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POLL: Kick out Alive Home from Alive

  • Move it out 71
  • Keep it in 13
  • 2023-10-19
  • —2023-10-22
  • 84 votes
{'title': 'POLL: Kick out Alive Home from Alive', 'choices': [{'text': 'Move it out', 'votes': 71}, {'text': 'Keep it in', 'votes': 13}], 'closes_at': datetime.datetime(2023, 10, 22, 17, 49, 32, tzinfo=datetime.timezone.utc), 'created_at': datetime.datetime(2023, 10, 19, 18, 57, 22, tzinfo=datetime.timezone.utc), 'description': None, 'allows_multiple': False, 'total_votes': 84}

Content



Over the past few months I received lots of requests to make Alive more lightweight and some suggestions to get rid of Alive Home. I'm not going to get rid of it, it has lots of cool stuff never did before in vam. But it's true that I didn't have time to work on it as much as I hoped and it's not that cool at the moment. It was a side-quest to begin with and when the AI stuff happened, that took its place. I only have so much time I can dedicate to this project unfortunately, I have to ration it. But I still hope and plan to get to do much more with it, so many cool stuff could be made.

So the scene itself it will still be functional, but I might try to move it as a separate .var and keep the main plugin more lightweight, if that's what most people vote.

MOVE IT OUT

Alive will be more lightweight. Alive Home (or maybe named something else to avaid confusion) would be a separate var. It should still work the same way granted both vars are present. I'll likely get to update Alive Home less. I only really have time and try to focus on the main plugin. If it's something outside of it, I'll likely forget about it or push it aside.

KEEP IT IN

Alive will continue to contain Alive Home as before. It will likely get more updates than if I move it out in the future. But the plugin size will be bigger. And much bigger. This version was just for testing things out, I was planning it to keep it around 1GB originally. Now it's like 130MB.


UPDATE 10/22/2023

Thank you for voting! I moved Alive Home as a separate addon as of Alive v58.

Comments

Jonathon Barton

I really like the idea of Alive Home being something like 'supplemental content'. Alive (Core) being more of a home for all the functionality you'd want if you were adding Alive to an existing scene - it could be more 'behavior' focused (motion, sound, speech, vision, etc.) Then Alive (Home) had the opportunity to become a playground that takes everything that Alive (Core) can do anywhere and ramps it up a notch by bringing (at least the illusion of) context awareness to Alive - On top of 'regular' Alive stuff, there's stuff that you can only do in Alive Home. "Sit down, please" in Alive (core) can ramp it up to "Let's sit on the couch", or "(I'll meet you in | go to the) Camshow bedroom", etc.

SPQRAeternum

That makes sense. One thing that I think many people miss though is that vam doesn't have metadata for scene objects. There's no way to understand the context. Modders can't really determine what's a chair, what's a couch, they're all but blurry game objects. So context specific stuff are hard for creators to pull off even in one isolated environment. Doing it for vam as a whole is a VERY tall order. I thought about it and tried to do it with my SmartObjects plugin inside the Alive var, but I think it's too much DIY and I'm not sure people would bother with it much. It would make sense to do it like you said. Do the logic and then showcase it in Alive Home. But myself I don't like making vam scenes anymore, I'd rather do them in Unity, it's much faster for me to make and easier to maintain. I'd rather get hit by a truck than manage vam scenes with hundreds of atoms each with individual plugins. But I'll think of ways to solve it, we'll see how it goes.

Paramnesia777

It's not that it's a bad loft or anything, just should not be part of the session plug in.