Bombmaster

Well-Known Member
May 8, 2022
1,316
2,095
He did, 5 year olds know this shit these days while us old folk know nothing it seems :)
As I do tell my boomers relatives you need to really want to learn to find the picture directory or to copy and paste by touchscreen. As in porn aficionados we learn to enjoy without missing out.
Remember times before f95 and app locate, trash engines in Japanese.
We live in a golden era.
 
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Ali ibn Hassan

Engaged Member
Dec 19, 2019
2,404
10,616
I mean, sure, be an a-hole to someone that was just trying to help...
Well, well. You certainly helped me skip this update.
Please consider using the spoiler function when telling something about what's new in an update so me and others may experience in our own time.
OK if just saying " nada new, just bugfix ".

Sorry for upsetting you but being on F95 for so long I thought you would have noticed the spoiler function by now.
 

jllkfsdj

Member
Apr 19, 2019
466
692
Well, well. You certainly helped me skip this update.
Please consider using the spoiler function when telling something about what's new in an update so me and others may experience in our own time.
OK if just saying " nada new, just bugfix ".

Sorry for upsetting you but being on F95 for so long I thought you would have noticed the spoiler function by now.
Well, from my understanding the day 70 ending has been in the game since august, that's why I didn't believe it needs spoiler, since many other members have freely discussed it before now without spoilers.
 

jllkfsdj

Member
Apr 19, 2019
466
692
no idea how XD
Well, the easiest way that I found is simply opening the file "chXY.rpy" in game folder with notepad++ and then studying the sections for each day or event.

For example if you see a line "MCDick=1" then that means that it will be called at some point by another event script as a condition . For example if an event has conditions "MCDick=1" and "else" you can use that to influence the game to your desire. The game Babysitter is an amazing teacher for that cause it's easy to read through. There was actually a condition that was exactly that "MCDick", so I'm using that as example.

Then you can use those conditions in the game with UnRen itself. It's basically cheats to force certain events to happen. Tbh, I have not really gone through this game's script to really know what's going on.

It's easy to use them, for example.
Let's say MCDick is tied to Kari seeing MC naked. A few days later she is gossiping with Lois about dicks (this is completely fictional, btw., I know Kari would probably cut her own tongue out than talk about her man's dick with LOIS of all people, she is way too possessive) and the event script has too options. Either Kari has seen it or not. If she did, she can daydream about his size, if she didn't she can be a clueless virgin. So, if you want her to daydream, just press Shift+O to open Unren BEFORE IT COMES TO THAT POINT in convo and simply type "MCDick=1" without quote marks. That enables the condition and now Kari has seen him naked, even though she hadn't.

It's basically the same for every condition. But since I haven't checked Roommates' script file I can't say for sure what conditions it uses.

If you want to learn how to use UnRen and you have time, I really suggest getting Babysitter (the first game) and Notepad++ (it's free) and just submerging yourself in the file and experiment. Note that in that game the only file that matters is scripts.rpy and some of the most important conditions are Horny=(number), Friend=(number), Money=(number) etc.

!!! Pay attention to capital letters, they are extremely important. If for example the script call for money cheat is Money=1000 and you write money=1000 it will not work.
 

ImperialD

Devoted Member
Oct 24, 2019
10,776
10,905
jeez ... someone really needs a walkthru for this game ... :unsure:
i mean you do know how to interact with people .. right :oops:
no offense but ... :eek:
and now let the facepalms flow :LOL:
 

yilkin

dl.rpdl.net
Donor
Feb 23, 2023
9,204
5,041
TheRoommate-0.9.14
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internet_says

Newbie
Jul 17, 2017
89
130
I was wondering if Togs how togs does rendering, because I know some Devs break up rendering so the backgrounds are rendered separately from the foreground like characters so that they can speed up rendering so instead of rendering a whole scene every time they only render the background for new scenes/angle changes and then just render characters without the background and layer them onto the background in renpy. I wonder if it is something Togs does or has thought about to maybe speed up rendering.
 

ImperialD

Devoted Member
Oct 24, 2019
10,776
10,905
I was wondering if Togs how togs does rendering, because I know some Devs break up rendering so the backgrounds are rendered separately from the foreground like characters so that they can speed up rendering so instead of rendering a whole scene every time they only render the background for new scenes/angle changes and then just render characters without the background and layer them onto the background in renpy. I wonder if it is something Togs does or has thought about to maybe speed up rendering.
i think togs uses magic .. sshhhh don't tell anyone i said that ;)
 
Jan 18, 2021
268
449
I was wondering if Togs how togs does rendering, because I know some Devs break up rendering so the backgrounds are rendered separately from the foreground like characters so that they can speed up rendering so instead of rendering a whole scene every time they only render the background for new scenes/angle changes and then just render characters without the background and layer them onto the background in renpy. I wonder if it is something Togs does or has thought about to maybe speed up rendering.
That technique only works when you have uniform lighting in most of your scenes.

That could work for the relatively bright scenes in the office, but not for the scenes in the bedrooms, in the coffeeshop, in the car, etc. In some cases it is still possible to adjust the overall brightness of a pre-rendered character to make it fit the ambient light level, but that trick does not work with non-uniform lighting. For example, if there is a scene with the sun shining mostly from one side, then a character that does not have the corresponding highlights and shadows will immediately look out of place.
 

internet_says

Newbie
Jul 17, 2017
89
130
That technique only works when you have uniform lighting in most of your scenes.

That could work for the relatively bright scenes in the office, but not for the scenes in the bedrooms, in the coffeeshop, in the car, etc. In some cases it is still possible to adjust the overall brightness of a pre-rendered character to make it fit the ambient light level, but that trick does not work with non-uniform lighting. For example, if there is a scene with the sun shining mostly from one side, then a character that does not have the corresponding highlights and shadows will immediately look out of place.
I'm not sure what programs are used but in some i've seen the scene could be built and lighting set up and then rendered in a pass with just the background elements as a layer and then the active elements as a layer so character renders would just have the background elements turned off so the lighting would remain the same with exceptions for like reflections wouldn't really work and shadows onto the characters from scene elements wouldn't work. I don't know if that would work with the software Togs uses but it could cut down on rendering time and file size if it does work like that.
 

Maviarab

Devoted Member
Jul 12, 2020
8,436
18,805
That technique only works when you have uniform lighting in most of your scenes.

That could work for the relatively bright scenes in the office, but not for the scenes in the bedrooms, in the coffeeshop, in the car, etc. In some cases it is still possible to adjust the overall brightness of a pre-rendered character to make it fit the ambient light level, but that trick does not work with non-uniform lighting. For example, if there is a scene with the sun shining mostly from one side, then a character that does not have the corresponding highlights and shadows will immediately look out of place.
I'm not sure what programs are used but in some i've seen the scene could be built and lighting set up and then rendered in a pass with just the background elements as a layer and then the active elements as a layer so character renders would just have the background elements turned off so the lighting would remain the same with exceptions for like reflections wouldn't really work and shadows onto the characters from scene elements wouldn't work. I don't know if that would work with the software Togs uses but it could cut down on rendering time and file size if it does work like that.
It's not difficult. Set up your whole scene, then make the chars invisible...render...then make everything else invis and un-unvis the chars...render again.

Keeps all scene lighting correct.
 
Jan 18, 2021
268
449
Ah, it looks like I misunderstood. I thought that you wanted to save rendering time by reusing the same pre-rendered characters in multiple scenes. If you only render the characters for a specific scene, then yes it is possible to get the lighting right.

There are still some limitations, though: no reflections (mirrors, shiny objects, ...), no refraction (water, glass, ...), the character and the objects in the scene will not cast shadows on each other, etc. If you can work with these limitations, then yes it is possible to render the scenes and the characters separately.

But maybe Togs is the best one to explain all that? ;)
 

togs-games

Active Member
Game Developer
Apr 22, 2021
854
2,817
It's a mixture. Early on, I thought that was how it was "supposed" to be done - fixed backgrounds with figures dropped on top.

It works for some things, but not others, and I've updated a few of the earlier images, but there are more I'd like to redo.

But I often use layers where just one thing is changing, or for things like Lois's choker and nipple jewellery, that she may or may not be wearing.

The reception desk is a good example - although also an illustration of how easily things can go wrong!

Another example is the first Casual Friday - there are three variations on Lois's outfit, determined by a combination of your relationship and a random element.

Of course, while you can save on render time, you end up spending more time in photoshop!
 

Emelex

Active Member
Nov 15, 2018
583
876
It's a mixture. Early on, I thought that was how it was "supposed" to be done - fixed backgrounds with figures dropped on top.

It works for some things, but not others, and I've updated a few of the earlier images, but there are more I'd like to redo.

But I often use layers where just one thing is changing, or for things like Lois's choker and nipple jewellery, that she may or may not be wearing.

The reception desk is a good example - although also an illustration of how easily things can go wrong!

Another example is the first Casual Friday - there are three variations on Lois's outfit, determined by a combination of your relationship and a random element.

Of course, while you can save on render time, you end up spending more time in photoshop!
I noticed that on most of those shots, Lois was rendered in just her underwear and then the random pants were overlaid on top.
 

Master of Puppets

Conversation Conqueror
Oct 5, 2017
7,387
9,771
It's a mixture. Early on, I thought that was how it was "supposed" to be done - fixed backgrounds with figures dropped on top.

It works for some things, but not others, and I've updated a few of the earlier images, but there are more I'd like to redo.

But I often use layers where just one thing is changing, or for things like Lois's choker and nipple jewellery, that she may or may not be wearing.

The reception desk is a good example - although also an illustration of how easily things can go wrong!

Another example is the first Casual Friday - there are three variations on Lois's outfit, determined by a combination of your relationship and a random element.

Of course, while you can save on render time, you end up spending more time in photoshop!
It really starts to make a different in group shots. If you have just three different characters with three outfits apiece, that would be 27 different renders to do if you didn't use layers. And the numbers get bigger very quickly as you add more characters; five characters would be over two hundred renders!
 

internet_says

Newbie
Jul 17, 2017
89
130
It's a mixture. Early on, I thought that was how it was "supposed" to be done - fixed backgrounds with figures dropped on top.

It works for some things, but not others, and I've updated a few of the earlier images, but there are more I'd like to redo.
Cool I was just wondering if you use that strategy mainly just for it being able to help speed up rendering because I'm always wishing the updates could come out faster, but it sounds like you are already so no worries.
 

Maviarab

Devoted Member
Jul 12, 2020
8,436
18,805
Ah, it looks like I misunderstood. I thought that you wanted to save rendering time by reusing the same pre-rendered characters in multiple scenes. If you only render the characters for a specific scene, then yes it is possible to get the lighting right.

There are still some limitations, though: no reflections (mirrors, shiny objects, ...), no refraction (water, glass, ...), the character and the objects in the scene will not cast shadows on each other, etc. If you can work with these limitations, then yes it is possible to render the scenes and the characters separately.

But maybe Togs is the best one to explain all that? ;)
Again...if you invis an object within daz, the object is still there...so nothing changes with lights, shadows etc. All those can be toggled seperately. ;)

As for everythign else, save each character with pose/outfit etc and then very easy to add into a scene whenever you like. There are a lot of tricks to speed up workflow when it comes to scene design, especially in a VN like this where the same scenery assets are used. Whenever I render myself, any part of a body that is not shown is made invis (makes getting clothing right far easier) for example. Also yes, sometimes far easier to render a char sep...render the outfit sep and then put all together later. Just easier and quicker at times.
 
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