4.60 star(s) 45 Votes

Radnor

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Game Developer
Nov 9, 2021
365
942
About the personality system for bots, not sure if it was mentioned before or not (it probably was, but just in case...), but it would be nice if we could specify in the json a personality type a bot would tend towards. For many bots, it could be purely random, but for some bots I think they could be designed to tend towards a specific personality. Not necessarily a 100% chance to get that personality, but at least a higher chance.
Yes, it was planned. Personality traits, "feelings" stats and model-specific personality tendencies. Just need to experiment more to make it special/entertaining enough and not just flavor skills.

What about their appearances?
Can change it by adding different image to right path.
Create <game>/game/mods/mymod/assets/images/characters/mc/ folders, place avatar.png/jpg/webp image there. Game should use it instead of default image.
Similar with backgrounds and some other assets. Check 0050_base_content.zip for paths.

Also someone asked about background music, same thing.
<game>/game/mods/mymod/assets/audio/main_menu_bgm.mp3 - for main menu music
<game>/game/mods/mymod/assets/audio/locations/home/bgm.mp3 - for location specific music
<game>/game/mods/mymod/assets/audio/default_bgm/whatever.mp3 - for background music to play if there is no specific found, if there are multiple music files in this folder they will play randomly
Main menu and location specific files should be named main_menu_bgm.<ext> and bgm.<ext> specifically.
Default music files can be named as you like.
Formats supported mp3, ogg, flak, opus.
 
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Radnor

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Nov 9, 2021
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Also someone asked about background music, same thing.
Oh, some random internet degenerate made some music pack?! Can't say i approve their music taste, but here is a link:
 

cooperdk

Engaged Member
Jul 23, 2017
3,495
5,135
Radnor - a question, or rather, a comment.

It is explained in the mod install info that you must place the <modname>.json and the assets directly in the mods folder.
I can see a million issues with this when the underlying folder structure is always the same, ie. mods>assets>>images><some-folder-name> etc.
The problem is, if you don't place the mod in a subfolder under mods, there is a risk of overwriting if two mod developers choose the same paths and filenames.

You may want to advise people to actually place the mods in a subfolder of their own choice, because that is possible.

Also, there is a factual error in the game. In the NetConsole, your IP is listed as an IPv4 address. At a time with sex bots, these addresses would have been defunct for a loooooong time. You should at least use an IPv6 address to make it more believable.

Finally, I just wanted to play again and I am not told that my save is from an unsupprted version.
This is one of the best examples of why Ren'Py is an awful game engine. Otherwise, devs should really design conversion scripts like the SummerTimeSaga dev does. (This is possible, but any ex. Unity save system supports updated games, the same with Unreal and both support relatively easy 2D game creation). I think I mentioned it before but again: Ren'Py is out of time, unsafe, and not really that stable anymore (due to loss of updates, many OS-specific functions have begun to fail).
 
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Radnor

Member
Game Developer
Nov 9, 2021
365
942
Radnor - a question.

It is explained in the mod install info that you must place the <modname>.json and the assets directly in the mods folder.
I can see a million issues with this when the underlying folder structure is always the same, ie. mods>assets>>images><some-folder-name> etc.
The problem is, if you don't place the mod in a subfolder under mods, there is a risk of overwriting if two mod developers choose the same paths and filenames.

Also, I just wanted to play again and I am not told that my save is from an unsupprted version.
This is one of the best examples of why Ren'Py is an awful game engine.
Yes, mod names/folders should be unique to avoid clashes, also i often recommend adding unique-enough id prefixes, if you add bot model, part or anything with id. It is really up to modders to do it right, i don't think there is any reasonable way to ensure modding is easy enough and robust. I tried to do what i could, but modders need to read the docs/vanilla json and use common sense for game to work as expected.

As for saving compatibility, it is not really a RenPy issue, there are enough mechanisms to avoid it if done right, i have even added some on top of RenPy. But at this stage i change too many things and save breaks is necessary evil. I really hope with 0.4+ save breaks will be rare. This is why i have added many code stubs with 0.3, not just these listed in changelog, so there will be currently unused variables in your saves which will become used when i add actual mechanics and without need to break things or write save upgrade code.
While RenPy can be annoying sometimes or have some unexplainable quirk here and there, it's not really that bad.
 

phupdup

Well-Known Member
Oct 24, 2019
1,391
1,103
Lot of butthurt there. Sounds like someone's projecting. You've got me projecting some shouted inanity down there too. I'm merely pointing out that I don't trust small time devs who actively shroud their source. If you are so concerned about your precious IP, throw it under a license. Like nearly 100% of the content I find on this site, there's no copyright.txt with license information on it and some sort of anti-tamper thrown in via a public/private key hash using gnuPGP or similar. This separates you from the likes of M$, Oracle, Apple, etc whose binaries I'm forced to trust because of their size and influence. Besides, I know they will be siccing lawyers on each other like sharks when someone tries to pull a fast one. They will also be exposing themselves to hell from state actors like the US govt who are also their users.

No, this is just some little trifle that I check on from time to time to either see if you come to your senses or if something bad really did happen under the hood. I'm not going to throw good money into some cryptocurrency scam just to see some source that I'm not even sure you can prove is your own or legally licensed to you. Speaking of BTC and NFTs, now there's a good grift to get into. Did you see the idiot rapper woman who was just popped with her bf while trying to launder $billions stolen from an exchange? It's funny how blockchain was supposed to keep johnny law off of your back, but DOJ found them anyway.

If i would want to send malwares on pirate site i would be making throw-away accounts and spamming "full 100% save" posts. Code injection technique is pretty same.
While i understand your concerns and am paranoid myself you being too paranoid in this specific case.

I have large "Use VirtualMachine/Sandbox to run indie/pirated games" warning both on discord and in modding.txt.
Main reason i have obfuscated rpyc files is i have used private code i did for other commercial games, and while there is no NDA or any sort of strictly-private code, i don't want to release it to public, i do code commissions too, don't see why should i release things i do commercially for free. rpyc protection is simple, and anyone dedicated/experienced enough can remove it no problem, if you can't do it, it is your personal problem, not mine.

If you feeling generous you can commission me, donating agreed value in BTC/ETH and i will fully opensource game next day. Otherwise, thank you for your interest, but please don't spam "OH IT IS HIDING SOMETHING BAD THERE, BECAUSE I CAN'T DECOMPILE IT".

Sorry not sorry for being a little bit too emotional, but please understand your concerns are been noted, but i will not change how i do it just because you don't like it. Thank you for understanding.
 
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AuRon884

New Member
Sep 7, 2020
5
0
That was easy.
You're using names instead of IDs

"default_parts":{
"skin": "the Waifu skin",
"cpu": "the Heart",
"eyes": "'True' eyes",
"vocoder": "Waifu Vocals",
"powercore": "Fusion Reactor",
"arms": "the Fairy touch",
"legs": "the Wolf paws",

"id": "waifu_corp_cpu_s", <--- Use these
"name": "the Heart", <--- Not these

Edit: I think I know what you used as a template for the parts xD I see the remnants of my descriptions
Ho! I see! thank you, it was simpler than I though... BIG thank!
 

cantwakeup111

Member
Mar 3, 2018
251
437
i played this for a few hours. probably more than i should have considering the current lack of content.

can't wait for more bots, more parts, more quests, more places to visit, more..... well, more. you have a very cool concept here my dude and so far a good execution too.

at some point i recommend having an ingame index to clear up some mechanics though.

like psychocore stability for example. i noticed it went down way quicker on more "experienced" bots with more quirks/traits and it seemed easier to get quirks/traits by having low stability. i noticed absolutely no downsides to having 0% stability either.
also is psychocore stability affected by the CPU or other parts?

on a side note, i heavily endorse Corvus' mod pack. it's extra nice that the bot models actually resemble model numbers.

edit: also how the HELL do i get high quality parts, semi-reliably. the greynet only sets high tier cpus and just working and refreshing the marketplace hoping for an A/S tier part is very tedious.
 
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cantwakeup111

Member
Mar 3, 2018
251
437
It was suggested before, i'm still not sure how/if i want it this way. Plus social is more of innate thing, you not supposed to go from shut-in nerd to outgoing playboy overnight. Usually.
that's a reasonable thought but that just leads to there being a very clearly optimal build, dumping everything into combat and social, as you can just passively level up the rest by just working and sexing your bots. meanwhile those two... not really.
 

Radnor

Member
Game Developer
Nov 9, 2021
365
942
Lot of butthurt there. Sounds like someone's projecting. You've got me projecting some shouted inanity down there too. I'm merely pointing out that I don't trust small time devs who actively shroud their source. If you are so concerned about your precious IP, throw it under a license. Like nearly 100% of the content I find on this site, there's no copyright.txt with license information on it and some sort of anti-tamper thrown in via a public/private key hash using gnuPGP or similar. This separates you from the likes of M$, Oracle, Apple, etc whose binaries I'm forced to trust because of their size and influence. Besides, I know they will be siccing lawyers on each other like sharks when someone tries to pull a fast one. They will also be exposing themselves to hell from state actors like the US govt who are also their users.

No, this is just some little trifle that I check on from time to time to either see if you come to your senses or if something bad really did happen under the hood. I'm not going to throw good money into some cryptocurrency scam just to see some source that I'm not even sure you can prove is your own or legally licensed to you. Speaking of BTC and NFTs, now there's a good grift to get into. Did you see the idiot rapper woman who was just popped with her bf while trying to launder $billions stolen from an exchange? It's funny how blockchain was supposed to keep johnny law off of your back, but DOJ found them anyway.
Regarding closed sources, you complain same about unity/unreal games? These are not open sources, you can actually do pretty much anything out-of-box.
License? You aware we speak about it on pirate site, right? How license have helped any daz asset or game around?

Once again. If you want to play this (or any other indie) game, but don't trust me/devs, use VirtualMachine. I actually recommend it at many places, specifically so players will stay safe in case of bad devs or stealthy-infected dev mechines of good devs or just some obscure hack through posted save files. Don't think there is anything else i can do about it.
If you don't want to do so, no one is "forcing you to trust" me/devs, just ignore game/devs and move along.

Rest of your post is just making my head hurt. I doubt this discussion will end with anything good, so unless you have game-related questions i will report your future posts as offtopic/shitposting. Have a nice day.
 

Radnor

Member
Game Developer
Nov 9, 2021
365
942
that's a reasonable thought but that just leads to there being a very clearly optimal build, dumping everything into combat and social, as you can just passively level up the rest by just working and sexing your bots. meanwhile those two... not really.
With updates skills get more use, more way to train and affect more interactions. Just need time to do so :D
My goal is to make reasonably small base mc/bots state and have every part of it used somewhere. But for now it is what it is.
 

phupdup

Well-Known Member
Oct 24, 2019
1,391
1,103
Unreal/Unity is used by big and small alike. Like I said, I don't trust small devs. You keep mentioning sandbox/vm, etc, but that's just dodging the central issue.

I choose to warn rather than ignore. Someone else with no programming knowledge might thank me for it at some point.

Copyrighting your IP allows you to go after folk who steal your work. You can even get support from the likes of the EFF when you do it and someone infringes on it.

Regarding closed sources, you complain same about unity/unreal games? These are not open sources, you can actually do pretty much anything out-of-box.
License? You aware we speak about it on pirate site, right? How license have helped any daz asset or game around?

Once again. If you want to play this (or any other indie) game, but don't trust me/devs, use VirtualMachine. I actually recommend it at many places, specifically so players will stay safe in case of bad devs or stealthy-infected dev mechines of good devs or just some obscure hack through posted save files. Don't think there is anything else i can do about it.
If you don't want to do so, no one is "forcing you to trust" me/devs, just ignore game/devs and move along.

Rest of your post is just making my head hurt. I doubt this discussion will end with anything good, so unless you have game-related questions i will report your future posts as offtopic/shitposting. Have a nice day.
 
Sep 1, 2019
329
457
This game has so much potential. One of the few adult games that has a gameplay loop that I don't hate. Trying to find good parts and making the best bots is a lot of fun for me. Super excited for new updates to the story and new bots and parts. Good luck with this dev.
 

cooperdk

Engaged Member
Jul 23, 2017
3,495
5,135
Regarding closed sources, you complain same about unity/unreal games? These are not open sources, you can actually do pretty much anything out-of-box.
License? You aware we speak about it on pirate site, right? How license have helped any daz asset or game around?
1)
Whether or not Unity and Unreal is closed source is completely irrelevant because they are development tools just like Ren'Py is. And with a game you include it's runtimes (well, interpreter, which is sloooow). The difference is that Unity's and Unreal's runtimes are compiled for your project and I do mean really compiled and not "python-compiled". This makes those games many times faster, esp considering that Python 2.7 (base of Ren'Py) is beaten by Python 3 which is up to five times faster or more.
Tom should have updated Ren'Py in 2015. He has plans to update it to Py3 but that will never happen. He KNOWS that the engine is out of date and it seems like he doesn't want to do the effort.

Ren'Py is, but it is completely uninteresting to work with anymore due to it's old requirements: Python 2.7, which is slower than sluggish, and an old PyGame codebase which has moved to Py3 ages ago. With Ren'Py, we're talking a framework which is close to ten years old in it's current form.


Anyway... what is actually interesting is what goes out to gamers. With the other tools, you get ready-to-run software which will (usually) work. You cannot be sure with Ren'Py anymore because the interpreter is so old that many of the libraries don't actually work with a current OS. It's patch on patch and in addition, it is inherently unsafe on a modern system. There are libraries with every Ren'Py games which could easily destroy all disks on your computer and it just requires a small rpy injection before the damage is done.

But another issue is that somewhere between 80 and 250 MB of every Ren'Py game is the same f##king Ren'py runtimes and libraries. I have maybe 100 Ren'Py games one my game disk. That means that between 8 and 25 GB of data consists of the same libraries and runtimes.
At least some other tools understand how to create an architecture where you don't need to download runtimes and libraries more than once. With Unity and Unreal it's different as the compiled code is specific for your project and works only with that.
That's not the issue with Ren'Py. The libraries are identical in every Ren'Py game, some games just use more of them. But, Tom could have created a required standard pack to install somewhere central, and then your game (specifically) would take up only about 3 megabytes!
Tell me that isn't unintelligent, please.

2) Rendered pictures do not require a license to the assets Whoever renders them do, but this not a game developer's fault when we're talking about mods.
Also, you're mistaken.
F95zone is not actually a pirate site. It is a site for sharing free adult games, but it is most definitely not focused on piracy. You'd want another site then.

BTW, you lock your own code with homemade protections. Don't mention Ren'Py's codebase as open source because you're closing your own, so that's a really bad statement.

STILL... it's a great game and I do play it. I just wish that you spent your skills on a proper and modern gaming platform.
 
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cavebear

Active Member
Mar 5, 2019
583
152
that's a reasonable thought but that just leads to there being a very clearly optimal build, dumping everything into combat and social, as you can just passively level up the rest by just working and sexing your bots. meanwhile those two... not really.
combat goes up as you train bots.
 
4.60 star(s) 45 Votes