Poll

What should I prioritize next? (a * after a choice means I am currently working on that)

Player Stuff
20 (8.5%)
Girl's interactions (with each other)
25 (10.7%)
Scripts (interactions with the player)
46 (19.7%)
New Stats, Skills and Traits
10 (4.3%)
Existing Stats
1 (0.4%)
Existing Skills
3 (1.3%)
Existing Traits
6 (2.6%)
Customers
5 (2.1%)
Gangs
12 (5.1%)
Rivals
8 (3.4%)
Buildings
7 (3%)
General Jobs
4 (1.7%)
Farm Jobs
9 (3.8%)
Matrons
9 (3.8%)
Items
2 (0.9%)
Remaking the interface
15 (6.4%)
New stuff
8 (3.4%)
Whore Master Editor
4 (1.7%)
No priority
3 (1.3%)
WM7
This poll will be reset when I start a new section or add more choices so check back often.
37 (15.8%)

Total Members Voted: 136

Author Topic: Updates and Notes for Crazy's Mod --- Current Version .06.04.01  (Read 941115 times)

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Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.10
« Reply #120 on: October 17, 2014, 01:00:33 PM »
Out of curiosity, does anybody know why all characters working as whores lose all libido during the course of a single turn?  This has begun happening since .09.
I changed the way sex lowered libido a few versions back and it looks like I lowered it too much.
I had increased the libido loss for the girl when she has sex but I can decrease it for nymphos.
As it is now each sex type decreases libido by a rather large amount, I cut that down to:
Anal -20, Bdsm -10, Normalsex -30, Oralsex -5, Tittysex -5, Handjob -5, Beastiality -20, Group -40, Lesbian -20, Strip -2,
I added at the end a +15 for nymphos so they will want sex more especially it they don't get some.
I will lower it some more.
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.

While I was changing that, I also lowered the STD chance.


You need a complete changelog, not only so i know which versions i actually need to download, and which are just bugfixes, but so that you can get more detailed help when programming and changing things. Plus it's a good record of the game dev.
I use the file changelog-j.txt for my changes.
I am not always good about exactly what I change, I usually just generalize.

When I release a new version I always update the "Changes are listed here" link under the download links.
Most of the time it is just the changelog-j.txt edited for easier reading.

As for what version to download:
Unless you find a bug you can't live with you don't have to update at all.
Every version has some new content as well as bug fixes.
« Last Edit: October 17, 2014, 01:26:18 PM by aevojoey »
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Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.10
« Reply #121 on: October 20, 2014, 01:49:56 AM »
.06.00.11 is taking a lot longer to get finished than I anticipated.  :'(

I am reflowing the other non-brothel buildings to bring them in line with the movie studio's flow style.
While I was doing that, I found a few bugs in several places.
Also I added the Footjob skill to go with the Film Footjob scenes and added sex restriction checkboxes for footjob and strip.
 - Footjob is not used by anything yet.
I changed the way the Film Random job chooses what to film as well as how the Director assigns actresses if they have no job.
 - Both take into account skill levels and sex restrictions in a more efficient way.
I fixed a bug in the out of building check (I had a && instead of an || so it did not work at all)
 - I also added checking of previous day jobs for out of building so if she gets put back to work, it will not be to an out of building job.

So far everything runs but only the studio works as it should.
Very little has been changed with the main brothels yet, just some cleanup and a few of the fixes listed above.



The non-brothel building reflow is 80% done.

The new matron code is in
 - Except for the assigning of new jobs part.
 - The "take a girl off work" and "put a girl back to her old job" works.
 - If a girl is on maternity leave, her turn summary will say that.

The jobs still need to be split into groups but all of them get done.
 - The movie studio has been updated and cleaned more.
 - The house and arena do not need splitting so they are done.
 - I am not sure what to do about the farm at this time so it will not get split much right now.
 - The Clinic and Centre need the doctor and counselor jobs split and verified.
 -  - If either of those are not filled then surgery or rehab can not be done.
 -  - Non-slave Interns and Nurses will be able to be promoted to Doctor if there is one needed.
 -  - Any girl not in rehab will be able to be reassigned to counselor if needed.
 -  - Of course any reassigning requires a matron to do it.

Several of the jobs will need to be updated to work better with the new building flow.
If you find a job that is broken, let me know and I will focus on that.



The clinic reflow is done but it still needs testing.

Doctors can not be slaves and require 50 intelligence and 50 medicine.
 - If a Doctor does not meet these requirements, she will be either made a Nurse if she is a slave or sent back to Internship.

As long as you have a Clinic Chairman on duty:
 - The Clinic Chairman will send injured or tired girls to get Healing if they are not well
 -  - health<70 or tired>30 goes to Healing
 -  - health<80 or tired>20 goes to Resting
 -  - Anyone else gets assigned a new job

 - The Chairman will assign girls to new jobs in this order:
 -  - Anyone with 70 or more Int and Med will get assigned as a Doctor no mater what.
 -  - If there are no Doctors, than the first girl with 50 or more Int and Med will get assigned.
 -  - One of each Nurse, Mechanic and Janitor will be assigned first.
 -  - If a girl has some Med >30, she will be assigned as a nurse to a ratio of 1 nurse per 10 girls
 -  - One Janitor and Mechanic will be assigned for every 20 girls in the Clinic.
 -  - Anyone else will be assigned as an intern.

 - I have not decided if or how the Chairman will be able to assign girls to surgery
 - For every 20 girls in the clinic there should end up being at least 2 nurses, 1 janitor and 1 mechanic
 - If there is not a Doctor on duty, an Intern or a Nurse will be promoted if they qualify.

Once all the job assignments have been made:
 - All the Clinic Staff jobs are done.
 - Then all the Patient jobs are done.

Any of the Matrons will 'borrow' potions to heal themselves if they are injured or tired instead of taking themselves off duty
 - The will only take themselves off if their health is <10 or their tiredness is >90
 - The Clinic Chairman will heal herself at health<40 or tiredness >60 because she has easier access to the potions
 - The other matrons will heal at health<20 or tiredness >80
 - This is meant to reduce the chances of buildings not having a working Matron.



Keep checking this post for updates until I push out .11
« Last Edit: October 21, 2014, 03:42:45 PM by aevojoey »
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Offline dmotrl

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.10
« Reply #122 on: October 21, 2014, 04:00:50 PM »
As long as you have a Clinic Chairman on duty:
 - The Clinic Chairman will send injured or tired girls to get Healing if they are not well
 -  - health<70 or tired>30 goes to Healing
 -  - health<80 or tired>20 goes to Resting
Hm ...?  If a girl has Health 75 (goes to Resting) and Tired 35 (Goes to Healing), which takes priority?  Granted, I'm not really sure what you're going for, but wouldn't it make more sense to use
 
  • If Health<70 and Tired<30 -> Healing
  • If Health>80 and Tired>20 -> Resting
?  Or else you could do Health<(Low Health Number) or Tired>(High Tired Number) to go into Healing.

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.10
« Reply #123 on: October 21, 2014, 06:07:55 PM »
Hm ...?  If a girl has Health 75 (goes to Resting) and Tired 35 (Goes to Healing), which takes priority?  Granted, I'm not really sure what you're going for, but wouldn't it make more sense to use
 
  • If Health<70 and Tired<30 -> Healing
  • If Health>80 and Tired>20 -> Resting
?  Or else you could do Health<(Low Health Number) or Tired>(High Tired Number) to go into Healing.
In this order:
  • Health 1-69 goes to healing (construct girls go to repairs)
  • Tiredness 100-31 goes to healing (construct girls go to repairs)
  • Health 70-79 goes to resting
  • Tiredness 30-21 goes to resting
  • Back to work
Fixing the game is a better game than actually playing it.
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Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.11
« Reply #124 on: October 22, 2014, 01:02:35 AM »
.06.00.11 is out

The non-brothel buildings should work more efficiently.
Matrons in the studio, clinic and centre can assign girls to jobs themselves.
Footjob should work but it needs testing.

I am going to be busy Wednesday and Thursday so I will not be doing much with the code but I will be playing the game a bit.

It you have any problems with anything, let me know and I will work on it this weekend.
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Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.12
« Reply #125 on: October 22, 2014, 11:42:48 PM »
.06.00.12 is a small update only 1 bug fix and 1 screen changed.
That screen however is probably one of them most important screens in the game.

The Slave Market.

Now the number of girls being sold each day can range from 5 to 11.
Also, there is much less chance of getting random girls that are based on the same .rgirlsx file each day.

Not much of a change but its a big change  ;D
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Offline FlamBurger

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.12
« Reply #126 on: October 23, 2014, 12:13:42 PM »
I want to say personally, thank you good sir.
The whole region of Crossgate will be my playground....
Our playground....
The whole freaking world guys....
Crossgate Chronicles?? Yup it's that bad....
I'll still chug on! Plus, The Crazy Team is really doing a good job on this game.
https://mega.nz/#F!A55jWSpT!P-1Lw1-kNxiBfelAH24Kvg My Packs

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.13
« Reply #127 on: October 23, 2014, 01:04:44 PM »
.06.00.13
If you hate the transfer screen, you will love this update.
Colors ;D


edit:
I did find one problem with the colors though it is not too big of a deal.
The green color for resting girls is green for Day resting OR Night resting.
I fixed it so it will only be green for Day resting AND Night resting.
That will be in the next release.
 
« Last Edit: October 23, 2014, 07:33:30 PM by aevojoey »
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Offline FlamBurger

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.13
« Reply #128 on: October 23, 2014, 01:42:26 PM »
Yay!
The whole region of Crossgate will be my playground....
Our playground....
The whole freaking world guys....
Crossgate Chronicles?? Yup it's that bad....
I'll still chug on! Plus, The Crazy Team is really doing a good job on this game.
https://mega.nz/#F!A55jWSpT!P-1Lw1-kNxiBfelAH24Kvg My Packs

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.14
« Reply #129 on: October 26, 2014, 12:34:10 AM »
.06.00.14 is mostly just bug fixes

The gangs can now bring back beasts when they explore the catacombs.
Fixing the game is a better game than actually playing it.
Get the Current Version <|> Discuss the Game <|> Report a bug

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.15
« Reply #130 on: November 02, 2014, 12:46:04 AM »
.06.00.15 lots of bug fixes and some jobs updated.

Probably the most useful update is the way jobs are assigned.
Assign the same job to both day and night by holding CTRL when clicking the new job.
If you try to assign a job to multiple girls but some of them can not do that job, it will skip them and assign everyone it can.
Fixing the game is a better game than actually playing it.
Get the Current Version <|> Discuss the Game <|> Report a bug

Offline FlamBurger

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.15
« Reply #131 on: November 02, 2014, 04:41:53 PM »
Very useful update! 8)  Thanks man!
The whole region of Crossgate will be my playground....
Our playground....
The whole freaking world guys....
Crossgate Chronicles?? Yup it's that bad....
I'll still chug on! Plus, The Crazy Team is really doing a good job on this game.
https://mega.nz/#F!A55jWSpT!P-1Lw1-kNxiBfelAH24Kvg My Packs

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.15
« Reply #132 on: November 16, 2014, 12:35:34 AM »
There are not going to be many updates for a while but the next update should be a big one.
.06.01.00 will have the entire graphics system updated from SDL1.2 to SDL2.0.
This will take a while because I will have to completely rewrite much of the screen and image handling from the ground up.

SDL2.0 handles the screen, windows and surfaces differently than SDL1.2 and that is where the problem lies.

I have already gotten to the first step, integrating the new SDL code into the file system.
I had some trouble with the VSE not seeing the new files until I looked at the project file in plain text.
There were some sections of the project that VSE would not edit so I had to do it manually.
It builds the project but throws a bunch of errors with things that have been replaced in SDL2.0.

Hopefully this update will make the game run smoother and with less lag on images.

Other things I have seen while learning SDL2 may get into the game eventually: Multi-window, Multi-Screen, 3d, etc...



I have been working the SDL2.0 from a different source than the main SVN so that will not interfere with smaller updates.
.06.00.16 should be out some time this week but I need to make sure there is nothing from the SDL2.0 in it before releasing it.
Fixing the game is a better game than actually playing it.
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Offline fenicearcana

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.15
« Reply #133 on: November 16, 2014, 11:49:01 PM »
Hi. i've been "testing" your work today and i found some little bug. Maybe i just can't grasp some of the game mechanics [i played all the versions around here from the very firts, original one] but this seems a bug to me. The point is...at a very early point, the game give the mission to "buy a new brothel"...but i cant find them! XD So i can't go on with the missions. Until i get a new brothel, i will not futher recive any mission, so this game is gone for good :D
So i wished to ask if there is a way [like in the original] to buy a new brothel. Or maybe, a time to "fail" the mission and then go to the new one.
Also, i see another thing appening. No more girl can be found after a bit, with the "walk around" and also unique girl in the slave market are very rare. i uploaded most of the Lurker's pack, but just have found 20 unique girl, so far. That's something i whant to point out ^^ you can load a thousand unique girls, but rarely get more then 20-25 per game.
Well, i hope my english isn't to bad...ask if you need some more details. And very thanks for your hard work. This version is pretty nice *_*
BTW in the original game, if i'm correct, you could use the 2 arrow [/i][left and right][i played all the versions around here from the very firts, original one] on the brothel main screen, to see the other brothels you can "buy" ora manage. in your version those arrow are useless since they don't work at all ^^


[/i][/left]
« Last Edit: November 17, 2014, 12:15:21 AM by fenicearcana »

Offline Destont

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.15
« Reply #134 on: November 17, 2014, 12:26:17 AM »
The red playboy bunny icon in the town map.