sby's loader imports (2 Viewers)

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Since sby's downloads went down, I've uploaded what I have of his downloads to a temporary mirror:
http://dropcanvas.com/ji3q4
This temporary mirror lasts for 3 days, then it expires. I hope sby will have his hosting sorted out after that.
The files I have mirrored are:
dialogdisplayeditV1
deepthroatactionsV3
throatcumbulgeV2
penisrangeV3
animtoolsV6
breastexpansionplusV2_4

Additionally, I guess congratulations are in order?
I mean, it has to take quite some downloads to cause you to run out of bandwidth.

And uh sby, I think animtools could be responsible for you running out of bandwidth. It's 5.17 MB large.
To reduce filesize, I think you could...
- Use PNGGauntlet to compress the position images by ~20%. This will give you an archive size of 4.44 MB. (I know, not a really big improvement but it will help). Maybe you can use PNGGauntlet on all mods that have .png's packed in them - from what I heard from ModGuy the bandwidth usage resets every month, and if they go by calendar months you could shave off enough kbs that you'd stay below the limit.
- Save the images as JPEGs. That will compress image size by about 60%, but they'll look a bit worse. Doing so (with paint) will give you an archive size of 2.46 MB.
- You can also opt to just remove the images from the archive and have users experiment with them. Doing so will give you an archive size of 792 kB.

There's options for compression as well, (I prefer rar, saves 2% more) but since you use .zip for everything, I assume it has a reason.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

yeah, i am going to remove pictures and such with some of the files to reduce size of download, resulting in more possible downloads per month.

it should clear out the bandwidth usage tonight and the links should work again.
(never thought i would run out of free bandwidth xD )
 

blaster

Potential Patron
Joined
Feb 22, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Hey sby

First I wanted to say good job for all the work you've done and your friendliness towards the users!

Then, I have a question about your androidbehavior mods.

I understand that your V2 fixes the eyes to be open permanently but would it be possible for them to remain "alive" like in V1? The iris is fine of course, but the eyes do not "close a little" or "open wide" anymore since they are drawn to be always "wide open".

I basically request a mod in which you can allow or disable coughing, wincing and winking, and keeping eyes open but not "open that wide" xD

Meanwhile, I also noted that I can't make your V1 work with my versions of loader 5.22 and 5.25c

Cheers
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

blaster said:
Hey sby

First I wanted to say good job for all the work you've done and your friendliness towards the users!

Then, I have a question about your androidbehavior mods.

I understand that your V2 fixes the eyes to be open permanently but would it be possible for them to remain "alive" like in V1? The iris is fine of course, but the eyes do not "close a little" or "open wide" anymore since they are drawn to be always "wide open".

I basically request a mod in which you can allow or disable coughing, wincing and winking, and keeping eyes open but not "open that wide" xD

Meanwhile, I also noted that I can't make your V1 work with my versions of loader 5.22 and 5.25c

Cheers
there was quite a few situations and bugs that the first version kind of failed on. version 2 cleaned things up and made the eyes absolute, which i preferred.
all past versions of my mods are not guaranteed to work with the current loader. sometimes i change design choices and this mod was one of them. i will make a note to add a setting to change the forced position, but probably won't happen soon because it is one of the less used mods i use.


also should take this time to say i uploaded stuff, but i doubt i actually need to do so because sticky ;D
 
S

Spankbait

Re: sby's loader imports; 8/09/2014: too much stuff to list here

Tries out animtools for the first time. Starts with cowgirl.
For the hell of it, switches to auto on hard. within two seconds she back flips off him and exits the screen like she was fired out of a cannon.
Your mod has made my day. Thank you.
 

Slingerbult

Content Creator
Joined
Sep 15, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

I was just wondering: are there any loader-specific dialogues published that make use of AnimTools and position changing triggers? I haven't seen any - if someone has something unpublished they could consider sending me, I'd like to take a look and learn some new tricks.
 

blaster

Potential Patron
Joined
Feb 22, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

sby said:
there was quite a few situations and bugs that the first version kind of failed on. version 2 cleaned things up and made the eyes absolute, which i preferred.
all past versions of my mods are not guaranteed to work with the current loader. sometimes i change design choices and this mod was one of them. i will make a note to add a setting to change the forced position, but probably won't happen soon because it is one of the less used mods i use.

Nice to hear from you, sby ;)
Have a nice day mate!
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: sby's loader imports; 8/09/2014: too much stuff to list here

something you might want to fix:
changes:
added a 'cum_in_her' dialog trigger, triggers when bodycontact is enabled and cumming in her. see included dialog for example

example dialogue:
cuminher:"oh yeah pump your stuff into me!"
cuminher:"i can feel it flow deep into my body . ."
cuminher:"my body feels bloated with all that cum in there"

so which is it?
Looked through source, it seems to be cuminher, not cum_in_her
 

Tio Guy

Potential Patron
Joined
Feb 18, 2011
Re: sby's loader imports; 8/09/2014: too much stuff to list here

WOHOO! Close mouth is out! *does a totally not lame dance*

Works perfectly, with two nitpicks =P

Has a tendancy to make him miss her mouth if it's closed and you push her on quickly. Not massively bothered by this as I don't do that much, but maybe some way to make her open quicker on penis contact or something? Again, not really a problem, more just something I noticed with the mod.

The only other thing did seem odd though; her mouth doesn't animate when she coughs if it's closed. Any way to fix that? Everything else looks perfect and the settings allow for alot of possibilities but that keeps standing out to me.
Maybe an openmouthonshock option would be cool too, just make her open wide for a second on [SHOCK] commands as if she were gasping. I think that'd add more life and animation to her.

Other than those minor nitpicks, it's awesome stuff as always dude and close mouth is getting added to all my character files =P
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Tio Guy said:
Other than those minor nitpicks, it's awesome stuff as always dude and close mouth is getting added to all my character files =P
might want to add it to the $over$ folder instead of every character folder xD
 

Tio Guy

Potential Patron
Joined
Feb 18, 2011
Re: sby's loader imports; 8/09/2014: too much stuff to list here

might want to add it to the $over$ folder instead of every character folder xD

Pah, I have no need of such witchcraft!


...okay I forgot $OVER was a thing... Good call =P

Not tried out the new animpositions yet, keep meaning to transfer all my stuff to the new loader and generally update things I'm using. Still dubious about doing so as 5.25c has really been laggy for me when I've tried it, alas.
Will have to take the plunge sooner or later though!
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

here's a bit of what i have been doing:

extractvanillapiecesV1:
edit - old link removed

feel free to beta test for me.
the mod is persistant, waits for vanilla mods to be imported.
when they are, compatible modtypes are extracted out from vanilla control and are added to their respective clothing list.
no surprise, but saving doesn't work.


compatable modtypes can be seen listed in this mess of code:
controldic[ModTypes.COLLAR] = (g.characterControl.collarControl);
controldic[ModTypes.GAG] = (g.characterControl.gagControl);
//controldic[ModTypes.COLLAR] = (g.characterControl.cuffsControl);
//controldic[ModTypes.COLLAR] = (g.characterControl.ankleCuffsControl);
//controldic[ModTypes.COLLAR] = (g.characterControl.pantiesControl);
controldic[ModTypes.BODY] = (g.characterControl.armwearControl);
//controldic[ModTypes.COLLAR] = (g.characterControl.legwearControl); //legwearBControl?
controldic[ModTypes.BOTTOMS] = (g.characterControl.bottomsControl);
controldic[ModTypes.FOOTWEAR] = (g.characterControl.footwearControl);
controldic[ModTypes.EYEWEAR] = (g.characterControl.eyewearControl);
controldic[ModTypes.TOP] = (g.characterControl.topControl);
controldic[ModTypes.BRA] = (g.characterControl.braControl);
controldic[ModTypes.TONGUE_PIERCING] = (g.characterControl.tonguePiercingControl);
controldic[ModTypes.NIPPLE_PIERCING] = (g.characterControl.nipplePiercingControl);
controldic[ModTypes.BELLY_PIERCING] = (g.characterControl.bellyPiercingControl);
controldic[ModTypes.EAR_PIERCING] = (g.characterControl.earringControl);
controldic[ModTypes.HEADWEAR] = (g.characterControl.headwearControl);
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Some thoughts on your loader menu code:

Code:
getDefinition("Modules.modSettingsLoader")

Isn't needed. The class below is automatically assigned if it exists:

Code:
public var modSettingsLoader:Class;



Code:
var b = new Button(215,20,charItem.itemLabel.text);
if(modpagemode == 0)
{
	b = new Button(215,20,charItem.itemLabel.text);
}
else
{
	b = new Button(320,20,charItem.itemLabel.text);
}

You don't need first assignment of b.
You evaluate modpagemode == 0 on each pass, you should only check this once then store the width/height in to some var.

Instead of manually applying x and y values throughout your code, you can use l.XYRA to apply x, y, rotation and alpha in one line.

You're still using function generators, not a good idea.
You should have a single function for all buttons that fulfill the same function.
Remember, you can assign any data to a control by using control.data = whatever.
In this way, you can store the associated cData or path to each button and reference ButtonClickedEvent.button.data
 
D

dohnutz

Re: sby's loader imports; 8/09/2014: too much stuff to list here

nice work there, keep it up
 

tanksk1

Potential Patron
Joined
Jul 28, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Could you make a mod that changes her swallow speed that is compatible with your breastexpansion mod?
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

You're still using function generators, not a good idea.
You should have a single function for all buttons that fulfill the same function.
Remember, you can assign any data to a control by using control.data = whatever.
In this way, you can store the associated cData or path to each button and reference ButtonClickedEvent.button.data

oh, are the controls and stuff dynamic classes?
i could've sworn that i mentioned this elsewhere, hoping that data could be placed on the buttons.

only reason i didn't try it was because i did not see this in the decomp files or the loader doc ::)


edit, cleaned up the function generators, perhaps the data thing is a special thing or something, considering notepad++ highlighted it for me.


another edit -
Could you make a mod that changes her swallow speed that is compatible with your breastexpansion mod?
what do you mean by compatible?
i am pretty sure that breast expansion does not modify the swallow speed, but it does reverse play it when puking.
 

tanksk1

Potential Patron
Joined
Jul 28, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here


what do you mean by compatible?
i am pretty sure that breast expansion does not modify the swallow speed, but it does reverse play it when puking.

There is a currently is a mod created by modguy that adjusts the speed of her swallowing animation. It works, however your breast expansion mod cannot keep track of the cum swallowed while the mod is being used.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

tanksk1 said:
what do you mean by compatible?
i am pretty sure that breast expansion does not modify the swallow speed, but it does reverse play it when puking.

There is a currently is a mod created by modguy that adjusts the speed of her swallowing animation. It works, however your breast expansion mod cannot keep track of the cum swallowed while the mod is being used.
changed breast expansions swallow checking to not be so uptight, expect in next release.

also, modguy's documentation for the swallow timer settings should state that those settings are more like timeline occurrences, not duration.

for fun, try setting all of the settings to the same number. i did all 20's and made her disapear xD
 

Slingerbult

Content Creator
Joined
Sep 15, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

I've just started using AnimTools (yup, a bit late on the bandwagon) and I can't get dialogue automation to work. My current set up:

1) I've pasted 'animtoolsV7.swf' and 'animtoolsV7settings.txt' into the '$INIT' folder.
2) I've updated the 'Mods.txt' file in the '$INIT' with a 'animtoolsV7.swf' line.
3) I'm using the supplied test dialogue, which I have updated to refer to ATV6 positions rather than ATV5 (may want to change that as all supplied positions begin with ATV6).
4) I copied the "some positions" folder to $INIT as well. Where are the position .txt files supposed to be? Same folder as animtools or another one?
5) The dialogue itself is working. Upon first_throat, she says she will adjust her position but nothing happens. What gives?

Another question: I noticed there was a hidehim=0. Is there also a hideher variable? I couldn't find it in any position files, but I could make use of one. In case pim reads this, it makes more sense to me to have hide him/her commands in animtools than in DiaActs - no point in reinventing the wheel (plus there's already the background fade thing).
 

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