Monday, September 22, 2014

Mod's integration status

Ok, I'm working not so fast as I hope, but bigger half of the work for the first mod is done - it's organs and items checking and integration. They having most of the complex code, so reviewing them get most attention and time.
Only a events and images lefts to be checked. Some background images in this mod use png format - so I converted them to jpg - it's save lot of the disk space. Png is really needed for the characters images - with transparency. Backgrounds is not needed it.

This mod also is largest from the planned for integration mods, so other two should be faster to finish too.

22 comments:

  1. Appreciate the status update; you rock ~

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    1. insert: "More words of praise and gratitude"

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  2. Which mods are you integrating?

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    1. The ones hosted on the blog, first up is Cymic44's

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  3. FYI, try TinyPNG.com it should bring them down in size. For example neferi.png went from 305kb to 72kb.

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    1. PNGGauntlet (http://pnggauntlet.com/) is standalone alternative

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    2. Tried it, TinyPNG smashes it. Tiny uses 8-bit color if the image doesn't need 24-bit. I tried gauntlet and it just doesn't save as much.

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  4. Out of curiosity is there any cap to the number of kids that can pop out of a girl? As in at a certain point does it say "Okay you now have 10 future children and 100 children that will be automatically given to an orphanage" instead of it saying "Oh god oh man 110 new characters to calculate hrrrnng~!"

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    1. No. My ideology for game is: hardcoded cap's is wrong thing to do.

      But organs and genetic balance ensure that more childern cause more stress on the mother, so without cheating with the stats 100 childern at once will cause bad health and contract void for proxy (and at very early stage I think).

      Actually anything more than triplets (for humans) is already risky thing to carry without special measures from player. To carry even more mulitples, like octuplets for example, character will need very accurate preparations done before pregnancy even start.

      Other races has some difference in reproduction specific. For nekomata - multiple children is normal, but gestation is shorter and foetuses is smaller. Kau's has longer gestation time and don't has native futanari gender. Hybrids can get these traits as their genetic legacy and this can cause some complications. :)

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    2. What kind of complications does futa cause for Kau?

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    3. What are the possible combinations that can make futa cause problems for Kau?

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  5. What's the best way to increase penis size? That one futa?

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  6. The game seems to freeze when there are too many Ova it needs to create. Do you know what the cause of this is?

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    1. How many is "too many"? My test's not show any problems even if I set up situations where summar count of created ova's go around 100. I can only think about one possible source of your problem:

      It's true that if you set "fertility.extra_ova" gene to 100 (or more), it can cause infinite loop through algorithm of calculations, but for this case I added special check - no more than 9999 ova at one process.

      Details: gene "fertility.extra_ova" control chance of success for the check: "if extra ova is created?". But if it came as succes ("true") after creating this extra ova, check will be repeated right away until it eventually return "false". If gene set to 100 - it will always return true (100% chance), and potentialy algorithm can loop. So in this algorithm added safe measure - top count possible repeats is 9999. On my machine it's not cause anything other than using some additional memory for the period of these ova's live. Maybe you machine don't have enough memory?..

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    2. I shouldn't have any memory problems on my computer...

      I'll recreate the problem and get back to you with more details

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    3. I've had a similar problem while aging up a child using Daria's blessing and eventually ended up running it in dev mode to see what was the matter. It seems that after eight or so Ova were created each new ova was taking progressively longer to generate to the point where new ones would take somewhere between 15 seconds to a minute to be created. (And it was through out numerous scrip errors too if that means anything to you.) It wouldn't have been all that much on it's own but when there were 40 something ova each ovulation period it added up to a long time.

      Note that I was using Cymic44's series of mods during this.

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    4. Mod can be the source of the problem, but I still can't say anything specific without seeing error log. And save file with problematic character will be useful too.

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    5. I did some further testing and found that there is no problem with your code. It seems like one of the changed Cymic44 made in one of his patches messes up with Ova creation.

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  7. Там не в кол-ве проблема, больше похоже на утечку памяти на каком то этапе. Выедает под 1.5-2Гб оперативки из 4х и загружает 4 ядра на 95-99%. После либо с большой вероятностью виснет, либо скрипт ерор и ещё много буков в консоли.

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    1. В Java не может быть классической утечки памяти. Описание как раз подходит под тот эффект о котором я говорил. Для точной диагностики мне нужен файл session_error.log из корневой папки игры после подобного происшествия. Еще было бы неплохо - сейв с проблемным персонажем использование которого вызывает проблему.

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