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Mod Ren'Py Summer Scent [v0.6.4a] Multi-Mod [Sancho1969]

4.30 star(s) 3 Votes

elzorro212

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Apr 11, 2018
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Quick progress update:

Well, since I haven't updated the core code in this mod for ~3 months it took me this long to port the basics over (it's a ton of code to diff in). I'll grab another cup of Joe then see if she'll fire up without many stutters. If all goes well then we're off to the races and getting things knocked out.
Random question - this is listed as other but is it actually Renpy?
 
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Sancho1969

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Well, it smoked and sputtered a bit but we got this engine purring like a kitten now:
.... and dev's use of ~3 year old RenPy version is breaking things. I might have to cut out some of the newest features of SanchoMod such as the Alt+Arrow Keys adjusting dialogue opacity/font size. I'll do my best to force this old RenPy to comply but there's only so much a fella can do with an outdated platform.
 

Sancho1969

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.... and dev's use of ~3 year old RenPy version is breaking things. I might have to cut out some of the newest features of SanchoMod such as the Alt+Arrow Keys adjusting dialogue opacity/font size. I'll do my best to force this old RenPy to comply but there's only so much a fella can do with an outdated platform.
Ok, I have a solution to force this old-ass RenPy to comply but it's going to take some work. One of many issues as an example is that it doesn't like keymaps defined as lists:
Python:
list_example =["key1","key2","key3","key4",etc...]
but I can separate each and every one of the lists to make it work:
Python:
var1_example ="key1"
var2_example ="key2"
var3_example ="key3"
... etc.
There's quite a few issues like this example so it's going to take me a bit to rewrite efficient code to be completely inefficient so that these newer features will be available to you in-game. It's a pain in the ass but it is what it is. I know this doesn't mean much to most of y'all but it's just a little peek inside on "how the sausage is made".

I'll have another delay in just a bit... it's Friday so I have to process payroll for my emps (unlike my taxes this can NOT be delayed). But I'll get all that sorted fairly quickly.

Regards.
 

Sancho1969

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Ok, I have a solution to force this old-ass RenPy to comply but it's going to take some work. One of many issues as an example is that it doesn't like keymaps defined as lists:
Python:
list_example =["key1","key2","key3","key4",etc...]
but I can separate each and every one of the lists to make it work:
Python:
var1_example ="key1"
var2_example ="key2"
var3_example ="key3"
... etc.
There's quite a few issues like this example so it's going to take me a bit to rewrite efficient code to be completely inefficient so that these newer features will be available to you in-game. It's a pain in the ass but it is what it is. I know this doesn't mean much to most of y'all but it's just a little peek inside on "how the sausage is made".

I'll have another delay in just a bit... it's Friday so I have to process payroll for my emps (unlike my taxes this can NOT be delayed). But I'll get all that sorted fairly quickly.

Regards.
I've got most everything to work now except the hotkeys... they work until reaching min/max and then the old-ass RenPy goes bonkers. Known bug that was fixed in v7.4+ so it's out, sorry. That time was wasted so I'm now onto character renaming... because I'm certain I can get it to work in older RenPy. So, you'll be able to rename Eve & Cassie to whatever the heck you want... all without the script files being altered by a single bit of code. I'll post some teasers in a bit.
 
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lalka

Member
Jun 2, 2017
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I've got most everything to work now except the hotkeys... they work until reaching min/max and then the old-ass RenPy goes bonkers. Known bug that was fixed in v7.4+ so it's out, sorry. That time was wasted so I'm now onto character renaming... because I'm certain I can get it to work in older RenPy. So, you'll be able to rename Eve & Cassie to whatever the heck you want... all without the script files being altered by a single bit of code. I'll post some teasers in a bit.
This question might not be appropriate by me, but would it be possible for you to update the walkthrough feature first (maybe even separately) and then work on updating the other ones ?

Anyway I appreciate the effort and the work done by all the modders here, including you. Cheers

edit: It's a question/suggestion mostly for the future. Because as I understand other features are taking most of the time to get updated and in some scenarios it would make sense. As for now it doesn't really matter as I can see from updates the port is almost ready.

maybe I had to formulate original comment bit differently
 
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Sancho1969

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This question might not be appropriate by me, but would it be possible for you to update the walkthrough feature first (maybe even separately) and then work on updating the other ones ?

Anyway I appreciate the effort and the work done by all the modders here, including you. Cheers
Good afternoon. TBH bud that's likely not going to work since there are literally thousands of folks who use the mod and there are groups of those who have their specific wants/needs. For example you might only care about the walkthrough guide but someone else only wants the gallery, etc. I've only piecemealed historically during beta testing and there's nothing here to beta test... just give me time to port the mod over or none of it will be functional at all. See what I mean? I get it though, waiting sucks but just know that I'm sacrificing all my personal and business time on these projects, even getting fines from the government since I'm late on getting my corporate paperwork done on time.

I'll always do my best but what I refuse to do is submit an inferior product out publicly. Folks expect more than that from the brand and I have no intention on failing those expectations. It'll be worth the wait... or you can use the "SaveFixer" in the OP if you just wish to play right now. I'll leave that choice up to you though. Thank you for your understanding and regards.
 

Sancho1969

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I've got most everything to work now except the hotkeys... they work until reaching min/max and then the old-ass RenPy goes bonkers. Known bug that was fixed in v7.4+ so it's out, sorry. That time was wasted so I'm now onto character renaming... because I'm certain I can get it to work in older RenPy. So, you'll be able to rename Eve & Cassie to whatever the heck you want... all without the script files being altered by a single bit of code. I'll post some teasers in a bit.
Teasers inbound... let's talk character renaming... the SanchoMod way (MiniStat darkened and enlarged for viewing ease):

Default screen noting Cassie in this example:
SS SM B06b1.jpg

Now, let's rename her something arbitrary and unremarkable:
SS SM B06b2.jpg SS SM B06b3.jpg

Note now how her new name is now reflected in the SanchoCheats and the MiniStat, as well as the dev's Tracker:
SS SM B06b4.jpg SS SM B06b5.jpg

Now all characters will refer to her with the new name and she will refer to herself as her new name too. This includes alternative names such as in this case "Cassie" and "Cassandra"... they are all replaced accordingly:
SS SM B06b6.jpg SS SM B06b7.jpg

And at anytime you feel you don't like it you can either change the name or press the "Restore All Names" to change everything back to default... no harm no foul. Names are saved on a per savegame basis (they are NOT persistent) so you can't fuck anything up. If you later use the "SaveFixer" none of it is permanent so it all goes back to default when not using the mod.

Pretty damn cool, right? Yeah, I think so too.
 
Last edited:

Sancho1969

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You're doin god's work sancho lmao
Wait...what? What church condones working on cartoon porn? I'm pretty sure I'm not earning brownie points at the pearly gates. I'll have much explaining to do if I manage to get there I reckon :ROFLMAO:
 
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Sancho1969

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I actually managed to figure out why unren wasn't working so I got my fix. ;) I think modding-wise it won't be horribly taxing. Not too many decisions to make or points to be awarded. Think you'll enjoy playing it though. Pretty girls including a great cameo.
Well bud, first curve ball out of the gate. See my post here to dev just so he knows I know.

I'll have to rework some of the previous ChoiceGuide... there's just no way around it. He just slammed the door shut on having SisSub or SisHardSub if the player also gets CassDom. I have to circle the wagons and regroup.
 

botc76

The Crawling Chaos, Bringer of Strange Joy
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Oct 23, 2016
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This question might not be appropriate by me, but would it be possible for you to update the walkthrough feature first (maybe even separately) and then work on updating the other ones ?

Anyway I appreciate the effort and the work done by all the modders here, including you. Cheers

edit: It's a question/suggestion mostly for the future. Because as I understand other features are taking most of the time to get updated and in some scenarios it would make sense. As for now it doesn't really matter as I can see from updates the port is almost ready.

maybe I had to formulate original comment bit differently
I think it's a valid question to ask, and Sancho was friendly enough to give you a fair and informative reply, due to that your post certainly was no reason for a facepalm reaction, especially since you were friendly and polite as well. Some people feel so defensive, though, they treat anyone asking a question the same as those coming asking for updates without checking the thread etc..
 
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Sancho1969

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For those that load your automatic SanchoSave in this pending update, you'll have to rollback 2 frames. I placed the auto-save a bit too tight and the dev jumps to 0.6.2 just before the save point. It's not a problem, just don't think your automatic save is fucked up. With that said, I've sorted it for this round so:

Don't forget, keep your Q1 save slot open:
1658523692080.png
 
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Sancho1969

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So many minor tweaks coded in this time:
  • Menu Choices now have a slight fade in/fade out. It's subtle and I've timed it to not take too long but it softens the abruptness when a choice screen is displayed. Very minor thing but they all add up to more polish... like a pro show car having a proper detail.
  • All the new GUI tweaks from the latest SanchoMod core (minus the hotkey inputs while in-game, I tried but the version of RenPy used by the dev must be updated).
  • Always know what Day and Path the VN calculates you are on:
  • 1658525217357.png
  • .. and more.
I'm getting close here, just molding the last bits then I need to do a code cleanup run.
 

Sancho1969

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All I have to say is that it's impressive what you do. Thanks!
Thank you for the kind words... but I reckon we've seen nothing yet. The code I'm using for the character renames (which is a mutation of the "Tee-Hee" button code in my UoP mod) has grown into something of a beast. So far everything I throw at it works like a champ. I can change almost anything in the dialogues regardless of structure or length all dynamically and instantaneously without modifying the dev's file(s) at all. It's a game changer that will only reek unknown benefits for us in the future... and that's but one of many examples of the mutation of the Core in the mod. It's getting ridiculous if I'm being honest. :ROFLMAO:
 
4.30 star(s) 3 Votes