Ren'Py 6.8.0 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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Re: Ren'Py 6.8.0 Pre-Released

#16 Post by PyTom » Tue Oct 14, 2008 9:35 pm

I've updated the pre-release to 6.8.0b. This should fix all the outstanding issues given above.

It also adds mudgefont support, better support for long filenames in the launcher, improved scite integration support, and scales icons to 32x32 on Windows.

The scite fans here will want to grab Scite.zip, and unzip it in the Ren'Py 6.8.0 directory, allowing it to overwrite launcher/editor.rpy.
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Re: Ren'Py 6.8.0 Pre-Released

#17 Post by jack_norton » Wed Oct 15, 2008 3:13 am

Cool. I'm going to test this (including mudgefonts) with Heileen beta today :)
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Re: Ren'Py 6.8.0 Pre-Released

#18 Post by PyTom » Wed Oct 15, 2008 3:15 am

Personally, I wouldn't go with mudgefonts for a game. The spacing is a bit large between characters, which makes them look kinda ugly when compared with a well-done truetype font.
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Re: Ren'Py 6.8.0 Pre-Released

#19 Post by jack_norton » Wed Oct 15, 2008 3:35 am

Well I don't know if is just me, but seems that this new version displays TTF fonts better? in particular italics, they looks better (before was using the "old" 6.6.3).
Anyway I tried to run Heileen and worked fine (played it for a while), but when I tried to build got a strange error on lint:

Code: Select all

I'm sorry, but an exception occured while executing your Ren'Py
script.

RuntimeError: maximum recursion depth exceeded in cmp

After initialization, but before game start.
 - python at line 5 of C:\download\renpy-6.8.0\Heileen/game/script.rpy.
and in script.rpy the first 5 lines are:

Code: Select all

init python hide:
    import os
    os.environ['SDL_VIDEO_CENTERED'] = '1'
    def missing_image_callback(s):
        return im.AlphaMask(im.Image(s + ".base.jpg", cache=False),im.Image(s + ".mask.jpg", cache=False))

    config.missing_image_callback = missing_image_callback
weird :shock:
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Re: Ren'Py 6.8.0 Pre-Released

#20 Post by PyTom » Wed Oct 15, 2008 10:56 am

Can you post the full traceback.txt?
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Re: Ren'Py 6.8.0 Pre-Released

#21 Post by jack_norton » Wed Oct 15, 2008 11:15 am

I tried with 6.7.0a and had same result, this is the full traceback.txt, let me know if you want also the 6.8.0 (don't know if it was different):
I post it as attachment because is too big ! :lol:
(note that even if the pathname is 6.6.3 the actual version is 6.7.0a, I just copied the new one to the old directory)
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(106.15 KiB) Downloaded 91 times
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Re: Ren'Py 6.8.0 Pre-Released

#22 Post by jack_norton » Wed Oct 15, 2008 11:16 am

Now I remembered you telling something about conditionswitch and JCC image preloading in new versions? could be that?
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Re: Ren'Py 6.8.0 Pre-Released

#23 Post by PyTom » Wed Oct 15, 2008 12:04 pm

This isn't really a bug in Ren'Py proper. What's going on here is the following:

- The script is trying to load an image file "happi.png", that is missing. So JCC kicks in.
- JCC tries to load "happi.png.base.jpg", which is also missing, and JCC kicks in again.
- JCC tries to load "happi.png.base.jpg.base.jpg", which is also missing, and JCC does its thing.

And so on for a thousand or so levels of recursion.

http://www.renpy.org/wiki/Image:jcc.py

A secondary yet important issue is the lack of proper error feedback here, since a missing file shouldn't be reported as a recursion error. I've updated jcc.py on the website to fix this by giving a quick error if the JCC files can't be loaded. You can grab it from the URL above, and re-run it in the game directory.
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Re: Ren'Py 6.8.0 Pre-Released

#24 Post by PyTom » Wed Oct 15, 2008 12:35 pm

In other news, I've updated the translations for Ren'Py 6.8.0 (and 6.7.1, since apparently I forgot to do the update for that release).

A list of differences can be found here:

http://www.renpy.org/w/index.php?title= ... oldid=2315
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Re: Ren'Py 6.8.0 Pre-Released

#25 Post by PyTom » Wed Oct 15, 2008 3:56 pm

I just posted up 6.8.0c, which adds BMFont support. BMFont has the following advantages over MudgeFont

- The tool used to make it is still supported. It's downloadable from http://www.angelcode.com/products/bmfont/ , for free. The last release was 4 days ago.
- Unlike MudgeFont and SFont, BMFont includes kerning information in a control file. So there's no need for you to figure out your own kerning.
- BMFont also supports unicode natively. MudgeFont doesn't seem to support it well, and SFont requires youto specify the complete character set.

Frankly, I think BMFont looks the best of the bitmapped formats we support. Here's an example:
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Re: Ren'Py 6.8.0 Pre-Released

#26 Post by jack_norton » Wed Oct 15, 2008 5:10 pm

Ah yes, looks cool :) didn't know about that tool. I don't have any special reason to support mudgefont, was the first one I found that was working well, but I didn't look elsewhere a lot.
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Re: Ren'Py 6.8.0 Pre-Released

#27 Post by delta » Wed Oct 15, 2008 6:35 pm

PyTom wrote:I just posted up 6.8.0c, which adds BMFont support
Sigh. Did you change ANYTHING else at all? Because if not, I'm not going to bother upgrading again. I would really recommend you keep added features to proper mainline releases, and keep the a/b/c releases to bugfixing.
The rest is left as an exercise for the reader.

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Re: Ren'Py 6.8.0 Pre-Released

#28 Post by PyTom » Wed Oct 15, 2008 6:55 pm

delta wrote:Sigh. Did you change ANYTHING else at all? Because if not, I'm not going to bother upgrading again. I would really recommend you keep added features to proper mainline releases, and keep the a/b/c releases to bugfixing.
No.

I suspect 6.8.0c will be the final 6.8.0 release. I also suspect the next release won't be for a month or so, and I believe that Heileen will come out before then. Since jack_norton was talking about using bitmap fonts for various reasons, I wanted to be sure that we supported a fully-featured bitmap font format, which SFont and MudgeFont aren't.
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Re: Ren'Py 6.8.0 Pre-Released

#29 Post by herenvardo » Wed Oct 15, 2008 9:04 pm

delta wrote:Sigh. Did you change ANYTHING else at all? Because if not, I'm not going to bother upgrading again. I would really recommend you keep added features to proper mainline releases, and keep the a/b/c releases to bugfixing.
Honestly, I myself gave up on keeping Ren'py up to date since a while ago. My current "upgrade policy" is to upgrade only when at least one of these is true:
  • There is a bug (or at least a hint that there might be a bug) affecting a project I'm working in. Obviously I'd update to the latest version before complaining.
  • There is a feature I need/whish in one of the new releases.
  • There are changes major enough from the version I'm working with to cause my code to break. To evaluate this, I simply check the "To migrate your game from..." note on the release anouncement.
  • I have the time and will to do some beta-testing (I have the will much more often than the time).
  • I have formatted my hard disks (which I do scaringly often), including the partition where I keep my downloaded files.
  • Before releasing a game (this has never happened yet, but efforts are there to make FoJ a reality, and when it's done, I'll make sure to release with the latest (stable) Ren'py available).
Hence, for this case, my policy says "don't upgrade". I "upgraded" to 6.7.0 due to the format clause, and then to 6.7.1 due to the "beta-testing" clause (I was curious about jEdit, and I even stumbled upon an indentation issue, so at least it was worth the time :P).
I think this "policy" gives me a nice compromise between Ren'py stability and potential, and my (restricted) bandwidth's usage.
I have failed to meet my deadlines so many times I'm not announcing my projects anymore. Whatever I'm working on, it'll be released when it is ready :P

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Re: Ren'Py 6.8.0 Pre-Released

#30 Post by delta » Wed Oct 15, 2008 9:17 pm

Well, in my experience it's better to update fast, because if I wait it I have too many problems to take care of at once. Also, the point of prereleases is to catch newly introduced bugs early, and since I use a bunch of functions nobody else uses, I can catch some things that affect me (which may be unrelated to the feature list) before a new version goes official. That's why I usually check every prerelease. Needless to say, new functionality during the prerelease phase does not play nicely with that.
The rest is left as an exercise for the reader.

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