Anonymous88

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Jun 26, 2017
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I'm just glad the developer is actually checking forums like these and responding sincerely to the feedback here. A lot of developers don't even acknowledge the game once they slap the "1.0" on it.

StationmasterDev , please take the time you need to get back into this. This year's fucked over an lot of game development plans, so take things at your own pace, I'll be waiting patiently for the eventual v1.1.
 

Lostlegends

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StationmasterDev
Glad to se you got somewhere with this, to be honest you got further than most Devs do on here.
Re Animation and clipping.
Not sure why clipping is an issue! If the clothes have the correct shaders to block out the body parts there should be no clipping. If they dont have the shader texture, they can be made easly from the material textures.
And Animation, thats quite specialist. What I would sugest is you contact a couple of animators on Loverslab (SkyrimSE or Fallout)and ask to use there base anims(As the Lifeplay Dev did). You may need to pay them a small amount, then drop the IK and just alight actors in containers, so they fit together properly.
Also not sure what happend to the Vag models I gave you, If you assigned the base model textures to them they should be seemless, they where for me!
Anyway glad to see you finnished it, will try it out later.
 

alex2011

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StationmasterDev
Glad to se you got somewhere with this, to be honest you got further than most Devs do on here.
Re Animation and clipping.
Not sure why clipping is an issue! If the clothes have the correct shaders to block out the body parts there should be no clipping. If they dont have the shader texture, they can be made easly from the material textures.
And Animation, thats quite specialist. What I would sugest is you contact a couple of animators on Loverslab (SkyrimSE or Fallout)and ask to use there base anims(As the Lifeplay Dev did). You may need to pay them a small amount, then drop the IK and just alight actors in containers, so they fit together properly.
Also not sure what happend to the Vag models I gave you, If you assigned the base model textures to them they should be seemless, they where for me!
Anyway glad to see you finnished it, will try it out later.
The animations issue is because he was doing something the engine wasn't fully capable of without add-ons, he admitted to this months ago, so adding the LL animations would still cause the same issue. Remember that both Skyrim and Fallout run on different engines that are much more capable than Unity in their base form, so their engines are able to handle the custom animations LL added. To fix the issue, it may take actually purchasing the add-ons from the Unity store that allow the engine to better render these animations, either that or someone a bit more skilled that knows how to coax the engine into cooperating in its base form, no offense StationmasterDev.
 

wizardo88

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May 24, 2020
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Thanks as always for the feedback. I was expecting a slightly... different reaction to 1.0, to be honest, but what's life without surprises. The bugs that are showing up here (with the exception of clothing clipping and the animation engine, which I'm writing off as un-fixable for this project) are going onto my list for 1.1.

My plan is to start work on that pretty soon after Quid Pro Quo version 0.1 is out (hopefully in a few weeks). I hadn't planned on opening this project again for at least another few months, but there are a lot of new-to-me bugs that have been reported here.

This game is probably too big for one person (certainly me) to polish in a reasonable amount of time though, so I probably won't be able to fix everything. If it's any consolation, I've learned a lot, and Quid Pro Quo will be much more reasonable in scope.

Thanks for your hard work!

The fun thing is that v1.0 looks much more buggy than v0.3+

Two new big troubles that I noticed within several minutes:

1) Everyone at station is naked (strategic view) until I choose non-custom outfit for a person. Non-custom outfits looks correct.
So I can't edit an outfit for guests or citizens and they are still naked in strategic view.
Defenitely non-critical but looks stupid, and there was no such problem at v0.3+

2) FPS dropping dreadfully and kinda randomly in close view. This effect was at v0.3+ but less severe.
At v1.0 it becomes 20x times stronger (approximately) and applies immediately, not after playing some time as it was at v0.3+
This thing, actually, makes editing/training slaves impossible sometimes (I just have not enough patience to edit a lot of stats with 1FPS).
It seems to me that effect is bound to person... somehow... I'm not sure but different slaves are lagging different.
So the primary slave's stat for me now is "Lag-ability". If them drops FPS so get rid of them :)

P.S.
Not wooden PC, believe me. Bad english - sorry for that.
 
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Lostlegends

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The animations issue is because he was doing something the engine wasn't fully capable of without add-ons, he admitted to this months ago, so adding the LL animations would still cause the same issue. Remember that both Skyrim and Fallout run on different engines that are much more capable than Unity in their base form, so their engines are able to handle the custom animations LL added. To fix the issue, it may take actually purchasing the add-ons from the Unity store that allow the engine to better render these animations, either that or someone a bit more skilled that knows how to coax the engine into cooperating in its base form, no offense StationmasterDev.
Sorry dont mean to be disrespectfull, but this is not the case.
I am VERY aware of the engine, animations and retargeting within Unity. Using the same models as these, the same outfits, and the same Engine, within minutes I can and have reused animations from Mixamo and reversed animations from Oldrim to run with these very same models.
I made the slave outfits as well as nipple and Vag clothing addons within this game for stationmasterdev and had them fully morphed and animated with Mixamo animations.
So yes this could be done, and done easly.
 

alex2011

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Sorry dont mean to be disrespectfull, but this is not the case.
I am VERY aware of the engine, animations and retargeting within Unity. Using the same models as these, the same outfits, and the same Engine, within minutes I can and have reused animations from Mixamo and reversed animations from Oldrim to run with these very same models.
I made the slave outfits as well as nipple and Vag clothing addons within this game for stationmasterdev and had them fully morphed and animated with Mixamo animations.
So yes this could be done, and done easly.
I did not say the models, I said the engine. That is a major difference. The models, being DAZ, are terrible visually, but they aren't the problem with the animations. The engine is what can't handle the animations and only because he doesn't have certain capabilities that the Unity devs decided not to put in the base version and made them add-ons instead.

Just gonna throw this in here: Lostlegends The post alex2011 probably talks about is this one.
That is exactly the one I talked about when I mentioned he admitted to using things his copy of Unity was not fully capable of. I have seen heavily customized animations in Unity, but the creators used add-ons to boost the engine's capability to render animations with variable differences in proportion on the models.
 

Lostlegends

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Just gonna throw this in here: Lostlegends The post alex2011 probably talks about is this one.
Yes I understand the issue regarding Alignment/size and animation, and I think the dev had the right attitude. Lifeplay for instance went the other way and made single size models, which in my view is boring, and limits the content you can do.
However there are other choices, IK which the dev chose in this case is a pain in the arse to work with.
Thats why the male looks like he's having a fit during sex, and still nothing lines up properly.
A simpler way(That still has a few issues) is to use standard animations on both players.
You then rig the models within objects, centered around there genitals!
So your npc model for example, has 3 empty GameObjects's on its body, Mouth/Vag/Ass these spawn with the character.
Your player also has these objects.
Oral sex, Set position of player by the dick 'GO' to the npc mouth 'GO'. This then has perfect alignment requires No 'IK' and has no male having a spasm.
This is the way most RPG's equip items when made in Unity, there are tones of vids etc explaining the basic principles.
The only slight drawback is both characters wont align perfectly with the floor, but they dont now anyway.
But this is just the way I would do it I suppose, so feel free to carry on with with sex spasms lol.
 

Shurutsue

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Set position of player by the dick 'GO' to the npc mouth 'GO'. This then has perfect alignment requires No 'IK' and has no male having a spasm.
While it's true that this would fix the alignment of both characters for the animation, another big problem would be if the height differences are too big. For example, if the one giving oral would be way taller than the one receiving it and NOT in a lying position, the one giving oral might grab right behind the person receiving it, grabbing the air and/or be half stuck in the floor, things like that.
But then again, there'd be no more spasms that's true as well, but wouldn't be nice either in the end.
Another way to achieve height differences which a few people took would be "steps" in the height, which provides the "variety" that people might like, instead of it being a min/max, meaning there'd be like 5 different heights available, with all the available animations "fixed" (which is alot simpler to achieve, but still requires quite alot of time if one's not used to working with animations)
In the end, I like the approach the dev took, but obviously it requires a lot more time and work than he expected and maybe in the future there'll be a time he comes back to this and fixes it.
(But it's true that it's probably easier on the eyes and more enjoyable to just have it aligned right instead of the spasms)
 
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Lostlegends

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While it's true that this would fix the alignment of both characters for the animation, another big problem would be if the height differences are too big. For example, if the one giving oral would be way taller than the one receiving it and NOT in a lying position, the one giving oral might grab right behind the person receiving it, grabbing the air and/or be half stuck in the floor, things like that.
But then again, there'd be no more spasms that's true as well, but wouldn't be nice either in the end.
Another way to achieve height differences which a few people took would be "steps" in the height, which provides the "variety" that people might like, instead of it being a min/max, meaning there'd be like 5 different heights available, with all the available animations "fixed" (which is alot simpler to achieve, but still requires quite alot of time if one's not used to working with animations)
In the end, I like the approach the dev took, but obviously it requires a lot more time and work than he expected and maybe in the future there'll be a time he comes back to this and fixes it.
(But it's true that it's probably easier on the eyes and more enjoyable to just have it aligned right instead of the spasms)
It's all a matter of choice, IK could do some interesting stuff. But it's mostly used for things like feet placement on rough ground.
What Stationmasterdev was trying to do was very ambitious, It could actualy be amazing. But the work involved isnt something I would go near. And Ive been programing for 40 years.
Still don't see why the cloth shaders arnt being used, unless that was the memory leak problem!
 

alex2011

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It's all a matter of choice, IK could do some interesting stuff. But it's mostly used for things like feet placement on rough ground.
What Stationmasterdev was trying to do was very ambitious, It could actualy be amazing. But the work involved isnt something I would go near. And Ive been programing for 40 years.
Still don't see why the cloth shaders arnt being used, unless that was the memory leak problem!
It's entirely possible, but I was too focused on the slowing down every five minutes while just managing the station to get into a sex scene and check for a base to test against between a version with the memory leak and a version without. EDIT: New issue, or more accurately one that has returned. The PC's skin texture is failing to load, leaving him a pink humanoid figure. This is on the station view, not when I click on him. Possibly related to the issue with citizens and tourists once again roaming naked while looking at them in station view. This issue DOES carry over into saves, so saving if he is like this is not advised unless you don't mind being stuck with it on that game. EDIT2: Yet another returning issue, ALL of my slaves are now walking a loop between the slave quarters and either the connected spa or training room. Possibly related to what could be yet another memory leak as my game seems to slow down after some time...drastically.
 
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HentaiPrix

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Jul 23, 2018
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OMG updating this game is a pain in the ass
Hey mate just wondering since you'r playing the game what's new compared to the last update v0.3a besides the bug fixes qns optimization? I've done whatever there to be done, base size is 500x500+ with many hours of decoration, money is above trillions, researched all there is, conquered and enslaved all planets and faction leaders. Read through all events and are becoming very repetitive now. I don't wanna waste my time downloading a new update if has nothing new to experience.
 

cracklemere

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Sep 26, 2017
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Yeah so why is everyone naked now? Is there any way to fix this? It's very annoying.
More concerningly, I enter the slave market and am immediately confronted with this monstrosity and no menu to allow me to do anything (even back out). This game appears broken, am I wrong?

Deep Concern.JPG
 

FruitSmoothie

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More concerningly, I enter the slave market and am immediately confronted with this monstrosity and no menu to allow me to do anything (even back out). This game appears broken, am I wrong?

View attachment 765180
This bug has been there for ages. I think I reported it March in my first message here and people probably mentioned it before me, dunno why it hasn't been squashed.
 
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