sby's loader imports (3 Viewers)

stuntcock

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

jase said:
What is arm rest point? I can see the orange circle move with his pelvic tween, but I don't see any difference where it's put.
His right hand normally rests at his right hip when the Him >> Arm setting is switched to "Free." The orange circle specifies an override position, such as "50 pixels behind his own buttocks." It moves with his pelvic tween because the rest position is defined relative to his body (rather than being a global coordinate).

Note that the His Arm start and end points are global.

It's a very useful feature if you're playing around with physics stuff, because it allows you to quickly adjust tension. Previously, I had to either move the characters farther apart (which looks silly) or change the canonical length of the physics elements (which requires extra work).

 

Max Power

Potential Patron
Joined
Dec 6, 2014
Re: sby's loader imports; jan 24 2015: uploaded bunch o stuff

Does the loader itself need being replaced to support new positions from new animtools version? I got new animtools editmode running smoothly but when I try to load the positions from the loader, all the new settings for each position (his arm stuff, etc) are listed as failed loading with red text in the top right corner. It says these individual settings are "invalid".

At first I thought it was maybe still having animtools 13 around, but I deleted it and the problem persists. I´m obvioulsy missing something!

PS: When I´m modifying old positions in the editor, I´ve realized it says "posversion:13". That´s probably the problem! How do I change that?
PS2: Nevermind, after saving a new position, posversion:14 shows up, as it should. But the loader still won´t load the new parameters, not when positions are version 14. All are listed as "invalid" apparently.
 

stuntcock

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

Max Power said:
It says these individual settings are "invalid".
You're running the wrong version of animtools. Open SDT\Mods\$INIT$\Mods.txt and look for an animtools entry (presumably Default\AnimtoolsV13.swf). Increase the number to 14. Check the text file carefully to ensure that there aren't any earlier references (e.g. animtoolsV8.swf) which might be pre-empting it. Ensure that you've placed a copy of the AnimtoolsV14.swf file in your SDT\Mods\$INIT$\Default directory. Launch the game and then load your position file.
 

sby

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

Max Power said:
Does the loader itself need being replaced to support new positions from new animtools version? I got new animtools editmode running smoothly but when I try to load the positions from the loader, all the new settings for each position (his arm stuff, etc) are listed as failed loading with red text in the top right corner. It says these individual settings are "invalid".

At first I thought it was maybe still having animtools 13 around, but I deleted it and the problem persists. I´m obvioulsy missing something!

PS: When I´m modifying old positions in the editor, I´ve realized it says "posversion:13". That´s probably the problem! How do I change that?
PS2: Nevermind, after saving a new position, posversion:14 shows up, as it should. But the loader still won´t load the new parameters, not when positions are version 14. All are listed as "invalid" apparently.
check the modpage in-game, make sure it says animtoolsV14


pushed updates to animtoolsV14, moreclothingV5, and loaderpack. they use same links as before
moreclothing got a bugfix to hopefully stop them loading errors cascading (again)
animtools got updated documentation, and added that bodycontactspaceheldinhilt dialog thing somebody mentioned while i was at it


for dialog writers, do the animtools dialogs happen to often? if so, would adjustable timers (like what breastexpansion does) for most of them be desired?
 

Fleack

Avid Affiliate
Joined
Nov 20, 2014
Re: sby's loader imports; jan 24 2015: uploaded bunch o stuff

What does the 'DA Her Masterbate' enabled exactly do? Just allows it to be used in that position?
 

Max Power

Potential Patron
Joined
Dec 6, 2014
Re: sby's loader imports; jan 24 2015: uploaded bunch o stuff

You nailed it guys, the problem was that I replaced everything BUT the mods.txt line to load the new animtools. ::)

Works nicely, and I must say these new options give so much more options, it´s a great step forward. :D

Only thing that didn´t quite go as expected was the experience with the "mirror arm" you have in the last loader tab to use as left arm. I expected it to use the same shoulder and grabbing/resting points selected for the actual customizable right arm, but it still hangs off nowhere and tries to grab the head.

Managing that mirror arm to actually mimic the fully customizable right arm would do wonders! Double waist grab, etc. I can imagine it will be a massive headache to get that going though.
 

cwking420

Potential Patron
Joined
Sep 17, 2012
Re: sby's loader imports; jan 24 2015: uploaded bunch o stuff

sby said:
Max Power said:
Does the loader itself need being replaced to support new positions from new animtools version? I got new animtools editmode running smoothly but when I try to load the positions from the loader, all the new settings for each position (his arm stuff, etc) are listed as failed loading with red text in the top right corner. It says these individual settings are "invalid".

At first I thought it was maybe still having animtools 13 around, but I deleted it and the problem persists. I´m obvioulsy missing something!

PS: When I´m modifying old positions in the editor, I´ve realized it says "posversion:13". That´s probably the problem! How do I change that?
PS2: Nevermind, after saving a new position, posversion:14 shows up, as it should. But the loader still won´t load the new parameters, not when positions are version 14. All are listed as "invalid" apparently.
check the modpage in-game, make sure it says animtoolsV14


pushed updates to animtoolsV14, moreclothingV5, and loaderpack. they use same links as before
moreclothing got a bugfix to hopefully stop them loading errors cascading (again)
animtools got updated documentation, and added that bodycontactspaceheldinhilt dialog thing somebody mentioned while i was at it


for dialog writers, do the animtools dialogs happen to often? if so, would adjustable timers (like what breastexpansion does) for most of them be desired?

As far as your new dialogue lines go, a brief description of when, or what will cause them to trigger would be nice. That way we wouldn't have to do a lot of experimentation to find out exactly how they work. Other than that, keep up the good work! You and the other modders are the reason I have been playing this game so long. Y'all keep it interesting for me, and keep creating new options for me to work with. Keep it coming!
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: sby's loader imports; jan 24 2015: uploaded bunch o stuff

Someone let me know what all the new dialogue stuff is so I can add it to the checker
 

b00marrows

Potential Patron
Joined
Jan 29, 2015
Re: sby's loader imports; jan 24 2015: uploaded bunch o stuff

Finally decided to sign up, here's a most likely dumb queston:

Would it be possible to chose 'layer's' or body part's?
EG's:
Breast's? - 'paizuri' looks silly as the penis is behind both of the breast's.
Leg's? - leg's around the body almost sitting on the stomach for some great breast sex.

EDIT:
Woo more question's.
How about no head movement/tilt from mouse position?

Also any tips on making an animation fit more body sizes?
Seeing as how the body size changes the head's and body's position so much, GRR! lol.
 

sby

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

been mentioned that new animtools slowing down rate of dialog lines playing. i looked back at how dialog lines are played and might have done a fix; here is a link for people that want to try out their dialogs and see if this fixes the issue.

animtoolsV14 dialog tweak:
https://app.box.com/s/luyaxc39d64n4a3c9olln18fz1z3qwgc

if this does fix things, i should probably do the same fix for breastexpansionplus.
essentially i add and remove the new dialog states according to if the current dialog has those lines.

(i should just write a mod to replace the dialog algorithm, but i doubt dialog folks would like me messing up their system. however this same issue is probably visible on vanilla dialogs that don't use many of the built in line types, just to a lesser extent)
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

I've been fooling around a bit with the new animtools 14 - trying out his left hand and her left leg - very nice. Thanks for dong this.

A few questions/suggestion if you don't mind:

On His Arm - what is the difference between 5, 6 and 7? I'm not sure I can tell the difference or what they should each be doing.

Do you list anywhere the criteria to trigger the new line types? I thought I saw them before but now I can't find it in the documentation...
 

sby

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

aztlan said:
I've been fooling around a bit with the new animtools 14 - trying out his left hand and her left leg - very nice. Thanks for dong this.

A few questions/suggestion if you don't mind:

On His Arm - what is the difference between 5, 6 and 7? I'm not sure I can tell the difference or what they should each be doing.

Do you list anywhere the criteria to trigger the new line types? I thought I saw them before but now I can't find it in the documentation...
from loadermode user guide:
/**********************/
DIALOG TRIGGERS:

bodycontactspaceheldpush: triggered when body contact enabled, and the spacebar is held down
example dialog line usage~
bodycontactspaceheldpush:"i can feel you deep inside me"
bodycontactspaceheldpush:"i will say this when you are forcing yourself into my body"

bodycontactspaceheldpushinhilt: triggered when body contact enabled, she is being hilted, and the spacebar is held down
example dialog line usage~
bodycontactspaceheldpushinhilt:"oh my, why do you have to go so deep!?!"
bodycontactspaceheldpushinhilt:"i will say this when you are pushing all the way in my body"

bodycontacthilt: triggered on first hilt when body contact enabled
example dialog line usage~
bodycontacthilt:"holy shit you managed to get it all the way in?!?"
bodycontacthilt:"i didn't think it would all fit in there!"

bodyentered: triggered when the penis enters her body when body contact enabled
example dialog line usage~
bodyentered:"yeah put it in me"

bodyexited: triggered when the penis exits her body when body contact enabled
example dialog line usage~
bodyexited:"yeah put it in me"

vigorousbodyexited: triggered when the penis exits her body after she has reached her vigour point (she winces), when body contact enabled
example dialog line usage~
vigorousbodyexited:"this is quite the vigourous pounding!"
vigorousbodyexited:"oh wow this is rough!"

inbody: triggered when the penis is inside her body for a period of time (settings changeable), when body contact enabled
example dialog line usage~
inbody:"i can feel you inside my body"
inbody:"you are in my body"

bodycontactloose: triggered when she no longer has resistance during body contact
example dialog line usage~
bodycontactloose:"you loosened me right up!"
bodycontactloose:"i'm all loosened up!"

cuminher: triggered when body contact enabled, and he cums when his penis is in contact with her body
example dialog line usage~
cuminher:"oh yeah pump your stuff into me!"
cuminher:"i will say this when you are cumming into my body"

5 is rest, 6 is start, and 7 is end.
arm rest is where his arm goes when it is not holding onto her
start and end make the path where his arm travels as he/she moves

note that you have to have using his arm enabled to actually see the changes
 

aztlan

Casual Client
Joined
Sep 14, 2013
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Very helpful - thanks.

I must have had an older version of v14 without the latest documentation so I'm glad I went back and got the new one.

The difference with his hand between 5 and 6&7 makes sense now - I hadn't picked up on that before.
 

KuraiWolf

Potential Patron
Joined
Feb 7, 2015
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Can anyone tell me what is going on with my game. Screenshot attached.
 

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sby

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

KuraiWolf said:
Can anyone tell me what is going on with my game. Screenshot attached.
apparently turtleneck jumper does not have a costume top (probably an overtop)

also, re-download moreclothingV5, i did a quick reupload a couple days after release to hopefully fix those mods getting stuck on attempted reloading
 

Hank East

Content Creator
Joined
Jan 25, 2012
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

sby said:
KuraiWolf said:
Can anyone tell me what is going on with my game. Screenshot attached.
apparently turtleneck jumper does not have a costume top (probably an overtop)

also, re-download moreclothingV5, i did a quick reupload a couple days after release to hopefully fix those mods getting stuck on attempted reloading

Well...I still have the same problem, and I redownloaded it multiple times.
 

KuraiWolf

Potential Patron
Joined
Feb 7, 2015
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Same here. I think you may need to tweak it a bit more.
 

cwking420

Potential Patron
Joined
Sep 17, 2012
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

I've had this same problem. I fixed it by going into the mods.txt within my $INT$ folder and repositioned moreclothingV5.swf on the list. Don't know why it worked but it did.
 

MAGPIE

Potential Patron
Joined
Feb 15, 2012
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Hey I had a question, how can I add .swf mods to the "scene" custom tab?
I want to be able to quick load a few mods without having to go through the usual process.
Also is there a way to turn them off without closing the entire game?

Id appreciate any help :)
 

sby

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

TheCrimsonFuckr said:
sby said:
KuraiWolf said:
Can anyone tell me what is going on with my game. Screenshot attached.
apparently turtleneck jumper does not have a costume top (probably an overtop)

also, re-download moreclothingV5, i did a quick reupload a couple days after release to hopefully fix those mods getting stuck on attempted reloading

Well...I still have the same problem, and I redownloaded it multiple times.
i do have another bugfix related to this, i just haven't uploaded it yet. probably will clean up some other stuff and do an update


MAGPIE said:
Hey I had a question, how can I add .swf mods to the "scene" custom tab?
I want to be able to quick load a few mods without having to go through the usual process.
Also is there a way to turn them off without closing the entire game?
not sure if this is about a specific mod or not. look into loader character folders and note the 'reset' button on the scene tab.
links in my signature might help
 

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