Mod D.M.D. 0.10/.11/.12/.13, Restore Quick & Autosaves, Save Timestamps, and Rollback features

OhWee

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I've been pondering an interesting addition to this mod, which will go beyond the standard Renpy framework I've been concentrating on up 'til now.

In the image below, you'll note the 'flowery' border around D's picture in the upper right, with a bunch of pink petals and a few black petals. This ties in with D's corruption level, at this point her corruption level has just started blooming, hence the lack of black petals. D gains a black petal every time her corruption level increases.



Mr. Dots has introduced some new stats, such as Ass Points, Exhibition Points, etc.. I'm thinking along the lines of adding some tiny 'generic' icons around D's portrait with some numbers attached to them, that would appear as you begin accumulating those special points. Right now, you just kind of have to keep track of these 'special points' in your head, but it'd be nice to have a quick visual reference to your current point totals as you are choosing between say fondling her tits or fondling her ass...

I'm thinking of symbols along these lines, with appropriate poses for the special points in question (say two guys holding a gal's hand for sharing points).
sexpositions.jpg

I'd want to keep them simplified/tiny, as there's a limited amount of space to work with around D's portrait. And there'd have to be a 'background dot' to put behind the point total for visibility purposes.

I suppose I could also make D's portriat 'clickable' which would make a bunch of these icons appear down the right side, with associated point totals, but I want to try the readily visible option first...

I'll play around with it a bit, and if I can come up iwth a good graphical solution, I'll add it to this mod, maybe even in time for the next DMD update.

Edit: OK, here's my first go with this. Below is my photoshop mockup showing how this could work.

The idea here is that the six icons will appear when you mouse over D's pic in the upper right corner, but otherwise you won't see these. This way, you can quickly see where your ass points, etc. are with a simple mouseover, but they won't be there cluttering the screen all the time.

fetishpointstest3.jpg

Clockwise from the top: Mouth, Sharing, Boobs, Ass, Exhibition, Penis

Also, if you have 0 points in one or more of these, that icon(s) simply wouldn't appear at all. Assuming that I can code the variable check properly...

I'll play around with this a bit, and see if I can get it to work and look nice at the same time.
 
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mattius77

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I think it would be better as a menu item, because as a play screen interface graphic it's all sorts of distracting. Maybe make it a hotkey thing, 'click S to see your Special Points' or something.

But I'm reminded of the visual language Ron Cobb created for the interiors of the Nostromo on the first Alien movie. Like how an astronaut indicated that beyond this hatch was a vacuum, and an upside down astronaut indicate zero gravity beyond the hatch, etc. Cool stuff.
 

OhWee

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I think it would be better as a menu item, because as a play screen interface graphic it's all sorts of distracting. Maybe make it a hotkey thing, 'click S to see your Special Points' or something.

But I'm reminded of the visual language Ron Cobb created for the interiors of the Nostromo on the first Alien movie. Like how an astronaut indicated that beyond this hatch was a vacuum, and an upside down astronaut indicate zero gravity beyond the hatch, etc. Cool stuff.
This is why I'm looking at making it a mouseover event, not something that displays all the time. D.M.D. already has a 'mouseover' type display implemented on the Config screen, where text appears in the lower left corner when you mouse over the various buttons, with the text changing depending on which option you are mousing over. This is what I'd like to do, using D's portrait as the trigger for the mouseover event.
I could also add the 'corruption' screen that appears when you hit a new level of corruption as part of the mouseover event for reference, although I doubt that you'll forget if you can fondle her breasts or not...
 
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User_10739

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Am I able to add roll back to other ren'py games that it is disabled by entering in the console? Or does it need to be in a specific .rpy file?
enable_rollback_side = True
hard_rollback_limit = 100
 
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OhWee

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The best way to roll back (as pointed out by someone earlier in this thread, thanks again for the heads up) is to use the page up key (and the page down key to roll forward). It allows you to roll back through dialogue choices. Unless the game author has tried really hard to disable it, it's a core feature of RenPy so it's usually always there. Not much help for tablet users though (unless you can call a keyboard up that has pageup).

As for adding it to other games, sometimes the game author simply 'comments out' the rollback config menu item in screens.rpy using hashes (#). Removing the hashes may or may not restore your option in the config menu display.

Enabling rollback_side by itself in the config file won't allow you to designate the left or right side of the screen.
 
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OhWee

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OK, still playing around with this. I'm making new graphics as I go along, and this requires some experimentation with the coding.

Here's an ingame screenshot showing a mouseover highlighting D's portrait in the upper right corner, that shows where I'm at right now. Note that the numbers for boob, mouth, etc. points are currently part of the popup image, I still need to work out placing the numbers on top of the Corruption Level box:

DMD_Mod_Ingame_Mouseover1.jpg

When you mouseover D's pic in the upper right, D's portrait changes to a pink background (reflecting the mouseover) and the corruption level box appears. I may need to change this to a 'click on/click off' similar to how thie info graphics work in Babysitter, I'm still experimenting.

Anyways, how does this look so far? Also, do the icons adequately convey to you which icons are for which points?
 
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Adoringfan

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Does your fancy mod save from the daughter's cockblocking fits of rage and gameover screens?
 

OhWee

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Does your fancy mod save from the daughter's cockblocking fits of rage and gameover screens?
Ikaruga's mod can help a bit with those, at least as far as helping you avoid the bad choices...
 

OhWee

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OK, so I have the Corruption Window popup working pretty well now.

I decided on a 'click on/click off' configuration, so that tablet users can keep the window open as long as they need (mouseovers can be a little weird on tablets).

It turns out that ass points, etc. aren't awarded until day 10, so the icons for these won't appear before day 10. The Day 10 icons are all placed, and look pretty much like you see a couple of posts above.

I added a Cupid Point icon that will appear on Day 8 (only).

day8_cupidpoint_mouseover.jpg

Note that the walkthrough implies that you'll get cupid points earlier in the day, but in fact you are just learning the correct answers for the questions during Cupid Night. When you correctly answer the questions, that is when the Cupid Points are awarded.

Before Day 8, there isn't anything special that I can see points wise, so you'll just see a summary of your corruption level if you activate the corruption level screen. Simply click D's portrait to open or close the corruption level screen.

I'll need to playtest this a bit more, then assuming no issues I'll post a new version. I may wait until D.M.D. 0.11 is released, to see what gets changed there before releasing my update.
 

OhWee

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OK, here's a beta version of the update to my mod. I say beta because D.M.D. 0.11 should become available in the next day or so, and I may have some further changes at that point. This includes the popup screen featured in my last post.

It's working fine for me. I just did a complete playthrough, and tested installing this using a 'clean' DMD 0.10 install.

Simply click on D's portrait in the upper right corner to show the corruption popup screen. Click the portraitagain to hide it.

On day 8, you'll see a 'cupid' icon that will track your cupid points during the cupid night contest, and will disappear again on day 9.

On day 10, you'll see six icons appear, that will track your mouth, boobs, ass, sharing exhibition, and penis points.

If you are about to do another run through of D.M.D. before downloading 0.11 (to maximize your character points or whatever), feel free to take this for a test drive while you do so!

If you are planning to install Ikaruga's mod, remember to install his mod first, and this mod afterwords. Both will modify the intro.rpy file, although his intro.rpy file is exactly the same as the intro.rpy file that comes with D.M.D. I'm guessing that he considered doing some changes there, but ended up not needing to do any.


File is attached. Readme is NOT updated, but the install process is the same (more files are being added though). Feel free to post up any issues you may be having. Remember to drag the /game folder inside the mod folder inside the .7z into your main D.M.D. 0.10 folder, which will merge the two /game folders.
 
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Gio

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dont have .10 here but will try it on .11 when its available
thank you :)
awesome work
 
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OhWee

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Be forewarned that in anticipation of corruption level 7, that I included a transparent pixel for the corruption level 7 graphic, in case someone wants to try this with D.M.D. .11. Of course, I'll be making the appropriate graphic for the new version as soon as I see it, but in the meantime, you'll just have the graphics for penis, etc. points without the pink background with text.

In retrospect, I probably should have just made a pink box, but this should work fine without it. And hopefully I can release the update in short order without any issues. It'll depend on whether anything is changed structure wise in D.M.D. for .11.
 
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paladin07

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Be forewarned that in anticipation of corruption level 7, that I included a transparent pixel for the corruption level 7 graphic, in case someone wants to try this with D.M.D. .11. Of course, I'll be making the appropriate graphic for the new version as soon as I see it, but in the meantime, you'll just have the graphics for penis, etc. points without the pink background with text.

In retrospect, I probably should have just made a pink box, but this should work fine without it. And hopefully I can release the update in short order without any issues. It'll depend on whether anything is changed structure wise in D.M.D. for .11.
Haven't tried it yet but this seems like an awesome mod. Thanks for sharing the fruits of your hard work/skill.
 
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OhWee

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BTW, I'll add the 'non-beta' version to the original post when I'm able to test it in the new version.
In the meantime, here's the link beta version once again (from a few posts above). It works fine with D.M.D. v.10, should work with 0.11 but we'll know soon enough:
 

OhWee

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Quick update:

So the Beta 5 version will work with DMD 11, but not for saves made at the very end of day 10. Mr. Dots changed a couple of things at the end of day 10 in version .11, which break these saves. Earlier saves from day 10 should work fine.

HOWEVER, Mr. Dots designed a new interface for .11, which some people may like better.
The new Mr. Dots interface allows you to delete saves, and will allow you to put text entries on your saves. However, you will only have six saves per page, will lose access to some of your saves (you can edit these manually to fit into the six per page structure, but it's a bit of a pain), will lose future autosaves completely, and will lose the quicksave button, autosaves and the quicksaves pages that I reintroduced.

So, you have a decision to make. More save slots, with a quicksave button ingame and autosaves to fall back on, or the new interface without autosaves and quicksaves.

I'm looking at finding a middle ground, that will allow both, but to be honest the new interface looks less clean to me. So if I do add text entries and a delete button for saves, it'll be styled using the old interface, not the new one.

Here's the link again for version 5 beta:



I'll give the people that want to try my mod with .11 a chance to give some feedback, than I'll add it to the original post after a couple of days.
 

OhWee

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OK, so this is my next goal for this mod:

prototype-autoquicksave_wit.jpg
This is a rough mockup.

So, .11 appends your friendliness, love, and corruption levels to new saves. Existing saves don't have these, although I suppose you could load a save, then immediately save it to the same slot. The abbreviations are confusing people, so my goal here would be to overlay some icons for corruption, friendliness, and love levels, as well as for which day the save is on.

The comment field appears immediately below the save icon. Currently, the game asks you what comment you'd like to make as you do a save. I'd like to look into making these fields clickable, so that you could edit them, or just leave them blank. This would be important for quicksaves, so that you could add comments later if you wished.

Note the red X in the upper right corner. Yep, that's a delete save button.

I moved the 'page numbers' for the save pages, and also the auto and quicksaves, to the left side of the screen.

Also, note that there are 10 save slots. It might take a bit of doing to make an irregular grid like this, but I'll give it a shot. Why NOT have 10 save slots if you can squeeze them in? Plus, the game actually 'banks' up to 10 autosaves and 10 quicksaves if I understand correctly, so I might as well make slot 10 available if I can.

Note the the Save Game Menu Button on the menu has expanded, to make it more clear which page you are on. Yeah, there used to be the banner on the top, but I need that space to pull this off...


This looks much cleaner to me than what I'm seeing in .11, but of course that's my opinion. I'll experiment with this, and in the meantime, comments are welcome!

No promises. I'll need to learn a few new things here to pull this one off...
 
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OhWee

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OK, so I've made some progress.

I figured out how to 'fix' the first blank slot for autosaves and quicksaves. I also have 10 save/load slots working on my pages now.

Here's a screenshot showing my current progress:

prototype-autoquicksave_wip2.jpg
Obviously, I have to move the menu down and to the right, and adjust the background a bit, plus make some new 'selected menu items' icons, but the layout is working at least, and this gives you 10 working save slots on each page.

Note that the first thumbnail in the second row has a gray background. My mouse is hovering over that thumbnail in this screenshot.

Now the hard part, that is adding the icons for corruption level, friendliness, love, and day, and adding the associated text, and also enabling the notation section below the thumbnails, which will be overlaid on top of the rectangles below the thumbnails.

Slowly plugging away...

Edit: So it was pointed out to me that there are 200 save pages in the .11 interface that Mr. Dot's added. If I can, I'll incorporate something similar in this mod. I'm already looking at the code so theoretically this should be doable. I'll keep everyone posted.
 
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OhWee

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Minor update:

Here's an ingame screenshot where I'm at currently with the 10 slots per page, multi-page selecter for the save and load screens:

prototype-autoquicksave_wip.jpg

I will need to either reduce the size of the numbers to allow sufficent room for a second digit, or make the buttons wider. I have room for wider buttons.

Mr. Dots hasn't limited the number of pages you can save games to apparently. I managed to push the picker up into the 300's...

I'm thinking of capping this at 99 pages for artistic purposes (hence avoiding a 3rd digit), which would be 1000 saves, plus 10 quicksave and 10 autosave slots.

I still need to implement the up and down arrows as well. I THINK I have a handle on this, looking at Mr. Dot's code, but of course I need to get it working in the old interface framework... and of course I still need to work out how to add the additional info (friendliness, love, corruption, Day #, comments) into the existing save framework. Mr. Dots made some significant changes to the code, so I'm trying to wrap my head around this.

My thoughts on the up and down arrows are:
single arrow: +/- 10 pages (Mr Dots' interface advances the picker by one page).
double arrow: +/- 20 pages (Mr Dots' interface rolls back the picker to page 1, and there is no double forward).
Minimum pages are at 0-9 of course, max 90-99 (unless y'all really want more save pages than this, at 10 saves per page).

Thoughts?
 
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