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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jack_norton
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Re: Ren'Py 6.12.0 Pre-Released

#46 Post by jack_norton » Thu Feb 03, 2011 4:31 pm

Ok! I don't know yet if I'll release the game with 6.12 since I still fear some hidden bugs... or you think is the release is stable enough? :D
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Re: Ren'Py 6.12.0 Pre-Released

#47 Post by PyTom » Thu Feb 03, 2011 4:33 pm

I wouldn't release it with 6.12 until I actually release 6.12. The problem here is that 6.12 actually fixes a bunch of bugs, so maybe the right thing to do is to wait? I should have another pre-release out tonight.
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Re: Ren'Py 6.12.0 Pre-Released

#48 Post by jack_norton » Thu Feb 03, 2011 5:00 pm

AH sorry forgot to say that the game won't be done before 15th february anyway :D so it's not like is a matter of days, really!
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Re: Ren'Py 6.12.0 Pre-Released

#49 Post by PyTom » Thu Feb 03, 2011 11:12 pm

Okay, I've uploaded 6.12.0c. The changes are:

* Image prediction no longer happens when a movie is playing.
* When config.debug_image_cache is set, output is now sent to log.txt. The format of the output has been improved somewhat.
* GL error checks occur occasionally.
* Ren'Py reports an exception when one occurs after shift+R, rather than having GL go into a weird mode.
* The items parameter to the choice and nvl screens has changed (again; see below).
* Documentation updates, including to the list of incompatible changes.
* There is a new minimum style property; xminimum and yminimum apply to more types of displayables.
* A type in 00screen.rpy was fixed.

The big change was to the choice and nvl screens. The items parameter is now a list of (label, action, chosen) tuples, rather than (label, action) as it was in 6.11.2, or (label, action, button_id, caption_id) from 6.12.0b. The goal behind this was to make it easier to customize menus with chosen buttons - the previous method didn't work well, as it assumed the original menu design. This new one is much more flexible. Sorry if you upgraded and now have to do it again - I'll try to avoid this mistake in the future.
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Re: Ren'Py 6.12.0 Pre-Released

#50 Post by kuroi » Fri Feb 04, 2011 12:45 pm

Thanks for the upload! I'm always amazed at how fast you deal with updating for bug fixes!

Unfortunately, I have one more bug to report. =( I just tested the 6.12.0c and it still seems to have the same stuttering while playing video as before.
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Re: Ren'Py 6.12.0 Pre-Released

#51 Post by PyTom » Fri Feb 04, 2011 1:17 pm

Can you post up an example game? I can look at it - no promises.
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Re: Ren'Py 6.12.0 Pre-Released

#52 Post by jack_norton » Fri Feb 04, 2011 1:22 pm

I was trying to use the new system based on screens. This time have a simple example, taken from a NEW PROJECT (so nothing else beside the default template).
I did in options.rpy:

Code: Select all

    #########################################
    ## More customizations can go here.
    
    renpy.register_bmfont("main", 20, filename="main.fnt") 
    style.create("sayfont","default")
    style.sayfont.outlines =[(1,"#DFF5")]
    style.sayfont.font = "main"
and then added the style in the say screen in screen.rpy:

Code: Select all

screen say:

    # Defaults for side_image and two_window
    default side_image = None
    default two_window = False

    # Decide if we want to use the one-window or two-window varaint.
    if not two_window:

        # The one window variant.        
        window:
            id "window"

            has vbox:
                style "say_vbox"

            if who:
                text who id "who" style "sayfont"

            text what id "what" style "sayfont"
but I still see the texts using the default Dejavu font. What I'm doing wrong ? is register_bmfont still supported right? :(
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Re: Ren'Py 6.12.0 Pre-Released

#53 Post by PyTom » Fri Feb 04, 2011 1:30 pm

The problem here is that the who and what text widgets are getting style properties from both the screen and the Character objects. When that happens, the more-specific character object wins out. So you need to set who_font and what_font in Character, not screen.

(At some point, I'm considering a massive simplification of the Character system, which would deal with this. Right now, there's way too much logic in Characters by default. Trying to do this while keeping backwards compatibility will be a challenge.)
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Re: Ren'Py 6.12.0 Pre-Released

#54 Post by kuroi » Fri Feb 04, 2011 1:45 pm

Thanks so much, PyTom!

I made a test project with just the video and put it up at:
http://www.kuroigames.com/temp/test%20project-win32.zip

I hope you can at least tell me if the problem is something I'm doing or if it's something within the Renpy code. I'm kinda new to this whole video creation thing so I'd normally think I was doing something wrong but this video did work fine in version 6.10.2

I've encoded the video at 30fps using the Xvid codec in virtualdub 64bit.
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Re: Ren'Py 6.12.0 Pre-Released

#55 Post by PyTom » Fri Feb 04, 2011 3:07 pm

When I play that video file using ffmpeg, I got a number of errors that make it look like the streams were somehow corrupt. (Alternatively, there could be a problem with ffmpeg, I guess - I'm not really qualified to fix it.)

I was able to get a working file by using avidemux2 ( http://fixounet.free.fr/avidemux/ ). I opened the original AVI file, and then:

* Changed the format to "AVI"
* Changed the video to "MPEG-4 ASP (avcodec)"
* Changed the audio to "MP3 (lame)"
* Saved a new AVI file.

That seems to work for me.
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Re: Ren'Py 6.12.0 Pre-Released

#56 Post by backansi » Sat Feb 05, 2011 7:41 am

What is the way of using chosen of choice? I wasn't able to get the description on the manual(and there's nothing about chosen on the example of the choice screen) so couldn't use it.

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Re: Ren'Py 6.12.0 Pre-Released

#57 Post by PyTom » Sat Feb 05, 2011 12:45 pm

Chosen is just a boolean. You can use it (for example) to change the style that a menu choice is displayed as.
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Re: Ren'Py 6.12.0 Pre-Released

#58 Post by PyTom » Sat Feb 05, 2011 10:39 pm

I've released 6.12.0d. This fixes several minor bugs that I discovered when porting Moonlight Walks to Android. It also adds prediction of the main menu - the main menu screen will be predicted while the splashscreen is displayed.

I haven't had any bug reports that turned out to be actual bugs in a while. So if you have any, please report them ASAP - I'd like to release 6.12.0 pretty soon, if there's no more feedback to be had from the pre-release.
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Re: Ren'Py 6.12.0 Pre-Released

#59 Post by doomonyou » Sun Feb 06, 2011 2:10 am

I don't know if this is me or RenPy but I got this traceback.

Code: Select all

I'm sorry, but an uncaught exception occurred.

NameError: name 'l_yes' is not defined

While running game code:
 - script at line 1764 of /home/kubuntu/Projects/Renpy/renpy-6.10.2/CameliaGirls/game/scripts/act1_en.rpy
 - python at line 1763 of /home/kubuntu/Projects/Renpy/renpy-6.10.2/CameliaGirls/game/scripts/act1_id.rpy.
 - python at line 321 of /home/ubuntu/Projects/Renpy/CameliaGirlsDev/game/scripts/menus.rpy.

-- Full Traceback ------------------------------------------------------------

  File "/home/user/renpy-6.12.0/renpy/bootstrap.py", line 279, in bootstrap
    renpy.main.main()
  File "/home/user/renpy-6.12.0/renpy/main.py", line 320, in main
    run(restart)
  File "/home/user/renpy-6.12.0/renpy/main.py", line 93, in run
    game.context().run()
  File "/home/user/renpy-6.12.0/renpy/execution.py", line 259, in run
    node = node.execute()
  File "/home/user/renpy-6.12.0/renpy/ast.py", line 588, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide)
  File "/home/user/renpy-6.12.0/renpy/python.py", line 957, in py_exec_bytecode
    exec bytecode in globals, locals
  File "/home/kubuntu/Projects/Renpy/renpy-6.10.2/CameliaGirls/game/scripts/act1_id.rpy", line 1763, in <module>
  File "/home/user/renpy-6.12.0/renpy/exports.py", line 723, in pause
    rv = renpy.ui.interact(mouse='pause', type='pause', roll_forward=roll_forward)
  File "/home/user/renpy-6.12.0/renpy/ui.py", line 236, in interact
    rv = renpy.game.interface.interact(**kwargs)
  File "/home/user/renpy-6.12.0/renpy/display/core.py", line 1638, in interact
    scene_lists.replace_transient()
  File "/home/user/renpy-6.12.0/renpy/display/core.py", line 583, in replace_transient
    self.remove(layer, tag)
  File "/home/user/renpy-6.12.0/renpy/display/core.py", line 829, in remove
    self.hide_or_replace(layer, remove_index, "hide")
  File "/home/user/renpy-6.12.0/renpy/display/core.py", line 769, in hide_or_replace
    d = oldsle.displayable._hide(now - st, now - at, prefix)
  File "/home/user/renpy-6.12.0/renpy/display/screen.py", line 175, in _hide
    hid.update()
  File "/home/user/renpy-6.12.0/renpy/display/screen.py", line 244, in update
    self.screen.function(**self.scope)
  File "/home/user/renpy-6.12.0/renpy/screenlang.py", line 1146, in __call__
    renpy.python.py_exec_bytecode(self.code.bytecode, locals=_scope)
  File "/home/user/renpy-6.12.0/renpy/python.py", line 957, in py_exec_bytecode
    exec bytecode in globals, locals
  File "/home/ubuntu/Projects/Renpy/CameliaGirlsDev/game/scripts/menus.rpy", line 321, in <module>
NameError: name 'l_yes' is not defined

While running game code:
 - script at line 1764 of /home/kubuntu/Projects/Renpy/renpy-6.10.2/CameliaGirls/game/scripts/act1_en.rpy
 - python at line 1763 of /home/kubuntu/Projects/Renpy/renpy-6.10.2/CameliaGirls/game/scripts/act1_id.rpy.
 - python at line 321 of /home/ubuntu/Projects/Renpy/CameliaGirlsDev/game/scripts/menus.rpy.

Ren'Py Version: Ren'Py 6.12.0c
I think it is because I enabled Developer mode as I never got this error before. The game is @CameliaGirls development version. I was going to do some alterations to the menu but I haven't started yet.

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Re: Ren'Py 6.12.0 Pre-Released

#60 Post by PyTom » Sun Feb 06, 2011 2:19 am

I don't think this is a Ren'Py bug. I don't use variable names in that style,. and the problem is occurring in your menus.rpy file.
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