v1.13 Patch
Dawntide » Devlog
Just uploaded a new version of the build, featuring the following changes:
- All known typos have been corrected. I'm sure there are some more swimming around; just let me known in the comments below if you spot any (and let me know what scene it's from so I cam find it quickly)!
- The 'sayer: Scorn' issue has been solved. Scorn was the behind-the-scenes working name for the 'Exile' part of Riley's inner monologue. This was updated for all the scenes I played through while testing Billy's route, but it seems I'd forgotten to whip round the other routes to swap these over. This was particularly confusing because the 'Exile' label used to belong to the voice now named 'Veil'. I like to make things complicated for myself, apparently.
- The error where Graham's scene jumps to the non-existent Joe route has been addressed. When following Joe outside at The Wheelhouse in Chapter One, the game informs the player that his route is not yet available and drops them back to the previous choice. However, I had forgotten to include a function to switch his route back to 'off', meaning the start of his route was getting called when heading into Chapter Two. A function has now been added into the loop-back to clear all active routes when resetting the scene.
- Credits have been updated across all of the routes. I realised that the Griff and Ranzo routes didn't show the 'project statement' card and weren't fading the music out before returning to the main menu.
Thanks to everyone who made me aware of these issues, as well as all the support the project has recieved (often from the same people)! It's heartwarming and engouraging to recieve constructive advice in a way that's also very polite and forgiving.
I will be putting out a v1.14 soon for the following purposes:
- To catch any other typos that might be spotted.
- To add more info to the credits (I would do this now but the file is on my home PC which I'm currently away from).
- Because it's version 13 and my own Riley-style mental illness daemons are telling me to change that as soon as possible.
I still plan to make a longer post detailing the future of the project and to explain the planned hiatus. However, I felt that fixing what's currently there was more important, so that's been pushed back.
Fingers crossed that this version works and doesn't explode anyone's computer,
Choob
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More posts
- Issues to be fixed in Ranzo & Griff routes21 hours ago
- Typos and Errors fixed2 days ago
- Billy's Route is Now Available3 days ago
- New Art by Joldfish10 days ago
- Billy's Chapter Releases Soon13 days ago
- v1.08 Chinese Translation61 days ago
- Quality-of-life updateApr 07, 2024
Comments
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Getting regular bool errors like this. The weird thing is, they go away briefly if I do a rollback on the error, but will randomly appear later at various parts of the story. Not sure if it's something on my end or not, but it doesn't seem to happen with other VNs I have.
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/A01_Tuesday_Intro.rpy", line 77, in script
"The name of the cafe hangs on a wooden board above a long, landscape mirror."
TypeError: 'bool' object is not callable
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/A01_Tuesday_Intro.rpy", line 77, in script
"The name of the cafe hangs on a wooden board above a long, landscape mirror."
File "renpy/ast.py", line 721, in execute
renpy.exports.say(who, what, *args, **kwargs)
File "renpy/exports.py", line 1419, in say
who(what, *args, **kwargs)
File "renpy/character.py", line 1249, in __call__
self.do_display(who, what, cb_args=self.cb_args, dtt=dtt, **display_args)
File "renpy/character.py", line 901, in do_display
**display_args)
File "renpy/character.py", line 647, in display_say
rv = renpy.ui.interact(mouse='say', type=type, roll_forward=roll_forward)
File "renpy/ui.py", line 298, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "renpy/display/core.py", line 3325, in interact
repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, pause=pause, pause_start=pause_start, **kwargs)
File "renpy/display/core.py", line 3814, in interact_core
if renpy.display.draw.update(force=self.display_reset):
TypeError: 'bool' object is not callable
Windows-10-10.0.26100
Ren'Py 7.4.11.2266
Dawntide
Wed Apr 23 16:28:22 2025
Thanks. Had a poke around but can't replicate it on my end or see anything that stands out in the script at that point. I'm going to run this one by a friend who knows python better than I do.
I noticed you screwed up so much and went...WHY IS MY SAVE NOT ABLE TO SKIP? WHY AM I GETTING ERRORS?
Glad your fixing this.