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마지막の글 - 페이지 #1757

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Scytha
Joined in Dec 2014
13 글

swing clips in fullscreen backgrounds 2D

iStripper에 관한 모든 것
June 25, 2015, 14 답변
Okay, I think I got it all now.
I think I missunderstood you when you said it was impossible to have a model perform all types of clips at one height. I think I was thinking of number of clips not position. Never mind.
(Still, that totem rule about not showing diffrent shows of the same model at the same time is interesting, since it basically means they must have added some sort of variable key specificly to prevent that as such varaible would not fil any other function. I can sort of see why they did it though from a profit perspective.)

I also figured out why my test code using two clipSprites seemed to work. It was simply so that the player created two instances of the same clip at the same time or simply it played the show twice at the same time. Excep when one of the shows was always off screen because of the erroneous position. Still, it explains why it was so freaking buggy. (Interestingly it play two instances of the same clip required a lot less cpu/gpu than two incances of two different clips)

Gonna try to create several scene files for each type of clips and see if I can get better customization that way. Maybe use multiple copies of a few scene files to avoid that top clips is shown to frequently. Think you should be able to get a decent ratio that way.

About that time setting per scene function. where do I find that variable and how to I edit it?

Also is the player smart enough to pick the correct type of clip for a scene's permissions? For example you have a scene file out of several that is the only one that allows cage, would the player make sure a cage clip is played each time it runs the scene file even though the collection of clips might only include a single cage clip out of a hundred?

EverthangForever
Joined in Oct 2009
4469 글

swing clips in fullscreen backgrounds 2D

iStripper에 관한 모든 것
June 25, 2015, 14 답변
@scytha said ...'In other words it is impossible....'
Its not impossible for you to play pole, top & table at the one placeholder. However, Its impractical.
At the code's clip declaration you can Allow: pole, top, table..or anything you want. There is only one Y (vertical) anchor point specifiable as the pos: (position) parameter per clip. Hence your swing lady will play but only be visible as the two hands that you see grasping the taskbar..Top's anchor reference is at top of the clipsprite.
The VGHDPlayer does not interpret you have allowed a swing to be there and make adjustments. It just lobs randomly whatever clip of one of the types that you have allowed, in that single anchor (pos:) point.
...'what about making differnt scenes for each clip'...?
Sure..Users make specific scenes to suit the type of clips they want to see just like PPClub..group, standing, sitting etc.
....'does one need to write some sort of master scene file linking...?'
There is no master scene linking others to play. All scenes independently call the correct path to the image files they require. Two things to note are..
  • ~ VGPlayer scene (SCN) files must be placed no deeper than one subfolder below your /data/scenes/..directory or the player won't see them.
  • ~ Sprite Paths pointed to in your scene's code declarations ('sprites' are just image files like jpg or png) must point to image files on the same folder level or any depth deeper than the subdirectory the scene file is in. To show the image on your fullscreen... Paths written to images cannot be found by the player across other directories like say.. other users image folders. Sprites files likewise cannot be pointed to in paths higher than the placement folder of your scene file (I'd like to get that changed one day..to avoid all the duplications, :(
'... is there some way to affect the order of the scenes? '
Not a regular method to play scenes in order ..Its always randomized ..You mean without leaving fullscreen ??..hmm Totem have tried real hard to avoid this or the product would fast become like a predictable (eventually boring) movie. There used to be a way, but its somewhat limited in use..pm me if you must know.
'... is it possible to set the number of clips to be played in one scene before switching to the next scene? '
Setting clip numbers per scene...all clips are different lengths. The time setting per scene is only adjustable to a play minimum of 5 minutes and maximum of one hour. It will change the scene at the end of the last clip closest to your total time setting. Not before. Limiting a show's content is most often done by deactivating everything you don't want to watch in My Collection first and if you are Diamond member or higher, unchecking whatever clips per card you don't want using the VGPlayer's built-in clip manager.

Edit: @Wyld, @Mods this all shouldn''t be in Everything About Virtuagirls..may better in Tutorials ?
Scytha
Joined in Dec 2014
13 글

swing clips in fullscreen backgrounds 2D

iStripper에 관한 모든 것
June 25, 2015, 14 답변
Note: I'm not talking about making a multi-girl scene. I'm talking about making a scene that only shows a single girl at the time but where the player uses different variables for, for example, size or position depending on the clip type being played.
No you cannot have the same model in exactly the same position heightwise performing all types of clips ( ie: allow: top,inout,pole,table,cage,fronttable and still have swing accomodated properly in fullscreen. You also cannot have different clips of the same model appearing simultaneously in any multimodel scene (Totem's Rule)


Right, so if I understand that correctly it is impossible to write a scene that plays 1 single show at the time but where top clips has a different position from all other clips, or different sizes depending on clip type?
In other words it is impossible to write a scene that plays a pole clip from girl1's show at size 700 and position 400 before switching to a top clip from girl2's show with size 700 and position -1500 before switching to a taskbar clip from girl3's show with size and position of 400?

But what about making differnt scenes for each clip type? Like in the Paris Club where you have one scene file for multi, one scene file for sitting and one for standing.

Do you need to write some sort of master scene file linking all different scene files together or is it enough just to add all the files in the same directory for the player to read them?

Also is there some way to affect the order of the scenes?
Is the order fixed so for example in the Paris Club the player always plays, multi, sitting and standing in that order or is it randomized somehow?

Also is it possible to set the number of clips to be played by in one scene before switching to the next scene? So in the Paris Club examplet the player plays 3 clips in the sitting scene before switching to the standing scene where it will play just 2 clips before switching to the multi scene?

Scytha
Joined in Dec 2014
13 글

swing clips in fullscreen backgrounds 2D

iStripper에 관한 모든 것
June 24, 2015, 14 답변
Thanks EverthangForever http://www.virtuagirl.eu/userProfile.php?usLogin=v8224782 for the reply.
Been reading up on the tutorials but there are some things that a bit fuzzy still, namely how instances of clips and clipSprites work.

From what I gather from your reply to make swing clips show up correctly I need create a clipSprite instance specific for swing clips with different position variables from all the other clips, right?
But here is what I'm wondering. From the tutorials and the paris scene creating multiple instances of clips and clipSprites leads to scenes with multiple girls performing at the same time.
But is it possible the create a scene where different types of clips (not different clips) such as top( the swing) and pole gets their own instance with their own varibles while still only having a single girl performing in the scene?

For example say I want all the swing clips to show up in the upper left corner while all other types of clips show up in the center of the screen at the same time all cage clips is only half the size of every other type of clip?
Is this possible to code using a single scene file and still allowing the VG player to randomize performances from every show in the collection?



I also did some expermenting. The only thing I changed from the default code for the background 2D scene was that I added a second clipSprite like this:

clipSprite {
pos: 400, 430
standingHeight: 400
source: Clip
}

clipSprite {
pos: 400, -80
standingHeight: 100
source: Clip
}


Now for some reason this is all that is needed to solve the problem with postitioning swing clips as swing clips seem to be played with the 2nd clipSprite while all other clips seems to be played by the 1st.
It isn't a workable solution as serveral other bugs pop up as a result but now you can see both swing clips and regular clips in the center of the screen.
However, what I can't understand is how the heck the player knows which clipSprite to use with which type of clip as neither clipSprite has any kind of pointer to the clip type?







Dorsai6
Joined in Apr 2013
3459 글

Transfer

iStripper에 관한 모든 것
June 24, 2015, 40 답변
Re: Are there an Infinite Number of Perfect Numbers?

WAIT A SECOND! That question is trivial. As my equation showed, there is one even perfect number for every positive integer. Therefore, since there is an infinity of positive integers, there is an infinity of perfect numbers. Moreover, since the set of all positive integers is of order aleph null, the set of perfect numbers must be of the same order. Whether or not ODD perfect numbers exist doesn't matter in this case.

Regarding ODD perfect numbers 1 (one) is an odd perfect number and it fits my equation where i = 0. I have no idea if there are any other ODD perfect numbers or if there is an infiniite number of them. I'm an Engineer, not a Mathemitician.

Reminds me of a joke:

A group of phsychology researchers at a university hired a group of teaching assistants as test subjects. They told them it was a sleep experiment, but it really was to test reactions to an emergency. Each student was asked to have a good night's sleep. In the test room there was a night table next to the bed with a large carafe of water and a glass. In the middle of the night the researchers lit a fire in a trash can by the bed.

The first subject, an engineer, woke up, saw the fire, grabbed the carafe of water and dumped it on the fire. He went back to sleep.

The second subject, a physicist, woke up, saw the fire, thought a moment, poured the necessary amount from the carafe into the glass and poured that on the fire putting it out. He went back to sleep.

The subject, a mathematician, woke up, saw the firt, thougth a moment. Then he muttered "A solution exists" and when back to sleep.

*****

My addendum: If they had used a soldier are a test subject, he wouldn't have ***** any water. He would have pissed on it.
Dorsai6
Joined in Apr 2013
3459 글

Transfer

iStripper에 관한 모든 것
June 23, 2015, 40 답변
OK, just to muddy the waters and having lived through most of this:

MOST OF THE EARLIEST COMPUTERS WERE NOT BINARY. The ENIAC which many feel was the first electronic digital computer was Biquinary! It's data bus handled one decimal digit at a time with a total of 7 lines the first 5 lines were mutually exclusive and represented the values 0, 1, 2, 3, and 4 respectively. Only one could be "high" at a time. The other two lines represent 5 and NOT 5. I have no Idea why they needed two lines but they did. If you think about it this is the encoding scheme used by a abacus. When I asked my professor who was part of the team that built the ENIAC why they didn't use straight binary, he told me it required fewer vacuum tubes and that made sense.

Until IBM announced the 360 in the mid 1960's the term byte did not have a fixed definition. Every computer had its own word size defined by the number of bits that could move in parallel. I think some scientific computers had word sizes up to about 100 bits and used binary arithmetic. However, many computers used decimal arithmetic not binary. The computer I learned to program on was an IBM 1620. It's word size was 12 bits and it could store one character or two decimal digits in a word. All arithmetic was decimal on that machine. Memory on the one I used was 40,000 12-bit words the biggest available was 60,000.

With the 360, IBM needed a flexible architecture that could scale up from smale computers to very large ones. They took the term byte which had been used as the equivalent to word size and defined it to be a fixed 8 bits. Various versions of the 360 could move one or more bytes in parallel at one time. That defintion became the defacto industry standard.

Once core memory became common, it quickly became clear that memory size was limited to the number of address lines in powers of 2. Using K = 1024 as a short-hand to describe the address space defined by the size of a computer's address register quickly became an industry standard and remains so today. It's easier to describe memory address size to non-technical pople using the binary type of KIloBye, MegaByte and so on than to talk about address register size. In 1999 the international standards organization defined standard terms for memory size like kibi, but few people use them.

Hard disks are not tied to address registers. They are organized into sectors and tracks and can be any size at all so using the binary K, M, etc makes no sense at all. The earliest hard disks were described in terms of the number of data words they held or in terms of the total number of bits.

There is an excellent Wiki article on this: https://en.wikipedia.org/?title=Binary_prefix

Octal (base 8) and Hexadecimal (base 16) are simply ways of representing binary data in a more compact form. The DEC PDP-8 had 12 bit words which could be easily represented as 3 Octal digits. The IBM 360 had words that were one or more 8 bit bytes and a byte can be easily represented as 2 Hexadecimal digits. In either case the internal representation is binary. The exteral use of Octal or Hex is just a way to make the binary easier for humans to read.

I hope this made sense to you all.
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