SDT Loader question (4 Viewers)

ModGuy

Content Creator
Joined
Feb 17, 2011
sby said:
are packaged mods mods that were combined using the 'packager.swf' into 1 file? if so i have never actually used it because i prefer the 'mods.txt' name listing method.
edit - modguy, would you mind copying the 'ctrl' arm moving to a mod? i kinda liked the feature, but if you don't want to bother with it i can throw it together pretty easily.

I prefer the Mods.txt method.
I plan to rename one of the Mods.txt files, having them called the same thing is misleading. Ideas on this?
Code:
Chars.txt, Folders.txt ....?

Code for arm is:
Code:
her.armConnection = her.globalToLocal(new Point(mouseX,mouseY));

I like to implement test features using Ctrl so that might conflict.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
i think changing the mods.txt file inside the 'Mods' folder would be the better choice.
for people (especially myself included) probably have a lot of character folders, and changing the other one would require renaming all of them. this wouldn't be a big deal for me because i could tweak my little java mods.txt creator (it does what your 'Mods Folder' does, just for all of the character folders), and everything would be good, but other people might not be as okay with it.



so if the 'Mods' one is changed, the first thing that came to mind was CharacterFolders.txt.

but both folders.txt and chars.txt are suitable. the reason i am leaning to the combined name is because having only the folders.txt name might mislead people of thinking these are something generic and are not the 'character folders'; while having just characters.txt might confuse people to list actual swf/mod files.


that's my 2 shakes on the idea(which i think is very good to remove confusion)



edit - other thread was locked where i was going to ask this in, but did you include the jar version of 'Mods Folder' for mac users? just curious as to the reason behind it.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
sby said:
did you include the jar version of 'Mods Folder' for mac users? just curious as to the reason behind it.

Yep, felt it would both help people and reduce possible mistakes.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
for the hue page, i think you just have the value and multiplier positioning reversed

it used to be
R ---o---
R+ ---o---

now works like:
R+ ---o---
R ---o---

if weird hue stuff happening, could be because of this. .?


edit - also the loader chars seem to place themselves in between whatever vanilla characters they want (i would imagine they would place themselves after the vanilla characters..?):
 

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ModGuy

Content Creator
Joined
Feb 17, 2011
sby said:
for the hue page, i think you just have the value and multiplier positioning reversed

it used to be
R ---o---
R+ ---o---

now works like:
R+ ---o---
R ---o---

if weird hue stuff happening, could be because of this. .?


edit - also the loader chars seem to place themselves in between whatever vanilla characters they want (i would imagine they would place themselves after the vanilla characters..?):

Right, I'll have a look at the hue thing again.
As for the loader char positioning, I don't have any stored chars so I haven't noticed this. I'll see if I can sort this out.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
if you want to make this guy happy. . .
a loader option to choose to embed the loader chars into the vanilla menu, or keep a typical separate list:
 

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ModGuy

Content Creator
Joined
Feb 17, 2011
The other menu is completely removed and won't return unless there is a compelling reason for it.
I personally preferred the old list but it was becoming tedious to maintain with all the screwy controls I had cobbled together back then.
I made all the important design choices in a heartbeat and I'm paying for it now.
Now here's something you might find interesting:

When I add loader mods in to the vanilla list, I flag them as having the base character ID 777. This ensures that you can ID them later for whatever reason.
Easy enough to splice them out and transfer the data to some list, update the vanilla list and add whatever event handling.
 

Pim_gd

Content Creator
Joined
Jan 25, 2013
ModGuy said:
I made all the important design choices in a heartbeat and I'm paying for it now.

And I heard someone say that they just wing their designs for their applications in the chatbox... I mean, why would you go through the trouble of preparation?
XD
 

AaRL

Vivacious Visitor
Joined
Feb 17, 2011
Any idea what this is? I get this new message every time I run the loader.swf. One of two things then happen:

Dismiss All/Continue: Loads up but the new Loader Tab remains blank with no info.

Ifranview: Just randomly crashes with only loader.swf. I havent updated that program in a while but it never crashed on other loader.swf file

When I use the standalone Flash player you provide, every thing works fine. But Im just wondering why all of a sudden Im getting this message with Ifranview when every loader has worked with that for the last two years. Havent updated since Iview since 4.34 and they are at 4.36 now.

Im not sure whats going on but at least I have a solid work around here. Just wondering if something changed between the last loader I had with was 5.22 and the latest one 5.25a that would prevent this from loading in my preferred SWF program
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Fuck fuck fuck fuck fuck....

Should be easy enough to fix that issue AaRL.
Strange though, shouldn't happen, I'll add in a break to the while loop.

As for mods not loading and shortcuts not firing, shiiiiiiiit.
Probably nothing unfixable.

When applicable, providing me with steps to reproduce bugs is key.
 

BuckWild

Modder
Streamer
Joined
Feb 3, 2013
ModGuy said:
Fuck fuck fuck fuck fuck....

Should be easy enough to fix that issue AaRL.
Strange though, shouldn't happen, I'll add in a break to the while loop.

As for mods not loading and shortcuts not firing, shiiiiiiiit.
Probably nothing unfixable.

When applicable, providing me with steps to reproduce bugs is key.

Well, I can't really say anything other than I have maybe 7-10 loader mods trying to load from $INIT$, 3 of which are the default loader mods; most of them are mods made by sby, while 3 of them were whipped up by yourself.

FinishesCounter.swf
HeldBreathCounter.swf
CumInMouthCounter.swf
animtoolsV6.swf
BreastExpPlus_v2_4.swf
breastfirmnessV1.swf
cheeckbulgeeditV2.swf
deepthroatactionsV3.swf
FasterCumFade.swf
HJMouseDown.swf
morecumspurtsV2.swf
morestrandsV2.swf
penisrangeV3.swf
ProgressiveBlushing.swf
strandlimitV2.swf
throatcumbulgeV2.swf
throatResistStretchV1.swf

Note that prior to post 5.24, I had an issue getting Breast Expansion Plus and PenisRangeV3 working at the same time. Got it to work finally, then, next day, all mods break with the update.

What I'm saying is, it could be a mixture of the update and the little edits and changes I made to make the mods work together. If BE+ had a variable that was rendered obsolete or broken by the update, it would explain why the debug shows Mod Failed after loading several mods after BE+.

Maybe some sort of mod conflict was generated by the changes you made, or maybe they just ran out to left field for some reason.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
It should be noted that advanced mods are expected to break as they normally access loader objects such as menus which no longer exist.
If you could try each one by itself until you get some error, that'd help.
In other news:

Labels no longer select a text size automatically, modder must manually specify.
Thanks for nothing, Irfanview. No idea why it causes this behaviour, but there you have it.
I'm half thinking about rendering the text to a bitmap then simply scaling it in to the button region. Why is such a basic feature a massive pain to implement in flash?!
I could have buttons in a set size, but that's no fun.
 

BuckWild

Modder
Streamer
Joined
Feb 3, 2013
ModGuy said:
It should be noted that advanced mods are expected to break as they normally access loader objects such as menus which no longer exist.
If you could try each one by itself until you get some error, that'd help.
In other news:

Labels no longer select a text size automatically, modder must manually specify.
Thanks for nothing, Irfanview. No idea why it causes this behaviour, but there you have it.
I'm half thinking about rendering the text to a bitmap then simply scaling it in to the button region. Why is such a basic feature a massive pain to implement in flash?!
I could have buttons in a set size, but that's no fun.

Well, I've confirmed that only two mods are causing the loading issues. sby's animtoolsV6.swf and BreastExpPlus_v2_4.swf seem to cause something to not load frequently, though not always, and that ends up halting the loading of the rest of the mods.

My guess is that they are fighting over one or several variables, and sometimes one beats the other to be loaded and sometimes another tries to load while the other is in the process of loading.

Weird thing is that it can work sometimes, but that's after several instances of me pulling up the Loader. Maybe sby has some insight as to why they conflict...
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
BuckWild said:
ModGuy said:
It should be noted that advanced mods are expected to break as they normally access loader objects such as menus which no longer exist.
If you could try each one by itself until you get some error, that'd help.
In other news:

Labels no longer select a text size automatically, modder must manually specify.
Thanks for nothing, Irfanview. No idea why it causes this behaviour, but there you have it.
I'm half thinking about rendering the text to a bitmap then simply scaling it in to the button region. Why is such a basic feature a massive pain to implement in flash?!
I could have buttons in a set size, but that's no fun.

Well, I've confirmed that only two mods are causing the loading issues. sby's animtoolsV6.swf and BreastExpPlus_v2_4.swf seem to cause something to not load frequently, though not always, and that ends up halting the loading of the rest of the mods.

My guess is that they are fighting over one or several variables, and sometimes one beats the other to be loaded and sometimes another tries to load while the other is in the process of loading.

Weird thing is that it can work sometimes, but that's after several instances of me pulling up the Loader. Maybe sby has some insight as to why they conflict...
i have mentioned it on the previous page, the loading timer timing out. happens a lot when hard drive is busy, or lots of mods in a character folder. i suggested resetting it after each mod in a character folder was loaded, not sure if that idea was ever implemented xD

i know at least autohuereg has a timer reset:
Code:
clearInterval(main.loadInt);
			main.loadInt = setInterval(main.resetLoadingChar, 3000);


my mods will be notorious for causing these errors because they load the settings first, then throw the 'okay done' flag. it is a design choice in case some initialization stuff fails (a lot of init stuff happens after the settings load because the function of the mod can change widely, or cause bad things if stuff prematurely ran).

edit - maybe under 'loadNextCustomMod()', and might also be wise to put a reset in the settingsloader and moddataloader.. .as long as mods don't screw up and keep trying to load something.
 

BuckWild

Modder
Streamer
Joined
Feb 3, 2013
Well, it seems you may have a point, sby. I originally had plenty of mods load on initialization, and noticed that lots of mods failed when pulled up. I thought I had to stay at the title screen for a time before clicking Play, but that didn't give me much success on the issue, if it did.

But this same thing happens if I try to load it all and then reset it.

Even after eleventy-billion attempts, I have no success. Maybe banging the mouse harder and more vigorously will get the job done.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Maybe if I just threw the initl() call in a trycatch and debug traced the result I could get rid of the timer?
Interval is already cleared on each unloadMod call, so it's really no different from that suggestion except from the fact that I really should forcibly unset it for vanilla stuff.
Time has been upped from 1000 to 3000. Any other ideas?
 

Dotar

Vivacious Visitor
Joined
Apr 25, 2012
Its alot harder to browse the mods when their horizontally(new) than when they were vertically(old). Maybe thats just me and I do have alot of mods/characters listed so its nearly impossible to find the right one if you move the mouse to find the right mod.

I do hope the old style mod menu will make its return, but maybe thats just me.
 

Tio Guy

Potential Patron
Joined
Feb 18, 2011
Gotta be honest, I gave the new loader a go but did go back to the previous one.

I like the fact it looks more official now (in-keeping with the SDT GUI style etc) but it was much faster to just hover and pick than open the menu (I have hover turned off for the vanilla menu as it pops up a lot) click select character then scroll to the end to select stuff, especially for just small mods I might apply on a whim (outfits, behavior tweaks etc).
It's not bad, just not as quick. Also I suppose it's largely just habit by now to select stuff from the side menu.

Also, might just be me, but the new loader seems to impact SDTs frame-rate o.o Everything used to run fine (occasionally I'd turn down to medium quality when I had several things running at once) but even just opening SD-Chan has some definate slow-down when I use the new one. Not terrible, but noticable.
 

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