Rich you wanted to beta test, here it is.
79flavors I seemed to have understood that you can be interested by this.
Today, no screenshot... an archive (yeahhhh !!!!!)
I need to warn you first,
this is a pure beta version ; reason why I'll not update OP yet. It's supposed to works, and it worked for me with the few games I tried it with, but for now I don't guaranty that it will effectively works for you.
I just guaranty that it will not break your save files, so you can try it without fear. But it's not impossible that, like it happened in the past, some games are so weird that it will refuse to save. So the first thing to do is probably to advance through few dialog lines, and try to save. If it don't save, tell me with which game it happened and I'll works on the issue.
WARNING: The key combination to open the viewer is temporarily
ALT
+
U
It's designed to works with 39 different versions of Ren'Py (starting the 6.99.11) as well as with the future 7.5.x and 8.x versions. So, there's probably few differences/particularities that I haven't caught yet. It's also supposed to works with games made by persons who have sometimes near to no codding knowledge, or at the opposite believe that they have really high knowledge (those are the worse
). This mean that those persons can involuntarily (or voluntarily for the last ones) mess with Ren'Py in a way that I can't predict.
Normally I covered the most frequent issues, but don't hesitate to warn me in case of error, or if something feel odd.
Note that for now the log facility is fully opened. Therefore it's possible that you find a file named "AONlogFile.txt" in the main directory (where's the exe/py files). I also left part of the tool unprotected (it will throw an exception if something goes wrong). This is to help you see if something goes really wrong and be able to give me some information regarding the issue.
Only effective limitation:
do NOT use it with my mod for Corruption or Super Powered. The tool automatically clean-up the old version of the viewer, configuration menu and utilities, this would totally broke those mods. Once I'll have a definitive version of the configuration menu I'll adapt the mods.
I know that it have been a long wait. I'll be totally honest, the Python 2.x/3.x compatibility was the main issue, but not the only one. Knowing what I wanted to achieve for this third version was a little scary. But I achieved to do most of what I wanted, and I guess that most of you will think that it worth the wait.
I'll not describe all the features, waiting for an official release for this. This partly because there's still few things to implement. But they don't interfere with the core of the viewer, therefore if this beta works, the final version will also works ; modulo small bugs limited to what I still have to add.
This being said here are the big lines:
Regarding the in-game configuration menu:
- It's now natively designed to be customizable, including the style.
The effective customization is not implemented yet. It's not something critical in regard of the viewer and, as I previously said, I don't want to let you wait more than effectively needed.
- The "start up" screen will show up when you start the game (as actually) or when you load a save file for the first time in this play. As long as you don't quit Ren'Py itself, you'll not see it more than once, then you'll see it again when you start Ren'Py again and load a previous save.
I find this approach more interesting since generally you add the tool (or a mod) to an already started game. This way, even in this case you'll be remembered that there's a configuration menu and how to access it. And since games can need months before being updated, you'll be sure that the tool is present even if you forgot ; as long as you kept it with the save files and all.
- *It's NEW, it's MARVELOUSLY FABULOUS, you'll all fall in love with it* Move the mouse cursor to the (very) top left corner of the game window and enjoy.
I know, the triggering zone is probably too small, but well, this make my logo appear, and by clicking on it you'll open the configuration menu. The usual key combinations are still present, but they are now optional.
- I reworked the concept of "help".
There will still be the global help presenting the tool/mod (still have to write it), but now each configuration option can have it's own help. This way, you'll have a better understanding regarding what they do.
Regarding the Variable viewer:
- Everything that was present in the 2.x versions is still present.
Minus the exportation that I still need to implement.
- Like you've perhaps seen with the previous screenshot, the presentation stay the same.
But I rethought it to be both relatively easy to use and not take too much space.
- You can see all the variables in a store.
By default only the variables that will be saved are presented, but enabling the "advanced mode" through the configuration menu, you can now also see all the variables ; if and when you want it.
- You can see the Ren'Py's core modules.
This also is part of the "advanced mode". For most users it will be totally useless, but advanced users will have the possibility to have a better understanding of Ren'Py.
Note that this content is filtered. There's values that would break everything (and for some I mean your OS session) and obviously need to not be proceeded. But there's a "AONvve_filters.py" file that you can edit to tweak the filters. It's (almost) fully commented, but edit it at your own risks.
Oh, by the way, no, you'll not be able to look inside my own code. It's not that I don't want, but that I can't. I mean, among the values you would find there, there's the ones you'll have right in front of you. Imagine two mirrors in front of each others, and you'll have a good representation of the problem it would cause.
- The viewer take a deeper looks into the variables.
It don't expect them to be limited to their original behavior, and will search for any additional values.
Technical note: A integer that had both a __dict__
and a __slots__
will show the attributes defined in both.
- Structures (dict, list, tuple) can now be expanded like objects are.
This will offer a better view of their content and what changed inside.
- All actions regarding the variables are now performed with the help of icons.
Better than the right/left click on the name or the value that I previously used.
- The search option have it's own list.
You can NOT trigger it directly, but at least you'll know explicitly that you are looking at the result of a search.
Know issues:
I expected that the use of a
vpgrid
would remove the slowdown due to the previous value... Either the documentation lied, or I misunderstood it, but it don't. The more variables are shown, the slower it will goes when the previous values can be seen (the button is renamed "information").
I'm sorry for this, there's alas not much I can do. Still I'll add a way to build (in game) a custom filtering list, this should permit to limit the list of variables show by removing all the ones that are uselessly saved ; like with people usind
default
for all their characters, and things like that.
All this being said, well, the download link is HERE:
AONvve 3.0 PRE 2a /
Fix from PRE 2 to PRE 2a
And now I'll take one or two days off, crossing my fingers that it also works on another computer than mine, and that you'll like it.