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SIM [Old Huntsman] Jack-o-nine-tails [SLG]


Seth_Bloodmoon

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Re: [SLG] Jack-o-nine-tails

Russian community patch that fix almost everything dl.dropboxusercontent.com/u/67382680/jack_07_05_14.rar, only cyrrilic ofc.
The translation will still work with the patch? Just want to be sure before I apply it.
 

bloquer

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Re: [SLG] Jack-o-nine-tails

Russian community patch that fix almost everything dl.dropboxusercontent.com/u/67382680/jack_07_05_14.rar, only cyrrilic ofc.
Well, I do think that means it will be in Russian with the cyrillic alphabet.
Else: Save a copy of the game and then patch the copy.
 

stuntcock42

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Re: [SLG] Jack-o-nine-tails

The translation will still work with the patch? Just want to be sure before I apply it.
Nah; it's a replacement for the Russian .qsp file. Since the QSP language is a bit old-fasioned, it embeds strings directly into the source code (a more flexible/modern language puts strings into external resource files, so that you can apply a backend code patch without disrupting the UI at all, or make spell-corrections without the need to recompile anything).

In order to get the community fixes, someone would need to hand-merge the updated source code (from , I think) with Monceber's English-translated files. Auto-merge tools exist, but they just accelerate the process (reduce the tedium) rather than automating it entirely. There are also a few English-translated images to worry about, but that's just a matter of overwriting a few files while copy/pasting.

It would add a lot of extra work for Monceber to incorporate code patches along with the translation (and then test everything, of course!). We should be grateful for the work he's already done, and not tempt fate by asking for more :)
 

Seth_Bloodmoon

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Re: [SLG] Jack-o-nine-tails

Nah; it's a replacement for the Russian .qsp file. Since the QSP language is a bit old-fasioned, it embeds strings directly into the source code (a more flexible/modern language puts strings into external resource files, so that you can apply a backend code patch without disrupting the UI at all, or make spell-corrections without the need to recompile anything).

In order to get the community fixes, someone would need to hand-merge the updated source code (from , I think) with Monceber's English-translated files. Auto-merge tools exist, but they just accelerate the process (reduce the tedium) rather than automating it entirely. There are also a few English-translated images to worry about, but that's just a matter of overwriting a few files while copy/pasting.

It would add a lot of extra work for Monceber to incorporate code patches along with the translation (and then test everything, of course!). We should be grateful for the work he's already done, and not tempt fate by asking for more :)
Thanks for the response! Glad I asked before just applying it then! Definitely appreciate Moncever's translations. I can live without the patch, lol.
 

Gambit3010

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Re: [SLG] Jack-o-nine-tails

Hey stuntcock what are you using to edit the game?
 

stuntcock42

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Re: [SLG] Jack-o-nine-tails

Hey stuntcock what are you using to edit the game?
More information about cheating and memory stuff below; skip it if you're not interested in cheating or if you get bored easily.

QGen is the software used to review and edit the source code. Its developer is a Russian company (website ), but it's fairly easy to find a download link (e.g. ). The actual IDE is usable in English, and the source code is recognizable apart from some poor spelling (most of the embedded strings are still in Cyrillic text, of course). As far as I can tell, the software is completely free to use (Jack-O-Nine-Tails even mentions copyleft).

Cheat Engine ( ) is the software that I use to inspect memory structure and create trainer applications. There are alternatives (such as ) for video game cheating, and there are more powerful tools (e.g. for testing memory security, analyzing and optimizing subroutine performance, or for breaking DRM) but Cheat Engine has the virtue of being fairly usable even if you're not a programmer. One minor warning: you shouldn't try to use it to cheat with online games (such as MMORPGs) - it tends to violate their EULA or ToS, their client software will usually detect its activity, and you might get your account banned. Cheat Engine is free for personal use.

Both of these cheat tools have online communities who create and share "tables" of memory addresses for popular games, so you usually don't need to spend hours hunting down memory pointers. Unfortunately, most of the games discussed on ULMF are too small-scale to attract the attention of experienced cheat-gurus.

If you're interested in testing out the cheat table shown in the previous screenshots, I've uploaded the incomplete file . I can't guarantee that this will work at all. You might load it up and see random gibberish numbers in each field - if so, just let me know that it's broken (preferably with a screenshot). Even if it does work, I'd recommend against saving-over any existing Saved Game files - just save to a new file (or backup your old files before you start cheating) in case something goes wrong.

One important limitation - due to the way that the QSP engine allocates memory, it is NOT always safe to modify skill values. If you see an unusual value (such as "secretary = 7918283912") then the corresponding variable has not yet been allocated. What you need to do is train the skill normally within the game (e.g hire a tutor, fight in the arena, etc) until you have at least one rank. Then you should see a sensible value (such as "secretary = 1") which you can adjust (e.g. "secretary = 5", with 5 being the maximum rank for pretty much everything). If/when I convert the cheat table into a trainer application, I'll include some scripting so that the user doesn't need to worry about it.

Also - the game display uses HTML, so editing a value will not produce an immediate visual response in-game. You'll need to force the game to refresh its UI (e.g. leave the house, then return to the house) in order to see the change that you've made.

P.S. If you decide to experiment with the cheat table, then could you send me some feedback after you've poked around with it for a few minutes? There's a lot more work to be done on my end (e.g. tracking down the addresses for the Guy's skills, house status variables, and the entire "second girl" memory structure) and it would be reassuring to know whether the end results will actually be usable by other people.
 

magotpie

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Re: [SLG] Jack-o-nine-tails

Any idea what the other spells do?
i know the 1st one is to inspect the girl's aura.
the others are gibberish to me.
 
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Monceber

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Re: [SLG] Jack-o-nine-tails

How do you fight Lanista (that gladiator chick) in coliseum?
You need to be famous, I reckon.

Other than for being able to sell to that animal farm place, what's the point of training dog boar and horse?
Fetish.

Whats the difference between hiring a tutor and sending off to class?
As far as I remember, tutor gives more experience --> skill is learned faster.

Even when I'm buying my own food and not sending off any of my slaves or assistant to buy food, I still get 300+ in food bills, why?
It may as well be bug - for the time being consider it to be expenses for preparing that food.

Also, version related question: I crash whenever I try to equip armor on my slave, or any of those four special items from special missions. Is it fixed in any of the recent versions?
Hm, either it's certain specific armor or other conditions - I tried equipping Gothic armor in fresh sandbox start and everything is fine. If problem persists, you might want to pm that save file to me - no promises, but maybe I'll see where the problem is.

Any idea what the other spells do?
i know the 1st one is to inspect the girl's aura.
the others are gibberish to me.
This topic is not that big yet, so it would be great if you could skim through it before asking the question. Given, that this is the third time.
1) Auspex - see auras
Cruciato - punish according to misdeed level without causing fear
Delikacia - reward according to achievement level without spoiling slave
Sententia veritas - makes slave to feel her accomplishments or misdeeds more keenly
Magna Magnifika - grants an aura of dominance
Tremendio - imbue terror
Domini Dictum - absolute obedience
Adverto Servili - magical brand
P.S. I'm aware of that patch and fan patches. At first I planned to finish translation and only after that look into any kind of side changes, but... after I saw differences between vanilla and patched version (refer to attachment, yellow indicates changes), I decided I'd rather not spend my time on that. Well, it would be much wiser to start translating already patched version, but I got to know about it only after I started this topic... so, yeah, maybe when I finish translation I'll look into mist severe bugs and get their fixes from patch, but no promises here either.
 

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BreezeIndigo

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Re: [SLG] Jack-o-nine-tails

So uh...I might have just spent all day yesterday manually merging that community patch into jack_en with notepad++ and the compare plugin.

A few points to note though:

  • I'm not particularly experienced with programming, so all I've done is compare each script from the patch to the English version and copied over any updated logic.
  • Because of this, there's probably a middling chance I've introduced a few bugs of my own (yay!), but I spent half of last night squashing the obvious ones. At the moment, the basic stuff seems to work.
  • Save games are not compatible. Sorry. Blame QSP, not me.
  • It looks like around 70% of that community patch is minor corrections to the original author's spelling or grammar (in Russian!). Naturally, I've more or less ignored all that. Another 20% is minor corrections to misspelling in the script functions which probably accounted for a few bugs. Other than that, they tidied up a few functions so the overall file is actually smaller.
  • In other words, nothing earth-shattering changes. Frankly, I only did this because I'm an obsessive twat.
  • I've also altered some of the translated traits and their descriptions. I felt the wording was a bit odd in places so I've tried to make it a bit more logical. If you think I'm an evil pig-bastard for doing this then so be it.

Anyways, here's a mega link (I can't post actual links, I assume, first post and all that):

https://mega.co.nz/#!osRw1CrI!Dz1-U6Q0ARQ8wRmiNHfmI9TkklO4VzwQds9I229yS9E

On an unrelated side note, I've given some thought to machine translating the non-gameplay related flavour text. Location descriptions, stuff like that. If OP doesn't mind and there's an interest in it, it might free him up to translate important stuff. Who knows.
 

stuntcock42

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Re: [SLG] Jack-o-nine-tails

So uh...I might have just spent all day yesterday manually merging that community patch into jack_en with notepad++ and the compare plugin.
<snip>
I've downloaded it and it's working well here. The game is playable and stable, but it's much too large to test rigorously. For example: the nutrition/starvation scripting is fairly complex, and there could be a weird edge-case in which a girl lactates to death because her boobs are too big for her body - but it would take hours just to write out all of those test cases, let alone run them. Because of the logistical difficulty of collaboration (merging machine-translation with hand-translation with community code-patches with custom fixes with new content and -god forbid- custom characters), even a 1-line fix for an obvious bug introduces the risk of codebase fragmentation. I'm going to keep my efforts focused on memory manipulation.

On the plus side, most of the cheat stuff still works (at least on my PC) so if we do run into minor annoyances then users may be able to work-around them using trainer functions (rather than waiting for a code patch).

I agree with the English changes that I've seen so far (e.g. 'acumen' --> 'intellect'). The former terms were technically correct, but the replacements use a more "natural" or "conversational" English dialect which will probably be easier for users to recognize.

I can't comment on the traits because I haven't yet figured out how to forcibly add or remove them. I've seen "Hikkomori" which could probably be translated to "Agoraphobic" or "Anti-Social" (probably the latter - Latin terminology is usually preferable to Greek when writing for a lay audience). So long as each trait includes a "tooltip" with a more detailed explanation, though, the name isn't especially important.

At this point, we'll need to wait and see how Monceber reacts to the work that you've done. I guess that it depends on how much progress he's made since the v0.3 translation package, and whether he's willing to abandon that work in order to take advantage of the code that you've provided.
On an unrelated side note, I've given some thought to machine translating the non-gameplay related flavour text.
A word of caution here: there are some literal strings which may appear to be flavour text but which actually have an impact on code. For example:

Code:
file = interaction, lines 512-537

 $place = 'lab'
 $return_lock  = 'menu_form'
 $get_pot = 'самогон'
...
  dynamic "<<$get_pot>> += 1"
If you change this single instance of 'самогон' then you'll screw up the alchemy behaviour. If you change every instance of 'самогон' (and change them all to the same English string) then we'll be fine. If you leave the code-type instances of 'самогон' intact, and just translate the UI-related instances, then we'll also be fine.

Since it's a dynamically-evaluated function, you wouldn't get a compile-time warning if there's inconsistency in the spelling or translation. It's the sort of error that won't be noticed until a user tries to fiddle with alchemy (and even then, they wouldn't know whether it failed because their character is unskilled, or because they have the wrong recipe, or because alchemy is supposed to fail randomly, or because alchemy isn't fully implemented yet, or because the alchemy code was accidentally broken during translation). And even if it's a one-line fix in the code, users will be reluctant to fix it (because they'll lose access to saved games).

----------

Spending time with this game is weird; it feels like domestic abuse. I have a lot of respect for the people who've clearly put so much effort into coding and translating everything, yet the QSP system itself seems to interfere with each attempt at collaboration or improvement. I'll stick with it and contribute what I can, but I can't ignore the fact that things would be much nicer if we were working from a more modern framework.
 

BreezeIndigo

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Re: [SLG] Jack-o-nine-tails

I've downloaded it and it's working well here. The game is playable and stable, but it's much too large to test rigorously. For example: the nutrition/starvation scripting is fairly complex, and there could be a weird edge-case in which a girl lactates to death because her boobs are too big for her body - but it would take hours just to write out all of those test cases, let alone run them. Because of the logistical difficulty of collaboration (merging machine-translation with hand-translation with community code-patches with custom fixes with new content and -god forbid- custom characters), even a 1-line fix for an obvious bug introduces the risk of codebase fragmentation. I'm going to keep my efforts focused on memory manipulation.
Funny you say that. I more or less assumed that I'd probably introduced some small bug somewhere that one time every one thousand causes your slave to explode, or grow an extra arm or something funky like that. I briefly tested the core functionality, but here's hoping nothing else is too far broken. Sadly, this is a game ill suited for ease of debugging/testing.

On the plus side, most of the cheat stuff still works (at least on my PC) so if we do run into minor annoyances then users may be able to work-around them using trainer functions (rather than waiting for a code patch).
Knowing what the trainer is having a poke at would probably help point the bug. I ran into a lot of bugs yesterday after the first merge with stray formatting and I noticed the original source code suffers from a number of typos. Frankly my only real resort at this point is to wait for you guys to find a bug and then poke at the relevant scripts until something makes sense.

Side note, I had a look at the code this morning with the hope of figuring out what the exact requirements are for stuff like selling the slave to the farm. All I've got so far is that he wants D grade slaves with pet specialisation and he has a fairly low 'demand_rating' value which is checked against your slave's 'rating' and 'charm' values. I'm not going to discuss how damn hard it is to figure out where and how those values are calculated. Was hoping to shed some light on requirements for some of these places, but I think I'm just going to go and cry in a corner now.

I agree with the English changes that I've seen so far (e.g. 'acumen' --> 'intellect'). The former terms were technically correct, but the replacements use a more "natural" or "conversational" English dialect which will probably be easier for users to recognize.

I can't comment on the traits because I haven't yet figured out how to forcibly add or remove them. I've seen "Hikkomori" which could probably be translated to "Agoraphobic" or "Anti-Social" (probably the latter - Latin terminology is usually preferable to Greek when writing for a lay audience). So long as each trait includes a "tooltip" with a more detailed explanation, though, the name isn't especially important.
Some of the traits I've left alone for now. I figure I'll just translate the common stuff that's bothering my obsessive personality and leave the rest and see how the translation develops.

At this point, we'll need to wait and see how Monceber reacts to the work that you've done. I guess that it depends on how much progress he's made since the v0.3 translation package, and whether he's willing to abandon that work in order to take advantage of the code that you've provided.
Yeah I took a bit of a risk there. Hoping he doesn't hate on me for jumping on his party.

A word of caution here: there are some literal strings which may appear to be flavour text but which actually have an impact on code. For example:

Code:
file = interaction, lines 512-537

 $place = 'lab'
 $return_lock  = 'menu_form'
 $get_pot = 'самогон'
...
  dynamic "<<$get_pot>> += 1"
If you change this single instance of 'самогон' then you'll screw up the alchemy behaviour. If you change every instance of 'самогон' (and change them all to the same English string) then we'll be fine. If you leave the code-type instances of 'самогон' intact, and just translate the UI-related instances, then we'll also be fine.

Since it's a dynamically-evaluated function, you wouldn't get a compile-time warning if there's inconsistency in the spelling or translation. It's the sort of error that won't be noticed until a user tries to fiddle with alchemy (and even then, they wouldn't know whether it failed because their character is unskilled, or because they have the wrong recipe, or because alchemy is supposed to fail randomly, or because alchemy isn't fully implemented yet, or because the alchemy code was accidentally broken during translation). And even if it's a one-line fix in the code, users will be reluctant to fix it (because they'll lose access to saved games).
Yeah I learnt that one the hard way. At one point I did contemplate correcting all the misspelt English variables, but I'm glad I rapidly discarded that idea as suicidally overdoing it. My general rule is that I'll touch something that looks like a sentence, where I can take a machine translation and infer meaning from context.

Spending time with this game is weird; it feels like domestic abuse. I have a lot of respect for the people who've clearly put so much effort into coding and translating everything, yet the QSP system itself seems to interfere with each attempt at collaboration or improvement. I'll stick with it and contribute what I can, but I can't ignore the fact that things would be much nicer if we were working from a more modern framework.
Yeah, I think I might've gotten an RSI from all the copy-pasting and editing of code yesterday. I woke up this morning and I'm still keen to have a poke at it. I love the complexity of the mechanics. There's some code in there that suggests some sort of factional reputation system is in the works, which is why there's all those administrative buildings in each quarter. I'm yet to see any evidence of an implemented faction system, but I think it could've been amazing. Oh well.

Unrelated question:
What scripting language is QSP based on? Is there documentation for it somewhere?
 
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Monceber

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Re: [SLG] Jack-o-nine-tails

So, one of guys who work of these patches contacted me yesterday and strongly advised me to merge it with translation. Well, I decided to give it a second though and what do I find when I come to this thread? It appears that has already done that BreezeIndigo. And you expect me to hate you for work you've done? That's damn wrong - I'm actually thankful for your effort, and seeing that it works properly it's just a great news. I didn't have much progress towards next update anyway and that small changes I've done are definitely are easier to merger than the whole patch. So, yeah, thanks again for the work you've done. I'll need to check it on my side, but I'm pretty much sure I'll be picking your file and continuing with it.

In regards of translation. I thought about translating 'hikikomori', but I decided to stick with it, seeing as it's both pretty well-known Japanese word and used in original. But maybe that's just my subjective opinion and if you think there's a more fitting word than that can easily be changed.
About 'acumen' - well, the thing is the Russian counterpart used not the direct word 'intelligence', but a literary synonym for it. So I kept the original word and chosen 'acumen' as I thought it to be the closest (there were other options like sagacity, gumption and nous). But well, I'm not a native English speaker, so I didn't quite take into the account conversational language specifics. So if it's more natural, than so be it, can't really argue against a valid point :)
 

BreezeIndigo

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Re: [SLG] Jack-o-nine-tails

So, one of guys who work of these patches contacted me yesterday and strongly advised me to merge it with translation. Well, I decided to give it a second though and what do I find when I come to this thread? It appears that has already done that BreezeIndigo. And you expect me to hate you for work you've done? That's damn wrong - I'm actually thankful for your effort, and seeing that it works properly it's just a great news. I didn't have much progress towards next update anyway and that small changes I've done are definitely are easier to merger than the whole patch. So, yeah, thanks again for the work you've done. I'll need to check it on my side, but I'm pretty much sure I'll be picking your file and continuing with it.
Awesome, just mind my previous disclaimer about new bugs and all that.

EDIT:

Anyone have a notion of what the '*p' preceding CSS tags in the code is all about?
 
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Sydcarp

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Re: [SLG] Jack-o-nine-tails

Think I might have found 1 error with the bug update, slavemaster cannot use the hospital to heal. Just gives me the 'refuse services' with him.
 

nonameforme

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Re: [SLG] Jack-o-nine-tails

I am having a problem with my slave keep having her health declining. Initially everything was normal until one day, it start to drop 1 level a day until she die.

I am thinking that her complaining about 'always hungry' is the problem. But she always complain like that for 20+ day and I have A food every day from my assistance so I am not sure.

BTW. Where do I brand my slave?????? and how can I train my assisstance with 'fiend taming'??
 
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BreezeIndigo

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Re: [SLG] Jack-o-nine-tails

Think I might have found 1 error with the bug update, slavemaster cannot use the hospital to heal. Just gives me the 'refuse services' with him.
If this is related to the rotphilis dripping dick thing then it's not a bug introduced by my patch version. As far as I can tell that persists through healing at the hospital even in Monceber's version.

If that's not what you're referring to then, I did notice that selecting a healing service no longer throws you back to the main window and forces you to take diagnostics again, so clearly some code there has been changed. I'll look into it next I have access to QGen.
 

stuntcock42

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Re: [SLG] Jack-o-nine-tails

I am having a problem with my slave keep having her health declining. Initially everything was normal until one day, it start to drop 1 level a day until she die.

I am thinking that her complaining about 'always hungry' is the problem. But she always complain like that for 20+ day and I have A food every day from my assistance so I am not sure.
Simplest answer: you had good food available, but you told your slave "here's half a plate of good food. You don't get to eat anything else." If you make her do strenuous work (and/or she gets sick) then the default feeding policy won't suffice. The health-loss was delayed because her body burned off any available fat (ie. she lost weight) until nothing was left and then she started to die.

The nutrition/starvation code is complex, and some of the details are hidden from the player (because the text hasn't yet been translated, or because the numbers don't appear in the UI and you need to figure it out based on the girl's dialogue). This is one of the main reasons that I'm writing a trainer application: so that players can activate a minor cheat (e.g. "prevent Endurance from declining") when they've encountered a game mechanic that they don't understand.
BTW. Where do I brand my slave?????? and how can I train my assisstance with 'fiend taming'??
Quarter of the Outcasts (fourth option in city view) >>> Patterns of Uncle Bo (second option) >>> Brand-tattoo (fourth option)

No idea about fiend taming.
 

nonameforme

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Re: [SLG] Jack-o-nine-tails

Simplest answer: you had good food available, but you told your slave "here's half a plate of good food. You don't get to eat anything else." If you make her do strenuous work (and/or she gets sick) then the default feeding policy won't suffice. The health-loss was delayed because her body burned off any available fat (ie. she lost weight) until nothing was left and then she started to die.
I think I quite get it, so the nutrition? (most bottom check in weight section) didn't mean she will eat to sustain her health? And if she keep complaining about the taste even with green cooking. I have to give her more food too?

Quarter of the Outcasts (fourth option in city view) >>> Patterns of Uncle Bo (second option) >>> Brand-tattoo (fourth option)

No idea about fiend taming.
Thank a lot for your answer. I thought I have to do it in slave guild (Like making her 'offically' slave).
 
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Crammer

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Re: [SLG] Jack-o-nine-tails

I have a little problem. This game just dont want to start on my FastQSP o_O' I can open this on "normal" QSP (dont look good tho :D), but on FastQSP I have just white screen x.X' I waited ~10min for game to start (long loading may happen on aero qsp, so I thought thats the sam), but nothing change -.-' Any ideas why? I have Fast QSP from Old Huntsman blog...


if u could send me PM with link for full version maybe that would solve that problem?
 
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