Pink Petal Games

Game Editing And Additions => User Mods => Topic started by: aevojoey on June 09, 2014, 02:10:21 AM

Title: Updates and Notes for Crazy's Mod --- Current Version .06.04.01
Post by: aevojoey on June 09, 2014, 02:10:21 AM
Now that there is a chat available on the forums, when I am working on the game I will have the chat open so you can talk to me if you want. I will be in either the Public or User_Mods channel.
If I am in the Public channel ask me to go to the User_Mods so we don't disturb the others.
There is a chat log so remember that anyone who logs into the chat can read what you say.

Now that I have a Patreon page (https://www.patreon.com/aevojoey), I will be releasing new versions there first then here a few days later.

Current Patreon Version: .06.04.01
You can get the newest version from my Patreon Page (https://www.patreon.com/aevojoey). My followers get access to the new version 3 days before everyone else.
Version changes are listed here - .06.04.00-01 (https://www.pinkpetal.org/index.php?topic=953.msg44987#msg44987)

Older Version: .06.03.07
https://mega.nz/#!wJxCxSCB!RaRelCNt3ODj96OXr6VpaW4UBj398YEsc2ANFxz464E (https://mega.nz/#!wJxCxSCB!RaRelCNt3ODj96OXr6VpaW4UBj398YEsc2ANFxz464E)
Version changes are listed here - .06.03.00-07 (https://www.pinkpetal.org/index.php?topic=953.msg44019#msg44019)


Girls Packs can be found in these threads (and probably some others but these are the ones that have been updated recently):

I compiled a "DefaultImages" folder. It has almost all image types useable except a few preg types and the new image types added for .06. It now goes in the "./Resources/DefaultImages" folder. (the old Default will still work if you don't use this)
DefaultImages - https://mega.nz/#!5d4QWapJ!2GjfvDwgrC4_XmGZmmU_YZMygwfIg7JgVEV5dvMG5J0 (https://mega.nz/#!5d4QWapJ!2GjfvDwgrC4_XmGZmmU_YZMygwfIg7JgVEV5dvMG5J0)

Whore Master Editor: 0.8.30 - https://mega.nz/#!IQgQBBxR!WM1Z6xHl9uyZd21MDmoTgLjFXW7Me4cF5jJhbntGx70 (https://mega.nz/#!IQgQBBxR!WM1Z6xHl9uyZd21MDmoTgLjFXW7Me4cF5jJhbntGx70)
This is included with the game but it is also here (http://www.pinkpetal.org/index.php?topic=3456.msg28245#msg28245) if needed.

The Source Code is here - https://github.com/crazywm/crazys-wm-mod (https://github.com/crazywm/crazys-wm-mod)
I use ms Visual Studio Express 2013 to edit and compile the game.
I am slowly removing microsoft specific code to allow any editor to run it but it is slow going because I'm not sure exactly what can be removed/changed.

I have consolidated several helpful threads into one area for easier access.
Some of the basic concepts and variables in Crazy's Mod. (http://www.pinkpetal.org/index.php?topic=3579.msg33836#msg33836)
The first post there has links to other threads and the other posts have extensive information on specific topics.
More will be added to that as I get time.




Setup For New Players
Welcome,
We hope you enjoy this game and invite you to ask any questions you may have.
Over the time I have spent working on this game, I have tried to make it easier to setup and play but if you have any problems, let me know so I can fix it and make it easier for the next person.



First thing you need to do is decide where you want the game to be on your computer.
I keep mine in "C:\Program Files (x86)\WhoreMaster" but you can put it wherever you want.
This is the Main folder and everything goes inside it.


Download the "Current Version" from the link above and extract the zip file into the Main folder.
The program's EXE will then be: "C:\Program Files (x86)\WhoreMaster\WhoreMaster.06.##.##\Whore Master.exe"


In the Main folder, create a folder called "Characters", this is where all the girls are stored.
Download some girl packs from the links above and extract them into the Characters folder.
Each character has either a .girlsx or a .rgirlsx file, this holds the girls numbers and tells the game that the girl is there.
There is also a folder with the girls name as set inside the .(r)girlsx file by the "Name" attribute.
.(r)girlsx files can have multiple girls in them so don't worry if you can't pair .(r)girlsx with a folder.


In the Main folder, create a folder called "Saves".
This is where your savegame files will be stored.


Download the "DefaultImages" from the link above and extract that to the Main folder.
This will then be: "C:\Program Files (x86)\WhoreMaster\DefaultImages\(a bunch of images)"
DefaultImages are used by the game if it does not find an image specific to a girl in her Characters folder.





Upgrading the Game
Savegame files from before version .06.00.00 will not work, you will have to start a new game.
If your Savegame is from before .06.01.00, you may have some minor problems but it should still work.

Upgrading the Game The Easy Way

Upgrading the Game For Intermediate Players

Upgrading the Game For Advanced Players


If the game crashes


The Old Upgrading instructions: (this will be removed when the above is finished)
Before you download the new version, here are the install instructions:

1. Check what files you have changed.
1.A. Anything not in the .\Resources\Characters folder that needs to be copied to the new game may need to be checked for updating.
1.B. If you change anything in the .\Resources\Interface folder, compare your files to the files in the new J_1024x768 interface.

2. Download the new version of the game.

3. Extract the new version of the game to a new location. DO NOT EXTRACT OVER TOP OF THE OLD VERSION.
3.A. Test the new game to make sure it works without any changes.


New step 4. Starting in version .06.01.01 you can move the Characters and Saves folders. See this for help. (http://www.pinkpetal.org/index.php?topic=3483.msg32976#msg32976)
Old step 4. Move the .\Resources\Characters folder from the old version to the new version.
Old step 4.A. Test the new game to make sure it works with only the Characters.

5. Copy over any of the other files you have changed.
5.A. Test the new game to make sure it works.

6. If you upgraded from .05 to .06 you will have to start a new game.

If the game crashes:
7. To bug check your game I will need the following files:
7.A. Your save game
7.B. Your gamelog.txt
7.C. Your config.xml if you changed anything in it
7.D. Any files you changed except those in the .\Resources\Characters folder

8. Zip all those files into a zip or rar file and attach it to your bug report here - Crazy and PP's mod bug thread (http://www.pinkpetal.org/index.php?topic=1031.0)

9. Include any details that will help me recreate your crash.



All of the .06.01.xx and .06.02.xx versions are here - https://mega.nz/#F!ZYQknZ7A!75cGyxwHrJwN7tdEZgm4KQ (https://mega.nz/#F!ZYQknZ7A!75cGyxwHrJwN7tdEZgm4KQ)


Title: Re: How should updates be released?
Post by: torrentsearcher on June 09, 2014, 02:10:29 PM
you are doing a great job as it is.
i´d say do it the way it´s most convenient for u. =)
Title: Re: How should updates be released?
Post by: Pashax2 on June 09, 2014, 05:07:20 PM
You're doing a great job, so do whatever is most convenient for you. As a user, I would prefer to have a single update each week, but it's not a big deal.
Title: Re: How should updates be released?
Post by: AkiraTepes on June 09, 2014, 05:37:57 PM
I agree with the above people, do what works for you. Thank you for the great work so far. And could you possibly arrange for the releases to be in one post that you update?
Title: Old Polls
Post by: aevojoey on June 10, 2014, 11:30:36 AM
And could you possibly arrange for the releases to be in one post that you update?
OK,  I'll use this thread

Edit:
I changed the name of this thread so others would know what it is for.


Old Polls:

Poll #1 - Should there be lots of smaller updates or bigger updates on a regular timeframe?29 total voters - 1 vote each
Lots of small updates when ANYTHING is changed. (Without bugchecking before posting)0
Some small daily updates when a single topic is done.0
Some small and 1 big update each week (as it is now) 14
Twice weekly updates reguardless of changes 0
Big updates on Sunday night->Monday morning 15

So I guess I will just keep doing things the way I have been doing it.
A big update each week, usually on the weekends, and small fixes when they are needed.




Poll #2 - Now that there is Rehab for drug addicted girls, how much change should be done dealing with drugs?34 total voters - multi-votes
Remove or reduce drug cure items.7
Increase random drug addict chance when a girl created or added.5
Increase chance for girls to turn to drugs if they are unhappy.19
Add more drug types.13
Make different drugs require different times in rehab23
Something else...5

Drugs are bad, mmkay.
Yes Mr. Mackey.



Poll #3 - The farm is in escrow and should be available for use soon.
What should the primary focus for implementation be?
35 total voters - multi-votes
Food production11
Beast care19
Herbs and potions9
Beer and wine6
General jobs10
Balance of all17
Something else...10

Balancing Beasts?
 or
Beasts of Balance?



Poll #4 - With the farm getting ready to roll out, do you want:27 total voters - multi-votes
Individual parts completed before moving on the the next.18
Basics built - Option trees with place holder texts.10
Basics built - Option trees without texts. (something happens but you may not be told what)3
Basics built - No option trees until they are complete.3
Core built first and the parts are only available when finished.12
Core built first and the parts are available but do only basics.6
Something else...4

.06 will have a lot of changes before it gets released.



Poll #5 - How do you cheat when playing this game? (Be honest)39 total voters - multi-votes
Never4
Only when necessary to fix major problems.12
By reloading to get new girls/items for sale.10
By creating perfect (r)girlsx or itemsx files.6
By changing the config.xml settings.14
To get more money.6
To add stats/skills/traits to girls.4
To get more girls.1
By using cheat codes.0
By editing the source code. ( my way :P )6

I should have specified the cheat code as "Naming your new game 'Test' then changing it", then the cheat code % would be much, much higher.



Poll #6 - Should "Legacy" Code/Games/Girls/Interfaces be removed from .06?42 total voters - multi-votes
Yes, All the old code should be removed completely.20
Yes, All the old code should be commented out.11
No, All the old code should be left in as is.3
  Legacy Games : Remove (You must start a new game for .06.)31
  Legacy Games : Update (You must start a new game for .06 if it is not from .05.)8
  Legacy Games : Keep (You want to try your luck loading your 2 year old save game?)0
Legacy Girls : Remove (You must convert them with WME to use them.)5
Legacy Girls : Update (Set anything missing to 0)32
Legacy Girls : Keep (They may be outdated but you are too lazy to update them)4
  Legacy Interfaces : Remove (All interfaces would need to be rewritten)14
  Legacy Interfaces : Update (Create defaults for everything)22
  Legacy Interfaces : Keep (Some interfaces may not work if not updated at least a little)2

New games, old girls and a new coat of paint on the old interface.


Poll #7 - New Dilema: I could increase the number of gangs you can hire...30 total voters
but allowing it to be controlled by config.xml would be overpowering2
allowing it to be governed by how many brothels you own12
or have it based on how many territories you control would require an exponential increase3
If the prison is made into a buyable building, then girls as gang leaders would require tons of coding and would not come anytime soon8
Or I could just leave it at 8.5








Title: Older Versions
Post by: aevojoey on June 10, 2014, 11:30:51 AM
Changes Made for Older Versions:

Version .05i was the first version I put out, The previous versions were done by Crazy.

.05i - http://www.pinkpetal.org/index.php?topic=1031.msg27416#msg27416 (http://www.pinkpetal.org/index.php?topic=1031.msg27416#msg27416)
.05j - http://www.pinkpetal.org/index.php?topic=953.msg27445#msg27445 (http://www.pinkpetal.org/index.php?topic=953.msg27445#msg27445)
.05k - http://www.pinkpetal.org/index.php?topic=953.msg27536#msg27536 (http://www.pinkpetal.org/index.php?topic=953.msg27536#msg27536)
.05l - http://www.pinkpetal.org/index.php?topic=953.msg27560#msg27560 (http://www.pinkpetal.org/index.php?topic=953.msg27560#msg27560)
.05m - http://www.pinkpetal.org/index.php?topic=953.msg27593#msg27593 (http://www.pinkpetal.org/index.php?topic=953.msg27593#msg27593)
.05n - http://www.pinkpetal.org/index.php?topic=953.msg27623#msg27623 (http://www.pinkpetal.org/index.php?topic=953.msg27623#msg27623)
.05o - http://www.pinkpetal.org/index.php?topic=953.msg27725#msg27725 (http://www.pinkpetal.org/index.php?topic=953.msg27725#msg27725)
.05p - http://www.pinkpetal.org/index.php?topic=953.msg27858#msg27858 (http://www.pinkpetal.org/index.php?topic=953.msg27858#msg27858)
.05q - http://www.pinkpetal.org/index.php?topic=953.msg27929#msg27929 (http://www.pinkpetal.org/index.php?topic=953.msg27929#msg27929)
.05r - http://www.pinkpetal.org/index.php?topic=953.msg28037#msg28037 (http://www.pinkpetal.org/index.php?topic=953.msg28037#msg28037)
.05s - http://www.pinkpetal.org/index.php?topic=953.msg28181#msg28181 (http://www.pinkpetal.org/index.php?topic=953.msg28181#msg28181)
.05t - http://www.pinkpetal.org/index.php?topic=953.msg29128#msg29128 (http://www.pinkpetal.org/index.php?topic=953.msg29128#msg29128)

.06.00.00-04 - http://www.pinkpetal.org/index.php?topic=953.msg29524#msg29524 (http://www.pinkpetal.org/index.php?topic=953.msg29524#msg29524)
.06.00.05 - http://www.pinkpetal.org/index.php?topic=953.msg30220#msg30220 (http://www.pinkpetal.org/index.php?topic=953.msg30220#msg30220)
.06.00.06-09 - http://www.pinkpetal.org/index.php?topic=953.msg30436#msg30436 (http://www.pinkpetal.org/index.php?topic=953.msg30436#msg30436)
.06.00.11-15 - http://www.pinkpetal.org/index.php?topic=953.msg30650#msg30650 (http://www.pinkpetal.org/index.php?topic=953.msg30650#msg30650)
.06.00.16-20 - http://www.pinkpetal.org/index.php?topic=953.msg31072#msg31072 (http://www.pinkpetal.org/index.php?topic=953.msg31072#msg31072)
.06.00.21-25 - http://www.pinkpetal.org/index.php?topic=953.msg31816#msg31816 (http://www.pinkpetal.org/index.php?topic=953.msg31816#msg31816)
.06.00.26-30 - http://www.pinkpetal.org/index.php?topic=953.msg32233#msg32233 (http://www.pinkpetal.org/index.php?topic=953.msg32233#msg32233)
.06.00.31-34 - http://www.pinkpetal.org/index.php?topic=953.msg32594#msg32594 (http://www.pinkpetal.org/index.php?topic=953.msg32594#msg32594)

.06.01 Mega.nz folder - https://mega.nz/#F!wQJW3SKL!ssKscUmmeShOIn4mTOGW7w (https://mega.nz/#F!wQJW3SKL!ssKscUmmeShOIn4mTOGW7w)
.06.01.00-04 - http://www.pinkpetal.org/index.php?topic=953.msg32977#msg32977 (http://www.pinkpetal.org/index.php?topic=953.msg32977#msg32977)
.06.01.05-09 - http://www.pinkpetal.org/index.php?topic=953.msg33136#msg33136 (http://www.pinkpetal.org/index.php?topic=953.msg33136#msg33136)
.06.01.10-16 - http://www.pinkpetal.org/index.php?topic=953.msg33381#msg33381 (http://www.pinkpetal.org/index.php?topic=953.msg33381#msg33381)
.06.01.17-19 - http://www.pinkpetal.org/index.php?topic=953.msg33742#msg33742 (http://www.pinkpetal.org/index.php?topic=953.msg33742#msg33742)
.06.01.20-21 - http://www.pinkpetal.org/index.php?topic=953.msg34553#msg34553 (http://www.pinkpetal.org/index.php?topic=953.msg34553#msg34553)

.06.02 Mega.nz folder - https://mega.nz/#F!8F5UDZxL!SDrXNuRF8xVzbDX_C-htlQ (https://mega.nz/#F!8F5UDZxL!SDrXNuRF8xVzbDX_C-htlQ)
.06.02.00-17 - http://www.pinkpetal.org/index.php?topic=953.msg34806#msg34806 (http://www.pinkpetal.org/index.php?topic=953.msg34806#msg34806)
.06.02.18-19 - http://www.pinkpetal.org/index.php?topic=953.msg36606#msg36606 (http://www.pinkpetal.org/index.php?topic=953.msg36606#msg36606)
.06.02.20 was released by jonwich because I was unable to be on for more than a month.
.06.02.21-29 - http://www.pinkpetal.org/index.php?topic=953.msg38125#msg38125 (http://www.pinkpetal.org/index.php?topic=953.msg38125#msg38125)
.06.02.30-39 - http://www.pinkpetal.org/index.php?topic=953.msg41505#msg41505 (http://www.pinkpetal.org/index.php?topic=953.msg41505#msg41505)
.06.02.40-42 - http://www.pinkpetal.org/index.php?topic=953.msg42475#msg42475 (http://www.pinkpetal.org/index.php?topic=953.msg42475#msg42475)

.06.03 Mega.nz folder - https://mega.nz/#F!0AglkKJJ!WcGpINc72BCHfGNoaiCNfQ (https://mega.nz/#F!0AglkKJJ!WcGpINc72BCHfGNoaiCNfQ)
.06.03.00-07 - https://www.pinkpetal.org/index.php?topic=953.msg44019#msg44019 (https://www.pinkpetal.org/index.php?topic=953.msg44019#msg44019)
Title: Image Names that the game will recognize
Post by: aevojoey on June 10, 2014, 11:30:58 AM
Image Names that the game will recognize

These are the base names with the non-pregnant and pregnant versions together.
Anal   PregAnal   |   Bdsm   PregBdsm   |   Sex   PregSex   |   Beast   PregBeast
Group   PregGroup   |   Les   PregLes   |   Torture   PregTorture   |   Death   PregDeath
Profile   PregProfile   |   Combat   PregCombat   |   Oral   PregOral   |   Ecchi   PregEcchi
Strip   PregStrip   |   Maid   PregMaid   |   Sing   PregSing   |   Wait   PregWait
Card   PregCard   |   Bunny   PregBunny   |   Nude   PregNude   |   Mast   PregMast
Titty   PregTitty   |   Milk   PregMilk   |   Hand   PregHand   |   Foot   PregFoot
Bed   PregBed   |   Farm   PregFarm   |   Herd   PregHerd   |   Cook   PregCook
Craft   PregCraft   |   Swim   PregSwim   |   Bath   PregBath   |   Nurse   PregNurse
Formal   PregFormal   |   Shop   PregShop   |   Magic   PregMagic   |   Sign   PregSign
Presented   PregPresented   |   Dom   PregDom   |   Deepthroat   PregDeepthroat   |   Eatout   PregEatout
Dildo   PregDildo   |   Sub   PregSub   |   Strapon   PregStrapon   |   Les69ing   PregLes69ing
Lick   PregLick   |   Suckballs   PregSuckballs   |   Cowgirl   PregCowgirl   |   Revcowgirl   PregRevcowgirl
Sexdoggy   PregSexdoggy   |   Jail   PregJail   |   Preg
The game checks them as all lower case so capitalization does not matter.


After the name can be anything, but is generally accepted as a number with or without ().
The file extension should be ".jpg" but ".jpeg" will work and ".png" may or may not work depending on how it was made.
Example: The game looks in the folder for "sex*.*g" where the * can be anything and the game will find it.
The ".ani" extension should also work if made correctly.
".gif" will load but will not animate yet - see Ani and Gif files (http://www.pinkpetal.org/index.php?topic=3477.0) for updates on the progress of this.
".gif"s load and animate but large files may take a little while to start running.


.06.02.00 and on will have the Gallery with the list box.
None of the new prefixes has been added to the gallery yet.
I have not gotten around to making a list box to list all the image types and how many of each the girl has yet.
Until the list box is made, the up and down arrows as well as the w and s keys cycle through the available image types while the left/right and a/d keys cycle through the images for that type.



Pregnant Images:
Pregnancy is checked and the image type is adjusted accordingly.
If Pregnant, the preg(image type) is checked first, then the preg(alt types) then the non-preg(image type) finally the non-preg(alt types)

For .06.02.00 and on,
 - The game looks for "pregnant*.*"
 - then looks for ("preg" + numeric.substr(i, 1) + "*.*")
 -  - numeric is any of these: "0123456789 ().,[]-" plus spaces
So These files would be found for pregnant:
"Pregnant.jpg", "Pregnant123.gif", "PREG a.jpg", "preg.jpeg", "preg1.jpg", "preg(1).jpg", "preg-2.jpg"
and these would not:
"pregs.jpg", "prega.jpg", "preg<d.jpg", "preg#1.jpg", "preg!2.jpg"


For each image type, if there are no images found for that type, the game looks for alternate image types to display.
If no image is found, then a default image for the first requested type is displayed.
If all else fails, a profile pic is displayed.
Sex  >>  Anal  >  Group  >  Lesbian  >  Oral  >  Titty  >  Hand  >  Foot
Anal, Bdsm, Beast, Group  >>  Sex
Lesbian  >>  Nude  >  Sex
Oral  >>  Hand  >  Titty  >  Foot  >  Sex
Titty  >>  Hand  >  Oral  >  Sex
Hand  >>  Oral  >  Titty  >  Foot  >  Sex
Foot  >>  Hand  >  Oral  >  Titty  >  Sex
Nude  >>  Strip  >  Ecchi
Mast  >>  Nude  >  Strip  >  Ecchi
Ecchi  >>  Strip  >  Nude
Strip, Bed, Swim, Bath  >>  Ecchi  >  Nude
Milk  >>  Nude
Maid, Wait  >>  Bunny
Sing, Card  >>  Formal  >  Bunny
Cook  >>  Wait  >  Maid
Herd, Craft  >>  Farm
Combat  >>  Magic
Torture  >>  Bdsm  >  Death
Presented  >>  Profile
Dom  >>  Combat
Farm, Bunny, Death, Nurse, Formal, Sign, Jail, Pregnant and Profile have no alternate types.
If there is no alternate type available, DefaultImages will be used if there is one.


Most image types are self explanatory.
Profile is the main image of the girl.
Anal, BDSM, Sex, Beast, Group, Les, Oral, Titty, Hand, Foot and Mast are all for sex. (Foot Job is not implemented yet)
Combat, Death and Torture are for combat and dungeon jobs.
Bunny, Maid, Sing, Wait and Card are for common jobs.
Milk is for when the girl has her breasts milked.
Strip, Ecchi and Nude are for single girl images with and without clothes.

The following image types are not fully implemented yet:

Swim will be for rest jobs and possibly for a Vacation job that will get added to the house as a better rest job.
Bath does not currently have anything definitive planned yet.
Bed will be added for Personal Bed Warmer job.
Farm will be for general work on the farm.
Herd, Cook and Craft will be for specific jobs on the farm.
Nurse is for the Nurse and Intern jobs.
Formal is for Formal Dresses that will be used for the Escort job and other things.
Sign is for the advertising job.
Presented is for the Slave market.
Dom is for Dominatrix or Dominant in BDSM - NEW (image type BDSM supposed to be for submissive)

*** For help on finding images look here -
http://www.pinkpetal.org/index.php?topic=159.msg29497#msg29497 (http://www.pinkpetal.org/index.php?topic=159.msg29497#msg29497)
Title: Re: How should updates be released?
Post by: AkiraTepes on June 10, 2014, 11:19:11 PM
OK,  I'll use this thread
Thank you very much
Title: Hotkeys currently in the game
Post by: aevojoey on June 16, 2014, 08:40:18 PM
Hotkeys currently in the game:

These are the Hotkeys that the game currently uses.
The "Alternate Set" is really the default because they were an alternate from what the game originally used.
They are the hotkeys I use and update.
I made it harder to change the hotkey set and will probably eventually remove the "Default Set" entirely.

Global Hotkeys
F1   =   Girl Management
F2   =   Gang management
F3   =   Dungeon
F4   =   SlaveMarket
F5   =   Studio
F6   =   Arena
F7   =   Centre
F8   =   Clinic
F9   =   Farm
F10   =   Town Screen
F11   =   Turn Summary
F12   =   House
Control + (F#)   =   Go to building setup for that building
Shift + (F#)   =   Go to building entry screen for that building
1-7   =   Brothels
Tab   =   Cycle Brothels
Shift-Tab   =   Reverse Cycle Brothels
Escape   =   Back one screen
9   =   List Hotkeys for the screen you are on.
0   =   List Global Hotkeys.
I   =   Shop Screen (Inventory) with Current Girl selectedUpdated
Ctrl + I   =   Shop Screen with Player and Shop selectedNew
Space Key   =   Clears message boxes.
End   =   Turn Summary
Home   =   House
Ctrl + Home   =   Default HotKeys
Ctrl + End   =   Alternate HotKeys
-------------------------------------------------------------------------------------

Brothel Screen (Home Screen)
Right Arrow   =   Next Brothel
Left Arrow   =   Previous Brothel
-------------------------------------------------------------------------------------

Gang Management
Up Arrow   =   Previous Gang
Down Arrow   =   Next Gang
A   =   Previous Gang
D   =   Next Gang
W   =   Previous Mission
S   =   Next Mission
Q   =   Previous Recruits
E   =   Next Recruits
Space   =   Hire Gang
-------------------------------------------------------------------------------------

Gallery
Left Arrow   =   Previous Picture
Right Arrow   =   Next Picture
Up Arrow   =   Previous Image Type
Down Arrow   =   Next Image Type
A   =   Previous Picture
D   =   Next Picture
W   =   Previous Image Type
S   =   Next Image Type
-------------------------------------------------------------------------------------

Turn Summary Screen
Up Arrow   =   Previous Girl
Down Arrow   =   Next Girl
Left Arrow   =   Previous Event
Right Arrow   =   Next Event
A   =   Previous Girl
D   =   Next Girl
W   =   Previous Event
S   =   Next Event
Q   =   Next Catagory
E   =   Previous Catagory
O   =   Change sort order *New*
Space   =   Change current picture
-------------------------------------------------------------------------------------


-------------------------------------------------------------------------------------
Girl Management
Most of the rest of the screens use these keys for switching between girls:
Up Arrow   =   Previous Girl
Down Arrow   =   Next Girl
A   =   Previous Girl
D   =   Next Girl
-------------------------------------------------------------------------------------
C   =   In the Movie studio - Create MovieNew for .06.04.00
-------------------------------------------------------------------------------------
Create Movie Screen
Q   =    Available Scene Select Up New for .06.04.00
A   =    Available Scene Select Down New for .06.04.00
W   =    Current Movie Select Up New for .06.04.00
S   =    Current Movie Select Down New for .06.04.00
E   =    Current Movie Move Up  New for .06.04.00
D   =    Current Movie Move Down New for .06.04.00
R   =    Add Scene New for .06.04.00
F   =    Remove Scene New for .06.04.00
-------------------------------------------------------------------------------------

Building Screens (Most screens with girls lists)
W   =   Previous Work Area
S   =   Next Work Area
Q   =   Previous Job
E   =   Next Job
Z   =   Day Shift
C   =   Night Shift
Space   =   Goto Girl Details
-------------------------------------------------------------------------------------

Girl Details
S   =   More Details
Shift + S   =   Job Quality Details
Space   =   Gallery
J   =   House Percent Up
H   =   House Percent Down
-------------------------------------------------------------------------------------

Slave Market
S   =   More Details
Shift + S   =   Job Quality Details
Space   =   Purchase Girl
-------------------------------------------------------------------------------------



-------------------------------------------------------------------------------------
Inventory Screen
The Inventory screen is a little more complicated:
List   Up   Down
Inventory type   R   F
Owner list left   T   G
Owner list right   Y   H
Items list left   U   J
Items list right   I   K
There are no hotkeys for buy and sell buttons or for equip or unequip buttons to prevent accidental buying, selling or equiping of items

-------------------------------------------------------------------------------------
New Game Screen
Up/Down   =   Select Input rowNew
Left/Right   =   Adjust Sliders (if selected)New
Tab   =   Next InputNew
Escape   =   Clear Text BoxNew
PageUp/PageDown   =   Adjust MonthNew
Home/End   =   Adjust DayNew
F1-F12   =   Choose MonthNew
1-0   =   Type in Day (if day slider selected) - (needs work)New
-------------------------------------------------------------------------------------
Load Game
Up/Down   =   Up/Down the list of gamesNew
Enter   =   Load selected gameNew
Escape   =   Back to main menuNew
-------------------------------------------------------------------------------------
Main Menu
C   =   Continue autosave.gamNew
L   =   Load gameNew
N   =   New GameNew
S   =   Settings (does nothing yet)New
Q   =   Quit gameNew
-------------------------------------------------------------------------------------




This assumes you are using a standard QWERTY keyboard.
If you are using a different style keyboard the hotkeys may be different for you.



The original text of this thread:

Changed the Poll.

I will try to make a new poll each week.
If you post about a poll, Try to include the poll number or title.

I found that I can rename the main thread so I did  ;D
I will keep the main part and update it with the version number
Updates and Notes for Crazy's Mod --- Current Version .05q.03
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05q.03
Post by: Lurker on June 16, 2014, 10:07:13 PM
I did the poll, sadly I could only choose 3 things... I wanted to tick all xD This game needs some difficulty. Frankly I find it somewhat boring.
You dudes are doing great work adding new stuff to it though so keep up the good work.  8)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05q.03
Post by: crazy on June 17, 2014, 12:08:05 AM
Ive seen a lot of good ideals for drugs over the years..  Best one I remember was been able to make and sell drugs.  In doing so u could get girls hooked on them and they would come work for u for drugs or cause they owed u drug money.  Of course this would be high risk stuff.  They also said have drugs as a way to make girls listen by if they dont work u cut them off of the drugs and if they work u give them drugs.

As for drug cure items.  I say up the cost of them and make them slightly rarer.  This is something I think we need to do to the surgery items cause as it is there is no reason to use the surgery jobs.  Items are cheap and easy to find.

Also maybe a girl that has been on drug should have a greater chance of turning back to drugs.  Instead of all girls having a higher chance.  Thats more or less how it works in RL in anyway.  Add a trait like "former addict" and if the girl goes to getting unhappy or maybe just have a like 5% chance or so they will turn back to drugs.

This game needs some difficulty. Frankly I find it somewhat boring.
It can be.  My plan has always been to added to the game until I feel like it has enough then look at making it harder.  Honestly at this point I think that trying to make it harder is pointless we need to just look at ways to keep the player engaged in the game.  Cause everything we added is going mess with the balance and such.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05q.03
Post by: Lurker on June 17, 2014, 01:02:02 AM
Honestly at this point I think that trying to make it harder is pointless we need to just look at ways to keep the player engaged in the game.  Cause everything we added is going mess with the balance and such.

Yeah, I'm sure you are right. However I'm sure you two will find a way. ^_^
I was likely a bit harsh, but getting bored with it was something that happen in the original game aswell, you dudes are the ones keeping my interest in it alive. However fiddling with the addication stuff is something that would add "difficulty" or something to do besides click next and swim in cash. xD I welcome some extra management, :D
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05q.03
Post by: Pashax2 on June 17, 2014, 01:37:40 AM
Yeah, I'm sure you are right. However I'm sure you two will find a way. ^_^
I was likely a bit harsh, but getting bored with it was something that happen in the original game aswell, you dudes are the ones keeping my interest in it alive. However fiddling with the addication stuff is something that would add "difficulty" or something to do besides click next and swim in cash. xD I welcome some extra management, :D

Just adding complexity for the sake of it doesn't seem like a good idea to me. It just makes the player experience more frustrating, and while that might mean you spend longer with it it doesn't actually translate into an improvement in gameplay. What *I* would like to see is more decisions for the player to make. There should be advantages and disadvantages no matter what the player chooses, so that the choice isn't easy. Taking drugs as an example, here are some ideas.

* Choosing whether or not to get a girl (or a gang) addicted to drugs. Their stats will be affected, depending on the drug, but they might also start acting strangely.
* Choosing whether or not to start selling drugs to customers. This could change the type of customers that arrive, and also what they do if they can't get what they want. What will it do to your reputation?
* Choosing how you get your drugs. Do you buy them from other gangs (making your rivals richer and more powerful), visit reputable apothecaries in town (expensive and limited assortment), make them yourself (only if you have the expensive facilities and people who know how), import them from other cities (vulnerable to bandits and bad weather), or something else? Does this affect their availability and effectiveness?

You get the idea. Just making addictions harder to get rid of makes people want to avoid the whole issue, but if there are both risks and rewards then it might be worth dabbling in.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05q.04
Post by: Lurker on June 17, 2014, 03:52:14 AM
Sure. I get what you mean. But getting that small whatever advantage of a drug really doesnt matter at all. One girl performing abit better in a pool of 100 isn't really a big deal. The cash will keep rolling in. I agree with you though, more choices would be cool. Alot of work involved in that though.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05q.04
Post by: Evangelion 01 on June 17, 2014, 01:56:51 PM
An Idea from the past I really liked was removeing the magic gain from "Combat raining" in the Arnea and add a Job called "study magic".
study magic should raise either magic or intelegence and has a chance to grant "strong magic" and/or "quick learner" trait.
To blanace it the student should loose some constitution while studying
Also I would suggest to make a girl on a surgery demand a higher income...dureing the surgery she will be treated with oilments and bandages and probably other stuff.
In reality a beauty surgery is quiet expensive aswell afterall.
You could also add a standard fee for every movie scene created in the studios...afterall they also require quiet some material (could be added to the girls pay either beeing the director or the ones produceing the actual scene).
Arena could also require some money for training equipment and entry fees for the combats (I think I read that you tried to imply that in the past already)
I don't know what exactly you got planned for the pennes/farm but maybe there is also some way to have some expences
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05q.04
Post by: Anonemuss on June 18, 2014, 08:18:40 AM
Something that really needs to be expanded: the Interaction script. That sh*t hasn't been updated in two years!


I'd like to see some of the features that are implemented but not fleshed out to be expanded upon, like the scripts. Regardless of possible bugs in doing so, it just breaks the flow of the game to come across "Script end for testing purposes"  and other test messages because the scripter didn't get rid of them before they were added.


I'm not saying the script is bad; it's wonderful! It just needs some work, is all.


PS - Is this the right thread for this post? Sorry if it isn't...
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05q.04
Post by: aevojoey on June 18, 2014, 06:33:41 PM
Something that really needs to be expanded: the Interaction script. That sh*t hasn't been updated in two years!


I'd like to see some of the features that are implemented but not fleshed out to be expanded upon, like the scripts. Regardless of possible bugs in doing so, it just breaks the flow of the game to come across "Script end for testing purposes"  and other test messages because the scripter didn't get rid of them before they were added.


I'm not saying the script is bad; it's wonderful! It just needs some work, is all.
I am not a writer, just a coder.
If I have the text of a story, I can make the code to play it out, but I have trouble actually creating the story.

Until I can go through the entire DefaultInteractDetails.script, for now I only removed the "End of Script text for testing purposes." line.

I will look at the how the code handles the script files and see if I can do anything to make it better.

Anyone know where the source code for the ScriptEdit.exe is?


PS - Is this the right thread for this post? Sorry if it isn't...
It does not really matter where you post, it all gets read, but the red section of the first post on this thread has links to the suggested threads for what type of post you want to do.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05r
Post by: BlackWolf Inc. on June 19, 2014, 08:24:13 AM
I regards to writing, I did make a modified meetscript for the town and arena, so you could see if they're any good, might actually get back into script writing so I might be able to churn that sorta stuff out. (fingers crossed)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05r
Post by: torrentsearcher on June 20, 2014, 07:09:39 AM
whoa... what happened to the text in the menuboxes? grey on peppermint is not too kind on the eyes to read... where can that get changed back to black? u can basically read nothing!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05r
Post by: aevojoey on June 20, 2014, 08:56:02 AM
whoa... what happened to the text in the menuboxes? grey on peppermint is not too kind on the eyes to read... where can that get changed back to black? u can basically read nothing!
The green background color was added for "Good News" turn summary items in .05p.01.
The full notes are here - http://www.pinkpetal.org/index.php?topic=953.msg27858#msg27858 (http://www.pinkpetal.org/index.php?topic=953.msg27858#msg27858)

To change the color of the text in the menuboxes, you will need to edit your .\Resources\Interface\(interfacename)\InterfaceColors.txt
Find and change the line:
Code: [Select]
0 0 0        LIST BOX FONT
The first part of each line is 3 numbers, separated by spaces, from 0 to 255
0 0 0 is black
255 255 255 is white

If you want to get the numbers, use this - http://html-color-codes.info/#HTML_Color_Picker (http://html-color-codes.info/#HTML_Color_Picker)
The R,G,B numbers are the 3 numbers you need

Make a backup of your InterfaceColors.txt first incase you break it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05r.02
Post by: rxformula91 on June 24, 2014, 01:29:15 AM
Hi I looked at the gallery and picture code changes on the r87 codes, in my previous games I've actually still used a default folder, primarily what I did was made IMGTYPE_MILK refer to the default folder for a milk*.*g pic if It can't find it in specific girls folder...



is that still possible with the code changes? if not how can it be done?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05r.02
Post by: aevojoey on June 24, 2014, 09:30:40 AM
Hi I looked at the gallery and picture code changes on the r87 codes, in my previous games I've actually still used a default folder, primarily what I did was made IMGTYPE_MILK refer to the default folder for a milk*.*g pic if It can't find it in specific girls folder...

is that still possible with the code changes? if not how can it be done?
Good catch
I still need to convert the other draw image sections to this method but I wanted to make sure there were no more bugs in it first.

I added the default image check back in
Code: [Select]
    // `J` first check if there are preg varients
...
    // `J` then check varients
...
    // `J` if there are no alternate types found then try default images
    if (girl->is_pregnant() && m_DefImages->m_Images[ImgType + PREG_OFFSET].m_NumImages)
    {
        return m_DefImages->m_Images[ImgType + PREG_OFFSET].GetImageSurface(random, img);
    }
    if (m_DefImages->m_Images[ImgType].m_NumImages)
    {
        return m_DefImages->m_Images[ImgType].GetImageSurface(random, img);
    }
    // `J` if there are no alternate or default types found then try profile
...
For image types that have no alttypes, I used "alttypes[0] = 8;" as a place holder (8=IMGTYPE_PROFILE).
I changed that to "alttypes[0] = -1;" to allow defaults to be checked


To anyone who makes girls folders,
Please update the Default folder to include at least 1 image for each new image type.
Full list of image types is here - http://www.pinkpetal.org/index.php?topic=953.msg27839#msg27839 (http://www.pinkpetal.org/index.php?topic=953.msg27839#msg27839)


It will be in the next version.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.01
Post by: Uriel on June 28, 2014, 12:19:01 PM
How about a chance for the beast carers to get pregnant from the one of the beasts?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.01
Post by: aevojoey on June 29, 2014, 02:31:10 PM
How about a chance for the beast carers to get pregnant from the one of the beasts?
That is already planned for the farm as either a random chance event (if libido is high enough) or as a special "job".
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.02
Post by: dullman on June 29, 2014, 09:19:55 PM
Hi, i have a proposition regarding milking job, how if we change it from giving you money to gain a milk, differents quality depends on girls traits (similar to one mode we would introduce milk quality trait with different numbers to improve milk quality we use a magic items), i would also introduce girls traits to amount of milk that girl can give max (normally it would be a amount between 0 and max number) of course it will improve with time and max also depends on size of the breast (although it's only for normal gain, magic gain through items could give more milk than max from breast size). The milk we could use as food, sell to customer with price depends on quality and amount, or use in alchemy (if we introduce job) to create health potions (or other potions). It's my idea to improve gameplay, answer me what a possibility to introduce this to game?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.02
Post by: dmotrl on June 30, 2014, 09:30:22 AM
So ... less a question/suggestion for additions/changes, and more a question.  What exactly is Version 1 going to be like?  I mean, the current release is Version .05s.02?  Not even Version .1?  That so many changes from .05h haven't even bumped it into .06 is making me very curious as to just how ambitious the plan is.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.02
Post by: aevojoey on June 30, 2014, 10:31:31 AM
So ... less a question/suggestion for additions/changes, and more a question.  What exactly is Version 1 going to be like?  I mean, the current release is Version .05s.02?  Not even Version .1?  That so many changes from .05h haven't even bumped it into .06 is making me very curious as to just how ambitious the plan is.
In reality, the change from .05 to .06 is due more to nearing the end of the alphabet than to any major code change.
The old .05 had the letter that is now being replaced by the second set of numbers
.05 s  .02
.06.00.## will be the beta stage
.06.01.## will be when all the currently planned jobs are in and working


That being said, the farm will have:
10-15+ new jobs
1-3 new stats
4-6 new skills
5-10 new traits

Sex skills will be split off into their own group
Poisoned statuses will finally be used
Skills will randomly lower over time if not used

Hi, i have a proposition regarding milking job, how if we change it from giving you money to gain a milk, differents quality depends on girls traits (similar to one mode we would introduce milk quality trait with different numbers to improve milk quality we use a magic items), i would also introduce girls traits to amount of milk that girl can give max (normally it would be a amount between 0 and max number) of course it will improve with time and max also depends on size of the breast (although it's only for normal gain, magic gain through items could give more milk than max from breast size). The milk we could use as food, sell to customer with price depends on quality and amount, or use in alchemy (if we introduce job) to create health potions (or other potions). It's my idea to improve gameplay, answer me what a possibility to introduce this to game?
Most of this is already planned.
Breast size already affects the amount of milk thus the money gained from the current milking job.
When the milking job is moved to the farm, actual "Milk" items will be added to the players inventory.
Varieties of milk will include some of the traits:
 - "Succubus Milk" is already in the game and may be prodused when a demon girl is milked.
 - Write your own itemsx files and post them here - ITEMS - Help Wanted - also taking new items (http://www.pinkpetal.org/index.php?topic=3444.0)
I already planned on a "Milk Production" stat to work similar to libido, increasing over time and dropping when milked

Using the milk as the liquid base of potions is a good idea.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.01
Post by: Uriel on June 30, 2014, 11:51:48 AM
That is already planned for the farm as either a random chance event (if libido is high enough) or as a special "job".
Awesome. Can't wait.
My idea was that since girls raise their beastiality while caring, pregnancy could occur as a random event when girl's beast&libido is high enough.
Maybe even some trait requirement...  :P
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.01
Post by: aevojoey on June 30, 2014, 12:12:48 PM
Awesome. Can't wait.
My idea was that since girls raise their beastiality while caring, pregnancy could occur as a random event when girl's beast&libido is high enough.
Maybe even some trait requirement...  :P
Here are some traits I have in planning:

"Fertile" - Increases chance of pregnancy
"Brood Mother" - Increases chance of beast pregnancy and multiple births.
"Egg Layer" - Lays eggs instead of live births  - (lots of coding needed for this so probably not anytime soon)

"Dry Milk" - Can not produce milk
"Slow Milker" - Produces less milk
"Milker" - Produces more milk faster
"Super Milker" - Produces a lot more milk much faster


Suggest more, Include :
 - a short description (100 characters or less)
 - and a long description,
 - some stats/skills/sex that they affect,
 - anything that can help
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.01
Post by: 0nymous on June 30, 2014, 01:13:02 PM

Quote
That being said, the farm will have:10-15+ new jobs1-3 new stats4-6 new skills5-10 new traits



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?


Here are some traits I have in planning:

"Fertile" - Increases chance of pregnancy
"Brood Mother" - Increases chance of beast pregnancy and multiple births.
"Egg Layer" - Lays eggs instead of live births  - (lots of coding needed for this so probably not anytime soon)

"Dry Milk" - Can not produce milk
"Slow Milker" - Produces less milk
"Milker" - Produces more milk faster
"Super Milker" - Produces a lot more milk much faster



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?


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


Also also, where do we "submit" our trait ideas? In this very thread?

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.01
Post by: aevojoey on June 30, 2014, 08:47:54 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? (http://www.pinkpetal.org/index.php?topic=3433.0)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.02
Post by: dr678diablo on July 01, 2014, 01:03:21 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.02
Post by: dullman on July 01, 2014, 09:42:25 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.02
Post by: 0nymous on July 03, 2014, 12:40:03 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 (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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.02
Post by: Drugas on July 04, 2014, 08:56:21 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.)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.03
Post by: aevojoey on July 07, 2014, 06:27:54 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
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.04 recompiled
Post by: _rhetorik_ on July 14, 2014, 12:51:13 PM
Nice to see the game has improved a lot since my last time here!!


Gratz Aevojoey!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.04 recompiled
Post by: crazy on July 15, 2014, 03:16:25 PM
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?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: 0nymous on July 18, 2014, 05:50:06 AM
Any ETA on 0.6?

I kind of got spoiled by the frequent updates in the past...
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: crazy on July 18, 2014, 03:55:01 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: aevojoey on July 18, 2014, 09:53:00 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)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: _rhetorik_ on July 18, 2014, 10:36:09 PM
He's been doing some good work for sure. U back and able to code again?


For now a bit sporadic but yes.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: aevojoey on July 21, 2014, 10:19:19 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: 0nymous on July 22, 2014, 04:38:59 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: aevojoey on July 22, 2014, 09:45:31 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05q.04
Post by: Sorren on July 24, 2014, 02:12:25 AM
An Idea from the past I really liked was removeing the magic gain from "Combat raining" in the Arnea and add a Job called "study magic".
study magic should raise either magic or intelegence and has a chance to grant "strong magic" and/or "quick learner" trait.
To blanace it the student should loose some constitution while studying


Just to add to the pot, Study magic shouldn't drop constitution. It should lower Fame and the sex skills.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: aevojoey on July 29, 2014, 11:23:52 AM
I Finally finished converting InterfaceColors.txt to InterfaceColors.xml.

Trying to move the item rarity colors from sConfig.cpp to InterfaceGlobals.cpp was a pain in the ass. (scratch, scratch)
I finally just gave up on that idea and made sConfig.cpp load the InterfaceColors.xml directly.
That worked.

So when .06 is out, if you want your interface to use xml instead of txt, attached is the InterfaceColors.xml.
The rarity colors are just place holders to make sure they were different from the config and default colors but this is just to show you how it looks.

The game will set default rarity colors, then load from config.xml if they are in it, then from InterfaceColors.xml if it exists.

3 days of trial and error but I did get it done.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: dmotrl on July 31, 2014, 10:03:12 AM
Not sure if this is the right place for it, but ... I have a (new) Random Girl that has both Virgin and MILF traits.  Is that supposed to be a compatible trait combination?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: aevojoey on July 31, 2014, 11:27:52 AM
Not sure if this is the right place for it, but ... I have a (new) Random Girl that has both Virgin and MILF traits.  Is that supposed to be a compatible trait combination?
Technically it is not really supposed to be compatible, it is a minor bug in girl loading that I have not gotten around to fixing yet.

However, it is not necessarily impossible:
If the girl adopted or married into a family that already had kids, she could be a MILF while still being a virgin.
If the MILF had Vaginal Rejuvenation surgery, she could gain the Virgin trait.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: FlamBurger on July 31, 2014, 11:43:49 AM
*sees what's in the thread*


Ok, I can update the packs. I can also help out others that need help updating when this is implemented.
I also agree with the poll results...
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: Beta on July 31, 2014, 12:25:12 PM
Alright, so, I don't keep up with the mod development all that much. And I also suck at techy things, and not in the fun way. So, I have a question. My current version is .05g. Can I just download this version, and put the files in my current folder, and everything will be okay?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: Yukinohki on July 31, 2014, 03:06:57 PM
you should leave your old folder alone, just in case you need to revert back
and make a new folder for the current main game
and move the girls from your old folder to the new one
(the girl folder is \Resources\Characters)
and maybe ScreenMode.txt if you changed that (from full screen to windowed mode for example)

if you just copy the new version to your old folder, old files which got changed in name (for example) may still be there
and you risk bugs because of them
and you have no chance to get your old (working) version back
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: aevojoey on July 31, 2014, 05:56:07 PM
Alright, so, I don't keep up with the mod development all that much. And I also suck at techy things, and not in the fun way. So, I have a question. My current version is .05g. Can I just download this version, and put the files in my current folder, and everything will be okay?
you should leave your old folder alone, just in case you need to revert back
and make a new folder for the current main game
and move the girls from your old folder to the new one
(the girl folder is \Resources\Characters)
and maybe ScreenMode.txt if you changed that (from full screen to windowed mode for example)
Yukinohki's instructions are good but ScreenMode.txt only needs to be moved if you do not use the default J_1024x768 interface.
If you have a custom interface, and don't like the J_1024x768 interface, there are a few files that need to be updated for it to work correctly.
Read the Yellow notes in the first post in this thread for the major changes that have occurred.



Ok, I can update the packs. I can also help out others that need help updating when this is implemented.
Before you start updating the girlsx files, wait until I finish WME.8.05
I am in the process of adding a way for the editor to automatically update missing sex skills.
There is a check box to tell it to automatically fix them when you load the girlsx file, and a button to let you tell it to do it.
So if you want it to do it for you, just check the box, load the files and save them.
It will add in missing attributes and correct some of the broken ones.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: Sorren on August 02, 2014, 03:38:59 PM
Before you start updating the girlsx files, wait until I finish WME.8.05
I am in the process of adding a way for the editor to automatically update missing sex skills.
There is a check box to tell it to automatically fix them when you load the girlsx file, and a button to let you tell it to do it.
So if you want it to do it for you, just check the box, load the files and save them.
It will add in missing attributes and correct some of the broken ones.


Can we have an option that tells it to do that for an entire folder instead of having to load each girlsx automatically? It'd also be nice if it could report duplicate entries.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: aevojoey on August 02, 2014, 04:31:59 PM
Can we have an option that tells it to do that for an entire folder instead of having to load each girlsx automatically? It'd also be nice if it could report duplicate entries.
I'll see what I can do.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: FlamBurger on August 02, 2014, 05:07:25 PM
I was going to start when you give the okay to do so.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: aevojoey on August 09, 2014, 02:57:18 AM
I'm reworking the interface a bit.
I changed Accommodation from buttons to a slider
I added hotkeys "H" and "J" to adjust the house percent slider by 1% at a time for fine adjustment

All the lines from slave to poisoned are there even when not used so that the skills should always be in the same place no matter what each girl has different settings.
The ( debug : ... ) lines are blank when log_extradetails=false in config.xml

I may update .05t to use this but anyone with a custom interface would have to change theirs



Other non interface things:
I change it so that instead of checking if a new girl's name is already taken 5 times and keeping the last if all 5 were taken, it now checks 3 times for a random name and if all 3 are taken it tries 2 random names as a first and second name
So if "Ariel", "Jenna" and "Roxanne" are already taken it could try "Norma Jean" or "Alexa Morena"
The RandomGirlNames.txt provided has 5188 names so with double names it could theoretically produce 26k names.


And I think I fixed or at least greatly reduced the Virgin/MILF pairing


I am going through individual files line by line and fixing whatever I come across or, if not fixing it,  marking things that need to be fixed when I get to that general area.
I am through 1300 out of 13000 lines in cGirls.cpp now, condensing and cleaning out old code where I can.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: fromspain on August 09, 2014, 03:38:42 AM
HELP NEEDED.

Please, someone post the pictures' names aviables for this version, as profile, les, bdms... I need to know to finish new real girls packs.

thanks.

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: Dr_Poke on August 09, 2014, 04:02:48 AM
Is there a way we can get this on a SVN?

(Also, I've pushed the game to the point where it refuses to load, but I'm fine with that)

Other thing:

If you send a girl on a quest, the script is god awful. (aka: "Girl gets wood, Girl fails super crit, Farmer demands money" type script)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: 0nymous on August 09, 2014, 07:16:01 AM
Aevojoey, so you've not taken up on the idea to use this interface; http://www.pinkpetal.org/index.php?topic=1094.0 (http://www.pinkpetal.org/index.php?topic=1094.0) as the official one?
It's much more pleasing to the eye IMO, although I dunno if the author(s) are around here lately.
Which could sadly mean we're not getting it updated for the future versions at all.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: aevojoey on August 09, 2014, 11:51:27 AM
Aevojoey, so you've not taken up on the idea to use this interface; http://www.pinkpetal.org/index.php?topic=1094.0 (http://www.pinkpetal.org/index.php?topic=1094.0) as the official one?
It's much more pleasing to the eye IMO, although I dunno if the author(s) are around here lately.
Which could sadly mean we're not getting it updated for the future versions at all.
I am currently rewriting the code of how interfaces are handled.
For now, I am only editing my J_1024x768 interface folder.
There is no point in editing all other interfaces now when several other things will change by the time .06 comes out.
When I get farther along on the code, I will start editing the other interfaces to update them.



Is there a way we can get this on a SVN?
Sorry, I forgot about the svn.
I usually only push to the svn when I have finished a section and have tested it for bugs.

(Also, I've pushed the game to the point where it refuses to load, but I'm fine with that)
What do you mean?
The farm is far from ready so if you are running the game from the svn, there will be problems.

If you send a girl on a quest, the script is god awful. (aka: "Girl gets wood, Girl fails super crit, Farmer demands money" type script)
I don't write scripts, I code.
When I get to the script handling section and convert it to xml, I will look at what I can do to fix it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: 0nymous on August 09, 2014, 04:40:19 PM
I am currently rewriting the code of how interfaces are handled.
For now, I am only editing my J_1024x768 interface folder.
There is no point in editing all other interfaces now when several other things will change by the time .06 comes out.
When I get farther along on the code, I will start editing the other interfaces to update them.


Point of my question was, why update the original interface at all and not just abandon it in favour of the -IMO better- one, thus not doing the same work twice?
Unless working on the interface has nothing to do with actual coding and it's just graphical updates...
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05s.05
Post by: aevojoey on August 09, 2014, 05:46:10 PM
Point of my question was, why update the original interface at all and not just abandon it in favour of the -IMO better- one, thus not doing the same work twice?
Unless working on the interface has nothing to do with actual coding and it's just graphical updates...
I guess it is just personal preference.
The J_1024x768 interface is what I am used to and is already setup with the current settings.
I just have not gotten around to editing the Wood interface.
My mind is currently on the code and not the text or images needed for the Wood interface.

I intend to make the code check the interface folder for images and use the default if they are not there.
When I get to that part, I will start the Wood interface.

I have been thinking of ways to make an interface editor.
I'm not sure how I can make it, but if I do it will be interesting.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t
Post by: aevojoey on August 14, 2014, 04:22:21 AM
Pushed .05t
I think I fixed some of the bugs but I didn't really bug test it much.
I am still working on cGirls.cpp, not even 10% of the way through it, it is one of the largest files in the game.
I have basically just been working on whatever I see, no real focus.
I have not really been working on any of the jobs, just letting Crazy do those for now.

I fixed a problem where updateskill() was changing skillmod instead of the the actual skill.
I want to make traits and items use skillmod and statmod instead of the actual skill or stat.
So the main stat/skill will only change with experience and the mods will then be added to that.
When this is done, some older games will need to be adjusted because the way the game handles stats and skills will be very different.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.01
Post by: dmotrl on August 18, 2014, 03:24:51 AM
Okay, question:  How do I make it so it's in Fullscreen mode?  I just got around to downloading .05t.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.01
Post by: TitanSon on August 18, 2014, 03:28:17 AM
edit the screenmode.txt and type ur resolution in there i think
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.01
Post by: dmotrl on August 18, 2014, 03:36:46 AM
edit the screenmode.txt and type ur resolution in there i think
Nope, changing that doesn't do anything anymore :/
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.01
Post by: TitanSon on August 18, 2014, 03:55:47 AM
and if you tyoe there that fullscreen is true?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.01
Post by: Yukinohki on August 18, 2014, 04:18:02 AM
It's part of the config.xml in the main folder now
directly at the beginning are the resolution and fullscreen settings.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.01
Post by: aevojoey on August 18, 2014, 09:31:00 AM
Okay, question:  How do I make it so it's in Fullscreen mode?  I just got around to downloading .05t.
edit the screenmode.txt and type ur resolution in there i think
It's part of the config.xml in the main folder now
directly at the beginning are the resolution and fullscreen settings.
The screenmode.txt has been merged with config.xml.
You can delete screenmode.txt.
The Whore Master Editor works now so it is the easiest way to modify the config.xml
Get the latest WME here - http://www.pinkpetal.org/index.php?topic=3456.0 (http://www.pinkpetal.org/index.php?topic=3456.0)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.01
Post by: dmotrl on August 18, 2014, 11:35:08 PM
The Whore Master Editor works now so it is the easiest way to modify the config.xml
Ah, okay, thanks!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.02
Post by: aevojoey on August 19, 2014, 12:59:59 PM
New Poll - Gangs
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.02
Post by: Grokon on August 20, 2014, 02:03:09 AM
Hello, I find LANG folder with other languages, but how I can change it in game?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.02
Post by: aevojoey on August 20, 2014, 11:39:42 AM
Hello, I find LANG folder with other languages, but how I can change it in game?
The Lang folder is a remnant of old code that looks like it was never implemented.
All the files in that folder are the same so it looks like nothing was ever done with it.
It is only called in the code once and looks like it doesn't do much.
If you delete the lang folder the game still runs with no errors.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.03
Post by: aevojoey on August 24, 2014, 10:08:41 PM
!!! Good News !!!

The Farm is not as broken as I thought it was, just a few unchanged numbers causing some chaos.
The Farm works at a minimal level, the jobs don't really do much right now but they all "work".
.05u is canceled and .06 should be out soon, just working out a few minor bugs.
I still need to finish the Matron jobs a little more as I was working on that when the BSOD killed part of it.
Matrons will not be intelligent enough to assign girls to new jobs just yet, but they will send them back to work if they were resting.

The old beast carer job from the brothel stables has been moved to brothel general and that will only affect the beasts in that particular brothel.
When the beasts at the farm are worked on, they will send some beasts from the farm to the brothel and more will be sent if you have a beast carer on duty.

The Farm hotkey is "F9" and the Items have been moved to "I".
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.03
Post by: Yukinohki on August 26, 2014, 07:00:03 PM
*bows down before the master*
I love you (in a non creepy way).
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.03
Post by: aevojoey on August 27, 2014, 11:25:38 AM
I am almost done reflowing the Movie Studio.
I only need to make the camera and crystal jobs work independently from the other crew jobs so the Director can assign someone to them if they are unassigned or refused.

(So far most of these changes only apply to the movie director)
 - The Matrons will be much more intelligent than before.
 -  - If the matron's health or tiredness is bad, she can 'borrow' some potions to fix herself a bit.
 -  - The matron will only take herself off duty if she just gave birth or her (health<10 and tiredness>90)
 -  - Matrons will go back to work when they are better than 50% rather than the 80h/20t that she will put the other girls back to work at.
 -  - The matrons now put girls back to work at the start of the shift and take them off as the last thing in the shift.
 -  - Matron pay is now ((service*2 + 'how many girls there are in the building'*2) instead of 200+(service*2).

 - Studio jobs now use the new "SlavePayOutOfPocket" in the config.xml to allow you to pay slaves based on their house percent instead of full wages for jobs that normally get paid directly from you. (true=full,  false=house%)
 -  - (technically, all jobs now use this, but only studio jobs have the text showing that is happens.)
 - girls stealing has been improved so you may need to keep an eye on them more. (especially those addicts)

I also plan on reworking the way all the buildings work but for now I am just doing the things that are the same across all the buildings.
The movie studio is the easy building as it only has 1 shift and all the jobs can be flowed in sequence.
I am doing the movie studio completely first so I can fine tune the way I want to do the other buildings which will be done in stages.

I will push .06.00.00 when I finish the studio. (hopefully tonight or tomorrow morning)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.03
Post by: 0nymous on August 27, 2014, 11:40:18 AM
-  - Matron pay is now ((service*2 + 'how many girls there are in the building'*2) instead of 200+(service*2).


So 2 gold per girl? I like this system of her pay depending on the amount of girls and consequently the amount of work the matron has, but isn't that a little too... little? If you've got 10 girls that's 20 gold. By the time you have 100 girls, thus reaching the previous base pay of 200 gold aside from the service payment, gold is a non-issue.
IMO, keep the base pay of 200 AND make the bonus payment something like 20 gold per girl.
I'm also slightly  confused as to why the matron payment is dependant on her service skill.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.03
Post by: aevojoey on August 27, 2014, 07:24:24 PM
So 2 gold per girl? I like this system of her pay depending on the amount of girls and consequently the amount of work the matron has, but isn't that a little too... little? If you've got 10 girls that's 20 gold. By the time you have 100 girls, thus reaching the previous base pay of 200 gold aside from the service payment, gold is a non-issue.
IMO, keep the base pay of 200 AND make the bonus payment something like 20 gold per girl.
I'm also slightly  confused as to why the matron payment is dependant on her service skill.
I used service because that is what it was before I got here.
It was 200 + service*2 allowing for a range of 200 to 400.
When I first changed it, I considered increasing the gold per girl but could not decide on how much, so I just left it at 2.
I can increase it but to what? 5 per girl? 10 per? 20?
I could make it something like  ((service/10)*girls)  so the higher the girls service the more she gets paid per girl in the building.
But then should it be (service/10)? (service/5)? (service/20)? or some other skill or stat?
Charisma? Intelligence? Confidence? Performance? (Lesbian?)
Traits could be added in too.

There are really thousands of ways to do it, suggest a few, something that is not too cheap or too expensive.

Keep in mind that the Matrons of each building will have a lot to do and will be able to do a lot more than most of the other girls.
But also remember, the Matron job can only be filled by free girls so they always get paid the full amount.
How much would you pay someone to delegate the handling of all the girls in your business?

Finished rewriting the movie studio and part of that was the matron pay, this is what I ended up with:
Code: [Select]
    girl->m_Pay = int(float( 100.0 +
   (((   girl->get_skill(SKILL_SERVICE) + girl->get_stat(STAT_CHARISMA) + girl->get_stat(STAT_INTELLIGENCE) +
              girl->get_stat(STAT_CONFIDENCE) + girl->get_skill(SKILL_MEDICINE) + 50
         ) / 50 ) * numgirls ) * cfg.out_fact.matron_wages() ));
This will give a minimum of 101 for the worst Matron alone in a building, and 1-11 per girl depending on her skills.
100 girls would earn the best matron 1200 gold per week paid directly from you.
At the end of that is the config.xml multiplier if you want to tweak it yourself.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.03
Post by: 0nymous on August 28, 2014, 04:21:34 AM
I used service because that is what it was before I got here.
It might be the sensible option, it's just that service is a skill that was used in relation to the girl servicing others. It served the purpose of oral, handjob and so forth before you actually added those skills proper.


Keep in mind that the Matrons of each building will have a lot to do and will be able to do a lot more than most of the other girls.But also remember, the Matron job can only be filled by free girls so they always get paid the full amount.How much would you pay someone to delegate the handling of all the girls in your business?


A lot. She's basically your right-hand woman in a certain department.  The "manager" of your company, where you're the boss.


For now I will try:
Code: [Select]
100+(((Service + Charisma + Intelligence + Confidence + Medicine+50)/50)*girls)This will give a minimum of 101 for the worst Matron alone in a building, and 1-11 per girl depending on her skills.100 girls would earn the best matron 1200 gold per week paid directly from you.

I suppose it's best if you leave it at that and we look at how much she's earning and how much does that affect your gold total from a gameplay perspective. It should be fairly easy to just balance it out later.

Also, is there any way of affecting the "effectiveness" of a matron job, so she does it "better"? I wouldn't think there is, since it's just a hardcoded function with no variables, but maybe....
Asking about this in case of adding in traits that would affect the matron job. Something like "Boss".

"Medicine" is a skill now?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.03
Post by: aevojoey on August 28, 2014, 04:54:47 AM
I updated the code part of my previous post to be the finished version of the matron pay.


"Medicine" is a skill now?

Has been for a while now.
It is used for Doctors, Nurses and a few other minor things.


Also, is there any way of affecting the "effectiveness" of a matron job, so she does it "better"? I wouldn't think there is, since it's just a hardcoded function with no variables, but maybe....
Asking about this in case of adding in traits that would affect the matron job. Something like "Boss".
You are going to love the new Film Director code  ;D .

Put 100 girls in the studio, assign 1 as the Director and hit next week.
She will assign every girl to a job, first the camera and crystal then the other crew, then all the actresses.
Actresses can even get assigned to a scene type somewhat based on her skills, but still random enough that she may not get assigned to her best skill.
Sex restrictions are taken into account for all automatic job assignments, for manual assignments they are not.
If you have camera or crystal and she refuses to work that job, the Director will turn the camera on her and make her be an actress for a week.
If your last camera or crystal refuses to work, the Director will assign another girl for that job for a week.

As I go over the rest of the buildings, all the matron jobs will be greatly improved.
.06.00.00 IS HERE
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.03
Post by: 0nymous on August 28, 2014, 09:09:51 AM

Put 100 girls in the studio, assign 1 as the Director and hit next week.She will assign every girl to a job, first the camera and crystal then the other crew, then all the actresses.Actresses can even get assigned to a scene type somewhat based on her skills, but still random enough that she may not get assigned to her best skill.Sex restrictions are taken into account for all automatic job assignments, for manual assignments they are not.If you have camera or crystal and she refuses to work that job, the Director will turn the camera on her and make her be an actress for a week.If your last camera or crystal refuses to work, the Director will assign another girl for that job for a week.As I go over the rest of the buildings, all the matron jobs will be greatly improved.


God damn, this sounds like some advanced AI shit.

Are you a wizard?


Has been for a while now.
It is used for Doctors, Nurses and a few other minor things.



Shows me I should've actually updated to a new version of the game a long time ago.
Looks like I have more catching up to do than just version 6.0 alone. Great job on the release!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.03
Post by: aevojoey on August 28, 2014, 09:34:04 AM
God damn, this sounds like some advanced AI shit.
Are you a wizard?
It is actually fairly simple really, I'll call it "The Rolling Flow".
Several loops that check and change all the girls then move on to the next loop.
Starting with the matron, then doing each job or group of jobs in a flowing line.
If a job affects another they get done in order.
The Studio was the easy one, the main brothels will be trickier.


Shows me I should've actually updated to a new version of the game a long time ago.
Looks like I have more catching up to do than just version 6.0 alone. Great job on the release!
A tip, unzip the new version and move your characters folder over.
Do not unzip the new version over top of the old, it will break things.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.03
Post by: 0nymous on August 28, 2014, 09:52:29 AM
A tip, unzip the new version and move your characters folder over.
Do not unzip the new version over top of the old, it will break things.


Ah, no worries, I have experience with making sure nothing's broken. I did exactly what you said.
No crashes so far. Although for the life of me I can't figure out how to disable random girls completely...


EDIT: I can't believe I haven't asked about this AT ALL yet - but what's up with the stretched out enlarged bank icon image showing up at the introduction script when you start a new game?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .05t.03
Post by: aevojoey on August 28, 2014, 02:55:56 PM
EDIT: I can't believe I haven't asked about this AT ALL yet - but what's up with the stretched out enlarged bank icon image showing up at the introduction scrip when you start a new game?
In the interface folder, in the brothel_management.xml file, the default background image for the brothel management page is set with:
Code: [Select]
<Image    Name="Image"    File="bank.png"        XPos="8"    YPos="48"    Width="584"    Height="480"    />
When the game runs normally, the File is replaced with the individual background for each building.
The default is shown at the start of a new game because the first brothel has not loaded yet, therefore it has no background.
I changed it to File="building_mgt_bg.jpg" so it will look better in future versions.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.00
Post by: Mr.Slajf on August 30, 2014, 02:10:35 AM
Hello everyone! been hovering around and with great joy been seeing this Creation come to.

Havent really had much to say more than thanks for all the work that you have put in this and i find it easy to get stuck in the game for long periods of time.

Anywho now i do seem to have some problems. Sure i admit i might have done something stupid thinking i was doing right. Everytime a child grows up the it stops and that game/round/save will never advance to next week. If anyone else have noticed this or know what i missed. I used WME on the rgirlsx for the new skills.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.00
Post by: aevojoey on August 30, 2014, 10:40:59 AM
Hello everyone! been hovering around and with great joy been seeing this Creation come to.

Havent really had much to say more than thanks for all the work that you have put in this and i find it easy to get stuck in the game for long periods of time.

Anywho now i do seem to have some problems. Sure i admit i might have done something stupid thinking i was doing right. Everytime a child grows up the it stops and that game/round/save will never advance to next week. If anyone else have noticed this or know what i missed. I used WME on the rgirlsx for the new skills.
There was a bug in the "child_is_grown" section that was crashing the game.
I fixed it and will push the fix shortly.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.00
Post by: Mr.Slajf on August 30, 2014, 12:27:21 PM
There was a bug in the "child_is_grown" section that was crashing the game.
I fixed it and will push the fix shortly.

ahh I see!

Felt Little good to say (sorry) that it wasent just mine so i Effed it up :)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.00
Post by: aevojoey on August 31, 2014, 02:44:19 AM
I was getting ready to release .06.00.01 and was doing my last bug check when I found a MAJOR bug.
The brothel jobs do not process properly anymore.
The base changes I did for the new job flow, the starting part that I put into all the buildings, breaks the flow of the brothel jobs.
While they do work, the jobs that are processed with do_advertising, do_whorejobs and do_custjobs do the jobs but do not process the payment.
This only affects the brothels, not any of the other buildings.
This is the cause of reduced income you may have experienced in .06.00.00

When I get up tomorrow, I will either reflow the brothel or revert it back to before the basic reflowing.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.00
Post by: 0nymous on August 31, 2014, 05:15:04 AM
Best of luck with bug splatting.


Also, thanks for making the poll; I was wondering if it wouldn't be rude of me to ask a "What now?" kind of question so soon after the last release, about what you're going to focus on next now that the main goal of 6.0 - the farm - is finished.


And a bit of a comment on that from myself - I think nailing down a final stat/skill system should be the top priority due to the simple reason of people making girl packs having a stable ground to work on. Should that system get a significant rework with new stats being added (and it needs one IMO) - all the current girl packs will be in need of updating once again. The sooner that gets out of the way, the lesser girls in packs will be obsolete when the patch hits.


I've had a... couple... of ideas...
All right, frankly, I've been compiling walls of text about how I'd like to see things working and what would make WM much more interesting to me and, by an extension, to the player base. 
I've only been hesitant to post it here, because I can't shake off the dreadful notion that makes me feel like a fat asshole sitting down on his golden throne dictating the course of the game to your poor coding self, while I contribute nothing tangible myself.
So I wanted to put some talent of mine to use first and do some script writing, for example. Nothing major so far - writing new scripts from scratch is a bit complicated, but learnable - but I could begin by re-writing the existing scripts to something more attractive... no offense meant to whoever wrote the scripts originally, but they are a bit on the... simplistic side (That "Ok, bye." everywhere is killing me https://www.youtube.com/watch?v=fPep7tRbSq4 (https://www.youtube.com/watch?v=fPep7tRbSq4)).
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.00
Post by: Torajidi on August 31, 2014, 06:56:15 AM
So I wanted to put some talent of mine to use first and do some script writing, for example. Nothing major so far - writing new scripts from scratch is a bit complicated, but learnable - but I could begin by re-writing the existing scripts to something more attractive... no offense meant to whoever wrote the scripts originally, but they are a bit on the... simplistic side (That "Ok, bye." everywhere is killing me https://www.youtube.com/watch?v=fPep7tRbSq4 (https://www.youtube.com/watch?v=fPep7tRbSq4)).

You're not alone in that. I've done a bit of script rewriting for myself, just a few tweaks here and there to add a little more flavor text. It's more of a personal project than something I'd release to the public, though I may work on a full rewrite in the future that I would release if finished.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.00
Post by: escout on August 31, 2014, 04:31:47 PM
aevojoey,
First off, love your work. But every silver lining has a cloud in the middle. (http://xkcd.com/1172/ (http://xkcd.com/1172/)) The description on the brothel screen used to include a based on form which for uniques was useless but for randoms is significant and helped with so pack trouble shooting. if this information could be added somewhere perhaps the gallery or girl details. If this is to much work, dont worry about it.


Thanks escout.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.00
Post by: aevojoey on August 31, 2014, 04:54:57 PM
The description on the brothel screen used to include a based on form which for uniques was useless but for randoms is significant and helped with so pack trouble shooting. if this information could be added somewhere perhaps the gallery or girl details. If this is to much work, dont worry about it.
I kept that in but made it optional.
To enable it, change LogExtraDetails to true in the config.xml
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.00
Post by: escout on August 31, 2014, 04:55:45 PM
My god you are good!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.01
Post by: aevojoey on August 31, 2014, 07:27:05 PM
I pushed .06.00.01 and then found a bug so pulled it back.
If you got the first .06.00.01, you will see the text of the earnings saying around -6000
This is only a mixup in the text, not the actual payments.

I fixed it and reuploaded .06.00.01

The Escort job may be a little overpowered now.
I am thinking of making it a full time job so she works with only 1 customer per day.
It needs a lot of work.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.01
Post by: hewhocumsbynight on August 31, 2014, 11:31:31 PM
Sorry, but where's the link?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.01
Post by: Xela on September 01, 2014, 05:42:00 AM
Sorry, but where's the link?

*Front post
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.01
Post by: hewhocumsbynight on September 01, 2014, 09:59:30 AM
*Front post
Dammit.  Thanks!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.01
Post by: BlackWolf Inc. on September 05, 2014, 04:31:22 PM
Hey Xela that's a nice little ditty you've got going on there if I do say so myself.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.02
Post by: aevojoey on September 05, 2014, 11:59:10 PM
Pushed .06.00.02

Not much was done by me because I have been rebuilding my Characters folder adding in stuff from the torrent.
Crazy worked on several jobs and added more things available for scripts.
I only did a few bug fixes and cleanup.

For the poll, I split Gangs and Rivals, reordered them based on the last count and reset it.

I will be working on WME a lot because I have to rebuild many of the (r)girlsx files from the torrent and merge them with my old (r)girlsx.
I will be automating the process.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.02
Post by: Romanul on September 08, 2014, 08:55:06 AM
Question:

My girls seem to be dying like flies from AIDS. Is there a way to prevent my girls from getting aids while whoring? It's a little annoying to have them die on me so often. :)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.02
Post by: aevojoey on September 08, 2014, 10:05:09 AM
Question:

My girls seem to be dying like flies from AIDS. Is there a way to prevent my girls from getting aids while whoring? It's a little annoying to have them die on me so often. :)
To reduce the chance that the girl will get AIDS or any other STD, keep them healthy and use protection.

When the farm gets more work done to it, your girls will be able to research cures for diseases.
Until then, you will have to buy the cures from the shop or find them some other way.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.02
Post by: Romanul on September 08, 2014, 10:39:13 AM
By protection you mean anti preg potions or something else?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.02
Post by: aevojoey on September 08, 2014, 11:08:11 AM
By protection you mean anti preg potions or something else?
anti preg potions.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.02
Post by: aevojoey on September 11, 2014, 12:37:46 AM
I was about to push .06.00.03 when I noticed I forgot to add the part that actually loads the traits from the .traitsx file.
That would have been embarrassing because the main point of this release was the addition of the new traits.

I will add it tomorrow when I wake up.
I will probably add some more traits to the code as well, or I may do something with the Morality I added.
.06.00.03 should be out tomorrow night.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.03
Post by: aevojoey on September 11, 2014, 09:51:41 PM
Pushed .06.00.03 and reset the poll.

The new CoreTraits.traitsx file should work now but not all the new traits will do anything.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.05
Post by: aevojoey on September 26, 2014, 01:51:47 PM
.06.00.05 will be out later tonight after I bug check it a bit.

I finished the mutually exclusive update that includes all the old m/e traits and adds in some of the new ones.
When removing the old m/e list I removed the stat/skill changes that traits.
Traits will have no affect on traits in this version but they will be added back in for later versions.

When using .06.00.05, keep an eye on traits and report anything that seems out of place.

If you are interested, I attached the progress file that I used while reworking the m/e list.


Nevermind
The removal of the trait modifiers completely destroyed the rebelliousness stat.
I'll have to add them back before putting out a new version.

The old UnapplyTraits and ApplyTraits functions are back in.
Until the MutuallyExclusiveTraits gets the stat/skill mods added back in, this would be the best way to go.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.05
Post by: aevojoey on September 26, 2014, 11:24:19 PM
.06.00.05 uses the new mutually exclusive check but the old stat/skill modifiers.
.06.00.06 should have the new stat/skill modifiers.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.05
Post by: foldtwice on September 29, 2014, 12:24:16 AM
You guys are doing awesome work!  Sorry for no content just wanted to show support.  Looking forward to the upcoming releases.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.05
Post by: darkkrusty on September 30, 2014, 01:16:27 PM
Where do i put the "default" Image's do i need to seperate them into files or what?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.05
Post by: aevojoey on September 30, 2014, 05:28:41 PM
Where do i put the "default" Image's do i need to seperate them into files or what?
.\Resources\Characters\Default
Capital D
It works the same way as the other girls files just with no (r)grislx file
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.05
Post by: aevojoey on October 08, 2014, 11:30:16 PM
I am reworking all the buildings again, focusing primarily on the money the girls make and how much they get paid.

The config.xml setting SlavePayOutOfPocket is now in all the buildings but not all the jobs yet.
If set to true, you pay your slaves for service jobs like cleaning, security and actresses. If false, you don't pay them.
Until all the jobs have been updated, this may have some bugs where it says they don't get paid when they actually do.

Enjoyment for all jobs will be a random amount (1 to 4) up or down and an average day will be 33% +1 or nothing

As usual, I started with the studio because it seems easiest to me.
I have finished all the actress jobs.
All actresses get paid a base 50 gold plus their scene quality * 2. (50 + (quality*2))
They have a base 10xp and 3skill gain (modified by some traits)
Performance gain is random (0 to skill)
The sex skill gain is also random (1 to skill+1)
Every actress can gain the Porn Star trait if they star in enough scenes.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.05
Post by: NaoSoul on October 09, 2014, 05:26:08 PM
I am reworking all the buildings again, focusing primarily on the money the girls make and how much they get paid.

The config.xml setting SlavePayOutOfPocket is now in all the buildings but not all the jobs yet.
If set to true, you pay your slaves for service jobs like cleaning, security and actresses. If false, you don't pay them.
Until all the jobs have been updated, this may have some bugs where it says they don't get paid when they actually do.

Enjoyment for all jobs will be a random amount (1 to 4) up or down and an average day will be 33% +1 or nothing

As usual, I started with the studio because it seems easiest to me.
I have finished all the actress jobs.
All actresses get paid a base 50 gold plus their scene quality * 2. (50 + (quality*2))
They have a base 10xp and 3skill gain (modified by some traits)
Performance gain is random (0 to skill)
The sex skill gain is also random (1 to skill+1)
Every actress can gain the Porn Star trait if they star in enough scenes.


Quick question. Considering all the new stuff that this mod puts in the game, does it require girls that were made for it?


As in, can I use for example the girls from WM EX in this mod?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.05
Post by: aevojoey on October 10, 2014, 08:04:46 AM
Quick question. Considering all the new stuff that this mod puts in the game, does it require girls that were made for it?
As in, can I use for example the girls from WM EX in this mod?
Unless a girl is in the old plain text format (.girls instead of .girlsx format) they should work.
If you have a .girls file it would need to be converted with WME.8 into the .girlsx format first.

If the girl is missing any stats or skills, they will be added and set at 0.
Most of the traits that have changed should still be recognized and compensated for.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.09
Post by: aevojoey on October 14, 2014, 11:27:36 PM
.06.00.09 has a lot of updated jobs,
Personal training, all cleaners, most clinic staff jobs and a few others.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.10
Post by: aevojoey on October 16, 2014, 11:15:03 PM
.06.00.10
Several items were updated to add missing skills and traits.
I also rearranged the dungeon screen release to icons to match F# keys order.


Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.10
Post by: hewhocumsbynight on October 16, 2014, 11:58:47 PM
Out of curiosity, does anybody know why all characters working as whores lose all libido during the course of a single turn?  This has begun happening since .09.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.10
Post by: Whitetooth on October 17, 2014, 12:43:41 AM
Amazing work on the latest release! I wanted to contribute my name generation files hopefully to update/replace the old names used for generation. Stats:
RandomGirlNames = 7692 Unique First Names
HiredGangNames = 1160 Names
RivalGangFirstNames = 345 Names
RivalGangLastNames = 72 Names
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.10
Post by: deadkingblue on October 17, 2014, 07:13:53 AM
You need a complete changelog, not only so i know which versions i actually need to download, and which are just bugfixes, but so that you can get more detailed help when programming and changing things. Plus it's a good record of the game dev.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.10
Post by: Uriel on October 17, 2014, 10:07:26 AM
Out of curiosity, does anybody know why all characters working as whores lose all libido during the course of a single turn?  This has begun happening since .09.
I think that's what happens for me too. I reported this in bug squashing thread a couple days ago.
I spotted this because my nympho girls were "not really in the mood" all the time.

ps: also yay, it's .10 already?  :o
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.10
Post by: aevojoey on October 17, 2014, 12:00:33 PM
Out of curiosity, does anybody know why all characters working as whores lose all libido during the course of a single turn?  This has begun happening since .09.
I changed the way sex lowered libido a few versions back and it looks like I lowered it too much.
I had increased the libido loss for the girl when she has sex but I can decrease it for nymphos.
As it is now each sex type decreases libido by a rather large amount, I cut that down to:
Anal -20, Bdsm -10, Normalsex -30, Oralsex -5, Tittysex -5, Handjob -5, Beastiality -20, Group -40, Lesbian -20, Strip -2,
I added at the end a +15 for nymphos so they will want sex more especially it they don't get some.
I will lower it some more.
Anal -10, Bdsm -5, Normalsex -15, Oralsex -2, Tittysex -2, Handjob -1, Beastiality -10, Group -20, Lesbian -10, Strip 0,
+12 for nymphos so they will want sex more.

While I was changing that, I also lowered the STD chance.


You need a complete changelog, not only so i know which versions i actually need to download, and which are just bugfixes, but so that you can get more detailed help when programming and changing things. Plus it's a good record of the game dev.
I use the file changelog-j.txt for my changes.
I am not always good about exactly what I change, I usually just generalize.

When I release a new version I always update the "Changes are listed here" link under the download links.
Most of the time it is just the changelog-j.txt edited for easier reading.

As for what version to download:
Unless you find a bug you can't live with you don't have to update at all.
Every version has some new content as well as bug fixes.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.10
Post by: aevojoey on October 20, 2014, 12:49:56 AM
.06.00.11 is taking a lot longer to get finished than I anticipated.  :'(

I am reflowing the other non-brothel buildings to bring them in line with the movie studio's flow style.
While I was doing that, I found a few bugs in several places.
Also I added the Footjob skill to go with the Film Footjob scenes and added sex restriction checkboxes for footjob and strip.
 - Footjob is not used by anything yet.
I changed the way the Film Random job chooses what to film as well as how the Director assigns actresses if they have no job.
 - Both take into account skill levels and sex restrictions in a more efficient way.
I fixed a bug in the out of building check (I had a && instead of an || so it did not work at all)
 - I also added checking of previous day jobs for out of building so if she gets put back to work, it will not be to an out of building job.

So far everything runs but only the studio works as it should.
Very little has been changed with the main brothels yet, just some cleanup and a few of the fixes listed above.



The non-brothel building reflow is 80% done.

The new matron code is in
 - Except for the assigning of new jobs part.
 - The "take a girl off work" and "put a girl back to her old job" works.
 - If a girl is on maternity leave, her turn summary will say that.

The jobs still need to be split into groups but all of them get done.
 - The movie studio has been updated and cleaned more.
 - The house and arena do not need splitting so they are done.
 - I am not sure what to do about the farm at this time so it will not get split much right now.
 - The Clinic and Centre need the doctor and counselor jobs split and verified.
 -  - If either of those are not filled then surgery or rehab can not be done.
 -  - Non-slave Interns and Nurses will be able to be promoted to Doctor if there is one needed.
 -  - Any girl not in rehab will be able to be reassigned to counselor if needed.
 -  - Of course any reassigning requires a matron to do it.

Several of the jobs will need to be updated to work better with the new building flow.
If you find a job that is broken, let me know and I will focus on that.



The clinic reflow is done but it still needs testing.

Doctors can not be slaves and require 50 intelligence and 50 medicine.
 - If a Doctor does not meet these requirements, she will be either made a Nurse if she is a slave or sent back to Internship.

As long as you have a Clinic Chairman on duty:
 - The Clinic Chairman will send injured or tired girls to get Healing if they are not well
 -  - health<70 or tired>30 goes to Healing
 -  - health<80 or tired>20 goes to Resting
 -  - Anyone else gets assigned a new job

 - The Chairman will assign girls to new jobs in this order:
 -  - Anyone with 70 or more Int and Med will get assigned as a Doctor no mater what.
 -  - If there are no Doctors, than the first girl with 50 or more Int and Med will get assigned.
 -  - One of each Nurse, Mechanic and Janitor will be assigned first.
 -  - If a girl has some Med >30, she will be assigned as a nurse to a ratio of 1 nurse per 10 girls
 -  - One Janitor and Mechanic will be assigned for every 20 girls in the Clinic.
 -  - Anyone else will be assigned as an intern.

 - I have not decided if or how the Chairman will be able to assign girls to surgery
 - For every 20 girls in the clinic there should end up being at least 2 nurses, 1 janitor and 1 mechanic
 - If there is not a Doctor on duty, an Intern or a Nurse will be promoted if they qualify.

Once all the job assignments have been made:
 - All the Clinic Staff jobs are done.
 - Then all the Patient jobs are done.

Any of the Matrons will 'borrow' potions to heal themselves if they are injured or tired instead of taking themselves off duty
 - The will only take themselves off if their health is <10 or their tiredness is >90
 - The Clinic Chairman will heal herself at health<40 or tiredness >60 because she has easier access to the potions
 - The other matrons will heal at health<20 or tiredness >80
 - This is meant to reduce the chances of buildings not having a working Matron.



Keep checking this post for updates until I push out .11
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.10
Post by: dmotrl on October 21, 2014, 03:00:50 PM
As long as you have a Clinic Chairman on duty:
 - The Clinic Chairman will send injured or tired girls to get Healing if they are not well
 -  - health<70 or tired>30 goes to Healing
 -  - health<80 or tired>20 goes to Resting
Hm ...?  If a girl has Health 75 (goes to Resting) and Tired 35 (Goes to Healing), which takes priority?  Granted, I'm not really sure what you're going for, but wouldn't it make more sense to use
  ?  Or else you could do Health<(Low Health Number) or Tired>(High Tired Number) to go into Healing.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.10
Post by: aevojoey on October 21, 2014, 05:07:55 PM
Hm ...?  If a girl has Health 75 (goes to Resting) and Tired 35 (Goes to Healing), which takes priority?  Granted, I'm not really sure what you're going for, but wouldn't it make more sense to use
 
  • If Health<70 and Tired<30 -> Healing
  • If Health>80 and Tired>20 -> Resting
?  Or else you could do Health<(Low Health Number) or Tired>(High Tired Number) to go into Healing.
In this order:
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.11
Post by: aevojoey on October 22, 2014, 12:02:35 AM
.06.00.11 is out

The non-brothel buildings should work more efficiently.
Matrons in the studio, clinic and centre can assign girls to jobs themselves.
Footjob should work but it needs testing.

I am going to be busy Wednesday and Thursday so I will not be doing much with the code but I will be playing the game a bit.

It you have any problems with anything, let me know and I will work on it this weekend.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.12
Post by: aevojoey on October 22, 2014, 10:42:48 PM
.06.00.12 is a small update only 1 bug fix and 1 screen changed.
That screen however is probably one of them most important screens in the game.

The Slave Market.

Now the number of girls being sold each day can range from 5 to 11.
Also, there is much less chance of getting random girls that are based on the same .rgirlsx file each day.

Not much of a change but its a big change  ;D
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.12
Post by: FlamBurger on October 23, 2014, 11:13:42 AM
I want to say personally, thank you good sir.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.13
Post by: aevojoey on October 23, 2014, 12:04:44 PM
.06.00.13
If you hate the transfer screen, you will love this update.
Colors ;D


edit:
I did find one problem with the colors though it is not too big of a deal.
The green color for resting girls is green for Day resting OR Night resting.
I fixed it so it will only be green for Day resting AND Night resting.
That will be in the next release.
 
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.13
Post by: FlamBurger on October 23, 2014, 12:42:26 PM
Yay!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.14
Post by: aevojoey on October 25, 2014, 11:34:10 PM
.06.00.14 is mostly just bug fixes

The gangs can now bring back beasts when they explore the catacombs.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.15
Post by: aevojoey on November 01, 2014, 11:46:04 PM
.06.00.15 lots of bug fixes and some jobs updated.

Probably the most useful update is the way jobs are assigned.
Assign the same job to both day and night by holding CTRL when clicking the new job.
If you try to assign a job to multiple girls but some of them can not do that job, it will skip them and assign everyone it can.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.15
Post by: FlamBurger on November 02, 2014, 04:41:53 PM
Very useful update! 8)  Thanks man!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.15
Post by: aevojoey on November 16, 2014, 12:35:34 AM
There are not going to be many updates for a while but the next update should be a big one.
.06.01.00 will have the entire graphics system updated from SDL1.2 to SDL2.0.
This will take a while because I will have to completely rewrite much of the screen and image handling from the ground up.

SDL2.0 handles the screen, windows and surfaces differently than SDL1.2 and that is where the problem lies.

I have already gotten to the first step, integrating the new SDL code into the file system.
I had some trouble with the VSE not seeing the new files until I looked at the project file in plain text.
There were some sections of the project that VSE would not edit so I had to do it manually.
It builds the project but throws a bunch of errors with things that have been replaced in SDL2.0.

Hopefully this update will make the game run smoother and with less lag on images.

Other things I have seen while learning SDL2 may get into the game eventually: Multi-window, Multi-Screen, 3d, etc...



I have been working the SDL2.0 from a different source than the main SVN so that will not interfere with smaller updates.
.06.00.16 should be out some time this week but I need to make sure there is nothing from the SDL2.0 in it before releasing it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.15
Post by: fenicearcana on November 16, 2014, 11:49:01 PM
Hi. i've been "testing" your work today and i found some little bug. Maybe i just can't grasp some of the game mechanics [i played all the versions around here from the very firts, original one] but this seems a bug to me. The point is...at a very early point, the game give the mission to "buy a new brothel"...but i cant find them! XD So i can't go on with the missions. Until i get a new brothel, i will not futher recive any mission, so this game is gone for good :D
So i wished to ask if there is a way [like in the original] to buy a new brothel. Or maybe, a time to "fail" the mission and then go to the new one.
Also, i see another thing appening. No more girl can be found after a bit, with the "walk around" and also unique girl in the slave market are very rare. i uploaded most of the Lurker's pack, but just have found 20 unique girl, so far. That's something i whant to point out ^^ you can load a thousand unique girls, but rarely get more then 20-25 per game.
Well, i hope my english isn't to bad...ask if you need some more details. And very thanks for your hard work. This version is pretty nice *_*
BTW in the original game, if i'm correct, you could use the 2 arrow [/i][left and right][i played all the versions around here from the very firts, original one] on the brothel main screen, to see the other brothels you can "buy" ora manage. in your version those arrow are useless since they don't work at all ^^


[/i][/left]
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.15
Post by: Destont on November 17, 2014, 12:26:17 AM
The red playboy bunny icon in the town map.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.15
Post by: aevojoey on November 17, 2014, 02:19:29 AM
Well, i hope my english isn't to bad...ask if you need some more details. And very thanks for your hard work. This version is pretty nice *_*
Your English is good enough for me. I've seen worse and still understood it  :P
The only problem I have is that you should not use the "[" or "]" when writing in the forums, use "(" and ")" instead.
"[" and "]" is seen by the forum software as you trying to tell the code to do something.


Hi. i've been "testing" your work today and i found some little bug. Maybe i just can't grasp some of the game mechanics (i played all the versions around here from the very firts, original one) but this seems a bug to me. The point is...at a very early point, the game give the mission to "buy a new brothel"...but i cant find them! XD So i can't go on with the missions. Until i get a new brothel, i will not futher recive any mission, so this game is gone for good
So i wished to ask if there is a way (like in the original) to buy a new brothel. Or maybe, a time to "fail" the mission and then go to the new one.
There are 7 brothels total in the game, the one you start with, then 6 more you can buy.
You can only buy the next brothel in the list if you have all the lesser brothels.
At the start of the game there are only 2 brothels visible on the town map, your first one and the second one.
When you buy the second brothel, the third appears, buy the third and the fourth appears, and and so on until you have them all.


BTW in the original game, if i'm correct, you could use the 2 arrow (left and right)(i played all the versions around here from the very firts, original one) on the brothel main screen, to see the other brothels you can "buy" ora manage. in your version those arrow are useless since they don't work at all ^^
The arrow keys to change between the brothels is only for the brothels you already own.
Once you buy the brothel from the town map, the arrow keys, as well as the number keys (1,2,3,4,5,6,7), will switch between the brothels you own.


Also, i see another thing appening. No more girl can be found after a bit, with the "walk around" and also unique girl in the slave market are very rare. i uploaded most of the Lurker's pack, but just have found 20 unique girl, so far. That's something i whant to point out ^^ you can load a thousand unique girls, but rarely get more then 20-25 per game.
The way the game handles the different types of unique girls is a little hard to explain.
The number of girls you have in your Characters folder is not really a good measure of how many you may get in the game.
There are several types of girls and the type of girl determines where she can be found.
Not all of the types are properly coded in the game at the moment so getting some girls will be harder than others.
I need to rework those parts of the code before they work fully.

As it is now, there are 3 special types of girls, "Slave girls", "Catacomb girls" and  "Arena girls".
If a girl is labeled as a "Slave girl" she can be bought in the slave markets.
"Catacomb girls" can only be encountered in the Catacombs.
"Arena girls"  can only be encountered in the Arena. (doesn't always work properly)
If a girl does not have any of those labels, she can be encountered in town or sometimes in the slave markets.
These rules sometimes do not work as intended, the code still needs more work.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: fenicearcana on November 17, 2014, 01:12:17 PM
hehehe understood, i won't use anymore the ---> [] XD
i'll check again today... i simply didn't see at all what other brothels are on the map. i buyed the center without even know what it was, cince there isn't any name displayed when you try to buy a new place.

For the girls, i know about the 3 special "type" but most of the girls in the various packages are just plain girl. still i get often the same girl again and again if i try to start new games. well, anyway you have done a great job and i'm very intrigued by it. I don't know how to "code" and that's a pity... the script to get the girl in the "walk around" is plain... it will be cool to have some more choice and maybe also some place where you can go recruiting girl but with some "courting" or maybe gifting them some specific item.

I don't recall the name, but there was another game where you had the chois to visit place and spending "AP-action points" to chat with girls, in a very expanded way...like making jokes, hug them, gift them things, try to kiss, and so on...and a bar showed theyr "love" for you. when the bar was almost full, you were able to recruit them. that was pretty interesting.

In this game i dont see around the "love/hate" stat showed around...did i miss it?or is a "invisible" stat?

Also i found quite strange the way you can interact with girl. you go in theyr room, ask for sex, they refuse, you force them...and them you go again, ask for sex and they accept..." so i don't know, something is strange there. i'd like to help, but i miss the skill to do it XD so i can just point at the things i see around the game :P
Thanks for your fast answer and for your Time ^^
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: aevojoey on November 17, 2014, 06:36:45 PM
i'll check again today... i simply didn't see at all what other brothels are on the map. i buyed the center without even know what it was, cince there isn't any name displayed when you try to buy a new place.
As I update the graphics system, I will be updating all the screens.
I will try to make them much more interactive and detailed.

For the girls, i know about the 3 special "type" but most of the girls in the various packages are just plain girl. still i get often the same girl again and again if i try to start new games. well, anyway you have done a great job and i'm very intrigued by it. I don't know how to "code" and that's a pity... the script to get the girl in the "walk around" is plain... it will be cool to have some more choice and maybe also some place where you can go recruiting girl but with some "courting" or maybe gifting them some specific item.
The way the game chooses what girl you meet is not very well done.
I will try to make it better later on.

I don't recall the name, but there was another game where you had the chois to visit place and spending "AP-action points" to chat with girls, in a very expanded way...like making jokes, hug them, gift them things, try to kiss, and so on...and a bar showed theyr "love" for you. when the bar was almost full, you were able to recruit them. that was pretty interesting.
I have played a lot of games like that.
That kind of system does not really work well with the number of girls in this game.
There will be more, better, and deeper interactions added over time.
If you want to write text for them, they will get in faster :p

In this game i dont see around the "love/hate" stat showed around...did i miss it?or is a "invisible" stat?
Love, Hate and Fear are subtle stats.
The exact numbers are not shown in the game (unless you have the extra details enabled) but a simple text for them is on the main girl list page under the girl's picture.

Also i found quite strange the way you can interact with girl. you go in theyr room, ask for sex, they refuse, you force them...and them you go again, ask for sex and they accept..." so i don't know, something is strange there. i'd like to help, but i miss the skill to do it XD so i can just point at the things i see around the game :P
These interactions are controlled by the default scripts found in the ./Resources/Scripts folder or if a girl has her own scripts in her folder.
The ones included in the game are fairly old but CaptC has made a more updated version you could try - http://www.pinkpetal.org/index.php?topic=3479.msg29787#msg29787 (http://www.pinkpetal.org/index.php?topic=3479.msg29787#msg29787)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: fenicearcana on November 18, 2014, 03:54:40 AM
As I update the graphics system, I will be updating all the screens.

The actual system is annoying. I means i can shift between Brothels with arrows, but i have to go in city to visit my house, or certre, arena and so on. This make a bit confusing controlling all of the girl. Also when the "turn summary" show up, you have to check one by one each place to see if girls are fine. It will be SOOOO better to have all the girls in one list. at least to see if they are in the blue status (they have some problem) or they are neutral or fine (green status)

Quote
I will try to make them much more interactive and detailed.
The way the game chooses what girl you meet is not very well done.
I will try to make it better later on.
I have played a lot of games like that.
That kind of system does not really work well with the number of girls in this game.
There will be more, better, and deeper interactions added over time.

Umm you definetly are right. We use so much unique girl... conquering each of them will be a long story... and beside, i don't even know how the game choose them. Have they a numeric ID who in granted to them the first load of the game? That would be a way to have all of them. Someting like adding a specific ID like: A(rena) #####  (## era numbers XD) (G)eneric Unique ##### (C)atacomb ##### ...that id, assigned on each game start, will assure us the game itself show the girl in the game, at certain point, checking what ID are already found. well that is just an idea, i can code just in basic so i'm quite useless here XD

Quote
If you want to write text for them, they will get in faster :p

You mean i can write the normal text for unique girl, then give it to you, and you'll code it? XD
That would help?  Maybe i can try, why not. I remembrer in the older version there was a script for "Cammy" (Street Fighter). It was about doing some choice and let her join or refuse. But i'm not very convinced about that kind of "event". You not always found gils, walking around, and you can have the scrift depriving you of your chance... but i can try to do some event text. I don't know how to code it, unless i can use "notepad" and see how the event is done XD
Anyway another question for you, who have your hand in deep part of the code....
Doing bad things like kidnapping girl, brand them slave, sell them, rape your own girls who doesn't obey you, or slapping them and so on... affect in any way the game? if they do, how?
Also, if th brothel start to be "suspicios" and "not nice" how can you go back, or in the opposite direction? I've tried a lot of time to be a nice employer but i always end on the bas side XD

Quote
Love, Hate and Fear are subtle stats.
The exact numbers are not shown in the game (unless you have the extra details enabled) but a simple text for them is on the main girl list page under the girl's picture.
These interactions are controlled by the default scripts found in the ./Resources/Scripts folder or if a girl has her own scripts in her folder.
The ones included in the game are fairly old but CaptC has made a more updated version you could try - http://www.pinkpetal.org/index.php?topic=3479.msg29787#msg29787 (http://www.pinkpetal.org/index.php?topic=3479.msg29787#msg29787)

i'll try tio see those script then. how can i open them? i mean to read how the code is compiled, to have an idea of how they work.

Thanks for your time and patience :)

PS: obviously i found the other brothels. still a little "pop up" or visible tag on the icons will help the newbies. i still don't know what the orange house in the bottom right is XD ill' have to buy it to know what's that XD

PPS: the hospital can heal gilr. can it also heal some negative trait, like fairy shroud addicted, herpes and so on? The items in the game are so much that sometime you can't simply buy the cure since it does't show at all for a long time

PPPS: it would be nice to have the chance to save in multiple file, not alwais the same. that to prevent also the corruption of the file and the crash who force you to restart the game
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: Hazure on November 18, 2014, 11:25:21 AM
The Center has a Drug Councilor Job that can help the girls with addictions....and you name the next brothel when you buy them...and the second is on the bottom right.  The Hospital is mostly for plastic surgery, healing, and abortion/fertility treatments.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: aevojoey on November 18, 2014, 01:11:07 PM
The actual system is annoying. I means i can shift between Brothels with arrows, but i have to go in city to visit my house, or certre, arena and so on. This make a bit confusing controlling all of the girl.
I added a Hotkeys currently in the game (http://www.pinkpetal.org/index.php?topic=3446.msg28000#msg28000) section to help.

Also when the "turn summary" show up, you have to check one by one each place to see if girls are fine. It will be SOOOO better to have all the girls in one list. at least to see if they are in the blue status (they have some problem) or they are neutral or fine (green status)
When I get to reworking that screen, I will see what I can do.

Umm you definetly are right. We use so much unique girl... conquering each of them will be a long story... and beside, i don't even know how the game choose them. Have they a numeric ID who in granted to them the first load of the game? That would be a way to have all of them. Someting like adding a specific ID like: A(rena) #####  (## era numbers XD) (G)eneric Unique ##### (C)atacomb ##### ...that id, assigned on each game start, will assure us the game itself show the girl in the game, at certain point, checking what ID are already found. well that is just an idea, i can code just in basic so i'm quite useless here XD
They are given a number code but it does not really do much as far as I know.
This part of the code will get fixed eventually.

You mean i can write the normal text for unique girl, then give it to you, and you'll code it? XD
That would help?  Maybe i can try, why not. I remembrer in the older version there was a script for "Cammy" (Street Fighter). It was about doing some choice and let her join or refuse. But i'm not very convinced about that kind of "event". You not always found gils, walking around, and you can have the scrift depriving you of your chance... but i can try to do some event text. I don't know how to code it, unless i can use "notepad" and see how the event is done XD
...
i'll try tio see those script then. how can i open them? i mean to read how the code is compiled, to have an idea of how they work.
There is a "Script Editor" included with the game in ./Docs&Tools/ScriptEditor.
The problem is it is old and no one has the source code for it so it can not be updated.
I plan on rewriting the way scripts are made but have not gotten to it yet.

The main problem I have is that I am not a good story teller.
If I have a base text, I can edit a story to make it better but creating a story from scratch is difficult for me.
If you want to write texts for some of the jobs as for what the girl does, says and descriptions for the jobs, I can add them to the game.

Anyway another question for you, who have your hand in deep part of the code....
Doing bad things like kidnapping girl, brand them slave, sell them, rape your own girls who doesn't obey you, or slapping them and so on... affect in any way the game? if they do, how?
Also, if th brothel start to be "suspicios" and "not nice" how can you go back, or in the opposite direction? I've tried a lot of time to be a nice employer but i always end on the bas side XD
The Centre gives you ways of increasing your reputation and reducing suspicion.
A few of the other buildings do as well but the Centre is the best.

PS: obviously i found the other brothels. still a little "pop up" or visible tag on the icons will help the newbies. i still don't know what the orange house in the bottom right is XD ill' have to buy it to know what's that XD
The "orange house" is the farm.
No one made an icon for the farm when I asked for one so I recolored the centre's icon and plopped it there.

PPS: the hospital can heal gilr. can it also heal some negative trait, like fairy shroud addicted, herpes and so on? The items in the game are so much that sometime you can't simply buy the cure since it does't show at all for a long time
The Centre has "Rehab" that removes addictions.
The Clinic has healing and surgeries to add or remove physical traits.
The Farm is not done yet but it will have ways to research cures for diseases and other things to do some things.
The Arena has combat training that increases combat, magic, agility and constitution.
The Clinic also has the "Intern" job that improves the girls intelligence, charisma and medicine.

PPPS: it would be nice to have the chance to save in multiple file, not alwais the same. that to prevent also the corruption of the file and the crash who force you to restart the game
This is something I would like to add.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: fenicearcana on November 18, 2014, 02:28:52 PM
Umm ok understood. Well i "am" a storyteller, but i don't know how can i really help. I mean, how far can i go with the story? I created around 10 games with RPGMaker, and it used variables, flags, switch... i don't know how Crossgate Woeks :D But let me try to make a fast example:

Can you assign a script to each girl, who will prompt something after some turns? leet say that we create 3 unique girl "vampire" and say that they "must" feed on blood after 5 turn. can we do this event that "each vampire girl must suck blood every five turn"? Sucking blood can be anithing from a random negative event with the client murder and the girl jailed (i never see any of my girl going into jail o.ò) or maybe you can feed them a new item "blood pills" to avoid it? Or choose a girl to feed them, reducing her healt of 10-50 (maybe she can die) and tiredness+ 10-50?

I mean...hom far can i go?

I'd like also to understand if being mean to girl and going suspicious had a real impact on game? We can explore in that way the story, maybe searching information about our lost father...or mother! i've plenty of ideas, and i'm sure also other people can have...but i don't know if you can add somuch things in the game XD
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: Hanzo on November 30, 2014, 07:23:18 AM
One of my girls used a compelling dildo to lower her lust, is it the only item that triggers it? The others don't seem to do anything...
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: aevojoey on December 01, 2014, 01:55:44 PM
Umm ok understood. Well i "am" a storyteller, but i don't know how can i really help. I mean, how far can i go with the story? I created around 10 games with RPGMaker, and it used variables, flags, switch... i don't know how Crossgate Woeks :D But let me try to make a fast example:

Can you assign a script to each girl, who will prompt something after some turns? leet say that we create 3 unique girl "vampire" and say that they "must" feed on blood after 5 turn. can we do this event that "each vampire girl must suck blood every five turn"? Sucking blood can be anithing from a random negative event with the client murder and the girl jailed (i never see any of my girl going into jail o.ò) or maybe you can feed them a new item "blood pills" to avoid it? Or choose a girl to feed them, reducing her healt of 10-50 (maybe she can die) and tiredness+ 10-50?

I mean...hom far can i go?
If you look at the source code, the "cGameScript.cpp" and "cTriggers.cpp" handle the game scripts.
I have not done much with scripts so I am not too familiar with how they work.
I have planned on rewriting the script handling system but it has been pushed back when other things came up.


I'd like also to understand if being mean to girl and going suspicious had a real impact on game? We can explore in that way the story, maybe searching information about our lost father...or mother! i've plenty of ideas, and i'm sure also other people can have...but i don't know if you can add somuch things in the game XD
Being mean to a girl affects her love, hate and fear to you.

Suspicion does not do much unless it goes over 20.
Above 20 the police can start raiding your businesses.




One of my girls used a compelling dildo to lower her lust, is it the only item that triggers it? The others don't seem to do anything...
Not all items are coded into the game to have the girls use them if they have them.
These items are:  "Android, Assistance", "Android, Combat MK I", "Android, Combat MK II", "Anger Management Tapes", "Appreciation Trophy", "Apron", "Art Easel", "Cat", "Chrono Bed", "Claptrap", "Compelling Buttplug", "Compelling Dildo", "Computer", "Disguised Slave Band", "Fishnet Stocking", "Free Weights", "Guard Dog", "Journal", "Libary Card", "Maid Uniform", "Manual of Arms", "Manual of Bondage", "Manual of Health", "Manual of Magic", "Manual of Sex", "Manual of Two Roses", "Manual of the Dancer", "Noble Gown", "Pet Spider", "Rainbow Underwear", "Rejuvenation Bed", "Room Decorations", "Short Sword", "Stripper Pole", "Television Set", "The Realm of Darthon", "White String Bikini"
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: fenicearcana on December 01, 2014, 03:03:25 PM
If you look at the source code, the "cGameScript.cpp" and "cTriggers.cpp" handle the game scripts.
I have not done much with scripts so I am not too familiar with how they work.
I have planned on rewriting the script handling system but it has been pushed back when other things came up.

the source code is this, right?? https://code.google.com/p/crazys-wm-mod/source/browse/#svn%2Ftrunk%2F%20crazys-wm-mod

But i can't seem to find "cGameScript.cpp" and "cTriggers.cpp" anywhere. >.>'' can you point me with a link?
I've downloaded "Code::Block" to better understand how the game work, but i still have a long way to learn how to compile :)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: Tyrgalon on December 01, 2014, 05:02:30 PM
Just a quick question:

Is the default image folder just meant to be copy pasted into the characters folder of the game?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: Ocelot on December 01, 2014, 06:12:25 PM
Jus a quick question.

I know you can use the script function to change the girl interactions and stuff. But is there a way to change, and or add messages to the "Next Week" summary screen?

For instance, you could add a message if the girl has the trait "Exhibitionist" when doing the job "Peep Show", improving thier money and skill at this job, and getting a unique message. I notice it does this for certain jobs and traits, such as the "Barmaid" and high libido, and would like to be able to add more.

Same with is the girls own certain items. I know many have this already, as mentioned in an earlier post, but would like to make custom messages for custom items and outfits.

If this is not possible yet, how possible would it be to implement it in the future, using something similar to the script editor maybe?

Thanks

Ocelot
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: Hanzo on December 01, 2014, 07:48:06 PM

Not all items are coded into the game to have the girls use them if they have them.

So the effects are tied to the item name... isn't there a way some items can have the same effect?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: aevojoey on December 02, 2014, 08:51:37 PM
the source code is this, right?? https://code.google.com/p/crazys-wm-mod/source/browse/#svn%2Ftrunk%2F%20crazys-wm-mod (https://code.google.com/p/crazys-wm-mod/source/browse/#svn%2Ftrunk%2F%20crazys-wm-mod)

But i can't seem to find "cGameScript.cpp" and "cTriggers.cpp" anywhere. >.>'' can you point me with a link?
I've downloaded "Code::Block" to better understand how the game work, but i still have a long way to learn how to compile :)
The files list is split into groups of 100, at the top of the list is the "‹ Prev" "Files 201 - 300 of 401" "Next ›"

I use TortoiseSVN to upload/download the files from the SVN.

I am looking at changing from VSE to Code::Blocks to edit also but have not gotten around to it.

Is the default image folder just meant to be copy pasted into the characters folder of the game?
Yes, "./Resources/Characters/Default" (capital D)


I know you can use the script function to change the girl interactions and stuff. But is there a way to change, and or add messages to the "Next Week" summary screen?

For instance, you could add a message if the girl has the trait "Exhibitionist" when doing the job "Peep Show", improving thier money and skill at this job, and getting a unique message. I notice it does this for certain jobs and traits, such as the "Barmaid" and high libido, and would like to be able to add more.

Same with is the girls own certain items. I know many have this already, as mentioned in an earlier post, but would like to make custom messages for custom items and outfits.

If this is not possible yet, how possible would it be to implement it in the future, using something similar to the script editor maybe?
Only the hard coded texts can go into the turn summary at this time.
I have planned on adding more functions to the itemsx files but have not gotten to it yet.

If you want us to add your text variations to the game, post them or attach them as a txt file.
If you look at the source code for "Peep Show" (https://code.google.com/p/crazys-wm-mod/source/browse/trunk/%20crazys-wm-mod/WorkPeepShow.cpp) you can see how it is made and tailor your own variations to make it easier for us to copy/paste it into the main source.


So the effects are tied to the item name... isn't there a way some items can have the same effect?
Post your suggestions and they will get added.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: Hanzo on December 04, 2014, 08:05:29 PM

Post your suggestions and they will get added.

Well, I was thinking that the codexes should have the same effect as their manual counterpart, and sex toys their corresponding masturbation effect.

EDIT - Speaking of manuals and codexes, I continued with the cycle and made two for the new medicine skill. I'll post them if you want to add them to the game.

On a side note, can we have dedicated stores (an armory, tailor, etc) instead of one generic shop?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: PolitenessMan on December 05, 2014, 12:05:46 AM
Question.  Does accommodation affect anything yet?

If so I was wondering how hard it could be to put in a slider to affect all girls in a brothel.  After about 100, individually adjusting accommodations gets a bit time consuming.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: Hanzo on December 05, 2014, 04:18:35 AM
Mistake while editing - Ignore this post.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: aevojoey on December 09, 2014, 01:43:25 AM
Question.  Does accommodation affect anything yet?

If so I was wondering how hard it could be to put in a slider to affect all girls in a brothel.  After about 100, individually adjusting accommodations gets a bit time consuming.
The higher the accommodation, the happier the girl and the more she will like you.
Free girls require an accom of half her level or higher until maxed accom or they will hate you more.

A global accommodation could be done but it would be low on the list of things to do.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: lastwalld on December 09, 2014, 07:58:48 AM
Hello.
I think it would be great to get more items that change what the girls job traits are(like maid uniform would add to maid skill, or just working on one skill long enough greatly increases it).   I have around 60 self added girls but they all are from pre your awesome job uptate, so they all have D and E job stats.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.16
Post by: MagicHp on December 09, 2014, 01:45:41 PM

A global accommodation could be done but it would be low on the list of things to do.


Would a setting for a "default" accomodation (all new girls would automatically be set to that value) be an easier thing? Maybe set within each building? Just throwing ideas ;)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.17
Post by: aevojoey on December 11, 2014, 10:45:18 PM
.06.00.17 is out. Sorry I couldn't push it out sooner but real life took all my time.

Freetime should work again and there are more things the girls can do on their free time.

The Turn Summary screen got a few small updates.
If you don't own a building it will not show up on the list.
The Clinic and Studio have alternate sorting methods, change between them with the O button.
The Studio has the jobs divided into colored sections.
The Clinic does not have the colors.
If you prefer the list with the colors or without, let me know.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.17
Post by: lastwalld on December 15, 2014, 08:58:48 AM
I remember reading somewhere that i could use .gif files when i convert them to some other file type.
Can someone say how i can use the gif files?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.17
Post by: bsin on December 15, 2014, 12:21:48 PM
awesome work, big thanks to the devs! thumbs up!
Lurked forever and was so disappointed to see main game stop dev. Especially after i pull the source and see all the ideas and fragments not implemented. Awesome to see your amazing progress.
you have totally picked this up and developed it into something even better [thumbs_up_smiley]


pulled your source from the repo, and you so far ahead that nothing I did before could add, but if you want bug fixes or proofread, just ask!

e.g. I got an amusing msg where had one of my girl massaging customers. One of them wanted "something more than the usual service." Girl wasn't impressed, she "declined and banned him from her customers list." Okay, fair enough... classy girl. But then, very next line, she "massaged and ended up fu..." giving a lot "more than the usual service"!

just added a boolean, that gets flipped jus on that dialogue branch. If the bool is flipped, the libido check is bypassed, and the 2nd bit doesn't happen.
happy to do little bits like this...
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.17
Post by: Dr_Poke on December 16, 2014, 06:11:47 AM
Is there any way we can update the editor so we can change grades of girls for things?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.17
Post by: aevojoey on December 16, 2014, 01:47:22 PM
I remember reading somewhere that i could use .gif files when i convert them to some other file type.
Can someone say how i can use the gif files?
The animated images part of the code is a little broken at the moment.
If I ever get around to finishing the graphics upgrade, gifs should work in the game without converting them.
If you want to try it anyway, the instructions are in "Docs&Tools\Animated Images\Creating An Animation walkthrough.txt" in the source code. (they were in the game files a long time ago but were removed because they don't always work)
Code: [Select]
NOTE: This walkthrough assumes you already know how to add images to the game, as it only illistrates the extra steps
    Also the example files are called Sex18.ani (which is actually a txt file) and Sex18.jpg

1. First find a gif file you want to animate
2. Use the program Avi4BMP to save the file as a sprite sheet (.jpg) format
3. create a .txt file like the example in this folder the numbers are:
        (Number of frames) (animation speed) (width of frames) (height of frames)
4. Rename the .txt file to a .ani file.
5. Other then the extension (.ani) it should be the same filename as the image
6. Place the .ani file in the desired girls directory as usual
7. Place the .jpg file in a subfolder of the girls folder called ani
8. The same naming scheme for image files still applies (preg, les, etc)
9. Enjoy :D
I tried making one but it did not work all the time.
Others have said that they did work for them.
Not sure really how or why they work.



pulled your source from the repo, and you so far ahead that nothing I did before could add, but if you want bug fixes or proofread, just ask!

e.g. I got an amusing msg where had one of my girl massaging customers. One of them wanted "something more than the usual service." Girl wasn't impressed, she "declined and banned him from her customers list." Okay, fair enough... classy girl. But then, very next line, she "massaged and ended up fu..." giving a lot "more than the usual service"!

just added a boolean, that gets flipped jus on that dialogue branch. If the bool is flipped, the libido check is bypassed, and the 2nd bit doesn't happen.
happy to do little bits like this...
Most jobs could use more text options if you feel like writing them.
If you want to attach the changes that you have made, I will look and see if I can add them in.
Anything that gets submitted and is useable, I will use.
Just copy your changed files into a zip file and upload them to somewhere, mega.co.nz (http://mega.co.nz) is a good free place.



Is there any way we can update the editor so we can change grades of girls for things?
The job grades are based on the girls' stats and skills, the girls' likes and dislikes are based on how much they do them.
They are not really something editable unless you edit your save game.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.17
Post by: MuteDay on December 16, 2014, 03:03:54 PM
So i have a question for you all, i was wondering why you dont write the game files in binary, most of the time they read alot faster then xml files and binary really isnt that hare to do
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.17
Post by: aevojoey on December 16, 2014, 03:34:29 PM
So i have a question for you all, i was wondering why you dont write the game files in binary, most of the time they read alot faster then xml files and binary really isnt that hare to do
The main reason is to allow anyone to edit their stuff, xmls are easier to edit for non-programmers.

If it comes to the point where the game is no longer open source, then binary files would make sense.
As it is now, user customization comes before the minimal speed difference of binary files.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.17
Post by: MuteDay on December 16, 2014, 03:42:43 PM
yes but since you have an editor it makes no difference due to the editor has everything you need so noone really should be direct editing files unless the editor isnt complete
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.17
Post by: aevojoey on December 16, 2014, 09:21:40 PM
yes but since you have an editor it makes no difference due to the editor has everything you need so noone really should be direct editing files unless the editor isnt complete
The editor is not complete, I have not gotten around to updating it lately.




What I have done today is update the Inventory screen and the Job Raitings list.

I fixed a bug that would crash the game if you tried to transfer an item from a non-brothel girl to another girl.
I condensed a part of the code that was very similar in 11 places into one function.
This function now allowed for a much easier expansion of the inventory screen.
I fixed it so every brothel girl is listed instead of only the girls in the current brothel.
I reordered the list so they follow the F# order. (Brothels 1-7, Studio, Arena, Centre, Clinic, Farm, House, Dungeon)
When I get around to adding the Store Room and Vault, it will be much easier now.
When I add the building buttons like the dungeon has, it will be much easier.

I reorganized Job Raitings list to put current building at the top and divided the buildings better.
Unowned buildings are not listed.

I will try to push .06.00.18 tonight or tomorrow after I finish a couple more things.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.17
Post by: MuteDay on December 16, 2014, 10:17:03 PM
Well:
The editor is not complete, I have not gotten around to updating it lately.




What I have done today is update the Inventory screen and the Job Raitings list.

I fixed a bug that would crash the game if you tried to transfer an item from a non-brothel girl to another girl.
I condensed a part of the code that was very similar in 11 places into one function.
This function now allowed for a much easier expansion of the inventory screen.
I fixed it so every brothel girl is listed instead of only the girls in the current brothel.
I reordered the list so they follow the F# order. (Brothels 1-7, Studio, Arena, Centre, Clinic, Farm, House, Dungeon)
When I get around to adding the Store Room and Vault, it will be much easier now.
When I add the building buttons like the dungeon has, it will be much easier.

I reorganized Job Raitings list to put current building at the top and divided the buildings better.
Unowned buildings are not listed.

I will try to push .06.00.18 tonight or tomorrow after I finish a couple more things.

if you document what needs added then you could have someone lighten your load


On side note, i have few other questions
1 why is the gold stored as a double and the max the editor allows for is 999999, just one of a few questions
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.17
Post by: aevojoey on December 16, 2014, 10:53:39 PM
Well:if you document what needs added then you could have someone lighten your load
The main thing that needs to be done is every job needs work.
I am not a writer so doing the texts for the jobs is difficult for me.
Look at how the other jobs are written and do something like them to jobs that need more.

I don't really know what others can do that needs to be done.
I am basically just fixing whatever I see broken.
I am currently updating Personal Training but I am probably going overboard with it.

1 why is the gold stored as a double and the max the editor allows for is 999999, just one of a few questions
Not sure why it was made as a double, I just never changed it when I was editing things.
The 6 digit limit was probably done just for size.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.17
Post by: MuteDay on December 16, 2014, 11:13:06 PM
The main thing that needs to be done is every job needs work.
I am not a writer so doing the texts for the jobs is difficult for me.
Look at how the other jobs are written and do something like them to jobs that need more.

I don't really know what others can do that needs to be done.
I am basically just fixing whatever I see broken.
I am currently updating Personal Training but I am probably going overboard with it.
Not sure why it was made as a double, I just never changed it when I was editing things.
The 6 digit limit was probably done just for size.
where are the job texts located?

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: aevojoey on December 17, 2014, 01:00:25 PM
.06.00.18 is up on Mega but fileswap is down and not sure if they will be up for free anymore.

The changes I listed here - http://www.pinkpetal.org/index.php?topic=3446.msg31430#msg31430 (http://www.pinkpetal.org/index.php?topic=3446.msg31430#msg31430) - are in .18




where are the job texts located?
They are all in the source code - https://code.google.com/p/crazys-wm-mod/source/checkout (https://code.google.com/p/crazys-wm-mod/source/checkout)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: MuteDay on December 17, 2014, 01:40:46 PM
Mega works just fine for me
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: bsin on December 17, 2014, 05:53:17 PM
Quote from: aevojoey
Most jobs could use more text options if you feel like writing them.
...
I am not a writer so doing the texts for the jobs is difficult for me.
Look at how the other jobs are written and do something like them to jobs that need more.
on it. Like the way the codebase has been broken up more, btw. Makes it easier to find and support bits in isolation. will post anything here...

Quote from: aevojoey
I am basically just fixing whatever I see broken.
Correction: You're doing an amazing job of taking on a large codebase and hacking and expanding it to make this game massively more complete.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: Dr_Poke on December 17, 2014, 06:19:59 PM
I wonder if certain traits can be specialized.  I know some girls are ninjas(kunoichi if we wanna be pendantic), so is it possible to code in assassination missions? 

Also I kinda find it silly that girls' death pictures are used for rape/gangrape/tentacles/loch ness monster encounters.  Has that been added to the list?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: MuteDay on December 17, 2014, 08:02:59 PM
1) mind telling me where the sex text and other things that need a writer to make them more enjoyable
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: bsin on December 17, 2014, 11:40:13 PM
think he's talking about files for different kinds of work...
in the repo the source files are mostly in the root folder; the jobs ones mostly start "Work<jobtype>.cpp"

In these are tests and branches that generate events and stat changes and messages to the user. think messages are what need writing.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: MuteDay on December 18, 2014, 12:02:41 AM
Kool thank you ill take a look although cant build the game from repo due to it uses vs 8 and i use vs12
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: MuteDay on December 18, 2014, 12:11:23 AM
error building the original and cant even load the vs13 sln file, btw which of the jobs acctuly need things wrote in for it
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: MuteDay on December 18, 2014, 12:17:26 AM
Anyways it is wrote in c++ so i cant help ya, the way c++ is wrote confuses me, sorry wont be any help to you
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: dmotrl on December 18, 2014, 09:22:41 AM
I wonder if certain traits can be specialized.  I know some girls are ninjas(kunoichi if we wanna be pendantic), so is it possible to code in assassination missions?
Assassinations kind of are; Interact with a Girl, Call her to your Office, Send her on a Mission, and the top one is "Assassinate a Troublesome Politician."  There are at least two different texts for success.  Don't really know what, if anything, it does, though, so :shrug:  Could maybe add one for taking out Rivals?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: aevojoey on December 18, 2014, 12:29:20 PM
Anyways it is wrote in c++ so i cant help ya, the way c++ is wrote confuses me, sorry wont be any help to you
You don't have to write the code for it, just texts.
If you make several variations for outcomes for jobs I can add the code and make it work.

For example Bar Waitress currently has this code:
Code: [Select]
     if(jobperformance >= 245)
        {
            message += " She must be the perfect waitress customers go on and on about her and always come to see her when she works.\n\n";
            wages += 155;

        if (roll <= 14)
            {
                message += girlName + " danced around the bar dropping orders off as if she dosen't even have to think to do this anymore.\n";
            }
        else if (roll <= 28)
            {
                message +=  "Knowing how to speak with customers, she always gets the clients to order something extra or more pricy then their wanted at the beginning, making you a nice profit.\n";
                wages += 10;
            }
        else if (roll <= 42)
            {
                message += "Being a very popular waitress made " + girlName + " some fans, that come here only to be served by her. On the other hand they leave generous tips behind.\n";
                brothel->m_Fame += 10;
                wages += 10;
            }
        else if (roll <= 56)
            {
                message += "Her shift past smoothly, earning her some really juicy tips.\n";
                wages += 15;
            }
        else if (roll <= 70)
            {
                message += "Memorizing the whole menu and prices, taking out three or four trays at once, not making a single mistake for days. " + girlName + " sure doesn't seem human.\n";
            }
        else if (roll <= 84)
            {
                message +=  "Today she saved your place from a mayor disturbance. When greeting clients, " + girlName + " noticed that the newly arrived group was part of a gang that was at war with another group of men which were already inside your place. She politely apologized and explained that your place was full and couldn't take such a large group. The men left unhappy but without giving her any trouble.\n";
            }
        else
            {
                message += "People came in from everywhere to see " + girlName + " work.  She bounces all around the bar laughing and keeping the patrons happy without messing anything up.\n";
                brothel->m_Happiness += 10;
            }
 }

If you were writing this as a text file for me to add as that code, you could write it like this:
Code: [Select]
jobperformance >= 245
 " She must be the perfect waitress customers go on and on about her and always come to see her when she works."
then options:
"(girlName) danced around the bar dropping orders off as if she doesn't even have to think to do this anymore."
"Knowing how to speak with customers, she always gets the clients to order something extra or more pricy then their wanted at the beginning, making you a nice profit."
"Being a very popular waitress made (girlName) some fans, that come here only to be served by her. On the other hand they leave generous tips behind."
"Her shift past smoothly, earning her some really juicy tips."
"Memorizing the whole menu and prices, taking out three or four trays at once, not making a single mistake for days. (girlName) sure doesn't seem human."
"Today she saved your place from a mayor disturbance. When greeting clients, (girlName) noticed that the newly arrived group was part of a gang that was at war with another group of men which were already inside your place. She politely apologized and explained that your place was full and couldn't take such a large group. The men left unhappy but without giving her any trouble."
"People came in from everywhere to see (girlName) work. She bounces all around the bar laughing and keeping the patrons happy without messing anything up."


You could add other variations like:
If she has a specific trait then add text describing what effect that trait has on her job
Code: [Select]
if (g_Girls.HasTrait(girl, "Clumsy") && g_Dice.percent(15))
{ message += "Her clumsy nature cause her to spill food on a customer resulting in them storming off without paying.\n"; wages -= 25; }

If she has another skill like medicine >20 "A customer started chocking on his food so (girlname) performed the heimlich maneuver on him."

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: MuteDay on December 18, 2014, 12:32:54 PM
so basicly you would like me to increase the total amount of text for the jobs?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: aevojoey on December 18, 2014, 12:50:24 PM
so basicly you would like me to increase the total amount of text for the jobs?
Yes

Basically the job performance is divided into 6 groups
>= 245     "S"     Superior
>= 185     "A"     Amazing
>= 145     "B"     Better
>= 100     "C"     Can do it
>= 70     "D"     Don't bother
< 70     "E"     Expect Failure

If you can write at least 1 option for each job performance group for any job that does not have anything other than the defaults.
Then add some variations for them.

Most of the farm jobs need text.
Farm Staff:
Veterinarian - tends to the animals to keep them from dying
Farmhand - cleans and repairs stuff
Marketer - buys and sells food
Research potions - unlock various types of potions and garden qualities

Laborers:
Gardener - produces herbs and potion ingredients
Farmer - tends crops
Beast capture - moved from brothel
Shepherd - tends food animals - 100% food
Rancher - tends animals for food or beast - % food/beast based on skills
Catacomb rancher - tends strange beasts - 100% beast - dangerous
Milker - produces milk from animals/beasts/girls
Get milked - moved from brothel - milker not required but increases yield

Producers:
Butcher - produces food from animals
Baker - produces food from crops
Brewer - Produces beers and wines
Make Items - produce items for sale
Make Potions - create potions with items gained from the garden
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: MuteDay on December 18, 2014, 04:18:10 PM
when would you like them by?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: aevojoey on December 19, 2014, 01:49:12 AM
when would you like them by?
Just do what you can and as you get them done, I will add them in.
No need to do everything at once, take your time and no pressure.
I have no set time frame for anything, I just do what I can and when a section works, I send it out.

Post your stuff to this thread -> Possible Add-Ons to the Game? (http://www.pinkpetal.org/index.php?topic=3433.0)
Or create your own thread to post your stuff.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: Dr_Poke on December 19, 2014, 03:18:08 AM
Do you mind if I help him out with that? I actually was able to get the source code out of the SVN and got a copy of Visual Basic to see the code as well.


Otherwise I can attempt to help out in other areas. 
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: MuteDay on December 19, 2014, 05:33:08 AM
is there anyone here that could make a sln file for visual studio 2012 i would love to be able to build and try to learn c++, it would help me in the long run, i always am trying to learn new things and best way i know how is to dig through code already made, if not thats fine
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: Dr_Poke on December 19, 2014, 07:51:23 AM
If youre a student you can use dreamspark to get access to Visual Studio Pro 2013.  That's how I got into the source code.  I'm using the .vcproj file in the SVN however.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: MuteDay on December 19, 2014, 08:06:19 AM
Im not a student besides idk if my pc could handle the extra space being taken up
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: Dr_Poke on December 19, 2014, 08:11:01 AM
Can you not open the .vcproj file though?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: MuteDay on December 19, 2014, 12:00:17 PM
nope
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: bsin on December 22, 2014, 02:59:02 PM
Hey, running Visual Studio Express 2013 for Win Desktop here. Available free from Microsoft. Can defo open edit and build source files off the google repository linked above. Now using Tortoise SVN to pull down and update the files from the repo, and VSE2013 to hack and build them...

The file that opens the solution for me, is called: BrothelMaster-vse2013.sln

I will post to the Possible Add ons thread with some stuff now...
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: akab on December 24, 2014, 07:23:03 AM


I'm trying to download the source code
with Tortoise SVN but without success.


I make right click on a folder: TortoisSVN -> Import -> in the URL box, put https://code.google.com/p/crazys-wm-mod/


but obtaining:


Import Z: \ Documents USER1 \ Tortois to https://code.google.com/p/crazys-wm-mod
Unable to connect to a repository at URL
  'https://code.google.com/p/crazys-wm-mod'
Unexpected HTTP status 405 'Method Not Allowed' on '/ p / crazys-wm-mod'

Additional errors:
OPTIONS request on '/ p / crazys-wm-mod' failed: 405 Method Not Allowed


Where Am I wrong ?

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: aevojoey on December 24, 2014, 12:41:23 PM

I'm trying to download the source code
with Tortoise SVN but without success.


I make right click on a folder: TortoisSVN -> Import -> in the URL box, put https://code.google.com/p/crazys-wm-mod/ (https://code.google.com/p/crazys-wm-mod/)


but obtaining:


Import Z: \ Documents USER1 \ Tortois to https://code.google.com/p/crazys-wm-mod (https://code.google.com/p/crazys-wm-mod)
Unable to connect to a repository at URL
  'https://code.google.com/p/crazys-wm-mod (https://code.google.com/p/crazys-wm-mod)'
Unexpected HTTP status 405 'Method Not Allowed' on '/ p / crazys-wm-mod'

Additional errors:
OPTIONS request on '/ p / crazys-wm-mod' failed: 405 Method Not Allowed


Where Am I wrong ?
Look at the Checkout (https://code.google.com/p/crazys-wm-mod/source/checkout) page for the instructions
Code: [Select]
https://crazys-wm-mod.googlecode.com/svn/trunk/ crazys-wm-mod
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.18
Post by: akab on December 24, 2014, 04:22:00 PM
Thank you... :D

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.19
Post by: aevojoey on December 30, 2014, 09:51:55 PM
.06.00.19 is up
Most of the changes are from bsin.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.20
Post by: aevojoey on January 05, 2015, 03:12:10 AM
.06.00.20 is up
It has a couple of bug fixes and a few small changes.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.21
Post by: aevojoey on January 07, 2015, 04:24:27 PM
Well I started trying to updating to SDL2 but it threw too many errors so I will have to start from scratch.

I also tried using Code::Blocks instead of visual studio express.
It ran the minimalist SDL2 test fine without microsoft's dlls so I plan on converting to that.
First I need to remove a ton of ms specific code (_itoa, _ltoa, etc.) so I don't have to link to ms source code.
This was started some time ago by converting string messages to stringstream messages, it just needs to be done for everything now.
By getting rid of the ms dlls, it will make it easier to port the game to other platforms (hopefully).




It is not windows 8, it is windows h8. They are skipping windows 9 because of the Germans, "Nein".
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.21
Post by: TitanSon on January 08, 2015, 11:48:40 AM
RLY?!  :D


they skip 9 because we say nein to no? .... omg i cant hold myself here ... im almost crying because i laugh sooooo hard
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.21
Post by: MuteDay on January 08, 2015, 11:59:05 AM
no kidding it is freaking funny
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.21
Post by: Xela on January 08, 2015, 12:19:41 PM
It is not windows 8, it is windows h8. They are skipping windows 9 because of the Germans, "Nein".

Never heard this one before. Best I've heard before was that 10 is simply cooler number :)

Best I've found in 10 mins of search:

Microsoft dev here, the internal rumours are that early testing revealed just how many third party products that had code of the form

Code: [Select]
if(version.StartsWith("Windows 9"))

{ /* 95 and 98 */

} else {

https://searchcode.com/?q=if%28version%2Cstartswith%28%22windows+9%22%29
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.21
Post by: aevojoey on January 08, 2015, 08:53:26 PM
Oh, I forgot the other reason they are going with windows 10: "Windows X".
The only good working version of windows was "Windows XP" so they are going back to it but dropping the P.
They will probably have the professional, personal and portable version names with no space between the X and the p so it looks like Xp.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.21
Post by: BlackWolf Inc. on January 09, 2015, 12:27:30 AM
Ahhh... good old XP, how we miss you.
The problem I find with 7 is it uses to much in the way of system resources, pretty crappy :-[
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.21
Post by: aevojoey on January 09, 2015, 12:39:53 AM
windows 7 is just windows vista service pack 3.
They can not charge for a service pack so they renamed it 7.
windows vista's version number is 6.0,
windows 7's version number is 6.1,
windows 8's version number is 6.2,
windows 8.1's version number is 6.3
microsoft's main source of income is from people buying computers with windows h8 and then buying a copy of windows 7 to make it work.


Ahhh... good old XP, how we miss you.
The problem I find with 7 is it uses to much in the way of system resources, pretty crappy :-[
First run services.msc and look for superfetch and disable it.
Superfetch is a useless waste unless you have tons of ram and a slow processor.

Next go into windows update settings and set it to "check for updates but let me choose whether to download and install them"
If updates are on automatic it will slow down your computer for the first 5-15 minutes after you turn it on

Third, get sysinternal's autoruns.
With that you can see everything that starts up on your computer and disable some of it.
But be careful not to remove everything as some of what is there is needed.
If you accidentally disable something and your system will not work autoruns will run in safe mode so you can reenable things.

Fourth get revo uninstaller and remove some programs you don't use.
If you have multiple antivirus programs they may conflict and slow your computer down a lot.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.21
Post by: BlackWolf Inc. on January 09, 2015, 12:47:47 AM
Heh who says the average consumer isn't naive?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.21
Post by: Hazure on January 09, 2015, 06:55:26 AM
I ran windows 3.1 long after windows 95 came out....it worked well, and still ran the DOS programs
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.21
Post by: DarkTl on January 09, 2015, 02:23:07 PM
At least Artificial Girl 3 doesn't have bsods on win7 with nvidia cards and new drivers, unlike winxp. That was a huge boost for me  :D
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.22
Post by: aevojoey on January 09, 2015, 08:39:04 PM
.06.00.22 is up

First and last names for girls may have some bugs in it and may not all work for everything yet.
Arena Matron assigns some jobs now.

There are some changes to items so you will need to copy them over.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.22
Post by: aevojoey on January 10, 2015, 02:19:43 AM
Looks like I forgot to include the "RandomLastNames.txt" file in with .06.00.22
If you did not already get it from this thread (http://www.pinkpetal.org/index.php?topic=3529.msg31927#msg31927) you will need to get it and put it in the ./Resource/Data folder.
I am going to reupload .22 with the missing files in it so the main post will have the correct files.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.23
Post by: aevojoey on January 11, 2015, 01:49:25 AM
.06.00.23 is up.

Load your game, save it then edit your save games and go to the <Player> section.
You will see the new Player Name, FirstName and Surname tags.
The "Name" should be "FirstName Surname",  First Name and Surname with a space in between.
The "BirthMonth" and "BirthDay" are numbers, 1-12 and 1-30 respectively.
The game only has a basic 12 months with 30 days year at this time so real world dates will have to be adjusted for.

If you want kidnapped families to get the same last name, you will want to copy the "CustNoPay.script" from .23 to your folder.
The script editor has a new function that does this so if you edit scripts you will want to copy the "ScriptCommands.txt".
Code: [Select]
AddFamilyToDungeon {number of daughters (0-3)}, {take mother also?}, {kidnaped or captured}, {slave}, {allowNonHuman}, {arena}
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.24
Post by: aevojoey on January 11, 2015, 09:12:36 AM
.06.00.24 is up

I couldn't sleep so worked all night to make the new New Game page.

Let me know what I need to change or add to it.
It is just a simple page now but there is a lot more planned for it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.24
Post by: MuteDay on January 11, 2015, 08:15:08 PM
give me about 2 hours and ill have a horascope genarator working :)

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.24
Post by: MuteDay on January 11, 2015, 09:20:12 PM
This if for aevojoey, may have to convert it over to c++ any questions about it feel free to ask
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.26
Post by: aevojoey on January 16, 2015, 08:45:52 AM
.06.00.26 is out

Rivals should be much harder to kill.
You can steal items from them but they get rid of all their items when you quit the game so you will have to wait a while after loading a game for them to resupply.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.26
Post by: ShoHaFa on January 17, 2015, 03:51:09 AM
I started a new game, and rivals are indeed quite a bit harder. My own gangs aren't maxed out yet (though most do have a few 100% stats by now), but I still constantly loose fights whenever I clash into them.

Basically, I end up spending ALL the money I have every turn, or bringing it to the bank, or I easily risk loosing it all. I'm not even sure whether I could ever beat any of them at all. It's almost as if they're maxed! I didn't bother with guarding yet. Even with 5 gangs, they constantly end up with 5 members or less, meaning I just loose time and money which I could've better spent training them for sabotage/catacombs. Maybe once my gangs are maxed, I'll set some to guard duty again, and might be able to save up money more conveniently.
Edit: After saving, closing the game and later loading where I left off, the gangs were much closer to their usual difficulty. Does their skill reset after reload as well, like the rivals' goldstash does?


Feel free to dig through my itemspack (and any future ones I may come up with) for more items. I think the whore-armors (Stoles) might fit in nicely. I found I don't always equip them, even when I have them available (the most common one adds hate/takes love, the others are in shorter supply), which, to me, means they're balanced just about right.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.26
Post by: aevojoey on January 17, 2015, 07:11:03 PM
Edit: After saving, closing the game and later loading where I left off, the gangs were much closer to their usual difficulty. Does their skill reset after reload as well, like the rivals' goldstash does?
I forgot to add the rival power to the save/load functions.
I am going to change the way that works anyway so it not being saved is actually a good thing.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.27
Post by: aevojoey on January 18, 2015, 09:48:11 AM
.06.00.27 is up

There are more fixes/changes/upgrades to gangs and rivals.
There are several more and a couple of updated items so you will want to check your items folder for changes.
Lots of small fixes to other things.

(give your security guard a dildo and watch where it goes  :D ??? :'( )
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.27
Post by: Luminus on January 18, 2015, 11:48:15 AM
 Hello.
 I’m new in this game and i have questions.
 1. How to make gang stronger? After 10 weeks training 3 gangs their stats don’t grow up. Why?
2. Is their a way to influence which girl I meet on market or street?
3. How to make items in editor? I try to make some but after I load game I can’t find it in the shop even when I choose “common”.
 
Thanks for any help.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.27
Post by: MuteDay on January 18, 2015, 11:53:13 AM
Hello.
 I’m new in this game and i have questions.
 1. How to make gang stronger? After 10 weeks training 3 gangs their stats don’t grow up. Why?
2. Is their a way to influence which girl I meet on market or street?
3. How to make items in editor? I try to make some but after I load game I can’t find it in the shop even when I choose “common”.
 
Thanks for any help.



1) you have select training to make the gang stronger
2) as far as i know no
3) it takes a while to get them to show up, did you make sure to save the item



Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.27
Post by: sacredferro on January 18, 2015, 04:03:50 PM
You may also want to consider removing some items from the "Items" directory to allow your items to have a better chance of showing up each turn. Just looking in the directory myself, version .06.00.27 has well over 500 .itemsx files not including mine (though most are for one item each, still that's a bunch). That mathematically makes it quite a bit less likely than you might think that a certain item will show up consistently even if that item is set to be common. I typically have to run through several turns for any of my items -- i made three -- to show up at all and they are all common.


Also, is there an issue with "head girl" job at the house? Anytime I have a girl set in that job, if I either remove her from the job and end turn, or she reassigns someone from "free time" to something else and I end turn, I get a crash with popup stating "Whore Master.exe has stopped working...". Btw, again I'm running version .06.00.27 just in case. No biggie for now, it happened on a test game (and yes I did restart and got the same crashing to proc again on different girl).
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.27
Post by: aevojoey on January 18, 2015, 08:05:40 PM
1. How to make gang stronger? After 10 weeks training 3 gangs their stats don’t grow up. Why?
Putting your gangs on training missions should increase their skills some each turn.
It chooses 2-4 skills to boost (can choose the same one multiple times).
The lower the skill the more it can boost it.
Above 70 the skill will not increase too much so it is not really worth it later in the game.
When your gangs succeeds on a mission, they gain a few points for it.

2. Is their a way to influence which girl I meet on market or street?
Not at the moment.

3. How to make items in editor? I try to make some but after I load game I can’t find it in the shop even when I choose “common”.
To test if the game loads your items, start a new game called "Cheat" This will give you one of every item the game loaded.
If you don't see your items, change the config.xml debug settings all to true and do an new "Cheat" game.
Look at your gamelog.txt and find "itemsx files:" this will tell you how it loaded every item.
If you see any errors, it will tell you what they are.



Also, is there an issue with "head girl" job at the house? Anytime I have a girl set in that job, if I either remove her from the job and end turn, or she reassigns someone from "free time" to something else and I end turn, I get a crash with popup stating "Whore Master.exe has stopped working...". Btw, again I'm running version .06.00.27 just in case. No biggie for now, it happened on a test game (and yes I did restart and got the same crashing to proc again on different girl).
I'll look into it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.27
Post by: disabel on January 18, 2015, 09:02:15 PM
I got the Whore Master.exe has stopped working message too when I hit next week. I just started using 06.00.27. It seems to only happen if one of the gangs is set to catacombs none of the other gang actions caused the problem.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.27
Post by: aevojoey on January 18, 2015, 09:30:07 PM
I got the Whore Master.exe has stopped working message too when I hit next week. I just started using 06.00.27. It seems to only happen if one of the gangs is set to catacombs none of the other gang actions caused the problem.
Found and fixed the problem.
In the gang catacomb function I accidentally used "gang" where "currentGang" should have been used.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.27
Post by: sacredferro on January 18, 2015, 09:43:59 PM
I was literally just about to add that I had ran some more testing and found that the crashing is actually coming from sending any gang on catacombs duty.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.27
Post by: disabel on January 18, 2015, 10:00:53 PM
Also did something change with the job preferences? Because all the girls just say "At the moment, she is indifferent to all tasks."
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.27
Post by: aevojoey on January 18, 2015, 10:53:19 PM
Also did something change with the job preferences? Because all the girls just say "At the moment, she is indifferent to all tasks."
It is working for me.
If the girl's enjoyment of EVERY job is between -20 and +14 it will show the "At the moment, she is indifferent to all tasks."
If you look in your save game at the <Actions> for your girls you can see if there are any out of this range.
If there are any, than you have a bug.
If they are all between -20 and +14 then it is not broken.

Edit:
I have added a part to this so if you set LogExtraDetails to "true" in your config.xml it will list every job with the number.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.27
Post by: disabel on January 19, 2015, 12:10:17 AM
Every girl has -10 for enjoyment for every job, so its not bugged. I just thought it was weird because before girls used to have atleast some predetermined enjoyment for specific jobs. It is not a big deal I was just wondering if anything had been changed for that.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.28
Post by: aevojoey on January 19, 2015, 02:07:36 AM
.06.00.28 is up

Fixed a bug and did a few small updates.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.28
Post by: PolitenessMan on January 19, 2015, 08:42:40 PM
I'm not sure if you were told this yet but there seems to be a bug with the brothel set up.

When switching between your house setup and going to the brothel, the set up doesn't switch the brothel until you leave and reenter again.

Basically
-I go to my house.   Brothel Setup says 'Your House'; Add more rooms.
-Go back to city map, select Brothel 1
-Try to add rooms for Brothel 1. 
-Brothel Setup says 'Your House'
-Leave.  Reenter and then it says 'Brothel 1 name'

Sometimes I forget this bug and I accidentally blow all my money on room extensions for my house when the brothel needed it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.28
Post by: aevojoey on January 19, 2015, 09:39:46 PM
I'm not sure if you were told this yet but there seems to be a bug with the brothel set up.

When switching between your house setup and going to the brothel, the set up doesn't switch the brothel until you leave and reenter again.

Basically
-I go to my house.   Brothel Setup says 'Your House'; Add more rooms.
-Go back to city map, select Brothel 1
-Try to add rooms for Brothel 1. 
-Brothel Setup says 'Your House'
-Leave.  Reenter and then it says 'Brothel 1 name'

Sometimes I forget this bug and I accidentally blow all my money on room extensions for my house when the brothel needed it.
Seems to be a problem with the "back" button.
If you use the F# keys this does not seem to happen.
It should work properly in the next version.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.28
Post by: Leechlord on January 20, 2015, 02:30:01 AM
I'm new to this game. Are there any settings or mods to fix the difficulty? My last few game tries I've completed an objective within the first week of starting and been given 35,000,000 or some other absurd number.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.28
Post by: MuteDay on January 20, 2015, 02:35:40 AM
as far as i know of thier isnt any way to change difficulty
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.28
Post by: sacredferro on January 20, 2015, 02:40:42 AM
Seems to be a problem with the "back" button.
If you use the F# keys this does not seem to happen.
It should work properly in the next version.

I've actually seen this in previous versions of Crazy's Mod, other mods, and even the vanilla game. I'm assuming having a separate background for each brothel is out of the question since WM likely uses the same image file for all brothel setup menus.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.28
Post by: sacredferro on January 20, 2015, 02:46:34 AM
Also, is anyone else having an issue with the editor saving changes made to .itemsx files you've already made? I can save an .itemsx file if it's a new file, but if it has items from a current .itemsx file, the editor simply will not save no matter where or what name I try to save the file.

I swear the editor is a nice addition to have, but the bugs are real...
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.28
Post by: aevojoey on January 20, 2015, 03:02:31 AM
I'm new to this game. Are there any settings or mods to fix the difficulty? My last few game tries I've completed an objective within the first week of starting and been given 35,000,000 or some other absurd number.
I will look into the objective giving an excessive amount, looks like a bug.

Update:
Looks like I made the rivals a bit to difficult, they seem to be getting around 100k-500k gold per turn.
You got the hinder rival reward that gives you a random amount of 1-50% of their gold.
I really need to tone them down more.

Update Update:
After tweaking the numbers some more I seem to have come up with a better breakdown for rivals.
They tend to gain between 2k and 20k per turn with enough randomness to allow power shifts.
With no intervention on the player's part, the frontrunner should end up with 200k by the time they start attacking you.

I did a test starting a new game and saved it on the first turn.
 - To start the rivals had: 50k, 25k, 25k, 5k and 30k
The first run I just let the gangs fight each other.
 - 12 turns no intervention: 126k, 271k, 181k, 111k and 229k
The second run I reloaded from the first turn and only spent money on hiring and improving gangs.
Any gang with 12 or more would sabotage and under 12 would recruit.
 - 12 turns with intervention: 40k, 240k, 185k, 129k and 171k
 - I ended up with 4k
 - These were just starting gangs with no extra training so hopefully trained gangs would do better.

Looks like I need to tweak the sabotage mission again to do more damage.
The old amount of gold taken from a rival was a fixed amount maxed around 5k with 100 intelligence gang.
Now you can steal 1% to 10% of their gold plus 1-1500.
Code: [Select]
gold = g_Dice.random((gang->intelligence() / 1000) * rival->m_Gold) + g_Dice.random(gang->intelligence() * gang->m_Num);
- 12 turns with new calcs: 96k, 247k, 129k, 117k and 223k
 - I ended up with 8k - best I stole in one attack was 6k

One more small cut to their profits should about do it.




I've actually seen this in previous versions of Crazy's Mod, other mods, and even the vanilla game. I'm assuming having a separate background for each brothel is out of the question since WM likely uses the same image file for all brothel setup menus.
Once you use F1 to go to the brothel, use numbers 1-7 to switch between them.
9 and 0 will show you hot keys, this will also Hotkeys currently in the game (http://www.pinkpetal.org/index.php?topic=3446.msg28000#msg28000).

Also, is anyone else having an issue with the editor saving changes made to .itemsx files you've already made? I can save an .itemsx file if it's a new file, but if it has items from a current .itemsx file, the editor simply will not save no matter where or what name I try to save the file.

I swear the editor is a nice addition to have, but the bugs are real...
Which editor are you using? The one with the game or MuteDay's editor for his WM-Evolved?

The one with the game has not been updated in a while so it may not work 100% with all the new things added.
Testing it, it is breaking on the skills and stats that have been added since.
I will add the missing ones into the item save and push a new version when I push WM.06.00.29

Update:
WME 0.8.15 will be able to save items with the new stats, skills and statuses.
The (r)girls should also be able to save but I have not added the new stuff to be able to edit them yet.
You will have to manually add the numbers to "Refinement", "Dignity" and "Lactation".
They should probably stay at 0 unless you specifically need them changed.

Update Update:
I may as well add them in now.

Update 3:
I have gotten the girls part done just need to do the rgirls.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.28
Post by: 0nymous on January 20, 2015, 08:07:56 AM
Are flexible/customize-able traits being worked on? It's the only reason why I'm delaying downloading a new version since... some time.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.28
Post by: aevojoey on January 20, 2015, 08:38:35 AM
Are flexible/customize-able traits being worked on? It's the only reason why I'm delaying downloading a new version since... some time.
No.
Currently I am working on the editor.
I have been focused more on gangs and rivals lately.
The customizable traits is probably not going to be done for a while.
Trying to get what is already here working better before adding more new stuff.
It will get done but not sure when.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.29
Post by: aevojoey on January 20, 2015, 05:55:54 PM
.06.00.29 is up

Lots of bug fixes.
Added more to the starting of the game.
WME.0.8.15 included
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.29
Post by: PolitenessMan on January 20, 2015, 08:38:29 PM
Did you tweak how much gold a gang gets during the sabatoge job?

I send one out and they bring back 424695 gold.  From one gang.  Seems a bit...excessive.

Okay it's not a fluke.  I'm getting 500k to 1 million per raid, and the rival gangs still have plenty of gold.  Either they have more than I thought, or some multiplier got messed up somewhere.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.29
Post by: aevojoey on January 21, 2015, 02:01:37 PM
Did you tweak how much gold a gang gets during the sabatoge job?

I send one out and they bring back 424695 gold.  From one gang.  Seems a bit...excessive.

Okay it's not a fluke.  I'm getting 500k to 1 million per raid, and the rival gangs still have plenty of gold.  Either they have more than I thought, or some multiplier got messed up somewhere.
Girls unequip certain items imediately after you click next week (effect from equiped item is show, but not applied. This was most noticable with an equipable that added incorporeal, she died from rape) and enemy gangs are seriously op. Nearly impossible to defeat and if you manage to get a strong enough gang to attack you get 2-7 million gold when attacking. (i never actually managed to defeat one) Also your money transfers when you start a new game without closing the window, the number you had in the previous game is added to the next one, +4000 to the previous number. (includes when negative) SERIOUSLY OP GANGS.


In trying to make the game harder, I made it easier. :'(
I increased the rival's money making and made their gangs tougher but balancing your gangs to allow you to steal from them when you defeat them made it easier.
I'm going to have to severely hamper their money and their gangs again but that may make them easy to kill off again.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: KingofKings on January 22, 2015, 04:14:08 AM
maybe you could make a formula or something that will give the player a percentage of the rival's gold on success, and then have amounts taken away on a percentage base.

Maybe something like this.

(Sabotage netted 15736 gold)
"As the gang Furious Destroyers leave your rival's territory on the way back to your brothel, they come upon a band of local police that are hunting them, and they pay them 3000 gold as a bribe to be let go."

"Upon returning to the brothel, you check the gold and find that the haul is 1500 gold short for some unexplained reason."

That will decrease the amount gained during large hauls (Small hauls will have no changes), further expand the gangs and make a more believable action for player to face during the game.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: Uriel on January 22, 2015, 03:03:06 PM
How about adding a way to limit that security rating? It makes sense to me: master just orders a new security policy, making it strict or loose or whatever. If you have not enough guards/girls, they will simply fail to get to the expected security level. If you have more - they will reach the set level, and you will not be forced to unassign some of them cause of extreme security levels(my security scouter shows over 9000 now. Yeah, 9115 to be exact).
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: aevojoey on January 22, 2015, 08:23:21 PM
maybe you could make a formula or something that will give the player a percentage of the rival's gold on success, and then have amounts taken away on a percentage base.

Maybe something like this.

(Sabotage netted 15736 gold)
"As the gang Furious Destroyers leave your rival's territory on the way back to your brothel, they come upon a band of local police that are hunting them, and they pay them 3000 gold as a bribe to be let go."

"Upon returning to the brothel, you check the gold and find that the haul is 1500 gold short for some unexplained reason."

That will decrease the amount gained during large hauls (Small hauls will have no changes), further expand the gangs and make a more believable action for player to face during the game.
I have added limiters to sabotage gold collected.
The rival will still lose the same amount but you will end up with much less.
 - some of the gold can 'disappear' before the gang reports in.
 - some gold is lost in burnt 'Gold Bearer Bonds'.
 -  - This will happen a lot so I need more texts options for taking but not keeping 10k+ gold
 - some gold is used to facilitate escape.
 - some gold is paid as a bribe to guards.

How about adding a way to limit that security rating? It makes sense to me: master just orders a new security policy, making it strict or loose or whatever. If you have not enough guards/girls, they will simply fail to get to the expected security level. If you have more - they will reach the set level, and you will not be forced to unassign some of them cause of extreme security levels(my security scouter shows over 9000 now. Yeah, 9115 to be exact).
I doubled the security level lost:
 - for the number of girls in the brothel from 1 to 2
 - when someone tries to attack a girl from 5 to 10 per attacker
 - when someone succeeds in attacking a girl from 5 to 10 per surviving attacker
I also increased the number of members of the attacking group
I made sure that there will always be at least a 1% chance of someone to try to attack a girl.
Hopefully this will reduce the security level more and prevent excessive levels.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: Whitetooth on January 22, 2015, 10:56:06 PM
I have added limiters to sabotage gold collected.
The rival will still lose the same amount but you will end up with much less.
 - some of the gold can 'disappear' before the gang reports in.
 - some gold is lost in burnt 'Gold Bearer Bonds'.
 -  - This will happen a lot so I need more texts options for taking but not keeping 10k+ gold
 - some gold is used to facilitate escape.
 - some gold is paid as a bribe to guards.
I'm guessing those factors are based on there skills which make sense. For Example:
Men - Overall number of people able to carry gold after sabotage.
Combat - total amount of gold each man can hold.
Magic - Amount of extra gold the gang can carry with magic not relying on combat or men. Magic could be bonus gold that can't be dropped, bribed, or stolen on the way back.
Intel - Could be a overall factor to check if the gang knows what is valuable and what isn't.
Agility - Could be a check for clumsiness of the gang; they could drop valuables on the way back.
Tough - Checks if there tough enough to intimidate any guards or protect the money they have.
Charisma - Factors how much gold they have to bribe to guards if they get caught and can't intimidate them.

The order of checks could be -> Intel -> Magic -> Men - > Combat -> Agility -> Tough -> Charisma
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: aevojoey on January 22, 2015, 11:20:59 PM
I'm guessing those factors are based on there skills which make sense. For Example:
Men - Overall number of people able to carry gold after sabotage.
Combat - total amount of gold each man can hold.
Magic - Amount of extra gold the gang can carry with magic not relying on combat or men. Magic could be bonus gold that can't be dropped, bribed, or stolen on the way back.
Intel - Could be a overall factor to check if the gang knows what is valuable and what isn't.
Agility - Could be a check for clumsiness of the gang; they could drop valuables on the way back.
Tough - Checks if there tough enough to intimidate any guards or protect the money they have.
Charisma - Factors how much gold they have to bribe to guards if they get caught and can't intimidate them.

The order of checks could be -> Intel -> Magic -> Men - > Combat -> Agility -> Tough -> Charisma
Well I just had it do them all based on the amount of gold but I can add stat checks into them.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: Whitetooth on January 22, 2015, 11:25:53 PM
Well I just had it do them all based on the amount of gold but I can add stat checks into them.
I should be modding with you all to be honest. It's been a while since I've coded anything. You all have been doing a great job with WM so much so that I really like what you all are doing with the under the hood mechanics. If you do make it stat based I'll come up with flavor text to add.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: aevojoey on January 23, 2015, 12:25:35 AM
I should be modding with you all to be honest. It's been a while since I've coded anything. You all have been doing a great job with WM so much so that I really like what you all are doing with the under the hood mechanics. If you do make it stat based I'll come up with flavor text to add.
Make the texts for as many ways the gang could get away with or lose some of their gold and I will put them in.
If you can write the code for it as well that would be helpful.


ps. I haven't seen any comments on the Preparing Game screen.
Doesn't it make the game a little less annoying when starting the game not being stuck on the load or new game pages?
If anyone has a good image or a few images that can be used for it, post them.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: MuteDay on January 23, 2015, 12:38:01 AM
hey joey, you could always use the images that was submitted to the evolved help wanted thier are alot of images there

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: Whitetooth on January 23, 2015, 12:40:54 AM
Don't worry I'll create a image; how big should it be?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: aevojoey on January 23, 2015, 12:53:30 AM
hey joey, you could always use the images that was submitted to the evolved help wanted thier are alot of images there
Don't worry I'll create a image; how big should it be?
I'm actually looking for an image specific to this game, something that would be a good cover art for it.
Basically any size would be good as it can be stretched to any size.
Something that would not look to bad if stretched to either 16x9 or 4x3 aspect ratio.
The image would be used for the background for the Main Menu, Load, New Game and Preparing Game screens.
Each would then have their existing boxes in the center on top of the image.
If it had the name "Whore Master" on the top but no other text on the image, any other text can be added by the code.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: MuteDay on January 23, 2015, 12:57:03 AM
so something like the background image i use for Evolved?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: aevojoey on January 23, 2015, 01:06:39 AM
so something like the background image i use for Evolved?
Kind of but more colorful and different images on either side of the screen with the coded stuff in the center.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: MuteDay on January 23, 2015, 01:41:38 AM
lmao i would have it more colorful, but my graphics artist is MIA
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: aevojoey on January 23, 2015, 08:52:58 AM
I have been adding a lot of things dealing with Items.

I have added 6 new item categories:
"Hat"Worn on the headTaken off for combat.Replaces Helmets when worn
"Helmet"Worn on the headPut on for combat.Replaces Hats when worn
"Glasses"
"Swimsuit"Worn on the bodyUsed only for specific events
"Shield"Used in combat
"Combat Shoes"Worn on the feetPut on for combat.Replaces Shoes when worn
-------------------------------------------------------------------------------------------------------------------------------------------------
Though they are not fully incorporated into the code, they should load and display in the inventory list.
WME.0.8.17 will have them in it.

The Inventory screen has had several improvements:
 - The Owners Lists now shows how many items the girls have, total and in the selected category.
 - There is now a buy 10 button for infinite shop items. (only when buying from shop to player)
 - Both the Buy and the Buy 10 buttons will turn off if you can't afford the items.

I plan on adding a selective give to girl so you don't give her the same thing twice but that will have to wait for now.
I'm not sure how a give to multiple girls will work, but if it does, I will add it.


I have not gotten to adding the sex texts submitted by Naturalrice or the sabotage limiters suggested by Whitetooth yet but I will get at least some of it in before pushing the next version.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: ShoHaFa on January 23, 2015, 10:46:53 AM
I plan on adding a selective give to girl so you don't give her the same thing twice but that will have to wait for now.
But.. but... I actually LIKE giving my girls 120 Premium Hot Dogs. Well, at least the ones who spent more than 3 weeks in my dungeon.  :D
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: BlackWolf Inc. on January 24, 2015, 05:41:20 AM
Not particularly major but isn't it Virgo not Vergo (Being one myself I should know)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: ShoHaFa on January 24, 2015, 06:50:26 AM
I have been adding a lot of things dealing with Items.

I have added 6 new item categories:
"Hat"Worn on the headTaken off for combat.Replaces Helmets when worn
"Helmet"Worn on the headPut on for combat.Replaces Hats when worn
"Glasses"
"Swimsuit"Worn on the bodyUsed only for specific events
"Shield"Used in combat
"Combat Shoes"Worn on the feetPut on for combat.Replaces Shoes when worn
-------------------------------------------------------------------------------------------------------------------------------------------------
Though they are not fully incorporated into the code, they should load and display in the inventory list.
WME.0.8.17 will have them in it.

The Inventory screen has had several improvements:
 - The Owners Lists now shows how many items the girls have, total and in the selected category.
 - There is now a buy 10 button for infinite shop items. (only when buying from shop to player)
 - Both the Buy and the Buy 10 buttons will turn off if you can't afford the items.

I plan on adding a selective give to girl so you don't give her the same thing twice but that will have to wait for now.
I'm not sure how a give to multiple girls will work, but if it does, I will add it.


I have not gotten to adding the sex texts submitted by Naturalrice or the sabotage limiters suggested by Whitetooth yet but I will get at least some of it in before pushing the next version.
Copied to notepad, I think I'll be staring at that this weekend, thinking of all the things I could make with it. Especially with the hats and helmets!
By the way, when a girl leaves combat, will she take off the helmet and put her hat back on again?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: BlackWolf Inc. on January 24, 2015, 07:48:44 AM
"Hat"Worn on the headTaken off for combat.Replaces Helmets when worn
"Helmet"Worn on the headPut on for combat.Replaces Hats when worn
"Glasses"
"Swimsuit"Worn on the bodyUsed only for specific events
"Shield"Used in combat
"Combat Shoes"Worn on the feetPut on for combat.Replaces Shoes when worn
-------------------------------------------------------------------------------------------------------------------------------------------------

Now THAT is pretty sweet, i was just thinking about how a couple of those types could be implemented
Also frickin' shields man!!!!!!!!!!!!!!!!!!!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: ShoHaFa on January 24, 2015, 10:36:34 AM
Now THAT is pretty sweet, i was just thinking about how a couple of those types could be implemented
Also frickin' shields man!!!!!!!!!!!!!!!!!!!
Shields are tricky I think. I don't think it'd be logical to have them increase agility for example. But maybe I'll occasionally use the slot for something like a "Rocket Pack, +X Agility adds Wings, can not use shields while using the Rocket Pack" or something like that.

Logical bonusses would be Constitution and Combat. Also, since there is no real defensive stat, we'd have to use traits I guess.
What's the correct order for defensive traits? Brawler < tough < half-construct < construct < incorporeal?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: BlackWolf Inc. on January 24, 2015, 11:37:42 AM
True but perhaps that will come in time eh?
as for trait order, yeah that looks about right to me.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: aevojoey on January 25, 2015, 08:03:25 AM
Copied to notepad, I think I'll be staring at that this weekend, thinking of all the things I could make with it. Especially with the hats and helmets!
By the way, when a girl leaves combat, will she take off the helmet and put her hat back on again?
Yes.
In the unequip combat function, they first unequip Weapons, Armor, Helmets, Combatshoes and Shields.
Then they put on hats and shoes.

In the equip combat they only take off shoes or hats if they have Combatshoes or helmets.
So if they don't have Combatshoes or helmets then they keep on their shoes or hats.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: BlackWolf Inc. on January 25, 2015, 08:07:53 AM
Wow... I have to admit that is really well thought out, props to you sir :)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.30
Post by: aevojoey on January 25, 2015, 01:07:48 PM
Since I added 6 new item categories, I needed to go through all the items to update any that go into the new categories.
I didn't realize there were 578 itemsx files.
Luckily most are easy to check and I have updated 26 of 312 so far, 266 left to go through.
Once I finish this, I will push WM.06.00.31 and WME.0.8.17

Update:
36 items updated.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.31
Post by: aevojoey on January 25, 2015, 02:21:37 PM
.06.00.31 is up

It has a lot of updates dealing with items and the inventory screen.
Check your items because I have updated a lot of them.
If you use a custom interface, check itemmanagement_screen.xml for the updates.

Gangs and rivals should be a little more balanced but more can and will be done with that.

WME.0.8.17 is included.
It has the new item categories as well as first, middle and last names.
I also added bug checking into many areas of the editor, look at the extra tab if you are having problems.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.31
Post by: Luminus on January 26, 2015, 03:17:39 PM
 Is there a way to make my own list  of girls In the brothel?
I now that new girl is on the bottom of the list and I can sort them by age, job, happiness etc…
But can I  put Matron on top, maids after her or something like that?
 
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.31
Post by: ShoHaFa on January 26, 2015, 04:21:02 PM
Is there a way to make my own list  of girls In the brothel?
I now that new girl is on the bottom of the list and I can sort them by age, job, happiness etc…
But can I  put Matron on top, maids after her or something like that?
In the transfer girl screen, you can send a girl to the brothel she is already in, and she will move to the bottom of the list. However, when you do this, she will cancel whatever job you set up for her, so if it's a big brothel, you might want to schedule a whole afternoon to put your girls in whatever order you want.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.31
Post by: Hanzo on January 26, 2015, 06:26:53 PM
If there's room for it I think it'd be nice to have libido listed in the girl management screen. Lactation could be useful as well when it gets fully implemented.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.31
Post by: Scorpid on January 26, 2015, 06:37:58 PM
I'd like it if we could take out STD's or if Matrons could just pull the cures from your inventory. Its really annoying having to keep up with gynecological health of all those characters if you want to run a clean brothel.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.31
Post by: aevojoey on January 26, 2015, 09:17:10 PM
If there's room for it I think it'd be nice to have libido listed in the girl management screen. Lactation could be useful as well when it gets fully implemented.
You can edit the girl_management_screen.xml in your interface and add/change/remove columns.
At the bottom is the ListBox and below that are each of the Column lines.
Code: [Select]
<Column   Name="Age"                Header="Age"          Offset="140"/>

You can use the name of any stat, skill or status or any of these as the Name="":
"Name""DayJob""NightJob""Gold""Virgin"
"Accommodation""Happiness""Health""Tiredness""is_slave"
"Age""Libido""Looks""Pay""Rebel"
"PregCooldown""Weeks_Due""carrying_human""is_mother""is_pregnant"
"has_disease""is_addict""is_poisoned"

The Header is what it says on top of the list and the Offset is its relative position in the list.
I say "relative position" because with the scaling of the screens, the exact position is scaled to fit.
You will have to play around with the positions to get them to look right.

Update:
The above list is specifically coded to be checked.
For stats, skills and statuses you can use the following list.
These are checked by using the  STAT_   SKILL_   and  STATUS_   part to determine what list to check against.
"STAT_Charisma" "STAT_Happiness" "STAT_Libido" "STAT_Constitution"
"STAT_Intelligence" "STAT_Confidence" "STAT_Mana" "STAT_Agility"
"STAT_Fame" "STAT_Level" "STAT_AskPrice" "STAT_House"
"STAT_Exp" "STAT_Age" "STAT_Obedience" "STAT_Spirit"
"STAT_Beauty" "STAT_Tiredness" "STAT_Health" "STAT_PCFear"
"STAT_PCLove" "STAT_PCHate" "STAT_Morality" "STAT_Refinement"
"STAT_Dignity" "STAT_Lactation" "STAT_Strength"
"SKILL_Anal" "SKILL_Magic" "SKILL_BDSM" "SKILL_NormalSex"
"SKILL_Beastiality" "SKILL_Group" "SKILL_Lesbian" "SKILL_Service"
"SKILL_Strip" "SKILL_Combat" "SKILL_OralSex" "SKILL_TittySex"
"SKILL_Medicine" "SKILL_Performance" "SKILL_Handjob" "SKILL_Crafting"
"SKILL_Herbalism" "SKILL_Farming" "SKILL_Brewing" "SKILL_AnimalHandling"
"SKILL_Footjob" "SKILL_Cooking"
"STATUS_Poisoned" "STATUS_Badly Poisoned" "STATUS_Pregnant" "STATUS_Pregnant By Player"
"STATUS_Slave" "STATUS_Has Daughter" "STATUS_Has Son" "STATUS_Inseminated"
"STATUS_Controlled" "STATUS_Catacombs" "STATUS_Arena" "STATUS_Your Daughter"
"STATUS_Is Daughter"
Code: [Select]
<Column   Name="STAT_Level"         Header="Level"        Offset="180"/>
<Column   Name="SKILL_Cooking"      Header="Cooking"      Offset="220"/>
<Column   Name="carrying_human"     Header="C.H."         Offset="260"/>





I'd like it if we could take out STD's or if Matrons could just pull the cures from your inventory. Its really annoying having to keep up with gynecological health of all those characters if you want to run a clean brothel.
STDs are in the game to add some consequences to actions, without them there would be much less challenge in the game.
Automatically using antidotes should already be in but I will check to make sure.
A cure diseases job in the clinic should be added soon and making antidotes in the farm is planned.
You could add a column to the girls list with "has_disease" from the response above.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.31
Post by: Hanzo on January 27, 2015, 06:14:26 AM
You can edit the girl_management_screen.xml in your interface and add/change/remove columns.
At the bottom is the ListBox and below that are each of the Column lines.
Code: [Select]
<Column   Name="Age"                Header="Age"          Offset="140"/>

You can use the name of any stat, skill or status or any of these as the Name="":

The Header is what it says on top of the list and the Offset is its relative position in the list.
I say "relative position" because with the scaling of the screens, the exact position is scaled to fit.
You will have to play around with the positions to get them to look right.

Thanks. Made room by cutting 20 pixels from each job column and worked fine.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.31
Post by: ShoHaFa on January 27, 2015, 06:36:13 AM
A cure diseases job in the clinic should be added soon and making antidotes in the farm is planned.
Oooh, that reminds me of something!
Could the drug councelor at the Centra get some additional jobs? Like Assertiveness Training to get rid of a trait like Meek, or Self-Sufficiency Training to get rid of Dependant? I'm sure other mental-care jobs like that could be thought up, but basically, turn her slightly more into a psychologist than a councelor.

Maybe throw in some hidden "relapse" counter for good measure and balancing, which might cause a patient to relapse into old behaviour after 10-30 weeks, but if she doesn't relapse in that timeframe, she'd be permanently "cured".
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.32
Post by: Jacko on January 27, 2015, 09:07:48 PM
I like what I'm seeing with the code for the different jobs, like the chance for a girl to have sex with the customers when sleazy waitress, and the development of the dignity and morality stats.


All I can say is, more! Lots more! Use those traits! Great job!




Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.33
Post by: aevojoey on January 29, 2015, 01:20:42 PM
.06.00.33 is out.
Finally got something done on the farm.
Make Potions, Gardener and Beast Capture can now give you some items.
Research gives more skills but still needs to be reworked to be more like the other learning jobs.

Also fixed a few bugs.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.33
Post by: Romanul on February 01, 2015, 08:04:16 AM
I've just recently made an upgrade to 06.00.33 (though I'm sure it been there in some of the previous versions too) and I noticed the girls have alignment too(pure evil, neutral and lawful is what I noticed so far). I've been searching trough this thread unsuccessfully about more details. Do you guy know anything more about them? What are all the possible alignments, what are the effects etc? I like the idea.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.33
Post by: dmotrl on February 01, 2015, 07:17:59 PM
I've just recently made an upgrade to 06.00.33 (though I'm sure it been there in some of the previous versions too) and I noticed the girls have alignment too(pure evil, neutral and lawful is what I noticed so far). I've been searching trough this thread unsuccessfully about more details. Do you guy know anything more about them? What are all the possible alignments, what are the effects etc? I like the idea.
Not on .33 yet myself (... I think), but I think it's the Morality system; I've seen 'Not Nice' and 'Good,' as well, and on girls whose Morality I've edited.  No idea if it affects anything yet, though.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.33
Post by: crazy on February 01, 2015, 10:47:39 PM
It don't affect much yet just a few different job things and some free time stuff. But there are plans to make it affect more
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.33
Post by: thorrr85 on February 02, 2015, 04:40:43 PM
I have newbie question
When i download latest version of the game and download few girl packs, then i start the game and get plenty of random girls without images. When i go to the slave market, i get for example one girl i downloaded and 5 random girls without images, how can I delete them from my game please ?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.33
Post by: doubleDolp on February 02, 2015, 07:27:38 PM
did you extract the Test girl Rar file.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.33
Post by: TitanSon on February 02, 2015, 07:48:26 PM
i think the problem is .... u need random girl-packs for random girls ... btw some .rgirls-data otherwise everytime u get a random woman or random catacomb woman etc. end up with no images
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.34
Post by: aevojoey on February 04, 2015, 10:17:16 AM
.06.00.34 is up.

There are a lot more items added.
Butcher, Baker and Brewer jobs now create items.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.00.34
Post by: aevojoey on February 06, 2015, 04:22:39 PM
I was wondering how many versions I had made so far.
I counted about 76:
 + about 9 between .05i and .05l,
 + 32 from .05m to .05t.03 (https://mega.co.nz/#F%21BQVzwTgb%21MzxGv9m7EVLOyKPA9uU9Rw)
 + 35 .06.00 versions (https://mega.co.nz/#F%21gddS2ABT%21pubqanpA3Iu0fmmi5E1DIg)

Before .05m I didn't really have a system for releases so the exact number is a little hard to verify.

Started a new folder for .06.01.00 (https://mega.co.nz/#F!BRFwFLLJ!4QvxIebB2WjsXyiTn2RSIw)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.00
Post by: aevojoey on February 07, 2015, 04:16:50 AM
.06.01.00 is up.

Read these 4 posts for most of the changes.
Folders can be moved (http://www.pinkpetal.org/index.php?topic=3483.msg32976#msg32976)  <----- the most important one

StatTr, SkillTr, etc. (http://www.pinkpetal.org/index.php?topic=953.msg32973#msg32973)
Major job updates (http://www.pinkpetal.org/index.php?topic=953.msg32966#msg32966)
Items for .(r)girlsx (http://www.pinkpetal.org/index.php?topic=3498.msg32974#msg32974)

"Your Daughter" girls should work but I have not tested it.




I have an old pc I could use to set up a host for a characters torrent and svn, but it needs a hard drive.
I added a donate button to the first post if anyone want to help out.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.01
Post by: aevojoey on February 08, 2015, 11:02:10 PM
.06.01.01 is out

Read this - Script conversion to XML Progress (http://www.pinkpetal.org/index.php?topic=3557.msg32991#msg32991)

Fixed a few other minor things.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.02
Post by: aevojoey on February 09, 2015, 11:25:12 PM
.06.01.02 is now out

Lots of minor changes, some bug fixes, more information and lots of cleaning.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.02 - reuploaded
Post by: aevojoey on February 10, 2015, 01:42:14 AM
Its a good thing I forgot to push to the svn before I went to bed.
I got back up to do it and found a bug after checking the push.
It will not be fixed in the svn till next version but I reuploaded the version.
If you got the first version of .06.01.02 just replace it.

In WorkCentreAngerManagement.cpp
Code: [Select]
sGirl* counselor = g_Centre.GetRandomGirlOnJob(0, JOB_COUNSELOR, Day0Night1);   
was
Code: [Select]
sGirl* counselor = g_Brothel.GetRandomGirlOnJob(0, JOB_COUNSELOR, Day0Night1);   

I also reduced the chance of a girl physically fighting her counselor from 25% to 10%.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03
Post by: aevojoey on February 11, 2015, 01:42:54 AM
.06.01.03 is out

Lots of small fixes and a few new things.
Girls in the dungeon should now have turn summary events for most thing.
 - Some script functions still need to be updated for this.
The pregnancy column on girls lists is a little more helpful.

WME.0.8.20 has the new config.xml folders



Had a little bug that had to be crushed.
Reuploaded .06.01.03
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: Deadone on February 11, 2015, 07:30:43 AM
This is probably not the right place but...Will you be able to hire guys for the Arena or other jobs (like Girls not like Gangs) in the future?

(sorry for bad my english I didnt sleep lol)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: aevojoey on February 11, 2015, 11:51:21 AM

This is probably not the right place but...

Anywhere in the User Mods forum is the right place.
Where you post a question in there does not really matter, I read them all.

Will you be able to hire guys for the Arena or other jobs (like Girls not like Gangs) in the future?
Yes.

At the moment, If you create a "Girls Pack" for a guy, the game will load it as a girl.
The game is not set up to differentiate genders so any texts in game would call him "her".
In the future "Boys Packs" will be added.
When that will happen is unknown.

(sorry for bad my english I didnt sleep lol)
That's ok, I understand bad english.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: edgy98125 on February 12, 2015, 06:16:17 PM
@aevojoey I just voted in the current version of the poll and wanted to be more specific about what my vote means. The way I play I have very strict guidelines about when a girl will and will not use the anti-pregnancy potions.  It would be nice if you could specify that she is not to use anti-preg potions for X weeks and then return to using them.  Along the same vain it would be nice if the anti-preg potion but not other methods such as sterilization or prophylactic rings had a failure rate.  Support for multiples would also be cool, but that might be a future thing.

Finally and maybe this already happens and i haven't noticed but it seems to me that the girls should have random side effects from giving birth.  +/- to happiness, loss of health, added tiredness, even more so if she miscarried.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: aevojoey on February 12, 2015, 07:57:10 PM
The way I play I have very strict guidelines about when a girl will and will not use the anti-pregnancy potions. 
It would be nice if you could specify that she is not to use anti-preg potions for X weeks and then return to using them. 
Not sure exactly what you mean by this.
Do you want her to try to get pregnant and if she does not after X weeks, she will give up and use the potions?

Currently if she is sterile, pregnant or on cool-down, she will not use them.
She will only use one if she has sex in a way that can cause pregnancy (normal, bdsm, group, beast).

You can tell a specific girl not to use them buy unchecking the box on the girl detail screen.

Along the same vain it would be nice if the anti-preg potion but not other methods such as sterilization or prophylactic rings had a failure rate.
That can be done.
I will add setting the anti-preg failure chance in config.xml for the next version.
Default will be 0.
Added

Support for multiples would also be cool, but that might be a future thing.
Actually, I am fairly close to be able to add that.
Probably not for the next version but soon.

Finally and maybe this already happens and i haven't noticed but it seems to me that the girls should have random side effects from giving birth.  +/- to happiness, loss of health, added tiredness, even more so if she miscarried.
While there are not hht effects with birth, there are some side effects to birth:
 - There is a (1+((100-health)/10))% chance of death with beast pregnancy.
 - There is a (5+((100-health)/10))% chance of sterility with beast pregnancy and (1+((100-health)/10))% for normal birth.
I will add some hht effects for the next version. Added
(corrected the math)

Miscarriage is currently only possible for tortured girls and girls who get attacked.
I can add still birth chance to the birthing section. Added
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: edgy98125 on February 12, 2015, 08:50:30 PM
Not sure exactly what you mean by this.
Do you want her to try to get pregnant and if she does not after X weeks, she will give up and use the potions?

Yes exactly, I typically have them use AP until they reach level 5, then at level 5 I take them off for two weeks, if they don't get pregnant I put them back on.  They continue this way until level 10, at which point it becomes 3 weeks.  So on and so forth.  Well once you are managing more than 20 girls it becomes hard to remember who is where.  So if there was a way to turn off AP for X weeks per girl that would be very useful.

As for all the rest...  well you rock  :D
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: aevojoey on February 12, 2015, 10:15:02 PM
Yes exactly, I typically have them use AP until they reach level 5, then at level 5 I take them off for two weeks, if they don't get pregnant I put them back on.  They continue this way until level 10, at which point it becomes 3 weeks.  So on and so forth.  Well once you are managing more than 20 girls it becomes hard to remember who is where.  So if there was a way to turn off AP for X weeks per girl that would be very useful.
I'm not sure exactly how I would be able to do it without making it too complicated.
While it could be done, the practicality of it would be rather limited.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: edgy98125 on February 12, 2015, 11:28:29 PM
To be clear I am not asking you to enforce the rules that I employ just the ability to set the Anti Preg to Yes, No, or No X.  If this is database driven the X would be a second field probably an integer or your DBs equivalent of the Int type.

In the app when the user unchecks the box setting anti-preg to no, they can then move a slider for the number of weeks between Off and 9.  Off passes a -1 to the DB meaning it is off permanently (or at least until the box is rechecked) any other selection on the slider passes the number for the position you are set.  Each turn would then reduce the count by for any number > 0.  Once 0 is reached the app would restore a a yes answer to the anti-preg selection.  I assume that is a binary so it would just set the anti preg back to 1.  A limit of 9 weeks without seems reasonable as most girls will have become pregnant by then, and if not she is very lucky.

Just a thought.  I know it sounds like I could probably do this but the truth is I really cannot code at all which is crazy because I test software for a living  ??? .  I can write enough SQL to be dangerous, but not enough to be useful as a dev.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: aevojoey on February 13, 2015, 12:55:07 AM
To be clear I am not asking you to enforce the rules that I employ just the ability to set the Anti Preg to Yes, No, or No X.  If this is database driven the X would be a second field probably an integer or your DBs equivalent of the Int type.

In the app when the user unchecks the box setting anti-preg to no, they can then move a slider for the number of weeks between Off and 9.  Off passes a -1 to the DB meaning it is off permanently (or at least until the box is rechecked) any other selection on the slider passes the number for the position you are set.  Each turn would then reduce the count by for any number > 0.  Once 0 is reached the app would restore a a yes answer to the anti-preg selection.  I assume that is a binary so it would just set the anti preg back to 1.  A limit of 9 weeks without seems reasonable as most girls will have become pregnant by then, and if not she is very lucky.

Just a thought.  I know it sounds like I could probably do this but the truth is I really cannot code at all which is crazy because I test software for a living  ??? .  I can write enough SQL to be dangerous, but not enough to be useful as a dev.
I'm not saying it will never happen just that I'm not sure how I would be able to do it.
Looking through the code, m_UseAntiPreg is currently a bool but can easily be changed to an int.
The internal code handling that is not the problem, adding a variable input is.
I will keep looking at it but I can't promise I will get to it any time soon.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: GonDra on February 13, 2015, 09:01:28 AM
While there are not hht effects with birth, there are some side effects to birth:
 - There is a (1+(health/10))% chance of death with beast pregnancy.
 - There is a (5+(health/10))% % chance of sterility with beast pregnancy and (1+(health/10))% % for normal birth.
I will add some hht effects for the next version. Added
Is high health a negative thing, as in a girl is ill or not in good health if she has a high value in that variable? Because as I read those formulas having high health will increase the chance of negative effects.

Besides that it is nice to see those changes keep coming, thanks for your continued work.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: aevojoey on February 13, 2015, 10:40:47 AM
Is high health a negative thing, as in a girl is ill or not in good health if she has a high value in that variable? Because as I read those formulas having high health will increase the chance of negative effects.

Besides that it is nice to see those changes keep coming, thanks for your continued work.
Sorry, I wrote that wrong in the post.
It is (# + ((100-health)/10))% not (# + (health/10))%.
I corrected it in the post.


I am creating new buttons for the game's first screen.
I like the original buttons but I can not recreate them well enough to add new options to match them so I am creating them from scratch.
I have finished the "Load Game" buttons that look ok but I am not an artist so they look rather plain.
I am making them overly large so they can be scaled better for different size interfaces.

If anyone can make better buttons, I'll take them.
So far I will need "New Game", "Load Game", "Quit Game", "Settings" and "Continue"
They all need an On and Off version.
"Load Game" and "Continue" will also need a Disabled Version.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.04
Post by: aevojoey on February 13, 2015, 09:21:50 PM
.06.01.04 is out now

New buttons added to the main menu.
I made them myself but I am not an artist so they don't look too good. (someone else make some better ones).
The main menu and load game list have hotkeys now -> Hotkeys currently in the game (http://www.pinkpetal.org/index.php?topic=3446.msg28000#msg28000)

Several other fixes and additions.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: Dagoth on February 13, 2015, 11:39:53 PM
I am creating new buttons for the game's first screen.
I like the original buttons but I can not recreate them well enough to add new options to match them so I am creating them from scratch.
I have finished the "Load Game" buttons that look ok but I am not an artist so they look rather plain.
I am making them overly large so they can be scaled better for different size interfaces.

If anyone can make better buttons, I'll take them.
So far I will need "New Game", "Load Game", "Quit Game", "Settings" and "Continue"
They all need an On and Off version.
"Load Game" and "Continue" will also need a Disabled Version.
If you have Photoshop, the source file for those main menu buttons is "wm_menu_256x64.psd" in the Photoshop folder of the original WM SVN.

If you don't, I could probably spend a little time doing them for you. Just let me know if so.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: aevojoey on February 14, 2015, 12:25:09 AM
If you have Photoshop, the source file for those main menu buttons is "wm_menu_256x64.psd" in the Photoshop folder of the original WM SVN.

If you don't, I could probably spend a little time doing them for you. Just let me know if so.
I can't draw free hand so I probably couldn't make anything good so if you can go for it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: Dagoth on February 15, 2015, 11:42:51 PM
I can't draw free hand so I probably couldn't make anything good so if you can go for it.
OK, here are the requested buttons along with the updated 1024x256 version of the PSD file for them:
https://mega.co.nz/#!4pAg2I7K!Qh999IKEPhzZiLwPs-EMVd5M-2rja7TyDqdiH_JAoQs
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: aevojoey on February 16, 2015, 12:12:16 AM
OK, here are the requested buttons along with the updated 1024x256 version of the PSD file for them:
https://mega.co.nz/#!4pAg2I7K!Qh999IKEPhzZiLwPs-EMVd5M-2rja7TyDqdiH_JAoQs (https://mega.co.nz/#!4pAg2I7K!Qh999IKEPhzZiLwPs-EMVd5M-2rja7TyDqdiH_JAoQs)
Nice.
I probably should have had you make disabled buttons for all of them just in case I needed them but this will do.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.05
Post by: aevojoey on February 18, 2015, 02:15:43 AM
.06.01.05 is out

Added Strength stat and Cooking skill.
They don't do much right now but are used in farm jobs.
You can train strength in Combat Training.

Combat Training, Intern and Farm Research have been updated a bit.
Most of the farm jobs have been updated for stat/skill use and gains.
I plan on updating all the jobs with the same style.

Catacombs has gotten a big update as requested here - http://www.pinkpetal.org/index.php?topic=953.msg33090#msg33090 (http://www.pinkpetal.org/index.php?topic=953.msg33090#msg33090)
At the moment only the girl's job has been updated, Gangs will get updated soon.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: Dagoth on February 18, 2015, 08:44:36 AM
Nice.
I probably should have had you make disabled buttons for all of them just in case I needed them but this will do.
Here are disabled versions for each button, and an updated PSD:
https://mega.co.nz/#!Q9BgmKYS!Wl3piV6TxGxSVxKO0JCpG4OuG7IfJRbpCy263zFRRak
I changed the look and coloring slightly for the disabled versions, so the ones I already posted above are updated here.


Also, while playing I've found it a bit annoying not being able to see what jobs a girl will eventually be set back to doing who has been taken off work by the matron due to tiredness. As a quick and simple solution for myself I added that info to the 2nd "More Info" text for girls that are off work due to tiredness. Attached is a patch adding that if you want it.
It might actually be worth adding that info elsewhere for more convenience, such as the job columns on the Girl Management screen. They could for instance be changed to show something like "[Rest] Brothel Whore" to indicate she is resting but will go back to doing Brothel Whore when the matron puts her back to work. The actual job selection listboxes would still have "Free Time" selected, so hopefully it wouldn't be too confusing. Not sure if you want to do that or not, though.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: aevojoey on February 18, 2015, 10:49:10 AM
Here are disabled versions for each button, and an updated PSD:
https://mega.co.nz/#!Q9BgmKYS!Wl3piV6TxGxSVxKO0JCpG4OuG7IfJRbpCy263zFRRak (https://mega.co.nz/#!Q9BgmKYS!Wl3piV6TxGxSVxKO0JCpG4OuG7IfJRbpCy263zFRRak)
I changed the look and coloring slightly for the disabled versions, so the ones I already posted above are updated here.
Thank you.
Next task, if you are up for it, More game buttons.
I will need a "Settings" button like the others in the game.
"Buy X", "Buy 1", "Buy All", "Sell", "Sell 1", "Sell 10", "Sell 20", "Sell X", "Sell All"
There are a few other buttons that I will need but I can't think of them at the moment.

Also, while playing I've found it a bit annoying not being able to see what jobs a girl will eventually be set back to doing who has been taken off work by the matron due to tiredness. As a quick and simple solution for myself I added that info to the 2nd "More Info" text for girls that are off work due to tiredness. Attached is a patch adding that if you want it.
It might actually be worth adding that info elsewhere for more convenience, such as the job columns on the Girl Management screen. They could for instance be changed to show something like "[Rest] Brothel Whore" to indicate she is resting but will go back to doing Brothel Whore when the matron puts her back to work. The actual job selection listboxes would still have "Free Time" selected, so hopefully it wouldn't be too confusing. Not sure if you want to do that or not, though.
Added your part, I will see about adding something in to the list page as well.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.05
Post by: darkraven301 on February 18, 2015, 11:35:34 AM
Would it be possible to make game use normal girls as random ? By that i mean randomly choosing one of those that I have.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.05
Post by: aevojoey on February 18, 2015, 12:08:47 PM
Would it be possible to make game use normal girls as random ? By that i mean randomly choosing one of those that I have.
Sometimes it does, other times it does not.
In what cases do you mean?

When you get a girl from most places, it will randomly choose to either use a unique girl or a random girl.
For those places where the girl is not kept, such as combat against random girls, it would not really make much difference.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.05
Post by: Destont on February 18, 2015, 06:29:26 PM
As of version .06.01.05 the game crashes whenever I send a girl to explore the catacombs, can anyone reproduce this?

Also sometimes the game crashes when selecting the slave market but that has been present for a few iterations now, may be a problem on my end with some girls, I only use Lurkers packs but all of them.

Check the bug report topic
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.05
Post by: darkraven301 on February 19, 2015, 03:59:34 AM
Sometimes it does, other times it does not.
In what cases do you mean?

When you get a girl from most places, it will randomly choose to either use a unique girl or a random girl.
For those places where the girl is not kept, such as combat against random girls, it would not really make much difference.


For example at birth I tried to edit a girl as my daughter but i still only get randoms.
Also catacombs sometimes its unique and sometimes random can it be only unique the same for slave market and kidnapping or taking from clients.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.05
Post by: aevojoey on February 19, 2015, 09:38:42 AM
For example at birth I tried to edit a girl as my daughter but i still only get randoms.
When you create a new game, it loads every .girlsx file it finds and saves the file name so it will not check that name again.
If you edit a .girlsx file after it has been loaded into your game, it will have no effect on the existing game.
To get it to reload that file, you need to remove the file from the <Loaded_Files> list.
You may also want to remove that girl from the <Girls> list so you don't get duplicates.

Also catacombs sometimes its unique and sometimes random can it be only unique the same for slave market and kidnapping or taking from clients.
Kidnapping and taking from clients should be random girls, if they were not, there would have to be a special script for each unique girl.
Catacomb girls are 50/50 unique/random and Slave Market girls are 35/65 unique/random.
Your Daughter girls all try to be unique unless there are none left, then they are all random.
I'll add config.xml settings to allow Catacomb and Market girls to be changed.
After all unique girls have been used, then they will all be randoms.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.03 - Reuploaded
Post by: Dagoth on February 19, 2015, 03:06:26 PM
Thank you.
Next task, if you are up for it, More game buttons.
I will need a "Settings" button like the others in the game.
"Buy X", "Buy 1", "Buy All", "Sell", "Sell 1", "Sell 10", "Sell 20", "Sell X", "Sell All"
There are a few other buttons that I will need but I can't think of them at the moment.
Here you go, these fit with the existing button sizes:
https://mega.co.nz/#!BtACGLSQ!n7MeZfMbTJmrW68YK3rZesIb9QveOQlZggA-gIAT4Sc

I'm thinking about going ahead and spending a couple of hours making larger versions of all of the game buttons, probably aiming for just double the width and height of the current buttons. Since the current UI is designed for a 4:3 scale window, that would have the new buttons designed to perfectly fit a 1600x1200 resolution and look good scaled down for anything smaller than that. I did a quick test with that size for a button image, and it looked much better than the existing buttons at the current default 1024x768 resolution, and of course still looked good with the WM window resolution upped to 1440x1080 (highest I can test on my monitor).
I also came up with an improved look for the hover/on version of the buttons with the button itself being lit up rather than just the dark text outline removed, so I plan to incorporate that as well.
Not sure when I'll have the time to work on it, though.

Edit: attached is an example with the Off version, the On (hover) version of the old style for reference, and the On version with the button lit up rather than the text outline disabled. It might not look that noticeable below with the images side by side, but in-game it's very noticeable as you hover the mouse over the button.

Edit again: apologies, re-uploaded the button images with actual button text currently used in-game.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.05
Post by: Dagoth on February 19, 2015, 07:18:59 PM
I actually felt like getting started on the button overhaul and just doing it on a screen by screen basis as I have time. So I did. I've also made another tiny change to the buttons which improves the look. SDL's image scaling methods seem to effectively clip off a tiny bit of the right edge of scaled images for whatever reason, which is most easily seen on the existing buttons which have a point on the right edge, like the "Next" button. I've added a 1 pixel wide empty buffer on the right edge of all button images to deal with that, which seems to do the trick.

I went ahead and did the buttons for the Load Screen and the main Brothel Management screen so far. The zip below can of course simply be extracted into your \Resources\Buttons\ folder, overwriting the existing files.
https://mega.co.nz/#!81QQkQ6J!MB-AgU3q_q92qSxiUo-qRedUMEyOcrMOxy23XDNbiEU

I'll continue working on updating the buttons as I have time.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.05
Post by: edgy98125 on February 19, 2015, 08:17:59 PM
Hey aevojoey keep up the good work.  Each new release makes things a bit better. 
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.05
Post by: aevojoey on February 19, 2015, 11:49:31 PM
Here you go, these fit with the existing button sizes:
...
Not sure when I'll have the time to work on it, though.
Thanks, and take your time to make them all look good and the same over the entire game.
The only one I need right away is the settings button, all the rest can wait until you finish them all.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.05
Post by: Dagoth on February 20, 2015, 04:09:33 AM
Thanks, and take your time to make them all look good and the same over the entire game.
The only one I need right away is the settings button, all the rest can wait until you finish them all.
That one is in the link above:
https://mega.co.nz/#!BtACGLSQ!n7MeZfMbTJmrW68YK3rZesIb9QveOQlZggA-gIAT4Sc
It's the same scale as the old button sizes. I'll of course include an upsized version of it along with the rest of the button overhaul as I get to it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: aevojoey on February 22, 2015, 01:42:12 AM
.06.01.06 is out

Lots of bug fixes, expansion of Accommodation and some more undead type traits.
Several new items and many updated items.
You can now revive dead girls with "Better Zed than Dead" and "Elixir of Ultimate Regeneration".
Many of the buttons have been updated by Dagoth and there are a few more details in some areas.

I have not had time to bug test everything so there may be some things that don't work so report them if you find anything.

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: BlackWolf Inc. on February 22, 2015, 05:48:02 AM
Not sure if this is a bug but the .exe wont extract for me even though all the other files work fine  :(
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: Dagoth on February 22, 2015, 06:16:15 AM
I've finished the button overhaul. Here is the full set, which can be unzipped directly into the game folder.
https://mega.co.nz/#!QwZwyYhI!_KqQZXKSskJtjPlU12oKZiky5Uby0CjTfFZsN_rupjk

I did skip over buttons which were not referenced by any interface files, as well as ones only used in upgrade_screen.xml, which is an unused unfinished screen that DocClox was working on to have different room types and such available for different buildings. All buttons actually used in the game are included.

Here are the source PSDs for the upsized buttons, for anyone wanting to make further buttons matching the style of these:
https://mega.co.nz/#!k0QwlQyR!IAgSkBGJp8HzCtCAW-ZBQDLGuL85U-L5cGFvvD_tVTs

Edit: I had no trouble extracting or running the EXE in the .06.01.06 zip.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: BlackWolf Inc. on February 22, 2015, 08:31:25 AM
I had no trouble extracting or running the EXE in the .06.01.06 zip.
:-[ Huh, must just be me...
I'll re-download and try that.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: Hazure on February 22, 2015, 11:12:28 AM
Not just you....Avast doesn't like the exe either.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: aevojoey on February 22, 2015, 11:38:49 AM
Not just you....Avast doesn't like the exe either.
I have avast also and I sent them the exe as well as a link to the source code.
Hopefully they will get back to me as to why it doesn't like it.
I am going back over the changes made from the previous version to see if I can find anything that may be causing it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: edgy98125 on February 22, 2015, 04:50:07 PM
Getting ready to download newest now.  Voted in newest poll but wanted to expand on what I would like to see within my votes (Gangs and Customers)

Customers, well here I don't have anything specific other than making the brothel visits customer focused like you said so that girls don't get overworked and there is better distribution of customers.

Gangs.  I would like to see a few more spaces opened as you purchase additional buildings, I would like to be able to tell a gang what specifically to guard.  Weapon levels should be gang specific and should include more than 4, maybe tie the max level to the combat stat so you cannot equip top level weapon to a gang with low combat skill.  Add a patrol job where they search for rival gangs to fight (different from guarding and acquiring, they would intercept gangs on attack missions, and would not fight to death) you might need to add an evasion and retreat stat.

These are of course just suggestions of what would be interesting to see in the gangs system.

And one unrelated item altogether is now that items get auto consumed more aggressively it would be good to have a consumable and auto-consumable grouping so you can control on the item whether it will be auto-consumed or not.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: aevojoey on February 23, 2015, 03:41:11 PM
Customers, well here I don't have anything specific other than making the brothel visits customer focused like you said so that girls don't get overworked and there is better distribution of customers.
I have been putting this off for a while because I need to completely rewrite the brothel and it would take a while.
I will get to it when more of the smaller things work properly.

Gangs.  I would like to see a few more spaces opened as you purchase additional buildings, I would like to be able to tell a gang what specifically to guard. 
More gangs have been suggested and I looked into it.
There was talk about making the prison into a buyable building with gangs being based out of there.
It never went anywhere and I forgot about adding more gangs.
I'll check it again and add 1 gang per brothel purchased to start with. Done

Weapon levels should be gang specific and should include more than 4, maybe tie the max level to the combat stat so you cannot equip top level weapon to a gang with low combat skill. 
Add a patrol job where they search for rival gangs to fight (different from guarding and acquiring, they would intercept gangs on attack missions, and would not fight to death) you might need to add an evasion and retreat stat.
I agree with both but I don't really plan on doing anything with gangs again for a while.
Gangs in general need a lot of work and I plan on doing a bunch of smaller fixes this week.

And one unrelated item altogether is now that items get auto consumed more aggressively it would be good to have a consumable and auto-consumable grouping so you can control on the item whether it will be auto-consumed or not.
I have always intended to add a Store Room and Vault to divide items into auto-use and do not use groups.
The player inventory would then become the actual player's items that works like the girls' inventory.
Items in the Store Room would function like the current Player inventory and you could move items into the vault to prevent them from being used.
The vault would also protect items from rivals raiding your buildings.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: edgy98125 on February 23, 2015, 06:11:43 PM
That all sounds great.  One thought on pregnancy occurred to me as well.  Some women experience a phenomenon referred to as "The Glow" this makes her appear more radiant and beautiful.  It seems if you added some variables to pregnancy a girl could become +x more beautiful during pregnancy, or her tiredness could have a modifier so that she gets tired at 1.2 times the normal rate, or if she was very hormonal you could have her charisma, happiness, and love/hate fluctuate.  This could be a 'random' roll with each girl and each pregnancy.  Maybe this already happens to some extent.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: aevojoey on February 23, 2015, 08:01:28 PM
That all sounds great.  One thought on pregnancy occurred to me as well.  Some women experience a phenomenon referred to as "The Glow" this makes her appear more radiant and beautiful.  It seems if you added some variables to pregnancy a girl could become +x more beautiful during pregnancy, or her tiredness could have a modifier so that she gets tired at 1.2 times the normal rate, or if she was very hormonal you could have her charisma, happiness, and love/hate fluctuate.  This could be a 'random' roll with each girl and each pregnancy.  Maybe this already happens to some extent.
Pregnancy in general needs to be updated.
As it is now, the pregnant images are used the second she gets pregnant.
I want to make it take a few weeks or months (depending on the config.xml settings) for pregnancy to start showing.
I had talked about making pregnancy slow a girl down as she gets farther along.
I didn't think about the glow but that could be added also.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: edgy98125 on February 23, 2015, 11:13:28 PM
I like the idea of delaying the pregnant pics, but I think you would need to an inseminated pic type to show the image for insemination. 
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: DarkArk on February 24, 2015, 02:30:57 PM
Quote
I like the idea of delaying the pregnant pics, but I think you would need to an inseminated pic type to show the image for insemination.

That is a good idea. Show a new image type for the sex that gets her pregnant? You could also do one for birth as well, maybe with differences between human and inseminated?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: rxformula91 on February 26, 2015, 04:08:05 AM
I've tried doing the Birth pictures before, but not on recent versions,  I tried it on the code while it was on 00.08.  just named it Birthhuman and Birthbeast as my picture types... it kinda works well, but yeah delaying the pregnant picture would be cool, so that once they get pregnant it doesn't automatically show a large belly. 


I also tried adding another variety of pictures called Racequeen / Campaign Girl to change up the pic in the advertising job, since basically that category just have girls dress up to promote that product or location, so I adjusted advertising job to have that picture category as well one time.


Also just wondering if there will be code for pregnant milking, since girls after pregnancy would generally have lots of milk production... but say would there be a say a few weeks bonus where the girl's milk production is doubled then returns to normal?

Another question, would there be a chance that we can have a config.xml entry for amount of girls in the slave market?  or would it be randomized everytime it loads so that sometimes there maybe only 2 or somethimes there's a whole caravan of them?
 
Just wondering, Thanks.


I really love the new additions since the last time I played.  Thanks for all the hard work =D
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: aevojoey on February 26, 2015, 10:15:20 AM
Also just wondering if there will be code for pregnant milking, since girls after pregnancy would generally have lots of milk production... but say would there be a say a few weeks bonus where the girl's milk production is doubled then returns to normal?
When I added the lactation stat I included an increase when the girl is pregnant.
I am currently working on that part of the code but real life has been slowing me down a lot lately.
I hope to have more of the farm jobs, including milking, functional by the next version, hopefully this weekend.

Another question, would there be a chance that we can have a config.xml entry for amount of girls in the slave market?  or would it be randomized everytime it loads so that sometimes there maybe only 2 or somethimes there's a whole caravan of them?
The way gangs work is there are a random number between "AddNewWeeklyMin" and "AddNewWeeklyMax" added each turn and "ChanceRemoveUnwanted" that a gang is removed from the list.
Something similar can be added for slave market girls.
I will add  "SlavesNewWeeklyMin" and "SlavesNewWeeklyMax" when I can.
The "ChanceRemoveUnwanted" would probably not be added for girls with the rational that your rivals bought any girls you didn't.
(They would not actually buy them so you could get the unique girls later but just to make it easier and less crowded.)
A maximum of 20 girls would probably be best (currently 12) so it doesn't excessively bog down the game.

Update:
I have added "SlavesNewWeeklyMin" and "SlavesNewWeeklyMax" to WME and config.xml but not to the game yet.
 - They are controlled by 2 sliders that keep each other in check.
I also converted the Catacombs girl/gang collecting numbers from text numbers to sliders to keep them in 0-100% ranges.
 - I was having some trouble with this part because I made 2 sliders to control 3 variables but I eventually got it working.

Space is getting tight in the config.xml section of WME even after I squeezed it down last time.
If I keep adding stuff to it, I will have to make a second Config page.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: MMeer on February 27, 2015, 03:45:45 AM
When you get around to working on the scripts, a major thing I've noticed is that the "quests" (call to office/send on mission/send on quest) are fairly broken. I can only send them to the tavern, main road, street, or forest. It seems that whenever the variable that tells them where to go is set to "2", it just ends the script, no quest done. I tried adding another 'endif' at the end of the tavern quests, and I was able to send them to the church, but it broke something else, so I ended up just using the original script.

Also, when a girl is working at the studio and gets pregnant, it's always with the player. That probably shouldn't be the case.

Anyway, that's a few things I've noticed. Keep up the good work!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: aevojoey on February 27, 2015, 10:52:22 AM
When you get around to working on the scripts, a major thing I've noticed is that the "quests" (call to office/send on mission/send on quest) are fairly broken. I can only send them to the tavern, main road, street, or forest. It seems that whenever the variable that tells them where to go is set to "2", it just ends the script, no quest done. I tried adding another 'endif' at the end of the tavern quests, and I was able to send them to the church, but it broke something else, so I ended up just using the original script.
I don't really edit scripts, but I can check to see why it doesn't work and see if it is something I can fix.
I plan on working on the script editor in WME after I finish the pregnancy stuff so this should be fixed soon.

Also, when a girl is working at the studio and gets pregnant, it's always with the player. That probably shouldn't be the case.
Got it fixed.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: Hazure on February 28, 2015, 01:27:59 AM
Oh, no....your ending my family videos for fun and profit scheme....at least put it to be a toggle if you want them to be done by you or some random guy.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: MMeer on February 28, 2015, 03:38:20 AM
Right? I just don't feel the (in-game) player would have the time on their hands to do all that acting work himself, what with running a business and all, but maybe set it so you could choose to participate in a certain amount of shoots a week yourself or something like that.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: HuiBui on February 28, 2015, 03:44:35 AM
I don't really edit scripts, but I can check to see why it doesn't work and see if it is something I can fix.
I plan on working on the script editor in WME after I finish the pregnancy stuff so this should be fixed soon.
Got it fixed.

Dear aevojoey,
When you are going to start with your work on the script editor, please keep in mind that there is one big thing that I'm really missing:
There is no order like:
Add trait ( ) to target girl.

By now we can change values of stats and skills , but if a result shall addor remove one of her traits,
 for example: her obedience has increased to >=99 and her spirit has decreased to <=1 than add "Broken will"
thats not possible.
I'm really missing that kind of order.

Kind regards
HuiBui
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: aevojoey on February 28, 2015, 03:06:27 PM
Oh, no....your ending my family videos for fun and profit scheme....at least put it to be a toggle if you want them to be done by you or some random guy.
Right? I just don't feel the (in-game) player would have the time on their hands to do all that acting work himself, what with running a business and all, but maybe set it so you could choose to participate in a certain amount of shoots a week yourself or something like that.
I would have to do that in either building setup or config.xml.
It could be done, but I'm not sure the best way to do it.
If it is a global setting then MMeer has a point.
If it is per girl/per job then more settings would have to be added.
Adding something similar to the sex restrictions could be done with a percent of the Player acting vs random guy acting.

When more work gets done on the movies themselves, much more can/will be done.

When you are going to start with your work on the script editor, please keep in mind that there is one big thing that I'm really missing:
There is no order like:
Add trait ( ) to target girl.

By now we can change values of stats and skills , but if a result shall addor remove one of her traits,
 for example: her obedience has increased to >=99 and her spirit has decreased to <=1 than add "Broken will"
thats not possible.
I'm really missing that kind of order.
I can add that to the existing editor now that I know how it works. (How well that would work is another matter.)
I still need to finish the pregnancy stuff (almost done) before I can start on the scripts.

Now would be the time for anyone to suggest any more additions for scripts.

I would like to get several more things before I start, it will be easier to add multiple things at once instead of piecemeal additions.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: ToadTaro on February 28, 2015, 03:48:20 PM
I wondering if possible could you add feature where you can convert a location into a other house ?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: aevojoey on February 28, 2015, 04:06:01 PM
I wondering if possible could you add feature where you can convert a location into a other house ?
Multiples of the other buildings were preordained when the nonbrothel buildings were added.
Probably the only reason only one of each was made was because of space on the map.
Adding more would be fairly easy to do but until the game gets a bigger map or a smaller file size for saves, adding multiples of the other buildings would greatly slow down the game.

A while back I thought of making the game have multiple cities spread across the country/continent with each one having one of each of some or all of the building types.
This was put on hold as it would probably cause more confusion than add to game play.
If/when the system gets upgraded from SDL1.2 to SDL2.0 (or to some other system) the map size will be increased and more of each building will be added.



On a side note, I finally got my "donate with paypal" working if anyone wants to send me any money. I don't do this for the money but any little bit helps.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: MMeer on February 28, 2015, 04:50:11 PM
Would it be possible to add an 'OR' to the scripting process? For example, if you add an "IfHasTrait" argument, there could be a button for adding traits. So you could make a check for "IfHasTrait(Big Boobs) OR IfHasTrait(Busty Boobs)" and anything that would be executed by that argument would activate if either condition were met.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: Hazure on February 28, 2015, 08:48:22 PM
If not a global toggle, how about change the interactions with the girls in the studio to make various films....visit bedroom, becomes what ever type of sex you wanted to have, in video.....scold becomes punishment video....etc...
that way you get to make up to 10 videos per week yourself if you personally make time for it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: MMeer on March 01, 2015, 12:14:36 AM
If not a global toggle, how about change the interactions with the girls in the studio to make various films....visit bedroom, becomes what ever type of sex you wanted to have, in video.....scold becomes punishment video....etc...
that way you get to make up to 10 videos per week yourself if you personally make time for it.

I like that idea. That would partially be something for the scripters and writers to work on, assuming that a custom interaction default script could be called depending on the active building.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: Hazure on March 01, 2015, 12:46:43 AM
If you can have separate scripts for the dungeon you should be able to do separate scripts for each building....maybe something for the house too...or the arena
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: HuiBui on March 01, 2015, 03:19:48 AM


Now would be the time for anyone to suggest any more additions for scripts.

I would like to get several more things before I start, it will be easier to add multiple things at once instead of piecemeal additions.

Because I've spent a lot of time to get experienced with the existing scripts , its fantastic to read that.

There are additionally two things which I would really like to have for scripting.

1. a syntax which shows the name of the girl.  Like "name (target girl)"
These would be helpful for the meet towngirl sript for example

2. The second thing seems to be much more complicated because it needs a new structure for the scripts.
I would love to have the chance to show more than one picture while running a script.
Lets say you will give a girl the order "have strip". and you can show a sequence of pics with different moments of her strip.
Or another example: first you give the order "have strip" and afterwards "have nude" . I think that you know what I mean.

Kind Regards,
HuiBui
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: MMeer on March 01, 2015, 08:10:26 AM
If you can have separate scripts for the dungeon you should be able to do separate scripts for each building....maybe something for the house too...or the arena

In order for this to work, a command for 'MakeMovie' would have to be added to the script editor, with a dropdown menu that lets you pick which type of movie is being made. It would probably use the same code as the existing movie-making procedure, but it would allow it to be called from an interaction script.

So that's a new script command for ya.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: aevojoey on March 01, 2015, 10:30:44 AM
Not Needed -> Already there -> Added -> Needs other things done first
So far for New Script Stuff I have noted:
 - Add_Trait, Remove_Trait, Has_Trait, Does_Not_Have_Trait
 - Get_Girl_Name --> (use *GIRLNAME* in the text of scripts)
 - Picture_Sequence
 - Make_Movie_Scene
 - And/Or
New Default Interacts for each building
 - DefaultInteractStudio.script
 - DefaultInteractArena.script
 - DefaultInteractCentre.script
 - DefaultInteractClinic.script
 - DefaultInteractFarm.script
 - DefaultInteractHouse.script
New Meet Try for the buildings that don't have them
 - MeetCentreTry.script (homeless, addicts, psychpatients, etc.)
 - MeetFarmTry.script (beast girls, farmers, craftsmen, etc.)
 - MeetHouseTry.script (House party? - Costs money to do, adds lots of filthiness to the house, etc.)

When I start working on scripts, I will let you all know.
In the meantime, if anyone wants to start writing the new scripts, have at it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: MMeer on March 01, 2015, 11:02:17 AM
I've started working on the Studio interact script. I won't be able to add the movie scene functionality just yet, but I'm building a framework for it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.07
Post by: aevojoey on March 01, 2015, 10:30:32 PM
.06.01.07 is up
Multiple births should work but only for new pregnancies.
Birth counts will include new births and are listed on the second details list.
The only thing in config.xml that does not currently work is the gang gets xxx from the catacombs, that still uses the old code.
Girls can milk cows on the farm and collect common Milk items.
I started working on all the other farm jobs but multi-birth came up and took over.

I would have pushed .07 a few hours earlier but I caught a bug and fixed it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.07
Post by: Dagoth on March 02, 2015, 05:36:19 AM
Just in case you missed it, I posted the full set of upscaled buttons here (double width and height):
http://www.pinkpetal.org/index.php?topic=3446.msg33220#msg33220
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: aevojoey on March 02, 2015, 12:17:38 PM
Just in case you missed it, I posted the full set of upscaled buttons here (double width and height):
http://www.pinkpetal.org/index.php?topic=3446.msg33220#msg33220 (http://www.pinkpetal.org/index.php?topic=3446.msg33220#msg33220)
I did miss it.
I got it in now, looks better.

When you are going to start with your work on the script editor, please keep in mind that there is one big thing that I'm really missing:
There is no order like:
Add trait ( ) to target girl.

By now we can change values of stats and skills , but if a result shall addor remove one of her traits,
 for example: her obedience has increased to >=99 and her spirit has decreased to <=1 than add "Broken will"
thats not possible.
I'm really missing that kind of order.
Well, that was a lot easier to add than I thought it would be.
The next version will have AddTrait, AddTraitTemp and RemoveTrait available for scripts.


Adding the girls name to texts is also fairly easy.
I added a check that will replace instances of *GIRLNAME* with the girl's name in text boxes and choice boxes.
If there is no girl target for the script, it will replace it with "The Girl".
It may be a little overkill to use her name on every choice line but you get the idea.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.08
Post by: aevojoey on March 02, 2015, 11:43:02 PM
.06.01.08 is out.

Just a small update for scripters.
The old script editor has 3 new functions and if you want to have the girl's name in the script use *GIRLNAME*.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.08
Post by: HuiBui on March 03, 2015, 08:41:17 AM
Great work!!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.08
Post by: KingofKings on March 05, 2015, 12:24:28 AM
I see you finally got around to hitting the ability to save edit with an Iron hammer, I will miss it but it is always nice to know that your phasing out ways of cheating as you go.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.06
Post by: Hanzo on March 05, 2015, 05:47:54 AM
Not Needed -> Already there -> Added -> Needs other things done first
So far for New Script Stuff I have noted:
 - Add_Trait, Remove_Trait, Has_Trait
How about the same for statuses? Add_Status, Remove_Status, Has_Status (or whatever their name would be).
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.08
Post by: aevojoey on March 05, 2015, 08:12:40 AM
I see you finally got around to hitting the ability to save edit with an Iron hammer, I will miss it but it is always nice to know that your phasing out ways of cheating as you go.
?? I didn't do anything like that ??
If you are referring to the save.game.q, that is going to be a quick overview of the save.gam file so I can have a detail of a game on the load page without having to load the entire savegame.

How about the same for statuses? Add_Status, Remove_Status, Has_Status (or whatever their name would be).
Ok.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.08
Post by: sacredferro on March 05, 2015, 08:27:49 AM
Is there by any chance an item that removes all traits? I thought there was in a much older version, but that was from a year ago. The idea of making one myself kind of hurts my head, considering I'd have to add a remove flag with each trait one by one (there's a bunch is quite the understatement) to an item in the Editor.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.08
Post by: aevojoey on March 05, 2015, 09:09:52 AM
Is there by any chance an item that removes all traits? I thought there was in a much older version, but that was from a year ago. The idea of making one myself kind of hurts my head, considering I'd have to add a remove flag with each trait one by one (there's a bunch is quite the understatement) to an item in the Editor.
"Reset Potion MK ii" removes all but the newest traits.
I updated it on 2/18/2015 so any trait in the game before then will be removed.

For .06.01.09, I hard coded "Reset Potion MK i" and "Reset Potion MK ii" so they don't have to be updated whenever something new is added.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.08
Post by: sacredferro on March 05, 2015, 02:40:58 PM
Huh, go figure...when I try to pull that item file (the mk2 one, the mk1 doesn't remove traits) in the editor, I get an XML load error:

File load error in file

'encoding' is an unexpected token. The expected token is '?>'. Line 1, position 20.

See the extras tab for details.

I have no idea what any of that means. Just that one file it seems though, although I haven't tried every one of them, the 15 or so random ones I tried opening are all fine but this one.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.08
Post by: aevojoey on March 05, 2015, 03:36:54 PM
Huh, go figure...when I try to pull that item file (the mk2 one, the mk1 doesn't remove traits) in the editor, I get an XML load error:

File load error in file

'encoding' is an unexpected token. The expected token is '?>'. Line 1, position 20.

See the extras tab for details.

I have no idea what any of that means. Just that one file it seems though, although I haven't tried every one of them, the 15 or so random ones I tried opening are all fine but this one.
Testing the .itemsx file, I get 2 errors, the one you got is caused by missing spaces in
Code: [Select]
<?xml version="1.0"encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8" ?>
After that is fixed, you will get another error because of the comment in the file
Code: [Select]
<!-- Updated for all new traits 2/18/2015 -->
If you remove that line, it will load fully.

I have added a fix for it not loading because of the comment and that will be in WME.8.25.
I will see if I can get the other problem fixed as well.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.09
Post by: aevojoey on March 09, 2015, 04:12:29 AM
.06.01.09 is up.

Massive changes to gangs. See this thread for details http://www.pinkpetal.org/index.php?topic=3563.0 (http://www.pinkpetal.org/index.php?topic=3563.0)
 - Please report all bugs as soon as you find any.

Also added are 87 new items from Hanzo, "Detect disease in customer", a fix for Reset Potions, a better Trait modifiers calculator along with a few other small changes.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.10
Post by: aevojoey on March 10, 2015, 12:15:29 AM
.06.01.10 is up

Fixed a few bugs and added Catacombs controls for gangs.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.10
Post by: TAR313 on March 10, 2015, 06:11:37 PM
i realy like your work
 aevojoey (http://www.pinkpetal.org/index.php?action=profile;u=5663) =) ... i still have my troubles to understand the code - its a little bit confusing ... ^^ but i like your work and how fast you update svn and the releases .... thats all i have to say and sry about my patchwork english ....

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.11
Post by: aevojoey on March 10, 2015, 11:22:08 PM
.06.01.11 is up.

More bug fixes and temp trait (time).


i realy like your work aevojoey =) ... i still have my troubles to understand the code - its a little bit confusing ... ^^ but i like your work and how fast you update svn and the releases .... thats all i have to say and sry about my patchwork english ....
I still have trouble understanding some parts of the code as well.
Before I started working on this almost a year ago, I had never used C# or C++.
Keep trying and you'll get it in time, using it is the best way to learn it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.12
Post by: aevojoey on March 11, 2015, 08:02:50 PM
.06.01.12 is up.

This should be a stable version.
There is not really anything new in it but it is the 3rd bug fix version in a row.
Hopefully it can be a fall back version for future version.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.14
Post by: aevojoey on March 14, 2015, 09:58:50 PM
.06.01.14 is up

Some more bug fixes and a few more things to do in rehab.

Repushed adding Crazy's changes.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.15
Post by: aevojoey on March 16, 2015, 01:38:14 AM
.06.01.15 is up

Hopefully that is the last bug fix needed for a while.
I will not be working on the game itself for a while, I will instead be working on the script editor.
If another bug pops up, I will fix it but other than that the game will be low priority until the script editor loads and saves both xml and binary scripts.
If that part goes smoothly, I will be able to flesh out the script editor so it is easier to use.
Either way, a useable script editor will be available hopefully by next weekend.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.15
Post by: MMeer on March 16, 2015, 08:02:08 AM
.06.01.15 is up

Either way, a useable script editor will be available hopefully by next weekend.

That is so good to hear.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: aevojoey on March 23, 2015, 09:26:17 AM
.06.01.16 is up

Just a few bug fixes.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: edgy98125 on March 25, 2015, 12:33:04 PM
aevojoey,

I voted for more clean-up of gangs, specifically the bad interaction I mention over in the bug thread, and girl interactions.

For girl interactions what I would like to see are two things:

1:  When given the week off for maternity leave retain previous job like you do when the matron gives a girl time off (and maybe allow maternity leave to be a player controlled variable).
2:  As long as the doctor or counselor jobs are staffed and the buildings have room, allow a girl to be sent from her existing building to receive those services, and retain the previous job as with being sent to rest by the matron.  You could make a generic get treatment job category with specific selections therein.  It would be fine for the girl to take up space in both buildings as she is 'occupying' her existing building but receiving treatment and therefore temporarily occupying the other facility.  Once treatment was complete the girl would return to her previous work in her normal building.

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: _rhetorik_ on March 25, 2015, 03:28:04 PM
aevojoey,

I voted for more clean-up of gangs, specifically the bad interaction I mention over in the bug thread, and girl interactions.

For girl interactions what I would like to see are two things:

1:  When given the week off for maternity leave retain previous job like you do when the matron gives a girl time off (and maybe allow maternity leave to be a player controlled variable).
2:  As long as the doctor or counselor jobs are staffed and the buildings have room, allow a girl to be sent from her existing building to receive those services, and retain the previous job as with being sent to rest by the matron.  You could make a generic get treatment job category with specific selections therein.  It would be fine for the girl to take up space in both buildings as she is 'occupying' her existing building but receiving treatment and therefore temporarily occupying the other facility.  Once treatment was complete the girl would return to her previous work in her normal building.


IMHO using both rooms is a good idea even when sent by the player.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: LonelyLokly on March 27, 2015, 03:01:29 PM
Came here after a long break. its good to see the game is breathing.
I'm sad there is no more "image sets" for girls. There is just a random cycle of images and this is taking away from personalities.
Interface in itself is not terrible, functionality is bad and this should be the main priority.
I believe if something does not work - it should be disabled. if it working, but with issues, it should be considered to be disabled.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: edgy98125 on March 27, 2015, 05:22:35 PM
Came here after a long break. its good to see the game is breathing.
I'm sad there is no more "image sets" for girls. There is just a random cycle of images and this is taking away from personalities.
Interface in itself is not terrible, functionality is bad and this should be the main priority.
I believe if something does not work - it should be disabled. if it working, but with issues, it should be considered to be disabled.

There are plenty of girl packs to download, including them in the base game does two things

1: It makes the download longer for iterative release cycles, and makes installation a series of overwrites
2: It forces everyone to use the same girls.  By having discreet girl packs if you don't like a particular set of girls don't install the pack. 

It took me roughly 8 hours to download all of Lurker's packs from Mega and that is over 600 unique girls and ~75 'random girls'
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: LonelyLokly on March 28, 2015, 08:28:10 AM
There are plenty of girl packs to download, including them in the base game does two things

1: It makes the download longer for iterative release cycles, and makes installation a series of overwrites
2: It forces everyone to use the same girls.  By having discreet girl packs if you don't like a particular set of girls don't install the pack. 

It took me roughly 8 hours to download all of Lurker's packs from Mega and that is over 600 unique girls and ~75 'random girls'
Old version of Whore Master had basic *.rgirls in it, i belive this version should also have it. It will be okay if i will have to download it manually from another link. Main dev of the mod should "approve" one or two RGIRL packs to be implemented so plyers can use them instead of a folder of random pictures while being sure this is totally okay and does not break the dev's view on the game.
Gameplay wise this whole thing with rgirl packs greatly increases versatility of gameplay. I could try to make a brothel while using only one type of girls, while comepletly ignoring any other image sets. And they all were randomly generated.
Furthermore, back in the days before original developer officially died, i suggested implementing "girl rarity" feature like in diablo or world of warcraft for items. It may sound dumb at first but if you think about it more you will see all the plus sides. It even can be done without messing with balance and numbers by simply providing rare image sets for a girl.

By the way, for last five years i've been thinking about making "a better" whore master. In fact i wrote design document on it two times, and now i'm doing it again. Now i have almost 20 years of gameplay experience behind my back so i have a good grip on how things should work. On the dark side - i'm very far from coding so i have very distant view on how things actually work. I have some knowledge about ISP, databases, tables etcetera, but it is obviously not enough. For last year i've been sitting on EXTRA CREDITS youtube channel and some other resources with reliable information on developing process. From my casual view on developing process, everything can be done with only 2 coders, 2 artists and 1 designer with experience.
One day, when i will be fully satisfied with my docs i will try to find people to make an actual game.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: edgy98125 on March 28, 2015, 11:25:02 AM
And in the time it took you to type that rambling response you could have downloaded and installed the rgirls packs that lurker has so generously provided.  Because the current dev is performing iterative release cycles (meaning several builds in a short period of time) I am glad that he is not including bloat files that make the downloads unnecessarily large.  Because this game is highly customizable it should be up to the individual player to determine what girls/images he/she wants, the easiest way to accomplish that is to separate the game play files from the art content.

@aevojoey keep up the good work the releases are perfect as is IMO.

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: LonelyLokly on March 28, 2015, 12:04:30 PM
And in the time it took you to type that rambling response you could have downloaded and installed the rgirls packs that lurker has so generously provided.  Because the current dev is performing iterative release cycles (meaning several builds in a short period of time) I am glad that he is not including bloat files that make the downloads unnecessarily large.  Because this game is highly customizable it should be up to the individual player to determine what girls/images he/she wants, the easiest way to accomplish that is to separate the game play files from the art content.

@aevojoey keep up the good work the releases are perfect as is IMO.



Its "rambling" because i'm not near my PC, and that is the reason why im not downloading it, and i will for sure.
This mod has the best development environment out here and it is totally fine, if i sound demanding - i'm sorry, never meant to be, just trying to make a point. And again, i'm not asking to include it in the build, but a link to a pack of RGIRLS would be very-very cool to have. A confirmed set of RGIRLS will not hurt customizability, but will increase the quality of the game.


By the way, can i make the game to only pull data from RGIRLS, completly ignoring default?
I just don't want to see a random cycle of images, i want a bit more personality for my girls.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: edgy98125 on March 28, 2015, 02:13:41 PM
That is fair and your point about a link is understood, however if aevojoey is not actually creating the girls content, to manage a link that may change he now has to coordinate with other users developing the content.  So I can understand why it is not in this thread.  Honestly though the active content developers have been on the front page of this forum since I started visiting so it really is not that hard to find.  Thus far all lurker packs seem to work just fine if that helps.

As for your other question, if you do not download the default image pack, and if you do not load any non rgirls, then you should only encounter rgirls, and you should only see the images that are available for that particular rgirl.  I think that is what you are asking anyway.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: _rhetorik_ on March 28, 2015, 02:37:58 PM


Its "rambling" because i'm not near my PC, and that is the reason why im not downloading it, and i will for sure.
This mod has the best development environment out here and it is totally fine, if i sound demanding - i'm sorry, never meant to be, just trying to make a point. And again, i'm not asking to include it in the build, but a link to a pack of RGIRLS would be very-very cool to have. A confirmed set of RGIRLS will not hurt customizability, but will increase the quality of the game.


By the way, can i make the game to only pull data from RGIRLS, completly ignoring default?
I just don't want to see a random cycle of images, i want a bit more personality for my girls.


Lurker's and R565 threads have links to pack of girls. Some you download just one girls other with more than one .... Not sure if i understood what you meant there.


The game, AFAIK, doesn't create girls. If you start a game with no RGIRLS it will be completely empty, right???
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: LonelyLokly on March 29, 2015, 01:26:43 AM

Lurker's and R565 threads have links to pack of girls. Some you download just one girls other with more than one .... Not sure if i understood what you meant there.


The game, AFAIK, doesn't create girls. If you start a game with no RGIRLS it will be completely empty, right???

Withour RGIRLS in character folder game does create them, even if you do not have any images.
Lurker RGIRLS are all having 1-3 skills from 0 to 40, dunno, but its better to see some consistency in images.
As i said, it would be much better if i could see a link to an approved rgirls pack to have with the game.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: edgy98125 on March 29, 2015, 10:41:13 AM
Withour RGIRLS in character folder game does create them, even if you do not have any images.
Lurker RGIRLS are all having 1-3 skills from 0 to 40, dunno, but its better to see some consistency in images.
As i said, it would be much better if i could see a link to an approved rgirls pack to have with the game.

And again because the game is highly customizable there is no such thing as an approved girl/rgirl other than do they work with the current release.  If you do not like what skills lurkers rgirls have, edit them to your liking.  Or....  go to rule34 and start downloading images to make your own sets.  Crazy and aevojoey are concentrated on the game code, not the image content asking them to focus on the latter takes away from their time to add new features, and enhance functionality.  I personally would rather have the new features and functionality, and allow the players to determine what kind of girls they want.  Personally I like lurkers rgirls, they have a few basic skills that I can augment through training and items, rather than just being super good at everything to begin with...
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: LonelyLokly on March 29, 2015, 12:08:21 PM
And again because the game is highly customizable there is no such thing as an approved girl/rgirl other than do they work with the current release.  If you do not like what skills lurkers rgirls have, edit them to your liking.  Or....  go to rule34 and start downloading images to make your own sets.  Crazy and aevojoey are concentrated on the game code, not the image content asking them to focus on the latter takes away from their time to add new features, and enhance functionality.  I personally would rather have the new features and functionality, and allow the players to determine what kind of girls they want.  Personally I like lurkers rgirls, they have a few basic skills that I can augment through training and items, rather than just being super good at everything to begin with...


You are missing my point. Here is an original quote:

Quote
I compiled a "DefaultImages" folder. It has almost all image types useable except a few preg types and the new image types added for .06. It now goes in the "./Resources/DefaultImages" folder. (the old Default will still work if you don't use this)
DefaultImages - https://mega.co.nz/#!sU82QDJa!RpWaRP2hBRQqLVOeBJypXsi2kZjnSl2SIyQhmpHlkTQ (https://mega.co.nz/#!sU82QDJa!RpWaRP2hBRQqLVOeBJypXsi2kZjnSl2SIyQhmpHlkTQ)
Now i'll try to make my point one more time while breaking it in separate statements.
1. Even without this folder, game will create girls with stats, which, i asume, are balanced by developer.
2. Using DefaultImages will just add a cycle of random images without sorting.
3. Original Whore Master had a "sort of fixed" set of images for random girls.
4. Crazy mod have no explanation on how to get it back.
5. To get it back i should ignore Default Images and use custom RGIRLS.
6. Custom RGIRLS will not be balanced the samy way as in statement 1.
7. I wish i could use fixed image sets with default randomly generated girls from statement 1.
8. Or at least i wish i could get this information faster.


I hope the source of my disappointment is clear now. And yes, i do realize how minor this is, yet solving this on a devs end of the stick should not be hard either.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: edgy98125 on March 29, 2015, 12:36:02 PM

You are missing my point. Here is an original quote:
Now i'll try to make my point one more time while breaking it in separate statements.

1. Even without this folder, game will create girls with stats, which, i asume, are balanced by developer.

My experience with this is that the girls are all virgins with no stats, maybe they have some baseline stats, but they had no skills whatsoever.

2. Using DefaultImages will just add a cycle of random images without sorting.


If you want a different set of default images find a complete girl pack you like and use it as default instead, or do not use it at all.

3. Original Whore Master had a "sort of fixed" set of images for random girls.

I do not recall the original version having a fixed rgirl, it had a fixed mismatched default set similar to what aevo has provided.  It is possible that some 'versions' some default girls and rgirls, I did not have one of those versions.

4. Crazy mod have no explanation on how to get it back.

How can they tell you how to get back something for a highly customizable game, without knowing what specific version you had before?

5. To get it back i should ignore Default Images and use custom RGIRLS.

Or if there is only one set of images you wish to see make those your default images.

6. Custom RGIRLS will not be balanced the samy way as in statement 1.

Not sure that point 1 is balanced (it does not seem to be in my experience), using your own set of default images would solve that.  Or editing and balancing y the rgirls to your liking would do so as well.  Aevo/Crazy have provided balancing tools for girls in the editor.

7. I wish i could use fixed image sets with default randomly generated girls from statement 1.

You can, by making your fixed set the default image set.

8. Or at least i wish i could get this information faster.

That would require them linking to every version that existed previously to know exactly which version you had, that is not their responsibility, nor is it really possible.



Yes that did help, as you were not at all clear before what you were looking for.  Sorry if I seem overly harsh, but you seem to be whining about the customizable content which is something the devs have little to no control over.  No one is ever going to be completely happy with vanilla girls/rgirls that is why they have made it so painfully easy to make your own.  The devs purview is coding the game, not managing the customizable content.  I understand your point that they could make some default packs and stamp them as official if they wanted to, I just disagree that it is their responsibility for the reason stated above.

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: aevojoey on March 29, 2015, 03:06:48 PM
First off, I will be starting a new job in April so I may not be able to post as often as I was.
This past week I have not been able to get anything done with the game for various reasons.
I have been slowly working on WME to try to make it handle scripts but that will be slow going.

Now for responses.

1:  When given the week off for maternity leave retain previous job like you do when the matron gives a girl time off (and maybe allow maternity leave to be a player controlled variable).
Maternity leave should have its own job type label and save the old job.
The old job part of the code needs a little work as well, it doesn't always save correctly and the matron does not always send them back properly.
I will try to get it to work when I can.

2:  As long as the doctor or counselor jobs are staffed and the buildings have room, allow a girl to be sent from her existing building to receive those services, and retain the previous job as with being sent to rest by the matron.  You could make a generic get treatment job category with specific selections therein.  It would be fine for the girl to take up space in both buildings as she is 'occupying' her existing building but receiving treatment and therefore temporarily occupying the other facility.  Once treatment was complete the girl would return to her previous work in her normal building.
I have considered allowing the matron be able to send girls to other buildings but it would cause more problems than it would solve.
If they could, the girl would have to save all the information of the move.
Then if there was no room in the old building where would she go?
There are too many variables for this to happen any time soon.

As it is now, there is a chance for the girl to visit the clinic if she is on free time.
More free time options can be added and any factors needed can be added to select what she does on her free time.


I will just summarize the LonelyLokly / edgy98125 discussion.

@LonelyLokly, you may be having problems with the Characters folder being moved.
I made the game be able to be more portable/upgradeable by allowing the Characters folder to be outside the program folder.
This allows you to upgrade the game to a new version without overwriting the old version and without having to move the Characters folder over.
See this thread - Moving the folders (http://www.pinkpetal.org/index.php?topic=3483.0) - it needs a little rewriting and examples but it should help.


If you want to create a random girl that uses the images for a particular girl, name the .rgirlsx file with the name of the girl.
So if you wanted to make a random girl that uses the images for Agrias Oaks, make a "Agrias Oaks.rgirlsx" random girl.
The "Agrias Oaks.girlsx" will still be there but you will also have some random girls that use her images.


The images in the "Default" folder are supposed to be used by the game only when the girl does not have that image type in her folder.
There is a bug in the image selection code that is making it not choose a related image every time so default images are getting used more than they should.
I have not gotten around to fixing this because I was planning on rewriting how that entire section works so fixing it then replacing it would be redundant.


I don't make girls packs but I can add links to the pack makers threads in the first post of this thread.


I did add a "hard coded random girl" to the game if the player has no .rgirlsx files in their  Characters folder.
This was added because some parts of the code required a .rgirlsx file in order to work, if the player didn't have one, the game would crash.
They will have no images except the default images and their stats/skills will be low.
Their traits will also be random and can be anything in the CoreTraits.traitsx file.
If you don't have a CoreTraits.traitsx file, then there are several traits that the girl may get.


I have no say in approving or disapproving any girl packs, anyone can create/modify/download any pack they want.
Occasionally I will update the .(r)girlsx files of packs when the original creator no longer updates them, but I take no responsibility for the images in said pack.
When I find multiple packs for the same girl, I combine and filter out the duplicate images.
I currently have 1431 folders with matching files, 1113 .girlsx and 318 .rgirlsx files.
I also have several folders/.(r)girlsx that I have not finished checking and matching up.


Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: MuteDay on March 29, 2015, 03:49:24 PM
Hey Joey, im going to be creating an installer for Cpp for you, and maybe a few Micro programs
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: edgy98125 on March 29, 2015, 03:59:10 PM

Now for responses.

Maternity leave should have its own job type label and save the old job.
The old job part of the code needs a little work as well, it doesn't always save correctly and the matron does not always send them back properly.
I will try to get it to work when I can.
I have considered allowing the matron be able to send girls to other buildings but it would cause more problems than it would solve.
If they could, the girl would have to save all the information of the move.
Then if there was no room in the old building where would she go?
There are too many variables for this to happen any time soon.

As it is now, there is a chance for the girl to visit the clinic if she is on free time.
More free time options can be added and any factors needed can be added to select what she does on her free time.



First congrats on the new job, I am looking at the moment as well, but still have 8-20 months before the current gig ends.  So...  not a big hurry.

Regarding the above, perhaps I can clarify my thinking and that may make coding it simpler.

First in the jobs list, for non-clinic or non-center buildings, add a get treatment job category.  Then list the various treatments a girl could get at the clinic or center.

When a treatment is selected you would check the things that would ordinarily be checked for that treatment type, and if it is not valid you would display the standard message for that treatment... ie this girl has no serious issues that need treatment etc...  If she did need treatment and the treatment building had room her job status would change to the appropriate treatment and number of days.  You would also add her to the occupation of the treatment facility.   

So now instead of working in the building she is occupying she will be 'out' for treatment (she would continue to reside in that building though).

If for some reason a girl cannot easily reside in two buildings at once (and I suspect that is the case) you could populate the treatment building with a TempGirl to satisfy the accounting, then you just wouldn't display the TempGirl in that buildings girls list (or with a little fancier coding in the girls list you replace TempGirl with actual girl for the list view). 

When she is done receiving treatment, set her job back to Free Time in her normal building (or if you are able to store the last job in that case, set her back to that.), and delete the TempGirl entry.

So in the above each girl is only occupying one building.  TempGirl acts as a proxy for the girl receiving treatment, so now neither building can get overbooked.  This then makes it relatively easy to have the Matron send a girl for treatment or any other temp job that may be added later.

Just a thought on how to do it, if you are so inclined.  Thanks again for your consideration, and for all you do.

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: MuteDay on March 29, 2015, 04:32:46 PM
6.01.16 Msi Installer (https://mega.co.nz/#!0kNEjCqB!B7QxNvEqFRmrQ--77CCpWO80YIdUp6UzQaiZ1aJZ1Rk)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: aevojoey on March 29, 2015, 05:50:40 PM
Hey Joey, im going to be creating an installer for Cpp for you, and maybe a few Micro programs
What? and Why?
There is no need for an installer for the game, just extract it to a folder and run it.


Regarding the above, perhaps I can clarify my thinking and that may make coding it simpler.
I understand where you are coming from but that would make more complications than just moving the girl to the other building.
If all the girls were stored in one place and put in buildings from there, then this would be much easier.
Also, because most treatment jobs are full time and multiday, one girl taking up 2 spots would reduce the total girls that the player could have.


I do like the idea of storing the girls in one place, this would allow for girls to be able to do more things each day.
It would better allow for more than 2 shifts.
You could have some girls working on the farm during the day and in the brothels at night.
Girls on free time would not take up space in a building so more could work.
Free girls could live in their own houses and come to work for you on their schedule.
Slave girls would have to either live in your house, have a special apartment complex or, if you are nice, they could have their own houses.
Accommodation could be used to keep track of these.
Easier sorting of girls, jobs, buildings, who has what items, names, stats/skills/traits, etc.
It would be a good reason for having a strategic territory map:
 - Each territory has X number of residences where the girls can live safely.
 - If a territory is taken while a girl is home, she may get kidnapped or killed.
 - Territories could have their own stats, how many businesses and their types giving more or less money.
Because jobs are already stored as numbers, making this the method of sorting buildings is already done.
Instead of having one free time job per building, having one for everyone would make it less complicated.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: edgy98125 on March 30, 2015, 10:24:59 AM
What? and Why?
There is no need for an installer for the game, just extract it to a folder and run it.

I understand where you are coming from but that would make more complications than just moving the girl to the other building.
If all the girls were stored in one place and put in buildings from there, then this would be much easier.
Also, because most treatment jobs are full time and multiday, one girl taking up 2 spots would reduce the total girls that the player could have.


I do like the idea of storing the girls in one place, this would allow for girls to be able to do more things each day.
It would better allow for more than 2 shifts.
You could have some girls working on the farm during the day and in the brothels at night.
Girls on free time would not take up space in a building so more could work.
Free girls could live in their own houses and come to work for you on their schedule.
Slave girls would have to either live in your house, have a special apartment complex or, if you are nice, they could have their own houses.
Accommodation could be used to keep track of these.
Easier sorting of girls, jobs, buildings, who has what items, names, stats/skills/traits, etc.
It would be a good reason for having a strategic territory map:
 - Each territory has X number of residences where the girls can live safely.
 - If a territory is taken while a girl is home, she may get kidnapped or killed.
 - Territories could have their own stats, how many businesses and their types giving more or less money.
Because jobs are already stored as numbers, making this the method of sorting buildings is already done.
Instead of having one free time job per building, having one for everyone would make it less complicated.

That sounds like it would work even better.   Although if you are going to go that route, please see my earlier post regarding gang interaction (it is in the bug thread).  I don't mind gangs being more susceptible as they are in .15 and above, but I don't think the current interaction is desirable or even fair.  In fact after burning through 3 gangs and 200 healing potions in one round of guarding, I rolled my version back to .07. 

I had thought of a different way to handle treatment as well (and it may even incorporate nicely into your thoughts), and that would be that Girls receiving treatment would not take up building space but rather, counselor or doctor/nurse space.  So you could say that each counselor could see 3 patients per day, then the counseling capacity of the center would be 3x, but you could put a limit on the number of counselors.  Likewise a doctor could see 2-4 girls per day depending on the specialty (so you would have to assign a doctor as a plastic surgeon, or fertility doc etc....)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: Luminus on March 30, 2015, 01:52:39 PM
Hello.
After starting new game with the new version i notice that some of girls are duplicate. I buy a girl from the market and next week she is in the market once more. What is going on?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: aevojoey on March 31, 2015, 10:31:37 AM
That sounds like it would work even better.   Although if you are going to go that route, please see my earlier post regarding gang interaction (it is in the bug thread).  I don't mind gangs being more susceptible as they are in .15 and above, but I don't think the current interaction is desirable or even fair.  In fact after burning through 3 gangs and 200 healing potions in one round of guarding, I rolled my version back to .07. 
I am reworking rival power as this is probably why you are losing so many gangs while defending.

Rival gangs strength is controlled by the rival's m_Power stat.
Code: [Select]
newGang->m_Skills[i] = (g_Dice % 40) + 21 + (g_Dice % m_Power);
Each turn the rival gained 1 point in m_Power and only lose points if they lose a brothel.
m_Power was not limited so rivals can become much more powerful than you ever could.

I am changing m_Power to be based solely on the number of brothels, halls and bars they own.
Code: [Select]
curr->m_Power =
    max(0, curr->m_NumBrothels * 5) +
    max(0, curr->m_NumGamblingHalls * 2) +
    max(0, curr->m_NumBars * 1);
So the max m_Power will be 48 (6 of each building) and their gangs stats will be random from 21 to 107 (100 max).

m_Power will be recalculated at the start of their turns and modified to a lesser extent when they gain or lose a building.
So during your turn, the rival's m_Power should stay fairly level and when they regroup at the start of their turn, they recalculate the m_Power.

Hopefully this will bring the rival's gangs power back to even with your gangs.



After starting new game with the new version i notice that some of girls are duplicate. I buy a girl from the market and next week she is in the market once more. What is going on?
If you have multiple copies of a girl in your .girlsx files, you will get multiples of those girls.
If you open the editor and drop all your .girlsx files onto it, click the "save all as individual files" button on the extras tab.
This will split all girls into their own file and any duplicates will be placed in folders so you can weed them out.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: edgy98125 on April 01, 2015, 06:45:50 PM
I am reworking rival power as this is probably why you are losing so many gangs while defending.

Rival gangs strength is controlled by the rival's m_Power stat.
Code: [Select]
newGang->m_Skills[i] = (g_Dice % 40) + 21 + (g_Dice % m_Power);
Each turn the rival gained 1 point in m_Power and only lose points if they lose a brothel.
m_Power was not limited so rivals can become much more powerful than you ever could.

I am changing m_Power to be based solely on the number of brothels, halls and bars they own.
Code: [Select]
curr->m_Power =
    max(0, curr->m_NumBrothels * 5) +
    max(0, curr->m_NumGamblingHalls * 2) +
    max(0, curr->m_NumBars * 1);
So the max m_Power will be 48 (6 of each building) and their gangs stats will be random from 21 to 107 (100 max).

m_Power will be recalculated at the start of their turns and modified to a lesser extent when they gain or lose a building.
So during your turn, the rival's m_Power should stay fairly level and when they regroup at the start of their turn, they recalculate the m_Power.

Hopefully this will bring the rival's gangs power back to even with your gangs.

That sounds like a good plan for dealing with the strength, but I still think that defending gang should cycle through your available defenders, or pick 1 at random.  Random seems better because then you still have a possibility of a guarding gang being attacked more than once.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: SammeyTiger on April 03, 2015, 09:10:53 AM
What ( other the the base chance in the config file ) determines if a girl gets pregnant or not.

Foe example:

I have two girls:

One gets pregnant on the first interaction.

The second one, doesn't get pregnant until 9 interactions and a fertility potion.

Why the difference?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: crazy on April 03, 2015, 04:00:30 PM
What ( other the the base chance in the config file ) determines if a girl gets pregnant or not.

Foe example:

I have two girls:

One gets pregnant on the first interaction.

The second one, doesn't get pregnant until 9 interactions and a fertility potion.

Why the difference?
A virgin has a better chance of get prego so maybe one was a virgin other one wasnt. Then he fertile trait increases the chance a very large amount that could be why. Other that its just random unless u changed it there is only a 8% chance to get them knocked up so its not very good odds.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.17
Post by: aevojoey on April 08, 2015, 07:36:26 PM
.06.01.17 is out

Several small changes and cleanups.
There are the beginnings of several future updates like gif support and trait customization.
The source code has been been moved, see this thread - http://www.pinkpetal.org/index.php?topic=3573.0 (http://www.pinkpetal.org/index.php?topic=3573.0)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.17
Post by: aevojoey on April 13, 2015, 11:29:02 AM
Now that there is a chat available on the forums, when I am working on the game I will have the chat open so you can talk to me if you want. I will be in either the Public or User_Mods channel.
If I am in the Public channel ask me to go to the User_Mods so we don't disturb the others.
There is a chat log so remember that anyone who logs into the chat can read what you say.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.18
Post by: aevojoey on April 14, 2015, 12:14:05 AM
.06.01.18 is up

Lots of changes to Accommodation (http://www.pinkpetal.org/index.php?topic=3579.msg33837#msg33837) - logextradetails will output details for daily check.
Several new and updated items.
Gif files will load but not animate yet.
Lots of code cleanup.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.18
Post by: SammeyTiger on April 14, 2015, 07:30:53 PM
I think that in the case of temporary traits the time should be additive.

For example :
A girl comes from the dungeon and has Mind Fucked (45), and then after a few turns it becomes Mind Fucked (34).
She then drinks a drink that effects the mind (Int. -20, Mind Fucked 20).
Only the Int. -20 is applied, Mind Fucked stays at 34.
Mind Fucked should be 54 ( 34 org. + 20 item ).
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: aevojoey on April 14, 2015, 10:03:50 PM
.06.01.19 is up

A couple of bug fixes
Added a few items
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: teitogun on April 18, 2015, 11:28:33 PM
I'm sorry  if this has been asked before, but is there any way to make the arena available from the start? Or at the very least, drastically reduce the businesses/gold required to buy it? For those who want to start a game in the arena instead of the brothel?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: HuiBui on April 19, 2015, 03:02:53 AM
I'm sorry  if this has been asked before, but is there any way to make the arena available from the start? Or at the very least, drastically reduce the businesses/gold required to buy it? For those who want to start a game in the arena instead of the brothel?
Well you can go the indirect way . Araise drastically the amount of gold at your start by changing the config file with the editor. This should be helpful in any way when you want a start with better conditions.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: aevojoey on April 19, 2015, 06:53:18 AM
I'm sorry  if this has been asked before, but is there any way to make the arena available from the start? Or at the very least, drastically reduce the businesses/gold required to buy it? For those who want to start a game in the arena instead of the brothel?
When Player history is added for new games, one of the options will be to start with different buildings.
So if the Player's father was a military leader or arena master, you could start with the Arena instead of a Brothel or House.


I am currently adding a Blacksmith job to the arena so you can make weapons and armor like you make other things at the farm.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.16
Post by: Geron on April 19, 2015, 10:52:48 AM
I did add a "hard coded random girl" to the game if the player has no .rgirlsx files in their  Characters folder.
This was added because some parts of the code required a .rgirlsx file in order to work, if the player didn't have one, the game would crash.
They will have no images except the default images and their stats/skills will be low.
Their traits will also be random and can be anything in the CoreTraits.traitsx file.
If you don't have a CoreTraits.traitsx file, then there are several traits that the girl may get.
Any chance of optionally extending this over all random girls?  At least the traits portion?  I guess with individual overwrite too if it can be managed.  Thanks.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: Steven007666 on April 19, 2015, 02:27:46 PM
hi everyone, been a while since i lurked here lol, see theres a new version, yes i'm a old noob lol, got some questions as usual, downloaded new version of game, extracted it to desktop, tested it, work ok, now about the images, i think i've got over 20 gigs of girl images saved lol, can i just extract them to the character folder, or is there something else i need to change, thanks.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: Lord on April 19, 2015, 06:48:42 PM
As long as you have the girlsx and rgirlsx to go with those images, should be fine to just drop them in the Resources/Characters/ folder. (has 25 gigs myself).
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: aevojoey on April 19, 2015, 07:11:49 PM
hi everyone, been a while since i lurked here lol, see theres a new version, yes i'm a old noob lol, got some questions as usual, downloaded new version of game, extracted it to desktop, tested it, work ok, now about the images, i think i've got over 20 gigs of girl images saved lol, can i just extract them to the character folder, or is there something else i need to change, thanks.
As long as you have the girlsx and rgirlsx to go with those images, should be fine to just drop them in the Resources/Characters/ folder. (has 25 gigs myself).
Well with the newer versions you do not need to put the Characters folder in ./Resources/Characters/ any more if you plan on updating to the newer versions often.
You can now put them in the folder above the folder the game's exe is in so you will no longer have to move the characters each time you update the game.
See this thread - Moving the folders (http://www.pinkpetal.org/index.php?topic=3483.0) - for more information.

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: teitogun on April 19, 2015, 10:05:18 PM
When Player history is added for new games, one of the options will be to start with different buildings.
So if the Player's father was a military leader or arena master, you could start with the Arena instead of a Brothel or House.


I am currently adding a Blacksmith job to the arena so you can make weapons and armor like you make other things at the farm.

Oh wow I wasn't even aware of this feature. Can't praise you enough for the effort you've been putting in this game. Care to explain how it works a little bit further (or at least link to an earlier post where it was outlined)?

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: aevojoey on April 19, 2015, 10:19:11 PM
Oh wow I wasn't even aware of this feature. Can't praise you enough for the effort you've been putting in this game. Care to explain how it works a little bit further (or at least link to an earlier post where it was outlined)?
Player history is not in yet and probably will not be in for a while.

As for the Blacksmith, it will be in the next version, .06.01.20.
I have added the job and added a section to .itemsx files to allow customization to how they can be made by girls.
I am working out the bugs but I hope to make it available in a few days.
I will have to edit all the weapons and armor before they can be made by girls.
.06.01.21 will then have the new craftable items in the other jobs that allow making of items.

WME.8.28 will have the craftable items so anyone will be able to help update all items.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: crazy on April 19, 2015, 10:41:16 PM
As for the Blacksmith, it will be in the next version, .06.01.20.
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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: Dagoth on April 19, 2015, 11:31:09 PM
I posted a pull request to improve the way the girl's "desired accommodation" is marked, by adding in a new marker feature to the Slider control.
https://github.com/crazywm/crazys-wm-mod/pull/1
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: aevojoey on April 20, 2015, 12:27:34 AM
I posted a pull request to improve the way the girl's "desired accommodation" is marked, by adding in a new marker feature to the Slider control.
https://github.com/crazywm/crazys-wm-mod/pull/1 (https://github.com/crazywm/crazys-wm-mod/pull/1)
Bed time for me but I will look at it tomorrow.

I pushed what I have for Blacksmith and Items to github.
It is not ready to push a new game version because only a few items have added the Craftable section.

I can probably add more but so far in order for a girl to create an item with the new code she uses:
Crafting, Strength, Magic, Intelligence, Level and then each item costs a certain number of crafting points.
So far I don't really have any guidelines for how much of each they need to make the items.
Basically the simpler the item, the less she needs.
Nonmagical items don't need Magic but could need Intelligence.

I have not really tested it much but it seems to work out.
I need to add a sell all button to the inventory because I always seem to end up with hundreds of shivs and daggers.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: teitogun on April 20, 2015, 01:02:15 AM
Player history is not in yet and probably will not be in for a while.

As for the Blacksmith, it will be in the next version, .06.01.20.
I have added the job and added a section to .itemsx files to allow customization to how they can be made by girls.
I am working out the bugs but I hope to make it available in a few days.
I will have to edit all the weapons and armor before they can be made by girls.
.06.01.21 will then have the new craftable items in the other jobs that allow making of items.

WME.8.28 will have the craftable items so anyone will be able to help update all items.

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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: MMeer on April 20, 2015, 03:39:42 AM
In the new MeetArenaTry script, I noticed a numerical error that results in the player not being able to go down a certain path when trying to recruit girls at the arena. I fixed it and am posting my fixed version here.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: MMeer on April 20, 2015, 04:28:49 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: aevojoey on April 20, 2015, 09:09:47 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 } };
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: xyz on April 21, 2015, 11:21:30 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 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.)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: aevojoey on April 22, 2015, 01:11:26 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: Romanul on May 09, 2015, 04:22:55 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: GonDra on May 09, 2015, 05:12:25 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...)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: crazy on May 14, 2015, 07:41:07 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: Sharkey on May 15, 2015, 07:07:23 AM
I would suggest create a new branch for SDL2 version, so everyone will be able to working on this and see current progress.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: aevojoey on May 24, 2015, 11:28:17 PM
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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: Hazure on May 26, 2015, 02:22:20 AM
Potion of Tightness really should give Tight butt instead of Great Ass.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: aevojoey on May 26, 2015, 10:23:02 AM
Potion of Tightness really should give Tight butt instead of Great Ass.
Ok, changed it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: aevojoey on May 26, 2015, 09:54:37 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: GonDra on May 27, 2015, 06:33:09 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: crazy on May 27, 2015, 02:53:29 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: aevojoey on May 27, 2015, 04:49:24 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);

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: aevojoey on May 29, 2015, 11:13:22 PM
I just pushed more changes to github.
Some more still needs to be done for several of the Farm jobs which I hope to finish tomorrow.
If anyone is working on anything that can be added, pass it forward and Crazy or I will get it in.

I hope to be able to push .06.01.20 tomorrow but it may be Sunday if I get called to work tomorrow.
If I am working on the game tomorrow I will keep the chat window open so anyone can talk to me.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.19
Post by: aevojoey on May 31, 2015, 10:48:59 AM
.06.01.20 will be coming out tonight even if I have not finished what I am working on.
It has been too long since .19 came out and I need to get things moving.
I am setting this goal to try to keep myself focused on the game, too many other things get me distracted.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.20
Post by: aevojoey on June 01, 2015, 12:26:02 AM
.06.01.20 is up
I wanted to get more done before pushing it out but that can be for the next version.
A lot of work was done on several of the farm jobs.
What I didn't get to was making Blacksmith, Cobbler, Tailor or Make Items actually produce items.
I did finish Farmer and Beast Capture and got a lot done with Farm Marketer.

Crazy, GonDra and a few others wrote more text for jobs and sex.
Lots more items got added and a few more config options.
Lots of backend code got updated, added and fixed.

I hope to be able to do more and get new stuff out faster but I may not have much time with my new job starting soon.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.20
Post by: Fiona on June 01, 2015, 08:50:29 AM
Hey all, new person here and all. I have been messing around with the game and I quite like it. However, some of the messing around has been me trying to add/modify existing items. One problem I came upon is that, say I have a ring that changes tiredness by -100. However, when a girl has it equipped, it only seems to work 1 time and she then gets tired normally. My question is, is there a way to keep some stats permanent? Or is there a documentation anywhere that describes each item type in detail, how their effects are applied (when, how long, etc) and so on?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.20
Post by: aevojoey on June 01, 2015, 09:18:00 AM
Hey all, new person here and all. I have been messing around with the game and I quite like it. However, some of the messing around has been me trying to add/modify existing items. One problem I came upon is that, say I have a ring that changes tiredness by -100. However, when a girl has it equipped, it only seems to work 1 time and she then gets tired normally. My question is, is there a way to keep some stats permanent? Or is there a documentation anywhere that describes each item type in detail, how their effects are applied (when, how long, etc) and so on?
The numbers in the .itemsx file are applied when the girl first uses the item.
After that, only items that have been coded into the game have continuing effects.
This is a fairly new feature of the game so not all items have been added and any custom items will not have this.
I do plan on eventually making this customizable but it is low priority.

If you want your girls to get tired slower, raise their constitution.
If you want your girls to stay happier, raise their accommodation level.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.20
Post by: Fiona on June 01, 2015, 09:31:33 AM
After that, only items that have been coded into the game have continuing effects.

Is there a list of such items available somewhere?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.20
Post by: aevojoey on June 01, 2015, 11:08:27 AM
Is there a list of such items available somewhere?
All of these items do something as of .06.01.20:
"Android, Assistance", "Room Decorations", "Journal", "Nightmare Orb", "Lovers Orb", "Happy Orb", "Free Weights", "Manual of Sex", "Manual of Bondage", "Manual of Two Roses", "Manual of Arms", "Manual of the Dancer", "Manual of Magic", "Manual of Health", "Television Set", "Appreciation Trophy", "Art Easel", "Compelling Dildo", "Pet Spider", "Chrono Bed", "Rejuvenation Bed", "Claptrap", "The Realm of Darthon", "Stripper Pole", "Android, Combat MK I", "Android, Combat MK II", "Compelling Buttplug", "Computer", "Cat", "Guard Dog", "Noble Gown", "Fishnet Stocking", "White String Bikini", "Black String Bikini", "Apron", "Maid Uniform", "Disguised Slave Band", "Anger Management Tapes", "Rainbow Underwear", "Short Sword"

"Library Card" was spelled wrong in the code so it didn't work but will work for .06.01.21
I added "Black Cat" to go with "Cat" while writing this.

If you want to see exactly what items do what, you can look in the source code at cBrothel.cpp (https://github.com/crazywm/crazys-wm-mod/blob/master/%20crazys-wm-mod/cBrothel.cpp) around line 2550 in the section cBrothelManager::do_daily_items .
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: aevojoey on June 02, 2015, 06:59:47 PM
.06.01.21 is up
Some bug fixes but not much new.
See this Re: Triggers: Status & Random triggers not firing (http://www.pinkpetal.org/index.php?topic=3596.msg34605#msg34605) for a new script option.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: PolitenessMan on June 03, 2015, 02:24:24 AM
A few of the old bugs are back.  Pregnant girls don't show pregnant, just normal profile pics.  Also the building management shows the last building instead of the current one unless you leave and reenter again. 
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: aevojoey on June 03, 2015, 08:58:37 AM
Also the building management shows the last building instead of the current one unless you leave and reenter again.
How are you getting this?
All the regular ways are working properly for me.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: GonDra on June 03, 2015, 10:05:33 AM
Also the building management shows the last building instead of the current one unless you leave and reenter again. 
How are you getting this?
All the regular ways are working properly for me.
I had the same problem a few times (in 06.01.20) pay attention to the name in the building management screen.
If I look at the management screen of the house and then go back to Brothel and look at the management screen there I often have the screen from the house until I leave and look again.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: aevojoey on June 03, 2015, 10:10:02 PM
Also the building management shows the last building instead of the current one unless you leave and reenter again. 
I have added a few more places where the building that is active is set.
Hopefully this will fix this problem.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: Sergo on June 07, 2015, 04:01:47 AM
hello. ive found bug with 06.01.21 version.
all images for random girls in Default folder dont appear in-game for random girls. Ive returned back to 06.01.17 because of this. plz fix this problem.
in 06.01.17 version iamges for random girls in Default folder appears in-game without problems.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: aevojoey on June 07, 2015, 08:29:31 AM
hello. ive found bug with 06.01.21 version.
all images for random girls in Default folder dont appear in-game for random girls. Ive returned back to 06.01.17 because of this. plz fix this problem.
in 06.01.17 version iamges for random girls in Default folder appears in-game without problems.
I am currently rewriting how the game handles images.
It will probably take a while to finish because there is a lot to go through.
When I finish it, the game should load faster because the images will not be checked when the game loads but rather when they are needed.
Hopefully I can get the gif images to animate properly as well.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: Hazure on June 07, 2015, 05:16:29 PM
I keep getting a bug of "Requires a Doctor on Duty" or something like that....for both the Clinic and the Center.  Not consistently, and I can't reproduce it every time....dunno the trigger.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: aevojoey on June 08, 2015, 07:57:12 AM
I keep getting a bug of "Requires a Doctor on Duty" or something like that....for both the Clinic and the Center.  Not consistently, and I can't reproduce it every time....dunno the trigger.
Its not a bug.
Any of the surgery jobs in the clinic requires you to have a girl working as a Doctor for them to be done.
Likewise, therapy jobs at the Centre require a Counselor.
Any girl can be a Counselor but only free girls with 50 Medicine and 50 Intelligence can be Doctors.
Healing can be done without a Doctor but it goes better with one.
Get Repaired likewise, goes better with a Mechanic but is not required.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: Hazure on June 08, 2015, 05:54:29 PM
But I do have a girl assigned in the jobs.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: SammeyTiger on June 08, 2015, 08:04:52 PM
Its not a bug.
Any of the surgery jobs in the clinic requires you to have a girl working as a Doctor for them to be done.
Likewise, therapy jobs at the Centre require a Counselor.
Any girl can be a Counselor but only free girls with 50 Medicine and 50 Intelligence can be Doctors.
Healing can be done without a Doctor but it goes better with one.
Get Repaired likewise, goes better with a Mechanic but is not required.

But I do have a girl assigned in the jobs.

For some reason in the clinic regardless of whether you have zero,one or many doctors assigned.
If you try to assign a task in the girl's details screen you will get "Needs doctor on duty" error.
But assigning the same task in the girl management screen works as it should.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: Hazure on June 08, 2015, 09:31:42 PM
I can do that.....but, as I go from girl to girl in assigning the next surgery of the batch of girls assigned to the clinic, it's a pain to have to keep switching screens.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: aevojoey on June 09, 2015, 04:47:28 AM
I keep getting a bug of "Requires a Doctor on Duty" or something like that....for both the Clinic and the Center.  Not consistently, and I can't reproduce it every time....dunno the trigger.
But I do have a girl assigned in the jobs.
For some reason in the clinic regardless of whether you have zero,one or many doctors assigned.
If you try to assign a task in the girl's details screen you will get "Needs doctor on duty" error.
But assigning the same task in the girl management screen works as it should.
Got it.
It is happening in girl details because the code there is defaulted to g_Brothels instead of checking what building she is in and using that.
It seems to work correctly if you have only 1 brothel or have the first brothel active.
Test this by pressing the 2 before changing the Clinic/Centre job and you will get the bug, press 1 and change jobs and you will not.

Code: [Select]
if (g_Brothels.m_JobManager.HandleSpecialJobs(g_CurrBrothel, selected_girl, selection, old_job, Day0Night1, fulltime))
The "g_CurrBrothel" gets passed through and the nonbrothel buildings were set to use that number.
I changed it so the HandleSpecialJobs function will only use 0 instead of g_CurrBrothel when checking nonbrothel jobs.


I am in the middle of reworking image handling and it is a major change that will take a while.
When I finish, .06.02.00 will have this fix in it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: aevojoey on June 11, 2015, 06:41:21 AM
 :) ;) :D ;D ??? :P :-*
It looks like the changes I am doing for image handling is going to have at several of its intended effects:
Loading speed is greatly reduced, a large savegame loads in 8 seconds in .06.02.00 compared to 26 seconds in .06.01.20.
The base memory used is 384m in .06.02.00 vs 531m in .06.01.20.
When the Gallery is opened, the memory used increases but drops back down when the Gallery is closed.

I still need to finish the Turn Summary and the image type tree but I hope to be able to release .06.02.00 this weekend.

I have also fixed the problem with absolute locations in config.xml.
With .06.02.00 you will be able to specify exactly where the Characters, Saves and DefaultImages folders are.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: belroshir on June 11, 2015, 07:11:29 AM
:) ;) :D ;D ??? :P :-*
It looks like the changes I am doing for image handling is going to have at several of its intended effects:
Loading speed is greatly reduced, a large savegame loads in 8 seconds in .06.02.00 compared to 26 seconds in .06.01.20.
The base memory used is 384m in .06.02.00 vs 531m in .06.01.20.
When the Gallery is opened, the memory used increases but drops back down when the Gallery is closed.

I still need to finish the Turn Summary and the image type tree but I hope to be able to release .06.02.00 this weekend.

Very great performance Increase.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: aevojoey on June 12, 2015, 05:04:13 PM
I'm still working on the turn summary screen which is really quite extensive.
I had not really looked at it in depth before but there is a lot going on in the background that can be cleaned up.
I have broken it down into sections and am trying to make them all work again.
After they all work, I will clean them up and organize the redundant code to make it flow better.


I think one of the next things I am going to do is update the game loading section.
It kind of bugs me that it freezes while loading.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: belroshir on June 13, 2015, 03:29:35 AM
Are there any style guides for the code?
like tab have a size of 4. or use 2 spaces for a tab?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: SammeyTiger on June 13, 2015, 05:42:25 AM

I don't know if this is the right thread to post this, forgive me if it isn't.


But it doesn't seem right that 'Lolita - This girl looks very young and is sexually flirtatious. '.
Should be overidden by 'MILF - This woman has had children before. ' , especially if it is the first / only child.
It seems to me that it would be better if Lolita, and MILF could exist on the same girl, instead of one overidding the other ( how it is now).
And either using a script to track the number of times a girl gives birth and have the script remove the Lolita trait If Total_Births >6.
Or have the Slut trait override the Lolita trait.
Both make sense as both having many children and being a Slut makes a girl seem older then she is.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: aevojoey on June 13, 2015, 06:54:07 AM
Are there any style guides for the code?
like tab have a size of 4. or use 2 spaces for a tab?
I use tab size of 4 and prefer them to be tab characters instead of spaces.
For text in the code you can use \t to make the game output tabs the same way \n puts out new lines.
I use visual studio express 2013 to edit the game and it handles the tab spacing for me.
I try to use only one command per line unless a group of similar commands are short, then I put them on the same line just to save space.


But it doesn't seem right that 'Lolita - This girl looks very young and is sexually flirtatious. '.
Should be overidden by 'MILF - This woman has had children before. ' , especially if it is the first / only child.
It seems to me that it would be better if Lolita, and MILF could exist on the same girl, instead of one overidding the other ( how it is now).
And either using a script to track the number of times a girl gives birth and have the script remove the Lolita trait If Total_Births >6.
Or have the Slut trait override the Lolita trait.
Both make sense as both having many children and being a Slut makes a girl seem older then she is.
The whole Lolita/MILF debate has many sides to it...
Some want them separated while others have no problem with them being used for the same girl.
Depending on the player's age, there can be drastically different definitions of both traits.

Lolita for older players is a girl much younger than themselves.
For younger players who may be similarly aged to the girl being called a Lolita, there is less stigma attached with a smaller age gap.
Likewise, MILF is generally used by the friends of the child of the woman being called a MILF and thus they are younger than the MILF.
For a player older than the woman being called a MILF, especially if the age gap is more than the age gap of the mother and child, MILF can be more complicated.
For someone aged 80, an 18 year old would be a Lolita while her mother could be 36 and also still be a Lolita to them.
For a 20 year old player, Lolita would have to be younger than themselves so only 18 or 19 year old girls in the game could have Lolita while just about anyone could have MILF.

I personally don't have a problem with allowing both but I'm currently too busy with other things to change it.

I don't see Slut as negating Lolita all the time, anyone can be a slut.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: DarkTl on June 13, 2015, 09:22:06 AM
Hm. I always thought that lolita means a girl younger than teenager, and MILF means a non lolita girl of any age who had children.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: aevojoey on June 13, 2015, 10:13:21 AM
Hm. I always thought that lolita means a girl younger than teenager, and MILF means a non lolita girl of any age who had children.
For real world definitions, yes.
For legal reasons the game has no one under 18 so the Lolita trait is for girls who look younger than 18.
I suppose if you look at it that way, then Lolita and MILF would cancel each other out.



I am done with the turn summary and the gallery updates.

I forgot about the image tree, I need to make that work now.
Also forgot about pregnant images.

I got the non-pregnant images done in the tree so I just need to finish the pregnant variations and I will be done.
Instead of the fixed line of progression through the tree, I made it randomly choose a branch to make the images a little more random.

I just need to run some bug testing and maybe add a few other things.
If all goes well I should be able to push .06.02.00 tonight morning.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: Sergo on June 14, 2015, 10:38:06 AM
Whats about gif images? They will work in new version? So it will be released in Monday morning?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: aevojoey on June 14, 2015, 10:55:32 AM
Whats about gif images? They will work in new version? So it will be released in Monday morning?
So far gifs load but do not animate.

I have finished the pregnant image tree.
Now I just have some cleanup and debugging to do.
.06.02.00 should be released in a few hours.


I plan on attempting gif animation again for .06.02.01.
If I can get it to work, I will release it as soon as I can.
I am in the chat room now if anyone wants to talk.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.00
Post by: aevojoey on June 14, 2015, 03:02:08 PM
.06.02.00 is up
The image handling has been completely rewritten.
The Gallery and Turn Summary have been rewritten as well.
Gifs don't animate yet but they will load the first frame as a normal image.
I hope to be able to make them animate now that the image code is much cleaner.
The image tree works a little different now, branches are a little more random if you are missing some image types.

Hold control when clicking "Next Week" to skip the autosave and go right to work.
Pressing space in the turn summary will bring you to whatever you have selected.

If you have BackupSaves= false in your config.xml, jobs will be saved with quickcodes instead of numbers so if any jobs are added in the future, you will not have to fix your girls' jobs anymore.
Set it to BackupSaves=true to save the game to be able to load it in older versions.

If you find any bugs, report them right away.
Try to include any information as to how you get it so I can track it down faster.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.01
Post by: aevojoey on June 15, 2015, 08:49:54 AM
.06.02.01 is up
Fixed a few problems in turn summary.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.01.21
Post by: SammeyTiger on June 15, 2015, 02:33:14 PM
Hm. I always thought that lolita means a girl younger than teenager, and MILF means a non lolita girl of any age who had children.

Just my opinion but I always felt that lolita referred to a girl that either was ( or looked ) younger then 16.
While MILF was any female that was both a mother and desired, regardless of whether or not they were also a lolita.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.01
Post by: Destont on June 15, 2015, 08:15:19 PM
This is something i have been wondering for awhile now, but would it be possible to give level up notifications their own color in the turn summary so that they are grouped away from other notifications?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.01
Post by: aevojoey on June 15, 2015, 09:39:16 PM
This is something i have been wondering for awhile now, but would it be possible to give level up notifications their own color in the turn summary so that they are grouped away from other notifications?
Colors are kind of complicated to add but I have added Yellow for Level Up.
It looks like it works but I am too tired to make it split from Good News.
It will list as green in the girls list and yellow in the events list.

I will split the yellow from green when I have time and sleep.

If you have a custom interface you will have to add these lines in InterfaceColors.xml
Code: [Select]
<Color Name = "ListBoxSpecialElement4"               R="190" G="190" B="0"   OldTXT="LIST BOX SPECIAL ELEMENT 4 (YELLOW) BACKGROUND" />
<Color Name = "ListBoxSelectedSpecialElement4"       R="250" G="250" B="0"   OldTXT="LIST BOX SELECTED SPECIAL ELEMENT 4 (YELLOW)" />
<Color Name = "MessageBoxBackground4"                R="190" G="190" B="0"   OldTXT="MESSAGE BOX BACKGROUND 4 (YELLOW) BACKGROUND" />
Adjust the colors to your liking.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.01
Post by: Destont on June 15, 2015, 09:47:32 PM
Alright, well thanks for all of your hard work.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.02
Post by: aevojoey on June 15, 2015, 10:13:11 PM
.06.02.02 is up
Hopefully this fixes all the problems with the turn summary screen.
I also fixed a problem with default images not always working.
Level Up will will be shown as yellow on event lists with the girl showing green with the other good news girls.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.02
Post by: Sergo on June 16, 2015, 03:11:24 PM
When i find good job i know whom i will donate first (aevojoey). Thank you for your good work. 
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.02
Post by: santaki on June 17, 2015, 12:34:24 PM
Is there a mod for 1920x1080p resolution? Should I manually edit the config file or are there suggestions to basically reduce the amount of mouse wheel scrolling? Thanks!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.02
Post by: belroshir on June 18, 2015, 04:41:07 AM
Is there a mod for 1920x1080p resolution? Should I manually edit the config file or are there suggestions to basically reduce the amount of mouse wheel scrolling? Thanks!
Hi,
The problem I see is that the actual Interface is Design for 4:3 Resolutions and not for 16:9.
If you only change the Width and Height in the config.xml the scaling is not symmetric.
Also it cloud be that some images looks strange or not displayed correct.
 
I think the first step for a good 1920x1080 resolution is to change the Interface to a 16:9 format.
I don’t know if this will work directly if I read the comments in the config.xml

Quote
The old code of the game scaled all windows down to 800x600.
This has been fixed but any old interfaces will not display correctly.
if the scale width and height are not set to 800x600.
 
But you can change to 1440x1080 there will the scale works fine.
 
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: aevojoey on June 18, 2015, 11:36:03 PM
.06.02.03 is up
Gifs now load and animate.
The memory they use gets cleared when the image is changed.
If you have a large gif, it may take a while for it to load but once it is loaded, it will animate normally.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: 0nymous on June 19, 2015, 03:55:27 AM
Well damn. You actually did it. You absolute madman. And by "absolute madman" I mean "top lad".

How about... full .WebM support? Eh?! EH?!
Nah that's probably stretching it too far.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: lastwalld on June 19, 2015, 06:38:50 AM
Can i please get a detailed guide how to add .gif or .ani files please. Already know how to add images.

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: aevojoey on June 19, 2015, 07:36:54 AM
Well damn. You actually did it. You absolute madman. And by "absolute madman" I mean "top lad".
How about... full .WebM support? Eh?! EH?!
Nah that's probably stretching it too far.
GIFs were a stretch but after 10 months, five tries and a complete rewrite of image handling, they work.
It could probably be done, but how many of them would be available to use?
Send me a few so I can take a look.  :P

Can i please get a detailed guide how to add .gif or .ani files please. Already know how to add images.
GIFs can be added the same way other images are, just put them in the girls' folder and name them accordingly.
Now that GIFs work, ANIs are obsolete. If you still want to know, look here (https://github.com/crazywm/crazys-wm-mod/tree/master/%20crazys-wm-mod/Docs%26Tools/Animated%20Images).
GIFs can have delays for each frame while ANIs always have the same frame delay.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: Sergo on June 19, 2015, 09:10:03 AM
.06.02.03 is up
Gifs now load and animate.
The memory they use gets cleared when the image is changed.
If you have a large gif, it may take a while for it to load but once it is loaded, it will animate normally.
God damn. This game now simply best adult game in this world :)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: 0nymous on June 19, 2015, 04:31:21 PM
GIFs were a stretch but after 10 months, five tries and a complete rewrite of image handling, they work.
It could probably be done, but how many of them would be available to use?
Send me a few so I can take a look.  :P


Well AFAIK, .WebM files are better quality while at the same time being much smaller in size, which makes them effectively superior to .gif files in every way.
I know there's plenty of Source Film Maker porn out there in the .WebM format (check "sfm" tag on rule34.paheal.net) that some people could be interested in, but I think all the .WebM versions have .gif alternatives as well... that are simply gigantic when it comes to bytes.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: FlamBurger on June 19, 2015, 07:09:11 PM
No more separating gif files! We working now!




....CRUD this means I got to work on my files again....
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.02
Post by: aevojoey on June 21, 2015, 09:38:42 AM
Is there a mod for 1920x1080p resolution? Should I manually edit the config file or are there suggestions to basically reduce the amount of mouse wheel scrolling? Thanks!
I am currently creating a 16:9 interface based off the J_1024x768 interface.
My screen is 1366x768 so that is what I am making.
It should scale up to 1920x1080 but I don't have a screen to test it on at the moment.

Once it is available, you will set your config.xml Resolution to:
Code: [Select]
    <Resolution
        Resolution="J_1366x768"
        Width="1920"
        Height="1080"
        ScaleWidth="1366"
        ScaleHeight="768"
        FullScreen="true"
        ListScrollAmount="3"
        TextScrollAmount="3" />

I will also be updating the J_1024x768 interface to make it more consistent.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: aevojoey on June 22, 2015, 08:07:50 PM
I have gotten more done on the 16:9 and would like some input.
This interface will be much easier to customize because all the numbers will be exact instead of scaled like the old ones were.

The previous post had the first draft of the Town screen and I have adjusted it a bit here.
I made all the buttons the same size, 180x36, across all the screens I have gotten to so far.
Every page will have the Back button in the same place except the main page that will have nothing there.
I made the border 26px around the entire game plus 8px from items which makes windowed mode work if you have the start bar on the side.

For the Studio screen, and the other building screens, I did a lot of changes because there is a lot more room to fill.
I made the girls list much wider so you can add a lot more info to it.
I made the picture and the girl's description 300x300 and increased the size of the jobs lists.
I changed the buttons from one vertical column to a 2x3 block because the most buttons a building has is 6 and it fits well.
(The Studio does not have the day/night buttons by design.)

The only blank space is a 240x80 box and I'm not sure what to put there.
I thought about making the "Girl Details" button larger, putting it in there and having room for another button.
Or I could make it some other info box like gold or something else.

I should probably shrink the "Job Types" box and put the "These are jobs for running a movie studio" text below it.
Or I could shrink both jobs boxes and increase the girls list.
Or I could make the "Job Types" boxes just big enough to fit what is needed with the text below it.

Update: I have reworked the girls lists a bit more.
You can see what I have done in the 3rd image "Clinic preview a.jpg".
(I had to reduce the jpg compression a bit so I could attach it.)

What other things could I do?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: HuiBui on June 23, 2015, 11:15:38 AM
To give you any idea how to optimize the game with a larger interface:

In any case when showing large pics, please lets make the related pictures as big as possible.

Whats importent for me is to have the option to select all jobs without scrolling menues. By the way is there any chance to select the day/night jobs without switching from day to night.
Lets say to show the jobs for day and night  parts simultaniously?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: mika on June 24, 2015, 04:05:31 PM
First impressions after about 10 hours of play:

1. The OP - while having all needed information there - is a mess. The problem is actually information overkill... or rather, lack of simple structuring. Instead of following instructions from top to bottom, one kinda has to read out of order. Most importantly, since this "megamod" now seems to be the primary relevant version to players, a very obvious infobit is missing: The main download just is the game, without neccessary content. The default-images pack is in fact a common ressource (though, an easily customizable one) that should be downloaded together with the main DL. Then one has to DL girl-packs, to actually get girls into the game.

The OP is written with the assumption the player already knows all this, and just needs the links. Heck, it outrightly starts with a to-do for UPGRADING from older mods/vanilla! So, it's written for players already familiar with the game, not newcomers.

2. I got constant random crashes with ver 06.02.03 - every few minutes. What i did was DL the mod, default-images - put it into its proper places. Then i selectively DLed a few lurker girlpacks. Started a new game, and that's it basically. The only change i DID make, was to from the girlpacks delete images i didn't like, without changing the others. From what i red about the naming scheme, this should cause no issues - for supposedly the game doesn't expect proper ascending numbers ("sex (1)", "sex (2), etc". Yet, i can't see why the imagepacks would cause crashes, for it happened the moment i switch from one screen to another - all kinds of screens, even the dungeon which initially shows no girl pics initially (of  course, the game might be preloading pics). Error log after crash was zero bytes, gamelog ended with all brothels suppedly being suddenly missing, but not when loading the actual brothels, but rather i think the house or farm, which was entirely empty since i didn't do anything for those yet (i don't even have a farm yet, i think). Will post a log when it happens the next time.

EDIT: Happened after loading a savegame and clicking "Girl Management". Not reproducable - reloading and clicking again causes no crash. End of gamelog:

Code: [Select]
***************** Loading brothels ****************
Loading brothel: Succubus

[sGirl::jobs_enjoy_code] Error: unknown Enjoy: 255
[sGirl::jobs_enjoy_code] Error: unknown Enjoy: 255

[sGirl::jobs_enjoy_code] Error: unknown Enjoy: 255
[sGirl::jobs_enjoy_code] Error: unknown Enjoy: 255

[sGirl::jobs_enjoy_code] Error: unknown Enjoy: 255
[sGirl::jobs_enjoy_code] Error: unknown Enjoy: 255

[sGirl::jobs_enjoy_code] Error: unknown Enjoy: 255
[sGirl::jobs_enjoy_code] Error: unknown Enjoy: 255

[sGirl::jobs_enjoy_code] Error: unknown Enjoy: 255
[sGirl::jobs_enjoy_code] Error: unknown Enjoy: 255
Loading clinic Data
***************** Loading clinic ****************
Loading studio Data
***************** Loading studio ****************
Loading arena Data
***************** Loading arena ****************
Loading centre Data
***************** Loading centre ****************
Loading house Data
***************** Loading house ****************
Loading house: House
Loading farm Data
***************** Loading farm ****************
Loading global triggers
Loading default images
No, i don't have a farm.

Another one - this time it was selecting a unique girl in the dungeon, and clicking "Girl Details" (or however its called):
Code: [Select]
************** Saving players inventory ***********
***************** Saving brothels *****************
Saving brothel: Succubus
***************** Saving clinics *****************
***************** Saving studios *****************
***************** Saving arenas *****************
***************** Saving centres *****************
***************** Saving houses *****************
Saving brothel: House
***************** Saving farms *****************
Brothel 1 not found in list!
Brothel 2 not found in list!
Brothel 3 not found in list!
Brothel 4 not found in list!
Brothel 5 not found in list!
Brothel 6 not found in list!
Brothel 0 not found in list!
Brothel 0 not found in list!
Brothel 0 not found in list!
Brothel 0 not found in list!
Brothel 0 not found in list!
This was shortly after new week begin. What happened was: Week-end, Save, Click Dungeon, Select Girl, Click "Details" -> CTD. I'm not even sure the above end of the log covers anything past saving, since it appears to be just about saving the game.


3. The start of a new game is still quite difficult, for reasons mentioned years ago: Lack of money to hire needed stuff. But i think the deeper problem isn't really lack of startmoney, but rather that for early slaves, obedience and competence at a given task are the same. What i mean with this is, that in any other polished game, there would be staff to hire who do their job reliably, but at low quality. So, there's no way to trade quality for reliability. Girls tend to either be good at a task AND are already obedient, OR they lack both. Hence, one either gets nothing or all. Maybe the problem is, that the game checks obedience without considering expectations - there's no way to "go easy" on a girl, hence sacrificing quality (and possibly learning potential) for obedience and less stress (tiredness).

4. As with most of such games, the behavior of the girl is often nonsensical and shizo. For the reports about how an event went, the game seems to evaluate the different criteria seperately: Stats, skills, traits, happiness, libido and so on all seem to be analyzed seperately, with one textbit for each. So you then can get a "cum addict", which's trait description says she totally wants it, happy and high libido, but she refuses to do it because of.... uh.... lack of oral skill, wat? Countless other examples in the same style: Criteria evaluated in insolation, instead of them being related to each other and considered as a whole. This does of course imply more complex coding, but i think that's totally worth it.

5. Multiple concerns about the system the game uses for picking images:

5.1. For the same girl and same scene, pictures shouldn't change when clicking back and forth. It's irritating and makes even the unique girls feel "random and generic". Keyword: Use a seed.

5.2. For non-unique girls, the portrait (from default-images) should be static, instead of changing all the time. Again: Use a seed.

5.3. The idea for "default-images" could be vastly improved, by adding haircolor (and *optionally* perhaps three breast sizes (small, normal, big)) to the criteria for picking an image. This would also (again, optionally) allow to drastically simplify girlpacks: If one is willing to compromise, a girlpack could include nothing more than portraits, and fetch scene pics from default-images, that take hair color (and possibly breast size) into account. Again, i'm not argueing that ALL packs should do that - just that it's possible. In any case, taking this into account also would make the non-unique girls more consistent, especially if portrait randomization is fixed.

5.4. Default-images do not seem to work properly. Scenario: Unique girl in beast scene. No beast pic in girl folder, but multiple in default-images. Expected: Game picks a random a default beast pic. What instead happens: Game takes a random sex pic from the girl folder. Some might argue that priority is right, but i don't think so... neither does it make much sense: Most girlpacks have sex pics, so what is even the point of default-images as a fallback, if it's never used, as long as a unique sex pic is available? That demotes default-images to nothing more than a pics for non-unique girls, and for those, the lack of a seed doesn't make it do that task well either.

6. The interface for assigning jobs is a bit annoying - the main problem is how the seperation between day and night jobs is handled... one always ends up having to click many times, for first having the change category, then changing assignment. Why are categories even listed, that aren't available? I.e., why can a noob pick a gambling assignment, for a brothel without that feature? Or does it have that feature but doesnt tell me? No idea - the game doesn't say.

7. Training doesn't seem to work. Got a girl with strength 0 - i'm not even sure what strength is, for that's not mentioned on the wiki or in the old manual. Anyways, sent her to the shipyard for strength training. It was still 0 afterwards. Same happened for sending a girl to a combat trainer.

8. Prices for consumables seem to be all over the place - looks as if the original game or another mod used a different standard, and then new items were added by someone with a different opinion about what the proper price should be. If prices globally should be different, wouldn't the right place to adjust that be config.xml?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: dmotrl on June 24, 2015, 08:57:07 PM
3. The start of a new game is still quite difficult, for reasons mentioned years ago: Lack of money to hire needed stuff. But i think the deeper problem isn't really lack of startmoney, but rather that for early slaves, obedience and competence at a given task are the same. What i mean with this is, that in any other polished game, there would be staff to hire who do their job reliably, but at low quality. So, there's no way to trade quality for reliability. Girls tend to either be good at a task AND are already obedient, OR they lack both. Hence, one either gets nothing or all. Maybe the problem is, that the game checks obedience without considering expectations - there's no way to "go easy" on a girl, hence sacrificing quality (and possibly learning potential) for obedience and less stress (tiredness).
Starting money is something you can adjust in the Config; I find that upping it to 5000 gives me enough to get a useful Unique slave from the Market and still keep afloat.

There's also a third category of Reliability/Quality, one that's solvable later (when you have more cash) but is kind of problematic at first, and that's high Quality and low Obedience.  These are almost always Unique girls, though, so unless you save-scum the Streets or hit the Catacombs early, you won't usually get them.  Two Randoms from the Catacombs that are helpful are the Valkyrie (because they're Incorporeal) and ... one of the Elves, I'd have to check which (they tend to have higher sex skills and decent Obedience).

I'd also suggest making sure you hire at least one Gang right off the bat (of the 4-5 gangs available on the first turn, one or two are usually very good), and sending them to the Catacombs; if you luck out and hit a saleable Girl or really nice items, it makes things a lot easier :P

Quote
5.1. For the same girl and same scene, pictures shouldn't change when clicking back and forth. It's irritating and makes even the unique girls feel "random and generic". Keyword: Use a seed.

5.2. For non-unique girls, the portrait (from default-images) should be static, instead of changing all the time. Again: Use a seed.
These don't really bother me, though I can see why the second one would be irritating.  Not really sure what's wrong with the former, though.

Quote
6. The interface for assigning jobs is a bit annoying - the main problem is how the seperation between day and night jobs is handled... one always ends up having to click many times, for first having the change category, then changing assignment. Why are categories even listed, that aren't available? I.e., why can a noob pick a gambling assignment, for a brothel without that feature? Or does it have that feature but doesnt tell me? No idea - the game doesn't say.
Huh?  I'm not sure what the issue with the Bolded is.  As far as the initial issue goes - it's ... what, three clicks?  One to swap between Day and Night, one to select the area, and one to select the job.  Is that really too much work?

Quote
7. Training doesn't seem to work. Got a girl with strength 0 - i'm not even sure what strength is, for that's not mentioned on the wiki or in the old manual. Anyways, sent her to the shipyard for strength training. It was still 0 afterwards. Same happened for sending a girl to a combat trainer.
Training isn't always successful, I think, and IIRC the Shipyard is actually CON, unless it got updated at some point (because STR is a new stat).  If you want to increase STR, buy the Arena and have the girl do Combat Training there.  As for what STR does ... here (http://www.pinkpetal.org/index.php?topic=3594.msg34519#msg34519).  (Granted, I had to follow the "Accomodations, House Percentages, and Other Variables" link in the first post, then click the "Stats and Skills Explained" link to go to that thread, then go to the right post, so it's not precisely a simple matter of 'Check this thread,' but it is fairly findable if you can get past the "So Many Links!" issue in the first post.)

Anyway, STR increases damage done in combat, and will (hopefully) have an effect on item carrying capacity.

Quote
8. Prices for consumables seem to be all over the place - looks as if the original game or another mod used a different standard, and then new items were added by someone with a different opinion about what the proper price should be. If prices globally should be different, wouldn't the right place to adjust that be config.xml?
Item prices are all over the place, in part because there are so many different items made by so many different people.  I believe aevojoey is trying to rework some of them as he goes through them, but there's something like seven hundred items, and they're in separate files.  But yeah, the prices are set with the item itself, not globally, so you can have a Turducken that heals 50 HP and costs 500, while a Healing Salve (M) that also heals 50 HP costs 450.  I'm not sure how you'd work out how to globally set prices, unless you set prices for each stat point and trait, at which point you run into problems with the system, because if I have an item that has a penalizing trait as part of the point of the item (say, an item that inflicts Blind and Small Scars because it represents destroying the girl's eyes) and one that has them as harmful side-effects (say, one that inflicts Blind and Small Scars, but as a side effect of granting Powerful Magic and increasing Magic stats), then you either pay for the 'benefit' of harmful side-effects on the second item, or you actually gain money from buying the first item.  So item prices pretty much have to be individually established, which leads to things like strictly-superior items being priced lower than other ones because the people making the items have different systems.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: mika on June 24, 2015, 09:37:25 PM
Huh?  I'm not sure what the issue with the Bolded is.  As far as the initial issue goes - it's ... what, three clicks?  One to swap between Day and Night, one to select the area, and one to select the job.  Is that really too much work?
Well, let's see:
The theoretical minimum possible effort is three clicks to completely change a girl's schedule: 1. select girl, 2. select day task, 3. select night task.

Of course, with the many possible tasks, the problem is how to display all those options readily, so currently they're categorized by time (day/night), occupation (common, bar, brothel, etc). Additionally, when selecting a girl, the game remembers the last state, so it preselects a category... this also happens when switching from day to night. All of this in theory sounds neat, tidy and proper, but the consequences in practice are:

1. (1st click) Select girl
2. (1st confusion) Check if day or night is preselected - or forget it all the time and first change the wrong category, then undo your changes to adjust the right one.
3. (2nd click) Select the day or night
4. (3rd click) Change the task category - it's almost certainly not the one you want (i.e. constant switching between "common" and the others)
5. (Potential extra click) Scroll the list to the right task.
6. (4th click) select task.
7. (5th click) Switch to other daytime
8. (2nd confusion) Figure out what task category was preselected this time, since it will change to her prior task for that time
9. (6th click) select the right task category.
10. (Potential extra click) Scroll the list to the right task.
11. (7th click) select task.

11 steps, and 7-9 clicks PER GIRL. It adds up to a clickfest real fast - per location.

Quote
Training isn't always successful, I think, and IIRC the Shipyard is actually CON
Yep, figured this out later. The description for the shipyard is wrong then - since it mentions strength as well as "endurance", but actually only trains the later. The issue i had with combat training was, that the response message didn't clearly indicate failure. Heck, with so much text being flavour and hence open to interpretation (the "wacky" descriptions are part of the game's charme), it's not easy to figure out if it failed or not. Also, i'm unsure if possible failure is a good idea.... i can understand failure for PRACTICE between slaves.... but for training, you pay outright money, so even though success might be variable, IMO it should always have at least a minor degree of success. Else i quite frankly want my money back! It's the least i deserve in compensation, for tiring my girl and using her time for nothing.



Quote
So item prices pretty much have to be individually established, which leads to things like strictly-superior items being priced lower than other ones because the people making the items have different systems.
Well, sure, their worth has to be judged by a dev - an algo would take more effort than it's worth.... if that is even possible. What i meant with global adjustment was the opposite of balancing consumables against each other: If a dev thinks consumables are too expensive/cheap in general, then he shouldn't make the changes in the item prices, but instead simply adjust the relevant variable in config.xml. Item prices themselves should be set to consistent with other items. Then if i.e. consumables in general are too expensive, or cheap, then this can be tweaked in config.xml.

I understand that for things like equipment, there might just be way too many items, to balance them in reasonable time. But at the very least common consumables, like HP/tiredness restorers - shouldn't be too many to balance. Also, i'm not really too concerned about mismatches like 450 vs 500 gold... but more about more excessive examples like 200 vs 400 gold.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: zafer on June 24, 2015, 10:08:22 PM
The main download just is the game, without neccessary content. The default-images pack is in fact a common ressource (though, an easily customizable one) that should be downloaded together with the main DL.

I have to disagree with this 100%. There are plenty of contributors who upload their own image packs to share. Having to re-download the same default image pack every time it gets updated is a waste of bandwidth.

5.4. Default-images do not seem to work properly. Scenario: Unique girl in beast scene. No beast pic in girl folder, but multiple in default-images. Expected: Game picks a random a default beast pic.

This is a setting in config.xml that is turned off by default.

change
Code: [Select]
PreferDefault="false" />to
Code: [Select]
PreferDefault="true" />And the game will now use missing images in the DefaultImages file instead of following the image tree.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: mika on June 24, 2015, 10:18:12 PM
I have to disagree with this 100%. There are plenty of contributors who upload their own image packs to share. Having to re-download the same default image pack every time it gets updated is a waste of bandwidth.
Wat? I was talking about that the PLAYER (and especially a NEW player) should download it together (as two easily visible links, NOT "one download") with the main game. The OP doesn't suggest or explain this to new players. It doesn't even explain what the purpose of the default-images pack is.

Quote
This is a setting in config.xml that is turned off by default.

change
Code: [Select]
PreferDefault="false" />to
Code: [Select]
PreferDefault="true" />And the game will now use missing images in the DefaultImages file instead of following the image tree.
Thanks! I actually knew about this setting, but it's description didn't make this clear. I was thinking what this setting does is, to ALWAYS prefer default-images over girl pics, hence basically override most content of girlpacks, which - yes - makes no sense :)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: mika on June 24, 2015, 10:45:03 PM
Goddamn elusive random crashes.... got to a point where i could seemingly reproduce it: launch game, load savegame, click dungeon button, CTD. Worked five times in a row. "Yay!" i thought, and went into my savefolder.... the autosave would be pointless, so i deleted that one and zipped up the savefolder. Then just to make sure i got this right, i tried to reproduce it a sixth time.... no CTD.... 7th, 8th, 9th.... no more CTD. Wat the heck.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: aevojoey on June 24, 2015, 10:49:39 PM
1. The OP - while having all needed information there - is a mess. The problem is actually information overkill... or rather, lack of simple structuring. Instead of following instructions from top to bottom, one kinda has to read out of order. Most importantly, since this "megamod" now seems to be the primary relevant version to players, a very obvious infobit is missing: The main download just is the game, without neccessary content. The default-images pack is in fact a common ressource (though, an easily customizable one) that should be downloaded together with the main DL. Then one has to DL girl-packs, to actually get girls into the game.

The OP is written with the assumption the player already knows all this, and just needs the links. Heck, it outrightly starts with a to-do for UPGRADING from older mods/vanilla! So, it's written for players already familiar with the game, not newcomers.
The OP was written over several months and I basically just added things when needed.
The upgrading section was added before everything else because I was getting frustrated with people constantly complaining when something didn't work when they upgraded.
I will update it with new players in mind when I can.

2. I got constant random crashes with ver 06.02.03 - every few minutes. What i did was DL the mod, default-images - put it into its proper places. Then i selectively DLed a few lurker girlpacks. Started a new game, and that's it basically. The only change i DID make, was to from the girlpacks delete images i didn't like, without changing the others. From what i red about the naming scheme, this should cause no issues - for supposedly the game doesn't expect proper ascending numbers ("sex (1)", "sex (2), etc". Yet, i can't see why the imagepacks would cause crashes, for it happened the moment i switch from one screen to another - all kinds of screens, even the dungeon which initially shows no girl pics initially (of  course, the game might be preloading pics). Error log after crash was zero bytes, gamelog ended with all brothels suppedly being suddenly missing, but not when loading the actual brothels, but rather i think the house or farm, which was entirely empty since i didn't do anything for those yet (i don't even have a farm yet, i think). Will post a log when it happens the next time.

EDIT: Happened after loading a savegame and clicking "Girl Management". Not reproducable - reloading and clicking again causes no crash. End of gamelog:
...
No, i don't have a farm.

Another one - this time it was selecting a unique girl in the dungeon, and clicking "Girl Details" (or however its called):
...
This was shortly after new week begin. What happened was: Week-end, Save, Click Dungeon, Select Girl, Click "Details" -> CTD. I'm not even sure the above end of the log covers anything past saving, since it appears to be just about saving the game.
Unfortunately I don't seem to have the problem you and some others are reporting so I can't track down the problem.
I have been playing a game for about 10 turns and have had no crashes.
If you can attach your savegame to a post, I can try and find any problems I can in it.

3. The start of a new game is still quite difficult, for reasons mentioned years ago: Lack of money to hire needed stuff. But i think the deeper problem isn't really lack of startmoney, but rather that for early slaves, obedience and competence at a given task are the same. What i mean with this is, that in any other polished game, there would be staff to hire who do their job reliably, but at low quality. So, there's no way to trade quality for reliability. Girls tend to either be good at a task AND are already obedient, OR they lack both. Hence, one either gets nothing or all. Maybe the problem is, that the game checks obedience without considering expectations - there's no way to "go easy" on a girl, hence sacrificing quality (and possibly learning potential) for obedience and less stress (tiredness).
I always start a new game by hiring all the gangs I can and buying girls with high constitution, high looks and/or low rebel.
Most jobs in the Bar, Club and Casino I never use, many of them have not really been updated lately and they don't really make much money. Brothel Whore makes money even with less experienced girls.
I usually make enough money to buy one or two girls each turn for the first couple of turns and then the money starts coming in faster.
I don't usually buy another building, usually the Centre, until I have 15-25 girls.

4. As with most of such games, the behavior of the girl is often nonsensical and shizo. For the reports about how an event went, the game seems to evaluate the different criteria seperately: Stats, skills, traits, happiness, libido and so on all seem to be analyzed seperately, with one textbit for each. So you then can get a "cum addict", which's trait description says she totally wants it, happy and high libido, but she refuses to do it because of.... uh.... lack of oral skill, wat? Countless other examples in the same style: Criteria evaluated in insolation, instead of them being related to each other and considered as a whole. This does of course imply more complex coding, but i think that's totally worth it.
The sex scenes started out fairly bland and they have been slowly updated in the past few months.
I plan on completely rewriting it and I will take your suggestions into account when I do.

5. Multiple concerns about the system the game uses for picking images:

5.1. For the same girl and same scene, pictures shouldn't change when clicking back and forth. It's irritating and makes even the unique girls feel "random and generic". Keyword: Use a seed.

5.2. For non-unique girls, the portrait (from default-images) should be static, instead of changing all the time. Again: Use a seed.
The new image selection is more accurately a rewrite of the code that makes the selection done with the same results.
All images are chosen randomly but I do want to make events choose a specific image for that event to display.

5.3. The idea for "default-images" could be vastly improved, by adding haircolor (and *optionally* perhaps three breast sizes (small, normal, big)) to the criteria for picking an image. This would also (again, optionally) allow to drastically simplify girlpacks: If one is willing to compromise, a girlpack could include nothing more than portraits, and fetch scene pics from default-images, that take hair color (and possibly breast size) into account. Again, i'm not argueing that ALL packs should do that - just that it's possible. In any case, taking this into account also would make the non-unique girls more consistent, especially if portrait randomization is fixed.

5.4. Default-images do not seem to work properly. Scenario: Unique girl in beast scene. No beast pic in girl folder, but multiple in default-images. Expected: Game picks a random a default beast pic. What instead happens: Game takes a random sex pic from the girl folder. Some might argue that priority is right, but i don't think so... neither does it make much sense: Most girlpacks have sex pics, so what is even the point of default-images as a fallback, if it's never used, as long as a unique sex pic is available? That demotes default-images to nothing more than a pics for non-unique girls, and for those, the lack of a seed doesn't make it do that task well either.
Default Images were mostly chosen because they were images I had from some packs that had no face or the face was easily cropped out.
It was made a while before .06.00.00 so it does not have many of the newer image types.
If you set "Prefer Default" to true in config.xml it will look for the image in the girl folder then from the default images before picking from the alternates tree.

6. The interface for assigning jobs is a bit annoying - the main problem is how the seperation between day and night jobs is handled... one always ends up having to click many times, for first having the change category, then changing assignment. Why are categories even listed, that aren't available? I.e., why can a noob pick a gambling assignment, for a brothel without that feature? Or does it have that feature but doesnt tell me? No idea - the game doesn't say.
Yes it is annoying.
I am adding a 16:9 interface and someone else suggested I make separate boxes for day and night jobs.
Until then, you can make setting jobs a little easier if you hold <ctrl> when selecting a job to assign it to both day and night.
All jobs are visible even if the girl can not do them, I don't have plans yet to change that.

7. Training doesn't seem to work. Got a girl with strength 0 - i'm not even sure what strength is, for that's not mentioned on the wiki or in the old manual. Anyways, sent her to the shipyard for strength training. It was still 0 afterwards. Same happened for sending a girl to a combat trainer.
The Training you are talking about is controlled by ".\Resources\Scripts\DefaultInteractDetails.script"
The game still has the original version but there is a newer version in Bowman's Plaza (http://www.pinkpetal.org/index.php?topic=2669.msg24064#msg24064)
I'm not sure how much has been done with the Training part but you can try it out and see.

8. Prices for consumables seem to be all over the place - looks as if the original game or another mod used a different standard, and then new items were added by someone with a different opinion about what the proper price should be. If prices globally should be different, wouldn't the right place to adjust that be config.xml?
Prices are crazy and as dmotrl said, I have been trying to normalize them but there are 744 .itemsx files so it is taking a while.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: mika on June 25, 2015, 12:23:18 AM
The Training you are talking about is controlled by ".\Resources\Scripts\DefaultInteractDetails.script"
The game still has the original version but there is a newer version in Bowman's Plaza (http://www.pinkpetal.org/index.php?topic=2669.msg24064#msg24064)
I'm not sure how much has been done with the Training part but you can try it out and see.
Thanks for the hint. However, as mentioned in another post, the problem was with the description: For the shipyard, the description says it improves strength and endurance, but it actually only trains the later.

Tried bowmans version, but that seemed to entirely break training: Now when choosing i.e. shipyard, nothing happens at all - the game just closes the dialog with nothing happening. So, i restored the version that comes with the mod.

EDIT: About the crashes and savegames - the problem is i haven't found a way to reproduce it. If you look at my previous post above this one, even when it happens right after saving the game, or loading a game, its not reliably reproducable.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: dmotrl on June 25, 2015, 12:24:22 AM
Well, let's see:
The theoretical minimum possible effort is three clicks to completely change a girl's schedule: 1. select girl, 2. select day task, 3. select night task.

Of course, with the many possible tasks, the problem is how to display all those options readily, so currently they're categorized by time (day/night), occupation (common, bar, brothel, etc). Additionally, when selecting a girl, the game remembers the last state, so it preselects a category... this also happens when switching from day to night. All of this in theory sounds neat, tidy and proper, but the consequences in practice are:

1. (1st click) Select girl
2. (1st confusion) Check if day or night is preselected - or forget it all the time and first change the wrong category, then undo your changes to adjust the right one.
3. (2nd click) Select the day or night
4. (3rd click) Change the task category - it's almost certainly not the one you want (i.e. constant switching between "common" and the others)
5. (Potential extra click) Scroll the list to the right task.
6. (4th click) select task.
7. (5th click) Switch to other daytime
8. (2nd confusion) Figure out what task category was preselected this time, since it will change to her prior task for that time
9. (6th click) select the right task category.
10. (Potential extra click) Scroll the list to the right task.
11. (7th click) select task.

11 steps, and 7-9 clicks PER GIRL. It adds up to a clickfest real fast - per location.
I ... what???  Okay, let me work this through ...

Quote
2. (1st confusion) Check if day or night is preselected - or forget it all the time and first change the wrong category, then undo your changes to adjust the right one.
Okay, so you're complaining about having to read the screen?  And/or being incompetent enough to misclick?  Am I misunderstanding your position here?

Quote
3. (2nd click) Select the day or night
... Why?  If you're going to switch the cycle anyway (and you do, in Step 7), why bother switching the active cycle before you change the job?  This is a completely unnecessary step.

Quote
4. (3rd click) Change the task category - it's almost certainly not the one you want (i.e. constant switching between "common" and the others)
Unless you're just resetting from 'Free Time' to Security/Practice/Matron/Torturer/Advertising/Catacombs/, or otherwise moving from one job to another in the same Area ....

Quote
5. (Potential extra click) Scroll the list to the right task.
... What, are you going to complain about having to move the mouse, too?

Quote
8. (2nd confusion) Figure out what task category was preselected this time, since it will change to her prior task for that time
I'm really not sure what's confusing you here; the 'preselected' task is always going to be what their current job for that Time Cycle is - if they're on Practice, or Free Time, it'll be the General Jobs, if they're a Waitress it'll be the Bar, if they're a Masseuse it'll be in the Brothel section.  Is your issue simply that you haven't gotten used to which jobs are in which location?  That's a problem inherent to every game that has different controls!

Quote
11 steps, and 7-9 clicks PER GIRL. It adds up to a clickfest real fast - per location
Only if you're micromanaging every girl, every day, in every location ... which you shouldn't be.  Like, even if you're a brand-new player, you aren't going to be constantly changing everything every turn for no reason ... and you only have two locations at the beginning anyway, and one of them doesn't even earn you any money!  So your complaint only has merit if you've got multiple locations with a significant number of girls at each location and you're micromanaging them each turn instead of assigning them intelligently and/or using a Matron.

I mean, here's what I do (assuming a brand-new Girl with terrible stats that I'm not sure what I'm going to do with yet:
1) Select Girl.
2) CTRL+Click Practice (which sets the selected Job to both Day and Night)

But even if you don't know about CTRL+Click, it's still pretty short:
1) Select Girl.
2) Select Practice
3) Change Time Cycle
4) Select Practice

You can even cut out half of those steps if you only want them to practice during the Day and have Free Time at night!

And if I know what I want the girl to do?  Maximum Number of Clicks:

1) Select Girl.
2) Change Work Area.
3) Assign Job.
4) Change Time Cycle.
5) Change Work Area.
6) Change Job.

Bam.  Six clicks; it's shorter if you only need to change one job, especially if you're already on the right Time Cycle.  And again, you're not going to be reassigning each girl every day; in fact, you'll only really need to reassign girls if they're too Tired/Injured to work, in which case you just switch their current Job to Free Time (you don't need to switch both unless they're working both; I usually leave the 'off' Cycle on Practice, for example), and then switch them back when they're healthier.

Quote
Also, i'm not really too concerned about mismatches like 450 vs 500 gold... but more about more excessive examples like 200 vs 400 gold.
50 and 200 is still pretty much the same drop in the bucket once you've got a stable income going.  I simply used the Healing Salve / Turducken example because it's the one I remembered off the top of my head.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: mika on June 25, 2015, 12:37:40 AM
Okay, so you're complaining about having to read the screen?  And/or being incompetent enough to misclick?  Am I misunderstanding your position here?
I'm complaining about the game choosing the initial state, based on a context i never care about (prior assigned task). When i assign orders, i already know what NEW orders i want to give - i don't care anymore about the prior orders. But since the game preselects day/night and task category, based on the prior settings, i for every girl have to deal with prior orders.

Quote
... Why?  If you're going to switch the cycle anyway (and you do, in Step 7), why bother switching the active cycle before you change the job?  This is a completely unnecessary step.
I don't. It's just that it is confusing. In usability, when the user is presented with a choice/dialog, he first needs to orient himself "where am i?". Three things can happen: A) The user doesn't even have to think, because he knows ahead of time where he will end up (best case). B) The user has to doublecheck but can quickly find out (suboptimal case). C) The user has to spend multiple seconds to figure out where he ended up (worst case).

If when deciding to issue new orders, the initial choosen time-of-day and category were always the same, then case "A)" applies. But since the game tries to be "smart" by basing the preselection on existing girl settings, what happens is something in-between B) and C) instead... technically, i would call it B), but since the UI doesn't make it very visible if i.e. day or night is selected (the visual difference is very subtle), we end up with something in-between, and a 50% chance of C)  (when the user wants to change i.e. night, but accidentally changes day instead, and then has to "repair" his mistake).


Quote
... What, are you going to complain about having to move the mouse, too?
I would complain about that too, yes, because its a usability concern too which apparently "hackers" like you fail to grasp. But in this case i'm not complaining, because its no big issue here.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: aevojoey on June 25, 2015, 12:46:33 AM
... What, are you going to complain about having to move the mouse, too?
I would complain about that too, yes, because its a usability concern too which apparently "hackers" like you fail to grasp. But in this case i'm not complaining, because its no big issue here.
There is no need to move the mouse.
A/D changes the girl,
W/S changes job type,
Q/E changes jobs,
Z/C changes Day/Night

Also, holding control and/or shift when choosing a girl allows you to select more than one girl to change them to the same jobs.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: dmotrl on June 25, 2015, 12:50:09 AM
I'm complaining about the game choosing the initial state, based on a context i never care about (prior assigned task). When i assign orders, i already know what NEW orders i want to give - i don't care anymore about the prior orders. But since the game preselects day/night and task category, based on the prior settings, i for every girl have to check again what the prior orders were.
Unfortunately, we haven't developed computers that can read the user's mind, so your complain applies equally to absolutely everything.  You have to type in a new website (or select it from your favorites, or whatever) when you want to look at a different web-page, don't you?  You have to open up a different program if you want to play a different game than the one you're playing right now, don't you?  And when you do, you have to make sure that you aren't already on the page you want to go to, or already playing the game you want to play.  It's the exact same thing.

Quote
I don't. It's just that it is confusing. In usability, when the user is presented with a choice/dialog, he first needs to orient himself "where am i?". Three things can happen: A) The user doesn't even have to think, because he knows ahead of time where he will end up (best case). B) The user has to doublecheck but can quickly find out (suboptimal case). C) The user has to spend multiple seconds to figure out where he ended up (worst case).
No, the 'worst case' is having to redo about five seconds of "work" because he thought he was in one cycle when he was actually in a different one.  But gods forbid someone with a functioning brain have to spend several seconds thinking!

Quote
If when deciding to issue new orders, the initial choosen time-of-day and category were always the same, then case "A)" applies.
Unless the person playing the game is keying down the girls and wants to change only one Time Cycle at a time, in which case he needs to manually adjust the Time Cycle each time because someone though it would be a great idea to have it reset on each girl instead of stay static.

Quote
... since the UI doesn't make it very visible if i.e. day or night is selected (the visual difference is very subtle),
I would honestly suggest you see an optometrist, then.  Because the visual difference is pretty much the opposite of "very subtle."

Quote
I would complain about that too, yes, because its a usability concern too which apparently "hackers" like you fail to grasp. But in this case i'm not complaining, because its no big issue here.
... How the hell does having a functioning brain make me a hacker?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: Destont on June 25, 2015, 02:24:14 AM
I'm going to just throw my opinion on.....whatever this discussion is and make a few statements in response to mika.

In regards to the complaints about non-static girl images. This honestly seems like an incredibly frivolous complaint and I would state that making images static in certain situations would not necessarily improve the experience. To be fair though, I use an mid-late game mindset when playing this and so only check the turn summary for important events, to do otherwise quickly becomes impractical or idiotic once you progress.

I would like to state just in case mika is under some sort of misunderstanding, all buildings come fully equipped with every facility that is attached to that type of building. for example all brothels have bars and gambling halls etc. the only kind of upgrading you can do to a building is expand the number of rooms to increase the amount of girls you can station/assign there.

Item costs is again in my opinion a somewhat pointless excuse due to how quickly such minor things become hard to notice. Also I'm surprised nobody stated in the healing salve vs turducken example that the turducken technically accomplished more then a healing salve to make up for its higher price point, we just thankfully (and i will personally murder you guys if you even think of putting something like this in...... <<'') do not have to deal with a hunger stat in this game. I mean looking at it from a world building point of view makes the price difference justifiable, although I am not saying that this could work for all such price oddities it was just something I thought of while typing this post.

Lastly, mika's main theme with his complaints about the gui seem to boil down to it not being streamlined enough for their liking and I would like to state that I am of the opinion that streamlining does not necessarily make something better.

Well I think i'll put away my soapbox and return to my regularly scheduled lurking now.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: mika on June 25, 2015, 02:43:55 AM
Lastly, mika's main theme with his complaints about the gui seem to boil down to it not being streamlined enough for their liking and I would like to state that I am of the opinion that streamlining does not necessarily make something better.
Umm, it IS too "streamlined" now, which IS what results in unneccessary clicks. One example out of many: Why do i even have to click a button to switch between day and night? There's enough space for a day and night column.

Likewise, i find it funny how making non-unique girls have ANY visual identity is "frivolous".

But okay, *i'm* implied to lack a functional brain, while the veterans in here, who have become used to all the issues of the game (nothing unusual for game communities - this kind of discussion is common, and it is how community developed games get stuck in their defects, by their fans over time turning issues into features: "It has always been like this, so now its a good thing")... while those people would rather add more quantities and complexity to the game... rather than doing polish.

Fine, keep eating your own dogfood, but then please stop asking for publicity in other communities, when all you want is to stay among yourselves, and not bother about stuff like documentation, interface issues - or even just a short install guide, that could be written in less than 3 minutes (the links and DL-threads exist already, after all, so this is like a matter of typing maybe 5 sentences and copypasting the rest).

*Shrugs* Your priorities. Have fun.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: GonDra on June 25, 2015, 05:51:33 AM
Umm, it IS too "streamlined" now, which IS what results in unneccessary clicks. One example out of many: Why do i even have to click a button to switch between day and night? There's enough space for a day and night column.
The game is quite old and went through several hands before ending up in Crazy and aevojoey's hands (Heck I joined this forum more than 5 years ago and the game had been around for a while before that), as such the interface and lots of the code are dated.
The people that worked on it the last few years often only had a few hours of time each week and the interface really wasn't high on the priority because people worked on what they liked or burned out (something which happened far too often).
As such the resolution of the standard interface is still intended for small 4:3 monitors because that is what was in use when it was made.

Likewise, i find it funny how making non-unique girls have ANY visual identity is "frivolous".
I am pretty sure static profile images for random girls were around at some point, but I couldn't say where or when it was the case.

But okay, *i'm* implied to lack a functional brain, while the veterans in here, who have become used to all the issues of the game (nothing unusual for game communities - this kind of discussion is common, and it is how community developed games get stuck in their defects, by their fans over time turning issues into features: "It has always been like this, so now its a good thing")... while those people would rather add more quantities and complexity to the game... rather than doing polish.
Yeah the brain comment was uncalled for.
I don't think being blind to usability problems is the case in this community, there is more of a problem with features being not well documented, for example you can select multiple girls to assign the same jobs to all of them at the same time (Ctrl + click and/or shift + click work like you would expect them).
Yes there were more features being added in the last few patches instead of adding polish, but the reality is that the game is open source and worked on by volunteers, in their free time. You need to understand that people prefer to use their free time to work on things that interest them, although aevojoey is already working on a 16:9 interface that will probably alleviate some of the problems you have with the game.

Fine, keep eating your own dogfood, but then please stop asking for publicity in other communities, when all you want is to stay among yourselves, and not bother about stuff like documentation, interface issues - or even just a short install guide, that could be written in less than 3 minutes (the links and DL-threads exist already, after all, so this is like a matter of typing maybe 5 sentences and copypasting the rest).
And this is the kind of nonconstructive criticism that people new to game communities spout instead of thinking of solutions. I mean if it only takes a few minutes to do why didn't you do that? It would have been more productive.

You have quite a few good points, but the way you voice them does not help fixing them.

Now If you would excuse me I had originally planned to write down the ideas for a rework of the whoring system in the game.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: dmotrl on June 25, 2015, 09:33:07 AM
Umm, it IS too "streamlined" now, which IS what results in unneccessary clicks.
That's incorrect.  Something that is very streamlined is very efficient, and as such would result in no unnecessary clicks.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: Wirbelwind on June 25, 2015, 04:27:52 PM
Hi aevojoey, noticed that you have tried to remove the space in front of "crazys-wm-mod" folder, but I couldn't find out what was the issue why it was reverted.
Was it that commit history wasn't updated to new files?

If the folder could be renamed, it would make it easier to follow your changes with desktop clients. It's just that git desktop clients don't handle that space in front of name very well (at least on Windows) and the only way to see diffs and blame is on Github webpage.

Few days ago, I was experimenting on renaming the folder while keeping history and the results you can see in my fork. https://github.com/Hezer/crazys-wm-mod (https://github.com/Hezer/crazys-wm-mod)
Most of the commit history for file still disappears(couldn't find a way to keep them), but all previous commits are still visible when using blame.
It's also few commits behind, but you can see there if it has the same issues as your attempt to rename the folder.

These were the git shell/terminal commands I ran to make the changes:
Code: [Select]
git mv \ crazys-wm-mod/ crazys-wm-mod/
git add -u crazys-wm-mod/
git commit -m "Changed base folder name, removing whitespace in front of the name. Fixing git GUIs not showing diff or blame."
The explanation for those commands here (http://www.patrick-wied.at/blog/rename-files-and-folders-with-git)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: mika on June 25, 2015, 04:35:58 PM
The game is quite old and went through several hands before ending up in Crazy and aevojoey's hands (Heck I joined this forum more than 5 years ago and the game had been around for a while before that), as such the interface and lots of the code are dated.
The people that worked on it the last few years often only had a few hours of time each week and the interface really wasn't high on the priority because people worked on what they liked or burned out (something which happened far too often).
As such the resolution of the standard interface is still intended for small 4:3 monitors because that is what was in use when it was made.
I suspect it has more to do with ease of technical implementation: Go to the girls management screen. Look at the list with the available tasks, for a given category. Even at the current interface size (was it smaller in the past?), there is enough space to have two columns with check-box like buttons. So, for each task, right aligned there would be two small buttons to set it as the daily or nightly task. BUT: I haven't seen this kind of interface element - a list with checkbox-style button columns - anywhere else in the game, so it might be that no code for something like this exists to begin with. Hence, for the coder it is easier to just add another state-switch button. Likewise, the other obvious solution is, to axe the bottom left area for task selection entirely: Instead, one could just rightclick in the list of girls, in the cell for the daily or nightly task, and then dropdown-menu style change the task. BUT (again): I haven't seen cascading menus anywhere else in the game, except for the dialog popups... and a centered popup obviously would be annoying. So again: Code for such an interface element probably doesn't exist yet, and coders prefer to reuse existing functions, instead of writing new parts. In general, interface coding usually is among the most annoying and least satisfying things to work on as a coder.

EDIT: If the issue is one of implementation, then a third option to make things more clear would be, that instead of having a button to switch between day and night (which has to be set ahead of time), have two buttons: "Set dayjob" and "Set nightjob". This would entirely avoid accidentally setting something for the day, when one wants to set it for the night (and the other way around). It also implicitely would get rid of the entire preselection mechanic: The category would just reset to "common" and "rest" whenever one selects a girl. No more guesswork and irritation.

One last thing i'd suggest is, to add "rest" to the top of all categories, instead of just "common". That's because resting is the single most frequent option to pick - it is the primary reason why one so often has to switch back and forth between common and other categories.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.03 - GIFs Animate!
Post by: crazy on June 25, 2015, 05:16:12 PM
Having a static image for random girls code is in my version if the game. But it may be out of date at this point.  I'll have to check in to it if I get time
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: aevojoey on June 25, 2015, 10:41:08 PM
.06.02.04 is up.

Hopefully the image problems are finally fixed.
GIFs should use less memory.
The Items folder can be moved like the Characters, DefaultItems and Saves folders.
A few more bug fixes and item updates.

The 16:9 interface is in there but not all screens have been updated.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: mika on June 26, 2015, 02:04:22 AM
@aevojoey (http://www.pinkpetal.org/index.php?action=profile;u=5663)

Noticed in the changelog you were experimenting with health and tiredness recovery. This reminded me of something i noticed yesterday: If you give a girl with mediocre constitution two assignments, it may happen that they exceed the 100% cap even when they were at say 30% at turn begin. If one has a matron, the turn summary then tells one that the matron took her off work, because the girl was exhausted - all great thus far, but odd thing was the result in the next turn: The girl's health dropped from 100% to 30% (!!!) - i'm almost certain this is exactly the same, as if i had no matron, so the flavour text about the matron stepping in is just that.... flavour text, colliding with the actual facts. I'd think one additional benefit a matron could provide is, to in situations like those limit the damage caused (in the given example, i could imagine a drop from 100% to 60% - for a really good one perhaps no lower than 75%).

I mean, the way skill and stat progress works (mostly across the board instead of selectively, and usually by whore assignments) already ensures, that your matron is often be best girl you have - her rebellion reduction effects on everyone of course are already very valuable, but i'd think she could do with minor secondary benefits .... nothing overkill. I mean, she basically becomes your assistant and to a major extend runs the place, so in-character with this, i think it would make sense if she competently takes care of matters, like exhausted girls.

(Before anyone asks: no, there was no accident or random event for the given example - the girl really went from 100% health to 30% health just by a single overworked game round, under the supervision of the matron).
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: Hanzo on June 26, 2015, 05:43:03 AM

I mean, the way skill and stat progress works (mostly across the board instead of selectively, and usually by whore assignments) already ensures, that your matron is often be best girl you have - her rebellion reduction effects on everyone of course are already very valuable, but i'd think she could do with minor secondary benefits .... nothing overkill. I mean, she basically becomes your assistant and to a major extend runs the place, so in-character with this, i think it would make sense if she competently takes care of matters, like exhausted girls.

I was thinking about things for matrons too.

The idea I have was to lose one personal action per building you own without a girl assigned to the corresponding "matron" job for it (right now you have 10 PAs per turn which I think is too much and slows down the game, but that's another story). It kinda makes sense that you have more free time if you have someone that helps you run the place.

What I don't like is that you can assign any free girl to the job, it doesn't matter if she isn't trustworthy. Maybe add some stat requirements (obedience)?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: mika on June 26, 2015, 06:44:58 AM
News on the random crashes:

I'm a bit cautious about saying this and possibly provoking the wrath of the RNG, but with the new version posted today, i haven't had a single crash for hours, when previously the game would crash every few minutes (most often when switching to a girl's detail page or the dungeon). Can't see anything obvious in the changelog, except for multiple reworking of subsystems - or maybe its just compiling, no idea.

(I expect to update this post any minute now, when the game proves me wrong for having the audacity of saying the words "no crash")
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: aevojoey on June 26, 2015, 06:47:54 AM
@aevojoey (http://www.pinkpetal.org/index.php?action=profile;u=5663)
Noticed in the changelog you were experimenting with health and tiredness recovery. This reminded me of something i noticed yesterday: If you give a girl with mediocre constitution two assignments, it may happen that they exceed the 100% cap even when they were at say 30% at turn begin. If one has a matron, the turn summary then tells one that the matron took her off work, because the girl was exhausted - all great thus far, but odd thing was the result in the next turn: The girl's health dropped from 100% to 30% (!!!) - i'm almost certain this is exactly the same, as if i had no matron, so the flavour text about the matron stepping in is just that.... flavour text, colliding with the actual facts. I'd think one additional benefit a matron could provide is, to in situations like those limit the damage caused (in the given example, i could imagine a drop from 100% to 60% - for a really good one perhaps no lower than 75%).

(Before anyone asks: no, there was no accident or random event for the given example - the girl really went from 100% health to 30% health just by a single overworked game round, under the supervision of the matron).
What job was the girl doing?
Whore jobs for girls with low sex skills can injure them and being too tired increases that damage.
The Matron takes girls off work at the start of the shift if their health goes below 20 or their tiredness goes above 80.
If the girl was at 79 tired at the start of the day shift, the Matron will let her work that shift then reevaluate her for the night shift.


I mean, the way skill and stat progress works (mostly across the board instead of selectively, and usually by whore assignments) already ensures, that your matron is often be best girl you have - her rebellion reduction effects on everyone of course are already very valuable, but i'd think she could do with minor secondary benefits .... nothing overkill. I mean, she basically becomes your assistant and to a major extend runs the place, so in-character with this, i think it would make sense if she competently takes care of matters, like exhausted girls.
The Matron of the Brothels is not as smart (the code has not been updated) as the Matrons of the other buildings.
I plan on rewriting the way the brothels run eventually and I will fix a lot of things then.


The idea I have was to lose one personal action per building you own without a girl assigned to the corresponding "matron" job for it (right now you have 10 PAs per turn which I think is too much and slows down the game, but that's another story). It kinda makes sense that you have more free time if you have someone that helps you run the place.
So you normally have 10 PAs and assigning a matron would free up some of your time and give you more PAs?
But then if you buy more buildings, more of your time would be taken up with travel between them and you would loose PAs.
Then you can get some of that back and more if you assign a Matron to that building.
10Base
+3 for Matron in BrothelShe frees up your time and has the girls brought to you.
+2 for Head Girl in HouseShe wakes you up earlier and sets your schedule so you can better manage your time from the start
-1 for each buildingIt takes some travel time between the buildings...
+2 for Matron there... but you called ahead and the matron prepared the girls for you to inspect.
I think that might work, what does everyone else think?

What I don't like is that you can assign any free girl to the job, it doesn't matter if she isn't trustworthy. Maybe add some stat requirements (obedience)?
You can hire a fox to guard the chicken coop if you want... whether you should is another thing.
Most of the job restrictions are only Free vs Slave girls.
The only job I can think of with skill requirements is Doctor in the Clinic needing 50 Medicine and 50 Intelligence.
This can be explained a Public Safety Laws preventing inexperienced Doctors from killing their patients.

News on the random crashes:
I'm a bit cautious about saying this and possibly provoking the wrath of the RNG, but with the new version posted today, i haven't had a single crash for hours, when previously the game would crash every few minutes (most often when switching to a girl's detail page or the dungeon). Can't see anything obvious in the changelog, except for multiple reworking of subsystems - or maybe its just compiling, no idea.
(I expect to update this post any minute now, when the game proves me wrong for having the audacity of saying the words "no crash")
Do you have pregnant girls in your buildings?
I think most of the crashes were caused by the missing branches in the pregnancy alternate image tree.
So the fix for that may explain why you are not crashing as much.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: mika on June 26, 2015, 07:41:32 AM
What job was the girl doing?
Whoring for day and night - don't exactly remember what kind. And yes, she was a rookie. Was 30% tired and at 100% health at turn begin.


Quote
So you normally have 10 PAs and assigning a matron would free up some of your time and give you more PAs?
But then if you buy more buildings, more of your time would be taken up with travel between them and you would loose PAs.
Then you can get some of that back and more if you assign a Matron to that building.
10Base
+3 for Matron in BrothelShe frees up your time and has the girls brought to you.
+2 for Head Girl in HouseShe wakes you up earlier and sets your schedule so you can better manage your time from the start
-1 for each buildingIt takes some travel time between the buildings...
+2 for Matron there... but you called ahead and the matron prepared the girls for you to inspect.
I think that might work, what does everyone else think?
Fine by me - only addition i'd mention, is making remaining actions for the current turn visible (it might be hidden somewhere, but i haven't found it. Similiar visibility issues for current remaining gold: It's not visible in quite a few screens, and in the overview screen with the stats about your brothel (where you can also go to town), it's a tiny number among the other stats. Not kidding: I regularily leave a screen in the middle of setting something up, just to figure out how much money i have left in another screen.

Quote
You can hire a fox to guard the chicken coop if you want... whether you should is another thing.
Most of the job restrictions are only Free vs Slave girls.
The only job I can think of with skill requirements is Doctor in the Clinic needing 50 Medicine and 50 Intelligence.
This can be explained a Public Safety Laws preventing inexperienced Doctors from killing their patients.
I find a few ways how the game calculates job ratings quite.... mystic. How for example is customer service calculated? Seems to have nothing to do with "service" skill, nor cleaning, cooking, intelligence, charisma or other obvious and intuitive criteria. I'm starting to believe its just based on level.... which is also how the matron rating works, right? (i have a "quick learner" at "only" level 4, most nearly all skills way up - yet she only gets a matron rating of C - there's not much left in stats she could improve, EXCEPT of level.


Quote
Do you have pregnant girls in your buildings?
Not a single pregnancy yet in my game. Perhaps that was the problem?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: aevojoey on June 26, 2015, 08:13:55 AM
Fine by me - only addition i'd mention, is making remaining actions for the current turn visible (it might be hidden somewhere, but i haven't found it. Similiar visibility issues for current remaining gold: It's not visible in quite a few screens, and in the overview screen with the stats about your brothel (where you can also go to town), it's a tiny number among the other stats. Not kidding: I regularily leave a screen in the middle of setting something up, just to figure out how much money i have left in another screen.
As I create the 16:9 interface I am also going to update the 4:3 interface.
I already plan on adding gold counts to any screen that uses gold.
I can make a new note for the gold on the main screen where the Back button is on all the other screens.

I find a few ways how the game calculates job ratings quite.... mystic. How for example is customer service calculated? Seems to have nothing to do with "service" skill, nor cleaning, cooking, intelligence, charisma or other obvious and intuitive criteria. I'm starting to believe its just based on level.... which is also how the matron rating works, right? (i have a "quick learner" at "only" level 4, most nearly all skills way up - yet she only gets a matron rating of C - there's not much left in stats she could improve, EXCEPT of level.
Job ratings are calculated differently for each job.
If you want to look in the source code, each "work*.cpp" has job performance at the bottom.
I plan on adding this info to the jobs list on the Jobs (http://www.pinkpetal.org/index.php?topic=3588.0) thread when I get the chance.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: mika on June 26, 2015, 08:45:13 AM
Found the missing criteria.... i was under the impression that "spirit" was actually a bad thing, that always works against you.... but apparently for leadership jobs you actually want this to be high (then probably compensate it with ridicously high obedience and love).... or maybe i mixed that up with something else - they game has so many different kinds of "morals", "shame" and "confidence" that i kinda stopped trying to understand it (expecially since the explanations on the wiki, manual and so on don't make it any clearer), and just kept them down..... except.... ironically.... confidence itself, since the description made it clear that it was more like "courage" (i.e. in combat i guess).

EDIT: And the crashes are back >.>  Sorry for the false good news.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: Hanzo on June 26, 2015, 08:53:25 AM

So you normally have 10 PAs and assigning a matron would free up some of your time and give you more PAs?
But then if you buy more buildings, more of your time would be taken up with travel between them and you would loose PAs.
Then you can get some of that back and more if you assign a Matron to that building.
10Base
+3 for Matron in BrothelShe frees up your time and has the girls brought to you.
+2 for Head Girl in HouseShe wakes you up earlier and sets your schedule so you can better manage your time from the start
-1 for each buildingIt takes some travel time between the buildings...
+2 for Matron there... but you called ahead and the matron prepared the girls for you to inspect.
I think that might work, what does everyone else think?

That's pretty much it. However I'm not sure how I feel about going over 10 PAs because 10 PAs seem too much for me, and I don't like the side effects hard-capping it would have. I guess I'll see after some play.


You can hire a fox to guard the chicken coop if you want... whether you should is another thing.
Yeah, but should be pretty clear for the player that he (or she?) should be careful about who puts in charge (and know what makes a reliable matron), otherwise it could be an excellent noob trap :D



Fine by me - only addition i'd mention, is making remaining actions for the current turn visible (it might be hidden somewhere, but i haven't found it. Similiar visibility issues for current remaining gold: It's not visible in quite a few screens, and in the overview screen with the stats about your brothel (where you can also go to town), it's a tiny number among the other stats.

That would be great.

Another idea is that with the remaining action points visible other actions could waste action points. Things like going to the slave market, the shop (this would require to remove the shop at the girls' management screen), holding an audition...
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: mika on June 26, 2015, 09:21:34 AM
About image selection (again >.>):

Correct me if i'm wrong, but i remember reading in the thread about image naming convention, that it should not matter what follows after the "keyword".... that is, numbering in theory is optional - it could also be letters (but that would be less future-proof, so numbers as identifiers are a good convention). Still, by that definition, it is not neccessary for such numbers to increment continiously. I.e., it would be valid for there to be missing numbers in a sequence. Correct?

Well....

Scenario:
- non-unique girl in "sex" scene
- i from default-images deleted some sex-scene pics i didn't like. Didn't rename the others to "plug" the hole in the numbering. So, the numbering is like "Sex (1)", "Sex (2)", "Sex (5)", "Sex (6)"  (i actually deleted different numbers than 3 and 4, but cant remember anymore now after "fixing" it)

Expected: Game still just picks one of the available sex-pics from default-images

Actual result: For an earlier sex-scene event in the turn report, it did pick a sex pic. Then in a later sex event, it apparently hit one of the numbers not existing, and instead fell back to displaying a profile pic.

I'm wondering if that might be related to the crashes (which are back, after all - i was just incredibly lucky for a few hours) - you probably test with your full image pack, while some players might have deleted pics they didn't like. Just a wild guess - don't have many leads right now.

EDIT: It would also explain the lack of reproducability, since images are picked entirely randomly currently.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: aevojoey on June 26, 2015, 05:18:53 PM
The image selector checks the images in the folder each time an image is needed so removing/renaming them should not matter.

The only image type that cares about what is after the image type name is "Preg" because all the other preg variants start with preg.
The fifth character in the "Preg" image name can not be a letter but can be a space or any of these: 0123456789 ().,[]-

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: mika on June 27, 2015, 11:22:35 AM
Config.xml question: Are the settings for gambling actually used yet?

I'm asking because i was raising the payout of non-whore jobs.... among them, also those for gambling. Previously, the turn report for a girl with B dealer rating, supported by a grade B entertainer, and supported by various feats.... resulted in on average 100 gold per customer.

So, for testing only, i drastically raised the settings in config.xml to this (i'd then lower the settings again, once i got a "bottom" and "top" samplepoint):
Code: [Select]
    <Gambling
        Odds="75%"
        Base="400"
        Spread="800"
        CustomerFactor="0.20"
        HouseFactor="1.00" />
    <!--
Started the game and tried the exact same dealers and entertainers. The payout per customer did not increase noticably, even though the above settings should cause like 5-10 times higher payouts.

So i'm wondering - is this not implemented yet?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: dmotrl on June 27, 2015, 04:02:12 PM
Expected: Game still just picks one of the available sex-pics from default-images

Actual result: For an earlier sex-scene event in the turn report, it did pick a sex pic. Then in a later sex event, it apparently hit one of the numbers not existing, and instead fell back to displaying a profile pic.
A question about this - does the number of sex scenes you get with the actual sex images match the number of customers the girl sees?  Because (at least with 2.03, I haven't tried 2.04 yet), I got a lot of extra notifications, but they displayed Profile pictures instead of the relevant Sex images, and the number of actual customers seen matched the number of Sex images.  It was mentioned in the Bug Report thread a while back (here (http://www.pinkpetal.org/index.php?topic=1031.msg34738#msg34738)).
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: aevojoey on June 27, 2015, 04:12:21 PM
Config.xml question: Are the settings for gambling actually used yet?

I'm asking because i was raising the payout of non-whore jobs.... among them, also those for gambling. Previously, the turn report for a girl with B dealer rating, supported by a grade B entertainer, and supported by various feats.... resulted in on average 100 gold per customer.

So, for testing only, i drastically raised the settings in config.xml to this (i'd then lower the settings again, once i got a "bottom" and "top" samplepoint):
Code: [Select]
    <Gambling
        Odds="75%"
        Base="400"
        Spread="800"
        CustomerFactor="0.20"
        HouseFactor="1.00" />
    <!--
Started the game and tried the exact same dealers and entertainers. The payout per customer did not increase noticably, even though the above settings should cause like 5-10 times higher payouts.

So i'm wondering - is this not implemented yet?
That was put in by the original devs before I got here, I don't believe they ever finished that.
There is a lot of unfinished code in the game and the config.xml file.
Very little of the Income, Expenses or Gambling setting do anything at the moment.
I have looked at some of them and plan on making them work eventually.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: mika on June 27, 2015, 04:44:41 PM
A question about this - does the number of sex scenes you get with the actual sex images match the number of customers the girl sees?  Because (at least with 2.03, I haven't tried 2.04 yet), I got a lot of extra notifications, but they displayed Profile pictures instead of the relevant Sex images, and the number of actual customers seen matched the number of Sex images.  It was mentioned in the Bug Report thread a while back (here (http://www.pinkpetal.org/index.php?topic=1031.msg34738#msg34738)).
I'll keep my eyes open for this, but what i can say already is, that the number of events does NOT match the number of customers. This is something i noticed before.... cases like "1 customer seen", but 5-8 events or something like that - i first considered this weird, but then thought "oh well, perhaps it means the same customer can book multiple times". Sounds like this might in fact be the same thing you mention above.

Quote
That was put in by the original devs before I got here, I don't believe they ever finished that.
There is a lot of unfinished code in the game and the config.xml file.
Very little of the Income, Expenses or Gambling setting do anything at the moment.
I have looked at some of them and plan on making them work eventually.
Ah damn :-( There goes my current idea of actually setting up a business instead of just a brothel (the current payouts are a joke, as others already mentioned... that's especially true for gambling, since - if i understand the tooltips correctly, requires *3* dealers, plus possibly support - thats a massive investment of available workhours, and the skills are harder to aquire than good whoring skills. Yet, the payout is below whoredom). Anyways, thank you for planning to fix it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: aevojoey on June 27, 2015, 05:26:50 PM
A question about this - does the number of sex scenes you get with the actual sex images match the number of customers the girl sees?  Because (at least with 2.03, I haven't tried 2.04 yet), I got a lot of extra notifications, but they displayed Profile pictures instead of the relevant Sex images, and the number of actual customers seen matched the number of Sex images.  It was mentioned in the Bug Report thread a while back (here (http://www.pinkpetal.org/index.php?topic=1031.msg34738#msg34738)).
I'll keep my eyes open for this, but what i can say already is, that the number of events does NOT match the number of customers. This is something i noticed before.... cases like "1 customer seen", but 5-8 events or something like that - i first considered this weird, but then thought "oh well, perhaps it means the same customer can book multiple times". Sounds like this might in fact be the same thing you mention above.
I am looking at this now.

There are a couple of useless messages that I can combine into the Summary message so that should help a little.

I did get a 3 sex/2 slept with but I still need to track it down.

I found the cause and fixed it.
The "fuckMessage" was not being cleared between customers.
If a customer refuses a girl, it is supposed to only add a message if "fuckMessage" tells you why they refused.
With the "fuckMessage" not being cleared, the game thinks the last customer's text is the current customers text and resends it.
I will push .06.02.05 later tonight.

Ah damn :-( There goes my current idea of actually setting up a business instead of just a brothel (the current payouts are a joke, as others already mentioned... that's especially true for gambling, since - if i understand the tooltips correctly, requires *3* dealers, plus possibly support - thats a massive investment of available workhours, and the skills are harder to aquire than good whoring skills. Yet, the payout is below whoredom). Anyways, thank you for planning to fix it.
That tool tip was old too, you don't need 3 dealers, one can do it by herself.
I have removed that and updated a few others to make them more clear.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: mika on June 27, 2015, 06:05:41 PM
Quote
A question about this - does the number of sex scenes you get with the actual sex images match the number of customers the girl sees?
Now confirmed.

@aevojoey:
You said *most* income/expense config vars do not work - can you say for which jobs they do work, so i in the meantime can assign at least one other thing than whoredom? :)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: aevojoey on June 27, 2015, 06:58:22 PM
@aevojoey:
You said *most* income/expense config vars do not work - can you say for which jobs they do work, so i in the meantime can assign at least one other thing than whoredom? :)
For Income it looks like only "SlaveSales" does anything.

For Expenses "ActressWages", "GirlSupport", "Bribes" and "Fines" do nothing that I can see with just a quick look.
"BarSupport", "CasinoSupport", "StaffWages" are not used because that part of the code is no longer used.

I know "MatronWages" does do what it is supposed to because I did a major Matron update a few months ago.
"SlavesBought" works for the other side of the Income "SlaveSales".
"Advertising" works as intended.
"GoonWages" is used to pay your gangs.
"Consumables" is used for the prices of gang healing potions, nets and anti-preg potions.
"Items" is only used for gang weapons.
"Training" is only used for the Brothel training job.
"MovieCost" is in the cTarrif code but is never used. It will eventually be used to pay for the creation of movies in the Studio.
"BuyBrothel" is used for buying new buildings and adding rooms to them.
"BrothelSupport" affects a 2 gold per empty room cost for buildings.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.04
Post by: mika on June 27, 2015, 07:21:46 PM
Thank you for the detailed heads up!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.05
Post by: aevojoey on June 27, 2015, 09:38:07 PM
.06.02.05 is up

Fixed a bug in whore jobs that occasionally duplicates turn messages.
Merged two of the whore customer number messages into one.

Added more sex texts by GonDra
Added Items by ChancellorPalpatine with a few changes
Updated WorkRancher, WorkShepherd
Added special inheritance checks for Queen, Princess and Noble traits.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: aevojoey on June 28, 2015, 08:55:04 AM
.06.02.06 is up

Just a couple of bug fixes.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: Hanzo on June 28, 2015, 10:04:40 AM
How about being able to add tiredness in variable amounts? That way it'd be possible to make some jobs, actions or other things more tiring than others. If I'm reading it right now everything is +10 - Constitution/10 , plus some modifiers. It seems easy to implement?

Does the gambling hall, strip club, etc share customers or each one have their own? I´d like to know if having whores at the same place or at different ones matters.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: mika on June 28, 2015, 02:19:03 PM
Quote
Does the gambling hall, strip club, etc share customers or each one have their own? I´d like to know if having whores at the same place or at different ones matters.
This.

Once the configvars work properly, the above will become the main concern. It's not just payoff per customer that matters, but also availability of customers.

Currently, the alternative jobs tend to pay about 1/8 of what whore jobs pay. For the casino, its easy to justify making it more lucrative than whoredom, but also more variable and more demanding in terms of required skills. The same however is hard to justify, i.e. for stripping or a waitress. UNLESS some customers would visit ONLY for having a drink or watching a show, so not assigning people to it is a lost profit opportunity.

On the other hand, especially early in the game it would also be frustrating, if every customer came only for a specific purpose. How about something like this:
- raise visiting customers by 25%
- 50% of customers will take up a random offer (this emulates multiple aspects, including the customerbase adapting to what kind of business you run)
- 50% come only for a certain service - if you don't offer it, they'll just go (so, same as with sex restrictions)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: dmotrl on June 28, 2015, 03:04:50 PM
Currently, the alternative jobs tend to pay about 1/8 of what whore jobs pay. For the casino, its easy to justify making it more lucrative than whoredom, but also more variable and more demanding in terms of required skills. The same however is hard to justify, i.e. for stripping or a waitress. UNLESS some customers would visit ONLY for having a drink or watching a show, so not assigning people to it is a lost profit opportunity.
Though, at least if the events are any indication, the 'Bar' isn't just a place for drinks, it seems to be pretty close to a restaurant in terms of food, and you'd be getting a lot more customers (especially with skilled Waitresses and with the Singer/Piano jobs operating), so even with lower income per customer, you'd still be making decent money.  Combined with the lack of risk of Rape/Disease/Pregnancy, and it'd probably be a bit lower but much more stable.

The Club, though, does seem like it'd have more of an income issue; maybe move the Escort job there?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: mika on June 28, 2015, 03:43:06 PM
The Club, though, does seem like it'd have more of an income issue; maybe move the Escort job there?
I think, it's also a matter of balance... and also just what effect the "support" jobs exactly have.

Imagine the following (haven't thought this through much - just brainstorming):
- Income of strippers does quadruple, but this still keeps them a low-paying job, since that still would merely be half of whoredom
- Strip and massage in addition to income, raises customer satisfaction and supports the "quality" of the other jobs (i.e., a mediocre brothel whore job, might still result in an "above average" satisfied customer, if the massage staff is super).
- Strip is removed from the brothel, and becomes exclusive to the strip club - hence, the brothel is left with only one support job (massage)
- Escort jobs become available in the strip club
- New role of escort jobs: They pay even better than brothel whoring, BUT they rely stronger on support jobs than brothel whores, and the required skills for escorts are quantitatively (but not qualitatively) larger than brothel whores. That is: one or two more stats/skills are relevant, compared to a brothel whore.

This in terms of whoredom would basically create a two-class system.... the less talented and mediocre ones can start in the brothel, where demands are less numerous, and less investment into support is needed.... the payoff however is different to how it is now: At the bottom pricerange nothing changes, but the maximum ask price is lowered compared to how it is now. The club meanwhile is harder to satisfy, but if one can get the needed staff and skills, the pay per worker on average is a bit higher brothel jobs are now.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: stevethemime on June 29, 2015, 04:50:41 AM
Hello, 5 year off-and-on lurker here. I've recently gotten into this mod, and after seeing Mika share some of my thoughts on the balance, I figured that I might as well throw out my own design brainstorm proposal thing. It's going to be long and detailed and specific because that's how I brainstorm, but I'm obviously not expecting it to be implemented as is or anything.

The main idea behind this proposal is to turn the 'brothels' from one building into several buildings spread across 3 tiers: Low Quality Requirement, Low Max Income; Medium Quality Requirement, Medium Max Income and High Quality Requirement, High Max Income. Furthermore, the amount of money made by each establishment would be shifted over to the fame/quality of the building rather than the individual jobs. This is to encourage both more thinking about where to put someone- A low quality girl will decrease the income for everyone- as well as investing in a building long-term.

Disclaimer: I don't know if this is how some of these already work, but I'm going to list them here anyway just in case.

Prerequisites/general changes:
Now for the changes of specific buildings-
Brothel:Bar:Strip Club:Gambling Hall:I would also consider adding a sort of Deluxe Brothel for Tier 3, but this took me way longer than I expected to write out. I tried to be as detailed as possible in order to encourage discussion, although I think my tiredness started to show near the end.
Any thoughts?
                              
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: aevojoey on June 29, 2015, 07:32:22 AM
The main idea behind this proposal is to turn the 'brothels' from one building into several buildings spread across 3 tiers: Low Quality Requirement, Low Max Income; Medium Quality Requirement, Medium Max Income and High Quality Requirement, High Max Income. Furthermore, the amount of money made by each establishment would be shifted over to the fame/quality of the building rather than the individual jobs. This is to encourage both more thinking about where to put someone- A low quality girl will decrease the income for everyone- as well as investing in a building long-term.
This is basically how I was thinking of doing it but I was just going to leave it as one building.
I will see how it goes when I start rewriting the Brothel.
If I had more time I would go over it in more detail but for now, continue the discussion.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: Hanzo on June 29, 2015, 10:39:27 AM
Reaching the max payment in non-whoring jobs is a bit... ugh. Jobperformance > 245 is required, and that means over 45 points from traits as the max you can get from stats is 200. The difference between jobperformance tiers is usually 30-40 points, but for the last one is 60.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: sacredferro on June 29, 2015, 03:26:02 PM
Anyone else having a problem with mega.co.nz not loading anything? The site either refuses to load fully or very slowly for me.

Edit: Nvm. Seems what ever issues I was experiencing has corrected itself. Mega site is working fine now. Moving on...
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: mika on June 29, 2015, 03:43:53 PM
Quote
This is basically how I was thinking of doing it but I was just going to leave it as one building.
3 or 4 buildings might be too much tiering, but what about two buildings: 1) Brothel and stripclub, 2] Bar and casino ?

That in terms of theme would also seem to make more sense?

EDIT: Same issues with mega here.

Quote
Reaching the max payment in non-whoring jobs is a bit... ugh. Jobperformance > 245 is required, and that means over 45 points from traits as the max you can get from stats is 200. The difference between jobperformance tiers is usually 30-40 points, but for the last one is 60.
The progress in quite a few jobs... or rather, the balance between job progress in general... i think needs to redone at some point, and it would help a lot, if the player someway could get info on just what a job depends on. There also is the issue of how to train girls... save for the stuff done via training mission (i.e., combat, magic).... i find it much more effective to just let girls do whoring jobs as much as possible - faster and more lucrative than practice - also regarding experience. Really, whore jobs right now do everything.... they give the most coins, they give the most skillgains and they give the most experience. Nothing else save for constitution, combat and magic training has much of a point.

In case of whoring jobs - i'm not sure what you mean with the highest job performance - I, S or A? In any case, i can get girls surprisingly fast from E to B, but getting it from B to A takes multiple times longer, than getting it from E to B.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: Jacko on July 01, 2015, 07:42:08 AM
I'd prefer to not have tiered buildings. Some games I never use the brothel, and just keep my girls as strippers.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: CaptC on July 01, 2015, 02:04:30 PM
Then just use strip clubs?

If you are going to have a distinction between job categories, it just seems reasonable to me to have buildings that reflect those distinctions.  But I don't think it necessarily has to be hard-coded, just let the person buying the faciility select which sets of jobs will be allowed in that building.  If you want everything, click all the job types.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: aevojoey on July 02, 2015, 06:36:50 AM
I will have most of the rest of the week off so I hope to be able to rewrite the brothel by Sunday.
I have pushed what I had to github before I start the rewrite.

Update:
I have to go out now so I am pushing to github again.
I have done a few updates that don't involve the Total Brothel Rewrite, they work just fine using the old brothel code.


I will be in the chat room whenever I am working on the game if anyone wants to talk.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: Hanzo on July 02, 2015, 10:37:00 AM
In case of whoring jobs - i'm not sure what you mean with the highest job performance - I, S or A? In any case, i can get girls surprisingly fast from E to B, but getting it from B to A takes multiple times longer, than getting it from E to B.

I haven't seen in the code how are the letters assigned, but I guess either S or I are 245+. If I (the rating, not me) means even higher than S and S is 245+ it doesn't matter because it isn't coded in the jobs.

There's a function for every job (jobperformance) which determines how good they are at it. It depends on stats, skills and traits. For example for stripppers it depends on Beauty, Strip, Performance and Charisma. The maximum jobperformance can reach by having all relevant skills and stats maxed (without traits) is 200, so reaching 246 or higher means traits. Going from B to A takes a lot longer because stats and skills begin to hit their cap (100) so progression gets slower.


If the payment system gets changed I can help with it.
I like something along the lines of  wages += (a * numberofcustomers) * (b * jobperformance)

It makes the number of customers matter. But whores are the best at attracting customers for now.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: aevojoey on July 02, 2015, 10:40:53 AM
I haven't seen in the code how are the letters assigned, but I guess either S or I are 245+. If I (the rating, not me) means even higher than S and S is 245+ it doesn't matter because it isn't coded in the jobs.
Code: [Select]
string sGirl::JobRatingLetter(double value)
{
    /* */if (value < -500)        return "X    ";    // Can not do this job
    else if (value == 0)        return "0    ";    // Bad input
    else if (value >= 350)        return "   I  ";    // Incomparable
    else if (value >= 245)        return "  S  ";    // Superior
    else if (value >= 185)        return " A   ";    // Amazing
    else if (value >= 145)        return "B    "; // Better
    else if (value >= 100)        return "C    ";    // Can do it
    else if (value >= 70)        return "D    ";    // Don't bother
    else                        return "E    "; // Expect Failure
}
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: Hanzo on July 03, 2015, 05:00:04 AM
    else if (value >= 350)        return "   I  ";    // Incomparable
I thought "I" was for impossible :D


I have an idea that can get rid of multiple copies of non-infinite items, allow the shop to carry more items and have any number of items in one slot (not only 1 or infinite). The bad is that item files will need to be updated.

This is more or less how it should work:

Use a variable like price, badness, etc (let's call it Amount) in the item file. It'll replace Infinite="true"/"false".
If Amount = 0 then it's the same as Infinite = "true".
If Amount = x , (x >= 1)  roll an x sided dice. The result of the roll will be the amount of copies of said item in that item slot.


For example, let's suppose C.G. Burger has Amount = 6.
The first time it's added to the shop a 6-sided dice is rolled. Let's suppose the result is a 4.
Then C.G. Burger x 4 is added in one slot and the game moves on the next item.

In the shop screen there's a number next to the girls' names stating the number of items they're carrying, so I guess it's doable?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.06
Post by: aevojoey on July 03, 2015, 06:19:01 AM
I thought "I" was for impossible :D
It was originally for Incorporeal because that was the only thing that could get it up that far.
It is the highest bonus possible for any trait, +100 for Security, Explore Catacombs and City Guard

I have an idea that can get rid of multiple copies of non-infinite items, allow the shop to carry more items and have any number of items in one slot (not only 1 or infinite). The bad is that item files will need to be updated.
This is more or less how it should work:
Use a variable like price, badness, etc (let's call it Amount) in the item file. It'll replace Infinite="true"/"false".
If Amount = 0 then it's the same as Infinite = "true".
If Amount = x , (x >= 1)  roll an x sided dice. The result of the roll will be the amount of copies of said item in that item slot.
For example, let's suppose C.G. Burger has Amount = 6.
The first time it's added to the shop a 6-sided dice is rolled. Let's suppose the result is a 4.
Then C.G. Burger x 4 is added in one slot and the game moves on the next item.
In the shop screen there's a number next to the girls' names stating the number of items they're carrying, so I guess it's doable?
I planned for that when adding the number columns but didn't get around to it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.07
Post by: aevojoey on July 03, 2015, 11:09:57 PM
.06.02.07 is up

It has several updated jobs, many by Hanzo.
There is a start to the customer rewrite but it should not affect the game.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.07
Post by: Myiai on July 04, 2015, 04:31:44 AM
Hmm maxcostumers for whore job down from 10 to 2 ? or that costumer rewrite effects it a bit whit hanzo job updates ?
231 ppl visited the brothel 3x2 whore all 6 of them saw only 2 costumer and after that i get the msg she run of of costumers who likes her.
Also there is a 2 small idea of mine. Is there an easy way to add a small max 32 char long note section for girl details? So many micromanagement and so many girls sometime i lose track of them who goes where after the "training" -dungeon,center,clinic,arena-, and can the stats been shown in 2 colums ? First for girls base stats unmodified by equipment or temp stuff with the max of 100, the second for the total with all buffs that can go over  100 if stat allows.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.07
Post by: aevojoey on July 04, 2015, 07:18:48 AM
Hmm maxcostumers for whore job down from 10 to 2 ? or that costumer rewrite effects it a bit whit hanzo job updates ?
231 ppl visited the brothel 3x2 whore all 6 of them saw only 2 costumer and after that i get the msg she run of of costumers who likes her.
That is from Hanzo's job changes.
If the girl's tiredness is above 80 she will stop working after 2 customers.
This will be changed when I finally get to that part in the Brothel rewrite.

Instead, the girls will work until they can no longer work or there are no more customers.
The other jobs will pick up the slack so the whores will not get overly tired.

Also there is a 2 small idea of mine. Is there an easy way to add a small max 32 char long note section for girl details? So many micromanagement and so many girls sometime i lose track of them who goes where after the "training" -dungeon,center,clinic,arena-,
I'll see what I can do.

and can the stats been shown in 2 colums ? First for girls base stats unmodified by equipment or temp stuff with the max of 100, the second for the total with all buffs that can go over  100 if stat allows.
Set LogExtraDetails="true" in config.xml
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.07
Post by: qeasy on July 04, 2015, 08:03:32 AM
There seems to be something wrong with virgin trait, every random girl from slave market, no matter what is in .rgirlsx, is a virgin.
Even if you set 0% for getting virgin, or don't add it at all.

I looked in code but couldn't see any errors... or is cGirls::CreateRandomGirl not the function responsible for generating it?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.07
Post by: Myiai on July 04, 2015, 08:37:47 AM
I'll see what I can do. ----- thanks

Set LogExtraDetails="true" in config.xml ---- cool thx didnt saw that in config

My girls tiredness is 0 they only whore in 1 night shift rest on day and the other way around. I newer let tiredness go over 50.
They are full health full happy 0 tired, love the job yet 2 costumers max. The all stat 100 vets and the newbies too max 2 costumer.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.07
Post by: aevojoey on July 04, 2015, 09:31:17 AM
There seems to be something wrong with virgin trait, every random girl from slave market, no matter what is in .rgirlsx, is a virgin.
Even if you set 0% for getting virgin, or don't add it at all.
I looked in code but couldn't see any errors... or is cGirls::CreateRandomGirl not the function responsible for generating it?
I don't see any reason this would happen in the code, it may be in you .(r)girlsx files.

My girls tiredness is 0 they only whore in 1 night shift rest on day and the other way around. I newer let tiredness go over 50.
They are full health full happy 0 tired, love the job yet 2 costumers max. The all stat 100 vets and the newbies too max 2 costumer.
I have removed the change that causes this.
It will be replaced anyway when the Brothel rewrite gets done.
I will push .06.02.08 shortly.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.07
Post by: Myiai on July 04, 2015, 10:08:44 AM
Im a point ingame where this max 2 costumer halves my income-from 35k to 16k :P-, since farm,clinic,studio comes a decent income too, but if some1
start a new game its slows down the start big time.
Cant wait the new brothel stuff sounds interesting and promising :)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.07
Post by: Hanzo on July 04, 2015, 10:19:56 AM
I have removed the change that causes this.
It will be replaced anyway when the Brothel rewrite gets done.
I will push .06.02.08 shortly.

What was causing the issue?
The only thing I can see is a missing space between the + and the 1:
Quote from: code
int NumCusts = min(8, 2 + ((b + c + f +1) / 50));
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.07
Post by: aevojoey on July 04, 2015, 11:34:02 AM
06.02.08 is up

What was causing the issue?
The only thing I can see is a missing space between the + and the 1:
I looked at it again and it was my fault, I put a parenthesis in the wrong place.
I had put
Code: [Select]
        if (g_Girls.GetStat(girl, STAT_TIREDNESS > 80) && NumSleptWith >= 2) break;
instead of
Code: [Select]
        if (g_Girls.GetStat(girl, STAT_TIREDNESS) > 80 && NumSleptWith >= 2) break;
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.07
Post by: qeasy on July 04, 2015, 12:26:22 PM
I don't see any reason this would happen in the code, it may be in you .(r)girlsx files.
OK, I think I finally get it? It's only with random girls, rest work's fine.
It takes sum, or something, of sex skills and when girl doesn't have enough, she's virgin. But it's not one constant threshold, at some point it's XX% for it.
Didn't see anything about that in code, I don't know if it was intended or not?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.08
Post by: pronatrator on July 04, 2015, 06:55:24 PM
Just wanted to double check.  Are there any image types which can't be gifs?  Last I saw, you couldn't have a profile image be a gif.  Is that still true and are there any others that can't be gifs?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.08
Post by: aevojoey on July 04, 2015, 07:06:15 PM
Just wanted to double check.  Are there any image types which can't be gifs?  Last I saw, you couldn't have a profile image be a gif.  Is that still true and are there any others that can't be gifs?
Any girl's image can be a gif.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.08
Post by: pronatrator on July 04, 2015, 11:14:20 PM
Any girl's image can be a gif.

Well damn, there's go the rest of my weekend.   Can't use a lack of images as an excuse to procrastinate anymore.  :P
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.08
Post by: Yukinohki on July 05, 2015, 08:37:10 AM
animated gifs are bad, because there are soooooo many good animated gifs for the Mass Effect characters and for Lara Croft
but they are big (big enough to kill the game)
... must resist ...
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.07
Post by: Hanzo on July 07, 2015, 03:08:27 AM
There seems to be something wrong with virgin trait, every random girl from slave market, no matter what is in .rgirlsx, is a virgin.
Even if you set 0% for getting virgin, or don't add it at all.

I looked in code but couldn't see any errors... or is cGirls::CreateRandomGirl not the function responsible for generating it?

I don't see any reason this would happen in the code, it may be in you .(r)girlsx files.

I did a small test with no girl files and all the random girls the game generated had the virgin trait. The game was crashing frequently, it even happened once while I was scrolling down the girl list in the slave market.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.07
Post by: qeasy on July 07, 2015, 11:05:46 AM
I did a small test with no girl files and all the random girls the game generated had the virgin trait. The game was crashing frequently, it even happened once while I was scrolling down the girl list in the slave market.
Yeah, I've already tested it, and wrote about it a few posts ago, but it seems I was not exactly right.

There are some variables that determines if a girl is a virgin or not, it's not only sex skills as I thought.
I also noticed, that there is chance to get random addiction.
Guess this all actually IS intentional.

I don't know why would you get crashes, with empty vanilla game downloaded I didn't get any errors.
I attached only .rgirlsx file I placed in characters, and it generates all girls the same, and all are non-virgins, but just to illustrate, if you change all sex skills form 19 to 18, then every girl will be a virgin.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.07
Post by: Hanzo on July 07, 2015, 06:56:07 PM
Yeah, I've already tested it, and wrote about it a few posts ago, but it seems I was not exactly right.

There are some variables that determines if a girl is a virgin or not, it's not only sex skills as I thought.
I also noticed, that there is chance to get random addiction.
Guess this all actually IS intentional.

I don't know why would you get crashes, with empty vanilla game downloaded I didn't get any errors.
I attached only .rgirlsx file I placed in characters, and it generates all girls the same, and all are non-virgins, but just to illustrate, if you change all sex skills form 19 to 18, then every girl will be a virgin.

I see, the sex skills thing is in CheckVirginity, not in CreateRandomGirl or LoadGirl.

As for the crashes I have no idea. It's a read memory problem so it can be a ton of things. Got them with vanilla whoremaster, no girl files. Doesn't happen with any other program.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.09
Post by: aevojoey on July 07, 2015, 10:50:23 PM
.06.02.09 is up

I have not had much time to work on the game this week so this is just a small update.
I think I may have found the cause of the crash but since I rarely got it and could not get it while debugging, I'm not sure if this will fix it for everyone.
The number of events was not getting reset properly so it would build up over time.
I guess this may be causing it to crash but I am not sure.
Try it and let me know if it still crashes.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.09
Post by: MuteDay on July 10, 2015, 12:31:24 AM
for some reason i have no images showing up for any of the random girls, may i ask how come
version=.06.02.09
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.09
Post by: Hanzo on July 10, 2015, 04:14:05 AM
.06.02.09 is up

I have not had much time to work on the game this week so this is just a small update.
I think I may have found the cause of the crash but since I rarely got it and could not get it while debugging, I'm not sure if this will fix it for everyone.
The number of events was not getting reset properly so it would build up over time.
I guess this may be causing it to crash but I am not sure.
Try it and let me know if it still crashes.

Still get them. Maybe it's because I'm on an old PC with x32 Win XP? Discrepancies could be related to different hardware or sofware.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.09
Post by: SammeyTiger on July 10, 2015, 06:08:34 AM
.06.02.09 is up

I have not had much time to work on the game this week so this is just a small update.
I think I may have found the cause of the crash but since I rarely got it and could not get it while debugging, I'm not sure if this will fix it for everyone.
The number of events was not getting reset properly so it would build up over time.
I guess this may be causing it to crash but I am not sure.
Try it and let me know if it still crashes.

Still get them. Maybe it's because I'm on an old PC with x32 Win XP? Discrepancies could be related to different hardware or sofware.

I think the hardware and / or software are adding problems.
I am on a HP Intel I5 - 64 ,Windows 8.1 and the crash rarely happens and more,
And by rarely I mean, with .06.02.09 I have experienced the crash twice out of hundreds ( I play whoremaker A LOT ) of times.
And most of the time it is solved by saving, quiting the game, reloading the game , then reloading the save.
Where in .06.02.08 , it happened every other turn, and persisted after a save, quit, reload.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.09
Post by: Tyrgalon on July 12, 2015, 07:48:52 AM
An issue I have encountered for a while now is that when I move over save games the game keeps thinking the girls in the dungeon are actually free/in another house, which causes issues with obedience etc.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.09
Post by: aevojoey on July 12, 2015, 08:10:40 AM
An issue I have encountered for a while now is that when I move over save games the game keeps thinking the girls in the dungeon are actually free/in another house, which causes issues with obedience etc.
This was originally caused by .06.02.00 when I added job quick codes to save jobs as 3-4 letter codes instead of numbers.
I thought I had fixed it in .06.02.06 when I added the missing quick codes for the dungeon and runaways but I guess that only affected girls put in the dungeon after then.
I have added a more definite fix for .06.02.10 that explicitly sets the job before saving and when loading.
Hopefully this will fix it once and for all.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.09
Post by: Tyrgalon on July 12, 2015, 08:31:49 AM
Ok, ty :)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.10
Post by: aevojoey on July 12, 2015, 01:14:11 PM
.06.02.10 is up

This should hopefully fix the dungeon bug.
Several jobs got updated, many thanks to Hanzo.
Barmaid has gotten a total rework and it now uses drinks that can be produced in the farm by brewers and milkers.
The pay for the girl may need a little tweaking but should work.
Low skilled girls may cost the bar more than they bring in.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.10
Post by: Hanzo on July 14, 2015, 06:01:30 AM
A few things on barmaid:

There's a big discrepancy between the reports. In one I get "girlname made a profit of 900 gold" and in the summary I get "you earned 75 gold".

Barmaids can make a ton of money as the amount of customers grow. With 8 girls my barmaid was making over 900 gold per night shift already. I suggest a cap on customers or the number of drinks.


Girls with high Constitution and high Service can get more tired, which is... weird:

Quote from: code

    int t0 = d1;
    int easydrinks = (girl->constitution() + girl->service()) / 4;
    int mediumdrinks = (girl->constitution() + girl->service()) /2;
    int haarddrinks = (girl->constitution() + girl->service());
    int t1 = easydrinks;                    // 1 tired per 20 drinks
    int t2 = max(0, t0 - easydrinks);        // 1 tired per 10 drinks
    int t3 = max(0, t0 - mediumdrinks);        // 1 tired per 2 drinks
    int tired = (t1 / 20) + (t2 / 10) + (t3 / 2);


t1 = constitution + service, even if she serves 1 drink. Higher stats = more tired regardless of the drinks she serves.
if t0 > mediumdrinks it's not 1 tired per 2 drinks as t2 keeps growing, it's 1 tired per two drinks + 1 tired per 10 drinks, so 6 tired per 10 drinks.

Potential fixes:

    int t0 = d1;
    int easydrinks = (girl->constitution() + girl->service()) / 4;
    int mediumdrinks = (girl->constitution() + girl->service()) /2;
    int haarddrinks = (girl->constitution() + girl->service());
    int t1 = min(t0, easydrinks);                    // 1 tired per 20 drinks
    int t2 = max(0, t0 - easydrinks);        // 1 tired per 10 drinks
    if (t0 >= mediumdrinks) =  t2 = mediumdrinks / 2;             // lame, but I think it works
    int t3 = max(0, t0 - mediumdrinks);        // 1 tired per 2 drinks onwards
    int tired = (t1 / 20) + (t2 / 10) + (t3 / 2);
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.10
Post by: aevojoey on July 14, 2015, 07:49:23 AM
There's a big discrepancy between the reports. In one I get "girlname made a profit of 900 gold" and in the summary I get "you earned 75 gold".
Barmaids can make a ton of money as the amount of customers grow. With 8 girls my barmaid was making over 900 gold per night shift already. I suggest a cap on customers or the number of drinks.
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.



Girls with high Constitution and high Service can get more tired, which is... weird:

t1 = constitution + service, even if she serves 1 drink. Higher stats = more tired regardless of the drinks she serves.
if t0 > mediumdrinks it's not 1 tired per 2 drinks as t2 keeps growing, it's 1 tired per two drinks + 1 tired per 10 drinks, so 6 tired per 10 drinks.

Potential fixes:

    int t0 = d1;
    int easydrinks = (girl->constitution() + girl->service()) / 4;
    int mediumdrinks = (girl->constitution() + girl->service()) /2;
    int haarddrinks = (girl->constitution() + girl->service());
    int t1 = min(t0, easydrinks);                    // 1 tired per 20 drinks
    int t2 = max(0, t0 - easydrinks);        // 1 tired per 10 drinks
    if (t0 >= mediumdrinks) =  t2 = mediumdrinks / 2;             // lame, but I think it works
    int t3 = max(0, t0 - mediumdrinks);        // 1 tired per 2 drinks onwards
    int tired = (t1 / 20) + (t2 / 10) + (t3 / 2);
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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.10
Post by: Hanzo on July 15, 2015, 03:43:38 AM
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)

Yes, but number of customers is barely limited at all. It grows with the number of girls in the brothel (1.5x, 2x at night, is there a maximum number of rooms you can buy?), their fame, and advertising.
25 girls, 100 brothel fame and 0 advertising gets 75 customers at night. (Speaking of brothel fame, it doesn't seem to change in the main screen but in the report I get more and more fame customers?).
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.10
Post by: MuteDay on July 15, 2015, 08:10:09 AM
Yes, but number of customers is barely limited at all. It grows with the number of girls in the brothel (1.5x, 2x at night, is there a maximum number of rooms you can buy?), their fame, and advertising.
25 girls, 100 brothel fame and 0 advertising gets 75 customers at night. (Speaking of brothel fame, it doesn't seem to change in the main screen but in the report I get more and more fame customers?).


the only problem i see with what your saying, is the number of days that are passing each turn. the time frame is a week per turn. which if you know anything of brothels,
even small brothels could have close to 2000 customers per week if not more.



Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.10
Post by: MuteDay on July 15, 2015, 08:16:02 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
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.10
Post by: aevojoey on July 19, 2015, 12:39:40 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
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.10
Post by: Hanzo on July 19, 2015, 06:26:57 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.11
Post by: aevojoey on July 20, 2015, 11:36:38 PM
.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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.11
Post by: Zigi on July 21, 2015, 05:29:47 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.11
Post by: aevojoey on July 21, 2015, 07:47:15 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.12
Post by: aevojoey on July 21, 2015, 08:35:54 PM
.06.02.12 is up
I think this should finally fix that elusive random crash some people have been having.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.12
Post by: Hanzo on July 22, 2015, 04:38:54 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.12
Post by: jacq2e on July 24, 2015, 10:18:33 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.12
Post by: aevojoey on July 26, 2015, 10:34:25 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.13
Post by: aevojoey on July 26, 2015, 09:59:48 PM
.06.02.13 is up

Fixed a few problems with children counts.
Fixed Fertility Treatment in the clinic so it works properly.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.12
Post by: Hanzo on July 27, 2015, 03:19:15 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.14
Post by: aevojoey on July 28, 2015, 12:24:23 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.14
Post by: Hanzo on July 28, 2015, 04:19:33 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.14
Post by: aevojoey on July 28, 2015, 06:59:53 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.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.14
Post by: Lord on July 29, 2015, 12:10:04 PM
I'm getting a tiny issue where the last beast pic in the folder will show up under the Bed image category.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.15
Post by: aevojoey on August 01, 2015, 09:17:02 PM
.06.02.15 is up

Updated surgery and therapy jobs
Fixed a couple of bugs.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.16
Post by: aevojoey on August 03, 2015, 10:44:15 PM
.06.02.16 is up

This should fix the broken therapy jobs.
I also added AdjustTraitTemp to scripts.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.16
Post by: Chaz on August 09, 2015, 01:20:13 PM
I have a few ideas, and I apologize if they have been suggested before, or if they've been implemented and I haven't noticed them, or if they are absurd:


1) One thing I've noticed is that much of the game relies on gangs grabbing territory and such, there's little you can do outside of Gang Management to influence the gangs. If there were items the player could acquire that would boost gang stats, for example. Another option is that the player could assign girls to 'entertain gangs' which could boost morale and make recruiting more members easier (at the expense of the girl having to endure particularly rough sex with a bunch of thugs).


2) I hate it when a girl I like dies. I think it would be neat if there was a necromancer's tower you could go to to re-incarnate a girl. He would require you to transfer several girls to his tower so he could perform the necessary ritual sacrifice. I imagine he'd ask for the lives of multiple girls to offer up for the revival of a single one, as well as lots of money. Some girls are more ideal for the ritual - girls that are related to the player, in love with the player, of particularly high level or whatever - and would reduce the amount of time and money it would cost the player. (I see it as a building to whom all dead girls are transferred automatically, and to whom girls can be transferred manually for the ritual.) It could be extremely expensive given that it is a total luxury.


3) Similarly to the necromancer, if there was an alchemist (in the vein of FMA) who could create for you new girls based on girls you offer up for him to transmute together. Their stats, traits, experience would be combined into a single person. A sort of Frankenstein woman.


4) I've played a few Sim Brothel games where they have a bulletin board where slave buyers request girls with certain traits. I think these features are kinda boring because they just give you money and are infinite and indistinguishable, but I think if there was some sort of story context, even randomly generated little story text that ties in to the traits a buyer wants. Some examples:




I could come up with these all day. And would if needed.


The rewards could be money or reputation for the player or some other things.


5) A school structure where you can educate your girls. There is a Teacher trait - perhaps those with that attribute could teach there as well, enhancing the education. Perhaps there could be a Student trait too (given that so many anime characters are schoolgirls), and you could recruit girls here who have that trait or are 18.


Well, those are some ideas. If you got this far, thanks for reading.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.16
Post by: dmotrl on August 09, 2015, 06:53:49 PM
2) I hate it when a girl I like dies. I think it would be neat if there was a necromancer's tower you could go to to re-incarnate a girl. He would require you to transfer several girls to his tower so he could perform the necessary ritual sacrifice. I imagine he'd ask for the lives of multiple girls to offer up for the revival of a single one, as well as lots of money. Some girls are more ideal for the ritual - girls that are related to the player, in love with the player, of particularly high level or whatever - and would reduce the amount of time and money it would cost the player. (I see it as a building to whom all dead girls are transferred automatically, and to whom girls can be transferred manually for the ritual.) It could be extremely expensive given that it is a total luxury.
The 'Better Zed Than Dead' item revives a dead girl as a Zombie if you can get it to her on the turn she dies (at least, it's supposed to; I've not had cause to use one yet, but I also haven't seen complaints about it).  Wouldn't be too hard to make a custom item to remove the Zombie status if that bothered you.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.16
Post by: aevojoey on August 09, 2015, 08:59:19 PM
The 'Better Zed Than Dead' item revives a dead girl as a Zombie if you can get it to her on the turn she dies (at least, it's supposed to; I've not had cause to use one yet, but I also haven't seen complaints about it).  Wouldn't be too hard to make a custom item to remove the Zombie status if that bothered you.
"Elixir of Ultimate Regeneration" and "Reset Potion MK i" will also revive a dead girl.
I added "Reset Potion MK ii" to revive dead girls for .06.02.17
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.16
Post by: pronatrator on August 09, 2015, 11:02:34 PM

1) One thing I've noticed is that much of the game relies on gangs grabbing territory and such, there's little you can do outside of Gang Management to influence the gangs. If there were items the player could acquire that would boost gang stats, for example. Another option is that the player could assign girls to 'entertain gangs' which could boost morale and make recruiting more members easier (at the expense of the girl having to endure particularly rough sex with a bunch of thugs).

I'd like that or the ability to send the boys that my girls produce into the gangs instead of selling them into slavery.  Always bothered me when my sons get sold.


2) I hate it when a girl I like dies. I think it would be neat if there was a necromancer's tower you could go to to re-incarnate a girl. He would require you to transfer several girls to his tower so he could perform the necessary ritual sacrifice. I imagine he'd ask for the lives of multiple girls to offer up for the revival of a single one, as well as lots of money. Some girls are more ideal for the ritual - girls that are related to the player, in love with the player, of particularly high level or whatever - and would reduce the amount of time and money it would cost the player. (I see it as a building to whom all dead girls are transferred automatically, and to whom girls can be transferred manually for the ritual.) It could be extremely expensive given that it is a total luxury.

I think this is a great idea.  Also it should be extremely expensive.  This game needs more money sinks.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: aevojoey on August 09, 2015, 11:45:46 PM
.06.02.17 is up

I did a lot of bug testing but I'm not sure if I found the bug that has been crashing people's games.
I think it has to do with the large image sizes in the newer girls packs.
Because it takes some time to load large files, the game hangs a little longer and if you click something while it is hung up, it can crash if the girl is deselected when your click goes through.
I added a couple of catches to prevent NULL girls from being passed on to certain checks.

I did add a lot more stuff to gamelog.txt so if you are still getting crashes, set LogTorture, LogDebug and LogExtraDetails to "true" and it should help to narrow down what part it is crashing on.


I have been slowly updating crafting jobs when I get time.
 - MakeItem has a full item tree now and should work as intended
 - Blacksmith has a partial tree but not full checks
 - Cobbler will only make FlipFlops
 - Jeweler will only make Bauble Necklace
 - Tailor will only make Eye patch
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: Baal on August 16, 2015, 02:15:58 PM
So, I've been trying play as an evil owner, is there a way to get permanent mind fucked or broken will? Tried torturing several time, only about 2 or 3 has ever gotten mind-broken/broken will temporarily.

Also, Has there ever been an ideal for dog girl, like catgirl, to be obtainable? There is an item for making a psuedo puppy, giving them dependent, mind fucked, and some other traits.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: dmotrl on August 16, 2015, 07:11:22 PM
So, I've been trying play as an evil owner, is there a way to get permanent mind fucked or broken will? Tried torturing several time, only about 2 or 3 has ever gotten mind-broken/broken will temporarily.
Some items do - Brainwashing Oil gives Broken Will, Ritual of Domination gives both Mind Fucked and Broken Will.  There are probably a few more consumables I'm missing, and some wearable items do as well (one of the Living Panties variants gives Mind Fucked), but I'm drawing a blank.

Quote
Also, Has there ever been an ideal for dog girl, like catgirl, to be obtainable? There is an item for making a psuedo puppy, giving them dependent, mind fucked, and some other traits.
An item for adding the 'Canine' trait?  I'm not aware of one that's in-game, but it wouldn't be hard to make one.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: Baal on August 16, 2015, 07:29:58 PM
Some items do - Brainwashing Oil gives Broken Will, Ritual of Domination gives both Mind Fucked and Broken Will.  There are probably a few more consumables I'm missing, and some wearable items do as well (one of the Living Panties variants gives Mind Fucked), but I'm drawing a blank.

Yeah I get a ton of items that do, but I was hoping through torturing over time. 

An item for adding the 'Canine' trait?  I'm not aware of one that's in-game, but it wouldn't be hard to make one.

Is that what they would call it? I was thinking that's for someone naturally born as a half-dog like Eclair. Not like say a girl turned to a cat girl. Wouldn't be opposed if it was used though.

Although I also wish the cat girls trait was made as a consumable rather then equipment. IE the only way to be a cat girl currently is through Mimi's headband, when you already have cat girl ears.

But if it is, I'd be fine for it. It just I like to stick with a theme for a brothel, I was trying to get an all demon one but got impatient.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: dmotrl on August 16, 2015, 08:14:07 PM
Yeah I get a ton of items that do, but I was hoping through torturing over time.
You could edit the Torture Mod in the Game Configuration file* - set it to -1 and the torture is harsher and Trait changes are permanent. 

Quote
Is that what they would call it? I was thinking that's for someone naturally born as a half-dog like Eclair. Not like say a girl turned to a cat girl. Wouldn't be opposed if it was used though.
Éclair Martinozzi has the 'Canine' trait, yes.


*:  In case you don't know how to do this:  Go to wherever you have your game set up.  In the main folder, there should be three more folders, called "Saves," "Resources," and "Docs&Tools."  Go into the third one, go into the folder "Character and Item Editor," and open the Editor.  It should start on 'Girl Data' (where you can create and edit) girls.  The next tab is random girls, the tab after that is for Items (if you want to make your own), and the fifth tab is "Game Configuration."  Top-left is "Initial settings," go down that list until you hit the Torture Mod.  I've never used it, but the Tooltip says you can make them permanent.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: Baal on August 16, 2015, 08:48:02 PM
Noice! Thanks a ton! Also really easy to make an item, killed two birds. Look good?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: toradrow777 on August 18, 2015, 06:35:25 PM
I'm sorry if this has been asked and answered before, but is this mod stand-alone, or do I need to add it to a vanilla copy of Whore Master?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.16
Post by: Lord on August 18, 2015, 07:21:45 PM
1) One thing I've noticed is that much of the game relies on gangs grabbing territory and such, there's little you can do outside of Gang Management to influence the gangs. If there were items the player could acquire that would boost gang stats, for example. Another option is that the player could assign girls to 'entertain gangs' which could boost morale and make recruiting more members easier (at the expense of the girl having to endure particularly rough sex with a bunch of thugs).


I'd like that or the ability to send the boys that my girls produce into the gangs instead of selling them into slavery.  Always bothered me when my sons get sold.



Ideally, I'd love to have a character system for gangs as the one for girls, with their stats affecting combat, kidnapping, stealing, persuading, and sabotaging instead of whoring(so no sex skills). Gangs can come as a group of random characters or specially made files for uniques(like a group made of Gundam Wing male protagonists), and you can assign sons to be a part of them, and you can individually give members items.


But that would be pretty much a whole new game, and I don't have any knowledge of coding to make it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: aevojoey on August 22, 2015, 07:41:46 AM
I'm sorry if this has been asked and answered before, but is this mod stand-alone, or do I need to add it to a vanilla copy of Whore Master?
It is a stand alone game.


Ideally, I'd love to have a character system for gangs as the one for girls, with their stats affecting combat, kidnapping, stealing, persuading, and sabotaging instead of whoring(so no sex skills). Gangs can come as a group of random characters or specially made files for uniques(like a group made of Gundam Wing male protagonists), and you can assign sons to be a part of them, and you can individually give members items.
But that would be pretty much a whole new game, and I don't have any knowledge of coding to make it.
I do intend to add males to the game eventually but it will require a lot of changes to have the gender variables work properly.
There are a few "Male" .girlsx files out there but they are still called girls and are treated as normal females by the game.

I have added a part to make male children grow up and join your gangs for .06.02.18 if there is room in a gang.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: Chaz on September 01, 2015, 12:08:37 AM
Where can I find a full list of possible girl image file names?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: jb28147 on September 01, 2015, 02:02:16 AM
Where can I find a full list of possible girl image file names?

http://www.pinkpetal.org/index.php?topic=3446.msg27877#msg27877
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: Sorren on September 06, 2015, 11:05:02 AM
I have added a part to make male children grow up and join your gangs for .06.02.18 if there is room in a gang.

Glad to see that's made it in, now time for a personal gripe. There should be a Security job option in the player's house, pretty sure you'd want protection on site. Also perhaps another job option of Enforcer, which pretty much has a girl utilising a variant of the refused to pay script to seize goods/property/girls for you from owned businesses.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: bighawk on September 06, 2015, 12:44:51 PM
There should be a Security job option in the player's house, pretty sure you'd want protection on site.

Okay, you've got a conceptual reason. But what would be the practical reason? It never gets attacked. Your girls don't do anything that puts them at risk there, you apparently don't keep your money there. What'd be the purpose?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: Sorren on September 06, 2015, 12:46:14 PM
Okay, you've got a conceptual reason. But what would be the practical reason? It never gets attacked. Your girls don't do anything that puts them at risk there, you apparently don't keep your money there. What'd be the purpose?

It's always bugged me that the House is never attacked to be honest, I mean they assassinated your father.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: bighawk on September 06, 2015, 12:50:51 PM
It's always bugged me that the House is never attacked to be honest, I mean they assassinated your father.

Never said they did that in his house. 'Sides, according to the map, your home isn't technically in the city; maybe it's safer for it. Sounds backwards, 'til you think about the way the city is.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: Sorren on September 06, 2015, 12:54:16 PM
Never said they did that in his house. 'Sides, according to the map, your home isn't technically in the city; maybe it's safer for it. Sounds backwards, 'til you think about the way the city is.

True, still as it stands someone's home is generally where their most vulnerable or heavily protected depending on the individual. although now you've mentioned that all I can picture is WM with the SM3 housing choice system....
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: dmotrl on September 06, 2015, 04:08:14 PM
Okay, you've got a conceptual reason. But what would be the practical reason? It never gets attacked. Your girls don't do anything that puts them at risk there, you apparently don't keep your money there. What'd be the purpose?
Eh, one of the jobs is Recruiting, which (I'd assume, anyway) would require them going into the city.  And honestly, the House really should have the potential to be attacked - one of the Missions you can send your girls on is to assassinate a politician, and one way that happens is that the girl breaks into his house, murders his family, and then kills him.  The only building that really doesn't have a 'practical' reason for a specific Security job would be the Arena, and that's because the building is chock-full of monsters and warriors (your own and others'), so anyone trying anything obvious runs the risk of getting dogpiled by everyone there (and since the 'Security' mission for the Arena is City Guard, the possibility of the Arena also working with said organization is possible).
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: Rich55 on September 07, 2015, 01:40:57 PM
Hi, I followed the instructions on the first page but I seem to be having a couple of problems. First there are no default images and the default image link on the first page seems to be down. Second I tried adding a character pack but they never seem to show up in the game. Can anyone help thanks.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: dmotrl on September 07, 2015, 03:17:07 PM
Second I tried adding a character pack but they never seem to show up in the game. Can anyone help thanks.
Which pack?  Many girls are either 'Normal' or 'Catacombs,' which means you either have to go looking on the Streets or send a Girl or Gang into the Catacombs to find her, and neither act is guaranteed to actually locate the girl.  The Slave Market is set up to only have a chance of showing Unique girls as well, so it's more likely to show Rgirls instead.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: Rich55 on September 07, 2015, 03:23:53 PM
Just the first pack from Lurker's packs thread. I just tried advancing weeks and checking the market every time so that may be why as I never checked the catacombs. I'll try downloading some more and see if I get anywhere. Thanks.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: bighawk on September 07, 2015, 05:15:55 PM
Do you have the .girlsx filein the Characters folder? Not a folder in the Characters folder, but directly in it?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: Rich55 on September 07, 2015, 06:21:56 PM
Yes thanks I finally found one by doing the kidnapping option with the gang, just that I couldn't find any in the market before.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: charuswhacker on September 08, 2015, 05:18:40 PM
Hi all. First, a bug; Main brothel/ Bar/ Barmaid job gives almost 100% tiredness per turn, making this job unusable. (Constitution and living conditions does not matter.)
Practical reason for your house being attacked; If I was in the other gangs shoes, I would definitely strike my enemies' home, and anywhere else I could hit.
Nothing he owned would be safe, and he would never feel safe. Yes, the arena its' self would be a bad target, but girls working city watch jobs would definitely be targets. (In a place like crossgate, that job should be dangerous for more than a few reasons.)
My opinion;
This game suffers from a lack of risk and danger. The catacombs are said to be deadly. They are not. Any girl with a combat skill over 25 mops the floor with every enemy she meets, and even a lightly trained gang never loses a fight. Jobs like beast capture/ catacombs rancher, which sound really dangerous, aren't. The farm should occasionally have monsters raiding, since it is outside the city. Don't misunderstand, I like the game, and this mod adds some very good things to it, but the danger and risk level has been very neglected. I'm hoping this mod will change that.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: bighawk on September 08, 2015, 08:02:28 PM
Practical reason for your house being attacked; If I was in the other gangs shoes, I would definitely strike my enemies' home, and anywhere else I could hit.
Nothing he owned would be safe, and he would never feel safe. Yes, the arena its' self would be a bad target, but girls working city watch jobs would definitely be targets. (In a place like crossgate, that job should be dangerous for more than a few reasons.)

That's conceptual. That's how it makes sense in-world. That's not a good reason to make it part of game mechanics (read: practical). You can argue all day and all night why it makes sense in-world, but if you can't argue why it'd benefit the game, and give an example of how it would even work, then I personally don't see the point. Seriously, what would they even do at your house that they're basically not already doing when they attack as-is?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: dmotrl on September 08, 2015, 08:59:59 PM
...
This game suffers from a lack of risk and danger. The catacombs are said to be deadly. They are not. Any girl with a combat skill over 25 mops the floor with every enemy she meets, ...
That's not quite true.  I've had girls with 85+ in Combat and Magic, with 100 CON and 80+ Agility and Strength, still lose combats in the Catacombs.  I'm not quite sure what's going on, but it can happen.

Quote
and even a lightly trained gang never loses a fight.
Enemy gangs have undergone lots of tweaking to try and get them reasonably dangerous.

...
 Seriously, what would they even do at your house that they're basically not already doing when they attack as-is?
Kill you?  I mean, it would add a potential game-over condition (of which ... the only actual "You Died, Game Over" screen I've ever gotten is from a particular Unique Girl's Encounter Script).  It could also be a possible Girl source, as (IIRC) currently female Customers can be given Brainwashing Oil and tossed in your dungeon by Security if they act up.  In this case, of course, it wouldn't be a Customer but either an Assassin (Combat-spec Random or Unique Girl [using the Arena list?]) sent to kill you, run the chance of a Game Over without Security, or a Thief (Agility/Adventurer-spec R/U Girl) who's just looking to rob you, and you lose money and/or items if she successfully breaks in without getting caught.  Or maybe they're going to frame you or your girls for something, have a Girl sent to jail or increase suspicion on you.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: charuswhacker on September 08, 2015, 09:16:40 PM
It was not my intention to start a fight. I"ll retract my suggestions, and leave. Goodbye.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: bighawk on September 08, 2015, 09:27:52 PM
It was not my intention to start a fight. I"ll retract my suggestions, and leave. Goodbye.
Oh, don't do that. I'm trying to discuss, not argue. I do disagree with the basic premise right now, but it's not like I'm trying to dismiss the idea out of hand. Pointing out where I have problems and confusion with it is not something that requires this extreme a reaction. For example, I've got some discussing going on right here:

Kill you?  I mean, it would add a potential game-over condition (of which ... the only actual "You Died, Game Over" screen I've ever gotten is from a particular Unique Girl's Encounter Script).  It could also be a possible Girl source, as (IIRC) currently female Customers can be given Brainwashing Oil and tossed in your dungeon by Security if they act up.  In this case, of course, it wouldn't be a Customer but either an Assassin (Combat-spec Random or Unique Girl [using the Arena list?]) sent to kill you, run the chance of a Game Over without Security, or a Thief (Agility/Adventurer-spec R/U Girl) who's just looking to rob you, and you lose money and/or items if she successfully breaks in without getting caught.  Or maybe they're going to frame you or your girls for something, have a Girl sent to jail or increase suspicion on you.
It's a bit too strict of a game-over risk though, isn't it? Especially early-game, where it could be harder to get your house properly defended. A random event where you could just up and die because you're still early-game would be problematic. In fact I think I'd have some level of issue with any 'randomized' game over system. Though, if an attack was an event, and depending on different stats and choices you made and whatnot could end up with you dead... hm. That could be interesting.

I do however think the ability to gain girls from the situation would be fun. The Arena list feeding into that would also be something I'd like, since I think it's kind of a hassle to get Arena girls and even a minor chance to get them elsewhere would be pleasant.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: dmotrl on September 08, 2015, 09:59:52 PM
It's a bit too strict of a game-over risk though, isn't it? Especially early-game, where it could be harder to get your house properly defended.
True; to be honest, I wouldn't expect Home assassins to come after you unless/until you've started taking other people out or it's down to a 1v1 situation (although someone coming to hit you and take your money/attack any girls at the House would still be an option - make people use that Bank!).  Similar to how the way Gangs and Rivals are currently set up means you won't get attacked for ... I think the first seven turns.

Quote
Though, if an attack was an event, and depending on different stats and choices you made and whatnot could end up with you dead... hm. That could be interesting.
I *think* there's actually an Event at the Arena where an Assassin Girl threatens you - it's in the Script, I think, but I'm not sure what triggers it, or even if it's currently active.  The Arena actually seems to have quite an extensive Script, but it's hard to track what does what in the Editor.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: aevojoey on September 08, 2015, 10:56:28 PM
I do want to do more with the House but my job is really killing my programming mood so I have not done too much lately.
I am working on a couple of bugs that have been stacking up so until they get fixed I don't want to start anything new.

I want to make the House be able to hold parties which would require security and could allow for thieves/assassins to try something (and possibly get caught).
I think adding a security job to every building would be good and allow for all buildings to get attacked.
The Arena should have a security job other than City Guard, then security could make prisoners work for you or throw them into the ring. Send customers from your dungeon into the arena for some entertainment.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: FlamBurger on September 10, 2015, 12:47:12 AM
Ah now you're going into some negative moral ideas.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: mata123 on September 11, 2015, 03:42:40 PM
Send customers from your dungeon into the arena for some entertainment.


That would be good, now when they get into dungeon they only rot there. This or some trigger when they offer something for their freedom would be usefull.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.17
Post by: dmotrl on September 11, 2015, 07:40:50 PM

That would be good, now when they get into dungeon they only rot there. This or some trigger when they offer something for their freedom would be usefull.
Well, you can torture Customers.  I think it affects your Disposition, but ... my characters tend to be Evil, anyway, so I'm not sure!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.18
Post by: aevojoey on September 12, 2015, 05:08:03 PM
.06.02.18 is up

Lots of bug fixes and a few small updates.

I have no had much time to work on the game with my new job taking so much of my time and energy.
I hope to have weekends off now that the first month open is over with.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.18
Post by: Baal on September 12, 2015, 05:35:44 PM
Thanks a ton for the update and I hope working is going well for you! I hope you don't get tired of working on the game. It would be a real shame if it was abandoned. 
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.18
Post by: Rfpnj on September 12, 2015, 06:01:52 PM
Default image file link is now dead. Due to mega's changeover
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.18
Post by: aevojoey on September 12, 2015, 07:43:16 PM
Default image file link is now dead. Due to mega's changeover
Thanks for the heads up, I got it reuploaded with a couple new images.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: aevojoey on September 13, 2015, 11:13:09 PM
.06.02.19 is up

Fixed a bug in Boy children can go to gangs when they grow up.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: pronatrator on September 13, 2015, 11:28:15 PM
.06.02.19 is up

Fixed a bug in Boy children can go to gangs when they grow up.

what? what? what?!  when did this happen?!  is that an option or does it just happen?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: aevojoey on September 14, 2015, 07:25:23 AM
what? what? what?!  when did this happen?!  is that an option or does it just happen?
Added in .06.02.18 but with a bug, fixed in .06.02.19.
If a boy child grows up and there is space available in one of your gangs, they can be sent there.
It is just a small text and a +1 gang size so it is nothing major.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: jonwich on September 14, 2015, 07:32:25 AM
Man, I'd not played this in ages, glad to see it getting some attention! I always play evil, and the boys growing up into a gang is pretty cool!

Not sure if there's an active thread for ideas, but has anyone suggested evil jobs for the Home like Housepet or Furniture? Or a job in the Brothels as Urinal? Maybe some incest specific jobs, girl-on-girl? (Hey, I said I like to play evil!) I don't know jack about coding, but sometimes the folks coding these things don't need help with that bit so much as with the writing. I have some free time on my off days, need any help there?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Baal on September 14, 2015, 11:32:34 PM
Not sure if this is the best place, but I have a question. So I've been keeping the girls at the house for personal training before sending them to the brothel. But while training them I do a ton of BDSM training than say beast. I'm just wondering is that tied to my birthday or some trait as the brothel owner? Does his birthday month decided what he trains girls in the most? Or is it fully random and I just get a lot of BDSM?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: aevojoey on September 15, 2015, 07:34:29 AM
Not sure if this is the best place, but I have a question. So I've been keeping the girls at the house for personal training before sending them to the brothel. But while training them I do a ton of BDSM training than say beast. I'm just wondering is that tied to my birthday or some trait as the brothel owner? Does his birthday month decided what he trains girls in the most? Or is it fully random and I just get a lot of BDSM?
Player's birthday does not do anything right now, it has no effect on the game.

The Personal Training job needs work.
Currently it Rolls then Checks against skills, it needs to be changed to Check then Roll to make sure any allowed skill has a chance to be trained. The other training jobs, Combat Training, Intern and Farm Research all Check then Roll.
Personal Training didn't get this update when the others did because it already had a lot of text for it so it was more difficult to convert.
I will work on this soon.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Baal on September 15, 2015, 02:21:16 PM
Thanks! Good to know, allows me to keep being a scorpio without having doubts. If personal training gets worked on it will be great for pushing girls out.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: crazy on September 20, 2015, 01:30:31 PM
Not sure if there's an active thread for ideas, but has anyone suggested evil jobs for the Home like Housepet or Furniture?
If you want to write the text and give me a run down of what you think the job should do I'll look at adding some of them.  Crazier the things the job is supppoe to do the longer and harder it will be to add but just say what you think and we can see.  I never added evil jobs cause couldn't do the text for them.
I don't know jack about coding, but sometimes the folks coding these things don't need help with that bit so much as with the writing. I have some free time on my off days, need any help there?
Coding jobs can be fast and I can do that part but the writing is much harder and longer for me so if you can do that we can a few evil jobs.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: jonwich on September 22, 2015, 09:33:36 AM
Most excellent! I'll toss you a message about it, with some ideas and writing samples and whathaveyou today! I've got the next couple nights off so I'll do a bit of writing!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: DarkArk on September 23, 2015, 02:11:57 PM
Question: are we still up for adding more image types? I've been putting together some girl packs and was wondering if you'd want to hear my ideas. Maybe something relatively quick to do?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: crazy on September 23, 2015, 07:18:03 PM
Question: are we still up for adding more image types? I've been putting together some girl packs and was wondering if you'd want to hear my ideas. Maybe something relatively quick to do?
Yeah Ive been looking at expanding the types for awhile now.  Stuff like having more types of the pics so you can have it match the text of whats happening better...  Stuff like Sex cowgirl or doggystyle etc so that when it says thats what there doing it will show a pic of that instead of a random sex pic that might not match it.  But any image type that makes sense could be added so feel free to suggest it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: DarkArk on September 24, 2015, 06:28:30 PM
Hmm, I'm not sure about dividing up basic sex by position. A lot of girls just wouldn't have the pictures to support that sort of thing.

My ideas, I have a lot, noted down when I was playing:

Impregnate images for all the sex acts that can cause it:
sex
group
bdsm
beast

Loss of Virginity images:
sex
group
bdsm
beast

Breaking up bondage into its constituent acts would be nice:
so basic bondage
lesbian bondage
sex bondage

birth images, both monster and human
adding image when you brand a girl
add an image for masturbating when she's been put to bed
add to the death image if she's being raped, either by humans or monsters

my last major idea is to add an image type if one of your girls has a kid who hasn't come of age yet, to show her doing stuff with her child, for non-sex stuff obviously
profile
shopping
swimming
etc.

Let me know what you think.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: MuteDay on October 15, 2015, 05:07:03 AM
what happen did averyjoey go bye bye
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: hewhocumsbynight on October 15, 2015, 12:28:26 PM
what happen did averyjoey go bye bye

He posted something about getting a new job which would occupy much of his time.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: aevojoey on October 17, 2015, 11:14:19 AM
what happen did averyjoey go bye bye
I'm still here, I just have little time to work on the game.
This past week I had no energy left to even read the forums but I will be on today and hopefully tomorrow.


I kind of got burnt out on rewriting the Personal Training job so I pulled out the changes I made for it and will try it again later.
There are too many variables I wanted it to use and that forked things up a bit too much.


I am currently making the new image types that Crazy added work in the game.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Sharkster on October 30, 2015, 06:33:37 AM
Hello guys,

since nearly one year i'm watching what you do with this game and now i registered because i wanted to see if i can do something to it, too.
I don't have good skills when it comes to programming but i have baseknowledge and can interpret the relations.

The main point that i wanted to change is the fontsize. I don't sit direct in front of my monitor so i would like to get it bigger for easier reading.
Don't know yet if this is a big problem because until now i didn't looked it up in the code. Wanted to ask here first so you pros can tell me if it is a futil attemp^^
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: PolitenessMan on October 30, 2015, 01:11:26 PM
Does anyone know if adding the trait "Your Daughter" makes a random girl only available as born as your daughter, not available in the market, or catacombs?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Sharkster on November 01, 2015, 06:57:24 AM
I found the files where the fontsize is saved and i changed the most of size 9 and 10 to 12. This increased the readability a lot for me and i want to go with this size but in the girl detail page her skillnumbers aren't under each other anymore. Some are a bit more in the front, some more in the back. All can be seen but if i could get them under each other again it would look much better.
I attached a pic where it shows how the details are dislocated and the girls_details_screen.xml that i changed.
I will see if i can get around it myself but i wanted to post the problem, maybe someone knows the solution^^


An other problem is, that i couldn't find a way to increase the fontsize inside the lists (itemlist, girllist)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: lindivor on November 04, 2015, 11:09:19 PM
Hi! the Promoter in the Studio will either say that there are no movies to promote and just promotes the studio itself or has problems with the theater in the summary or am i the only one always getting those.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Jacko on November 06, 2015, 09:22:36 PM
Hey guys. I love the new imagetypes for doggystyle, cowgirl, etc. Can we get some script commands in the editor for those? "Facial" would be another nice addition. Great job!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: crazy on November 06, 2015, 11:29:48 PM
Hey guys. I love the new imagetypes for doggystyle, cowgirl, etc. Can we get some script commands in the editor for those? "Facial" would be another nice addition. Great job!
Yeah that can be done
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Jacko on November 07, 2015, 12:56:37 AM
Right on, crazy.  8)  Another useful script command would be "customer have sex with target girl". I'm making a script where you loan out a girl to someone, and it would be useful. If I use the "have normal sex" command, the girl can become pregnant by the player, and that just doesn't make any sense. Thanks for all the great work.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Jacko on November 07, 2015, 03:30:58 AM

Oops, one more thing. I don't know how time consuming it is to add imagetypes and script commands, but I have a couple more suggestions

I think and imagetype "sexy/perv/creep" would be nice. There are tons of pics of girls looking sexy, which doesn't quite fit in with "ecchi" - which is lingerie and stuff, or "profile" if you're trying to keep profile pics as non-sexy as possible.


I think a "tease" imagetype would also be useful. If you make a lot of real girl packs, there are tons of pics of girls flashing you their pussy while in a dress, which is a distinction from them "strip"-ing.


The imagetype "sexy/creep/perv" (whichever), in my mind falls somewhere between "Profile" and "ecchi". I want to use it in a script I am creating. When the script command is triggered, it indicates that the player is noticing the girl's femininity more than her personality. Like if the target girl has "Great Arse" or "Big Boobs", etc., occasionally I would call for "Have Sexy/Perv/Creep" trigger in the script. There are many pics of girls accentuating their figures, and I think they are a little too risque for Imagetype "Profile", and a little too tame for Imagetype "Ecchi".  I hope you can see the value in this imagetype.


I would use Imagetype "tease" in my script to indicate when a girl's STAT_PCLOVE has reached a certain threshold, and perhaps coupled with a low STAT_DIGNITY, to show that she decides to "tease" you, by spreading her legs and giving you a glimpse of her underwear, or more. Imagetype "ecchi" goes too far in this respect, because she suddenly appears half naked and wearing sleazy barmaid clothes, which doesn't quite match up with the intention. The same with imagetype "Nude" or "Strip".


If you could include these imagetypes and their corresponding "Have x" commands in the script editor, it would be amazing for my modding work.


Thanks again for all of your work on this game! This game is great, and all the work you and Aevojoey have put it on it has continued to realize it's potential. There is nothing quite like it out there.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Baal on November 25, 2015, 06:13:29 PM
So I've got a question, I'm doing the whole breed your own brothel and I want the two main girls to be able to have all the different species of girls, canines, cat girls, succubus, angels, cyclops, cow girls, and all the rest. Now my questions is if I have the two girls use items that transforms them into each type of girl do girls have a chance to give birth to different types?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: jonwich on November 25, 2015, 09:23:07 PM
Preeeeeeetty sure the answer is yes. There's a chance for all (or nearly all) traits to be inherited, but I don't know what that chance is. Also, I've found that if the Rgirls pack that the girl that was born from has certain traits, those have the same chance to be applied as in the pack itself, like if you'd met them on the street. Someone slap me if I'm wrong. I spent all damn day baking at home, against my better judgement, so my head is killing me and I just tossed back a Lortab.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Tyrgalon on November 29, 2015, 06:00:53 AM
Can you actually do that? I have had girls give birth but haven´t really noticed that I would be getting any new girls trough it. Or does it just take a long time for them to show up somewhere?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: jonwich on November 29, 2015, 09:44:07 AM
It does take a long time. I think the default is like 60 weeks, but you can change that in the config file. Does it really make sense for a girl to hit 18 in 12 weeks? No. But that doesn't bother me too much I suppose. This is Crossgate. Because magic!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Guntag on December 05, 2015, 06:43:42 AM
Thanks a lot for your work with this mod !

I have a request about STDs and the Clinic. The more girls I have the more STDs I have to cure. I used the shop to cure them, but now, I get too many diseases and too little cures. I have the clinic but removing girls from their job and sending them to the clinic is really annoying because I have to keep track of the job for each girl before sending them to the clinic, so I can send them back that job after they are cured, and know which jobs they had when assigning new girls while they are cured. I find it really inconvenient.

The easiest solution for me would be to allow doctors to produce cures (maybe with an increased upkeep cost of the doctors and/or clinic).

An other requests would be an update to no sexual jobs. It would be great to have more naughty events for non-naughty jobs. I also find that non-whore jobs provide really little xp. I know many of these jobs are work in progress, so I'll be patient don't worry :)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Sorren on December 07, 2015, 12:13:15 PM
An easier method would simply be to give the girls a job where they go around ministering to girls on free time, limited by their medical stat and agility probably.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: CaptC on December 07, 2015, 03:01:41 PM
Even easier would be to have the madames take care of it. You know, like they do in real life. You pay her a shit-ton of money each week, she should do some useful stuff.

If you have a house matron assigned, she will also check for disease and arrange for treatments.


If you want to run a poxy whorehouse that infects your customers, don't assign a madame. That way you can work your whores to death while you are at it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Guntag on December 07, 2015, 07:17:18 PM
Yes, those methods would also work, but I thought that creating cures would be the msot simple since there are already many items created by jobs and it would be a "simple" (in my mind) copy and paste.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: jonwich on December 08, 2015, 03:36:29 AM
Some of that is already there, I believe. There is a system (I think the option is in the config) to allow girls to use certain consumables. It's apparently not perfect, but it does largely work if you have cures in stock. But if you're really worried about cures being too scarce (I buy every one I see for that reason) you can always open them in the item editor and make them infinite purchases and cheap, or create a new item that does them all in one or something like that.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: CaptC on December 08, 2015, 06:38:26 PM
The system is very imperfect. I'm pretty certain that I've had all cures in stock, and the girls would never fix themselves. It may have to do with their intelligence or something, I guess - but like I said, in real life (legal) whorehouses, the madames make sure the girls are clean. They don't just trust the girls.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Guntag on December 08, 2015, 06:48:34 PM
I don't mind giving them the cure myself, it's just that I don't get enough, this is why I suggested the doctor as a provider, just like some other jobs create burgers, necklaces, etc...
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: CaptC on December 08, 2015, 06:53:12 PM
Oh, you want a PHARMACIST. That's a completely different kettle of fish. Possibly a new role for the medical clinic.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: crazy on December 08, 2015, 10:13:03 PM
With the holidays so close Ive been busy and lazy but decide to poke my head into the code to answer a few thing here.  The make Potions job has a chance to make all the STD cures if the girl is good enough at the job.  So something like what ur talking kinda already is in game but it isnt perfect by no means.  That said I agree with CaptC matron could be given the task of curing ur girls of STD's. 

Ill have to look into how to do it but one thing I can say is the matron will have to pass an intel check before she could do it.  If she is to dumb to know whats going on then she cant fix it.  But yeah the matron could be doing more and Ive always thought about what more it could do.  This is one I will work on when I find the time to see if I can make it work.

Also if u didn't know it a girl with high intel will refuse to sleep with customers that have STD's so if ur having that problem one way to stop is make ur girls smarter with items.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Guntag on December 09, 2015, 08:43:29 AM
With the holidays so close Ive been busy and lazy but decide to poke my head into the code to answer a few thing here.  The make Potions job has a chance to make all the STD cures if the girl is good enough at the job.  So something like what ur talking kinda already is in game but it isnt perfect by no means.  That said I agree with CaptC matron could be given the task of curing ur girls of STD's. 

Ill have to look into how to do it but one thing I can say is the matron will have to pass an intel check before she could do it.  If she is to dumb to know whats going on then she cant fix it.  But yeah the matron could be doing more and Ive always thought about what more it could do.  This is one I will work on when I find the time to see if I can make it work.

Also if u didn't know it a girl with high intel will refuse to sleep with customers that have STD's so if ur having that problem one way to stop is make ur girls smarter with items.

Thank you crazy ! I'll just say again that the current system works fine while we don't have many whores. We are just overwelmed by diseases later. So it's really ok if the solution to the problem is found during the late game. I'll assign more girls to create potions for now.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: bicobus on December 12, 2015, 10:10:53 PM
Hello, I have a question about the rebelliousness and the dungeon. Somehow, the girls that are sent in the dungeon still see their rebelliousness raise. I can't figure out how to make it drop. Even torturing somehow increases the rebelliousness. One thing I saw reduce the rebelliousness is talking, and that does it by 1. Meaning that for a girl with 50, I'll need to talk to her for 50 weeks? Isn't it a bit insane?

Isn't there a better/faster way? I'd like to avoid the torture and branding to get a matron or for another job that require a free girl.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Tyrgalon on December 13, 2015, 07:21:05 AM
Raping and I think also torturing them can break them. It will give them "broken mind" or something like that traits wich causes them to have -100 rebelliousness, but they will hate you then but still work.


There are a lot of different items in the shop that decreases rebelliousness as well.


Also every week in the dungeon usually takes away 1 rebel point if Im not mistaken.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: bicobus on December 13, 2015, 10:00:50 AM
Also every week in the dungeon usually takes away 1 rebel point if Im not mistaken.
For this to be true, I guess their happiness should still be at 100%, right? That's maybe why their rebelliousness increases.

Also, what's the point of not feeding your prisoners?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: jonwich on December 13, 2015, 10:15:29 AM
Yeah, I believe at 0 happiness what was previously breaking them (I.E. Rebelliousness going down) makes it start going up. I seem to remember it then switching again when her health is almost gone, but it's been a long time since I've had that situation.

There are a lot of items that work well too. Anything that adds obedience, removes spirit, or adds traits like broken will, meek, etc. will lower rebelliousness. Personally though, I find the girls that are a little rebellious tend to have the stats you want for them in a management role. I tend to just max their living situation, and eventually their love overrides it. They keep their good management stats, and rebelliousness goes way down.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: dmotrl on December 14, 2015, 07:42:53 AM
Hello, I have a question about the rebelliousness and the dungeon. Somehow, the girls that are sent in the dungeon still see their rebelliousness raise. I can't figure out how to make it drop.
Does she have a Trait like Iron Will?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: bicobus on December 14, 2015, 01:06:18 PM
Yeah, some have, but not all. Unless the character as a traits that specifically ease one stat related to rebelliousness it's quite difficult to raise it. Some times, I have slaves with near maximum obedience and high rebelliousness. So I guess there is a fear or love factor in it?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: 0nymous on December 16, 2015, 08:22:56 AM
Sooooo, it's been two months since aevojoey's last post, within which he mentioned he's not ded.
...
Is it safe to assume 06.02.19 is going to be the final "official" version of WM for some time?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: jonwich on December 16, 2015, 08:53:06 AM
I think we might technically call the most recent update 06.02.20. You can fine it here:

https://mega.nz/#!wN0jABjD!Yp0HCvTv94EqZUfQhGV_CSzxRBoUuz-uoOPT3EOtVXQ (https://mega.nz/#%21wN0jABjD%21Yp0HCvTv94EqZUfQhGV_CSzxRBoUuz-uoOPT3EOtVXQ)

Simple exe replacement.

Details for it were here:

http://www.pinkpetal.org/index.php?topic=953.1410

The TL;DR version is this: Some new jobs, rewrites on text, and some excellent code advancements from Crazy, Bsin, Lyje, Hanzo, myself, and.... there's someone else. Forgive me for forgetting. Still some bugs in the new puppygirl job, some text mishaps that need to be worked out too. We're fiddling, but most of us are kinda out for the holidays, and we're still hoping to hear from Joey again when his new job dies down a bit.

Also currently up to date, if you like playing a really evil character, you could try my Very Bad Man incarnation. Got another update on that coming very soon. But it's pretty much on the evil side of the game, might not be your thing.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Chaz on December 20, 2015, 12:11:18 PM

Could I suggest a few more image types?


Love - When the player has sex with a girl who is in love with him. The sort of images where the man and woman are kissing each other passionately.


Rape - The opposite of the above. Images of sex where the girl is definitely not enjoying herself.


Impregnation - There's Preg, but I'm thinking something that commemorates the moment of impregnation. I see a lot of internal cumshot images that would be perfect for this, and plus there's the 'pregnancy announcement' meme could be used.

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Guntag on December 27, 2015, 04:32:36 PM
I have a question about .rgirlsx files : If I completely delete some .rgirlsx files, will the girls generated with those files still "work" ?

I'm asking this because I might try this in order to get some girls more frequently than others, so deleting the files for a while (after saving them somewhere else) could do that, but I'd still like the girls previously generated with those files to "work".

An other way to cheat the frequency of seeing some girls might be to have duplicate files for the same girls, just changing the name of the file (adding 2, 3, 4, 5, etc... at the end of the file). Do you think it would work ?

Please don't get out of your way to answer this, just let me know if you happen to know if it would work or not.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: aevojoey on December 27, 2015, 07:28:40 PM
I have a question about .rgirlsx files : If I completely delete some .rgirlsx files, will the girls generated with those files still "work" ?
I'm asking this because I might try this in order to get some girls more frequently than others, so deleting the files for a while (after saving them somewhere else) could do that, but I'd still like the girls previously generated with those files to "work".
An other way to cheat the frequency of seeing some girls might be to have duplicate files for the same girls, just changing the name of the file (adding 2, 3, 4, 5, etc... at the end of the file). Do you think it would work ?
Once a girl is created from a .rgirlsx she is there for good, removing the .rgirlsx will just prevent new ones from being made.
Duplicates will increase the chance of the girl being created, the name of the file does not matter, only what is in the Name="" part of the <girl>.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.19
Post by: Guntag on December 27, 2015, 07:38:12 PM
Thank you !
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.21
Post by: aevojoey on December 27, 2015, 07:50:05 PM
.06.02.21 is up
I have been busy with work so have had no time or energy to work on the game.
All the stuff I did before but forgot to push to the svn I moved to another directory so I can compare the old and new changes incase they don't work with the new stuff other people have done.
I will try to be on more often.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.21
Post by: jonwich on December 27, 2015, 08:38:21 PM
Good to see you getting back Joey! Hope you had a great Christmas! Don't let them kill you, man.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.21
Post by: Baal on December 27, 2015, 11:32:41 PM
.06.02.21 is up
I have been busy with work so have had no time or energy to work on the game.
All the stuff I did before but forgot to push to the svn I moved to another directory so I can compare the old and new changes incase they don't work with the new stuff other people have done.
I will try to be on more often.

Hey, glad to see you back! I hope work starts calming down for you so you can relax a bit more. Thanks for the update!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.22
Post by: aevojoey on December 29, 2015, 01:01:35 AM
.06.02.22 is up

A few fixes and updates that I had done before dropping off the face of the earth.
Also fixed a few bugs.
Accommodation now affects rebelliousness
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.22
Post by: Tyrgalon on December 29, 2015, 01:54:45 PM
Concerning the earlier questions about deleting a girlx file, how can you remove a girl permanently if you no longer wish to have her in the game?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.22
Post by: aevojoey on December 29, 2015, 02:17:34 PM
Concerning the earlier questions about deleting a girlx file, how can you remove a girl permanently if you no longer wish to have her in the game?
Find her in the save game file and remove her.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.22
Post by: Tyrgalon on December 29, 2015, 03:46:06 PM
Ahh ok ty :)


Btw, I found a thread about girl packs made by endospore, and the last links to his packs had been supplied by you. They seem to be down now tho probably due to the mega adress change thing that broke a lot of links earlier this year.


ps. Found a donwload that apparently had all your characters starting with A in it, any chance to get access to the rest? Maybe the forums needs a official thread with links to all the packs or so. Atm they are spread all over the forums with some having dead links.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.22
Post by: aevojoey on December 29, 2015, 05:15:20 PM
Btw, I found a thread about girl packs made by endospore, and the last links to his packs had been supplied by you. They seem to be down now tho probably due to the mega adress change thing that broke a lot of links earlier this year.
ps. Found a donwload that apparently had all your characters starting with A in it, any chance to get access to the rest? Maybe the forums needs a official thread with links to all the packs or so. Atm they are spread all over the forums with some having dead links.
I lost all of the original files from Endo but I have most of the girls in my Characters folder.
I plan on setting up my own server when I get the time and it will host a torrent for the base Characters folder as well as a place for pack makers to upload to.
I'm not sure how stable it will be to start with but as I figure out how to maintain it I hope to make it worth the wait.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.22
Post by: Sorren on December 29, 2015, 05:21:42 PM
I'm also working to make my collection of girls available to people, not going to be uploading them all in one go because of how long it'd take and because doing them on an as needed basis gives me a chance to ensure the girls have been updated for the new versions code and image wise. For now a master list of what I have can be found here (http://www.pinkpetal.org/index.php?topic=2061.msg37909#msg37909), feel free to throw a request in there or in my inbox and I'll add it to my to-do list.




Speaking of which, has the display name for girls versus folder name and real name been hardcoded yet so it functions or is that still a manual thing that should probably work?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.23
Post by: aevojoey on December 29, 2015, 05:32:06 PM
.06.02.23 is up

Just an update for the Security job.
It was not working properly and only giving 10 security level per shift.
I fixed it but reduced the base amount given.
I also fixed a few minor things and made HHT play a little role in the SecLev.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.23
Post by: zafer on December 30, 2015, 01:54:56 AM
Could you add some elaboration to when the the new images appear like the other ones on the first page.

Most of them are pretty self explanatory but some of the newer ones are vague.
 
Dildo: solo girl masturbating?

Lick:Girl getting licked? or girl licking customer? Eeither way is customer male, female, or is it nondescript?

Eatout: Girl giving or receiving?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.23
Post by: Tyrgalon on December 30, 2015, 12:02:05 PM
Nice ty for the info sorren :)
Have about 21gb of girls but there are a a bunch that aren´t so fleshed out and should probably just be removed as I dont use them really :P

Btw joey has the rebelliousness/obidience stuff been changed somehow? seem to be having more girls not cooperating even with -50 or less rebelliousness.
Just wondering if having low accomodations and low rebelliousness is making them be more rebellious than they should be? In other words maybe the accomodation is affecting them in the wrong way or something.


Edit:
One more thing. I have before deleted some girls but only ended up removing the images, thus leaving the girlx file around. The reason is that some girls have come in packs with one girlx file for multiple girls, and I have been unable to figure out to ich one they belong due to having so many.
Its becoming a bit annoying having image-less girls with stats floating around in the game.
Is there any way for me to find what girlx file they belong to trough the save file or such?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.23
Post by: jonwich on December 30, 2015, 12:09:53 PM
Accoms were changed in .22 I believe, Joey told me he forgot to list it. Now the lower accom increases rebelliousness, and higher decreases it, based on a girl's preferred accom.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.23
Post by: Tyrgalon on December 30, 2015, 12:30:38 PM
Yeah I think it was listed, maybe he listed it later since I got the update a bit late. Im just wondering if that change has had unexpected effects on the girls that aren´t shown in the stats, tho I haven´t played the newest patch enough to be sure.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.23
Post by: hentai_geek on December 30, 2015, 03:46:48 PM
Hello, can someone who has opened the source code help me with this issue?  I am rusty in C/C++, and, moreover, I am rusty with setting up a project in Visual Studio. 
I have the source code both from github, and from downloading a zip from somewhere on this forum.  However, I am having trouble with just getting it to build, even with no changes to the source code.
For the zip version, the build errors are mostly LNK2019 and LNK2001. 


Build Errors from the ZIP file:


Code: [Select]
Severity   Code   Description   Project   File   Line   Suppression State
Error   LNK2019   unresolved external symbol "public: static double __cdecl cJobManager::JP_Jeweler(struct sGirl *,bool)" ([email protected]@@[email protected]@[email protected]) referenced in function "public: class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > __thiscall cGirls::GetThirdDetailsString(struct sGirl *)" ([email protected]@@[email protected][email protected]@[email protected]@[email protected]@[email protected]@[email protected]@[email protected]@@Z)     





Severity   Code   Description   Project   File   Line   Suppression State
Error   LNK2001   unresolved external symbol "public: virtual void __thiscall cScreenTurnSummary::process(void)" ([email protected]@@UAEXXZ)   ..\crazys-wm-mod\InterfaceGlobals.obj   1   



Build Errors from the GitHub Project
Code: [Select]

Severity   Code   Description   Project   File   Line   Suppression State
Error   MSB3073   The command ""SubWCRev.exe" "..." "..\ Revision.wcrev" "..\Revision.h" -f
:VCEnd" exited with code 10.   Whore Master   C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.CppCommon.targets   123   

So, since, I haven't changed the original source code, I think that the main problem here is project set-up.  But, the first set of build errors seems to imply that there are compiler errors.  I don't understand the second set of build errors at all.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.23
Post by: jonwich on December 30, 2015, 04:12:55 PM
Shouldn't be any build errors... I'm downloading the latest version from Github now to make sure. Did you change anything in the source code? What are you using to build the game? I think there is a lot of MSVS2013 specific code that Joey was taking out at some point, not sure. Where did you download from? (The links I mean, I know you said Github and the Forum, sometimes that's not specific enough)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.23
Post by: jonwich on December 30, 2015, 04:21:22 PM
Just had my build succeed from the github link, which is:

https://github.com/crazywm/crazys-wm-mod

Of course if you're just looking to play, you can always download the game from Mega at:

https://mega.nz/#!5Jxj3JRR!3K7oaAh3YNGQst0d0ynUuSD7XPvrCjZy8b6uB3AnbGs (https://mega.nz/#%215Jxj3JRR%213K7oaAh3YNGQst0d0ynUuSD7XPvrCjZy8b6uB3AnbGs)


Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.23
Post by: aevojoey on December 30, 2015, 08:04:53 PM
Btw joey has the rebelliousness/obidience stuff been changed somehow? seem to be having more girls not cooperating even with -50 or less rebelliousness.
Just wondering if having low accomodations and low rebelliousness is making them be more rebellious than they should be? In other words maybe the accomodation is affecting them in the wrong way or something.
The changes to rebelliousness I made only affect a small amount based on accommodation.
It directly affects her rebelliousness stat so if she has -40 rebel and no other modifiers she should always obey.
There is no reason that would cause a great increase in rebellion unless you keep them at extremely low accommodation.
There are other reasons she could disobey but without knowing more details I can't really point to a single reason.

One more thing. I have before deleted some girls but only ended up removing the images, thus leaving the girlx file around. The reason is that some girls have come in packs with one girlx file for multiple girls, and I have been unable to figure out to ich one they belong due to having so many.
Its becoming a bit annoying having image-less girls with stats floating around in the game.
Is there any way for me to find what girlx file they belong to trough the save file or such?
If you load all the .(r)girlsx files into the editor, on the Extras page of the editor is a Save all button.
This will save all the girls into their own files, 1 girl per file.
It saves them into a numbered folder where the editor exe is with subfolders for duplicates.
You can then match files to folders and only put in the ones that match.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.24
Post by: aevojoey on December 30, 2015, 09:44:09 PM
.06.02.24 is up

A couple more small fixes.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.24
Post by: grishnak on January 01, 2016, 05:42:34 AM
Hello! I hope this is the right thread for my kind of suggestion:
I recently noticed a seperate image type "jail". Will it be possible to use this as default in the dungeon instead of profile?
Also a special "matron" or "office" (secretary/manager) type might be useful for matrons, assistants and any bureaucracy jobs.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.24
Post by: Tyrgalon on January 01, 2016, 10:25:53 AM
 Tanks joey, that will help a lot :)
And I will keep a look on the rebelliousness stuff, haven´t played enough to be sure, just feel like they are behaving differently.


Edit:Seems like Im gonna have to load all the girls into the editor one by one, thats gonna take "some" time XD
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.24
Post by: aevojoey on January 01, 2016, 11:46:26 PM
I am currently updating the slave market, copying things over from the dungeon screen.
I had to rearrange things a bit to make room for stuff on the bottom.
The old interfaces will still work if you don't like this one.

If you try to buy more girls than you can afford, it will not let you buy any of them so you can choose which ones you want to remove before you buy.
Before it would buy the first girls you can afford then fail on the rest.
(I wanted a girl later on the list but didn't get her because it bought lesser girls first.)

I just have to finish the transfer part.
For now they transfer using the old code.


I'll probably rearrange it again before finalizing it.
I made the "Slave Market" text maroon so it would stand out a bit more ( I can do that now 8) )


update: I forgot to add the dungeon button :/

Update 2: All the transfers work so you will be able to send the girls you buy anywhere  :-*

Now I just need to make the texts for the transfers.
I can even make their reactions different depending on where you send them:
Send them to the Studio in a limo and they will be happier.
Send them to the dungeon in chains and they will fear you more.
They may be more impressed by how many rooms your house has.
I may even get around to having the Matron assign them to a job when they get to the house but that will probably come later.

Update 3:
I have to leave the house for a but but before I go I am going to push the next version so you can play with it.
It does not have any flavor texts for the transfer of girls from the Slave Market yet but it should still be an improvement over the old one.
Try it out and write some ideas for flavor texts.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.25
Post by: aevojoey on January 02, 2016, 08:03:29 PM
.06.02.25 is up

The Slave Market got a total overhaul.
See the post above for more details.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.25
Post by: jonwich on January 02, 2016, 08:10:24 PM
Dude, that's some exciting stuff! I'm looking forward to playing with it, seeing what you've done, and seeing what I might do with it in my own mod too. I like all your changes.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.25
Post by: Hazure on January 03, 2016, 09:51:29 AM
Ok....trying to figure this out....I downloaded the 06.02.25 source code....I have vse2013.....now what do I do to make a working copy from that?  My programing skills need updating....from the 90's
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.25
Post by: aevojoey on January 03, 2016, 02:56:03 PM
Ok....trying to figure this out....I downloaded the 06.02.25 source code....I have vse2013.....now what do I do to make a working copy from that?  My programing skills need updating....from the 90's
Load the BrothelMaster-vse2013.sln file.


The main things you will need to know if you have never used vse2013 are the various windows and hotkeys to use.
Most of the windows you will use are found in either the "View" or "Debug" menus.

The "Solution Explorer" is the main thing, this is where the files are, it probably gets used the most other than the files themselves.
The other windows under View that I use are "Bookmark Window", "Error List" and "Output".
The windows in "Debug > Windows" that I use are "Breakpoints", "Watch" and "Call Stack".
The main hotkeys I use are
"F5"  - Build and run
"F7"  - Build
"F8"  - Go to next in a search result
"F9"  - toggle breakpoint
"F10" - 1 step while running stepping over functions
"F11" - 1 step while running going into functions
"F12" - Go to the source of a function
"<ctrl><shift>F" - Find in project


When you build the game it can be either a "Debug" or a "Release" build and the exe will be in the respective folder in the code folder. Change which one in "Build > Batch Build".
When doing a build, you can run either "Build" or "Rebuild".
"Rebuild" clears out the old build and starts clean, "Build" is faster but very rarely can cause problems.
Use "Rebuild" if you plan on doing a Release build and "Build" when doing minor changes.


For basics on C++ watch this youtube playlist - https://www.youtube.com/playlist?list=PL9156F5253BE624A5 (https://www.youtube.com/playlist?list=PL9156F5253BE624A5)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.25
Post by: Tyrgalon on January 03, 2016, 05:07:09 PM
Got a request, no idea how hard it would be to do:


Would it be possible for girls who give birth to get their breast size increased by 1 for each time they give birth? And if thats possible then is there any way to add a certain % for that to happen?


Just wondering since they already now get the "milf" trait so figured it just might be possible.
No idea if you wan´t to add something like that into the main game tho, would do it myself if I knew how.


Ps. Got my girls folder all sorted ty to your advice about the editor function :D
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.25
Post by: aevojoey on January 03, 2016, 05:22:02 PM
Would it be possible for girls who give birth to get their breast size increased by 1 for each time they give birth? And if thats possible then is there any way to add a certain % for that to happen?
While it would make sense to add a temporary breast enlargement for pregnant women, it would break the game a bit if it were applied across the board.
If pregnancy gets divided into trimesters then the third could be +1.
The lactation stat was meant to account for the girls milk production and it greatly increases when she is pregnant.
It has not been fully implemented but a few things use it.

Ps. Got my girls folder all sorted ty to your advice about the editor function :D
I had the same problem with my girls folders, that's why I added that function to the editor.  :P
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.25
Post by: Tyrgalon on January 03, 2016, 05:27:43 PM
Yeah I imagine temporary ones would be complicated, was thinking of permanent size increases with a certain % for it to happen when she gets pregnant or after she gives birth myself :P


Complete programming noob here but was thinking it could be combined with the either the pregnant status or the milf trait.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.25
Post by: Hazure on January 03, 2016, 07:30:58 PM
Load the BrothelMaster-vse2013.sln file.


The main things you will need to know if you have never used vse2013 are the various windows and hotkeys to use.
Most of the windows you will use are found in either the "View" or "Debug" menus.

The "Solution Explorer" is the main thing, this is where the files are, it probably gets used the most other than the files themselves.
The other windows under View that I use are "Bookmark Window", "Error List" and "Output".
The windows in "Debug > Windows" that I use are "Breakpoints", "Watch" and "Call Stack".
The main hotkeys I use are
"F5"  - Build and run
"F7"  - Build
"F8"  - Go to next in a search result
"F9"  - toggle breakpoint
"F10" - 1 step while running stepping over functions
"F11" - 1 step while running going into functions
"F12" - Go to the source of a function
"<ctrl><shift>F" - Find in project


When you build the game it can be either a "Debug" or a "Release" build and the exe will be in the respective folder in the code folder. Change which one in "Build > Batch Build".
When doing a build, you can run either "Build" or "Rebuild".
"Rebuild" clears out the old build and starts clean, "Build" is faster but very rarely can cause problems.
Use "Rebuild" if you plan on doing a Release build and "Build" when doing minor changes.


For basics on C++ watch this youtube playlist - https://www.youtube.com/playlist?list=PL9156F5253BE624A5 (https://www.youtube.com/playlist?list=PL9156F5253BE624A5)

Thank you so much for the quick response....I got confused the last time I tried this.  By the way, the programming languages I had were Basic, Fortran, Pascal, and Cobol, in that order....ancient stuff.
Title: Slave Market update
Post by: aevojoey on January 03, 2016, 09:35:47 PM
.06.02.26 is up

I have not gotten any complaints about it not working so lets see what we can break now :P

I have added flavor texts to the Studio, Farm, Arena, Centre and Dungeon so far.
I have to go back to work in the morning so I will not be able to work on the game much on weekdays so I need to try to finish this tonight.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.26
Post by: jonwich on January 04, 2016, 12:41:30 AM
You're killing it Joey. I love it mate. I'm actually writing material that I'm not replacing in my version yet because I plan to update it to the current, but it seems like I might need to wait until you run out of steam first! (Seriously man, keep up the awesome work!)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.26
Post by: Gamo on January 05, 2016, 09:57:41 PM
evening all, i Love the game and it just gets better each update. I do have an issue not sure if its on my side or yours, everytime i check the details f a slave in management I get a crash
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.26
Post by: jonwich on January 05, 2016, 10:01:09 PM
Open your config in WME, and uncheck the Extra Details and Show Numbers boxes. It's a known issue, not yet sure of the cause.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.26
Post by: aevojoey on January 06, 2016, 11:40:10 AM
evening all, i Love the game and it just gets better each update. I do have an issue not sure if its on my side or yours, everytime i check the details f a slave in management I get a crash
Attach your save game so I can test it.


In other notes, I started adding info for the Slave Market here - http://www.pinkpetal.org/index.php?topic=3579.msg33841#msg33841 (http://www.pinkpetal.org/index.php?topic=3579.msg33841#msg33841)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.26
Post by: Gamo on January 07, 2016, 01:53:27 AM
Attach your save game so I can test it.


In other notes, I started adding info for the Slave Market here - http://www.pinkpetal.org/index.php?topic=3579.msg33841#msg33841 (http://www.pinkpetal.org/index.php?topic=3579.msg33841#msg33841)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.26
Post by: aevojoey on January 07, 2016, 12:59:11 PM
I do have an issue not sure if its on my side or yours, everytime i check the details f a slave in management I get a crash
I can't seem to get it to crash.
I know I did fix a couple of things that jonwich and crazy added while I was gone so try the newest version and see if you can get it to crash.
If it does crash, please explain how you got it to crash in detail so I can try to replicate it.
I may need your config.xml file if you have changed anything in it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.26
Post by: jonwich on January 07, 2016, 05:19:20 PM
I thought I explained why it was crashing....

There is an issue when extra details and show numbers are checked in the config file, it will cause a crash while in the girl's details screen and you press More Details. Crazy was going to hunt down the issue when we got going again. Which reminds me, I need to touch base with him this week, I've been a bit busy with family birthdays and a few other things.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.27
Post by: aevojoey on January 07, 2016, 11:21:33 PM
.06.02.27 is up

While I couldn't get it to crash, I did find a problem that may be causing it to crash for others.
When Pony training was added, it was not added in all the places it was needed, including a part that is used in the girl details string.
If it still crashes, then we will have to dig deeper.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.27
Post by: neosyntax on January 09, 2016, 11:07:30 AM
Apparently, the game didn´t read the whole config.xml.
I tried to set gangmembers max to 100 at the beginning, but it doesnt change anything in the game.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.27
Post by: aevojoey on January 09, 2016, 10:31:32 PM
Apparently, the game didn´t read the whole config.xml.
I tried to set gangmembers max to 100 at the beginning, but it doesnt change anything in the game.
The max gang members is hard coded in the game to 15.
"InitMemberMin" and "InitMemberMax" are used as limits for the random roll for how many members start in the game.
So putting "InitMemberMin" to 1 and "InitMemberMax" to 100 will roll 1d100 resulting in the gang starting with 15 86% of the time and any other number 1% of the time.

If/when gangs get a total overhaul then the number of members will change.

Besides, if your gangs could have 100 members, rival gangs could also.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.27
Post by: neosyntax on January 10, 2016, 07:41:59 AM
thanks for the answer.

its not the only thing i recognised.
I got 100 gang members ins .26 ^^

Its also the max slavegirls in the market.
If i put it to min 20 and max 20 it doesnt work.


were there changes i missed ?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.27
Post by: Yukinohki on January 10, 2016, 12:02:56 PM
.06.02.27 is up

While I couldn't get it to crash, I did find a problem that may be causing it to crash for others.
When Pony training was added, it was not added in all the places it was needed, including a part that is used in the girl details string.
If it still crashes, then we will have to dig deeper.

I'm still using the .20 version but maybe it still helps to pinpoint any crash problems.
When i turn on LogExtraDetails in the config.xml i get a crash when i check the girl details,
LogShowNumbers works without problems.
I'll update my game to the newest version soon and see if that is still the case.

Edit: No crash while checking the girl details with LogExtraDetails="true"  in version .27
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.27
Post by: Shadeyman7 on January 19, 2016, 01:00:27 AM
I've been trying to make some custom girls/items, and I feel like I've been getting stumped recently figuring out what some of the abilities do, and what stats matter for each job.  I checked the lists linked in the first post, but they're not complete.  Is there any way I can figure it out?  Has someone already figured it out  and can they post a link to show me?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.27
Post by: Fat Kyubey on January 19, 2016, 03:36:10 AM
From what I can tell;

Magic: I have no idea.
Combat: Arena, some jobs in it (like guard), used if you send a girl into the catacombs.
Service: I suspect stuff like Waitress, Maid, Barmaid.
Medicine: Nurse and the like.
Performance: Singing, entertainment.
Crafting: The arena has a blacksmith job, I assume something like that.
Herbalism: I don't know.
Farming: There's a farm you can buy, so pretty obvious.
Brewing: Maybe something to do with maid?
Animal Handling: Beast Carer job, animals on the farm.
Cooking: Likely something to do with waitress.

You can always just make a girl with whatever stats, edit the config file so custom girls appear 100% of the time, load the game up and test her if you really want to see what things effect.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.27
Post by: hewhocumsbynight on January 19, 2016, 03:40:44 AM
I am pretty sure herbalism and brewing both relate to specific jobs on the farm.  Especially the "brew potions" (?) job.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.27
Post by: aevojoey on January 19, 2016, 09:49:43 AM
Sorry I have not been on much lately, I a have been packing to move to a new house.
When I have time I will add more to the jobs list but here are a few things for now:

Magic helps in a lot of jobs;
* Several jobs have minor adjustments for magic.
* Item creation jobs use it to make magical items.
* Magic increases damage in combat.
Service is used in many jobs; Cleaners, Matrons, most Centre jobs
Herbalism is used mainly in the farm for creating potions and growing plants.
Animal Handling is used for any job involving animals including beast sex.
Animal Handling is knowing how to handle and train the animals, Beast Sex is knowing how to (and liking) having sex with beasts without getting hurt.

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.27
Post by: Shadeyman7 on January 19, 2016, 07:24:29 PM
Thanks for the help!  Glad to know more about the game.  I'll probably try to figure out traits by opening up the game's trait files and looking around in them some.


Also, something I've noticed: I can't seem to give random girls more than 0 strength in the editor, which is a bit of a problem.  Is there a reason for this, or is this a bug?

Edit: realized I should be clearer about this strength bug.  I can change the strength minimum and maximum to anything I want in the editor, update it, and save.  Then when I load the rgirlsx file, it loads as having 0 min and 0 max strength.  This only happens to random girl files, not to specific girl files.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.27
Post by: aevojoey on January 20, 2016, 12:01:46 PM
Also, something I've noticed: I can't seem to give random girls more than 0 strength in the editor, which is a bit of a problem.  Is there a reason for this, or is this a bug?

Edit: realized I should be clearer about this strength bug.  I can change the strength minimum and maximum to anything I want in the editor, update it, and save.  Then when I load the rgirlsx file, it loads as having 0 min and 0 max strength.  This only happens to random girl files, not to specific girl files.
Found and fixed it.
It was loading NPCLove and storing it as Strength overwriting Strength.
WME.8.31 is up.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.27
Post by: garloo on January 21, 2016, 12:17:28 AM
Great work, aevojoey. I've returned to this game after several years away, because of your improvements. I am able to successfully build whoremaster.exe using VSE2013 Desktop. For that, I made sure everything was on release, only made a few changes to values on a couple files, and built with file BrothelMaster-vse2013.sln. When I try to run my new whoremaster.exe files though, it won't open and I just get a permanent waiting circle next to my cursor. Any ideas on what I'm doing wrong?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.27
Post by: aevojoey on January 21, 2016, 02:25:18 PM
Great work, aevojoey. I've returned to this game after several years away, because of your improvements. I am able to successfully build whoremaster.exe using VSE2013 Desktop. For that, I made sure everything was on release, only made a few changes to values on a couple files, and built with file BrothelMaster-vse2013.sln. When I try to run my new whoremaster.exe files though, it won't open and I just get a permanent waiting circle next to my cursor. Any ideas on what I'm doing wrong?
Extract the files from the zip that I release into a folder then copy your exe there overwriting the existing exe.
If that does not work I would need more information.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: aevojoey on February 03, 2016, 11:46:23 PM
.06.02.28 is back up

Lots of bug fixes and minor updates to fix things pointed out by Teatime.
See this for details - http://www.pinkpetal.org/index.php?topic=1031.msg38537#msg38537 (http://www.pinkpetal.org/index.php?topic=1031.msg38537#msg38537)

I forget to add in loading checks for new things so I remade the file.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: seden on February 14, 2016, 05:41:54 PM
In case, not sure since when, but in the latest version (06.02.28) while shopping, the selection always got back to the first entry on the list, which is quite tiring (requiring to select again the next entry).

Not sure how heavy an issue it is, in any case, something quite better as it was before ?

Thanks !
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: Shadeyman7 on March 03, 2016, 12:49:07 AM
I have a bug where, with random girls, the not human checkbox that you have to leave unchecked to get a girl to show up underground is giving them the "not human" ability, and this ability overwrites any other "race" abilities such as Demon, Succubus, Angel, etc.  Either making the not human checkbox not cause this ability or making the ability not overwrite other racial abilities would both fix it.

Edit to avoid double posting:

Also, I've managed to figure out all of the relevant stats for most jobs, but there are a few that still confound me.

Customer Service can't appear to go beyond D in the projection, either that's a bug, or I need some weird combination of traits/stats to pass it.

I am not sure at all what makes advertising go up other than Charisma and performance and I think service and fame, too.  Maxing all of them usually leads to me having rank B advertising and sometimes rank C.  Confidence may be the missing piece between C and B, but I still don't know how to A rank it.

Cleaning has some aspect to it other than service, but I can't figure out what it is.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: Teatime on March 03, 2016, 08:51:22 AM
@Shadeyman: Hi! I think bugs should be posted in the bug thread, this one is for release notes. I'm replying here because you might miss the answer if I post it in the bugs thread.
The "is human?" and "catacombs?" checkboxes aren't behaving properly and it's been reported a couple times recently (once by me), the mod authors said they'll look into it.

I've tested it quite extensively and I'm not having your particular problem. I created many random girls from scratch, all with "is human" unchecked and "catacombs" checked, and they show up properly in the catacombs only. If both are checked, they show up in the slave market instead (and this is the bug they'll be working on).
I don't have the "non human" trait overwrite other racial traits though, I just checked and at least the traits Elf, Undead, Demon, Vampire and Succubus always show up properly, together with Not Human.
My suggestion is checking if you're using the latest versions of the mod and the editor, and girls created with those. If you're using old girls, try creating a new one with the latest editor and find her in the catacombs.

I can't help with the customer service and advertising jobs, I'm getting the same results with the first and haven't tried much the second.

@seden: I can confirm the shopping selection problem. If the item bought is only one, the selection goes all back up to the first item, even if there are two identical items. If it can be bought more than once (has no quantity limit, like Radicola for example), the list scrolls up until said item is the lower visible one in the shop list, but remains selected.
Title: Re: Image Names that the game will recognize
Post by: Monty52 on March 03, 2016, 10:14:41 PM
The list/table info of image names is highly confusing.

There is a Dom and Sub category... but also a BDSM one.  Later on a statement that "Dom is for Dominatrix or Dominant in BDSM - NEW (image type BDSM supposed to be for submissive)".  Then what is "Sub" for?

What exactly are Deepthroat, Eatout, Dildo, Strapon, Les69ing, Lick, Suckballs, Cowgirl, RevCowgirl, and SexDoggy used for?  Do these have alternates?  Are they alternates for anything else?  Shouldn't Deepthroat and Suckballs be alternates for Oral (for instance)?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: jonwich on March 04, 2016, 02:08:54 AM
Not sure what's confusing about it, but then I've been playing around here for a while, so maybe I take it for granted. I'll try to explain.

I believe Dom and Sub currently are image types, but not used in the game. (Dom might be used in Torturer, I'd have to check, but I really don't think it currently is) If at some point image types are changed in certain activities so that all of these are active, I imagine it will be Dom is Dominant, Sub is Submissive, and BDSM is generic, like a picture of a girl with some BDSM gear that could go either way.

Deepthroat, Eatout, Dildo, Strapon, Les69ing, Lick, Suckballs, Cowgirl, RevCowgirl, and SexDoggy are exactly what they sound like. They are specifically supposed to be images of those types. But again, there aren't any jobs hardcoded into the game that use these at the moment. To get them to run, you would need a script. (Don't ask me mate, I'm a writer, I can barely change minor things in the code)

Something to keep in mind is that most of these image types were added recently with the idea of giving the images more control over specific actions. It'd be cool to have a deepthroat scene where you probably get a deepthroat picture. Most of these aren't active, I believe. That aside, each of them, and all the other tags, have fallback tags too. For example, if it reaches for Deepthroat and doesn't get it, it will go on to Oral, and then on to Titty, and then on to Nude, and then Profile. (As an example, since I can't recall the specific tags off hand) Basically, when these are coded in or you see them through a script, it will reach for the image, and if that girl doesn't have any images of that type, it goes through a list of possible secondaries, starting with those most closely related. That ties into the Dom/Sub/BDSM pictures too. Imagine, for instance, you had a girl in a job that displayed the Dom or Sub image, but that girl had no designated images for that, so instead it tried to pull BDSM, didn't have that, so it tried Sex/Anal/Oral/Nude/Profile etc. however it goes in the code.

Another thing to keep in mind is that this is largely moot. Because the tags are so new, and most of the girlpacks on the site have been established for a long while, the player content creators making them doing things a certain way for such a long time, you're not going to find many girlpacks pre-set with these image types anyway. There are a few, from folks that are consistently updating or creating packs. (Not me personally, but that's largely because while I find the concept cool, I'd like to find a way to simplify things.)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: aevojoey on March 04, 2016, 04:11:36 PM
There was a typeo in Customer service
Code: [Select]
jobperformance += (girl->confidence() + girl->spirit() + girl->beauty() +
            girl->charisma() + girl->performance() + girl->service()) / 6;
The "/ 6"  should be "/ 3" and I fixed it for the next version.
With it as 6 the total can only be 100 instead of the regular 200 for most other jobs.
This typeo is only in the estimate, the job itself uses different numbers to do the work.

Similarly, the numbers for Advertising were also on 100 scale so I changed it to a 200 scale and fiddled with the numbers a bit to make it more in line with the other jobs.
The new estimate numbers are:
Code: [Select]
            ((girl->fame() + girl->charisma() + girl->performance()) / 3) +
            ((girl->beauty() + girl->confidence() + girl->service() + girl->intelligence()) / 4);
The actual job still uses the same numbers as before.


In other news, I am moving in to my new place this weekend so I probably will not get anything done till next weekend.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: jonwich on March 04, 2016, 06:17:42 PM
Good luck with your move, mate!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: BlackWolf Inc. on March 05, 2016, 01:06:37 AM
Hey no pressure man, hope it works out for you.
On a separate note, could you update the link for my topic on the first page
seeing as I changed username
cheers joey
Wolffy
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: aevojoey on March 05, 2016, 11:54:58 AM
On a separate note, could you update the link for my topic on the first page seeing as I changed username
I have updated the "Girls Packs" section adding in more details about the links. They are arranged by how many girls the link has.
I also updated the Older Versions (http://www.pinkpetal.org/index.php?topic=3446.msg27876#msg27876) post getting rid of the dead links and making it only links to the forum posts that list the changes for those versions.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: BlackWolf Inc. on March 05, 2016, 11:41:15 PM
Your a gentleman and a scholar sir, thank you ;)
Title: Re: Image Names that the game will recognize
Post by: Monty52 on March 10, 2016, 10:52:19 PM
What exactly are Deepthroat, Eatout, Dildo, Strapon, Les69ing, Lick, Suckballs, Cowgirl, RevCowgirl, and SexDoggy used for?

I'm still confused about this...  I'm trying to find image types for these.  I could find no where in this forum where it is explained what these situations are going to be in the game.  For example, for Eatout, who is eating out who - player's girl eating another girl, a guy eating the player's girl?  or Dildo - player's girl dildoing herself, or dildoing another girl,  another girl dildoing the player's girl?  Or how about Lick - licking a vagina or licking a dick?

If there are definitions somewhere, please point me in the right direction.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: jonwich on March 11, 2016, 01:11:59 AM
You're really thinking too hard on this, mate. I get what you're having a problem understanding, but the game doesn't have that kind of complex function built in. I'll try to explain it again.

First, a number of image types quite literally ~don't matter~ in that most of the newer image types, like Deepthroat and EatOut, are not scripted in the game. They ~can~ be used by someone programing or writing a job, or someone scripting a scene, but they currently are ~not~ used. At the moment, the most these image types do is show up in the girl's gallery. For actual gameplay, they're irrelevant, but they do give people programing or writing jobs the ability to use the image type if you want a specific scene. Scenes generally run off something much more broad, like instead of Deepthroat, they'll run Oral, or instead of Eatout, Les.

Second, it's a good rule of thumb that the actor being referred to is the girl. And the fact is, it's just broad. We have a LOT of image types already, including some that are not in use. We don't need to make more to delineate exactly and specifically the actors/actresses in a scene. That means that sometimes, you might get an Oral scene with two girls or a Lesbian scene where they use a dildo. It's not a big issue. Beyond the girl being in the scene, and the scene being roughly involved with the tag, it's pretty much open to the content creator's interpretation.

But really, all that is moot, because image packs are fan created Monty, and each creator has their own standard as to what goes where. One creator might put a double blowjob in oral, another in group, and still another might toss it in Orgy. And that's okay, it's their packs.

Now what you might consider doing is coming up with a common sense standard on how to sort pics for girlpacks, and then see if content creators will use that standard on an optional basis, but there are hundreds of girlpacks up, not all of them maintained. And of those that are maintained, it's more likely that people will want to have more content rather than go back through thousands of images and relabel them by a strict standard that will completely, always match up with the text. It's porn, it doesn't have to make complete sense. Sometimes you just get a cable man drilling a coed. I mean, I've got a WM folder that's over 90 gigs right now. That's a lot of images to mess with. The picture isn't going to completely match up with the text every single time for every single girl, and honestly, I think that's okay.

So basically, the definitions are very simple- the image is remotely tied to the tag. Nothing more, nothing less.Try not to overthink it mate.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: Monty52 on March 11, 2016, 09:08:35 AM
It's in my nature to get things done right.

I'm spending a lot of time trying to get my defaultimages set up well so that I can cover all situations appropriately.  After that, when I start getting girl packs, I will be customizing them severely.  It's hard to have to go into the game to try to find all the text that describe the situations where different images are used.  When there's no detailed reference information, it just makes it more aggravating to try to accomplish this task.

Please don't tell me I'm overthinking things.

EDIT:  In fact, when I am all done, I will make my finely tuned defaultimages pack available to everyone here at some kind of sharing site (someone will have to tell me what to use at that time, maybe mega?).  So you can either help me (and everyone else) better by giving more details about image designations, or if not can someone else respond who knows?

In the case of Deepthroat and the like (Suckballs, etc), it sounds like I'll just be having copies of the same images under Oral as well, unless the game automatically takes images from Deepthroat (for instance) and shows them in the same scenes that Oral does... but it sounds like it doesn't do that currently.  That's unfortunate, because it's wasteful to have to duplicate image files when certain actions are by nature inclusive under other actions, but not recognized by the game to be.

I still don't know what Lick is for... licking what?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: jonwich on March 11, 2016, 10:10:18 AM
Well alright then. Good luck to you.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: CaptC on March 22, 2016, 07:34:04 PM
It's in my nature to get things done right.

There is a well understood axiom within project management circles. "You get less control when you over-control."

How much control is appropriate differs from one project to another. Although computers are involved, pack creation is not a programming task that requires exacting design. Pack creation is appropriately named: It is a creative act. And when dealing with creative people, having a rigid standard is rarely the right way.


I suggest that pack creation is much more like example 2, and that a strict naming guide for pictures is like giving pack creators three single-spaced double-sided pages of instruction.

(A similar dichotomy exists when you are dealing with a volunteer workforce vs a paid workforce. Micromanage volunteers, and soon you won't have any workforce at all. Last I looked, I'm not getting paid to make packs.)



There is another well understood axiom in project management that may also apply: "If you can't define the problem, stop designing the solution."

I am not sure what problem you are trying to solve.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: zippy57 on March 22, 2016, 08:42:10 PM
All I really want to know is where a label makes a picture pop up. And if a label is unused, I want to know that, too.
Considering the original question was asking for that information:
What exactly are Deepthroat, Eatout, Dildo, Strapon, Les69ing, Lick, Suckballs, Cowgirl, RevCowgirl, and SexDoggy used for?
I don't understand the issue. It's already been revealed that Deepthroat and Eatout aren't actually used in the game. That leaves Dildo, Strapon, Les69ing, Lick, Suckballs, Cowgirl, RevCowgirl, and SexDoggy. Are those used in the game? If they are, what makes them pop up?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: Monty52 on March 23, 2016, 06:29:05 PM
CapC - "Perhaps you just want to help pack creators determine which label to use for any specific picture".  I thought that was the obvious intent...

Relax.  I'm not imposing anything on "pack creators".  For one, I was trying to offer advice and show the core game designers (not the image pack creators) the benefit of using a wiki for project organization versus using just a forum for not just discussion, but also for management and general game design information.  If that was in a wiki it would help pack creators to figure out how they want to create their own packs.  You're taking offense to something I am asking for that is only a benefit to you, being a girl pack creator.  I find it bizarre that you actually took my efforts to get things clarified for us as some kind of attack on you.  And beyond that, for the game designers, it would benefit them to have a better medium for organizing their work.  Not only for their own usage, but also for others who join in to help them with the project, like you or me.

For another, I'm asking for better information about which labels to use for pictures based off of what situations the core game designers intended them to be used for... which basically involves describing the situations the different pictures would be used for in more detail than what is available in the forum currently.  This only benefits girl pack creators, because in the future if you decide to update packs or create new ones you have better reference material to base your decisions on.  If you want to do a high quality job finding appropriate pictures then you can.  If not, then don't.  I don't understand what your problem is with that.  If you have a problem with that then it is only your own opinion of your work - not mine.  I didn't say anything about your girl packs.

Oh, and yes, there are image types that are supposedly not planned on being incorporated into the core game but available for game modders who make extra scripted game content (or something like that, from my understanding).  Even still, there must have been some kind of idea what situations the image types are supposed to represent (same as the image types already included in the game, without extra scripted mods) - more than just "it's a scene involving a dildo"... more like "the actor is using a dildo on herself", or "the actor is being dildoed by a man", or "the actor is being dildoed by a girl", or even "the actor is being dildoed by either a man or a girl or possibly a whole gang of monsters".  The way the info is now - who really knows what the intent is/was...  I am working on creating an improved DefaultImages pack that is extremely thorough.  I want to get it right, so that when your girl image packs fail to include all the potential content (and that is not meant to be an attack... ok?  because there are surely many situations where you just will not be able to find a specific girl image that shows that girl doing anything resembling the intended action) mine will fill in the blanks with an appropriate alternative generalized image for the action/situation (as long as the player configures defaultimages to be the primary backup - it's up to them if they prefer that method or not).
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: Monty52 on March 23, 2016, 06:49:36 PM
Even as is, I cannot find the best photos for all potential image types.  I did a pretty damned good job with non-pregnant image types... but I am having trouble with many of my pregnant variations of images.

I do have some options of how I want to deal with this.  I'll give two possibilities:

The easier way is for me is that when I cannot find at least one image for a type that displays a characteristically pregnant-theme, I can just grab images from my non-pregnant collection of that type to use for the pregnant variation of that type.  What restricts this is the fact that some of those images show the belly, which doesn't appear pregnant.  So I just don't use those particular images for the pregnant variations.

The more work-intensive way is for me to take images showing the belly of the girl who can represent the actor, and then do some image-editing of my own to expand the belly out to look pregnant.  This may actually not be too difficult for me to do, as I have already been editing a TON of the images that I will be including in my DefaultImages package.  Either to crop (most common action), remove hair showing, remove text sometimes, and other modifications.  Gaussian blur is an excellent feature, as well as the ability to temporarily create layers, etc...  Paint.net kicks ass, btw.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: Monty52 on March 23, 2016, 07:24:03 PM
I noticed that there typically isn't a lot of activity on here in the forums.  I don't have time to be tactful and slow down and try to be overly nice and persuasive.  I'm trying to get a image pack created and the lack of information available is just holding me back and making it difficult for me - something I'm going to share.  I'm sure I'm not the only one either, I'm just more vocal and more direct than most about issues.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: jonwich on March 24, 2016, 02:32:00 AM
Considering the original question was asking for that information:I don't understand the issue. It's already been revealed that Deepthroat and Eatout aren't actually used in the game. That leaves Dildo, Strapon, Les69ing, Lick, Suckballs, Cowgirl, RevCowgirl, and SexDoggy. Are those used in the game? If they are, what makes them pop up?

If I recall, none of those are used as specific, hard-coded labels zippy. (Other than maaaaaybe Dildo) Joey may correct me on that. I tried to explain this to Monty before, maybe I'll have more luck now. (Though note, I'm in a bit of a rush, so if I don't answer it fully, please tell me)

The way the game processes images is roughly thus:

Each image tag is technically eligible to be coded/scripted into the game. When used in the code or script, the game will pull specifically from that tag, provided there is an image labeled for that tag. So, for example:

Game has a coded bit about an Oral action. Game pulls up Oral images for that girl.

But what happens if that girl has no Oral images? Not to fear, each image type that is coded into the game has backup pulls. So when the game tries to pull an Oral image, and there is no image labeled for Oral, it will then go through a list of other image types to make certain there is at least SOME type of image there. So the example then might go Oral>Deepthroat>SuckBalls>Titty>Group>Sex>Nude>Strip (Or something like that, it's just an example). So in theory, you could possibly have an image pop up from Deepthroat as a category assuming you have no Oral images, but they will only pop up assuming the game searched for an Oral tag and came up with nothing.

Then, of course, you have the DefaultImages folder, which if you've enabled properly, the game will pull from there before it even attempts to pull from secondary images. So in that case, it would be Oral>DefaultImagesOral, ignoring the other possibilities.

Now then, what makes all this moot ~for the moment~ is that the image types mentioned there, past the very basic ones (meaning those that are more descriptive, including all those mentioned there), are not hard-coded into any specific events. Which really makes sense. I don't know that it was ever said in patch notes anywhere, but adding these tags merely gave the game the ability to read images with that label, but it didn't necessarily place any instances in the game where that label is to be read. You have to understand, there are thousands of lines of code here, including a lot of scenes/dialogue that really need to be expounded on or rewritten, and new content coming as well. You're more likely to see it in new content if I can get paired up with someone that wants to splice in new dialogue. (Hint: This might be something to be brought up with the overhaul on the studio coming, it might be a good place to start adding in some of these new tags and testing how creative we can get with them.) Even scenes we currently have written would have to be gone over both by someone writing and coding, because of how it's set up. Let's take whoring for example. There are what, 5 or 6 levels of skill involved for every possible scene, and each of those scenes have multiple possible lines based on skills, traits, and general lines. All of that is then controlled by a single image tag. You'd have to go through and add (keeping with the Deepthroat idea) several lines for each difficulty, including areas with traits and no traits, and then shuffle the tags around to all of it. How that would be done, I've got no clue, though I'd assume it would involve either an individual tag system, separating it all out into some sort of else if branch, or something like that. I'd have to ask Joey or Crazy or Bsin how that might be done.

Bottom line, those images will show up in the gallery, but don't expect them to currently show up in the game. But perhaps expect them to show up in the game as we go along. When that might be, I don't yet know.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: Monty52 on March 24, 2016, 06:13:26 PM
OK, thanks for the explanation on that.

Is there someone in the core game programming group who can give image pack creators better information about what is written in the game for the different image tags?  Basically, update the image type information to give more details about what is currently written for scenes involving the image types currently included in the game, as well as more details about the plans for scenes involving the image types not currently included?  It's difficult to sift through many messages to find bits and pieces of information about it here and there that are often more along the lines of "it seems like it might be like this", rather than "this is what does happen in the game (or what will happen)".  It's hard to plan image packs out when the game design plans aren't easy to locate or descriptive enough.  I'm sure there is someone out there who can easily remember this or have notes somewhere and be like "The game scenes are currently written to describe this scene: 'Anal - male client penis in female actor asshole', 'Bath - female actor bathing herself' (is it written for showers, tubs, or spas or maybe any of the above?), 'BDSM - male/female (or maybe just male - it depends what is written in the scene texts) client dominantly deflowers submissive female actor in BDSM-style' (at least, from what I remember playing the game a year ago is that BDSM causes a loss of virginity), etc and so on..."  It would just be very helpful to have this information somewhere for anyone creating an image pack for the game and really would not take that much time for someone to do to help out in this way.  Apparently there are 50-51 image types and then Preg variations of all of them.  The descriptions would only have to really be given for the non pregnant variations because the only difference with the pregnant variations is that the actor is pregnant in the scene.  It might take an hour for someone who knows this information well.  But that effort will help tremendously, not just for me to improve my image pack before releasing it but for others in the future who create new image packs.  As CapC kind of put it (but oddly against me?), we're not getting paid to help out with the game.  Can someone make it easier for us volunteers to help?

Here's another idea: For specific sex actions that fall within the broader categories (an example would be Deepthroat, Suckballs, and Lick all being specific Oral actions), are there plans to have the game randomly choose from any of those categories in the future (if it is a male client), instead of only referring to those categories if no Oral images are available?  Maybe a female client would choose from Eatout... and maybe Lick if that was meant to be done on a pussy versus penis (but I'm still not really sure even though I spent a couple hours already trying to find pictures of women licking cocks - it would suck to find out eventually that I should have looked instead for pictures of women licking pussy, or maybe men doing it, or maybe both doing it).  Anyway, if there are plans to have the game randomly choose images of specific categories to be used alongside general ones, then those images don't have to be duplicated in image packs.  If there are no plans to do this, then the general categories, such as Oral, could benefit from also containing most (if not all) of the same duplicate images from other specific action categories - but that would be wasteful file space-wise to have to do it that way.

I'm going to follow up by saying that the information would not be forcing girl pack creators to change their image packs, but simply letting them know some important details about the types of scenes the game actually uses the images for, so they don't have to guess or spend a lot of time going into the game to try to find and trigger all the scenes to see what is written for scenes in the game (of course, for the images types not currently implemented, they wouldn't even be able to do that).  I don't want to have to go back later and fix my image pack if I find out that I used the wrong images.  It's a waste of time, and then I'd have to re-upload my files and so forth so that people can get the updates.  It's much better if it's done right the first time.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: jonwich on March 25, 2016, 01:58:24 AM
I honestly think you're giving us too much credit, Monty. Everyone here, whether releasing girl packs, or putting their time into attempting to improve the game with code or written scenes, is a volunteer. No one is getting paid for this mate. I do like that you're looking for ways to make things easier on people, but that's a lot harder than you might think.

This game was created years ago by Devs that pretty much gave it to the public to work on other projects, again, years ago. I don't know how organized they might or might not have been, I haven't touched the original forum area in years. What I do know is that they essentially left years ago, and since then, there has been a collection of mods that has come and gone, eventually culminating in Crazy's mod (and to a much lesser extent my own bad man version). This is a labor of love by a small group of disorganized people that really enjoy this game enough to, when they get 10 minutes that one week when they weren't completely murdered at work, felt like using it to make it better for themselves, and then shared the results. There is no development plan, or goal, or meetings, special forums and communication, or even development team. Joey gets one when work hasn't killed him and decides on his own with a bit of input from other fans what he's going to work on in his small smattering of spare time. Crazy also comes in when he's not struggling to survive that particular week. Bsin and Hanzo once every month or few months get it in their heads to take some aspect of the game and improve it, or change how it functions a bit to make it better. And then you have writers like me and Lyje that will come in and flesh out text when it strikes our fancy a little bit at a time. (That can be be fun but also seriously difficult. Ever try to sit down and write for a couple hours with a boner? Not particularly fun.) And then you have the people out there making the awesome, customizable image packs that help pull it all together for us.

This is a labor of love. Or of lust, or whatever. We're a disorganized group of fans perpetuating our enjoyment of a game that was abandoned by the original devs.

So I get it. You like things neat, and tidy, and done "right". Your suggestions really are trying to help and bring us into a better, more organized way. Unfortunately, it's not going to work with this game. With this being a disorganized fan project that is worked on on-and-off by a small group of people with no real concrete plans, you're asking for something that really isn't going to be possible unless you take the time to do it yourself. (Hey, maybe someone feels like you, and you can make an organized team of it!) If it ever got to a point where Joey or a group of folks got really determined and we stripped the game and rebuilt it from the ground up, what you're talking about and asking about would make total sense. It would make sense to make a wiki, and keep records, and try to have things set up a certain way, the whole shebang. But barring that, a lot of what you're asking for really isn't something that is feasible. I could personally look through thousands of lines of code and try to correct all the scenes so that the images have a clearly defined, uniform meaning, but I'm not going to, and I doubt any one else is either. (Though really, if it does bother someone enough, feel free to prove me wrong! It seems like Monty could really use your help, you determined person you!) My time, and the time of these other folks that barely find the time to volunteer creatively and share their work between living their lives and trying to survive, is valuable, and while I can't speak for everyone, I would much prefer spending my little free time making the game more enjoyable for me, and for people that make the game more enjoyable for me. I hope you find the answer you're looking for, but I don't expect you will. I think you're looking in the wrong place, or at the wrong game.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: Shadeyman7 on March 26, 2016, 04:51:23 PM
Responding after, like, a month.  Downloading the newest version fixed the problem I was having.  Thanks for letting me know. I thought I was up to date.  Speaking of the newest version, there's a new line of text under job preferences that says "at the moment she has not started any special training."  Is there "special training" in the game now somewhere, and if so, where/how can I do it.  Otherwise, is that just a placeholder for something you intend to add later?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: jonwich on March 26, 2016, 07:15:00 PM
Special training refers to a system Crazy was working on with the House Pet and Ponygirl Jobs. (House Pet is in the game, though it needs a lot of work) The idea is that eventually they could be "trained" to act a certain way, and then move on to other jobs. For example, a trained ponygirl might be used to haul freight or customers, or in races in the arena. A trained pet might be kept in kennels or a petting zoo, or used in a kennel where people bring their dogs to stay a while. Those are just concepts for now, though. Right now the only thing that is implemented is the training system itself, with the House Pet job.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: Teatime on March 27, 2016, 04:12:19 AM
@ Shad: you're welcome, glad to hear updating solved your problem :)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: aevojoey on March 31, 2016, 04:14:10 PM
Sorry I have not been on for a few weeks.
I have finished moving into my new place and the only thing left to do is get a computer chair.
I stupidly threw out my old chair thinking I would get a new one rather quickly but I haven't gotten around to it  :'(
I have been using my bed as my chair but that is not conducive to programming. (I am writing this from work.)
I am going to try to buy a chair after I leave work so I should be working on the game this weekend.

I have uploaded the changes I made to the Studio that fixed several bugs in the previous github version.
It is still not completely ready to release as a playable version but should make adding to it easier.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: jonwich on March 31, 2016, 06:56:49 PM
Dude, I totally feel you on the chair. I've needed a new chair for years now, mine is falling apart. I've kept it this long because I don't have anything else to sit on at my computer. @[email protected] Good luck chair hunting mate!
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: aevojoey on April 03, 2016, 01:12:13 AM
.06.02.29 is up
Lots of things added to the Studio but not everything was tested so there may be some bugs.
 
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Shadeyman7 on April 04, 2016, 12:57:53 AM
I tried a cursory glance at the other threads on the forum that would explain it but couldn't find anything.  How do you make meetscripts for specific girls in the game?  Like I assume you can do it with the script editor, but is there a specific way I need to save them?  Do they need a specific prefix in the script itself to trigger properly?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: CaptC on April 04, 2016, 05:57:54 AM
I am no pro. But to my understanding:


1) Yes, meet scripts are individualized per girl.
2) I make my meet scripts with the script editor.
3) I think you can save the script itself wherever you want, but there needs to be a trigger.xml file in the girl's directory. The trigger.xml file points to the location of the meet script, and specifies which script to use under which conditions. I currently always put the meet script in the same directory as the girl's images.


That being said, many of the meet script conditions appear to be inoperable. YMMV.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: CaptC on April 04, 2016, 06:29:37 AM
Is the strip club bartender supposed to be a barmaid? Even though I have a bartender assigned, my waitresses keep complaining that it's hard to keep up with the customers without a barmaid.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: seventhsword2 on April 04, 2016, 09:56:02 AM
It seems that you can't have multiple random girl types, one of them will always have an error that causes it to use the hard code random girl
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: hjp766 on April 07, 2016, 09:06:46 AM
Quick thing with the new studio:


I seem to be getting the following problem all the time.


Once Director takes a girl off duty she goes to permanent time off not time off (current job) and is never assigned back to work.


HJ
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Shadeyman7 on April 10, 2016, 01:54:12 AM
I am no pro. But to my understanding:


1) Yes, meet scripts are individualized per girl.
2) I make my meet scripts with the script editor.
3) I think you can save the script itself wherever you want, but there needs to be a trigger.xml file in the girl's directory. The trigger.xml file points to the location of the meet script, and specifies which script to use under which conditions. I currently always put the meet script in the same directory as the girl's images.


That being said, many of the meet script conditions appear to be inoperable. YMMV.

Thank you for the help!  How do you make a trigger.xml file, or will any trigger.xml file work as long as it's in the same place as a meetscript?  Like could I just copy-paste an existing one or do I have to make individual ones for each meetscript?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: hewhocumsbynight on April 10, 2016, 06:43:36 AM
Thank you for the help!  How do you make a trigger.xml file, or will any trigger.xml file work as long as it's in the same place as a meetscript?  Like could I just copy-paste an existing one or do I have to make individual ones for each meetscript?

Just copy-paste the one from any other unique girl with a meetscript.  I can also upload my copy if you want to download it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: HerpaDerpington on April 10, 2016, 05:45:59 PM
Awesome stuff you got here guys! One small question (and pardon me if this isnt the FAQ session-did a search and nothing came up). How do you make one of the girls a queen and/or your wife?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Fat Kyubey on April 10, 2016, 07:43:00 PM
Either pop open the .girlsx in the editor to add the traits or use items that add the traits.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: CaptC on April 11, 2016, 09:02:19 AM
Awesome stuff you got here guys! One small question (and pardon me if this isnt the FAQ session-did a search and nothing came up). How do you make one of the girls a queen and/or your wife?


Dunno about wife. Not sure that one is available.


Queen is an attribute of the character. Open the girl's file in the character editor and select the attribute on the list in the lower left corner.

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: NotEd1971 on April 11, 2016, 11:15:39 PM
So, I'm trying out the new version (06.02.29), and I got a weird bug.  On my last turn, the gang exploring the catacombs netted over 200 girls, more than 300 items, and over $500 million.  They, of course, died in the process.  Strangest thing I have seen in the game.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Monty52 on April 23, 2016, 09:04:13 AM
Request for next version: alter some of the action-image tag links.

For example of what I mean by this:

- When a girl is assigned to Beast Care, the game displays images with the "Farm" tag.  Why not "Herd" as that's more animal/beast-specific? "Farm" is more general farm work, which I would assume to have a lot of focus on planting and harvesting crops.
- When a girl is assigned to the Torturer job, the game displays images with the "Profile" tag.  Why not "Dom"?
- I got a !!!DANGER!!! event that involved a bunch of priests torturing my girl.  Why did it use a "Death" image?  She didn't die.  Would it make more sense to use "Torture" images instead to show that she got hurt by the interaction but not killed?
- Interacting with a girl, visiting her in her bedroom, and asking for deepthroat uses "Oral".  Why not script in "Deepthroat" to the Crazy mod?  It's been designated already as an image category, and the game has had specific "Deepthroat" events for a long time (another one is in the dungeon).  "Oral" can be used as an alt.
- Interacting with a girl, visiting her in her bedroom, and asking for Tittyfuck uses "Oral".  Why not "Titty"?
- Interacting with a girl, calling her to my office, and inspecting her uses "Strip".  Why not use "Nude" instead since she's not being putting on a show doing it but rather just removing her clothes to be naked?  There's already another interaction I can do to ask for a striptease.
- I also noticed that certain girl interaction actions had a delayed response for when the game decided to show the interaction picture.  For example, taking a girl to dinner, and then dessert did not show the "Oral" image immediately.  I continued to select a new interaction and partway through choosing the new interaction the "Oral" pic for that previous interaction appeared.
- "Interact With" on a girl in the Dungeon and choosing any available action does not show any action pic.  Why not have it do the same as non-dungeon interaction and show an appropriate action pic?  Example: Asking for anal shows "Anal" image.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: dolbie158 on April 23, 2016, 10:27:34 PM
Thanks for all the work you guys put into this but i was wondering if there is a way already or maybe a way to add a way to view the girls gallery from the slave market so when you buy her and you have specific job needs you can see before hand if she has the needed images
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: rxformula91 on April 26, 2016, 11:50:57 AM
One request to the game, since there are unique girls that can be born as daughters, is it hard to have the same coded for random girls? so that say some random girl packs would only be slotted for choice for daughters?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Tyrgalon on May 01, 2016, 04:27:04 AM
I have tried to get something similar, that any girl could be born as a daughter. Tho atm it looks like you are gonna have to mannually change that in the girls files :/
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Shadeyman7 on May 16, 2016, 05:38:02 AM
Would like to see pregnancy and child birth not show up as --danger-- in the weekly summaries.  Danger is usually for stuff that's a big deal, like an STD being contracted/spread or an assault or a death.  It's a problem when I'll have whole breeding brothels with no anti-preg potions being used and I'll get dozens of danger warnings and have to sift through them to find the things that are actually dangerous, not just notifications of things I wanted to happen happening.

(or have pregnancy/birth be its own notification type, color it yellow and have it say "preg/birth" or something)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Plague151 on May 24, 2016, 07:34:13 AM
Every time I attempt to run the .exe, it gets to the "preparing game please wait"screen and freezes. I have tried several different versions, all have the same issue. Help?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Shadeyman7 on May 30, 2016, 06:41:17 AM
I've been messing with the width/height display settings to try to get it to stop cutting the edges off some of my images.  I got the width/height set right, but all the UI pieces look weird now.  Is there a rate I should be adjusting the scale alongside adjusting the width/height to make the UI not look all squashed?

Edit: realized I wasn't too clear in my language there, so links to a screenshot:
http://i.xomf.com/wgmgd.png

I changed the settings from default to 1600 width and 800 height.  Kept the scale at 800 width 600 height.

Edit x2: Also, unrelated question, but if I want a custom meetscript to trigger on a girl I meet in the Arena, do I need to make sure the file name is "MeetGirlArena" (or something like that) instead of just "MeetGirl" or do I need a different trigger.xml file?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.28
Post by: Sorren on June 01, 2016, 01:16:39 PM
I'm going to follow up by saying that the information would not be forcing girl pack creators to change their image packs, but simply letting them know some important details about the types of scenes the game actually uses the images for, so they don't have to guess or spend a lot of time going into the game to try to find and trigger all the scenes to see what is written for scenes in the game (of course, for the images types not currently implemented, they wouldn't even be able to do that).  I don't want to have to go back later and fix my image pack if I find out that I used the wrong images.  It's a waste of time, and then I'd have to re-upload my files and so forth so that people can get the updates.  It's much better if it's done right the first time.


When I get round to finishing my girl updates (something like 1/3 of the way through 1100ish girls plus some new ones of my own), pretty much most of the girls released on here since I joined (I've been selective in places) will be updated and sorted to follow the new image tags. I've also generally been going around finding profile images for girls rather than having their nudes show up for their profiles, that said I for one would love to know all the implemented tags so I can sort all the images to cover all the current tags so that sorting them is less intensive in the future.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: MuteDay on June 08, 2016, 11:22:52 AM
im going to see if i can build a linux version that doesnt require wine
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: bicobus on June 08, 2016, 03:05:22 PM
im going to see if i can build a linux version that doesnt require wine
Kudos if you manage it.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: MuteDay on June 08, 2016, 04:05:18 PM
Kudos if you manage it.




It may take a while to do have to wait for a few things first
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Frankieo on June 25, 2016, 04:10:52 PM
Hey.


So, I am very OCD on having folders nice an clean according to my own taste, right.
On that note, I was wondering how I can go about changing the .rgirlsx and/or .girlsx files to compliment the new renamed girl folders.
And if it's possible to put all girl folders from one creator into into a second folder, so I will know which .rgirlsx and/or .girlsx file goes to which folder, and which creator has which girls.
This, if possible, would also help me keep all different versions of a girl that might have multiple versions, one from 2 or more different creators, and stop the .rgirlsx and/or .girlsx files from mixing folders and/or not showing pictures at all, or duplicating a girl that I already have, because they share the same name only.


I am aware that I might have to spend over a day to rename all the files and folders, as I have well over 200 girls probably when combining all the anime or animated girls from the creators who have made such girl packs, but in order to keep all of them, I would be more than willing to do that.
And it is with that reason I am asking if and how it can be done, and for a possible short explanation.


Also, on another note.
The game creator has put in random girl names, that allow people to play the game without actually having girl packs, but it wont show pictures.
Is it possible for me to completely remove these picture-less random girls from the games script/files?
If so, adding that would also be greatly appreciated.


Thanks for any answer :)
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Major Malinger on July 01, 2016, 06:00:17 PM
I'm having the same issue; the hard coded slaves don't have any pictures associated with them. I went and looked through the folders and couldn't find the pictures anywhere in there either. I'm not sure what the best fix is, download the missing pictures, or tell the game to stop looking for them, but any help would be appreciated. Thanks.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Dabanisher on July 14, 2016, 09:20:29 PM
is it possible to be put on your recommendation for girl packs?

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Dabanisher on July 14, 2016, 10:30:10 PM
im also with major and the other dude on the default packs i will compile the images and send them to you if you give me a list of them i can do the packs and have them done soon since the old ones from my memory were kinda crappy  plus i know there are more images for all the old ones
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: hentai_geek on August 26, 2016, 11:17:09 PM
Hello,

I have been thinking about the game and I have some suggestions if the developer is reading this.
I think that the original system of enslaving a girl is too easy, and unrealistic.  There should be some legal system that protects freewomen from enslavement.  You shouldn't be able to outright enslave them with an enchanted brand.  In that case, why even have any free girls at your brothel???

Realistically, a brothel owner in this sort of world would probably have to start out hiring girls to go work for him.  He'd have to give them a share of the profits, but this would be until the owner could finally afford to buy a slave. 

And, other scenarios, such as setting up a banking loan system would also be ideal.  You could also attain girls as collateral for when a customer is unable to pay his or her debt.  But, outright turning a free girl, not guilty of a crime and not in debt to you, isn't realistic. 

I think that the additional challenge with not being able to enslave a freewoman unless certain conditions were met would make the game more entertaining.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Seyda on August 29, 2016, 10:18:36 PM
Is this still being updated?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Dabanisher on September 01, 2016, 06:16:53 PM
geek has a point and it may jsut make it a real game with progress heck maybe even some story to it
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Fat Kyubey on September 02, 2016, 01:14:23 AM
If you do it, at least make it an option, like an actual hard mode where you cannot easily enslave free people. I hate it when updates remove my options and force me to now go through hoops to achieve the same thing I could before with ease.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: crazy on September 02, 2016, 04:16:18 AM
Is this still being updated?
If u mean the mod then yes an update is in the works. If u mean this post then no Joey is gone atm and till he gets back it won't be updated
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Uriel on September 06, 2016, 12:19:25 PM
Is there a WM download, based on current .06.02.29 with all the girls/scripts/items. Just unpack and play?
I just discovered that my copy of WM disappeared somehow with all the stuff, and i just dont wanna download all this separately again.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Dabanisher on September 06, 2016, 07:48:26 PM
im sorry but your gonna have to do all that
theres no one download fits all kind of thing
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Applesauce on September 15, 2016, 08:02:50 PM
A couple questions about adding girls
Are the tags cowgirl and reverse cowgirl used in normal sex calls?
If eat out is used is it for receiving or giving?
Which tags the OP says are not implemented are actually implemented?
Should image packs include not yet implemented tags?
What determines if an ecchi image is used instead of a profile image?

Regarding traits;
Is there some kind of dedicated place where all trait effects are documented or does one have to look at each job?
Do traits from equipment have any impact on inheritance?

Is there any implemented mechanic for your futa girls to sire children?
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: playpig on September 17, 2016, 08:32:29 AM
Some suggestions:
Player should also have experience, Stats, Skills and Traits, train to improve them, use items and catch STD.
There should be a new building: academy or college where player and girls could train to improve stats and jobs performance. They would train by themselves or one could assign a Teacher. If the teacher has high values of the stat/skill/trait/job them the training will be more efficient and faster.
Besides pills that only pregnancy there also be available the option to buy condoms and use them to avoid STD. STD should have worst consequences than the actual ones, affecting stats and traits like health for example or looks. At clinic could also be available STD treatments.  So the player and the girls can catch STD and be contagious during intercourse from the different STD. For some could even don’t exist cure, only treatment. A pharmacy service with different medications/pills for diseases or treatments.
Another building could be a drug cartel with different drugs like cannabis, heroin, ecstasy….
Girls could have body measures that you could change by diet or surgery like breast implants.
Another building that would be very interesting is a Gym to improve strength, agility and constitution; also with different classes and teacher you can assign or self-training.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: dmotrl on September 17, 2016, 01:06:51 PM
Some suggestions:
Player should also have experience, Stats, Skills and Traits, train to improve them, use items and catch STD.
The player barely exists as a character, and it will take a lot of work to get it integrated.
Quote
Another building that would be very interesting is a Gym to improve strength, agility and constitution;
Happens at the Arena via Combat Training.  Agility and CON are also trainable via girl interaction.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Fat Kyubey on September 17, 2016, 03:14:04 PM
If you want a somewhat similar game where your character is... a character... you could try Slave Maker (http://slavemaker3.blogspot.com/).
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: playpig on September 18, 2016, 02:32:41 PM
can we at least think about the possibility in adding condom option to prevent pregnancy and STDs? SO you could buy condoms as you do for pills and you could also choose if girls use condom, pill or both. I repeat again that severe consequences for STD would be changeling
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: Dabanisher on September 18, 2016, 03:10:54 PM
that seems redundant since we have anti preg pots

Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: dmotrl on September 18, 2016, 11:50:32 PM
can we at least think about the possibility in adding condom option to prevent pregnancy and STDs? SO you could buy condoms as you do for pills and you could also choose if girls use condom, pill or both.
Condoms as a buyable item to prevent pregnancy would be easily doable - just make a consumable item that adds a Temporary Sterile trait.  I don't think you could use it to block Diseases, that would have to be done in hard-coding.  But if you have condoms (that block pregnancy and STDs) and pills (that block pregnancy), why would you take both?

Quote
I repeat again that severe consequences for STD would be changeling
Maybe ... what are the consequences for STDs that are in the game already, anyway?  I just toss a healing item at anyone who gets something, so I've never seen the effects.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: TheGho7t on September 27, 2016, 04:32:18 AM
Just got the game today and I'm having trouble with my .girlsx files it seems.

I assumed, from what I've looked up and such, that they're corrupt for some reason. (Don't know how the game entirely works. I'm quite good at picking up on stuff but this is stumping me still.)

I got the newest version here. What actually frustrates me is it seems I'm the only one with this issue LOL, at least to this extreme.

I got ALL of the MixedGirl packs from Lurker's packs [http://www.pinkpetal.org/index.php?topic=1004.0 (http://www.pinkpetal.org/index.php?topic=1004.0)] (http://www.pinkpetal.org/index.php?topic=3446.780) from this post as well, and I guess most of them are corrupt or something. Literally it's a miracle if I find more than 2 non-hard coded random girls in the uh, when you go to town to try to purchase the girls. (I apologize I don't know this terminology but it's freaking 5:30 in the morning for me now and I don't really feel like looking it up. I do believe you know what I mean though. *fingers_crossed*)

Hopefully someone can help me. The game is still fairly playable AND enjoyable just, aggravating to say the least as to why this is happening. Probably just as simple as "They're corrupt plus, you're screwed there, royally" but I would hope that's NOT the case and that I can ACTUALLY USE all the dang characters I got.

Thanks to anyone who can help.
Title: Re: Updates and Notes for Crazy's Mod --- Current Version .06.02.29
Post by: FluffyMongeese on September 27, 2016, 07:17:19 AM
Just got the game today and I'm having trouble with my .girlsx files it seems.

I assumed, from what I've looked up and such, that they're corrupt for some reason. (Don't know how the game entirely works. I'm quite good at picking up on stuff but this is stumping me still.)

I got the newest version here. What actually frustrates me is it seems I'm the only one with this issue LOL, at least to this extreme.

I got ALL of the MixedGirl packs from Lurker's packs [http://www.pinkpetal.org/index.php?topic=1004.0 (http://www.pinkpetal.org/index.php?topic=1004.0)] (http://www.pinkpetal.org/index.php?topic=3446.780) from this post as well, and I guess most of them are corrupt or something. Literally it's a miracle if I find more than 2 non-hard coded random girls in the uh, when you go to town to try to purchase the girls. (I apologize I don't know this terminology but it's freaking 5:30 in the morning for me now and I don't really feel like looking it up. I do believe you know what I mean though. *fingers_crossed*)

It might be more of an iss