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jfmherokiller

Well-Known Member
May 25, 2020
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I wonder if we could somehow fix this where instead of a fuck ton of webviews we have one "webview" that works as a server and you access the game via a webrowser. Eg the game will become "headless" and you access it via something like localhost:5555.

Then it would make it theoretically possible to play on mobile if you use something like tailscale.
 

Noah Neim

Well-Known Member
Nov 25, 2020
1,597
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I wonder if we could somehow fix this where instead of a fuck ton of webviews we have one "webview" that works as a server and you access the game via a webrowser. Eg the game will become "headless" and you access it via something like localhost:5555.

Then it would make it theoretically possible to play on mobile if you use something like tailscale.
"Accessability? In my spaghetti framework?!"
 

Sarkath

Active Member
Sep 8, 2019
547
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I wonder if we could somehow fix this where instead of a fuck ton of webviews we have one "webview" that works as a server and you access the game via a webrowser. Eg the game will become "headless" and you access it via something like localhost:5555.

Then it would make it theoretically possible to play on mobile if you use something like tailscale.
That would also be beneficial when running it within the JavaFX container, given that you'd be knocking it down from five WebKit instances to just one.

I imagine memory bandwidth is still going to be a sticking point, though. It seems like flagship handsets rival x86 PCs in that metric these days, but lower end devices would probably struggle pretty hard as the game goes on.
 

jfmherokiller

Well-Known Member
May 25, 2020
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That would also be beneficial when running it within the JavaFX container, given that you'd be knocking it down from five WebKit instances to just one.

I imagine memory bandwidth is still going to be a sticking point, though. It seems like flagship handsets rival x86 PCs in that metric these days, but lower end devices would probably struggle pretty hard as the game goes on.
well the thought process was less so to give them the ability to play and more to refactor the code into something that doesnt make my brain want to die any time I stare into that abyss of pain. Plus I was hoping to kill off most of the javafx stuff so we only need the nashorn framework for the javascript (oh god why is there javascript mixed in with xml) mess.

Phones getting the ablity to play this game was more a bonus afterthought since is UI would be now be hosted via a url like " "
 

Sarkath

Active Member
Sep 8, 2019
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well the thought process was less so to give them the ability to play and more to refactor the code into something that doesnt make my brain want to die any time I stare into that abyss of pain. Plus I was hoping to kill off most of the javafx stuff so we only need the nashorn framework for the javascript (oh god why is there javascript mixed in with xml) mess.
Hah, yeah, excellent point. Considering the only thing the game is using JavaFX for is hosting WebViews, that's definitely viable.

As far as Nashorn is concerned: last time I was digging through this thing I noticed that the only thing the JavaScript engine is really used for is parsing expressions. Replacing it with an lighter expression parser* might be a good idea.

*I experimented with SpEL a few years ago and that seemed to work fairly well, though I'm not sure how much extra overhead pulling in the Spring library would add. I can't imagine it would be worse than a whole-ass JavaScript library, though.

Phones getting the ablity to play this game was more a bonus afterthought since is UI would be now be hosted via a url like " "
inb4 you Dockerize Lilith's Throne. ;)
 

sojocal

Member
Jun 2, 2020
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As far as Nashorn is concerned: last time I was digging through this thing I noticed that the only thing the JavaScript engine is really used for is parsing expressions. Replacing it with an lighter expression parser* might be a good idea.
When yoiu say parsing.... do you mean regex? or Javascript.
 

Sarkath

Active Member
Sep 8, 2019
547
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When yoiu say parsing.... do you mean regex? or Javascript.
I guess it's technically JavaScript, but all the game is really doing is shoving a bunch of game variables into Nashorn (the JavaScript interpreter) and using if/else blocks to determine which story blocks to display. The rest of the game's logic is still being done through other means, like Java.

I haven't looked at the source code for a while, but to get an idea of what I mean take a look at the story XMLs. Whenever you see a conditional, that's being parsed by Nashorn.

I suggested (and at one point toyed with) replacing it with a dedicated expression parser like Spring Expression Language to attempt to reduce bloat and increase performance.

The other option would be moving more of the game's scripting into JavaScript, which would give modders a bit more power.
 

DarthSion98

Member
May 31, 2020
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I guess it's technically JavaScript, but all the game is really doing is shoving a bunch of game variables into Nashorn (the JavaScript interpreter) and using if/else blocks to determine which story blocks to display. The rest of the game's logic is still being done through other means, like Java.

I haven't looked at the source code for a while, but to get an idea of what I mean take a look at the story XMLs. Whenever you see a conditional, that's being parsed by Nashorn.

I suggested (and at one point toyed with) replacing it with a dedicated expression parser like Spring Expression Language to attempt to reduce bloat and increase performance.
Nashorn after running LT:
abc.jpg

The other option would be moving more of the game's scripting into JavaScript, which would give modders a bit more power.
That would never happen, lol.

Is there a mod that puts in pics for the random Chars ?
I mean just like basic pics of the race or something like that
Nope. Inno and Co. like strict control over their IP, much like every big corpo.
 

DarthSion98

Member
May 31, 2020
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I've said this once and I'll say it again, if anyone want to create a game like LT (but with an actual update timeline), I can do the writing and worldbuilding, but I'll need a couple of people to do the art and programming.

There's this idea I shelved a long time ago regarding a massive labyrinth like the one in Maze Runner, but populated by fantasy races. Newcomers appear in certain spawn points in the maze and they have to find their way out. The maze is sentient and changes every now and then.
 

sgb3

Active Member
Dec 14, 2019
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I definitely think any attempt to make your own LT style game would need to be more like BDCC, and have a much more limited scope and scenario. Even if Inno wasn't a lazy hack, the planned game world is simply too large to be finished by a small team. You'd keep getting bogged down with NPCs and events in each zone, and of course in any crowdfunded game (particularly ones that pander to furries) you have the large donors trying to push their own fetishes and OCs that you may not be able to ignore due to finances.
 

DarthSion98

Member
May 31, 2020
477
567
277
I definitely think any attempt to make your own LT style game would need to be more like BDCC, and have a much more limited scope and scenario. Even if Inno wasn't a lazy hack, the planned game world is simply too large to be finished by a small team. You'd keep getting bogged down with NPCs and events in each zone, and of course in any crowdfunded game (particularly ones that pander to furries) you have the large donors trying to push their own fetishes and OCs that you may not be able to ignore due to finances.
You gotta dream big, otherwise you end up in a dump like Inno forever condemned to swirl around it.
A maze would be very handy as well, new sections can simply be added as mods and updates.
 

str8up

Forum Fanatic
Jun 4, 2020
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You gotta dream big, otherwise you end up in a dump like Inno forever condemned to swirl around it.
A maze would be very handy as well, new sections can simply be added as mods and updates.
theres far to many games with puzzles and mini games in them already dont be given this dev ideas for them
ya want that kinda rubbish go play something else allow us grown ups to finally have a peaceful game to enjoy
 

amaranta

Newbie
Jun 26, 2020
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Even if Inno wasn't a lazy hack, the planned game world is simply too large to be finished by a small team. You'd keep getting bogged down with NPCs and events in each zone
Depends. As example, Masters of Raana. Can`t say I like it, but I can admit the productivity of dev. Last year has a decent progress.
Basically it's all about passion with a bit of structured approach. So long ppl want to do it and don`t create too much problems for themself, they can do it.
 

BaloneyAmone

Active Member
Mar 3, 2021
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wheres the save files location and also wish we had option to save/load from disk give us more control over our saves
also how do we open debug menu so can type in buggy ?
...the game does let you save/load from disk by going to settings -> save/load -> double click the floppy disk to save and the arrow one next to it to load that save. If you can't make saves, it's because you have the game in a directory where it can't write files, such as Program Files (x86), and you should move it from there.
As for the debug menu, you have to type it on your keyboard in any non-dialogue, non-encounter scene, e.g. while walking around the map.
 

CaptainBipto

Well-Known Member
Sep 20, 2018
1,452
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wheres the save files location and also wish we had option to save/load from disk give us more control over our saves
also how do we open debug menu so can type in buggy ?
The save location for saves is in Data\Saves.
So, go to your game folder for LT and there should be a folder called Data. Go into that folder and there should be a folder called saves. Go into that folder and you should find all of your saves.

I am not sure why you need a separate save location to dump your save files into.
The game allows you to name each save file you create, giving you practically unlimited saves. There is no need to have a save to disk option when you can do as Baloney said and click on settings>save/load and then save, load, or create a brand new save by merely changing the name of the save file.
 
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