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Post by bigfoot on Aug 29, 2016 11:13:17 GMT -8
skerbgsBug is fixed, thanks for the report! Return uses a different function to display sprites and the super awesome shorthand function was also checking the MoA file which threw its numbers out. The MoA mod is updated to now block that and [RE]turn should work fine. (Pst Sola is actually the traitor, she made fix it to throw you off the track) enkephalin07I don't know how out of balance it is, but that mission is tough. I just played it through again and it's doable on captain, I haven't had time to go through it in FA as well but will do so later. I would be interested in how hard other people found that mission and what could be done to even it out? I am considering adding a few repair drones from when the Sunrider is rearmed by Chigara and possibly reducing the cost of the order in the first part of the game.
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Post by enkephalin07 on Aug 30, 2016 19:45:18 GMT -8
Well, now it's no longer fresh in memory after playing through FA. You say it's doable in the port, but your perspective of difficulty is informed by the curve you've already been through, not the one someone beginning FA would face. But by playtesting just your port you're not even attempting to compare, and playtesting your own port isn't going to give you any more objective perspective anyway.
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Post by longsword01 on Sept 1, 2016 14:01:46 GMT -8
I'm not sure if this is a bug or not or even related to your mod Bigfoot but in LD I can't progress any further, I'm at the point where you set the course for Cera and Ava tells you of three side missions. They are: Attacking the PACT fleet at Tydaria, Investigating missing civilian ships near a nebula and another Union mission thats not an escort mission. I only get the attacking PACT at Tydaria mission on the map and when I completed that nothing else shows up so I can progress, no red boxes telling me a missions here or any new locations to go to and there are no characters to talk to on the Sunrider. I have the character side missions mods as well as the Ceran Corvette for LD mod added to the game if those make a difference. Also there is no error log. If you could or anyone help me out with this that would be great, cheers!
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Post by bigfoot on Sept 1, 2016 15:17:08 GMT -8
longsword01 could you post your save so I can check the planet states? Also are you useing the latest version? If you go on the ship map it should set it automatically
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Post by longsword01 on Sept 3, 2016 10:11:58 GMT -8
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Post by bigfoot on Sept 4, 2016 0:17:03 GMT -8
longsword01 Ok! the missions were working fine, but the Pacemus nebula wasen't showing because the visibility hadden't been toggled for some reason. if you download the mod again then go into the galaxy map and return to the ship map, it should auto-fix itself. Also Saveddiplomats is set to False?! You monster!
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Post by longsword01 on Sept 4, 2016 15:47:32 GMT -8
Thanks mate, cheers! And I figured that I was in the minority in making that choice ^_^;; One day I might actually try the other choice....one day....
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Post by limith on Sept 4, 2016 22:22:07 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. The tutorial missions basically teach you the wrong things. You can't win the tutorials without missiles on harder difficulties but in general you basically shouldn't use missiles unless you can get flak off on enemies. If anything the tutorial missions ought to be rebalanced to encourage the player NOT to use missiles. As for the strategy needed, yes the pirates mission is hard but it is doable. It is definitely harder than what I remembered it being. I think reading the AAR on the forums about how to win on spacewhale difficulty will help you because I learned many tricks from reading it. Oh, and you need to change your upgrades for that mission. If you don't change it from what you used for the missions before it's very hard. In general in sunrider I find I have to change my upgrade layout between every mission and it's kind of a 'prior knowledge required' game of what the enemy will/will not have.
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Post by enkephalin07 on Sept 5, 2016 10:22:05 GMT -8
I didn't start applying missiles to my strategy until Far Point, and even then I didn't expect them to be game-breaking death blossoms. So no, I hadn't relied on missiles that early in the game.
But you're still getting far from my point that the stage by stage difficulty of the port, and the behaviors and capabilities of the opponents, is a very poor fidelity reproduction. Instead of stabbing in the dark as to what I'm saying here, could you try playing the original FA and this port side by side, battle by battle, and give your impression of the comparison?
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Post by lazylegionspark on Oct 17, 2016 14:47:40 GMT -8
Hello, new to the forums but not the game. I have found out that this game has mods and have been trying to get this port to work so I can get the extra side missions mod so I can have a much larger game. I am unfortunately having many a problem. Errors everywhere I go. The only one I have halfway resolved is the port. So much stuff is missing from the download that I had to port stuff over from the Sunrider Mask of Arcadius folder to Liberation Day folder to just get to the first battle.
Could I have some assistance with this and the other problems I have been having?
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Post by bigfoot on Oct 18, 2016 1:51:04 GMT -8
Sure, no problem The first thing, is the mod doesn't include the images, because they are absolutely massive and would take forever to upload/download and its easy enough to download MoA through steam and just copy the images across (and I feel LiS should get some recognition from people downloading MoA). - Download MoA through steam or the website, the MoA port rar and the Sidemission mod rar
- Extract the MoA folder into "Sunrider Liberation Day\game"
- Copy the image folders listed in the first post from "Mask of Arcadius\game" into "Sunrider Liberation Day\game\MoA", its on the main page but here is the list again:
- [Background, Battle Ui, Censored, cg, Character, gameplay, Map, Menu, Music, sound, space, Transitions]
Now MoA is installed, you can run LD-MoA and if you get any problems let me know and I will try to help
To install Saibotlieh's mods:
- Open the Rar file and drop the Mod folder into the "Sunrider Liberation Day\game" folder
If you have any problems, then let me know and if you could post the traceback report that should open if the game crashes, then that would be very helpful
It might be useful if they have been installed wrong, to delete the MoA and Mod folder in the Lday install so they don't cause conflicts.
Let me know how it goes!
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Post by lazylegionspark on Oct 19, 2016 9:24:16 GMT -8
Thank you a bunch for you help. A lot of the problems I was having where fixed. The main thing problem was that I got confused between the forum post instructions and I was in affect doing outdated modding(Mask of Arcadius). It seemed most of the problems where because of the mod framework file which was unnecessary. In short I was putting things in the wrong places. The mod is working quite well, so much so that I kinda of marathoned it and finished First Arrival and am into Mask of Arcadius a fair bit. The port made the early game for me and the Kiddy Transport mission so frickin hard that I had to drop to ensign difficulty at certain points. There are a few bugs but barely any have had me stop my game. I can get past most by ignoring(Missing Transport beep for side missions mod.) or by reloading the game script cutscenes. Some of those bugs might be because of me playing the game too long or clicking some parts too fast. I know that is the case for sure when Asaga keeps going on and on about how awesome she is when the last enemy is defeated. Again thanks a bunch. Sure, no problem The first thing, is the mod doesn't include the images, because they are absolutely massive and would take forever to upload/download and its easy enough to download MoA through steam and just copy the images across (and I feel LiS should get some recognition from people downloading MoA). - Download MoA through steam or the website, the MoA port rar and the Sidemission mod rar
- Extract the MoA folder into "Sunrider Liberation Day\game"
- Copy the image folders listed in the first post from "Mask of Arcadius\game" into "Sunrider Liberation Day\game\MoA", its on the main page but here is the list again:
- [Background, Battle Ui, Censored, cg, Character, gameplay, Map, Menu, Music, sound, space, Transitions]
Now MoA is installed, you can run LD-MoA and if you get any problems let me know and I will try to help
To install Saibotlieh's mods:
- Open the Rar file and drop the Mod folder into the "Sunrider Liberation Day\game" folder
If you have any problems, then let me know and if you could post the traceback report that should open if the game crashes, then that would be very helpful
It might be useful if they have been installed wrong, to delete the MoA and Mod folder in the Lday install so they don't cause conflicts.
Let me know how it goes!
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Post by bionerd on Jan 13, 2017 3:14:08 GMT -8
Recently tried out this mod and so far it seem great! ...except for one crippling bug... the option to conduct research never showed up - no button for it anywhere and no option in dialogue (although from the sounds of it the second one of these is intentional).
Operating system: windows 7 Downloaded mod within the past two days and sunrider should be up to date as of the time I posted this. Let me know if there is any other information that could prove helpful. The game plays very differently when money for upgrades, escorts, torpedoes doesn't come at the cost of worse long term performance and its been fun messing with that a bit.
Edit: Nvm, my memory of when one first gets access to research was just off a bit. My apologies. That said I now have an actual bug now but will make a new post for it.
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Post by bigfoot on Jan 13, 2017 10:37:38 GMT -8
Hrmm It should have appeared either after talking to Chigara about icari or after the Agamemnon mission, in the base game Chigara did let you launch it but had no end of trouble with that... probably sabotage /shiftyface As a hot-fix in notepad enter: init 2 python: config.developer = True
then save it as an any type file by save as and rename it to whateveryouwant.rpy in the sunrider/game folder, that will enable the dev console Load up the save and press shift + O In the dev console enter: res_event = "allocatefunds" res_location = "lab and then exit to close the console That should manually set the research button to the labs in the Sunrider. If it dosen't for some reason then let me know. Could you also tell me if you were a heartless monster or softhearted and self sacrificial and if you spoke to Chigara about research? There is an outside chance the research button is skipped for some reason if you choose one branch. I'm really glad your enjoying it and (hopefully) not finding the difficulty too painful I saw your post on hyperspace, is that sorted now? I'm not sure which post was first. If not I'll have a look at it. I think that problem happened before and was fixed but if its happening again I will see what I can do.
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Post by soulcorruptor on Jan 13, 2017 11:07:01 GMT -8
So to use the mods do I want that link on the first page to get more missions, or is there another link I want to use?
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Post by bigfoot on Jan 13, 2017 14:02:01 GMT -8
So to use the mods do I want that link on the first page to get more missions, or is there another link I want to use? The MoA link on the first post is the MoA rar and the Sidemissions are in Saibotliehs thread, they need the MoA mod because they are ports of his MoA missions The first thing, is the mod doesn't include the images, because they are absolutely massive and would take forever to upload/download and its easy enough to download MoA through steam and just copy the images across (and I feel LiS should get some recognition from people downloading MoA). - Download MoA through steam or the website, the MoA port rar and the Sidemission mod rar
- Extract the MoA folder into "Sunrider Liberation Day\game"
- Copy the image folders listed in the first post from "Mask of Arcadius\game" into "Sunrider Liberation Day\game\MoA", its on the main page but here is the list again:
- [Background, Battle Ui, Censored, cg, Character, gameplay, Map, Menu, Music, sound, space, Transitions]
Now MoA is installed, you can run LD, test MoA in LD and if you get any problems let me know and I will try to help
To install Saibotlieh's mods (they need MoA in LD as they are MoA ports):
- Open the Rar file and drop the Mod folder into the "Sunrider Liberation Day\game" folder
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Post by bionerd on Jan 17, 2017 23:44:33 GMT -8
A few bugs: Sometimes the game fails to start and the following traceback log is generated: ' I'm sorry, but an uncaught exception occurred. While running game code: File "game/MoA/Character Sprites.rpy", line 510, in script image ava hs handonhip angry: Exception: Possible infinite loop. -- Full Traceback ------------------------------------------------------------ Full traceback: File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\bootstrap.py", line 281, in bootstrap renpy.main.main() File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\main.py", line 401, in main game.context().run(node) File "game/MoA/Character Sprites.rpy", line 510, in script image ava hs handonhip angry: File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\execution.py", line 52, in check_infinite_loop raise Exception("Possible infinite loop.") Exception: Possible infinite loop. Windows-7-6.1.7601-SP1 Ren'Py 6.99.8.959 Release 3.01 ' Bug potentially from this mod but likely from another one dependent upon this instead: Preface: This may be from this mod or from another mod which requires this one and adds extra character side missions (link follows): innomenpro.com/forums/index.php?topic=1307.0 Upon a little more testing its seeming more and more likely that its actually the other mod, since the error only started after finishing some of the extra missions that were added. Including a mission that didn't have the sunrider (and I think possibly after that one in particular). Issue: The full forward command isn't affecting the paladin. To be more specific the paladin receives the buff (as in it appears on their list of buffs) but does not have any indicated change to its accuracy or damage (including when damage is dealt to targets, it matches expected damage for no buffs - tested with kinetic to avoid possibility of only some shots hitting). When (in terms of missions cleared): After shore leave but before completing any other original (as in not from a mod) mission in MoA.
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Post by bigfoot on Jan 18, 2017 15:21:53 GMT -8
A few bugs: Sometimes the game fails to start and the following traceback log is generated: ' I'm sorry, but an uncaught exception occurred. While running game code: File "game/MoA/Character Sprites.rpy", line 510, in script image ava hs handonhip angry: Exception: Possible infinite loop. -- Full Traceback ------------------------------------------------------------ Full traceback: File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\bootstrap.py", line 281, in bootstrap renpy.main.main() File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\main.py", line 401, in main game.context().run(node) File "game/MoA/Character Sprites.rpy", line 510, in script image ava hs handonhip angry: File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\execution.py", line 52, in check_infinite_loop raise Exception("Possible infinite loop.") Exception: Possible infinite loop. Windows-7-6.1.7601-SP1 Ren'Py 6.99.8.959 Release 3.01 ' Bug potentially from this mod but likely from another one dependent upon this instead: Preface: This may be from this mod or from another mod which requires this one and adds extra character side missions (link follows): innomenpro.com/forums/index.php?topic=1307.0 Upon a little more testing its seeming more and more likely that its actually the other mod, since the error only started after finishing some of the extra missions that were added. Including a mission that didn't have the sunrider (and I think possibly after that one in particular). Issue: The full forward command isn't affecting the paladin. To be more specific the paladin receives the buff (as in it appears on their list of buffs) but does not have any indicated change to its accuracy or damage (including when damage is dealt to targets, it matches expected damage for no buffs - tested with kinetic to avoid possibility of only some shots hitting). When (in terms of missions cleared): After shore leave but before completing any other original (as in not from a mod) mission in MoA. About the sprite/inf loop, I don't have any idea why that's happening, is it constant or occasional? I just checked the image definition file and its no different than any other image definitions. About the Paladin bug, it should apply to any ships in player_ships so as long as you can actually control/move a ship, it should apply. Could you send me a save where the bug has happened?
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Post by neppi on Sept 2, 2017 14:37:08 GMT -8
I found a little bug: image claude nurse fingeronlip kittysmile: "MoA/Character/Claude/claude_nurse_fingeronlip_kittysmile.png" yanchor 0.51 ypos 1.0 xanchor 0.5 zoom 0.6255 subpixel True image claude nurse fingeronlip kittysmile: "MoA/Character/Claude/claude_nurse_altneutral_bod.png" yanchor 0.51 ypos 1.0 xanchor 0.5 zoom 0.6255 subpixel True (Line 2815 - 2826 in Character Sprites.rpy) This causes Claude to look... strange in some situations: Creepy Claude Edit: Ah and another bug. As soon as I shield down/flak down the Legion it says "effect is half effective bla bla bla" but the Legion still get its shield/flak down by 100%.
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Post by bigfoot on Sept 8, 2017 16:18:51 GMT -8
All bugs fixed (hopefully)
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kalwinters
Marine
You don't know the power of intersecting faces...
Posts: 26
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Post by kalwinters on Oct 14, 2017 12:23:32 GMT -8
You should look up MoA/MoA/sound/battle.wav in your code. I found a couple of these that caused a crash, easy enough to fix. At least for me, the extra MoA folder was unnecessary.
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Post by bigfoot on Oct 14, 2017 15:22:04 GMT -8
Hmm, there shouldn't be two MoA folders there, will have a look in a few days. For now it should be deleted or it will conflict with itself!
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kalwinters
Marine
You don't know the power of intersecting faces...
Posts: 26
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Post by kalwinters on Oct 26, 2017 11:25:27 GMT -8
I finally played through the whole mod, and I love it. Sunrider felt fresh again and I had a Blast on Captain difficulty. Ava has a sore throat now from screaming "CORE IMPLOSION IMMINENT!," but that's beside the point. A problem I ran into however was that Ren'py kept running out of memory. I searched for ways to increase the memory available, but every person who talked about it, instead of giving ways to increase memory, simply said that if the Ren'py engine ran out of memory, then you're images are sized incorrectly. That could be the problem, or it could not be, idk. Ultimately I ended up trying to use Large Address Aware, but that didn't make any difference. Is Sunrider: Lib a 32-bit app or a 64-bit app, because that could affect whether or not L.A.W. works or not.
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Post by bigfoot on Oct 26, 2017 13:12:17 GMT -8
Glad you had fun! The memory problem seems to crop up with some people and not with others, the images and image configs are all from Sunrider so they should be ok. I've updated the mod to release memory every time you hit the galaxy map, hopefully that will help! I don't know if LD is 32 or 64 unfortunately. Did it happen mostly with battles? Or scenes with lots of backgrounds?
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kalwinters
Marine
You don't know the power of intersecting faces...
Posts: 26
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Post by kalwinters on Oct 26, 2017 23:13:55 GMT -8
Most of the time the memory crash happened either right after or right before you place your units for a battle, often when it tries to bring up dialogue or the text for your objective. Which makes sense, that's when the game has the most things going on at once.
Also, I can't believe I forgot to say this before, but thanks for taking the time to make this mod and for helping with any issues. emoticon_claude2_small
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Post by bureauordibureau on Nov 20, 2017 3:40:51 GMT -8
Thanks for the mod. However, I hope Love in Space makes a compil when the fourth game is released.
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Post by neppi on Mar 7, 2018 6:47:01 GMT -8
Don't know if this is intended but after Reset_on_LD the Sunrider loses his 'Sunrider Shield Upgrade'. It's not readded like the rocket upgrade or the repair upgrade of the Liberty. Was caused by a mistake in my Jaguar Mod. Forget this.Maybe you could add an eval of a certain list in reset_LD() where modders like me and saibotlieh can add functions which are called when resetting to LD. The problem is, the upgrades which can be bought in saibotlieh's mod and in my mod before the reset are lost as well. Maybe adding something like this?: def reset_LD(): ... if reset_LD_actions != []: for item in reset_LD_actions: if eval(item[0]): item[1]()
init -1 python: reset_LD_actions == []
saibotlieh would then have the following code in any of his .rpy's: init 50 python:
def saibotlieh_rewards_and_items(): if HasSL_SM_SolaMission_StoreItem: seraphim.move_cost -= 10 if SL_SM_ChigaraMission_Complete: liberty.max_en += 10 if SL_SM_IcariMission_StoreItem_Attached: phoenix.max_en -= 10
reset_LD_actions.append(("True",saibotlieh_rewards_and_items)) One more thing: The music in the very first fight is wrong. I think "The_Final_Battle.ogg" is a bit too epic for the first warm up fight Also the enemy turn music is turned off. In the second fight the enemy turn music is turned off as well. Correct would be: Fight 1: $ PlayerTurnMusic = "MoA/music/Titan.ogg" $ EnemyTurnMusic = "MoA/music/Dusty_Universe.ogg" Fight 2: $ PlayerTurnMusic = None $ EnemyTurnMusic = "MoA/music/Sui_Generis.ogg"
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Post by bigfoot on Mar 8, 2018 0:52:30 GMT -8
Would you be able to knock this up for me? Then I can just upload it through Gdrive, there's been a few family things I'm having to deal with and frustratingly I just don't have the time or energy ATM to do anything on SR
I would recommend doing it through the chat_label list and the list that triggers on the start of turns (look at the spoilers for the tweakpack, the syntax is in there) which should give pretty comprehensive coverage of the game. You could be extremely thorough and put it in on the upgrade/store section as well. If you don't have time or cant get it working, I'll try and get round to it on Tuesday.
If things like that arn't sticking, have a look at the gravity gun, I know at least in MoA it had a field that let you update values after loading and because weapons were largely just copied straight from MoA into LD it might still be on there.
You could also look at the after_load label but I think that only works on game startup and you could do if BM hasattr(store,"x"): on an init step, but some things wont work with that.
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Post by hakazu on Mar 8, 2018 10:55:09 GMT -8
I got this while running the intro of arrival:
I'm sorry, but an uncaught exception occurred.
While loading <'Image' 'MoA/Character/Ava/ava_uniform_alt_neutral_neutral.png'>: File "game/MoA/MoA in LD.rpy", line 574, in script ava "We've been working for the past two weeks testing her systems. She's prepped to go on your word, sir." IOError: Couldn't find file 'MoA/Character/Ava/ava_uniform_alt_neutral_neutral.png'.
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/MoA/MoA in LD.rpy", line 574, in script ava "We've been working for the past two weeks testing her systems. She's prepped to go on your word, sir." File "C:\Program Files\Steam\steamapps\common\Sunrider Liberation Day\renpy\ast.py", line 603, in execute renpy.exports.say(who, what, interact=self.interact) File "C:\Program Files\Steam\steamapps\common\Sunrider Liberation Day\renpy\exports.py", line 1121, in say who(what, interact=interact) File "C:\Program Files\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 "C:\Program Files\Steam\steamapps\common\Sunrider Liberation Day\renpy\character.py", line 690, in do_display **display_args) File "C:\Program Files\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 "C:\Program Files\Steam\steamapps\common\Sunrider Liberation Day\renpy\ui.py", line 277, in interact rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs) File "C:\Program Files\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\core.py", line 2424, in interact repeat, rv = self.interact_core(preloads=preloads, **kwargs) File "C:\Program Files\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 "C:\Program Files\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 "C:\Program Files\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 "C:\Program Files\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 "C:\Program Files\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 "C:\Program Files\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\image.py", line 261, in render return wrap_render(self.target, width, height, st, at) File "C:\Program Files\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 "C:\Program Files\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\im.py", line 478, in render im = cache.get(self) File "C:\Program Files\Steam\steamapps\common\Sunrider Liberation Day\renpy\display\im.py", line 200, in get surf = image.load() File "C:\Program Files\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 "C:\Program Files\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/Character/Ava/ava_uniform_alt_neutral_neutral.png'.
Windows-8-6.2.9200 Ren'Py 6.99.8.959 Release 3.01
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Post by neppi on Mar 8, 2018 11:03:26 GMT -8
I got this while running the intro of arrival: Did you copy the folders from the first Sunrider?
bigfoot: I'll comeback to that tomorrow I've been a bit busy today.
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