NajaNaga

Member
Jan 28, 2021
118
98
Thanks. There was nothing about it on the wiki so I just fumbled around
Just in general I wouldn't rely on the wiki too much anymore, if you look at "recent changes" it's gotten pretty dead and stuff like the Races page hasn't been touched in forever. Anything on there is likely to be multiple years out of date, for the parts of LT that have changed at all since then at least.
 
  • Like
Reactions: BaloneyAmone

Dr.Feelgood

Member
Sep 21, 2018
182
230
Y'all'd be in for quite the surprise if you ever actually asked Inno to describe her own code, but do go on, this imaginary version of her is quite entertaining :ROFLMAO:
I mean, we would if we wouldn't instantly get kicked for trying to discuss the subject from her discord/hug box in a way that might potentially lead to some sort of progress. Given how not 100% encouraging Inno in her every endeavor or month long break is enough to earn a swift boot...
 
  • Like
Reactions: Parthornax

Quintilus

Engaged Member
Aug 8, 2020
2,724
7,909
If you're aiming it at that sort of audience, targeting .NET wouldn't be a bad idea. That should allow it to slot into Unity pretty much effortlessly, and I believe there are .NET connectors for Unreal as well. That would also allow it to work with the Mono version of Godot.

Cross-platform desktop support has also been improving drastically in .NET as well, which certainly helps. With the upcoming AvaloniaUI 0.11 offering WPF-style rich text spans, it would be possible to create an LT-like game that wouldn't have to lean on embedded web views.
Debatable.
C++ now have compiler options to let it be translated to pretty much any platform/language in native code.
But yes, on C# its easier, since there are no segmentation fault, in generic case, even if it will be a little bit slower than C++ variant.

"thats just a text game, performance is not important here", yeee yeeee, I know...ooopppsie, my LT crashed due to stack overflow caused by childrens count.
 

Simp Cattu

Member
Feb 5, 2019
120
262
I mean, we would if we wouldn't instantly get kicked for trying to discuss the subject from her discord/hug box in a way that might potentially lead to some sort of progress. Given how not 100% encouraging Inno in her every endeavor or month long break is enough to earn a swift boot...
When I was still in that hell hole, I once asked "Where is the update post?" since she promised earlier that she'd make one by that date, which was already delayed several times. She replied with a crying face, and people started bombarding me with "oh another white name" (means I'm not a supporter) and "she has enough problems" etc. I just noped out of there because nothing good can come out of those pampering white knight behavior. That was years ago and I can't imagine how much it has gone downhill from there.
 

Sarkath

Active Member
Sep 8, 2019
541
919
Debatable.
C++ now have compiler options to let it be translated to pretty much any platform/language in native code.
But yes, on C# its easier, since there are no segmentation fault, in generic case, even if it will be a little bit slower than C++ variant.
Having a library like this in native code introduces a bunch of complications. Namely, the fact that it'll have to be built for every platform. At the very least: one x64 DLL for Windows, ELF for Linux/x64 and Linux/arm64, and Mach-O for macOS/x64 and macOS/arm64. Add in a few more if you want to support 32-bit systems. Cross-compiling is possible, sure, but at some point it'll need to be tested by someone who uses the target platform.

On the other hand, if you create a .NET class library or a Java package, it's one assembly for all platforms. If the code is reasonably well-written, the performance hit will be imperceivable, especially when you consider that C/C++ interop adds extra overhead when used with managed languages (especially if complex types are used). That's the main reason I suggested going that route (that, and the fact that distributing natives can be kind of annoying if you're using a managed language).

Really, though, after some thought I'm not sure how helpful something like this would be considering how many of games seem to use either use Ren'Py or some sort of HTML/JS-based engine (helloooooo Twine!). If they write it in Python as they originally mentioned, at least the folks making Ren'Py games might be able to use it.
 

agrozombie

Member
Mar 24, 2018
335
40
ok i found 2 or 3 major problems id like to address 1 weird crash issue if the game runs too long 2 if not crash it does not save 3 the lag holy crap. i sware i can run subnatica on this pc with verry little lag but this no those are my issues
8 gb ram amd ryzen 9 processor 8 core are my specs video card 2gb ddr4
 

Paril

Newbie
Dec 6, 2021
44
22
Just in general I wouldn't rely on the wiki too much anymore, if you look at "recent changes" it's gotten pretty dead and stuff like the Races page hasn't been touched in forever. Anything on there is likely to be multiple years out of date, for the parts of LT that have changed at all since then at least.
I can tell, but it's not like there's much of choice is there?

On another note, does anyone know that's the requirement to unlock sex actions for nipple penetrations? It's already enabled in the content option, but I just can't find how to do it

Edit: Nvm, I just figured it out right as I typed that in
 

Quintilus

Engaged Member
Aug 8, 2020
2,724
7,909
I can tell, but it's not like there's much of choice is there?

On another note, does anyone know that's the requirement to unlock sex actions for nipple penetrations? It's already enabled in the content option, but I just can't find how to do it
Fuckable nipples.
new.jpg
 

tehlemon

Well-Known Member
Jan 26, 2021
1,224
1,565
ok i found 2 or 3 major problems id like to address 1 weird crash issue if the game runs too long 2 if not crash it does not save 3 the lag holy crap. i sware i can run subnatica on this pc with verry little lag but this no those are my issues
8 gb ram amd ryzen 9 processor 8 core are my specs video card 2gb ddr4
So, we can't help you. Sorry.

The game performance is just bad. It abuses the fuck out of memory, and the only thing you can really do is try to limit the number of NPCs that exist in the world.

For specific bugs, I'd report them on discord. The dev won't admit that she rage follows this thread (aside from the times when she accidentally lets it slip)
 

tehlemon

Well-Known Member
Jan 26, 2021
1,224
1,565
Or contact me and I'll explain how you can run the UI on a separate thread from the game logic to hide the fact that your game stalls so long that Windows thinks it crashed anytime you try and skip time on decently populated save.

Not that you'd need to do something like that if your game didn't borderline crash anytime you skip time. It won't help, but at least you won't see "Not responding!" and the screen turning grey each time you skip a day.

Edit: Also, I'm being heavily sarcastic when I say "decently populated save." Even in my drunken prototyping I've been doing lately I'm dealing with thousands of NPCs across a dozen maps with a few million map cells. Imagine making a game as simple as this and having your system stall to unreasonable levels with only a few hundred NPCs... I'd have to drink even more than normal.
 

Quintilus

Engaged Member
Aug 8, 2020
2,724
7,909
Or contact me and I'll explain how you can run the UI on a separate thread from the game logic to hide the fact that your game stalls so long that Windows thinks it crashed anytime you try and skip time on decently populated save.

Not that you'd need to do something like that if your game didn't borderline crash anytime you skip time. It won't help, but at least you won't see "Not responding!" and the screen turning grey each time you skip a day.
Wont help, at least much.
From quick, diagonal glance on a code it looks like most of stalling happens due to overcomplicated calculations aka "who shit when under which bushes, while walking three meters to the nearby shop for 17 hours". It all should be reduced in size/complexion/quantity, or calculate it all in steps, aka process npcs with id % 13 == 1 on the next player turn, than npcs with id % 13 == 2 and so on. There are wouldnt be a big difference anyway, since its a turn based game.
 

jfmherokiller

Well-Known Member
May 25, 2020
1,181
1,667
Wont help, at least much.
From quick, diagonal glance on a code it looks like most of stalling happens due to overcomplicated calculations aka "who shit when under which bushes, while walking three meters to the nearby shop for 17 hours". It all should be reduced in size/complexion/quantity, or calculate it all in steps, aka process npcs with id % 13 == 1 on the next player turn, than npcs with id % 13 == 2 and so on. There are wouldnt be a big difference anyway, since its a turn based game.
would converting parts of it to some jvm side language make a diffrence? something like kotlin?
 
4.10 star(s) 124 Votes