- Dec 2, 2022
- 111
- 443
import _multiprocessing
is there NOT in unrpyc.py and cannot work. Thats the original code which should be there:v6 didn't work ... neither with the tool in the folder (closes immediately) nor via drag'n'drop (claims to unpack the archives but actually doesn't), v5 works fine. ...immediately after pressing enter, via drag'n'drop I get this error:ImportError: No module named renpy.object
. v5 working fine
Correct, its broken. What works is to to pull the game dir in the window and hit enter....enter does nothing except immediately close window
TL/DR doesn't properly fallback to current directory of the file
No, you do nothing wrong. Its also a bug....I'm I doing something wrong here?...
If you had looked more closely at the screenshot, you would have seen that a multiprocessing module appeared in python. However, most likely broken and cropped. I've only just noticed it myself.@ mazinogamer: I dont know what version of Unren.bat - forall(v6) you are using or from where you got it, but thats not the one(exactly the same name and version) i downloaded from github. Your code is different:import _multiprocessing
is there NOT in unrpyc.py and cannot work. Thats the original code which should be there:
Python:try: from multiprocessing import Lock, Pool, cpu_count except ImportError: def cpu_count(): return 1 class Lock: def __enter__(self): pass def __exit__(self, type, value, traceback): pass def acquire(self, block=True, timeout=None): pass def release(self): pass
No, i looked closely enough and did see he bitches also about the orginal python part. However the trace cite's also the "...Lock()" from unrpyc and i thought the import comes also from there. My mistake.If you had looked more closely at the screenshot, you would have seen that a multiprocessing module appeared in python. However, most likely broken and cropped. I've only just noticed it myself.
You can try to run the "Normal" unrpyc. I am sure that the problem will remain, because in the place of the error there is an attempt to import the library _multiprocessing.pyd, which is not in the stripped-down python. So it's still about the stripped-down python, not my code.No, i looked closely enough and did see he bitches also about the orginal python part. However the trace cite's also the "...Lock()" from unrpyc and i thought the import comes also from there. My mistake.
This error should never happen with a normal unrpyc. "Something" was changed i think.
I know.... attempt to import the library _multiprocessing.pyd, which is not in the stripped-down python. ...
You misunderstood me. I did NOT mean its from your code. I guessed just someone else must changed something so the error appears.... So it's still about the stripped-down python, not my code.
Yeah, sorry, i think, you were writing about me.I know.
You misunderstood me. I did NOT mean its from your code. I guessed just someone else must changed something so the error appears.
I am aware, from our work on unrpyc, you know the code in unrpyc module well enough and the try/except importerror there handles the missing multiprocessing with the mock code. So the question was/is why does it print this error? I never seen it before.
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I attached a changed version of your unren-dev(remove the .txt). Look what you think about it and if you want use the code or some of it . Or not.... no problemo. However I have still a weird bug in there: The exit with the "x" option does not work correctly. It goes back to the menu and exits only if you repeat it. No idea why.
Other users: DO NOT try to use the attached unren version. Its incomplete and not working!
context.py line 65
there is a Lock function, which consists import from synchronize.py
another Lock function. It is at this moment that the file is processed synchronize.py
, which tries to import _multiprocessing
. In normal python, there is a library called _multiprocessing.pyd
, written in C++. But there is no such library in this version, respectively, this module will not work. In general, either this is the preparation of the authors of the engine, which I doubt, or this is the work of the author of the game, who poorly understood the work of python.x option don't work, becauseI attached a changed version of your unren-dev(remove the .txt). Look what you think about it and if you want use the code or some of it . Or not.... no problemo. However I have still a weird bug in there: The exit with the "x" option does not work correctly. It goes back to the menu and exits only if you repeat it. No idea why.
exit /b
doesn't close app, but exits the module. Should be just exit 0
.launch the console from the folder and run the script from there, then the console will remain open with an error.unren "forall(v7) (221231)" still instantly closes upon pressing enter/return...
(is there anything I could temporarily add to catch any errors, because I would think it would throw one of your built-in errors if it couldn't get a valid path...)
Oh, you mean its from the game? Do i understand this correct? I did not test it with the game in question... so i cannot know.... In general, either this is the preparation of the authors of the engine, which I doubt, or this is the work of the author of the game, who poorly understood the work of python.
Yes, this is the intend. I wanted it to let the terminal open after the exit of the script. But like said, it goes strangely back to the menu after the first exit attempt. I don't understand why.x option don't work, becauseexit /b
doesn't close app, but exits the module. ...
I thought about its but i wanted to be able to add the else with the error message in case the "architecture var" fails somehow. Without the check for both the else is impossible....An interesting approach to determining the architecture, but I would check only x86, since there is more than one 64-bit architecture...
Like said, its no problem if you do not use the code. I played a bit around with it out of curiosity and for fun, to see if its possible to improve the recent problem cases and that's it....but I liked how you designed everything, it's a pity, it won't work out as beautifully if take into account all the possibilities
I'm telling you, in the folder with python modules in this particular game there is a multiprocessing module. Most likely, the author put it there for some reason. But he didn't know that it wasn't enough for this module to work.Oh, you mean its from the game? Do i understand this correct? I did not test it with the game in question... so i cannot know.
Enter the path to the game, drag'n'drop it or press enter immediately if this tool is already in the desired folder:
F\fs\to was unexpected at this time.
PS E:\Backup F\fs\to test\Lust Element>
Extracting _decomp.cab...
Searching for rpyc files...
C:\Program Files (x86)\PTM\randomgames
+ Searching for rpyc files in
File not found:
No script files to decompile.
Cleaning up temporary files...
Part of the problem is likely how windows handles access to the "program files" folders (both with and without (x86) ).C:\Program Files (x86)\
well weirdly the powershell version worked even on the (x86) folder...tho like you said, I have changed my folder to elsewhere nowPart of the problem is likely how windows handles access to the "program files" folders (both with and without (x86) ).
They are protected folders and access attempts by anything not running in admin are rerouted to another folder outside the "safe zone".
It is recommended to not put anything in those folders unless it needs to be (like actual programs/apps and definitly nothing that has anything to do with gaming...)
All I can say there is *shrug* ...well weirdly the powershell version worked even on the (x86) folder...tho like you said, I have changed my folder to elsewhere now