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logui

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0% found this document useful (0 votes)
9 views

logui

Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 9

2025-01-09 16:22:54 UTC

Emscripten-3.1.24-wasm32-32bit
Ren'Py 8.3.2.24090902

MONSTER TUTOR
0.1.6
Built at 2025-01-09 01:16:57 UTC

Early init took 0.35s


Loading error handling took 0.40s

Loading script...
Loading script took 27.58s
Loading save slot metadata took 0.06s
Loading persistent took 0.00s
Set script version to: (8, 2, 1)
Running init code took 0.77s
Loading analysis data took 0.94s
Analyze and compile ATL took 0.20s
Reloading save slot metadata took 0.01s
Index archives took 0.00s
Dump and make backups took 0.01s
Cleaning cache took 0.00s
Making clean stores took 0.01s
Initial gc took 0.72s
DPI scale factor: 1.000000
Creating interface object took 0.01s
Cleaning stores took 0.00s
Init translation took 0.76s
Build styles took 0.03s
Load screen analysis took 0.00s
Analyze screens took 0.12s
Save screen analysis took 0.14s
Prepare screens took 1.23s
Save pyanalysis. took 0.14s
Save bytecode. took 0.23s
Running _start took 0.02s
Interface start took 0.79s

Initializing gles2 renderer:


primary display bounds: (0, 0, 1130, 501)
swap interval: 1 frames
Windowed mode.
UGUU couldn't find b'glFlushMappedBufferRange': b'No OpenGL context has been made
current'
UGUU couldn't find b'glGetBufferPointerv': b'No OpenGL context has been made
current'
UGUU couldn't find b'glMapBufferRange': b'No OpenGL context has been made current'
UGUU couldn't find b'glUnmapBuffer': b'No OpenGL context has been made current'
Vendor: "b'WebKit'"
Renderer: b'WebKit WebGL'
Version: b'OpenGL ES 3.0 (WebGL 2.0 (OpenGL ES 3.0 Chromium))'
Display Info: None
Screen sizes: virtual=(1920, 1080) physical=(1080, 501) drawable=(2328, 1080)
Error compiling shader ('feniks.outline', 'renpy.geometry', 'renpy.matrixcolor',
'renpy.texture'):
1 #version 100
2 precision mediump float;
3 uniform float u_gradient_smoothness;
4 uniform float u_has_gradient;
5 uniform float u_lod_bias;
6 uniform float u_num_passes;
7 uniform float u_power;
8 uniform float u_smoothness;
9 uniform float u_smoothstep;
10 uniform float u_width;
11 uniform mat4 u_renpy_matrixcolor;
12 uniform sampler2D tex0;
13 uniform vec2 u_offset;
14 uniform vec4 u_end_color;
15 uniform vec4 u_line_color;
16 varying vec2 v_coords;
17 varying vec2 v_size;
18 varying vec2 v_tex_coord;
19
20 void main() {
21
22 gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
23
24 float pi = 3.1415926535897932384626433832795;
25 // We always check in at least 8 directions
26 float angle_smooth = 8.0 * u_smoothness;
27 float grad_smooth = 8.0 * u_gradient_smoothness;
28
29 // Premultiply the alpha for the line colours (for mixing)
30 vec4 line_color = vec4(u_line_color.rgb*u_line_color.a,
u_line_color.a);
31 vec4 end_color = vec4(u_end_color.rgb*u_end_color.a, u_end_color.a);
32
33 // Figure out the size of one pixel based on the texture size
34 vec2 pixel_size = vec2(1.0 / v_size.x, 1.0 / v_size.y);
35 vec2 outline_offset = u_offset * pixel_size * vec2(-1.0);
36
37 // Set up some initial values
38 vec4 current_pixel = vec4(0.0);
39 float closest_dist = u_width;
40 vec4 og_color = texture2D(tex0, v_coords);
41 float outline = 0.0;
42
43 // This loop runs for num_passes, slowly getting larger and closer to
44 // the final width number. The more passes, the better it handles
45 // small pixel areas and sharp curves.
46 for (float num=u_width; num>=0.0; num-=max(u_width/u_num_passes,
47 min(pixel_size.x, pixel_size.y))) {
48 // This loop runs for the number of angles the shader is
49 // considering. The more angles, the rounder and smoother the
50 // final outline.
51 for (float i=0.0; i < angle_smooth; i++) {
52 float angle = 2.0 * i * pi / angle_smooth;
53 vec2 offset = vec2(cos(angle), sin(angle)) * num * pixel_size;
54 current_pixel = texture2D(tex0, v_coords + offset +
outline_offset);
55 outline += current_pixel.a;
56 // Also keep track of approximately how far this pixel is
57 // from the main texture, for gradient purposes.
58 if (current_pixel.a > 0.0) {
59 closest_dist = num;
60 }
61 }
62 }
63 // Make sure the outline doesn't go over 1.0; there can only be
(' 64 // 100% outline and 0% original image at most.',)
65 outline = min(outline, 1.0);
66
67 float closest = closest_dist/u_width;
68
69 if (u_power > 0.0) {
70 closest = max(min(pow(closest_dist/u_width, u_power), 1.0), 0.0);
71 }
72 // Smoothstep evens out the gradient a little towards the edges, so
73 // the cutoff doesn't look so harsh.
74 if (u_smoothstep > 0.0) {
75 closest = smoothstep(0.0, 1.0, closest);
76 }
77 closest = min(u_has_gradient, closest);
78
79 // Mix together the start/end line colours based on how far the pixel
80 // is from the main image.
81 vec4 blend_line = mix(line_color, end_color, closest);
82 // And finally, mix the original image with the outline. This is so
83 // the outline appears under translucent parts of the main image too,
84 // where applicable.
85 gl_FragColor = mix(og_color, blend_line, max(0.0, outline-og_color.a));
86
87 gl_FragColor = u_renpy_matrixcolor * gl_FragColor;
88 }
Precompiling shader ('renpy.matrixcolor', 'feniks.outline', 'renpy.texture',
'renpy.texture'):
Traceback (most recent call last):
File "/renpy/gl2/gl2shadercache.py", line 430, in load
self.get(partnames)
File "/renpy/gl2/gl2shadercache.py", line 352, in get
rv.load()
File "gl2shader.pyx", line 315, in renpy.gl2.gl2shader.Program.load
File "gl2shader.pyx", line 298, in renpy.gl2.gl2shader.Program.load_shader
renpy.gl2.gl2shader.ShaderError: ERROR: 0:46: 'num' : Loop index cannot be
initialized with non-constant expression

Error compiling shader ('feniks.outline', 'renpy.geometry', 'renpy.texture'):


1 #version 100
2 precision mediump float;
3 uniform float u_gradient_smoothness;
4 uniform float u_has_gradient;
5 uniform float u_lod_bias;
6 uniform float u_num_passes;
7 uniform float u_power;
8 uniform float u_smoothness;
9 uniform float u_smoothstep;
10 uniform float u_width;
11 uniform sampler2D tex0;
12 uniform vec2 u_offset;
13 uniform vec4 u_end_color;
14 uniform vec4 u_line_color;
15 varying vec2 v_coords;
16 varying vec2 v_size;
17 varying vec2 v_tex_coord;
18
19 void main() {
20
21 gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
22
23 float pi = 3.1415926535897932384626433832795;
24 // We always check in at least 8 directions
25 float angle_smooth = 8.0 * u_smoothness;
26 float grad_smooth = 8.0 * u_gradient_smoothness;
27
28 // Premultiply the alpha for the line colours (for mixing)
29 vec4 line_color = vec4(u_line_color.rgb*u_line_color.a,
u_line_color.a);
30 vec4 end_color = vec4(u_end_color.rgb*u_end_color.a, u_end_color.a);
31
32 // Figure out the size of one pixel based on the texture size
33 vec2 pixel_size = vec2(1.0 / v_size.x, 1.0 / v_size.y);
34 vec2 outline_offset = u_offset * pixel_size * vec2(-1.0);
35
36 // Set up some initial values
37 vec4 current_pixel = vec4(0.0);
38 float closest_dist = u_width;
39 vec4 og_color = texture2D(tex0, v_coords);
40 float outline = 0.0;
41
42 // This loop runs for num_passes, slowly getting larger and closer to
43 // the final width number. The more passes, the better it handles
44 // small pixel areas and sharp curves.
45 for (float num=u_width; num>=0.0; num-=max(u_width/u_num_passes,
46 min(pixel_size.x, pixel_size.y))) {
47 // This loop runs for the number of angles the shader is
48 // considering. The more angles, the rounder and smoother the
49 // final outline.
50 for (float i=0.0; i < angle_smooth; i++) {
51 float angle = 2.0 * i * pi / angle_smooth;
52 vec2 offset = vec2(cos(angle), sin(angle)) * num * pixel_size;
53 current_pixel = texture2D(tex0, v_coords + offset +
outline_offset);
54 outline += current_pixel.a;
55 // Also keep track of approximately how far this pixel is
56 // from the main texture, for gradient purposes.
57 if (current_pixel.a > 0.0) {
58 closest_dist = num;
59 }
60 }
61 }
62 // Make sure the outline doesn't go over 1.0; there can only be
(' 63 // 100% outline and 0% original image at most.',)
64 outline = min(outline, 1.0);
65
66 float closest = closest_dist/u_width;
67
68 if (u_power > 0.0) {
69 closest = max(min(pow(closest_dist/u_width, u_power), 1.0), 0.0);
70 }
71 // Smoothstep evens out the gradient a little towards the edges, so
72 // the cutoff doesn't look so harsh.
73 if (u_smoothstep > 0.0) {
74 closest = smoothstep(0.0, 1.0, closest);
75 }
76 closest = min(u_has_gradient, closest);
77
78 // Mix together the start/end line colours based on how far the pixel
79 // is from the main image.
80 vec4 blend_line = mix(line_color, end_color, closest);
81 // And finally, mix the original image with the outline. This is so
82 // the outline appears under translucent parts of the main image too,
83 // where applicable.
84 gl_FragColor = mix(og_color, blend_line, max(0.0, outline-og_color.a));
85 }
Precompiling shader ('feniks.outline', 'renpy.texture', 'renpy.texture'):
Traceback (most recent call last):
File "/renpy/gl2/gl2shadercache.py", line 430, in load
self.get(partnames)
File "/renpy/gl2/gl2shadercache.py", line 352, in get
rv.load()
File "gl2shader.pyx", line 315, in renpy.gl2.gl2shader.Program.load
File "gl2shader.pyx", line 298, in renpy.gl2.gl2shader.Program.load_shader
renpy.gl2.gl2shader.ShaderError: ERROR: 0:45: 'num' : Loop index cannot be
initialized with non-constant expression

Error compiling shader ('feniks.outline', 'renpy.geometry', 'renpy.texture'):


1 #version 100
2 precision mediump float;
3 uniform float u_gradient_smoothness;
4 uniform float u_has_gradient;
5 uniform float u_lod_bias;
6 uniform float u_num_passes;
7 uniform float u_power;
8 uniform float u_smoothness;
9 uniform float u_smoothstep;
10 uniform float u_width;
11 uniform sampler2D tex0;
12 uniform vec2 u_offset;
13 uniform vec4 u_end_color;
14 uniform vec4 u_line_color;
15 varying vec2 v_coords;
16 varying vec2 v_size;
17 varying vec2 v_tex_coord;
18
19 void main() {
20
21 gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
22
23 float pi = 3.1415926535897932384626433832795;
24 // We always check in at least 8 directions
25 float angle_smooth = 8.0 * u_smoothness;
26 float grad_smooth = 8.0 * u_gradient_smoothness;
27
28 // Premultiply the alpha for the line colours (for mixing)
29 vec4 line_color = vec4(u_line_color.rgb*u_line_color.a,
u_line_color.a);
30 vec4 end_color = vec4(u_end_color.rgb*u_end_color.a, u_end_color.a);
31
32 // Figure out the size of one pixel based on the texture size
33 vec2 pixel_size = vec2(1.0 / v_size.x, 1.0 / v_size.y);
34 vec2 outline_offset = u_offset * pixel_size * vec2(-1.0);
35
36 // Set up some initial values
37 vec4 current_pixel = vec4(0.0);
38 float closest_dist = u_width;
39 vec4 og_color = texture2D(tex0, v_coords);
40 float outline = 0.0;
41
42 // This loop runs for num_passes, slowly getting larger and closer to
43 // the final width number. The more passes, the better it handles
44 // small pixel areas and sharp curves.
45 for (float num=u_width; num>=0.0; num-=max(u_width/u_num_passes,
46 min(pixel_size.x, pixel_size.y))) {
47 // This loop runs for the number of angles the shader is
48 // considering. The more angles, the rounder and smoother the
49 // final outline.
50 for (float i=0.0; i < angle_smooth; i++) {
51 float angle = 2.0 * i * pi / angle_smooth;
52 vec2 offset = vec2(cos(angle), sin(angle)) * num * pixel_size;
53 current_pixel = texture2D(tex0, v_coords + offset +
outline_offset);
54 outline += current_pixel.a;
55 // Also keep track of approximately how far this pixel is
56 // from the main texture, for gradient purposes.
57 if (current_pixel.a > 0.0) {
58 closest_dist = num;
59 }
60 }
61 }
62 // Make sure the outline doesn't go over 1.0; there can only be
(' 63 // 100% outline and 0% original image at most.',)
64 outline = min(outline, 1.0);
65
66 float closest = closest_dist/u_width;
67
68 if (u_power > 0.0) {
69 closest = max(min(pow(closest_dist/u_width, u_power), 1.0), 0.0);
70 }
71 // Smoothstep evens out the gradient a little towards the edges, so
72 // the cutoff doesn't look so harsh.
73 if (u_smoothstep > 0.0) {
74 closest = smoothstep(0.0, 1.0, closest);
75 }
76 closest = min(u_has_gradient, closest);
77
78 // Mix together the start/end line colours based on how far the pixel
79 // is from the main image.
80 vec4 blend_line = mix(line_color, end_color, closest);
81 // And finally, mix the original image with the outline. This is so
82 // the outline appears under translucent parts of the main image too,
83 // where applicable.
84 gl_FragColor = mix(og_color, blend_line, max(0.0, outline-og_color.a));
85 }
Precompiling shader ('feniks.outline', 'renpy.geometry', 'renpy.texture'):
Traceback (most recent call last):
File "/renpy/gl2/gl2shadercache.py", line 430, in load
self.get(partnames)
File "/renpy/gl2/gl2shadercache.py", line 352, in get
rv.load()
File "gl2shader.pyx", line 315, in renpy.gl2.gl2shader.Program.load
File "gl2shader.pyx", line 298, in renpy.gl2.gl2shader.Program.load_shader
renpy.gl2.gl2shader.ShaderError: ERROR: 0:45: 'num' : Loop index cannot be
initialized with non-constant expression

Error compiling shader ('feniks.outline', 'renpy.geometry', 'renpy.matrixcolor',


'renpy.texture'):
1 #version 100
2 precision mediump float;
3 uniform float u_gradient_smoothness;
4 uniform float u_has_gradient;
5 uniform float u_lod_bias;
6 uniform float u_num_passes;
7 uniform float u_power;
8 uniform float u_smoothness;
9 uniform float u_smoothstep;
10 uniform float u_width;
11 uniform mat4 u_renpy_matrixcolor;
12 uniform sampler2D tex0;
13 uniform vec2 u_offset;
14 uniform vec4 u_end_color;
15 uniform vec4 u_line_color;
16 varying vec2 v_coords;
17 varying vec2 v_size;
18 varying vec2 v_tex_coord;
19
20 void main() {
21
22 gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);
23
24 float pi = 3.1415926535897932384626433832795;
25 // We always check in at least 8 directions
26 float angle_smooth = 8.0 * u_smoothness;
27 float grad_smooth = 8.0 * u_gradient_smoothness;
28
29 // Premultiply the alpha for the line colours (for mixing)
30 vec4 line_color = vec4(u_line_color.rgb*u_line_color.a,
u_line_color.a);
31 vec4 end_color = vec4(u_end_color.rgb*u_end_color.a, u_end_color.a);
32
33 // Figure out the size of one pixel based on the texture size
34 vec2 pixel_size = vec2(1.0 / v_size.x, 1.0 / v_size.y);
35 vec2 outline_offset = u_offset * pixel_size * vec2(-1.0);
36
37 // Set up some initial values
38 vec4 current_pixel = vec4(0.0);
39 float closest_dist = u_width;
40 vec4 og_color = texture2D(tex0, v_coords);
41 float outline = 0.0;
42
43 // This loop runs for num_passes, slowly getting larger and closer to
44 // the final width number. The more passes, the better it handles
45 // small pixel areas and sharp curves.
46 for (float num=u_width; num>=0.0; num-=max(u_width/u_num_passes,
47 min(pixel_size.x, pixel_size.y))) {
48 // This loop runs for the number of angles the shader is
49 // considering. The more angles, the rounder and smoother the
50 // final outline.
51 for (float i=0.0; i < angle_smooth; i++) {
52 float angle = 2.0 * i * pi / angle_smooth;
53 vec2 offset = vec2(cos(angle), sin(angle)) * num * pixel_size;
54 current_pixel = texture2D(tex0, v_coords + offset +
outline_offset);
55 outline += current_pixel.a;
56 // Also keep track of approximately how far this pixel is
57 // from the main texture, for gradient purposes.
58 if (current_pixel.a > 0.0) {
59 closest_dist = num;
60 }
61 }
62 }
63 // Make sure the outline doesn't go over 1.0; there can only be
(' 64 // 100% outline and 0% original image at most.',)
65 outline = min(outline, 1.0);
66
67 float closest = closest_dist/u_width;
68
69 if (u_power > 0.0) {
70 closest = max(min(pow(closest_dist/u_width, u_power), 1.0), 0.0);
71 }
72 // Smoothstep evens out the gradient a little towards the edges, so
73 // the cutoff doesn't look so harsh.
74 if (u_smoothstep > 0.0) {
75 closest = smoothstep(0.0, 1.0, closest);
76 }
77 closest = min(u_has_gradient, closest);
78
79 // Mix together the start/end line colours based on how far the pixel
80 // is from the main image.
81 vec4 blend_line = mix(line_color, end_color, closest);
82 // And finally, mix the original image with the outline. This is so
83 // the outline appears under translucent parts of the main image too,
84 // where applicable.
85 gl_FragColor = mix(og_color, blend_line, max(0.0, outline-og_color.a));
86
87 gl_FragColor = u_renpy_matrixcolor * gl_FragColor;
88 }
Precompiling shader ('feniks.outline', 'renpy.geometry', 'renpy.matrixcolor',
'renpy.texture'):
Traceback (most recent call last):
File "/renpy/gl2/gl2shadercache.py", line 430, in load
self.get(partnames)
File "/renpy/gl2/gl2shadercache.py", line 352, in get
rv.load()
File "gl2shader.pyx", line 315, in renpy.gl2.gl2shader.Program.load
File "gl2shader.pyx", line 298, in renpy.gl2.gl2shader.Program.load_shader
renpy.gl2.gl2shader.ShaderError: ERROR: 0:46: 'num' : Loop index cannot be
initialized with non-constant expression

Maximum texture size: 4096x4096

Full traceback:
File "renpy/common/_layout/screen_main_menu.rpym", line 28, in script
python hide:
File "/renpy/ast.py", line 821, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "/renpy/python.py", line 1178, in py_exec_bytecode
exec(bytecode, globals, locals)
File "renpy/common/_layout/screen_main_menu.rpym", line 28, in <module>
python hide:
File "renpy/common/_layout/screen_main_menu.rpym", line 2011, in
_execute_python_hide
File "/renpy/ui.py", line 301, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "/renpy/display/core.py", line 2215, 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 "/renpy/display/core.py", line 2745, in interact_core
root_widget.visit_all(lambda d : d.per_interact())
File "/renpy/display/displayable.py", line 434, in visit_all
d.visit_all(callback, seen)
File "/renpy/display/displayable.py", line 434, in visit_all
d.visit_all(callback, seen)
File "/renpy/display/displayable.py", line 434, in visit_all
d.visit_all(callback, seen)
[Previous line repeated 1 more time]
File "/renpy/display/screen.py", line 485, in visit_all
self.child.visit_all(callback, seen=None)
File "/renpy/display/displayable.py", line 434, in visit_all
d.visit_all(callback, seen)
File "/renpy/display/displayable.py", line 434, in visit_all
d.visit_all(callback, seen)
File "/renpy/display/displayable.py", line 434, in visit_all
d.visit_all(callback, seen)
[Previous line repeated 8 more times]
File "/renpy/display/displayable.py", line 424, in visit_all
for d in self.visit():
File "/renpy/display/image.py", line 785, in visit
self.find_target()
File "/renpy/display/image.py", line 683, in find_target
raise Exception(error)
Exception: DynamicImage 'gui/phone/button/radio_[prefix_]foreground.png': could not
find image. ('gui/phone/button/radio_insensitive_foreground.png',
'gui/phone/button/radio_foreground.png', and 1 more.)

While loading <renpy.display.im.Image object ('gui/phone/overlay/main_menu.png') at


0x4305bd8>:
Exception: DynamicImage 'gui/phone/button/radio_[prefix_]foreground.png': could not
find image. ('gui/phone/button/radio_insensitive_foreground.png',
'gui/phone/button/radio_foreground.png', and 1 more.)

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