Ren'Py 6.12.2 Pre-Release

In this forum we discuss the future of Ren'Py, both bug fixes and longer-term development. Pre-releases are announced and discussed here.
Post Reply
Message
Author
User avatar
PyTom
Ren'Py Creator
Posts: 15893
Joined: Mon Feb 02, 2004 10:58 am
Completed: Moonlight Walks
Projects: Ren'Py
IRC Nick: renpytom
Github: renpytom
itch: renpytom
Location: Kings Park, NY
Contact:

Ren'Py 6.12.2 Pre-Release

#1 Post by PyTom » Thu Jul 28, 2011 10:10 pm

A pre-release of Ren'Py 6.12.2 is now available via the Ren'Py update mechanism. (Hit shift+U in the launcher.) This pre-release consists purely of bug-fixes. In addition to the fixes slipstreamed into 6.12.1, it includes the following fixes:

- ATL Transforms with parameters now compile correctly.

- MultipleTransition now works in conjunction with pauses.

- The mouse is shown when a quit action is run while a movie is playing.

- A fix for a lockup that occured when the user entered the game menu while a transition was running.

- RENPY_SCALE_FAST now works again.

- Ren'Py compiles with newer versions of ffmpeg.

- Skipping ends when the game restarts.

These are all bugs that have been reported by users, and are also bugs that I was able to fix without making major changes to Ren'Py. So upgrading from 6.12.1 to this should be a relatively safe upgrade.

If people could try this out and give feedback, I'd appreciate it. My goal is to try and get 6.12.2 out this weekend, so I can go back to 6.13.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom
"Silly and fun things are important." - Elon Musk
Software > Drama • https://www.patreon.com/renpytom

User avatar
Aleema
Lemma-Class Veteran
Posts: 2677
Joined: Fri May 23, 2008 2:11 pm
Organization: happyB
Tumblr: happybackwards
Contact:

Re: Ren'Py 6.12.2 Pre-Release

#2 Post by Aleema » Thu Jul 28, 2011 10:32 pm

Just want to say that the MultipleTransition bug fix works and I'm happy. :)

User avatar
backansi
Veteran
Posts: 224
Joined: Sun May 31, 2009 7:15 am
Location: Korea, Republic of
Contact:

Re: Ren'Py 6.12.2 Pre-Release

#3 Post by backansi » Fri Jul 29, 2011 4:23 am

http://lemmasoft.renai.us/forums/viewto ... 45#p146177
I've directly edited style._default.font which scripted in common\_errorhandling.rpy and I solved the problem, but I think it would be better if _default style works correctly with _parse_error screen.

User avatar
0ion9
Regular
Posts: 79
Joined: Thu Jun 16, 2011 9:17 am
Contact:

Re: Ren'Py 6.12.2 Pre-Release

#4 Post by 0ion9 » Fri Jul 29, 2011 4:42 am

Great, SCALE_FAST fix appears to work for me.

Which reveals another weirdness... when the screen is scaled UP (scale factor >1), text is not scaled but rather rendered at the scaled size. Overall effect: The text and image both look 'wrong' (they don't match in resolution). If you care about that case, I suggest rendering the text at the 'original' resolution and scaling it up during display. (I actually thought the entire screen was what scaled, but apparently text is different).

Anyway, I'll wait and see if this is effected positively by newtext or not.

User avatar
PyTom
Ren'Py Creator
Posts: 15893
Joined: Mon Feb 02, 2004 10:58 am
Completed: Moonlight Walks
Projects: Ren'Py
IRC Nick: renpytom
Github: renpytom
itch: renpytom
Location: Kings Park, NY
Contact:

Re: Ren'Py 6.12.2 Pre-Release

#5 Post by PyTom » Fri Jul 29, 2011 7:13 am

backansi wrote:http://lemmasoft.renai.us/forums/viewto ... 45#p146177
I've directly edited style._default.font which scripted in common\_errorhandling.rpy and I solved the problem, but I think it would be better if _default style works correctly with _parse_error screen.
There's a bit of a chicken-and-egg problem here. A parse error occurs before any code can be run, and so we can't run the code that sets the font. I don't have a good solution for this, yet.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom
"Silly and fun things are important." - Elon Musk
Software > Drama • https://www.patreon.com/renpytom

User avatar
jack_norton
Lemma-Class Veteran
Posts: 4067
Joined: Mon Jul 21, 2008 5:41 pm
Completed: Too many! See my homepage
Projects: A lot! See www.winterwolves.com
Tumblr: winterwolvesgames
Contact:

Re: Ren'Py 6.12.2 Pre-Release

#6 Post by jack_norton » Fri Jul 29, 2011 12:37 pm

I upgraded and recompiled a few games including big ones like Planet Stronghold and everything seems to work well! :)
follow me on Image Image Image
computer games

User avatar
SleepKirby
Veteran
Posts: 255
Joined: Mon Aug 09, 2010 10:02 pm
Projects: Eastern Starlight Romance, Touhou Mecha
Organization: Dai-Sukima Dan
Location: California, USA
Contact:

Re: Ren'Py 6.12.2 Pre-Release

#7 Post by SleepKirby » Sat Jul 30, 2011 3:08 am

- A fix for a lockup that occured when the user entered the game menu while a transition was running.
I tried this in my game, and it's indeed fixed. Thanks!

User avatar
PyTom
Ren'Py Creator
Posts: 15893
Joined: Mon Feb 02, 2004 10:58 am
Completed: Moonlight Walks
Projects: Ren'Py
IRC Nick: renpytom
Github: renpytom
itch: renpytom
Location: Kings Park, NY
Contact:

Re: Ren'Py 6.12.2 Pre-Release

#8 Post by PyTom » Sat Jul 30, 2011 9:08 am

backansi wrote:http://lemmasoft.renai.us/forums/viewto ... 45#p146177
I've directly edited style._default.font which scripted in common\_errorhandling.rpy and I solved the problem, but I think it would be better if _default style works correctly with _parse_error screen.
Can you try something? In a file names 01errorhandling.rpy, put:

Code: Select all

python early:
    style._default.font = "myfont.ttf"
See if that fixes things for you.
Supporting creators since 2004
(When was the last time you backed up your game?)
"Do good work." - Virgil Ivan "Gus" Grissom
"Silly and fun things are important." - Elon Musk
Software > Drama • https://www.patreon.com/renpytom


Post Reply

Who is online

Users browsing this forum: No registered users