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Keen01

Newbie
May 5, 2020
20
17
im feelin the later being possible
It is a possibility but I feel like he's still working on the update. Maybe he has health issues or no motivation no one knows. I think he should take his time if he needs it, and people shouldn't pressure him about it. Just time will tell.
 
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kenta16807

Active Member
Oct 1, 2020
781
778
Could very well be, it took off nearly exponentially when he started hiding the stats.

Judging by what most people posts, noone cancels their phatreon...

Sorry for the OT.
 

Night Mirror

Well-Known Member
Modder
Jun 2, 2018
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(For anyone looking for a "when update" post, this isn't one. Still waiting on Ferdafs, so, whenever that happens...)

So I've been messing around with ai voices (calm yourself), partly out of curiosity to see where they're at (spoiler, better than they were, but still just so-so) and because I thought it would be something fun to try and figure out (spoiler, it was fun (again, a reminder I'm doing this project for fun, and I like trying fun things with it)), and because I needed to change something when re-re-re-reviewing Part 7 (of the conclusion) for the what feels like (and might actually be) the hundredth time, I decided to give them a try.

Before I dive in though, I'ma jump to the end a bit, and say, I'm still not going to include AI voices as a main element of this game. They are currently available as a mod (that you can get here), and will stay a mod for the foreseeable future. If you wanna know why, you can read on (or skip ahead).

Because I can't do anything short, this post is broken down into several sub sections. They're in spoiler tags, but no content spoilers here. Read them all, or just the ones that interest you, or skip the whole thing. Whatever you feel like.

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Anyhow~ thanks for reading, I hope that was enjoyable? Sorry we still don't have a release date, but again, waiting for Ferdafs to move us forward. Hopefully this next month? That would be great.

Thanks for staying awesome!
 

siusiaczek_

New Member
May 20, 2023
7
4
Hey, I tried working with the files a bit. I'm not a coder, and I don’t know Ren'Py that well or all its options. I managed to decompile the movies.rpa file and extract some animations because I thought 30fps would be good for playback. It works, but I wanted to increase the frame rate to 60fps using Flowframes. The problem is, Flowframes only outputs in .mp4, not .webm. When I edited the script to use the .mp4 file, it went blank. So, I converted the .mp4 files to .webm at 60fps with minimal quality loss, and it works even though it’s a bit heavier. It seems like .webm is the only format that works here. Any ideas on how to make this smoother? Possibly without changing the mp4 file into webm?
 

Blank8571

Newbie
Aug 23, 2019
51
36
So if Voice remains a Mod, which makes sense, what about the bums like me who are Android only though? I assume you don't intend to release 2 Android versions. I haven't attempted, but I'm rather sure current mod version isn't APK compatible
 

Night Mirror

Well-Known Member
Modder
Jun 2, 2018
1,786
9,859
Hey, I tried working with the files a bit. I'm not a coder, and I don’t know Ren'Py that well or all its options. I managed to decompile the movies.rpa file and extract some animations because I thought 30fps would be good for playback. It works, but I wanted to increase the frame rate to 60fps using Flowframes. The problem is, Flowframes only outputs in .mp4, not .webm. When I edited the script to use the .mp4 file, it went blank. So, I converted the .mp4 files to .webm at 60fps with minimal quality loss, and it works even though it’s a bit heavier. It seems like .webm is the only format that works here. Any ideas on how to make this smoother? Possibly without changing the mp4 file into webm?
Here is all the stuff about video playback in renpy:

The main reason it's 30fps, is that the original is 30fps. And due to some editing, a few videos are 24.

So if Voice remains a Mod, which makes sense, what about the bums like me who are Android only though? I assume you don't intend to release 2 Android versions. I haven't attempted, but I'm rather sure current mod version isn't APK compatible
Sadly there isn't an easy way to mod the android build. So, voices just aren't going to be a thing there (at least from me).
 

paxogre

Newbie
Sep 10, 2022
82
72
Sadly there isn't an easy way to mod the android build. So, voices just aren't going to be a thing there (at least from me).
If they can get to this location it's doable. Similar process to backing up saves on Android.
Android/data/com.nightmirror.rmawh/files/

Extract the 'game' folder to this location. Restart game if it's running in the background.
Downsides are neither the dev or the modder enabled sound support in the settings so no sliders, some variables produce weird audio, and things are a bit robotic.
 

Night Mirror

Well-Known Member
Modder
Jun 2, 2018
1,786
9,859
At what point we can declare that Ferdafs abandoned the game again?
F95zone says 3 months with no communication for something to be considered abandon.

So, lets look at some dates (and do some speculation):
  • 02/04/23 - Unity v3.7f released.
  • 05/01/23 - Unity v3.8 released.
  • 05/04/23 - Ferdafs puts up some sexy art for May the 4th.
  • 01/31/24 - Unity v3.9 released.
  • 03/22/24 - Ferdafs puts out an update about the next patch.
  • 06/22/24 - Unity v4.0 released.
Last time, I waited 6 months (with no communication) before continuing (Putting out r3.8P2 in Nov of 2023). Ferdafs returned roughly~ 8ish months later with a new update (and no communication in between). So really the question is, how much do I think Ferdafs has abandon the project?

All I can do is guess. At the moment, I think it's just another long delay, as we've been seeing for a while. I'd prefer not to do standalone releases if I can help it. This is a remake, and its main goal is to remake (into renpy), not to "take over" and push the game forward. The conclusion exists as the "backup" plan to wrap things up (and not leave this project abandon), but isn't intended to supersede the original (i.e. in addition to, not in place of).


So~ short answer (too late), right now I'm not sure. I will say I have no release plans for this year if we don't get something before Jan 2025 (and I'm ready to go if we do get an update before the end of the year).

At some point, I'll have to decide when long enough is enough, and I don't think we aren't getting anything more from Ferdafs. Or, maybe a new update will drop on us right after I post this, who knows. Without a info from Ferdafs, it's all just a guessing game.

I know waiting for an update sucks (it is really frustrating for me too!), but that is the nature of this project.
 

siusiaczek_

New Member
May 20, 2023
7
4
Here is all the stuff about video playback in renpy:

The main reason it's 30fps, is that the original is 30fps. And due to some editing, a few videos are 24.
1.yeah i found out of this doc couple of hours after making post. But thanks tho.

2.
In the main game animations are made ingame, so if you have 30fps cap animations are 30fps, im pretty sure the animations are made in (deafult) 60 fps becouse as i suppose all monitors have at least 60fps, so even with vsync enabled it will be 60 fps, i compared renpy remake to the unity version and unity looks smother, so that is why i tried to make it 60fps, and i foud out flowframes CAN export AV1 (.mkv (Matroska)) so ill try compiling it into movies.rpa and try if it is working, ony minus of it one 15sec animation is like 30 seconds of making in between frames and smth like 1.5min of encoding it into AV1 file, its still better than exporting it into .mp4 and than converting it one by one to .webm so i think it's improvement.
 

Night Mirror

Well-Known Member
Modder
Jun 2, 2018
1,786
9,859
2.
In the main game animations are made ingame, so if you have 30fps cap animations are 30fps, im pretty sure the animations are made in (deafult) 60 fps becouse as i suppose all monitors have at least 60fps, so even with vsync enabled it will be 60 fps, i compared renpy remake to the unity version and unity looks smother, so that is why i tried to make it 60fps, and i foud out flowframes CAN export AV1 (.mkv (Matroska)) so ill try compiling it into movies.rpa and try if it is working, ony minus of it one 15sec animation is like 30 seconds of making in between frames and smth like 1.5min of encoding it into AV1 file, its still better than exporting it into .mp4 and than converting it one by one to .webm so i think it's improvement.
I did double check and the original animations are 60fps. They are also Live2D (not video) but as I have no way to duplicate the Live2D implementation in renpy (i.e. I don't have the files renpy needs (also they have issues running on android)), video is the best I can do.

It's been a long time since I first started work on this project, so I can only guess at past me's reasons for doing them at 30 instead of 60, but a few things come to mind: first is size. Videos (even compressed) are huge, making up nearly 3/4ths of the games size, halving the frame rate, means a much smaller size.

Second, when I started work on this project, I had issues with removing the ui (now resolved) but in some old cases, I had to hand animate them out, which I was limited to 24fps (and 1 second at a time) in the tool I had, so some stuff got squished due to limitations.


You shouldn't need to put the videos back into the movie.rpa, that is only for distribution so there aren't tens of thousands of loose files (hard to unzip for people). Putting them into a folder named movies will work just fine.
 

siusiaczek_

New Member
May 20, 2023
7
4
I did double check and the original animations are 60fps. They are also Live2D (not video) but as I have no way to duplicate the Live2D implementation in renpy (i.e. I don't have the files renpy needs (also they have issues running on android)), video is the best I can do.

It's been a long time since I first started work on this project, so I can only guess at past me's reasons for doing them at 30 instead of 60, but a few things come to mind: first is size. Videos (even compressed) are huge, making up nearly 3/4ths of the games size, halving the frame rate, means a much smaller size.

Second, when I started work on this project, I had issues with removing the ui (now resolved) but in some old cases, I had to hand animate them out, which I was limited to 24fps (and 1 second at a time) in the tool I had, so some stuff got squished due to limitations.


You shouldn't need to put the videos back into the movie.rpa, that is only for distribution so there aren't tens of thousands of loose files (hard to unzip for people). Putting them into a folder named movies will work just fine.
How did you managed to hide the ui? i suppose you screen recorded it and you exported it as an video, than used it as game asset. the unity game (for me) runs at around 120fps.
 

Night Mirror

Well-Known Member
Modder
Jun 2, 2018
1,786
9,859
How did you managed to hide the ui? i suppose you screen recorded it and you exported it as an video, than used it as game asset. the unity game (for me) runs at around 120fps.
Hiding the UI is a bit complex, but the short version is: I used a tool called dnSpy, which lets me decompile the c# code. Then, I can go into the system that controls the main UI elements (Fungus) and modify the code that displays the text box to screen (making it's alpha 0). I put a jank toggle in, so that I can turn the UI on and off during gamplay, and its~ okay. Then yes, I just use the window + g to do video capture (as well as a custom python script to get images).

While the Unity game framerate is uncapped (running 150fps for me), the animations are 60fps, which we can see in the motion data txt files:
1730073711471.png
 
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