Nightgames Mod (v2.5.1.2) updated 2/11/17

Vasin

Well-Known Member
Aug 27, 2015
66
0
I had an idea and wondered how feasible and realistic it was to try and implement. 


Would it be possible for certain moves to change if they're used successively, like Samantha's attacks? Perhaps just a different description for flavor, but making it hit more would also be neat. For example, Tentacle Rape could move to the character actually being pleasured by tentacles if someone uses it again.


Just an idle thought.
 
E

ero

Guest
Your idea has been noted, however, and I'll try to replace the "you" case as well for each skill that I'm gonna clean up. Maybe it'll be easier to "watch" fights live like that later on.



Thanks for considering it. I can see how it's time-consuming to tweak all the text parts.
 

dndw

Well-Known Member
Aug 27, 2015
456
20
@Pim_gd Ah right, I was doing some pretty careless save editing to test the newer skillsets. Here's the save I used, though I'm not entirely certain if it's as it was at the time of the crash.


View attachment 4390

Neither of the two problems from the log is present in this save, but there is a third. Somehow, Eve ended up with a non-existing attribute. I honestly have no idea how that could have happened. It's not something she's supposed to have, all of those are properly listed. One of the errors from before was likely an extra comma after the last attribute for a character (Temporal, in this case), the other is similar to this new one, except related to clothing instead of attributes.
 

Pim_gd

Well-Known Member
Jan 7, 2016
63
0
Added to pull request #10 (I swear, I will use branches after this to keep pull requests simple):


- Various missing period and capitalization fixes


- Place blindfold no longer available when enthralled


- Damage source for rider in temptress ride fixed


- Force masturbation's target selection fixed; text might not make sense though (didn't check - worst case scenario, you'll be fingering your breasts)


- Added a safeguard for cassie addiction reinforcement daytime event to prevent accessing it with 0 addiction


---


The two bugs I noticed which warrant further investigation:


- When controlling enemies via DEBUG skill choices, throw draft and use draft may sometimes use the wrong item (in this case, semen overrode everything?)


- Tentacle porn skill may pleasure none, and also has a weird damage source
 
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Bronzechair

Well-Known Member
Aug 30, 2015
150
6
Neither of the two problems from the log is present in this save, but there is a third. Somehow, Eve ended up with a non-existing attribute. I honestly have no idea how that could have happened. It's not something she's supposed to have, all of those are properly listed. One of the errors from before was likely an extra comma after the last attribute for a character (Temporal, in this case), the other is similar to this new one, except related to clothing instead of attributes.

I don't remember ever modifying Eve, but I did notice her clothing choices have been kind of strange, much like my own when I upgraded versions recently. There's also some oddness with the change clothes area, though I didn't collect detailed info on the bug; I just remember that it appeared to have only my old set of clothing (with the thigh boots and such) equipped (and nothing in the closet itself) when I first entered the screen then it dumped all that shit into my closet when I hit the 'unequip all' button. As well, it gave me the new outfit (cloak, bikini top, etc) even after I manually rebuilt my old outfit. Maybe something similar is happening to Eve. If memory serves this was a New Game+ file, and I may or may not have tried to recruit Eve again when the info broker offered her to me. Apologies for the uselessly vague report, just trying to recall any potentially relevant details.


EDIT: I remember seeing the same outfit stacked multiple times when browsing the save files (that is, each character had two or three of each clothing item in their outfit section), so I deleted the spares just to tidy things up a bit. I might have messed up somewhere here, or maybe they're reestablishing their outfit every time they rank up and that's doing something weird.
 
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Cab

New Member
Aug 8, 2016
1
0
I'm having a bit of a problem. I can open up the starting screen with the strength/weakness and stat allotment but when I actually click start or advanced start nothing happens. No crash or anything it's just like the button was there for show, just stuck at the opening screen. Any help would be greatly appreciated. 
 

dndw

Well-Known Member
Aug 27, 2015
456
20
I'm having a bit of a problem. I can open up the starting screen with the strength/weakness and stat allotment but when I actually click start or advanced start nothing happens. No crash or anything it's just like the button was there for show, just stuck at the opening screen. Any help would be greatly appreciated. 

Did you extract the zip or did you try to run the game from within the zip? If you did the latter, that's the problem.
 

LeoIvanov

New Member
Mar 15, 2016
1
0
Your idea has been noted, however, and I'll try to replace the "you" case as well for each skill that I'm gonna clean up. Maybe it'll be easier to "watch" fights live like that later on.

If this thing ends up happening and someone takes their sweet time to re-write all the existing instances of replacing "You" with the code, would it be possible to actually start thinking about properly integrating battles with 2 combatants at once? 

What I think of might end up being pretty simple, but I am no coder.

- Use the space at the bottom of character portrait for a "second" combatant, "highlight" the one that you actively want to take action against and to switch between them.
- Instead of a trade (X hits Y and Y hits X), depending on which side the character takes side on (whenever your battle is interrupted by another player, or whenever you decide to help one of them), the hits/attacks happen like this: X hits Y, Z hits Y, Y hits X. (In the case where Y is being double teamed by X and Z). Whichever character has the most speed/cunning takes top priority, so if X tackles Y and Z does a move that wouldn't work in a tackle, it would be ignored/failed instead.
- NPC's, first, choose a target (can be random at first) and then make a move. Can factor in which one is more "vulnerable" and "close to finishing" later on.
- The ending text after winning in double team can be displayed as it does right now. No need for extra workarounds. 
 




I am just wondering if that possibility is actually realistic to make without having to rewrite a ton of stuff in the background.

- For the future (if Team vs Team are ever considered) - introduce a "team" mechanic, where both players are assigned "team A" and "team B", and whenever a new player joins, they are automatically assigned to the team they choose (think of a button "Help Cassey"; "Help Mara", but instead like - "Help Cassey, Angel";"Help Mara"). The character that first started the fight gets accounted 1 win and however many panties were on the opposite team.
 

dndw

Well-Known Member
Aug 27, 2015
456
20
I am just wondering if that possibility is actually realistic to make without having to rewrite a ton of stuff in the background.

Not really. A spectator mode would be technically feasible, but it would require a lot of writing. It's not just about using the correct pronouns anymore in that case; many skills and positions are written explicitly from the perspective of one of the participants; they convey information an outside observer wouldn't have. Take Drain Kiss for example:

getSelf().name()


+ " seductively pulls you into a deep kiss. As first you try to match her enthusiastic tongue with your own, but you're quickly overwhelmed. "


+ "You start to feel weak as the kiss continues, and you realize she's draining you; her kiss is sapping your will to fight through your connection! "


+ "You try to resist, but her splendid tonguework prevents you from mounting much of a defense."


(Also note the occurrences of "her" and such; this skill hasn't been updated with proper pronoun use.)Just replacing "You start to feel" with "X starts to feel" wouldn't cut it. An observer simply wouldn't notice many of the things going on here, only their end results. Which means that new descriptions would have to be made for a whole lot of skills.


If a spectator mode does get implemented, I could envision some kind of tag-team system. It would still be 1v1, but the combatants might switch during the fight. Ideally there would be some heavily constrained double-teaming situations, but the amount of variation we'd have to contend with given the transformations in the mod would mean that these would get either very bloated, or very linear.


Fights with more than two active combatants aren't going to happen. The entire combat infrastructure would have to change, the AI would have to change, the skills would have to change, and somehow it all needs to end up somewhat coherent. Not going to happen. Better to start from scratch on something like that.
 
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MotoKuchoma

Well-Known Member
Nov 3, 2015
288
59
Not really. A spectator mode would be technically feasible, but it would require a lot of writing. It's not just about using the correct pronouns anymore in that case; many skills and positions are written explicitly from the perspective of one of the participants; they convey information an outside observer wouldn't have. Take Drain Kiss for example:



(Also note the occurrences of "her" and such; this skill hasn't been updated with proper pronoun use.)Just replacing "You start to feel" with "X starts to feel" wouldn't cut it. An observer simply wouldn't notice many of the things going on here, only their end results. Which means that new descriptions would have to be made for a whole lot of skills.


If a spectator mode does get implemented, I could envision some kind of tag-team system. It would still be 1v1, but the combatants might switch during the fight. Ideally there would be some heavily constrained double-teaming situations, but the amount of variation we'd have to contend with given the transformations in the mod would mean that these would get either very bloated, or very linear.


Fights with more than two active combatants aren't going to happen. The entire combat infrastructure would have to change, the AI would have to change, the skills would have to change, and somehow it all needs to end up somewhat coherent. Not going to happen. Better to start from scratch on something like that.

A more freeform version of Night Games with spectator mode or multiple characters involved would be amazing. I'd love to see something like this game with the system of Night Games: http://www.furaffinity.net/view/8451257
 

Pim_gd

Well-Known Member
Jan 7, 2016
63
0
I have got spectator mode sort of working. It's... not displaying any flavor text. Just skill names. It seems pretty useful for debugging visually, but other than that... it's pretty boring!


Half the time, engaging in watching combat actually just ends the combat after a single turn, ... seems like the player is actually too late to watch the combat in that case.


This is all you get to see atm:

Jewel uses Tickle.


Mara uses Kiss.

It really is boring.


Manually setting breakpoints to intercept skills, then allow checks for spectators....

Jewel uses Fondle Breasts.
Jewel gropes at your smallish tits, but misses the mark.


Mara uses Tickle.
You tickle Jewel's sides as she giggles and squirms.

It's being watched from Mara's perspective in this case - I had to add that in because otherwise nothing makes sense. It's.... not all that great, actually. This can be done to quickly and easily get "spectator" in, but it's not going to be "you from outside perspective", it's going to be "looking through Mara's eyes".


As for voyeurism from this... I dunno. I suppose I could generify the pronouns and all that...

Jewel uses Fondle Breasts.
Jewel gropes at Mara's smallish tits, but misses the mark.


Mara uses Tickle.
Mara tickles Jewel's sides as she giggles and squirms.

Does that work? Is this worth implementing somehow? It's pretty cool when you combine this with debug skill choices, that's for sure - the player gets to pick both player's actions. But this won't make it into the main game, like... ever...? Because it's too much work.


---


It works for situations like this, though...

Jewel shudders as Mara brings her to a toe-curling climax.
1 arousal overflow
Jewel glares at you after calming down, "That one doesn't count... Come on, let's have a rematch!"
Mara lets out an impish little smirk, "Haha, all that talk, but you cum as soon as I touch you."

Pretty funny. Both NPC's comment on the situation. And... in NPC vs NPC fights, there is SO MUCH WAITING. What the hell.


---


The next thing I did was find and replace to get ALL skills working like this. Then I tried playing to see what would happen.


It's actually pretty good - It's missing some sort of stat display at the top of each turn, and you have to learn to ignore all the "you"s, but it's not bad. You ... do need to visualize a few things, some of the moves don't make sense if you don't know the stance they're in.


So I added a display to show the stats. It... kinda works, now you can sort of see what's going on?


I think this could sort-of work, but I kinda stand by my original point. At the moment... this doesn't seem to work all that well.


See this branch https://github.com/Pimvgd/nightgamesmod/tree/watchfights if you're interested - I spent 3 hours on this; technically feasible but the quality is questionable. At least all this playing around made me find a few bugs; I have fixed them on the pull request. Dndw, any chances of merging that one sort of soon? I wanna see if I can fix the clothing bug but I don't want to keep adding crap to that one pull request.
 
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Ryplinn

Well-Known Member
Jun 13, 2016
61
14
I wanna see if I can fix the clothing bug but I don't want to keep adding crap to that one pull request.

The clothing bug can be fixed by making Clothing.id final and changing Clothing.equals() and Clothing.hashCode() to use only the Clothing.id field. You'll also have to pass the id into the Clothing constructor instead of setting it after object creation. It's a similar bug to the earlier problem with affection and attraction resetting after loading a save, and is partially caused by me.
 
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dndw

Well-Known Member
Aug 27, 2015
456
20
I have got spectator mode sort of working.

Well, would you look at that. It looks good, thanks!

It really is boring.

That will probably remain the case even when everything works well. The AI isn't that smart, after all, and I think the fights wouldn't be terribly entertaining.

Dndw, any chances of merging that one sort of soon? I wanna see if I can fix the clothing bug but I don't want to keep adding crap to that one pull request.

Sorry, I could have sworn I'd done that a while back. It's merged now.


Edit:


I played around with it some, and I don't really like it after all. My main grievance is that you watch a fight from the perspective of one of the combatants, rather than as a third party. The "you's" and "yours" really mess things up. I think it would be much better to always show the 'receive' messages instead, and make sure those don't use hardcoded pronouns. Other things like missing statuses and such aren't a big problem, those can be dealt with easily. I'll have a go myself, we'll see where we both end up and then we can decide which works best.

The clothing bug can be fixed by making Clothing.id final and changing Clothing.equals() and Clothing.hashCode() to use only the Clothing.id field. You'll also have to pass the id into the Clothing constructor instead of setting it after object creation. It's a similar bug to the earlier problem with affection and attraction resetting after loading a save, and is partially caused by me.

Done.
 
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Pim_gd

Well-Known Member
Jan 7, 2016
63
0
Well, would you look at that. It looks good, thanks!


That will probably remain the case even when everything works well. The AI isn't that smart, after all, and I think the fights wouldn't be terribly entertaining.


Sorry, I could have sworn I'd done that a while back. It's merged now.


Edit:


I played around with it some, and I don't really like it after all. My main grievance is that you watch a fight from the perspective of one of the combatants, rather than as a third party. The "you's" and "yours" really mess things up. I think it would be much better to always show the 'receive' messages instead, and make sure those don't use hardcoded pronouns. Other things like missing statuses and such aren't a big problem, those can be dealt with easily. I'll have a go myself, we'll see where we both end up and then we can decide which works best.


Done.

I went for watching from perspective because it made sense of how to display, but I could try and see what it does when I always display the receiving hit...


The thing about statuses is that without them, there is no way to see who is winning - fights sort of end at some point when someone apparently cant hold it in anymore.


Also that was a lot of copy pasta for those skills, eclipse needs find and replace functionality =/


The boringness improved by a lot once I had the descriptions working, it was pretty interesting.


I'm gonna experiment with controlling a character for a fight, that seems interesting.
 
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dndw

Well-Known Member
Aug 27, 2015
456
20
I went for watching from perspective because it made sense of how to display, but I could try and see what it does when I always display the receiving hit...


The thing about statuses is that without them, there is no way to see who is winning - fights sort of end at some point when someone apparently cant hold it in anymore.


Also that was a lot of copy pasta for those skills, eclipse needs find and replace functionality =/

I'm already working on that, no use in us both doing it. I did not mean to say that the missing statuses  isn't an issue; just that it's easier to fix than what I perceive to be a conceptual shortfall. And try hitting ctrl+H in Eclipse.
 

Pim_gd

Well-Known Member
Jan 7, 2016
63
0
Yeah I am at work atm, dont intend to actually work on it; more wanted to play around with the feature
 

Pim_gd

Well-Known Member
Jan 7, 2016
63
0
Playing around with controlling characters, noticed a curious bug...

Angel uses Strip Bottoms.


Angel grabs the waistband of your strap-on dildo and pulls them down. 
Angel spent 10 mojo.


Her Thrust failed.


Jewel's cold gaze in her dominant position makes her shiver.


Angel lost 6 willpower (SM Queen).


Jewel groans with frustration with the sudden disappearance of her pole.

So yeah, you can strip someone's strapon when they're screwing you with that strap on... not sure if intended.


---


Parasited causes a lot of issues with character.tick.
 
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Pim_gd

Well-Known Member
Jan 7, 2016
63
0
I've gone over nearly all the character's scenes in each characters file (still need to do Mara, a bit of Reyka and the scenes in the json for Rosea and Samantha) and fixed probably near a hundred typos. Added them to a pull request for typo fixes; also added a pull request for a bugfix for frottage with strap-ons and some other cleanups.
 

MotoKuchoma

Well-Known Member
Nov 3, 2015
288
59
In the 2.1.0 version, the survival minigame gets stuck after you volunteer, the start the match button infinitely reappears.
 

dndw

Well-Known Member
Aug 27, 2015
456
20
I have gone completely overboard with this spectator mode. That said, it is looking pretty good right now. I've had to alter practically every skill, position and status to support the player observing two npcs fight, so it's extremely likely that some typos exist. More importantly, I tried to strike a balance between using names and pronouns throughout the descriptions. Too many names gets verbose, too few  gets confusing (especially when both combatants use the same pronouns). As a fortunate side effect, all statuses and most (if not all) positions now use correct pronouns rather than hardcoded female ones, and all the skills do when used against the player or when the player is watching.


I've uploaded a testing version in case anyone would like a preview. Reports of wrong/weird text would be much appreciated. Spectating works the same as intervening, but instead of choosing an npc to side with you pick the "Watch them Fight" option. Hanging out in the Quad works pretty well to find a pair, or you can try following someone around. Especially since...


IMPORTANT: In this version, the player cannot be attacked. This is so you can more easily find two npcs to observe without getting bogged down. You can still attack others if they trigger a trap or in a threesome, but this is not meant as a full release, just a test. The game will also generate combat logs and print parts of them to the screen at the end of each turn; that won't happen in the final release.


https://mega.nz/#!oUY3hAQL!hRFzoye5MoeNQNVHNDtioJwwrOMxh3h2i34Stx5iw_Y
 

Bronzechair

Well-Known Member
Aug 30, 2015
150
6
@dndw I took a brief look at it and found a few things to nitpick at.


- Character descriptions still use the second person (e.g. Samantha: " ... the mischievous glint in her eyes tells you that she has no doubt she'll have you begging for her to finish you off in record time.").
- "Cassie uses Tempt. Cassie catches you glancing at her body ..."
- Use Aphrodisiac describes what the victim is feeling.
- Throw Draft is missing a period.
- There are two instances in Drain Kiss that should probably have the bolded text changed to the victim's name. There's also a typo.
1a. "Cassie uses Drain Kiss. Cassie seductively pulls Samantha into a deep kiss. As first she tries to match her enthusiastic tongue with her own, but she is quickly overwhelmed."
1b. "her kiss is sapping her will to fight through their connection".
2. "Samantha tries try to resist"
- Strap On reads as if the user if making herself nervous. Consider a minor rewrite along the lines of "... and grins at Cassie in a way that clearly makes her nervous."
- "she is shiny with lubricant, making Eve more tempted to touch and rub she skin."
- Eve used Tentacle Porn on Jewel, which resulted described the tentacles teasing Jewel's non-existent dick. The system messages did say Jewel had a "none," however.
- Jewel's anal pussy describes what Eve is feeling (hot fleshy hand, etc) when being fucked up the ass.
- Cumming quotes are still directed at the player (e.g. "Eve laughs maniacally as you cum. 'I knew you'd like it, you little ass slut! But you're not done yet!'").
- Spanking with the Disciplinarian trait mentions non-existent balls.
- Kiss of Baptism describes what the victim is thinking.
- There's a common crash that seems to reenable your ability to fight with opponents.


http://pastebin.com/5XT4WhGL
 

dndw

Well-Known Member
Aug 27, 2015
456
20
@dndw I took a brief look at it and found a few things to nitpick at.

I should probably have mentioned this, but I am aware that the character-specific lines (orgasm responses, taunts, temptations, etc.) still need some work. Another thing I should have mentioned is that there will be instances where the game will print things that an outside observer wouldn't know. Fixing that would mean writing entirely different descriptions instead of just making them more generic, which will in turn take some more time. The (text) issues you mentioned will be fixed, thanks. There are two errors in that log, one was because in CockGrowth I'd try to describe a newly-attained cock before actually making it, the second seems to be related to the new saving and loading mechanism and begs further investigation. Either of them reenabling fights would be really weird, I think it's more likely there is simply a scenario I missed where you can still fight and you just happened to hit it shortly after one of these errors.
 

generalr

Active Member
Aug 14, 2016
28
1
Game's awesome, I'm having a blast creating my own little char to run around with the crew.  Lots of support in the game to build basically whatever you want.  Good stuff.


My nitpick would be that I would like a repository of traits, positions, stat trees (bio, divine, etc) and others available for me to easier develop the characters I'm interested in making.  Great foundation and it's a damn fine game.
 

Bronzechair

Well-Known Member
Aug 30, 2015
150
6
Found a few more.


- "Samantha uses Dissolve. Samantha covers you with a clear liquid. Jewel clothes dissolve away, but it doesn't do anything to her skin."
- "Jewel uses Armbar. Jewel pulls Samantha's arm between her legs, forcibly overextending her elbow. The pain almost makes she tap out, but she manages to yank her arm out of her grip". That description is also missing a period.
- "Jewel uses Tear Clothes. Jewel leaps forward. Her hand is a blur but Angel spots the glint of steel in them. Reflexively, she covers herself with her arms to prevent as much damage as possible. When nothing happens Angel opens her eyes to see Jewel grinning at her, a scalpel still in Her hands. Looking down she sees that some of {ohter:possessive} clothes have been cut to ribbons!"
- "Jewel's cold gaze in her dominant position makes her shiver."
- "Airi uses Strip Tease. Airi asks for a quick time out and starts sexily slipping Jewel's clothes off."
- "Jewel uses Struggle. Jewel squirms out from under you."
- "Jewel uses Command. Jewel stares deeply into Airi's soul and tells her that she should lie down on the ground. Airi obeys obey the order without hesitation."
- "Jewel uses Command. Jewel affixes an impressive-looking strapon to her crotch. At first her a bit intimidated ... "
- "Jewel uses Flash Step. Jewel starts to move and suddenly vanishes. Reyka hesitates for a second and feel Jewel grab her from behind."
- "Reyka's body glows purple as Jewel feels her very spirit drained into her succubus pussy through your connection."
- Failed Escape messages (while Bound?) report twice.
- Fetish goblin stuff always refers to it as the PC's goblin.
- Trait-related system messages (Pheromones, Addictive Fluids, etc) are tailored to the PC's perspective.
- Shatter Kick (and presumably the normal Kick) refer to non-existent testicles.
- The player seems to get messages about Reyka's addiction corrupting them, when it's actually another character who is afflicted.
 
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E

ero

Guest
I have gone completely overboard with this spectator mode. That said, it is looking pretty good right now. I've had to alter practically every skill, position and status to support the player observing two npcs fight, so it's extremely likely that some typos exist. More importantly, I tried to strike a balance between using names and pronouns throughout the descriptions. Too many names gets verbose, too few  gets confusing (especially when both combatants use the same pronouns). As a fortunate side effect, all statuses and most (if not all) positions now use correct pronouns rather than hardcoded female ones, and all the skills do when used against the player or when the player is watching.


I've uploaded a testing version in case anyone would like a preview. Reports of wrong/weird text would be much appreciated. Spectating works the same as intervening, but instead of choosing an npc to side with you pick the "Watch them Fight" option. Hanging out in the Quad works pretty well to find a pair, or you can try following someone around. Especially since...


IMPORTANT: In this version, the player cannot be attacked. This is so you can more easily find two npcs to observe without getting bogged down. You can still attack others if they trigger a trap or in a threesome, but this is not meant as a full release, just a test. The game will also generate combat logs and print parts of them to the screen at the end of each turn; that won't happen in the final release.


https://mega.nz/#!oUY3hAQL!hRFzoye5MoeNQNVHNDtioJwwrOMxh3h2i34Stx5iw_Y



Thanks man. You, and the others that had fiddled with it, are doing the work of God.


Didn't have much time to play yet, but 3 things/bugs I found: http://pastebin.com/QQUT698q
 

dndw

Well-Known Member
Aug 27, 2015
456
20
Thanks man. You, and the others that had fiddled with it, are doing the work of God.

Interesting turn of phrase, considering the subject matter. *Ahem*


Anyway, thank you both for the reports. I'd found some of them myself already but I'll be sure to get the rest fixed as well. At least I got an automated checker to make sure none of these errors crash the game. There must have been at least thirty instances of that, otherwise.
 

generalr

Active Member
Aug 14, 2016
28
1
@dndw I took a brief look at it and found a few things to nitpick at.


- "Cassie uses Tempt. Cassie catches you glancing at her body ..."

1b. "her kiss is sapping her will to fight through their connection".
 

Certain skills like the tempt above kind of add a nice voyerism to the spectator mode
 
E

ero

Guest
In the custom characters posted in this thread, there are entries like


"ai-modifiers": [
{
"type":"skill",
"value":"nightgames.skills.AssFuck",
"weight":6.0
}
]




Can someone please explain what kind of influence positive and negative weights have on NPC behavior? I tried looking into the source, but I wasn't able to understand how it's factored in exactly.


There's also values/weights for "type": "position".


I also noticed that "maneuver" is sometimes written "manuever". The typo is mostly just in dialog, but also once in the constructor of the Maneuver.java file.