Icevail

Well-Known Member
Nov 2, 2020
1,040
1,839
So, have you heard about what's going on with Unity now?

It sounds like it'll be bad for the JSK economy
Shouldn't affect JSK, since his revenue (Game sales, microtransanctions, game related merchandise) haven't surpassed the $200k over the course of 12 months, unless the lifetime 200k installs, including demos, from the individual games he releases on Unity top the tresshold, then the bill drops to mail.

But then again, the 'per download / install' clause might cause some issues due to piratism and people installing to virtual devices with bogus IPs.

I know Mihoyo isn't going to take this news kindly since G.I (Genshin Impact) is built on it with several other of their mobile games, and the revenue does cross both 200k and 1M marks with ease over the course of 12 months, but I do suspect Unity is going to give special treatment to biggest corpos in this matter.

1694780426249.png

People have already shown their responses to these news all over the web.
Some devs are even de-listing their games made on unity before the new revenue fee comes into play at january 1st in protest of this recent monetization change, well, I suppose that's what unity gets when they put the guy in charge that was willing to force people to pay money to reload their guns at their games.

I mean, this is directly from unity's QA in regards of the new business model.
1694785051753.png

Like, bloody hell, that's just vicious.
 
Last edited:

BorgarKing

Member
Oct 21, 2022
125
164
Will new, free game engine be born ? hmmm... maybe, or maybe ppl will make more trashes on unreal engine. like those still image VNs with free DAZ3D base models ( not that i know or care, never bothered to see them let alone download )... i don't care about other trashy H games...

will the JSK guy be ok ? or not is what im worried bout...

JSK games are not that expensive on dlsite, it only costs one arm, one leg, one kidney and lifetime slavery contract

( btw 3rd paragrph was irrelevant lol )
 
Mar 13, 2019
563
449
Shouldn't affect JSK, since his revenue (Game sales, microtransanctions, game related merchandise) haven't surpassed the $200k over the course of 12 months, unless the lifetime 200k installs, including demos, from the individual games he releases on Unity top the tresshold, then the bill drops to mail.

But then again, the 'per download / install' clause might cause some issues due to piratism and people installing to virtual devices with bogus IPs.

I know Mihoyo isn't going to take this news kindly since G.I (Genshin Impact) is built on it with several other of their mobile games, and the revenue does cross both 200k and 1M marks with ease over the course of 12 months, but I do suspect Unity is going to give special treatment to biggest corpos in this matter.

View attachment 2931954

People have already shown their responses to these news all over the web.
Some devs are even de-listing their games made on unity before the new revenue fee comes into play at january 1st in protest of this recent monetization change, well, I suppose that's what unity gets when they put the guy in charge that was willing to force people to pay money to reload their guns at their games.

I mean, this is directly from unity's QA in regards of the new business model.
View attachment 2932113

Like, bloody hell, that's just vicious.
>New business model
 

schlag

Member
May 20, 2019
154
143
lol ill just wait untill a character looks close enough to get a roxanne skin
(isekai meikyuu de harem wo)
 

Succubus Hunter

Devoted Member
May 19, 2020
8,674
16,813
Shouldn't affect JSK, since his revenue (Game sales, microtransanctions, game related merchandise) haven't surpassed the $200k over the course of 12 months, unless the lifetime 200k installs, including demos, from the individual games he releases on Unity top the tresshold, then the bill drops to mail.

But then again, the 'per download / install' clause might cause some issues due to piratism and people installing to virtual devices with bogus IPs.

I know Mihoyo isn't going to take this news kindly since G.I (Genshin Impact) is built on it with several other of their mobile games, and the revenue does cross both 200k and 1M marks with ease over the course of 12 months, but I do suspect Unity is going to give special treatment to biggest corpos in this matter.

View attachment 2931954

People have already shown their responses to these news all over the web.
Some devs are even de-listing their games made on unity before the new revenue fee comes into play at january 1st in protest of this recent monetization change, well, I suppose that's what unity gets when they put the guy in charge that was willing to force people to pay money to reload their guns at their games.

I mean, this is directly from unity's QA in regards of the new business model.
View attachment 2932113

Like, bloody hell, that's just vicious.
This is 100 percent right on the money.
 

ganesha2407

Member
Nov 6, 2020
202
231
image-800 (4).jpg [Battle scene completion rate 95% (5% increase)]
[H scene production progress: 36 viewpoints completed (total 37 viewpoints planned)]


The Game Progress is finally in its final stage.

The ending scene will also be finished by next Monday, and the final adjustments will then begin.

As usual, it will take some time to make the final adjustments, but I would like to register it by the end of next week.

we'll get the newest game on next week
 

JuanSinTierra

Newbie
May 21, 2017
59
61
What happened to the word document with all the links? The repository linked in the OP only has a readme and a couple old links, I remember it used to have almost all, if not all games.
 
  • Like
Reactions: dragongodprince

Kiichiro

New Member
Feb 10, 2019
2
0
Sorry, I'm new to all of this but I kept running on a "failed to load mono" error on game #28 and #29 namely
28) As the Champion, Anything you do to a Cute Challenger in the Ring is allowed!
29) Lessons for a Shoplifting Girl
I read through something that the errors regarding it seems to me that the MonoBleedingEdge folder is involved which I can't seem to find in the files of the torrent from the repository
So can anyone help me out on this or can someone check if the file can't be seen in the repository?
 

FlashM0d

New Member
Jul 25, 2023
14
72
Alright, I'm in the middle of a short vacation, so I was able to work more on JSK stuff from my to-do list.

Android ports for coolkid44's cool Omake Mod Series completed. Have a treat, guys.

icon_jsk_09-24.png



Password: Flash

P.S. In case some individual links are dead, you can find all my mods, sometimes even newer versions, in the repository.
 
Last edited:

bumnedfe

Newbie
Jun 29, 2017
62
134
So, I noticed that on some of the Unity games, the uncensor assets look a little strange. I don't mean the actual work on the uncensoring itself, but the files look like they were saved in a strange format or whatever tool was used to put them back into the game files didn't work correctly, or something? Here's an example from DaimaohR to show what I mean, although it's a little hard to tell from these screencaps
DemonR.png DemonRAliasing.png
The uncensor is on the right, and has some aliasing or artifacting around arm and (imo most noticeably) the thumb which looks like some transparency issue or something? Again, I don't know what toolchain was used to extract, edit, or insert these images and I also don't really know anything about image encoding - but I do know that it looks a bit off, and that it annoys me.

DaimaohR isn't the only game with this issue, for example Tougioh appears to have some colour banding
TugiohCropped.png TugiohBandingCropped.png

ANYWAY, the point of this post isn't actually to shit on the hard work of those who are taking the time to uncensor the game (something I obviously couldn't do myself), it's actually to propose a solution and maybe something more. I'm not good at art but I can write BepInEx plugins, so I wrote a plugin for loading textures at runtime instead - so if the issue is happening when the texture is being inserted into the game resources, this lets us bypass it. I re-extracted the uncensored assets from the DaimaohR resources with AssetStudio and did my best to fix the issues - basically I just loaded the original assets and uncensored ones as separate layers in paint.net and removed everything from the uncensored assets apart from the actual genital parts.
It works, and in fact due to the way I've implemented it you can toggle it off and on at will with the press of a button. Here's a clip:
View attachment LiveReloadDemo.webm
















Initially I was going to leave the plugin like this, but then there was this recent talk about recolours. A lot of you have probably already thought of this while reading my post, but once you can load one set of textures at runtime, there's nothing stopping you from loading others.

So, uh, here's an example of swapping between the base uncensor and the Crimson Assassin recolour somebody (XinChi I believe? apologies if I'm wrong) made. Uh, in order to do this I, of course, had to re-extract the Crimson Assassin textures from the files, and I missed some, which is why some of the textures just stay default like her back hair, woops.
View attachment SkinSwap.mp4
















Not only can you swap sets of textures, but I've also set it up so it watches for file changes, so any edit you save will be reflected without you having to restart the game.
View attachment LiveEditReload.mp4
















Now, the plugin isn't quite finished yet, there's still one issue and I'd like some input in it from you guys. If this plugin is going to (hopefully) help with recolours on the Unity games, there's one part it doesn't cover yet - getting the textures out. Obviously the old ways still work, but I thought it might be nice if the plugin could help with that as well (especially since I know how tedious manually doing it is after extracting the textures I talked about earlier). The problem, is that with the way JSK saved the textures, Unity really does not like the idea of dumping the textures at runtime. Now, I have found a way to do it, but there is a catch. While to my naked eye the textures look the same as ones extracted by the usual tools, they are noticeably a different file size, and digital image difference tools (like ) also flag them as having differences. So, basically, my question is - is this good enough or should I not bother? I think it would be quite hypocritical of me to include a feature that doesn't produce acceptable textures after I spent half this post talking about (in the grand scheme of things, very minor) issues I had with the uncensors.

For comparison, I'm including a 7zip that has an original file extracted with AssetStudio, and the version of the texture my plugin dumped at runtime. Let me know what you think, if you can spot any differences etc. Please keep in mind that this is just one texture and that other textures (or future games etc) might have more (or less) differences.

Anyway, this post is already way too long so I'll leave it here for now, have a good one.
 
Last edited:

Xdefiant

New Member
Nov 30, 2022
2
11
So, I noticed that on some of the Unity games, the uncensor assets look a little strange. I don't mean the actual work on the uncensoring itself, but the files look like they were saved in a strange format or whatever tool was used to put them back into the game files didn't work correctly, or something? Here's an example from DaimaohR to show what I mean, although it's a little hard to tell from these screencaps
View attachment 2935748 View attachment 2935749
The uncensor is on the right, and has some aliasing or artifacting around arm and (imo most noticeably) the thumb which looks like some transparency issue or something? Again, I don't know what toolchain was used to extract, edit, or insert these images and I also don't really know anything about image encoding - but I do know that it looks a bit off, and that it annoys me.

DaimaohR isn't the only game with this issue, for example Tougioh appears to have some colour banding
View attachment 2935766 View attachment 2935767

ANYWAY, the point of this post isn't actually to shit on the hard work of those who are taking the time to uncensor the game (something I obviously couldn't do myself), it's actually to propose a solution and maybe something more. I'm not good at art but I can write BepInEx plugins, so I wrote a plugin for loading textures at runtime instead - so if the issue is happening when the texture is being inserted into the game resources, this lets us bypass it. I re-extracted the uncensored assets from the DaimaohR resources with AssetStudio and did my best to fix the issues - basically I just loaded the original assets and uncensored ones as separate layers in paint.net and removed everything from the uncensored assets apart from the actual genital parts.
It works, and in fact due to the way I've implemented it you can toggle it off and on at will with the press of a button. Here's a clip:
View attachment 2935774
















Initially I was going to leave the plugin like this, but then there was this recent talk about recolours. A lot of you have probably already thought of this while reading my post, but once you can load one set of textures at runtime, there's nothing stopping you from loading others.

So, uh, here's an example of swapping between the base uncensor and the Crimson Assassin recolour somebody (XinChi I believe? apologies if I'm wrong) made. Uh, in order to do this I, of course, had to re-extract the Crimson Assassin textures from the files, and I missed some, which is why some of the textures just stay default like her back hair, woops.
View attachment 2935789
















Not only can you swap sets of textures, but I've also set it up so it watches for file changes, so any edit you save will be reflected without you having to restart the game.
View attachment 2935792
















Now, the plugin isn't quite finished yet, there's still one issue and I'd like some input in it from you guys. If this plugin is going to (hopefully) help with recolours on the Unity games, there's one part it doesn't cover yet - getting the textures out. Obviously the old ways still work, but I thought it might be nice if the plugin could help with that as well (especially since I know how tedious manually doing it is after extracting the textures I talked about earlier). The problem, is that with the way JSK saved the textures, Unity really does not like the idea of dumping the textures at runtime. Now, I have found a way to do it, but there is a catch. While to my naked eye the textures look the same as ones extracted by the usual tools, they are noticeably a different file size, and digital image difference tools (like ) also flag them as having differences. So, basically, my question is - is this good enough or should I not bother? I think it would be quite hypocritical of me to include a feature that doesn't produce acceptable textures after I spent half this post talking about (in the grand scheme of things, very minor) issues I had with the uncensors.

For comparison, I'm including a 7zip that has an the original file extracted with AssetStudio, and the version of the texture my plugin dumped at runtime. Let me know what you think, if you can spot any differences etc. Please keep in mind that this is just one texture and that other textures (or future games etc) might have more (or less) differences.

Anyway, this post is already way too long so I'll leave it here for now, have a good one.
Nice
 

Delexicus

Member
Sep 22, 2017
221
511
So, I noticed that on some of the Unity games, the uncensor assets look a little strange. I don't mean the actual work on the uncensoring itself, but the files look like they were saved in a strange format or whatever tool was used to put them back into the game files didn't work correctly, or something? Here's an example from DaimaohR to show what I mean, although it's a little hard to tell from these screencaps
View attachment 2935748 View attachment 2935749
The uncensor is on the right, and has some aliasing or artifacting around arm and (imo most noticeably) the thumb which looks like some transparency issue or something? Again, I don't know what toolchain was used to extract, edit, or insert these images and I also don't really know anything about image encoding - but I do know that it looks a bit off, and that it annoys me.

DaimaohR isn't the only game with this issue, for example Tougioh appears to have some colour banding
View attachment 2935766 View attachment 2935767

ANYWAY, the point of this post isn't actually to shit on the hard work of those who are taking the time to uncensor the game (something I obviously couldn't do myself), it's actually to propose a solution and maybe something more. I'm not good at art but I can write BepInEx plugins, so I wrote a plugin for loading textures at runtime instead - so if the issue is happening when the texture is being inserted into the game resources, this lets us bypass it. I re-extracted the uncensored assets from the DaimaohR resources with AssetStudio and did my best to fix the issues - basically I just loaded the original assets and uncensored ones as separate layers in paint.net and removed everything from the uncensored assets apart from the actual genital parts.
It works, and in fact due to the way I've implemented it you can toggle it off and on at will with the press of a button. Here's a clip:
View attachment 2935774
















Initially I was going to leave the plugin like this, but then there was this recent talk about recolours. A lot of you have probably already thought of this while reading my post, but once you can load one set of textures at runtime, there's nothing stopping you from loading others.

So, uh, here's an example of swapping between the base uncensor and the Crimson Assassin recolour somebody (XinChi I believe? apologies if I'm wrong) made. Uh, in order to do this I, of course, had to re-extract the Crimson Assassin textures from the files, and I missed some, which is why some of the textures just stay default like her back hair, woops.
View attachment 2935789
















Not only can you swap sets of textures, but I've also set it up so it watches for file changes, so any edit you save will be reflected without you having to restart the game.
View attachment 2935792
















Now, the plugin isn't quite finished yet, there's still one issue and I'd like some input in it from you guys. If this plugin is going to (hopefully) help with recolours on the Unity games, there's one part it doesn't cover yet - getting the textures out. Obviously the old ways still work, but I thought it might be nice if the plugin could help with that as well (especially since I know how tedious manually doing it is after extracting the textures I talked about earlier). The problem, is that with the way JSK saved the textures, Unity really does not like the idea of dumping the textures at runtime. Now, I have found a way to do it, but there is a catch. While to my naked eye the textures look the same as ones extracted by the usual tools, they are noticeably a different file size, and digital image difference tools (like ) also flag them as having differences. So, basically, my question is - is this good enough or should I not bother? I think it would be quite hypocritical of me to include a feature that doesn't produce acceptable textures after I spent half this post talking about (in the grand scheme of things, very minor) issues I had with the uncensors.

For comparison, I'm including a 7zip that has an original file extracted with AssetStudio, and the version of the texture my plugin dumped at runtime. Let me know what you think, if you can spot any differences etc. Please keep in mind that this is just one texture and that other textures (or future games etc) might have more (or less) differences.

Anyway, this post is already way too long so I'll leave it here for now, have a good one.
Bravo! This is top tier work you're doing here Bumnedfe. I think your tool would absolutely be beneficial to the JSK recoloring movement. As well as quicker and easier uncensoring. Having an auto image extractor function would be the icing on the cake. Again, excellent work.
 
4.90 star(s) 16 Votes