Ren'Py 6.13 Pre-Releases

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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Taleweaver
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Re: Ren'Py 6.13 Pre-Releases

#46 Post by Taleweaver » Wed Aug 31, 2011 1:52 pm

There may be another compatibility problem:

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/supplementary.rpy", line 2369, in script
                        eri "Mobile robots... intriguing! I didn't think there'd still be any of those active in Bluetide..."
TypeError: argument of type 'float' is not iterable

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

Full traceback:
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\bootstrap.py", line 275, in bootstrap
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\main.py", line 354, in main
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\main.py", line 95, in run
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\execution.py", line 269, in run
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\display\error.py", line 95, in report_exception
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\game.py", line 289, in invoke_in_new_context
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\display\error.py", line 40, in call_exception_screen
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\ui.py", line 237, in interact
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\display\core.py", line 1799, in interact
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\display\core.py", line 554, in replace_transient
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\display\core.py", line 824, in remove
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\display\core.py", line 752, in hide_or_replace
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\display\screen.py", line 200, in _hide
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\display\motion.py", line 647, in _hide
  File "common/_errorhandling.rpym", line 295, in _m1__errorhandling__transform_function
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\character.py", line 762, in __call__
  File "C:\Users\Taleweaver\Documents\renpy-6.13.0\renpy\substitutions.py", line 211, in substitute
TypeError: argument of type 'float' is not iterable

Windows-post2008Server-6.1.7601-SP1
Ren'Py 6.13.0.1579
Also, showing variables in text "the old way" doesn't seem to work anymore; instead of displaying "I am at home", with "home" being a locator variable, the same programming now shows "I am at %[locator]s".

On the bright side, everything is now MUCH faster on my netbook. DirectX support has done wonders for me!
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Re: Ren'Py 6.13 Pre-Releases

#47 Post by DaFool » Wed Aug 31, 2011 2:21 pm

Taleweaver >> it's mentioned in the changelog, you have to use square brackets instead of % now, e.g. [locator].
The menu problem is you have to use the updated (newest) screens.rpy... I had that same problem when going from 6.11 to 6.12

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Re: Ren'Py 6.13 Pre-Releases

#48 Post by PyTom » Wed Aug 31, 2011 3:31 pm

I was able to repeat the utf_32_be problem - a fix will be released as part of the next pre-release.
DaFool wrote:Still have the crashing on 'Prefs' problem. Funny thing is I tried right-clicking, which worked the first time. But afterward it crashes like when using the shortcut button.
If you play through the tutorial, does it crash when dissolves occur? Also, does the crash generate a traceback, renpy.exe.log, or any other form of output?
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Re: Ren'Py 6.13 Pre-Releases

#49 Post by jack_norton » Wed Aug 31, 2011 4:01 pm

I still have a crash in that same code I posted before, this time with a different error:

Code: Select all

While running game code:
  File "game/story.rpy", line 63, in script
        python:
Exception: Can't display False as Text.

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

Full traceback:
  File "C:\download\renpy-6.13.0\renpy\bootstrap.py", line 275, in bootstrap
  File "C:\download\renpy-6.13.0\renpy\main.py", line 354, in main
  File "C:\download\renpy-6.13.0\renpy\main.py", line 95, in run
  File "C:\download\renpy-6.13.0\renpy\execution.py", line 269, in run
  File "C:\download\renpy-6.13.0\renpy\display\error.py", line 95, in report_exception
  File "C:\download\renpy-6.13.0\renpy\game.py", line 289, in invoke_in_new_context
  File "C:\download\renpy-6.13.0\renpy\display\error.py", line 40, in call_exception_screen
  File "C:\download\renpy-6.13.0\renpy\ui.py", line 237, in interact
  File "C:\download\renpy-6.13.0\renpy\display\core.py", line 1788, in interact
  File "C:\download\renpy-6.13.0\renpy\display\core.py", line 2137, in interact_core
  File "C:\download\renpy-6.13.0\renpy\display\predict.py", line 101, in prediction_coroutine
  File "C:\download\renpy-6.13.0\renpy\display\predict.py", line 51, in displayable
  File "C:\download\renpy-6.13.0\renpy\display\core.py", line 245, in visit_all
  File "C:\download\renpy-6.13.0\renpy\display\core.py", line 245, in visit_all
  File "C:\download\renpy-6.13.0\renpy\display\core.py", line 242, in visit_all
  File "C:\download\renpy-6.13.0\renpy\text\text.py", line 1140, in visit
  File "C:\download\renpy-6.13.0\renpy\text\text.py", line 1126, in update
  File "C:\download\renpy-6.13.0\renpy\text\text.py", line 1336, in tokenize
Exception: Can't display False as Text.

Windows-post2008Server-6.1.7601-SP1
Ren'Py 6.13.0.1579
 
But I don't understand, where do I display "False" ?
I also got an error "Exception: Unknown layout: justify"! don't tell me you removed the marvelous justify parameter from Text :(
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Re: Ren'Py 6.13 Pre-Releases

#50 Post by PyTom » Wed Aug 31, 2011 4:34 pm

Hm... that's taking place in screen prediction. I'll fix that.

Are you doing:

Code: Select all

style.default.layout = "justify"
somewhere? Wasn't the correct code always:

Code: Select all

style.default.justify = True
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Re: Ren'Py 6.13 Pre-Releases

#51 Post by jack_norton » Wed Aug 31, 2011 4:35 pm

No I always used it in the python code, like this:

Code: Select all

ui.text(self.message,justify=True,slow_cps=45)
was a parameter of ui.text ?
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Re: Ren'Py 6.13 Pre-Releases

#52 Post by PyTom » Wed Aug 31, 2011 4:45 pm

That should work. Are you sure you don't have layout="justify" anywhere in your code?
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Re: Ren'Py 6.13 Pre-Releases

#53 Post by jack_norton » Wed Aug 31, 2011 5:00 pm

Wait yes, I have it in a ui.text though, not in a style:

Code: Select all

ui.text("{color=#FF0}Move mouse over the skills to see a description below.{/color}",layout="justify")
anyway I changed it, and now works :)
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Re: Ren'Py 6.13 Pre-Releases

#54 Post by PyTom » Wed Aug 31, 2011 8:29 pm

Taleweaver wrote:There may be another compatibility problem:
Is there a chance that you're using "min" as a character name? That's a builtin python function that's used in a lot of code. (6.14 should make this sort of thing much less common - but I haven't started on it yet.)
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Re: Ren'Py 6.13 Pre-Releases

#55 Post by PyTom » Wed Aug 31, 2011 9:10 pm

6.13.0.1582 is up.

This should fix the utf-32-be error that users of non-ASCII languages were experiencing. (Of course, the last fix should have fixed it as well - but this time, I figured out how to reproduce the problem, so I have a bit more confidence.)

It is more aggressive about ignoring errors in displayable prediction, such as might occur if we format a string using a variable that isn't defined.

Finally, it flushes out logs when it writes them, which might help me to debug DaFool's crashing problem.

DaFool - can you describe precisely the sequence of steps leading up to a crash? Also, can you make it through the transitions demo (Especially the simple transitions and the imagedissolve transitions?) Finally, if it crashes again, please send the log.txt - it will be more complete this time.
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Re: Ren'Py 6.13 Pre-Releases

#56 Post by jack_norton » Thu Sep 01, 2011 6:32 am

bmfonts renders quite differently:
screenshot0001.jpg
on top the new behavior, on bottom the old one. I just used standard command:
$ renpy.register_bmfont("final", 100, filename="full/final.fnt")
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Re: Ren'Py 6.13 Pre-Releases

#57 Post by PyTom » Thu Sep 01, 2011 8:02 am

Hrm. Can you attach the bmfont files, please?
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GJsoft

Re: Ren'Py 6.13 Pre-Releases

#58 Post by GJsoft » Thu Sep 01, 2011 8:39 am

*CONTENT DELETED*
Last edited by GJsoft on Wed Jul 11, 2012 1:49 pm, edited 1 time in total.

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Re: Ren'Py 6.13 Pre-Releases

#59 Post by PyTom » Thu Sep 01, 2011 9:38 am

GJsoft - yes, sorta. Once the vast majority of computers are using GL or DirectX, I can begin to add effects that require a GPU - and even effects that require shaders.

The infrastructure is there in text for this, but not in the GL infrastructure, so it will be another couple of releases before these effects become possible. (It's tentatively planned for 6.15 "Glitz")
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Re: Ren'Py 6.13 Pre-Releases

#60 Post by DaFool » Thu Sep 01, 2011 10:36 am

PyTom wrote: DaFool - can you describe precisely the sequence of steps leading up to a crash? Also, can you make it through the transitions demo (Especially the simple transitions and the imagedissolve transitions?) Finally, if it crashes again, please send the log.txt - it will be more complete this time.
The tutorial didn't crash during the complex image dissolve transitions demos. However, the first time playing, when I was about to quit to the main menu ("That's enough for now"), the game hung exactly as shown in my first screenshot. Subsequent plays were all fine.

For ADRIFT, all I need to do to make a guaranteed crash is click through the intro until I get a standard textbox, then hit the quick 'Prefs' button. The laptop screen will totally black out, then the message appears that the drivers have recovered, just like the first screenshot. There is no trace back because the game is just stuck at not responding so I just force close.

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