Ren'Py 6.11.0 Pre-Released

Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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PyTom
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Re: Ren'Py 6.11.0 Pre-Released

#76 Post by PyTom »

Yeah, that one's my fault - I inverted the sense of a check that prevented a divide by zero.
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Re: Ren'Py 6.11.0 Pre-Released

#77 Post by unknown5 »

11a didn't run for me, but 11b works fine. got some of the same stuff others did

1) "Exception: Couldn't determine text style."

2) a flash of the checkerboard pattern underneath my layers on the splash page and at a jump to a scene with a transition

3) "pygame window"

also, the compiler barked at me because i didn't put a space after the $
for a line of python code, which i guess it let me do before, heh.
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Re: Ren'Py 6.11.0 Pre-Released

#78 Post by PyTom »

I've put out a 6.11.0c version. This should:

- Fixes the "Couldn't determine text style" problem.
- Be a little more conservative when using graphics hardware. It will no longer use framebuffer_object, unless explicitly asked.
- Only compile python code once, preventing Ren'Py from reporting errors in zombie code.
- Reset the window caption and icon when changing from fullscreen to windowed mode (or vice versa).
- Make the video playback texture transient, hopefully fixing movie playback problems.
- Play test sounds on the sound channel, rather than numbered channel. This fixes duplicate sounds when playing a test sound.
- Ensure that auto-forward always works.

It also include some support for helping me debug the remaining bugs.
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Re: Ren'Py 6.11.0 Pre-Released

#79 Post by Spiky Caterpillar »

PyTom wrote:Hm... now can you try it on the game with the problem?
I tried, but it didn't actually demonstrate the problem when run from the command line - and now it's obstinately refusing to lock up for me at all; I'll send more traces if I manage to get it to show up again.
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Re: Ren'Py 6.11.0 Pre-Released

#80 Post by PyTom »

Spiky Caterpillar wrote:and now it's obstinately refusing to lock up for me at all
That's not a bug... it's a feature!
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Re: Ren'Py 6.11.0 Pre-Released

#81 Post by jack_norton »

The xalign/yalign are all changed? :oops:
The scenes I made previously have all the wrong offsets now, for example my "showenemy code":

Code: Select all

label showenemy(enm):
    $renpy.music.play ("snd/enemy.ogg",loop=False)
    scene black
    show i_panel at Position(xpos=1.5,yalign=0.5)
    transform enmshw:
        xalign 0.5 yalign 0.5 alpha 0
        linear 1.0 alpha 1.0
        linear 1.0 xalign 0.05
        pause 1.0
        linear 1.0 zoom 0.75
    $renpy.show("r_"+Enemy[enm][1],[enmshw])
        
    show i_panel:
        xpos 1.5 yalign 0.5
        linear 1.5 xpos 0.0
    image test:
        contains:
            Null()
            pause 2.0
            xalign 0.9 yalign 0.0
            Text(Enemy[enm][2],style="bix",size=64,slow_cps=8,slow=True)
        contains:
            Null()
            pause 3.0
            xalign 0.5 yalign 0.97
            Text("click to continue",style="bix",size=32,slow_cps=8,slow=True)
    show test
    transform blink(d):
        alpha 0
        pause d
        linear 0.5 alpha 1.0
        
    python:
        with ui.vbox(-2,xmaximum=500,xfill=True,xpos=470,ypos=150):
            ui.at(blink(2))
            ui.text("Hit Points: "+str(Enemy[enm][3]),size=25,style="bix2")
            ui.at(blink(2.4))
            ui.text("HP Regen: "+str(Enemy[enm][19])+"/turn",size=25,style="bix2")
            ui.at(blink(2.8))
            ui.text("XP When Killed: "+str(Enemy[enm][18]),size=25,style="bix2")
            ui.at(blink(3.2))
            ui.text("Attack: "+DmgT[Enemy[enm][5]],size=25,style="bix2")
            ui.at(blink(3.6))
            ui.text("Damage: ("+str(Enemy[enm][6])+"-"+str(Enemy[enm][7])+")",size=25,style="bix2")
            ui.at(blink(4.0))
            ui.text("Armor Rating:",size=25,style="bix2")
        with ui.vbox(-2,xmaximum=500,xfill=True,xpos=760,ypos=150):
            ui.at(blink(2.2))
            ui.text("Skill Points: "+str(Enemy[enm][4]),size=25,style="bix2")
            ui.at(blink(2.6))
            ui.text("SP Regen: "+str(Enemy[enm][20])+"/turn",size=25,style="bix2")
            ui.at(blink(3.0))
            ui.text("Evasion: "+str(Enemy[enm][15])+"%",size=25,style="bix2",xalign=1.0)
            ui.at(blink(3.4))
            ui.text("Accuracy: "+str(Enemy[enm][9])+"%",size=25,style="bix2",xalign=1.0)
            ui.at(blink(3.8))
            ui.text("x Rate of Fire: "+str(Enemy[enm][8]),size=25,style="bix2")
            for i in range(5):
                ui.at(blink(4.2+i*0.15))
                ui.text(str(Enemy[enm][10+i])+" vs "+DmgT[i],size=25,style="bix2",xalign=1.0)
        with ui.vbox(-2,xmaximum=530,xfill=True,xpos=470,ypos=480):
            ui.at(blink(5.4))
            ui.text("Special Move: "+EnemySk[Enemy[enm][16]][2]+" ("+str(EnemySk[Enemy[enm][16]][3])+"sp)",size=25,style="bix2")
            ui.at(blink(5.6))
            ui.text(EnemySk[Enemy[enm][16]][1],size=22,style="bix2")
            
        renpy.pause()
    return
produces this video (you can see errors in fade in/out, but especially alignment). The text on the right have disappeared, becaue I used xalign=1.0 :D
http://www.winterwolves.net/PS_wrong.avi
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Re: Ren'Py 6.11.0 Pre-Released

#82 Post by jack_norton »

There are also minor problems in fonts. I just barely noticed it! Look at the 2 screenshots below, near the letter "g", I put the mouse pointer near it so you can spot too:
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Re: Ren'Py 6.11.0 Pre-Released

#83 Post by jack_norton »

Just to clarify, I tried even to use the tip in the docs:

Code: Select all

init python:
    style.image_placement.xpos = 0.5
    style.image_placement.ypos = 1.0
    style.image_placement.xanchor = 0.5
    style.image_placement.yanchor = 1.0

    config.default_transform = None
but still I get very different behaviour for xalign vs previous versions (I think it should be possible to mantain this compatibility otherwise you should have to manually check all the xalign in the code!).
Even for a simple textbutton:

Code: Select all

ui.frame(ypos=2,yminimum=100,ymaximum=100,xmaximum=250, xminimum=250,xfill=True,style="rpgA")
tt=Tooltip("Click to set this enemy as the current target of the active Hero. You can also use TAB key to cycle between targets.")
            ui.textbutton("{color=#FFF}{size=18}"+tmpEnemy[i][2]+"{/size}{/color}\n\n",[b]xalign=0.5[/b],ypos=-15,clicked=ui.returns((100+i,active_order)),xminimum=250,yminimum=100,style="default",hovered=tt.show, unhovered=tt.hide)
previously the text was centered (xalign=0.5), now is all on the left... :|
BTW I'm having lots of fun using the new screen language, is incredibly powerful! finally can add good SFX to my battle engine without going nuts!
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Re: Ren'Py 6.11.0 Pre-Released

#84 Post by PyTom »

Jack, for the enemy placement problem, can you come up with a smaller example? And maybe screenshots of the old vs new behavior?

For the font problem, is that a TTF font, or an image-based font?

Thanks.
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Re: Ren'Py 6.11.0 Pre-Released

#85 Post by jack_norton »

Nevermind, I managed to fix the enemy placement: I had to add xalign 0.0 on starting position and then use xpos 0.0 ending position (before I was just using xalign 0.0).
The font is a TTF font, I can't get that one centered, I've tried many combinations but it just won't center, not sure why :D
I understand this version is a big change, but would be cool if there was a working solution/hack to keep the old behaviour of xalign, so I could update all my old games to use openGL and not have to test them carefully step by step to spot potential alignment bugs :)
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Re: Ren'Py 6.11.0 Pre-Released

#86 Post by PyTom »

Can I get access to the TTF font file? It looks like it might be drawing below the bottom of the GL texture.
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Re: Ren'Py 6.11.0 Pre-Released

#87 Post by jack_norton »

Here it is :)
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[The extension ttf has been deactivated and can no longer be displayed.]

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Re: Ren'Py 6.11.0 Pre-Released

#88 Post by PyTom »

I just comitted a fix to the xalign bug. It actually was nothing of the sort. What was happening, was that I had mistyped something in the implementation of textbutton, and so it was using the string 'default' rather than the variable default, which would have used the button_text style.

As a random note, you can now write your call to frame:

Code: Select all

ui.frame(ypos=2,yminimum=100,ymaximum=100,xmaximum=250, xminimum=250,xfill=True,style="rpgA")
as

Code: Select all

ui.frame(area=(0, 2, 100, 250), style="rpgA") 
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Re: Ren'Py 6.11.0 Pre-Released

#89 Post by PyTom »

jack_norton wrote:I understand this version is a big change, but would be cool if there was a working solution/hack to keep the old behaviour of xalign, so I could update all my old games to use openGL and not have to test them carefully step by step to spot potential alignment bugs :)
Did you try:

Code: Select all

init python:
    config.transform_uses_child_position = False
? The combination of that and the code you posted should lead to behavior identical to that of 6.10.
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Re: Ren'Py 6.11.0 Pre-Released

#90 Post by jack_norton »

Cool new way to use ui.frame, much easier!
And yes lol I used either config.transform_uses_child_position = False or the code I posted, but never occurred me to use BOTH! :oops: now the animation works like before!
Going to download latest version and continue testing :)
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