Page 2 of 3

Re: PSCD 1.0.2 test

Posted: Mon Jan 25, 2016 5:41 pm
by jack1974
Yes that was the bug reported, but if you start a new game in the new version it should work :)

Re: PSCD 1.0.2 test

Posted: Mon Jan 25, 2016 8:41 pm
by jack1974
Another user by email found a very "fun" exploit:
1 - click a card to summon
2 - click "redraw" button (in the battles that is available)
3 - try to place the card (the text is still active) and the game crashes :lol:

I have fixed this and on next update won't happen. Though the fact that in 2 months and half nobody found it means probably is really a uncommon behavior :)

Re: PSCD 1.0.2 test

Posted: Mon Jan 25, 2016 9:40 pm
by fabulaparva
Playing v 1.0.2 on Linux, playing from D's viewpoint. I'm doing the NPC side quest with Rigel, available after Scene 12. The deck builder prompts me to choose max 2 chars, but Rigel is not available for the lineup. Yet the other chars are. Makes little sense to me. Is this on purpose? If I'm supposed to guard Rigel's butt on my own -only with D's deck o' cards', then the other chars shouldn't be available either?

Re: PSCD 1.0.2 test

Posted: Mon Jan 25, 2016 10:06 pm
by jack1974
Rigel is not a playable hero, only a NPC :)
I could have restricted only to the single hero Diana/Alex but was less fun I think (and also harder).

Re: PSCD 1.0.2 test

Posted: Mon Jan 25, 2016 10:08 pm
by fabulaparva
Thanks for the clarification! :) I just ran into the same thing when going to a mission with Kaden. I'll just play with one deck only, protecting meself from an immersion break, haha. :lol:

Re: PSCD 1.0.2 test

Posted: Mon Jan 25, 2016 10:10 pm
by jack1974
I'm going to do custom cards with some more NPC, like Lucius and such, for the DLC. But it's mostly for fun and also to reuse the art in the game :)

Re: PSCD 1.0.2 test

Posted: Tue Jan 26, 2016 3:14 pm
by jack1974
OK another user reported that save bug in 1.0.2. I noticed that one thing I removed in the final game was the cards auto-refresh before each battle. If I enable that again, the saves worked. I emailed Anima (the coder) to see if there's another way, otherwise I think will re-enable that. Better to have a few seconds of delays before the deck screen shows up, than a potential crash later when saving!! :)

Meanwhile people who have the problem can press F1 while in the deck building screen, that will "reload cards" (has no visible effect now since cards are final, was useful in testing) but at same time "free" some memory/stuff (I'm not sure myself how it works, but the effect is that one). The result is that the next time you save, it won't crash :)

Re: PSCD 1.0.2 test

Posted: Fri Jan 29, 2016 9:18 pm
by IotaOne
Okay, startet over but still again in Version 102:

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "renpy/common/00action_file.rpy", line 352, in __call__
    renpy.save(fn, extra_info=save_name)
RuntimeError: maximum recursion depth exceeded while pickling an object

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

Full traceback:
  File "renpy/common/_layout/screen_load_save.rpym", line 35, in script
    $ ui.interact()
  File "F:\games\PSCD\renpy\ast.py", line 806, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "F:\games\PSCD\renpy\python.py", line 1461, in py_exec_bytecode
    exec bytecode in globals, locals
  File "renpy/common/_layout/screen_load_save.rpym", line 35, in <module>
    $ ui.interact()
  File "F:\games\PSCD\renpy\ui.py", line 277, in interact
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
  File "F:\games\PSCD\renpy\display\core.py", line 2426, in interact
    repeat, rv = self.interact_core(preloads=preloads, **kwargs)
  File "F:\games\PSCD\renpy\display\core.py", line 3091, in interact_core
    rv = root_widget.event(ev, x, y, 0)
  File "F:\games\PSCD\renpy\display\layout.py", line 906, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "F:\games\PSCD\renpy\display\transition.py", line 45, in event
    return self.new_widget.event(ev, x, y, st) # E1101
  File "F:\games\PSCD\renpy\display\layout.py", line 906, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "F:\games\PSCD\renpy\display\layout.py", line 906, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "F:\games\PSCD\renpy\display\screen.py", line 638, in event
    rv = self.child.event(ev, x, y, st)
  File "F:\games\PSCD\renpy\display\layout.py", line 906, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "F:\games\PSCD\renpy\display\layout.py", line 188, in event
    rv = d.event(ev, x - xo, y - yo, st)
  File "F:\games\PSCD\renpy\display\layout.py", line 906, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "F:\games\PSCD\renpy\display\layout.py", line 906, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "F:\games\PSCD\renpy\display\behavior.py", line 818, in event
    return handle_click(self.clicked)
  File "F:\games\PSCD\renpy\display\behavior.py", line 761, in handle_click
    rv = run(action)
  File "F:\games\PSCD\renpy\display\behavior.py", line 295, in run
    new_rv = run(i, *args, **kwargs)
  File "F:\games\PSCD\renpy\display\behavior.py", line 302, in run
    return action(*args, **kwargs)
  File "renpy/common/00action_file.rpy", line 352, in __call__
    renpy.save(fn, extra_info=save_name)
  File "F:\games\PSCD\renpy\loadsave.py", line 275, in save
    dump((roots, renpy.game.log), logf)
  File "F:\games\PSCD\renpy\loadsave.py", line 43, in dump
    cPickle.dump(o, f, cPickle.HIGHEST_PROTOCOL)
RuntimeError: maximum recursion depth exceeded while pickling an object

Windows-7-6.1.7601-SP1
Ren'Py 6.99.9.1022
 1.0.2

Re: PSCD 1.0.2 test

Posted: Fri Jan 29, 2016 9:22 pm
by jack1974
When that happened ? it looks different from the other one, so I'm not sure what is it this time. Like before if you have a savegame to test so I can reproduce it, would be great :)

Re: PSCD 1.0.2 test

Posted: Sat Jan 30, 2016 12:14 am
by IotaOne
I hope this filehost works.

<removed link>