6.99.0 Features Bug?

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trooper6
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6.99.0 Features Bug?

#1 Post by trooper6 »

Greetings,

If these two things actually aren't bugs, then please feel free to ignore this!

I'm going through each of the releases and created a little tester project with examples of how each new thing works...which helps me, but I hope to post in the cookbook and help others who need more concrete examples of things. I'm done with the first phase of 6.99.0 and there are just two things that don't seem to be working and I don't know if they are bugs or if I've done something wrong. I've made two threads on the Questions board, but no one has responded except to say they are also interested in answers.

The two questions are:

1) focus_mask True doesn't seem to be working for Drags for me:
viewtopic.php?f=8&t=39268

2) Typing shift-alt-P, which should bring up the Completion Progress Indicator, doesn't seem to do anything.
viewtopic.php?f=8&t=39276

Does anyone know if these two things are indeed bugs or if I'm missing something?

Cheers,

Trooper6
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978

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gas
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Re: 6.99.0 Features Bug?

#2 Post by gas »

Shift-alt-p never worked for me, anyway... progress toward what?
It seems an underdeveloped function (lacking a config to state something...). It doesn't work even for last release.
If you want to debate on a reply I gave to your posts, please QUOTE ME or i'll not be notified about. << now red so probably you'll see it.

10 ? "RENPY"
20 GOTO 10

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DragoonHP
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Re: 6.99.0 Features Bug?

#3 Post by DragoonHP »

Code: Select all

2) Typing shift-alt-P, which should bring up the Completion Progress Indicator, doesn't seem to do anything.
There seems to be some weird issue with keybindings like "alt_P". Can you check full_inspector keybinding to see if you can get it to work? (alt_I)

And for showing the progress screen, add in "alt_K_p" (alt + p) and it will work. (look in the top left corner for the progress indicator).

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trooper6
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Re: 6.99.0 Features Bug?

#4 Post by trooper6 »

DragoonHP wrote:

Code: Select all

2) Typing shift-alt-P, which should bring up the Completion Progress Indicator, doesn't seem to do anything.
There seems to be some weird issue with keybindings like "alt_P". Can you check full_inspector keybinding to see if you can get it to work? (alt_I)

And for showing the progress screen, add in "alt_K_p" (alt + p) and it will work. (look in the top left corner for the progress indicator).
Hello DragoonHP! Typing alt_I gives me nothing...so there some seem to be some sort of issues with alt+shift+keys. This is a bug, right?

Anyway, I re-did the keybinding to get access to the progress indicator as you recommended...and it did show up...but...I set it in a small tester with seven lines of code and what shows up in the top left corner is an indicator that says 7/7...and just stays at 7/7 from beginning to end of the game. I put it in a longer game and that started off with something like 98/726 and then would increment in ways I wasn't quite sure what the deal was. Do you know how the progress meter is set up? Is it based on lines between menus? Between labels?
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978

DragoonHP
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Re: 6.99.0 Features Bug?

#5 Post by DragoonHP »

Yup. It seems to be a bug.

It counts the number of seen dialogue block vs total number of dialogue blocks. You can make your own one using https://www.renpy.org/doc/html/other.ht ... gue_blocks and https://www.renpy.org/doc/html/other.ht ... gue_blocks

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trooper6
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Re: 6.99.0 Features Bug?

#6 Post by trooper6 »

Hm...so I went into this a bit more...and I see what is going on here.

renpy.count_seen_dialogue_blocks()

is a persistent data situation. It counts dialogue blocks ever seen through any play through...so if you want a 0/10 for a new game, you have to delete persistent data. Okay, this gives me enough information to put into my tester so that other people can learn from it. Thanks for that.

Now to figure out if focus_mask is indeed working for Drags and I'm not doing it right, or if there is a bug there.

Also, so the alt-shift thing seems to be a bug...should I report that somewhere?
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978

DragoonHP
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Posts: 758
Joined: Tue Jun 22, 2010 12:54 am
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Re: 6.99.0 Features Bug?

#7 Post by DragoonHP »

You can report it on GitHub > https://github.com/renpy/renpy/issues

Also, the focus_mask is only for drag handle, ie, you wouldn't be able to drag an image by focusing/hovering over it's transparent part..

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trooper6
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Re: 6.99.0 Features Bug?

#8 Post by trooper6 »

DragoonHP wrote:You can report it on GitHub > https://github.com/renpy/renpy/issues

Also, the focus_mask is only for drag handle, ie, you wouldn't be able to drag an image by focusing/hovering over it's transparent part..
Ah Ha! Yes that is what is going on with focus_mask! Thank you for explaining that! I can now put that explanation in my tester as well. Thank you so much!!!!

It would be cool to have a focus_mask for the drag child as well.
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978

User avatar
trooper6
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Posts: 3712
Joined: Sat Jul 09, 2011 10:33 pm
Projects: A Close Shave
Location: Medford, MA
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Re: 6.99.0 Features Bug?

#9 Post by trooper6 »

DragoonHP wrote:You can report it on GitHub > https://github.com/renpy/renpy/issues

Also, the focus_mask is only for drag handle, ie, you wouldn't be able to drag an image by focusing/hovering over it's transparent part..
Hm...you know what, I just tested my Drag & Drop project with focus_mask off...and it doesn't make any difference. I can't grab onto the transparent parts of the Drag regardless of whether focus_mask is off or on. And regardless of whether focus_mask is off or on it still registers the drop on transparent parts of the Drops. focus_mask just doesn't seem to do anything with Drags.
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
Check out My Clock Cookbook Recipe: http://lemmasoft.renai.us/forums/viewto ... 51&t=21978

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