devolution

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 941063 times)

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Offline MuteDay

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.10
« Reply #555 on: July 15, 2015, 09:16:02 AM »
Profit is the money she made from selling drinks:
Number of customers she served is supposed to be limited to:
  ((number of customers) / (number of barmaid+waitresses)) + (random amount based on charisma and beauty)
Next, the number of drinks sold to each customer is based off performance.

I think the problem is in the performance tree where the number of drinks gets modified more:
Drinks sold is multiplied based on performance tier.
I will reduce the base drinks from
Code: [Select]
drinkssold += 1 + ((g_Dice % (int)jobperformance) / 30);    // 200jp can serve up to 7 drinks per customer
to
Code: [Select]
drinkssold += 1 + ((g_Dice % (int)jobperformance) / 50);    // 200jp can serve up to 4 drinks per customer

Each drink sells for 5 gold each (this can be reduced if need be).
If there are not enough drinks in stock, they cost 2 from your supplier (they can also be made by milker and brewer).

Profit is added in the work.cpp while pay is passed on to the summary.


I am not very good at math.
The intention was to have the first quarter (easydrinks) of drinks be less tiring, the second quarter (mediumdrinks) a little more and the last half (haarddrinks)  be even more tiring.
I should make it (C+S)/2, (C+S) and >(C+S)

I'll work on that tonight, I gotta go to work now.


From a programers view point, your forgetting that the time frame is a week pure turn
so if 1 customer comesin every day of the week then each week he could be getting 7 drinks,
if you wish to change the amount being made i would recomend changin amount per drink to 3  gold, and restock 1 gold per drink
Please Enjoy all the hard work i Do to help make the game and forums a better place :)

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.10
« Reply #556 on: July 19, 2015, 01:39:40 PM »
From a programers view point, your forgetting that the time frame is a week pure turn
so if 1 customer comesin every day of the week then each week he could be getting 7 drinks,
if you wish to change the amount being made i would recomend changin amount per drink to 3  gold, and restock 1 gold per drink
Good point.
I put it back to /30 and changed it to 3, 1
Fixing the game is a better game than actually playing it.
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Offline Hanzo

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.10
« Reply #557 on: July 19, 2015, 07:26:57 PM »
Looking at the disobey check code I saw a few oddities:

Barring differences in enjoyment, girls are always more likely to accept working as whores than something else because this is always positive:

Quote from: code
    case ACTION_SEX:
        // Let's do the same thing here
        diff = girl->libido();
        diff /= 5;
        chance_to_obey += diff;
        break;


It was surprising how little Obedience matters, PCLove or Spirit are more important than Obedience.

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.11
« Reply #558 on: July 21, 2015, 12:36:38 AM »
.06.02.11 is up
I have not really had much time to work on the game so its a bit smaller than I'd like.
Mostly just job performance stuff and minor script things.
A few new and updated items by Hanzo.
« Last Edit: July 21, 2015, 12:45:32 AM by aevojoey »
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Offline Zigi

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.11
« Reply #559 on: July 21, 2015, 06:29:47 AM »
Need a little help :

Game stops working when I do enter Slaver Market ( generic win7 softwere stopped working error ) / I can visit all other locations with no problem.

Steps I done to setup game :

1) Downloaded Current Version and extrated it.
2) Gone to the folder created Characters
3) Downloaded girl pack and extracted to Characters
4) Downloaded Defualt Images and extracted it to main Folder

Paths :
C:/......../Whoremaster/Characters/ GIRLPACKS HERE
C:/......../Whoremaster/DefualtImages/ IMAGES HERE

and thats everything I have done with game.
What could be wrong ?




EDIT : Tried to move things(DefImages // Chara) to resouces folder in various combinations. Didnt help. same error
EDIT2 : Next Week button crashes game as well.
« Last Edit: July 21, 2015, 06:36:52 AM by Zigi »

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.11
« Reply #560 on: July 21, 2015, 08:47:15 AM »
Game stops working when I do enter Slaver Market ( generic win7 softwere stopped working error ) / I can visit all other locations with no problem.

Steps I done to setup game :

1) Downloaded Current Version and extrated it.
2) Gone to the folder created Characters
3) Downloaded girl pack and extracted to Characters
4) Downloaded Defualt Images and extracted it to main Folder

Paths :
C:/......../Whoremaster/Characters/ GIRLPACKS HERE
C:/......../Whoremaster/DefualtImages/ IMAGES HERE

and thats everything I have done with game.
What could be wrong ?

EDIT : Tried to move things(DefImages // Chara) to resouces folder in various combinations. Didnt help. same error
EDIT2 : Next Week button crashes game as well.
There seems to be a problem with hard coded random girls.

When you extracted the girls into the characters folder did you extract them directly into it or as sub folders?
The .(r)girlsx files and folders need to be directly in the Characters folder.
If the game finds no .(r)girlsx files, it can't create any girls to populate the slave market and it crashes.

Update:
I found what I think is causing it and fixed it.
It was an uninitialized value in sRandomGirl allowing a check to happen that would crash the game.
I have rewritten the constructor for sRandomGirl to make sure everything is initialized properly.

I think this may be what was causing some of the other crashes reported earlier.
« Last Edit: July 21, 2015, 09:21:02 PM by aevojoey »
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 .06.02.12
« Reply #561 on: July 21, 2015, 09:35:54 PM »
.06.02.12 is up
I think this should finally fix that elusive random crash some people have been having.
Fixing the game is a better game than actually playing it.
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Offline Hanzo

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.12
« Reply #562 on: July 22, 2015, 05:38:54 AM »
I still got crashes while browsing at the slave market, but much less often. Sometimes I had to reload and try again because after 15-20 seconds scrolling down the game would not crash.

So you definitely fixed something, but there's something else.

Offline jacq2e

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.12
« Reply #563 on: July 24, 2015, 11:18:33 PM »
Don't know how, but my girls managed to give birth to 56521112 childrens on average after a few weak...  ???


Good thing they where on the pills.

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.12
« Reply #564 on: July 26, 2015, 11:34:25 AM »
I still got crashes while browsing at the slave market, but much less often. Sometimes I had to reload and try again because after 15-20 seconds scrolling down the game would not crash.

So you definitely fixed something, but there's something else.
Attach your savegame so I can see if I can get it to crash.


Don't know how, but my girls managed to give birth to 56521112 childrens on average after a few weak...
This was caused by an uninitialized variable and should be fixed in the next version.
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 .06.02.13
« Reply #565 on: July 26, 2015, 10:59:48 PM »
.06.02.13 is up

Fixed a few problems with children counts.
Fixed Fertility Treatment in the clinic so it works properly.
Fixing the game is a better game than actually playing it.
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Offline Hanzo

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.12
« Reply #566 on: July 27, 2015, 04:19:15 AM »
Attach your savegame so I can see if I can get it to crash.


All I do is go to the slave market and keep pressing up or down to scroll through the slaves' list, after a while it ends up crashing.

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.14
« Reply #567 on: July 28, 2015, 01:24:23 AM »
.06.02.14 is up

All I do is go to the slave market and keep pressing up or down to scroll through the slaves' list, after a while it ends up crashing.
I think I got it.
If you have a girl with no traits and move to the next girl who does have traits, the game will sometimes crash.
It was doing:
Code: [Select]
        if (tmp != -1 && selection != -1 && MarketSlaveGirls[selection]->m_Traits > 0)
when it should be doing:
Code: [Select]
        if (tmp != -1 && selection != -1 && MarketSlaveGirls[selection]->m_NumTraits > 0)

m_Traits is the traits themselves so if the girl has no traits but m_Traits can be >0 even though all the traits are NULL.
When it then tires to set the trait description text, it breaks because the NULL trait has no desc variable.
Changing it to m_NumTraits will correctly tell if the girl has any traits and if she has none it will set the desc text to empty.

This was a tough bug to squash because I don't get many girls with 0 traits.
« Last Edit: July 28, 2015, 01:37:10 AM by aevojoey »
Fixing the game is a better game than actually playing it.
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Offline Hanzo

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.14
« Reply #568 on: July 28, 2015, 05:19:33 PM »
Still get them somethimes :(

Found something else that may cause trouble, check the anti-preg potions used last turn in the saved game I uploaded, it's an incredibly big number.

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.14
« Reply #569 on: July 28, 2015, 07:59:53 PM »
Found something else that may cause trouble, check the anti-preg potions used last turn in the saved game I uploaded, it's an incredibly big number.
That should not be a problem because it is just informational and does not affect the game.
I have fixed it so any new game will say 0 and added a few other initializers for the brothels.
Fixing the game is a better game than actually playing it.
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