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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Spiky Caterpillar
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Re: Ren'Py 6.11.0 Pre-Released

#61 Post by Spiky Caterpillar »

SDL_AUDIODRIVER=null, alsa, and oss all show the locking bug, as does unsetting SDL_AUDIODRIVER; a gdb backtrace shows

Code: Select all

#0  0xf77d6430 in __kernel_vsyscall ()
#1  0xf763f765 in sem_wait@@GLIBC_2.1 () from /lib32/libpthread.so.0
#2  0xf775fc96 in PyThread_acquire_lock ()
   from /home/deekoo/code/renpy-6.11.0a-PRE/renpy-6.11.0b/lib/linux-x86/lib/libpython2.6.so.1.0
#3  0xf7763cb6 in ?? ()
   from /home/deekoo/code/renpy-6.11.0a-PRE/renpy-6.11.0b/lib/linux-x86/lib/libpython2.6.so.1.0
#4  0xf76d3a23 in PyCFunction_Call ()
   from /home/deekoo/code/renpy-6.11.0a-PRE/renpy-6.11.0b/lib/linux-x86/lib/libpython2.6.so.1.0
#5  0xf7731149 in PyEval_EvalFrameEx ()
   from /home/deekoo/code/renpy-6.11.0a-PRE/renpy-6.11.0b/lib/linux-x86/lib/libpython2.6.so.1.0
#6  0xf7731a98 in PyEval_EvalCodeEx ()
   from /home/deekoo/code/renpy-6.11.0a-PRE/renpy-6.11.0b/lib/linux-x86/lib/libpython2.6.so.1.0
#7  0xf772f155 in PyEval_EvalFrameEx ()
   from /home/deekoo/code/renpy-6.11.0a-PRE/renpy-6.11.0b/lib/linux-x86/lib/libpython2.6.so.1.0
#8  0xf7731a98 in PyEval_EvalCodeEx ()
   from /home/deekoo/code/renpy-6.11.0a-PRE/renpy-6.11.0b/lib/linux-x86/lib/libpython2.6.so.1.0
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Re: Ren'Py 6.11.0 Pre-Released

#62 Post by Mihara »

Found another small bug.

Upon going into fullscreen and back, the window title (the one set in config.window_title) is lost and replaced by "pygame window". Identical on Windows and Linux.

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Re: Ren'Py 6.11.0 Pre-Released

#63 Post by Jake »

Mihara wrote: Upon going into fullscreen and back, the window title (the one set in config.window_title) is lost and replaced by "pygame window". Identical on Windows and Linux.
(Hmm... possibly related to this, last night I noticed that both the launcher and the game the launcher launched showed up as 'Renpy.exe' in the Vista app-specific mixer, while with previous versions I've seen the game name in there. I actually had the game running in 6.10 and 6.11 in parallel, the 6.10 one had the window title.)
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Re: Ren'Py 6.11.0 Pre-Released

#64 Post by IceD »

Mihara wrote:Found another small bug.

Upon going into fullscreen and back, the window title (the one set in config.window_title) is lost and replaced by "pygame window". Identical on Windows and Linux.
Yeah, it's true - I've got similiar issue testing Ren'Py on pc at work previously mentioned, running on fully updated windows XP.

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Re: Ren'Py 6.11.0 Pre-Released

#65 Post by Mihara »

Aaand... another small bug found. :)

NVL mode, auto-forward mode enabled. Once it hits a piece like

Code: Select all

    nvl clear
    ""
intended to display an empty page with a click to continue indicator on it, auto-forward does not proceed past it.

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Re: Ren'Py 6.11.0 Pre-Released

#66 Post by PyTom »

Spiky, can you try running:

renpy.sh --trace --trace tutorial

? That will create a ginormous trace.txt file, I only need the last hundred lines or so of it.
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Re: Ren'Py 6.11.0 Pre-Released

#67 Post by Spiky Caterpillar »

Done and attached. The tutorial appeared to start normally (aside from taking forever) and quit normally when I hit the quit button.
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Re: Ren'Py 6.11.0 Pre-Released

#68 Post by PyTom »

Hm... now can you try it on the game with the problem?
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Re: Ren'Py 6.11.0 Pre-Released

#69 Post by jack_norton »

Just to understand, I assume games that used previous version and were doing lots of operations with python blocks don't work anymore, right?
(trying to run planet stronghold with this new version but getting many errors in python blocks)
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Re: Ren'Py 6.11.0 Pre-Released

#70 Post by Jake »

jack_norton wrote:Just to understand, I assume games that used previous version and were doing lots of operations with python blocks don't work anymore, right?
(trying to run planet stronghold with this new version but getting many errors in python blocks)
For what it's worth, I tried the current code for my battle engine in 6.11.0b (on OSX and Windows) and it runs fine... and that uses a lot of python.

Could it be that you were using undocumented methods that might have changed since the previous version?
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Re: Ren'Py 6.11.0 Pre-Released

#71 Post by jack_norton »

Ah, well :D I am using lots of weird stuff, but maybe you're right. A bug I have for example is:

Code: Select all

label usepsionic(pt,p,c,t):
    python:
        if p==16:#heal
            if tmpHero[t][2]>=Hero[t][2]:
                #HP already at MAX!!
                MessageBox="Target hero Hit Points is already at maximum! Select another hero or cancel the action."
                return
I call that label from the battle when character use psionics, and I get the error:

Code: Select all

On line 699 of C:\- indie dev -\games\renpy.new\Planet Stronghold\game/script.rpy: 'return' outside function
the return in question is the last line above. I am not sure if is bad to put a return inside a python block, but was working. Anyway will look if I can have this run, since I'm going to start a big public Alpha test of the game and could help test the new Renpy GL version as well.
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Re: Ren'Py 6.11.0 Pre-Released

#72 Post by Jake »

I seem to recall some mention of changing the way python blocks are parsed: my guess is that what you're doing was only unintentionally allowed in previous versions, since you're trying to do a Ren'Py-script return from within Python code... so it looks to me like the parser is parsing just the Python code in the python: block on its own, sees the return which isn't in a function and errors before it even looks at the parameterised label outside.

Since you don't seem to be doing anything in Ren'Py script inside your function, why not just define it as a Python function in the first place:

Code: Select all

init python:
  def usepsionic(pt, p, c, t):
    if p == 16:
      if tmpHero[t][2]>=Hero[t][2]:
        #HP already at MAX!!
        MessageBox="Target hero Hit Points is already at maximum! Select another hero or cancel the action."
        return
    #...
Or, if you really want to have a parameterised label instead of a Python function, you could structure your python block so that you don't need to return until after the python block is finished, e.g.:

Code: Select all

label usepsionic(pt,p,c,t):
    python:
        if p==16:#heal
            if tmpHero[t][2]>=Hero[t][2]:
                #HP already at MAX!!
                MessageBox="Target hero Hit Points is already at maximum! Select another hero or cancel the action."
            #...
        elif p==15:
            #...
    # Out of the python block now, back in regular Ren'Py script
    return
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Re: Ren'Py 6.11.0 Pre-Released

#73 Post by jack_norton »

Yes well, I had to return earlier if that condition was satisfied but I just added a control variable "ok" which is True/False.
I now have a more weird bug:

Code: Select all

ZeroDivisionError: float division

While running game code:
 - script at line 90 of C:\- indie dev -\games\renpy.new\Planet Stronghold\game/story.rpy
and the line:

Code: Select all

ts "You! Are you Private Nelson? %(pname)s?"
the variable pname is assigned just a few lines above with:

Code: Select all

    if rx==0:
        $  he="he";his="his";him="him";He="He";His="His";mainc="i_gunnar";pname="Gunnar Nelson";rpgc="gunnar";spn="Gunnar"
    else:
        $  he="she";his="her";him="her";He="She";His="Her";mainc="i_lisa";pname="Lisa Nelson";rpgc="lisa";spn="Lisa"
so this time seems to me it should work, since I am not doing anything particulary foolish :)
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Re: Ren'Py 6.11.0 Pre-Released

#74 Post by PyTom »

We switched from the "compiler" python compiler to the "ast" python compiler, which is new in Python 2.6. This is partly for speed reasons, and partly because the old one will be going away in Python 3 - so I didn't really want to write new code that used it.

Can I have the rest of the traceback.txt for the ZeroDivisionError? It seems likely to be occuring somewhere inside Ren'Py, rather than being part of what was implemented here.
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Re: Ren'Py 6.11.0 Pre-Released

#75 Post by jack_norton »

There you go:

Code: Select all

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

  File "C:\download\renpy-6.11.0\renpy\bootstrap.py", line 251, in bootstrap
  File "C:\download\renpy-6.11.0\renpy\main.py", line 310, in main
  File "C:\download\renpy-6.11.0\renpy\main.py", line 93, in run
  File "C:\download\renpy-6.11.0\renpy\execution.py", line 243, in run
  File "C:\download\renpy-6.11.0\renpy\ast.py", line 340, in execute
  File "C:\download\renpy-6.11.0\renpy\exports.py", line 562, in say
  File "C:\download\renpy-6.11.0\renpy\character.py", line 675, in __call__
  File "C:\download\renpy-6.11.0\renpy\character.py", line 634, in do_display
  File "C:\download\renpy-6.11.0\renpy\character.py", line 451, in display_say
  File "C:\download\renpy-6.11.0\renpy\ui.py", line 211, in interact
  File "C:\download\renpy-6.11.0\renpy\display\core.py", line 1547, in interact
  File "C:\download\renpy-6.11.0\renpy\display\core.py", line 2090, in interact_core
  File "C:\download\renpy-6.11.0\renpy\display\layout.py", line 638, in event
  File "C:\download\renpy-6.11.0\renpy\display\layout.py", line 638, in event
  File "C:\download\renpy-6.11.0\renpy\display\layout.py", line 638, in event
  File "C:\download\renpy-6.11.0\renpy\display\motion.py", line 790, in event
  File "C:\download\renpy-6.11.0\renpy\display\layout.py", line 166, in event
  File "C:\download\renpy-6.11.0\renpy\display\motion.py", line 1334, in event
ZeroDivisionError: float division
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