.co.nz/#!9F9m2KAL!EJ4o78z4xLIJZEmDZkZXrf7eup30fWUwxtVREe4xHco (https://mega.co.nz/#!9F9m2KAL!EJ4o78z4xLIJZEmDZkZXrf7eup30fWUwxtVREe4xHco)
WME.8.20 included
* Changes made for .06.01.03 -
Fixed a bug in explore catacombs not creating a random girl properly
Fixed a bug in child_is_grown where it would not always find a "Your Daughter" girl and crash the game
Moved m_Dungeon.Update() out of the brothels and up into the NextWeek() so that grils added to the dungeon from other means will have their messages added.
Added a reducer to explore catacombs item count
 - Instead of a flat 40% I changed it to (50% - (numitems*5%))
 - Better chance of getting 1 or 2 items but less likely to get 4 or more items
I fixed something that was bugging me about the pregnancy column on girls lists, I added a check for Sterile.
 - It will display "St." if she is sterile instead of just "No"
 - If she is sterile and pregnant it will display "Yes?3?" - how could that happen?
 - If she is sterile and in cool down it will display "No!3!"
 -  - This could signify that she became sterile from giving birth
Updated Intern to list all stats and skills that get increased.
Added a bypass in the loading girl's images section so it will skip the loading of "nothing" if the girl has no images.
 - This should speed up loading of the game a little.
Added Default Images location to config.xml
Started adding more stuff to CoreTraits.traitsx.
 - Added "InheritChance" and "RandomChance" for girl creation.
 - "InheritChance" is working now but "RandomChance" is not yet

Got another bug causing crashes and fixed it

Fixed bug caused by "Converted a ton of g_Dice%100 to either g_Dice.percent() or g_Dice.d100() as needed" update from .06.01.02
 - I accidentally changed a couple of fail percents into succeed percents.
 - Two of which were in PlayerCombat where the player fights a girl.
 - The error occurred in the combat sequence at the part where the combatants were supposed to take damage.
 - They instead lost health if they succeeded their dodge rolls.
 - Because dodge gets degraded as they get tired, the percent eventually fell to 0% thus always failing the roll.
 - Never taking any damage, and without a turn limiter, the combat would go on forever.


Version: .06.01.04
Mirror 1 - http://www.fileswap.com/dl/wXuc0jIt41/WhoreMaster.06.01.04.zip.html (http://www.fileswap.com/dl/wXuc0jIt41/WhoreMaster.06.01.04.zip.html)
Mirror 2 - https://mega.co.nz/#!JBEh1LKR!8OViqb1BAQGvWtol7kUuxb77KWwEHbKHC09r5TWIkxw (https://mega.co.nz/#!JBEh1LKR!8OViqb1BAQGvWtol7kUuxb77KWwEHbKHC09r5TWIkxw)
WME.8.21 included
* Changes made for .06.01.04 -
Interface updates:
Updated Main Menu adding "Continue" and "Settings" buttons.
 - "Continue" will load the autosave.gam if it exists
 - "Settings" does nothing yet.
Normalized building screen codes
 - Added "free slave" button to studio so all buildings now have it.

Hotkeys:
Added control and shift keys to building selection (F1,F5-9,F12)
 - Control + F# goes to building setup
 - Shift + F# goes to the building screen
 - F# alone goes to the girls list in that building (as usual)
Added hotkeys to main menu - C, L, N, S, Q
Added hotkeys to load game list - up, down, enter, escape

Bugs fixed:
Fixed a bug in arena where jobs would change to fight girls if there were no beasts.
 - All jobs were changing when only fight beasts was intended, fixed the check to be for fight beasts only.
 - If her health is less than 50 she will rest a shift.
 - If all 4 skills are 90+ it sends her to fight girls, otherwise to training.
Fixed a bug in inventory sorting - was not affecting the game but could affect texts.
Fixed a bug - if you hit escape while the game was loading it would return to the main menu after it loaded.

Other changes:
Reworked updateGirlTurnStats()
 - commented out "She gets more injured for being injured" section
 - added possible obedience modifier
Added AntiPregFailure to config.xml and to the game. Default is 0.0%
 - If a girl uses an antipreg, the percent is rolled and if it succeds, the antipreg does not work.
Added MiscarriageChance to the birth code.
Added MultiBirthChance to config.xml - does not work in game yet.
If the owner of a business you are extorting can not pay and sells you his daughter, he becomes free from your debt. (-1 businesses)


Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Uriel on February 07, 2015, 09:51:41 AM
Thanks for the update. Trying it asap.
Can you please explain the
Quote
- Crazy girls will be rated high for therapy.
part a little? What kind of crazyness it will want to fix? Retards?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 07, 2015, 11:41:47 AM
Can you please explain the part a little? What kind of crazyness it will want to fix? Retards?
"Therapy" -> "Nervous", "Dependant", "Pessimist"
"Extreme Therapy" -> "Mind Fucked", "Broken Will"
"Anger Management" -> "Aggressive", "Tsundere", "Yandere"

When they get added to the job performance list, if a girl has all of them, she will be rated "I" and will go down 1 letter for each one that is removed.
If she has none of them, she will be rated "X".
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Romanul on February 14, 2015, 01:46:25 PM
I was wondering, would it be possible to have the option to turn off kidnapping girls from the catacombs? What i mean is I like to send a couple of my super arena trained girls to explore the catacombs for items and get spamed by hundreds of girls in the dungeon. And since the dungeon is my favorite building is annoying as hell. In case you're wondering just how many girls I send searching the catacombs I will tell you that's three and I still get spammed to oblivion. 
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Uriel on February 14, 2015, 02:25:52 PM
My customer happiness is permanently set to low. How can i find what's wrong in my brothel?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Romanul on February 14, 2015, 02:29:04 PM
Same here. I always assumed it's because my girls have the full option when it comes to STDs.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Uriel on February 14, 2015, 02:54:14 PM
Not in my case, all STD's are immediately cured.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 14, 2015, 03:04:40 PM
I was wondering, would it be possible to have the option to turn off kidnapping girls from the catacombs? What i mean is I like to send a couple of my super arena trained girls to explore the catacombs for items and get spamed by hundreds of girls in the dungeon. And since the dungeon is my favorite building is annoying as hell. In case you're wondering just how many girls I send searching the catacombs I will tell you that's three and I still get spammed to oblivion.
This could be done.
I am thinking a setting where you can set the percent of each collection category for the catacombs.
The best way to do it would be with a slider with 2 control points that divide the percent into 3 sections but I'm not sure if I can make that.
But for now I can add 3 settings to config.xml for each Girls, Items and Beasts.
The game would then add them together and divide the total into percent for each.
So 1,1,1 would be 33.3% for each, 10,100,10 would be 8.3%,83.3%,8.3%,
For you 0,100,0 would work.
Doing it this way shouldn't add too much to the code and not too much to overpower the job.

Adding this to gangs would be much easier because they are all controlled from the same screen and there is plenty of room on it to add sliders.
When I get the settings page working, I will add all the settings in config.xml so they can be changed before the game is loaded.


My customer happiness is permanently set to low. How can i find what's wrong in my brothel?
At the moment, not much.
You can check the number of customers who visited the building from the turn summary and compare that to the number of girls in the building but that is hardly indicative.
Add a few girls to customer service to take care of customers that your other girls are too busy to handle.

I plan on completely reworking the brothel to run based off customers instead of girls.
When that starts, customer happiness, brothel fame, and many other things will change.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Romanul on February 15, 2015, 03:24:49 AM
I thought I'd mention a feature I love about WM. At fist when i hared random girls have a last name and now the PC character can enter his last name I didn't pay much attention. But when I noticed that my daughters get my last name with a short description mentioning who the parents are, that really amazed me. It's such a cool feature and it add a lot of immersion. A really cool feature indeed.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Romanul on February 15, 2015, 03:25:52 AM
Not in my case, all STD's are immediately cured.


How do you manage do to that? Do you do it manually or is there an auto feature?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Uriel on February 15, 2015, 05:04:04 AM
How do you manage do to that? Do you do it manually or is there an auto feature?
Manual. Nothing hard, just check red entrys in event log. It's something like 0-3 girls per week for my 230 girl brothel.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Romanul on February 15, 2015, 05:17:51 AM
Way too hard to me. I generally skip through 5-10 turns/weeks so having that many girls to cure would be a pain. I prefer to let them die. The same with the dungeon.
Title: .06.01.05-9
Post by: aevojoey on February 18, 2015, 01:47:00 AM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.01.00


Version: .06.01.05 - https://mega.co.nz/#!JZdxFTRC!Meu5XL48rtp223cxFTfIalybgpWbnssxwMgLGBlXSt0 (https://mega.co.nz/#!JZdxFTRC!Meu5XL48rtp223cxFTfIalybgpWbnssxwMgLGBlXSt0)
WME.8.22 included
* Changes made for .06.01.05 -
Added Cooking skill and Strength stat
Job Changes:
Added automatic disease cure if there is a cure in the player's inventory and a matron on duty.
Started normalizing jobperformance and stat/skill gain for farm jobs.
Started normalizing Learning_Jobs - Intern, Combat Training and Farm Research.
 - Added Strength training to combat training
Added config.xml options for division of catacombs loot between girls, items and beasts
 - girls and gangs have their own sets of gets
 - "ControlGirls" and "ControlGangs" tell the game if you want to control what they look for. Default is false.
 - whatever the numbers are set to, they get converted into a 100% range
 - defaults are 33.33% each
 - Works for Girls but not gangs yet.
Bug Fixes:
Fixed a bug where dead girls in building lists crashes on send to dungeon.
 - The crash is fixed but cycling through girls on details page will not go backwards past the dead girl.
Fixed a bug crashing on automatic item use for exp granting items.
Interface Changes:
Updated "Sell Slave" and "Fire Girl" buttons to better detail what will happen with different types of girls.
Added some notes for dead girl texts.
Updated runaway checks and send to dungeon to allow it in all buildings.
Moved girl's Gold from first details list to second details list to make room for cooking.
General cleanup and minor updates:
Some cleanup of "Day0Night1 == SHIFT_DAY" to just use "Day0Night1"
Added human check to GetRandomYourDaughterGirl()
Separated your daughter check from other checks in CreateRandomGirl
Fixed NameExists and SurnameExists to check all buildings.
Old Script Editor:
Updated old script editor with new stats/skills


Version: .06.01.06 - https://mega.co.nz/#!FFcAXJxa!H4hrIk4s5Rn3qj4snv5vQQ6_sm0RHsg6aKD4ouNc67A (https://mega.co.nz/#!FFcAXJxa!H4hrIk4s5Rn3qj4snv5vQQ6_sm0RHsg6aKD4ouNc67A)
WME.8.23 included
* Changes made for .06.01.06 -
Job Changes:
Crazy Updated some jobs to use new Cooking skill
Crazy Added more traits to jobs
Traits and Items Changes:
Added Trait "Zombie"
Added Undead, Skeleton and Vampire traits.
Updated .itemsx adding Strength and Cooking
Changed food and makeup items to affect the base stat/skill if not temporary
Updated Item "Better Zed than Dead" to return dead girls as zombies
Updated Item "Elixir of Ultimate Regeneration" to return dead girls and zombies to life as well as repair some new traits
Updated Item "Elixir of Ultimate Regeneration" to remove Undead and Skeleton
Added more Milk Items - based off I_V_Saur's items
Added temporary trait duration customization for items - defaults to 20
Bug Fixes:
Fixed a bug in the new explore catacombs code.
Fixed a bug in automatic disease cure code
Fixed a bug in "Free Girl" button
Fixed a bug in security enslaves female customer who attacks your girls not adding her to the dungeon. (hopefully)
Interface Changes:
Updated game buttons - supplied by Dagoth
Increased the number of accommodation steps from 6 (0-5) to 10 (0-9).
Added "string cGirls::Accommodation(int acc)" to replace multiple calls.
Added "Accomm" to .girlsx
Config.xml Changes:
Added unique chance to config.xml for Catacombs and Slave Market
Added "GirlsAccom" and "SlaveAccom" to config.xml with defaults of 5 and 1.


Version: .06.01.07 - https://mega.co.nz/#!JUMA3YQQ!t9U564LoxYsGrolgTW2PefnXg52WcuYO6gobiKpixnw (https://mega.co.nz/#!JUMA3YQQ!t9U564LoxYsGrolgTW2PefnXg52WcuYO6gobiKpixnw)
WME.8.24 included
* Changes made for .06.01.07 -
Pregnancy and multiple birth:
Started adding child type counts:
 - Children are now counted when born (or not)
 - The numbers are listed in the second detail list
Multiple births:
 - The initial creation of the child when the girl gets pregnant adds m_MultiBirth based on cfg.pregnancy.multi_birth_chance()
 - 2 counts, m_MultiBirth (total babies) and m_GirlsBorn (total girls), number of boys is (m_MultiBirth-m_GirlsBorn)
 - Completed multiple birth texts
 - Added fertility level adjustments to births.

Objectives:
Fixed a bug in UpdateObjective() where any objective will always fail on the last turn allowed.
Fixed a flow problem with Hinder_Rival reward if there are no rivals.
Added a check for OBJECTIVE_EXTORTXNEWBUSINESS to only allow it as an objective if there are atleast 5 available businesses to acquire.

Config.xml Changes:
Added g_Dice.bell(min,max) function - not a true bell curve but it works ok for what I need.
Added "SlavesNewWeeklyMin" and "SlavesNewWeeklyMax" and made the slave market use a bell curve for them.
Added m_Finance.farm_income and "FarmIncome" to config.xml
A note about the unique chance for Catacomb girls and Slave Market girls:
 - I added a group specifically for the Slave Market so I am moving them into the groups more appropriate for them.
 - Because I forgot to add the part in the game code where it was supposed to load them, changing them now should not affect the game at all.

Other Changes:
Increased max number of gangs to 7 + number of brothels.
Added several items from MMeer and I_V_Saur
WorkMilker now adds common Milk items
Added girl's strength to GetCombatDamage() so base damage is min(1,strength/10) instead of flat 5
Fixed a bug in GetRandomGirlOnJob

Incomplete Changes:
Started adding simple-save file to allow for easy load list expansion. - not finished
Started updating farm jobs to add food and drink counter to offset higher girl accommodation costs


Version: .06.01.08 - https://mega.co.nz/#!ZV1mTBoQ!8y77IxdPwiU-p7lm85wlWWzLy95oi5a_H6Fsak2FpBg (https://mega.co.nz/#!ZV1mTBoQ!8y77IxdPwiU-p7lm85wlWWzLy95oi5a_H6Fsak2FpBg)
WME.8.24 included
* Changes made for .06.01.08 -
Cleaned up birth list on second details page.
Added Futa to fetish types
Added larger button images provided by Dagoth

New Script Stuff Added:
 - AddTrait, AddTraitTemp, RemoveTrait
 - Use *GIRLNAME* to have the game replace it with the girl's name
 - Cleaned up cGameScript.cpp

Version: .06.01.09 - https://mega.co.nz/#!IR9mQaSb!2dd3yONUcHzy5uvR30Rw5gnqIrzwl6RETY5lNun1umk (https://mega.co.nz/#!IR9mQaSb!2dd3yONUcHzy5uvR30Rw5gnqIrzwl6RETY5lNun1umk)
WME.8.25 included
* Changes made for .06.01.09 -
Massive changes to gangs.
See this thread for more details http://www.pinkpetal.org/index.php?topic=3563.0 (http://www.pinkpetal.org/index.php?topic=3563.0)
 - Moved missions into their own individual functions for cleaner code.
 - Updated all missions
 - Updated catacombs for config.xml controls
 - Added Strength stat to gangs
 -  - Damage changed from ((SwordLevel + 1) * 5) to ((SwordLevel + 1) * min(1, gang->strength() / 10))
 - Added net restock and individual gang net count to gangs
 - Added individual gang heal potion count
 - Set net/pot restock to happen at the start and end of the turn
 - Gangs recruiting but already with full numbers are switched to training before their turn starts so they will train that turn instead of doing nothing
 - Combined the turn summary for most missions into one box.
 - Updated some missions to use nets better (or worse depending on how you look at it)
 - Added PassObjective() check to any mission that can use it
 - Made gang recruitment based on charisma with a modifier for player disposition and other gang skills
 - Added GetRandomRivalWithGangs, GetRandomRivalWithBusinesses and GetRandomRivalToSabotage to better choose a rival for the gang to go after
 - Gangs spying on girls can help stop rape


Other Changes:
Applied patch to add null pointers provided by Wirbelwind
Added detect_disease_in_customer() to whore jobs
Changed PossiblyGainNewTrait and PossiblyLoseExistingTrait to display their turn summaries as goodnews instead of warnings.
Changed starting job enjoyment from all -10 to random (-10 to +10)
Hard coded "Reset Potion MK i" and "Reset Potion MK ii" so they don't have to be updated whenever something new is added.
Fixed a bug in brothel antipreg potion restock texts
Updated Objectives to check for passing whenever the m_SoFar is changed

Fixed ApplyTraits to allow for clean recalculation.
 - Added m_EnjoymentTR and (Get/Set/Update)Enjoyment(TR)
 - Updated trait adjustments
 - Removed old ApplyTraits and UnApplyTraits

 
Added 87 items from Hanzo
 

Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Cursed_May on February 18, 2015, 08:16:39 PM
Is the prison in use at all? Or how much crap do you need to be in for it to become relevant?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 18, 2015, 09:01:35 PM
Is the prison in use at all? Or how much crap do you need to be in for it to become relevant?
It is used but extremely rarely.
Basically a girl must have drugs on her when the authorities do a raid on your property.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Cursed_May on February 18, 2015, 09:04:46 PM
It is used but extremely rarely.
Basically a girl must have drugs on her when the authorities do a raid on your property.

I see and how do you deal with them when they are in prison? Just bail them out?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 19, 2015, 09:20:36 AM
I see and how do you deal with them when they are in prison? Just bail them out?
yes
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: edgy98125 on February 19, 2015, 11:26:36 PM
I had originally and inadvertently posted this in the version thread.  I think it is better here so I have moved it as much as possible.

I do have some general questions and a few requests.

Accommodations:
1:  Can you explain what the girls accommodation affect.  I have not seen it, but there is a lot of stuff to sift through. 
2:  Is it possible to add accommodation levels, I was thinking poor and basic, poor would be one up from very poor, basic would be one up from adequate.
3:  Is it possible to add a default accommodation level in the config in the same way you did the default percentage.

Girl Info and Management:
1:  On the info tab would it be possible to add a column for species so you can easily see/sort your girls by type.
2:  On the info tab would it be possible to add a column for level so you can easily see/sort your girls by level.
3:  On the girl screen would it be possible to add a small Free Slave button.  I know it is at the info tab but then you have to open the girl to reset her percentage take, it would be nice for one stop shopping.
4:  For each girl, would it be possible to limit the number of customers seen in a week?  Girls seem to tire to fast even with max stats.  I think this could be mitigated if you could limit a girl.  I understand this may be difficult.

As always your work is greatly appreciated.  Thanks for at least reading the suggestions.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 19, 2015, 11:55:54 PM
I had originally and inadvertently posted this in the version thread.  I think it is better here so I have moved it as much as possible.
And I answered it there while you were moving it.  :'(

1:  Can you explain what the girls accommodation affect.  I have not seen it, but there is a lot of stuff to sift through. 
Each turn Accommodation (A) has the following effects:
Slaves:
 - Costs (5 * (A+1)) gold to feed and house.
 - Gains (4 + (A/2)) happiness
 - If happiness is 100: +1 love, -1 hate

Free Girls:
 - Costs (20 * (A+1)) gold to feed and house.
 - For Girls Level 11 and above, Accommodation has no effect. (if more A brackets are added, this will go up)
 - If (A > level / 2):   (up to level 10 with A=5)
 -  - Gains (2 + (A/2)) happiness
 -  - If happiness is 100: +1 love, -1 hate
 - If (A < level / 2):
 -  - Lose ((level - A) / 2) happiness
 -  - Add 1+((level - A) / 3) hate



2:  Is it possible to add accommodation levels, I was thinking poor and basic, poor would be one up from very poor, basic would be one up from adequate.
As many as needed can be added.
Although it is only used as stated above, in the future more can be added to use it.

3:  Is it possible to add a default accommodation level in the config in the same way you did the default percentage.
Sure.

1:  On the info tab would it be possible to add a column for species so you can easily see/sort your girls by type.
This will be a little harder to do because species is not in a uniform method at this time.

2:  On the info tab would it be possible to add a column for level so you can easily see/sort your girls by level.
You can do that yourself.
See this post for instructions - http://www.pinkpetal.org/index.php?topic=3446.msg32662#msg32662 (http://www.pinkpetal.org/index.php?topic=3446.msg32662#msg32662)

3:  On the girl screen would it be possible to add a small Free Slave button.  I know it is at the info tab but then you have to open the girl to reset her percentage take, it would be nice for one stop shopping. 
I have already added "Free Slave" to all the buildings and "Send to Dungeon" works for girls in any building.
I am working on adding "Sell Slave" and "Fire Girl" to all buildings.
When they are working, I can add them all to the girl details page as well.
I will also look into adding a "Send To..." button to the girl detail page but that will probably take more time.

4:  For each girl, would it be possible to limit the number of customers seen in a week?  Girls seem to tire to fast even with max stats.  I think this could be mitigated if you could limit a girl.  I understand this may be difficult.
When I rework the way the brothel runs from Girl based to Customer based, they will see fewer customers with them being spread more evenly between the girls.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: edgy98125 on February 20, 2015, 06:03:29 PM
Excellent.  Thanks as always.  I had intended to put that last response here, and in fact thought I had.  Thanks for the tips on adding columns that will be very helpful going forward., Level is not included in the link you gave and provides a not found error when attempted, also the carrying_human provides the same.  Good to hear about the new features coming up.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 20, 2015, 09:58:05 PM
Excellent.  Thanks as always.  I had intended to put that last response here, and in fact thought I had.  Thanks for the tips on adding columns that will be very helpful going forward., Level is not included in the link you gave and provides a not found error when attempted, also the carrying_human provides the same.  Good to hear about the new features coming up.
I updated the post the link brings you to adding in the stats, skills and statuses
http://www.pinkpetal.org/index.php?topic=3446.msg32662#msg32662 (http://www.pinkpetal.org/index.php?topic=3446.msg32662#msg32662)
I have not tested every one of them but I did test "carrying_human" and it did work.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: edgy98125 on February 21, 2015, 12:26:34 PM
Excellent, I will edit the backup copy I have and see if that works. It did, part of my problem was not realizing the code was case sensitive.  I am used to having code in camel case. :)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 21, 2015, 10:46:10 PM
Accommodations:
1:  Can you explain what the girls accommodation affect.  I have not seen it, but there is a lot of stuff to sift through. 
2:  Is it possible to add accommodation levels, I was thinking poor and basic, poor would be one up from very poor, basic would be one up from adequate.
I have upped the number of accommodation steps from 6 (0-5) to 10 (0-9).
A0="Bare Bones", A1="Very Poor", "Poor", "Adequate", "Comfortable", "Nice", "Good", "Great", "Wonderful" and A9="High Class".

Most of the effects stated before still stand but with increased maximums to account for the additional steps.

Slaves cost (5 * (A+1)) gold to feed and house for a maximum of 50 at "High Class"
Slaves gain (4 + (A/2)) happiness so "High Class" slaves gain (4+(9/2)) = 8 happiness per turn.

Free Girls cost (20 * (A+1)) gold to feed and house for a maximum of 200 at "High Class"
For Girls Level 19 and above (up from 11+), Accommodation has no effect.
 - If (A > level / 2):   (up to level 18 with A=9)
 -  - Gains (2 + (A/2)) happiness
 -  - If happiness is 100: +1 love, -1 hate
 - If (A < level / 2):
 -  - Lose ((level - A) / 2) happiness
 -  - Add 1+((level - A) / 3) hate

3:  Is it possible to add a default accommodation level in the config in the same way you did the default percentage.
I added "GirlsAccom" and "SlaveAccom" to config.xml with defaults of 5 and 1.

Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: edgy98125 on February 22, 2015, 10:21:11 PM
Nice update, it is providing a longer upgrade path for the girls in my game, so this is a very welcome change.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: DarkArk on February 23, 2015, 01:30:04 PM
Hello, I've been following for some time now, and I greatly enjoy your work.

Anyway I remember several years ago one version that listed the number of boys and girls birthed by your girls. Would it be possible to add this to yours?

It would also be cool to have some indicator of parent-child relationships, but I understand how requests go.

Also I am curious, how much work do you put into new traits? Like the new zombie and undead traits, what exactly do they do?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 23, 2015, 03:25:07 PM
Anyway I remember several years ago one version that listed the number of boys and girls birthed by your girls. Would it be possible to add this to yours?
Currently the game only tracks whether they have children or not, not the actual count.
This would however be easily added.

It would also be cool to have some indicator of parent-child relationships, but I understand how requests go.
There are text notes in the daughter's description as to who her parents are.
I don't remember if I added notes for the mother or not but I will update this in the future.
Adding more to this should be easy.

Also I am curious, how much work do you put into new traits? Like the new zombie and undead traits, what exactly do they do?
Honestly, not too much.
I added some basics such as stat/skill modifiers, a few job modifiers and some checks when sex is attempted.
I did not get too many texts in for zombies but a few sex types have simple texts.
Skeletons can not be used for whore jobs but other jobs that have sex variations still do not check for it.
For the most part, the new undead type traits are not fully implemented.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: DarkArk on February 24, 2015, 02:46:50 PM
Quote
This would however be easily added.

You would make my day/week/month.

I figured about the traits. Would it be possible for you to maintain a list of what everything does? I know there's one in the config editor, but that would be useful to have.

Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bashkan on February 26, 2015, 04:54:13 PM
where can i modify the amount of goodwill or badwill gained from a certain action?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 26, 2015, 07:50:23 PM
where can i modify the amount of goodwill or badwill gained from a certain action?
When editing what? The game code, scripts or items?

In the game code there several ways of doing it:
To adjust it by value
Code: [Select]
m_Player->evil(value);
g_Brothels.GetPlayer()->disposition(value);
g_Brothels.GetPlayer()->suspicion(value);
g_Brothels.GetPlayer()->customerfear(value)
To set it to value
Code: [Select]
g_Brothels.GetPlayer()->m_Disposition = value;
g_Brothels.GetPlayer()->m_Suspicion = value;
g_Brothels.GetPlayer()->m_CustomerFear = value;

In scripts you use variable 15 which is SetPlayerSuspicion.

For items, badness is used to tell how bad an item is for a girl, the higher the worse it is.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 26, 2015, 10:08:28 PM
Anyway I remember several years ago one version that listed the number of boys and girls birthed by your girls. Would it be possible to add this to yours?
A little update for you:
Code: [Select]
<Children Total_Births="0" Beasts="0" All_Girls="0" All_Boys="0" Customer_Girls="0" Customer_Boys="0"
    Your_Girls="0" Your_Boys="0" Miscarriages="0" Abortions="0" />
What other things should I add to this list?

Loading and saving works but not everything adds to them yet. everything should now add to things here.
There is also no output for them yet.
I am moving the existing "Has Daughter"/"Has Son" lines from the first detail list to the second so I can add the new stuff to it.
The "Is pregnant" line will still be on the first list but it will be copied to the top of the new part as well.

Total_Births and the Girls/Boys/Beast counts only count live births.
Miscarriages and Abortions count failed pregnancies of both human and beast and are not included in any of the other counts.
Miscarriages and Abortions are added to where appropriate in the code. (there may be a few places I missed)
Items that end pregnancies add to Abortions.

Now that I am finished with that for now, I am seeing if I can add Multiple births.
The "MultiBirthChance" was added into config.xml a few releases ago and now I have actually used it.
I added a maximum of 50% for "MultiBirthChance" in the code so it can't be extremely over abused.
When a child is created in the pregnancy code, a multiple birth check is made and if it succeeds, the m_MultiBirth is increased.
The multichance is then divided by m_MultiBirth number and checked again.
This continues until it fails or m_MultiBirth reaches 5.
So (if my math is right) the maximum chance for 2 is 50%, then 3 is 25% of that (12.5%), then 4 is 8.33% (1.04%), finally 5 is 2.083% (0.02%)
m_MultiBirth gets saved and loaded now so even if I don't finish it for this next version, when it does get added, if a girl is pregnant, she may give birth to multiples. (for now it does nothing)
Pregnancies started in versions before .06.01.07 will always be single births unless you edit the save game after saving from the new version. (or manually add the tag)
Code: [Select]
<Child Age="0" IsPlayers="1" Sex="1" Unborn="1" MultiBirth="1">


I am going to bed now and I hope to be able to finish it for release this weekend.



On a side note:
I added girl's strength to GetCombatDamage() so base damage is min(1,strength/10) instead of flat 5
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: DarkArk on February 27, 2015, 05:39:11 AM
Quote
What other things should I add to this list?

Do girls have a pregnancy chance from rape? How does that factor in to this if they do? If so I'd say create an other category which encompasses customers as well.

That's the only thing I can think of at the moment, otherwise I think you've covered every possible outcome for pregnancy. I love it.

Also just an idle thought, but having something down the road for character male children would be interesting. Once more game systems are in place for them to do something.

Quote
I added a maximum of 50% for "MultiBirthChance" in the code so it can't be extremely over abused.

That seems very high. Is this only for girls with the broodmother trait? In the real world twins have a 3% chance. Great that it's in though.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on February 27, 2015, 10:24:40 AM
Do girls have a pregnancy chance from rape? How does that factor in to this if they do? If so I'd say create an other category which encompasses customers as well.
That's the only thing I can think of at the moment, otherwise I think you've covered every possible outcome for pregnancy. I love it.
Rape pregnancy chance is (5+(number of attackers *5)) but anti-preg potions can be used afterwards to prevent pregnancy.
Because this section covers the pregnancy itself and not how she got pregnant, I don't think adding a rape count here would be appropriate.
Because rape does not always end with pregnancy and not all pregnancies start with rape, it would have to be separate or it would get extremely complicated.
Making a separate rape count could be done but that would be extremely depressing to do. :(

That seems very high. Is this only for girls with the broodmother trait? In the real world twins have a 3% chance. Great that it's in though.
This isn't the real world and I wanted to make it more customizeable but not excessively so.
That is why I set a maximum of 50% but the default is 2%.
When I tested the code with 2% it took 17 pregnancies to get 1 set of twins, with 50% it took 3.

Broodmother will give a better chance of multiples before sending it to the create a child check.
When the check is made, normally it starts with 1 child and checks the multiple%,
With BroodMother, the check can start with 2 or 3 so the third or fourth child has the base cfg.pregnancy.multi_birth_chance() inside the create child code instead of the second.
BroodMother rolls cfg.pregnancy.multi_birth_chance() twice without modifiers before the child is created to add additional children.
Its a little more complicated but it should work.


Now on to the child grows up part, this will be the hard part.

Well I got the basics of it in but I need to test it to make sure it works.

I did find one problem, when multiple babies are born, they are not individually given genders until they grow up.
This problem affects the child type counts only but it should be easy to fix.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bashkan on February 27, 2015, 02:53:24 PM
player action only, not from potion. i apologize if i wasnt clear enough. i meant changing the goodwill/badwill gained/lost from actions like enslaving/releasing girls and from centre/arena stuff

When editing what? The game code, scripts or items?

In the game code there several ways of doing it:
To adjust it by value
Code: [Select]
m_Player->evil(value);
g_Brothels.GetPlayer()->disposition(value);
g_Brothels.GetPlayer()->suspicion(value);
g_Brothels.GetPlayer()->customerfear(value)
To set it to value
Code: [Select]
g_Brothels.GetPlayer()->m_Disposition = value;
g_Brothels.GetPlayer()->m_Suspicion = value;
g_Brothels.GetPlayer()->m_CustomerFear = value;

In scripts you use variable 15 which is SetPlayerSuspicion.

For items, badness is used to tell how bad an item is for a girl, the higher the worse it is.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: DarkArk on February 27, 2015, 06:52:27 PM
Quote
Making a separate rape count could be done but that would be extremely depressing to do. (http://www.pinkpetal.org/Smileys/DarkB/sad.gif)

Agreed. Provided such pregnancies are still listed under the total I think it would be fine.

Quote
That is why I set a maximum of 50% but the default is 2%.

Ah okay. Missed that.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on March 03, 2015, 10:51:38 AM
Diseases bug the crap out of me so I added a check so the girl will do a quick medical check on her customers before having sex with them.
Its not perfect but it should weed out 80% of diseases at the cost of one or two customers served.
Uses 50% of medicine, 20% of intelligence, 20% of magic, -50% of libido and many traits (Doctor +50 > Mind Fucked -200).

I also changed PossiblyGainNewTrait and PossiblyLoseExistingTrait to display their turn summaries as goodnews instead of warnings.
If anyone has a problem with this, I can add a check to config.xml to allow you to choose what is displays as.

I have started updating gangs going into catacombs to use the new config.xml controls.
I also cleaned up some of the other gang mission texts and made full gangs change to training instead of recruiting before their mission starts.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: edgy98125 on March 03, 2015, 06:42:39 PM
aevojoey,

great work on the pregnancy updates.  One last and hopefully smallish request along those lines.  Right now pregnancy is a flat 20 or 40 weeks unless modified in config.  Can we make the pregnancy length a variable as it is in real life?  So that each pregnancy will be between X and y weeks determined at the onset (I know this part is not realistic but it keeps the code simple)

The same could be done for girls mature in x weeks.  Part of the magic seems to regular, it should have some variability IMHO.

Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on March 03, 2015, 10:36:02 PM
great work on the pregnancy updates.  One last and hopefully smallish request along those lines.  Right now pregnancy is a flat 20 or 40 weeks unless modified in config.  Can we make the pregnancy length a variable as it is in real life?  So that each pregnancy will be between X and y weeks determined at the onset (I know this part is not realistic but it keeps the code simple)
I talked about making premature births and longer pregnancies a while back and will do this eventually.
It would not be set at the time of conception because there are too many factors that could affect it after that.
I would probably do an increasing percent curve as the pregnancy nears term.

The same could be done for girls mature in x weeks.  Part of the magic seems to regular, it should have some variability IMHO.
This can probably be done as well but I'm not sure when.


I also need to move children out of the mother's section of the save game and into their own section because as it is now, if the mother dies, all the children disappear.
I would probably do this at the same time as I do a family tree.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: edgy98125 on March 04, 2015, 12:08:21 AM
I talked about making premature births and longer pregnancies a while back and will do this eventually.
It would not be set at the time of conception because there are too many factors that could affect it after that.
I would probably do an increasing percent curve as the pregnancy nears term.
This can probably be done as well but I'm not sure when.

I was trying to keep that request simple but the added functionality is actually welcome.

I also need to move children out of the mother's section of the save game and into their own section because as it is now, if the mother dies, all the children disappear.
I would probably do this at the same time as I do a family tree.

That sounds like an interesting defect.  Would I be correct in assuming that you mean non grown children and that a grown woman (meaning she is in your employ now) and who is a daughter would not disappear in that event.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on March 04, 2015, 12:46:49 AM
That sounds like an interesting defect.  Would I be correct in assuming that you mean non grown children and that a grown woman (meaning she is in your employ now) and who is a daughter would not disappear in that event.
Once they grow of age, they are fine.
Before that however, they are stored with their mother and if she dies, they disappear from the game.
That is why I removed the chance of births causing death.
Once the newborns are stored elsewhere, the mortality rate in the game will greatly increase.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Jacko on March 05, 2015, 10:58:50 AM
"Use *GIRLNAME* to have the game replace it with the girl's name"

So I would type in DIALOGUE [TEXT] "Hello, *GIRLNAME*."?
The correct syntax is: *GIRLNAME*  With the asterisks?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on March 05, 2015, 11:09:52 AM
"Use *GIRLNAME* to have the game replace it with the girl's name"

So I would type in DIALOGUE [TEXT] "Hello, *GIRLNAME*."?
The correct syntax is: *GIRLNAME*  With the asterisks?
Yes
Title: .06.01.10-16
Post by: aevojoey on March 10, 2015, 01:13:25 AM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.01.00


Version: .06.01.10 - https://mega.co.nz/#!FM0SkZrB!6SczVZagTCx-by3gtGtFZuffehcc87jacqocrQjszJs (https://mega.co.nz/#!FM0SkZrB!6SczVZagTCx-by3gtGtFZuffehcc87jacqocrQjszJs)
WME.8.25 included
* Changes made for .06.01.10 -
Fixed a bug in fights caused by adding strength to damage.
Fixed a bug in brothel management screen where sometimes a girls status lists "is" twice.
Fixed an accounting bug in petty theft causing 0 victim numbers.
Added Catacomb Gang controls to gang screen.


Version: .06.01.11 - https://mega.co.nz/#!oY0FVQQI!XJSySWtzpQ7SGma7cqkFkahsbhGrMcxKp2Z0Rl8qeeU (https://mega.co.nz/#!oY0FVQQI!XJSySWtzpQ7SGma7cqkFkahsbhGrMcxKp2Z0Rl8qeeU)
WME.8.25 included
* Changes made for .06.01.11 -
Girls captured from the catacombs get the "Kidnapped" trait for 2-15 turns
Added updateTempTraits(girl, trait, amount) to modify the time for temporary traits - will not make nontemp traits temp
Added HasTempTrait(girl, trait) to return the amount of time left on a temp trait
Temporary traits show the temp time in () on traits lists
Changed m_TempTrait from unsigned char to int
Torture reduces "Kidnapped" and "Emprisoned Customer" temp times
Fixed a bug in runaway code causing a crash.
Fixed missing strength to old gangs


Version: .06.01.12 - https://mega.co.nz/#!ERES3abR!GEixOEn23MRCU4vs3i2eAb_MNftt342pg9eW2GDmCCk (https://mega.co.nz/#!ERES3abR!GEixOEn23MRCU4vs3i2eAb_MNftt342pg9eW2GDmCCk)
WME.8.25 included
* Changes made for .06.01.12 -
Fixed an old piece of code that was broken:
 - Pressing "i" to go to inventory screen will select the current girl
 - Added pressing "ctrl + i" will select player and shop as left and right owners
 
Fixed bug with new strength damage calc
Fixed a bug in updateSTD
Updated number of customers that try to attack a girl in work_related_violence to make it more random but more common lower numbers
Adjusted "Kidnapped" temp time.


Version: .06.01.13 - https://mega.co.nz/#!tdsSGaZS!mMK8ZCn4r33Ho1Y3NxEyLQ7v4axddBx4vQzX43AoILk (https://mega.co.nz/#!tdsSGaZS!mMK8ZCn4r33Ho1Y3NxEyLQ7v4axddBx4vQzX43AoILk)
WME.8.25 included
* Changes made for .06.01.13 -
Fixed a bug in catacombs_look_for text
Changed message to girl, when a gang defends her from rapist, from normal message to warning

Objective updates:
 - Moved update objectives to the end of the next turn so any changes done that turn will pass the objective
 - Added m_Objective->m_Text to save the objective text when created to allow for easier output
 - Added Objective passed message to Brothel turn summary.
 - If your objective was to get more girls and your reward is more girls, you get 1-5 extra girls after the base and difficulty modifiers.
 - If you had a time limit and your reward is gold, you get more gold for the unneeded time.
 - Added more variation for REWARD_RIVALHINDER


Version: .06.01.14 - https://mega.co.nz/#!9NU0CZyC!RtKVvqrJOObkXMJcxszpy9ShpQH1OqpOnGI0-e8NzEs (https://mega.co.nz/#!9NU0CZyC!RtKVvqrJOObkXMJcxszpy9ShpQH1OqpOnGI0-e8NzEs)
WME.8.25 included
* Changes made for .06.01.14 -
Crazy pushed SVN r162 - Updates to job performance for several jobs adding new traits.

Updated catacombs_look_for text again
Fixed a bug in gang catacombs get beast
Added Cum Addict and Smoker to rehab
Fixed several skill-stat check mixups


Version: .06.01.15 - https://mega.co.nz/#!oIMQCKoD!RJB6aE1P0paAxz8QZa7FkSF57LF8gv_7SWBKESKUPxo (https://mega.co.nz/#!oIMQCKoD!RJB6aE1P0paAxz8QZa7FkSF57LF8gv_7SWBKESKUPxo)
WME.8.25 included
* Changes made for .06.01.15 -
Fixed a bug in exp maxing out at 100 when loading save game by adding the limiter check to load stats.


Version: .06.01.16 - https://mega.co.nz/#!NA1gUCDA!Nw62OvmMlLnPbSVWZj0jID2ZslsZEjf1CF1FmvoqaSI (https://mega.co.nz/#!NA1gUCDA!Nw62OvmMlLnPbSVWZj0jID2ZslsZEjf1CF1FmvoqaSI)
WME.8.26 included
* Changes made for .06.01.16 -
Fixed a bug with suspicion and disposition not working for non brothel buildings.
Fixed some bugs in nonbrothel building's advertising sliders.


Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on March 21, 2015, 11:33:09 AM
I'm a bit clueless about how success chances for girls going into catacombs are calculated
My Nr 1 Top Adventuress still fails alot and gets raped (somewhere around 30% chance)
even with 100 in constitution, strength, agility, combat, magic and mana (without any of her weapons equiped)
spirit and confidence are also high (70-80)

and she has most of the traits who could be important, even incorporeal
(yes i'm a bit of an perfectionist)
Edit: same goes for construct fightergirls

After some more tests, the results are something like 50% rape and 50% success.
(corrected after more tests and leaving out the character with the pure magic equipment)
Is there a base fail chance or some hidden catacombs skill she needs to level, to reduce this fail rate?

Girls with pure magic skill seem to lose or find no one all the time (or they don't equip their weapons for catacomb missions correctly)
(i have one with the "True Rattle of Entropy", -90 combat, +90 magic, +100 constitution, +incorporeal and she loses even against 1 monster)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on March 21, 2015, 07:39:50 PM
I'm a bit clueless about how success chances for girls going into catacombs are calculated
My Nr 1 Top Adventuress still fails alot and gets raped (somewhere around 30% chance)
even with 100 in constitution, strength, agility, combat, magic and mana (without any of her weapons equiped)
spirit and confidence are also high (70-80)

and she has most of the traits who could be important, even incorporeal
(yes i'm a bit of an perfectionist)
Edit: same goes for construct fightergirls

After some more tests, the results are something like 50% rape and 50% success.
(corrected after more tests and leaving out the character with the pure magic equipment)
Is there a base fail chance or some hidden catacombs skill she needs to level, to reduce this fail rate?

Girls with pure magic skill seem to lose or find no one all the time (or they don't equip their weapons for catacomb missions correctly)
(i have one with the "True Rattle of Entropy", -90 combat, +90 magic, +100 constitution, +incorporeal and she loses even against 1 monster)
You should be able to look in the gamelog.txt for the fight log.

I did add something that I thought would make exploring the catacombs a bit harder but it may have made it too hard.
If the girl fights another girl to a draw, it is considered a loss.
This seems to be the only thing that can be causing your problem.
If an Incorporeal girl fights anyone without the Incorporeal trait, she automatically wins.
If she fights another Incorporeal girl, it is automatically a draw.

I will set it back to draw is neither win or loss for the next version.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on March 22, 2015, 06:32:04 AM
hmm then its strange,
i had 2 girls (one with incorporeal and one construct) going into the catacombs twice per turn for about 15 turns yesterday
the incorporeal girl had this trait through an item, the construct lost less fights than the other one, now that i think about it
i stopped using girls for catacombs after so many lost fights
but i think i'll try again and check whats in the gamelog about it
maybe its something with the using of items, not with the catacombs

Edit:
According to the gamelog it's just one of the catacomb foes is incorporeal and with both incorporeal it's a draw
and this counts as raped by monsters.
Also the construct girl only loses against incorporeal foes, and beats everything else.

I didn't know foes in the catacombs could be incorporeal, it explains it.
I could live with a slightly reduced chance of meeting incorporeal foes in the catacombs
but as long as i understand whats happening, i'm happy.
(Maybe i should look in the gamelog more often.)

Quote
I will set it back to draw is neither win or loss for the next version.

I think there should be some changes to the incorporeal trait somewhere in the future, but as it is now, its always a problem
either a girl with it has never problems (because she can't be hurt by anything)
or if the incorporeal character is a foe, you always lose.
Maybe it should be only hit by magic attacks, that would give you a chance to beat an incorporeal foe in the catacombs
if your girl is strong in magic
and at least a small risk for your girls if they meet a strong magic foe

But i think something like that needs a bit more programming.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Anonemuss on March 22, 2015, 09:04:56 AM
The incorporeal trait should definitely be part of a rock-paper-scissors type trump cycle, if you're adding back in the possibility of a draw. You know, something like Incorporeal>Construct>Strong Magic>Incorporeal... Or something similar, at least. As it is, the result from using an incorporeal girl are either OP or frustrating; either they will definitely win, or they'll definitely lose. It really takes away from the variability of the game.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on March 23, 2015, 06:18:47 AM
I didn't know foes in the catacombs could be incorporeal, it explains it.
I could live with a slightly reduced chance of meeting incorporeal foes in the catacombs
The more .rgirlsx you have that have Incorporeal, the more chance of encountering one in the catacombs.

I think there should be some changes to the incorporeal trait somewhere in the future, but as it is now, its always a problem
either a girl with it has never problems (because she can't be hurt by anything)
or if the incorporeal character is a foe, you always lose.
Maybe it should be only hit by magic attacks, that would give you a chance to beat an incorporeal foe in the catacombs
if your girl is strong in magic
and at least a small risk for your girls if they meet a strong magic foe

But i think something like that needs a bit more programming.
I have been planning on reducing the power of the Incorporeal trait for a while.
Physical attacks would still do nothing but magic can do damage.
I would want to make magical weapons do physical damage so gangs and normal girls could have a better chance.
If 2 Incorporeal girls fight each other, it is treated as normal combat.

And yes, there would be a lot of programming needed to make this happen.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on March 25, 2015, 07:15:31 AM
Can we suggest modifiers for traits? It's weird that masochists enjoy working as a torturer but sadists don't.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on March 25, 2015, 05:16:31 PM
Can we suggest modifiers for traits? It's weird that masochists enjoy working as a torturer but sadists don't.
Go for it
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on March 26, 2015, 12:40:38 PM
Go for it

OK. This is what I have for now.

Sadistic +25 Enjoy Work Torturer
Elegant +10 Refinement
Elf +10 Agility, +10 Intelligence, -5 Constitution
Cat Girl +7 Agility
Flexible + 5 Agility
Masochist -30 Dignity
Broken Will -100 Dignity
Mind Fucked -50 Dignity
Slut -5 Morality, -10 Dignity
Busty Boobs +2 Confidence
Big Boobs +5 Confidence
Giant Juggs +5 Confidence
Massive Melons +2 Confidence
Nimble Tongue +5 Oral Sex
Bimbo +8 Beauty, -10 Charisma, +5 Enjoy Sex
Shy -20 Confidence, - 10 Enjoy Work Hall, - 10 Enjoy Work Club, - 10 Enjoy Work Bar, - 15 Enjoy Work Customer Service, - 20 Enjoy Work Advertising, - 20 Enjoy Work Recruit.
Dry Milk -100 Lactation, -10 Enjoy Work Milk (Scarce Lactation gives -50 Lactation and -10 Enjoy Work Milk and this should be worse)
Nymphomaniac -10 Spirit

Dojikko -15 Agi, +8 Charisma, -10 Confidence
Clumsy -15 Agi
These two still need more work.

Demon -40 Morality
Succubus -40 Morality, +20 Libido
I'm not sure about Succubus, Demons and Dignity or Refinement. I haven't considered how to properly represent their combat capabilities too.


While looking at the traits in cGirls.cpp I found two different One Eye traits. Why two of them are needed? I know people have two eyes but...
Quote from: Hanzo
else if (Name == "One Eye")
{
        UpdateStatTr(girl, STAT_BEAUTY, -20);
        UpdateStatTr(girl, STAT_CHARISMA, -5);
        UpdateStatTr(girl, STAT_CONSTITUTION, 5);
        UpdateStatTr(girl, STAT_SPIRIT, -10);
}
else if (Name == "One Eye")
{
        UpdateStatTr(girl, STAT_CHARISMA, -5);
        UpdateStatTr(girl, STAT_BEAUTY, -5);
}
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MMeer on March 27, 2015, 07:37:20 AM
How about:

Dick-Sucking Lips: +5 Oral Sex Skill

And also, are 'Great Figure' and 'Hourglass Figure' supposed to be able to be present in the same girl, or is that a mistake?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: edgy98125 on March 28, 2015, 03:51:02 PM
I have what is hopefully a simple display request, this would be on the girls data page.

A hire date (Store as turn number, displayed as D/W/M/Y on the girl screen, and if added as an info screen stat just as the turn number for info screens).

Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on March 28, 2015, 05:50:19 PM
Some fame suggestions:

Queen +30 Fame
Princess +20 Fame
Noble +10 Fame
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: 0nymous on March 30, 2015, 08:01:41 AM
How about:
Dick-Sucking Lips: +5 Oral Sex Skill
That was the intended use I think.


Weird proposition IMO of one poster above me about boob sizes increasing confidence. But eh, whatever. If it makes sense according to you, I'm not one to judge.
Some for Queen,Princess,Noble. I believe they should affect Refinement and Dignity most. Fame is how well a girl is known in Crossgate. She could be a Queen/Princess/Noble elsewhere before.


Maybe instead of just changing the hard-coded trait values (again), implement full trait customization already? Don't want to sound needy but it's been an awful long time since it was meant to be an implemented feature.
People have different ideas about traits constantly. Some of them should affect this. Others shouldn't.  Some of them they don't even want in game.
Customization would give everybody the flexibility needed for them to do whatever they desire about traits. And since they're effectively the only way for a gameplay and aesthetic mechanic defining a girl (aside from stats) I'd say they're pretty important.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MMeer on March 30, 2015, 08:30:50 AM
I agree with Ononymous. Fully customizable traits would be good. And as for the DSL increasing oral skill, I tested it out and it doesn't actually increase anything but looks.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on March 30, 2015, 09:27:12 AM

Weird proposition IMO of one poster above me about boob sizes increasing confidence. But eh, whatever. If it makes sense according to you, I'm not one to judge.
Some for Queen,Princess,Noble. I believe they should affect Refinement and Dignity most. Fame is how well a girl is known in Crossgate. She could be a Queen/Princess/Noble elsewhere before.


Maybe instead of just changing the hard-coded trait values (again), implement full trait customization already? Don't want to sound needy but it's been an awful long time since it was meant to be an implemented feature.
People have different ideas about traits constantly. Some of them should affect this. Others shouldn't.  Some of them they don't even want in game.
Customization would give everybody the flexibility needed for them to do whatever they desire about traits. And since they're effectively the only way for a gameplay and aesthetic mechanic defining a girl (aside from stats) I'd say they're pretty important.

Queen, princess and noble already increase Refinement and Dignity, I listed only additional modifiers. In Europe queen and princesses from foreign european countries are fairly known, so I thought that even if the girls are from somewhere else they'll still be somewhat famous (but maybe 10/20/30 Fame is too much).

I think progress towards customizable traits is being made. Trait stats were listed twice in the code, one for applying and another for removing them, and they were recently merged into one.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Xeon on March 30, 2015, 11:15:55 PM
There should be the shortcuts for assigning jobs like short keys or something. It is very boring assign jobs when you want to assign same job to more 5 girls.

thankx
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Dagoth on March 31, 2015, 01:39:47 AM
There should be the shortcuts for assigning jobs like short keys or something. It is very boring assign jobs when you want to assign same job to more 5 girls.

thankx
On the Girl Management screen, as with many listboxes in the game, you can select multiple girls in the list using the Shift and Ctrl keys.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: CaptC on April 04, 2015, 05:00:52 PM
One quick fix is possible regarding Incorporeal, methinks.


If a girl has both magic and physical attacks, she should 'notice' after her first physical attack fails to do damage, and switch exclusively to magical attacks.  I have no idea how the game figures out whether to use a physical versus magic attack, so I may be underestimating the programming challenge, but at least conceptually this seems pretty easy.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on April 06, 2015, 01:04:48 AM
OK. This is what I have for now.
Added some of these in.  Missed some as was in a hurry so going have to go over it again.  Might not add some if I dont agree with it but most of it is making it in.
While looking at the traits in cGirls.cpp I found two different One Eye traits. Why two of them are needed? I know people have two eyes but...
This was a bug fixed it.
Queen +30 Fame
Princess +20 Fame
Noble +10 Fame
Added this but reduced it but some.  May end up reducing it again not fully sure yet.

Keep them coming lots of the traits need stuff lol.
Title: .06.01.17-19
Post by: aevojoey on April 08, 2015, 08:25:26 PM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.01.00


Version: .06.01.17 - https://mega.co.nz/#!FUljzDiZ!FPT3mXhFDNG8et__yptAYl-I3rWtQZvG2xTO1gaV0CE (https://mega.co.nz/#!FUljzDiZ!FPT3mXhFDNG8et__yptAYl-I3rWtQZvG2xTO1gaV0CE)
WME.8.27 included
* Changes made for .06.01.17 -
Reduced the power of rivals to prevent them from becoming too powerful.

Added several stat/skill/enjoy mods to cGirls::ApplyTraits
Started adding code needed to allow customized trait effects - work in progress.
Added enjoyment temp and mod so items can affect enjoyment.
Combined updateTemp stuff into one group.
Rewrote job performance list to allow for cfg.debug.log_extradetails() to show the number
Cleanup of XmlMisc.cpp

Started cleaning image selection.
 - Hopefully fixed a few problems dealing with default images
 - Fixed the problem with .ani files not working.

Crazy added several things to allow the girls to have a boyfriend?
 - Added stat "NPCLove"
 - Started adding some options to freetime for boyfriends.

Fixed a few problems with "NPCLove" crashing the game.
Cleaned up girls a little.


Version: .06.01.18 - https://mega.co.nz/#!hUlREZiK!vkH9UgQ9P8nGZz6XSBsAFnf7rLnxO3jpTMaCp7nWyrc (https://mega.co.nz/#!hUlREZiK!vkH9UgQ9P8nGZz6XSBsAFnf7rLnxO3jpTMaCp7nWyrc)
WME.8.27 included
* Changes made for .06.01.18 -
Converted the last few calls for new cPlayer objects to "extern cPlayer The_Player;" so everything uses only 1 cPlayer object.
Set health and happiness to 100 when other stats are defaulted to 0
Cleaned sGirl constructor and destructor

Condensed "cConfig cfg;" calls to externs so it is only created once.
Cleaned cTariff.(cpp,h)
Homeless girls and Adventurers know they can survive on their own so are more likely to runaway
 -  They don't reset m_DaysUnhappy to 0 but instead divide day count in half
Fixed a few items and added a few more.
 - Added more to do_daily_items
Improved chances of the girl surviving if she fights against being thrown in the dungeon (lose_vs_own_gang)
 - Cleanup of cGirlGangFight.cpp

Added .gif loading into image lists (they load and display but do not animate)

Added Gender to Constants.h
Added some functions in cPlayer to use Gender

Accommodation Update
 - Updated do_food_and_digs to make accommodation do more.
 - Added preferred accommodation check for girls
 - Added slider marker for the girl's preferred accommodation.
 - Reworked accom happy, love, hate and fear modifiers
 - Some traits can be added or removed if some checks are passed.


Version: .06.01.19 - https://mega.co.nz/#!EQUkBDKR!L2PlGJWzHUyYkmdlkVY70ahtKs5-KxsMcNz_PJzRCTs (https://mega.co.nz/#!EQUkBDKR!L2PlGJWzHUyYkmdlkVY70ahtKs5-KxsMcNz_PJzRCTs)
WME.8.27 included
* Changes made for .06.01.19 -
Added some checks into ani files so broken files do not crash the game.
 - Do not use ani for profile pics - it may cause memory problems, but I forget.
Cleanup of some image handling files
Added pregnancy to PAccom
Fixed a bug with items in PAccom




Title: Re: .06.01.17
Post by: crazy on April 08, 2015, 09:37:00 PM

Crazy added several things to allow the girls to have a boyfriend?
 - Added stat "NPCLove"
 - Started adding some options to freetime for boyfriends.

Not fully thought out yet.. Just think it would be an interesting idea to give the girls more of a life outside of working for you.  Want it to be mostly for free girls but going look at adding a toggle or something so you can allow slaves to date also. 
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on April 10, 2015, 01:15:30 PM
Finally i'm again able to destroy enemy Whoremasters. Thanks  ;D
With the .15 and .16 versions i had no chance destroying them, even after 2 years gametime and constant sabotage missions
with most of my (now 14) gangs.
Title: Re: .06.01.17
Post by: Lord on April 10, 2015, 01:44:22 PM
Not fully thought out yet.. Just think it would be an interesting idea to give the girls more of a life outside of working for you.  Want it to be mostly for free girls but going look at adding a toggle or something so you can allow slaves to date also.


Would the sexuality traits have any effect on that? Like, Lesbians get girlfriends, Straight girls get boyfriends, and Bisexual or no preference have a chance for one or the other?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on April 10, 2015, 02:57:25 PM
Then i want a new gang mission to hunt down those boyfriends or capture the lesbians girlfriends (yes i'm evil)
or maybe (if you are a nicer whoremaster) a way to recruit the boyfriends and girlfriends somehow to work for you
as guards or gangmembers or the usual girljobs.
(because whoremaster is like adult pokemon "gonna catch them all")

And i have a question, how does fear work, does it decline automatically over time (if you are nice to the girls)
or is there a way to decrease it
(without items, because there aren't many consumables which do that)
In my current game i have girls who work for me for nearly 2 years gametime now and are at "true love" for most of the time
but still fear me (as if those 3 months in the dungeons matter, pah).
I'm an evil miscreant whoremaster so it fits somehow but if i ever decide to play more nice, i want to know how not to be feared (to much).
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on April 10, 2015, 05:46:07 PM
And i have a question, how does fear work, does it decline automatically over time (if you are nice to the girls)
or is there a way to decrease it (without items, because there aren't many consumables which do that)
In my current game i have girls who work for me for nearly 2 years gametime now and are at "true love" for most of the time
but still fear me (as if those 3 months in the dungeons matter, pah).
I'm an evil miscreant whoremaster so it fits somehow but if i ever decide to play more nice, i want to know how not to be feared (to much).
Each turn the girls house percent determines the amount of obedience/happiness gained and fear/hate lost.
Code: [Select]
obedience += ((60 - statHouse) / 30)
pcfear -= ((60 - statHouse) / 30)
pchate -= ((60 - statHouse) / 30)
happiness += ((60 - statHouse) / 15)
So basically if you want a girl to like you and do what you want her to, PAY HER.
30% house will give -1 fear/hate while 0%will give -2 fear/hate per turn.
61-90%house will make her fear/hate you a little (+1) while 91% or more is +2.  Edit:  Corrected this

Slaves' house percent has no effect above 45% so they will not gain or loose anything.
Free girls with house percent above 60% will be less obedient and less happy but fear and hate are not affected.
  |  SlaveGirls  |  FreeGirls
%  |  ObeyFearHateHappy  |  ObeyFearHateHappy
0%  |  +2-2-2+4  |  +2-2-2+4
1-15%  |  +1-1-1+3  |  +1-1-1+3
16-30%  |  +1-1-1+2  |  +1-1-1+2
31-45%  |  000+1  |  000+1
46-60%  |  0000  |  0000
61-75%  |  0000  |  -100-1
76-90%  |  0000  |  -100-2
91+%  |  0000  |  -200-3
------------  |  --------------------------------  |  --------------------------------
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on April 10, 2015, 06:42:28 PM
is this the same for free and slave girls?
because i use standard setting (100% house for slaves) and at least fear/hate doesn't seem to increase

also, does accomodation has any influence on this (i use comfortable for slavegirls and nice for free girls)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on April 10, 2015, 06:53:45 PM
is this the same for free and slave girls?
because i use standard setting (100% house for slaves) and at least fear/hate doesn't seem to increase
Oops,  I missed a bit of the code.
I updated the previous post to correct it.

also, does accomodation has any influence on this (i use comfortable for slavegirls and nice for free girls)
Accommodation works differently.
Accommodation is rated 0 to 9 (0 to 5 for older versions of the game).

Accommodation (A) is used to calculate how much you spend on food, housing and basic needs of your girls.
Slaves cost (5 * (A+1)) gold per turn.
Free girls cost (20 * (A+1)) gold per turn.

(I am going to adjust the numbers a little so this will change (old, new))

The higher her accom, the happier the girl gets:
Slaves gain (4 + (A/2), -1 + (A/2)) happiness each turn and if their happiness is 100 after that, she gets +1 love and -1 hate.

Free girls need higher accom to be happy, she wants her accom to be at least half her level until she gets to level (11 , 15?)
If her accom is higher than her level/2,
 - She will gain (2 + (A/2), ?) happiness
 - If her happiness is (100, 96-100?) after that, she gets (+1, +1,+2?) love and (-1, -1,-2?) hate.

If her accom is lower than her level/2 and she is below level (L) (11 , 15?)
 - She will lose ((1 + ((L - A)/2)), ?) happiness
 - If her happiness is (0, 0-10?) after that, she gets ((1 + ((L - A)/3)), ?) hate.

If a free girl is above level (11 , 15?) (she does not care about accom, she does not care as long as it is above 7?)


I am going to add a few traits into accommodation so queens and princesses will want higher accoms while homeless will accept lower.
Girls can gain or loose some traits depending on their accommodation; Homeless, Optimist, Pessimist and Masochist so far.
Title: Re: .06.01.17
Post by: crazy on April 10, 2015, 11:35:36 PM
Would the sexuality traits have any effect on that? Like, Lesbians get girlfriends, Straight girls get boyfriends, and Bisexual or no preference have a chance for one or the other?
Yeah thats how it would work.  Lesbians would only date girls and so on.  meant for the code to be commented out cause it was way to early for it be anything yet.. just forgot to do it before i pushed my changes. 
Title: Re: .06.01.17
Post by: aevojoey on April 10, 2015, 11:55:44 PM
meant for the code to be commented out cause it was way to early for it be anything yet.. just forgot to do it before i pushed my changes.
It is not selectable in the choice switch so it will never be used until you finish it.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on April 11, 2015, 03:34:29 AM
Ok, that explains the nearly always max happiness and love from my slavegirls
I only have 3 girls who are free through rings of limited freedom, no really free girls
but i can afford to increase accommodation if i want to
after the changes to the AI gangs, i could cut back the bribe money to the official government a bit

but i don't know if i can afford to set house to 30% instead of the standard 100%
just to reduce fear,
i think i live with beeing loved and feared at the same time

Edit: I want the ability to plant a huge field of willbreaking spice at my farm
Title: Re: .06.01.17
Post by: crazy on April 11, 2015, 04:16:18 PM
It is not selectable in the choice switch so it will never be used until you finish it.
True enough.  Not having any time to code is the man thing slowing me down with it. I gotta figure out the best way to have the girls get asked out but after that its just writing the events an such to go with it. Which will be pretty basic at 1st but over find will expend.

Speaking of which few months back I added a your wife trait but it does nothing right now so I need either someone skilled at writing to write out some out comes for asking a girl to marry u. Figure it will be a script based thing so if someone who knows how to use the script editor wants to do it even better. Once this is done we can start adding events and differet things to jobs based off a girl been ur wife.

Few things I figure to added to this. If the girl is a slave u can force her marry u. If she is free u can't. And this been crossgate u can marry as many girls as u want to. May be some other things to work out for it so feel free to share your thoughts.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Anonemuss on April 11, 2015, 04:47:11 PM
Something that's bothered me is the limitations of the game when dealing with rebellious girls. Is there some kind of discipline/training system in the works, where a girl can either lose traits such as "Iron Will", or at least get her obedience, rebelliousness, etc to a point where she'll actually be compliant? Or will we have to keep relying on repeated torture and items?


To put it another way: Like the way Matrons automatically take care of tired/sick girls and Torturers automatically torture imprisoned girls, would you consider an educator-type job where the girl automatically educates/trains other girls to be more obedient?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on April 11, 2015, 05:19:09 PM
like a powerful mage with good hypnotic skills, you can hire or let one of your girls do as her job
(maybe with the condition, that she needs strong magic as trait to do it)

on the other hand, that would make items like brainwashing oil, all the clothing items with dependent/meek trait on them
or the two kinds of dominance rituals more or less useless
(not to speak of lobotomy or puppy training, but i really don't like these two, so i never use them anyway)

so i'm not sure if it is really a good idea to let jobs do everything
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: TitanSon on April 11, 2015, 06:16:12 PM
hmmm not rly let the girls do other girls jobs for conditions ... but what about an idea of a "school" to teach them specific stats? ^^
and not hire "teachers" but let girls teach other ones for example ... got a girl with 100 magic ... let hear teach the others this specific treat ... not like training where all the stats in difference let calculate where one of them or both gain a small amount of skillpoints ... and teaching could be a new stat itself ^^
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Anonemuss on April 11, 2015, 06:50:14 PM
like a powerful mage with good hypnotic skills, you can hire or let one of your girls do as her job
(maybe with the condition, that she needs strong magic as trait to do it)

on the other hand, that would make items like brainwashing oil, all the clothing items with dependent/meek trait on them
or the two kinds of dominance rituals more or less useless
(not to speak of lobotomy or puppy training, but i really don't like these two, so i never use them anyway)

so i'm not sure if it is really a good idea to let jobs do everything
Depending on the effects of such a job, certain traits would definitely become more easily obtained, but the fact that there's so many obedience-type traits means percentages could be integrated into the results to make more drastic traits (such as "Broken Will") less likely. Also, since jobs such as these are essentially long-term and the girl doing it is paid, the items would become cheaper for giving the trait to just one girl, while the job would be used as a means of getting the traits for several girls. Just like the therapist at the clinic used to help girls with addictions, there would be both pros and cons to this kind of job.


As for conditions for the job, it would probably to be a free girl with high intelligence and obedience, and 0 hate (at least IMO).


Side Note: Lobotomy and Puppy Training would still be useful, because the traits are given instantly, as opposed to a percent chance every week. Look at it this way: there's a job to help girls recover from addiction, and yet items such as Cold Turkey and Cure for ____ Addiction are still in the game, right? There will be times in the game where people will need instant results, which is why items like that will still be useful.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Keito on April 11, 2015, 07:22:22 PM
What about GIF support? Is it possible to add this?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on April 11, 2015, 07:28:02 PM
What about GIF support? Is it possible to add this?
I'm working on it. - Ani and Gif files (http://www.pinkpetal.org/index.php?topic=3477.0)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on April 13, 2015, 03:32:44 PM
I started working on accommodation but I keep getting sidetracked on other things.
I added preferred accom for girls and that made me think of other uses for it.
I added a marker on the accom slider for her preferred accom and it shows a number if you have logalldetails on in config.xml.
That made me want to clean up config calls so it does not have to reload the config every time it gets called.
That made me clean a few header files so the code will look a little cleaner (and should work a little better in older editors).

I am back to accommodation but started from scratch on it.
Instead of only using the accom level, I am using the difference between the preferred and actual accom level to get the mood modifiers.
If you give her what she expects, her mood will basically stay about the same unless she is already unhappy.
If you give her more than she expects, she will be happier and viceversa.
The mood adjustment scales the farther away from what she expects.
If she expects nothing (0=bare bones) and you give her everything (9=high class) she will get just a little more than if you gave her (6=good).
If she expects a lot and you give her nothing, she will not like you at all.


Update: I started a new thread for this - Accommodation, House Percent and other Variables. (http://www.pinkpetal.org/index.php?topic=3579.msg33836#msg33836)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on April 14, 2015, 06:11:08 AM
Keep them coming lots of the traits need stuff lol.

Cow Girl +5 Obedience, +5 Constitution, -5 Refinement, -10 Spirit, +10 enjoy Work Milk


Heroine has modifiers already, but it doesn't seem reasonable that a girl with negative Morality can be a heroine. I think that if her Morality drops below 0 she should lose the trait, or do a Face-Heel turn: Heroine gets replaced with a new trait "Villainess" (same modifiers but with -10 Morality instead).

Inversely if the Morality of a girl with this hypothetical Villainess trait goes above 0 her villainess trait should be replaced with Heroine.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bashkan on April 16, 2015, 01:09:16 PM
How exactly do you increase the number of gangs you have?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on April 16, 2015, 01:34:50 PM
by buying new brothels
so you have to send your gangs to "Aquire territories"
because a certain amount of businesses is required to buy the next brothels
you can have 8 gangs with your first brothel and then 1 additional gang for each new brothel you buy
up to a maximum of 14 gangs
and of course you need money, for the last brothels, lots of money
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sorren on April 17, 2015, 08:37:12 AM
like a powerful mage with good hypnotic skills, you can hire or let one of your girls do as her job
(maybe with the condition, that she needs strong magic as trait to do it)

on the other hand, that would make items like brainwashing oil, all the clothing items with dependent/meek trait on them
or the two kinds of dominance rituals more or less useless
(not to speak of lobotomy or puppy training, but i really don't like these two, so i never use them anyway)

so i'm not sure if it is really a good idea to let jobs do everything

Best way to implement that would be to take a leaf out of SM's playbook and add player jobs as having the player influence the training makes more sense.

Otherwise I could see a true love/loyal (possible trait gained over time in the case of the latter?) Matron/Head Girl/etc have a small chance to improve the player related stats on a girl.

Anyway sidetracked a little there.... For player jobs it'd be stuff like:
Supervise Gang - Possible radiant capture/charming girls events during missions? Much like the various meet events. Also potential to pick up player traits.
Supervise Bar/Gambling Hall/etc - Simpler change here, event reports for the girls are either player, gang, head girl or security girl witnessed. Also allows player to intervene to protect girls, take a bribe to allow abuse/rape, etc.
Personal Training - Two kinds, general and sexual. Sexual would use House girls or draw from girls practicing their skills, whereas personal would be solo, gang or hired tutor based.

And so on. Also a personal pet problem, the first brothel is supposed to be gutted at the start so it'd make sense if we had to get a gang to repair it over time. So for instance we pick the workplace that survived the fire and over the first month the rest (and the Catacombs) unlock as stuff gets repaired. Possibly with a small chance for the recovery/discovery of stuff that survived the fire and an incremental increase in rooms available until we get up to the initial twenty.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on April 21, 2015, 04:27:08 PM
Is the job "Make Items" at the farm creating real items at the moment?
For all the other farmjobs who do, you get messages about whats created
i have usually to many items, to be really sure but i have the feeling it doesn't.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on April 21, 2015, 04:38:25 PM
Is the job "Make Items" at the farm creating real items at the moment?
For all the other farmjobs who do, you get messages about whats created
i have usually to many items, to be really sure but i have the feeling it doesn't.
No it does not make anything yet.
I thought I added some items to it but I guess not.

Because I am adding the Blacksmith job and reworking how items are made anyway, I will use the new method for Make Items.
I have already updated a couple of items to include in the Make Items job so there will at least be something made when .06.01.20 comes out.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on April 23, 2015, 03:23:44 AM
Any writers out there want to help out with the mod some?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: SupremeSoviet on April 23, 2015, 03:51:30 AM
How can I make this full screen since they removes the ScreenMode.txt and settings doesnt work?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MMeer on April 23, 2015, 06:28:56 AM
Any writers out there want to help out with the mod some?

I've been working on a possible DefaultInteractStudio script, and I have a basic framework for that. What kind of other things do you need help with?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on April 23, 2015, 10:25:40 AM
How can I make this full screen since they removes the ScreenMode.txt and settings doesnt work?
Config.xml has all the settings in it now.
The game tries to load 2 config.xml files, the first is in the folder with the exe and the second is in the folder above that.
Whatever is in the second overrides the first.
See Moving the folders (http://www.pinkpetal.org/index.php?topic=3483.msg29905#msg29905) and Config.xml and the Settings page (http://www.pinkpetal.org/index.php?topic=3579.msg33839#msg33839)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: 0nymous on April 23, 2015, 05:54:38 PM
Quote from: aevojoey
- Do not use ani for profile pics - it may cause memory problems, but I forget.
Heh. I see it.

Are scripts under the most focus right now as a new feature? Customize-able scripts, that is?

How possible or probable would it be to code values increasing stat/experience/gold gains? For example, adding traits that would increase the girl's money earned by 10%. Or one that would increase all the experience points she gets by 10%.

I saw what you did with the "Homeless" and "Adventurer" traits, gave them an effect of increasing the chances a girl can escape.
Why not take this further, and create a whole wide variety of classes for girls separate from traits, with their own unique passive(well, to be fair, passive is the only option since there is no such thing as active abilities) effects?
Like, for example, a "Nun" class would increase all morality gains (both negative and positive). Or she'd passively gain morality by praying every day.
A system similar to this could also be given to the girl's race.
Basically, separate a girl's pre-whore profession/class  and her race to new "super" traits, that wouldn't be traits, but just her "Class" and "Race", standing in her description somewhere below her name and age. 
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on April 23, 2015, 06:38:02 PM
I'll make a replay to some of things I need wrote web I get home from work typing on phone is a pain in the ass. But as for the post above me doing traits that give boosts to xp or gold would be easy to do.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on April 24, 2015, 01:59:25 AM
I've been working on a possible DefaultInteractStudio script, and I have a basic framework for that. What kind of other things do you need help with?
Working on scripts might be a better use of your time but Ill list a few things I could use help with.
1-I would like more things said when giving girls gifts.  Right now it says one things based off how she feels about u.  So if she hates you u get the same thing every time if she loves you get the same thing etc having a few more would be nice.
2-I need idea for hobby girls would do on there freetime.  Basically look at the trait list and be like well a nerd would read a book or play video games and so on.
3-You could think about traits a girl could lose or gain from doing jobs.
4- When a prego girl gets injurys and loose the baby it always says Her unborn child has been lost due to the injuries she sustained, leaving her quite distraught.  But gotta figure some girls wont care based of traits so some of those would be nice.
5- Basically any time a girl with low lvl skill in a sex type has sex of that type it says. Her inexperience hurt her a little or some such.. Would like more for this.

Honestlly I could keep going and going.  Writing is a hard part for me and a lot of times when I sit down to code I end up doing nothing as I can't figure out what to write lol.  We could really get into somethings and say I need help with writing things for when girls go on dates but thats only if you would want to.  Im looking for someone or a few people who can write things in their spare time for me to add cause it will be much easier for me to get coding then.  No coding skill required Ill handle that part.  If nothing makes sense I can do a better job explaining if I wasn't so tried so just ask for more info if its needed
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on April 24, 2015, 03:07:44 PM
Are scripts under the most focus right now as a new feature? Customize-able scripts, that is?
I'm a little random in what I work on most of the time.
I did some work on scripts in WME but got on to something else.
Currently I am adding 3 jobs and updating 1 to use a new method to create items.
I am probably going to pull out the changes I started to .itemsx files because I have had little time to work on them.
I will use a hard coded item creation for the 4 jobs until I figure out how I can best allow for customizing of .itemsx files.
Kind of like scripts, how best to make items easiest for players to customize is actually kind of hard.


How possible or probable would it be to code values increasing stat/experience/gold gains? For example, adding traits that would increase the girl's money earned by 10%. Or one that would increase all the experience points she gets by 10%.
"Quick Learner" already increases exp and stats for most jobs while "Slow Learner" reduces it.
Several traits go into job performance which affects her pay.


I saw what you did with the "Homeless" and "Adventurer" traits, gave them an effect of increasing the chances a girl can escape.
Why not take this further, and create a whole wide variety of classes for girls separate from traits, with their own unique passive(well, to be fair, passive is the only option since there is no such thing as active abilities) effects?
Like, for example, a "Nun" class would increase all morality gains (both negative and positive). Or she'd passively gain morality by praying every day.
A system similar to this could also be given to the girl's race.
Basically, separate a girl's pre-whore profession/class  and her race to new "super" traits, that wouldn't be traits, but just her "Class" and "Race", standing in her description somewhere below her name and age.
Adding Class and Race could be done but then every .(r)girlsx file would have to be updated for it.
Start writing up some Class and Race stuff with what they do and we will find a way to make it happen.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: 0nymous on April 24, 2015, 07:06:31 PM
Adding Class and Race could be done but then every .(r)girlsx file would have to be updated for it.
Yeap. Pretty much.
Unless you find a way to somehow automatically convert already existing traits into the new ones.  So if a girl has a trait named "Adventurer" in version 1, it'd automatically flag her class as "Adventurer" version 2, removing the old trait in the process as well.
That sounds overly complicated and would most likely cause a clusterfuck of bugs.
 
 
Same applies to any possible Trait, Stats, Skills reworks, I'd imagine. I know Traits are getting optional customization, don't know if there's any plans for reworking stats/skills.
"Quick Learner" already increases exp and stats for most jobs while "Slow Learner" reduces it.Several traits go into job performance which affects her pay.
Forgot about those. Guess what I meant to know though was how possible would it be to set those properties as customize-able for traits once they're implemented.
Start writing up some Class and Race stuff with what they do and we will find a way to make it happen.
Already got a couple ideas.
Shall I make a new thread?
This forum is getting sort of unwieldy due to the rather chaotic way of posting, I'm not sure if it'd be proper to trash it with more topics.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MMeer on April 24, 2015, 10:09:15 PM
If you think that you have a solid guideline of sorts for starting a race/class implementation, I would recommend starting a new thread for it to keep it all consolidated.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on April 24, 2015, 10:58:12 PM
3-You could think about traits a girl could lose or gain from doing jobs.

A few ideas:

Bar Singer - Idol (high Fame required).
Bar Stripper - Agile, Exhibitionist.
Bar, Hall, Brothel, Street Whore - Slut.
Brothel Stripper - Agile, Exhibitionist.
Film Strip - Agile.
Film Sex/Oral/Group/BDSM/Titty/etc - Slut (enjoy sex requirement).
Monster rape (in the catacombs) - Futanari (rare).
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on April 24, 2015, 11:53:27 PM
Bar Singer - Idol (high Fame required).
Bar Stripper - Agile, Exhibitionist.
Bar, Hall, Brothel, Street Whore - Slut.
Brothel Stripper - Agile, Exhibitionist.
Film Strip - Agile.
Film Sex/Oral/Group/BDSM/Titty/etc - Slut (enjoy sex requirement).
Monster rape (in the catacombs) - Futanari (rare).
Nice thanks.  Added most of them.  Keep them coming
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sorren on April 27, 2015, 10:56:23 AM
Any writers out there want to help out with the mod some?

Been toying with some ideas for scripts but slowly working my way through all my girls first and updating their traits, removing duplicates (girls and images), expanding some and creating others.

Speaking of which, superheroes and etc could benefit from a nickname/alias option in the name options. That way we can have the commonly known name displayed and have their actual name as well for offspring purposes, plus possibly have their real name display as unknown and have a reveal via script when they love the player or when they break.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MMeer on April 27, 2015, 04:31:32 PM
Speaking of which, superheroes and etc could benefit from a nickname/alias option in the name options. That way we can have the commonly known name displayed and have their actual name as well for offspring purposes, plus possibly have their real name display as unknown and have a reveal via script when they love the player or when they break.

Agreed. A lot of characters in anime and comics go by aliases, and it can be kind of weird for their kids to be named after the alias instead of their real name.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: 0nymous on April 27, 2015, 04:47:14 PM
Agreed. A lot of characters in anime and comics go by aliases, and it can be kind of weird for their kids to be named after the alias instead of their real name.
I think I mentioned a naming system like First name -> Last name -> Nickname (or alias)
All three would be optional but at least a first name or nickname would be obviously required. In the scripts the girl is referred to by her nickname.  If no nickname can be found then by her first name.

Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on April 29, 2015, 07:04:03 AM
I have a question to someone with more WM script knowledge than me.
Is it possible to start a script when a girl loses a specific trait (zombie for example)
and is it possible to start a meetscript when you buy a slave at the slavemarket?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on April 29, 2015, 10:23:58 AM
I have a question to someone with more WM script knowledge than me.
Is it possible to start a script when a girl loses a specific trait (zombie for example)
and is it possible to start a meetscript when you buy a slave at the slavemarket?
Currently neither of those are available.
Adding the slave market scripts would be fairly easy but the traits would require a lot of work.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on April 29, 2015, 02:57:12 PM
My general idea was to make a zombiegirl into a slave and write a little story for her in a slavemarket script
and some more story when/if the player resurrects her in whatever way.
Well its up to the players imagination then and i'll stick to the normal meetscript.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sorren on April 29, 2015, 05:10:48 PM
My general idea was to make a zombiegirl into a slave and write a little story for her in a slavemarket script
and some more story when/if the player resurrects her in whatever way.
Well its up to the players imagination then and i'll stick to the normal meetscript.

Could you work the story into a meetscript and a resurrection item text? Seen a few items with "radiant" text when used, so perhaps that's a workaround. That said you'd need it to be a unique item you buy whilst spending time with her, which in and of itself would be a good interaction to have.

So it'd be:
Code: [Select]
Spend time with her
● Chance to improve or decrease happiness, love/hate, obedience & etc via generic events
● Chance to run a custom event or girl specific event with possible rewards
● Chance for sex/rape (Player and NPC)
● Upgrades to Take out on a date
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: ElvisLives27536 on May 04, 2015, 11:14:32 PM
I don't know if this has been suggested before, but what about a uniform page? The idea would be that instead of giving certain items to girls, you instead "give" them to the jobs in a particular brothel or site. So I could give the waitress job at the starting brothel a bunny girl suit, headband, etc and whenever a girl worked as a waitress she would be wearing whatever items are in the uniform.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hazure on May 05, 2015, 02:25:39 PM
I have a suggestion for a new item type....tattoos....the items in this category could not be removed except at the clinic or with some magic tattoo removal kit....and then only one at a time....tramp stamp would be the first item in the category, with a whole range of magical tattoos as a possibility.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Lurker on May 07, 2015, 10:18:56 AM
I'm curious, is there anyway to turn the feature that "forwards" images off? Like say if an anal image is missing the game uses sex etc. I'd much rather use the images that are in my Default folder.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on May 07, 2015, 11:25:20 AM
I don't know if this has been suggested before, but what about a uniform page? The idea would be that instead of giving certain items to girls, you instead "give" them to the jobs in a particular brothel or site. So I could give the waitress job at the starting brothel a bunny girl suit, headband, etc and whenever a girl worked as a waitress she would be wearing whatever items are in the uniform.
It could probably be done but it may take a while.
It would require a lot of coding to have it check what job, what items and what girls it would need to manage.

I have a suggestion for a new item type....tattoos....the items in this category could not be removed except at the clinic or with some magic tattoo removal kit....and then only one at a time....tramp stamp would be the first item in the category, with a whole range of magical tattoos as a possibility.
Tattoo item category will probably be done when piercing locations are added.

I'm curious, is there anyway to turn the feature that "forwards" images off? Like say if an anal image is missing the game uses sex etc. I'd much rather use the images that are in my Default folder.
I plan on rewriting the image handling section soon.
I can add an option to config.xml that will control that.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: p373r on May 07, 2015, 05:51:06 PM
I have a suggestion.


Can it be made possible to see how much skill and stat points a girl gets per turn?
So in the girl summary you get to see that she gets +2 libido +4 performance +2 charisma and so on ...


This would make it a bit easier to focus your stat gains per girl ;)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: 0nymous on May 07, 2015, 07:37:31 PM
I have a suggestion.


Can it be made possible to see how much skill and stat points a girl gets per turn?
So in the girl summary you get to see that she gets +2 libido +4 performance +2 charisma and so on ...


This would make it a bit easier to focus your stat gains per girl ;)


This. When she's working have each event display what stat gains she benefits from.
In the summary event display how many stats she gained total. Or lost.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: p373r on May 08, 2015, 07:31:38 AM

This. When she's working have each event display what stat gains she benefits from.
In the summary event display how many stats she gained total. Or lost.


Exactly what i meant !
i'm a numbers freak and i believe anyone playing this game is at least something a like ;)


Would it be hard?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on May 14, 2015, 02:03:10 PM
Can it be made possible to see how much skill and stat points a girl gets per turn?
So in the girl summary you get to see that she gets +2 libido +4 performance +2 charisma and so on ...
This would make it a bit easier to focus your stat gains per girl
This. When she's working have each event display what stat gains she benefits from.
In the summary event display how many stats she gained total. Or lost.
Exactly what i meant !
i'm a numbers freak and i believe anyone playing this game is at least something a like
Would it be hard?
While it would be easy to add, it would take a long time to go over every job to add that in.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: p373r on May 16, 2015, 01:36:53 PM
While it would be easy to add, it would take a long time to go over every job to add that in.


I have no clue how difficult it would be but if i got an example (how to) on one job then i would be most happy to write it into the the other jobs.
The reason i ask now is that at this moment while playing the game, you have no idea on how your girl progresses if you dont get a screenshot every time you start a new day ;)


Soo ... i would like to contribute and start learning some coding provided i get an example of 1 job implemented i must be smart enoughto get it for the rest as well ;)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: deadkingblue on May 16, 2015, 03:48:58 PM
I don't know where the suggestion thread is, but i'm'a post it here. ERhmm, Conditional images. Now, what i mean is that if a girls skill in something increases the iimage i put in the pack of the character looking reluctant or unskilled no longer fits right? also if she equips or consumes something that changes her physical state, like becoming a zombie, or vampire, or futa, then the normal pics no longer fit her. So make conditional image names, like 'les80 4' so that would be the fourth image of a lesbian skill of 80. Or maybe 'SexFuta 6' a conditional image to be used in place of normal sex images in case of futa transformation. or a comination like 'Combat60Zombie 2' Combat skill of 60 and zombie transformation. Now i realize that this would make girl packs much less acessable to make, and i don't know how hard it would be to code, so i would make a way to disable it, or make two versions with and without it, this would also outdate many old packs making them incompatible. And you may alienate many of the current fans, because the main draw to this is that it is so easy to customize, with girls and writting, that even with little to no support you can make the experience unique and fun on your own. It's just a thought, and i hope that you continue to love this game as much as we have, I have been a fan since a long time ago, (the original pinkpetal site) I even had a poular pack thread a while back, (with over 4000 unique downloads on average) But i still love the way the game is going, and i love the fact that someone is still producing for this game, and i think the fans so get out there and post about it on places. Thank for reading this absurdly long post, and thanks for the new versions. (i think site host should replace old game on top with your version and put the old one somewhere else.) Pic unrelated.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Romanul on May 17, 2015, 06:38:16 AM
Question: Are there any plans for the dungeon to get more love? I believe I've read somewhere that there was the intent to make it a full building. Or at least get more options for evil playing characters?


Right now even the bed-warmer can refuse to have sex with you (while being a slave). It seem a bit of a break in the game between kidnapping girls, taking them to the dungeon, having a dedicated torturer (which resides in the brothel for some reason), having tortured girls get the mind fucked trait and enslaving them. After they are released from the dungeon there are few evil options out there and none that constrict/force the girls to do you bidding(other and send them to the dungeon again and reeducating them).


I could spam the forum with ideas and I'm sure other will bring even better ideas but that no the point. I'm asking if this is even being considered.

Ps: I fully realize that crazy and aevojoey have their hands full at the moment and that they might not even be interested in coding this type of features. I'm just curious if there are any plans, that's all.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on May 17, 2015, 01:14:25 PM
I am going to do some code cleaning to remove some of the stuff I started after .06.01.19 but have not had time to work on since.
When I get that removed, I will double check all the new submissions and push out .06.01.20.

I have no clue how difficult it would be but if i got an example (how to) on one job then i would be most happy to write it into the the other jobs.
The reason i ask now is that at this moment while playing the game, you have no idea on how your girl progresses if you dont get a screenshot every time you start a new day
Soo ... i would like to contribute and start learning some coding provided i get an example of 1 job implemented i must be smart enough to get it for the rest as well
I will add an option to config.xml to make it optional then do a couple of jobs and let you take it from there.


I don't know where the suggestion thread is, but i'm'a post it here.
There are several suggestion threads and this is one of them.

Conditional images. Now, what i mean is that if a girls skill in something increases the iimage i put in the pack of the character looking reluctant or unskilled no longer fits right? also if she equips or consumes something that changes her physical state, like becoming a zombie, or vampire, or futa, then the normal pics no longer fit her. So make conditional image names, like 'les80 4' so that would be the fourth image of a lesbian skill of 80. Or maybe 'SexFuta 6' a conditional image to be used in place of normal sex images in case of futa transformation. or a comination like 'Combat60Zombie 2' Combat skill of 60 and zombie transformation.
Now i realize that this would make girl packs much less acessable to make, and i don't know how hard it would be to code, so i would make a way to disable it, or make two versions with and without it, this would also outdate many old packs making them incompatible.
I had the idea a few weeks ago to allow customized texts for images so the game would read the text file paired with the image and when displaying the image in the turn summary.
This could be expanded to allow the paired file to also include tests for if the game will choose the image.
It would not break old packs because the game will see that the image does not have a paired file and will just use the current texts.


Question: Are there any plans for the dungeon to get more love? I believe I've read somewhere that there was the intent to make it a full building. Or at least get more options for evil playing characters?
For the short term there are no plans to do anything to the dungeon.

Right now even the bed-warmer can refuse to have sex with you (while being a slave).
The bed warmer needs a lot of work as do many of the jobs.
I started looking at updating bed warmer while I was detailing Jobs (http://www.pinkpetal.org/index.php?topic=3588.0) because it is quite outdated compared to some other jobs.

It seem a bit of a break in the game between kidnapping girls, taking them to the dungeon, having a dedicated torturer (which resides in the brothel for some reason), having tortured girls get the mind fucked trait and enslaving them. After they are released from the dungeon there are few evil options out there and none that constrict/force the girls to do you bidding(other and send them to the dungeon again and reeducating them).

I could spam the forum with ideas and I'm sure other will bring even better ideas but that no the point. I'm asking if this is even being considered.
I personally don't use torture in the game and I generally play as good so I have not really thought about adding evil type jobs.
If you want to suggest some jobs that would be evil, please do.
The more detail you can provide, (texts for various levels, what skills are needed, etc.) the less I would have to write and the more likely it would get in sooner.


Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: p373r on May 18, 2015, 08:41:36 AM
I will add an option to config.xml to make it optional then do a couple of jobs and let you take it from there.


Give me a message when done and i get started ;-)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: derpderpfake on May 25, 2015, 03:53:23 PM
This might have very well been covered already somewhere in the 90+ pages, but I've gotta ask: How hard would it be to make procedurally generated items?

It would be very cool if item makers at the farm could craft unique items (saved directly in the save game, not pulling from the item files) that randomly chose from a number of positive stats/traits (based upon the creator's skills) and negative stats/traits (based upon the creator's lack thereof). Give each trait and stat a value (negative value for negative effects), maybe add a base for item type (which would be randomized), and keep the item if it ends up positive overall.

Then it checks the value of the item, and if it's positive, the item is produced.

So a failure from a 20-skill craftsman would look like this:

Shitty item rolls "Underwear" type (Requires Item skill >= 15, +5g)
Shitty item rolls sub-type of "Granny Panties" (requires Item skill <= 20, -5g)
Shitty item rolls 1 positive stat (on a skill-based range of 1-2)
Shitty item rolls 0 positive traits (on a skill-based range of 0-1)
Shitty item rolls 2 negative stats (on a skill-based range of 1-4)
Shitty item rolls 1 negative trait (on a skill-based range of 1-2)
Positive stat roll: +8 Charisma (on a skill-based range of 1-10) (+120g)
Negative stat roll: -2 Love (on a skill-based range of -1 to -10) (-20g)
Negative stat roll: -5 Agi (on a skill-based range of -1 to -10) (-50g)
Negative trait roll: Adds "Retarded" (requires Item skill <=25, can't have "Quick Learner") (-150g)

Shitty item stats/description: +8 Cha, -2 Love, -5 Agi, adds "Retarded". Value: -110g.
Value is negative, so our "Granny Panties of the Derpy Playa" is discarded.

A success, on the other hand, would look like this:

Good item rolls "Helmet" type (Requires Item skill >= 35, +30g)
Good item rolls sub-type of "Kettle Helm" (requires Item skill >= 45, +0g)
Good item rolls 3 positive stats (on a skill-based range of 2-4)
Good item rolls 2 positive traits (on a skill-based range of 1-3)
Good item rolls 1 negative stats (on a skill-based range of 0-2)
Good item rolls 1 negative trait (on a skill-based range of 0-1)
Positive stat roll: +4 Obedience (on a skill-based range of 4-12) (+60g)
Positive stat roll: +9 Magic (on a skill-based range of 4-12) (+135g)
Positive stat roll: +12 Happiness (on a skill-based range of 4-12) (+180g)
Positive trait roll: Adds "Half-Construct" (requires Item skill >=50, Intelligence >=60) (+350g)
Positive trait roll: Adds "Broken Will" (requires Magic skill >=40, requires "Psychic") (+150g)
Negative stat roll: -2 Obedience (on a skill-based range of -1 to -5) (-20g)
Negative trait roll: Removes "Elegant" (requires Refinement skill < 20) (-50g)

Good item stats/description: +2 Obedience, +9 Magic, +12 Happiness. Adds "Half-Construct", "Broken Will". Removes "Elegant". Value: 835g
Value is positive, so item is named (procedurally, based upon largest positive/negative valued stat and trait, in this case "Kettle Helm of the Gleeful Android" or "Android Kettle Helm of Glee" (happiness being the highest stat, 'half-construct' being the highest trait.)

It could also randomly pull adjectives/nouns from a third, plugging it into 'Adjective Item of the Adjective Noun' or 'Adjective Noun's Item of Noun' (so, 'Broken Will' being the third most valuable (let's say its 'noun' and 'adjective' values are "Victim's" and "Broken", respectively) would make it "Victim's Kettle Helm of the Gleeful Android" or "Robotic Kettle Helm of Broken Glee", or some such thing.)

Randomizing the name wouldn't be necessary, 'acourse, but it could add a little bit of fun and variety in the items you make. (Imagine your surprise when your slave runs up to you all proud and excited one day, telling you "Master, Master, I made an item!" and handing you a +int +retarded "Glove of the Ingenious Idiot")

If you wanted to get nuts with it, you could add 'dominant traits' to the description as well ('It is inlaid with fiery gemstones' for Attack+, 'Just being near it makes you feel stupid' for Int-, etc)... as well as 'enhancement adjectives' (Minor/Lesser/[normal]/Greater/Legendary) depending upon the stat values... or get really unnecessarily-complicated and build the 'enhancement power' into the random names (so Happiness+ nouns would be "Contentedness/Happiness/Glee/Unrestrained Jubilation", depending on the stat value)

You could also make it even more complicated by giving the sub-types of items stats or limitations (such as 'granny panties have a max of 1 of each type of stat (posstat/negstat/postrait/negtrait), giving them inherent stats (such as 'granny panties have a base of -2 cha'), or limiting which stat types and traits go on which items (such as 'metal helmets don't get +magic, cloth helmets don't get +combat' or '"Adds One Eye' only applies to Hat and Helmet items').

This is all fun ideas that are getting way ahead of myself. I think a basic item system (random generated, basic randomly-generated names) would work best.

Oh, with regards to Item type/sub-type, in case it isn't apparent from the examples, the idea would be to have a minimum skill to make each type, and then a range of sub-types chosen with various names and price effects (with shitty subtypes being grown out of, and good subtypes grown into)... so when your girl hits a high level, they'll start making fancier underwear and dress types, instead of still making the same generic clothing that they started with.

I would be more than happy to volunteer my time to do some of the legwork, if the idea seems sound to the powers-that-be: I made this account specifically to help out with this. I've been following and enjoying this game for a while now, and would love the opportunity to contribute some mothafuckin' spreadsheets. (Trust me; I live for this shit.)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on May 25, 2015, 04:28:31 PM
This might have very well been covered already somewhere in the 90+ pages, but I've gotta ask: How hard would it be to make procedurally generated items?
It would be very cool if item makers at the farm could craft unique items (saved directly in the save game, not pulling from the item files) that randomly chose from a number of positive stats/traits (based upon the creator's skills) and negative stats/traits (based upon the creator's lack thereof). Give each trait and stat a value (negative value for negative effects), maybe add a base for item type (which would be randomized), and keep the item if it ends up positive overall.
While this exact topic has not been talked about much, I have been updating the item making jobs recently.
I have planned on making minor variations of some items like "Battle Axe +1" where the game would look for the "Battle Axe" part then take the "+1" as the modifier.

Making entire items out of nothing would be a little more complicated to code.
Currently items are only stored as names and the .itemsx file that matches that name is checked for the effects.
If all items are stored in the save game file, it would bloat it more extensively.
This is kind of a moot point because every girl is already stored in the save game so a little more clutter would not make much of a difference.


I would be more than happy to volunteer my time to do some of the legwork, if the idea seems sound to the powers-that-be: I made this account specifically to help out with this. I've been following and enjoying this game for a while now, and would love the opportunity to contribute some mothafuckin' spreadsheets. (Trust me; I live for this shit.)
If you can make a list of variations and a logical path for them to be created by girls, have at it.

I pulled out what I had been working on for the .itemsx files to hold the method they are created by and am going to do a simple hard coded list of items like I already have for the working crafting jobs for now.
When I get to the point where I can add that back in, I will.

The less I have to write, the faster I can get things in.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: derpderpfake on May 25, 2015, 09:49:39 PM
Quote
Making entire items out of nothing would be a little more complicated to code.
Currently items are only stored as names and the .itemsx file that matches that name is checked for the effects.
If all items are stored in the save game file, it would bloat it more extensively.
This is kind of a moot point because every girl is already stored in the save game so a little more clutter would not make much of a difference.

Yeah, I could definitely see that.

Would it work to have the nouns/adjectives recognized as a part of a static reference number?

Basic version:

Let's say there are weapon mod tags that give +combat bonus (which is stored as, say, a "001" mod) and +Toughness trait (which is stored as, say, a "002" mod). A girl randomly makes a battle axe with both of these mods. The item is stored as "Battle Axe.itemsx[001, 002]" (as opposed to either no bonus, or a blank "[000]" mod).

The 'craftbonus' itself pulls from a different file, each entry of which has a prefix-name, suffix-name, stat mod (or mod set, as the case may be), and descriptor, so when it calls the item name from "Battle Axe.itemsx", it calls uses the prefix-name from the first mod and suffix-name from the second (in this case, "Intrepid" and "of the Boar"), tacks on any extra item description ("It hums with power (+# Combat). Holding it makes you feel like a manly man (+Tough)."), dictates the value of the mod, and adds/removes stats accordingly when it's equipped/unequipped.

If you use a single attribute type for each mod, you could also add a multiplier based on creator skill level to give it a little more variability (so stat/skill enchantments on shitty items would only be 40-60% effective (and valuable) and stored as "BattleAxe.itemsx[001(1.42), 002(1.56)]" (or however the appropriate syntax would go--I haven't touched programming in over a decade and a half), whereas enhancements from master item makers will start pushing 150-250%). If it'd make stacking and storing a little easier, you could just make them static jumps, so shitty-crafted mods are always 40% effective, and master-crafted ones are always 250... mind you, if it's all random, then I don't imagine you would be crafting many identical items anyways.

I'm not sure how easy it would be to add restrictions to the more useful item types (like weapons and armour, which are less common in the game, and rings, gloves, and trinkets, which allow multiple equips), or to lock out certain mods for users of a certain skill (to make sure your 0-skill derper doesn't accidentally make something with +Incorporeal while your 100-skill master item smith keeps cranking out items with the "-120 Health, +Herpes" mods.

Not to mention the immersion mods, like having psychics be the only ones who make "Mind Fucked" and "Broken Will" items. (I'm sure, if you're keeping the mods in a file, it'd be easy enough to just have 4 fields (Min Item Skill, Max Item Skill, Skill/Stat Condition [IE "Combat >30"], Trait Condition [IE "Psychic = False"]... it's just a question of whether or not there's a way to check those when your bitches be craftin.

Quote
If you can make a list of variations and a logical path for them to be created by girls, have at it.

Not sure if this is what you mean, but as a starting point:

So you wanna be a crafter?

Item Skill Check - Do you make anything at all?
No - Failure. (Slave + some skill, no item made)
Yes - Proceed

Item Skill Check - What item types can you make?
(Randomly choose from item types based on skill)

Item Skill Check - How many mods?
(Randomly choose from range based upon skill)

Compile List - Which mods can you do?
(Compile all the mods you can make with whatever restrictions are programmed into the mods file, pick however many from there)

For each mod:
Item Skill Check - Mod Intensity?
(All numerical values of the mod are changed by this one percentage, randomly chosen from a range that's based on item skill. This could still apply to Trait mods to change the sell value change of the item, even if doesn't technically "only give you 80% AIDS".)

Output: "[Slave name] has crafted an [Item Name]!" (but not worded quite so lamely. It could be fun to change the text based upon item value, so that your girl can be extra proud of making a 'Legendary Buttplug of the Apocalyse', or super ashamed for ruining a perfectly good battle axe.)
(Slave + some skill, item added to inventory with mod references added.)

Whenever the item displays, it would use the first mod (whatever was randomly chosen first) as the prefix, the second mod (if any) as the suffix, and any further mods only showing up in the description.

---

In this case, the item would need the following lines, for the following functions:

Call/Display:
Craft Conditions
Stat Modifications
---

Is that the sort of thing you meant? If the 'modular modification' described above is workable, I can start cranking out some tables of single-stat and single-trait mods.

Oh, as an afterthought... it would make logical sense for you to be charged for the base cost of the item they're modifying, just so that failures don't literally print money anyways.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hazure on May 26, 2015, 03:31:34 AM
This sounds like the time to chime in with....Is there any way you could try to get the girls to make specific items? like school uniforms....or comfortable underwear.....or anything specific instead of just random from a huge list?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on May 26, 2015, 11:18:04 AM
This sounds like the time to chime in with....Is there any way you could try to get the girls to make specific items? like school uniforms....or comfortable underwear.....or anything specific instead of just random from a huge list?
To start with it will just be random from a list if she has the job performance points to do it.
Eventually Anything can be added, it is just a matter of time available to work on it.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: derpderpfake on May 26, 2015, 07:44:42 PM
Quick question... should the skill checks and the effects (text/stats/etc) be in separate locations? It just struck me that it might be easier to have "can build" things all together in one place, so that they don't need to be fished out of every single individual modification/enchantment...

Also, would it make more sense to have the cost modification be static (IE "mod 1 = +20g") or relative (IE "mod 1 = +20% cost)?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on May 26, 2015, 08:41:46 PM
Quick question... should the skill checks and the effects (text/stats/etc) be in separate locations? It just struck me that it might be easier to have "can build" things all together in one place, so that they don't need to be fished out of every single individual modification/enchantment...

Also, would it make more sense to have the cost modification be static (IE "mod 1 = +20g") or relative (IE "mod 1 = +20% cost)?
Without seeing all you have now, I can't really tell you what would be better.

When I do text trees, I usually have variables hold the important info and have the final pass adjust for plurals and minor adjustments.
Currently I am working on the static lists of items created by some farm jobs:
Code: [Select]
    if (g_Dice.percent(girl->farming() / 20) && g_Dice.percent(girl->magic() / 10) && g_Dice.percent(jobperformance / 10))
    {
        string itemname = "";
        int itemnumber = 1;
        /* */if (roll_c > 30)    { itemname = "Nut of Knowledge";        itemnumber = (roll_c > 90 ? g_Dice % 3 + 2 : 1); }
        else if (roll_c > 10)    { itemname = "Mango of Knowledge";        itemnumber = (roll_c > 28 ? 2 : 1); }
        else/*            */    { itemname = "Watermelon of Knowledge"; itemnumber = (roll_c == 9 ? 2 : 1); }

        sInventoryItem* item = g_InvManager.GetItem(itemname);
        if (item)
        {
            for (int i = 0; i < itemnumber; i++) g_Brothels.AddItemToInventory(item);
            ss << "While picking crops, " << girlName << " sensed a magical aura and found ";
            if (itemnumber == 1) ss << "a"; else ss << itemnumber;
            ss << " " << itemname << ".\n";
        }
    }
Do what you think would be best.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on May 29, 2015, 12:04:49 PM
Can it be made possible to see how much skill and stat points a girl gets per turn?
So in the girl summary you get to see that she gets +2 libido +4 performance +2 charisma and so on ...
This would make it a bit easier to focus your stat gains per girl
I will add an option to config.xml to make it optional then do a couple of jobs and let you take it from there.
Give me a message when done and i get started ;-)
Sorry it took so long but I have finally had time to add this in.
I added cfg.debug.log_show_numbers() with LogShowNumbers="true" in config.xml to show numbers gained in jobs.
I have started with the Farmer job and will add it to a couple of the other farm jobs as I update them.

When I push to github tonight, look at what I have done to WorkFarmer.cpp and try to make the other jobs similar.
Don't do any farm jobs yet because that is what I am currently working on.


I'm curious, is there anyway to turn the feature that "forwards" images off? Like say if an anal image is missing the game uses sex etc. I'd much rather use the images that are in my Default folder.
I have also added cfg.folders.preferdefault() with PreferDefault="true" in config.xml
I have not added it to image selection yet.

WME.8.28 will have both of the new options in it.

Title: .06.01.20-21
Post by: aevojoey on June 01, 2015, 01:09:06 AM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.01.00


Version: .06.01.20 - https://mega.co.nz/#!JQZ0jaCA!wGn3iW5Qipt_rn5I8g2HviZsgpdk5SCkBeStp019Slc (https://mega.co.nz/#!JQZ0jaCA!wGn3iW5Qipt_rn5I8g2HviZsgpdk5SCkBeStp019Slc)
WME.8.28 included
* Changes made for .06.01.20 - I'm too tired to edit this now so I just copy/pasted my changelog
Fixed a few job ratings list items.
Updated a few fetish trait modifiers.
Added info to some items.
Added what traits are affected to Centre Therapy job descriptions.
Added some more to Matron assigning girls to new jobs lists for the House.
Divided m_RejectCustomers into m_RejectCustomersRestrict and m_RejectCustomersDisease for better logging.
Started adding a new "Finish the shift" sections to make them all work the same way.
Updated WorkAdvertising
Added Blacksmith job to Arena.

Crazy - added several new traits and updated several jobs.
Corrected some typeos.
Added "bool is_addict(bool onlyhard = false)"
Added multibirth to inseminated births, some die, some are sold and some can be added to beasts.

Added Dagoth's changes to Slider controls - Added a new "marker" option to Slider control for marking a default or target value,
Renamed Sheapherd the Shepherd
Added "Sell 10" and "Sell All" buttons to Inventory screen
Fixed Listboxes to scroll better.
Added Lesbian and Straight checks to whore jobs.
Included some rejected customers texts to whore's turn summary.

Crazy and several others have added a lot of text to many jobs

Fixed Inventory category list box to work better.
Added Image type "Presented" for slave market images.
Fixed the first+middle+last names to combine into m_Realname better
Fixed AskPrice variation to be based more on int and cha - removed the max of 100 for calculating how much to charge customers.
Fixed hard coded random girls to check .traitsx chances
Adjusted new girl's addiction chances.
Updated several items

Adding to jobs:
 - Blacksmith
 - Cobbler - New
 - Tailor - New
 - MakeItems
 - Farmer - Now produces food and a few other things
 - Farm Research - Added item creation
 
Updated J_1024x768 interface for town screen girl image and added a check in the code incase another interface is missing it.
Added a hideimage check for town screen girl image when the walk script is finished.

Added Shop, Magic, Sign and Presented image types to scripts
Updated more jobs: Farmer,

Added cfg.debug.log_show_numbers() with LogShowNumbers="true" in config.xml to show numbers gained in jobs.
Added cfg.folders.preferdefault() with PreferDefault="true" in config.xml to allow default images to be preferred over the alternate image tree. (not used in the code yet)
Updated Enjoyment list with cfg.debug.log_show_numbers()
 - moved jobs[] out and renamed to sGirl::enjoy_jobs[]

Added g_Girls.GetBeast() to allow for easier beast insemination checks
 - girl->calc_insemination(g_Girls.GetBeast(), 1);

Added sex texts by GonDra
Updated Smoker addiction checks
Added several Smoker items
Fixed a minor bug in shop screen
Fixed a bug with slider marker not allowing the game to start if "SliderMarker.png" is not found.
 - It will use the "SliderButtonDisabled.png" instead.
Because Milk will be produceable at the Farm, I am removing the Infinite="true" from all milk items.

Changed WORKINTERN to WORKTRAINING to allow it to be used for any training job - Fixed loading so it will accept either - saving will save the new WORKTRAINING
Fixed a minor problem with girl_fights_girl if a girl does not show up for the fight
Added traits: "City Girl", "Farmer", "Hunter"
Added 13 items and fixed 3 from Hanzo
Cleaned and fixed several items.
Added in GonDra's new texts for Group and Lesbian sex.

Updated more jobs:
 - Added Jeweler job to Arena
 - Started dividing up job areas with  #pragma region - #pragma endregion
 -  - I know it may throw some errors in editors not made by ms but it should not break it.
 - Finished: Farmer, BeastCapture
 - Mostly Finished: FarmMarketer, Milker
 - Works but doesn't produce items yet: Blacksmith, Jeweler, MakeItem, Cobbler, Tailor
 - Works with older item creation: Gardener, Research, MakePotions



Version: .06.01.21 - https://mega.nz/#!RFY0DDSa!1qo59RGUML5OYyZ7ZmUN4KAkbwlK9UHFttTqOK_V3EE (https://mega.nz/#!RFY0DDSa!1qo59RGUML5OYyZ7ZmUN4KAkbwlK9UHFttTqOK_V3EE)
WME.8.29 included
* Changes made for .06.01.21 -
Fixed a few items descriptions.
Fixed some typeos in do_daily_items
Added a little more to WorkFarmMarketer, WorkFarmer, WorkBeastCapture, WorkButcher, WorkCatacombRancher, WorkCobbler
GonDra fixed a few more things in the sex strings
Fixed a bug in inventory screen where items selected are not recoreded until the buy button is pressed.
Added cGameScript::Script_GetRandomGirl to allow scripts to randomly choose a girl from the Player's girls.


Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: p373r on June 03, 2015, 01:24:33 AM
Sorry it took so long but I have finally had time to add this in.
I added cfg.debug.log_show_numbers() with LogShowNumbers="true" in config.xml to show numbers gained in jobs.
I have started with the Farmer job and will add it to a couple of the other farm jobs as I update them.

When I push to github tonight, look at what I have done to WorkFarmer.cpp and try to make the other jobs similar.
Don't do any farm jobs yet because that is what I am currently working on.


It is okay,


I have similar issues at work and at home ... i'll see what i can do ;)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: p373r on June 09, 2015, 06:33:36 AM
I made Workbarpiano as a test.
If you could check it in the pull request then i know that it is the correct way on handling the others


Greets
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on June 09, 2015, 07:20:44 AM
I made Workbarpiano as a test.
If you could check it in the pull request then i know that it is the correct way on handling the others
Github doesn't always do pull requests correctly so attaching changes here is better.
Also I don't check github as often as I check here so I will get to them faster if you post changes here.

Copy/paste from my response on github:
Quote
First a couple of C++ programming requirements:
1) Every function must end with a semicolon;
2) All variables are case sensitive.
3) Variables need to be declared outside of if/else statements if they will be used again later else they will be discarded when the code passes out of the if/else set.
4) For a great tutorial watch these https://www.youtube.com/watch?v=tvC1WCdV1XU&list=PLAE85DE8440AA6B83 (https://www.youtube.com/watch?v=tvC1WCdV1XU&list=PLAE85DE8440AA6B83)


Answer 1: (int) converts the double into an integer. https://msdn.microsoft.com/en-us/library/s3f49ktz%28v=vs.80%29.aspx (https://msdn.microsoft.com/en-us/library/s3f49ktz%28v=vs.80%29.aspx)

Answer 2: in cGirls.cpp around line 122 is "const char *sGirl::enjoy_jobs[] = {".  girl->enjoy_jobs[actiontype] looks at that and chooses the job at the "actiontype" number and returns the text it finds there.
Piano job still had the old enjoyment method "work" which I have been changing to "enjoy" to make it clearer as to what it does.
I have also been changing the enjoyment to a random amount instead of a fixed amount.
WorkCameraMage.cpp has this:
    if (roll <= 10)
    {
        enjoy -= g_Dice % 3 + 1;
        ss << "She did not like working in the studio today.\n\n";
    }
    else if (roll >= 90)
    {
        enjoy += g_Dice % 3 + 1;
        ss << "She had a great time working today.\n\n";
    }
    else
    {
        enjoy += g_Dice % 2;
        ss << "Otherwise, the shift passed uneventfully.\n\n";
    }


I will attach my updated WorkBarPiano.cpp but there will be a lot more changes than just what you added.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: belroshir on June 10, 2015, 07:37:28 AM
Hi here,

aevojoev if you and the other teammembers want I can take care about the github merges, if i know how exactly i must work with git for merging.
At the moment I just try with a TestRepo and 1 File.
If you and the other teammembers  think thats a job I can do I will try to get more experience with merging in git.
At work we use an other VCS, maybe it will take some time that I can handle git efficiently.

I think if all work on GitHub there can be a benefit for the Project.

Regards
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on June 10, 2015, 09:31:38 AM
aevojoev if you and the other teammembers want I can take care about the github merges, if i know how exactly i must work with git for merging.
At the moment I just try with a TestRepo and 1 File.
If you and the other teammembers  think thats a job I can do I will try to get more experience with merging in git.
At work we use an other VCS, maybe it will take some time that I can handle git efficiently.
I think if all work on GitHub there can be a benefit for the Project.
I think the main problem with github is that the project folder has a space in front of the name.
Not all systems see that space or remove it somehow.
When someone pushes their changes without the space in front of the folder name, it splits the folder in two.
I tried fixing it by reuploading everything from a clean folder without the space but it added it back in.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: belroshir on June 10, 2015, 09:47:36 AM
I think the main problem with github is that the project folder has a space in front of the name.
Not all systems see that space or remove it somehow.
When someone pushes their changes without the space in front of the folder name, it splits the folder in two.
I tried fixing it by reuploading everything from a clean folder without the space but it added it back in.
I see I have add all Branches to my Fork and have to change at end the Folder for some Files.
But now I'm up to date^^
Title: .06.02.00-.17
Post by: aevojoey on June 14, 2015, 03:28:34 PM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.02.00


Version: .06.02.00 - https://mega.co.nz/#!1BZAUKCZ!F8R8g6OnwXtsm-JItqe5xEfk7LSl2LpvSPXEK9uLBn8 (https://mega.co.nz/#!1BZAUKCZ!F8R8g6OnwXtsm-JItqe5xEfk7LSl2LpvSPXEK9uLBn8)
WME.8.29 included
* Changes made for .06.02.00 -
Total rewrite of image handling!
Moved all image handling from cGirls.(h/cpp) to cImageItem.(h/cpp)
 - Images load when needed instead of when the game is loaded.
 - Removed all the old Image code.
Moved TurnSummary to its own file cScreenTurnSummary.(h/cpp)
 - Major cleanup and consolidating
Moved Gallery to its own file cScreenGallery.(h/cpp)
 - Changed the Gallery to use a list instead of buttons for how many images the girl has.

Note: I could not get gifs to animate using the old code. I will try again with the new code and hopefully have animated gifs in an upcoming version.

Added Image type "Dom" for Dominatrix

Added Jobs Quick Codes to be 3-4 character name for each job
 - Added the previous job the girl was on before a matron sent her to free time
 - Jobs now save with JobQkNm codes so adding new jobs in the future will not shift jobs.
 -  - Set BackupSaves to false in config.xml to use them.
 -  - If you save with the quick codes you will have to resave the game in .06.02 with BackupSaves=true to be able to load properly it with older versions.

Added a few more places where the building that is active is set.
Fixed bug - Girl Details Clinic surgery/Centre threapy throwing requires doctor error when there is one
Changed several sets of constants from individual to enum - by belroshir

Did some cleaning and updates to FarmHand, StageHand, BarPiano
Fixed a couple of bugs in whore jobs.

Added bypass for autosave - hold ctrl when pressing next week will not autosave the game for faster play




Version: .06.02.01 - https://mega.co.nz/#!MBpSCSAD!pGmkPFpr4ZURTC7wECLMIXVCBHEEb8Ikiw7eQMLjyPo (https://mega.co.nz/#!MBpSCSAD!pGmkPFpr4ZURTC7wECLMIXVCBHEEb8Ikiw7eQMLjyPo)
WME.8.29 included
* Changes made for .06.02.01 -
Rewrite turn summary goto button to fix problems if nothing is selected



Version: .06.02.02 - https://mega.co.nz/#!wJw0WSIC!A0JRXUC1H0HRQVYgQSHgM-UGMxVdkLbCslWOQHI0RzU (https://mega.co.nz/#!wJw0WSIC!A0JRXUC1H0HRQVYgQSHgM-UGMxVdkLbCslWOQHI0RzU)
WME.8.29 included
* Changes made for .06.02.02 -
Fixed more Turn Summary bugs and hopefully finally fixed the previous bug.
Fixed a bug making default images not work.
Added Yellow as a color choice and used it for Level Up turn summary messages.



Version: .06.02.03 - https://mega.co.nz/#!kAITjZoJ!YXdtP6-I125CIadNU8a8kTzlnB99wMBEcnrYDI-ICww (https://mega.co.nz/#!kAITjZoJ!YXdtP6-I125CIadNU8a8kTzlnB99wMBEcnrYDI-ICww)
WME.8.29 included
* Changes made for .06.02.03 -
!!! GIFs Animate !!!
Gifs load and animate.
The memory they use gets cleared when the image is changed.
If you have a large gif, it may take a while for it to load but once it is loaded, it will animate normally.
!!! GIFs Animate !!!

Version: .06.02.04 - https://mega.co.nz/#!hcxzARxC!HhJ2ysHH1_z-lBmDIMcdK0Y0_jIscvxWZlW9-2mlMHU (https://mega.co.nz/#!hcxzARxC!HhJ2ysHH1_z-lBmDIMcdK0Y0_jIscvxWZlW9-2mlMHU)
WME.8.30 included
* Changes made for .06.02.04 -
Removed unneeded gif conversion code that was just wasting memory.
Fixed a bug in pregnant image selection where the nonpreg version was not checked.
 - Also fixed a problem with pregprofile not working.
Updated a few items
Added Items folder location to config.xml
Fixed NightToggle button image size

Started adding 16:9 interface J_1366x768
 - It is not ready yet but you can see how it looks.


Version: .06.02.05 - https://mega.co.nz/#!pdYySB5J!Derh9ppO-o0cdkozvDazBcR44h2TFxHBfyS6C7q5T98 (https://mega.co.nz/#!pdYySB5J!Derh9ppO-o0cdkozvDazBcR44h2TFxHBfyS6C7q5T98)
WME.8.30 included
* Changes made for .06.02.05 -
Added more sex texts by GonDra
Added Items by ChancellorPalpatine with a few changes
Updated WorkRancher, WorkShepherd
Fixed a bug in whore jobs that occasionally duplicates turn messages.
Merged two of the whore customer number messages into one.
Changed "fuckMessage" in whore jobs from string to stringstream and did some cleanup of it.
Added special inheritance checks for Queen, Princess and Noble traits.
Added  // `J` Legal Note: 18 is the Legal Age of Majority for the USA where I live


Version: .06.02.06 - https://mega.co.nz/#!8QwxyA6Y!NWqTPIZCx2PmqKhZ8jP23a0YCAyMeYN5DkOBFaGydEg (https://mega.co.nz/#!8QwxyA6Y!NWqTPIZCx2PmqKhZ8jP23a0YCAyMeYN5DkOBFaGydEg)
WME.8.30 included
* Changes made for .06.02.06 -
Removed an unneeded log error message caused by missing button disabled images.
Fixed a bug - added job quick codes for Dungeon and Runaways.


Version: .06.02.07 - https://mega.nz/#!1ZZD2RyT!Fl_e-gSS9bO87bl7tqVpa4nIgY4mE7h26Qhp46MbTgU (https://mega.nz/#!1ZZD2RyT!Fl_e-gSS9bO87bl7tqVpa4nIgY4mE7h26Qhp46MbTgU)
WME.8.30 included
* Changes made for .06.02.07 -
Updated several jobs by Hanzo
Moved some Rival stuff from cBrothel to cRival
Updated Brothel stats to include numbers if cfg.debug.log_show_numbers() is true
Added traits to Girl Fights Back check
Started blocking out Brothel turn flow - No real changes yet
Updated more of Constants.h stuff to enum
Added enum Goals for what the customers want to do.
Added a few more options for Customer Goals
Updated Customer Constructor
Changed all existing stand-alone Customer calls to pointers
Made stand-alone Customer calls use new/delete for better memory management.


Version: .06.02.08 - https://mega.nz/#!oRIAESKR!aywXap4PWhMgCFu1ggeOQJOszLNQKq8WB3cB4k3y63o (https://mega.nz/#!oRIAESKR!aywXap4PWhMgCFu1ggeOQJOszLNQKq8WB3cB4k3y63o)
WME.8.30 included
* Changes made for .06.02.08 -
Fixed a bug in whore tiredness limiter.
Added a few more things to customers.


Version: .06.02.09 - https://mega.nz/#!ZNIRFYza!fvd3uh43Z9w0xBunJeqsqcswI2JCHG9lYX8PNBjpkCE (https://mega.nz/#!ZNIRFYza!fvd3uh43Z9w0xBunJeqsqcswI2JCHG9lYX8PNBjpkCE)
WME.8.30 included
* Changes made for .06.02.09 -
Hopefully fixed a bug causing a crash - the number of events was not getting cleared for some reason.


Version: .06.02.10 - https://mega.nz/#!1N4TgCbC!cxm9Pv6RZXMaUvq6nxB_wowjJClkibzFs72MnmbJzo8 (https://mega.nz/#!1N4TgCbC!cxm9Pv6RZXMaUvq6nxB_wowjJClkibzFs72MnmbJzo8)
WME.8.30 included
* Changes made for .06.02.10 -
Fixed a bug again - set jobs for Dungeon and Runaways when loading and saving.
Removed autosave.gam from load game list - you can still load it using Continue from the main menu.

Updating more jobs.
Added more job updates by Hanzo
WorkBarmaid.cpp got a major update
Fixed a problem with fame in some jobs.
Added space key goes to girl details in dungeon


Version: .06.02.11 - https://mega.nz/#!5cZUHYLT!ybOpUUK1uOSoVy7b__Ylkn2Tv7FncxNBqa0Of8BMSEE (https://mega.nz/#!5cZUHYLT!ybOpUUK1uOSoVy7b__Ylkn2Tv7FncxNBqa0Of8BMSEE)
WME.8.30 included
* Changes made for .06.02.11 -
Added AdjustGirlFlag to scripts.
Added job performance reduction due to tiredness to many jobs
Made most cleaning jobs use JP_Cleaning instead of each having its own jobperformance calc so it only needs to be edited once.
Added a bypass for the default walkabout script intro. - http://www.pinkpetal.org/index.php?topic=3620.msg35437#msg35437 (http://www.pinkpetal.org/index.php?topic=3620.msg35437#msg35437)
Added more items and updated others by Hanzo.


Version: .06.02.12 - https://mega.nz/#!sEp1VQDZ!MW8tA8CHH_HuVZYpJlmu6k9TjZtFcfQvHalDDwlm3as (https://mega.nz/#!sEp1VQDZ!MW8tA8CHH_HuVZYpJlmu6k9TjZtFcfQvHalDDwlm3as)
WME.8.30 included
* Changes made for .06.02.12 -
Fixed a bug in sRandomGirl constructor - fixed bad initializers


Version: .06.02.13 - https://mega.co.nz/#!ERoEhJ7T!uj2vCbPWsE25WBVAfw8rJW4IS_zcfnifv9LUGxFJ6EE (https://mega.co.nz/#!ERoEhJ7T!uj2vCbPWsE25WBVAfw8rJW4IS_zcfnifv9LUGxFJ6EE)
WME.8.30 included
* Changes made for .06.02.13 -
Fixed a bug in sGirl constructor - fixed bad CHILD_COUNT_TYPES initializer
Fixed a bug in Fertility Treatment and Get Tubes Tied jobs so they work fully.


Version: .06.02.14 - https://mega.co.nz/#!wEYWjCQI!6bOlIQA2DD5KG1sQmBbKh8m3bsWXwNT11Amjir7WWeY (https://mega.co.nz/#!wEYWjCQI!6bOlIQA2DD5KG1sQmBbKh8m3bsWXwNT11Amjir7WWeY)
WME.8.30 included
* Changes made for .06.02.14 -
Fixed a bug in Slave Market trait list that would sometimes crash if a girl had no traits.
Cleaned up PrepareImage a little and added cfg.debug.log_extradetails() to log what image is loaded


Version: .06.02.15 - https://mega.co.nz/#!oZIzUK4K!QIh8Jl9FURLz1ohoGUV1qdFDaQf1UTRGzK27fZ4cHCg (https://mega.co.nz/#!oZIzUK4K!QIh8Jl9FURLz1ohoGUV1qdFDaQf1UTRGzK27fZ4cHCg)
WME.8.30 included
* Changes made for .06.02.15 -
Updated many of the surgery and therapy jobs
Cleaned up and expanded Brothel Constructor.
Fixed a bug in test_child_name().
Fixed a bug in WorkGetFertility.cpp that skipped Fertility in line going to Broodmother instead.


Version: .06.02.16 - https://mega.co.nz/#!cNYVDQgA!BZ3HBMCaw6xt7kwJ3a1hdFgLU6HAAzi2bedaMThi8QY (https://mega.co.nz/#!cNYVDQgA!BZ3HBMCaw6xt7kwJ3a1hdFgLU6HAAzi2bedaMThi8QY)
WME.8.30 included
* Changes made for .06.02.16 -
Fixed a bug in therapy jobs
Added AdjustTraitTemp to scripts.


Version: .06.02.17 - https://mega.co.nz/#!0Ih3gI4Y!lIjOKLAB_f-gHlsj_c-g_L9CYshVOtSkTUKoyf_S6W4 (https://mega.co.nz/#!0Ih3gI4Y!lIjOKLAB_f-gHlsj_c-g_L9CYshVOtSkTUKoyf_S6W4)
WME.8.30 included
* Changes made for .06.02.17 -
I did a lot of bug testing but I'm not sure if I found the bug that has been crashing people's games
Added more to gamelog.txt for better bug checking
Cleaned up cGirlTorture.cpp

I have been slowly updating crafting jobs when I get time.
 - WorkMakeItem.cpp has a full item tree now and should work as intended
 - WorkBlacksmith.cpp has a partial tree but not full checks
 - WorkCobbler.cpp will only make FlipFlops
 - WorkJeweler.cpp will only make Bauble Necklace
 - WorkTailor.cpp will only make Eye patch



Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: BlackWolf Inc. on June 16, 2015, 07:20:48 AM
I must admit, knowing at a glance how many images the girl has in the gallery is pretty snazzy.
Fine work as always.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on June 16, 2015, 08:04:11 AM
I must admit, knowing at a glance how many images the girl has in the gallery is pretty snazzy.
Fine work as always.
Something else you may not have noticed is that you don't have to reload the game if you modify the girl's images.
Just leave the Gallery and go back in and it will reload the image list.
That should make changing image tags a lot easier.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: BlackWolf Inc. on June 16, 2015, 09:20:27 AM
Something else you may not have noticed is that you don't have to reload the game if you modify the girl's images.
Just leave the Gallery and go back in and it will reload the image list.
That should make changing image tags a lot easier.
Holy cow on a cream sandwich! now that was a damn good idea, you sir are a genius.
I'll just go find you a trophy :D
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: FlamBurger on June 17, 2015, 04:13:19 PM
Something else you may not have noticed is that you don't have to reload the game if you modify the girl's images.
Just leave the Gallery and go back in and it will reload the image list.
That should make changing image tags a lot easier.


You are a genius! I'm kicking myself for not thinking about that. :'( I can work much better now with that working.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on June 18, 2015, 09:01:36 AM
Holy cow on a cream sandwich! now that was a damn good idea, you sir are a genius.
I'll just go find you a trophy :D
You are a genius! I'm kicking myself for not thinking about that. :'( I can work much better now with that working.
If you like that, you will love my next GIFt.  :P

It still needs some bug testing and code cleanup but gifs load and animate now.  ;D
I tested it with a few massive 64meg gif files but it crashed when switching between them.
They loaded after a rather long delay but once loaded, they played flawlessly.
I need to fix the memory leak that causes it to crash before I can release it.

I pushed what I have done to github if anyone wants to check it out before I finish making it fully functional.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: FlamBurger on June 18, 2015, 12:29:18 PM
OMG, we no longer have to separate the gif files!? I'm done...this is going to be an epic update when it happens. :'(
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Jacko on June 19, 2015, 05:40:52 AM
Thanks Crazy, Aveo and anyone else I don't know who worked on this! You guys have been doing a great job!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: sacredferro on June 22, 2015, 11:07:14 PM
Well done, gents. Well done indeed. 8)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hastur on July 13, 2015, 04:59:46 PM
I have been lurking here for past several months watching from lost Carcosa and  I just want to say good job. 
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Silent Guy on July 26, 2015, 09:32:01 AM
Say, how difficult would it be to allow the player to change the names of the girls?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: derpderpfake on July 28, 2015, 03:52:59 PM
Say, how difficult would it be to allow the player to change the names of the girls?

Well, considering that the girls' names seem to serve a double-purpose as image directory name, I would assume "harder than you'd think".

Though, come to think of it, the non-unique girls' names are procedurally generated, so that wouldn't be too difficult, I'd imagine.

I was kind of surprised initially when you didn't get the option to name your own kids, or that your slaves' babies didn't carry forward a family name to help you remember their parentage. (Especially when there's something like a 60-day 'incubation period' before they show up in your list as being old enough to work in a brothel--you know, like in real life).
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: SammeyTiger on July 30, 2015, 04:51:23 PM
How does determining the number of children/beasts a girl is pregnant with work?
In other words , three girls get pregnant, how does the game determine which one  is pregnant with a single pregnancy, twins, or more?
And is there a cap on the number of children/beasts a girl can be pregnant with at one time?
[size=78%] [/size]
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on July 30, 2015, 07:36:26 PM
How does determining the number of children/beasts a girl is pregnant with work?
In other words , three girls get pregnant, how does the game determine which one  is pregnant with a single pregnancy, twins, or more?
And is there a cap on the number of children/beasts a girl can be pregnant with at one time?
In config.xml the setting <Pregnancy PlayerChance, CustomerChance, MonsterChance> are the base percent for pregnancy for each type.
<Pregnancy GoodSexFactor> is a multiplier if the girl and her partner enjoyed the sex more than average.
Broodmother adds 60% to pregnancy chance and Fertile adds 30%.
Sterile prevents pregnancy except in rare magical events.

When a girl gets pregnant, the first child is created by the code.
In config.xml the setting <Pregnancy MultiBirthChance="#"> is the base percent chance of the first twin.
Broodmother trait allows for 2 baby tries before the main check is made.
In the main check, the MultiBirthChance is rolled once at full strength and is divided in half each time until it either fails or the number of babies reaches 5.

For beasts there is not a limit but generally 5 is about the highest without special settings.
For humanoid children (Pregnant and Pregnant by Player) the max is 5.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: SammeyTiger on July 30, 2015, 11:22:45 PM
In config.xml the setting <Pregnancy PlayerChance, CustomerChance, MonsterChance> are the base percent for pregnancy for each type.
<Pregnancy GoodSexFactor> is a multiplier if the girl and her partner enjoyed the sex more than average.
Broodmother adds 60% to pregnancy chance and Fertile adds 30%.
Sterile prevents pregnancy except in rare magical events.

When a girl gets pregnant, the first child is created by the code.
In config.xml the setting <Pregnancy MultiBirthChance="#"> is the base percent chance of the first twin.
Broodmother trait allows for 2 baby tries before the main check is made.
In the main check, the MultiBirthChance is rolled once at full strength and is divided in half each time until it either fails or the number of babies reaches 5.

For beasts there is not a limit but generally 5 is about the highest without special settings.
For humanoid children (Pregnant and Pregnant by Player) the max is 5.


Thank you
That makes sense.


One thing I just thought "Does the magic stat have any effect on a girl / her actions / events / etc. ?"
Does it?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: CaptC on July 31, 2015, 02:17:10 AM
I know girls can use magic to attract customers.  Other than that, no clue.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: TitanSon on July 31, 2015, 02:53:08 AM
if magic is higher than combat ... if i remember it right .... magic is used in fights




maybe a sticked topic would be good where we could see which stat what does ... and which trait what affects
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: pronatrator on August 04, 2015, 05:30:41 PM
What are the requirements of the background images?  Like brothel1, brothel2, clinic, movies etc.

jpeg? png? gif? size?

Some of the images I've substituted work and some of them don't and I haven't been able to figure out why that is.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Linsroz on August 04, 2015, 06:18:28 PM
It's jpg for most png for the main clinic image and arena.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on August 04, 2015, 07:30:06 PM
What are the requirements of the background images?  Like brothel1, brothel2, clinic, movies etc.

jpeg? png? gif? size?

Some of the images I've substituted work and some of them don't and I haven't been able to figure out why that is.
This is controlled in the interface files.
In the .\Resources\Interface\J_1024x768\arena_screen.xml
Code: [Select]
<Image    Name="Arena"    File="Arena.png"        XPos="8"    YPos="48"    Width="584"    Height="480"    />
Just change the File="Arena.png" to your file name.
jpg, jpeg, png and (non animated) gif should work.

The width and height listed in the xml is the size the image gets scaled to.
If you make your image the same size, it will not need to be scaled.
If you make your  image a different ratio, ie. wider but shorter, the image may not scale properly.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: pronatrator on August 04, 2015, 07:45:30 PM
Awesome thanks!   I have a number of pics that I change out in the background to keep things fresh.  Also was trying to see just how many different places I can use gifs. =P

Btw, did you ever get a change to look at the webm stuff I posted?   Just curious.  i understand you've got a lot on your plate atm.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on August 04, 2015, 09:27:44 PM
Awesome thanks!   I have a number of pics that I change out in the background to keep things fresh.  Also was trying to see just how many different places I can use gifs. =P

Btw, did you ever get a change to look at the webm stuff I posted?   Just curious.  i understand you've got a lot on your plate atm.
The background and buttons can not use animated gifs because they are handled differently than the girls images.

I did take a look at webm but I did not see enough code that I could easily integrate.
Given enough time, I could probably make it work but my job is taking up a lot of time.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Chiles on August 06, 2015, 01:23:53 AM
So i made a fresh start with the latest version, following the newbie guide and still for some reason the only item that appears in the shop are repeated consumables called "psychologist session" and even when it says that my gangs brought back items nothing shows up in my inventory, already searched various threads and didn´t find anything like my case so i guess  i´m the only dumb dumb doing something wrong and was wondering if anyone has any suggestions please
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on August 06, 2015, 08:35:42 AM
So i made a fresh start with the latest version, following the newbie guide and still for some reason the only item that appears in the shop are repeated consumables called "psychologist session" and even when it says that my gangs brought back items nothing shows up in my inventory, already searched various threads and didn´t find anything like my case so i guess  i´m the only dumb dumb doing something wrong and was wondering if anyone has any suggestions please
Check the "./Resources/Items" folder and see what .itemsx files are in it.
The base game has 770 .itemsx files, if you are missing some, there may have been a problem with extracting the game from the zip.

Alternately, check the directory above the exe's directory, you can also create an "Items" folder there with the "Characters" and "DefaultImages" folders.
If you make that but you only have 1 item in it, the game will only see that item.
Remove the "Items" folder and the game will use the default "./Resources/Items" folder.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: deadkingblue on August 10, 2015, 11:20:33 AM
Hey since i'm occasionally asking you to put things in that are hours of work, Maybe you kan tell me about an offical request thread for crazys mod? ANYWho. I was thinking that you could have rivals more interactive. Like a diplomacy system simillar to Civ. I think it might be pretty easy to re-purpose the system that reads girlsx files and make it read some data about rivals. So that you can make alies, spy, and maybe even buy unique girls this way. It would also add to the game to have a somewhat limited city. Instead of Nameless business', have street names,  and a map showing who owns what, so that you can negotiate their purchase, Weaken their defences with spying, or just attack using the usual methods, gangs. And you can make this all still fit the aspect of an adult game by making your rivals 'aquirable'. Meaning that if you defeat them, you enslave them. On an unimportant side note, if you make it a daily management game you can add alot more control to the player. Again requesting hard things, deadkingblue.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Lurker on August 10, 2015, 11:46:18 AM
Hey since i'm occasionally asking you to put things in that are hours of work, Maybe you kan tell me about an offical request thread for crazys mod? ANYWho. I was thinking that you could have rivals more interactive. Like a diplomacy system simillar to Civ. I think it might be pretty easy to re-purpose the system that reads girlsx files and make it read some data about rivals. So that you can make alies, spy, and maybe even buy unique girls this way. It would also add to the game to have a somewhat limited city. Instead of Nameless business', have street names,  and a map showing who owns what, so that you can negotiate their purchase, Weaken their defences with spying, or just attack using the usual methods, gangs. And you can make this all still fit the aspect of an adult game by making your rivals 'aquirable'. Meaning that if you defeat them, you enslave them. On an unimportant side note, if you make it a daily management game you can add alot more control to the player. Again requesting hard things, deadkingblue.

QFT
More jobs is cool and all but the games needs to be more of a game imo. :3
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Anonemuss on September 08, 2015, 09:16:21 AM
...I've seen the other threads for this mod, so I know it's still quite active, so why's conversation on this thread come to a standstill?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sorren on September 08, 2015, 09:54:14 AM
...I've seen the other threads for this mod, so I know it's still quite active, so why's conversation on this thread come to a standstill?


Real life, there's only a limited number of us who actually throw and discuss ideas into threads. Plus we tend to use other threads as well.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Anonemuss on September 08, 2015, 10:01:08 AM

Real life, there's only a limited number of us who actually throw and discuss ideas into threads. Plus we tend to use other threads as well.
Yeah, I noticed other threads for this mod are still very active.
Title: .06.02.18-19
Post by: aevojoey on September 12, 2015, 06:06:07 PM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.02.00


Version: .06.02.18 - https://mega.nz/#!hMQ02IrZ!nRgIBBDItomC7Sw7tBEOBv1MHNw9U4xZDqj9VJNNcBk (https://mega.nz/#!hMQ02IrZ!nRgIBBDItomC7Sw7tBEOBv1MHNw9U4xZDqj9VJNNcBk)
WME.8.30 included
* Changes made for .06.02.18 -
Added Boy children can go to gangs when the grow up.
Fixed a bug in Barmaid giving too much tiredness.
Fixed a bug in Script_AdjustTargetGirlStat to compensate for the new STAT_NPCLOVE so older scripts will work properly
 - Added AdjustTargetGirlSkill for new scripts
Fixed a bug where beast pregnancies used human pregnancy time from config.xml
Fixed a bug in sGirl::clear_pregnancy() that left the unborn child in the girl's code even after ending the pregnancy.
Made cGirls::CreatePregnancy function to allow for creating pregnancies outside of pregnancy check.
Rewrite of how pregnancy items work.
 - Entirely new section in cInventory::Equip to handle pregnancy items
 - Good and bad effects still need to be added.
Adjusted a few numbers in create random girls.
 - Kidnapped girls spirit, confidence, obedience and pchate are now random instead of a fixed amount
Fixed a bug in cDungeon::AddGirl where location changes for the girl were made after she was already converted to m_Girl thus doing nothing.
Minor rewrite of cGameScript::Script_AddRandomGirlToDungeon
 - AddRandomGirlToDungeon ["Kidnaped" or "Captured"] [min age] [max age] [slave] [nonhuman] [arena] [daughter]
 - Added your daughter option to the code
 - Added arena and daughter to the old script editor
 - Rewrite of the age calculation to work better
Added ReadTextFile(DirPath path, string file) to allow for easy text file input
 - Updated Walk/Tryout to use ReadTextFile for .intro files.
Made Walk/Tryouts run directly off their main area page instead of opening its own page.
 - Studio Tryouts, Arean Tryouts and Clinic Walk around ER

WME - Added Trait Type customization to Traits page
 - Not fully functional yet


Version: .06.02.19 - https://mega.nz/#!oVYFnTbY!XU2M3kLWboNc6ggXPNiPQO3FiBCK3tBNZQ6WQ2aOWWY (https://mega.nz/#!oVYFnTbY!XU2M3kLWboNc6ggXPNiPQO3FiBCK3tBNZQ6WQ2aOWWY)
WME.8.30 included
* Changes made for .06.02.19 -
Fixed a bug in Boy children can go to gangs when they grow up.
A little more work on pregnancy items.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on October 20, 2015, 09:52:45 PM
Hi
Away for while... Return with code!
Started as expansion but grew to rewrite of WorkPersonalBedWarmer.cpp
Adds randomness, trait variations, head-girl actions/interventions and slave-orgy.
It also levels more making this viable training path
To support, slaves can no longer refuse this job... or at least are always 'persuaded' to stay.

Code attached
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: lyje1618 on October 21, 2015, 11:16:35 AM
Wow, bsin, this is incredible work! Thanks for writing this, and I definitely just learned a lot about how to write in a way that can be coded by reading it.


Seriously, awesome stuff.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on October 21, 2015, 12:12:47 PM
Wow, bsin, this is incredible work! Thanks for writing this, and I definitely just learned a lot about how to write in a way that can be coded by reading it.
Seriously, awesome stuff.
Just looked at it myself it really is quite impressive what he did with it.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on October 21, 2015, 01:12:52 PM
Really excellent work indeed! I've wanted to eventually revamp the text for your harem, and you did an awesome job mate!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on October 21, 2015, 08:37:49 PM
That was impressive.

I hate to be that guy but maybe some permanent libido gains should be temporal?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on October 21, 2015, 10:02:35 PM
glad people like it
Quote
libido gains should be temporal
i thought they were - will have another look later. Or I'm happy if someone (crazy? joey?) balances stat increases before adding this in.

Quick update attached:-
bug fix: fixed an accidentally left-in code path where a slave could refuse job (this doesn't work because they still show up in the group for everyone else). closed path.
bug fix: a few typos/missing punctuation/whatever
Added: couple more trait based options
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: teitogun on October 21, 2015, 10:18:22 PM
I hate to ask an incredibly idiotic question, but what am I supposed to do with the cpp file to see the changes listed in game? I'm very interested in trying out this new script but I have no clue about  WM modding.  :'(
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on October 21, 2015, 11:27:31 PM
.cpp is used when building the game so unless u can build the game then u will just have to wait for the next update sorry.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on October 22, 2015, 06:07:08 PM
libido gains should be temporal

i thought they were - will have another look later. Or I'm happy if someone (crazy? joey?) balances stat increases before adding this in.

Now they are (I hope...). I left checking the stat increases to someone else, but at first sight they seem fine to me.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on October 22, 2015, 07:08:52 PM
Quote from: Hanzo
Now they are (I hope...).
Amazing! Thanks for that.

quite lucky didn't step on anyone's toes here. I just DLed the repo and started hacking away and didnt even think to look see what people working on here and all the new ideas people bringing in
totally looking forward to the next release. looking at the repo, looks like crazy's been working like, um... crazy... on some real awesome stuff coming in

if anything I can do to help, or anything I can work on, just say and i'll try

still kinda trying to figure out if i can make a new easier-to-use script system with my weak-ass coding skill. the current script system is damn good, but just buggy enough to make it really painful to make complex 'living' scripts. and the game needs more of this. that said, I'm really impressed with the scripts people have added lately - esp the massively expanded girl interactions

Amazing work people!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on October 22, 2015, 07:40:45 PM
quite lucky didn't step on anyone's toes here. I just DLed the repo and started hacking away and didnt even think to look see what people working on here and all the new ideas people bringing in
Im normally all over the place on what I code but feel free to ask if ever in doubt.
totally looking forward to the next release. looking at the repo, looks like crazy's been working like, um... crazy... on some real awesome stuff coming in
Next release will be a bigger one it seems.  Many people have sent in updates for it.  Been pretty great having so many people working on the mod.
if anything I can do to help, or anything I can work on, just say and i'll try
Always work to do.  I tend to just let people work on what they want.  But if ur worried about working on something someone else is just let me know and we can come up with something.  Might have to start saying what we are working on if its a major overhaul of a job or something not just small tweaks.
still kinda trying to figure out if i can make a new easier-to-use script system with my weak-ass coding skill. the current script system is damn good, but just buggy enough to make it really painful to make complex 'living' scripts. and the game needs more of this. that said, I'm really impressed with the scripts people have added lately - esp the massively expanded girl interactions
Scripts would be awesome but Im with u its a hard one to do.

Amazing work people!
I agree lots of good work been done by so many right now.  Good time to be a fan of this game.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on October 22, 2015, 08:25:01 PM
Glad I finally played the game when I did, it's great to see more jobs, more dialogue, more choices, more themes, and I'm also glad that people still make girls for the game, got a bit worried after Lurker left. Hope for more contributors and more changes in the future.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on October 23, 2015, 06:46:15 PM
It seems a few small issues were present not only in the brothel matron job but in all matron jobs. Here are the fixed versions.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on October 28, 2015, 11:22:45 PM
Hi
Another add. Spotted "WorkMilk" - the cow-girl-milked job - had some not yet implemented code. Have implemented this with balancing, testing and added randomness based on traits and stats.

New:
+ Now calculates volume of milk produced based on factors, and pays out according to volume - better pay variation.
+ Suitability affects output and experience (now unsuitable girls generate a pittance and will hate this, while the right girls are a merry cash cow!)
+ working milkers randomly assigned to work each girl
+ Choice of milker can affect experience, output
+ Girl traits affect value of milk
+ ...
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on October 29, 2015, 12:53:15 AM
Hi
Another add. Spotted "WorkMilk" - the cow-girl-milked job - had some not yet implemented code. Have implemented this with balancing, testing and added randomness based on traits and stats.
Cool that needed done thanks.  Keep up the good work.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on October 30, 2015, 07:07:24 AM
Hi
Another add. Spotted "WorkMilk" - the cow-girl-milked job - had some not yet implemented code. Have implemented this with balancing, testing and added randomness based on traits and stats.


Cool, is it possible to have the event where the player has sex with the girl in a separate message with a matching image?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on November 02, 2015, 11:26:58 PM
Cool, is it possible to have the event where the player has sex with the girl in a separate message with a matching image?
Yeah that can be done.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on November 03, 2015, 05:12:37 PM
Attached...
2nd vers of WorkMilk.cpp
+ rare event from prev vers expanded with disposition-based outcomes and some imagery
+ fix grammar and line break bugs
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on November 10, 2015, 03:53:20 AM
Updated SVN with everything people have posted and a few changes I have made.  Have escort updated but didnt send it still working on getting it fully updated.  Working on updating it with the new text that has been wrote and have had to pretty much change the way it works completely.  Should have it done in next few days.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on November 10, 2015, 08:28:09 AM
Very cool stuff, man! Downloading now so I can test it a bit and see if any of the previous issues are still there. With any luck we can get a build done tonight or tomorrow night, eh? Excited about the new image types. Did you find a way to capture/buy a pre-made housepet? Either way, I think I might put out some pet-specific packs, just because I have a ridiculous amount of pictures there.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on November 10, 2015, 04:43:12 PM
Downloading now so I can test it a bit and see if any of the previous issues are still there.
Puppy girl wont be fixed yet.  Going do a new test job and upload it sometime today that will help in figuring out the problem though.
With any luck we can get a build done tonight or tomorrow night, eh?
Tomorrow is the plan.

Excited about the new image types.
Most of these wont work next patch.  Joey already added them but never uploaded it so going wait a week or so on him and hope he uploads it.  If not ill look at getting them working.

Did you find a way to capture/buy a pre-made housepet? Either way, I think I might put out some pet-specific packs, just because I have a ridiculous amount of pictures there.
We can edit random slaves to start with some training.  If I ever added the auction house like I plan to that would be the best place to do it.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on November 10, 2015, 06:08:38 PM
Sweet, playable build? Been a long time going wonder if I can get back into it and fuel myself to make some more slaves.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on November 10, 2015, 06:19:05 PM
Sweet, playable build? Been a long time going wonder if I can get back into it and fuel myself to make some more slaves.
Yup going try and get a playable build out this week
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on November 11, 2015, 03:25:01 AM
May do a release tomorrow.  But be forewarned that it will be buggy.  New training system dont save/load right and there is a bug in gallery screen.  But other then that I dont see much wrong and there is new jobs and lost of redone jobs.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on November 12, 2015, 02:40:04 AM
I haven't done the release in quite awhile because of not having VS2013 but thanks to some help from jonwich I am able to upload a patch.  Not going be as nice looking what joey does when saying what all is new but here goes.

Sleazy waitress has lines now and new events.
Bar waitress has new events including a birthday event for free girls
New job bar cook with lines by lyje1618
New job house cook.
Personal bedwarmer was redone by bsin with many new lines when u have more then one slave set to it.
Milk job  was redone by bsin with new events and text.
Matron has some new events done by hanzo.
Escort job has been reworked by me with lines by lyje1618
I added a new training system to turn girls into pets.. Like puppygirls, pony girls etc.
New job house pet with lines wrote by jonwich.  Turns them into puppygirls

Okay alot of this is still early stuff and will evolve over time but its long past time for a new release.  Patch is only the .exe so just drop it in the last versions folder and u should be good to go. 

I would back up any old saves u have my testing they work fine but better safe then sorry.



https://mega.nz/#!wN0jABjD!Yp0HCvTv94EqZUfQhGV_CSzxRBoUuz-uoOPT3EOtVXQ
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on November 12, 2015, 03:21:48 AM
Hurrah! Gonna try this out, thanks for making a patch.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Silent Guy on November 16, 2015, 06:03:23 AM
Here's something you might want to hear. Not sure if it's a bug or a formatting issue.

Out of curiosity, I've put one of the girls to the new "House Pet" job. So far, I've had only two "report messages", and they both are missing line breaks before and after the wall of text. You know, between the report proper and the "otherwise, the shift passed uneventfully". One was where she "patiently waited in her kennel", I couldn't figure what it represents. The other one was for "the Head girl happened by", which, as I guessed, represents an increase in Oral skill. This latter one has another issue, the "you clip a leash" part repeats twice every time this report occurs.

Another issue. On the girl's status screen, the page with Fetish Categories and Job preferences, I've found something that looks like progress in the House Pet job. At the start, it looked like this:
Quote
SheSheSheAt the moment, she hasn't started any special training.
After a few turns, it changed to:
Quote
SheShe is happy enough with puppy training.
SheShe
She hasn't started any other training.
I don't think it is supposed to look like this.

Also, some questions. The House Pet job does not decrease disposition, and doesn't seem to affect PCLove or PCFear; is that by design or an oversight? Does the training the girl gets depend on restrictions in the building setup?

Gonna test the Milking jobs soon.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on November 16, 2015, 08:59:11 AM
Out of curiosity, I've put one of the girls to the new "House Pet" job. So far, I've had only two "report messages", and they both are missing line breaks before and after the wall of text. You know, between the report proper and the "otherwise, the shift passed uneventfully". One was where she "patiently waited in her kennel", I couldn't figure what it represents. The other one was for "the Head girl happened by", which, as I guessed, represents an increase in Oral skill. This latter one has another issue, the "you clip a leash" part repeats twice every time this report occurs.

Another issue. On the girl's status screen, the page with Fetish Categories and Job preferences, I've found something that looks like progress in the House Pet job. At the start, it looked like this:  After a few turns, it changed to:  I don't think it is supposed to look like this.

Also, some questions. The House Pet job does not decrease disposition, and doesn't seem to affect PCLove or PCFear; is that by design or an oversight? Does the training the girl gets depend on restrictions in the building setup?

These are known issues. We should have been a little more thorough in what we posted, but it was ~stupid~ late, and it was two or three days in a row of us staying up that late, me with testing the jobs, and Crazy trying not to pull out too much hair as he tried dozens of ways to fix issues, often only to have me say it didn't work or that it created a new problem, or something similar. So I guess I should explain a little more thoroughly what exactly was added, and what we know needs work, problems, etc. etc.

Strip Club waitress got an overhaul, I believe thanks to lyje1618. Lots of new lines an events, pretty much nothing in the way of bugs. There are a couple minor things that were left in from the previous text. lyje1618 really did a damn good job at a mix of trait and skill based lines. Ditto for Bar Waitress and the birthday event. I didn't test the birthday event, but it is something we want to do more of. Crazy has come up with a lot of triggers that weren't really used in the past like birthdays and holidays, so it'll be interesting to see what we can come up with. Expect more of that kind of thing at some point.

Bar Cook is another lyje1618 text run on, excellent work again. House Cook was added as well, though the lines are pretty much placeholders for now. I believe that one is intended to decrease harem tiredness and increase happiness.

Personal Bedwarmer was redone to have more random lines and outcomes, as well as trait based texts, by bsin. Same with girls getting milked. Really excited to see that he was able to keep it to one event, each girl mentioned by name, and then have each girl in her own message have her own bit added to the event. Building from that, we might be able to do multi-girl events, or events where an actual event is happening, and the event stays constant, but then multiple girls have updates on their part in the event. Really stellar work.

Matron now has some events like thieving, from Hanzo. I haven't really looked into the Matron job in a while, but I was going to soon since I've got my own side project. (Might release that today, actually) Also there were apparently multiple bugs and issues with pretty much all the matron/manager style jobs that were fixed.

Escort was about halfway redone by Crazy and lyje1618. I say halfway because I'm pretty sure they've only got 3 or 4 out of the nine possible clients written, each with different possible outcomes and events. Just as tough as writing all that, I'm pretty sure Crazy changed how the job actually functions from the ground up, to be kind of like the reworked strip club waitress only sequentially.

The puppy job (I know, it took a while to get to what you asked, sorry) is the toughest one, and probably the one that is least complete and most buggy. In all honesty, it received the bulk of our testing, because Crazy was adding a brand new training system to the game. The idea was that because the training was gradual, we didn't really want people to be able to skip it and miss the bulk of the scenes, so the training system was born. It's being adapted already for a job training pony girls (which will open up at least a couple other jobs for those girls who are trained), but I could see it being used for any number of jobs. There are formatting issues. We fixed a lot of them, considering that was done last minute at like 2am, but we knew we were releasing it not quite finished. More important than the formatting issues (which we will get to fix sometime) was getting the save and load training done, the ability to keep it sequential, and the ability to view the scenes. (For quite a while it was stuck where you could only see the lowest rung, no matter how far you got in training). The formatting fixes will be coming, but that's really mostly small fish for us at the moment, I think. There are other issues with the job to address. At the last second we got scenes based on owning other buildings working, but we still haven't figured out why scenes specific to having girls in other jobs won't play. I've got a temporary fix to that, but that fix removes the second/third/fourth/whatever girl's actual name from the scene text and instead just says their job title. There are other things missing too. Like you said, there are a number of things that it might be able to increase/decrease. That can be added in pretty easily now, I think, since the rest of the job is mostly built. The hard part will be finding time, and trying to decide what it's going to affect, and if that will be an overall effect or one that is scene specific. For example, I don't know if we want to have it affect disposition or not, because one of the triggers we're using in this job is disposition. At the very least for the refusal scenes (so far), we've got multiple outcomes based on disposition. We might not want to go the route of, "Hey, you're evil! Because you're evil, you get this scene, which makes you MORE evil!" Or we might. No idea. I appreciate the heads up on formatting man, and if you have any ideas, drop me a line. We'll get on it when we can, though that may not be until after the holidays. I don't know about Crazy, but this is my busiest time of year at work, and work has made Joey and lyje halfway disappear, as well as Hanzo and Bsin. I can't promise I'll get the formatting done soon, but I'll try to have a version up today or tomorrow where it's patched and you at least have ~access~ and the ~ability~ to see all the puppygirl scenes.

In the meantime, since I probably won't be likely to have as much time till after Christmas, possibly the new year, I've got a side writing project coming soon. It'll be one that won't be finished. Ever. I like to call it Whoremaster: Wherein Jonwich is a Very Bad Man.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sharkster on November 16, 2015, 09:44:17 AM
Wow... that is really a lot of work you guys packed into this patch.
Thanks a lot for this and i think everybody can understand that reallife comes first.
Will be off now testing the hell out of the new features^^
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on November 16, 2015, 10:02:56 AM
Strip Club waitress got an overhaul, I believe thanks to lyje1618. Lots of new lines an events, pretty much nothing in the way of bugs. There are a couple minor things that were left in from the previous text. lyje1618 really did a damn good job at a mix of trait and skill based lines.
One odd thing about the Club Waitress lines.  There's a line about the girl's "heavy swinging breasts," and several sentences about the girl's breasts attracting attention.  Which is, you know, fine ... except I get with girls who have 'Petite Breasts' and 'Small Boobs,' not just girls with above-average breast size, and that's a little strange.  Not sure if it's because of the outfits they're wearing (Maid Uniforms) or if something slipped through when everyone was making sure it worked.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on November 16, 2015, 01:31:45 PM
One odd thing about the Club Waitress lines.  There's a line about the girl's "heavy swinging breasts," and several sentences about the girl's breasts attracting attention.  Which is, you know, fine ... except I get with girls who have 'Petite Breasts' and 'Small Boobs,' not just girls with above-average breast size, and that's a little strange.  Not sure if it's because of the outfits they're wearing (Maid Uniforms) or if something slipped through when everyone was making sure it worked.

You my fair-feathered friend have found what might be somewhere inbetween a typo and a bug. I just looked at that, and it looks like it's only triggered by the larger boob traits, ~or~ the sexy air trait, and a stat roll on dignity. We'll file that one away and look at it when we start making minor bug fixes and the like. I don't know if it's somehow pinging off sexy air or dignity. It's possible we could just change the word Heavy. If it's just swinging or bouncing breasts, it could really be almost any size, especially if the uniform has no bra. I can see why you'd like to get that changed, it's the little tiny things like that which can help immersion. (Ironically it was almost that exactly that was an error in a couple of my scenes) That's actually one of the challenges of trait-tagged scenes, because you're narrowing the area of effectiveness your dialogue can have, and when you're writing 6-10 different outcome lines specifically, it's easy to through it off slightly with a single word. I tend to favor a more skill-based approach for that reason. It has some limitations too, but not quite as specific as trait-based. For example, I might write a high skill oral scene. It wouldn't bother me in the slightest that a girl with the gag-reflex trait was caught deepthroating if she had 75-90 oral skill, because the fact that she had a gag reflex wouldn't necessarily preclude her from deepthroating, whether in shorter bursts, or with a bit more gagging, or more tears, less comfort. That'd be more about if she was any good at deepthroating, which wouldn't really matter unless the entire point of the scene was a deepthroat, which would be trait-based instead. Kind of a weird way to look at it, because you can clearly see it as a mix of both limitation and freedom there. Anyway, tangent over. I actually noticed the same bug testing my new project, but thanks for the heads up mate!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on November 16, 2015, 06:18:28 PM
Bad news for now.  My computer decided to die yesterday.  It won't load windows anymore and Im lacking with spare cash due to the holidays and such.  So Im going take it to get fixed but if it needs a new hard drive or something it might be awhile before I can get back to coding.  And losing all my girl packs and such is really going put a damper on me wanting to code lol.. So cross ur fingers my hard drive is fixable and ill try and update everyone when I know something.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on November 16, 2015, 07:24:14 PM
Awwww man, that totally sucks. >=( Sorry to hear that Crazy. Any idea what's wrong with it? I know you said it was pretty old, but if it's a HD problem, that's not too serious, those have come waaaaaay down in price. Still, losing all your girlpacks would be a really shitty thing, mate. Have you run Hirens on it to test the major stuff, see what hardware is failing? That's what the guys fixing it will be doing, and it's a free program, you can make a boot disk or boot drive from the web if you have access to another computer sometime.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on November 16, 2015, 10:52:44 PM
its a windows problem I think.. but idk sick of fucking with it to be honest.  Going take it to the local computer shop and see if they can fix it for less then 100 bucks.. If not it might have to wait until around the new year not sure yet.  Might look at trying to edit some code on this shitty laptop.. but idk if I can or not this thing sucks ass like really really bad.  But I have an ideal to fix the scenes in puppy girl to work right ill pm u how when I get time and u can test it out
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on November 17, 2015, 08:54:48 AM
You're using Vista, right? If it's a Windows problem, that could be a long list. Bah. Totally sucks man. But you know, you might at least check Tiger Direct or something like that. Your computer was quite old, you might be able to get a much, much more current rig for about a hundred or so dollars. There are plenty out there that are either a couple generations behind, or refurbished, or possibly like-new coming off a contract lease.

Anyway, drop me a line when you can, I'll be here I think. If we could fix the puppygirl job to work correctly with the scenes, that'd be pretty awesome too. My little fix works, but it's not optimal. If we get it working again, I might stick my nose in there and try to fix some of the formatting errors and double lines we missed.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: blackholeeyes on November 17, 2015, 01:34:04 PM
Been trying this, looks pretty great. Played a lot of the vanilla version back in the days.
New version works great. There is a bug i noticed, even before the latest update.

There seems to be a problem with the Matrons/Managers. Basically any of the "classes" that manage the other girls in the building. Any time a girl is made to rest by the matron/manager,
the resting doesn't seem to work at all. They MAY regain maybe one or two points of stamina/health. Usually they don't. The only way to fix this seems to be to take the girl out of the building with the manager
and have them perform another job once, then manually make them rest. This also happens when a girl is given child-leave.
I suspect it might have to do with the "saving" of jobs when a girl is forced to rest, since neither "saving" nor the issue appears when given manual rest.
(Doesn't work if she's already on auto-rest. Has to do a job first, then be put on manual rest.)

Small unrelated bug. When girls rest the event text says "Maternity Leave" even though it's just regular rest.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on November 17, 2015, 03:05:29 PM
That's really odd, I don't have the problem at all. Are you playing with an older save or something like that?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: blackholeeyes on November 17, 2015, 06:17:39 PM
Nope, entirely new save.
Keep in mind i did just install all my old girlpacks into this. Could that cause this problem? They were created for vanilla.
Also i'm not using the "default images" folder. Just the basic "default" folder in the character folder.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on November 17, 2015, 08:06:22 PM
Hmmmmm.... how old are the girlpacks? I mean, I can't really imagine that being the problem, but I know that at some point girlpacks were updated to a new format, so it is possible I suppose. I don't know how tough it is to update them, but you might consider pulling them all out, testing with a new save and new packs, and if that turns out to be the issue, checking WMEdit to see how irritating it might be to update them. I know Capt has updated a lot of older real girl packs, he might be able to answer questions if you have them.

Another thing it could be might be a really old install with the patch. Are you using your original install with the patched exe, or the one from the front page of this thread? We probably should have said so or re-released it in full, but we decided to just update the exe since nothing else has changed in months (or longer), but you do in fact still need the rest of the guts of the game updated if you're using a much older version. So just to be clear, the correct install of the current game would be to download the full game from the main page of this thread, and then download the patched exe a few posts back. If you drop the patch on an older game, it might ~kinda~ work, but there will likely be problems too.

We'll get the main page updated with the latest full version when we can, Joey's got the lead post so we can't edit it currently, and he's unfortunately absent.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: blackholeeyes on November 17, 2015, 08:29:48 PM
I just started playing this again, so i downloaded the game from the first page of this topic, then the update was released the day after. I had the problem before the update as well.

The girlpacks are made for the latest vanilla version. AFAIK that is version 1.30.4 beta r593.
The girls were being used in a Whoremaster EXE modded game though. I just copied them over. Maybe that broke things?

I did also make a few entirely new characters in the WMEdit that came with this version. They seem to have the same problem.
I did play around a bit with the configs in the WMEdit. Could something there mess things up?

EDIT: Oh, i remember something. I did go through all the characters again in the WMEdit for this version. Since you added some new stats (crafting and the likes) I had to go in and use the random options to fill in the skills, so they didn't just have flat zeroes on those stats. The girlsx files were the exact same ones from before though. They were made in the vanilla WMEdit, and edited in the WMEXE WMEdit. I did also save the NEW girls i made into the OLD girlsx and randomgirlsx files, not into new files created by the new WMEdit.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on November 17, 2015, 09:12:35 PM
I dunno what to tell you, man. I really think that the problem could be your girlpacks. I mess with my configs too. There could ~possibly~ be something there that would mess something up, but I can't think of anything. The girlpacks seem most likely to me. I mean the latest vanilla version was from more than 5 years ago. The latest WME from the vanilla perspective was 0.7.1 whereas the one in this version is 0.8.30, right? But then you said you  made some new packs with the new editor in the new format? No idea.


If you get time, try this:

Download https://mega.nz/#!oVYFnTbY!XU2M3kLWboNc6ggXPNiPQO3FiBCK3tBNZQ6WQ2aOWWY (https://mega.nz/#%21oVYFnTbY%21XU2M3kLWboNc6ggXPNiPQO3FiBCK3tBNZQ6WQ2aOWWY)


and then replace the exe with https://mega.nz/#!wN0jABjD!Yp0HCvTv94EqZUfQhGV_CSzxRBoUuz-uoOPT3EOtVXQ (https://mega.nz/#!wN0jABjD!Yp0HCvTv94EqZUfQhGV_CSzxRBoUuz-uoOPT3EOtVXQ)

and don't make any other changes. You shouldn't need to add girls, there are default images inside for a test I believe. Just run a test game for a bit and see if it works out the same. If the game is fine, it's either something you did previously. Though I would update the packs all into the new format, even then. Lemme know what you find out. I really can't think of much else, I don't know anyone else that has had this problem. I certainly haven't, and I'm playing with 3 versions for various bug and dialogue testing purposes.


Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: blackholeeyes on November 18, 2015, 05:02:18 AM
Yeah, looks like it is outdated girlsx files. I'll have to completely recompile all my girls. Ugh. I'll post again to tell if it worked or not.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: blackholeeyes on November 18, 2015, 12:30:30 PM
Well, after several hours of work i've finally recompiled all my girls. Automatic resting seems to work now.

Small issue left through: Matrons can take girls off work to rest, and the resting does work, they do regain stamina now, but the "return automatically to old job" doesn't seem to work.
THey get put to rest, then just stay there, even when they're at 0 tiredness.

EDIT: Yeah, tested again. The old problem is still there, at least at the ranch. The Farm Manager put some girls to resting, it barely did anything.
Also the above problem persists. Auto-rest doesn't end automatically. I don't think my girlsx files are the problem. I tested with Crazy's Digimon pack, and it still happened when they were made to rest.

RE-EDIT: Did some more extensive testing. The "return to previous job" thing still doesn't work, when automatically made to rest. I have however determined that the "resting not working" issue only happens in any non-brothel buildings. I tested with the ranch, Community Centre, Studio and Hospital. Resting never worked in any of those locations, or at least worked very poorly.
I is not my girlpacks, as i did multiple tests with my own girls, and with Crazy's Digimon girls, and the issues continued through both mine and his girls. I never edited his girls.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on November 18, 2015, 03:07:55 PM
I really don't know what to tell you mate. I'm not having this issue across several game, and no one else is reporting it either. Something is different, just don't know what. >=/ Maybe someone else can work it out, because the only thing I can think of is you're using the wrong files for the base game, or ovewrote an older game with this one and it somehow did this, like Whoremaster EX or something. I remember having this sort of problem once when I did something like that. Anyway, I hope you or someone can figure it out, I'm dying to know what the heck is up with your game.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: 790 Series Lusticon Operations Unit on November 18, 2015, 04:50:31 PM
I too get "maternity leave" when a girl is set to rest when not pregnant, but that's the only issue. They all rest normally and get put back on the job.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: blackholeeyes on November 18, 2015, 06:00:02 PM
I didn't use any other saves or anything.

I clean installed the version on the first post of this thread. Then i copied over all my girls folders and girlsx (and randomgirlsx) folders over to this game, and installed Crazy's Digimon characters. Played a bit, then the next day the update hit, and i downloaded it. When i played i started the game all over. No transferred saves.
I added one item (a cure for Syphilis that's a bit less rare) then i played some more. Then all this business happened. Like i said I deleted the old Girlsx and randomgirlsx files, made entirely new ones in the WMEdit that came with this version, then played again. And this is where we are now.
I thought it might have to do with the fact that it confuses it with Maternity leave, and i've messed a bit with the Pregnancy chances and cooldown and the likes. I don't really know. I increased preg chance, reduces cooldown, eliminated miscarriage and increased growth speed of the kids.
Also Increased the income multiplier and reduces the cost multiplier. Otherwise it's exactly as it's supposed to be.
Only thing that's different is that the pictures in the girls folders are all in the old format (anal1, bdsm1, les1 and so on.) otherwise it should all be as it's supposed to be.

Man this is just like when i modded skyrim. I used a mod many others used, but I got a problem, nobody else did.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on November 18, 2015, 07:12:55 PM
Yeah man, I did all the same stuff you did, other than the syphilis cure. I'm confuzzled. >=/
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sharkster on November 19, 2015, 04:46:36 AM
a little issue i had was that when i loaded an old save the jobs were not the same as when i saved it. a bar waitress was a bar cook now but the other waitress not^^and many other changed there job, too.
Its just a little issue but i wanted to tell you so it is noticed.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: blackholeeyes on November 19, 2015, 07:03:17 AM
Yeah, it's weird. And it doesn't seem to be girl-related either. I tried both Freed slave girls and basic non-slave girls as the matron/manager/director/whathaveyou and i still have the issues. I might just try to completely reinstall the game, and copy over my girls and the "defaultimages" folder, which i also included right before recompiling my girls.

EDIT: Okay, reinstalled it, and everything now works. How weird. I left the config file at default, except for increasing starting money (for testing) and turning on fullscreen mode. Maybe it had something to do with messing with the config? I dunno.

RE-EDIT: Did a test with edited config. It now works. Everything is a-okay. Except that sometimes the images from the "defaultimages" folder didn't seem to come in. At least i had a girl whoring (Kallen Stadtfelt) and when she got some handjob acts, it did not pick images from the defaultimages folder, just her own basic profile images. Which is strange, because i had another girl stripping, and she did get the "ecchi" images from the defaultimages folder. Does "defaultimages" not work with whoring?

I also found out that the game now accepts GIF animations. This changes everything.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on November 19, 2015, 08:38:39 AM
Yeah, it's weird. And it doesn't seem to be girl-related either. I tried both Freed slave girls and basic non-slave girls as the matron/manager/director/whathaveyou and i still have the issues. I might just try to completely reinstall the game, and copy over my girls and the "defaultimages" folder, which i also included right before recompiling my girls.

EDIT: Okay, reinstalled it, and everything now works. How weird. I left the config file at default, except for increasing starting money (for testing) and turning on fullscreen mode. Maybe it had something to do with messing with the config? I dunno.

RE-EDIT: Did a test with edited config. It now works. Everything is a-okay. Except that sometimes the images from the "defaultimages" folder didn't seem to come in. At least i had a girl whoring (Kallen Stadtfelt) and when she got some handjob acts, it did not pick images from the defaultimages folder, just her own basic profile images. Which is strange, because i had another girl stripping, and she did get the "ecchi" images from the defaultimages folder. Does "defaultimages" not work with whoring?

I also found out that the game now accepts GIF animations. This changes everything.

Glad to hear you got it working mate! I still wish I knew what happened, but I suppose we can only guess.

I think you're misunderstanding the default image folder. I could be wrong, but I believe this is how it works:

Assuming you have a girl pack of specific images, the game will only choose images from said pack. That means if there are none of a certain kind of image, it reverts to what the code considers the next closest thing. So for example, let's say a girl is giving you a tit job or a handjob, but you don't have an images properly set up for that. The game does a check on other images, and picks the next closest. In that case, I think it was blowjob, but it may well revert to profile in some situations.

If, on the otherhand, you have no installed girlpacks, girls are built at random with random names and stats for the game. (Or if you have few rgirlx files) The images all run from the default folder in that particular case.

Someone correct me if I'm wrong there, but I'm pretty sure that's how it's coded. I believe that Joey wanted to add code to allow the use of generic images in the default folder instead of the progressive image system, dunno if he ever worked on it.

And yes, Gifs are awesome, and addictive, and will be the end of me. I'm working on some Melissa Mendiny images for a pack, and I downloaded some hundred-meg gifs for it. X_X I'll let Capt decide if he wants to keep those in it when I send it to him, but they're mandatory for me, because she's my favorite star of all time.

a little issue i had was that when i loaded an old save the jobs were not the same as when i saved it. a bar waitress was a bar cook now but the other waitress not^^and many other changed there job, too.
Its just a little issue but i wanted to tell you so it is noticed.

I'm pretty sure that is because of it being an older save and there being additional jobs. When we were bug testing, I realized that even the order things are put in the code makes a big difference, and it's likely certain girls are save not specifically in jobs, but in "slots". When the jobs were added, it increased the slots and moved the jobs around a bit. Sorry for the inconvenience, mate. Pretty sure it shouldn't happen again until we start adding more jobs again. (Spoiler alert: Ponygirls and chariot racing with pony girls, and running a ponygirl rental service may be coming Soon. (TM Blizzard)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: blackholeeyes on November 19, 2015, 11:31:29 AM
Kinda strange then. I thought the default images folder was meant to fill in images we were missing. THat's how it's worked for me at least.
Here's the situation:
I had a whore, she got handjob when working, just showed her profile pics, since she didn't have any handjob pics.
I had a girl stripping, she got the "ecchi" pics from the defaultimages folder, since she didn't have any ecchi/strip images. (She MIGHT have been an XXX entertainer)
Earlier, i had one of my custom girl (a futa) work as the fluffer in the studio. She had no oral images, so i got oral images from the defaultimage folder.
I had another girl (Akiyama Mio, from some girlpack, very old) work filming random scenes in the studio, for any of the default sex stuff she got her own images or the next ones in the chain, if missing, but once she got a footjob scene, and then it picked from the defaultimage folder.

Seems like there is architecture for inserting defaultimages when a girl is missing images. At least for some jobs.

EDIT: Yeah, there's definitely something here. I got the studio and used a girl that had few images, NONE in foot/hand/tits/oral categories, and when she filmed scenes in those catgories, i got images from defaultimages. Bear in mind i'm talking about the "Defaultimages" folder that Crazy Released, not the "Default" folder that came in the girl folder in the old versions.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: GonDra on November 19, 2015, 01:32:46 PM
Pretty sure there is an option in the config that changes the Default image behavior, can't check though since the external on which my WM stuff lies is doing strange stuff.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: blackholeeyes on November 19, 2015, 01:54:45 PM
No, i just looked through WMEdit, and there is no option to use Default images to fill out missing images.

There IS an option, on the girl creation screen, to [fill out missing sex skills on load] but as i interpret it, that just makes it so that if a girl has 0 in a sex skill, the game will give it a random value when loading up. Since characters not specifically created for this version would not have any oral/tits/foot/hand skills.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: zafer on November 20, 2015, 01:51:57 AM
Quote
PreferDefault    = 'true' or 'false'
            If set to true, the game will try to use default images
                before trying to find alternate images from the image tree.
    -->
    <Folders
        Characters="..\Characters"
        Saves="..\Saves"
        DefaultImages="..\DefaultImages"
        Items="..\Items"
        BackupSaves="false"
        PreferDefault="false" />

It is in the config.xml
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Silent Guy on November 20, 2015, 09:09:04 AM
The puppy job (I know, it took a while to get to what you asked, sorry) is the toughest one, and probably the one that is least complete and most buggy.
Don't worry, I, too, have a habit of leaving the tastiest bits for later.

My girl progressed a bit further in the puppygirl job, and it triggered a new scene. I think I'll leave her at this job for a little longer, so maybe I'll be able to access more scenes with her once you finish them.

Like you said, there are a number of things that it might be able to increase/decrease. That can be added in pretty easily now, I think, since the rest of the job is mostly built. The hard part will be finding time, and trying to decide what it's going to affect, and if that will be an overall effect or one that is scene specific. For example, I don't know if we want to have it affect disposition or not, because one of the triggers we're using in this job is disposition. At the very least for the refusal scenes (so far), we've got multiple outcomes based on disposition. We might not want to go the route of, "Hey, you're evil! Because you're evil, you get this scene, which makes you MORE evil!" Or we might. No idea. I appreciate the heads up on formatting man, and if you have any ideas, drop me a line.
I would say, increase the PCHate and/or PCFear if the player's disposition is leaning toward "evil". And maybe add a few "happy" scenes for a player with a "good" disposition, to indicate that she's doing this willingly? Can't help you much here.

Personal Bedwarmer was redone to have more random lines and outcomes, as well as trait based texts, by bsin. Same with girls getting milked. Really excited to see that he was able to keep it to one event, each girl mentioned by name, and then have each girl in her own message have her own bit added to the event. Building from that, we might be able to do multi-girl events, or events where an actual event is happening, and the event stays constant, but then multiple girls have updates on their part in the event. Really stellar work.
Personal Bedwarmer worked excellently with the slaves, and the scenes were rather nice. However, for the free girls, it doesn't trigger at all. Even if I have some slaves and some free girls working as a Bedwarmer on the same shift, the scenes only count the slaves.

Now, then, a little report on Milking jobs. I've tested girls with traits Canine, Catgirl, Goddess, Fallen Goddess, Angel, Succubus, Demon, Cow Girl and Elf. There were baseline humans for comparison, as well. I have also tested the traits Abundant Lactation and Cow Tits. The latter trait seems to replace the former when I load the game, or maybe I missed something.

When set to Milker job, they all produce normal Milk items, in proportion to their Animal Handling skill.

When set to Get Milked, base humans with maximum breasts and lactation traits produce 250-300 gold per shift. This is ten times the housing cost of a slave at "comfortable", and +50~+100 gold more than a free girl at "high class" accommodations. I liked the new texts, too. It still kind of puzzles me why no Breast Milk items get generated, but maybe it's for balance? Anyway, would be nice if, at least, the girls with Abnormally Large and Titanic Tits produced one such item per shift.

The girls with Catgirl, Angel and Succubus trait don't produce any items, even though the game does have corresponding Milk in the shop. Neither do girls with Cow Girl produce normal milk items. Again, I'm of the opinion that it would have been nice if such items did get generated, even if at the maximum breast size.

The girls with Catgirl, Fallen Goddess, Demon and Goddess traits have new texts, and produce much more gold. However, the catgirl trait, produced by the Mimi Headband item, triggers the text every time; the other three traits sometimes don't activate, and the girl behaves like a normal one.

All the other traits mentioned above act as a normal human. I have not tested Equine, Dryad or Reptilian, but strongly suspect that they won't make a difference, either.

What I would like to see are the milk items coming from the girls being milked. Maybe just one or two per turn, because, for example, Angelic milk is very expensive, and may upset the game balance... Not that there's much of it. Still, what if, instead of increased gold production, the girls generated a proportionately expensive item? I would also like to see the game react to the other racial traits, starting with Elf and Dryad. Even if there won't be an item or a price increase, this kind of a flavoring would be nice.

Oh, and while testing, I've noticed that when the gang that's currently guarding gets reduced in numbers, the game does not indicate this.

Extra:

Quote
If PCLove is larger than PCHate, PCFear AND high enough (75?):
    "After getting milked, {girlname} played some more with her marshmallow orbs, thinking about you, and poured an extra {item}, just for you."

Otherwise, for a good or neutral master:
    "{girlname}'s massive mammaries had more milk than the machines could manage. Just enough to produce an additional {item}."

And for an evil owner:
    "Even after the buckets were filled, {girlname} still wasn't drained. So the milker squeezed her tits hard, and out came another {item}"

In all instances, {item} can be easily replaced with "cup of milk", or something, for less variables.

Over the weekend, I might (or might not) jot down item descriptions and/or job texts for the traits that interest me the most.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on November 20, 2015, 10:26:35 AM
Don't worry, I, too, have a habit of leaving the tastiest bits for later.

My girl progressed a bit further in the puppygirl job, and it triggered a new scene. I think I'll leave her at this job for a little longer, so maybe I'll be able to access more scenes with her once you finish them.
I would say, increase the PCHate and/or PCFear if the player's disposition is leaning toward "evil". And maybe add a few "happy" scenes for a player with a "good" disposition, to indicate that she's doing this willingly? Can't help you much here.
Personal Bedwarmer worked excellently with the slaves, and the scenes were rather nice. However, for the free girls, it doesn't trigger at all. Even if I have some slaves and some free girls working as a Bedwarmer on the same shift, the scenes only count the slaves.

Now, then, a little report on Milking jobs. I've tested girls with traits Canine, Catgirl, Goddess, Fallen Goddess, Angel, Succubus, Demon, Cow Girl and Elf. There were baseline humans for comparison, as well. I have also tested the traits Abundant Lactation and Cow Tits. The latter trait seems to replace the former when I load the game, or maybe I missed something.

When set to Milker job, they all produce normal Milk items, in proportion to their Animal Handling skill.

When set to Get Milked, base humans with maximum breasts and lactation traits produce 250-300 gold per shift. This is ten times the housing cost of a slave at "comfortable", and +50~+100 gold more than a free girl at "high class" accommodations. I liked the new texts, too. It still kind of puzzles me why no Breast Milk items get generated, but maybe it's for balance? Anyway, would be nice if, at least, the girls with Abnormally Large and Titanic Tits produced one such item per shift.

The girls with Catgirl, Angel and Succubus trait don't produce any items, even though the game does have corresponding Milk in the shop. Neither do girls with Cow Girl produce normal milk items. Again, I'm of the opinion that it would have been nice if such items did get generated, even if at the maximum breast size.

The girls with Catgirl, Fallen Goddess, Demon and Goddess traits have new texts, and produce much more gold. However, the catgirl trait, produced by the Mimi Headband item, triggers the text every time; the other three traits sometimes don't activate, and the girl behaves like a normal one.

All the other traits mentioned above act as a normal human. I have not tested Equine, Dryad or Reptilian, but strongly suspect that they won't make a difference, either.

What I would like to see are the milk items coming from the girls being milked. Maybe just one or two per turn, because, for example, Angelic milk is very expensive, and may upset the game balance... Not that there's much of it. Still, what if, instead of increased gold production, the girls generated a proportionately expensive item? I would also like to see the game react to the other racial traits, starting with Elf and Dryad. Even if there won't be an item or a price increase, this kind of a flavoring would be nice.

Oh, and while testing, I've noticed that when the gang that's currently guarding gets reduced in numbers, the game does not indicate this.

Extra:

Over the weekend, I might (or might not) jot down item descriptions and/or job texts for the traits that interest me the most.

The puppygirl job might get fixed this coming week. Crazy has an idea he wants to to try out that may fix the job without my fix that made the names disappear for the other girls in the scene. I just need to find the time to actually try it. I could have yesterday, but my head is killing me. I had several heavy boxes fall on my head the night before, and since my head is killing me I've been mostly resting and messing with other things. (Like trying to cut down the images in the pack I made of my favorite girl, cause 3.5 gigs is a bit much) Either way, if it works, you can expect at the very least an update where all the scenes fire instead of just a fair number of them, and I might increase the early training gains slightly. Right now I think it's taking 15 turns or something like that to get the girl to the middle bracket of training scenes, and I can see how that can get old until I have enough scenes written that you're likely to get different scenes each time.

With the milking jobs, I'd love to see it where a milker is clearly only milking other girls, and I've long thought that they should be generating breast milk, not milk. That's a limitation in the current code, not sure how it could be changed really. I've also got an idea on the back burner that is mostly for writing. I'd like to see the milkers not only just responsible for milking girls, but also responsible for making other milk-items from your brand of milk, like ice cream, yogurt, butter, etc. It's somewhere on the to do list in my head. I also want to write some commercial scenes. I've got it in my head that like other ideas I've got and some already implemented (like the studio), we could keep it in the vein of having an actual brand name that the player owns.

There are some small special scenes for girls getting milked, true, but it's working as currently intended that no special items are generated. Because it fires off of a roll on traits, it doesn't always happen (which I think is a shame) but I like that it adds a different aspect to the game, even if the only actual income/item-based outcome is an income modifier and flavor text, at least. It's also a great generational job, because milk generated depends on a number of factors. Girls born to you tend to have higher lactation(in my experience), so there is that, and then lactation traits are taken into account, and breast size as well. It's a pretty decent system, though we could probably improve on it or fine-tune it in the long run. I'm still more interested currently in getting it to generate breast milk and special breast milk items and more text, but I don't think anyone is working on it right now. I've got some evil dispo text written for cow slaves from my own project that we might use too, possibly.

(Just a heads up, there are more girl traits that will affect milking for you to find, both positive and negative. I don't want to spoil it all for you though. >=D )
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Silent Guy on November 22, 2015, 04:06:06 PM
Ah, well. I don't think I'm any good at coding, and definitely not for evil disposition stuff.

As for other traits that influence lactation - since I'm not sure if I have any girlpacks with those, you can go ahead and spoil me. I mean, those girls with the "Goddess" trait that I've tested? I got them by specifically creating an .rgirlsx file with only the traits I've guessed would matter and removing all other files. If you're still reluctant to reveal everything, just point me in the right direction.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on November 24, 2015, 08:09:54 PM
wrote nice reply and had crash... >:(
brusquer reply follows because lazy
Personal Bedwarmer worked excellently with the slaves, and the scenes were rather nice. However, for the free girls, it doesn't trigger at all. Even if I have some slaves and some free girls working as a Bedwarmer on the same shift, the scenes only count the slaves.
as intended. in original version ALL girls had choice and could refuse job based on chance/disposition. in first rewrite adjusted so that free girls are same, but slaves more 'obliged' to say yes. all girls could take part in group - free girls based on libido, traits and chance - slaves more compelled. looked amazing and output looked great, but it totally didn't work
basically game processes events by processing entire event for one girl, then next, then next. if you try to make multi-girl activities, you need to know in advance who says 'yes'. choice to refuse = weird inconsistent output (basically $GirlA's output says "$GirlA had a massive orgy all night long with you, yo mamma, $GirlB and $GirlC and your pet monkey, Chuckles" - which looks awesome until you go check the other girls' output and find that $GirlC's output reports "$GirlC refused to have any part in this and told you to go play with yourself.")

workaround was to eliminate free will. no choice. Free Girls always stay out of group, and choose whether or not to do one-on-one. Slaves have no choice but to take part in group (literally they must always take part) and then do something with ya. working on mending this a little, but there's currently no way to do free-will and group without rewriting the way the game processes jobs (and maybe girls too)

When set to Get Milked, base humans with maximum breasts and lactation traits produce 250-300 gold per shift. This is ten times the housing cost of a slave at "comfortable", and +50~+100 gold more than a free girl at "high class" accommodations. I liked the new texts, too. It still kind of puzzles me why no Breast Milk items get generated, but maybe it's for balance? Anyway, would be nice if, at least, the girls with Abnormally Large and Titanic Tits produced one such item per shift.

The girls with Catgirl, Angel and Succubus trait don't produce any items, even though the game does have corresponding Milk in the shop.
this job never produced items, only cash. so kept it like that. probably add this quite easily though. would prob aim to balance probabilities of occurrence against value...

The girls with Catgirl, Fallen Goddess, Demon and Goddess traits have new texts, and produce much more gold. However, the catgirl trait, produced by the Mimi Headband item, triggers the text every time; the other three traits sometimes don't activate, and the girl behaves like a normal one.
intended. cat-girl milk has higher value in shop so can be sold for higher value as CG milk. for the other traits this is still just breastmilk - customers may or may not care who it came from - so for some traits and for very famous girls, attached a value multiplier (and output text) but a 30-60% chance of firing (to reflect likelihood customers will be excited).
didnt know the new trait 'angel' existed, also didnt know 'angel milk' and 'succubus milk' were available - will adjust values accordingly. may need to do some balancing tho as value of these is extreme in shop

What I would like to see are the milk items coming from the girls being milked. Maybe just one or two per turn, because, for example, Angelic milk is very expensive, and may upset the game balance... Not that there's much of it. Still, what if, instead of increased gold production, the girls generated a proportionately expensive item? I would also like to see the game react to the other racial traits, starting with Elf and Dryad. Even if there won't be an item or a price increase, this kind of a flavoring would be nice.
workable ideas - see what i can do
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on November 26, 2015, 10:40:03 PM
Computer is fixed now.  Be a few days before i can get any real work done coding.  But hope soon I can get to fixing the puppygirl job.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on December 01, 2015, 10:15:30 AM
I made a small change to the way customers are calculated.

I know I should've asked before if it's okay, but I have a bit of free time right now and I found that it was very easy to do, so it's not a big deal if it isn't implemented.

Quick summary:
Before: Customers = Number of girls, brothel fame, advertising, penalties.
Now: Customers = Number of girls (halved), variety of services, brothel fame, advertising, penalties.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on December 02, 2015, 09:01:17 PM
I've modified the payment system of several jobs to factor in the number of customers.

I know aevejoey was working on the barmaid jobs so I haven't touched these.

Rather than going all out and calculate the exact number of customers, how much money each one spends, etc, I just used averages. I think it gets the job done.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on December 02, 2015, 10:52:49 PM
Very cool stuff Hanzo!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on December 03, 2015, 06:45:23 PM
Hey Hanzo, cool additions. I like the look. About to try out.
Just FYI I couldn't get them to build as they were. I made some changes to get them to build for me. I've attached below, have a look. I put comments in the code. Hope this is okay.

I also made further changes to  the BedWarmer job.
+ I spotted two dumb bugs I made before (missing "break" statements in case switches, causing weird text output)
+ Added lots of new dialogue trees so free girls now actually notice slave group actions, and have limited ability to react.
Probs added more bugs, but there are surprises I think people will like.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hanzo on December 04, 2015, 05:51:45 AM
Hey Hanzo, cool additions. I like the look. About to try out.
Just FYI I couldn't get them to build as they were. I made some changes to get them to build for me. I've attached below, have a look. I put comments in the code. Hope this is okay.
Cool.

I've tweaked the dealer job a bit so it doesn't scale with customers the same way as the singers or entertainers (I think it makes sense). However, the maximum money that can be obtained is the same because jobperformance matters more.


While working on this I had this idea:

Implement a hard cap to the max customers in cCustomers.

This cap can be increased by buying brothel upgrades, similar to buying more rooms for girls.

To be able to buy brothel upgrades you need to control a minimum amount of territory (optional).


However, this is waaay past what I can do.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on December 08, 2015, 10:26:31 PM
Ill probably look at fixing some of the bugs from last release soon.  Mostly looking at getting the puppy girl job working better and then merging the code hanzo and bsin have posted.  After that Ill probably look at doing another bigger patch which won't come out for a few months.  Hopefully joey pops back up soon as its much harder to get patchs out without him.

Hanzo and bsin keep up the good work. I always enjoy seeing others posting code.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on December 16, 2015, 06:03:31 PM
Finally had a chance to look at your updated Personal Bedwarmer stuff Bsin, excellent stuff mate! It's going to take a bit for me to update my Very Bad Man project lines into it, but I really like the additions you made man. I need to take a look at Hanzo's changes again later too (to make sure I understand them when I'm actually off Lortab), but I really came here to ask Bsin, what in the Milking job have you set up for Predisposition? Is it based just on how much a girl likes a job? Is it just something that is going to go up over time with ease or increased affection? I'm trying to get all the predisposition options proccing in my game, so far I've come up nil, but that might be due to play style.
Title: .06.02.21-29
Post by: aevojoey on December 27, 2015, 07:45:40 PM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.02.00


Version: .06.02.21 - https://mega.nz/#!5URWibjR!C7JY46dOVMCgbOwEwp9prVMgp2VFBbyjOWBdUZixcY8 (https://mega.nz/#!5URWibjR!C7JY46dOVMCgbOwEwp9prVMgp2VFBbyjOWBdUZixcY8)
WME.8.30 included
* Changes made for .06.02.21 -
I have not been able to work on the game at all the past couple of months but others have :)
I can't really say what all they have done but there is a lot of job and text additions.
I don't have a change log for this version but I hope to start a new on for the next version.




Version: .06.02.22 - https://mega.nz/#!1cxxXCKQ!pYLa5vEGPDlmaRRSzCjNZ6sKZG1LCusXvNCuqSZTZ-4 (https://mega.nz/#!1cxxXCKQ!pYLa5vEGPDlmaRRSzCjNZ6sKZG1LCusXvNCuqSZTZ-4)
WME.8.30 included
* Changes made for .06.02.22 -
I have started a new changelog file: changelog-j2.txt

Fixed a few unfinished additions
* fixed new image types not displaying in gallery
Updated a few items with changes I made before.
Updated WorkMatron.cpp with changes I made before:
* updated Addict and Exhibitionist events
Cleaned a few things in cGirls.cpp,h
* Added has_weapon(); to see if the girl has a weapon or small weapon
Accommodation now affects rebelliousness:




Version: .06.02.23 - https://mega.nz/#!5Jxj3JRR!3K7oaAh3YNGQst0d0ynUuSD7XPvrCjZy8b6uB3AnbGs (https://mega.nz/#!5Jxj3JRR!3K7oaAh3YNGQst0d0ynUuSD7XPvrCjZy8b6uB3AnbGs)
WME.8.30 included
* Changes made for .06.02.23 -
Fixed a bug in workSecurity.cpp and did a little updating
* Reduced the base security level so it is not too over powered
* HHT plays a little part in security level now
Updated ScriptCommands.txt so the old script editor can use the new image types




Version: .06.02.24 - https://mega.nz/#!cVwARahb!6yu3VyGl4bO-ubXb6xu2GS8_6DhgAZCZ_q4M9YOzcHc (https://mega.nz/#!cVwARahb!6yu3VyGl4bO-ubXb6xu2GS8_6DhgAZCZ_q4M9YOzcHc)
WME.8.30 included
* Changes made for .06.02.24 -
Added m_ChildrenCount to Script_AddFamilyToDungeon so the mother will actually show the daughters
Cleaned up some unneeded log spam ("Brothel # not found in list!")
Fixed GetTotalNumGirls() to count girls in every building
Updated ScriptCommands.txt so the old script editor can use the new stats


Version: .06.02.25 - https://mega.nz/#!5NJywRKK!P16kwk8NX3ASTYSajVApeF--Szsgo3Txq97wLzRwZIo (https://mega.nz/#!5NJywRKK!P16kwk8NX3ASTYSajVApeF--Szsgo3Txq97wLzRwZIo)
WME.8.30 included
* Changes made for .06.02.25 -
Major rewrite of Slave Market to allow sending girls anywhere when purchased.
See this post for more details - http://www.pinkpetal.org/index.php?topic=3446.msg38249#msg38249 (http://www.pinkpetal.org/index.php?topic=3446.msg38249#msg38249)


Version: .06.02.26 - https://mega.nz/#!ddYyEQLY!-3hL1ZzQWsejG1SddDKqHmbYK-I3BMun4drMMjwLA9A (https://mega.nz/#!ddYyEQLY!-3hL1ZzQWsejG1SddDKqHmbYK-I3BMun4drMMjwLA9A)
WME.8.30 included
* Changes made for .06.02.26 -
Added some flavor texts to the Slave Market.


Version: .06.02.27 - https://mega.nz/#!MNQgxYob!N_PjBNNFxirDPGjM3UuPtKXGctQTg1ubpPyfAZfBsjg (https://mega.nz/#!MNQgxYob!N_PjBNNFxirDPGjM3UuPtKXGctQTg1ubpPyfAZfBsjg)
WME.8.30 included
* Changes made for .06.02.27 -
Added some more flavor texts to the Slave Market.
Fixed a bug in cJobManager.cpp where Boob Job would not allow girls with "Abnormally Large Boobs" to start, fixed to "Titanic Tits"
 * Also fixed breast reduction.
Fixed a bug in .ani files causing a crash.
Fixed a bug in girl details (hopefully)


Version: .06.02.28 - https://mega.nz/#!AdRnHJKA!e_UwOLIol5UxAVReEipCTg09I2PNauQJCmQKO_ChY0Y (https://mega.nz/#!AdRnHJKA!e_UwOLIol5UxAVReEipCTg09I2PNauQJCmQKO_ChY0Y)
WME.8.32 included
* Changes made for .06.02.28 -
Added framework to the rest of the Slave Market flavor texts - still need the actual texts written.
Added save/load lines for happiness and fame to the non-brothel buildings
Added FixFreeTimeJobs() to the girls loading section to correct for bad free time jobs.
Adjusted Anger Management to make it use m_WorkingDay like the other therapy jobs
Changed level up trait report to EVENT_GOODNEWS
Added a part to PossiblyGainNewTrait() to make the event type customizeable so that slut will be added as EVENT_WARNING instead of EVENT_GOODNEWS.


Version: .06.02.29 - https://mega.nz/#!QIwmHYAB!dlaooVO32n8031f4IFaCxN6vHzgSwWPjHmf6TZlNmFE (https://mega.nz/#!QIwmHYAB!dlaooVO32n8031f4IFaCxN6vHzgSwWPjHmf6TZlNmFE)
WME.8.32 included
* Changes made for .06.02.29 -
Added a lot of stuff to the Studio, mostly my bsin.
There may still be a few bugs in the Studio so please report it if you find anything.
Several other small changes and bug fixes.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on December 29, 2015, 09:38:59 PM
Has anyone found a way to make a girl impregnate other girls as futanari? Been messing around without any luck. I didn't really think it was possible but wanted to try anyways. Been wanting Matrons/Head Girls/Managers/Directors/Doctores/torturers to impregnate other girls to assert dominance and insure a steady stream of babies to sale or use. Or on the other hand have mothers/sisters impregnate daughters/sisters to once again give a steady stream of kids.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on December 30, 2015, 12:03:13 AM
I've never found a way, but then, I'm not a Futa guy and never really even looked into it. I can't imagine it happening because the girls don't fully interact with each other, at least not at the moment. I know we've talked about a way to track girls that are related for the purposes of incest scenes and jobs, but that's only been discussed, and I don't remember Futa even entering the conversation.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on December 30, 2015, 01:14:01 AM
I've never found a way, but then, I'm not a Futa guy and never really even looked into it. I can't imagine it happening because the girls don't fully interact with each other, at least not at the moment. I know we've talked about a way to track girls that are related for the purposes of incest scenes and jobs, but that's only been discussed, and I don't remember Futa even entering the conversation.

Didn't think so, been wanting to keep a steady stream of kids without having to go to girl to girl and clicking have sex with her. I supported using futas since you can't keep boys to use as bulls especially in the case of cows or pets.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on December 30, 2015, 01:35:39 AM
Personal play style for me, I tend to do my harem, cows, pets, and free girls myself. (Cause I like to eventually replace the free chicks in free jobs with my particularly good free daughters, and then enslave the bitches that used to work for me, often into my personal harem or most demeaning jobs. I'm a Very Bad Man.) I do keep anti-preg on the rest of the girls, but I also like to make most of my girls into cum addicts, so many will get pregnant often anyway. Boys and futas would be interesting, but it's not my thing personally. It would be kind of cool to be able to have gangs for each building, and different assignments for them based on the building, and have one of them be tending to the cows. Impregnating the cows would be a fringe benefit that I'd enjoy.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on December 30, 2015, 02:17:00 AM
Personal play style for me, I tend to do my harem, cows, pets, and free girls myself. (Cause I like to eventually replace the free chicks in free jobs with my particularly good free daughters, and then enslave the bitches that used to work for me, often into my personal harem or most demeaning jobs. I'm a Very Bad Man.) I do keep anti-preg on the rest of the girls, but I also like to make most of my girls into cum addicts, so many will get pregnant often anyway. Boys and futas would be interesting, but it's not my thing personally. It would be kind of cool to be able to have gangs for each building, and different assignments for them based on the building, and have one of them be tending to the cows. Impregnating the cows would be a fringe benefit that I'd enjoy.

It's interesting because I like playing several different ways. One way that I'd like a playthrough to go is to have the one girl rule expanded on. You use one girl who uses all the transformation traits (canine, cow girl, and so forth) and I give her the futanari trait. Use her as the only one you impregnate for awhile. Then have her impregnate her kids and use them for the other task. Eventually once a place is full of girls you assign a matron and use all the transformation traits on that girl as well as futanari and the process goes again. You can lay back have a harem of different slaves and do whatever you want to them. It's also allows some corruption which I like.

Another playthrough I had in mind having a variety of slaves, an elf, a demon, and a reptilian for example. Give them the futanari trait and impregnate them. Once their kids grow up get them bred by their mom, once, then move them on for the next. Player -> Mom -> Daughter

You can have a lot of fun with the futa trait, especially in coruption and degradation. The traits there so might as well use it in creative ways.

I have several ideals still but currently I'm doing a playthrough in which I can never use the brothels. Which is neat. I should do a drug play style one day. Sadly drugs can't be automated from the players inventory which means having to give a girl some every time which makes it tedious.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on December 30, 2015, 02:24:03 AM
Those are kinda fascinating playstyles. It's really cool to me how many ideas and playstyles people come up with, specifically because they're ideas I'd neeeeeeever have considered. Sometimes I like to try them out, though I always tend to go back to being a bad man, whether playing my version or the main mod. It really surprised me early on that my playstyle wasn't universal, but that was kind of stupid on my part, really. Now that I've spent some time ploughing through the code and actually talking to people, it's pretty sweet how many angles this game can cover.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on December 30, 2015, 02:37:57 AM
Those are kinda fascinating playstyles. It's really cool to me how many ideas and playstyles people come up with, specifically because they're ideas I'd neeeeeeever have considered. Sometimes I like to try them out, though I always tend to go back to being a bad man, whether playing my version or the main mod. It really surprised me early on that my playstyle wasn't universal, but that was kind of stupid on my part, really. Now that I've spent some time ploughing through the code and actually talking to people, it's pretty sweet how many angles this game can cover.

It's pretty great! More sandboxy stuff is always welcomed though. I've done quite a few different styles so far. Some I have stuck with and some I've left. I may do a total hands off playthrough. Can't talk, hurt, or do anything to the girls. You have to assign them jobs, but nothing else. I also usually go mean at first because it gives the most money. But when I started playing I was always good. The games easy enough so make your own story with it. I'm really glad this game is still supported and can't wait for more stuff from you, others, and the developers. If I knew how I'd program in a purchasable church/temple. Always wanted a cult.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sorren on December 30, 2015, 09:32:31 AM
I tend to get bored fast on playthroughs, it's far too easy to build up steady income in less than a month. Even without using the demeaning jobs, for instance I tend to half my starting funds and only hire girls I meet. I do use the catacombs to keep me afloat though (albeit with the balance set to 2/95/3%). Even dungeon girls rarely get tortured by me, eventually I sometimes set a girl to torturer but usually I take the time to seduce girls in submission instead.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: 790 Series Lusticon Operations Unit on December 30, 2015, 05:26:50 PM
I guess I just play things nice; I don't torture my girls. I hand pick a harem, send them to my house and free them, then give them gifts before going about making babies. The girls in the buildings, while yes I have them whore are, after a while, also freed. I can take the hit to the income to keep them happy, and give them gifts because I want them to maintain as high a happiness stat as possible, so normally everybody is around 100%. I do not take the route where I kidnap the daughters and wives of those who cannot pay, and any randomly generated girls found in the catacombs while looking for the very few custom girls I have who are only found in there are instantly freed.

Eventually I simply end up with entire buildings full of girls who all consider me their true love.

Suppose I'm just boring.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on December 30, 2015, 06:50:37 PM
Nah, just different strokes for different folks, mate. I think a lot of guys that play that way (or look for that in porn, or any other medium honestly) are just kinda living their own fantasy. I kinda get that, because I've always been a hopeless romantic. I think the exploration of darker fantasies comes from a weirder place. For me at least it's kind of an exploration of something that is the complete opposite of me in real life. That's what makes it interesting to me. I'm usually a ridiculously nice guy in real life, romantic, charming, helpful, funny. Maybe part of it is because I'm a writer and love to write and explore ideas, and read different perspectives and stuff. Who knows. True love tends not to be boring though. Maybe some guys relate to it more because a lot of guys kinda wish that's how things are, especially since it's close to every major theme in the mainstream ever. I imagine the idea hits a little too close to home for some guys, especially after years of reality. I think maybe I don't go that route because of the type of game and because I've always had strong feelings on the subject,

Honestly, I kinda figured that the evil content would be more boring to some people, just because it's easier.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on December 30, 2015, 08:15:38 PM
Having futas impregnate the other girls could be done eventually.
For now if you want a lot of pregnant girls put them in the house with no antipreg and ban all nonpreg sex types.
If you want them all to be yours, only allow normal and bdsm.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sorren on December 30, 2015, 11:44:49 PM
Honestly, I kinda figured that the evil content would be more boring to some people, just because it's easier.
If a game expects me to be evil but has a viable good route that offers more challenges to maintain I'm opting for that every time....
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on December 31, 2015, 12:47:26 AM
If a game expects me to be evil but has a viable good route that offers more challenges to maintain I'm opting for that every time....
Being evil is not easier. The game itself isn't hard, just put gangs on catacombs and you can be either deposition without trouble. If you want to be good, do it. If you want to be evil, do it. It matters very little aside from different flavor text. Roleplay the way you want to.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Tyrgalon on January 06, 2016, 08:43:19 AM
Actually it probably is easier being evil as you can kiddnap customers families, and use gangs to aquire girls by force. You can also torture girls to get them to obey, tho they will hate you. You can also search for girls in the town etc and then put them in the dungeon and make them slaves making it a lot easier to handle them.


Might be something I missed but imo there are more ways to advance/profit (or what you want to call it) being evil than good. Of course being seen as evil does have some drawbacks but they aren´t that big.

Btw, something I brought up in the official mod/update thread:


"Got a request, no idea how hard it would be to do:

Would it be possible for girls who give birth to get their breast size increased by 1 for each time they give birth? And if thats possible then is there any way to add a certain % for that to happen?
Just wondering since they already now get the "milf" trait so figured it just might be possible.

No idea if you wan´t to add something like that into the main game tho, would do it myself if I knew how."


Aevojoey commented a bit on it but he must have goten busy in rl so figured I would ask here instead and let him work in peace :)




ps. Also noticed that there is a "titanic boobs" trait but for some reason the clinic can only get boobs up to "abnormally large boobs". Im also not aware of any item that gives "titanic boobs", wich means that trair is impossible to get/give without cheating.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on January 06, 2016, 11:35:31 AM
Also noticed that there is a "titanic boobs" trait but for some reason the clinic can only get boobs up to "abnormally large boobs". Im also not aware of any item that gives "titanic boobs", wich means that trair is impossible to get/give without cheating.
The Boob Job in the Clinic should be able to increase it to "Titanic Tits", if it is not then it is a bug.
I will test it when I get home tonight.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Tyrgalon on January 07, 2016, 08:05:41 AM
The Boob Job in the Clinic should be able to increase it to "Titanic Tits", if it is not then it is a bug.
I will test it when I get home tonight.


I actually concluded that the the boob job doesn´t work if the girl already has abnormally level boobs. When I tried with a girl that had gigantic juggs (I think its called that) it kept going all the way to titanic.


Just fyi tho I had used the "amazing boob job" item from the shop on those other girls wich the clinic refused to take care of.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on January 07, 2016, 12:46:44 PM
I actually concluded that the the boob job doesn´t work if the girl already has abnormally level boobs. When I tried with a girl that had gigantic juggs (I think its called that) it kept going all the way to titanic.
Ok, I got it fixed.
It was in cJobManager.cpp not in the job itself.
The part that tests if the girl can do the job had not been updated with the new breast sizes.
Breast reduction had the same problem so I fixed that too.
They will work properly in the next version.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Tyrgalon on January 08, 2016, 02:05:55 PM
Goodie :)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on January 10, 2016, 11:52:04 AM
Hey devs,
I'm still here. 8)
FYI in middle of a fairly major revamp/expansion of the film jobs. Will post but don't expect too much too soon!
Adding quite a bit but will then need to align what's already there
And test a lot

adding stuff for very bad and very nice masters... ;)
probs a week or so
Touching a LOT of files to integrate it into code
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on January 10, 2016, 12:57:03 PM
Being evil is not easier. The game itself isn't hard, just put gangs on catacombs and you can be either deposition without trouble. If you want to be good, do it. If you want to be evil, do it. It matters very little aside from different flavor text. Roleplay the way you want to.

I think the definition of evil or good gameplay (in a roleplaying sense) is not only the value of your disposition,
but also how you treat your girls (free or slaves for example) and what ways you use to get new girls and if you use your dungeon, use certain (evil) items and so on.
Are willbreaking spice, alcohol and these things evil?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on January 10, 2016, 01:36:16 PM
Awesome stuff Bsin, looking forward to seeing what kind of stuff you're coming up with mate!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on January 10, 2016, 03:24:30 PM
I think the definition of evil or good gameplay (in a roleplaying sense) is not only the value of your disposition,
but also how you treat your girls (free or slaves for example) and what ways you use to get new girls and if you use your dungeon, use certain (evil) items and so on.
Are willbreaking spice, alcohol and these things evil?

Yeah it can be base it on how you treat the girl. To define what is good or evil look at it as if your looking through the eyes of the girls. Do you find what is being given to you good or bad? That is what is defined as good or evil. You as the owner can be chaotically good or chaotically evil or be completely lawful on both disposition. To me, if someone were to use a spice like that on me, I'd see it as evil. If someone were to get me addicted to something in order to control me I'd see it as evil. On the other hand if someone good were to give me some magical item that makes me rely on them I'd probably see it as evil. Hopefully this adds to what you were saying.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on January 10, 2016, 03:54:57 PM
Yeah it can be base it on how you treat the girl. To define what is good or evil look at it as if your looking through the eyes of the girls. Do you find what is being given to you good or bad? That is what is defined as good or evil. You as the owner can be chaotically good or chaotically evil or be completely lawful on both disposition. To me, if someone were to use a spice like that on me, I'd see it as evil. If someone were to get me addicted to something in order to control me I'd see it as evil. On the other hand if someone good were to give me some magical item that makes me rely on them I'd probably see it as evil. Hopefully this adds to what you were saying.

There is a problem with the "look through the eyes of the girls"
There are a lot of items which the girls like, because they don't know and don't see them as evil
but have "hidden" side effects.
For example,
girls like expensive looking jewelry but a "disguised slave band" to a free girl is surely not the present of  lawful good master
even if she loves it.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on January 10, 2016, 04:43:29 PM
I thought this would come up, then say what would look on-lookers see as evil or chaotic. Basically if you in anyway forcing someone into an unhealthy situation it's probably evil. Sure there probably are exceptions but literally, play the way you want. Define what is evil in that playthrough on your own. Share an interesting theme or idea that you had with the community. Maybe it'll allow others to expand or reduce on your ideal so that they can play a different themed game.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on January 10, 2016, 05:43:59 PM
In the end its always up to each player how they play.
I myself are never really good or really evil, more like true chaotic.  ;D
Also i use mindbending (or breaking) items sometimes, i avoid items like Hamstring, Lobotomy
and i'll never ever execute a girl.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Rfpnj on January 10, 2016, 06:22:05 PM
Why can't Jorwich's mod be worked in where there is a good/evil check to see how you treat your girls
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on January 10, 2016, 07:01:29 PM
At some point some of the content from my mod will be worked into Crazy's, but I still plan on writing content for Crazy's, to be honest. The fact is, though, many of my ideas and plans just won't work straight up with Crazy's mod, though some of them might be used for "bad" options. I think long term I'd like there to be a sort of melding, but how much would work, I couldn't say at this point. My mod is meant to be extreme. The only way I could see it working together at some point is if perhaps being evil or good was a decision. I remember Lyje had an idea about setting a building's disposition. Really, I could see that sort of, maybe a way to cater to a certain clientele. Customizing whether the jobs in a building would be good or evil, or allowing the purchase/unlocking of specific jobs, would make the evil decisions more choice-based, and less on a cumulative score. But all that is really just speculation. I don't know as much about the coding half as I'd like, but that kind of thing would likely require a major overhaul, and break a lot of things. It's something to keep in mind, but I wouldn't seriously consider it quite yet, especially without knowing just what demographic might like my content. I mostly create it for myself, and post it for whomever might enjoy it. I think we'd have to have a significant following there. It would have to make sense, essentially, to bring a bunch of people together and overhaul things. That's time consuming and hectic, lots of things breaking, etc. For now, I figure we can keep developing things, seeing where we are going, seeing how things develop. If at some point in the future it makes sense to go through that massive effort, or if at some point we're going down a path that would implement some of these things anyway, we could look at that.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on January 11, 2016, 02:14:42 PM
Is it intended, that girls training in the arena get much higher stat changes than in older versions,
like +73 combat in one training shift, instead of maybe 6-8?
Because thats what happens to the girls in version .27, they only take maybe 3 weeks and are at 100 in all stats relevant to the arena.

And is there currently a way to train a girl as a ponygirl or is that one of the future plans?

Nevermind the first question, seems to have been a problem with using a save from the .20 version.
Every girl assigned new to arena training has the lower usual stat changes.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on January 11, 2016, 02:39:36 PM
In the end its always up to each player how they play.
I myself are never really good or really evil, more like true chaotic.  ;D
Also i use mindbending (or breaking) items sometimes, i avoid items like Hamstring, Lobotomy
and i'll never ever execute a girl.

Just remember to share interesting themes that you come up with! I'm currently thinking about playing with all girls as Dryads using a custom item. Have fun!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on January 11, 2016, 03:33:31 PM
Just remember to share interesting themes that you come up with! I'm currently thinking about playing with all girls as Dryads using a custom item. Have fun!

My current playing style is making money through selling items from the catacombs while training all girls to be perfect.
arena training, then pet training, personal training to get their sexual skills up,
then service center to train their service skill (with the side effect to raise disposition to hide my evil deeds)
then clinic for training and beauty surgeries, then farm where they produce alcohol and other mindbending foodstuff
while training there.
At last training in singing and piano playing.
...
Yes i'm a bit of a perfectionist. ;D
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on January 20, 2016, 08:17:14 PM
hey
been working on film jobs. bigger task than i thought. they work differently to most other jobs. there is some excellent mechanic in how film jobs work in game, so i am mainly adding content to expose this more. have also added different kinds of film job. basically more nice, and more nasty types of film, alongside the existing "normal" ones

so far have focussed on adding new job types mostly but in future will make the existing jobs more interesting dialogue-wise (there's some awesome mechanics behind how the film quality is calced but almost none is visible to player - will bring more out). will probably add skills, stat and balancing based stuff to spice up action and bring it inline with new job types.

added SO much and touched so many source files i do really need to test and tidy, but will post what i have tomorrow or friday
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on January 20, 2016, 10:18:57 PM
Very excited to see what you have going on, man! I'm writing a little bit and hoping to hear back from Crazy about my template idea, and messing with a few things between fighting with the insurance company, but Films were on my list, so here's to you!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on January 22, 2016, 10:18:03 PM
Hey
A contribution to the game here. First fixing a few things and then adding quite a bit.

Details:-
+ Milk job is less insanely generous - because of the way multipliers could stack (e.g. a famous (x2), princess (x3), catgirl (x4)) the payouts could get ridiculous (up to x24 in this example). Changed the flow a little to avoid multiplier stacking, and reduced a few multipliers. Payouts can still be nice, but are no longer insane game-changers.
+ Personal bedwarmer - fixed text output: another missing break in a case structure iirc.
+ Added different types of film job. "Star" jobs, "normal" jobs and "extreme" jobs. Balancing is intended as follows:-
++ "Star" jobs make girl happier, more skilful and famous - giving long term benefits, a warm fuzzy glow, and making you a better person (player disposition)
++ "Normal" jobs are the same jobs from before - will soon be adding content here.
++ "Extreme" jobs are harder scenes - these make girl tired, unhealthy, unhappy and submissive. It may even break some girls (iron will, mind fucked, etc) This will also advertise your evil to the world (player disposition). But also Money.*
+ Added text to a few of the other film jobs.
+ Started to implement a rating system for job performance on films to work with the existing mechanics of how scenes are scored.

Known Bugs
#1: Films scenes still don't seem to pay out - at least according to the daily notification (always payout zero). Compiling the repo as is gives me the same thing (zero payout according to the notification). So I don't think it's anything I did. I had a quick look but haven't yet tracked down why.
#2: Selecting multiple girls and assigning a film job is buggy (definitely something I've done here).
#3: Scenes sometimes show up with blank text.
(#2 and #3 may be due to my inconsistent sequencing of jobs between the const.h file and other files. Still figuring out how the interface does stuff)

* at least this is the plan - See bug #1
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: The Bigster01 on January 23, 2016, 06:27:23 AM

*snip*
Known Bugs
#1: Films scenes still don't seem to pay out - at least according to the daily notification (always payout zero). Compiling the repo as is gives me the same thing (zero payout according to the notification). So I don't think it's anything I did. I had a quick look but haven't yet tracked down why.
#2: Selecting multiple girls and assigning a film job is buggy (definitely something I've done here).
#3: Scenes sometimes show up with blank text.
(#2 and #3 may be due to my inconsistent sequencing of jobs between the const.h file and other files. Still figuring out how the interface does stuff)

* at least this is the plan - See bug #1
For Bug #1 one thing I've noticed is that if you have a girl working as the Promoter, and an advertising budget the daily notification will display how much the films are bringing in.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: 0nymous on January 25, 2016, 07:06:38 PM
How does the stat "Ask Price" work exactly through WME?
It increases the flat base value of the girl's earnings by its amount? So if I give her an item that grants +100 Ask Price, she'll earn 100 more gold per job?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on January 26, 2016, 08:11:44 PM
I've noticed is that if you have a girl working as the Promoter, and an advertising budget the daily notification will display how much the films are bringing in.
Thanks. Will look into it, see if it's a bug or intended. Seems to me jobs should pay less without a promoter, but still something.
It increases the flat base value of the girl's earnings by its amount? So if I give her an item that grants +100 Ask Price, she'll earn 100 more gold per job?
Think so. That's what I've always seen. Will look.

note to devs: i won't rage-quit if new film jobs aren't how people wanna go. dont mind, as i dev mainly for me anyway. I am perfectly happy to pull down all the cool stuff you guys add and give nothing back! I can easily pull the repo merge in my own files and play on my custom build. this is how i started! if these updates ain't right for the core build, no problem. will prob keep devving these for a while for self, and may offer again later after more bugfix/balance.
your call
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on January 26, 2016, 08:45:39 PM
note to devs: i won't rage-quit if new film jobs aren't how people wanna go. dont mind, as i dev mainly for me anyway. I am perfectly happy to pull down all the cool stuff you guys add and give nothing back! I can easily pull the repo merge in my own files and play on my custom build. this is how i started! if these updates ain't right for the core build, no problem. will prob keep devving these for a while for self, and may offer again later after more bugfix/balance.
your call
Been sick and havent had time to look at the changes but reading what u said u did they sound great for the mod to me.  Giving people more options on how to play is what the mod is all about really.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on February 16, 2016, 08:59:40 PM
Bsin changes sent to svn.  Took longer then wanted its been crazy around here.  Hoping to get back at coding soon.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: BlackWolf Inc. on February 19, 2016, 12:51:11 PM
Its been crazy around here.
Well , you're the expert   :D
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on March 01, 2016, 07:23:19 PM
works crazy again so real busy
probably back in few weeks

will prob update film jobs until happy then not sure what after
if there are things people suggest?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MrKlaus on March 01, 2016, 09:12:32 PM
will prob update film jobs until happy then not sure what after
if there are things people suggest?

I would propose to mingle with the free time that the girls have. For example:

 During her free time, she could go see her boyfriend/sugar daddy (for that extra cash)/family (children, husband, etc...), if she an addict a drug den, an alcoholic would have a high chance in ending in the bar, gamblers to a casino (losing money, losing her self - PC have to buy her back; winning - extra gold, some nice items, unique girls?). Maybe a lively girl would go to a club and an adventure-type goes on an expedition to the catacombs.

The bad outcomes could be: being attack by jealous husband/wife, getting raped (corrupt City Guards, monks, enemy gank members, creature), girls get kidnapped by a client that likes her to much or she turned down (something like escape - make your man find her) or by enemy gang for ransom.


The main thing is that the free time would sometimes end up with the girl not recovering at the 100% rate that the Players expect.
 
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jonwich on March 01, 2016, 09:19:30 PM
Most of those things exist, though probably not precisely in the form you want.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Tyrgalon on March 06, 2016, 08:37:00 AM
How does the pregnancy/birth system work? would it be possible to make it pick none random girls as well?


Couldn´t find a file or anything that seemed to control that mechanic.


edit: Well after some more searching I realized a girl needs to be set to "normal/default" or "only born as your daughter" to be able be born.


Any way to change that setting for a large numer of girls at the same time, or edit those definitions in the config or the settings of the girls in a savegame?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on March 06, 2016, 11:33:14 AM
How does the pregnancy/birth system work? would it be possible to make it pick none random girls as well?
Couldn´t find a file or anything that seemed to control that mechanic.
Pregnancy and birth is on my list for updating.
Most of it is handled in cGirls.cpp but because the file is so big and pregnancy is scattered in a dozen places, it is hard to figure out.
The majority of it starts around line 12945 (as of this post) in the section labeled "Pregnancy, insemination & children".


First to see if she gets pregnant look at "calc_pregnancy" (and its variants) which then go to "CalcPregnancy".

If she gets pregnant it goes to "CreatePregnancy" where the unborn baby is created.

When the child is born look at "child_is_due", here the unborn babies either become children or beasts.
If it is a beast, it either gets added to your beast count or sold off.
If it becomes a child, it gets stored in the girl's data. (This is the main part I want to change, moving children from their mothers to a central holding place so if the mother dies, the child doesn't go with her.)

When the child grows up look at "child_is_grown", this is where the final product is created.
(I started rewriting this a while back so it is a little messy at the moment.)

If it doesn't find a special girl first, it then goes to "CreateRandomGirl" where it will try to create a girl based on what the game asks for. (This part has a bug in it that I am trying to fix.)

Hope that helps.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Tyrgalon on March 06, 2016, 12:00:49 PM
Ahh...ok, ty for the quick answer :)


Tried looking for cGirls.ccp but couldn´t find it, wher is it located?


Are the definitions for where a girl can "spawn" located in that same file? if so could I change the definitions for slave, dungeon and catacombs only girls so that it allows them to also/only spawn as daughters?


Edit: Ok so I found the cGirls.ccp file on github and found some lines that seem to be what im looking for. Problem is I don´t know how to access that file on my own version of the game, I assume it is inside the WH exe?

The code is located between lines 13494 and 13512:



Tried pasting the code in here but it just becomes a mess :/



Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on March 06, 2016, 04:30:56 PM
I want to make my game more edgy/exciting. Could I perchance make a way for the girls to kill each other? This could only occur if they have certain traits, low happiness, and equipped with a weapon and tie it to free time? Finally I'd like to base the target of the murder on interactions with the MC or on popularity with customers (logic is that they get more care from MC so they become more popular). If needed could I make it happen on multiple free times if one attack seems too extreme. Preventing the character from dying would require security (higher quality of living could also be something a measurement) and if the girl or guy (eventually) is found it would be up to the MC how to judge the offenders. Finally could this add certain trait to the girl.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Silent Guy on March 10, 2016, 10:52:37 AM
I have a suggestion for RandomGirls. Since there are often multiples of the same one, and often in the same building, it becomes difficult to tell them apart by their profile photo. It would be nice to have a small toggle, maybe in Girl Details screen, where we'd be able to pick and lock the Profile photo that would be used for this particular girl.

How difficult would it be, though?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on March 10, 2016, 07:54:44 PM
we'd be able to pick and lock the Profile photo that would be used for this particular girl.
How difficult would it be, though?
From my limited knowledge of codebase, I think v hard. have NO idea how we can even start! But the interface side i don't know, so maybe there's something there?
Joey and Crazy are way better at this and may have better idea?

Could I perchance make a way for the girls to kill each other?
May be doable as random trait-based event, for 'free-time' job based on factors like you say. might toy with it later and post if it turns out good...

Ok so I found the cGirls.ccp file on github and found some lines that seem to be what im looking for. Problem is I don´t know how to access that file on my own version of the game, I assume it is inside the WH exe?
Not quite sure what you're using to edit the code there. It's all in C++ so depending what you wanna do,  you may need to learn about that. (http://www.learncpp.com/) Basically before you can use C++ it needs to be 'compiled' into instructions the computer can understand. I'm not sure how far along you are, so I'll just break this down from the start and you can pick up from wherever applies:-

1) Download an SVN tool like TortoiseSVN (https://tortoisesvn.net/) - this allows you to pull all the source code. To compile, you need *all* the source code not just one file. It may take some time to download - make a new folder for it that is separate from your game folder.
2) Use the SVN to download (Export) the repository (repo) to the folder you made: Crazy's repo is at https://github.com/crazywm/crazys-wm-mod (https://github.com/crazywm/crazys-wm-mod)
3) Download a Development Environment - I use the free Visual Studio Express 2013 (https://www.microsoft.com/en-us/download/details.aspx?id=44914). I suggest using the same one and the same version (2013) to avoid horrible impossible-to-figure-out issues (Microsoft love changing file formats, and adding, deprecating and changing stuff without telling anyone).
4) Go into the folder you created in (1), into the 'trunk' folder that the SVN downloaded, to the 'crazys-wm-mod' folder (i always copy this whole folder somewhere else so I can work on it without my changes getting undone next time i sync with the repo). In your working folder, look for the file that ends "vse2013.sln" - this is the 'solution' file. Click it and it should open in visual studio.
5) Find the girls.cpp file and make your changes. When you're happy, press F7 to try and build it. Building it takes all of your source code and makes into a runnable .exe file. First time takes ages (depending how good you PC is). Subsequent builds are faster.
5A) Keep tweaking until the build works.
5B) When the build works, you'll find a new modified "whore master.exe" file in the \Debug folder. (Along with a lot of other stuff)
6) Copy that .exe file, and go across to your game folder.
7) Rename your old existing "whore master.exe" to whatever you like (e.g. WM.old.exe), and paste your new version in.
8. Run it.
9) Test it and get annoyed when it doesn't work like you thought.
10) Go back to visual studio and review: chuckling when you find the silly error you made in the code.
11) Confidently build it again, copy it across and rename everything again.
12) Test and get really annoyed when it still fails in exactly the same way.
13) Go back and really fix it this time.
14) Build, copy it across and rename everything AGAIN.
15) Rage quit when it won't even start up this time.
16) Try again, build and copy again.
17) Repeat steps 8 - 16 until it works.
...
100) Every now and then you can re-sync the repo to see what changes have been made by other people.


This is pretty much my process.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on March 10, 2016, 08:17:38 PM
May be doable as random trait-based event, for 'free-time' job based on factors like you say. might toy with it later and post if it turns out good...

Awesome! I was hoping to make certain characters a bit more volatile (like how they are in a game, movie, or show) and encourage girls to gain traits or lose trait and to use the combat stat.  If you do try it out tell me so I can help test it. I'd like to learn how to make stuff other than girls/items in this game but lack knowledge. I'll be checkiing out the link you used. I'd also like to make more traits that have effects as well.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Tyrgalon on March 11, 2016, 09:44:52 AM
Not quite sure what you're using to edit the code there. It's all in C++ so depending what you wanna do,  you may need to learn about that. (http://www.learncpp.com/) Basically before you can use C++ it needs to be 'compiled' into instructions the computer can understand. I'm not sure how far along you are, so I'll just break this down from the start and you can pick up from wherever applies:-

1) Download an SVN tool like TortoiseSVN (https://tortoisesvn.net/) - this allows you to pull all the source code. To compile, you need *all* the source code not just one file. It may take some time to download - make a new folder for it that is separate from your game folder.
2) Use the SVN to download (Export) the repository (repo) to the folder you made: Crazy's repo is at https://github.com/crazywm/crazys-wm-mod (https://github.com/crazywm/crazys-wm-mod)
3) Download a Development Environment - I use the free Visual Studio Express 2013 (https://www.microsoft.com/en-us/download/details.aspx?id=44914). I suggest using the same one and the same version (2013) to avoid horrible impossible-to-figure-out issues (Microsoft love changing file formats, and adding, deprecating and changing stuff without telling anyone).
4) Go into the folder you created in (1), into the 'trunk' folder that the SVN downloaded, to the 'crazys-wm-mod' folder (i always copy this whole folder somewhere else so I can work on it without my changes getting undone next time i sync with the repo). In your working folder, look for the file that ends "vse2013.sln" - this is the 'solution' file. Click it and it should open in visual studio.
5) Find the girls.cpp file and make your changes. When you're happy, press F7 to try and build it. Building it takes all of your source code and makes into a runnable .exe file. First time takes ages (depending how good you PC is). Subsequent builds are faster.
5A) Keep tweaking until the build works.
5B) When the build works, you'll find a new modified "whore master.exe" file in the \Debug folder. (Along with a lot of other stuff)
6) Copy that .exe file, and go across to your game folder.
7) Rename your old existing "whore master.exe" to whatever you like (e.g. WM.old.exe), and paste your new version in.
8. Run it.
9) Test it and get annoyed when it doesn't work like you thought.
10) Go back to visual studio and review: chuckling when you find the silly error you made in the code.
11) Confidently build it again, copy it across and rename everything again.
12) Test and get really annoyed when it still fails in exactly the same way.
13) Go back and really fix it this time.
14) Build, copy it across and rename everything AGAIN.
15) Rage quit when it won't even start up this time.
16) Try again, build and copy again.
17) Repeat steps 8 - 16 until it works.
...
100) Every now and then you can re-sync the repo to see what changes have been made by other people.


This is pretty much my process.


I haven´t actually edited anything and have no knowledge of coding except from some pretty straight forward text changing in text files for paradox games XD


Im basically just looking to change the short piece of code for "a daughter is born" event.
Currently the code only looks for a unique girl that has been assigned to be born as your daughter in her girlsx file, but this setting has to be done for each girl indivually as far as I know. If the game can´t find such a girl it will make a random one.
Instead I want the game to look for any unique girls before making a random one, changing the code for that shouldn´t be too hard I think?


I found the dev files and downloaded them and located the code for the event and got some rough idea of how the code works, but im pretty lost on how change it to do what I want.
Im afraid I would have to spend a massive amount of time to learn it all just to change/add a few lines or so :/


And yes I was wondering about how to even make it into a exe so ty for that info :)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on March 14, 2016, 09:10:10 PM
Im afraid I would have to spend a massive amount of time to learn it all just to change/add a few lines or so :/
Ok if u know what y wana change and it is simple, PM me the modified .cpp for w/e you changed, and I compile for u and get you bak the .exe somehow
dont mind doing a *few* times as favor
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on March 19, 2016, 10:53:54 PM
Hi
fairly big - but almost entirely text-output based - mod in attachment
Adding new flavour texts for actions. really trying to make the game less generic by (a) using more girl traits/skills/stats, to give them more agency in game. and (b) making it react to YOU, by using things about you (nasty or nice?) and how you treat girls (pclove? nice rooms? any guards?) to feed into game more. a lot of that in here.

i also tried to break up the girls.cpp file but failed horribly (ms vse2013 error writers - you have made a mortal enemy this month) and instead just tidied up some

affected files are attached in zip
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on March 20, 2016, 03:15:31 AM
Hi
fairly big - but almost entirely text-output based - mod in attachment
Adding new flavour texts for actions. really trying to make the game less generic by (a) using more girl traits/skills/stats, to give them more agency in game. and (b) making it react to YOU, by using things about you (nasty or nice?) and how you treat girls (pclove? nice rooms? any guards?) to feed into game more. a lot of that in here.

i also tried to break up the girls.cpp file but failed horribly (ms vse2013 error writers - you have made a mortal enemy this month) and instead just tidied up some

affected files are attached in zip

Thanks a ton you're awesome! I love having more events and text for traits.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on March 31, 2016, 08:16:26 PM
joey / crazy - i made a bunch more changes since the above. making more now. I've just pulled down rev227 on repo, so i'll merge my changes for everything together with 227 and post the affected source files here late weekend/early next week

questions/comments - ask or pm
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Lurker on April 02, 2016, 12:36:22 PM
So I'm seeing alot of new image categories in the game. Is there like a list that explains what they represent?
Like for example:
Lick? Who's liking who or what are they licking?
Strapon? Whos wearing it? Are they using it on someone?
Eatout? Whos eating who? Sounds like its the same as lick?
And so on and so forth..


Dunno if you guys are still working on this mod anymore though. And if so are you making changes to the gameplay or just mainly adding new image categories and jobs?  :)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on April 05, 2016, 12:20:25 AM
New image types were something I was going work on to make scene match the image better but never finished it and Joey talked about doing something like that and I figure he will so it better anyway lol.

Yea people are still working on the mod Joey and bsin still post code such a lot. But myself I just haven't had time started a new job and when it finally calmed down enough to get back to coding I had a death in the family which is left me with a real lack of focus.

As for what's getting added in its gameplay IMO this game has never been gameplay heavy it's been more about managing things and reading about the outcome maybe I'm wrong and other feel different nut hey one mans opinion I guess.

For now I'll I'm focusing in different type of jobs to try and mix things up some. As for the others can't say. Expanding game play is hard but always willing to listen to ideas of others so share thoughts and such.

Typing this on my phone so maybe mistakes
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Dabanisher on April 10, 2016, 11:56:53 PM
i dont have any girls showing up i redo some of them in the editor but they dont show


Edit*
ignore me im an idiot i dont know my head form my ass put THE FUCKING CHARACTER FOLDER INSIDE THE FUCKING CHARACTER FOLDER GOD
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on April 11, 2016, 09:28:26 PM
hey all, been working on some mods for a while and rolled all together into this C++ source bundle. This is all merged in with Joey's latest updates on repo (as of now, v228). Hoping this is good enough to make the repo for crazy's mod.
will be away for a while now, so tidied this up and posting now
quite a lot in so I'll dump my changelog below

Note: these are C++ (.cpp & .h) source files which needs compiling to run (you can't just paste them in a folder - you need a C++ compiler). If you don't have a compiler, you'll probably need to wait for a later build to see any of this. Also see warning.
--------------
WARNING: This definitely has bugs and this WILL change your save files (adding a new stat to all girls). This is not officially part of Crazy's mod and might never be. No guarantees here. So...

BACKUP YOUR SAVES
Do this now, before you try out my changes.


Bugfix
+ Fixed yet another missing 'break' in bedwarmer job.
+ Fixed a couple of missing spaces/linebreaks

Addition - Spice (variety - the spice of life)
+ Dialogues
++ XXX - more variety in scene intro for different actions, and based on you
++ XXX - more variety in more custom scenes involving more traits, conditions, skills, stats, pretty/ugly etc.
++ XXX - more variety in vanilla scenes
++ XXX - violent girls have more ways to beat up customers
++ You make a difference - different dialogues based on you.
++ You Torturer - bad men do it for enjoyment. And good men?
+ Events/actions
++ Addicts get tricked
++ Willfull girls refuse to be demeaned
++ Pregnant girls are careful (but hormonal)
++ City official 'check' your girls' age
++ Sadistic customers try to have fun
++ Kind customers give girls stuff
++ Accomodation makes a difference
+ YOU make a difference
++ You girls and guard make different choices based on you
++ A kind master helps his girls stay sane in a cruel dangerous world. A very, very bad man really doesn't...

Addition - Femme Fatales
+ Sanity stat - girls mental state is now simulated.
++ Positive, affirming experiences heal their mind (sane)
++ Negative experiences harm their mind (crazy)
++ Accommodation affects sanity
++ Traits affect sanity (tsunderes are tetchy, old whores have seen it all)
++ You drive them crazy - or make them better. What kind of master are you?
++ Therapy and rest helps restore sanity
++
+ Femme Fatales
++ If they go too crazy they become dangerous
++ Girls can get in fights
++ Or can kill each other... optionally (I added a 'FemmeFatales' switch in the config.xml to turn this on or off)
++ Even more so if they are killers already

Addition - Raisable minimum age.
+ Added mainly for me. I travel for reasons. This game can be of questionable legality anyway: some countries don't allow uncensored porn, in real or cartoon form; some countries have ages of majority of 20 or 21 and seem to make up what's legally okay case by case; some legal systems think they need to ban fantasy and imagination. So on my builds always pinned minimum at 21 (only actual effect is to make the game more legally defensible). This has been a headache with updates, so this mod makes it convenient to do - for me or anyone - by adding an option in the Config.xml file.
+ 18 remains the hard minimum, but ages above this can now be used to raise the minimum.

REQUEST-
I added the 'Femme Fatale' stuff largely on request - if people like/want this, I would appreciate some help with content. What would make them fight? Why would a crazy girl kill another girl? Scenarios, dialogue, hit me.

BUGS-
+ There's a "Next Turn" crash bug somewhere. It's not consistent, so thinking a dice roll - still searching.
+ Some missing spaces and line breaks, and a few names where they shouldn't be - will fix.

Bug??
+ Previously, one of the x-action dialogues disappeared sometimes (no idea which because no output). I figured I had missed an 'else' somewhere? I threw in some debug output and went back to fix it, but it vanished.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on April 13, 2016, 12:35:07 AM
Noice Bsin can't wait to see the new stuff in the next version. Once I get a feel for what's there I'll come up with some femme fatales stuff to help out.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: CaptC on April 13, 2016, 04:37:55 PM
So if an old pack doesn't have a sanity stat for a girl, what kind of default value is set for them?  Not relishing updating lots of old packs if the default is wonky.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on April 13, 2016, 09:26:44 PM
Hi,
2 thing-
1) i only offer this - it might not go in. don't stress! plus totally open to input and ideas, and someone with keys to repo will probably tame the stupidest things i did!
2) i thought easiest to set it up like health - ie. not pre-set in any way. it just starts at 100% for all, then deteriorates/heals based on events. being attacked, tortured, or doing things she hates knocks it down; rest, therapy and jobs she enjoys lifts it up. tsunderes and some change faster - others change slower. if u evil they lose it faster, good = slower. those about the main things
still trying to balance it irght
3) when get back will post the current flow, baal, so you can see how it works. main problem i have right now is it never pops up in game yet so cant see if/how works

tl;dr? you dont need to change any packs. if you WANT to set it packs... uh... not even sure how, but could probably figure it out
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on April 14, 2016, 03:23:11 PM
So if an old pack doesn't have a sanity stat for a girl, what kind of default value is set for them?  Not relishing updating lots of old packs if the default is wonky.
I will add Sanity stat as soon as I can but the other stuff will probably take a little while longer.
Sanity will be -100 to +100 with default as 0.
-100 will be completely insane while +100 will be perfectly rational.
If a girl does not have it, it will default to 0 with traits modifying it.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: CaptC on April 14, 2016, 04:30:54 PM
I will add Sanity stat as soon as I can but the other stuff will probably take a little while longer.
Sanity will be -100 to +100 with default as 0.
-100 will be completely insane while +100 will be perfectly rational.
If a girl does not have it, it will default to 0 with traits modifying it.


That sounds delightful from my point of view. Nothing for me to do.  :)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on April 14, 2016, 07:39:43 PM
I will add Sanity stat as soon as I can but the other stuff will probably take a little while longer.
Sanity will be -100 to +100 with default as 0.
-100 will be completely insane while +100 will be perfectly rational.
If a girl does not have it, it will default to 0 with traits modifying it.

Sweet love to see that it's being included (I was quite worried)! It encourages more interactions between the player x NPCs and NPCs x NPCs. Also I wanted to say thanks for the new movie studios still have the name issue but I love being able to do something that isn't porn.

One question, I'm still working on the list for items and wondering if I should put something like robots under being made in the blacksmith (school has made it slow moving I also want to include Bowman's redone stuff once that is done.)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Ignis on April 24, 2016, 04:48:31 AM
Hey! Thanks for the mod.

I am having an issue in that I don't get any new unique girls after a certain number. The market roster repeats itself to no end. I can still find some by walking around town, but even catacombs only produce random girls and I've no characters for that.

edit: After I bought the last unique girls, none of them show up anymore. I messed with the config file to max the chance and still nothing new.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: hewhocumsbynight on April 24, 2016, 01:48:59 PM
Hi Ignis.

That's not a bug - there're only a finite number of unique girls that can be bought from the Slave Market.  The rest have to be found on a walk, or captured in the Catacombs.

Sorry!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Ignis on April 24, 2016, 02:59:06 PM
Hi Ignis.

That's not a bug - there're only a finite number of unique girls that can be bought from the Slave Market.  The rest have to be found on a walk, or captured in the Catacombs.

Sorry!

Thanks for the reply. I've raided the catacombs several times and I don't get any uniques anymore. I was getting at least one per run, but only random ones by now. Is it the same limit?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: hewhocumsbynight on April 24, 2016, 05:32:09 PM
Thanks for the reply. I've raided the catacombs several times and I don't get any uniques anymore. I was getting at least one per run, but only random ones by now. Is it the same limit?

Yep!  Eventually, you will run out of unique girls, due to the limited number of unique girls.  For example, I have roughly 600 unique girls - of which roughly a half are found in the slave market, and about a hundred or so are Catacomb girls.  The number of unique girls is dependent on the number of girl packs that you have installed.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on May 08, 2016, 11:51:07 AM
Can someone explain to me, what exactly is causing this lose of the Optimist trait (screenshot in attachment)
The girl is slave, cleaning the player house (but i had the same once in the farm and also once in the clinic)
The girl in this case has comfortable accomodation (and expects bare bones as minimum)
It seems to be quite rare, something like 0,1% chance or so.
Girls get pessimist in the following turns.
Thats when i usually discover it, because of the happiness drop.
I could check all green messages in the end turn screen but i admit, i'm lazy and in the clinic and farm there are many of them
because of medical treatments and produced items.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: SOMEGUY789 on May 24, 2016, 12:28:08 PM
I think the intention behind it might be simply from her being enslaved.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sorren on June 01, 2016, 02:20:30 PM
Yep!  Eventually, you will run out of unique girls, due to the limited number of unique girls.  For example, I have roughly 600 unique girls - of which roughly a half are found in the slave market, and about a hundred or so are Catacomb girls.  The number of unique girls is dependent on the number of girl packs that you have installed.


You know I've yet to actually run out of girls in any of my playthroughs but then I have over a thousand of them heh...
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Yukinohki on June 13, 2016, 03:28:57 PM
I think the intention behind it might be simply from her being enslaved.

ok thats possible, i'll watch my free girls then, if they are immune to that effect.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: KingofKings on June 14, 2016, 12:19:31 AM
ok thats possible, i'll watch my free girls then, if they are immune to that effect.

Nope, every one of my girls during every play-through are always free (I like playing the good guy) and every now and then some girls will lose their optimistic trait even though they are set up in the best digs.
It might just be certain girls or certain triggers that cause it, I can't tell for sure.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 09, 2016, 05:20:18 AM
Figure its time for an update on things. As I said some time ago my life has been kinda fucked up for the past I would say year but things seem to be getting back to calm.  As I'm getting the itch to code again it's as good as time as any to update everyone on my status. I plan to start looking at the code and easing my way back into over the next few weeks so this could mean a new update with the next month or so. That said got a few things to do 1st.

1-  get up with Joey, bsin and jon see where they have been and if they want to get back to it. Hopefully I can get up with them.
2- merge bsins last update. Don't think this was ever done he posted a decent sized update that was never merged into the game that I know of.
3- get a feel for the code again lol. This is always something I have to do
4- most important figure out a way to compile the game. Due to changes made to it and the fact I'm still on vista I can't release the game. I may have a way to do it with a friends help so here's hoping lol.

Anyway hope everyone hasn't giving up on the mod and as always if anyone wants to write some dialogue for jobs that would be a big help
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: KingofKings on August 09, 2016, 12:16:45 PM
Crazy, DO NOT PUSH YOURSELF!

Take your time and get yourself situated before going to deep into anything. We have waited this long, we can wait longer for you. Just make sure you feel good (or as close as possible) to code before getting into it.
Though it's good to hear your life has calmed down and we welcome you back with open arms.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 10, 2016, 08:48:57 AM
Crazy, DO NOT PUSH YOURSELF!
Im not I dont think lol.  As long as i can do the things i listed Im going do some coding even if its small.

Just going bounce some ideas around here of things im going look at to ease my way back into.

1- Going add some new jobs.. BUT with a catch this time they are only available based if the player is good or evil.  First thing getting this is Center as I figure most evil players have no use for it in its current state.  So now if ur evil it will have different jobs then if ur neutral or good.  Still working on what these should be but thats where Im going start I think.
2- From there it will be adding this stuff to other buildings.  Playing nice?  Maybe have so u can have girls in the clinic treat people for free.  Evil?  Maybe have a fake free clinic that can earn u new girls or just general experiment on the poor idk.
3- Arena... Right now the fight beasts and fight girls jobs are bland.  I want to try and spice them up with new text and such.  Think I may try and make losing a fight arena girls way way more punishing cost u money and such.  This is were player could come into effect again.. Nice?  U pay.  Evil?  The girl lost let the other girls owner can take out the money on her ass or whatever he pleases to do to her.

As i suck at writing text going look at jon's mod for text for the evil jobs probably.  As always feedback is welcome.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on August 10, 2016, 05:24:17 PM
...First thing getting this is Center as I figure most evil players have no use for it in its current state.  So now if ur evil it will have different jobs then if ur neutral or good.
IIRC, I've used the Center to keep my disposition positive despite all the slaving and stuff that would otherwise make me full-on EVIL.

Quote
3- Arena... Right now the fight beasts and fight girls jobs are bland.  I want to try and spice them up with new text and such.  Think I may try and make losing a fight arena girls way way more punishing cost u money and such.  This is were player could come into effect again.. Nice?  U pay.  Evil?  The girl lost let the other girls owner can take out the money on her ass or whatever he pleases to do to her.
Maybe have a chance (based on traits) that the winner of a cage match fucks the loser, regardless of player disposition?  And/or just a straight 'Girls fight, winner fucks loser' match.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on August 11, 2016, 02:52:06 PM
Not sure if I should double-post or edit my last one, but :shrug:  Anyway, I seem to remember aevojoey saying that all the buildings were supposed to have Security jobs.

* The Studio could have over-zealous fans that need to be kept away from girls, particularly if they have Actress/Idol/Porn Star or high Fame.
* Center might need protection from gangs hired by drug dealers (or, if Evil, to keep girls from running away).
* Farm might get some kind of bonus for the Herding/Ranching/Capture jobs if Security is present?
* The Clinic ... I don't know, maybe the same as the Center?
* Not sure on the House, though.  Only thing I could think of is to protect the Player as he gets better-known, but unless he becomes an actual *character*, any sort of check would just be a chance to insta-kill the player.  Maybe prevent loss of gold or items?

And the Studio totally needs a Dominatrix scene (or two, one for straight and one for lesbian).  Because I'm not demanding enough :P
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 16, 2016, 03:18:00 AM
On phone so hard to replay to things but hopefully it will be understood.

If ur using the center to keep u from going evil this won't change anything. This will be for people who don't try to not be evil. May make this a toggle able thing idk.

I meant the girls owner could fuck ur girl or beat them or let there dog fuck them or whatever ur evil u could care less lol. But yea maybe could be done ur girl a lesbian and horny?  Maybe she fucks the girl she just beat.

Guess a fuck the loser job could be added but would be hard to come up with a picture for the player having his fun.

Yes all buildings should have security. But right now they generate customers on demand unlike brothels that take fame and such into account and have customers show up if that makes sense. That's also why most buildings don't have advertising. So while adding security would be easy enough would do very little without changing that one fact. That said a few tungsten matter here
1-I want to make all buildings like the brothels as far as customers go
2- I could added the job anyway and make job based events that happen and require a security girl or bad things happen. 
3- it's something I have wanted to do for awhile so it will happen once I figure out the best way to go about it

Is there not a domanatrix scene already?  If not yeah look for that to be added in my 1st patch I put out.

1st patch could take awhile so I plan to get bsins changes in and release that before starting new stuff. Also some bug fixes on some stuff. Then start working in new stuff. Not sure how long this stuff could take may be based on if I try to write the text or use placeholder text. Then how much I want to add I'm a fan of bigger patches then smaller bug fixes patches then back to bigger. Makes for more interesting patches even if they don't come as often. That all said I could use idea fit good and evil only jobs so feel free to throw out ideas
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 16, 2016, 10:01:38 AM
Anyone who download bsins last changes found here http://www.pinkpetal.org/index.php?topic=953.msg39443#msg39443 please reupload them they are broke right now and I cant get them and I need them.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on August 16, 2016, 03:09:51 PM
If ur using the center to keep u from going evil this won't change anything. This will be for people who don't try to not be evil. May make this a toggle able thing idk.
:)

Quote
But yea maybe could be done ur girl a lesbian and horny?  Maybe she fucks the girl she just beat.
I was thinking Nymphomaniac, Lesbian, Bisexual, Sadistic, and Dominatrix traits, along with the girl's disposition might affect the chances to varying degrees.  Maybe have Meek/Nervous/Shy lower the chance?  (Then again, I have no idea how complicated making it work that way would be.  Whatever works?)

Quote
Is there not a domanatrix scene already?  If not yeah look for that to be added in my 1st patch I put out.
I don't think there is one ... *wonders if I missed an update somewhere*

Quote
That all said I could use idea fit good and evil only jobs so feel free to throw out ideas
For this, and for thoughts on flavor text and such, should we post them here, or somewhere else?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on August 16, 2016, 07:18:50 PM
Anyone who download bsins last changes found here http://www.pinkpetal.org/index.php?topic=953.msg39443#msg39443 (http://www.pinkpetal.org/index.php?topic=953.msg39443#msg39443) please reupload them they are broke right now and I cant get them and I need them.

Will this help? Also can't wait for the sanity, doing an abortion run, basically  getting them pregnant and waiting for the last few weeks for them to give birth and than aborting. Wish I had a free compiler I'd add some traits and species to the game.

https://mega.nz/#!9QBTzZSa!08NU16tkm8ixWGEtIKUxRwUM-q8bY4pxus8MC3TKmf0 (https://mega.nz/#!9QBTzZSa!08NU16tkm8ixWGEtIKUxRwUM-q8bY4pxus8MC3TKmf0)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 17, 2016, 06:36:37 AM
Will this help? Also can't wait for the sanity, doing an abortion run, basically  getting them pregnant and waiting for the last few weeks for them to give birth and than aborting. Wish I had a free compiler I'd add some traits and species to the game.

https://mega.nz/#!9QBTzZSa!08NU16tkm8ixWGEtIKUxRwUM-q8bY4pxus8MC3TKmf0 (https://mega.nz/#!9QBTzZSa!08NU16tkm8ixWGEtIKUxRwUM-q8bY4pxus8MC3TKmf0)
Thanks for trying but cGirls.cpp is wont extract and its the file i need.  If u can extract it then post it but everytime i try it say its broke.
I don't think there is one ... *wonders if I missed an update somewhere*
There isnt one but im going add it.

For this, and for thoughts on flavor text and such, should we post them here, or somewhere else?
PM them or post them here either one works for me.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on August 17, 2016, 07:50:26 AM
Here is the file directly, you can try this. I opened it fine with notepad++. But it may not be what is needed for your case.

https://mega.nz/#!VMBjBZpJ!_6gxNeRC2p5MYVrrbGzNOM5LRkryjUTrPGFY9LD957w (https://mega.nz/#!VMBjBZpJ!_6gxNeRC2p5MYVrrbGzNOM5LRkryjUTrPGFY9LD957w)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 17, 2016, 09:29:08 AM
Here is the file directly, you can try this. I opened it fine with notepad++. But it may not be what is needed for your case.

https://mega.nz/#!VMBjBZpJ!_6gxNeRC2p5MYVrrbGzNOM5LRkryjUTrPGFY9LD957w (https://mega.nz/#!VMBjBZpJ!_6gxNeRC2p5MYVrrbGzNOM5LRkryjUTrPGFY9LD957w)
Works ty
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on August 17, 2016, 05:10:02 PM
Works ty

Nice, I was worried, can't wait for the next version.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 18, 2016, 12:22:56 AM
Getting ahead of myself but bored at work so going over what I hope to be this weekends patch.

Will be a duel release patch
1- stable version with bsins new text which is a lot and a few new film jobs
2- a version with all of bsins changes like sanity stat. This version may be very buggy is why I plan to do 2 versions.

From there I will get feedback on the sanity stat make sure it doesn't break the game and go from there. If it works well keep coding on that version if it breaks the game and I can't fix it might have to leave it out until it can be fixed.

Now I'm for sure getting ahead of myself but boredom can do that but future plans are to follow

1- add a loailty  stat to gangs. Have to keep th happy or they might turn on u or just refuse to work.
-ways to keep them happy new job send girl to entertain gangs
-new gang jobs that will help with that

2- drug lab for clinic where u can make and sell drugs
- positve would be good money and chance to get new girls
- bad would be high suspicion and very dangerous chance for girl to end up in jail
Now two ways I can so this job
1- easy way would be make 2 jobs drug maker and drug seller. Maker makes drugs seller sells them simple.
2- a much harder but overall more interesting way would be to go with the 3 drug types already in game and make them. Have a job to go catch fairys at the arena have a job to grow shroud at the farm and such. Would make the buildings have more interacting and overall I think would be cooler. But may be over complicated idk.   

New house job.  Entertain goverment official
- helps keep suspicion down
- if girl messes up they will get mad and suspicion will rise
- useful for offsetting drug dealer suspicion raise just make sure u pick right girl

Like to add a few events
- girl is in love with u and a virgin she may come to u ask u to be her 1st. Could have different what u say and if ur good or evil
- girl in love with could come to u and ask u to marry her
- free girl who hates u may come and say she is leaving ur employment


Adventures hall on arena
- girls could take quests that would vary for how long they are gone with various outcomes from week to week.

Back to work will edit this with more info on next break
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on August 18, 2016, 12:35:33 AM
Getting ahead of myself but bored at work so going over what I hope to be this weekends patch.

Will be a duel release patch
1- stable version with bsins new text which is a lot and a few new film jobs
2- a version with all of bsins changes like sanity stat. This version may be very buggy is why I plan to do 2 versions.

From there I will get feedback on the sanity stat make sure it doesn't break the game and go from there. If it works well keep coding on that version if it breaks the game and I can't fix it might have to leave it out until it can be fixed.

Now I'm for sure getting ahead of myself but boredom can do that but future plans are to follow

1- add a loailty  stat to gangs. Have to keep th happy or they might turn on u or just refuse to work.
-ways to keep them happy new job send girl to entertain gangs
-new gang jobs that will help with that

2- drug lab for clinic where u can make and sell drugs

Back to work will edit this with more info on next break

Nice,  thanks for this, also, could I use the community version of visual studio 2015 to compile the game?

I don't want to give too many suggestion since we don't want to add too much until the sanity stat is tested more.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 18, 2016, 03:27:53 AM
Nice,  thanks for this, also, could I use the community version of visual studio 2015 to compile the game?

I don't want to give too many suggestion since we don't want to add too much until the sanity stat is tested more.
It should unless there is a bug stopping it which I won't know until this weaken or not

And suggest away unless it involves sanity then yea may want to wait

But want to ask everyone a questions. What ur favorite building?  Least favorite?  Beside the brothel and why?  I want to try and know what people are enjoying and what could use work

And more added to last post about future plans
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Dabanisher on August 18, 2016, 08:16:01 PM
most fav... hmmm the farm because of the human milking i guess kinda got fetish for dat. least.... i guess the arena never really used it for much at all
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on August 18, 2016, 09:12:22 PM
It should unless there is a bug stopping it which I won't know until this weaken or not

And suggest away unless it involves sanity then yea may want to wait

But want to ask everyone a questions. What ur favorite building?  Least favorite?  Beside the brothel and why?  I want to try and know what people are enjoying and what could use work

And more added to last post about future plans

I actually like the farm and I wish you could automate pregnancy to keep a high milk flow or use beast but I don't believe beast make a girl lactate. I also like the movie studios I hope the movie release list gets fixed as several girl's names overlap with the details so it's hard to tell the quality for some girls. I don't really dislike any of them, but I use the arena and centre the least as I like a girls quarks and don't get a lot of addicted girls and can usually manage how I look to the city. The arena just doesn't give good enough job results to invest a girl into.

Like below I also enjoy the home and forgot that was a thing for some reason. One thing I suggest changing is that arena girls should be gained through battle, I would prefer that over the current way it's done. Have them either gained as trophies or a bet.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on August 18, 2016, 09:18:49 PM
Hmm ... oh, right.  First, one of the comments for the "XXX Entertainer" (or "Brothel Stripper," but I think it's the former) has a somewhat annoying trigger.  Occasionally, presumably based on age, I'll get a customer heckling the performer (something like "Grandma, is that you?  Gross!"), which is fine ... it's just odd and off-putting when it's being done to a 100 Beauty, 100 Charisma, Lolita character.  I'm not sure how much more difficult it would be to implement an "If X -> Then 2 -> Unless Y" sequence, though, so I can live with the occasional odd remark if you can't get it to work or have more important things to work on.  Not a biggie.

Favorite Building?  Probably Home :D  Get to keep my snugglies all to myself.  Least would be ... :shrug:  I'm not sure, probably either the Hospital or the Centre, just because there's not much to do with them yet.  Well, probably the Centre - the Hospital is a Recruitment location and Doctors apparently make buckets of cash (although I'm not sure whether that goes to me or the girl, but eh), so probably the Centre.


Anyway, thought of some flavor text that might or might not be worth using :shrug:

Code: (Arena) [Select]
Exhibitionist Victorious
As she enjoys showing off her body, [Girl Name] lets her opponent cut away her already-skimpy clothing, ending her match all but naked - but victorious.  Many of the patrons seem to enjoy the show.

Exhibitionist Defeated
As she enjoys showing off her body, [Girl Name] lets her opponent cut away her already-skimpy clothing, but either because of her lack of skill or just bad luck, she takes a real hit and is defeated.

Exhibitionist
A flamboyant fighter, [Girl Name] fights with as little armor and clothing as possible, and sometimes takes something off in the middle of a match, to the enjoyment of many fans.


Sadist Victorious
As the match draws to a close, [Girl Name] stops trying to win and simply toys with her opponent, practically torturing her in front of the audience.  Many patrons disapprove, although a few respond favorably.

Sadist Defeated
[Girl Name] tries to torment her opponent, but her overconfidence leads to a stunning defeat when the other fighter feigns injury.


Dominatrix Victorious
[Girl Name]'s verbal abuse, along with her combat prowess, lead to a dramatic defeat of her opponent, although her behavior towards the loser disappoints many patrons.


Brawler Victorious
[Girl Name]'s preference for grappling and clinch-fighting throws her opponent off-balance and gives her an easy, if somewhat boring, victory.


Flight Victorious
Being able to fly is an almost-unfair advantage that most opponents can't counter.  Thanks to that, [Girl Name] wins handily.

Flight Defeated
[Girl Name] was unable to leverage her greater maneuverability and yielded the match after being forced to the ground.


Assassin Victorious
Utilizing a no-rules, victory-at-any-cost combat style, [Girl Name] won a decisive victory over her orthodox opponent.  This was not unnoticed by some people in the audience.


Masochist Victorious
[Girl Name]'s cries of joy and outright pleasure upon being injured distract her opponent, and the pain-loving girl comes back from apparent defeat to achieve a dramatic victory.  Despite her many injuries, she smiles happily as she thanks her opponent for the match.

Masochist Defeated
Overwhelmed by pleasure, [Girl Name] is unable to defend herself from her opponent and is easily defeated.  After the match ends, she begs the other fighter for another match - "just like this one."


Idol
[Girl Name] has quite the following, and the Arena is almost always packed when she fights.  People just love to watch her in action.



Magic > 50, Combat < 50 and Victorious
[Girl Name]'s powerful magic demonstrates precisely why mages are feared by many.  She even manages to look good while doing it!

Magic > 50, Combat < 50 and Defeated
Lacking the physical prowess to hold her opponent off while she readies her spells, [Girl Name] is quickly defeated by her opponent.

Magic and Combat > 75 and Victorious
Having mastered both weapons and sorcery, [Girl Name] is a nearly unstoppable force of nature in the Arena, easily dispatching opponents who focus on one branch of combat over the other.

Quote from: crazy
New house job.
One thing I've been thinking for a while is whether the House should have a Nurse or Masseuse job.  It's something that seems like it'd be done (there's already a Maid and a Chef, after all), but it's also kind of a secondary position, mainly there for convenience or just to show off.

Quote
Adventures hall on arena
- girls could take quests that would vary for how long they are gone with various outcomes from week to week.
I know there's the 'Go on Adventure' thing you can do in the dialogue (although I *think* it's broken?), so maybe this could replace that?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: teitogun on August 19, 2016, 02:23:17 AM
I'd just like to say that even though I wasn't active on these forums for a while now doesn't mean I haven't been following the development of this game. It's certainly a delight to see that development and interest is still ongoing. You guys are all doing such a wonderful job and if it's the least I can do is encourage you to keep going on what might be the best community made game of this sort.


There are a number of reasons why I think WM is so promising, but the chief of these is how easy and simple it is to add girls into the game. Even if you don't have all the picture categories, the game still substitutes one from a pool of existing images in the pack. This is something that I really appreciate and wish for it to continue being the case in the game. Like I said there are many different ways in which people can play this game, and being able to pick and choose a theme for your brothel is a great plus.

One addition to the game I would like to recommend down the road is a "prestigious slave auctioning system". This is where rare high skill/beauty/virgin slaves are sold for a much higher cost than at a public slave market. The auction is an elite building that costs a large amount of money and land to purchase, but you can sell your trained and maxed slaves in it for a much higher price as well. In general, unique slaves with high stats should be worth much more than random slaves. Maybe there could even be a different colored tiered system to rank slaves in terms of quality like in Diablo II :P

Anyway, at this time, we might be few in number, but great things arise from humble beginnings, so keep on rollin'!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: zafer on August 19, 2016, 02:37:42 AM
2- a much harder but overall more interesting way would be to go with the 3 drug types already in game and make them. Have a job to go catch fairys at the arena have a job to grow shroud at the farm and such. Would make the buildings have more interacting and overall I think would be cooler. But may be over complicated idk.   
To make that even more complicated.
I suggested once adding a Fairy trait for girls (Tinkerbell and such) and having fairy dust "harvested" from them at the farm.

Quote from: crazy
What ur favorite building?
Arena. Caligula all the way. Chariot races would be cool too.

Quote from: crazy
Least favorite?
The house but only because i never really use it.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 19, 2016, 03:24:00 AM
Nice liking feedback so far. This wil help me focus on what the strong points of buildings are and the wake points. And hopefully I can improve both and make it all better.  I'll replay better when I'm home trying to do quotes on a phone is a pain but very interesting to see people's thoughts so far.

What I will say is automatic breeding for the milk job can probably be done.
That xxx line about old is something I'll fix.  Thought I did awhile back.
And chariot racing has been a planned job for awhile now I even started it but couldn't get it to the way I wanted it so put it on hold. But new thoughts on it will be looking at it again soon. Jousting is also planned along with them using pony girls as there mounts.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: 790 Series Lusticon Operations Unit on August 19, 2016, 04:12:09 AM
My favorite building is the house, as I can keep all mai waifus nice and safe there without needing to waste space on security.

Least favorite? Likely the studio, because no matter what I do I never actually make any profit out of it. I can have it fully staffed by folk with the best ratings in any given job and still turn 0 profit from any film made by it. So at this point I don't even bother with it.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 19, 2016, 05:19:37 AM
As I got time on my hands and have been thinking about it here's how I think auto breeding could work.

1- have a farm manger active
2- have the girl set to be milked not be in anti pregnant pills
3- not be pregnant of coarse and not be on cool down

If all 3 if those are meet the farm manger will take it upon herself to make sure the girl gets preg. By beast (if allowed and u have one) or human 50% chance for either one.  Don't think that would be hard to code and think that can make everyone happy cause if u don't want auto breeding just put them on anti preg pills
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on August 19, 2016, 05:36:29 AM
As I got time on my hands and have been thinking about it here's how I think auto breeding could work.

1- have a farm manger active
2- have the girl set to be milked not be in anti pregnant pills
3- not be pregnant of coarse and not be on cool down

If all 3 if those are meet the farm manger will take it upon herself to make sure the girl gets preg. By beast (if allowed and u have one) or human 50% chance for either one.  Don't think that would be hard to code and think that can make everyone happy cause if u don't want auto breeding just put them on anti preg pills
As I got time on my hands and have been thinking about it here's how I think auto breeding could work.

1- have a farm manger active
2- have the girl set to be milked not be in anti pregnant pills
3- not be pregnant of coarse and not be on cool down

If all 3 if those are meet the farm manger will take it upon herself to make sure the girl gets preg. By beast (if allowed and u have one) or human 50% chance for either one.  Don't think that would be hard to code and think that can make everyone happy cause if u don't want auto breeding just put them on anti preg pills

Yeah sounds good, I would make beast have a 75% chance though or make it a choice on the percent since those are more easy to get and you get a ton of animals. Personally depending on how her accommodations she could get a chance for mind fucked if she is literally being treated like animal. I'll think of some more ideals if you like these. Another ideal is you could use a milker or farm hand as well if you don't have a manager. Either way, sounds awesome.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 19, 2016, 09:52:03 AM
I also like the movie studios I hope the movie release list gets fixed as several girl's names overlap with the details so it's hard to tell the quality for some girls.
Will fix
One thing I suggest changing is that arena girls should be gained through battle, I would prefer that over the current way it's done. Have them either gained as trophies or a bet.
Use to be this way... Someone complained about it so it was changed to u could get them from arena tryouts think i might change it back.  Never liked this change feels more rewarding to have to win them
most fav... hmmm the farm because of the human milking i guess kinda got fetish for dat. least.... i guess the arena never really used it for much at all
Thoughts on improving arena?

Hmm ... oh, right.  First, one of the comments for the "XXX Entertainer" (or "Brothel Stripper," but I think it's the former) has a somewhat annoying trigger.  Occasionally, presumably based on age, I'll get a customer heckling the performer (something like "Grandma, is that you?  Gross!"), which is fine ... it's just odd and off-putting when it's being done to a 100 Beauty, 100 Charisma, Lolita character.  I'm not sure how much more difficult it would be to implement an "If X -> Then 2 -> Unless Y" sequence, though, so I can live with the occasional odd remark if you can't get it to work or have more important things to work on.  Not a biggie.
Should be fixed.. now takes a girl with low beauty also.

Favorite Building?  Probably Home :D  Get to keep my snugglies all to myself.  Least would be ... :shrug:  I'm not sure, probably either the Hospital or the Centre, just because there's not much to do with them yet.  Well, probably the Centre - the Hospital is a Recruitment location and Doctors apparently make buckets of cash (although I'm not sure whether that goes to me or the girl, but eh), so probably the Centre.
Thoughts to improve them?

Anyway, thought of some flavor text that might or might not be worth using :shrug:
Nice have been added to fight arena girl

One thing I've been thinking for a while is whether the House should have a Nurse or Masseuse job.  It's something that seems like it'd be done (there's already a Maid and a Chef, after all), but it's also kind of a secondary position, mainly there for convenience or just to show off.
I know there's the 'Go on Adventure' thing you can do in the dialogue (although I *think* it's broken?), so maybe this could replace that?
House could get a lot of jobs most would be little more then fluff right now (which people could be cool with).. But I think i will go about adding a masseuse job soon maybe nurse idk.  But could also always add a personal body guard also.  But as I said fluff jobs for now wouldn't do much if the PC ever gets more done then they could be better.
I can't remember if Go on Adventure is broke or not but yeah its basically that but more flushed out or thats the plan.  As the girl would be gone for weeks at a time all sorts of things will happen.

I'd just like to say that even though I wasn't active on these forums for a while now doesn't mean I haven't been following the development of this game. It's certainly a delight to see that development and interest is still ongoing. You guys are all doing such a wonderful job and if it's the least I can do is encourage you to keep going on what might be the best community made game of this sort.
Always nice to see old face again.
There are a number of reasons why I think WM is so promising, but the chief of these is how easy and simple it is to add girls into the game. Even if you don't have all the picture categories, the game still substitutes one from a pool of existing images in the pack. This is something that I really appreciate and wish for it to continue being the case in the game. Like I said there are many different ways in which people can play this game, and being able to pick and choose a theme for your brothel is a great plus.
Pretty much this. Ive looked at other games of this sort that are open source code and in the end its just to hard to add girls so i just say fuck it and keep modding this instead of trying my had at them lol.
One addition to the game I would like to recommend down the road is a "prestigious slave auctioning system". This is where rare high skill/beauty/virgin slaves are sold for a much higher cost than at a public slave market. The auction is an elite building that costs a large amount of money and land to purchase, but you can sell your trained and maxed slaves in it for a much higher price as well. In general, unique slaves with high stats should be worth much more than random slaves. Maybe there could even be a different colored tiered system to rank slaves in terms of quality like in Diablo II :P
Always wanted an auction to sell girls virginity after seeing a new article a few years ago about a girl trying to do that on ebay lol.  But I have always wanted to make it really awesome and I have probably over thought it but one this will be a thing.
Anyway, at this time, we might be few in number, but great things arise from humble beginnings, so keep on rollin'!
Still a few of us kicking around hoping joey gets up with me soon always more fun if there is a few coding on the game.

Arena. Caligula all the way. Chariot races would be cool too.
Yup love arena.. I made it after watching Spartacus blood and sand great show always wanted to make it more like that.  As I said chariot races are coming sooner or later.

To make that even more complicated.
I suggested once adding a Fairy trait for girls (Tinkerbell and such) and having fairy dust "harvested" from them at the farm.
Could add a fairy trait easy enough.  But I always felt fairy dust was made from the wings of fairys... So that means u cut there wings off and then grind it up to make so figure that kills them lol.  Wouldn't want that for girls u want to keep.  But we can always discuss this further and come up with a plan.

The house but only because i never really use it.
What can be done to make it better?

My favorite building is the house, as I can keep all mai waifus nice and safe there without needing to waste space on security.
Thats why it was made.. Keep all ur favorites safe and sound and only for u to use.

Least favorite? Likely the studio, because no matter what I do I never actually make any profit out of it. I can have it fully staffed by folk with the best ratings in any given job and still turn 0 profit from any film made by it. So at this point I don't even bother with it.
This is a good point and a problem will try and look at a way to have it start making money... May take time to figure out best way to do it either by lowering the pay of girls or upping money made off movies or if both is needed.

Yeah sounds good, I would make beast have a 75% chance though or make it a choice on the percent since those are more easy to get and you get a ton of animals.
Beast dont effect her milk flow right now (going make it work) but reason for 50/50 is makes it more random if a beast is almost always sent it could get boring to see the scene but with a human there are more options.. She could send in one of the gangs to do it, or a bum off the street, or maybe she gets u to come give it a shoot.  With beast I have little imagination as its not really my thing.  So ideas for that would help.

Personally depending on how her accommodations she could get a chance for mind fucked if she is literally being treated like animal.
accommodations stuff is always welcome.  not sure about mind fucked that trait does some wacky shit. but maybe really need to go ahead and make this job work more like the puppy job and have them slowly been turned into cow girls mentally I guess

I'll think of some more ideals if you like these.
Keep them coming.

Another ideal is you could use a milker or farm hand as well if you don't have a manager. Either way, sounds awesome.
Milker maybe.. farm hand no.  Think I will stick to manager at 1st as that is the matron of the farm and I want people to be using them as they make life so much easier in game.

Longest post I have ever made lol.  But wanted to answer everything I could.  Keep it coming hell tell me what u think about every building if u want to about what jobs suck and what jobs u like.  Yes Im going to keep adding new stuff but I want to make the old stuff worth using and best way for me to know what worked and what didn't is feedback.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on August 19, 2016, 11:16:49 AM
I'd like to change my answer!  My least favorite buildings are the Town Hall (what does Influence do, anyway?) and the Jail (which I've never used).  A couple thoughts come to mind for the Jail, at least:

* Potential recruitment of Slave-status girls, possibly other girls who were caught (so Arena, Catacombs, and Free girls could all potentially be found there).
* Reduce suspicion by sending a girl to serve the Constabulary.
* Possible avenue for attacking Rivals without using your gangs?
* Break a girl's spirit by sending her to be used.

I'm not sure how to improve the Hospital and Centre, really.  The Hospital is fine as a building, I think, and I usually have a Doctor or two and several Nurses in case someone gets hurt (IE, I beat someone to within an inch of her life in the dungeon and don't feel like throwing one of my fifty healing items at her), it's just ... :shrug:  I don't pay much attention to it.  I've used the Centre's counseling a couple times, and the normal work functions, but ... they do what they're there for, and I'm not sure how to 'improve' them.

Quote from: crazy
Could add a fairy trait easy enough.  But I always felt fairy dust was made from the wings of fairys... So that means u cut there wings off and then grind it up to make so figure that kills them lol.  Wouldn't want that for girls u want to keep.  But we can always discuss this further and come up with a plan.
Have it take a certain amount of health off and either give them a temporary trait (Wingless) until they grow back, or have them go to the hospital to have them get their wings healed.  I figure if you're talking the hand-sized fairies, yeah, it would kill them, but if you have them at least child-sized they might survive.  :)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 19, 2016, 12:10:17 PM
I'd like to change my answer!  My least favorite buildings are the Town Hall (what does Influence do, anyway?) and the Jail (which I've never used).
Found a loop hole lol.. didnt really mean them but hey ill answer this anyway.

Influence keeps ur brothel from been raid by the cops.  If ur suspected and have no influence cops might raid u take girls if they are on drugs to jail.. fine u or various other things.

* Potential recruitment of Slave-status girls, possibly other girls who were caught (so Arena, Catacombs, and Free girls could all potentially be found there).
* Reduce suspicion by sending a girl to serve the Constabulary.
* Possible avenue for attacking Rivals without using your gangs?
* Break a girl's spirit by sending her to be used.
Always wanted the jail to be a place that girls could random be put in and u could get if u bailed them out.. but havent got it figured out yet lol.

I'm not sure how to improve the Hospital and Centre, really.  The Hospital is fine as a building, I think, and I usually have a Doctor or two and several Nurses in case someone gets hurt (IE, I beat someone to within an inch of her life in the dungeon and don't feel like throwing one of my fifty healing items at her), it's just ... :shrug:  I don't pay much attention to it.  I've used the Centre's counseling a couple times, and the normal work functions, but ... they do what they're there for, and I'm not sure how to 'improve' them.
Hospital is a hard one for me to think on.  As it does almost everything u could want it to lol.  Surgery is covered for basically everything u could want it to do.

Have it take a certain amount of health off and either give them a temporary trait (Wingless) until they grow back, or have them go to the hospital to have them get their wings healed.  I figure if you're talking the hand-sized fairies, yeah, it would kill them, but if you have them at least child-sized they might survive.  :)
Always thought of them as hand sized at best.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 19, 2016, 12:27:41 PM
Original devs had plans for a drug lab heres what they where going do.

JOB_VIRASPLANTFUCKER = ;    // not added yet    // the plants need to inseminate with other humanoids to proper-gate, creates vira blood items
JOB_SHROUDGROWER     = ;    // not added yet    // They require lots of care, and may explode. Produces shroud mushroom item.
JOB_FAIRYDUSTER      = ;    // not added yet    // captures and pounds faries to dust, produces fairy dust item

For those who have problems reading that ill explain
Vira blood is a plant that needs to mate with humanoids and they off spring is a hard shelled seed and the sap is the drug.
shroud is a mushroom that u need to grow.. seems it can explode
fairy dust is made from fairy wings.  the descriptions say captures and pounds faries to dust lol

My plan is something along these lines but was 6 jobs not 3
fairy catcher  catches the fairy
fairy grinder  grinds them up into usable drug
shroud grow  grows the mushroom
shroud refiner  makes the mushroom into a good drug
vira plant fucker... or the girl who gets fucked and will birth the seed
vira plan refiner.  refines the seed to the drug

I may be going over board with it.  Could do just 4. the grower catcher and fucker.. then one job to refine them all.

Will need a dealer also of course.  But thoughts 6 to many?  if so would 3 or 4 be better?
Starting to think 4 might be good but feedback is welcome.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on August 19, 2016, 01:19:19 PM
Found a loop hole lol..
:P

Quote
Always wanted the jail to be a place that girls could random be put in and u could get if u bailed them out.. but havent got it figured out yet lol.
Maybe have it be sort of like the Market, there's always (at least) one girl in jail for [Reason], and every so often (based on turn count?) there's a guaranteed unique girl?

Quote
Always thought of them as hand sized at best.
Most are, but some are bigger; Touhou fairies, for example, are variably sized, from 'fit in the palm of your hand' to child-sized ... except for the exceptions in visual media, as I believe Lily White has, as well as the Fairy Maids (https://en.touhouwiki.net/images/4/4d/SaBNDFairy_Maid.png).  Characters who are arguably fairies - like Leafa from SAO - can be taller as well.  But :shrug: - it depends on the world, after all.

I may be going over board with it.  Could do just 4. the grower catcher and fucker.. then one job to refine them all.
That seems the best; have the refiner/alchemist just handle all three instead of a separate job for each.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: DarkArk on August 19, 2016, 09:02:58 PM
It's great to see you working on this again.

Favorite building is the arena. I like having girls fight, and potentially get inseminated. Refining the content for it would be great. I agree with removing the hold tryouts button. Let people earn arena girls.

Least favorite is probably the film studio, just because I never use it. It seems to have way too many jobs to fill.

In that case, I'd say 4 jobs is more than enough. The game has quite a bit of micromanagement as it is.

Couple of questions:

Would you be willing to add a couple more image types? I'd like to add some like for branding and giving birth to human/monster. I have a list if you want. If not how easy is it for a middling modder to do so?

Also would you consider refining the human-not human birthing system? I would really like it if you could set within a girl/random girl's .txt what kind of girls she could give birth too. Might also allow certain non-random girls to give birth to specific non-random girls.

My original idea for this was that monster girls should only ever give birth to their own breed of monster girl. But then subvert it somewhat, like kitsune's don't give birth to other kitsune because it's a human mating with them, so they get weaker fox girls instead.

Just an idea.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: zafer on August 20, 2016, 01:31:21 AM
Could add a fairy trait easy enough.  But I always felt fairy dust was made from the wings of fairys... So that means u cut there wings off and then grind it up to make so figure that kills them lol.  Wouldn't want that for girls u want to keep.  But we can always discuss this further and come up with a plan.
Well that is what the item description says but that could always be changed.
Maybe a new drug that is a weaker version is extracted/harvested/collected without killing them? The weaker version could be called Pixie Dust.

Also I'm fine with killing (random) girls to get fairy dust from them because I'm a bad person. It would just have to be enough to make it worthwhile.

What can be done to make it better?
I'm really into the management part (most games I play are strategy games) and besides the recruitment job the house doesn't really offer anything else for helping me become more powerful.

Always thought of them as hand sized at best.
Personally I like to think they can change from fairy-size to human-size at will like in the movies Hook and Legend.
This also helps since you are kind of limited in the images you get. So this explains why you can have an image of them getting fucked by a Q-tip and another buy a human.



JOB_FAIRYDUSTER      = ;    // not added yet    // captures and pounds faries to dust, produces fairy dust item

My first though was to just change that to "pounds the dust out of the fairies" and have fairies put off a cloud of dust when they orgasm. I'd imagine that would cause a lot of chaos in your brothel though.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 21, 2016, 12:09:54 PM
Been sick most of the weekend didn't get enough done.  But good news only work 3 days this week so plan to get some coding done.  Got a few things done or started.. (will have to test them)

Old lady thing in xxx entertainment should be fixed so only ugly ones will get that line.
Girls over the age of 50 should now lose 1-4 beauty for every birthday after 50
Auto breeding for milk job is in.
House cook should now effect the happiness of all house girls.. bad cook will make them unhappy good one should make them happy
Arena fight girl has the new lines dmotrl gave.
fixed the movie maker screen so it should be easier to see the quality of scenes.
puppy girl scenes should be fixed now.

More has been done I'm sure but fuck if i remember right now.... Really should keep better notes lol.  Honestly all i need is my roommates computer to build the game and fix any problems I have made to do a release but that has been a pain to get so far. But hey longer it takes is more will be in the patch.  So sorry didn't get it out this weekend but hopefully soon.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on August 21, 2016, 03:41:50 PM
Been sick most of the weekend didn't get enough done.  But good news only work 3 days this week so plan to get some coding done.  Got a few things done or started.. (will have to test them)

Old lady thing in xxx entertainment should be fixed so only ugly ones will get that line.
Girls over the age of 50 should now lose 1-4 beauty for every birthday after 50
Auto breeding for milk job is in.
House cook should now effect the happiness of all house girls.. bad cook will make them unhappy good one should make them happy
Arena fight girl has the new lines dmotrl gave.
fixed the movie maker screen so it should be easier to see the quality of scenes.
puppy girl scenes should be fixed now.

More has been done I'm sure but fuck if i remember right now.... Really should keep better notes lol.  Honestly all i need is my roommates computer to build the game and fix any problems I have made to do a release but that has been a pain to get so far. But hey longer it takes is more will be in the patch.  So sorry didn't get it out this weekend but hopefully soon.

That sucks but I hope you feel better now, and I was pretty excited for the sanity stuff but the movie screen being fixed helps a ton so I can't complain. Autopreg is just a good quality of life thing but I'm quite glad to have it now just need for beast to be able to make a girl lactate or improve lactation. Nice to see the new house cook give some benefits. Keep us updated, and thanks for continuing to work on it.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: teitogun on August 21, 2016, 07:11:06 PM

Girls over the age of 50 should now lose 1-4 beauty for every birthday after 50


Just a little thing - IMO this should not apply to girls with elf, nonhuman, construct and daemon traits.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 22, 2016, 05:18:46 AM
Just a little thing - IMO this should not apply to girls with elf, nonhuman, construct and daemon traits.
Good point also th unknow age girls will have to not lose it also. This will require some testing but I still think its a good thing to have
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on August 22, 2016, 08:24:00 AM
Just a little thing - IMO this should not apply to girls with elf, nonhuman, construct and daemon traits.
*Checks list of Species Traits*
Any of the Undead traits
Goddess/Fallen Goddess
Angel
Succubus
^
These shouldn't have age-related penalties, either.

Arguably Shapeshifter (any Beauty lost 'naturally' can be taken care of by application of power)
Battery-Operated?
Half-Construct?
^
Maybe these shouldn't have it?


I'm not sure about 'Not Human,' since it's just such a broad category ... it might just be easier to create an 'Immortal' or 'Unaging' trait that eliminates the aging penalty instead of trying to work through which species should and should not have it.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Rfpnj on August 22, 2016, 12:12:49 PM
I agree that an "Unaging" or "Immortal" trait is the best why to do this. Text would be something along these lines "This Girl has reached her final staqe of development and will not get physically any older" so that we could have Loli and the eventual Shoti workers that would not age.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 23, 2016, 12:32:36 PM
This age thing is going require some more thought...

Got a rough film Dominatrix job in.  Needs some text and such but it should work.
Fixed a few bugs that no one had noticed.

Thought I had was maybe adding more customer types.. right now its only humans (guys and girls) but this is crossgate whos to say an ogre or a catperson or something couldn't show up looking for sex.. just a thought for now.

I feel like between work and driving home i forget half the ideas i had that I wanted to look at lol.  Had a few things that I thought was like yeah that will be cool.. Forgot them all lol.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on August 23, 2016, 08:45:50 PM
 ??? :) ;D <  MRW hit 'SVN Update' and lot of new files came

working on some own stuff but can contrib. Likely to wait until patch is complete and code stable unless asked for  specifics.

BTW, diffmerge tool in VS helps a LOT with merging many small changes
tool is in %systemdrive%\Program Files\Microsoft Visual Studio xx.x\Common\IDE\vsDiffMerge.exe

to run on local files (without source control) see this guide (https://roadtoalm.com/2013/10/22/use-visual-studio-as-your-diff-and-merging-tool-for-local-files/) - turned endless hours tedious code comparison into 20 mins of choosing merge or ignore
 
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on August 23, 2016, 09:23:15 PM
??? :) ;D <  MRW hit 'SVN Update' and lot of new files came

working on some own stuff but can contrib. Likely to wait until patch is complete and code stable unless asked for  specifics.

BTW, diffmerge tool in VS helps a LOT with merging many small changes
tool is in %systemdrive%\Program Files\Microsoft Visual Studio xx.x\Common\IDE\vsDiffMerge.exe

to run on local files (without source control) see this guide (https://roadtoalm.com/2013/10/22/use-visual-studio-as-your-diff-and-merging-tool-for-local-files/) - turned endless hours tedious code comparison into 20 mins of choosing merge or ignore

Hey glad to see you here! Can't wait to try the changes in the new update!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 23, 2016, 10:18:59 PM
??? :) ;D <  MRW hit 'SVN Update' and lot of new files came

working on some own stuff but can contrib. Likely to wait until patch is complete and code stable
I have ur text changes merged into cGirls I'm just cleaning it up some. Other changes u made like sanity will be next patch. So unless ur working on cGirls I think u should be good to go. Unless I ducked something up I didn't notice lol
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on August 24, 2016, 02:55:25 PM
Got a rough film Dominatrix job in.  Needs some text and such but it should work.
Hm ....
Code: (Studio) [Select]
Idol or Porn Star
Instead of working with another actor, [Girl Name] invites a lucky fan to join her on the set.  Despite the enthusiast's inexperience, the shoot is a huge success.

Drug Addiction
[Girl Name]'s addiction is a mixed blessing, as her on-screen use of drugs fuels the drug trade, but there's a significant backlash against her, so many of her shoots don't do as well.

Noble/Princess/Royalty
A woman of high class deserves a partner of equal worth, and it seems that others share this view.  At least, that's the explanation given when a lord shows up, unannounced, and demands to be [Girl Name]'s coworker.
Code: (Studio Dominatrix) [Select]
Doctor
[Girl Name]'s medical knowledge lets her know just how much abuse her toy can take, and she uses that knowledge to the fullest, ending the shoot with an exhausted partner.

Deaf
Immune to her toy's cries of pain, [Girl Name] is able to put her disadvantage to good use.

Sadistic
Relishing in her toy's suffering, [Girl Name] keeps going until her toy breaks completely, a wretched mess that she gloats over until the camera stops rolling.

Great Arse (or Bigger)
In addition to verbal abuse and pain, [Girl Name] uses her ass to smother her toy for a while, poking fun at the reactions she gets.

Charismatic/Cool/Elegant
Despite the brutal nature of the shoot, [Girl Name] is just such a wonderful person that her coworkers enjoy working with her and keep coming back for more.

Noble/Princess/Royalty
People seem to love being bossed around by their betters, and [Girl Name] abuses this - as well as her subject, humiliating him and showing him just how inferior he is to her own majesty.
I know a couple other jobs have item checks (Escort and Barmaid, I believe); would you be interested in adding those, or should I hold off until things get sorted?

Quote
Fixed a few bugs that no one had noticed.
Speaking of!  Occasionally (okay, fairly often! :P) a Customer is imprisoned because he doesn't have enough money to pay for the girl.  I emphasized the pronoun because a few times, I've had a Customer sent to the dungeon for that reason ... except the sex being performed was Lesbian.  >.>  I rationalized it by having the 'customer' just be whoever was paying for his wife/girlfriend/whatever's good time, it's just weird to see.  (Much less frequently, a female customer can be tossed in the dungeon for attacking a girl and given some Brainwashing Oil, which is perfectly alright.)

Quote
I feel like between work and driving home i forget half the ideas i had that I wanted to look at lol.  Had a few things that I thought was like yeah that will be cool.. Forgot them all lol.
I know that feeling :(


EDIT:  How did I forget these?
Code: (Studio Dominatrix) [Select]
Vampire
A creature that feeds on blood is the natural choice for a job that almost always involves it.  When [Girl Name] licks an open wound and her eyes light up, it's just such a sexy sight.  Even her toy gets more excited!

Angel
You wouldn't expect a being of holiness to be found torturing people with her hands, voice, and body.  Maybe that's why [Girl Name] is so good at her job!  She projects an aura of peace and subverts it with violence ... whatever the reason, it's tremendously effective, and she's got everyone's notice.

Larger than 'Big Boobs'
In addition to verbal and physical abuse, [Girl Name] smothers her toy between her tremendous breasts - what seems to be pure heaven is turned to a hellish experience as the poor victim is unable to breathe.  It seems like everyone wants in on the action, though!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on August 26, 2016, 10:13:50 PM
Crazy- doing some tidy up of work files. while back aevojoey in bugs thread suggested Job Performance should be
Code: [Select]
1. Stats and skills adding up to 200:
1.a. 1 or 2 Primary totaling the first 100 = ((A+B)/2)
1.b. any others totaling the second 100 = ((C+D+E+F)/4)
1.c. the exact formulas can vary as long as the stat+skill max is 200.
2. add level
3. add traits
So going through and doing that now.
Post soon.

Probably posting some packs too.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on August 28, 2016, 12:42:33 PM
Crazy- doing some tidy up of work files. while back aevojoey in bugs thread suggested Job Perfor
So going through and doing that now.
Post soon.
Sounds good to me.

Just a quick update finally got roommate computer turns out he don't have VS2013 so now I'm working on finding a way to downloading it so I can get the patch out so sorry but I'm working on it. If I can't get it maybe bsin can handle the next patch or something.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on August 30, 2016, 08:34:38 PM
Quote
Sounds good to me.
Attached. Along with an update summary of what's changed.
Feel free to check but it's basically just (a) changed performance logic, and (b) more informative refusal lines.

Quote
If I can't get it maybe bsin can handle the next patch or something.
Sure. If can help, will. Tho work does tend to take me away a lot, for example, the rest of this week.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on September 02, 2016, 05:20:24 AM
Sure. If can help, will. Tho work does tend to take me away a lot, for example, the rest of this week.
Cool. I'll send my changes to the SVN this weekend and when ur able we will try and get a patch out
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: stauffi on September 19, 2016, 09:15:08 PM
How does security work currently?
Sometimes if the security girl fails the gang stops the offender, but not always.
Usually the security girl gets assaulted by more than one offender though and loses.

If i assign e.g. 10 girls to security it seems to me though as if the security girls can't team up.
Wondering if the mechanics all work as they should regarding security :)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on September 20, 2016, 08:57:37 AM
Some of you might have gave up but its took some work to get the new patch ready...  Everyone thank bsin for building it and sending it to me.  Most of what u will see new is a lot of new text for sex acts and other things.  Also a few bug fixes that were bugs but didnt break anything.  Film dom isn't in yet as I forgot to finish it so next patch for it.  Hope you all enjoy.

  https://mega.nz/#!I0Y0AJqK!awP_eR4-nm_Qiskg5oCjMJpHBUY3dY_Hk3KqnCaEqao (https://mega.nz/#!I0Y0AJqK!awP_eR4-nm_Qiskg5oCjMJpHBUY3dY_Hk3KqnCaEqao) 

While Im thinking about it might as well update what Im doing.. Until I can get a compiler to build the game Im going have to stick to easier stuff.  So looking at a few different things I can do that will be easy to code and I know won't be broke when I send the update to the SVN.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on September 20, 2016, 10:03:36 AM
Some of you might have gave up but its took some work to get the new patch ready...  Everyone thank bsin for building it and sending it to me.  Most of what u will see new is a lot of new text for sex acts and other things.  Also a few bug fixes that were bugs but didnt break anything.  Film dom isn't in yet as I forgot to finish it so next patch for it.  Hope you all enjoy.
Thank you for the hard work, both you and bsin!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MrKlaus on September 20, 2016, 01:38:06 PM
Some of you might have gave up but its took some work to get the new patch ready...  Everyone thank bsin for building it and sending it to me.  Most of what u will see new is a lot of new text for sex acts and other things.  Also a few bug fixes that were bugs but didnt break anything.  Film dom isn't in yet as I forgot to finish it so next patch for it.  Hope you all enjoy.

Thx for the release.

One thing keeps poping in the next wek report. For every girl set up for whoring, a green !Goodnews! pops every week: "She have slept with 1000 people(...)". It's happening in a new game.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on September 20, 2016, 09:42:32 PM
Some of you might have gave up but its took some work to get the new patch ready...  Everyone thank bsin for building it and sending it to me.  Most of what u will see new is a lot of new text for sex acts and other things.  Also a few bug fixes that were bugs but didnt break anything.  Film dom isn't in yet as I forgot to finish it so next patch for it.  Hope you all enjoy.

  https://mega.nz/#!I0Y0AJqK!awP_eR4-nm_Qiskg5oCjMJpHBUY3dY_Hk3KqnCaEqao (https://mega.nz/#!I0Y0AJqK!awP_eR4-nm_Qiskg5oCjMJpHBUY3dY_Hk3KqnCaEqao) 

While Im thinking about it might as well update what Im doing.. Until I can get a compiler to build the game Im going have to stick to easier stuff.  So looking at a few different things I can do that will be easy to code and I know won't be broke when I send the update to the SVN.

Is this the sanity update? Just wondering?

Woah, a new update, it's really awesome to see a new version posted! Thanks a ton bsin and crazy!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: DarkArk on September 21, 2016, 03:33:52 AM
Been playing around with the new update. One bug I've noticed, it says that a girl has slept with 1000 customers automatically, and it seems to be stuck right on that number.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on September 21, 2016, 07:13:13 AM
One thing keeps poping in the next wek report. For every girl set up for whoring, a green !Goodnews! pops every week: "She have slept with 1000 people(...)". It's happening in a new game.
Been playing around with the new update. One bug I've noticed, it says that a girl has slept with 1000 customers automatically, and it seems to be stuck right on that number.
This was something I was testing just for shits and giggles to see if it worked.  Forgot to comment it out looks like it dont work right.

I see what its doing its setting the number to 1000 for the girl so it is always showing up.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on September 21, 2016, 05:32:22 PM
Yeah. I see and fixed bug but can't compile. pc being borrowed. Will send you exe on wkend.
Will check svn for any updates then too.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MrKlaus on September 22, 2016, 06:37:54 AM
One more thing. Players 1st daughter name is always just the players Last Name and her base (girl type) and traits are always the same. Next dauthers are generated more random. Was this intentional, is it a bug or something on my end?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on September 25, 2016, 03:17:50 AM
Hi Klaus,
I look at code. The bug is not seen. Naming is complex. The exact example name might help. what base class is seen? what is name?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MrKlaus on September 25, 2016, 05:08:01 AM
The girl base class is always Ayne for the first daughter.
And i did a quick child to check this...

In test game1 she got a name and it was Ayne! Reloded couple of times and is Ayne 100% of the time. Child of a unique girl.
In test game2 she didn't get a name, but the base is still is Ayne. Child of a unique girl.
In test game3 she didn't get a name, but the base is still is Ayne. Child of a random girl.

In test game4 and test game5, after removing the Ayne folder and girlsx the 1st daughter is fully random with random traits. 
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Tyrgalon on September 25, 2016, 05:29:49 AM
That is because Ayne is the only unique girl set to be born as your daughter. The game will always first give you all the inque girls with the "born as your daughter" in their spawn/location setting, and after that it only gives you random girls. I wish there was a way to make unique girls be born to you without forcing it by manually changing the girls file :/
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MrKlaus on September 25, 2016, 05:41:18 AM
That is because Ayne is the only unique girl set to be born as your daughter. The game will always first give you all the inque girls with the "born as your daughter" in their spawn/location setting, and after that it only gives you random girls. I wish there was a way to make unique girls be born to you without forcing it by manually changing the girls file :/

Thanks for the tip. Edited the file ;)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on September 25, 2016, 09:48:07 AM
Glad you got it figured out.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on September 29, 2016, 05:18:15 AM
Bsin sent me a new patch to fix the 1000 customer bug so I'll be posting it up soon.


Finding things to do on the game is hard right now as I can't test shit.  But I plan to finish the film dom job soon. From there maybe the drug lab can be made but not sure. I also plan to add a few new ways a girl might refuse to work. Nothing huge but will make things fill more real.


Going look at adding a few things to the script to let the player marry girls.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on September 29, 2016, 10:25:01 AM
Finding things to do on the game is hard right now as I can't test shit.  But I plan to finish the film dom job soon. From there maybe the drug lab can be made but not sure. I also plan to add a few new ways a girl might refuse to work. Nothing huge but will make things fill more real.
One thing I've been thinking about is the Matrons (and Head Girl/Director/Doctore/Chairman/anything I missed).  Apart from one incident where Guards caught a Matron trying to swipe some petty cash and some sporadically-firing maybe-events - lines about customers watching them because of their traits, for example - they don't have much to do.  Would it be possible to have them occasionally partake in the services offered (getting a massage or meal/drink at the bar/club), maybe invite the player to eat (discussing business or pleasure), or discipline some girls automatically (or just for fun, if Sadistic :P)?  It does seem like one of the emptier (if almost-necessary) jobs.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on September 30, 2016, 12:10:11 AM
One thing I've been thinking about is the Matrons (and Head Girl/Director/Doctore/Chairman/anything I missed).  Apart from one incident where Guards caught a Matron trying to swipe some petty cash and some sporadically-firing maybe-events - lines about customers watching them because of their traits, for example - they don't have much to do.  Would it be possible to have them occasionally partake in the services offered (getting a massage or meal/drink at the bar/club), maybe invite the player to eat (discussing business or pleasure), or discipline some girls automatically (or just for fun, if Sadistic :P )?  It does seem like one of the emptier (if almost-necessary) jobs.
Sure more could be done like this and needs to be really. Writing isn't my best thing so can be hard to do so feel free to post some stuff if u want to.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dullman on September 30, 2016, 01:36:04 PM
I like this game, so whilst it seems there is introduce of 1000 customer information, maybe you should introduce to game achievements for girls?? (Like 10, 100, 1000 served customers, 10,100,1000 titty fucks, oral, normal, anal etc.) I believe it would only need additional variables to keep history of girls, i think it would increase joy from game.
As i post here i also have a second proposition which would need more work. Introduce to work small events which have a low chance to trigger (like 10%) but give you additional rewards if successful or penalty if failed (Check is based on stats, skills, traits etc.) like : "During serving a customer girl realized it's one of wealthiest man in town and tried to appeal to him (random check based on stats/skills/etc) success: She successfully catch a big fish and receive additional gold for service fail: The customer leave brothel angry without paying anything and girl lost some of her skill" It would show on log as important information so that we have more important information than only leveling up or gaining traits.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on September 30, 2016, 04:01:19 PM
Sure more could be done like this and needs to be really. Writing isn't my best thing so can be hard to do so feel free to post some stuff if u want to.
:P  Will do!

Let's see ....
Code: (Dungeon Interaction) [Select]
If no Torturer is present:
"[Matron] descends into the dungeon to check on things.  She doesn't find any problems."

If no Torturer is present, there are prisoners, and the Matron is a Sadist:
(Show "Dom" picture)
"[Matron] descends into the dungeon to check on things.  She decides to indulge herself a little and takes a whip to one of the girls, taking care not to hurt her ... too much."

If Torturer is present:
"[Matron] descends into the dungeon to check on things.  [Torturer] shows her around and points out some minor problems."

If Torturer is present and Matron is a Masochist:
(Show "BDSM" picture)
"[Matron] descends into the dungeon to check on things.  [Torturer] shows her around the cells, and [Matron] asks her for a personal demonstration of her technique.  She has a great time."

If Torturer is present and Matron is a Sadist:
"[Matron] descends into the dungeon to check on things.  She and [Torturer] compare tools, techniques, and other details of the profession."

If Torturer is present, there are prisoners, and Matron is a Sadist:
(Show "Dom" picture)
"[Matron] descends into the dungeon to check on things.  [Torturer] shows her around the cells, and [Matron] asks if she can have a little fun with a girl or two.  [Torturer] keeps her from going overboard."

Code: (General Job Interactions) [Select]
Cleaning:
Spotless
"[Matron] inspects the brothel to make sure the staff is hard at work keeping it clean.  Finding that they're doing a good job, she congratulates them on their fine work."

Low Filthiness:
"[Matron] inspects the brothel to make sure the staff is hard at work keeping it clean.  She quietly points out some areas that need improvement but praises their hard work."

Moderate Filthiness:
"[Matron] inspects the brothel to make sure the staff is hard at work keeping it clean.  Upset with them, she scolds them and publicly marches them through the building, pointing out the problem areas."

Moderate Filthiness, Matron is Sadistic:
"[Matron] inspects the brothel to make sure the staff is hard at work keeping it clean.  Upset with them, she publicly marches them through the building, yelling at them and slapping them when she points out problem areas."

Filthy:
"[Matron] inspects the brothel to make sure the staff is hard at work keeping it clean.  Horrified at the level of filth in the building, she forces them to work overtime to clean it up."

Filthy, Matron is Sadistic:
"[Matron] inspects the brothel to make sure the staff is hard at work keeping it clean.  Outraged at the level of filth in the building, she strips them naked and forces them to roll around in the muck before making them work overtime to clean it up."

Security, Advertising:
"[Matron] quietly follows the staff to make sure they are doing their jobs correctly and being polite to customers."

Customer Service:
"[Matron] watches the service representative to make sure the customers are being helped effectively."
Something that might be interesting - although I'm not sure it would be worth trying to code - would be making the Matron an active participant in events.  For example, if she's inspecting Security when there's something that needs to be responded to, she might help out (and possibly suffer the consequences, if her fighting skills aren't good enough).

Code: (Bar Interactions) [Select]
Poor-quality Cook:
"[Matron] samples one of the meals at the Bar.  She quietly instructs the cook to improve the meals, then goes to her room to rest."

Poor-quality Cook, Sadistic Matron:
"[Matron] samples one of the meals at the Bar.  Furious at the quality of food, she publicly humiliates [Cook] and closes the Bar so she can work on her cooking."

Medium-quality Cook:
"[Matron] samples one of the meals at the Bar.  Unable to fault it, she quietly compliments the cook."

High-quality Cook:
"[Matron] samples one of the meals at the Bar.  Delighted with the food, she sends her compliments to the cook."

High-quality Cook, Cook is a Chef:
"[Matron] samples one of the meals at the Bar.  Awed at the quality of the food, she publicly endorses [Cook]'s meals."

Poor Pianist, Matron is Tone Deaf:
"[Matron] applauds [Pianist] at the end of a piece, although she is the only one.  Embarrassed and slightly humiliated, [Pianist] refuses to play for the rest of the shift."

Poor Pianist, Matron is Sadistic:
"[Matron] heaps scorn on [Pianist]'s playing, telling her to practice more.  After she leaves, some of the patrons and other staff try to calm the sobbing girl."

Code: (Player Interaction) [Select]
Business Meeting:
"[Matron] talks with you about the brothel, mentioning problem areas in the staff and facilities, and how well the girls are getting along with each other.  A typical meeting for the two of you."

Sex:
"[Matron] meets you in your office for a short meeting, then - with your permission - climbs onto your lap for a quick session before returning to work."

"[Matron] meets you in your office for a short meeting, but before she returns to work you convince her to stay for something a bit more personal."

BDSM (Masochist Matron):
"[Matron] meets you in your office for a short meeting, then begs you to abuse her before she has to go back to work.  Tied up and bent over the desk, you whip and spank her, and she finally climaxes when one of your girls walks in.  Smiling, you greet her as [Matron] blissfully starts putting her clothes back on."

Code: (Girl Interactions) [Select]
Lesbian (Bisexual or Lesbian Matron):
"Feeling horny, [Matron] visits one of the whores with the excuse that she's performing a skill check.  It doesn't fool anyone, but no one minds."

Discipline:
"When one of the girls acts up, [Matron] is quick to have her brought to her office where she gives the girl a lecture on the importance of proper behavior.  The dungeon and worse are mentioned quite seriously before she sends the girl back to her duties."

Discipline (Sadistic Matron):
("Dom" picture)
"When one of the girls acts up, [Matron] is quick to act, scolding and slapping her to make sure the point gets across.  She even brings a whip, although she doesn't use it ... much to her disappointment."

Discipline (Sadistic Lesbian Matron)
("Dom" picture?)
"When one of the girls acts up, [Matron] has the girl brought to her office, where she is tied up and raped by the cruel woman.  After sating her lust and making her point clear, [Matron] walks the naked girl back to her room to continue her duties."

Fake Discipline (Sadistic Matron):
("Dom" picture)
"Feeling restless, [Matron] has one of the staff brought to her for punishment.  After a brisk whipping with [Matron]'s favorite toy, she sends the poor worker back to work with a warning to not make that mistake again."

And after writing that, I realize that most of them could have two or more variations based on applicable traits or stats ... but that's enough.  For now, anyway.  I'll try to get some stuff for the other buildings done over the next couple days.

And, of course, feel free to adjust or add to any of them if you want to.  I'm specifically not good at writing sex scenes, for example :D
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Tyrgalon on October 01, 2016, 01:58:21 AM
Would be nice to get the fix for that 1000 customers thing, don´t want to continue on old saves while its still around :)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: crazy on October 01, 2016, 06:01:13 AM
 
Would be nice to get the fix for that 1000 customers thing, don´t want to continue on old saves while its still around :)

Ever heard patience is a virtue?  lol anyway this should fix it.

https://mega.nz/#!ZpQ2DBTb!mULd65oDzK-SHeTvsXWcuUIsYnlB79hAL8oTfkGhOKM
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Tyrgalon on October 01, 2016, 10:02:17 AM
Ty :D


And yes I have heard it, tho figured getting a fix out would mean more peace for you to work on all the other awesome stuff you have mentioned ;)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 01, 2016, 03:24:10 PM
I have not been on the forums in a few months so I am responding to every question in the order they are asked so if someone has already answered them I have not read the answer yet.



Can someone explain to me, what exactly is causing this lose of the Optimist trait (screenshot in attachment)
I have fixed this for the next version.
The check to see if the accommodation was positive or negative was not added so if the girl had +9 acc she could still lose Optimist.
Now she can only loose Optimist and gain Pessimist if acc is negative and vice versa.



The age thing is something I have been thinking about changing for WM7.
Instead of just having 1 age stat, I would make 4;
1. Chronological Age: The actual amount of time they have been alive. This would be the one that changes at a constant rate by game time.
2. Physical Age: The age they appear to be compared to normal human aging.
3. Psychological Age: Their mental development age, adjusted by traits like Retarded, Mind Fucked, Genius, etc.
4. Social Age: How long they have been interacting with people.



One thing keeps poping in the next wek report. For every girl set up for whoring, a green !Goodnews! pops every week: "She have slept with 1000 people(...)". It's happening in a new game.
I like this game, so whilst it seems there is introduce of 1000 customer information, maybe you should introduce to game achievements for girls?? (Like 10, 100, 1000 served customers, 10,100,1000 titty fucks, oral, normal, anal etc.) I believe it would only need additional variables to keep history of girls, i think it would increase joy from game.
I have moved this into the end of the day events so all girls can give this message.
I expanded it to notify her total for the first week and then when she passes 100, 500 and 1000.
I only did basic texts and an extra for the Optimist trait.
Code: [Select]
    stringstream goodnews;
    /* */if (girl->m_NumCusts == girl->m_NumCusts_old)    {}    // no customers
    else if (girl->m_NumCusts < girl->m_NumCusts_old)    {}    // lost customers??
    else if (girl->m_NumCusts_old == 0 && girl->m_NumCusts > 0)
    {
        goodnews << girl->m_Realname << " has serviced her first";
        /* */if (girl->m_NumCusts == 1)            goodnews << " customer.";
        else if (girl->m_NumCusts == 2)        goodnews << " pair of customers.";
        else if (girl->m_NumCusts == 12)    goodnews << " dozen customers.";
        else        goodnews << (int)girl->m_NumCusts << " customers. ";
        goodnews << " She is sure to service more as long as she works for you.";
    }
    else if (girl->m_NumCusts_old < 100 && girl->m_NumCusts >= 100)
    {
        goodnews << girl->m_Realname << " serviced her first hundred customers.";
        if (girl->has_trait("Optimist") && girl->happiness() > 80) goodnews << " She seems pleased with her accomplishment and looks forward to reaching the next level.";
        else goodnews << " You see great potential in this one.";
        girl->fame(1);
    }
    else if (girl->m_NumCusts_old < 500 && girl->m_NumCusts >= 500)
    {
        goodnews << girl->m_Realname << " serviced five hundred customers.";
        if (girl->has_trait("Optimist") && girl->happiness() > 80) goodnews << " She seems pleased with her accomplishment and looks forward to reaching the next level.";
        girl->fame(5);
    }
    else if (girl->m_NumCusts_old < 1000 && girl->m_NumCusts >= 1000)
    {
        goodnews << girl->m_Realname << " has slept with 1000 people.. You gotta wonder if its like throwing a hot dog down a hallway at this point.";
        girl->fame(10);

    }
    if (goodnews.str().length() > 2)    girl->m_Events.AddMessage(goodnews.str(), IMGTYPE_PROFILE, EVENT_GOODNEWS);


    girl->m_NumCusts_old = girl->m_NumCusts;            // prepare for next week

Title: .06.02.30-39
Post by: aevojoey on October 01, 2016, 06:05:15 PM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.02.00


Version: .06.02.30 - https://mega.nz/#!oQRBFRhJ!h1UkZeuJo4qS0D9k99CtEEpMG98cNpWOPoTli4zbuSk (https://mega.nz/#!oQRBFRhJ!h1UkZeuJo4qS0D9k99CtEEpMG98cNpWOPoTli4zbuSk)
WME.8.32 included
* Changes made for .06.02.30 -
Included all the changes done by the other guys while I was gone.
Moved and expanded customer count milestone messages.
Fixed accommodation trait add/remove checks.



Version: .06.02.31 - https://mega.nz/#!dJoiAbxK!Ps8TbTmQZfYOnys5uxLeFNPY-aAEdByOaDp_GeSMyRE (https://mega.nz/#!dJoiAbxK!Ps8TbTmQZfYOnys5uxLeFNPY-aAEdByOaDp_GeSMyRE)
WME.8.32 included
* Changes made for .06.02.31 -
Merged Pull Request by mjsmagalhaes in GitHub
 - Condensed Inventory screen item text into one "write_item_text" function.
 - Added "Enter" key to start next week on the Turn Summary screen

Expanded on the "write_item_text" function
Fixed the Inventory list boxes to correct next item selection after moving an item.
Added "NextTurnEnter" to "Resolution" section of config.xml for those who don't want to use it.




Version: .06.02.32 - https://mega.nz/#!FYRCEC7b!l0smJtqbZ5jKCFpS1RDXkMIEIOcekUTzWLdZRsACrGg (https://mega.nz/#!FYRCEC7b!l0smJtqbZ5jKCFpS1RDXkMIEIOcekUTzWLdZRsACrGg)
WME.8.32 included
* Changes made for .06.02.32 -
Fixed a bug in the Inventory screen where the owner list would reset to Player | Shop when moving items.
Added several keybord interactions:
 - Any key will clear a message box.
 - Enter key on girl lists will go to the girl details page.
 - Up and Down arrows move choice boxes and Enter selects the choice.
 - Updated Hotkey lists (9 and 0).



Version: .06.02.33 - https://mega.nz/#!VdgnnQQb!2ioFeb30gZo3X6wI_riiUhiNF_QTqxvK1e7GrzDXZSE (https://mega.nz/#!VdgnnQQb!2ioFeb30gZo3X6wI_riiUhiNF_QTqxvK1e7GrzDXZSE)
WME.8.32 included
* Changes made for .06.02.33 -
Fixed a bug in the inventory screen - using consumable items did not refresh the item list
Added items to the Tailor job
Normalized wages and tips across most jobs
Added things to and cleaned up whore jobs.



Version: .06.02.34 - https://mega.nz/#!9AgFhZYZ!w8ZIBWc3AH--8vdq9f4DeRkJJzdaUQ8vIEsC7wSptpY (https://mega.nz/#!9AgFhZYZ!w8ZIBWc3AH--8vdq9f4DeRkJJzdaUQ8vIEsC7wSptpY)
WME.8.32 included
* Changes made for .06.02.34 -
Fixed a few issues in wages and tips

Font Sizes and Row Heights for List Boxes and Edit Boxes are now editable in the interface .xmls.
Just add FontSize and RowHeight to the ListBox line and adjust the column widths to compensate for the larger text.
If they are not specified, they use the default numbers.
Code: [Select]
<ListBox Name="FileName"              XPos="8"   YPos="8"   Width="328" Height="288" Border="1" FontSize="15" RowHeight="30"/>


Version: .06.02.35 - https://mega.nz/#!EQ5z1YoD!REzg-QryGhpQ5N_JHASZ7v70H0czfsL4sAmr_BZnfE0 (https://mega.nz/#!EQ5z1YoD!REzg-QryGhpQ5N_JHASZ7v70H0czfsL4sAmr_BZnfE0)
WME.8.32 included
* Changes made for .06.02.35 -
Consolidated and cleaned up the Free Slave button
Started Consolidation and cleaned up of fire girl button
Cleanup of Studio management
Added fontsize to text boxes



Version: .06.02.36 - https://mega.nz/#!pAJk3RgY!aX6W7biFyJNTkZTamYHC3qVPPfd3zyVZDR54riVzk_g (https://mega.nz/#!pAJk3RgY!aX6W7biFyJNTkZTamYHC3qVPPfd3zyVZDR54riVzk_g)
WME.8.32 included
* Changes made for .06.02.36 -
Consolidated and cleaned up cScreenTown::buy_building
Added multiline header question to choice boxes
Added ChoiceBoxHeader to InterfaceColors.xml



Version: .06.02.37 - https://mega.nz/#!VJoElajZ!dgC9cnEi1flXK-wjnjQU5jTimuQSpW07YBZtvB5JSTM (https://mega.nz/#!VJoElajZ!dgC9cnEi1flXK-wjnjQU5jTimuQSpW07YBZtvB5JSTM)
WME.8.32 included
* Changes made for .06.02.37 -
Total rewrite of Free/Fire/Sell buttons
 - Added them to all buildings
Added list box hotkeys to all buildings
Fixed a bug where girl_details_screen.xml font size did not load properly
Remove multiple DeadGirl() functions replacing it with one selected_girl->is_dead() function
Created girl->breast_size() function for breast size number, normal is 4, 1 is flat, max is 10

Added in some WorkFilmGroup stuff by Eiri666

Merged in Pull request #15 by mjsmagalhaes
 - Try to achieve a better balance for the harsher form of torture.
 - Make the item sales multiplier in the config file effective.
 -  - Also update the sell price in the Item Management screen
 - Expose the remaining duration of the Kidnapped trait to the (dungeon) interface.



Version: .06.02.38 - https://mega.nz/#!wNR3DBJb!PryyfrxMJjh4XOsjqD9dT48033tgbaDS-NnIMBQmRB8 (https://mega.nz/#!wNR3DBJb!PryyfrxMJjh4XOsjqD9dT48033tgbaDS-NnIMBQmRB8)
WME.8.32 included
* Changes made for .06.02.38 -
Debugged the game
 - blank.png was 1x1 pixel and the resizer did not like it - replaced it with 100x100 blank.png and most crashes stopped.
 - Fixed a bug in the gallery - crashes when pressing up at the top or down at the bottom of the list.
 - config.xml > "Income > ItemSales" and "Expenses > Items" were reversed


Version: .06.02.39 - https://mega.nz/#!NRBh2KTQ!hLKls7calgfbcvlsKq9FUIrXQ25uCEbPU3OqQalrSVA (https://mega.nz/#!NRBh2KTQ!hLKls7calgfbcvlsKq9FUIrXQ25uCEbPU3OqQalrSVA)
WME.8.32 included
* Changes made for .06.02.39 -
###  Changes 10/17-25/2016
Fixed a typeo in WorkFilmGroup.cpp "Porn Star" trait check
Cleaned up cWindowManager.cpp/h
Cleanup of cScreen* files
Merge pull request #16 from mjsmagalhaes
 - Image scaling and Listbox Improvements
Started adding Settings screen
Added LeftOrRight option for check boxes.

###  Changes 10/25-11/23/2016  -- did not work on the game

###  Changes 11/24-28/2016
Created "J_1920x1080" interface
Fixed interface scalinig issue so font sizes and list box columns scale properly
 - Added "FixedScale" to config.xml to allow to older interfaces to still work
Added "OwnersLeftDetails" and "OwnersRightDetails" to itemmanagement_screen.xml

!!!! There were several other changes but I lost track of what they were.


Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: bsin on October 01, 2016, 07:05:14 PM
Great to see you Joey.
Quote from: aevojoey
I am starting to feel better so I am going to be on a little more.
Great that you're better, I...
Quote from: aevojoey
I am having surgery on October 10th and will not be able to work for 3 weeks...
:o Damn! Hope you're okay there. Hope it all goes well, and it's always good to see you here.

Quote from: dmotrl
Let's see ....
Code: (Dungeon Interaction)
I'll have a look at matron job and see if I can start adding this.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Baal on October 02, 2016, 02:16:49 AM
Great gods! Joey is back!  ???

I hope your surgery goes well! Thanks for returning you magnificent bastard!

Also it was never answered before, but for Bsin and Crazy does this include the sanity stuff?

Edit: It did get added! My dick is on fire. I've gotta experiment with this!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: 0nymous on October 04, 2016, 10:39:10 AM

Might I suggest the official implementation of some much needed UI upgrade, from the aesthetic point of view?
Maybe Vort's UI, I find it to be the one most pleasing to the eye and fitting the game.
http://www.pinkpetal.org/index.php?topic=3709.0 (http://www.pinkpetal.org/index.php?topic=3709.0)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: E. on October 04, 2016, 12:22:55 PM
Something weird is happening.
A girls with flat chest traits is getting big breasts - related events when working as a sleazy waitress.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on October 04, 2016, 01:22:46 PM
Something weird is happening.
A girls with flat chest traits is getting big breasts - related events when working as a sleazy waitress.
Hm, I thought someone said they were going to fix that ... I brought it up earlier (http://www.pinkpetal.org/index.php?topic=953.msg37481#msg37481), and it was thought to be related to Dignity and/or the Sexy Air trait.  It might've just gotten lost in the shuffle when things started happening and never got picked back up.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 04, 2016, 06:47:10 PM
Something weird is happening.
A girls with flat chest traits is getting big breasts - related events when working as a sleazy waitress.
It should be fixed for the next version.
There are a lot of and/or conflicts here so I am checking over the entire file.
I am also adding in a few randoms in where I see an opening.

I have also started adding items to the Tailor job.
I got all the tailor items done up to 100 craft points and a few 150 point items. I have 60 more items to sort through.
I will try to finish it tomorrow.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: stauffi on October 05, 2016, 10:12:36 PM
Is there a way to force a girl to do a job? I tortured some in the dungeon till they got mindbroken, but they still refuse to get their breasts milked in the farm 80% of the time.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 05, 2016, 10:49:20 PM
Is there a way to force a girl to do a job? I tortured some in the dungeon till they got mindbroken, but they still refuse to get their breasts milked in the farm 80% of the time.
The problem with torturing girls to make them do the jobs you want is it makes them not like you so they will not do what you want.
The more you try to force a girl on a job, the more she starts hating that job. Have her do another job for a few weeks.
If she is a free girl, let her keep all of the money (0 house percent) for a few weeks and she will be happier in the job.
Pierced Nipples makes milking painful for her so get rid of it.
A Farm Manager will help get your girls in line on the Farm.
Be nice to your girls and they will be happy to do what you want them to.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: stauffi on October 05, 2016, 11:17:33 PM
Thanks for the detailed answer aevojoey.
Has this always been this way? I might misremember but i think in much older versions of whoremaster if a girl was completely mindbroken she also always obeyed.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 05, 2016, 11:42:58 PM
Thanks for the detailed answer aevojoey.
Has this always been this way? I might misremember but i think in much older versions of whoremaster if a girl was completely mindbroken she also always obeyed.
Rebelliousness is set by House%, happiness, love, spirit, obedience and a couple other minor things.
A few traits can set rebel to a maximum number: Broken Will is -100, Mindfucked is -50, Dependant is -40, Retarded is -30, Meak is 20.
After rebel is calculated, job enjoyment, matrons and then the girls feelings toward you are added in.
Finally the result is compared to a random roll to see if the girl does her job.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: E. on October 09, 2016, 03:53:25 PM
Quite frankly, the whore high-skill flavor text seem kinda off compared to the rest. There's whacky, but then there there's http://puu.sh/rDj9O/216857ca28.png (http://puu.sh/rDj9O/216857ca28.png) .


That aside, do the small events that happen when a girl's resting have any actual impact on stats? If yes, it would be nice to know about such inmpact. I also think they should be more frequent or even not be restricted to free time.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 09, 2016, 11:05:37 PM
I forgot to push the source code for .33 before I went out for the night, just pushed it now.


Quite frankly, the whore high-skill flavor text seem kinda off compared to the rest.
For the older sex skills, when a girl's level is above 80 they are just giant balls of randomness.
If you want to look in the code they are:
Code: [Select]
string cGirls::GetRandomGroupString()
string cGirls::GetRandomSexString()
string cGirls::GetRandomOralSexString()
string cGirls::GetRandomLesString()
string cGirls::GetRandomBDSMString()
string cGirls::GetRandomBeastString()
string cGirls::GetRandomAnalString()

That aside, do the small events that happen when a girl's resting have any actual impact on stats? If yes, it would be nice to know about such inmpact. I also think they should be more frequent or even not be restricted to free time.
Most do affect stats and skills, but there are too many to list them all.
You can look at WorkFreetime.cpp in the source code to see what does what.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: E. on October 10, 2016, 05:00:19 AM
I don't want to bother with setting up an environment and all, but I think I could help with those two things.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 10, 2016, 08:14:14 AM
I don't want to bother with setting up an environment and all, but I think I could help with those two things.
You don't have to set up an environment, you can look at the code directly on github.

Free time events are at https://github.com/crazywm/crazys-wm-mod/blob/master/%20crazys-wm-mod/WorkFreetime.cpp (https://github.com/crazywm/crazys-wm-mod/blob/master/%20crazys-wm-mod/WorkFreetime.cpp) and start after line 300.

The random sex strings above skill level 80 are in https://github.com/crazywm/crazys-wm-mod/blob/master/%20crazys-wm-mod/cGirls.cpp (https://github.com/crazywm/crazys-wm-mod/blob/master/%20crazys-wm-mod/cGirls.cpp) between lines 13000 and 15300. The sex strings below skill level 80 are between lines 8200 and 13000.
That file is way too big so you may want to download it and look at it in a text editor so you can see it easier.


If you want to add anything, write it up in a plain text file, post it here and we will get it added in.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: E. on October 10, 2016, 01:16:13 PM
Yeah, that's what I meant. I just won't be able to compile and test stuff, but I shouldn't have to anyway.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: asdoasdo on October 16, 2016, 06:38:39 AM
Just a small typo I've found: in the "goodnews" warning telling you that the girl served her first customer, there is a missing spaces after the word "first".


By the way, I think that it would be nice to introduce the possibility to acquire the trait "Whore" after sleeping with a certain number of customer, since the description of the trait seems to suggest something like that. Moreover, there is no possibility to acquire the trait in any other ways.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 16, 2016, 01:58:43 PM
Just a small typo I've found: in the "goodnews" warning telling you that the girl served her first customer, there is a missing spaces after the word "first".
I saw that and already fixed it for .37

By the way, I think that it would be nice to introduce the possibility to acquire the trait "Whore" after sleeping with a certain number of customer, since the description of the trait seems to suggest something like that. Moreover, there is no possibility to acquire the trait in any other ways.
A girl can get the Whore trait as a random effect of sex similar to how they get stds.
I will add it to the 500+ customer count where it is more logical.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: _rhetorik_ on October 20, 2016, 10:45:57 PM
Just to let joey know that I have submitted a new pull request.


 :)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 21, 2016, 01:12:14 AM
Just to let joey know that I have submitted a new pull request.
I have looked over it but there are a few problems;
The if statements are missing else statements so it could do nothing and break something.
You also need to add checks so you don't get divide by 0 errors.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: _rhetorik_ on October 21, 2016, 07:26:56 AM
I have looked over it but there are a few problems;
The if statements are missing else statements so it could do nothing and break something.
You also need to add checks so you don't get divide by 0 errors.


I've answered your comments on the PR.


1) There was no changes in the algorithm i 've just updated the way the scales are used and did a bit of code maintenance.
2) The ifs are fine. It is supposed to do nothing if they don't match. Those ifs are intended to correct the image size if the image don't match the display area. If they do .... no correction needed.



Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on October 21, 2016, 08:25:03 AM
I've answered your comments on the PR.
1) There was no changes in the algorithm i 've just updated the way the scales are used and did a bit of code maintenance.
2) The ifs are fine. It is supposed to do nothing if they don't match. Those ifs are intended to correct the image size if the image don't match the display area. If they do .... no correction needed.
I guess I shouldn't answer posts right before bed, I didn't really look close enough at it.
Merged it in.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: toradrow777 on November 22, 2016, 12:46:36 PM
I know this has most likely been asked and answered a million times by now, but I just gotta know: When looking at job ratings, I noticed that some girls have a zero "0" instead of a letter, question mark, or exclamation mark in front of the job name, and the in-game help doesn't say what it means.  What does the zero mean?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: _rhetorik_ on November 24, 2016, 06:01:31 PM
Just made a pull request to Joey's repo with the following changes



- Fix an error when loading girls with custom scripts: missing path separator.
- Improve is_pregnant indicator to have more info when the girl isn't on preg cd or pregnant.
    - Vg.: Virgins, No+: Fertile, No++: Broodmother.
- Nerf clinic income (might need a bigger one).
- Minor boost to constitution on cleaning (brothel and house) jobs.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on November 27, 2016, 05:03:50 PM
I know this has most likely been asked and answered a million times by now, but I just gotta know: When looking at job ratings, I noticed that some girls have a zero "0" instead of a letter, question mark, or exclamation mark in front of the job name, and the in-game help doesn't say what it means.  What does the zero mean?
0 just means the calculation resulted in exactly 0.

Just made a pull request to Joey's repo with the following changes
- Fix an error when loading girls with custom scripts: missing path separator.
- Improve is_pregnant indicator to have more info when the girl isn't on preg cd or pregnant.
    - Vg.: Virgins, No+: Fertile, No++: Broodmother.
- Nerf clinic income (might need a bigger one).
- Minor boost to constitution on cleaning (brothel and house) jobs.
I will get it in shortly.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: skriveavis on November 30, 2016, 12:12:35 PM
Just made a couple of minor pull requests. This is my first time ever using github tho, so no idea if I'm doing this correctly.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on December 01, 2016, 08:27:43 PM
Just made a couple of minor pull requests. This is my first time ever using github tho, so no idea if I'm doing this correctly.
Got them in.
Title: .06.02.40-49
Post by: aevojoey on December 01, 2016, 11:44:34 PM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.02.00


Version: .06.02.40 - https://mega.nz/#!kABSAIbC!Q9V3i7hBjGW5dXhOARsCQfLRJ6JqcJ-bm_Uq-chMK9U (https://mega.nz/#!kABSAIbC!Q9V3i7hBjGW5dXhOARsCQfLRJ6JqcJ-bm_Uq-chMK9U)
WME.8.32 included
* Changes made for .06.02.40 -
Merged 2 pull requests of a few text corrections by skriveavis.
Changed how config.xml files are loaded to hopefully fix a couple of problems.
Added several items to Jeweler job (more need to be added)


Version: .06.02.41 - https://mega.nz/#!NIYnwTib!OhchRB-l0E_xolVWekzI0Umw-js_VJPj3QG5EDNzuyc (https://mega.nz/#!NIYnwTib!OhchRB-l0E_xolVWekzI0Umw-js_VJPj3QG5EDNzuyc)
WME.8.32 included
* Changes made for .06.02.41 -
Fixed a few typeos.
Fixed some column offsets in J_1024x768 interface
Updated gang missions:
 - Added "Masked Vigilante" to Pety Theft
 - Cleaned Grand Theft
 - Added Service skill to gangs
 - Added Service mission
 - Allow 1 to 15 gang members in training and service instead of the minimum 5. Shows yellow if <6 members
Added Player gold to gang screen
Added g_Brothels.GetRandomBrothel() function


Version: .06.02.42 - https://mega.nz/#!MQ4XmIzL!XJzvi7Kn5UBmgwPMbCKQKo1L1PllqWzkoHwexQJ1o10 (https://mega.nz/#!MQ4XmIzL!XJzvi7Kn5UBmgwPMbCKQKo1L1PllqWzkoHwexQJ1o10)
WME.8.32 included
* Changes made for .06.02.42 -
Fixed a few more column offsets in J_1024x768 interface
Rewrote sell slaves from dungeon text to itemized list
Added Player Gold to many screens
config.xml in release used the testing numbers, changed it back to release numbers.
Fixed/added text in gang grand theft mission
Removed from the settings screen all the things that were not completed
 - Folders and Catacombs are working.
 - (Gang gets what is overridden by the savegame so is not really needed)


Version: .06.02.43 - https://mega.nz/#!RJo0yLLB!nbh2aETQ6irU7Ns5FdMba-I7qixn8nwvRDjxbN7myxA (https://mega.nz/#!RJo0yLLB!nbh2aETQ6irU7Ns5FdMba-I7qixn8nwvRDjxbN7myxA)
WME.8.32 included
* Changes made for .06.02.43 -
Separated house jobs into main and training
Added Sexual Orientation training and Fake Orgasm training to the house
Fixed several "/n" to "\n" in texts
Added a bunch of items by Cavey


Version: .06.02.44 - https://mega.nz/#!hc4RHDhQ!MNEwLehWVGPLd7jtsiVfQixU-Haz4hy6MtSNOxqOrQ0 (https://mega.nz/#!hc4RHDhQ!MNEwLehWVGPLd7jtsiVfQixU-Haz4hy6MtSNOxqOrQ0)
WME.8.32 included
* Changes made for .06.02.44 -
Updated WorkExploreCatacombs.cpp
 - fixed a few bad texts
 - allowed the control girl section to allow any girl to explore even if she can't fight.
 - Updated the uncontroled girl failed combat check text
Updated all calc_insemination functions to use g_Girls.GetBeast() instead of using a customer or the player
Fixed 4 bugs reported by blx
 - "Game crash when you deselect all girls on brothel screen by pressing Ctrl + LMB."
 - "On girl detail screen hotkey for list girls backward (left arrow "←") list girls forward."
 - "All progress on new "Sexual Orientation training" and "Fake Orgasm training" reset after game load."
 - "Messages about growing children stacks: second contains the first, third contains both previous."
Added a few texts to WorkFreetime.cpp by MuteDay
Added some texts to Sexual Orientation training and Fake Orgasm training


Version: .06.02.45 - https://mega.nz/#!kZhFEY4K!8g53bVLsfdUrjzqZFKM0DyVtYIh5nEVqixLsy3YWr4E (https://mega.nz/#!kZhFEY4K!8g53bVLsfdUrjzqZFKM0DyVtYIh5nEVqixLsy3YWr4E)
WME.8.32 included
* Changes made for .06.02.45 -
Fixed a bug in the arena with duplicate turn summary messages (my bad)
Added EVENT_WARNING when girls get taken off work by matrons
Fixed a crash in cGirls::AddInv() if no item is given
 - fixed item spelling in GirlFucks (Ring of the Hivemind)
Fixed a crash if a gang dies durring their mission.


Version: .06.02.46 - https://mega.nz/#!MYxBlDqb!jaCmLGN4_obCHrU2Ukstkggq1v50-mldLwBTzsdENAU (https://mega.nz/#!MYxBlDqb!jaCmLGN4_obCHrU2Ukstkggq1v50-mldLwBTzsdENAU)
WME.8.32 included
* Changes made for .06.02.46 -
Updated Slave Market send to Brothel effects
Updated Sexual Orientation training and Fake Orgasm training numbers


Version: .06.02.47 - https://mega.nz/#!5AojlA5Q!H3xdgMU_iOKEJWqEtCTMqAeLHGvEMppgLVIny7eBEEI (https://mega.nz/#!5AojlA5Q!H3xdgMU_iOKEJWqEtCTMqAeLHGvEMppgLVIny7eBEEI)
WME.8.32 included
* Changes made for .06.02.47 -
Fixed a few typeos
Updated do_daily_items
Updated WorkFreetime.cpp with a couple of items
Fixed slave market no girl image
Fixed a few text items in clinic jobs
Added SO to girl lists
Updated Gang Service mission
 - Added cat/dog capture
 - Added cleaning of brothel in security check sub-mission


Version: .06.02.48 - https://mega.nz/#!pFAlmSoK!3C4NNns3VtY1SCv-Uu0Dv1NhLpDYC8oV0wgIxyS0FVU (https://mega.nz/#!pFAlmSoK!3C4NNns3VtY1SCv-Uu0Dv1NhLpDYC8oV0wgIxyS0FVU)
WME.8.32 included
* Changes made for .06.02.48 -
Replaced most instances of HasTrait(girl, "Virgin") with CheckVirginity(girl)
Fixed SO and FOE pay
MuteDay updated cGold.cpp/h
Merged pull requests by skriveavis: a few typeo fixes
Added dark events to WorkFreetime by MuteDay
 - I added more variations to them
Rearranged WorkFreetime and added death message if needed


Version: .06.02.49 - https://mega.nz/#!1cg1BS6B!G3wwYULCssVLaC-yeKVuWJIF7op1k79qDror6uCllSs (https://mega.nz/#!1cg1BS6B!G3wwYULCssVLaC-yeKVuWJIF7op1k79qDror6uCllSs)
WME.8.32 included
* Changes made for .06.02.49 -
Fixed Constructs not healing with item use
Updated SO and FOE
 - Added Tiredness, Exp and enjoy
 - Added improvement list
Added the list of girl folders that are used by the game to simple save .q file
Started Updateing WorkPersonalBedWarmer.cpp but got sidetracked
Added WorkCureDiseases.cpp (See http://www.pinkpetal.org/index.php?topic=3433.msg42732#msg42732 (http://www.pinkpetal.org/index.php?topic=3433.msg42732#msg42732) for info)
Added Panacea's Miracle Cure.itemsx by Cavey
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: KingofKings on December 02, 2016, 05:02:31 AM
Version: .06.02.40 -
WME.8.30 included
* Changes made for .06.02.30 -
uhhh... whoops?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on December 02, 2016, 08:44:50 AM
uhhh... whoops?
:-[

Also I had forgotten to push to github so I did that now.
 
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: ertl on December 04, 2016, 10:58:35 AM

One suggestion:

In the turn summary, for the bedwarmer job, you get a paragraph such as:


"You order the <number> slaves warming your bed to put on a show, blah blah blah".


If you have a large number of slaves, it's a little bit unrealistic to have something like 50 slaves putting a show in front of you. So, my suggestion would be either export to a settings variable the maximum number of slaves per show in your room (a default of 2 to 5 could be ok, I guess), that would be selected randomly from among those slaves ready to bedwarm you in that moment, or simply drop that number to that default 2 to 5. I think exporting that to a settings variable would be great.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: 790 Series Lusticon Operations Unit on December 04, 2016, 05:11:59 PM
You ever stop and consider all the time, effort, passion and love that those 50 slaves put into learning and practicing a song and dance number just so that they could please their master?!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Anonemuss on December 04, 2016, 06:41:47 PM
Is there a therapy session in the game to change sexual orientation (that isn't an item)? If not, that would be an interesting function to add to the centre.


On that note, I've noticed a lot of consumable items that could be made into functions.


For example:
-sessions to cure yandere/tsundere (though I think this is already part of the centre's therapy sessions?)
-Minor actions ("Put on a Show", "Give Out 'Samples' ", "Bondage Session", "The 'D' ") that could be turned into scripted options
-Certain transformative items such as Dar-E Pills could be made into a training-type job for the appropriate building
-Surgery items could be merged into the Clinic, either as separate Job Options or random results from surgery
-Execution (the "Execute" item) could be a separate button, similar to releasing or selling slaves


These are just a couple ideas I had, but it would be nice to see these implemented, if only to clean up the item list for shops a bit.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: ertl on December 05, 2016, 04:32:32 PM
You ever stop and consider all the time, effort, passion and love that those 50 slaves put into learning and practicing a song and dance number just so that they could please their master?!


All will have their chance to shine, but please, take turns. xD
Title: .06.02.50-57
Post by: aevojoey on December 27, 2016, 11:26:35 AM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.02.00


Version: .06.02.50 - https://mega.nz/#!xQJxjaRD!b64hPEQ7Pnca6H2COF-NTVwMRZ7wOk0kyeVdJPfUevk (https://mega.nz/#!xQJxjaRD!b64hPEQ7Pnca6H2COF-NTVwMRZ7wOk0kyeVdJPfUevk)
WME.8.32 included
* Changes made for .06.02.50 -
Fixed several bugs pointed out by blx
 - Fixed the studio - most jobs were broken because the first/last jobs were not updated when the jobs were rearranged
 - Fixed the Dungeon Feeding buttons
 - Fixed -health not showing as dead


Version: .06.02.51 - https://mega.nz/#!hNY0RJRQ!i1rfww9_AaFo_4v4-OvA76nhLG771OuFrHb5xGnw__I (https://mega.nz/#!hNY0RJRQ!i1rfww9_AaFo_4v4-OvA76nhLG771OuFrHb5xGnw__I)
WME.8.32 included
* Changes made for .06.02.51 -
Added new trait "Chaste" to be the opposite of "Nymphomaniac"
Added libido check in UpdateStatTemp to work with "Chaste" and "Nymphomaniac"
Added Chastity Orb.itemsx
Added the ability to add both permanent and temporary traits to food/makeup items
Added GetRandomGangOnMission()
Changed some sCustomer things from char to bool or int
Updated WorkBrothelWhore, WorkBarWhore and WorkHallWhore
 - added female customers that don't pay can be taken as slaves


Version: .06.02.52 - https://mega.nz/#!MYBA3ZqI!RU13YYaLZTJ7kD-aLq7IFqpbte4kij_VPA6-HQa-JT4 (https://mega.nz/#!MYBA3ZqI!RU13YYaLZTJ7kD-aLq7IFqpbte4kij_VPA6-HQa-JT4)
WME.8.32 included
* Changes made for .06.02.52 -
Fixed 2 bugs - (http://www.pinkpetal.org/index.php?topic=1031.msg42770#msg42770 (http://www.pinkpetal.org/index.php?topic=1031.msg42770#msg42770))


Version: .06.02.53 - https://mega.nz/#!VIJ2CLTY!I3BR0HwGaOwdZWKokriI39BhGy2ckdgjaao6e3i74sc (https://mega.nz/#!VIJ2CLTY!I3BR0HwGaOwdZWKokriI39BhGy2ckdgjaao6e3i74sc)
WME.8.32 included
* Changes made for .06.02.53 -
Fixed a bug in the Studio - Could not put girls on free time
Updated "Back to Work" for non-brothel buildings
 - Added Cure Diseases to the Clinic
Cleaned WorkPersonalBedWarmer.cpp
Merged pull request from Mute
 - cleaned several files


Version: .06.02.54 - https://mega.nz/#!QVBlSb5A!hp3VJXfgN33Flvx-yR9cVEXYmbeKIvB7mKSEId-aueM (https://mega.nz/#!QVBlSb5A!hp3VJXfgN33Flvx-yR9cVEXYmbeKIvB7mKSEId-aueM)
WME.8.32 included
* Changes made for .06.02.54 -
Added optional image name used to turn summary screen
Fixed a text issue in girl enjoyment list where "Club Whore" was listed as "Bar Whore"
Merged in Mute's pull request - See ChangeLog-Mute.txt for more details
 - Fixed a couple of typeos
 - Changed security catches rape from your girl to customer girl


Version: .06.02.55 - https://mega.nz/#!5ZBmhZbJ!0VDTG04Vn9ZSpFrKqSO4MleKqKIsH9poxLD5ZYG56Pk (https://mega.nz/#!5ZBmhZbJ!0VDTG04Vn9ZSpFrKqSO4MleKqKIsH9poxLD5ZYG56Pk)
WME.8.32 included
* Changes made for .06.02.54 -
Merged in Mute's pull requests - See ChangeLog-Mute.txt for more details
Merged in mjsmagalhaes's pull request - More linux build capabilities
Updated a few options for girl lists:
 - Added Traits to column options for girl lists
 - Added CalculateAskPrice before displaying girl Value
Added new script commands requested by Cluster:
 - IfGirlHasItem (*itemname*)
 - AddItemtoGirl (*itemname*) (*amount*) (*equip*)
 - GivePlayerItem (*itemname*) (*amount*)
Renamed cMovieScreen.cpp/h to cScreenMovie.cpp/h to match all other screen files
Added "CreateMovieButton" to cScreenMovie as requested by Cluster
Movie scenes now get saved and loaded
Greatly simplified fulltime vs not fulltime job changes in HandleSpecialJobs fixing a bug
Reduced the chance of gangs taking as slaves female customers who don't pay whores to 10%
Started fixing a few film jobs
 - Fixed gang interactions in FilmOral
Cleaned and Updated UpdateGirls in all non-brothel buildings
 - fixed a bug in the farm
Moved filthiness to 0 to the end of building processing
Replaced several "\n\n" with "\n \n" to fix linux text bug


Version: .06.02.56 - https://mega.nz/#!8ZI0EJ6S!owr1PHIfGwYVs3xln4xKATcQ0gFRxPHgpF7lsKbNSG8 (https://mega.nz/#!8ZI0EJ6S!owr1PHIfGwYVs3xln4xKATcQ0gFRxPHgpF7lsKbNSG8)
WME.8.32 included
* Changes made for .06.02.56 -
Checked all jobs starting texts.
Fixed a bug in workfilmoral that was crashing the game.
Reworked Objective REWARD_ITEM to make the text look better.


Version: .06.02.57 - https://mega.nz/#!IBx12ZBB!GQoVCPKscqf_ooTbPOw8SOiROtyhSjJbF70ukgW1P0Y (https://mega.nz/#!IBx12ZBB!GQoVCPKscqf_ooTbPOw8SOiROtyhSjJbF70ukgW1P0Y)
WME.8.32 included
* Changes made for .06.02.57 -
Added automatic movie creation if there are 10 or more scenes at the start of the movie studio turn.
 - config.xml > Initial > AutoCreateMovies="true"/"false"
 - cfg.initial.autocreatemovies()
Updated script editing
 - Added options:
 -  - IfPlayerHasItem (*item*)
 -  - GiveGirlInvItem (*item*) (*equip*)
 -  - IfGirlIsSlave
 -  - IfGirlIsFree
 -  - GiveGoldToGirl (*min*) (*max*)
 -  - AdjustTargetGirlStatR (*stat*) (*min*) (*max*) (*temp*)
 -  - AdjustTargetGirlSkillR (*skill*) (*min*) (*max*) (*temp*)
 - Updated .scriptx to save and load text instead of numbers for most options for easier reading
 - Updated DefaultInteractDetails.script a bit, fixing mismatched stats/skills and updated training section


Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: skriveavis on January 06, 2017, 08:43:03 PM
When creating a new game you are asked to fill in Player Name and birth. Are these values used for anything? If not, why ask for them?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MuteDay on January 06, 2017, 10:06:04 PM
Name is used to handle birth of player's children. and currently birthday isn't used but is there for when we implement some features we have planned.


At least from my knowledge of the game so far.


aveojoey might know more but i will give my knowledge anyways


Sincerly,
Mute Day Lovestone
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MuteDay on January 12, 2017, 02:14:42 AM
Quote
Replaced several "\n\n" with "\n \n" to fix linux text bug

Will be fixed in next update with a better way. sorry for that
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: skriveavis on January 12, 2017, 05:58:56 PM
A "Transfer Girls" button on the "Girl Details" page would be very nice, as I mainly click the "Go To Selected" button, and decide what to do with a girl from there.
A "Release" button (with options on where to release) would be even better, but I know that would be more difficult considering the limited space available.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: klem37 on January 23, 2017, 07:59:25 PM
I got questions about how Dignity & Sanity supposed to work. I'm trying to script the dungeon interactions so it can inflict "Broken Will" & "Mind Fucked" trait, as I see no other way to get those 2 traits in game other than items.


In "DefaultInteractDungeon.script", the "Forced Deepthroat" & "Forced Bukkake" increase Dignity, rather than lower it. Shouldn't those 2 actions supposed to humiliate the target, and hence lower her self-worth?


I tried manually setting Sanity to negative number by editing the save game, but the status text won't budge past "mentally-stable". Is Sanity fully implemented as of 06.02.57?


Dignity & Sanity supposed to be valued -100 ~ 100, but the the script editor won't let 'IfStat' API to compare with negative values, i.e. implementing 'if dignity is less than -20'. A minor edit to 'ScriptCommands.txt' fix this but dunno if it break other things.


I have some requests for the scripting API, where can I post them?


Thanks
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on January 24, 2017, 02:25:12 AM
I got questions about how Dignity & Sanity supposed to work. I'm trying to script the dungeon interactions so it can inflict "Broken Will" & "Mind Fucked" trait, as I see no other way to get those 2 traits in game other than items.
"Mind Fucked," at least, can be gotten with sufficient Torture - normally it's only a Temporary version, but if you adjust one of the settings in the Configuration it's supposed to make Traits received from Torture permanent.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hazure on January 25, 2017, 02:21:52 PM

Could you make it so girls could start with some items....especially items that would be unique to the girl....or do the arrive butt naked, ala terminator?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on January 28, 2017, 11:14:56 AM
Could you make it so girls could start with some items....especially items that would be unique to the girl....or do the arrive butt naked, ala terminator?
You can already add items to .girlsx files
Code: [Select]
<Item Name="Shiv" />
and .rgirlsx
Code: [Select]
<Item Name="Shiv" Percent="15" />
If they have no items then they are considered to be wearing basic clothes.
Slaves from the market could be wearing little to nothing in order to show off what the got.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hazure on March 02, 2017, 03:50:30 PM

Idea for a new trait...."Cursed", cannot remove an item with "Cursed" until the trait is removed....could work in things to remove the curse, cursed weapons, or gear....put negative traits on an item, and just not put that it's cursed in the description.....could be interesting.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: gdav on March 16, 2017, 01:04:50 AM
First of all, Big thanks for updating this game)))
Some questions:
1) Where can I see what doing (in numbers) each traits, how they affect girls itc?
2) Where can I see what doing (in numbers) each option in chat with girls? What use in ordering to them to went to your chambers, to inspect them?
3) Do obedience rise when girl love you/happy or only by torture and scolding?
P.S. Sorry for my english)))
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Hazure on March 30, 2017, 01:20:15 PM

If you can put items directly on the girl's file why isn't it on the Editor....that would be great....with that I would envision another rarity of item....unique....only available from certain girl's in their inventory. That would be awesome.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on March 30, 2017, 05:25:06 PM
If you can put items directly on the girl's file why isn't it on the Editor....
Probably because aevojoey had over a dozen things he was working on, and since editing the file directly isn't that difficult, trying to get the Editor working right without making it too complex probably took a backseat to what he was working on.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: HuiBui on March 31, 2017, 01:59:18 AM
A short question about the latest commands like...

-  - AdjustTargetGirlSkillR (*skill*) (*min*) (*max*) (*temp*)

Using it with the script editor , the last part of the command is given by the choice true or false.
Does true mean the skill would be only temp?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sharkster on June 04, 2017, 02:03:17 PM
would like to know if it is possible to increase the size of the texts in the game. I play it on PC, Laptop and TV and on my TV its really difficult to read because of the distance. On Laptop it is ok but could be a little bit bigger.
Is increasing the size a big problem/effort?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Anonemuss on June 20, 2017, 07:57:45 AM
A short question about the latest commands like...

-  - AdjustTargetGirlSkillR (*skill*) (*min*) (*max*) (*temp*)

Using it with the script editor , the last part of the command is given by the choice true or false.
Does true mean the skill would be only temp?
If I recall, certain items give temporary skill boosts, so I'd assume "(*temp*)" is for that kind of mechanic. I'm almost certain "temp" should stand for "temporary", so yes, I think setting "temp" to true would make the scripted adjustment to a girl's skill temporary.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: zer0sh0t on August 20, 2017, 01:48:27 AM
"Mind Fucked," at least, can be gotten with sufficient Torture - normally it's only a Temporary version, but if you adjust one of the settings in the Configuration it's supposed to make Traits received from Torture permanent.


Does anyone know how this is done? I would like "Mind Fucked" as well as "Broken Will" to be permanent from torture and not temporary.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: HuiBui on August 20, 2017, 02:33:19 AM

Does anyone know how this is done? I would like "Mind Fucked" as well as "Broken Will" to be permanent from torture and not temporary.

Just open the WM Editor. Open the Tab "Game settings" on the left side you will find Torture Mod.

Set the value to -1

Save these gamesettings and use these config.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sharkster on September 05, 2017, 08:12:06 AM
Hello to everyone,

after playing whoremaster for a long time and getting into little modifications for myself i wanted to ask if there is a way to revive a girl and if there is a trait like "undead" or something similar.
Would be great if someone can answer this and even better if this exists^^

Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on September 05, 2017, 10:12:27 AM
after playing whoremaster for a long time and getting into little modifications for myself i wanted to ask if there is a way to revive a girl and if there is a trait like "undead" or something similar.
Yes to both.  The 'Better Zed Than Dead' item, IIRC, and I think one of the reset items will revive a recently-dead girl.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Sharkster on September 08, 2017, 06:43:25 AM
Thx for the help dmotrl, i will look in them this weekend
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: DarkArk on September 13, 2017, 03:03:26 PM
Aevo seems busy. That's fine, his life. But I was wondering if anyone knows how to add images, I had put a list out in one of the threads. Or does anyone know how to point me in the direction of doing it myself? I've been working on a group of packs for like 5 years now, and I'd like to actually finish them.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Anonemuss on November 16, 2017, 08:30:47 PM
There's something I was wondering; Is it possible to implement something like a "set bonus" trait?


Let me explain:
I love trying to "collect" all the girls from a series. It makes things feel more together in the game, like there's some kind of continuity. However, aside from the portraits and sometimes a comment or two in the girls' descriptions, there's nothing to make you feel like you "caught 'em all".


I can't think of anything that would be easy to implement, and this is really just me musing about it, but I figured I might as well throw the idea out there in case someone gets inspired by it...
Title: .06.03.00-07
Post by: aevojoey on November 27, 2017, 12:14:36 AM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.03.00


Version: .06.03.00 - https://mega.nz/#!hVwRjLAB!-9X8t4IZIj_6kxDNYh0LpQXWIjNyi3v98maKJwcdYKU (https://mega.nz/#!hVwRjLAB!-9X8t4IZIj_6kxDNYh0LpQXWIjNyi3v98maKJwcdYKU)
WME.8.32 included
* Changes made for .06.03.00 -
Fixed a few typeos
Updated SO and FOE
- Added adjustments for banned sex types
Fixed the main menu
- If there were no save games and the load button was turned off, you could still get to the load screen by pressing L.
- Fixed it so autosave.gam by itself does not activate the load game button.
Added g_BoysNameList to allow for male naming in the future
Fixed a bug where the game would try running the job for runaways
Removers a few "\t"s that render as squares in a few places

Added new commands to scripts:
- "Script_EndIfNew",        added to fix a problem in the old script editor not shifting lines to the right for the newer If statements
- "Script_IfGirlStatus",
- "Script_SetGirlStatus",
- "Script_EndPregnancy",
- "Script_CreatePregnancy"

Started remaking the loading screen.


Version: .06.03.01 - https://mega.nz/#!5EhQgBRT!-MLftKbaGKuPLxAdXEBFiPlvZAmGLCwWc3bj8_dIrFk (https://mega.nz/#!5EhQgBRT!-MLftKbaGKuPLxAdXEBFiPlvZAmGLCwWc3bj8_dIrFk)
WME.8.32 included
* Changes made for .06.03.01 -
Updated J_1024x768 interface
- Found and fixed a couple of bugs
Added m_interest_rate (not used yet)
Added several image types for DarkArk
Started rewriting Objectives (not active yet)


Version: .06.03.02 - https://mega.nz/#!YIgXSKZQ!EAEa_iArauhUJ8ngbHr8pQmvJW7zQcFK1c21HJL3cAU (https://mega.nz/#!YIgXSKZQ!EAEa_iArauhUJ8ngbHr8pQmvJW7zQcFK1c21HJL3cAU)
WME.8.32 included
* Changes made for .06.03.02 -
Updated settings.xml in J_1024x768 interface
Updated loading screen more
- Fixed a bug in new game if starting a new game after quitting out of old game. (loading not setting to true on new game)
- changed the load list from if statements to a switch set
- split the loading info files into traits, items and names
Removed legacy file types: .traits, .items
Removed legacy interface files: GetString.txt, InterfaceColors.txt, LoadMenu.txt and ScreenMode.txt
Changes by grishnak:
- changed girl in dungeon image from profile to jail
- Changed torturer in dungeon image from profile to dom
- IMGTYPE_ESCORT,      // clothed with a client, should replace formal in escort job, because i used formal as clothed single profile
- IMGTYPE_SPORT,      // for the free time job, doing sports
- IMGTYPE_STUDY,      // reading a book or looking clever
- IMGTYPE_TEACHER,      // dressed or acting as a teacher
- Added in 2 new traits: Clipped Tendons and No Tongue

Started updating transfer screen
- moved the transfer screen to its own file
- (It took a while to work out all the bugs so I didn't update anything yet, just transfered it. Updates will have to wait for the next version.)


Version: .06.03.03 - https://mega.nz/#!hRo3jI4b!nZcXzALRmlarv2Sb6UwxIj-FsE3pxIt8iZq0QR_jvpU (https://mega.nz/#!hRo3jI4b!nZcXzALRmlarv2Sb6UwxIj-FsE3pxIt8iZq0QR_jvpU)
WME.8.32 included
* Changes made for .06.03.03 -
Fixed a couple of bugs in gallery
Found and fixed a bug in the studio if the interface does not have day job column
Cleaned and updated the transfer code a bit
- When you go to the transfer screen, it now starts the left column where you came from.
- number keys 1-7 switch between the brothels (have not gotten the other buildings yet, not sure if I will/can)


Version: .06.03.04 - https://mega.nz/#!UUQ31I6D!18N7zD_xWcOvRuS-bzYrLM-v6tcurrpoYurn-pPby8U (https://mega.nz/#!UUQ31I6D!18N7zD_xWcOvRuS-bzYrLM-v6tcurrpoYurn-pPby8U)
WME.8.32 included
* Changes made for .06.03.04 -
Cleaned and updated the transfer code a bit more
- Added columns to transfer screen
- When you go to the transfer screen, it now starts the selected girl in the left list who you came from.
- Added keepjob to addgirl() so transferring to the same building will keep their job
- Fixed transfer screen in J_1920x1080 interface
Added in some more updates by grishnak
- check items equipped and adjust profile pictures
- changed image type used in some jobs
Fixed a couple of typeos
Corrected the GetString.xml and getInput.xml in J_1024x768 to make the text above the box so length of the text will not matter.
Fixed a bug in scripts and added some missing lookup/names


Version: .06.03.05 - https://mega.nz/#!JRQC1BxJ!9dgVWQLkjyqcUspPqwW9Zjs42JOcycl78gfPKVWq7lc (https://mega.nz/#!JRQC1BxJ!9dgVWQLkjyqcUspPqwW9Zjs42JOcycl78gfPKVWq7lc)
WME.8.32 included
* Changes made for .06.03.05 -
Changed all c*Screen.cpp/h files to cScreen*.cpp/h to put the in line with the other cScreen*.cpp/h files

Updated all 3 interface that come with the game
- rewrote the get_id() function to allow up to 5 choices for interface items to allow for old interfaces
- Checked interface files and tried to make all tags the same across various files.

shortened text output for unused preg types
Updated is_pregnant output for list boxes
Added SexAverage, NonSexAverage and SkillAverage as options for list boxes

Renamed 4 image filetypes for * correction
- "birthmultiplehuman*." to "birthmultiplehuman*."
- "pregbirthmultiplehuman*." to "pregbirthmultiplehuman*."
- "rapebeast*." to "beastrape*."
- "pregrapebeast*." to "pregbeastrape*."
- - beastrape* will be found in beast*, that is more apt than beastrape being found in rape
- - les picks up les69ing and sex picks up sexdoggy which should be fine



Version: .06.03.06 - https://mega.nz/#!JIZh0LLI!SV7AHox0Ew73Uc_JiLsv_AY9MolYF_8_MvCIiewxnCM (https://mega.nz/#!JIZh0LLI!SV7AHox0Ew73Uc_JiLsv_AY9MolYF_8_MvCIiewxnCM)
WME.8.32 included
* Changes made for .06.03.06 -
Updated .scriptx read/write code
Fixed a few typeos
Cleaned some code


Version: .06.03.07 - https://mega.nz/#!wJxCxSCB!RaRelCNt3ODj96OXr6VpaW4UBj398YEsc2ANFxz464E (https://mega.nz/#!wJxCxSCB!RaRelCNt3ODj96OXr6VpaW4UBj398YEsc2ANFxz464E)
WME.8.32 included
* Changes made for .06.03.07 -
Fixed a few typeos
Cleaned some code
Added buy more interactions buttons to the house details screen


Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Dalock on November 27, 2017, 07:55:52 AM
Thanks for your hard work :)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: harold on December 15, 2017, 03:46:16 AM
The new transfer fields are great!  Thanks for continuing to work on this game. :)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Atllus on December 18, 2017, 08:03:08 PM
Recently got into the game and it's great, wish i had played it long ago.

Now some issues i need help. I want to edit the H text describing how your girl acted in the week while no being a whore, such as when a strip club waitress offered her service to casual customers.
Tried looking in the script files and the .mo .po files but could not find  ii. Where is that text to modify? (hope it's not in the .exe)

Another issue is the font size of text. For what i could gather, there was a mod to alter the interface, but the only link i found was dead

And last, this one i feel like can't be made. Is there a way to create a new command to script editor?, like adding "titty maid" category.


Hope don't have to wait a long time for a reply.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on December 18, 2017, 09:54:53 PM
Now some issues i need help. I want to edit the H text describing how your girl acted in the week while no being a whore, such as when a strip club waitress offered her service to casual customers.
Tried looking in the script files and the .mo .po files but could not find  ii. Where is that text to modify? (hope it's not in the .exe)
The text is in the exe.
If you are technically inclined, you can look at the source code in the work*.cpp files and see what the existing text looks like.
If you upload any text, I will do my best to get it into the game.

Another issue is the font size of text. For what i could gather, there was a mod to alter the interface, but the only link i found was dead
To change the font sizes, look in the ./Resources/Interface/J_#x# folder and exit the xml files.
I am currently working on them so if there is anything you want adjusted, let me know.

And last, this one i feel like can't be made. Is there a way to create a new command to script editor?, like adding "titty maid" category.
I'm not sure what exactly you mean, more detail will help.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Chacal66 on December 19, 2017, 12:52:13 PM
Hello,

I was toying around with traits and fetishes and some don't seem to match or trigger.

Here are the ones I tested
Format : Trait > Fetish

Short : does not grant Short (dwarf does though)
Tall : does not grant Tall (Giant does)
Elf : does not grant Not-human
Dwarf : does not grant Not-human

I might have missed a few but it seems species traits do not grant the Not-human fetish, with the exception of Demon.

About traits, do you think it will be possible to make them editable without tinkering with code ?
I am guessing players will not all agree on what traits should do, their stats mods and so on.
so being able to edit them would help with that.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on December 19, 2017, 01:33:14 PM
Short : does not grant Short (dwarf does though)
Tall : does not grant Tall (Giant does)
Elf : does not grant Not-human
Dwarf : does not grant Not-human
These are new so have not been fully implemented.

I might have missed a few but it seems species traits do not grant the Not-human fetish, with the exception of Demon.
If you want to adjust them, attach the changes and I will get them in.

About traits, do you think it will be possible to make them editable without tinkering with code ?
I am guessing players will not all agree on what traits should do, their stats mods and so on.
so being able to edit them would help with that.
I started working on that but other things took me away from it.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: asmox on December 19, 2017, 11:55:58 PM
Do gameplay guides or faqs exist for this game?


I've been scouring the Internet for any kind of mechanics guide for any flavor of WM (vanilla or any of the major modded versions) and have come up with almost nothing aside from modding tutorials. I was actually surprised at how little I found for how active the community seems to be. The wiki is very lackluster as well.


Is something like this out there? It doesn't necessarily have to be for Crazy's mod specifically - just something of a foundation regarding how various WM mechanics and interactions work. Perhaps a bit of direction for the very early game.


Thanks.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: aevojoey on December 20, 2017, 12:16:18 PM
Do gameplay guides or faqs exist for this game?
I've been scouring the Internet for any kind of mechanics guide for any flavor of WM (vanilla or any of the major modded versions) and have come up with almost nothing aside from modding tutorials. I was actually surprised at how little I found for how active the community seems to be. The wiki is very lackluster as well.
Is something like this out there? It doesn't necessarily have to be for Crazy's mod specifically - just something of a foundation regarding how various WM mechanics and interactions work. Perhaps a bit of direction for the very early game.
I made a thread a while back Some of the basic concepts and variables in Crazy's Mod (https://www.pinkpetal.org/index.php?topic=3579.0) (its linked to on the main download post)
It is not really a game play guide but it has some information on what some things are/do.
It is not finished but should help a little.

If there is anything specific you want to know, just ask.


Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Atllus on December 23, 2017, 06:53:16 PM
aevojoey, added some minor stuff in cpp files. Is the text good? or should i stop. Also is it posible to call random names of girls who are your slaves?, this is for let's say making TargetGirl friends with npcX, is not necesary to make the other npc recognize the relationship, just get the name and add to the text, similar to "<< girlName <<"

Now 2 general questions:
For the Script editor, is it posible to put an "if" that decide witch pic to use?, like x event happens and the condicion yes lead to sex, while no just stop at ecchi scene. 

Last, any help on how to lower the blue square position to one like a VN, because i made a cheat option with long text, replacing the "you give money" for "you molest her", the alteration give high +love -tireness and 8-15k gold (yes i like easy games).

....................
a selfish request here:
 https://mega.nz/#!VvgHRarK!tTQM_2HVofrQf3aC7e1isOBa3g4P-pL6XbDPy6bFwvs
 this file contain the image carpet showing the buildings images, and a .txt, my petition is to create an alternative exe containing the description of the txt for the building along with the changed text y proposed in .cpp files if possible. The messages written in the file were planned to show below the “this building cost xxxx gold  need xxx  purshare y/n” message, filling the empty space.
Due to certain program I have, I can’t install visual 2013 to compile the exe myself so I have to ask help here.



 Happy christmas and new year.
 
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: HuiBui on December 24, 2017, 03:47:21 AM

Now 2 general questions:
For the Script editor, is it posible to put an "if" that decide witch pic to use?, like x event happens and the condicion yes lead to sex, while no just stop at ecchi scene. 



That is possible.
example:

Ifpassstatcheck Libido
have normal sex
else
have Ecchi
endif

But the script only shows 1 picture when it is running. So avoid to trigger a picture type when your script shall do a restart afterwards. A  trigger than to show a picture will cause a failure.
( the wanted second pic will be shown when you run the scipt  next time.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: dmotrl on January 11, 2018, 11:42:58 AM
Just a few thoughts I've been having for a while.  (I only have up to .03.04 on my computer, so if these have been addressed in .05 or .06, I apologize ... or if they've been in for longer and I just haven't noticed.)

'Succubus' trait could have a reduced Tiredness cost from performing Sexual activities, or a small gain.

'Vampire' trait could (re)gain Health when dealing damage in combat (or for simply performing Combat activities).


When Inspecting a girl, Exhibitionist characters should probably not have the same intro as other girls (... unless they're Nervous and/or have low Confidence).  Maybe something like, "Her clothes fly off and she stands proudly before you."  Not sure if the outro needs changing; maybe an adjustment to indicate that she'd be just as happy leaving naked?

(As much a placeholder for my thoughts as a suggestion/request, because I'll probably forget otherwise and I'm not that great at writing this sort of thing ...
* Shy/Nervous stays the same
* Not Shy/Nervous but low Confidence stays
* Not Shy/Nervous with normal Confidence - slight change?
* High PC Love - change?
* High PC Hate - change
* Mind Break or other emotionless/uncaring traits - change

Essentially, what I'm thinking about is adjustments to the scripts based on included Traits, and possibly things like whether or not the Player is Evil or Good - for example, if an Evil character Chats with a Sadist, they might discuss favorite torture techniques, while a Good character [probably] would stay away from it and might use the generic version.  But I don't know when I'll actually have time to sit down and look through all the scripts [and I'm not good with the whole 'writing a script file so it would probably be in-game] and come up with variations for relevant traits, so I'm putting it down here in case anyone has ideas they want to tack on.)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: grishnak on January 11, 2018, 02:17:36 PM
More descriptions of traitbased text sounds really nice, but i think what stopped it so far was the old script editor mechanics. I hope modifying scripts will be a lot easier now in .06 (you can mod and edit scripts  with a simple text editor now...finally copy/paste).
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: LordJerle on April 07, 2018, 06:57:13 PM
I've run into the problem of my gangs not being able to guard against attacks in this latest version.  Anyone else have this issue?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: HuiBui on April 17, 2018, 11:47:48 AM
I've no problems with the guards.

Do you have the highest weapon lvl. extension ?

Each week you should check, if your gangsize is at maximum of 15 members.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jimbobiii on May 09, 2018, 06:41:45 PM
So I checked out the code last night in an attempt to make it run more smoothly on native Linux. Didn't really get very far before I ran into some issues, though:

cScreenBuildingManagement.cpp:301
Code: [Select]
blocks[i].bevel_t = get_id(
            string("BevelTop") + istr, false
        );
        blocks[i].bevel_b = get_id(
            string("BevelBottom") + istr, false
        );
        blocks[i].bevel_r = get_id(
            string("BevelRight") + istr, false
        );
        blocks[i].bevel_l = get_id(
            string("BevelLeft") + istr, false
        );
This cause compilation errors; looking through the Git history it looks like the get_id method was changed fairly recently. I'm guessing the correct syntax at the moment would be to replace the
Code: [Select]
false with
Code: [Select]
"*Unused*" to get the same behavior; at the very least, that 's what I did and it doesn't seem to have caused any other irregularities.

cRival.cpp:711:
Code: [Select]
// use or sell items
            if (curr->m_NumInventory > 0)
            {
                for (int i = 0; i < MAXNUM_RIVAL_INVENTORY; i++)
                {
                    sInventoryItem* temp = curr->m_Inventory[i];
                    if (temp && g_Dice.percent(50))
                    {
                        if (g_Dice.percent(50)) income += (temp->m_Cost / 2);
                        RemoveRivalInvByNumber(curr, i);
                    }
                }
            }
This is what really had me scratching my head. Crashed every week, and the last thing I could find in the logs was always related to the weekly gang updates, without indication that it had moved on to rival handling. Had to start messing with GDB to figure out where exactly it was crashing, and the culprit was here:
Code: [Select]
                        if (g_Dice.percent(50)) income += (temp->m_Cost / 2);Basically, we can look at a rival's inventory all we want, and set items in it to null at will. But if you actually try reading any part of an individual item's struct? Cannot access memory, segfault, die. Given that this code hasn't changed in over a year, I'm guessing the problem's just a symptom caused by some other change in how inventories or items are handled, but fuck if I don't hate C++ and its memory management. Dunno why it's causing issues on Linux either if .06.03.07 is running fine on Windows, unless it's the fault of a g++ optimization or some bit of Linux-specific code somewhere else. Doesn't seem to affect player/shop/girl inventory management. Guess I'll do more digging tonight.


EDIT: Rival inventories didn't work because they weren't properly initialized anywhere. Tossed in a few lines to zero out their inventories during creation and it seems to work fine. Weird that the MS compiler seems to know to zero-initialize when g++ and clang wouldn't.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: asmox on May 15, 2018, 10:49:46 AM
Is there some way to prevent catacombs gangs from picking up girls? My dungeon is constantly filled with more girls than I know what to do with in the very early stages of the game - kinda tedious to repeatedly get rid of them all.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: MrKlaus on May 15, 2018, 11:04:31 AM
Is there some way to prevent catacombs gangs from picking up girls? My dungeon is constantly filled with more girls than I know what to do with in the very early stages of the game - kinda tedious to repeatedly get rid of them all.

Bottom of gang screen there are sliders. Use them!
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: asmox on May 15, 2018, 11:24:12 AM
Bottom of gang screen there are sliders. Use them!


Oh whoops - I did see the sliders but I think I misinterpreted their purpose. Thank you :>
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: pronatrator on June 19, 2018, 10:56:15 PM
Does anyone know if there's a post listing all the different image types that are current with the game?  A while back I head a txt file with the all the image tags, but I don't know where that is now and even if I did, it's way out of date.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jrok on June 20, 2018, 01:19:11 PM
As of this time there are no changes from October 2015.  I copied the current list for you from aevojoey.  The ones missing from the list is Puppygirl, PregPuppygirl, Workout/Work and PregWorkout/PregWork.  I am still looking at the workout to verify which is working at this time.  He is planning an update for this year.


[size=inherit]Anal   PregAnal   |   Bdsm   PregBdsm   |   Sex   PregSex   |   Beast   PregBeastGroup   PregGroup   |   Les   PregLes   |   Torture   PregTorture   |   Death   PregDeathProfile   PregProfile   |   Combat   PregCombat   |   Oral   PregOral   |   Ecchi   PregEcchiStrip   PregStrip   |   Maid   PregMaid   |   Sing   PregSing   |   Wait   PregWaitCard   PregCard   |   Bunny   PregBunny   |   Nude   PregNude   |   Mast   PregMastTitty   PregTitty   |   Milk   PregMilk   |   Hand   PregHand   |   Foot   PregFootBed   PregBed   |   Farm   PregFarm   |   Herd   PregHerd   |   Cook   PregCookCraft   PregCraft   |   Swim   PregSwim   |   Bath   PregBath   |   Nurse   PregNurseFormal   PregFormal   |   Shop   PregShop   |   Magic   PregMagic   |   Sign   PregSignPresented   PregPresented   |   Dom   PregDom   |   Deepthroat   PregDeepthroat   |   Eatout   PregEatoutDildo   PregDildo   |   Sub   PregSub   |   Strapon   PregStrapon   |   Les69ing   PregLes69ingLick   PregLick   |   Suckballs   PregSuckballs   |   Cowgirl   PregCowgirl   |   Revcowgirl   PregRevcowgirlSexdoggy   PregSexdoggy   |   Jail   PregJail   |   Preg[/size]
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: pronatrator on June 20, 2018, 03:40:57 PM
As of this time there are no changes from October 2015.  I copied the current list for you from aevojoey.  The ones missing from the list is Puppygirl, PregPuppygirl, Workout/Work and PregWorkout/PregWork.  I am still looking at the workout to verify which is working at this time.  He is planning an update for this year.


I found the txt file in the defaultimages folder, but like I said, that's not current.   Just looking through the 6.03 changelogs there are entries like:
Quote
- changed image type used in some jobs-Added several image types for DarkArk
- changed girl in dungeon image from profile to jail
- Changed torturer in dungeon image from profile to dom
- IMGTYPE_ESCORT,      // clothed with a client, should replace formal in escort job, because i used formal as clothed single profile
- IMGTYPE_SPORT,      // for the free time job, doing sports
- IMGTYPE_STUDY,      // reading a book or looking clever
- IMGTYPE_TEACHER,      // dressed or acting as a teacher
And that's just some of the stuff from 6.03.  I don't remember if there were any changes to images in 6.02
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: jrok on June 22, 2018, 02:42:33 PM
I have seen my mistakes  :'( !!  Escort and Sport are active.  Sport is what I listed as workout/work.  Gives me a long list of changes I need to make with all my fillers and older packs.
Title: .06.04.00
Post by: aevojoey on March 27, 2019, 12:50:27 PM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)


You must start a new game when moving to .06
* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.04.00


Version: .06.04.00 - Available on my Patreon page (https://www.patreon.com/posts/25669740)
WME.8.32 included
* Changes made for .06.04.00 -
Complete rewrite of Studio Movie Maker

Some code improvements (https://www.pinkpetal.org/index.php?topic=4005.0)  Started by h1262216 (https://www.pinkpetal.org/index.php?action=profile;u=7380)



Version: .06.04.01 - Available on my Patreon page (https://www.patreon.com/posts/26200520)
WME.8.32 included
* Changes made for .06.04.01 -
Some more code improvements by h1262216
 - Complete rewrite of Traits
 - Fixed a bug with Linux in Movie Maker
 - Moved traits effects out of the source code and into CoreTraits.traitsx
Added New Game screen to match Load Game details

I also remembered to add changelog.06.04.txt


Title: Re: .06.04.00
Post by: Ord1ne on August 07, 2019, 04:14:59 AM
The Main thread is here - http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861 (http://www.pinkpetal.org/index.php?topic=3446.msg27861#msg27861)



You must start a new game when moving to .06* If you find a bug, please report it on the bug thread - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)
* For discussion of the game, use Crazy's original thread - Combining the big mods aka crazy's mod (http://www.pinkpetal.org/index.php?topic=953.0)
* For Items discussion or to submit your own Items - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
* For Suggestions or Requests for new content (Not Girls) - Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)

* Warnings For Version .06.04.00


Version: .06.04.00 - Available on my Patreon page (https://www.patreon.com/posts/25669740)
WME.8.32 included
* Changes made for .06.04.00 -
Complete rewrite of Studio Movie Maker

Some code improvements (https://www.pinkpetal.org/index.php?topic=4005.0)  Started by h1262216 (https://www.pinkpetal.org/index.php?action=profile;u=7380)



Version: .06.04.01 - Available on my Patreon page (https://www.patreon.com/posts/26200520)
WME.8.32 included
* Changes made for .06.04.01 -
Some more code improvements by h1262216
 - Complete rewrite of Traits
 - Fixed a bug with Linux in Movie Maker
 - Moved traits effects out of the source code and into CoreTraits.traitsx
Added New Game screen to match Load Game details

I also remembered to add changelog.06.04.txt




So just to confirm (newbie here btw), is the version, which you uploaded - an update for the OG post? Because it includes only WM in the name of the file. Honestly just trying to find best way, to download the game properly with as much amount of content as possible.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: Anonemuss on March 07, 2020, 09:39:41 PM
Huh, already going on a year since the last update to this mod...


...Does this count as a necro post if I choose to believe it's still being worked on?
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: FueledByOCHD on August 18, 2021, 02:42:08 AM
Huh, already going on a year since the last update to this mod...


...Does this count as a necro post if I choose to believe it's still being worked on?

Probably, I checked back in after a long to find it now dead
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: nada on August 18, 2021, 10:50:12 AM
Probably, I checked back in after a long to find it now dead
Where can one find what features have last been worked on and which bugs are still left unfixed? I'd like to contribute, but h1262216's github (https://github.com/h1262216/crazys-wm-mod) doesn't tell us everything...
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: h1262216 on August 20, 2021, 01:57:56 PM
I've occasionally written on the discord server what I was working on, or asked what people thought about a certain change.
Overall, I've tried to keep some balance between refactoring work on the code (the "original" when I started had about 150k lines, it's now down to 90k) and implementing some new stuff.
Haven't had that much time lately, unfortunately.

There is still quite a lot to do, code wise, e.g. the whole money processing code is a huge mess.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: nada on August 20, 2021, 03:42:05 PM
I've occasionally written on the discord server what I was working on, or asked what people thought about a certain change.
Overall, I've tried to keep some balance between refactoring work on the code (the "original" when I started had about 150k lines, it's now down to 90k) and implementing some new stuff.
Haven't had that much time lately, unfortunately.

There is still quite a lot to do, code wise, e.g. the whole money processing code is a huge mess.


I've noticed the messy cash plus minus code, yes. And wow, without that code clean up done by you there would be no way for me to work with it. I mean migrating from SDL1 to SDL2, that whole shitty visual studio project setup moved to cmake. That let alone must have been tons of work and absolutely zero of it was noticable to the end user... For me it was so easy getting it to compile on linux as well as on windows. Bravo, mister or misses to be 2021-conformant, bravo, i would guess you work in programming, too. If you know your way around C++ you're no bloody script kiddie anymore.
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: h1262216 on August 24, 2021, 12:52:40 PM
Well, the SDL migration is only partway as it should be, the code is still using the old-style way of using software surfaces instead of hardware textures. But I think graphics performance really is not a too big concern here :)

Getting it to compile and run on linux was actually the easy part, getting it work also on windows was much more tricky. And the older mingw compiler I'm using in my VirtualBox is the main reason why this is still stuck on C++14 instead of 17.

I've cherry-picked some of the small and easy changes over into my master branch. For the fullscreen change, I'm not so sure if this is the right approach. Right now, you are unconditionally ignoring (and overwriting) the settings the user has specified for the theme file. There could be situations where a user has changed a theme file (which is a valid use case e.g. if you want to adjust which columns are shown in the different overview tables for your tastes), and saved that file under another name, so that an update (i.e. unzip over the same folder) does not overwrite the file. Now, I don't know if anybody is actually making use of this feature, but I'd like to avoid breaking a valid use case.
Of course, the crux of the problem is that the theme files are currently mixing the actual handling of theming with handling of different resolutions.

I'm not really sure what the best way of fixing this is, though (aside from fixing the entire mess that is the UI code). In full-screen mode, matching the resolution to the desktop resolution is definitely a good idea.

Btw, I think the forum here isn't really that great in terms of readability, could you maybe enable issues in your repo, then I could write some comments that can include markdown :)
Title: Re: Combining the big mods aka crazy's mod .06 is out now
Post by: nada on August 25, 2021, 02:58:54 AM
Well, the SDL migration is only partway as it should be, the code is still using the old-style way of using software surfaces instead of hardware textures. But I think graphics performance really is not a too big concern here :)

Getting it to compile and run on linux was actually the easy part, getting it work also on windows was much more tricky. And the older mingw compiler I'm using in my VirtualBox is the main reason why this is still stuck on C++14 instead of 17.

I've cherry-picked some of the small and easy changes over into my master branch. For the fullscreen change, I'm not so sure if this is the right approach. Right now, you are unconditionally ignoring (and overwriting) the settings the user has specified for the theme file. There could be situations where a user has changed a theme file (which is a valid use case e.g. if you want to adjust which columns are shown in the different overview tables for your tastes), and saved that file under another name, so that an update (i.e. unzip over the same folder) does not overwrite the file. Now, I don't know if anybody is actually making use of this feature, but I'd like to avoid breaking a valid use case.
Of course, the crux of the problem is that the theme files are currently mixing the actual handling of theming with handling of different resolutions.

I'm not really sure what the best way of fixing this is, though (aside from fixing the entire mess that is the UI code). In full-screen mode, matching the resolution to the desktop resolution is definitely a good idea.

Btw, I think the forum here isn't really that great in terms of readability, could you maybe enable issues in your repo, then I could write some comments that can include markdown :)
Issues enabled and wondered why they weren't enabled by default  ::)
Damn I hate the theme file xml bullcrap. It's unflexible, ugly and a real pain just to add 1 button. Also all buttons are 3 images? My god, that is so 1998. Was a great year for PC games though. Anyways I'm planning to make a screen and I'm going to try to not use the theme system, let's see if that works...
Just so you know - All in all the changes coming from me are going to be focused on making the game more playable and fun, whereas playable and fun is defined as playable and fun for me  :D