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Author Topic: Crazy and PP's mod bug thread  (Read 629429 times)

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Offline Anonemuss

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Re: Crazy and PP's mod bug thread
« Reply #825 on: April 13, 2015, 11:17:50 AM »
If your guarding gang is really strong (maybe combat value = 100 is the problem) every girl who tries to fight
when you throw her into the dungeon dies.
A torturer is assigned, but i think she dies before she gets into the dungeon,
so the torturers effect in saving prisoners life doesn't activate.

I don't think thats intended, now its a save/reload game until she submits
or not using a gang as guard while you do that and then hunt down the fleeing girl to
get her into the dungeon.

The gang has combat, magic, intelligence, agility and toughness at 100, charisma at 78 and strength at 84
The girls are at 100% health before their deaths.
Just switch them out for weaker gangs before throw the girl in the dungeon, then switch them back afterwards.

Offline aevojoey

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Re: Crazy and PP's mod bug thread
« Reply #826 on: April 13, 2015, 11:36:45 AM »
If your guarding gang is really strong (maybe combat value = 100 is the problem) every girl who tries to fight
when you throw her into the dungeon dies.
A torturer is assigned, but i think she dies before she gets into the dungeon,
so the torturers effect in saving prisoners life doesn't activate.

I don't think thats intended, now its a save/reload game until she submits
or not using a gang as guard while you do that and then hunt down the fleeing girl to
get her into the dungeon.

The gang has combat, magic, intelligence, agility and toughness at 100, charisma at 78 and strength at 84
The girls are at 100% health before their deaths.
The original code would not kill a girl if her health was 90+ before she was sent to the dungeon, it would always leave her with at least 1 health.
If she had less than 90 health, she could die.

I will change it to a % chance of killing her if her health is less than 50%.
So if she had 49, the chance would be 2%, 10 health = 80%, 1 health= 98%
If she has more than 50 health or passes the <50 check, she will be in the dungeon with 1-10 health.
 - Max 10% of her starting health if she fights back and looses and would have died from damage
« Last Edit: April 13, 2015, 12:18:18 PM by aevojoey »
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Offline Yukinohki

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Re: Crazy and PP's mod bug thread
« Reply #827 on: April 13, 2015, 02:58:04 PM »
the girls are always at 100% when i send them to the dungeon
and the chance for her to die is at the moment quite high (but not 100%)

and for the suggestion about switching gangs, well my gangs are training for ages now
and even my weaker gangs are to strong (combat close to 100 or at 100)
maybe the torturer automatically tortures every girl sent into the dungeon
so if a girl arrives with 1% health, she is killed, instead of the torturer making sure, that she lives
i'll check the gamelog the next time and see whats written there

Offline Yukinohki

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Re: Crazy and PP's mod bug thread
« Reply #828 on: April 14, 2015, 03:44:31 PM »
With the new version, there is a little problem with the marker for the prefered accomodation
happens with an existing savegame and a new started game

*deletes false assumptions from before*

as long has a girl has no items, the marker works fine
if she has any item in her inventory the marker drops by a large amount
in one case from 6 to 1, in all other cases to 0, whatever the initial value was
it resets as soon as her inventory becomes empty again

that is the case for an savegame from previous versions and for a new game

i also tried a new game with a complete new basic installation, without any changes to config or any custom items or even any girls installed
it's the same

it is only the marker, the real prefered accomodation is correct (i think) because if i set it to the marker, they lose happiness the next turn
« Last Edit: April 14, 2015, 04:38:04 PM by Yukinohki »

Offline aevojoey

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Re: Crazy and PP's mod bug thread
« Reply #829 on: April 14, 2015, 06:23:42 PM »
With the new version, there is a little problem with the marker for the prefered accomodation
happens with an existing savegame and a new started game

*deletes false assumptions from before*

as long has a girl has no items, the marker works fine
if she has any item in her inventory the marker drops by a large amount
in one case from 6 to 1, in all other cases to 0, whatever the initial value was
it resets as soon as her inventory becomes empty again

that is the case for an savegame from previous versions and for a new game

i also tried a new game with a complete new basic installation, without any changes to config or any custom items or even any girls installed
it's the same

it is only the marker, the real prefered accomodation is correct (i think) because if i set it to the marker, they lose happiness the next turn
It was a missed compare on my part.
Code: [Select]
if (HasItemJ(girl, "Chrono Bed"))                        preferredaccom -= 2.0;
changed it to
Code: [Select]
if (HasItemJ(girl, "Chrono Bed") != -1)                        preferredaccom -= 2.0;
I always forget that HasItem() and HasItemJ() return the location of the item in inventory or -1 if they don't have it.
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Offline Hanzo

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Re: Crazy and PP's mod bug thread
« Reply #830 on: April 28, 2015, 11:39:31 PM »
There's a small typo in cgirls.cpp
Code: [Select]
            else if (Name == "Cum Addict")
            {
                UpdateStatTr(girl, SKILL_ORALSEX, 30);
It should be UpdateSkillTr.

Offline crazy

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Re: Crazy and PP's mod bug thread
« Reply #831 on: April 29, 2015, 03:17:33 AM »
There's a small typo in cgirls.cpp
Code: [Select]
            else if (Name == "Cum Addict")
            {
                UpdateStatTr(girl, SKILL_ORALSEX, 30);
It should be UpdateSkillTr.
Fixed ty

Offline Hazure

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Re: Crazy and PP's mod bug thread
« Reply #832 on: May 03, 2015, 09:43:27 PM »
Quick request....when you search for girls from the hospital, arena, or the studio the page flips to a second page where it asks if you want to search for girls....could you take out the second page and just grey out the first button if it's already been searched.....because clicking on the first button and then finding you can't search anyway  is double clicking....and annoying.

Offline Hanzo

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Re: Crazy and PP's mod bug thread
« Reply #833 on: May 05, 2015, 04:50:25 AM »
It seems I made a mistake in the Sleazy Waitress job:
Quote from: code
    if (g_Brothels.GetNumGirlsOnJob(0, JOB_SLEAZYBARMAID, false) >= 1 && g_Dice.percent(25))
    {
        if (jobperformance > 100)
        {
            ss << "\nWith the help from " << barmaidname << " " << girlName << " provided a better service to the customers, increasing her tips.\n";
            tips *= 1.2;
        }
    }
    else
    {
        ss << "\n" << girlName << " had a hard time attending all the customers without the help of a barmaid.\n";
        tips *= 0.9;
    }
As it is the "else" part can trigger even if there's a barmaid on duty, which wasn't my intention.
It should have been:
Quote from: code
     else if (g_Brothels.GetNumGirlsOnJob(0, JOB_SLEAZYBARMAID, false) == 0 && jobperformance <= 100)
    {
        ss << "\n" << girlName << " had a hard time attending all the customers without the help of a barmaid.\n";
        tips *= 0.9;
    }

Offline Sorren

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Re: Crazy and PP's mod bug thread
« Reply #834 on: May 05, 2015, 10:21:04 AM »
Not sure if this has been said but... The combat item categories scroll up the item category menu by one item when you click them, it's rather annoying.

Offline aevojoey

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Re: Crazy and PP's mod bug thread
« Reply #835 on: May 24, 2015, 01:21:16 PM »
Not sure if this has been said but... The combat item categories scroll up the item category menu by one item when you click them, it's rather annoying.
Ok I see what the problem is.
It happens because changing the category redraws the screen and did not save the filter position.
I added a filter position variable so it will keep track of what category is selected and where the top of the list is.

It will be fixed in .06.01.20
« Last Edit: May 24, 2015, 02:19:40 PM by aevojoey »
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Offline hewhocumsbynight

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Re: Crazy and PP's mod bug thread
« Reply #836 on: May 26, 2015, 12:45:57 AM »
I do not know if this has been brought to your attentions, Crazy and/or AveoJoey, but the interaction tree 'Call her to your office' => 'Send on mission' => 'Go on quest' is a dead end.  The message about wearing a house tabard comes up correctly, and the girl can accept, at which point a text bubble saying "where" appears, disappearing when clicked on.  Once clicked, the script ends, with no method to dispatch the girl on a mission.
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Torrent link of my version, effective September, 2016:  magnet:?xt=urn:btih:4606F11A1C216337D7F3DFD6716307F48CFB996A&dn=WhoreMaster.06.02.29&tr=udp%3a%2f%2ftracker.openbittorrent.com%3a80

Offline jb28147

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Re: Crazy and PP's mod bug thread
« Reply #837 on: May 29, 2015, 01:29:59 PM »
Sending a girl to improve either Combat or Magic through training when interacting with her doesn't increase the corresponding skill.

Offline aevojoey

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Re: Crazy and PP's mod bug thread
« Reply #838 on: May 29, 2015, 02:30:44 PM »
Sending a girl to improve either Combat or Magic through training when interacting with her doesn't increase the corresponding skill.
The DefaultInteractDetails.script that comes with the game has not been updated in a while.
If you want to try out one of the more updated scripts take a look at Jacko's Script Mod.
Though not completely finished, it does have more than the original.
It goes in the ".\Resources\Scripts" folder.
Fixing the game is a better game than actually playing it.
Get the Current Version <|> Discuss the Game <|> Report a bug

Offline Romanul

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Re: Crazy and PP's mod bug thread
« Reply #839 on: June 01, 2015, 09:16:57 AM »
I've downloaded the latest version and it seems that if you choose explore catacombs for the girls it doesn't take into account the items/girls/beasts quotas form the config file.  The gangs seems to be working fine though.