- May 3, 2017
- 73
- 31
And, I strongly doubt that the latest OhWee mod will work with it.version Space Journey X [v2.00_010b] is already out...))))))))))
version Space Journey X [v2.00_010b] is already out...))))))))))
According to the dev in the gme thread, this is not a stable release and he is unhappy that it has been posted. I would say it is best to at least wait for a stable public version to be posted. Let OhWee breath for a minute.And, I strongly doubt that the latest OhWee mod will work with it.
version Space Journey X [v2.00_010b] is already out...))))))))))
And, I strongly doubt that the latest OhWee mod will work with it.
I appreciate the heads up, y'all!According to the dev in the gme thread, this is not a stable release and he is unhappy that it has been posted. I would say it is best to at least wait for a stable public version to be posted. Let OhWee breath for a minute.
I started up the latest public release to see what/if any of your mod features had been added. Came across this, the cargo counter displays when in the engine configure screen.OK, so SJx 2.00 public version has been officially released on itch.io.
I'll take a look at it, although I'm not in the mood to jump right back into the SJx code right now. I have questions about whether this release was in response to the 'leak' but since it's a public release now by yv0751 , well there's that.
Itch.io link here:
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So fast sempai!!OK, y'all! Looking for a few very brave betatesters!
I've just finishing the transfer of mod code to SJx 1.20.010c. Yay WinMerge!
Of course, since I did this so fast, and since I'm starting a new game from the beginning I haven't been able to playtest everything. So far, everything seeems to be working. So this is a beta prerelease for now.
I suppose I should enshrine this moment with some sort of screenshot...
View attachment 4472490
This was the first part of the mod that I ported into SJx 2.00.010c. It saves so much time, just see how quickly you can load those subsystem slots now! Mainly due to the fact that your mouse pointer is kept in the immediate vicinity of the box that you are installing/uninstalling modules...
ONE QUICK NOTE. I DID set up 'name your own saves'. This works fine, but use at your own risk. As far as I can tell, yv0751 has a separate variable for 'safe_zone' saves, but he did indicate that using the 'save name' slot might cause issues with future versions.
Note that I tried loading a 'modded' save into vanilla SJx and it seemed to work just fine, so worst case, you could load your 'modded' save into vanilla SJx and re-saving it in a 'vanilla build' for transfer purposes to future versions.
The toggles for this feature are in the upper right corner of the load/save game screens.
Note that I also tweaked the preferences page. You can now control skip speed. I find that 0.5 seconds (500 ms) is a fun speed to skip forward, so that you can quickly follow the dialogue. Yes, there's the 'auto' feature, but the auto speed varies depending on how many characters are in each dialogue blurb.
The readme is rather extensive at this point, and has been updated.
I'm still playtesting on my end, and looking forward to seeing/getting to the new content, eventually...
So yeah, go at it betatester types! Feel free to report any issues/errors that you may come across!
SJx Mod version 2.00 v2.0a is attached!
Enjoy!
Starting over from the start. When working with the systems management it seems that now one gets the angry noise ("errnk") when installing a subunit when the result isn't a working system. I'm sure we used to get the happier ding noise before. It's a bit distracting in that when one needs to install multiple subunits (like at the game start) you get feedback that makes it sound like you're doing something wrong.OK, y'all! Looking for a few very brave betatesters!
Yeah the sound effects are subject to negotiation. Mainly I was just getting them into place. The 'install' sound that sounds like a jackhammer or whatever, well I didn't use it everywhere, mainly I was just trying to get the popup screens working.Starting over from the start. When working with the systems management it seems that now one gets the angry noise ("errnk") when installing a subunit when the result isn't a working system. I'm sure we used to get the happier ding noise before. It's a bit distracting in that when one needs to install multiple subunits (like at the game start) you get feedback that makes it sound like you're doing something wrong.
Not sure if this is a feature of your mod or if it's a new choice of the base SJX v1.20.
Yes, I think I'd prefer that sound. Doesn't give that "oops" feedback like the current.oh45
Thinking about using this sound for the subunits, and the 'usual' jackhammer sound for the hull plating...
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I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/screens.rpy", line 7, in script
init python:
File "game/screens.rpy", line 23, in <module>
persistent.skipbarval = skipbarval
NameError: name 'skipbarval' is not defined
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/screens.rpy", line 7, in script
init python:
File "D:\ramirosgv\Juegos Guardados\f95zone\SpaceJourneyX-200_010c-pc\renpy\ast.py", line 821, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "D:\ramirosgv\Juegos Guardados\f95zone\SpaceJourneyX-200_010c-pc\renpy\python.py", line 1178, in py_exec_bytecode
exec(bytecode, globals, locals)
File "game/screens.rpy", line 23, in <module>
persistent.skipbarval = skipbarval
NameError: name 'skipbarval' is not defined
Windows-10-10.0.26100 AMD64
Ren'Py 8.3.3.24111502
Space Journey X 200_010c w/OhWee Mod_2.0a_prerelease1
Thu Jan 23 17:55:55 2025
Runing into same issue with latest fresh install of the game and the mod copied into itCode:I'm sorry, but an uncaught exception occurred. While running game code: File "game/screens.rpy", line 7, in script init python: File "game/screens.rpy", line 23, in <module> persistent.skipbarval = skipbarval NameError: name 'skipbarval' is not defined -- Full Traceback ------------------------------------------------------------ Full traceback: File "game/screens.rpy", line 7, in script init python: File "D:\ramirosgv\Juegos Guardados\f95zone\SpaceJourneyX-200_010c-pc\renpy\ast.py", line 821, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "D:\ramirosgv\Juegos Guardados\f95zone\SpaceJourneyX-200_010c-pc\renpy\python.py", line 1178, in py_exec_bytecode exec(bytecode, globals, locals) File "game/screens.rpy", line 23, in <module> persistent.skipbarval = skipbarval NameError: name 'skipbarval' is not defined Windows-10-10.0.26100 AMD64 Ren'Py 8.3.3.24111502 Space Journey X 200_010c w/OhWee Mod_2.0a_prerelease1 Thu Jan 23 17:55:55 2025
Code:I'm sorry, but an uncaught exception occurred. While running game code: File "game/screens.rpy", line 7, in script init python: File "game/screens.rpy", line 23, in <module> persistent.skipbarval = skipbarval NameError: name 'skipbarval' is not defined -- Full Traceback ------------------------------------------------------------ Full traceback: File "game/screens.rpy", line 7, in script init python: File "D:\ramirosgv\Juegos Guardados\f95zone\SpaceJourneyX-200_010c-pc\renpy\ast.py", line 821, in execute renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store) File "D:\ramirosgv\Juegos Guardados\f95zone\SpaceJourneyX-200_010c-pc\renpy\python.py", line 1178, in py_exec_bytecode exec(bytecode, globals, locals) File "game/screens.rpy", line 23, in <module> persistent.skipbarval = skipbarval NameError: name 'skipbarval' is not defined Windows-10-10.0.26100 AMD64 Ren'Py 8.3.3.24111502 Space Journey X 200_010c w/OhWee Mod_2.0a_prerelease1 Thu Jan 23 17:55:55 2025
Try this really quick guys, let me know if it solves the issue. merge /game with /game to overwrite/replace screens.rpyRuning into same issue with latest fresh install of the game and the mod copied into it
this is on game startup before even hitting the menu