sby's loader imports (1 Viewer)

WeeWillie

Content Creator
Joined
Nov 8, 2013
Re: sby's loader imports; oct 23 2014: stuff n such

sby said:
edit - nevermind, i think i know what it is
Does that mean I should try the new preview or wait for something later? It takes some time to download and test.
 
D

DeltaD36

Re: sby's loader imports; oct 23 2014: stuff n such

Would you happen to have your most recent sby loader pack uploaded somewhere else? It seems that Mediafire isn't working too well right now. Attempting to download the file either ends in a complete halt of the download, or a 2+hour download time.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; oct 23 2014: stuff n such

WeeWillie said:
sby said:
edit - nevermind, i think i know what it is
Does that mean I should try the new preview or wait for something later? It takes some time to download and test.
nah, i was doing tweaking after that upload, don't bother testing with that.

DeltaD36 said:
Would you happen to have your most recent sby loader pack uploaded somewhere else? It seems that Mediafire isn't working too well right now. Attempting to download the file either ends in a complete halt of the download, or a 2+hour download time.
that is the only place i officially uploaded, however i hear people have made torrents of it. not sure where these are though.
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: sby's loader imports; oct 23 2014: stuff n such

Is there a new Animtools beta that addresses the issues Willie found, or are you still working on that?
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; oct 23 2014: stuff n such

aztlan said:
Is there a new Animtools beta that addresses the issues Willie found, or are you still working on that?
already fixed it, haven't released it.
in other news, i think i figured out the his arm moving thing out. i had to add his current tween y value to the target point. i have been able to seemingly place his shoulder point, resting point, and grabbing point pretty well. still seems like his arm moves around more than usual though.
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: sby's loader imports; oct 23 2014: stuff n such

Getting his arm working for posing/grabbing would be huge.

EDIT:
Any chance you could release a new preview version of the latest one? I'm going to have some free time this weekend and would like to start working on some dialogue experimenting with the new triggers. Thanks if you can.
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: sby's loader imports; oct 23 2014: stuff n such

What would be REALLY nice would be to combine the His hands positioning thing with Stuntcock's new leash and hair technology to have Him holding/pulling her hair (in a ponytail like Samus) in animtool positions so He could pull Her hair while he did Her doggy-style. Or so I would think...
 

Slingerbult

Content Creator
Joined
Sep 15, 2012
Re: sby's loader imports; oct 23 2014: stuff n such

I've been playing with the latest loader and moreclothing v4. The guide.txt mentions support for overtops but I couldn't find any :(

I would like to combine a regular shirt top with the silk robe as a layer ontop, is this possible? Or is it just for mods that have somehow been specified as holding "the overtop slot" by its developer?

I did a work around selecting the shirt top from the options menu and loading the silk robe manually as a mod and it worked, however they were linked to the same hue slider which doesn't work for my intentions (I need a beige dress with a purple "kimono" on top).
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: sby's loader imports; oct 23 2014: stuff n such

Iago has half a dozen - see:

http://www.sdtmods.com/index.php?topic=5803.msg86153#msg86153
 
E

emudot

Re: sby's loader imports; oct 23 2014: stuff n such

this "box" site your downloads are on doesn't work for me, it just leads to the homepage and so do several of the links within said page...
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; oct 23 2014: stuff n such

emudot said:
this "box" site your downloads are on doesn't work for me, it just leads to the homepage and so do several of the links within said page...
i just tried a couple of them and they seem to work. anyone else unable to download from box?



Slingerbult said:
yeah, to be an overtop mod they have to be made like that by the artist/creator. it is really easy to convert a top to an overtop though if you choose to decompile it. only thing you have to change is the modtype it is defined as.
i probably could do on-the-fly layer converting, but typically tops are not created with overlapping other tops in mind

iago did a nice thing and put some code in his overtops to follow the collar rgb slider.
 
D

Darkarhon

Re: sby's loader imports; oct 23 2014: stuff n such

When I use the breastexpansionplus v2 the belly color is Pale at all times ( even when i change the color of body to dark the belly stays pale).

Any idea as to why is this happening?
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; oct 23 2014: stuff n such

Darkarhon said:
When I use the breastexpansionplus v2 the belly color is Pale at all times ( even when i change the color of body to dark the belly stays pale).

Any idea as to why is this happening?
doesn't support the other skin colors, just the default one
 

Gameboy739

Vivacious Visitor
Joined
Oct 14, 2012
Re: sby's loader imports; oct 23 2014: stuff n such

So, I have Autohuereg2 installed but the small window for it doesn't come out, help on this?
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; oct 23 2014: stuff n such

ShadowXSasuke said:
So, I have Autohuereg2 installed but the small window for it doesn't come out, help on this?
it puts stuff on the loader's hue list thing, on the loader tab
 

jase

Vivacious Visitor
Joined
Jun 4, 2014
Re: sby's loader imports; oct 23 2014: stuff n such

moreclothing would be more scalable if preloading could be configured off and if a user file could extend the moreclothing settings file.

After adding more than 300 items, preloading adds an unnecessary overhead to the game. Back when mods could only be loaded through the Mod panel, would you have recommended anyone load all their .swfs before playing? You don't need to have them all in memory every time you load the game. When you're just browsing and putting together outfits, then preloading them all is ideal. But if you only need the costumes preset in charcodes or dialog scripts, the load time per article is far more tolerable than waiting 3 mins for the whole wardrobe and then watching your fps drop to 4 at the first strand of saliva. The mod would also be more robust, as it wouldn't fall to pieces over one missing or misconfigured item, and problems would be easier to detect than they are in the spammy mess of preloading.

A separate file for users would keep settings apart from the one released with moreclothing updates, so you can update without many compatibility edits. And mod makers could place extensions in character folders to load only what the mod calls for and not expect the users to duplicate their own installation, nor expect the modder's own choices to supercede the user's own even beyond the scope of their dialogs.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; oct 23 2014: stuff n such

jase said:
moreclothing would be more scalable if preloading could be configured off and if a user file could extend the moreclothing settings file.

After adding more than 300 items, preloading adds an unnecessary overhead to the game. Back when mods could only be loaded through the Mod panel, would you have recommended anyone load all their .swfs before playing? You don't need to have them all in memory every time you load the game. When you're just browsing and putting together outfits, then preloading them all is ideal. But if you only need the costumes preset in charcodes or dialog scripts, the load time per article is far more tolerable than waiting 3 mins for the whole wardrobe and then watching your fps drop to 4 at the first strand of saliva. The mod would also be more robust, as it wouldn't fall to pieces over one missing or misconfigured item, and problems would be easier to detect than they are in the spammy mess of preloading.

A separate file for users would keep settings apart from the one released with moreclothing updates, so you can update without many compatibility edits. And mod makers could place extensions in character folders to load only what the mod calls for and not expect the users to duplicate their own installation, nor expect the modder's own choices to supercede the user's own even beyond the scope of their dialogs.
the 'load things as you want them' is pretty much loader's character folders.

having extendable moreclothing settings might be a good idea worth looking into, so people who use non-default clothing can make add-on settings files if they wish for others to use their setup. so in this notion, having separate mod settings vs clothing entries makes sense.

i personally do not see much fps drop with tons of things loaded, so not sure what causes this with some people over others
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
Re: sby's loader imports; jan 24 2015: uploaded bunch o stuff

for those users that happen to care
some stuff uploaded, i do declare

and tell me if your stuff does break
cause then i should, facilitate

and if you find yourself be glad
say "hey sby, you so rad!"
 

stuntcock

Content Creator
Joined
Jun 5, 2012
Re: sby's loader imports; jan 24 2015: uploaded bunch o stuff

sby said:
some stuff uploaded, i do declare
The arm control in AnimtoolsV14 is great - the configuration is straightforward and user-friendly, the in-game behaviour is intuitive and idiotproof, and it opens up some new gameplay scenarios. I'm going to create a few right-handed leashes to take advantage of it.

and tell me if your stuff does break
Not really a "break" (not a new issue at all), just a feature request: it would be nice if moreClothing would abandon a particular mod after attempting but failing to load it. If you want to get fancy, then the abandonment could occur after n consecutive failures. It's currently possible for moreClothing to get stuck in a permanent loop during initialization, which is a bit silly and disruptive.

To be fair... I've seen the permanent-loop thing occur only when I ask moreClothing to load a damaged mod (one which throws exceptions during loading). I don't know whether it would arise under more common fault scenarios (such as "illegal mod name" or "wrong templateExtension version" or whatever).
 

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