Author Topic: AGS 3.4.1 - Beta 7 -- upcoming new version  (Read 7759 times)  Share 

Crimson Wizard

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Re: AGS 3.4.1 - Beta 6 -- new unstable version
« Reply #120 on: 11 Aug 2017, 21:27 »
This issue existed in 3.4.0, but I didn't get around to reporting it earlier:  If a queued music piece starts playing while character speech audio is in progress, the music volume will jump back up to the normal volume level (in the middle of speech), rather than adhering to the SetAudioTypeSpeechVolumeDrop value.[/b]

This one's still happening. Here's a video demonstrating it.

https://youtu.be/Oe0UlOpH6po

At around 15 seconds, the female character starts speaking. The currently playing music has almost reached its end, and another music piece has already been queued to play after it. At 18 seconds, the character is still speaking, and the music ends. The new queued piece immediately kicks in and it spikes back up to normal (loud) volume, instead of detecting that speech is still playing and making the new music adhere to the value of SetAudioTypeSpeechVolumeDrop.

This seem to be an old issue, from the looks of the code it occurs when any sound starts playing during the voice-over, because volume drop is only applied to clips playing at the moment when speech starts.
For example, even if you start a new music with .Play() during voice-over it won't be applied. Also, if you adjust volume drop property during voice-over, it also won't be applied until next line.

Dave Gilbert

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Re: AGS 3.4.1 - Beta 6 -- new unstable version
« Reply #121 on: 11 Aug 2017, 22:09 »
I originally posted this in the wrong thread!

One odd glitch I'm noticing. If my computer has been on for a very long time (say, I leave it on overnight) and then I compile and run my game, the game will not accept ANY keyboard input. No escape, no press-key-to-advance-dialog, no nothing. I can't even type in names for save files. The only input it accepts is the mouse button. Rebooting my computer fixes the problem every time.

This could be an issue with my computer, but it's a problem that only surfaced with AGS 3.4.0. As a test I switched over to to a game compiled with earlier versions (before I rebooted, obviously) and they accepted keyboard inputs just fine.

Dave Gilbert

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Re: AGS 3.4.1 - Beta 6 -- new unstable version
« Reply #122 on: 11 Aug 2017, 22:57 »
Slight update regarding my previous post. The problem has to do with my computer going into SLEEP MODE. After exiting sleep mode, no AGS game compiled with 3.4.1 B6 accepts keyboard inputs until I reboot. At least, not on my computer.
« Last Edit: 12 Aug 2017, 12:44 by Dave Gilbert »

Crimson Wizard

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Re: AGS 3.4.1 - Beta 7 -- new unstable version
« Reply #123 on: 21 Aug 2017, 17:05 »
A very small update, fixing few recently reported bugs. I think this should be the last beta, want to make final release already. There are few known minor issues, but these may be addressed in future patches, whoever makes them.

AGS 3.4.1 Beta 7
http://www.adventuregamestudio.co.uk/releases/betas/AGS-3.4.1-Beta7/AGS-3.4.1-beta-7.zip
(also updated first post)

Changes since Beta 6:

Engine:
 - Fixed volume drop was not applied to audio clips which begin playing during speech voice-over (a very old bug).
 - Fixed Game.SetAudioTypeSpeechVolumeDrop did not affect currently playing clips until next voice-over begins.
 - Fixed engine was trying to locate "My Documents" folder on Windows Vista and higher even though it did not need it, and reporting internal error if such folder was not found, even though "Saved Games" folder is used instead.
 - Added missing stubs for agsjoy plugin.
« Last Edit: 21 Aug 2017, 17:11 by Crimson Wizard »

NicolaGs

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Re: AGS 3.4.1 - Beta 7 -- upcoming new version
« Reply #124 on: 21 Aug 2017, 17:39 »
Thanks Crimson for this release.

I'd like to report an issue with OpenGL (don't know if it's a bug) : VSync seems to be ineffective.

While using VSync with Direct3D/Internal renderer allows to get rid of tearing effect quite perfectly, but this tearing effect is always present with OpenGL (best seen on scrollings), VSync ON or OFF...
I tried it on 3 different PC (Win 7 each time), and always got "not smooth" scrollings.

Crimson Wizard

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Re: AGS 3.4.1 - Beta 7 -- upcoming new version
« Reply #125 on: 21 Aug 2017, 17:57 »
I'd like to report an issue with OpenGL (don't know if it's a bug) : VSync seems to be ineffective.

While using VSync with Direct3D/Internal renderer allows to get rid of tearing effect quite perfectly, but this tearing effect is always present with OpenGL (best seen on scrollings), VSync ON or OFF...
I tried it on 3 different PC (Win 7 each time), and always got "not smooth" scrollings.

Hmm, maybe it was not implemented, I will look into this.

Re: AGS 3.4.1 - Beta 7 -- upcoming new version
« Reply #126 on: 21 Aug 2017, 21:12 »
Thanks for the update, CW! I've tested it briefly, and I'm still running into a few issues. Here are my latest findings:

1)
Quote
- Fixed volume drop was not applied to audio clips which begin playing during speech voice-over (a very old bug).
 - Fixed Game.SetAudioTypeSpeechVolumeDrop did not affect currently playing clips until next voice-over begins.

These fixes aren't working on my end. In this new build, the music volume doesn't drop at all, prior to (or during) character speech. It remains the same volume throughout.

2)
On Windows 10, I'm still getting a black screen when running the game in full-screen mode with the Direct3D driver. I can hear the music and sound, but I get no visuals - like the canvas is black. It happens both when running in full-screen mode initially, and also when toggling to full-screen from windowed mode with Alt+Enter. It displays fine in Direct3D windowed mode, just not in full-screen mode. Direct3D full-screen mode definitely used to work on Win10 in the previous AGS editor version, prior to OpenGL support being added, so it's got to be something specific to this build.

3)
Quote
The Escape key doesn’t work after you press CTRL. To re-enable the escape key, you need to press any other key in-game, other than CTRL.

This now seems to be fixed. I didn't see it listed in your post above, but thanks a million! Was it an intentional fix or a side-effect? In any case, it was a source of much frustration, so I'm glad to see it gone after plaguing me for a decade. :)

4)
Still getting the issue with the debug console text not being present. To recap: The game's color depth is 32-bit. Font 0 is a pretty small TTF font, but it's there. In previous versions, I'm sure it used the larger Font 3 (TTF), which is the same font I had set up in the editor for the "Custom text-window GUI" setting. I haven't since modified any of the new advanced font parameters. Maybe adding a way for users to set a specific console font/color in game_start function would be best?

It was also suggested in an earlier post that perhaps the font was set to white. Is that possible?

« Last Edit: 21 Aug 2017, 21:16 by AGD2 »

Crimson Wizard

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Re: AGS 3.4.1 - Beta 7 -- upcoming new version
« Reply #127 on: 21 Aug 2017, 21:26 »
1)
Quote
- Fixed volume drop was not applied to audio clips which begin playing during speech voice-over (a very old bug).
 - Fixed Game.SetAudioTypeSpeechVolumeDrop did not affect currently playing clips until next voice-over begins.

These fixes aren't working on my end. In this new build, the music volume doesn't drop at all, prior to (or during) character speech. It remains the same volume throughout.

What drop value you have set for audio type, and do you change it in script somewhere?
I tested again, it works for me. Could anyone else try this out?


Direct3D full-screen mode definitely used to work on Win10 in the previous AGS editor version, prior to OpenGL support being added, so it's got to be something specific to this build.
Does it work now when you use 3.4.0 or previous 3.4.1 beta?


« Last Edit: 21 Aug 2017, 22:00 by Crimson Wizard »

Re: AGS 3.4.1 - Beta 7 -- upcoming new version
« Reply #128 on: 21 Aug 2017, 23:05 »
Quote from: Crimson Wizard
What drop value you have set for audio type, and do you change it in script somewhere?
I tested again, it works for me. Could anyone else try this out?

I have this line in both the game_start function and in the on_event eEventRestoreGame script:

Code: Adventure Game Studio
  1. Game.SetAudioTypeSpeechVolumeDrop(eAudioTypeMusic, 45);

Quote from: Crimson Wizard
Does it work now when you use 3.4.0 or previous 3.4.1 beta?

Hmmm I just loaded up 3.4.0 and can confirm that it didn't work in that build either. I recall it working relatively recently, so I'm not sure what the issue could be. Probably something related to my own system, though.

Crimson Wizard

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Re: AGS 3.4.1 - Beta 7 -- upcoming new version
« Reply #129 on: 21 Aug 2017, 23:10 »
Quote from: Crimson Wizard
Does it work now when you use 3.4.0 or previous 3.4.1 beta?

Hmmm I just loaded up 3.4.0 and can confirm that it didn't work in that build either. I recall it working relatively recently, so I'm not sure what the issue could be. Probably something related to my own system, though.

There were multiple reports up to date that Direct3D 9 mode just does not work well on Windows 10, with any AGS games.
Do you have VSync enabled? I heard a suggestion before that it may help. Not sure myself.

Re: AGS 3.4.1 - Beta 7 -- upcoming new version
« Reply #130 on: 22 Aug 2017, 21:33 »
Yeah, the V-sync setting seems to make no difference at all in regards to this issue.