Darn. Ah well, good things require time, I guess. :)
doxxx
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Wow. Quite beefy and the renders still take that long... :(
I don't know much about Daz rendering, but I assume it's an iterative path-tracing renderer where the more passes you use, the further it reduces the noise in the image. I wonder if reducing the passes but using an AI denoiser would be faster?
I was similarly disappointed. One of my secondary playthroughs is open relationships with both Jaye and Mallory but otherwise no cheating (i.e. reject Bianca and Lisa, etc.), and although Jaye seems open to the idea of getting Mallory involved, Mallory seemingly "dumps" MC in the scene after the log cabin.
Confusingly, in the chapter summary at the end of Chapter 9, it says that "I have chose Mallory as the love of my life", which seems a bit odd.
We'll have to see what happens in the epilogue.
It looks like it's the "dreamyzoom" transition? It happened in multiple places, so I'd guess that it's not just one specific instance of the transition which is problematic but the way the transition is coded.
One instance is at the end of chapter 2 in the transition from the ending scene to the chapter summary.
If you're using the Skip function (Ctrl or Tab), it doesn't trigger because I believe that skips transitions, so you have to get to that point and click through normally to trigger the bug.
Fantastic update! Chasing Sunsets is in my top 3, and I've played far too many of these games! Every character is pitch perfect, and the MC isn't a rapey douchebag!
However, I have a problem: When using the default Renpy renderer (which I think is GL2), I get these weird glitchy flashes during transitions and animations. I get these on every game. So I normally just switch to the ANGLE2 renderer (Shift+G) and that fixes it. But using the ANGLE2 renderer with Chasing Sunsets causes an error in some of your transitions at chapter end/start and some other points. Here's an example traceback:
Full traceback:
File "game/scripts/story/chapter4.rpy", line 5070, in script
call screen chaptersummary with dreamyzoom
File "E:\Games\ChasingSunsets-1.0-pc\renpy\ast.py", line 2232, in execute
self.call("execute")
File "E:\Games\ChasingSunsets-1.0-pc\renpy\ast.py", line 2220, in call
return renpy.statements.call(method, parsed, *args, **kwargs)
File "E:\Games\ChasingSunsets-1.0-pc\renpy\statements.py", line 281, in call
return method(parsed, *args, **kwargs)
File "renpy/common/000statements.rpy", line 609, in execute_call_screen
store._return = renpy.call_screen(name, *args, **kwargs)
File "E:\Games\ChasingSunsets-1.0-pc\renpy\exports.py", line 3181, in call_screen
rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward)
File "E:\Games\ChasingSunsets-1.0-pc\renpy\ui.py", line 299, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "E:\Games\ChasingSunsets-1.0-pc\renpy\display\core.py", line 3377, in interact
repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, pause=pause, pause_start=pause_start, pause_modal=pause_modal, **kwargs) # type: ignore
File "E:\Games\ChasingSunsets-1.0-pc\renpy\display\core.py", line 3912, in interact_core
self.draw_screen(root_widget, fullscreen_video, (not fullscreen_video) or video_frame_drawn)
File "E:\Games\ChasingSunsets-1.0-pc\renpy\display\core.py", line 2609, in draw_screen
renpy.display.draw.draw_screen(surftree)
File "gl2draw.pyx", line 839, in renpy.gl2.gl2draw.GL2Draw.draw_screen
File "gl2draw.pyx", line 1341, in renpy.gl2.gl2draw.GL2DrawingContext.draw
File "gl2draw.pyx", line 1322, in renpy.gl2.gl2draw.GL2DrawingContext.draw_one
File "gl2draw.pyx", line 1322, in renpy.gl2.gl2draw.GL2DrawingContext.draw_one
File "gl2draw.pyx", line 1236, in renpy.gl2.gl2draw.GL2DrawingContext.draw_one
File "gl2draw.pyx", line 1191, in renpy.gl2.gl2draw.GL2DrawingContext.draw_model
File "E:\Games\ChasingSunsets-1.0-pc\renpy\gl2\gl2shadercache.py", line 278, in get
rv.load()
File "gl2shader.pyx", line 230, in renpy.gl2.gl2shader.Program.load
File "gl2shader.pyx", line 213, in renpy.gl2.gl2shader.Program.load_shader
ShaderError: ERROR: 0:45: '*' : wrong operand types - no operation '*' exists that takes a left-hand operand of type 'const float' and a right operand of type 'const int' (or there is no acceptable conversion)
ERROR: 0:47: '*' : wrong operand types - no operation '*' exists that takes a left-hand operand of type 'const float' and a right operand of type 'const int' (or there is no acceptable conversion)
If I switch back to the default renderer, these errors don't occur but I have to suffer with flashy glitchy transitions.
I'm using a GeForce 3080 on WIndows 10 64-bit.
Hopefully that's enough information to figure out the problem!
EDIT: Added the full stacktrace since that seems to have lots more useful info.