Ren'Py 6.15 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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Jake
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Re: Ren'Py 6.15 Pre-Releases

#16 Post by Jake » Mon Feb 18, 2013 10:07 am

PyTom wrote: Finally, since it's not clear in the forum people are using, it's the backtick key (`) or tilde key (~) that enables the console. It looks like this key might not be present on some platforms. Does anyone know what key games like Quake or Half-Life use to enable the console on other platforms?
Out of interest, are you checking for the scan code or for the character? Even on GB keyboards, the tilde key isn't the one that brings up the console in PC FPS games; it's just "the key on the top left of the keyboard, just above tab", regardless of what it has printed on it.

(I seem to recall some explicit character checking elsewhere in Ren'Py, which made me wonder.)



Also: while this will be incredibly useful, could it not just be another option on the developer menu which already exists and people can already easily get to?



Also also: No non-affine transforms? Sadness. ;-)
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Re: Ren'Py 6.15 Pre-Releases

#17 Post by Ryue » Mon Feb 18, 2013 10:25 am

Finally, since it's not clear in the forum people are using, it's the backtick key (`) or tilde key (~) that enables the console. It looks like this key might not be present on some platforms. Does anyone know what key games like Quake or Half-Life use to enable the console on other platforms?
just checked also `: nothing on german layout but I tried another variant there with both english and german keyboard layouts (jakes post got me the idea):

On both keyboard layouts the button above the tab (so between tabulator and 1 ) opens the console. For english keyboard layouts its ` (or ~ ) for german
keyboard layouts its ^ (or °).

Maybe similar for japanese. If so it would prbably be better to give a definition of where the key is to be found instead of the sign itself (sadly its extremly different
from keyboard shemata to keyboard shemata WHAT symbol that key represents)

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Re: Ren'Py 6.15 Pre-Releases

#18 Post by nyaatrap » Mon Feb 18, 2013 10:34 am

Another issue on trying to translate the launcher in a whim. I tried the same way as other projects, but the launcher just never shows Japanese characters I wrote in a same manner on other files (like http://lemmasoft.renai.us/forums/viewto ... =0#p251612). It's not □□, just always nothing. I can't see letters on a launcher when I generated translation files on the launcher. Even I use style._default.font also.

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Re: Ren'Py 6.15 Pre-Releases

#19 Post by jack_norton » Mon Feb 18, 2013 10:59 am

Thanks, will test on my Mac and ask my testers before using it to distribute games :)
About the tilde thing, yes even in my italian layout is the left-top key above tab, which in my case is: \
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Re: Ren'Py 6.15 Pre-Releases

#20 Post by Alex » Mon Feb 18, 2013 11:50 am

Got an error while tried to reload a game (shift+r).

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "renpy/common/00start.rpy", line 153, in script
  File "renpy/common/00start.rpy", line 154, in python
NameError: name '_restart' is not defined

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

Full traceback:
  File "C:\renpy-6.6.0\renpy-6.15.0-sdk\renpy\execution.py", line 288, in run
    node.execute()
  File "C:\renpy-6.6.0\renpy-6.15.0-sdk\renpy\ast.py", line 718, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\renpy-6.6.0\renpy-6.15.0-sdk\renpy\python.py", line 1258, in py_exec_bytecode
    exec bytecode in globals, locals
  File "renpy/common/00start.rpy", line 154, in <module>
    if _restart:
NameError: name '_restart' is not defined

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Re: Ren'Py 6.15 Pre-Releases

#21 Post by Donmai » Mon Feb 18, 2013 9:10 pm

Hijiri wrote:
PyTom wrote:Hijiri, what platform are you on?
Windows 7 (64 bit)
I am on Windows 7 64 Bit too, and I had no problems. Just went to the Preferences screen, choose the prerelease channel and everything was fine. Now trying to figure out how the new translation system works ...
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Re: Ren'Py 6.15 Pre-Releases

#22 Post by nyaatrap » Mon Feb 18, 2013 9:30 pm

I have a request. When I press edit all scripts on the launcher, it'll also open tl scripts. Can it have 2 options: base scripts only, and tl scripts only?

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Re: Ren'Py 6.15 Pre-Releases

#23 Post by PyTom » Tue Feb 19, 2013 12:07 am

I've released 6.15.0.246. Changes include:

* The translation code is now unicode-safe, which makes it possible to translate from a non-ASCII language
* The mac build now runs on computers that I do not own.
* Shift+R works at the main menu.
* The __ function (two underscores) immediately translates a string.
* The Japanese translation was updated to match the current tutorial game.
* Updated translations are marked with a TODO comment. (Which has to be manually removed.)

I think this brings things up to date, with two exceptions:

* I need to figure out a way to translate the fonts of the launcher. (The launcher uses font weight, so we need to work around that.)
* I haven't decided if I want to exclude translations from edit all.
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Re: Ren'Py 6.15 Pre-Releases

#24 Post by nyaatrap » Tue Feb 19, 2013 12:55 am

The problem is tl files have exactly same to the original files. When they are showing up all as tabs, I can't tell which is original and which is translation.

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Re: Ren'Py 6.15 Pre-Releases

#25 Post by nyaatrap » Tue Feb 19, 2013 7:10 am

some minor things:
・GL menu in teh turotial is translated, but it doesn't show because no style._default.font.
・Templates can't be edited from the launcher directly.
・The developer menu can't be translated.
・When I tried jump on the console, it shows "jump is not defined"

Though, it's working on my project perfectly. It's really superior than ren'py 6.14. Thanks so much.

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Re: Ren'Py 6.15 Pre-Releases

#26 Post by Kinsman » Tue Feb 19, 2013 3:49 pm

I downloaded the 6.15 prerelease and put it in its own directory, next to where I kept the directory for 6.14.

I got an unusual bug on my Windows XP machine when I tried to run it. If I double-clicked on the "renpy.exe" icon, or double-clicked on a shortcut I've made, nothing happened.

However, if I opened a command window and typed 'renpy', the launcher appeared.

When I opened 6.15, I was shown a list of my projects from 6.14. I wanted to see the new tutorial first, so I changed the projects directory to where the 6.15 SDK was. When I did this, though, while I saw a list of projects on the left side of the launcher, the right side of the launcher was blank, and clicking on the 'Tutorial' project had no effect.

I decided to delete the 6.15 directory and then try to update using the Prerelease channel. The update was smooth, up to the point where it said that it was complete, and Renpy would restart. The launcher window never reappeared afterwards.

After that, I had the same problems with double-clicking the icon or shortcut. I was able to use a command window to launch Renpy.
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Re: Ren'Py 6.15 Pre-Releases

#27 Post by PyTom » Tue Feb 19, 2013 4:04 pm

Kinsman wrote:After that, I had the same problems with double-clicking the icon or shortcut. I was able to use a command window to launch Renpy.
Can you make a copy of renpy.exe, rename the copy to renpy2.exe, and try running it? I'd like to see what happens.
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Re: Ren'Py 6.15 Pre-Releases

#28 Post by Kinsman » Tue Feb 19, 2013 4:10 pm

PyTom wrote:
Kinsman wrote:After that, I had the same problems with double-clicking the icon or shortcut. I was able to use a command window to launch Renpy.
Can you make a copy of renpy.exe, rename the copy to renpy2.exe, and try running it? I'd like to see what happens.
Interesting. When I double-click renpy2.exe, I get an error dialog:

Could not execute C:\My Projects And Files\renpy-6.14.1-sdk\lib\windows-i686\renpy2.exe. Is it missing?

(The first part of that is my particular path, and I should probably rename the "6.14.1" part now that I can use the update channel.)

The same error message appears with a shortcut to renpy2.exe.

When I use a command window to run renpy2.exe, I get an error dialog:

Could not execute .\lib\windows-i686\renpy2.exe. Is it missing?
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Re: Ren'Py 6.15 Pre-Releases

#29 Post by Kinsman » Tue Feb 19, 2013 4:41 pm

I ran into some trouble after lowering the history size of the console.

I wanted to keep the console window from cluttering the screen, so I reduced the history size to around 3.

When you enter more commands than the history allowed, an error occurs:

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game\script.rpy", line 20, in script call
  File "renpy/common/00console.rpy", line 566, in script
  File "renpy/common/00console.rpy", line 567, in python
  File "renpy/common/00console.rpy", line 255, in python
  File "renpy/common/00console.rpy", line 274, in python
  File "renpy/common/00console.rpy", line 119, in python
AttributeError: 'BoundedList' object has no attribute 'data'

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

Full traceback:
  File "C:\My Projects And Files\renpy-6.14.1-sdk\renpy\execution.py", line 288, in run
    node.execute()
  File "C:\My Projects And Files\renpy-6.14.1-sdk\renpy\ast.py", line 718, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\My Projects And Files\renpy-6.14.1-sdk\renpy\python.py", line 1258, in py_exec_bytecode
    exec bytecode in globals, locals
  File "renpy/common/00console.rpy", line 567, in <module>
    console.interact()
  File "renpy/common/00console.rpy", line 255, in interact
    self.run(lines)
  File "renpy/common/00console.rpy", line 274, in run
    self.history.append(he)
  File "renpy/common/00console.rpy", line 119, in append
    self.data.pop(0)
AttributeError: 'BoundedList' object has no attribute 'data'

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It's an easy fix, I found. Just change line 119 in 00console.py:

Code: Select all

self.pop(0)  #not self.data.pop(0)
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Re: Ren'Py 6.15 Pre-Releases

#30 Post by Kinsman » Tue Feb 19, 2013 5:05 pm

I noticed that the { and } keys can't be used in the console.

It's an easy fix - the screen language excludes those keys by default in input fields, so just update the screen definition.
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