tag:blogger.com,1999:blog-55684066319955466102024-03-08T11:00:05.695+02:00Text hentai game Fetish MasterHome of the Fetish Master text hentai game project.H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.comBlogger139125truetag:blogger.com,1999:blog-5568406631995546610.post-52457212655036646832017-11-20T23:25:00.001+02:002017-11-20T23:25:50.087+02:00Sources is in public.Ok, I might be cursed, but I fail to make it in promised 2 week time. The only my apology is - "Better late, then never".<br />
<br />
Anyway, GIT repository is maked at last. Here is it now:<br />
<a href="https://gitgud.io/hcoder/fm-dev">https://gitgud.io/hcoder/fm-dev</a><br />
<br />
Right now in repository version more new then last release, should be playable, but still somewhat unfinished for normal release. Also, it without images - they should be downloaded separately. I can't risk to place them in repository. Text porn on gitgud is OK as I know, but CG is grey zone. And CG for game is like 80-90% of the size, so let's not <span class="short_text" id="result_box" lang="en"><span class="">tease geese with them.</span></span><br />
<span class="short_text" id="result_box" lang="en"><span class=""><br /></span></span>
<span class="short_text" id="result_box" lang="en"><span class="">Images can be used from previous versions, and also I make imagepack from curent state of game (I do not sure if I change something serious from release time, so just to be sure):</span></span><br />
<a href="http://www.mediafire.com/file/4lzamr6d6tbpf76/imgpack.7z"><span class="short_text" id="result_box" lang="en"><span class="">http://www.mediafire.com/file/4lzamr6d6tbpf76/imgpack.7z</span></span></a><br />
<span class="short_text" id="result_box" lang="en"><span class="">password: fmaster</span></span><br />
<span class="short_text" id="result_box" lang="en"><span class=""><br /></span></span>
<span class="short_text" id="result_box" lang="en"><span class="">I hope this will be useful, at least for someone. :)</span></span><br />
<div class="s3gt_translate_tooltip_mini_box" id="s3gt_translate_tooltip_mini" is_mini="true" style="background: initial ! important; border-collapse: initial ! important; border-radius: initial ! important; border-spacing: initial ! important; border: initial ! important; box-sizing: initial ! important; color: inherit ! important; direction: ltr ! important; display: initial ! important; flex-direction: initial ! important; font-family: X-LocaleSpecific,sans-serif,Tahoma,Helvetica ! important; font-size: 13px ! important; font-weight: initial ! important; height: initial ! important; left: 496px; letter-spacing: initial ! important; line-height: 13px ! important; margin: auto ! important; max-height: initial ! important; max-width: initial ! important; min-height: initial ! important; min-width: initial ! important; opacity: 0.45; outline: initial ! important; overflow-wrap: initial ! important; padding: initial ! important; position: absolute; table-layout: initial ! important; text-align: initial ! important; text-shadow: initial ! important; top: 298px; vertical-align: top ! important; white-space: inherit ! important; width: initial ! important; word-break: initial ! important; word-spacing: initial ! important;">
<div class="s3gt_translate_tooltip_mini" id="s3gt_translate_tooltip_mini_logo" title="Перевести выделенный фрагмент">
</div>
<div class="s3gt_translate_tooltip_mini" id="s3gt_translate_tooltip_mini_sound" title="Прослушать" title_play="Прослушать" title_stop="Остановить">
</div>
<div class="s3gt_translate_tooltip_mini" id="s3gt_translate_tooltip_mini_copy" title="Скопировать текст в буфер обмена">
</div>
<link href="moz-extension://156c2c3c-9d81-465b-929c-224502564ad3/skin/s3gt_tooltip_mini.css" rel="stylesheet" type="text/css"></link><style media="print" type="text/css">#s3gt_translate_tooltip_mini { display: none !important; }</style></div>
H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com12tag:blogger.com,1999:blog-5568406631995546610.post-75867433351846281492017-10-05T17:24:00.000+03:002017-10-05T17:25:47.013+03:00I seen some drama's......about commercial usage of my work by <span class="short_text" id="result_box" lang="en"><span class="">third-party </span></span>mod-makers on some imageboards, and also some question been addressed to me early by some peoples in private. I think, there I need to post my clear and official reply about commercial usage. Though is still a bit complex:<br />
<br />
1. Game license (button "license" on start) is Creative Common (CC BY-NC 3.0) <a href="https://creativecommons.org/licenses/by-nc/3.0/">https://creativecommons.org/licenses/by-nc/3.0/</a><br />
So, no "commercial only" usage for content based on it. For example - no patreon paywalled content please, and no fileshare though pay only services.<br />
<br />
2. Partial commerce usage, like early access to some dev versions is ok, but only if content in them become free to all public eventually, in reasonable time. I say - like in 3 month maximum.<br />
<br />
3. I personally not like even second variant, but it's mod's authors work and decissions - and they have right for it. I do not feel like I can press about it. But it's borderline.<br />
<br />
4. I not have any objections (even personal opinion) about "tip jar" type of patreon or similar methods. <br />
<br />
Also some general news:<br />
<br />
I still done some work through all these time, almost to the next engine update (0.99), but it's still very slow, as I still have much personal issues. And I think - something should be done about this. So, I decided to open game sources, but I don't like to just post archive with them. I think - public git repository will be good variant. I need some time to set it up, but it's will be done in week or too, I hope.H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com3tag:blogger.com,1999:blog-5568406631995546610.post-80997225624795513242016-03-07T15:39:00.000+02:002016-03-07T15:39:24.449+02:00Forum for the gameDohavocom, thank you!<br />
<br />
Link for the forum added in main menu of the blog now.H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com97tag:blogger.com,1999:blog-5568406631995546610.post-2155531570677256462016-02-11T18:17:00.001+02:002016-02-11T18:17:47.486+02:00New mod posted here in commentsAnonymous posted new mod here in comments: <a href="http://fm-dev.blogspot.com/2015/05/new-post.html?showComment=1455145753443#c5911149371744828332">http://fm-dev.blogspot.com/2015/05/new-post.html?showComment=1455145753443#c5911149371744828332</a><br />
<br />
So there is new post about it, to give ability for all to comment without premoderation that turned on in the old posts. Please feel free to discuss about mod here.H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com64tag:blogger.com,1999:blog-5568406631995546610.post-1940799236365540342015-05-25T18:20:00.001+03:002015-05-25T18:20:27.813+03:00New post<blockquote class="tr_bq">
>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.</blockquote>
This is requested new post. :)<br />
<br />
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.<br />
<br />H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com153tag:blogger.com,1999:blog-5568406631995546610.post-10333409396075164312015-03-01T18:57:00.001+02:002015-03-01T18:57:15.612+02:00Plans for next version...Well, hadcoded organs - it's not only one change planned in the next version. I spent some time playing and thinking: what is brother me as if I'm a player? Resulting is a possibility of getting Mistress for the house - she will do basic training and also she will be able to do a regular medical checkups. Also if anyone has ideas what Mistress can do also - please tell in the comments.<br />
<br />
Another planned feature - ability to give nicknames to the workers. (This will help with the tracking who is who if you have many workers).H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com61tag:blogger.com,1999:blog-5568406631995546610.post-60878906825277225582015-02-23T22:58:00.000+02:002015-02-23T22:58:01.430+02:00Google, hm...Today I got notification from Google about them changing of their policy for the adult content in the blogger service. It's mainly about pictures and video, and through in my blog never has any such pictures or video, I can't guarantee that their bots do not close this blog for some "other" reason. New policy will be started at 23.03.2015 they say. <br />
<br />
So, please save contact links from the "Links" page: it's where I will post if something happens with this blog. Here:<br />
<br />
Development thread on the Futanari Planet forum:<br />
<a href="https://www.futanaripalace.com/showthread.php?48246-Fetish-Master-new-game-%28stable-alpha%29">https://www.futanaripalace.com/showthread.php?48246-Fetish-Master-new-game-(stable-alpha)</a><br />
<br />
Development thread on the Fenoxo's forum:<br />
<a href="http://forum.fenoxo.com/thread-4118.html" target="_blank">http://forum.fenoxo.com/thread-4118.html </a><br />
<br />
Subreddit:<br />
<a href="http://www.reddit.com/r/fetishmaster/">http://www.reddit.com/r/fetishmaster/</a><br />
<br />
If someone has some suggestion about possible further project home, I like to hear them, but I can't pay for any money for hosting. Right now even 5$/month it's too much. Donations, or something like that, is out of question for this project too. H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com10tag:blogger.com,1999:blog-5568406631995546610.post-17811982792038525732015-02-17T00:18:00.001+02:002015-02-17T00:18:34.391+02:00Difficult decisionWell, I don't fully like this decision, but for sake of the game performance I decided to create standard set of the hardcoded organs in the game engine, on the base of current code of the scripted organs. <br /><br />They still can be replaced with scripted version, but performance of native java code is much better than scripts. Right now scripts processing take 95-98% of CPU time taken by application. If I planing to expand game to more than 100-150 characters at one game session, performance of scripted organs in characters will become a major issue. (Right now, on my machine "Next Day" with 150 characters take 2-5 seconds - it's too much I think.)<br />
<br />
It's can be done fast - early versions of game already started with this support, and I not removed it from code. I just need to create classes for standart organs, and copy scripts code to them.<br />
<br />
Pro: game will be working very fast.<br />
Cons: For modders it's will be slightly harder to change behavior of the characters body. But in the worst case - they still can just replace harcoded organs with scripted version. Source code of hardcoded organs will be open right with the released version.H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com17tag:blogger.com,1999:blog-5568406631995546610.post-53996993630649703352015-02-02T21:51:00.002+02:002015-02-02T23:54:43.386+02:00Patch 0.985e.p1<a href="http://www.mediafire.com/download/4wgblt248ft2dy4/patch_0_985e_p1.zip">http://www.mediafire.com/download/4wgblt248ft2dy4/patch_0_985e_p1.zip</a><br />
<br />
Fixed GUI bug with duplicate proxy after disconnect, and some wrong conditions in some events. Thanks to the Anonymous.<br />
<br />
UPD: Reuploaded with the usual password, and new .jar build (somehow older broken build get in the previous archive - with it game won't start normally).H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com42tag:blogger.com,1999:blog-5568406631995546610.post-6788892759896403112015-01-30T22:13:00.001+02:002015-01-30T22:13:33.082+02:00Release 0.985d<!--[if gte mso 9]><xml>
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<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">This time
changes in the code of the game engine pretty minor (mainly bugfixes), but so
many changes and updates in the content files, that I decided to do full
release this time. </span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Applied spellchecking.from </span><span lang="EN-US" style="mso-ansi-language: EN-US;">R.</span></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Changed
uterus implant. Now it's using organ mechanic. Also redone Dr. Genki events
related to it, and added possibility to increase implant's maximum volume.</span></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Added few
more images to the tasks, and to the key events reported from organs (like
birth).</span></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Merril's
request to Dr.Genki quest is fixed.</span></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Filling
breasts implants added.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Also some
more minor bug fixes.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">CAUTION! Changes
in the implant made it incompatible with old saves. Characters from old saves
with installed uterus implants can experience weird behavior on trying change
or remove implants. <span style="mso-spacerun: yes;"> </span>Sorry about it. If
you really like previous character - remove implants before using save in the
new version.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<a href="http://tinyurl.com/ntc6lm5"><span lang="EN-US" style="mso-ansi-language: EN-US;">http://tinyurl.com/ntc6lm5</span></a></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Pass:
fmaster</span></div>
H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com34tag:blogger.com,1999:blog-5568406631995546610.post-2630240431800001492015-01-20T19:07:00.000+02:002015-01-20T19:10:20.799+02:00Patch 0.985c.p5<a href="http://www.mediafire.com/download/68akdn12dbbe5hl/patch_0_985c_p5.zip">http://www.mediafire.com/download/68akdn12dbbe5hl/patch_0_985c_p5.zip</a><br />
<br />
- Fixed potential freezes on cases of intensive ovulations (like hyperbreder genome cause).<br />
- Fixed anal sex "cum inside" option (random swithcing with vaginal).<br />
- Fix/change - fast travel to fetish cafe/hot lips. Now character will go only on Red Light District, not inside.<br />
- Fix for hyperbreeder related organ.<br />
- Added night picture to the player base at night (for tesing next feature).<br />
- Added ability to "merge" walk mode events, similar as templates can be merged through IncludeAll function.<br />
- Added experimental feature - now genetic support "grouping" of the genes. Details:<br />
<br />
if you add in the genome gene with name "group.something" ("group" - is a key part of the name) then at the time of processing this genome to cheate child game will see text value field and take all genes mentioned in it only from one parent. They will become "linked". Genes names should be separated with "&". Example:<br />
<br />
Gene name: group.figure<br />
Text Value: generic.chest&generic.waist&generic.hips<br />
<br />
Now, if this gene will be encountered at creating child, resulted genome will has these three genes taken from single parent. What parent will be used, it's calculated on the base of paramenters "sex traits" and "gene force" of all genes in group. These paramenters of grouping gene itself not used. Grouping will work even if grouping gene is not set as active, but child will have this gene as legacy, so grouping will be used for his/her future children too. H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com63tag:blogger.com,1999:blog-5568406631995546610.post-60503847187665641422015-01-15T01:49:00.000+02:002015-01-15T01:49:57.899+02:00Patch 0.985b.p4<a href="http://www.mediafire.com/download/eml343r5953k5ag/patch_0_985b_p4.zip">http://www.mediafire.com/download/eml343r5953k5ag/patch_0_985b_p4.zip</a><br />
<br />
- Fixed almost all bugs that reported so far. What is still not done - it's Merril quest.<br />
<br />
- Added back check about low health, tiredness and mobility for the active proxy in walking mode. Mobility not really full check - it's just need to lock proxy in the house if his/her SPD become 0 or less. But health and tiredness now will be checked as before. Only through scripts. (templates/system/proxy_walking_check)<br />
<br />
Added new feature - merging of the events. Now you can set checkbox "Megred" in events editor, and content from yours event will be added to the another. But "conditions" and "prio" worked for the merged events the same way as for normal. <br />
There some rules for merging:<br />
<br />
- Text from merged event(s) will be added after all text from normal event (and templates called from it of course).<br />
- Buttons from merged event(s) will be added after buttons from normal event.<br />
- If merged event has picture, it will replace picture from normal event. If more than two event merged, picture will be shown from the last of processed events. Also picture from merged event can replace pictures from template(s) that called from normal event.<br />
- Hours from merged event(s) will be added to hours from normal event.<br />
- If no suitable normal event found, but merged event(s) exists - first from the found merged events will be used as normal event.<br />
- "Prio" field checked for the all events together. So if merged event has priority higher than normal event - normal will be just replaced with merged. And if merged event has lover priority than normal - it's will be NOT shown at all.<br />
- Multiple events can be merged together. But there is no guarantee for the order of selecting events from filesystem, other than the normal event always will be processed first.H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com16tag:blogger.com,1999:blog-5568406631995546610.post-87357907094765775032015-01-11T22:25:00.001+02:002015-01-11T22:25:20.530+02:00Patch 0.985a.p3<a href="http://www.mediafire.com/download/6fwm9ehyvgghz24/patch_0_985a_p3.zip">http://www.mediafire.com/download/6fwm9ehyvgghz24/patch_0_985a_p3.zip</a><br />
<br />
- Fix for potential crash if last proxy in the worker list executing task outside of house at 7:00 ("Brothel: regular" at morning for example).<br />
<br />
- Added image support for tasks. Right now only few images for basic tasks (rest, sleep, sport) added.<br />
<br />
- Added charisma mention in the character description.<br />
<br />H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com20tag:blogger.com,1999:blog-5568406631995546610.post-18713463518081708782015-01-09T19:07:00.002+02:002015-01-09T19:07:15.390+02:00Patch 0.985.p2Second patch, fixes some more bugs. For anal sex scenes used files posted by someone Anonymous in comments to previous patch.<br />
<br />
<a href="http://www.mediafire.com/download/mlr6aqvh1k17q17/patch_0_985_p2.zip">http://www.mediafire.com/download/mlr6aqvh1k17q17/patch_0_985_p2.zip</a><br />
<br />H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com3tag:blogger.com,1999:blog-5568406631995546610.post-68610563320962639262015-01-05T21:16:00.000+02:002015-01-05T21:16:09.716+02:00Patch 0.985.p1<a href="http://www.mediafire.com/download/8ebb6r3cudtpd3w/patch_0_985_p1.zip">http://www.mediafire.com/download/8ebb6r3cudtpd3w/patch_0_985_p1.zip</a><br />
<br />
In this patch I'll tried to fix all reported bugs, except of the Merril quest. (This will need some time, and I wanted to close more serious issues first.)<br />
<br />
Yes, I know that this release has a slightly more bugs than usual, but please take notice that reviewing code some times is harder than writing it by myself. :) And with my schedule of last few months it's too easy to forget: what I already done and what is not. Sorry about this. H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com73tag:blogger.com,1999:blog-5568406631995546610.post-62419219099840084102015-01-02T01:16:00.002+02:002015-01-04T19:41:47.917+02:00Version 0.985 is here after long waiting!<!--[if gte mso 9]><xml>
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<span lang="EN-US" style="mso-ansi-language: EN-US;"></span></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">This
version is focused on the mod's integration. But it also has some improvements
in the GUI and one new script command. (Too minor to go to the 0.99 but not
just bugfixes, so it's not 0.98c)</span></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">I can't guarantee
that I catch all bugs, but I tested all main features and they seems to
working normally now. </span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="text-align: center;">
<b><span lang="EN-US" style="mso-ansi-language: EN-US;">What new</span></b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span lang="EN-US" style="mso-ansi-language: EN-US;">In game
engine:</span></b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- New
script command: MoveProxyToReturnList(proxy, time_in_hours);</span></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">This
command will remove proxy from the worker list without breaking contract, and
after </span><span class="hpsalt-edited"><span lang="EN" style="mso-ansi-language: EN;">specified </span></span><span lang="EN-US" style="mso-ansi-language: EN-US;">time
he/she will be returned in this list. Can be used to hide character from the
list at the time of the executing task outside of the house, for example (like long
working somewhere outside). </span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Workers
now always sorted by their names in the list of workers.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Tasks
also now sorted by the tasks names.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- New sub
tab in the management mode - "Notes" it can be used to store some
notes about currently selected proxy. The same way as in the main tab with
similar name. Only this text will be personal for every worker. </span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- MANY
minor bugfixes.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b><span lang="EN-US" style="mso-ansi-language: EN-US;">In game
content:</span></b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">-
Integrated three big mods from the Cymic44, FB, Auctus177.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Fast
Travel to some places (also fast returns form some places). To lower RL time
and click count needed to navigate to the popular places.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Mod's
content reviewed and some mechanics and scripts logic changed. This is needed
to rebalance and to clear the code (in some cases some originally added by mod's
scripts in organs can cause loss of flexibility and potential compatibility problem in
future).</span></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Also it's
not so good practice to add in already excising organs something that is used only
for the single race, or even only for the specific situation. If script effect mechanic
is not enough, and you absolutely needed organ type mechanic - good practice in
this case is to add new organ from scripts (by using
proxy.loadOrgan("organ_file_name")). This is much more flexible.
Changed code can be a example how to do it. (See tmp_bloat_venom.organ for
example - it's used to simulate complex effect of the specific venom. This
"organ" added at the poisoning event and self-remove as character cleaned
form this venom.)</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Through
doing some tasks (like working somewhere outside) workers now will be removed from
the list on the management tab.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Added
some volume and calories to some items, that logically should has them, but so
far is not. :)</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Download: <a href="http://tinyurl.com/fm-0-985">http://tinyurl.com/fm-0-985</a></span></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">pass:
fmaster</span></div>
H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com81tag:blogger.com,1999:blog-5568406631995546610.post-21169134446861418352014-12-10T00:30:00.001+02:002014-12-10T00:30:06.429+02:00Status updateMod's integration almost finished - I'm testing new content now. <br />
<br />
Someone posted this mod: <a href="http://fm-dev.blogspot.com/2014/11/status-update.html?showComment=1418143690401#c2557684012909801594">http://fm-dev.blogspot.com/2014/11/status-update.html?showComment=1418143690401#c2557684012909801594</a><a href="http://fm-dev.blogspot.com/2014/11/status-update.html?showComment=1418143690401#c2557684012909801594"></a><br />
<br />
(Blog engine change comments for the posts that is more than month old to the premoderation routine. So I adding new post, so comments for it will be added as usual, immediately)H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com41tag:blogger.com,1999:blog-5568406631995546610.post-12797147496183863492014-11-07T14:41:00.000+02:002014-11-07T14:41:32.113+02:00Status updateSorry for the long silence from me again. It's caused by the some unexpected load on my RL work. This happens some times in my profession, so please do not worry - I'm not lost. Just really busy. Though I'm not sure how much time it will lasts, but seems it's already begin settling down.H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com15tag:blogger.com,1999:blog-5568406631995546610.post-32282999666035821732014-10-04T19:22:00.000+03:002014-10-04T19:49:02.360+03:00One of the mod's are in...... and two more to go. This all take more time than I'm expecting, but I can be a perfectionist sometimes, and can't force myself to release something that is not finished, or not linked to the previous parts of the game story good enough.<br />
<br />
Also I'm updated FAQ page, about most effective way of bug reporting. As I'm not have telepathy skill, we need to use substitute with error logs. :)H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com35tag:blogger.com,1999:blog-5568406631995546610.post-71904195953560010682014-09-22T19:32:00.001+03:002014-09-22T19:32:42.071+03:00Mod's integration statusOk, 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.<br />
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.<br />
<br />
This mod also is largest from the planned for integration mods, so other two should be faster to finish too.H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com22tag:blogger.com,1999:blog-5568406631995546610.post-25221450434680374192014-09-15T19:55:00.000+03:002014-09-15T19:57:04.612+03:00I'm here at last. :)Sorry for long time without almost any visible activity - I'm get some RL issues after ending of my vacation, and don't have enough time and mood to do something constructive here. But it's in the past, I'm hope, so let's continue from where we been.<br />
<br />
Right now, I working with the promised mod's integration. It's really not so fast process as I think before, as they are pretty complex, and I need to resolve some conflicts in the organs and characters descriptions scripts. But nothing impossible here. :)<br />
<br />
Another thing with mods - though it's not really needed, I like to do some optimization for graphic files. They are can be optimized to take at least half of the disk space that they are taking now. And this giving me a big itch to do so. :)<br />
<br />
But in any case - I taking opportunity to tell our modders this another time: it's great content, I'm really thankful for your work, and I'm hope all other players <span class="short_text" id="result_box" lang="en"><span class="hps"></span></span>is too.H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com11tag:blogger.com,1999:blog-5568406631995546610.post-20849738140691302352014-08-12T12:35:00.002+03:002014-08-12T12:35:37.531+03:00patch 0.98b.p1New patch, fixes anoter bug that cause symptoms similar with the symptoms of the bug fixed in previous patch (worker list), and another issue with the "Continue" button - this time with showing it where is not need to be shown. :)<br />
<br />
<a href="http://www.mediafire.com/download/xiacqpczd82b7b9/patch_0_98b_p1.zip">http://www.mediafire.com/download/xiacqpczd82b7b9/patch_0_98b_p1.zip</a>H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com40tag:blogger.com,1999:blog-5568406631995546610.post-13956234546660161662014-08-11T16:08:00.002+03:002014-08-11T16:13:04.373+03:00Patch 0.98a.p1What fixed:<br />
<br />
- "Continue" button do not showing in the some situations when it's should.<br />
- Game engine generating script errors, if in the scripts proxy moved from the active workers list last position to the returners list. (Really deep in the code issue here, big thanks to all reporters).<br />
- Sometime proxy do not show up after passing time if used only "Next Day" button, but after pressing "Next Hour" they come up instantly. Fixed. (Partially related to previous bug too).<br />
- Minor error in the script - misspelling HeShe in one place.<br />
<a href="https://www.blogger.com/goog_2037611046"><br /></a>
<a href="http://www.mediafire.com/download/zu8g8qf4tzhf8ii/patch_0_98a_p1.zip">http://www.mediafire.com/download/zu8g8qf4tzhf8ii/patch_0_98a_p1.zip</a><br />
<br />H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com4tag:blogger.com,1999:blog-5568406631995546610.post-32547892615497934252014-08-04T18:01:00.001+03:002014-08-04T18:01:52.159+03:00Version 0.98 is finally here!<!--[if gte mso 9]><xml>
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<br />
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Before all:
0.98 should be mainly a content release, but I encountered unavoidable bug in
the game engine scripting support as I begin adding "Artificial Life"
emulation. So it's turn out as a major code refactoring release. But some of new
content added too. And of cause modders do a release of their big work
meantime. I think it's a great present to all. We need to thank them for the
hard work.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">What new.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">In game
engine:</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- 3/4 of
the scripting support code is rewritten, to radically fix errors in the
background scripts execution. Problems with children not growing properly under
Daria's blessing goes here too. The same with corrupted values (not matching
supposed to be from the templates) in the genes in the agency characters after
many repeating "Next day" clicks. </span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Added new
and updated old caching mechanic. Script's processing must be up to 3-5 times
faster, and GUI at the "management" tab should be much more responsible
now if "Next day" clicked repeatedly. </span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Added
construction for testing if specific character has contract with player: </span></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">boolean status.hasContract(character);</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Sample of
use:</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">if (status.hasContract(proxy))</span></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">{ ... }</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Arousal
mechanic changed. Now arousal will go down as time pass. So basically exist
some "normal" for character level of arousal based on the generic.libido
stat, and arousal </span><span class="hpsalt-edited"><span lang="EN" style="mso-ansi-language: EN;">tends</span> to return to this value. It's non
linear - very high arousal not lasts long. This way it will be more realistic. Old
variant been just a direct copy from the CoC but in our case there is no such
thing as daemon corruption in the world. <span style="mso-spacerun: yes;"> </span>:) And arousal has another purpose in the game
mechanic already. </span><span lang="EN-US" style="mso-ansi-language: EN-US;"></span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">In game
content:</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- In the
Kau village you can meet natives, talk to them, seduce, and even convince to </span><span class="hps"><span lang="EN" style="mso-ansi-language: EN;">conclude</span></span><span class="shorttext"><span lang="EN" style="mso-ansi-language: EN;"> </span></span><span class="hps"><span lang="EN" style="mso-ansi-language: EN;">contrast</span> for </span><span lang="EN-US" style="mso-ansi-language: EN-US;">working as proxies. This is also prototype
for the "AL"
system for the other locations. Themes for talking is rather small in numbers
so far. But it's very easy to add them. I just not have inspiration - it all
taken by the scripting engine rewrite. :)</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Pregnancy
of female or futa NPC from the proxy father will cause some aftereffects later.
:)</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">- Many
minor fixes and updates (I even can't remember them all now).</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Saved games
should be compatible. But some old character from old versions can function not
fully right.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Mod's from
previous versions should work normally, but can break some new features. I will
do<span style="mso-spacerun: yes;"> </span>integration of them to the core content
as the content patches. With authors permission.</span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">Download: <a href="http://www.mediafire.com/download/d221dvzbk6ddknk/FM_0_98.zip">http://www.mediafire.com/download/d221dvzbk6ddknk/FM_0_98.zip</a></span></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">(As
experiment - without tinyurl service) </span></div>
<div class="MsoNormal">
<span lang="EN-US" style="mso-ansi-language: EN-US;">pass:
fmaster</span></div>
H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com47tag:blogger.com,1999:blog-5568406631995546610.post-42884237443333860592014-07-18T13:31:00.000+03:002014-07-18T13:31:54.601+03:00Current statusSorry for the last time post being a little more long ago than most times between posts. <br />
<br />
Next release coming close, right now I'm doing final debugging and testing. Actually I'll hope just do a release, but still finding some minor issues. As quick as I'll fix them all - release will be there. :)<br />
<br />
Also, though usually I don't pull here my everyday life, but I need to declare: I'm on the vacation right now (and to the end of the summer), an I have plans for it. This will be series of short travels (1-2 days long) around country, so sometimes I will be late with reply on questions in the comments. If I will not reply quick enough to someone - I'm sorry about it. But in general I still will be here, and hope to do next release as quick as I can. :)<br />
<br />
Meantime I suggest to look in the Mod's page for trying two new mods from a <i>Cymic44 </i>and <br /><span id="bc_0_39b+seedBMT4GD" kind="d"><span id="bc_0_39b+seedBMT4GD" kind="d"><i>FB. </i>They done big work, their mod's add interesting possibilities to the game. We need </span></span><span id="bc_0_39b+seedBMT4GD" kind="d"><span id="bc_0_39b+seedBMT4GD" kind="d"><span class="short_text" id="result_box" lang="en"><span class="hps">to thank them for that.</span></span> </span></span>H.Coderhttp://www.blogger.com/profile/08808435341687392612noreply@blogger.com38