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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jack_norton
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Re: Ren'Py 6.8.0 Pre-Released

#46 Post by jack_norton » Fri Oct 17, 2008 7:29 am

Ahh ok, thanks for the explanation!
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Re: Ren'Py 6.8.0 Pre-Released

#47 Post by PyTom » Fri Oct 17, 2008 8:41 am

jack_norton wrote:Ok today was making the builds for Heileen, using 6.8.0c : when tried to run it on my Intel 10.5.1 Mac, the app doesn't start at all and says "You can't open the application "Heileen" because it is not supported on this architecture."
So seems like you made a PPC-only universal build!! :lol: I think 6.7.1 was fine, I'm going to check it now.
I take this quite seriously. At least on my Mac, it's reporting things as an Intel build, and when I do the following:

- Download 6.8.0c
- Run the launcher
- Select the demo project
- Goto Tool and Build Distributions

And then unpack the resulting zip, I get a working Intel binary. So it's disturbing to me that this isn't the case for you.

Could you maybe make a 6.8.0c build of the Heileen demo and upload it, so I can pick it apart to see what's going wrong? Thanks.
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Re: Ren'Py 6.8.0 Pre-Released

#48 Post by jack_norton » Fri Oct 17, 2008 9:02 am

Hum I think we got a problem then :(
I just did your steps:
- Download 6.8.0c
- Run the launcher
- Select the demo project
- Goto Tool and Build Distributions
to be sure it wasn't something weird in my code (as always happens) but even the standard demo has the same problem on my leopard (Mac OS 10.5.5):
Snapshot 2008-10-17 15-00-33.png
you want me to still upload the demo? is really weird, myself don't understand what's going on! maybe I could test your build on my mac instead ? a BTW I do the build on the pc then I copy to the mac, but this shouldn't be a problem since always worked before.
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Re: Ren'Py 6.8.0 Pre-Released

#49 Post by PyTom » Fri Oct 17, 2008 9:09 am

Well, my build is the standard one that ships with Ren'Py. So I would like to see your build and see what differs.
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Re: Ren'Py 6.8.0 Pre-Released

#50 Post by jack_norton » Fri Oct 17, 2008 9:19 am

Ok I've uploaded the standard renpy demo that doesn't work on my mac here:
http://www.didone.com/games/demo-mac.zip

I'm really curious about what you'll find out!! macs are always a mystery...! btw do you notice in my screenshot that symbol over the actual renpy icon (don't know how to translate it in english, the circle with a stroked line on it), really strange... :shock:
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Re: Ren'Py 6.8.0 Pre-Released

#51 Post by PyTom » Fri Oct 17, 2008 9:25 am

I tend to call that the "busters sign", after the movie ghostbusters. But it's never a good thing. I'm able to repeat the problem, so hopefully there will be a fix shortly.
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Re: Ren'Py 6.8.0 Pre-Released

#52 Post by PyTom » Fri Oct 17, 2008 10:16 am

Okay, I've updated Ren'Py to 6.8.0d. This fixes the bug fixing mac applications on Windows. (Which was a file separator issue: my code was expecting /es, while Windows was producing \s.)

I tested, and am pretty sure this fixes the bug. Unless someone comes up with a show-stopper, I'll be releasing 6.8.0 later today.
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Re: Ren'Py 6.8.0 Pre-Released

#53 Post by jack_norton » Fri Oct 17, 2008 10:41 am

Cool, downloading it now, thanks!
edit: now works perfectly.
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Re: Ren'Py 6.8.0 Pre-Released

#54 Post by jack_norton » Fri Oct 17, 2008 12:41 pm

Have still a minor problem: I placed the icons in the base directory and I see it correctly on mac, but not on pc. I think is because of some .ico specific requirement. I can't upload my .ico on forums but I uploaded it here:
http://www.winterwolves.net/icon.ico

the python launcher didn't had his default icon, so looks like the program "tried" to put the icon.ico but somehow wasn't successful.
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Re: Ren'Py 6.8.0 Pre-Released

#55 Post by PyTom » Fri Oct 17, 2008 4:58 pm

I suspect that the icon is too big for windows XP. Standard sizes are 48x48, 32x32, and 16x16, and you can include more than one of these sizes in a single icon file.

Let me know if using a smaller icon (or a set of smaller icons) solves this.

I'll note that delta recommended to me the icofx tool for icons. It has a function that can generate all the standard icon formats from a single image, which seems like a reasonable thing to me.
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Re: Ren'Py 6.8.0 Pre-Released

#56 Post by jack_norton » Fri Oct 17, 2008 5:03 pm

Unfortunately not, I tried to use a 48x48 size but didn't work. Also, when I tried to use XN Resource editor to replace the icon manually, I got an error (like if the icon stored in exe was somehow invalid, don't know).
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Re: Ren'Py 6.8.0 Pre-Released

#57 Post by PyTom » Sat Oct 25, 2008 1:48 am

jack_norton wrote:Unfortunately not, I tried to use a 48x48 size but didn't work. Also, when I tried to use XN Resource editor to replace the icon manually, I got an error (like if the icon stored in exe was somehow invalid, don't know).
Fixed this bug. I'll include the fix in a 6.8.0e and release that as 6.8.0 final tomorrow.
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Re: Ren'Py 6.8.0 Pre-Released

#58 Post by PyTom » Sat Oct 25, 2008 3:12 pm

Okay, I've released 6.8.0f as the final version of 6.8.0. (I actually bumped the letter twice, and I don't see a need to go back to change it.)

New in the final release is a fix for the icon changing bug, and some tweaks to jEdit. Most notably, jEdit now uses the System look and feel, so it looks a bit more like a Windows application on Windows, at least if you squint a bit. I've also included the BufferTabs plugin, and bumped up the default font size, which should hopefully make things a little more usable.

Enjoy.
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Re: Ren'Py 6.8.0 Pre-Released

#59 Post by Jo'ogn » Thu Oct 30, 2008 6:46 am

PyTom wrote: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.
Thank you! That works for me. I, too, only use SciTe to output error messages. My choice of text editor under Windows XP is "n++".
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Re: Ren'Py 6.8.0 Pre-Released

#60 Post by PyTom » Thu Oct 30, 2008 10:27 am

So why not use RENPY_EDITOR and RENPY_EDITOR_TRANSIENT to make it so that error messages go to n++? That's the model I'd like to move to... where jEdit is the default, but people can use any editor they choose.
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