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troufas

Newbie
Nov 13, 2018
70
29
1656685810144.png
I am trying to set it up so that when the animation goes from the first option to the second one (in this case they are both named the same), it sends a message/trigger with the animation number to another automation item and i can't get it to work. Any one can help with this?
 
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friskall

New Member
Jul 12, 2018
12
22
Possible to download just an update ? don't wanna delete full previus version and download whole game again
 

Puma1978

Well-Known Member
Feb 25, 2022
1,572
1,941
The Devs just published a Tutorial on Youtube for the Sandbox Event System...if someone does not know...they have other tutorials also on their Youtube Channel...great service and work of these guys..
 

Kamilgar

Member
Oct 26, 2018
220
122
are u aware that the game freezes after a certain amount of system RAM size is reached and floods the ram to the maximum ?
I did not noticed that it was a RAM overflow, but that would explain why the game starts to stutter after around 30-40 min, freezing completely shortly after that.
 
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FeltTheNeed

Newbie
Nov 22, 2021
84
487
are u aware that the game freezes after a certain amount of system RAM size is reached and floods the ram to the maximum ?
should be around 16GB Ram usage when the game freezes on next editor mode switch, at least for me. afterwards it floods all of the RAM and system tells me out of RAM. i dont know if that threshold applies to everyone equally but at least its around 16GB for me. rather annoying to always watch GPU-Z and restart the game/map every hour or so, since entering editor mode increases system RAM usage so after some time it will reach the finish line.
I did not noticed that it was a RAM overflow, but that would explain why the game starts to stutter after around 30-40 min, freezing completely shortly after that.
I wonder if these types of negative performance encounters were happening in WL builds prior to Sandbox 2.0/Unreal 4.72.
What happens if you just leave Wild Life window active in empty showroom idle but don't use sandbox editor mode?
How many objects items, characters etc were you adding to a map etc, FisherVillage or happens in Showroom too?

These past few builds I've seen odd issues I wasn't having before: All textures blurring after half an hour of play on FisherVillage sandboxing a small Beach House/Cave Hideout map and for the first time ever while in Wild Life I had BSOD after playing with automation events, I wish I had more helpful info to provide to Steve in case these are worth investigating or if it's just us.

Would Wild Life benefit from having some sort of in-game Bug Reporter that zips up current scene/map, details, logs, screenshot and a text input box for the player to give a short description of the issue and a submit button that Steve could use to investigate in case these aren't flukes. Such in-game bug reporters are in other titles around F95 and Steam Early Access games.

I have 32GB of DDR4, 3070 Ti, I want to conduct tests on old & newest build to see if my WL has this supposed RAM overflow.
Of course keeping in mind this game is not final, fully optimized and new problems are common in all work in progress games.
Would Wild Life moving to Unreal 5 escalate these issues or improve some such given it's supposed newer/better tech...?

Questions for those who are more technically knowledgeable and well conversed around such I suppose we won't know until then.
 
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Hargan2

Well-Known Member
Nov 27, 2017
1,197
1,392
I wonder if these types of negative performance encounters were happening in WL builds prior to Sandbox 2.0/Unreal 4.72.
What happens if you just leave Wild Life window active in empty showroom idle but don't use sandbox editor mode?
How many objects items, characters etc were you adding to a map etc, FisherVillage or happens in Showroom too?

These past few builds I've seen odd issues I wasn't having before: All textures blurring after half an hour of play on FisherVillage sandboxing a small Beach House/Cave Hideout map and for the first time ever while in Wild Life I had BSOD after playing with automation events, I wish I had more helpful info to provide to Steve in case these are worth investigating or if it's just us.

Would Wild Life benefit from having some sort of in-game Bug Reporter that zips up current scene/map, details, logs, screenshot and a text input box for the player to give a short description of the issue and a submit button that Steve could use to investigate in case these aren't flukes. Such in-game bug reporters are in other titles around F95 and Steam Early Access games.

I have 32GB of DDR4, 3070 Ti, I want to conduct tests on old & newest build to see if my WL has this supposed RAM overflow.
Of course keeping in mind this game is not final, fully optimized and new problems are common in all work in progress games.
Would Wild Life moving to Unreal 5 escalate these issues or improve some such given it's supposed newer/better tech...?

Questions for those who are more technically knowledgeable and well conversed around such I suppose we won't know until then.
So far I haven't experienced the full RAM issue, but it's also been a couple builds since I spent multiple hours in the game. So it may be a new thing introduced in the last couple builds, or maybe it just hasn't happened to me yet. I have older hardware, which could have different interactions. That said, the issue where all textures blur after a while? That one I'm very familiar with, it usually happens after an hour or two of play and I have to go to the menu and come back to reload them all. That bug's been around for at least six months and predates the new editor.

No BSODs though. A few game crashes here and there, but nothing as bad as BSOD. I generally attributed those crashes to the fact that I was running the game on an FX 8320 from 2011 while also alt tabbing a lot to set up video captures or screenshots.
 
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hakarlman

Engaged Member
Jul 30, 2017
2,135
3,352
some more options to alter pose/scene things would be really nice.
Can you give specific examples of what you want to do? What sexual scenario are you trying to make?

maybe with some dependancies in there to so that we dont have to make a big board of ifs which becomes confusing really quickly.
So you want something that lets you visualize your logic more. How about a linear list, like an action queue, or some kind of list of consecutive events? I agree that the current system can get very confusing. There should be a way to use the Animation Queue to drag and drop functionality in there, before animation changes.

this would also mean we wouldnt have to make a separate pose/scene for another condition but could just make an extra event to change a pose, or to load a completely new scene-chain into an existing one.
They need to re-design the Sandbox so there is only ONE way to spawn an NPC. That means all NPC should be of one type.

Right now they spawn the NPC in three different ways: Add Pose, Inside a Sex Scene Object, or from T-Menu, that is going to complicate things big time and lead to a unneeded, overly complicated design in the long term, but I could be wrong, but unfortunately I don't think I'm wrong.

also, would it be possible to add a transition on weather change ? right now making a realtime weather system is kinda meh because theres a hard-swap to the next weather, same applies to the lighting conditions on daytime change.
So you want the weather to transition to the next time of day over a specific duration, instead of instantly? I think that's called a LERP.

for npcs themselves i wonder if it was possible to fuse spawnable npcs with the poses
BINGO. This proves I'm not alone in this thinking. This is huge. Thank you.

I've made the same suggestion. Basically there should only be ONE npc type. I'd call it an Interactable NPC. When you first make a new sandbox, Maya should be in the edit mode outliner, but you can't delete an Interactable NPC from the outliner, if it's the only one. Once there is only one type of NPC, those NPC can be passed to dynamic sex sites, and can be easily influenced, changed, via consecutive events, no matter what state they're in; whether in a sex animation or solo idle. I have a much more thorough explanation in discord #sandbox-talk. You should join so we can have intricate and detailed discussions.

because they are already able to "merge" with multiple actors into a scene. they also walk around etc. that would mean we could add "lively" npcs with dialogue, when that option drops, and also set walk paths or zones where they can move around for example.
I like how you use the word SCENE. Also, what you call Lively NPC, I call Interactable NPC, of which you can press E key on. I've also suggested the idea of being able to order them around based on certain conditions.

i also wonder if it was possible to deliberately remove some objects from scenes, like the pole from the zuri pole scenes for example.
The proper way is for the user to add a Sex Site of type Pole to the scene. You invite Zuri to your party. Then during play mode, you walk up to the Pole, press E and select "Occupy As Solo" with Zuri. Then in a special Poser Menu, you can control all her pole animations. I have a much better explanation in discord, more thorough.

Great suggestions by the way.

The developer who is making all this stuff is BRILLIANT, that dude can crank out code like crazy, but he needs people like you to join his discord and leave critical and detailed feedback.

Sandbox is going to suffer greatly if people don't get in there and leave highly detailed feedback.

I can't be the only one in their yapping my mouth. I need to know there are other people who think like me.
 

hakarlman

Engaged Member
Jul 30, 2017
2,135
3,352
I made this as a test for using the automation tools with characters.

View attachment 1899160
Quest Design Test

Press on the NPC Maya and her speech bubble will update to talk to you. She will walk to a set point, and ask you to fetch an item for her. Once you get the item, she will give you a sex scene as a reward.

0.2

- Fixed NPC walking at an angle.
- Added floating indicator when the NPC can be talked to.
- Made the player actually hold the item when fetching it for the NPC.
You should record this in a video, then join their discord and share it. I hope they see this. It's very rough around the edges, but it shows the desire to achieve this functionality at a professional level is there. I too want functionality like in your scene, but I want to be of the highest professional quality.
 
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