Author Topic: Combining the big mods aka crazy's mod .06 is out now  (Read 1025039 times)

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Offline Xela

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Re: Combining the big mods
« Reply #75 on: June 07, 2012, 01:25:24 AM »
I can do that from now on.

While we're talking organizing... good practice is to add comments to stuff you changed and add TODO: to what you're planning to change in the future. That way if someone downloads SC, would know what's going on.
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Offline crazy

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Re: Combining the big mods
« Reply #76 on: June 07, 2012, 02:18:21 AM »
While we're talking organizing... good practice is to add comments to stuff you changed and add TODO: to what you're planning to change in the future. That way if someone downloads SC, would know what's going on.
You talking about making like a changelog and TODO list and upload with the SC or just adding comments on the SC itself?

Offline Xela

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Re: Combining the big mods
« Reply #77 on: June 07, 2012, 02:51:12 AM »
This:

just adding comments on the SC itself?

 TODO: is usually added to the code as comments, that is also why it is spelled 'TODO' and not 'To do' (So it will almost never extract part of a code or part of a string inside a code). This way if you're working under linux or modified windows you can extract all lines of code from your project with TODO in it in a couple of secs (hence you have the 'list' you were talking about and everyone who's interested can see what parts you are planning to works on/need help with inside sc at the same time). Kind of a rule/guideline amongst many programers all over the world.

\\ From wiki:

Tags Certain tags are used in comments to assist in indexing common issues. Such tags are commonly syntax-highlighted within text editors and can be searched with common programming tools, such as the Unix grep utility. Examples of tag conventions include:
 
  • FIXME to mark potential problematic code that requires special attention and/or review.
  • NOTE to document inner workings of code and indicate potential pitfalls.
  • TODO to indicate planned enhancements.
  • XXX to warn other programmers of problematic or misguiding code.
There is a risk that tags accumulate over time; it is advisable to include the date and the tag owner in the tag comment to ease tracking.
« Last Edit: June 07, 2012, 02:55:26 AM by Xela »
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Offline crazy

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Re: Combining the big mods
« Reply #78 on: June 07, 2012, 06:17:55 AM »
Ty for the info Xela.

@GonDra ill post my most updated SC for you if you want it to hack on before your net goes down just let me know when to post it.


Hacking away some more working on the studio scenes they use to only check for normal sex skill so for instance a girl with low normal sex skill filming les scenes would never give get higher scene quailty unless she lvled up which would rise her normal sex skill.  Now it should check for each skill type so this should be fixed I hope.  Also plan to make traits effect them more only like 5 traits matter for them right now plan to make it way more.

Also found and fixed a but relating to the trait Fake orgasm expert they had used fake orgasms for improving customer happiness instead of Fake orgasm expert so that is now fixed.  Same thing was in the movie studio its fixed now.

EDIT- did a lot of work to the movies beauty and charisma now play roles in scene quality and way more traits (18 more do for either better or worse quality).  Should make movies more worth making I hope.
« Last Edit: June 07, 2012, 07:17:35 AM by crazy »

Offline hewhocumsbynight

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Re: Combining the big mods
« Reply #79 on: June 07, 2012, 11:19:25 AM »
Sorry to interrupt, as I have nothing particularly valuable to offer in this conversation, but, would someone mind giving me a bit of enlightnment regarding the file named "BrothelMaster"?  Are the contents of this file meant to be combined with WhoreMaster?  Also, in regards to the FilesFix posted by Aika in pg2 of this thread, where do the files it contains belong?

Thank you for your time, and for your amazing work.  I cannot even understand how you have managed to stay by this project this long, and invest this much effort, but thank you so much for doing so.
My MEGA folder can be found at:  https://mega.co.nz/#F!EYhAgTyI!keiMX47NrnGOEozwNb2Vfg

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 GonDra

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Re: Combining the big mods
« Reply #80 on: June 07, 2012, 11:41:13 AM »
I still have net for the next 3 days, so no need to rush.

Your work on the studio sound interesting, are you gonna try and implement some sort of feedback/summary on the films?
basically something like: "The film brought in 1324 Gold in the first week, everyone loved the Big Boobs in it. Some people dislike the boring Sex in the scenes."
I have no idea how hard it would to implement (haven't looked at the code for films) so I am just throwing it out here.

Also if you would like some changes made to the girl/item editor, I am a lot more comfortable with that sourcecode.

Sorry to interrupt, as I have nothing particularly valuable to offer in this conversation, but, would someone mind giving me a bit of enlightnment regarding the file named "BrothelMaster"?  Are the contents of this file meant to be combined with WhoreMaster?  Also, in regards to the FilesFix posted by Aika in pg2 of this thread, where do the files it contains belong?
The source code/Project file of WhoreMaster is named BrothelMaster, unless you want to compile the game yourself you really don't need that.
Aika's files fix was for the source code too if I remember right.

Offline hewhocumsbynight

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Re: Combining the big mods
« Reply #81 on: June 07, 2012, 12:10:00 PM »
Oh, okay.  Thank you!  I was scouring the data files, looking for a convenient slot... Thank you from stopping my ill advised  attempts.
My MEGA folder can be found at:  https://mega.co.nz/#F!EYhAgTyI!keiMX47NrnGOEozwNb2Vfg

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 Xela

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Re: Combining the big mods
« Reply #82 on: June 07, 2012, 02:38:01 PM »
Your work on the studio sound interesting, are you gonna try and implement some sort of feedback/summary on the films?
basically something like: "The film brought in 1324 Gold in the first week, everyone loved the Big Boobs in it. Some people dislike the boring Sex in the scenes."
I have no idea how hard it would to implement (haven't looked at the code for films) so I am just throwing it out here.

Doesn't sound to hard to add, at least from my limited Python perspective. Actually that was my question as well, how well are the new jobs thought through? Are there new texts/events coded for them or are those still in 'vanilla' state of development?
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Offline crazy

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Re: Combining the big mods
« Reply #83 on: June 07, 2012, 06:10:48 PM »
Your work on the studio sound interesting, are you gonna try and implement some sort of feedback/summary on the films?
basically something like: "The film brought in 1324 Gold in the first week, everyone loved the Big Boobs in it. Some people dislike the boring Sex in the scenes."
I have no idea how hard it would to implement (haven't looked at the code for films) so I am just throwing it out here.
That sound like a very good thing to add but haven't looked at that part yet.  I'll give it a look over see what I can figure out on it.  Not really sure if I could do that or not yet but I'll added it to the list as it would be a nice thing to have to make movies more interesting.
Also if you would like some changes made to the girl/item editor, I am a lot more comfortable with that sourcecode.
I don't need any changes made yet.  I plan on adding some traits that will need adding later on.  I also made the under wear item type but unless people want to use it then I'm just going leave it be until later.  Then I may actually try and add a few new sex types to the game if they won't break girl packs that are already made so ill have to test that 1st.  May be what I try to adding today I'll let you know.

Offline crazy

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Re: Combining the big mods
« Reply #84 on: June 07, 2012, 06:57:08 PM »
Doesn't sound to hard to add, at least from my limited Python perspective. Actually that was my question as well, how well are the new jobs thought through? Are there new texts/events coded for them or are those still in 'vanilla' state of development?
First off let me say I consider all jobs I've coded and most jobs already in the game as vanilla state of development.  Why?  Simple they are lol, most of them is just a dice roll to determine what happens and most the time thats one of 2 things.  I would like to added more randomness to them.  I'll list a few things I plan to do.
1. Make jobs that make sense be able to see more then one customer.  (hate to admit it but this is something I've tried a few times and failed at if someone wants to help on that it would be great lol)
2. Make traits matter.  Only job traits play into is whoring.  I think by making traits play into the jobs it would make people think more before pick a girl to do a job.  Example- a girl who is clumsy might fall and break something if she is set to waitress which would make the filth lvl increase.  On the same not a clumsy girl in the arena might trip allowing the other girl to take the advantage and win easily..  Please note these examples are things I would like to do idk if I can do them lol.
3. More things that can happen in the jobs.  Example bar stripper only strips.  Now every strip club I've every been to the strippers tried to sell you lap dance, get you to buy them a drink, get you to buy vip dance whatever it was they never just got up there and stripped.  So I would like to add those kinda things to stripper and do things with other jobs as well.  To hopefully make them feel more real.
4. Make jobs work together to increase the effect of them.  Example if the singer and the piano player both do a good job on the same shift then it would increase the amount of gold they make.
5. Another thing I'm thinking about trying is kinda a lvling up job thing by traits.  Let me explain jobs can give girls traits, what I would do is as a girl works a job and gains those new traits she would get better at the job.  It would change the text and increase the pay of that job.  Or I could do like training to be able to do jobs this way something like train to be a singer when she gains the singer trait you could then set her as singer in the bar.  As this is an adult game I could make this like ponygirl training or escort training just as easy was just listing examples.

Now as I said I would LIKE to but no time frame on any of that.  Plan to test some of this 1st like one of the jobs I just code is all trait based so if people like that then all jobs I code from now on will have trait play a major role in them.  Feed back for this would be great.  Hmm I feel like I forgot something so I'll probaly be editing this soon.

Offline hewhocumsbynight

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Re: Combining the big mods
« Reply #85 on: June 08, 2012, 12:37:32 AM »
Hey, sorry for taking up more of your time, but I think I might have another problem.  Does the Clinic currently function?  Because all I have is an icon on the map which, when clicked, simply acknowledges, but doesn't do anything.  Also, there are no clinic-related jobs listed for the girls.  Should there be?
My MEGA folder can be found at:  https://mega.co.nz/#F!EYhAgTyI!keiMX47NrnGOEozwNb2Vfg

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 crazy

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Re: Combining the big mods
« Reply #86 on: June 08, 2012, 01:57:11 AM »
Hey, sorry for taking up more of your time, but I think I might have another problem.  Does the Clinic currently function?  Because all I have is an icon on the map which, when clicked, simply acknowledges, but doesn't do anything.  Also, there are no clinic-related jobs listed for the girls.  Should there be?
It should work.  Down load ver .03 off the 1st page extract all of it and it should work fine once you put girls into the character folder.  If not I'll try and help but will need more info.

Offline crazy

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Re: Combining the big mods
« Reply #87 on: June 08, 2012, 06:41:27 AM »
Okay anyone know where they get the buttons for the game at?  I'm going need some soonish if you can make them or know where they can be found let me know plz.  I'm talking about the town map buttons.

Offline Xela

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Re: Combining the big mods
« Reply #88 on: June 08, 2012, 11:57:27 AM »
Okay anyone know where they get the buttons for the game at?  I'm going need some soonish if you can make them or know where they can be found let me know plz.  I'm talking about the town map buttons.

There is 'Photoshop' section in SVN. Buttons can be found there, you'll need photoshop or something similar to edit them.

Maybe in other sections as well, but you will prolly find what you need there.
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Offline Xela

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Re: Combining the big mods
« Reply #89 on: June 08, 2012, 12:05:25 PM »
First off let me say I consider all jobs I've coded and most jobs already in the game as vanilla state of development.  Why?  Simple they are lol, most of them is just a dice roll to determine what happens and most the time thats one of 2 things.  I would like to added more randomness to them.  I'll list a few things I plan to do.
1. Make jobs that make sense be able to see more then one customer.  (hate to admit it but this is something I've tried a few times and failed at if someone wants to help on that it would be great lol)
2. Make traits matter.  Only job traits play into is whoring.  I think by making traits play into the jobs it would make people think more before pick a girl to do a job.  Example- a girl who is clumsy might fall and break something if she is set to waitress which would make the filth lvl increase.  On the same not a clumsy girl in the arena might trip allowing the other girl to take the advantage and win easily..  Please note these examples are things I would like to do idk if I can do them lol.
3. More things that can happen in the jobs.  Example bar stripper only strips.  Now every strip club I've every been to the strippers tried to sell you lap dance, get you to buy them a drink, get you to buy vip dance whatever it was they never just got up there and stripped.  So I would like to add those kinda things to stripper and do things with other jobs as well.  To hopefully make them feel more real.
4. Make jobs work together to increase the effect of them.  Example if the singer and the piano player both do a good job on the same shift then it would increase the amount of gold they make.
5. Another thing I'm thinking about trying is kinda a lvling up job thing by traits.  Let me explain jobs can give girls traits, what I would do is as a girl works a job and gains those new traits she would get better at the job.  It would change the text and increase the pay of that job.  Or I could do like training to be able to do jobs this way something like train to be a singer when she gains the singer trait you could then set her as singer in the bar.  As this is an adult game I could make this like ponygirl training or escort training just as easy was just listing examples.

Now as I said I would LIKE to but no time frame on any of that.  Plan to test some of this 1st like one of the jobs I just code is all trait based so if people like that then all jobs I code from now on will have trait play a major role in them.  Feed back for this would be great.  Hmm I feel like I forgot something so I'll probaly be editing this soon.

 If that is your plan... adding new jobs was prolly a bad idea :)

 Better start slow and make existing jobs interesting and eventful and then expand, I hope you have the motivation to give WM a proper makeover. On the other hand, since you are not forcing players to put girls on any particular jobs like Future did in EX, more jobs are not a big issue.
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