Ren'Py 5.5.2 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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PyTom
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Ren'Py 5.5.2 Released

#1 Post by PyTom »

In the hopes that Ren'Py will asymptotically approach perfection, I've released Ren'Py 5.5.2 "The Boredom of Bugfixing". This release fixes a bug that would cause a crash when the time between screen redraws was too high. It also adds the ability to recolor SFonts.

The perfect place to download Ren'Py 5.5.2 from is:

http://www.bishoujo.us/renpy/

To upgrade, copy over the game directory from an old release. The library.script_version should be set to (5, 5, 2).

The Ren'Py documentation is in the process of being rewritten. See:

http://www.bishoujo.us/trac/wiki/ReferenceManual
http://www.bishoujo.us/trac/wiki/NewFeatures

for more recent information.

What's new in Ren'Py 5.5.2?

SFonts are now rendered in color. When a non-(255, 255, 255, 255) color is supplied to a SFont, the supplied image is remapped so that each channel has its value interpolated between 0 and the supplied color. Most importantly, this means that white pixels will have the supplied color. This functionality means that drop shadows are now rendered correctly.

Fixed a bug that prevented Animations with long or no repeats from functioning correctly.
Last edited by PyTom on Tue Aug 08, 2006 12:05 am, edited 1 time in total.

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#2 Post by PyTom »

I just posted up 5.5.2a, which fixes a bug with lint.

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#3 Post by Watercolorheart »

Um, okay.

What's a SFONT? How does one use it? Can it be eaten?

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#4 Post by PyTom »

BCS wrote:Um, okay.

What's a SFONT?
It's an image file that stores a picture of a font, at a particular size. This is useful because under US law (IIRC, IANAL), truetype font files can be copyrighted (as computer programs), but font images cannot. So you couldn't include, say, Comic Sans MS with your game, but you could include an SFont make from it.

Not that you'd want to use Comic Sans MS in a game.
How does one use it?
First, you'll need to make a SFont from a font... there are tools for that, IIRC a program called sfontmaker. (Maybe someone else can help you with this.)

To use an SFont in Ren'Py, read:

http://www.bishoujo.us/trac/wiki/ReferenceManualText
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#5 Post by mikey »

PyTom wrote:Not that you'd want to use Comic Sans MS in a game.
*shivers*
PyTom wrote:
Can it be eaten?
Dammit Jim, I'm a computer scientist, not a biologist!
Maybe if you try spelling "PIZZA"? :P

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#6 Post by RedSlash »

Here's my bug report for the day (Linux platform only):

Code: Select all

$ python run_game.py
Traceback (most recent call last):
  File "run_game.py", line 43, in ?
    renpy.bootstrap.bootstrap(renpy_base)
  File "/tmp/renpy-5.5.2a/renpy/bootstrap.py", line 111, in bootstrap
    renpy.import_all()
  File "/tmp/renpy-5.5.2a/renpy/__init__.py", line 55, in import_all
    import renpy.display.render # Most display stuff depends on this.
  File "/tmp/renpy-5.5.2a/renpy/display/render.py", line 664

    ^
SyntaxError: invalid syntax
It seems that render.py has extra carrage return characters in the file. Here's how I fixed it.

Code: Select all

sed -i -e 's/\r$//g' renpy/display/render.py

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#7 Post by denzil »

Had same problem when playing with Ren'Py in BeOS. Line 663 ends with \ and line 664 is empty. All I had to do to fix it was deleting line 664. Anyway I made RenPy running in BeOs but after trying Start game it crashed (log included). I think there was not enough memory because after closing some programs it ran. No sound but I haven't tried to compile it yet. But it seems to work.
Log:
python2.4 run_game.py
The _renpy module was not found. Please read module/README.txt for
more information.
File "renpy/bootstrap.py", line 120, in bootstrap
renpy.main.main(options.game)
File "renpy/main.py", line 257, in main
run(restart)
File "renpy/main.py", line 182, in run
game.context().run()
File "renpy/execution.py", line 100, in run
node = node.execute()
File "renpy/ast.py", line 237, in execute
renpy.exports.say(who, self.what, interact=getattr(self, 'interact', True))
File "renpy/exports.py", line 364, in say
renpy.store.say(who, what, interact=interact)
File "renpy/store.py", line 391, in say
renpy.display_say(who, what, interact=True)
File "renpy/exports.py", line 576, in display_say
renpy.ui.interact(mouse='say')
File "renpy/ui.py", line 75, in interact
rv = renpy.game.interface.interact(**kwargs)
File "renpy/display/core.py", line 1009, in interact
repeat, rv = self.interact_core(**kwargs)
File "renpy/display/core.py", line 1082, in interact_core
pygame.event.post(self.time_event)
error: Event queue full

The last script statement executed was on line 89 of game/script.rpy.
$
Edit:
It isn't memory. I ran into very similar problem while I had enough memory for sure. And after bit more testing there seems to be problem with animations blocking input.

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#8 Post by PyTom »

Re: CRs

I need to look into how Ren'Py is packaged, to get rid of those CRs in python files. The weird thing is some files have them, and some do not.

Re: BeOS

Hm... I don't know why the event queue would get full like that, unless the BeOS SDL/pygame is pumping more events into the queue then Ren'Py can handle.

Well, as a fix, you can always put a

Code: Select all

try:
     #line 1082
except:
     pass
around the line in question, as IIRC it isn't super critical except in the case where no events ever happen.

I'm not planning on officially supporting BeOS, however.
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#9 Post by PyTom »

Okay, I've made a 5.5.2b version, which fixes Linux support while changing little else. Since I'm away from my usual computers, I'm asking forum members to test it for me. Please just exhaustively go through the demo game, and report if anything looks wrong.

As my laptop runs Linux, I can test there... I really need Windows testers.

The 5.5.2b release can be downloaded from:

http://www.bishoujo.us/renpy/dl/5.5.2b/

Once I get some confidence nothing broke, I'll release this officially.
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#10 Post by denzil »

No Windows problems here. But I noticed when Eileen is moving from one side to other one (Move function) it doesn't vsync on this computer causing Eileen look ugly (also happens in 5.5.0). I don't remmember seeing it on my computer so it might be related only to this one.
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#11 Post by PyTom »

The vsync problem is a known one, and one for which the cure is worse then the disease. (The cure would be requiring opengl support to play Ren'Py games, which would lead to all sorts of people complaining to me about how their hardware is suddenly not supported.)

So we'll live with vsync tearing, for now.

I've released 5.5.2b to the website.
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#12 Post by monele »

Probably not worth it but could an "OpenGL mode" work ? Depending on the mode, you'd send to either "draw_SLD" or "draw_GL" functions.

(just wondering how annoying that'd be >.>)

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#13 Post by PyTom »

The annoying thing is that, AFAIK, there isn't a reliable way to determine if an optimized OpenGL implementation exists on a system. So I would need to ask the user if they want to use OpenGL or not... that seems like a bit of a hassle.

The tearing problem can be minimized by reducing horizontal motion in games. Horizontal motion is something one rarely sees in commercial games, anyway.
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#14 Post by RedSlash »

If renpy is using pygame, which in turn is using SDL and from what I understand, vsync is unavailable under windowed mode in windows. You'd have to use fullscreen. I think the problem is dued to how DirectX works.

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#15 Post by denzil »

The problem isn't DirectX. Allegro (another game making library) don't have this problem in windowed mode because it can use page flipping instead of double buffering.
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