sby's loader imports (2 Viewers)

Dotar

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Apr 25, 2012
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Hmm I haven't touched animtools editing for ages, for some reason when I open it; only white appears in standaloneflash. Any idea how to fix? :o

Also another question, thats discussed here:


http://www.sdtmods.com/index.php?topic=3556.240

Is femalemasterbateV1 supposed to have some sort of moaning sounds?
 

stuntcock

Content Creator
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Jun 5, 2012
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Dotar said:
for some reason when I open it; only white appears in standaloneflash. Any idea how to fix?
Are you using the latest Loader? There was an incompatibility issue somewhere around 5.43 or 5.44.

Dotar said:
Is femalemasterbateV1 supposed to have some sort of moaning sounds?
It's a 2kb SWF. There isn't any room for custom audio files.

I suppose that the mod could have invoked some of the built-in SDT audio files, but there are only two "moan" sounds. The result would be repetitive and silly, rather than sexy.
 

Spinner

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Apr 28, 2015
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Thanks for your reply sby...

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

I tried various approaches to get da.charcode.load to change values in the moreclothingbody settings without success. So I am either missing something or da.charcode.load doesn't support this.
...tried: "set":{"da.charcode.load":"moreclothingbody:Unbuttoned Vest,63,118,162,1"}
...and:"set":{"da.charcode.load":"moreclothingbody:Unbuttoned Vest"}

Since your reply to my original question, I found another post (http://www.sdtmods.com/index.php?topic=4324.msg93944#msg93944) that seems to be asking the same question.

You replied there that one should "use the regular loaddata function" for this... but that seems to be a mod maker's solution (rather than a dialog writers solution)... as I can't find any reference loaddata except in coding mods. Is there a Dialogue code for loaddata ? and (if so) what is the systax ?

Separately (though related)...
I can equip/remove overtops using da.charcode.load by connecting the items to (for example) armwear per:
~Waistcoat.swf=Waistcoat:CostumeOverTop>CostumeArmwear:CostumeCollar>CostumeArmwear

What I have found though, is that I still need to change the collar color (not the armwear) color to change the item's color.
I had understood (from reading your moreclothingV5settings notes) that the above setting should connect both the item and its color control to armwear. Is this not the case, or do I have syntax error...?
 

aztlan

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

You need to use DA too.

Then just use the DA code to add, remove or change color of a piece of clothing referring to the clothing type and name you specified in moreclothingv5.

Here's an example:

{"set":{"da.clothes.tops.type":"ButtonedTShirtPulledDown"}}

Where a piece of clothing was named ButtonedTShirtPulledDown in morelcothing as so:

Buttoned T-Shirt Pulled Down.swf=ButtonedTShirtPulledDown:CostumeTop

For your example you probably want the DA dialogue to read:

"set":{"da.charcode.load":"Unbuttoned Vest"}

Not sure if spaces in the clothing name are a problem - I always rename my .swf files to avoid this issue but I don;t think it actually matters.

Hope this helps.
 

sby

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

mods that are assigned to use a specific color slider will still those those color sliders, moreclothing only changes what menu they appear on and how they are grouped to visibly toggle.

i forgot that them dialogactions folks had used their own copy of the load function instead of calling the game's loadData function. (when it was mentioned, figured they would have made the change in their next release if it was possible) . you are correct in that this would be a tweak for the mod creators to get this to work to be able to select things from the body menus.
(also, the extra backgrounds probably will not be able to load through dialogactions)
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
Re: sby's loader imports; moreclothingV5 and dialogdisplayeditV1

Spinner said:
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)?

Try to use the appropriate da.clothes variable instead if possible. da.charcode.load is a massive hack when used for partial charcodes and basically reloads your entire character. Not all mods like this - mostly any manually imported .swf mod breaks, and anything that doesn't save very well to a charcode in the first place will also be likely to break. It's... not a very ideal situation.

aztlan said:
You need to use DA too.

Then just use the DA code to add, remove or change color of a piece of clothing referring to the clothing type and name you specified in moreclothingv5.

Here's an example:

{"set":{"da.clothes.tops.type":"ButtonedTShirtPulledDown"}}

Where a piece of clothing was named ButtonedTShirtPulledDown in morelcothing as so:

Buttoned T-Shirt Pulled Down.swf=ButtonedTShirtPulledDown:CostumeTop

For your example you probably want the DA dialogue to read:

"set":{"da.charcode.load":"Unbuttoned Vest"}

Not sure if spaces in the clothing name are a problem - I always rename my .swf files to avoid this issue but I don;t think it actually matters.

Hope this helps.

Yeah, like that.
 

Spinner

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Apr 28, 2015
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Pim_gd said:
Try to use the appropriate da.clothes variable instead if possible. da.charcode.load is a massive hard when used for partial charcodes and basically reloads your entire character. Not all mods like this - mostly any manually imported .swf mod breaks, and anything that doesn't save very well to a charcode in the first place will also be likely to break. It's... not a very ideal situation.

I am working on a dialogue that includes girl selection, undressing, redressing, binding, unbinding, etc. (as the story/game progresses through stages). To date, I have found da.charcode.load to be the most efficient to code and use for this and (in my testing to date at least) it appears for work and do what I am aiming for.

Given your comment however, I will take a look at restructuring around using of da.clothes (though suspect this will get top-heavy in terms of micro-managing each variable).

Regarding my original question though:
Interacting directly with the "body" menu items added my moreclothing doesn't seem to be supported through either da.charcode.load or or da.clothes... Or have I missed something?
 

neoaustin

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Mar 18, 2014
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

I can't find templateextensionV5, can anyone show me where it is? moreclothingV5 says it needs it but i can't find it on here

EDIT: nevermind, finally found it
 

krizalid

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

Sby how is your work on moreclothingV6 with multiple loading settings
 

sby

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

krizalid said:
Sby how is your work on moreclothingV6 with multiple loading settings
lol, haven't touched it in a while

feel free to 'beta test' xD

changelog:
moreclothingV5_1 tweak:
added snippet of code to sync nametracker and modsloaded just in case some weird shit screws up something
added super shady character file settings files. shady because made me realize i have 2 separate counters tracking loading being modified all over with special cases. no clue how single line settings files actually make it through the mess.
tweaked proxy registering function for support with other mods alo proxying the stuff moreclothing proxes (regulaterandom)

looks for a settings file called 'moreclothingV5_1settings.txt'

thing i know i still have to do with it is to have the clothes clear off after loading them as a character file moreclothing settings, and have some type of indication that it is done loading


edit - old moreclothing attachment removed
 

krizalid

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

Sby i still get message "already loaded moreclothing" why you just not turn this message off? I try load folder name "more1" with moreclothingV5_1.swf and moreclothingV5_1settings.txt in it with txt file have only hair lines. After first folder load i try load "more2" folder with moreclothingV5_1.swf and moreclothingV5_1settings.txt with txt file have only backgrounds lines but it not load and say "already loaded moreclothing". I dont see any difference from original moreclothingV5.swf and new beta moreclothingV5_1.swf.
 

sby

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

krizalid said:
Sby i still get message "already loaded moreclothing" why you just not turn this message off? I try load folder name "more1" with moreclothingV5_1.swf and moreclothingV5_1settings.txt in it with txt file have only hair lines. After first folder load i try load "more2" folder with moreclothingV5_1.swf and moreclothingV5_1settings.txt with txt file have only backgrounds lines but it not load and say "already loaded moreclothing". I dont see any difference from original moreclothingV5.swf and new beta moreclothingV5_1.swf.
you don't load another instance of moreclothing as a mod, you just have additional moreclothing settings files in character folders.
(surprised the first moreclothing you loaded didn't load up the settings though)



edit - somebody was looking for a specifc bugfix in animtools, so i decided to upload my working copy. still need to do proper DA api stuff, so this still uses the old method of dialog lines. attached animtools and settings file. more beta testing woooo
changed how animtools does dialog lines to prevent dialog flooding
added 'animtools_position_name' to dialog variables. now can check if specific position is loaded like general:"tested for doggy 6"{"check":{"atv_position_name":"ATV_doggy6_resistive"}}
moved himreversed and himflipped code before other animation changes in updateeverything to fix feet bug, most likely xD

edit - uploaded another tweaked version of animtools
 

Attachments

animtoolsV14settings.txt
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animtoolsV14_1.swf
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aztlan

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

sby said:
changed how animtools does dialog lines to prevent dialog flooding

Thanks. (I think...)

Could you describe this a bit - do we need to do anything different in DA to call these lines? Does the animtools settings work different for these now?
 

Spinner

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Apr 28, 2015
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Spinner said:
....
I am also seeing another spurious result: Sometimes a position partial-loads (i.e. most the position is in place but His feet in the wrong place)
...
sby said:
hmm, now that is an odd one. never seen that happen before
Spinner said:
...
Turns the previously reported bug of "partial-loads" is not spurious but is 100% reproducible...! :D
(Oddly enough it has something to do with switching Him from Female to Male.)
...
Symptoms (EDITED version):
The problem occurs when your dialogue follows a sequence:
[list type=decimal]
[*] Load a charcode defining a Female version of "Him"
[*] Load an animtools position
[*] Load a charcode defining a Male version of "Him"
[*] Load the same animtools position
[*] Observe the problem... his feet are in the wrong place...!
[/list]
....
sby said:
...
edit - somebody was looking for a specifc bugfix in animtools, so i decided to upload my working copy. still need to do proper DA api stuff, so this still uses the old method of dialog lines. attached animtools and settings file. more beta testing woooo
changed how animtools does dialog lines to prevent dialog flooding
added 'animtools_position_name' to dialog variables. now can check if specific position is loaded like general:"tested for doggy 6"{"check":{"atv_position_name":"ATV_doggy6_resistive"}}
moved himreversed and himflipped code before other animation changes in updateeverything to fix feet bug, most likely xD

edit - uploaded another tweaked version of animtools

Thank you sby,

I can confirm the "feet in wrong location" bug is fixed in your latest variant of animtoolsV14_1.swf.
(Though I assume you already know that)

Per your request I have moved the whole subject to here (with the above summary for the benefit of others). :D
NB: I have described the symptoms as I saw them. I can only hope this covers it well enough.
 

XDevilkillX

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Mar 10, 2015
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Didn't this loader have an animtools positions folder, or am I thinking of a different one?
 

Spinner

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Apr 28, 2015
animtools: line/trigger for cumming outside

NB: Post moved from animtools positions and [edited]:
(Was http://www.sdtmods.com/index.php?topic=3556.msg96701#msg96701)


Hi sby,

I have a question/request but am not sure if I should direct it to your good self or to MG or in fact Pim_gd. ::)

The question is: I can't find a trigger event for him cumming outside her when in an animetools anal or virginal position. Does one exist?

The request is: If the answer is No... could this be added...?

I'm not sure if animetools or the loader or DialogActions is the best vehicle.

On the surface, animetools seems the likely candidate. However the loader registers the cum event (as the counter increases) and DialogActions is capable of breaking this out I assume. So potentially one or the other is the easiest place to add the trigger... ???

Your thoughts appreciated.
 

sby

Content Creator
Coder
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Sep 11, 2012
Re: animtools: line/trigger for cumming outside

Spinner said:
NB: Post moved from animtools positions and [edited]:
(Was http://www.sdtmods.com/index.php?topic=3556.msg96701#msg96701)


Hi sby,

I have a question/request but am not sure if I should direct it to your good self or to MG or in fact Pim_gd. ::)

The question is: I can't find a trigger event for him cumming outside her when in an animetools anal or virginal position. Does one exist?

The request is: If the answer is No... could this be added...?

I'm not sure if animetools or the loader or DialogActions is the best vehicle.

On the surface, animetools seems the likely candidate. However the loader registers the cum event (as the counter increases) and DialogActions is capable of breaking this out I assume. So potentially one or the other is the easiest place to add the trigger... ???

Your thoughts appreciated.
i am guessing the regular cum lines also play when cuminher dialog lines are going to be played? cause otherwise you would just use the normal cum lines.
if this is the case, i could make the cuminher lines clear the regular cum lines if they are going to be played. that way you use rugular cum lines for outside body, then cuminher lines for inside body

aztlan said:
sby said:
changed how animtools does dialog lines to prevent dialog flooding

Thanks. (I think...)

Could you describe this a bit - do we need to do anything different in DA to call these lines? Does the animtools settings work different for these now?
you shouldn't need to change anything.
essentially, i add and remove animtools dialog lines according to what lines are loaded in a dialog.
this is so lines are not 'built and then decided not to be played' which kinda blocks out lower priority lines (cause that is how the regular dialog algorithm is implemented)
haven't tested it with those complicated dialogs that load other dialogs
 

Spinner

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Apr 28, 2015
Re: animtools: line/trigger for cumming outside

Spinner said:
...
The question is: I can't find a trigger event for him cumming outside her when in an animetools anal or virginal position. Does one exist?
...
sby said:
i am guessing the regular cum lines also play when cuminher dialog lines are going to be played? cause otherwise you would just use the normal cum lines.
if this is the case, i could make the cuminher lines clear the regular cum lines if they are going to be played. that way you use rugular cum lines for outside body, then cuminher lines for inside body

No... That is say in a doggy position (for example) cumming outside fires no line (that I can find).
The same applies if you are in the default position and (somehow) miss her face... No cum line fires.

What I am looking for is an event line equivalent to cum_on_face but for other positions.
EDIT: That is to say if a cum event occurs while not in body contact a line like "cumoutside" or simply "cumout" (LOL) :D
 

GrayImp

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Joined
Jun 30, 2015
Re: sby's loader imports; jan 29 2015: mg archive2, monitordialogV1

Hi, I've spent the last two hours trying to figure this out and I'm not getting anywhere, so hopefully you guys can help me.

I'm using ffbehaviorV3 and deepthroatactionsV3. I'm not sure if it is a conflict between the mods or if I somehow fucked something up, but the shrinking eyes thing doesn't seem to work in some cases.

At first it was ok. It shrunk do to depth and was small at hilt, but I noticed that when she came of the penis it glitched a bit, starting big flicking to small and then growing. I figured that might be from the shock on hilt from deepthroatactionsV3. I turned off the depth proximity thing to see if that would change it. It seemed to stop that glitch, but I then noticed that while raising her eyes do to pass out that it went normal size whenever she did a cough or gag animation and then back to small when it ended. (this was all yesterday)

(Today)
I might have accidently fixed that when I changed when and how fast her eyes shrink do to pass out factor. I'm not sure, but it isn't doing the animation glitch now. However, it no longer dose shock on hilt despite the fact that it is active. I reactivated the depth proximity one just to see what would happen and it doesn't work either.

I'm just really confused.
 

sby

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

GrayImp said:
Hi, I've spent the last two hours trying to figure this out and I'm not getting anywhere, so hopefully you guys can help me.

I'm using ffbehaviorV3 and deepthroatactionsV3. I'm not sure if it is a conflict between the mods or if I somehow fucked something up, but the shrinking eyes thing doesn't seem to work in some cases.

At first it was ok. It shrunk do to depth and was small at hilt, but I noticed that when she came of the penis it glitched a bit, starting big flicking to small and then growing. I figured that might be from the shock on hilt from deepthroatactionsV3. I turned off the depth proximity thing to see if that would change it. It seemed to stop that glitch, but I then noticed that while raising her eyes do to pass out that it went normal size whenever she did a cough or gag animation and then back to small when it ended. (this was all yesterday)

(Today)
I might have accidently fixed that when I changed when and how fast her eyes shrink do to pass out factor. I'm not sure, but it isn't doing the animation glitch now. However, it no longer dose shock on hilt despite the fact that it is active. I reactivated the depth proximity one just to see what would happen and it doesn't work either.

I'm just really confused.
this sounds like a conflict, both mods control iris size (ff modifies it directly, and deepthroat actions uses 'shock') according to what they think should happen.

however, if you see issues when only using 1 mod, then i should probably dig into something. i can try to have ffbeahavior allow this:
passoutshrinkirisfrompassout=0 //1=active, enables shrinking iris according to passoutfactor, overrides 'passoutshrinkirisfrompenisdepth'

so instead of overriding, it attempts to use the smaller value between both of them
 

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