Re: Unofficial SSVM
Posted: Sat Dec 22, 2018 5:25 am
oh this is forum is like a zombie alive but also not dead
vores best friend wrote:Schrodinger's thread
SubZero156 wrote:vores best friend wrote:Schrodinger's thread
can you gimme a link
vore2412 wrote:Can't get out of Lynn, read something about mashing E to reverse the stages of compression but it doesn't seem to work. Very well done, would like a bit more teasing dialogue with being trapped in her womb.
ArgobargSoup wrote:vore2412 wrote:Can't get out of Lynn, read something about mashing E to reverse the stages of compression but it doesn't seem to work. Very well done, would like a bit more teasing dialogue with being trapped in her womb.
If you look around on the Github, you can find a PR I made to fix the Lynn bug... if you know how to tweak the code, you can make the same changes I made to fix it on your end.
Also, character-wise, she tends to convey stuff more through expressions and gestures than words, hence her dialog mostly bein' stuff like ^w^ and *love~*.
...That bein' said... although I can't promise anything big, I've recently got Git set up properly on my computer...
I might be able to provide a slightly fixed version of the mob. No big feature promises like vore mobs or finishing some of Sheight's stuff, but little, less-complicated fixes like the Lynn mob... we'll see. (Please don't bombard me with "I'd like to see this" stuff. )
Nouvi wrote:SubZero156 wrote:vores best friend wrote:Schrodinger's thread
can you gimme a link
...I don't think there's much link to be had. It's by all means a metaphor. Just look up Schrödinger's Cat and maybe, just maybe, you'll understand what it's about.
Only one to ascertain the absolute truth, would be Sheights. If he's still around. Like others, I really do hope he could pop by and just give a lil word on how things goes... it's been an awful long time now.
awdx11551515 wrote:ArgobargSoup wrote:vore2412 wrote:Can't get out of Lynn, read something about mashing E to reverse the stages of compression but it doesn't seem to work. Very well done, would like a bit more teasing dialogue with being trapped in her womb.
If you look around on the Github, you can find a PR I made to fix the Lynn bug... if you know how to tweak the code, you can make the same changes I made to fix it on your end.
Also, character-wise, she tends to convey stuff more through expressions and gestures than words, hence her dialog mostly bein' stuff like ^w^ and *love~*. :P
...That bein' said... although I can't promise anything big, I've recently got Git set up properly on my computer...
I might be able to provide a slightly fixed version of the mob. No big feature promises like vore mobs or finishing some of Sheight's stuff, but little, less-complicated fixes like the Lynn mob... we'll see. (Please don't bombard me with "I'd like to see this" stuff. :P )
I can not find
function interact(args)
if reqTimer < 0.7 then
if #victim > 0 then
if request[#victim] then
if stopWatch[#victim] <= stageInterval then
reqRelease(args)
npc.say("^blue;<3")
end
else
reqRelease(args)
end
else
victim[#victim + 1] = args.sourceId
request[#victim] = true
isPlayer[#victim] = true
world[code][/code].sendEntityMessage( victim[#victim], "applyStatusEffect", effect, duration, entity.id() )
dress()
requestHook(input)
end
do return end
else
reqTimer = 0
end
interactHook()
oldInteract(args)
end
function interact(args)
if reqTimer < 0.7 then
if #victim > 0 then
if request[#victim] then
if stopWatch[#victim] <= stageInterval then
reqRelease(args)
npc.say("^blue;<3")
else
stopWatch[#victim] = stopWatch[#victim] - stageInterval
end
else
reqRelease(args)
end
else
victim[#victim + 1] = args.sourceId
request[#victim] = true
isPlayer[#victim] = true
world.sendEntityMessage( victim[#victim], "applyStatusEffect", effect, duration, entity.id() )
dress()
requestHook(input)
end
do return end
else
reqTimer = 0
end
interactHook()
oldInteract(args)
end
BewitchedTwist wrote:Something equal parts bizarre and unfortunate seems to have happened. I'm not sure why, but two things are occurring consistently:
There are certain areas in my world that forcibly jump me back to the ship when entered, usually following an ungodly lag spike.
When trying to enter some areas on the same planet, I get stuck in beam-down.
Has anyone else experienced this? It is not a huge deal if the worlds in question are lost, I just started the game up again. I just need to know what to do, if anything.
[spoiler][code]copy from starbound.log and paste in between these tags[/code][/spoiler]
BewitchedTwist wrote:I hope this is sufficient. I pasted the whole deal, I hope that's enough. Let me know, y'know?
-snip-
Caused by: (LuaComponentException) Duplicate callbacks named 'effect' in LuaBaseComponent
BewitchedTwist wrote:Gonna be honest. I've done so little, aside from messing around with NPCs, that I won't be sad if I end up just junking the character entirely and using the one that I haven't been messing around with as much. Shame, but I can make it work.
In any case, though, I had one more concern: I haven't been able to access the Food Hall. It, sadly, does not appear to be accessed as the Outpost or the FU's equivalent do. I've been relying solely on /spawnitem and /spawnnpc commands the whole time, which is 100% what caused the fuckup, if what you say is true.
I haven't been able to find the /spawnitem code for the holographic BellyBound store, either, which is essentially what led to me doing everything by hand.
Thoughts on how to correct this? Better yet, does anyone know what the name for that holographic store is for these purposes, if something like that is applicable here?
BewitchedTwist wrote:Every suggestion you have provided has been exemplary and effective! Thank you very much for your help, ArgobargSoup! I've gotten everything back.
BewitchedTwist wrote:Regrettably, I do have one more question- in the case of structures that were once present, such as stationary pred furniture or the tenant badges, I've noticed that sometimes one cannot place an object where the old one was- for example, there is now a floating, solid and nearly-immovable pool of hydrochloric acid where I had the macro Serperior belly piece sitting. I can drain the pool of its actual contents, but there is an indestructible bubble of invisible blocks left there.
In other cases, the game seems to be convinced that there is furniture where there is not. For example, I had a holographic BellyBound store sitting at the end of a bridge. The area that it sat cannot be filled by another holographic store (or anything else, for that matter), even though the space registers as empty visually and to the scanner, if that makes any difference.
I can make it work if this cannot be fixed, of course, but I had to put a bunch of danger signs to remind myself not to get caught under the immovable block things.
A little embarrassing