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.
So, please save contact links from the "Links" page: it's where I will post if something happens with this blog. Here:
Development thread on the Futanari Planet forum:
https://www.futanaripalace.com/showthread.php?48246-Fetish-Master-new-game-(stable-alpha)
Development thread on the Fenoxo's forum:
http://forum.fenoxo.com/thread-4118.html
Subreddit:
http://www.reddit.com/r/fetishmaster/
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.
Monday, February 23, 2015
Tuesday, February 17, 2015
Difficult decision
Well, 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.
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.)
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.
Pro: game will be working very fast.
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.
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.)
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.
Pro: game will be working very fast.
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.
Monday, February 2, 2015
Patch 0.985e.p1
http://www.mediafire.com/download/4wgblt248ft2dy4/patch_0_985e_p1.zip
Fixed GUI bug with duplicate proxy after disconnect, and some wrong conditions in some events. Thanks to the Anonymous.
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).
Fixed GUI bug with duplicate proxy after disconnect, and some wrong conditions in some events. Thanks to the Anonymous.
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).
Friday, January 30, 2015
Release 0.985d
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.
- Applied spellchecking.from R.
- 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.
- Added few
more images to the tasks, and to the key events reported from organs (like
birth).
- Merril's
request to Dr.Genki quest is fixed.
- Filling
breasts implants added.
Also some
more minor bug fixes.
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. Sorry about it. If
you really like previous character - remove implants before using save in the
new version.
Pass:
fmaster
Tuesday, January 20, 2015
Patch 0.985c.p5
http://www.mediafire.com/download/68akdn12dbbe5hl/patch_0_985c_p5.zip
- Fixed potential freezes on cases of intensive ovulations (like hyperbreder genome cause).
- Fixed anal sex "cum inside" option (random swithcing with vaginal).
- Fix/change - fast travel to fetish cafe/hot lips. Now character will go only on Red Light District, not inside.
- Fix for hyperbreeder related organ.
- Added night picture to the player base at night (for tesing next feature).
- Added ability to "merge" walk mode events, similar as templates can be merged through IncludeAll function.
- Added experimental feature - now genetic support "grouping" of the genes. Details:
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:
Gene name: group.figure
Text Value: generic.chest&generic.waist&generic.hips
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.
- Fixed potential freezes on cases of intensive ovulations (like hyperbreder genome cause).
- Fixed anal sex "cum inside" option (random swithcing with vaginal).
- Fix/change - fast travel to fetish cafe/hot lips. Now character will go only on Red Light District, not inside.
- Fix for hyperbreeder related organ.
- Added night picture to the player base at night (for tesing next feature).
- Added ability to "merge" walk mode events, similar as templates can be merged through IncludeAll function.
- Added experimental feature - now genetic support "grouping" of the genes. Details:
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:
Gene name: group.figure
Text Value: generic.chest&generic.waist&generic.hips
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.
Thursday, January 15, 2015
Patch 0.985b.p4
http://www.mediafire.com/download/eml343r5953k5ag/patch_0_985b_p4.zip
- Fixed almost all bugs that reported so far. What is still not done - it's Merril quest.
- 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)
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.
There some rules for merging:
- Text from merged event(s) will be added after all text from normal event (and templates called from it of course).
- Buttons from merged event(s) will be added after buttons from normal event.
- 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.
- Hours from merged event(s) will be added to hours from normal event.
- If no suitable normal event found, but merged event(s) exists - first from the found merged events will be used as normal event.
- "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.
- 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.
- Fixed almost all bugs that reported so far. What is still not done - it's Merril quest.
- 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)
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.
There some rules for merging:
- Text from merged event(s) will be added after all text from normal event (and templates called from it of course).
- Buttons from merged event(s) will be added after buttons from normal event.
- 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.
- Hours from merged event(s) will be added to hours from normal event.
- If no suitable normal event found, but merged event(s) exists - first from the found merged events will be used as normal event.
- "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.
- 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.
Sunday, January 11, 2015
Patch 0.985a.p3
http://www.mediafire.com/download/6fwm9ehyvgghz24/patch_0_985a_p3.zip
- 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).
- Added image support for tasks. Right now only few images for basic tasks (rest, sleep, sport) added.
- Added charisma mention in the character description.
- 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).
- Added image support for tasks. Right now only few images for basic tasks (rest, sleep, sport) added.
- Added charisma mention in the character description.
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