Regolo Engine 1.13
Added 2020-07-31 01:19:32 +0000 UTC
Hi everybody, here we go with the new release!
This is a solid balanced all-round release that shows off in both new features and animations. Be ready to walk on undiscovered and exciting paths!
A (not) important notice before going on.
I just ordered a new cpu/mobo, so this is the last poor quality video for you (and the last nerve-wracking development month for me). Thanks for your patience!
The 1.13 videos
1.13 promo video 1080p
What's new
Here's an overview of the new stuff, check the next paragraphs for insights and instructions on some of them.
The new behaviours and the girl-UI options are accessible from the wanderer mode.
behaviours
- omni-behaviour: side cowgirl
- second version of cowgirl omni-behaviour
- keeps and expands the characteristics of the previous one (adaptability and interactivity) - omni-behaviour: reverse cowgirl
- third version of cowgirl omni-behaviour
- keeps and expands the characteristics of the previous one (adaptability and interactivity) - girl now knows how to change stance during the different cowgirls
- omni-behaviour: smart walking
- uses the new perception system to move around avoiding obstacles
- walks up to one of the known destinations, refer to the related paragraph for the details
features
- perception system
- girl now knows the surroundings
- can avoid walls and some furnishing
- early prototype - new playground room included to test the perception system
- new anima system for the wanderer mode
- three girl modes: manual, semi-automatic, automatic
- manual mode maintains the contextual buttons and eventually the manual triggers
- automatic mode let's you choose the girl's anima like in the old engine
- semiautomatic is something halfway between obsessions and mix@chair system - [ENCHANTER] you can now completely disable expressions in the general UI
- this disables mouth sync with moans too
UI
- it is now possible to choose the girl's mode from the UI (manual, semi-automatic or automatic)
- each mode has related sub-options
config file
- [ENCHANTER] a new param to disable facial expressions at start time has been added to the config file
fixes
- girl doesn't get twisted anymore when following you
- now the girl moves better the feet when coming to the side or over him in order to maintain a balanced pose
- after body explosion girl-ui was staying stuck without disappearing
- general ui options now reflect properly real values when entering wanderer mode
- if you come back from wanderer mode now girl enters correct anima/obsessions
- girl was putting hands on hips in the wrong way across different behaviours
- girl was tilting head too much in rubbing up behaviour after the introduction of doggy style
- dance style 3 had feet movement broken/inverted, now it's fixed (that style is cursed lol)
- fixed a lot of inconsistencies in behavioural triggers, when the girl wanted to move, when she was inhibited etc
- now the girl moves only when it's right to move respect distance and other stuff miscalculate previously
currently known bugs
- after cowgirl behaviours the boy moves at faster speeds
- manual triggers to have her walking and getting back to idle are too slack and can be triggered unintentionally
- "following him" has not a perception system implemented, so she will not avoid any obstacle coming back to him after having stopped the new walking
As always, if you notice something that is not working fine please let me know and I will try to fix it asap.
The new cowgirl styles
Even two cowgirls this month! I think that we have investigated the topic enough with this release ๐ . Anyway, I liked the first cowgirl a lot, so I thought that I wanted to expand some of its capabilities before moving on.
The new ones offer the same traits of the old one and add something:
- you can trigger it anywhere you want but only after standard cowgirl
- she will automatically change pose and will adapt body parts to perceived stance
- she will use her hands to balance her posture while very bent toward the floor
- you can grab her head and move it to change pose actively
- balancing system for hip, you can move her head where you want (reasonably), the movement will not stop and cock will stay in.
- if you grab her head she will lose mind, suffer a bit, leave hands, turn back head and speed up
- if touch her lips she will try to kiss your hand and will speed up
- you slap her face, she will react to it while fucking
- "head still" and "drunk mode" option imported in side and reverse cowgirl too
- [side] you can grab her right foot, she will lean backwards and will increase excitement
- [side] if you touch her right breast she will get excited and lean the head
- [reverse] if you possess the boy (or not) and uplift the torso she will adapt her head to your head and will never go past you as it would be normally
- [reverse] if you touch her breasts she will get excited, will lean the head and touch your hand over her tit with her hand
- [reverse] you can grab her hands and she will follow them. You can keep her frontally (as in the video) or drag her behind. She will adapt height and head inclination accordingly.
- [reverse] now the girl knows a lot of additional variations and head/torso/legs/hands combination can vary a lot more respect the first version
Unfortunately, I had no time to create manual triggers for them, I will do it in the next release. Also, side cowgirl is just on one side.
Also, don't forget that you can leave the girl choose autonomously using the new anima system though the girl mode in the UI. The semi-automatic mode, for example, let's you choose which cowgirl she will run, or the "lewd anima" in automatic mode will vary among all the sexual behaviours in a more independent way.
The girl mode and the new anima system
I finally managed to make a decent porting of the decision algorithm, so the new wanderer mode has evolved once more and the "two worlds are quite colliding" at this point.
As you probably read above there are now three different modes you can choose every moment from the girl-ui:
- manual: let's you choose next behaviour from the ones directly accessible at any moment
- semi-automatic allows you to choose the boy's pose and select the alternatives among the ones accessible in such state. Then the girl will act accordingly in an autonomous way in the chosen perimeter. It's an evolved version of the old system since it combines obsession philosophy with a mix@chair style control.
- automatic: like the old-fashioned system, this is a complete autonomous behavioural generator that now has been ported in the freedom world. It's still poor respect the couch one but will benefit from new behaviours added every release as well. Also, just three anima added at the moment, so the same considerations are valid for them.
In the end, there are like four different modes in the plugin at this moment (manual has buttons and gestures that are basically two distinct selection modes).
You can test the new system with cowgirl: choose semiautomatic, laying pose for him, and then use the flags to choose your cowgirl styles. The girl will use only them.
The "rub up + doggy style" decision set is also a good test case.
When you switch from auto/semi to manual she will show the available behaviours or if there are no ones of them she will perform the first available and then you will be able to choose manually from there
Remember always that this anima system is going to work on wanderer mode only, and vice versa if you change anima/obsession from general UI you will switch back to standard mode.
A final note on a potential issue: if the girl starts dancing even if you changed to a different anima/obsession try again, there's a little delay when loading the songs and she could not catch your choice properly during that timeframe.
The perception system
Yes, it's exactly as it seemed to you while watching the video or reading the features list above. Now the girl can detect obstacle along her path and react to them.
Isn't this incredibly exciting ๐คฉ ?
Please be informed that this is a very early prototype version (the warnings list at the end of the paragraph proves it), but it works fine under proper conditions, and you can start playing with it using the playground room available in the zip file.
So, what you can/should do with this and what happens when you trigger it:
- use the playground room included in this release to have a ready testing environment (you can modify it later in case)
- the faster way to trigger it is to press the "walk" button from idle (in manual mode), trying to keep a bit of distance from her to avoid trajectory trouble at the beginning (she is still not able to avoid the couch)
- she will then choose a destination among the ones known (there's a list below) minus the couch and the PlayerNavigationPanel (at least in this first version)
- she will walk towards one of the chosen destination (one of the two TVs in the playground room) avoiding the walls
- then she will choose another destination and walk again avoiding obstacles
- the best obstacle for her is the big fat wall in the playground room. Also, she recognizes the TVs very well, in fact I suggest using plane floating surfaces as destination like the two TVs in the playground room. It's a lot simpler for her to avoid them.
- the boy IS an obstacle too and the girl will try to avoid him as well (but with less convincing results respect the walls)
- the girl tries to touch the obstacles while walking
- the girl can choose to do this using "dynamic anima", but will do other stuff too. If you want to have her walk continuously set curiosity to 10
- if in manual mode you can press "idle" while she walks to make her come back idling closer to you
As I said the system is very far from perfect and so I felt compelled to list a series of relevant warnings:
- do not try to use irregular or small/low furniture to create paths
- do not create paths too narrow or too convoluted, otherwise she will get stuck or will slow down too much. For example the bed is a nightmare for her
- the couch is also unavoidable at the moment, so before starting walking try to move away a bit from it.
- if she gets stuck you can wait if she seems undecided or you can remove the obstacle is she's pushing against it too much
- an anti-twisting mechanism has not been implemented here (only for when she follow you), so expect some of it
- on the other hand the "following him" version doesn't have perception system implemented, so I suggest to turn back to idle when there are no obstacles in front of the girl
You can also use manual triggers to start/stop the new walking
- you can start it from idle with an outstretched arm pointing at the related side (so right hand to the right or left to the left) for a while
- you can stop it with both outstretched arms pointing forward for a while
Unfortunately these triggers are a bit slack, so you risk of trigger them unintentionally. Will make them a bit more strict in next release.
Summarizing, this is an alpha prototype but I bet can you imagine how much weird stuff this can turn into. With this alone you could look at your girl adventuring in a dungeon trying to find the exit ๐.
So I see a lot of possible applications from here, and I'm happy because this wouldn't have been possible without the switch to the wanderer mode.
Thrilling times ahead!
How to use it
Regolo Engine 1.13 has been built and tested on VaM 1.19.2.2.
- download your version
- put the zip file in the VaM folder and extract it there:
- dll and config file will be placed under <VaM>/Custom/Scripts/RegoloVR
- room files will be placed under <VaM>/Saves/scene/RegoloVR
- Audio and Dance folders will be placed under <VaM>/Custom/Sounds/RegoloVR - [optional] put the songs files you want the girl to dance in the <VaM>/Saves/scene/RegoloVR/Dance folder
- [optional] edit the proper config file (RegoloEngine_E.json for Enchanter or RegoloEngine_I.json for Illusionist )
- load the proper room (RegoloEngineRoom_1.13_E for Enchanter or RegoloEngineRoom_1.13_I for Illusionist).
- [optional] load the skeleton room instead if you plan a merge load with another scene
possess the boy or align with him - [optional] load the playground room instead if you plan to test the new smart walking behavoiur
- load the plugin on the girl (the dll file)
- [optional] choose an anima or obsession
- [optional] change the UI options as desired
Detailed instructions about dance folder and dance UI can be found in the 1.8 release post.
It's highly recommended to disable soft body physics to enhance the experience and avoid undesirable effects. Infact the many random frictions caused by most of the behaviours generated by the plugin cause unpredictable soft-physics reactions.
Also an important recommendation: safest way to start over the plugin execution is to clear it, reset girl's pose manually (from the person -> control panel) and then reload it. The plugin tries to automatically reset the pose at every start but it's not always perfect.
Please remember the furniture list known by the girl, below. You can delete and add duplicates but there always must be one and only one couch with the guy over it. Also, don't create steeplechases and create a regular environment as the standard room provided, please.
"AptSofa" (mandatory and just one) beside the sofa there should be at least one of the following known furniture (PlayerNavigationPanel for example, and they can be also more than one for type)
"DreamHomeWebTV"
"DSBR_Bench"
"AptPatioChair"
"AptBookShelf"
"DSBR_Bed"
"AptChair"
"AptCoffeeTable"
"AptSmartTV"
"AptSmartWebTV"
"AptTVStand"
"PlayerNavigationPanel"
Limitations and caveat
- Consider always that anima and obsessions are mutually exclusive. Every time you choose one of them you lose the previous settings. You can check your current choice looking at the yellow info box at the lower left corner of the UI.
- The Enchanter room tries to load 500+ audio files at the beginning, but it doesn't need to do that again if you just reset the plugin. The songs for the dancing load at the beginning too (but can changed and reloaded in real time via UI).
- Being it totally procedural, there can be better and worse runs.
- Some behaviours have really a large spectrum of possibilities, so some unlucky variations are unavoidable.
In the end
I will leave in a couple of days for vacation, I hope nothing tragic comes out while I'm away, like incompatibility with VaM 1.20 or other internal issues.
So while I would love to say that 1.14 will be out in August, it will more probably come out in September. I'm still not one hundred percent sure but if this happens I will stop payments as I did last summer, and resume the next month.
The good news is that I have already planned the general outline of the next release and if everything goes well it will surely be worth the wait ๐ .
So, enjoy the sun, enjoy this release, and stay away from viruses ๐.
See you soon!
RegoloVR