Forced Sexual Scene

  • All good no problem, keep going with the story

    Votes: 2,338 70.7%
  • No, players should be allowed to skip sexual scenes (might cause to skip few details in the plot)

    Votes: 288 8.7%
  • Don't mind but would be happier if I had the option to skip

    Votes: 679 20.5%

  • Total voters
    3,305
  • Poll closed .

NNHS

New Member
Jan 12, 2019
3
10
CG is amazing in this game, Gail's the hottest babe of all the games on F95zone.

The one thing that would elevate this to ascended tier are phone cheating scenes where she's trying to keep quiet so her boyfriend doesn't hear over the phone as some stranger bangs her.
 

nicestgamer

Newbie
Modder
Feb 10, 2019
82
2,148
Here is an unofficial compressed version of this game.
I know it was previously stated that the images were indeed pre-compressed, but as stated by some of those who have requested more compressed versions of my other compression's, some people have limited Hard drive space and/or limited internet speed or have metered internet amounts. This compression is for those people. I only want to have this game gain more exposure.

(If you appreciate these crunches please consider dropping a like on this post)

Here is a crunched version of the game.
I used YACs High Quality setting for this crunch.
The_Office-Ep2_v02-pc-Compressed
Original 502 Megs
crunched 236 Megs - - - -
(more mirrors upon request - I only use free anonymous hosts)

Here is a crunched version of the game.
I used YACs Medium Quality setting for this crunch. (Smaller files = lower image quality)
The_Office-Ep2_v02-pc-MoCompressed
Original 502 Megs
crunched 139 Megs - - - -
(more mirrors upon request - I only use free anonymous hosts)

If you like this story and want to support the dev's you can do so at the following links:
Developer: DamagedCoda -

DamagedCoda if you could add to the OP that would be appreciated.

Have a great day/evening/night everyone,
Nicestgamer

Check my profile for unposted HQCompressed or request.

This game crunched using:
YAC - Yet Another Cruncher (A Game Compactor) [V1.3]
YAC Author: hngg
 
Last edited:

etann

Member
Jan 3, 2020
168
131
keep getting a ton of exception occured errors first one is with theo in the clothes store
 
Jun 15, 2020
72
85
That's just the lesbian route in the store, that's not a hidden scene. It just skips to the lesbian scene which is hot...but is that the hidden scene??? why it would come after the "action"
 
Sep 2, 2020
229
377
ok, just to make it a little easier to understand for people without knowledge of creating a render.

You create a scene with actors, items, lights etc. like in photography (one pic for merchandise photos can take a day). But your actor is not a person, it is a puppet and that means you have to move every single part of the actor until it looks ok for you (doesn't mean that it is ok) and same for the items, lights, landscape etc. Because it is a puppet you have to put them in clothes and have to look that they fit. It's not a click and it fits, it's a click and it looks like a toddler dressed himself. You have to fix that by hand. You have to look from every angle if it fits or if some parts poke through each other. You do not see the effect of the lights and the real surface of every part of your pic. You have to assume the effect. The more parts your pic have the longer it takes to place everything until you think you can try to render. Sometimes it takes you a few hours until you think you could render it, but it can even take days.
How long it takes to render depends on the render engine and how complex the render is. An actor has a skeleton and this skeleton gets a covering, a wire mesh that gives the skeleton an outer form like our skin does. The areas in the mesh are called polygons. The more polygons the smoother the form, like a soccer ball compared to a bowling ball. For example a low polygon head got about 600 polygons and a high polygon head about 10000 polygons. The higher the count the higher the memory consumption. The same construct is used for every item in the render. On that mesh comes the surfaces - the look of the parts, shiny, metallic, rusty, bumps, bloody and these surfaces have attributes like reflection, illuminate, transparent etc. And those surfaces (textures) can have different resolutions. The more detail you want the higher the resolution and the memory consumption. When you start a render the engine calculates for every point of a picture how it looks. Only when the render is finished you see if the light is to harsh or to low, if the expression looks unreal etc. For rendering the engine need all parts of the picture in the memory (of the nvidia graphic card) and use the graphic card processor to calculate the render. Depending on engine, resolution and quality that can take a few minutes up to a few hours, but if the parts for the render does not fit in the graphic card it renders with the CPU and system memory. That happens often with complex scenes with many items, high polygon count, high resolution surfaces and a high resolution render - HD needs less memory than 4K. A render with CPU and system memory takes easy a day, a day where you can't do anything else with that PC, because it runs with 100%. And if you see that the light is bad or a surface looks shit etc. you have to change that in the design and start the render again.
After that you maybe want to change something in the pic like contrast, brightness etc with photoshop and the format of the render, because most of the render engines create big files and converting them to jpg or webp can save space in the game. BTW 95% of the engines only work with Nvidia cards and not all engines can switch to CPU rendering and surfaces, textures etc are not easy exchangeable between render engines.
And this process does not include animations that use many pics per second for a smooth animation. A smooth animation need 25 pics per second. Thats 250pics in one file of 10 seconds.

And now think about the over 1100 images in this game. A quarter of an year for an update is reasonable if that is hobby and not main income. Not everyone makes his life with games here like GDS with his Chloe18 series and can work every day on an update.

well thats not entirely correct ....

The main reason for a lot of memory needs are textures / resolutions not polycount...

A render takes around 3 to 10 minutes with an rtx 2070 card mostly around 2-3 minutes ... maybe 10 for open world with a lot of stuff.

my old amd 1700 takes around tripple that time depending on scene

same goes for post work as mostl things can be done via batch jobs .. ala post denoiser and post filter and post upscaling and compression that can all be done for all pictures in a row.

And placing things and characters in daz is thanks to pre setups and drag and drop also quite fast so only the base scenes take some time after having decided what scene and chars the rest is pretty fast done and most sex scenes are also pre bought from renderosity or pirated.
Animations can indeed then take a whole day for a scene but if one is not braindead those are rendered at night or on a diffrent machine.
Animations also vary from 15 ala anime or 25 fps ala movies or 50 60 fps for hq porn and movement. In game you will mostly see 15 fps or so and rendered without background so that goes way faster than normal too. That vary from game to game tho.

If one render would take a day noone could make game updates with 300 renders in a month.

THe only part i find ok is the part about it being reasonable for it being up to the dev how much stuff is in an update or how long it takes to make one. Especially as most projects here pay still less than mcdonalds even with my render times.


The things you completly missed out on is story development and engine programming or scripting of gamelogic ....
 

Uncle Grabby

Newbie
Feb 16, 2017
83
220
"This update has everything since the beginning of the game.
Size of the game might seem small, that’s because the images have been compressed with 90% quality .
"

Just wanted to say the above notice posted on the front page of the thread is very much appreciated. To some, it may be a rather minor thing, but it is helpful and it saves those of us looking for answers precious seconds. (y)

Thank you for this!
 

Spyderwraith

Well-Known Member
Jul 21, 2017
1,195
939
small error almost immediately that i can ignore and continue but it is annoying

```
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/script.rpy", line 7041, in <module>
NameError: name 'theo_office_hj_jerk' is not defined

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "script.rpyc", line 7041, in script
File "D:\XXXgames\The_Office-Ep2_v02-pc\The_Office-Ep2_v02-pc\renpy\ast.py", line 914, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "D:\XXXgames\The_Office-Ep2_v02-pc\The_Office-Ep2_v02-pc\renpy\python.py", line 2028, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 7041, in <module>
NameError: name 'theo_office_hj_jerk' is not defined

Windows-8-6.2.9200
Ren'Py 7.3.5.606
The Office Ep2_v02
Wed Mar 17 20:10:14 2021
```
 

DamagedCoda

Member
Donor
Game Developer
Sep 24, 2018
203
3,546
People getting "theo_jerk not defined" error please go to start new game and select episode 2 and continue or use the saves provided.
 
3.90 star(s) 105 Votes