Author Topic: AGS 3.4.0  (Read 18916 times)

Crimson Wizard

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Re: AGS 3.4.0
« Reply #20 on: 23 Sep 2016, 18:22 »
Although I have one question. This version seems to be categorized as version 3.4.0, but isn't it technically several versions past that? I have a module (the QueuedSpeech module) which requires "version 3.4.0.3 or higher," and the game will not compile now.

edit: I have commented out the commands in the module that check for the AGS version number and the game compiles fine now. But still, would 3.4.0 be the correct version number?

The full version number of this final release is 3.4.0.12. I've made a mistake in the past by keeping 3.4.0 in WIP state for too long, so people wanting new features were using intermediate alpha & beta releases to make their games.
How does the module check for version? I'd expect it to compile within this release, otherwise there is a bug somewhere, either in AGS or in the module; or maybe it needs some compatibility setting.
« Last Edit: 23 Sep 2016, 18:24 by Crimson Wizard »

Dave Gilbert

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Re: AGS 3.4.0
« Reply #21 on: 23 Sep 2016, 18:24 »
The module had this in the header. Before I commented it out, I got the error message that I needed version 3.4.0.3 or higher.

Quote
#ifdef AGS_SUPPORTS_IFVER       
#ifver 3.4.0.3                 
#define QueuedSpeech_VERSION 4.0
#define QueuedSpeech_VERSION_400
#endif                         
#endif                         
#ifndef QueuedSpeech_VERSION   
#error QueuedSpeech module error: This module requires AGS version 3.4.0.3 or higher! Please upgrade to a higher version of AGS to use this module.
#endif   

Crimson Wizard

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Re: AGS 3.4.0
« Reply #22 on: 23 Sep 2016, 18:31 »
Ah. There is a bug in AGS Editor, it incorrectly compares versions if one of its sections have more digits, like in this case (.3 and .12) - it compares only first digit (3 > 1) and gets incorrect result.

I guess we would need a little patch to 3.4.0.

As a workaround, you may change module check to "#ifver 3.4.0" (without 4th number).
« Last Edit: 23 Sep 2016, 18:33 by Crimson Wizard »

Dave Gilbert

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Re: AGS 3.4.0
« Reply #23 on: 23 Sep 2016, 18:35 »
AH! Interesting. Thanks CW.

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Re: AGS 3.4.0
« Reply #24 on: 23 Sep 2016, 22:32 »
Watch out, Dave, this module has a serious (i.e. game crashing) bug: http://www.adventuregamestudio.co.uk/forums/index.php?topic=23806.msg636534826#msg636534826

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Re: AGS 3.4.0
« Reply #25 on: 25 Sep 2016, 06:36 »
Very excited about the improvements to custom properties!!
This looks like a sweet version.. Maybe I need to get back to game making (wtf)

Re: AGS 3.4.0
« Reply #26 on: 26 Sep 2016, 15:43 »
:cheesy::cheesy::cheesy:(laugh)(laugh)
_______________________________________ ____________________

Re: AGS 3.4.0
« Reply #27 on: 27 Sep 2016, 14:04 »
Congratulation and thank you AGS team. The new features are dazzling and  I have no idea about what most of them do because I am new to AGS. Thank you anyway.

Re: AGS 3.4.0
« Reply #28 on: 30 Sep 2016, 02:20 »
Man, I've been waiting forever for this version to come out.  Maybe I'll finally get to work on Part 2 of Ouroboros now.

Daniel Thomas

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Re: AGS 3.4.0
« Reply #29 on: 30 Sep 2016, 11:28 »
As an artist this is the best update to AGS in a long time. Nice work!
Check out The Journey of Iesir Demo | Freelance artist, check out my Portfolio

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Re: AGS 3.4.0
« Reply #30 on: 02 Oct 2016, 05:36 »
Watch out, Dave, this module has a serious (i.e. game crashing) bug: http://www.adventuregamestudio.co.uk/forums/index.php?topic=23806.msg636534826#msg636534826

Pushed a bugfix after reading this. Problem only occurs if the currently speaking (in the background) character starts walking while still talking. It was a feature that was prematurely released, but as that was nearly two years ago... well, it's fixed now.
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Re: AGS 3.4.0
« Reply #31 on: 05 Oct 2016, 10:02 »
Well done CW and team!

Export to Linux? Neat! But has this just put you out of a job monkey0506? ;)

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Re: AGS 3.4.0
« Reply #32 on: 05 Oct 2016, 13:08 »
Well done CW and team!

Export to Linux? Neat! But has this just put you out of a job monkey0506? ;)
monkey0506 was the one who implemented this export... Or do I misunderstand what you mean?

Re: AGS 3.4.0
« Reply #33 on: 07 Oct 2016, 02:54 »
I'm not sure if this is the right place to write about bugs to this version, but perhaps you could try this and see if you get the same glitch.

Create a default game, lower the resolution to 320 x 180 instead of the default 320 x 200.

Now walk from the bottom to the top of the screen, or the top to the bottom.

In default resolution, the demo game roger walks smoothly. In 320 x 180 resolution mode, he jerks, or hiccups, as he walks. Almost as if he's having trouble pathfinding, or he's pathfinding around an invisible object. It's easily visible if 'movementspeedlinkedtoanimation' is set to false.

Reset the resolution, he walks normally.

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Re: AGS 3.4.0
« Reply #34 on: 07 Oct 2016, 03:43 »
I'm not sure if this is the right place to write about bugs to this version, but perhaps you could try this and see if you get the same glitch.

Create a default game, lower the resolution to 320 x 180 instead of the default 320 x 200.

Now walk from the bottom to the top of the screen, or the top to the bottom.

In default resolution, the demo game roger walks smoothly. In 320 x 180 resolution mode, he jerks, or hiccups, as he walks. Almost as if he's having trouble pathfinding, or he's pathfinding around an invisible object. It's easily visible if 'movementspeedlinkedtoanimation' is set to false.

Reset the resolution, he walks normally.

Charles, I have a strong suspicion this is because your room background stayed 320x200 and it is scrolling as the character walks.
I've got same effect, but after I did SetViewport(0,0) on the room load, character walks smoothly. Default background is just black, so you do not notice the scroll.
« Last Edit: 07 Oct 2016, 03:44 by Crimson Wizard »

Re: AGS 3.4.0
« Reply #35 on: 07 Oct 2016, 03:51 »
Of course, thank you so much CW. Such a simple oversight. It's always the obvious things that sideline me.

m0ds

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Re: AGS 3.4.0
« Reply #36 on: 10 Oct 2016, 10:06 »
oh sorry yes normally pay monkey to port an ags game to linux, kind of asking if this means that's no longer the case (if AGS can do it built in...)

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Re: AGS 3.4.0
« Reply #37 on: 10 Oct 2016, 13:31 »
Is there a way to change the list of available resolutions in the setup? I have a 16:9 monitor, and 1280x720 (which is a resolution I use all the time) isn't in the list.

Crimson Wizard

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Re: AGS 3.4.0
« Reply #38 on: 10 Oct 2016, 15:27 »
Is there a way to change the list of available resolutions in the setup? I have a 16:9 monitor, and 1280x720 (which is a resolution I use all the time) isn't in the list.
By "setup" you mean project's general settings, or setup program?

If project, then 1280 x 720 should be there.

If setup program, it gets the list of the resolutions reported by the graphics driver.


« Last Edit: 10 Oct 2016, 15:32 by Crimson Wizard »

Ali

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Re: AGS 3.4.0
« Reply #39 on: 10 Oct 2016, 16:03 »
I meant the setup programme. That's interesting, because my list doesn't show 1600x900, 1280x720, both of which I use regularly and are in the list of resolutions I can choose for Windows. They're also also available when I play other games.

As far as I can tell, there aren't any 16:9 resolutions in the setup list, apart from 1920x1080. (1360x768 is there, but it's not quite 16:9).

I can create a 1280x720 game, and set it to run at 'game resolution'. This runs 1280x720 successfully, however when I run setup again, it defaults back to 'desktop resolution'.