Ren'Py 6.13 Pre-Releases
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Re: Ren'Py 6.13 Pre-Releases
6.13.0.1589 is up, featuring the improvements mentioned in the above post.
As for me, I spent the last few hours working on a major speed boost to screens - only to decide that it was too late in the release cycle to add such a big change, and that it should wait for a future release.
As for me, I spent the last few hours working on a major speed boost to screens - only to decide that it was too late in the release cycle to add such a big change, and that it should wait for a future release.
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Re: Ren'Py 6.13 Pre-Releases
Mmm. I just ran Pygame alien in renpygame-demo and it didn't run. I'm using angle/directX renderer.
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Re: Ren'Py 6.13 Pre-Releases
Hm... there's a conflict there.backansi wrote:Mmm. I just ran Pygame alien in renpygame-demo and it didn't run. I'm using angle/directX renderer.
Does anyone use renpygame? I haven't seen any games released using it, and User-Defined Displayables provide a superior solution for newly-written code. I'm considering dropping support, rather than putting a lot of time into figuring out a workaround.
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Re: Ren'Py 6.13 Pre-Releases
If you write some good and simple tutorial to use User-Defined Displayable, I think you can drop renpygame
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Re: Ren'Py 6.13 Pre-Releases
Spent the day on documentation work, which you can see at:
http://www.renpy.org/dev-doc/html/
Added the doumentation for menus, for transforms, and for creator-defined displayables. (As an aside, I've been trying to use "creator" as the term for the people who create games, since game-maker is a bit unwieldy.)
While writing the transform documentation, I realized it would be useful to have top, topleft, and topright transitions defined by default. So they've been added, and as of the next pre-release, you'll be able to do:
I'm not gonna do a pre-release tonight, just due to general tiredness. I'll probably do a public pre-release tomorrow - I'd like 6.13 to be tested on as many computers as possible, and as weird computers as possible, before it is released.
Not counting the license info, the new Ren'Py documentation is up to 62,000 words - rewriting the docs has proven to be a huge project.
http://www.renpy.org/dev-doc/html/
Added the doumentation for menus, for transforms, and for creator-defined displayables. (As an aside, I've been trying to use "creator" as the term for the people who create games, since game-maker is a bit unwieldy.)
While writing the transform documentation, I realized it would be useful to have top, topleft, and topright transitions defined by default. So they've been added, and as of the next pre-release, you'll be able to do:
Code: Select all
show inset whatever at topright
Not counting the license info, the new Ren'Py documentation is up to 62,000 words - rewriting the docs has proven to be a huge project.
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Re: Ren'Py 6.13 Pre-Releases
Sorry but could you give me a zipped renpy doc? I've downloaded manual files one by one at launchpad but if there's a lots of changes I'll be collapsed before translate it *_*;PyTom wrote:Not counting the license info, the new Ren'Py documentation is up to 62,000 words - rewriting the docs has proven to be a huge project.
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Re: Ren'Py 6.13 Pre-Releases
Heh I had topleft/right already defined in my games, alongside base/left/right:
not sure if there was already something like base/left/right ? they're useful to display waist-up sprites zoomed out that fit the screen height.
Once the new 6.13 is out will test on all my PC. I found it is already MUCH faster than the GL, but I am not sure exactly why (in theory on my desktop PC, even GL should be fast!). I suspect the new speed is mostly due to the new Text rewrite.
Code: Select all
python:
#custom positions
base = Position(yalign=1.0,xalign=.5)
baseleft = Position(yalign=1.0,xalign=0)
baseright = Position(yalign=1.0,xalign=1.0)
top = Position(yalign=0.0,xalign=.5)
topleft = Position(yalign=0,xalign=0)
topright = Position(yalign=0,xalign=1.0)
Once the new 6.13 is out will test on all my PC. I found it is already MUCH faster than the GL, but I am not sure exactly why (in theory on my desktop PC, even GL should be fast!). I suspect the new speed is mostly due to the new Text rewrite.
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Re: Ren'Py 6.13 Pre-Releases
Your best bet is to grab a copy of bazaar, and then check out the lp:renpy project. One of the nice things it has is a diff tool, so you can see what changed between versions.backansi wrote:Sorry but could you give me a zipped renpy doc? I've downloaded manual files one by one at launchpad but if there's a lots of changes I'll be collapsed before translate it *_*;
Right now, I don't know of any problems that would stop release. So please, test the pre-release on all your computers - it's better to find the problems now, then at the time of the full release.jack_norton wrote:Once the new 6.13 is out will test on all my PC.
Text is certainly much faster.I found it is already MUCH faster than the GL, but I am not sure exactly why (in theory on my desktop PC, even GL should be fast!). I suspect the new speed is mostly due to the new Text rewrite.
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Re: Ren'Py 6.13 Pre-Releases
Ok here's a bug probably I thought by default the game started in DX... but maybe I was just playing in GL! I forced the game to start in DX and I get:
I am using 1024x576, but in GL/software mode works fine.
Code: Select all
I'm sorry, but an uncaught exception occurred.
After initialization, but before game start.
Exception: Could not set video mode.
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "C:\download\renpy-6.13.0\renpy\bootstrap.py", line 276, in bootstrap
File "C:\download\renpy-6.13.0\renpy\main.py", line 343, in main
File "C:\download\renpy-6.13.0\renpy\display\core.py", line 1148, in __init__
File "C:\download\renpy-6.13.0\renpy\display\core.py", line 1353, in set_mode
Exception: Could not set video mode.
Windows-post2008Server-6.1.7601-SP1
Ren'Py 6.13.0.1589
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Re: Ren'Py 6.13 Pre-Releases
Please post the log.txt, but it seems possible your system doesn't have a new enough directx, or something like that. Holding down shift on startup will get you back to the renderer selection screen.
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Re: Ren'Py 6.13 Pre-Releases
Ah I noticed that says on top:
so seems is missing a DLL indeed! But I thought I had latest DX version installed, that's weird. I mean, I can play ALL commercial/indie games without problem on my system, seems strange that Angle requires me to have a very specific version ?
Code: Select all
Couldn't import angle renderer:
Traceback (most recent call last):
File "C:\download\renpy-6.13.0\renpy\display\core.py", line 1249, in get_draw_constructors
File "renpy\angle\gldraw.pyo", line 12, in <module>
File "renpy\angle\gldraw.pyo", line 10, in __load
ImportError: DLL load failed: Impossibile trovare il modulo specificato.
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Re: Ren'Py 6.13 Pre-Releases
More testing. This time my netbook. It warned me I didn't had DirectX, I clicked to open the DX installation, but meanwhile got this traceback:
strangely, I couldn't open the traceback, even if I clicked on the button. I had to copy the file by hand! Never happened before (I ran this as build distribution, not as renpy project).
I quit the game, and restarted it. Works perfectly now! While on desktop still have that bug. Maybe it fails to detect that I have a DX version not compatible with Angle? I have W7 so probably installed DX11, so don't have older DX version installed.
Code: Select all
I'm sorry, but an uncaught exception occurred.
While running game code:
TypeError: interact_core() got an unexpected keyword argument 'supporess_underlay'
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "D:\oop_loren-win32\renpy\execution.py", line 261, in run
File "D:\oop_loren-win32\renpy\ast.py", line 630, in execute
File "D:\oop_loren-win32\renpy\python.py", line 977, in py_exec_bytecode
File "common/00gltest.rpy", line 351, in <module>
File "D:\oop_loren-win32\renpy\ui.py", line 237, in interact
File "D:\oop_loren-win32\renpy\display\core.py", line 1788, in interact
TypeError: interact_core() got an unexpected keyword argument 'supporess_underlay'
Windows-post2008Server-6.1.7601-SP1
Ren'Py 6.13.0.1589
I quit the game, and restarted it. Works perfectly now! While on desktop still have that bug. Maybe it fails to detect that I have a DX version not compatible with Angle? I have W7 so probably installed DX11, so don't have older DX version installed.
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Re: Ren'Py 6.13 Pre-Releases
It requires the January 2010 DirectX update to DirectX 9.jack_norton wrote:so seems is missing a DLL indeed! But I thought I had latest DX version installed, that's weird. I mean, I can play ALL commercial/indie games without problem on my system, seems strange that Angle requires me to have a very specific version ?
The current logic is that Ren'Py will:
1) Use Angle if it is up-to-date, and passes a performance test.
2) Use OpenGL if it is functional enough, and passes a performance test.
3) Use the software renderer, and give a peformance warning to the user.
It's only in case 3 that the user will be asked to upgrade. On your desktop, the problem is that Ren'Py now interprets "Prefer DirectX Renderer" as "Force DirectX Renderer." I've changed the wording in the dialog box to compensate. To get it to work, you either need to run the DirectX update, or switch back to GL.
I've fixed the typo that caused a crash during the DX update.
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Re: Ren'Py 6.13 Pre-Releases
Ah ok so since I have working GL drivers, on desktop doesn't even try to use DX, understood now. Will test the DX on the netbook with some more games then. Is amazing how many people still have broken/non working GL drivers, even with very modern video card - an user has a NVIDIA GeForce 9600M GT and can't run the last Spirited Heart expansion, so I'm having him switch back to software mode
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Re: Ren'Py 6.13 Pre-Releases
6.13.0.1594 is up, with the recent documentation and bug fixes. But most importantly, I changed the release name to "Eye of the Storm", for obvious reasons.
While all testing is appreciated, I'd really like people to try it out with their weird hardware - netbooks, homebuilt computers, ancient laptops, and so on.
While all testing is appreciated, I'd really like people to try it out with their weird hardware - netbooks, homebuilt computers, ancient laptops, and so on.
Actually, it will try DX, but if it fails, it won't report an error - it will try GL. On windows, we prefer DX when both are available, because DX is often better. Your DX is out of date - you can fix that by running the setup program in the lib directory (but watch out for the bing toolbar).jack_norton wrote:Ah ok so since I have working GL drivers, on desktop doesn't even try to use DX, understood now.
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