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Re: The PyWright Casemaker Thread - beta 10.5Topic%20Title
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Update is a go-go. I anticipate bugs, so I'll be "on call" to fix those for the next few days, hehe. If an official character isn't animating right, make sure to specific the character name and if you can the emotion that is bugged. I will be fixing those up separate from engine releases, and as issues arise. I simply don't have the time to test all 1000 character poses. You should expect a 4 hour delay at the most for me to fix a bugged character. I was doing char updates with engine updates but it's just not working that way. I might put up a bug submission on the web site pretty soon too to make this easier.

Major updates in this release are the opengl fix (crosses fingers); some major macro additions (although they still need some more work); a built in library with macros for psyche locks, character shouts, and making a scrolling court room MUCH easier to set up and work with; and making fade a separate command applicable to any object.

Focus for 10.6 which will be a much faster bugfix release, will be making sure opengl is working right, fixing random things that come up, and maybe adding a zoom so you can do cool intros (with fade, zoom, scroll, and rotate you can do anything).

I am working on perceive. It is scheduled for release 0.5, whenever the beta is finished. I have a semi-working basic version of it now, but it's not really ready to see yet, and extremely buggy. The engine needs some more work to make it possible, especially fixing problems with update priority and macros inside of macros inside of macros. When finished though, it should be as simple as setting a few variables and running some kind of perceive command.

Please don't hesitate to report problems with 10.5! I'm most interested in those few of you with the weird flashes in opengl mode, so I can work on really debugging that. Some of the new features, like rotations, don't work without opengl. I will still support software mode, but opengl is always going to get the cool things first.

Don't forget to update your characters and download the beta10.5 game to see what's new.
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Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title
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The flickeriness has stopped in OpenGL mode!

EDIT: But it runs really slow...
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Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title

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Updated stuff doesn't appear in red.
Payne is still too low. (By the way, other GS4 court spites probably have the same bugs he did).
In "macro in text" I get 5+3=blank space.
Some stuff seems too slow even for my low framerate, could a fast computer confirm?
When a macro runs it says onscreen what runs. Same for script loading. This should only happen if the framerate counter is on.
In the scroll test the prosecution bench is in the wrong place.
Text that's too long gets cut off by the letter instead of by the word.
In the macro library test the back continues.
Cross-examination still plays the wrong sound effect.
What's the "rendering" test? Or is it for opengl?
You can press the buttons during text.
In the gui test, the text isn't skippable even when you've already seen it.

Psyche-locks actually work now! (Except I see no locks) (And it's kinda different from in-game) (including which sounds play)

Wait, I think gifs STILL don't load in non-opengl.

I also somehow got a "you have errors!" message when I quit, with a log that said:

None
None
Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title

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Hey,I found this quite disappointing...
First of all,sfx Are still too slow
Secondly,when you try to change a character's emotion;like this

char mia
"{estrict}Hello{egrinning}how are you"

The character dissapears!
Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title

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There is no strict emotion...
Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title

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I know,that was just an example...
Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title
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A lot of these reports are a bit confusing but here we go, one at a time.

RandomJibberish wrote:
The flickeriness has stopped in OpenGL mode!

EDIT: But it runs really slow...


What fps do you get and what gfx card do you have?

MrCheeze wrote:
Updated stuff doesn't appear in red.

What updated stuff?

MrCheeze wrote:
In "macro in text" I get 5+3=blank space.
Yeah the new macro stuff still isn't quite ready. This is known behavior. It did work at some point but to support some of the macro library it broke this test. Hopefully it will be fixed soon.

MrCheeze wrote:
Some stuff seems too slow even for my low framerate, could a fast computer confirm?

Which stuff? Really helps to have specifics.

MrCheeze wrote:
Text that's too long gets cut off by the letter instead of by the word.
Is this any different from 10.4?

MrCheeze wrote:
Cross-examination still plays the wrong sound effect.
Still? Don't remember hearing about this before. Which sound effect is supposed to play?

MrCheeze wrote:
What's the "rendering" test? Or is it for opengl?
The rendering test shows that when characters or scenes change, there isn't a one frame black flash in between. It's how I fixed the flashing bug.

MrCheeze wrote:
You can press the buttons during text.
Which buttons? If you mean in the gui test for instance, this could be what you want. For percieve you will want to be able to control things while text is printing. If you mean in other places let me know.

MrCheeze wrote:
Psyche-locks actually work now! (Except I see no locks) (And it's kinda different from in-game) (including which sounds play)
I don't know why you don't see the locks. It is a bit different from in game, but it's pretty close. Sounds I got from court-records, I don't know which sounds are wrong.

MrCheeze: Did you try opengl mode? That's most important, non-opengl is not my primary target anymore.

ProsecutorEdgeworth wrote:
Hey,I found this quite disappointing...
Well, I don't know what you were expecting. I do my best.

ProsecutorEdgeworth wrote:
First of all,sfx Are still too slow
Which sound effects. All sound effects? What do you mean by too slow?

ProsecutorEdgeworth wrote:
Secondly,when you try to change a character's emotion;like this

char mia
"{estrict}Hello{egrinning}how are you"

Yeah, I see what you mean. A workaround is to do it like this instead:
char mia e=ohmy
"Hello{egrinning}how are you?"

Thanks for your bug reports, it helps though if they are as specific as they can be. This program has developed into quite a complex beast, it's not hard to work on but it is hard to be sure of what parts are in working order and why. By the way if anyone has any ideas for things that should be added to the macro library, or any submissions of your own that you think other people could use, that would be cool too.

I'll try to take care of some of the reported bugs this week.
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Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title

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What updated stuff? In updater.exe
Which stuff? Really helps to have specifics. The only one I can remember is court scrolling
Is this any different from 10.4? No
Which sound effect is supposed to play? The first one when it goes in, the second when it comes out. Same for Witness Testimony
If you mean in the gui test for instance, this could be what you want. Is it disableable?
I don't know why you don't see the locks. "Wait, I think gifs STILL don't load in non-opengl"
Did you try opengl mode. OpenGL is so incredibly slow for me now (even more than before) I don't even bother. Maybe I'll get you framerates later
Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title
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How do you check the fps?
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Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title

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Press d.
Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title
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The slow court scrolling could just be that I don't have the macro set fast enough. I'll look into it to see if it matches. If it's ridiculously slow, it could be a specific timing issue with the scroll action.

I'm fixing up most of the bugs pretty quickly, there should be a 10.6 today or tomorrow which fixes all or most of the reports. The only thing I'm stumped on is opengl framerate. I may change some things there, and also add some configuration for the opengl mode so people can toggle things on and off, but I don't have much in the way of testing the slowdown problems.

I've been very sick the past week, so sorry for the lack of updates.

Thanks all for your support!
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Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title
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My Slowness: I get a varying framerate from around three to eleven...

Pretty slow, if It's meant to be 60...
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Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title

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Wait, it's supposed to be 60? Never mind what I said about stuff being too slow then.
Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title
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Yeah it is meant to be 60 :) Maybe that is expecting too much though, and I should change it to 30 or even lower :beef: On all of my machines, pywright runs at >60 with software or opengl without the framerate lock, and one of my machines is at least 4 years old. I wish I had a worse machine to test on but I don't.

What rates are you getting MrCheese? (software/opengl) There isn't much I can do to improve software rates, but hopefully there is still a long way to go to improve opengl speeds.

By the way MrCheeze, try downloading fg/locks again (you might have to delete the folder first). The locks show up for me under opengl and software, so I don't know why they are not visible for you.

I'm finished with fixing bugs found in 10.5. The updater is not getting any love, but I sped up opengl a small amount (it might mean a bigger amount on other systems), and took care of many of the nagging issues you guys reported. The only one I'm not clear about was the concern about sound speed. I am now testing so that 10.6 will have less new and old bugs :) Release will be tomorrow.
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Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title

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My right now software alternates between 2, 9, 16, and 20. o.O
Opengl: Wait, at this point it just freezes on startup. Not literally freeze, but it takes forever (presumably it'd finish opening in a couple minutes) and the computer groans like it does when doing anything that takes too much memory.
You should still have my dxdiag from a while ago.

I've already redownloaded the locks. Your phone from the test (a gif) doesn't show up either, nor a custom gif character I made.
Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title
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MrCheeze: yeah, those fps are really low. Not this version, but pretty soon I will add frameskipping so that you can get decent gameplay with lower fps. I assume the 2, 9, etc are in sections where things are loading, and the faster speeds are regular gameplay? You told me your fps before, and it doesn't seem to have changed much.

I'm not sure why gif loading isn't working for you, but I simplified one part of it so we'll see if it is fixed.

I'll keep working on optimizations, but I don't have much hope of getting opengl working on your system. Can't you upgrade your ram? 64mb is, well, a bit sad :(

Still much to do... 10.6 is almost ready.
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Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title
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This doesn't really have to do with PyWright so much, but how do you install PIL on a Mac? I installed Python and PyGame but I need PIL and I can't get it to work...
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Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title

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Opengl was working before... I remember seeing a 3d briefcase or something... And that was before the flicker too...
Re: The PyWright Casemaker Thread - beta 10.5 (nov12)Topic%20Title
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Ok I found the problem with your computer MrCheeze :) One thing that takes a lot of memory is the buffer I create to pad images and make them the right size. In the version that worked for you, I used a small buffer. Unfortunately, this small buffer made it impossible to load the full courtroom image. Now that the buffer is larger, to be able to load the bigger texture, it is eating up your very small amount of memory. I can lower the buffer again, but then the full court wont work. The other solution is to load images in tiles and/or have some sort of detail sliders for textures where it uses a lower resolution one. This would be the "better" solution - tackling the actual problem.

Until I decide which way to go, I'm going to not touch the issue. I am too likely to introduce more bugs if I quickly try and fix it with either of those solutions.

ξdgεε, I think if you look earlier in the thread there are some posts from people who managed to get PIL installed on a mac. I don't have any firsthand experience with it, so best to check there.
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Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title
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Beta 10.6 is uploaded. It fixes many of the reported errors, but not all.

Known bugs:
* sometimes the textcolor gets stuck on the wrong color
* fading does not work everywhere
* updater has not been updated, any bugs there are still there
* opengl is still going to cause people with less than 128 megs major troubles, fps may have improved on systems with enough memory in opengl
* a couple of the beta10 tests don't function exactly right, some of this may be because the tests ned updating
* many of the "test" tests don't function, they need some work to be 10.6 compatible
* Unsure if locks show up for MrCheeze

There is a new test suite, beta10.6 to go along with the release.
Beta10.5 and beta10 test games have some small modifications.
Paynette is updated.
I am not going to test other individual portraits for accuracy unless I get a specific report that a character is wrong.

Going to do another release this weekend to take care of more bugs. Thanks for the support!
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Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title
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LOCKS OF LOVE

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Upon loading characters, I can't see the sprites. Does my computer suck or am I doing something wrong?
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Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title
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Most likely, you haven't downloaded the characters yet. It's a bit of a pain I guess, but you'll have to use updater.exe to download the characters, otherwise they will be blank. While you're at it, you probably want to grab the backgrounds, and foregrounds as well. At some point I am planning on making this process a bit easier, and have the game engine download what is needed before running a game so that this doesn't happen.

Thanks for taking a look at it!
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Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title
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LOCKS OF LOVE

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Taking a look? I'm making a case on it! Good stuff.

By the by, is there a tutorial for the coding and stuff? I can't seem to grasp it all... :sadshoe:
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Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title

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Gifs now appear!

But what are those weird .pmv the updater makes? I'm fairly sure they're supposed to be deleted at the end of downloading.

As for learning, I recommend looking at the_test first and once you have a basic grasp of how things work reading the doc.txt.
Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title
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the_test is a bit outdated, but it is the most comprehensive example at the moment. I really want a tutorial to be written, I have started tackling that but it's just in the conception stage at the moment. If you have any trouble with any concepts, just ask. When there is a problem, posting your code, what you expected to happen, and what actually happened, will result in the quickest answer. Doc.txt includes nearly everything, but is obviously a lot to tackle at one time.

Those .pwv files are version indicators. Not currently in use, but I am going to be changing the updater so that it can keep track of versions and do things more automatically. Before I was using dates to try and do this, but it really wasn't reliable enough.

I'm glad to hear .gif's work again! I dunno why what I changed fixed it, but oh well :)
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Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title
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OpenGL is stil a little slow, but better :godot:
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Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title
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I got as far as having the install of PIL to work, but I've run into another problem. It won't let me install it. It says I need SystemPython 2.4. I checked Terminal, and it said I have Python 2.5 installed. So what should I do?
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I can't get music to load. What's up with that?

Code:
mus 14 - Turnabout Sisters' Theme 2001.mp3


HALP
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Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title

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It should be:
mus pa1_s1\14 - Turnabout Sisters' Theme 2001.ogg
Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title
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Yeah, if you are using the music from the pack, the song name needs to include the path of the pack.

ξdgεε: you need the python 2.5 version of PIL. Here is a link to that: http://pythonmac.org/packages/py25-fat/ ... -05-18.dmg

I'm not sure though if that installer will work for your system. The successful run of pywright on mac previously used this set of packages:

saluk wrote:
Finally, I found a link to the python 2.5 section of that pythonmac page: http://pythonmac.org/packages/py25-fat/. It would of course mean going through the whole process again, but they have python2.5, pil for py2.5, pyobjc for py2.5, and then pygame for 2.5 could be gotten from the pygame.org site.


Good luck. Python on mac is not in the best shape.

RandomJibberish: It's good to hear things are improving. Hopefully I can tweak some things a bit more.
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Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title
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Hmm, it goes at about twice the speed of before, so I'm sure it will be up to speed in no time :godot:
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Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title

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Hey,this is much better!Congratulations!
But...I have a little problem...Look;when I want Mia to testify I do this:
Spoiler:
bg witness
fg wbench
char mia

But,the problem is that :stand: doesn't show up... :beef: Can anybody help me,please? :larry:
Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title
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Try:

Code:
bg witness
char mia
fg wbench


This is a known bug. fg should be displayed higher regardless, but the order of commands matters. Admittedly, this bug ought to have been fixed ages ago :)
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LOCKS OF LOVE

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how i get music stop plzkthx
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Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title
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Wibbly wobbly timey-wimey stuff

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Just add "mus" with no filename (and of course without the quotes). That'll stop the music currently playing.
Thank you for reading. I hope you have a wonderful day.
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Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title

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Hey guys,do you know how to use sprites in 'sheet'in PyWright?
I try,try,try;and keep trying,but what I get is well...nothing :grey:
Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title
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All of the official sprites in uploader are "sheets", so you can use those as reference material. You must have one file ending in "(blink).png" and one file ending in "(talk).png", for each emotion. Some of the sheets you will find likely have multiple animations in them, which won't work too well in pywright as is. So your option is to chop out the frames you need for each animation yourself, or you can try to make an animation the pwlib way.

Let's say you are adding a brand new character, with one emotion, named Mike.

Make a folder art/port/mike
There should be two image files put in the folder:
art/port/mike/normal(blink).png
art/port/mike/normal(talk).png

For positioning it will work best if the individual frames on the sheet are sized correctly at 256x192.

Then you need a description file that describes how frames are layed out in the images.
art/port/mike/normal(blink).png.txt
art/port/mike/normal(talk).png.txt

The text should be something like this:
Code:
horizontal 6
vertical 2
length 10


Horizontal 6 says that there are 6 columns of frames. Vertical 2 says there are 2 rows. Length 10 says that the animation only uses 10 frames, meaning that the last 2 frams in the image are not used.

Many sprite sheets that are made are not made with respect to being easy to process, which is a shame. It is one of the reasons why it is taking so long for characters to make it to pwlib, as each frame often needs to be specially positioned.

I will work on a conversion utility to make this process easier, hopefully to be released in a few weeks or even sooner. Been meaning to do it for a while but just haven't had the time. If you still have trouble, send me a link to the sheet you need converted and I'll convert it for you. If it's an official character (from the games) don't forget that you can download them with the updater program.
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Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title

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Look,when I try my character to appear;Ok it does,but...
The part in where they appear turns the background black...and,it moves from left to right...
Any Ideas?

By the way,I think is that my computer REALLY hates me,but...
the updater doesn't work... :payne: I really hate my computer...
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Yes, the updater does not load.

Behaviour: Click on a category. Gives a loading message, never loads.

Log:
Code:
Exception in thread Thread-1:
Traceback (most recent call last):
  File "threading.pyc", line 486, in __bootstrap_inner
  File "threading.pyc", line 446, in run
  File "core\libupdate.py", line 102, in t
  File "core\libupdate.py", line 80, in build_list
  File "core\libupdate.py", line 53, in names
ValueError: need more than 1 value to unpack


I kind of need characters and such to make a game. Also looking at other game code. If I'm not mistaken, you must only use ogg, not mp3. Are all the songs in the updater repository? I guess using the soundtrack would be undesirable due to non-looping songs.
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Re: The PyWright Casemaker Thread - beta 10.6 (nov20)Topic%20Title
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Yes, only .ogg files are officially supported. Mp3 may or may not work depending on the song and your system. Fortunately, it's easy to convert mp3 to ogg (I use audacity, which is really for other things but it works for that too), and .ogg has better compression/quality. The songs from the first game are on updater.

I made some changes to the archive format for the new release, which apparently broke the old updater. I deleted all of my changes for now until the next release, so that the updater should work again for you.

Most likely if you try to use an mp3 it will just work. Give it a shot. If not, convert to ogg first. Whether it works or not, it's best to convert them to ogg before releasing a case/game.
Creator of PyWright, the lovable case construction system!
Also visit the PyWright post.
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