Ranot Posted August 8 Posted August 8 13 hours ago, 唯翼鸟 said: I'm not sure if "???" is a display error in the text—I'm using Chinese. I also noticed something else: when the animation plays, the crown and ruby necklace still appear at their original positions. Honestly, I'm really not sure how the translation stuff works. The "???" could be some untranslated dialogue or maybe an error in getting and displaying the correct text. @LambdaAperator is our Chinese translation expert, so they may have an idea of what's going on.
LambdaAperator Posted August 8 Posted August 8 13 hours ago, 唯翼鸟 said: I'm not sure if "???" is a display error in the text—I'm using Chinese. I also noticed something else: when the animation plays, the crown and ruby necklace still appear at their original positions. 是这样的 模组本身的这个头部字体效果的实现 是不支持中文的 这些翻译都有 但是他们不能正常显示(举例来说 打字机效果是按照字节来读取的 但是我们都知道中文占据两个或者三个字节) 我会再让作者看看更新这些效果的实现的 目前为止的确是没法。 The thing is, the mod's built-in implementation of the head font effects does not support Chinese. The translations are all there, but they cannot be displayed properly (for example, the typewriter effect reads text byte by byte, but as we all know, Chinese characters take up two or three bytes). I will ask the author to look into updating the implementation of these effects. For now, there's really no way around it.
唯翼鸟 Posted August 8 Posted August 8 1 hour ago, LambdaAperator said: 是这样的 模组本身的这个头部字体效果的实现 是不支持中文的 这些翻译都有 但是他们不能正常显示(举例来说 打字机效果是按照字节来读取的 但是我们都知道中文占据两个或者三个字节) 我会再让作者看看更新这些效果的实现的 目前为止的确是没法。 问题是,模组内置的字体效果实现不支持中文。所有翻译都存在,但无法正确显示(例如,打字机效果是逐字节读取文本,但众所周知,汉字占用两三个字节)。我会请作者考虑更新这些效果的实现。目前,这真的没有其他办法。 Thank you for your reply. Indeed, the font supporting Chinese can only be changed separately when only Chinese options are available, just like the Chinese font in the main menu UI is a separate font from others. It seems that the bond with the wolf has been removed from the scope of the extreme content switch. I turned off the extreme content, but the bond with the wolf was still triggered after 5 attempts. I haven't found a fundamental solution to the issue of the wolf's bondage, and the negative effects of this have made it almost impossible to progress through the game normally. From this perspective, enemies in wolf form are even more dangerous.
唯翼鸟 Posted August 8 Posted August 8 In my personal understanding, it is possible to trigger the bond with a wolf 3-4 times before obtaining it for the first time. However, when this wolf dies, instead of spawning a new wolf to bond with, it will be released. Afterwards, upon contact with other wolves, the bond with a wolf can be triggered immediately. I believe this approach not only allows for the experience of the module's content but also avoids becoming a "permanent punishment". I absolutely love your mod and deeply appreciate your dedication. I'm still in the process of exploring it, and I'm eager to offer some constructive feedback for you.
Celestral Posted August 8 Posted August 8 14 hours ago, Crepon said: Hey guys it me again for another bug finding / fixing report! TL;DR: In the release v1.3.5 sometimes the womb content panel stops showing up when hovered with the mouse and only comes back after a while. It is caused by an invalid line of code in the function that generate the texts to display in the panel. Error is at line 117 of files/womb/womb.lua: table.insert(lines, remaining:sub(1, cut):gsub("%s+$", "")) Should be replaced with: table.insert(lines, (remaining:sub(1, cut):gsub("%s+$", ""))) or: local l = remaining:sub(1, cut):gsub("%s+$", "") table.insert(lines, l) Reveal hidden contents Details: I noticed while playing v1.3.5 that sometimes, the womb content panel stops working and doesn't show up when hovering with the mouse. After running the game in dev mode to get the error logs visible i found that when it happens the following error shows up: "Lua error - [string "mods/lewd_noita_redux/files/womb/womb.lua"]:109: bad argument #2 to 'insert' (number expected, got string)" In my game the error is at line 109 and not 117 like i said in TL;DR section 'cause i modified my file a bit (removed some comment lines) but it should be line 117 if you have the unmodified womb.lua from the 1.3.5 release. basically near the end of function ln_gui_wrap_text(gui, text, max_w) So in the faulty line of code is calling the following function: table.insert(lines, remaining:sub(1, cut):gsub("%s+$", "")) the error comes from the fact that gsub returns 2 values respectively the modified string and the number of modified elements. Except table.insert() takes only one argument after "lines" which is a string to insert, OR it can take 2 arguments which are the position to insert the string and then the string. So gsub returns the string + a number which trigger the wrong version of table.insert(), which causes the error. Solution: Either store the result of gsub in a local variable before using it in table.insert() to be sure to discard the additional value, like so: local l = remaining:sub(1, cut):gsub("%s+$", "") table.insert(lines, l) or wrap the whole string-trimming methods-chain in parenthesis to discard the second returned variable, like so: table.insert(lines, (remaining:sub(1, cut):gsub("%s+$", ""))) Ok I hope this will be of some help! Oh yeah, I remember coming across this. Strangely, I've noticed it seems to work fine if you have an infestation.
Crepon Posted August 8 Posted August 8 50 minutes ago, Celestral said: Oh yeah, I remember coming across this. Strangely, I've noticed it seems to work fine if you have an infestation. Yeah the bug happens when a text entry in the panel has to be wrapped (if it is too long for the text box and needs to be split into two or more lines). Most of the time it doesn't trigger if you have an infestation or pregnancy because the second / third column of data added by it, makes the panel wide enough to hold any bit of text in a single line without wrapping. So it mostly only happens when you have no preg/infestation and that one of the text entries is too long to be shown in a single line (usually it's the womb stage description that causes the issue).
Ranot Posted August 9 Posted August 9 Vitalie's trying to figure out a fix for the Chinese translation issue. Aside from that though, I think the next version is about ready to go. So hopefully it'll be available in a day or two. GitGud took a good bit of development time, that and my revisions of the code and the new struggle mechanic slowed things down a bit (My thanks to Vitalie and kobold_tinkerer for putting up with me!). With that out of the way though, hopefully we can put more focus on the content and get working on some more interesting stuff! // Thoughts on future content \\ * I've seen it mentioned enough times, and it's piqued my curiosity as I was browsing through some files. Since we're adding additional enemies/npcs and aren't removing any to balance it out, areas can often feel a bit crowded. So I'd like to add a slider to help adjust things to one's personal preference~ * I'm also thinking that an option for the "Wolf Bonding" mechanic would be a good idea. People's thoughts and opinions on it are all over the place, so making it optional for now may be for the best. I personally have always viewed it as a "You lose, you're now his bitch" sorta thing, so kinda like alternative game over scenario (I didn't make Wolf Bonding, that's just how I've viewed it). Obviously, it can be expanded on so it doesn't have to be like that. I'll also say this... I don't actively do runs of the game. I typically boot up the game, check for a few seconds to test something, then close it. I rarely even enter the cave entrance, lol. So, I don't have an accurate view-point of someone actually trying to WIN the game, just having fun with it. * I think we may be making our GitGud publicly available soon? That way, you can see what's going on, and even contribute if you feel so inclined. * Down the line, I'm also thinking of allowing an alternate colored kobold/mina, and allowing more customizable animations. Both of those will be a LOT of work, so I can't promise either any time soon. I also don't know how much of a performance hit the mod would take trying to implement that stuff (alternate colors primarily), so we'll see. ...oh yeah, I said something about after-death stuff. Whatever we come up with will likely be simple at first, and get more advanced once more customizable animations are available. For anyone that happens to read this, what would be your preferable thing for after-death? (When you would typically see "Game Over") Thanks for reading! Thoughts and opinions welcome! 1
唯翼鸟 Posted August 9 Posted August 9 That's fantastic! Thank you so much. I can't wait to play the new version.
唯翼鸟 Posted August 9 Posted August 9 I found a little bug. When interacting with this monster, it would transform into the appearance of other monsters. Then this monster had a built-in Matter Devouring Field, causing it to fall down all the way. It's a funny bug, hahaha.
kobold tinkerer Posted August 9 Posted August 9 5 hours ago, 唯翼鸟 said: I found a little bug. When interacting with this monster, it would transform into the appearance of other monsters. Then this monster had a built-in Matter Devouring Field, causing it to fall down all the way. It's a funny bug, hahaha. it has two sprites, first is zombie.xml for some reason. fix would be to add exception for this enemy. add check whether the closest enemy to you does not have the name of this flying shit. should be among checks for frozen, electrocuted, on fire etc
kobold tinkerer Posted August 9 Posted August 9 5 hours ago, 唯翼鸟 said: I found a little bug. When interacting with this monster, it would transform into the appearance of other monsters. Then this monster had a built-in Matter Devouring Field, causing it to fall down all the way. It's a funny bug, hahaha. seeing your crown + necklace sprite got me thinking, i should have changed default kobold sprite to be without gold collar, and the necklace you get for 33 orb ending would give you the collar as a necklace 1
唯翼鸟 Posted August 9 Posted August 9 4 hours ago, kobold tinkerer said: seeing your crown + necklace sprite got me thinking, i should have changed default kobold sprite to be without gold collar, and the necklace you get for 33 orb ending would give you the collar as a necklace Oh, Great idea.
Vitalie Posted August 10 Author Posted August 10 22 hours ago, Ranot said: I personally have always viewed it as a "You lose, you're now his bitch" sorta thing, so kinda like alternative game over scenario (I didn't make Wolf Bonding, that's just how I've viewed it). Obviously, it can be expanded on so it doesn't have to be like that. That was literally the entire idea lmao Also yeah the more I dig into the chinese issue with the dialogue the more its looking problematic, I basically need to add in a custom font for it to use manually, going to be a little difficult but I dont think it will be impossible
Ranot Posted August 10 Posted August 10 (edited) 21 minutes ago, Vitalie said: That was literally the entire idea lmao Also yeah the more I dig into the chinese issue with the dialogue the more its looking problematic, I basically need to add in a custom font for it to use manually, going to be a little difficult but I dont think it will be impossible I thought it probably was, lol. I've seen enough complaints about it "ending" their runs and no longer being able to continue (which is kinda the purpose of the mechanic), that it made me second guess it. I personally really like the mechanic and prefer it like that, but I can understand why it's confusing. But darn... I'm sure it is possible, but it sounds like it may take at least a week to get the chinese stuff sorted. Without that though, once we merge the branches I think everything will be stable enough to make another public version. You can check things a bit if you want to make sure everything is good. I didn't add BoxtoBox's most recent animation in there yet. Edited August 10 by Ranot
Vitalie Posted August 10 Author Posted August 10 9 minutes ago, Ranot said: But darn... I'm sure it is possible, but it sounds like it may take at least a week to get the chinese stuff sorted. Without that though, once we merge the branches I think everything will be stable enough to make another public version. You can check things a bit if you want to make sure everything is good. I didn't add BoxtoBox's most recent animation in there yet. Im pretty sure I can handle it its just going to be annoying and take a lot of bug fixing before i can ship it, I already have half of it done, the enemy dialogue is fixed but the dialogue menus are hardcoded english so I basically need to recode a good portion of it or do some jank shit to force it to use chinese. We'll see, It will probably take another day or 2 to really say if I can do it
Ranot Posted August 10 Posted August 10 (edited) 28 minutes ago, Vitalie said: Im pretty sure I can handle it its just going to be annoying and take a lot of bug fixing before i can ship it, I already have half of it done, the enemy dialogue is fixed but the dialogue menus are hardcoded english so I basically need to recode a good portion of it or do some jank shit to force it to use chinese. We'll see, It will probably take another day or 2 to really say if I can do it Gotcha, really doesn't sound like much fun. I'm looking into mob density stuff in the meantime, which isn't difficult... but I'm undecided on how to handle it. It's quite bizarre walking through biomes without a single enemy in sight. Edited August 10 by Ranot
Vitalie Posted August 10 Author Posted August 10 (edited) 41 minutes ago, Ranot said: Gotcha, really doesn't sound like much fun. So turns out im just fucking stupid, I found the solution, updating master on gitgud @LambdaAperator I did some google translate translations since I dont speak chinese and I cannot leave it blank so you need to add the dialogue from the menu's to the translation file nevermind lmao, brain cooked Edited August 10 by Vitalie
Ranot Posted August 10 Posted August 10 13 minutes ago, Vitalie said: So turns out im just fucking stupid, I found the solution lmao, far too relatable. Good job figuring that out. I put an updated png in the club chat if we wanted to use it. OH, and I noticed that the shaman doesn't have audio, which concerns me that there may be some others...
Vitalie Posted August 10 Author Posted August 10 5 minutes ago, Ranot said: lmao, far too relatable. Good job figuring that out. yeah it was far easier than i thought, I just had to actually google things better
QueanBeen Posted August 10 Posted August 10 3 hours ago, Vitalie said: That was literally the entire idea lmao im not against such "game over lite" mechanics, but it dosent really feel like one with its current implementation if im not mistaken you get chained after your 5th time having sex with a wolf, regardless of how long between and which wolf types, for long runs that are speeding through paralell worlds this turns from a risk to an inevatability I feel like the stacks should decay after a while, or lower by killing enough wolves another issue is what happens when you do manage to kill the wolf you are chained to, you get chained to another wolf if any are loaded, which just feels like bullshit to me, espesially with how many are in hell im assuming the idea is to get enough trust by doing the tasks and having sex that you can be unleashed and have the wolf follow you so you can get back to playing the game, but you also added 2 perks that kill the wolf if you have sex with it still, probably best to just add a toggle for it if you think its fine as is, im not the target audience for the mechanic
LambdaAperator Posted August 10 Posted August 10 3 hours ago, Vitalie said: So turns out im just fucking stupid, I found the solution, updating master on gitgud @LambdaAperator I did some google translate translations since I dont speak chinese and I cannot leave it blank so you need to add the dialogue from the menu's to the translation file nevermind lmao, brain cooked Thanks! I will take a look
Ranot Posted August 10 Posted August 10 43 minutes ago, QueanBeen said: im not against such "game over lite" mechanics, but it dosent really feel like one with its current implementation if im not mistaken you get chained after your 5th time having sex with a wolf, regardless of how long between and which wolf types, for long runs that are speeding through paralell worlds this turns from a risk to an inevatability True... it could be a good idea to warn the player, or let them know they're SoL with a message on the screen or something. We'll likely have to add toggles for stuff like this at some point regardless. The struggle mechanic will make this whole thing pretty avoidable though. As it currently is, it wouldn't be difficult to get through the game and break free from every enemy that grabs you. Which hopefully that version will be out soon. @Vitalie just needs to do a few more things before release.
QueanBeen Posted August 10 Posted August 10 6 hours ago, Ranot said: The struggle mechanic will make this whole thing pretty avoidable though. As it currently is, it wouldn't be difficult to get through the game and break free from every enemy that grabs you. im sure it wont be quite as simple as you make it sound and am patiently waiting to see if something other than the tried and tired 'mash movement to escape' system was used (im sorry if I continually come off as sounding overly negative, I really do enjoy this mod, I just have some strong feelings about certian things and dont see a point in bringing up anything that in my opinion needs no improvements, if my feedback dosent feel productive feel free to tell me to fuck off) and I know its probably way too late for these suggestions, but I gotta get them out of my head I think it would be cool if you used your jetpack fuel as 'stamina' for the struggle system and regenerating jetpack fuel was blocked during sex/the after sex exausted animation not only would this make getting grabbed in the air or running out of fuel over enemies much more dangerous, but it would mean you cant just instantly fly away after a failed escape and you cant get as far after a successful one you could also make movement speed and flight speed acale 'struggle power', with required 'struggle amount' scaling with enemy health or something, making trips to high level areas more dangerous if you dont have any movement perks yet, while adding extra utility to acceleratium/levitatium/hastium and increasing the danger of slime/cum stains and being overfilled additionally, as stated in a previous commwnt, hollow eggs should fire their spells when you get grabbed like they do when you get polymorphed and teleporting should count as an escape might also be a good idea to prevent the player from drinking potions and swapping held item via keybinds during sex if possible, you can use the thunder rock to kill enemies by electrocuting the cum they produce
Vitalie Posted August 10 Author Posted August 10 13 hours ago, QueanBeen said: for long runs that are speeding through paralell worlds this turns from a risk to an inevatability if youre at the parallel world stage of the game and dont have a way to kill the wolf yet thats a skill issue
QueanBeen Posted August 10 Posted August 10 28 minutes ago, Vitalie said: if youre at the parallel world stage of the game and dont have a way to kill the wolf yet thats a skill issue in the specific run this complaint originates from I did have the ability to kill them even after being chained, in fact it was even automatic since I had the succubus perk, which I mistakenly thought made me immune to the mechanic I should have stressed earlier that my main issue is that you arent just chained to one wolf and have to kill that one wolf to be free, you have to kill every wolf thats loaded because the chain just jumps to a new one if the one your chained to dies, which I honestly thought was a bug that happened because I had the succubus perk at first its probably not that big of a deal anywhere outside hell since you get at most 5 wolfs in a pack, but the wolf density in hell means you basically have to clear the entire layer to break the chain, which can be quite the task
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