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Balefull's Dialogues

Discussion in 'Dialogue' started by Balefull, Nov 28, 2015.

  1. Balefull

    Balefull Potential Patron

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    My goal for these dialogues is to create semi-customizable pseudo-randomized scripts that don't repeat the same lines. I've tried to do this by using chains of variables consisting of lists of common words or sentence fragments (such as adjectives, descriptions, actions, nicknames, dick names, etc.) which are randomly selected by the dialogue (and sometimes modified by other conditions, such as whether she's deep-throated yet).

    So for example, a single dialogue line might be written like this:
    "*exclaim1*, *nickname*! I*super1*love watching my *adject1**adject2**descrip1* *action1* my *dickname1*!"

    And depending on the customized variables, it would result in lines as varied as:
    "Oh yeah, baby! I love watching my sexy girlfriend suck my dick!"
    "Good job, honey pie! I love watching my cute little daughter suck on my pecker!"
    "Oorah, Ma'am! I freaking love watching my stuck-up superior officer gag on my cock!"
    "Fuck yeah, bitch! I god damn love watching my dirty fucking slut choke out on my big cock!"
    "Fuck you, cunt! I fucking love watching my filthy two-dollar throat whore puke all over my throbbing rape stick!"
    "That's so super good, your Highness! I really love watching my pretty royal princess try to throat tickle my big old monster!"
    "Holy space ninjas, love-bot! I fraking love watching my shiny chrome love android give synthetic mouth service to my hyper-extended love hydraulic!" (Etc. etc. etc.)

    There are also a few other simple customizable metrics used in these dialogues:
    Restraint: Whether or not she's restrained (or if you just don't want her hands to move). Default is unrestrained.

    Consent: Very rudimentary at this time. Basically "yes" or "no".

    Oral Level: Essentially how much stuff you've done. Increases from licking, hand jobs, resistance, first dt, choking, passing out, etc. Generally speaking, depending on the dialogue, the higher the level the more wanton and/or crazy she acts.

    Passout Level: An informal guideline for how long she's been passed out. The dialogue may suggest certain actions (i.e., letting her wake up or not), but these suggestions can be ignored without consequence.

    Tease Level: How much teasing/edging he's taken: increases with precum lines and certain dialogue lines. Effectively speaking, each time a precum line is triggered his pleasure level will decrease slightly and the tease level will increase; this can repeat to create a cycle of increased teasing and edging (with appropriate results). Or you can just plow through (so to speak) and over-ride the cycle by maintaining 100 on the pleasure meter.

    N.B.: Some dialogues will also trigger Auto modes when precum lines are triggered (to automatically stop and start the teasing). This feature can be disabled.

    And there are a few other bells and whistles:
    Sounds: There are a bunch of custom sounds. Just put the unzipped "Audio" folder in your $INIT$ folder. (Most sounds are from oral performances by the inestimable Jessica Steele). To disable the sounds, move or delete the Audio folder (though this may result in a few pauses and blank lines in the dialogue).

    Photography: Every now and then he might take a picture of her (this happens more often in some dialogues than in others). It's just something I like, so I added it in. To remove this feature, see the instructions in the individual dialogues.

    These dialogues have no real storyline, plot, or character development. Personally speaking, "horny pizza delivery guy fucks lonely housewives for tips" or "Elven princess sucks off Orc in exchange for magic potion" is about as complicated a plot as I ever needed in my porn; apologies to anyone looking for something more story oriented!

    INSTALLATION:
    Unzip the "BalefullDialogues" file and place the "Audio" folder in the loader's $INIT$ folder.

    Open the text file of the dialogue you want to load and follow the "Customization" instructions to set the character name(s) and title(s) (usually just a matter of finding and deleting and/or replacing a few fields).

    For additional customization options, see the Readme file.

    INSTRUCTIONS:
    PULL UP to grab head and switch to hand-job mode (may also trigger other dialogue-specific actions). (Disabled if she's restrained)

    PULL DOWN to cycle between having her left hand on her leg, on his waist, or behind her back. (Disabled if she's restrained)

    If the dialogue ever stalls (i.e., if no lines are playing or if the same line repeats over and over), try ejaculating in her mouth (using the J key). This should reset any problems, and allow you to continue. (Also, please let me know where it stalled!)

    STAND-ALONE DIALOGUES:
    Thus far, I have three more-or-less-kind-of-almost complete dialogues:

    "Wanton Mouth Hooker" and "Wanton Teenage Girlfriend" share a similar script (with a few tweaks). She's a dirty girl who's willing to do what you like. Not much more to say.

    "Innocent Highschool Girlfriend" has a somewhat more developed progression, and uses a few more variables. She's an innocent young girl, willing to try new things. Usually starts with a handy, then it's up to you how it progresses from there.

    CUSTOMIZABLE DIALOGUES:
    The idea here is to create a basic generalized script that can (hopefully) be used for many different scenarios, depending on the customization. The "BlankScript" document contains the basic script, and the "BlankVariables" document is the template for all of the variable chains..

    So far, I've made three filled-in, slightly tweaked variations of the basic script: "Girlfriend", "StepDaughter", and "Student". These are mostly intended to be proof-of-concept scripts, and/or templates for future customization (but they should work fine, I hope).

    OTHER NOTES:
    There are a bunch of other features I'm still working on/testing (other positions, vaginal sex, willingness/domination levels, more audio, more back-and-forth dialogue); please let me know if you have any other ideas or requests!

    Does anyone know if it's possible to take a screenshot as a dialogue action? Sort of a <TAKE_SCREENSHOT> command? Also, is there an easy way to silence the "head grab" action?

    Finally, if anyone has any advice on optimizing these clunky variable chains (or any other advice) I'd be very grateful!

    UPDATED 11/30: Added test version of "Innocent Forbidden Girlfriend"; Updated "Innocent Highschool Girlfriend" to V1.01

    Many thanks to all of the writers here over the years (whose coding I have labored to understand and/or shamelessly scavenged); to gollum, WeeWillie, and Pimgd for Dialogue Actions; and to Pimgd for the essential Dialogue Checker.
     

    Attached Files:

    Last edited: Nov 30, 2015
  2. aztlan

    aztlan Swell Supporter

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    Nice. Very inventive. Love to see some more. Perhaps expand them using more positions with animtools.
     
  3. MrIncog

    MrIncog Potential Patron

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    im having some problems with the Audio, i put the audio file in the $INIT$ folder but none of the sounds are playing, how do you actually get the audio files to play?
     
  4. stuntcock

    stuntcock Club Regular Staff Member Moderator

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    There are a few possible reasons:
    • The implementation of playSFX in dialogueActions is questionable.
      • It invokes a risky IO operation without try/catch protection, and there's no way for a Dialogue writer to include try/catch logic in their own scripts (nor would it be appropriate for them to do so).
      • There are many possible reasons why the game might not find an MP3 file in the expected location. The user might have copy-pasted the files into the wrong location, or the dialogue writer might have neglected to include a file, or they might have made a typo when writing out the MP3 filename in their script.
      • The logical solution is for dialogueActions to recognize the failure to load an MP3 file, and then to spit out an error message which shows the expected filepath.
      • In the absence of such a message, there's no way for the user to know exactly what went wrong. They'd simply observe that the audio clip isn't being played.
    • The recommended setup approach (extracting the Audio folder under $INIT$) introduces a path-dependency effect.
      • If you load dialogueActions and run Balefull's dialog file immediately after starting the game then you should be okay.
      • If you load a Character folder or click the Reset button then the code will search the wrong location (it won't be looking in $INIT$) and so it will be unable to find the audio files.
    • You might have made a very elementary mistake (such as "oops - I forgot to install dialogueActions").
      • If you're sure that you haven't made any such mistakes then post a stack trace of the error which appears when the game attempts to play one of the MP3 files.
     
  5. MrIncog

    MrIncog Potential Patron

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    Im really bad with coding and files, verything else ive gotten to work i feel like if it was physical, it would be something held togeather with ductape so forgive me if i misinterpret your explanation, im seeing that the system for audio playing just isnt refined enough for this to work at all? i tryed loading the loader, dialogue action and the dialogue while in the start up menue (i loaded them manually from the $INT$ file) and still no audio played so im assuming its just not something that will work?
     
  6. ostemol

    ostemol Potential Patron

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    mp3 issue here too. instead of playing the sound a blue text box pops up and really nothing much else.
     
  7. MrIncog

    MrIncog Potential Patron

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    i found the solution, go into the dialogue and change "PLAY_SFX_/Audio/FileName.mp3" to PLAY_SFX_Audio/FileName.mp3

    remove the "/" after the _ and before the Audio
     
  8. ostemol

    ostemol Potential Patron

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    did this and it worked
     
  9. Dotar

    Dotar Avid Affiliate

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    Thanks, also worked :) This is amazing work, only problem I find is that If I try to load any sort of mod after booting up the loader, the sounds disappear(atleast 90% of them).
     
  10. Walt Dee

    Walt Dee Potential Patron

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    I'm not certain why, but after trying my best to modify your StepdaughterV1.00.txt script (removing references to "step" and such), the script partially works and partially doesn't. I'm seeing dialogue like this:


    [​IMG]


    [​IMG]


    I'm not sure what I'm doing wrong. I'll also upload the changed file, so if you want to review it instead, you could.
     

    Attached Files:

  11. NoctSoul

    NoctSoul Vivacious Visitor

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    Did you change ALL the initial settings variables? ex: "hername":"karen", adject1:"adorable", "nickname":"Johnny"; etc? Because it seems you didn't.
     
  12. Pim_gd

    Pim_gd Swell Supporter

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    Looking at the dialogue in more detail, it seems it requires a lot of setup work that could have been handled by variables.
    In the instructions, it says...

    Code:
    FIND AND DELETE
    
    XXNMXX = Sets her name to *ME* (the default character name).
    XXRNXX = Gives her a random common American name (such as Jessica or Ashley).
    XXRDXX = Gives her a random diminutive American name (such as Annie, Betty, Cindy, or Dorothy).
    XXCNXX = Gives her a custom name (make sure to also find and replace YYCNYY).
    XXRTXX = Gives him a random title (either "boyfriend" or "lover".
    
    FIND AND REPLACE
    
    Custom Name: Replace YYCNYY with your preferred name (also make sure to delete all XXCNXX).
    Custom Title: Replace YYCTYY with your preferred title (also make sure to delete all XXCTXX).
    
    And honestly, this should have been handled by static variables (initial_settings).

    I get it, find and replace is easy, but it's messy here.

    Also, you've got angled quotes in this dialogue, and they don't work. DialogueChecker should be telling you about this already - not explicitly, but it will say that you've got an uneven amount of double quotes in there.

    Try not to edit in word, only use it as a spellchecker. Word doesn't know that you're not writing a letter but code instead. There's a notepad++ file with some syntax highlighting, but any IDE with support for JavaScript might help, provided they don't auto-indent.

    I've added explicit checks for this case to the DialogueChecker; they'll be in v3.03.
     
    Last edited: May 7, 2016
    NoctSoul likes this.
  13. Walt Dee

    Walt Dee Potential Patron

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    I apologize, I'm confused. Maybe I'm missing something and/or making it harder than it needs to be.

    So, let me ask you this: What should I do if I want her name to be Jane and his name to be Tarzan?

    Also, the only instances of XXNMXX and XXCNXX I find are in the header. And I hear you about the angled quotes, so I've reverted back to your original and started over.

    Edit: Wait! Do I need to be using SDTDialogueActions3? If so, I could use some help understanding how to get it to run.

    Also, I ran the default Step_daughter script through your checker and got:

    Dialogue was checked in 179 ms with v3.03 of the DialogueChecker.

    I found 122 issue(s) with your dialogue, of which 0 were severe, 99 were major issues, and 23 were minor issues.



    Syntax - Major: The linename of line 57 (; <"costume") contains double quotes. Did you accidentally misplace or forget the colon?

    Line 57: ; <"costume":1> to <"costume":0> in the initial_settings line.



    Syntax - Major: More than 2 double quotes were found on line 57, but the line didn't have lineattributes. Did you accidentally put a double quote (") in the line?

    If you want to have double quotes in your line, you should replace them with %22. SDT will replace %22 with " when playing the dialogue, but it won't interfere with loading the dialogue.​
     
    Last edited: May 8, 2016