XaiJu
vihper
vihper

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ClubV 6.63

Improved a few male positions and corrected some that had gone a little astray, mostly in the ViP area. Please let me know if i messed anything up that i haven't noticed in doing this :)


Older ClubV VaR's can be deleted.

Requires https://hub.virtamate.com/resources/timeline.94/

VaMMoan is highly recommended and enabled in the scene:

https://hub.virtamate.com/resources/vammoan.3134/

ClubV 6.63

Comments

i agree, and if i started the scene now i would do it differently. TBH i didnt expect it to get as big as it is now and it is very close to the stage where i will stop adding anything else and begin a new project which i have started planning. To re-engineer it now would take way too much time and id rather make new content than do that. You could spend years trying to make everything perfect. One thing i want to avoid is using too many 3rd party plugins which could be rendered broken by a VaM update, and instead rely on the base game content and some workarounds.

Vihper

ClubV is nearly flawless now, afaics. Minor (!) hickups: * When switching to Hotel Room from VIP area for the first time while using Passenger/Embody on the male head, the male will spawn in a bad position - about half a gridpoint into the bed. Can be fixed by returning to Club & going to the HotelRoom again, no biggie. Generally, I think it'd make sense in the future to use subscenes and the lumination plugin to re-use the same three or four invisible lights for varying lighting needs in a multi-position scene, rather than keeping dozens (!) of invisible lights at the ready and activating three or four at a time. Lumination plugin allows controlling the distance, targetting and lighting properties of a whole set of lighting sources at a time - you just move the one subscene atom, give it a new set of parameter set, and your new position is lit, no need to spawn new atoms. Every atom in a scene comes with six coordinates and dozens of storable slots, all of which is blowing up the scene-json unnecessarily - and even empty atoms consist of thousands of gameobjects, burdening the CPU. TGC has already found the maximum size for a scene json (500 mb), we should start thinking about mitigation strategies before this becomes a problem.

CaseEP


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