Ren'Py 8.1 and Ren'Py 7.6 Prereleases

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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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#16 Post by Triority »

Got this when setting up an editor for RenPy :
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xxx.png

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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#17 Post by Triority »

Keeps wanting to download RenPyWeb

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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#18 Post by PyTom »

For the latter, do a full update.

For the former, let me figure out what's going on.
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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#19 Post by Triority »

Okay!

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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#20 Post by Lekhaka »

I just wanted to say good job, this is invaluable work! I was just wondering if RenPy had good options for web releases, so I'm happy to find that you guys have added web compatibility to RenPy 8. Looks like checking back here once in a while paid off :D

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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#21 Post by PyTom »

Ren'Py 8.1.0.23050611)
Ren'Py 7.6.0.23050611)

There's been a lot of work on the audio side of things, designed to make things work better:
  • The range of mixers has been dropped from 60 dB (power) to 40 dB (power), as the bottom third of the range was so low, it's hard to think anyone would want the volume there but not muted.
  • Fadeouts are now by 30 dB rather than 60 dB. The same reason, plus the fade seeming like it ended early.
  • There's a low-pass filter on channel volumes. (Not the actual audio.) This prevents popping and crackling sounds when adjusting the volume or fading out all the way.
The speech bubble editor has been fixed to work with multiple bubbles. You can have multiple bubbles up at once with:

Code: Select all

define e = Character("Eileen", kind=bubble, image="eileen")
define l = Character("Lucy", kind=blubble, image="lucy")

label start:
     e "We can have multiple bubbles at the same time." (multiple=2)
     l "Maybe you can..." (multiple=2)
Though note the bubbles default to the same place.

An issue where a fullscreen window would be restored incorrectly after a shift+R reload was fixed.

An issue where movies on the web wouldn't end when config.fadeout_audio is set (as it is now) has been fixed.

RevertableDict() | dict() now returns a RevertableDict.

There have also been a few documentation and translation fixes.


Thanks to everyone who's been testing - Ren'Py is better because of you.
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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#22 Post by PyTom »

8.1.0.23050902)
7.6.0.23050902)

Compared to the previous release, this:

* Fixes alignaround.
* Removes some debug prints.
* Machine translates languages that are years out of date.

For the latter, from the documentation:

Code: Select all

Where possible, machine translation has been used to update strings
used by the launcher and the engine, to update translations that might
not have been updated in many years.

If you'd like to improve these translations, you can do so. Edit the
.rpy files in launcher/game/tl/`language`, and send them to us. Please
remove the "Automatic translation" lines when you do.

The following languages have had their translations automatically
updated:

* Finnish
* French
* German
* Greek
* Indonesian
* Italian
* Japanese
* Korean
* Polish
* Portuguese
* Russian
* Simplified Chinese
* Turkish
* Ukrainian

The following translations had manual updates:

* French
* Portuguese
* Spanish
* Japanese
* Ukrainian
Thanks to everyone who's tested so far. And if you speak one of the automatically translated languages, please take a moment to proofread and fix the translations, if you have the time and would be so kind. Thank you.
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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#23 Post by PyTom »

Version 8.1.0.23051307)
Version 7.6.0.23051307)

The big change in this one is a rewrite of how Ren'Py handles polar motion in transforms. The old semantics - frankly, didn't make any sense, and the changes in the last few releases didn't help much. I took a step back, and redid how polar motion is calculated. There are also now three new properties - anchoraround, anchorposition, and anchorradius - that allow polar motion of the anchor, in the unlikely event you don't just use 0.5, 0.5 as your anchor for polar motion. (It's unlikely you'll want to use this manually, but they work well with ATL's clockwise and counterclockwise motion operations.)

Polar motion is now always calculated in absolute pixels, and then converted when appropriate. This can lead to visually different results from previous versions of Ren'Py, with the benefit that the motion is circular, rather than oval shaped, which was the case in older Ren'Py versions when using relative coordinates.

There were updates to the Japanese and Finnish translations, to fix some of the automatic translations. There was also a pass to untranslate proper nouns, like Android and iOS.

There's a fix for an issue when setting viewport's draggable to False, and pygame_sdl2 now supports dragging of files from the OS to the game, since it was easy enough to add.

Thanks to everyone for testing this. These improvements are based on people's report and in the case of the translations, work.
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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#24 Post by Jackkel Dragon »

pygame_sdl2 now supports dragging of files from the OS to the game
Does this mean a player could drag a file over the game window and "drop" it into the game, and there is a way to get information from the file in that way? Is there documentation on how such a thing would work?

(Not sure if I'm understanding correctly, but it actually sounds like it would make an idea I had for something possible. I had previously figured it wasn't something I could do in Ren'Py...)
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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#25 Post by PyTom »

Yes. You'll need a CDD to make it work, but that is something you can do now.

Check out https://github.com/renpy/renpy/issues/4615 for an example, which this made work. (DROPTEXT doesn't seem to work, but that's an SDL issue.)
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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#26 Post by Jackkel Dragon »

I'll take a look at the example, but I have a few follow-up questions:

- What is a CDD? It's apparently a common acronym...
- I was trying to do a search on the Ren'Py documentation site, but no searches return results for me on Chrome anymore. Is the issue on my end or is it a site issue?
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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#27 Post by PyTom »

CDD is creator-defined displayable.

The search worked for me - do you have adblock on? Have you reloaded to get the new version of the site?
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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#28 Post by ReAnimator »

The latest update gives me this error. Any clues? It's been working before the update.

Code: Select all

IOError: Couldn't find file 'Icon.png'.

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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#29 Post by PyTom »

Can you post the rest of the traceback?
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Re: Ren'Py 8.1 and Ren'Py 7.6 Prereleases

#30 Post by ReAnimator »

Thanks, PyTom. Really appreciated!
If I specify the full path of Icon.png it works.

Code: Select all

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "renpy/common/00start.rpy", line 207, in script call
    call _gl_test
  File "renpy/common/00gltest.rpy", line 390, in script
    $ __gl_test()
  File "renpy/common/00start.rpy", line 207, in script call
    call _gl_test
  File "renpy/common/00gltest.rpy", line 390, in script
    $ __gl_test()
  File "renpy/common/00gltest.rpy", line 390, in <module>
    $ __gl_test()
  File "renpy/common/00gltest.rpy", line 317, in _m1_00gltest__gl_test
    _gl_performance_test()
  File "renpy/common/00gltest.rpy", line 342, in _gl_performance_test
    ui.interact(suppress_underlay=True, suppress_overlay=True)
OSError: Couldn't find file 'Icon.png'.

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

Full traceback:
  File "C:\Ren'Py\renpy\bootstrap.py", line 275, in bootstrap
    renpy.main.main()
  File "C:\Ren'Py\renpy\main.py", line 670, in main
    run(restart)
  File "C:\Ren'Py\renpy\main.py", line 144, in run
    renpy.execution.run_context(True)
  File "C:\Ren'Py\renpy\execution.py", line 942, in run_context
    context.run()
  File "renpy/common/00start.rpy", line 207, in script call
    call _gl_test
  File "renpy/common/00gltest.rpy", line 390, in script
    $ __gl_test()
  File "/home/tom/ab/renpy-build/tmp/install.linux-x86_64/lib/python3.9/site-packages/future/utils/__init__.py", line 444, in raise_
  File "renpy/common/00start.rpy", line 207, in script call
    call _gl_test
  File "renpy/common/00gltest.rpy", line 390, in script
    $ __gl_test()
  File "C:\Ren'Py\renpy\ast.py", line 1138, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Ren'Py\renpy\python.py", line 1122, in py_exec_bytecode
    exec(bytecode, globals, locals)
  File "renpy/common/00gltest.rpy", line 390, in <module>
    $ __gl_test()
  File "renpy/common/00gltest.rpy", line 317, in _m1_00gltest__gl_test
    _gl_performance_test()
  File "renpy/common/00gltest.rpy", line 342, in _gl_performance_test
    ui.interact(suppress_underlay=True, suppress_overlay=True)
  File "C:\Ren'Py\renpy\ui.py", line 299, in interact
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
  File "C:\Ren'Py\renpy\display\core.py", line 3456, in interact
    self.start()
  File "C:\Ren'Py\renpy\display\core.py", line 2330, in start
    self.post_init()
  File "C:\Ren'Py\renpy\display\core.py", line 2424, in post_init
    self.set_icon()
  File "C:\Ren'Py\renpy\display\core.py", line 2463, in set_icon
    with renpy.loader.load(icon) as f:
  File "C:\Ren'Py\renpy\loader.py", line 833, in load
    raise IOError("Couldn't find file '%s'." % name)
OSError: Couldn't find file 'Icon.png'.

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