Ermi33

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cxx

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Nov 14, 2017
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URM is a bit much for "n00bs" I think. That tool can seriously fuck up your save if mishandled.
All he really needs is UnRen and there only option 1.
agree, n00bs change too many things and next thing is that game (save) got broken.
 

kharmal

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Feb 16, 2023
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Is there any way for that last scene with vess Not to happen please just tell me there’s a way I even restarted my whole play through Please tell me I don’t give a fuck about this woman.
 

Nadira

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Is there any way for that last scene with vess Not to happen please just tell me there’s a way I even restarted my whole play through Please tell me I don’t give a fuck about this woman.
It's a bug...
The search function exists for a reason. :rolleyes:

Also poor Vess.
 
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Zorlond

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Jun 15, 2021
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agree, n00bs change too many things and next thing is that game (save) got broken.
Which is why I use it to 'scout', and not 'change'. If I use URM, it's just to find out what the choices offered in the game do, what variables are changed and how much, how much the branches require, etc. I only use it to alter variables in extreme circumstances, as I am quite aware that going too far out of bounds can throw a game into unresolvable chaos.
 

Nadira

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Perverteer

I discovered a very funny bug. :KEK:

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These are the ones I have discovered so far.

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Perverteer

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I discovered a very funny bug. :KEK:

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These are the ones I have discovered so far.

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Thanks for diving into the code. Those two instances load the wrong blink image. Going to check if the image is at fault here, or the code. Episode 21 uses a new build configuration to separate images for the desktop and Android releases, so it doesn't use the full path anymore. Really hope it's only those two images... :oops:
 
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AMRAVN

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I discovered a very funny bug. :KEK:

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These are the ones I have discovered so far.

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Ah, so THAT's how Perv does it. I was ready for people to be like - WHY USE AN ENTIRE NEW RENDER FOR A BLINK - but this works great. Well, the illusion works if it works, I mean.
 

Nadira

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Ah, so THAT's how Perv does it. I was ready for people to be like - WHY USE AN ENTIRE NEW RENDER FOR A BLINK - but this works great. Well, the illusion works if it works, I mean.
Another full render would also be possible but just overlaying a smaller image is more elegant. :WeSmart:
 
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Rehwyn

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Another full render would also be possible but just overlaying a smaller image is more elegant. :WeSmart:
Yup, and way faster to just create spot renders for the blink animation rather than whole-frame renders within Daz.
 
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AMRAVN

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Another full render would also be possible but just overlaying a smaller image is more elegant. :WeSmart:
I'm fairly sure that's how most if not all devs do it. ;)
I would have thought so as well, but I came to realize a lot of devs don't bother and when they do, some use full renders - which seems totally tone deaf to me. I'd say most professional devs who care about their game space do it. It's little tricks like those that do a lot with a little. And since Perv seems to be doing a lot every episode, this does come in handy. Efficient render use is something that TFTUV has been exceptional in from the start. S1 is about 4GB for 12 episodes, S2 is about 4.5 GB for 9 episodes. Considering how much an episode holds and how many renders are crammed in an episode, it's quite a feat.
 
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Perverteer

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I have found another bug. This time variables are reseting itself.

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Damn, that seems to be a regression from earlier episodes. The scene with Thyia was out of order originally, so I moved it earlier in the episode, but it seems the move has messed with the variables. This bug should only affect new playthroughs, I think. Will be fixed in the next release.
 

Cabin Fever

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I would have thought so as well, but I came to realize a lot of devs don't bother and when they do, some use full renders - which seems totally tone deaf to me. I'd say most professional devs who care about their game space do it. It's little tricks like those that do a lot with a little. And since Perv seems to be doing a lot every episode, this does come in handy. Efficient render use is something that TFTUV has been exceptional in from the start. S1 is about 4GB for 12 episodes, S2 is about 4.5 GB for 9 episodes. Considering how much an episode holds and how many renders are crammed in an episode, it's quite a feat.
While I don't disagree with your general assessment, I don't think using size : episode ratio is a valid measure of efficiency.

There are games with ~300 renders in a single episode, while others have 7000+.
 

Cabin Fever

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Nov 23, 2018
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Damn, that seems to be a regression from earlier episodes. The scene with Thyia was out of order originally, so I moved it earlier in the episode, but it seems the move has messed with the variables. This bug should only affect new playthroughs, I think. Will be fixed in the next release.
It's starting to feel like the entire episode 21 should be replayed for best story feel and effect when the next release comes out.
 

Nadira

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It's starting to feel like the entire episode 21 should be replayed for best story feel and effect when the next release comes out.
The bug with the blinking isn't that bad and can be ignored mostly.
The one where a var flips not. You need URM to fix that or a save editor.
If you can't do that yourself then I suggest to wait for a v21.X or v22.
I'm not sure if a v21.X is even in development right now or if Perv plans to wait for the next episode.
 
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