Monday, May 25, 2015

New post

>Can we get another blog post? It doesn't have to be anything important; my tablet's having problems with this post's 55+ comments.
This is requested new post. :)

Sorry about long silence from me, I do not dropped this game, but I has some issues in the my life that completely broke my mood for hobby things most of the time (no, I do not tell more details). So, please, think about this as if I getting some vacation time. I will return to active development after I resolve this situation.

153 comments:

  1. Good to see your still kickin Coder. & Good luck w/ life stuff ;)
    -core

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  2. Ty for a wonderfull and interesting game i have spendt weeks playing it.
    i hope thigs work out for you and that you continue adding content.

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  3. Yeah don't worry, glad to see you're still around but do take care of real life issues first. Hope things improve and take care in the meantime!

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  4. Someone started a Wiki a few days ago. I didn't see it mentioned anywhere so here it is:

    http://fetish-master.wikia.com/wiki/Fetish_master_Wikia

    If anyone is willing to add information, that'd be great!

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  5. Huh, didn't expect anyone to find that...

    Anyway, I was the one who started the wiki. I was poking through the game files and adding the information to the wiki, figured it could be something done slowly over time as there's a ton of stuff in this game.

    To anyone who wants to help edit the wiki, feel free to add pages/create categories/templates/etc.

    I'm not familiar with how wikias work so if you need specific administrative privileges on the wiki, then feel free to post here

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    Replies
    1. I guess Duckduckgo can be surprising... It's the third link when you type "Fetish master". (2 results ABOVE the link to this blog I might add.)

      I was very happy to finally find a wiki for the game. I hope it will prosper.

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    2. Blogspot is notoriously bad for search engine optimization after all...

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    3. And I just got blocked from Wikia due to the wiki, are erotic games against Wikia's TOS?

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    4. they are now yes. I don't remember when it happened exactly but Fen of CoC and TiTS got his wiki's removed. Check his blog's wiki links or forum to find a alternative host for a FM Wiki, I for one would love to see one made." x3

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  6. Just some advice for H.Coder, Nostordamus and Dohavocom, you can compress the images in your mods at a site called tinypng.com, it'll reduce the file size of the images while keeping the quality almost the same.

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    Replies
    1. I allready allways compressing pictures through image editor. And resizing them too. :)

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    2. I only had one picture which probably wont be in the next version of my mod.

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  7. Every time I see a modder's name I get really excited. Here's hoping you find stability H.Coder!

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  8. Привет, как можно с тобой связаться (почта, скайп) есть несколько вопросов касательно игры, а также хочу предложить помощь. Моя почта mang80.50@inbox.ru

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  9. 2 small questions im not good at coding or reading it well but what values do I can I change to increase fertile? And I think I saw it mention before but what is hyper breeder perk and how do I get it?

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    Replies
    1. You'd need to change the "fertility.ovulation_ova" gene for increased amount of eggs and "fertility.human" for the chances.The hyperbreeder trait is innate on certain proxies, if you installed my last mod, look for the ones that are starting with childbearing hips.

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    2. Thanks I'll try that. Im tired of getting proxies that have 30% or lower fertility.

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    3. Actual fertility check used values from both sides - if one character has 30 and second has 50 - result used for checking will be 80.

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  10. Hey H.coder

    could you make some power suit for body lift?

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  11. This comment has been removed by the author.

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  12. I just love this game. I can not wait that you release the new update.

    If I can make a few comment about the game :

    I've looked to the save file of the game, and it look like they are about
    thousand time bigger than what they could be ( It make really hard for cheater like me to edit save game :-P ). The java serialization bleed like half of the code of your game in those files. But the way it is it work so i understandif you don't want to change it. Just remember that if your goal is too allow 100 proxies per game the loading and saving time will just explode.

    I've been desturbed many time by the same nasty bug. It's something about an illegal monitor state. It can happend in the management screen or in the walk screen. If you are not in dev mod the bug will be invisible in management screen, so there is no problem for user on this side. But in walk screen all the buttons excepting the one for the description became inoperand, so you have to reset the game.

    If you allow me to make a suggestion about the game itself. I think it could be nice to have many small random events in the proxy journal.
    It could be cool too have more things that showcase the specificities of your proxies give them more personality and make your house more lively.
    Thoes events don't need to have any real effect but just give an idea of the day to day life of your proxies when you are not aboard.

    Please keep on the good work and I hope for an ETA of the next release soon.

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  13. any progress in your update H.Coder/Dohavocom?

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    Replies
    1. Things are going. Its hard to get times to work sometimes but i'm making progress slowly. I have no ETA sorry

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  14. One of the mods says that a female proxy has to turn into a futanari to continue on a certain quest. Does that mean that you can turn females into futanari in vanilla, and if so: how?

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  15. I guess you mean my mod. In the story leading to this point some hints are dropped. Spoiler: satisfy sufficient customers in the brothel and you meet a sorceress, she can turn you in a futanari after doing her quest chain for a bit. Both quest chains are introduced by my mod, as far as I know you can’t change from female to a futanari in vanilla.

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  16. Are there plans to allow use of animated gif files? Some of the jobs would look awesome with an animated gif.

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  17. 2 mounth without any new post :-(
    Is the project dead ? I really hope you don't have definitivly lost your mood for this game. Please,I want to see this game live and grow.
    Is your "vacation time" about to end soon ?

    ReplyDelete
    Replies
    1. Time between posts is one of the reasons i started making mods. Well that and i wanted more of the kind of content I enjoy. that being said H.Coder and the moders do it for fun as sort of a hobby i suppose, so sometimes time gets short and progress is suspended for awhile.

      The moral of the story is that patience is a virtue haha

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  18. Could Some one make an item list and what they do

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    Replies
    1. Too much work for too little gain, but you can see for yourself, just read the files in the Gamedata/Items folder

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  19. Could Someone make an items list like in TiTs

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  20. What should I do when I'm playing as one of my characters and their water breaks?

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  21. I see a lot of items on the item list I've never seen or heard of, is there a way I can look up where to find them/unlock them?

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    Replies
    1. Not all of the items are necessarily going to show up in your inventory in game. some of them are only used during quests and some might just be placeholders

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  22. My character's mood is slowly going down over a long period of time, what am I supposed to do?

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    Replies
    1. This is normal gameplay mechanic. You can't keep character indifenitely. He/She will leave eventually, and you will need another character.

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    2. is that the same for characters gained from births?

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    3. Yes, it's general mechanic.

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  23. How does this game handle inbreeding?

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    Replies
    1. Eggs of near relatives have a very low chance of fertilization in this game.

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    2. From what I can see, I don't think it addresses the issue at all. I could be wrong, but in poking around the files, I don't see anything that would track either harmful genetic recessives or psychological aversions to incest or one's own offspring. For that matter, I don't see anywhere in a character file that keeps track of who the parents are.

      There *is* a "psy.child" in the DNA list for all character, but so far as I have been able to tell, that's the age at which a character is mentally mature, and can be used as a proxy. It's never checked in any of the sex events or anywhere else.

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    3. Inbreeding not has special game mechanic or not processed differently. But in general, using close relatives genes can cause some genes stats going above (or below) normal borders, causing something like specific "mutation".

      psy.child - gene to specify age group border. Some races can reach adult state much earlier or later than humans, so this is how game handle it.

      In last versions game also can track parents (exists two special genes for this) but they used only for information for now.

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  24. H coder i have a problem you may be able to help with. I've got a few interaction mode things i'm working on but the set state stuff doesnt seem to be working properly on the new things i made.

    I'm able to get it correctly change state to something like "p_tired" ans the log says that the state was successfully changed but it doesn't fire the related events (as setup up in the event that starts the interaction mode)

    Is there something I'm missing? I've scoured everything i could find but cant find a reason for it

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    Replies
    1. Hm, I do not have advanced telepathy skill, but most probability here: you don't set-up interacton mode correctly.

      Here is sample for normal init:

      SetInteractionTarget(partner); - Setting up target for interacion, Creature class.
      BeginInteraction("sex/turn"); - This is starting interaction mode. Should be after SetInteractionTarget, and before AddIState.
      AddIState("sex", "sex/turn"); - This is setting up "states". Should be after BeginInteraction, and has two params: label and event to call. First state added through AddIState also used as default state for interaction. (In this case - "sex"). States can be added not only at begin - any time inside interaction mode will do.
      AddIState("t_satisfed", "sex/t_satisfed");
      AddIState("t_tired", "sex/t_tired");
      AddIState("p_leave", "sex/p_leave");

      Changing states - you change default event that will be called. ("default" - it's the event that called if current event outcome not generate any buttons/choices.) So you should also check, that your events for interactions not has buttons choices, even not a single choice to return to the starting interaction event. Or states will not be used.

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    2. Oh, also: changing state do not fire event immidiately. It's will be called as next default event - if no choices/buttons generated only.

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    3. I think that's exactly where Ive messed it up. All the events i've made point back toward turn rather than letting them go back to it naturally. That kind of makes sense

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  25. Would ask if it was possible to add an effect like macromastia to the breast organ, or make a variable that can handle if a girl has it or not?

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    Replies
    1. Short answer is: yes.

      Long answer - adding effect like this to the organ itself - not right thing to do. Effects should be added as effects - there is special mechanic for them. And genetic traits (macromastia can be considered as one) should be added through genes.

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  26. you realize this post is over.. nearly 3 month old right. and its bean 7 months sense so much as a patch... i'm not really complaining, im just getting bored.

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    Replies
    1. I don't ever done any promises about dates of the next patch. I can't predict even in normal times how much free time I will have.

      But right now my country basicaly in the sate of undeclared war with the one of the close neighbour country. It's not going to rise my mood even as is, but also I have relatives here and on the other side too. Situation here is unstabe and wery unclear as both sides of conflict say's completely different versions about what going on. It's hard to live in such evroniment and still having enough moral strengh for the hobby projects. Sorry.

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    2. Stay safe, h.coder. Hope your friends and family are able to get through this time of conflict as well. Do not worry about this hobby project until you have the time and inspiration to work on it.

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  27. Hey H-Coder, is there a limit to ho many files the the game can proccess to make a patch? When i hit the create patch button it works a little bit then just sits there.

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    Replies
    1. No limits, if computer has enough memory. But process can be long with many files - it's calculating CRC32 checksum for every file, not just compairing date/time of files.

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    2. What was causing the issue was that i had a crc from one of the other mods. I replaced it and fixed the issue

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  28. GOOD NEWS EVERYBODY!

    Since i still have a ton of work to do on like half of the patch I've decided to post the half that I'm reasonably happy with for the moment. The stuff still needs to be tweaked in my next patch but it's all functional.

    Just to be clear Myre and Julia are not in the patch, just the feeding/ remade belly play.



    spelling issues abound if you notice some id appreciate it you sent me a message to my DA (http://dohavocom.deviantart.com). Please include where you were and your proxy's belly size (that will help me locate the right file).



    http://www.mediafire.com/download/jm2528nwai51e1k/Dohavocom_Belly_Mod_%28feeding_patch_1%29.zip

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    Replies
    1. is this a standalone version or do we need your other mods?

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    2. it has my previous mods in it already. consider it a continuation.

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    3. your download has 2 empty folders in it organs and texts

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    4. That's fine because my mod didn't alter anything in those folders. They're there because of how i had to create the patch this time. And I just forgot to delete them.

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    5. Could you invert the code used for the suckling option in sex interactions so you can have your proxy breastfeed the current interaction partner?

      On a (slightly un)related note, why hasn't someone cooked up a template for stuffing by blowjob yet?

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    6. The reason those things done exist is because no one has made them. The reason I haven't personally made them is because they're not part of my fetish and have no desire/or inspiration to write them. That's really what it comes down to. Lactation and blowjobs just aren't my thing

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  29. I will probably make an account but for now this will do I hope.
    Now, I have dropped in on FM sometimes over the past months to check if anything has happened. I have regrettably neglected the comments section in the last post by H.Coder and then I see stuff from just a few days ago. So I guess I might dive in here too. I wonder how do H.Coder place pictures to events? What library is there for the pictures? I would like to check some stuff there.

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    Replies
    1. I just collect picures from the Internet, from various sources. One of the most easy way to find something with the specific thematic is http://gelbooru.com

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    2. Alright, it is a start to what I am looking into. I will keep on poking around the picture stuff. Attempting to give scenes more pictures depending on the characters themselves. (as of right now I have made 0 progress) But I am trying to do something and I will perhaps stumble upon the solution/learn what I am doing.
      Thanks for the answer too!

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    3. If you're trying to find more pictures of a character already in the game, then you might try

      Google Reverse Image Search: https://support.google.com/websearch/answer/1325808?hl=en

      Tin eye
      https://www.tineye.com/

      This multi-service image search:
      http://www.iqdb.org/

      One of those might, with a little luck, find the source/artist for that picture, or at least a gallery of similar images.

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  30. Hey, H.Coder, I just want to tell that your work is awesome! I really hope that your project will live and progress... God Job, really!
    Украина, да? Если да, то я от туда же :) Крепись, все пройдет... И удачки в разработке ;)

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  31. Hey, Nostordamus. How is your stuff coming along?

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  32. Is there a wiki for this? it seems the kind of expansive, little-explained thing that could use one. Just looking through the files shows a bunch of items I've never seen, like gestamin, female fruit, and hormone shots.

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    Replies
    1. Thankfully the code is rather easy to read, huh? Especially with the editors. You should be able to determine how to unlock most of the things just by looking through it.

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    2. This is no wiki unfortunately, some guy started one but had it taken down because adult content or something.

      That being said, some of the items are unlocked by quests (gestamin is unlocked by a quest in the pet shop) some you just find (the female fruit is found by adventuring in the forest. And some are never meant to be actually acquired and are just used during events(in the case of the hormone shot.

      If you want to mess around you can open up one of the shops trade files and add an item for sale there.

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  33. New post when this hits 75 or 80 perhaps? Or hell, maybe wait for the 100?

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    Replies
    1. Been keeping an eye on this blog myself, still lookin forward to your work.

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    2. 100 sounds like an ideal number to me.

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  34. Hcoder, could you tell me what exactly determines when a proxy starts taking damage from being too big/heavy? Is that something i might be able to alter or counter with scripts (without resorting to raising regen rate)?

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    Replies
    1. Being too heavy - is not cause damage, it just cause immobility and force breaking link with proxy. Can be compensated by STR stat.

      Damage from the pregnancy or stuffing is caused by the skin and internal organs stretching - size of the belly gained too fast and too much. (Regen rate also control permanent stretching rate for the maximum size.)

      To control maximum size that can be gained without damage you need to change abdomen.max_volume RNA. (Volume is primary here, size will be calculated automaticaly.) Volume that checked against abdomen.max_volume is summary of the fat, stomach, and uterus volumes.

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    2. So if i raise max volume the proxys will no longer take damage from size? Does the max volume also change over time? or is it fixed unless altered by something (script, template, effect, et cetera?)

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    3. Yes, max volume can be raised to prevent damage.

      It also slowly change overtime - if you keep summary volume near or slightly over max volume - it will grow. How fast it can change - controlled by regen stat. Normally it's speed is enough for keeping with standart human 9 month single to triplets pregnancy growth without accelleration. (But triplets almost for sure will cause stretchmarks anyway.)

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  35. R.I.P

    Hear Lies H.Coder,
    the Brilliant Mind behind a brilliant (if overcomplicated) Hentai game.
    May He and is unfinished masterpiece, Rest In Peace.

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    Replies
    1. Hey, I still alive. :)

      If you check some comments up here, you will see that I not closed game development by myself. And I do not leave this place. I just can't do development normally right now. But I hope these circumstances in my country will be ended and I will continue this project. I also do not like to post empty messages (or promises), and do not like to write much about myself. So this is the case of last post date is so long ago. :)

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  36. Just discovered this game, been looking "slavemaker style" game which isn't kinda linear with premade anime/hentai chars, it's randomised and i love it.. But, is this game supposed focus on enlargement, massive growth fetish? Or is it just currently lacking of other fetishes..? There are lot of situation where you are give another chance to get ridiculously fat, change your figure to, well bigger.. Not really my thing, but the idea and style of this game is genius. As the title is "Fetish master" i thought theres gonna be lot of different fetishes included.

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    Replies
    1. My initial idea is to create game engine that modders can use to add content as they like. So there is no clear answer. My own content - focused mostly on the growth/pregnancy. Content that added by other authors - can be focused on what they liked.

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    2. Oh, alright. Too bad the current available mod content seems to be focused on growth/pregnancy too, i guess i have to wait, since i know almost nothing about modding myself..
      But yeah the idea is cool, people who can mod, throwing in their own fetishes and it could get big. This game simply needs more attention, i mean i just discovered it and i roam around alot, searching for different kinds of adult games.

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    3. Just the same for me. Except that modding this game is not a problem for me but I'm not a writter.

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    4. I am sadly very very bad at modding this game." >.< "outside of tweaking variables and such. But I greatly enjoy this game and look forward to content produced by the modders and by H.Coder himself." :D

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  37. I have a question about contrat modding. Can I set a time-out for a contract?
    More generally, what can I do with contract? I don't see any setting to choose the share of money the worker will take for scheduled job.

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    Replies
    1. Contract has list for the the pairs - condition and processing scripts. Every hour conditions scripts checked and if it pass (returns "true") then processing script called (also can be posted some text in personage log from the "void text" field).

      Contract not primary designed to do something regulary (it designed to wait for the right condition and do one time work at it), but can do it if you write script in the conditions field.

      From contract scripts (both) you can access any stat of the character that carry contract ("self" refrerence), and any global flag or variable.

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    2. Humm... Ok it look like miss something. Is just creating a new contract in the contract folder enough ? Because, the two i see here seem not used.
      The templates for worker creation use "newStandardContract" to choose the contract. Does that mean only hardcoded contract are possible right now ?

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    3. After looking at the code, it seem that the agency can only create hard coded StandardContract. Is there a other componant that can be used to create custom contract or is user-made contract not suported yet ?

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    4. No, not enough, contracts called from scripts for final setup and use. Here is sample for mistress contract (as sample for use fully custom contract):

      c = proxy; //who? This time - current proxy. May be any Creature class characters.
      proxy.removeFromWorkers(); // to clear some variables if charater been worrker before.
      contract = LoadContract("mistress_contract"); // Creating contract object.
      contract.setValue(3000); //Setting price for contract.
      c.addToWorkers(contract); // here contract is initialized and character added to workers with this contract.
      RemoveMoney(player, 3000); // money not removed automaticaly, so here we remove them from player.


      Using contracts in the agency is another thing, here is sample how it can be done (c - already existing character):

      contract = agency.newStandardContract(c, );
      agency.addContract(contract, );

      Or for fully custom contract:

      contract = LoadContract("mistress_contract");
      contract.setValue(3000);
      contract.setWorker(c);
      agency.addContract(contract, );

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    5. Hm, blog eat some symbols, so there is correction - right syntax for addContract:

      agency.addContract(contract, 10); //second - time for show in agency in hours.

      Delete
  38. Hi H.Coder.
    Is hard-coded organ still something on your todo list?
    Because I've thought of an alternative to it.
    Instead of creating xml-like file, the modding GUI could generate uncompiled java files.
    That implies that you have to create a specific jar file for the resources that you compile and build as a library each time you edit anything. But Oracle provide methods with the JDK that do it for you.
    If you do so you will have the performances of the hard-coded organ, because they are now compiled java code, but retain the flexibility of scripted organ. You will just have to add the JDK in the lib you distribute with FM.
    As it's complicated to load class at runtime, FM will only take into account the new resources file after restarting. But as those file are now compiled by java, you can get errors instantly and you can even debug them with some tweaking.
    As the resource jar become really changing, the main project will have hard time to find anything inside. The solution is to add a class inside the resource jar that provide methods that never change.
    Something like :
    class ResourcesProvider
    {
    private static final Event events[] =

    /* for this part, modding gui can edit the code so we have everything needed.*/
    {
    new AquireLab(),
    new Debug(),
    new EndOfWalking() // and many more ...
    };

    /* This part will never be changed by the modding GUI so code written in the main project before some modding remain valid after the modding */

    public static Event getEvent(int index)
    {
    return events[index];
    }
    public static int getEventsCount()
    {
    return events.length;
    }
    }

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    Replies
    1. Hm, it's interesting, and I definitely investigate this possibility. But hardcoded organs returning - not only for perfomance reasons. Also modders seems to have tendency to change organs code not only where it's nessesary. This breaking scripts logic and compatibility. So having base hardcoded set is seems to raise mod's compatibility. I do not plan to exclude scripted organs - just to create base standart variant. And modders will still can add custom organs, but they will be fully customs, and will not conflict between mods, I hope.

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  39. Hi, sorry if this is a silly question but what types of images work within the game? ( Dimensions and file type. ) I seem to be able to get some to work and others don't even if I use the same file type and similar sizes. I haven't a clue with coding so it's all new to me and I'm giving it a try.

    Thanks for any help you can give. :)

    ReplyDelete
    Replies
    1. Jpeg, GIF, PNG. Last two can be with transparent background. Game resize images automaticaly, to the current window size, but it's generally good idea to resize very big images manually - so you mod will take less disk space. (Images - primary source of resulting size). Also Jpeg format is best for the size/qualitiy balance if you don't need transparent background.

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    2. Great, thanks! :)

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  40. Hi.
    I see you can add fetishes in the rna of your proxy. Is this mechanism used at the moment or is it something for future update?

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    Replies
    1. It's been finished in the code, but currently not used anywhere.

      Delete
  41. So I love this game, but there's some problems with the magic dildo. I keep getting "null" at the end of the message when I have a proxy use it. I know it has something to do with the way the item is written, I've tried in the item editor to fix it but I have no clue how. I know there's some other things that happen with the magic dildo and I wanted to know if anyone has figured out on their own how to fix it.

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  42. Replies
    1. Miss it? It's not like it's gone or unplayable. There just hasn't been any updates recently. You're still free to play the version you have; you might even consider modding in something if you really want to try something new.

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    2. The game's an engine but you can comb over it in a few hours. It doesn't keep interest without development compared to other games in the same vein, which there are a number of.

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  43. Would ask if there was a way to get the change rate of a gene, though coding, and then maybe be able to change it aswell.

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    Replies
    1. It's possible. Here is sample (here c - is already assigned as some character, Creature class):

      g = c.getDNAGene("gene.name"); // g is now specific DNA gene object, or null if gene not exists. Or for RNA:
      g = c.getRNAGene("gene.name");

      ch_rate = g.getChangeRate(); //how to get change rate.

      g.setChangeRate(0.5); //how to set new change rate.

      g in this sample is object of DNAGene (or RNAGene) class, so you can see in partial sources what can be done with them. (Can be downloaded here.) Possible to read or change anything about gene.

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  44. Man, don't you think it's too hard to make a proxy pregnant ?
    I am at day 539 and I only managed to get 2 or 3 pregnancies on 5 femal proxy.

    Is there something I miss to be efficient, is the system still unbalenced or is it that you are supposed to play this game on very large time scale ?

    ReplyDelete
    Replies
    1. No I don't think so. Game simulate RL female cycle, so you just not do it in the right time. Human female typicaly have 28-30 day cycle, and her fertile days - 10-18 from the start of her period. (But this not constant too - maximum chance will be right after ovulation).
      Also there is special case for futa-futa pair - futa have very low chance for becoming pregnant from another futa (or herself) - this is normal in the game world.
      Cross fertility between game races is another case - in most cases chance will be lower then for same race partners.

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  45. A small, kind of niche bug report. I was playing around with the Debug Situation proxies, and I noticed if a hyperbreeder had a large birth that resulted in maybe H cup breasts, then had a smaller birth, they'd be left with perhaps E or F. While a woman might not grow as much (or at all I guess?) the second time, I'm pretty sure she shouldn't suffer massive loss of size, either :)

    The bug seems to be that postpregnancy_growth is replaced by total growth from the subsequent pregnancy, without including the previous growth (line 202 of breast.organ) in val.

    I've spent a lot of time playing with your engine, and hope things have gotten better for you.

    ReplyDelete
  46. Is it about time for an update? (just a blog update of course)

    ReplyDelete
    Replies
    1. Hm, maybe. I still not have much news to say though. Situation here is only slightly better now, but still a mess.

      Delete
  47. Bugs!
    Quests/activities you've done with one proxy doesn't carry over to others, in the case of "watermelon special", Belanika's questline, and maybe a few others. not sure, those are the ones I've seen.

    ReplyDelete
    Replies
    1. In the most cases it's not the bugs.

      Most NPC do not know about proxy device and see player's workers as different and independed personalities. Belanika is one of them - each proxy need to get her thrust/frendship individually.

      Delete
  48. Got a "big growing" pregnancy implant, removed it, then I couldn't get it again, only options were normal, small growing, and medium growing. Got medium growing, removed it, now I can't get any implants at all.

    Reloading an older save and still can't get the big growing anymore, and reloading during the Genki quest requires the belly of the proxy to decay back to flat after bloating to full term rather than reverting immediately back to flat.

    After getting the big growing the first time, no matter how much it was emptied it wouldn't decrease in size. That's why I got it removed, and now I can't test it anymore, maybe without re-downloading the entire game and starting over.

    ReplyDelete
    Replies
    1. Have you tried with another proxy?

      Delete
    2. No, because that's not my concern.

      Delete
  49. how do i finish the milkbarn quest? every time i do the quest and do anything right it wont work. when i do the felis quest to go to kau villge and then do the ruilt and come back and do the sec task do i say yes or no? i click yes and go back to felis and shes 10 mm of milk is easy to do then when i got the milk it wont work?

    ReplyDelete
    Replies
    1. if you say no he just increases the amount you have to hold in your breasts to talk to him.

      Delete
  50. Is this game still being updated?

    ReplyDelete
    Replies
    1. I'm still working on my mods (albeit slowly, haha). H coder has said that he's in a difficult situation that makes working on stuff like this hard. I'm not sure if the other modders are still working on stuff. I'd be curious what they're working on too.

      I generally post updates on progress on my da if you want to keep track of my stuff more directly dohavocom.deviantart.com

      Delete
    2. I personally working on new contracts.
      Quite slowly to. The idea is to use those contract to make kind of generated quest, like you can see in some rpg.
      The idea is that a proxy come to you with a specialgoal in mind and you have to help her/him reach it. With this kind of contract the proxy alway end up leaving your care whatever you do. If the goal is reached, the proxy will leave sooner but give you money as a pay for your work. At the moment, I have some girl who want to grow large natural breast. those girle cannot use the services of Genki and I changed the way the very white potion work so that the quest can be more than shopping. This is mostly done but remain alot of testing. I 'm working on an other kind of contractt where you give lesson to one proxy : he/she is vissible only at some point of the day and expect that you will train one specific skill. Here I miss the "only at home at some point of the day" and maybe someother stuff.

      Delete
    3. I've been fiddling around but nothing major really, re-arranged some of my coding so it's less of a mess and err well, that's about it. Didn't want to do too much in case it would get broken in the eventual patch.

      Delete
  51. Would ask if there is a way, to link a calculated value inside a <% %> area to text outside, and then with a description decide what to write out, depending on the value. Something like [=i][amount]

    ReplyDelete
    Replies
    1. [] - is "simpletags" - just a macros for the proper code in the <% %> tag. Simpletags just replaced at parsing time with code in the <% %> tag, and only after this true processing of the scripts begin.
      They main purpose - to shorten writing of the popular scripts like proxy.getName();

      Any complex manipulation should be done through scripts in the <% %> tags. And in them possible to "link" calculated result outside.
      1. If you use variable with value as last expession, then this value will be shown as text replacing <% %> tag with it.
      2. If you need to use some variable from this script inside some other scripts inside the same .walk event or in the incluided templates - you don't need to do anything special - variable can be accessed from any later processed scripts. It's will be lost only after processing all scripts inside .walk file and included templates.
      3. If you need to use value from another .walk file - you need to use global variables storage mechanic.

      Delete
  52. Hi H.Coder
    I have a question that might be a bug report too:
    I was trying to find a way to determine if a worker is returning to your base (not in the proxyies list on the main pannel) or in your base ( in the porxies list). I tried to us creature.isWorker() but this methode return true in both case. Is there a way to determine if a non active proxy is in your base and returining to your base?
    That lead to the second part that : I was tring to figure situation when you have to check this to find implementation exemple. I supposed there was something in the tasks that prevent your proxy to doing them when they was returning. My investingation made me to think that not the case : proxies still performe their daily task when they are returning to your home. It might be intended but I found it quite strange that for expemple that after you leav your proxy with kiana, she still go get her cocks milked at the fetsih cofee.
    "Come with me, you'll see, it's fun".

    ReplyDelete
  53. To get status of the proxy exist special class - Status. Method "inHome" show you exactly if character is in the base. There is example:

    if (Status.inHome(proxy))
    {
    ...
    }

    Also you can chech if character is on "autopilot" to return home after disconnect, or in hospital, etc. For this you can use "inReturnersList" method. Example:

    if (Status.inReturnersList(proxy))
    {
    ...
    }

    ReplyDelete
  54. Hey H.Coder.

    Would nested interactions function? For example(not something I'm working on), if you tried to start a battle interaction while there was a sex interaction going on what would happen?

    Would it work like a program where when the second interaction ends it just goes back to the first interaction?

    Or when the second interaction ends would it just collapse the first and second interaction?

    Or would it just not work?

    ReplyDelete
    Replies
    1. No. Interaction mode is only toggle how game process events and templates. If you try to initiate it again before turning off, game just overwrite variables with values of second case. This also can cause some logical errors (without messages) in scripts that will be hard to find. Try to avoid it.

      Delete
    2. Good to know. Glad i asked before trying it out

      Delete
  55. Hi,
    I tried to use the Status class but I got a : [Error: could not access: Status; in class: java.lang.Class]
    [Near : {... inHome = Status.inHome(self); ....}]

    So it look like I'm not allowed to look outside the ScriptVarsIntegrator class.

    Yet there is a workaroud (more like a work through with a bulldozer to be honest):

    creatureClass = Class.forName("fetishmaster.bio.Creature");
    c = Class.forName("fetishmaster.engine.scripts.Status");
    m = c.getMethod("inHome",creatureClass);
    b = (Boolean) m.invoke(null, self);

    as you see I'm even forced to dynamicly get the Creature class because if I try to use
    m = c.getMethod("inHome",Creature.class);
    I again get [Error: could not access: Creature; in class: java.lang.Class]

    I checked if you used the Status class in any other ressource file ( I used a programm do it for me in fact) and it appear that the string Status apear only once in all the files of the gamedata folder (case sensitive search) and it's in the "Check Experiment Status" button for Todd's dialogue. So I wasn't able to found any working exemple of use of the Status class. Yet I cannot 100% exclude misuse of the search system on my side as it often happen to me.

    ReplyDelete
    Replies
    1. Sorry, my error here. To access Status class from scripts you need to use it without capital letter. Sample:

      if (status.inHome(proxy))
      {
      ...
      }

      Script engine give access to native Java classes after they registred in it, and registred name can be any. For this class it's "status".

      Delete
  56. The mods that others have been contributing made me come to realize that the interaction system could use some polish to really shine.

    So, I have a question.

    Would it be easier to use Personal Flags or interaction states to do this:

    Trying to implement a simple way to track where a penis was relative to their partner's body to streamline orgasm reactions.
    I figured it could use those checks to more easily relate to templates. For instance:

    have a simple number guide or string fetch for each possible location (away from body, in hand (possibly with/without hair held), under/between feet, in mouth, between breasts, in vagina, in anus, in fat folds, in nipple, in larger penis, etc.)

    If penis_location = mouth & orgasm = true
    load template "pull_chance_p_mouth"
    If penis_location = vagina & orgasm = true
    load template "pull_chance_n_vagina"

    (I know this isn't how the game checks exactly, just an example)

    There would also be changes in the wording and buttons based on whether the penis was the player's or an NPC's ('p' and 'n' after 'chance' in example names).
    From there, each template would load appropriate results, such as mouth having either a bukake or force-feeding result depending on whether the penis was removed or left where it was respectively.

    There could also be shared templates like using the breast fondling options from sex interaction (and the breastfeeding from that one mod) in the sexual training breast massage's (turning it into a full interaction mode instead of just a single-option walk event) options and adding the potential to milk for multiple bottles using the milk task's current checks.

    Lastly, not sure if it's a bug, but making a futa orgasm doesn't seem to empty their pouch until the next in game hourly check. This should probably be fixed so the masturbate dick option doesn't cause undue stretchmarks when the futa's sperm volume is miscalculated because of doubling the mass of whatever was 'moved' from her pouch to her uterus.

    ReplyDelete
    Replies
    1. Flags - it's like variables. States - it's mechanic to chose: what code should be executed. It's just have different purposes, and for your questions - I think they will be used both.

      Delete
  57. Hi.
    As I've already said, I'm working on new kind of contracts. On of this contract is that give teach some subject to one of your proxy. The idead is that the proxy chose an hour of the day where he or she is ready to be taught and we supose that the rest of the time he continue to live his normal life and do what he want. The problem is you can still put task to do outside of the choosen timeframe. Curently, I set the task in the proxy schedule to null so he won't do them but the problem is it prevent the proxy from resting and his tiredness remain the same when he is not at your home. Is ther a way to set by script rest task or just to reset the schedul?

    ReplyDelete
    Replies
    1. If I understand you right, you want to create something like part-time job? In this case contract system will more disturb you than help, as its mechanic targeted to only full-time contracts - so player can control contractor's schedule anytime.

      Anyhow "rest" is default task, it's should be executed instead, if current scheduled task condition script return "false".

      Delete
    2. Yes, that was my plan at first but as I understand the system, the result of the condition check for a task is fully determined by the script written in the task file. That mean that I would have to edit every single task to add a special condition that suit me. Integrating this mod with other mods or just maintaining it would be hellish. And there is no other alternative on the task condition side as there is no proxy status that block all the tasks.
      But seriously this is the only problem I have to create what I want to do. I'm not really trying to build a real part time contract. The reason is you are not hiring the proxy: the proxy is hiring you to reach his goal. You are a kind of coach. So it's not strange that the proxy reject any task that's outside of the time he has dedicated to his training and it's realistic that he is a lazy bum that won't do anything if you are not here to say him what to do.

      But if you say me that I definitively cannot put the rest action in the proxy schedule with a script I still have two solution.
      The first would be to compute how much he would be able to rest between two lessons (taking into account night and day) and reduce his tiredness of this amount at the moment he leave your house.
      The second would be to access to ManagementEngine.getDefaultTask() with a dirty trick and put this task everywhere in the schedule.
      I think the first is the best in term of forward compatibility and code quality even if its a bit more tedious to implement. Moreover the first let the contractor with an empty action historic outside of your house which seem logical as it's his privacy and he have no reason to give you reports about his life.

      Delete
    3. Forget what I had said. I found a better solution. I assume that the proxy just do random activities outside of your home and come back with a random tiredness and a random arousal depending on the lewdness.

      Delete
  58. Hi H.Coder.
    I would like to report a bug in the engine.
    The bug is quite confusing for modders and happen when you call the method addItem(Item) on an item bag. This bug does not concern the method that add system provided by ScriptVarIntegrator.

    Exemple of bugged situation :

    /* Let assume that I call this method on a contractor and that it1 and it2 represent two stacks of 10 item called bean. The creature c has and inventory devoid of any bean.*/

    void myBuggedMethod(Creature c, Item it1, Item it2)
    {
    c.inventory.addItem(it1);
    System.out.println(c.inventory.itemCount(“bean”));
    c.inventory.addItem(it2);
    System.out.println(c.inventory.itemCount(“bean”));
    }

    In this case we could accept two result int the output :

    10
    20
    So we just pile up the stacks

    or

    1
    2
    addItem have no s so we don't care about the stacks and just add one item of the same type of the stacks. I suppose this is the intended behavior.

    What is the result if we try something like this in game?

    The actual result given with the current implementation of addItem(Item) is

    10
    11

    Why?
    When you give an item stack to addItem(Item) the first thing it check is if the ItemBag contain an other stack with the same name. That the situation we are in the first call. In this situation the method just put the item in the bag as given, that why we have 10 beans in the bag after the first call. In the second call, there is already at least one bean in the bag, in this case addItem(Item) just increment by one the stack of bean in the inventory.

    Why the fuck would I use at least three line to do what I could do with the one liner addItem(activePartner,“bean”, 10)?
    My goal was to transfer the stuff in an inventory to an other inventory. In this case, it's more efficient to just pick the item in the first and put them in the second instead of each time reading the name and the count to be able to call AddItem(activePartner,“bean”, 10) both in term of coding time and in term of execution time.

    ReplyDelete
    Replies
    1. It's not bug, it's just missunderstanding of how inventory works.

      Stacked items - not objects in inventory. It's just single reference to the name of file template for item, and counter - how many of this item type character have. Adding and removing item - just change int value. If you add first item, or remove last - only then reference for file name is change (added or removed). Any time that item actualy used, game read file and process scripts from it. (Game not always actualy read from disk - it may be from file cache, but it's file operation anyway).

      If you need to transfer some of stacked items - you need only two strings:

      RemoveItem(character1, "bean", 5);
      AddItem(character2, "bean", 5);

      Also - you can't have two stack with the same name in one character inventory.

      This is the price for the ability to change items scripts and still be compatible with older saves. After changing item scripts it's new version will be used anywhrere from this point. Also it's work much faster than if any item is full objects. (I tried this once - very slow with money. Coins is items too. Stacked.)

      But if item is not flagged as "Stacked" - then it's processed differently, as objects. In this case inventory can contain may items with identical names.

      Delete
    2. Upd: Sorry but it's seems you partially right - in the last version I somehow lost this variant of RemoveItem. Exists only variant for default character - current proxy. :( Like this:

      RemoveItem("bean", 5);

      Delete
    3. Well I gave the beans as an example to reproduce the bug but it was not my situation.
      I put the code bellow so that you can see what I've done and say me if there is something better. The situation is where the proxy leave your care but you are still in good terms so he or she doesn't want to steal your stuff:

      if(activePartner.inventory.getNamesCount()>0)
      {

      for(int i = 0;i<activePartner.inventory.getNamesCount();i++)
      {
      item = activePartner.inventory.lookAtItem(i);

      inventory = player.inventory;
      pos = inventory.posOfItem(item.getName());
      if(pos<0)
      inventory.addItem(item);
      else
      {
      itm = inventory.lookAtItem(pos);
      itm.setCount(itm.getCount()+item.getCount());
      }

      }
      }
      As inevitably any item in one inventory is already loaded, I avoid use RemoveItem and AddItem that do complicated thing that I doesn't need here.

      Independently of that, as I'm codding on my side I know its impossible to produce code with zero bug and it's often a pain in the ass to track one especially if you work on a project of this size by yourself. It's already a feat to have so few in fact. But I feel that this odd behavior have the potential to get in your way at some point and that why I had reported it as a bug.

      If you are interested, I provide you the code that, in an event file will cause some oddities:

      it = CreateItem("skinny_latte");
      it.setCount(5);
      activePartner.inventory.addItem(it);

      Try to put this in the add_item event, remove any skinny late you could have in your proxy inventory and look how much skinny latte you get if you push the button twice.
      The count should be either 2 as expected or maybe 10. But you will have 6 latte in your inventory.
      This code is pointless and it's not something a modder should do. But it clearly prove that addItem can sometime back-stab you, the game's developer.

      Delete
    4. Well, in first thing, I should say that cycle started as:

      for(int i = 0;i0; i--)

      If this case you do not get "out of range" error, and remove all objects from list. In you variant it's very possible outcome.

      Well, I try to give you full solution for "transferring" items, but it's wiil be untested, sorry. And in the MVEL2 scripts you do not need (but still can) to declare type of variables. Here:


      while (proxy.inventory.getNamesCount() > 0;)
      {
      item = proxy.inventory.getItem(proxy.inventory.getNamesCount());
      count = item.getCount();
      AddItem(player, item.getFileName(), count); //filename is better than description name for this.


      for (i=count; i>0; i--)
      { proxy.inventory.removeItem(proxy.inventory.getNamesCount()); }

      }

      In your second sample - it's not valid as method inventory.addItem((Item)) should be used only for non-stacked items. It's not process stacks as needed. For stacked items should be used AddItem wrapper. Well, for any items wrapper is better thing to use, as it has some iternal checks. Methods from inventoy... - it's somewhat raw access, and do not control if you like to "shot yourself in the leg". :)

      Mainly: script fuctions from the ScriptVarsIntegrator has most safety needed checks. With them is hard to break something. But methods from the other acessible classes assume more advanced Java knowleage, and give much more freedom, but without internal safety checks.

      Delete
  59. A shame this is now dead :( was steadily becoming something great, too.

    ReplyDelete
    Replies
    1. It's not dead, H.Coder is taking a hiatus due to real life circumstances that i'm pretty sure as a global community we'd all want to end calmly and fairly. Second, there are a few modders who are working on their stuff for this. don't claim that something is dead when clearly there is still activity

      Delete
    2. There are a few modders still making things *myself included*

      Delete
  60. Hi H.Coder.
    Sorry to bother you again but I have a new question.

    I'm working on this contract project and I'm at the point I try to integrate my code nicely with the rest of the game.
    In particular I try to make the agency pick sometime one of my contracts. As it's currently implemented, the agency give the default contract to everyone.
    To respect the way this engin work, I want to change this so we can add or remove custon contract without editing the agency_update file each time.
    But I was unable to found any methode that will load contract at random.
    I've trided to use the Include(template) mechanisme that can do what I need. But any included template need to be proceceed within a walk frame and the agency update is executed outside of any walk frame. So calling Include in agency update will alway result in an error caused by a null pointer exception.

    Have you any suggestion about how I should implement the contract picking ?

    ReplyDelete
    Replies
    1. Sorry, but in your case you will need to make changes in the agency_update file. This file also can't call other templates through "Include" normally.

      agency_update file is exist to give scripters ability to change how agency works. It's not game engine - it's content file (scripts).

      Delete
    2. Well, in fact I've figured a way to be able to call templates in agency_update. Do you guess how? (hint: it start with c.getClass().getClassLoader())
      Maybe I'll remove it latter but as it is, it allow me to expend this mode in an easier way and make it compatible with other hypotetical future contract adding mods.
      I have a patch folder containing a working (yes it work, no jokes) "alpha" of this mod. I will publish it as soon as I'm sure that it can installed by someone else.

      Delete
  61. Ok so here is a first draft of my mod.

    http://www.mediafire.com/download/l4kd9g5glg1esev/more_contract_maybeAlpha.7z

    Take note that this thing might be unbalanced and bugged. There is also a strong probability of typo and confused information inside.
    If you chose to instal this mod, it will be alpha testing.

    The good new is that if point me any nuisance of this kind of, I'll fix it asap. Moreover, as the mod is unfinished, if you have idea about cool contracts that you want to see, p I implement them (or something close) if they are cool.

    The idea is that you do coaching work:
    Someone want to reach a personal goal so she (only she atm) make a contract with you so that you can help her to reach it.
    Currently there is a girl that want to have bigger natural boobs and a girl that want to become better at kissing.

    So you should sometime see those two contract poping in the agency.

    If you choose to take one you will have to help the girl to reach her goal in a limited time. In case of success, there will be cash.
    With the limited time there also are special rule for those contract too.

    At any time you can talk the girl about her contract if she is your proxy and you are in the base. For the kissing contract, that also allow you to say goodby to the girl at the end of the lesson which is good for your reputation as a teacher.

    It also add alchemical recipes for a substance that amplify the gain lactation. Useful for the BE contract. This mods also offer an alternative version of the very white potion of Elwing. The current one was transforming this new contract in simple shopping chore and was making kinda useless to unlock the milk-barn (well the scene was fun but to get big boob or high lactation the VWP was more efficient despite the fact that it's easier to get).
    So this new pot work differently but the big picture is "the more you drink it, the less it's effective".
    Plus the new potion is funnier to use as it have a special effect that can trigger if you use the potion while walking.

    The agency will say that the contract cost 0 coins, but that doesn't mean they are really free.
    Accepting those contract just set-up a meeting with your potential contractor. That's during the meeting that you will know the exact goal of the potential contractor. At this time, the proxy will ask you for an amount of money. This is a warranty that you will do you job correctly. If you fail, the money is lost (we assume that the contractor have left with it), in case of success, the money is returned in addition of your payment.
    Yet the warranty is usually cheaper than the cost of a normal contract.
    Take note that the player money (the one shown in the bot left corner of the management screen) can be used to pay the warranty.

    Contrarily to other proxy, if you end the contract in relatively good terms with this kind of contractor, everything in her inventory will be transferred to the player inventory. But if she grieve you, she will just flee with your stuff.

    ReplyDelete
    Replies
    1. The only options I see are "No" and "I need more time to decide"

      Delete
    2. I cannot access to "Funhouse"...

      Delete
  62. Ouuups I noticed a typos in my previous comment:
    I've written :
    "if you have idea about cool contracts that you want to see, p I implement them (or something close) if they are cool."

    You probably had already guessed that what I really wanted to write was: "if you have idea about contracts that you want to see, perhapse I will implement them."

    ReplyDelete