News:

Please request registration email again and then check your "Spam" folder

Former www.henthighschool.com

Feature requests and wishlists

Started by barteke22, May 30, 2022, 09:40 PM

Previous topic - Next topic

oratorio

Quote from: ⚧ Squark on Jan 25, 2023, 09:17 PM
Quote from: oratorio on Jan 25, 2023, 06:17 PMIt could be as simple as a "Visit" button which behaves just like the one on the map screen except that the list is filtered by location.
I thought of this too but then I thought of people whose systems are already chugging on account of how the Look Around mod is now part of the core. Adding a filtered dropdown might be just too much.
Don't get me wrong, I want to see this game continue to evolve but a balance between form and function must be struck.

Could the filter be run only if the button is clicked? This would prevent general slow-down.

jsb

Quote from: ⚧ Squark on Jan 25, 2023, 09:17 PM
Quote from: oratorio on Jan 25, 2023, 06:17 PMIt could be as simple as a "Visit" button which behaves just like the one on the map screen except that the list is filtered by location.
I thought of this too but then I thought of people whose systems are already chugging on account of how the Look Around mod is now part of the core. Adding a filtered dropdown might be just too much.
Don't get me wrong, I want to see this game continue to evolve but a balance between form and function must be struck.

Yeah, a dropdown much like the one on the map screen was what I had in mind to avoid clutter.

I don't think we ought to worry about performance for this. Filtering the list of contacts down to those whose address was given and corresponds to the current location ought to be less intensive than rendering every paper doll in the location in some position relative to every other doll (O(N2)). It's probably about as costly as listing everyone in a location (O(N)). And it also doesn't change very quickly by comparison, so it could easily be cached per location.

barteke22Topic starter

A button wouldn't be an issue or hard to implement.

Especially if something like 'You have a look at the nearby houses, and realise you don't really know anyone from this area...' was fine.

Otherwise would have to move the generic house addresses into the DB to use them in the Try, as they're from a flavour text function that recalculates them every time.


When it comes to the layouts, what takes time is executing all the PD events & then loading the images (3-7 per person) into the bitmaps (which in turn get cached for quicker access). It's otherwise around 10 times faster than it was in the initial versions (those were also slowed down by an accidental lack of multithreading for location events). Especially once the cache picks up more of the images, perhaps pre-caching all PD assets could be an option for the future if things stabilise enough.

oratorio

Interests
   - Ask if they need anything
   - Say yes (when you don't have the item)
   - Bump into the same person when you still don't have the item

Please add the option - "Not yet" in addition of the flat "No" if you still don't have the item in your inventory

untitled

Could we get a "Not Found" output in the "Set Paper Doll" node that you can e.g. feed into another "Set Paper Doll" node to easier make subsets of existing outfits.

I'm currently looking into randomizing the paper dolls based on the pawns stats

untitled

Quote from: oratorio on Jan 28, 2023, 03:53 PMInterests
   - Ask if they need anything
   - Say yes (when you don't have the item)
   - Bump into the same person when you still don't have the item

Please add the option - "Not yet" in addition of the flat "No" if you still don't have the item in your inventory

You can probably just open the event and add an inventory check on the player and change the phrasing depending on if you have the item or not. Could be a good first mod for you

barteke22Topic starter

Quote from: oratorio on Jan 28, 2023, 03:53 PMInterests
   - Ask if they need anything
   - Say yes (when you don't have the item)
   - Bump into the same person when you still don't have the item

Please add the option - "Not yet" in addition of the flat "No" if you still don't have the item in your inventory

You can see what item you need before talking to them. 'No' is the 'Not yet' option - you're just wasting their time by not bothering to check your inv.

Quote from: untitled on Feb 02, 2023, 09:03 AMCould we get a "Not Found" output in the "Set Paper Doll" node that you can e.g. feed into another "Set Paper Doll" node to easier make subsets of existing outfits.

I'm currently looking into randomizing the paper dolls based on the pawns stats

You can use File Exists for that.

untitled

#67
Quote from: barteke22 on Feb 02, 2023, 12:44 PM
Quote from: untitled on Feb 02, 2023, 09:03 AMCould we get a "Not Found" output in the "Set Paper Doll" node that you can e.g. feed into another "Set Paper Doll" node to easier make subsets of existing outfits.

I'm currently looking into randomizing the paper dolls based on the pawns stats

You can use File Exists for that.

I don't need the file path for the PD node so I can't see how I would use it here. What I'm looking for is an out path when the PD node would not return an image

barteke22Topic starter

#68
'Set Paper Doll' references a folder, not an image. You can use 'File Exists' to see if that folder exists, and do something else if it doesn't.

'Set Paper Doll' won't change, as it's intended for old hardcoded logic. You can use 'Paper Doll Layer Image' for more dynamic logic.

untitled

Quote from: barteke22 on Feb 02, 2023, 02:58 PM'Set Paper Doll' references a folder, not an image. You can use 'File Exists' to see if that folder exists, and do something else if it doesn't.

'Set Paper Doll' won't change, as it's intended for old hardcoded logic. You can use 'Set Paper Doll Image' for more dynamic logic.

Am I just stupid? If I set one "Set Paper Doll"s output to a second ones input, will it overwrite everything that's set by the first one?

barteke22Topic starter

'Set Paper Doll' clears all layers of images, effects & transforms. So yes, using it twice in a row means you end up with just the last one.

If you're looking to just replace specific layers (can do after Set Paper Doll), you can use 'Paper Doll Layer Image' - which allows you to check the path of a specific layer (for specific/empty string) & set it to something else.

richex

i dont know if someone already asked this but, there is no way to blacklist fetish just hide the image instead of blocking events? Like Sierra Hardman futanari event chain

TBBle

Quote from: richex on Feb 02, 2023, 11:48 PMi dont know if someone already asked this but, there is no way to blacklist fetish just hide the image instead of blocking events? Like Sierra Hardman futanari event chain

Unless the event specifically checks it to change behaviour the normal behaviour is to just hide the deny-listed images. The Sierra Hardman event chain does indeed change based on the content filter, as do quite a few other events; I haven't looked at the others to see how they change though, I suspect a lot are just excluding random events that would be blocked by the filter.

The designer of the Sierra Hardman event chain in particular assumed that if the player has blocked futanari images, they would only choose the "become non-futa" path, as that one can still proceed (without images) even if futanari content is blocked.

Are you suggesting that the decision there is wrong? That you expected to take one of the other paths (one of which is if the MC is also futanari...), despite the content filter?

I think this particular setup is a little odd (early event design?), and it probably should either rely on the blocklist functionality for images and not limit the player choices, or simply hide the options when the content filter should block an entire quest-path rather than allowing a player to choose a path they cannot continue without changing settings. (It might also make sense that if a player has filtered out futanari content, maybe the population generation should generate few or zero futanaris, which would make Sierra unique, and give the quest quite a different tone. But that opens the question of "what if the player changes content filter settings during the game".)

The underlying question here is "is the content filter just for filtering images, or for filtering content?".

The Sayako (neighbour) chain handles this well; it doesn't change the quest path, but does change the quest text and image choices, if the content filter is set to reject the core aspect of the quest's story. (I raised a bug about this in particular a while ago, which is why I know about it off-hand).