Author Topic: Potential clothing mod?  (Read 923 times)

QuestforImmoblity

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Potential clothing mod?
« on: April 16, 2018, 09:59:19 PM »
The other day I was thinking about making a mod for fetish master. Most of the fetish-centric mods have already been made so I thought maybe a clothing mod would be a good touch. I can learn how to make it, but i was wondering if there was any demand for it.

Dohavocom

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Re: Potential clothing mod?
« Reply #1 on: April 16, 2018, 11:53:50 PM »
It would be cool. I've thought about it before and figured it would be difficult to implement and would require a bunch of content to be made if it's going to be anything more than a superficial "proxy is wearing a green dress" system.
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QuestforImmoblity

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Re: Potential clothing mod?
« Reply #2 on: April 17, 2018, 12:44:33 AM »
Okay considering that maybe I should focus my efforts elsewhere.

jimbobvii

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Re: Potential clothing mod?
« Reply #3 on: April 17, 2018, 01:00:31 AM »
Implementing a clothing system via personal stats/flags and adding descriptions for the character viewer are both simple enough tasks; with ranges it's even pretty trivial to describe how well or poorly it fits around certain areas of the body.

Having NPCs and whatnot react to a proxy's clothing is also pretty easy; for starters, you can look at the rumor templates, and expand from there later if you'd like.

The real tricky part is updating in real-time - what happens if you outgrow (or shrink out of) your current outfit? You could have the outfit activate an effect on the proxy when equipped/purchased, but the issue I've found is that effect scripts only seem to run at the bottom of the hour - if something happens before the hour switches, but goes back within a normalized range quickly enough (due to items or non-time-consuming events), it'd basically never have happened. Of course, you could handwave a delayed reaction as a property of the clothing caused by magic or DS, but it's a pretty cheap solution.

Dohavocom

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Re: Potential clothing mod?
« Reply #4 on: April 17, 2018, 01:19:30 AM »
Okay considering that maybe I should focus my efforts elsewhere.

I mean, go ahead and try! That's a good way to learn. I just wanted to be clear that it would be an ambitious project
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docarrol

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Re: Potential clothing mod?
« Reply #5 on: April 17, 2018, 02:00:46 AM »
Here's something I bookmarked a couple years ago, when I thought I still had a chance of making my own game.
https://mud-dev.zer7.com/1997/7/1961/#post1961

It's a post in a long defunct forum for people building and maintaining MUDs (online multiplayer text-based games, to anyone who hasn't heard the term), detailing some specifications of the clothing system for the particular MUD that person was working on. The actual implementation details can be ignored, but it talks about some relevant ideas behind a clothing system that was working and in use at the time, and desirable features, as an example of something that actually worked. I thought it might be easier to use that as a starting point for my thoughts on what I wanted to do, instead of trying to re-think of everything myself, working in a vacuum.

In particular, it has a list of locations where something can be worn, and goes into some detail on the concept of layering clothing, and how that can be managed and how it affects the character's description when viewed, and some thoughts on how this can be extended to stuff like tattoos, scars, hair color, etc., whose visibility and description would also be affected by what was being worn where. And so on.

I never got around to actually building anything playable, and it never would have been this ambitious, and a lot of it wouldn't have been relevant for me, or for FMaster, anyway. But hopefully you have better luck with actually finishing your mod to share with us, and if so, maybe you'll find some of these ideas useful in influencing your thoughts on what you eventually do end up producing.

[Edit] And I can't find it now, but I could swear I once had another bookmark, from another defunct forum, talking about extending a different clothing system to check for fit and changing with weight gain, etc., which I remember thinking at the time would dovetail with the ideas in that first link.

The gist was that each body part/wear location can be loosely thought of as a cylinder or a ball, at least as far as clothing is concerned, and as such each has a max diameter, which can be individually tracked for each body part. Each item of clothing has it's own thickness, and an internal diameter for each body part/location it fits around or covers. The relative fit of the clothing over a body part (tight, loose, stretched, baggy, etc) can be determined by comparing the diameter of the body part to the diameter of the clothing covering that part, and then described in the character description.

Clothing that is worn on a body part/at a wear location adds it's thickness to the body part for the purposes of layering any more clothing on top of that. So wearing a jacket over a shirt, might work, where trying to wear that same jacket over a thick sweater might not, or if it did fit it'd described as looking tighter when worn over the sweater. Possibly the stretchiness of the clothing or compressibility under layers, or of the body part, might be considered too, when checking if it can be worn or describing the fit.

Fmaster is, I believe, already tracking all the body parts you'd need to do something like this in the organ system, and is tracking the sizes of at least some of them (breasts, belly, etc. - I don't know if it also tracks the size of arms or legs or neck, etc.) So at least some of that might be possible with a huge amount of new work. Unless the body parts don't track their size in a useable way, in which case alternate organs would need to be created and used, and that would probably be more work than it's worth.
« Last Edit: April 17, 2018, 02:30:09 AM by docarrol »

QuestforImmoblity

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Re: Potential clothing mod?
« Reply #6 on: April 20, 2018, 01:18:23 AM »
Just clarifying, events are coded using java script right?

Dohavocom

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Re: Potential clothing mod?
« Reply #7 on: April 20, 2018, 02:06:42 AM »
Just clarifying, events are coded using java script right?

No, it uses java syntax including MVEL http://mvel.documentnode.com/
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QuestforImmoblity

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Re: Potential clothing mod?
« Reply #8 on: April 20, 2018, 08:15:51 PM »
kk, thanks!