- Aug 5, 2016
- 1,005
- 510
Feature request if feasible:
Add a +10 and -10 buttons to int variables or perhaps I missed something obvious?
Add a +10 and -10 buttons to int variables or perhaps I missed something obvious?
Looks like you are using an old version of URM
I've pushed it to the public channel and placed it in the OP yesterdayYou right, i thought i was using the last version. Just download the beta and seems to work fine. Thanks vimey.
I might add something like that in the futureFeature request if feasible:
Add a +10 and -10 buttons to int variables or perhaps I missed something obvious?
I'll filter those in a future releaseHello, 0x52! In the "Choice code" window you can see that looks like a calling some standard RenPy methods.
It's ui.saybehavior() and ui.interact() here, but I've seen some others in another game.
Is there a reason to show them in this window?
Could it be filtered out in future releases of your superb mod?
Thanks for reporting, this is solved in URM 1.10Ran into an error while trying to launch DivineDawn-0.21e-pc (Ren'Py 7.5.1.22070801) with URM v1.9.4 (although it works with v1.5.1 which is a little weird)
Question, if there is an URM file pre-existing in the game directory where URM is, will it get it, or do we need to move the file in one of the persistent directories ?URM 1.10 is available!
The changelog:
Implementing the keyboard controls was quite tricky. Ren'Py is not really made for this. But I'm very happy with the current implementation and it should feel quite natural.
- Implemented keyboard controls
- Cancel and confirm dialogs with Escape and Enter keys
- Automatically focus text inputs
- Use tab and shift-tab to change between input fields
- Confirm inputs with Enter key
- Added persistent .URM files location, .URM files are now also saved in the following directories:
- Windows - %APPDATA%/RenPy/0x52-URM/game
- Mac - ~/Library/RenPy/0x52-URM/game
- Linux and other - ~/.renpy/0x52-URM/game
- Improved .URM file load screen
- Fix: Ren'Py 7.5 compatibility
Thanks for reporting, this is solved in URM 1.10
URM looks for files in two locations. Both the game folder (like before) and now also the persistent folder.Question, if there is an URM file pre-existing in the game directory where URM is, will it get it, or do we need to move the file in one of the persistent directories ?
I do a patch for a game, but together with the patch, as a "bonus", I also give my urm file for the game (without URM, that they can get from you), so, I want to be sure the instruction I give are still correct.
Thanks.
It's not a problem, it's working as expected. There's an if statement in the transition, and URM is telling you that, but the transition continues past that if statement check. Turning on skip transitions does exactly what it says on the tin, and skips the transition during which that if statement is checked.I've noticed in a few games where URM shows the "Path detected" notification in the middle of a transition and it hides itself away before you can check it out.
Is this a known problem? Also, if I turn on skip transitions option, then URM does not even detect the path at all.
Nice improvement. Thanks. Your mod is just getting better and better.Implemented keyboard controls
- Cancel and confirm dialogs with Escape and Enter keys
Like Tiur said. This is because a game transitions into a path without a pause. I'm going to look into this, to see if URM could inject a pause before a path is detected.I've noticed in a few games where URM shows the "Path detected" notification in the middle of a transition and it hides itself away before you can check it out.
Is this a known problem? Also, if I turn on skip transitions option, then URM does not even detect the path at all.
The script code of one such example in.
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Thanks.Nice improvement. Thanks. Your mod is just getting better and better.
Have you considered a hotkey to toggle the show choices window, to save a few clicks?
How about "c" for choices? Or some other key. Press "c" once and get the choices window (same as pressing "m" and then clicking on "show choices" with the mouse. And then press "c" again to close the choices window, same as clicking the "x" with the mouse.
This would save a lot of clicking.
Thanks!
I'll think about thisGot a suggestion, sometimes a VN has a customized save/load screen where it shows more or less than the default number of slots per page.
It would be nice if you could specify the number of columns/rows as a local setting if the VN in question uses something other than the default.
This probably also means that the image for each slot needs to be scaled up/down to fit the slot. (something that for instance is overlooked in "The Island" )
Currently the "show code" and "show condition" shows plain code. Most of the time it's variables, but not always. I'll think about this.Indeed 0x52 , your mod is getting better and better. Thank you!
A useful thing could be being able to add to the watchlist or to the remember list a variable shown in the "choises detected" dialog (inside the "show code" or "show condition" button).
Another thing I miss (in a perfect world, of course! ) is detecting only changed variables between two scenes.
Do you have an example of a game where this happens?something I've wanted to mention but since I don't often use it I kept forgetting.
when using the "Renaming" option, the more items there are in the list the slower that input dialog becomes and typed letters show like a slideshow of 1 character per second.
Are you using URM version 1.10? Because the game uses Ren'Py 7.5 and 7.5 compatibility was fixed in URM 1.10Red Room gives an error anytime you search for variables or scenes
I've noticed, but still thanks for letting me know.Oh, 1.10 is out -- awesome!
But just to let you know: the new "Update" function (which worked great the last few updates) is giving me an error, no matter what game I've tested it with. It's trying to update "in-game" from 1.9.4b or 1.9.4 to 1.10.
View attachment 1988719
Yep, Savior happens to be the one I actually used the renaming option in... I've attached the file to make it easier to test. Currently has 154 items in the rename list.Do you have an example of a game where this happens?
Interesting -- I've never thought of "fixing" typos in games using URM to replace those.Currently has 154 items in the rename list.