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 1161440 times)

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Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .05s.01
« Reply #30 on: June 30, 2014, 09:47:54 PM »
Any hint as to what the new skills will be? I already had to edit all of my girls to have an initial custom "Hand" skill, should I be getting ready for another ordeal in Notepad++ adding a custom initial "Feet" skill?

Will these new traits be shipped with the conversion of the file containing them to the .xml format?

Better yet, will these new traits have full customization functionality, so we can add/modify our own values of stats and skills affected instead of them being hardcoded?
As of yet, they are not finalized for the names.
I'll try to convert them to xml but at first they will still have the values hardcoded.

Also, while there is no "proper" way of spelling the word "broodmother", I prefer it when it's spelled together. Just a small opinion.
One word it shall be.

Also also, where do we "submit" our trait ideas? In this very thread?
Submit them either in this thread or here - Possible Add-Ons to the Game?
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Offline dr678diablo

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Re: Updates and Notes for Crazy's Mod --- Current Version .05s.02
« Reply #31 on: July 01, 2014, 02:03:21 AM »
i am so ready for farms. I woudl like for beast care to be included there but also. Id like to beable to extract more from girls then just milk. Like maybe milk them of cum to.

but what i would really like to see is breeding pen for girls . Monster breeding pens where girls give birth to whole litters of monster and u get to keep the monsters instead of just selling them. seems kinda lame. Or breeding pens where u can breed more girls.

Offline dullman

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Re: Updates and Notes for Crazy's Mod --- Current Version .05s.02
« Reply #32 on: July 01, 2014, 10:42:25 PM »
Hi it's me again, i have a few thoughts about game and what i also love to see is more ways to get non-random girls then catacombs, slaves or streets. I also would love to see gain some girls from breeding girls with monster/humans and in result we have a chance to gain a chosen girl, or maybe from female bosses of your rivals we have an option to enslave them (which at beginning she hates us) but we also could gain some unique girls in this way. Also we gain new unique girls from new buildings (and some jobs in them could result in bringing new girls to us, e.g. If we make a successful movie we have a really small chance that one of existing porn actress would come to us with offer of employment). Also i would to love to possible aquisition of unique girls through kidnapping clients family.

Offline 0nymous

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Re: Updates and Notes for Crazy's Mod --- Current Version .05s.02
« Reply #33 on: July 03, 2014, 01:40:03 PM »
There is a notion that I touched upon in my Trait suggestion post here: http://www.pinkpetal.org/index.php?topic=3433.msg28262#msg28262


How about adding a new "Fertility" stat? Since the chance to be impregnated is already hardcoded into the game, it should be somewhat easy to set it as a stat (or, even easier, code it so that the Fertility stat affects the default low impregnation chance).


That way, traits like MILF, Fertile or Broodmother would provide more clear and substantial amounts of influence on impregnation.
It would also make it an effort to properly impregnate women.

Offline Drugas

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Re: Updates and Notes for Crazy's Mod --- Current Version .05s.02
« Reply #34 on: July 04, 2014, 09:56:21 AM »
Egg layer makes me think of dragon girls, which for some reason I always thought would have...
"Cyclic" - Only fertile once a year.


(edit: End removed. Helps having enough time to actually catch up on things. I can work on stories if you need the help.)
« Last Edit: July 05, 2014, 03:13:35 AM by Drugas »

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .05s.03
« Reply #35 on: July 07, 2014, 07:27:54 PM »
We need icons for the farm for the town page.

Make them 48x48 png with alpha background.
One with the plain icon and the other with the highlight.
Look at "...On.png" and "...Off.png" for the other buildings as examples.

Also, The hotkeys will need to be changed to add the farm in.
Current-New-Building / Page
F1F1for the brothels
1-71-7changes between the individual brothels
F2F2Gangs
F3F3Dungeon
F4F4Slave market
F5-F8F5-F8for the other buildings
F9iItems
F9Farm
F10F10Town
F11F11Turn Summary
F12F12House
« Last Edit: July 07, 2014, 07:38:31 PM by aevojoey »
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Offline _rhetorik_

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Nice to see the game has improved a lot since my last time here!!


Gratz Aevojoey!

Offline crazy

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Nice to see the game has improved a lot since my last time here!!
Gratz Aevojoey!
He's been doing some good work for sure. U back and able to code again?

Offline 0nymous

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Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
« Reply #38 on: July 18, 2014, 06:50:06 AM »
Any ETA on 0.6?

I kind of got spoiled by the frequent updates in the past...

Offline crazy

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Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
« Reply #39 on: July 18, 2014, 04:55:01 PM »
Any ETA on 0.6?
Im going say its going be awhile.  Aevojoey was talking about rewriting alot of code so I wouldn't look for it anytime soon.  As for me Ive been super busy so haven't got much done.

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
« Reply #40 on: July 18, 2014, 10:53:00 PM »
Any ETA on 0.6?
I was sick last weekend so I didn't get much done then.
Today, I forgot my laptop at work so I will not get anything done tonight.
Tomorrow, I will have my laptop back and I plan on doing a lot on Saturday night and Sunday.

Hopefully by Monday, I will have config.xml done and working for both WME and .06.
I already have .traitsx load/save working in WME and plan on making traits editable in WME.
I don't remember if I finished the .traitsx in .06 yet or not but that will be a simple fix.

I added a few new things in config.xml that will be added to .06:
 - separated pregnancy time into human (40 weeks) and beast (20 weeks)
 - added miscarrage chance: human 0.1% chance and beast 1.0% chance
 - added GirlsHousePerc so you can set the base girls percent from config
 - added GirlsKeepTips and SlaveKeepTips to adjust how tips work
I plan on making the pregnancy time allow for premature and late term births: (-4/+2 weeks)
« Last Edit: July 19, 2014, 04:55:24 PM by aevojoey »
Fixing the game is a better game than actually playing it.
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Offline _rhetorik_

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Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
« Reply #41 on: July 18, 2014, 11:36:09 PM »
He's been doing some good work for sure. U back and able to code again?


For now a bit sporadic but yes.

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
« Reply #42 on: July 21, 2014, 11:19:19 AM »
So I found the reason interfaces do not show correctly when they are set to larger screen sizes or to ratios other than 4x3.
In the cInterfaceWindow::CreateWindow  800x600 was hard coded in.
Anything larger than 800x600 would be scaled to 800x600.
As a temporary fix and to add legacy retention allowance, I changed the 800 to cfg.resolution.scalewidth() and the 600 to cfg.resolution.scaleheight().

I will add a new file to interfaces called display.xml.
This will take over the screensize.txt and I will remove the stuff I added to WME for config.xml that I added.

These changes will only be to .06 for now but I may add it to .05 if it is not too big of a change.
Fixing the game is a better game than actually playing it.
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Offline 0nymous

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Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
« Reply #43 on: July 22, 2014, 05:38:59 AM »
I probably should've asked this in the same post I asked about an ETA, but whatever.

Do you have an outline of the new stats already, aside from the farming ones? Like Refinement you mentioned etc.

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
« Reply #44 on: July 22, 2014, 10:45:31 AM »
Do you have an outline of the new stats already, aside from the farming ones? Like Refinement you mentioned etc.
Not really, I am adding things as I go through the code.
I finished going over triggers last night, cleaning and fixing the arena trigger that was a little broken.
I am going to convert "InterfaceColors.txt" to "InterfaceColors.xml" next. (done)
Code: [Select]
<Color Name = "ImageBackground"                      R="0"   G="0"    B="0"   OldTXT="IMAGE BACKGROUND" />

I don't really make plans as to when I do things, I just think of things to do and do them when I get to them.
« Last Edit: July 22, 2014, 01:46:18 PM by aevojoey »
Fixing the game is a better game than actually playing it.
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