There is a small issue, even though I changed the name of the MC, Nanami still calls me Roger. But before the meeting she called me by the name I chose. It does show the name I chose when the MC speaks, but she still calls me Roger.
I was already thinking about that before I posted it. Is the animations doing the same thing to you? If so, it could be the patch. I hope it's something that we can fix, and not have to remove something. Maybe taking it to the patch link and sharing this information on that thread, could result in somebody else having the problem or a fix to the patch. If that is the actual problem.
EDIT: Okay, never mind. I'm Not Thea Lundgren! answered my question before I could reply,
I was already thinking about that before I posted it. Is the animations doing the same thing to you? If so, it could be the patch. I hope it's something that we can fix, and not have to remove something. Maybe taking it to the patch link and sharing this information on that thread, could result in somebody else having the problem or a fix to the patch. If that is the actual problem.
EDIT: Okay, never mind. I'm Not Thea Lundgren! answered my question before I could reply,
Thank you for the answer. I also noticed that my saves were a smaller screenshot size than the one I just did when starting the game from the beginning. IDK if that means it wasn't going to work, but it looked like an indication that the saves wouldn't work. I normally don't look at the change logs unless I am needing to know if something that I had experienced (bug) had been fixed. And since I never had one from this game, until now, I didn't bother to read it.
And if there is an update for a game, I start reading the posts from the last page and work my way back to see if there is something I need to know. And since I mentioned that I just skimmed through, I thought that I had seen that old saves wouldn't work with this new update.
Though if it means better coding and smaller file size, then it shouldn't bother anybody that old saves won't work. Quality games are few, and when one is good, like this one, I'll take one for the team and just start over again without the complaining.
oh. Sure. Everyone should love to start over again. Nothing better then to have all that time following the game mean fuck all and have to spend a few hours getting back to where you were.
oh. Sure. Everyone should love to start over again. Nothing better then to have all that time following the game mean fuck all and have to spend a few hours getting back to where you were.
Actually, it didn't bother me. It was back in March when I last played this, so I was able to get familiar with everyone and make different choices that I half way remembered making. While replaying it, I knocked up Emily, Jane and the hot Japanese woman Nanami. So all is right in the world of this game. Can't wait to knock up another one, two or three others.
Currently, the code was set up trigger renpy.choice_for_skipping() when the menu method of the smc was called. This was to stop the skipping when the menu appeared (never really occurred to me that once the menu was up someone would punch the skipping button immediately .)
There's no need to punch again the skip button, Ren'py can be configured to continue skipping after choices. And renpy.choice_for_skipping() is designed to stop skipping, only if the skip feature is configured to stop after choices.
But your game have two different routes (blue and red) for the main characters ; apparently for the secondary ones, the difference matter way less. Therefore, I have two different plays. And like there's often the need to restart the game, there's times when I just skip through the common or already seen parts, even after a choice.
It will works perfectly. Few configuration values are effectively dedicated to the init part, and many have their value changed a lot of times during a single play.
It's the place where Ren'py store the actual state of the skipping feature, and None is the value meaning that the player isn't skipping. Or you can use directly config.skipping if you prefer, it's an alias for the save value.
Among the many places where it's used by the core, both _toggle_skipping() (common/00keymap.rpy:188), and the Skip screen action (00action_menu.rpy:211), show it clearly.
It's apparently the ancestor of config.allow_skipping, and it exist just by legacy.
It's assigned in only one place, "defaultstore.py", with a True value, while it's tested in only two places ; one to know if the skip button (from the quick menu) is sensitive or not, and the other to prevent the skip feature to be activated.
Therefore, it will not stop the skipping, just prevent the player to use it at all.
It will works perfectly. Few configuration values are effectively dedicated to the init part, and many have their value changed a lot of times during a single play.
It's the place where Ren'py store the actual state of the skipping feature, and None is the value meaning that the player isn't skipping. Or you can use directly config.skipping if you prefer, it's an alias for the save value.
Among the many places where it's used by the core, both _toggle_skipping() (common/00keymap.rpy:188), and the Skip screen action (00action_menu.rpy:211), show it clearly.
Ren'Py's implementation makes the assumption that, once the GUI system has initialized, configuration variables will not change. Changing configuration variables outside of init blocks can lead to undefined behavior. Configuration variables are not part of the save data.
Configuration variables are often changed in init python blocks:
Just for giggles I tried using config.skipping = None and for the hell of it config.skipping = False and neither one halted the undesired behavior.
But the store variable _skipping does control the behavior. Plus with the store variable I don't have to worry about the config.skipping setting reverting if a player saves and loads in the middle of a sex scene because the store variable will be included in the save data.
But that's what I want. When the menu is up, I want skipping disabled, and when a selection has been made I want it re-enabled. And if a player saves and loads in the middle of a sex scene, I want the status of skipping to be preserved.
In either case, you helped me identify an issue and I've worked out a solution. I appreciate the input. Cheers mate!
The documentation is wrote to prevent complains, not to tell exactly what must be done.
I mean, among the configuration variables there's config.language, and it would be totally stupid to refuse to change it during the game ; it would remove all the interest to have a translation.
Then, sorry to say this, but you're doing, or understanding, it wrong.
Turning renpy.config.skipping to None is exactly what you did previously. Except that you asked repy.choice_for_skipping() to do it for you, which limited the effect.
Therefore, it will change nothing to your problem. A player who asked Ren'py to continue skipping after choices will still pass through your mechanism will still skipping. And by using the legacy attribute, instead of using the recommended configuration one, you'll limit the effectiveness of your fix.
Plus with the store variable I don't have to worry about the config.skipping setting reverting if a player saves and loads in the middle of a sex scene because the store variable will be included in the save data.
Like you said yourself while quoting the doc, configuration values are not saved. Therefore, here you're addressing a problem that don't exist. The skip feature can not be turned on by loading a save.
Perhaps that it's what you want, but it's not what you need to solve the problem.
You need to stop the skipping, not to prevent the player to turn it off once he reached your menu ; which is what you'll get by using _skipping.
Therefore, the fix you intend to apply will aggravate the problem instead of solving it. With your fix, the player will be blocked in an endless loop of skipping, and have no other option than to crash the game.
What you need is something like this (wrote in the fly) :
Code:
if not renpy.config.skipping is None:
renpy.config.skipping = None
renpy.show( Text( "{color='#F00'}WARNING{/color} skipping during the scene will have unexpected consequences and {b}can make the game crash{/b}. Do it at your own risk or, better, don't do it at all.\nPress a key to continue.", yalign=0.5, xalign=0.5 ) )
renpy.pause()
You'll stop the skipping, whatever if the player wanted to continue to skip after choices or not, and you'll warn it to not skip during the scene.
Except that, like I already said in my previous answer, _skipping do not represent the status of skipping, but is a legacy value now replaced by config.allow_skipping.
Which time? If you can give me a few specifics I'll gladly look into this.
Yeah that's a strange new bug I'm working on. For some reason REnpy isn't hiding the box when it displays the menu (this is all coded into renpy and should happen automatically but isn't). I'm going to see how hard it will be to manually code around this problem.
If you find any let me know cause I'd love to play them!
I was not aware of this problem but I can easily fix. I'll move the pregnancy test function to the end of the scene after the menu is removed. Thanks for pointing this out.
Alternatively, in the object definition set pregnancy = True.
Of course, I use the same character object for all characters. So all the guys will be pregnant too...
Technically you can't. I just don't have separate objects for male and female characters, so everyone technically has a "pregnant" attribute at this point.
I neglected to put in a notification of the content's end in my zeal to get this thing out. I'm going to remedy that in the future.
The documentation is wrote to prevent complains, not to tell exactly what must be done.
I mean, among the configuration variables there's config.language, and it would be totally stupid to refuse to change it during the game ; it would remove all the interest to have a translation.
Then, sorry to say this, but you're doing, or understanding, it wrong.
Turning renpy.config.skipping to None is exactly what you did previously. Except that you asked repy.choice_for_skipping() to do it for you, which limited the effect.
Therefore, it will change nothing to your problem. A player who asked Ren'py to continue skipping after choices will still pass through your mechanism will still skipping. And by using the legacy attribute, instead of using the recommended configuration one, you'll limit the effectiveness of your fix.
Like you said yourself while quoting the doc, configuration values are not saved. Therefore, here you're addressing a problem that don't exist. The skip feature can not be turned on by loading a save.
Perhaps that it's what you want, but it's not what you need to solve the problem.
You need to stop the skipping, not to prevent the player to turn it off once he reached your menu ; which is what you'll get by using _skipping.
Therefore, the fix you intend to apply will aggravate the problem instead of solving it. With your fix, the player will be blocked in an endless loop of skipping, and have no other option than to crash the game.
What you need is something like this (wrote in the fly) :
Code:
if not renpy.config.skipping is None:
renpy.config.skipping = None
renpy.show( Text( "{color='#F00'}WARNING{/color} skipping during the scene will have unexpected consequences and {b}can make the game crash{/b}. Do it at your own risk or, better, don't do it at all.\nPress a key to continue.", yalign=0.5, xalign=0.5 ) )
renpy.pause()
You'll stop the skipping, whatever if the player wanted to continue to skip after choices or not, and you'll warn it to not skip during the scene.
Except that, like I already said in my previous answer, _skipping do not represent the status of skipping, but is a legacy value now replaced by config.allow_skipping.
Well, really hope you'll work out this solution again. It would be a same that I helped you broke your game more than it was when I pointed the issue.
I tested your method that does what the documentation says not to do and it didn't work for me. I tested a method that conforms to the documentation laid out by the software creator and it did work.
I really don't have anywhere else to go in this conversation. So thanks again for pointing out it was a problem. I know on my system it's fixed and works the way I'd like it to. I'll just have to release the patch and see if it works for everyone.
RomanHume i found your bug fix on the scscomics site so i have download that and i update the incest patch with that before i go sleep.After i was done i have test this with a new game and the sex scene with emily is not fixed.For more to test i didn´t have time
RomanHume i found your bug fix on the scscomics site so i have download that and i update the incest patch with that before i go sleep.After i was done i have test this with a new game and the sex scene with emily is not fixed.For more to test i didn´t have time
ah ok .So i can then upload the incest patch with the bugfix files.I hope the patch works.I didn´t have time now. For me it just before 1:00 in the morning. And I have to get up at 8:00.
hey guys,
i would tell you that i have update the incest patch with the bug fix files what i need for the patch.You need the bug fix too.Maybe someone post the bug fix here.I didn´t had had time to test this but it should work.Please let me know if is not working.I try to fix that after i´m back home from the work
A writer who's a functional alcoholic, an asshole, sarcastic smartass who basically fucks anything that moves. From the TV-Show "Californication". Emphasis on the "fornication".
For some reason I was thinking of this post tonight, months and months later. I just wanted to share that I finally got around to watching the first four seasons of Californication and I full on regret not having seen this show sooner. Absolutely fucking brilliant. Thanks for the recommend!
hey guys,
i would tell you that i have update the incest patch with the bug fix files what i need for the patch.You need the bug fix too.Maybe someone post the bug fix here.I didn´t had had time to test this but it should work.Please let me know if is not working.I try to fix that after i´m back home from the work
I use both and it works fine for me. If you change the name of the MC, you will still see the name "Roger" or "Harrington" when someone is speaking to the MC. But it was pointed out to me on thread page 180, that it's a known bug.
I got the bug fix and the patch, but still got the animation bug, gor me the bug fic correct the text box from appear on top of the choices.
In some scenes i got a black screen with the tiny animations screen.