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 937783 times)

0 Members and 5 Guests are viewing this topic.

Offline hidalgo034

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  • Posts: 1
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1005 on: March 28, 2020, 12:41:19 AM »
Just came back to this game, after downloading 04 I had the same problem with the market crashing the game and truncating logs. After some fiddling, it seems to be some sort of complex overflow error with traits; I can fit between 60 and 63 trait entries into a single random girl entry (many, I know, but this is science and I had a generalist girl) before the game explodes, depending on which traits I include.


« Last Edit: March 28, 2020, 01:02:03 AM by hidalgo034 »

Offline renat

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  • *
  • Posts: 16
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1006 on: March 30, 2020, 12:15:03 PM »
Is there a way to make all sex types pull from one image name? For instance naming all images "sex" and having "bdsm" and "beast" pull images from those.

Offline Morkar

  • Jr. Member
  • **
  • Posts: 78
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1007 on: April 24, 2020, 06:01:01 AM »
I think the game is becoming obsolete, wouldn't it be easier to update it to another system like Rempy? or something like that ?

Offline grishnak

  • Jr. Member
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  • Posts: 77
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1008 on: April 24, 2020, 11:45:14 AM »
The repository for this game is still accessible and you can mod and program it under the license, i think.
There is also a spinoff in renpy already that works (pytfall), but in my experience renpy takes up a lot more resources, is slower and crashes easier than the basic c++ whoremaster. The pro from this game, is that you can easily have dozens of employees and it still runs smooth on older machines. It would be a pity to loose this.

Offline toradrow777

  • Jr. Member
  • **
  • Posts: 57
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1009 on: April 27, 2020, 02:24:45 AM »
Is this game dead?  There hasn't been any development since the middle of last year.

Offline jrok

  • Jr. Member
  • **
  • Posts: 54
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1010 on: April 27, 2020, 09:06:39 AM »
No, the game is not dead.  Real life issues has slowed game development.  There might be an update this year.
The direct link to my Ladies gifted to you:  https://mega.nz/#F!fDxxDYoZ!JM1UmSrTPmIg3nHbVcogmw

Offline toradrow777

  • Jr. Member
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  • Posts: 57
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1011 on: April 27, 2020, 02:21:50 PM »
No, the game is not dead.  Real life issues has slowed game development.  There might be an update this year.


Even if the progress is slow, and the community around it has dried up to a small puddle, it's nice to see this game hasn't been abandoned.  There's not a lot of games quite like Whore Master.

Offline hjp766

  • Newbie
  • *
  • Posts: 10
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1012 on: June 22, 2020, 03:51:08 AM »
This so unique, delighted to see it still is alive and kicking.

Offline Purple

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  • *
  • Posts: 16
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1013 on: December 01, 2020, 05:41:56 AM »
There seems to be a problem with the SVN. When ever I try and download it the client says it can't connect. It's as if the thing has been locked down for download.

Offline h1262216

  • Jr. Member
  • **
  • Posts: 85
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1014 on: December 01, 2020, 02:23:28 PM »
I don't think there is any more activity using SVN. The "official" code is now on github,
https://github.com/crazywm/crazys-wm-mod
but there hasn't been any activity there for some time.
I've been working on a fork that can be found here https://github.com/h1262216/crazys-wm-mod, that tries to clean up some of the code and add some new features. In its current state, there are still some things that don't work yet, but on the plus side it supports webm and some lua scripting.

Offline Purple

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  • *
  • Posts: 16
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1015 on: December 03, 2020, 01:42:04 AM »
I don't think there is any more activity using SVN. The "official" code is now on github,
https://github.com/crazywm/crazys-wm-mod
but there hasn't been any activity there for some time.
I've been working on a fork that can be found here https://github.com/h1262216/crazys-wm-mod, that tries to clean up some of the code and add some new features. In its current state, there are still some things that don't work yet, but on the plus side it supports webm and some lua scripting.
That would explain things. Thanks. I wish these things were written somewhere more obvious like in the stickied link on the top right.
As for why I need it I basically had the same idea as you did. I want to go into the code and export as much of the conversation texts as I can into external files as opposed to having them hardcoded. I also want to add branching dialogs for slave vs free. As in the same action should give you one string when she is a slave and another when she is free. And potentially add other conditions in there.

Ideally my end goal would be to create a version where:
1. Slave vs free give you different dialog, the former being based on the "very bad man" mod and the later being the nice vanilla text.
2. Slaves should not rise in happiness and love so easily just because you gave them a decent job. Instead they should get to content and stay there unless you actively try. And love should require you to bloody try.
3. Make slaves no longer grow to love being prostitutes to the point of being happy that you forced them into it in the first place.
etc.

Not sure if I'd ever publish my code like you did though. Also, can I compile this with a relatively new version of Visual Studio? I tried compiling the "very bad man" source with VS2019 and got a bunch of errors. And I don't feel like hunting down VS2008 if I don't have to. Although I guess I can just use MingW manually.
« Last Edit: December 03, 2020, 01:53:37 AM by Purple »

Offline Suddenlyfox

  • Newbie
  • *
  • Posts: 13
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1016 on: December 03, 2020, 08:09:51 AM »
I found that the game appears to have some image tags that aren't listed in aevojoey's list, so that might need to be updated.


beastrape
birthbeast
birthhuman
birthmultiplehuman
brand
catgirl
escort
impregbdsm
impregbeast
impreggroup
impregsex
ponygirl
sport
study
teacher
virginbdsm
virginbeast
virgingroup
virginsex


Most seem pretty self-explanatory, though I'm curious where Formal is used that isn't covered by Escort.


It would also be nice to have tags for watching a movie or giving a massage, defaulting to what they use now. I keep seeing nice pictures for those but not having a good way to use them.

Offline h1262216

  • Jr. Member
  • **
  • Posts: 85
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1017 on: December 05, 2020, 01:11:45 PM »
@Purple
I'm coding on linux, so I don't have any experience with VisualStudio. There are CMakeFiles, which I think offer some way of creating VisualStudio project files. I've tried this at one point, but my experience using VS in a virtual machine wasn't great so I settled for building things with cmake and mingw to get the windows exes.

The code from my repo won't work with an old visual studio compiler, I am using C++14 features. Actually, most of my effort has been directed at improving the code base, not at changing the game. So even though I agree with the three endgoals you posted, they are not on my short-term todo list. Another thing I would add to that list is that I think skill progressions should follow more typical RPG style routes, in the sense that getting the skill from 20 to 40 should be faster/easier than 80 to 100.

You are right that there isn't much info about this here on the forums, I've mostly been posting alpha versions on the discord channel.

Offline Purple

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  • *
  • Posts: 16
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1018 on: December 07, 2020, 01:15:48 AM »
@Purple
I'm coding on linux, so I don't have any experience with VisualStudio. There are CMakeFiles, which I think offer some way of creating VisualStudio project files. I've tried this at one point, but my experience using VS in a virtual machine wasn't great so I settled for building things with cmake and mingw to get the windows exes.

The code from my repo won't work with an old visual studio compiler, I am using C++14 features. Actually, most of my effort has been directed at improving the code base, not at changing the game. So even though I agree with the three endgoals you posted, they are not on my short-term todo list. Another thing I would add to that list is that I think skill progressions should follow more typical RPG style routes, in the sense that getting the skill from 20 to 40 should be faster/easier than 80 to 100.

You are right that there isn't much info about this here on the forums, I've mostly been posting alpha versions on the discord channel.
What's with everyone switching to discord for all things. It bugs me. Anyway, your goal is noble indeed. Improving the codebase is always a good thing. In which case I must ask if you have contemplated moving all of the job texts into the external files. Looking at the original crazy mod the foundation for this is there, right in the base game, but whilst the game text is nicely external aevojoey seems to have hardcoded a lot of stuff. Like most all of the job result texst for one. And whilst I haven't had the time to do this my self it appears that the process of recompiling that so that they are in external files instead should be quick if boring labor.

This said, if you don't use visual studio what editor do you use? Personally I am a fan of codeblocks and have used it to death with some of my OPENGL related work but I wonder what your preference is.
« Last Edit: December 07, 2020, 01:17:19 AM by Purple »

Offline h1262216

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  • Posts: 85
Re: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
« Reply #1019 on: December 07, 2020, 05:57:39 AM »
Yes, moving same game text into external files is part of what I'm trying to do. I think you underestimate the actual effort involved in doing so, though. The resulting text files have to be rich enough in structure so that you can actually do some simple game modding with it (e.g. if you add a trait, you have to be able to add corresponding job text variations), but at the same time simple enough that a non-programmer can easily edit these. You can see my current progress on that here: https://github.com/h1262216/crazys-wm-mod/tree/master/Resources/Data/Jobs

I'm using CLion as an IDE.