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HTML Zoolux Eternum [v0.1.1] [Grimward]

4.70 star(s) 7 Votes

GrimwardGame

Newbie
Jul 7, 2025
43
113
42
Yeah I was on Chrome as well, loaded from a previous completed save, basically there was an HTML error in both scenes, and in specifically the Sadako Rader one, all sliders didnt' change the image/flash anything. In the MH girl one, the radar slider didn't appear at all. I'm guessing maybe it had something to do with my save perhaps - so I'll try from a fresh one to see any let you know whenever I get to it! Despite these hiccups love the game and always excited when I see an update
Thank you very much! I’ll do my best to find the source of the error!
 

lepassager

New Member
Jun 26, 2025
8
1
22
Thank you very much! I’ll do my best to find the source of the error!
So I went in from a fresh save and I still had some weird HTML popups indicating an error BUT everything did work so I was able to progress to the end of the patch. I'm guessing it was something weird with either just my save specifically or some structural change between versions.

But yeah now having completed it I enjoyed the new patch - I think the previous one has been my favourite so far, but I'm very happy with where you're taking everything generally. I think only thing I want a bit more of is zoo content on the planets (love the addition in the ships and love the monsters x humans on the planets) - but obvs that's just my pie in the sky haha

Will continue following your work!
 
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Cyphrus

Newbie
Mar 6, 2017
25
85
195
Thank you very much! I’ll do my best to find the source of the error!
Playing on brave browser, had similar problem to lepassagers. At 0122 a radar slider appears, but moving it around does nothing (not even changing the location of the crosshairs on the image above). At 0145 the event just abruptly ends with an erro code. Relevant error messages in this post's attached files. Also, I would like to point out: when escaping an anomaly by spamming the spacebar, it is very easy to press space one too many times, thus triggering a hyperspace jump that takes you right back into the anomaly.
Thank you, and keep up the horny work
 
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GrimwardGame

Newbie
Jul 7, 2025
43
113
42
Playing on brave browser, had similar problem to lepassagers. At 0122 a radar slider appears, but moving it around does nothing (not even changing the location of the crosshairs on the image above). At 0145 the event just abruptly ends with an erro code. Relevant error messages in this post's attached files. Also, I would like to point out: when escaping an anomaly by spamming the spacebar, it is very easy to press space one too many times, thus triggering a hyperspace jump that takes you right back into the anomaly.
Thank you, and keep up the horny work
Thank you for the error codes. I’ll continue the fight against the invisible adversary. I’ll be uploading a fix soon – I’d appreciate it if you could test it. I’ve downloaded Brave myself and tried it there as well, but for some reason I can’t reproduce the issue on my end, so I can’t properly test my own fix. I’m relying on your screenshots to track down and resolve the problem.

It seems that most of the trouble is coming from elements that contain JavaScript. Because of this, I’m planning to rework those sections and scrap whatever can be removed.
 

Bebaz

Member
Apr 10, 2021
210
52
144
Is there an apk? Or maybe even a "play in browser" version? I'd actually much prefer the 2nd option.
 

allemagne

New Member
Dec 27, 2023
7
9
80
The new update was great-
Where do I find sadako’s dogs? I got the one German shepherd that was sitting in a space capsule.
 
Oct 14, 2020
16
30
80
I think there may be an issue with the effects volume parsing. Any time I hear a sound effect for the first time, it's as if it's set to full volume. Subsequent visits to the planet have the "effects volume" respected correctly (tested on planets 0026 and 0029), but that first one is always deafening. If I update the sound effect volume slider WHILE the loud sound effect is running, it will update to use the correct volume.

At a glance of the massive twine html file, I'm guessing it's to do with with the default case here (stormSound on planet 0029 has similar logic, which is what I've been using to test this):

> run setup.laugSound.volume = (typeof $sfxVol === "number") ? $sfxVol : 1;

Removing this doesn't fix the issue, though, and after trying a few other things, editing the file crashed Vim on my laptop haha. Sorry that's not more useful outside of a problem report -- I barely know JavaScript, let alone the DOM and SugarCube / Twine's nuances.

Tested on Firefox 143.0.4 (64-bit) on Windows 11.

That said, here's a hilariously stupid temporary fix (forces an update to the sound effects slider every 5ms) for anyone with a userscript manager installed that's also very sensitive to loud noises, courtesy of ChatGPT:

JavaScript:
(function() {
    'use strict';

    // *** USER CONFIGURATION ***
    const INTERVAL_DELAY_MS = 5;  // Frequency of volume changes
    const RETRY_INTERVAL_MS = 100; // Retry interval to check for element
    const volume = 0.05; // Change this to whatever volume value you want

    function tryFindElementAndStart() {
        const mediaElement = document.querySelector("#effectsVolumeControl"); // Change selector as needed

        if (mediaElement) {
            console.log("Element found, starting volume control.");

            function setVolume() {
                mediaElement.value = volume;
                // Optionally trigger an input event to make it take effect
                mediaElement.dispatchEvent(new Event('input', { bubbles: true }));
            }

            // Set volume repeatedly
            setInterval(setVolume, INTERVAL_DELAY_MS);

            clearInterval(retryInterval); // Stop retrying once found
        } else {
            console.log("Waiting for effectsVolumeControl...");
        }
    }

    const retryInterval = setInterval(tryFindElementAndStart, RETRY_INTERVAL_MS);
})();
 
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GrimwardGame

Newbie
Jul 7, 2025
43
113
42
I think there may be an issue with the effects volume parsing. Any time I hear a sound effect for the first time, it's as if it's set to full volume. Subsequent visits to the planet have the "effects volume" respected correctly (tested on planets 0026 and 0029), but that first one is always deafening. If I update the sound effect volume slider WHILE the loud sound effect is running, it will update to use the correct volume.

At a glance of the massive twine html file, I'm guessing it's to do with with the default case here (stormSound on planet 0029 has similar logic, which is what I've been using to test this):

> run setup.laugSound.volume = (typeof $sfxVol === "number") ? $sfxVol : 1;

Removing this doesn't fix the issue, though, and after trying a few other things, editing the file crashed Vim on my laptop haha. Sorry that's not more useful outside of a problem report -- I barely know JavaScript, let alone the DOM and SugarCube / Twine's nuances.

Tested on Firefox 143.0.4 (64-bit) on Windows 11.

That said, here's a hilariously stupid temporary fix (forces an update to the sound effects slider every 5ms) for anyone with a userscript manager installed that's also very sensitive to loud noises, courtesy of ChatGPT:

JavaScript:
(function() {
    'use strict';

    // *** USER CONFIGURATION ***
    const INTERVAL_DELAY_MS = 5;  // Frequency of volume changes
    const RETRY_INTERVAL_MS = 100; // Retry interval to check for element
    const volume = 0.05; // Change this to whatever volume value you want

    function tryFindElementAndStart() {
        const mediaElement = document.querySelector("#effectsVolumeControl"); // Change selector as needed

        if (mediaElement) {
            console.log("Element found, starting volume control.");

            function setVolume() {
                mediaElement.value = volume;
                // Optionally trigger an input event to make it take effect
                mediaElement.dispatchEvent(new Event('input', { bubbles: true }));
            }

            // Set volume repeatedly
            setInterval(setVolume, INTERVAL_DELAY_MS);

            clearInterval(retryInterval); // Stop retrying once found
        } else {
            console.log("Waiting for effectsVolumeControl...");
        }
    }

    const retryInterval = setInterval(tryFindElementAndStart, RETRY_INTERVAL_MS);
})();
Thanks for the detailed explanation and for pointing that out!
The issue was caused by the effects volume not being properly initialized, so on the very first playback the sound defaulted to 100% volume.
I’ll fix this in the next update by setting the correct initial value for all Audio objects right from the start.
 
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4.70 star(s) 7 Votes