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Post by vaendryl on Mar 7, 2016 7:21:18 GMT -8
Hey guys, we need your help testing this new experimental patch. UPDATE 09-03: this patch has been updated with fixes for most reported issues so far, and also adds an option in the preferences menu to switch voice language. you can also switch off japanese voice over for dialogue too now. known issues: due to changes in the script involving the returning shipmap a lot of ID-hashes were changes for sections of dialogue. this causes some of the current voice files to no longer play. this will be fixed with updated voice files in a proper beta patch on steam.
The voice files of Asaga especially have long pauses at the end (6 second voice files but only 2 seconds of actual sound). because of this her voiceovers in battle seem delayed by a lot, as the next file isn't played until the previous one is done. this too will be fixed with a proper patch on steam, as only redistributing the sound files will fix it. the Sunrider death animation is still in japanese. because I forgot to fix it >.> as an added bonus, this patch fixes issues with 'All for One' and 'One for All' achievements, which were broken before. it also fixes the screenshot button on the victory screen, and adds a numerical progress indicator on chivos that should have one.
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Post by arkblade on Mar 7, 2016 7:32:21 GMT -8
it doesn't include japanese version after mission 1 error fix?
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Post by Nemjen on Mar 7, 2016 7:36:16 GMT -8
I'll pick this up when I get home on about 4 hours time Vaendryl.
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Post by vaendryl on Mar 7, 2016 7:55:17 GMT -8
it doesn't include japanese version after mission 1 error fix? Sorry, man. I'm not sure but I don't think so. I've no idea what causes this error and to be honest I'm even surprised the game supports japanese text at all - considering Sam said the game was never intended to be released in Japan. We'll have to wait until Sam fixes it as I've no knowledge how the multi-lingual system works. I'll pick this up when I get home on about 4 hours time Vaendryl. Thanks man! Knew I could count on you
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Post by arkblade on Mar 7, 2016 8:15:35 GMT -8
thank you i understand currently japanese version related scripts is not your region.
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Post by 白龍 on Mar 7, 2016 9:18:53 GMT -8
Hm, the link isn't working for me. Is it my connection? A server issue?
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Post by Nemjen on Mar 7, 2016 9:28:09 GMT -8
Hm, the link isn't working for me. Is it my connection? A server issue? Define 'isn't working', looks fine on this end. - You are getting an error? - You are getting redirected to an incorrect page? - The download doesnt trigger after pressing download?
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Post by 白龍 on Mar 7, 2016 9:34:40 GMT -8
I get a new tab that doesn't load. Doesn't redirect me... Doesn't trigger a download window... Just a white page.
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Post by Nemjen on Mar 7, 2016 9:43:58 GMT -8
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Post by 白龍 on Mar 7, 2016 9:45:41 GMT -8
Ah, it downloaded! Arigato, Magpie-senpai! <(_ _)>
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Post by Nemjen on Mar 7, 2016 9:49:08 GMT -8
Ah, it downloaded! Arigato, Magpie-senpai! <(_ _)> Hehe, just promise that you will get Vaendryl lots of juicy feedback and it will be mission accomplished all around.
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Post by 白龍 on Mar 7, 2016 9:51:19 GMT -8
Haai
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Post by bigfoot on Mar 7, 2016 10:51:44 GMT -8
Just starting LD, so will try it as I go along.
Voices are working for me, in M1 the cruiser and battleship voices work without get_voices() but the ryders throw an error:
File "game/script.rpy", line 319, in script $BM.battle() #continue the battle File "game/script.rpy", line 319, in <module> $BM.battle() #continue the battle File "game/classes.rpy", line 1224, in battle self.dispatch_handler(self.result)() File "game/classes.rpy", line 594, in battle_selection self.select_ship(self.target) File "game/classes.rpy", line 198, in select_ship ship.voice('Sel') File "game/classes.rpy", line 2561, in voice event_voices = self.evoice_files[event] KeyError: 'Sel'
With get_voices() called beforehand then it works as expected. before it is called then both the alliance and ryders have an empty dict in evoice_files, after get_voices() then the ryders dict is populated but the alliance ships are still empty.
Hope that helps
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Post by bigfoot on Mar 7, 2016 11:17:56 GMT -8
Also, the cruiser sound file is 'Were Taking Fire' but the script looks for "We're Taking Fire"
Would it be possible to toggle the Japanese voices off entirely? I know its a strange request but having the Japanese dialog between ship voices sounds really odd.
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Post by vaendryl on Mar 7, 2016 19:57:52 GMT -8
Just starting LD, so will try it as I go along. Voices are working for me, in M1 the cruiser and battleship voices work without get_voices() but the ryders throw an error: event_voices = self.evoice_files[event] KeyError: 'Sel' With get_voices() called beforehand then it works as expected. before it is called then both the alliance and ryders have an empty dict in evoice_files, after get_voices() then the ryders dict is populated but the alliance ships are still empty. Hope that helps Thanks. I modified the patch so that hopefully it's no longer required to run get_voices() manually as it should now run it on its own when required. Also, the cruiser sound file is 'Were Taking Fire' but the script looks for "We're Taking Fire" Would it be possible to toggle the Japanese voices off entirely? I know its a strange request but having the Japanese dialog between ship voices sounds really odd. thanks for the supplied fix I updated the patch in first post. I'm not aware of any way to turn off regular dialogue voice-overs. Maybe Sam knows a way as he set it all up.
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Post by bigfoot on Mar 8, 2016 0:13:15 GMT -8
It uses config.auto_voice to find the sound file to use, so changing that means it cant find what to play and doesn't do anything
config.auto_voice = False # Disables config,auto_voice = 'sound/Voice/{id].ogg' # Enables
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Post by solstices on Mar 8, 2016 11:50:31 GMT -8
Played with it in a bunch of saves/starts to feel it out
- Ryders all work nicely without get_voices() confirmed, bar for "Draw Fire" and Asaga's "Awaken" which will crash it ofc
- Alliance Cruiser and Battleship still only bleep even after
- "Config.auto_voice = False" is good, the jarring feeling of English then Japanese was getting to me haha
- The map screen functions well up until after the 3rd battle (not sure how far you got) after which I was able to repeat crew interactions indefinitely (starting with the Ava option in the captains quarters which then transitions to Claude, Chigara and Ava in the nurse's office). You can still continue the story however.
- Later (after the decision about repairing/scrapping Cosette's Ryder)when a scene transitions (i'm assuming to the map screen) I get this error:
File "game/ship_map.rpy", line 5, in script if captaindeck == 0: File "game/ship_map.rpy", line 5, in <module> if captaindeck == 0: NameError: name 'captaindeck' is not defined It repeats at several points during the story
Still playing with it for now
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Post by vaendryl on Mar 8, 2016 14:24:47 GMT -8
Played with it in a bunch of saves/starts to feel it out - Ryders all work nicely without get_voices() confirmed, bar for " Draw Fire" and Asaga's " Awaken" which will crash it ofc - Alliance Cruiser and Battleship still only bleep even after - " Config.auto_voice = False" is good, the jarring feeling of English then Japanese was getting to me haha - The map screen functions well up until after the 3rd battle (not sure how far you got) after which I was able to repeat crew interactions indefinitely (starting with the Ava option in the captains quarters which then transitions to Claude, Chigara and Ava in the nurse's office). You can still continue the story however. - Later (after the decision about repairing/scrapping Cosette's Ryder)when a scene transitions (i'm assuming to the map screen) I get this error: File "game/ship_map.rpy", line 5, in script if captaindeck == 0: File "game/ship_map.rpy", line 5, in <module> if captaindeck == 0: NameError: name 'captaindeck' is not defined It repeats at several points during the story Still playing with it for now Thanks, that's some useful feedback! hadn't noticed the issues with Asaga's awaken and Drawfire yet, so I'll go fix those the mercenaries are annoying in that only on a new game will the game play their voices. I should put in some code that modify them after loading an older save so their english lines can be spoken Samu-kun should have a look at the issues with shipmap as I'm not really at home in the script.
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Post by Nemjen on Mar 8, 2016 14:31:53 GMT -8
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Post by solstices on Mar 8, 2016 15:11:15 GMT -8
Potentially not, as everything you reported there is still the case and I patched roughly 5-6 hours ago. I'll give that a go, sorry for repeating your report emoticon_ava_small
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Post by vaendryl on Mar 8, 2016 22:24:49 GMT -8
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Post by Samu-kun on Mar 8, 2016 22:31:27 GMT -8
- Later (after the decision about repairing/scrapping Cosette's Ryder)when a scene transitions (i'm assuming to the map screen) I get this error: File "game/ship_map.rpy", line 5, in script if captaindeck == 0: File "game/ship_map.rpy", line 5, in <module> if captaindeck == 0: NameError: name 'captaindeck' is not defined It repeats at several points during the story Still playing with it for now That's actually a separate bug from what Magpie reported earlier, plz test with this thanks. (replace script.rpy) =w= app.box.com/shared/static/xks2e3p18ow8kwm266xc.rpy
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Post by Nemjen on Mar 8, 2016 22:57:36 GMT -8
There you go solstices you might have stumbled across something bold and new. Let me know if there is anything I can do to help breakdown the task for you. Edit: Welcome to the forum!
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Post by solstices on Mar 9, 2016 4:09:52 GMT -8
There you go solstices you might have stumbled across something bold and new. Let me know if there is anything I can do to help breakdown the task for you. Edit: Welcome to the forum! It's no longer occurring at that point or any other up until the initial battle at Cera (can't continue for other reasons, made a thread in tech support), so that seems to have worked Samu Thanks Magpie, thought i'd take your advice and not just lurk here/shitpost in steam discussions anymore emoticon_bird_small
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Post by Nemjen on Mar 9, 2016 4:28:50 GMT -8
There you go solstices you might have stumbled across something bold and new. Let me know if there is anything I can do to help breakdown the task for you. Edit: Welcome to the forum! It's no longer occurring at that point or any other up until the initial battle at Cera (can't continue for other reasons, made a thread in tech support), so that seems to have worked Samu Thanks Magpie, thought i'd take your advice and not just lurk here/shitpost in steam discussions anymore emoticon_bird_small Hm, guess we will see when our overlords reappear about the new one but good to hear you have been able to advance. Excellent to have a new voice aboard, more can be done if we band together afterall - look forward to working with ya.
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Post by vaendryl on Mar 9, 2016 4:54:46 GMT -8
the patch in first post has been updated with most recent in-dev code. see post itself for details.
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Post by solstices on Mar 9, 2016 5:10:50 GMT -8
the patch in first post has been updated with most recent in-dev code. see post itself for details. Awesome, on it. [edit] - You can't select ENG voices from the main menu, assuming that's intentional/unavoidable
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Post by vaendryl on Mar 9, 2016 5:21:48 GMT -8
dang. seems to work when you first start the game, quitting the game back to main menu and it doesn't work anymore. I'll have to see why that is edit: found a fix. thanks for the quick report!
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Post by Nemjen on Mar 9, 2016 13:07:56 GMT -8
So while I know 2.00 is mostly geared towards being a content patch I would like to draw your attention to the following steam discussion. I think while we have this opportunity we could look at the topic of balance before this update goes live considering there are quite a number of undocumented changes made between beta 12.4a and release 1.00 but also how the paper trail has led to stuff slipping through the gaps - in this case the hate value of 'drawfire'. I was originally going to start a new discussion on this but I feel as though this might just be a more suitable place, in addition to patching the game we could also patch the methodology to help with things further down the line be it future updates or even when a beta program starts for Sunrider 4. Two things I would like to propose: (And feel free to add testers if you have anything else on your mind)- A complete change log for each version, documenting all bug fixed and all stat/figure adjustments. This would allow the testers who are more geared towards gameplay to be able to focus on the changes themselves and how this affects strategy between versions. (Not limited to; funds, upgrade points, items, units and abilities).
- If there is an internal decision on changing an aspect of balance that there is a statement included from the LiS staff to why that decision was made, this helps us both explain the changes to other people but also if we feel that something is too lenient / extreme then we can challenge it and get a discussion going.If we could do this I would feel more confident as a tester, but also having a paper trail in general would make things a lot easier for maintenance of the wiki and it would encourage people to speak up on the topic of balance (as they would have a source of comparing variations between versions). My worry is that after the jump in some of the changes made between beta and release without any discussion has left testers feeling as though their voices do not matter and that there analytics are not getting considered. Samu-kun I would really appreciate some direct feedback on this as we really need you to help us if we are going to be able to help you. Lets do something about this!
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Post by solstices on Mar 9, 2016 19:36:28 GMT -8
Ok, I've been playing it throughout the day and have noticed a few things here and there, but I can actually play it almost entirely now. If anything big pops up i'll make a thread in tech support like before. - Mid battle voice-overs such as reporting enemy reinforcements still occur in Japanese - [EDIT] The "Story Voice" seems to auto-activate upon a rollback/reload in combat. Wasn't noticeable at first because ENG voices are still enabled. - After the Nightmare Ascendant, you get the map screen and must talk to Asaga on deck 0. As with earlier in the game, the map-screen stays up during the conversation, and is removed with "hide screen deck0" - [EDIT - added] Once you've spoken to Asaga as above there are no options to take on the map screen meaning no more progression (I'm assuming that just hasn't been done yet?) - [EDIT - couldn't repeat] Repeated "out of memory" errors when trying to start the fight before the Nightmare Ascendant and the Nightmare Ascendant fight itself, rollbacks solve straight away and then it works fine. Have tried fresh runs and other loads but it always happens at least once even if just launched. ( Despite this happening to me 6+ times yesterday I can't repeat it now on any save or my fresh run. It's only running at around 600-700M at those points which i'm assuming isn't a big deal? I'll keep trying it.) - What's the plan for the Vanguard cannon cinematic? I haven't read anything about it on here yet. Will it be muted/removed or have old dialogue dubbed? Will continue to work through on new runs and see what happens. - A complete change log for each version, documenting all bug fixed and all stat/figure adjustments. This would allow the testers who are more geared towards gameplay to be able to focus on the changes themselves and how this affects strategy between versions. (Not limited to; funds, upgrade points, items, units and abilities). Sounds fantastic. I'm new to helping out here but that sounds incredibly helpful in the long term and not particularly hard to implement. - If there is an internal decision on changing an aspect of balance that there is a statement included from the LiS staff to why that decision was made, this helps us both explain the changes to other people but also if we feel that something is too lenient / extreme then we can challenge it and get a discussion going. Anything that helps promote discussion of balance, be it here or on other platforms is beneficial. As a side note... I may or may not have ended up relying on "Draw fire" a few times, but it can't be proven.
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