HTH Dialog Developers Group

General Category => Updates and news => Topic started by: 1r2k5ng09df8s3 on April 22, 2019, 09:49:55 pm


Title: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on April 22, 2019, 09:49:55 pm
High Tail Hall Versions
Title: Re: A New Project?
Post by: Tabby on April 22, 2019, 10:30:07 pm
Do you mean to collect countless old HTH versions and fix/convert it to run with today Flash player? (or pack it with Flash projector)

So far I have 2 undated and one dated 2008 versions. All of it is single SWF file, video sequence based. Packed one with FP11 as an extra in HTHvT0669 because video sequences lag awfully in browser plugin.
There is also HTH 1 and few standalone scene files of the era.
I also have some undated perhaps 2012 HTH2 version. 38 SWF files with no launcher, low resolution bitmap image based. Can't run locally in browser because of today security settings. I may modify it and create a loader to make it run locally.
Then there is a RLD. Alpha team offline version by HTHstudios is still available on Mega. 14 months and still waiting for few bug and incomplete stuff fixes.
Also, the HTH game have some older versions of sex scenes and removed scenes.

I wonder if someone keeps track of all that versions.

So far I don't consider my work on HTH Offline done yet at v0.670.
Title: Re: A New Project?
Post by: 1r2k5ng09df8s3 on April 22, 2019, 10:38:22 pm
I have a bunch of old scenes and areas for you to use
Title: Re: A New Project?
Post by: 1r2k5ng09df8s3 on April 22, 2019, 10:43:44 pm
Packing with a Flash projector seems the best option
Title: Re: A New Project?
Post by: 1r2k5ng09df8s3 on April 23, 2019, 12:23:55 am
Text Document with All Assets and links enclosed because this forum doesn't link links lmao...

[attachment deleted by admin]
Title: Re: A New Project?
Post by: 1r2k5ng09df8s3 on April 23, 2019, 09:27:44 pm
Here is another set of complete assets FOR TABBY ONLY. They can be downloaded from this GoogleDrive (link in text file attached). It is password encrypted so check your messages for the passkey. To re-clarify: Tabby is the only one who gets access to these files.
Title: Re: A New Project?
Post by: Tabby on April 24, 2019, 05:40:26 pm
...because this forum doesn't link links lmao...

Can't find any forum setting that could regulate links. SMF definitely sucks. As soon as Crow's lawyer takes this board down, I'll pick pbpBB for next board instead.

...However, now I recall that some server antispam system above the forum consider posts with some link-to-text ratio as suspicious and prevents it.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on April 24, 2019, 11:17:33 pm
Oh
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on April 24, 2019, 11:52:21 pm
Any Luck figuring out those Assets I sent you? I got them from U18 (included the attached link file).

Also, you said that you can't edit animations etc did you consider sothink?
I included a link to their website in the text file for you.

I shall continue to search for more bugs
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on April 25, 2019, 06:38:45 am
Yeah, I've downloaded all files linked in the game back then. Now I downloaded few more from your swfchan list that are not referenced. I hope that it's at least the same version. I will modify files and create a launcher later.

No, I'm using much lower level tool FFDec. It's designed to break any additional SWF protection so no obfuscator can stop it.
I tried Sothing now but could not run it on Linux. It's too rooted to Windows system. Wine does not emulate Windows that deep.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on April 25, 2019, 02:22:39 pm
Oh damn you on linux. That's a slight oof
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on April 25, 2019, 02:25:17 pm
https://ubuntuforums.org/showthread.php?t=1194189

probably wont help much :(
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on April 27, 2019, 02:43:59 pm
On my drive I have another HTH2 File collection from a user on the chans. I have high hopes for this dummy forum that I have created. It is called HIGHTAILHALL2 in the drive, and it comes with a launcher file.
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on April 28, 2019, 10:24:36 pm
I somehow lost the link to your google drive. /By the way, is Google spycorp safe for such content? It's usually hard to create really anonymous account at google/youtube/

I've created first version of simple launcher and converted Glass Room files to use is as loader.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on April 28, 2019, 11:29:28 pm
Oh hey you are back... here is the link to the Google Drive

https://drive.google.com/file/d/1tIuEoXw7SiyiwkJXr_eDZoqysi4xyfn_/view?usp=sharing

This archive has a launcher!
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on April 29, 2019, 08:09:05 am
Thanks, I already downloaded this archive, just didn't knew it is that.
Unfortunately this launcher is useless. It's just a title screen calling getUrl() to tell browser to open new file as a new page. It works only online for some security reasons.

HTH2BETA is set of files that run as independent individual pages. Each file calls browser to open another one.
What I need (and I'm half way done with that) is a launcher that loads files hierarchically using loadMovie(), mounted on launcher's object as internal parts of launcher.
For that I also have to modify all files scripts to use relative paths for objects, because _root object is now launcher, not file's main timeline.
Also this way files can share variables and pass data each to another. That was not possible with getUrl().
And that's reason for following:
There are multiple versions of zone files:
hth2_gr_01.swf, hth2_gr_01v2.swf, hth2_gr_01v3.swf
hth2_mh_fl_02.swf, hth2_mh_fl_02_r_return.swf
the same with mh_Lobby and tw and twc
The first is called when player enters the file from map or other zone. The others are called on return from dialogs. All I can see that there is different starting point in the zone. Can you please check if there is another difference in any of these? I would like to use just one file and alter starting point (and another differences) based on shared variables.
Thanks.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on April 29, 2019, 02:26:33 pm
Firstly, I am aware of the status of the Launcher, I simply thought that you could modify it to have a GUI or such. Also I don't entirely understand the question. Are you asking me to test the game from the online version on U18 that I have and mess around until I figure out the different starting points?
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on April 29, 2019, 02:39:00 pm
Make sure to get rid of the **** AlertPay thing in the top corner LOl
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on April 29, 2019, 06:38:56 pm
Actually I ask you to test files, like hth2_gr_01.swf, hth2_gr_01v2.swf, hth2_gr_01v3.swf and look for any difference.
No need to run the game online, you can run files locally as three parallel tabs in browser. The way this game is made, there is no way that progress in one file (dialog, scene) can pass any information or data to another file player moved to.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on April 29, 2019, 07:37:37 pm
Oh ok I can do that. I’m just trying to figure out which files. The ones from the txt file or the ones off my google drive
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on April 29, 2019, 07:59:17 pm
The few I checked are binary identical, so apart of "launcher" they should be the same.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on April 29, 2019, 08:59:01 pm
I got the same results
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on April 29, 2019, 09:07:31 pm
Incidentally, I just remembered that there is an archive of the internet. Maybe we could use it to access Crow's old versions before the studio crashed. I didn't have any luck with it but it's worth a shot.
here you go https://archive.org/

I think you could possibly save the webpages and extract the version.
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on May 04, 2019, 08:13:36 pm
I have some working version of the offline game for tests.
(removed link to outdated version)

Definitely needs some launcher page refinement yet.
Could you please dig up some HTH2 Beta banner that could be placed on the top of launcher page?

Basically all I've done is a launcher loading files mounted to launcher's internal object. Files are modified to use relative paths for internal objects and also for calling launcher to load different file instead of telling browser to load URL as fresh window which does not work for local files. Also modified files to use start point in the level instead of using multiple files with just different frame order.
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on July 24, 2019, 11:18:53 pm
I've done HTH2 Beta working version, it's close to the final version.
(outdated version link removed)

Please review so I can post the final version.

The Northern Falls need some arrows to make clickable navigational buttons visible. Now it's hard to tell where to click. Unless you list buttons by Tab key,
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on July 25, 2019, 01:27:20 am
I'm looking into it I will get back to you tomorrow. Vira's dialogue is ready to go btw.
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on August 08, 2019, 11:03:34 pm
Done all what I planned with this ancient version. I don't think that it's worth of more time.

https://anonfile.com/x0m0C122n2/HTH2betaT1_zip
size 228,604,163
MD5 sum 59593d8607e9ff8817f013371d01c829

Please report bugs. Otherwise I call it finished.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on November 26, 2019, 11:20:43 pm
Are you still open to further work on HTH2bta?
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on November 27, 2019, 08:50:38 pm
Only a little effort and not this year. I would like to fix and add Kristy blowjob scene and replace Trong Flash projector with Adobe Flash projector to avoid false positive virus warning by some lesser rank antivirus tools.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on November 27, 2019, 11:15:52 pm
Ok I have a few ideas for the future
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on January 23, 2020, 02:21:18 pm
I know that we won’t be working on this anytime soon, but I may or may not have hit the jackpot. I found a torrent with a massive rip of HTH2 2012. It may have all the missing files and scenes (in HQ ). I’ll PM you a link if you’re interested. I was unable to download because of limited disk space...
Title: Re: High Tail Hall 2 Beta
Post by: Saatana on January 23, 2020, 04:23:07 pm
I know that we won’t be working on this anytime soon, but I may or may not have hit the jackpot. I found a torrent with a massive rip of HTH2 2012. It may have all the missing files and scenes (in HQ ). I’ll PM you a link if you’re interested. I was unable to download because of limited disk space...
Can you send me a link? How big it is if you don't have enough space to download it?
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on January 23, 2020, 04:50:15 pm
What’s going on friend! Look on thepiratebay.org or torrentz2 and search “hth”
The file is 8gb.
We are a bit short staffed. Are you interested in writing dialogue?
Title: Re: High Tail Hall 2 Beta
Post by: Saatana on January 25, 2020, 07:36:58 am
What’s going on friend! Look on thepiratebay.org or torrentz2 and search “hth”
The file is 8gb.
We are a bit short staffed. Are you interested in writing dialogue?
Couldn't find it.

And nah, I'm not really that good at writing, sorry.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on January 25, 2020, 02:37:19 pm
I have it downloaded so.I can foreword you an anonfile link if you’d like. I was wrong about the file, it was actually 64.6 mb (It was late so I misread) so it’s a quick download.
Title: Re: High Tail Hall 2 Beta
Post by: Brazoria on February 17, 2020, 10:41:02 pm
If you are putting it in an anonfile, would you mind sending it to me too?
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on October 20, 2020, 09:27:03 pm
1r2, I've seen you are working on HTH2 Beta.
There is vector graphic based Bella sprite of HTH2 Beta style, you are surely going to use. I've took little time to make her naked version.
For now click on her Top to undress, of course other ways of control can be made easily, so the sprite undresses after scene, or so.

Unfortunately I can't find any vector graphic of Jezzel sprite. That's the only HTH2 Beta sprite I prefer over new HTH style sprite.

[attachment deleted by admin]
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on October 21, 2020, 12:53:35 am
Ok thanks a whole lot! I'm going to run a few of the sprites through my upscaler
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on October 25, 2020, 11:53:50 pm
I've made some changes to the glass room.

I decided I'm not going to post the game to yiff.party since I have a lot of changes I want to make.

I changed both jezelle and Bella's scene in the glass room for ones in HQ

I added Anne to the GR (I might move her to a less populated area such as the Northern Falls)

I added Felicity to the Northern Falls, and properly implemented Zoe.

Edit: I added Goldie

I'm modifying the Map to include all of the locations

I added the Tower. (I want to run some of the background sprites through an upscaler to see i can restore some of the original quality.

More to come
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on October 26, 2020, 01:43:12 am
https://anonfiles.com/l18dFej6pa/unknown_png
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on March 08, 2021, 05:38:35 am
for organization sake, I am making update regarding HTH2B here.

I'm still on the lookout for old HTH2 assets (preferably the high quality ones)

DM me with sites that archive old shockwave if you happen to know a place, it will drastically shorten development time on this new version.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on March 11, 2021, 07:11:32 am
Current issue with implementation of assets. Loading external swfs blackscreen the launcher. I've tried loadmovie as well, but no luck. Any thoughts?
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on March 11, 2021, 09:17:45 am
There are two things that prevent it from working.

First, original HTH2 and older files used absolute object paths in scripts and those files were designed to work standalone, not mounted on a launcher. You have to search the swf file for all occurrences of _root keyword and change each script to relative path regarding the object it's supposed to control.

Second, don't use loadMovie() on loading scenes or areas in HTH2Beta launcher, except it's a sub-asset loaded on something inside the scene. I've created more sophisticated loader in HTH2Beta launcher.

If you want to load another file (scene or area) in your file, just put following lines to your button script:
         _root.filename = "filename.swf";
         _root.prevFrame();
Where replace filename with actual file name to load. Note that the file shall be in data/ folder.
The _root.prevFrame() calls the launcher frame (2) where the loader script is.
If you want that button to return to main menu, set _root.filename = "none" and launcher will go to menu (frame 1) instead

If you want to add another option in launcher menu, open hth2beta.swf file and find following script (it's in DefineSprite(23)):

onClipEvent(load){
   generate_button = function(name, txt_t, txt_c, file_n, x, y, w)
   {
      this.createEmptyMovieClip(name,this.getNextHighestDepth());
      with(this[name])
      {
         _x = x
         _y = y
         beginFill(2105376,100)
         lineTo(w,0)
         lineTo(w,18)
         lineTo(0,18)
         lineTo(0,0)
         endFill()
         _alpha = 70
         
      };
      var _loc8_ = this[name].createTextField("label",1,0,0,w,18);
      _loc8_.text = txt_t;
      var _loc9_ = new TextFormat();
      _loc9_.bold = false;
      _loc9_.font = "Arial";
      _loc9_.color = txt_c;
      _loc9_.leftMargin = 5;
      _loc8_.setTextFormat(_loc9_);
      this[name].onRollOver = function()
      {
         this._alpha = 100;
      };
      this[name].onRollOut = function()
      {
         this._alpha = 85;
      };
      this[name].onRelease = function()
      {
         _root.filename = file_n;
         _root.nextFrame();
      };
   };
   _root.startpoint = "none";
   generate_button("b_map","MAP (game start)",16777215,"hth2_main_map.swf",0,0,200);
   generate_button("b_mh2","Shortcut to Main Hall fl 2",16777215,"hth2_mh_fl_02.swf",0,20,200);
   generate_button("b_nrf","Northern Falls",16777215,"northernfalls.swf",0,40,200);
   generate_button("b_lpr","Private rooms",16777215,"lucky_privrooms.swf",0,60,200);
   generate_button("b_abj","Anne blowjob (extra)",16777215,"anne_bj.swf",220,0,200);
   generate_button("b_zbj","Zoe blowjob (extra)",16777215,"hth2_z_bj_01b.swf",220,20,200);
   generate_button("b_jan","Jasmine anal (extra)",16777215,"jasmine_anal.swf",220,40,200);
   generate_button("b_tdg","Tanya doggystyle (extra)",16777215,"tanya_doggy.swf",220,60,200);
}

Where you can add more options by adding more generate_button() lines in that script.
In that generate_button() function, the first parameter is new button identifier - it has just to differ from all other identifiers.
Second parameter is displayed button text,
third parameter is text color in RGB code, you can use hex number for better clarity, i.e. 0xFFFFFF,
4th parameter is the file name to load. File has to be located in data/ folder.
5th and 6th parameters are X and Y coordinates of new button. Left row uses X offset 0, right row X offset 220. Buttons are 20 pixels apart in Y offset.
The last parameter is button width.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on March 11, 2021, 05:47:21 pm
is it a simple process in the swf decompiler? I can't find scripts efficiently.
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on March 11, 2021, 06:48:51 pm
I don't know, what decompiler do you use. If it's FFDec, then it has a script section on the bottom of content list, where are all things that have scripts: Buttons, DefineSprites and Frames. I would prefer scripts listed with all other object tags, but FFDec author made it this way. There is barely anything else than few scripts in that launcher file, so I shouldn't be hard to find. I can take a screenshot if necessary.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on March 11, 2021, 08:32:53 pm
I'm talking about the location files. There are a lot of random scripts throughout.
Title: Re: High Tail Hall 2 Beta
Post by: Tabby 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.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 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?

https://ibb.co/xKZhVvH
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on March 12, 2021, 08:51:03 am
nevermind, issue resolved, locations now load from the launcher.
Title: Re: High Tail Hall 2 Beta
Post by: Tabby 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.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on March 12, 2021, 09:05:09 pm
Already done
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 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.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 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.
Title: Re: High Tail Hall 2 Beta
Post by: Tabby 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
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on March 22, 2021, 11:57:32 pm
All scenes are from 2012 or so.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 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
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 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.
Title: Re: High Tail Hall 2 Beta
Post by: Tabby 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.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on March 29, 2021, 06:41:36 am
I've basically figured out everything i need for making scenes.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 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
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on April 23, 2021, 08:36:17 pm
1r2> I've seen your update on u18chan. Unfortunately I'm banned from posting on u18chan (as all TOR & VPN users) so I have to post the question here.
Have you dug up some secret stash where old HTH stuff was hidden for decade? :-)
I could not find anything unseen on Internet anymore, sites like swfchan were already searched through. At least by obvious search keywords.
Or did some old HTH fan shared his old saved data collection?
I just wonder about your wonderful finds. :-)
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on April 23, 2021, 11:51:18 pm
I found 2 torrents, and a lot of oddly named swfs that I found by using tags. Almost all of it is included in the version I'm working on.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on May 01, 2021, 06:50:26 am
fell a little behind, but all of the private rooms are active, and all of them have a scene implemented.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on October 02, 2021, 12:12:31 am
Tabby. U18 chan has an onion address now, so you can access the site and share links.
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on October 02, 2021, 11:58:50 am
U18chan has onion address for years, unfortunately posting is disabled on that port. Neither you can edit a post there.
Even worse, it uses deprecated version 2 of TOR, so it will be inaccessible soon.

However, I was lucky today to hit a TOR exit node that is not on the list yet, so I could get around the first level of u18chan TOR ban and then I could use old familiar way of bypassing second level of u18chan anti-TOR/VPN protection.
So I could update the thread OP finally.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on October 02, 2021, 07:01:40 pm
Why are they so set on making the site inaccessible?
Title: Re: High Tail Hall 2 Beta
Post by: TrickyDragon on October 03, 2021, 08:45:24 pm
Why are they so set on making the site inaccessible?

**** lol. You're seriously asking that question given Crowshit's track record? xD My guess is he's being super **** protective and secretive given how many people caught on to his **** and how modders are actually getting **** done faster than he ever could get done.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on October 03, 2021, 10:40:16 pm
U18chan, not crows basic site that took him 2 years to make
Title: Re: High Tail Hall 2 Beta
Post by: TrickyDragon on October 03, 2021, 11:41:19 pm
U18chan, not crows basic site that took him 2 years to make

Ya know, if we are able to get this done in the foreseeable future, we could work on our own iteration or spiritual successor to HTH. Because I'm going to be honest... the **** coding Crow has is atrocious to navigate and work around.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on October 04, 2021, 01:56:46 am
How do you propose we do this?
Title: Re: High Tail Hall 2 Beta
Post by: TrickyDragon on October 04, 2021, 02:10:37 am
How do you propose we do this?

We've got a few options for an engine. GODOT from what I heard is a pretty easily manageable game engine and offers a good variety of different programming languages. GDScript, C#, VisualScript, and C++ and C. Best part about GODOT is its free and open source. No royalties we've to pay and **** like that. I've fiddled with it a bit, still learning from the tutorials. But from what I can see, its a pretty solid engine.

Python isn't officially supported but there is something that will use it.

There's GameMakerStudios 2 which has its own programming language. (Especially if you're transitioning away from its drag-and-drop method of coding.)

Unity's pretty self explanatory. It uses C#.

As for the content itself, lets assume we're doing 2D animations and CGs. And we'll have to start small. Many problems I've noticed with Furry game devs (if you can even call them that) is that with big projects, they tend to take on too many milestones at once rather than slowly building up the foundations of the game. They don't start off small and don't keep it simple. (And even if they want it to be complex, you still have to take baby steps and create a working base first. Everything's subject to change and that won't come till later.) One of the strong points the very first HTH game was there wasn't 26 different locations with 32 navigable rooms. The focus of the game was more of the environment and atmosphere, with an art style that, despite being unrefined back then, still had some amount of soul to it. Something that drew in the old players who know and love and remember the game.

So, there's no world map. Just one location with several different rooms. That'll leave the players more with having their characters get involved with the NPCs. Which is another issue with Crow's HTH2.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on October 04, 2021, 02:46:33 am
I fail to see why it has to be an HTH game. This whole project isn't intended to be a full scale rebuild of a game. I'm not sure if Tabby agrees, but I barely have time to finish a mod let alone a whole game project
Title: Re: High Tail Hall 2 Beta
Post by: TrickyDragon on October 04, 2021, 02:51:26 am
I fail to see why it has to be an HTH game. This whole project isn't intended to be a full scale rebuild of a game. I'm not sure if Tabby agrees, but I barely have time to finish a mod let alone a whole game project

Yeah that's fair. I wasn't saying its something we should tackle now. I don't even have the time on my hands these days with college and everything. It was just something I was contemplating on.
Title: Re: High Tail Hall 2 Beta
Post by: Tabby on October 04, 2021, 02:39:28 pm
Ya know, if we are able to get this done in the foreseeable future, we could work on our own iteration or spiritual successor to HTH. Because I'm going to be honest... the **** coding Crow has is atrocious to navigate and work around.

My intention was first to make offline version of somewhat broken online HTH because Crow has been promising that for years and then he refused to make it stating that it would take him months of effort that he want to spend on Unity port. I was committed to show everyone that it's a poor excuse, it took me around 2 hours to iteratively download all referenced files and convert then to offline version. Basically all it needed was to decompile file and replace all absolute file links (https:...) with relative file paths. Then it took me weeks to fix beyond measure counts of codding errors.
Second, it was enabling and implementing unused stuff hidden in files. Crow started so many things and ideas, abandoning all early in implementation. He absolutely lacks any work determination. I'm already beyond my plans with HTH.
I've never had any plans for game spin off, I just want to finish the HTH into the state Crow was supposed to years ago.

Regarding game development, I've already posted that in the past.
I would really enjoy adult game development. Particularly I would love to create 3D characters and implement body physics model so it could walk and interact without any keyframed animations. I suck at drawing and art generally. I'm quite experienced engineer, good at physics, electronic and computer science. The physical models is one of few things I could do well.

Unfortunately, I can't do that, my life went an opposite way. In order to be good indie game developer, one has to devote his life to that. That means to be a single loner with no friends, no hobbies, no serious job, living for free in parent's basement. :-)
(un)fortunately that's not my life and I can't go that way. I'm your average neighbor. I have good serious job, wife, kids, friends, a house to upkeep, cars to fix. So my free time is quite thin. And this is not even my only hobby. After all, I couldn't live in my parent's basement, they are both long dead. [insert black humor emoticon here]
It's not like one way of life is better than another. I know some guys who qualify for the game developer type, I can see some advantages in their lives. They are less tired, lot of free time and they are free to do whatever they want.
Title: Re: High Tail Hall 2 Beta
Post by: John on October 04, 2021, 05:44:46 pm
I understand what your saying. All I can think it's getting more people for a new project. You said you want to do 3d Model. All I ever wanted to do it's an Eroge. It has been my dream to make one, but I suck at codding and everything related to engineering. Maybe if everything goes right, we can try to make it happen or finish hth, whatever happens first
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on March 17, 2022, 10:06:11 pm
I went back to the HTH2FINAL and made a patch and a developer package with flash packaged,  and the source files intact. After this I'm going to make the Vixxxen oral scene, and call it quits for good. I'm learning animation and also running a community of my own. If you're interested in joining shoot me a DM and I'll send you an invite. Otherwise expect something today.
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on March 18, 2022, 05:21:28 am
Okay it's finally all uploaded.

Stable Build (292MB)
https://mega.nz/file/E8MB0LYS#d5rpCBitVPBLajflzFkyDtiGa_n9KRJiQvQinmjNYmA

Development Build (4.47GB)
https://mega.nz/file/ZoFgTaZS#WRXyINuJUgICsgkC4khnZK-hQiHO1C_0b-o2SoY7Z9U
Title: Re: A New Project?
Post by: L98 on February 27, 2023, 01:08:55 pm
Here is another set of complete assets FOR TABBY ONLY. They can be downloaded from this GoogleDrive (link in text file attached). It is password encrypted so check your messages for the passkey. To re-clarify: Tabby is the only one who gets access to these files.
Hello, excuse me, friend, I wanted to know if you had the password, if it's not a bother
Title: Re: High Tail Hall 2 Beta
Post by: 1r2k5ng09df8s3 on March 07, 2023, 05:40:42 am
Everything that was in that archive is either unusable or already included in version 0.672