Author Topic: High Tail Hall 2 Beta  (Read 22372 times)

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Re: High Tail Hall 2 Beta
« Reply #45 on: March 11, 2021, 08:32:53 pm »
I'm talking about the location files. There are a lot of random scripts throughout.

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Re: High Tail Hall 2 Beta
« Reply #46 on: March 11, 2021, 08:56:29 pm »
Unfortunately, Crow's coding method is thousand scripts scattered across the file. Most of his scripts contain just one statement line.
The only way to fix absolute path is to use you decompiler function to search for certain string ("_root" keyword in this case) in entire file. If your decompiler doesn't have such function, FFDec does.

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Re: High Tail Hall 2 Beta
« Reply #47 on: March 12, 2021, 04:50:11 am »
ok, I got FFDEC, and couldn't get the scene to function when replacing absolute paths with relative. some things worked, but some scripts didn't fire and the script still blackscreened.
I also found a location background. Where do you think this is?

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Re: High Tail Hall 2 Beta
« Reply #48 on: March 12, 2021, 08:51:03 am »
nevermind, issue resolved, locations now load from the launcher.
« Last Edit: March 12, 2021, 08:59:59 am by 1r2k5ng09df8s3 »

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Re: High Tail Hall 2 Beta
« Reply #49 on: March 12, 2021, 06:24:15 pm »
I'm guessing what you can find in files.

1.
_root.gotoAndStop("some_label");
_root.play();

If it's in the main timeline script (frame script in FFDec), the just delete _root. as the target the same object in which the script is. Or replace it with gotoAndPlay(...); as I have no idea why Crow never uses gotoAndPlay()

If it's in a DefineSprite or Button populated in the main timeline frame, then the target (main timeline frames) is parent of that Sprite or button, so replace _root with _parent

If the script is even deeper nested object (which barely happens in HTH2 beta, if ever, it's flat hierarchy) i.e. Button placed inside DefineSprite, then the controlled main timeline is a parent of sprite which is parent of button. So replace _root with _parent._parent to target two levels up the hierarchy.

2.
Button.prototype.tabEnabled = false;
or
Mouse.hide();
or
ContextMenu.hideBuiltInItems()

That's all bullshit, delete such script lines. Delete anything tampering with mouse or Flash Player menu.

3.
Delete anything trying to open internet web pages.

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Re: High Tail Hall 2 Beta
« Reply #50 on: March 12, 2021, 09:05:09 pm »
Already done

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Re: High Tail Hall 2 Beta
« Reply #51 on: March 15, 2021, 08:49:46 am »
Here's what I did today.

I've added 3 bella scenes, two of them playable at the villa, and one of them playable at the glass room. I added the other half of the Glass room and moved Anne to the back room, and Aleta to the connecting hallway. I'm also adding a minigame to the glass room featuring shelly and some random male canine. Unfortunately I've run into a small problem. Animation with my current instalation of Adobe CS6 is without exaggeration an impossible feat. The program is so unstable that adding a single blank keyframe to frame 325 in bella's t i t job scene for instancecrashes the program. Since I'm not paying adobe yearly for their broken ass official decade old editing software, I decided on a solution and crack installed adobe flash CC. The issue with this approach is that adobe Cc doesnt support AS2. Instead it removes AS2 from the .fla on export leaving only the movieclips and sprites behind. I could try to modify the program to use the runtime from cs6, which could make custom scenes really easy to achieve but to my knowledge its never been done. I could also have adobe CS6 And CC simultaneously and export the sprite from CC after animating and then import it into CS6 and past in the script layer. One last solution is if any one of you have used CS6 recently (64bit preferably), please share any workarounds or fixes to make the program less volatile or a link (torrent) to a more optimized working version. Anyhow, sorry for the long rambling text.
 
Also nice work with the dialogue system tabby. This will make writing dialogue a fair bit easier.
« Last Edit: March 15, 2021, 09:00:02 am by 1r2k5ng09df8s3 »

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Re: High Tail Hall 2 Beta
« Reply #52 on: March 22, 2021, 08:08:25 am »
New update, went through and added an unfinished tanya cowgirl scene that wasn't  a bitmap sequence. Will need to animate the climax manually, but I've done this once already so this is no problem. Next hurdle is creating missing chatsprites with default chat sprites. Also enabling gallery on characters with standalone art. This is just a simple PNG slideshow.
« Last Edit: March 22, 2021, 08:09:56 am by 1r2k5ng09df8s3 »

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Re: High Tail Hall 2 Beta
« Reply #53 on: March 22, 2021, 10:33:24 pm »
I've got lost a bit. Is it all about HTH2 Beta?
3 Bella scenes sounds good. I'm surprised that there are so many from 2011-2012 era.
I'm aware of one Bella scene from newer generation of HTH - Bella missionary (screenshot attached) created in late 2012, last updated in 2015 (per file metadata). The file I've got was finished, just a little bit broken. I didn't added it to HTH offline bc is superseded by current Bella/Rio/Charlotte missionary scene. Through I considered adding it.

Regarding difficulties with Flash tools, unfortunately FFDec can't insert a frame in the middle of animation, it can insert frame only at the end, so I can't help.
AS2 was already outdated in 2008 when Crow started creating HTH. Unfortunately AS3 is integrated in Flash different way so there is no way of converting AS2 to AS3.
But I'm not surprised, Crow just keeps what he was introduced to. Even the latest (it's already more than year) build of Unity RLD  is still Unity version 2017.3.0f3

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Re: High Tail Hall 2 Beta
« Reply #54 on: March 22, 2021, 11:57:32 pm »
All scenes are from 2012 or so.

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Re: High Tail Hall 2 Beta
« Reply #55 on: March 26, 2021, 07:27:29 am »
If all goes according to plan, HTH2BvO finished by tomorrow, and genus redraw for POV done by Tuesday. I might be able to get a third person test version done (jaymee's scene) in the next few weeks, if Tabby is willing to make a few additions to the genus system. We could implement a select few cosmetics, such as human skin tone or wings for either dragon or griffon... depends

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Re: High Tail Hall 2 Beta
« Reply #56 on: March 28, 2021, 02:46:08 pm »
It didn't go according to plan, but I did find Charlotte and Valeriya plus an updated version of the element fire room... I'll try to add by the end of today.

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Re: High Tail Hall 2 Beta
« Reply #57 on: March 28, 2021, 10:07:44 pm »
Shall you have any struggle with scripts or launcher, send me link over PM and I'll help with that tomorrow.

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Re: High Tail Hall 2 Beta
« Reply #58 on: March 29, 2021, 06:41:36 am »
I've basically figured out everything i need for making scenes.

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Re: High Tail Hall 2 Beta
« Reply #59 on: March 29, 2021, 07:10:58 am »
I must say though, the charlotte missionary scene is the most **** up crow scene I've ever seen. It's so **** poorly coded