Ren'Py 6.14 Pre-Releases

In this forum we discuss the future of Ren'Py, both bug fixes and longer-term development. Pre-releases are announced and discussed here.
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SleepKirby
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Re: Ren'Py 6.14 Pre-Releases

#106 Post by SleepKirby » Fri Aug 10, 2012 12:01 am

michi 18: if you haven't downloaded any 6.14 pre-release yet, see here. If you already have 6.14, but it's not the latest version, then open the Launcher and click "update" on the bottom right.


I just tried it.
PyTom wrote: * The TODO bug has been fixed.
Confirmed, [ ] { } in TODO comments are no longer a problem.
PyTom wrote: * We no longer check for render leaks if error handling has occured.
Confirmed, although I guess this only applies to my render leak case, not the cases seen by jack_norton or nyaatrap.

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Re: Ren'Py 6.14 Pre-Releases

#107 Post by jack_norton » Fri Aug 10, 2012 2:15 am

Well I have to say that I did some long playtesting sessions again yesterday and I didn't get that error again, so not sure exactly what it was. If I see it again will post here!
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Re: Ren'Py 6.14 Pre-Releases

#108 Post by PyTom » Wed Aug 15, 2012 10:48 pm

After a long weekend of vacation and a recovery day, I've uploaded 6.14.0.346.

.346 has one change in it, but it's a moderately major one. When using OpenGL (but not OpenGL ES or ANGLE), Ren'Py now uses GL_BGRA and GL_UNSIGNED_INT_8_8_8_8_REV to upload textures. This is recommended by several sources (linked here) as a performance boost. On some versions of the Intel GL drivers, it can improve by 10x the speed of the texture upload operation.

Barring an implementation bug, this should be a relatively safe change. Before GLES mode was implemented, we had been using GL_BGRA without anyone noticing.

Two months in, I think we're nearing the end of the release campaign. Unless a truly critical bug is found, I'd like to post this up for a few days of public testing, and then release it.
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Re: Ren'Py 6.14 Pre-Releases

#109 Post by jack_norton » Thu Aug 16, 2012 3:00 am

I will use it for betatesting Loren's expansion in the next days (in particular see if anyone has trouble with the autoupdater) so that should be a good testing for Ren'Py itself too :)
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Re: Ren'Py 6.14 Pre-Releases

#110 Post by jack_norton » Thu Aug 16, 2012 5:34 am

When running the webupdater with the simulate="available", I got this renpy.exe.log error:

Code: Select all

Exception in thread Thread-1:
Traceback (most recent call last):
  File "threading.pyo", line 551, in __bootstrap_inner
  File "common/00updater.rpy", line 321, in run
AttributeError: 'NoneType' object has no attribute 'close'
I'm also having trouble understanding how the updater is supposed to work. I made the build, and then changed some files and the config.version and rebuilt the distribution with the update option, but checking the update.gz is the same size of the main game! (104mb) :shock: Shouldn't that file contains only the changed data ? I tried several times and I always get that file of same size of the main game...
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Re: Ren'Py 6.14 Pre-Releases

#111 Post by PyTom » Thu Aug 16, 2012 9:38 am

jack_norton wrote:I'm also having trouble understanding how the updater is supposed to work. I made the build, and then changed some files and the config.version and rebuilt the distribution with the update option, but checking the update.gz is the same size of the main game! (104mb) :shock: Shouldn't that file contains only the changed data ? I tried several times and I always get that file of same size of the main game...
No, you are misunderstanding how the updater works.

The updater works by downloading the a zsync control file. This file is used to compute the differences between the files the user has, and the files that live on the server. The zsync program then uses HTTP range queries to download the portions that have changed. Your web server will need to support range queries in order for this to work. (Proper webservers like nginx and apache do, as does s3 from what I understand. You'd have to check with your CDN to see if they support it.)

The advantage to this method is that it's not specific to versions of your program. There's no need to upgrade from version 1 to 2 to 3 to 4 - it can jump from 1 to 4 as easily as it can go from 3 to 4. (In fact, the upgrader is usually able to update one game into another. That's not something I expect to ever happen - but it just shows how flexible the method is.)

I realize that the files are large - but they have to be, to support this upgrade technique.
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Re: Ren'Py 6.14 Pre-Releases

#112 Post by jack_norton » Thu Aug 16, 2012 10:54 am

Ah ok I see now. Hmm maybe worth getting a windows server to remotely build the games so I don't have to reupload everything everytime I update :mrgreen:
(sorry to ruin your day with the word combo "windows" and "server" :lol:)
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Re: Ren'Py 6.14 Pre-Releases

#113 Post by PyTom » Thu Aug 16, 2012 9:07 pm

I've just uploaded 6.14.0.350. This has a bunch of very minor changes:

* Script Navigation now uses both windows and unix path separators.
* The update simulation mode has been fixed. It previously was broken when an update/ directory didn't exist.
* The software licenses in LICENSE.txt are no longer syntax-highlighted.

This is now a public pre-release.
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Re: Ren'Py 6.14 Pre-Releases

#114 Post by Obscura » Sat Aug 18, 2012 5:34 pm

Just two things...

1. Having run my game on 6.14 (on Mac OS 10.7.4), it seems when you launch it, the icon for the game just sits in the dock and the game window doesn't open automatically. The game doesn't really open until you click that icon a second time. It's not a huge issue, and this happened with the last version as well. Just an FYI.

2. This is a totally lame question, but how do you archive the files when building distributions?

Thanks.

Edit: Eh, nevermind re: question 2. I see you go into options.rpy and do it that way!
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Re: Ren'Py 6.14 Pre-Releases

#115 Post by PyTom » Sat Aug 18, 2012 9:22 pm

Obscura wrote: 1. Having run my game on 6.14 (on Mac OS 10.7.4), it seems when you launch it, the icon for the game just sits in the dock and the game window doesn't open automatically. The game doesn't really open until you click that icon a second time. It's not a huge issue, and this happened with the last version as well. Just an FYI.
I'm not going to hold the release up for this - since I probably won't be able to fix it without getting a new mac and seeing what changes fix it.
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Re: Ren'Py 6.14 Pre-Releases

#116 Post by PyTom » Sat Aug 18, 2012 9:23 pm

jack_norton wrote:Ah ok I see now. Hmm maybe worth getting a windows server to remotely build the games so I don't have to reupload everything everytime I update :mrgreen:
(sorry to ruin your day with the word combo "windows" and "server" :lol:)
Kind of off topic, but you might want to consider EC2. IIRC, they sell windows servers, and because it's cloud hosted, you can pay for what you use.
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Re: Ren'Py 6.14 Pre-Releases

#117 Post by Obscura » Sat Aug 18, 2012 9:35 pm

PyTom wrote:
Obscura wrote: 1. Having run my game on 6.14 (on Mac OS 10.7.4), it seems when you launch it, the icon for the game just sits in the dock and the game window doesn't open automatically. The game doesn't really open until you click that icon a second time. It's not a huge issue, and this happened with the last version as well. Just an FYI.
I'm not going to hold the release up for this - since I probably won't be able to fix it without getting a new mac and seeing what changes fix it.
Ah, it wasn't a big thing, just thought I'd mention it.

Also, if you ever do a kickstarter for getting a new mac...you can count on me as a backer. I realize what headaches the mac versions are giving you...

:mrgreen:
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