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Post by Sorzo on Aug 27, 2019 12:27:08 GMT -8
Another sprite pack for a new PACT character:
Plus a bonus mini pack for another new character:
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Post by Sorzo on Jun 22, 2019 16:08:33 GMT -8
My sprite pack for Sola has been massively updated and now contains a whopping total of 193 images (for comparison, MoA Sola only has 27 full sprites), featuring a variety of expressions from front and side poses for her sweater, plugsuit, and swimsuit variants. The additional expressions have already been a massive boon to the project I'm working on, and hopefully at least a few of you other modders will find some use for them.
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Post by Sorzo on Jun 18, 2019 10:14:22 GMT -8
I've reworked the Arcadius redesign in the original post, painting over it to make it better fit the game's art style and give Arcadius PACT's colors and symbol. Still not perfect, but it's an improvement in my eyes.
The link in the opening post has been updated with the new design. If you still want the old one, for whatever reason, those images are still there. You'll just need to remove the "_Old" part of their file names and either remove or rename the new images in order to get them to work.
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Post by Sorzo on May 25, 2019 3:30:33 GMT -8
I don't mind at all; do whatever you like. While I have ideas and a name in mind, I haven't even started writing for her yet.
Your version will surely have a different name anyway, so they wouldn't be the same character.
And besides, the Sunrider series is officially a multiverse, thanks to Academy and [RE]turn, so even if she had the same name you could just handwave it by saying differences in characterization are the result of the two versions of the character belonging to separate realities.
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Post by Sorzo on May 12, 2019 12:03:54 GMT -8
With the exception of the opening and endings songs, which Love in Space commissioned the Japanese indie band Iced Blade to create, I'm fairly sure that pretty much all of the music in the series is public domain or open source, meaning they can't sell a soundtrack.
As for accessing the music, MoA's soundtrack is right there in the sources files: Sunrider/game/Music. You'll need something that can run .ogg files, though. I know Adobe Audition works, but I'm not sure what else can be used.
Liberation Day's music is packed in an rpa somewhere, but you can see the names of the tracks in the in-game music player accessible from the main menu.
Finally, the soundtracks of each game are freely available on YouTube.
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Post by Sorzo on May 9, 2019 18:21:04 GMT -8
I've put together a couple of custom image packs using tweaked character art. One's of main series Sola wearing a sweater over her uniform, and the other's a new female PACT officer. I have plans for both in the story content I'm slowly chipping away at, but since there's no telling when, if ever, that stuff will ever see the light of day, feel free to use these images in your own mods. Sola with sweater:
Expression Pack Link:
PACT officer:
Expression Pack Link:
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Post by Sorzo on Apr 30, 2019 10:37:11 GMT -8
I blame the Discord server. Everybody migrated over there.
The forums should still start to get a bit more life breathed into them once Idol Empire is released and we start getting more info on The Captain's Return.
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Post by Sorzo on Apr 16, 2019 4:38:38 GMT -8
*Whistles innocuously while repurposing thread for the sake of archiving lore material from the currently down site* Noteworthy excerpt from Sola bio: A mirror image version of Sola appeared in an alternate universe where the Diode Catastrophe was averted. Through the efforts of the alternate universe’s Chigara and Shields, it was discovered that Sola was flung through time and duplicated across numerous universes.
The trio destroyed the time device responsible for Sola’s temporal translocation, saving the life of Sola’s mirror image, as well as any other Solas which may have been scattered across space time.
The original Sola on board the Sunrider briefly met the alternate universe’s Shields while they were connected by the time device, where she learned what had transpired.
However, just who used the time device, and for what purpose, remains unknown…
If anyone is able to dig up more lost info, such as the lore entries I originally posted in this thread, please paste them here!
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Post by Sorzo on Mar 27, 2019 17:22:35 GMT -8
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Post by Sorzo on Dec 29, 2018 7:29:58 GMT -8
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Post by Sorzo on Dec 24, 2018 1:10:14 GMT -8
*Continues secretly selling Sola mugs and Space Whale plushies through the black market*
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Post by Sorzo on Nov 29, 2018 19:42:28 GMT -8
Wonderland is probably a project codename, something that happens all the time in game development. That doesn't ensure that it is indeed Sunrider-related, but I wouldn't rule it out, either. That said, it's still a frustrating situation. I'll admit to being rather vexed when I learned about ProM, and the addition of a Starnova spinoff is just salt in the wound. The wait during Starnova's development process was made palatable by the assumption that Sunrider development would resume immediately afterward, with the staff just needing a bit of a break in order to avoid burnout. Now that assumption appears to have been proven false, and it's hard to shake the fear that the devs have abandoned their existing audience in favor of greener pastures. The biggest ray of hope here is that Sunrider is something that Samu-kun started envisioning years before First Arrival began development. Early versions of the concept date back over a decade, and I have to assume he's in it for the long haul.
On a side note, one benefit of this is that LiS appears to be experimenting more and more with these new projects, switching engines, trying out animation techniques, introducing new styles of gameplay, etc. Even though it means waiting longer, I like to think that these projects are functioning as guinea pigs for the team, letting them see what works and what doesn't and allowing them to improve at refining the former elements. When Sunrider eventually does return, it will benefit from the relevant aspects of this experience, resulting in a more polished, technically impressive product.
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Post by Sorzo on Jun 19, 2018 15:04:06 GMT -8
The 110 episode main series. Haven't seen any of the prequel material yet, though I'll get to it soon.
I'll probably pass on the new remake, since what little I saw of it made it seem like it's being simplified for the sake of being able to spend more time on flashy action sequences. Plus the character designs are horrid compared to the originals. The OP is great, though.
Fun fact: When I was Photoshopping Alice to make Sola's Sharr uniform (shown in my avatar) for my mod, I settled on the color scheme I did as a way of paying homage to Reinhard's outfit, which is some of the coolest attire I've seen in awhile. Love the white cape, though Mittermeyer's red one is great as well.
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Post by Sorzo on Jun 19, 2018 7:16:46 GMT -8
Well, the question of my favorite anime has now been settled courtesy of a magnificent work that might very well never be dethroned. Legend of the Galactic Heroes is leagues beyond anything else I've seen in the medium and among the very best works of fiction I've ever had the pleasure of experiencing.
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Post by Sorzo on Jun 8, 2018 18:24:19 GMT -8
I keep a backup folder completely separate from the game directories that contains the original versions of all core files I modify. But since you're curious, I altered the following: init_cg.rpy: Lines 307-322 (inits for the second and third Chigara h-scenes, as well as all five shower scenes): changed the file each init was pointing to from the default in the archived cg folder to a new image in a mod folder in the game directory. screens.rpy: Lines 1712 and 1734: changed the thumbnail image on each line (second statement in the parentheses) to one in the aforementioned new mod folder.
The altered versions of the files are in my Tweaks thread on the Modding board.
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Post by Sorzo on Jun 8, 2018 17:55:09 GMT -8
Turns out I was looking at the problem the wrong way. Rather than trying to edit the contents of the Renpy archive, I just needed to alter the initializing statements, which are still in .rpy files outside the archive. By pointing the initializations to custom images placed in a new folder inside the game directory, I was able to achieve the desired results.
Still, there are probably mod types out there that would require editing the archive to work, so you Python geniuses out there can still free to answer the original question if you feel it would benefit the community.
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Post by Sorzo on Jun 8, 2018 17:48:24 GMT -8
I now have completely censored versions of the two scenes with nudity in Liberation Day, as well as their corresponding thumbnails in the Gallery menu. Link: drive.google.com/open?id=1ExEa-1-R7R_GzbqOIY1o4D8DMi8M4oqeInstructions: Drag the contents of the "Tweaks 2" folder into Liberation Day's Game folder. You'll have to overwrite the two rpy files, so consider making backups of init_cg.rpy and screens.rpy first. They aren't the best cases of Photoshop work in the world, but I like to think that they get the job done well enough without breaking immersion too much.
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Post by Sorzo on Jun 7, 2018 9:58:20 GMT -8
How would I go about getting edited versions of Liberation Day's encoded files back into the game?
Thanks to a link provided by another user here (I believe it was Magpie), I have access to a Renpy script that extracts the various encoded files for the game, but I have no idea how to put modified versions of those copies back into the core game so that they overwrite the originals. Specifically, I'd like to have Photoshopped edits of certain CGs replace the originals. Can someone shed a bit of light on this?
Thanks!
For reference, here's the extraction script I've been using:
If that's a depack script, I suppose what I'm asking for is a repack one.
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Post by Sorzo on Jun 6, 2018 18:47:19 GMT -8
Decidedly not.
The series has more than enough on its plate right now, and by the time the wide array of plot threads that are currently up in the air is resolved, odds are there won't be much more room to expand the story without it feeling like milking the franchise. The introduction of aliens in particular would almost certainly come across as jumping the shark.
I might, might be willing to make an exception for Space Whales, given that they've pseudo-existed in the series since the beginning and could make for some fun or even compelling scenes, depending on whether LiS portrays them as gags or awe-inspiring.
If Love in Space actually decides to continue the Sunrider series indefinitely, I'd prefer a timeskip of at least a decade to occur after the resolution of the current conflicts. We'd get to see how the galaxy has changed due to political shifts caused by the plot, and we'd be reintroduced to the surviving characters as older, wiser versions of themselves that are still quite hale and have room for personal change. And while this would certainly be ambitious, we could even see the various romance options developed into full-blown, seasoned marriages, each with its own quirks and dynamics.
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Post by Sorzo on May 26, 2018 18:13:34 GMT -8
Imagine a massive stack of paperwork.
Then add guns.
Bam.
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Post by Sorzo on Apr 25, 2018 6:20:28 GMT -8
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Post by Sorzo on Apr 1, 2018 15:34:00 GMT -8
You've already got a blue haired heroine, make do. Corpses and angry yandere hive-minds don't count, Mags.
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Post by Sorzo on Apr 1, 2018 9:31:10 GMT -8
Guess I'll be the only one to vote No, then.
I have nothing against Kryska (I actually like her quite a bit, ranking her fourth out of the main seven), but the fact that she's the only crew member who isn't interested in Kayto is one of the things that makes her stand out as a character. Whether it's because she's not into men or simply not interested in Kayto specifically, her indifference adds a welcome element of realism to the series. Every woman in the universe shouldn't be falling head over heels in love with Kayto just because the story falls under the harem genre, and the mentality that this should be the case frankly cheapens the affections of those characters who are actually drawn to Shields for meaningful, complex reasons (Sola and Ava are the frontrunners in this regard).
I'm all for giving Kryska more character development, especially if it means separating her from Icari for awhile and letting the two grow independently, but there's no reason why such development would require a romance. Furthermore, the developers are going to have their hands full as it is when the time comes to actually start integrating player-chosen romances into the main storyline; limiting those options when possible will help ensure that the routes that are developed receive more attention, content, and polish.
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Post by Sorzo on Mar 27, 2018 14:35:14 GMT -8
Unless there are rules in the various major app stores that prevent the sale of censored versions of titles that otherwise have explicit content, there's no reason why the Sunrider games couldn't be tweaked to be suitable for those platforms.
It took all of ten minutes in Photoshop for me to remove the single case of nudity in the Steam version of MoA, and doing the same for Liberation Day wouldn't take much work. The Steam version of Academy has, to my knowledge, only a single minor case of nudity that could easily be edited out.
Of course, that still leaves various cases of blood, some strong language, and around half of Claude's dialogue as questionable content, but at that point it's the difference between M-rated games and AO ones. Heck, Academy could conceivably receive a T rating with a bit more tweaking.
Speaking of making changes to Liberation Day, does anyone know how I could go about editing the CGs that are actually used by the game? All those files are encrypted, and while I know how to extract copies of them, I don't know how I'd go about putting them back in once I've made changes.
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Post by Sorzo on Mar 15, 2018 18:54:28 GMT -8
Liberation Day Spoilers The mystery character is Claude from the main series. Near the end of Liberation Day, she's revealed to be the Wanderer, an entity who can manipulate time and space to such an extent that she can affect alternate dimensions, creating and destroying different timelines at will (the entire [Re]turn DLC revolves around this). Her appearance in Academy suggests the ability to freely traverse timelines/dimensions as well, though it's possible she may be limited to following certain connections between timelines (such as Academy Sola being an "echo" of Sola from the main series that was created when she was displaced just before the Sharr'lac fired). While she notes in [Re]turn that she has to limit her time manipulation if she wants to preserve whatever timeline she's currently inhabiting, Claude is nonetheless the most powerful known individual in the Sunrider franchise, with Sola even musing that understanding the scope of her powers would require one to think of her as being closer to a god than a person.
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Post by Sorzo on Feb 25, 2018 21:43:23 GMT -8
Updated the link so that it has folders for both the MoA and LD versions. I tweaked one small part of Neppi's LD version code, as one of my image variables (abyss) was being overridden by one of the same name already in the game.
Added that line near the end of the MoA code. I also changed the name of Destiny's Path to Destinys Path, both in the code and the mp3 file. I'm still not sure what's causing that bug, but hopefully that'll resolve it.
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Post by Sorzo on Feb 25, 2018 16:19:03 GMT -8
Okay, no wonder I didn't notice that. I can't test it when running from the main menu on the command console, since the custom main menu mod I created and use isn't compatible with the command console.
Not sure why it works like that, but unless there's an easy fix someone can point out I'm not worried about it, since it takes like two seconds to open up another scene for those that don't want to add it to the bonus menu (even if someone doesn't have saves, the "deleted" scenes on the bonus menu about the space whale dating sim and poll results still exist). I'll just edit the opening post for now.
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Post by Sorzo on Feb 25, 2018 13:07:42 GMT -8
Not sure how the apostrophe in Destiny's Path got changed to an underscore. It's an apostrophe on my end, both in the native folder and on Google Drive.
I really appreciate that you took the time to make a LD version, Neppi. I'll try it out later today and will absolutely add it to the opening post if it works smoothly.
I can add that line at the end (along with changing Destiny's Path to just DestinysPath or something in both the file and code, which will hopefully solve the mystery of the mutating apostrophe). Having just return at the end of my files isn't an issue for me personally, since I run them from the bonus menu and they thus go back to the main menu upon completion, but I can see why that'd be a good addition.
You should be able to save, Le_Fay, regardless of if you open it from the command console or the bonus menu. I can do both on my end. In fact, I relied extensively on saves while I was gradually adding in code, since I'd have gone mad having to play the file from the start every time I wanted to check an addition or tweak I made. Can you save, Neppi?
It's interesting seeing these issues crop up now that this project is in the wild, so to speak. I hate having to use you guys as beta testers, but it runs without any issues at all on my end, so it's hard for me to anticipate bugs that others run into. Hopefully I can get everything ironed out within a couple updates.
...gosh, I'm sounding like a real game developer. Next thing you know, I'll be offering exclusive pre-order bonuses and shoving lootboxes everywhere.
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Post by Sorzo on Feb 24, 2018 7:05:28 GMT -8
Hmm. Judging by the error report, it's an issue with the core Renpy files, not mine. Not sure how my mod could've set that off... What exactly were you doing when the error triggered? Just reading through it normally? Trying to go back a few lines? Reloading it? And do you remember where you were in the mod? I'm not exactly sure what the issue is, but Googling the error message offered a possible solution, as mentioned in post 10 of this thread: lemmasoft.renai.us/forums/viewtopic.php?p=294710The two lines of code in question are in Sunrider/renpy/config.py. I strongly recommend making a backup of the file first and reverting it if that doesn't fix it. I'm really not much of a programmer (the mod may be long, but if you look at the code it's really just the same types of syntax repeated again and again), so one of the more seasoned modding gurus might have to step in if that doesn't work. Is anyone else getting this error?
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Post by Sorzo on Feb 22, 2018 0:49:52 GMT -8
WARNING: The following content contains ending spoilers for Sunrider: Liberation Day!Two months have passed since the disastrous Battle of Cera and ensuing Liberation Day Massacre scattered the surviving crew of the Sunrider . Now in hiding on the remote world of Tydaria, alone save for the broken hero she has pledged to safeguard, Sola contemplates the road that has led her there, the factors that have shaped her singularly unique life. But even as she reflects on the tragedies of the past and considers the possibilities of the future, the present holds dangers of its own...Content Description: The Void is a mod for Mask of Arcadius or Liberation Day meant to serve as an interlude between the end of Liberation Day and the beginning of a hypothetical fourth entry in the series. Rather than presenting scenes through dialogue between multiple characters, it is written entirely as first-person thoughts from Sola's perspective, with the intent of the work being to serve as a character study rather than a means of plot advancement. The Void does not contain any form of reader interaction beyond text advancement; it is a purely linear story with no choices or gameplay. Estimated Length: 3-4 hours (Word count is around 17,000) Content Link: drive.google.com/open?id=1M3O3xxaKMrSUdMRkg9RwHh0p1mCDTSPbInstallation Instructions:Drag the folder and .rpy file in the link above into the Game folder of your Sunrider directory. Versions for both Mask of Arcadius and Liberation Day are now available. Many thanks to Neppi for providing the latter. Launch Instructions:There are two ways of running this mod. 1. Open up the developer console (Ctrl + O) and type "TheVoid()" without the quotes. Please note that if you are running my main menu replacement mod for Mask of Arcadius, you will not be able to open the developer console from the main menu! Also, I have been informed that progress in the mod can't be saved if one opens it from the main menu using the dev console. Both of these problems can be solved by hopping into either a saved game or one of the skits from the bonus menu first. 2. ( Mask of Arcadius Only!) This second method is more involved, but the one I personally recommend, as it will allow you to freely access the mod from the bonus menu (under add-ons) without ever having to mess with the dev console, making it more convenient in the long run. Open "bonus menus.rpy" in the game folder after making a copy of the file and saving it somewhere else. We're editing a core game file, so it's always wise to have a backup.
Scroll down to where it says "addon_scenes = []".
Right above this line, declare any mods you want added. To do this, you need to create a variable name, have a thumbnail image, a name for what will be on the menu, a label that the menu will call, and a zoom level. You'll be typing this line from scratch, so be sure to begin it with four spaces (NOT A TAB!) in order to match the rest of the document. Renpy will throw it a fit, otherwise, and you won't be able to start your game.
The syntax will look like this:
variable = BonusItem("thumbnail", " name", "label", zoom)
In this case, the line of code should be:
****the_void = BonusItem("The Void/BridgeSolaFlower.jpg", " The Void", "TheVoidBlock1", 0.1)
In the above line, note that * indicates a space.
Once you've finished this line of code, look below at the initial reference line: addon_scenes = []
Inside those brackets, type your variable name. In this case, provided you haven't already added content to the add-on menu before, the line should be:
addon_scenes = [the_void] If you run into any bugs or need more help getting the mod to start, please let me know! Although it isn't hooked into the main game, you can still load and save your place in the mod, as well as use the Continue option to pick up where you left off if you want to read it over more than one sitting. And for those that finish reading the mod and are left wondering why it didn't address certain subjects... I deliberately avoided any mention of time paradoxes, Claude's true nature, or the vision of the Sola and Kayto from Academy due to content creep. The scope of this project already spiraled enormously beyond what I'd first intended, both during the writing phase last year and during the asset generation and coding phase over the past two months. While these are all topics that are of course important to Sola, the more abstract, metaphysical nature of time travel, paradoxes, and alternate dimension counterparts means that these are all elements that must be written with care and given a great deal of attention if they are to be covered. I didn't want to have a few half-baked pages discussing them just for the sake of it, but I didn't want the narrative flow I had envisioned derailed by them taking up half the story either. My heart was ultimately set on looking at different aspects of Sola's character, her past and shifting philosophical and psychological states, as well as how those things would affect her relationship with Kayto, both before and during their exile together.
While I'm certainly not about to promise that I'll do a sequel, if I ever make a follow-up to this, odds are it will focus on the more esoteric concepts that I ignored this time, along with further exploring the dichotomy and interaction between Sola's normal and Awakened psyches.
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