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Krongorka

Active Member
Sep 22, 2017
847
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Just having a poke through the assembly .dll for the game and I noticed that it does contain a few references to a fetus count and the belly size script contains references to fetus counts up to 3.

So I guess the real question is whether this is some remnant of an early planned feature, possibly with some copy+paste from MBM mechanics, or whether it is the code hooks for a planned feature? Considering how MBM didn't have a pregnancy progression, it can't just be purely a remnant from MBM (unless it was an unimplemented MBM feature?).
From what I saw in the code of MBM, I'll assume pregnancy progression wasn't a thing in MBM, but "Fetus Count increasing belly size" was an idea which I and Memacile implemented in MBM's Tits mod... partially, but it's just a question of updating every single skeleton file (more than 70, I don't remember how much there is, including every unique slave - even more)/graphics in resources.

What I can add about cut features from MBM, though:
- Food consumption was cut (it was a thing for pre-release versions)
- "Cleanless" - you had to wash slaves and monsters, because it was tied to a risk of infections.
 

FluffyRaKu

Newbie
Jan 2, 2023
55
77
From what I saw in the code of MBM, I'll assume pregnancy progression wasn't a thing in MBM, but "Fetus Count increasing belly size" was an idea which I and Memacile implemented in MBM's Tits mod... partially, but it's just a question of updating every single skeleton file (more than 70, I don't remember how much there is, including every unique slave - even more)/graphics in resources.

What I can add about cut features from MBM, though:
- Food consumption was cut (it was a thing for pre-release versions)
- "Cleanless" - you had to wash slaves and monsters, because it was tied to a risk of infections.
Yeah, I noticed that a progression system was implemented in the tits mod for MBM, but I wasn't sure if it was a wholly new feature that was modded in or whether it was simply an unfinished/unimplemented feature that was polished and added back in.

It'll certainly be interesting to see what kind of features people can mod in though. I'm not a great coder myself (more just a tinkerer), but I can already see there's great potential for some kind of Complex Breeding-like mod.

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Krongorka

Active Member
Sep 22, 2017
847
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Yeah, I noticed that a progression system was implemented in the tits mod for MBM, but I wasn't sure if it was a wholly new feature that was modded in or whether it was simply an unfinished/unimplemented feature that was polished and added back in.

It'll certainly be interesting to see what kind of features people can mod in though. I'm not a great coder myself (more just a tinkerer), but I can already see there's great potential for some kind of Complex Breeding-like mod.

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About "Spoiler section", that's interesting. If some animations doesn't work properly or at all but other does, like you mentioned standing and sitting poses it simply means other poses doesn't have these graphics slots created in .skel files. Editing .skel files requires Spine software. I do plan to come back to modding them for future releases.

Judging by how MBM pre-release changed to release state and all pre-release versions were removed from the net, I'll make sure to keep old versions for uncompressed textures, that's for sure. I'd hate if they will use DXT5 Crunched on game's textures again due to performance reasons...

Spoiler from MBM's assets. Won't be using Spoiler function, though. Because while people don't care about datamining in general, developers might want to take a note:
I have some thoughts about skeleton's actual performance, at least judging by how MBM's assets were made. Here's a quick comparison of release and currently modded state for one NPC from MBM:

MBM-FloraSkeleton.png

I know that while Vetrex/Vertex Transforms ain't that bad, Clipping stuff is really bad for performance and should be reduced to a minimum (requires changing how stuff is drawn/order/animated). Additional point is, MBM's characters are mostly static, most movements from NPCs comes either from Sex scenes or from touching these NPCs, that's why I haven't pushed it to draw less triangles. But yeah, at least for MBM it required quite a clean up:

MBM-FloraSkeletonMesh.png

Looks like this under the hood, visually stays roughly the same as the original due to low-moving nature of it.

I'm not Spine's power-user by all means, but at the time I made test-mod for ProjectR 0.1 I noticed that clipping function literally destroyed my framerate with more than 6 slaves on Ryzen 5800X - from stable vsync's 75 fps down to 15 fps and degrading more and more with more characters on a screen.

So yeah, I think CPU-wise it might be a good test case.

And another note for devs is to use BC7 compression on textures instead of DTX5, since it produce less artifacts.
 

Ilbrya

Newbie
Mar 22, 2022
73
68
About "Spoiler section", that's interesting. If some animations doesn't work properly or at all but other does, like you mentioned standing and sitting poses it simply means other poses doesn't have these graphics slots created in .skel files. Editing .skel files requires Spine software. I do plan to come back to modding them for future releases.

Judging by how MBM pre-release changed to release state and all pre-release versions were removed from the net, I'll make sure to keep old versions for uncompressed textures, that's for sure. I'd hate if they will use DXT5 Crunched on game's textures again due to performance reasons...

Spoiler from MBM's assets. Won't be using Spoiler function, though. Because while people don't care about datamining in general, developers might want to take a note:
I have some thoughts about skeleton's actual performance, at least judging by how MBM's assets were made. Here's a quick comparison of release and currently modded state for one NPC from MBM:

View attachment 4084701

I know that while Vetrex/Vertex Transforms ain't that bad, Clipping stuff is really bad for performance and should be reduced to a minimum (requires changing how stuff is drawn/order/animated). Additional point is, MBM's characters are mostly static, most movements from NPCs comes either from Sex scenes or from touching these NPCs, that's why I haven't pushed it to draw less triangles. But yeah, at least for MBM it required quite a clean up:

View attachment 4084713

Looks like this under the hood, visually stays roughly the same as the original due to low-moving nature of it.

I'm not Spine's power-user by all means, but at the time I made test-mod for ProjectR 0.1 I noticed that clipping function literally destroyed my framerate with more than 6 slaves on Ryzen 5800X - from stable vsync's 75 fps down to 15 fps and degrading more and more with more characters on a screen.

So yeah, I think CPU-wise it might be a good test case.

And another note for devs is to use BC7 compression on textures instead of DTX5, since it produce less artifacts.
The end result is nuts. It's as if they forgot to turn down the polygon count before release.
 

Krongorka

Active Member
Sep 22, 2017
847
2,726
The end result is nuts. It's as if they forgot to turn down the polygon count before release.
My theory (although I know I'm bad at guessing what the intent was a lot) is that they either:
- Forgot to do that
- Didn't know it was a thing in Spine (Prune weights function)/lack of experience

Clipping was actually heavily reduced for later characters, like Sena-Lena (2 NPCs in 1 Skeleton file), Barbara.

On the other hand, original "overkill" meshes does allow characters to be posed quite a bit better. But for MBM it's really an overkill indeed. Another thing about cutting down meshes like that this is a delicate work. It might break stuff visually, requires adjustments. It takes time.

Talking about overkill, every single texture comes with full mipmap chain - 11/12 levels depending on texture resolution. Original game zoom out only allows to use up to 4 levels. So, I don't know, I think it actually uses more GPU memory in that case.
 
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Krongorka

Active Member
Sep 22, 2017
847
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Following succubus Rune's "route" in MBM ("making her wish come true") literally ends the game throwing you out of infinite game loop back to main menu. MC/Player is a puppet for her needs. So yeah, either this game is about "breaking the cycle" or not is up to devs.
 
Oct 2, 2022
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Well it's like any other contract with a demon I suppose. You grant them what they request, and they fulfill your desires. You get what you wanted, and so does she. That's the end of it.
 

FluffyRaKu

Newbie
Jan 2, 2023
55
77
where is the "fetus=0" in the game files? (unless it's more of a coding thing that can't be opened with notepad, like the .character files)
It's not in the usual asset files that can be opened with notepad. A lot of that kind of game logic is in the .dll files that requires a special program to open. Specifically, I use dnSpy to open them and the file I was poking through is Assembly-CSharp.dll.

Some of the stuff in that .dll used to actually be in the scripts folder though, such as how colours are inherited.
 

Zenko-2B

Newbie
Mar 23, 2021
15
24
Given how they treated her so far, we'd be lucky to have sex with her at all, much less with the monsters. Since she gives the impression that she could tear us to shreads with a wave of her hand, at least to me.
In the first concept arts of ProjetR a scene of Rune having sex with the MC was shown :p I hope this doesn't end up being discarded as the initial mechanics of the game. 110260424_p0_master1200.jpg
 
Dec 20, 2020
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It's not in the usual asset files that can be opened with notepad. A lot of that kind of game logic is in the .dll files that requires a special program to open. Specifically, I use dnSpy to open them and the file I was poking through is Assembly-CSharp.dll.

Some of the stuff in that .dll used to actually be in the scripts folder though, such as how colours are inherited.
was messing around with dnSpy, trying to find it, before realising that I have no idea what I'm doing when it comes to coding. I just wanted to mess around with multiples in-game tbh. (it's also entirely possible that I just have the wrong version)

edit: it's not cos of the version of the game, I just got v0.3.1.4 and I still have no idea how to find it
 
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Oct 2, 2022
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In the first concept arts of ProjetR a scene of Rune having sex with the MC was shown :p I hope this doesn't end up being discarded as the initial mechanics of the game. View attachment 4093401
I have mixed feelings about that. Part of me hopes it does go through, but another part hopes it doesn't for the reasons I mentioned before. Also, given their *History* do you think elves will drop alongside the Orcs? If so, hopefully they aren't useless like they were in MBM.
 
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Oct 2, 2022
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If we do end up being able to have sex with Rune, I hope it's more than one position. Or at least different from the one in the image since it's near identical to the human woman's. On the subject, has anyone else encountered a bug where the sfx for having sex with the human woman are missing? The sound for finishing is there, but the sounds aren't there for me.
 
Jan 6, 2018
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was messing around with dnSpy, trying to find it, before realising that I have no idea what I'm doing when it comes to coding. I just wanted to mess around with multiples in-game tbh. (it's also entirely possible that I just have the wrong version)

edit: it's not cos of the version of the game, I just got v0.3.1.4 and I still have no idea how to find it
With Multiples? What do you mean?

Colors are inherited in each entry in CharacterScripts. Including the Player Character.

Also, in the BuildingScripts>Stockade
You could probably avoid recasting women as Monmusu if you add the | type == "slave" to the if statement for placement purposes, btw.

I could be wrong of course, but. . .
 

flannan

Engaged Member
Dec 15, 2022
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Also, given their *History* do you think elves will drop alongside the Orcs? If so, hopefully they aren't useless like they were in MBM.
I doubt that. I think they would have shown off their elves when showing off their orcs if they were preparing elves too.
Also, elves are quite useful in MBM - they have one of the most desirable modifiers, decreased maintenance, which gives the player a lot of room for maneuver.
 
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