Ren'Py 4.4.2 Released

Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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PyTom
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Ren'Py 4.4.2 Released

#1 Post by PyTom »

I'm pleased to announce the release of Ren'Py 4.4.2. This release should finally eliminate the sound problems people experienced with older version, and also includes a number of minor new features. These features are intended to improve the customizability of Ren'Py and make the game experience more enjoyable.

As always, the latest release of Ren'Py can be downloaded from the Ren'Py website, which is located at:

http://www.bishoujo.us/renpy/

Upgrading to this version should be as simple as copying over the game directory from a previous version of Ren'Py. In addition, two variable names became special in this release, "menu" and "narrator", so if your script uses either, then you'll need to change it to something else.

I do ask that people give this release a thorough testing, as I am planning on releasing a game using it in fairly short order.

A changelog for 4.4.2 and 4.4.1 (which was never officially announced) follows.

New in 4.4.2

Improved the configurability of the say and menu statements, also
changing the way they work. Say statements without a speaker specified
are routed through the narrator character, while all menu statements
are routed through the menu function. Customizing these functions can
customize how Ren'Py interacts with the user, making it a much more
flexible engine.

As part of this, we changed the way character objects work. They are
now called directly to display dialogue, rather than having the say
method called on them.

If your game uses variables named "narrator" or "menu", you will need
to rename them.

Changed the way spaces are handled by the text widget. Specifically,
they are no longer merged, so it's possible to include spaces in
dialogue and thoughts. Please note that the parser still merges
adjacent spaces, unless you escape them with a backslash.

Added a new widget, ui.sizer, that can shrink the amount of space
allocated to its child.

Added two new text properties, first_indent and rest_indent. These
properties control how many pixels of indentation to put before each
line of text.

Added a function, color, that can translate a hex triple or quadruple
into a Ren'Py color.

New in 4.4.1

4.4.1 is being released to test some sound fixes, and so it isn't
really isn't that complete or well-tested.

Fixed some longstanding bugs with midi music on Windows. First of all,
we now ship with the 1.2.6 version of SDL_mixer, which fixes a bug in
1.2.5. That bug caused panning to go to the hard left. We also try to
read the windows midi device volumes, and set our volume to match the
first one we can read. This should prevent really loud midi music from
happening.

Also, increased the size of the sound buffer to 4096 samples, to
prevent skipping.

Some new features:

Now, adding interact=False to a Character object will prevent an
interaction from occuring.

Implemented functions to get the amount of time elapsed during the
game, renpy.clear_game_runtime() and renpy.get_game_runtime().
Last edited by PyTom on Sat Feb 05, 2005 11:27 am, edited 1 time in total.

Tage
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Location: Memphis, TN
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#2 Post by Tage »

Bug reports (or what sounded like bug reports to me):
  • WHAAAA???


Working Stuff:
  • Playing background music in fullscreen without crackling
  • Playing MIDI music without panning bug or volume bug
  • Backspacing spaces to allow consecutive ones
  • Clicking typed text to complete it instead of skipping it
  • Indent properties - Tested by Trachmyr
I am just bored, if you want me to cease this organizing, I will. :lol:
Last edited by Tage on Thu Jan 20, 2005 12:42 pm, edited 8 times in total.

Trachmyr
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Location: Miami, FL
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#3 Post by Trachmyr »

Just a couple of things...

The Say Window no longer picks up the mouse click when a button is used. Thank you very much!

Indent properties are also working fine, I appreciate that one as well.

----------------

I have a question, can the UI.Sizer be applied to Say_Dialog, Say_Thought & Centered_Text?

User avatar
PyTom
Ren'Py Creator
Posts: 16088
Joined: Mon Feb 02, 2004 10:58 am
Completed: Moonlight Walks
Projects: Ren'Py
IRC Nick: renpytom
Github: renpytom
itch: renpytom
Location: Kings Park, NY
Contact:

#4 Post by PyTom »

Trachmyr wrote: I have a question, can the UI.Sizer be applied to Say_Dialog, Say_Thought & Centered_Text?
Not directly. You can fake it by using your own functions to display dialogue, narration, and menus, or wait until the next version (not due out for a while), which will split the xmargin and ymargin properties into leftmargin, rightmargin, topmargin, and bottommargin. But that's just a plan, and it's a complex enough change that I didn't want to delay things for it.

Based on your previous plans, you actually do probably want to use the ui functions as part of dialogue, narration, and menu functions to change the way in which text is displayed.

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