Ren'Py 6.9.0 Released
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
- PyTom
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Re: Ren'Py 6.9.0 Pre-Released
The new rendering code had some framerate issues --- of course, not when I was first testing it. I'm uploading 6.9.0d, which is much faster in most cases.
I've also upped the framerate cap to 100fps. 60 was proving to be a problem, as it could synchronize with the monitor's vertical refresh, which could lead to tearing remaining in the same place all the time, and hence looking bad. 100fps doesn't have that problem so much.
I've reverted my windows build chain and rebuilt the windows dependencies, which hopefully will fix the vista problems.
I've also upped the framerate cap to 100fps. 60 was proving to be a problem, as it could synchronize with the monitor's vertical refresh, which could lead to tearing remaining in the same place all the time, and hence looking bad. 100fps doesn't have that problem so much.
I've reverted my windows build chain and rebuilt the windows dependencies, which hopefully will fix the vista problems.
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Re: Ren'Py 6.9.0 Pre-Released
I'm really starting to hate all the updates now ... I've had no problem updating Always Darkest Before Dawn to each new version, but now I'm getting error after error along the lines of "variable is undefined" ... it's no problem in a smaller oneshot NaNoReno game, but how do I handle that in a massive multi-path game where player may not have encountered something and the variable was empty but still checked for?
I'm also having difficulty using ==True/==False for menu options, and it worked the versions before 6.8, I believe.
I'm also having difficulty using ==True/==False for menu options, and it worked the versions before 6.8, I believe.
Code: Select all
D:\Ren'Py\Always Darkest Before Dawn\renpy-6.8.1\Always Darkest/game/script.rpy:6611 'nave !== True' could not be compiled as a python expression, in the if clause of a menuitem.
D:\Ren'Py\Always Darkest Before Dawn\renpy-6.8.1\Always Darkest/game/script.rpy:6611 'narthex !== True' could not be compiled as a python expression, in the if clause of a menuitem.
I'm not even the same person anymore
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Re: Ren'Py 6.9.0 Pre-Released
I don't think '!==' was ever valid syntax. '==' means "equal", '!=' means "not equal".
Also, you should never compare a boolean for equality. Instead of "x != True" or "x == False", write "not x". Instead of "x == True" or "x != False", write "x".
Also, you should never compare a boolean for equality. Instead of "x != True" or "x == False", write "not x". Instead of "x == True" or "x != False", write "x".
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Re: Ren'Py 6.9.0 Pre-Released
I downloaded the latest build and now works without problems even on my Vista pc. The transform works too, very nice! with some python coding is possible to do even arcade games within renpy now
The movements seems much smoother now. If I wasn't so close to a release I might be tempted to try it directly on my new game.
The movements seems much smoother now. If I wasn't so close to a release I might be tempted to try it directly on my new game.
Re: Ren'Py 6.9.0 Pre-Released
Actually, comparing a boolean for equality is standard practice in several places, because it's easier to understand at a glance. There's certainly nothing wrong with it!Wintermoon wrote:Also, you should never compare a boolean for equality. Instead of "x != True" or "x == False", write "not x". Instead of "x == True" or "x != False", write "x".
(Although I'd expect "nave == False" rather than "nave != True", certainly...)
Server error: user 'Jake' not found
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Re: Ren'Py 6.9.0 Pre-Released
Yes! It's working!
So like did you get it to autodetect or something?
In anycase... for the ui.autobar(), for greater smoothness the range,old value and however the new value needs to be multiplied by like 60 or so.
So like did you get it to autodetect or something?
In anycase... for the ui.autobar(), for greater smoothness the range,old value and however the new value needs to be multiplied by like 60 or so.
- PyTom
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Re: Ren'Py 6.9.0 Pre-Released
I think sticking with 6.8.1 (with the patches on the website) is fine. Unlike most releases, I can't really think of any bug fixes in 6.9.0. That might be part of why 6.9.0 took so long... it's very hard to go through a week-long release campaign when there's nothing wrong with the previous version.jack_norton wrote:If I wasn't so close to a release I might be tempted to try it directly on my new game.
Not in any meaningful sense. The main thing I did was to tweak the drawing code so that Ren'Py draws as little as possible as fast as possible. This was made possible by some test code that I wrote to directly measure the framerate, per delta's nudging. I had been previously measuring the redraw time, which wasn't right. I don't want to release the code itself because the output is hard to interpret... for example, it can say that the framerate is 1000+ fps, which is nonsense caused by the scene graph not changing enough to warrant a screen redraw.Counter Arts wrote:So like did you get it to autodetect or something?
6.9.0d is a big change from 6.9.0c, on the order of 300 new/changed lines of code.
Or by 1.0. I'll probably make this change in e, and release that as final if nothing else goes wrong.Counter Arts wrote:In anycase... for the ui.autobar(), for greater smoothness the range,old value and however the new value needs to be multiplied by like 60 or so.
Thanks again to everyone who's been testing this release. Your work helps ensure the technical quality of future Ren'Py games.
Supporting creators since 2004
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- PyTom
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Re: Ren'Py 6.9.0 Pre-Released
I just added renpy.partial to 6.9.0. This is just exposing existing functionality, rather than anything new, so I feel pretty secure adding it so late in the release process.
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Re: Ren'Py 6.9.0 Pre-Released
So far I no problems migrating my project to 6.9.0.d on M$ XP sp3
Subpixel does improve very slow movements, however very small displayables (a bunch of pixels) become blurred.
Sound panning works. However the "delay" only works from center to one side. i.e. the delay should be able to pan from -1 to 1, or vice versa. I tried 'stacking' set_pan, but only the last one pans from 'center out'.
Subpixel does improve very slow movements, however very small displayables (a bunch of pixels) become blurred.
Sound panning works. However the "delay" only works from center to one side. i.e. the delay should be able to pan from -1 to 1, or vice versa. I tried 'stacking' set_pan, but only the last one pans from 'center out'.
Code: Select all
play sound "lalala.ogg"
renpy.sound.set_pan(-1,0, channel=0) # is 'ignored' (likely overwritten by the following)
renpy.sound.set_pan( 1,2, channel=0)
Audio Plays: [original] The White Feathers Directive - [Star Wars] Through Flame and Shadow
Ren'Py: Kassiopeia [very interactive VN] work in progress - looking for proof reader english
Ren'Py: Kassiopeia [very interactive VN] work in progress - looking for proof reader english
- PyTom
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Re: Ren'Py 6.9.0 Pre-Released
This is normal, as the way subpixel drawing works is by spreading a single pixel out over four adjacent pixels.Jo'ogn wrote:Subpixel does improve very slow movements, however very small displayables (a bunch of pixels) become blurred.
I just fixed this.Sound panning works. However the "delay" only works from center to one side. i.e. the delay should be able to pan from -1 to 1, or vice versa. I tried 'stacking' set_pan, but only the last one pans from 'center out'.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom(When was the last time you backed up your game?)
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- PyTom
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Re: Ren'Py 6.9.0 Released
I've released 6.9.0e with two very low risk fixes, and am officially dubbing it 6.9.0.
Enjoy, and thanks to everyone for the thorough testing this release received. I can say, without a doubt, that this is a far better release due to everyone's efforts.
Enjoy, and thanks to everyone for the thorough testing this release received. I can say, without a doubt, that this is a far better release due to everyone's efforts.
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Re: Ren'Py 6.9.0 Released
With the lastest Version. I get a sort of random crash from "Visual C++ Runtime". It might be related to a move(repeat=True).
Audio Plays: [original] The White Feathers Directive - [Star Wars] Through Flame and Shadow
Ren'Py: Kassiopeia [very interactive VN] work in progress - looking for proof reader english
Ren'Py: Kassiopeia [very interactive VN] work in progress - looking for proof reader english
- PyTom
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Re: Ren'Py 6.9.0 Released
Is this 6.9.0? And is this with a subpixel move? And can you isolate it into a test script?
Supporting creators since 2004
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Re: Ren'Py 6.9.0 Released
Yes, it says 6.9.0d, but should be your 'e' release.PyTom wrote:Is this 6.9.0? And is this with a subpixel move? And can you isolate it into a test script?
Last edited by Jo'ogn on Wed Mar 11, 2009 10:36 am, edited 2 times in total.
Audio Plays: [original] The White Feathers Directive - [Star Wars] Through Flame and Shadow
Ren'Py: Kassiopeia [very interactive VN] work in progress - looking for proof reader english
Ren'Py: Kassiopeia [very interactive VN] work in progress - looking for proof reader english
Re: Ren'Py 6.9.0 Released
confirmed with 6.9.0.e here too. Setting suxpixel to False works though, no crash.
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