Ren'Py 6.12.2 Pre-Release

In this forum we discuss the future of Ren'Py, both bug fixes and longer-term development. Pre-releases are announced and discussed here.
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PyTom
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Ren'Py 6.12.2 Pre-Release

#1 Post by PyTom »

A pre-release of Ren'Py 6.12.2 is now available via the Ren'Py update mechanism. (Hit shift+U in the launcher.) This pre-release consists purely of bug-fixes. In addition to the fixes slipstreamed into 6.12.1, it includes the following fixes:

- ATL Transforms with parameters now compile correctly.

- MultipleTransition now works in conjunction with pauses.

- The mouse is shown when a quit action is run while a movie is playing.

- A fix for a lockup that occured when the user entered the game menu while a transition was running.

- RENPY_SCALE_FAST now works again.

- Ren'Py compiles with newer versions of ffmpeg.

- Skipping ends when the game restarts.

These are all bugs that have been reported by users, and are also bugs that I was able to fix without making major changes to Ren'Py. So upgrading from 6.12.1 to this should be a relatively safe upgrade.

If people could try this out and give feedback, I'd appreciate it. My goal is to try and get 6.12.2 out this weekend, so I can go back to 6.13.
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Re: Ren'Py 6.12.2 Pre-Release

#2 Post by Aleema »

Just want to say that the MultipleTransition bug fix works and I'm happy. :)

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Re: Ren'Py 6.12.2 Pre-Release

#3 Post by backansi »

http://lemmasoft.renai.us/forums/viewto ... 45#p146177
I've directly edited style._default.font which scripted in common\_errorhandling.rpy and I solved the problem, but I think it would be better if _default style works correctly with _parse_error screen.

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Re: Ren'Py 6.12.2 Pre-Release

#4 Post by 0ion9 »

Great, SCALE_FAST fix appears to work for me.

Which reveals another weirdness... when the screen is scaled UP (scale factor >1), text is not scaled but rather rendered at the scaled size. Overall effect: The text and image both look 'wrong' (they don't match in resolution). If you care about that case, I suggest rendering the text at the 'original' resolution and scaling it up during display. (I actually thought the entire screen was what scaled, but apparently text is different).

Anyway, I'll wait and see if this is effected positively by newtext or not.

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Re: Ren'Py 6.12.2 Pre-Release

#5 Post by PyTom »

backansi wrote:http://lemmasoft.renai.us/forums/viewto ... 45#p146177
I've directly edited style._default.font which scripted in common\_errorhandling.rpy and I solved the problem, but I think it would be better if _default style works correctly with _parse_error screen.
There's a bit of a chicken-and-egg problem here. A parse error occurs before any code can be run, and so we can't run the code that sets the font. I don't have a good solution for this, yet.
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Re: Ren'Py 6.12.2 Pre-Release

#6 Post by jack_norton »

I upgraded and recompiled a few games including big ones like Planet Stronghold and everything seems to work well! :)
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Re: Ren'Py 6.12.2 Pre-Release

#7 Post by SleepKirby »

- A fix for a lockup that occured when the user entered the game menu while a transition was running.
I tried this in my game, and it's indeed fixed. Thanks!

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Re: Ren'Py 6.12.2 Pre-Release

#8 Post by PyTom »

backansi wrote:http://lemmasoft.renai.us/forums/viewto ... 45#p146177
I've directly edited style._default.font which scripted in common\_errorhandling.rpy and I solved the problem, but I think it would be better if _default style works correctly with _parse_error screen.
Can you try something? In a file names 01errorhandling.rpy, put:

Code: Select all

python early:
    style._default.font = "myfont.ttf"
See if that fixes things for you.
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