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PostPosted: Tue Jul 06, 2010 12:15 am 
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I'm actually a little scared now, as this is a huge release. I've tested it as well as I can, and now it's time to let it free.

I'd really appreciate it if people could take this and try it out on their systems. I'd especially like to be sure that the OpenGL code works on people's systems, including any weird/old systems that you might have access to. You can confirm you're in OpenGL mode by resizing the window. If Ren'Py scales smoothly, adding letterboxes as appropriate, you're in the OpenGL mode. If not, you're in software rendering mode - please report that here.

I'd also like people to try out the new screen system, to get some feedback about how well it works.

There are still a few open issues before I can do a final release

  • While I probably won't be able to migrate _all_ the documentation to Sphinx, I would like to get a lot more than what i have migrated over.
  • I'd also like to be able to produce sample Screens to include in the documentation, to give people an idea of how in-game, out-of-game, and overlay screens will work.
  • OpenGL performance drops substantially if the window overlaps the decoration at the bottom of the screen, on Windows and Mac. Unfortunately, this happens when hitting the maximize button. I need to investigate and try to deal with this.

I'm sure that there will be bugs found, and that the pre-release phase will be more protracted than most. I just ask that people bear with me as we work through this process, as I suspect that once the new features work, and people start using them, Ren'Py will be taken to the next level.

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PostPosted: Tue Jul 06, 2010 12:50 am 
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Imagemap based GUI seems to be working fine here...
OK I take it back... it's crashing on my two other machines... REALLY HARD!... no traceback's whatsoever...

It crashes so hard the machine actually went Pfftz!... then a total system reboot... One is an Eeepc and the other is a decent desktop computer. It manifest whenever I'm on the main-menu and when I click from there to any of the other screens... (save-load-config-quit) it happens... it can be duplicated again and again... Test game is the last Working Heavy Metal Game with Full Image Map based GUI... The only thing they have in common is both are using built-in videocards. It's working fine on the third machine that has a separate video card.

(Time to dig in deeper and get myself into trouble)
(Yep... I'm in trouble)

"POOF" (Disappears)

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Last edited by mugenjohncel on Tue Jul 06, 2010 1:12 am, edited 2 times in total.

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PostPosted: Tue Jul 06, 2010 12:57 am 
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Don't be scared! You worked so hard on this! We all know what a prerelease is, and we support you! =P

I did get an error in my game that I would've fixed immediately to accommodate the engine, but ... I frankly don't even know what it means. I've never encountered it, I'm not using any odd characters (I don't think) and my Google searches didn't make it any clearer. Sorry, I wish I could solve this on my own.
Code:
UnicodeDecodeError: 'ascii' codec can't decode byte 0xef in position 1: ordinal not in range(128)

Ugh, I figured it out. I repeated the "ctc ="indicator",ctc_position="fixed"" twice in my character definition.

Oh, but I am digging the blue addition to the color scheme. :)

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PostPosted: Tue Jul 06, 2010 1:08 am 
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Resizing looks lovely, and I like the new way of handling empty backgrounds.

I'm getting one of those "This application has requested the Runtime to terminate it in an unusual way." errors when I try to run certain games, though. Template game works fine, but the Tutorial doesn't. My combo NVL mode/ADV mode game works in NVL mode, but throws me that error as soon as the game switches to ADV. I'm in Vista right now. Looking at the other posts, it seems to be only a problem for me, though. O_o

(Also, it looks nice in Linux.)

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PostPosted: Tue Jul 06, 2010 1:09 am 
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Aleema - do you have the traceback.txt file produced by that error? That's not the right error message, and so there's a bug in error handling I need to fix.

Sake - Is the tutorial crashing at a particular location?

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"The credit belongs to the man who is actually in the arena, whose face in marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; who knows the great enthusiasms, the great devotions and spends himself in a worthy cause; who at the best, knows in the end the triumph of high achievement, and who, at worst, if he fails, at least fails while daring greatly; so that his place shall never be with those cold and timid souls who know neither victory or defeat." - Theodore Roosevelt


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PostPosted: Tue Jul 06, 2010 1:11 am 
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There's already a problem for using it on a Mac.

The program won't boot up, similar to how some WIP games have been acting up lately. The solution for the non-booting games is to put the games into a Ren'Py folder and boot it from there, but I don't think booting Ren'Py in a previous Ren'Py is what you're aiming for here. :P

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PostPosted: Tue Jul 06, 2010 1:14 am 
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PyTom wrote:
Sake - Is the tutorial crashing at a particular location?

Tutorial crashes when I try to start a new game, load a game, or change my preferences. All of those options work fine for the template, and The Question works fine for the load and preferences options, but it crashes when I try to start a new one.

Edit: More tests. All the WIPs I have that are only text seem to run just fine. Inside the game, it seems to crash once I introduce a background image. Outside of the game, main menus with BG images work just fine, but main menus that are image maps don't.

Attached file is after launching The Question (no problem), then trying to start a new game (crash).


Attachments:
opengl.txt [1.66 KiB]
Downloaded 12 times

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Last edited by sake-bento on Tue Jul 06, 2010 1:17 am, edited 2 times in total.
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PostPosted: Tue Jul 06, 2010 1:15 am 
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Location: Kings Park, NY
Completed: Moonlight Walks
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6.11 creates an opengl.txt file, in the same directory as renpy.exe. If people who are experiencing crashes could attach that to their message, I'd appreciate it.

Sake - It seems likely that the dissolve transition is the problem.

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Code > Drama
(When was the last time you backed up your game?)
"The credit belongs to the man who is actually in the arena, whose face in marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; who knows the great enthusiasms, the great devotions and spends himself in a worthy cause; who at the best, knows in the end the triumph of high achievement, and who, at worst, if he fails, at least fails while daring greatly; so that his place shall never be with those cold and timid souls who know neither victory or defeat." - Theodore Roosevelt


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PostPosted: Tue Jul 06, 2010 1:16 am 
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Organization: Studio Mugenjohncel / Oasis plus
PyTom wrote:
6.11 creates an opengl.txt file, in the same directory as renpy.exe. If people who are experiencing crashes could attach that to their message, I'd appreciate it.


Code:
Ren'Py 6.11.0a
fullscreen mode.
Screen sizes: virtual=(1280, 768) physical=(1024, 768)
Vendor: 'S3 Graphics, Incorporated'
Renderer: 'S3 Graphics DeltaChrome'
Version: '1.4 20.00.01g'
Extensions:
   
    GL_ARB_depth_texture
    GL_ARB_fragment_program
    GL_ARB_multitexture
    GL_ARB_occlusion_query
    GL_ARB_point_parameters
    GL_ARB_point_sprite
    GL_ARB_shadow
    GL_ARB_shadow_ambient
    GL_ARB_texture_border_clamp
    GL_ARB_texture_compression
    GL_ARB_texture_cube_map
    GL_ARB_texture_env_add
    GL_ARB_texture_env_combine
    GL_ARB_texture_env_crossbar
    GL_ARB_texture_env_dot3
    GL_ARB_texture_mirrored_repeat
    GL_ARB_texture_non_power_of_two
    GL_ARB_texture_rectangle
    GL_ARB_transpose_matrix
    GL_ARB_vertex_buffer_object
    GL_ARB_vertex_program
    GL_ARB_window_pos
    GL_ATI_element_array
    GL_ATI_fragment_shader
    GL_ATI_texture_env_combine3
    GL_ATI_vertex_array_object
    GL_ATI_vertex_attrib_array_object
    GL_EXT_abgr
    GL_EXT_bgra
    GL_EXT_blend_color
    GL_EXT_blend_func_separate
    GL_EXT_blend_minmax
    GL_EXT_blend_subtract
    GL_EXT_color_matrix
    GL_EXT_color_table
    GL_EXT_compiled_vertex_array
    GL_EXT_convolution
    GL_EXT_draw_range_elements
    GL_EXT_fog_coord
    GL_EXT_framebuffer_object
    GL_EXT_histogram
    GL_EXT_multi_draw_arrays
    GL_EXT_packed_pixels
    GL_EXT_point_parameters
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_separate_specular_color
    GL_EXT_shadow_funcs
    GL_EXT_stencil_two_side
    GL_EXT_stencil_wrap
    GL_EXT_texture3D
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_cube_map
    GL_EXT_texture_edge_clamp
    GL_EXT_texture_env_add
    GL_EXT_texture_env_combine
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_lod_bias
    GL_EXT_texture_rectangle
    GL_EXT_vertex_array
    GL_EXT_vertex_shader
    GL_KTX_buffer_region
    GL_NV_blend_square
    GL_NV_texgen_reflection
    GL_NV_texture_rectangle
    GL_S3_s3tc
    GL_SGIS_generate_mipmap
    GL_SGIS_texture_border_clamp
    GL_SGIS_texture_edge_clamp
    GL_SGIS_texture_lod
    GL_WIN_swap_hint
    WGL_ARB_extensions_string
    WGL_EXT_extensions_string
    WGL_EXT_swap_control
Using fixed-function environment (clause 1).
Using framebuffer_object RTT.


"POOF" (Disappears)

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PostPosted: Tue Jul 06, 2010 1:53 am 
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Quote:
The new renpy.list_files() method returns a list of files in the game directory and archives. This can be used to write your own automatic image loading method, among other things.
sweet!!! also ... are we gonna do stonehenge tomorrow?

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PostPosted: Tue Jul 06, 2010 2:39 am 
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Completed: Moonlight Walks
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unknown5 wrote:
sweet!!! also ... are we gonna do stonehenge tomorrow?


The funny thing is that the "It goes to eleven." never shows up in the movie. The closest it gets is "These go to eleven." But I've had this title in mind for well over a year, at least back in the 6.9 days. And I wasn't going to let a little thing like quote-accuracy take it from me.

(The ATL demo? All leading up to this.)

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Code > Drama
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"The credit belongs to the man who is actually in the arena, whose face in marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; who knows the great enthusiasms, the great devotions and spends himself in a worthy cause; who at the best, knows in the end the triumph of high achievement, and who, at worst, if he fails, at least fails while daring greatly; so that his place shall never be with those cold and timid souls who know neither victory or defeat." - Theodore Roosevelt


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PostPosted: Tue Jul 06, 2010 3:11 am 
Ren'Py Creator
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CaesMRaenes wrote:
There's already a problem for using it on a Mac.

The program won't boot up, similar to how some WIP games have been acting up lately. The solution for the non-booting games is to put the games into a Ren'Py folder and boot it from there, but I don't think booting Ren'Py in a previous Ren'Py is what you're aiming for here. :P


Which version of Mac OS X are you using? Also, is it a PPC version, or an x86 one?

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Code > Drama
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"The credit belongs to the man who is actually in the arena, whose face in marred by dust and sweat and blood; who strives valiantly; who errs, who comes short again and again, because there is no effort without error and shortcoming; who knows the great enthusiasms, the great devotions and spends himself in a worthy cause; who at the best, knows in the end the triumph of high achievement, and who, at worst, if he fails, at least fails while daring greatly; so that his place shall never be with those cold and timid souls who know neither victory or defeat." - Theodore Roosevelt


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PostPosted: Tue Jul 06, 2010 3:29 am 
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Minor bug located.

I have a large 16:9 (or is it 16:10 really?) monitor that normally runs in 1920x1200, and is the primary one in a set of three. I'm working on a project that runs in 640x480, on Windows XP with multiple NVidia cards.
Doubleclicking the title bar of the window maximizes it to the entire screen, leaving the titlebar on the top and the Windows taskbar on the bottom. The content is letterboxed as expected, however, the aspect ratio is wrong -- horizontal axis is clearly smaller than it should be.

In fact, squishing the window vertically and stretching it across all three of my monitors results in squishing the horizontal axis of the content even further - once the window gets to 20:1 horizontal:vertical, the content inside is letterboxed into a perfect square.

I think the effect is the same if the window is much taller than it is wide, as well -- aspect ratio gets skewed progressively higher as the width:height ratio goes further from the original.

If you need any particular information to track this one down, please advise which. :)

EDIT: Oh, and - I would like to use the new features of renpy.music.register.channel (the prefix and suffix) with music and sound default channels, how would that work?
EDIT EDIT: Ah, just redefining them works, never mind...


Last edited by Mihara on Tue Jul 06, 2010 3:58 am, edited 1 time in total.

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PostPosted: Tue Jul 06, 2010 3:36 am 
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Stretching fails to preserve the aspect ratio. If I make the window really wide, the image is stretched in the vertical dimension. If I make the window really tall, the image is also stretched in the the vertical dimension, but not by as much.

It fails to start at all on my G4 Mac Mini. No traceback or opengl.txt, but a message in the console that Ren'Py requires Python 2.6.


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PostPosted: Tue Jul 06, 2010 3:38 am 
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On desktop pc worked flawlessly, on the netbook crashed when attempted to go fullscreen. See opengl.txt attached (similar to mugenjohncel).
The difference in transitions and movements smoothness with GL is awesome. Can't wait to use this in a commercial game :)


Attachments:
opengl.txt [1.95 KiB]
Downloaded 13 times

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