Ren'Py 6.15 Pre-Releases
Re: Ren'Py 6.15 Pre-Releases
One concern with the console - I've not looked at the code for it, but it seems symptomatically like it executes within the context which contains the context in which you invoked the console? That is, if I hit the console button while I'm playing the game [the screen background is black and], variables which are defined in the current script aren't in-scope. If I open the game menu and hit the console button, [the screen background is the game state before the menu was opened and] variables from the current script of the game are then in-scope.
This makes it somewhat less useful for the normal use of hitting the button from within the game - could it not be made to execute in the same context as the game? Or am I missing something?
This makes it somewhat less useful for the normal use of hitting the button from within the game - could it not be made to execute in the same context as the game? Or am I missing something?
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Re: Ren'Py 6.15 Pre-Releases
I prefer to remove the backtick key. If we who's using IME keyboards hit this key mistakenly, it always crashes ren'py. It's very dangerous sudden death button.
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Re: Ren'Py 6.15 Pre-Releases
There's a bug on reloading. When I modify a screen which is currently showing, pressing shift+R terminates ren'py instead of reloading.
[edit] It looks it's not only screens, but in label scripts.
[edit] It looks it's not only screens, but in label scripts.
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Re: Ren'Py 6.15 Pre-Releases
First off, fixed the "doesn't start on windows bug", at least on my computer. (I'm not going to make a release tonight.) It only triggers when there's a space in the path to Ren'Py, and it turns out that it comes from the _wexec function on windows utterly failing to pass command line arguments to a subprocess properly. I was able to repeat the problem and test the fix, so the bug should be fixed.
* If the console is invoked in a context that supports rollback (the main context, or maybe one of the new Replay contexts) then it will rollback to just before the current statement, and sit there waiting for input.
* If the console is invoked anywhere else, it will create a new console context, and limit itself to python commands only.
With the code:
I can enter the console when "a" is show, and print out testvar.
That's not what's intended, nor is it what I've been experiencing. The indented semantics are:Jake wrote:One concern with the console - I've not looked at the code for it, but it seems symptomatically like it executes within the context which contains the context in which you invoked the console? That is, if I hit the console button while I'm playing the game [the screen background is black and], variables which are defined in the current script aren't in-scope. If I open the game menu and hit the console button, [the screen background is the game state before the menu was opened and] variables from the current script of the game are then in-scope.
This makes it somewhat less useful for the normal use of hitting the button from within the game - could it not be made to execute in the same context as the game? Or am I missing something?
* If the console is invoked in a context that supports rollback (the main context, or maybe one of the new Replay contexts) then it will rollback to just before the current statement, and sit there waiting for input.
* If the console is invoked anywhere else, it will create a new console context, and limit itself to python commands only.
With the code:
Code: Select all
label start:
$ testvar = 1
"a"
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Re: Ren'Py 6.15 Pre-Releases
OK... that probably explains what I'm seeing, since rollback is indeed disabled in my main game context.PyTom wrote: * If the console is invoked in a context that supports rollback (the main context, or maybe one of the new Replay contexts) then it will rollback to just before the current statement, and sit there waiting for input.
* If the console is invoked anywhere else, it will create a new console context, and limit itself to python commands only.
However, it seems a bit odd under those conditions to get a different response invoking the console from within a menu - is rollback considered 'supported' from within the game menu even if it's not from within the game the menu was invoked from? I guess preference settings and so on aren't covered by rollback anyway so it makes no difference?
What's the benefit to not allowing the console to exist in a context with no rollback, out of interest?
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Re: Ren'Py 6.15 Pre-Releases
One thing I have noticed now a few times. If I make errors and reload it it reloads like usual....but if I click reload a second time it ends instead of reloading.
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Re: Ren'Py 6.15 Pre-Releases
This will be fixed.nyaatrap wrote:some minor things:
・GL menu in teh turotial is translated, but it doesn't show because no style._default.font.
Yes. That's a feature - we don't want people accidentally editing the default template. You can fix that by editing the project.json file.・Templates can't be edited from the launcher directly.
That's intentional. I don't want the translation file cluttered with translations that are only of interest to developers - it makes translation way more work than it otherwise has to be.・The developer menu can't be translated.
You have to type "jump label_name", and you have to do it from inside the game - it won't work from the menus, since it needs to run in the main context.・When I tried jump on the console, it shows "jump is not defined"
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Re: Ren'Py 6.15 Pre-Releases
Updated to 6.15.0.253.
The big change here is that this should fix the problem where Ren'Py didn't start on windows when it was run in a directory with a space in the name. It also fixes several the other bugs reported above.
The one thing it doesn't do is remove K_backtick as a console key, yet. (I'm leaning towards removing it in favor of shift+O, if it causes problems with IMEs. What problems does it cause, again?)
The big change here is that this should fix the problem where Ren'Py didn't start on windows when it was run in a directory with a space in the name. It also fixes several the other bugs reported above.
The one thing it doesn't do is remove K_backtick as a console key, yet. (I'm leaning towards removing it in favor of shift+O, if it causes problems with IMEs. What problems does it cause, again?)
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Re: Ren'Py 6.15 Pre-Releases
Pressing it causes this error
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Re: Ren'Py 6.15 Pre-Releases
That's weird. Just to be sure, does shift+O work for you?
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Re: Ren'Py 6.15 Pre-Releases
Yes. Shift+O works.
Oh I found a way to stop this error. After I pressed backtick (activate IME) key, pressing any other keys fast enough before crash prevents crashing.
Oh I found a way to stop this error. After I pressed backtick (activate IME) key, pressing any other keys fast enough before crash prevents crashing.
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Re: Ren'Py 6.15 Pre-Releases
Sorry I don't get the new translation system.
What exactly am I supposed to put into the environment.txt file if I want to translate into German?
I know it has something to do with RENPY_LANGUAGE and RENPY_UPDATE_STRINGS, but every time I put something else than RENPY_UPDATE_LANGUAGES="true" the launcher crashes when I start it :/
What exactly am I supposed to put into the environment.txt file if I want to translate into German?
I know it has something to do with RENPY_LANGUAGE and RENPY_UPDATE_STRINGS, but every time I put something else than RENPY_UPDATE_LANGUAGES="true" the launcher crashes when I start it :/

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Re: Ren'Py 6.15 Pre-Releases
It'll be a deprecated function. The new translation is completely different one and old knowledge isn't useful.
Whether you start making a new one, or stick with an old one is your option. Anyway, it may be hard to convert your translation files into the new system.
Whether you start making a new one, or stick with an old one is your option. Anyway, it may be hard to convert your translation files into the new system.
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Re: Ren'Py 6.15 Pre-Releases
Yes, I just wanted to use the new system to create a translation. I followed the rules at the bottom of this page: http://www.renpy.org/dev-doc/html/trans ... ranslation
And they don't seem to work for me :/
Also:
Translation files don't seem to catch save names and therefore they cannot be translated. Like this:
$ save_name = "Test"
And they don't seem to work for me :/
Also:
Translation files don't seem to catch save names and therefore they cannot be translated. Like this:
$ save_name = "Test"

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Re: Ren'Py 6.15 Pre-Releases
That's Unsanctioned Translations means an old translation system.
I've done one game with it, but never need RENPY_LANGUAGE so I don't know.
Anyway if you want to use a new translation system, don't need to read this bottom of the page.
And your last question,
$ save_name = _("Test") is the syntax of the new system. You need to rewrite all of them in python blocks or screens, menus.
[edit] I noticed "game/tl/language/strings.rpy" phrase. it's not the same to the ren'py 6.14. So it's out of my experience.
I've done one game with it, but never need RENPY_LANGUAGE so I don't know.
Anyway if you want to use a new translation system, don't need to read this bottom of the page.
And your last question,
$ save_name = _("Test") is the syntax of the new system. You need to rewrite all of them in python blocks or screens, menus.
[edit] I noticed "game/tl/language/strings.rpy" phrase. it's not the same to the ren'py 6.14. So it's out of my experience.
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