Ren'Py 6.17 Released (RAPT included)

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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ThePotatoMan
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Re: Ren'Py 6.17 Released (RAPT included)

#16 Post by ThePotatoMan »

PyTom wrote:This fixes problems with Android (especially ones caused by a missing play licensing library), and also prevents large memory leaks from occurring when shift+R is pressed. It also adds support for the Amazon Fire TV Android-based console.
Thanks, this solved the issue. :D

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Re: Ren'Py 6.17 Released (RAPT included)

#17 Post by PyTom »

I've released 6.17.4.409, which includes the fixes in the prerelease, and a few other minor changes.
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Re: Ren'Py 6.17 Released (RAPT included)

#18 Post by jack_norton »

Woohooo finally I can reload unlimited times without memory leaks :D great update for me :)
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Re: Ren'Py 6.17 Released (RAPT included)

#19 Post by PyTom »

I've released Ren'Py 6.17.5.492.

This release includes a new Arabic translation (thanks, renoa-heartilly!), and updated Japanese and Spanish translations. It also includes multiple fixes, especially to shift+R reloading. Finally, it includes some new features, including a preview of the upcoming autoreload feature - see the changelog for the details.
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Re: Ren'Py 6.17 Released (RAPT included)

#20 Post by Reikun »

Not sure if this is the proper place to report this, but the download page on renpy.org should be updated to say that the newer versions of Ren'Py support Mac OS X 10.6 and up, rather than OS X 10.4 (unless they still support 10.4? But I thought it doesn't anymore).
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Re: Ren'Py 6.17 Released (RAPT included)

#21 Post by PyTom »

Thanks for the catch. I've fixed it.
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Re: Ren'Py 6.17 Released (RAPT included)

#22 Post by KiloTango »

On the queue_event doc, it says "This should be false when the event begins (for example, when a keyboard button is pressed.) It should be true when the event begins (when the button is released.)"

Should one of these 'begins' be an 'ends'? Or something else be different?

Also hell yeah to auto reloading. Though, is this likely to break if you change multiple files at once (IE on a git pull, or dropping in a bunch of new sprite images etc?) I'm curious as to how it watches the files (especially in big projects).
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Re: Ren'Py 6.17 Released (RAPT included)

#23 Post by PyTom »

I've released Ren'Py 6.17.6.512. This release adds German and Korean translations, and works around the bug that was preventing Ren'Py from starting on certain macs.
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Re: Ren'Py 6.17 Released (RAPT included)

#24 Post by PyTom »

KiloTango wrote:On the queue_event doc, it says "This should be false when the event begins (for example, when a keyboard button is pressed.) It should be true when the event begins (when the button is released.)"

Should one of these 'begins' be an 'ends'? Or something else be different?
Good catch.
Also hell yeah to auto reloading. Though, is this likely to break if you change multiple files at once (IE on a git pull, or dropping in a bunch of new sprite images etc?) I'm curious as to how it watches the files (especially in big projects).
Probably not. The autoreloader keeps track of the modification time of every file Ren'Py looks at, and then scans those times in a background thread. If a modification time changes, a reload will occur - and Ren'Py will re-scan all modification times. An important caveat is that autoreload only pays attention to files that Ren'Py has loaded in the current session. So if an image hasn't been loaded yet, it will be ignored. That should be fine - the new version of the image file will be used when Ren'Py loads it for the first time.
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Re: Ren'Py 6.17 Released (RAPT included)

#25 Post by VHC_Softwares »

Can you implement unicode in dialogue.tab output? Japanese characters are showing up as gibberish for me.

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Re: Ren'Py 6.17 Released (RAPT included)

#26 Post by Asceai »

VHC_Softwares wrote:Can you implement unicode in dialogue.tab output? Japanese characters are showing up as gibberish for me.
The output dialogue.tab is already unicode (UTF-8, no signature). Japanese characters appear in there fine for me. Could it be your text editor?

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Re: Ren'Py 6.17 Released (RAPT included)

#27 Post by VHC_Softwares »

Asceai wrote:
VHC_Softwares wrote:Can you implement unicode in dialogue.tab output? Japanese characters are showing up as gibberish for me.
The output dialogue.tab is already unicode (UTF-8, no signature). Japanese characters appear in there fine for me. Could it be your text editor?
Thanks again, that worked. It's always the simple stuff...

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Re: Ren'Py 6.17 Released (RAPT included)

#28 Post by Crazy Li »

I just noticed that the last time I did an upgrade (6.17.6.512), the "ignore layers" on quit issue returned... I don't know if you remember this or not but I complained about it before, sent you my game, and you managed to fix it for base 6.17... but I did the launcher update to get Android development working and noticed that it returned
I'm sorry, but an uncaught exception occurred.

While running game code:
IgnoreLayers:

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

Full traceback:
File "renpy/common/_layout/screen_load_save.rpym", line 35, in script
$ ui.interact()
File "G:\other stuff\Ren'Py\renpy-6.17.0-sdk\renpy\ast.py", line 756, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "G:\other stuff\Ren'Py\renpy-6.17.0-sdk\renpy\python.py", line 1382, in py_exec_bytecode
exec bytecode in globals, locals
File "renpy/common/_layout/screen_load_save.rpym", line 35, in <module>
$ ui.interact()
File "G:\other stuff\Ren'Py\renpy-6.17.0-sdk\renpy\ui.py", line 264, in interact
rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
File "G:\other stuff\Ren'Py\renpy-6.17.0-sdk\renpy\display\core.py", line 2065, in interact
repeat, rv = self.interact_core(preloads=preloads, **kwargs)
File "G:\other stuff\Ren'Py\renpy-6.17.0-sdk\renpy\display\core.py", line 2652, in interact_core
rv = root_widget.event(ev, x, y, 0)
File "G:\other stuff\Ren'Py\renpy-6.17.0-sdk\renpy\display\layout.py", line 774, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "G:\other stuff\Ren'Py\renpy-6.17.0-sdk\renpy\display\layout.py", line 774, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "G:\other stuff\Ren'Py\renpy-6.17.0-sdk\renpy\display\layout.py", line 774, in event
rv = i.event(ev, x - xo, y - yo, cst)
File "G:\other stuff\Ren'Py\renpy-6.17.0-sdk\renpy\display\screen.py", line 353, in event
raise renpy.display.layout.IgnoreLayers()
IgnoreLayers:

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Ren'Py 6.17.6.512
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Re: Ren'Py 6.17 Released (RAPT included)

#29 Post by Mistik »

Getting this error. Tried uninstalling and reinstalling rapt, android sdk, and apache. I opened renpy as administrator. I restarted my comp. I looked for the missing files and the "Extra" folder is not there. Any suggestions or solutions?

Code: Select all

While running game code:
  File "launcher/game/android.rpy", line 569, in script
    python:
  File "launcher/game/android.rpy", line 571, in <module>
    rapt.install_sdk.install_sdk(AndroidInterface())
IOError: [Errno 2] No such file or directory: 'C:\\Users\\Kay\\Desktop\\renpy-6.17.3-sdk\\rapt\\android-sdk-r22.6.2/extras/google/play_apk_expansion/downloader_library/project.properties'

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Re: Ren'Py 6.17 Released (RAPT included)

#30 Post by PyTom »

This is a known error, related to the new android sdk that came out.

I'm going to try to get 6.18 into pre-release this weekend. If I can't do that, I'll do a 6.17 release with the necessary changes.
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