|
Post by saibotlieh on Jun 18, 2018 14:12:44 GMT -8
Hey, Saibotlieh, not sure if you're the one who made this mod or if you're just doing the service of porting it to Lib, but, I just wanted to say thanks for this mod. I just played it for the first time and I enjoyed every minute of every mission (Especially Sola's). I might take you up on your offer to improve some of the writing, if you'd like. Thanks a lot, I am glad that you enjoyed the mod. I also very much liked how Sola's mission turned out in the end.
I certainly welcome any modifications and/or expansions of my work. I cannot promise how much of it I will build into my mod though, but you can put it up as your own "modmod" in any case.
Looking forward to your take on things.
|
|
|
Post by saibotlieh on Jun 4, 2018 9:11:53 GMT -8
HAHA It works. Thank you very very much for your help and time No worries, glad it works for you now.
|
|
|
Post by saibotlieh on Jun 3, 2018 14:19:23 GMT -8
Hello I have a similar problem like hakazu. --------------------------------------------------------------------------------------------------------------- I'm sorry, but errors were detected in your script. Please correct the errors listed below, and try again. File "game/Mod/Mod_SL_SM_KryskaMission_LD_MoA.rpy", line 85: Tab characters are not allowed in Ren'Py scripts. Ren'Py Version: Ren'Py 6.99.8.959 --------------------------------------------------------------------------------------------------------------- I tried to fix the problem according to the given solution but unfortunately I'm doing something wrong and I do not know what. There are more errors after my attempt to repair Is it possible for someone to show how this fragment looks like? Can I download the corrected file somewhere? I know, it's probably trivial: P Thank you and I'm sorry for my English. Hi,
sorry, I must have missed the tabs the last time I uploaded the files. The download from the old forum should work now. Alternatively, I have also added a dropbox link to the first post of this thread.
Please tell me if other errors show up.
Have fun.
|
|
|
Post by saibotlieh on Mar 24, 2018 9:25:52 GMT -8
Thanks for having taken care of this, neppi. At the moment, I'm just not around here that often.
|
|
|
Post by saibotlieh on Oct 1, 2017 9:55:39 GMT -8
By klicking on the Miner Base at the Kryska Side Mission I get following error:
I'm sorry, but an uncaught exception occurred.
While running game code: File "game/MoA/MoA in LD.rpy", line 13928, in script call ava "Begin First Commander's log. It has been months since we've been marooned on this godforsaken place." File "renpy/common/00console.rpy", line 651, in script call python in _console: File "game/Mod/Mod_SL_SM_AsagaMission_LD_MoA.rpy", line 2231, in script call call JumpBackToShipMap File "game/Mod/Mod_SL_SM_SolaMission_LD_MoA.rpy", line 4351, in script call call JumpBackToShipMap File "game/Mod/Mod_SL_SM_SolaMission_LD_MoA.rpy", line 5556, in script call call EndCharacterMission File "game/Mod/Mod_SL_SM_ExtraMission_LD_MoA.rpy", line 1038, in script call call EndCharacterMission File "game/Mod/Mod_SL_SM_AsagaMission_LD_MoA.rpy", line 3540, in script call call EndCharacterMission File "game/MoA/Jaguar/rpy/Mod_JaguarMission1.rpy", line 2125, in script call call EndCharacterMission File "game/Mod/Mod_SL_SM_ChigaraMission_LD_MoA.rpy", line 776, in script call call EndCharacterMission File "game/Mod/Mod_SL_SM_ClaudeMission_LD_MoA.rpy", line 215, in script call call JumpBackToShipMap File "game/Mod/Mod_SL_SM_KryskaMission_LD_MoA.rpy", line 1012, in script call call JumpBackToShipMap File "game/Mod/Mod_SL_SM_KryskaMission_LD_MoA.rpy", line 1050, in script call call JumpBackToShipMap File "game/Mod/Jaguar Mod/Mod_Jaguar_edits_of_SL_SM_KryskaMission_LD.rpy", line 843, in script File "game/Mod/Jaguar Mod/Mod_Jaguar_edits_of_SL_SM_KryskaMission_LD.rpy", line 843, in <module> File "game/classes.rpy", line 1228, in battle self.result = ui.interact() IOError: Couldn't find file 'UnionFrigate/selection3.ogg'.
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/MoA/MoA in LD.rpy", line 13928, in script call ava "Begin First Commander's log. It has been months since we've been marooned on this godforsaken place." File "renpy/common/00console.rpy", line 651, in script call python in _console: File "game/Mod/Mod_SL_SM_AsagaMission_LD_MoA.rpy", line 2231, in script call call JumpBackToShipMap File "game/Mod/Mod_SL_SM_SolaMission_LD_MoA.rpy", line 4351, in script call call JumpBackToShipMap File "game/Mod/Mod_SL_SM_SolaMission_LD_MoA.rpy", line 5556, in script call call EndCharacterMission File "game/Mod/Mod_SL_SM_ExtraMission_LD_MoA.rpy", line 1038, in script call call EndCharacterMission File "game/Mod/Mod_SL_SM_AsagaMission_LD_MoA.rpy", line 3540, in script call call EndCharacterMission File "game/MoA/Jaguar/rpy/Mod_JaguarMission1.rpy", line 2125, in script call call EndCharacterMission File "game/Mod/Mod_SL_SM_ChigaraMission_LD_MoA.rpy", line 776, in script call call EndCharacterMission File "game/Mod/Mod_SL_SM_ClaudeMission_LD_MoA.rpy", line 215, in script call call JumpBackToShipMap File "game/Mod/Mod_SL_SM_KryskaMission_LD_MoA.rpy", line 1012, in script call call JumpBackToShipMap File "game/Mod/Mod_SL_SM_KryskaMission_LD_MoA.rpy", line 1050, in script call call JumpBackToShipMap File "game/Mod/Jaguar Mod/Mod_Jaguar_edits_of_SL_SM_KryskaMission_LD.rpy", line 843, in script File "H:\Steamspiele\steamapps\common\Sunrider Liberation Day\renpy\ast.py", line 805, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "H:\Steamspiele\steamapps\common\Sunrider Liberation Day\renpy\python.py", line 1461, in py_exec_bytecode exec bytecode in globals, locals File "game/Mod/Jaguar Mod/Mod_Jaguar_edits_of_SL_SM_KryskaMission_LD.rpy", line 843, in <module> File "game/classes.rpy", line 1228, in battle self.result = ui.interact() File "H:\Steamspiele\steamapps\common\Sunrider Liberation Day\renpy\ui.py", line 277, in interact rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs) File "H:\Steamspiele\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 2424, in interact repeat, rv = self.interact_core(preloads=preloads, **kwargs) File "H:\Steamspiele\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 2715, in interact_core renpy.audio.audio.interact() File "H:\Steamspiele\steamapps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 790, in interact periodic() File "H:\Steamspiele\steamapps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 724, in periodic c.periodic() File "H:\Steamspiele\steamapps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 340, in periodic topf = load(self.file_prefix + topq.filename + self.file_suffix) File "H:\Steamspiele\steamapps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 74, in load rv = renpy.loader.load(fn) File "H:\Steamspiele\steamapps\common\Sunrider Liberation Day\renpy\loader.py", line 533, in load raise IOError("Couldn't find file '%s'." % name) IOError: Couldn't find file 'UnionFrigate/selection3.ogg'.
Windows-7-6.1.7601-SP1 Ren'Py 6.99.8.959 Release 3.01
Hmmm, strange that that error did not come up before. Anyhow, I have modified the voice definition of the base and uploaded the new file now, should hopefully not throw errors anymore. Many thanks for the error report.
|
|
|
Post by saibotlieh on Sept 24, 2017 9:47:36 GMT -8
Okay, got through the content of the Mod_SL_SM_After_Jaguar1_Day1 file so far and am liking a lot what I'm seeing so far. The battles have some nice ideas, the new music pieces fit well and sound good and the new pilot plus ryder seem to be quite interesting so far. But I'll have to see how its addition will change the balance of future fights still. Also no crashes and nearly no weird behaviour so far. Here are some things which might need fixing / could maybe be improved: - At the start of the inner base battle, you get the message about the mercenary ships not participating. This can be a bit confusing if the player does not own any mercenary ships (like I did). - When Chigara and Takumi join the battle again, there is a slight problem if the Sunrider is surrounded by the five other ryders it seems. For me, only the Liberty appeared in the remaining empty space. However, once I clicked on the Liberty, the Jaguar appeared next to it. - There is no floating description for the Jaguar's Laser and Melee attacks. - The position of the Tucana Corridor could use some adjustment, at least following the map on the official wiki (https://sunrider.gamepedia.com/The_Alliance-Imperial_War) it is within PACT space at the moment. - Sola is a bit overpowered in your savegame (has a damage of 30457 for me). I will send you a screenshot in a private message. - I would maybe name the 'small battleship' directly with a fitting designation, like 'Cruiser', 'Frigate' or 'Corvette' for example. - The writing could use some polishing. I'll add a modified file with some suggestions to the private message as well
As I said, so far I'm liking what I'm seeing, many thanks for sharing your work. I'm looking forward to the rest, it just takes a bit of time for me to get to it at the moment with lots of other things to do.
|
|
|
Post by saibotlieh on Sept 16, 2017 14:07:27 GMT -8
There is one problem with your update. Somehow your Icari and Kryska rpy's are the exact same than in my mod with the Jaguar (not Claude though ironically). Problem is the variable "jaguar_in_team" is used which is not decleared if my mod is not installed. Moreover at the end of the misson there is " jump day2_jag" which is a label of my mod. So this doesn't work. Your original Icari and Kryska files should work fine so I assume this was an accident? If you need the original ones, message me. PS: In the next update I will make the necessary changes in your rpys by an extern rpy, so your original files are never updated by my mod Ah, good spotting there, I must have mixed the files up. Now the files should be working on their own again. Thanks a lot.
|
|
|
Post by saibotlieh on Sept 14, 2017 10:12:49 GMT -8
I have updated some of the character missions to fix some smaller sound issues and the problem with the weapon upgrades of the Blackjack and Paladin after the Sola mission. Many thanks to neppi and bigfoot for their help in this matter and sorry to bionerd that it took this long to fix this.
Hopefully the "Full Forward" problem is also fixed with this. If somebody runs into this again regardless, please inform me about that.
|
|
|
Post by saibotlieh on Sept 3, 2017 1:15:44 GMT -8
Sorry for being a bit late to the party. Thanks a lot for looking into this problem with my mod, I will certainly update it once you are both satisfied with a solution. Is only the MoA in LD version affected or is it also a problem for the original MoA mod? For the audio problem, maybe you can get away with modifying the audio definitions in the attack animations.rpy to a partial playback (https://www.renpy.org/doc/html/audio.html). For example, maybe play asavoice "<from 2>sound/Voice/Asaga/Asaga Kinetic 1.ogg"
instead of play asavoice "sound/Voice/Asaga/Asaga Kinetic 1.ogg"
works already. Also I am certainly looking forward to your sidemission mod, more story is always welcome.
|
|
|
Post by saibotlieh on Jul 16, 2017 1:46:03 GMT -8
Except when you have zero experience in it (coding, I mean), hence why I say I suck at it; can't get worse than absolutely no know-how I can try a hand at writing a script, certainly, but I've never modded code before so it'd be a poor effort for me to make this a first try. As bigfoot said, we all suck at this at the start, we just need get going. Just give it a try and start with small things, like changing a line of text here or there (after having made backups of course). It is just a very special feeling to see for the first time that you can bend an existing game to your will (at least to a certain degree and hopefully without making it throw errors left and right). While I came to Sunrider with some previous experiences, I certainly was a beginner as well when I did my first modifications for Civilization 4, coding-wise and especially 3D modelling-wise, but it is a lot of fun (and a bit frustrating inbetween) to get into this stuff and noticing how ones abilities improve over time. Anyhow, even if you do not want to get into the scripting yourself, it would be at least a good idea to get to know how to prepare your story script in a way that your cooperation partners can insert the script into the code easily. Like the code snipped I posted before, it should be created in the format of a stage play: 'Actor' followed by 'Sentence to be spoken', at times interrupted with 'How certain actor should feel/express itself'. And of course at the start the scene needs to be set and music and/or sound bits to be played needs to be defined. I'm a horrible programmer, and that tutorial was enough to get me comfortably making linear story scenes. Once you get the basic rhythm down, the process is pretty straightforward. A LD tutorial sounds great, Bigfoot. I haven't poked around that game's files much, but I did notice that the way characters are displayed seems to be different. MoA has various poses of entire characters saved as PNG files, but LD seems to have eyes and mouths as separate PNGs that need to be placed over character bodies, which are largely faceless by default. Is it just a case of showing one after the other and making sure they have the same coordinates? For example, using made-up image variables, let's say I wanted to show Sola smiling with her eyes closed while wearing her plugsuit, with her on the right of the screen. show sola plugsuit neutral: #Base body image xpos 0.8 show sola expression smile: #Facial expression image xpos 0.8 show sola eyes closed: #Eyes image xpos 0.8 Would the above code create the proper image? If so, would I have to command each part separately if I wanted to move or hide the character? I haven't dabbled at all into the combat side of things. Would Liberation Day be easier to use overall if I wanted to eventually try adding new elements such as abilities? Units not having specific cutscene-style animations for every attack seems like it would make things easier. Finally, Liberation Day's core files are all encoded in some sort of format, unlike MoA's. Magpie showed me a link that can extract data from them, but how would one go about [re]integrating new/altered files so that they can be run in LD? Please don't feel the need to answer all this right now. They're just things that I'd like to see in a tutorial. I'd actually have probably messaged you about these questions at some point, since you seem to be the resident wise guru of modding. For the character sprites, certain combinations are already defined in the init_characters.rpy file in the form of 'posture', 'mouth', 'eyes' and 'eyebrows'. For your example, the code line should be: $dshow("sola armhold smile closed neutral",xpos=0.8)
(This is Sola in uniform holding one arm by the way, the other available posture is her showing you her back. There are no flexible plugsuit sprites in LD) If you want to code directly without the RenPy tool, I would highly recommend to use the cost-free Notepad++ by the way (at least if you are a Windows user).
|
|
|
Post by saibotlieh on Jul 15, 2017 5:31:37 GMT -8
As for the prospect of modding... I haven't considered it on the basis that I suck at coding. I might be capable of writing out something akin to a script, but actually implementing it into the game would be outside the purview of my skills. That being said, I could give a crack at the "writing a plot" part, though IDK if I should post that here or make a separate thread for it. If it is just text drop, the coding in RenPy is not complicated: cos "Aren't you forgetting about someone--!?" kay "(Now of all times? We don't have time for this!)" kay "All units, scratch your previous orders. Regroup and engage the pirates on the double." asa "Copy that, Sunrider!" cos "You agaainn!?" cos "Hahahaha...!!!" cos "This is where it all ends!" asa "You're too late! PACT's defeated! We've got Arcadius!"
Of course there are other things involved as well, like setting the background image, make charater sprites appear, change and disappear, play sounds and music and so on, but most of these are easy to understand, especially since you have the script of the game available as a blueprint. I think there is also a RenPy tool available which offers an interface for this stuff, so you do not need to directly script yourself, but I am not too sure about that, since I am more used to direct scripting.
|
|
|
Post by saibotlieh on Jan 22, 2017 15:42:43 GMT -8
Think I found a bug, also posted this on the thread for the MoA into LD port in-case its from that. After completing about half of the side missions (unfortunately I don't have a save after each one) I noticed that the paladin is no longer receiving the benefits of the full forward command although the buff is listed (in particular there are no changes to accuracy shown, projected damage of the weapon or actual damage done by the weapon - damage done tested with kinetic so that there was only 1 shot and I didn't need to worry about only some of the shots hitting). I only noticed it when I went back to regular side missions (as in not those from mods) after finishing Sola's side mission but it may have also been an issue during Icari's (but there is no way to say as commands aren't available during that one). I believe that the mission I did before Icari's was Ava's and that those are the only side missions I have completed. That is certainly strange, but I would not know at the moment how the side mission mod could create this effect, especially since I do not mess around with the Paladin settings at all. For now I hope that bigfoot will find something, he is pretty good at spotting those things.
|
|
|
Post by saibotlieh on Sept 24, 2016 7:01:59 GMT -8
|
|
|
Post by saibotlieh on Sept 18, 2016 1:14:27 GMT -8
Oh, did not know about that, sorry. Thanks for mentioning this, it might explain things.
|
|
|
Post by saibotlieh on Sept 17, 2016 16:14:41 GMT -8
The files to download are below the images.
|
|
|
Post by saibotlieh on Sept 17, 2016 16:13:00 GMT -8
There is a list of downloadable files are at the bottom of the first post on that page.
|
|
|
Post by saibotlieh on Sept 16, 2016 11:43:31 GMT -8
Uhh, where do I download this mod? I can't find it in the old forum Similar to the character missions mod, here the sentence 'Files are stored on the old forum' is blue. Click on that word and a new tab should open with the post in the old forum where you can find the download link.
|
|
|
Post by saibotlieh on Sept 16, 2016 11:42:04 GMT -8
Uhh, I can't find the link to download the mod. I Downloaded the empty Mask of Arcadius LibDay port but I can't find where the bonus mission mod file is. Please help ;n; If you look at the first point under 'How to install the missions', the 'here' in that sentence is blue, indication a link. Click on that word and a new tab should open with the post in the old forum where you can find the download link.
|
|
|
Post by saibotlieh on Sept 5, 2016 7:49:49 GMT -8
Thanks a lot for the compliment. I'm happy to hear that you enjoyed the missions.
|
|
|
Post by saibotlieh on Aug 15, 2016 0:49:16 GMT -8
Hope you will enjoy them.
|
|
|
Post by saibotlieh on Jul 29, 2016 13:46:05 GMT -8
I think there might be a conflict with the LD "graphic inits" file, since these images are defined there as well.
|
|
|
Post by saibotlieh on Jul 26, 2016 5:00:53 GMT -8
Nothing concrete at the moment, no. Had some smaller ideas here and there, but nothing I could put together in a reasonable time frame for now.
Also the structure of LD makes it still hard to add missions inbetween. The only opportunity I could see so far would be filling the time in the dry dock in some way.
|
|
|
Post by saibotlieh on Jul 25, 2016 10:21:44 GMT -8
Okay, thanks for that, everything seems to be working fine for me. I have now uploaded the missions. Their content is mainly unchanged, but I added descriptions to all planets and they will stay on the map even when the mission is completed.
|
|
|
Post by saibotlieh on Jul 25, 2016 10:17:07 GMT -8
Character Side Missions for Mask of ArcadiusAlthough it has practical no influence on the game (so far), there is an affection system integrated in First Arrival and Mask of Arcadius. The mod files I will upload here will make use of this system to trigger missions evolving around specific characters once their affection towards Kayto becomes high enough. There is a mission available for each of the female pilots plus Ava. All missions are modular, meaning that each missions has its own rpy file and can be added or removed to the game to ones liking. Per default all mission files are included in the download, but they can be removed individual if wished so. Beside the individual mission file, all missions also need the "Mod_SL_SM_Main.rpy" file to be in the folder (this file contains functions and variables shared by several missions). As mentioned above, these missions will be available once your Kayto gained enough affection with the specific character. You will always get the chance to put the missions on hold after the introduction, so do not hold back taking a peek. Some missions might also need further triggers, for example an item that needs to be bought from the miners union first. Missions available: For Queen and Country (Mod_SL_SM_AsagaMission) – After the fall of Ryuvia Prime, the crew of a small Ryuvian outpost wants to join the fight against PACT. Will Asaga be able to fulfill her royal duty? MIA (Mod_SL_SM_AvaMission) – Ava found evidences that another Ceran battleship might have escaped the PACT forces. Could there be new allies to be found? Quantum Jump (Mod_SL_SM_ChigaraMission) – The Mining Union has a mysterious Ryuvian artifact for offer. Might Chigara be able to find out its secrets? A Boost of the Morale (Mod_SL_SM_ClaudeMission) – Claude proposes a mission to boost morale rather than funds. Will Ava approve? Of course not, but will Kayto? Queen of Spades (Mod_SL_SM_IcariMission) - Icari requests Shields to help in reacquiring a piece of equipment that she had to leave behind in past events. S-surely not because she l-likes him or anything, r-right? Sword and Shield (Mod_SL_SM_KryskaMission) - Kryska conveys a request from the Alliance to hunt down a band of pirates. Will the Sunrider be up to this task? Gemini (Mod_SL_SM_SolaMission) - Sola reveals that her Ryder misses essential equipment. Can replacements be found in an ancient Ryuvian research station? Treasure Here! (Mod_SL_SM_ExtraMission) - One day a mysterious entry appears on the star map. Is it really a good idea to jump to these coordinates? These missions are of course not canon in any way and, while tested at least once, might not work as properly as intended. Saving the game before each missions is recommended. That said, of course I appreciate any report about problems and feedback in general. The files can easily be changed to make the missions available without grinding the necessary affection. Just search for “--> set to 0 for testing <--“ entries in the mission and the main file and set the marked variables to 0. I welcome any kind of further modification done on and with these mods. If you want to continue story threads started in these missions, please do so. If you like any part of the code for your own mod, please use it. If you think you can improve my stories and/or writing, please do not hold back. I am looking forward to anything that might evolve from my work. How to install the missions:- Download the "Mod_SL_Character_Sidemissions_LD_MoA" zip file here or here- Unzip the zip file - Copy the resulting "Mod" folder into the "...\Sunrider Liberation Day\game" folder of your Sunrider Liberation Day installation For my modding I found The Bigfoot's tutorial and Rhi's short side-mission branch most helpful, many thanks to both for these. Also I want to express my thanks to 7twenty, Spart117MC, Inaho Rowe, Shanix, Drath, blahgony, warchief-williams and The Bigfoot for their feedback and suggestions how to improve the mods. Enjoy! P.S.: If anyone using this mod and encounters any problems with some of the sprites in [Re]Turn, please report so here. There might be a potential conflict, which is fixable if really present.
|
|
|
Post by saibotlieh on Jul 18, 2016 10:27:52 GMT -8
Hmmm, so I tried running your mod without the modframework file (fresh installment of the game) and trigger an error halfway into the intro:
I'm sorry, but an uncaught exception occurred.
While running game code: File "game/MoA/MoA in LD.rpy", line 484, in script $BM.factions['Merc'] = [['PACT','Player'],['Merc']] File "game/MoA/MoA in LD.rpy", line 484, in <module> $BM.factions['Merc'] = [['PACT','Player'],['Merc']] AttributeError: 'Battle' object has no attribute 'factions'
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/MoA/MoA in LD.rpy", line 484, in script $BM.factions['Merc'] = [['PACT','Player'],['Merc']] File "C:\spiele\steam\steamapps\common\Sunrider Liberation Day\renpy\ast.py", line 805, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "C:\spiele\steam\steamapps\common\Sunrider Liberation Day\renpy\python.py", line 1461, in py_exec_bytecode exec bytecode in globals, locals File "game/MoA/MoA in LD.rpy", line 484, in <module> $BM.factions['Merc'] = [['PACT','Player'],['Merc']] AttributeError: 'Battle' object has no attribute 'factions'
Windows-7-6.1.7601-SP1 Ren'Py 6.99.8.959 Release 3.01
|
|
|
Post by saibotlieh on Jul 17, 2016 12:45:06 GMT -8
Okay, got through the whole of MoA now and LD start fine at the end. However, I had some problems shortly before the end.
First one was that somehow the 'wishall' variable was neither 'True' nor 'False' for me. This resulted in having no new 'menu_choices' for the last menu (the one for sending Ava to get the Vanguard cannon online or not), and it displayed the last 'menu_choices' I went though instead (from one of my side mission). Don't know if it is just a problem on my side, but I skipped the wishall mission, so maybe the variable gets not set at all if that mission is ignored.
Second one is that a number of images cannot be found. First cause is that in your 'graphic inits' file, from line 3000 to 3017, the image paths are missing the 'MoA/'. However, even than there is another problem, which is that many of these late game images are also defined in the LD 'graphic inits' without leading to actual image files. In the end I had to rename the images from line 2 to 11, line 34 to 37 and line 3000 to 3017.
I also had a smaller problem with your ModFramework_LD, since the labels 'setGMBG', 'Dynamic_mission' and 'Dynamic_Back' are already defined.
Otherwise everything seem to work fine and my missions seem to be working fine. I should be able to upload them soon.
|
|
|
Post by saibotlieh on Jul 12, 2016 14:14:23 GMT -8
Thanks, changing BM.formation_editable to False before the battle starts did the trick. I will make sure to put it to True again afterwards (if it was set to it in the first place).
|
|
|
Post by saibotlieh on Jul 12, 2016 12:16:06 GMT -8
I'll see what I can spot while making the character missions work. I had no problem progression the missions till the beach epsisode to far, just found two problems with graphics:
- The brig scene with Icari imprisoned does not look right with the new brig background - There is a missing graphic when the Sunrider evades the Legion shot after Operation Wedding Crusher. To make it work, I replaced the line
scene bg bridge redtilt with
scene bg bridge red: zoom 1.1 rotate -45 On other news I got my first two missions working so far. However, I ran into a new problem once I started the battle of a character mission after the beach episode, which is that my positioning of the player units is overwritten by the unit placement option the player gets for the regular missions from this point onwards. Any ideas how I could make my positioning take priority again?
|
|
|
Post by saibotlieh on Jul 8, 2016 9:17:08 GMT -8
Shouldn't that be rather "missionMoA5_complete"? Also and by the way, I think you missed to change "$ mission18_complete = True" to "$ missionMoA18_complete = True".
|
|
|
Post by saibotlieh on Jun 19, 2016 14:49:44 GMT -8
Looks Good. I already wondered whether you'd update to 3.0. I might go for a new/fresh run through it, and see if I come across something in the upcoming weeks. Have been liveing in fear of the thread notification finding another bug Good stuff, will hopefully have some time soon so get my mods running on this. For now I modified your script a bit to get the new Cera image show up as background during the intro. If you are interested, I exchanged scene bg black and play music "MoA/Music/Tides.ogg" loop in the "label Start_FA" with stop music fadeout 4.0 scene new_cera: pause 5.0 with Dissolve(3) pause 1.5 play music "MoA/Music/Tides.ogg" loop pause 3.0 Further I removed the "Hide("main_menu_REturn")" from the actions in the FA_start menu button. Seems to be working fine so far, is a nice feeling to do some Renpy coding again.
|
|