SDT Loader question (3 Viewers)

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mods

Mod manager now supports JPG/GIF/PNG backgrounds and multiple custom mods.
On the flipside it no longer supports a single custom mod in the form of "Mod.swf".

Expect in next release.
 

anonymous

Avid Affiliate
Joined
Feb 16, 2011
Re: Mods

Could you make Mod1.swf and Mod.swf interchangeable for the first swf? Or just make it read Mod.swf as well as Mod#.swf

Also, can you make the background option load .swf backgrounds too, or is that covered by custom mods?
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mods

Anonymous said:
Could you make Mod1.swf and Mod.swf interchangeable for the first swf? Or just make it read Mod.swf as well as Mod#.swf
Doesn't load based on Mod#.swf
Reads Mods.txt, each line contains a SWF name such as "EXAMPLE_MOD.swf" without quotes.
You could put anything in each line.


Anonymous said:
Also, can you make the background option load .swf backgrounds too, or is that covered by custom mods?

This feature exists but is currently disabled.
I'll work on it for now.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mods

Anonymous said:
Then why does it matter that it doesn't support the Mod.swf name?


Allow me to explain.
Before adding in multiple mods, you named the swf "Mod.swf" and placed it in a folder.
Upon coding the manager checks were added for this one file only.

Now that multiple files are now possible I've changed the checks to suit multiple files instead of just one.
Because of this naming it "Mod.swf" will still work with the loader but will not be detected by the manager without the corresponding entry in /CHAR/Mods.txt
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mods

I'll just leave this here.....

Code:
her.rightArmIK.reversedEnd = true;
her.leftArmIK.reversedEnd = true;
her.rightArmIK.newTarget(new Point(-170.4, 81.7),her.torso.back, true);
her.leftArmIK.newTarget(new Point(-170.4, 81.7), her.torso.back, true);
her.rightArmIK.setEndRotationTarget(45, [her.torso.back,her.torso, her]);
her.leftArmIK.setEndRotationTarget(45, [her.torso.back,her.torso]);


92116882753237464264.png


EDIT: And with that, I'm done with IKs.

EDIT2:
Released v3.7 with dialogue imports.
Someone has already downloaded it.

EDIT3:
Show of hands, who would be interested in this idea:
A file identical to the dialog file which contains a list of sounds as well as words.
When a specific line is triggered a sound is played.
Would require users to record a new sound for every line though.
 

CaptainOwl

Potential Patron
Joined
Feb 17, 2011
Re: Mods

Sounds interesting enough. Would be fucking hilarious too depending on what people used for the voices.
 

anonymous

Avid Affiliate
Joined
Feb 16, 2011
Re: Mods

would definitely work well for adding voice to the character. Could make this solid by getting some form of a voice actress.
 

Faceless

Content Creator
Joined
Jun 12, 2011
Re: Mods

Found a bug, Modguy. If I try to cycle away from a character that has an arm mod, the game breaks. The arm resets to the back position, but an extra forearm will dangle, cycling through the skin tones. After that I can't even change characters using the Scene tab.
[attachthumb=1]
 

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ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mods

Faceless said:
Found a bug, Modguy. If I try to cycle away from a character that has an arm mod, the game breaks.

I knew of this bug, just hoped nobody would find it.
Well, time to find a fix.

EDIT:
I fixed it, but it created a much smaller issue.
Due to a problem(?) in flash moving through a nested timeline can spawn duplicate movieclips if child indexes are changed.
In this scenario, a duplicate arm is created causing a null reference exception.
The fix removes the child index change which fixes the issue but removes the nice layering:
55215094723725797203.png


Expect in next release, until then remove arm mods before changing character/arm position/skin(?)
 

anonymous

Avid Affiliate
Joined
Feb 16, 2011
Re: Mods

Hey modcock, I'm messing with the modder tool, and your tutorial sucks.

10.png or wtf has code, wtc do I do with the code?

I assume I'm either doing something wrong or you left something important out of the tutorial, because when I load the mod, the mod is GIANT, and doesn't move. I'm gonna continue on my own until you respond though.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mods

Anonymous said:
Hey modcock, I'm messing with the modder tool, and your tutorial sucks.

10.png or wtf has code, wtc do I do with the code?

I assume I'm either doing something wrong or you left something important out of the tutorial, because when I load the mod, the mod is GIANT, and doesn't move. I'm gonna continue on my own until you respond though.

Noticed this bug.
It's a problem with the loadCustom algo.
Basically, every time I hit the "Automatically format whitespace" button it modifies the string ";" to "; " and breaks the code.
I'll release an update.

As for the code, there should be an example FLA but I'll go ahead and post a plaintext template.
 

anonymous

Avid Affiliate
Joined
Feb 16, 2011
Re: Mods

So, I was messing around with something, and I realized your modder.swf doesn't really let you modify the guy. Anything I modify is placed under his shirt.

But I do understand how your modder works and I could write a tutorial for it.

Also, I made a horrible Futa mod for the guy.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mods

Anonymous said:
So, I was messing around with something, and I realized your modder.swf doesn't really let you modify the guy. Anything I modify is placed under his shirt.

Shirt is perhaps on the upper layer along with her right arm.
I plan to make this layer accessible through the modder but it would break mods if I don't add a virtual path.

Also, fixed a horrible oversight on loading custom mods:

Code:
function onModTXT(e:Event)
{
	custMods = e.target.data.split("\r\n");
	loadNextCustomMod();
}

Fixed to:

Code:
function onModTXT(e:Event)
{
	custCount = -1;
	custMods = e.target.data.split("\r\n");
	loadNextCustomMod();
}

This caused me SO much grief as mods would load correctly on the first pass, but none would load from the second pass 0 index.

EDIT:
35693936958555643789.png



"Hold up ModGuy/ModBro/ModWanker, what's going on here? How are you loading a SWF mod (Not Pictured) AND a custom SWF mod as well as overriding the code to include legwear?"

Code:
if (this.parent.parent != null)
{
	var main = this.parent.parent;
	main.g.her.torso.rightThighStocking.stocking.gotoAndStop(main.g.characterControl.legwearNameList[3]);
	main.g.her.torso.rightThighStocking.stocking.hipLayer.backStocking.gotoAndStop(main.g.characterControl.legwearNameList[3]);
	main.g.her.torso.rightThighStocking.stocking.hipLayer.chestStocking.gotoAndStop(main.g.characterControl.legwearNameList[3]);
	main.g.her.torso.rightThighStocking.stocking2.gotoAndStop(main.g.characterControl.legwearNameList[3]);
	main.g.her.torso.rightThighStocking.stocking2.hipLayer.backStocking.gotoAndStop(main.g.characterControl.legwearNameList[3]);
	main.g.her.torso.rightThighStocking.stocking2.hipLayer.chestStocking.gotoAndStop(main.g.characterControl.legwearNameList[3]);
	main.g.her.torso.rightCalfContainer.calfStocking.gotoAndStop(main.g.characterControl.legwearNameList[3]);
	main.g.her.leftLegContainer.leg.stocking.gotoAndStop(main.g.characterControl.legwearNameList[3]);
	main.g.her.leftLegContainer.leg.calfStocking.gotoAndStop(main.g.characterControl.legwearNameList[3]);
	main.g.her.torsoBackCostume.backsideCostume.stocking.gotoAndStop(main.g.characterControl.legwearNameList[3]);
	main.g.her.torso.rightCalfContainer.calfStocking.gotoAndStop(main.g.characterControl.legwearNameList[3]);
	var cTrans:* = new flash.geom.ColorTransform(1,1,1,1,0,0,0);
	var loc2:* = new flash.filters.ColorMatrixFilter([1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,0]);
	main.g.her.torso.rightThighStocking.stocking.filters = [loc2];
	main.g.her.torso.rightThighStocking.stocking2.filters = [loc2];
	main.g.her.torso.rightCalfContainer.calfStocking.transform.colorTransform = cTrans;
	main.g.her.leftLegContainer.leg.stocking.transform.colorTransform = cTrans;
	main.g.her.leftLegContainer.leg.calfStocking.transform.colorTransform = cTrans;
	main.g.her.torsoBackCostume.backsideCostume.stocking.transform.colorTransform = cTrans;
	main.customMC=new shoe();
	main.loadCustom(".|Her.torso.rightCalfContainer.calfStocking","x:-492;y:32;r:1");
	main.customMC=new shoe2();
	main.loadCustom(".her.leftLegContainer.leg.calfStocking","x:-480;y:6;r:5");
	main.unloadMod();
}
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Re: Mods

Kojiro said:
*gasp* modninja will this work for all body parts?

I don't see why not?
Also, it scales correctly when changing the body size :D

If anon creates a full body template I can hopefully link up each part without too many errors.

If not, I'll have to.
 

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