SDT Loader question (1 Viewer)

Boss

Potential Patron
Joined
Apr 19, 2011
Re: Mods

I don't know if I am the only person but the custom save data bar

is not allowing me to Click or highlight the information. This only happens to me in the Loader.swf but it works fine in the SDT.swf.
 

Faceless

Content Creator
Joined
Jun 12, 2011
Re: Mods

The menu just says "ModSelector," rather than listing the currently selected mod. Is that happening with anyone else?
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mods

kuroryuu said:
Faceless said:
The menu just says "ModSelector," rather than listing the currently selected mod. Is that happening with anyone else?
Yup, I have the same problem.

I know EXACTLY how to fix this.

Boss said:
I don't know if I am the only person but the custom save data bar

is not allowing me to Click or highlight the information. This only happens to me in the Loader.swf but it works fine in the SDT.swf.

THIS BUG AGAIN?!?!?! AAAARRRRRRRGH!!!!



EDIT: Think I've fixed both bugs.
Use new Keys.swf to get rid of "MODSELECTOR"


EDIT2:

Hakkesshu said:
Can you please bring back the auto mouse move feature (that was the F11 or F12 key)? Can't you just add the option value below the cum settings?

I thought it was a really good feature to have since you can't increase speed on auto mode (hard mode is not hard enough).

Thanks!

Expect a seperate tool in the next release.

Chance said:
Modguy, can you (or have you already) work on custom eyebrows ? Like caterpillar or round ones.

I added this feature and you didn't deliver :(
 

Faceless

Content Creator
Joined
Jun 12, 2011
Re: Mods

ModGuy said:
EDIT: Think I've fixed both bugs.
Use new Keys.swf to get rid of "MODSELECTOR"
Cool, but the new Keys.swf isn't saving the assignment for "Cycle Custom +".
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mods

Faceless said:
the new Keys.swf isn't saving the assignment for "Cycle Custom +".

Bug Fixed, expect in next release.
Code:
for (var i:Number = 0; i<shortcuts.length-1; i++)
to
for (var i:Number = 0; i<shortcuts.length; i++)
Also, fixed the nipple mod overlap issue.
 

anonymous

Avid Affiliate
Joined
Feb 16, 2011
Re: Mods

HEY MODFAG... lol jk

Is there anyway you can modify 1.6b so that it will list ALL currently loaded mods, so that you can remove them individually? I'm more referring to the swf imports because most don't auto remove
 

Mezzora

Potential Patron
Joined
Feb 17, 2011
Re: Mods

What's the "Tear" button for? There's already a hotkey to generate tears and it's also in your mods section.
If it clears them, how about having "Clear All" (tears and cum and stuff) instead?

And are we able to load swf imports with your loader, yet?
I don't have the time to try it myself so I'm sorry if it's obvious.
 

Chance

Content Creator
Joined
Feb 18, 2011
Re: Mods

ModGuy said:
I added this feature and you didn't deliver :(
Yep, you also said it was the MOAST SOFISTICATED MOD EVAR, and anyway I have yet to find and learn to use a flash software :(
 

detoxisgay

Potential Patron
Joined
Jul 5, 2011
Re: Mods

I cant load SWF mods with this.
I have a character that is a mod so I named the folder and put the .swf in there and named it to Mod.swf.
When I click the character on the selection it says SDT MOD Load from modding panel.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mods

detoxisgay said:
I cant load SWF mods with this.
I have a character that is a mod to I named the folder and put the .swf in there and named it to Mod.swf.
When I click the character on the selection it says SDT MOD Load from modding panel.


Read the guide.
 

detoxisgay

Potential Patron
Joined
Jul 5, 2011
Re: Mods

I did. The only thing related are:
-Custom Mods
This is an advanced feature in an experimental stage.
Custom mods allow for near total control of the game and its workings through externally loaded SWF files.
The general format is as follows:

-Mod Folder app
This must be in the same folder as SDT.swf
Executing this simply generates a "Mods.txt" file containing folder names.

Theres nothing after "The general format is as follows:"

and on loading:
"Arm.png" Tatoo
"Arm.swf" Tatoo
"BG.png" Background
"Code.txt" Character Code
"Eye.png" Eye
"Eye.swf" Eye
"Hair.png" Hair
"Mod.swf" Custom Mod
"Nipple.swf" Nipples (Same)
"Nipple1.swf" Left Nipple
"Nipple2.swf" Right Nipple
"Penis.swf" Penis

Im naming and puting the files correctly as instructed.
Unless there was something missing from Custom Mods portion idk whats up. Im running the newest loader on the thread.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mods

The custom mod folder is NOT for Kona's mods, a Mod.swf is included.
This toggles his arm as proof of concept that external code can be loaded/executed.
This is NOT for dynamic hairs or accessories.

I will implement this if possible though, watch this space.


EDIT:

Took about 20 mins to implement.
Loader now supports official SWF mods.

EDIT2:
92072121180765245213.png

Implemented mod toggler.
Will probably produce a ton of bugs :|

EDIT3:
Released.
Am tired, expect bugs.
 

Mezzora

Potential Patron
Joined
Feb 17, 2011
Re: Mods

I love you.


Edit:
Arm imports don't unload.
Could you make code.txt to load after x.swf?
(Probably not since CusomSaveData unloads SWFs)
Cycle Custom doesn't work with official SWF imports.
Toggleable parts of SWFs stay listed for other imports.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mods

Mezzora said:
Arm imports don't unload.
Could you make code.txt to load after x.swf?
Cycle Custom doesn't work with official SWF imports.
Toggleable parts of SWFs stay listed for other imports.

Know how to fix bugs in orange.
Will research others.

Edit:
Fixed all bugs except Cycle Custom, will look at that next.
Turns out I purposely exempted the arm mod from the unload procedure to figure things out when Kona broke it.


Edit2:
Fixed Cycle Custom bug.
This was just a lazy mistake, I sourced data from a null variable.
Code:
 mod_panel.slidePanel.lstChars.selectedItem.data
Only worked when the character was selected in the list.
Therefore using a hotkey meant that no character was selected from the list, resulting in the null reference error.

Oh yeah, I fixed arm mod support for different positions.
Expect in next release.

Edit3:

Released.
 

Faceless

Content Creator
Joined
Jun 12, 2011
Re: Mods

Eh, arm mods still aren't unloading.

Also, I don't know if they were supposed to or not, but swf.txt imports don't stack.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mods

Faceless said:
Eh, arm mods still aren't unloading.

Also, I don't know if they were supposed to or not, but swf.txt imports don't stack.

1. Works for me, click reset.
2. Rewrote loading algo. Turns out I was loading the mods too quickly and only the last one would really load. Fixed.

EDIT: Released.
 

Faceless

Content Creator
Joined
Jun 12, 2011
Re: Mods

ModGuy said:
1. Works for me, click reset.
Hm, resetting works, but if I switch directly from mod to mod, the arm doesn't unload, and resetting after that only unloads the most recent arm.

2. Rewrote loading algo. Turns out I was loading the mods too quickly and only the last one would really load. Fixed.
Cool.

Also, I've noticed that sometimes resetting loads SDchan, and other times simply unloads loader mods.
 

CaptainOwl

Potential Patron
Joined
Feb 17, 2011
Re: Mods

EDIT:Nevemind found it.

How eactly does the Breath passout mod work though. The numbers I mean. does higher = faster passing out or lower numbers? Is it possible to make her perm knocked out? Sick question I know just curious.
 

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