|
Post by bigfoot on Jul 29, 2016 15:17:24 GMT -8
I think there might be a conflict with the LD "graphic inits" file, since these images are defined there as well. Bingo! The old files are listed at init -5, new files are listed at init -4. Diden't move them to the other block. Have updated and hopefully fixed it. Unfortunatly I dont have my pc with me so I cant test it.
|
|
|
Post by bigfoot on Jul 28, 2016 3:31:33 GMT -8
/facepalm ok right file has been uploaded
|
|
|
Post by bigfoot on Jul 27, 2016 12:16:45 GMT -8
Ahh at least these are easy bugs All fixed and as always thanks!
|
|
|
Post by bigfoot on Jul 26, 2016 7:25:41 GMT -8
It seems to happen every time, but then I've made it pretty close to the end of MoA without using Vanguards. Your update seems to have worked though... Awsome, probably same root cause then. It was part of the mod framework that was intergrated with the LD base code, but probably missed out by mistake.
|
|
|
Post by bigfoot on Jul 26, 2016 3:23:07 GMT -8
Got an error trying to fire the Vanguard Cannon: While running game code: File "game/MoA/MoA in LD.rpy", line 19190, in script $BM.battle() #continue the battle File "game/MoA/MoA in LD.rpy", line 19190, in <module> $BM.battle() #continue the battle File "game/classes.rpy", line 1261, in battle self.dispatch_handler(self.result)() File "game/classes.rpy", line 1085, in battle_order_vanguard_cannon result = ui.interact() Exception: ui.interact called with non-empty widget/layer stack. Did you forget a ui.close() somewhere? Thats a strange error... its to do with the battle screen, does it happen every time or is it only sparodic? I cant repeat it, but I did find another error with the vanguard and have updated the mod, could you test it for me and see if it helps?
|
|
|
Post by bigfoot on Jul 25, 2016 11:16:46 GMT -8
The game feels complete again Do you have any plans for more missions?
|
|
|
Post by bigfoot on Jul 23, 2016 9:27:58 GMT -8
That shouldent be in the file... its just something I was playing around with and must have saved into the wrong file I looked in the graphics init, all the files seem to be ok, the nightmare files are all in there but I have updated lines 3K-3015 with the MoA just in case updated google link with fixed version, thanks as always!
|
|
|
Post by bigfoot on Jul 20, 2016 2:56:47 GMT -8
clove Made me laugh, are you by any chance a doctor of phrenology?
|
|
|
Post by bigfoot on Jul 19, 2016 14:10:07 GMT -8
Ah I understood that from the previous posts, what I was looking for is if someone who is part of development can go into more depth into what is actually on those scrapped arcs and some reason for why they didn't use it in LD if the cause for them not showing up in MoA was time/budget constrain. I mean, that Icari subplot would work great during LD too now that PACT was on a truce with the Alliance, Icari killing a PACT commander out of revenge might spark an incident and put the truce in jeopardy (kinda the reverse situation of Versta where you are killing the diplomats on purpose to start a war), and that Claude taking over as XO would work in the beginning too by using Ava's condition after the Legion battle as an excuse for her to be absent. I dont have time to write it atm (am pretty slow on that anyway) but if you or others wanted to, I could handle the scripting. The only issue is it wouldent have VOs (not that it would bother most people on here)
|
|
|
Post by bigfoot on Jul 17, 2016 15:27:39 GMT -8
The modframework bits arn't needed any more because they are now integrated into the LD stock code, that might be causeing a conflict. Will go through the graphic inits (that was a bit hacked togeather so not entirely supprised) Will update it tomorrow, as always thanks for the QC!
|
|
|
Post by bigfoot on Jul 17, 2016 9:41:24 GMT -8
By all means, just drag and drop. The only thing that changed this time was the rpy file, but none of the MoA files will be affected
|
|
|
Post by bigfoot on Jul 15, 2016 4:34:54 GMT -8
I made a completely new combat framework that allows for over 400 animating (like a .gif file) sprites on screen at once (moving around) on a 40 by 40 isometric map - without noticeable lag. in renpy. (can't get the game to save currently though ) all the lag in sunrider is 100% because I never had any clue wtf I was doing and is entirely preventable if coded properly. as mentioned before though, rebuilding the entire combat framework as used by sunrider this way would be a massive undertaking and is bound to introduce enough bugs to keep testers occupied for half a year. now if only I can get the damn game to save. That sounds fantastic! Today started reworking for multiple factions in a battle (5-6, each with their own allied/enemy/neutral factions) but was wondering how well renpy would cope with it. Would also make implementing command auras and background effects much better because they lagged MoA when I put them in. Will the map size be flexible at all? Thats something I wanted to do but kept running into lag issues.
|
|
|
Post by bigfoot on Jul 14, 2016 7:52:26 GMT -8
Updated (hopefully for the last time) to fix legion fight as the battle changes haven't been updated to base code yet
|
|
|
Post by bigfoot on Jul 12, 2016 13:42:37 GMT -8
saibotliehThanks, will update it tomorrow Decideing to place ships or not is now decided with BM.formation_editable (True/False) rather than if the mission name is a string or number<14, much better system but of course it needs to be reset after the battle.
|
|
|
Post by bigfoot on Jul 11, 2016 1:43:49 GMT -8
Arright! Missions should now sync whenever the ship map is loaded and the research screen is available after you talk to Chigara about it. Test minions assemble! saibotlieh: This is why I need to abduct you as a QA tester! longsword01: It shouldent have any issue, thats the one I'm useing, the bigger problem would be people useing the dempasoft version
|
|
|
Post by bigfoot on Jul 7, 2016 23:07:45 GMT -8
longsword01 Thats odd but thank you! I've been altering planets on reload because they are recreated every time the game loads, so they overwright themselves constantly. If its only working some of the time, then probably the label isn't being called under certain situations. Now I know its not a problem with the planets but the setting code, I can hopefully fix it. Probably wont be able to do it tonight but hopefully tomorrow or sunday!
|
|
|
Post by bigfoot on Jul 6, 2016 13:54:27 GMT -8
Right... I have next week off so even if I have to rewrite the entire thing, will get it working! Until then will just have to think on it. For now, the people who are haveing problems... could you let me know if it happens in new games or saved games, and if possible what TYDARIA.missions[0][0] returns in the console. The console is currently enabled in the most recent iteration (5-7-16) and to acsess it you press shift O, to close it just enter exit If you could check with a new game as well as a loaded game, that would be awsome (while the console is enabled you can use shift p to destroy enemy ships (but on the blackjack mission, dont do it before turn 2)) longsword01: could you check the MetAsaga variable? It might not be setting correctly for some reason...
|
|
|
Post by bigfoot on Jul 5, 2016 1:30:16 GMT -8
Well I just started playing LD with this mod and I got this error. I'm unable to get into the second mission where you go to Tydaria for the first time. After I click on the map marker it loads the background and then I get the following wall of text: Thats the Tyderia bug again... starting to drive me mad I have had a thought that it could be to do with useing python in renpy, occationally it lags and can skip functions if their chained, I have modified the code to stop that if it is the case, but as I cant replicate it, could one of you test it for me? If you cant see the mission highlight at all, thats probably because MetAsaga hasen't been set for some reason, if you get redirected to the LD version and get the crash then that is probably fixed retroactively from when you click the planet
|
|
|
Post by bigfoot on Jul 4, 2016 10:07:02 GMT -8
Terrifying bug report list Allright! Thanks for letting me know... Most of the bugs are fairly simple and have been fixed:
Bug 1: The problem is the MoA folder should be in the game folder, it has empty folders inside that you can just repopulate from the MoA game but from the error it looks like you have a MoA folder inside the MoA folder. Bug 2: This is related to useing the wrong tydaria mission because the spoiler hasent been possibly destroyed yet so it dosent know what sprite to use for Ava. If the Tyderia bug is fixed, this is automatically fixed. Bug 3: The Legion uses MHL which was in the mod framework rpy, that has been absorbed into the base code but apparantly it was been missed, I have updated the MoA rpy to include it itself. (its just a list of all hexes in the battlemap)The liquid injection rods bug is fixed (was mixing it up with the speed order in the store hack)
Tyderia bug:
I have run through the entire game again (although useing cheats in the battles) and I cant get the tydaria bug to appear
As you are useing the console, could you try typeing in: TYDARIA.missions[0][0] it should read "mission5_complete == False and GameChoice == 'LD'", this is the eval string for it to be displayed. If it is missing the GameChoice check then it would show in FA/MoA. and GameChoice which (in FA/MoA should be "FA" or "MoA", if this is set incorrectly it could also show the tydaria mission, but It would also cause other obvious problems.)
|
|
|
Post by bigfoot on Jun 25, 2016 8:50:49 GMT -8
The DLC is free and just an alternative ending, its non-cannonical and just ment to be a bit of fun. Its actually included with the base game rather than a seperate dlc.
|
|
|
Post by bigfoot on Jun 18, 2016 15:14:40 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
|
|
|
Post by bigfoot on Jun 13, 2016 16:25:34 GMT -8
Updated for 3.01 and bugfixed! With new spiffy menu thing. There is now no need to use the modframework as it has been integrated into LibDay code. (goes off to make a super awsome entirely authentic developer badge made from kitkat foil)
|
|
|
Post by bigfoot on Jun 9, 2016 17:26:15 GMT -8
This will let you use two lines to change weapon animations, havent down sound yet because as it stands, it needs changes to battle_screens, which will be altered very soon, that said it is a very good thing to mod and would be a couple of lines to add it in so I might try and sneak it past V
Drop this in its own rpy as the framework
init 6 python: for weapon in storeweps: weapon.bullet = None # give weapons the .bullet attribute weapon.display_count = weapon().shot_count class BulletSprite(MissileSprite): def __init__(self,parent,target,weapon): MissileSprite.__init__(self,parent,target,weapon) if weapon.bullet != None and self.type != "Laser": self.lbl = im.Rotozoom(weapon.bullet[0], self.angle,weapon.bullet[1]) else: if self.type == "Pulse": self.lbl = im.Rotozoom('Battle UI/pulse map.png',self.angle,2.0) elif self.type == "Kinetic": self.lbl = im.Rotozoom('Battle UI/kinetic_round map.png',self.angle,1.5) elif self.type == "Assault": self.lbl = im.Rotozoom('Battle UI/flakbullet map.png',self.angle,1.5) elif self.type == "Melee": self.lbl = im.Rotozoom('Battle UI/melee_map.png',self.angle-135,1.5) self.shot_count = weapon.display_count And then to change a weapon do:
init 6 python: # weapon.bullet = [image, angle modifier] # weapon.display_count = int # angle modifier is 2.0 for pulse and 1.5 for others with default images # for example
BiancaAssault.bullet = ["Battle UI/flakbullet map.png", 1.5] BiancaAssault.display_count = 10 This will give you the image of an assault weapon that fires 10 shots without changeing the stats in any way.
The reason it wasen't working properly previously is the image is replicated per shot count.
|
|
|
Post by bigfoot on May 22, 2016 1:18:45 GMT -8
Sorry for the slow responces! I've been doing 10-12h days at work (the joys of running your own buisness) and also been working on skirmish mode for the next LD update.
I finally managed to track down the BM.attacker bug as it only happened on self targeting support weapons (Although I still dont know why its happening) and put a patch in the modframework, I still can't replicate the galaxy map problem though.
I will upload the MoAzip again to make sure Gdrive has the most recent version of it.
If you could try both of them again and still don't get anywhere then will need to start delving into DevMode...
|
|
|
Post by bigfoot on May 21, 2016 10:35:10 GMT -8
The rpyc is the compiled version of the rpy, even if there is no rpy then it will still think its there and refer to it in the traceback but actually use the rpyc.
|
|
|
Post by bigfoot on May 14, 2016 10:41:41 GMT -8
It seems like it would be that easy for MoA, but Lib seems like it has a different file flow. Looks like there might be some searching through Ren'Py files, and possibly a bit of coding. Specifically, I'm looking to make a voice set for the Ceran Gunship because it seemed fun. Have a look at gamehackr.com/rpa-extractor-for-windows and extract the archive.rpa file, it has all the bundled sounds and images There is a sound/Voice folder there with the spoken lines and battle voices, that said I haven't had time to dig into it at all so like I said, its an educated guess so I could be entirely wrong. I assume you set the pilot attribute on the ship to the folder name you want it to use.
|
|
|
Post by bigfoot on May 2, 2016 10:28:42 GMT -8
The battle.attacker error is probably just a fluke, its defined in core code and again I can't replicate it. It could theoretically happen if you never attack I suppose, but it's odd.
I just tested it again and It's working perfectly for me. Can you check in the MoAinLD rpy if there is a line that reads supress_missions = [] ?
If there isn't then it might be gdrive not updateing the zip again...
|
|
|
Post by bigfoot on May 1, 2016 10:28:53 GMT -8
Right, the missions wern't triggering because the only variable they use to show them is missionx_complete, so they were put in the supress_missions list. That should have been cleared when you transition to LD, but I dont know why it hasen't been. I have tried it twice and can't replicate it.
There was a safeguard for it, it should run whenever the game loads, so could you try reloading the save and checking it again? If you have acsess to the dev console then could you try GameChoice and tell me the output and try set_supressFA() to see if its the function or the variable that's not working?
Just did a simpler fix that works fine, at least on my end.
The 2nd problem has just been fixed, a missing variable.
Thanks again for checking it out so completely
|
|
|
Post by bigfoot on Apr 28, 2016 23:15:00 GMT -8
from a quick 5sec look it should be pretty easy, it dosent even need to be handled by the framework.
I havent tested it, but when I'm free I can. from a quick look at the code, you put voices in...
sound/Voice/"pilot"
and set the ship.pilot to the name of the folder
Then name files like:
Asaga Backwards 1.ogg Asaga Buffed 1.ogg Asaga Cursed 1.ogg Asaga Damage 1.ogg Asaga Destroyed 1.ogg Asaga Flak 1.ogg Asaga Forward 1.ogg Asaga General 1.ogg and so on for Kinetic, Lasers, Melee, Miss, Missiles, No Danage, Retreat, Revive, Select, Sucsess
|
|
|
Post by bigfoot on Apr 26, 2016 9:06:41 GMT -8
/facepalm You're right there's no plugsuit base for the girls. For some reason I just assumed there were. The old ones might need to be used throughout after all, would be daft to see Icari pop out of her ryder in the sunrider 'military' uniform!
Your mods should be ~90% compatable, all you need to do is a bit of rewireing on the variable names for the missions and ships. The menu: choice selection dosen't work anymore, but the framework has decision2 for multiple choices.
It is best to do dialoug in missions with jumps to labels as it tends to hide the quick_menu button (although you can just re-add it in the mission label)
The other issue is sometimes (I dont know why) the research/store menu pops up in battles so its also worth putting a hide command in there.
label missionMoA1: python: if renpy.get_screen('quick_menu') == None: renpy.show_screen('quick_menu') if renpy.get_screen('leftbuttons') != None: renpy.hide_screen('leftbuttons') Is what I use.
|
|