Author Topic: AGS 3.3.4  (Read 14118 times)

Crimson Wizard

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AGS 3.3.4
« on: 12 Jul 2015, 17:50 »
AGS 3.3.4 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 - 3.3.4! It contains important information on few potential problems you may encounter.

Released: 14th July 2015

Previous version: AGS 3.3.3 forum thread


Changes since version 3.3.3:

Features:
- Removed 10,000 symbols limit in scripts.
- Added Character.Thinking and Character.ThinkingFrame script properties.
- Added Papagayo voice lip sync support.
- Find/Replace dialog now remembers the state of "Case sensitive" checkbox.
- Engine now scans all available files in search of game data, only giving standard names
  a priority.

Bug Fixes:
- Fixed Editor crash in case of lip sync data parsing error.
- Fixed Find/Replace dialog skipped the first word in the script being searched through.
- Fixed an order of cycling through fields on Find/Replace dialog.
- Restored letterboxed game's viewport behavior for larger (and scrolling) rooms.
- Fixed Hq2x and Hq3x filter rendering when the display resolution requires side borders.
- Fixed Hq2X and Hq3x filters leaving graphic artifacts on letterbox borders.
- Fixed wrong screen settings could be applied in particular cases when requested gfx filter
  could not be found or failed to initialize.
- Gfx filter name supplied in command line is case-insensitive now.
- Do not disable both digital sound and MIDI music if only one of these failed to initialize.
- Fixed MIDI music refuses to start if digital sound is disabled.
- Fixed division by zero in AlMP3 library code, that could cause crash when seeking in MP3
  audio clip.
- Removed an advise to contact Chris Jones displayed in case of error.

Compatibility:
- Permissive emulation of pre-AGS 3.1.1 "option-on/off" commands in dialog script, that do
not stop game execution if a wrong option number is supplied.

NOTE: has the MI 9-verb template updated to 1.5 RC2.
« Last Edit: 26 Mar 2016, 01:39 by Crimson Wizard »

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Re: AGS 3.3.4
« Reply #1 on: 13 Jul 2015, 03:36 »
Hooray, happily upgraded to this <3

I've been told that agsblend has been integrated into this, and thus camera/viewport movement will be smooth, is that correct, or is that on 3.4.x ?
No more military army stuff. I'm alive and back.

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Re: AGS 3.3.4
« Reply #2 on: 13 Jul 2015, 09:06 »
I've been told that agsblend has been integrated into this, and thus camera/viewport movement will be smooth, is that correct, or is that on 3.4.x ?
Huh?
AGSBlend is a plugin that implements additional 32-bit drawing operations (like Add, Subtract, etc), it has nothing to do with camera smoothness. There was some talk about copying these to 3.4.0, but it did not happen yet (except for true alpha blending).

Re: AGS 3.3.4
« Reply #3 on: 13 Jul 2015, 09:33 »
Hmm... I just received this editor crash when the Al Emmo iOS source code in 3.3.4 and attempting to press F7 to save the game files:

Add spoiler tag for Hidden:
Error: Input string was not in a correct format.
Version: AGS 3.3.4.1

System.FormatException: Input string was not in a correct format. ---> System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
   at AGS.Editor.Components.SpeechComponent.C ompilePapagayoFile(String fileName, CompileMessages errors)
   at AGS.Editor.Components.SpeechComponent.C ompileLipSyncFiles(CompileMessages errors)
   at AGS.Editor.Components.SpeechComponent._ agsEditor_ExtraCompilationStep(CompileMessages errors)
   at AGS.Editor.AGSEditor.CompileScripts(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.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.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.Fire EventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.Fire Event(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripMenuItem. ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ToolStripManager.P rocessShortcut(Message& m, Keys shortcut)
   at System.Windows.Forms.ToolStripManager.P rocessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ContainerControl.P rocessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmd Key(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmd Key(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.P rocessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmd Key(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.P rocessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmd Key(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.P rocessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmd Key(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.PreProcess Message(Message& msg)
   at System.Windows.Forms.Control.PreProcess ControlMessageInternal(Control target, Message& msg)
   at System.Windows.Forms.Application.Thread Context.PreTranslateMessage(MSG& msg)

And:

Add spoiler tag for Hidden:
---------------------------
Adventure Game Studio
---------------------------
A serious error occurred and the AGS Editor may now be in an unstable state. You are STRONGLY ADVISED to shut down the editor and restart it. Before saving your work, make a backup copy of your game folder in case any data has been corrupted.

Error: System.FormatException: Input string was not in a correct format. ---> System.FormatException: Input string was not in a correct format.
   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
   at AGS.Editor.Components.SpeechComponent.C ompilePapagayoFile(String fileName, CompileMessages errors)
   at AGS.Editor.Components.SpeechComponent.C ompileLipSyncFiles(CompileMessages errors)
   at AGS.Editor.Components.SpeechComponent._ agsEditor_ExtraCompilationStep(CompileMessages errors)
   at AGS.Editor.AGSEditor.CompileScripts(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.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.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.Fire EventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.Fire Event(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripMenuItem. ProcessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ToolStripManager.P rocessShortcut(Message& m, Keys shortcut)
   at System.Windows.Forms.ToolStripManager.P rocessCmdKey(Message& m, Keys keyData)
   at System.Windows.Forms.ContainerControl.P rocessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmd Key(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmd Key(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.P rocessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Form.ProcessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmd Key(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.P rocessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmd Key(Message& msg, Keys keyData)
   at System.Windows.Forms.ContainerControl.P rocessCmdKey(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.ProcessCmd Key(Message& msg, Keys keyData)
   at System.Windows.Forms.Control.PreProcess Message(Message& msg)
   at System.Windows.Forms.Control.PreProcess ControlMessageInternal(Control target, Message& msg)
   at System.Windows.Forms.Application.Thread Context.PreTranslateMessage(MSG& msg)
---------------------------
OK   
---------------------------


Crimson Wizard

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Re: AGS 3.3.4
« Reply #4 on: 13 Jul 2015, 10:19 »
Hmm... I just received this editor crash when the Al Emmo iOS source code in 3.3.4 and attempting to press F7 to save the game files:
Did it work before, or this happened after you added something new to the project?
Would it be possible for you to send us the papagayo dat files you are using (or the latest ones, if it happened after you added them)?
« Last Edit: 13 Jul 2015, 10:38 by Crimson Wizard »

Re: AGS 3.3.4
« Reply #5 on: 13 Jul 2015, 11:26 »
It makes sense to move ProcessClick() to Room.ProcessClick() and GUI.ProcessClick()   ...

But removing the function from "global" in 3.4 as it is a global function in 3.3: http://www.adventuregamestudio.co.uk/wiki/Game_/_Global_functions#ProcessClick#
 sure is not too user friendly, especially if it is still used in the famous "Two Click Handler" script, and otherwise an integral part of most applications.
and its not like the global ProcessClick() would be obsolete in 3.4, actually, now i may just have to rewrite this (as more or less equivalent container) function, not just for nostalgia but for functionality and backwards compatibility:


import void ProcessClick(int x, int y, CursorMode m);

void ProcessClick(x,y,m){
  Room.ProcessClick(x,y,m);
  GUI.ProcessClick(x,y,m);
}

It sure confused me that a function no longer exists, being moved to 2 other structs, and should at least be explained in the help file that come with the editor when you search for the (now decapitated) function, throwing a compile-error at you for no longer existing without telling you where it moved to.
« Last Edit: 13 Jul 2015, 11:31 by ollj »

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Re: AGS 3.3.4
« Reply #6 on: 13 Jul 2015, 11:36 »
Ollj, this is 3.3.4 thread, not 3.4.0 thread. ProcessClick() still exists in the 3.3.4. Please, pay attention to where you post!

its not like the global ProcessClick() would be obsolete in 3.4, actually, now i may just have to rewrite this (as more or less equivalent container) function, not just for nostalgia but for functionality and backwards compatibility:


import void ProcessClick(int x, int y, CursorMode m);

void ProcessClick(x,y,m){
  Room.ProcessClick(x,y,m);
  GUI.ProcessClick(x,y,m);
}

It sure confused me that a function no longer exists, being moved to 2 other structs

You seem to miss the point, but ProcessClick was not moved to 2 structs, it was moved to 1 struct (Room). This fact is noted in the 3.4.0 description post, where it is said that ProcessClick was renamed to Room.ProcessClick, while GUI.ProcessClick is a completely new feature.

Your script is NOT backwards compatible implementation of ProcessClick. The original ProcessClick did not emulate click on GUI, only in room.
BTW, this is explained in the wiki you linked in your post:
This function ignores all interfaces and acts as though the point is directly visible. In other words, if the co-ordinates you pass happen to lie on a button on an interface, what actually happens will be as if the user clicked behind the interface onto the actual screen.
This was the reason it was moved to Room struct. Therefore global ProcessClick is obsoleted.

Again:
new Room.ProcessClick === old ProcessClick.
GUI.ProcessClick - is completely new functionality that has no alternative in old versions of AGS.

and should at least be explained in the help file that come with the editor when you search for the (now decapitated) function, throwing a compile-error at you for no longer existing without telling you where it moved to.
Surely, I will add this explanation to help file when we have a stable release. The manual will be updated then. At the moment you may refer to explanations in the first post of the 3.4.0 forum thread.
Also, it is explained that you may set backwards compatibility mode in your project to enable old functions, including global ProcessClick(), if you like.
« Last Edit: 13 Jul 2015, 17:45 by Crimson Wizard »

Re: AGS 3.3.4
« Reply #7 on: 13 Jul 2015, 12:19 »
Hmm... I just received this editor crash when the Al Emmo iOS source code in 3.3.4 and attempting to press F7 to save the game files:
Did it work before, or this happened after you added something new to the project?
Would it be possible for you to send us the papagayo dat files you are using (or the latest ones, if it happened after you added them)?

I hadn't opened the source code for a few months in 3.3.X, but last time I did, it worked fine. I haven't added anything to the source code since then, either.

Also, the game uses Pamela .pam files, not Papagayo .dat files.

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Re: AGS 3.3.4
« Reply #8 on: 13 Jul 2015, 12:20 »
Also, the game uses Pamela .pam files, not Papagayo .dat files.
Oh. That explains something. It looks like it starts Papagayo parsing for a Pamela file for some reason.

Say, do you have any extra *.dat files in Speech folder?
« Last Edit: 13 Jul 2015, 12:28 by Crimson Wizard »

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Re: AGS 3.3.4
« Reply #9 on: 13 Jul 2015, 13:00 »
If it's not too sensitive, can I get a directory listing of your game's Speech directory?

EDIT: Sorry, didn't see CW's reply.

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Re: AGS 3.3.4
« Reply #10 on: 13 Jul 2015, 13:24 »
Great Job CW . Big release . Thanks so much ;-D

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Re: AGS 3.3.4
« Reply #11 on: 13 Jul 2015, 13:54 »
Great Job CW . Big release . Thanks so much ;-D
Half of the new features are made by Gurok :).

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Re: AGS 3.3.4
« Reply #12 on: 13 Jul 2015, 14:45 »
Great Job CW . Big release . Thanks so much ;-D
Half of the new features are made by Gurok :).

Sorry I didn't know that. Thanks a lot Gurok and you for new AGS fast updates . I think all of people and I are waiting for release stable version of 3.4
Is it possible native Mac port like Linux for AGS soon? Did you have any plan for add it?
 

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Re: AGS 3.3.4
« Reply #13 on: 13 Jul 2015, 15:17 »
Congrats on pushing AGS to 3.3.4! Great success!

Re: AGS 3.3.4
« Reply #14 on: 13 Jul 2015, 15:58 »
Also, the game uses Pamela .pam files, not Papagayo .dat files.
Oh. That explains something. It looks like it starts Papagayo parsing for a Pamela file for some reason.

Say, do you have any extra *.dat files in Speech folder?

The only .dat file that's located in the speech folder is the one created by AGS "syndata.dat", which isn't a Papagayo file. Maybe the engine is confusing it for one, though?

If you need me to upload anything, just let me know.

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Re: AGS 3.3.4
« Reply #15 on: 13 Jul 2015, 16:01 »
The only .dat file that's located in the speech folder is the one created by AGS "syndata.dat", which isn't a Papagayo file. Maybe the engine is confusing it for one, though?
Yes, that might be the case.
I will replace with a hotfixed version as soon as its done.

EDIT: AGD2, that file actually should not be in Speech folder, it is supposed to be in root project folder (this is where AGS creates it). Also, the file is recreated every time game is recompiled. I think you may just delete it.
We will provide a fixed version which would not crash on "wrong" files.
« Last Edit: 13 Jul 2015, 16:49 by Crimson Wizard »

Re: AGS 3.3.4
« Reply #16 on: 13 Jul 2015, 18:49 »
Ah, yes, I've confirmed that deleting the syncdata.dat file from the Speech sub-folder does indeed prevent the crash. ;-D

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Re: AGS 3.3.4
« Reply #17 on: 14 Jul 2015, 19:15 »
ATTENTION PLEASE

I had to reupload the 3.3.4 distributive with updated version which fixes one bad bug. It also contains a small improvement as a bonus.
Please download and re-install this again. Sorry for inconvenience.

- Fixed Editor crash in case of lip sync data parsing error.
- Find/Replace dialog now remembers the state of "Case sensitive" checkbox.
- Fixed Find/Replace dialog skipped the first word in the script being searched through.
- Fixed an order of cycling through fields on Find/Replace dialog.

Crimson Wizard

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Re: AGS 3.3.4
« Reply #18 on: 21 Jul 2015, 01:17 »
I had to reupload the package again, because 9-verb template needed small fixing. The Editor itself did not change.
Hopefully this is last time I do this for 3.3.4.

Re: AGS 3.3.4
« Reply #19 on: 27 Jul 2015, 17:33 »
EPIC! ;-D
_______________________________________ ____________________

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Re: AGS 3.3.4
« Reply #20 on: 27 Jul 2015, 19:04 »
AGS 3.3.4.2 does not display help explanations and scripting only left help menus show...

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Re: AGS 3.3.4
« Reply #21 on: 27 Jul 2015, 19:27 »
AGS 3.3.4.2 does not display help explanations and scripting only left help menus show...
Sorry, what do you mean?
E: I am kind of guessing you are talking of floating hints in scripting window? Do you get this all time or in particular case?
Does anyone else have this problem?
« Last Edit: 27 Jul 2015, 19:31 by Crimson Wizard »

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Re: AGS 3.3.4
« Reply #22 on: 27 Jul 2015, 19:55 »
help manual.  click on a topic but nothing shows in the main help window.

downloaded just now and opened it and was checking out help manual.

i downloaded archive choice.
« Last Edit: 27 Jul 2015, 19:58 by slasher »

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Re: AGS 3.3.4
« Reply #23 on: 27 Jul 2015, 20:16 »
help manual.  click on a topic but nothing shows in the main help window.

downloaded just now and opened it and was checking out help manual.

i downloaded archive choice.


I think it is a case when Windows blocks "suspicious" files.
Go to AGS folder, right click on ags-help.chm, choose Properties, on the General tab find "Unblock" button.
http://superuser.com/questions/503812/how-to-unblock-chm-files-unblock-button-is-missing

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Re: AGS 3.3.4
« Reply #24 on: 27 Jul 2015, 20:25 »
I missed that one :X

all ok (nod)

cheers

Re: AGS 3.3.4 -- Latest Official Release
« Reply #25 on: 01 Nov 2015, 08:12 »
Trying to run the supplied "Demo game"...

I get an error...
"Access to the path 'Speech' is denied."

Then it crashes and exits. There is no "Speech" folder or files... Only 'Music' and 'Sound' folders in the demo. I assume something is hard-coded to "look in folders", but it just assumes the folder exists, trying to look inside a non-existent folder for "something". If not that, than it is coded somewhere in the demo file, which, at some point, may have had 'Speech', but later moved stuff to 'sounds'... But the code still has a path-call for 'Speech', even though it never uses it. (So nothing would have been exported, and the folder never existing. You should check for unused resources and remove them, at compile time. Being used in code is not the same as "being used", if nothing ever calls for that "thing", or the "thing" is not used anywhere other than a declaration of a path, which is never used as a called value.)

Anywho... Back to playing. Since the demo is essentially dead and thus, a demo of what not to do... sort-of.

EDIT: Manually creating the folders got me a little further... Had to create a few... All are missing and it is looking inside for them.
"Speech"
"AudioCache"
"Compiled"

Now I am getting "User access denied", you do not have permissions to write to folders/files in this directory... It is trying to compile inside of the program directory, which is shouldn't be doing. It should be compiling inside of a windows temp-folder with disposable junk, not user folders. (Thus, the permissions failure.) Otherwise the program should be registered as the "User", or as "All users", or the setup should follow with "First, setup your program to run with Admin privileges, or User privileges."... if that is a requirement to "run". (Even a note on first-run, would be sufficient, if it also has instructions.)

Honestly it is odd that it doesn't have permission to edit files in the EXE's own directory. Time to update the installer, it obviously isn't setup to install into windows correctly.
 
Trying to use the "Horn" with the "Crack in the wall"... Get error... "prepare script: error - 18 (no such function in script) trying to run 'hotspot0_a' (Room 14)"

Honestly, I don't get the demo. What is it showcasing? It is huge unreadable pixels and poor functional click-GUI and no guidance of what is going-on. It is also annoyingly loud and noisy.

One usually thinks of a "demo", as a form of showcase of "what we can do", or "our ability"... Not just something made for the sake of making something, and providing it to look at, with bad examples of function and devoid of "what we are looking at"... It obviously isn't good graphics or sound or GUI interaction, or game-play... Not trying to sound offensive, just telling my opinion of what I saw before I couldn't take it anymore and the demo-game crashed... again, again...
« Last Edit: 01 Nov 2015, 08:38 by JD_Mortal »

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Re: AGS 3.3.4 -- Latest Official Release
« Reply #26 on: 01 Nov 2015, 14:06 »
JD_Mortal, we have a known issue that the Demo Game is installed inside AGS program folder, and that causes problem if AGS itself is installed in system folders.
We are planning to fix that in upcoming release.

Regarding the quality of the game itself... this game was created years ago, and since then distrubuted along the AGS. Was just keeping the tradition.
Perhaps it may be worth to remove or replace it; but honestly, no one in my memory ever raised such question as long as I create releases.
« Last Edit: 01 Nov 2015, 14:10 by Crimson Wizard »

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Re: AGS 3.3.4 -- Latest Official Release
« Reply #27 on: 01 Nov 2015, 14:40 »
There have been a couple of initiatives to update/replace the demo game, but as I recall they didn't go anywhere. Might be time for someone to have another crack at it. (I think I suggested before that instead of one big game that tries to cover "everything", we should have a game that demonstrates the basics, and then other smaller demos that just demonstrate a particular feature.)

Re: AGS 3.3.4 -- Latest Official Release
« Reply #28 on: 01 Nov 2015, 15:36 »
There have been a couple of initiatives to update/replace the demo game, but as I recall they didn't go anywhere. Might be time for someone to have another crack at it. (I think I suggested before that instead of one big game that tries to cover "everything", we should have a game that demonstrates the basics, and then other smaller demos that just demonstrate a particular feature.)
Perhaps take a look at how Ren'Py does it? A tiny little demonstration "game" and another project that demonstrates all of its features.
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Re: AGS 3.3.4 -- Latest Official Release
« Reply #29 on: 01 Nov 2015, 16:49 »
There have been a couple of initiatives to update/replace the demo game, but as I recall they didn't go anywhere. Might be time for someone to have another crack at it. (I think I suggested before that instead of one big game that tries to cover "everything", we should have a game that demonstrates the basics, and then other smaller demos that just demonstrate a particular feature.)

Perhaps Open Quest could be good candidate: http://www.adventuregamestudio.co.uk/site/games/game/945/
It is very simple, open source, with nice and clean gfx.

Re: AGS 3.3.4 -- Latest Official Release
« Reply #30 on: 02 Nov 2015, 15:13 »
Open Quest was created with AGS 2.72.

https://dl.dropboxusercontent.com/u/67740160/Open_Quest_Source.7z is it updated to 3.3.4, with the sound system changed to the newer version and other bare minimum changes to get it to work - it's completable from start to finish, save and load work etc. To properly modernise it to take full advantage of 3.3.4's capabilities will come later. It may be necessary to replace the artwork and sound/music, as there's no explicit license permitting their use outside of Open Quest (although the readme's "what can be reused?" "Anything you want." could be read as Public Domain).
« Last Edit: 02 Nov 2015, 15:23 by Sslaxx »
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Re: AGS 3.3.4 -- Latest Official Release
« Reply #31 on: 06 Nov 2015, 06:03 »
Why not have demo that comes installed featuring a game that is created from a team project? Sorta like how Draculator II: Byte of the Draculator came to be. Someone could helm the project and start it off in the Recruitment forum or something. I don't recall the premise of the old demo but maybe the game can feature a city with various puzzles to do and some other characters for other AGS games(if their creators want them in their) drawn in a simplified way so that it doesn't consume a bunch of time, or contrast to much with what ever style will be used for the game.

We can all be assigned to different parts of the game to work on just like before and work together to create something fresh as far as the original demo goes. It should also be scripted in a way that //explains in the script what does what for easy and hard functions. Seeing how it's the first thing that comes with AGS that you can crack open and see how things work it could actually prove to be very useful for newcomers.

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Re: AGS 3.3.4 -- Latest Official Release
« Reply #32 on: 15 Dec 2015, 20:59 »
Load_Room: Bad packed file. Either the file requires a newer or older version of\n"
      "this program or the file is corrupt.

I get this only when i'm trying to play the compiled version.

I'm getting this, I assume i have to rollback to a backup, but thing is i have over 100 rooms, and i'd prefer to actually somehow pinpoint the error. The spritefile has just went over 2gb, so i wonder if that's the problem?

edit: Either compressing the sprite file or splitting in chunks seems to fix the problem.
« Last Edit: 15 Dec 2015, 21:14 by Dualnames »
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Re: AGS 3.3.4 -- Latest Official Release
« Reply #33 on: 16 Dec 2015, 15:15 »
The spritefile has just went over 2gb, so i wonder if that's the problem?
Yes, this is a known problem with AGS: it does not support resource files larger than 2 GB.
« Last Edit: 16 Dec 2015, 19:00 by Crimson Wizard »

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Re: AGS 3.3.4 -- Latest Official Release
« Reply #34 on: 17 Dec 2015, 09:30 »
Open Quest was created with AGS 2.72 and is now updated to work with 3.3.4

https://dl.dropboxusercontent.com/u/67740160/Open_Quest_Source.7z

I would like not to see this die.
 

Re: AGS 3.3.4 -- Latest Official Release
« Reply #35 on: 17 Dec 2015, 09:53 »
Open Quest was created with AGS 2.72 and is now updated to work with 3.3.4

https://dl.dropboxusercontent.com/u/67740160/Open_Quest_Source.7z

I would like not to see this die.
Intend for it not to. Still so much to do, and I noticed it stopped working due to script compilation (thought I'd got everything but hadn't, but from what I can see it's mostly old music/sound scripting still in there).
Stuart "Sslaxx" Moore.