Came up sooner than expected.Tommyy wrote: Fri Sep 17, 2021 4:45 amI will make a screenshot next time it appearsrichman2 wrote: Wed Sep 15, 2021 9:14 pmMhh could you specify? Like what does it say? In which part does it occur? Always or just if you approach one specific place? Is it saying more something like "name/ variable/ ... doesnt exist/ couldnt find" or something else?Tommyy wrote: Wed Sep 15, 2021 4:29 am I have problems with "Edgecount" fail messege keeps popping up. I am the only one with this problem?
Don't have the files at hand currently. But it might be I used at one or two places capital letter for the variable (or didnt although the variable was defined like that) - which would produce an error. Or it did not get implemented properly at the beginning in script.rpy but instead "somewhere" in the script as default although needed before.
[RELEASE] Technical Forms - Complete Edition
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Re: [RELEASE] Technical Forms - Complete Edition
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Re: [RELEASE] Technical Forms - Complete Edition
Mhh I know that kind of error well. Typically it's because a) I mistyped something. I.e. egdecount instead of edgecount and it doesnt find the variable. This seems not to be the case here.
Then because a variable has not yet been "set up" at the very beginning of the file, when you start the game. Checked for edgecount but it is defined at the very beginning. See in script.rpy, there label start: $edgecount=0
Could be because you maybe mixed with an old version? Like used old files of a former technical forms version and just replaced some files? This would also be true if using old save files. Both doesnt work out.
Other reasons do not come to my mind. Couldnt replicate it either.
First as test:
In game press shift+D
Click Variable Viewer
scroll down the aphabetical order to check whether "edgecount" exists. Probably it doesnt?
As a fix:
Click Rollback in case you currently see the error then
(or before the error happens do the following)
Shift+D
Click Console
type the following: $edgecount=0
press enter
press esc
This should set up the edgecount variable. To check if it worked you could again Shift+D, Variable Viewer, scroll down and check if it exists now. If it does everything should work fine.
Re: [RELEASE] Technical Forms - Complete Edition
Thanks for the answer. I will give it a try.
I have tried to separate ole and new versions of the game, but a might have missed something.
I have tried to separate ole and new versions of the game, but a might have missed something.
Re: [RELEASE] Technical Forms - Complete Edition
Hello, wondering if there is something special I need to do to go on the holiday trip with Masumi? I think I've completed most of the other options. Thanks!!
- avatarbr
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Re: [RELEASE] Technical Forms - Complete Edition
If you downloaded before the patch, check this: viewtopic.php?p=309976#p309976i12step wrote: Wed Sep 29, 2021 4:49 am Hello, wondering if there is something special I need to do to go on the holiday trip with Masumi? I think I've completed most of the other options. Thanks!!
Re: [RELEASE] Technical Forms - Complete Edition
Thanks avatar - that solved itavatarbr wrote: Thu Sep 30, 2021 2:51 am If you downloaded before the patch, check this: viewtopic.php?p=309976#p309976
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Carnal1
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Re: [RELEASE] Technical Forms - Complete Edition
I seem to be stuck at Nanako's Place. All I can do is enter Kizaki's room and go through masu forms with her.
I think it's likely due to my having started with TechnicalForms 1.0. It was fantastic and I was so happy when 1.2 continued it. I then started using 1.65 when that was released. But I'd already gone a bit past the first 6 days and didn't want to lose those days or repeat them so continued from my old save. This worked for a couple days by just ignoring the first couple failure warnings. Richhman2's explanation of using the console then worked great allowing me to manually enter missing variables as needed.
I think it's likely due to my having started with TechnicalForms 1.0. It was fantastic and I was so happy when 1.2 continued it. I then started using 1.65 when that was released. But I'd already gone a bit past the first 6 days and didn't want to lose those days or repeat them so continued from my old save. This worked for a couple days by just ignoring the first couple failure warnings. Richhman2's explanation of using the console then worked great allowing me to manually enter missing variables as needed.
- Spoiler: show
Re: [RELEASE] Technical Forms - Complete Edition
Mhh probably it's cause you used old save files but can't check. I won't be around often in the next weeks and don't have access to files currently. On the other hand besindes missing variables - which would produce an error - I can't remember something relevant from Anri's place to make Nanako's place work.
Theoretically you will be able to solve all problems just by using the console - also beyond missing variables. Might be necessary to read the scripts though to get what is missing. Might also be that it's a coding problem with a special combination of events I didnt take care of...
Out of memory... did you go to the upstairs room yet and managed the challenge successfully there? Other than that should just be daycount at nanako's place if I remember correctly. So maybe just sleep one or two times again?
Theoretically you will be able to solve all problems just by using the console - also beyond missing variables. Might be necessary to read the scripts though to get what is missing. Might also be that it's a coding problem with a special combination of events I didnt take care of...
Out of memory... did you go to the upstairs room yet and managed the challenge successfully there? Other than that should just be daycount at nanako's place if I remember correctly. So maybe just sleep one or two times again?
- Spoiler: show
Carnal1 wrote: Thu Oct 07, 2021 8:06 pm I seem to be stuck at Nanako's Place. All I can do is enter Kizaki's room and go through masu forms with her.
I think it's likely due to my having started with TechnicalForms 1.0. It was fantastic and I was so happy when 1.2 continued it. I then started using 1.65 when that was released. But I'd already gone a bit past the first 6 days and didn't want to lose those days or repeat them so continued from my old save. This worked for a couple days by just ignoring the first couple failure warnings. Richhman2's explanation of using the console then worked great allowing me to manually enter missing variables as needed.
- Spoiler: show
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Carnal1
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Re: [RELEASE] Technical Forms - Complete Edition
Thanks for the ideas. Pretty much what I've been doing - experimenting with a few changes and seeing what it gets me. Likely I'll muck it up and end up restarting. Not such a bad thing since it really is a great tease and I'd intended a second run making different choices along the way.
Re: [RELEASE] Technical Forms - Complete Edition
Hey besides Cock Heroes with focus on softcore content (some also from Rinascere (coincidence
)) and some old maze teases - this is the only tease I play again and again and again.
I love core game, I love the new parts added to it and I love the simple handling to start the game.
So thanks to all workers on this tease it is a lot of fun to play and so much great teasing content
.
I love core game, I love the new parts added to it and I love the simple handling to start the game.
So thanks to all workers on this tease it is a lot of fun to play and so much great teasing content
Re: [RELEASE] Technical Forms - Complete Edition
Great to hear that!Stevie wrote: Mon Oct 18, 2021 3:41 pm Hey besides Cock Heroes with focus on softcore content (some also from Rinascere (coincidence)) and some old maze teases - this is the only tease I play again and again and again.
I love core game, I love the new parts added to it and I love the simple handling to start the game.
So thanks to all workers on this tease it is a lot of fun to play and so much great teasing content.
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Hoooman123
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Re: [RELEASE] Technical Forms - Complete Edition
Dear Richman2,
this is amazing work! Would you be willing to release for transparency the scripts for 1.6? As you progressed so much in Ren'Py from version 1.2 to 1.6, this could be an enormous help for all those who try similar functions with this visual novel engine - like me :)
Best!
this is amazing work! Would you be willing to release for transparency the scripts for 1.6? As you progressed so much in Ren'Py from version 1.2 to 1.6, this could be an enormous help for all those who try similar functions with this visual novel engine - like me :)
Best!
Re: [RELEASE] Technical Forms - Complete Edition
Hi Hooman,Hoooman123 wrote: Sat Oct 30, 2021 9:22 am Dear Richman2,
this is amazing work! Would you be willing to release for transparency the scripts for 1.6? As you progressed so much in Ren'Py from version 1.2 to 1.6, this could be an enormous help for all those who try similar functions with this visual novel engine - like me :)
Best!
if I remember correctly you should find the scripts in the game folder. But anyway - here is a link to the scripts for whom is interested
https://mega.nz/file/Nxx3XKra#gbzyNE7UH ... sI_QxIvPgs
Will get back to you for some general hints in PM.
Currently I'm uploading an amended version which allows for external extensions via a mechanism described in a readme in \game\newteases folder and which I lined out here before.
Didnt test it though. Find it here: https://mega.nz/file/ckwECJLR#rPlxFVOl9 ... 55Y2woPJjE
Still, to make one of many new yet to come, say, dojoteases appear, it needs a "call callnewdojotease" command in the dojo or "call callnewpooltease" when entering the pool etc. Did not write that one line of code yet cause no new material/ stand alone teases to implement yet. But once this is done it will select randomly new teases placed in the corresponding folder without further changes of the "main code" necessary. See the calls.rpy for how it works.
For everyone not interested in contributing stand alone extensions: There is nothing new or different in this upload apart from this "interface" piece of code which enables stand-alone tease-files. So no need to download the whole thing.
sorry for no other news and committment but as I wrote to some of you in PM I am and will be very busy at least until year-end and had some pc probs on top of that.
Re: [RELEASE] Technical Forms - Complete Edition
Hey folks!
Maybe this is a deadcat and nobody cares but in case someone is still interested: Please find an update here:
https://mega.nz/file/xoQ2VLpI#61ObR8sz6 ... lqUTvew4BI
It's called Version 2.15
Different from last time I had no support for testing and editing. Hence: Do expect errors and bugs! Do expect a lot of them.
Especially cause I recently made some coding progress (like how to use image mapping and stuff) which typically comes at the price of...bugs. Also I made everything a lot more dynamic but it's not streamlined yet.
I want to be very clear that this is not a polished thing. It's just what I did for myself and which is work in progress I wanted to share. Basically there are a lot of new teases but the story develops only a bit and very slowly after Nanako but don't expect too much storywise. It's now more a thing to hang out in the temple and explore. To advance you really need to care for the Shrine. I'm not sure how transparent the game mechanics are and it might well be that you think you are stuck although there are many unexplored teases... dunno
One issue and maybe anyone knows some renpy and how to solve that:
I can imagine some of you have old save files and want just to go on. Cause there are many new variables and stuff I suspect this won't work. At least not in a way you can solve without any coding knowledge whatsoever and probably without knowing how things had been coded/ mechanics I had in mind it is a nightmare to fix it individually. Does anyone know a solution to that?
To make things easier I prepared several "jump points" at the beginning. Like the texts tell you: It's not recommended but in case you played until end of Nanako (which was th last version, right?!) it should be a sure thing to jump there.
Have fun!
Although it doesnt make any sense cause it might well be that I stop working at it again ...tomorrow... I still want to share some plans:
- I'm eager to implement more of picture mapping. Like in-game in picture clickable areas. Maps, tasks, easter-eggs - things like that. Just so happy I got that, wanna use it more. Still dreaming of a sophisticated skilltree-menu or backpack menu or stuff. But although I get closer it is still beyond my knowledge and I lack of ideas for such an RPG-like setting.
- Storywise I want (well "need") to implement a new competition to avoid things getting too boring.
- need to reduce/ streamline all the different ways you currently can evolve. The multiple paragon-systems are way too complex and mostly stand separated from each other which is no good.
- seriously thinking about implementing some text-to-speech japanese ... just because I can and it's a fun/nerd style element
Cheers!
Maybe this is a deadcat and nobody cares but in case someone is still interested: Please find an update here:
https://mega.nz/file/xoQ2VLpI#61ObR8sz6 ... lqUTvew4BI
It's called Version 2.15
Different from last time I had no support for testing and editing. Hence: Do expect errors and bugs! Do expect a lot of them.
Especially cause I recently made some coding progress (like how to use image mapping and stuff) which typically comes at the price of...bugs. Also I made everything a lot more dynamic but it's not streamlined yet.
I want to be very clear that this is not a polished thing. It's just what I did for myself and which is work in progress I wanted to share. Basically there are a lot of new teases but the story develops only a bit and very slowly after Nanako but don't expect too much storywise. It's now more a thing to hang out in the temple and explore. To advance you really need to care for the Shrine. I'm not sure how transparent the game mechanics are and it might well be that you think you are stuck although there are many unexplored teases... dunno
One issue and maybe anyone knows some renpy and how to solve that:
I can imagine some of you have old save files and want just to go on. Cause there are many new variables and stuff I suspect this won't work. At least not in a way you can solve without any coding knowledge whatsoever and probably without knowing how things had been coded/ mechanics I had in mind it is a nightmare to fix it individually. Does anyone know a solution to that?
To make things easier I prepared several "jump points" at the beginning. Like the texts tell you: It's not recommended but in case you played until end of Nanako (which was th last version, right?!) it should be a sure thing to jump there.
Have fun!
Although it doesnt make any sense cause it might well be that I stop working at it again ...tomorrow... I still want to share some plans:
- I'm eager to implement more of picture mapping. Like in-game in picture clickable areas. Maps, tasks, easter-eggs - things like that. Just so happy I got that, wanna use it more. Still dreaming of a sophisticated skilltree-menu or backpack menu or stuff. But although I get closer it is still beyond my knowledge and I lack of ideas for such an RPG-like setting.
- Storywise I want (well "need") to implement a new competition to avoid things getting too boring.
- need to reduce/ streamline all the different ways you currently can evolve. The multiple paragon-systems are way too complex and mostly stand separated from each other which is no good.
- seriously thinking about implementing some text-to-speech japanese ... just because I can and it's a fun/nerd style element
Cheers!
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Re: [RELEASE] Technical Forms - Complete Edition
richman2 wrote: Thu Apr 21, 2022 9:07 pm Hey folks!
Maybe this is a deadcat and nobody cares but in case someone is still interested: Please find an update here:
https://mega.nz/file/xoQ2VLpI#61ObR8sz6 ... lqUTvew4BI
It's called Version 2.15
Different from last time I had no support for testing and editing. Hence: Do expect errors and bugs! Do expect a lot of them.
Especially cause I recently made some coding progress (like how to use image mapping and stuff) which typically comes at the price of...bugs. Also I made everything a lot more dynamic but it's not streamlined yet.
I am really happy to see a new update. I will test soon, since I need to replace a few pictures I did in the previous versions (some models are not my taste), and that take some time (need to rename and resize a lot of pictures
I am not sure how to report bugs. A screenshot of that grey error screen would help?

