4.60 star(s) 45 Votes

squirrel24

Member
Game Developer
Mar 12, 2021
439
462
YuriShikane's mods will sometimes lock up the game SR24 during sex scenes. all other training if fine.
i think Eekhoorn123's Witcher girls mod has the wrong json files to run in SR24 as you can find the bots, but no photos of them.
Hi cavebear, I added all 7 of YuriShikane's bot mods to my SR24-0.6.1 game on my PC and bought them all at the flea market. After fixing parts on a couple of them I trained all seven bots in sex a half dozen times each and nothing went wrong. The images and videos all ran properly on my system. Not sure why you're having a problem but since I can't reproduce it there's no way I can figure it out. Sorry.
 

poil

Newbie
May 18, 2017
38
35
Glad you stopped playing 0.5.1, it has a severe bug in the 'Ray's Online' bot store. I'm sorry but if you used the 'Ray's Online' bot store there's a chance you may have corrupted saves. If you have problems you may have to go back to an earlier save or start over.
  • Only the bots section of 'Ray's Online' is affected, the part store section of 'Ray's Online' is OK.
  • The bot store bug was also in 0.4.1.
Ahhh, good to know, I guess I encountered the bug in both 0.5 and 0.4. As I was converting my own mods at the same time I thought it was something in my json (I'm quite dumb when it comes to coding and brackets often get missing).

Now that I know that the issue is not in my mods I'll be able to start a new save without fearing to bug so often. Thanks for the head up and support :)
 
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cavebear

Active Member
Mar 5, 2019
583
152
Hi cavebear, I added all 7 of YuriShikane's bot mods to my SR24-0.6.1 game on my PC and bought them all at the flea market. After fixing parts on a couple of them I trained all seven bots in sex a half dozen times each and nothing went wrong. The images and videos all ran properly on my system. Not sure why you're having a problem but since I can't reproduce it there's no way I can figure it out. Sorry.
it might be my system then, it can run hogwarts legacy with little issue, so i am not sure why it is happening.
 

YuriShikane

New Member
Dec 25, 2017
8
10
YuriShikane's mods will sometimes lock up the game SR24 during sex scenes. all other training if fine.
i think Eekhoorn123's Witcher girls mod has the wrong json files to run in SR24 as you can find the bots, but no photos of them.
I haven't experienced this myself in SR24, it could be because of system performance (I have a 4090). Some of the videos I used are pretty large filesize/high bitrate and they have full audio, too.

Edit: Also I updated some of the bots with new videos
 
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squirrel24

Member
Game Developer
Mar 12, 2021
439
462
I haven't experienced this myself in SR24, it could be because of system performance (I have a 4090). Some of the videos I used are pretty large filesize/high bitrate and they have full audio, too.
I'm jealous! I wish I had a 4090! ;) I have a new PC and the video quality is great (4070 super). All image and video support in SR24 is unchanged from DSCS because I know nothing about this stuff. If something doesn't work I don't know why and can't fix it. :(
 

Komodia

Newbie
Jan 14, 2022
30
33
I will say I have like 50 bots added, and the more you add(maybe also messy mod distribution) the often/intense I get lag in the game. For the Eekhoorn thing, I could be wrong but the json has:
"asset_packs": [
("bots Eekhoorn_ciri","mod_bots Ciri"),
("bots Eekhoorn_triss","mod_bots Triss"),
("bots Eekhoorn_yen","mod_bots Yennefer"),

Yet the bot folders aren't named Eekhoorn_xxx, rather they are just "Ciri", "Triss", "Yennefer". Not sure if that affects the image mapping.
 

squirrel24

Member
Game Developer
Mar 12, 2021
439
462
I will say I have like 50 bots added, and the more you add(maybe also messy mod distribution) the often/intense I get lag in the game. For the Eekhoorn thing, I could be wrong but the json has:
"asset_packs": [
("bots Eekhoorn_ciri","mod_bots Ciri"),
("bots Eekhoorn_triss","mod_bots Triss"),
("bots Eekhoorn_yen","mod_bots Yennefer"),

Yet the bot folders aren't named Eekhoorn_xxx, rather they are just "Ciri", "Triss", "Yennefer". Not sure if that affects the image mapping.
Hi! I was away for a long weekend, sorry this reply took a while. The first item in quotes is information that matches the "asset pack" to the bot in code. The first word is always "bots" and the second is the bot's "model_id" which is how it is identified in code (not the "model_name" which is displayed in the game). The second item in quotes is the path used for the assets (image and video files). The normal path used for bot mods is game\mods\assets\images\mod_bots\[bot identifier]. The bot identifier can be anything but most of the time it is the bot's id or name. The path must include exactly two words that are valid directory names and define the path to the assets. In this case the assets for the bot "Eekhoorn_ciri" are in "mod_bots\Ciri", etc. As long as the two word combination is unique it works. Veteran mod authors know that the "assets\images" path is not mandatory but I strongly suggest following convention if you want people to use your mod without having problems.
 
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Komodia

Newbie
Jan 14, 2022
30
33
Hi! I was away for a long weekend, sorry this reply took a while. The first item in quotes is information that matches the "asset pack" to the bot in code. The first word is always "bots" and the second is the bot's "model_id" which is how it is identified in code (not the "model_name" which is displayed in the game). The second item in quotes is the path used for the assets (image and video files). The normal path used for bot mods is game\mods\assets\images\mod_bots\[bot identifier]. The bot identifier can be anything but most of the time it is the bot's id or name. The path must include exactly two words that are valid directory names and define the path to the assets. In this case the assets for the bot "Eekhoorn_ciri" are in "mod_bots\Ciri", etc. As long as the two word combination is unique it works. Veteran mod authors know that the "assets\images" path is not mandatory but I strongly suggest following convention if you want people to use your mod without having problems.
The more you know! Thanks
 

Happy4now

Newbie
Aug 28, 2017
27
21
Two features that has not been mentioned I wish for are:
1. The ability to turn on DNS by ratings (ie, don't sell parts that are rated C+)
2. The ability when DNS for a part type is on, to sell this specific copy of an item (because it is irrepairable)

Thanks Squirrel, for the work to create an improved version of this game
 
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Freakzoid1

Newbie
Oct 23, 2023
31
19
Why dont you turn the restoration project into its own thread/game here on f95? A lot of people are getting put off by the abandoned tag and its really hard to follow the progress of the project without the changelog
 

squirrel24

Member
Game Developer
Mar 12, 2021
439
462
Two features that has not been mentioned I wish for are:
1. The ability to turn on DNS by ratings (ie, don't sell parts that are rated C+)
2. The ability when DNS for a part type is on, to sell this specific copy of an item (because it is irrepairable)

Thanks Squirrel, for the work to create an improved version of this game
Reasonable ideas, I haven't touched that part of the game yet. I will put these ideas on my list but it's a long list with lots of stuff already. Thanks for your kind words.
 
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squirrel24

Member
Game Developer
Mar 12, 2021
439
462
Why dont you turn the restoration project into its own thread/game here on f95? A lot of people are getting put off by the abandoned tag and its really hard to follow the progress of the project without the changelog
I plan to do that with my next version, should be during the first half of June.
 
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Hermenegild

Member
Sep 18, 2017
453
245
squirrel24, first of all, great thanks for picking up the project.

There are two more things I'd like to see improved: the ability to recognize a part on the first sight, and the speed of part learning.

First, the amount of information you get when seeing a part for the first time (when searching the dump, for example) should depend on how technical you are, and how familiar you are with the particular part model.

Right now the game tells you the model name immediately but it doesn't tell you what it is exactly, so it's on you, the player, to remember that Aria is a class B vocoder. If it happened in real life, you would probably first recognize that what you're seeing is a vocoder, then that it's pretty good, but to recognize it as Aria would require you to see an Aria before, and to see a damage level you would need to know a bit of the inside workings of it.

So, for example, depending on your knowledge level, the message could look like:
  • "You found a vocoder" if your mechanical skill is E or less (I assume you need to be able to tell a vocoder from a powercore if you want to be in this business at all),
  • "You fund a pretty good vocoder" if your mechanical skill is D+ but you haven't seen an Aria before (no skill in Aria),
  • "You found an Aria, a class B vocoder" if you have worked on Aria before,
  • "You found an Aria, a class B vocoder, heavily damaged" if your skill in Aria is E or better,
  • and maybe an even more detailed message if your skill in Aria is C or better.
The primary use would be for the dump or the flea market, but you could extend this to any bot/part you see for the first time. Well, apart from the shops which are required to label their offerings, and to sell them undamaged unless the damage is clearly described.

A similar process could be applied for bots. It's not immediately obvious to me - the player - that AGMX-9 is a cheap female model and AGYS-11 is a cheap male tech. The bot's sex should be visible at the first glance, without having to go home and checking storage. Whether the bot rating would be included as well should depend on your knowledge of the particular model.

The other thing that bothers me is, skill in particular parts is earned too slowly. Even after a long play time, with your mechanical and electronics skills being A+, you would still have only a few part types with your skill at E, and the rest would be at F.

Math says this is kind of expected. If we have 7 kinds of CPUs and there are 7 kinds of bot parts, the experience in a particular part should be earned about 49x as fast as it is for the generic mechanical/electronics skill for them to go hand in hand. If a mod adds a new set of arms and legs, this number can get even higher.

Now in real life you don't get to be an expert on everything, so 49x doesn't make sense. 10x is more in line with reality. Or make the multiplier depend on the number of part types in the game, like if you have 8 kinds of eyes in the game, the part knowledge you get for working on any kind of eyes is multiplied by 8.

I don't think any rebalancing here is needed for the bot model knowledge, just the parts.

Just my $0.02...
 

squirrel24

Member
Game Developer
Mar 12, 2021
439
462
squirrel24, first of all, great thanks for picking up the project.

There are two more things I'd like to see improved: the ability to recognize a part on the first sight, and the speed of part learning.

First, the amount of information you get when seeing a part for the first time (when searching the dump, for example) should depend on how technical you are, and how familiar you are with the particular part model.

Right now the game tells you the model name immediately but it doesn't tell you what it is exactly, so it's on you, the player, to remember that Aria is a class B vocoder. If it happened in real life, you would probably first recognize that what you're seeing is a vocoder, then that it's pretty good, but to recognize it as Aria would require you to see an Aria before, and to see a damage level you would need to know a bit of the inside workings of it.

So, for example, depending on your knowledge level, the message could look like:
  • "You found a vocoder" if your mechanical skill is E or less (I assume you need to be able to tell a vocoder from a powercore if you want to be in this business at all),
  • "You fund a pretty good vocoder" if your mechanical skill is D+ but you haven't seen an Aria before (no skill in Aria),
  • "You found an Aria, a class B vocoder" if you have worked on Aria before,
  • "You found an Aria, a class B vocoder, heavily damaged" if your skill in Aria is E or better,
  • and maybe an even more detailed message if your skill in Aria is C or better.
The primary use would be for the dump or the flea market, but you could extend this to any bot/part you see for the first time. Well, apart from the shops which are required to label their offerings, and to sell them undamaged unless the damage is clearly described.

A similar process could be applied for bots. It's not immediately obvious to me - the player - that AGMX-9 is a cheap female model and AGYS-11 is a cheap male tech. The bot's sex should be visible at the first glance, without having to go home and checking storage. Whether the bot rating would be included as well should depend on your knowledge of the particular model.

The other thing that bothers me is, skill in particular parts is earned too slowly. Even after a long play time, with your mechanical and electronics skills being A+, you would still have only a few part types with your skill at E, and the rest would be at F.

Math says this is kind of expected. If we have 7 kinds of CPUs and there are 7 kinds of bot parts, the experience in a particular part should be earned about 49x as fast as it is for the generic mechanical/electronics skill for them to go hand in hand. If a mod adds a new set of arms and legs, this number can get even higher.

Now in real life you don't get to be an expert on everything, so 49x doesn't make sense. 10x is more in line with reality. Or make the multiplier depend on the number of part types in the game, like if you have 8 kinds of eyes in the game, the part knowledge you get for working on any kind of eyes is multiplied by 8.

I don't think any rebalancing here is needed for the bot model knowledge, just the parts.

Just my $0.02...
Well thought out! While what you say makes sense and would add realism to the game but it also is a lot of coding work for very little outcome. I'll add these ideas to my list but it's already a long list and for the reasons below these ideas will not be worked on any time soon.

When you scavenge a part I'm not sure what you'd do differently if you know you have a "high end vocoder" or an "Aria". More importantly, a scavenged part is immediately placed into inventory and you can go straight to "Status/Inventory" to see it's damage level without even leaving the dump. Trying to hide part information would require significant changes to both the "Status/Inventory" and "Workshop/Inventory" screens. Although I agree it would be better from a realism perspective I'm not willing to put that much work into that aspect of the game right now.

Your analysis of gaining expertise with each part also makes sense from a realism perspective but since this factor has little impact on game play I won't work on it unless I re-do all of the expertise related calculations. As it is now the MC's skill has much more impact than the MC's expertise with a particular part so changing part expertise values would have a trivial effect.

There are a lot of places where the simulation in SR24 and DSCS is less than perfect or unrealistic. My personal favorite is this: how would the MC fix a CPU? Even Intel or AMD have no way to fix a CPU: it either works or it doesn't. To accept that a CPU can actually be fixed I've thought of the "CPU" in the game to be more like "PC" (motherboard-CPU-memory-SSD) which actually can be fixed. Cheers!
 

Hermenegild

Member
Sep 18, 2017
453
245
Well thought out! While what you say makes sense and would add realism to the game but it also is a lot of coding work for very little outcome. I'll add these ideas to my list but it's already a long list and for the reasons below these ideas will not be worked on any time soon.
I can help you with the coding part if you want.

When you scavenge a part I'm not sure what you'd do differently if you know you have a "high end vocoder" or an "Aria". More importantly, a scavenged part is immediately placed into inventory and you can go straight to "Status/Inventory" to see it's damage level without even leaving the dump. Trying to hide part information would require significant changes to both the "Status/Inventory" and "Workshop/Inventory" screens. Although I agree it would be better from a realism perspective I'm not willing to put that much work into that aspect of the game right now.
Assume you're playing with a newly downloaded mod, and you're searching the dump for a vocoder. You found "Madonna". But what is it? is it an S class vocoder, or maybe it's just some low-class tits or medium-class legs? That's why I think it would be worthwhile to actually output some information to the player.

To be honest I didn't know about "Status/Inventory" working in the dump, point taken. On the other hand, it might be difficult to locate the part you just acquired in the inventory.

If there's a shopkeeper bot or a master techie, it should automatically scan, analyze and describe all the parts you acquire.

Again, I can help you with the coding part.

As it is now the MC's skill has much more impact than the MC's expertise with a particular part so changing part expertise values would have a trivial effect.
It would matter a bit more with the changes I proposed, but it's your game, you have the final say.

Also, there's an easy way to make part expertise count much more. The game has no notion of a failed repair: any repair you do gets the part quality up. This isn't realistic, either. You can damage a part even more, possibly destroying it, if you try to repair it without required knowledge or tools (a techie bot?). Such a failed repair would give you very little skill points but it would increase the part expertise much more than a usual repair. On the other hand, high part expertise would be the key to ensuring a repair is successful. This could even vary with the part's rating: F-class parts are simpler, easier to learn and cheaper to destroy than S-class ones. Yes, gaining expertise in an S-class part would be costly as hell...

There are a lot of places where the simulation in SR24 and DSCS is less than perfect or unrealistic. My personal favorite is this: how would the MC fix a CPU? [...] To accept that a CPU can actually be fixed I've thought of the "CPU" in the game to be more like "PC" (motherboard-CPU-memory-SSD) which actually can be fixed. Cheers!
It was bothering me as well. And there's an easy way to fix it if you think about it: just make any non-trivial damage to the CPU make it totally worthless (100% damage and unfixable). The only trivial damage which would be fixable would be if some pins were dented in some way; unless you can think of something else which would also be fixable.

Fixing a motherboard, memory, or an SSD, is also next to impossible, if you think about it. You can replace them, but repairing is out of the question. Ok, maybe repairing a motherboard would be possible with the help of a good tech bot; I can't think of a way to repair anything else, though.

Oh well, I think we're getting nitpicky here, and that kind of details - even if it's realistic - doesn't really belong in the game.

I do have some ideas about how to replace the "CPU" with a software component, but let me think for a while before revealing them here.
 

squirrel24

Member
Game Developer
Mar 12, 2021
439
462
I can help you with the coding part if you want.


Assume you're playing with a newly downloaded mod, and you're searching the dump for a vocoder. You found "Madonna". But what is it? is it an S class vocoder, or maybe it's just some low-class tits or medium-class legs? That's why I think it would be worthwhile to actually output some information to the player.

To be honest I didn't know about "Status/Inventory" working in the dump, point taken. On the other hand, it might be difficult to locate the part you just acquired in the inventory.

If there's a shopkeeper bot or a master techie, it should automatically scan, analyze and describe all the parts you acquire.

Again, I can help you with the coding part.


It would matter a bit more with the changes I proposed, but it's your game, you have the final say.

Also, there's an easy way to make part expertise count much more. The game has no notion of a failed repair: any repair you do gets the part quality up. This isn't realistic, either. You can damage a part even more, possibly destroying it, if you try to repair it without required knowledge or tools (a techie bot?). Such a failed repair would give you very little skill points but it would increase the part expertise much more than a usual repair. On the other hand, high part expertise would be the key to ensuring a repair is successful. This could even vary with the part's rating: F-class parts are simpler, easier to learn and cheaper to destroy than S-class ones. Yes, gaining expertise in an S-class part would be costly as hell...


It was bothering me as well. And there's an easy way to fix it if you think about it: just make any non-trivial damage to the CPU make it totally worthless (100% damage and unfixable). The only trivial damage which would be fixable would be if some pins were dented in some way; unless you can think of something else which would also be fixable.

Fixing a motherboard, memory, or an SSD, is also next to impossible, if you think about it. You can replace them, but repairing is out of the question. Ok, maybe repairing a motherboard would be possible with the help of a good tech bot; I can't think of a way to repair anything else, though.

Oh well, I think we're getting nitpicky here, and that kind of details - even if it's realistic - doesn't really belong in the game.

I do have some ideas about how to replace the "CPU" with a software component, but let me think for a while before revealing them here.
You are really into this! I appreciate the offer to code things but I've never worked with anyone and I'm not ready for another wrinkle developing this game. I'm learning DAZ as I go, I'm learning Renpy/Python on the fly, and I'm a newbie in online forums as well so creating a new page here on F95Zone for SR24 will be challenging for me.

Regarding scavenging parts, I'll take a look at replacing the part name with the part type which makes sense. I'll also take a shot at adding "low end" (F,E), "mid range" (D,C,B), or "high end" (A,S). So "Aria" would become "mid range vocoder". This does make more sense than the part name when scavenging. The flea market will not change and scavenging will only be a text change. You will still be able to go directly to 'status/inventory' and see exactly what you found provided you know what's already in your inventory beforehand.

You're right that sometimes repairs go the wrong way (plumbing for example!) and that you learn more from mistakes than from successes but I'm not going to go there. This is like pealing an onion, no matter how many improvements you make to the simulation there are always more things you could do.

The CPU repair thing is interesting but I don't think it's worth fixing. I'll just go on pretending it's a motherboard/CPU situation and that you can replace components like sockets, connectors, and chips on the motherboard.

I do appreciate your ideas and suggestions and I'm sorry that I'll be doing less than you'd like to see. Cheers!
 

Hermenegild

Member
Sep 18, 2017
453
245
You are really into this! I appreciate the offer to code things but I've never worked with anyone and I'm not ready for another wrinkle developing this game. I'm learning DAZ as I go, I'm learning Renpy/Python on the fly, and I'm a newbie in online forums as well so creating a new page here on F95Zone for SR24 will be challenging for me.
Well, I'm a programmer, I know next to nothing about any kind of 3d modelling. I didn't do much of Python in my career either, but I modded many RenPy games for my own amusement. I guess I'm going to start my own mod... to a mod...
 

squirrel24

Member
Game Developer
Mar 12, 2021
439
462
Well, I'm a programmer, I know next to nothing about any kind of 3d modelling. I didn't do much of Python in my career either, but I modded many RenPy games for my own amusement. I guess I'm going to start my own mod... to a mod...
When you say "mod" I think you mean a new version of the game emphasizing the simulation, right? The stuff you are talking about is more than adding bots, missions, or quests to either DSCS or SR24. I think it would be great if you decide to do this because some people who like DSCS don't like the direction I've gone with SR24. There are people who would prefer that it remain primarily text based except for the sexy pictures of bots. If you've been on the Discord site you know that the DSCS code is available as long as you give Radnor credit for using it. My code is very amateur but if you're interested I'm happy to share it with you too. Cheers!
 
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Hermenegild

Member
Sep 18, 2017
453
245
When you say "mod" I think you mean a new version of the game emphasizing the simulation, right? The stuff you are talking about is more than adding bots, missions, or quests to either DSCS or SR24. I think it would be great if you decide to do this because some people who like DSCS don't like the direction I've gone with SR24. If you've been on the Discord site you know that the DSCS code is available as long as you give Radnor credit for using it. My code is very amateur but if you're interested I'm happy to share it with you too. Cheers!
I'm not planning to create a new fork of DSCS. For now at least I was going to distribute my mod as a patch to your game, a set of .rpy files to overwrite yours. You would be free to incorporate my changes if that would be your wish.

This patch would have to be updated for each release of yours, but that's it. Git helps a lot in this regard. For this I don't even need access to your source code: if you distribute the game the way you do now, with all the .rpy files included, that's enough for me. In fact, these .rpy files are your source code. Some games are distributed with just .rpyc files, and they're harder to modify.

And I'm not going to steal either your work or Radnor's, no worries. Credit where credit is due, and all that. Before I even distribute anything, I first need to have something worthy of distribution. That's not a matter of days but rather weeks.
 

squirrel24

Member
Game Developer
Mar 12, 2021
439
462
I'm not planning to create a new fork of DSCS. For now at least I was going to distribute my mod as a patch to your game, a set of .rpy files to overwrite yours. You would be free to incorporate my changes if that would be your wish.

This patch would have to be updated for each release of yours, but that's it. Git helps a lot in this regard. For this I don't even need access to your source code: if you distribute the game the way you do now, with all the .rpy files included, that's enough for me. In fact, these .rpy files are your source code. Some games are distributed with just .rpyc files, and they're harder to modify.

And I'm not going to steal either your work or Radnor's, no worries. Credit where credit is due, and all that. Before I even distribute anything, I first need to have something worthy of distribution. That's not a matter of days but rather weeks.
I have no concerns about stealing code or getting credit. Radnor gave away his code freely but would like to receive credit for using it.

Regarding making a patch mod, please don't! I've been releasing a new version of SR24 about every 6 weeks and updating your patch mod to work with my amateur spaghetti code will drive both you and game players who use your patch mod crazy. Please find a way to do what you want to do with new files instead of patching existing files.
 
4.60 star(s) 45 Votes