Author Topic: AGS 3.0 Final - it's been a long road  (Read 59462 times)  Share 

Shane 'ProgZmax' Stevens

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Re: AGS 3.0 RC 4 - Another pre-final Edition
« Reply #880 on: 16 Jan 2008, 02:57 »
Quote
Would anyone have any strong objections to me changing those editor warnings into compile errors when you don't fill in all 4 loops in character views, because this isn't the first time that people seem to have ignored the warning and then reported a bug?

A toggle setting in preferences would satisfy both groups, I wager (on by default).

Re: AGS 3.0 RC 4 - Another pre-final Edition
« Reply #881 on: 16 Jan 2008, 12:26 »
Quote from: thebaddie link=topic=31519.msg434176#msg434176
no only 1 loop and 1 frame cause it's a wip... then i'll try with more frames

Would anyone have any strong objections to me changing those editor warnings into compile errors when you don't fill in all 4 loops in character views, because this isn't the first time that people seem to have ignored the warning and then reported a bug?


when i programming and the compiler give me a warning error i don't care too much of it, cause a warning means like "Hey, are you sure you want to do that think?" and respond "Yes, i'm sure", so if a get "Hey your char has only 1 frame!" " i respond "Yep, I want only 1 frame, go on". So it's a good idea to change it to an error message.

So sorry for my goofy explain ;)

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Re: AGS 3.0 RC 4 - Another pre-final Edition
« Reply #882 on: 16 Jan 2008, 14:10 »
sorry if I'm asking a stupid question, but I can't find global messages in the new editor.  :-[
Is it still possible to change them?

NiksterG

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Re: AGS 3.0 RC 4 - Another pre-final Edition
« Reply #883 on: 16 Jan 2008, 18:11 »
I thought AGS 3.0 is supposed to try to get rid of limits... I think global messages are not used anymore? I'm not sure... confirmation, anyone?
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Re: AGS 3.0 RC 4 - Another pre-final Edition
« Reply #884 on: 16 Jan 2008, 18:11 »
Would anyone have any strong objections to me changing those editor warnings into compile errors when you don't fill in all 4 loops in character views, because this isn't the first time that people seem to have ignored the warning and then reported a bug?
I don't have any strong suggestions except that in my games most NPC only have one loop and  it would annoy me creating extra loops just to make it compile. i think thats what warning are for. You can use it but if you make it wrong it could break your game. But I understand that bug reports because of this warning are annoying too.

Ishmael

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Re: AGS 3.0 RC 4 - Another pre-final Edition
« Reply #885 on: 16 Jan 2008, 19:16 »
Personally most of the time I know what I'm doing, and I wouldn't want any extra errors for things that really aren't game breaking...

I recall AGS just using the last used loop/closest possible loop in place of an unexisting one at some point? Or have I just managed to not come across this problem before? If so, would such behaviour be possible to implement at some point to completely get rid of the warnings? (And document it in the manual so we can smack people for not reading it..)
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Re: AGS 3.0 RC 4 - Another pre-final Edition
« Reply #886 on: 16 Jan 2008, 20:44 »
Quote
Error Re-size GUI
When resizing a gui get invalid dimensions error.  I am setting the dimensions in a module and have tried hard coding the dimensions.  There are two guis and somewhere along the line the first one started working without giving the error.  The second one does however.   I reported this previously and you couldn't replicate the problem, so here is the game that has the problem.  Press the F1 key to open the second gui and cause the problem.

Ah, heh. The problem here is that your gLogin GUI is set up as being 321x300 in the editor. This doesn't get validated until this line of your script:

guix.Height = Game.SpriteHeight[guix.BackgroundGraphic];

at which point it validates both the width and height and finds that 321 is too wide. It's a bit misleading, so I'll try and make the error message more useful. The fix is to just change the GUI size in the editor to 320x200.

Quote
I don't think I've changed it at all. Though I did have to export the text window GUI and reimport it.

Ah, it could be that textwindow GUIs don't import properly then. I'll look into that.

Quote
I'd like those warnings to be changed into compile errors, but does it sound reasonable if the compiler only checked the player character for all 4 loops?

I think the best solution here is that rather than generating warnings, the editor automatically creates some extra empty loops to make it up to at least 4 for each character walking view.

Quote
Actually, this happens to me in 2.72 whenever I try to use .wmv files. It also happened, and therefore may be caused by a similar problem, when I used .mpg files in Unbound.

I had FDDShow installed, and when AGS tried to display the mpgs, FDDShow would attempt to decode them, bypassing WMP altogether. Of course, it resulted in a blank screen. Uninstalling FDDShow fixed the problem.

Hmm yeah, I've heard other reports of FFDShow causing problems. Out of interest, can you try with the Direct3D driver and see if they play?

monkey_05_06

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Re: AGS 3.0 RC 4 - Another pre-final Edition
« Reply #887 on: 16 Jan 2008, 21:12 »
Quote
I don't think I've changed it at all. Though I did have to export the text window GUI and reimport it.

Ah, it could be that textwindow GUIs don't import properly then. I'll look into that.

I haven't been able to get importing the text window to work properly. Actually, it looks fine except the fact I get a folder in my sprite manager "gTextwindowImport" with nothing in the folder...the sprites aren't being carried over.

Which actually probably wouldn't have been a problem if I hadn't already deleted the sprites because apparently it doesn't automatically detect sprite usage by a text window? Even after setting the image, if I then go back to the manager and try to detect usage I get nothing.

The reason I initially thought this was all due to inventory was because there was an error with a line such as:

[code]player.InventoryQuantity[iNote.ID] = 1;[/code]

It kept telling me that iNote.ID was an invalid ID number. iNote was the item's o-name so I don't know why the ID was apparently invalid. This issue was cleared up by adding blank items back in place of the items I had deleted. Removing these "extra" items after recompiling and running the game apparently got rid of the error. It may possibly just have been a fluke.

This is when I then noticed the other errors, because I had deleted the sprites used by the text window during this time as well.
« Last Edit: 16 Jan 2008, 21:16 by monkey_05_06 »
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Re: AGS 3.0 RC 5 - "Are we there yet???" edition
« Reply #888 on: 16 Jan 2008, 23:05 »
Ok, RC 5 is now up which fixes various reported issues.

Now, it's time to consolidate the remaining outstanding bugs.

These are the ones that I can't replicate:

* Game hangs when skipping cutscene
 --> Ishmael, please post an update and more details about when this happens as requested
* Problem with ChangeRoom when standing on regions
 --> Monsieur OUXX please post more information about this as requested
* Editor crash when loading room
 --> has anyone had this problem with recent versions?
* Crash starting the game when breakpoints have been added
 --> has anyone experienced this recently?
* Editor uses 100% CPU if you exit from the welcome screen
 --> has anyone apart from Steve experienced this?

This one I can replicate, but so far haven't been able to fix:

* Alt+Tab stops working after you use PlayVideo when using the D3D driver.

Based on your feedback to this, I'll decide shortly whether another release is necessary or whether RC 5 can become the Final version.

monkey_05_06

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Re: AGS 3.0 RC 5 - "Are we there yet???" edition
« Reply #889 on: 16 Jan 2008, 23:07 »
Thanks for the fixes CJ. Hopefully we won't encounter any other major items of importance so we can get this one out there! ;)
Let's be honest. Most people suck at coding. I suck at coding, but at least my code is readable. To Hell with anyone too lazy to maintain consistent formatting in their code. I could deal with bad interfaces and structure if I could even read your horrible code. And that's putting it nicely. -monkey

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Re: AGS 3.0 RC 5 - "Are we there yet???" edition
« Reply #890 on: 17 Jan 2008, 01:22 »
Quote
* Changed editor to automatically create any missing loops in character views, rather than giving warning message

I tried this out by making a new view with one loop containing one frame. AGS creates the missing three loops as empty loops, and still gives the warning:

Quote
Character 3 (Quake): normal view 8 has no left/right frames and could crash the game.
Personally I can live with that- it's just a warning after all. But it's a bit misleading (the character also lacks the up loop)
« Last Edit: 17 Jan 2008, 01:27 by Ghost »

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Re: AGS 3.0 RC 5 - "Are we there yet???" edition
« Reply #891 on: 17 Jan 2008, 18:47 »
Yeah, I haven't changed that warning; however, the engine is less likely to crash from an empty loop than it is from having the loop completely missing.

Quote
(the character also lacks the up loop)

That's not a problem, AGS is designed to work with 2-directional characters who only have left and right loops.

Rui 'Trovatore' Pires

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Re: AGS 3.0 RC 5 - "Are we there yet???" edition
« Reply #892 on: 17 Jan 2008, 22:32 »
Quote
AGS is designed to work with 2-directional characters who only have left and right loops.

Which is why the warning seems frivulous unless it happens when there are less than two loops...
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Pumaman

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Re: AGS 3.0 RC 5 - "Are we there yet???" edition
« Reply #893 on: 17 Jan 2008, 23:09 »
The warning only appears if you have no frames in the left or right loops, because AGS doesn't support character views with less than 2 directions.

Ishmael

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Re: AGS 3.0 RC 5 - "Are we there yet???" edition
« Reply #894 on: 17 Jan 2008, 23:54 »
* Game hangs when skipping cutscene
 --> Ishmael, please post an update and more details about when this happens as requested

Oh, sorry, I had toyed around with it but forgot to post my results. Although I didn't really achieve any results... However, I'm not absolutely sure, but it could be that the fast-forward runs into a set of dialog options if the cutscene is skipped at the right time where it's past the skip test but not yet past the options. I can script myself around this though, if it indeed is the case.
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Re: AGS 3.0 RC 5 - "Are we there yet???" edition
« Reply #895 on: 19 Jan 2008, 03:49 »
Sorry if this has been posted before.

When I click on file/preferences I get the following error:

[code]
Error: Value of '0' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
Version: AGS 3.0.0.22

System.ArgumentOutOfRangeException: Value of '0' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
   at System.Windows.Forms.NumericUpDown.set_ Value(Decimal value)
   at AGS.Editor.PreferencesEditor..ctor(EditorPreferences prefs)
   at AGS.Editor.GUIController.ShowPreference sEditor()
   at AGS.Editor.Components.FileCommandsCompo nent.CommandClick(String controlID)
   at AGS.Editor.GUIController._mainForm_OnMe nuClick(String menuItemID)
   at AGS.Editor.MainMenuManager.MenuEventHan dler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.Rais eEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem. OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.Hand leClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.Hand leMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.Fire EventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.Fire Event(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseU p(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown. OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl. WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown. WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNat iveWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNat iveWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callb ack(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
[/code]

This first appeared with the demo game loaded, then I started a new project and it occured again. Seems to happen every time.

later,
-junc

NiksterG

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Re: AGS 3.0 RC 5 - "Are we there yet???" edition
« Reply #896 on: 19 Jan 2008, 17:24 »
This happens when you simply press file>preferences? I think you may need to re-install AGS or something. I'm (definitely) not an expert on this, but nothing happens when I do that other than the preferences menu comes up. Maybe the file was corrupted during download somehow? What version of AGS are you using?

Edit:
@ Chris: Just a thought, though it should probably go in the 3.01 wishlist: I really like the tabbed scripts and rooms, but find it slightly annoying that I have to right click to close them. How hard would it be to implement an "X" close icon on the side of the tabs, like in Firefox?
« Last Edit: 19 Jan 2008, 19:40 by NiksterG »
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monkey_05_06

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Re: AGS 3.0 RC 5 - "Are we there yet???" edition
« Reply #897 on: 19 Jan 2008, 20:22 »
juncmodule, you haven't by chance tried installing over an older version of AGS have you? There shouldn't be problems trying to do this, though the installer might not install all the files properly...
Let's be honest. Most people suck at coding. I suck at coding, but at least my code is readable. To Hell with anyone too lazy to maintain consistent formatting in their code. I could deal with bad interfaces and structure if I could even read your horrible code. And that's putting it nicely. -monkey

NiksterG

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Re: AGS 3.0 RC 5 - "Are we there yet???" edition
« Reply #898 on: 19 Jan 2008, 21:54 »
Oh, I've got one more question that's been nagging me, but I keep forgetting to ask. When I imported my game from AGS 2.72 to AGS 3.0, this script was added to the top of my global script:

[code]
// Automatically converted interaction variables
int IntVar_Global_1 = 0;
export IntVar_Global_1;
[/code]

Does anyone know what that means? Can I get rid of it without harming my game?
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Rui 'Trovatore' Pires

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Re: AGS 3.0 RC 5 - "Are we there yet???" edition
« Reply #899 on: 19 Jan 2008, 21:56 »
I dunno what it is, but it's not commented, so if you take them out you'll probably do yourself mischief.

At a guess, let me see - maybe you were using variables that were created using the Interaction Editor, if that was possible, and now that the IE is gone AGS has converted them into a better format.
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