Diconica

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im waiting for our great modders instead. cause that game doesnt have just one problem (those charity points), it has dozens.
That's not going to happen. Take me for example. I mod the game because I simply choose to improve some stuff so I can play it.
Before I spend the time to rewrite his entire game and fix it I would release my own game. Why the fuck would I spend that much effort to change someone else's game for free when I can actually make money with the same amount of code.

If you have that much of a hard-on for not liking the shit suggest you learn to code and release your own mod.
 

Daxter250

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That's not going to happen. Take me for example. I mod the game because I simply choose to improve some stuff so I can play it.
Before I spend the time to rewrite his entire game and fix it I would release my own game. Why the fuck would I spend that much effort to change someone else's game for free when I can actually make money with the same amount of code.

If you have that much of a hard-on for not liking the shit suggest you learn to code and release your own mod.
it is going to happen. but it will take some time. tristim already said that he and his team is working on it.

if mods ever throw their towel and dont mod this game anymore, the game is dead for me and i will just move on. end of story.
 

sneezy_of_tie

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I was more looking at the performance of Renpy.
Renpy is built on pygame which is built using SDL2 however it nerfs the fuck out of SDL2 and what it does use it uses fairly poorly.
I built base copy of my C++ game engine to see how bad it was. in C++ with SDL2 I get 40,000 objects moving at 60fps.
Using python and pygame it is reduced to 1000 on the same system. Using python and SDL2 without pygame it s 3500 at 60fps.
Python is interpreted while C(++) is compile time just that already explains quite a bit of the speed difference. Then C is about the fastest human readable coding language (and C++ only about 10% slower). And when using C(++) the coder is expected to be responsible, where Python will either straight up not allow some of the 'dangerous' actions you can perform in C(++) or put a series of checks and balances on those that can in some cases result in code that is slower by a magnitude.

That said a a performance differential of a factor 40 is excessive.
 

Diconica

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Python is interpreted while C(++) is compile time just that already explains quite a bit of the speed difference. Then C is about the fastest human readable coding language (and C++ only about 10% slower). And when using C(++) the coder is expected to be responsible, where Python will either straight up not allow some of the 'dangerous' actions you can perform in C(++) or put a series of checks and balances on those that can in some cases result in code that is slower by a magnitude.

That said a a performance differential of a factor 40 is excessive.
While python vs C/C++ makes up a factor of 10 when it comes to this.
There are two additional factors here. Pygame is less than a third the speed of just using SDL2 via pySDL2.
Then on top of that Renpy as I said has its own script added on top of Renpy, it font system and more also are limiting factors.

I already know I can get 3.5 times the performance using my own engine. with cpython and pysdl2. If Pypy was at version 3.10 that would get me to 10 times the peformance maybe 12 times. In truth pypy could be written better to get a lot closer to C/C++ performance. Other languages that have mode to compiled more can do it so there isn't much reason they can't.

There is very little if any difference in C and C++ compilation these days. 99% of the time the issue is with who is coding it.
 

Diconica

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it is going to happen. but it will take some time. tristim already said that he and his team is working on it.

if mods ever throw their towel and dont mod this game anymore, the game is dead for me and i will just move on. end of story.
Well see.
They chose to reduce mod releases to every 2 months. Here is one of the reasons stated. https://f95zone.to/threads/lab-rats-2-mods.32881/post-7106124
They could have used that time instead to write a new base code system and get rid of stuff like you don't like.
Or they could have used it to tear out stuff like you are talking about. However, they didn't choose to do it.
As he pointed out it takes them time to merge the mod back into the base game each time.

It doesn't take me anyways near the amount of time it takes them to bring my mod to the new version.
While my mod is smaller that is less of a factor in this.
The biggest factor is how we approach the base code.
They created a bug fix / patch and then a mod that works on top of that.
Frankly, if I wanted to do what they are doing. I would scrap Vren's base code entirely then just use my own.
Right now they are each month they have to effectively reinvent the wheel just to keep dealing with his code.
If they made their own base code they could just use it. Then whatever types of changes he made they could implement it or not in their own code base in a proper manor.
That would be a lot less work than what they are currently are doing and they could use that extra time to make mod content instead of trying to re-implement their mod each month with Vren's crap code.

The thing is if they are going to go through all that trouble the only thing they need to call it their own game would be images after that point.
 

Daxter250

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Well see.
They chose to reduce mod releases to every 2 months. Here is one of the reasons stated. https://f95zone.to/threads/lab-rats-2-mods.32881/post-7106124
They could have used that time instead to write a new base code system and get rid of stuff like you don't like.
Or they could have used it to tear out stuff like you are talking about. However, they didn't choose to do it.
As he pointed out it takes them time to merge the mod back into the base game each time.

It doesn't take me anyways near the amount of time it takes them to bring my mod to the new version.
While my mod is smaller that is less of a factor in this.
The biggest factor is how we approach the base code.
They created a bug fix / patch and then a mod that works on top of that.
Frankly, if I wanted to do what they are doing. I would scrap Vren's base code entirely then just use my own.
Right now they are each month they have to effectively reinvent the wheel just to keep dealing with his code.
If they made their own base code they could just use it. Then whatever types of changes he made they could implement it or not in their own code base in a proper manor.
That would be a lot less work than what they are currently are doing and they could use that extra time to make mod content instead of trying to re-implement their mod each month with Vren's crap code.

The thing is if they are going to go through all that trouble the only thing they need to call it their own game would be images after that point.
i actually don't know why you are bring in your bug fix into the talk. but i guess good for you that it doesnt take you long? i'm still talking about mods... like, actual mods, not patches. feel free to help modders out so they can get things done faster if it doesnt take you any time at all to bugfix. that being said, if you totally revamp the code you are not making a mod anymore as its not based on the vanilla foundation, you are creating a new game at that point. i read that they deliberately dont want to do that to not get in any conflict with vren. personally i would also just screw it and just do it on your own at this point, but its their decision and i respect that.
 
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Draculesti

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99% of the time the issue is with who is coding it.
This we can both totally agree on.

For enterprise enviroments that i have seen it have been a while that i have seen C+ oder C++ scripts. If it is really simple it may be a shell script. All other things evolve around python and ansible. But i can accept that i have a narrow view because my main part is automation, and maybe i'am in the wrong here.

edit: I also agree with you that a fresh start with everything that fits what you like to have in the game should be easier than changing everything every update because vren keeps adding and changing key mechanics.
 

dalzomo

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Anyone? I am eager to learn this as well.
Disclaimer: I am playing the 50.0 beta, but Vren didn't say anything about changing this 'quest' so it should be the same in 49.2

First you need to have like over 20something Love to even have the conversation, which leads to three options:
-"You hate working there!" Requires: Hates working, Hates HR work (achievable through trances if this is your choice)
-"I'll take care of us." Requires: Make her your girlfriend (requires over 60 Love and its own quest, which I'm not going to cover here because that's not the question)
-"You can work for me." Requires: Free employee slot
-plus "Nevermind."

The most straightforward way to hire her for your own HR is to have a free employee slot so I went ahead and got one and advanced to three more options:
-"I want you by my side." Requires: Make her your girlfriend
-"We'll see each other so much more often." Requires: 50 Love
-"I'll pay you more than they do." Which was available to me. If it's unavailable to you, the requirement should show up
-plus "Nevermind."

I chose "pay more" and that led to a few lines where MC promised double what she's making now, and she accepted and you're prompted to hire and assign her to a department. I chose HR and in my game she began with a daily pay of $67 and work experience level 3 (new mechanic) which means she can take on 3 duties. I gave her the Obedience and Sluttiness raising ones (in addition to her normal work duty in HR), where for each of the duties each turn it picks an employee with lower score than Jennifer and raises them by one, but she had a handful of other duties available. They were: Mandatory Breaks (raises her happiness by 1/turn), Extra Paperwork (does all her own paperwork so she won't lower business efficiency each turn), Social Media Advertising (produces Marketing production for social accounts you know of. Unavailable in vanilla for Jennifer until Vren adds them for family, which he will do through advancing Lily's Insta storyline, eventually...), Extra Workload (+25% work results, but -2 Happiness/turn), and another policy like the two I picked except for Love instead of Obedience or Sluttiness
 
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Diconica

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This we can both totally agree on.

For enterprise enviroments that i have seen it have been a while that i have seen C+ oder C++ scripts. If it is really simple it may be a shell script. All other things evolve around python and ansible. But i can accept that i have a narrow view because my main part is automation, and maybe i'am in the wrong here.

edit: I also agree with you that a fresh start with everything that fits what you like to have in the game should be easier than changing everything every update because vren keeps adding and changing key mechanics.
When you say automation you mean like industrial such as PLCs or general software.

I wouldn't say you are wrong so much as that's probably what you seen where you worked. For me it has depended on the company or agency I worked for and what they were doing.
 

Daxter250

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how do i put them in trance fast ?
have high suggestability and make em cum countless times. best combo imo is high fuck+foreplay skills and then you pound em and switch to fingering until you can pound em again. since you have 200 stamina compared to maybe 140 stamina with drugs you will come even in stamina when you are done with her.

having an orgams trigger also helps as it triggers trance mode with high suggedtability, but for that you need her in trance and pay a lot of those points for that to get access to that trigger. once you have it you can use it on a daily basis.

highest trance i got was very deep trance. i think it cant go higher.
 
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have high suggestability and make em cum countless times. best combo imo is high fuck+foreplay skills and then you pound em and switch to fingering until you can pound em again. since you have 200 stamina compared to maybe 140 stamina with drugs you will come even in stamina when you are done with her.

having an orgams trigger also helps as it triggers trance mode with high suggedtability, but for that you need her in trance and pay a lot of those points for that to get access to that trigger. once you have it you can use it on a daily basis.

highest trance i got was very deep trance. i think it cant go higher.
Each orgasm checks against suggestibility + 1 for each previous orgasm. So if you have a 20 suggestibility drug and they have climaxed 5 times, it checks against 25%. So while possible without suggestibility drugs, it is more difficult.

So you really want to maximize suggestibility drugs and then maximize orgasm count. The former is easy: research higher level suggestibility, improve your serum level quests, which will then give you "Mind Control" trait later which is 75 suggestibility.

To maximize orgasms, you want:
  • -20 max arousal trait
  • +20 energy trait
  • Avoid -20 energy/+sluttiness
  • +Foreplay skill on her (either by serum or natural/trance-induced)
  • +Oral skill for you if you don't have the traits above
  • +Vaginal skill for you if you do
If you have the traits in a drug, you can give it to her twice by command. That would put her at 60 arousal to orgasm and 140ish energy. And with enough foreplay, she can get you aroused again in one turn. (You are considered "erect" at 10 arousal.)

So early game, when I don't have access to all the traits: "Cunnilingus" until you have about equal energy, then "Against the Wall" until out of energy. Last I checked, it has the best ratio of MC energy to partner arousal.
Late game with those traits in serums and applied twice, she's going to go insane quickly. Because the "Bored with this" penalty kicks in when her arousal > required sluttiness for a task, and her max arousal before orgasm is so low, you won't hit the penalties for much past foreplay. And you will quickly get her to the point of a climax every action.
So I usually go with "Anal Doggy" or "Against the Wall" or "Piledriver" depending on what sluttiness level you want to get her to.

And yes, "Very Deep Trance" is the highest level (25% cost reduction). Would not mind a mod for 12%/6%/3%/etc.

I prefer to play without using suggestibility drugs except where explicitly required (such as the Trigger Word Orgasms requiring 50 or whatever), so achieving multiple orgasms in a "session" is the way I get someone into a trance.
 
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Oh, I should say the easiest way to get a trance:
  • Climax Cycler (1 Forced Orgasm/turn)
  • Mind Control Drug (75 Suggestibility)
Apply that to someone (ideally twice), and every turn they have a very good chance of being in a trance, which will get deeper if it triggers on next turn, IIRC. Very late game, but at that point you can just do whatever ya like.

Also, you can use a Deep Trance or Very Deep Trance multiple turns as it will downgrade each turn. So use Very Deep, next turn use Deep, then use Normal.
 
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jeromdekeizer

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Jan 31, 2017
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How do you unlock the city hall? i had one of the characters say on the phone she was in the city hall? But havent found it yet. Thanks in advance.
 

Daxter250

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Oh, I should say the easiest way to get a trance:
  • Climax Cycler (1 Forced Orgasm/turn)
  • Mind Control Drug (75 Suggestibility)
Apply that to someone (ideally twice), and every turn they have a very good chance of being in a trance, which will get deeper if it triggers on next turn, IIRC. Very late game, but at that point you can just do whatever ya like.
it does? thought that trance loses one stage every turn no matter what.
 

dalzomo

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it does? thought that trance loses one stage every turn no matter what.
Trances have a % chance to stay active at the level they're at each turn equal to the girl's current suggestibility. When the serum expires, that chance drops to the girl's base suggestibility (usually 0) and so typically begins dropping every turn. Since most players won't have access to higher than 25 suggestibility serums and low durations for a while we observed it almost always dropping every turn, dosed or not, and assumed it was as you said
 

Daxter250

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Trances have a % chance to stay active at the level they're at each turn equal to the girl's current suggestibility. When the serum expires, that chance drops to the girl's base suggestibility (usually 0) and so typically begins dropping every turn. Since most players won't have access to higher than 25 suggestibility serums and low durations for a while we observed it almost always dropping every turn, dosed or not, and assumed it was as you said
i see! that explains a lot.
 
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