sby's loader imports (3 Viewers)

GrayImp

Potential Patron
Joined
Jun 30, 2015
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Ok I have figured out what was wrong. I think.

It looks like Shrinking from pass out over rides shrinking from penis depth. Let me tern Hilt actions back on and see if I can recreate those glitches now...

Pass out shrink, off. Depth shrink, on. Hilt actions, on. Ok yea, like this if you take her off the penis fast after hilting her eyes oscillate a bit from the Depth thing turning off and the shock managing to take over. So it goes Depth informed normal size to Shock shrunk size, which is rapidly wearing off.

Hmm, Shock works fine by itself...

I can't recreate the coughing glitch... Oh no. It happens if I have Depth shrink, Pass out shrink and Hilt actions off... Odd.

When I had Depth shrink OR Pass out shrink on without Hilt actions there is just a slight graphical glitch in the bottom left of the eye.

Oh there we go. Hilt actions only gets me the animation hiccup.

This has been an interesting experience. First time I've done something like this.
 
D

DerGefallene

Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Hi there! I can't download anything on app.box.com. Whenever I click the download button nothing happens. I tried that on multiple browsers. And on JDownloader it says "The uploader of this file doesn't have enough bandwidth left!". When will this be fixed?
 
H

herodiou

Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

DerGefallene said:
Hi there! I can't download anything on app.box.com. Whenever I click the download button nothing happens. I tried that on multiple browsers. And on JDownloader it says "The uploader of this file doesn't have enough bandwidth left!". When will this be fixed?

I can't download any sby files either,this means that sby has to pay for an upgrade of his account so we can download it :/
 
L

Luxon

Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

It's all awesome that we have all these mods and versions but app.box doesn't work i cant get anything.
So... what now?
 

stuntcock

Content Creator
Joined
Jun 5, 2012
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Luxon said:
It's all awesome that we have all these mods and versions but app.box doesn't work i cant get anything.
So... what now?
Be patient.

DerGefallene reported the problem on July 5; sby hasn't logged in since July 2. He presumably isn't aware of the problem yet.

If you're feeling generous then you could contact sby via PM and offer to pay his box.com subscription fees for a few months. Otherwise, he might decide to migrate his files to a free filehost (which means that you'll need to wait slightly longer before they'll be available for download again).

Alternatively, you can grab the -- Sby Loader Pack -- from the first post of the thread. It contains the core stuff (such as animtoolsV14) and it should still be accessible because it's hosted on Mediafire rather than box.com.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

stuntcock said:
Luxon said:
It's all awesome that we have all these mods and versions but app.box doesn't work i cant get anything.
So... what now?
Be patient.

DerGefallene reported the problem on July 5; sby hasn't logged in since July 2. He presumably isn't aware of the problem yet.

If you're feeling generous then you could contact sby via PM and offer to pay his box.com subscription fees for a few months. Otherwise, he might decide to migrate his files to a free filehost (which means that you'll need to wait slightly longer before they'll be available for download again).

Alternatively, you can grab the -- Sby Loader Pack -- from the first post of the thread. It contains the core stuff (such as animtoolsV14) and it should still be accessible because it's hosted on Mediafire rather than box.com.
well shit, didn't think i would hit the monthly cap again.

i think i figured out why though, i was using my box account for various other projects outside of sdt, and those file sizes were 30+ megs shared between a bunch of people.

my monthly cap should reset pretty soon. to help prevent this from happening i think i will move some of the bigger files that get tons of downloads like animtools and moreclothing over to mediafire.

and yeah, i use mediafire for the loaderpack, and that contains the past wave of mod updates that i officially released.


edit/update - noticed that my monthly bandwidth usage was not clearing on box. i made a service ticket on the site about the issue and they have already fixed it (pretty awesome that they got around to it so fast :D )

lol, if they glanced at the filenames of some of my stuff the people probably be like 'whaaa?'
 

43156c7b

Potential Patron
Joined
Jul 15, 2015
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

someone pack me a working loaded with animtoolsV14 please? I can't get it working...

EDIT: ok figured it out thanks
 

Fleack

Avid Affiliate
Joined
Nov 20, 2014
sby said:
uploaded things n such

What exactly do the changes do the dialogpatch do? "Option to play lower priority dialog lines if highers unable to." Does that address specific issue(s) or does it open up content options for dialogues?
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Fleack said:
sby said:
uploaded things n such

What exactly do the changes do the dialogpatch do? "Option to play lower priority dialog lines if highers unable to." Does that address specific issue(s) or does it open up content options for dialogues?
sometimes some high priority lines are built, but are unable to be played due to circumstances. this is an option to sort of work around the vanilla dialog system. this will result in more dialog being played when things are trying to be said, but opens up the chance for high priority dialog lines to be skipped.

if you want to see the dialog system in action, load up the monitordialog mod to get an idea.

if you have ever had your dialog seem to ignore stuff for a bit, then eventually go back to normal, this might be the reason.


CortanaLover said:
Minor query:

Will the SuperBelly mod ever be updated to support more than just the light skin?
unless somebody draws/recolors the existing stuff to be the other skin tones, nope
 

stuntcock

Content Creator
Joined
Jun 5, 2012
sby said:
unless somebody draws/recolors the existing stuff to be the other skin tones, nope
Here you go.



superbellyV2 +skin.mod View attachment superbellyV2 +skin.mod

superbellyV2 +skin.fla View attachment superbellyV2 +skin.fla


I left the original scripts intact; just added the skintone variation stuff.

Code:
    // Setup a proxy to enable skin-tone shifting
    //
    // Note: we hook onto "setTanAlpha" rather than "setSkin" because setSkin always invokes setTanAlpha.
    // This approach is more flexible - if we ever draw TAN shapes onto the art assets, then we can use the existing
    // proxy function to also apply the appropriate Tan shapes (and intensity).
    makeprox(main.g.her._tan,"setTanAlpha",function():void{ setSkin_Post(mychest); },persist == 1, true, true);

...

function doCheck(e)            //master function called every frame
{
        // Perform a special call to the SetSkin proxy function
        // This is needed because belly-stretching animation can "reveal" new symbols (which weren't covered by the initial call)
        // In fact, the symbols are being added at runtime.  Blame whoever setup a timeline with two different Belly symbols.
        setSkin_Post(mychest);
}

...

// Recursive function.  Called (via lProxy) after SDT invokes SetSkin.  Assigns appropriate Skin color to an element and all descendants.
function setSkin_Post(element:MovieClip) {
    if (element.name == "skin") {
        // Base case
        (element as MovieClip).gotoAndStop(main.g.characterControl.currentSkinType);
    }
    else {
        // Recursive case
        for (var i:uint = 0; i < element.numChildren; i++) {
            if (element.getChildAt(i) as MovieClip) {
                setSkin_Post((element.getChildAt(i) as MovieClip));
            }
        }
    }
}

The range [48 ... 69] consisted of independently-drawn shapes instead of transformed symbols. I had to adapt them into a symbol for the skin stuff to work correctly. The change should be unnoticeable from the user perspective.

Note: this project would have been much easier (less labor-intensive) if it was setup to use tweened shapes instead of keyframed symbols. If it becomes necessary to do some major work with this mod (e.g. pregnancy-compatible clothing?) then I'd probably reorganize it into tweened Mask layers and standalone skin-fill symbols.

I cleaned up one of the shapes because the original was too complex -- it couldn't serve as a Mask.



Look at the before-and-after on this goddamned thing. That's 16 kilobytes of unnecessary anchor points. If anyone out there has ever wondered why I ask people to vector-trace stuff by hand, here's why. Machines are stupid.

We don't have any Tan details drawn onto the belly. As a result, it looks okay with the Swimsuit or Swimsuit-T tanline settings, but it looks silly with Full tan or Bikini Tan. This is the sort of "extension" task which would be much easier to accomplish with tweened shapes instead of symbols.

 
Last edited:

stuntcock

Content Creator
Joined
Jun 5, 2012
sby said:
any idea why it won't do the skin setting for frames 1-21 and 38?
Because I half-assed the testing :-[

Those frames suffered from the same problem as the [48...69] range (which I did notice and fix). The entire [1...151] range should work correctly. As a minor bonus: removing the superfluous shapes reduced the filesize by approx 10%. Still no support for tanlines, of course. The download links in the previous post have been updated.
 

Silent_Raptor

Potential Patron
Joined
May 4, 2015
Just saw the new updates, seems like taking a hiatus makes me more curious for new stuff. Now I just need to work up the motivation to switch over the new mods...meh, I'll do it tomorrow. Keep up the good work boss.
 

Hank East

Content Creator
Joined
Jan 25, 2012
Sby I was wondering, how should I set up my MorecumspurtsV3 settings in order to have a single yet extremely long spurt?
 

stuntcock

Content Creator
Joined
Jun 5, 2012
TheCrimsonFuckr said:
Sby I was wondering, how should I set up my MorecumspurtsV3 settings in order to have a single yet extremely long spurt?
You can achieve a reasonable result with the following. Note that I'm showing only the relevant variables; you should splice these values into your settings file (do not just replace the whole file with the snippet below).

Code:
additionalcumspurts=1					// we're adding one custom spurt
mincumspurtlength=150					// we want it to be very long

This isn't a perfect result, because you'll still get 4-6 normal spurts before the super-spurt begins.



I wrote an unofficial extension of the moreCumSpurts mod which might provide the results that you're looking for. You can find it here. In order to achieve a single long spurt, you could use the configuration snippet shown below:

Code:
semenVolumeMultiplier=2.0			// Increase the total amount of semen per orgasm (so that's it's double the SDT default)
						// Note: you can fine-tune this value after testing it in-game.  Triple?  Quadruple?  Revert to 1.0 default?  Whatever works for you!

maxSpurtDuration=-1				// Remove the normal limit on the length of each individual spurt

intensityPerNormalSpurt=1.0			// We want the ENTIRE load to be expended in one super-spurt
 

Hank East

Content Creator
Joined
Jan 25, 2012
Thank you for taking the time to make that mod. However, when I used your configuration, It did not give me the firehose spurt, instead I had to set up maxspurtduration and minspurtduration to be far higher and the same value.


EDIT: Ah nevermind, I found out what I was doing wrong.
 

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