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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
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Post by saibotlieh on Jul 17, 2016 12:45:06 GMT -8
Okay, got through the whole of MoA now and LD start fine at the end. However, I had some problems shortly before the end.
First one was that somehow the 'wishall' variable was neither 'True' nor 'False' for me. This resulted in having no new 'menu_choices' for the last menu (the one for sending Ava to get the Vanguard cannon online or not), and it displayed the last 'menu_choices' I went though instead (from one of my side mission). Don't know if it is just a problem on my side, but I skipped the wishall mission, so maybe the variable gets not set at all if that mission is ignored.
Second one is that a number of images cannot be found. First cause is that in your 'graphic inits' file, from line 3000 to 3017, the image paths are missing the 'MoA/'. However, even than there is another problem, which is that many of these late game images are also defined in the LD 'graphic inits' without leading to actual image files. In the end I had to rename the images from line 2 to 11, line 34 to 37 and line 3000 to 3017.
I also had a smaller problem with your ModFramework_LD, since the labels 'setGMBG', 'Dynamic_mission' and 'Dynamic_Back' are already defined.
Otherwise everything seem to work fine and my missions seem to be working fine. I should be able to upload them soon.
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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!
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Post by saibotlieh on Jul 18, 2016 10:27:52 GMT -8
Hmmm, so I tried running your mod without the modframework file (fresh installment of the game) and trigger an error halfway into the intro:
I'm sorry, but an uncaught exception occurred.
While running game code: File "game/MoA/MoA in LD.rpy", line 484, in script $BM.factions['Merc'] = [['PACT','Player'],['Merc']] File "game/MoA/MoA in LD.rpy", line 484, in <module> $BM.factions['Merc'] = [['PACT','Player'],['Merc']] AttributeError: 'Battle' object has no attribute 'factions'
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/MoA/MoA in LD.rpy", line 484, in script $BM.factions['Merc'] = [['PACT','Player'],['Merc']] File "C:\spiele\steam\steamapps\common\Sunrider Liberation Day\renpy\ast.py", line 805, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "C:\spiele\steam\steamapps\common\Sunrider Liberation Day\renpy\python.py", line 1461, in py_exec_bytecode exec bytecode in globals, locals File "game/MoA/MoA in LD.rpy", line 484, in <module> $BM.factions['Merc'] = [['PACT','Player'],['Merc']] AttributeError: 'Battle' object has no attribute 'factions'
Windows-7-6.1.7601-SP1 Ren'Py 6.99.8.959 Release 3.01
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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!
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Post by saibotlieh on Jul 25, 2016 10:21:44 GMT -8
Okay, thanks for that, everything seems to be working fine for me. I have now uploaded the missions. Their content is mainly unchanged, but I added descriptions to all planets and they will stay on the map even when the mission is completed.
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Post by skerbgs on Jul 26, 2016 2:37:46 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?
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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?
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Post by skerbgs on Jul 26, 2016 4:35:46 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...
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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.
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Post by skerbgs on Jul 27, 2016 1:40:14 GMT -8
Ran into another error.
I'm sorry, but an uncaught exception occurred.
While loading <'Image' 'CG/finalstand1.jpg'>: File "game/MoA/MoA in LD.rpy", line 22929, in script scene cg_finalstand1 with dissolve IOError: Couldn't find file 'CG/finalstand1.jpg'.
Pops up everytime that scene is called for, but the file seems to be in the right place. I cop the same with finalstand2-4, legionfallback (line 22985), and legionfall_end (22992). As you can imagine, it made that mission very anticlimactic! I've actually seen a few instances where it failed to pull up the scene, I might speed back through on VN mode to see if I can find them too.
EDIT:
Protecting the ship full of kids:
While running game code:
File "game/MoA/MoA in LD.rpy", line 5230, 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/sound/battle.wav'.
When clicking on Claude's ship:
While running game code:
File "game/MoA/MoA in LD.rpy", line 7693, in script
$BM.battle() #continue the battle
File "game/MoA/MoA in LD.rpy", line 7693, in <module>
$BM.battle() #continue the battle
File "game/classes.rpy", line 1229, in battle
self.result = ui.interact()
IOError: Couldn't find file 'MoA/Agamemnon/beep1.ogg'.
Command decision to rescuse Asaga:
While running game code:
File "game/MoA/MoA in LD.rpy", line 10714, in script
"Shields grabbed the handbook from Ava's hands, shredded it to pieces, and scattered it to the winds."
IOError: Couldn't find file 'sound/swordhit.ogg'.
Also the opening sequence of FA doesn't have Cera in the background, just a black screen. No error message though.
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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!
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Post by skerbgs on Jul 28, 2016 0:19:21 GMT -8
The opening with Cera in the background works now, but all the legion scenes still failed to load. I don't know about the rest since I don't have save files near those errors.
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Post by bigfoot on Jul 28, 2016 3:31:33 GMT -8
/facepalm ok right file has been uploaded
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Post by skerbgs on Jul 28, 2016 5:30:39 GMT -8
yeah... Legion scenes still not playing The full error is below. Looking at the code myself, from what little I understand of Ren'Py, this should work and I don't know why it isn't. I'm sorry, but an uncaught exception occurred.
While loading <'Image' 'CG/finalstand1.jpg'>: File "game/MoA/MoA in LD.rpy", line 22933, in script scene cg_finalstand1 with dissolve IOError: Couldn't find file 'CG/finalstand1.jpg'.
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/MoA/MoA in LD.rpy", line 22933, in script scene cg_finalstand1 with dissolve File "D:\Steam\steamapps\common\Sunrider Liberation Day\renpy\ast.py", line 1265, in execute renpy.exports.with_statement(trans, paired) File "D:\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 "D:\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 1989, in do_with clear=clear) File "D:\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 2424, in interact repeat, rv = self.interact_core(preloads=preloads, **kwargs) File "D:\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 "D:\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 "D:\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 "D:\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 "D:\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 "D:\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 "D:\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\image.py", line 261, in render return wrap_render(self.target, width, height, st, at) File "D:\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\image.py", line 124, in wrap_render rend = render(child, w, h, 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 "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 "D:\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\im.py", line 478, in render im = cache.get(self) File "D:\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\im.py", line 200, in get surf = image.load() File "D:\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\im.py", line 529, in load surf = renpy.display.pgrender.load_image(renpy.loader.load(self.filename), self.filename) File "D:\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 'CG/finalstand1.jpg'.
Windows-8-6.2.9200 Ren'Py 6.99.8.959 Release 3.01
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Post by saibotlieh on Jul 29, 2016 13:46:05 GMT -8
I think there might be a conflict with the LD "graphic inits" file, since these images are defined there as well.
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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.
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Post by skerbgs on Jul 29, 2016 20:29:36 GMT -8
Yep, that works now. I knew enough that the main file (MoA in LD) was calling for the right scene but I have no clue what the rest of the files in the game are for!
EDIT: Ok, on a slightly related note... Now that the Legion scene is working and I'm ready to start LD for the first time, should I carry forward my upgrades and let them be reset? i.e. will the challenge be thrown off for my first play-through of LD if the upgrades aren't reset?
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Post by bigfoot on Jul 30, 2016 9:00:38 GMT -8
Yep, that works now. I knew enough that the main file (MoA in LD) was calling for the right scene but I have no clue what the rest of the files in the game are for! EDIT: Ok, on a slightly related note... Now that the Legion scene is working and I'm ready to start LD for the first time, should I carry forward my upgrades and let them be reset? i.e. will the challenge be thrown off for my first play-through of LD if the upgrades aren't reset? Awsome Power-ways you will almost certainly be stronger... but I dont know how much more given how research scales. It might be your a lot stronger at the start, but only slightly stronger when you reach the endgame.
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Post by skerbgs on Jul 31, 2016 4:44:26 GMT -8
I've run into an issue in the LD section that I don't have with the MoA in LD mod installed. After the battle in the Ion storm, you're supposed to be given the option of two missions, one at Tydaria and another one to do with missing civilians (EDIT: Pacemus Nebula). I only have the mission at Tydaria avaliable, and after I finish it there are no missions avaliable which means I can't progress. I reloaded an earlier save (before the Ion storm mission) and tried again, no luck. I uninstalled the mod and played through from the start (it wouldn't let me load an MoA in LD save)and both missions were available. Is there any chance that MoA in LD is responsible? Is this a known issue in LD of certain missions not appearing?
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Post by bigfoot on Jul 31, 2016 6:44:44 GMT -8
Will look into it tomorow when I get back, someone else had an error like that but I have never been able to replicate it and thought it had been fixed.
in the mean time, could you open the console and enter PACEMUS_NEBULA.missions, that will give us a readout of the missions attached to the planet and see if something has been set wrong
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Post by skerbgs on Jul 31, 2016 23:26:22 GMT -8
console readout: [['mission4_complete == False', Side: Investigate nebula','pacemusnebulla']] In case it helps; link to save file: 1drv.ms/u/s!AtAc4HXMeYDLhItA8s9EwnUalG-kyQ
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Post by bigfoot on Aug 1, 2016 4:56:11 GMT -8
Alright that save cleared a lot up! The Pacemus Nebula wasen't showing at all, I forgot its visibility is triggered off-screen by the LD initial setup and was expecting it to be explicitly set up when the mission was available. Thats been fixed and uploaded but it isen't retroactive so to fix it for that save you need to do...
warpto_pacemus = True in the console.
The versta mission isen't showing because somehow mission5_complete has been set to True, I cant find any code that would set it but I am wondering if you did that mission on the save when it was glitching before?
Either way you can fix it by doing:
mission5_complete = False again in the console but I dont know the root cause of it.
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Post by skerbgs on Aug 6, 2016 0:24:01 GMT -8
Okay, I made it through to the end and no further issues came up. Playing through all three parts from the start, and without resetting the upgrades, didn't seem too unbalanced. You do end up with a few massive Alliance ships following you after the end of MoA, but they tend to die after a few missions and can't be replaced so that's okay. Frankly, apart from a few instances where every single ship and ryder fired on the Sunrider in one turn, this modded version is WAY more balanced than the original game (at least as far as MoA is concerned; I haven't played LD in isolation).
Anyway, thanks bigfoot. Your mod was awesome, and I can't imagine playing Sunrider again without it!
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Post by bigfoot on Aug 6, 2016 9:40:22 GMT -8
Anyway, thanks bigfoot. Your mod was awesome, and I can't imagine playing Sunrider again without it! Thanks for the kind remarks, makes the hours of whack-a-bug worth it
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Post by longsword01 on Aug 16, 2016 21:34:16 GMT -8
Man sorry for disappearing for awhile I meant to update of any other errors that might've popped up, but life and work happened and I forgot about this till now when I get a chance I'll try out the now updated version. And nice job Bigfoot for all the work you've put into this mod so that we could enjoy Sunrider all in one game, cheers!
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Post by skerbgs on Aug 26, 2016 4:48:00 GMT -8
So.... I just started playing [Re]turn with MoA in LD still installed and I ran into a few bugs. I know having the mod installed adds nothing to [Re]turn and it is as simply as moving the MoA folder out of the LD folder to fix, but I though it was worth mentioning none the less (particularly when the bug is this strange!). In the opening sequence of [Re]turn, Alice gets replaced with the Sola sprite! E.G., 1drv.ms/i/s!AtAc4HXMeYDLhLMm80A0iIlP1K8ENQ There are also several instances during that scene as well as scenes during Sola's arc where you get errors like this:
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/REturn.rpy", line 120, in script
$dshow(81601,ypos=1650)
File "game/REturn.rpy", line 120, in <module>
$dshow(81601,ypos=1650)
File "game/functions.rpy", line 1428, in dshow
d = store.sprites[input_string]
KeyError: 'out of range'
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/REturn.rpy", line 120, in script
$dshow(81601,ypos=1650)
File "D:\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 "D:\Steam\steamapps\common\Sunrider Liberation Day\renpy\python.py", line 1461, in py_exec_bytecode
exec bytecode in globals, locals
File "game/REturn.rpy", line 120, in <module>
$dshow(81601,ypos=1650)
File "game/functions.rpy", line 1428, in dshow
d = store.sprites[input_string]
KeyError: 'out of range'
Windows-8-6.2.9200
Ren'Py 6.99.8.959
Release 3.01
Of all the bugs I've seen... this is definitely the weirdest... and given this was the first time I played through [Re]turn, I was really bloody confused when Sola was standing around talking to Alice. I was sitting there scratching my head until the first uncaught exception when I realised that something was bugged and I figured the wrong sprites were being called up!
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Post by enkephalin07 on Aug 27, 2016 12:00:30 GMT -8
What kind of character did you use to playtest this? Because Captain difficulty plays nothing like the original, though it performs a hell of a lot better. Adding compensatory goodies isn't quite making it 'Challenging but fair'. Every ship down to the mooks appear to have identical accuracy and power, and hit perfectly from across the map.
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Post by bigfoot on Aug 27, 2016 16:22:55 GMT -8
So.... I just started playing [Re]turn with MoA in LD still installed and I ran into a few bugs. I know having the mod installed adds nothing to [Re]turn and it is as simply as moving the MoA folder out of the LD folder to fix, but I though it was worth mentioning none the less (particularly when the bug is this strange!). In the opening sequence of [Re]turn, Alice gets replaced with the Sola sprite! E.G., 1drv.ms/i/s!AtAc4HXMeYDLhLMm80A0iIlP1K8ENQ There are also several instances during that scene as well as scenes during Sola's arc where you get errors like this: Of all the bugs I've seen... this is definitely the weirdest... and given this was the first time I played through [Re]turn, I was really bloody confused when Sola was standing around talking to Alice. I was sitting there scratching my head until the first uncaught exception when I realised that something was bugged and I figured the wrong sprites were being called up! That is really strange, none of the functions are affected and it should have affected standard gameplay if it is affecting return. Will look at it Sunday night and see if I can replicate it. enkephalin07Do you mean in FA or in MoA? The stats are identical to the ones used, I had trouble at the start because libday stats were being used so I made MoA versions of the enemy ships. Mid FA is considered harder, particularly around the Icari part than MoA, the only difference is you generally struggle to buy store upgrades (although I found research upgrades came faster). The other thing, is when did you play the last version of MoA? It received an update a few months before LD that made the AI use rockets properly and that did make it much harder than the previous version where they were hobbled by a bug in the AI. The largest difference is in LD when you repair, you don't restore the reduced armor whilst in MoA you do.
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Post by enkephalin07 on Aug 28, 2016 6:51:16 GMT -8
I mean FA; I just started that from the beginning with the original app, so the experience was(is) fresh in my memory while playing the port version. The 1st battle was easier due to the 2 extra missiles, but the difficulty climbs so quickly that the pirate's nest mission becomes futile after reinforcements are called, and taking the base before that isn't even a reasonable objective.
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