Vinfamy

creating moddable 3D life simulator
Game Developer
Jul 5, 2017
1,250
4,850

2.18 includes a public beta testing period before official release. So, here are the links for those wanting to help beta-test this version (or just really impatient). No previous beta testing experience is required - it's as simple as playing the game normally and report any bugs you encounter.
  • (requires v2.0 Stable or later)
The beta testing period will last around 48 hours, aiming for official release of v2.18 (which will include the rest of the platforms and mirrors of course) before Saturday, 8 February
My preferred channel to receive bug reports from beta testers is . But a reply here would do too.
If you're not interested in beta-testing the game and are not super impatient to try out the new content in this version, it's recommended to just wait a bit more for the final v2.18 releases.
Thank you for all your help!

Change Log:
- The city map will now show actual 3d textured buildings (4 variants of low-rise buildings and 7 variants of skyscrapers), some trees, pavement and some cars on the road. The 3d models for these are all low-poly (due to performance reasons) and still restricted by the lack of terrain data in the OpenStreetMap exports (i.e. can't generate hills or rivers) so they won't look as good as the city builder games made by professional studios for example but they're definitely still a big improvement on the old maps. The new system will also work instantly with all existing maps - no need to redownload anything from the Mega's optional map folder.
- Rework the map lighting to better suit the new 3d models, enable them to drop shadows and make lighting more consistent (no more sudden jump of light level as soon as 6am is reached, weird lighting when a scene moves time forward, or random changes in the map's lighting when you move from one house to another). Incidentally, this also fixes the blue tint for the 3d bedrooms.
- Optimize performance (i.e. minimize FPS loss from the old map to the new map) for the new maps with hierarchical instanced meshes, LODs and occlusion culling
- Add a second default map that will be included with all releases of the game alongside Central London: Central Bath. It's recommended to tick 'Randomize Unknown Buildings' (25%, 25%, 25%, 25%) when using this map - it's small and compact (lots of buildings in a concentrated area to play with). Even at max randomization setting and with the new textured map system, it loads pretty much instantly. Good for quick testing and weaker PCs that don't get good FPS with the Central London map.
- Update the game's start date to January 2020 (the old start date was 2 years ago). This will only affect 'New Game' and not your current saves.
- Bug fixes, modders' requests and other improvements
 

Edwarf

Member
Jun 8, 2017
373
423
I know map is being reworked, but a 2D top view wouldve been the way to go all this time IMHO.

In adition of that, concerning the first post, mods and presets should be in diferent groups. TIA.
 

Vinfamy

creating moddable 3D life simulator
Game Developer
Jul 5, 2017
1,250
4,850
I know map is being reworked, but a 2D top view wouldve been the way to go all this time IMHO.

In adition of that, concerning the first post, mods and presets should be in diferent groups. TIA.
dynamic 2d maps aren't possible at all thanks to Unreal Engine 4's buggy Paper2d plugin. Not when the map is the size of London or New York anyway.
It's funny but 3d is almost always easier than 2d in UE4 because I think Epic stopped giving a shit about 2d devs long ago.
 

Robert Monotoli

Active Member
Jun 16, 2018
754
848
dynamic 2d maps aren't possible at all thanks to Unreal Engine 4's buggy Paper2d plugin. Not when the map is the size of London or New York anyway.
It's funny but 3d is almost always easier than 2d in UE4 because I think Epic stopped giving a shit about 2d devs long ago.
You could still have top-down 3D. First two generations of Grand Theft Auto games did that (Grand Theft Auto 3 also have top-down camera mode that you can switch to). :p

But, honestly, since the buildings are now textured, is there really any reason to switch to a fixed top-down camera mode now?
 

xvi

Newbie
Jun 3, 2018
42
34

2.18 includes a public beta testing period before official release. So, here are the links for those wanting to help beta-test this version (or just really impatient). No previous beta testing experience is required - it's as simple as playing the game normally and report any bugs you encounter.
The beta testing period will last around 48 hours, aiming for official release of v2.18 (which will include the rest of the platforms and mirrors of course) before Saturday, 8 February
My preferred channel to receive bug reports from beta testers is . But a reply here would do too.
If you're not interested in beta-testing the game and are not super impatient to try out the new content in this version, it's recommended to just wait a bit more for the final v2.18 releases.
Thank you for all your help!

Change Log:
- The city map will now show actual 3d textured buildings (4 variants of low-rise buildings and 7 variants of skyscrapers), some trees, pavement and some cars on the road. The 3d models for these are all low-poly (due to performance reasons) and still restricted by the lack of terrain data in the OpenStreetMap exports (i.e. can't generate hills or rivers) so they won't look as good as the city builder games made by professional studios for example but they're definitely still a big improvement on the old maps. The new system will also work instantly with all existing maps - no need to redownload anything from the Mega's optional map folder.
- Rework the map lighting to better suit the new 3d models, enable them to drop shadows and make lighting more consistent (no more sudden jump of light level as soon as 6am is reached, weird lighting when a scene moves time forward, or random changes in the map's lighting when you move from one house to another). Incidentally, this also fixes the blue tint for the 3d bedrooms.
- Optimize performance (i.e. minimize FPS loss from the old map to the new map) for the new maps with hierarchical instanced meshes, LODs and occlusion culling
- Add a second default map that will be included with all releases of the game alongside Central London: Central Bath. It's recommended to tick 'Randomize Unknown Buildings' (25%, 25%, 25%, 25%) when using this map - it's small and compact (lots of buildings in a concentrated area to play with). Even at max randomization setting and with the new textured map system, it loads pretty much instantly. Good for quick testing and weaker PCs that don't get good FPS with the Central London map.
- Update the game's start date to January 2020 (the old start date was 2 years ago). This will only affect 'New Game' and not your current saves.
- Bug fixes, modders' requests and other improvements
I'm not sure if I'm liking these changes at all I'm sorry to say...

In the screenshots of Bath it looks ok, but in my London save game it looks like a big downgrade from previous. The water is a tile texture and almost every building looks like a house with a terracotta tiled roof. It looks nothing like a city at all. Buildings that actually had a shape similar to their real life couterpart are now just a huge low pitched roof house.

I like the trees and green areas, they work alright. But I'd rather not have the grey tile texture at all if it's going to appear on water and other big blank areas. Also, same deal with the houses, I'd rather the old grey building shapes were used if the models that are available don't fit the actual shape/look of the building at all.

Sorry to be so negative, I hope future improvements can make me change my mind, but right now I'm preferring 2.17 by far.

EDIT (BUG REPORT): Also I'm having a bug with the grey tile texture, it is flickering like crazy constantly for me. I have an AMD video card (5700XT) so I guess that is different to most people, not sure if it's just me or not.
 

Vinfamy

creating moddable 3D life simulator
Game Developer
Jul 5, 2017
1,250
4,850

Right from the start of the project, LifePlay is highly moddable by design and the last few months have seen more and more community-made mods being published for the game. As the game's developer, I'm happy to support modders in any way I can, most importantly giving them more 'tools' and 'building blocks' for them to create their mods with, mostly in the form of new API functions.
So far, whenever a modder requested new API functions, I just direct-messaged the modder once they were added to the game - which was a bit of a bad habit because other modders wouldn't then know about those functions to make use of them, especially because I'm also a bit behind in terms of updating the documentation for modding. So, in order to better community these API changes to all modders, I've decided from now on to post a list of new API functions before every release of the game, starting from v2.18.
This list simply shows all the functions that were added. Examples of how to use them are included in the LifePlay\Content\Modules\vin_Base\Scenes\meet_random\test.lpscene file. Hopefully, in the next few months, I will be able to catch up on updating the modding documentation to include the new functions too.
Modders' requests completed for v2.18 (check test.lpscene for examples):
- modifyActorVar()
- getPerson(Tag)
- ModLauncher.config for any third-party software to tell the game which mod should start enabled / disabled
Other modders' requests completed in recent previous versions:
- getActorVar() and setActorVar()
- RandomizeRace()
- getMorphValue()
- FilterTalk() and FilterDesc()
- DressBondage()
- setBackground3d()
- Round() and Floor()
- hadSex()
- isRelativeType()
 

fast_freddy

New Member
Nov 14, 2018
11
9
Other modders' requests completed in recent previous versions:
Hi Vinfamy, that looks great! Where can I find the description on how these new functions work? I can't find .txt files related to them. I'm particularly interested by getMorphValue, RandomizeRace (I suppose it's related on the map?) and getPerson(Tag) ;)
 

Lostlegends

Active Member
Modder
Jul 9, 2017
592
1,160
Hi Vinfamy, that looks great! Where can I find the description on how these new functions work? I can't find .txt files related to them. I'm particularly interested by getMorphValue, RandomizeRace (I suppose it's related on the map?) and getPerson(Tag) ;)
he often puts examples in"\LifePlay\LifePlay\Content\Modules\vin_Base\Scenes\meet_random" check the test scenes
just noticed, he did actualy tell you where to find them lol
 

Vinfamy

creating moddable 3D life simulator
Game Developer
Jul 5, 2017
1,250
4,850


DOWNLOAD
Windows
(64-bit): MEGA - -
Windows (32-bit): MEGA - -
Linux: MEGA

Update Only:
(requires LifePlay 2.0 Stable or later)
Windows (64-bit): MEGA - -
Windows (32-bit): MEGA - -
Linux: MEGA

Change Log:
- The city map will now show actual 3d textured buildings (4 variants of low-rise buildings and 7 variants of skyscrapers), some trees, pavement and some cars on the road. The 3d models for these are all low-poly (due to performance reasons) and still restricted by the lack of terrain data in the OpenStreetMap exports (i.e. can't generate hills or rivers) so they won't look as good as the city builder games made by professional studios for example but they're definitely still a big improvement on the old maps. The new system will also work instantly with all existing maps - no need to redownload anything from the Mega's optional map folder.
- Rework the map lighting to better suit the new 3d models, enable them to drop shadows and make lighting more consistent (no more sudden jump of light level as soon as 6am is reached, weird lighting when a scene moves time forward, or random changes in the map's lighting when you move from one house to another). Incidentally, this also fixes the blue tint for the 3d bedrooms.
- Optimize performance (i.e. minimize FPS loss from the old map to the new map) for the new maps with hierarchical instanced meshes, LODs and occlusion culling
- Add a second default map that will be included with all releases of the game alongside Central London: Central Bath. It's recommended to tick 'Randomize Unknown Buildings' (25%, 25%, 25%, 25%) when using this map - it's small and compact (lots of buildings in a concentrated area to play with). Even at max randomization setting and with the new textured map system, it loads pretty much instantly. Good for quick testing and weaker PCs that don't get good FPS with the Central London map.
- Update the game's start date to January 2020 (the old start date was 2 years ago). This will only affect 'New Game' and not your current saves.
- Bug fixes, modders' requests and other improvements
 

Edwarf

Member
Jun 8, 2017
373
423
How to trigger bestiality and incest content?
About the 2nd one, I cant find the way to smurf with any of my daughters. Will try without mods, to check if its mod fault.


Also, a mod to add a single slider to change char size (instead dealing with a legion of settings) within animation parameters would be nice; and how to change clothes color, if possible?

TIA.
 
Last edited:

The Grifter

Active Member
May 28, 2017
650
1,049
Whew... the new cityscape sure looks pleasing, but it cranks up the loading time to eleven... at least for me. Regardless, nice update!
 
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SingleForLife

Newbie
Oct 22, 2019
57
50
How to trigger bestiality and incest content?
About the 2nd one, I cant find the way to smurf with any of my daughters. Will try without mods, to check if its mod fault.


Also, a mod to add a single slider to change char size (instead dealing with a legion of settings) within animation parameters would be nice; and how to change clothes color, if possible?

TIA.
to enable bestiality, incest or any modded content: while in the game press Esc, click Mod Manager, tick the boxes next to the mod in question
to change the color of your clothes go to settings, enable "home dye", now whenever you put something on you can change the color
 
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nashorn95z

Newbie
Jan 26, 2019
89
68
Great Update. Why dont you use a community created 3d map for your main map? There are many available maps like as example a remade GTA SA map in Unreal Engine 4. This new map is ok but i think it would need a lot of work to look nice
 
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Vinfamy

creating moddable 3D life simulator
Game Developer
Jul 5, 2017
1,250
4,850
Whew... the new cityscape sure looks pleasing, but it cranks up the loading time to eleven... at least for me. Regardless, nice update!
This is part of the reason I added the Central Bath as the second default map. For people wanting to quick test and don't want to wait for the CL map to load.

Great Update. Why dont you use a community created 3d map for your main map? There are many available maps like as example a remade GTA SA map in Unreal Engine 4. This new map is ok but i think it would need a lot of work to look nice
performance (maps that are designed for first-person / third person games would instantly kill FPS in a top-down view game), real locations and user customizability.
Also, with that specific GTA example: that's asking for a lawsuit :p
 

Aymier09

Member
Jul 23, 2017
115
177
is there a mod for a proper user interface so I dont have to scroll down all the time and a mod for good camera controls ? Like if you hold both mouse buttons your camera pans, if you hold your right mouse button you can go forward/backwards or up/down.
 
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3.30 star(s) 118 Votes