Author Topic: AGS 3.4.0.4 (Alpha) - Properties of Light  (Read 11008 times)  Share 

Terrorcell

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Re: AGS 3.4.0.4 (Alpha) - Properties of Light
« Reply #220 on: 04 May 2015, 17:06 »
I've found a bug relating to for loops and 'continue' (reproducible). I created a game from the Default Game template, placed that code in the first room's room_FirstLoad() function, and tried to compile.

Example:
Code: Adventure Game Studio
  1. function room_FirstLoad()
  2. {
  3.     for (int i = 0; i < 10; i += 1)
  4.     {
  5.         if (true)
  6.         {
  7.             continue;
  8.         }
  9.     }
  10. }
  11.  

Error while compiling:
Error: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Version: AGS 3.4.0.4

System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. ---> System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at ccCompileText(SByte* , SByte* )
   at AGS.Native.NativeMethods.CompileScript(Script script, String[] preProcessedScripts, Game game, Boolean isRoomScript)
   at AGS.Editor.NativeProxy.CompileScript(Script script, String[] preProcessedData, Game game, Boolean isRoomScript)
   at AGS.Editor.AGSEditor.CompileScript(Script script, List`1 headers, CompileMessages errors, Boolean isRoomScript)
   at AGS.Editor.Components.RoomsComponent.Sa veRoomOnThread(Object parameter)
   at AGS.Editor.BusyDialog.RunHandlerOnThrea d()
   --- End of inner exception stack trace ---
   at AGS.Editor.BusyDialog.Show(String message, ProcessingHandler handler, Object parameter)
   at AGS.Editor.Components.RoomsComponent.Sa veRoomButDoNotShowAnyErrors(Room room, CompileMessages errors, String pleaseWaitText)
   at AGS.Editor.Components.RoomsComponent.Re compileAnyRoomsWhereTheScriptHasChanged (CompileMessages errors, Boolean rebuildAll)
   at AGS.Editor.Components.RoomsComponent.AG SEditor_PreCompileGame(PreCompileGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.PreCompileGameHand ler.Invoke(PreCompileGameEventArgs evArgs)
   at AGS.Editor.AGSEditor.CompileGame(Boolean forceRebuild, Boolean createMiniExeForDebug)
   at AGS.Editor.Components.BuildCommandsComp onent.CompileGame(Boolean forceRebuild)
   at AGS.Editor.Components.BuildCommandsComp onent.CommandClick(String controlID)
   at AGS.Editor.ToolBarManager.ToolbarEventH andler(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.Rais eEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripButton.On Click(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.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 AGS.Editor.ToolStripExtended.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)
« Last Edit: 04 May 2015, 17:21 by Terrorcell »

Gurok

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Re: AGS 3.4.0.4 (Alpha) - Properties of Light
« Reply #221 on: 04 May 2015, 23:18 »
I'm looking into this. At least it's not a stack pointer problem :/

EDIT: Found the problem, reproduced it, sufficiently embarrassed. I have a pull request on the Git repository that fixes this.
« Last Edit: 05 May 2015, 12:25 by Gurok »

Terrorcell

    • I can help with AGS tutoring
    •  
    • I can help with play testing
    •  
    • I can help with scripting
    •  
    • I can help with story design
    •  
Re: AGS 3.4.0.4 (Alpha) - Properties of Light
« Reply #222 on: 05 May 2015, 13:33 »
I'm looking into this. At least it's not a stack pointer problem :/

EDIT: Found the problem, reproduced it, sufficiently embarrassed. I have a pull request on the Git repository that fixes this.
One step closer to the final build :tongue:

Re: AGS 3.4.0.4 (Alpha) - Properties of Light
« Reply #223 on: 17 May 2015, 17:49 »
When i go fullscreen with my test game, mouse cursor moves weird. Is this a known issue ?

Game resolution : 1920*1080
Dekstop resolution : 1920*1080
Proximity Entertainment

Re: AGS 3.4.0.4 (Alpha) - Properties of Light
« Reply #224 on: 17 May 2015, 23:36 »
When i go fullscreen with my test game, mouse cursor moves weird. Is this a known issue ?

Game resolution : 1920*1080
Dekstop resolution : 1920*1080

Unfortunately so. It does only tend to be with certain mice and certain drivers though (essentially the types of mice that tend to fall into the 'gaming' category e.g. high DPI).
Calico Reverie - Independent Game Development, Pixel Art & Other Stuff
Games: Mi - Starlit Grave - IAMJASON - Aractaur - blind to siberia

Re: AGS 3.4.0.4 (Alpha) - Properties of Light
« Reply #225 on: 18 May 2015, 02:17 »
When i go fullscreen with my test game, mouse cursor moves weird. Is this a known issue ?

Game resolution : 1920*1080
Dekstop resolution : 1920*1080

Unfortunately so. It does only tend to be with certain mice and certain drivers though (essentially the types of mice that tend to fall into the 'gaming' category e.g. high DPI).

So you're saying some of the players will get smooth movement, others will get this jump effect with the cursor. This is bad.
Proximity Entertainment

Re: AGS 3.4.0.4 (Alpha) - Properties of Light
« Reply #226 on: 18 May 2015, 03:09 »
When i go fullscreen with my test game, mouse cursor moves weird. Is this a known issue ?

Game resolution : 1920*1080
Dekstop resolution : 1920*1080

Unfortunately so. It does only tend to be with certain mice and certain drivers though (essentially the types of mice that tend to fall into the 'gaming' category e.g. high DPI).

So you're saying some of the players will get smooth movement, others will get this jump effect with the cursor. This is bad.

Well "jump effect" makes me wonder if we are experiencing the same thing. The current issue with certain mice/driver setups is to do with the acceleration. Some people with the affected devices may not even notice an issue because generally speaking adventure games do not require twitch reactions. If you move an affected device smoothly then the pointer will react smoothly, if you move an affected device very quickly then that's when a player might have issues (it may be similar to what you refer to as the mouse "jumping").

The problem is being worked on currently so hopefully it can be resolved. There has been test builds over the last few months which reduce the issue but don't fix it, so perhaps one of those solutions will be integrated if the issue is too difficult or impossible to solve completely.
Calico Reverie - Independent Game Development, Pixel Art & Other Stuff
Games: Mi - Starlit Grave - IAMJASON - Aractaur - blind to siberia

Re: AGS 3.4.0.4 (Alpha) - Properties of Light
« Reply #227 on: 18 May 2015, 17:58 »
No, we're not experiencing the same thing. It's not about cursor's movement speeed or sensitivity. When i move the cursor in fullscreen test, cursor does not always go to the location where i pointed to. It's jumping to 20-30, maybe more pixels away from the point. So i feel like i don't have full control of the cursor. When i test it in windowed mode, there is no problem with the movement. I can explain that "jump" effect like this.

Note : After writing this post, i tested it again with very slow moves. Result is the same. There is no difference between slow moves and fast moves. By the way, my mouse is Logitech M235 Wireless Nano device. Should i test it with another mouse ?
« Last Edit: 18 May 2015, 18:05 by proximity »
Proximity Entertainment

Re: AGS 3.4.0.4 (Alpha) - Properties of Light
« Reply #228 on: 18 May 2015, 18:09 »
Unfortunately it does seem that the Logitech mice and drivers are the worst affected. I can go from my Razer Naga to a cheap non branded mouse and have the movement go from barely usable to perfect by simply switching mice. Switching mice does seem to be the only way for people using affected Logitech devices to play in fullscreen for the time being.

Hopefully it will be something that can be sorted for the next major version.

Calico Reverie - Independent Game Development, Pixel Art & Other Stuff
Games: Mi - Starlit Grave - IAMJASON - Aractaur - blind to siberia

Re: AGS 3.4.0.4 (Alpha) - Properties of Light
« Reply #229 on: 18 May 2015, 18:21 »
 I found a cheap and wired mouse and tested it again. Result is still the same :( I think this is related to fullscreen rendering of the engine. May be AGS does not handle high resolutions very well.
Proximity Entertainment

Re: AGS 3.4.0.4 (Alpha) - Properties of Light
« Reply #230 on: 18 May 2015, 18:27 »
I found a cheap and wired mouse and tested it again. Result is still the same :( I think this is related to fullscreen rendering of the engine. May be AGS does not handle high resolutions very well.

Damn, that's not good :-\ I'll have a look myself later on in a high res test. At least we can pass some more data to the dev working on it which might allow him to debug the problem further.
Calico Reverie - Independent Game Development, Pixel Art & Other Stuff
Games: Mi - Starlit Grave - IAMJASON - Aractaur - blind to siberia

Re: AGS 3.4.0.4 (Alpha) - Properties of Light
« Reply #231 on: 20 May 2015, 08:43 »
Great to see all these improvements finally rolled into one. Nice job, CW. And thanks again to Gurok for getting that Papagayo support implemented. That'll be a real time-saver!

I've started testing the Mage's Initiation source code in this latest alpha. And I seem to encounter Illegal exception crashes whenever ResetRoom() is called. I'm always calling it in a room other than the one that I'm trying to reset - typically in the room_Load function. Here's an example of the crash message I'll receive:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x0042BE65 ; program pointer is +1004, ACI version 3.4.0.4, gtags (15249,387)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.

in "room2.asc", line 243

Also, regarding removal of the confirmation prompt when closing all other tabs, can I make a request for that to be reimplemented (or at least optional in the settings)? Many's the time I've had numerous important tabs open (sometimes 30+) when I accidentally mis-clicked "close all tabs". That confirmation prompt saved my skin and prevented me from losing my place during complex coding sessions. Since 'closing all other tabs' doesn't seem to be an action the user will be performing very frequently, I think the usefulness of the safeguard outweighs the minor hindrance of having to click an extra dialog button from time to time.