This is an odd one but we have one user who's reporting that images arn't loading in the game.
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No one but them has this issue. We've had them redownload the game, reboot, delete persistent file.
They say that other renpy games work fine.
Not sure what else to suggest to them next. They are a supporter so we'd like to get them up and running again.
Anyone got any ideas?
First of all... I love this game! It was one I played a lot and had a big influence on me starting my own project.
At first, I was leaning towards
79flavors assessment that this is probably due to using mods or breaking into the dev console. For a while, I thought it might be a codec issue with webp because IIRC Win 10 had poor webp native support, but I see that the splashscreen is a webm, so that theory was out the window.
But then I saw the resources this game uses... it's running at 543 MB for me on the very first scene!
That's pretty heavy! My own two VN's sit around 140-150 mb's usually.
Also, I noticed the actual splashscreen vid has been defined as an image and it's 14.9 MB all on it's own! That's a pretty heavy hit before you even start the game, especially on lower end computers. No idea what your subscriber's system is though.
Renpy has issues with it's image predictor when multiple videos are loaded, and I am guessing that by defining all these videos, that might aggravate the condition, so that - maybe - renpy has basically choked out because of the predictor being overrun and/or the available image cache being filled? I only found one instance of the image cache being changed in this game, but that is for a previous version. IIRC, the default image cache size in Renpy is 300MB, so if the game is sucking up 542 MB sitting idle on the first render, could that have something to do with this issue?
Finally, off topic... but I 100% agree about the hard pauses being bad. I made the same mistake myself recently. I thought I was being clever when I had these little pseudo animations of my MC drinking beer. I'd have him raise the beer, pause for a second then lower it and it looked really cool (IMO). It was another attempt of mine to make the scenes more dynamic (along with eye blinking etc). However, I neglected to think about people who played multiple times or on multiple paths and these hard pauses break the CTRL skip feature, so players can't CTRL past scenes they have seen already. I changed them all to normal renpy pauses and it works a lot better now. The fact that this game forces everyone to watch a 13 second splash screen with no way to skip it, is a bit of a bummer. At the very least, you should set a persistent variable to track if they saw it already and allow them to skip it on future playthroughs. I do that with my disclaimer screens. First time through, they have to read them for a set number of seconds, then they don't seen them again.