- Mar 1, 2018
- 271
- 195
And... What it won't happen again after I update the mod or is this on meThe affaire check has been removed from the threesome code.
And... What it won't happen again after I update the mod or is this on meThe affaire check has been removed from the threesome code.
Yeah sorry, just letting you know I'm pretty sure this is fixed in the latest version. We are constantly working on it, and I know its a pain to keep things up to do. Just looking at the commit history we've had about 10 updates / bugfixes in the last few days and I'm 95% this was one of them. Looking back through the commit history I don't THINK we've updated anything that requires anyone to start a new game in the last week or so, but it's always possible... sometimes Renpy is weird like that...And... What it won't happen again after I update the mod or is this on me
I'm sorry I haven't run into this bug. If you are running an older save that might be part of it. Unfortunately just about every new update cycle from Vren (EG 0.23.1, 0.24.1, 0.25.1, ETC) requires a fresh game start.When I go to the page to buy policies (although I already have them all):
You can run it natively if you wish, the process is a bit wonky, but nothing difficult if you know how to edit file permissions.using wine in ubuntu.
I would run it natively but I keep getting an error about openGL.You can run it natively if you wish, the process is a bit wonky, but nothing difficult if you know how to edit file permissions.
You can work around that by download Ren'py 7.3.5 and launching the game from within its launcher. It's not elegant, but it works.I would run it natively but I keep getting an error about openGL.
You mean the SDK right?You can work around that by download Ren'py 7.3.5 and launching the game from within its launcher. It's not elegant, but it works.
yeaYou mean the SDK right?
Perks had been in the mod for a while (right now they're used to implement toys you buy from Cara's shop and a few other things) The UI to view them is only in the very latest mod, so I jhad to update to it to actually see it, and then got a bunch of errors of my own, and then I finally got my game back into the working state, I actually didn't get the error you did. (I didn't start a new game.)With that in mind, any tips for unfucking the thing I first posted?
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/script.rpy", line 9001, in script call
call talk_person(picked_option) from _call_talk_person
File "game/script.rpy", line 9126, in script call
call talk_person(the_person) from _call_talk_person_1 #If we're in the same place and time hasn't advanced keep talking to them until we stop talking on purpose.
File "game/script.rpy", line 9116, in script
call screen main_choice_display(build_menu_items([chat_list,specific_action_list, special_role_actions]))
File "renpy/common/000statements.rpy", line 531, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "renpy/common/00action_other.rpy", line 537, in __call__
rv = self.callable(*self.args, **self.kwargs)
File "game/script.rpy", line 987, in advance_tutorial
self.event_triggers_dict[tutorial_name] += 1 #advance our tutorial slot.
KeyError: u'perk_tutorial'
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/script.rpy", line 9004, in script call
$ picked_option.call_action()
File "game/script.rpy", line 9247, in script call
call advance_time from _call_advance_time_2
File "game/Mods/Core/Mechanics/Label_Overrides/advance_time_override.rpy", line 152, in script call
$ act.call_action()
File "game/Mods/Core/Mechanics/Label_Overrides/advance_time_override.rpy", line 332, in script
python:
File "game/Mods/Core/Mechanics/Label_Overrides/advance_time_override.rpy", line 334, in <module>
person.run_move(place)
File "game/Mods/Core/Mechanics/Person_Extensions/person_class_extensions.rpy", line 373, in run_move_enhanced
location.move_person(self, get_random_from_list(available_locations))
File "game/script.rpy", line 3497, in move_person
self.remove_person(the_person)
File "game/script.rpy", line 3493, in remove_person
self.people.remove(the_person)
ValueError: list.remove(x): x not in list
# Line 373 replaced with this:
try:
location.move_person(self, get_random_from_list(available_locations))
except ValueError:
#removing ourselves from everywhere, adding ourselves back to location then re-trying the original l.m_p
for potential_location in list_of_places:
if potential_location.has_person(self):
potential_location.remove_person(self)
location.add_person(self)
location.move_person(self, get_random_from_list(available_locations))
$ perk_desc = perk_system.get_perk_desc(the_perk)
zorder 100
$ perk_desc = perk_system.get_perk_desc(the_perk)
if not count:
$ count = 2
zorder 100
Thanks, I think I have this fixed... the perk system is brand new the last couple weeks, and the UI screen was the last piece I worked on... and TBH, renpy screens are confusing as hell so there are probably more problems with the screen than I know about yet. I THINK I have this fixed and will push the fix for it later this morning.Ain't been able to play for a while because my windows box bought the farm. using wine in ubuntu.
Anyway, going good until I got an event and now I have a perk of some kind (wasn't a thing last time I played) but when I go to check:
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Would spoiler this shit so as to not take up so much space but I don't know how.
The count variable was leftover from copying other code and was completely pointless so I deleted it. The error you are having with loading the perk screen with an existing save game is an issue I'm working to fix right now. I'm hoping to have a fix pushed later this morning. I'll update this post when I push it and the other fix for the count variable.This is a stupid fix which I obviosly couldn't test, because I don't get that error, but:
/Mods/Perks/Perk_screen.rpy lines 145 on... Instead of
put this.Code:$ perk_desc = perk_system.get_perk_desc(the_perk) zorder 100
EDIT: Turns out there's no try/except in screens...
It's an extra dumb hack (partly because I don't know Python and its idea of when undefined names are OK and when they aren't and throw errors makes no sense to me, partly because that whole thing (with the variable coming from... somewhere, zero width if it's 1, and other weirdness) is just strange.Code:$ perk_desc = perk_system.get_perk_desc(the_perk) if not count: $ count = 2 zorder 100
I hope the LZ_Starbuck or anyone else in the thread who actyually know what is going on and what they're doing can get you an actual fix.
Did you install the latest versions? This error has been resolved many weeks ago.After one of the mods random avents I got this
Not yet I saw the mod as once the game updates the mod updates I was asking for the next updateDid you install the latest versions? This error has been resolved many weeks ago.
The mod is under constant development as is the bugfix, when errors are reported we try to fix them asap as well as adding new content. If you want to keep track of the changes go to:Not yet I saw the mod as once the game updates the mod updates I was asking for the next update
I reinstalled everything and I got thisThe mod is under constant development as is the bugfix, when errors are reported we try to fix them asap as well as adding new content. If you want to keep track of the changes go to:You must be registered to see the links
OK NVM I realized the problem I'm having is in with the new animation mechanics I just needed to disable them in order for the game to function.I reinstalled everything and I got this
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/script.rpy", line 9001, in script call
call talk_person(picked_option) from _call_talk_person
File "game/script.rpy", line 9061, in script
$ the_person.draw_person()
File "game/script.rpy", line 9061, in <module>
$ the_person.draw_person()
File "game/Mods/Core/Mechanics/Person_Extensions/person_class_extensions.rpy", line 591, in draw_person_enhanced
the_animation = self.idle_animation
AttributeError: 'Person' object has no attribute 'idle_animation'
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/script.rpy", line 9001, in script call
call talk_person(picked_option) from _call_talk_person
File "game/script.rpy", line 9061, in script
$ the_person.draw_person()
File "C:\Users\Admin\Desktop\Downloads\Lab_Rats_2-v0.25.1-pc\renpy\ast.py", line 914, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\Users\Admin\Desktop\Downloads\Lab_Rats_2-v0.25.1-pc\renpy\python.py", line 2028, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 9061, in <module>
$ the_person.draw_person()
File "game/Mods/Core/Mechanics/Person_Extensions/person_class_extensions.rpy", line 591, in draw_person_enhanced
the_animation = self.idle_animation
AttributeError: 'Person' object has no attribute 'idle_animation'
Windows-8-6.2.9200
Ren'Py 7.3.5.606
Lab Rats 2 - Down to Business v0.25.1
Thu Feb 13 21:25:57 2020
trying to solve it
do you know whats up?
I updated the version to 25.1 which hasn't reach here yet and still
Save games from older versions don't work, the 'animations' were added in v0.25, but cause many issues (incl. slow down and increased memory usage, constant temp file writing). That is why the bugfix makes sure to use the pre-v0.25 way of rendering an image (not completely, but as close as possible). As I said before, disable them, until they game dev makes them more stable, I don't like them personally so I have them disabled all the time.OK NVM I realized the problem is with the new animation
OK NVM I realized the problem I'm having is in with the new animation mechanics I just needed to disable them in order for the game to function.
It took me like five reinstalments to realize (I'm a dumbass) but still
Let me add something extremely dumb the animations are bound by box and at the moment they look terribleSave games from older versions don't work, the 'animations' were added in v0.25, but cause many issues (incl. slow down and increased memory usage, constant temp file writing). That is why the bugfix makes sure to use the pre-v0.25 way of rendering an image (not completely, but as close as possible). As I said before, disable them, until they game dev makes them more stable, I don't like them personally so I have them disabled all the time.