sby's loader imports (4 Viewers)

Bluey5

Potential Patron
Joined
Aug 22, 2013
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Uh, I may have been under a rock, but can't you like make up positions through dialogue? Like I recently played a dialogue and it played a position where the girl was rubbing his balls while giving a handjob...if so, what are some of those called and how were they made? X_X

(Btw, nice update. Animtools is slowly becoming an actual side game rather than a beta phase.)
 

sby

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

Bluey said:
Uh, I may have been under a rock, but can't you like make up positions through dialogue? Like I recently played a dialogue and it played a position where the girl was rubbing his balls while giving a handjob...if so, what are some of those called and how were they made? X_X

(Btw, nice update. Animtools is slowly becoming an actual side game rather than a beta phase.)
see 'DIALOG ACTIONS' section in 'user guide - loadermode'.
also the example dialog that comes with animtools shows some of the dialog stuff as well.
~i think i have renamed one of the files it uses, but it still shows off the basics.
 
R

rocksandrolls

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

this is such an impressive amount of work. kudos
 

OneWayVector

Potential Patron
Joined
May 20, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Hello SBY,

Thanks for making the moreclothing mod, it has been very useful in keeping me sane with a whole lot of mods I have played around with recently.

If I could make a small suggestion for your moreclothing mod in allowing it to access files in relative paths from the moreclothingmods path. Using this pseudo code for the fuction loadnext():

function loadnext(){
...
{
if (modpaths[modsloaded].search("/") == -1)
{
var mdl = new modDataLoader(modpaths[modsloaded],mycdata+"/moreclothingmods",dataLoaded);
}
else
{
// Split the string from the reference point of modpaths[modsloaded].lastindexof("/") into 2 new
strings locally.
var mdl = new modDataLoader(newfilename,mycdata+"/moreclothingmods"+newstringpath,dataLoaded);
}
mdl.addEventListener("dataNotFound",dataNotFound);
modsloaded++;
}
else
{
//main.ldr.load(new URLRequest("Mods/" + mycdata + "/Code.txt"));
//main.loadCharString("$OVER$");
//modLoading = false;
}
}

Would this be an appropriate change? to allow people to use:

/Collars/Cool Collar.swf=Cool Collar:CostumeCollar

Instead of a Flat listing in the file system?

Cool Collar.swf=Cool Collar:CostumeCollar

It would be very useful if something to that effect were possible in your mod and allow the categorization of body, clothing bits to be much less of a daunting list to look at. Keep up the awesome work!

OneWayVector
 

sby

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

OneWayVector said:
moreclothing filepath stuff
have you tried using relative filepaths already?


cause i just tested out:
Body_mods_folder/Elektra_Assassin.swf=elektra:Body

and moved that mod to a new folder called 'Body_mods_folder', and it worked
 

Gameboy739

Vivacious Visitor
Joined
Oct 14, 2012
Re: sby's loader imports; 8/09/2014: too much stuff to list here

How do you get the sex sounds for animtools to be more noticeable? (more louder and frequent)
 

OneWayVector

Potential Patron
Joined
May 20, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Ahh I see, so that is the proper formatting for relative pathing....
Since I have been using /localfoldername/item.swf through guesswork. ;)

Now all that I need to figure out is how to load all 150 other odd mods
without conflicts within my instance of flash projector or media player classic. ;D

OneWayVector
 

sby

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

Gameboy739 said:
How do you get the sex sounds for animtools to be more noticeable? (more louder and frequent)
the volume level and what is played is handled by a vanilla function i call, and the sound is played upon entering and exiting the body contact point with a fast enough speed:
Code:
if(g.her.speed > 0.1 && bodycontactsounds == 1)
			   {
				  g.soundControl.playDown(g.her.pos, g.her.movement);
				 //g.soundControl.playTouch();
			   }
//....
if (g.her.speed < -0.1 && bodycontactsounds == 1)
				{
					g.soundControl.playUp(g.her.pos, g.her.movement);
				}

i could add some position options to change these values to whatever is desired? that would mean that you could get a sound upon every bodycontact enter/exit if both set to 0.

might also be possible to have that 'in throat' sound playing while inside her, but not sure how relevant it would sound considering the usage xD



OneWayVector said:
Now all that I need to figure out is how to load all 150 other odd mods
without conflicts within my instance of flash projector or media player classic. ;D
should use flash projector, it is what most of us tend to use for reliability and consistency purposes.

that is quite a bit of clothing you are loading, i didn't test it with many O_O
unless you want to leave out parts of the mods you are loading, you can use the short hand register style that grabs everything:
Body_mods_folder/Elektra_Assassin.swf=elektra
 
C

Cartoonguy64

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

I love your mods, friend. But, my thought is (and I'm not sure if I'm the first to say it) why not make a butt/ thigh mod, sby? It seems as though if you could do the "superbreast" mod or the "superbelly" mod, why not a "superbutt" mod? It'd be a great addition to the "super" family, right?
 

sby

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

Cartoonguy64 said:
I love your mods, friend. But, my thought is (and I'm not sure if I'm the first to say it) why not make a butt/ thigh mod, sby? It seems as though if you could do the "superbreast" mod or the "superbelly" mod, why not a "superbutt" mod? It'd be a great addition to the "super" family, right?
superbelly came about because dante worked with me by providing the 150 frame belly animation
superbreast came about because scaling and rotating the breasts can be easily done with code.

superbutt would require another 50+ frame animation, as the connecting joints at her hips would not line up correctly.
(or a scaling could be done on the butt/thighs, and then have a custom frame animation on her back and belly to match the connecting)
either way, the bottoms clothes would not line up, just as with the superbreast and superbelly mods.

so reasons why i haven't made one: not interesting in having an expandable butt, and i also don't do artistic modding of making the frame animations. the code for controlling such animation frames can be reused from superbelly/superbreast so i can throw one together, but still requires the drawing to be done.
 

icepik

Potential Patron
Joined
Mar 9, 2013
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Thanks for animtoolsV10 ;D. I'm glad to see that you continue to improve this game after its creator is "gone".
 

Zed

Potential Patron
Joined
Jun 1, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

I seem to have a problem with superbreastV2. I've put the settings .txt into the loader file, and I've rebound the key to 8, but it still seems to not be activating/I'm doing something incorrectly. I am on a laptop, but I don't think that would affect the mod.

I've pressed 8, moved the mouse around, and no effect. What am I doing wrong?

Also, the mod is auto-loaded, so could that affect it?

Edit: I forgot to say thanks for your other mods. I use almost all of them, and they're great.
 

blackcobra

Content Creator
Joined
Mar 29, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Request for animtools:

The update to show the guy between her legs works great and is a real improvement to the app. Is it possible to add a flag to get her between his legs, primarily for a sitting blow job position.

For extra credit, get her between his legs for a reverse sitting position.

I tried my own updates using the code for the previous him/her legs fix but it went nowhere. Help?

Also, the new flags for her hand positions work really well in the 10_1 beta.

 

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sby

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

fooled around a bit, but

modguy is the dude who worked with the matricies to fix this weird issue:
 

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ModGuy

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

Replicate the object structure and perform the same transforms. This is the solution applied to the second arm and the leg in animtools.
Given that you know the child object leg is subject to inheriting the parent transforms you can freely skip these via proxy.
 

Covert

Content Creator
Joined
Jun 13, 2013
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Hello. First of all, thanks for your mods, particularly moreclothing and animtools. I was just wondering if it is possible to code a way to control the position of his arms and/or hands similarly to the options on page 2 of the animtool mod?

Again, keep up the good work.
 

sby

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

i got the hisleg thing mostly working, but when changing between the bodies, it ends up duplicating the leg even if i swapped the leg back to where it is supposed to be.
(only happens if i have swapped the leg layers, and still happens if i have them swap back for body changes)

Code:
if(behindhisleg)
	{
		lconhim.addChild(g.him.leftLeg);
		lconhim.addChild(g.him.leftLegCostume);
		g.frontLayer.addChildAt(lconhimp, 0);
		
	}
	else
	{
		himlegparent.addChildAt(g.him.leftLegCostume,himlegcostumeindex);
		himlegparent.addChildAt(g.him.leftLeg,himlegindex);
		
	}


changing body code:
Code:
function hisBodyLeftClicked(event:MouseEvent) : void
{
	hisBodyClickedp(event);		//add leg back in if swapped
	
	var _loc_2:* = Math.max(0, Math.min((g.him.bodyNameList.length - 1), (g.him.currentBodyID - 1)));
	g.him.setBody(_loc_2);
	g.saveData.saveCharData();
	
	hisBodyClickedp2();			//swap leg to frontlayer if behindhisleg on
	return;
}// end function

function hisBodyRightClicked(event:MouseEvent) : void
{
	hisBodyClickedp(event);		//add leg back in if swapped
	
	var _loc_2:* = Math.max(0, Math.min((g.him.bodyNameList.length - 1), (g.him.currentBodyID + 1)));
	g.him.setBody(_loc_2);
	g.saveData.saveCharData();
	
	hisBodyClickedp2();			//swap leg to frontlayer if behindhisleg on
	return;
}// end function
		
function hisBodyClickedp(event:MouseEvent) : void
{
	if(behindhisleg == 1)
	{
		himlegparent.addChildAt(g.him.leftLegCostume,himlegcostumeindex);
		himlegparent.addChildAt(g.him.leftLeg,himlegindex);
	}
}// end function

function hisBodyClickedp2() : void
{
	if(behindhisleg == 1)
	{
		lconhim.addChild(g.him.leftLeg);
		lconhim.addChild(g.him.leftLegCostume);
		g.frontLayer.addChildAt(lconhimp, 0);
	}
}// end function

not sure if it is some label thing going on
 

blackcobra

Content Creator
Joined
Mar 29, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

sby said:
i could add some position options to change these values to whatever is desired? that would mean that you could get a sound upon every bodycontact enter/exit if both set to 0.

might also be possible to have that 'in throat' sound playing while inside her, but not sure how relevant it would sound considering the usage xD

I was looking into that piece of the code and the decompiled Vanilla code because I wanted to be able to override the default sound sets with sets that would be for intercourse (moaning, gasping, etc.). With the fixed auto mode I have adapted some positions to have shorter movement so that he stays in her but the only sounds are light breathing from her.

I extracted the sounds I wanted from the Vanilla SWF and added a proxy for the sound playing methods. But looking at the animtools code I was trying to figure out a way to add a hook to another sound playing function that would figure out which sound to play given some the animtools-calculated values and adding one or two more:

- velocity (vigor?)
- entering/exiting/thrusting/retracting flag
- resistance
- ? (I think everything else is available in the object graph like her breath level)

Maybe animtools could have a default method with the above parameters and play as it does currently then another mod author could proxy that method and add his own set of sounds and sound picker algorithm.
 

sby

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

blackcobra said:
sby said:
i could add some position options to change these values to whatever is desired? that would mean that you could get a sound upon every bodycontact enter/exit if both set to 0.

might also be possible to have that 'in throat' sound playing while inside her, but not sure how relevant it would sound considering the usage xD

I was looking into that piece of the code and the decompiled Vanilla code because I wanted to be able to override the default sound sets with sets that would be for intercourse (moaning, gasping, etc.). With the fixed auto mode I have adapted some positions to have shorter movement so that he stays in her but the only sounds are light breathing from her.

I extracted the sounds I wanted from the Vanilla SWF and added a proxy for the sound playing methods. But looking at the animtools code I was trying to figure out a way to add a hook to another sound playing function that would figure out which sound to play given some the animtools-calculated values and adding one or two more:

- velocity (vigor?)
- entering/exiting/thrusting/retracting flag
- resistance
- ? (I think everything else is available in the object graph like her breath level)

Maybe animtools could have a default method with the above parameters and play as it does currently then another mod author could proxy that method and add his own set of sounds and sound picker algorithm.
animtools puts a reference to itself on the loader as 'animtools_comm'

so you should be able to do things like
var pastresist:Boolean = false;

if(l.animtools_comm)
{
if(l.animtools_comm.docontactstuff) randomlyplaysoundswhencontacting();
if(l.animtools_comm.resistancewithbodycontact == 1 && pastresist == false && l.animtools_comm.resistancelowered == true) playresistancesound();
pastresist = l.animtools_comm.resistancelowered
}

or i can throw some stuff in animtools if you have an idea of what to add




edit - oh yeah, uploaded some stuff for those that like notifications
 

blackcobra

Content Creator
Joined
Mar 29, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Ahh, so that is what animtools_comm is. ;) Alright, I will give it a try. Thanks.
 

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