Author Topic: AGS 3.3.3  (Read 14272 times)

Crimson Wizard

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AGS 3.3.3
« on: 15 Dec 2014, 18:36 »
AGS 3.3.3 released


Please, read "Upgrading to AGS 3.3" topic in the manual that comes with this version before upgrading your game project to 3.3.0 - 3.3.3! It contains important information on few potential problems you may encounter.

Released: 31th December 2014

Previous version: AGS 3.3.2 forum thread


This is a very small release, containing only couple of changes and bug fixes.


Changes since version 3.3.2:

Features:
* "Number dialog options" game setting now let you choose between "Disable", "Keyboard shortcuts only" and "Draw numbers and use keyboard shortcuts" instead of being just "on"/"off". Default for new projects is "Disable", but when importing old projects "off" value is interpreted as "Keyboard shortcuts only", because that is how it worked in previous versions of AGS.
* The built-in shortcut for showing runtime information has been changed from "Ctrl + V" to "Ctrl + Alt + V".

Bug Fixes:
* Fixed division by zero and color value overflow cases in alpha blender.
* Fixed voice audio breaking playing on very rare occasions when clip format is OGG or MP3. The fix is imperfect, and there's very short pause occuring at same point of playback. The voice will continue playing though.
* Fixed character walking in hi-res games when the destination has negative Y coordinate.
* Fixed black borders not drawn in screen corners by Direct3D renderer.

Compatibility:
* Corrected interpretation for games made with AGS 3.0 - 3.2 to let them assign empty loop in SetObjectFrame().

Engine log:
* Do not log out supported gfx modes twice if the secondary color depth is equal to primary one (e.g. for 8-bit games).
« Last Edit: 31 Dec 2014, 13:33 by Crimson Wizard »

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Re: AGS 3.3.3 Pre-Release
« Reply #1 on: 16 Dec 2014, 18:17 »
Updated with following fix:

* Fixed character walking in hi-res games when the destination has negative Y coordinate.

Crimson Wizard

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Re: AGS 3.3.3 Pre-Release
« Reply #2 on: 28 Dec 2014, 02:17 »
Updated again with following fix:

* Fixed black borders not drawn in screen corners by Direct3D renderer.

This is a very old bug that makes parts of room show through borders at the screen corners, when you have both side- and top/bottom borders at once.

cat

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Re: AGS 3.3.3 Pre-Release
« Reply #3 on: 29 Dec 2014, 13:16 »
Probably not the right place to post it, but I didn't want to start a new thread for this:

I finally have time to work on a game again and wanted to also update AGS to the latest version. But the problem is - which is the latest version? There is AGS 3.3.2, AGS 3.3.3 and AGS 3.4.0.2, all in separate threads. It would be great if there was a sticky topic that links to all current versions and explains, which one should be used.

I know that testing is essential for getting a good software, so I would also use an alpha or beta version, if it is stable enough. It would just be great to provide game developers with a recommendation which build to use.

Crimson Wizard

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Re: AGS 3.3.3 Pre-Release
« Reply #4 on: 29 Dec 2014, 21:44 »
I finally have time to work on a game again and wanted to also update AGS to the latest version. But the problem is - which is the latest version? There is AGS 3.3.2, AGS 3.3.3 and AGS 3.4.0.2

AGS 3.3.2 is the latest official release. 3.3.3 is the upcoming update to that (hopefully released very soon). 3.3.* is a line of stable releases now.
As you may notice, 3.3.2 topic is a sticky in this forum. Also, AGS homepage refers to 3.3.2 as latest version.

AGS 3.4.0 is an alpha version in development. It may be used, but we don't give guarantees it works properly yet. We are making updates to that periodically.

If you like stable version, use latest 3.3.* version.

If you want newest features at the cost of some risk, take 3.4.0.*.
All superceding 3.4.0.* versions will have latest 3.3.* content included.
« Last Edit: 29 Dec 2014, 21:47 by Crimson Wizard »

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Re: AGS 3.3.3 Pre-Release
« Reply #5 on: 30 Dec 2014, 14:58 »
Thanks for the clarification, I guess I'll use the 3.3.2 installer for now and have the 3.4.0 separately to try the new features.

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Re: AGS 3.3.3 Pre-Release
« Reply #6 on: 30 Dec 2014, 22:40 »
This is more housekeeping than a real bug. I think the file size for 3.3.2/3.3.3 listed on the download page should be updated. It says 7.9MB, but the actual file is currently 12.0MB:

http://www.adventuregamestudio.co.uk/site/ags/

Crimson Wizard

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Re: AGS 3.3.3 Pre-Release
« Reply #7 on: 30 Dec 2014, 23:08 »
This is more housekeeping than a real bug. I think the file size for 3.3.2/3.3.3 listed on the download page should be updated. It says 7.9MB, but the actual file is currently 12.0MB:

http://www.adventuregamestudio.co.uk/site/ags/

I don't manage website content, need to report this to AGA. Also, may such update be done automatically with script of some kind?

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Re: AGS 3.3.3
« Reply #8 on: 31 Dec 2014, 13:32 »
Alright, the AGS 3.3.3 is finally released now, please try it out :).

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Re: AGS 3.3.3
« Reply #9 on: 31 Dec 2014, 16:52 »
Thanx for the 3.3.3 version (now that setup screen bug I had is fixed, awesome)

Oh, this was made using v3.3.3 ;)

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Re: AGS 3.3.3
« Reply #10 on: 01 Jan 2015, 06:18 »
Great!.Thanks CW for improve balck borders. It works perfect for all my machines.

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Re: AGS 3.3.3
« Reply #11 on: 02 Jan 2015, 21:39 »
I don't know if this was fixed in this or the previous version, but thanks a lot for fixing the issue with weird scrolling when selecting frames in superlong view loops. This was really annoying :-D

(on a side note, the "Check for updates" feature doesn't seem to work anymore, I get a messagebox with a 404)

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Re: AGS 3.3.3
« Reply #12 on: 05 Jan 2015, 14:42 »
We were notified of an issue when manual Index does not work. I reuploaded the installation packages with manual index files indcluded, so that it won't have to generate one on fly.

If that did not help, try this solution:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=51222.msg636504140#msg636504140

Re: AGS 3.3.3
« Reply #13 on: 14 Jan 2015, 00:33 »
I was having the blank help file -problem but unblocking the chm-file seemed to work. :)
However, each time a game is run from within AGS one of those win8-unknown-program-warnings pop up. Everything works though. Is AGS 3.3.3 doing something differently from v.3.2.1, where this did not occur? (both versions are installed in the same directory as are the projects btw.)

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Re: AGS 3.3.3
« Reply #14 on: 15 Jan 2015, 23:43 »
I experience a bizzare bug in 3.3.3 Editor: whenever I end the line with a whitespace character (space, tab), and save, the script scrolls up or down to seemingly random location.
Did anyone else encountered this?

Re: AGS 3.3.3
« Reply #15 on: 20 Jan 2015, 16:51 »
I experience a bizzare bug in 3.3.3 Editor: whenever I end the line with a whitespace character (space, tab), and save, the script scrolls up or down to seemingly random location.
Did anyone else encountered this?

Ahh, yep. Except that it's not random, for me it moves upwards 8 lines every time. It also breaks the function drop down list by setting it to the default size specified by the properties in the form.
Interestingly enough I'm unable to reproduce either of these in AGS v3.4 Alpha 3.

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Re: AGS 3.3.3
« Reply #16 on: 28 Apr 2015, 23:02 »
I've just found this bug: Hq2x and Hq3x filters do not work correctly in fullscreen mode if side black borders are enabled: when used they cover the screen with hugely deformed image.
Can someone else confirm this (does this happen for everyone)?

UPD: the bug seem to be present since 3.3.0-update1 (more than a year now).
« Last Edit: 28 Apr 2015, 23:05 by Crimson Wizard »

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Re: AGS 3.3.3
« Reply #17 on: 01 Jun 2015, 09:37 »
I've just found this bug: Hq2x and Hq3x filters do not work correctly in fullscreen mode if side black borders are enabled: when used they cover the screen with hugely deformed image.
Can someone else confirm this (does this happen for everyone)?

UPD: the bug seem to be present since 3.3.0-update1 (more than a year now).

Actually this bug is as old as Hq*x filters in AGS. Perhaps it was not noticed much before because side borders did not work properly all time, so this situation was rare.
I'll be releasing a new patched version soon, with this problem fixed.

Re: AGS 3.3.3
« Reply #18 on: 01 Jun 2015, 09:44 »
Just wondering, is it also possible to include the "too many symbols" fix from 3.4.0 in the 3.3.3 patch?

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Re: AGS 3.3.3
« Reply #19 on: 01 Jun 2015, 10:00 »
Just wondering, is it also possible to include the "too many symbols" fix from 3.4.0 in the 3.3.3 patch?
I think it is technically possible, because this change does not depend on anything else.
However, I would like to know if someone already tried compiling big games in 3.4.0 and if its safe. I did not have a chance to test this, because I do not have projects so big.

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Re: AGS 3.3.3
« Reply #20 on: 01 Jun 2015, 10:47 »
I think it is technically possible, because this change does not depend on anything else.
However, I would like to know if someone already tried compiling big games in 3.4.0 and if its safe. I did not have a chance to test this, because I do not have projects so big.

What exactly do you consider a big project? We're developing Rogue State with 3.4.0, and since it's a strategy/management game it has quite a lot of custom variables, structs, arrays, extender functions etc. It compiles and runs fine.

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Re: AGS 3.3.3
« Reply #21 on: 01 Jun 2015, 10:53 »
What exactly do you consider a big project? We're developing Rogue State with 3.4.0, and since it's a strategy/management game it has quite a lot of custom variables, structs, arrays, extender functions etc. It compiles and runs fine.
The project that failed to compile before the symbols limit removal, and compiled after :).

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Re: AGS 3.3.3
« Reply #22 on: 01 Jun 2015, 11:00 »
Then it's not big enough. It has grown considerably after we switched to 3.4.0, but I guess this doesn't help. ;)

Re: AGS 3.3.3
« Reply #23 on: 01 Jun 2015, 23:10 »
Quote
I think it is technically possible, because this change does not depend on anything else.

That would be really handy. The symbol thing is the only issue that would force us into using 3.4.0 over 3.3.3 for Mage's Initiation, and considering that the game is almost complete, I'd prefer to release it with the stable 3.3.3, rather than an alpha of 3.4.0.

Quote
However, I would like to know if someone already tried compiling big games in 3.4.0 and if its safe. I did not have a chance to test this, because I do not have projects so big.

I have compiled Mages Initiation in 3.4.0 and it *compiles* just fine without the "too many symbols error", but I haven't been able to test very far in actually playing the game, because the ResetRoom(); crash (which i posted in the 3.4.0 Alpha thread) constantly nukes the game. From what I have seen it appears to work as intended, though.

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Re: AGS 3.3.3
« Reply #24 on: 02 Jun 2015, 01:49 »
I recall you were also asking about Papagayo support for 3.4.0, which Gurok added recently. Will you also need this for your game? Because 3.3 does not have it.

I am going to fix the problems in 3.4.0 you mentioned very soon. I wonder what path is more convenient.
« Last Edit: 02 Jun 2015, 01:53 by Crimson Wizard »

Re: AGS 3.3.3
« Reply #25 on: 02 Jun 2015, 02:03 »
Yes, if it doesn't mess anything else up, then Papagayo support would also be good.... very, very good, actually... if it could also be included in the 3.3.3 patch!

As to which path is more convenient, personally, I'd find the 3.3.3 the most immediately convenient. Nevertheless, I'll continue to test the game thoroughly in 3.4.0 as well once a new update for that is released. Thanks!

Re: AGS 3.3.3
« Reply #26 on: 24 Jun 2015, 03:05 »
I'm using a lot of .Think messages in the code, and one thing that would help in 3.3.3 is this: currently, in your rep_exec_always script, if you do something like:

if(player.Speaking==true) player.Transparency=100;

... the code will only be triggered by player.Say(); instances and not player.Think(); instances.

Given that these are both very similar, .Think should also be recognized. Either that, or add a new .Thinking variable (which may be the better option, since it'd be more flexible).