Ren'Py 6.12.0 Pre-Released

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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Re: Ren'Py 6.12.0 Pre-Released

#61 Post by jack_norton » Sun Feb 06, 2011 2:44 am

Several people are playing Planet Stronghold with renpy 6.12 and none of them has any bug reports so far (I'm also testing the game since I'm making the guide and so far, zero problems). Keep up the great work 8)
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Re: Ren'Py 6.12.0 Pre-Released

#62 Post by backansi » Sun Feb 06, 2011 3:19 am

PyTom wrote: Chosen is just a boolean. You can use it (for example) to change the style that a menu choice is displayed as.
Could you give me an example code about its usage? I've tried to use chosen but it seems it doesn't work well(and I'm still wondering if I use it in a right way or not..).

Code: Select all

# in choice screen block...
                for caption, action, chosen in items:
                    
                    if action:
                        if not chosen: 
                            button:
                                action action
                                style "menu_choice_button"
       
                                text caption style "menu_choice"
                        elif chosen == True:
                            button:
                                action action
                                style "menu_choice_chosen_button"
       
                                text caption style "menu_choice_chosen"
#....

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Re: Ren'Py 6.12.0 Pre-Released

#63 Post by doomonyou » Sun Feb 06, 2011 11:48 am

Thank you for the response PyTom. I didn't write the code but apparently that line is from the leaving yes/no prompt with translation strings. However, I have only gotten that error on 6.12 and not 6.11.2. The game will play fine.

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Re: Ren'Py 6.12.0 Pre-Released

#64 Post by PyTom » Sun Feb 06, 2011 12:32 pm

Backansi >>> Your code is correct, there was a bug that prevented chosen from working in many cases. It's fixed. You can get it with a shift+U update.

doomonyou >>> 6.11.2 has its own bugs, like with netbooks. So it's best to try to resolve the problem.
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Re: Ren'Py 6.12.0 Pre-Released

#65 Post by Eliont » Tue Feb 08, 2011 2:10 pm

Please, how interact with overlays in this version?
In Ren'Py 6.10.2 ("Fixing a Hole") it works normal, but now click to overlay buttons have no effect in spite of buttons looks active.
Perhaps ui.interact can't receive ui.returns value from buttons?

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Re: Ren'Py 6.12.0 Pre-Released

#66 Post by PyTom » Tue Feb 08, 2011 3:06 pm

Huh? Can you explain in more detail what your problem is? Perhaps with an example of code that isn't working?
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Re: Ren'Py 6.12.0 Pre-Released

#67 Post by Eliont » Tue Feb 08, 2011 10:44 pm

Code: Select all

config.overlay_functions.append(stats)

Code: Select all

    def stats():
        if current:
            ui.remove('control_panel')
            ui.tag('control_panel')
            #drav unit control panel...
            if u.id is active: #if currently selected unit - active unit    
                u.menu.draw() #draw unit menu
            #...

Code: Select all

Buttons:
    class BattleActionMenu(object):
        def __init__(self,for_who):
        
            self.x = 80
            self.y = 10
            self.scale = 0.4
            self.dim = getsize("battle_gfx/ui/menu/cmd_frame.png")
            
            self.buttons = []
            
            #buttons and menus 
            #evangelion menu
            if for_who is 'eva':
                buttons_list = [('Движение','move'),('Атака','attack'),(' Защита','defence'),(' Умение','skill'),(' Пилот/Ева','change'),(' Ждать','cancel')]
            
            for index,entry in enumerate(buttons_list):
                self.buttons.append(BattleActionButton(entry,self.x+7,self.y+8,self.scale,self.dim,len(self.buttons)))

            

        def draw(self):
            ui.at(Position(xpos=self.x,ypos=self.y,xanchor=0.0,yanchor=0.0))
            ui.hbox()
            for button in self.buttons:
                ui.imagebutton(im.Grayscale(im.FactorScale(button.image_base,self.scale)),im.FactorScale(button.image_hover,self.scale),clicked = ui.returns(button.return_value),hovered=button.tooltip.show,unhovered=button.tooltip.hide)
            ui.close()        

    class BattleActionButton(object):
        def __init__(self, entry, x, y, scale, dim, pos):
            self.image_base = "battle_gfx/ui/menu/cmd_%s.png"%entry[1]
            self.image_hover = "battle_gfx/ui/menu/cmd_%s.png"%entry[1]
            self.return_value = entry[1]
            self.active = True
            self.tooltip = Tooltip(x+pos*int(dim[0]*scale),y+int(dim[1]*scale),"{=txt3}%s"%entry[0])
Interaction:

Code: Select all

                while unit[active].ap is not 0:
                    current = active
                    result = ui.interact()  

                    if result is 'move':
                        cursor.grab()
                        move(current)  
                        cursor.release()  
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Re: Ren'Py 6.12.0 Pre-Released

#68 Post by Jo'ogn » Sun Feb 13, 2011 2:57 pm

I have an ATL rotation running in a Renpy game (windowed!) and either have another application window open, or simply make "rubber bands" with the mouse on the desktop... and it affects the rotation, it becomes jerkingly. The amount of "jerks per second" vary with the application windows which are open.

Win XP, Core Duo 3GHz, ATI Radeon 5670


It generally seems that the moment another task requires CPU power the frame rate drops? The FPS display is gone from the developer menu, so I can only guess.
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Re: Ren'Py 6.12.0 Pre-Released

#69 Post by lunasspecto » Tue Mar 01, 2011 9:29 pm

I've just downloaded Ren'Py 6.12.0 on Ubuntu Maverick amd64, and for some reason, anytime I try to launch a project, a window opens for it (with the name of the project correctly displayed in the title bar), but the contents of the window remain completely black, and no sound is played. I am unable to close this window except by closing the launcher. This happens with both the tutorial and "The Question."

Sorry if somebody's reported this already.
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Re: Ren'Py 6.12.0 Pre-Released

#70 Post by PyTom » Tue Mar 01, 2011 10:18 pm

Things to try:

1) Send me the contents of log.txt

2) Hold down shift as the game starts, and choose the software renderer.

3) Did it work with 6.11?
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Re: Ren'Py 6.12.0 Pre-Released

#71 Post by lunasspecto » Tue Mar 01, 2011 10:35 pm

1.) Here's the log.txt stuff. I don't think there's anything unusual in it. But perhaps I should have mentioned earlier that I have a crappy ATI video card.

Code: Select all

Ren'Py 6.12.0e
running on Linux-2.6.35-25-generic-x86_64-with-debian-squeeze-sid

Windowed mode.
Screen sizes: virtual=(800, 600) physical=(800, 600)
Vendor: 'DRI R300 Project'
Renderer: 'Mesa DRI R300 (RS690 791F) 20090101 x86/MMX+/3DNow!+/SSE2 NO-TCL DRI2'
Version: '1.5 Mesa 7.9-devel'
Display Info: <VideoInfo(hw = 0, wm = 1,video_mem = 0
	     blit_hw = 0, blit_hw_CC = 0, blit_hw_A = 0,
	     blit_sw = 0, blit_sw_CC = 0, blit_sw_A = 0,
	     bitsize  = 32, bytesize = 4,
	     masks =  (16711680, 65280, 255, 0),
	     shifts = (16, 8, 0, 0),
	     losses =  (0, 0, 0, 8),
	     current_w = 1280, current_h = 800
>

Extensions:
    GL_APPLE_packed_pixels
    GL_ARB_depth_texture
    GL_ARB_draw_buffers
    GL_ARB_fragment_program
    GL_ARB_half_float_vertex
    GL_ARB_imaging
    GL_ARB_multisample
    GL_ARB_multitexture
    GL_ARB_occlusion_query
    GL_ARB_point_parameters
    GL_ARB_provoking_vertex
    GL_ARB_shadow
    GL_ARB_shadow_ambient
    GL_ARB_texture_border_clamp
    GL_ARB_texture_compression
    GL_ARB_texture_cube_map
    GL_ARB_texture_env_add
    GL_ARB_texture_env_combine
    GL_ARB_texture_env_crossbar
    GL_ARB_texture_env_dot3
    GL_ARB_texture_mirrored_repeat
    GL_ARB_texture_rectangle
    GL_ARB_transpose_matrix
    GL_ARB_vertex_array_bgra
    GL_ARB_vertex_buffer_object
    GL_ARB_vertex_program
    GL_ARB_window_pos
    GL_ATI_blend_equation_separate
    GL_ATI_separate_stencil
    GL_ATI_texture_env_combine3
    GL_ATI_texture_mirror_once
    GL_EXT_abgr
    GL_EXT_bgra
    GL_EXT_blend_color
    GL_EXT_blend_equation_separate
    GL_EXT_blend_func_separate
    GL_EXT_blend_logic_op
    GL_EXT_blend_minmax
    GL_EXT_blend_subtract
    GL_EXT_compiled_vertex_array
    GL_EXT_convolution
    GL_EXT_copy_texture
    GL_EXT_draw_range_elements
    GL_EXT_fog_coord
    GL_EXT_framebuffer_blit
    GL_EXT_framebuffer_object
    GL_EXT_gpu_program_parameters
    GL_EXT_histogram
    GL_EXT_multi_draw_arrays
    GL_EXT_packed_pixels
    GL_EXT_point_parameters
    GL_EXT_polygon_offset
    GL_EXT_provoking_vertex
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_separate_specular_color
    GL_EXT_shadow_funcs
    GL_EXT_stencil_two_side
    GL_EXT_stencil_wrap
    GL_EXT_subtexture
    GL_EXT_texture
    GL_EXT_texture3D
    GL_EXT_texture_cube_map
    GL_EXT_texture_edge_clamp
    GL_EXT_texture_env_add
    GL_EXT_texture_env_combine
    GL_EXT_texture_env_dot3
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_lod_bias
    GL_EXT_texture_mirror_clamp
    GL_EXT_texture_object
    GL_EXT_texture_rectangle
    GL_EXT_texture_sRGB
    GL_EXT_vertex_array
    GL_EXT_vertex_array_bgra
    GL_IBM_multimode_draw_arrays
    GL_IBM_rasterpos_clip
    GL_IBM_texture_mirrored_repeat
    GL_INGR_blend_func_separate
    GL_MESAX_texture_float
    GL_MESA_pack_invert
    GL_MESA_window_pos
    GL_MESA_ycbcr_texture
    GL_NV_blend_square
    GL_NV_light_max_exponent
    GL_NV_texgen_reflection
    GL_NV_texture_rectangle
    GL_NV_vertex_program
    GL_OES_read_format
    GL_SGIS_generate_mipmap
    GL_SGIS_texture_border_clamp
    GL_SGIS_texture_edge_clamp
    GL_SGIS_texture_lod
    GL_SGI_color_matrix
    GL_SGI_color_table
    GL_SUN_multi_draw_arrays
Number of texture units: 8
Number of clipping planes: 6
Using fixed-function environment (clause 1).
Using copy RTT.
GL test mode: auto
Deallocating textures.
Done deallocating textures.
About to quit GL.
Finished quit GL.
2.) I'd forgotten about the shift-key trick. Software rendering works like a charm.

3.) I tried 6.11.2b just now and GL rendering failed again. But I vaguely remember Ren'Py's GL rendering working just fine on my system at some point a few months ago...

Kudos for getting on it so quickly, as you always do.
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Re: Ren'Py 6.12.0 Pre-Released

#72 Post by Jo'ogn » Wed Mar 23, 2011 9:36 pm

Did read up if it has already been reported, but if 6.12e throws an error and I right-click to reload the script(s) the game window is shrinked a little. And it refuses to be resized afterwards...
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Re: Ren'Py 6.12.0 Pre-Released

#73 Post by jack_norton » Thu Mar 24, 2011 4:23 am

I found that if you hit F to go fullscreen, and then F again to go windowed, the window is resized to normal size. The bug is still there but at least this is a quick workaround :)
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Re: Ren'Py 6.12.0 Pre-Released

#74 Post by Aleema » Sat Mar 26, 2011 12:46 pm

Got a very bizarre bug that never happened to me before, and I honestly wish I could say more as to the circumstances it is happening under, but the sound slider in the preference screen was controlling the volume of the music coming from my private media player. My system volume bar, and the player's volume bar, did not change, but the volume of the music did go up and down according to the sound bar in the Ren'Py game. Closing the game reset the volume back to full, likewise, re-opening it with lowered sound settings caused my volume to drop. What I can say is that I dragged and dropped a screens.rpy file from a new game and dropped it into and older game project (and rearranged the preferences), but the game is being run with the latest Ren'Py.

Just ... putting that out there. Sorry if that's been said before.

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