Can TwiceTest be made to work with the Loader?
No.
TwiceTest.swf can be placed in the same folder as
Loader.swf. You can choose to run one file or the other, and both will work with a shared copy of the
SDT.swf file. But you
cannot apply both to a single gameplay
session of SDT.
attempting to Import TwiceTest.swf from inside a Loaded game doesn't even throw an error message
Attempting to import
TwiceTest.swf into a game session is silly. The file is akin to the Loader itself -- it's a
wrapper for the SDT game, which launches two game sessions and then swaps between them as needed. It can't do anything useful if the game is already in progress.
attempting to Import the Loader after launching TwiceTest screws up
See above. You're not supposed to import
Loader.swf into an existing game session. It's a standalone thing which needs to launch independently so that it can setup, launch, and "supervise" a session of SDT.
In
another thread, Nameless claimed TwiceTest ran "quite well"
He probably meant that
"you can grab the latest copy of the Loader pack, extract it into an empty folder on your PC, drop TwiceTest.swf into the same folder, then run TwiceTest.swf and it will work nicely." In other words: TwiceTest is compatiable with the
contents of the Loader package. TwiceTest does not require any special reconfiguration, and it does not demand that you downgrade your files before you'll be able to play with it.
By the way: you can use Twitter-style callouts to particular usernames. If you want
The Hacker Known As Snow
to visit your thread then simply include an @ symbol before his name when writing a post. The forum software will automatically notify him. It's a convenient way to call someone's attention to a particular topic without the need to write an actual
private message to them.
does TwiceTest simply not work with the Loader, never did, and likely never will?
Don't know whether it ever did. I'm not putting any effort into making it work. You can ask
@ModGuy whether he's willing to do something with it, but I suspect that the word "Test" in the title indicates that it was merely a proof-of-concept rather than a serious development effort.
SDT's runtime performance is fairly bad
(to the point that dialogue writers need to worry about script lag, many users need to disable strand shaders, and I need to compromise the physical fidelity of hair mods). Running two sessions in parallel is probably just "asking for trouble" - especially if you want to include code proxies and blending interactions.
It's something that's been included in planning for a
revamp project. Performance is no longer a significant concern in that case, and we're no longer bound by SDT's hardcoding
(linear tweens, bespoke physics, exactly two characters, etc), and we can instead focus on more difficult (but also more interesting) questions such as:
- do we focus on pairs of simultaneous 1-on-1 encounters, or a single 2-on-1 scenario?
- how do we handle layering? Do all of the characters need to fit into a single collision plane, or can we arrange them into foreground-and-background layouts?
- how does the user control everything? Is most of the movement automated, or does the user need to be some kind of master pianist who can micromanage everything in real time? Do most of the characters sit idle while the user controls only one of them? Do we need to include a highlight or halo to help the user recognize which character (and/or which bodypart) they're currently controlling?
- how do we present configuration and customization options via the GUI? Does the user need to select a single character before opening the menu? Or does the menu system automatically expand to provide a set of controls for each character in the scene?
- how does dialogue work? If there are four characters active and a line appears at the bottom of the screen, then how does the player know who spoke it? What happens when all four characters are trying to speak simultaneously?
- can the user spawn additional characters spontaneously during gameplay? Or does it require too much input (e.g. choosing anchor points and postures) so that they'd need to setup multi-character scenarios in advance (via something akin to the animtools application)?
- how do we handle hotkeys? If there are two girls on-screen and the user presses "T" then whose breast size should change?