Author Topic: Updates now in progress  (Read 780 times)

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Updates now in progress
« on: March 12, 2019, 09:26:23 pm »
Already implemented and uploaded:

Root variable npc duality fixed: New variable "scene" defined to handle loaded scene names so originating character is not lost. Threesome scenes updated to not touch npc value so the return from scene to dialog invokes character from who called the scene. Other scenes not updated yet but it does not matter when the scene is not called by different character.

The dialog XML and dialog sound path is now configurable, so you can have folders with different versions of dialogs.

Configuration upgraded from simple LoadVars to XML parser. hth_config.xml uses the same <set> tag as in dialog XML files except you can use it not just for changing any existing variable value but also to define new root level variables used in any higher level SWF or just in your dialog XML files without need to touch launcher executable file.

Added "goodsight" mode to remove Charlotte and Jezzel glasses if you don't like girls with glasses. The initial value is set in config file, you can change the value in dialog.

Added missing state_data variables for Ava and Ginger.

Rio independent sprite turned into XML dialog controlled sprite the same way as Bella. Updated dress scripts to not interfere with dialog <sprite> commands.

Out of dialog sprite control system replaced npc_status usage: Dynamic data structure keeps sprite dress, jizzed face, jewellery etc parameters assigned in dialog. Each character sprite has own data. Each character data have multiple sprite properties - i.e. panties, top, cum, glasses.
Configurable sprite data clear/reset when player leaves zone or talks to different character or never.
Variables are be defined upon assignment by dialog, no default values. Sprite scripts query variable value and if it's not defined yet, script uses zone dependent default values (defined by sprite scripts).

Changed dialog default states from "standby" (Crow's legacy) to something close to alphabet order beginning: "default". The goal is that states can be compared. For example Rio dialog can test bella_data state for greater_or_equal for example "fuckbuddy" to offer threesome scene only if the player already had sex with the other character.

Created zone loader parallel to legacy crap.
<resp go="..." /> now uses zone variable name, not main timeline frame names. So does the Back button.
Added new optional property floor="..." to <resp> tag so the destination inside the zone can be controlled, at least for zones that got script for start position frame.
Map buttons and some game inconsistent constructs still use frame names for zone load.

(aleta_sex_b scene missing controller - just replaced with older version from Weird/Strange Racoon's archive.)

Clear/reset npc_status variable on scene load so value by previous scene is not propagated through scene not updating it.
Clear/reset npc_status variable on dialog leave so it does not affect another character dialog.

Created missing dialog sprite files for Brandy, Lucky, Star reusing beach or room sprites.

The rest of sprites to be upgraded and example XMLs created for them.
Make npc_status variable scene return value consistent across scenes.
Add keyboard controls to scenes where it's missing.
Create few missing dialog sprite files reusing beach or room sprites. (Marcus, Ruby, ...)
Create Laziness Day release for public.

Already implemented but not uploaded yet:

Bella cowgirl scene zoom controller fixed.
Anahi handjob keyboard controls added. (somehow missed that file)
Screen top EDIT button fixed.
Mercedes anal background fixed.

In progress:

NPC List - direct access to characters dialog without going through map and zones.
RLD girls import to Tower floor 3.

Planned for future:

And now the long shot one: Scrap the entire Crow's chaos with loading zones from launcher main timeline frames with frame names different to _root.zone variable values and also both different to zone file names. Make it one launcher frame for all zones (they all loads mounted to single _root.LVL object anyway) where _root.zone value would decide on zone to be loaded and preferably the file name to be the zone value + ".swf". Because the zone variable is used in million scripts in all SWF files all scenes included, it's easier to rename zone files to match variable values used in scripts. This is going to remove 4/5 of the hth_launch.swf

A system or function to move sprite mouth synchronously with played speech audio file. Preferably controlled by XML text line.
« Last Edit: May 26, 2019, 12:38:36 pm by Tabby »

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Re: Updates now in progress
« Reply #1 on: March 06, 2021, 10:49:13 am »
Changelog regarding new hth2 version HTH2BvO-T:

--Map edited to include northern falls, private rooms, and Villa.

-- Goldie scene beta version revisited. (Camera angle adjusted, mirrored direction added, grinding animation implemented, gui standardized, keybinds replaced, memes added, background changed, ~150 lines of code removed. Version is linked enjoy.)

-- Glass room location replaced with ful res more complete version. Bella replaced.

-- Tanya sprite replaced, scene properly implemented.

--Anne moved to villa and scene replaced.

More stuff on the way...

Scene:

anonymousfiles.io


Edit:
Anonfile link:

https://anonfiles.com/P29bS8C4q4/hth2_tw_g_1_swf
« Last Edit: March 06, 2021, 10:56:04 am by 1r2k5ng09df8s3 »