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 Mod development sub-thread. 
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riftporn wrote:
So I've had some fun with modding. Even tho some things seems limited and/or very confusing (at least without upcoming wiki informations) a lot of stuff can be achieved in a hacky way quickly.


I expected this to happen. No other adult game has extensive modding support, but every game got modded. There are people out there who do not need someone to tell them how things work, they rip them apart and look how its done...

I think xpadmin should just release all the tools and scenes and other stuff needed for modding, because those people will lead the way. They are there, they are eager and they need those modding stuff.
Why should he do all the work on his own, the community will work things out and tutor each other.

DON'T BREAK THE MODDING HYPE NOW - FEED IT!
Your game as well as your popularity needs that hype. Look at this: http://www.google.de/trends/explore#q=xstoryplayer
You allready opened pandoras box by releasing the v3 prerelease. Fire it up now and create another trend spike!


Wed Dec 10, 2014 9:07 am
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xXxPassexXx wrote:
door textures:

Looking good!

...

Did the forum eat the transparent aura I put on that avatar?

_________________
Please follow me on Tumblr and Twitter.
XStoryPlayer discussion over at DigitalEro forums.
How to make easy MOD installers.
HOW TO START MODDING


Wed Dec 10, 2014 9:20 am
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There is potential ^^
http://www.google.de/trends/explore#q=x ... ame&cmpt=q

Can't see any Aura...


Wed Dec 10, 2014 9:25 am
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TheMohawkNinja wrote:
Okay... I was explicitly told that you can't add objects by xpadmin himself, so how in the hell did you pull that off?
Also, if you could tell me how you did the puppet mode thing, that'd be great, because I've been thinking about trying to see if I could mod the "knocked out" state as a true unconscious state.


Adding objects is easy, but they have to exist in the game already and they need a static waypoint to place them that already exists (xpadmin: what about some relative position settings in objects config? (like x,y,z, rot_x, rot_y, rot_z))

The thing with limp mode is that I found out how to make a pose behave that way, but I didn't find out how to just disable all the springs "on-the-fly", there is always a pose connected to it first.
In other words: What I wanted is to get her into one position by command, then use a command to just disable the springs, so I could change her position manually and then activate the springs again. I found the only way to set the springs was in the pose configuration and I couldn't figure out on how to do it as a modifier on any other pose. (whenever you change pose, she always stands up first and there seems no way to disable that. Also, when you dragged her around and give her any position command, she will warp back to where she was before you dragged her before standing up)

IMO it would be best if you could just command her to go limp/relax and another command to get her to maintain it's current pose again. But afaik thats currently not possible, at least not without further documentation.

I can post the edits needed later today.

rezzabae wrote:
I think xpadmin should just release all the tools and scenes and other stuff needed for modding, because those people will lead the way. They are there, they are eager and they need those modding stuff.
Why should he do all the work on his own, the community will work things out and tutor each other.


Be aware that they might not even have those tools in a finished/userfriendly version and there might be licensing issues with just releasing the scenes (they bought some of their models and some sellers do not allow disclosure of raw meshes)
If that's not the case, I agree, it certainly wouldn't hurt to just put the tools online and let people figure it out. The reason they aren't doing it is probably that they know there will be a metric ton of questions on the forums following the release.
So I can see why they might want to document it first.


Wed Dec 10, 2014 3:57 pm
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riftporn wrote:
Adding objects is easy, but they have to exist in the game already and they need a static waypoint to place them that already exists (xpadmin: what about some relative position settings in objects config? (like x,y,z, rot_x, rot_y, rot_z))


Could you show an example of the code?

riftporn wrote:
The thing with limp mode is that I found out how to make a pose behave that way, but I didn't find out how to just disable all the springs "on-the-fly", there is always a pose connected to it first.
In other words: What I wanted is to get her into one position by command, then use a command to just disable the springs, so I could change her position manually and then activate the springs again. I found the only way to set the springs was in the pose configuration and I couldn't figure out on how to do it as a modifier on any other pose. (whenever you change pose, she always stands up first and there seems no way to disable that. Also, when you dragged her around and give her any position command, she will warp back to where she was before you dragged her before standing up)

IMO it would be best if you could just command her to go limp/relax and another command to get her to maintain it's current pose again. But afaik thats currently not possible, at least not without further documentation.


At the very least, this should be available when (If I understand it correctly) the older stories get updated, because then Samantha's unconscious state will be a usable state in scripts.


Wed Dec 10, 2014 4:01 pm
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Quote:
At the very least, this should be available when (If I understand it correctly) the older stories get updated, because then Samantha's unconscious state will be a usable state in scripts.


Well, yes, but what I wanted was an improvement of this.
Example:
I drag the girl somewhere/move her limbs to position and issue a command to tighten the springs to her current pose / set a high dampening (so the girl would try to keep her current pose)
vs
The girls are limb all the time and wont hold any pose you put them into.

The later is what I already implemented / how puppet mode worked in 2.1.


Wed Dec 10, 2014 5:28 pm
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riftporn wrote:
Quote:
At the very least, this should be available when (If I understand it correctly) the older stories get updated, because then Samantha's unconscious state will be a usable state in scripts.


Well, yes, but what I wanted was an improvement of this.
Example:
I drag the girl somewhere/move her limbs to position and issue a command to tighten the springs to her current pose / set a high dampening (so the girl would try to keep her current pose)
vs
The girls are limb all the time and wont hold any pose you put them into.

The later is what I already implemented / how puppet mode worked in 2.1.


Hmm... well, I don't know how the model's ability to resist their limbs being pulled is coded, but if it is as easy as spring properties, that would be cool.

Either way, you should totally share the puppet mode mod you made ;)


Wed Dec 10, 2014 5:34 pm
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The puppet mode had a large value for the friction of the joints.

We will add it again to XStoryPlayer and the script language for next release (with a more user friendly behavior).


Wed Dec 10, 2014 6:44 pm
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xpadmin wrote:
The puppet mode had a large value for the friction of the joints.

We will add it again to XStoryPlayer and the script language for next release (with a more user friendly behavior).


That does bring up a question I've been wondering.

Will we be having a 3.1 whereby the older stories are updated and implemented into 3.0, or are you guys going straight to 4.0?


Wed Dec 10, 2014 6:50 pm
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Ok here is how to add sex objects to the dungeon:

First look at the following file:
pack_dungeon\init\std\base\object\sex\init.dat

These are the definitions for all the sex tools / machines (except stocks and toilet which seems to be in the scene config)

Decide what object you want in the scene. We use the chains, which aren't in the dungeon at all at the moment:
Code:
chain2_object CHAIN2
{
  file_name       = "scenes/objects/rbChain2TopShape.obj";
  file_name_top   = "scenes/objects/rbChain2Top2Shape.obj";
  file_name_chain = "scenes/objects/rbChain2Shape.obj";
}

This is just the definition for the objects (how it's called, what type it is and what files it loads. As you can see the type is chain2_object and the name is CHAIN2)

Then open the file:
pack_dungeon\init\stories\dungeon\objects\objects.dat

There you can see all sex objects placed in the dungeon. We want to add the chains. We know the chains are of type chain2_object, therefor the instance will be called chain2_objecti (note the "i" at the end for instance) and the name is CHAIN2. We like to put the chain at the same waypoint as the machine (as an example) We also have to give the instance a name "CHAIN1" as it's our first instance of the chain so we craft our entry like this:

Code:
chain2_objecti:CHAIN2 CHAIN1
{
  scene_id = DUNGEON1;
  waypoint = "machine_wp";
}


and add it somewhere to objects.dat. We could also remove the entry for the machine, but waypoints can be occupied more than once.

To get the chains working we need a remote, which is added to objects.dat too (and the definition is in init.dat):
Code:
remote_objecti:REMOTE2 REMOTE22
{
  scene_id = DUNGEON1; 
  waypoint = "table2Wp16";
 
  object = CHAIN1;
}


Note that "object =" should point to the instance name you set for the chains. This will automagically control your chains with the remote. (I placed it at the same waypoint as the machine remote, so you can pick it up twice)

As an additional example we could also add more clamps:
Code:
clamp2_objecti:CLAMP2 <replace with an unique instance name>
{
  scene_id = DUNGEON1;
  waypoint = "table2Wp10";
}

We can paste this fragment 10 times (with unique instance names) and you could pick up a clamp from waypoint "table2Wp10" a total of 10 times.("Ahw, it hurts!")

Here is how to have a "puppet" pose:
We will change the "lay down" position. So when you send her to lay down, she will still do so, but will go limb.
Open the file pack_dungeon\init\std\base\char\char_base.dat and search for the pose called "SITLAY" (pose_type[98] towards the end of the file)

Replace the section with:
Code:
  pose_type[98]
   {
     type = SITLAY;
     id   = 0;
     name = "*sitlay_0";
    
    spring_x  = 0.0;
    spring_r  = 0.0;
    spring_q  = 0.0;
   
    need_type = SIT;
    need_id   = 1;
   
    fade_in = 4.0;
  }


I'm not entirely sure what all the different springs do (there is more than these) but spring_x seems to be the spring that prevents you from dragging the girl in xyz directions while spring_r seems to define if you can rotate her. spring_q on the other hand will make the girl keep it's actual pose. So with spring_q = 0.0 it will not retain it's pose (laying down) at all. A spring_q of ~0.4 will make her try to retain the pose a little bit (but might be overcome by gravity and mass) and at about 1.0 it will easily snap back to the pose. Higher values seem to increase the snap back even more.

So you could make the same edit for the KNEEL pose, setting spring_x and spring_r to 0.0 and spring_q to about 0.4 and when you command her to kneel, she will do so but but you can move her and arrange her easily but she will still try to kneel a bit. For example you can have her suck on the pole dildo like this.("Open up wide please")

Note: If you drag her somewhere, attach clamps and weights, then give her a command to go to different pose, she will warp back to the place you dragged her from and the physics with the weights will go crazy. Sometimes it crashes, sometimes the swinging never stops, sometimes it will all settle back.

Try this out, if it doesn't work, ask, I'm not entirely sure I didn't forget to mention something.


Wed Dec 10, 2014 7:08 pm
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