animation not stopping

amiable34

Active Member
Jan 1, 2019
529
460
lately some games like returning to mia or this is not heaven when it goes to animation it stays in the scene and wont move on to next part of game, its only just happening, ie mc fucking mia on beach he just keeps going no matter how many times i click mouse he keeps going until i quit game. same with this is not heaven when mc fucking mom and she tells him she,s not on pill ,it just keeps going until i quit.any idea,s please.
 

Meaning Less

Engaged Member
Sep 13, 2016
3,540
7,075
Are you sure it isn't an animation that requires you to press a specific button on the screen to progress?

Have you tried using "Enter" or other keyboard keys, maybe your mouse is failing?

If it is an actual bug that is not only locking you but even putting videos on a loop it is very strange and I have no idea.

Check if an error log file is created when it happens then post it, it could help figuring out the issue.
 

amiable34

Active Member
Jan 1, 2019
529
460
Are you sure it isn't an animation that requires you to press a specific button on the screen to progress?

Have you tried using "Enter" or other keyboard keys, maybe your mouse is failing?

If it is an actual bug that is not only locking you but even putting videos on a loop it is very strange and I have no idea.

Check if an error log file is created when it happens then post it, it could help figuring out the issue.
i tried everthing the only thing is to exit game.thanks.
 

anne O'nymous

I'm not grumpy, I'm just coded that way.
Modder
Respected User
Donor
Jun 10, 2017
10,279
15,119
i tried everthing the only thing is to exit game.thanks.
Well I:
  1. Downloaded Returning to Mia (the compressed version, I'm not crazy I'll not take the 12GB one !)
  2. Uncompressed everything
  3. Looked directly at the more than 300 videos to find where was the scene where you're stuck
  4. Searched where the sex + beach video were on the code
  5. Directly branched to the related scene

And then I saw this !
mia.jpg


So, you surely tried many thing, but there's on thing that you haven't tried, it's to look at the [%@$$] screen !

It's the [%@$$] first thing that Meaning Less asked you: "Are you sure it isn't an animation that requires you to press a specific button on the screen to progress?"

And have you took a closer look at the [%@$$] screen, to see if eventually there weren't at least one [%@$$] button that could perhaps be possibly hard to see ? No, you didn't ! Because if you had did it, you would have [%@$$] seen those [%@$$] four big buttons that take near to a third of the [%@$$] screen width and that cannot, even with the best London fog right in your room, pass for something else that the [%@$$] four big buttons they are !

Press them, click on the next speed, pass to the next button when you've reached the maximal speed, repeat until you reach the last speed of the last position, then click on the fifth button that will appear at the right of the four already shown [%@$$] big buttons that can't [%@$$] be missed !


I'll not try for This Is Not Heaven, but I'm ready to bet that there's some [%@$$] buttons somewhere on the screen. Bonus points if they have flashy colors and are blinking, you [%@$$] blind [%@$$] !


Note to self: One day I'll achieve to not be grumpy without needing to self censor myself, one day... But the fuck, some people aren't helping at all !
 

amiable34

Active Member
Jan 1, 2019
529
460
yes your right,thanks. but this is not heaven still not .

# Copyright 2004-2021 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

# This file contains code that creates a few new statements.

init -1200 python in audio:
pass

init -1200 python:

config.default_sound_loop = None

def _audio_eval(expr):
return eval(expr, locals=store.audio.__dict__)

def _try_eval(e, what):
try:
return _audio_eval(e)
except:
renpy.error('unable to evaluate %s %r' % (what, e))

python early hide:

def warp_audio(p):
"""
Determines if we should play this statement while warping.
"""

if p.get("channel", None) is not None:
channel = eval(p["channel"])
else:
channel = "music"

return renpy.music.is_music(channel)

def parse_play_music(l):

file = l.simple_expression()
if not file:
renpy.error("play requires a file")

fadeout = "None"
fadein = "0"
channel = None
loop = None
if_changed = False
volume = "1.0"

while not l.eol():

if l.keyword('fadeout'):
fadeout = l.simple_expression()
if fadeout is None:
renpy.error('expected simple expression')

continue

if l.keyword('fadein'):
fadein = l.simple_expression()
if fadein is None:
renpy.error('expected simple expression')

continue

if l.keyword('channel'):
channel = l.simple_expression()
if channel is None:
renpy.error('expected simple expression')

continue

if l.keyword('loop'):
loop = True
continue

if l.keyword('noloop'):
loop = False
continue

if l.keyword('if_changed'):
if_changed = True
continue

if l.keyword('volume'):
volume = l.simple_expression()
continue

renpy.error('expected end of line')

return dict(file=file,
fadeout=fadeout,
fadein=fadein,
channel=channel,
loop=loop,
if_changed=if_changed,
volume=volume)

def execute_play_music(p):

if p["channel"] is not None:
channel = eval(p["channel"])
else:
channel = "music"

renpy.music.play(_audio_eval(p["file"]),
fadeout=eval(p["fadeout"]),
fadein=eval(p["fadein"]),
channel=channel,
loop=p.get("loop", None),
if_changed=p.get("if_changed", False),
relative_volume=eval(p.get("volume", "1.0")))

def predict_play_music(p):
if renpy.emscripten or os.environ.get('RENPY_SIMULATE_DOWNLOAD', False):
fn = _audio_eval(p["file"])
try:
with renpy.loader.load(fn) as f:
pass
except renpy.webloader.DownloadNeeded as exception:
renpy.webloader.enqueue(exception.relpath, 'music', None)
return [ ]

def lint_play_music(p, channel="music"):

file = _try_eval(p["file"], 'filename')

if p["channel"] is not None:
channel = _try_eval(p["channel"], 'channel')

if not isinstance(file, list):
file = [ file ]

for fn in file:
if isinstance(fn, basestring):
try:
if not renpy.music.playable(fn, channel):
renpy.error("%r is not loadable" % fn)
except:
pass

renpy.register_statement('play music',
parse=parse_play_music,
execute=execute_play_music,
predict=predict_play_music,
lint=lint_play_music,
warp=warp_audio)

# From here on, we'll steal bits of other statements when defining other
# statements.

def parse_queue_music(l):

file = l.simple_expression()
if not file:
renpy.error("queue requires a file")

channel = None
loop = None
volume = "1.0"
fadein = "0"

while not l.eol():

if l.keyword('channel'):
channel = l.simple_expression()
if channel is None:
renpy.error('expected simple expression')

continue

if l.keyword('loop'):
loop = True
continue

if l.keyword('noloop'):
loop = False
continue

if l.keyword('volume'):
volume = l.simple_expression()
continue

if l.keyword('fadein'):
fadein = l.simple_expression()
if fadein is None:
renpy.error('expected simple expression')

continue

renpy.error('expected end of line')

return dict(file=file, channel=channel, loop=loop, volume=volume, fadein=fadein)

def execute_queue_music(p):
if p["channel"] is not None:
channel = eval(p["channel"])
else:
channel = "music"

renpy.music.queue(
_audio_eval(p["file"]),
channel=channel,
loop=p.get("loop", None),
relative_volume=eval(p.get("volume", "1.0")),
fadein=eval(p.get("fadein", "0")),
)


renpy.register_statement('queue music',
parse=parse_queue_music,
execute=execute_queue_music,
lint=lint_play_music,
warp=warp_audio)

def parse_stop_music(l):
channel = None
fadeout = "None"

while not l.eol():

if l.keyword("fadeout"):
fadeout = l.simple_expression()
if fadeout is None:
renpy.error('expected simple expression')

continue

if l.keyword('channel'):
channel = l.simple_expression()
if channel is None:
renpy.error('expected simple expression')

continue

renpy.error('expected end of line')

return dict(fadeout=fadeout, channel=channel)

def execute_stop_music(p):
if p["channel"] is not None:
channel = eval(p["channel"])
else:
channel = "music"

renpy.music.stop(fadeout=eval(p["fadeout"]), channel=channel)

renpy.register_statement('stop music',
parse=parse_stop_music,
execute=execute_stop_music,
warp=warp_audio)


# Sound statements. They share alot with the equivalent music
# statements.

def warp_sound(p):
"""
Determines if we should play this statement while warping.
"""

if p.get("channel", None) is not None:
channel = eval(p["channel"])
else:
channel = "sound"

return renpy.music.is_music(channel)

def execute_play_sound(p):

if p["channel"] is not None:
channel = eval(p["channel"])
else:
channel = "sound"

fadeout = eval(p["fadeout"]) or 0

loop = p.get("loop", False)

if loop is None:
loop = config.default_sound_loop

renpy.sound.play(_audio_eval(p["file"]),
fadeout=fadeout,
fadein=eval(p["fadein"]),
loop=loop,
channel=channel,
relative_volume=eval(p.get("volume", "1.0")))

def lint_play_sound(p, lint_play_music=lint_play_music):
return lint_play_music(p, channel="sound")

renpy.register_statement('play sound',
parse=parse_play_music,
execute=execute_play_sound,
lint=lint_play_sound,
warp=warp_sound)

def execute_queue_sound(p):
if p["channel"] is not None:
channel = eval(p["channel"])
else:
channel = "sound"

loop = p.get("loop", False)

if loop is None:
loop = config.default_sound_loop

renpy.sound.queue(_audio_eval(p["file"]), channel=channel, loop=loop, relative_volume=eval(p.get("volume", "1.0")))


renpy.register_statement('queue sound',
parse=parse_queue_music,
execute=execute_queue_sound,
lint=lint_play_sound,
warp=warp_sound)

def execute_stop_sound(p):
if p["channel"] is not None:
channel = eval(p["channel"])
else:
channel = "sound"

fadeout = eval(p["fadeout"]) or 0

renpy.sound.stop(fadeout=fadeout, channel=channel)

renpy.register_statement('stop sound',
parse=parse_stop_music,
execute=execute_stop_sound,
warp=warp_sound)


# Generic play/queue/stop statements. These take a channel name as
# the second thing.

def parse_play_generic(l, parse_play_music=parse_play_music):
channel = l.name()

if channel is None:
renpy.error('play requires a channel')

rv = parse_play_music(l)
if rv["channel"] is None:
rv["channel"] = repr(channel)

return rv

def parse_queue_generic(l, parse_queue_music=parse_queue_music):
channel = l.name()

if channel is None:
renpy.error('queue requires a channel')

rv = parse_queue_music(l)
if rv["channel"] is None:
rv["channel"] = repr(channel)

return rv

def parse_stop_generic(l, parse_stop_music=parse_stop_music):
channel = l.name()

if channel is None:
renpy.error('stop requires a channel')

rv = parse_stop_music(l)
if rv["channel"] is None:
rv["channel"] = repr(channel)

return rv

def lint_play_generic(p, lint_play_music=lint_play_music):
channel = eval(p["channel"])

if not renpy.music.channel_defined(channel):
renpy.error("channel %r is not defined" % channel)

lint_play_music(p, channel)

def lint_stop_generic(p):
channel = eval(p["channel"])

if not renpy.music.channel_defined(channel):
renpy.error("channel %r is not defined" % channel)

renpy.register_statement('play',
parse=parse_play_generic,
execute=execute_play_music,
predict=predict_play_music,
lint=lint_play_generic,
warp=warp_audio)

renpy.register_statement('queue',
parse=parse_queue_generic,
execute=execute_queue_music,
lint=lint_play_generic,
warp=warp_audio)

renpy.register_statement('stop',
parse=parse_stop_generic,
execute=execute_stop_music,
lint=lint_stop_generic,
warp=warp_audio)



##########################################################################
# Pause statement.

# Should the pause statement use the pause Transition?
config.pause_with_transition = False

def parse_pause(l):

delay = l.simple_expression()

if not l.eol():
renpy.error("expected end of line.")

return { "delay" : delay }

def lint_pause(p):

if p["delay"]:
_try_eval(p["delay"], 'pause statement')

def execute_pause(p):

if p["delay"]:
delay = eval(p["delay"])
if config.pause_with_transition:
renpy.with_statement(Pause(delay))
else:
renpy.pause(delay)
else:
renpy.pause()

renpy.register_statement('pause',
parse=parse_pause,
lint=lint_pause,
execute=execute_pause)


##############################################################################
# Screen-related statements.

python early hide:

# Should we predict screens?
config.predict_screen_statements = True

def warp_true(p):
return True

def parse_show_call_screen(l):

# Parse a name.
name = l.require(l.name)

# Parse the list of arguments.
arguments = renpy.parser.parse_arguments(l)

predict = True
transition_expr = None

while True:

if l.keyword('nopredict'):
predict = False

elif l.keyword('with'):
transition_expr = l.require(l.simple_expression)

else:
break

l.expect_eol()

return dict(name=name, arguments=arguments, predict=predict, transition_expr=transition_expr)

def parse_hide_screen(l):
name = l.require(l.name)

transition_expr = None

if l.keyword('with'):
transition_expr = l.require(l.simple_expression)

l.expect_eol()

return dict(name=name, transition_expr=transition_expr)

def predict_screen(p):

if not config.predict_screen_statements:
return

predict = p.get("predict", False)

if not predict:
return

name = p["name"]
a = p["arguments"]

if a is not None:
args, kwargs = a.evaluate()
else:
args = [ ]
kwargs = { }

renpy.predict_screen(name, *args, **kwargs)

def execute_show_screen(p):

name = p["name"]
a = p["arguments"]

if a is not None:
args, kwargs = a.evaluate()
else:
args = [ ]
kwargs = { }

transition_expr = p.get("transition_expr", None)
if transition_expr is not None:
renpy.with_statement(None)

renpy.show_screen(name, *args, **kwargs)

if transition_expr is not None:
renpy.with_statement(eval(transition_expr))

def execute_call_screen(p):

name = p["name"]
a = p["arguments"]

transition_expr = p.get("transition_expr", None)

if transition_expr is not None:
renpy.transition(eval(transition_expr))

if a is not None:
args, kwargs = a.evaluate()
else:
args = [ ]
kwargs = { }

store._return = renpy.call_screen(name, *args, **kwargs)

def execute_hide_screen(p):
name = p["name"]

transition_expr = p.get("transition_expr", None)
if transition_expr is not None:
renpy.with_statement(None)

renpy.hide_screen(name)

if transition_expr is not None:
renpy.with_statement(eval(transition_expr))


def lint_screen(p):
name = p["name"]
if not renpy.has_screen(name):
renpy.error("Screen %s does not exist." % name)


renpy.register_statement("show screen",
parse=parse_show_call_screen,
execute=execute_show_screen,
predict=predict_screen,
lint=lint_screen,
warp=warp_true)

renpy.register_statement("call screen",
parse=parse_show_call_screen,
execute=execute_call_screen,
predict=predict_screen,
lint=lint_screen,
force_begin_rollback=True)

renpy.register_statement("hide screen",
parse=parse_hide_screen,
execute=execute_hide_screen,
warp=warp_true)

i get this coming up every time i click all over the screen to see if there is a hidden button or something



this is the traceback

I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/Update2.rpy", line 5664, in script
show screen countdown
File "renpy/common/000statements.rpy", line 548, in execute_show_screen
renpy.show_screen(name, *args, **kwargs)
Exception: Screen countdown is not known.


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

Full traceback:
File "game/Update2.rpy", line 5664, in script
show screen countdown
File "renpy/ast.py", line 2015, in execute
self.call("execute")
File "renpy/ast.py", line 2003, in call
return renpy.statements.call(method, parsed, *args, **kwargs)
File "renpy/statements.py", line 278, in call
return method(parsed, *args, **kwargs)
File "renpy/common/000statements.rpy", line 548, in execute_show_screen
renpy.show_screen(name, *args, **kwargs)
File "renpy/display/screen.py", line 1131, in show_screen
raise Exception("Screen %s is not known.\n" % (name[0],))
Exception: Screen countdown is not known.


Windows-10-10.0.19041
Ren'Py 7.4.11.2266
Final-Update-4
Sat Jun 24 11:56:39 2023
 
Last edited:

Meaning Less

Engaged Member
Sep 13, 2016
3,540
7,075
well ive uninstalled and reinstalled and nothing changes.if bug why is no one else reporting it?
Have you tried downloading the most recent version of the game? It says you are using update 4 in your log but the game seems to have an update 5.

For more help use the game thread itself, if it is an actual bug that still exists on the newest version it is good that you report it.
 
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amiable34

Active Member
Jan 1, 2019
529
460
Have you tried downloading the most recent version of the game? It says you are using update 4 in your log but the game seems to have an update 5.

For more help use the game thread itself, if it is an actual bug that still exists on the newest version it is good that you report it.
the download i have is update 5 final? dont know why showing 4.i try to download again.thanks