Ahamkara's Wish
Newbie
- Mar 19, 2019
- 56
- 93
- 111
Is doing two versions a lot of extra work? (High/Low Res versions).So I've gone all the way down the rabbit hole on this video thing, trying to figure out what I can do to improve playback (for some players) and reduce overall size. I might possibly have a solution for both, but I'm not sure I want to do either.
First, very briefly, playback. So far only one user has reported any video playback problems, with the sex animations running a low framerate. I can't see the issue myself, so that makes troubleshooting it mostly impossible for me (how can I test if a fix worked if I can't see the problem to begin with?).
This seems to be a conflict with the version of Renpy the game is currently using, 8.0.3. Good news, there is a new major release that just came out, 8.1. And looking through the code repo fixes, webm VP9 (the video encoding format used for this game) seems to be one of the many fixes in 8.1.
But, do I want to move the engine forward again to maybe solve this issue? Engine updates mean no patch only file (saves should be fine (although there is a weird new security thing in engine with saves?)), and since I managed to fuck up the last patch only file, that would be two releases in a row with no patch only. Also, possible issues from the engine upgrade. Not sure yet, need some more time to think it over...
The second issue has been my ongoing (and constantly failing) battle with video size. At the moment, video makes up the majority of the projects overall size. The full game is 1.07GB and video makes up 683MB of that size, (meaning that all image + scripts are about 348MB).
(Also, tangent, Renpy 8.1 adds much better support for Live2D, which would make videos around 200MB, but I still have no way to use the Live2D assets from Unity in Renpy)
However, I do have a way to reduce video size that I haven't used yet, cutting it in half (literally), I can change the video resolution. Instead of 1080p, I can make it 540p, half the size. This translates to videos being 387MB instead, bringing the whole game down to just under 800MB.
But, it comes with a major negative, two actually, quality and complexity. There is a very noticeable dip in quality by cutting out half the pixels (things look more blurry (see the example below)). If you're on a smaller screen, like android, seeing the drop is nearly imperceptible, but on a 4k monitor, it looks like the screen has been smeared in vasoline.
To be clear, this lower size video would be an optional download (a "compressed" version of the game), and the main download would remain with compressed images, and 1080p video (and an uncompressed image patch). But just reading that sentence you might already see my biggest concern here, complexity.
I maintain 3 different versions of this game: the working project, pre-compressed, and patch only. While working on the game I am constantly making sure assets are in sync across these different versions. Now I would be adding a 4th copy into the mix, low res video, which still needs all the assets and testing of the other versions. And I just don't know if saving 300MB is really worth all the extra effort.
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Anyhow... let me know if any of you guys are interested in having an even more compressed version available, or care if I update the engine.
As always, thanks for being awesome!
Speaking as a player, I’d never see myself downloading the ultra-compressed version. An 8gb thumbdrive is like 2 dollars… and to me the visual tradeoff is very noticeable. Personal vote is to make the engine upgrade, despite the lack of patch files.So I've gone all the way down the rabbit hole on this video thing, trying to figure out what I can do to improve playback (for some players) and reduce overall size. I might possibly have a solution for both, but I'm not sure I want to do either.
First, very briefly, playback. So far only one user has reported any video playback problems, with the sex animations running a low framerate. I can't see the issue myself, so that makes troubleshooting it mostly impossible for me (how can I test if a fix worked if I can't see the problem to begin with?).
This seems to be a conflict with the version of Renpy the game is currently using, 8.0.3. Good news, there is a new major release that just came out, 8.1. And looking through the code repo fixes, webm VP9 (the video encoding format used for this game) seems to be one of the many fixes in 8.1.
But, do I want to move the engine forward again to maybe solve this issue? Engine updates mean no patch only file (saves should be fine (although there is a weird new security thing in engine with saves?)), and since I managed to fuck up the last patch only file, that would be two releases in a row with no patch only. Also, possible issues from the engine upgrade. Not sure yet, need some more time to think it over...
The second issue has been my ongoing (and constantly failing) battle with video size. At the moment, video makes up the majority of the projects overall size. The full game is 1.07GB and video makes up 683MB of that size, (meaning that all image + scripts are about 348MB).
(Also, tangent, Renpy 8.1 adds much better support for Live2D, which would make videos around 200MB, but I still have no way to use the Live2D assets from Unity in Renpy)
However, I do have a way to reduce video size that I haven't used yet, cutting it in half (literally), I can change the video resolution. Instead of 1080p, I can make it 540p, half the size. This translates to videos being 387MB instead, bringing the whole game down to just under 800MB.
But, it comes with a major negative, two actually, quality and complexity. There is a very noticeable dip in quality by cutting out half the pixels (things look more blurry (see the example below)). If you're on a smaller screen, like android, seeing the drop is nearly imperceptible, but on a 4k monitor, it looks like the screen has been smeared in vasoline.
To be clear, this lower size video would be an optional download (a "compressed" version of the game), and the main download would remain with compressed images, and 1080p video (and an uncompressed image patch). But just reading that sentence you might already see my biggest concern here, complexity.
I maintain 3 different versions of this game: the working project, pre-compressed, and patch only. While working on the game I am constantly making sure assets are in sync across these different versions. Now I would be adding a 4th copy into the mix, low res video, which still needs all the assets and testing of the other versions. And I just don't know if saving 300MB is really worth all the extra effort.
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Anyhow... let me know if any of you guys are interested in having an even more compressed version available, or care if I update the engine.
As always, thanks for being awesome!
Anything extra is always additional work. I have to make a special version of the game to use it (mainly for Android), which means additional steps and checking to make sure those versions work. How much work? I dunno, most likely a few more hours of play testing. Also extra steps for asset validation.Is doing two versions a lot of extra work? (High/Low Res versions).
Here is just the Low Res (Screen Left) and Hi-res Compressed (Screen Right)[do you have another comparison image with the split down the face or another detailed section, I might not be noticing the Res Drop because it is across the leg.]
Storage size isn't a huge limiting factor for me either (this one project is around 200GBs for me, so 300MB is whatever (technically even more space as I now need extra versions of the same thing)), but it is a concern for many players.Speaking as a player, I’d never see myself downloading the ultra-compressed version. An 8gb thumbdrive is like 2 dollars… and to me the visual tradeoff is very noticeable.
I'll test it out at the very least, I don't expect too many issues (if any). It is frustrating for me to lose support for some players (such as the 32bit version going away), while trying to support newer platforms. Much more of a headache then I want.Personal vote is to make the engine upgrade, despite the lack of patch files.
I did indeed ask way back at the start, and after a month of waiting, the response was, we don't give projects like this a dev tag (even though, at least imo, I have done WAY more in terms of work and time than a lot of people who get a dev tag, but whatever) and they said they'd give me a mod tag instead, which never happened.Night Mirror
Have you never applied for a Developer or Modder Tag?... whatever applies to this project.
I always figured it would take some extra work but I thought it would just be a case of one version ran through 2 different compression settings with the majority of the "work" being done by the computer, with maybe a quick proofing while you dialed in the optimal settings. I'm surprised to hear it could potentially affect how the versions work, not sure I can quite wrap my brain around that.Anything extra is always additional work. I have to make a special version of the game to use it (mainly for Android), which means additional steps and checking to make sure those versions work. How much work? I dunno, most likely a few more hours of play testing. Also extra steps for asset validation.
I really have to press my face against the screen to see the difference, I'm not sure I understand the need to run this type of art as high res as it is mostly block colour, if there where lots of details like individual hairs then I could understand, but as it stands I think I might actually prefer the low res version since it adds some texture to the skin and reduces the outline.Here is just the Low Res (Screen Left) and Hi-res Compressed (Screen Right)
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I think you should ask again, having a tag could make communication with your players easier, as it helps you stand out as the owner of the thread rather than a random who might be mimicking the Devs name. And for what it's worth I think you deserve a Dev Tag, it seems to me this project goes beyond the scope of general modding. But either should be an improvement from a thread ownership perspective.I did indeed ask way back at the start, and after a month of waiting, the response was, we don't give projects like this a dev tag (even though, at least imo, I have done WAY more in terms of work and time than a lot of people who get a dev tag, but whatever) and they said they'd give me a mod tag instead, which never happened.
I don't honestly care all the much, so I haven't invested more time or effort on it.
Any path I take, will need it's own copy of the game for release, so they all need to go through testing (I mean, I don't need to test, I could just yolo stuff out, but even with testing I still miss stuff...). Most likely the way I would do it is keep the 3 working copies I currently have (Master, Compressed and Patch) and add a 4th low-res video that only has video. After I've done the major testing, copy the compressed assets/scripts (not video) to the low-res video project and test to make sure things didn't break (or videos aren't missing).I always figured it would take some extra work but I thought it would just be a case of one version ran through 2 different compression settings with the majority of the "work" being done by the computer, with maybe a quick proofing while you dialed in the optimal settings. I'm surprised to hear it could potentially affect how the versions work, not sure I can quite wrap my brain around that.
I can certainly see the quality loss in the video files, and it is something I wouldn't be happy with as a player. I could offer the high-res video as a patch (the same way I do Uncompressed Images), but honestly I prefer it to be part of the main download instead of an extra step.I really have to press my face against the screen to see the difference, I'm not sure I understand the need to run this type of art as high res as it is mostly block colour, if there where lots of details like individual hairs then I could understand, but as it stands I think I might actually prefer the low res version since it adds some texture to the skin and reduces the outline.
Fixed.Day 33, before going into Tricia's house there's a missing dot. "Because it's a freeze ray".
Nope that is uncompressed, but agree that it looks blurry, will put a note in the art list to possibly improve it.Day 34 I believe the image with the text "Planetina picks you up and flies you off to the doughnut shop." uses the compressed image, even with the uncompressed pack installed.
Yes, it is one of the very few age check jokes in the game if the player left the default age check in place. Wild Summer name fixed.Day 35 after having sex with Beth, there's an age check at the dialogue "I-I don't know, maybe...?". It checks whether age is set to "thiry-five". The dialogue in case that option is triggered also isn't completely sensical imo. I'm assuming it was intended to be a joke from the start of the game, where you can choose your age to "stay 35". Next scene at the dialogue "You can't be serious, Summer. Really, Jerry?", it just uses Summer instead of what the name for wild Summer is set to.
Will look into.Day 36 there's a bunch of wrong dialogue pertaining on which Summer you chose for movie night. I believe only the first check of which you chose is set incorrectly.. Same day later even if old Summer is sleeping, Morticia still uses wild Summer's name in the dialogue after "D-dare you to lick our big sister's pussy!". Later in the scene, when choosing where to cum, the choice also uses wild Summer's name instead of Summer's (both the creampie & whether to cum on her after that).
Fixed.Day 37 at the start of the shower sex scene, when wild Summer walks in it uses normal Summer's name.
So I've gone all the way down the rabbit hole on this video thing, trying to figure out what I can do to improve playback (for some players) and reduce overall size. I might possibly have a solution for both, but I'm not sure I want to do either.
First, very briefly, playback. So far only one user has reported any video playback problems, with the sex animations running a low framerate. I can't see the issue myself, so that makes troubleshooting it mostly impossible for me (how can I test if a fix worked if I can't see the problem to begin with?).
This seems to be a conflict with the version of Renpy the game is currently using, 8.0.3. Good news, there is a new major release that just came out, 8.1. And looking through the code repo fixes, webm VP9 (the video encoding format used for this game) seems to be one of the many fixes in 8.1.
But, do I want to move the engine forward again to maybe solve this issue? Engine updates mean no patch only file (saves should be fine (although there is a weird new security thing in engine with saves?)), and since I managed to fuck up the last patch only file, that would be two releases in a row with no patch only. Also, possible issues from the engine upgrade. Not sure yet, need some more time to think it over...
The second issue has been my ongoing (and constantly failing) battle with video size. At the moment, video makes up the majority of the projects overall size. The full game is 1.07GB and video makes up 683MB of that size, (meaning that all image + scripts are about 348MB).
(Also, tangent, Renpy 8.1 adds much better support for Live2D, which would make videos around 200MB, but I still have no way to use the Live2D assets from Unity in Renpy)
However, I do have a way to reduce video size that I haven't used yet, cutting it in half (literally), I can change the video resolution. Instead of 1080p, I can make it 540p, half the size. This translates to videos being 387MB instead, bringing the whole game down to just under 800MB.
But, it comes with a major negative, two actually, quality and complexity. There is a very noticeable dip in quality by cutting out half the pixels (things look more blurry (see the example below)). If you're on a smaller screen, like android, seeing the drop is nearly imperceptible, but on a 4k monitor, it looks like the screen has been smeared in vasoline.
To be clear, this lower size video would be an optional download (a "compressed" version of the game), and the main download would remain with compressed images, and 1080p video (and an uncompressed image patch). But just reading that sentence you might already see my biggest concern here, complexity.
I maintain 3 different versions of this game: the working project, pre-compressed, and patch only. While working on the game I am constantly making sure assets are in sync across these different versions. Now I would be adding a 4th copy into the mix, low res video, which still needs all the assets and testing of the other versions. And I just don't know if saving 300MB is really worth all the extra effort.
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Anyhow... let me know if any of you guys are interested in having an even more compressed version available, or care if I update the engine.
As always, thanks for being awesome!
For now I'm still unsure about the low-res video version, but I am leaning towards making it an option for r3.9 (whenever that happens). It is extra steps, added processes, and more testing, that has marginal benefits at best, but it does have benefits.Hi personally I think what minimises the work load on your end is a better option which that option is I could not say but juggling four different builds of the same thing is a bit more than a handful. As for the quality personally I would say the effort to reduce the 300mb is not really worth the time and frustration. Just my two cents though. Thanks to both of you for being awesome.
Glad you enjoy it! Always nice to hear that people like the game!Just wanted to say that this is probably the best thing on this site.
For a few scenes I have tried to work in "alternate" paths around them such as the Mr. Meesex event. And, I did consider doing something different for potion events (I actually did cut them back slightly (by removing the plot point from Morticia's event foot fuck), and fit them into a single day to try an minimize them).Especially the scene with alternate personality in MC, but even more so the Hypno Tortoise scene. I guess my main fetish is consent![]()
It is a big game and we are trying our best to have as few of these as possible, but they do slip through from time to time. If there are any specific ones you can recall (or even the general place it happened), it would help greatly if you could say where/which lines felt out of place. Obviously, you don't have to, but player feedback and bug reports have been immensely helpful in improving this game.I also noticed some inconsistencies in the dialogue when a character acts as if I chose something different at some point,
Beth's line is a response to the option in the choice menu (which is implied that Morty is speaking the dialogue "Maybe I could put it in your butt?". However, if you're running in Full AutoMenu (which I assume is the case here?), this choice line doesn't appear. Most AutoMenu interactions don't include the choice text at all, and choice text is not repeated as character dialogue.Day 17 "Midnight Snack" Beth thinks "He want's to put it in my butt again?", firstly, wants, not want's, secondly she thinks this without morty saying anything, not sure if that is intentional but it sounds like she is responding to something he says.
Reka is a baddie. I just want more of her; hopefully Ferdafs will deliver.