pornsplinter22

New Member
Dec 24, 2020
4
1
Oh damn, that's unfortunate. Would have loved to have animations regarding those in a later stage of the game. But the feral bull krepali should work I suppose?
 
Mar 10, 2019
202
189
A delay in a feature's implementation completely invalidates updating the engine version? What kind of dumb take is that?
This one is pretty major feature and it's addition was a substantial improvement.
It makes sense to update the engine version for purpose of testing and debugging. But the absence of fur makes it always lesser to UE4 in overall user experience. At least less enjoyable (unless you avoid furry content).
 

Stupidkiller

Active Member
Jan 12, 2018
944
1,862
This one is pretty major feature and it's addition was a substantial improvement.
It makes sense to update the engine version for purpose of testing and debugging. But the absence of fur makes it always lesser to UE4 in overall user experience. At least less enjoyable (unless you avoid furry content).
What part of "we'll add it, we need more time to work on it" did you not get? And I can assure you they didn't switch the engine version solely for "purpose of testing and debugging", there's a bit more to it than that.
 
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GerP1

Newbie
Nov 4, 2022
61
63
This one is pretty major feature and it's addition was a substantial improvement.
It makes sense to update the engine version for purpose of testing and debugging. But the absence of fur makes it always lesser to UE4 in overall user experience. At least less enjoyable (unless you avoid furry content).
Frankly superior lighting/reflections > fur taking few weeks longer to implement lol.
 
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GerP1

Newbie
Nov 4, 2022
61
63
I tend to repeat myself from time to time here and I think its that time again:
Game development takes long and things generally look and feel like shit for the longest time.
We are now focusing more and more on the actual game development so you will see considerable progress on that front in the coming time. I also know this is something that will once again divide the community and possibly disappoint those who just want a sandbox. But I think with the addition of the full body poser we have created a very strong and long lived tool for the more creative people in the community to floursh in while the game gets now pushed into the finish line.

And once again I repeat myself that it is a bit misled and short-sighted to assume patreon is just "a business model to keep patrons as long sa possible". I mean, yes we want that and are doing what we can to keep people interested - obviously. But the goal is NOT to go like this for ever until the last person has had enough. The REAL business clearly is to finish the game and sell it as a finished product. It its a win-win for everyone! We get more funding for future projects from the sales, we have cemented in the trust of our fans that we can deliver a finished product, we have learned a lot on the way on what the people want and with that experience can improve ourselves and the future projects we make even more.

In the end there isnt much more that I can do than to keep giving my best to finish this game and share my experience and my thoughts here whenever it looks like someone could gain valuable insight.
Thanks for reading :)

-S
Just quoting to maybe get attention of yours:

Are there going to be any kind of development in near future regarding character performance? Right now if you start to push more than 50 poses/scenes games performance really tanks even if you hide characters. For example creating a reasonably sized map with 50 NPCs/poses is basically really rough in terms of good FPS and playable experience. Without poses easily getting 70 FPS with unoptimized UE5 build but with 50 NPCs performance tanks to 40-45. Hiding them helps a bit but there is still major performance hog from the poses itself even if they are hidden.

Also another thing is player "following" on NPCs. It basically just works on the existing ground mesh on the showroom for example. Not even on the new wild life map. Is this feature coming waay down the line or something we can expect in reasonable timeframe? As of now NPCs just stand around when you ask them to follow on rock object parts of the map and such

These are really limiting factor in terms of making interesting maps with quest structures.
 
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AdeptusSteve

Member
Game Developer
Jun 9, 2017
178
1,288
Just quoting to maybe get attention of yours:

Are there going to be any kind of development in near future regarding character performance? Right now if you start to push more than 50 poses/scenes games performance really tanks even if you hide characters. For example creating a reasonably sized map with 50 NPCs/poses is basically really rough in terms of good FPS and playable experience. Without poses easily getting 70 FPS with unoptimized UE5 build but with 50 NPCs performance tanks to 40-45. Hiding them helps a bit but there is still major performance hog from the poses itself even if they are hidden.

Also another thing is player "following" on NPCs. It basically just works on the existing ground mesh on the showroom for example. Not even on the new wild life map. Is this feature coming waay down the line or something we can expect in reasonable timeframe? As of now NPCs just stand around when you ask them to follow on rock object parts of the map and such

These are really limiting factor in terms of making interesting maps with quest structures.
Hey, yes there is indeed some severe problems with character performance especially with physics and ai. Its something we are doing research on right now and that is one of our highest priorities to improve asap.

The npc follow code uses a system called nav mesh which is a simplified geometrical representation of the landscape, the issue with that is it cant be generated in realtime as far as I know of. But it could be that UE5 has a solution to that which we can make use of in the future.

Cheers,
-S
 

AraKnus

Active Member
Sep 30, 2021
692
798
Hey, yes there is indeed some severe problems with character performance especially with physics and ai. Its something we are doing research on right now and that is one of our highest priorities to improve asap.

The npc follow code uses a system called nav mesh which is a simplified geometrical representation of the landscape, the issue with that is it cant be generated in realtime as far as I know of. But it could be that UE5 has a solution to that which we can make use of in the future.

Cheers,
-S
Dear Mister Steve,

so c00l to see you around once again,
for wildlife fans, the total conversion into U5 coregame was a huge milestone ,
we are currently eager to see in near future, devs working & focused in U5 general gameplay stabily now!

We'll eat every single piece of new game info & update news from Developer's Blog Diary on weekly basis!

New characters, items, locations and extra sex scenes are extremely welcome!
The passion and support continues! (y)
 
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troufas

Newbie
Nov 13, 2018
67
28
Is there any tutorial on the vector creator and the transform data tools? Or someone who can explain how they work?
 

DaisyChained

Newbie
Feb 3, 2019
72
199
Hey, yes there is indeed some severe problems with character performance especially with physics and ai. Its something we are doing research on right now and that is one of our highest priorities to improve asap.

The npc follow code uses a system called nav mesh which is a simplified geometrical representation of the landscape, the issue with that is it cant be generated in realtime as far as I know of. But it could be that UE5 has a solution to that which we can make use of in the future.

Cheers,
-S
Can't believe you guys use Nav meshes. Straight out of 2006. Source, specifically CS:GO has some "fancy" ways to force generate updated Nav Meshes on the go (a console command lol). Could implement it on loading screen/using teleporters/loading custom maps. Another thing worth mentioning is that completely custom areas will not have any functional nav meshes in source by default resulting in completely broken pathing until the nav meshes are force generated, so for modded maps doing so when loading could help a bit. I don't know if Unreal has similar functionality though.

A quick google search for Unreal dynamic nav mesh generation lead me to a forum thread and some documentation. Maybe it's of use to you.





(P.S please add genitalia to any monsters you add, even if no animations will be made. Like the Hyena gonads, was a nice touch. Surprisingly fun trying to hit them in the nuts with arrows.)
 

troufas

Newbie
Nov 13, 2018
67
28

Timestamps for various things such as your requested "Transformer and Vector" are in the description, click to expand it.
Thanks, is there by any chance any info on the transform data tool?
 

DicksOak

Newbie
Sep 18, 2017
28
63
I have looked everywhere I just cannot find out why I cannot get this to launch past the splash screen. My drivers are updated, I have a very modern PC with a nice SSD and CPU and GPU, I can run every game ont he market with absolutely no issues, but when I launch this game, it just shows the logo, it shows it's running in the task manager, yet it never actually launches.
 

PaNieri

New Member
Jan 8, 2020
6
2
hay alguna sulocion en youtube, la has probado?
[/CITA]
Hola, encontre una solucion hace unas horas. A mi me paso lo mismo. Lo que hice fue descargar los directx 9, 10, 11 y 12 inclusive. Por lo que estuve investigando, el juego al utilizar el motor UE5 utilizado funciona muy bien con drivers como Directx 12 que es el mas actual, pero suele suceder que faltan archivos para ejecutar el juego que solo puede brindar drivers anteriores como el Diretx 9 o 10, etc. Yo por mi parte tenia instalado el Directx 12, y funciono instalando las otras verciones anteriores. Espero haberte ayudado en algo. Saludos!!!
 
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