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


BreezeIndigo

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

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?
Turns out that 'Dog food' actually means: 'normal food for the slave' rather than actually dog food. With either dry food or fiend cum they complain about the taste. As a last resort, add 'crumbs from the table' and she'll usually mention how it tastes better than her food, but it might also increase her intake, I'm not sure. Usually they don't complain about the taste of 'dog food' though. I think I might change the wording on those tags at some point.

As stuntcock accurately points out though, if you're exercising your slave hard, you need to feed them more. In saying that, there doesn't appear to be any benefit/need to have them do any rigorous exercise training more than once a day and you just exhaust your slave when you do, which if anything has the opposite effect to what you want to achieve.

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?
If this is in reference to the link I posted, I should point out that it's just an updated version of the qsp that Monceber posted along with the single image file that was included in the community patch, NOT the full version. The download from Old Huntsman's site *should* be the full version (1.12?) and the file is about 200mb+ in size, with all the image assets.
 

Crammer

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

If this is in reference to the link I posted, I should point out that it's just an updated version of the qsp that Monceber posted along with the single image file that was included in the community patch, NOT the full version. The download from Old Huntsman's site *should* be the full version (1.12?) and the file is about 200mb+ in size, with all the image assets.
no. I have full download from his blog (I played that while ago in russ, but on aero qsp if I remember correctly :)). I simply dl translated version from your post. And for some reason that fast qsp seem to dont work on my pc -.- game work on "normal" qsp player, but that fast thing dont want to open files (ctrl+o -> jack_en ... white screen, option "Game" is all time gray, it look like my fast qsp dont open files... x.X). Tried to repack from files, nothing change. Looked on github for new version, nothing... I have no idea what could I do now... maybe Im missing some files, some dll, but I really dont know anymore -.-
 

BreezeIndigo

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

no. I have full download from his blog (I played that while ago in russ, but on aero qsp if I remember correctly :)). I simply dl translated version from your post. And for some reason that fast qsp seem to dont work on my pc -.- game work on "normal" qsp player, but that fast thing dont want to open files (ctrl+o -> jack_en ... white screen, option "Game" is all time gray, it look like my fast qsp dont open files... x.X). Tried to repack from files, nothing change. Looked on github for new version, nothing... I have no idea what could I do now... maybe Im missing some files, some dll, but I really dont know anymore -.-
Is it pointing at the correct qsp file? The original download from the blog is 'jack.qsp', the one provided by Monceber is 'jack_en.qsp' and the one I provided is 'jack_en_updated.qsp'. Apart from that, I think your problem is probably beyond my ability.

In other news, I've spent a bit of time today fiddling in the code. Nothing substantial enough to treat as a new version given that saves get broken, but Monceber or stuntcock42 if either of you want to run some testing on it I'm happy to pass it your way.

Either way, here's the changelist, I'll be maintaining a file in anything I release henceforth describing code changes I've made and I'm commenting any new or significantly altered code. This is to hopefully make combining any bugfixes I make and and any translation/code Monceber or anyone else does easier to combine.

NB: I'm treating the first version with the Russian community patches built in as 'R1', so this update when it gets done will be R2.

JACK_EN_R2.QSP (changes listed by location)

#CSS
- altered positional values for slave rule checkboxes so that they align properly to text

slave_stat
- changed text labels for slave rules

next_day
- patched logic for slave response to forcing rules: see comments in code
- implemented effect for using vaginal beads/vibe as per description: will likely require balancing

OTHER:
- altered image: unsel_button.png to match proportions for sel_button.png (means the icon won't move around between 'selected' and 'unselected' states)

Not sure what else I want to work on from here. There's some interesting partially translated stuff about factions, I don't know whether that's implemented and to what extent. It looks like it could make for very interesting gameplay as it determines what house you can get and what services you have access to, would really add some depth to the gameplay. I'd like to do some work on it.

Also, at some point I want to tidy up all the variables, functions and their names so that the code is a bit easier to understand. I don't really want to do that while there's active translations though since it might complicate the job for Monceber and this is really his project.
 

nonameforme

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

So 'dry food' didn't mean she share my A food???? I just know that.
Also I uncheck all weight control.. (loss , gain, maintain) but she still complain about hungry (and die). Do I have to buy 'slave' food excluded from my own food?

BTW. I didn't do even a single exercise or physical lesson (except for sex lesson). When her health start to decline. So all 'sex' (or just pene, group, etc) also count as 'exercise' too. Correct me if I am wrong.

Actually I am thinking that she's sick, But I can't real Russian So I am not sure. If she sick too that should had explain it. So then I need to make potion?
 
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Sydcarp

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

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.

Get into a fight, get seriously injured or whatever, the hospital only gives me 'Refuse services' instead of the cure wounds thing. Works fine n the slave, but not the slave maker =/

Though belatedly, thanks to both of you for working on this game.
 

stuntcock42

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

Also I uncheck all weight control.. (loss , gain, maintain) but she still complain about hungry (and die).
You've misunderstood the menu options. By unchecking everything, you thought that you were removing all limits. Instead, you removed all permits. You enacted a policy of "slave eats nothing whatsoever." :p
Do I have to buy 'slave' food excluded from my own food?
No. Check "Dog Food", "Weight gain", "Crumbs from the table", and "Nutraceuticals". Starvation will now be (almost) impossible*. If your slave has already fallen into coma (permanently unconscious) then take her to the Medical Center at the Technosphere - they'll get her back on her feet for 10 sparks. If you've corrected the food policy then she should remain conscious and she'll eventually return to normal health (without any additional medical care).

* Once the threat of starvation has receded, you may notice that your slave is gaining weight. You can switch to the "Weight Support" option. "Nutraceuticals" helps to build up (or repair) her Endurance, but they'll be effective only if your character has good medical skills (if you don't have medical skill, or if she's already at max Endurance, then uncheck this option to save money). "Crumbs from the table" makes her happy but it means extra a few calories and a slightly increased grocery bill.
BTW. I didn't do even a single exercise or physical lesson (except for sex lesson). When her health start to decline. So all 'sex' (or just pene, group, etc) also count as 'exercise' too. Correct me if I am wrong.
You're correct. Sexual lessons burn calories, as do most forms of sexual contact and some dating actions (e.g. walk, beach). However, if you set an appropriate feeding policy (and give your slave some time to recover from her near-starvation state, or just start fresh with a new slave) then you don't need to be cautious about sex; you'll run out of Libido or Energy long before Hunger becomes a problem.
So then I need to make potion?
No. Potions are not necessary for normal gameplay (which is fortunate, because the interface sucks and the scripting is buggy). If something seems wrong with your slave, then it would be prudent to visit the Medical Center.

Also - it's worth noting that "Mood" provides a bonus (or malus, if Mood is negative) on a lot of scripted interactions. If your slave is unhappy then she'll be more vulnerable to exhaustion and sickness. So you should probably aim to either keep her happy, or finish her training quickly and find a buyer.

Alternatively - if you start a new game in Story mode and set your character's name to "Старый Охотник" (the pseudonym of the game developer) then you'll get some additional information during gameplay, including the current "Calorie" status for the girl (marked as Клр). Of course, if you've reached this point of using debug tools then you might as well just bypass the entire "nutrition" gameplay mechanic by cheating...





In other news, I've spent a bit of time today fiddling in the code. Nothing substantial enough to treat as a new version given that saves get broken, but Monceber or stuntcock42 if either of you want to run some testing on it I'm happy to pass it your way.
Nah; hold onto it until you feel that it has reached a milestone (or until people start clamoring for an update).
Not sure what else I want to work on from here.
There are a few bugs in the current version:
  • White Town >>> Trade Square >>> Ashura's Treasury >>> Men's Jewelry
    • Old behaviour: opened a submenu which contained a "return to previous menu" button
    • Current behaviour: opens a submenu without any buttons - the game enters an unrecoverable state
    • Prefered behaviour: disable (grey out) the "Men's Jewelry" button but leave the submenu code in-place so that it can be expanded later. Maybe change the label to "Men's Jewelry (not yet implemented)"
  • Serpentine quarter >>> Technosphere >>> Medical center >>> Examine slave
    • Current behaviour: Injure a slave (e.g. lose a gladiator match); visit medical center; a submenu appears but the only available option is "Refuse Services" (return to previous menu). Similar problems apply with injury to the master, and with scar-removal.
    • Prefered behaviour: wound treatment options should be available. See below for a possible code fix.
Other suggestions:
  • General policy: if you notice a permanently greyed-out menu option (such as "challenging the arena boss to a gladiator match"), consider marking it with a suffix such as " (pending)" or " (TBD)". Otherwise, players may experiment with it (trying to fulfill the prerequisites) because they don't realize that the content simply doesn't exist yet.
  • The "Active Sex" menu hasn't been touched yet; machine-translation could be applied there to open up another "feature" in the English version of the game.

Code:
[b]File = #options, line 215[/b]
! Replace the red line of code with the black one

[COLOR="Red"]if cure_slave_wound[1] = 1:[/COLOR]       ...
if slave["wounds"] = 1:           ...
[COLOR="Red"]if cure_slave_wound[2] = 1:[/COLOR]       ...
if slave["wounds"] = 2:           ...
! Repeat this pattern for 3, 4, and 5
Similar fixes can be applied nearby (again, repeating 1...5):
if cure_master_wound[1]
if master["wounds"] = 1
if cure_master_wound[2]
if master["wounds"] = 2

if cure_slave_scare[1]
if slave["scares"] => 1
if cure_slave_scare[2]
if slave["scares"] => 2
 
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BreezeIndigo

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

You've misunderstood the menu options. By unchecking everything, you thought that you were removing all limits. Instead, you removed all permits. You enacted a policy of "slave eats nothing whatsoever." :pNo. Check "Dog Food", "Weight gain", "Crumbs from the table", and "Nutraceuticals". Starvation will now be (almost) impossible*. If your slave has already fallen into coma (permanently unconscious) then take her to the Medical Center at the Technosphere - they'll get her back on her feet for 10 sparks. If you've corrected the food policy then she should remain conscious and she'll eventually return to normal health (without any additional medical care).
Ooooh, I didn't know that. I thought the Neutraceuticals were only used to get the slave from Feeble > Poor health and it never occurred to me that medical skill would alter their effectiveness.

Alternatively - if you start a new game in Story mode and set your character's name to "Старый Охотник" (the pseudonym of the game developer) then you'll get some additional information during gameplay, including the current "Calorie" status for the girl (marked as Кн). Of course, if you've reached this point of using debug tools then you might as well just bypass the entire "nutrition" gameplay mechanic by cheating...
I really ought to start making use of this debug mode...

Nah; hold onto it until you feel that it has reached a milestone (or until people start clamoring for an update).
I doubt anyone will be clamouring for an update anytime soon. As for milestones, well we'll just have to see. I'm currently experimenting with faction housing. Basically I want to set it so that you start with a serviceable place to live in the slums, then you earn reputation with each quarter by selling them slaves, starting from poorest (Outcasts) and working your way up, unlocking better houses as you go. Along with that I'm letting the bigger houses come with some of the extended rental stuff as standard.

There are a few bugs in the current version:
  • White Town >>> Trade Square >>> Ashura's Treasury >>> Men's Jewelry
    • Old behaviour: opened a submenu which contained a "return to previous menu" button
    • Current behaviour: opens a submenu without any buttons - the game enters an unrecoverable state
    • Prefered behaviour: disable (grey out) the "Men's Jewelry" button but leave the submenu code in-place so that it can be expanded later. Maybe change the label to "Men's Jewelry (not yet implemented)"
  • Serpentine quarter >>> Technosphere >>> Medical center >>> Examine slave
    • Current behaviour: Injure a slave (e.g. lose a gladiator match); visit medical center; a submenu appears but the only available option is "Refuse Services" (return to previous menu). Similar problems apply with injury to the master, and with scar-removal.
    • Prefered behaviour: wound treatment options should be available. See below for a possible code fix.
Other suggestions:
  • General policy: if you notice a permanently greyed-out menu option (such as "challenging the arena boss to a gladiator match"), consider marking it with a suffix such as " (pending)" or " (TBD)". Otherwise, players may experiment with it (trying to fulfill the prerequisites) because they don't realize that the content simply doesn't exist yet.
  • The "Active Sex" menu hasn't been touched yet; machine-translation could be applied there to open up another "feature" in the English version of the game.
I've thought about the Active Sex menu and I really want it translated if for no reason other than to see what the hell it does, but the mechanic seems (at a glance) complicated and I was reluctant to dig into there without at least some of it being properly translated. I was hoping Monceber would get to it soon before I went and mangled it. That said, I should probably get off my arse and actually have a look at the code.

Also, if truth be told I haven't explored a lot of what this game has to offer so I've not really gotten a good look at what's greyed out. If you give me a list of frustratingly greyed out things, I can quickly look at whether they're implemented and if they aren't I'll label them as such. On that note, the jewellery shop bug is now fixed and the menu button should be greyed out and say 'TBA'. BAM.

Code:
[b]File = #options, line 215[/b]
! Replace the red line of code with the black one

[COLOR="Red"]if cure_slave_wound[1] = 1:[/COLOR]       ...
if slave["wounds"] = 1:           ...
[COLOR="Red"]if cure_slave_wound[2] = 1:[/COLOR]       ...
if slave["wounds"] = 2:           ...
! Repeat this pattern for 3, 4, and 5
Similar fixes can be applied nearby (again, repeating 1...5):
if cure_master_wound[1]
if master["wounds"] = 1
if cure_master_wound[2]
if master["wounds"] = 2

if cure_slave_scare[1]
if slave["scares"] => 1
if cure_slave_scare[2]
if slave["scares"] => 2
Just compared the new and old code for that chunk, looks like you've hit the nail on the head. I'm guessing when they simplified down some of the original code they forgot to make that change. That or I messed up copying it over. The embarrassing thing is I was staring at those exact lines for several minutes going thinking: 'Nope, looks right to me...'

Anyways, that fix is in now. Will do the others shortly too.
 
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Re: [SLG] Jack-o-nine-tails

Small question to Menceber : how do you translate the text ? Do you have a program that loads the qsp file, extract the strings and asks you their translations or do you simply search in the code for strings and replace them ?

Because if it's the second one, you probably take a lot of time doing unnecessary work ^^
 

Melni

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

Help me out guys please.
I have pretty weird situation with my current slave. I got her from fogs and she wasnt material for A or S rank (pink temperament and nature) so I figured I'll make her perfect sex slave for special quest. She was pretty obedient from the very beginning so I didnt have to punish her nor did I mind to set any rules. I developed most of her sex skills but theres a thing that makes it impossible.
Turns out i can't train her neither in "humiliation" nor 4 of 5 fetish skills because whenever i try to teach her that skill, she enters the state "I don't care for anything anymore", always "calm" mood, doesnt want to cooperate anymore and no punishment can fix her attitude. Also if i try to force any rule on her she enters this state next morning.
I checked and tried to reward her after she gets aphatic, she doesnt respond to anything, but spoiling meter does raise. Among the lines of gift reward text there was something like "its not gonna be easy to lighten her mood".
Her aura is really good though. Countless submission, no fears, 3 devotion and such. I'm so puzzled.

So what i accually wanna know is whether its kind of bug that this state got active on my girl or that i just had bad luck and this kind of behavior can be normal for certain slaves.
 
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Rystel

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

Help me out guys please.
I have pretty weird situation with my current slave. I got her from fogs and she wasnt material for A or S rank (pink temperament and nature) so I figured I'll make her perfect sex slave for special quest. She was pretty obedient from the very beginning so I didnt have to punish her nor did I mind to set any rules. I developed most of her sex skills but theres a thing that makes it impossible.
Turns out i can't train her neither in "humiliation" nor 4 of 5 fetish skills because whenever i try to teach her that skill, she enters the state "I don't care for anything anymore", always "calm" mood, doesnt want to cooperate anymore and no punishment can fix her attitude. Also if i try to force any rule on her she enters this state next morning.
I checked and tried to reward her after she gets aphatic, she doesnt respond to anything, but spoiling meter does raise. Among the lines of gift reward text there was something like "its not gonna be easy to lighten her mood".
Her aura is really good though. Countless submission, no fears, 3 devotion and such. I'm so puzzled.

So what i accually wanna know is whether its kind of bug that this state got active on my girl or that i just had bad luck and this kind of behavior can be normal for certain slaves.
I think that after the slave reaches the apathetic status, she's pretty much "broken". Not broken in the sense of "100% subservient", but more something like "Creepy lifeless doll". She won't react to most of your commands and her market value plummet to the point that it's more or less impossible to sell her at this point...

At least, that's what happened to me when I accidentally made my slave apathetic too!
 

nonameforme

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

You've misunderstood the menu options. By unchecking everything, you thought that you were removing all limits. Instead, you removed all permits. You enacted a policy of "slave eats nothing whatsoever."
Oh god, what a cruel master I had been (*faceplam*).

Once the threat of starvation has receded, you may notice that your slave is gaining weight
But there is one question about this, my slave didn't lose her 'weight' ???? Is this bug or they are separated???? (she's weedy when she get into coma, but slim when healthy) << (Or does feeble is less skinny ????).
P.S. I am using FastQSP to open game if that's the problem.

I think that after the slave reaches the apathetic status, she's pretty much "broken". Not broken in the sense of "100% subservient", but more something like "Creepy lifeless doll". She won't react to most of your commands and her market value plummet to the point that it's more or less impossible to sell her at this point...

At least, that's what happened to me when I accidentally made my slave apathetic too!

Shouldn't the Aura tell us about that? Or it's another 'hidden' stats like calories or it's simply untranslated?
 
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nonameforme

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

Anyone know how to train assistance with milking fiend skill???
 

stuntcock42

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

Anyone know how to train assistance with milking fiend skill???
  • You'll need to rent a fiend pen (White town >>> Trade square >>> Real estate office >>> Extended rental).
  • Next, recruit a girl who's carrying a parasite. The simplest way to do so is to rescue one by battling a Fiend in the "Border of the Fogs" area. However, slaves purchased at the market may also be randomly carrying a parasite.
  • Allow the parasite to emerge (ie. wait a few days). This will kill the girl, of course.
  • The baby fiend is now a member of your household. It craves sexual contact and will die if neglected for too long.
  • There is now a "Milk the fiend" option under both "Slave Assignments" and "Assistant Assignments" - this activity will train the skill. You can also click "Xenophily" on your slave's skill-page and choose "Fiend of the Fogs" from the submenu.
    • Bug/oversight: the assistant will not gain skill by performing this duty, regardless of whether it occurs manually or automatically (via the "milkmaid" checkbox).
    • Workaround: put your current slave into Cryostorage (or find a new home for her), click "Train Assistant" to put her into the slave slot, do the necessary training, and then promote her back to Assistant and carry on.
Warning: Sexual contact with fiends will result in your girl getting parasitized. You can make regular visits to the Medical Center and thus remove the parasites, but if you procrastinate then she could die abruptly. Save your game often.

There's presumably a safe-sex option somewhere (since one of the quests requires you to raise a Fiend to full size) but I don't see anything obvious in the code, aside from simply Sterilizing the girl. Then again... perhaps the game expects you to complete the quest by simply "feeding" a steady supply of disposable slave-girls to the tentacle monster. :eek: This game can be pretty dark at times.

Damn, I feel dirty just typing this. For the sake of completeness... you could safely train this skill (or raise a Fiend for quest purposes) using an underaged slave girl because she would be inherently sterile. This topic is making me somewhat uncomfortable. Feel free to ask more questions if you need to, but hopefully someone else can step in to answer.
 

BreezeIndigo

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

  • Bug/oversight: the assistant will not gain skill by performing this duty, regardless of whether it occurs manually or automatically (via the "milkmaid" checkbox).
There doesn't appear to be anything set up to allow the assistant to gain XP towards sexual skills.

OK no, that's a lie. There's a big array of weird and non-descriptive variables that pass stuff to another big array of non-descriptive variables that [/i]might[/i] in there somewhere contain the ability to do that. There are however, no actual examples in the code itself of something like that happening. Since I'm a neophyte coder and I can't read the author's mind, I'm going to stay the hell away from that scary code mess before I introduce a bug that turns your slave into a were-rabbit if you name your character 'wibble'.

Today I spent a good hour looking for a bug everywhere just because I left out a colon after an IF statement. I hate QSP and myself sometimes.

Warning: Sexual contact with fiends will result in your girl getting parasitized. You can make regular visits to the Medical Center and thus remove the parasites, but if you procrastinate then she could die abruptly. Save your game often.
Fixed. Max fiend skill should now prevent parasite infestation. Assuming I haven't mucked up the code somewhere. Oh God. Interestingly, in the original code it looks like if you manually tell them to milk the fiend they get infested, but not if you have the milkmaid option set. Go figure.

Speaking of which: BAM! POW! TEST VERSION! Given that new versions are as far as I'm aware never save compatible, I advise everyone to use caution with these. I may have (OK, I almost certainly have) introduced game-breaking bugs with my hack and slash changes, sprinkled in with a light bit of translating. Treat these as test versions and don't delete your saves on Monceber's last stable version. I know I haven't.

Link and Details:

Code:
https://mega.co.nz/#!op4RWZKL!Q2V4GTbyOKqOtGpxPlYmEij_DmNh4IXAe9NKpccvwK4
You should be able to patch this straight over the download from the Russian blog. Contains everything in R1 (first thing I released) as well as new stuff. There's a detailed changelog in the *.zip file, the highlights:

  • Various bugfixes (see last two pages of this thread) - some of which might even be for bugs I didn't introduce.
  • Houses are now unlocked based on faction standing, better houses have some facilities (e.g. alchemy lab, dungeon, pen) included with the rental price.
  • IMPORTANT: there's a readme included about changes to the faction system. You should read this. Really.
  • Tidied up formatting and translations on the slave and assistant info page.

Anyways, enjoy and whinge at me when you find any one of the 30 odd game-breaking bugs I've carefully hidden throughout the code.
 
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igotnostuffs

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

Since there are, maybe, two users here making fixes and Monceber translating the game, why not make an assembla project?

So you can, combine it all in one swoop while still maintaining the bug fixes and the translation in one file.
It is possible to convert the qsp to text file and vice-versa.

Well, yeah, it takes maybe 30 minutes to set-up one but in the long run, works will be done faster.

 

PaganWarlord

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

Not sure if its just me doing something wrong, but using a JackEdR2 patch made by BreezeIndigo whenever i try to auction branded slave i get the first screen of (probably) not so important text and after clicking an arrow screen goes black (there are UI frames but that's it - no text or image), subpurchaser works just fine.

It could be that I'm not supposed to outright auction slaves and use Base camp instead but still unrecoverable game state where you have to load is not a best indication of that.

I'm running base game (Jack11) patched with Patch112 and then JackEdR2 - fresh start, separate folder for this patch
Before I was using Moncebers patch and it worked just fine.

EDIT: It happened with 2 different slaves so far (out of 2 i tried to auction) so it doesn't seem like an slave stat issue.
EDIT2: Same issue after introduction dialog in Real Estate, might have something to do with my system which is set to japanese locale, including formats (known to break some scripts in some games).
I don't have much time right now to test further, will post updates if I find out more.
 
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moreporn

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

y not remove the lolsi pics and upload ?
 

BreezeIndigo

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

Not sure if its just me doing something wrong, but using a JackEdR2 patch made by BreezeIndigo whenever i try to auction branded slave i get the first screen of (probably) not so important text and after clicking an arrow screen goes black (there are UI frames but that's it - no text or image), subpurchaser works just fine.

It could be that I'm not supposed to outright auction slaves and use Base camp instead but still unrecoverable game state where you have to load is not a best indication of that.

I'm running base game (Jack11) patched with Patch112 and then JackEdR2 - fresh start, separate folder for this patch
Before I was using Moncebers patch and it worked just fine.

EDIT: It happened with 2 different slaves so far (out of 2 i tried to auction) so it doesn't seem like an slave stat issue.
EDIT2: Same issue after introduction dialog in Real Estate, might have something to do with my system which is set to japanese locale, including formats (known to break some scripts in some games).
I don't have much time right now to test further, will post updates if I find out more.
Yeah, it's bugged. I'm going to take the link down. My apologies.

EDIT

Fixed link posted for both of your bugs. Thanks for the report.

Would you believe the fucking auction bug was caused by one sodding apostrophe at the very end of a script I didn't even intentionally edit. I won't discuss how fun it was trying to find that one.
 
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PaganWarlord

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

Yeah, it's bugged. I'm going to take the link down. My apologies.

EDIT

Fixed link posted for both of your bugs. Thanks for the report.

Would you believe the fucking auction bug was caused by one sodding apostrophe at the very end of a script I didn't even intentionally edit. I won't discuss how fun it was trying to find that one.
Awesome work, thanks. Just as i was about to play some more too.
Getting fixed patch right now and chances are if you happened to miss any more apostrophes I'll let you know soon enough. And if I have enough time I'll provide more accurate info this time as I just finished checking out QSP repo
 

BreezeIndigo

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

Another small update: fixed issue causing house availability to not work. I've changed the wording of the post above, but I'm going to emphasise this again: this is a test version and is in all likelihood a bug-riddled mess. Sorry for the shitty state of these releases but bug testing is something I'm pretty bad at.

Code:
https://mega.co.nz/#!op4RWZKL!Q2V4GTbyOKqOtGpxPlYmEij_DmNh4IXAe9NKpccvwK4
 
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