Different main menu images and persistant variables

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GlassHeart
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Different main menu images and persistant variables

#1 Post by GlassHeart »

Disclaimer: I think something like this has been asked before, but I've searched the forum and I haven't found an answer. If there is one, sorry for posting again. ^^;

The idea:
What I want is for the main menu to change as I unlock different endings.
First all chars are grayscale and after unlocking each character, their picture in the main menu becomes colored (they don't become clothed as it might seem from the crappy drawing). I haven't seen this in any VN I've played and I think it'd be pretty cool.

Image

---------------------------------------------------
What I tried:
I imagined I would need some persistant variables and to have each of the 8 main menu images (c1, c2, c3, c1&c2, c1&c3, c2&c3, all and none). I tried what I thought might work, using just 2 images.

In options:

Code: Select all

init -2 python:
    if persistent.menupic == "1":
        layout.imagemap_main_menu("menu/main/mm.jpg", "menu/main/mm_hover.png", [
            (587, 182, 800 ,229, "Start Game"),
            (580, 232, 800, 276, "Load Game"),
            (583, 279, 800, 325, "Preferences"),
            (583, 329, 800, 375, "Quit"),
            (0, 0, 1, 1, "Help"), 
            ])        
    else: ## it always chooses this one 
        layout.imagemap_main_menu("menu/main/mm2.jpg", "menu/main/mm_hover2.png", [
            (587, 182, 800 ,229, "Start Game"),
            (580, 232, 800, 276, "Load Game"),
            (583, 279, 800, 325, "Preferences"),
            (583, 329, 800, 375, "Quit"),
            (0, 0, 1, 1, "Help"),
            ])  
At the start of the game:

Code: Select all

label start:  
    menu: 
        "menu1":      
            $ persistent.menupic = "1"
            ##$ renpy.full_restart() I tried adding this but it didn't help
            
        "menu2":
            $ persistent.menupic = "0"
            ##$ renpy.full_restart()
This doesn't work. It always picks mm2 and it says my variable is unbound if I use "%(variable)s to see it. It doesn't appear in the variable viewer either. I probably don't understand how persistant variables work?

I was thinking of the characters gradually becoming more colored as you got their endings but that is probably more complicated (some kind of layering of transparent images maybe?) and I can't even manage this little task.

I have little to no knowledge of screen language so if that's what I need to use, please feel free to give details/code snips ^^;

Thanks for reading and sorry if my questions are noobish.
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Re: Different main menu images and persistant variables

#2 Post by Mild Curry »

If-Else statements in init blocks can't be changed once the game starts; I think that's why it only chooses the second one.

You could try putting all the backgrounds into one ConditionSwitch; and that way you'd only have to write out the main menu code once(!)

http://www.renpy.org/wiki/renpy/doc/ref ... tionSwitch
(too lazy to write an example right now ^^)

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Re: Different main menu images and persistant variables

#3 Post by DragoonHP »

As MilldCurry said, if else statements are not useful if put in an init block because they won't be accessible after the game has started...

Use

Code: Select all

label mainmenu
And define/make the main menu there...
then it should work...

SvenTheViking
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Re: Different main menu images and persistant variables

#4 Post by SvenTheViking »

Seeing as how this seems like an incredibly useful thing to know, I've decided to write out a nice, easy guide on how to do it.

First, open your script and find the "Themes" section of options.rpy.

Next, insert this code above it (between the "config.version" line and the line of "#"s right above where it says "# Themes"

Code: Select all

    # Change the background on the main menu based on a persistent variable
    if persistent.mmbg == 1:
        mm_temp = "unlockable1.jpg"
    elif persistent.mmbg == 2: # elif is short for "else if"
        mm_temp = "unlockable2.jpg"
    else:
        mm_temp = "baseimage.jpg"
If you have more than three images, copy the section that reads

Code: Select all

    elif persistent.mmbg == 2: # elif is short for "else if"
        mm_temp = "unlockable2.jpg"
and paste it right below the previous section (the part you just copied), changing the 2 to a 3. Repeat as needed.

When that's done, change the names of the images to whatever images you want to use.

After that, scroll down a bit to where it says

Code: Select all

mm_root = "#(some six numbers, more than likely)",
and change that to

Code: Select all

mm_root = mm_temp,
Finally, when you want to change to a different background image, put the following code into your scene (in one of your label areas):

Code: Select all

persistent.mmbg = 1
Changing the 1 to whichever value represents the image you want displayed.

Let me know if you have any trouble getting it to work and I'll help you out.
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Re: Different main menu images and persistant variables

#5 Post by GlassHeart »

@Mild Curry
I figured as much. I just thought by using renpy.full_restart() it would restart the game, reevaluate the condition and change the bg.

@DragoonHP
I don't understand exactly what you mean. Define it as a new screen or something? You don't mean label as in normal, "jump to" label, right? ^^;

@SvenTheViking
Thanks for your help, but I think this only works if you don't customize the main menu by using an imagemap. I tried doing what you said and it adds the default menu over my picture which already contains a menu. Am I doing something wrong?

Thanks for your replies.
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Re: Different main menu images and persistant variables

#6 Post by DragoonHP »

I meant something like this:

Code: Select all

label main_menu:
    if persistent.menupic:
        $ result = renpy.imagemap("menu/main/mm.jpg", "menu/main/mm_hover.png", [
            (587, 182, 800 ,229, "Start Game"),
            (580, 232, 800, 276, "Load Game"),
            (583, 279, 800, 325, "Preferences"),
            (583, 329, 800, 375, "Quit"),
            (0, 0, 1, 1, "Help"),
            ])

        if result == "Start Game":
            #something...
        elif result == "Load Game":
            #something
        elif result == "Preferences":
            #something
        elif result == "Quit":
            #something
        elif result == "Help":
            #something

     else:
        $ result = renpy.imagemap("menu/main/mm2.jpg", "menu/main/mm2_hover.png", [
            (587, 182, 800 ,229, "Start Game"),
            (580, 232, 800, 276, "Load Game"),
            (583, 279, 800, 325, "Preferences"),
            (583, 329, 800, 375, "Quit"),
            (0, 0, 1, 1, "Help"),
            ])

        if result == "Start Game":
            #something...
        elif result == "Load Game":
            #something
        elif result == "Preferences":
            #something
        elif result == "Quit":
            #something
        elif result == "Help":
            #something
It's a pretty outdated way of doing stuff, but this should get the basic idea through...
As Mild Curry said, the reason your main menu wasn't changing because if else don't affect stuff if they are under init...

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Re: Different main menu images and persistant variables

#7 Post by SvenTheViking »

@GlassHeart It's possible that you did do something wrong, but I designed the code under the assumption that it was an otherwise stock menu setup, so it's more likely that there's a conflict between the two customizations. Unfortunately, I can't tell you any more without seeing how you have your code set up, which I'd be glad to do, if you want.
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Re: Different main menu images and persistant variables

#8 Post by GlassHeart »

I've managed to do what I wanted to do by using this tutorial. I can't believe I hadn't seen this before. :oops:
http://www.renpy.org/wiki/renpy/doc/coo ... g_the_game

It changes the main menu image as I wanted, but when I click load or options from the main menu it doesn't take me to my custom menus, it opens the default ones. All my menus (except for main menu now) are customized in the options file, so I guess it's a conflict just like you said, SvenTheViking.

What I have now is:

in screens.rpy everything is as default except for the main menu which looks like this

Code: Select all

screen main_menu:

    # This ensures that any other menu screen is replaced.
    tag menu
    
    if persistent.mmbg == "1":
        use main_menu_1
    elif persistent.mmbg == "2":     
        use main_menu_2
    else:
        use main_menu_default

screen main_menu_default:
    tag menu

    imagemap:
        ground 'menu/main/mm.jpg'
        hover 'menu/main/mm_hover.png'
       
        hotspot (587, 182, 800 ,229) action Start()
        hotspot (580, 232, 800, 276) action ShowMenu('load')
        hotspot (583, 279, 800, 325) action ShowMenu('preferences')        
        hotspot (583, 329, 800, 375) action Quit(confirm=False)         
        
        
screen main_menu_1:
    tag menu

    imagemap:
        ground 'menu/main/mm1.jpg'
        hover 'menu/main/mm_hover.png'
       
        hotspot (587, 182, 800 ,229) action Start()
        hotspot (580, 232, 800, 276) action ShowMenu('load')
        hotspot (583, 279, 800, 325) action ShowMenu('preferences')
        hotspot (583, 329, 800, 375) action Quit(confirm=False)   
        
screen main_menu_2:
    tag menu

    imagemap:
        ground 'menu/main/mm2.jpg'
        hover 'menu/main/mm_hover.png'
       
        hotspot (587, 182, 800 ,229) action Start()
        hotspot (580, 232, 800, 276) action ShowMenu('load')
        hotspot (583, 279, 800, 325) action ShowMenu('preferences')
        hotspot (583, 329, 800, 375) action Quit(confirm=False)   
The rest of the menus are customized in the options file and look like this:

Code: Select all

init -2 python:
    layout.imagemap_load_save(
        "menu/loadsave/loadsave_ground.jpg",
        "menu/loadsave/loadsave_idle.jpg",
        "menu/loadsave/loadsave_hover.jpg",
        "menu/loadsave/loadsave_selected_idle.jpg",
        "menu/loadsave/loadsave_selected_hover.jpg", 
        [
            (160, 80, 180, 180, "previous"),
            (67, 83, 125, 107, "page_auto"),
            (200, 80, 220,107, "page_1"),
            (236, 80, 256, 107, "page_2"),
            (277, 80, 300, 107, "page_3"),
            (315, 80, 340, 107, "page_4"),
            (352, 80, 380, 107, "page_5"),
            (385, 80, 417, 107, "next"),
             
            (585, 136, 800, 180, "Return"),
            (585, 185, 800, 230, "Save Game"),
            (585, 232, 800, 279, "Load Game"),
            (585, 280, 800, 327, "Preferences"),
            (585, 328, 800, 374, "Main Menu"),
            (585, 375, 800, 425, "Quit"),    
                                
            (66, 133, 186, 223, "slot_0"),
            (216, 133, 336, 223, "slot_1"),
            (366, 133, 486, 223 , "slot_2"),
            (67, 252, 186, 342, "slot_3"),
            (216, 252, 336, 342, "slot_4"),
            (366, 252, 486, 342 , "slot_5"),
            (66, 370, 186, 460, "slot_6"),
            (216, 370, 336, 460, "slot_7"),
            (366, 370, 486, 460 , "slot_8"),
            
            ])
    layout.imagemap_preferences(
        "menu/prefs/prefs_ground.jpg", 
        "menu/prefs/prefs_idle.jpg",
        "menu/prefs/prefs_hover.jpg", 
        "menu/prefs/prefs_selected_idle.jpg",  
        "menu/prefs/prefs_selected_hover.jpg", 
        [
            (221, 92, 339, 129, "Window"),
            (338, 91, 521, 129, "Fullscreen"),
            (222, 129, 319, 165, "All"),
            (335, 130, 438, 164, "None"),
            (227, 212, 330, 251, "Seen Messages"),
            (331, 213, 430, 250, "All Messages"),            
            (227, 252, 326, 287, "Stop Skipping"),
            (337, 251, 530, 286, "Keep Skipping"),
            (39, 424, 108, 458, "Sound Test"),

            (222, 387, 409, 420, "Music Volume"),
            (222, 350, 409, 380, "Sound Volume"),            
            (222, 289, 409, 325, "Auto-Forward Time"),
            (222, 170, 409, 205, "Text Speed"),
            
            (585, 136, 800, 180, "Return"),
            (585, 185, 800, 230, "Save Game"),
            (585, 232, 800, 279, "Load Game"),
            (585, 280, 800, 327, "Preferences"),
            (585, 328, 800, 374, "Main Menu"),
            (585, 375, 800, 425, "Quit"),  
            ])   
Do I have to decare every screen in the same file/way for them to work properly?
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Re: Different main menu images and persistant variables

#9 Post by SvenTheViking »

I'm actually unable to get your code to work (it keeps giving me an unhandled exception), but I think I found a solution anyway.

Code: Select all

screen main_menu:
    
    # This ensures that any other menu screen is replaced.
    tag menu

    imagemap:
        if persistent.mmbg == "1":
            ground 'menu/main/mm1.jpg'
        elif persistent.mmbg == "2":     
            ground 'menu/main/mm2.jpg'
        else:
            ground 'menu/main/mm.jpg'
        
        hover 'menu/main/mm_hover.png'
        
        hotspot (587, 182, 800 ,229) action Start()
        hotspot (580, 232, 800, 276) action ShowMenu('load')
        hotspot (583, 279, 800, 325) action ShowMenu('preferences')        
        hotspot (583, 329, 800, 375) action Quit(confirm=False)
That eliminates the need to run different menus altogether, and just sets ground to the proper image. The best programming advice I can give is to follow the principle of Occam's Razor; the simplest solution, the one that requires the least code, is usually the best, as the less code you have, the fewer chances you have to make a mistake.
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Re: Different main menu images and persistant variables

#10 Post by GlassHeart »

I've tried the code and it gives me an error.

Code: Select all

On line 181 of E:\Renpy project\Last summer/game/screens.rpy: Expected screen language statement.
ground 'menu/main/mm1.jpg'
   ^
But the problem is not with the main menu anyway, or the fact that I am using 3 of them. They work just fine. The problem are the other menus which aren't compatible. So I think the best thing to do is just re-code everything using in screen language. I've already done the preferences menu, and after a few bumps in the road I got it to work.

I don't know how to do the file_picker however. The hotspots for the previous, next, auto and the pages are done, what I don't know how to do is adding the screenshots where I want them.

if I add :

Code: Select all

hotspot (66, 370, 120, 90) action FileAction(1) 
it does make that place a hotspot, but it doesn't add a screenshot.
I think I should be using add FileScreenshot(1), but I don't know how. :(

Here's what I have so far:

Code: Select all

screen file_picker:

    tag menu   
    #use navigation   I commented it out because it gave me some problems and just added the hotspots for the navigation

    imagemap:
        ground 'menu/loadsave/loadsave_ground.jpg'
        hover 'menu/loadsave/loadsave_hover.jpg'
        idle 'menu/loadsave/loadsave_idle.jpg'
        selected_idle 'menu/loadsave/loadsave_selected_hover.jpg'
        selected_hover 'menu/loadsave/loadsave_selected_hover.jpg'
       
    
        hotspot (585, 136, 800, 180) action Return()
        hotspot (585, 185, 800, 230) action ShowMenu("save")
        hotspot (585, 232, 800, 279) action ShowMenu("load")
        hotspot (585, 280, 800, 327) action ShowMenu("preferences")
        hotspot (585, 328, 800, 374) action MainMenu()
        hotspot (585, 375, 800, 425) action Quit()
        
        hotspot (150, 76, 33, 31) action FilePagePrevious()
        hotspot (60, 76, 70, 35) action FilePage("auto")
        hotspot (188, 76, 36, 31) action FilePage(1)
        hotspot (227, 76, 36, 31) action FilePage(2)
        hotspot (269, 76, 36, 31) action FilePage(3)
        hotspot (308, 76, 36, 31) action FilePage(4)
        hotspot (346, 76, 36, 31) action FilePage(5)
        hotspot (390, 76, 29, 33) action FilePageNext()
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Re: Different main menu images and persistant variables

#11 Post by DragoonHP »

First add this screen

Code: Select all

screen save_load_slot:
    $ file_text = "% 2s. %s\n  %s" % (FileSlotName(number, 4), FileTime(number, empty="NO DATA"), FileSaveName(number))
    add FileScreenshot(number) xpos 11 ypos 7
    text file_text xpos 80 ypos 10
Then under the hotspot add...

Code: Select all

screen file_picker:
### Your code
    hotspot (66, 370, 120, 90) action FileAction(1):
        use load_save_slot(number=1)
This should work...

And you don't need to tag the file_picker screen as menu... since it's going to be used by save and load screen...

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Re: Different main menu images and persistant variables

#12 Post by GlassHeart »

@DragoonHP
Thank you so much, it worked perfectly. m(_ _)m

Sorry for being such a pain, but could you also help with the yes no screen?

I have no idea how to make the question change (are you sure, overwrite, quit etc)
Also, the hover effect is strange, like the image is shifted or something. The coordinates and files are correct, though.

Code: Select all

screen yesno_prompt:

    modal True    
    imagemap:
        ground  'menu/yesno/yesno_ground.jpg'            
        hover 'menu/yesno/yesno_hover.jpg'
        idle 'menu/yesno/yesno_ground.jpg'        
        
        
        hotspot (204, 333, 170, 69) action yes_action 
        hotspot (444, 336, 170, 69) action no_action
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Re: Different main menu images and persistant variables

#13 Post by DragoonHP »

Sure...

Just under the screen yesno_prompt is an init...

Code: Select all

init -2 python:
    style.yesno_button.size_group = "yesno"
    style.yesno_label_text.text_align = 0.5
    layout.ARE_YOU_SURE = u"Sure about this mate?""
    layout.DELETE_SAVE = u"That's a save file you are deleting mate."
    layout.OVERWRITE_SAVE = u"Wouldn't it be better to just make a new save."
    layout.LOADING = u"Wait... we are still loading..."
    layout.QUIT = u"Quitting the game already! You are no fun."
    layout.MAIN_MENU = u"And now you go to the start of the universe..."
The first two line should already be in the init...

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Re: Different main menu images and persistant variables

#14 Post by GlassHeart »

I tried your code and it made no difference. :(
I actually wanted to have pictures shown so I modified the code. It doesn't give me any errors, but it still doesn't work. The message I see is always "Are you sure?" instead of the other messages.

Code: Select all

init -2 python:    
    style.yesno_button.size_group = "yesno" #I don't think these make any difference since I want to use images and not text.
    style.yesno_label_text.text_align = 0.5
    
    layout.ARE_YOU_SURE = 'menu/yesno/yesno_areyousure.jpg'
    layout.DELETE_SAVE = 'menu/yesno/yesno_areyousure.jpg' # I don't actually have a way to delete the save anyway
    layout.OVERWRITE_SAVE = 'menu/yesno/yesno_overwrite.jpg'
    layout.LOADING = 'menu/yesno/yesno_areyousure.jpg' # "Your progress will be lost if you do this, are you sure?" was too long ^^
    layout.QUIT = 'menu/yesno/yesno_quit.jpg'
    layout.MAIN_MENU = 'menu/yesno/yesno_areyousure.jpg'
The weird hover effect still is there. Maybe my files aren't right?
here are how the files look : http://img16.imageshack.us/img16/4542/yesno.png

They used to work perfectly before I started messing with SL, but now it looks like this in the game: http://img341.imageshack.us/img341/206/ ... ot0026.png

Sorry for being such a coding mess :lol:
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Re: Different main menu images and persistant variables

#15 Post by DragoonHP »

GlassHeart wrote:I tried your code and it made no difference. :(
Just tried and it worked...

Code: Select all

screen yesno_prompt:

    modal True

    window:
        style "gm_root"

    frame:
        style_group "yesno"

        xfill True
        xmargin .05
        ypos .1
        yanchor 0
        ypadding .05
        
        has vbox:
            xalign .5
            yalign .5
            spacing 30
            
        label _(message):
            xalign 0.5

        hbox:
            xalign 0.5
            spacing 100
            
            textbutton _("Yes") action yes_action
            textbutton _("No") action no_action

init -2 python:
    style.yesno_button.size_group = "yesno"
    style.yesno_label_text.text_align = 0.5
    layout.ARE_YOU_SURE = u"Sure about this mate?""
    layout.DELETE_SAVE = u"That's a save file you are deleting mate."
    layout.OVERWRITE_SAVE = u"Wouldn't it be better to just make a new save."
    layout.LOADING = u"Wait... we are still loading..."
    layout.QUIT = u"Quitting the game already! You are no fun."
    layout.MAIN_MENU = u"And now you go to the start of the universe..."
It should look something like this...
GlassHeart wrote:I actually wanted to have pictures shown so I modified the code. It doesn't give me any errors, but it still doesn't work. The message I see is always "Are you sure?" instead of the other messages.
It's understandable... I had just assumed that you were trying to change the text...

This should help: http://lemmasoft.renai.us/forums/viewto ... =8&t=10104
GlassHeart wrote:The weird hover effect still is there. Maybe my files aren't right?
here are how the files look : http://img16.imageshack.us/img16/4542/yesno.png

They used to work perfectly before I started messing with SL, but now it looks like this in the game: http://img341.imageshack.us/img341/206/ ... ot0026.png
Clear your cache folder (located in game/) and make sure it is turned off...
There is a entry in #FAQ about caches...

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