Ren'Py 6.10.2 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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denzil
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Re: Ren'Py 6.10.2 Pre-Released

#16 Post by denzil »

I've run into Ren'Py freezing when rolling back from python function and using custom style in it. This happens in 6.10.1d too (and possibly others, I haven't tested it), but I thought it would be better to post it here. I'll send you the code in PM, as the code is not ready for public (read: it's mess).
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Re: Ren'Py 6.10.2 Pre-Released

#17 Post by PyTom »

This was fixed in revision 901. You can grab an updated renpy/python.py from:

http://bazaar.launchpad.net/~renpytom/r ... /python.py

(be sure to click the link, then click download.)

This will be in a 10.6.2c in a couple of days.
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Re: Ren'Py 6.10.2 Pre-Released

#18 Post by denzil »

PyTom wrote:This was fixed in revision 901. You can grab an updated renpy/python.py from:

http://bazaar.launchpad.net/~renpytom/r ... /python.py

(be sure to click the link, then click download.)

This will be in a 10.6.2c in a couple of days.
Okay, thanks for the fix (and for the call fix too).
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Re: Ren'Py 6.10.2 Pre-Released

#19 Post by jack_norton »

I got this error:

Code: Select all

Exception: Cannot pin non-image-manipulator <renpy.display.image.ImageReference object at 0x02ACCE50>
While executing init code:
 - script at line 1 of C:\- indie dev -\games\renpy.new\Planet Stronghold/game/script.rpy
 - python at line 19 of C:\- indie dev -\games\renpy.new\Planet Stronghold/game/script.rpy.
the code is:

Code: Select all

    #normal BGs
    for fname in os.listdir(config.gamedir + '/gfx/bg'):
        if fname.endswith(('.jpg', '.png')):
            tag = "i_"+fname[:-4]
            fname =  'gfx/bg/' + fname
        renpy.image(tag, fname)
        renpy.cache_pin(tag)
before it was working OK.
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Re: Ren'Py 6.10.2 Pre-Released

#20 Post by jack_norton »

Found also another (maybe) bug, or perhaps I don't understand well how it works the new automatic image import. I have:

Code: Select all

    config.automatic_images=[ ' ', '_', '/' ]
    config.automatic_images_strip = ['gfx/',]
and I try to display "bt hangar" image. If I create a directory "bt" inside game directory, with the file "hangar.jpg" = works fine
Instead if I put the bt directory inside "gfx" directory = doesn't work :(
I like to group the files based on the type, so I have:
gfx (images)
snd (sounds)
data (external files like .csv, etc)

I supposed that using the strip function I would be able to still call the image with "bt hangar". Where I am wrong ? :oops:
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Re: Ren'Py 6.10.2 Pre-Released

#21 Post by PyTom »

For the second one: The stripping is applied after the filename is broken up into components. So you want to strip "gfx", not "gfx/".
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Re: Ren'Py 6.10.2 Pre-Released

#22 Post by jack_norton »

I tried that already, but I was getting this other (obscure) error:

Code: Select all

AttributeError: 'tuple' object has no attribute 'pop'

While executing init code:
 - script at line 768 of renpy-6.10.2/common/00library.rpy
 - python at line 814 of renpy-6.10.2/common/00library.rpy.
 - python at line 798 of renpy-6.10.2/common/00library.rpy.
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Re: Ren'Py 6.10.2 Pre-Released

#23 Post by jack_norton »

About the first bug, I don't understand if renpy.cache_pin must be used with image ("corridor.jpg") or displayable name ("eileen happy") ? Right now seems to work only with filename?
About performances, on my Pc I can barely notice the loading, on the mac instead to load 10 1024x768 JPG takes almost 2s, but then the images are displayed much faster so it's really a cool thing. Once OpenGL is in, renpy games will run smooth even on those old/crappy macs I have! (On Pc probably better keep using software, at least on XP).
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Re: Ren'Py 6.10.2 Pre-Released

#24 Post by PyTom »

cache_pin can only be used with the filename (or some other image manipulator). Is that your problem?
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Re: Ren'Py 6.10.2 Pre-Released

#25 Post by jack_norton »

Ahh yes, I was trying to use it with a displayable name (like "bg hangar", "robot 02", etc). If so you can ignore my first post about the bug thanks :)
Probably the previous version was not caching anything but not reporting an error?
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Re: Ren'Py 6.10.2 Pre-Released

#26 Post by jack_norton »

A note on the cache_pin: I noticed that the memory isn't automatically freed up :) I mean, if on start label I load several images, I can start the game and play after that point, then go back to main menu and when I pass that point the game will allocate new space (even if it caches same images).
I checked memory usage and it kept increasing until at one point I had 800mb of virtual memory occupied by renpy.exe :lol:
So my guess is probably best to limit cache_pin in the presplash part of the game, or you need to absolutely remember to free up images.
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Re: Ren'Py 6.10.2 Pre-Released

#27 Post by PyTom »

Or, I could, you know, fix it. ;-)
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Re: Ren'Py 6.10.2 Pre-Released

#28 Post by jack_norton »

Yes that would be the easier solution! 8)
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Re: Ren'Py 6.10.2 Pre-Released

#29 Post by PyTom »

And, 6.10.2c is pre-released.
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Re: Ren'Py 6.10.2 Pre-Released

#30 Post by PyTom »

One late-breaking bug report (not related to the new stuff) led to 6.10.2d. This will probably be final, as the change was very minor, and the new games.renpy.org is now operational.
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