sby's loader imports (3 Viewers)

sby

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

Piti said:
I have a problem with animtools. To be precise:
TypeError: Error # 1009: Can not access a property or method for a null object reference.
at animtoolsV5_fla :: MainTimeline / doLoaded ()
at animtoolsV5_fla :: MainTimeline / onTimer ()

I would be really thankfull if someone would help me :)
V5 is super old, grab new loader and new animtools

Trogdorbad said:
Hey, I dunno if this was answered elsewhere in here, but it seems the custom dialogue from the expansion mod doesn't actually play. Any suggestions?
yeah, been fixing dialog stuff in animtools and breastexpansion. issues where obscure lines block out others. just been too busy
 

krizalid

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Nov 1, 2012
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Sby I would be grateful if you made it possible to moreclothingV5 load himself several times and not once current. I just collected 1000 costumes and when they loaded the game it make terribly slow FPS. I was trying to to split them into on the 200 costumes in each folder. But moreclothingV5 can not load itself again despite moreclothingV5settings.txt in folders changed. Game always say already loaded moreclothing.
 

aztlan

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

That would take a long time to load.

What would be nice might be the option to choose a wardrobe when you load a character folder - so moreclothingv6 (?) loads only those clothing, hairs, BGs, etc. assigned for a given character folder's wardrobe - this would allow you to have the 10, 20 or 50 items you want available for a given character without having to load hundreds for each character.

In the meantime I suppose we could always create different wardrobes (moreclothingv5 settings) and just rename the one we want as ...settings.txt when we want to uise it and keep the others saved as .txt files with different names ready to be swapped (by renaming the old one to something else and the new one to ...settings.txt).
 

aztlan

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

Talking with Slingerbult and others on the DA thread, one issue I have is that Animtools will sometimes fail to liad a new position. He suggested on subsequent lines checking if the loaded Animtools position matched what the dialog was expecting, and if not to reload the correct Animtools position. However, often I am wanting to change (for example) from one oral position to another, in which case this technique would not catch that I had the wrong Animtools position loaded. To that end...

Would it be possible (in Animtools15?) to add an additional field fto Animtools text files, perhaps called Code, which would be say 5 digits long and could also be checked in a dialog much like Posituon currently is? This could then periodically be checked in dialog to make sure the expected Animtools position was loaded. It could also then be used to drive dialogs based on a specific Animtools position currently being active.

I sort of envision such a code might have the first digit based on the current Animtools position field (1-5), then maybe the 2nd digit based on the current Animtools dominance field, and then perhaps another 3 digits allow for each Animtools animation having its own unique code.

Or is there already some way to do this that I am not clever enough to think of right now?
 

sby

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

some type of extended loading using more settings files has been mentioned before, i did note it down despite it seeming a little odd. maybe it is not too difficult to add in.

apparently, there is some api thing i could use for animtools to register its position loading dialog stuff. maybe i will actually have to use it cause i guess dialog actions is looking into controlling word speed and that will most likely break how dialog is currently done with stuff. last time i worked on mods, i was doing dialog tweaks to the various mods, but i haven't uploaded any of the changes yet. and since it seems like the tweaks are gonna need even more stuff now xD
 

ThatBenderGuy

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Apr 26, 2015
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Hey could I get some help please? I am trying to use AnimTools14 with Loader 5.44 and whenever I try to run edit mode I get this blank screen,

animtool.png


some help with this issue would really be appreciated
 

aztlan

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

This is the issue I noted on another thread a bit ago. (see http://www.sdtmods.com/index.php?topic=6487.msg95717#msg95717)

Apparently, the version of SDT bundled with 5.42,5.43 and 5.44 do not support AnimtoolsV14 and TwiceTest.swf correctly. (5.41a did and works fine...)

5.44 will work fine if you use the older version of SDT bundled with previous (5.41a and prior) versions - but I'm not sure if the Loader will work correctly in all aspects with that older version - I suspect not, otherwise why was the new version included? But I can't spot any errors when using it....
 

ThatBenderGuy

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Apr 26, 2015
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Where can I find said version because I checked the main page MG doesn't have any links to older releases
 

aztlan

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

sby has a copy of it in his loader pack.

on

https://www.mediafire.com/?nbhuzgbgp81shf0

linked from

http://www.sdtmods.com/index.php?topic=2888.0
 

sby

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

was working on moreclothing supporting multiple settings files, this is what happens when you have the same entry in multiple files
 

krizalid

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Nov 1, 2012
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

sby said:
was working on moreclothing supporting multiple settings files, this is what happens when you have the same entry in multiple files
 

jase

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Jun 4, 2014
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

What are you planning with default/face_fuck styles? I don't see how the way they're implemented now, hooking into external data files to redundantly reproduce something already integrated into SDT, is desirable. It's good to have them as an editing reference, but the loader should never need load it. Now it's becoming dialog editing convention to explicitly load them when the DEFAULT_STYLE FACE_FUCK_STYLE triggers still work. Can I repeat my previous suggestion: have the position file include data on an alternate version to switch to when the button is clicked or dialog triggers FACE_FUCK_STYLE, and if alternate pos data isn't in the file, SDT's internal face_fuck would be used instead. The alternate [edit: should could] be an entirely new position, or could just modify particular values from the primary data.

I think there's potential in that range of motion the girl has at the start point, so I tried making positions that swapped start and end tweens. This way you can go to the hilt and grind around. Unfortunately penis masking doesn't work the same way at that end of the range, so for most oral positions it protrudes from the back of the head. Could it be possible to identify a position as reversed in this way, so that hilt code will work in the start position?

krizalid said:
sby said:
was working on moreclothing supporting multiple settings files, this is what happens when you have the same entry in multiple files
 

aztlan

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

jase said:
Can I repeat my previous suggestion: have the position file include data on an alternate version to switch to when the button is clicked or dialog triggers FACE_FUCK_STYLE, and if alternate pos data isn't in the file, SDT's internal face_fuck would be used instead. The alternate should be an entirely new position, or could just modify particular values from the primary data.

That's a very good idea I'd like to see it.
 

Digimonfan

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Oct 4, 2011
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

I'm probably going to sound like an idiot for asking this, but the hell with it.

Is there any way that I can use the male mods/part of the male mods (like, say, Dante's 'InuYasha' mod) with the moreclothing mod, or am I a complete moron and the male mods are used by something else entirely and can't mix with moreclothing at all?
 

jase

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Jun 4, 2014
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

No, that's a good point. I've tried using the Body option to add Him replacements, but unfortunately that didn't work. As of now, there aren't any moreclothing options for modifying Him.

EDIT: Has anyone else experienced orphaned spit strands that won't clear after changing positions? They'll still time out, but they can become a drag on performance until they do. Could there be an option to automatically clear them along with sweat drops when positions change?
 

sby

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

moreclothing only uses modtype-based mods made by the vanilla template, or the alternate loader template.



not sure about having multiple positions included in a single position to change the different modes. i think if people still wanted the flexibility but wanted to be able to change what positions those are, probably an initial setting to assign them, as well as a dialog command to be able to change what they are.

as for them reloading from a text file, it shouldn't be difficult to hold onto position values after loading them to be able to grab those from memory. guess it depends how often you are swapping between them. original reason they are hooked in the first place is because those buttons change a few of the tweens that animtools changes, so they would create some abomination of a position xD. hooking the buttons allows animtools to change all of the values accordingly. (i think at one point i actually had the 2 styles saved in animtools code, and that would be used instead of the position files.)
 

Spinner

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Apr 28, 2015
Re: sby's loader imports; moreclothingV5 and dialogdisplayeditV1

Hi sby,

Let me first say that you do some amazing stuff for this project...! :)

I am in the process of building a Dialogue... and it's a fairly ambitious one (primarily, as I'm using the process to develop a decent understanding of Dialogue coding).
From my work to date, I have a couple of questions (or perhaps requests). I'm relatively new, so if this isn't the right place for such, please forgive me.

The first question is regarding moreclothing:
From my testing, I am able to use (add, remove) moreclothing mods only by connecting them to the vanilla Settings options.

For example, by changing the 'Unbuttoned Vest' setting to:
~Tops - Unbuttoned Vest - RGB 1 Color_edit.swf=Unbuttoned Vest:CostumeOverTop>CostumeCollar:CostumeCollar
I can add/remove the Unbuttoned Vest through da.charcode.load

What I can't work out is whether or not it's possible to interact with the moreclothing 'body' settings directly. I.E. Is there a dialogue code for changing moreclothingbody:item1,item2

If this isn't possible… can I ask if there are any plans to add this (or should this question be directed to Pim_gd re DialogueActions)?

The second question is regarding dialogdisplayedit:
The scenario I am working on has a multiple people "talking".
To avoid confusion, I am leading the different people's speaking parts with their name per: "~Person Name~ person's dialogue."

What would be ideal though would be to give each person different coloured text boxes (i.e. being able change dialogdisplayedit values on the fly).
I assume this isn't possible… But ask if I have simply missed something? If I haven't, can I ask if there are any plans to add this?
 

sby

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

the items on the body menu should also be able to be set through the charcode load as well

no plans for having on the fly color changing for text. i remember when i was making that mod that to get it working i had to do some counter intuitive things that shouldn't have been needed (don't think i had proxies when i made it either, so probably could be properly done cleanly now xD), but i probably just didn't look into dialog enough. anyway it was just for a bit better aesthetic to provide more variety in him/her text differences. i think some people have loaded different settings for specific characters, but that is about it.

edit: this crazy shit:
Code:
switch(frametracker)
		{
			case 1:
			g.dialogueControl.gotoAndStop(2);
			g.dialogueControl.gotoAndStop(3);
			g.dialogueControl.gotoAndStop(1);
			g.dialogueControl.getChildAt(0).alpha = alphaholder;
			g.dialogueControl.gotoAndStop(1);
			//main.updateStatus("speaking");
			break;
			case 2:
			g.dialogueControl.gotoAndStop(3);
			g.dialogueControl.gotoAndStop(1);
			g.dialogueControl.gotoAndStop(2);
			g.dialogueControl.getChildAt(0).alpha = alphaholder;
			g.dialogueControl.gotoAndStop(2);
			//main.updateStatus("thought");
			break;
			case 3:
			g.dialogueControl.gotoAndStop(2);
			g.dialogueControl.gotoAndStop(1);
			g.dialogueControl.gotoAndStop(3);
			g.dialogueControl.getChildAt(0).alpha = alphaholder;
			g.dialogueControl.gotoAndStop(3);
			//main.updateStatus("him");
			break;
		}
for some reason, the order that those are set in frames matters. black voodoo magic all up in that dialog window
 

jase

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Jun 4, 2014
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

sby said:
not sure about having multiple positions included in a single position to change the different modes. i think if people still wanted the flexibility but wanted to be able to change what positions those are, probably an initial setting to assign them, as well as a dialog command to be able to change what they are.
This is what Fleak has done, very extensively, in his dynamic dialogs. But if the standard/hard variations that he swaps between were integrated into one file, they'd be easier to write, require less memory and less futzing with dialog trees. His bundle could be compressed to a smaller size, and the positions' memory overhead would be less of a burden on Flash.

as for them reloading from a text file, it shouldn't be difficult to hold onto position values after loading them to be able to grab those from memory. guess it depends how often you are swapping between them. original reason they are hooked in the first place is because those buttons change a few of the tweens that animtools changes, so they would create some abomination of a position xD. hooking the buttons allows animtools to change all of the values accordingly. (i think at one point i actually had the 2 styles saved in animtools code, and that would be used instead of the position files.)
I suggested going back to the internal values because every little bit of memory reduction helps. Reading external data does terrible things to an interpreted language's performance, and there seems to be a bit of a memory leak that worsens the more files are loaded. But maybe there could be an option to use an external file if someone has a particular position they always want to use as default. If it's just a modification of the base position then it written as a reduced file size, and at least that's some memory savings.
 

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