srksrk 68

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Sep 17, 2018
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Someone ask him when he is going to work on their pregnancy. He confirm that he start to work soon but not confirm when it will be add in the game (he already make some stuff for future update like Annie or Rhonda pregnancy, ). Roxxie already have her update so this content will be certainly added on other ( 0.19.5 like i said or 0.20 a more global update). But more content add in the next updates, later it will be available.

DC start to rework the way you seduce the girls. When you target a girl(or a group of girl like Roxxy and her friends), you have to complete all of her storyline before you start the storyline of an other girl (I think it's to make the process easier, more clear and avoid a lot of bug). And when you have finish the storyline, you can have access to her sex scenes.
That would make sense but would also be sooo boring...
 

j4yj4m

Forum Fanatic
Jun 19, 2017
4,139
6,058
That would make sense but would also be sooo boring...
I think in the past he did explain it slightly different. He said that in order to date you'd have to finished a schoolgirls story first (like in Roxxy's case you'd have to beat Dexter for example), then you'd be able to date her on a point based system, while dating other girls at the same time would reduce points. Dating would unlock small stuff like BJs, etc. and once you have reached enough points you'll get the final scene(s) and can invite her to prom.

But maybe he changed his mind, though I could only imagine that schoolgirls would be exclusive. Characters like Debbie, Jenny, Diane, Mrs. Johnson, etc. would probably be always available, no matter which schoolgirl one picks.
 
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KURO_NEKO_SAM

Active Member
Mar 5, 2019
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That reminds me... are there any plans to translate this game into Chinese, Spanish, or whatever the heck that is up there?
WORDS FROM YOUR OFFICIAL WEBSITE
"It is too soon for us to spend time on translating the game into multiple languages. When we are closer to a final release of the game we will look into doing translations. Too many dialogue/stories change each update and we would waste time having to redo translations constantly. When the game is complete and the dialogue is final, then we translate and less time is wasted."
 

Niccodem

Newbie
Nov 18, 2017
73
231
WORDS FROM YOUR OFFICIAL WEBSITE
"It is too soon for us to spend time on translating the game into multiple languages. When we are closer to a final release of the game we will look into doing translations. Too many dialogue/stories change each update and we would waste time having to redo translations constantly. When the game is complete and the dialogue is final, then we translate and less time is wasted."
To be honest I would like to see save compatibility first.
 

srksrk 68

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Sep 17, 2018
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Im trying to watch video of jenny on the computer i already connected now i have to watch video to progress but when i do i get this error and i have installed lains mod and its the updated version
Well, it does not happen with unmodded game (and not with Naughty Tribute Mod installed as well), so if it happens with Lain's mod I suggest you discuss it in that thread.

I have little hope anybody will take care, but maybe this should be mentioned on the first page that errors should only be reported if reproducable without any mod installed. And if not, they have to be discussed in the mod's thread only.
 
Oct 31, 2018
42
14
Code:
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "renpy/common/00gamemenu.rpy", line 173, in script
    $ ui.interact()
  File "renpy/common/00gamemenu.rpy", line 173, in <module>
    $ ui.interact()
  File "renpy/common/00action_file.rpy", line 364, in __call__
    renpy.save(fn, extra_info=save_name)
PicklingError: Can't pickle <type 'weakref'>: it's not found as __builtin__.weakref

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "renpy/common/00gamemenu.rpy", line 173, in script
    $ ui.interact()
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\ast.py", line 862, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\python.py", line 1912, in py_exec_bytecode
    exec bytecode in globals, locals
  File "renpy/common/00gamemenu.rpy", line 173, in <module>
    $ ui.interact()
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\ui.py", line 287, in interact
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\display\core.py", line 2649, in interact
    repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, **kwargs)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\display\core.py", line 3451, in interact_core
    rv = root_widget.event(ev, x, y, 0)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\display\layout.py", line 992, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\display\layout.py", line 992, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\display\layout.py", line 992, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\display\screen.py", line 697, in event
    rv = self.child.event(ev, x, y, st)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\display\layout.py", line 992, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\display\layout.py", line 239, in event
    rv = d.event(ev, x - xo, y - yo, st)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\display\layout.py", line 992, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\display\layout.py", line 992, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\display\behavior.py", line 906, in event
    return handle_click(self.clicked)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\display\behavior.py", line 841, in handle_click
    rv = run(action)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\display\behavior.py", line 308, in run
    new_rv = run(i, *args, **kwargs)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\display\behavior.py", line 315, in run
    return action(*args, **kwargs)
  File "renpy/common/00action_file.rpy", line 364, in __call__
    renpy.save(fn, extra_info=save_name)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\loadsave.py", line 402, in save
    dump((roots, renpy.game.log), logf)
  File "E:\Games\Summertime Saga COMPLETED\SummertimeSaga-0-18-6-pc\renpy\loadsave.py", line 48, in dump
    pickle.dump(o, f, pickle.HIGHEST_PROTOCOL)
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 1370, in dump
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 224, in dump
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 286, in save
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 548, in save_tuple
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 331, in save
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 419, in save_reduce
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 286, in save
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 649, in save_dict
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 681, in _batch_setitems
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 286, in save
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 600, in save_list
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 633, in _batch_appends
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 331, in save
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 419, in save_reduce
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 286, in save
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 649, in save_dict
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 681, in _batch_setitems
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 286, in save
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 600, in save_list
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 633, in _batch_appends
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 286, in save
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 548, in save_tuple
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 331, in save
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 413, in save_reduce
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 633, in _batch_appends
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 331, in save
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 396, in save_reduce
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 286, in save
  File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/pickle.py", line 748, in save_global
PicklingError: Can't pickle <type 'weakref'>: it's not found as __builtin__.weakref

Windows-8-6.2.9200
Ren'Py 7.0.0.196
SummertimeSaga 0.18.6
Sun Jul 07 09:26:03 2019
what is this?
i can't save anymore
 

alpharenji

Well-Known Member
Jul 5, 2018
1,073
2,831
Well, it does not happen with unmodded game (and not with Naughty Tribute Mod installed as well), so if it happens with Lain's mod I suggest you discuss it in that thread.

I have little hope anybody will take care, but maybe this should be mentioned on the first page that errors should only be reported if reproducable without any mod installed. And if not, they have to be discussed in the mod's thread only.
I dont know i tried it in without mod but still same problem
 

Badboy702019

Active Member
Jan 1, 2019
607
122
I've been playing another game and have gotten behind. The version I am playing now is 0.18.2. I have the other updates 0.18.5 and 0.18.6. I do not know how to go from 0.18.2 to 0.18.5 without getting an error. Any help will be greatly appreciated. Thanks
 
Jul 16, 2018
31
120
From Dogeek on Reddit:

Save compatibility

You heard me. Save compatibility is coming! It took me a while to figure out a way to actually achieve this, but this seems foolproof. Due to the new system, 0.19.0 will obviously not be compatible with 0.18.6 saves (sorry, one last restart!) but later versions will be compatible.
How does it use to work?

Saving was really never such a big issue, but loading was. You see, the system that was in place before used a function to restore the machines to their loaded state, and its location arrays, pregancy, all that stuff. The machines were restored with direct attribute accessing. This is bad, because every state machine is very linear, in that it needs to track what state it is now, what trigger does it respond to, and what state it can be in next. All in all, if any of these objects had their reference broken (by a reload for instance), the machines would break. On top of that, if the machine was changed significantly, loading its state from a save would also break, because the "current state" in the save file would not be a possible "current state" in the new machine.
How does it work now?

Instead of reloading the machines and setting all of its attributes directly, like the old system used to do, the new system uses a brand new object that is instanciated only at the start of the game (in a new game). That object is a sentinel, in that it will never change, it will always be the same and never be reset. Now, whenever a trigger is successfully activated on a machine (meaning that the machine advances to the next state), that trigger is added to a list of triggers for that machine, that is stored in that fsm_data object. Whenever the game is loaded, progress is restored by first :

  • Preloading the fsm_data object, to add any new keys in its internal dictionnary (keeps errors out if new data, like the dating system, need to be saved there)
  • Resetting the machines to their initial state, i.e. with their state being in their original delays, with the machines in their start state, etc.
  • Executing every trigger stored in the internal dictionnary for every machine, effectively advancing the machine to the state you saved it in.
  • Deserializing the PregnancyManager() and OutfitManager() objects into the machine
  • Restoring the machine vars as saved in the fsm_data object.

The whole process is timed, and printed out to the console, to help us get some debug info.

On top of that machines, states and triggers are now instanciated at init time. That means that the machines, states, and triggers will be reinstanciated when you start the game, and won't be stored in the save files any longer, reducing the amount of bloat that stacks up in there, it also adds the small benefit that jenny's choices (dominant/submissive) will now apply when viewing her scenes in the cookie jar.

This new system has a bunch of benefits. As I said, it achieves save compatibility, at least to a degree that means that the vast majority of changes we make to the codebase won't break saves anymore. It also allows for smart restoration of the saves. Let's say you progress Roxxy up to her end state, well that is saved as a list of triggers, and if we add some states in the middle of her machines, the loading system will place roxxy right at the beginning of her new content automatically, which also means that you'd have to redo the rest of her story as well (sorry, I'm a coder not Gandalf the White).
 

srksrk 68

Forum Fanatic
Modder
Sep 17, 2018
4,404
5,624
I've been playing another game and have gotten behind. The version I am playing now is 0.18.2. I have the other updates 0.18.5 and 0.18.6. I do not know how to go from 0.18.2 to 0.18.5 without getting an error. Any help will be greatly appreciated. Thanks
I would suggest you make 0.18.2 100% complete, then install 0.18.6 and download the 100% savegame they provide for 0.18.5 (0r 0.18.6, should both work) to do the new content. Worked for me.
 
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srksrk 68

Forum Fanatic
Modder
Sep 17, 2018
4,404
5,624
From Dogeek on Reddit:

Save compatibility

You heard me. Save compatibility is coming! It took me a while to figure out a way to actually achieve this, but this seems foolproof. Due to the new system, 0.19.0 will obviously not be compatible with 0.18.6 saves (sorry, one last restart!) but later versions will be compatible.
How does it use to work?

Saving was really never such a big issue, but loading was. You see, the system that was in place before used a function to restore the machines to their loaded state, and its location arrays, pregancy, all that stuff. The machines were restored with direct attribute accessing. This is bad, because every state machine is very linear, in that it needs to track what state it is now, what trigger does it respond to, and what state it can be in next. All in all, if any of these objects had their reference broken (by a reload for instance), the machines would break. On top of that, if the machine was changed significantly, loading its state from a save would also break, because the "current state" in the save file would not be a possible "current state" in the new machine.
How does it work now?

Instead of reloading the machines and setting all of its attributes directly, like the old system used to do, the new system uses a brand new object that is instanciated only at the start of the game (in a new game). That object is a sentinel, in that it will never change, it will always be the same and never be reset. Now, whenever a trigger is successfully activated on a machine (meaning that the machine advances to the next state), that trigger is added to a list of triggers for that machine, that is stored in that fsm_data object. Whenever the game is loaded, progress is restored by first :

  • Preloading the fsm_data object, to add any new keys in its internal dictionnary (keeps errors out if new data, like the dating system, need to be saved there)
  • Resetting the machines to their initial state, i.e. with their state being in their original delays, with the machines in their start state, etc.
  • Executing every trigger stored in the internal dictionnary for every machine, effectively advancing the machine to the state you saved it in.
  • Deserializing the PregnancyManager() and OutfitManager() objects into the machine
  • Restoring the machine vars as saved in the fsm_data object.

The whole process is timed, and printed out to the console, to help us get some debug info.

On top of that machines, states and triggers are now instanciated at init time. That means that the machines, states, and triggers will be reinstanciated when you start the game, and won't be stored in the save files any longer, reducing the amount of bloat that stacks up in there, it also adds the small benefit that jenny's choices (dominant/submissive) will now apply when viewing her scenes in the cookie jar.

This new system has a bunch of benefits. As I said, it achieves save compatibility, at least to a degree that means that the vast majority of changes we make to the codebase won't break saves anymore. It also allows for smart restoration of the saves. Let's say you progress Roxxy up to her end state, well that is saved as a list of triggers, and if we add some states in the middle of her machines, the loading system will place roxxy right at the beginning of her new content automatically, which also means that you'd have to redo the rest of her story as well (sorry, I'm a coder not Gandalf the White).
Well, sounds promising on the on side. But I don't see how you can load saves from different play-throughs in your game now, e.g. saves from other users or alternate saves to play different branches (like Mrs. Johnson/Erik) at the same time, without breaking the whole "instanciated at init time" concept. Look at that statement with Jenny being dominant/submissive in the cookie jar. How does that work out when you made her dominant but then load a save where she is submissive?
 
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