[Ren'Py] SU Re-Imagined, an UNOFFICIAL Proof of Concept Ren'Py Demo - Community Development Thread

5.00 star(s) 1 Vote

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,851
29,767
I seem to be getting a bunch of errors whenever I try to plan a heist
I need screenshots of your errors. Also, new game or existing save? A number of variables have been changed under the hood, which existing saves may or may not have issues with. Also, is this with SU ReImagined v0.28.3?

Playing v0.28.3, noticed a visual bug just after speaking with the princess in the bathrooms of the glamor slam:
View attachment 3353212
Not surprised, will look into this. Since 0.28.3 was released, I've already been tweaking the position transforms in the Glamour Slam to deal with another issue, as there were extra fades in some of the dialogues, and I've also since set up two new offscreen positioning transforms that I'm experimenting with atm. Renpy gets weird with transforms sometimes, even when you specifically spell out where you want things to start and end.

As an example:

Code:
Show Lex:
    xpos 2500
    yalign 1.0
pause 0.25
Show Lex:
    ease 1.25 favorright #favorright s positioning that we use in SU ReImagined all the time, the associated transform was set up over a year ago.)
Well you'd think that Lex would be placed offscreen to the right, and then ease in from the right side of the screen, but instead he enters the screen from the upper left corner... Ummm what?

As I said, experimenting with this now, using xcenter instead of xpos seems to help, again not sure why...

All of this because the 'with easeinright' etc. positions happen too fast for my liking, 0.5 seconds for an 'ease' transition is waaay to fast IMHO,
that's almost 'speed force' speed...

In any case, yeah there will be a 'text only' patch incoming shortly dealing with this particular issue. BTW, the reason I just re-uploaded everything for 0.28.3 instead of doing a patch is because I added a bunch of new images, and it was easier to just re-upload everything instead of trying to remember what was new...
o_O
 
Last edited:
  • Like
Reactions: osanaiko

betazu

Newbie
Sep 27, 2017
22
17
I got this error when i'm trying access "manage girls" screen while Lex is resting in his quarters

EDIT: oh sorry, i found whole management screen can't be accessed

While running game code:
File "game/gsmbrecordkeeping.rpy", line 11, in script
call screen managementscreen
File "renpy/common/000statements.rpy", line 609, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "renpy/common/00action_data.rpy", line 79, in get_selected
return __get_field(self.object, self.field, self.kind) == self.value
File "renpy/common/00action_data.rpy", line 39, in _m1_00action_data__get_field
raise NameError("The {} {} does not exist.".format(kind, name))
NameError: The variable currentgig does not exist.

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "game/gsmbrecordkeeping.rpy", line 11, in script
call screen managementscreen
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\ast.py", line 2232, in execute
self.call("execute")
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\ast.py", line 2220, in call
return renpy.statements.call(method, parsed, *args, **kwargs)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\statements.py", line 281, in call
return method(parsed, *args, **kwargs)
File "renpy/common/000statements.rpy", line 609, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\exports.py", line 3181, in call_screen
rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\ui.py", line 299, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 3377, in interact
repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, pause=pause, pause_start=pause_start, pause_modal=pause_modal, **kwargs) # type: ignore
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 3810, in interact_core
root_widget.visit_all(lambda i : i.per_interact())
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\screen.py", line 456, in visit_all
self.child.visit_all(callback, seen=None)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
[Previous line repeated 6 more times]
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 584, in visit_all
callback(self)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 3810, in <lambda>
root_widget.visit_all(lambda i : i.per_interact())
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\behavior.py", line 968, in per_interact
if self.is_selected():
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\behavior.py", line 956, in is_selected
return is_selected(self.action)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\behavior.py", line 398, in is_selected
return any(is_selected(i) for i in action)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\behavior.py", line 398, in <genexpr>
return any(is_selected(i) for i in action)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\behavior.py", line 401, in is_selected
return action.get_selected()
File "renpy/common/00action_data.rpy", line 79, in get_selected
return __get_field(self.object, self.field, self.kind) == self.value
File "renpy/common/00action_data.rpy", line 39, in _m1_00action_data__get_field
raise NameError("The {} {} does not exist.".format(kind, name))
NameError: The variable currentgig does not exist.

Windows-10-10.0.19045 AMD64
Ren'Py 8.0.3.22090809
SU Re-Imagined 0.28.3
Thu Feb 15 15:21:30 2024
 
  • Like
Reactions: OhWee

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,851
29,767
I got this error when i'm trying access "manage girls" screen while Lex is resting in his quarters

EDIT: oh sorry, i found whole management screen can't be accessed

While running game code:
File "game/gsmbrecordkeeping.rpy", line 11, in script
call screen managementscreen
File "renpy/common/000statements.rpy", line 609, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "renpy/common/00action_data.rpy", line 79, in get_selected
return __get_field(self.object, self.field, self.kind) == self.value
File "renpy/common/00action_data.rpy", line 39, in _m1_00action_data__get_field
raise NameError("The {} {} does not exist.".format(kind, name))
NameError: The variable currentgig does not exist.

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "game/gsmbrecordkeeping.rpy", line 11, in script
call screen managementscreen
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\ast.py", line 2232, in execute
self.call("execute")
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\ast.py", line 2220, in call
return renpy.statements.call(method, parsed, *args, **kwargs)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\statements.py", line 281, in call
return method(parsed, *args, **kwargs)
File "renpy/common/000statements.rpy", line 609, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\exports.py", line 3181, in call_screen
rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\ui.py", line 299, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 3377, in interact
repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, pause=pause, pause_start=pause_start, pause_modal=pause_modal, **kwargs) # type: ignore
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 3810, in interact_core
root_widget.visit_all(lambda i : i.per_interact())
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\screen.py", line 456, in visit_all
self.child.visit_all(callback, seen=None)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 582, in visit_all
d.visit_all(callback, seen)
[Previous line repeated 6 more times]
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 584, in visit_all
callback(self)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\core.py", line 3810, in <lambda>
root_widget.visit_all(lambda i : i.per_interact())
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\behavior.py", line 968, in per_interact
if self.is_selected():
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\behavior.py", line 956, in is_selected
return is_selected(self.action)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\behavior.py", line 398, in is_selected
return any(is_selected(i) for i in action)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\behavior.py", line 398, in <genexpr>
return any(is_selected(i) for i in action)
File "D:\FF\SU_ReImagined-0.28.3-pc\renpy\display\behavior.py", line 401, in is_selected
return action.get_selected()
File "renpy/common/00action_data.rpy", line 79, in get_selected
return __get_field(self.object, self.field, self.kind) == self.value
File "renpy/common/00action_data.rpy", line 39, in _m1_00action_data__get_field
raise NameError("The {} {} does not exist.".format(kind, name))
NameError: The variable currentgig does not exist.

Windows-10-10.0.19045 AMD64
Ren'Py 8.0.3.22090809
SU Re-Imagined 0.28.3
Thu Feb 15 15:21:30 2024
For now, the workaround for this is to go to the Profile screen, select a different girl, then go back to the management screen, You should be able to enter the management screen at that point and it should work normally. The variable DOES exist, Ren'Py is just being weird. This error is rare, but I'm looking into it.
 
Last edited:
  • Like
Reactions: betazu

Jimwalrus

Well-Known Member
Sep 15, 2021
1,042
3,984
What AI is used for getting something unlimited like art???
I'm using Stable Diffusion, with a LoRA (add-in model) trained by another F95'er on SR7's work.
If you'd like to know more about it (bearing in mind you'll need a decent graphics card), feel free to DM me.

As a bonus, have some of the (not in the game) GS waitresses who clearly work hard for their tips...
00158-2666761605.png 00176-2666761623.png
 

deadshots2842

Member
Apr 30, 2023
188
290
I'm using Stable Diffusion, with a LoRA (add-in model) trained by another F95'er on SR7's work.
If you'd like to know more about it (bearing in mind you'll need a decent graphics card), feel free to DM me.

As a bonus, have some of the (not in the game) GS waitresses who clearly work hard for their tips...
View attachment 3363239 View attachment 3363246
I don't really know much about art and drawing I just asked casually to maybe try myself later. What kind of GPU we talking? I got rtx 3060 (12 GB). Thanks for the reply.
 
Last edited:
  • Like
Reactions: Jimwalrus

Jimwalrus

Well-Known Member
Sep 15, 2021
1,042
3,984
I don't really know much about art and drawing I just asked casually to maybe try myself later. What kind of GPU we talking? I got rtx 3060 (12 GB). Thanks for the reply.
Without derailing the thread, that's probably the price/performance sweet spot right now. It's what I use anyway - vRAM is more important than CUDA cores (e.g. a 12GB 3060 is better than an 8GB 3060ti)
 

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,851
29,767
I want the other Harley to have stuff to do, so I took a crack at designing a suit for her:

Harley2b_suit.png

She needs an outfit to wear when managing the Lexcorp offices, which is one the roles assignable as one of Lex's consorts.

Others might be able to come up with something nicer, it would also be nice to have a limo driver outfit for her.
 
Last edited:

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,851
29,767
OK, so a status update r.e. SU ReImagined...

I've been waiting on others that were working on a couple of characters, and someone had a side plot idea that they were working on. Not pushing, this is a volunteer effort, just mentioning this to let people know that I'm still excited to see what they come up with. Note that this content could be shared separately as 'girl packs' or whatever.

As for me, I'm planning to share my latest build soon. It's mostly under the hood tweaks, and sets up a couple of things, such as two sets of costumes for girls, i.e. which outfits are available at the GS/MB versus the wardrobe available via Lexcorp Quarters interactions.

I had hoped that others would have Raven and/or Superwoman content ready by now, as I'd like to get the 'Summoning' path implemented, and also because I need a third consort (Harley 2 and/or Superwoman) to unlock the Lexcorp offices in the way I have planned.

FYI, for those that may not know, Lex has a group of loyal consorts (Mercy is the first) that can be assigned to various duties. I came up with this to give the gals that are working for Lex willingly something to do when not being banged by Lex. The first two duties are Lex's aide and Legion Hideout duty.

I was just pondering just now giving a 5% bonus to missions & contract success odds if the consort assigned to Legion Hideout duty (if Mercy isn't pulling double duty), IF they aren't assigned to a mission or contract themselves. Easy enough to code...

Anyways, yeah the Lexcorp Offices is the third available duty, after Aide Duty & Legion Hideout Duty. Aide & Hideout Duty must have someone assigned at all times, I'm thinking of also making Lexcorp Offices duty mandatory as well once the offices are open. I'm also planning on assigning a cost to re-open the offices, to help soak up a small bit of the mid-game income.

In any case, yeah I may add a Superwoman placeholder for now, until others are able to tackle her content. Same for Harley #2.

I'll be moving on to my next project on March 1st, which will put my work on SU ReImagined on the backburner for me for now. I'll still help out, but others are waiting on my other projects, and those have chapters that I need to complete.

As for what I'm seriously considering as it relates to ReImagined, the idea of doing a 'supers' type game with Daz Studio continues to appeal to me. Much as I do appreciate SR7's artwork, if I have a choice of transcribing existing content versus making new stuff, well new stuff wins out every time for me.

The nice thing about Daz Studio is that it's MUCH easier to change outfits on characters, just add the new outfit and re-render. And once the outfit is added, well you can make as many poses as you want. SR7 art is hand-drawn, which takes a lot of time, particularly as you have to re-draw the outfit for each pose.

So, as I've noted before, I'm mostly leaving transcripion efforts to others, as I already have too many ideas and a bunch of other stuff I want to do. My mission here has always been to set up the framework so that others could run with it.

I'll still work on ReImagined, well it's supposed to be a team effort, so others need to help out too! All the help so far is very much appreciated, but this is an ongoing effort so more effort from others is needed going forward.

That's about it. For those looking for existing content, do check out xMendoza's SU Rebuilt(2), it's a bit farther along than ReImagined in that regard. Some of the Rebuilt(2) transcribed content could be ported into SU ReImagined, but I'm not the guy to do that, there's too much else I want to do right now...

I'll post a new version in the next couple of days before I move on to my next project, which is re-constructing my Daz Studio install. I have an 18TB backup drive ready to go, and makng backups is my first priority... I'll still help out here of course, emphasis in the word 'HELP', but it'll be a bit before I get back to this full force.

That's it for now!
OhWee
:cool:
 
Last edited:

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,851
29,767
A mini-update.

First off, Something Unlimited: Themyscira, an 'official' release from GS Games, has been released. Details here:

https://f95zone.to/threads/something-unlimited-themyscira-v0-30-beta-gunsmoke-games.197185/

It's mainly just a Ren'Py port of the SU Themyscira arc content, and it sounds like there's not a lot of new content added, but hopefully SR7 continues to hammer away at this to develop the story further.

If you like SU, feel free to support GS Games if you are so inclined!

---

Also, for anyone that may be checking out this thread for the first time, a new version of SU ReImagined will be released in the next few days, so I'd recommend that you hold off on downloading SU ReImagined until I'm ready to share the next release. It's close, but not quite ready atm.

I DO suggest that you check out SU Rebuilt(2) in the meantime. It has more sexy fun time content currently, if such things interest you. SU Rebuilt(2) is the 'more faithful' port of SU Unity, while SU ReImagined is trying out a few new ideas...

---

Back on topic:

So I spent the last couple of days fine tuning the code in a couple of areas, and have a few additions incorporated:

1) I added two new modifiers to heist and capture attempts.
  • The base odds for heist and capture attempts are reduced by 1% every 7 game days. The idea here being that as more criminal activity is reported, more resources are slowly being shifted to law enforcement efforts by the citizenry of Metropolis 69. So, for example, on day 70, there's a 10% lower chance of successful heist and capture attempts. This is to shift the focus to higher powered henchmen in the mid/late game.

  • Once Harley has joined Lex's ranks as once of his consorts, in current ReImagined releases, you have the option to assign either Mercy OR Harley to Legion hideout duty, with the other gal being assigned as Lex's Aide. In any case, if the consort assigned to Legion Hideout duty is not assigned to any heist or capture attempts, and is not busy doing other things (say special missions), a 5% 'oversight' bonus is added to heist and capture attempts. Essentially, the Legion Hideout consort is helping in the planning of the missions, to help increase the chances of success.
2) As noted above, I reformatted some text on the Legion Hideout interface, and you'll now see the 'oversight' modifier appear if Harley/Mercy isn't busy.

3) I'm still working towards getting at least one summoning example working, so that Harley 2's introduction can be accomodated. I'm also working on some related 'pre-cell' conversations that relate to this. I also decied to call Harley #2 Harles, which is what Ivy often calls her in the Harley Quinn animated series. This is to help reduce confusion when Harley #1 and Harley #2 are in the same room...

4) I spent some time fine tuning the Glamour Slam & Meta Bordello manager implementation. I needed to do a couple of adjustments under the hood to fix a couple of issues. I also found a clean and simple way to check for non-existent variables for various characters, which will come in handy in the future.


All this means that I need to spend a little more time to get a couple more things set up. Your continued patience is most appreciated!
 

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,851
29,767
Another quick update.

So, I figured that it'd be helpful to show the effects of fatigue as it relates to income on the GS/MB management screen...

Su_ReImagined_MgmtFatigueMod.jpg

The tiny percentage shown above the fatigue bar in each slot is the income modifier for each gal that is working.

So for example, Tink will have a 91% reduction to nightly performance income (9%) while Black Canary, who is only slightly fatigued, will only have a 1% reduction to nightly performance income.

This should help players when trying to judge just how a gal's current fatigue level affects things.

As for Stripperella and Sluttarella, the modifier shown is the amount her income bonus modifier is adjusted. In this case, Stripperella is still getting her full 15% manager modifier, while Sluttarella (who has an extra 0.5 points of fatigue in this case) has her manager modifier reduced slightly, i.e. 14% instead of 15%.

Still plugging away at a couple of other things, so the next update will be delayed a bit longer, as I need to get a couple more things into place to 'unlock' the Lexcorp Offices.

More help is always welcome!
:cool:
 

Sharinel

Active Member
Dec 23, 2018
598
2,509
Another quick update.

So, I figured that it'd be helpful to show the effects of fatigue as it relates to income on the GS/MB management screen...

View attachment 3405766

The tiny percentage shown above the fatigue bar in each slot is the income modifier for each gal that is working.

So for example, Tink will have a 91% reduction to nightly performance income (9%) while Black Canary, who is only slightly fatigued, will only have a 1% reduction to nightly performance income.

This should help players when trying to judge just how a gal's current fatigue level affects things.
Can I make a suggestion? Maybe reverse the bars? Every game that I play I want to keep Stamina up, or Health Bar filled, same with Mana. I looked at the bechambers row and thought 'Well Tink still has loads in her bar, let's use her'. Reading your explanation I understand now what you are showing but how many people RTFM? :). Convention has us trying to keep a bar filled, maybe go with that?
 

Morkar

Well-Known Member
Aug 9, 2016
1,120
636
I think the same instead of a fatigue bar it would be easier to have a stamina bar that decreases
 

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,851
29,767
Can I make a suggestion? Maybe reverse the bars? Every game that I play I want to keep Stamina up, or Health Bar filled, same with Mana. I looked at the bechambers row and thought 'Well Tink still has loads in her bar, let's use her'. Reading your explanation I understand now what you are showing but how many people RTFM? :). Convention has us trying to keep a bar filled, maybe go with that?
I think the same instead of a fatigue bar it would be easier to have a stamina bar that decreases
In this context, the goal (in my mind) is to keep the bar empty, the idea being that excessive amounts of color in a bar indicates that you should pay attention.

The fatigue stat starts at zero, and the amount it reduces income is a squared function, i.e.

1.0 - ((fatigue_level * fatigue_level )/ 200) = income multiplier
so 5 fatigue * 5 fatigue = 25,
divide by 200 is .125,
1.0 - .125 = .875, or 87.5% income
200 was picked as 14 x 14 = 196 (almost 200), and 15 fatigue drops your income multiplier into the negatives.

Thankfully, the gal will be automatically be sent home to get rest if her fatigue stat is too high, and there's also the 'on call' system that rotates out gals with a fatigue level that is higher than the 'on call slot' threshold, if another gal is assigned to 'on call' that can replace her.

14 essentially translates to 14 days of dancing before a gal is fully worn out. Other activities require more exertion, so say playpen/orgy is 1.5 fatigue per day, or 9 days of orgies, with full exhaustion setting in on day 10...

The difficulty slider adjusts the 'fully exhausted' target with a multiplier (say 1.1) to the current base fatigue stat, fyi.

Occasionally, a gal may be in multiple battles with baddies when crime fighting, which can push her fatigue stat above 15. You may have captured a gal that you immediately had to assign to multiple days of bedrest to reduce her fatigue. I've been pondering adding a 'health' stat that tracks physical damage/degradation that takes weeks to heal, instead of days with just fatigue, the idea being that Lex may need to arrange for intensive care for a week or more if a gal has a bad run. And pushing the fatigue stat past 14 results in a 'health/hit point' of damage, but that's down the road a bit...

Anyways, that's my 'developer logic', as the goal is to keep fatigue at/near zero. There's already a lot of color going on on the management screen, so black bars helps you focus on the cute gals...

That being said, I can add a mod switch under game options that 'flips' the bar easily enough, I'll add it to the list for future updates for those that prefer a full bar instead of an empty one, but there's a bunch of other stuff on my to do list already so it'll be a bit.
 
Last edited:

OhWee

Forum Fanatic
Modder
Game Developer
Jun 17, 2017
5,851
29,767
Just a quick note.

I have a Daz Studio install up and running again, although I haven't set up my dedicated rendering rig yet. It's ready to go, I just need to install Windows and a bunch of programs and transfer my Daz Studio install over.

Just for fun...





I'm planning to set up a few characters in Daz Studio, and do my own thing.

As for SU ReImgained, I'll probably release one more update when I'm in the mood to write a few more scenes, and leave the 'girl packs' thing to others if they are interested in working on those. The backbone is mostly in place now, and since Gunsmoke Games is now officially porting things over to Ren'Py on their end, well that's what people will be more interested in anyways.

I'm currently focused on two other projects, and also working out the details of my next big project. While I don't mind playing in other people's sandboxes, I'm ready to move on.

SR7's artwork is nice and all, but expressing my artistic heart is still a Daz Studio thing, and I'd rather render characters in Daz Studio, and frankly do not have much interest in transcribing existing content from somebody else's game.

So yeah, one more update for SU ReImagined for now. I may come back to it later, but it was always supposed to be a group project thing.

Back to other stuff!
:cool:
 
Last edited:
5.00 star(s) 1 Vote