sby's loader imports (2 Viewers)

sby

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

Bluey said:
This is my <a href="http://www.solidfiles.com/d/215fb49d9f/%24init.zip">$INIT</a> folder. It has the loader's settings.txt in this as well, as that is where I keep it. Is this all you need, or did you need more? XD
decided to change the starting values of handangles from don't care to the typical -50 value. i might also add an option to load a specific position on startup, that way people can assign their favorite position to start right up, or can use it to ensure the default loads.
 

Bluey5

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

sby said:
Bluey said:
This is my <a href="http://www.solidfiles.com/d/215fb49d9f/%24init.zip">$INIT</a> folder. It has the loader's settings.txt in this as well, as that is where I keep it. Is this all you need, or did you need more? XD
decided to change the starting values of handangles from don't care to the typical -50 value. i might also add an option to load a specific position on startup, that way people can assign their favorite position to start right up, or can use it to ensure the default loads.

Yeah, that's a good idea. I just tested this, and I started up SDT with the retarded hands. Then I went to the hand angle, and one of them was at the value of 0 instead of -50. Still don't know the cause though. When I gave you $INIT, did you receive the retarded hands?
 

sby

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

Bluey said:
sby said:
Bluey said:
This is my <a href="http://www.solidfiles.com/d/215fb49d9f/%24init.zip">$INIT</a> folder. It has the loader's settings.txt in this as well, as that is where I keep it. Is this all you need, or did you need more? XD
decided to change the starting values of handangles from don't care to the typical -50 value. i might also add an option to load a specific position on startup, that way people can assign their favorite position to start right up, or can use it to ensure the default loads.

Yeah, that's a good idea. I just tested this, and I started up SDT with the retarded hands. Then I went to the hand angle, and one of them was at the value of 0 instead of -50. Still don't know the cause though. When I gave you $INIT, did you receive the retarded hands?
yeah i got the tard hands. it might be because you have inloaderediting enabled, i know i did have some very delicate situations with the loader button controls and the arms. i'll look into it a bit further and see if i can figure out what might be causing it
 

Faceless

Content Creator
Joined
Jun 12, 2011
Re: sby's loader imports; 8/09/2014: too much stuff to list here

sby, animtoolscharposition.txt isn't unloading properly for me.

1.png

Relevant folders attached.

View attachment Mods.zip
 
Last edited by a moderator:

Mikeayal

Potential Patron
Joined
Apr 13, 2013
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Hmmm the throat resist stretch mod doesn't work for me. When I try loading it, in red text it says "Invalid setting throatResistStretchV1" with white text under it saying "All settings ran through, 1 errors." Does anybody know what that means and how to fix it?
 

Faceless

Content Creator
Joined
Jun 12, 2011
Re: sby's loader imports; 8/09/2014: too much stuff to list here

When I change to a different character or reset the loader after loading an animtools position, I expect that position to be unloaded as well. What's happening instead is that they'll behave normally for the back, onHisLegs, and handjob positions, but for the onLegs and loose they'll be drawn back as defined by the animtools position.
 

Thadas

Content Creator
Joined
Aug 28, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Faceless said:
When I change to a different character or reset the loader after loading an animtools position, I expect that position to be unloaded as well. What's happening instead is that they'll behave normally for the back, onHisLegs, and handjob positions, but for the onLegs and loose they'll be drawn back as defined by the animtools position.

It's a bit of a crude workaround, but what I did is include the ATV_defaultstd.txt position (renamed as animchartoolscharposition.txt) in my non-tentacles character folder, then change the values for "armpostypeleft" and "armpostyperight" in that file to 1. So far, I haven't had any issues switching character folders from tentacles to non-tentacles (and vice-versa) with this setup, though I haven't tried it out with only resetting. The other arm positions seem to be intact, as well.

I know it's not exactly a solution to what you mentioned, but I suppose it could help in the meantime. :D
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: sby's loader imports; 8/09/2014: too much stuff to list here

When will MoreClothing support loading/altering HisHead? It would be handy to be able to swap these via dialogue, especially if Dante implements animations on them (licking, eyes moving, etc....)

Or do we need another mod top handle this?

;D
 

sby

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

aztlan said:
When will MoreClothing support loading/altering HisHead? It would be handy to be able to swap these via dialogue, especially if Dante implements animations on them (licking, eyes moving, etc....)

Or do we need another mod top handle this?

;D
lol, when did moreclothing become moremods xD
i don't imagine i will implement this into moreclothing



side note, dante wanted some help with hiding the body parts of the dude for his skeleton mod, this is the resulting code:
Code:
var main;

function initl(l)
{
	main = l;
   l.g.inGameMenu.loadData("hisskinhsl:0,1,1,1;hisBody:male;hisPenis:1,0.8049999999999999,0.8049999999999999;balls:0,1.3;hisSkin:0;hisTop:none,238,242,245,1;hisBottoms:none,27,29,29,1;hisFootwear:none,0,0,0,1;");

   myhide(l.g.him);
   myhide(l.g.him.armContainer);
   myhide(l.g.him.overLayer);
	
	var hf = new hisfootl();
	l.loadCustomFull(hf,".|Him.leftLegCostume.calf.foot","x:0;y:0;r:0;a:1");
	myshow(hf);
	//myhide(l.g.him.rightLegCostume.calf.foot);
	
	var hfr = new hisfootr();
	l.loadCustomFull(hfr,".|Him.rightLegCostume.calf.foot","x:0;y:0;r:0;a:1");
	myshow(hfr);
	//myhide(l.g.him.leftLegCostume.calf);
	
	var hcl = new hiscalfl();
	l.loadCustomFull(hcl,".|Him.leftLegCostume.calf","x:0;y:0;r:0;a:1");
	myshow(hcl);
	//myhide(l.g.him.rightLegCostume.calf);
	
	var hcr = new hiscalfr();
	l.loadCustomFull(hcr,".|Him.rightLegCostume.calf","x:0;y:0;r:0;a:1");
	myshow(hcr);
	//myhide(l.g.him.leftLegCostume);
	
	var htl = new histhighl();
	l.loadCustomFull(htl,".|Him.leftLegCostume","x:0;y:0;r:0;a:1");
	myshow(htl);
	//myhide(l.g.him.rightLegCostume);
	
	var htr = new histhighr();
	l.loadCustomFull(htr,".|Him.rightLegCostume","x:0;y:0;r:0;a:1");
	myshow(htr);
	
	//myhide(l.g.him.torsoLayer.torso);
	var ht = new historso();
	l.loadCustomFull(ht,".|Him.torsoLayer.torso","x:0;y:0;r:0;a:1");
	myshow(ht);
	
	
	
	var hupperarm = new hisupperarm();
	hupperarm.rotation = -90;
	l.him.armContainer.arm.upperArm.addChild(hupperarm);
	myshow(hupperarm);
	l.registerToRemove(hupperarm);
	
	var hforearm = new hisforearm();
	l.him.armContainer.arm.lowerArm.addChild(hforearm);
	myshow(hforearm);
	l.registerToRemove(hforearm);
	
	var hhand = new hishand();
	l.him.armContainer.arm.hand.addChild(hhand);
	myshow(hhand);
	l.registerToRemove(hhand);
	
	var hupperarml = new hisupperarml();
	l.him.leftArmContainer.arm.addChild(hupperarml);
	myshow(hupperarml);
	l.registerToRemove(hupperarml);
	
	var hforearml = new hisforearml();
	l.him.leftArmContainer.arm.foreArm.addChild(hforearml);
	myshow(hforearml);
	l.registerToRemove(hforearml);
	
	var hhandl = new hishandl();
	l.him.leftArmContainer.arm.foreArm.hand.addChild(hhandl);
	myshow(hhandl);
	l.registerToRemove(hhandl);
	
	var penis = new hispenis();
	l.him.penis.addChildAt(penis,l.him.penis.getChildIndex(l.him.penis.getChildAt(0))+1);
	myshow(penis);
	l.registerToRemove(penis);
	l.registerUnloadFunction(dounload);
	
	l.unloadMod();
	//l.him.leftLeg.calf.visible=false;
	//l.him.rightLeg.calf.visible=false;
}

function myhide(thing)
{
	for(var i:int = 0; i < thing.numChildren; i++)
	{
		if(thing.getChildAt(i).hasOwnProperty("numChildren"))
		{
			myhide(thing.getChildAt(i));
		}
		thing.getChildAt(i).visible = false;
	}
}

function myshow(thing)
{
   if(thing.hasOwnProperty("parent"))
   {
	  if(thing.parent != null)
	  {
		  if(thing.parent.hasOwnProperty("visible"))
		  {
		  	if(!thing.parent.visible) myshow(thing.parent);
		  }
	  }
   }
   thing.visible = true;
}


function dounload()
{
	main.g.him.setBody(1);
	main.g.him.setBody(0);
    main.g.saveData.saveCharData();
	
	
}
myhide recursively hides all of the childs (to hide all of his body parts on the various movieclips n such), and myshow recursively shows the parents (to make the mods being added visible since having hidden parents will cause you to be hidden)

this really only works because the mod replaces all of his body, and not just a few things. i imagine if i was only hiding his upper half, then this might not be the best method. if i knew the various visible him body parts off the top of my head, that would probably be the ideal solution.

just wanted to see the opinions of the other coders out there
 

ModGuy

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

Uhhh... surely using Flash's existing property inheritance you wouldn't need recursion?
Hide the topmost object, the property on the children will be limited by that. ie: a parent with alpha .5 can never have children display at a visibility > .5

EDIT:
Just read why you did it. Fair enough, but unless you're doing a 1:1 replace for every component it's probably still overkill.
 

sby

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

here's another version cause need some unload code
Code:
var main;
var hidden:Array = new Array();
var vals:Array = new Array();

function initl(l)
{
	main = l;
   l.g.inGameMenu.loadData("hisskinhsl:0,1,1,1;hisBody:male;hisPenis:1,0.8049999999999999,0.8049999999999999;balls:0,1.3;hisSkin:0;hisTop:none,238,242,245,1;hisBottoms:none,27,29,29,1;hisFootwear:none,0,0,0,1;");

   myhide(l.g.him);
   myhide(l.g.him.armContainer);
   myhide(l.g.him.overLayer);
	
	var hf = new hisfootl();
	l.loadCustomFull(hf,".|Him.leftLegCostume.calf.foot","x:0;y:0;r:0;a:1");
	myshow(hf);
	//myhide(l.g.him.rightLegCostume.calf.foot);
	
	var hfr = new hisfootr();
	l.loadCustomFull(hfr,".|Him.rightLegCostume.calf.foot","x:0;y:0;r:0;a:1");
	myshow(hfr);
	//myhide(l.g.him.leftLegCostume.calf);
	
	var hcl = new hiscalfl();
	l.loadCustomFull(hcl,".|Him.leftLegCostume.calf","x:0;y:0;r:0;a:1");
	myshow(hcl);
	//myhide(l.g.him.rightLegCostume.calf);
	
	var hcr = new hiscalfr();
	l.loadCustomFull(hcr,".|Him.rightLegCostume.calf","x:0;y:0;r:0;a:1");
	myshow(hcr);
	//myhide(l.g.him.leftLegCostume);
	
	var htl = new histhighl();
	l.loadCustomFull(htl,".|Him.leftLegCostume","x:0;y:0;r:0;a:1");
	myshow(htl);
	//myhide(l.g.him.rightLegCostume);
	
	var htr = new histhighr();
	l.loadCustomFull(htr,".|Him.rightLegCostume","x:0;y:0;r:0;a:1");
	myshow(htr);
	
	//myhide(l.g.him.torsoLayer.torso);
	var ht = new historso();
	l.loadCustomFull(ht,".|Him.torsoLayer.torso","x:0;y:0;r:0;a:1");
	myshow(ht);
	
	
	
	var hupperarm = new hisupperarm();
	hupperarm.rotation = -90;
	l.him.armContainer.arm.upperArm.addChild(hupperarm);
	myshow(hupperarm);
	l.registerToRemove(hupperarm);
	
	var hforearm = new hisforearm();
	l.him.armContainer.arm.lowerArm.addChild(hforearm);
	myshow(hforearm);
	l.registerToRemove(hforearm);
	
	var hhand = new hishand();
	l.him.armContainer.arm.hand.addChild(hhand);
	myshow(hhand);
	l.registerToRemove(hhand);
	
	var hupperarml = new hisupperarml();
	l.him.leftArmContainer.arm.addChild(hupperarml);
	myshow(hupperarml);
	l.registerToRemove(hupperarml);
	
	var hforearml = new hisforearml();
	l.him.leftArmContainer.arm.foreArm.addChild(hforearml);
	myshow(hforearml);
	l.registerToRemove(hforearml);
	
	var hhandl = new hishandl();
	l.him.leftArmContainer.arm.foreArm.hand.addChild(hhandl);
	myshow(hhandl);
	l.registerToRemove(hhandl);
	
	var totallypenis = new hispenis();
	l.him.penis.addChildAt(totallypenis,0);
	myshow(totallypenis);
	l.registerToRemove(totallypenis);
	l.registerUnloadFunction(dounload);
	
	l.unloadMod();
	//l.him.leftLeg.calf.visible=false;
	//l.him.rightLeg.calf.visible=false;
}

function myhide(thing)
{
	for(var i:int = 0; i < thing.numChildren; i++)
	{
		if(thing.getChildAt(i).hasOwnProperty("numChildren"))
		{
			myhide(thing.getChildAt(i));
		}
		hidden.push(thing.getChildAt(i));
		vals.push(thing.getChildAt(i).visible);
		thing.getChildAt(i).visible = false;
	}
}

function myshow(thing)
{
   if(thing.hasOwnProperty("parent"))
   {
	  if(thing.parent != null)
	  {
		  if(thing.parent.hasOwnProperty("visible"))
		  {
		  	if(!thing.parent.visible) myshow(thing.parent);
		  }
	  }
   }
   thing.visible = true;
}


function dounload()
{
	for(var i:int = 0; i < hidden.length; i++)
	{
		hidden[i].visible = vals[i];
	}
	vals = new Array();
	hidden = new Array();
	//main.g.him.setBody(1);
	//main.g.him.setBody(0);
    //main.g.saveData.saveCharData();
	
	
}

was gonna use the setbody method, but that doesn't make his shirt visible (even if you toggle his shirt)
 

sby

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

came up with a better (or at least more consistant) way:

Code:
//this code version is cleaned up to act purely as him body mods. so you can still turn on the dudes various clothing and things should seem to act accordingly

var main;
var sibshidden:Array = new Array();
var sibsvals:Array = new Array();
var lProxy;
var mymods:Array = new Array();


function initl(l)
{
	main = l;
    l.g.inGameMenu.loadData("hisskinhsl:0,1,1,1;hisBody:male;hisPenis:1,0.8049999999999999,0.8049999999999999;balls:0,1.3;hisSkin:0;hisTop:none,238,242,245,1;hisBottoms:none,27,29,29,1;hisFootwear:none,0,0,0,1;");
	

//his left foot
	var hf = new hisfootl();
	l.him.leftLeg.calf.foot.addChild(hf);
	hideothersiblings(hf);
	l.registerToRemove(hf);

//his right foot
	var hfr = new hisfootr();
	l.him.rightLeg.calf.foot.addChild(hfr);
	hideothersiblings(hfr);
	l.registerToRemove(hfr);
	
//his left calf
	var hcl = new hiscalfl();
	l.him.leftLeg.calf.addChild(hcl);
	hideothersiblings(hcl);
	l.registerToRemove(hcl);
	
//his right calf
	var hcr = new hiscalfr();
	l.him.rightLeg.calf.addChild(hcr);
	hideothersiblings(hcr);
	l.registerToRemove(hcr);
	
//his left thigh
	var htl = new histhighl();
	l.him.leftLeg.addChild(htl);
	hideothersiblings(htl);
	l.registerToRemove(htl);
	
//his right thigh
	var htr = new histhighr();
	l.him.rightLeg.addChild(htr);
	hideothersiblings(htr);
	l.registerToRemove(htr);
	
//his torso
	var ht = new historso();
	l.him.torsoLayer.torso.addChild(ht);
	hideothersiblings(ht);
	l.registerToRemove(ht);
	
//his right arm
	var hupperarm = new hisupperarm();
	hupperarm.rotation = -90;
	l.him.armContainer.arm.upperArm.addChild(hupperarm);
	hideothersiblings(hupperarm);
	l.registerToRemove(hupperarm);
	
//his right forearm
	var hforearm = new hisforearm();
	l.him.armContainer.arm.lowerArm.addChild(hforearm);
	hideothersiblings(hforearm);
	l.registerToRemove(hforearm);
	
//his right hand, the one that does the grabbing
	var hhand = new hishand();
	l.him.armContainer.arm.hand.addChild(hhand);
	hideothersiblings(hhand);
	l.registerToRemove(hhand);
	var lp = lProxy.createProxy(l.him, "closeHand");
	lp.addPre(function(){main.him.handOpen = false;},false);
	lp.hooked = false;
	var lp2 = lProxy.createProxy(l.him, "openHand");
	lp2.addPre(function(){main.him.handOpen = true;},false);
	lp2.hooked = false;
	
//his left upper arm
	var hupperarml = new hisupperarml();
	l.him.leftArmContainer.arm.addChild(hupperarml);
	hideothersiblings(hupperarml);
	l.registerToRemove(hupperarml);
	
//his left forearm
	var hforearml = new hisforearml();
	l.him.leftArmContainer.arm.foreArm.addChild(hforearml);
	hideothersiblings(hforearml);
	l.registerToRemove(hforearml);

//his left hand
	var hhandl = new hishandl();
	l.him.leftArmContainer.arm.foreArm.hand.addChild(hhandl);
	hideothersiblings(hhandl);
	l.registerToRemove(hhandl);
	
//his penis
	var totallypenis = new hispenis();
	l.him.penis.addChildAt(totallypenis,0);	//sby changed this to child at 0 because there was an error with previous code when changing chardata
	hideothersiblings(totallypenis);
	l.registerToRemove(totallypenis);
	var lp3 = lProxy.createProxy(l.him, "updatePenis");
	lp3.addPost( function(){hideothersiblings(totallypenis);} ,false);
	
	
	showallmymods();
	l.registerUnloadFunction(dounload);
	l.unloadMod();
}

function hideothersiblings(thing)
{
	mymods.push(thing);
	for(var i:int = 0; i < thing.parent.numChildren; i++)
	{
		if(thing.parent.getChildAt(i).hasOwnProperty("visible") && thing.parent.getChildAt(i) != thing )
		{
			sibshidden.push(thing.parent.getChildAt(i));
			sibsvals.push(thing.parent.getChildAt(i).visible);
			thing.parent.getChildAt(i).visible = false;
		}
	}
	recursivevisible(thing);
}

function showallmymods()
{
	for(var j:int = 0; j < mymods.length; j++)
	{
		recursivevisible(mymods[j]);
	}
}


function recursivevisible(thing)
{
   if(thing.hasOwnProperty("parent"))
   {
	  if(thing.parent != null)
	  {
		  if(thing.parent.hasOwnProperty("visible"))
		  {
		  	if(!thing.parent.visible) recursivevisible(thing.parent);
		  }
	  }
   }
   thing.visible = true;
}

function dounload()
{
	
	for(var i:int = sibshidden.length - 1; i >= 0 ; i--)	//do this in backwards order to properly undo 
	{
		sibshidden[i].visible = sibsvals[i];
	}
	main.g.him.setLeftArmPosition(main.g.him.currentLeftArmPosition);
	sibshidden = new Array();
	sibsvals = new Array();
	
	
//alternate unload code, also seems to work
	/*
	main.g.him.setBody(1);
	main.g.him.setBody(0);
    main.g.saveData.saveCharData();
	*/
	
}

since the him mod this is for is actually replacing his body (and not clothing), i converted all of the clothing layering to his body layering.
i hide all of the other siblings where each piece is added. since some things might rely on blank placeholder layers that are siblings, there is then a recursive showall called at the end to make sure adding one piece does not hide another piece.

faceless might be interested in the code for his template, cleanup whatever if desired



edit, my list is getting a tad longer than usual xD
todo said:
maybe try to convert moreclothing to sequential loading
that auto modes code thing
add overtop to moreclothing
add various included mods to moreclothing

upload new template with overtop
give new templateextension with overtop to mg
upload new animtools with bug fixes
upload closeeye mod
upload hairoverlaypatch
upload new loader pack with settings fixes and everything else
 

ModGuy

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

Experiment:

MoreClothing mods currently load mod by mod IIRC.
Consider loading data in raw as bytearray, store bytearrays in large array.
Save to a file using serialisation or a custom format like packager did.
Load the single file to see if less I/O operations results in a faster load time.
 

sby

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

MG said:
Experiment:

MoreClothing mods currently load mod by mod IIRC.
Consider loading data in raw as bytearray, store bytearrays in large array.
Save to a file using serialisation or a custom format like packager did.
Load the single file to see if less I/O operations results in a faster load time.
as long as i continue to use the frame based check system, it will be that slow.

however, if i could have all of the mods loaded, and then have a loop doing the frame stuff, things could work. i don't know if you glanced at how moreclothing keeps names and mods in sync, but it gets messy. i am not sure if getting some code in the right spot for modloaders would help, but i know i have looked into it one of the 3 or so times i attempted to get moreclothing loading better.




edit- copied because probably relevant
someone] Hey sby said:
autohuereg attempts to register things loaded after it for hue shifting;
however, the things loaded by moreclothing are internally managed by the mod and it keeps its stuff separate from the vanilla mod space, so autohuereg will not be able to register them.

moreclothing does come with a register for hueshuft option, but the i accidentally broke the functionality of it. i do have it fixed in the next version i upload though.
 
H

Hajime_Chan

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

hi ive ben having a problem with the breasts expansion mod where the breasts slide down to like the floor im not sure whats causing it. could u please help
thanks
 

hetake7

Vivacious Visitor
Joined
Apr 10, 2014
Re: sby's loader imports; 8/09/2014: too much stuff to list here

Ok with the animtools settings theres this stuff like F2 = load pose and the rest will load like 7 or 8 key poses that they already have set up. Well my mods are getting to where there r so many Im running out of shortcut keys (that i can remember) so why not make it like the clothes loader, where you have two arows (two shortcut keys in this case) where instead of F4, F5, F6 etc... meaning pose 1, pose 2, pose 3 etc.. why not just have F4, F5 meaning go back one pose and go forward one pose.

or even better yet have a delay on the load, and each time one of the buttons is pressed it shows text that is the name of the pose ie. you pres F5 (text apears) "ATV_doggy6.txt" you immediately press F5 again "ATV_cowgirl.txt" apears on screen. three seconds later the position loads. this way if someone is recording they dont have all these unwanted poses in between frames
 

sby

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

hetake7 said:
Ok with the animtools settings theres this stuff like F2 = load pose and the rest will load like 7 or 8 key poses that they already have set up. Well my mods are getting to where there r so many Im running out of shortcut keys (that i can remember) so why not make it like the clothes loader, where you have two arows (two shortcut keys in this case) where instead of F4, F5, F6 etc... meaning pose 1, pose 2, pose 3 etc.. why not just have F4, F5 meaning go back one pose and go forward one pose.

or even better yet have a delay on the load, and each time one of the buttons is pressed it shows text that is the name of the pose ie. you pres F5 (text apears) "ATV_doggy6.txt" you immediately press F5 again "ATV_cowgirl.txt" apears on screen. three seconds later the position loads. this way if someone is recording they dont have all these unwanted poses in between frames
hmm, sounds like a complicated and slow way to select positions.
if anything, i would add an additional tab on the right similar to the old loader tab that can have generated buttons for positions. also, you do not have to have the default positions take up hotkeys; just delete the settings entries for those to free up the hotkeys.
 

ModGuy

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

How difficult would it be to design a tile based UI control where a user selects a labeled picture and some event fires?
With that you could have something similar to Kona's character selector but you'd be able to assign arbitrary functionality like selecting a position from a preview.
 
W

wickd

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

Hi,

sorry for bothering you guys, but i can't seem to get moreclothingv3 to run smoothly.

I have set it up in the init - folder, so it should load at the beginning of the game.

Unfortunantly it can't load the clothes, it always stops loading at some point (in most cases 59/117).

Can you tell me how the mods counts the different cloths, so that i know what clothes are causing the problem, or do you see any other solution?

Thy in advance,

wickd
 

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