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 938184 times)

0 Members and 6 Guests are viewing this topic.

Offline MMeer

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #405 on: April 20, 2015, 05:28:49 AM »
Always wanted to make a mining job to go with the blacksmith..  Might have been over complicating it but thought that would be a nice to make it harder to make the good items.

If you're thinking of implementing mining at some point in the future, I've made a mock-up of sorts for the various kinds of ores and gems you could dig up. The items don't do anything currently, but they could form a basis for something later down the road.

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #406 on: April 20, 2015, 10:09:47 AM »
Sorry I must have misunderstood your post. But the amount of work you've done is still incredible. In any case, going back to my previous question, is there any way to edit the game files to edit the cost and businesses required for arena or hospital? I've looked at the file structure and couldn't find anything relating to building cost.
If you look in the source code in cScreenTown.cpp, look for "static static_brothel_data" and each building has their numbers there.
Code: [Select]
// stats of each brothel: price to buy, starting rooms, maximum rooms, required # of businesses owned
struct static_brothel_data { int price; int rooms; int maxrooms; int business; };
static static_brothel_data brothel_data[] = {
 { 0, 20, 200, 0 },
 { 10000, 25, 250, 30 },
 { 30000, 30, 300, 70 },
 { 70000, 35, 350, 100 },
 { 150000, 40, 400, 140 },
 { 300000, 50, 500, 170 },
 { 1000000, 80, 600, 220 }
};
static static_brothel_data centre_data[] = { { 5000, 20, 200, 5 } };
static static_brothel_data farm_data[] = { { 10000, 20, 200, 10 } };
static static_brothel_data arena_data[] = { { 15000, 20, 200, 15 } };
static static_brothel_data studio_data[] = { { 20000, 20, 200, 20 } };
static static_brothel_data clinic_data[] = { { 25000, 20, 200, 25 } };
Fixing the game is a better game than actually playing it.
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Offline xyz

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #407 on: April 22, 2015, 12:21:30 AM »
Have you considered bumping the version of SDL or even migrating to SDL 2.0? It's not obvious whether that would be a lot of work or straightforward. I'm not set up to try that right now, but I might be able to try to patch in a few weeks.


(I have a particular reason to want a newer SDL--the included version has a stupid bug handling touch events; it sends the mousedown before setting the coordinates, so touch input is busted.)

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #408 on: April 22, 2015, 02:11:26 PM »
Have you considered bumping the version of SDL or even migrating to SDL 2.0? It's not obvious whether that would be a lot of work or straightforward. I'm not set up to try that right now, but I might be able to try to patch in a few weeks.
I have been planning to update to sdl2 for a long time but every time I try it I get stuck on something.

If you can get it to work without breaking everything, go for it.
Fixing the game is a better game than actually playing it.
Get the Current Version <|> Discuss the Game <|> Report a bug

Offline Romanul

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #409 on: May 09, 2015, 05:22:55 PM »
Is there a problem with the game download link? (version  .06.01.19 ?

The download won't start, I've tried other mega links and they work.

Offline GonDra

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #410 on: May 09, 2015, 06:12:25 PM »
Is there a problem with the game download link? (version  .06.01.19 ?

The download won't start, I've tried other mega links and they work.
Works fine for me just took a while to start.



Also Crazy and/or aevojoey I added two pull requests on github.
I originally had intended to work on the descriptions of the various acts but got sidetracked and instead added withdrawal for the smoker trait.
(Holy fuck cGirls.ccp is long...)

Offline crazy

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #411 on: May 14, 2015, 08:41:07 PM »
Also Crazy and/or aevojoey I added two pull requests on github.
Joey merged it today.  Thanks.
(Holy fuck cGirls.ccp is long...)
Yes it is lol.
Sorry for late replay been slammed at work.

Offline Sharkey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #412 on: May 15, 2015, 08:07:23 AM »
I would suggest create a new branch for SDL2 version, so everyone will be able to working on this and see current progress.

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #413 on: May 25, 2015, 12:28:17 AM »
The bad news is I lost what I had been working on since I last pushed to github on 4/25.
The good news is I didn't have time to do much so I didn't loose anything major.
There are a few things that I lost that I will have to rewrite but they are kind of small.
I have made notes for myself for a couple of things I need to fix before I can push the next version.

I rolled back the changes I had started for the craftable items but the code is still in there for when I have more time to do it.

I will be working from home until my boss gets back in town and the store finally gets opened so until then I can work a few hours each day on the game.

I hope to have .06.01.20 ready hopefully by next weekend.
If anyone has any submissions for texts, get them to Crazy by thursday and hopefully he can get them in and pushed so I can include them.

Any suggestions for small updates or fixes that I may have missed over the last month please let me know and I will see if I can get to them.

For larger update suggestion, please hold them till after the next version comes out.
Fixing the game is a better game than actually playing it.
Get the Current Version <|> Discuss the Game <|> Report a bug

Offline Hazure

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  • I'll get there eventualy.
Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #414 on: May 26, 2015, 03:22:20 AM »
Potion of Tightness really should give Tight butt instead of Great Ass.

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #415 on: May 26, 2015, 11:23:02 AM »
Potion of Tightness really should give Tight butt instead of Great Ass.
Ok, changed it.
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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  • Posts: 1413
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Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #416 on: May 26, 2015, 10:54:37 PM »
I have gotten a lot of back end code done the last couple of days. :)
I will push my work to github after I run a couple of bug checks on it tonight.

I am working on several of the jobs and hope to have them finished in the next couple of days.

If anyone has anything to add to it, push it before saturday.

I hope to have the rest of the week free so I can hopefully get .06.01.20 out by saturday night.

Update: I pushed to github.
« Last Edit: May 27, 2015, 01:14:47 AM by aevojoey »
Fixing the game is a better game than actually playing it.
Get the Current Version <|> Discuss the Game <|> Report a bug

Offline GonDra

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #417 on: May 27, 2015, 07:33:09 AM »

I will push my work to github after I run a couple of bug checks on it tonight.

Update: I pushed to github.

Found a Bug that seems to stem from the commit from may 7 specifically the change to  crazys-wm-mod/cScreenTown.cpp at line 396:
I get a Vector subscript out of range error when I find a girl while walking around town in the current version on GitHub.

The only way around it I found was commenting line 396 out
Code: [Select]
    if (girl)
    {
        bool Rand = true;

        //SetImage(girlimage_id, g_Girls.GetImageSurface(girl, IMGTYPE_PROFILE, Rand, ImageNum));

        if(g_Girls.IsAnimatedSurface(girl, IMGTYPE_PROFILE, ImageNum))
            SetImage(girlimage_id, g_Girls.GetAnimatedSurface(girl, IMGTYPE_PROFILE, ImageNum));

        HideImage(girlimage_id, false);
    }

EDIT: Found the Problem after drinking another Coffee: town_screen.xml has no object named 'GirlImage' meaning that girlimage_id is set to -1. Adding an image with 'name="GirlImage"' to town_screen.xml  the code runs without problem.
« Last Edit: May 27, 2015, 08:01:40 AM by GonDra »

Offline crazy

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #418 on: May 27, 2015, 03:53:29 PM »
EDIT: Found the Problem after drinking another Coffee: town_screen.xml has no object named 'GirlImage' meaning that girlimage_id is set to -1. Adding an image with 'name="GirlImage"' to town_screen.xml  the code runs without problem.
Yeah I use the classic interface so I dont mess with the other one.  So forgot about that.  Will have to change both from now on.

Offline aevojoey

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Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
« Reply #419 on: May 27, 2015, 05:49:24 PM »
Found a Bug that seems to stem from the commit from may 7 specifically the change to  crazys-wm-mod/cScreenTown.cpp at line 396:
I get a Vector subscript out of range error when I find a girl while walking around town in the current version on GitHub.

The only way around it I found was commenting line 396 out
Code: [Select]
    if (girl)
    {
        bool Rand = true;

        //SetImage(girlimage_id, g_Girls.GetImageSurface(girl, IMGTYPE_PROFILE, Rand, ImageNum));

        if(g_Girls.IsAnimatedSurface(girl, IMGTYPE_PROFILE, ImageNum))
            SetImage(girlimage_id, g_Girls.GetAnimatedSurface(girl, IMGTYPE_PROFILE, ImageNum));

        HideImage(girlimage_id, false);
    }

EDIT: Found the Problem after drinking another Coffee: town_screen.xml has no object named 'GirlImage' meaning that girlimage_id is set to -1. Adding an image with 'name="GirlImage"' to town_screen.xml  the code runs without problem.
Yeah I use the classic interface so I dont mess with the other one.  So forgot about that.  Will have to change both from now on.
Another workaround is to make sure the interface has the image in it before trying to use it.
Code: [Select]
    if (girlimage_id != -1)
    {
        if (girl)
        {
            bool Rand = true;

            SetImage(girlimage_id, g_Girls.GetImageSurface(girl, IMGTYPE_PROFILE, Rand, ImageNum));

            if (g_Girls.IsAnimatedSurface(girl, IMGTYPE_PROFILE, ImageNum))
                SetImage(girlimage_id, g_Girls.GetAnimatedSurface(girl, IMGTYPE_PROFILE, ImageNum));

            HideImage(girlimage_id, false);
        }
        else
        {
            HideImage(girlimage_id, true);
        }
    }
If it doesn't, it will just ignore the image and go on without it.

I fixed it for the J_1024x768 interface and I added this so the image would be removed once the script finishes:
Code: [Select]
void cScreenTown::process()
{
    if (!ids_set)set_ids();                                // we need to make sure the ID variables are set
    init();
    if (g_InterfaceEvents.GetNumEvents() == 0) return;    // no events means we can go home

    if (girlimage_id != -1 && !eventrunning)    HideImage(girlimage_id, true);

« Last Edit: May 27, 2015, 06:03:09 PM by aevojoey »
Fixing the game is a better game than actually playing it.
Get the Current Version <|> Discuss the Game <|> Report a bug