Saturday, August 1, 2015

Revision 4280 - Revision 4301

Revision 4280
Black_imperator:

<div class="markdown_content"><p>(revamp) small syntax fix from yesterday's update</div>

Revision 4281
Lord-kaumas:

<div class="markdown_content"><p>Speedboost: autoassign will not check unlock conditions for unlocked features</p>
<p>The problem:<br>
The game tests all autoassign unlock conditions each game minute. This slows down the game, particularly in late game.</p>
<p>Solution:<br>
Check if the condition is unlocked (really fast check) and only look into unlock conditions for locked features.</p>
<p>Note: this check will be removed entirely with revamp.</div>

Revision 4282
Lord-kaumas:

<div class="markdown_content"><p>Developer: added DEBUG.PrintCaller</p>
<p>Added a method to print the method stack to a standard print window.<br>
The text is formatted to be human readable.</p>
<p>This is not actually used as the intended usage is adding DEBUG.PrintCaller in any method where you want to know which methods calls the method. You should then remove the line again before committing.</div>

Revision 4283
Black_imperator:

<div class="markdown_content"><p>revamp : fixing share_secret crash, starting xp balance</div>

Revision 4284
Lord-kaumas:

<div class="markdown_content"><p>Added options for controlling brothel upgrade prices</p>
<p>Before this revision, all upgrade prices were generated by market level and other similar data. However the xml files do in fact contain prices and now it is possible to select which approach to use for upgrade prices, which in turn controls the daily costs.</p>
<p>This is controlled by two new options in Debug.txt</p>
<p>The defaults are set in a way, which will not add any change to the game unless the player actively modifies Debug.txt</p>
<p>use_xml_brothel_upgrade_price:<br>
false - use calculated price (default, no change)<br>
true - use prices from xml files</p>
<p>The prices are saved in the savegames, which mean a game should reload the xml files in order for changes to apply to an existing game. Reloading prices will force recalculating the brothel values, which in turn updates the daily costs.</p>
<p>This is done with xml_reload_brothels:<br>
load - reloads on game load<br>
carpenter - reloads whenever the carpenter window is opened<br>
anything else - never (default)</p>
<p>Reloading the files causes a minor delay, which is why carpenter would likely be a bad choice unless you are trying to improve game balance.</p>
<p>The prices aren't balanced in any of the two options. Generally speaking xml prices are cheaper, particularly in high end brothels, though it does make some upgrades more expensive in low end brothels.</p>
<p>Note: the size (like number of beds in a bunk upgrade) is reloaded as well. However it is ignored if the brothel already has the upgrade since modifying the number of rooms and such would be undefined behavior and could easily result in weird bugs.</div>

Revision 4285
Black_imperator:

<div class="markdown_content"><p>fixed bedwarmer crash and pic bug, added more of the stat exp balance</div>

Revision 4286
Black_imperator:

<div class="markdown_content"><p>filled data hashes for revamp</div>

Revision 4287
Black_imperator:

<div class="markdown_content"><p>revamp : fixed a crash in carpenter menu</div>

Revision 4288
Black_imperator:

<div class="markdown_content"><p>revamp : fixing another bug in carpenter menu</div>

Revision 4289
Lord-kaumas:

<div class="markdown_content"><p>Applied transferPlayer calls to more maps</p>
<p>No ingame changes, but moving the conditional transfer code to scripts rather than map events should make the maps revamp compatible.</div>

Revision 4290
Lord-kaumas:

<div class="markdown_content"><p>Revamp: removed obsolete maps</p>
<p>Since Current Version is using transferPlayer rather than in-map scripts to move between brothel maps, revamp no longer needs custom modifications.<br>
The revamp modified maps were outdated and would cause problems eventually.</p>
<p>Note that map 165 is still in revamp as it haven't been converted to use tranferPlayer. It appears to be unused.</div>

Revision 4291
Lord-kaumas:

<div class="markdown_content"><p>Removed the outdated proof of concept for transferPlayer</p>
<p>The end result is implemented in Current Version.</div>

Revision 4292
Lord-kaumas:

<div class="markdown_content"><p>Revamp: added experimental external scripts</p>
<p>Exported the scripts into future revamp\scripts<br>
Added Scripts.rxdata in that directory, which reads scripts in ../future revamp/scripts</p>
<p>The idea is that if this Scripts.rxdata file is copied into Current Version, then it will read scripts from revamp, which in turn allows editing files without moving them out of svn.</p>
<p>The file layout and naming is the default Gemini export, which should make it easier to import back into Scripts.rxdata.<br>
This is important as these scripts aren't meant as a replacement for Scripts.rxdata, instead they are in plain text to assist with svn logs and getting an overview of progress.<br>
Full scale external scripts comes later (unless serious problems are encountered)</p>
<p>Note: currently the scripts doesn't work because it stops on text encoding issues in french comments. This can't be fixed in this commit as it violates the approach of adding files 100% identical to the content of Scripts.rxdata. Future commits can fix issues like this as it will provide proper file history for the fixes.</div>

Revision 4293
Lord-kaumas:

<div class="markdown_content"><p>Revamp: solved the issues, which prevented the external scripts from being loaded (actual bugfixes)</p>
<p>Removed space between function name and (<br>
Replaced = with == in comparison<br>
Replaced 0. with 0.0</p>
<p>Ruby syntax check still complains about french text encoding, but the game works even without fixing those.</div>

Revision 4294
Lord-kaumas:

<div class="markdown_content"><p>Updated Scripts.rxdata to include the bugfixes from the external scripts</div>

Revision 4295
Lord-kaumas:

<div class="markdown_content"><p>Added DEBUG.PrintCaller</p>
<p>Just like in Current Version, this method will tell the call stack in a print window formatted for human readability.</div>

Revision 4296
Lord-kaumas:

<div class="markdown_content"><p>Revamp: added work summary to end of day log</p>
<p>Stats change are now displayed even if the girl aren't relaxing. It still needs an actual stat change to display anything<br>
Number of customers served and gold earned added to working girls</div>

Revision 4297
Lillibilli:

<div class="markdown_content"><p>Future revamp:<br>
Completed the dungeon interrogation mode.<br>
Added logs for shared secrets.<br>
Improved secret sharing code to make use of existing methods instead of loops.<br>
Fixed a couple of typos in previous code.</div>

Revision 4298
Lillibilli:

<div class="markdown_content"><p>Revamp:<br>
Fixed typos in variable names in the teacher method, also changed the variables names to be more readable.</div>

Revision 4299
Lord-kaumas:

<div class="markdown_content"><p>Revamp: Redesigned work picture selection</p>
<p>Work picture is now Relax unless specified otherwise in Game_Brothel.handle_girl_log<br>
The pattern is kept in girl.log.picture_pattern</p>
<p>This setup ensures that the picture is picked based on activities during the day of the activity and not some other weekday (fixes an off by one day issue)</p>
<p>Currently the design relies on patterns provided by JOBS. However it could be a good idea to make a new DB structure for patterns.<br>
Certain jobs could benefit from multiple picture sets, such as DUNGEON where mistress and punished shouldn't rely on the same pictures.</div>

Revision 4300
Edwards21:

<div class="markdown_content"><p>New tileset added. Difficulty of Deril and final two Mohawk encounters greatly increased. New "gatekeeper" added during Siege to deter unprepared parties.</div>

Revision 4301
Lillibilli:

<div class="markdown_content"><p>Fixed Niji island sound puzzle to reset itself after loading a savegame unless already completed.<br>
Added the possibility of playing the notes after getting the sound puzzle wrong or after completion.</div>

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