Mod Ren'Py Space Journey - Gameplay Mod for SJx2.00.010c & d - Version 2.0b

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Chrisdarock19

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Oct 15, 2018
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version Space Journey X [v2.00_010b] is already out...))))))))))
And, I strongly doubt that the latest OhWee mod will work with it. :cautious:
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.
 

OhWee

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version Space Journey X [v2.00_010b] is already out...))))))))))
And, I strongly doubt that the latest OhWee mod will work with it. :cautious:
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 appreciate the heads up, y'all!

I need to take an official stance on this, and have updated the OP accordingly.

This mod is NOT compatible with the beta version of V2.00 of Space Journey X that has been shared in the official game thread on this forum.

In solidarity with the developer, I will NOT be updating this mod until the next official/stable version of SJx is officially released by yv0751 here on F95zone.

For those that still want to try out my mod, an official version of SJx 1.50.15 can still be found here:


I get that a number of you will be taking V2.00 for a spin, it being a newer version and all. I do appreciate everyone's efforts here with battle-testing the latest version of my mod for SJx 1.50.15. Version 1.5d Prerelease Version 3 of my mod can be found here:
https://f95zone.to/threads/space-jo...-sj1-50-15-version-1-5c2.180608/post-15964789

Assuming no issues, I'll be adding this version to the OP in the next couple of days.

I am curious to see if any suggestions that I have made via this mod found their way into the beta version of SJx 2.00. For those of you that decide to give it a try, that are familiar with my mod, feel free to report back. I'm holding out for an officially released 'free' version in the meantime.
 
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OhWee

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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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Chrisdarock19

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Oct 15, 2018
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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:
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. (y)
You don't have permission to view the spoiler content. Log in or register now.
 

OhWee

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Hey y'all!

While I was going to get back to work on my project, instead I'm piddling around with the SJx 2.00 code atm. So I guess this threesome will have to wait...



I'm attempting a code transplant from my mod, this is going to take me a while.

Of course, I need to test my changes as I go along, so it'll take a bit of time to make this happen.

So if y'all are missing my mod while playing SJx 2.00, be patient!
;)
 
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OhWee

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So, I'm working on giving people some options...

SaveScreen_OhWeeMod.jpg

The version # text was annoying me, so I moved and resized it, and after looking at the json file for the save, I noted that the save name description is still showing as "" when not at a 'safe zone', which means it's currently empty most of the time in SJx 2.00.

I'm looking at the 'safe_zone' feature now, seeing what happens with various options here... atm the 'save name' is overwritten with 'safe_zone', researching...
 

OhWee

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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 that I should enshrine this moment with some sort of screenshot...

maint_torpload_OhWeeMod.jpg

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!
:cool:

Edit: Found an error, new .7z attached.

If you already downloaded the .7z, just install this one again. 760_sexbot_core_data was the file that I updated, if you see an error message about Nimhe building a shell but the syntax was wrong, yeppers...
 
Last edited:

sweetit

Member
Aug 17, 2020
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425
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!
:cool:
So fast sempai!!
 
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oh45

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Jul 1, 2017
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OK, y'all! Looking for a few very brave betatesters!
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.
 

OhWee

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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.
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.

Suggestions are welcome!
 

OhWee

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oh45

Thinking about using this sound for the subunits, and the 'usual' jackhammer sound for the hull plating...

 

oh45

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Jul 1, 2017
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oh45

Thinking about using this sound for the subunits, and the 'usual' jackhammer sound for the hull plating...

Yes, I think I'd prefer that sound. Doesn't give that "oops" feedback like the current.
 
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OhWee

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My Freesound 'google-fu' is weak.

I'm trying to find a cool sound that invokes 'loading torpedo into tube' but doesn't sound annoying. Preferably around 0.5 seconds probably. I gave it a go, but wasn't able to find the 'right' sound for this.

Suggestions welcome.



'Cuz creative commons/free to use. Or from some similar site.

I'll go with the 'ratchet' sound for now. I'm relegating the 'hammer drill' install.wav to armor plaing only, 'cuz armor plating...
 
Last edited:

Radchaai

Newbie
Jun 6, 2020
21
5
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
 
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sweetit

Member
Aug 17, 2020
404
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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
Runing 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
 

OhWee

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Jun 17, 2017
6,068
30,518
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
Runing 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
Try this really quick guys, let me know if it solves the issue. merge /game with /game to overwrite/replace screens.rpy
 
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