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Post by Blackhead on May 2, 2016 3:40:20 GMT -8
Didn't fix the problem for me unfortunately. After loading an old MoA safe (last battle) and going through missions 1,2 again I still only get Versta + Tydaria. When starting a fresh game from LibDay I get a new error, which I haven't seen before, and which didn't occur when I continued from MoA and carried over my stuff: imgur.com/ETGxxqSYou can take your time with this, I'm not able to playtest until next weekend at the earliest.
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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...
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Post by Blackhead on May 7, 2016 5:13:57 GMT -8
I deleted all game files and redownloaded the game from scratch to make sure that no other mods/game alterations could potentially influence the outcome.
And I'm still consistently getting the same error (battle.attacker) when beginning a new game with LibDay as a starting point. (game always immediately crashes during battle 1, turn 1.)
Yes, supress_missions = [] is indeed in the code, but had no effect for me. (Same missions didn't trigger.)
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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...
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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)
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Post by Blackhead on Jun 13, 2016 21:23:21 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.
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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
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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.
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Post by limith on Jul 3, 2016 12:38:00 GMT -8
So I followed the installation instructions (I think) and I get this error. There's supposed to be a MoA folder under sunrider liberation day/game right?
I'm sorry, but an uncaught exception occurred.
While running game code: File "game/MoA/MoA in LD.rpy", line 938, in script pause 0.5 File "renpy/common/000statements.rpy", line 361, in execute_pause renpy.with_statement(Pause(delay)) IOError: Couldn't find file 'MoA/MoA/MoA/sound/battle.wav'.
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/MoA/MoA in LD.rpy", line 938, in script pause 0.5 File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\ast.py", line 1696, in execute self.call("execute") File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\ast.py", line 1714, in call return renpy.statements.call(method, parsed, *args, **kwargs) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\statements.py", line 144, in call return method(parsed, *args, **kwargs) File "renpy/common/000statements.rpy", line 361, in execute_pause renpy.with_statement(Pause(delay)) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\exports.py", line 1356, in with_statement return renpy.game.interface.do_with(trans, paired, clear=clear) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 1989, in do_with clear=clear) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 2424, in interact repeat, rv = self.interact_core(preloads=preloads, **kwargs) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 2715, in interact_core renpy.audio.audio.interact() File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 790, in interact periodic() File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 724, in periodic c.periodic() File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 340, in periodic topf = load(self.file_prefix + topq.filename + self.file_suffix) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\audio\audio.py", line 74, in load rv = renpy.loader.load(fn) File "G:\Programs\Steam\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 'MoA/MoA/MoA/sound/battle.wav'.
Windows-7-6.1.7601-SP1 Ren'Py 6.99.8.959 Release 3.01
Also got this error which wasn't ignorable or reloadable (Tydaria battle). I'm not sure if I was supposed to get this battle so early, this showed up before Ongress and the gravity guns are in the battle despite remembering this was part of LD? Similar issue with side mission Versta. Also I cannot go to Ongress despite the event showing up....Edit: I got a hackfix by putting jump greyonboard to after mission 3 (Versta). For some reason the flow of logic jumped to LD/mission3 from mid MoA.
I'm sorry, but an uncaught exception occurred.
While running game code: File "game/script.rpy", line 3801, in script ava "Warp successful, captain. We have joined the Alliance fleet and are prepared to engage the PACT forces." Exception: Switch could not choose a displayable.
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/script.rpy", line 3801, in script ava "Warp successful, captain. We have joined the Alliance fleet and are prepared to engage the PACT forces." File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\ast.py", line 603, in execute renpy.exports.say(who, what, interact=self.interact) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\exports.py", line 1121, in say who(what, interact=interact) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\character.py", line 828, in __call__ self.do_display(who, what, cb_args=self.cb_args, **display_args) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\character.py", line 690, in do_display **display_args) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\character.py", line 493, in display_say rv = renpy.ui.interact(mouse='say', type=type, roll_forward=roll_forward) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\ui.py", line 277, in interact rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 2424, in interact repeat, rv = self.interact_core(preloads=preloads, **kwargs) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 2765, in interact_core self.draw_screen(root_widget, fullscreen_video, (not fullscreen_video) or video_frame_drawn) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 1849, in draw_screen renpy.config.screen_height, File "renpy/display/render.pyx", line 394, in renpy.display.render.render_screen (gen\renpy.display.render.c:6190) rv = render(root, width, height, 0, 0) File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 650, in render surf = render(child, width, height, cst, cat) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 650, in render surf = render(child, width, height, cst, cat) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 650, in render surf = render(child, width, height, cst, cat) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "renpy/display/accelerator.pyx", line 104, in renpy.display.accelerator.transform_render (gen\renpy.display.accelerator.c:1905) cr = render(child, widtho, heighto, st - self.child_st_base, at) File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 650, in render surf = render(child, width, height, cst, cat) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 282, in render surf = render(self.child, width, height, st, at) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 282, in render surf = render(self.child, width, height, st, at) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 1156, in render self.update(st, at) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 1143, in update child, redraw = self.function(st, at, *self.args, **self.kwargs) File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 1206, in condition_switch_show return condition_switch_pick(switch), None File "G:\Programs\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 1203, in condition_switch_pick raise Exception("Switch could not choose a displayable.") Exception: Switch could not choose a displayable.
Windows-7-6.1.7601-SP1 Ren'Py 6.99.8.959 Release 3.01
Other bug reports: Liquid Ongression Fuel re-locked itself after I purchased it for the first time (needed to buy it again). Noticed this after mission 17. Was available to purchase prior to mission 15.
Edit: another bug report when fighting the Legion. I've commented out the Legion Vanguard Cannon firing logic to get past this point as I don't have any units in the Legion's firing path anyway, but still a bug. Not sure where MHL is defined in the old game, couldn't find it in the ai.rpy file.
I'm sorry, but an uncaught exception occurred.
While running game code: File "game/script.rpy", line 3813, in script call call battlewarning_label from _call_battlewarning_label_3 File "game/script.rpy", line 3496, in script call call battlewarning_label from _call_battlewarning_label_1 File "game/MoA/MoA in LD.rpy", line 22551, in script $BM.battle() #continue the battle File "game/MoA/MoA in LD.rpy", line 22551, in <module> $BM.battle() #continue the battle File "game/classes.rpy", line 1260, in battle self.dispatch_handler(self.result)() File "game/classes.rpy", line 1170, in battle_end_turn self.end_player_turn() File "game/classes.rpy", line 1332, in end_player_turn self.enemy_AI() File "game/classes.rpy", line 1594, in enemy_AI ship.AI() File "game/MoA/MoA in LD.rpy", line 24736, in LegionAI for hex in MHL: NameError: global name 'MHL' is not defined
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/script.rpy", line 3813, in script call call battlewarning_label from _call_battlewarning_label_3 File "game/script.rpy", line 3496, in script call call battlewarning_label from _call_battlewarning_label_1 File "game/MoA/MoA in LD.rpy", line 22551, in script $BM.battle() #continue the battle File "G:\Programs\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 "G:\Programs\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 22551, in <module> $BM.battle() #continue the battle File "game/classes.rpy", line 1260, in battle self.dispatch_handler(self.result)() File "game/classes.rpy", line 1170, in battle_end_turn self.end_player_turn() File "game/classes.rpy", line 1332, in end_player_turn self.enemy_AI() File "game/classes.rpy", line 1594, in enemy_AI ship.AI() File "game/MoA/MoA in LD.rpy", line 24736, in LegionAI for hex in MHL: NameError: global name 'MHL' is not defined
Windows-7-6.1.7601-SP1 Ren'Py 6.99.8.959 Release 3.01
Edit: I finished the nebula mission in LD and now there's no place to go in the starmap nor any events on the ship...I think it's related to the bug where in MoA storyline I was teleported forward to LD missions.
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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.)
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Post by limith on Jul 4, 2016 12:51:22 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.
I don't actually have a MoA folder inside the MoA folder though. Only the root MoA folder exists under game. That was what was very confusing about the stacktrace because the folder in question doesn't exist. There's a few of these sound bugs littered throughout MoA (and even RE) but they are all ignorable and the sound bugs disappear after a while in MoA....maybe it's .rpyc not recompiling. Lemme try to find a save game from when it occurred. I think the LD missions appeared after a convo and I think potentially there is a jump statement that jumped to the LD script.rpy (maybe the same name for the label?), at least that's what would come to mind on how I ended up in LD from mid MoA. Edit: So the output from TYDARIA.missions where I was stuck in LD ship screen with no way to advance is: [['mission5_complete == False', 'Side: Battle of Tydaria', 'battleoftydaria']] I loaded an older save while I was in the mission (during the MoA arc, I don't have any saves earlier than this unfortunately) and it's the same. GameChoice in the earlier save during MoA arc is MoA as expected, and LD in the later save where I got stuck with no way to advance. The weird thing is mission4_complete = False, mission3_complete=True, yet only mission5 shows up in the star map when I console set it to not complete. If I console change mission3_complete=False then Versta shows up in the star map but Pacemus Nebula doesn't.
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Post by longsword01 on Jul 4, 2016 21:16:15 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:
I'm sorry, but an uncaught exception occurred.
While running game code: File "game/script.rpy", line 3799, in script $dshow("ava handonhip neutral neutral angry") File "game/script.rpy", line 3799, in <module> $dshow("ava handonhip neutral neutral angry") File "game/functions.rpy", line 1430, in dshow renpy.with_statement(t) Exception: Switch could not choose a displayable.
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/script.rpy", line 3799, in script $dshow("ava handonhip neutral neutral angry") File "E:\Games\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 "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\python.py", line 1461, in py_exec_bytecode exec bytecode in globals, locals File "game/script.rpy", line 3799, in <module> $dshow("ava handonhip neutral neutral angry") File "game/functions.rpy", line 1430, in dshow renpy.with_statement(t) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\exports.py", line 1356, in with_statement return renpy.game.interface.do_with(trans, paired, clear=clear) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 1989, in do_with clear=clear) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 2424, in interact repeat, rv = self.interact_core(preloads=preloads, **kwargs) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 2765, in interact_core self.draw_screen(root_widget, fullscreen_video, (not fullscreen_video) or video_frame_drawn) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 1849, in draw_screen renpy.config.screen_height, File "renpy/display/render.pyx", line 394, in renpy.display.render.render_screen (gen\renpy.display.render.c:6190) rv = render(root, width, height, 0, 0) File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 650, in render surf = render(child, width, height, cst, cat) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\transition.py", line 363, in render top = render(self.new_widget, width, height, st, at) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 650, in render surf = render(child, width, height, cst, cat) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 650, in render surf = render(child, width, height, cst, cat) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "renpy/display/accelerator.pyx", line 104, in renpy.display.accelerator.transform_render (gen\renpy.display.accelerator.c:1905) cr = render(child, widtho, heighto, st - self.child_st_base, at) File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 650, in render surf = render(child, width, height, cst, cat) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 282, in render surf = render(self.child, width, height, st, at) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 282, in render surf = render(self.child, width, height, st, at) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 1156, in render self.update(st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 1143, in update child, redraw = self.function(st, at, *self.args, **self.kwargs) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 1206, in condition_switch_show return condition_switch_pick(switch), None File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 1203, in condition_switch_pick raise Exception("Switch could not choose a displayable.") Exception: Switch could not choose a displayable.
Windows-8-6.2.9200 Ren'Py 6.99.8.959 Release 3.01
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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
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Post by limith on Jul 5, 2016 10:02:49 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 Sure. I can do that. Is the link from the first page still correct? Says 5-7-16 in the rar name....might as well increase the difficulty while I'm doing a new run.
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Post by longsword01 on Jul 5, 2016 16:40:10 GMT -8
Well so far it seems to have worked. I just finished the Tydaria mission without any problems. Thanks for the fix cheers mate!
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Post by longsword01 on Jul 5, 2016 16:54:38 GMT -8
Well I spoke too soon, I'm at the point where I have the two side missions of Slave Traders or the PACT Outpost but I don't have the option to start either of those missions. When I go to Tydaria the option for 'Side: Battle of Tydaria' is showing and when I clicked on that this wall of text showed up:
I'm sorry, but an uncaught exception occurred.
While running game code: File "game/script.rpy", line 3799, in script $dshow("ava handonhip neutral neutral angry") File "game/script.rpy", line 3799, in <module> $dshow("ava handonhip neutral neutral angry") File "game/functions.rpy", line 1430, in dshow renpy.with_statement(t) Exception: Switch could not choose a displayable.
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/script.rpy", line 3799, in script $dshow("ava handonhip neutral neutral angry") File "E:\Games\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 "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\python.py", line 1461, in py_exec_bytecode exec bytecode in globals, locals File "game/script.rpy", line 3799, in <module> $dshow("ava handonhip neutral neutral angry") File "game/functions.rpy", line 1430, in dshow renpy.with_statement(t) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\exports.py", line 1356, in with_statement return renpy.game.interface.do_with(trans, paired, clear=clear) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 1989, in do_with clear=clear) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 2424, in interact repeat, rv = self.interact_core(preloads=preloads, **kwargs) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 2765, in interact_core self.draw_screen(root_widget, fullscreen_video, (not fullscreen_video) or video_frame_drawn) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 1849, in draw_screen renpy.config.screen_height, File "renpy/display/render.pyx", line 394, in renpy.display.render.render_screen (gen\renpy.display.render.c:6190) rv = render(root, width, height, 0, 0) File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 650, in render surf = render(child, width, height, cst, cat) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\transition.py", line 363, in render top = render(self.new_widget, width, height, st, at) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 650, in render surf = render(child, width, height, cst, cat) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 650, in render surf = render(child, width, height, cst, cat) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "renpy/display/accelerator.pyx", line 104, in renpy.display.accelerator.transform_render (gen\renpy.display.accelerator.c:1905) cr = render(child, widtho, heighto, st - self.child_st_base, at) File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 650, in render surf = render(child, width, height, cst, cat) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 282, in render surf = render(self.child, width, height, st, at) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 282, in render surf = render(self.child, width, height, st, at) File "renpy/display/render.pyx", line 103, in renpy.display.render.render (gen\renpy.display.render.c:3104) cpdef render(d, object widtho, object heighto, double st, double at): File "renpy/display/render.pyx", line 185, in renpy.display.render.render (gen\renpy.display.render.c:2721) rv = d.render(widtho, heighto, st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 1156, in render self.update(st, at) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 1143, in update child, redraw = self.function(st, at, *self.args, **self.kwargs) File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 1206, in condition_switch_show return condition_switch_pick(switch), None File "E:\Games\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\layout.py", line 1203, in condition_switch_pick raise Exception("Switch could not choose a displayable.") Exception: Switch could not choose a displayable.
Windows-8-6.2.9200 Ren'Py 6.99.8.959 Release 3.01
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Post by longsword01 on Jul 5, 2016 16:57:33 GMT -8
Oh forgot to mention that I'm able to enter the shop with Sophia Brooks but not enter the Upgrade screen either via Chigara or button on the map since it doesn't appear.
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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...
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Post by longsword01 on Jul 6, 2016 15:25:26 GMT -8
Sure I'll check it out, either tonight or tomorrow (pretty tired atm). And both times I posted the error reports was on a fresh game.
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Post by longsword01 on Jul 7, 2016 18:10:20 GMT -8
From a loaded game: Tydaria.mission[0][0] returns: 'mission5_complete == False' and MetAsaga returns True
From a fresh game: Tydaria.missions[0][0] returns: "mission5_complete == False and GameChoice == 'LD'" and MetAsaga still the same. Also a new game is working proper I can now choose either the Slavers or the PACT Outpost sides. Though still can't access the upgrade screen while you are able to talk to Chigara would have to go through the store to access the upgrades screen. But you can access it from the ship map after you talk to Grey as per normal. Hope this helps you out mate, cheers!
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Post by longsword01 on Jul 7, 2016 20:52:16 GMT -8
Well I just noticed this, when I quit the game then reopen the game and load a save file the game gives you the mission 'Side: Battle for Tydaria'. I noticed this when I had to close the game due to RL and when I loaded my save game the map showed Tydaria in red while I had the map locations for the Nomodorn Corridor mission to find the Crown Jewel. I also did a new game saved at Main: Repair and Resupply, exited to the main menu reloaded the game no issues. I then quit out of LD and started the game back up and the map has the mission Side: Battle for Tydaria as opposed to Main: Repair and Resupply. Just a thought with me having the Captains Edition on steam would that have any effect in relation to the problems that are occuring with using this Mod / Port?
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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!
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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".
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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
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Post by longsword01 on Jul 11, 2016 5:30:07 GMT -8
Cool, I'll check this out after work thanks mate cheers!
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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?
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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.
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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).
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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
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Post by limith on Jul 16, 2016 21:11:47 GMT -8
Random question: can I just drag and drop new stuff on upgrading the version of the mod or should I start from clean? Afaik overriding should be good based on the fact all the code are in a few files.
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