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#139461 3DXChat New Graphics Researching

Posted by Lisa on 17 March 2016 - 09:44 AM

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#143866 3DXChat 2.0 Announcment

Posted by Lisa on 01 April 2016 - 08:32 AM

Hello 3DXChat Community!
 
Today we want to announce the new innovations and changes that will be introduced to 3DXChat in the next global update Unity 5.
 
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Graphics
 
- New highly optimized next-gen physical based graphic rendered visuals, which allow you to realize a picture of incredible beauty and add to the game, film quality like effects.
 
- Additional support for DirectX 11 and DirectX 12 in the future. (The game will still be able to run on older DirectX 9 video adapters, but some visual features won't be available.)
 
- Updated more physical based post-effects like Screen Space Ambient Occlusion (SSAO), Screen Space Real-Time Reflections, Bloom and Depth of Field.
 
- Presets of color corrections. It will allow you to customize the look of the game as you wish. (For those who may like a more vibrant colorful world or a more cold colored feeling world.)
 
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Performance
 
- Multi-Threaded CPU Rendering.
 
- A-Sync Texture Upload. Asynchronous loading of Texture Data from the disk drive and enables time-sliced upload to the GPU on the Render-Thread. This reduces load time for texture GPU uploads on the main thread.
 
- GPU Skinning (Available on DirectX 11/12 mode only)
 
 
Locations
 
- Materials and Textures of Locations and Objects will be processed under the Physically Based Rendering technique.
 
- Change the Time of Day with the Real-Time Global Illumination effect on all outdoor locations. It will allow each player to customize Time Of Day without server synchronization. (Meaning you can have it look how you want it to be without disrupting the other players selections.)
Available Time of Day presets: Day, Night, Dawn, Dusk and Cloudy Weather.
 
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- New realistic water effect.
 
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- Fixed re-spawn of virtual partners and players in apartments.
 
- New scenic models outside the windows of the apartments.
 
 
Clothes
 
- Materials and Textures of clothes will use the Physically Based Rendering technique.
 
- Available RGB color palette for some types of existing clothing that didn't have it before.
 
 
GUI
 
- New user interface of the Character Selection screen. Now you can instantly move to any location.
 
- New GUI and customization on detailed graphics settings, allowing you to disable and enable visual effects independently to each other. Global presets (Low, Medium, High) are also available.
 
- New user interface of the Clothes window will allow the take off and put on all of the chosen clothes in one click.
 
- A new user interface to add virtual partners in apartments.
 
- Fixed deletion of virtual partners in the apartments.
 

- Metallic Lips style shine setting (Char Editor)

 

- Skin shine setting (Char Editor)

 

- Enable and Disable nameplates (Game Settings)

 
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Media
 
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New game mode
 
Due to numerous requests of players to add mini-games to 3DXChat we have added to the game a new mini-game mode: A Fighting Game. Where you can punish the mini-games characters abusers in an equal fight.
 
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Thank you for being with us. Stay tuned and wait for more news!
 
02.04.2016

3DXChat 2.0 is true and not an april fools joke. We will inform the 3DXChat Community about the release date for the 2.0 Beta later.
The Fighting Mode however was a joke for players.   :)


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#124188 Patch #337

Posted by Lisa on 11 February 2016 - 12:05 PM

Greetings to the 3DXChat Community!
 
Today I want to tell you about some upcoming changes and improvements to 3DXChat for the upcoming 3DXChat Patch #337.
 
 
Preliminary list of changes:
 
- Pose system: The pose system has been rewritten from scratch. Which makes new animations easier than before.
 
- New UI: All poses are sorted by category. This simplifies navigation and this is to prevent the selection of incorrect poses that may ruin the moment. :)
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- New UI #2: The new UI has drawn icons for single on prop animations.
 
- Memory Optimization: Animations are loaded and unloaded on the fly this helps to play 3DXChat with less memory than before. (Helps avoid disconnections in very busy areas.)
 
- Loading Time Reduced: All pose-icons are placed in one texture at last. 1 large texture is loaded faster than 150 small textures.
 
- Loading Time Reduced #2: Animations are no longer loaded with your character at the start of the game.
 
- It is now possible to have the penis toggled on whenever you want it, in any situation.
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23.02.2016
- Eyes blinking bug has been fixed.
- New animations will be added:
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25.02.2016
- New animations will be added:
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28.02.2016
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I and the rest of the Development team want to thank the 3DXChat Community for your continued support and patience.

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#43219 Upcoming content

Posted by Lisa on 17 January 2015 - 10:30 PM

Next patch:
 
1) New chat window features:
 - Scalable window;
 - Font size slider;
 - Opacity slider;
 - Exit group chat button;
 - Notifications on/off toggles for pm, world, local, group chat;
 - Copying messages to the clipboard;
 - Characters context menu in PM.
 - Saving settings (including the position and window size);
 - Chat window is now available in char and home editors;
 - "Send" button.

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2) New pose (f/f + m/m too)

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That's not all    :)

 

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#164727 3DXChat 2.0 beta is out

Posted by gizmo on 22 June 2016 - 02:07 PM

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Hey guys! The first beta version of 3DXChat 2.0 is now available. The game is not finished yet and has known bugs, but we are working on it.
You can begin to explore the new features of 3DXChat 2.0 right now.
 
Download 3DXChat 2.0 beta (745 MB)
 
Mirrors:

* Installer has been updated to build 360
 
We will release patches for the 2.0 beta in order to gradually improve the game and to fix bugs and errors.

Many thanks to all who believed and supported us!

 

Links: 


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#26001 THINK TWICE BEFORE YOU WRITE ANYTHING

Posted by Shanti on 11 September 2014 - 08:21 PM

Ok I know this is pointless... yet I have to say it... coming to the forum is really becoming painful...

Past two days I've read things in here that have been boiling my blood, and left me feeling utterly disgusted.

Child pornography, belittling other sexualities... and god knows what else is going on that I have missed...

 

Maybe some off you get off on stirring attention this way, and I am feeding right into it... I am that stupid.

 

Everyone has the right to speak his/her own mind... I'm not here to take that away from anyone

but please have some morals, and keep in mind that other people are going to read it too...

 

 

Yes I know, some will say, If you don't like it, don't read it.... well I WON'T KNOW HOW DISGUSTING IT IS 'TIL I HAVE... and then it's too late.

 

 

THINK TWICE BEFORE YOU WRITE ANYTHING... FOR THE SAKE OF OTHERS !

 

 

PS : Better to remain silent and be thought a fool than to speak and remove all doubt.


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#201094 Patch #362

Posted by Lisa on 20 January 2017 - 08:57 PM

Hello 3DXChat Community!

I want to thank you all for your patience in waiting for the next update.
VR and gamepad support as well as all new content is waiting for you in Patch #362.

Here is a more detailed list of the new features:

- Unity Engine version updated to Unity 5.5;
- Blurry text has been corrected;
- Decorations of the Character Editor has been changed to a cozy styled room in a loft;
- Added new sex animations;
- Added a lot of pairs of shoes;
- Added new props and surfaces in the Home Editor;
- Support for virtual reality for the new generation of devices.
In VR mode we have implemented UI support, Gamepad support and Virtual Keyboard support. You can write in the chat and view the gallery without needing to remove the VR headset.
In developing VR and the Gamepad support we have focused up on the Oculus Rift CV1 and the Xbox Gamepad first.

The patch has been delayed for some time due to the fact that the mode for virtual reality is in development and is adapted for the most comfortable time spent in the 3DXChat world. We will continue to add new content in the upcoming release.

Thank you for being with us and being patient. Stay tuned and wait for more upcoming news!

 

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#55751 Upcoming content

Posted by Lisa on 11 April 2015 - 10:07 PM

Prototype :)

 

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#87787 Upcoming content

Posted by Lisa on 09 September 2015 - 02:18 AM

Prototype :)

 

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#118632 Upcoming content

Posted by Lisa on 21 January 2016 - 05:58 AM

Unity 5 renderer

 

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#151330 3DXChat New Graphics Researching

Posted by Lisa on 18 April 2016 - 06:40 PM

Realtime Reflections/Global Illumination

 

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#146630 3DXChat New Graphics Researching

Posted by Lisa on 06 April 2016 - 02:08 PM

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#102542 Upcoming content

Posted by Lisa on 11 November 2015 - 11:04 PM

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#22668 Upcoming content

Posted by Lisa on 22 August 2014 - 12:11 AM

Beginning!  :wub: 

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#128576 Upcoming content

Posted by Lisa on 24 February 2016 - 01:06 AM

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#56151 Upcoming content

Posted by Lisa on 15 April 2015 - 09:39 AM

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#20251 Regarding Development

Posted by D1SC0STU on 27 July 2014 - 01:20 PM

Hello everyone, I hope all is going well for you.  I am a long time forum lurker and a player for a few months. This is quite obviously my first post I must warn you my post will be lengthy, but I feel it is necessary to get some things off my chest.  Let me tell you a little bit about myself.  I have been in the game industry for nearly ten years, working for two developers as well as working as a free lancer.  Currently, I have started my own studio and recently was accepted into the Xbox One Developer's Program.  My expertise is in the art department: modeling, texturing, rigging and animating.  In my humble opinion, I am quite good at those four things.  Because of the nature of this forum and the game it represents I will NOT disclose which companies/games I worked for/on nor will I disclose the name of my current company.  I DO know what I am talking about people and I am not posting to cause problems or start fights.  Instead I am posting this in the hopes that it will inspire the devs to step up their game.

 

As developers you are charging players for access to a beta game.  This is both good and bad.  As a dev, when I think of early access, I think of two automatic requirements of my company: DAILY interaction with my player base (Facebook, Twitter, Twitch and the forums) and WEEKLY UPDATES and I mean every week.  Your players are paying $20 a month for an incomplete game.  You must be adding to and improving your product for your players.  Personally I have paid more than the typical cost for a game in order to play your game and many other people have paid you far more.  You guys CAN do better.  You have a great product, however what you have will not last unless you do something bigger.  I don't know how many people you have on your team, I know in many cases there are things that will take longer if you have a small team.  Hire more people if you must.  Use players who have a knack for 3d modeling like you have been.  But don't reimburse them with your wacky in game credit.  Give them a few months of gameplay for free.

 

On the topic of user generated content....its great, but why are some of the only good updates to be released created by your users and not you?  It's great that players have talent for creation but they shouldn't be doing your job for you.  I guess what I am trying to say is that the issue is no longer just about game development but also how to properly handle the administrative side of the business.  As I said before if you need more employees, hire them.  If you don't have enough money, employ more players but reward them better than with in game currency.  To the owners of the company, if you can't afford to properly progress this game perhaps you are paying yourselves to much money?  I know that if my games progress is not where it needs to be and I need to take a pay cut to hire someone that can help, I would do it in a heartbeat.

 

It is easy to sit back and take it easy when you have money coming in...maybe get a little lazy.  I'm sure a lot of people here think that you guys aren't even working on anything new.  Why would they think that?  Well, you don't release updates on  a regular basis and you don't tell people what you are working on.  Post on Facebook, Twitter and here on the forums.  Communicate with your player base and don't wait until the last minute to tell them, "Hey we haven't said anything in two weeks but we are about to release an update"  Your players are your livelihood, don't take them for granted.  

 

In closing, I am sorry for the rant but you guys need a sort of reality check.  If you don't improve your game will die.  For as long as you have been working on this game you should have at least 10,000 active players, more locations, animations and sexual preferences (shemales and threesomes).  You have a great basis for this adult social game, keep it going.  If you don't, someone will see what you have done so far, take it and make it better.  Someone will do it anyway but at least if you keep your loyal players, you will remain the standard for an adult social game.

 

D1SC0STU


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#174315 3DXChat 2.0 beta is out

Posted by gizmo on 16 August 2016 - 02:57 PM

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build 344

 

Improvements:
 
- Stars and moon now appear at night;
- 6 new hairstyles with three-color palettes;
- Two-color palettes for glasses;
- New items and materials for Home Editor;
- VStroker support enabled;
- Save screenshots to My Documents folder (for Win 7 it's "C:\Users\%username%\Documents\3DXChat\Screenshots");
- New music radio interface.
 
Fixes:
 
- False chat message visual notification;
- User profile scrolling;
- First character creation;
- Colors for mens beard;
- Water during cloudy weather;
- Increased loading speed of User Rooms.
 
Known Bugs:
- Chat input field bug.

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#124146 Upcoming content

Posted by Lisa on 11 February 2016 - 03:05 AM

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#117449 Sex positions

Posted by Goose on 17 January 2016 - 04:05 PM

I made some of these animations faster than the others to demonstrate how fast they can be played without looking too weird. Some of them are jumpy but that's just how they saved as a gif. And yes there's a lot of oral because there's barely any in-game already, though the majority of these are user suggestions from this thread.

These are all 16-20 frame loop animations, while an in-game animation would be something like 120 frames (I'm just guessing). Those animations would have constraints on certain bones to change their movement over time to make it look less repetitive.

None of these pictures here have polished head/face/hand/finger/legs/feet bone movement, they're simply for demonstration. These all took about 20-30 minutes each but if I were to do a full animation it would have all of the above and only take about an hour to complete each final 'pose'.

Why am I doing this? Because right now I have nothing better to do (holiday woo woooo) and more importantly I want to show you how easy this is (lazy devs).

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