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

Ryplinn

Well-Known Member
Jun 13, 2016
62
14
Isn't access to GUI.textPane supposed to be happening in the event dispatch thread?
That would probably be sensible. There's plenty of code in NGM that still operates under the assumption that everything runs on the event thread. I think it works at all right now because the main thread and event threads have enough downtime to allow both threads to access UI elements, generally.

Depending on the context of the GUI.textPane accesses, it may be better to use SwingUtils.invokeAndWait(). I don't know if there's anywhere that needs to enforce synchronicity like that, though.

I also forgot to push the changes I made between the Jan 15 and Jan 17 packages, so what's on Github is a bit behind. I'll be updating that soon.
 

Atlas1965

Well-Known Member
Aug 28, 2015
64
6
So, mild bug that doesn't seem to have broken anything, but is probably not as intended - if you load a save from the end of the first night, go through the process of getting all the shops and such from the info broker, then reload the save, you'll get back all of the time spent doing that, but you won't actually lose access to any of the stores you should only have found out about by talking to the info broker.
 

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Ryplinn

Well-Known Member
Jun 13, 2016
62
14
Good catch. This affected every "flag" in the game, although it wouldn't do anything permanent until your next save. Fixed in build 2019-01-25_0.
 

afrg

Member
Jan 26, 2019
7
0
32
Hey, I had the idea that it would be nice to be able to play against 'myself', i.e. my player character, controlled by the AI.
I made a mechanism where the player can 'switch places' with an NPC for one night, and it seems to work surprisingly well.
I've uploaded my stuff here: https://github.com/afrgafrg/nightgamesmod
If you're interested, I'll create a proper pull request once I've tested everything to my satisfaction.
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
44
42
@Ryplinn

There's a bug that misshapes elements of the GUI, including the top menu bar and buttons. There's also a bug with the text window that allows text to write over text.

I haven't had much time to check in detail, but let us know if there's anything git-related to be done, since I'm unsure if I should pull it or wait, or people can merge some of my own content/changes.
 

Ryplinn

Well-Known Member
Jun 13, 2016
62
14
Hey, I had the idea that it would be nice to be able to play against 'myself', i.e. my player character, controlled by the AI.
I made a mechanism where the player can 'switch places' with an NPC for one night, and it seems to work surprisingly well.
I've uploaded my stuff here: https://github.com/afrgafrg/nightgamesmod
If you're interested, I'll create a proper pull request once I've tested everything to my satisfaction.

Neat! Looks like the sort of thing you could build an NPC or event around. Unfortunately, a feature change of this scale is outside the scope of my current project aims.
 

afrg

Member
Jan 26, 2019
7
0
32
Neat! Looks like the sort of thing you could build an NPC or event around. Unfortunately, a feature change of this scale is outside the scope of my current project aims.
No worries, we can always integrate it later. There's something super weird going on anyway, where combat sometimes works as intended and sometimes mixes things up in the strangest ways... It's going to take some work, so no rush.
 

Ryplinn

Well-Known Member
Jun 13, 2016
62
14
@Ryplinn

There's a bug that misshapes elements of the GUI, including the top menu bar and buttons. There's also a bug with the text window that allows text to write over text.

I haven't had much time to check in detail, but let us know if there's anything git-related to be done, since I'm unsure if I should pull it or wait, or people can merge some of my own content/changes.
Yes, those are known issues. I haven't looked into them since they aren't game-breaking right now. Fixing them will probably be a part of the step 12 UI pass. If you like, posting issues on my issue tracker will help me not forget about them.

I leave whether to pull the changes into your branch up to you. On one hand, I don't consider the rewrite done and will be making more major changes, which would mean having to do this again later. On the other hand, my progress on this rewrite can charitably be described as "intermittent." If you feel that using my branch as-is would, on balance, be easier than not, please do so!
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
44
42
Yes, those are known issues. I haven't looked into them since they aren't game-breaking right now. Fixing them will probably be a part of the step 12 UI pass. If you like, posting issues on my issue tracker will help me not forget about them.

I leave whether to pull the changes into your branch up to you. On one hand, I don't consider the rewrite done and will be making more major changes, which would mean having to do this again later. On the other hand, my progress on this rewrite can charitably be described as "intermittent." If you feel that using my branch as-is would, on balance, be easier than not, please do so!

Yeah, I understand - from the user perspective people are looking at my branch, your branch, people's small personal changes branches, and I haven't gotten a whole lot of messages about fixes or improvements.

This is really good start, though. If you don't mind, try to get all the little stuff I've added for characters and daytimes, including some of the demonic trait descriptions, Maya and Eve content and daytimes. That's the most important stuff I've done outside of bugfixes. At least then it's fewer things to edit back in or resolve big conflicts.
 

afrg

Member
Jan 26, 2019
7
0
32
I converted pretty much all skills to use the proper formatting facilities instead of assuming all opponents are female, and the same for combat/encounter messages. I only touched existing text, though, and some stuff still assumes certain anatomy to be present. (So when encountering a male opponent, there would be a scene written for a female opponent, but with masculine pronouns.)

I'll leave it up to you two to decide if/when/where to merge this stuff: https://github.com/afrgafrg/nightgamesmod/tree/gender-fixes
 

kuschelpuh

Member
Mar 23, 2017
17
1
33
@afrg i would love a compiled version of yours (being able to swap players sounds like a pretty good idea, even tho it might come with immersion flaws, but gameplay wise id love to test it)
 

afrg

Member
Jan 26, 2019
7
0
32
@afrg i would love a compiled version of yours (being able to swap players sounds like a pretty good idea, even tho it might come with immersion flaws, but gameplay wise id love to test it)
No problem, here it is. Note that there is still an odd bug which sometimes causes skills to be used by some non-existent character when you use the perspective switch. I've added a horrific stopgap solution in this build, which should prevent it from happening, but no promises. Also, there will be text issues, as I overhauled a whole lot of text and undoubtedly made mistakes. (I didn't change the text itself, just the way it's generated.)

https://mega.nz/#!tdxCnQZK!RzYWEH6D0RzQAsbvKfz9gXmf2BaxOrfGw1eKHWDC4lw
Just run this jar in place of the old one.
 

kuschelpuh

Member
Mar 23, 2017
17
1
33
tyvm

after testing some rounds, ive encountered some weird interactions.

Sometimes, when getting a fight as a non PC, the fight reset after every action kind of, the opposite NPC was not affected by anything. This also comes with a HUGE amount of deleay between inputs in the turns.

When encountering my PC as an playable NPC, i was hitting myself, dealing damage to myself and not being able to succesfully use any skills that would involve both players.

On the other side, i really love what you are doing and its a really really good base idea, and i hope we see more of it!
 
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afrg

Member
Jan 26, 2019
7
0
32
Yeah, those are the same issues I've been having. It's caused by the skills being improperly copied over (though I do not see why), which in turn causes there to be a mismatch between the character which selects the skill, and the one which executes it. Naturally, this leads to loads of fun. I really thought the workaround I added in the version I uploaded would work, but then I thought the same about the previous few 'fixes' I tried...
 

traedor

New Member
Feb 21, 2019
1
0
30
I could be reading the code wrong, but it looks like Jewel's level 20 focus checks for the level 20 physical focus branch for the level 50 trait instead of the level 10 martial branch.
 

crimsiden

Active Member
Jul 4, 2016
43
0
so whenever I try to start the game, even with java installed all I get is a error log report saying could not find a bunch of things. Am I doing something wrong?
 

ThirdEyeKage

Member
May 24, 2018
6
0
44
I see a lot of skills that don't seem to be used in the java files. Is there a way to add these to a character through the debug menu in game?
 

Ryplinn

Well-Known Member
Jun 13, 2016
62
14
I see a lot of skills that don't seem to be used in the java files. Is there a way to add these to a character through the debug menu in game?
Which skills are you referring to? It isn't possible through the debug menu, but there might be another way.
 

ThirdEyeKage

Member
May 24, 2018
6
0
44
Which skills are you referring to? It isn't possible through the debug menu, but there might be another way.

Skills like Offer Ass don't seem to be used by anyone, at least from what I've seen.

Also, do you know how to add traits to the extra characters, like Samantha? I know the code is X.addTrait traitname but I don't know what her code would be. I've tried NPCSamantha, Samantha, and NPC_Samantha with no luck.
 

Ryplinn

Well-Known Member
Jun 13, 2016
62
14
Offer skills are available with the Submissive attribute, trainable from the XXX shop under certain circumstances.

Not sure offhand about the extra characters, but CUSTOM_NPCSamantha might work. You can also modify her growth data in her character file (characters/samantha.json) if you want it to show up when she reaches a certain level.
 

ThirdEyeKage

Member
May 24, 2018
6
0
44
That worked, perfect!

Sorry for asking so many questions, but I have one more. I tried to add the Zeal addiction to other characters, but it never seems to work. Other addictions like Breeder work fine, but I can't get that one to activate on anyone but Angel.
 

Ryplinn

Well-Known Member
Jun 13, 2016
62
14
Questions are good! Always nice to know someone's interested.

It looks like a zealinspiring character needs to have a divine body part to start the addiction process; the trait alone will only reinforce the addiction. Not sure if that's intended.
 

ThirdEyeKage

Member
May 24, 2018
6
0
44
I'm currently going through the Java files to see the code I can add to a custom character's json file to add a divine body part, but do you know if I can add it to an already created character? (Cassie, Jewel, etc.)
 

Ryplinn

Well-Known Member
Jun 13, 2016
62
14
You can add body part mods to a custom character's base JSON, but the data loader doesn't support adding it to their growth path. That's definitely an oversight.

The only way I can think of to modify base characters' body parts would be with a StartConfiguration, and they will still replace it with their preferred part type once they reach the appropriate level.

I'll add an issue to my tracker. EDIT: done
 
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