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extrude.ragu

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About extrude.ragu

  • Birthday February 20

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    Ai
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  1. Hope everyone's had a good 2024! Works Updates Town This year major building works have been ongoing at Kokoro on the Seiiki isle. We're working on redeveloping Seiki island into a new town. This is going on in three Phases, and we're about halfway through Phase 1. The works have been a learning process as we've had to develop and learn new tools and workflows. Seiki town is being built in PBR using Trim Sheets with the aim to ultimately provide a more high definition experience, whilst simultaneously reducing system VRAM requirements. You may have noticed the town is PBR only and old viewers are rendering the town green. We've decided given the length of the project to go PBR only. Whilst this does cause inconvenience in the short term, we anticipate that finishing the town development will take years and by then most performance issues will have been ironed out of the viewer by LL and third parties and people will have upgraded to the new viewer. NPC's We have been developing walking and talking NPC's this year to help give a sense of life and bring additional entertainment to the sim. Our NPC's are unlike anything seen before in SL, taking advantage of bleeding edge LLM technology, and are constantly being improved. You will find some of them wandering our sim now and can talk to them! Works have included:- An advanced roleplay chat system using a local LLM capable of complex conversation and context sensitivity. New advanced NPC Pathfinding logic and Navmesh capabilities in Kokoro. A decision making system and an action sequencer that allows NPC's to interact with the world. A sims-like 'needs' simulation The creation of several unique NPC characters with unique lore, personalities and avatars. Using the NPC's to detect sim restarts and teleport you to a new holding parcel instead of disconnecting you during a sim restart. Long-term memory generation and simulation (experimental) We have been tweaking and improving this all year and have a pretty advanced backend that powers the NPC chat at this point. There are reliability problems that need addressing still but we are working on it. It's all self hosted by the way. You're talking to my graphics card! Minimap and RPT We introduced a new Minimap HUD to the sim and introduced the concept of RPT (Roleplay Time). A new windlight was developed and our sim now has two daycycles, one being Monday to Friday and another cycle from Saturday to Sunday, which means there are more daylight hours to play in and night time gets its own day on Friday! Spawner Kokoro gained new spawner logic which will vary your spawn point based on various factors such as time of day (RPT), the clothes you are wearing and weighted random chance. Additionally, the spawner is capable of spawning you sat on objects and a few other surprises. We want to make it feel like your character was there all along! Community Although we are currently primarily focused on building, we have gained a few new students and guests of interest, and formed something of a relationship with the Tulagi community, who make battleships such as the one that was generously gifted to us in the new Seiki Harbour! Kasai also ran a new Paranormal Activities club this year, which had fun field trips. We hope that more events can happen in 2025! 2025 We anticipate this year that we will be primarily focused on finishing the exteriors of the Phase 1 area of the town, and possibly begin work on Phase 2. It's also anticipated that Utilizator will release his new body this year, so it is likely that some time will need to be spent adapting our Uniforms and also making new clothing products to support a new generation of anime body! We will be continuing to pioneer the NPC's and may also introduce new characters during the year. Due to the ongoing works we do not currently plan any large social events, although we would of course welcome any student initiatives. That's it from us for our update. Happy New Year!
  2. Roleplay Time (RPT) is the time of day it is in the sim for Roleplay Purposes. How it works RPT is not like real timezones - The time of day in RPT is entirely arbitrary. Usually, the flow of time at Kokoro is much slower than real life to aid roleplay, but is not constant. As a general guide, Real-life Monday to Friday is usually one 'day' at Kokoro, whilst Saturday and Sunday are a second 'day'. It is usually night time in Kokoro on Friday. We can also set RPT to an arbitrary time to aid roleplay events. Where can I see the time in RPT? You can see the time in RPT next to your Minimap. When to use it You can use RPT to inform the type of Roleplay. 9AM to 4PM is a good time for school roleplay, for example. What else does RPT affect? The sim environment will reflect RPT including the way NPC's behave, the appearance of the world etc. Spawn positions (Link TBD) are partially affected by the time of day (Not yet - TODO)
  3. Yearbook Photo 2024 📷 Our Student Yearbook Photo will be on Saturday the 28th of September at 2PM SLT this year! Add the date to your calendar so you don't forget! Looking forward to seeing you all~ ~ Captain
  4. Kokoro Miscellenea:-

     

    - Hotfix with the bots to fix them sometimes going dead silent
    - Realistic jump height
    - Now have our own dedicated music stream~

    1. theckyz1

      theckyz1

      My 5m high jump tricks 😭😭😭😭😭

  5. Ongoing developments:

    Works have been ongoing to create town center pavement mesh

    image.thumb.png.fde11e5771548729a73c41185cae0b2c.png

    It's quite a complicated mesh that makes use of the trim sheet I posted earlier. The picture is just a WIP and is missing AO channel it should look even better in-world.

    NPC work has also been ongoing too, with:

    • NPC Spawn/Despawn logic in - This is quite sophisticated and factors NPC roles, time of day, areas of the sim occupied by real players etc.
    • NPC Chat Raycasting - System in place to stop NPC's from seeing and talking to you through walls and ceilings.
    • NPC Chat initiation - IE when the NPC notices you and chooses to talk first now also factors the NPC's social need as part of the needs system.

    Seiiki Shrine got some new furnishings and a wall full of Goshuin stamps from Hana's adventures over the new years.

    Since we have NPC Spawn/Despawn I'm also free to start adding more NPC's as they won't all be spawning at the same time. I've started working on a new NPC character, Kyou Atsushi which you'll surely see walking around soon.

    That's all for now!

  6. Oh yeah, I forgot to mention we're now featured at AMH too~

     

     

    image.png

  7. Recent works at Kokoro have mostly been system related:-

    Smoother Onboarding

    image.thumb.png.af37c819442f73377bb6ddabdccb7d74.png

    Added this new pop up help dialog for people who join the Experience but don't have RLV, which guides them through the set up steps, including downloading a viewer and enabling RLV...

    NPC Spawner

    I've spent a lot of time working on a new NPC 'Spawning' system. It's complex because it has to log off/on NPC's based on a whole bunch of factors such as time of day, npc roles, player occupied areas of the sim etc. The aim eventually is to be able to freely create and add new NPC's to Kokoro, without them all being online at once, but spawning relevant ones at the right time according to a budget.

    NPC Quality Pass

    I spent some time squashing bugs on NPC's as well such as

    • Fixing type stop type stop type stop...
    • Squished a bug condition that can cause the NPC's to become unresponsive for a long time
    • Squished another one that causes them to get a much shorter version of the chat transcript than they're supposed to when generating chat, causing them to make less informed dialog

    There are still plenty of bugs with the NPC's and future improvements I want to make. I will continue to work on these again soon.

     

  8. Recent Stuff going on in the background:-

    moar texture asset work for seiiki

    Seiiki manhole

    image.thumb.png.815e01a7472a4e7a1eb3f178e64a9fcf.png

    image.png.11bdc3c4beb30cbba0f34498c012bb66.png

    Seiiki highstreet pavement trim

    New lampost mesh design for Seiiki coastal side

    image.thumb.png.092e96ff79e46cd9705ef8e994e54202.png

    NPC's: Made them have Sims like needs including social, hunger, bladder, energy, fun, hygiene

    All needs gradually increase over time

    Currently programmed behaviors:-

    Social need causes them to roam more and seek people out to talk to

    Bladder need causes them to go to the bathroom

    The needs not only affect npc decision making but can also affect dialog

    More to come on that later

    Oh yeah and

    image.png?ex=65e1065f&is=65ce915f&hm=dec2c595edd535eab303768cb7d35cf0898f786bc32174357cb08e745c06dcba&=

     

    That's all for now~

     

  9. Recent Goings on:-

    • Rewrote the teleport router script, so when you enter the sim you should more reliably get routed into the sim and also faster than in the past.
    • Police Uniform - All rigged, I'm trying out texturing in Substance for the fabrics, but where I'm not familiar with Substance Painter it's a bit of a learning exercise.
    • NPC's - They now have dedicated AI for generating long-term memories along with a vector database for memory retrieval. Also been making plans for other improvements to make them more immersive.
    • GLTF Packer - I made a few bug fixes and improved the autofill

    Future: Roleplay uniform has the priority with town second

     

  10. Rundown of happenings:

    Most of the rigging is done for Keisatsu outfit

    Did a big overhaul to NPC chat system to stop it constantly running out of memory and crashing, should also make it easier to maintain and add features to.

    Shrine decorating along the stairway, also thinking of adding a small reception later.

    Of possible interest: SecondLife shrines are doing Goshuin Stamp collecting for new years.

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