- Sep 30, 2018
- 3,402
- 8,856
The mod isn't updated yet. So you might want to wait.I'm getting the following crash error when I click "Sleep with Ain".
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/scripts/home.rpy", line 64, in script call
call screen nav_menu
File "game/scripts/radio.rpy", line 31, in script call
call screen bunker_radio
File "game/scripts/radio.rpy", line 31, in script call
call screen bunker_radio
File "game/scripts/radio.rpy", line 31, in script call
call screen bunker_radio
File "game/scripts/bunker_overview.rpy", line 10, in script call
call screen bunker_overview
File "game/scripts/home.rpy", line 64, in script call
call screen nav_menu
File "game/scripts/home.rpy", line 64, in script
call screen nav_menu
ScriptError: could not find label 'sleep_ain'.
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "renpy/bootstrap.py", line 331, in bootstrap
renpy.main.main()
File "renpy/main.py", line 662, in main
run(restart)
File "renpy/main.py", line 148, in run
renpy.execution.run_context(True)
File "renpy/execution.py", line 922, in run_context
context.run()
File "game/scripts/home.rpy", line 64, in script call
call screen nav_menu
File "game/scripts/radio.rpy", line 31, in script call
call screen bunker_radio
File "game/scripts/radio.rpy", line 31, in script call
call screen bunker_radio
File "game/scripts/radio.rpy", line 31, in script call
call screen bunker_radio
File "game/scripts/bunker_overview.rpy", line 10, in script call
call screen bunker_overview
File "game/scripts/home.rpy", line 64, in script call
call screen nav_menu
File "game/scripts/home.rpy", line 64, in script
call screen nav_menu
File "renpy/script.py", line 918, in lookup
raise ScriptError("could not find label '%s'." % str(original))
ScriptError: could not find label 'sleep_ain'.
Desert Stalker 0.10a
Sat Jul 30 16:26:12 2022
well you are plaing a game version 0.10 and the mod is curently only for 0.9, i will let you try to put 2 and 2 togheter to see what you might be capable of coming up withI'm getting the following crash error when I click "Sleep with Ain".
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/scripts/home.rpy", line 64, in script call
call screen nav_menu
File "game/scripts/radio.rpy", line 31, in script call
call screen bunker_radio
File "game/scripts/radio.rpy", line 31, in script call
call screen bunker_radio
File "game/scripts/radio.rpy", line 31, in script call
call screen bunker_radio
File "game/scripts/bunker_overview.rpy", line 10, in script call
call screen bunker_overview
File "game/scripts/home.rpy", line 64, in script call
call screen nav_menu
File "game/scripts/home.rpy", line 64, in script
call screen nav_menu
ScriptError: could not find label 'sleep_ain'.
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "renpy/bootstrap.py", line 331, in bootstrap
renpy.main.main()
File "renpy/main.py", line 662, in main
run(restart)
File "renpy/main.py", line 148, in run
renpy.execution.run_context(True)
File "renpy/execution.py", line 922, in run_context
context.run()
File "game/scripts/home.rpy", line 64, in script call
call screen nav_menu
File "game/scripts/radio.rpy", line 31, in script call
call screen bunker_radio
File "game/scripts/radio.rpy", line 31, in script call
call screen bunker_radio
File "game/scripts/radio.rpy", line 31, in script call
call screen bunker_radio
File "game/scripts/bunker_overview.rpy", line 10, in script call
call screen bunker_overview
File "game/scripts/home.rpy", line 64, in script call
call screen nav_menu
File "game/scripts/home.rpy", line 64, in script
call screen nav_menu
File "renpy/script.py", line 918, in lookup
raise ScriptError("could not find label '%s'." % str(original))
ScriptError: could not find label 'sleep_ain'.
Desert Stalker 0.10a
Sat Jul 30 16:26:12 2022
Is correct answer "a banana"?well you are plaing a game version 0.10 and the mod is curently only for 0.9, i will let you try to put 2 and 2 togheter to see what you might be capable of coming up with
“Did you try restarting your Windows PC? — Wealthy-Nigerian-King-In-Your-Email”I'm getting the following crash error when I click "Sleep with Ain". HERPDERP
1: Wrong thread.Well, it's not like I have any complaints about the mod developer, but with the latest update, it became clear that taking the girl from the hive was probably not the best decision... Now you have to replay a significant part of the game.
Being able to replay it quickly is beside the point. He's more getting at the fact that mod developers should not highlight a choice in green/point it out as the "right" choice if they don't know for certain whether it is or isn't. If there's any doubt, they should simply show any variable changes (facts), and leave that particular choice grey and up to the player. That absolutely DOES fall on the mod developer, whether one admits it or not.2: Replaying that does only take a few minutes because you can skip all dialog anyway. Before anyone says that isn't true, done that myself today...
I don't see how that could be a sustainable position for any story which is in progress. Virtually any choice could be ultimately become "bad" by the end of a story. Example- The girl that the queen gives to MC could be an assassin who slaughters the entire family in their sleep - So should it be assumed that the best choice is to refuse her as a gift?Being able to replay it quickly is beside the point. He's more getting at the fact that mod developers should not highlight a choice in green/point it out as the "right" choice if they don't know for certain whether it is or isn't. If there's any doubt, they should simply show any variable changes (facts), and leave that particular choice grey and up to the player. That absolutely DOES fall on the mod developer, whether one admits it or not.
no, choices that just increase affection points with a character could be marked green with little to no problem, but choices that set variables (such as "AcceptedQueen'sGift=true", to continue your example) could be called out, rather than guessing which choice would turn out to be better.I don't see how that could be a sustainable position for any story which is in progress. Virtually any choice could be ultimately become "bad" by the end of a story. Example- The girl that the queen gives to MC could be an assassin who slaughters the entire family in their sleep - So should it be assumed that the best choice is to refuse her as a gift?
Fair enough. But then one would need conclude that all such mods should only state any numerical impacts and not definitively suggest any option, as even choices which gain stats/relationship points could well turn out to be "bad" in the narrative. I guess I am merely pointing out that expecting either extreme seems imprudent, from my perspective.no, choices that just increase affection points with a character could be marked green with little to no problem, but choices that set variables (such as "AcceptedQueen'sGift=true", to continue your example) could be called out, rather than guessing which choice would turn out to be better.
note, i'm not calling out this mod or mod creator for not doing that, i'm just explaining the previous point.
So he made a mistake, big deal. Complaining about stuff like this is really next level nitpicking because if he had put just variables people would've complained and/or bombarded him with questions too.Being able to replay it quickly is beside the point. He's more getting at the fact that mod developers should not highlight a choice in green/point it out as the "right" choice if they don't know for certain whether it is or isn't. If there's any doubt, they should simply show any variable changes (facts), and leave that particular choice grey and up to the player. That absolutely DOES fall on the mod developer, whether one admits it or not.
Its a render i made.Carpe Stultus Who is that in your profile pic?
I'd hardly even call it a mistake, last release yes it probably should have not had a good/bad on the choice- but even now, one leads to one path, the other follows a different one to a different scene.. like both are technically good as they both lead to scenes that don't end the game.So he made a mistake, big deal. Complaining about stuff like this is really next level nitpicking because if he had put just variables people would've complained and/or bombarded him with questions too.
True people just being bitchy because it doesnt lead to their desired out come. AdanGC can switch up that choice if he wants or not I will still appreciate the mod, there is no deception or ill will with his choice recommendations just what he views at that time as the better options in his opinionI'd hardly even call it a mistake, last release yes it probably should have not had a good/bad on the choice- but even now, one leads to one path, the other follows a different one to a different scene.. like both are technically good as they both lead to scenes that don't end the game.