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Lab Rats 2 v0.13.0 Release

v0.13.0 is Live! Get it here!

PC: Lab Rats 2 v0.13.0-PC 

Mac: Lab Rats 2 v0.13.0-Mac 

Android: Lab Rats 2 v0.13.0-Android

Lab Rats 2 v0.13.0 focuses on improving the introduction of the game and better explaining the mechanics of the game. A new, optional introduction to the lab explains the basic tasks that lead to a successful business. New tutorial overlays also explain the key parts of different screens, including the outfit designer and the serum designer. The final main addition are tooltip overlays for the key stats of characters that explain what they influence and how they can be changed.

Beyond the new introductory material there have been several other improvements. A new process for rendering character bodies is being introduced which will improve overall character quality. A new sleeveless top and a suit jacket have been added to the game, and the old suit pants image set has been replaced with a model less prone to clipping. As the game size grows the size of the image gallery was beginning to be a concern. Some minor image compression has been applied to the game images and has resulted in a 50% reduction of file sizes with no noticeable change in quality. Finally, a few events, mainly concerning your sister and mother, have been expanded.

I hope you enjoy the update!

EDIT: There are new facial renders in the works that I hope to have ready for v0.13.1 that should resolve the difference in skin tones and occasional gaps in the character models.

Comments

Got it, thanks. It was the_person.expression_images and not set, so took me some time to grasp.

I went back and looked at the code for this because it's been a while since I poked around at the low level image display stuff. Each character has their facial images assigned at character creation as an "expression_images" set. The facial type was just a string used to describe the image set associated with it. To change them in play you should be able to do something like: the_person.expression_set = Expression("name", "white", "Face6") Then redraw the person to refresh the image and see the changes. Looking at this now it seems to me like I have a lot of duplication of data going on here and I should just create a single static Expression object for each facial/skin type and have characters reference that.

Vren

Drat! Thanks for answering.

Petechons

Head placement seems to mainly be a problem with slimmer models, or at least that's where it's most apparent. Lily for sure, but I've noticed off-center heads with light blue space under the chin on many slimmer new hires as well. The amount of blue varies by the pose, but it can be pretty significant.

Scott S.

In regards to changing faces of a character how is that done? Changing face type does not reflect any visual changes unless I am doing that wrong unlike skin tone, hair and body which all work the same way it seems.

Working on that now and the improved renders will be included in v0.13.1.

Vren

I think the starting tutorial scenes would break it, because they would be looking for descriptions that don't exist.

Vren

Hmm, based on your description, is there any chance the changes are minor enough that we can continue with previous save?

Petechons

It's not a gap. It's the differently colored skin on the upper neck, which is matched to the head. And not matched to the rest of the body.

Thanny

Not only the facial skin tone, but Lily's face is off-center. Thee's a light blue gap between her neck and and her face. It's not a choker, this is above that just under her chin.

Scott S.

The new face renders need to be tweaked... As of this version, the skin tone for faces never matches the skin tone for the bodies, which is rather offputting.

Bingbong

Are there no multi-partner scenes as yet?

Mash


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